I'm Not Doctor Who https://imnotdoctorwho.moegamer.net/ Memoirs of a nobody Tue, 25 Aug 2026 20:50:45 +0000 en-US hourly 1 https://wordpress.org/?v=7.1 https://imnotdoctorwho.moegamer.net/wp-content/uploads/2024/11/cropped-pete-32x32.png I'm Not Doctor Who https://imnotdoctorwho.moegamer.net/ 32 32 237362437 #oneaday Day 809: Dolly, Willy and... uh... silly? https://imnotdoctorwho.moegamer.net/2026/08/25/oneaday-day-809-dolly-willy-and-uh-silly/ https://imnotdoctorwho.moegamer.net/2026/08/25/oneaday-day-809-dolly-willy-and-uh-silly/#respond Tue, 25 Aug 2026 20:50:42 +0000 https://imnotdoctorwho.moegamer.net/?p=40714 There are a number of things I want to talk about today, and I was agonising over which one of them to talk about. But then I thought there is absolutely no reason I can't talk about all of them in one post, so that's exactly what I'm going to do. Hold on to your … Continue reading #oneaday Day 809: Dolly, Willy and... uh... silly?

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There are a number of things I want to talk about today, and I was agonising over which one of them to talk about. But then I thought there is absolutely no reason I can't talk about all of them in one post, so that's exactly what I'm going to do. Hold on to your hats, folks, we're entering dangerous territory!

RIP Dolly Parton

Dolly Parton passed away at the age of 80. This is very sad news indeed, because Dolly Parton was the living embodiment of goodness. Among many, many other things, she made great music, she always came across as a thoroughly pleasant person in interviews and suchlike, she was an incredible ally to LGBTQ+ folks, she was responsible for millions of books being distributed for free to youngsters across the world, and above all, she was proof that you can be rich, beautiful, famous and not a shitty person in the slightest, all at the same time.

There seems to be some sort of unspoken assumption that you can only be a maximum of three of those at the same time (and it's usually rich, beautiful and famous) but Dolly proved that there was, in fact, no obligation to become a total piece of shit just because you were loaded.

Apparently Dolly's family has requested that in lieu of flowers and other memorials/condolences, people make a donation to the Dolly Parton's Imagination Library organisation. I've done just that, and I encourage you to consider doing so also. It is fitting that her generosity and selflessness continues even after her passing.

That's about all I am able to say on the subject for the minute, but I wanted to mark the occasion, at least.

Manic Miner's getting a dogshit-looking "remake"

I'll let you into a not-so-secret, dear reader: I don't think ZX Spectrum classic Manic Miner is very good. It has music that makes you want to tear your ears off, visuals that are… functional at best, gameplay that is unnecessarily infuriating and a difficulty curve that is more like a vertical wall, meaning I'm sure there are a significant number of people who have never seen beyond the first screen. There are many, many better single-screen platformers on 8-bit home computers — some of my favourites are Mr Robot and His Robot Factory and Miner 2049'er — and yet a lot of them just don't get their dues, while Manic Miner is consistently held up as an all-time classic. And don't even get me started on Jet Set Willy.

Anyway, BBG Entertainment GmbH — the people who have done some Boulder Dash reboots that are… not bad gameplay wise but kind of dogshit aesthetically — have decided what the world needs is a Manic Miner remake. And, moreover, they decided what a Manic Miner remake really needed was some absolute dog-arse generative AI for its visuals, trailer, pretty much everything. Including one of the most laughable "CRT filters" I think I have ever seen. Not only that, they have been very quiet on whether or not any AI has actually been used, by which I mean there is no AI usage disclosure on the game's Steam page.

(Yes, comments are disabled on YouTube, before you go and check.)

And, I mean, come on. Look at it. Look at it. Even the "retro" screens are wrong in terms of layout! Fuck's sake. If this isn't generative AI, they need to fire their art person. But let's face it, they probably already did that, which is why this has happened.

This isn't the first company doing some sort of "retro revival" who has shat out AI-generated garbage artwork all over a property that actually means something to some people and then denied that they have done so. Hey, I don't like Manic Miner at all, but I know plenty of people who do, and I feel bad for them to see garbage like this.

I've said it many, many times before, but I cannot fucking wait for this goddamn bubble to pop so we can be free of this never-ending torrent of shit.

Commodore is putting out a Cyberpunk 2077-themed C64 Ultimate

Why? In what world does this make any sense as a crossover? Plus with the relabelled keys it looks like a nightmare from a usability perspective, too. But I'm sure someone somewhere will buy it, then leave it in a box on a shelf and, roughly every 6 months or so, mention on all the Discord servers they're in, with an odd amount of pride, that they bought it and have never actually unpacked it.

Burnout Revenge

I have been feeling a bit burnt out on YouTube of late. I put out a video on Terranigma that I thought was a good adaptation of my article on MoeGamer, and it has performed like crap, even with yesterday's announcement of the Terranigma remake. I just don't even know before. YouTube is so incredibly unpredictable over what does well and what does poorly, and sometimes these things change massively over time, too. I have stuff that I put out several years ago which performed poorly to modestly on their original release, but which now has thousands of views — and I have stuff that I worked hard on and was very proud of which has done less than a hundred views. And there doesn't seem to be a lot of rhyme or reason to it — and, to be frank, I can't really be arsed to chase the why.

I feel like at some point I have drifted away from the things that used to have me fired up about doing things on YouTube. I have wanted to incorporate a much broader spectrum of things to reflect my own interests, but aside from a couple of standout exceptions to the rule, I don't feel that experiment has really been much of a success. And it's getting me down a bit; I don't particularly want or need YouTube to be a "big thing" for me, but it is nice when you do something and more than a handful of people appreciate what you do.

So I'm going to take a break from YouTube completely until I come back from holiday in mid-September, and at that time I'm going to do a sort of soft reboot back to some things I used to do, only with a bit more in the way of knowledge that I've picked up in the intervening years since I did them first time around. Specifically, I think I'm going to bring back Atari A to Z and Atari ST A to Z, because those series had a nice sense of structure to them, they were easy to produce but could result in a combination of celebrating big hits and discovering new favourites — and, perhaps most importantly, I really enjoyed making them.

Beyond that, I'll likely still do some occasional "scripted" videos when I feel like it, and perhaps some Evercade games, too, but so far as stuff outside of my "core" subject matter of Atari home computer stuff, it will be the exception rather than the norm. I basically built my audience for that channel on Atari-related videos, and I wonder if attempting to branch out to other platforms has just basically caused YouTube to go "we don't know what this channel is any more", meaning things like my Terranigma video just… go nowhere.

That's the plan, anyway. I will be using the things I've learned about thumbnail design and all that good stuff — plus continue with my current channel branding — and get things back to basics. At least then if only a handful of people watch my stuff, I know it's because they're genuinely interested in what I'm doing, rather than picking up on trends.

So yeah. Watch out for that in mid-September. In the meantime, go watch my Terranigma video. It'd be nice to at least get the sodding thing over 100 views.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 808: Terranigma is coming back! https://imnotdoctorwho.moegamer.net/2026/08/24/oneaday-day-808-terranigma-is-coming-back/ https://imnotdoctorwho.moegamer.net/2026/08/24/oneaday-day-808-terranigma-is-coming-back/#respond Mon, 24 Aug 2026 19:20:28 +0000 https://imnotdoctorwho.moegamer.net/?p=40710 Now, I don't want to say that I caused this by finally getting around to playing it recently (and writing about it… and making a video about it) but it certainly is a pleasant coincidence that not long after I finished doing all these things, Clear River Games confirmed that an official modern rerelease of … Continue reading #oneaday Day 808: Terranigma is coming back!

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Now, I don't want to say that I caused this by finally getting around to playing it recently (and writing about it… and making a video about it) but it certainly is a pleasant coincidence that not long after I finished doing all these things, Clear River Games confirmed that an official modern rerelease of Quintet's hard-to-find and ludicrously expensive classic, Terranigma, is on the way.

This is excellent news, because it means I can buy a copy and not feel bad about playing it through on MiSTer. Not that I did anyway, but it will be very nice to own an actual legitimate copy and not have to pay through the nose for a cart-only SNES copy that almost certainly has a flat save battery and might not even work at all. I might even play it through again to see what improvements have been made.

For the most part, it looks as if the game is going to be kept true to its original incarnation. There's some modern-day UI fluff including bezels and an optional floating EXP window (that will be nice to have, actually) plus the promise of some new art and remastered music tracks, but we don't have many details about all that just yet. For most people, just the opportunity to own a copy of this excellent game will be enough — even if it's a modern rerelease and not the original original version.

Before anyone asks: no, I don't know if this means we'll be able to get it on Evercade. I will certainly be mentioning it to the people who make such decisions, but as I have said numerous times before, I have no control over that part of the business and thus it will simply be an emphatic suggestion. Square Enix is a company we haven't worked with as yet — although we have worked with TAITO, who are technically part of that whole conglomerate now, so I guess we sort of have. What I'd really love to see, personally, would be a cart that contains, at the very least, Soul Blazer, Illusion of Gaia and Terranigma, plus ideally Actraiser and The Granstream Saga also. Maybe one day I will be part of making that happen. We'll have to see.

But anyway! If you've never played Terranigma, you're in for a treat. If you want to know more, go check out my in-depth piece on it over on MoeGamer (linked above), but the short version is this: it's an excellent 16-bit action RPG that still looks, sounds and plays really well today. The English localisation is a little bit clunky — though nowhere near as broken as that seen in Illusion of Gaia — but it gets the incredibly ambitious storyline across, and the gameplay is absolutely wonderful.

It's nice to share some good news for once. I hope you all remember to pick up Terranigma this time, because I will not be having any mercy on you if you miss your chance this time around and then come crying to me about having to pay hundreds of quid for a copy. It's there. It's coming. You know what to do.


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#oneaday Day 807: Atarimania got a new look https://imnotdoctorwho.moegamer.net/2026/08/23/oneaday-day-807-atarimania-got-a-new-look/ https://imnotdoctorwho.moegamer.net/2026/08/23/oneaday-day-807-atarimania-got-a-new-look/#respond Sun, 23 Aug 2026 18:23:33 +0000 https://imnotdoctorwho.moegamer.net/?p=40707 After many years of rocking the same distinctive and still-functional look, Atarimania, the massive Atari software database, has finally updated its visual style. And from a brief glance over, it looks great! For the unfamiliar, Atarimania is a place where you can go to look up pretty much any piece of software that has ever … Continue reading #oneaday Day 807: Atarimania got a new look

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After many years of rocking the same distinctive and still-functional look, Atarimania, the massive Atari software database, has finally updated its visual style. And from a brief glance over, it looks great!

For the unfamiliar, Atarimania is a place where you can go to look up pretty much any piece of software that has ever been released on an Atari platform. It probably gets the most use for those who are interested in the 8-bit and ST ranges of home computers, but it also has substantial console sections for the 2600, 5200, 7800, Lynx and Jaguar, though some of these are still under construction at the time of writing..

Most entries provide some helpful historical information about the piece of software in question, including the date of release (often just a year, as back in the day we apparently weren't quite as fastidious about recording the exact dates things released), the people who worked on it (with hyperlinks allowing you to quickly see what else they worked on) and various other bits and bobs of information. Many entries also allow you to download cartridge ROM files or disk images for the software in question, too, allowing you to quickly load it up in an emulator or even get it up and running on real hardware or an FPGA solution.

One of my favourite parts of Atarimania is the magazine section, which is full of PDF archives for a variety of publications. Some of these are specialist Atari 8-bit and ST magazines (including Page 6/New Atari User, which my Dad, my brother and I all wrote for at various points), but there are also things like Activision's Activisions newsletter, enthusiast user group zines and even some multi-format mags that happened to cover Atari, like Advanced Computer Entertainment (aka ACE), which was a favourite magazine of mine back in the day. It's a wonderful source of authentic information from back when this stuff was current, and it's been a godsend for me when putting together videos.

Atarimania's redesign doesn't reinvent the site's functionality. So far as I am aware, the exact same information is being presented, just with a new look. Notably, it's mobile-friendly now, which it didn't used to be, which makes quickly accessing information on the fly much more convenient than it once was. I'll have to spend some time digging into it all, but from my brief look this evening, it all looks great.

Every time I look at Atarimania, I find myself wishing that a similar resource existed for other platforms. The C64 and Amiga have something similar in the form of Lemon64 and LemonAmiga respectively, the Spectrum has World of Spectrum and the other one I always forget the name of, and I'm sure others exist for other platforms. But for me, none of them quite match Atarimania for sheer comprehensiveness — and I also think that there's a real gap in the market for something similar, but for consoles. Like, I would absolutely love to see a SNESMania, a MasterSystemMania, a MegaDriveMania and suchlike. To my knowledge, nothing quite like that exists right now for console platforms — and I don't really know anything about creating a database-driven website like that, otherwise I would consider looking into it myself. If these sites do exist, they're not anywhere near as well-known as Atarimania is for Atari enthusiasts.

There's MobyGames, of course, and that is definitely a valuable, helpful resource, but it's not quite the same thing.

Anyway, eternal respect to anyone who builds and maintains this sort of thing. You help make the retro gaming hobby that much more enjoyable to participate in — and turbonerds like me happy when we need to research things. Please keep doing what you do forever!


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 806: Absolute Direction (5 points) https://imnotdoctorwho.moegamer.net/2026/08/22/oneaday-day-806-absolute-direction-5-points/ https://imnotdoctorwho.moegamer.net/2026/08/22/oneaday-day-806-absolute-direction-5-points/#respond Sat, 22 Aug 2026 21:25:43 +0000 https://imnotdoctorwho.moegamer.net/?p=40703 We had a second game of Big Walk today, and one thing I appear to have impressed on the rest of my group is that I have a very good sense of direction, even in a virtual space. This is not something I tend to brag about — because why would you? — but it … Continue reading #oneaday Day 806: Absolute Direction (5 points)

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We had a second game of Big Walk today, and one thing I appear to have impressed on the rest of my group is that I have a very good sense of direction, even in a virtual space. This is not something I tend to brag about — because why would you? — but it is something I know that I am generally quite good at, and always have been to a certain extent.

I'm not entirely sure where this sense came from. Perhaps from years of playing old computer games that didn't include an automap facility. Perhaps from time in the Cub Scouts, at least part of which involved knowing how to read a map. Perhaps from how I used to enjoy just looking at maps. I remember having a kids' world atlas that I absolutely loved just… looking at.

Or perhaps it's something I developed a bit later. I know that I certainly became particularly aware of it once I had left home for university, because it came in very handy every time I got absolutely smashed and had to somehow find my way home in the dark. Despite numerous very drunken evenings, there was not one single occasion where I didn't make it home — even when the night had, for one reason or another, concluded at the house of someone I didn't know very well in an unfamiliar part of town.

Did I develop this skill back then? Perhaps. But it's something that's stuck around with me. I also feel very conscious of it any time I drive to a new city, because I tend to find that I can get a good feel for how all the roads connect to one another quite quickly, even when it's a place I've never been before. This came in quite handy any time I had a job interview in an unfamiliar place, because it meant that even if I initially had trouble finding the place I was supposed to go to — I always left with plenty of time to spare just in case this happened — I would come away from the day with a better understanding of this new place. This is information that may or may not have ended up being useful in the future, depending on whether or not I ended up getting the job.

I do find it especially helpful in virtual worlds, particularly when you have an experience like Big Walk which deliberately eschews the trappings of modern game user interfaces in favour of a more minimalist experience that is dependent on cooperation and communication. On multiple occasions in our session this evening, I was able to lead us right back to something we had previously visited without having to look at a map, and this, I feel, is a helpful quality in a group that is effectively orienteering in the wilderness in the hope of finding exciting and intriguing puzzles to complete. (Okay, I did take a wrong turn once, but nobody's completely perfect.)

One of the things I've determined via various means that I could really do with getting better at is acknowledging the things I am actually good at; the things about me that other people might actually value; the things that I can be proud of and feel okay about feeling proud of. After this evening's session, I feel quite confident in saying that yes, I am quite proud of my sense of direction; I feel it is a useful skill that can help both myself and others, and I am glad to be enjoying an experience where it actually comes in handy, and where people value it.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 805: Quarter-circle forward https://imnotdoctorwho.moegamer.net/2026/08/21/oneaday-day-805-quarter-circle-forward/ https://imnotdoctorwho.moegamer.net/2026/08/21/oneaday-day-805-quarter-circle-forward/#respond Fri, 21 Aug 2026 19:27:59 +0000 https://imnotdoctorwho.moegamer.net/?p=40700 I have long been intimidated by fighting games. I'm not sure exactly when this started, and there are still some fighting games I do enjoy — most notably the Dead or Alive games, which I've always felt have been the closest I've come to genuinely "getting" one of these games. And I would love to … Continue reading #oneaday Day 805: Quarter-circle forward

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I have long been intimidated by fighting games. I'm not sure exactly when this started, and there are still some fighting games I do enjoy — most notably the Dead or Alive games, which I've always felt have been the closest I've come to genuinely "getting" one of these games. And I would love to change this situation — particularly with the number of excellent SNK fighters we have on Evercade now.

Like I say, it wasn't always like this, though. Back in the SNES era, I, like literally everyone else I knew, had a copy of Street Fighter II, and played it to absolute death. I remember chatting about it with friends at school, discussing the various characters' endings — back then, people still respected the single-player mode of fighting games rather than treating them as the afterthought they seem to be today — and bragging about how easy we found such-and-such a special move to perform. (My friend Andrew was the only one of us who, he claimed at least, could perform Zangief's Spinning Piledriver.)

Beyond that, I remember having a good time with the original Tekken and Soul Blade on PlayStation, Soulcalibur on Dreamcast, the aforementioned Dead or Alive… it all feels a world away right now.

The obvious answer to this is to just try and play a fighting game again. But the temptation, given the amount of information out there today, is to try and look something up; to try and find a guide to "getting good" at one of these games, before you even start actually just playing it.

The trouble is, most guides these days — even supposed beginners' guides — are filled with impenetrable jargon, and move on to complex concepts way too quickly, making the prospect of even thinking about trying a new game difficult to contemplate. I read a guide the other day that said when you are learning a new fighting game from scratch, one of the first things you should do is look at a wiki and learn the framedata for the character you want to play.

Not "play the game, see how you like it" or "pick a character that you find sexually attractive, consider an aspirational figure or think is amusing for some reason". Look at a wiki and learn the framedata.

Now, while I won't deny that once you're taking a game seriously to a particularly sweaty degree, looking at a wiki and learning the framedata probably is helpful — but man! When you're someone who doesn't really know how to play a fighting game, like at all, but is interested in learning at the very least the basics, and then you're hit with something that sounds like the exact opposite of fun as one of the first things you're suggested to do… well, that doesn't feel like much of an incentive to play!

This is the trouble with having too much information available and the baggage that a large and active "community" brings. Back in the SNES era — and even onwards into the Dreamcast and early PS2/Xbox ages — none of us knew what the "FGC" was, and we didn't need to know. If we were lucky, we still had the original manual for Street Fighter II and knew that a fireball move was down, diagonal, forward and punch, and that was, somehow, enough. The way we played would have probably been considered "button mashing" by someone who knew the game extremely well, but again, it didn't matter! We were having fun with the game, we were enjoying playing it — and we were able to play it well enough to (after a lot of continues, in most cases) actually beat the single-player mode.

Like I say, though, the single-player mode of fighting games is seemingly barely given any thought whatsoever these days. The assumption from most of the "guides" out there appears to be that you must always be looking to get ready for competitive action, to be on top of your versus game, and to be able to perform every move absolutely flawlessly, exactly when you need to perform it. Playing against a computer? Ugh, literally disgusting. Get online and get wrecked, because that's the only way you'll learn.

That may be true, but I wonder how many other people out there are like me: having once enjoyed something like Street Fighter II before all this "advice" was everywhere, but now feel completely and utterly intimidated and demoralised any time they even contemplate picking up a new fighter — to such a degree that they just never even try a game that could potentially become an all-time favourite?

As I say above, I think the answer, honestly, is to simply ignore all this and just have a go. If you're only fighting against the computer, it doesn't matter if you suck. If the only skills you develop are "how to beat the computer" — and you do so enough to be able to see a favourite character's ending on a handful of credits? I think that can be enough.

I think you can make it enough. So y'know what? I think I'm going to make an effort to have a go at some of these absolutely beautiful NEOGEO games we have on Evercade. Sure, I'll likely be turning the difficulty level down to the minimum, at least to begin with — but that sounds a lot more fun than looking at charts full of numbers, abbreviations and terms like "Greco-Roman cancel". At least for now. Maybe I'll find myself wanting to do that at some point down the line — but for now, just playing the game sounds like a good idea.

Now the only question is which game to pick…?


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

If you want this nonsense in your inbox every day, please feel free to subscribe via email. Your email address won't be used for anything else.

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#oneaday Day 804: More like Golden Shower https://imnotdoctorwho.moegamer.net/2026/08/20/oneaday-day-804-more-like-golden-shower/ https://imnotdoctorwho.moegamer.net/2026/08/20/oneaday-day-804-more-like-golden-shower/#respond Thu, 20 Aug 2026 19:27:41 +0000 https://imnotdoctorwho.moegamer.net/?p=40683 A new trailer for an upcoming animated series based on Sega's classic arcade game, Golden Axe, came out today. It is… not good. And I am not surprised. Disappointed, yes. But not surprised. For some reason, a lot of people making animated series seem to have fallen into the trap of thinking there is only … Continue reading #oneaday Day 804: More like Golden Shower

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A new trailer for an upcoming animated series based on Sega's classic arcade game, Golden Axe, came out today. It is… not good. And I am not surprised. Disappointed, yes. But not surprised.

For some reason, a lot of people making animated series seem to have fallen into the trap of thinking there is only one way you can possibly make this sort of thing: irony-poisoned "adult animation" with a complete lack of sincerity and earnestness. And it fucking sucks!

Now, I'm not someone who swears off the sort of genre-savvy, quasi-fourth wall-breaking meta-comedy style as an automatic and immediate matter of course. There is a time and place for that sort of thing; we call it parody. Right now, I have been casually playing Agents of Mayhem by Volition, which is a spinoff of the Saints Row series that focuses on a band of gun-toting superheroes. It is full of this sort of humour, and it works because the whole thing is set up to be a parody of a particular genre. You go in expecting that sort of thing, and it delivers. You have to be in the right mood for it, but it is not throwing any particular curveballs.

Hell, it doesn't even have to be parody. I still enjoy Buffy the Vampire Slayer and Angel, even though series creator Joss Whedon apparently turned out to be a bit of a dildo, to say the least. People who complain about the dialogue in modern Marvel movies often accuse them of being full of "Whedonisms", and that may be a fair point, given his involvement in several of them — but in the context of Buffy and Angel, again, this sort of humour worked, because it was a bunch of kids saying it, and in turn that made it highly quotable in the playground.

Star Trek: Lower Decks is another great example. I thought I was going to hate this series after the first episode, which was pretty "wacky", but I kept watching out of curiosity and was pleasantly surprised to discover a series with a lot of genuine heart, soul and sincerity — plus an appreciation of and admiration for Trek canon. Sure, it had its silly moments — a lot more than in most of the live-action shows — but it struck a good balance, and at no point did it feel like it was designed primarily to mock its source material maliciously.

But, like, Golden Axe? This is a beloved arcade game that, in its original form, played things reasonably straight for the most part, at least until its ending sequence. Sure, it had its silly elements like the treasure goblins and the weird mount creatures, but it's clear what the intent was: make a game designed in the style of pulp fantasy, complete with loincloth-clad barbarians, bikini-clad female warriors and hairy dwarves.

When you adapt something like this in the obnoxiously referential, wise-cracking "adult animation" style popularised by shows like Family Guy, you just put across the feeling that you don't respect the source material at all; there seems to be an unspoken assumption that if the creators of this show took Golden Axe seriously, then no-one, in turn, would take this animated series seriously.

You could make the argument that Golden Axe, as a franchise, didn't really have much meat on the bones in terms of narrative in the first place, and you'd probably be right about that. But there's more than enough there to act as a basis for something more — and perhaps to build something genuinely interesting which uses the lore that does exist as a starting point. That could have been cool! There aren't that many good fantasy-themed shows out right now other than Game of Thrones and its spinoff, House of the Dragon, and those are very much an acquired taste (not to mention the poster children for "dark fantasy", which is distinct from more traditional approaches to fantasy) — and there's definitely scope for one in the animated space. Remember stuff like Xena: Warrior Princess? Golden Axe could have been a new Xena: Warrior Princess, but animated!

But no. Instead we get a show that just feels like everyone involved with it has complete and utter contempt for the fantasy genre, for the source material, and for the audience. And I don't really know why! It's not as if animated adaptations which take potentially rather silly source material seriously don't exist — look at Castlevania! That turned out great! It managed to tell a compelling, serious, earnest story with interesting characters and even incorporate some humour without it all feeling forced and filled with such a sense of not giving a shit.

I guess ultimately it's no real skin off my nose, because with Golden Axe being on Paramount+, I'm not going to watch it — and I'm certainly not going to make an effort to seek out some alternative means of watching it (be that official or "unofficial"), based on that trailer. It's just frustrating that this sort of thing is so very predictable; it makes it difficult to have any excitement for announcements of potentially interesting adaptations of video game properties into other forms of media, and very easy to be cynical.

I can't say I was particularly hungry for an animated adaptation of Golden Axe generally — and thus, honestly, I'd rather they hadn't bothered at all than come out with this predictable nonsense.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 803: Write about an obscure game https://imnotdoctorwho.moegamer.net/2026/08/19/oneaday-day-803-write-about-an-obscure-game/ https://imnotdoctorwho.moegamer.net/2026/08/19/oneaday-day-803-write-about-an-obscure-game/#respond Wed, 19 Aug 2026 19:36:05 +0000 https://imnotdoctorwho.moegamer.net/?p=40680 It is Michael "Virtual Moose" Klamerus' birthday today, and for their birthday they have set a blog challenge, because that is a thing you are allowed to do on your birthday. The challenge is simple: write a blog post about an obscure game. Challenge accepted! Being someone who is "into" classic home computers — and … Continue reading #oneaday Day 803: Write about an obscure game

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It is Michael "Virtual Moose" Klamerus' birthday today, and for their birthday they have set a blog challenge, because that is a thing you are allowed to do on your birthday. The challenge is simple: write a blog post about an obscure game. Challenge accepted!

Being someone who is "into" classic home computers — and particularly less popular classic home computers like the Atari 8-bit line — I have plenty of possible answers to this challenge, and even more that stem from my modern tastes of games that are a bit off the beaten track and often ignored by the mainstream press. So what to pick?

Well, I think it has to be a home computer game, as I saw yet another example of people who have probably never even seen an Amiga making jokes about European computer games earlier, and it annoyed me. It annoyed me enough to want to write about a home computer game that is genuinely good, but which doesn't get talked about that much.

I eventually settled on Jupiter's Masterdrive, a 1991 game for Atari ST and Amiga that was developed by "POF Corporation" (who, to my knowledge, never made anything else under that name) and published by a very early incarnation of Ubisoft, back when they spelled it "Ubi Soft". If you want to see it in action, I played it on my YouTube channel five years ago:

Although I have shelves filled to the brim with Atari ST games up in my study, Jupiter's Masterdrive is actually a game that I have never owned a full boxed copy of. My sole encounter with it Back In The Day was on a cover-mounted disk from ST Action, a magazine I used to enjoy, and this was, as you might expect, only a playable demo.

I remember finding it quite striking when I played that demo, though — even though it was obviously unfinished. (If I am remembering correctly, the demo had no sound whatsoever!) It was a top-down racer, but with an unusual sci-fi theme: not only were you racing on moons, other planets and satellites, you also had access to weaponry with which to upset your opponents. Races were as much about survival as they were about coming out in front.

The game moved smoothly, which was never a given on the ST, which lacked the hardware scrolling facilities of its great rival, the Amiga. The play area was deliberately constrained to a relatively small window on the screen, presumably to keep the frame rate up a bit — but it was also possible to play the whole thing in a split-screen two-player mode, and to my recollection, performance didn't really suffer when doing so. My experience with the game — particularly the full version I played in the video above — was almost exclusively with the single-player mode, but I suspect I would have at least tried the two-player mode with a school friend once or twice.

Demo disks of the era were great for this sort of thing. Despite the fact the demos in question had to be squeezed onto a single floppy disk — and often a single side of a floppy disk in order to cater to those who only had a single-sided drive, with bonus demos on offer for those lucky enough to have a double-sided setup — they were often quite generous in terms of how much they would let you play; certainly enough to give you a good idea of what to expect from the finished product, and often a lot of fun in their own right.

In the case of Jupiter's Masterdrive, that playable demo with no sound lodged itself firmly in some dust-covered recess in the corner of my mind for years — no, decades — after I originally played it, so when I was doing my Atari ST A to Z video series and got to "J" one time, the memory leapt out and bellowed "Jupiter's Masterdrive!" at me. "Oh yeah," I thought. "I liked that demo. I wonder what the full game is like?"

Really good, as it happens. The additional time that POF Corporation worked on the game between the release of the demo and the final game coming out over a year later was evidently well-spent, as the result was a well-crafted, polished, slick game that ran extremely well, even on the humble ST, and was a lot of fun to play.

It had some fun and interesting twists, too. From the demo, I had assumed the whole game would be circuit-based racing, but the full version also shakes things up with some arena-based events in which your aim is to collect a certain number of special objects before an opponent. The small play area isn't a hindrance in these events, either, thanks to a well-implemented radar display that allows you to see at a glance where you, your opponent and the target objects are.

Between races, you can spend the credits you earn and win on various upgrades for your car, including enhancements to your car's performance as well as weaponry and armour to help you survive a bit longer in the tougher events.

It's a game I don't think I have seen anyone else ever talk about online, but for one reason or another it's one that, as I say, got into my mind as a youngster and never really went away. I was really pleased to discover (when I finally tried it) that the full game ended up being as good as it is — and encourage you to give it a look, particularly if you've ever said anything disparaging about home computer games.

This is a quality title that holds up very well indeed, and is a great example of why there's a ton of value in exploring this area of gaming history rather than just laughing at those silly Europeans for "making do" with their stupid old STs and Amigas back in the '80s and '90s. We had a perfectly fulfilling, satisfying time, I think you'll find, as games up to the standard of Jupiter's Masterdrive were by no means an uncommon sight — and if you take the time to explore a bit, you'll find some wonderful games that deserve to be talked about a whole lot more.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 802: However bad you think Twitter is now, it's worse https://imnotdoctorwho.moegamer.net/2026/08/18/oneaday-day-802-however-bad-you-think-twitter-is-now-its-worse/ https://imnotdoctorwho.moegamer.net/2026/08/18/oneaday-day-802-however-bad-you-think-twitter-is-now-its-worse/#respond Tue, 18 Aug 2026 19:44:51 +0000 https://imnotdoctorwho.moegamer.net/?p=40677 Earlier today, Aftermath posted a review of Half is More, a new manga that explores the life of mixed-race characters in Japan. It sounds like an interesting read, and I may well pick it up — the last manga I read that was designed around the idea of sensitively exploring the life of someone who … Continue reading #oneaday Day 802: However bad you think Twitter is now, it's worse

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Earlier today, Aftermath posted a review of Half is More, a new manga that explores the life of mixed-race characters in Japan. It sounds like an interesting read, and I may well pick it up — the last manga I read that was designed around the idea of sensitively exploring the life of someone who exists outside perceived cultural "defaults" was Love Me For Who I Am, and I feel like I really learned something worthwhile from reading that entire series. I get a similar vibe from this work.

As part of Aftermath's article, reviewer Isaiah Colbert remarked that the manga had had its "announcement treated like a Klan rally in the comments and quote-retweets of its English localization on Twitter". I was, sadly, unsurprised to hear this. But I'm not entirely sure why I did what I did next.

I found an old, defunct Twitter account that I once had that is still active, and I logged into Twitter to have a look. I haven't even looked at Twitter for months at this point; even while I was doing social media for the day job, I spent as little time on there as possible. The whole place just had seriously bad vibes for quite some time now, but I didn't stick around to find out quite how bad. And part of the reason I deliberately stepped away from social media for my work at the day job is because I didn't want to expose myself to that crap at all, let alone "any more than necessary".

Today, I confirmed: things are bad. They're real bad. We're talking blatant, unashamed, absolutely fucking disgusting racism, without even any attempts at plausible deniability. We're talking racist slurs in response to the post; we're talking edits of the cover image to turn it into a racist caricature; we're talking, inexplicably, a lot of antisemitism.

I feel like it takes a fair amount to shock me these days, given how many years I have breathed Internet fumes for, but today I was genuinely taken aback and disgusted by what that site has become. I have no regrets about jumping ship long before it got this bad — and now I have a complete understanding of anyone who has harsh words for those who stick around on the site at all.

The entire place has become a free-for-all cesspit filled with the absolute worst dregs of humanity, all of them feeling safe in the knowledge that they will see zero repercussions for their foul behaviour. Indeed, in the quote-tweets thread for the post in question, one user noted that they reported one of the racist caricatures to Twitter's laughable "safety" department, and got told that the post had, somehow, not broken any rules. At this point I'm not entirely sure Twitter has a safety department any more; there's a non-zero chance that a lot of moderation is left up to Grok, and given that Grok has proven itself to be quite happy to produce child sexual abuse material with minimal encouragement, that makes me feel like it's probably not going to be a good judge of whether something is racist or not.

It's kind of incredible how this has happened. Twitter was once, genuinely, the "town square" of the Internet. It was the "default" social media app for everything. TV shows had official hashtags. Brands had active presences. People actively wanted to be on there to be part of the conversation. And while it's always had its issues and its bad actors, for the most part the truly odious individuals were corralled off into their own little corners rather than being people you will almost definitely run into if you poke your head in there for more than five minutes.

It is no longer a safe place to hang out online. Everything that has happened on that site in the last few years has corrupted it into an utterly disgusting shadow of its former self. And Musk still wants to make it "The Everything App"? He wants people to trust a site like that with their money?

I don't know why I looked at Twitter tonight. I had no need to. But I guess I was curious quite how bad it had actually gotten since I last looked a long time ago; whether the things people had said about it were real, or if they were exaggerations.

They were not exaggerations. Get off that fucking platform if you're still on it.

And no, I will not call it "X".


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 801: Eeeeeeees https://imnotdoctorwho.moegamer.net/2026/08/17/oneaday-day-801-eeeeeeees/ https://imnotdoctorwho.moegamer.net/2026/08/17/oneaday-day-801-eeeeeeees/#respond Mon, 17 Aug 2026 20:34:15 +0000 https://imnotdoctorwho.moegamer.net/?p=40674 After getting what I thought was "caught up" on the series a few years back (correction: a decade ago. Fucking hell), I am now very behind on Falcom's excellent Ys series. And, despite already having two "big games" on the go — Suikoden and Yakuza 6 — I am severely tempted to start correcting that. … Continue reading #oneaday Day 801: Eeeeeeees

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After getting what I thought was "caught up" on the series a few years back (correction: a decade ago. Fucking hell), I am now very behind on Falcom's excellent Ys series. And, despite already having two "big games" on the go — Suikoden and Yakuza 6 — I am severely tempted to start correcting that.

Ys is not the only series I am very behind on, of course. I am also very behind on Yakuza, which is at least partly why I started Yakuza 6 on a whim the other day. Technically I'm not "behind" on Suikoden because I never started it prior to this — though I am enjoying it a lot — but I do want to play, at the very least, the first two in the HD Remaster collection.

Then, of course, there is Trails, that which has apparently become Falcom's flagship series. To date, I have played the first Trails in the Sky… twice. I also made a start on Trails in the Sky Second Chapter, but almost immediately after I started playing that game, Falcom announced the remake of the first Trails in the Sky (and its subsequent follow-up), so I figured that I would delay starting a proper, honest to goodness attempt to "do" that series until all of these remakes were out. And in the meantime, the far end of the series continues to extend further and further into the distance; I am several games behind in terms of actually buying the games at this point, so hopefully by the time I do actually start playing Trails properly, they will still be reasonably available.

Does it all matter? No, of course not. So long as these games continue to be available and the hardware to play them on remains in working order, I can play them at any time. That said, I do feel considerably more "pressure" of sorts to play current stuff sooner rather than later, given how many of them have downloadable updates. I do tend to make a habit of primarily purchasing limited-print stuff, which tends to be fully up to date on cart or disc, but in the case of stuff that gets a broader retail release — like the Trails games now do — there are often updates of varying degrees of necessity from the moment you put the disc in.

And don't even get me started on Game Key Cards, still officially the worst thing about Nintendo Switch 2.

Anyway, at some point, then, I think I will probably be jumping into Ys VIII: Lacrimosa of Dana. I did actually make a start on this ages ago, during a time when we had some friends over, they got a bit drunk and wanted to see some sort of RPG. I haven't touched it for ages, though, so if and when I do start again, it will be going from the beginning once more. I'm also quite tempted to revisit Ys Origin, purely for its finale music. And then there's the Switch versions of Oath in Felghana and Memories in Celceta, both of which I've played, but which it would be fun to have another look at.

And then after that there's Ys IX and Ys X to play, too. Ahh, an embarrassment of riches, truly. And yet how long do you think I'm going to stare at a wall, wondering if I really should start something new when I already have two big games on the go?

No. Fuck it. You know what, I'm just going to do it. I need some howling Falcom guitars in my life right now, and I'm damn well going to go and get them. You see if I don't!


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 800: Some interesting games I've covered https://imnotdoctorwho.moegamer.net/2026/08/16/oneaday-day-800-some-interesting-games-ive-covered/ https://imnotdoctorwho.moegamer.net/2026/08/16/oneaday-day-800-some-interesting-games-ive-covered/#respond Sun, 16 Aug 2026 21:02:56 +0000 https://imnotdoctorwho.moegamer.net/?p=40670 One of the things I've always been fond of doing over on my other website, MoeGamer, is covering games that don't get much (or any) attention elsewhere — be they brand new or old and crusty. So today, in celebration of 800 daily posts, I thought I would point you at a selection of games … Continue reading #oneaday Day 800: Some interesting games I've covered

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One of the things I've always been fond of doing over on my other website, MoeGamer, is covering games that don't get much (or any) attention elsewhere — be they brand new or old and crusty. So today, in celebration of 800 daily posts, I thought I would point you at a selection of games that you might not have heard of, and the things I have written about them. Doesn't that sound nice? Doesn't that sound like it'll give you a nice range of things to read on the toilet? I know you're reading this on the toilet!

In no particular order…

First up, here's my writeup on Lapis x Labyrinth, a thoroughly unusual game from Nippon Ichi that blends elements of platformer, action RPG, arena combat game, shoot 'em up and pachinko. (Don't worry, there's no actual gambling or microtransactions.) It's an incredibly compulsive game that knows how very appealing it is when you do something in a game and things explode into a shower of shiny things. Narrative-wise it's almost completely forgettable, but in terms of presentation and particularly gameplay, it's a wonderful thing indeed, and highly recommended if you want to play something quite unlike anything else you have experienced.

Next up, here's a look at Root Letter, a visual novel/adventure game hybrid that I once described as "Ace Attorney for the over-30s", and very much stand by that description. It's a thoroughly compelling mystery story with some spooky elements, and does a great job at juxtaposing the energy and optimism of youth with the glum reality of early middle age. I still have not yet played the expanded version of this which adds the option to replace the hand-drawn artwork with photographic stills; I think probably enough time has elapsed between me playing the original version and now that I can (and should!) give it a go, given that it's on my shelf, and has been for quite some time.

Dragon Quest V is not what I'd exactly call an "unknown" game, but this piece which I wrote on the game's treatment of fatherhood — specifically, as experienced by a child, and how I related it to my own life experiences and memories of family life as a child — remains something that I'm very pleased with. I was emotionally invested in the subject matter, and I think that came across in what I wrote. I'm sure the things I describe will be familiar to at least some of you.

Here's a piece on Criminal Girls, a thoroughly interesting — and oft-misrepresented — role-playing game in which you take on the role of a jailer in Hell, tasked with leading a group of "delinquent" girls on the path to getting a second chance at life and a chance of "redemption" from their "sins". The game explores matters of trust both in its narrative and, quite remarkably, through its mechanics, making it a thoroughly interesting example of how a game's thematic elements are woven throughout the entire fabric of the game rather than simply used as set dressing.

Here's a piece on Namco's Star Ixiom, a game from the company's PlayStation era that never, ever gets talked about — but which is actually really, really good! It's the follow-up to the company's Famicom Star Raiders-like, Star Luster, and is absolutely packed with both depth and a variety of things to do, with multiple ways to play according to whether you prefer a linear, mission-based structure or a more freeform, strategic game. Vastly underappreciated game that I'm bummed I never even heard of back when the PS1 was current — but thankfully, I can enjoy at my leisure today.

Finally, let's close off today with a look at SWERY's The Good Life, a game from this unusual and widely beloved creator's back catalogue that, once again, I never see anyone talking about. It is a thoroughly interesting game that combines elements of cosy life sim, murder mystery and open world adventure, allows you to turn into both a dog and a cat, and you can also ride sheep. It is somehow less "wacky" than it sounds, and has some real heart and soul to it — as well as a thoroughly convincing interpretation of the Lake District landscape to explore.

There are many other games I've covered on MoeGamer to date, so if you want more than the above links, stop by the All Games page on MoeGamer and check out an index of every game I've covered to one degree or another. Or you can hit up the article index (also available organised by date) and browse that way instead, if you prefer. Either way, if you've never paid MoeGamer a visit and you like the things I write about games, stop by and have a look around! It's my favourite thing that I've created on the Internet, and I intend to keep it standing for many years to come, so please enjoy what I've put there to date.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 799: The exhausting town square https://imnotdoctorwho.moegamer.net/2026/08/15/oneaday-day-799-the-exhausting-town-square/ https://imnotdoctorwho.moegamer.net/2026/08/15/oneaday-day-799-the-exhausting-town-square/#comments Sat, 15 Aug 2026 18:50:22 +0000 https://imnotdoctorwho.moegamer.net/?p=40666 Social media was often positioned to us as being like a "global town square", where people from all walks of life and backgrounds could come together and argue about who was the best girl in Evangelion. Over time, I think we can say that experiment… hasn't exactly worked quite as intended. I mean, sure. I … Continue reading #oneaday Day 799: The exhausting town square

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Social media was often positioned to us as being like a "global town square", where people from all walks of life and backgrounds could come together and argue about who was the best girl in Evangelion. Over time, I think we can say that experiment… hasn't exactly worked quite as intended.

I mean, sure. I won't deny that my various dalliances with social media — particularly the "public-facing" kind such as Twitter (as it was before… what it is now) and Bluesky — have exposed me to people I might not have otherwise had the opportunity to get to know, and even allowed me to make some friends… I think, anyway.

But sometimes I find myself wondering if there's a reason I might not have come into contact with certain types of people were it not for the "global town square" nature of public-facing social media. I am starting to feel, looking at my Bluesky feed, like I felt when I first fell out of love with Twitter. It feels less about the conversation, sharing and making new friends, and more about performatively saying the right things in order to ensure that you are seen as a "good person" with the "correct" opinions. And I'm really fuckin' tired of that shit.

I won't go into specific examples right now, because that will date this post immediately — plus I'm not altogether keen in getting embroiled in the current "discussions", however indirectly — but suffice it to say for the moment that as soon as you start feeling genuine trepidation about saying certain things, lest the Mob pounce on you for something you might not have actually intended from what you said, then that's the time you should probably start thinking about how you are using social media, and how you might be able to make it better for yourself.

The simple answer is, of course, mute, unfollow or even block the people who are making you feel that way. On Bluesky in particular, the "nuclear block" function means that it is hard (though not impossible) for anyone you have blocked to check up on what you are saying. But on the other hand, I feel like blocking sends a certain message that perhaps isn't exactly what you intend; there's an inherent message of disapproval to it that might not be what you want to say; the same is true for unfollowing, to an arguably slightly lesser extent.

Probably the subtlest approach you can take is just to mute someone who is irritating you, but who you don't particularly want to send that message of disapproval to by blocking them. No-one knows when you've muted them, and you don't see their posts come up in your feed; you may, however, see that there have been posts from accounts you have muted, and the temptation is always to click that thing to see exactly what people have been saying. It's rarely anything worthwhile, and yet still we click. We always must click.

The trouble I find is that a lot of the absolute most insufferable people on social media are also people that I originally followed because I'm interested in the thing that their account suggested was their main interest! But at some point you have to ask the question: "am I still following this person out of a sense of obligation or the increasingly vain hope that they will post about the thing I followed them for, or because I want to see what they are actually posting on an hourly basis?" If the answer is the former, unfollowing or muting them is probably a good idea. Particularly if they aren't following you, in which case they probably won't even notice your absence.

But then that can, itself, be a bit disheartening. It can sometimes be frustrating to post something that I've worked hard on over on Bluesky and it seemingly pass by completely unnoticed, and then post some inane throwaway reply to someone about AI boosters being garbage people and get non-stop notifications of people liking and reposting that ultimately meaningless message for the next three days.

I think I'm just not built for social media. But, paradoxically, it's one of the only means I feel like I have of being able to connect with other people these days. And it sucks that it's that way. The alternative is just being alone, and I don't really want to do that — because I feel like I've proven beyond a doubt over the course of the last few years that if I just disappear quietly, absolutely no-one seems to notice or gives a shit.

And so, ever onward, until the end of time, I Post. Not because I want to, or because I enjoy it, but because I feel like I have to; like that is the only option to prove one's existence.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 798: Home is where the heart has been, part 2 https://imnotdoctorwho.moegamer.net/2026/08/14/oneaday-day-798-home-is-where-the-heart-has-been-part-2/ https://imnotdoctorwho.moegamer.net/2026/08/14/oneaday-day-798-home-is-where-the-heart-has-been-part-2/#respond Fri, 14 Aug 2026 19:14:28 +0000 https://imnotdoctorwho.moegamer.net/?p=40663 Yesterday, I left off with a lovely flat my then-wife and I lived in in a fairly shitty area; a place which I nonetheless have mixed feelings about due to how it was where I was living when I suffered a nervous breakdown and left teaching as a career behind as a result. Today, we … Continue reading #oneaday Day 798: Home is where the heart has been, part 2

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Yesterday, I left off with a lovely flat my then-wife and I lived in in a fairly shitty area; a place which I nonetheless have mixed feelings about due to how it was where I was living when I suffered a nervous breakdown and left teaching as a career behind as a result. Today, we continue.

At some point, my then-wife and I made the decision to move back to Southampton. I forget exactly what the reasons for us doing this was — it may have been the fact that I had got a job at the then-new Apple Store in the WestQuay shopping centre, or it may have been some other reason — but regardless, we found ourselves coming back to Southampton, initially in a ground-floor flat in an area on what I will always think of as "the far side" of Southampton, known as Sholing.

My enduring memory of living in this place will always be, on our day moving in, walking in to the Indian takeaway that was next door to the block we lived in — as everyone knows, British moving days are fuelled by takeaway curry — and the proprietor of said establishment bellowing "WELCOME TO THE SHOLING!" as we walked in. It was a great little takeaway, that place, and I was always grateful for the warm welcome the owner provided.

We rented that flat off a woman who had a cat. We kind of wanted a cat, but we had lived in so many rented places that didn't allow pets that we didn't think to ask if we could have a cat. When we moved out, the landlady said that not only would she have been more than happy for us to have a cat in that flat, we could have had her cat. I'm still not entirely sure how to feel about that.

Anyway, it was a nice flat with some big rooms and a lovely oversized comfy sofa in the living room. My "study" of sorts, where the computer lived, was also a utility room, so I had to share space with the tumble dryer. My Sony Vaio desktop PC, which had been a loyal companion for a number of years, died in that flat, which I was annoyed about, because it was a great system. But one day it just started inexplicably screeching at me, and that was that. I eventually ended up replacing it with an iMac, which I got for a generous discount thanks to working at the Apple store.

At some point, we moved out of that flat. Again, I don't entirely remember why, but we ended up moving into the town centre of Southampton, into what appeared to be quite a new block of apartments. It was a really nice flat with a huge living room, a massive kitchen and a generously sized bedroom. It was a very comfortable place to live, with the only real hiccup being that one day I came home to the sound of rushing water downstairs in the block. It turned out the basement was flooding from somewhere, which ultimately knocked out the power in the whole building and meant I had to spend several days staying on a friend's sofa.

However, this is also the flat where my first wife and I parted ways, so as nice as it was, it will always be the most bittersweet of past places I lived, and the subject of a number of posts from around that time.

Due to a perfect storm of unfortunate circumstances, including not only the end of my marriage but also being bullied out of a job that I once loved, I ended up unable to stay in that lovely flat by myself, and having to temporarily move back in with my parents. At the time, I was mortified at the prospect of having to do this; today, I am eternally grateful for the fact they supported me while I picked myself up after such a massive setback.

While living back in my childhood home — which was still familiar despite having changed a bit — I eventually ended up meeting Andie, my now-wife. Both of us had experienced a somewhat challenging period in our respective lives, and ended up finding one another at what appeared to be a good time. I was also in the process of building a new career at that time, and I was gradually getting to a point where I felt I would be able to support myself again. So Andie and I eventually agreed to move in together.

We ended up moving to Chippenham in Wiltshire, which was near to where Andie was working at the time, and since I was working from home, I could do that from anywhere with an Internet connection. We had a nice house there, and were greeted almost immediately by the two cats who lived next door, Artie and Chester. Chester was a black cat who liked sitting on suitcases, and Artie was a long-haired tabby who liked shouting at towels. The pair of them were absolutely lovely cats who paid us a visit on many occasions, and we always welcomed them in.

During our time at Chippenham, we also decided that, in the absence of being able to have our own cats, we would try keeping rats, and we discovered the joy of these little creatures — as well as their sadly short lifespans. Also the smell, which you soon get used to. During our time at Chippenham, we had a wonderful time with Willow (who sadly did not live very long as she was quite poorly), Lara and Lucy.

Our house in Chippenham is another place I have somewhat mixed feelings about, as both Andie and I were facing numerous challenges in our own lives at that point in time — among other things, I lost my job at GamePro when we all logged in one morning to find out the parent company had unceremoniously laid us all off — and also there was apparently a murder in the Sainsbury's car park that was, like, two minutes away from our house.

Our next move was, once again for me, a return to Southampton. We found ourselves a lovely flat whose only mild inconvenience was the fact it was on the third floor, which made moving everything in a bit of a pain. We ended up having to buy a whole new sofa because the one we had bought while we were at Chippenham simply wouldn't go up the staircase; it lived in the garage for a whole year, and thankfully survived, though we ended up replacing it some time later.

This flat, I have fond memories of. Both Andie and I had overcome some significant troubles in our own lives, and things started to seem like they were getting back on track. I still wasn't in what I would call a position of stable employment, but I was getting by, initially by writing about odious mobile and social games, and subsequently being a founder staff member of the now-defunct USgamer.

We also still kept rats in this flat — Lucy, Clover and Socks — though after the last survivor of the various pairs we had cared for, our dear Clover, hung in there for a lot longer than we expected she would, we decided that we should maybe take a little break from keeping pets. It was sad to eventually say goodbye to Clover, but we feel like she stuck around for us even as she got old and life clearly became a bit harder for her.

Eventually circumstances dictated that Andie and I would be in a position to actually buy a house instead of renting, and that's how we ended up where we are now — and have been here for over ten years at this point. This is officially the longest I have lived in one place for, except for my childhood home. As I said yesterday, we're not ruling out moving someplace a bit bigger some time — just not yet — and we've done a lot to make this place into our home — not least of which is having cats. The dearly departed Ruby and Meg will always be in our hearts, and Patti and Oliver bring us so much joy in the here and now I cannot imagine ever being without such wonderful companions again.

I've lived in many places over the years. All of them hold their own memories, both good and bad. All of them have helped make me into the person I am today, for better or worse, and I'm sure I will always remember them all.


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#oneaday Day 797: Home is where the heart has been, part 1 https://imnotdoctorwho.moegamer.net/2026/08/13/oneaday-day-797-home-is-where-the-heart-has-been-part-1/ https://imnotdoctorwho.moegamer.net/2026/08/13/oneaday-day-797-home-is-where-the-heart-has-been-part-1/#respond Thu, 13 Aug 2026 21:02:37 +0000 https://imnotdoctorwho.moegamer.net/?p=40660 I have, over the years, lived in a number of different places. This is, I'm sure, true for quite a few people — though there does come a point where you seemingly pick somewhere and just settle down. Our current place definitely falls into that category — though neither of us have completely ruled out … Continue reading #oneaday Day 797: Home is where the heart has been, part 1

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I have, over the years, lived in a number of different places. This is, I'm sure, true for quite a few people — though there does come a point where you seemingly pick somewhere and just settle down. Our current place definitely falls into that category — though neither of us have completely ruled out moving somewhere a little bit bigger at some point in the future. Not any time soon, though.

Every so often, I like to think back over the various places I've lived, because they all have different memories attached to them. Some memories are good; some are bad. Most are good. In fact, I'd go so far as to say that I do have good memories at every place I've lived; it's just that some happen to have more bad memories to go along with them than others.

My first house that I lived in is the only one I don't remember at all, because we moved away when I was just one year old or so. We kept a vague attachment to the area in which it was, though, because some friends of my parents still lived in that area, and one of them was also our family dentist. When we'd go to visit these friends, my parents would often point out the house in which we used to live, but while it was interesting to know, I felt no real attachment to it. I felt more attachment to the homes of these friends, as we visited them quite a few times in my youth.

The next place I lived is the house my parents still live in to this day. That house will always be "home" more than anywhere else, I think. It's a nice house with an unusual split-level design, with the living room on a "middle" floor between the ground floor and the floor with all the bedrooms on it, and a garage that is below the ground floor, but still above ground, if that makes sense. (To put it another way, you go up some steps to get to the front door, and the garage is on the level where those steps start.)

My parents have made a few changes to that house over the years, but it's mostly still the house I grew up in. A bit older, a bit dustier, but most of the things I will always remember about it are still in the same place they always have been, and looking the same as they always have done. The cupboard where the biscuits are still squeaks incredibly loudly — we used to joke it was an "alarm" for someone "biccy-nicking" — and the upstairs toilet flush mechanism still doesn't quite work properly.

The first place I moved to after leaving home for university was a halls of residence. Well, technically I spent a week staying in another halls of residence for a pre-term music course, but I consider that more of a "trip" than actually "moving in" there. The place I spent a week was a bit of a shithole, being an old tower block that has, at some point in the intervening years, been demolished. The place where I spent my first year of university, however, was really nice.

It was a brand new complex when we moved in, meaning that everything was clean and in good condition. Remarkably, it was still clean and in good condition when we moved out, as the occupants of our flat were all pretty considerate about such things. Okay, most of us occasionally let the washing up pile up a bit, but we eventually all settled into a routine of keeping things neat and tidy in the communal kitchen, then if we wanted our rooms to be a pigsty we could. But since they were pretty nice rooms, none of us did.

I have fond memories of living in that flat, even if it's unthinkable now that I once lived out of a single en-suite room that was my own, along with a communal kitchen. It was good times with good people, and I was enjoying being at university. I have a few memories from there that make me wince slightly out of embarrassment, but on the whole I have no real bad memories there whatsoever.

In my second year, we all moved out into houses and flats around the city. I had agreed to move in with a friend's girlfriend (who was also my friend; the boyfriend in question was going to university in another city) and we had a fair amount of trouble finding a decent place for an affordable amount of rent; I forget exactly why, but I do remember it being a stressful time finding it.

Eventually we found a flat that looked pretty nice, but was in fairly shabby, dirty condition when we viewed it. The landlord promised that it would be cleaned up in time for us to move in. It very much was not, which meant that our moving in day was mostly spent cleaning. We eventually got it looking presentable, though, and once we were settled, it was a nice flat with absolutely enormous rooms. There was a huge living room at one end, then down a corridor there were the two bedrooms: my friend's first, then mine at the far end.

Oddly, my most vivid memories of living in this flat are of the fact that I lived two minutes' walk away from a Blockbuster Video, and quite often went in there to buy games and DVDs. I remember plucking up the courage to buy an erotic Kathy Lloyd Playboy DVD on one occasion, but I also remember buying Baldur's Gate II and Diablo II there.

This flat was a fair distance away from both the university and the rest of my friends, so I quite often spent time "couch-surfing", staying over at various people's houses so I didn't have to walk all the way home. My flatmate was quite often away to visit her boyfriend, so during those times, rather than sit all on my own, I would tend to spend my time with friends.

In my third year of university, we again found ourselves having trouble finding a place — but this time we lucked out by finding an absolutely lovely house that was incredibly cheap rent-wise. Sure, it was in a notoriously fairly shitty area, but the house was in excellent condition, and the landlords didn't seem to be scam artists. It was also, to date, the only house I have lived in that literally looked like the drawing of a house you draw if you can't draw a house. (See illustration.) That year, I was supposed to have a second housemate along with my friend's girlfriend, but despite always paying her rent and bills on time, she never even moved in. I don't know what happened there — and I was mildly gutted, as I quite fancied her — but still, she helped keep that house nice and affordable for the two of us, so we were grateful!

Again, I have fond memories of this house. There was a nice TV cabinet in the living room, where I put my enormous CRT TV that I bought from a second-hand shop in Portswood. It was surrounded by shelves, where I put my new PS2, and I vividly remember a friend of mine, upon visiting, telling me how much he loved the blue LED on the eject button. It is pretty nice, to be fair.

We didn't mow the lawn once during our time at that house. Well, not until it was approaching time to leave, at which point we discovered why you should mow your lawn more than once a year.

My most enduring memory of that particular house is probably my friends coming down and bringing a copy of the newly released Silent Hill 2 with them. I was given the task of playing it while the others watched, but the pair of them both fell asleep after a hearty curry and some relatively heavy drinking, and only woke up as I was rolling credits on the "In Water" ending.

We also had NTL cable in that house. I remember signing up for one night of the Adult Channel and setting the VCR to record it all. I also remember being mildly disappointed in the overall quality of the smut on the resulting tape, but it served its purpose.

In my fourth year of university, my friend had moved on, so I was moving in with a new friend I'd made through the university Theatre Group, along with some other people she knew but I didn't. We found a really lovely house that, again, was very affordable. It had a weirdly narrow kitchen, though, and a strange arrangement at the back where there was a standalone toilet, then a bathroom next to it. These were both on the ground floor, behind the kitchen. It was a very odd arrangement, but we learned to live with it.

One unfortunate memory I have of that place is, being the first one there, thinking I had pick of the rooms and thus picking the big one at the front. I subsequently found out that my friend had bagsied that room first, but I had already moved all my stuff in by then. She didn't seem to mind getting the room next door. She laid down laminate flooring as the first thing she did when she arrived. She was… like that.

I have good memories of that house, despite the fact that I didn't really interact with any of the other residents. My friend was absolutely never there, and I didn't really know the other two guys at all. I was intimidated by the one who was growing weed in his wardrobe, and the other one just gave no indication whatsoever that he really wanted to get to know me at all. They all seemed to appreciate my big TV and surround sound system in the living room, though.

I spent a lot of time drinking wine and… enjoying the company of someone who was quite special to me at that house. We'd drink until we were giggly, watch Spaced and Black Books on repeat, and… well, other stuff, too. It was nice, though I ended up wanting more from the arrangement than she did. Still, I have no regrets.

After finally finishing university, I moved to Winchester with someone I knew from my music course, who was training to be a midwife. We were extremely fortunate in this case to find a gorgeous flat almost in the dead centre of Winchester. It was fully furnished — and well furnished — and just a beautiful, beautiful place. We absolutely loved living there, but we could only enjoy it for a year, because after that the landlord decided that they wanted it back so their kid could live in it, which I suppose is all right.

I fitted an extension phone socket in that flat, without any consideration of the fact that I probably wasn't allowed to hammer that many pins into the walls of a flat I didn't own. Still, I wouldn't have been able to access the Internet if I didn't do that, and given that I was having my first contact with Final Fantasy XI around that time, I needed that Internet connection.

Probably my fondest memory of that particular flat is one I've shared numerous times before: the time I had several friends over to play LAN party Halo, and we all got drunk and took our shirts off. My housemate came home in the middle of all this, took one look at the living room full of half-naked, drunk men and declared the game "Gaylo" which, you know, fair.

It was in this flat I was first starting to have doubts about teaching — the career I had, at that time, chosen. While I never developed a problem as such, there were numerous evenings when I would seek, shall we say, chemical comfort after a particularly hard and trying day. Mostly gin and tonic, though a friend did once leave me an "emergency joint" that I made use of on one particular evening that felt like an emergency, only to discover it was so strong that after finishing it, I immediately threw up (in the toilet) and then passed out on the couch. To be fair, after that I wasn't thinking about the day I'd just had at the chalkface.

After being turfed out of that flat, we moved into a strange little cottage that backed onto a little river, quite close to the previous flat, so we didn't have to move far. It was in a bit of an awkward location on the Winchester ring road, though, and it subsequently transpired that the place was full of damp and mould that the landlady tried to blame on us when we eventually moved out. My housemate, who doesn't take shit from anyone, took her to court and… resolved the situation. I don't know exactly what went down, but I know we did eventually get our deposits back.

It was while I was living in that house that I met my first wife online, and after she moved back to the UK after spending some time abroad, she would often come down to visit and stay. As a result, I have some bittersweet memories of that time; I think enough time has passed now that they err mostly on the side of "sweet", to be honest, but I do know that my housemate did not like my wife-to-be very much. Still, it never came to a confrontation or anything, so that's all right, I guess.

After that, my wife-to-be and I moved away from Southampton so we could both be close to the schools in which we were working, which were in Surrey. Our new flat was technically in a shitty area, but it was actually a really lovely place; some sort of huge converted single-floor house with enormously high ceilings and massive rooms.

It was while we were living at this house that I had a nervous breakdown and finally determined once and for all that teaching was not, in fact, my chosen career. (That didn't stop me trying again once more later, but I recognised the signs and escaped from that before anything bad happened.) It's a shame, because my memories of this place are otherwise nice; it was a lovely place to live, and I was sorry to have to leave it.

You know what? That's two and a half thousand words, so I think I'm going to call time there and ponder the rest tomorrow. This has been a fun exercise, though, so join me tomorrow as I remember other places I have lived! Gosh, I bet you can't wait.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 796: Midweek https://imnotdoctorwho.moegamer.net/2026/08/12/oneaday-day-796-midweek/ https://imnotdoctorwho.moegamer.net/2026/08/12/oneaday-day-796-midweek/#respond Wed, 12 Aug 2026 19:14:38 +0000 https://imnotdoctorwho.moegamer.net/?p=40657 It's the middle of the week, and I don't have a lot of specific things to talk about right now, so I will just waffle on about some bollocks and hope it fills my self-imposed "minimum" for each post I write here. Let's go! I am having an evening off from exercise. I bought some … Continue reading #oneaday Day 796: Midweek

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It's the middle of the week, and I don't have a lot of specific things to talk about right now, so I will just waffle on about some bollocks and hope it fills my self-imposed "minimum" for each post I write here. Let's go!

I am having an evening off from exercise. I bought some dumbbells and have been using those in alternation with my walks out on the Common. This appears to be a good thing, though my complete lack of any weight training whatsoever for a good long while now means that I have proven myself correct in purchasing a fairly low-impact set to get up and running with. I can definitely feel when I've used them, too, which is probably the most satisfying thing about weight training — that feeling that you've actually done something, and that you can now enjoy a rest while your body recovers.

Some combination of the exercise and the calorie counting is paying off, too — in the last two weeks I've lost about 6 pounds, and I'm currently the lowest weight I've been for quite some time. I still have a very long way to go, of course, but it is encouraging to feel like I am working past what, in my mind, has been a bit of a plateau for some time.

The trouble I've had in the past is just sticking with it and remaining motivated — it's all too easy to reach a point where you're just knackered and want to throw up your hands and say "fuck it, I'm going to eat an entire bag of Haribo". You can get away with that occasionally — even within the context of a calorie-controlled diet! — but if you start doing it, like, a lot, then that's when you start having difficulty. And that is something I've struggled with in the past; my motivation fell off, I plunged back into bad habits, and any good work I might have done ended up undone, often with additional "damage" on top.

No more, though! He says, aware that he very seriously contemplated getting McDonald's for lunch today. But then here's the thing: there's absolutely nothing stopping me having a McDonald's for lunch, so long as I build the rest of my day around that and don't go overly crazy with what I order. Today, having resisted the McDonald's lunch and having been fairly restrained generally, I have been able to have Quite A Few Digestive biscuits without any guilt whatsoever. And it's nice to feel like I have the flexibility to be able to do that.

I'm aware that right now, my relatively generous calorie allowance is given to me due to the fact that I am large and thus need more calories to just… function. Over time, as I lose weight and approach something more akin to a regular human being's proportions, that calorie allowance will drop. And I won't lie, I'm a little bit concerned about that, because right now I can very easily fill my current allowance and even feel like I want a bit more. But at the same time, I'm also aware that as you change and establish habits and different ways of thinking, the things that you think you "need" will change, too. Once I am smaller, I will need fewer calories to simply remain upright, and — I hope — will thus feel proportionally less inclined to consume a lot of calories.

I've already found that following the diet for a relatively protracted period of time results in my appetite being a lot less than it is when I'm at my worst — and I'm sure that pattern will continue, particularly if I can continue to develop the self-discipline I need. It's that more than anything; I'm sure that I have done a fair amount of "self-medicating" with food over the years, and that, as much as anything else, has contributed to how I am today. If I can develop alternative coping mechanisms that have a more healthy outcome, so much the better.

So yes. Anyway, upshot of all this is that I'm quite tired this evening after doing some dumbbells yesterday and a walk the day before, so I'm having the evening off with no guilt.

Oh, also I guess there was a solar eclipse this evening, too, so that's cool. The moon didn't explode, so I guess the chap who went into that pyramid back in 1930 successfully destroyed the shrine to Re. Good job, that man. I could never manage it.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 795: Titties - deal with them https://imnotdoctorwho.moegamer.net/2026/08/11/oneaday-day-795-titties-deal-with-them/ https://imnotdoctorwho.moegamer.net/2026/08/11/oneaday-day-795-titties-deal-with-them/#respond Tue, 11 Aug 2026 19:45:51 +0000 https://imnotdoctorwho.moegamer.net/?p=40649 There's been Discourse happening today! Specifically on that strange intersection between the "cosy" and "wholesome" spaces, and weird misogynistic, sexphobic, neo-Puritanical behaviour. Much has been written by people much smarter than me about how the "cosy" and "wholesome" spaces are actually not all that wholesome at all — and in fact can harbour some of … Continue reading #oneaday Day 795: Titties - deal with them

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There's been Discourse happening today! Specifically on that strange intersection between the "cosy" and "wholesome" spaces, and weird misogynistic, sexphobic, neo-Puritanical behaviour.

Much has been written by people much smarter than me about how the "cosy" and "wholesome" spaces are actually not all that wholesome at all — and in fact can harbour some of the truly most odious, harmful outlooks on life it's possible to have. Fairly high on this list is the complete unwillingness to be challenged by fiction in any way whatsoever — and I don't even mean "avoids material with complicated and difficult themes that even the most strong-stomached would find uncomfortable"; I mean absolutely completely and utterly unwilling to deal with something perfectly normal on the grounds that it isn't "wholesome" by the exceedingly narrow definition they have inscribed inside their own head.

Here's the post that kicked off the whole discussion today. It apparently hails from a mod for the recently full-released Fields of Mistria that makes a character "SFW" (safe for work).

Screenshot from a "SFW" mod for Fields of Mistria, unattributed, which reads: "YES dude. pls pls pls make a SFW mod for Juniper too. i love this game so much but my autism makes me feel so uncomfortable about her sprites, and they don't really make sense with the otherwise wholesome tone of the game. seems like i'm in the minority for thinking that, but would be awesome if the devs made a "sex sexualized sprites" toggle, or if there was a mod that did that."

To be clear: Fields of Mistria is not a porn game. It is not even an ecchi game — one with mild lewdity that stops short of full-on, explicit nudity or sexual content. These are some characters from Fields of Mistria:

A screenshot from Fields of Mistria showing three pixel art anime-style women, including a tanned woman with pink hair and a low-cut top showing her cleavage, a conservatively dressed blonde, white woman, and a black woman with medium length hair dressed in a somewhat autumnal style.

And this is the specific character the commenter above is getting upset about:

Juniper, a sorceress with dark purple hair. She stands with a hand on her hip and is wearing a cropped top that reveals her cleavage and a sarong-like skirt.
Juniper, a sorceress with dark purple hair. She stands with a hand on her hip and is wearing an elaborate bikini that reveals -- gasp! -- sideboob.
Juniper, a sorceress with dark purple hair. She stands with a hand on her hip and is wearing a black bodysuit with a sheer, partially transparent underlayer. Her cleavage is visible in the plunging neckline of the bodysuit.

Busty? Moderately, but not excessively so. Provocatively dressed? Mildly, but I think we can infer from her facial expression, pose and general demeanour that this is a character that is supposed to be sexy — and moreover, one who is very comfortable with that. This is emphatically not the same as her sprites being "sexual". I know nothing about Fields of Mistria but I can immediately infer the intent behind this character just from looking at these three sprites. And, indeed, her official description backs up pretty much everything I suspected about her — and none of it involves her sexual proclivities:

Juniper is a mysterious sorceress drawn to Mistria when she learns that magical mists and monsters of legend have begun appearing in the area after the recent earthquake. She then starts up a bath house. The bath house is largely a cover for testing her newly empowered potions and spells on the player and other unsuspecting townsfolk, usually resulting in buffs (and occasionally funny accidents)

The crucial thing though? This is not porn. This is not even ecchi levels of provocativeness. (Not that there is anything wrong with either of those things in an appropriate context, anyway!)

This is a character in a fantasy game, dressed in a style that fits with the personality and aesthetic the writers decided that she should have, in the context of the fantasy world. There is nothing offensive about this character unless you specifically choose to make it offensive.

And that is precisely what the commenter above has chosen to do. Not only that — and this really pisses me off — but they have chosen to weaponise autism as their justification for this.

No! You do not get to do that! I am autistic and fuckin' love titties! Your autism has nothing to do with you feeling "uncomfortable about her sprites". And, furthermore, it is the height of fucking disrespect to an artist (and the writers behind that character) to request that a third party deface their artwork so you don't have to confront your inability to process a non-sexual image of a female character that happens to dress in a way that shows a bit of skin.

Go outside! There are people who dress like this! (Maybe not the last one, unless it's a special occasion.) There are people whose bodies look like this! If you go to a swimming pool or beach — shock, horror! — you may even see someone dressed like the image in the middle! If your brain's first response to seeing someone dressed like any of the women above — but particularly the ones with visible cleavage, who may or may not have above-average sized breasts — is to immediately start shouting "I AM THINKING ABOUT SEXUAL INTERCOURSE WITH YOU" and emitting the "awooga" sound from old Tex Avery cartoons via some unknown part of your body, you have a problem!

And, I hate to break this to you, but it is not autism. It is, at its core, an unwillingness to see a woman as anything other than a sexual object for your own potential gratification. You can try and make yourself out to be "wholesome" by very publicly shouting and screaming about how you don't approve of this and how it makes you so uncomfortable and how this lascivious temptation must be removed from your sight, lest you know not what you might do… but in reality you simply have a problem with a woman dressing the way she wants to dress, expressing herself the way she wants to express herself, and, highly likely, not having sex with you.

I will close with a quote on the matter from the Japanese translator, Thomas James:

Shit like this is why I give wholesome games as a movement a constant stink-eye because what that audience often wants isn't relaxed, low stakes fare. They want content with zero intellectual calories that won't challenge them for being emotionally stunted. What a miserably boring way to consume art.

Quite.


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#oneaday Day 794: Motivational music https://imnotdoctorwho.moegamer.net/2026/08/10/oneaday-day-794-motivational-music/ https://imnotdoctorwho.moegamer.net/2026/08/10/oneaday-day-794-motivational-music/#respond Mon, 10 Aug 2026 20:22:16 +0000 https://imnotdoctorwho.moegamer.net/?p=40645 It will probably not surprise you to learn that I listen to a lot of video game music. Not only that, but I use video game music as an accompaniment to things that are not video games — most notably, exercise. On my walks on the Common, I have been rediscovering some of the playlists … Continue reading #oneaday Day 794: Motivational music

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It will probably not surprise you to learn that I listen to a lot of video game music. Not only that, but I use video game music as an accompaniment to things that are not video games — most notably, exercise.

On my walks on the Common, I have been rediscovering some of the playlists I made many years ago, and I thought today I would share some of my favourite motivational tracks with you. I highly recommend adding these to an exercise playlist if you're struggling with motivation!

Bein' Friends (Super Smash Bros./Earthbound Beginnings)

I wouldn't say I'm the biggest fan of Super Smash Bros. — though I did make an honest attempt to get into it with Ultimate — but I do absolutely love this theme from the "Onett" stage. It's a good one to kick off a workout with because it combines drama, whimsy and triumph into a delightful tune that always makes me smile.

The Elite (Split/Second)

Here's another great one to kick off a workout with, because the beginning just builds anticipation — a fine accompaniment to a warmup, or just as you're getting into the swing of things. Then the main part of the track kicks in and you're ready to explode into action. And possibly have a near-uncontrollable hankering to play Split/Second again. Man, that game was good — and criminally mishandled in the marketplace.

Perfection! Space Elementary School Band! (Space Channel 5 Part 2)

Man, I could pick any number of tracks from both Space Channel 5 games to put in here, but I'll try and restrain myself… a bit. Anyway, this track demonstrates one of the things I love about the soundtrack as a whole: the way that each section starts in a familiar way before branching off into something completely different and sometimes unexpected. I love the high tempo of this one — it's a favourite part of the game, and recalling my enjoyment of the sequence that this track accompanies is a powerful motivating factor, for sure.

Riders of the Light (Bayonetta)

Fly Me To The Moon is, understandably, the Bayonetta theme that gets all the attention, but I always thought this theme was just… better, generally. I know I certainly got absolutely hyped up any time a battle was accompanied by it — and it works great for motivational music, too. My favourite bit is that piano-heavy bit after the initial section. Such delicious chord sequences.

Be The One (Trauma Team)

Finale music is, as you might expect, absolutely great for motivation. This one, from the beginning of the buildup to the grand finale of Atlus' incredible game, Trauma Team, is a good example. We're not taking things too over the top, but we are making it feel like we should be taking whatever we are doing seriously. It doesn't matter if you're out for a walk in the park, putting up shelves or cutting into living flesh (with the flesh owner's consent, of course) — this is music to get you In The Mood to… well, Be The One.

Sins of the Father (Beyond Good and Evil)

Man, what a great game Beyond Good and Evil was. We're never, ever going to see that sequel. But that doesn't matter, because you can put this banging track on when you're doing exercise and you'll feel like you can do anything! Particularly during the bit with the dramatic buildup and the creepy chanting. This track has a few good sections that feels like they're good for "exploding" into action. You'll know them when you hear them.

A Toccata into Blood-Soaked Darkness (Castlevania: Curse of Darkness)

Hitting a wall? What you need is Castlevania! The combination of overdramatic orchestra and Gothic-infused rock and electronic rhythms has always got me fired up, and this particular track is a personal favourite of mine — even though it hails from one of the Castlevania games that I haven't actually played. (PAL copies of this one are pricy today.)


Got all that? Should get you through an evening's workout. And if it doesn't, blast out One-Winged Angel to finish off your session. That'll sort you right out.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 793: The Web is so broken even offline copies of pages are fucked up https://imnotdoctorwho.moegamer.net/2026/08/09/oneaday-day-793-the-web-is-so-broken-even-offline-copies-of-pages-are-fucked-up/ https://imnotdoctorwho.moegamer.net/2026/08/09/oneaday-day-793-the-web-is-so-broken-even-offline-copies-of-pages-are-fucked-up/#comments Sun, 09 Aug 2026 18:56:49 +0000 https://imnotdoctorwho.moegamer.net/?p=40639 Hey! Did you know the Internet is so broken that even a locally saved copy of something can be unreadable without a bunch of annoying "tinkering"? 'Cause it fuckin' is. Prior to USgamer's closure in 2020, I backed up most of my articles that I could find and/or remember. I saved them as local copies … Continue reading #oneaday Day 793: The Web is so broken even offline copies of pages are fucked up

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Hey! Did you know the Internet is so broken that even a locally saved copy of something can be unreadable without a bunch of annoying "tinkering"? 'Cause it fuckin' is.

Prior to USgamer's closure in 2020, I backed up most of my articles that I could find and/or remember. I saved them as local copies on my computer, with the intention of gradually republishing at least some of them on MoeGamer — a process I started but still need to get back to. (Some of these articles found their way over to VG247, but they're buried in an archive and not exactly what I'd call "easily accessible" today, so I have absolutely no qualms in taking these pieces and republishing them myself.)

Anyway, after my enforced reinstall of Windows a little while ago, it suddenly occurred to me that I might have lost these locally saved archives. Thankfully, I had apparently had the foresight to back them up to my Google Drive (I know I should get off Google, I know) and thus I was able to recover them. After extracting them to my Documents folder, I thought I'd have a browse through a few to remind myself of what I'd written back then.

The first one I attempted to open — a review of Imageepoch's Time and Eternity, a game which I liked but none of the rest of the Internet did — opened for a split-second before automatically redirecting to some website I'd never heard of: "spl.zeotap.com", which is apparently an "AI-powered Customer Data Platform that helps enterprises unlock the true value of their customer data". Of course it's a fucking AI thing now — though I don't know what it was back in 2020 when I archived these pages. Whatever it was, it is broken, because every time I open certain articles from my locally saved archive, they immediately redirect to part of "ZeoTap"'s website that no longer exists, with no way of telling the browser to go "Back" and just look at the fucking page I was trying to look at in the first place.

Thankfully, this isn't the case for everything in the archive — and I've determined that you can tell which ones will fail by the file size of the main article HTML file — and I also found a workaround using Firefox's Developer Tools. Unfortunately it's not a workaround I can just apply globally; I have to do it every time I open one of these bastard articles. So for the sake of my future self, I'm going to recount the process here, just in case:

  • Open a new tab
  • Open the Developer Tools console
  • Go to the Network tab of Developer Tools
  • Drag the problematic HTML file into the browser window
  • Scroll through the stuff in the Network tab that appears until you find the problematic ZeoTap URL request
  • Right click on it and choose "Block URL"
  • Drag the HTML file into the browser window again
  • The article should now appear, and you can close Developer Tools to read it
  • You have to repeat this process each time you open a new tab or browser window

This is fucking annoying though, isn't it? I would have thought that the entire point of saving a web page locally would be so that you could, you know, look at it locally without having to be online — or, indeed, dependent on URLs that no longer resolve correctly. But apparently at some point in USgamer's history, certain pages on its site became so dependent on whatever the fuck this ZeoTap thing is that it became impossible to just look at the damned pages. And that dependency is somehow maintained when you save the page for offline viewing.

Well, you might think, surely it's just a matter of looking at the page source, searching for that troublesome URL and removing the bit of the HTML file that references it? You'd think, wouldn't you?! But there are so many fucking Javascript files, so many CSS files, so many external HTML files that are loaded when just looking at one sodding page, which, I'll remind you, is saved locally, that it's impossible to track down which one of these myriad dependencies is causing the problem!

I remember a while back, someone posted on Bluesky that they looked at a page on somewhere like PC Gamer, and before the article had appeared the browser had downloaded something like 20MB of… stuff to their computer. I think back to the good old, bad old days of dial-up, when downloading a single megabyte of anything took upwards of an hour at the best of times, and wonder exactly how we let the Web become such an unwieldy mess.

(Ads and tracking is the answer, of course. But you knew that.)

Anyway, thankfully I have at least found a workaround that appears to work for the articles that are affected, so I guess I will prioritise getting those pieces onto MoeGamer sooner rather than later!


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 792: A goal, complete https://imnotdoctorwho.moegamer.net/2026/08/08/oneaday-day-792-a-goal-complete/ https://imnotdoctorwho.moegamer.net/2026/08/08/oneaday-day-792-a-goal-complete/#respond Sat, 08 Aug 2026 20:57:33 +0000 https://imnotdoctorwho.moegamer.net/?p=40636 Well, I've done it. I've finally gone and played through all three of Quintet's "Heaven and Earth" games on Super NES: Soul Blazer, Illusion of Time and Terranigma. (I've also played through The Granstream Saga twice in my life, as well as Actraiser once, as both of those games can be argued to be tangentially … Continue reading #oneaday Day 792: A goal, complete

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Well, I've done it. I've finally gone and played through all three of Quintet's "Heaven and Earth" games on Super NES: Soul Blazer, Illusion of Time and Terranigma. (I've also played through The Granstream Saga twice in my life, as well as Actraiser once, as both of those games can be argued to be tangentially linked to the core "trilogy" as much as they're linked to one another directly.)

This is a small thing and some might argue "beating three video games" as not being something particularly worth crowing about, but I am seeing this as a victory for several reasons.

Firstly, it's something I've been "meaning to get around to" for literally years at this point, and have never just, y'know, made the time to do it. But with my lovely MiSTer Multisystem setup on my childhood CRT, it felt like the right time to give these games the time and attention they deserve. Because they're all really, really good! Even with Illusion of Time's absolutely dogshit English translation!

Secondly, one of the reasons I've been putting it off for so long is because I knew I wanted to write about each of these games as I played them, and I wanted to do each of them justice while I did so. Now I've written an article about each of them (with the exception of The Granstream Saga and Actraiser, which I will… contemplate doing in the near future) of about 3-4,000 words each, I am satisfied. I think I have done them justice. And I am glad I have finally taken the time to experience something that I was inadvertently keeping just out of arm's reach by myself. There was nothing stopping me playing these games at any time. I just didn't.

I suppose you can look on it as a sort of mental health issue. When you build something up in your brain to be somehow "important", it can start to seem further and further out of reach — particularly if, in your life generally, you are also pursuing far-off goals that will take a long time to accomplish. As such, you start thinking that you'll never get around to The Thing, because it has taken on such a scary amount of "importance" in your brain that you subconsciously start avoiding it so you don't have to face it directly.

I'm aware that this sounds stupid! We're talking about some video games that are commonly agreed to be very good, so why should I find myself not wanting to "face them"?

Well, that's the thing about mental health. It doesn't always make sense. It doesn't always make you behave rationally, or see things for what they really are. And that's why, at times like this, you need to celebrate the victories that you have achieved. Because if you can achieve victory over something that seemed like it was far off, but was actually relatively straightforward to accomplish when you get down to it, you can also achieve victory over those longer-term goals, as your brain has been treating them in almost the exact same way.

Since, as I've said, I have a bunch of my own long-term goals to accomplish — primarily with regard to my health, fitness and weight — thinking about things in these terms is immensely valuable. You wouldn't think that completing a 30 year old SNES game would provide motivation to better your life in general, would you? But that's what I'm feeling right now, and I'm not sure I've explained it 100% effectively. Regardless, that is what I'm feeling right now — and I'm going to do my best to ride that wave of motivation as far as I can.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 791: The better thing shouldn't be smaller https://imnotdoctorwho.moegamer.net/2026/08/07/oneaday-day-791-the-better-thing-shouldnt-be-smaller/ https://imnotdoctorwho.moegamer.net/2026/08/07/oneaday-day-791-the-better-thing-shouldnt-be-smaller/#comments Fri, 07 Aug 2026 20:15:58 +0000 https://imnotdoctorwho.moegamer.net/?p=40633 Dear reader, I'm sure you're familiar by now with the concept of "shrinkflation": the idea that, as time goes on, things get progressively more expensive and, roughly proportionately, progressively worse quality at the same time. If you've ever eaten something that promised the "Same Great Taste" only to discover that it was not, in fact, … Continue reading #oneaday Day 791: The better thing shouldn't be smaller

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Dear reader, I'm sure you're familiar by now with the concept of "shrinkflation": the idea that, as time goes on, things get progressively more expensive and, roughly proportionately, progressively worse quality at the same time. If you've ever eaten something that promised the "Same Great Taste" only to discover that it was not, in fact, the Same Great Taste as the thing you used to like, you have probably encountered a form of this.

But there is another issue which I'm not sure is quite the same thing. It's definitely related, but I'm not sure it's exactly the same thing. It doesn't really matter. Anyway, what I'm talking about is the fact that Digestive biscuits that are more elaborate than "chocolate" are smaller than standard plain and chocolate Digestives.

I spotted this a while back with the caramel ones, which are very nice. I'm pretty certain they used to be the same size as a regular Digestive, but now their diameter is noticeably and significantly smaller.

Why is this? I suspect the answer is simple: to make the thing with the more elaborate recipe have the same number of calories as the old thing. Indeed, this is the case with both the caramel and the new "Jaffa Cake" Digestives (very disappointing, by the way — they might as well have just called these "Chocolate Orange" flavour, but then gullible idiots like me would probably be less likely to pick them up and go "ooh, Jaffa Cake Digestives, those sound nice" and buy them) and, looking on the McVities website, it is also true for the new "Seriously Chocolatey" variety, which is basically a chocolate digestive with a chocolate chip, cocoa-y biscuit instead of a regular Digestive. All of these varieties, along with the common-or-garden chocolate Digestive, have approximately 80 calories per biscuit.

If we look at the calories per 100g, the picture should become clearer. Regular-ass chocolate Digestives are 496 calories per 100g, caramel ones are… hang on a minute, 479? And the Jaffa Cake ones are 478?

This leads me to the conclusion that, presumably, the extra bit of filling in caramel and Jaffa Cake digestives makes them weigh a little more than a regular Digestive, hence their size has been reduced to compensate, and that, in turn, makes them the same number of calories per biscuit as a regular chocolate Digestive. Does that work? My maths isn't functional enough this evening to calculate if that makes sense.

But anyway! It's not the point! When I have a Digestive, I want it to be a honking great biscuit that is eminently suitable for dunking in a cup of hot liquid! Regular Digestives are just the right size for your average mug in that you can dunk them without there being a lot of clearance around the outside, making it less likely that you will accidentally drop the whole thing. The smaller ones are far too small for this purpose.

If the answer to this is some misguided attempt to make all Digestives equal in terms of calories and thus make people assume they are equally "healthy" — to that I say they are biscuits! Anyone eating a biscuit is not concerned with being healthy at that exact moment in time! Consequently, I also suggest that it is okay for a more elaborate biscuit to weigh a little more and have more calories than its more common counterpart! If you really want to have a biscuit and kid yourself that you're "being healthy", the Rich Teas — and, if you really hate yourself, Snack-a-Jacks — are right over there!

In a funny way, this reminds me of the time back when the iPad first launched, when "HD" versions of apps would cost £5 more because they had more pixels in them, despite being functionally (and often aesthetically) identical. It's all part of the tapestry of dark patterns that Capitalism™ uses to squeeze money out of us. And I should probably feel bad that it works on me.

Still, caramel Digestives are nice, even if the Jaffa Cake ones are a bit disappointing. Biscuits!


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 790: Twinge https://imnotdoctorwho.moegamer.net/2026/08/06/oneaday-day-790-twinge/ https://imnotdoctorwho.moegamer.net/2026/08/06/oneaday-day-790-twinge/#respond Thu, 06 Aug 2026 19:50:00 +0000 https://imnotdoctorwho.moegamer.net/?p=40630 Last night, I thought, for a change, I would try using some kettlebells I bought ages ago to do some simple exercises. They are quite heavy kettlebells, because I originally bought them feeling like I should buy manly kettlebells, but have just never really got around to using them all that much. I did a … Continue reading #oneaday Day 790: Twinge

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Last night, I thought, for a change, I would try using some kettlebells I bought ages ago to do some simple exercises. They are quite heavy kettlebells, because I originally bought them feeling like I should buy manly kettlebells, but have just never really got around to using them all that much.

I did a brief (about 15 minute) workout using them to do a few different things, including some curls, goblet squats, lunges, twists and shoulder presses, and dear Lord am I feeling the regret today. I think I might have overdone it a bit, given that both my arms and legs have been feeling a bit wobbly today and my left buttock is experiencing a sensation I can only describe as "repeated twinges" — and I was exhausted when I woke up this morning.

I don't think it's a bad idea to do some mild weight training at home, though, so I've ordered myself a set of wuss-ass pastel-coloured dumbbells for girls in an attempt to shame myself into being capable of doing something more manly. Or, more accurately — because I hope I have made abundantly clear on numerous occasions, I have absolutely zero desire to appear particularly "manly" — I have purchased myself some relatively low-impact exercise equipment which is probably what my body, in its current state, needs to get kickstarted into activity again. Big metal dumbbells can come later. Much later.

The walks around the Common are good, and I think they are having an effect. On past occasions when I have done exercise, though, I've found that complementing the cardio with some solid weight training of some description (usually on Machines if I've been a gym member at the time) tends to have an actually quite noticeable effect, particularly on my arms, and I think it's probably time to start incorporating that side of things again if I actually want to take this seriously.

And I kind of do! I mean, I know I want (and need) to lose weight, but for some reason I'm feeling oddly… enthused about the prospect of Getting Some Fitness Done at the moment. The last time I felt like this I was watching How Heavy Are The Dumbbells You Lift?, which was a work of anime genius that I should probably watch again, or at least read the manga, which was also excellent.

Anyway, all this is a long-winded way of saying that I'm having a night off doing anything useful and/or productive this evening, and I shall feel no guilt about that whatsoever! I'm not even going to write about Terranigma, even though I finished it last night. I will save that for tomorrow or the weekend — at least partly because my work announced our two Big Projects for the year today — the Banjo-Kazooie Double Pack which had already been revealed, and The DOOM Collection, which everyone kind of already knew about. But still. Not that I'm suggesting my online ramblings will take away from professional marketing, but I kind of just want to let that be out there tonight — and, indeed, to have a nice relaxing night off for myself.

Now the question is: what to spend that night off doing? Do I go play some more Visco arcade games? Do I play some Forza Motorsport? Do I start something completely new? Deciding that is going to occupy the next half an hour or so, I suspect, so let's leave that there. Also I need a wee.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 789: Longing for the saddle https://imnotdoctorwho.moegamer.net/2026/08/05/oneaday-day-789-longing-for-the-saddle/ https://imnotdoctorwho.moegamer.net/2026/08/05/oneaday-day-789-longing-for-the-saddle/#respond Wed, 05 Aug 2026 19:09:00 +0000 https://imnotdoctorwho.moegamer.net/?p=40627 One of the things I miss feeling like I am able to do, being the size I am, is cycling. I've never been particularly good at cycling — memories of coming off my bike and shearing all the skin off my arm as a child are still painfully fresh — but there's something just altogether … Continue reading #oneaday Day 789: Longing for the saddle

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One of the things I miss feeling like I am able to do, being the size I am, is cycling. I've never been particularly good at cycling — memories of coming off my bike and shearing all the skin off my arm as a child are still painfully fresh — but there's something just altogether wonderful about the relative freedom that cycling provides, assuming there aren't any Big Hills on your path. And these days, you can counteract Big Hills with an electric bike — or just do it the old fashioned way by getting off and pushing. (I've never been able to Stand Up on the Pedals, before you say anything.)

I say I don't feel able to cycle, but I don't know that. I feel like I am probably too heavy for your average bike, though, and I don't really want to put myself in a situation where I'm putting that to the test, because of the potential embarrassment. As such, "being able to cycle again" is one of many things that are filed away under "things to do if you are ever able to successfully shift all this weight ever again". A box that has been frustratingly out of reach for quite a few years at this point.

Thing is, I know I can shift weight, because I did it once before. Unfortunately, the method I used last time around — following the Slimming World programme — hasn't really worked for me on subsequent attempts for various reasons, and I also found that I've never had quite as strong a connection with any Slimming World consultants since the chap mentioned in that linked post. Paul Glass was someone truly special, and it was a sad day when he had to leave us. (He's not dead, to my knowledge, he just chose to finish being a consultant for his own reasons.)

And it's frustrating, because I remember how great it felt to be if not "slim", then certainly more "normal-sized", according to my own self-perception. I remember leaning back in the car and smiling at the fact I could see my whole body rather than just my belly. I could cross my legs. I wasn't repulsed by my own reflection. I could buy clothes from regular shops. I wouldn't hesitate at the prospect of reuniting with old friends based on the shame I feel over my current appearance. And, yes, I could ride a bike without worrying about it.

I want those great feelings back again! And it's not as if I'm not trying to get back there — even having some mild success through counting calories and getting a bit of tentative exercise with my walks in the park — but it's a long road ahead of me, and I'm also conscious of the fact that at the end of that road, if I ever get there, I have to face a lifelong fear and get surgery to sort out this hernia that I've been dealing with for probably getting on for a decade at this point. And that fucking hernia is one of the biggest things holding me back right now; it's that which I'm most self-conscious about in terms of my appearance, it's that which makes a lot of things a lot more difficult to do than they perhaps could be, and it's that which, at times, still causes me pain that I can't really do a whole lot about until I've made it through this whole process.

The end result of all this effort will be worth it. I have to keep telling myself that, and reminding myself strongly about it when I feel like just giving up on the whole thing and just trying to live with the size and shape I am right now.

But I'm not at all happy with that. I would go so far as to say that my feelings towards my own appearance and general physical state are the absolute worst things in my life right now. You might not understand quite how all-encompassing those feelings can be if you've not been in this state before — and believe me, I strongly discourage you from doing so if at all possible — but I really do feel like if I can fix this, it will make my life immeasurably better in almost every possible way.

That goal really does seem so far away, though. Some days it's hard to keep going, but I guess it's one of those things you just have to take a step at a time, and eventually you will get there, so long as you don't take any particularly stupid detours along the way.

I am mildly prone to stupid detours, is the trouble. But let's just see where I end up as time goes on. Maybe one day I'll get back on a bike.


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#oneaday Day 788: Visco does what Nintencon't... or something https://imnotdoctorwho.moegamer.net/2026/08/04/oneaday-day-788-visco-does-what-nintencont-or-something/ https://imnotdoctorwho.moegamer.net/2026/08/04/oneaday-day-788-visco-does-what-nintencont-or-something/#comments Tue, 04 Aug 2026 21:11:26 +0000 https://imnotdoctorwho.moegamer.net/?p=40624 As a pleasant perk of my job, I get copies of all the Evercade cartridges ahead of when they actually release. Consequently, I have been enjoying the two upcoming Visco Arcade collections for a little while now, and, shush, come over here where no-one will overhear — I think they're my favourite carts this year. … Continue reading #oneaday Day 788: Visco does what Nintencon't... or something

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As a pleasant perk of my job, I get copies of all the Evercade cartridges ahead of when they actually release. Consequently, I have been enjoying the two upcoming Visco Arcade collections for a little while now, and, shush, come over here where no-one will overhear — I think they're my favourite carts this year.

Yes, I know we have some Big Names lined up for the rest of the year, one of which everyone already knows about (The Banjo-Kazooie Double Pack, which is releasing alongside Evercade Nexus in October) and another of which is pretty bloody obvious if you've been paying any sort of attention, even though it hasn't officially been announced as yet. And don't get me wrong, both of those carts are great. I am proud of the immense amount of work we put into them, and I think people are going to have some thoroughly pleasant surprises with them besides just rediscovering some old favourites. (There are also two more carts we haven't talked about at all yet, which are also going to be a fun time.)

But Visco Arcade 1 and 2? These carts reflect one of the main reasons I, personally, got into Evercade in the first place: the celebration and enjoyment of weird and wonderful stuff that I've never heard of before, and which has never seen official rereleases for one reason or another. (That's not quite true in the case of the Visco games, in that current rights holder PixelHeart sells NEOGEO cartridges, but the ability to enjoy those is dependent on you owning a working NEOGEO, which is… not something a lot of people have just lying around… although it will be interesting to see what effect, if any, the upcoming NEOGEO AES+ has on the market. But I digress.)

Anyway, yes. Visco Arcade 1 and 2 are both jam-packed full of games I'd mostly never heard of prior to working on the cartridges, and which are now titles I find myself playing and enjoying quite a lot. I'd previously come across the shoot 'em up Andro Dunos and the fighting game Breaker's (although we all learned recently about the apostrophe in the name, which is seemingly not common knowledge despite it being right there in the logo) and I also knew the Drift Out series by reputation (if only because everyone always mistakes Gaelco's excellent World Rally series, which is on Evercade too, for Neo Drift Out) but the others? Brand new to me.

Helicopter shoot 'em up action in Ashura Blaster! Time-travelling jet fighter shoot 'em up fun in Asuka & Asuka! Triple weapon space blasting in Galmedes! Driving a definitely-not-Volkswagen Beetle around mazes and hunting for treasure in Maze of Flott! Hacking and slashing Sengoku-style in Ganryu! Delightful, one and all.

Two of my favourite discoveries are Battle Flip Shot and Bang Bead, two games that are effectively evolutions of Pong, in which you control colourful anime-style characters and try to knock down targets behind your opponent. I partly like these because they're just simple, fun, well-presented arcade games — and I suspect they'd be great with a friend — but I mostly like them because they remind me of a Klik and Play project my friend Edd made once, which he dubbed Impact!

Impact! was a game in which two of the default, included sprites from Klik and Play — "Merlin" and "Street Puncher" — faced off against one another on a top-down representation of a tennis court. They then proceeded to knock an energy ball back and forth, each attempting to hit the item of fast food behind their rival in order to either score points or deplete the opponent's energy bar, I forget which. I believe Street Puncher guarded a hamburger, while Merlin guarded a pizza, though it may have been the other way around. There were lots of burping and farting noises, and it was an endearingly stupid, completely unbalanced but enormously fun way to while away an afternoon with a friend.

I couldn't stop myself from laughing when I booted up Battle Flip Shot for the first time and realised what the game was. "This is just Impact!" I said to myself, realising that there was absolutely no-one around who would have any idea whatsoever what I was talking about. That made me a bit sad, but mostly I smiled at the good memories, and consequently both Battle Flip Shot and its fairly similar (but notably different) successor Bang Bead suddenly became quite special to me, despite me only learning about them relatively recently.

In fact, if I think about the dates we were most likely fiddling with Klik and Play — between 1997 and 1999, during our time at sixth form, primarily — it's entirely possible that Impact! did, in fact, predate Battle Flip Shot, which came out in 1998. And certainly none of us were playing NEOGEO at that time; around then, the NEOGEO was a mythical beast, spoken of only in hushed tones in multiformat games magazines, and we didn't have any arcades anywhere near us to go play an MVS cabinet, either. So Edd's creation was all original do not steal.

I have idle thoughts of trying to get The Old Gang™ back together for some sort of Event that will likely involve drinking, cake and video games. I am also not entirely sure how to go about organising such a thing, as there are several members of said Old Gang I have not spoken to, let alone seen, for many years at this point. But that is, at least partly, why I think it would be fun to get everyone together and have a drunken Battle Flip Shot tournament. And see how long it takes Edd to notice that we're really just playing Impact! – Pro-Gear Spec Edition.

[Obligatory note, since I am talking about Work Stuff: the above is my opinion and my opinion alone, and does not reflect or represent the views of my employer and all that guff.]


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#oneaday Day 787: Friendfreeslop https://imnotdoctorwho.moegamer.net/2026/08/03/oneaday-day-787-friendfreeslop/ https://imnotdoctorwho.moegamer.net/2026/08/03/oneaday-day-787-friendfreeslop/#comments Mon, 03 Aug 2026 20:25:08 +0000 https://imnotdoctorwho.moegamer.net/?p=40621 I read an interesting piece earlier on the phenomenon of "friendslop". This is a term I'm not overly fond of, but it serves a purpose as there appears to be a somewhat amorphous if commonly agreed sort-of definition. The piece explores how despite appearances, "friendslop" is something that continues to drive a bit of a … Continue reading #oneaday Day 787: Friendfreeslop

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I read an interesting piece earlier on the phenomenon of "friendslop". This is a term I'm not overly fond of, but it serves a purpose as there appears to be a somewhat amorphous if commonly agreed sort-of definition. The piece explores how despite appearances, "friendslop" is something that continues to drive a bit of a wedge between us interacting with one another in the real world by turning socialisation into content.

I'm not sure I agree with (or entirely understand) the piece's core thesis, but I am particularly conscious of the subject today, as there have been a number of glowing reviews dropping for Big Walk, the new game from House House, the company previously known for Untitled Goose Game. I have reached a point where I am immediately suspicious when all the particularly online critics on Bluesky are all over a new indie game, because the last time that happened was Blue Prince, and I fucking hate Blue Prince. But I'm also aware that Big Walk, as good as it might actually be, is fundamentally inaccessible to me.

You see, I don't really have anyone that I might have been able to enjoy that game with right now. Oh sure, I have people that I know and like online, but I don't know any of them that might be interested in playing a game that, for one reason or another, appears to be getting nudged slowly but surely towards the bin marked "Friendslop (complimentary)".

And folks that I would have previously regarded as my "IRL" friends, with whom I have enjoyed online multiplayer shenanigans of various descriptions? I haven't heard from any of them in over a year, after they severely upset me around my birthday last year.

Thus, I am mostly alone, so far as gaming is concerned. And this is frustrating, because although I have always found social interactions to be a tad challenging in various ways — which I learned late into my adult life is at least partly because of my existence on the autistic spectrum, and is the main reason I don't play with strangers — for many years, gaming was something that, while I often enjoyed as a solitary pursuit, I absolutely loved sharing with others just as much. Many of my absolute fondest gaming memories are about times spent playing together — and not necessarily in a "multiplayer" context, either! Let me try and think of a few.

Those days in school, where you had made a new friend and you plucked up the courage to ask your parents to let you go to their house. Fond memories of visiting my friend Edd and playing on his Amiga, and of him coming to my house and playing on my ST, SNES and, later, the PC. That time we played Flashback and had trouble with the big gooey boss thing on one of the last levels and ended up singing "The membrane, the membrane, the membrane is dead!" over and over after we finally beat it.

Those days in sixth form that felt like they'd never end — but sadly did — where we'd wander into town, grab some lunch from the local bakery, visit the local computer shop and buy a new game for PlayStation or N64, then all pile around someone's house to play it for hours. The time we played Mario Kart 64 and wrote down all the obscenities we hurled at one another for a feature in the sixth form magazine we produced. The time when none of us were really all that into football, but we played the World Cup 98 N64 game anyway, because it was fun. The many recording sessions we had to produce "voice acting" for our Klik and Play games, and the out-takes that made us laugh until we thought we'd piss ourselves. The time we introduced our head of sixth form to the one and only Klik and Play game we finished, where he was the main villain.

Those days in university, where after lectures were done, we'd pile around someone's house and play split-screen GoldenEye, Perfect Dark, Diddy Kong Racing and Mario Kart 64 for hours. The advent of the PlayStation 2, and how an experience as new and fresh as Grand Theft Auto III was something we could enjoy together, even though it was a single-player game. The time my friends brought a copy of Silent Hill 2 with them and I finished it in a single evening while they passed out, hammered and full of curry, in my living room, only to wake up and see the credits rolling.

Those days when I lived in an amazing flat in Winchester, and I had a bunch of friends over, we all got absolutely munted and took off our shirts to play LAN party Halo for some reason. When my housemate came back to find a living room full of half-naked men, she decided it was to be called "Gaylo" from then onwards.

And what I once thought were the incredibly enjoyable "Davison Cup" tournaments I hosted for my birthday celebrations for several years, which provided not only a rare opportunity to play games together with friends in the same room for once, but also a chance to introduce them to things they might not have experienced before — things that were important to me, personally. These memories in particular are somewhat bittersweet now.

I miss being able to share these experiences. It's not one single thing that has left me feeling so lonely and friendless; it is a veritable mountain of causes — some external, some internal, some self-inflicted, some caused by others, some caused by the general direction society (and the way in which we interact with one another) has moved in the last 30 years. All I really know is that I don't like it — and part of the reason I continue to write about the things I love and the things that are important to me, both here and on MoeGamer, is in the vain hope that it might provide even a hint of those personal connections I used to enjoy and appreciate on a daily basis.

It all feels a long time ago now, and I'm very tired, and I'm hurt. I don't even really want to play Big Walk all that much. It'd just be nice to feel like I had the option.


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#oneaday Day 786: Lunchtime games https://imnotdoctorwho.moegamer.net/2026/08/03/oneaday-day-786-lunchtime-games/ https://imnotdoctorwho.moegamer.net/2026/08/03/oneaday-day-786-lunchtime-games/#respond Mon, 03 Aug 2026 11:30:17 +0000 https://imnotdoctorwho.moegamer.net/?p=40617 I apparently completely forgot to write anything yesterday. To be fair, I was mildly hungover and thus didn't really want to do much other than play Terranigma, which I made some excellent progress on. I think I'm coming towards the end of that game, so I'll have more to write about it over on MoeGamer … Continue reading #oneaday Day 786: Lunchtime games

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I apparently completely forgot to write anything yesterday. To be fair, I was mildly hungover and thus didn't really want to do much other than play Terranigma, which I made some excellent progress on. I think I'm coming towards the end of that game, so I'll have more to write about it over on MoeGamer when that's done and dusted.

As I'm typing this, it's lunchtime, and this makes me think about what games are suitable for lunch break play. Really, you can play anything over your lunch — and indeed I have done in the past — but there are certain types of games that are eminently more suitable than others.

Long RPGs, for example, are probably not optimal for lunch break play — unless they're designed with a sort of "bite-sized" structure. Good examples of this that I've enjoyed in the past include the Neptunia series, which has small dungeons you can delve into, beat up some enemies, get some crafting materials and maybe complete some quests, and be done in less than an hour. The inverse of this is the grid-based dungeon crawler, where you really need to sit down and concentrate on what you're doing, lest you completely lose the thread of your explorations.

I found Splatoon Raiders to be an ideal lunch break game, because each of its stages are no more than about five minutes, tops. That means you can dip in and play a good few levels in just a short space of time, and feel like you've had a worthwhile experience. Recommended.

Driving games can also be good for this — in fact, after I'm done here, I might just boot up Forza Horizon and drive around a bit. Again, the bite-sized nature of most events in driving games make them eminently suitable for short sessions, such as playing over lunch.

Then, of course, there are arcade games, which are the very definition of this sort of thing. Arcade machines were designed for you to pass by, think "ooh, that looks fun, I'll have a quick go" and while away a few minutes. In most cases, the games are challenging enough, or designed with a built-in maximum play time, that you can enjoy one game multiple times during a short break — or you can sample multiple for a varied bit of fun.

This is why handhelds used to be brilliant to take to the office pre-COVID. Back in those Before Times, I had an office job that was about a 15 minute drive away, so in theory I could come back home and play something at home — indeed, on several occasions I even managed to get a full YouTube video recorded over lunch, which I'm not sure how I achieved in retrospect — but it was much more practical to pop the Vita or 3DS in my bag, stick on my headphones and just blot everything out while I sat on the sofa near the coffee machine, eating sandwiches and playing Neptunia.

I kind of miss that! I mean, I don't miss having to go out to work every day, but having a reason for handhelds to exist was fun. These days, of course, it would probably be the Switch 2 and/or the Evercade EXP-R coming out with me, and both of those are amply stocked with plenty of good "lunchtime games".

But now I work from home, I have a lot more choice. That can sometimes be overwhelming, but it's also nice. It means I can enjoy a wide variety of different things over my lunch break, and then easily get back to work at a suitable stopping point.

So that's what I'm going to go and do right now…


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#oneaday Day 785: Portioning the blame https://imnotdoctorwho.moegamer.net/2026/08/01/oneaday-day-785-portioning-the-blame/ https://imnotdoctorwho.moegamer.net/2026/08/01/oneaday-day-785-portioning-the-blame/#respond Sat, 01 Aug 2026 21:41:45 +0000 https://imnotdoctorwho.moegamer.net/?p=40613 I had a roll of Rowntree's Fruit Pastilles yesterday. While looking up the nutritional information to add it to my calorie-tracking app — I may have been having a little treat, but I was keeping within my daily calories — I discovered that the tube felt the need to inform me that "1 portion" is … Continue reading #oneaday Day 785: Portioning the blame

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I had a roll of Rowntree's Fruit Pastilles yesterday. While looking up the nutritional information to add it to my calorie-tracking app — I may have been having a little treat, but I was keeping within my daily calories — I discovered that the tube felt the need to inform me that "1 portion" is "half a tube". No it fucking isn't. Who the fuck eats half a tube of Fruit Pastilles?

I know why this is the case, of course. It's a misguided (and probably legally enforced) attempt to get us all to practice better portion control and, collectively, to Be Less Fat. However, we all know what actually happens: people look at that "portion" advice, then just double it (or, in some cases, multiply it by four or more) in order to calculate what they are actually eating. And I just feel like food companies could probably save everyone a lot of time and effort if they just put what the calorie value for the whole thing was.

Like, take a pizza. Buy a frozen pizza and the calorie information will probably be for half of it. Buy a takeaway pizza and the calorie information will be "per slice". Motherfucker, if I am buying a pizza of any description I am eating that whole thing, so just tell me what the damage is so I don't have to get the bloody calculator out. I will accept full responsibility for my actions. Just tell me.

Likewise, take one of those massive bars of Dairy Milk. According to those, "1 portion" is "3 squares". No it fucking isn't. The only time people buy a massive bar of Dairy Milk is when they are depressed, and when that happens they are almost certainly going to eat the whole thing while crying in front of the TV. (Ask me how I know.) So just tell me how many thousand calories are in that whole bar of chocolate so I can come to terms with the consequences at a later time when I am feeling less emotionally fragile.

I feel calorie information on food packaging might actually have more impact if it was more honest like this! "If you eat this whole quiche, that's most of the daily calorie intake for an average human being!" Great! Now I know, and I will thus probably think a little bit harder about whether or not I actually really want to eat that whole quiche, or if I'm just doing so because I'm in the middle of a binge-eating spree that is almost certainly fuelled by some combination of depression, anxiety and/or autism.

And don't even get me started on foods that are clearly portioned out, but which will only ever give you calorie information "per 100 grams". That's the point where I really don't want to start doing maths. Don't make me do fucking percentages just to figure out how guilty I should be feeling for eating the thing. Just give me the calorie information for a realistic portion, and perhaps for the entire packet of the thing just in case it accidentally ends up all taking a trip down to see Mr Tums.

To put it another way, stop trying to shame me for eating more than I "should" and help me make an actually informed decision using helpful information! By the time I am able to successfully curtail my appetite, I don't mind dividing some of these things into halves or quarters or whatever, although one would hope once you have reached a good, "healthy" weight (which is its own discussion, I'm sure) you have less need to be exacting about counting calories. But during that period where accurate calorie information is actually helpful — i.e. when you're trying to lose weight — I think it would benefit everyone to be completely honest and lay out the cold, hard facts. I think it would genuinely be a lot more effective at helping to get people to reconsider before overeating!

And stop trying to kid yourself that anyone is eating half a tube of Fruit Pastilles!


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#oneaday Day 784: Playing a dead game https://imnotdoctorwho.moegamer.net/2026/07/31/oneaday-day-784-playing-a-dead-game/ https://imnotdoctorwho.moegamer.net/2026/07/31/oneaday-day-784-playing-a-dead-game/#respond Fri, 31 Jul 2026 19:28:00 +0000 https://imnotdoctorwho.moegamer.net/?p=40610 People in Steam reviews like to declare a game "dead" when the author of said game hasn't updated it for more than about two weeks, but we all know that's just entitled little shits who don't understand that sometimes a creative work is actually finished. However, there absolutely are "dead" games out there, by varying … Continue reading #oneaday Day 784: Playing a dead game

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People in Steam reviews like to declare a game "dead" when the author of said game hasn't updated it for more than about two weeks, but we all know that's just entitled little shits who don't understand that sometimes a creative work is actually finished. However, there absolutely are "dead" games out there, by varying definitions — some are impossible to play any more (I weep for Darkspore, which I bought on sale once, never got around to playing, and it was made completely unplayable before I even had a chance to try it at all) while some are just delisted from digital storefronts. It's the latter I want to talk about today — specifically, the first Forza Horizon.

My first — and, prior to last night, last — encounter with Forza Horizon was with Forza Horizon 4, which I had extremely mixed feelings about. Sure, it was cool to have an open-world driving game set somewhere that looked and felt a bit like the UK, but the way it was structured to have all the hard edges completely smoothed off, lest some player somewhere felt any "friction", made the whole thing feel utterly meaningless. We're talking about a game where you can come last in every event you enter and still make progress. Not what I'm looking for in a driving game, so after getting frustrated with that, I pretty much swore off the subsequent entries in the series.

However, I was aware that earlier entries in the series were very well-regarded, and in the absence of owning an Xbox One or Series Whateverthefuck, the only one accessible to me was the first one for Xbox 360. This has apparently been delisted from everywhere for some time now, but you can still get second-hand physical copies, and indeed, that's what I did on a trip to CEX some time ago.

I booted it up last night for the first time and found it quite enjoyable. However, one thing became increasingly apparent the longer I played: the fact it, plus all its DLC and microtransactions, had been delisted from sale made it well and truly "dead" — to such a degree that there are certain functions in the game you just flat-out can't access any more, despite the menu options still being there.

This is apparent right from the game's title screen, where you have the option to play "Horizon Rally"… except you don't, because you need the Horizon Rally DLC for that, and you can't get that any more, leaving you with a completely useless menu option, plus a number of loading screen tips informing you that you can buy it from the Xbox Marketplace… which, as previously noted, you cannot.

I thought I was going to have a real problem when I opened the map screen and there were button prompts for "Treasure Map" and "Fast Travel Anywhere". Now, you see a button prompt in a game, and it's reasonable to think that it's a built-in function of the game, right? You press the button indicated, and the thing happens. That's how it usually works, right? Not in Forza Horizon land. Pressing either of these buttons gives you a pop-up informing you that you can buy those two pieces of functionality — which, respectively, allow you to immediately teleport anywhere on the map, and reveal the location of hidden items on the map — using "Tokens", which you can, of course, get from the Xbox Marketplace. Except you can't do that because everything about Forza Horizon has been delisted.

I was concerned in the former case that this meant the entire fast travel feature would be unusable because you couldn't buy a fucking microtransaction any more, but thankfully progressing a little further revealed that there is still a built-in fast travel facility — it's just a bit more inconvenient, since you can only fast travel to specific landmarks that you've previously visited and not, like, the various race events that appear across the map. I wasn't so concerned about the treasure map, meanwhile, since all it is, basically, is a cheat code that you have to pay for.

Little remnants of Forza Horizon really, really wanting you to pay up for microtransactions that no longer exist are riddled throughout the entire game. At least one load screen tip for every loading break will have some sort of exhortation to buy something. Those broken Fast Travel Anywhere and Treasure Map buttons don't go away. If you want to buy a new car in the game, you can do so with the credits you earn through gameplay or "Tokens" that you can no longer purchase with real money.

I guess I should be thankful that Forza Horizon is, at least, still playable, even with all its online functionality and purchasable bullshit inaccessible. If anything, I prefer the fact that there's now no means of simply paying money to not play the game, which is what at least some of these options amounted to. You'd just think they'd, you know, turn all that shit off in a patch if they knew it was no longer going to be available. I mean, presumably they added in the "Horizon Rally" option at some point when it was actually available — why not just remove it again in a final update when the servers and DLC went offline?

We're going to start running into this more and more as time goes on, and it's not always going to be optional DLC and microtransactions that are affected. Thankfully, we have not yet reached a point where patch servers are no longer available for console games that require them, but at some point we are going to have to reckon with the fact that a lot of today's physical releases ship either broken or incomplete, and I'm not sure the work has been adequately done to prepare for that time when the "official" patch servers are no longer available.

This, of course, is a big part of what the whole "Stop Killing Games" movement is about — and I know that certain parts of the gaming history and preservation communities are at least starting to have a think about the best way of handling all this. I'm just concerned that it's going to be too late by the time we find a solution; how many more games out there are technically functional, like Forza Horizon, but have elements that are now completely inaccessible?


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#oneaday Day 783: Nothing compares 2U https://imnotdoctorwho.moegamer.net/2026/07/30/oneaday-day-783-nothing-compares-2u/ https://imnotdoctorwho.moegamer.net/2026/07/30/oneaday-day-783-nothing-compares-2u/#respond Thu, 30 Jul 2026 20:18:42 +0000 https://imnotdoctorwho.moegamer.net/?p=40605 When you are attempting to better yourself — particularly if you know said process is going to be a long, drawn-out affair — I have learned, over the years, that one of the worst things I can do is compare myself to others. This may not be universally true — hence my use of "I" … Continue reading #oneaday Day 783: Nothing compares 2U

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When you are attempting to better yourself — particularly if you know said process is going to be a long, drawn-out affair — I have learned, over the years, that one of the worst things I can do is compare myself to others. This may not be universally true — hence my use of "I" instead of "you" — but as time has passed, and I have taken on numerous such attempts to varying degrees of success, I have come to realise that it is definitely true for me.

You see, in my case, comparing myself to others inevitably leads to feelings of inferiority and frustration when really there is no reason for me to be comparing myself to anyone other than… well, myself.

Take one thing I'm always very conscious of when I go out for a walk, as I did this evening: because of the size I am, and because of my general overall fitness level, I walk quite slowly, even when in my head I am thinking "I am walking quite briskly". I can be walking at an exertion level that makes me slightly out of breath, and people who are just out for a casual stroll will be overtaking me without any evident effort on my part. Were I to pay attention to this — like I have done in the past, which is why I can say all this at all — this would be frustrating! Why can't I walk as fast as a "normal" person? Am I annoying the "normal" people who walk much faster than I do? God, I'm such a waste of space and energy!

But no. The sensible part of my brain, which I am growing better at listening to, reminds me that I have absolutely no reason to be comparing my walking speed to that of anyone else, because I am not, in fact, getting in anyone's way. The Common is a big place, and its paths are more than wide enough for anyone who wants to go faster than me to just walk around me. And, moreover, I am not walking with any of those people, meaning that my overall speed is not causing anyone to have to wait around for me to catch up.

(This is, however, something I am conscious of any time I am out and about with friends or work colleagues, and we are all walking somewhere together. I simply cannot keep up with most of them under many circumstances. And that is frustrating, from a combination of people showing me an often unintentional lack of consideration, and my own annoyance at not being able to do things like a "normal" person.)

When I'm by myself, then, the only thing that really matters is me. The only thing I should be comparing myself to is myself, because it's quite nice to see gradual improvements in your own performance — and even with the fairly casual nature of my walking excursions over the course of the last couple of weeks, I have already seen a slight improvement in terms of the amount of time it takes me to cover the two kilometres of the route I habitually take.

But then there are times when you don't even need to know that. It's not a competition. It's not a race. There is no way you can speed up this whole process. It is something that happens gradually, through building good habits, and thus, when it comes down to it, the only really important thing is that I am just doing the thing at all. Have I successfully got out of the house into the fresh air and got some exercise? Yes? Then great. That's a success.

This is the thing. When attempting to improve yourself — particularly if you are neurodivergent — the temptation can be to give up when you can't immediately fix the problem you're trying to solve. But it doesn't work like that. Instead, you should allow yourself to celebrate those small victories, even if they are much smaller than victories you have had in the past.

I'll give you an example. A good few years ago at this point (2011, to be exact, since I was blogging here at the time!), I successfully "ran" (and I use the term loosely) the Bupa 10K in London, along with some friends I have since, sadly, fallen out of touch with. (Miss you, Vee and Gracie!) This was, for me, an incredible achievement — and one that only came about because I had successfully followed the Couch to 5K and Bridge to 10K programmes over a long period.

I cannot run a 10K now. I cannot even contemplate walking 10 kilometres right now. I cannot even really contemplate walking five kilometres. And that's OK! 2011 was fifteen years ago. I wasn't in amazing shape then, but I was in considerably better shape than I am now, and I was also fifteen years younger. As such, it makes absolutely no sense to try and compare myself against that yardstick (or should that be 10K-stick?) because so much has changed in that intervening period. Yes, it would be nice to be able to get back into a state where I could contemplate surviving a journey of 10 kilometres on foot — be it by walking or jogging — but right now, it is an irrelevant target for me.

Right now, my target is just to get up of the sofa, get out into the fresh air and just do something, at least a few times per week. I have given myself the arbitrary goal of two kilometres because that just happens to be the exact distance of a "lap" that I do on the Common right now, and because that is something which, in my current state, feels attainable but still challenging — in other words, it's a level of effort that I feel is actually doing something.

I was tempted to write "even if that might not seem like very much to some of you" after that, but stopped myself. Because, as I say, what it seems like to anyone else doesn't matter. Everyone's circumstances are different. I'm sure I know plenty of people who can jog 5K, 10K, even more, without even thinking about it. And, right now, it achieves nothing for me to compare myself to them because they are simply operating in a completely different league. And that is, once again, fine.

So I will continue muddling along at my own pace. At some point, I will up the distance and/or time that I will be walking, but I don't feel ready for that just yet, so I'm not going to do that just yet. I will do it when the time is right, not when anyone else says that I "should" do it — but when I feel I want to do it.

And, with any luck, this will build itself over time into a healthy habit that will be of great benefit to me. That's all that really matters!


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 782: Slow the rate https://imnotdoctorwho.moegamer.net/2026/07/29/oneaday-day-782-slow-the-rate/ https://imnotdoctorwho.moegamer.net/2026/07/29/oneaday-day-782-slow-the-rate/#respond Wed, 29 Jul 2026 21:02:11 +0000 https://imnotdoctorwho.moegamer.net/?p=40602 At lunchtime today, I thought I would actually go out for a bit and have a quick look in my local CEX. It's only about a five minute drive away, so I had plenty of time to grab a sandwich and then have a bit of a browse. And on past visits to CEX, I … Continue reading #oneaday Day 782: Slow the rate

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At lunchtime today, I thought I would actually go out for a bit and have a quick look in my local CEX. It's only about a five minute drive away, so I had plenty of time to grab a sandwich and then have a bit of a browse. And on past visits to CEX, I have usually come away with an armful of goodies, which I have acquired for pretty good prices — even if some are missing the manuals. Today, however, I found myself browsing the selection and not really feeling drawn to anything in particular.

I've been feeling this a bit recently, particularly with regard to recent releases. There are exceptions, of course — I've picked up Star Fox, Rhythm Paradise Groove and Splatoon Raiders for Switch 2 over the course of the last month, and when I got home from CEX, I found myself ordering copies of the first four Saints Row games (original versions, not remasters, as I've heard mixed reports about the latter) as well as the newly announced EDITIONS from LostInCult for Sektori, Dread Delusion and Easy Delivery Co. So in actual fact I probably spent a lot more than I would have spent if I'd come out with an armful of 360, PS3 and PS4 games from that CEX.

But I don't know. I just wasn't feeling it in the store today. I had a couple of things in mind that I thought I might like to look out for (notably, the aforementioned Saints Row games, following a discussion with a pal earlier) and those did not appear to be in attendance, and there wasn't much else jumping out at me. I thought about trying to expand and/or complete my collection of Need for Speed games on Xbox 360, but the vaguely responsible part of my brain pointed out that I haven't played the parts of that collection I already own as yet, so it would probably be a little silly to get more. (Actually, it wouldn't have made much difference; they were like £1.50 each; I just couldn't be arsed.)

I don't want to say that I'm falling out of love with gaming, because that very obviously isn't true. But with all the recent, unwelcome moves in the current industry — Microsoft continually stepping on rakes, Sony putting an expiration date on physical media, Nintendo continuing to push Game Key Cards — it's hard not to feel a bit cynical about current things, and that my relationship with the hobby is changing. On top of that, stuff that is a few years old now is still good! Since I'm not someone who has ever got particularly sniffy about resolution and frame rate, I'm pretty sure I'll have just as good a time with those Xbox 360 versions of the Saints Row games as I would have done if I'd picked up the (pricier) PS4 or Switch versions.

I mean, hell, outside of Splatoon Raiders, the other "big game" I'm currently playing is on the SNES. And I'm glad that I have the ability to enjoy this broad range of stuff — ranging from late '70s/early '80s computer and console stuff right up to brand new releases. I know not everyone feels able to do that for one reason or another, and honestly I feel a bit sorry for those people who can't. Perhaps you just had to "be there" for it all to have those positive associations, and if I was 20-30 years younger I might feel differently about games that ran at sub-1080p resolutions and less than 60 frames per second.

But, as it happens, that is not the case, and thus I will continue to enjoy my Old Shit alongside very carefully selected and curated New Shit, and try not to spend too much time mourning an industry that, in its current state, seems determined to self-destruct.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

If you want this nonsense in your inbox every day, please feel free to subscribe via email. Your email address won't be used for anything else.

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#oneaday Day 781: Broadcasting from Tiredsville https://imnotdoctorwho.moegamer.net/2026/07/28/oneaday-day-781-broadcasting-from-tiredsville/ https://imnotdoctorwho.moegamer.net/2026/07/28/oneaday-day-781-broadcasting-from-tiredsville/#respond Tue, 28 Jul 2026 16:37:26 +0000 https://imnotdoctorwho.moegamer.net/?p=40599 I am exceedingly tired. I slept like absolute garbage last night — although I suspect literal garbage actually probably sleeps quite well — and have been feeling the effects all day: a complete inability to focus, a total lack of desire to do anything apart from "just go back to bed", and just a general … Continue reading #oneaday Day 781: Broadcasting from Tiredsville

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I am exceedingly tired. I slept like absolute garbage last night — although I suspect literal garbage actually probably sleeps quite well — and have been feeling the effects all day: a complete inability to focus, a total lack of desire to do anything apart from "just go back to bed", and just a general feeling of "ugh".

I'm not really sure why I slept so badly last night — conditions in the bedroom (ooer) weren't particularly different from any other given evening, as we had the air conditioning blasting, I had my blackout sleep mask on with some calming noises playing, but still I kept waking up, feeling uncomfortable and/or needing a piss. At 4am I got up and evacuated what must have been over a litre of piss from my body. That'll learn me for Hydrating.

I'm going to get an early night tonight, I think, so I am writing this post in good time to be able to do that, and I'm probably going to skip a walk around the Common this evening also. There are times when you have to listen to your body, and my body right now is telling me that it needs some decent rest. So that's the plan for later tonight, at least.

In the meantime, I have plenty I could be doing, but I think I'm probably going to play some more Terranigma this evening. I've been playing a lot of Splatoon Raiders — it's a great "lunchtime game" with how bite-sized each individual "raid" is — and I want to make some progress on Terranigma. Interestingly, my video on its immediate predecessor, Illusion of Time, overtook my video on Soul Blazer in a fraction of the time in terms of views. Neither have done amazingly in terms of total views, but as I always say: the views are not why I'm doing this. I do this because it's fun, and because it's nice to have a sort of record of the things you've experienced and your thoughts about them.

Same reason why MoeGamer exists, really. I have loved writing about the games I have enjoyed ever since I was a young child — I bet my parents still have the ring binder with all my dot-matrix printouts of "reviews" I wrote when I was a kid somewhere — and I don't see that changing any time soon. It's my way of just sort of "getting a bit more" out of an already rewarding and fulfilling hobby. The feeling of creating something, even if it's just some blurted-out thoughts representing your opinion about something, is always satisfying — and I can look back over both this site and MoeGamer and feel pride in what I've created to date, and excitement for what is still to come.

Also it gives me a sort of perverse pleasure that MoeGamer has now lasted considerably longer than the site I was laid off from when I made it in the first place. I guess passion will always trump commercial interests.

Anyway! That was a random string of consciousness, for which I make no apologies. I am off to have some dinner, play Terranigma and then at least attempt to be in a position conducive to getting some sleep before the clock strikes midnight.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

If you want this nonsense in your inbox every day, please feel free to subscribe via email. Your email address won't be used for anything else.

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#oneaday Day 780: A Walk on the Common - The Text Adventure https://imnotdoctorwho.moegamer.net/2026/07/27/oneaday-day-780-a-walk-on-the-common-the-text-adventure/ https://imnotdoctorwho.moegamer.net/2026/07/27/oneaday-day-780-a-walk-on-the-common-the-text-adventure/#respond Mon, 27 Jul 2026 20:39:12 +0000 https://imnotdoctorwho.moegamer.net/?p=40594 Once upon a time, there was a website called Bitmob, whose users would get quite upset if you capitalised it "BitMob". On that site, the community could publish their own articles, and those which caught the attention of the site's staff would get featured on the front page. It was a great way for a … Continue reading #oneaday Day 780: A Walk on the Common - The Text Adventure

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Once upon a time, there was a website called Bitmob, whose users would get quite upset if you capitalised it "BitMob". On that site, the community could publish their own articles, and those which caught the attention of the site's staff would get featured on the front page. It was a great way for a lot of people to get their first taste of being published online; indeed, a number of people whose work I first saw on Bitmob have gone on to have successful careers elsewhere in the games industry — with notable examples including Mike Minotti and Jeff Grubb from Giant Bomb.

I was fortunate enough to have my work featured on the site on a few occasions, with my most popular piece by far being an adaptation of Bayonetta's opening scene as if graphics didn't exist and the entire thing unfolded as a text adventure. (Aside: attempting to track down an archive of this is how I learned that most of Bitmob's original site content is still online, but some "Software as a Service", probably AI-related company appears to be leeching off the site's SEO from back in the day.)

Anyway, in the absence of anything else to write about (although right now I could write something about companies leeching off past sites' SEO… we'll save that for another day though, as this absolutely will not be the last time I come across this phenomenon, I'm sure) I thought I would do the same for my walk around the Common this evening. Are you ready? Let us begin.


You inexpertly guide your little car into the narrow parking space and realise that you have parked a little too close to the car next to you, so you reverse out and manoeuvre yourself into what you think is a slightly more advantageous position. When you attempt to open your car door, you realise that you have not, in fact, made things any better at all. Giving up before humiliating yourself further, you squeeze through the slightly too narrow gap between your car and its neighbour, and prepare to face the early evening.

A WALK ON THE COMMON
Copyright (c) 2026 Petefocom, Inc. All rights reserved.
A WALK ON THE COMMON is a registered trademark of Petefocom, Inc.
Version 69 / Serial number 420069

Cemetery Road, Car Park
You are in the car park of the common — actually just a narrow side street with some parking spaces demarcated down one side. The sun is low in the sky, such that it is difficult to look in a westerly direction, and the air is warm and a little humid.

The road (and car park) continues to the northwest. To the southeast, you can hear the rushing traffic of The Avenue.

Your car is here.

What would you like to do?
> INVENTORY

You are carrying:
Your keys
Your wallet
Your phone
A pair of headphones (worn)
Your watch (worn)
Clothes (worn)

What next?
> REMOVE CLOTHES

You feel that would probably be a bad idea while you're out in public. Also, in a park? Talk about clichéd. If you're going to streak, do it somewhere a bit more imaginative.

What next?
> SE

You came all this way to have a walk in the park. No point turning back now. And anyway, if you want to go back that way, you're better off getting into your car.

What next?
> EXAMINE WATCH

This is a fancy-pants fitness tracker thingy that your wife got you. She wasn't dropping a hint; you had indicated that you might be interested in using one in an attempt to actually get fit.

The watch's display is off.

[You won't see "What next?" any more.]
> TURN ON WATCH

The watch's display lights up immediately. A picture of Patti, one of your cats, greets you, along with the time. It is 7.30pm.

> USE WATCH

Please be more specific about how you want to use the watch.

> TRACK FITNESS

I don't know how to "TRACK" something.

> START WATCH

You flick the screen over to the right, choose the "Walking" activity and wait for the countdown to begin.

Your watch begins tracking your steps.

> LOOK AT PHONE

Your phone has the album "Black Sabbath" by Black Sabbath cued up and ready to go. The play button looks inviting.

> PRESS PLAY

Your phone starts blaring Black Sabbath at full volume. You quickly press the Pause button. Perhaps you should turn the headphones on first.

> TURN ON HEADPHONES

You turn on the headphones. They make a soft "beep" sound, then a second "beep" to indicate they have connected to your phone.

> PRESS PLAY

Black Sabbath begins to play inside your head, thanks to your cheap and cheerful bone-conducting headphones. Now you're really ready to get started.

> NW

Cemetery Road, Carriage Drive Entrance
You've reached the end of the "car park" section of Cemetery Road. The road itself continues a short distance to the northwest, but becomes a dead end shortly thereafter. A path into the Common itself proceeds to the north. Painted white letters on the ground indicate that this particular pathway is known as "Carriage Drive South".

> N

You begin walking.

Carriage Drive South
You've entered the Common proper. To the south is Cemetery Road and the car park. Either side of you are some pleasantly rustling trees. Carriage Drive continues in a northerly direction for a short distance.

> N

Carriage Drive Corner
Carriage Drive makes a sharp turn here. Squinting against the low, early evening sun, you can just about see an small lake behind a fence in the distance to the west. One of several entrances to the Common lies to the south.

A man with no shirt on zooms past you. He is upsettingly toned and even more upsettingly sweaty. You cannot even begin to imagine what it would feel like to be able to move at that speed using nothing but your own legs.

There is a Really Good Dog here. And their owner too, I guess.

> LOOK AT MAN

He's long gone. You're not sure you want anything to do with him, anyway. Just being in his presence for less than a second made you feel inferior.

> LOOK AT DOG

Are all dogs good dogs? It doesn't matter, because this one is.

> W

Near Cemetery Lake
Thus named because it's near the cemetery, not because they've buried people in it — not to your knowledge, anyway — Cemetery Lake is a filthy but nonetheless relatively picturesque pond that occupies a space to the north of the path you're currently on, behind a fence. A bunch of ducks are languidly paddling around on the grimy surface of the water, evidently looking for remnants of the last generous visitors. Carriage Drive proceeds to the east and west.

> N

You can't go in that direction. The fence is in the way.

> CLIMB FENCE

You don't think that would be a good idea. Not only are you not good at climbing things, you also have an excellent talent for hurting yourself quite badly when doing things you are not good at.

A child riding the tiniest bicycle you have ever seen wobbles past, followed a few seconds later by what looks like a long-suffering parent.

> W

Park's Edge Corner
You sense you're quite close to the edge of the park, as you think you can hear traffic on the other side of the bushes. The path makes another sharp turn here, proceeding to the north, parallel to the edge of the park, or to the east, back towards Cemetery Lake.

You think you can smell weed.

> N

Park's Edge
The pathway continues in a north-south direction. Trees flank the path on both sides, giving the area a pleasant "tunnel of green" look.

You can definitely smell weed.

> N

Suspicious Bushes
The greenery thins out a little on one side to reveal a clearing with a bench, and some bushes behind it. The bushes look suspicious. You figure that if you were going to get up to no good, these would be some great bushes to do it in. The pathway continues in a north-south direction.

The smell of weed seems to be coming from the direction of the bushes.

> LOOK AT BUSHES

You figure they're probably having a nice time without you. Leave them be.

A woman wearing a pair of shorts that are so tight you think they might just be painted on jogs past.

> LOOK AT WOMAN

Before you are able to make a definitive determination of whether or not the shorts are real or just an illusion, she is long gone.

> N

Junction
You've reached the point where several paths meet. To the west is one of the Common's numerous exits. The pathway continues to the north, southeast and south.

A child, in tears and holding a balloon, waddles along the path, closely followed by a mother who looks about ready to murder someone.

Through your headphones, Black Sabbath is interrupted by the robotic voice of your watch indicating that you have successfully completed a kilometre in 14 minutes and 59 seconds.

> POP BALLOON

As entertaining at that would be, you unfortunately don't have anything sharp on you.

The child and distraught mother pass by. The former's wails fade into the distance, and an almost tangible air of despair follows shortly afterwards.

> SE

The Flats
This area of the Common is called The Flats, because it's really flat. It's also the widest open space on the whole Common, and the place where events tend to happen. Right now, in the heat of the summer, all the grass is dead, the whole place looks like a desert and nothing much is going on, other than a few kids having a half-hearted kickabout. So much for "public green spaces". The path continues to the southeast, and reaches a junction to the northwest.

The upsettingly toned man runs past again. You wish he would put a shirt on.

> SE

The Flats, Starting Lines
This part of The Flats is evidently where they start races of various descriptions, because there are two starting lines: one red, one blue. Judging by other markings on the path of the same colour, the red route is about 2.5km in length, while the blue route is 3.5km. The pathway continues into a wooded area in the southeast, and back to the middle of The Flats to the northwest.

A woman jogs up the path in the opposite direction to you. The pockets on her shorts appear to be inside-out and are flapping up and down in a mildly distracting manner as she bobs along at her own pace.

> TALK TO WOMAN

Are you mad? Talking to a stranger? You are not only autistic, you are also British. Besides, she looks busy.

> NW

Not to artificially constrain your adventure, but for the purposes of this blog post's tortuously convoluted narrative I will remind you that this is the direction you just arrived from, and thus you probably want to go southeast.

> SE

Near The Hawthorns
You're in a wooded area of the Common, close to a small building that proclaims itself the "Hawthorns Urban Wildlife Centre". The gate to the Centre is closed and locked. The pathway gradually bends around to the south, and proceeds in the other direction, towards the Flats, to the northwest.

> OPEN GATE

I mean, I did tell you it was locked, but you had to go and check for yourself, didn't you? The gate is locked. Now perhaps you might give your narrator a bit of respect.

> S

The Corner of the Common
You've reached the corner of the Common. A gate kind-of sort-of blocks the path in such a way that vehicles wouldn't be able to drive in, but people can still get around. To the northwest is the Cemetery Road car park, and the pathway proceeds towards the Hawthorns Urban Wildlife Centre to the north.

The upsettingly toned man runs past again. You feel like he is accelerating. You begin to wonder if, were you to keep walking, he would eventually reach infinite velocity, then realise that this is probably a rather silly thing to wonder and go back to wishing he would put a shirt on his sweaty, rippling, muscly back.

> CURSE MAN

You mutter a curse under your breath. To your surprise, the man bursts into flames with a horrifying scream. A moment later, the screams have ceased, and there is nothing more than a pile of ash on the floor. That'll learn him.

> NW

Cemetery Road, Car Park

Your car is here.

Through your headphones, Black Sabbath is interrupted by the robotic voice of your watch indicating that you have successfully completed two kilometres in 29 minutes and 26 seconds.

Congratulations! You have completed A WALK ON THE COMMON. You probably shouldn't have murdered that man, but how were you to know that you were capable of inflicting truly horrific curses just with the power of your mind? No-one will ever believe it was you, anyway.

Probably.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

If you want this nonsense in your inbox every day, please feel free to subscribe via email. Your email address won't be used for anything else.

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#oneaday Day 779: Celebrating a small victory https://imnotdoctorwho.moegamer.net/2026/07/26/oneaday-day-779-celebrating-a-small-victory/ https://imnotdoctorwho.moegamer.net/2026/07/26/oneaday-day-779-celebrating-a-small-victory/#respond Sun, 26 Jul 2026 19:13:10 +0000 https://imnotdoctorwho.moegamer.net/?p=40590 One of the things I always try and remember is that, from a mental health perspective, it can be valuable to celebrate the small victories, however inconsequential you think they might seem to others, or however minor they might feel in comparison to some of the things they are dealing with. Successfully overcoming something is … Continue reading #oneaday Day 779: Celebrating a small victory

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One of the things I always try and remember is that, from a mental health perspective, it can be valuable to celebrate the small victories, however inconsequential you think they might seem to others, or however minor they might feel in comparison to some of the things they are dealing with. Successfully overcoming something is always a thing worth patting yourself on the back for, and thus today I would like to do just that for myself.

I mentioned the other day that I had been going through the basics of DaVinci Resolve, largely out of necessity because my prior video editor of choice, Hitfilm Express, is no longer available — and, indeed, the company that made it no longer exists, it seems. I had been putting off learning DaVinci Resolve for the longest time because it's the sort of application that you open up and you can feel its UI laughing at you. "You'll never know what all these buttons are for," it says. "You may as well just close me right now and not even bother."

Well, today I decided that I was going to put my three chapters' worth of training to the test and edit myself a YouTube video. And, to my great pleasure, it was immediately just as straightforward as the last seven years I've spent using Hitfilm Express. Yes, there are a number of differences between the two applications — most notably that DaVinci Resolve is a considerably more complex, fully-featured program that can do other things besides editing video — but it seems that I have successfully ported over all the important knowledge from Hitfilm Express to DaVinci Resolve.

I haven't yet done everything in DaVinci Resolve that I used to do in Hitfilm Express — notably, I still need to learn how to do titles and keyframe-based animation and compositing — but taking on the relatively simple project that I did today has given me the confidence to explore the application further, either with or without the training manual by my side. After all, I learned Hitfilm without any real training material — most of the knowledge there I ported over from past experience with Final Cut Pro on Mac, which again, had its own way of doing certain things.

When tackling anything like this, it's taking that first step that is always the most difficult. In fact, I'd go so far as to say when doing pretty much anything, the first step is always the hardest — whether you're talking about working on an elaborate project, or simply motivating yourself to stand up and go and do something with your day.

I have proven myself victorious over several little things like that today — firstly, getting off the sofa and recording the voiceover for my video, then actually going through and editing the thing, and finally, troubleshooting a little issue I had with the export — and I am officially giving myself a pat on the back for my achievements. Now I can spend the remainder of the evening Doing Something Fun without any sort of guilt or feelings of obligation whatsoever.

Getting rid of those feelings of guilt and obligation completely are a whole other matter, of course, but one step at a time and all that. One step at a time.

Oh, and here's the vid, if you want to watch it:


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#oneaday Day 778: That feeling you should be doing something https://imnotdoctorwho.moegamer.net/2026/07/25/oneaday-day-778-that-feeling-you-should-be-doing-something/ https://imnotdoctorwho.moegamer.net/2026/07/25/oneaday-day-778-that-feeling-you-should-be-doing-something/#respond Sat, 25 Jul 2026 13:37:48 +0000 https://imnotdoctorwho.moegamer.net/?p=40587 I'm having one of those days where my brain feels restless, where it feels like I "should" be doing something, but as far as I am aware, I have no commitments this weekend whatsoever, so I should just be taking the time to relax, enjoy myself and mentally prepare for the week ahead. (There's nothing … Continue reading #oneaday Day 778: That feeling you should be doing something

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I'm having one of those days where my brain feels restless, where it feels like I "should" be doing something, but as far as I am aware, I have no commitments this weekend whatsoever, so I should just be taking the time to relax, enjoy myself and mentally prepare for the week ahead. (There's nothing particularly special about the week ahead, either, just the weekend is generally a good time to mentally prepare yourself for actually having to do things for, like, your job and stuff.)

I'm unsure where this particular anxiety stems from, but it's not an altogether uncommon phenomenon. It seems it is most frequently associated with ADHD, which I have not been formally diagnosed with, but which from talking to people who do have it, I recognise a lot of the things they mention — much like I did with autism before I went and got myself diagnosed. I'm not in any great hurry to get myself diagnosed in that regard, though I suspect, as with the autism diagnosis, that having it confirmed (or otherwise) might help me to think about my own brain in a more helpful way.

But regardless! That doesn't fix the immediate issue, which is my brain is currently doing somersaults wondering what I should actually do today. And it's not as if I have a shortage of options. I could play some Final Fantasy XI, now I am into the Treasures of Aht Urhgan expansion. I could play some Terranigma, which I started the other day and enjoyed a lot. I could play some Splatoon Raiders, which I am also having fun with. I could record a voiceover for my Illusion of Time video and then edit said video now that I have learned the basics of DaVinci Resolve. I could even record some voiceovers for some work videos and get those out of the way if I really wanted to.

Or I could do something completely different. I could actually leave the house for some reason, perhaps pay a visit to CEX in town and see if they have anything interesting. I could go for a walk on the common (although I feel like the exact time I'm typing this is probably not the best time to do that, given how hot and humid it appears to be outside, so I will probably save that for later). I could pull down a random game from the shelf and give that a go. I could do some creative writing. I could write about a game I've been playing recently. I could record some Let's Play-style videos (again, I think it might be a bit too hot to do that right now). I could learn what "colour grading" is. I could practice some Japanese.

This is the problem, y'see. The problem is not that I have nothing to do, it's that I have a lot of options for what I could do, and pretty much all of them would be enjoyable and/or fulfilling in some way. One might say that this means it doesn't really matter which one of them I pick, as I will be having an enjoyable and fulfilling experience regardless. But for some reason, when this sort of mental block strikes, it doesn't quite work like that; my brain starts to feel genuine anxiety over whether or not I am picking the "correct" or "best" option, whatever that means — and there really is no "correct" or "best" option here. There is nothing I have to do; there is nothing that will make my life significantly better or worse if I do or don't do it. So all I need to do is just… pick something.

My intent was to follow that paragraph with something along the lines of "So I'm off to go and… [x]". But as I went to type that, my brain started a tug-of-war process with itself, still worrying over whether or not I was making the right choice. So I'm going to set myself a firm but friendly ultimatum — without being aggressive or sergeant-majorish about it — and say that by the time I finish writing this paragraph, I will have made a decision of what to do for the immediate now, not necessarily the whole day, but for the period immediately following completing this paragraph. Whenever I finish this paragraph. I am absolutely, positively, definitely not stalling for time while I attempt to get my mind in order. Definitely not. Perish the thought! Who would do something like that, even? That's ridiculous. I can absolutely, definitely make a decision on what Nice Thing I would like to do today.

I'm going to go and play Terranigma for a bit. Then we'll see what happens from there.

There, see, that wasn't so hard, was it?


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#oneaday Day 777: Newfound Resolve https://imnotdoctorwho.moegamer.net/2026/07/24/oneaday-day-777-newfound-resolve/ https://imnotdoctorwho.moegamer.net/2026/07/24/oneaday-day-777-newfound-resolve/#respond Fri, 24 Jul 2026 23:39:15 +0000 https://imnotdoctorwho.moegamer.net/?p=40583 After determining that the NVMe drive in my PC was kaputt, which is where the vast majority of the issues I've been having with this PC have stemmed from, I reluctantly reinstalled Windows… again. This is always a pain because it takes time to get the system back to how you liked it before — … Continue reading #oneaday Day 777: Newfound Resolve

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After determining that the NVMe drive in my PC was kaputt, which is where the vast majority of the issues I've been having with this PC have stemmed from, I reluctantly reinstalled Windows… again. This is always a pain because it takes time to get the system back to how you liked it before — and, of course, there are times when software that you used to use just isn't available any more.

I knew that sooner or later I was going to have to confront the fact that Hitfilm Express, my video editor of choice for the last 7 years or so, no longer exists in any form, but I had been putting off learning the most commonly recommended replacement for free hobbyist video editing: DaVinci Resolve.

I've loaded up DaVinci Resolve before to have a look. I was immediately daunted by an incredibly complex-looking interface, closed it down and went back to Hitfilm Express. Now, however, I don't have that option, unless I want to spend time faffing around looking for a dodgy download of the old version of Hitfilm Express I was using, and spending even more time trying to track down my license key for it — a license key I can't just log in and retrieve, because although the software would still activate online with it last time I had to reinstall, the actual website for it is no longer in existence. Which is, y'know, nice.

Anyway, tonight I was at a bit of a loose end, so I decided I would bite the bullet, install DaVinci Resolve and start working through some initial tutorials. The people behind DaVinci Resolve are good enough to have a bunch of training materials on their website — including full written books (which you can either buy as a physical book or get a free PDF of) as well as the obligatory video tutorials. I work much better from a book than a video, so I am extremely grateful for them offering those free PDFs — though it's a little fiddly attempting to read it on the same screen I'm using DaVinci Resolve on, so I may try and upload it to my Kindle.

The Beginner's Guide to DaVinci Resolve that I've been following along today seems to be very good. It doesn't assume knowledge, but it also doesn't move at such a glacial pace that people like me, who have past experience with other video editing software, get bored and switch off. In a couple of hours this evening, I have probably built up enough basic knowledge of the software to be able to reasonably comfortably do most of the things I could confidently do in Hitfilm Express, with the exception of a few bits and bobs about keyframing, animations, titles and such.

I'm impressed with DaVinci Resolve thus far. Although its interface is maddeningly crammed — not at all uncommon in today's creative software, as anyone who has used a recent Adobe product will attest through gritted teeth — once you know what you're looking for, you can get things done very quickly in a variety of different ways: through menus, through drag-and-drop, and through keyboard shortcuts. I'm going to have to unlearn a few of the ways I did things in Hitfilm Express, to be sure, but since I was almost entirely self-taught on that software and doubtless only using a fraction of its capabilities, I don't think that's going to be too much of a problem.

I'm especially impressed by how easy it is to add things like transitions and basic motion graphics — it's so easy to do these things that it almost feels like cheating. It's also very flexible in how you can edit clips together — including replace, ripple, roll and slide edits — so I think it's going to be a lot of fun to get to grips with once I start using it for my own projects.

I'm going to keep working through the training material for the minute, though, as there are some things covered in there that I've never really learned — like colour grading, for example. I don't know how much detail a self-professed Beginner's Guide is going to go into in that regard — although there are further, more specialist books to work through after I've had my fill of this one — but it will be nice to have an understanding of something that, to date, has remained a bit of a mystery beyond "drag the sliders around a bit until you think it looks OK".

I have a few videos in the pipeline that I will need to edit soon — a bunch for work, and at least one personal project — so it will be interesting to put DaVinci Resolve to the full test by doing something other than a tutorial on it. But from my experiences thus far this evening, I think it's going to be less of an issue to make the switch to this program than I thought it was going to be — which is, frankly, a blessed relief.


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#oneaday Day 776: Splatting Salmonids https://imnotdoctorwho.moegamer.net/2026/07/23/oneaday-day-776-splatting-salmonids/ https://imnotdoctorwho.moegamer.net/2026/07/23/oneaday-day-776-splatting-salmonids/#respond Thu, 23 Jul 2026 20:08:41 +0000 https://imnotdoctorwho.moegamer.net/?p=40580 Splatoon Raiders arrived yesterday, a day earlier than I was expecting it, and I've been playing it. It's a good time! It's the latest in an increasingly long line of titles from Nintendo that feel like video games used to feel like. It's not trying to be a movie, it's not trying to be an … Continue reading #oneaday Day 776: Splatting Salmonids

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Splatoon Raiders arrived yesterday, a day earlier than I was expecting it, and I've been playing it. It's a good time! It's the latest in an increasingly long line of titles from Nintendo that feel like video games used to feel like. It's not trying to be a movie, it's not trying to be an overly elaborate piece of art, it's not trying to tell an in-depth story — it's just trying to be a fun, enjoyable game. And it's succeeding at that. (This is not to say that there is no artistry within the game itself, mind. Rather, attempting to "be a work of art" is not its primary focus.)

For the unfamiliar, Splatoon Raiders is a Nintendo Switch 2 game that, in contrast to the prior three Splatoon games, places the single-player experience at the forefront. Those of you who have never played a Splatoon game before may be surprised to note that there is, in fact, a single-player game in every Splatoon game, and even more surprised to hear that it has been consistently very good in the past — it's just very few people ever really talk about it, as the focus of the series has always been on its competitive multiplayer modes. And that's a pity, because although each game's single-player campaign is perhaps a little on the short side, they (and the DLC for the more recent ones) have been consistently excellent, featuring top-notch level design and some quality gameplay that blends action, platforming, puzzle solving and simple observation skills.

Splatoon Raiders is a little bit different. Although it unfolds in a series of self-contained levels, these are, for the most part, a tad more open than the rather linear, abstract levels of prior Splatoon campaigns. There are some stages that very much have the feel of classic single-player Splatoon — mostly the "Sample Dungeon" stages which challenge you to overcome a series of obstacles and encounters with a specific loadout — but on the whole, the focus is a bit different.

That's no bad thing, though, and one thing Splatoon Raiders does pretty well is keep things varied. On some levels you'll be fighting your way through a relatively linear path to an end point, where you receive a treasure. On others, you'll be in an arena, battling to defeat enough enemies to build up an energy bar before time expires. Some levels present you with a series of these arenas. Others still are more open, tasking you with building up energy by defeating enemies on a relatively large map until you are able to mine a large crystal and obtain its resources.

The very nature of the game means that there's not quite as much of the clever platforming and observation challenges of classic single-player Splatoon, but that's not to say it's completely absent. In fact, most of the non-arena stages have a series of hidden items on them, and tracking these down very much has the feel of the older Splatoon campaigns, because they will require you to go a bit off the beaten track, investigate interesting-looking areas and sometimes take a few risks. And the rewards are worthwhile; besides scrolls that contain lore, most of these stages also contain a compass, which unlocks access to a semi-secret level — one of the aforementioned "Sample Dungeons".

I'll doubtless have more to say about the game when I've played it a bit more, but so far I'm impressed. The "looter shooter" element provides plenty of interesting opportunities for progression — and incentive to try various different types of weapon — without being overly obnoxious or overloading you with pointless variants on the same equipment. A variety of simple and straightforward crafting systems allow you to unlock new abilities and features. And the ability to revisit past levels in "Spicy" mode provides alternatives for gathering materials and loot than simply grinding the same level over and over again.

The only thing I'm not entirely sure about is the music. I get why it is the way it is — it's an attempt to reflect the chaos of the battles in which you find yourself — but dear Lord, there are certain tracks that sound like a school orchestra tuning up and then immediately launching into a failed attempt to play the complete soundtrack to Darius. I would have much rather had music somewhat akin to what there was in the multiplayer matches of regular Splatoon, but you can't have everything I guess. It certainly creates an atmosphere of sorts, I'll give it that!

There will, of course, be a full write-up of Splatoon Raiders on MoeGamer when I'm satisfied that I've played enough of it to be able to speak with complete confidence about it. But for now, I'm happy to say that I'm having a good time, and I'm looking forward to playing some more!


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#oneaday Day 775: Perambulation https://imnotdoctorwho.moegamer.net/2026/07/22/oneaday-day-775-perambulation/ https://imnotdoctorwho.moegamer.net/2026/07/22/oneaday-day-775-perambulation/#respond Wed, 22 Jul 2026 20:10:51 +0000 https://imnotdoctorwho.moegamer.net/?p=40577 I've been for a walk out on the Common for the last three evenings. Tonight, I gave myself permission to take the evening off, because three days in a row is solid going, there is no need to go every single night, whatever the "sergeant major" part of my brain might say, plus my feet … Continue reading #oneaday Day 775: Perambulation

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I've been for a walk out on the Common for the last three evenings. Tonight, I gave myself permission to take the evening off, because three days in a row is solid going, there is no need to go every single night, whatever the "sergeant major" part of my brain might say, plus my feet are a bit sore. Also I want to play Splatoon Raiders, which arrived today. However, I will be getting back out there tomorrow! You'll see that I will! (You probably won't. Unless you're stalking me, in which case please do not do that.)

I've been trying to get over a bit of a mental block for the easiest possible form of exercise, which is just going out for a walk. I do like walking around my neighbourhood — and heaven knows we did it a lot while Oliver was missing — but the unfortunate thing, as I'm sure I've mentioned in the past, is that we live on the top of quite a steep hill, meaning that whichever direction you set out from, you always end up having to climb said steep hill on the way back. Unless you do what I did on one excursion, which is to just keep walking and then catch the bus up the hill before walking the last little bit from the bus stop back to my house.

My trips to the Common are an attempt to get over that mental and physical block. The Common is relatively flat, you see, meaning that you can have a nice walk around it and not feel like any part of the journey is significantly more difficult than any other. There are a few undulations around the place — the route I've been taking is a slight incline on the way out, then very slightly downhill on the way back — but it's definitely manageable for someone in as poor physical condition as I am.

Also it's just a nice place to be. The Common has lots of different little areas within it — pleasantly secluded wooded areas (which I probably wouldn't go into after dark) and a nice wide open bit in the middle, which is where any Common-based events tend to go on. There's often a funfair or something in this big open bit, but right now, it's proper "big sky" territory.

One thing that is a little shocking, however, is how desert-like the whole thing looks right now after the heatwave. The grass is just dead. I've never seen it so bad, and I've always associated the Common with being, well, "green space". And to be sure, all the trees are still nice and leafy and green, but the ground… man, it looks more like what I imagine places like Arizona and Texas to look like than what I typically associate with England. (Important note: I have never been to Arizona or Texas and have also never really looked at photographs of what they actually look like.) It's a barren wasteland, and it's a little disheartening to see.

Still, I'm sure it's not the first time this has happened in recent memory — we've had similar heatwaves in the summer of the past few years, after all, and I actually haven't been to the Common for a while — so I'm sure it will recover as soon as we get a bit of rain. That isn't looking likely any time soon, admittedly, but as we pass through summer into autumn I'm sure it will get at least some of its green back. Maybe.

It is, however, a stark reminder of the fact that we are very much killing the planet. Seeing a desert-like park space would have been unthinkable when I was a child; I grew up with both my primary and secondary schools having access to large amounts of green space, and I welcomed that. It was nice to be able to be outside, and for the outside to feel like it had some life to it — without that "life" being, like, lots of bugs and spiders or shit like that. I have fond memories, both of my early childhood and my teenage years, of spending time just sitting on the grass with friends (and occasionally having farting competitions), enjoying one another's company and the pleasant environment that we were able to take advantage of.

At this point, there is just plain no denying that there are significant issues with the climate. "England's green and pleasant land" shouldn't look like a barren wasteland you'd expect to see dried-up tumbleweed rolling across. And yet that's where we are right now. It's scary stuff, and at the rate we're going I wonder if we'll be able to get things back to how they "should" be — whatever that might be.

Anyway, maudlin thoughts about the fate of the planet aside, I have been enjoying getting out and about. Although it's been pretty warm in the daytime, I've found going out around 7pm has a good balance between having some light left and the air just generally being a bit cooler thanks to the sun starting to set. I've even seen marginal improvements in my own performance over just those three days — not that I'm particularly caring about performance right now, since the goal is just to get out and do something, but it is nice to see that just a little effort can pay off almost immediately.

So yeah. I'm going to enjoy a night off tonight, then get back out there tomorrow. Now I have Salmonids to splat!


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#oneaday Day 774: Archiving past nonsense https://imnotdoctorwho.moegamer.net/2026/07/21/oneaday-day-774-archiving-past-nonsense/ https://imnotdoctorwho.moegamer.net/2026/07/21/oneaday-day-774-archiving-past-nonsense/#respond Tue, 21 Jul 2026 22:07:29 +0000 https://imnotdoctorwho.moegamer.net/?p=40572 Well, I went and did it. I set up a Bandcamp specifically for my old electronic music nonsense under the name "sonicfunkstars". When I feel like actually sitting down and using all those samples I spent several days copying over, I will be resurrecting the sonicfunkstars name for some new stuff — but in the … Continue reading #oneaday Day 774: Archiving past nonsense

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Well, I went and did it. I set up a Bandcamp specifically for my old electronic music nonsense under the name "sonicfunkstars". When I feel like actually sitting down and using all those samples I spent several days copying over, I will be resurrecting the sonicfunkstars name for some new stuff — but in the meantime, you can… enjoy(?) this thoroughly silly selection of crap from 20 years ago if you really want to. Here's the link, and read on if you want a bit more context. If WordPress lets you embed Bandcamp stuff I might even embed it below, but I've never tried that so I don't know if it works as I type this sentence. I guess we'll find out in a minute.

What do you know? It works. Okay, I had to install a plugin. But that plugin works.

some vapid fool Cover Art

some vapid fool

sonicfunkstars

Listen on Bandcamp
00:00 / 00:00
  • 1 03:56
  • 2 02:04
  • 3 04:24
  • 4 03:20
  • 5 04:19
  • 6 03:12
  • 7 05:50
  • 8 04:33
  • 9 04:16
  • 10 04:43
  • 11 02:22
  • 12 02:56

Here's the official first sonicfunkstars album, consisting of some early experiments using ACID Music and culminating in a thoroughly silly track composed in collaboration with my friends Woody and Edd, whose title should be fairly self-explanatory.

I was originally inspired to get into using ACID Music by my brother doing some experiments with it under the artist name "ME", and I thought it looked like fun. My friends and I had also spent some time fiddling around with Dance eJay and had developed a taste for sample manipulation, so ACID Music was a natural next step. I had great fun putting these tracks together, even if they have absolutely no concept of "mastering" and the album as a whole has no real concept or theme holding it together.

The title "some vapid fool" came from the University Theatre Group's obsession with the words "vapid", "facile" and "asinine", which we used at every opportunity. Making an album seemed like a prime opportunity to do so, particularly when combined with that cover art — which, yes, is me, aged approximately 18 years of age, drinking in Chamberlain Bar, our nearest halls of residence-based drinking establishment. It was '70s night when that photo was taken, and I am sporting some charity shop specials.

txtr's thumb Cover Art

txtr's thumb

sonicfunkstars

Listen on Bandcamp
00:00 / 00:00
  • 1 03:32
  • 2 02:50
  • 3 06:21
  • 4 05:32
  • 5 03:48
  • 6 04:39
  • 7 01:42
  • 8 03:33
  • 9 01:52
  • 10 03:10
  • 11 06:11
  • 12 04:35
  • 13 03:57

Much like the first album, this second one was largely experimental — though this time I incorporated a combination of MIDI sequenced tracks and live-recorded keyboards on top of the samples. There is a vague concept to this one — it's supposed to be a sort of reflection of the hormonal turmoil of my mind during my university years, and I think the somewhat… back-and-forth nature of its emotional core reflects how I was feeling at the time rather well. There's some tracks among this lot that I really like, and a few that I'm mildly embarrassed by. I have left off the one I am most embarrassed by, in which I attempted to rap. That one is never seeing public release.

London Taxi Chase II OST Cover Art

London Taxi Chase II OST

sonicfunkstars

Listen on Bandcamp
00:00 / 00:00
  • 1 05:20
  • 2 04:23
  • 3 03:25
  • 4 03:25

This short little collection of tracks was composed for a Klik and Play project I had been working on, in which a London bus repeatedly attacked a taxi for no real reason whatsoever, other than the fact we thought it was funny and those were two of the default sprites in Klik and Play. The… album, EP, whatever you want to call it, was an attempt to remix a single track into multiple different styles, with the exception of The Bus Shop, which is loosely (all right, quite heavily) inspired by the first village theme from Xenogears.

Pie Eater's Destiny Gold Edition OST Cover Art

Pie Eater's Destiny Gold Edition OST

sonicfunkstars

Listen on Bandcamp
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  • 1 06:22
  • 2 01:56
  • 3 01:36
  • 4 01:55
  • 5 02:10
  • 6 02:17
  • 7 01:42
  • 8 02:28
  • 9 01:42
  • 10 02:10
  • 11 02:27
  • 12 01:43
  • 13 08:50

Finally, we come to probably my favourite collection of tracks, composed for my "Gold Edition" remake of a Klik and Play project we had made at sixth form. The original game used MIDIs we'd downloaded from the Internet, but for Gold Edition I wanted to compose an entire soundtrack. So I did!

NOTE: The first track, Pie-Eater's Megamix, contains some naughty language. Sorry about that. It was more than 20 years ago. We are better people now. Probably.

I've also just noticed that I hyphenated "Pie-Eater's" in the first track and not any of the others. I must now correct this.

I have now corrected this.

The Gingerbread Saga Cover Art

The Gingerbread Saga

sonicfunkstars

Listen on Bandcamp
00:00 / 00:00
  • 1 03:04
  • 2 05:01

Then there's this, which was the result of watching Shrek multiple times in one weekend (including playing with the "dubbing" feature on the DVD) and then getting roaringly drunk. The storyline was entirely improvised. You can't really tell.

Fringe Benefits Cover Art

Fringe Benefits

sonicfunkstars

Listen on Bandcamp
00:00 / 00:00
  • 1 02:48
  • 2 03:38
  • 3 03:39

And finally, this, which consists primarily of samples recorded during rehearsals for our 2002 trip to the Edinburgh Fringe to put on Alan Ayckbourn's Round and Round the Garden.

Anyway, I hope you enjoy the tracks and the albums. Please do not feel obliged to buy any of them, as you can stream them for free; I only put a nominal price on them so it doesn't eat into an allocation of free downloads per month. If you really want to own a copy of these, though, I won't stop you.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 773: Locked-in tastes https://imnotdoctorwho.moegamer.net/2026/07/20/oneaday-day-773-locked-in-tastes/ https://imnotdoctorwho.moegamer.net/2026/07/20/oneaday-day-773-locked-in-tastes/#comments Mon, 20 Jul 2026 20:19:29 +0000 https://imnotdoctorwho.moegamer.net/?p=40568 I'm increasingly convinced that there comes a point in your life where your tastes — in every respect — are just plain "locked", and it becomes very difficult to change them. This even extends to stepping out of your comfort zone when it comes to other works by people that you like. I am thinking … Continue reading #oneaday Day 773: Locked-in tastes

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I'm increasingly convinced that there comes a point in your life where your tastes — in every respect — are just plain "locked", and it becomes very difficult to change them. This even extends to stepping out of your comfort zone when it comes to other works by people that you like.

I am thinking of this with particular regard to musical tastes, as I went out for a walk this evening, and rather than taking the opportunity to listen to something new to me, I decided to put on DJ Yoda's How to Cut & Paste Mix Tape Vol. 1. To be fair, this is an album I haven't actually listened to for quite a long time, so in a way it was a bit of a change from constantly spinning one track from the Gal*Gun 2 soundtrack (this one, if you were curious) because said track makes me smile. But there are also other DJ Yoda albums that I have never listened to — and, going on the fact I enjoyed How to Cut & Paste Vol. 1, 2 and '80s Edition plus Unthugged, I will probably enjoy them also. And yet. And yet. Here I am, hitting Play on things I've been listening to since 2001.

I'm conscious of this every time I put on Dream Theater's Octavarium, an album I like 100% because I enjoyed Panic Attack in Rock Band on the grounds it "sounds a bit like Castlevania", instead of trying out any of their other albums.

I'm conscious of it every time I listen to Movement in Still Life by BT — and it has to be the version of it I'm familiar with — because I remember being introduced to that specific album by my brother, and buying a copy the next time I had the opportunity.

I'm conscious of it every time I listen to Time by ELO, because it's an album I have fond memories of listening to with my Dad.

And I'm conscious of it every time, when faced with the limitless possibilities today's streaming platforms provide, I inevitably revert to the exact same few albums, time after time. Which were likely the ones I ripped and uploaded to Google Play Music before they made it shitter and turned it into YouTube Music anyway.

I don't have a physical CD collection any more, aside from a bunch of soundtrack CDs I've acquired from various limited edition releases of video games. For many years, I didn't regret getting rid of the pile of CDs I had — a collection which dated back to my teenage years, and Oasis' Definitely Maybe, the first piece of popular music I bought for myself with my own money — but just recently, I have been missing them. I have been feeling tempted to make an attempt at rebuilding a collection — with the main thing that is stopping me being the fact I don't think I have a lot of room for CDs. (Although I feel like I could probably make room quite easily.)

I know what will happen if I do that, though: I will inevitably pick up all the albums I remember owning, and probably not anything else. After all, why on Earth would you take a risk on buying some music that you might not like?

This is silly, of course, and it's in direct opposition to how I used to feel about buying music. I used to have absolutely zero shame in the music I bought, as it happens — and I still do feel that way in some respects. I'll listen to pretty much anything, regardless of how cool or uncool it might be — although I do tend to draw the line at tedious X-Factor ballads.

It's just that, as I've grown older, I've felt more and more ensconced in that one canonical set of "albums I like", and stepping outside of that always feels surprisingly difficult — even when it comes to artists whose output I, generally speaking, know that I like.

So y'know what. In an attempt to broaden my own horizons, when I go out for another walk one evening later in the week, I will make an effort to pick something I have never heard before from an artist that I know I like as the accompaniment. I might even discover some new favourites!

As for tonight, I had forgotten about the track called Stupid Poo on How to Cut & Paste Mix Tape Vol. 1 that uses farting as a significant part of the beat, and I thoroughly enjoyed rediscovering it. I will leave that with you.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 772: The Lovely(-Sounding) Bones https://imnotdoctorwho.moegamer.net/2026/07/19/oneaday-day-772-the-lovely-sounding-bones/ https://imnotdoctorwho.moegamer.net/2026/07/19/oneaday-day-772-the-lovely-sounding-bones/#respond Sun, 19 Jul 2026 13:49:52 +0000 https://imnotdoctorwho.moegamer.net/?p=40565 I dread to think how much money I have spent on headphones over the years. I never buy particularly pricy ones — I think the most expensive ones I've bought were some nice noise-cancelling Sony ones a while back, which I use when recording videos — but I do get through 'em. I'm annoyed that … Continue reading #oneaday Day 772: The Lovely(-Sounding) Bones

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I dread to think how much money I have spent on headphones over the years. I never buy particularly pricy ones — I think the most expensive ones I've bought were some nice noise-cancelling Sony ones a while back, which I use when recording videos — but I do get through 'em. I'm annoyed that probably my favourite headphones of all time — a pair of Sennheiser on-ear headphones that cost me about £35 — went missing and I have no idea where, but no matter; I have replaced them a bajillion times over since.

My most recent acquisition in this department is a set of "bone-conducting" headphones. I have been curious to try this technology for a while, and as it was a nice day without being "can't breathe" levels of hot today, I thought I would go for a walk and try them out.

For the unfamiliar, bone-conducting headphones are exactly what they sound like. Rather than sticking them in or on your ear, they sit just in front of your ear on the bony bit that is there. They then transmit the sound through that bone and into the complicated stuff that is inside your ear. This means they bypass your eardrum, which has a number of benefits — most notably allowing those with hearing issues to hear things much better than through things you put in or on your ear — but for me their main appeal element is the fact that… well, they don't sit in or on your ear.

I don't like earbuds because I've never found a pair that are comfortable or that will stay in — and with how bloody tiny wireless ones are these days, I'd be terrified of losing them if I'd paid any sort of premium for them. I do like over-ear headphones, but they do make my head hot, so they're not especially practical for wearing out and about, particularly in the summer. And you just don't really seem to see on-ear headphones much these days. At least, I haven't. Maybe I just haven't really been looking.

These bone-conducting headphones I got were a cheapo pair from Amazon, because I wasn't about to pay through the nose for these if they were any sort of unknown quantity. They're wireless, have USB-C charging and Bluetooth, which is all I really needed. There are fancier (and much more expensive) pairs you can get that have on-board music storage, heavier waterproofing that lets you use them while swimming, and all manner of other features, but I figured just for now, just to begin with, something basic and affordable would be plenty.

And they are! I wore them out for a walk around the Common earlier today, and they definitely do the job. Music is audible and clear, and the fact they're not stuffed in your ears means that if you keep the volume down a bit you can still hear everything going on around you; if you turn the volume up, meanwhile, you can get almost as much immersion in the sound as with a regular pair of earphones.

Sound quality is okay. If you had a Walkman back in the day and had a pair of those over-ear headphones with the foam ear covers, the sound quality seemed roughly equivalent to a pair like that — nothing super-remarkable, a little lacking in the bass end, but perfectly adequate for most things, particularly if "listening to music" is not the primary activity on your agenda and you just want some background noise.

I'm surprised how effectively the bone-conducting method works. I was expecting it to feel weird or be somehow "unusual", but when the music's on, it just sounds like it's being piped into your ears like with a regular pair of headphones. The only real notable difference I noticed is beyond a certain volume level, you can feel the vibrations a little bit, giving a slight tickly sensation around the temples. I found a decent balance between sound quality, not being tickled and being able to hear important noises around me to be a few steps down from max volume, whereas on a lot of other headphones I tend to find myself whacking them up to max and leaving it there.

While I'm not going to go and recommend these things as a replacement for proper audiophile gear — I suspect even the more expensive models will be somewhat limited in their sound quality by the very nature of the tech — they're absolutely a great solution for having some music on while you're out and about, and they're discreet enough that you can just leave them on all the time even while you're not actively using them.

I'm definitely going to be using these a lot more, as I'm definitely (haha) going to be getting out and having a nice walk on a more semi-regular basis than I have been. Weather-permitting, of course; I suspect with how most days have been of late, I will be having a lot of evening walks rather than going in the daytime!


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 771: Anachronistic wonderment https://imnotdoctorwho.moegamer.net/2026/07/18/oneaday-day-771-anachronistic-wonderment/ https://imnotdoctorwho.moegamer.net/2026/07/18/oneaday-day-771-anachronistic-wonderment/#respond Sat, 18 Jul 2026 14:38:43 +0000 https://imnotdoctorwho.moegamer.net/?p=40562 A trait I have somehow been able to hold onto over the years — and which I have no intent of letting go of — is the ability to be impressed by things which, today, are not actually "impressive" as such, but which would have been impressive back when they were current. To give just … Continue reading #oneaday Day 771: Anachronistic wonderment

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A trait I have somehow been able to hold onto over the years — and which I have no intent of letting go of — is the ability to be impressed by things which, today, are not actually "impressive" as such, but which would have been impressive back when they were current. To give just one example, my mind is still blown by the parallax scrolling in the backdrop of Sonic the Hedgehog's Green Hill Zone.

To give another example — and the one that prompted me to write this today — I am currently playing Quintet's Illusion of Time (aka Illusion of Gaia to North Americans) and I have been thoroughly impressed by its visual design overall, but one of my favourite things is the fact that its parallax backdrops, when it uses them (it's a top-down game) accurately reflect the things that you're supposed to be "above". To put it another way, when you're high above something, the things you can see down below are accurate to what you would see if you were actually down there.

Looking back over my Soul Blazer video, I'm pretty sure Soul Blazer did this in a few places as well, but Illusion of Time seems to do it fairly consistently. And I'm impressed! They didn't have to go to that much effort, but they did!

The reason this impresses me is that a lot of games like this would have used a fairly generic parallax backdrop, and no-one would have minded too much. The illusion of depth would be there — which is what parallax is used for — and the fact that it wasn't "accurate" wouldn't have mattered, because it has no real impact on the actual gameplay.

For example, The Legend of Zelda: A Link to the Past uses a very simple tiled parallax backdrop to show that there is something beneath you rather than it being a bottomless pit. You can use this information to recognise which pits it is safe to jump down — to get to otherwise inaccessible areas, for example — and which it is not. While an accurate reflection of the floor beneath's map might be helpful in this situation, Zelda has enough other features to allow you to calculate the place where you will end up without having to be able to see down the hole. And, indeed, with the limited area you can see through Zelda's holes (pardon me), it's probably more practical to just look at the map and recognise "this is a hole I can jump down" rather than try to figure out exactly where you'll land from the tiny bit of parallax background you can see through said hole.

In Illusion of Time, however, these parallax backgrounds are purely there to look cool. In one sequence where you're exploring a mine, for example, you initially see ropeways with hanging platforms "in front of" the screen, suggesting they're above where you currently are. Later in the stage, you get up to the level of the ropeways and ride one across a large gap. Since, so far as the game is concerned, you are in a different "room" while you're doing this, there probably didn't "need" to be a parallax background at all, but not only did Quintet include one, it was a full, accurate map of the floor beneath.

That, to me, is impressive! It is not impressive by today's standards, because today you would just build your entire level in 3D and be able to see through holes and chasms to the floor beneath naturally. I am impressed with this in Illusion of Gaia, however, because I know that it wouldn't have been that simple to do. Well, it might have been relatively simple — all it really needs to be is an image of the floor below's map used as the parallax background — but it's a level of effort I recognise as being outside of the norm for the time, and thus I appreciate it.

This is where having an understanding and an appreciation of a wide range of things within your hobby is helpful. Someone who had only ever played modern games would think nothing of this little feature. But having grown up with all these different "generations" of gaming hardware, developing a vague (if non-technical) understanding of their capabilities (and lack thereof) along the way, I can recognise when something is an impressive achievement for its original time of release.

I hope I never let go of this trait. It adds so much depth of enjoyment to my appreciation of older games — and I encourage you to try and develop it, too.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 770: Motivation: the Sergeant-Major vs the kind voice https://imnotdoctorwho.moegamer.net/2026/07/17/oneaday-day-770-motivation-the-sergeant-major-vs-the-kind-voice/ https://imnotdoctorwho.moegamer.net/2026/07/17/oneaday-day-770-motivation-the-sergeant-major-vs-the-kind-voice/#respond Fri, 17 Jul 2026 18:09:11 +0000 https://imnotdoctorwho.moegamer.net/?p=40559 At therapy today, we were talking a bit about motivation, and how I feel like I've been struggling with it a bit of late — particularly when it comes to things like diet and exercise. One conclusion that I think we came to was that I am much more likely to be motivated to do … Continue reading #oneaday Day 770: Motivation: the Sergeant-Major vs the kind voice

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At therapy today, we were talking a bit about motivation, and how I feel like I've been struggling with it a bit of late — particularly when it comes to things like diet and exercise. One conclusion that I think we came to was that I am much more likely to be motivated to do something if I am kind to myself about it — and understanding of the fact that, while you might have grand long-term plans to achieve something that is well worth achieving, getting started will probably be quite a slow process.

To take exercise as an example, it's easy to say to yourself "I should exercise for at least half an hour at least three times a week" and then immediately feel like a failure the moment you don't manage to achieve that. (I am aware that is not very much exercise by some people's standards, but it's just a hypothetical baseline for the scenario I'm talking about here.) Setting yourself unrealistic "minimum" targets and then feeling bad when you fail to achieve them is not the way to develop long-term, healthy, sustainable habits, because you come to resent your unsuccessful attempts to live up to the completely arbitrary target you have set yourself, and end up not doing anything as a result. And with anything worth doing, doing that thing a little bit is always, always better than not doing the thing at all.

When I was talking about this, my therapist pointed out that I had a clear shift in my tone of voice. I was speaking purely in abstract terms about how my mind approaches such things, but I had subconsciously shifted to a rather stern-sounding voice (which she described as "the Sergeant-Major") when talking about not being able to meet those "minimum" expectations. And it's true; if you constantly berate yourself for not achieving something, that is, for most people, not a way to motivate yourself to achieve that thing. (It may well work for some people — I am not one of them.)

Conversely, when I think back over the times when I have had the most success getting myself to achieve something — or the times when I've been most convinced by another person to do something — it's always been when kind, gentle encouragement is on offer. A recognition of the fact that something might be difficult, at least to begin with, but a calm suggestion that I at least try something and see how I get on — and if I'm not able to achieve the Grand Target right away, that's fine! Taking a first step is still a step on the road to success, and however small that first step might be, it's better than stumbling so hard you decide the whole thing just isn't worth bothering with at all.

So this is something for me to work on. Acknowledge my successes. Take things one step at a time, a little at a time. Track my progress to celebrate my achievements, not to measure up how close I am to an arbitrary target that ultimately means nothing to anyone but myself.

Because, frankly, I can do that. Look at the post number on this post. Contemplate the fact that this is the third time around on this train, and I have successfully been motivated to do that day after day. This is exercise for the mind. Exercise for the body can be achieved in a similar way. One day at a time, a little at a time, until you wake up one day and you've achieved something that is important and worthwhile to yourself. Others may not recognise your achievement in the same way, and that's fine! It doesn't matter. So long as you have achieved something that you, yourself, find fulfilling, you have succeeded. And you can build from there.

To quote Soul Blazer, which I finished recently (and wrote about! and made a video about!): "Like good sleep comes after hard work, good rest comes after an honest life." I'm not planning on reaching "rest" any time soon, of course — touch wood and all that — but I do, honestly, want to ensure that I have no regrets. And living that honest life comes by taking things one step at a time, recognising your achievements every step of the way.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 769: Sample CDs and sonicfunkstars https://imnotdoctorwho.moegamer.net/2026/07/16/oneaday-day-769-sample-cds-and-sonicfunkstars/ https://imnotdoctorwho.moegamer.net/2026/07/16/oneaday-day-769-sample-cds-and-sonicfunkstars/#respond Thu, 16 Jul 2026 21:17:07 +0000 https://imnotdoctorwho.moegamer.net/?p=40539 I finally got around to doing something I've been meaning to do for ages today: (re)install my myriad CDs of music samples so I can have a play around with something like ACID Music again. (I don't even know if the copy of ACID Music I own still works, but it's worth a go, surely.) … Continue reading #oneaday Day 769: Sample CDs and sonicfunkstars

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I finally got around to doing something I've been meaning to do for ages today: (re)install my myriad CDs of music samples so I can have a play around with something like ACID Music again. (I don't even know if the copy of ACID Music I own still works, but it's worth a go, surely.) I say I got around to it. I got around to starting it. Because it's been a slow process.

Pete naps while waiting for a slow disc reader to do its thing.

There are a couple of reasons this has been a slow process. Firstly, I'm using a cheap-ass USB DVD drive, which I think is knackered. It's developed that particular trait that cheap-ass and knackered technology does where just breathing anywhere near its USB cable causes it to disconnect and then reconnect again — which, when you're talking about a storage device and attempting to get media off it, is not ideal.

Secondly, these CDs must be more than 20 years old. This is part of the reason I'm looking forward to having a play with them again: any music created with them will be so gleefully anachronistic that it will be an absolute delight. Back in the early 2000s, when I first got them, they may well have sounded clichéd. But now! Now they will just sound dated and stupid! And I live for dated and stupid.

The CDs in question were part of a range of packs that the "eJay" label put out, ostensibly (I guess) as an option for those who wanted to move on from the super-fun but rather simplistic Dance, Techno and Hip-Hop eJay sample sequencers, each of which came with a bunch of their own samples. These ones, meanwhile, covered a wide variety of different styles, including various forms of dance, house, techno, hip-hop, trip-hop, alternative, grunge, pop, industrial and many others. It always used to be a great joy putting mismatching samples together to see what happened, and I'm sure that's going to be even more fun now a lot of these "genres" don't really exist any more — at least in the same form as they did in the early 2000s, anyway.

Originally, when I first got these CDs, my school friends and I had a loosely organised collective known as "sonicfunkstars", which is still my Xbox Live Gamertag to this day. We made a bunch of silly (and not-so-silly!) tracks between us, and I get nice fuzzy feelings of nostalgia when I listen back to them. What's that? You want to hear one? Well, I think that can probably be arranged.

This is Txtr's Thumb, which I specifically composed to irritate the piss out of anyone with a Nokia mobile phone. Which was absolutely everyfuckingone at the time I made this. Its impact is somewhat diminished today — unless you have specifically set your phone up to make Nokia noises, which is a possibility, if you're one of those weirdoes who doesn't have your phone on silent at all times — but it does have a thumping beat that I was pretty pleased with back in the day, and still enjoy now. Bonus points for the unnecessary, pointless and nonsensical "lyrics". Baby. Baby! Everything, baby.

More? More.

This is Let's See Your Todger, which is composed almost entirely out of sound clips I recorded on my MiniDisc player of a Theatre Group rehearsal at university. If that doesn't give you some idea of how early 2000s we're talking… well, there you go. Also, sex noises (which weren't actually sex noises, but we thought they sounded like sex noises), which are funny.

One more, go on then. I should probably assemble all these onto a proper page at some point.

This is Good Times, which was an attempt to create the cheesiest-sounding thing possible with the samples I had available. We were into our cheese, we were, while we were at university, so I wanted to pay homage to that in my own way. It even features multiple Boyband Keychanges, just for added fromage factor.

That's a little taste of sonicfunkstars for you. At some point, as I say, I'll pull all this stuff together and archive it properly, along with the stuff I worked on with a pal during teacher training under the name Angry Jedi. Yes, indeed, the source for the original URL of this blog. But I think that's probably a tale for another time at this point.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 768: Sketchin' https://imnotdoctorwho.moegamer.net/2026/07/15/oneaday-day-768-sketchin/ https://imnotdoctorwho.moegamer.net/2026/07/15/oneaday-day-768-sketchin/#respond Wed, 15 Jul 2026 18:48:23 +0000 https://imnotdoctorwho.moegamer.net/?p=40535 I've been meaning to get back to doing stupid little doodles on posts for ages, but have just never… well, to be honest, I just haven't really been bothered to. Best to be honest about these things, and it's been nice seeing the stock images that kind and talented people from around the world have … Continue reading #oneaday Day 768: Sketchin'

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I've been meaning to get back to doing stupid little doodles on posts for ages, but have just never… well, to be honest, I just haven't really been bothered to. Best to be honest about these things, and it's been nice seeing the stock images that kind and talented people from around the world have made freely available on Pexels, which you can access right from WordPress. But today, I thought I might as well actually use the fancy S-Pen that is stuck in the bottom of my phone, and so I did a tiny bit of research, found an actually pretty good-seeming free drawing app for Android (no more leeching off ClipStudio Paint's free trial) and just doodled a very quick thing for today.

Yeah, I know. Hardly worth making a big song and dance about, is it. But I tried to analyse why I fell off doing doodles on this site in the first place, and it was because I think I was trying to do a bit too much too soon. I thought that if I got a fancy graphics tablet and started faffing around with a fancy piece of software, then some sort of latent artistic ability would suddenly emerge and I would be able to produce something truly amazing, immediately.

Of course, it doesn't work like that. Not only does producing things that are genuinely amazing take time and effort, everyone also has their own distinct ways of working that they find most comfortable. For me, that has always been stupid little stickmen with oddly expressive faces. And so, I think for the immediate future at least, the stupid little stickmen with oddly expressive faces are back for now.

The thing I've always liked about doing the stupid little stickmen with oddly expressive faces in the past is that they make me think a little bit about what I've just written. I wouldn't go so far as to say sketching a companion doodle for a post makes me really reflect on things in any great depth, but it does at least make me think about how — and if — it would be possible to get the general vibe of the post across using a quick and dirty doodle.

Often that takes the form of a stupid joke. Back when I did three-panel comics on this blog — which I know at least one person enjoyed, but no-one else ever mentioned, so I stopped doing them just in case I was actually embarrassing myself with them — there were even some running storylines that went along with the blog posts, and sometimes the blog posts and the comic storylines would feed off one another in various ways. That was always pretty fun, actually, but like I say, outside of one once-regular commenter who I haven't seen for a long time (I hope you're well, Jud!) and my wife Andie, who bought me a large canvas print of one of my comics that still hangs above our bed, no-one ever really mentioned them, and I had no great designs of being "a webcomic" or anything anyway; it just seemed like a fun thing to do, and I had a copy of Comic Life on my Mac, so things just sort of went from there.

When you have your own site, though, I think it's important to make your own little mark on it somehow. I mean, obviously you already do that if you're writing things on it, but we are creatures that respond well to obvious visual stimuli, so if the overall look of the site helps get someone's personality across, so much the better, I say. I have tried to do this to a certain degree with the use of the Atari ST's system font for headlines — I tried putting the whole site in it once, but several commenters said it was difficult to read, and it probably was — but nothing beats a bit of scrappy artwork from someone who doesn't really do visual arts.

I've told the story of why I like drawing expressive stickmen many times before on this blog, but for the benefit of those disinclined to go searching through the archives, it stems from, as so many things do, my time at school.

I did pretty well for myself at secondary school. What eventually turned out to be an autistic spectrum condition (though I wouldn't know that until several decades later) meant that I kind of thrived in the structured environment where I was always learning things. But I wasn't, like, the school swot or anything. I had a mischievous streak, which was brought out of me by my friends — and particularly my good friend Edd, who I sat with in many different lessons.

Edd and I liked to doodle. We would doodle all sorts of things, all the time. It was one of our favourite activities — though we knew not to do it anywhere that we might get in vaguely "serious" trouble for. No drawing on desks, no defacing school property, and no doodling on our exercise books that the teacher would mark. (I must confess, however, that during one especially memorable Year 7 Humanities class, my other friend Daniel Blyth and I went through an entire History textbook and drew at least one dick on every single page. My favourite was the one that was poking out of a Roman water gourd, inexplicably shouting "I SCREAM!")

No, Edd and I would doodle on paper that we would specifically bring in for that purpose, or our "Rough Books", which I know I have talked about multiple times on this very site, so I won't tell that specific story again. But anyway. Given the opportunity to doodle, we would take it. And one of the things that we loved doodling was stickmen doing stupid things.

One of the earliest things we did with stickmen began in German lessons, which were so boring we eventually came to the conclusion that was some sort of temporal disruption around the Modern Languages department. (I successfully freaked several of my friends out by using the "countdown timer" feature on my snazzy Casio digital watch to make it look as if time was indeed running backwards.) We livened things up with "The German Stickmen", which was a four-panel comic in which two people would argue about something really stupid in German in the first frame, the second frame would devolve into them yelling "Nein!" "Ja!" at one another multiple times, the third frame would always be one of them shouting "ACHTUNG!" (like in Wolfenstein 3-D, see) and drawing some form of (usually explosive) weapon, and the final frame would inevitably involve some form of extreme violence or, most commonly, a mushroom cloud.

Over time, our ambitions for the stickmen became more elaborate. We'd already "created" (and I use the term loosely) the characters Edlock Holmes and Watson as a result of our shared enjoyment over the point-and-click adventure games The Lost Files of Sherlock Holmes: The Case of the Serrated Scalpel and Indiana Jones and the Fate of Atlantis, and when we went on holiday to Gran Canaria together, we produced an epic-length stickman comic, drawn in extreme haste and with no real care, called Fate of Thingy. This thing took on a life of its own and was rewritten multiple times, and I still have it somewhere — though I think it's missing one or two pages. The intent, you see, was to do a "rough" version of the comic using stickmen, then when we got home we'd do a "proper" one. I did, indeed, start doing a "proper" version, at one point, but we both decided we liked the stickmen so much they would become the canonical versions of Edlock Holmes and Watson. As Fate of Thingy continued to expand across multiple parts, all further development was in stickman form — and continued to be on the bright yellow legal pad Edd had acquired from his mother's workplace, until we ran out of that and had to start using bog-standard notebook paper.

So yeah. Stickmen are important to me, as ridiculous as that might sound. I have an intense, nostalgic and emotional attachment to them. And thus I think they should continue to be an important part of this blog. I will, therefore, from hereon, endeavour to provide you with a stupid little doodle to accompany each post (except when I really can't be bothered). Is that enough of a commitment for you? Well, tough shit, because it's all you're getting.

Nein!
Ja!
Nein!
Ja!
ACHTUNG!


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#oneaday Day 767: Why I continue to write in an age of AI https://imnotdoctorwho.moegamer.net/2026/07/14/oneaday-day-767-why-i-continue-to-write-in-an-age-of-ai/ https://imnotdoctorwho.moegamer.net/2026/07/14/oneaday-day-767-why-i-continue-to-write-in-an-age-of-ai/#respond Tue, 14 Jul 2026 13:23:02 +0000 https://imnotdoctorwho.moegamer.net/?p=40527 I read a good piece earlier that got me thinking: why do I continue to tap out words here, day after day, in an age where those odious "Generate with AI" buttons are ubiquitous, whether you want them or not? (Even here in my own self-hosted version of WordPress, I cannot escape the "Improve with … Continue reading #oneaday Day 767: Why I continue to write in an age of AI

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I read a good piece earlier that got me thinking: why do I continue to tap out words here, day after day, in an age where those odious "Generate with AI" buttons are ubiquitous, whether you want them or not? (Even here in my own self-hosted version of WordPress, I cannot escape the "Improve with AI" button that I have never, ever clicked, even out of curiosity.)

close up photo of a pencil
Photo by Poppy Thomas Hill on Pexels.com

It's a fair question. Over the course of the last eighteen years, I have written 3.35 million words on this site across 4,642 posts. (Okay, technically a chunk of those were originally posted on my now-defunct blog on Patreon, but since that effectively took the place of this site while it was active, I am counting them.) I could stop at any point. In fact, I have stopped on multiple occasions. And yet something keeps bringing me back. And, moreover, every time I come back, the absolute last thing on my mind is to get the lying, lake-boiling plagiarism robot to "write" something for me.

Because why would you do that? If you want to write, just fucking write. Generative AI isn't "democratising" the creative process, as some people argue, because the creative process was democratised the moment everyone could afford writing implements and things to write on. Moreover, if you get the stupid dumbass robot to regurgitate some vapid garbage on your behalf, you have not written that. You do not deserve any credit whatsoever, even for "engineering" the prompt. You are a lazy, feckless idiot who does not want to do something creative; you want to fill the world with more content that no-one actually wants. To quote a memorable Reddit post I saw once in response to someone like this: "best of luck on something literally no-one, including you, will read."

"Oh, but it helps for resear-" Shut up. Shut up. It demonstrably gets things wrong a statistically significant proportion of the time, thereby making it completely worthless for research by its very definition.

"Oh, but it helps for brainsto-" Shut up. Shut up. What you are talking about is the creative process. Brainstorming is part of it all! The creative process doesn't start the moment you start typing, writing, recording or using your tools. It starts the moment a little light goes on in your mind and you have a vague idea that you want to make something. It starts the moment you get a flash of a character you want to construct. It starts the moment you get the hint of a melody. It starts the moment you read something else that inspires you to want to write something on the same subject — as I am doing right now.

I do not want generative AI. I did not ask for generative AI. I have no use for generative AI. And I think people who rely on generative AI to conjure some shit up out of a vague prompt rather than writing things themselves are, as previously noted, lazy, feckless idiots who have no interest in genuine creativity. They do not care about the quality of their eventual output; all they care about is that they have produced content. Consistency of content is key! Churn it out like a good little drone! Doesn't matter if it's good or not, so long as it gets engagement!

(Aside: I will begrudgingly admit that generative AI does have some potential use cases, but only as part of a human-led workflow and only if it is not being used as a means of attempting to replace the skills and knowledge of a real person. Even then, I can't help but feel there are other, less damaging ways to achieve the same thing — often with better results. And, indeed, many things that are now labelled as "AI-powered" are, in fact, not generative AI-based — they are just using "AI" as a supposedly fashionable buzzword, apparently blissfully unaware of the growing distaste for anything labelled "AI", when what they actually mean is "computer-controlled" or "based on machine learning". The auto-accompaniment mode on the Yamaha keyboard I used as a child would probably be labelled "AI" today when it is nothing of the sort.)

I often find myself thinking about all this, considering that I write something on this site every day as the result of a self-imposed but only loosely enforced challenge — and part of that challenge is to just write something, regardless of if it ends up being any good. At no point do I feel like I am creating content, because I am not doing this for anyone other than myself, and I am certainly not doing it for "engagement". I am doing it because I enjoy it; because I find it a helpful means of expressing myself; and because, occasionally, it allows me to form a connection with another person, when something I have written resonates with them, for one reason or another.

This website has over 3.5 million words on it, but not a single one of them has come from a machine. Not a single one of them has been written out of a desire to create content. Every one of them has come out of my brain because I wanted to write them, because there was something I wanted to express, because there was something I wanted to remember or because there was something I wanted to process. This may seem like a stupid, pointless website to the casual observer, but to me, it is immeasurably valuable.

If I had sullied even the tiniest bit of it with generative AI, it would no longer be mine. And yes, I'm aware that by the very virtue of it being On The Internet, it has probably already been ingested into one or more of the AI models out there. But I'm not taking it down or giving up on this valuable means of self-expression, because fuck you, Clammy Sam Altman and Wario Amodei, that's why.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 766: Verify your age https://imnotdoctorwho.moegamer.net/2026/07/13/oneaday-day-766-verify-your-age/ https://imnotdoctorwho.moegamer.net/2026/07/13/oneaday-day-766-verify-your-age/#comments Mon, 13 Jul 2026 20:28:49 +0000 https://imnotdoctorwho.moegamer.net/?p=40523 There's a meme going around on Bluesky today where you write "verify your age" and then post something in text or image form that you remember from Times Past™. In the absence of anything particularly interesting happening today, I thought I would do a bumper crop of these in one post. So prepare to verify … Continue reading #oneaday Day 766: Verify your age

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There's a meme going around on Bluesky today where you write "verify your age" and then post something in text or image form that you remember from Times Past™. In the absence of anything particularly interesting happening today, I thought I would do a bumper crop of these in one post. So prepare to verify my age! With, apparently, a lot of things about the phone. That wasn't deliberate, but it just worked out that way.

a vintage telephone
Photo by fotokirisci on Pexels.com

Answering the phone by giving your phone number to the person who just dialled it. This is one of those things that, when I was young, my Mum gave the impression of it being really important. I always felt weird doing it, but we continued doing these even after phone numbers got longer. "Great Gransden [xxx]" became "[xxx][yyy]". (Numbers censored so you don't phone my parents, who are still at the same house and phone number.)

Answering the phone at home with a "script" to determine who is calling, please? If I felt awkward reciting digits to a mystery person before I knew who it was, I felt really awkward acting like a receptionist. I wonder how much feeling obliged to do this as a kid has contributed to my general distaste for using the telephone today.

Having a phone number that, excluding area code, was three digits long. Yep, really; we had an area code that was five digits long, and a phone number that was three. During my childhood, this changed to a different five-digit area code with a "1" as its second digit, and which covered a wider region, and a six-digit phone number.

Being able to accurately dial a full-length phone number using a rotary phone and not panicking halfway through that you're not sure if you pulled the "9" around far enough. The phone in our hall was a rotary one. While I never really liked having to use the phone, dialling it was pretty fun. If you like mechanical noises, I encourage you to go play with a rotary phone, as it makes some very good sounds.

Being able to remember at least five phone numbers that were not your own. At some point, I could remember my own phone number, my Nan B's phone number (but not my Nan D's), my friend Matthew's phone number, my friend Edd's phone number and the phone number for my school. And possibly some more. Now I can just about remember Andie's mobile number… plus my parents' phone number, which is the same as it's been for nearly 50 years (and used to be "mine" also) so that one's kind of cheating.

Having a phone that actually rang, like, with a bell, not an electronic beeper. Again, the hall phone had a proper ringer and dear Lord it was loud. Heaven help you if you were standing next to it when it rang. Interestingly, every so often I do think I hear a proper ringer phone somewhere — I believe they might use them in places like construction sites still, as that piercing ring can be heard from a mile off.

"Going on the computer" being a discrete activity rather than the default behaviour. Get home from school, do homework, have dinner. Then, if I had been "good", I could maybe "go on the computer", as long as my Dad wasn't using it for anything. I feel like we lost something when we plugged ourselves into our PCs semi-permanently — and definitely when we effectively started carrying around a tiny PC in our pocket.

Sweet treats costing less than a pound each. There was an ice-cream man who came to our school every lunchtime — I assume (hope) he had some sort of special arrangement with the school — and he sold cans of drink for 30p, and "2p sweets" for… well, you know. (You could buy a bag of 2p sweets, too. I don't think we got screwed over with those.) Nowadays you'll pay a quid or more for a can of Coke, and the same again for a basic bitch chocolate bar. Don't even get me started how a "quick trip to the shops for some snacks" can end up costing £40 or more these days.

Going to a newsagent and coming out with something paper that you can read. I'm not even sure we have a newsagent anywhere near us any more. There's a pathetic little "Magazines" section in our local Sainsbury's, but it's nothing compared to the glory days of my Mum getting pissed off at my Dad for standing around reading Computer Shopper in WHSmith rather than actually buying a copy. I internalised my Mum's objections and preferred to buy a magazine that I wanted to read; it was much more fun reading it at home at my own pace.

Going out of the house to be with people who shared an interest. While I'm eternally sorry that I'm just a little bit too young to have been able to enjoy the phenomenon of "Computer Clubs" and "User Groups" in the early days of the 8-bit micros, when I was a kid I did have things that I went to each week and enjoyed, along with my peers. Cub Scouts was probably the highlight of these; that was an interesting time where I learned a lot of things that I probably otherwise wouldn't have found out about, had the opportunity to go (extremely heavily supervised) camping, and just generally had a pretty good time. I know that "interest groups" for grown-ups do exist, but I don't really know where to begin looking for them these days — particularly with all the dogshit information that is out there on platforms like Facebook these days. I miss the simplicity of your parents just knowing that there's a Cub Scout pack in the next village over, and wouldn't you like to join it, your friends are going to join!

So there you are. That's my age. I hope you enjoy it.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 765: Role-playing https://imnotdoctorwho.moegamer.net/2026/07/12/oneaday-day-765-role-playing/ https://imnotdoctorwho.moegamer.net/2026/07/12/oneaday-day-765-role-playing/#respond Sun, 12 Jul 2026 21:16:07 +0000 https://imnotdoctorwho.moegamer.net/?p=40520 One thing I regret not really getting into when I was younger is role-playing games — of the tabletop variety. Actually, saying I didn't "get into" role-playing games isn't accurate at all; I've bought a whole bunch of sourcebooks over the years (I had a great collection of Vampire: The Masquerade books while at university!) … Continue reading #oneaday Day 765: Role-playing

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One thing I regret not really getting into when I was younger is role-playing games — of the tabletop variety. Actually, saying I didn't "get into" role-playing games isn't accurate at all; I've bought a whole bunch of sourcebooks over the years (I had a great collection of Vampire: The Masquerade books while at university!) but just, for one reason or another, never really had the chance to play them all that much.

figurines and dice on board game map
Photo by Stephen Hardy on Pexels.com

I have two particularly fond memories of times when I have been able to indulge in some role-playing, and interestingly enough, neither of them involve a well-established, rules-heavy system. In both cases, they were simple acts of collective creativity — and they were vast amounts of fun as a result.

The first time wasn't really an organised session as such. I was in my second year at university, living in a grotty old flat that had very large rooms. Some of my friends from my school days had come down to visit, and they were sleeping in the living room; rather than retiring to my own bedroom down the hall, I decided to sleep in the living room with them. And before long, rather than falling asleep, one of our number kicked off a completely improvised role-playing session where our probably drunk, definitely tired and increasingly delirious selves got our characters into increasingly ridiculous situations — inevitably with the worst possible outcomes constantly happening to one of our number, because that was the funniest way things could go.

I forget the details of the "adventure", such as it was, but I do recall that my friend Edd found himself under attack by a giant penis monster at one point. So, naturally, he decided to cast the spell he'd made up called "REMOVE COCK", and you can imagine what the actual result of that was. It was an utterly ridiculous evening that I will always remember immensely fondly — and not a single die rolled along the way.

The other occasion was when I was around at a friend's house, and one of said friend's friends with whom I had previously become casually acquainted said he was going to run a role-playing game session for us, using what he described as a "freeform system" that he'd devised himself. Said system had just three statistics: Attack, Defence and Power, and all three of those statistics fluctuated according to the things we were doing; you'd "spend" points from each on various actions, and could regain them in various ways, usually by making progress through the adventure.

Because the system was so freeform, we were invited to come up with any kind of character we wanted. Being big into Japanese role-playing games at the time — not like now, obviously — my character was somewhere between a vaguely imagined half-elf character I'd mentally doodled at various points over the prior months, and basically Dante from Devil May Cry. Lots of flashy moves, big sword, pyrotechnics, all that sort of thing. His name was Rush Hurin.

Alongside Rush we had The Luggage from Discworld, a sentient suit of armour named Arryth, a cloud of amorphous pink gas and the archangel Tyrael from Diablo. It was a motley crew to be sure, but we had some grand adventures — and the skill of our dungeon master was such that he was able to devise dungeons and scenarios on the fly that meant we all had an opportunity to shine along the way.

Okay, yes, he pulled puzzles from a straight-up Big Book of Puzzles that he brought along with him — and on more than one occasion we entered a room in a dungeon with an elaborate-looking mechanism that had a big sign on it saying "COME BACK LATER" — but even using that "source material" and occasional little "cheats" to keep things flowing along, we ended up with an enormously entertaining adventure that culminated, as I recall, with us fighting a skyscraper-sized flaming demon, each using our own unique abilities to bring it down in various ways — culminating with The Luggage swallowing it and sending it to an unknown other dimension, as most of our other encounters concluded.

Both of these were great fun, yes, but I also just kind of… hunger for an opportunity to play something as basic bitch as Dungeons & Dragons, even though I know that's not fashionable any more. I always thought Vampire: The Masquerade would be fascinating to play, too — hence why I had a bunch of sourcebooks for it back in my early 20s — but that, more than almost anything else, strikes me as something you very much Need The Right Group For.

Why am I talking about all this? Well, I watched an episode of Mythical Kitchen this evening where they had the cast of Critical Role on there, and it reminded me that I've never… watched, listened to, whatever you do with Critical Role, and I was thinking I should probably correct that at some point. Sure, it's not quite the same as being part of my own campaign, but I think I might enjoy it… maybe it's time to add it to the "bedtime listening" rotation.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 764: Just games https://imnotdoctorwho.moegamer.net/2026/07/11/oneaday-day-764-just-games/ https://imnotdoctorwho.moegamer.net/2026/07/11/oneaday-day-764-just-games/#respond Sat, 11 Jul 2026 20:08:37 +0000 https://imnotdoctorwho.moegamer.net/?p=40515 There was yet another round of Tedious Discourse™ today over what the word "retro" really means, if anything, when it comes to video games. As always, there were lots of varying definitions, no agreement, and a bunch of people getting in a bit of a flap about it when their definitions of "retro" didn't line … Continue reading #oneaday Day 764: Just games

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There was yet another round of Tedious Discourse™ today over what the word "retro" really means, if anything, when it comes to video games. As always, there were lots of varying definitions, no agreement, and a bunch of people getting in a bit of a flap about it when their definitions of "retro" didn't line up with other people's definition of "retro".

pexels-photo-14852168.jpeg
Photo by GODMODE INTRUST on Pexels.com

Several people, as part of this process, pointed out that the term "retro" is not really all that helpful any more, and I'm inclined to agree. And yes, I'm aware I say this as part of a company that specifically markets itself as "retro gaming"-focused — and someone who has a "Retro Video Games" category on his blog — but what I'm about to talk about applies to all that, also.

My feelings are pretty simple: drop the "retro". They're just games. Zork? Game. Adventure for 2600? Game. The Last of Us? Game. The Witcher 3? Game. Gone Home? Game. (There, that should have covered everything that might piss at least one person off.)

The reason I say this is that as soon as you introduce the word "retro" into the mix, you also introduce a perceived barrier to entry. "Retro gaming" is perceived as a markedly different hobby to "gaming", whereas this doesn't really happen with any other medium. You might have people who are into different genres of books, movies, music, TV shows and suchlike, but you don't get people going "yeah, I'm a retro reader". Even people who make the majority of their reading time involve pre-20th century literature just "enjoy reading" — because most of them don't confine themselves to that one, single niche all of the time. Why? Because that's daft. Just because you like Jane Eyre doesn't mean you can't enjoy The Da Vinci Code or whatever. And you're not any less of a "reader" if you do.

The net effect of this when it comes to gaming is that you get people who will only ever play the latest and greatest games, and if it came out more than three weeks ago it might as well not exist, and you get people who will happily play a triple-A cinematic blockbuster one evening, an 8-bit home computer game another and a PlayStation RPG the next. You also get people who fall somewhere between those two extremes, which is a perfectly reasonable and healthy way to approach things. No-one is saying you have to enjoy everything from throughout the entirety of gaming history, but to draw a completely imaginary "hard cutoff" line between what is "modern" and what is "retro" based on, let's face it, nothing other than vibes is kind of ridiculous.

Case in point: currently, I am playing through Soul Blazer. This is a game originally released for Super NES in 1992 (1994 if you're PAL like me). There is absolutely nothing about this game that someone who has only ever played games released in the last three weeks would not be able to grasp. There's a common misconception that "retro games are complicated, you need to read the manual", but Soul Blazer is literally "move in four directions, hit things with your sword", and everything else is introduced either organically through gameplay, or explicitly told to you. You could release Soul Blazer today, completely unchanged — gorgeous pixel art has never gone out of fashion, thankfully — and it would be regarded as a good game, because it is a good game. It's not a good retro game, it's just a good game.

I think some of this likely originally stems from the crossover between the Mega Drive and SNES era to the age of PlayStation, Saturn and N64. Rumours abounded at the time that developers were specifically being discouraged from making 2D pixel art games on PlayStation, because polygonal 3D — even the relatively janky polygonal 3D of the PlayStation — was regarded as the One True Future. But I'm not sure quite how true that ever was, because one of the absolute most beloved games of that particular period — Castlevania: Symphony of the Night — was resolutely 2D, with only very occasional polygons used for special effects or parallax backgrounds. And there are countless other beautiful, wonderful and well-loved 2D games from that era — particularly on Saturn. Marginally less so on N64, but that was operating in a bit of a world of its own anyway. (Also, play Mischief Makers.)

That doesn't really explain how this sort of thinking appears to have persisted for this long, though. Yes, over the last 20 years or so there very much has been a rise in the sort of gamer who only ever buys that year's Call of Duty, FIFA/Madden or equivalent and leaves it at that, who doesn't really consider the history of the medium. But there seems to be the perception that there are plenty of people who have been gaming since the '80s — even earlier in some cases — who, for whatever reason, will not play anything released before a certain date — or, at the very least, will corral those experiences into a distinct "retro gaming" category, distinct from the implied "proper" modern gaming sector where they spend the majority of their time. I don't doubt people like that exist, but I wonder how widespread they really are.

Some of this is down to access; we're all familiar with that Video Game History Foundation report, or at least I hope we are at this point. But "not commercially available" is by no means the same as "inaccessible" these days. You don't even need original hardware; emulation of pretty much everything up to the Xbox 360 and PlayStation 3 era is in a good place, and after that (some would argue during that period) the newer games consoles were basically just PCs anyway, so outside of a dwindling number of genuine exclusives, you can play all that stuff pretty easily, too. At this point, everyone, everywhere, so long as you have some combination of an Internet connection, a computer and a monitor or TV, can enjoy pretty much any game released within the last 50 years without very much in the way of effort.

And modern rereleases of stuff that first came out many years ago are happening, too, if you don't want to delve into the proverbial high seas! There's Hamster's Arcade and Console Archives series on the current consoles. There are numerous bespoke releases of classic console, computer and arcade games on various platforms. Evercade, the platform I work on, has a huge number of cartridges at this point, covering more that 700 games between them, all of them officially licensed rereleases!

Any perceived barrier to entry that "retro gaming" might have had in the past — be that the technical knowhow required to get old finicky hardware up and running; the possession of vintage CRT TV hardware; an understanding of what "RGB" is; the ability to recap an Xbox or replace the battery in a Dreamcast — has not been there for a good long while, unless you want to enjoy a specific type of experience. (Snobbery over whether you're "doing retro gaming right" is a whole other discussion, mind, and it's hopefully already clear where my opinions fall on that side of things.)

If you enjoy games, you (hopefully) just enjoy games. There is absolutely no rule written down anywhere that places down a hard boundary of what you are allowed to enjoy, based on whatever combination of "year of release" and "age of player" people are using to calculate their completely arbitrary definition of "retro". Sure, some older stuff might take a little adjusting to if you're unfamiliar with it — much as reading Jane Eyre takes a bit of adjustment after reading The Da Vinci Code — but it's still the same basic form of entertainment at heart: push buttons, fun (or at least interesting) stuff happens.

Go on. Spoil yourself. Play something from a system you've never explored before. Revisit a game you haven't played since childhood. Fire up a copy of that one game you always saw in magazines and lusted over, but which you never got for Christmas or birthdays. And, with an appropriately receptive and open mind, I pretty much guarantee that you'll have an experience just as interesting, compelling and worthwhile as if you played something that released last week.


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#oneaday Day 763: My brain has melted https://imnotdoctorwho.moegamer.net/2026/07/10/oneaday-day-763-my-brain-has-melted/ https://imnotdoctorwho.moegamer.net/2026/07/10/oneaday-day-763-my-brain-has-melted/#respond Fri, 10 Jul 2026 20:03:11 +0000 https://imnotdoctorwho.moegamer.net/?p=40511 It's been unbearably hot again today. The thing I hate the most about unbearably hot weather is how lethargic it makes you in both body and mind. It has cooled off a fair bit now the sun has gone down, but my brain is still in a semi-liquid state, meaning it is proving enormously difficult … Continue reading #oneaday Day 763: My brain has melted

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It's been unbearably hot again today. The thing I hate the most about unbearably hot weather is how lethargic it makes you in both body and mind. It has cooled off a fair bit now the sun has gone down, but my brain is still in a semi-liquid state, meaning it is proving enormously difficult to make myself do anything, even if the anything I choose to do is enjoyable.

skull with brain
Photo by Sami Aksu on Pexels.com

(That said, I'm here, aren't I? So maybe it's all starting to solidify again a bit.)

Patti, being a black cat with a fairly dense coat, has been suffering a bit in the heat, I think. She has taken to spending most of the day in what we call her "hole" — a little bit of the catio that attaches to the cat flap in the back of the house, and which is now a nice shady spot because Andie has put a bunch of seedling trays on top of it. She seems fairly content when she's in there, and she's up, about and active when the worst of the day's heat has passed by, so perhaps she just has the right idea — sleep through the worst of the heat and get up to cause mischief as the sun starts to set. And yes, she's getting plenty of water and the opportunity to cool off in the air conditioned bedroom whenever she wants.

Oliver, meanwhile, has been just fine. He's very much back to his old self: full of energy and mischief, and putting across the distinct impression that he doesn't even know what the word "sad" means. I am glad. I was concerned that his experiences living rough for three weeks might have traumatised him in some way — and perhaps they have — but he certainly seems to have adjusted back to life with us perfectly well.

The only real change we've seen in him — aside from all the weight he had lost when we first found him, which he's mostly put back on again now — is that he seemingly wants to be near one or both of us the vast majority of the time. He doesn't necessarily have to be interacting with us directly — sometimes he just wants to sit on the floor in the hallway near where we're working, or lying on the floor in the spare room next to my study, knowing that I'm there. He also follows me around the house even more than he did previously, which is adorable, but I do worry that one day I will trip right over him!

Andie is also suffering a bit, as she's on some medications that make it difficult for her to regulate her temperature, which I'm sure you can probably appreciate are not ideal to be taking in the middle of a heatwave. I am… kind of sort of OK, aside from the melty brain predicament I described at the start of this post. I often catch myself just sort of staring into space, wanting to go and do something fun, but having great difficulty mustering up the energy and enthusiasm to do so. Still, acknowledging that I am doing this thing, much like I acknowledge elements of my self, thoughts and feelings in therapy, is a helpful step towards breaking out of that cycle and going to do something.

The next challenge I need to tackle is exactly what to spend the remainder of the evening on. I could play some more Soul Blazer, or some Final Fantasy XI, or some Rhythm Paradise Groove, or some Star Fox, or…

Oh dear. I think my brain melted again.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 762: Some nice things https://imnotdoctorwho.moegamer.net/2026/07/09/oneaday-day-762-some-nice-things/ https://imnotdoctorwho.moegamer.net/2026/07/09/oneaday-day-762-some-nice-things/#respond Thu, 09 Jul 2026 20:03:11 +0000 https://imnotdoctorwho.moegamer.net/?p=40507 I started typing out a post about how shit everything was. I got to about 600 words, and I even found a really good stock image of some horseshit. Then I looked at what I had written and thought, "no, I should not give in to despair, even if it does seem like it has … Continue reading #oneaday Day 762: Some nice things

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I started typing out a post about how shit everything was. I got to about 600 words, and I even found a really good stock image of some horseshit.

Then I looked at what I had written and thought, "no, I should not give in to despair, even if it does seem like it has been a very long time since anything has happened which I can honestly say is to the betterment of humanity as a whole". So I deleted all of it, replaced the image of horseshit with a picture of Patti (above) and decided that a helpful thought exercise would be to ponder some Nice Things. Doesn't matter what they are, how big they are, how important they are — just that they are Nice Things that I thought were worth celebrating. So let's pick out… ooh, let's say, five, as that's a nice number to work with. And I'm going to focus on gaming because a lot of stuff in gaming sucks right now.

Mike Bithell's new game looks cool

Mike Bithell, of Thomas Was Alone fame, has been teasing his new game for a while, and yesterday he finally revealed it. It's called Vampirium: 1997 and is set in an alternate near-history where Dracula is the king of England, and you are one of his retainers, with dark powers all your own.

Bithell describes the game as an "immersive sim", but if you're thinking of a first-person adventure-style affair — which is what the term "immersive sim" usually gets applied to — you might be surprised to discover that this is a rather more abstract affair that, from what we've seen so far, looks to take a lot of cues from tabletop gaming. The "immersive sim" aspect comes from how you have a lot of freedom to tackle situations as you see fit — supposedly you can "click and combine game tiles to access verbs and craft your own diabolical resolutions". Sounds pretty interesting to me!

The game doesn't have a release date as yet, but will be launching into Early Access in the near future, and having a bunch of stuff added to it as the community gets to grips with it. It will then have a "1.0" release when all that is done, and we should have another great vampire game on our hands.

Wadjet Eye Games is 20 years old

If you (yes, you!) have ever uttered the fateful words "adventure games are dead" at any point in recent history, you have not been paying attention, because one of the absolute best developer-publishers to ever Do That Thing turned 20 years old today. Yes! Wadjet Eye Games has been releasing excellent adventure games since 2006, and their work has been going from strength to strength year after year — both in terms of the stuff they've made themselves, and the titles they've published from other developers.

I honestly, genuinely believe that the point-and-click adventure game is in a better place today than it ever was back in the LucasArts and Sierra heyday; don't get me wrong, I adore the "golden age" games and always will, since they were formative experiences for me. But you cannot look at incredible recent(ish) releases like The Excavation of Hob's Barrow (developed by Cloak & Dagger and published by Wadjet Eye) and Old Skies (developed in-house at Wadjet Eye) and think "nah, it was way better back then".

It fills my heart with gladness to know that amid all the chaos in the games industry right now, a company dedicated to releasing games of the kind it believes in — not what shareholders want, not what passing trends say you "should" be making, not what is supposedly the most profitable — is able to not only survive, but thrive. I sincerely hope Wadjet Eye Games continues to stick around for many years to come.

Scott Pilgrim EX is fun

My limited edition copy of Scott Pilgrim EX, which comes in a lovely oversized NeoGeo-esque clamshell case, arrived yesterday, and I spent most of the evening playing it through. It's a lot of fun! It successfully manages to feel true to the prior game — which is an all-time favourite — while shaking things up a bit and keeping things interesting.

I'll have more to say about this over on MoeGamer at some point in the near future, but suffice it to say for now that I had a lot of fun with my first playthrough — and with a full run through the game only being about 2.5 hours in total, I can see plenty more in my future, particularly with the possibility of online multiplayer in the mix.

Soul Blazer is great

I already knew this, but my recent starting-a-new-playthrough-and-I'll-probably-definitely-finish-it-this-time go at Quintet's awesome SNES action RPG Soul Blazer has reminded me how much I like that game. Again, I will write more about this on MoeGamer when I've actually beaten the damn thing — I'm a little shy of halfway through so far, I believe — but I am happy to say, right now, that if you have never played this delightful little game (and it is pretty little — I reckon it'll take less than 10 hours to beat, which begs the question why I've never gotten around to doing so) then you are very much missing out on one of the most charming 16-bit games there ever was.

I have finished "The Best Bit" of Final Fantasy XI

A lot of people seem to agree that Chains of Promathia is the best bit of Final Fantasy XI and now, outside of the epilogue quests and the optional Bahamut fight (which I might wait to do until I'm level 99 for the sake of simplicity) I have finally beaten it! This has been a kind of "gaming ambition" for me pretty much ever since I played Final Fantasy XI for the first time, and I have finally made it a reality.

This is another thing I would like to write about on MoeGamer in the very near future, so I will simply say that I enjoyed myself, and I'm glad I finally took this journey. I think I need at least a short break before heading off to seek the Treasures of Aht Urhgan though…!


Anyway, those are Five Good Things of Varying Relevance in gaming right now. I post these not to diminish the impact or importance of the Bad Stuff happening at the moment, but instead to hopefully provide a little reprieve. I sincerely wish that everyone who is going through tough times right now — and there are a lot of people going through tough times in the industry right now — is able to at least find some joy in the day-to-day, and doesn't give in to despair; I also hope that many of these people will tell their stories, frankly and honestly, because they need to be told. And they need to be told by the people who have been affected, not by some random idiot on the Internet.

One day, I hope these terrible times will be behind us, and we will be able to look back on them and go "fucking hell, never do that again". Until then, take care of yourselves. Don't give up. And play Soul Blazer.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 761: The depths of the id https://imnotdoctorwho.moegamer.net/2026/07/08/oneaday-day-761-the-depths-of-the-id/ https://imnotdoctorwho.moegamer.net/2026/07/08/oneaday-day-761-the-depths-of-the-id/#respond Wed, 08 Jul 2026 23:16:32 +0000 https://imnotdoctorwho.moegamer.net/?p=40491 I think one of the hardest things to watch during the latest of myriad sessions of layoffs over at XBOX, The Everything Console has been seeing id Software be gutted. Everyone has That One Company who always made stuff that they liked, which has been there since their childhood, and for me I think that … Continue reading #oneaday Day 761: The depths of the id

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I think one of the hardest things to watch during the latest of myriad sessions of layoffs over at XBOX, The Everything Console has been seeing id Software be gutted. Everyone has That One Company who always made stuff that they liked, which has been there since their childhood, and for me I think that company is id Software.

Some of my fondest memories of playing games in the early (relatively speaking) days of PC gaming were of id Software titles. Commander Keen. Wolfenstein 3-D. Doom. Quake. All absolute legends of gaming history, each for their own reasons.

I didn't just love id's games for the games themselves — though that was a big part of it. I loved them for the way they brought my friends and I together over shared enjoyment of them. I loved them for helping me come out of my shell a bit and do some part-time work for a local shareware library. I loved them for how they allowed me to relate to the people I worked alongside during my Year 10 work experience in the PC Zone offices.

And, of course, I loved them for introducing me to shareware, providing me with hours of entertainment for absolutely no cost whatsoever. I played the shareware episodes of Commander Keen, Wolfenstein 3-D and Doom to absolute death, only coming to the full versions some time later — many years later in some cases. At the time I was playing these games, I was still a teenager, and not financially independent enough to do something as serious as mail-ordering the full version of a game from the States. I kind of wish I had at least ordered a copy of Doom; those original mail-order boxed versions are worth a fair bit now!

And there's all the surrounding culture, too. Wolfenstein 3-D introduced me to modding games. I'm not generally a huge fan of modding games these days, but back in the Wolfenstein 3-D and Doom days I found it fascinating, and highly enjoyable to make Wolfenstein 3-D maps in particular. (At the time, I found Doom editing to be a bit confusing and never really got on with it. Maybe I should try it again now I am old and, in theory, less stupid.) Hell, as I've told the story numerous times before, modding Wolfenstein 3-D once earned me $200 and a place in the official "Super Upgrades" expansion pack by Apogee — an oft-forgotten but nonetheless official addon to the original game.

Of course I'm aware that the id Software of today is very different from the id Software I grew up with — but I'm sure there were at least some people who have built a whole career and a life there. While the company isn't going away entirely, I am saddened to see it take such a devastating blow; the current state of the games industry is, frankly, really quite worrying, and I'm concerned a lot of well-established names aren't going to survive what is increasingly looking like a full-on crash.

I'm not going to be angry and yell about what has happened, for a variety of reasons. Most of all I just want to raise a glass to id Software, makers of some of the greatest games of all time, and celebrate the amazing times they have given me over the years — and continue to give me, as I so often return to their most famous works.

Who knows what the future holds? I certainly don't. I sincerely hope that, in the long term, it looks a lot brighter, especially for everyone who has been affected by Recent Happenings.


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#oneaday Day 760: My own feelings on old games https://imnotdoctorwho.moegamer.net/2026/07/07/oneaday-day-760-my-own-feelings-on-old-games/ https://imnotdoctorwho.moegamer.net/2026/07/07/oneaday-day-760-my-own-feelings-on-old-games/#respond Tue, 07 Jul 2026 19:26:22 +0000 https://imnotdoctorwho.moegamer.net/?p=40488 First up, here's a good piece that I read earlier today, and which my resharing a clip of on Bluesky did Numbers to such a degree that I had to mute the thread. I stand by my comment of "fucking preach" about it, however, particularly the paragraph about today's games having their roots in older … Continue reading #oneaday Day 760: My own feelings on old games

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First up, here's a good piece that I read earlier today, and which my resharing a clip of on Bluesky did Numbers to such a degree that I had to mute the thread. I stand by my comment of "fucking preach" about it, however, particularly the paragraph about today's games having their roots in older titles — and how it pays to not be snobbish about stuff released some time ago.

vibrant retro arcade machine with joysticks and buttons
Photo by Dan Butler on Pexels.com

If you're reading this, you probably don't need me to tell you my feelings about old games, but I'm going to talk about them anyway — if only for the benefit of anyone who might be stumbling across this blog for the first time, or for anyone who, somehow, did not know the following about me.

I love old games! I always have done. For as long as I can remember, I have loved going back to earlier gaming systems and either rediscovering old favourites, or discovering brand new ones. I quite regularly boot up the MiSTer's Atari 8-bit, ST and Amiga cores to play the games of my childhood — and the games that I lusted after in my childhood. I also explore the libraries of consoles that I never had the opportunity to own, or which were prohibitively expensive, or which just passed me by for one reason or another. It's a constant delight, and I think, as the article linked states, it has done me a lot of good, too.

Probably the best thing that Being Into Old Games has taught me is not to give a rat's ass about performance, unless said performance is actively detrimental to the overall experience. I grew up gaming on systems that could barely manage simple flat-shaded 3D polygonal scenes at about 10 frames per second, and had a ton of fun on platforms like the original PlayStation and Nintendo 64, both of which have graphical capabilities it would be very easy to find laughable today if you're a snobbish dickhead.

There really are people out there who will declare games from this era (and earlier) "unplayable" because they run at an inconsistent frame rate, or a low resolution, or have blurry textures, or use a "weird" controller. (Fun fact: the Nintendo 64 controller is absolutely fine when playing games that were designed for it! That said, if you really don't get along with it, I recommend either this for modern USB devices, or this for original hardware.)

There are people out there who completely fail to grasp the absolute phenomenon that was GoldenEye and Perfect Dark split-screen multiplayer. None of us cared that the frame rate was, by today's standards, bobbins! The games were fun! That was literally all that mattered! And you can still live your life that way! I bet if I hooked up a MiSTer with four controllers and ran Perfect Dark on it at a party, people would be fighting over it by the end of the evening. (This makes the mistaken assumption that I would 1) throw a party and 2) have anyone to invite to a party, mind, but I am speaking purely hypothetically here.)

Don't get me wrong, it is undoubtedly nice to play a modern, high-resolution game that runs super smoothly and slickly. Certain genres particularly benefit from absolutely rock-solid performance — but that doesn't magically make games from years gone by that didn't run at a constant 60+ fps suddenly completely unplayable or not worth bothering with. Ridge Racer Type 4, one of the greatest video games ever created, only just about cracks 30 and runs at a resolution of 320×240 pixels (on NTSC displays, anyway) during races! And yet I go back to Ridge Racer Type 4 more than pretty much any other racing game released since then… except maybe the Project Gotham games.

One of the nicest things about older games that I'm coming to appreciate a whole lot more as I get older is that they just respect your time more. Even in RPGs, there's a lot less endless grinding, a lot less "content" designed for "player retention" — and I know some people like them, but the complete absence of Achievements and/or Trophies is absolute bliss, because it means you can play and enjoy each and every game exactly how you want to, without feeling obliged to tick things off a checklist — including boring, tedious things you don't actually want to do — lest you feel you haven't "Platinumed" it properly.

I am a strong, strong advocate for expanding your gaming horizons and exploring the incredibly vast, diverse and vibrant history of the medium. And I mean all of the history! There are Atari 2600 (River Raid! H.E.R.O.! Seaquest! Keystone Kapers!) and Intellivision (Night Stalker! Tower of Doom! Cloudy Mountain!) games that still play great today — and which I, personally, frequently return to, by choice, for a gaming session of an evening. There are myriad Super NES, PlayStation and Saturn RPGs just waiting for me to play them — and I'm looking forward to doing so. And even though I played a lot of N64 back in the day, there's still a lot of games from that relatively slim library that I've never tried — and really want to!

If you're concerned for the future of gaming — and given all the recent happenings, I absolutely do not blame you for that — then don't just give up and assume it's all over. Even if there were to be no more games released ever after tomorrow — and we all know that's not going to happen, regardless of whether or not we're actually in the process of seeing a new Crash happen — there are enough games that have already been released, across all platforms, to keep all of us busy for the rest of our lives.

Something doesn't stop being relevant, worthwhile or interesting because it's 20, 30, 40 years old or more. In many cases, these games are all the more remarkable for remaining relevant, worthwhile and interesting after so long — and it's not just nostalgia. There's something there; something of great value. And I implore you to spend some time exploring it, particularly if you've never done so.

Now I'm off to play Soul Blazer for the rest of the evening.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 759: Accidental multiplayer https://imnotdoctorwho.moegamer.net/2026/07/06/oneaday-day-759-accidental-multiplayer/ https://imnotdoctorwho.moegamer.net/2026/07/06/oneaday-day-759-accidental-multiplayer/#respond Mon, 06 Jul 2026 19:05:23 +0000 https://imnotdoctorwho.moegamer.net/?p=40484 Last night in Final Fantasy XI, I had an excellent experience that reminded me of one of the particularly fun things about games with persistent online worlds: the scope for accidental, unstructured yet nonetheless meaningful instances of playing with other people. I was working my way through the Grand Palace of Hu'Xzoi, one of the … Continue reading #oneaday Day 759: Accidental multiplayer

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Last night in Final Fantasy XI, I had an excellent experience that reminded me of one of the particularly fun things about games with persistent online worlds: the scope for accidental, unstructured yet nonetheless meaningful instances of playing with other people.

I was working my way through the Grand Palace of Hu'Xzoi, one of the last dungeons in the Chains of Promathia expansion. This dungeon initially looks like something of a labyrinth, but there's actually a linear path through it; a lot of exits are blocked off, forcing you to go one particular direction, and certain doors can only be triggered by activating a "Quasilumin" entity at a special alcove, which will then proceed on patrol — while you have to protect them, naturally — and open various portals along the way.

This task is soloable, particularly with the computer-controlled "Trust" characters you can bring nearly everywhere with you in the game at this point, but it can be a slow process, what with you having to stop and start the Quasilumin in order to keep them out of trouble, clear a path through the enemies ahead and follow along to make sure they don't leave you behind. There's also a time limit on each patrol, so you can't hang around too long.

Partway through my explorations, I ran into another player who was seemingly doing the same thing as me. We didn't really say a lot to one another, but it was pretty clear we were working on the same objective. Since Final Fantasy XI's dungeons are not instanced — that means you can just randomly run into other players doing the same thing as you, rather than getting your own "private" version of a dungeon to clear at your leisure — it tends to pay off if you team up with people you randomly run into.

And sure enough, it did. We settled into a good rhythm where my companion would keep an eye on the Quasilumin, starting and stopping it as required, while I would go on ahead and clear out the enemies in the path it was about to take. Together, it still took a while, but we eventually successfully made it through the whole dungeon, and it was a really nice, warm moment that we shared together.

I'm generally not a big fan of playing with random other people, whether the game in question is competitive or cooperative. In competitive games, I don't like dealing with sweaties who take things far too seriously, and in cooperative games… well, I also don't like dealing with sweaties who take things far too seriously. You would think cooperative games would be a place where "nice" people hang out, but in my experience, no, that is absolutely not the case. In fact, some cooperative games feel way more toxic than anything competitive I have ever played.

All of the above is the case if you are playing structured activities, whether they are cooperative or competitive. When people jump into something like this, of course they want to win, and if they feel like someone is holding them back in some way — whether or not that is a fair assessment — they will, if they're a Certain Type of Person, kick off.

But if you're in an activity where the two (or more) of you have run into one another by complete chance, I tend to find that it's much more likely you will have a pleasant shared experience with one another. Last night's example in Final Fantasy XI is just the most recent example, but I also still have very fond memories of a time I was playing Test Drive Unlimited on Xbox 360, back when its servers were still active, and encountered someone on the high-speed freeway that runs across a lot of the map. This person was obviously just hooning it up and down the freeway in their Ferrari looking for trouble, and so I provided some trouble for them. We didn't even get into the game's organised one-on-one races by flashing our lights at one another; we just careened across most of the map, causing chaos along the way and having a thoroughly lovely time in the process.

Other people can be all right, sometimes. If you catch them when they're very much "at play" rather than taking their entertainment extremely super-seriously, it can even be super-fun to hang out with them and just dick around — no worrying about stats, progress or efficiency. Just pure, unbridled fun and joy; something we're all too short of these days, and thus I encourage you to cling onto it whenever you encounter it.


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#oneaday Day 758: Hexagons and light https://imnotdoctorwho.moegamer.net/2026/07/05/oneaday-day-758-hexagons-and-light/ https://imnotdoctorwho.moegamer.net/2026/07/05/oneaday-day-758-hexagons-and-light/#comments Sun, 05 Jul 2026 23:08:26 +0000 https://imnotdoctorwho.moegamer.net/?p=40481 I'm definitely coming up on the end of the Chains of Promathia expansion for Final Fantasy XI. Know how I can tell? Because I'm into an area where everything is made out of hexagons and light, and the world doesn't quite behave as it "should". I'm not entirely sure why this became such a common … Continue reading #oneaday Day 758: Hexagons and light

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I'm definitely coming up on the end of the Chains of Promathia expansion for Final Fantasy XI. Know how I can tell? Because I'm into an area where everything is made out of hexagons and light, and the world doesn't quite behave as it "should".

I'm not entirely sure why this became such a common trope in role-playing games, particularly those of Asian origin. I assume there's some sort of inherent significance to hexagons — or perhaps someone once just thought they looked cool and futuristic, and everyone else copied that first person. Both explanations are entirely plausible.

A lot of people mock role-playing games that pull the "final boss is in space!" trope, but I love it. One of my favourite things in video games is getting the opportunity to explore and play in abstract environments. There's a definite appeal to realistic environments under the right circumstances, but for me, there's always something special about making that switch from "recognisable" to "completely alien". Doesn't matter what game it is; if you go from hanging out in "the real world" to running along platforms suspended in a starfield — or, indeed, as I have been doing in Chains of Promathia this evening, running across a seemingly solid "sea" that floats above the land far below me, leaving a trail of hexagons and the sound of musical notes with every step I take.

I think the reason I like it is the fact it drives home how video games give you the opportunity to "do" things that are outright impossible in real life. There is not actually anywhere that exists that consists of floating platforms in space or transparent hexagons suspended over a petrified natural environment, and thus having the opportunity to spend time in those places as a virtual world is appealing. It's fascinating. In some respects, it provides a window into the creators' imagination, allowing us a sense that we are sharing in something quite special.

Of course, there's an argument to be made that when you explore a realistic but nonetheless fictional world in a game, you're also stepping into the creators' imagination, but it never feels quite as exciting as getting the opportunity to go somewhere completely alien. It's a silly trope, probably one that is overused at this point — and definitely one that has been used inappropriately (Half-Life's finale says hello) — but it's one that I will always like and appreciate.

I am tempted to see if I can finish off Chains of Promathia this evening, but it is already midnight, so I feel like I should probably go to bed like a responsible adult. Probably.


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#oneaday Day 757: Nothing works any more https://imnotdoctorwho.moegamer.net/2026/07/04/oneaday-day-757-nothing-works-any-more/ https://imnotdoctorwho.moegamer.net/2026/07/04/oneaday-day-757-nothing-works-any-more/#comments Sat, 04 Jul 2026 22:31:27 +0000 https://imnotdoctorwho.moegamer.net/?p=40478 One of the most common refrains of people who discuss the topic of enshittification is that so much stuff related to tech just flat-out doesn't work any more, and no-one seems in any great hurry to fix it — particularly when all the actually knowledgeable engineers have been replaced with "vibe-coding" cunts. Here is a … Continue reading #oneaday Day 757: Nothing works any more

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One of the most common refrains of people who discuss the topic of enshittification is that so much stuff related to tech just flat-out doesn't work any more, and no-one seems in any great hurry to fix it — particularly when all the actually knowledgeable engineers have been replaced with "vibe-coding" cunts.

a person holding up a laptop with a broken screen
Photo by Beyzanur K. on Pexels.com

Here is a list of tech-related things that, through no fault of my own, have occurred in the last week:

  • My Windows 11 PC inexplicably took twenty minutes to start up. There does not appear to be anything actually wrong with it. It has had every scan, virus check, hardware tweak imaginable run, and has had Windows completely reinstalled multiple times. Once Windows starts, it is mostly fine, with the following exception:
  • When browsing the Internet, occasionally both Firefox and Chrome will just… stop doing anything, to such a degree that they prevent the rest of Windows from doing anything. Checking logs indicates that nothing is particularly happening on the CPU, memory, storage or network front whenever this happens, it just… happens. Firefox does it marginally less than Chrome did, thus I have switched to Firefox.
  • When using my computer to browse Nextdoor, which is a site that eventually paid off during our search for Oliver, scrolling down more than about a screen and a half will cause the entire website to completely shit the bed, moving its sidebar to the middle of the screen before snapping you back to the top of the feed you were attempting to scroll through.
  • When using my phone to browse Nextdoor, a post where someone said the bin men had just been and not taken their bin remained at the top of my feed for the entire three weeks that Oliver was missing.
  • My keyboard just told me it had "low battery" despite being plugged in. I unplugged it and replugged it in and now it claims to have 98% battery.
  • My keyboard doesn't charge while plugged in if I don't have the Razer software running.
  • My mouse can have its wireless signal blocked by a packet of crisps.
  • My PC game controller sometimes requires turning on three times before it's actually turned on.
  • The Bluetooth on my work PC refuses to turn on despite showing as being present and working.
  • When listening to YouTube videos while falling asleep, at least 8 times out of 10, the app will randomly close itself for no apparent reason in the middle of a video.

It's frustrating that, when you're someone who takes good care of their tech — as I always have been — stuff just… fucks up after a while for no apparent reason. My woes with Windows on my living room PC are a longstanding issue that I am at my absolute wits' end with; I am getting perilously close to installing Bazzite and being done with Windows, particularly now I no longer need to work on this machine. Oddly enough, I have had zero Windows-related issues with my work mini PC, other than the Bluetooth problem, which may well be hardware-related.

I just miss the time when you bought something that was expensive and fancy, that it worked, and it continued to work for many years after you spent lots of money on it. Still, I knew that age was long past all those years ago when I updated my iPhone 3G to the latest iOS and it became completely unusable. I still went and upgraded to an iPhone 4 like a big mug, though, didn't I? Twat.


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#oneaday Day 756: Video games like they used to be https://imnotdoctorwho.moegamer.net/2026/07/04/oneaday-day-756-video-games-like-they-used-to-be/ https://imnotdoctorwho.moegamer.net/2026/07/04/oneaday-day-756-video-games-like-they-used-to-be/#comments Sat, 04 Jul 2026 00:02:24 +0000 https://imnotdoctorwho.moegamer.net/?p=40475 Around the same time Sony is doing its best to completely murder the traditions and culture surrounding video games, and Xbox continues to implode, Nintendo has gone and put out multiple games that feel… almost out of their own time. And I mean that in a very complimentary way; both Star Fox (released on the … Continue reading #oneaday Day 756: Video games like they used to be

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Around the same time Sony is doing its best to completely murder the traditions and culture surrounding video games, and Xbox continues to implode, Nintendo has gone and put out multiple games that feel… almost out of their own time. And I mean that in a very complimentary way; both Star Fox (released on the 25th of last month) and Rhythm Paradise Groove (released yesterday, also known as Rhythm Heaven Groove if you're American) feel like games from at least two hardware generations ago, and that's absolutely a good thing.

The two games are very different experiences, but the one thing they have in common is that they respect your time in the way that titles from, say, the PlayStation 2 era did. You can do a complete playthrough of Star Fox in under an hour, and Rhythm Paradise Groove consists entirely of self-contained sequences that are no more than two or three minutes, tops. You can blast through all the "content" both games have in a relatively short space of time, but their longevity comes from their replay value: Star Fox for the pursuit of "medals" by attaining specific scores on each level while ensuring all your computer-controlled companions survive, and Rhythm Paradise Groove for attaining "Amazing" and "Perfect" ratings on each stage.

I'm growing increasingly fond of games that aren't a huge commitment to play; games that you can just pick up and enjoy whenever you feel like it, without feeling that strange sense of "guilt" many of us have if we already have a "big game" on the go and start something else that is likely to take more than 40 hours to get through. I'm not just talking about bite-sized arcade-style games, either; the other night I started playing Soul Blazer on Super NES, and I know that's relatively short in the grand scheme of RPGs, so I'm looking forward to finally making my way through the whole thing; something I've been meaning to do for ages.

I like a good long game to get my teeth into now and again, you know that — but I won't lie; there are times when I start something that I think is going to be relatively light and breezy, see it has an endless skill tree and various numbers to grind up very slowly in the name of increasing my poison damage by 0.1%, and just think "oh no, this is going to take ages, isn't it?" There are a significant number of games that have been released over the course of the last 10-15 years or so that would have really benefited from just scaling back, like, a lot, and providing a much more focused experience. They usually don't because they have to justify their massive budgets and thousands of people working on them — plus, unfortunately, there is a subculture among capital-G Gamers™ who complain any time something comes out with what they perceive as "not enough content".

It's unfortunate that so many developers have listened to the people who whine in Steam forums about games being "abandoned" because they haven't had an update in the last three weeks (protip: sometimes those games are finished) or that they need to see a "roadmap" of "new content" coming down the pipeline. I always feel the exact opposite to this; if I see a game that has a lengthy roadmap — particularly if that roadmap involves copious amounts of DLC — I lose a lot of interest in that game. Sometimes I will return to it later to see if there's some sort of "complete" edition available, but most of the time I will just shrug my shoulders and go and play a game that is actually finished instead, rather than spending valuable time playing something that I know is probably going to change and expand in the time it takes me to beat it.

I like both Star Fox and Rhythm Paradise Groove because they are both finished games, and seeing everything they have to offer is within relatively easy reach. Both will require some practice and some actual playing skill to see all that stuff, but neither of them feel like they're going to be commitments with hour counts that number into the three digits just to see the credits roll.

I suspect Star Fox might see some updates to its multiplayer mode if it proves popular, but as a single-player experience, it is completely self-contained and does everything it needs to. Rhythm Paradise Groove I suspect will just stand as it is — it didn't even need an update when I put the cartridge in for the first time earlier, which is always a very welcome sight these days.

I hope we see more games like this. Nintendo seems to be quite keen on them right now, and I'm not complaining when they are as good as Star Fox and Rhythm Paradise Groove are — and speaking of which, I'll have more to say about the latter over on MoeGamer when I've played a bit more of it. For now, I'll just say "cha, cha, cha, bom bom" and leave it at that…


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#oneaday Day 755: The lost art of going to buy a game https://imnotdoctorwho.moegamer.net/2026/07/02/oneaday-day-755-the-lost-art-of-going-to-buy-a-game/ https://imnotdoctorwho.moegamer.net/2026/07/02/oneaday-day-755-the-lost-art-of-going-to-buy-a-game/#comments Thu, 02 Jul 2026 21:08:29 +0000 https://imnotdoctorwho.moegamer.net/?p=40472 Yesterday, I talked generally about the impact PlayStation had on me and my friendship group thanks to stone-cold classics like Ridge Racer, Tekken and Final Fantasy VII. Today I want to talk about another aspect of that time which I have fond memories of — but which hasn't been a thing for some years now, … Continue reading #oneaday Day 755: The lost art of going to buy a game

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Yesterday, I talked generally about the impact PlayStation had on me and my friendship group thanks to stone-cold classics like Ridge Racer, Tekken and Final Fantasy VII. Today I want to talk about another aspect of that time which I have fond memories of — but which hasn't been a thing for some years now, and which will definitely no longer be a thing once Sony finally pulls the plug on production of physical PlayStation discs. (Incidentally, their announcement of this is now, at the time of writing, up to 135 pages of comments, with over 7,000 universally negative responses, and I suspect these numbers will continue to grow for some time as yet.)

The Cave museum, part of the Retro Collective, has an interactive recreation of what an old software shop would have looked like back in the day.

Anyway. Yes. What I wanted to talk about was the fact that once we got into sixth form, a lot of us started to enjoy our first real tastes of proper independence, despite, in most cases, still living with our parents. Learning to drive allowed us to go places without having to rely on getting our parents to give us a lift — and give them the full details of where we were going. We were trusted to take responsibility for our own education, meaning several of us went to one single General Studies lesson in two years and still managed to ace the exam. Taking part-time jobs of various descriptions allowed us to earn some money, giving us considerably more financial freedom than childish "pocket money" provided. (Although saying that, my grandparents were always very generous in that regard.)

That latter one is an important one, as it coincided with us being able to spend that money on things that we liked. For my friends and I, those things were video games. And it was an enormously exciting time to be interested in video games, with the PlayStation having hit the market a few years earlier, and the Nintendo 64 finally arriving in Europe as we were kicking off our period of post-compulsory education.

I have fond memories of sixth form not just because I enjoyed the academic side of things — that's something I've talked about elsewhere — but also because of what happened between those classes. For my friends and I, we spent the majority of our time hanging out in the Art department of the school rather than the main sixth form common room; the corner of the Art department had essentially been taken over as a semi-private secondary common room that was almost exclusively used by my friends and I. It was a comfortable place to hang out, and we had many pleasant free periods spent there enjoying a bacon and cheese baguette from the recreation centre on the school site, just chatting about all sorts of silly things.

Quite often, if we had several free periods in a row, or free time up to and including lunchtime, we would wander off the school site — as we were allowed to do now, because we were big, brave, responsible 16+ year olds — and walk into the town centre. This was a walk of about a mile in total — my 45 year old bones ache just thinking about that — but we did it on a pretty regular basis. When we got into town, we had a bit of a routine: we'd go to The Baker's Oven for a bacon and cheese puff and a Belgian bun (though not if we had recently consumed one of the aforementioned baguettes), then head to Barneys, the local record shop, and have a little look around. I would always feel mildly uneasy in there because it was still the age where one felt distinctly judged for one's taste in music, but after a while I learned to just own my self-described "eclectic" tastes in music.

Barneys wasn't the main attraction of our trips to town, though. We saved the best for last by heading to First Compute, a pokey little shop in the "Cross Keys" shopping mews that was initially little more than a cupboard with games for pretty much every platform you can think of festooning every wall (and a fair bit of the floor). By the time we were in sixth form, though, the owner, who we only knew as "Richie", had moved venue to a slightly larger establishment, but the distinct feeling that as much stuff as possible was being crammed in remained. There were big box PC games on some shelves on the left, and PlayStation and N64 games on the right.

At the time, I had had the good fortune to score a few freelance writing opportunities for outlets such as PC Zone and the Official Nintendo Magazine. These at least partly came about because I did my Year 10 work experience on PC Zone when my brother was the editor, but my brother's the sort of person who wouldn't have recommended me to his successors if he didn't think I could have done a good job. And I did do a good job — and, more to the point, in those days, you got paid a hell of a lot more for cranking out an article than you do for many of today's websites. We're talking about £300-£500 per piece here.

As you can probably imagine, being in a situation where I had very little in the way of living expenses thanks to still living at home, this cash very quickly burned a sizeable hole in my pocket, and my friends knew this. I would often get a little "gentle encouragement" to pick up a new game for either PlayStation or Nintendo 64, and honestly, as much as peer pressure very much was involved, I didn't need much convincing. I found both systems to be a ton of fun, and I loved being able to share my enjoyment of them with my closest friends.

On the Nintendo 64 front, we quite often picked up games with a multiplayer focus, as we spent a lot of time around one another's houses, crowded around the television enjoying split-screen fun. We even tried some types of game that, in prior years, we would have never considered, like EA's World Cup 98 when the eponymous tournament was on.

On the PlayStation front, my preference was, as you can probably imagine if you know me even a little bit, for role-playing games, and dear Lord do I ever wish I'd held on to the vast majority of those games I bought all those years ago, because little was I to know that role-playing games in particular would become enormously expensive on the second-hand market.

Of all those times I was mildly peer-pressured into buying a new game, I only remember one solitary occasion when I was disappointed and regretful enough in my purchase to actually return the game in question. That game was a title for PlayStation called Blaze & Blade: Eternal Quest, and it was a polygonal action RPG for up to four players. It looked like it might be cool from the box art, and there were some interesting ideas in it, but it was very much not what I was looking for from a game at the time. I'm actually quite curious to revisit this game through older, more mature eyes, as I suspect I may have treated it a bit harshly.

The pattern of go-to-town, buy-a-game continued once I got to university and fell in with friends who also enjoyed gaming. Since I was still getting some cash from freelancing, I still had a bit of disposable income, though living away from home meant I did actually have living expenses now. Still, I managed to pick up a bunch of interesting games, and reading the manuals while on the bus home was always a highlight of these times that I think back on fondly. It's a cliché to talk about reading the manual on the way home, but it really was a thing we did, and it really is something I have exceedingly happy memories of.

New games haven't come with manuals for a long time now, outside of a few special cases in limited-print editions, and situations like Evercade where the whole thing is built on the idea of "how it used to be" — and with the apparently impending death of physical releases, even the experience of going to a game shop, picking up a game and coming home with it will be lost. Of course, many people — including me — tend to order their games online these days anyway, so many of us haven't been doing that anyway — but it's still sad to think that there are generations of video game enthusiasts who will never be able to enjoy things in quite the same way we did around the end of the millennium and the turn of the century.

I'm mad at Sony for actively encouraging the death of that. They are deliberately trying to destroy what was once an important part of the overall culture surrounding video games. I suspect those who have never been deeply into them might not understand why this is a big deal — and I equally suspect the C-suite execs who mandated this are exactly the sort of people who have never actually given a shit about video games as a creative medium or form of expression — but it really was. Sony's announcement left a lot of people feeling like they really had lost something; feeling something akin to grief. It might sound silly to say that about something as simple as going into a shop and buying a box with a bit of plastic inside it, but it really is the case.

I sincerely hope the company does a hasty U-turn on this, but I very much doubt they will. If that's the case, that's the end of me and PlayStation. Once there's no more games to buy and proudly put on my shelf, that's it for me and new games. I've always said this. And in some respects, I don't mind, either — it'll mean I don't have to worry about running out of what little space I have left on my shelves, and that I will be able to focus on diving deep into my collection and discovering all the things I haven't gotten around to yet.

But still. I will be sad to have lived long enough to see a medium and a culture surrounding it grow, thrive and then wither. I am already sad that I have seen that happen, but every new week seems to bring a new horror in that regard.

We will always have the good times, though. That's the one thing they can never revoke the license for.


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#oneaday Day 754: Late '90s promise https://imnotdoctorwho.moegamer.net/2026/07/01/oneaday-day-754-late-90s-promise/ https://imnotdoctorwho.moegamer.net/2026/07/01/oneaday-day-754-late-90s-promise/#comments Wed, 01 Jul 2026 21:22:34 +0000 https://imnotdoctorwho.moegamer.net/?p=40469 As I absorb the news that Sony is giving up on physical releases of games — something I have had a good rant about at much more length over on MoeGamer, so please go read that — I can't help but think back to the time PlayStation hit the scene, and the incredible amount of … Continue reading #oneaday Day 754: Late '90s promise

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As I absorb the news that Sony is giving up on physical releases of games — something I have had a good rant about at much more length over on MoeGamer, so please go read that — I can't help but think back to the time PlayStation hit the scene, and the incredible amount of promise that video games showed back then. This coincides with a period of time I often describe as the happiest of my life, and the video games were a big part of that, for a variety of reasons.

close up shot of the playstation logo
Photo by Simon Trappe on Pexels.com

I remember my first encounter with PlayStation vividly. My brother had come home to visit, and, as he often did, he had brought some gaming hardware with him. On previous visits — and prior to me getting my own SNES — he had brought both a Super Famicom and Mega Drive back with him on various occasions, but this new PlayStation thing was one of the most exciting things I had ever seen.

We loaded up Ridge Racer and you could play Galaxian while it was loading. Supposedly you could unlock some stuff if you could win the Galaxian game before the game finished loading, but I didn't manage that right away. (I mastered it some time later.) Then, once Ridge Racer was loaded, it was another example of something we'd previously described the SNES as being: "like having an arcade machine hooked up to your TV".

This feeling didn't go away with Tekken, which my brother had a prerelease copy of. He also had Raiden Project, which, while less obviously "impressive" than both Ridge Racer and Tekken, I found myself enjoying a lot, and still consider one of my favourite PlayStation titles to this day.

Eventually, my brother left behind this Japanese-model PlayStation at my parents' house for me to have — he had got his own British model. I was thrilled, particularly once I learned the "pen-lid trick" — a means of circumventing the console's region and copy protection by propping the disc tray open and carefully timing the swapping of discs. It was a good way to wear out your laser before long, but until I got my own UK PlayStation, it was my main means of experiencing PAL releases.

My friends got PlayStations around a similar time, and we all really enjoyed them, each cultivating our own little collection of games.

Then came Final Fantasy VII. I first heard about this from my brother, and one thing made me want to pick it up immediately: he told me that it was the first game that had made him and various other people he knew cry. This might seem like a strange reason to be excited for a game, but having been enjoying point-and-click adventures on PC for a few years at this point, I was immensely excited by the possibilities that interactive storytelling offered, and I was curious exactly what this game actually was.

I started to play it and was initially confused. Why did the screen go all swirly and then I couldn't move, but I had to select things from a menu instead? Why did the characters look different when they were walking around to when they were in battle? Why were numbers popping out of things?

I'd encountered the RPG genre in a very early form back on the Atari 8-bit, but had always found those games to be difficult to understand as a child. Some years later, I got into HeroQuest and Advanced Heroquest, and started to understand how numbers and turn-based combat worked together. And with Final Fantasy VII, I quickly learned how the computerised take on an RPG worked — and that I liked it a lot.

My friends loved it, too. We all swapped stories of our custom-named parties at school, arguing over who had given their characters the "best" names and who had recoloured the text window the most attractively garish combination of shades. We all agreed it was an incredible experience, and played it multiple times in succession — often in immediate succession. I estimate over the course of one particular summer, each of us must have played through the entirety of that game somewhere between six and ten times.

My parents went away for a few weeks and left me in charge of the house. I hosted an ill-advised party that I got into a lot of trouble for — I have to laugh in retrospect — but the best thing about that summer was having my friends over pretty much every day, and we would just play Final Fantasy VII together while eating Pot Noodles and getting steadily quite drunk. On one particularly memorable occasion, we challenged one another to play from the beginning and stay up as long as possible; we played through the night and into the next morning, hitting each other with sofa cushions to wake each other up if we looked like we were nodding off. It was a truly wonderful experience, and absolutely a treasured memory.

It all feels so far away now. I would love to have a summer like that which I just described again, but it feels like a far-off dream at this point.

Still, I mean I am still in touch with some of those friends, so perhaps, just perhaps, we could make something like that happen once again sometime. Maybe.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 753: Finding the Fun Factor https://imnotdoctorwho.moegamer.net/2026/06/30/oneaday-day-753-finding-the-fun-factor/ https://imnotdoctorwho.moegamer.net/2026/06/30/oneaday-day-753-finding-the-fun-factor/#comments Tue, 30 Jun 2026 21:33:23 +0000 https://imnotdoctorwho.moegamer.net/?p=40466 As I often do on my regular trips in to the office (when I'm driving, anyway), I listened to a bunch of the Fun Factor podcast over the last couple of days. If you're unfamiliar, this is an excellent show hosted by sports writer Ty Schalter and video game critic Aidan Moher where the pair … Continue reading #oneaday Day 753: Finding the Fun Factor

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As I often do on my regular trips in to the office (when I'm driving, anyway), I listened to a bunch of the Fun Factor podcast over the last couple of days. If you're unfamiliar, this is an excellent show hosted by sports writer Ty Schalter and video game critic Aidan Moher where the pair (and sometimes guests) discuss old video games magazines, the reviews therein, and the games covered.

hands holding retro sony controller playing console
Here's a stock image that appears to be scientifically designed to upset anyone who knows anything about video games. Photo by Mahmoud Yahyaoui on Pexels.com

I am quite a few episodes behind, but the nice thing about the show is that its very nature means that it is somewhat timeless, and each episode can be enjoyed at any time. Thus, yesterday and today I enjoyed some discussion of Next Generation magazine's "Are You a Hardcore Gamer?" quiz (circa 1998) and the pair's collaboration with Coury and Try from My Life in Gaming to discuss a "draft" of games from the 1995-1997 period covered by Fun Factor's first season.

Obviously I will take this opportunity to recommend you go give Fun Factor a listen (or even better, watch: the podcast's YouTube channel lets you look at the magazines as they're talking about them!) but today's post isn't specifically about the podcast. Rather, it's about how the discussions on the episodes I listened to, particularly the "draft" episode, have inspired me to make some time to play through a bunch of games I keep telling myself I've "always meant to get around to". By this I am primarily referring to retro games, particularly of the RPG variety, of which I have about a bazillion loaded up and ready to go almost immediately thanks to my MiSTer Multisystem 2 setup upstairs. And I can even play them on a CRT!

I hesitate to start new RPGs because I have it in my head that they're all massively long. And to be sure, your average RPG does tend to be on the longer side. But listening to the chaps enthusing about various titles like Chrono Trigger (which, to my shame, I've never finished), Final Fantasy IV (which I have finished and know is pretty short) and various others makes me think… I should just sit down and play some of these things that I've been "always meaning to". Including some that I've started and never got around to finishing, like Soul Blazer.

Soul Blazer is definitely one I want to tick off my list because it is an excellent game, and I've always felt like it wouldn't be quite right to tackle Illusion of Gaia and Terranigma, both of which I want to play, before beating that one. They are considered an extremely loose "trilogy", after all, and I think it would be particularly interesting to play in succession.

Part of me says "no, don't start something new, you have Final Fantasy XI on the go". But Final Fantasy XI is very long indeed, and sometimes you just want a palate cleanser. Sometimes that's something really quick and breezy, like the new Star Fox, while at other times, it's another game with a bit more substance, but which is unlikely to end up with an hour count that is three or more digits in length.

So probably not tonight, because it's getting late and I still have a farty stomach full of regret from the pizza I had last night, but very soon, I'm going to set some time aside to enjoy some retro gaming. I have all the kit — I might as well make good use of it and enjoy myself, non?


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#oneaday Day 752: What do the police even do any more? https://imnotdoctorwho.moegamer.net/2026/06/29/oneaday-day-752-what-do-the-police-even-do-any-more/ https://imnotdoctorwho.moegamer.net/2026/06/29/oneaday-day-752-what-do-the-police-even-do-any-more/#respond Mon, 29 Jun 2026 22:13:58 +0000 https://imnotdoctorwho.moegamer.net/?p=40463 I am someone who grew up with what I would describe as a healthy sense of respect for the police. I have never run afoul of them — the most "negative" encounter I have had with them was when I was about 18, driving my Mum's car around at about midnight, having been to visit … Continue reading #oneaday Day 752: What do the police even do any more?

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I am someone who grew up with what I would describe as a healthy sense of respect for the police. I have never run afoul of them — the most "negative" encounter I have had with them was when I was about 18, driving my Mum's car around at about midnight, having been to visit some friends, and I got pulled over to be asked "is this your vehicle, sir?" to which the answer was, of course, "no, but I am insured on it." I wasn't speeding or driving dangerously, so I guess I was just stopped as some sort of random check or something.

However, in more recent years, I have come to somewhat lose faith in the police as a whole. I would go so far as to question what on Earth they are actually doing any more, having been in situations where a police presence would have obviously been quite helpful — mostly antisocial behaviour in the street, and particularly little scrots racing obviously stolen motorbikes around the area — and not seeing anything actually worthwhile happening.

I always used to enjoy watching shitty television like Police Interceptors, particularly when I am away from home, like I am this evening for the monthly trip to the office. But nowadays I just find them frustrating to watch, not because of the interesting things you see the cops in the show doing, but because of the inevitably disappointing follow-ups that inform you that despite all the hard work of the officers on the ground in a particular case, nothing of any actual note really happened to the people who deserved either some sort of consequences or some justice for what had happened.

Take the episode I caught part of this evening. A significant portion of the episode consisted of the police discovering a strange house that had seemingly been sitting empty, but which a local had seen some suspicious-looking individuals apparently breaking into. Upon arrival at the scene, the investigating officers found a machete case and what seemed to be some bloodstains on the floor. Once the armed police unit had been called in for backup, they investigated the house and discovered that it was not so empty at all; it, along with its next-door neighbour, which had had a hole punched through the wall to connect the two, was being used as a cannabis farm, with plants worth over half a million quid on site.

As part of this investigation, the plants were seized, as you might expect, and some fingerprints were found that you would think might lead to some further investigation. However, the programme made the disappointing announcement that after all that, "no further action was taken".

Look, I get sometimes that it's not possible to bring people to justice for their crimes — and that police dramas on the television, where the noble officers always get their man, are not at all reflective of reality. But quite often it feels like after a token "visible" effort has been made — while the cameras are on, in the case of a show like Police Interceptors — then something causes "the police", collectively, to just sort of shrug its shoulders and go "ah, well, probably wouldn't have caught them anyway" or something along these lines.

This must be inordinately frustrating for the officers on the ground who are pursuing these criminals with the hope of bringing them to justice. Can you imagine feeling pretty damn good about yourself for uncovering half a million quid's worth of drugs, and then discovering later that pretty much nothing was done about it? I can imagine that being exceedingly irritating — but unsurprising, given the amount of bureaucracy that goes into anything involving "local authorities" these days, be it teaching, policing or getting potholes fixed.

I also completely understand those who mistrust the very concept of the police on the grounds that the service continues to struggle with institutionalised discrimination, both within its own ranks and towards potential suspects. There has been outright violence and rioting in my city as a result of this sort of thing just recently — I don't really know all the details, but from what I understand, it has left a lot of people looking at our local police force in a somewhat less than complimentary light.

I'm pretty sure the residents in the area I live in are frustrated, too. There's a house just down the road from us that is very obviously one of the sources of the reckless teenagers racing around on obviously stolen motorcycles — because the obviously stolen motorcycles are parked outside the house. And it's obvious that they're stolen, because the lineup parked there seems to change on a pretty much daily basis. No-one buys and sells that many motorcycles in that short a space of time unless they are up to no good. And yet I know the police have been informed of this on multiple occasions by a variety of people, and yet nothing has been done.

So what even are they doing any more? I don't know. What I do know is that these days, I feel much less inclined to trust the police than I did in the past. And while in some ways that makes me feel a bit sad, in others I feel it's a sensible, healthy attitude to take, particularly as the world seems to be sliding inexorably towards global authoritarianism.

It's been said many times before, but we really are living in the absolute worst, most tedious cyberpunk dystopia that ever existed. We're getting pretty much all of the shit that sci-fi authors warned us about, with none of the fun stuff.

Oh well. Perhaps one day this will pass.


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#oneaday Day 751: Read/write access https://imnotdoctorwho.moegamer.net/2026/06/28/oneaday-day-751-read-write-access/ https://imnotdoctorwho.moegamer.net/2026/06/28/oneaday-day-751-read-write-access/#comments Sun, 28 Jun 2026 20:35:30 +0000 https://imnotdoctorwho.moegamer.net/?p=40458 There are a lot of things I don't like about myself, but one of the things that I have always been rather pleased with is my willingness to engage with the English language. A lot of this stems from being encouraged well at an early age, both by my parents and at school, but also … Continue reading #oneaday Day 751: Read/write access

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There are a lot of things I don't like about myself, but one of the things that I have always been rather pleased with is my willingness to engage with the English language. A lot of this stems from being encouraged well at an early age, both by my parents and at school, but also a natural sense of inquisitiveness and curiosity about the use of words and language.

scattered word tiles on black background
Photo by Eleonora Vokueva on Pexels.com

I mention this because I am seeing more and more reports of a "literacy crisis" that appears to be arising, primarily as a result of "BookTok" (i.e. people on the odious short-form video platform TikTok who supposedly talk about books) and "book influencers" (i.e. people on a broader range of primarily video-based social platforms who supposedly talk about books). Most recently, the thing that has come up is some of these people complaining to authors when they come across a word they do not understand — and rather than looking that word up for themselves, using it as an opportunity to learn, they instead throw their toys out of the pram and get very mardy, even going so far as to throw around terms like "ableist". (Fuck off. Your assumption that disabled people can't read is the ableist perspective here.)

This sort of behaviour is absolutely unthinkable and unfathomable to me. I have always loved it when I learn new words, concepts or ways to express myself from things that I've read. There are turns of phrase I picked up as a child that I still use to this day, and I relish the opportunity to make use of a word that I've recently learned.

I am also more than happy to look something up if I'm not sure of it. I actually tend to find this happens more often while I am writing than reading; I'll be tapping out a sentence, and for some reason a particular word that I'm not entirely certain of the definition of will pop into my head as maybe-possibly being appropriate for the situation. Rather than shying away from using that word for fear of appearing stupid by using it incorrectly, I will look it up, determine whether or not it is, in fact, appropriate for the situation in question, and then, if possible, make good use of it. It's not out of a desire to appear "clever" or to baffle the reader with my vast vocabulary; I just find it fun and satisfying to discover new ways in which one can play with language.

I've always been like this. I started reading books that were well ahead of where I was "supposed" to be as a kid, so by the time I got to primary school I was reading things several "Levels" ahead of my peers and taking on considerably more challenging reading comprehension exercises. By the top end of primary school, I was busting out words like "antidisestablishmentarianism" and "floccinaucinihilipilification" in the morning Daily Spellings session in Class Four, and being able to correctly use them in a sentence.

I apparently once also terrified my parents by, one day, aged maybe three or four, coming down the stairs and immediately quoting the beginning of Genesis to them. In this particular instance, it was not a "reading" thing — I hadn't been secretly ploughing through the Bible in between episodes of the Mr. Men — but rather a quotation from a cartoon I had recently watched on video. I guess it's connected, though; I had found the whole "In the beginning…" speech striking, so I wanted to deliver it in my own childish way. That's still a way of playing with language, just using the spoken word and listening instead of reading and writing.

The concept of "BookTok" makes me angry. It is completely beyond me exactly how anyone thought a community of people who make short-form attention-deficit videos online were ever going to come out with anything particularly worthwhile to say about a medium that rewards taking your time and drinking things in. And the very term "book influencer" makes me bristle. We never should have accepted the marketers' insistence than "influencer" is a valid job description. It's disgustingly dystopian, particularly since "influencer marketing" is now an established part of promoting any sort of product online.

I love language. I love reading, and I love writing. It makes me by turns sad and furious that, in the space of a generation or two, we appear to be losing all respect for the written word. Just the other day, I saw someone online earnestly recommending that anyone who wanted to spend their time talking about a favourite topic should "just become a TikToker" rather than starting a blog. I bit my tongue at the time because I couldn't be arsed to start a fight, but it just made me feel weary more than anything.

What are we doing? It almost feels like a deliberate attempt to siphon all the "culture" out of society, perhaps in an attempt to ensure that none of us step out of line or express any sorts of "dangerous" opinions.

Funny, I think there are a few books about that…


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#oneaday Day 750: Cooling and cat-proofing https://imnotdoctorwho.moegamer.net/2026/06/27/oneaday-day-750-cooling-and-cat-proofing/ https://imnotdoctorwho.moegamer.net/2026/06/27/oneaday-day-750-cooling-and-cat-proofing/#comments Sat, 27 Jun 2026 19:35:20 +0000 https://imnotdoctorwho.moegamer.net/?p=40454 The heat wave we've been suffering all week appears to have broken; outside is a relatively normal-feeling temperature right now, the humidity is down to levels where it's actually possible to breathe, and the sky has taken on a typically British summertime partially overcast look. It's really quite pleasant; if it could just stay like … Continue reading #oneaday Day 750: Cooling and cat-proofing

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The heat wave we've been suffering all week appears to have broken; outside is a relatively normal-feeling temperature right now, the humidity is down to levels where it's actually possible to breathe, and the sky has taken on a typically British summertime partially overcast look. It's really quite pleasant; if it could just stay like this, that would be absolutely lovely.

The view through the patio doors as I type this.

Andie has been spending some time putting up window screens, which will have the dual purpose of "cat-proofing" the windows and allowing us to cool the house down somewhat by actually having the windows open. Obviously we are not keen for any sort of repeat of the last three weeks, so we are hoping that this particular solution — some seemingly well-crafted screens for the windows, attached to the frames via Velcro — will prove adequate. Oliver has not yet attempted to escape through one of the open windows and the house is significantly cooler than it has been for the past few days, so it's looking like we might be on to a winner.

Of course, we're still both extremely worried that he will somehow find his way out again, particularly if he succeeds in figuring out how to remove the window screens — if, indeed, he figures out that is a thing that is possible. Thus far he has shown no interest in wanting to move or scratch them — indeed, both cats have mostly just seemed appreciative that they can enjoy a bit of fresh air coming into the house, particularly now that there is a bit of a breeze coming in from outside, rather than the oppressively still and humid air of the last few days.

It is good to be able to leave the air-conditioned bedroom and enjoy a relatively normal existence in the rest of the house. Today I have mostly been playing the new Star Fox, which you can read more about over on MoeGamer. It's also actually our wedding anniversary today, but we never make a particularly big deal out of that. We are grateful to our respective parents for their generous financial gifts, however; those are going a significant way towards us being able to have another holiday in September as a "do-over" of the one we just had — and hopefully this time without the anxiety of a missing little ginger twat.

Oliver himself appears to have pretty much made a full recovery. He is behaving just like he used to — right down to showing an unhealthy interest in batting my Senran Kagura collection off the shelves in the living room — and is jumping up to his favourite high places, including the top shelf in the catio and the top of our media cabinet. He hasn't yet been back up to the very top of his cat tree, however; he's been most of the way up, but not all of the way up. We think he's dealing with a combination of still being a bit weak in his back legs (something the vet mentioned) and potentially still having a bit of trauma over being stuck up an actual tree, and thus perhaps not wanting to climb too high. His back legs are a lot stronger than they were already, however; he's been jumping up onto things without issue, and playing with things like the silly little deeply, deeply loved kitten he is.

Patti has also mostly adjusted to Oliver's return. She is still hissing at him a bit if he gets too close, but one gets the impression her heart really isn't in it. Earlier today, Oliver went right up to her and rubbed his face on her, and she hissed quietly, but didn't attack him and didn't actually appear to be all that bothered. I think she just feels obliged to appear mad at him, because she absolutely definitely won't admit that she was missing him and pining for him while he was absent.

Anyway, all in all, it has been a pleasant Saturday, and in the knowledge that some of the most difficult, time-consuming and challenging projects at work are now pretty much done, I actually feel like I can properly relax for the first time in quite a while! I recommend it.


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#oneaday Day 749: The lost decade https://imnotdoctorwho.moegamer.net/2026/06/27/oneaday-day-749-the-lost-decade/ https://imnotdoctorwho.moegamer.net/2026/06/27/oneaday-day-749-the-lost-decade/#respond Sat, 27 Jun 2026 01:00:24 +0000 https://imnotdoctorwho.moegamer.net/?p=40451 At therapy today, we got talking about how I think back extremely fondly on my time at sixth form — to such a degree that I would brand that period of time as probably the happiest of my life — and how I feel a curious… "closeness" to that time period, despite it being, at … Continue reading #oneaday Day 749: The lost decade

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At therapy today, we got talking about how I think back extremely fondly on my time at sixth form — to such a degree that I would brand that period of time as probably the happiest of my life — and how I feel a curious… "closeness" to that time period, despite it being, at this point, quite a long time ago. It still feels weirdly recent to me!

pictures hanging on strings attached to trees in a garden
Photo by Pew Nguyen on Pexels.com. Not my photos, obviously.

Over the course of our discussion, I described a curious phenomenon that I've been sort of passively aware of for a while, and that is the fact that I don't really remember living through my thirties. Specifically, the period between about 2009 and (I estimate) about 2016, 2017 or so is a length of time that I feel just sort of… disappeared. And the disappearance of that period — and possibly a bit more either side of it — is what leads me to feel like things which were actually Quite A Long Time Ago are still relatively "recent" or at least fresh in my memory.

I hadn't really contemplated why this had happened, but it didn't take long to figure out: I had a rough time in that period. Let's ponder, shall we?

In 2009, when I was 28, I lost a job that I had previously thought would have me set for life; it was a job that I loved, that I was good at and which even paid reasonably well for the time. Unfortunately, it was snatched away from me by some true shithead managers who were on a real power trip at the time, and that kicked off a very long period of exceedingly uncertain employment.

In 2010, my first marriage fell apart for reasons that, in retrospect, I understand, but which, at the time, had me feeling the lowest I have ever felt. Having lost my job and, now, my partner, I was left alone in a flat I couldn't afford to keep living in, with no job, facing down the prospect of having to move back home with my parents. At the time, this felt mortifying; now, of course, I am exceedingly grateful to my parents for having supported me while I was at my lowest until I was able to pick myself back up and effectively start over.

In the following years, I will keep the details vague out of respect for the individual in question's privacy, but I found myself supporting someone with an addiction problem. I had no idea how to do this, and there is not really a "how-to" guide on doing this effectively. The person in question conquered their issues pretty much by themselves (and by that I mean "without professional psychiatric or medical assistance"), and I will be eternally impressed by and proud of them for this, but the experience of acting in a supporting role at the time left me with… some emotional scars, shall we say. I am not entirely sure I have fully processed everything that happened at this time, though I should also add that I lay no blame or ill-will at the feet of the affected person, and that's all I will say on the subject.

During these years, I was working regular freelance for various websites. I had a good gig working for GamePro, but we all got given the boot just before Christmas one year. Some time later, I worked for USgamer, but got laid off from that particular gig on my birthday. These were the most "regular" jobs I'd had since 2009, and it had not gotten any easier over the years to know what I was "supposed" to be doing. Every time I felt like I was getting somewhere, it felt like the rug would get pulled out from under me.

I took a job in a completely unrelated field — updating website content at energy company SSE — but found myself fundamentally incompatible with the incredibly patronising way that company does business, and got unfairly dismissed at the end of my probationary period. Some time later, I found myself doing a similar, equally tedious but mostly inoffensive job at sports tech maker Garmin, which was stable but absolutely mind-numbingly boring. I left that one voluntarily (and on good terms, which was a nice change) to take up what would eventually become the position I hold to this day.

All along the way, I was feeling a sense of near-constant instability, like I could never settle; like I had never reached an unknown destination I felt like I was constantly on the way towards. I faced setback after setback, challenge after challenge. At times it felt like I wanted to give up. But I eventually made it to where I am today, with a stable home life, a stable working life and stable financial security. It was realising that I had those three things that made me feel like I had, at last, been able to properly "start over", and that my life was no longer a thing of shame; a string of endless difficulties and non-achievements that just didn't appear to be going anywhere.

So in retrospect, I'm not really surprised that I don't really remember my thirties all that well, because a lot of things happened, and a significant, statistically significant proportion of them were Bad Things that I'd really rather not dwell on. I know those years happened — and there are probably blog posts covering a lot of them right here on this site — but, even knowing that they probably helped shape the person I am today and helped strengthen my own resolve as a "survivor", it's hard not to feel like it would be nice to have them all back.

Still, that's not a thing you can do, unfortunately, so here I am, at 2am in the morning, aged 45, pondering a lost decade of my life. Do I have a point to all this? You'd think I would, wouldn't you. But you know what? I don't think I do. And that's probably all right.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 748: It's really fuckin' hot https://imnotdoctorwho.moegamer.net/2026/06/25/oneaday-day-748-its-really-fuckin-hot/ https://imnotdoctorwho.moegamer.net/2026/06/25/oneaday-day-748-its-really-fuckin-hot/#comments Thu, 25 Jun 2026 19:29:55 +0000 https://imnotdoctorwho.moegamer.net/?p=40434 Not to state the obvious (twice), but it's really fuckin' hot. Today it hasn't been quite as fuckin' hot as it was yesterday — it was literally difficult to breathe in the outside air (or lack thereof) in the middle of the day yesterday — but it's still not at all nice. For some reason, … Continue reading #oneaday Day 748: It's really fuckin' hot

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Not to state the obvious (twice), but it's really fuckin' hot. Today it hasn't been quite as fuckin' hot as it was yesterday — it was literally difficult to breathe in the outside air (or lack thereof) in the middle of the day yesterday — but it's still not at all nice.

desert under yellow sunset
Photo by Fabio Partenheimer on Pexels.com

For some reason, certain people are bitching and moaning about other people — those from countries where air conditioning isn't a cultural norm (because it wasn't needed in the past) — expressing discomfort in the extreme heat we're dealing with. Specifically, there seem to be a lot of Americans mocking Brits for finding temperatures of nearly 40 degrees Celsius quite uncomfortable. And this, in turn, leads to a lot of stupid arguments. Just, y'know, stop it. Accept that this is a particularly unusual situation, and that this leads to people struggling.

I mean, clearly this is not a normal situation, or a sustainable one. It's been so hot today that most of our freezer appears to have spontaneously defrosted, despite the fact it's still on and seemingly working. It's been so hot today that if you put a bottle of frozen water in front of a fan in an attempt to cool the air a bit, the ice becomes water in the space of about five minutes.

I am grateful for the fact that, a few years back, we got a portable air conditioner for the bedroom, because without it I feel like it would be literally impossible to sleep right now. I have spent a significant portion of today in the bedroom — thankfully, I am in the middle of doing some QA testing, which I can do from the bedroom — because the rest of the house feels barely habitable right now.

I feel for the poor cats. They're clearly finding the heat quite difficult to deal with, and are both spending quite a lot of the day napping in areas they find to be nice and cool. They're getting plenty of water, and they're coming to spend time with us in the bedroom when the air conditioning is on, though; they both know the sound of it, now, and very much seem to enjoy sitting right in front of a nice blast of cold air.

The sun is going down, so hopefully things will cool off a bit from here. It's supposed to cool down a bit tomorrow, but what we really need is a great big thunderstorm. That would be lovely right now. But there doesn't appear to be one imminent just yet. Here's hoping one comes along soon, otherwise we'll be spending the whole weekend in the bedroom!

On that note, I'm going back to the air conditioning. Stay safe in the heat, all of you!


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 747: Grand Theft Auto VI can eat my ass https://imnotdoctorwho.moegamer.net/2026/06/24/oneaday-day-747-grand-theft-auto-vi-can-eat-my-ass/ https://imnotdoctorwho.moegamer.net/2026/06/24/oneaday-day-747-grand-theft-auto-vi-can-eat-my-ass/#respond Wed, 24 Jun 2026 20:09:19 +0000 https://imnotdoctorwho.moegamer.net/?p=40430 To no-one's surprise, it has been revealed that Rockstar's upcoming Grand Theft Auto VI will be $80 on release for its regular version, and $100 for the "Ultimate" version, because of course there's an Ultimate version. Hilariously and/or tragically, the "Ultimate" version even goes so far as to lock you out of specific shops in … Continue reading #oneaday Day 747: Grand Theft Auto VI can eat my ass

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To no-one's surprise, it has been revealed that Rockstar's upcoming Grand Theft Auto VI will be $80 on release for its regular version, and $100 for the "Ultimate" version, because of course there's an Ultimate version. Hilariously and/or tragically, the "Ultimate" version even goes so far as to lock you out of specific shops in the game unless you buy it — a decision that some poor Forbes writer in complete denial has tried to astroturf already. No, but honestly, it's fine — they're probably only going to put the Ultimate Edition-exclusive items in those stores, there will definitely be other stores you can use!

Oh, and on top of that, the "physical" release of the game is a code-in-a-box. Fuck off with that.

I can't think of many series that have managed to so very thoroughly turn me off as Grand Theft Auto. I absolutely loved the original one, from the moment my underage self bought the original big-box PC version from "First Compute" one lunchtime at sixth form. ("Ol' Richie", the guy who ran the shop, knew I was lying about my birthdate, but he didn't really care. My friends and I spent too much money in his shop for him to make a fuss.) I likewise adored Grand Theft Auto III (I never played the second one to this day) and quite liked Vice City, particularly its soundtrack, which I had the box set of CDs for.

The series started to lose me around San Andreas. There's no way of saying this that doesn't sound a bit racist, so I'm just going to say it, acknowledge that is what it sounds like, and attempt to explain myself: I found that game's focus on strongly black-coded urban culture to not only be difficult to engage with, but outright indecipherable at times. To put it another way, I had found Grand Theft Auto III and Vice City to be a lot more accessible, simply because I was more familiar with the tropes of "mafia-style" gangsterism that they both leaned heavily on; by contrast, San Andreas' central culture felt jarringly different to me the moment I started playing, largely because I was so unfamiliar with it. I had never watched any movies or TV shows that dealt with inner-city black urban culture — I hadn't even really listened to much in the way of contemporary black urban music at the time I played San Andreas — and thus being thrown into the deep end of it right from the start of San Andreas was… an adjustment.

There is, of course, a very strong argument to be made for using video games to immerse yourself in a culture that is different from your own — hell, I do it all the time with Japanese games — and in many respects we should look at San Andreas as quite admirable for unashamedly putting black culture front and centre at a time there was not nearly as much truly inclusive, representative media as there is now.

But two things. One, I'm not sure Grand Theft Auto as a series is the one to tackle this in the most respectful manner; I don't know enough about real-world urban culture, particularly from the 1990s, to know how "authentic" San Andreas was — or if it was, in fact, just riddled with stereotypes. And two, I, personally, a middle-class white dude, with everything that entails, just found San Andreas, at least in its early hours, to be so far outside of what I was familiar with, both in my life and in the media I had previously engaged with, that I found myself thinking about the game as a whole much less fondly than I had done towards Grand Theft Auto III and Vice City, even though there are a lot of ways in which San Andreas is, in theory at least, a "better game". I'm sorry, that's just how it is; I can't change my own reaction to a creative work!

Anyway, the upshot of all that is that after San Andreas, I was a lot more lukewarm on the series as a whole than I had been previously. When Grand Theft Auto IV came out, I didn't pick it up right away, and when I did pick it up, I found that I wasn't enjoying it nearly as much as I had done III and Vice City. Part of that was down to the different cultural context in which I was playing it, I feel; both III and Vice City were games I played while I was at university, so I also associate them with drunken nights out with friends that ended with collapsing back to my place to play either of those games until ugly o'clock in the morning. This is probably another reason San Andreas didn't resonate as hard, thinking about it; by the time that game came out, we'd all finished university, and thus we were no longer spending several nights a week around one other's houses playing video games together.

I never finished Grand Theft Auto IV, and never even tried its DLC. I thought about trying it again on more than one occasion, but I could just never really muster up the motivation for it. I don't know what it was; it just… didn't click with me at all, for some reason.

By the time Grand Theft Auto V first came out — which, let's not forget, was thirteen fucking years ago — I felt I was ready to try again, though. The new three-protagonist structure sounded interesting, and the online mode sounded intriguing, too. I gave it a go. I finished the single-player story. I had what I would describe as a moderately good time with that PS3 version, but it didn't have that magic for me. It felt too self-consciously edgy, like it was trying desperately to be taken seriously, but also wanted to combine that with the over-the-top satire that the previous entries had incorporated, and it just didn't really work for me. And all the fluff in it was… cool, I guess, but most of it felt like it was just there for the sake of it, rather than in an attempt to make a better game.

Online was even worse. Aside from the fact it just flat-out didn't work for quite a long time on console after release, the few times I tried later it on PC (I bought the PC version on deep discount later to play with friends more easily, as they didn't have consoles) were such overwhelmingly negative experiences that I had absolutely zero desire to spend any more time in it than I "had" to. And I didn't "have" to spend any time in it whatsoever.

What was so bad? Flagrant cheating, with nothing being done about it. Behaviour that went beyond the simple antagonism the game is built around, into malicious attempts to spoil other people's fun. Load times that were approximately sixteen years long. The complete inability to form a "party" with your friends, making it near-impossible to stay together between individual "events". And, woven into the very fabric of the experience, pay-to-win microtransactions.

Don't get me wrong, I had a few good times in Grand Theft Auto V's online mode, but those only really happened when we had a private friends-only session and just pissed about a bit. I won't deny that doing things like impromptu bicycle races across mountainous countryside, with one of us driving an enormous truck instead, were very enjoyable. Stepping into a public game, however, provided some of the most miserable online experiences I think I've ever had.

And then, of course, Grand Theft Auto V just would not fucking go away. It came to PlayStation 4 and Xbox One. Then it came again to PlayStation 5 and Xbox XBOX or whatever they're called now. More and more guff kept being added to the online mode, all in the name of getting people to pony up the cash for those odious "Shark Cards", because playing the game normally in order to earn your way to rewards was, very obviously, a chump's game.

I got to the point where I actively resented the sight of Grand Theft Auto V. It felt like it had become everything the series had once satirised, and worse. I had no desire to play it ever again.

I tried a few other Rockstar games along the way, too, and the only one of them that clicked with me was Bully, a post-San Andreas game that switched gears by placing you in the role of a teenager at a school in a small town, rather than a hardened criminal in a huge conurbation. I didn't enjoy Red Dead Redemption at all — at least partly because I've never found Westerns to be appealing as a genre — and have felt no inclination whatsoever to really explore the company's broader output since. (Max Payne was good, mind, though I've never really thought of those as "Rockstar games")

Grand Theft Auto VI is frustrating to me because it's being hyped up as some great Second Coming of Christ, to such a degree that game developers and publishers putting out games that are not Grand Theft Auto competitors in the slightest are terrified of releasing even vaguely near it. This, to me, just seems counter-productive; while I'm sure a lot of people are going to buy and play Grand Theft Auto VI on release day, there are plenty of people out there, I'm sure, who feel just like I do — sick to death of this goddamn series, and not looking forward to the inevitable flood of nothing but GTA VI articles we're going to get on the two and a half remaining video game journalism websites for months after it releases. Those people are going to want to play literally anything else on November 19th!

I'm pissed because not only am I sick of the sight of Grand Theft Auto, I'm also furious at how they're clearly exploiting the public with the pricing, garbage not-actually-a-physical-release and bullshit like locking in-game stores behind a $20 more expensive premium edition. I'm furious because people are still going to buy it and reward this nonsense, and no-one will learn a goddamn thing from it. It is the absolute worst example of the excesses of the top end of today's video game industry, and it's going to get away with it because it's "the most-anticipated video game ever".

And this, of course, is to say nothing of Rockstar's union-busting activities that they're currently fighting a legal battle over. But I'll leave that for people who understand such things better to discuss.

I'm aware that me having a little rant here is going to change nothing, and this odious game is going to sell gangbusters when it comes out. But I feel a bit better having said my piece now. And, outside of the game doing anything even more egregious than the shit that has been announced today, this is probably the last time I will mention it, or even think about it — and I'm certainly not going to try and stop anyone who has actually been looking forward to it from enjoying it.

I might silently judge you a bit, though.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 746: Decompression https://imnotdoctorwho.moegamer.net/2026/06/23/oneaday-day-746-decompression/ https://imnotdoctorwho.moegamer.net/2026/06/23/oneaday-day-746-decompression/#comments Tue, 23 Jun 2026 17:53:34 +0000 https://imnotdoctorwho.moegamer.net/?p=40424 I know I said I'd write about something else on here, but after the late-night update on the situation, I feel inclined to bring this little saga to something of a "close" in a more conclusive manner. We are exhausted and emotional, but delighted beyond belief to have our precious Oliver back at home with … Continue reading #oneaday Day 746: Decompression

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I know I said I'd write about something else on here, but after the late-night update on the situation, I feel inclined to bring this little saga to something of a "close" in a more conclusive manner. We are exhausted and emotional, but delighted beyond belief to have our precious Oliver back at home with us. There will be images of him peppered throughout this post.

It's hard to believe that this whole saga is over — and over in a way that is about the best possible way it could have resolved itself, outside of him coming home a little bit earlier. We took him to the vet today to get checked over, and outside of him having lost a bit of weight and muscle definition on his legs — unsurprising given his three weeks living rough — he has been given a completely clean bill of health. This is our last remaining worry put to rest: he is back, he is alive, he is safe, and he is healthy. Evidently he was a very lucky boy — and a clever boy for taking care of himself for so long; things could have been much worse, and I am grateful to anything that will listen that things did not end up that way.

Patti has not yet adjusted to his presence. She was very clearly missing him, because we caught her looking for him, she was acting incredibly clingy and occasionally letting out the most heartbreaking plaintive howls of an evening. But as soon as he came back, she was puffing up, growling and hissing, and she's spent all of today in the wardrobe. The wardrobe is a safe place. She is fine in there, she's just not quite ready to come out again yet. But she will get there.

As for Oliver himself, he is doing just fine. He's clearly very tired by his whole ordeal — and who can blame him? — but he's already settling back into his usual routines and behaviour. The one and only thing that has really changed about the way he behaves is that he is a lot more vocal now than he was before he escaped; he is spending a lot of time shouting at us, which is probably an aftereffect of him calling for us up the tree last night. He wants to know that we are nearby, and that he is safe.

The one thing we'll probably never know is where he went for most of those three weeks. Given that we found him a couple of hundred yards down the road, he probably didn't go all that far, but aside from him being stuck up a tree last night, we have no insight as to where he might have been. Was he locked in somewhere? Quite possibly. Was he taken in by somebody? Probably not, as otherwise he'd probably be a bit more well-fed than he is now. Did he just get lost? Entirely possible, as he's never been outside in this neighbourhood before, and thus even though we left him plenty of familiar scents outside, he was unable to find his way home by himself, even though he was so close. So very close.

The hardest thing about the whole situation was contemplating the possibility that we might never see him again. There are things everywhere in the house that remind us of him. There's some cat plushies on the shelves in the living room: a black one and a ginger one, for Patti and him. There's a little stained glass thing depicting a black cat and a ginger cat hanging out together on the shed. The wallpaper on my living room PC was Oliver. The avatar I used on Facebook and Nextdoor was Oliver. Days before he went away, I set my blog to automatically set a "Featured Image" on every single post that didn't already have one, and for the image in question to be one that showed Oliver and Patti napping together. I couldn't even contemplate booting up Tomodachi Life: Living the Dream for Switch, because I made anthropomorphised versions of Oliver and Patti in that game, and playing it while we didn't even know if Oliver was still alive or not would have absolutely broken my heart even more than it was already.

For me, one of the worst parts of dealing with some sort of loss is seeing all the remnants that are left behind, and deciding what you are going to do with them. Just little things that remind you of who or what you have lost; sometimes even the simplest, silliest little thing can bring you to tears. Back during a particularly bleak period in my life circa 2010 — the time I split from my first wife and was faced with essentially having to completely "reset" my post-graduate life and start over — I described these things as "crystallised memories", and it's a description I stand by. There they sit: a solid, tangible reminder of something that was once in your life and now is not. It can be difficult to let go of them, but sometimes that is the healthiest thing to do.

Thankfully, none of that was necessary this time around. And while there most certainly was a great deal of grief while Oliver was away from home, we can now thankfully set that grief aside and appreciate how lucky we are to have someone we love so much and that we feared we'd lost forever return to our lives, safe and well. Sometimes amazing things really do happen, seemingly against all odds.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 745b: Oliver's return, the kindness of strangers, and the unkindness of the people you might need in a crisis https://imnotdoctorwho.moegamer.net/2026/06/23/oneaday-day-745b-olivers-return-the-kindness-of-strangers-and-the-unkindness-of-the-people-you-might-need-in-a-crisis/ https://imnotdoctorwho.moegamer.net/2026/06/23/oneaday-day-745b-olivers-return-the-kindness-of-strangers-and-the-unkindness-of-the-people-you-might-need-in-a-crisis/#comments Tue, 23 Jun 2026 00:53:12 +0000 https://imnotdoctorwho.moegamer.net/?p=40421 Hello. Second entry for today (although technically it's tomorrow now, as it's 1:21am as I type this) but this is big, important news: OLIVER HAS RETURNED! Oh my God. I am an emotional wreck, and so is Andie, but our brave little boy managed to survive for three weeks out in the wilds of Lordswood, … Continue reading #oneaday Day 745b: Oliver's return, the kindness of strangers, and the unkindness of the people you might need in a crisis

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Hello. Second entry for today (although technically it's tomorrow now, as it's 1:21am as I type this) but this is big, important news: OLIVER HAS RETURNED!

Oh my God. I am an emotional wreck, and so is Andie, but our brave little boy managed to survive for three weeks out in the wilds of Lordswood, and we found him this evening thanks to a tip from a kind neighbour on Nextdoor. I had a feeling that either Facebook or Nextdoor, for all those platforms' many, many faults, would be the main way in which we tracked down our precious boy — but it certainly didn't hurt to advertise him on all manner of different services, even if it cost money to do so in some cases.

Our neighbour, Sam, reported that they had seen a ginger cat on his security cameras recently, and that they'd also been hearing a cat crying from the property over the road from them for a little while. We went out to go and check the area on the offchance that we would find at least a clue — and we heard a yowling from up in the tree. I knew immediately that it was Oliver. Oliver has never been a particularly vocal cat except under quite specific circumstances — usually rolling on the patio in the sunshine — but I recognised his voice straight away, and as soon as I saw him up there, I knew.

We couldn't work out how to get to him, though. The tree he was up was on private property — a children's home, I believe? — and initially we couldn't work out how to get in touch with them. When we did manage to run into a staff member leaving the property, they basically said they couldn't (or wouldn't) help us and said we'd have to wait until the morning, even though we made it clear Oliver has been missing for three weeks, and this was the first time we'd seen him.

So from there we tried to work out what to do next. Do you actually call the fire brigade when a cat is stuck up a tree? Apparently Hampshire Fire Service has a specialised animal rescue unit, but they are somewhere not in Southampton, and they weren't answering their phones. I called 101 and asked the police what we should do, and they said to phone the fire brigade. I phoned the fire brigade and they said that no, they don't do that, it's an urban legend.

So then what? I tried the 24-hour RSPCA hotline for animal welfare, but it turns out that it is not, in fact, a 24-hour service. I tried calling a local tree surgeon who had a 24-hour hotline for animal rescues, but again, it turns out that it is not, in fact, a 24-hour service either. Seemingly no-one was willing to help, at all. No-one that you would think to try calling in a situation like this was going to help us. Panic started to set in.

On the off-chance, I posted an update on both Facebook and Nextdoor that we had found Oliver, but we needed help. I honestly wasn't expecting anyone to come — but three very kind people showed up at various points, all very kind, considerate and understanding of our situation and our emotional state. Eventually a chap who was clearly some sort of tradesman in possession of an absolutely massive ladder — and who had clearly done this many times before — showed up, shot up his ladder and was back down with our precious boy in less than five minutes. Amazing.

Anyway. Fuck me, that was an awful three weeks. On the plus side, I can get back to writing about other things on here now, which I'm sure you'll all be delighted to hear. Thank you all for your patience — and for the kind words you have had to share during this absolutely, mindblowingly traumatic three weeks! I'm just glad it all ended well — though we're taking Oliver to the vet for a checkup tomorrow just in case.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

If you want this nonsense in your inbox every day, please feel free to subscribe via email. Your email address won't be used for anything else.

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#oneaday Day 745: Cost-effective gaming in 2026 https://imnotdoctorwho.moegamer.net/2026/06/22/oneaday-day-745-cost-effective-gaming-in-2026/ https://imnotdoctorwho.moegamer.net/2026/06/22/oneaday-day-745-cost-effective-gaming-in-2026/#comments Mon, 22 Jun 2026 19:25:17 +0000 https://imnotdoctorwho.moegamer.net/?p=40413 Valve apparently announced the price of their long-awaited Steam Machines today and, unsurprisingly, given the general price of tech right now, they ain't cheap. They're "starting at £879" not cheap, and that only gets you 512GB of storage; they break the £1,000 mark if you want the 2TB model, though both are expandable with microSD … Continue reading #oneaday Day 745: Cost-effective gaming in 2026

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Valve apparently announced the price of their long-awaited Steam Machines today and, unsurprisingly, given the general price of tech right now, they ain't cheap. They're "starting at £879" not cheap, and that only gets you 512GB of storage; they break the £1,000 mark if you want the 2TB model, though both are expandable with microSD cards.

Steam Machine
Image: Valve

We have long since reached a point where it is not particularly cost-effective to start taking an interest in modern gaming if you are not already involved in the overall ecosystem and thus resigned to vast swathes of your monthly pay packet disappearing on your chosen hobby. Sure, you can get away with a somewhat lower-end mini PC if all you want to play is relatively small-scale indie games — but even those lower-end mini PCs are going up in price nowadays. Therefore, it is worthwhile looking at more cost-effective options for enjoying video games — even if the video games you will be enjoying are a few years old. Good games are still good years after they're released, you know! So here's my personal recommendations on that front.

Evercade

Of course I'm going to recommend Evercade because I work for them, but the reason I work for them is because I was all-in on the idea of the system from day one. A new, affordable system with a focus on retro gaming that provides officially licensed physical releases of classic games from home consoles, computers and arcade machines? Regardless of if I'd ever managed to secure employment with Blaze, makers of the Evercade, I would have been a "full setter" from day one — indeed, when the original handheld released, I immediately took advantage of the "All-In" bundle to get the first 10 cartridges included with the system.

Why recommend something like Evercade when emulation and other options exist — some of which we'll talk about in just a moment? Well, that "officially licensed" part is important. The current state of the games industry may appear to be teetering on the brink of unsustainability, but that doesn't mean people who enjoy video games want the whole thing to collapse. It would be rather nice if we could recover from this situation we're currently experiencing — and one way to help that come about is to support officially licensed rereleases of classic games, updated to play nice with modern audio-visual equipment, particularly televisions. On top of that, Evercade also plays host to physical releases of a lot of "modern retro" titles — games originally designed with vintage hardware in mind, but developed in recent years.

Image: Evercade

Many of the rights holders of these old games are also game companies that exist in the modern sector, and so throwing your support behind retro rereleases that don't require turbo nutter ninja bastard hardware to run is one way of helping ensure we still have a healthy video game economy whenever the AI bubble finally bursts and — hopefully — hardware prices start to settle back to what we have previously thought of as "normal".

Plus the physical nature of Evercade collecting allows you to rediscover the fun of having a shelf full of games to pick from, rather than a boring old list of downloads on your PC, many of which you scroll past without even noticing every single day.

MiSTer

Evercade is great, but there are some classic games that are never, ever going to get a rerelease for one reason or another — be it the rights holders being unwilling to put them out again, more complex licensing situations (such as video games based on movies, or which feature licensed music, vehicles or actors' likenesses) or some other reason entirely. For those situations, that's where what I would describe as more "community-focused" solutions come into play — as a general concept, this covers emulation, but I would specifically call out the MiSTer project as being a particularly worthwhile investment in these peculiar times.

For the unfamiliar, MiSTer is a platform based on "FPGA" (Field Programmable Gate Array), which is a technology I have absolutely no understanding of whatsoever, save for the fact that it effectively allows a device to recreate the way another piece of hardware would have worked in the past, not through simulation in software (which is how emulation works), but through a reconfigurable chip that basically "pretends" to be the old system. Some describe it as "hardware emulation"; all you really need to know is that, under most circumstances, it results in the most authentic recreation of a classic console, home computer or arcade cabinet possible, particularly if you happen to have an old CRT television hanging around that you can hook it up to. (Never fear if you don't, however; one of the core concepts of MiSTer from the outset was to provide a relatively straightforward means of enjoying classic "hardware" on modern displays, and the platform has a variety of built-in and fully customisable visual filters that allow you to recreate the CRT "look" if you so desire.)

Image: Heber Electronics

MiSTer is a project you can build yourself, but it's actually probably more cost-effective these days to go for a pre-built solution such as Heber's Multisystem 2 (pictured above, which I use) and Taki Udon's SuperStation One. You will also need to add some form of storage to whatever setup you go for, which is likely to be the expensive bit these days; however, it's a one-off expense, and you can look at it as a lump sum you are spending on your own entertainment, rather than buying a bunch of individual things piecemeal. Tot up how much you've spent on individual games in the last year or so, and an SSD probably won't seem quite so expensive.

MiSTer requires a bit of setting up, including installing the actual software on the device to make it work, and then loading up your storage medium of choice with games — which, of course, you will have to "procure" yourself. For everything from the earliest games consoles right up to PlayStation, Nintendo 64 and Saturn, however, a MiSTer is all you need for… honestly probably enough games to last you the rest of your life.

Why do I recommend this and not investing in some classic hardware? Several reasons. One, classic hardware is prone to failure. Two, the games for classic hardware are often ludicrously expensive these days thanks to all the arseholes who have bought them as "investments" rather than to enjoy them — and you paying £400 for a copy of Buggy Run on Sega Master System doesn't help anyone other than the person you're foolish enough to hand over those notes to; the original creators certainly don't see a penny of that money! And three, getting classic hardware working on modern displays can be a bit of a pain… or at least demand you invest further expenses in a decent scaler.

Sixth- and seventh-generation consoles

If you have the cash, I would recommend investing in, at the very least, an Xbox 360. This platform has a vast library of excellent games available, many of which can be bought for not very much money at all, and doesn't require any faffing around to get working on a modern TV. You may also wish to consider a PlayStation 3, as there are a number of exclusives on both platforms — plus a few cases where either the 360 or PS3 version is just plain better for one reason or another.

After that, a Nintendo Wii or Wii U is well worth considering. The Wii U, while mocked in its lifetime for its small library of games, has some absolute bangers, plus it is backwards compatible with the Wii, which has a vast library of excellent games, many of which can, again, be picked up for not very much money at all. Wii U is an HD console that can be connected to a modern TV, but the original Wii is a standard-definition console, though it can still be hooked up to a modern TV via component cables for a 480p "Enhanced Definition" picture. If you don't have component inputs on your TV, you will probably want to run an original Wii through a scaler, as composite or SCART inputs on modern HDTVs — if they even have them any more, which I'm sure some models don't — are complete cack.

pexels-photo-28978363.jpeg
Photo by Mahmoud Yahyaoui on Pexels.com

Speaking of standard definition, this brings us onto the other worthwhile investment: a PlayStation 2. Again, you can actually run one of these through component cables — and even get an actual high-definition signal with a few very specific games — but you will probably want to also grab yourself a scaler if you take your PS2 gaming seriously. And you should take your PS2 gaming seriously, as the system plays host to one of the richest, most diverse libraries of any system ever released, with titles ranging from bargain bin puzzlers to sprawling epic, cinematic affairs — and some of the best RPGs ever created. While the latter can command high prices these days, many PS2 games — and good ones! — can be picked up for not very much money, making it easy to build a library of stuff that will keep you busy for a good long while.

If you're feeling flush, an original Xbox and Nintendo Gamecube are worthwhile investments, as both have some nice exclusives and in the case of multiplatform games, Xbox and/or Gamecube versions are often superior to their PS2 counterparts. Do note, however, that original Xboxes sometimes need a bit of maintenance, and Gamecube games tend to be significantly more expensive than equivalent games on other platforms from the same period. Also be aware that the earlier models of Wii also play Gamecube games, so you may not even need to buy a separate Gamecube if you're lucky enough to track down one of those. (You can tell if you have one of those by if it has a removable panel with Gamecube controller ports underneath.)


Let's price a starter setup as outlined above from a hardware perspective:

£ 89.99 - Evercade VS-R
£264.00 - MiSTer Multisystem 2 (analogue-compatible model)
£ 47.99 - 512GB microSD card (price from Amazon 22/6/2026)
£110.00 - Xbox 360 250GB "E" model (unboxed from CEX 22/6/2026)
£ 65.00 - Nintendo Wii (unboxed from CEX 22/6/2026)
=======
£576.98

About half the price of the top-end Steam Machine, and between that lot, you should have access to more than enough games to keep you busy for a very long time indeed — and no need to spend half your life complaining about derivative triple-A trend-chasing, microtransactions, mandatory 50GB updates, lengthy install processes and shoehorned-in multiplayer modes.

Plus if you have friends over, they'll think your setup is super cool. And if they don't, question whether they really were your friends in the first place.


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#oneaday Day 744: Trying to maintain hope https://imnotdoctorwho.moegamer.net/2026/06/21/oneaday-day-744-trying-to-maintain-hope/ https://imnotdoctorwho.moegamer.net/2026/06/21/oneaday-day-744-trying-to-maintain-hope/#comments Sun, 21 Jun 2026 23:26:50 +0000 https://imnotdoctorwho.moegamer.net/?p=40410 I am trying so hard to hang onto hope that we will find Oliver, or that he will just wander back in one day as if nothing happened, but with him being gone for three weeks from today, it is getting tougher and tougher to maintain that hope — and it's all the harder seeing … Continue reading #oneaday Day 744: Trying to maintain hope

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I am trying so hard to hang onto hope that we will find Oliver, or that he will just wander back in one day as if nothing happened, but with him being gone for three weeks from today, it is getting tougher and tougher to maintain that hope — and it's all the harder seeing other people on platforms like Facebook who have been going through the same thing ending up getting safely reunited with their beloved pets. I don't like feeling jealousy about such things, but I can't deny I have felt that way to a certain extent. I have done all the same things they have; why hasn't it brought our boy home yet?

That's not to say we're giving up on him — we had a single possible but completely unconfirmed sighting of a cat that may or may not have been him in the woods some distance from our house (but within a plausible radius of where he might have roamed over the course of three weeks) and thus have spent several sessions combing that section of woods at various times of day to no avail; I went yesterday afternoon after we got the comment; we got up early and went at dawn this morning; and I walked all the way from our house to this part of the woods this evening. There was no sign of him at any point.

I don't even know if we're looking in the right place. There are so many potential places he could have gone. The thing with the area we live in, known as Lordswood, is that there's a fucking great wood covering a lot of it, and thus if he found his way into there, which is entirely possible, heaven only knows how we're ever going to track him down and bring him home.

The one thing I am trying to tell myself is that when I make an excursion like this evening, I am hopefully leaving some sort of scent trail that might help him to find his way home. Lord knows I was sweating enough to leave a stink trail by the time I finished my wanderings this evening, but who knows if that's enough? I certainly don't, because as I've said, we've seen absolutely no sign of him anywhere for the last three weeks, meaning we have no idea if we're looking in even the right direction. That said, given how we believe he escaped and the fact he did not appear on the cameras mounted on the front of our house when he did so, we have an instinctive feeling as to which way he went, but no actual proof.

I haven't ruled out the possibility that he has been taken in by someone, either. And if that has happened, I have no idea how we'll find him, because if the people who take him in never take him to the vet or a shelter or get his microchip scanned by a volunteer, he won't get flagged up as his home being here, and the fact he is away from a family who love and miss him very much. If this is what has happened, I just hope that they will do the decent thing.

If that is not what has happened, I am at something of a loss as to what else I can do at this point.


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#oneaday Day 743: Talk therapy https://imnotdoctorwho.moegamer.net/2026/06/20/oneaday-day-743-talk-therapy/ https://imnotdoctorwho.moegamer.net/2026/06/20/oneaday-day-743-talk-therapy/#respond Sat, 20 Jun 2026 18:23:13 +0000 https://imnotdoctorwho.moegamer.net/?p=40407 I've alluded to it a bit recently, but I thought I'd talk specifically about it today. For the last little while, I have been attending talk therapy. I have been meaning to do this for a long time, because there are lots of people I know and trust who have made use of it, but … Continue reading #oneaday Day 743: Talk therapy

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I've alluded to it a bit recently, but I thought I'd talk specifically about it today. For the last little while, I have been attending talk therapy. I have been meaning to do this for a long time, because there are lots of people I know and trust who have made use of it, but I always found the prospect of choosing a therapist and actually getting started on the whole process to be extremely daunting. How do you pick the "right" one for you? What do all the different "approaches" mean? Can I really afford to do this?

woman lying on the couch at a therapy session
Not an image of either my therapist or me. Photo by Timur Weber on Pexels.com

Well, the answer to the last one was easy; at some point in the last couple of years, I feel like I've got to a point where I'm in a relatively comfortable position in terms of finances — after many years of finding money an absolutely panic-inducing but unavoidable aspect of life, this is good — and thus I didn't feel that making what is a fairly substantial financial commitment to my own wellbeing was something that would be inadvisable.

Technically, you can get talk therapy on the NHS, of course, but my past experiences with that haven't been great — because yes, I've tried. In practice, what happened was that I got referred to a scheme by my GP, but left to my own devices to follow it up — something which I found very difficult to do — and when I finally mustered the courage to join said scheme, I found it absolutely, definitely did not fit my needs at all, as it was a group therapy session, and that was not a situation where I felt, in any way, comfortable.

I'd stumbled across a local organisation known as The Empathy Project a few times during past sessions of research, so this time around I decided to actually be proactive and contact them directly. Their therapists aren't the cheapest around — though they do have a scheme where those on more limited incomes can take advantage of semi-subsidised sessions — but they seemed like a legitimate organisation, and as good a place as any to actually see if Getting Some Professional Help was actually, well, helpful.

I will add that I started attending therapy sessions well before my current situation with Oliver, so thankfully I was in a somewhat more coherent, clear-headed place than I am right now — and I am glad that I already had everything sorted out well before I, as you might look at it, really needed this kind of support.

Anyway, to those of you considering starting some sort of talk therapy: I recommend it. It is Very Good to have a place where you feel like you can say the things that perhaps on a day-to-day basis you don't feel you get the opportunity to say under normal circumstances — or which, for one reason or another, you don't feel comfortable expressing. It is Very Good to have a place you can go where someone will listen to whatever you have to say, however much difficulty you might have explaining it, or however worried you might be about people not taking it seriously. It is Very Good to have a place where, if necessary, you can burst into tears and the only other person present there knows how to handle that.

Therapy is not a magic bullet solution to all the things that ail your mind. Mental health is complicated, and many of the things you struggle with are likely to be ingrained over the course of years, even decades. You will have times where you feel like you make progress, and times where you feel like things have gone a bit backwards. But it is a place where there are no wrong answers to difficult, abstract questions, and where, if you allow yourself to let go of many of the usual social restraints you might place upon yourself when around family and friends, you can freely express things that have been bothering you — and perhaps come to realise quite how much some of them have actually been affecting you. At the other end of the spectrum, it is also sometimes the case that things which have felt like they have taken over your entire life for a certain period sometimes just need you to be able to talk about them in a safe, non-confrontational and non-judgemental environment.

All this is to say that in the time I've spent in therapy so far, I've found it very helpful. I still have a lot of work to do on a lot of things about my life and my mental health, but already I have found myself able to acknowledge a bunch of things that are perhaps difficult to contemplate independently, to say the least — and I'm sure I will continue to discover things in subsequent sessions. I just need to get through this current particularly bleak episode in the saga of my life to be able to move forwards.


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#oneaday Day 742: Crash and burn https://imnotdoctorwho.moegamer.net/2026/06/19/oneaday-day-742-crash-and-burn/ https://imnotdoctorwho.moegamer.net/2026/06/19/oneaday-day-742-crash-and-burn/#comments Fri, 19 Jun 2026 22:16:14 +0000 https://imnotdoctorwho.moegamer.net/?p=40403 There is increasing talk of the video games industry staring down an honest-to-goodness crash — and this time around, unlike the notorious Great Global Video Game Crash of North America from 1983, it looks very much like it could be one that will happen across the world. All this said, I feel like, at this … Continue reading #oneaday Day 742: Crash and burn

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There is increasing talk of the video games industry staring down an honest-to-goodness crash — and this time around, unlike the notorious Great Global Video Game Crash of North America from 1983, it looks very much like it could be one that will happen across the world. All this said, I feel like, at this point, there is enough disparity between the bit that will be affected by it and the bit that will be able to continue on regardless for the latter to be able to survive comfortably.

dramatic fireball explosion with dark smoke
Photo by Edu Raw on Pexels.com

This will, in its own curious way, reflect what happened in 1983, where a significant portion of the game-playing world — the UK and Europe, notably — were blissfully unaware of the problems the broader games business were suffering, because they were enjoying the fruits of a thriving cottage games industry. Here in the UK, we had no idea a "crash" was happening across the pond because we were all cheerfully buying £1.99 Mastertronic tapes from our local corner shop.

Something's gotta give, though, because the relentless torrent of shit that is coming out from shareholder-beholden companies — particularly with regard to the odiousness that is generative AI — is completely unsustainable. And we've reached a point where all but the most ardent bootlickers are feeling more and more emboldened to criticise what's going on — though sadly this also coincides with a period where thousands of people are being laid off and games aren't actually getting any better.

Take this statement attributed to Sony, posted on Bluesky earlier today:

How AI evolves the PlayStation experience 

•	As AI lowers barriers to creation and increases the volume and diversity of content, the PlayStation platform and studios are expected to remain critical in delivering high quality experiences and helping players discover the right content in an increasingly crowded landscape. 
•	Within the studio business, AI powered tools are automating repetitive workflows and improving productivity across areas such as software development, quality assurance, 3D modeling, and animation, allowing production teams to focus on building richer worlds and gameplay experiences.
•	Across the platform business, AI is driving efficiency, personalization, and customer value at scale, while continued investments in AI and machine learning are expected to push visual fidelity forward and deliver higher quality player experiences.
•	Overall, AI is expected to unleash the creativity of Sony Interactive Entertainment’s studios, power a more curated and consumer-centric platform, and enhance the PlayStation experience, supported by its global player base, deep IP library, and integrated ecosystem.

This is a complete nothing of a statement! It says nothing! It gives precisely no examples of how AI "improves productivity", "drives efficiency, personalisation and customer value at scale" and "unleashes the creativity of Sony Interactive Entertainment's studios"! It is five paragraphs that explain nothing and say nothing, but which exist purely to, supposedly, placate shareholders who, apparently, have absolutely no functioning brain cells between them and desire nothing more than every stupid fucking company to follow every stupid fucking trend in existence, even when they are demonstrably, actively harmful and just plain shit!

I am mildly heartened that a number of developers are starting to speak up a bit more about this. There's a good piece on Aftermath on the subject, and another on gamesindustry.biz. There are still the annoying sycophants in every single comments section who all parrot the exact same lines about "the genie being out of the bottle" and "get used to AI or get left behind", but there is, I feel, increasing resistance to that side of things. A lot of smaller-scale developers are also making a good name for themselves by saying, out loud, and prominently, that they do not use generative AI at any point in their development process. Good!

The utterly dumbshit thing about corpos like Sony sucking Sam Altman and Wario Amodei's robophalluses is that there is not a single documented instance of a project involving generative AI being well-received by either press or public. I'm not even convinced that it's actually what shareholders want to see. The otherwise excellent Clair Obscur: Expedition 33 was soured for a lot of folks (including me) when it was found that they had used generative AI for "placeholder" (sure) assets, and likewise for the apparently also very good The Alters. New projects coming out that are revealed to be using generative AI are subject to mass shunnings and censure from press and public alike — and rightly so. It is starting to feel less and less desirable to have any involvement whatsoever in the top end of today's games industry — a once-exciting, vibrant place — and more and more understandable when people choose to focus their time and attention on both small, independent projects and retro titles.

On top of that, the very generative AI that all these shareholder-appeasing corpos are rushing to use for no real specified purpose is becoming increasingly responsible for pricing people out of games and tech! No good having "volume and diversity of content" (ugh) if no-one can fucking afford the devices to play it on, is there?

All this can easily be avoided! We have been making games for a very long time without the use of a glorified Autocorrect trained on stolen data! I find it near-impossible to believe that every game developer has suddenly completely forgotten how to do things the way we've been doing them for many years at this point, just because you can tell "Claude" to churn you out some spaghetti code using conversational English. And yet. And yet.

I don't know exactly what a "crash" is going to look like in this instance, but I feel like it's not going to be pretty — and the potential knock-on effects concern me somewhat. Like, if games consoles go away — and with the current tech pricing situation, that's a real risk — what does that then mean for people who like to collect games, and for the long-term archival of games using physical media? There are so many potentially terrible things that could happen that I don't feel like the world of video games has adequately prepared for, and it's really quite worrying.

Still, if the worst comes to the worst, I have shelves full of games, many of which are complete-on-disc or complete-on-cart, and a fully-loaded MiSTer. I could, at this point, duck out of "modern gaming" at any time — and with each passing month, it feels more and more like I might end up doing that.

To pre-empt the inevitable comments from weirdly aggressive generative AI-boosting corpo bootlickers: fuck off; you are not welcome here, if the above doesn't make that abundantly clear already, and your comments will just be deleted, so you may as well just not bother. Hope that helps!


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 741: The bubble https://imnotdoctorwho.moegamer.net/2026/06/18/oneaday-day-741-the-bubble/ https://imnotdoctorwho.moegamer.net/2026/06/18/oneaday-day-741-the-bubble/#comments Thu, 18 Jun 2026 23:45:50 +0000 https://imnotdoctorwho.moegamer.net/?p=40399 The thing people who have been fortunate enough to have never been afflicted with debilitating depression don't always understand is that the whole experience is more than just being "a bit sad", and thus it's not something you can just "snap out of" or "cheer up" from. (To be clear, those scare quotes are purely … Continue reading #oneaday Day 741: The bubble

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The thing people who have been fortunate enough to have never been afflicted with debilitating depression don't always understand is that the whole experience is more than just being "a bit sad", and thus it's not something you can just "snap out of" or "cheer up" from. (To be clear, those scare quotes are purely hypothetical; no-one has actually been disrespectful enough to declare my current feelings non-valid.) I suspect it's something that is different for everyone who experiences it, so today I thought I'd talk a bit about how I feel when I get like this.

a man in pink shirt with his head on a glass ball
Photo by Caique Araujo on Pexels.com

For me, it's like being inside a bubble of sorts. I can see the world going on around me; I can hear it; I can even interact with it. But I feel an almost total disconnect from it. It's like I'm on a slightly different plane of existence; reality kept at arm's length. Close enough to be familiar and still just about within reach, under most circumstances, but far enough away to making going about normal, everyday things varying degrees of "challenging", ranging from "begrudging reluctance" all the way up to "this feels like a completely insurmountable task that I will never be capable of". And the challenge factor doesn't necessarily relate directly to how difficult the actual task is; as an example, the simple act of talking to people I know and like right now feels very much like it's up around the "insurmountable" end of the scale. Not quite there, because I can just about carry on a conversation right now, but not something I am deliberately seeking out if I absolutely do not have to.

It can be disconcerting, and the description of it as a "bubble" is perhaps not the best one; bubbles, after all, are fragile, delicate things that can be popped at a moment's notice, while whatever encloses my mind at times like this is much more… solid-seeming. And it weighs you down; it drains the energy and vitality from your mind and body, and makes, as I say, just going about your regular, everyday business feel like an enormous effort; a toil that never ends.

And the worst thing is that being in this state is weirdly addictive. I recognise this about myself. I recognise that when I get into a state like this, something in my brain almost wants to remain this way, even though another little voice in my brain knows that it's unproductive and unhelpful, both to myself and to the people around me. It becomes a battle between different aspects of my consciousness, I guess; the more primal, emotional part of myself wants to continue to wallow in the darkness because there's a strange sort of comfort there, while what I would probably describe as the more high-functioning, pragmatic part of myself wants to tell me to… just do something, whether that's a simple thing like doing something enjoyable that might take my mind off things, or something more complex and long-term that might lead to some sort of solution (or at least resolution) to the problem I'm experiencing.

At the moment, the primal part is winning. I am right in the depths of that bubble, and normality feels a very long way away. I don't know if it's slipping further away or getting closer, either; the feeling changes from moment to moment. Sometimes I feel like I am just going to have to accept that Something Bad has happened and try to move on from it; at others, I feel like I described the other day, like everything has come to a screeching halt until this particular "episode" of my life has concluded in some fashion.

This is all very abstract I know, and I'm almost certainly mixing metaphors and whatnot. But this also just happens to be the sort of musings that dribble forth from my brain at times like this, as particularly longstanding readers of this blog will be well aware, I'm sure.

I have little doubt that I will eventually manage to make it through this particularly bleak period of my life one way or another; I have survived plenty of other episodes like this in the past, and I'm sure there are plenty more to come in the future. But right now, if I seem a bit off, or if I don't really want to talk, or you get the distinct impression I just want to be left alone… well, as I said the other day, it's probably not you, and it is most definitely me.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 740: Exhaustion https://imnotdoctorwho.moegamer.net/2026/06/17/oneaday-day-740-exhaustion/ https://imnotdoctorwho.moegamer.net/2026/06/17/oneaday-day-740-exhaustion/#comments Wed, 17 Jun 2026 20:51:19 +0000 https://imnotdoctorwho.moegamer.net/?p=40395 I am absolutely exhausted. We stayed up late last night to go on another night-time look for Oliver, and once again found absolutely no sign of him whatsoever. At this point I really am at a loss as to what I can possibly do. I bought bright head-mounted torches and an infra-red heat-sensing camera in … Continue reading #oneaday Day 740: Exhaustion

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I am absolutely exhausted. We stayed up late last night to go on another night-time look for Oliver, and once again found absolutely no sign of him whatsoever. At this point I really am at a loss as to what I can possibly do. I bought bright head-mounted torches and an infra-red heat-sensing camera in the hopes that they will make it easier to see a cat hiding, but given that we have no idea which way he went or how far he's gone in the last two and a half weeks, it feels very much like finding a needle in a haystack, and the emotional exhaustion of simply not knowing if anything we are doing is actually worthwhile is very much manifesting itself as physical exhaustion.

person in black shirt lying on a white sofa
Photo by www.kaboompics.com on Pexels.com

This is one of those times where I feel like I need to have a word with my inner self, and say that it's okay to look after me. Oliver is important, and we desperately want to find him, but if the process of searching for him, worrying about him and generally running ourselves completely ragged is having an impact on our physical wellbeing, it's probably time to take a little break, at least for one evening. Patti is also sad, upset and clearly worried about us.

We have done everything that the people who copy-paste the exact same comments onto every single "missing pet" Facebook post suggest. We have put things that he likes and things that smell of him outside, we have put food outside (which, on separate occasions, got eaten by another neighbourhood cat, and attracted a fox), we have left open the window that we believe he escaped through, we have been out calling softly for him, we have sat out in the garden having a normal conversation so he can hear us, we have motion sensors on our security cameras set to notify us the moment they see an animal.

At this point my only real possible conclusions are that he is locked in somewhere and hasn't been found yet — which, with every passing day, makes me very concerned for his wellbeing; that he has been taken by someone, either because they saw a lovely cat looking lost and thought they'd take care of it, or because of more nefarious purposes, which I don't like to think about (but also feel is probably quite unlikely); or that he is no longer with us, in which case I feel like he probably would have been found by now.

I know I keep repeating myself, but hopefully my post yesterday makes it clear why. I do not feel like I can "continue" with my life while I don't know what has happened to my precious boy. And I'm worried that I am going to be left feeling like this for a long time. What if we just… don't hear anything at all? What then? Are we stuck in a perpetual limbo of hoping that he'll just make it home somehow, seemingly against all odds? Or do we attempt to make our peace with the situation, try and say as best a goodbye as we can in his absence, and try to move on?

I can't bring myself to do the last one. Not yet, anyway. I still feel like one evening, we're just going to see him saunter around the corner as if nothing happened. It does sometimes end up like this, and I am hoping that this is one of those situations. But with every passing day, it's harder to hold on to that hope.

I'm off to try and distract myself. Tonight I will be having a go at Adventure of Samsara, Atari's exploratory platformer that apparently has some connections to the 2600 version of Adventure. Hopefully it takes my mind off things for a bit at least.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 739: Occupying yourself while your life is on hold https://imnotdoctorwho.moegamer.net/2026/06/16/oneaday-day-739-occupying-yourself-while-your-life-is-on-hold/ https://imnotdoctorwho.moegamer.net/2026/06/16/oneaday-day-739-occupying-yourself-while-your-life-is-on-hold/#comments Tue, 16 Jun 2026 22:26:22 +0000 https://imnotdoctorwho.moegamer.net/?p=40392 If you're anything like me, when you encounter a period of great uncertainty or emotional turmoil in your life, it can feel like your brain has pressed a big old "pause" button, making it near-impossible to even contemplate going about your life as normal. Your job feels like the least important thing in the world, … Continue reading #oneaday Day 739: Occupying yourself while your life is on hold

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If you're anything like me, when you encounter a period of great uncertainty or emotional turmoil in your life, it can feel like your brain has pressed a big old "pause" button, making it near-impossible to even contemplate going about your life as normal. Your job feels like the least important thing in the world, you feel like interacting with people in the way you usually would is the most tiring and difficult thing imaginable, and it somehow feels "wrong" to simply continue on with the things that you were doing prior to the aforementioned period of great uncertainty or emotional turmoil.

This is, inevitably, not particularly convenient or helpful, either for yourself or for people who are, for one reason or another, depending on you and your input into various aspects of their own lives, be it personal, professional or a bit of both. I unfortunately do not have a good answer for how to just "get over it" at times like this, since, as you have probably noticed from recent posts, I am slap bang in the middle of one such period right now. And I will doubtless continue to be so for quite some time. I apologise in advance to anyone I don't reply to, am rude to, have no patience for or for whom I am unable to complete a requested task. It's not you, it's very much me, but I do at least hope you have some understanding for what I am contending with.

One of the things I find most difficult about times like this is, as I talked about the other day, getting other people to understand the sheer depth of the things you are feeling, and how all-encompassing they can feel. I feel like not everyone's brain presses that big tempting "pause" button when something like this happens; some folks can, I suspect, handle things a lot better than I can. Or, no, that's perhaps not fair to myself. Some folks, I suspect, handle things differently to how I do. Regardless of self-deprecation, I envy them somewhat; the way in which they can allow their life to continue moving forward during times of great uncertainty and emotional turmoil.

Or perhaps they're just better at hiding it than I am. Perhaps they're feeling exactly the same as I do in private, but are better at "masking" the way they feel when they are around others. Putting on a brave face, stiff upper lip, that sort of thing — but breaking down in tears when they're off the clock, staring into space, feeling despair at simply not knowing what to do or how to feel.

At times like this, as I say, it can be difficult to engage with the things that would normally bring you joy, because sometimes it can feel like taking hold of a feeling of transient joy is somehow "wrong" or "disrespectful" to the thing you are uncertain, upset, sad or angry about — even if you know that it's a momentary distraction that you probably need for the sake of your own mental health. The other side of this is that when you're experiencing those feelings of great uncertainty and emotional turmoil, it can simply be difficult to focus on something that, under normal circumstances, would bring you joy, but requires a certain amount of concentration and engagement.

This is an exceedingly long-winded way of saying that I have not gone back to Final Fantasy XI since Oliver's disappearance, despite the fact that it was bringing me great joy, and would probably be an excellent distraction right now. But it just doesn't feel quite right to be going back to that just yet, which is what led me to reach for something from my shelf this evening that does not particularly require continuous concentration, focus and engagement — or, perhaps more accurately, demands a different kind of continuous concentration, focus and engagement; a kind that, when your brain is all a-churnin' with great uncertainty and emotional turmoil, you can still get along with.

For me, this is where video games that are entirely mechanics-focused come in. I am generally someone who prefers playing things with strong stories, but there are times when something that is pure mechanics is exactly what the doctor ordered. These types of experiences demand a different kind of focus to works that want you to concentrate on narrative, themes and characterisation, and they can make excellent distractions from periods of great uncertainty and emotional turmoil.

The absolute ideal form of this type of experience is something that, when you reach a "fail" state, you can jump right back into with minimal fuss, ad infinitum if necessary. In technical video game terms, the best implementation of this is a game where, when you hit a "Game Over" or equivalent, you can just press a button and be immediately playing again, ideally without any waiting around for load times or anything like that.

This evening, I have been playing some of the Atari Recharged games, which fit the bill perfectly for this sort of thing. I've had lovely boxed versions of these on my shelves for ages, but still haven't yet got around to exploring all of them fully. This evening, I have been playing Asteroids Recharged and Breakout Recharged, and they have very much been having the desired effect.

For the unfamiliar, the Atari Recharged games are modern reimaginings of classic Atari arcade games. The ones I have played all have the same structure: they have an infinite "arcade" mode, where you simply play to survive as long as possible and attain a high score, and a "challenge" mode, which consists of a large number of predefined, standalone, self-contained levels, each of which challenges you to accomplish a particular objective, often under difficult circumstances.

Both of these are excellent for calming the storm of a turbulent mind, as both function as I describe above: they demand concentration and focus without having to engage the part of your brain that deals with pesky things like words, subtext, narrative themes and characterisation, and they allow you to quickly and easily try again if you mess up. And you will mess up a lot more than you win — particularly in the arcade mode, where there is literally no way to win other than beating your own high scores, or those of people you have set your sights on from the online leaderboards.

In a way, they are "mindless", but I don't mean that in a denigratory way. There's something primal and instinctual that happens to you when you play games like this, and it leaves no room for abstract emotions. You'll feel enjoyment, satisfaction, frustration and even anger, but allow yourself to become one with the experience and you will, at least for an hour or two, forget about those feelings of great uncertainty and emotional turmoil.

It is important to give yourself an escape hatch; a lifeline. When your brain decides to put your life on pause, it often isn't healthy. It might cause you to not take as good care of yourself as you should. You might not eat properly. You might find yourself pushing away people who want to help — or at the very least want you to open up about what's wrong. It can be easy to immerse yourself in those feelings of great uncertainty and emotional turmoil; an all-encompassing, opaque black bubble of misery from which it can be very difficult to escape if you allow it to form completely.

So take those moments, as little and fleeting as they might be, and step out of that darkness for a moment. It's not a betrayal of the things you are upset about; it is allowing yourself a moment's peace, preventing you from being consumed completely, and perhaps giving you the strength to be able to pull yourself out of the mire, little by little.


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#oneaday Day 738: Spoiling Patti https://imnotdoctorwho.moegamer.net/2026/06/15/oneaday-day-738-spoiling-patti/ https://imnotdoctorwho.moegamer.net/2026/06/15/oneaday-day-738-spoiling-patti/#respond Mon, 15 Jun 2026 19:39:53 +0000 https://imnotdoctorwho.moegamer.net/?p=40389 Any time something bad happens involving a family member — and cats are family members, I will brook absolutely no argument on this front — it is easy to focus on that one member who is the focal point of whatever The Bad Thing is. In this case, the majority of our attention has, of … Continue reading #oneaday Day 738: Spoiling Patti

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Any time something bad happens involving a family member — and cats are family members, I will brook absolutely no argument on this front — it is easy to focus on that one member who is the focal point of whatever The Bad Thing is. In this case, the majority of our attention has, of course, been on Oliver, because we want nothing more than to see him back. But upon our return, we have been making a special effort to spoil our other cat, Patti, because not only has she had to deal with us being away for a week — and she doesn't like it when we go down to the shops, let alone go away for a whole week — she's had to do it with the disruption to her usual routine that comes with Oliver's absence. And Patti is very much a creature of habit.

Thankfully, as discovered by my mother-in-law, Agnes, who was looking after her while we were away (as well as looking out for Oliver on the chance he would return of his own accord), it is possible to establish a new Routine with Patti quite easily. It takes her a few days to become accustomed to the presence of Agnes — a process which always leads to initially begrudging and eventually enthusiastic acceptance of her as the temporary primary cat-caregiver — but by the time we come back they are always the best of friends.

This time around, Agnes was delighted to describe that she and Patti had established a new Routine for each day: Patti would spend each day either sitting on our bed or the windowsill, while Agnes would potter around in the garden and do all the tidying up we told her not to do while we were away, because she should be taking it easy. Then, when the evening came, Agnes would sit in my customary spot on the sofa in the living room, Patti would jump up, and Agnes would brush Patti. This became such an established Routine over the course of the last week that apparently on the one evening where Agnes did not follow this Routine, Patti went and fetched her from the other room until she got her nightly brushing to her satisfaction.

Patti is spoiled. She has been ever since we got her. She didn't have the best start in life, as she was apparently abandoned by her previous owners, and this led to her being a somewhat nervous, timid girl, especially around strangers. This, of course, led to us wanting to create the happiest, most safe-feeling home she could possibly have. She deserves it, we figured. Our hearts melted the moment we met her, and she has been the most wonderful companion ever since.

She will habitually run and hide whenever someone unfamiliar (or someone who simply hasn't been here for a while) comes into the house, but she is loving, tactile and very vocal with the pair of us. When we first met her at the local shelter, she was described as a "lovely girl" but "shy". What they didn't tell us — or they didn't know — was that those two things were not simple descriptors of her personality, but rather her two different, distinct modes. She is a lovely girl sometimes (with us), but she is shy at others (around strangers). I see the fact that her lovely girl side has only flourished over the years she has been with us as reflecting well on us as her caregivers — something which we would probably both do well to remember while we keep blaming ourselves for Oliver's disappearance.

So yes, although Agnes has gone home this evening, Patti has had her brush on the sofa. She knows something is wrong — how could she not, with Oliver's sudden absence, because Oliver absolutely adores Patti to a degree that she would sometimes rather he tone down a bit — but she has seemingly already come to the understanding that we are doing our very best to return things to normality as much as we can. I hope and pray that means we can return Oliver to her as soon as we can — but regardless of what happens, she is going to get even more love, care and attention than she already does. She is our little princess, and she deserves all the happiness in the world. I just want, more than anything, to reunite her with her annoying little brother, and for our family to be whole again.


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#oneaday Day 737: Returning to reality https://imnotdoctorwho.moegamer.net/2026/06/14/oneaday-day-737-returning-to-reality/ https://imnotdoctorwho.moegamer.net/2026/06/14/oneaday-day-737-returning-to-reality/#respond Sun, 14 Jun 2026 23:09:40 +0000 https://imnotdoctorwho.moegamer.net/?p=40385 We go home tomorrow, which is going to be somewhat bittersweet, as I'm sure you can imagine. There has been absolutely no sign of Oliver over the course of the last week, no contact from anyone who has seen him, no sightings reported on social media and — perhaps thankfully? — no reports that he … Continue reading #oneaday Day 737: Returning to reality

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We go home tomorrow, which is going to be somewhat bittersweet, as I'm sure you can imagine. There has been absolutely no sign of Oliver over the course of the last week, no contact from anyone who has seen him, no sightings reported on social media and — perhaps thankfully? — no reports that he has passed away. So I choose to believe that he is still out there, somewhere, just waiting for us to find him. Perhaps it's all a game to him. He does love a game.

grayscale photography of concrete road during daytime
Photo by Airam Vargas on Pexels.com

I am, of course, still absolutely sick with worry. It has been two weeks today that he went missing, and whatever happens, I am always, always going to be wondering if there was more we could have done — more we should have done. There are zillions of online resources out there saying what you "should" do when a cat goes missing, but a significant proportion of them appear to be AI-generated drivel and pseudoscience.

I am not willing to give up on him, though. At this point, it feels like it will be unlikely that he will come home by himself for whatever reason, but I still want to go looking for him and will be doing so when we return home tomorrow. I don't know if I will be able to achieve anything — over the course of two weeks, it's entirely possible he could have gone a long way, although most supposed "experts" (with the caveat above) seem to believe that cats who spend the majority of their time indoors, as Oliver did, won't have actually ventured very far, and are probably hiding silently somewhere they feel is "safe". This, unfortunately, makes them extremely difficult to track down; the most supposedly reliable advice appears to be to bring things that are "familiar" to them — things that they recognise the smell or sound of.

Part of me is concerned that he has simply been taken by someone. Not necessarily stolen as such, but perhaps he was seen somewhere, the owner didn't think to get his microchip checked, and now thinks that they have a wonderful new cat in their family. If that has happened, I have absolutely no idea how we would go about finding him — although if this has happened, his status will be flagged up if and when he is taken to the vets or a shelter or something, and that, in turn, would allow us to be reunited. But that, of course, depends on the person in question thinking to take him to a vet or shelter — if indeed this is the situation in which he has found himself.

As I've said repeatedly over the course of the last two weeks, though, the absolutely impossible thing throughout all this is just not knowing anything. What made him jump out of the window? Which way did he go? Was he just exploring, or was he running from something? Is he hurt? Is he hungry? Has he been taking care of himself for the last two weeks? Has someone else been taking care of him for the last two weeks? I don't have any answers, and these myriad questions swirling around my brain are driving me absolutely spare.

I'm supposed to be going back to work on Tuesday, and it'll be right back into a difficult, stressful time, too. Honestly I'm not sure I'm going to be able to cope. I am wracked with pain, sadness, guilt, anger, frustration and all manner of other emotions, and I still don't really know how to process any of them, or how to direct any of them in a vaguely productive direction — either for getting some work done, or for tracking down our precious boy.

As with any difficult time, I guess it's just going to have to be a "one step at a time" sort of situation. I want to think this is all going to end happily and become a funny story to share in the years to come, but I am also fearing the worst. I don't want to lose him. He is so, so precious to me.

There is nothing I can do from where I am right now, though. Tomorrow is a new day, and we can decide what we need to do from there. So the best thing I can probably do at the moment is get some rest and try to come to tomorrow as alert and refreshed as is possible under the circumstances.


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#oneaday Day 736: The sewage of social media https://imnotdoctorwho.moegamer.net/2026/06/13/oneaday-day-736-the-sewage-of-social-media/ https://imnotdoctorwho.moegamer.net/2026/06/13/oneaday-day-736-the-sewage-of-social-media/#respond Sat, 13 Jun 2026 23:25:06 +0000 https://imnotdoctorwho.moegamer.net/?p=40379 In the hunt for Oliver, I have been obliged to make use of two sites that I have, up until now, generally avoided using at all costs — those being Facebook and Nextdoor. And my experiences attempting to make use of them now they might actually be useful have not done much to change my … Continue reading #oneaday Day 736: The sewage of social media

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In the hunt for Oliver, I have been obliged to make use of two sites that I have, up until now, generally avoided using at all costs — those being Facebook and Nextdoor. And my experiences attempting to make use of them now they might actually be useful have not done much to change my mind about them.

pipe with sewage
Photo by Joseph Russo on Pexels.com

Both of them suffer from pretty much the same problems, and both are a result of the now well-documented phenomenon that is enshittification. In fact, it's almost uncanny how similar the two platforms' problems are — with the only real difference being that Nextdoor isn't trying to push AI-generated softcore porn "Reels" at me every five posts.

One of the main problems with both of these sites — and with a lot of other social media sites in general — is their insistence on providing a non-chronological feed of Stuff. Instead, they decide to surface relentless parades of absolute sewage that their mysterious "algorithms" believe are "Relevant" to you. In practice, what this means is that you get bombarded with a bunch of stuff that you don't give a shit about — often repeatedly. And the stuff in question is, more often than not, spam or outright scams.

On Nextdoor, for example, there's a post that is supposedly from an alcoholic person that keeps showing up in my feed despite my having shown no indication of any interest in it. I don't know what the point of the post is and I don't really want to know, but I have a sneaking suspicion that it's some form of advertising. Likewise, on Facebook, I'm continually confronted with "Suggested" posts that are very clearly adverts, but positioned in a way that is clearly designed to be incredibly deceptive towards those who aren't particularly Internet-savvy.

Then there's the notifications. Oh, God the notifications. Nextdoor is the worst for this by a significant margin. Given that the only thing I have posted on there is the request for people to look out for Oliver, one might naturally assume that the only notifications I might be interested in would be responses to that post. But no! Here's what my notifications look like as of this evening:

Last 7 days
Chris Peart: I'm fed up with parking, there is no consideration for people who use there drives! 


15h
Claire Purdue joined about a km from you. 

1d
Susan Coleman: To the irresponsible person who thought it was a good idea to leave a pile of dog poo... 

1d

Karen Cousens: Anyone know what's going on with Lordswood Road? There are still signs up saying no... 

2d
Emily Love: My brothers 2 cats have not been seen for a few days. Has anyone in the Bryanston... 


4d

Beryl Macklin: Bin men just been . My garden bin was full but not over flowing or stuff caught in...

You will notice that none of these posts are anything to do with Oliver. You may also know that none of these posts are from people that I know. I'm not even convinced that they're all from people in the same area as me.

I get the intent behind this shit: the idea of Nextdoor is that it is supposed to build a community of neighbours, and one way of getting neighbours to recognise one another is to stuff them into each others' notifications, whether you want them or not. But this is not useful! The very point of notifications is so that you can get notified when something happens that you have been waiting to hear about! When you're dealing with a stressful situation like losing a pet, the last fucking thing you want is to see a notification pop up, think that someone might have a lead on your precious companion, only to find that it's someone who doesn't know which "there" to use whingeing about bin men or complaining about parking or some other such crap.

I don't have a great deal of faith that either of these sites are going to help us find Oliver. The one vaguely positive thing I can say in Facebook's favour specifically is that members of "lost pet" groups are proactive in resharing people's posts to other groups that you might not have joined yourself. That increases the visibility of your original post and, in theory, makes it more likely that it might cross the path of someone who might be able to help — although that, unfortunately, has not happened as yet.

Still, it's something, at least, and posting on these places is something that I can at least monitor while we're away from the house. It hasn't come to anything as yet, but it only has to come to something once for it to have been worthwhile. So I guess we'll have to wait and see — but I suspect once we get home, it will be back to searching for him ourselves and hoping, wishing, praying for his eventual safe return.

It's our last full day away tomorrow, and that will also mark two weeks since Oliver went missing. I still don't know how to feel, other than sad, upset and frustrated. But in a couple of days' time, we're going to have to at least attempt to move on with our lives as best we can in the meantime, and whatever happens from thereon, happens.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 735: Many distractions https://imnotdoctorwho.moegamer.net/2026/06/12/oneaday-day-735-many-distractions/ https://imnotdoctorwho.moegamer.net/2026/06/12/oneaday-day-735-many-distractions/#comments Fri, 12 Jun 2026 22:23:35 +0000 https://imnotdoctorwho.moegamer.net/?p=40376 We have both been feeling pretty upset today — like, breaking down in tears upset — so, during moments of clarity, we attempted to get out a bit and actually do some things rather than spending the entire day miserable. We actually ended up having a rather busy day as a result. This began with … Continue reading #oneaday Day 735: Many distractions

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We have both been feeling pretty upset today — like, breaking down in tears upset — so, during moments of clarity, we attempted to get out a bit and actually do some things rather than spending the entire day miserable. We actually ended up having a rather busy day as a result.

This began with our customary trip to the one restaurant we always pay a visit when we come to Center Parcs: The Pancake House, an establishment that, I believe, is fairly self-explanatory. They offer an excellent range of both sweet and savoury pancakes, and you can have each dish made with a large Dutch pancake, a stack of American pancakes, or an omelette if you're some sort of crazy person.

We both went for our usual orders: Andie had the apple and cinnamon crumble pancakes on Dutch, and I had the "New Yorker" (pictured), which is listed under "sweet" pancakes but is actually just a stack of American pancakes with bacon and (optionally) a fried egg, plus maple syrup. Very good.

After that, we weren't quite ready to return to the lodge and potential intrusive thoughts, so we went to go and play pool for a bit. I haven't played pool for a long time and have always sucked at it, but thankfully Andie also sucks at it too, so we had a fairly even best-of-three session. Andie ended up beating me 2-1, and it was deserved. I played well in my first game (which I won) and got pretty consistently worse with each subsequent game. My excuse is that it was hot and sweaty and humid in the pool hall, and I'm sticking to it.

Following that, we came back to the lodge to sit for a bit; I played a bit of Ace Attorney and Andie stared at a knitting project she's had trouble starting. Then we thought going for a swim would be a nice distraction; turns out that it was. A bit of time in the outdoor Sprudel pool and bubbly jacuzzi was nice and relaxing, then we went down one of the water slides, played in the wave machine for a bit, and then we were ready to head back and have some dinner.

All in all, although we're both still very sad and anxious, today ended up being about as nice a day as it's possible to have under the circumstances, and a demonstration of something that is always worth remembering during your bleakest moments: sometimes it pays to just get up, get out and go do something rather than staring into the middle distance being miserable about something which, at that exact moment, you cannot really do anything about.

Tomorrow we will still feel sad and anxious, I am sure. There will be many more tears before we get any sort of closure on this whole horrible situation, I am equally sure. But I will keep telling myself: it is important to continue to take care of yourself, as well as worrying about the wellbeing of those who are precious to you.


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#oneaday Day 734: Wildlife https://imnotdoctorwho.moegamer.net/2026/06/11/oneaday-day-734-wildlife/ https://imnotdoctorwho.moegamer.net/2026/06/11/oneaday-day-734-wildlife/#comments Thu, 11 Jun 2026 23:32:16 +0000 https://imnotdoctorwho.moegamer.net/?p=40372 One of the nicest things about Center Parcs is that there is an absolute ton of incredibly tame wildlife around the place. Just today, we have seen a wild cat, several deer, a variety of birds and a bunch of squirrels. I will, of course, grant you that the reason the wildlife is so very … Continue reading #oneaday Day 734: Wildlife

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One of the nicest things about Center Parcs is that there is an absolute ton of incredibly tame wildlife around the place. Just today, we have seen a wild cat, several deer, a variety of birds and a bunch of squirrels.

I will, of course, grant you that the reason the wildlife is so very tame is because it has been so thoroughly spoiled by the humans in this space — and I won't pretend that we are immune to such temptations. Not only that, I will not deny that it is probably bad for wildlife to become dependent on food provided by humans. But I prefer to look at it as these animals coming to live in harmony with the people who visit here; it's abundantly clear that they're all more than capable of taking care of themselves in the wild, they just enjoy getting a treat or two from the suckers who inhabit the various lodges.

Discovering that the site here plays host to wild cats was one of the strangest things. I don't think I had ever seen a wild cat prior to coming here a few years back, but apparently there are so many on the site that it's a bit of a problem at times, as you can probably imagine. Non-domesticated cats have a tendency to breed, after all, and cats are pretty good predators at the best of times, so one can imagine that it's easy to throw a delicate natural balance out of whack if the population explodes too much.

Thus, it's unsurprising to see that at least some of the wild cats here show signs of if not having been "domesticated" as such, then at least kept under control somewhat. A particularly persistent (and seemingly well-fed) one that kept paying us a visit today had a clipped ear, for example, which suggests at the very least that she exists on someone's records somewhere, and likely has been neutered in an attempt to keep the population under control.

Is that really "natural balance" if humanity has to intervene in that way? Perhaps not, but the very nature of the site has already thrown the natural balance out of things somewhat out of whack anyway, so I suspect the most sensible thing to do is at least attempt to compensate for such things as best we know how. I do not know a thing about how one goes about such things, but I'm sure there are men with graphs and flipcharts who have calculated things very effectively at some point in the management process of this whole place.

Anyway, my point is: it is nice to be able to open your curtains and see a deer, or a squirrel, or a jay, or a cat. They all seem to be having a thoroughly lovely time, and I'm not about to stop them doing so.

Meanwhile, we're hanging in here, just about. The animal friends are helping a bit.


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#oneaday Day 733: Distractions https://imnotdoctorwho.moegamer.net/2026/06/10/oneaday-day-733-distractions/ https://imnotdoctorwho.moegamer.net/2026/06/10/oneaday-day-733-distractions/#respond Wed, 10 Jun 2026 23:01:02 +0000 https://imnotdoctorwho.moegamer.net/?p=40356 Today we went to the swimming pool, the central attraction of most Center Parcs sites. We had a good time having a little swim in the nice warm outdoor "Sprudel pool" and sitting stewing in the outdoor jacuzzi for a bit. For the rest of the day, we've been trying to relax as best we … Continue reading #oneaday Day 733: Distractions

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Today we went to the swimming pool, the central attraction of most Center Parcs sites. We had a good time having a little swim in the nice warm outdoor "Sprudel pool" and sitting stewing in the outdoor jacuzzi for a bit. For the rest of the day, we've been trying to relax as best we can: eating good food, watching the wildlife out of the window, and in my case, finally getting around to replaying Ace Attorney: Trials & Tribulations in its Nintendo Switch incarnation. The last time I played this, it was on DS, so it's nice to play it on the big screen.

Pic, again, unrelated, but I thought you might like to see a deer.

The distractions have been good and welcome, but it's still tough, I don't think either of us will deny that. But we are at least managing to have a reasonably good time while we're away, which is the important thing. In some respects it might even be a good thing that we don't hear anything while we're away, as it means that the worst hasn't happened — or if it has, no-one has found him as yet. That means, I like to think, that he's still out there somewhere, waiting to be found — or perhaps just waiting to wander his way back one day and saunter in as if nothing had happened.

Stranger things have happened, as I've said a few times before; cats are well-known for their independence, after all, and even my beloved family pet from when I was a child disappeared for six whole weeks once, apparently. I don't remember this at all; I guess I must have been too young to remember when it happened. I do remember the time she got hit by a car and fled into a bush in a nearby field; we managed to track her down, get her to the vet, and she eventually made a full recovery, going on to live a very long, full and happy 17 years of life.

But still. As I keep saying, it almost doesn't bear thinking about right now, as far away from the situation as we are in physical terms. And I think we are slowly coming to terms with various unfortunate truths… or at least possibilities. None of them are particularly nice possibilities to contemplate, and thinking about them too much still upsets the both of us… but we are, gradually, bit by bit, able to get through each day without becoming completely non-functional.

It remains to be seen how we'll be when we get back, of course, depending on what — if anything — has transpired in the meantime. I feel like the best case scenario at this point is that he's found wandering around somewhere, taken to a vet, gets his microchipped scanned (which will immediately flag him both as missing and as living with us) and will thus be able to return to us safe and sound. But that is, I am aware, a very optimistic hope for how this will all end up.

I guess there's no point wondering "what if". The human brain doesn't work that way, however; the human brain, it seems, is uniquely designed to wonder "what if" as much as possible, as often as possible. And it's a function that, at least in my brain, it's near-impossible to turn off.

Still. It's the end of another day and, as always, we continue. Tomorrow is yet another day, and it remains to be seen what it will bring.


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#oneaday Day 732: Quiet contemplation is not always ideal https://imnotdoctorwho.moegamer.net/2026/06/09/oneaday-day-732-quiet-contemplation-is-not-always-ideal/ https://imnotdoctorwho.moegamer.net/2026/06/09/oneaday-day-732-quiet-contemplation-is-not-always-ideal/#comments Tue, 09 Jun 2026 23:13:55 +0000 https://imnotdoctorwho.moegamer.net/?p=40353 Today was our visit to the "Aqua Sana" spa here at Center Parcs, and before the events of last week happened, we were both greatly looking forward to having a day of relaxation and pampering. We did manage that for the most part, but we also found that when you get into a situation where … Continue reading #oneaday Day 732: Quiet contemplation is not always ideal

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Today was our visit to the "Aqua Sana" spa here at Center Parcs, and before the events of last week happened, we were both greatly looking forward to having a day of relaxation and pampering. We did manage that for the most part, but we also found that when you get into a situation where you can relax somewhat, your mind tends to wander to places you don't necessarily want it wandering.

Pic unrelated. I just thought you might like to see a bunny. It gave us a momentary smile.

This is a problem that both Andie and I have; if we find ourselves in a silent (or near-silent) atmosphere, both our respective minds tend to go into overdrive and focus on things that are… shall we say "unproductive", or perhaps unconducive to good mental health is perhaps a better way of putting it.

To put it another way, while the Aqua Sana has plenty of absolutely lovely facilities for just lying back, relaxing and even falling asleep, the quiet, calm atmosphere of the whole place — even our fellow guests tended to speak quietly — meant that we'd often end up thinking about our dear, precious lost boy. And, as harsh as it might sound, that's not really what we wanted out of the experience; we wanted an escape for a little while, because both our respective hearts and souls are so battered, bruised and broken after all the worry and uncertainty of the last week.

Our thinking behind still coming away on our holiday was that we'd be able to draw a temporary line, enjoy ourselves as much as we could while we were away, then, if it was still necessary, continue the search upon our return; meanwhile, we knew that Andie's mum would be taking care of our house and Patti, and would be ready to welcome Oliver home if he were to find his way back by himself.

So far that has not happened, and with each passing day I find myself worrying more. Where is he? How far has he gone? Has he been able to look after himself while he is missing? Has someone taken him? Or is he in distress somewhere, alone and scared? And if that is the case, how on Earth do we find him?

I know, deep in my heart, that there is no real way that I can guarantee I will be able to find him, and I also know, deep down, that we might never see him again, or be able to say a proper goodbye if he is no longer with us. That doesn't stop it hurting, though.

Everything will be all right in the end. It always is. As my therapist says, I am a survivor. I will get through this, just like I have got through all the other challenges life has thrown my way over the years. I just never thought dear, sweet, innocent, playful little Oliver would ever present one of those challenges — at least, not for many, long, happy years of companionship, anyway.


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#oneaday Day 731: Temporary escape https://imnotdoctorwho.moegamer.net/2026/06/08/oneaday-day-731-temporary-escape/ https://imnotdoctorwho.moegamer.net/2026/06/08/oneaday-day-731-temporary-escape/#comments Mon, 08 Jun 2026 17:28:49 +0000 https://imnotdoctorwho.moegamer.net/?p=40350 Well, we did what we said we were going to do: we got away from it all. Part of me still wants to be at home waiting with open arms for Oliver to return, but it's been a week. At this point I don't know if he's more or less likely to make it home … Continue reading #oneaday Day 731: Temporary escape

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Well, we did what we said we were going to do: we got away from it all. Part of me still wants to be at home waiting with open arms for Oliver to return, but it's been a week. At this point I don't know if he's more or less likely to make it home by himself after this long; apparently typically "indoor" cats tend to return home after about 5-7 days away if they go walkabout like this, but we have something of a suspicion that Oliver, from a previous life (i.e. before he moved in with us) has some memories of Being Outside, hence his apparent eagerness to go wandering off.

Regardless, we are some distance away from, practically speaking, being able to do anything about his disappearance right now, so all we can do is attempt to enjoy ourselves. We are safely ensconced in our villa, the weather is nice, and this is the view out of the back door:

Green. Green everywhere. It is nice. I feel a certain affinity for foresty settings. I have always liked coming to Center Parcs precisely because they're all slap bang in the middle of a forest, and when I was a youngster, I always used to like trips to Waresley Wood, a nearby small woods that also, as I recall, played host to a sewage works, which was nice. You could tell which way you were going from the smell in certain areas.

I always feel somewhat mixed feelings about being out in nature. I certainly, on the whole, enjoy the experience of being in natural surroundings, and find the general environment to be rather relaxing. At the same time, though, I am always very conscious of the number of things that live in Nature that are more than willing to sting me, bite me or just generally make me very itchy. And these things are not always immediately apparent — though I do tend to tread specifically carefully when I'm in an unfamiliar and somewhat "untamed" environment; memories of enduring the irritation of a brush with some stinging nettles as a kid remain surprisingly vibrant, and I'm not keen to repeat them as a grown adult.

I am hoping the time away will help us. We have been so worried for the last week that it's just completely exhausted the pair of us. As I type this, Andie has just climbed into bed and gone to sleep. It is not even 6.30pm, but I do not blame her one bit. We have been fretting so much over our silly little man, and both of us are still worrying over him, even though we've both agreed that to just go ahead with our time away is the best possible thing we can do with regard to our own self-care.

And like I've said before: Andie's mum is looking after our house and Patti while we are away, so if Oliver does happen to show his face — or if we hear from someone who has seen him — she can take any sort of action that might be needed. Hopefully, that action will just be "shut the little bugger in and seal up all the windows for the rest of eternity" but… well, as I've said numerous times over the last week, we just don't know.

Anyway, I am going to make a specific effort to try and enjoy my holiday now. We miss you, Oliver, and we would love it if we would be able to come home to your smiling face on our return next week. For now, please be safe, take care of yourself… and go make a lot of noise at a sympathetic-looking person who will help you be reunited with us.

We have no particular plans for the rest of the day. I'm off to see if Andie actually wants to wake up at all today, or if we might as well start our holiday properly from tomorrow!


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#oneaday Day 730: Having to draw a line https://imnotdoctorwho.moegamer.net/2026/06/07/oneaday-day-730-having-to-draw-a-line/ https://imnotdoctorwho.moegamer.net/2026/06/07/oneaday-day-730-having-to-draw-a-line/#respond Sun, 07 Jun 2026 18:07:03 +0000 https://imnotdoctorwho.moegamer.net/?p=40344 I have posted more than 30 more flyers about Oliver today. Andie's mum went out calling for him last night. We have put out adverts on social media, informed the microchip company, informed our local vets, informed local cat charities. We have spent several nights staying up waiting, placing stinky pants, litter trays, favourite food … Continue reading #oneaday Day 730: Having to draw a line

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I have posted more than 30 more flyers about Oliver today. Andie's mum went out calling for him last night. We have put out adverts on social media, informed the microchip company, informed our local vets, informed local cat charities. We have spent several nights staying up waiting, placing stinky pants, litter trays, favourite food and treats outside. We have wandered around the neighbourhood in multiple directions shaking treats and calling for him. At this point I think we have no other option than to draw a line and say that we have done everything we possibly can do for the little bugger, and the only thing really left is just… to wait.

yellow line between feet
Photo by Oleh Budurov on Pexels.com

It's not giving up. It's an acknowledgement that we have made an effort to try and find him, and thus far those efforts have been unsuccessful. This could mean any of a number of things: that he's no longer with us; that he doesn't want to be found; that he's gone far enough afield that we haven't been able to run into him as yet; that he's lost and doesn't know how to find his way home; that he's ended up locked in somewhere he shouldn't be; or that someone has taken him in, perhaps even thinking "ooh, I always wanted a cat, I'll keep this one".

Since we don't know the exact reason we have been unsuccessful as yet, it seems like the most sensible thing to do is just to wait and see if any of the seeds we have planted — by which I mean the social media posts, the leaflets, the informing of various local organisations — will bear fruit. This may end in tragedy — I hope it won't, but it might — or it may end in joyous reunion (and a very, very grounded cat). At this point, we just don't know, and as I've said numerous times over the course of the last week, that is one of the most difficult things about the entire situation.

Because we don't know what has happened, we're left in a strange sort of emotional limbo, where all the things we want to feel are both correct and incorrect at the same time. For me, the things that I am holding onto the most are 1) that he hasn't been found, having been hit by a car, on the side of the road somewhere, and thus is hopefully still out there somewhere, and that 2) there are many, many stories of cats who go missing for weeks at a time, who then subsequently come home safe and sound. Apparently my childhood cat, Penny, disappeared for six full weeks at one point, because she had "moved in" with another family. My only concern about this latter potential situation is how to find him if this has happened, and if the people he is with are honest enough to get his microchip scanned and return him to us.

But here, at nearly 7pm on Sunday night, the day before we're going away on holiday, I think I have to draw a line and say "that's everything I can do… for now". Andie's mum is holding the fort while we are away, so if he does turn up he will have a welcoming face ready to spoil him rotten, and if he still hasn't shown up by the time we return, we can continue our efforts to search for him then.

As I say, it's not giving up. It's giving ourselves permission to take a step away from what has been a horrible, stressful week, and to give ourselves some very much needed self-care. I sincerely hope this story has a happy ending, but for now, I guess it is on a hiatus of sorts.


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#oneaday Day 729: The struggle for your emotions to be heard https://imnotdoctorwho.moegamer.net/2026/06/06/oneaday-day-729-the-struggle-for-your-emotions-to-be-heard/ https://imnotdoctorwho.moegamer.net/2026/06/06/oneaday-day-729-the-struggle-for-your-emotions-to-be-heard/#comments Sat, 06 Jun 2026 16:19:57 +0000 https://imnotdoctorwho.moegamer.net/?p=40339 One of the things I find difficult and, at times, frustrating to deal with, perhaps particularly as a person with an autistic spectrum condition, is properly conveying the emotions that I am feeling and the depth of those emotions. Our recent anguish over Oliver's disappearance is a prime example of this. I am feeling intense … Continue reading #oneaday Day 729: The struggle for your emotions to be heard

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One of the things I find difficult and, at times, frustrating to deal with, perhaps particularly as a person with an autistic spectrum condition, is properly conveying the emotions that I am feeling and the depth of those emotions. Our recent anguish over Oliver's disappearance is a prime example of this. I am feeling intense amounts of pain, sadness, anger, fear, grief and all manner of other emotions over this situation, on a pretty much continual basis, and yet I'm not sure if I have accurately conveyed that to anyone.

woman checking compass on trail
Photo by Ali Kazal on Pexels.com

It's not as if I haven't tried to do so. But I feel like any time I have attempted to — with the exception of my therapist yesterday, who is trained in such matters, and my family members, who have been through situations like this and thus understand — I have simply got a response that is, at best, a cursory "oh, Pete, I'm so sorry" and then nothing much after that.

I'm not really sure what I'm expecting or wanting from other people, to be honest. But something about it just doesn't quite feel… "enough", you know? I am here, devastated at the potential loss of a family member — because make no mistake, Oliver is a family member — and I feel like a lot of people I've expressed this to have pretty much forgotten this fact almost as soon as they have given the appropriate response as defined by the unwritten social contract we all agree to.

To be clear, I'm not angry at anyone who has responded this way and I'm not annoyed that very few people have reached out to see how I'm doing as the week goes on. I know that everyone has their own things going on in their lives, and their own priorities of things to care about. I cannot reasonably expect people who are not directly involved in this situation to care about it as much as I do. I know that.

But I think what the problem is, is that this is putting my overall loneliness somewhat into perspective. There simply are not very many people left in my life that I feel like I can express these things to, and that they will give a shit. It is at times like this where you really feel like you need people in your life to support you, to uplift you, to distract you from the dark thoughts swirling around inside your head, and when you simply don't really have that outside of your immediate family members, it can feel a tad difficult to deal with.

I think about how I might feel if someone close to me was dealing with such mental anguish, and how I would want to be there to support them. I think about how I have been with people who were once close to me who have been through similarly challenging periods of intense, sustained emotion. Perhaps I am the one who overdid it? Perhaps I was overbearing, smothering? I don't know. It felt like the right thing for me to do at the time, and the people in question seemed to appreciate it, too.

It's just so difficult. Like I say, I really don't know what emotion I am really "supposed" to be feeling right now, because the fact is I simply still do not know what the situation actually is. All I know is that Oliver is missing, and his condition is unknown. And until we learn something more about what has actually happened, that uncertainty is going to be probably the leading cause of the intense sadness and frustration that both Andie and I are feeling right now.


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#oneaday Day 728: Giving yourself permission to smile https://imnotdoctorwho.moegamer.net/2026/06/05/oneaday-day-728-giving-yourself-permission-to-smile/ https://imnotdoctorwho.moegamer.net/2026/06/05/oneaday-day-728-giving-yourself-permission-to-smile/#respond Fri, 05 Jun 2026 20:23:27 +0000 https://imnotdoctorwho.moegamer.net/?p=40334 The thing about a grieving process — whether it is a result of tangible loss or, as in our situation, simply not knowing what has happened — is that it can very quickly and easily become all-consuming. It can take over your entire life; your entire mind; your entire heart; your entire soul. There isn't … Continue reading #oneaday Day 728: Giving yourself permission to smile

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The thing about a grieving process — whether it is a result of tangible loss or, as in our situation, simply not knowing what has happened — is that it can very quickly and easily become all-consuming. It can take over your entire life; your entire mind; your entire heart; your entire soul.

silhouette of man sitting in contemplation
Photo by Andrew Patrick Photo on Pexels.com

There isn't necessarily anything wrong with that. Suffering a loss, regardless of the circumstances, is a difficult thing to contend with, and each of us approach the situation differently. Some of us prefer to completely, wilfully enrobe ourselves in the darkness for a time, then come out of the other side if not necessarily feeling "better", then at least feeling some form of closure and acceptance. Others of us take a more long-term approach, finding ourselves spending a portion of each day in quiet (or not-so-quiet) reflection on our loss, but trying to get on with things. Others still push all that grief and hurt down for as long as possible, then end up exploding in a passionate, emotional outburst once the pressure becomes too much for a mind, heart and soul to bear.

There is no one right way to grieve, and there is no wrong way to grieve, either. But it is easy to find yourself in a situation where you feel like you should be grieving all the time, and by extension end up feeling a curious sort of guilt if you are not actively grieving. To put it another way, one can feel like one is not "allowed" to do anything fun or joyful during a period of grief; it can feel something along the lines of "inappropriate" or "disrespectful" or maybe even "lazy" to not be actively grieving, even if that process is not particularly achieving anything. It can feel wrong to do something that you know will make yourself feel better, because some part of you wants to say that you don't deserve to feel better for one reason or another.

I know I am particularly prone to this. It happens any time I go through a grieving process. I find it very difficult to do regular, everyday things while I am going through such a process; there's a little voice in my head that repeatedly says that I should continue to feel bad about the bad thing that happened, that I should continue to be sad, that I should feel guilt over it, to the exclusion of being able to derive joy from things that, on a less unusual day, would be my go-to way of relaxing and unwinding.

I talked about this with my therapist today, and I already knew the answer, but talking about it made it easier to process. The answer is that you have to actively and explicitly give yourself permission to smile. It might feel difficult to smile, it might feel difficult to find something to smile about, but one sure-fire way of doing your own mental health a serious mischief is refusing yourself the permission to process something that is not miserable altogether. No-one can live in complete darkness in perpetuity; it's why it's a form of torture. And if there's one thing you really shouldn't do, it's torture yourself, particularly if the situation is one for which there is no real sense of culpability, and thus grounds for "punishment".

Thus, while we continue to feel all manner of emotions while we grieve for the uneasy, unknown, unresolved situation in which we find ourselves with Oliver, we must allow ourselves the permission to smile. We must allow ourselves the permission to take care of our own wellbeing. We must allow ourselves the permission to step back from the darkness and take a break to breathe, regroup, refocus and perhaps even reframe how we look at things.

This is, as you might expect, weighing very much on my mind given that we are supposed to be going on holiday on Monday. Without allowing ourselves the permission to relax while we are away, we will never be able to use that time away to rest, recover and recuperate from what has been a very trying time — and, if need be, to continue to face that trying time with renewed strength and fortitude on our return.

And thus I, here and now, give myself permission to smile. It does not mean I love Oliver any less, nor does it mean that I want him to return any less. It means that I am at least attempting to take care of myself, and the people closest to me. It's all I can do at a time where we simply do not know what will happen next.


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#oneaday Day 727: The longest days https://imnotdoctorwho.moegamer.net/2026/06/04/oneaday-day-727-the-longest-days/ https://imnotdoctorwho.moegamer.net/2026/06/04/oneaday-day-727-the-longest-days/#comments Thu, 04 Jun 2026 21:41:23 +0000 https://imnotdoctorwho.moegamer.net/?p=40331 In the grand scheme of things, it has only been a few days since Oliver went missing, but it feels like an absolute eternity. I am still refusing to give up on him — in fact, after I type this, I'm going to go out for a bit again — but it is getting very … Continue reading #oneaday Day 727: The longest days

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In the grand scheme of things, it has only been a few days since Oliver went missing, but it feels like an absolute eternity. I am still refusing to give up on him — in fact, after I type this, I'm going to go out for a bit again — but it is getting very difficult to know what to do. Should I stay around the local area, given that we have seen absolutely no sign of him? Or should we spread our search a little further afield? There's a sports centre nearby that probably has lots of bushes a cat could hide in, so I think I might wander up in that direction this evening. In the absence of any sort of clues whatsoever, I can't think of anything else to do, other than to just go around the same area we've covered for the last few nights.

Apparently mostly indoor cats are inclined to head for home after around 5-7 days of being away, and indeed in the various Facebook and Nextdoor groups I've been dropping into over the course of the last few days, there are a lot of reports of cats that just turned up again after roughly this long — a lot more reports in that regard than those that remained missing for longer, or which… I don't even want to say it, even though I know it is a distinct possibility, especially the longer he is absent.

I guess the one thing I can vaguely take heart from is that because Oliver is microchipped (as is the law now, I believe), if he was to be found, we would have heard something. And we have not heard anything, which means that he is still out there somewhere. What state he's in, I have no idea, but he is still out there somewhere. And I just have to try and cling on to that for now.

Every time Patti looks out of the window, I am hoping that I'll just see his cheeky face looking back up at us, as if to say "what?" Every time our cameras report that there is movement outside, I hope that I'll see him sauntering around the corner as if nothing had happened. Every noise I hear outside, I hope I'll see his little golden eyes shining back at me.

I guess we just have to keep looking, keep hoping and keep waiting. Andie's mum is coming down on Saturday to help us keep looking if we haven't already been able to find him (or if he hasn't already found us). She was coming down anyway to look after the cats while we go away, so we are just going to try and enjoy our holiday as best we can under the circumstances, since it is too late for us to cancel and get a refund, otherwise we would have done that. That means someone is here while we are away, and will be able to keep an eye out for him, be here if he suddenly decides or manages to come home, and be able to go pick him up or whatever is needed if someone finds him and calls him in.

My heart is broken and my mood is pitch black. I don't know what to do. No-one prepares you for something like this, because there is no way you can prepare someone for something like this. All I can really do is refuse to give up completely. Our little man must have some street smarts; our little man must be able to find his way home. He must. He must.


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#oneaday Day 726: False hope https://imnotdoctorwho.moegamer.net/2026/06/03/oneaday-day-726-false-hope/ https://imnotdoctorwho.moegamer.net/2026/06/03/oneaday-day-726-false-hope/#respond Wed, 03 Jun 2026 18:13:05 +0000 https://imnotdoctorwho.moegamer.net/?p=40328 We have run into a ginger cat in the area where our caller yesterday reported seeing him (we think it was a "him" anyway) — both at night and, just now, in the daytime, and unfortunately, it was not Oliver. This cat was a very good cat, and quite friendly — though also a tad … Continue reading #oneaday Day 726: False hope

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We have run into a ginger cat in the area where our caller yesterday reported seeing him (we think it was a "him" anyway) — both at night and, just now, in the daytime, and unfortunately, it was not Oliver. This cat was a very good cat, and quite friendly — though also a tad skittish — but it became clear before long that it wasn't our little boy.

We were extremely torn when we came across him last night, as the darkness made it difficult to see him clearly, and obviously, looking out, as we are, for a young ginger cat and then suddenly seeing one… well, you want to hope for the best, don't you? Both of us were feeling such desperation to see Oliver again that we were both having serious doubts about whether or not this cat, standing in front of us, was our special little man. Regretfully, we left him to it, as it looked like his home was somewhere near where we were looking — and when I ran into him earlier today, in the daytime, when it was much easier to see, I confirmed that it wasn't him. It didn't stop me involuntarily gasping when I first saw him come around the corner… but that hope was quickly dashed.

All this, of course, doesn't mean that he's not still out there somewhere, but it does mean that our one promising-seeming lead turned out to be unhelpful, and that is immensely demoralising. Andie is near-inconsolable right now, and I'm pretty sure if I stop Doing Things I will get into a similar state. That's why I went out on the trip where I ran into our ginger friend earlier; I can't just sit here and do nothing.

I'm gradually spreading the word online. Turns out there are quite a few places online where you can report missing pets, and not just Facebook. Some of these places want you to pay a bit, but the cost is primarily for them making a social media ad and then "boosting" it on your behalf. Don't worry, I researched all these places thoroughly before giving them any details. Naturally they want to try and reassure you that they have a solid success rate at this sort of thing, but we're both finding it very difficult right now.

Why hasn't he come home? Where has he gone? Is he hurt? Is he — and this is, of course, the one that hurts the most to consider — even still alive? The absolute worst thing about all this is not knowing. The one faint hope I cling to is that there are so many reports of cats that wandered off one evening and came back about 5-7 days later as if nothing had happened. I am hoping beyond hope that this is what will happen with Oliver — though it would be nice if he'd consider doing this a bit sooner.

As I say, the worst thing is not knowing, because it means I don't know how I should be feeling. Should I be hopeful? Should I be worried? Should I be sad? Should I be angry? Should I give up? Or should I keep believing that it'll all work out, somehow.

Unfortunately, bitter life experience has taught me that it does not, in fact, always work out, somehow. And thus, once again, we continue. Because that's all we can do.

I'm sorry this is all I'm talking about at the moment. But this is all I can think about at the moment.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 725: A spark of hope https://imnotdoctorwho.moegamer.net/2026/06/02/oneaday-day-725-a-spark-of-hope/ https://imnotdoctorwho.moegamer.net/2026/06/02/oneaday-day-725-a-spark-of-hope/#comments Tue, 02 Jun 2026 20:18:58 +0000 https://imnotdoctorwho.moegamer.net/?p=40325 Oliver still hasn't come back. We are, of course, still extremely worried and upset, and this is made all the more difficult by the fact that Patti has clearly realised something is wrong, too. She is very obviously looking around to try and find him, and earlier she let out an absolutely plaintive wail of … Continue reading #oneaday Day 725: A spark of hope

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Oliver still hasn't come back. We are, of course, still extremely worried and upset, and this is made all the more difficult by the fact that Patti has clearly realised something is wrong, too. She is very obviously looking around to try and find him, and earlier she let out an absolutely plaintive wail of a meow that made my heart absolutely break. I know, Patti. I want to make noises like that, too. But there is, at least, a faint spark of hope.

We've previously posted Oliver's picture and details on some local Facebook pages — the one thing Facebook is actually still vaguely useful for — and earlier today we took around a bunch of flyers to the houses and flats in the nearby vicinity. In the mid-afternoon I got a call from someone down the road; they weren't sure it was Oliver, but they had definitely seen a ginger cat on their back wall recently, and thought that he was "a very friendly chap".

Now, we're trying not to get our hopes up too much, because we know there is another ginger cat in the neighbourhood. The lady who called sounded like she hadn't seen the cat she saw before, however, which leads me to believe that it might, just might have been Oliver. There's also the fact that Andie has apparently encountered "the other ginger cat" and said that it was rather skittish as opposed to friendly; Oliver, meanwhile, has always got along with absolutely everyone he meets, and the personality of the cat our caller described very much sounded like him.

So we have not given up. We cannot give up. I refuse to give up. My heart is battered and bruised and broken from the last few days, and it is difficult to derive any joy from anything. But I cannot give up. I will not give up. He must be out there somewhere, and all we need to do is bring him home.

I do not yet know how we are going to do that, or indeed where he is. But this one little happening today helped me feel just one little spark of hope about the whole situation, and that is something that has been sorely needed since late on Sunday night.

I, of course, do not know how this particular episode of our lives is going to turn out. There is always the possibility that it will end in tragedy, and that is something I don't think I am prepared for. But, as my therapist has said to me on multiple occasions now, I am a survivor, and while I have faced many hardships on life's journey to date, I have made it through all of them so far.

I don't want to have to keep being a survivor, though. I want things to be nice, and happy, and free of worry, and neat. Life, however, is far from neat; simple existence is one of the messiest things imaginable, and I have not yet figured out how — or even if it's possible — to tidy it up.

And so, we continue. For now, we continue, not knowing. Tonight we will walk the streets once again in search of our beloved little man. And tomorrow is another day, whatever that might bring.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 724: Our cat is missing https://imnotdoctorwho.moegamer.net/2026/06/01/oneaday-day-724-our-cat-is-missing/ https://imnotdoctorwho.moegamer.net/2026/06/01/oneaday-day-724-our-cat-is-missing/#comments Mon, 01 Jun 2026 21:17:43 +0000 https://imnotdoctorwho.moegamer.net/?p=40321 Last night, one of the many "worst nightmare" situations a pet owner can encounter occurred: we realised that one of our beloved cats, the 3-year old ginger Oliver, was not anywhere to be seen. He often roams around the house a bit when it comes to our bedtime, so I wasn't initially concerned; I can … Continue reading #oneaday Day 724: Our cat is missing

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Last night, one of the many "worst nightmare" situations a pet owner can encounter occurred: we realised that one of our beloved cats, the 3-year old ginger Oliver, was not anywhere to be seen. He often roams around the house a bit when it comes to our bedtime, so I wasn't initially concerned; I can usually find him if I go and poke about a bit. He's not a "hider" by any means; in fact, at the witching hour, he's normally playing around. He is an indoor cat, though, so aside from his enclosed "catio" in the back garden, which he can access via a cat flap, he's not allowed out.

I became worried when I couldn't find him as quickly as I normally do, and he wasn't responding to me calling him. And thus our only conclusion is that somehow, he managed to escape, quite possibly through one of the windows we had open for ventilation. We obviously don't like to think he'd be dumb enough to fling himself out of an upstairs window, but he is a very curious boy and we have caught him sticking his head out for a look on more than one occasion.

We searched the house, including all the hiding spots we knew of. Our other cat, Patti, very much is a hider, and thus we have a pretty good understanding of the various nooks and crannies a cat can potentially get into in our house. He didn't appear to be in any of them — and he's the sort of cat who, if he got stuck somewhere, I feel would probably make some noise, particularly if we were calling for him and shaking a packet of treats.

We also checked our home security cameras, and saw that he went upstairs at just before 10.30PM. The cameras did not appear to record him coming down again, leading us to believe that he is either upstairs (seemingly unlikely, as our search would suggest) or he went out one of the upstairs windows that a cat could squeeze through with a bit of effort. The cameras could have just missed him, of course, but they're generally pretty good at catching both him and Patti.

So we did what cat owners do in this situation, and we didn't go to bed for a long time, taking a couple of wanders around the neighbourhood in the hope that we might either find him or be able to coax him out. We eventually called it a night at well after 2AM, as we both had to work in the morning and we thought we should probably at least try and get some sleep. (That didn't really happen.)

We got up again about 5AM for another look around — again, no sign of him. Or at 9AM, either. In some ways, this is mildly reassuring; we hadn't found him injured (or worse) anywhere, which leads me to the optimistic conclusion — I have to be optimistic, I have to be — that he's gone and got himself locked in someone's shed, garage, greenhouse or whatever. We've done another few "rounds" throughout the day, reported his microchip number as missing (so if someone turns him in to a vet or cat shelter or something, they can get him back to us) and posted on a few local Facebook groups. Nothing as yet, and we are both despairing.

Oliver is such a precious little boy. He is everything to us. (Apart from the bit of everything that belongs to Patti, who is also everything to us.) I feel sick to my stomach (quite literally; I've barely eaten anything all day) not knowing where he is, whether he's hurt, whether he's scared, whether he's trapped or anything really. As I say, I have to remain optimistic; I have to just tell myself that this is something that sometimes happens when you have cats — I've spoken to a lot of people who have been through this experience today, with some being left not knowing what to think for months — and I cannot, will not give up hope on my precious little boy.

It's just the absolute worst that this has happened during both a stressful time at work, and just before Andie and I are going away on holiday. The last thing we want while we're supposed to be away relaxing is not knowing what has happened to one of our beloved pets — members of our family.

If you happen to be in the Southampton area, particularly around Lordswood, here's a flyer we're going to put through some doors tomorrow. If, by some fortuitous combination of circumstances, you happen to see him, please get in touch.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 723: The Atari 8-bit doesn't get its dues https://imnotdoctorwho.moegamer.net/2026/05/31/oneaday-day-723-the-atari-8-bit-doesnt-get-its-dues/ https://imnotdoctorwho.moegamer.net/2026/05/31/oneaday-day-723-the-atari-8-bit-doesnt-get-its-dues/#respond Sun, 31 May 2026 20:57:59 +0000 https://imnotdoctorwho.moegamer.net/?p=40315 Hello. I am Pete, and I love the Atari 8-bit range of computers. You probably knew that already, but I wanted to talk about it a bit today. I think I'm probably going to make a video along these lines sometime soon — although my prior video on the announcement of The400 Mini a while … Continue reading #oneaday Day 723: The Atari 8-bit doesn't get its dues

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Hello. I am Pete, and I love the Atari 8-bit range of computers. You probably knew that already, but I wanted to talk about it a bit today.

By Evan-Amos – Own work, CC BY-SA 3.0, https://commons.wikimedia.org/w/index.php?curid=18553927

I think I'm probably going to make a video along these lines sometime soon — although my prior video on the announcement of The400 Mini a while back covers a lot of the points I'd want to cover — but it's on my mind today, so that's what we're talking about today.

One of the reasons I want to talk about Atari 8-bit computers is because I don't feel they get nearly enough respect. No, they were by no means as popular as the Commodore 64 and Spectrum — the former of which is the subject of a cover feature in Retro Gamer magazine this month — but I also feel like they had a significantly stronger foothold in the market than other "failed" micros from the era. Not only that, but they are historically very significant for a number of reasons, some of which I'll try and outline today.

This is going to be a bit of a stream-of-consciousness sort of probably autistic infodump, because I'm just banging this out as I feel like it. If and when I do decide to make a video about all this, there will probably be a bit more structure, research, that sort of thing. Like I say, this was just rattling around in my head today, though, so I wanted to at least get some thoughts down on paper. So here it is.


For the unfamiliar, the Atari 8-bit range consists of several models:

  • The Atari 400, which released in 1978, and initially features 8 kilobytes of RAM, though later revisions bumped this up a bit. This was marketed in some areas as a games machine, as it was the cheaper of the two models to release in 1978, had four joystick ports and sported a flat, supposedly spill-proof membrane keyboard to make it suitable for "family" use.
  • The Atari 800, which released alongside the 400 in 1978, and was positioned as a more "serious" machine. It had a "normal" keyboard, user-upgradable RAM (up to a maximum of 48 kilobytes) and two cartridge slots instead of one (though there were very few releases that took advantage of this) — and it cost considerably more.
  • The Atari 1200XL was the first step in a refresh of the Atari 8-bit line in 1983, intended to replace the 800. It came with 64 kilobytes of RAM, a completely redesigned case, built-in self-test features and a rather nice keyboard. It was also much too expensive and had a number of issues, causing Atari to pull it from sale before long, and to not release it in PAL territories at all.
  • The Atari 800XL (pictured above) was a do-over of the 1200XL project. It also had 64 kilobytes of RAM, the newly designed case (now not quite so deep), built-in self-test features and lovely keyboard, but also added built-in BASIC to the mix along with revisions to the operating system. It was Atari's best-selling 8-bit home computer.
  • The Atari 600XL was a cost-reduced version of the 800XL, which had an even slimmer case and only 16 kilobytes of RAM. With the 800XL replacing the 800, this was effectively the replacement for the 400, but it did not sell very well compared to its big brother.
  • The Atari 130XE was launched in 1985, after Jack Tramiel took over Atari, and was designed to look like a "little brother" to the 16-bit Atari ST. It featured 128 kilobytes of RAM, new revisions of the operating system and BASIC and a new case design, but otherwise didn't bring anything significantly new to the table. It is a nice machine, though, and my Atari 8-bit of choice.
  • The Atari 65XE was essentially identical to the 130XE, only with 64 kilobytes of RAM instead of 128.
  • The Atari XEGS was a 65XE in a console-style case with a detachable keyboard. It was positioned primarily as a games console, even more explicitly than the 400 back in 1978, but was a fully functional computer that would work with all Atari 8-bit peripherals.

Broadly speaking, these models are all cross-compatible with one another, aside from obvious exceptions such as programs that need a particular amount of RAM to run properly. There are a few compatibility issues between very early pieces of software that were designed for the 400 and 800 and the later XL/XE models, but these can usually be got around by using a "translator" program to temporarily load in an older version of the operating system, and the Atari community at large has also been hard at work patching many games to work universally on all Atari 8-bit systems.

Like most other 8-bit computers, the Atari 8-bit had three means of loading software: ROM cartridge, cassette tape or 5.25" floppy disk. ROM cartridges are incredibly simple: plug them in, turn on the machine and the software is there, ready to go. These were primarily used for games, particularly in the early days of the platform, but there are some pieces of utility or productivity software that run from cartridge, too. Notably, using a cartridge effectively allows the ROM within to "extend" the Atari's capabilities; a good example of this is the SpartaDOS X package, which adds an MS-DOS style command line for manipulating files on floppy disks.

Cassette tapes were certainly used by Atari enthusiasts, but not to the same extent as on the Commodore 64 and ZX Spectrum. The reason for this is that the tape loading system in the Atari 8-bit was significantly slower than on its main rivals, resulting in load times of half an hour or more for games that would take just a few minutes on other platforms. That said, the Atari 8-bit could make innovative use of the tape medium by playing back audio during a program — a good example of this is the Conversational Language series of packages, which teach French, German, Italian and Spanish through interactive lessons, with recorded speech coming straight off the tape and being played back through the TV speakers at the appropriate moments.

By Bilby – CC BY 3.0, https://commons.wikimedia.org/w/index.php?curid=48108881

Instead, disk drive use was very popular. There were two main disk drives in the prime of the Atari 8-bit's lifespan: the original Atari 810, which followed the design language of the 400 and 800, and the Atari 1050, which was designed to fit in alongside a 600XL or 800XL setup. There was an even later XF551 drive, but this didn't really catch on for various reasons, and these drives are a lot harder to find today.

You connected a tape deck or disk drive to the Atari via its proprietary Serial Input/Output (SIO) port, and this brings us to one of the most historically significant things about the range: SIO was designed as a universal connector for all manner of different peripherals, not just media storage devices. Sound familiar? That's right; it's very much a precursor to modern USB; Joe Decuir, who created this architecture, holds patents on USB.

SIO had a few differences to modern USB, most notably the fact that devices could be daisy-chained together. This means that even though the system only had one SIO port, you could connect multiple devices simply by linking them together. Obviously this was dependent on the device in question having a suitable port — and not every device did — but in theory you could keep on linking as required, making it easy to have, for example, setups that used multiple disk drives, and even cassette and disk simultaneously if you so desired.

Using a disk drive with the Atari 8-bits required one extra step: the use of a Disk Operating System, or DOS. Atari made its own DOS that underwent several revisions over the lifespan of the Atari 8-bit models, and although closed source and distributed under a proprietary license agreement, it could be redistributed. Good job, too, because in order to actually boot something from disk, DOS needed to be loaded first. If you wanted to be able to save BASIC programs to disk, you also needed to boot DOS from disk before starting to write your program.

The most commonly seen versions of Atari's DOS from back in the day used a menu-driven interface that allowed various disk functions such as copying and deleting files as well as locking/protecting them, loading executable files that were not set up to automatically boot when turning the computer on, formatting disks and creating new DOS disks.

Programming on the Atari used, like most of its contemporaries, a dialect of BASIC. Unlike many other BASICs at the time, it is not a version of the popular Microsoft BASIC (although this was available) and thus had a number of its own unique Atari-specific commands. Carrying out many functions, particularly relating to graphics, that would require POKEs on other platforms could be done with dedicated commands on the Atari, but conversely Atari BASIC lacked the ability to create arrays in string variables. It was, on the whole, a well-liked language, and the two main Atari magazines of the era, Page 6 and Atari User (which later merged to become New Atari User), typically printed type-in listings for all manner of programs in every issue. Not just games, either; both magazines were keen to position the Atari computers as capable, multi-function devices that were far more than just sources of entertainment.

Other programming languages were, of course, available. Those keen to get their hands dirty could write programs using 6502 assembler, while as the years went by, speedy languages such as Action! and Turbo BASIC XL came along and offered compelling alternatives to the built-in or cartridge-based BASIC that was, for many, the foundation of programming on the Atari range. These languages could be compiled into executable binaries, too, meaning that an end user would not need a copy of the language to run a program written in it.

The Atari's audio-visual capabilities were very solid. The dual ANTIC and GTIA graphics chips offered hardware scrolling, built-in "player-missile" sprites, and a wealth of different graphics modes allowing various balances between memory usage, resolution and colour depth. The POKEY chip offered four-channel audio with a good amount of customisation — although not quite as flexible as the SID chip found in the Commodore 64. It also handled a lot of the Atari 8-bit's input/output, meaning the system has the charming feature of making blippity bloop sounds when loading and saving from/to disk or tape rather than the horrific screeching heard on other platforms.

And then we come to the games. While some of the high-profile software houses — notably outfits like Ocean, Imagine, Ultimate and suchlike — refused to support the Atari 8-bit, others, like Electronic Arts and Activision, did, at least in the early days, and the budget companies like Mastertronic, Atlantis, Zeppelin and Alternative had a good presence on the platform, too. The end result of this from a 2026 perspective is that the Atari 8-bit library is largely unique, with many titles not being found on any other platforms — and in the case of multiplatform affairs, the Atari release often being a particularly good version. (There are exceptions, of course; the Atari 8-bit versions of Action Biker and The Last V8 are woeful compared to the C64 releases.)

There's also the fact that a lot of games which went on to worldwide success on a variety of platforms often originated on Atari 8-bit. All-time classics like Boulder Dash, M.U.L.E., Miner 2049'er and Spelunker debuted on Atari before spreading to other platforms, and esteemed creators like Archer Maclean were really able to make the system sing with games like Dropzone.

The only thing the library is lacking compared to its more successful 8-bit counterparts is a library of solid arcade conversions from the years following the initial early '80s "golden age"; those early '80s titles are well-covered, however, with excellent versions of Pac-Man, Dig Dug, Pole Position, Qix and plenty more — and a wealth of "unofficial" clones, too.

So why doesn't this system get anywhere near the love and attention that the Commodore 64 and ZX Spectrum do? I honestly don't really know, because although the platform undoubtedly sold considerably less than both of its main rivals, I don't think one can in any respect call it a "failure". Its longest-lasting magazine published its final issue in 1998, for heaven's sake — and said magazine was including material for the Atari 8-bit right up until that very final issue. Not only that, the modern "homebrew" scene is incredibly active and vibrant to this day, with some truly amazing new games being released for the platform on a regular basis, along with some excellent ports of C64 and Spectrum games that never made it to Atari back in the day.

I would love to see the Atari 8-bit get more acknowledgement. There are some YouTubers who do give it its dues — Kim Justice is a good example — but I do wish the field of "gaming history" would, more broadly, pay attention to the Atari 8-bit: a platform that still has a lot to offer, which is a hell of a lot of fun to have been involved with since its original inception, and which is dead easy to explore today with solutions like Altirra for software emulation, and the excellent Atari800 core for MiSTer if you're an FPGA person.

Still, that's a big reason my YouTube channel exists. So I will continue to champion the system how I can — and at least then I know that I have done my part in remembering this wonderful platform and the many amazing journeys it has taken me on over the years.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 722: Entering the ATmosphere https://imnotdoctorwho.moegamer.net/2026/05/30/oneaday-day-722-entering-the-atmosphere/ https://imnotdoctorwho.moegamer.net/2026/05/30/oneaday-day-722-entering-the-atmosphere/#comments Sat, 30 May 2026 11:37:28 +0000 https://imnotdoctorwho.moegamer.net/?p=37606 I read yesterday that several blogging platforms are integrating the "AT protocol" or whatever it's called that powers services like Bluesky and the like, and one of those was WordPress. So today's post is primarily a big ol' test to see whether or not that functionality, implemented via the ATmosphere plugin, actually works, and whether … Continue reading #oneaday Day 722: Entering the ATmosphere

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I read yesterday that several blogging platforms are integrating the "AT protocol" or whatever it's called that powers services like Bluesky and the like, and one of those was WordPress. So today's post is primarily a big ol' test to see whether or not that functionality, implemented via the ATmosphere plugin, actually works, and whether or not it's something I actually want to use.

people holding different devices
Photo by fauxels on Pexels.com. These people are all enjoying my posts. You should, too.

I talked a bit about social media with my therapist yesterday. I discussed how conflicted I feel about existing online right now, what with the emphasis on short-form video and vapid content rather than longer-form, more meaningful material. I'm not saying that the stuff I post here isn't vapid nonsense, of course, but I have always said that I would far rather read someone's vapid nonsense than be delivered it as shouty-face-at-camera content, so this blog continues with that in mind. And if no-one is interested in my vapid nonsense, then at least I still have somewhere to bang out some words and express myself, which is what this has always been about.

Anyway, the kind-of-sort-of conclusion I came to was that at least a minimal presence on social media is somewhat desirable for me, because otherwise I just end up feeling completely isolated. While I enjoyed the total break from all social media, including Bluesky, that I took last year while I was on holiday, I found that I didn't want to maintain it afterwards, as it just left me feeling even more lonely than I already was. And I'm already feeling pretty damn lonely.

Still, the other thing that came to light in yesterday's session is that although I have always kind of feared social interactions and find myself overthinking conversations before I have them — sometimes to the extent that I never actually start the conversation in reality for the fear of coming across as boring or annoying — I am, in many respects, feeling kind of ready to challenge myself in at least attempting to make some new friends, to have some people that I can connect with and, basically, to stop feeling so danged lonely.

The challenge that I have found along the way is not so much initiating those interactions when the opportunity arises — although that is still a somewhat scary prospect for me — but rather finding those opportunities in the first place. I cited an example of when I first went to university and attended a pre-term music course, and I took the uncharacteristically bold step (for me) of introducing myself to someone I was in a lift with while we were transporting ourselves to our respective floors in the tower block where we were staying. That resulted in a longstanding friendship (albeit one that I will hold my hands up and say that I have been very poor at maintaining) and was proof that, as little as I think of myself at times, I can come across as someone that people actually do want to know and are not, in fact, actively repulsed by.

Those opportunities of being "trapped" in a lift with a stranger and the choice being either awkward silence or attempting to clunkily start a conversation just don't really seem to arise these days, though, because I'm never in that sort of situation. I work from home, I don't go out a great deal, I'm not a member of any "groups" or anything (and don't really know how one would go about finding a "group") and I do not have a publicly accessible elevator in my house.

What I am going to at least attempt to do a bit more, though, is to attend some in-person events where I know some people with whom I have at least a casual acquaintance will be attending. My trip to The Cave a few weeks back was a good example, and last year I went to the RetroFest show in Swindon — that is actually happening again this year, but I left it a bit late to organise a trip there. I mean, I could probably snag a ticket and go along tomorrow (today's tickets are sold out), but can I be bothered to do that?

Hmm, can I be bothered to do that…? I might have a think about that throughout the course of today. Swindon is a fairly long way to go, but it might actually be nice to go along and see some interesting things and clever people.

Hmmmmm.

Anyway, today we are going food shopping, so that's fun. Thank you for participating in this experiment of whether or not this thing actually posts correctly to Bluesky via the ATmosphere plugin. If it does, I'll likely hook up MoeGamer proper in the same way. Tatty-bye for now then.


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#oneaday Day 721: Sippy cup https://imnotdoctorwho.moegamer.net/2026/05/29/oneaday-day-721-sippy-cup/ https://imnotdoctorwho.moegamer.net/2026/05/29/oneaday-day-721-sippy-cup/#respond Fri, 29 May 2026 20:01:35 +0000 https://imnotdoctorwho.moegamer.net/?p=37603 I have finally joined the ranks of the Grown Adults Who Have a Sippy Cup, after my wife picked one up and said she liked it. Specifically, she got herself the catchily named YETI Rambler C Straw Bottle, Stainless Steel Vacuum Insulated Bottle with Leakproof Straw Cap, Tropical Pink, 18 oz (532 ml). She said … Continue reading #oneaday Day 721: Sippy cup

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I have finally joined the ranks of the Grown Adults Who Have a Sippy Cup, after my wife picked one up and said she liked it. Specifically, she got herself the catchily named YETI Rambler C Straw Bottle, Stainless Steel Vacuum Insulated Bottle with Leakproof Straw Cap, Tropical Pink, 18 oz (532 ml). She said it was very good for making a whole lot of drink and keeping it nice and cold for the whole day, which is something I found quite appealing.

Not my wife. Or my kid. Or indeed the right colour bottle. Or at all representative of our typical activities. But it serves its illustrative purpose.

As such, I ordered myself a YETI Rambler Straw Mug, Stainless Steel Vacuum Insulated Mug with Stronghold Lid, Rescue Red, 42 oz (1.2 l). You will notice that mine is considerably larger than hers. I thought I might as well get a big 'un because the fewer times you have to fill it up, the more likely you are to drink all of it and, by extension, have what is supposedly "enough fluids" for the day — something which a bit of casual research last night (not using AI) suggested there is actually no real scientific or medical consensus on.

£45 felt like a lot to spend on a mug, but then I figured everything is fucking expensive right now, so I might as well buy a nice thing that I'll get some use out of. I went to the shop the other evening to get some drinks and snacks and it somehow came out to more than £70. By those standards, video games seem like quite a bargain right now.

I like the mug! It's big and hefty and satisfying to use, the reusable straw seems to work just fine, and it is indeed nice and convenient to be able to carry around over a litre of drink in a receptacle that keeps it nice and cool. Or indeed to just have it on my desk, to be consumed bit by bit over the course of several hours.

The whole meme about "staying hydrated" honestly annoys me quite a bit, because it seems to be just one of those things that people say without really thinking about it. And yes, it is a meme. Because the population of the Internet is completely incapable of doing anything with any sort of sincerity and seriousness, the whole thing started as a big joke. Sure, over the long term, it may well have got people drinking more fluids throughout the day — and thus can we really call it a bad thing? — but to me, the people who always bang on about "staying hydrated" always come across as performative, like they want to appear superior to everyone else because they drink a bit more water than you do.

I realise it's a bit of a silly thing to get annoyed about — why get annoyed at good advice? — but like I say, it's the whole insincerity of it that grates somewhat. Because some people do just say it, not out of a desire to see their friends be healthy, but just because it's a funny haha meme that they've seen their favourite streamers say. Hell, there's even a bot on Twitch designed to "remind" people to drink water.

I also think it comes across as somewhat infantilising, and that's a real problem that the younger generations in particular appear to be suffering with right now. Just yesterday, some of us were chatting on Discord about an encounter one of us had had where a 21-year old was proving very difficult to deal with because they seemingly wanted to be treated like an incompetent child. (It was to get out of financial obligations.) Any time some streamer tells their audience to "stay hydrated", I get that same energy.

But anyway. There are worse things that people could be saying — and, of course, do elsewhere on the Internet. So I probably shouldn't let myself get too wound up by this sort of thing. After all, since I, too, now have a big-ass sippy cup, I am officially equipped to be smug about Being Hydrated.


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#oneaday Day 720: Finally ditching Chrome https://imnotdoctorwho.moegamer.net/2026/05/28/oneaday-day-720-finally-ditching-chrome/ https://imnotdoctorwho.moegamer.net/2026/05/28/oneaday-day-720-finally-ditching-chrome/#respond Thu, 28 May 2026 19:23:24 +0000 https://imnotdoctorwho.moegamer.net/?p=37600 I have, today, finally ditched Google Chrome. At least that's the plan. I am typing this from Firefox. I actually haven't had nearly as many issues with Chrome as some people seem to have had — at least not on my work computer upstairs — but just recently I've been having some awful performance issues … Continue reading #oneaday Day 720: Finally ditching Chrome

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I have, today, finally ditched Google Chrome. At least that's the plan. I am typing this from Firefox. I actually haven't had nearly as many issues with Chrome as some people seem to have had — at least not on my work computer upstairs — but just recently I've been having some awful performance issues on my downstairs living room PC, and it certainly very much seems like Chrome is to blame.

close up of a red fox in shiroishi japan
Photo by Alan W on Pexels.com. This fox is thinking about installing Linux.

I could be wrong, of course. It could just be Windows 11 being shit (although in that regard, my work PC also runs Windows 11 and seems fine performance-wise, despite being a meagre mini-PC) and it could also just be my PC being shit (the living room PC, much as I love it, has had a litany of problems over the years that has necessitated multiple reformats and reinstalls) — but for now, I'm taking Chrome out of the equation down here.

I've been putting off doing this, because changing Web browsers feels like a massive pain in the arse. You have your previous one all set up the way you like it with extensions, saved passwords and everything already logged in, and then you switch over and have to set everything up again, log into everything again and it's… man, it just feels like work, y'know, and all I want to do is look something up online.

That said, despite the mental block I've historically felt towards doing this, the process of switching over to Firefox has been mostly painless so far. The export-import procedure seems to have gone fairly smoothly (though it did import duplicates of all my bookmarks which it has apparently previously imported from Chrome) and thus far Firefox has neither crashed nor frozen my entire system for minutes at a time, which is more than I can say for the current state of Chrome.

I even managed to export my passwords from Google Password Manager to Firefox's autofill feature, so logging in to most websites hopefully won't be a huge pain in the arse, aside from those that insist on two-factor authentication and I have, inevitably, left my phone in a location that I am not in.

Firefox isn't perfect, I know, but I do have a modicum of respect for it for allowing you to set a blanket "fuck off with all this AI shit" switch. It unfortunately doesn't prevent Google from serving you up stupid AI Overviews or stop the Internet in general from obsessing over this loathsome technology, but I like being able to ensure the software I am running locally on my computer — at least while it's still possible to do that — is working the way I want it to and not, say, downloading 4GB local LLMs in the background.

Talking about one's Web browser is the height of tedium, I know, but it's been very hot today, I'm very tired and stressed out, and I just wanted to write something before my chicken wings arrive. This was the first thing that came to mind, so that's what you get. Hey, I never promised that every day's posts would be interesting, all right?


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#oneaday Day 719: Get out of here with your "streak freeze" https://imnotdoctorwho.moegamer.net/2026/05/27/oneaday-day-719-get-out-of-here-with-your-streak-freeze/ https://imnotdoctorwho.moegamer.net/2026/05/27/oneaday-day-719-get-out-of-here-with-your-streak-freeze/#respond Wed, 27 May 2026 17:26:54 +0000 https://imnotdoctorwho.moegamer.net/?p=37595 Yesterday, the following notification popped up for me: I've already written at length about how the modern concept of "streaks" is inherently unhealthy and encourages people to just game the system rather than actually properly developing good habits, but this is a whole new level of stupid. I was curious as to exactly what a … Continue reading #oneaday Day 719: Get out of here with your "streak freeze"

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Yesterday, the following notification popped up for me:

Yesterday: You earned an activity streak freeze

I've already written at length about how the modern concept of "streaks" is inherently unhealthy and encourages people to just game the system rather than actually properly developing good habits, but this is a whole new level of stupid. I was curious as to exactly what a "streak freeze" entailed, so I clicked through on the notification and found the following explanation:

Activity Streak: You're on a 7-day activity streak. If you miss a day, your freeze will keep it alive -- keep posting, liking, commenting, or following.

See all your achievements.

So let me get this straight: WordPress (or Jetpack, I think, specifically) has a "streak" mechanic built in to encourage you to engage with… something every day. (Note that the explanation above counts "liking, commenting or following" as "activity", not just "posting something on your site".) But after 7 days, you can just go "ah, fuck this" for a day and still keep your "streak" intact?

Now, I've hopefully already made my feelings on "streaks" clear (and yes, I know it might seem a tad hypocritical given that I'm posting daily, counting how many days I have done that for and have even done extra posts some days to "catch up" on days I missed but… shut up) but to me the concept of a "streak freeze" just feels like… cheating? And, more to the point, it's a completely pointless form of cheating in which the only person you are actually cheating is yourself. (Yes, I am familiar with the copypasta.)

It's not just me seeing this, right? Given that your "streak" in WordPress or Jetpack or whatever is visible to no-one but you — there are no "Share" buttons on these stupid "achievements" it has apparently started giving you — there is absolutely no point whatsoever in cheating the system for any reason other than to deny to yourself, and no-one else, that you failed to do something as simple as click "Like" on a thing every day for [x] days.

As I say, I acknowledge completely that all of the above might be a bit rich coming from someone who has occasionally missed a day on his "daily" blog and then "caught up" the following day, but I do always acknowledge when I've done that, and I'm not giving myself any "awards" or anything besides counting how many days have elapsed between June 8, 2024 and today. (And yes, I did just use the opportunity to check that my post numbering is correct. It is.)

The way this is implemented as platform "achievements" just feels like they wanted to completely gamify the posting experience, then got cold feet partway through and thought but what about all the people who care about their streak and just don't have time to click Like on something every day?! — as if they were afraid that they would get complaints from people who thought it was "unfair" that they broke their streak just for not… maintaining that streak.

I dunno. I am very aware that this is all a completely pointless thing to get riled up about, but it is very hot, I am very tired and stressed, and just wanted something easy to write about today. So that's what you're getting. Now I'm off to go and swallow an entire iceberg or something. And not the kind that freezes streaks.


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#oneaday Day 718: Melting https://imnotdoctorwho.moegamer.net/2026/05/26/oneaday-day-718-melting/ https://imnotdoctorwho.moegamer.net/2026/05/26/oneaday-day-718-melting/#respond Tue, 26 May 2026 22:50:21 +0000 https://imnotdoctorwho.moegamer.net/?p=37592 I cursed it. The other day, I said to Andie, "oh, it hasn't been obscenely hot this year yet, has it?" and literally the day after, it became obscenely hot. The air conditioner for the bedroom has come out, the fans are on full blast, and just general existence is suffering right now. Naturally, all … Continue reading #oneaday Day 718: Melting

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I cursed it. The other day, I said to Andie, "oh, it hasn't been obscenely hot this year yet, has it?" and literally the day after, it became obscenely hot. The air conditioner for the bedroom has come out, the fans are on full blast, and just general existence is suffering right now.

a city during sunset
Photo by Fatih Turan on Pexels.com

Naturally, all the usual arguments are taking place over whether or not people from the UK really have a right to complain about it being hot, given that certain parts of the world are far hotter than it gets here, and they get by perfectly well without air conditioning, what happened to that stiff upper lip and all that, eh what? To anyone having thoughts of that nature, I say a hearty fuck off, it is boiling here and we, as a people, are very much Not Built For That.

We are a people built for overcast days, where the weather just sort of exists in the background without doing anything. We don't mind an occasional rainstorm, because that means we can complain about it. But when it gets hot — and for a good few years now, the summers have been getting real hot — it is actively unpleasant, and quite possibly dangerous for some people. One of the people I work with said that the temperature was almost 40 degrees C in his office today. That is not any sort of condition that a human being should even be attempting to exist in!

But still. At least it's a good opportunity to get the ice out, have some cold drinks, enjoy an ice cream or ten and occasionally sit in the garden if you think you can get away with doing so without irradiating yourself beyond repair. Maybe even have a barbecue! Some people in the nearby vicinity have been having barbecues over the past couple of days and they have smelled delicious. We have not, as yet, planned to do one, because neither of us fancy standing over a hot thing on a hot day, and with only a couple of weeks left until we go away on holiday, the opportunities for socialising before we head off are limited. Maybe when we get back.

Anyway, aside from the heat, today has been relatively unremarkable. I have done some work, I have played some Final Fantasy XI, I enjoyed a chicken sandwich with some Sweet Baby Ray's barbecue sauce. The cats have been yelling at us, and all is, it seems, mostly well.

It's just too bloody hot, is what it is!


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#oneaday Day 717: Putting down the Zilart https://imnotdoctorwho.moegamer.net/2026/05/25/oneaday-day-717-putting-down-the-zilart/ https://imnotdoctorwho.moegamer.net/2026/05/25/oneaday-day-717-putting-down-the-zilart/#respond Mon, 25 May 2026 21:00:07 +0000 https://imnotdoctorwho.moegamer.net/?p=37589 I have finally beaten both Final Fantasy XI's base story and its first expansion, Rise of the Zilart, which was released alongside the game when it first came west. This means that I have, at last, beaten the entirety of what most people seem to regard as "the original Final Fantasy XI story", since most … Continue reading #oneaday Day 717: Putting down the Zilart

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I have finally beaten both Final Fantasy XI's base story and its first expansion, Rise of the Zilart, which was released alongside the game when it first came west. This means that I have, at last, beaten the entirety of what most people seem to regard as "the original Final Fantasy XI story", since most folks seem to consider Rise of the Zilart the actual conclusion to the story that begins when you start playing the game.

It's been a lot of fun thus far. I'm about 80 hours deep into the game, and I haven't really felt particularly "roadblocked" at any point. There have been two separate occasions where I have had help from higher-level players — once to open the "Three Mage Gate" I mentioned a few posts back, and once to help me with the fight against Siren as part of the Rhapsodies of Vana'diel series of missions that run parallel to all the main stories — but for the most part, I have successfully beaten and bashed my way through the game as a solo player using the computer-controlled "Trust" party members.

I thought I had reached a roadblock towards the end of the Rise of the Zilart storyline where you are presented with a chain of five difficult boss battles, and I was having real difficulty with a couple of them. As I'm playing a Warrior, I have been working on the assumption that I should be the main "tank", you see, and thus trying my best to ensure all enemies fixate their attention on my while my Trusts repeatedly punch them in the buttocks. This is, after all, the way things are in Final Fantasy XIV, even though mechanically the two games are otherwise quite different.

However, what I discovered in these difficult fights (the "Ark Angels" fights, to any FFXI veterans) is that being the sole human player and the main tank is not always desirable. Y'see, some high-level enemies have the ability to Charm you, and when that happens all your Trusts get unsummoned and the fight effectively resets. It's an instant "kill", in other words, and I really thought this was going to roadblock me.

Then I thought about things a bit, and wondered what might happen if I let one of the Trusts handle the tanking instead. Wouldn't you know it, those fights suddenly went much more smoothly. I could keep dealing damage — which, besides tanking, is the other thing FFXI Warrior is good at — while Trust-y Valaineral the Paladin took the brunt of everything the boss threw at a single target, including that pesky Charm. And, because I also had Kupipi the White Mage and King Of Hearts the Red Mage in my party, they cleansed that status off him pretty quickly. I only really came close to failing in one of the fights, where everyone got Silenced and Valaineral got knocked down because no-one could heal him. Thankfully, this happened late enough in the fight that the remaining party members, including me, were able to finish the job.

By contrast, the actual final boss of Rise of the Zilart was very easy indeed. Granted, I was probably a few levels higher than "intended" for this encounter — Final Fantasy XI isn't particularly rigorous about locking stuff to particular level restrictions, particularly in the main story sequences — but it was still pretty straightforward. Fun, though; it was satisfying to finally bring down a "big bad" who had been taunting me for some time.

Now I'm on to the Chains of Promathia expansion, which a lot of longtime players seem to think is one of the best bits. It makes the curious decision to base the early hours of its story around the level 30 mark, rather than assuming you would be at the level you're probably at around the conclusion of Rise of the Zilart — 75+ — but I assume that things ramp up pretty quickly, as the official "content guide" on the Final Fantasy XI website recommends the expansion as an activity for level 75+ players.

I'm really glad I've done this! I'm going to write a big, detailed article about my experiences over on MoeGamer when I'm finally done with everything I want to do in the game, but for now, my feelings are that, in terms of gameplay, progression and a general sense of adventure, this is actually one of the very best Final Fantasy games. Yes, it is the very epitome of a "guide dang-it" game, in which you will almost certainly not get very far without looking some stuff up, but the moment-to-moment gameplay, the overall sense of progression and the fact that it feels like a Final Fantasy game, arguably a lot more so than XIV, has really left me with a big grin on my face. I'm looking forward to seeing what the rest of the game has to offer.

I have played pretty much all day, though, so I should probably stop for now, though, right? Probably…


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#oneaday Day 716: They changed Feasts and I'm not sure how I feel about it https://imnotdoctorwho.moegamer.net/2026/05/24/oneaday-day-716-they-changed-feasts-and-im-not-sure-how-i-feel-about-it/ https://imnotdoctorwho.moegamer.net/2026/05/24/oneaday-day-716-they-changed-feasts-and-im-not-sure-how-i-feel-about-it/#respond Sun, 24 May 2026 13:13:52 +0000 https://imnotdoctorwho.moegamer.net/?p=37586 Walls have introduced a "new recipe" on their Feast ice cream, probably one of the most longstanding ice creams there has been. Feasts were around in the '80s when I was first aware of ice cream, and they are still around today. Only now they are, for what I believe is the first time, different … Continue reading #oneaday Day 716: They changed Feasts and I'm not sure how I feel about it

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Walls have introduced a "new recipe" on their Feast ice cream, probably one of the most longstanding ice creams there has been. Feasts were around in the '80s when I was first aware of ice cream, and they are still around today. Only now they are, for what I believe is the first time, different to what they used to be.

What's funny to me is in their big banner ad, they have the original Feast, which is no longer available, directly over the new ones.

For anyone unfamiliar with a Feast, the original incarnation of them was a chocolate ice lolly with crunchy biscuit pieces embedded in the chocolate, and inside the chocolate shell was chocolate ice cream, which surrounded a hard chocolate core. Much like a Cadbury's Creme Egg, I'm sure people had their own ways of eating a Feast, but I always liked to flake the chocolate outer off, then eat the ice cream, then have the hard chocolate core as the grand finale.

Now, though, they have changed. Now you still have the chocolate outer with the crunchy bits embedded, but the chocolate ice cream has been replaced with vanilla, and the hard chocolate core has been replaced with a chocolate hazelnut core that appears to occupy a curious state somewhere between liquid and solid. It sticks to the lolly stick and retains its shape, but it doesn't have the satisfying "snap" that the old hard chocolate core did; it's more chewy and sticky.

Taken on its own terms, the new Feast is not an unpleasant experience to eat. Chocolate, vanilla and hazelnut is a good combination, and they work together. But I'm not sure they should have replaced the basic Feast model with it. The original Feast was a classic, and one of my favourite ice creams, and now it appears that it's just Not A Thing any more, because this "new recipe" has seemingly replaced the old one. At least they haven't had the gall to keep calling it "Feast Original", because, well, it's not original any more.

Apparently there is also a Feast Caramel now, which replaces the new hazelnut core with a caramel sauce centre, and I can see that being pretty good. But, again, I feel like it's not really a Feast as we once new it; the hard chocolate core was a central (no pun intended) part of the Feast's identity, and I'm not entirely sure why it has been taken away, rather than being positioned as a new variant called "Feast Hazelnut" or something. Did we have to lose the classic "Feast Original" for this?

There are, as you might expect, some people online who are absolutely furious about this. I wouldn't put myself in that category, as I found the new Feasts perfectly tasty — they're just not what I expected from a Feast, and it seems strange and confusing that they would make this change now, after so long of them being the same thing.

The common assumption, of course, is that this is an instance of enshittification, but I'm not sure that is the case; perhaps the vanilla ice cream is cheaper than the chocolate ice cream, and perhaps the chocolate hazelnut half-sauce-half-solid otherworldly substance in the middle is cheaper than a hard lump of chocolate, but I have no real way of knowing that. I'm just a bit sad to see something I've enjoyed since childhood feel the need to change fairly drastically for reasons that are not entirely clear.

Oh well. These things happen, I guess. This is, it seems, what a Feast is now. Although apparently Aldi do a good clone of the original Feast, known as Fiesta. Might have to track some of those down…


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#oneaday Day 715: Fuck Valnet https://imnotdoctorwho.moegamer.net/2026/05/23/oneaday-day-715-fuck-valnet/ https://imnotdoctorwho.moegamer.net/2026/05/23/oneaday-day-715-fuck-valnet/#respond Sat, 23 May 2026 15:56:55 +0000 https://imnotdoctorwho.moegamer.net/?p=37581 My distaste for groups like Valnet and GAMURS is hopefully well-established by this point, but today there's a whole new disgusting chapter to the sorry saga that, so far, has resulted in an almost entirely non-functional games press in 2026. According to Lex Luddy of startmenu, Valnet has just issued new contracts to writers on … Continue reading #oneaday Day 715: Fuck Valnet

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My distaste for groups like Valnet and GAMURS is hopefully well-established by this point, but today there's a whole new disgusting chapter to the sorry saga that, so far, has resulted in an almost entirely non-functional games press in 2026. According to Lex Luddy of startmenu, Valnet has just issued new contracts to writers on TheGamer (a site which Valnet had already gutted of its main features staff) saying that they will not get paid unless their articles reach a minimum viewership threshold. As Luddy points out, the remaining staff at TheGamer — and indeed across Valnet — already had pay that was tied to overall article performance, but this new step provides a hard cutoff on whether or not they get paid at all, based on viewership.

man in gloves sitting with hands on face over laptop
Photo by Never Dull Studio on Pexels.com

This is, I won't beat around the bush, disgusting. Tying pay to article performance is already a shitty thing to do, but to withhold pay completely based on view counts is outright exploitative. And it's not as if writers on Valnet sites are getting paid fairly anyway.

As several people replying to Luddy on that Bluesky thread pointed out, this has been a longstanding problem with online media in general. It should be the writers' responsibility to produce the material, and it should be the people running the website from a business perspective's responsibility to promote that material and ensure it gets read.

Unfortunately, for a long time now, writers have been forced into a position where they have to write provocative, baiting articles in the hope that they will get clicks, because the people running the sites seemingly just… don't do anything other than lay people off. And, of course, bring generative AI into the picture, because this type of Business Idiot has no understanding whatsoever of how the actual audience has zero desire to read AI-generated content, instead believing that because generative AI is fashionable and responsible for billions of dollars of imaginary money being thrown around, they might be able to get a piece of that pie by enshittifying their website.

And the really stupid thing is that you never can predict what is going to spread across the Web and "do well" if it's left up to the writers. There is no magic formula that says "IF you write an article like this, THEN it will always succeed". There are manipulative tactics — like clickbait and ragebait — that sometimes work, but more and more people are wise to them today, and refuse to share material that falls into that category. Video game enthusiasts are some of the most online-savvy people out there for the most part, so resorting to these tactics is declining in effectiveness as time goes on.

What does seem to work — to an extent, at least — is having someone who is responsible for making sure those articles get seen: advertising the website. Effective use of a dedicated social media manager is why longstanding sites like IGN and Eurogamer are still just about hanging in there, but they are the last few remaining holdouts of a once vibrant and thriving media sector — and they have their own issues. IGN, for example, is currently butting heads with its Creators' Guild union over fair pay rises in line with inflation, and Eurogamer cut its editorial staff considerably a while back.

Once again, I have to say that I am baffled by this. Video games, as a creative sector, are bigger than they have ever been, with a broader, more diverse range of releases than ever before. So why are we, collectively, apparently completely incapable of sustaining an enthusiast press?

Moreover, retro gaming is more accessible than ever before, too, meaning that there is a worthwhile place for some retro-centric sites to spring up and do a good job of covering classic gaming material — but so far, we've seen very few outlets even attempt to step into this space, with only Time Extension online and Retro Gamer in print coming to mind outside of the unpaid (or at least non-commercial) enthusiast blog sector.

The usual answer to this is "b-but YouTubers and streamers!" and I'm sorry, I don't buy it. YouTubers and streamers have a place in the modern media landscape, sure, but they fulfil a completely different function to a traditional press — and moreover, they demand a completely different sort of attention to written material. And if you've ever accused a traditional press outlet of "paid reviews", then I have some unfortunate news to tell you about a widespread concept known as "influencer marketing".

I am sad about all this! I spent a significant portion of my life looking at my brother with intense admiration for his role in helping to shape the games press in its prime, both in print and online, and hoping that I would one day be able to follow in his footsteps! And yet, by the time I did manage to get a meaningful foothold, things were already starting to collapse. I was, somehow, too late — and I am having great difficulty understanding why, because it's not as if video games have gone anywhere. One would think with the sheer number of the bloody things being released pretty much every day at this point, a functional games press would be a desirable thing to have. And by "functional", I mean "one with full-time employees who get paid a fair salary on which they can live, enjoy the medium that they have chosen to specialise in and be able to have a good work-life balance".

And yet here we are. I despair sometimes, I really do.


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#oneaday Day 714: End of a long week https://imnotdoctorwho.moegamer.net/2026/05/22/oneaday-day-714-end-of-a-long-week/ https://imnotdoctorwho.moegamer.net/2026/05/22/oneaday-day-714-end-of-a-long-week/#respond Fri, 22 May 2026 22:33:38 +0000 https://imnotdoctorwho.moegamer.net/?p=37577 It's been a very long, stressful, challenging week, but I'm finally at the end of it. Sure, I had to work a little late this evening (by choice — I wanted to get the thing I was working on finished before the weekend so I could start afresh on some other things I need to … Continue reading #oneaday Day 714: End of a long week

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It's been a very long, stressful, challenging week, but I'm finally at the end of it. Sure, I had to work a little late this evening (by choice — I wanted to get the thing I was working on finished before the weekend so I could start afresh on some other things I need to do next week) but now it is officially the weekend. And it's a long one, too, what with it being a bank holiday on Monday.

grayscale photo of elderly man sleeping on a rock
Photo by PRIYA MISHRA on Pexels.com

I am tired. Very tired. I'm also worried that we have not-very-long to get a hell of a lot done, but no-one else seems to be panicking about it, so I'm trying not to panic. Trying. I am mostly succeeding, but there are times when I do feel a bit "OH GOD OH SHIT WHAT THE HELL". I can usually get through those times, though.

This is something I was talking about at therapy this week. One of the things that has sort of… emerged in our conversations is the fact that I do have what my therapist describes as a "wise" side, which, at times of great difficulty, anxiety or stress, can usually break through the noise of poor mental health and set me if not completely "right", then certainly on a somewhat more productive path than staring at a wall wishing the entire world would go away for a bit.

It is a challenge, sometimes, to allow that apparently "wise" part of myself to speak, but one thing I am learning to acknowledge about myself is that this part of myself does exist, and that when I do allow it to speak, it usually has something eminently sensible to say. It's not a part of me that admonishes me for making mistakes or doing things inefficiently; it just calmly, gently says to me something along the lines of "look, here are the facts, here is what you can do about it, here is what you probably should do about it" and then, barring a complete breakdown of mental health, I can usually then get on with the thing.

Of course, in the past I have experienced times where that voice can't get through. I have experienced times where things really were bad, and I knew there was no way of really avoiding the "bad". I endured, though, and I like to think my experiences have made me stronger as a result. After all, as much of a state as I consider myself to be in at times, I am still here. I am still going. I am still fighting. I haven't given up.

And oh, there have been times when it would have been easy to give up. At least one of those occasions has been immortalised on this blog, although at the time I sort of danced around the subject in the things I was writing, because I think on some level I was conscious of the fact that although I was having thoughts of giving up on everything at times, I didn't really want to follow through on them in any sort of way that would have had permanent consequences. Hell, I'm doing it now, because part of me doesn't believe that I was ever really willing to give up.

And I guess maybe I wasn't. Because, like I say, I am still here. There are things I would like to change. Things I would like to improve. Things that I wish were different. But I know all of those are things that I can, potentially, do something about. I am not helpless. I am not useless or worthless. There is reason and value to my existence.

That got a tad deeper than I perhaps intended, but it was one of those occasions when the thoughts just sort of started flowing, so I thought I'd run with it. Anyway, I'm off to go and eat ice cream and play some video games now. Have a lovely long weekend, everyone.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 713: Portal charm https://imnotdoctorwho.moegamer.net/2026/05/21/oneaday-day-713-portal-charm/ https://imnotdoctorwho.moegamer.net/2026/05/21/oneaday-day-713-portal-charm/#respond Thu, 21 May 2026 19:39:29 +0000 https://imnotdoctorwho.moegamer.net/?p=37570 Apparently Google is attempting to wind down its search feature. You know, the thing that they once did so well that their name became a verb for doing that thing. But we live in 2026, possibly the stupidest year in human existence, so they've decided that they want to stop doing the thing that they've … Continue reading #oneaday Day 713: Portal charm

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Apparently Google is attempting to wind down its search feature. You know, the thing that they once did so well that their name became a verb for doing that thing. But we live in 2026, possibly the stupidest year in human existence, so they've decided that they want to stop doing the thing that they've always been well regarded for doing better than anyone else — although they have been enshittifying it for years at this point. Instead they're going to force on us the thing that C-suites the world over think everyone wants, and no-one except bootlicking cunts actually wants: the chatbot! Hooray!

person pulling a sack of garbage
Photo by Mumtahina Tanni on Pexels.com. The Internet, 2026

This is, obviously, garbage news, and anyone with any sense will already be looking for a new search engine to set as default on every device they own — even though I don't think there's a single one of them that has no AI whatsoever at this point — but there are interesting possibilities that present themselves as a result of this stupidity.

Firstly, if there's no Google search, that might finally mean we'll be free of search engine optimisation, which by extension means we might also end up free of clickbait and ragebait. Of course, the latter two options are driven as much by social media than search results — probably more so, if we're honest — but honestly, I can't say I'd be sorry to see the back of SEO. Ten Blue Links are no fun if all of them are jostling for position with articles titled "what time is Eurovision on?" or whatever.

Of course, another ugly possibility then presents itself: search engine optimisation will become chatbot optimisation, and I suspect that will be even worse. SEO can already be manipulated by bad actors to present confidently incorrect information as gospel — sometimes with nefarious intent — and chatbots are already renowned for picking up people saying obvious falsehoods as a throwaway comment in a Reddit thread, and then reporting those things as the truth. Remember glue on pizza? Yeah. Incidents like that are chatbot optimisation in its earliest incarnation.

So that brings us to the second point: what if this is what gets us to admit that the "World Wide" part of the "Web" has, in fact, been something of a failure. I think we can probably all agree that the US has dominated the Web for a significant portion of its lifespan, and it's US-based companies that are trying to reshape it in a fashion that will, they reckon, make billions for US-based billionaires who already have too many billions.

Of course, all of the businesses attempting to do this are failing miserably at that. Despite billions of imaginary dollars being thrown around on a seemingly daily basis, profitability appears to be something that continues to elude the generative AI space, and it only appears to be getting worse, with many providers switching to considerably more expensive token-based billing options for users who have, up until now, been costing these companies astronomical amounts of money.

But even if the entire generative AI space were to go tits-up tomorrow — and oh, gosh, I would love it if it did — I think a lot of damage has already been done to the original plan of the World Wide Web. The Internet is no longer a cool and exciting place to hang out and explore. It's become a sleazy, shitty inner city area where you shouldn't walk around after dark, and where you certainly shouldn't get your phone out on the street. So much of it is just there to if not outright scam you, then at least extract money from you in increasingly ridiculous ways.

I see it a lot, running a blog. I'll install a plugin that sounds like it performs a function that I would find helpful, only to find that the exact function I want to use is "only available in Premium", and of course you can't just buy Premium because it's 2026, you have to sign up for a subscription. And you can't pay monthly for that subscription because it's 2026, you can only pay for a year at a time, despite them quoting a "monthly" price on their order page. The Web in general is full of shitty, dark patterns like this designed to trick people into spending money they didn't need to spend. I have no objection to paying people for good, useful pieces of software, but not when the process of doing so is a minefield of potentially getting locked into having to shell out several hundred quid a year because you didn't see the tiny "*billed annually" at the bottom of the "BEST OFFER!" thrust in your face.

Anyway, I got a bit off the point. The main point was: the current implementation of "the World Wide Web" is shit, so what if this meant that we go back to the concept of "portals"? Portals, if you're unfamiliar, are how sites like Yahoo got started: they were designed to act as the first page you saw when you logged on to the Internet, and thus provided quick, categorised, curated sets of links that helped you to 1) find stuff that you were looking for and 2) discover interesting new stuff. Search engines developed out of portals; indeed, many former portal sites became search engines; Google itself was a bit of an outlier in this regard in that it launched as nothing more than a search engine; its intention to do one thing, really well.

I often think back to our early days of "going online" back home. After the BBS days, which we occasionally indulged in on both the Atari 8-bit and ST, we had a CompuServe subscription. And CompuServe was a ton of fun! It was a complete walled garden to begin with, and took a while to catch on to this whole "broader Internet" thing, but in many ways, retrospectively, I think that its curated way of doing things was very good. People rag on AOL for the bajillion free trial coaste… sorry, CDs that made their way around the world in the late '90s and early '00s, but they had a similar idea: present information in an interesting, clear, curated way for people to enjoy and engage with as they see fit.

Of course, this approach brings with it its own considerations: who is responsible for the curation? How does one get "noticed" with a personal project like a blog? Are these portal providers obliged to be "neutral" in terms of things like politics and suchlike? If not, how does one distinguish between a portal provider that places an emphasis on curating information that is actively harmful, and one that aligns with your own values? Probably the same way you pick a news source today, I guess.

Anyway, I don't really have an answer, but if Google is insistent on going the way of the chatbot, this is probably something we're going to have to grapple with in the next few years. The way the Internet is today just… isn't really working, at least not with the original intent of the technology in mind, so we should probably start thinking about how we can do something a bit different… a bit better.

Or we could just continue to moan on social media and never actually get anything done, I guess.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 712: Cognitive surrender https://imnotdoctorwho.moegamer.net/2026/05/20/oneaday-day-712-cognitive-surrender/ https://imnotdoctorwho.moegamer.net/2026/05/20/oneaday-day-712-cognitive-surrender/#respond Wed, 20 May 2026 20:37:57 +0000 https://imnotdoctorwho.moegamer.net/?p=37567 I wouldn't say I check in on Penny Arcade regularly, but when I do, I am always entertained — and I always find myself scrolling through quite a few comics and blog posts. Today, my attention was captured by this post from Jerry "Tycho" Holkins, and particularly this paragraph: Sometimes I don't know how to … Continue reading #oneaday Day 712: Cognitive surrender

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I wouldn't say I check in on Penny Arcade regularly, but when I do, I am always entertained — and I always find myself scrolling through quite a few comics and blog posts. Today, my attention was captured by this post from Jerry "Tycho" Holkins, and particularly this paragraph:

Sometimes I don't know how to feel about something because my moral superiors have not yet made a super long video. They don't always make a video about the thing I need, though. Like, I don't know if someone is still bad or if they've been exonerated. Since we don't trust any structure that would provide exoneration, and objectivity is illusory, since the law is merely another arena to sift power dynamics anyway, my guess is that their good opinion, once lost, is lost forever. Speaking of power dynamics, It must be neat to have the reins of a parallel legal system whose norms kaleidoscopically shift at a rate of one million shibboleths per second. The main issue is that it's not clear which games I'm allowed to buy. All I can do – all anyone can do – is spin very quickly in place while refreshing YouTube for the next sermon. I'm currently ablur.

man in blue crew neck shirt wearing black framed eyeglasses
Photo by Andrea Piacquadio on Pexels.com. I choose to believe this guy's hair only does this when he shouts.

Tycho is specifically referring to the hoohah over Zero Parades: For Dead Spies, the recent new game from ZA/UM, the company behind the exceedingly brilliant Disco Elysium, and a company mired in controversy for the way it subsequently treated the actual people who made Disco Elysium. I don't really know much more about it than that, and to be perfectly honest, I don't really give enough of a shit to look into it further. I'm sorry, I just don't.

You see, as you might expect in such a situation, moral grandstanding over the way ZA/UM has behaved in the past has been overshadowing any meaningful discussion of Zero Parades itself, with the reviewers who took it on its own terms and gave it a positive assessment — apparently it's very good! — getting lambasted by people who think they are The Most Correct Person in the Room.

The phenomenon Tycho is talking about is the disconnect one eventually starts to feel when constantly confronted by this: the situation where you want to talk about how much you like something that you have taken on its own terms, divorced from "context" — regardless of whether this was a deliberate move, or just because your particular life and social circumstances meant you had never come into contact with any "controversy" — but find yourself having to bite your tongue, because you know it's not "acceptable" to like the thing for one reason or another.

I'm not even talking about particularly controversial material here — like, even the most perverted hentai connoisseur knows when not to bring up his collection of Rias Gremory boob bouncing gifs — but rather, situations like we have here, where an entity that is tangentially connected to the thing in question is deemed to have done something so unconscionably unacceptable that it taints anything and everything associated with itself, regardless of whether the thing itself is any good or not, and regardless of whether the people who actually made the thing had anything to do with the controversy.

A lot of this stuff spreads via social media and, as Tycho says, via video platforms like YouTube and TikTok. A lot of people look to "influencers" (ugh) as opinion leaders, and wait to learn whether it's "acceptable" in the eyes of someone they believe in before even considering engaging with it. Essentially it's a form of cognitive surrender; they willingly give up their own ability to make their mind up about something in favour of blindly following everything their opinion leader of choice says and does. And this sort of person tends to hold a grudge for a very long time indeed; as Tycho says, it's exceedingly rare for anyone branded with a scarlet letter to be exonerated, while the reverse is also true: someone who has been a beloved figure for years can be quickly turned on, torn to shreds and then left to rot, never to be forgiven and never to regain their former regard, regardless of whether or not they clearly make an effort to make amends for past wrongs.

Honestly, at this point it's exceedingly tiresome. There are certain people on Bluesky I've had to mute just because their constant response to people Just Enjoying The Thing is to bring up the controversy du jour and, in many cases, cast exceedingly unflattering and negative aspersions on the people who continue to Just Enjoy The Thing. In just the last week it's happened not only with Zero Parades, but also with Forza Horizon 6, and I'm sure there will be plenty more. There have certainly been plenty of prior examples, including numerous instances of the "we will never forgive them" situation.

Look, I get it. In this revolting, shitty world we live in, it's nice to think that you have some principles and that you're willing to stand up for them. Everyone should have at least a few issues that they're willing to stand up and be counted on. But there comes a point where you're just being a tedious scold at people who are simply trying to derive some joy out of existence, and who really do not have the time or energy to give a shit about every single little issue in the world, particularly when the issues that you supposedly care about are in the extreme periphery of the thing they are trying to enjoy — and seemingly not even directly connected at all, to the average person who is not huffing Internet fumes 25 hours a day.

I'm sorry, but it is just like that. If you do try and give a shit about every single little issue in the world, you will quickly end up driving yourself insane, driving everyone who might have once been your friend away, and never, ever experiencing a day of happiness in your life ever again.

On top of that, if your idea of Being A Good Person is scolding random strangers on Bluesky rather than actually getting out into the world and making some sort of meaningful difference to the lives of people who need it, then you might not actually be A Good Person. You just want people to believe that you are.

Life is too short for that. So if you want to play Zero Parades, I don't care. If you want to play Forza Horizon 6, I don't care. If you want to boycott everything ZA/UM and Microsoft ever put out, I don't really care, either. But if you start actively getting in the way of people who simply want an escape from the shittiness of life in 2026 — or to build a warm, kind community of people who want a collective escape from the shittiness of life in 2026 — then I'm sorry, but I don't really want to know you.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 711: What to do if you inadvertently garlic your dishwasher https://imnotdoctorwho.moegamer.net/2026/05/19/oneaday-day-711-what-to-do-if-you-inadvertently-garlic-your-dishwasher/ https://imnotdoctorwho.moegamer.net/2026/05/19/oneaday-day-711-what-to-do-if-you-inadvertently-garlic-your-dishwasher/#respond Tue, 19 May 2026 23:31:34 +0000 https://imnotdoctorwho.moegamer.net/?p=37564 We had a little accident the other day: we put a jar that formerly contained minced garlic into the dishwasher. If you have never done this before, trust me, you don't want to; it leaves your entire dishwasher smelling like absolute death, and everything inside it also smelling like absolute death. The funny thing is, … Continue reading #oneaday Day 711: What to do if you inadvertently garlic your dishwasher

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We had a little accident the other day: we put a jar that formerly contained minced garlic into the dishwasher. If you have never done this before, trust me, you don't want to; it leaves your entire dishwasher smelling like absolute death, and everything inside it also smelling like absolute death.

close up shot of garlic
Photo by Vadim Koval on Pexels.com

The funny thing is, I'm sure we've washed one of those jars in the dishwasher before (Andie likes to keep jars to put things in) and not had this problem. But oh Lordy, this time did we ever have a problem. And I was left to deal with it, as Andie was away on a course or something today.

I thought just running the dishwasher again might help. It did not. So I went out to Sainsbury's with the intention of buying some dishwasher cleaner, not entirely convinced that I had ever seen dishwasher cleaner for sale there, but their website assured me that it was a common thing that was usually in stock, so I took their word for it, hoping that the fact I couldn't actually check stock in a specific store wouldn't mean a wasted journey.

Thankfully, they do indeed sell dishwasher cleaner, so I picked some up, along with one of those hanging stinky things that are a bit like the things you put in your toilet, but for the dishwasher. I ran the dishwasher with the cleaner in it. Better, but still not quite right. I contemplated using the second dishwasher cleaner that had come in the double-pack I had bought, but instead thought I'd try an alternative solution. The Internet recommended putting a glass with vinegar in there, as well as spreading vinegar around inside rather liberally. So I did so, using apple cider vinegar, as that appeared to be the most commonly recommended remedy.

Now the stench has mostly gone. It now smells of dishwasher cleaner, and the hanging stinky thing, and perhaps just slightly of old garlic. It's not an entirely pleasant smell, but it's better than the stench that hit you in the face as soon as you walked in the front door that we had before.

Still, at least I feel like the dishwasher will actually wash things, now, rather than infuse them with that particularly rancid odour. So that's something, I guess.

So lesson learned: 1) do not wash stinky garlic jars in the dishwasher, because you will regret it, and 2) if you failed to take 1) to heart, some combination of dishwasher cleaner, hanging stinky thing and apple cider vinegar might get rid of the worst of the pong. And if it doesn't, I don't know… try pissing in it or something?


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#oneaday Day 710: Less than hot stuff https://imnotdoctorwho.moegamer.net/2026/05/18/oneaday-day-710-less-than-hot-stuff/ https://imnotdoctorwho.moegamer.net/2026/05/18/oneaday-day-710-less-than-hot-stuff/#respond Mon, 18 May 2026 18:45:42 +0000 https://imnotdoctorwho.moegamer.net/?p=37561 A while back, I tried all the Atari-branded hot sauces from a UK-based company called Sauce Shed. I really enjoyed them! I even made a video on the subject. Since I enjoyed making this video — and one of my work colleagues is always referencing my delayed response to the Haunted House-branded sauce — I … Continue reading #oneaday Day 710: Less than hot stuff

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A while back, I tried all the Atari-branded hot sauces from a UK-based company called Sauce Shed. I really enjoyed them! I even made a video on the subject.

Since I enjoyed making this video — and one of my work colleagues is always referencing my delayed response to the Haunted House-branded sauce — I thought I'd order a selection of the Street Fighter II-themed sauces that the company had put out. This was back in February.

I remembered that the Atari sauces took a while to get to me, but were worth the wait, but this is getting a little ridiculous at this point. Then I happened to see this story shared — the company has apparently been hit with a "winding-up" petition from a client who paid them a substantial amount of money and never got what they ordered… and they weren't the only ones, either. So it looks as if the company may be in trouble, and I probably am not going to get my Street Fighter II hot sauce. This is both a shame, and £45 down the drain that I probably won't get back — but I have sent an enquiry, at least, to see if they'll provide a refund. I'm not holding my breath.

All this is a real shame, because the Atari sauces were really delicious. They covered a wide range of different sauce types, but there wasn't a single one among them that I thought was unpleasant. Some, like the Yars' Revenge hot sauce, I wish I had ordered more bottles of while I had the chance, because that one was really nice, blending the sharp kick of a hot sauce with a pleasantly fruity afterglow. Sauce Shed aren't going under because they were bad at making sauce. It does, however, appear that they may have been bad at business.

I'm not angry at them. Shit happens, particularly in the volatile world in which we live today, and I can't imagine it's easy running a niche business like a hot sauce manufacturer that specialises in custom branding deals. I just wish that they had bothered to communicate, like, at all. Maybe take down the websites that allow you to purchase things if they knew they weren't going to be able to fulfil orders — or at the very least, mark the products as "unavailable" so people don't pay up for them and then end up disappointed.

Because that's what I am, more than anything. Like I say, I'm not mad. £45 is not chump change, but it's whatever — particularly these days, when a trip to Tesco to get a few snacks can easily end up costing more than a brand new video game. I'm mostly just disappointed that I don't get to try a new selection of delicious hot sauces that are tenuously linked to some sort of video game.

But oh well. Another day will come, and there will be more hot sauce. Not just yet, though, it appears.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 709: Countdown to holiday https://imnotdoctorwho.moegamer.net/2026/05/17/oneaday-day-709-countdown-to-holiday/ https://imnotdoctorwho.moegamer.net/2026/05/17/oneaday-day-709-countdown-to-holiday/#respond Sun, 17 May 2026 20:20:51 +0000 https://imnotdoctorwho.moegamer.net/?p=37557 It's not long until Andie and I go on holiday to Center Parcs, a now-regular(ish) tradition for us. We're going for the full "Monday to Monday" experience again, and we're also going to have a spa session again, as we really enjoyed that last time. I am looking forward to it, but I'm also mildly … Continue reading #oneaday Day 709: Countdown to holiday

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It's not long until Andie and I go on holiday to Center Parcs, a now-regular(ish) tradition for us. We're going for the full "Monday to Monday" experience again, and we're also going to have a spa session again, as we really enjoyed that last time.

This is where we stayed last year. This year will look similar, but with a different number.

I am looking forward to it, but I'm also mildly stressed, because just before we go away, we have two big, challenging projects at work to finish off. And they kind of need to be finished by that time. I am semi-confident that we will make it, but it is cutting things a bit fine, and I probably won't feel better about things until they are over the line, out the door and various other metaphors that mean "finished and not my problem any more".

The challenging thing is that in my new role, which partially involves QA, I am not in a position to be able to "fix" things myself — I have to just report the issues as clearly as I can, and then hope that they end up fixed. Usually they do, but sometimes it takes a few attempts at explaining something before they are finally resolved.

The projects are in a reasonable place at the moment, but not ready to go out of the door by any means. And so I suspect we're in for a busy couple of weeks; the end result will definitely be worth all the stress and hassle, but dear Lord, I will be well and truly ready for our holiday when time's up.

I'm trying not to stress about them too much. I'm not the only one working on these things, and the other people working on them are smart, talented people who know what they are doing. I am just part of a process, so I just need to ensure that my part of the process is completely successful, and with communication that is as clear as possible. Everything outside of that is outside of my control and responsibility, so that is just what I need to continue focusing on.

But yeah. I am really looking forward to our holiday. Center Parcs is such a nice environment to escape to for a little while; it really does feel like getting away from the rest of the world into your own, pleasant little bubble. I am going to enjoy just hanging out in the forest, perhaps going for a few walks around the place, spending some time in the pool and, of course, having a blissful few hours in the spa. We don't have any particular activities planned as yet — we'll probably do a few things here and there, but for the most part, it is just nice to get away from everything. The world in 2026 is a noisy, chaotic and rather unpleasant place to be, so being able to go somewhere that just feels like you're far away from all that stuff is something that I'm very much looking forward to.

From tomorrow, there's three full weeks of work to survive before I can enjoy this. It's going to be three challenging weeks, I'm sure, but as I say, the end result will be well worth it — and the opportunity to go and have some well-earned relaxation afterwards will also be well worth it.

After all, if you're going to have a holiday, you might as well have one when it will be particularly beneficial to your mental health, right?


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#oneaday Day 708: Proper adventuring https://imnotdoctorwho.moegamer.net/2026/05/16/oneaday-day-708-proper-adventuring/ https://imnotdoctorwho.moegamer.net/2026/05/16/oneaday-day-708-proper-adventuring/#respond Sat, 16 May 2026 13:42:12 +0000 https://imnotdoctorwho.moegamer.net/?p=37554 One of the things I suspect is incredibly divisive about Final Fantasy XI is that everything takes a lot of effort. You get a quest, it will inevitably involve finding some object that is a relatively low-chance drop from a very specific monster that is deep in part of a dungeon that is exceedingly inconvenient … Continue reading #oneaday Day 708: Proper adventuring

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One of the things I suspect is incredibly divisive about Final Fantasy XI is that everything takes a lot of effort.

I suspect these four know one another. Or, more likely, are one person multiboxing.

You get a quest, it will inevitably involve finding some object that is a relatively low-chance drop from a very specific monster that is deep in part of a dungeon that is exceedingly inconvenient to get to.

You reach the level cap, you have to complete one of these quests every five levels until you reach 99 — though thankfully you only have to do this once per character, not once per job.

You get your "subjob", to add abilities from a second job to your main one, you have to level that as well as your main job — though only half as much, since it caps at half the level of your main job.

There are times when all this feels a bit wearisome, particularly when compared to Final Fantasy XIV, which at times feels like it's keen to take as much "friction" out of the entire process as possible. But if you think about Final Fantasy XI in different terms — not as a "theme park"-style MMO, but simply as a more traditional RPG — it makes a lot more sense, particularly now you don't have to be dependent on other people for a lot of the "main scenario" side of things.

Dungeons in Final Fantasy XIV are spectacular affairs, but they are theme park rides — completely linear, the same every time. Dungeons in Final Fantasy XI are much more elaborate: maze-like structures filled with dead ends, hidden secrets and varied encounters with monsters. The complete lack of signposting for quest-critical items — usually this involves finding something marked "???" when you target it — means that you have to actually explore these places thoroughly… or look at a guide, of course. But the longer I play, the more interesting the prospect of just exploring becomes. And the more I feel like the game has been designed around this.

If you look at a lot of Final Fantasy XI guides online, you will inevitably see a focus on levelling as fast as possible, then steamrollering your way through all the content. But the way I've been playing, it feels a lot more natural and a lot more like it's the way it was intended to be played. I've had a couple of instances where I've had to sneak around monsters much tougher than me to find a useful item, but for the most part I've found that if I treat the game like a regular, offline RPG — that is to say, fighting my way through monsters as I proceed through a field area or dungeon rather than avoiding as many as possible — it means that progress comes naturally and without you feeling like you're having to make an inordinate amount of effort to achieve that progress. As a result, the game is fun rather than a chore.

There are still points where it feels like you are "roadblocked" in certain ways — right now I'm dealing with a particularly complicated main scenario mission that involves finding specific items in three specific dungeons, along with a level cap quest that is demanding much the same sort of thing — but only in terms of the ongoing narrative. In terms of actually playing the game and engaging with its mechanics, I feel like I'm constantly doing interesting stuff and seeing new places rather than just going through the motions.

I'm going to make it through this game! I'm excited to see where it goes! Now, if I can just find an Orcish Crest, a Quadav Crest and a Yagudo Crest, plus pieces of Magicite from their three respective bases, I should be good to go and beat up the Shadow Lord. So that's what I'm going to do today, I think.


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#oneaday Day 707: My neighbours might be racists https://imnotdoctorwho.moegamer.net/2026/05/15/oneaday-day-707-my-neighbours-might-be-racists/ https://imnotdoctorwho.moegamer.net/2026/05/15/oneaday-day-707-my-neighbours-might-be-racists/#respond Fri, 15 May 2026 22:06:56 +0000 https://imnotdoctorwho.moegamer.net/?p=37541 A while back, our next-door neighbours put up a flagpole in their front garden. Not long afterwards, there was a Union Flag flying from it. I realise that this sort of thing is fairly commonplace in the US (albeit with a Stars and Stripes instead of a Union Flag, obviously) and is intended to denote … Continue reading #oneaday Day 707: My neighbours might be racists

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A while back, our next-door neighbours put up a flagpole in their front garden. Not long afterwards, there was a Union Flag flying from it. I realise that this sort of thing is fairly commonplace in the US (albeit with a Stars and Stripes instead of a Union Flag, obviously) and is intended to denote patriotism, but unfortunately, here in the UK, a private individual doing such a thing in the middle of what is essentially a council estate, particularly at a time when there is no international football on the telly, often means only one thing: they might just be a teensy bit racist.

the flag of united kingdom
Photo by Peter Muscutt on Pexels.com

Granted, this is marginally less likely with a Union flag than with a St. George's Cross, the England flag, but it is still something that causes me concern.

Not long after this flagpole was put up, my wife said that when she had been outside, the Union Flag had been replaced with a rainbow Pride flag. Not long after that, the flagpole was relocated to my neighbours' back garden, which leads me to believe that the flying of the Pride flag was not their choice.

Last night, I happened to be out in the garden and I saw there was something else on the new flag besides just the usual Union of crosses. I waited for it to flap around so I could see it, and I made out the words "RESTORE BRITAIN".

My heart sank. Any time people talk about "restoring" a country, it is inevitable that what they actually mean is "get all the non-white people out of here". I thought it was a Reform UK slogan or something, but no, it turns out Restore Britain is its own thing, arguably even more hateful than Reform. I present to you selected highlights from their website, which I am not linking to because I've already had to sully my Internet history with it; I don't want to have to put you through it also:

For 30 years, this country has been run into the ground by an establishment that does not care about the interests and concerns of ordinary British people.

Mass immigration, economic collapse, woke ideology, and the relentless creep of radical Islam – everywhere you look, this country is in decline, and has been for a long time.

It took just one paragraph before mentions of "mass immigration", "woke ideology" and "radical Islam". At least one thing you cannot accuse Restore Britain of is subtlety.

Reverse Mass Migration.
Mass immigration has been a disaster for Britain. It has left us poorer, less safe, and less culturally and socially cohesive. By 2030 native British births will account for fewer than 50% of total births in Britain. By 2070, native Brits will be an absolute minority.

Dipping into their "policies" page, it's not long before we get to some Great Replacement Theory nonsense, unsurprisingly. Naturally, these "millions" of "mass immigrants" must be deported.

Use Tents, Not Hotels
Establish modular, tent-based holding facilities for so-called “asylum seekers”. These will comply with basic humanitarian standards (e.g. shelter, sanitation, medical triage), but will be deliberately austere and designed for short-term containment.

Ah yes. When I think "basic humanitarian standards", I also immediately think of the word "containment".

Make Energy Cheap, Reliable and Scalable.
Energy is the lifeblood of any developed first-world economy. First and foremost, then, it should be cheap, reliable and scalable. If that means investment in fossil fuels, so be it.

None of those woke renewables! Solar energy turned Barry's son transgender, don't you know?!

Ban the Burqa. Both the burqa and the niqab are fundamentally un-British and have no place on our high streets. Countries across Europe, including France, Belgium and Austria, have already banned the burqa.

You knew it was coming.

Sex is Biological.
Biological sex is not a social construct. It is a fixed trait, determined by genetics and encoded in every cell of the human body.

Men and women are morally equal, but not physically identical. These differences must be acknowledged, respected, and allowed to inform law-making.

Men must not be permitted to enter women-only spaces, including lavatories, prisons, and sporting contests. Anything less puts women and girls at risk.

Objective truth, not ideology, must guide governance.

In view of these principles, the Gender Recognition Act must be repealed. The state must no longer issue legal documents that permit individuals to change their sex in law. Biological sex will be recognised as immutable and recorded accordingly.

And this one.

Make Britain Safe Again.
No-nonsense policing that does what it needs to do.

Widespread stop and search back.

Accusations of racism will stop nothing, up to and including strict sentences for anyone caught carrying a knife.

I like that in this one, they're like "yeah, we know this is racist, and we don't care".

Launch an Independent Inquiry into COVID-19 Vaccines.
We would establish a truly independent inquiry into the safety, rollout, and long-term effects of the COVID-19 vaccines, especially on young people and those coerced into taking them.

Yep, they're anti-vaxxers, too. It's amazing that this one party appears to be ticking absolutely every box for being a fucking awful human being.

Restore the Right to Self-defence.
Law-abiding citizens must have the full legal right to use reasonable force – including lethal force if necessary – to protect their home, family, and property from illegal intruders without fear of prosecution.

But hey! You can kill a burglar, particularly if they're a brown person.

Repeal the Online Safety Act.
Platforms hosting lawful content must be shielded from government pressure to censor. We would require transparency in content moderation and prohibit state-directed takedowns of legal speech.

The Online Safety Act law threatens the integrity of investigative journalism, whistleblowing, and political debate.

Fears of liability lead to over-moderation, driving smaller players out of the market and empowering Big Tech.

For balance's sake, I will note that they do have a point here, albeit for all the wrong reasons. The Online Safety Act simply doesn't work. These fuckheads think it was introduced to "censor" them "just asking questions" and all that shit. But no. It was just a shit idea.

You can hopefully see now why I feel a little concerned about my next-door neighbours proudly flying a flag for this fucking hateful group of shitheads.

Honestly, at one point I felt a bit bad for stereotyping the guy (and I suspect the flagpole is almost entirely the guy's handiwork) based on the amount he seemingly drank, and how often I hear him yelling obscenities at his wife and kids. But unfortunately it seems like I might have been correct.

So that's fun!


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#oneaday Day 706: The Garlean Territorial Anthem goes with everything https://imnotdoctorwho.moegamer.net/2026/05/14/oneaday-day-706-the-garlean-territorial-anthem-goes-with-everything/ https://imnotdoctorwho.moegamer.net/2026/05/14/oneaday-day-706-the-garlean-territorial-anthem-goes-with-everything/#respond Thu, 14 May 2026 19:15:47 +0000 https://imnotdoctorwho.moegamer.net/?p=37539 One extremely private habit that I have developed which I have not really admitted to anyone before is a tendency to sing stupid shit when I am in the house by myself. By "stupid shit" I usually mean "narrating what I am doing at the time to the tune of something unrelated". And, over the … Continue reading #oneaday Day 706: The Garlean Territorial Anthem goes with everything

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One extremely private habit that I have developed which I have not really admitted to anyone before is a tendency to sing stupid shit when I am in the house by myself. By "stupid shit" I usually mean "narrating what I am doing at the time to the tune of something unrelated". And, over the years of doing this — it's an uncontrollable impulse at this point — I have determined that The Garlean Territorial Anthem for Gyr Abania and Surrounding States: The Measure of our Reach from Final Fantasy XIV is absolutely ideal to put stupid words to.

If you are unfamiliar with this stirring piece of music, here is the original:

The original lyrics run thus:

Beyond majestic mountains
Across the emerald dale
On march the ivory standard
United we prevail

From distant shores of Othard
To lakes of Aldenard
The light of mighty Garlemald
For e'er our guiding star

It continues in similarly "patriotic but built on stolen land" fashion after that. It's a whole thing. What you can hopefully tell from listening to the above, however, is that it's a song with a relatively simple melody line, and fairly simple rhythms. This makes it absolutely ideal for use when you are singing about something stupid and/or disgusting.

Please feel free to replay the above video, while singing the below words to it.

I'm going to take a dump now
I'm going to have a shit
I'm going to shoot poo out my arse
And fill the toilet up

I'm going to take a shit now
I'm going to have a dump
The poo will come right out my bum
And God, it really stinks

I laugh in the face of rhyming schemes. But there's something innately satisfying about having a big ol' dump and bellowing that at the top of your lungs in a deep baritone. I recommend you try it. Even if you have a high voice. I suspect a glass-shattering, vibrato-filled soprano will also fit the bill nicely.

I don't remember exactly when I discovered that The Garlean Territorial Anthem for Gyr Abania and Surrounding States: The Measure of our Reach was ideal for this purpose, but I find it very difficult to stop myself from doing this any time I am in the house by myself. I don't even have to actually be taking a shit to want to sing it. It just sort of comes out. There are other versions of the lyrics, too, mostly relating to bodily functions and/or ablutions, but I will keep those to myself. A girl's got to have a bit of mystery.

Naturally I do not do this when anyone else is present, because I would be absolutely mortified if anyone heard what I was doing and the words I was singing. And not just because I've always been rather self-conscious about my singing voice. I also generally make sure the windows are shut.

In fact, I'm not entirely sure why I'm admitting this right now. I just thought you might find it amusing.


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#oneaday Day 705: Resist mediocre anti-intellectualism https://imnotdoctorwho.moegamer.net/2026/05/13/oneaday-day-705-resist-mediocre-anti-intellectualism/ https://imnotdoctorwho.moegamer.net/2026/05/13/oneaday-day-705-resist-mediocre-anti-intellectualism/#respond Wed, 13 May 2026 18:36:02 +0000 https://imnotdoctorwho.moegamer.net/?p=37534 Every few months, it seems, the collective community of the social media platform Bluesky suffers from a minor existential crisis, usually relating to some commentator or other not having found an audience on the platform and thus writing what they probably believe to be a withering putdown, but which more often than not ends up … Continue reading #oneaday Day 705: Resist mediocre anti-intellectualism

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Every few months, it seems, the collective community of the social media platform Bluesky suffers from a minor existential crisis, usually relating to some commentator or other not having found an audience on the platform and thus writing what they probably believe to be a withering putdown, but which more often than not ends up coming across as a bit sad, desperate and pathetic.

The most recent case comes in the form of someone who posits that Bluesky, as a whole, has been bad for American political discourse, because it has effectively siloed off pretty much the entire "Left" into their own little bubble. This isn't an entirely inaccurate view of the situation, but you also have to bear in mind that this largely occurred because Twitter, under Elon Musk, made a specific effort to silo off pretty much the entire "Right" into their own little bubble. Consequently, Twitter is more of a shithole than it's ever been in the past, and Bluesky… well, it's occasionally all right, occasionally prone to the sorts of behaviour that made me sour on Twitter in the first place. At least for the most part you don't have to put up with Nazis and "grok what is this" underneath every post.

I'm not here to talk about the relative merits of Bluesky itself though; rather, I want to focus on a post from Ars Technica's Kyle Orland, itself a response to a post from journalist Faine Greenwood, semi-seriously commenting on what people really need to do if they want to use social media to get a political message out:

Kyle Orland: This is true in cultural criticism too, I'd argue. Writing in general (and longform writing in particular) is just an increasingly niche part of how people in general are consuming media and getting info.

I'm still proudly focused on that niche, but I'm under no illusions about my relative reach.

Quoting Faine Greenwood: I will reiterate the point made by Jamelle Bouie: if you really wanted online political influence, you'd be making vertical video. You'd be learning how to do little booty dances while talking about political theory. You'd be mastering doing BTS fan-cams while talking about anti-capitalism.

I see this viewpoint expressed a lot these days, and while it is disappointingly not entirely wrong about the situation, it does, to me, reflect a defeatist attitude to culture: the assumption that there can be only one dominant form of media, and that in this case, it is lowest-common-denominator, vapid, attention-deficit short-form video with karaoke-style captions updating one word at a time.

I, as I have made pretty clear on numerous occasions in the past, fucking hate lowest-common-denominator, vapid, attention-deficit short-form video with karaoke-style captions updating one word at a time. I find it actively insulting to my intelligence, and incredibly offputting when someone posts, like, say, "IMPORTANT ANNOUNCEMENT:" followed by a video of their face pressed up against the camera yelling whatever their important announcement is. I never find out, because I am actively repulsed by that kind of video.

Aside: in a Discord I frequent, one poster continually reposts this guy's stuff, and dear Lord I find it the most offputting thing imaginable. Nothing to do with the guy's appearance; I just don't want that many faces yelling at me.

A screenshot of "Randy Johnson's" YouTube channel, which consists entirely of vertical video clips of an elderly man talking about various topics.

Anyway, the thing I find frustrating about all this is: who the fuck decided that the only thing we're allowed to do now is lowest-common-denominator, vapid, attention-deficit short-form video with karaoke-style captions updating one word at a time? Who the fuck decided that writing is out, particularly long-form writing? Because I certainly fucking didn't.

I like reading! I like reading long things! I like writing! I like writing long things! As far as I'm concerned, a good piece of writing is much more likely to stand the test of time than vertical video of someone's grandpa wittering on about The Super Mario Galaxy Movie! And I find it near-impossible to believe that I am alone in this!

I am part of a generation who grew up with books, magazines, and websites that posted long-form writing. As far as I am aware, my entire generation hasn't suddenly dropped dead overnight, so why the fuck can't we have at least a basic bit of respect for our tastes rather than this content slurry that is shat out at great force and speed every day?

"Oh, but Pete, people are still serving your niche," you might say. Are they? Are they actually though? Because last time I checked, games media sites were being shut down or turned into thinly-veiled gambling advertisements at a frightening rate. I used to have magazines and websites that I read on a regular basis; today, even people who I used to respect as people who always seemed that they'd keep blogging, come rain or shine, have all but vanished from the Internet, leaving us with little more than the garbage left behind.

Perhaps those are the people who have the right idea. Give up on trying to "find an audience" on the Internet, and just retreat into a world where these issues don't exist. There are still a few magazines out there — although gaming-specific ones are thin on the ground. There are folks making fanzines and suchlike. New books continue to be written — some of them even without being AI-generated! So perhaps the answer is just to retreat, quietly, and continue to enjoy the few good things that do, apparently against all odds, still exist.

It just feels like giving up a space where I always felt like I could "be myself" and express myself freely has been taken over, completely, by the supposedly "cool kids" who are actually vapid fuckheads with nothing of any real substance to contribute to culture. And that really sucks. "The Internet" used to be somewhere that felt like I was home, where I was among my people. I haven't felt that for a long time now.

I don't feel like we should have just rolled over and let this happen — but that is what happened, and there doesn't appear to be any way to turn back from it now. And no-one appears to be in any great hurry to correct this situation.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 704: Vana'diel progress report https://imnotdoctorwho.moegamer.net/2026/05/12/oneaday-day-704-vanadiel-progress-report/ https://imnotdoctorwho.moegamer.net/2026/05/12/oneaday-day-704-vanadiel-progress-report/#respond Tue, 12 May 2026 22:41:34 +0000 https://imnotdoctorwho.moegamer.net/?p=37531 I am pleased to report that I have reached level 50 in Final Fantasy XI. This is not the level cap, but it is a significant milestone, as it was, I believe, the original level cap when the game first released. As time went on and various expansions released, players got the opportunity to increase … Continue reading #oneaday Day 704: Vana'diel progress report

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I am pleased to report that I have reached level 50 in Final Fantasy XI. This is not the level cap, but it is a significant milestone, as it was, I believe, the original level cap when the game first released. As time went on and various expansions released, players got the opportunity to increase their personal level cap in increments of 5 levels at a time, though each one of these milestones requires you to complete a tricky and/or time-consuming quest. I'm in the middle of one of those now, which will allow me to level up to 55 when I'm done.

I'm enjoying the game a lot, though my desire to attempt it without a guide was a foolhardy endeavour. Final Fantasy XI was always designed with "community" in mind, and built on the assumption that said community would share information with one another and help each other out, and as such there are a lot of things it just doesn't tell you. It's a lot better in this regard than it used to be, primarily thanks to the "Records of Eminence" feature, which gives you a series of objectives to accomplish that can guide your progression, but you'll still often be given a mission that tells you to go to a particular zone and find something in that zone, with absolutely no indication whatsoever of exactly whereabouts in that zone the thing is to be found. There is no minimap and no quest marker feature in Final Fantasy XI, so you're either off to find a needle in a haystack yourself, or consult the community (which now, of course, also includes comprehensive wikis) and be able to focus your efforts a bit more.

There are still one or two roadblocks that require actual interaction with a human being. One of the missions for Windurst requires that you get through a door called the "Sealed Portal", which is colloquially known by the community as "Three Mage Gate". The reason for this is that the originally intended method of opening this door was to gather a party containing a white mage, a black mage and a red mage and get them to stand on the appropriate marks on the floor, which would open the door. This was subsequently updated to only require someone with the "Portal Charm" key item — which, naturally, you get just after the mission in which you would first need it — to make things marginally easier and less dependent on wrangling an entire group.

These aspects aside, though, the game has been eminently soloable so far, thanks to the Trust system. You're given some decent Trusts right from the get-go, and more are unlockable quite easily. There are some borderline overpowered ones available without too much difficulty, too, but with the number you get to add to your arsenal very quickly, you can pretty much build a party however you like to play, and use the characters you find most appealing. My only slight beef with the system is a narrative one; many of the Trusts you get early on are characters that you probably won't have met yet, and this makes it tricky to feel a sense of attachment to them. Because, in the context of Final Fantasy XI's story, Trust magic is dependent on you having a strong bond with a particular person, this feels a bit dissonant, but you soon learn to deal with it — and after a while, you'll be able to get together a party that feels like it consists entirely of "story" characters anyway.

It's definitely a very different sort of game to Final Fantasy XIV. It's not actually turn-based, but with its pacing it might as well be. It's not a game where you attacking requires you to be constantly pressing buttons to unleash combos, unlike its follow-up; instead, it's more about equipping your character well, ensuring they have good training in the skills they need to succeed at the challenges ahead of them, and approaching combat encounters carefully and thoughtfully. Sure, you "do less" on a moment-to-moment basis, but it's a different kind of satisfying to successfully clearing difficult encounters in Final Fantasy XIV; it's less about skill with the buttons and more about traditional RPG-style number crunching. I'm not saying either way is "better" — both games are very good at what they do — but it is interesting to note quite how different they are from one another now I'm deeper into XI than I've ever been.

My next big milestones for Final Fantasy XI will be breaking a couple of level cap barriers, and then completing the base story from the original game, which culminates in a big fight against the dreaded Shadow Lord. There's still a lot to do after that, though, and most folks seem to agree that things start getting really good story-wise after you've got through the base game's material. I'm looking forward to it — and at the rate I'm going, I should be getting through it at a decent pace, too.

I'm glad I finally decided to do this. Final Fantasy XI has kind of been a "white whale" for me in terms of completion, so I knew I just had to make the time to play it and do it properly. Now that I'm doing that, I'm having a really good time. I doubt I'll get too hardcore into its "endgame" stuff — my main priority is to beat the story, and after that I will probably return to XIV — but there is plenty to do just on the journey from 1 to 99. And that's absolutely fine with me!


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#oneaday Day 703: Peepo! https://imnotdoctorwho.moegamer.net/2026/05/11/oneaday-day-703-peepo/ https://imnotdoctorwho.moegamer.net/2026/05/11/oneaday-day-703-peepo/#respond Mon, 11 May 2026 18:19:02 +0000 https://imnotdoctorwho.moegamer.net/?p=37528 I finished a rewatch of Peep Show the other day, confirming for myself that I had indeed never watched it right to the end. Now I have, and I came away from it with some thoughts that I wanted to share, so that's what I'm going to do today. Peep Show, for the unfamiliar, is … Continue reading #oneaday Day 703: Peepo!

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I finished a rewatch of Peep Show the other day, confirming for myself that I had indeed never watched it right to the end. Now I have, and I came away from it with some thoughts that I wanted to share, so that's what I'm going to do today.

Peep Show, for the unfamiliar, is a Channel 4 comedy show starring David Mitchell and Robert Webb, written by Sam Bain, Jesse Armstrong and Andrew O'Connor, with occasional contributions from Mitchell and Webb themselves. It's the show that put Mitchell and Webb on the comedy map for many people, and is noteworthy for its main gimmick of being shot entirely in "first-person" from the perspective of the various characters, including the occasional ability to hear their thoughts — hence the name. We're getting to "peep" into the most intimate parts of their lives, including their private thoughts, in a way that simply isn't possible in "reality".

From the beginning, Peep Show sets itself up as a show where its two main characters are heavily, heavily flawed. Mitchell's Mark Corrigan character is stuffy, socially anxious, nerdy and, at times, rather arrogant, while Webb's Jeremy Usborne is also arrogant, albeit in a different way, self-obsessed, selfish, unambitious and, at times, borderline deluded about the possible directions his life could go in.

Early in the series, one could argue that Mark is somewhat set up to be the "protagonist" of sorts, since much of the ongoing storylines follow his attempts to woo his work colleague, Sophie. As time goes on, though, the show becomes more generally about how both Mark and Jeremy find themselves on their own separate pathways towards self-destruction, each coming at the concept from a different direction. Mark approaches it from the angle of repeatedly fucking up the genuinely good things that happen in his life, while Jeremy's obsession with drugs, alcohol and sex to the almost complete exclusion of building a "normal" adult life makes his trajectory clear pretty early on.

In many ways, Mark and Jeremy are polar opposites, but they are also a lot more similar than they would care to admit. And, as the show progresses, one comes to realise that perhaps the "El Dude Brothers" perhaps aren't as close friends as they thought they were; indeed, the very last line of the show comes from Mark, looking at Jeremy, reflecting on the many trials and tribulations they have both faced — and inflicted on one another — and thinking "I simply must get rid of him". The implication, of course, is that Mark will never be able to get rid of Jeremy — not because the pair of them are incredibly close friends, but because they're stuck with one another, thanks to each other's most awful tendencies having rubbed off on each other to an exceedingly unhealthy degree.

Thus one could probably say that Peep Show is about toxic masculinity. And indeed there are plenty of examples of that throughout the show, with the main ones being Mark's erstwhile boss, Alan Johnson, who is an obnoxious "alpha male" business leader type — although later shown to have enjoyed success primarily through luck and charisma rather than actual talent — and Jeremy's friend "Super Hans", who in many ways is far more fucked up than Mark or Jeremy will ever be — though at times he does seem to have his shit together a lot more than the pair of them.

Interestingly, though, neither Mark or Jeremy are examples of toxic masculinity in quite the same way. Jeremy likes to talk a big game and make out that he's always getting women, but we see repeatedly throughout the show that he is completely incompetent in developing close interpersonal relationships. Mark, meanwhile, has aspirations for a while of being a big balls businessman like Johnson, but over time comes to accept that he is, at heart, a fairly unremarkable person — and that that is not necessarily a bad thing.

To be sure, the pair of them do engage in behaviour that is plenty toxic, often in the name of pursuing masculinity. But a lot of the time they do this for the sake of living up to a misguided sense of "ideals" rather than because they actually feel that way. Neither of them have a clue how to navigate the challenges that life repeatedly confronts them with, and neither of them really know how to be a stereotypical "man", in terms of the unattainable ideal they both have in their minds. And this leads them both down destructive paths that ultimately bring them both to their own downfall — multiple times.

But Peep Show isn't a bleak tragedy. While I'm sure many people watching the show do feel a bit bad for Mark and Jeremy, particularly by the time the final episode rolls around, the central duo are, at their core, figures to laugh at. The show is a comedy because the situations they keep getting into are so ridiculous, but I think a lot of the humour lands because it's plausible. You can picture people you know going down some of the roads that both Mark and Jeremy fling themselves headlong down. You might even have broken off friendships with similar degrees of toxicity that the pair of them demonstrate.

It's a cautionary tale in many ways, then. Neither Mark or Jeremy are "villains" as such, nor are either of them fundamentally "bad people". But one thing Peep Show demonstrates more than anything else is that it is very easy to find yourself circling the drain if you don't make at least a bit of an effort to get your life under control — and that, as you grow older, if you don't find a good balance between "things that make your life better" and "things that make you feel good in the short term", where those two things are seemingly in conflict with one another, you will almost certainly find yourself bitter, twisted, and if not alone, then certainly stuck with someone who is bad for you, and that you will never, ever be able to get rid of.

A downer ending? Perhaps. But it was perfect for the story the show was telling. It would have been easy to give everyone on the show a "happy" ending for the final episode, but as harsh as it sounds, I'm glad they didn't get it. They got the ending that they deserved — and that has pretty much ensured I will remember the way things concluded a lot more vividly than if everything was all neatly resolved and tied up with a little bow.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 702: Overcoming burnout and guilt https://imnotdoctorwho.moegamer.net/2026/05/10/oneaday-day-702-overcoming-burnout-and-guilt/ https://imnotdoctorwho.moegamer.net/2026/05/10/oneaday-day-702-overcoming-burnout-and-guilt/#respond Sun, 10 May 2026 22:41:05 +0000 https://imnotdoctorwho.moegamer.net/?p=37526 After I wrote all that yesterday, I then promptly went and recorded four videos. They're casual, breezy, fairly low-effort videos, but videos they are nonetheless. The first one went live today: Yes, it's H.E.R.O. by Activision! I was super-excited to help bring the Activision Collection cartridges to Evercade, as these are some of my all-time … Continue reading #oneaday Day 702: Overcoming burnout and guilt

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After I wrote all that yesterday, I then promptly went and recorded four videos. They're casual, breezy, fairly low-effort videos, but videos they are nonetheless. The first one went live today:

Yes, it's H.E.R.O. by Activision! I was super-excited to help bring the Activision Collection cartridges to Evercade, as these are some of my all-time favourite 2600 games, and H.E.R.O. is a real classic. With this kind-of-sort-of series, I'm just gonna play whatever I damn well feel like on Evercade and just chat freeform and see what happens. Evercade and Chill, you see.

This is definitely the kind of video I enjoy making the most, because in some ways it helps me to feel a bit less lonely. I know that I'm talking "to myself" while I'm playing, but I'm also talking to anyone who's watching, and I've always said that my intention for this style of video is to provide an experience roughly akin to sitting down with a friend and playing something together. Consequently, I do my best to try and include the viewer in the things that I'm saying — and also not to assume knowledge, for those who are new to this stuff. Which, as time goes on, there are more and more people who fall into that category.

I've been wanting to get back to doing Evercade videos for a while, but it didn't feel quite "right" to be doing them while I was also handling the company's social media and stuff. Now I've thankfully left that side of my job in the dust, I feel I can get back to doing this sort of thing — which in its own way will hopefully benefit the community and the product, too. I mean, I have a miniscule audience, yes, but if just a few of those folks see something I cover and the fact it's on Evercade, then that's pretty cool.

The four videos I recorded yesterday are all Activision-related, because that's what I felt like playing at the time. As I say, this "series" will have no particular set structure or format aside from "I'm going to play whatever the hell I feel like from the Evercade library as it exists at the time of recording". I will have to be a teensy bit careful not to accidentally reveal any new carts before they're announced — I already have the next two cartridges that are being announced on the 15th, for example — but given that there's 80-something cartridges altogether and nearly 800 games on Evercade at this point, I'm not going to be running out of material any time soon.

So I hope you enjoy this series! It will hopefully be a fun, casual, laid-back, relaxing sort of series, both for me as a creator, and for you as someone watching this stuff. (I recommend falling asleep to my videos. I do it quite frequently.)

On that note, the weekend is almost over, so I think it's probably time for bed.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 701: Burnout and guilt https://imnotdoctorwho.moegamer.net/2026/05/09/oneaday-day-701-burnout-and-guilt/ https://imnotdoctorwho.moegamer.net/2026/05/09/oneaday-day-701-burnout-and-guilt/#respond Sat, 09 May 2026 12:31:53 +0000 https://imnotdoctorwho.moegamer.net/?p=37523 Every weekend for about the last month and a half, I've found myself thinking "I should make some more YouTube videos", closely followed by "but I don't really feel like it". To a normal, well-adjusted mind, the follow-up thought that should then occur should be "so I'm not going to do any". But when you … Continue reading #oneaday Day 701: Burnout and guilt

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Every weekend for about the last month and a half, I've found myself thinking "I should make some more YouTube videos", closely followed by "but I don't really feel like it".

youtube logo on laptop screen in dark setting
Photo by Zulfugar Karimov on Pexels.com

To a normal, well-adjusted mind, the follow-up thought that should then occur should be "so I'm not going to do any". But when you have sort of got into the habit of doing something, it's difficult to take a step away from. You feel obligations to continue. You feel guilt that you're not doing something. And those aren't healthy things to be feeling about something that is supposed to be a fun hobby more than anything else.

An oft-repeated refrain of the casual, hobbyist YouTuber is "when it stops being fun, I stop doing it". But it's not always that easy. You feel like you're letting down your audience, however small that might be — the people who tirelessly show up every video and leave a supportive comment or just a Like. You feel like you're letting down yourself, too; you've invested time, effort and, often, money into doing this, so shouldn't you keep doing it?

And there's always part of you that still wants to keep doing it for the reason you originally started doing it. In my case, it's to show off interesting games that I don't feel get the attention and love that they deserve, particularly on platforms that don't get the love they deserve — like the Atari 8-bit and ST. I am particularly conscious of this due to how, on a recent visit to The Cave, someone actually came up to me and said that they not only enjoyed my YouTube videos, they specifically enjoyed the way I do them.

As regular readers will know, this is something that I have mentally gone back and forth on lots of times — I started doing Let's Play-style videos, where I give a brief introduction to a game and then just play it while talking over it, but have found that scripted, more review-like videos tend to do better numbers for the most part. I enjoy doing both; the Let's Play ones are less hassle to do in terms of editing, but I think the scripted videos are probably "better" videos, whatever that means. I say I don't really care about the numbers — and I don't, really, otherwise I would put more effort into the tedious "marketing" side of running a YouTube channel — but it's hard to ignore when you get over a thousand views (sometimes much more than a thousand) on a scripted, edited review of a modern indie game or an Xbox 360 compared to just about three figures when providing a guided tour of an Atari 8-bit game no-one has heard of except longstanding enthusiasts.

This person telling me that they specifically enjoyed my Let's Play-style stuff for exactly the reasons I do it — to provide the illusion of sitting with a friend, enjoying a game together — kind of threw me a bit. I'm pleased, obviously, but it's the first time someone has specifically come up to me and said "yes, I like specifically what you are doing, rather than the usual algorithm-baiting stuff". And it's given me a certain amount of pause.

The other reason I'm kind of feeling a bit burnt-out with YouTube is that I'm doing some writing stuff that I'm enjoying right now. It's a very (very) long-term project that I'm working on, so it's going to take a considerable period of sustained effort to bring to a conclusion — and I really would like to bring it to a conclusion — and all that is sort of sapping my enthusiasm and energy for making videos a bit.

I do like making videos. I am always satisfied when I've put out some videos. But I'm just sort of not feeling it right now. And I feel guilty about that, for all the reasons outlined above. This, in turn, can lead me into a bit of a self-destructive cycle, where I get locked in a loop of worrying about what I think I "should" be doing, and then sitting staring into space worrying about the fact I don't feel like doing that thing.

Perhaps this is a signal that for today, at the very least, I should just rest, relax, take a break and enjoy myself, and then see how I feel about things tomorrow. And if I feel like making some videos tomorrow, great. If I don't, that should also be fine. We'll see.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 700: A non-comprehensive, casual review of the sugar-free Red Bull Editions https://imnotdoctorwho.moegamer.net/2026/05/08/oneaday-day-700-a-non-comprehensive-casual-review-of-the-sugar-free-red-bull-editions/ https://imnotdoctorwho.moegamer.net/2026/05/08/oneaday-day-700-a-non-comprehensive-casual-review-of-the-sugar-free-red-bull-editions/#respond Fri, 08 May 2026 18:22:43 +0000 https://imnotdoctorwho.moegamer.net/?p=37520 I have now tried, I think, all the "Red Bull Editions" in their sugar-free forms. (EDIT: no I haven't, but I've started now, so I'll finish.) So I thought, in celebration of 700 days of meaningless word vomit (for the third time!) I would provide my unsolicited thoughts on each of them. Let us begin. … Continue reading #oneaday Day 700: A non-comprehensive, casual review of the sugar-free Red Bull Editions

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I have now tried, I think, all the "Red Bull Editions" in their sugar-free forms. (EDIT: no I haven't, but I've started now, so I'll finish.) So I thought, in celebration of 700 days of meaningless word vomit (for the third time!) I would provide my unsolicited thoughts on each of them. Let us begin.

Coconut and Berry: The Coconut Edition

This is the one I tried today, and the one I was probably most skeptical about, as I'm never sure about coconut flavour things — plus "coconut and berry" sounded like an odd combination.

I was pleasantly surprised that this had quite a nice flavour. The coconut wasn't overpowering and neither was the berry flavour (blueberry, specifically, apparently) — it was a nice balance and an unusual but enjoyable taste. I did find it had that rather cloying mouthfeel that many sugar-free drinks have, though, so it took me quite a while to get through the whole can.

I'm not sure I'll have this one again, but I didn't hate it. A tentative recommendation.

Grapefruit and Blossom: The Lilac Edition

I was also a bit unsure about this one; I generally detest anything that has "floral" notes and have done ever since I had my first unwelcome taste of Rose flavoured Turkish Delight many years ago. As such, I was concerned that this would be more "Blossom" and less "Grapefruit", but thankfully it was the other way around; this was mostly just a nice, refreshing grapefruit flavour drink, with the edge taken off a bit by a pleasantly fragrant finish.

Out of all the ones I've tried, I think this one was my favourite.

Fuji Apple and Ginger: The Apple Edition

There seems to be a sort of half-arsed Japanese theme to some of these "Editions"; there's a "Cherry Sakura" one available in the full-sugar variant, but that doesn't appear to have a sugar-free version. Anyway, I wasn't sure about this one because of the presence of ginger; ginger is something that I like when it's forming part of a compound flavour (like in a nice curry, say) but if I can taste it by itself, I find it a tad "soapy" and unpleasant.

Thankfully, much like the Lilac Edition, the latter of the two ingredients was pushed somewhat to the background, leaving the apple flavour to shine with just a pleasant warmth to finish with. It was a considerably more pleasant taste than I was expecting, and will likely try this one again — my hesitance over the ginger element meant that I only had a sip of my wife's one of these rather than a full can.

White Peach: The Peach Edition

It's peach flavour. Peach flavour is good, if a tad unremarkable. This was decent, but I don't think there's that much reason to pick it over a Peachy Keen or Full Throttle Monster (which I'm convinced are the same flavour anyway). If you're getting it as part of a Meal Deal (and you know you are), you can probably get a bigger can of Monster for the same price.

Iced Vanilla Berry: The Ice Edition

I had no idea what to expect from this one. What I ended up getting was a fairly pleasant fruity drink that had a slight, not-unpleasant lingering nasal presence afterwards. Apparently eucalyptus is involved somewhere. Like the other Editions, though, the more "unusual" flavours aren't overpowering, though, so what you basically have here is a fruity, berry flavoured drink that might clear out your sinuses a bit. I didn't get much of the vanilla at all.

Forest Fruits: The Pink Edition

Probably the "safest" of all the Editions flavours, this was completely unremarkable in almost every way. It tasted like cheap supermarket red squash with a bit of fizz in it. That's not a bad thing, but it's also not worth paying three quid a can for.

What did I miss?

Apparently there are "Blue", "Green", "Ruby" and "Summer" ones out there that I haven't tried yet. Of these, the one I feel I'm least inclined to like is the "Green" one, which promises "Curuba-Elderflower". I don't even know what that is. I also don't anticipate being a big fan of the "Ruby" one, which promises "Spiced Pear". I'm not a huge fan of pear flavour, nor am I fan of spiced fruit, so this doesn't seem like it is particularly designed with my tastes in mind.

The "Summer" one, meanwhile, promises a citrus flavour, which is an evergreen — although also the possibility of being an unremarkable, uninteresting flavour. I'm keen to try that one, though. I'm also intrigued by the "Blue" one, too; I don't know what a "Juneberry" is, but I anticipate that one will taste like blue. You know very well what that means.

Anyway, my conclusions from all this is that they are, of course, extortionate when purchased by themselves, but if you can get them as part of a Meal Deal they're worth taking a punt on if you fancy something a little bit different. I think my favourite is the Lilac one, closely followed by the Apple. I'd probably rank the Coconut one the lowest, though it was still drinkable — and the Peach and Pink ones are just a bit boring. But sometimes you want boring, don't you?

So that's that. I'm off to go play Final Fantasy XI.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 699: Final Fantasy XI and the art of patience https://imnotdoctorwho.moegamer.net/2026/05/07/oneaday-day-699-final-fantasy-xi-and-the-art-of-patience/ https://imnotdoctorwho.moegamer.net/2026/05/07/oneaday-day-699-final-fantasy-xi-and-the-art-of-patience/#respond Thu, 07 May 2026 21:17:24 +0000 https://imnotdoctorwho.moegamer.net/?p=37518 As… promised? threatened? recently, I've started playing Final Fantasy XI again. And I am reminded, once again, for the umpteenth time, that I really like this game, particularly in its current form. I'm sure there are plenty out there who will bemoan how "dumbed down" its 2026 incarnation is compared to what it was like … Continue reading #oneaday Day 699: Final Fantasy XI and the art of patience

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As… promised? threatened? recently, I've started playing Final Fantasy XI again. And I am reminded, once again, for the umpteenth time, that I really like this game, particularly in its current form. I'm sure there are plenty out there who will bemoan how "dumbed down" its 2026 incarnation is compared to what it was like 20 years ago, but man, c'mon. You can play most stuff solo now; some might say that misses the point of an MMO, but there's still a markedly different vibe existing in a world knowing there are other players around. You see other people going about their business; you participate in the economy; you contribute to asynchronous team activities.

I am also reminded that Final Fantasy XI is not a game for everyone. Specifically, it is not a game for the impatient, because there is a lot to do, and it takes quite a long time to do pretty much anything… except level up, now, which goes at a significantly more brisk pace than it did the first time I played it all those years ago.

But we're talking about a game where the ability to run slightly faster than normal is dependent on someone completing a long and difficult quest, it rolling a random chance of the "Swift Shoes" effect coming up, and then you healing to full and having a nice sit down for a couple of minutes to "charge" the slightly-faster-than-normal movement speed — which, of course, immediately fades away the moment you either attack something or get attacked.

We're also talking about a game whose original implementation of "fast travel" required you to fight your way to a huge "crag" two zones away from your starting city and collect a crystal from it, all for the privilege of being able to teleport an inconveniently long distance away from any of the game's towns.

We're talking about a game where, when you want to cross the sea, you have to physically stand and wait for a ship, and when you're on the ship, you have to wait for the voyage to complete. (Sometimes monsters attack. A lot of the time you just have to enjoy the ride.)

If those descriptions make you smile, even a little bit, you are probably someone who will enjoy Final Fantasy XI.

The fact the game demands so much patience makes it feel very rewarding, though. When you achieve something, you feel like you've bloody well earned it. This is not a game where you are a super-special Warrior of Light pretty much from the get-go; this is a game where you are a relatively normal person — albeit one with, arguably, extraordinary combat abilities compared to your "peers" among the NPCs — just trying to make their way in the world. Make a bit of cash, get a bit of training in, visit some new places.

It's this rather open-ended feel that I really like about Final Fantasy XI. In many ways, it feels like a very pure reflection of what I call the old "world RPG" formula exemplified by titles like the early Ultima games. There is a long-term goal to go and complete, but the vast majority of your playtime will be spent doing rather freeform activities to build up your character in a way that you see fit.

Some of the best things that have been added to Final Fantasy XI since its original release are designed to make it more than just grinding monsters for hours at a time. The "Records of Eminence" quests do a great job of giving you things to do and acting as a sort of guide to what it is possible to do in the game, without having to spend half your playtime looking at a wiki. The "Field Guide" and "Grounds Tome" books at the entrances to field and dungeon areas respectively provide you with focused sets of monster targets to down in exchange for generous experience bonuses. And of course there's plenty of quests, the main storyline missions and, once you get later into the game, lots and lots of side activities. I don't yet know how "important" some of these things are — or indeed what 90% of them are at this point — but I'm intrigued to find out.

Thus far I'm up to level 25 on the job I started with — Warrior this time around — and I'm levelling Monk as a subjob for now. I'm on the "rank 2" missions for my home nation, and making good progress. I've also kicked off the Rhapsodies of Vana'diel storyline that was added much later than the other main stories, and acts as another kind of "guide" through what the game offers, with its own narrative to follow — and plenty of extremely helpful benefits as rewards along the way.

I'm enjoying myself a lot. I don't know how long it's going to take me to get through the various storylines, but levelling has been going at a brisk pace, and I'm feeling good about how things are going so far. I'm looking forward to finally doing things like taking down the Shadow Lord, which I've never done before, and particularly getting into the well-regarded Chains of Promathia expansion storyline, which longstanding FFXI players have been banging on about the quality of for years.

So yeah. It's a good time. You just need patience. And if there's one thing I have developed over the years, it is a very strong sense of patience.


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#oneaday Day 698: Star Fox is back... again! https://imnotdoctorwho.moegamer.net/2026/05/06/oneaday-day-698-star-fox-is-back-again/ https://imnotdoctorwho.moegamer.net/2026/05/06/oneaday-day-698-star-fox-is-back-again/#respond Wed, 06 May 2026 23:08:34 +0000 https://imnotdoctorwho.moegamer.net/?p=37503 Nintendo surprised everyone with an out-of-the-blue Star Fox Direct earlier today, announcing a reboot of Star Fox for Switch 2. This is, I think, the third time they've "redone" the original Star Fox at this point, as it went Star Fox/Starwing (SNES), Star Fox 64/Lylat Wars (N64), Star Fox Zero (Wii U) and now this, … Continue reading #oneaday Day 698: Star Fox is back... again!

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Nintendo surprised everyone with an out-of-the-blue Star Fox Direct earlier today, announcing a reboot of Star Fox for Switch 2. This is, I think, the third time they've "redone" the original Star Fox at this point, as it went Star Fox/Starwing (SNES), Star Fox 64/Lylat Wars (N64), Star Fox Zero (Wii U) and now this, which, in the tradition of all good reboots, is just called the name of the original thing it's rebooting. Star Fox. At least it won't be confusing in Europe.

I love Star Fox. It's probably one of my favourite Nintendo series. Specifically, I love the Super NES original, because while it's perhaps not the most technically impressive game when looking back on it retrospectively, it's still a great game that I enjoy a lot — and it has an amazing soundtrack. I rate the original Star Fox's soundtrack light years ahead of its 64-bit counterpart, because Star Fox 64 hailed from that age where Nintendo games had music that was beautifully composed, but played back on one of the worst MIDI synths a console has ever had. The new one takes what sounds like the music from Star Fox 64 and fully orchestrates it, which is just lovely.

The new game looks like it's going to be mostly keeping to Star Fox's roots as an arcade-style game with a level-based structure, and branching paths through the complete sequence of levels depending on the things you do and your overall performance. I'm interested to see how this will be received in the modern age, since the vast majority of big-budget games that come out today are designed to be huge, sprawling timesinks that take hundreds of hours for a single playthrough. Making a game that is short but highly replayable feels like it's a ballsy thing to do these days — and it really shouldn't, but it does.

It does look like the new Star Fox will be highly replayable, too. As well as the main story mode with its branching paths, it looks like there's a "Challenge" mode where you play a single level and attempt to complete specific objectives in it. This could either be great fun or extremely annoying, but I think it's the right decision to separate it out into its own mode rather than integrate it into the main story.

There's also what looks like a really fun multiplayer mode, too, with 4v4 battles between Star Fox and Star Wolf. It doesn't look like any of the three modes on offer are a simple deathmatch, either; there are different objectives to complete on each one, which will reward fancy flying as well as keeping the enemy off your back.

All in all, I'm excited and pleased to see Star Fox get yet another chance. Part of me wishes they'd let the story, such as it is, move on a bit instead of continually remaking the same one over and over again, but ultimately this is a gameplay-centric experience — at least previous installments have been — and so the reason you're blasting everything out of the sky doesn't matter too much. It does look like the whole thing is much more "cinematic" now thanks to the advances in technology we've seen over the last few console generations. It's nice to see Fox and company be able to chat with one another as fully modelled characters rather than just avatars chattering away during gameplay.

So I guess that's a Switch 2 game I'll be adding to my library when it arrives, although if it's on a Game Key Card, we are going to have words, Nintendo.


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#oneaday Day 697: Another post! https://imnotdoctorwho.moegamer.net/2026/05/05/oneaday-day-697-another-post/ https://imnotdoctorwho.moegamer.net/2026/05/05/oneaday-day-697-another-post/#respond Tue, 05 May 2026 19:07:59 +0000 https://imnotdoctorwho.moegamer.net/?p=37501 How about another post? I've already fired off my Final Fantasy XI shot in the previous post, so what to write about now, I wonder? Perhaps I can tell you a bit about the Evercade Game of the Month game which came out today. I made a video about it and everything, like, for my … Continue reading #oneaday Day 697: Another post!

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How about another post? I've already fired off my Final Fantasy XI shot in the previous post, so what to write about now, I wonder?

Perhaps I can tell you a bit about the Evercade Game of the Month game which came out today. I made a video about it and everything, like, for my actual job:

The Game of the Month programme, if you're unfamiliar, is a thing we do every so often where we give folks the opportunity to download and play a game on a sort of "trial" basis for a month or so, then all the games we've featured in a particular year get bundled together onto an Indie Heroes cartridge the following year, along with some cartridge-exclusive games.

It's a fun way to give some attention and love to the "homebrew" scene, and it effectively means that we get one of the first cartridges of next year up and running well ahead of schedule, which helps take a bit of the pressure off. And with the ambitious projects we've been doing recently, any opportunity to take a bit of the pressure off is very welcome indeed!

Last month, we had a special "shareware" version of BioMenace Remastered, which I'm thrilled we're bringing to Evercade, as I used to love BioMenace when I was a kid. I only ever had the shareware version, as many of us did, so it will be very exciting to play through the full thing when we eventually have it. (I also bought a copy on PC to support the chap behind it, who is a thoroughly lovely person.)

This month, we have Inspector Waffles: Early Days, which is an adventure game built in GB Studio, the tool of choice for seemingly 95% of Game Boy homebrewers these days. It's a flexible little engine, clearly primarily designed for top-down role-playing game-type experiences, and Inspector Waffles: Early Days makes good use of it to create an adventure game featuring not only top-down exploration and examining things, but also first-person point-and-click sequences, dialogue puzzles and a bunch of secrets. You can probably blast through it pretty quickly if you know what you're doing, like most adventure games, but it's an enjoyable ride with the whole "everyone is cats" thing being a fun gimmick.

We're actually still assembling the list of Game of the Month titles for the coming months, so if you happen to be reading this and you have something that will work on Evercade — generally speaking, an game built on any of the platforms we've previously emulated games for is a solid bet — then be sure to drop developer@evercade.co.uk a line and we'll see what we can do.

An hour and a half left to go on the Final Fantasy XI patch. Maybe a bit of NEOGEO while I wait, then…


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#oneaday Day 696: The missing day https://imnotdoctorwho.moegamer.net/2026/05/05/oneaday-day-696-the-missing-day/ https://imnotdoctorwho.moegamer.net/2026/05/05/oneaday-day-696-the-missing-day/#respond Tue, 05 May 2026 18:56:04 +0000 https://imnotdoctorwho.moegamer.net/?p=37499 I apparently missed yesterday! Whoops. Oh well. It was a bank holiday. Let's just say I was having the day off. Better yet, let me point you in the direction of something I did write yesterday, which was a thorough write-up of Capcom's Pragmata. And then indulge me while I write two things today, because … Continue reading #oneaday Day 696: The missing day

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I apparently missed yesterday! Whoops. Oh well. It was a bank holiday. Let's just say I was having the day off. Better yet, let me point you in the direction of something I did write yesterday, which was a thorough write-up of Capcom's Pragmata.

And then indulge me while I write two things today, because I feel like I "should". I'm just like that. Also I have just reinstalled Final Fantasy XI and it has to go through its whole many-hours patching process, so I may as well do something to fill the time.

I've decided to give Final Fantasy XI another honest go because I've always enjoyed it when I've played it in the past, I have been wanting to play through its story for more than 20 years (and there's a lot more of it now than when I first wanted to play it!) and I'm sort of "between games" right now. This time around, I want to make a proper effort to get through the main scenario. I know there's a lot of other stuff in Final Fantasy XI, but we'll see if I feel the need to jump into any of that as I work my way through; my priority is just seeing what the main storylines are.

The reason I say this is because I've pretty much made a decision: I'm going to head back into Final Fantasy XIV at some point before the new expansion drops — likely when the new "Beastmaster" job is added in the next main "part" of the Dawntrail finale patch, which is looking like July. Before that happens, I'd like to have had a good crack at Final Fantasy XI, so I'm going to treat it as my "main" game for the immediate future. I think it's going to be interesting — particularly as, for several years now, the game has been in a state where much of it is eminently soloable thanks to the fact you can bring recruitable NPC "Trusts" along with you for pretty much everything in the game, not just instanced dungeons like in Final Fantasy XIV.

As I say, I don't know how much into the weeds I'm going to get, because my main priorities are 1) getting to the level cap of 99 and 2) getting through the main storylines of the base game and all the expansions. The two will likely intertwine somewhat, and gearing up, particularly once at level 99, will likely involve dipping into some of the activities outside of the main story, but we'll see. I'm going to try and minimise guide usage as much as possible, too, because I think that will be much more interesting. I'm also curious to see if it's even possible to play that way — and if it isn't, well, there are 20+ years worth of FAQs, wikis and all manner of other resources out there to follow along with.

I'm excited! I'm also aware that I've fallen off Final Fantasy XI multiple times in the past, not because I wasn't enjoying it, but because something else came along that occupied my attention. Hopefully that won't happen this time around — because I'm increasingly conscious that, because of the game's age, there is likely only so much more time I have to be able to actually do this quest.

So Vana'Diel awaits! In about two hours' time, according to the PlayOnline Viewer, anyway. So how should I occupy myself in the meantime… hmmm?


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 695: Final Fantasy VIII was fine https://imnotdoctorwho.moegamer.net/2026/05/03/oneaday-day-695-final-fantasy-viii-was-fine/ https://imnotdoctorwho.moegamer.net/2026/05/03/oneaday-day-695-final-fantasy-viii-was-fine/#respond Sun, 03 May 2026 20:47:00 +0000 https://imnotdoctorwho.moegamer.net/?p=37496 I don't know what it is, but just recently there seems to have been a huge upswing in the number of people who feel the need to go off on a long, long diatribe about how much they hate Final Fantasy VIII. And those people tend to get weirdly aggressive about it. I've stopped posting … Continue reading #oneaday Day 695: Final Fantasy VIII was fine

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I don't know what it is, but just recently there seems to have been a huge upswing in the number of people who feel the need to go off on a long, long diatribe about how much they hate Final Fantasy VIII. And those people tend to get weirdly aggressive about it. I've stopped posting on one forum completely because of one such discussion where people were getting very dickish about it, and it is, to be honest, getting a little tiresome. Particularly when it is impossible to have a reasonable discussion with someone about it if you, like me, happen to hold an opposing viewpoint.

I love Final Fantasy VIII! I played it at a particularly formative point in my life — my first year of university — and it left a significant impact on me. It's a game I played with someone who was very important to me, it's a game that I shared some good times with friends over, and it's a game that I legitimately enjoyed from start to finish.

The typical argument from the Final Fantasy VIII haters is that it's a "bad" game because "the best way to play it is not to engage with its systems". Bollocks. I beat the game, including its superbosses, precisely because I engaged with its systems. Junction up a bunch of Aura, Ultima and other high-level spells to your important stats, cast Aura on yourself to get your special attacks rolling as often as possible, and watch the damage fly. Immensely satisfying. And, as "game-breaking" as it felt to do that, it is 1) what the game is designed to allow you to do and 2) really no different to what you do in any number of other RPGs; one of the most fun things about them as a genre is that there is usually a way to "break" them beyond their usual limits and start dealing astronomical levels of damage. Certain games even design themselves around this philosophy; titles like Disgaea, Omega Quintet and Trillion: God of Destruction very much fall into this category.

But I've learned that it's not worth even attempting to have this discussion when someone has decided to start yelling about how much they hate this twenty-seven year old game. I don't know if it's a weird form of clout-chasing, algorithm baiting or what, but it just seems bizarre to me how often I've been seeing this come up, usually completely unprompted, just recently. Perhaps I'm just Baader-Meinhofing myself, but I don't think it's that; I mean, it's weird, right? That game came out twenty-seven years ago, and people have suddenly decided that they're mad about it? I really don't get it.

I especially don't get it because back when Final Fantasy VIII was current, everyone I knew loved it. We had a running joke among our friendship group that every time we went to visit the local independent computer shop, at least one of us would ask when Final Fantasy VIII was coming out. This was such a running joke that my friend Woody even incorporated it into his unfinished (barely started, really) Klik and Play project called Resident Evil EX, in which Agent Wesley Wilson infiltrated a zombie-infested mall, where one of the survivors was cheery ol' Richie, proprietor of First Compute, and, indeed, walking in there would prompt a conversation (voice acted by us) about exactly when Final Fantasy VIII would be coming out.

Final Fantasy in general seems to attract these sorts of passionate haters for some reason. People really hate the fact that the series has been constantly reinventing itself over the years — despite a stated, explicit philosophy of the creators being "if it's not new, it's not Final Fantasy". And this, in turn, leads to people just… making shit up about the various games that, for one reason or another, are perceived as unpopular. It seems that it is Final Fantasy VIII's turn right now, since Final Fantasy XIII hatred appears to have died down a lot just recently.

But I mean it! I don't remember seeing anything anywhere near this level of hatred for, just to remind you, this twenty-seven year old game, prior to this year. Perhaps it was out there. Perhaps I just didn't see it. But I find that a bit difficult to believe. It just seems to be nothing more than the fashionable thing to crack wise about right now — just another meaningless, pointless social media trend that takes away from the possibility of ever having a real, sincere, meaningful discussion with anyone online any more.

Anyway. I just felt like saying that today. This is not an invitation for you (yes, you) to come into my comments and start rabbiting on about how much you hate Final Fantasy VIII. I honestly absolutely do not care. Or, perhaps more accurately, I'm not interested. Put a bit of that energy into telling me about something you do like — perhaps something I've never heard of! That's much more fun. Believe me. I've been making that the basis of what I write about games online for quite some time now, and it's far more rewarding than just hate, hate hate.

But I guess it was forever thus. The "funny" bad reviews in games magazines were always the ones people remember the most. The bad reviews on today's websites are scientifically designed to maximise "engagement". And someone blurting out, completely unprompted, how much they hate a twenty-seven year old game that isn't even that bad? I don't know what that is, but I don't think I want to be part of it.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 694: The joy of hyperfixations https://imnotdoctorwho.moegamer.net/2026/05/02/oneaday-day-694-the-joy-of-hyperfixations/ https://imnotdoctorwho.moegamer.net/2026/05/02/oneaday-day-694-the-joy-of-hyperfixations/#respond Sat, 02 May 2026 23:23:42 +0000 https://imnotdoctorwho.moegamer.net/?p=37494 I've done a lot of work on my Secret Creative Project over the course of the last few days. I am feeling a strong amount of Autistic Hyperfixation Energy on it right now — even if I do often have to juggle this with the equally autistic tendencies to fiddle around with the bits I've … Continue reading #oneaday Day 694: The joy of hyperfixations

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I've done a lot of work on my Secret Creative Project over the course of the last few days. I am feeling a strong amount of Autistic Hyperfixation Energy on it right now — even if I do often have to juggle this with the equally autistic tendencies to fiddle around with the bits I've already created over and over rather than continuing to make new bits.

Thus far the project is standing at 16,826 words. I anticipate that by the time I finish this — which will be a pretty long time from now — that number will be in the high six digits at the very least. There's a lot of work still to do, but I feel good about this; I feel like this is a worthwhile undertaking, and one that I'm enjoying doing.

It's not something I plan to make any money from; it's not something I plan to plaster ads all over; it's not something I'm doing to "be famous" or anything like that. It's just a project based on something I enjoy that I think will help others to enjoy said thing as much as I do. Plus it's an excuse for me to dive down some thoroughly interesting research rabbit-holes.

Doing this is reminding me that I love writing, particularly about the things I'm passionate about. (Go on then; I'll give you a little hint as to what the project is about: it is, perhaps unsurprisingly, about games.) I love the little journeys that bits of research take you on; I love trying to craft a narrative from those nuggets of information you find; I love trying to get my enthusiasm across in a way that is hopefully enjoyable for the reader to engage with.

I don't know if I'll ever finish this. I would certainly like to, and while I'm feeling the strong Autistic Hyperfixation Energy, I intend to keep taking advantage of it as much as possible. I reached what I consider to be the first major milestone in the project this evening… out of many milestones along the way, yes, but a significant one, nonetheless. It feels like finally cresting a particularly steep hill, so I am going to "reward" myself with some nice relaxing time tomorrow. I haven't played Pragmata for a few days and need to get back on that, but this has been taking priority while I've been feeling very much in the mood for it.

On that note, though, it's after midnight, and I think I should probably get some sleep now.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 693: Another one bites the dust https://imnotdoctorwho.moegamer.net/2026/05/01/oneaday-day-693-another-one-bites-the-dust/ https://imnotdoctorwho.moegamer.net/2026/05/01/oneaday-day-693-another-one-bites-the-dust/#respond Fri, 01 May 2026 18:26:07 +0000 https://imnotdoctorwho.moegamer.net/?p=37490 It seems another gaming outlet has bitten the dust — in this case, the gaming part of The A.V. Club, which at various points has been part of Paste Magazine, a standalone site called Endless Mode and perhaps some other incarnations before that. (And no, I will never call them a "vertical"; we all took … Continue reading #oneaday Day 693: Another one bites the dust

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It seems another gaming outlet has bitten the dust — in this case, the gaming part of The A.V. Club, which at various points has been part of Paste Magazine, a standalone site called Endless Mode and perhaps some other incarnations before that. (And no, I will never call them a "vertical"; we all took the piss out of Polygon being called a "vertical" when it was first announced and I have no intention of stopping now.)

Explosion!

At this point, I'm not even surprised any more. The broad concept that is "the video games media" is almost completely gutted at this point, with only a few sites still holding on. IGN and Gamespot still exist; Polygon still (kind of) exists; smaller, platform-centric sites like Push Square and NintendoLife still exist; and Kotaku has come back from the "dead" more times than I can count at this point.

I find myself pondering a few things about the whole situation. First of all, given that gaming is bigger than ever, how on Earth are we unable to sustain a specialist media sector focusing on it? Someone on Bluesky suggested it was because a significant number of the people who "play games" are little more than "content consumers", just "consuming" the latest thing that comes along and then banishing it from their mind; not taking the medium seriously as an art form, in other words. There's certainly an element of that, but I don't buy that it's a satisfactory explanation for what has been going on with the media over the course of the last few years.

Perhaps it's some sites discovering that certain "types" of games journalism just don't work? Those of you of a certain age will probably remember discussions over "New Games Journalism" and the question of whether we would ever have a "Lester Bangs of Games Journalism". These discussions were happening back in the late '00s, and centred around the idea of games journalism and criticism in particular moving away from the bog-standard news, preview, review, guide format in favour of something that was more… experiential, I guess you'd call it. Treating games more akin to how literary and artistic criticism treats other, more well-established art forms. "Telling the stories of the people behind the games", all that sort of thing. Things that look like they might be admirable when you look at them as part of a mission statement.

Thing is, I'm not sure that's what the readers want. The one thing you might notice about all the sites that have managed to survive for decades at this point is that they are, for the most part, still beholden to the same old news, preview, review, guide cycle that has been in place since the days of print. And my theory is that this is, as stale as it might be, what people still want from games journalism. "The stories of the people behind your favourite games" can be interesting, but when all a lot of people want to know is whether or not Pragmata is any good, I feel like those articles — which often take a hell of a lot of research, networking and general access to their subjects — may not be entirely sustainable, particularly on a site that needs to keep the lights on through ad revenue.

I'm not saying this is a particularly desirable situation. The overreliance on ads has lead to the "guideslop" era we're in at the moment, where every game that looks even vaguely likely to attract a few clicks gets three thousand pieces of "guide content", each one focusing on a single hyper-specific thing about the game in question, rather than a single, quality, well-crafted walkthrough. This is a load of old shit; there are a lot of writers who could be doing much more interesting work stuck on the guides beat, and I'm very much willing to bet they are some of the hardest working but lowest paid people in the business.

But I think back to old games magazines and why I enjoy reading them, and it's because each of them captures a moment in time. Times when we were excited for games that we knew the name of, but very little else about besides a couple of tiny, fuzzy screenshots; I think some mags got pretty much a full year of news stories out of two "Zelda 64" screenshots back in the day. Times when we were excited for the new possibilities that seemingly mind-blowing new platforms would offer us — and then the crushing disappointment when they turned out to not be that good after all. (Philips CD-i and 3DO say hello.) Times when an amazing new game would be the cover star of a magazine and turn out to be even better than we had ever hoped for — or in some cases, catastrophically bad.

I'm not sure sites writing about labour conditions in the industry, unions and quarterly financial results are really what gaming enthusiasts want from the press that supposedly represents them. I know it's certainly not what I'm particularly interested in.

I don't really read any gaming sites any more, and I often ask myself why that is. There are still quite a few out there doing good work, and there's a decent amount of diversity in the types of coverage out there, still… at the moment, anyway. I'm just not sure some of it is sustainable in the long term, and I wonder if a desire to focus on that unsustainable stuff just because it seems like "the right thing to do" — which it very much is in many cases — is what has got the games media as a whole into the messy position it's in today.

So what's the answer? I have no idea, really. In my ideal world, we'd go back to reading magazines every month, but despite the fact some magazines do still exist in print — I recently resubscribed to Retro Gamer, for one — it seems that is perceived as even more unsustainable than everything I've described above.

As someone who, as a young 'un, wanted nothing more than to follow his brother's footsteps into video games media, it's extremely sad to see all this happen. But I'm also kind of glad that I'm no longer directly in that space, because it seems like a hell of a bad time to be a video game specialist writer right now.


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#oneaday Day 692: Another hyper-specific product recommendation https://imnotdoctorwho.moegamer.net/2026/04/30/oneaday-day-692-another-hyper-specific-product-recommendation/ https://imnotdoctorwho.moegamer.net/2026/04/30/oneaday-day-692-another-hyper-specific-product-recommendation/#respond Thu, 30 Apr 2026 22:26:21 +0000 https://imnotdoctorwho.moegamer.net/?p=37487 I think it's about time I used my platform here, such as it is, to make another hyper-specific product recommendation, based on something that I, Pete Davison, 45 years of age yesterday, have recently Bought And Thought Was Kind Of All Right. The product today is Clearasil's Rapid Action Pads. They look like this: If … Continue reading #oneaday Day 692: Another hyper-specific product recommendation

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I think it's about time I used my platform here, such as it is, to make another hyper-specific product recommendation, based on something that I, Pete Davison, 45 years of age yesterday, have recently Bought And Thought Was Kind Of All Right.

The product today is Clearasil's Rapid Action Pads. They look like this:

If the name "Clearasil" is familiar, it's because you probably know them for their numerous varieties of zit-clearance products from over the years. The brand's been around for a long time at this point, and is, I would assume, something of a Trusted Name.

I came to these pads because a few weeks back, I found myself getting a few zits around my mouth, so I thought I should probably do something about them beyond simply attempting to pop them and then doing stifled screams when I was reminded, through bitter experience, that popping zits that are on or near your lips is excruciatingly painful.

My initial intent was to go out and find a product I used to use as a teenager known as "Oxy Duo Pads", but I wasn't convinced that Oxy anything was a thing any more, because the last time I had even thought about these things was more than 30 years ago. As it happens, when I searched for "Oxy Duo Pads" on Amazon, these Clearasil things are the first thing that came up — although a brief Google reveals that Oxy is apparently still a thing if you know where to get them.

Anyway, Oxy Duo Pads were little fabric pads that were a bit rough on one side and a bit smoother on the other side, and they were coated in the sort of stinky chemical that was unmistakably for blasting zits. The theory was that you'd rough up your skin and open the pores with the rough side, allowing all that delicious chemically goodness to seep in (and burn like fuck if you were a bit sore) then smooth things out a bit with the smooth side. In the process, you'd almost certainly realise that your face was a lot more dirty than you thought it was.

These Clearasil pads are essentially the same thing, without the "Duo" part — in other words, they pretty much just have what was the "rough" side from the Oxy product. They still smell unmistakably like some sort of flesh-burning chemical, and they're still pretty danged good at not only getting the filth off one's face, but also discouraging zits from coming back.

However, that's not the reason I want to recommend them. I want to recommend them for an added bonus feature I discovered after just a couple of days of using them.

For most of my life, I've suffered with dry skin, particularly on my face. It's possibly some sort of genetic thing, as my Dad has always had it, too, particularly around his nose. I had resigned myself to it just being sort of there all the time, and having to put up with, in the words of Alan Partridge, "my pillow [being] like a flapjack" when I woke up of a morning.

Two days of using these damn things, and the skin on my face was clear, soft and not peeling or sore even a little bit. Sure, that first day made me feel like I was voluntarily inflicting serious chemical burns on myself, but after the second day, I noticed a difference. And, using them every day since then, I haven't had even a hint of dry or sore skin on my face.

I believe the reason for this is that the Clearasil pads include something called salicylic acid. This is something that I've seen among my wife's numerous skincare products on the bathroom windowsill, but never thought to even ask what it was for. It turns out that it basically strips the top layer off your skin, which is not as horrifying as it sounds. The net effect, it seems, is that the outer layer, which was all dry and crispy and horrible, is removed, leaving soft, fresh, new skin underneath. And I believe you are unlikely to whittle your own face down to the skull while using this stuff, because we all grow new skin on a pretty regular basis. Also it's apparently vaguely related to aspirin, and taking it orally is inadvisable. Thanks, Wikipedia.

Anyway, if you, like me, have ever suffered with a face that seems to want to come off at the most inconvenient times, it seems the answer is to regularly douse it in a form of acid that, in itself, will also cause your face to come off, but in a more useful and less messy way than when your face wants to do it itself.

I guess I have a "skincare routine" now, such as it is.


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#oneaday Day 691: It is my birthday https://imnotdoctorwho.moegamer.net/2026/04/29/oneaday-day-691-it-is-my-birthday/ https://imnotdoctorwho.moegamer.net/2026/04/29/oneaday-day-691-it-is-my-birthday/#respond Wed, 29 Apr 2026 20:41:03 +0000 https://imnotdoctorwho.moegamer.net/?p=37485 It is my birthday. I am 45 years of age today. I have had a reasonably nice day — I took the whole beginning of this week off — but to be honest I didn't achieve what I initially thought I was going to achieve in this time off. I thought I was going to … Continue reading #oneaday Day 691: It is my birthday

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It is my birthday. I am 45 years of age today. I have had a reasonably nice day — I took the whole beginning of this week off — but to be honest I didn't achieve what I initially thought I was going to achieve in this time off. I thought I was going to make some videos, but it turns out I have not done that. Instead, I have made some headway on a Mystery Creative Project I teased a while back.

I'm still not going to tell you what it is, because my aim for it is to finish it before unleashing it on the world, rather than doing it piecemeal. My reasoning for this is that… well, I have prior experience. At one point a while back, I started doing a website whose long-term intention was to go through every cartridge available for the Philips G7000 "Videopac" computer and write something about all of them. I stalled on that project for various reasons, and at some point a WordPress update broke my layout on the page and I haven't been able to summon up the mental fortitude to go and fix it. As such, it's just sort of sitting there in a broken, unfinished state, and will likely continue to do so.

My thinking is that if I work on this thing a bit at a time, trying to knock off a little bit of it every day, I'll have something impressive to show off when it's complete. (Once it's "complete", it will continue to evolve by virtue of what it is, but there will definitely be a moment when it reaches "version 1.0" status and I am happy to reveal it.) Conversely, if I were to launch what I've done now, people might just go "huh, cool", realise there's not all that much to it yet and then never think about it ever again.

So that's my plan. And I've made a good dent in starting this whole project over the course of the last few days. Starting these things is always one of the toughest bits, because you keep thinking of little bits and pieces you might want to do to refine the experience — and if these revelations come too late, it can be a bit of a faff to implement them. Thankfully, I'm happy with the situation I've got things into now, and I can now focus on the real meat of the overall project.

Make no mistake, though, this project is going to be a lot of work. There is somewhere in the region of 800 "little jobs" to do in the name of putting the whole thing together, and so far I have completed (counts) nine. Still, every journey begins with a single step and all that, and now I've got started, I feel like I can bang out a bit of this whole thing each day until it is all done. And it is something that I think will feel good when it is finished.

I apologise for being vague about all this, but hopefully you understand my reasoning for it. I want the grand unveiling of this thing, whenever that might end up being at some indefinite point in the future, to be a worthwhile and meaningful event for those it is relevant to. And I feel like teasing it too early will be counterproductive to that. So this is the approach I'm taking. And this probably won't be the last time I mention it in such vague terms. But you'll see… eventually. Hopefully, anyway.

On that note, I'm off to take a break from this self-inflicted "work" and enjoy the rest of my birthday before I have to go back to work tomorrow.


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#oneaday Day 690: I bought The Beano for the first time in more than 30 years https://imnotdoctorwho.moegamer.net/2026/04/28/oneaday-day-690-i-bought-the-beano-for-the-first-time-in-more-than-30-years/ https://imnotdoctorwho.moegamer.net/2026/04/28/oneaday-day-690-i-bought-the-beano-for-the-first-time-in-more-than-30-years/#respond Tue, 28 Apr 2026 13:35:27 +0000 https://imnotdoctorwho.moegamer.net/?p=37474 I was in Marks and Spencers earlier — yes, yes, something something middle class — and I happened to see that they had copies of The Beano on sale in the small newsstand near the tills. I've noticed this before, but never picked one up. Today, I decided to finally satisfy a longstanding curiosity and … Continue reading #oneaday Day 690: I bought The Beano for the first time in more than 30 years

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I was in Marks and Spencers earlier — yes, yes, something something middle class — and I happened to see that they had copies of The Beano on sale in the small newsstand near the tills. I've noticed this before, but never picked one up. Today, I decided to finally satisfy a longstanding curiosity and answer the question: "what is The Beano like, more than thirty years after I last read it?"

I used to read The Beano pretty much every week. I had Beano annuals most years for Christmas, and when I was lucky, I'd get a Bash Street Kids or Dennis the Menace annual to go along with it. My parents used to read The Beano when they were kids, too; they have some pretty old Beano annuals knocking around somewhere, and probably (hopefully?) still all my old ones, too.

I liked The Beano because it was straightforwardly funny, and it was something that I could share my amusement about with my family. We all particularly enjoyed Calamity James, a comic strip about an unlucky boy that always featured an absurd amount of background detail that was often more hilarious than the actual happenings in the strip — plus at least one smelly sock in every single full-page strip.

I wasn't sure what to expect from a copy of The Beano in 2026. Would it be filled with impenetrable Young Person Slang? I wasn't sure it would be, as although it was kid-friendly when I was young, I don't remember it being too tryhard about trying to "sound like" us. The thing I was most expecting was that it would be childish humour that I simply wouldn't find funny — but then I remembered that I still find burps and farts hilarious, and felt that even if it was childish, it would probably be about my level.

So I dove in while enjoying a sandwich. And I enjoyed it! It even elicited some genuine out-loud laughs on multiple occasions. There are, as you might expect, quite a lot of changes that have happened in the intervening 30+ years, but a lot of things have stayed the same, too. So let's look at a few highlights.

Dennis the Menace is still the cover star, though his strip no longer adorns the front and back covers — there's a more conventional "magazine-style" cover on the front now, though there's still a strip on the back for the "Make Me A Menace" feature, where readers can send a photo of themselves in and be featured in a comic strip.

I highlighted these first frames because I thought they were a good visual gag. The strip, which ran for four pages in total — so much longer than in his cover-mounted days — told the story of how Dennis refused to cut his hair until Beanotown United won three games in a row, and this caused his hair to grow so long that it became sentient and started eating people. Thoroughly silly, and exactly the sort of thing I would have expected to see in The Beano back in the day.

Calamity James is, unfortunately, a shadow of its former self. It's clearly done by a different artist now, and it's only a three-panel strip alongside fellow Beano veteran Billy Whizz and newcomer Addams Family wannabes Number 13. All the wonderful background detail and silly visual gags are gone — no more smelly sock! — but I'm pleased they kept James looking like a slightly deranged pencil. The gag is, I have to admit, mildly funny, too, though it does rely on an awareness of stupid modern trends like "6-7" and thus would probably be impenetrable to my parents at this point.

One of the biggest changes since I read The Beano as a kid is the addition of quite a few non-white characters, including some who have their own strip, such as in Har Har's Joke Shop here. Doubtless this made the "anti-woke" people furious at some point in the past, but it's a sensible change for the comic to make, as it reflects the multicultural nature of our society while at the same time highlighting how people having differently coloured skin doesn't mean they suddenly become completely alien types of person; the non-white characters in The Beano fit right in with all the usual mayhem without being picked out as being something "unusual" — which is a good message to send to kids.

This idea continues with the changes to The Bash Street Kids. While all the old cast are there, a couple have had name changes in the name of sensitivity — Spotty is now Scotty, and Fatty is now Freddy, though Plug (as in "plug-ugly") is still as he was. New additions to the crew include Cuthbert (the chief "softy" from older Dennis the Menace cartoons, though I wonder if he's been retired from that role in the name of not promoting bullying) along with Harsha from Har Har's Joke Shop and apparent newcomers Mahira, Stevie and Khadija, all non-white characters of various descriptions.

This was a good gag. I'm pleased to see The Beano come down on the anti-AI side of things. I find that oddly reassuring.

Elsewhere, the comic is apparently in the process of serialising Bananaman's origin story. I was just explaining to some baffled Americans about Bananaman the other day, and it turns out he's still relevant, apparently. I would never have expected that.

Perhaps most reassuring of all, though, is The Beano's willingness to include a full-on fart gag. Oddly enough, despite being plenty mischievous back in the day, I don't recall ever seeing Beano characters burping and farting, except perhaps sometimes in the background of Calamity James strips. This little beauty from newcomer Rubi's Screwtop Science, featuring a lead character in a wheelchair, gave me a good giggle, though…

…as did the fact the comic apparently April Fooled people by suggesting you could scratch and sniff Minnie the Minx farting in a prior issue. I love this because I feel like there's a whole bunch of layers to this gag, some of which only the grown-ups will get. I'll leave them to your imagination.


All in all, I enjoyed my first look at The Beano in more than thirty years. It's nice to see how inclusive it's become, though like I say, I suspect there are certain Daily Mail-reading portions of the population who believe it's an outrage that there's a character wearing a hijab in The Bash Street Kids. Thankfully I have never run into them, and I hope I never do.

It's most reassuring to see how funny it still is, though, even as an almost-45 year old man. (45 tomorrow!) Will I keep buying The Beano? I don't know. I actually wouldn't be averse to the idea. So let's maybe have a think about that…


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#oneaday Day 689: Do I return...? https://imnotdoctorwho.moegamer.net/2026/04/27/oneaday-day-689-do-i-return/ https://imnotdoctorwho.moegamer.net/2026/04/27/oneaday-day-689-do-i-return/#respond Mon, 27 Apr 2026 20:24:14 +0000 https://imnotdoctorwho.moegamer.net/?p=37472 I won't lie, after pretty much falling off Final Fantasy XIV post-Dawntrail, I haven't really felt in any great hurry to return. Not because I didn't enjoy Dawntrail, mind — in fact, I enjoyed it very much! — but rather because I felt like it was getting increasingly difficult to juggle Final Fantasy XIV and … Continue reading #oneaday Day 689: Do I return...?

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I won't lie, after pretty much falling off Final Fantasy XIV post-Dawntrail, I haven't really felt in any great hurry to return. Not because I didn't enjoy Dawntrail, mind — in fact, I enjoyed it very much! — but rather because I felt like it was getting increasingly difficult to juggle Final Fantasy XIV and the ability to play anything else at the same time.

However, the recent news that has come out about the upcoming expansion, Evercold, has me thinking that I might return. There are a few reasons for this.

First and foremost is the social angle. I like the people that I used to play with. It would be fun to be able to hang out with them again. There are also people I know who are vaguely interested in giving Final Fantasy XIV a go, and shortly the legendary Free Trial will be adding everything up to and including the Shadowbringers expansion, commonly agreed to be one of The Best Bits, which may make it easier to convince people to join in.

Secondly, I do miss the game a bit. I have had some special times in Final Fantasy XIV over the years, and I will always, always love the soundtrack. Soken has worked miracles with that game, and I feel almost like I'm letting him down to not be playing. He has no idea who I am, of course, but still. He is a wonderful person and a brilliant composer, and enjoying his stuff in context is great.

Thirdly, the changes that are coming to Evercold sound really interesting. I'm particularly intrigued by the "Evolved" battle system, which promises to reduce the number of actions you'll have to assign to your hotbars by having more of the dynamically changing buttons that were introduced with Dawntrail's new jobs. Supposedly most jobs will be able to function perfectly well with 16 action bar slots in Evolved mode, which means a lot less in the way of remembering some obtuse button combinations, particularly when returning to the game from a long break. (Of course, it means learning some new button combinations, but they will, at least, be simpler.)

I'm also interested in the move away from "endgame currency" as a progression system. I don't think we've really had it explained in much depth how exactly the new "seasons" system is going to work, but Yoshi-P seemed determined to emphasise the point that it's not a Battle Pass or free-to-play type "pay to win" situation. What it looks like is a flexible system where you earn points for doing… stuff. And rather than being forced into grinding the same old Roulettes and high-level stuff, it looks like you might have the opportunity to do a broader range of activities, which will be nice.

Perhaps I will hop back in once the new patch arrives tomorrow. There's the new Beastmaster job to explore, plus I didn't do much with Blue Mage, and of course I have plenty of other jobs still to level too — as well as just re-learning the game after so long away.

I think I probably will go back. I'm just not sure quite when yet, or how it will fit into my life more broadly. But we'll see. We'll see.


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#oneaday Day 688: Cave dweller https://imnotdoctorwho.moegamer.net/2026/04/26/oneaday-day-688-cave-dweller/ https://imnotdoctorwho.moegamer.net/2026/04/26/oneaday-day-688-cave-dweller/#respond Sun, 26 Apr 2026 19:49:28 +0000 https://imnotdoctorwho.moegamer.net/?p=37452 Today was our trip to The Cave and Arcade Archive, part of the Retro Collective organisation. As I've explained a few times previously, and for the benefit of those who might have missed those posts, The Cave is an interactive, hands-on computer and video game museum, while the Arcade Archive is a similarly interactive, hands-on … Continue reading #oneaday Day 688: Cave dweller

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Today was our trip to The Cave and Arcade Archive, part of the Retro Collective organisation. As I've explained a few times previously, and for the benefit of those who might have missed those posts, The Cave is an interactive, hands-on computer and video game museum, while the Arcade Archive is a similarly interactive, hands-on free play arcade museum. The Retro Collective as a whole encompasses these two museums, the company Heber Electronics, who make the MiSTer Multisystem 2 console, and the Retro Collective YouTube channel, fronted by retro tech enthusiast and historian Neil Thomas.

I will be peppering today's post with photos from today's trip.

Demoscene veteran, ace retro coder and composer Ian "h0ffman" Ford getting to grips with a Sinclair C5.

The event today centred around a talk by Ian "h0ffman" Ford, a veteran of the Amiga demoscene who returned to coding and composing on classic computer hardware back in 2010, and has been spending much of his time since COVID fiddling around with disassembling and porting classic games from one platform to another. To date, he has ported the MSX2 version of Metal Gear to Amiga, the MSX game Knightmare (no relation to the TV show) to Amiga also, plus Shinobi and Golden Axe from Sega's System 16 arcade board to NEOGEO, plus the modern Unity game Cecconoid to Amiga. His talk explored how most of these projects came about because of repeatedly falling down rabbit holes while satisfying his own curiosity.

True to form, it didn't take long before the C5 broke.

Outside of h0ffman's talk, which happened after lunch, all of us in attendance were free to explore The Cave, the Arcade Archive, and the organisation's newly renovated workshop space, known as the Pump House. (The entire operation is in an old mill, and the Pump House used to be part of the site's earlier purpose; it's not just a funny name they gave it.)

Sharp X68000, my beloved

The Cave is up on the top floor of the mill, and is a large, open-plan room filled with old computers and consoles of various descriptions, including some fairly exotic machines from outside of the UK, Europe and North America, such as the beautiful Sharp X68000 from Japan. This is an absolutely gorgeous machine that, if money were no object, I would very much have in my collection. If you've never come across one, it's a 16-bit computer that has the audio-visual capabilities of its console contemporaries, meaning it plays host to a lot of excellent games, including some near-perfect arcade ports.

We barely knew ya.

There's also lots of interesting console obscurities, too, such as NEC's ill-fated PC Engine spinoff, the Supergrafx, a console noteworthy for, outside of backwards compatibility with the aforementioned PC Engine, only having five titles in its library. And you thought the Wii U was a flop. Despite this, it's an exceedingly cool little system worth having a play with in an environment like The Cave!

I didn't contribute to the Duck Hunt high scores.

Another nice thing about The Cave is that it acknowledges well-known, popular hardware in unusual configurations, such as this kiosk multi-game version of the NES that you would have found in electronics stores back in the '80s. All the stuff at the Cave is hooked up to great quality screens, too, with many of them being professional video or broadcast monitors, Sony Trinitrons and the like.

Yes, that is a Casio Loopy lurking in the background there.

Here's another one: Sega's Mega-Tech arcade system, which was basically a Mega Drive you bought time on back in the day. Here, as with all the other arcade machines in The Cave and the Arcade Archive, it's set to free play, so you can enjoy a selection of 16-bit classics in the arcade form factor.

Well, that's one way of proving your ports are "arcade perfect"

Nintendo had done something similar with the PlayChoice-10 machine, which provides you with a selection of NES games to play using arcade controls. It's a very strange feeling to play the original Super Mario Bros. with a stick and arcade buttons, but it works pretty well! Not surprising, really, since so many games from that era were at least inspired by arcade games if they weren't direct ports.

Here's a selection of obscure Japanese computers, including one from Sega. I don't know much about these, but they all look lovely, and it would be fun to have a fiddle around with them one day.

Here's some more obscure Japanese computers, just because. That Sharp X1 is a lovely looking thing. I actually didn't give the keys a clack, but it looks like they would feel nice to type on.

A little closer to home, here's a selection of lesser-known home computers, including the Oric-1, Tatung Einstein, Dragon 64 and Sam Coupé. A lot of these are lovely looking machines; they just failed to make the same impact as the bigger hitters of the era like the Spectrum and Commodore 64.

Here's a thing that I really wanted as a kid, but never managed to get hold of (i.e. convince my parents to get for me). It's an LCD game adaptation of Sega's After Burner, but with an elaborate control panel that makes the game feel a lot cooler than it actually is. The joystick is satisfying to grapple with the throttle control makes a pleasing "clunk" when you move it between speed settings, and a cool thing I've not seen before is that the LCD screen has an LED behind it so when you destroy enemy planes, there's a red "flash" where they're exploding. It's a pretty neat toy, but, given that we had computers at home that could play much more interesting and complex games, I'm not surprised that my parents never bought me one of these — and I'm not mad about that, I hasten to add!

There are lots of things to play at The Cave. This lovely setup has a selection of consoles hooked up and ready to play multiplayer just like we used to back in the day. The Gamecube and N64 were most readily accessible today, and they looked great on the Sony monitor.

One of my favourite parts of The Cave is the fake "software shop", set up to look like an old WHSmith upstairs. For any non-Brits reading, WHSmith was a shop that was mostly known as a newsagents where you'd buy magazines and newspapers, but also tended to carry stuff like stationery, art and craft supplies and, in the 1980s, computer and video games. There were a lot of shops like this in the '80s that performed what I would argue was their "primary function" downstairs, then they'd do computery stuff upstairs — one of my favourite examples in this regard is Boots, which is a pharmacy. Why would a pharmacy sell ZX Spectrum games on cassette? Same reason they'd process your photographs or sell you picture frames, presumably — to make a bit of extra cash from jumping in on popular hobbies and pastimes.

It's tricky to get good shots of them by the very nature of the environment, but on the ground floor of the mill is the Arcade Archive, a noisy room full of classic arcade machines, many of which have been lovingly restored to fully working condition by the Retro Collective folks, and some of which make use of modern solutions such as the MiSTer. These cabs — from left to right, Bubble Bobble, Galaga '88, BurgerTime and Double Dragon, all in the sort of generic cabinets you'd see in a fish and chip shop in a town centre circa 1989 — are, as far as I'm aware, restored originals.

Conversely, there's a NEOGEO MVS cabinet that I forgot to take a photo of that is running off the new MiSTer Multisystem 2's JAMMA arcade cabinet incarnation, which allows you to use plastic NFC cards to switch games as if you're swapping out cartridges. You get the enjoyment of playing with "four bright buttons and two joysticks" on a CRT, along with the modern conveniences of the MiSTer such as the ability to easily swap games, or play the console versions of games on the arcade cabinet.

Here's a lovely thing, showing up much better thanks to its position near the door to the outside: Atari's Star Wars arcade game. This is still a supremely playable 3D shoot 'em up with beautiful vector graphics and a wonderfully immersive, involving analogue yoke control system. Great fun to play — just a pity there's no sit-down version in the Archive, though I don't think there'd be room for one at the moment anyway!

Here's a few more machines in the Archive, including OutRun on the right, then Silkworm, Robotron 2084, Ghosts 'n' Goblins and, back in the corner, the original Space Invaders. I realised I'd never actually played Robotron in its original twin-stick arcade incarnation, so I took the opportunity to rectify this. It's a lot of fun!

More interesting and unusual things with this Tetris arcade machine. I'm not sure of the origin of this, but it was a nice looking machine, and Tetris' gameplay is, of course, a great fit for the arcade.


And that's pretty much that for now. It was a thoroughly lovely day that I enjoyed a lot. h0ffman's talk was interesting — even if some of the more techie stuff went over my head a bit! — and it was nice to see some people I haven't seen for a while. I even met someone who actually watches my YouTube videos! I guess I better make some more then, huh.

Right, on that note, I'm knackered, so I'm going to go and collapse into a puddle of goo for the remainder of the evening. Visit The Cave if you get the chance — it's a truly lovely day out that I can highly recommend.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 687: Minibreak https://imnotdoctorwho.moegamer.net/2026/04/25/oneaday-day-687-minibreak/ https://imnotdoctorwho.moegamer.net/2026/04/25/oneaday-day-687-minibreak/#respond Sat, 25 Apr 2026 23:06:57 +0000 https://imnotdoctorwho.moegamer.net/?p=37450 I am in a hotel for the second time in one week! This time it's for non-work reasons. We're going to The Cave tomorrow to see a talk by Ian "h0ffman" Ford, a veteran of the Amiga demoscene, and an experienced porter of games to platforms they absolutely were not designed for. It should be … Continue reading #oneaday Day 687: Minibreak

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I am in a hotel for the second time in one week! This time it's for non-work reasons. We're going to The Cave tomorrow to see a talk by Ian "h0ffman" Ford, a veteran of the Amiga demoscene, and an experienced porter of games to platforms they absolutely were not designed for. It should be a good time.

Anyway, it's also my birthday in a few days time, and Andie couldn't think of what to buy me as a present, so she paid for us to have a night in a nice hotel ahead of our Cave visit, rather than having to drive there early in the morning. It's about two hours' drive from us, so getting there for an 11am start would have meant getting up much earlier than we normally do on a weekend. Yes, we are still teenagers in that regard.

The hotel is nice. It's a four-star hotel, so it evidently was pretty swanky in its prime; today, it could do with a lick of paint and some repairs here and there, but it's not in bad condition. The facilities are nice — there's a great pool and spa area that we spent a bit of time in this afternoon — and the food at the restaurant we had for dinner was really tasty. Moderately pricy, but not unreasonably so, particularly considering we had three courses.

I'm looking forward to visiting The Cave again. My visit a couple of years back is a fond memory, and the place has had more work done since then, plus some new additions to the collection. h0ffman's talk should be interesting, and it will be nice to show my wife and a friend of ours what it's all about.

Anyway, I'm typing this on my phone because I didn't have the foresight to bring a keyboard with me, so I'm going to leave that there. It's after midnight anyway, so we had better sleep. I will try and remember to take some photos tomorrow!

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#oneaday Day 686: A space to say things https://imnotdoctorwho.moegamer.net/2026/04/24/oneaday-day-686-a-space-to-say-things/ https://imnotdoctorwho.moegamer.net/2026/04/24/oneaday-day-686-a-space-to-say-things/#respond Fri, 24 Apr 2026 18:30:59 +0000 https://imnotdoctorwho.moegamer.net/?p=37446 As I mentioned a few days ago, I have started Going to Therapy. It has been pretty good so far, for one big reason: it is a place where I can go where I feel like I can pretty much say anything. This is such a valuable thing to have, whatever form it takes. And … Continue reading #oneaday Day 686: A space to say things

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As I mentioned a few days ago, I have started Going to Therapy. It has been pretty good so far, for one big reason: it is a place where I can go where I feel like I can pretty much say anything.

psychologist writing on clipboard during session
Photo by Alex Green on Pexels.com

This is such a valuable thing to have, whatever form it takes. And I know I say a lot of things on this blog, but there are certain things I have second thoughts before posting about. Just this evening, I deleted the start of a post where I was going to have a go about something, then decided that the potential arguments it might start (it's not anything racist, sexist, homophobic, transphobic or anything like that, don't worry) just simply would not be worth the stress it would cause.

To put it another way, the benefits I would gain from getting those thoughts out of my head and onto paper would be far outweighed by the stress any subsequent "discourse" might cause. (Or it might not. But in this instance I think it's best to just not take the risk at all.)

Modern life is exhausting, and talking to the people who are closest to you can sometimes be difficult for all manner of different reasons. When that's the case, you can find yourself bottling up emotions, particularly frustrations and anger, and not really having any way to release them. And that's why having a space to say things is important.

Your space to say things doesn't have to be Going to Therapy. It could be a journal that you keep for yourself, written by hand and locked in a drawer, for your eyes only. It could be a password-protected note in your note-taking app of choice. It could be a voice memo you leave for yourself. It could be abstractly represented through a piece of art, music or writing you choose to create. It could be something you tell your cat when no-one else is around.

It can take many forms. What's important is that you feel like you have it. Ideally it provides you with a feeling of "release", that you've let those emotions out of your brain, acknowledging their existence and how they are making you feel, and perhaps contemplating why you are having them in the first place.

Is the thing you think you are mad about really the thing you are actually mad about, or is it a symptom of something more broad that you need to deal with? Is the whole thing a situation you have put yourself in that you can just as easily extract yourself from? Take a step back from the part of you that is angry and frustrated, and talk to them. What, exactly, is upsetting them? Why are they feeling that way? What do they think they should do about it? What do they think they can do about it? What do they think the consequences for doing something about it might be, and do they think those consequences are worth the temporary catharsis of doing the thing?

There are no easy answers about this sort of thing, but it always pays to be reflective and contemplative. The modern world — and particularly the Internet — is set up in such a way to deliberately make us nearly constantly mad and frustrated, and it's easy to forget that when the red mist starts to descend and all you want to do is yell at someone. That's what a significant amount of the Internet wants, and I'm not just talking about trolls. It's in corporations' interests to keep you mad, because being mad means you're engaged. And engagement, after all, is the be-all and end-all of modern-day "KPIs".

I've taken a step back from the thing I was mad about. I'm still a bit mad about it, but on reflection, it's really not something that is all that worth getting mad about. It is something I can, relatively easily, put to one side and never think about ever again.

So I think I'm going to do that. Or at least try to, anyway.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 685: Very tired https://imnotdoctorwho.moegamer.net/2026/04/23/oneaday-day-685-very-tired/ https://imnotdoctorwho.moegamer.net/2026/04/23/oneaday-day-685-very-tired/#respond Thu, 23 Apr 2026 18:56:35 +0000 https://imnotdoctorwho.moegamer.net/?p=37442 I've been absolutely exhausted all day. I feel like I got a decent night's sleep, particularly after the tiring day I had at work followed by the long drive home, but also feel like I could have done with approximately 12 hours more sleep. I actually managed to get a fair amount done today, but … Continue reading #oneaday Day 685: Very tired

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I've been absolutely exhausted all day. I feel like I got a decent night's sleep, particularly after the tiring day I had at work followed by the long drive home, but also feel like I could have done with approximately 12 hours more sleep. I actually managed to get a fair amount done today, but right now I just feel like I could shut my eyes and fall asleep right here on the sofa.

With that in mind, I'm probably going to have an early night tonight. I'd like to get back into Pragmata, which I'm enjoying a lot, but I'm also not sure my brain is up to playing anything too complex this evening. Perhaps this would be a good evening to do a bit of retro gaming, with an emphasis on something that isn't too challenging or complex to deal with.

I actually have the next two Evercade cartridges that haven't been released yet, which I'm kind of dying to talk about but can't because although I have them in my hands, we haven't even announced them yet. That will be happening soon, however, and when it does I will have plenty to enthuse about, believe me. They're not the biggest releases of the year, by any means, but they are some of my favourites.

No; I'm thinking this evening might be a good opportunity to settle down with something comfortably familiar, but which I perhaps haven't played for a while. I'm hoping in the process of typing this, something will come to mind that feels like it might be fun to spend my evening playing. Maybe Starwing? I haven't played that for a while. Last time I tried it, the MiSTer SNES core was having issues with the SuperFX chip, but I believe that's been resolved at this point, so that might be a good shout. I do love a bit of Starwing, and it is actually quite a long time since I've played it.

I'm going to get back into doing some videos soon, for those who have been wondering why it's been all quiet on that front for a while. I just haven't really felt an urge to do that for a little while, and forcing yourself to do something you're not really feeling is a sure-fire way to get yourself feeling burnt out. I won't have time to do any this coming weekend, as we're taking a trip to The Cave, but I have a few days off for my birthday at the start of next week, so I might take a day or two to record a few things over that period. Exactly what, I have no idea just yet; I have a few things in mind that I might like to explore, but haven't decided firmly on when or how to tackle them. This upcoming bit of free time might be the ideal opportunity to jump into them.

Anyway, I think I might have made a decision on what to do with my evening — although at the rate I'm going, I may well be asleep before I've got anywhere. If that's the way it goes, though, that's the way it goes!


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 684: Taco Bell regrets https://imnotdoctorwho.moegamer.net/2026/04/22/oneaday-day-684-taco-bell-regrets/ https://imnotdoctorwho.moegamer.net/2026/04/22/oneaday-day-684-taco-bell-regrets/#comments Wed, 22 Apr 2026 21:26:00 +0000 https://imnotdoctorwho.moegamer.net/?p=37439 I know the common joke that Taco Bell gives you the shits, though I must confess I've never had an issue with its UK-based incarnation. In fact, I rather like a lot of their stuff — a Volcano Burrito is my usual poison of choice. Today, though, I had I think the worst meal I've … Continue reading #oneaday Day 684: Taco Bell regrets

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I know the common joke that Taco Bell gives you the shits, though I must confess I've never had an issue with its UK-based incarnation. In fact, I rather like a lot of their stuff — a Volcano Burrito is my usual poison of choice.

Today, though, I had I think the worst meal I've ever had from them, and possibly from any service station fast food place. I did not end up with the shits — at least I don't think so; I did have a large dump when I got in, but that is usually the case after the long drive home from work.

Anyway, I saw that they were doing "Sweet habanero tenders", and thought they sounded nice. The picture looked nice, too — some rather Wingstop-esque tenders drizzled with what would presumably be a sweet, hot sauce. Andie and I are big fans of Wingstop, and their mango habanero sauce is one of my favourite things to have on their chicken, even if it gives me hiccups every time, without fail.

I got my food and was surprised to discover that the tenders were just stuffed into a bag and not drizzled with any sort of sauce, but I thought "oh well, the coating is probably nice by itself".

What then followed is, I think, the driest meal I have ever eaten. I made the mistake of also accompanying the tenders with some nachos rather than fries, and as such the experience as a whole was remarkably akin to eating a bag of lightly seasoned sand. The only mildly redeeming part of the meal was the glazed churros for dessert; they both tasted good and brought some much-needed "wet" to proceedings with their sauce.

On the whole, though, I cannot, in any way, recommend the sweet habanero tenders at Taco Bell, particularly at South Mimms Services at the A1/M25 junction. I normally look forward to grabbing a bit of a treat on the drive home from my monthly office visit, but this time it seems I made a terrible mistake. I won't let that happen again!

At least the food I had last night was good. When I met up with my friend, we got food from the hotel I was staying at — and said hotel does pretty good food. I fancied something a bit different from the norm, so had a Hungarian Goulash, and it was delicious. A rich, flavourful, creamy sauce, well-cooked meat, fluffy potatoes and some nice squishy dumpling-like things that were apparently made from egg noodles, of all things. It was accompanied by some nice bread and served up in a little cauldron over a candle for you to ladle into the main bowl. Absolutely lovely stuff — and it basically cost the same as the shitty Taco Bell meal I had this evening on the way home.

This was followed by a lovely chocolate brownie accompanied with some decent ice cream, and all delivered with some excellent service from a waitress that my friend was rather taken with. A thoroughly agreeable evening, gastronomically speaking. And socially speaking, for that matter, as yesterday's post hopefully made clear.

Well, lesson learned. Perhaps I should just have dinner at the hotel before starting the long drive home!


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 683: Reconnection https://imnotdoctorwho.moegamer.net/2026/04/21/oneaday-day-683-reconnection/ https://imnotdoctorwho.moegamer.net/2026/04/21/oneaday-day-683-reconnection/#respond Tue, 21 Apr 2026 20:16:51 +0000 https://imnotdoctorwho.moegamer.net/2026/04/21/oneaday-day-683-reconnection/ Today I had an interesting experience. It's one that I wasn't sure about in the run-up to it, and I might even say that I was nervous enough to be almost "dreading" it — but I'm pleased to report that it all went well. The experience in question was meeting up with someone who was … Continue reading #oneaday Day 683: Reconnection

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Today I had an interesting experience. It's one that I wasn't sure about in the run-up to it, and I might even say that I was nervous enough to be almost "dreading" it — but I'm pleased to report that it all went well.

The experience in question was meeting up with someone who was one of my best friends back during our mutual school days, but someone whom I haven't seen for more than 20 years. I had, for many years, assumed that our lives had simply diverged, and that was that — it's happened with plenty of other people in the past, so one more wasn't a particular surprise.

Imagine how surprised I was to get a message from my Dad a little while back, though, telling me that one of his friends had happened to come into contact with this erstwhile friend of mine, and that the latter was interested in reconnecting with me.

I initially wasn't sure what to make of the situation. As I say, our lives (and lifestyles) had diverged significantly around our university years, as we had gone to different places and studied different subjects — though in a peculiar twist of fate, I did spend two of my three years at university living with his then-girlfriend. Not in a dodgy way, I might add; we were just friends, and it seemed optimal for everyone involved to come to some sort of arrangement.

Anyway, at some point in our third year of study, my erstwhile friend went over to Europe to continue his studies and, as our time as students came to an end, we sort of lost touch. As I say, at the time I felt like it was mostly a case of our lives and lifestyles moving in fundamentally incompatible directions — sad, to be sure, since we had been the best of friends at school, but an understandable symptom of growing up and growing older.

Thus it was that I arranged to meet him this evening in the hotel where I'm staying for my monthy visit to work. He happened to be in the area and definitely seemed keen to meet, so I decided that I would take a chance and see what would happen. I was nervous — scared, even — but also very conscious that 20+ years can make a lot of differences in someone's life and way that they live, so I was hopeful that we'd be able to sort of… "reboot" and see what happened there.

I'm delighted to report that things went well. A lot has happened in 20+ years for both of us, and we spent a lot of time catching up on things. But at the same time, my friend that I once knew was well and truly back. He was not the person that I had drifted out of touch with for one reason or another; he was the person that I used to know, and before long we were swapping stories, sharing truths and talking just like the big 20+ year gap had never happened.

I'm happy about this, for a number of reasons. I'm happy that I reconnected with someone who was once an important part of my life. I'm happy that his life seems to have gone in a positive direction, even if the course of it has taken a very different trajectory to mine. And I'm happy that the person I used to know is still there. Or has come back. Or some combination of all of those things.

To put it another way, this was a worthwhile exercise that I'm glad I took a chance on. It would have been so easy to make an excuse and try to get out of it — I've done this in the past with social occasions I've been uneasy about — but no, I decided that what I needed to do was take a chance on this, and just see where things ended up.

As it happens, I feel like they ended up in a good place. I hope this is the beginning of not just one rekindled friendship, but several — as he put me in touch with a couple of other people who had expressed an interest in reconnecting. We shall have to see where that all goes.

Anyway, after all that, my "social battery", as the kids call it these days, is well and truly depleted, so I am going to sit and play video games until it is time to go to bed. Good night!

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#oneaday Day 682: Freedom! https://imnotdoctorwho.moegamer.net/2026/04/20/oneaday-day-682-freedom/ https://imnotdoctorwho.moegamer.net/2026/04/20/oneaday-day-682-freedom/#respond Mon, 20 Apr 2026 18:39:11 +0000 https://imnotdoctorwho.moegamer.net/?p=37435 I'm officially free of professional social media responsibilities from today, and let me tell you, I am incredibly glad and very grateful for the opportunity to take this sideways step in my career. I didn't come into my job with the intention of being The Social Media Guy, it just sort of fell to me. … Continue reading #oneaday Day 682: Freedom!

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I'm officially free of professional social media responsibilities from today, and let me tell you, I am incredibly glad and very grateful for the opportunity to take this sideways step in my career. I didn't come into my job with the intention of being The Social Media Guy, it just sort of fell to me. And before long, it was something that started to really get me down.

You see, being The Social Media Guy for a brand means that you have to face down the absolute worst end of humanity online day after day. You have to just sit back and take abuse from random strangers. You have to listen to fuckheads taking the piss out of things that you've worked hard on. You have to watch people spread lies. And in pretty much all of these cases, you have very little power to actually do anything about them. In the meantime, you're expected to put across the image of being relentlessly chipper, positive and call-to-action-y in an attempt to get a society full of people with an attention span of less than three seconds to give a shit about the thing you've worked hard on.

Honestly, it's a complete and total drag. When you're working at a job you actually like, on a product that you actually believe in and are proud to be associated with, the absolute last thing you want to see is a bunch of Facebook randos wilfully misunderstanding what it is you're doing, and being incredibly rude about it. I know that most of these people aren't posting the things they post out of an intention to make someone feel bad — most people see a brand account and think it's a "faceless" thing — but, as someone who has spent some time being the face behind that brand account, let me tell you: when you act like a cunt to the brand, someone has to read your bullshit just in case you might actually have a valid issue, and if you're being a cunt, you're probably making someone feel bad.

It's one of those things that you don't really notice at first. You can laugh it off as "oh, look at these silly Internet people". Over time, though, it really starts to get to you. The fact that you can't just respond to one of these people, go "look, shut the fuck up, no-one gives a shit about what you think, and there is an entire team of people behind me who have worked their arses off on this thing you're being dismissive about" is frustrating. Honestly, I would respect any brand account that fully took the gloves off and took an abusive commenter down a peg or two, but it's Not The Done Thing.

I'm glad to be out of it. It's not my problem any more. There are people who can do a much better job at it than me, and I am more than happy to let them take care of it while I get on with some of the things where my actual strengths lie. For now, that means continuing to write blog posts, videos and documentation, and stepping up the amount of playtesting and "tech" work that I get to do. I'm hoping I will learn something over the long term — and in the short term, it feels like I have even greater involvement in working on things that actually mean something to me, and that I feel have value.

I hope I never have to look back. I have been looking forward to the day I never have to look at Twitter and Facebook ever again for a long time, and now it's pretty much here — barring any occasions when I need to cover someone who's off, because unfortunately I'm the one who is most qualified (or I should perhaps say experienced) for that cover. But I'll take it for now. This is a positive step, and one that I'm happy about.

Just remember to be kind to the people posting stuff from a brand that you have an interest in. Someone has to read that vitriol you post, and I can guarantee they have a million and one ways they'd rather spend their day.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 681: Pragmatic https://imnotdoctorwho.moegamer.net/2026/04/19/oneaday-day-681-pragmatic/ https://imnotdoctorwho.moegamer.net/2026/04/19/oneaday-day-681-pragmatic/#respond Sun, 19 Apr 2026 19:52:17 +0000 https://imnotdoctorwho.moegamer.net/?p=37433 I started playing Pragmata yesterday, because some people whose opinions I trust had been saying very appealing things about it, and I thought it might be nice to play something "current" for was. Pragmata is very, very good. I'll go into more detail about this over on MoeGamer once I've beaten it (because I most … Continue reading #oneaday Day 681: Pragmatic

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I started playing Pragmata yesterday, because some people whose opinions I trust had been saying very appealing things about it, and I thought it might be nice to play something "current" for was.

Pragmata is very, very good.

I'll go into more detail about this over on MoeGamer once I've beaten it (because I most certainly am going to beat this) but I thought I'd post a few initial thoughts over here for now.

For the unfamiliar, Pragmata is a game that Capcom has apparently been working on for a very long time indeed, which might account for why so many people have been saying that it sounds like a game somewhat "out of time"; depending on who you talk to, you will almost certainly hear the opinion that it is "like a PS2 game" or "like an Xbox 360 game". (Of the two, I think the latter is probably more accurate, for what it's worth.)

The reason for this is that it thumbs its nose at a lot of today's gameplay conventions. It's not open world. It's not an RPG in disguise. Its controls are extremely simple and straightforward (move, aim, shoot, interact, plus moving the little cursor thingy during the hacking minigame). It's not belabouring how emotionally resonant it is through overwrought, manipulative writing. It's not trying to be all things to all people. It's just trying to be one thing, and to do that thing really, really well.

And it succeeds! If I had to pigeonhole it I'd say it's a third-person shooter, but it's not a constant, all-out action sort of affair. There's a lot of exploration, with plenty of hidden rewards for those willing to get curious — but those "hidden" areas are always possible to stumble across without relying on a guide. There's an element of survival horror, in that all weapons but your standard sidearm have severely limited ammo, and you only have limited healing opportunities per expedition.

Mostly it's just an extraordinarily well-designed game. You have a companion character who is actually useful — both in terms of her mechanical function, and in that her "barks" during combat are actually helpful audible cues for things like dodging attacks. The levels are beautifully designed to have a grandiose sense of scale at times, but never overwhelm you with possible ways you can go. It controls well. It looks great. It runs great. It's just great. Really, really great.

I think that's probably all I want to say about it for now, because honestly I'm just eager to get back to it. I've completely cleared out the first two levels (aside from two hidden chests in the second level that I will need to come back with a new ability for) and am just going into the third. I also suspect it's not going to be an obscenely long game, which, honestly, I'm 100% fine with.

Anyway. It's time to hop back into the Cradle and see what new horrors await me and Diana…


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#oneaday Day 680: Real problems https://imnotdoctorwho.moegamer.net/2026/04/18/oneaday-day-680-real-problems/ https://imnotdoctorwho.moegamer.net/2026/04/18/oneaday-day-680-real-problems/#respond Sat, 18 Apr 2026 19:52:58 +0000 https://imnotdoctorwho.moegamer.net/?p=37408 Let me say a simple phrase to you, and I invite you to, quietly, to yourself, ponder what that phrase means and says to you. Male loneliness epidemic. I mention this because it is something I see being increasingly mocked by supposedly progressive types online, and it always rubs me up the wrong way any … Continue reading #oneaday Day 680: Real problems

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Let me say a simple phrase to you, and I invite you to, quietly, to yourself, ponder what that phrase means and says to you.

Male loneliness epidemic.

I mention this because it is something I see being increasingly mocked by supposedly progressive types online, and it always rubs me up the wrong way any time I see it happening. Don't get me wrong, I understand why those people mock this phrase — it's because it's significantly more likely to be used by odious twats who think the be-all and end-all of existence is "getting" a girl to sleep with them, and any time these people talk about the male loneliness epidemic, what they actually mean is "God, I can't trick women into fucking me, woe is me."

To be clear: that kind of behaviour is shitbag fuckboi material, and anyone engaging with it needs to take a long, hard look at themselves. Ask not "how can I get a girl?", as if she is something to be possessed, but rather "how can I make myself into someone that other people might be interested to know?"

However, here's a significant issue. I firmly believe that there is a problem with modern men and loneliness. And the combination of the I'm A Nice Guy, Why Won't Anyone Fuck Me people and the hahaha, male loneliness epidemic losers people makes it very difficult to have a frank and honest conversation about what is actually a very real problem.

What I mean by this is that I am a man, and I am lonely. I used to have a lot of friends when I was younger, but over the years that number has dwindled to such a degree — not through my own lack of trying to maintain them — that I now have some exceedingly strong self-esteem issues over my own value as a human being. And these are, of course, compounded by my own status as being On The Spectrum, which commonly manifests itself as paralysing social anxiety, particularly when in an unstructured socialisation sort of situation.

I used to be glad for the friendships I had. I was grateful that people seemingly wanted to have me around, enjoyed having me around. I felt that, even though I still struggled in situations where I was surrounded by unfamiliar people, I had places where I belonged, and people that I belonged with. And, by extension, I felt like I was the sort of person who had something to offer as a friend.

Various happenings have left me… not feeling like that any more. When combined with the absolute revulsion I feel at my physical appearance — a result of a lack of self-control that probably ties back in with anxiety and depression, and the thorough bizarreness of the COVID years — it is difficult to feel like I have any value any more. That's probably a terrible thing to say about oneself, but… well, it's how I feel. I am forever grateful to my family, my wife and my cats for being constants in my life that I can rely on; I am, at least, thankful that I am not in a situation where I have literally nothing.

I'll admit something to you now: I started going to therapy last week. And the above is one of the subjects that came up. It's going to be something that I need to work on. I don't yet know how that will happen, or what form that work will take, but those conversations have already started. So it's not as if I'm completely without hope.

It's just frustrating when you might want to talk about these things with someone other than a Qualified Professional, but you fear the reaction is just going to be hahaha, male loneliness epidemic loser. I thought the problem was that dudes don't talk about their feelings and emotions enough? Belittling them isn't going to help with that, now, is it?


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#oneaday Day 679: Hold on to the night, there will be no shame https://imnotdoctorwho.moegamer.net/2026/04/17/oneaday-day-679-hold-on-to-the-night-there-will-be-no-shame/ https://imnotdoctorwho.moegamer.net/2026/04/17/oneaday-day-679-hold-on-to-the-night-there-will-be-no-shame/#respond Fri, 17 Apr 2026 22:56:22 +0000 https://imnotdoctorwho.moegamer.net/?p=37406 I was randomly reminded of the existence of Robot Unicorn Attack this evening, and I am pleased to report that despite Flash being long-dead, you can actually still play the original (complete with Erasure soundtrack) over at CrazyGames. We are officially living in an age where Flash, as a platform, is old enough to have … Continue reading #oneaday Day 679: Hold on to the night, there will be no shame

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I was randomly reminded of the existence of Robot Unicorn Attack this evening, and I am pleased to report that despite Flash being long-dead, you can actually still play the original (complete with Erasure soundtrack) over at CrazyGames. We are officially living in an age where Flash, as a platform, is old enough to have Web-based emulators. Not only that, this blog is old enough to have posts referring to the original incarnation of Robot Unicorn Attack, along with its excellent Facebook-based incarnation. Now there's something I don't say very often.

For the unfamiliar, Robot Unicorn Attack is a simple, "endless runner" game with just two buttons: one to jump (which can be used again in mid-air for a double-jump), and one for a rainbow attack dash move that can break through crystal stars. Your one and only goal in Robot Unicorn Attack is to survive as long as possible and score as many points as you can across three "wishes" (lives). As the game says when you start it, "you will fail". And indeed you will. But then you will try again, and again, and again.

It's a potent example at arcade-style game design at its absolute best: provide an experience that is extremely easy to understand, even for those who don't play a lot of games, and then balance it just well enough to make it inordinately compelling rather than frustrating, but still challenging. It is unironically one of the most well-crafted games of the 2010s, and I'm glad that people have found a means of preserving it — and in a fashion that is true to its original incarnation, no less. As a Flash game, originally published by Adult Swim, Robot Unicorn Attack's home is very much on the Web, and while I certainly wouldn't be averse to having an offline version I could play at any time I want, you can't get much more convenient than just going to a website and playing using nothing more than the Z and X keys on your keyboard.

Web games are in such a strange place right now. There's always been a certain amount of cloning and overly derivative stuff, but this seems to be particularly rife these days. There are about a billion variations on the "run down the path and go through gates with numbers on them" game. I don't know what the original and first one of those was; I just know there are now so many of them it is, at times, difficult to find anything else.

It doesn't help that a lot of today's Web games are adaptations of mobile games, with all the obnoxious predatory monetisation and infestation with adverts that entails. But, like I say, I'm pleased to see that some of the all-time classics are preserved through emulation — and best of all, no-one can bitch at you about not playing on "original hardware" if you play Robot Unicorn Attack on CrazyGames, or anywhere else it might be hosted, because it always was intended to just be played right there in your browser.

Now that I've rediscovered it, I think it might be time for a high score run or twenty before bed. Sing it with me, now… always, I want to be with you, and make believe with you, and live in harmony, harmony, oh love…


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#oneaday Day 678: Chillin' with my Tomodachi https://imnotdoctorwho.moegamer.net/2026/04/16/oneaday-day-678-chillin-with-my-tomodachi/ https://imnotdoctorwho.moegamer.net/2026/04/16/oneaday-day-678-chillin-with-my-tomodachi/#respond Thu, 16 Apr 2026 23:30:15 +0000 https://imnotdoctorwho.moegamer.net/?p=37373 On something of a whim — and after seeing a number of people whose opinions I generally trust enthusing about it — I decided to pick up the new Tomodachi Life game for Switch. I didn't really know much about it going into it, and I bounced hard off the two separate attempts I've made … Continue reading #oneaday Day 678: Chillin' with my Tomodachi

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On something of a whim — and after seeing a number of people whose opinions I generally trust enthusing about it — I decided to pick up the new Tomodachi Life game for Switch. I didn't really know much about it going into it, and I bounced hard off the two separate attempts I've made to get into Animal Crossing, so it's not a decision I took lightly. But I'm pleased to report after a brief play at lunchtime — and a much, much longer play this evening — I'm well and truly charmed.

This is Nintendo at its most "software toy" I think I've ever seen them — although I say this with the caveat that I never played the 3DS version of Tomodachi Life. It's a delight. It's like playing The Sims without having to do the boring and annoying bits. It's like playing a citybuilder without having to worry about complicated management things. It's what mobile and social games might have been if they had never been corrupted by greed and predatory monetisation strategies.

Above all, though, it's a medium through which you can express and play with your creativity and imagination, and I love that. While the first couple of hours or so are deliberately constrained to introduce you to the basic features of the game and its interface, it doesn't take long to get to a point where you've unlocked most of the main "mechanics", such as they are, and can start using them to play with your creations in the little world you gradually build for them.

It's possibly the best use of the "Miis" that Nintendo have had on their consoles since the Wii days, and the delightfully lo-fi synthesised speech they talk in — no AI-generated voices here — is a pleasant reminder of a more innocent age.

That can be said about the whole experience, really. It's a reminder of when we all had the capacity to play imaginatively, only now our imaginations can be supported by interactivity. No longer do you have to pretend your dolls are talking to one another, because now they actually do talk to one another — although you're not always privy to the details of all their conversations. (Rather charmingly, you can catch the odd word here and there, and most of these are things that you've previously entered into the game as subjects for them to talk about with one another, meaning my little collection of Miis likes talking about flatulence, eating sausages, cats and F-15 Strike Eagles.

I'll have some more to say about this delightful little game over on MoeGamer when I've spent a bit more time with it. But for now I can say confidently that I'm glad I decided to take a punt on this silly little game. The kind of silliness it offers is precisely what the world needs right now — much as Animal Crossing came along at the exact right time when the pandemic hit. (Even if I didn't get along with Animal Crossing personally, I at least appreciate what it represented.)

Anyway, I've peppered this article with a few screenshots from this evening's session. As I say, I'll have much more to say in the near future, but for now, I should probably go to bed rather than checking in on everyone one last time this evening…


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 677: Understaffed and overpriced https://imnotdoctorwho.moegamer.net/2026/04/15/oneaday-day-677-understaffed-and-overpriced/ https://imnotdoctorwho.moegamer.net/2026/04/15/oneaday-day-677-understaffed-and-overpriced/#respond Wed, 15 Apr 2026 17:10:17 +0000 https://imnotdoctorwho.moegamer.net/?p=37371 "It's so cool that literally every job now is understaffed by 30-50%. It's great because I didn't want whatever it was done well or with any care at all. But please keep raising prices anyway." – @headfallsoff.com, via Bluesky I saw this post earlier and it resonated. I'm sure that right now, wherever you are … Continue reading #oneaday Day 677: Understaffed and overpriced

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"It's so cool that literally every job now is understaffed by 30-50%. It's great because I didn't want whatever it was done well or with any care at all. But please keep raising prices anyway."

@headfallsoff.com, via Bluesky

I saw this post earlier and it resonated. I'm sure that right now, wherever you are in the world, you are feeling some variation of this thought. You are probably also feeling as bewildered as I am at why this is all the case. Yes, the economy is fucked due to the AI bubble, private equity dominating everything and the stock market continually doing weird things (a shoe company "pivoted to AI" recently and their stock value exploded!), but surely some things are constant. Like, say, the need for groceries.

Our local big Sainsbury's is a prime example. It's a decently sized supermarket that serves a wide area in the town; it's conveniently located, as it's somewhat on the outskirts of the general urban area, and it's also near a number of local amenities, such as a doctor's surgery and bingo hall. It does plenty of business, as the car park is always pretty full and there are always people in it.

So why have I only ever seen one person actually on the checkouts at a time? There are like five or six conventional checkout lanes (plus a large self-checkout area for trolleys, and another separate large self-checkout area for baskets, inevitably with at least one person using a trolley in it) and there only ever seem to be about three people on hand at any time: one person begrudgingly staffing the conventional checkout, and two people milling around the self-checkout areas, occasionally noticing that yes, you are, in fact, old enough to purchase a can of Monster and gracing you with their woefully insecure three-digit user ID and password combo to confirm this fact in the eyes of the law.

"Just use the self-checkouts," you'll probably say. And that's sometimes fine. Except when you run into the inevitable Unexpected Item in Bagging Area incidents, or the aforementioned need to prove your legal worthiness to consume drinks that don't taste like anything Nature has ever produced, or you're buying a shirt with a security tag on it, or you're buying alcohol, or you have two packets of paracetamol in your basket, or… you get the idea.

A good example from my own experience is a rather middle-class problem, but it shows how these checkouts being inexplicably left fallow can be a genuine issue if you need to speak to an actual person in order to achieve something during your shopping trip. We have a SodaStream, and SodaStream does a thing where if you return your old gas cylinder at the same time as getting a new one, you get ten quid off the new one. It's worth doing, as it means you don't have to worry about disposing of bulky gas cylinders, and it's cheaper. Yet, as far as I'm aware, there is no means of carrying out this process yourself at the self-checkouts, meaning you need to go to a staffed checkout. If there's only one person working the staffed checkouts at any given time, this can mean you'll be in for a long wait. If you go in at the wrong time of day, when there are no people on the staffed checkouts, then you're fucked.

Like I say, it's a very middle-class example. But I'm sure there are other instances where you need (or just prefer) to interact with an actual human being, and there are times of day where that's literally impossible at this Sainsbury's. Why do they even have that many checkout aisles if they're never, ever going to use all of them?

Is it because they don't have the money to pay enough staff to man those checkouts? I doubt it, particularly since prices are through the roof. I can pop to the shop to get a few snacky bits and household bits and pieces — i.e. not a "big shop" — and easily spend £50 these days. That's more expensive than a video game! (For now, anyway.) I feel like if you spend more than it costs to get a new PlayStation game, you should come away with more than a few bags of crisps, bottles of drink and packets of cat food.

To be clear, I don't blame any of the workers staffing either the conventional checkouts or the self-checkout aisles for this. It is not their fault, and they probably wish they had more people helping out, too. It is, almost certainly, a failing of management, presumably initiated on the grounds that they want to "do more with less" or some other such LinkedIn platitude at their corporate overlords' behest. In that sense, it's probably not even the managers' fault, but instead, as with everything else, the blame can, without a doubt, be laid at the feet of the out-of-touch executive class and/or private equity.

One day we'll be free of all this. I don't know that. But I have to believe it. Because things don't seem to be getting a whole lot better right now, and the prospect of continuing to endure the world being such a shitty place is becoming increasingly intolerable.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 676: Shuffle post https://imnotdoctorwho.moegamer.net/2026/04/14/oneaday-day-676-shuffle-post/ https://imnotdoctorwho.moegamer.net/2026/04/14/oneaday-day-676-shuffle-post/#respond Tue, 14 Apr 2026 18:57:46 +0000 https://imnotdoctorwho.moegamer.net/?p=37369 Every so often, I like to hit the "Random Post" button in my menu bar and see what the lack of "algorithm" on this site serves me up. At least, I don't think there's an algorithm beyond POST=INT(RND(0)*NUMBEROFPOSTS)+1 — although oddly enough, I do feel like certain posts do come up more often than others … Continue reading #oneaday Day 676: Shuffle post

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Every so often, I like to hit the "Random Post" button in my menu bar and see what the lack of "algorithm" on this site serves me up. At least, I don't think there's an algorithm beyond POST=INT(RND(0)*NUMBEROFPOSTS)+1 — although oddly enough, I do feel like certain posts do come up more often than others whenever I feel like browsing back through the archives.

Anyway, today I'm going to link you to some of these randomly selected posts and you can have a look at them. If you want to. I don't mind if you don't. I'm not your Dad or your teacher, just some loser on the Internet who does… this.

Anyway.

Cardinal Quest is out on iOS, and you should probably buy it (10/6/2012) – This was back in the days before mobile gaming completely lost the plot and became nothing but predatory gacha and free-to-play games. Cardinal Quest was a decent roguelike with a nice pixel art aesthetic, from what I recall, and it was a decent fit for mobile thanks to its relatively straightforward mechanics. It is, unfortunately, no longer available on iOS, and it seems its PC port is gone from the Internet, too; it was originally distributed by the short-lived "Steam for indies" service, Desura, and also by BMTMicro, whoever the fuck they are. Desura is now a sketchy-looking webgame portal, and BMTMicro says Cardinal Quest is "no longer available for purchase". There was also apparently a sequel in 2015 that is still available on a platform people actually use — Steam — and seems well-regarded by the 115 people who bothered to review it. Did you buy Cardinal Quest on iOS in 2012? I did. Unfortunately I no longer have anything to play it on and I bet I can't download it any more either.

So very very tired (17/6/2025) – A recent one! This one was me bemoaning the fact that Uncle Ben's instant noodle packets have an AI-generated picture of the noodles on the front of them. You know, the noodles in the packet. The ones they could have probably cooked up and photographed quite easily. Honestly, I cannot wait for the day when I no longer feel the need to write posts about how frustrating I find the AI fad, but that day has not come along just yet, unfortunately.

Glee – it's a feeling you get when your brain finally lets your heart get in its pants (30/1/2012) – I forget the exact origin of the quote in the headline, because sadly I did not come up with it myself. A brief Google reveals that it is from Community (specifically, a Christmas episode which is a Glee parody, and which also features the memorable scene of Alison Brie singing "boopy-doopy-doop-doop-SEX" while dressed in a Santa outfit) — but this post was not about that episode. No, it was actually about Glee, which I eventually watched after I saw the Community parody of it, and after I got over my curious resistance to it. I thought it was popular and thus probably wasn't any good, but I ended up enjoying it quite a bit. Can't remember anything about it now, mind, but it was a pleasant enough watch at the time, as this post suggests.

Hypnospace (8/7/2024) – I played Hypnospace Outlaw back in July of 2024, and enjoyed it enough to blog a bit about it. It's a memorable, worthwhile game that I recommend, so I'll just let this post do the talking.

No half-measures for Ultima (22/5/2022) – This post is about the fact I bought a laser printer because I had got sick of the expense of running modern inkjet printers, and I wanted a means of quickly and easily printing out documentation for retro games. In this case, the Ultima series, which I have been meaning to go through properly at some point, but have still not gotten around to beyond a few videos showing me trying them out for the first time. One day!

Type Zero (19/11/2016) – Final Fantasy Type-0 is a game that I feel is probably mostly forgotten about today, but it was an interesting spinoff in the Final Fantasy series that did some intriguing things with game structure, battle mechanics and all manner of other things. The PS4 version is a good way to experience it, as I talk about a bit in this post.

Defiant Destiny (27/3/2011) – A post about pondering the future as it appeared to be extending out in front of me as of 2011. At that time, I was still picking up the shattered pieces of my life somewhat after a tumultuous 2010, but I was starting to see the possibility that things might not end up being a complete disaster. I would still have plenty of challenges to face, and I don't think 2011 me would believe 2026 me if I went back and told him the state of the world right now, but it was nice to have at least a brief moment where there was kind of, sort of a feeling of hope to cling on to.

That seems like a nice place to leave things, no? Hope. Remember that?


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#oneaday Day 675: The worst ever https://imnotdoctorwho.moegamer.net/2026/04/13/oneaday-day-675-the-worst-ever/ https://imnotdoctorwho.moegamer.net/2026/04/13/oneaday-day-675-the-worst-ever/#respond Mon, 13 Apr 2026 20:34:41 +0000 https://imnotdoctorwho.moegamer.net/?p=37366 I happened to see some Discourse earlier — I know, I know, I'm trying to give it up — that centred around someone taking the piss out of a random Backloggd user's list of the "worst JRPGs ever". The list itself was stupid, of course — even leaving aside factual inaccuracies like Senran Kagura being … Continue reading #oneaday Day 675: The worst ever

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I happened to see some Discourse earlier — I know, I know, I'm trying to give it up — that centred around someone taking the piss out of a random Backloggd user's list of the "worst JRPGs ever". The list itself was stupid, of course — even leaving aside factual inaccuracies like Senran Kagura being on there (Senran Kagura, for the unfamiliar, is a beat 'em up and/or arena fighter, depending on which entry you're playing), there were some atomic-level bad takes involved — but what stank always as much were the responses to it.

One that jumped out at me was someone saying that "everything Persona post-3 is abysmal" in response to the first Revelations: Persona game being on the list. And just… come on. Those games are some of the most well-regarded examples of their genre ever. Sure, you might not jive with them personally, particularly if you're not someone who gets on well with lengthy, primarily text-based story sequences, but to stretch that out into those games being "abysmal" is… well, it's an absolutely abysmal take, it has to be said.

The trouble is, this kind of shit is engagement bait. I'm engaging with it by talking about it, even if I'm not linking directly to it, when the sensible thing to do would have been to just go "huh", close the tab and then never think about other people with Bad Opinions ever again. Negativity is engagement — and, to paraphrase an excellent video I watched earlier today (thanks, Chris), it's actually one of the most potent forms of engagement there is. So it should probably be little surprise that we're constantly bombarded with takes about the "worst [x] ever" rather than enthusiasm about cool things.

I always make an effort not to do this with my own material — that which is on a specific subject, anyway. I know I can get a tad negative on this here blog at times, but that's part of the point of this place — for it to be a place where I can vent off some steam, express my frustrations and get things out of my head rather than letting them fester. On MoeGamer, my gaming website, and my YouTube channel, however, I make a point of always trying my very best to "find the fun" — even in stuff which is well-known as being "bad". My proudest achievement in that regard was successfully finding genuine enjoyment in the notorious Sonic the Hedgehog reboot from 2006, a game which, for a while, Wikipedia described (without citation) as "considered to be one of the worst in the entire video game medium". (That line isn't there any more.)

But what is the result of that? For the most part, probably a fraction of the visibility that I'd get if I just put out a video on how "bad" Amiga platform games are, or how "terrible" the graphics on Atari 2600 are, or how much of a waste of time existing in this miserable world is. I don't have any intention of changing, however; if I'm feeling like this, I'm sure at least a few other people are feeling like this, too. And if, through the things I do online, I can provide those people with an escape from the constant bombardment of negativity and "worst thing ever" content, I consider that a success, regardless of anything the numbers say.

Most of these people saying something is the "worst [X] ever" have no real frame of reference of what "the worst" really looks like. What they really mean is either "I, personally, did not like this" or, more commonly, "popular opinion suggests that this game is not very good and I am not going to argue against that". And I'm so very, very tired of it. I want to sit anyone who thinks something like Persona 4 or 5 are bad down with some long-defunct mobile game shit like Rage of Bahamut and show them what a really, genuinely, actually bad game is.

But I better not. I can see the thumbnails already. Although for some reason, gacha games have remained curiously immune to being branded "bad" games, despite a lot of them really, genuinely being not only absolutely terrible from a design and mechanical perspective, but actively hostile to their players. That's probably something to talk about another day, though.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 674: A product of its time https://imnotdoctorwho.moegamer.net/2026/04/12/oneaday-day-674-a-product-of-its-time/ https://imnotdoctorwho.moegamer.net/2026/04/12/oneaday-day-674-a-product-of-its-time/#respond Sun, 12 Apr 2026 23:05:44 +0000 https://imnotdoctorwho.moegamer.net/?p=37364 For some reason, I decided to start re-watching the Channel 4 comedy show Peep Show recently. I say re-watch; I'm not sure I've ever watched it all the way through, but it is a show that I always used to like, and as the show that shot David Mitchell and Robert Webb to stardom (or … Continue reading #oneaday Day 674: A product of its time

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For some reason, I decided to start re-watching the Channel 4 comedy show Peep Show recently. I say re-watch; I'm not sure I've ever watched it all the way through, but it is a show that I always used to like, and as the show that shot David Mitchell and Robert Webb to stardom (or at the very least "household name" status), it's something I've always considered to be fairly evergreen, even if its somewhat "cringe comedy" nature makes it unpalatable to some folks — my wife being one of them.

I was dismayed to discover upon starting my rewatch that Peep Show is over twenty fucking years old. I don't know why, given that I remember having DVDs of it just after my time at university, but I've always thought of it as a relatively "recent" show. But no! It's a show that pre-dates smartphones and flatscreen TVs and monitors; it's a show that is old enough to come with one of those "this show was made in 2003 and is not representative of today's values" disclaimers that you normally see on shit from the 1920s.

The source of this particular warning is a scene early in the second series that is essentially blackface. I say "essentially" because the scene in question is actually criticising blackface, particularly in the context of using it as something to be deliberately provocative — or even a fetish — but it still involves Robert Webb with his skin painted a darker colour and thus I appreciate that to some, it may be hard to defend.

I do find the whole "today's values" thing mildly interesting, and occasionally annoying. I find it especially grating when people start talking about how a piece of dialogue is "problematic", when the dialogue in question is supposed to be depicting a character that is a piece of shit. There's a certain subset of people, many of whom have grown up with what passes for cultural critique on asinine platforms like TikTok, who have a very black-and-white (no pun intended, given the above) view of morality in fiction. These people tend to find it especially "problematic" — a word I've always hated, if that wasn't already clear — when "villains" of the piece act in a villainous manner. Who would have thought it?

I mean, sure. You probably can get across the fact that a person is a piece of shit without resorting to actions and utterances that are offensive by modern standards. But at the same time, I do feel writers should be able to depict characters who are offensive in some way or another — otherwise your critique of them and their actions lacks a bit of bite. It's like all the people on YouTube who bleep out any time they say words like "sex" or "death". It's a bit too much, y'know?

Obviously I'm not advocating for black-and-white minstrel shows and racial slurs 24/7, but I feel like there comes a point where you can wrap modern audiences in cotton wool just a little too much, and the result is an entire cohort of people who cannot cope with being challenged by fiction even a little bit. We already see this on "BookTok" (ugh). Don't even get me started on those idiots.

I guess, thinking rationally, the solution Channel 4 took with this Peep Show episode is probably as good as one can expect right now; the episode itself is untouched, it just has a warning before you watch it. And, as far as I'm aware, that hasn't caused any particular scandals around the place online. So perhaps we should just keep quiet, acknowledge these when they exist and just get on with things. Because the alternative is a dark place for the creative arts, as we're already starting to get a hint of in some places.


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#oneaday Day 673: Journey, not destination https://imnotdoctorwho.moegamer.net/2026/04/11/oneaday-day-673-journey-not-destination/ https://imnotdoctorwho.moegamer.net/2026/04/11/oneaday-day-673-journey-not-destination/#respond Sat, 11 Apr 2026 14:05:00 +0000 https://imnotdoctorwho.moegamer.net/?p=37359 The advice "it's about the journey, not the destination" is valid in a lot of contexts, but I find that there's a very literal reading of it that I find particularly worthwhile. And that is when it comes to taking some exercise, particularly if you are not someone who is generally inclined towards such things. … Continue reading #oneaday Day 673: Journey, not destination

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The advice "it's about the journey, not the destination" is valid in a lot of contexts, but I find that there's a very literal reading of it that I find particularly worthwhile. And that is when it comes to taking some exercise, particularly if you are not someone who is generally inclined towards such things.

Since the weather has turned nice, I've gone out for a couple of walks. I had a short walk on the common the other day, and this morning after breakfast, I decided to just leave my house, set off in whatever direction I felt like, and just keep walking. I ended up having a very lovely walk of approximately 5 kilometres, burning a nice number of calories due having to haul my disgusting fat carcass around with me wherever I go, and coming home feeling rather satisfied with myself.

What I discovered along the way is that on the outward journey, when I didn't have a particular destination in mind, I felt like I could pretty much go forever. I kept walking and walking and walking until I had got quite a distance away from my house. And I was enjoying it; I found some nice little scenic areas, even, which you will see photographs of punctuating this blog post. It's always nice when you find pleasant green areas within a reasonably sized and generally quite busy city.

The moment I felt like I was "on the way back", though, things became several orders of magnitude more difficult. It's weird! It was like a switch flipped in my mind, a big countdown appeared (figuratively speaking), and I was aware of quite how far I still had left to go before I could call proceedings to a halt. I had to take several breaks on this "return leg" of the journey, because I kept getting to points where I felt like I wanted to get home, but also where I wasn't sure I had the energy to make it all the way back without stopping.

Okay, it doesn't help that we live on top of a hill, and thus whichever direction I set out from when I go for a walk, I always have to end my journey by climbing a hill that might not look that steep, but which is always absolutely exhausting to walk up. Well, it is if you're a fat shit like me, anyway.

Still, I feel like if I had just kept walking "outwards", I could have probably made it even further afield. Could I have made it into the town centre? I don't know — maybe. I wasn't far off making it to one of the local shopping areas. And if I had made it there, I could have always stopped for a coffee and then even got the bus back home if I had really wanted to.

Perhaps that's the answer. Just walk and walk and walk outwards, then for the return journey catch the bus. Is that cheating? I don't think it is, is it? Not if you are able to make the outward journey significantly longer as a result of knowing that you're not going to have to walk back again.

Maybe I'll try that next time out. I just need to familiarise myself with the bus routes around the area, I guess!


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#oneaday Day 672: Return to virtuality https://imnotdoctorwho.moegamer.net/2026/04/10/oneaday-day-672-return-to-virtuality/ https://imnotdoctorwho.moegamer.net/2026/04/10/oneaday-day-672-return-to-virtuality/#respond Fri, 10 Apr 2026 18:00:09 +0000 https://imnotdoctorwho.moegamer.net/?p=37357 Since starting Resident Evil 7 in VR a little while ago — after discovering that our carefully cable-managed solution for PSVR did not, in fact, work due to using a USB extender that didn't do data — I've been getting a bit back into VR stuff. And the good thing with the original PSVR is … Continue reading #oneaday Day 672: Return to virtuality

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Since starting Resident Evil 7 in VR a little while ago — after discovering that our carefully cable-managed solution for PSVR did not, in fact, work due to using a USB extender that didn't do data — I've been getting a bit back into VR stuff. And the good thing with the original PSVR is that because its games are a few years old now, they're exceedingly cheap. I picked up Wipeout Omega Collection, Battlezone, No Man's Sky (I know what I said a couple of days ago, but… c'mon) and Ultrawings to give a try, and add these to the several VR games already on my shelf that I haven't got around to playing yet, such as the second Summer Lesson game, and the PSVR visual novel, Tokyo Chronos.

I'm installing Wipeout as we speak. I suspect this will be the most… challenging to deal with, shall we say, but I'm also looking forward to giving it a try. I love thrill rides, but as a fat person I cannot ride real ones, so I'm hoping that something like Wipeout will scratch that itch somewhat. And even if it doesn't, I've been meaning to try Wipeout Omega Collection for a long time anyway.

The others I know a bit less about. I know Battlezone was quite well-regarded when it first launched quite early in the PSVR's lifespan, No Man's Sky should hopefully be quite an experience — though I do wonder how its more complex gameplay elements will translate to VR — and Ultrawings I know nothing about, but it was three quid so even if it's rubbish I don't mind.

VR has its flaws, particularly with earlier implementations like the first PSVR. But I do like it. It's an interesting way of experiencing things, and it's kind of a shame that it has never quite taken off in the way anyone really hoped it would — largely due to those flaws, in many cases, and the expense in others. (That said, I bet you could probably grab yourself a PSVR relatively cheap now. PSVR2 is still pricey though.) I will be interested to see what the supposed "Steam Frame" does for VR, if anything; saying that, I will be interested to see whether it launches at all, given the, uh, "challenges" that tech is facing right now as a result of ongoing AI cuntishness and… various geopolitical events, shall we say.

Anyway, Wipeout has finished installing, so I'm off to give it a quick blast before my dinner and to see if my stomach contents remain intact. Wish me luck!


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#oneaday Day 671: Doki Doki janai https://imnotdoctorwho.moegamer.net/2026/04/09/oneaday-day-671-doki-doki-janai/ https://imnotdoctorwho.moegamer.net/2026/04/09/oneaday-day-671-doki-doki-janai/#respond Thu, 09 Apr 2026 23:42:56 +0000 https://imnotdoctorwho.moegamer.net/?p=37355 Apparently Doki Doki Literature Club has been removed from the Google Play store. According to its publishers, Serenity Forge, this was because "the game's content violates [Google's] Terms of Service in its depiction of sensitive themes". Chances are if you are even a little bit plugged into gaming news you know what Doki Doki Literature … Continue reading #oneaday Day 671: Doki Doki janai

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Apparently Doki Doki Literature Club has been removed from the Google Play store. According to its publishers, Serenity Forge, this was because "the game's content violates [Google's] Terms of Service in its depiction of sensitive themes".

Chances are if you are even a little bit plugged into gaming news you know what Doki Doki Literature Club is at this point; if you don't, I did a spoileriffic writeup on it over on MoeGamer back around the time it first started getting attention — nearly ten years ago at this point, Jesus. To summarise for those disinclined to click a link (you know who you are), Doki Doki Literature Club is a visual novel that plays with expectations and tropes of the format to deliver a potent narrative, primarily about mental health but also dealing with subjects such as parasocial relationships with non-existent (or perhaps it would be better to say non-sentient) entities like game characters.

It's a modern classic! Granted, uncharitable sorts might argue it started a somewhat unwelcome trend of western-developed visual novels that felt the need to be self-consciously subversive, insincere and ironic, but it can't really be blamed for what other people did in its wake; Doki Doki Literature Club itself, despite deliberately subverting a lot of classic visual novel/dating sim tropes in the name of telling what is essentially a horror narrative, is a well-written piece of work that makes good use of its medium (and the unique characteristics of that medium) to engage the player and get them thinking about how they are interacting with the characters involved.

Make no mistake, it goes to some dark places — its ESRB M/PEGI 18 ratings are well-deserved, though for those about to make an assumption about it being a visual novel, these ratings are not due to any sexual content. Rather, it gives an uncompromising look at mental health matters, and that sometimes there is no "winning", particularly when you are attempting to support someone else through a difficult time in their life, rather than taking command of your own destiny.

But there's the thing: it's already got those ratings, which make it suitable for worldwide distribution, along with various other ratings from other worldwide ratings bodies, such as CERO in Japan (where, interestingly, it only netted a "C" rating — an equivalent to 15/16 ratings elsewhere in the world) and it is, at this point, widely agreed to be a worthwhile work of art. For Google Play to suddenly decide that it is unacceptable is… bizarre, but not entirely unexpected, sadly.

Those who follow certain corners of the Internet may be aware that there has been a lot of unrest surrounding Visa and MasterCard seemingly interfering with online purchases of late — particularly when those purchases relate to adult (and specifically sexual) content. Naturally, this put sex workers, erotic artists, adult performers and makers of adults-only games in a somewhat difficult position, as it was making it significantly more difficult for them to make a living.

These things always start with porn, because porn is easy to attack. It's the thing that, while people might talk about it openly on the Internet, is still a great taboo in society — and one that is difficult to defend, particularly when you're talking to people who aren't breathing Internet fumes all day. Who wants to be the one standing up and saying that yes, porn is fine and good and should be protected just as with any other form of creative expression? Don't you know that porn is exploitative, and no-one gets involved in it willingly?

While I won't deny that there are parts of the sex work industry — speaking very broadly here — which are exploitative, in the modern day we live in an at least somewhat enlightened age where there are plenty of people who choose to get involved in various forms of adults-only entertainment because they like doing it. Not just because they like having sex, either; consider the artists, who just enjoy drawing naked people because, it turns out, they're good at it — to name just one example.

Why am I talking about porn? Because there are some who fear that Visa and MasterCard's at least partially successful encroachment into determining what it is and is not "acceptable" for people to get their rocks off to in the privacy of their own homes will mean that they will then start looking at what they might consider to be other forms of "unacceptable" media. Media that, say, tells the stories of marginalised groups, or which deals with challenging themes that society would rather we just swept under the rug.

Doki Doki Literature Club is not porn. But it being suddenly branded as "unacceptable" on a platform as big as Google Play sets a worrying precedent — one that people need to stand up and object to, forcefully. Thankfully, the game is still available on a variety of other platforms, including iOS, Switch, PlayStation, Xbox and PC — but for how long?

"[Doki Doki Literature Club] is widely celebrated for portraying mental health in a way that meaningfully connects deeply with players around the world, helping them to feel heard, understood and less alone on their journey," says creator Dan Salvato. "Managing to achieve that — making a truly meaningful difference by using the power of fiction to connect to others — is what I'm most grateful for. It inspires me every day to keep making cool new things, things that can really reach others, especially those in need of connection."

It's an important piece of work that does not deserve to be silenced, so I sincerely hope Salvato and Serenity Forge are able to get the situation resolved as soon as they can — without having to compromise on the work they have created.


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#oneaday Day 670: Too Much Game https://imnotdoctorwho.moegamer.net/2026/04/08/oneaday-day-670-too-much-game/ https://imnotdoctorwho.moegamer.net/2026/04/08/oneaday-day-670-too-much-game/#respond Wed, 08 Apr 2026 17:21:33 +0000 https://imnotdoctorwho.moegamer.net/?p=37340 Apparently No Man's Sky has had another big update, bringing with it some sort of monster-training metagame to add to all the other things that game already does. With every new addition to that game, I feel myself less and less likely to ever return to it. Because it's just too much. There is too … Continue reading #oneaday Day 670: Too Much Game

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Apparently No Man's Sky has had another big update, bringing with it some sort of monster-training metagame to add to all the other things that game already does. With every new addition to that game, I feel myself less and less likely to ever return to it. Because it's just too much. There is too much game there.

This is an unpopular opinion, I know, because people love how much work Hello Games has put into No Man's Sky since its rather tepid launch ten years ago (which I rather enjoyed!) and from certain angles, this outlook probably looks a tad ungrateful, particularly as the last ten years of updates to the game have all been completely free rather than paid expansions or DLC.

I'm not denying that it is an admirable thing that the team behind the game have done — and to be honest, I'm most impressed that they've been able to make continually updating their ten-year old product somehow if not profitable then at least sustainable, with the studio only releasing one new game in the meantime — but… it's just too much.

No Man's Sky was already a sprawling, expansive sandbox game when it first launched. No, it perhaps wasn't quite what had been promised in the initial hype cycle, but it did have value, and it did feel like it had a clear artistic vision behind it; just one that wasn't particularly well appreciated. With every new major update, though, I feel like the game just gets more and more unwieldy — and, more to the point, potentially impenetrable to anyone either starting it for the first time, or anyone coming back to it after a long break.

This is where I am. I like the idea of No Man's Sky. I like the idea of a modern sandbox space sim. But I think you can put too much game in your game. If I were to boot No Man's Sky up now — and I could, I own a copy on Steam! — I would have absolutely no idea what I was supposed to be doing, what systems I was supposed to be engaging with, what was worthwhile doing, what was outdated and not really worth bothering with. And the game wasn't exactly forthcoming with a coherent sense of "this is what you're supposed to do in this game" from the outset.

You can probably say the same for any game that has evolved and changed over the course of a long period, of course. I tried Phantasy Star Online 2 when it first launched in English, and found it completely unapproachable, because the English version launched with a good 10 years of Japanese updates and additional material already loaded into it from the outset. Likewise, I'm sure Final Fantasy XIV probably seems rather daunting to anyone considering joining it for the first time now — though I will note that FFXIV has always been quite good about trickling out your access to its various features according to your progress through the main story, rather than immediately throwing you in at the deep end and bombarding you with a thousand possible things to do from the very beginning. (Final Fantasy XI is another matter, mind.)

To be clear: I don't begrudge anyone their apparently ongoing enjoyment of No Man's Sky, nor do I wish any ill on Hello Games for continuing to support what has turned out to be their flagship release. I'm just saying that I find it completely and utterly overwhelming, and I'm not sure I'm ever going to return to it at this point.


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#oneaday Day 669: Historic times https://imnotdoctorwho.moegamer.net/2026/04/07/oneaday-day-669-historic-times/ https://imnotdoctorwho.moegamer.net/2026/04/07/oneaday-day-669-historic-times/#respond Tue, 07 Apr 2026 19:50:56 +0000 https://imnotdoctorwho.moegamer.net/?p=37337 When you say you're living through historic times, you generally hope it is not for bad reasons. Unfortunately, it has become abundantly clear that the 2020s are going to go down in history as a particularly terrible period, for a variety of reasons ranging from the COVID-19 pandemic to the Idiot-in-Chief of the United States … Continue reading #oneaday Day 669: Historic times

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When you say you're living through historic times, you generally hope it is not for bad reasons. Unfortunately, it has become abundantly clear that the 2020s are going to go down in history as a particularly terrible period, for a variety of reasons ranging from the COVID-19 pandemic to the Idiot-in-Chief of the United States threatening that "a whole civilisation will die tonight". Unfortunately that last part is not an exaggeration:

Donald J. Trump posting on Truth Social: "A whole civilisation will die tonight, never to be brought back again. I don't want that to happen, but it probably will. However, now that we have Complete and Total Regime Change, where different, smarter and less radicalized minds prevail, maybe something revolutionarily wonderful can happen, WHO KNOWS? We will find out tonight, one of the most important moments in the long and complex history of the World. 47 years of extortion, corruption, and death, will finally end. God Bless the Great People of Iran!"

And, as Defector puts it, at the time of writing, I guess we're just waiting around to see if this demented psychopath kills everyone.

Skeptics will cite "TACO" ("Trump Always Chickens Out") but I'm not so sure this time around. After all, he started an utterly needless war seemingly on a complete whim, and the result has been complete destabilisation of the worldwide economy, thanks to his incredibly smart picking on a country that controls a vital shipping route for the fuel that we are, regrettably, still rather dependent on, along with anything else that needs to come that way around the world.

I tell you, as someone who thought people were overreacting a bit the first time Trump was elected to power, it doesn't feel great to see that the doomsayers may have had something of a point. Not because it feels bad to be wrong, but because I didn't want them to be right. I'm not sure anyone did. But it's hard to look at the recent happenings in the United States and come to any conclusion other than the fact that this is a country in deep, deep trouble. And, by extension, it's easy to feel extremely worried about what comes next.

Is this going to escalate? Is Trump actually going to perform some sort of mass destructive, genocidal act this evening? At this point, I don't think we can really say in good conscience that "nah, he probably won't", because things have already gotten well out of hand — and they absolutely have the potential to get significantly worse. And what happens if they do? Are all the politicians currently wringing their hands and trying desperately to ignore what this absolute fuckhead is doing actually going to step up and present the current US administration with any sort of consequences and sanctions for what has been occurring? Are we looking at the possibility of global conflict against a country that decades of media has been desperate to position as "the good guys"?

Right now, I'm kind of at a loss as to what to say, think or do, and I feel powerless. I fear for my friends and family who are in the United States. I fear for the people of Iran. I fear for the people of the world if this hitherto-unchecked lunatic continues to hold these extremely dangerous reins of power. And I sincerely hope, from the bottom of my heart, that this entire situation can be resolved in a way that doesn't result in any further bloodshed — and which does bring those who have orchestrated this situation to swift and unforgiving justice.

I think I'm just going to go and play some retro games and try not to look at the news for the rest of the evening. I suggest you all do something similar.


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#oneaday Day 668: Russell's Chair of Eternal Disappointment https://imnotdoctorwho.moegamer.net/2026/04/06/oneaday-day-668-russells-chair-of-eternal-disappointment/ https://imnotdoctorwho.moegamer.net/2026/04/06/oneaday-day-668-russells-chair-of-eternal-disappointment/#respond Mon, 06 Apr 2026 15:43:13 +0000 https://imnotdoctorwho.moegamer.net/?p=37335 There are many people that, since my university days, I have lost contact with, and I often wonder what many of them are up to. One of them that particularly comes to mind any time I get in the mood to think about such things is a chap called Russell, who seemed to vanish off … Continue reading #oneaday Day 668: Russell's Chair of Eternal Disappointment

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There are many people that, since my university days, I have lost contact with, and I often wonder what many of them are up to. One of them that particularly comes to mind any time I get in the mood to think about such things is a chap called Russell, who seemed to vanish off the face of the Earth long before we all finished university, and I think that was a shame.

Russell was a member of the university theatre group. I forget exactly which production he was involved with — it was possibly the chaotic production of Twelfth Night I was left directing (with zero experience) after my co-director decided to fuck off on a skiing holiday for two weeks during the main bulk of our rehearsals ahead of the production coming together. It doesn't really matter.

Russell was — and I'm aware writing it like this makes it sound like an obituary, but I honestly have no idea what happened to him — one of those people who could make people laugh completely effortlessly. Everything that came out of his mouth was hilarious. And it wasn't in an overblown "I'm going to spout one-liners" or "I'm going to quote Blackadder endlessly" way — he was just a naturally funny person. He would have a quip for every occasion, a comment for everything, and he was always a shining beacon of fun in any room he was present in.

My enduring memory of Russell is at an aftershow party for the production in question. We had all been drinking a fair bit ever since the curtain had come down on the final performance of the show's run, and we'd bundled around someone's house, as was tradition. This person had one of those weird chairs that was like a big circular bamboo frame with some cushions splayed over it. Russell immediately made a beeline for it, assuming it was the most comfortable chair in the room — but it was not.

"Oh," he said. "Oh."

"What's wrong?" we asked.

"I appear to have sat in a very disappointing chair," he said. We laughed. He did not get up. From thereon, the chair in question was known as the Chair of Eternal Disappointment, and Russell's initial opinion of it was backed up by anyone who managed to sneak into it while he went to go and refill his drink. He usually found it unoccupied on his return, as I can confirm, it was an exceedingly disappointing chair.

I never saw Russell again after that particular production, and I don't think any of the rest of Theatre Group did, either. We often commented on that one particularly memorable night, and the Chair of Eternal Disappointment remained a running joke among any of us.

I wonder what Russell is up to now. I wonder if his own chairs are to his satisfaction. And I sincerely hope that wherever he is and whatever he's doing, he's still making people laugh and smile by virtue of his very presence.


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#oneaday Day 667: Happy Easter https://imnotdoctorwho.moegamer.net/2026/04/05/oneaday-day-667-happy-easter/ https://imnotdoctorwho.moegamer.net/2026/04/05/oneaday-day-667-happy-easter/#respond Sun, 05 Apr 2026 19:49:40 +0000 https://imnotdoctorwho.moegamer.net/?p=37333 A happy Easter to anyone who happens to be floating past this page on this day. We don't really celebrate Easter in a particularly meaningful way — though I did buy us a couple of chocolate eggs to enjoy — but it is nice to have the extra-long weekend from Good Friday up until Easter … Continue reading #oneaday Day 667: Happy Easter

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A happy Easter to anyone who happens to be floating past this page on this day. We don't really celebrate Easter in a particularly meaningful way — though I did buy us a couple of chocolate eggs to enjoy — but it is nice to have the extra-long weekend from Good Friday up until Easter Monday. Time with no commitments and no obligations is nice.

We're having a day off the diet today to celebrate the return of our Lord and Saviour, Jesus H. Christ, then back on it properly tomorrow. Technically speaking we also had yesterday off due to HeroQuest being accompanied by party food, Pringles and some dangerously addictive little cake bite things from Tesco. But yes. Tomorrow it is back to counting the calories and doing things properly, because it seems to have been working for the both of us.

I've not done much of note over the last couple of days, as I was in need of just a break from everything. It's been a really hectic, chaotic time at work of late, and being able to just step away for a bit is exactly what I needed. The end result of all this chaos is going to be well worth it; it's just been a lot of stress getting to the point we're at so far, and I suspect there's more still to come. But we're ready for it and we're going to kick it's ass.

We had all our windows and exterior doors replaced this week. We've got a new front door that is much sturdier than the old one (the entire front fascia would bend and flex when you used the old one!) and patio doors that open like doors instead of slidey doors. Andie's also finally finished the catio to add a little tunnel from the cat flap in the back of the house into the catio proper, so once the cats figure out that the cat flap is there (which I suspect will take a little while) they will be able to go outside when they please without having to get us to open the doors for them. I suspect they will still ask us to open the doors, but it will be nice for them to be able to go outside on their own initiative.

Anyway, we're currently awaiting our 7bone burger for our Easter dinner treat. Then I might give Resident Evil 7 a go in VR after dinner… I am totally brave enough, yes I am.


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#oneaday Day 666: Togetherness https://imnotdoctorwho.moegamer.net/2026/04/04/oneaday-day-666-togetherness/ https://imnotdoctorwho.moegamer.net/2026/04/04/oneaday-day-666-togetherness/#respond Sat, 04 Apr 2026 22:20:39 +0000 https://imnotdoctorwho.moegamer.net/?p=37331 I sometimes wonder whether I should try and get "into" a multiplayer game. All the positive buzz around Marathon at the moment has me mildly intrigued, but at the same time, it's an extraction shooter; a type of game in which the main point of things seems to effectively be bullying other players, and thus … Continue reading #oneaday Day 666: Togetherness

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I sometimes wonder whether I should try and get "into" a multiplayer game. All the positive buzz around Marathon at the moment has me mildly intrigued, but at the same time, it's an extraction shooter; a type of game in which the main point of things seems to effectively be bullying other players, and thus I'm not convinced I would actually enjoy it.

There was a bizarre piece on Rock, Paper, Shotgun earlier desperately attempting to convince fans of single-player games — and particularly stealth games — that they should give Marathon a go. I found it rather unconvincing. While I sort of get the core conceit — that you can play solo, and that you can treat the other players as if they are particularly intelligent "enemies" — it just rang hollow to me, and it bothered me a bit.

Thing is, I often tend to find I like the idea of multiplayer games more than the actual execution of them — because more often than not, I've found that out of necessity, multiplayer games have to cut out things that I specifically like about single-player games, like, say, lengthy story sequences. Final Fantasy XIV eventually had to make certain cutscenes non-skippable to prevent impatient players racing ahead while others were trying to enjoy key story moments, for example — and many other multiplayer games simply eschew ongoing narrative altogether, lest the people you're playing with get bored waiting for you to watch a cutscene.

I just haven't found a game that really clicks with me, other than my early years with Final Fantasy XIV a while back. And so many of them are designed to be timesink "lifestyle" games that are desperate to be the only thing you play. Battle passes, experience levels, lootboxes, all that junk — all of it's designed to keep you playing that game and that game alone, and honestly, I get to a point where I find repeating the same thing over and over again, which is what you end up doing in a lot of multiplayer games, to be rather tedious.

And yet I still feel like I would enjoy playing something together with a like-minded group. I still feel like it would be nice to have a group of online friends that I can enjoy something alongside. I just don't really know what that game would look like at this point, because I suspect the sort of thing that fulfils what I'm looking for — something reasonably social, not based on bullying, and which doesn't demand you make that game your entire personality if you want to have a good time with it — doesn't really exist.

Oh well. It's not as if I'm short of single-player things to enjoy. It'd just be nice to find something I enjoy that would help me make some friends — or indeed be able to have fun with my few remaining existing friends.


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#oneaday Day 665: Restlessness https://imnotdoctorwho.moegamer.net/2026/04/03/oneaday-day-665-restlessness/ https://imnotdoctorwho.moegamer.net/2026/04/03/oneaday-day-665-restlessness/#comments Fri, 03 Apr 2026 15:40:03 +0000 https://imnotdoctorwho.moegamer.net/?p=37329 I'm having one of those days where I feel, I don't know, restless and sort of dissatisfied with existence. It's a long weekend, and times like that tend to be prone to such feelings, because when you're given a nice block of time off from the day job, the natural thing — for me, anyway … Continue reading #oneaday Day 665: Restlessness

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I'm having one of those days where I feel, I don't know, restless and sort of dissatisfied with existence. It's a long weekend, and times like that tend to be prone to such feelings, because when you're given a nice block of time off from the day job, the natural thing — for me, anyway — is to wonder how (or whether) you can spend that time in a vaguely "productive" manner, doing something that adds some sort of "value" to your life.

This is not necessarily a good way of thinking about things, of course. Obsessing over whether what you're doing is "worthwhile" can lead to grindset nonsense, and those people are soundly mocked by well-adjusted individuals with good reason. But all the same, I do, at times, feel myself wanting to… I don't know, it's hard to even express. Achieve something, I guess?

I've had this conversation with myself before. I do achieve things in my daily life and with my day job. My contributions to my workplace are a critical part of the entire process of bringing actual physical, tangible products that are worth money to market. Shouldn't that be enough? Isn't that enough of a "legacy" to leave behind?

Well, perhaps. But I'm sure many of us have had grander plans in the past. Plans to write a book, make a game, compose an album of music, all those sorts of things. And, as we get older, it becomes easier and easier to tell ourselves that we "don't have time" to do those things — when, in fact, many of us probably have pretty much the same amount of free time as we did when we were younger.

I think with me, a significant part of it is loneliness. When I was younger, I would fill many of my days spending time with friends and enjoying the things I loved together with them. I can still sort of do that via the Internet, but enthusing about something over a chat application is a very different feeling from having them in the same room with you, reacting in real time to the things that are happening, discussing things as they happen and, you know, laughing and having fun with one another.

I guess I'm a bit sore because it's coming up on my birthday, and for several years I hosted an event with friends around that time where we got together, ate food, enjoyed drinks and played games together as a fun little competition. Last year the response I got to such an event was rather rude, and it upset me a great deal, following a few other things that had frustrated me in past years (including one occasion where I bought a prize for the event and ended up with it returned to me), and I've not heard a peep out of the people involved for nearly a year at this point, so I guess that's that.

Still, at least I have a game of HeroQuest to look forward to tomorrow, and a trip to The Cave towards the end of the month (around my actual birthday date!) so I guess I shouldn't complain too much. Now I think I'll go see if I can finish off Resident Evil 6, and stop worrying about whether or not I've spent the bank holiday "correctly".


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#oneaday Day 664: Visual novels! https://imnotdoctorwho.moegamer.net/2026/04/02/oneaday-day-664-visual-novels/ https://imnotdoctorwho.moegamer.net/2026/04/02/oneaday-day-664-visual-novels/#respond Thu, 02 Apr 2026 22:48:05 +0000 https://imnotdoctorwho.moegamer.net/?p=37327 I've been getting back into visual novels of late thanks to Path of Mystery: A Brush With Death (which I wrote more about over on MoeGamer recently, if you'd care to check it out) — and it hasn't taken me long to remember exactly why I enjoy this type of experience so much. I have … Continue reading #oneaday Day 664: Visual novels!

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I've been getting back into visual novels of late thanks to Path of Mystery: A Brush With Death (which I wrote more about over on MoeGamer recently, if you'd care to check it out) — and it hasn't taken me long to remember exactly why I enjoy this type of experience so much. I have been once again trying something that I did a while back with some success, which is to replace watching a TV show or YouTube videos over lunch with a visual novel on auto-play, and it's a fine way to enjoy the unfolding story. In fact, I've often found that the bit of time I get to enjoy some of the story at lunchtime makes me more inclined to want to continue after work in the evening.

Following Path of Mystery: A Brush With Death, I've started a VN that's been on my shelf for a very long time, but which I've not yet got around to. It's called WorldEnd Syndrome, and it's by the same company as Path of Mystery: A Brush With Death. In fact, it supposedly unfolds in the same narrative "universe", though exactly what that means is so far not clear; the main setting and core cast are different, so I suspect it may just be a case of the two games having a similar overall vibe.

One of the things I really like about visual novels is the fact it feels like you're really getting to spend some quality time with a (hopefully) interesting cast of characters — characters who you will doubtless have an initial reaction to, and may well change your opinion of over the course of a complete story that involves them. This was certainly the case with Path of Mystery: A Brush With Death, which has an excellent ensemble cast who have a lot of chemistry with one another, and plenty of interesting things to learn about them. The only unfortunate thing is that the concluding hours of the story are very much setting up a sequel and possibly a larger series of multiple games, and so I was left rather wanting more at the end of proceedings!

As someone who has often suffered loneliness, and who has difficulties with self-esteem and confidence when even contemplating socialising with real people out in the real, three-dimensional world, visual novels have always provided a certain sense of comfort. By their very nature, they include you in a close-knit group of people, and give you a sense of "belonging" — even if the way their narrative is constructed makes it clear that you are not the protagonist yourself; you just happen to be riding along in their head, able to hear their innermost thoughts.

A lot of visual novel writers are clearly wise to this particular appeal element of the medium, too, as many of them are set up with characters designed to be varying degrees of relatable, dealing with real-life issues that anyone can understand — and that is comforting. Although the people involved are not real, knowing that someone is aware enough of feelings that you have had to be able to compose a story that involves and acknowledges those feelings — and perhaps even provides some suggestions on how to cope with them (or how not to cope with them) — is reassuring and, in its own way, helps counter some of the loneliness the modern age brings with it.

I'm looking forward to seeing how WorldEnd Syndrome unfolds. I'm only a short way into it so far — still in the introduction, very clearly — but it's already intriguing, and from what I understand, this one does some interesting things with narrative structure. So I might just go and read a bit before bed, now…


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#oneaday Day 663: Ten of my favourite Evercade cartridges https://imnotdoctorwho.moegamer.net/2026/04/01/oneaday-day-663-ten-of-my-favourite-evercade-cartridges/ https://imnotdoctorwho.moegamer.net/2026/04/01/oneaday-day-663-ten-of-my-favourite-evercade-cartridges/#respond Wed, 01 Apr 2026 20:00:32 +0000 https://imnotdoctorwho.moegamer.net/?p=37325 I've got a relatively ambitious Evercade-related project in my mental "to-do" pile, but I haven't yet found the time to kick that off. So in the meantime I thought I would spend some time talking a bit more about the thing I spend my days working on. There's a weird sort of culture a lot … Continue reading #oneaday Day 663: Ten of my favourite Evercade cartridges

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I've got a relatively ambitious Evercade-related project in my mental "to-do" pile, but I haven't yet found the time to kick that off. So in the meantime I thought I would spend some time talking a bit more about the thing I spend my days working on.

There's a weird sort of culture a lot of people have about not talking about where they work. I understand it to an extent — if people know where you work, that can open you up to harassment as a result of something your workplace did or announced, plus people can (incorrectly) assume that anything you post on a personal account or site is you somehow acting as a "spokesperson" for that brand. In less enlightened workplaces, too, management can spy on the things you do in your free time and inevitably make the least charitable interpretation of the things you say possible so that they have ammunition to treat you like shit at work.

Thankfully I have not suffered the latter for a good few years now, and I am using this paragraph to make abundantly clear that although I work for Blaze on the Evercade project and related products, this post is my opinion only and does not, in any way, reflect the opinions, values and anything else about my employer. I am writing this post 'cause I love Evercade, and have done since I took a chance and splashed the cash on that "All-In" bundle back in 2020.

Anyway, what I want to do today is pick 10 Evercade cartridges I particularly like and share them with you. There may be some cartridges in this list that are no longer available due to the expiration of licensing agreements between Blaze and the license holders, or all manner of other circumstances, and I make no apologies for this; something good doesn't stop being good just because you can't buy it as easily any more.

With all that in mind then, let us begin:

Namco Museum Collection 1

Although both Namco Museum Collection cartridges for Evercade have not been available for a while due to Namco deciding to be extremely weird about releasing their stuff on physical media these days, they remain highlights of the Evercade's launch lineup — and since they formed the part of several launch bundles, there are a fair few copies out there to be found relatively easily.

I have a tough time picking a favourite out of the two, but on balance I think it has to be the first one, which features some all-time classics and favourites, plus some interesting curiosities. On the classics front, you have good versions of Pac-Man, Dig-Dug, Xevious and Mappy, while on the lesser-known front you have the excellent (and surprisingly accessible) strategy game, Metal Marines, plus the awesome space sim Star Luster. And this is just my personal favourites from the cart; there's also Mappy Kids, Libble Rabble, Battle Cars and Quad Challenge, too, making it a well-rounded and fun collection.

Data East Collection 1

If there's one cartridge I feel like I plop in the Evercade more than any other, it has to be Data East Collection 1, for two main reasons: Burnin' Rubber and Midnight Resistance. Both are truly excellent games for very different reasons, but they do have one thing in common: great music.

That's not all that Data East Collection 1 offers, though. There's the beat 'em up action of Bad Dudes and its spiritual sequel Two Crude Dudes, a good version of BurgerTime, the excellent (if totally unrealistic) pool game Side Pocket, the manic puzzler Magical Drop 2, the colourful platformer Joe & Mac 2: Lost in the Tropics and the one-on-one fighters Karate Champ and Fighter's History. All of these games have something worthwhile to offer in 2026.

Jaleco Collection 1

Jaleco is one of those publishers I feel people often forget about, but when you look at their library of stuff you realise they've actually put out a lot of bangers over the years. Jaleco Collection 1 features some stars from their console lineup, including the beat 'em ups Brawl Brothers and Rival Turf!, the firefighting action-adventure The Ignition Factor, the sci-fi top-down run-and-gun Operation Logic Bomb and more.

I don't think I've ever loaded up Bases Loaded but I believe it's a relatively well-regarded baseball game from the 8-bit era, and likewise for soccer with Super Goal! 2. Super Earth Defense Force is a solid scrolling spaceship shooter, Astyanax and Totally Rad are decent 8-bit platformers, and City Connection is a really fun arcade-style game that only really suffers due to its excruciating music. There's not a bad game in this bunch, so I come back to this cart frequently.

Gaelco Arcade 1

The two Gaelco Arcade cartridges are some of my all-time favourites from the Evercade library, but I think the first one just about has the edge in terms of the number of games I keep coming back to. My personal standouts are the brilliant World Rally, which has possibly the best handling of any isometric racer of the era; the unusual gameplay of Glass; and the wonderfully silly run-and-gun action of Biomechanical Toy.

If you're unfamiliar with Gaelco — and I'd forgive you if you are, since I'd never heard of them prior to us putting this cart out — this is a great way to get to know them. Expect polished visuals, challenging gameplay and some truly excellent digitised guitar noodling.

Renovation Collection 1

This one won't come as a surprise to anyone, as it's an oft-cited favourite from many longstanding Evercade fans. Featuring an extremely cool range of 16-bit games, many of which have an awesome anime style about them, there's a ton of value on this cart. Highlights for most are Valis and Valis III, El Viento and Arcus Odyssey, but there's plenty more to enjoy here, too.

Gaiares and Sol-Deace are good (if very tough) shoot 'em ups. Granada and Final Zone are great multidirectional shooters. Dino Land is a fun and quirky take on pinball. Traysia is a solid RPG if you go into it with the appropriate expectations (it's channelling Ultima, hard). Beast Wrestler is the weak link for many, but I bet you can find some fun there if you try hard enough.

TheC64 Collection 1

In the absence of some good Atari 8-bit cartridges — we haven't yet got a commercially licensable Atari 8-bit emulator we're happy to work with just yet — I will have to satisfy myself with its great rival, the Commodore 64. Fortunately, the three C64 collections we've put out to date include some of my all-time favourite games, and while I will always prefer the Atari versions in most cases, the C64 versions are good, too.

My personal highlights in this collection are Lee (originally Bruce Lee but now not for hopefully obvious reasons), Jumpman and Gateway to Apshai. There's a really broad mix of games in here, including some real legends (Impossible Mission!) — plus the two "Games" games are great with friends. I know home computer games are a hard sell for some people who grew up with consoles, but honestly, the three C64 collections plus the Thalamus cartridge are a great in-road for the curious.

Duke Nukem Collection 1

It felt like we'd finally hit the big-time with this cartridge. Duke Nukem is a huge license to land, and the fact we got the excellent Duke Nukem 1+2 Remastered as an exclusive was, for me, the moment we had really got a proper "killer app" for Evercade.

Duke Nukem 1+2 Remastered is, of course, great, and probably the best way to play these shareware classics today. Duke Nukem 3D: Total Meltdown has its detractors, particularly as there are more recent ports of Duke3D that run more smoothly and control a bit more elegantly with a controller, but it's one of those things where if you take it on its own merits and consider that it was running on a platform that, despite having a 3D focus, was still just a little underpowered, is actually perfectly competent and enjoyable. The exclusive levels are a hoot, too — if extremely tough!

Sunsoft Collection 2

Sunsoft is one of those developers that, again, I suspect few people would count among their absolute favourites, but they have a really solid back catalogue of titles to draw upon. This second collection of their games is my personal favourite, primarily due to the presence of the excellent Ufouria: The Saga, which is a truly great exploration platformer.

I'm also a big fan of Pri Pri Primitive Princess!, which is an interesting puzzle game that very much feels like it may have been a home computer game at some point in the past. By this I mean that it's clunky but creative, and if you come at it with the right mindset you'll be well and truly hooked.

Toaplan Arcade 3

I knew I wanted — no, needed — to include a Toaplan Arcade cartridge in this list, and after much deliberation I settled on this third one, primarily for Batsugun and its variant, Batsugun Special Version. Out Zone and FixEight are a hoot, too, Truxton II is just as punishing as its predecessor (but fun once you get into its groove), Ghox is a weird but cool take on Breakout, and Vimana is probably the company's most accessible shoot 'em up.

Toaplan's arcade games are among some of my favourites in the Evercade library, and this is an excellent cartridge full of some of their best titles.

The Turrican Collection

Despite being a home computer gamer in the '80s and early '90s, Turrican is a series that completely passed me by. I always saw gushing praise for it in magazines of the era, but never actually got around to playing it myself. I don't think I ever even played a demo for it. This is a shame, because with The Turrican Collection I've discovered that I like Turrican a lot.

I've also discovered that, unsurprisingly, those who criticise it for having sprawling, meandering levels in which it's easy to get lost were exaggerating somewhat; there's always a clear path forwards, and whether or not you go exploring for goodies is up to you. Plus as the series goes on, it settles into a more "Japanese-style" linear formula, culminating in the technically gorgeous Super Turrican 2. Absolutely banging soundtrack, too.


And there we are. Ten of my favourite carts. Ten of my favourite carts. They might not be yours. But they are mine. And, honestly, if you asked me on another day, I could probably pick out ten more favourites, and repeat the process many times over. In fact, I can find something to love on every single Evercade cartridge — and I'm not just saying that 'cause I work on them. I really am thrilled to do what I do — and I hope that comes across in my contributions to the products in question!

Now after all that, I think I'll go boot one of these up and have a nice retro evening…


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 662: Nexus announcement day https://imnotdoctorwho.moegamer.net/2026/03/31/oneaday-day-662-nexus-announcement-day/ https://imnotdoctorwho.moegamer.net/2026/03/31/oneaday-day-662-nexus-announcement-day/#respond Tue, 31 Mar 2026 23:02:37 +0000 https://imnotdoctorwho.moegamer.net/?p=37319 I get to talk a bit about the day job today! I say "get to" like someone hasn't been allowing me to do so. What I mean is: we had a big announcement today, and I'd like to talk about it! That announcement was for Evercade Nexus, a new Evercade handheld featuring a much bigger, … Continue reading #oneaday Day 662: Nexus announcement day

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I get to talk a bit about the day job today! I say "get to" like someone hasn't been allowing me to do so. What I mean is: we had a big announcement today, and I'd like to talk about it!

That announcement was for Evercade Nexus, a new Evercade handheld featuring a much bigger, brighter screen, significantly louder speakers, dual analogue sticks and a host of other cool features. You can see the trailer here:

Evercade has always been a platform that plays a wide variety of retro games — the library actually covers six different decades (from the 1970s up until today) — but Nexus has been designed with a bit of a '90s flavour, hence the somewhat different look and feel to the new trailer. The dual analogue sticks are designed to complement 3D games from the 32-bit era that we already have in the library (and have planned for the future), as well as our upcoming brand new native ports of 64-bit legends like Banjo-Kazooie and Banjo-Tooie, and these games all hail from the '90s, so it makes sense for the branding to reflect that.

You can still play classic Atari games on it as well, though, (plus, of course, all the other classic consoles the Evercade library covers!) and the bright colours found in your average old-school pixel art title will look lovely on that screen — plus with the all-new extra-loud speakers, you can subject everyone in the vicinity to the sound of Pitfall Harry and/or Lara Croft falling to their death for the umpteenth time.

I've said it before, but I'm super proud to work on Evercade. Ever since I first went for the "All-In" bundle of the original handheld back in 2020, which came with the first 10 cartridges released for the platform, I knew it was something special — and hoped that one day I would be able to be part of it. Well, now I am part of it — I have been for some time, and will hopefully continue to be for a long time yet — and it's a delight to be able to look at a product like the Nexus and think that I played a part in that, along with every cartridge release we do.

It's an interesting feeling to have lived long enough to remember these games from first time around vividly enough to still be excited about helping rerelease them on a new device. I never stopped loving games like (Bruce) Lee, MegaMania, Checkered Flag and myriad others — it's a genuine privilege to have been part of making official rereleases happen. Right now I'm working on the Banjo-Kazooie and Banjo-Tooie double pack that is bundled in with Nexus, and it's hard work, but also immensely rewarding when I think about how good this release is going to be when it's finished.

And there are many more exciting games coming down the road — including a bunch more of my all-time favourites. I can't wait to share them with you all, and if you're new to Evercade, I hope you'll consider jumping on board with Nexus or one of our other devices! Preorders for Nexus open tomorrow — you can find out more here.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 661: When people would gnaw off an arm for a freelance writing gig, using generative AI is unforgivable https://imnotdoctorwho.moegamer.net/2026/03/30/oneaday-day-661-when-people-would-gnaw-off-an-arm-for-a-freelance-writing-gig-using-generative-ai-is-unforgivable/ https://imnotdoctorwho.moegamer.net/2026/03/30/oneaday-day-661-when-people-would-gnaw-off-an-arm-for-a-freelance-writing-gig-using-generative-ai-is-unforgivable/#respond Mon, 30 Mar 2026 19:25:32 +0000 https://imnotdoctorwho.moegamer.net/?p=37316 In the last 18 years, 4,535 posts and 3,263,700 words (yes, really, I got a plugin to count them and everything), I have never once felt the need to outsource my thinking and creativity to a machine. There are two posts written by "guest authors" (which, spoiler, were actually both me in a cunning disguise!) … Continue reading #oneaday Day 661: When people would gnaw off an arm for a freelance writing gig, using generative AI is unforgivable

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In the last 18 years, 4,535 posts and 3,263,700 words (yes, really, I got a plugin to count them and everything), I have never once felt the need to outsource my thinking and creativity to a machine. There are two posts written by "guest authors" (which, spoiler, were actually both me in a cunning disguise!) and there are a couple of posts where I permitted drunken friends the opportunity to contribute a sentence or two to a post I was writing while out and about, but the remainder is all me, scooping out the contents of my brain and plopping it onto the page for no other reason than the fact that I enjoy doing so, and occasionally find it helpful.

Today, this notice appeared in the New York Times on a book review it had published:

Editors' Note: March 30, 2026:
A reader recently alerted The Times that this review included language and details similar to those in a review of the same book published in The Guardian. We spoke to the author of this piece, a freelancer reviewer, who told us he used an A.I. tool that incorporated material from the Guardian review into his draft, which he failed to identify and remove. His reliance on A.I. and his use of unattributed work by another writer are a clear violation of The Times's standards. The reviewer said he had not used A.I. in his previous reviews for The Times, and we have found no issues in those pieces. The Guardian review of "Watching Over Her" can be read here. (link)

This, to me, is unforgivable. Supposedly there are plenty of writers out there who are doing this — or something like it, anyway — but to me, it is unfathomably awful. To be a writer, someone who cares about one's craft, you have to give a shit. And absolutely nothing says "I don't give a shit" quite like relying on generative AI so heavily that your article has to be pulled because its plagiarism was too obvious.

I mean, when you think about it, it's obvious that this would happen, given the way generative AI works and is trained — if it's pulling all its wording from existing texts that it has absorbed (without any compensation for the original authors) from around the Web, then of course it's going to come up with some of the same things, perhaps even the exact same phrasing.

You'd think it would be obvious, anyway — and that any writer worth their salt would not, as a result, rely on it — but apparently this is not the case. Much how the above-linked Wired article should really result in all the authors named being blacklisted from every freelance writing pool, effective immediately, this incident should be the end of Alex Preston's career. There should be no second chances. To quote the old Batman meme, this is the weapon of the enemy; we do not need it; we will not use it.

Believe me, at this point I've heard every pro-AI argument there is — some, like the nonsensical "back in the '90s some people thought the Internet would be a bad thing!!" one, more than others — and none of them stand up to the slightest bit of scrutiny. AI does not make you a better writer. AI does not make you a writer. The only thing that makes you a writer is, quite simply, writing. And if you are not sitting down and writing something for yourself — whether that be through putting pen to paper, tapping away at a keyboard or dictating your words verbally — you are not a writer. And no, "writing" your prompt to get the bot to churn out a thousand words for you does not count.

Humanity's written languages have survived for thousands of years — albeit with plenty of evolution — through people being taught how to use them. It is, today, a fundamental part of your early socialisation process to learn how to read and write; yes, some folks have specific learning needs that make it harder or even impossible for them to do so, but even for them, generative AI is emphatically not the answer, as we have plenty of assistive methodology and technology that can allow these people to thrive that does not rely on the odious fad that is presently bleeding the planet dry.

So I'm sorry, I have no patience left whatsoever for any incidents like this. The people involved in the Wired and New York Times articles above deserve to be kicked out of their career. Because if they have no respect for writing as a craft, why on Earth should any readers be expected to have any respect whatsoever for the shit they've churned out through the bots?

There are myriad people out there who would chew off their own arm for an opportunity to have a byline beneath a prestigious masthead — and every one of them who relies entirely on their own writing abilities, rather than outsourcing their creative process to the planet-burning chatbot, deserves those opportunities a million times more than those who clearly have no respect for themselves, their peers, or their readership.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

If you want this nonsense in your inbox every day, please feel free to subscribe via email. Your email address won't be used for anything else.

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#oneaday Day 660: This one particular type of headline is very annoying https://imnotdoctorwho.moegamer.net/2026/03/29/oneaday-day-660-this-one-particular-type-of-headline-is-very-annoying/ https://imnotdoctorwho.moegamer.net/2026/03/29/oneaday-day-660-this-one-particular-type-of-headline-is-very-annoying/#respond Sun, 29 Mar 2026 23:18:54 +0000 https://imnotdoctorwho.moegamer.net/?p=37306 Did you click on this article? Probably not, because statistically speaking most of you read posts from the site's front page (where the full posts are published) or in your email inbox. (The really cool ones read via RSS, of course.) I don't feel the need to clickbait on this site largely because 1) it's … Continue reading #oneaday Day 660: This one particular type of headline is very annoying

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Did you click on this article? Probably not, because statistically speaking most of you read posts from the site's front page (where the full posts are published) or in your email inbox. (The really cool ones read via RSS, of course.) I don't feel the need to clickbait on this site largely because 1) it's my personal site and I don't really care if anyone reads it (though it is nice) and 2) I have always found clickbait incredibly annoying.

I don't know if I'm just in a bad mood right now or if there really has been a rise in clickbait headlines of late, but I feel like I'm noticing it a lot more of late. I'm talking about stuff like this:

That's a piece from Kotaku about LGR building himself a warehouse. I find it very difficult to believe that anyone reading Kotaku on a semi-regular basis does not know who LGR is, so to deliberately obfuscate his identity in the headline just feels like it's being annoying on purpose.

One could argue that this headline has been written appropriately, however; it gets the broader point across in a way that is accessible to all, regardless of whether or not they know who LGR is. So I will begrudgingly give it a pass.

I do not give the following (from GameSpot) a pass, particularly because they "spoil" it in the accompanying image:

Just say Hercules. We can see it's Hercules. Also I'm not 100% sure Hercules counts as one of Disney's more "iconic" movies. I guess it was in Kingdom Hearts.

GameSpot is very fond of this sort of shit right now:

Yeah, fuck off with that. Just tell me what it is.

Double fuck off for this being based on a "rumour", something which I was always discouraged from reporting on when I was working the news beat in the games press. If your headline has "could" in it, just stop.

But let's not pick exclusively on GameSpot.

Let's also pick on GameRant, which, to be fair, is part of the odious Valnet group. This headline can get right in the fucking bin. (It's Elder Scrolls Blades, if you gave a shit.)

This one can, too. (Horizon Chase Turbo in this case.)

Look, I get it. If you're on the endless churn and trying to juice your site's SEO results in order to maximise your KPIs for men in suits who don't know what video games actually are, it's easy to feel like it's necessary to pull this shit in order to "get people curious enough to click". But people are savvy to it now, to such a degree that it's a practice that gets routinely mocked.

Just say what the article is actually about rather than this bullshit playground teasing ("I know something you don't!") and if the story has any merit, people will click through to it anyway to find out more details. Those "more details" someone clicks through to find out more about should not, repeat, not be the name of the subject of the story.

This sort of thing is rarely the fault of the individual reporters — although I'm sure there are a few out there who love pulling this little stunt. No, it's inevitably an edict from on high for the reasons just stated. With the general health of video games media being deep within the "critical danger" territory, the suits want quick solutions that, in theory, get results.

Only I'm not convinced this sort of practice does get results any more. Like I say, people are wise to it now. I refuse to believe that I am the only one who simply won't click on an article whose headline is a deliberate cocktease.

Look at it this way: why should I give a shit that "a Switch game is being delisted on June 1"? There are thousands of the fucking things, many of which I don't care about. "The eShop is full of crap" is a meme for a reason. I do, however, own a copy of Horizon Chase Turbo, and thus would be interested in hearing why that specific game is being delisted. (It's stupid, by the way. And you can blame Epic for it.)

Anyway, that has been your nightly grump. Please write meaningful headlines, especially if you want the few remaining dregs of the video games press to be taken even a little bit seriously.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 659: Justice for RTS: achieved... again https://imnotdoctorwho.moegamer.net/2026/03/28/oneaday-day-659-justice-for-rts-achieved-again/ https://imnotdoctorwho.moegamer.net/2026/03/28/oneaday-day-659-justice-for-rts-achieved-again/#respond Sat, 28 Mar 2026 21:17:01 +0000 https://imnotdoctorwho.moegamer.net/?p=37302 I realised I never followed up on RoseTintedSpectrum's recent YouTube woes that I posted about a while back. Chances are if you're familiar with Rosie's work, you already know that there was, thankfully, a happy ending to the situation: he got his YouTube Partner Program status back, which means he can get paid again, with … Continue reading #oneaday Day 659: Justice for RTS: achieved... again

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I realised I never followed up on RoseTintedSpectrum's recent YouTube woes that I posted about a while back. Chances are if you're familiar with Rosie's work, you already know that there was, thankfully, a happy ending to the situation: he got his YouTube Partner Program status back, which means he can get paid again, with the only unfortunate news being that there would be a month or so's delay before he would be able to get what was owed to him during the demonetisation incident.

If you're not familiar with Rosie's work, however, I thought I'd take today to highlight some of the great things he's been doing, because he's a hardworking lad who makes consistently entertaining YouTube videos on a variety of subjects. He shot to (relative) stardom when he decided to cover the questionable classic UK TV show GamesMaster, and, having previously been a channel primarily about old games (and longstanding GamesMaster rival-though-not-actually-that-similar show Bad Influence!), he decided to lean into what had brought him some success, and cover old TV instead.

GamesMaster is still a recurring feature — his most recent video covers the legendary "Dave Perry Super Mario 64 Incident" — but he also looks at old kids' TV shows, too, and offers commentary that is both hilarious and insightful, and without dropping into either dry, boring quasi-academia or just straightforward summaries of the shows accompanied by occasional "oh my God, you guys, I can't believe they did that" reactions.

Anyway, here's some of my favourite videos from him. I recommend subscribing to his channel and giving them all a watch — many of them are on the long side by the very nature of covering entire series at once, but he punctuates these with short videos about fluff like Rainbow and Rosie and Jim if you want something a bit shorter.

Here's the aforementioned video about GamesMaster and The Dave Perry Incident. It's worth watching the prior videos in the run-up to this, as it's interesting to revisit the show and contemplate how it evolved (and not always for the better) from series to series, but this one, which many of the newer members of Rosie's audience have been eagerly awaiting for some time, represents some of his best work to date.

California Dreams is not a show I remember ever seeing back in the day, and having seen Rosie's retrospectives on it, I'm not sure whether or not I would have been into it. It's undoubtedly rubbish, particularly when viewed from a modern perspective, but it's also a really interesting show to explore, and Rosie's videos on the subject do a great job of explaining why. You won't come away from them desperate to watch the series as a whole, but even if you never saw it back in the day, you'll feel like you have a better understanding of its existence and its context.

Tottie: The Story of a Doll's House is another show I don't think I ever saw, and I'm not sure I would have watched it when I was a kid even when it was on. However, like his retrospective on California Dreams, Rosie manages to make a look back on the subject compelling, interesting and frequently hilarious — as well as pointing out the weirdly dark nature of a show about stop-motion animated toys, in which the title character is, by a significant margin, the least important character in everything that unfolds on screen.

And finally, from his earlier (pre-GamesMaster) channel, a video on Xenon 2, and how the reality of a game that was popular back in the day can differ quite significantly from the critical consensus on its original release — and how people who cling relentlessly to the latter can make it quite difficult to talk about something.

Rosie's a good lad who puts a ton of effort into his videos, and I'm happy to see he's enjoyed so much success over the last few years. His recent woes with YouTube — along with a similar, but worse situation back in 2024 — are an unfortunate reminder that this sort of success can be worryingly fragile through no fault of the creator. So go give him a view or two, and if you like what you see, consider becoming a YouTube member or a Patreon supporter. Good work — particularly when it's achieved without the usual manipulative "influencer" tactics — deserves to be compensated, or at the very least, appreciated.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 658: A random selection of pieces of music that make me smile https://imnotdoctorwho.moegamer.net/2026/03/28/oneaday-day-658-a-random-selection-of-pieces-of-music-that-make-me-smile/ https://imnotdoctorwho.moegamer.net/2026/03/28/oneaday-day-658-a-random-selection-of-pieces-of-music-that-make-me-smile/#respond Sat, 28 Mar 2026 00:19:45 +0000 https://imnotdoctorwho.moegamer.net/?p=37299 It's getting late and I haven't thought of anything to write and I'm full of curry, so let's do a MULTIMEDIA POST, shall we? I'm partly inspired by a discussion I had earlier in a Discord that I'm a member of, in which we talked about things we liked from creators who clearly just made … Continue reading #oneaday Day 658: A random selection of pieces of music that make me smile

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It's getting late and I haven't thought of anything to write and I'm full of curry, so let's do a MULTIMEDIA POST, shall we?

I'm partly inspired by a discussion I had earlier in a Discord that I'm a member of, in which we talked about things we liked from creators who clearly just made things for the joy of creating them — not in the hope of "going viral" or making a living out of them. I'm talking about stuff like Badgers, Badgers, Badgers and its ilk — although as it happened, a lot of those works did end up going viral and doubtless making their creators a fair amount of money. The point is that they weren't created with that in mind from the outset.

Funny, silly comedy songs and animations aren't the only thing I want to talk about today, though. More broadly, I just want to share a few things that always make me smile. Not always because they're funny, but because I just find them uplifting in some way. And where better to begin than with the irrepressible Hatsune Miku?

I'm not sure what exactly caused me to hyperfixate on this piece of music from Hatsune Miku Logic Paint S so much, but make no mistake; I most certainly did hyperfixate on it, as for a significant portion of my time playing the Picross-esque puzzles in Logic Paint S, I had set the in-game playlist to be nothing but this track.

I think I like this just because it's undeniably cheerful, bouncy and upbeat. It feels like it fits Miku nicely, and it's a good accompaniment to doing some puzzles — or just for when you need a bit of a pick-me-up.

My first encounter with Cave's classic bullet hell shoot 'em up series Dodonpachi was on iOS devices, where there was an excellent version of Dodonpachi Resurrection. One thing which still stands out about the mobile version of this game is that it features an exclusive game mode that not only has its own mechanics, it has a completely different soundtrack to the game's regular, rather more moody score.

People like the standard Dodonpachi Resurrection music a lot, and to be sure, it's good. But there's something I really like about these completely new tracks from the mobile version — and particularly this one, which accompanies the opening level. It's got that real adventurous "we're setting off on a brave, bold mission!" feel to it that I really like; it's full of hope for the future, rather than a bleak sense of submission to the endless horrors that await. And I think we could all do with a bit of that right now.

I maintain that Inti Creates' Gal*Gun games are some of the best games that no-one will admit to playing because they're about making girls collapse in euphoric ecstasy by pointing at them. All three of them are really solid rail shooters, each with their own distinctive mechanics and story to follow, and they all have great soundtracks, too.

This track, used for a lot of the regular levels in Gal*Gun 2, is a short but sweet track that really sums up the game's energy. There's not a trace of maliciousness anywhere in any of the Gal*Gun games, and their music never fails to make me smile.

Right, time we had a silly one. I remember coming across this one for the first time and absolutely pissing myself laughing. It still always makes me chuckle now… particularly the "Cock!" break in the second verse.

This sort of thing is very representative of what was going on in the Badgers, Badgers, Badgers-adjacent space on sites like rathergood.com, b3ta.com and Weebl's Stuff back in the mid '00s to the early '10s. The thing I like is that although endearingly lo-fi, particularly in the vocal samples, the whole thing is very well put together and works as a standalone song. It's just better with the animation.

Regrettably, the original animation for this piece is no longer available. It used to be that you could type in "2204355" into Google Search, hit "I'm Feeling Lucky" and it would take you to a technicolour Flash animation featuring a pixelated dancing guy from an old KFC advert and this delightful chiptune remix of the theme from ALF. Thankfully, the person behind the music came forward and published the music in its full glory on YouTube some 15 years ago, so even though the Google trick doesn't work any more, we can, at least, still enjoy the tune.

Side note: this blog is old enough that I blogged about when I first found this. It was, it has to be said, a particularly dark period in my life, when I had just split from my first wife and was at the lowest I've ever been. I happened to stumble across this one evening and found that it drove the darkness away for a few minutes at a time, so I watched that stupid animation over and over for hours. Thank you, mystery 2204355 creator, and thank you, Zalza, for helping me in my hour of need, even if you have no idea that you did so.

I wrote a bit about Sbassbear the other day, but I can't not mention their most recently published Game Grumps remix, as it's one of their best yet. Once again, this is a video I just keep returning to because it makes me smile.

Actually, to hell with it, there's another Sbassbear one I love also, and I can't pick between these two, so you're getting both:

I love BEANS because it's just so chaotic and ridiculous. But I love Shnigedy Ding Dong because it encapsulates the feeling you get when playing Tetris Effect Connected — and specifically, the wonderful mode where three people team up against another player, every so often bringing their independent wells together into one giant superwell, accompanied by a massive crescendo in the music and… as Dan says in the video, "ohhh, I love it so much!"

Right, that's enough. Off to bed with me now.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

If you want this nonsense in your inbox every day, please feel free to subscribe via email. Your email address won't be used for anything else.

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#oneaday Day 657: Drain Blaster https://imnotdoctorwho.moegamer.net/2026/03/26/oneaday-day-657-drain-blaster/ https://imnotdoctorwho.moegamer.net/2026/03/26/oneaday-day-657-drain-blaster/#respond Thu, 26 Mar 2026 20:46:50 +0000 https://imnotdoctorwho.moegamer.net/?p=37296 After over 4,500 posts on this blog (and another 2,300 or so on MoeGamer), it will probably not surprise you to learn that I sometimes have difficulty thinking of something new to write about. Indeed, there are a number of topics I have written about multiple times, often without realising it — and often with … Continue reading #oneaday Day 657: Drain Blaster

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After over 4,500 posts on this blog (and another 2,300 or so on MoeGamer), it will probably not surprise you to learn that I sometimes have difficulty thinking of something new to write about. Indeed, there are a number of topics I have written about multiple times, often without realising it — and often with inadvertently using some of the exact same arguments and phrases each time I do so. At least nobody can say I'm inconsistent in the way I do things.

With that in mind, and given that this is a personal blog, it stands to reason that I should probably start talking about weird, hyper-niche things that, statistically speaking, very few people probably give a shit about. But if Chris "Papapishu" Person's work over on Aftermath is anything to go by, there will always be an odd little audience who are very much into weird, hyper-niche things.

I guess part of the reason I tend to hold off on writing about weird, hyper-niche things is worrying about whether or not I will actually be able to fill a convincing blog post on the subject, but, well, I've taken care of about half of what I consider the "bare minimum" for each day with this preamble, and thus I now feel suitably equipped to actually tell you what I want to talk about.

Today I would like to tell you about our toilet plunger.

A plunger is one of those things that you don't really think about needing until it's too late. At least, I've always been that way; I am fortunate in the fact that my wife likes to be prepared for all sorts of eventualities, and thus she is the sort of person to purchase a toilet plunger in the anticipation that we might need one at some point.

But my wife didn't buy just any old plunger. Oh, no. She bought a Drain Blaster.

You might think that looks quite like a normal plunger, and you would be partially right; like a regular old plunger it has the big rubber thing that you put over the hole in the bog, along with a smaller head for dealing with, presumably, plugholes. (I have only ever used it for the toilet.)

Where a Drain Blaster differs from a regular plunger may well already be apparent from the picture above, but just in case it isn't: it's all in that thick cylinder of a body, and the handle above it. Because you can pull that handle out to fill the cylinder with air, and then blast the air back out by plunging the handle back in.

And you know what? It does an amazing job of unblocking a toilet. I don't really know how one uses a regular plunger for the same job other than just sort of… plunging it in there and hoping for the best, but with the Drain Blaster it really is as simple as putting the rubber bit over the hole in the toilet, pulling up the handle and pumping it a few times until you hear everything proceed on its merry way down your soil pipe. I am yet to encounter a blocked toilet that has been able to stand up to even the briefest assault from a Drain Blaster, and, as someone who blocks the toilet more frequently than he would perhaps like to admit, I am exceedingly grateful that, at some point in the past, my wife decided to go hard on our choice of plunger.

I am reminded of a legendary group text (it may have been an MSN Messenger conversation, given the era) from among my friendship group at university, when one of our number (not me, surprisingly) admitted that he had produced a poo so formidable that he absolutely could not get rid of it. It eventually took several kettlefuls of boiling water to break up the beast enough for it to finally vacate the premises, and he chronicled the entire process, which was unfolding late at night when, being university students, many of us could be relied upon to be a little bit tipsy and thus very receptive to such a saga. Thankfully this was an age before smartphones, so there were no pictures involved, but the entire process was chronicled in exhaustive detail. I will never forget it.

I mention this because I wonder how different his experiences would have been if he had a Drain Blaster. I don't even know if Drain Blasters existed back then, though given that the device is essentially a bike pump with a plunger head, I would be surprised if they didn't. Could the sheer volume of this legendary turd stand up to the relentless assault of a Drain Blaster, or would the boiling water still be necessary? I guess we will never know.

Anyway, that's what I wanted to talk about today. If you read all of that… uh… well done, I guess?


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 656: User error https://imnotdoctorwho.moegamer.net/2026/03/25/oneaday-day-656-user-error/ https://imnotdoctorwho.moegamer.net/2026/03/25/oneaday-day-656-user-error/#respond Wed, 25 Mar 2026 22:27:56 +0000 https://imnotdoctorwho.moegamer.net/?p=37294 One reason I absolutely cannot wait to ditch my professional social media responsibilities (which will be at some point in the next few months, in all likelihood) is the phenomenon of users making an error themselves, then yelling at us for their own mistake. There have been two separate examples of this just today, and … Continue reading #oneaday Day 656: User error

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One reason I absolutely cannot wait to ditch my professional social media responsibilities (which will be at some point in the next few months, in all likelihood) is the phenomenon of users making an error themselves, then yelling at us for their own mistake. There have been two separate examples of this just today, and I'm glad I was too busy to reply to them (the chap who's been helping us out with social media handled them) because I'm not sure I would have been able to resist being sarcastic. (Naturally, I won't name and shame or give the exact examples here, but anyone who has worked in any sort of tech with a vaguely public-facing aspect will likely know the sort of thing I'm talking about.)

Whenever I see something like this, it just comes across as a completely alien way to react. If I'm using a device, and it behaves in a way that I don't expect it to, the first thing I look for is if I'm doing anything wrong — which I inevitably am. I use it as an opportunity to learn exactly what it is that I'm doing wrong, then to never make that same mistake ever again, because I learned what the problem was and how to fix it. The absolute last thing I would consider doing is going on social media and yelling at the company who makes the product in question — particularly when there is absolutely no way of them solving my issue without making me look, at the very least, a little bit stupid.

I get that people are frustrated when things don't work the way they expect and they don't know why. But receiving a message filled with swearing and abuse because you didn't think to press a single button that would immediately resolve the problem you are having — yes, this really was one of the incidents today — does not make the person who has to answer that message feel particularly inclined to want to help you. I mean, most of the time they will go out of their way to help you, even for particularly stupid questions — contrary to popular belief, there are, in fact, stupid questions — but you can rest assured that they're having a good giggle at you behind your back.

Note that I absolutely do not have a problem with someone who does have a question with a simple and straightforward answer, and who asks that question without becoming abusive. I am more than happy to help anyone like that out. But someone who bursts into an inbox with no prior contact and fills their message with "wtf" and "ffs" and all that sort of shit… well, they're not getting their relationship with us off on a particularly good foot now, are they?

The only time I've ever yelled at a company on social media was when CEX missold me an expensive arcade stick with the promise it would work on the consoles I asked if it would work on, and it did not do that. After the staff in the shop refused to help, I had little option but to Karen it up a bit and eventually got the situation resolved. I'm not particularly proud of that little episode, but I did manage to get it resolved without any swearing or abuse at the staff in question — just a lot (a lot) of repeating myself.

Anyway, don't be rude to staff of a company if the fault is actually completely of your own creation. It's not hard.


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#oneaday Day 655: I would rather play Atari 2600 games than mobile games https://imnotdoctorwho.moegamer.net/2026/03/24/oneaday-day-655-i-would-rather-play-atari-2600-games-than-mobile-games/ https://imnotdoctorwho.moegamer.net/2026/03/24/oneaday-day-655-i-would-rather-play-atari-2600-games-than-mobile-games/#respond Tue, 24 Mar 2026 19:32:00 +0000 https://imnotdoctorwho.moegamer.net/?p=37292 I probably don't need to say anything more than the headline, but I will expand on it for the sake of having actually written something today. I mean what I say, though! I would genuinely rather play literally anything on the Atari 2600 than a modern mobile game. And with the 2600 being so easy … Continue reading #oneaday Day 655: I would rather play Atari 2600 games than mobile games

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I probably don't need to say anything more than the headline, but I will expand on it for the sake of having actually written something today. I mean what I say, though! I would genuinely rather play literally anything on the Atari 2600 than a modern mobile game. And with the 2600 being so easy to emulate these days — not to mention the fact I have worked on both devices and game cartridges featuring Atari 2600 games — you can even take the experience on the go with you.

I remember when mobile gaming first became a thing with the Java phones. Well, actually, technically it first became a thing with Snake and the other games no-one remembers on the Nokia 3210 and company. But expandable mobile gaming — by that I mean the ability to download new games onto your phone — really took off in the Java era.

At first, it was mildly exciting… at least until you downloaded a Java game and realised that a lot of them were Not Very Good. Often not for lack of trying, and there were some genuinely decent ones — I recall a good version of Lumines, for example — but for the most part, they were a pale imitation of even the dedicated handheld games consoles that were around at the time. The Game Boy and its successors ruled the roost in that regard for a good long while — and deservedly so.

The advent of iOS was a huge shift, though. Anyone who was around for the launch of the App Store will doubtless remember things like ngmoco's output (before they became free-to-play garbage peddlers), Epic's "Castle" tech demo that eventually became Infinity Blade, and doubtless many others that are lost to time. Quite literally in many cases, because these were digital-only games that were often exclusive to iOS — and while I'm sure some have been preserved, I bet there are plenty more that we'll never see again.

Things seemed… interesting for a while. The ambition of this new breed of mobile game was hard to fault, but many folks (including me) found that touchscreens were less than ideal for console-style experiences. The best games were ones that were built around the inherent limitations and inaccuracy of a finger-based touch interface — or which used other methods of control, such as tilt.

Then, one day, Apple announced that it would be introducing the concept of "in-app purchases". I knew immediately that this would be an awful idea, as the general gaming community had a collective bee in its bonnet about DLC at the time, and adding DLC to mobile games sounded like a really bad idea in that climate.

Unbelievably, though, I underestimated quite how awful things would end up becoming in the mobile space. While there are still a few "premium" games available for a one-off purchase these days, most of them are available on other platforms with actual controllers, leaving the vast majority of mobile-exclusive titles these days as free-to-play gacha crap.

I've done my time in the gacha mines. I've made the mistake of thinking I'd sling a game twenty quid to "support" it because I'd been playing it quite a bit and I liked the look of the current character banners. But in more recent years I've become hyper-aware of quite how much those games exploit horny young men in particular, with massively sexualised artwork designed not to add depth to the characters they depict, but purely to get said horny young men convinced to open their wallets in the hope of acquiring a JPG — or an animated GIF if you're lucky — of their favourite waifu in a skimpy outfit. And I say this as someone who likes sexy games!

No more. I swore off all mobile games quite some time ago now, and I don't feel like I'm missing out on anything. Now, at the times when I would typically want a mobile game — when I have a few minutes to spare, when I'm bored, when I just want something to do with my hands that I don't have to think about too much — I will quite happily reach for an Atari 2600 game, because those fit the bill perfectly.

Your average Atari 2600 game can be played for sessions of maybe 1-5 minutes at a time, and that feels like a satisfyingly self-contained play session. You can keep playing to beat your high scores, or to get a little further, or compete against a friend if you're playing together — or you can move on to something else, and have another 1-5 minutes of fun. And at no point in the entire process will these games attempt to monetise your erection.

On that note, may I remind you that Activision Collection 2 is coming to Evercade next month…?


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 654: Jensen Huang is an enemy of the arts https://imnotdoctorwho.moegamer.net/2026/03/23/oneaday-day-654-jensen-huang-is-an-enemy-of-the-arts/ https://imnotdoctorwho.moegamer.net/2026/03/23/oneaday-day-654-jensen-huang-is-an-enemy-of-the-arts/#respond Mon, 23 Mar 2026 21:52:54 +0000 https://imnotdoctorwho.moegamer.net/?p=37289 The headline is probably not news to most of you reading this, but I feel like it's worth commenting on, because the NVidia CEO just can't seem to keep his mouth shut. To recap: a little while back, NVidia introduced its new "DLSS5" technology via transparently obvious Digital Foundry advertorial video. I still don't really … Continue reading #oneaday Day 654: Jensen Huang is an enemy of the arts

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The headline is probably not news to most of you reading this, but I feel like it's worth commenting on, because the NVidia CEO just can't seem to keep his mouth shut.

To recap: a little while back, NVidia introduced its new "DLSS5" technology via transparently obvious Digital Foundry advertorial video. I still don't really know what DLSS is, or what it used to be I guess, but this latest incarnation of it did… not go down well, to say the least.

The reason? It's fucking generative AI, because of course it is. In this case, it's generative AI that takes two multi-thousand dollar graphics cards to render a slop filter over the top of the perfectly functional graphics the game already had. Early defenders tried to convince everyone else that it was just "improving the lighting", but then Huang came out and said the following:

First of all, [the critics are] completely wrong. The reason for that is because, as I have explained very carefully, DLSS5 fuses controllability of the geometry and textures and everything about the game with generative AI. It's not post-processing at the frame level, it's generative control at the geometry level.

(Tom's Hardware)

Okay. So it is generative AI. Which sucks. And everyone hates. And in this instance, it is adding what is colloquially referred to as a "yassification" filter atop character graphics in particular, making them look markedly different from their actual, canonical designs. You know, the ones that artists worked on.

Today, Kotaku posted what I would argue is a bit of a fluff piece on the subject, quoting Huang extensively. Huang is presumably in some sort of "damage control" mode — although not that much, because the part of NVidia that makes decent graphics cards for gaming PCs and consoles is of very little importance to a company that has very much thrown its entire lot in with generative AI.

From the Kotaku piece, quoting Huang, who was speaking on a recent episode of Lex Fridman's podcast:

DLSS 5 is 3D conditioned, 3D guided. It's ground truth structure data guided. And so the artist determined the geometry we are completely truthful to. The geometry maintains in every single frame.

Okay, first of all, what the fuck does "ground truth structure data guided" mean? Secondly, I'm sure the geometry is still there, it's just underneath a hallucinated AI-generated image.

He goes on (emphasis mine):

Every single frame, it enhances but it doesn't change anything. The system is open, you could train your own models to determine, and you could even in the future prompt it. You know, 'I want it to be a toon shader, I want it to look like this kinda,' so you can give it even an example. And it would generate in the style of that, all consistent with the artistry, you know, the style, the intent of the artist. And so all of that is done for the artist, so that they can create something that is more beautiful, but still in the style that they want.

So let me get this straight. It "doesn't change anything", but it does "generate in the style of" how it is prompted, am I getting this right? So it does, in fact, change something?

And who is doing this "prompting", exactly? Who is saying "I want it to be a toon shader"? The end user? Because that sure as fuck doesn't sound like being "consistent with the artistry and intent of the artist". Or is it the artist? Because if an artist wants their visuals in a toon style, they'll design them in a fucking toon style in the first place and they don't need the slop machine to do it for them. Or they don't if they're an artist with any fucking skills, anyway.

All this just confirms exactly what we've known for a while now: Jensen Huang is an enemy of the arts. He doesn't give a shit what the "style and intent of the artist" are, because his magic slop machine can just overwrite it and make it look "more beautiful". Fuck the artists who worked hard on each scene, each character, each object. Fuck having a coherent, distinctive artistic vision and visual style — bring on the uncanny valley AI slop! Fuck everyone who makes it their life's work to bring interactive worlds and the characters who inhabit them to life!

Jensen Huang, you are a rancid little fuckboi who, years after this bubble pops, will be looked back on as one of the most insidious, dangerous influences on the arts that there has been for a very long time. I'm not sure what sort of legacy you think you're leaving behind, but I can tell you with great confidence that it will not be a flattering one.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 653: Web best (forgotten) practice https://imnotdoctorwho.moegamer.net/2026/03/22/oneaday-day-653-web-best-forgotten-practice/ https://imnotdoctorwho.moegamer.net/2026/03/22/oneaday-day-653-web-best-forgotten-practice/#respond Sun, 22 Mar 2026 19:36:30 +0000 https://imnotdoctorwho.moegamer.net/?p=37287 When I was first interested in Making A Website, back in the early days of being able to Go On The Internet, itself part of Going On The Computer, I learned a number of supposed Best Practices that I still habitually follow to this day as much as possible. And yet reading a recent article … Continue reading #oneaday Day 653: Web best (forgotten) practice

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When I was first interested in Making A Website, back in the early days of being able to Go On The Internet, itself part of Going On The Computer, I learned a number of supposed Best Practices that I still habitually follow to this day as much as possible. And yet reading a recent article about how a single article on PC Gamer is a 37MB initial download, followed by nearly 500MB of ads downloaded in the background over the course of five minutes or so, I can't help feeling like a lot of them have been forgotten about.

Here's a few that I can remember off the top of my head:

  • Keep your pages lightweight. Don't be afraid of all-text pages. Compress your images. Don't upload them at an unnecessarily huge size or using a file format that doesn't compress them unless there is some reason for needing to see them at high resolution and lossless quality. Arguably this one is even more important today as a lot of people are looking at websites on phones, but 37MB for an initial download is bananas, even bearing in mind today's average Internet connections, even over the airwaves on your phone, are much faster than they were 20+ years ago.
  • Hyperlinks should be inline rather than an instruction. That means if you're linking to something, you put the hyperlink where you mention the thing rather than spending a whole other sentence saying "Click here to see the thing!" This one is quite often argued against these days in favour of "calls to action", but if your website is not a marketing website, you don't need to give a shit about "calls to action". Save yourself some words, make your writing better and just link to the thing. The "click here" is implied by the text being a different colour. That's how hypertext works!
  • Hyperlinks to other pages on your site stay in the same tab/window. Hyperlinks to other websites go in a new tab/window. target="_blank" is so easy to include, and most CMS packages have the ability to choose whether or not a link opens in a new tab without you having to do any sort of HTML shenanigans yourself. The reasoning behind this is that you actually want to keep people on your website, so if you're linking to something relevant that is not on your site, when the reader closes the tab for that external resource, your site will be right there waiting for them where they left it.
  • Metadata doesn't belong in content. We all know that social media made a real mess of this, but outside of platforms designed around metadata being part of content, you don't need to put things like #hashtags in your articles, because most CMS platforms have some sort of tag facility built-in, and even if you're hand-coding a site, you can still include metadata tags in a way that is invisible to the end user. You are (hopefully) writing a page to be useful to a person, not a machine. In fact, in these days we live in, making a page more friendly to a person than to a robot will make you stand out considerably.
  • Don't interrupt the reader. If someone has clicked on a page, they're there to read the thing they clicked on, not to subscribe to your newsletter, not to watch a video and not to click away to a related article. If you must include those things, put them at a relevant point in the text (e.g. a video showing the thing you're talking about in the article, a link to a source you're quoting) or, if they don't fit into the flow, at the end of the piece so the reader has somewhere to go next. If you're giving the reader "FURTHER READING:" options after just one or two paragraphs, all you're doing is implying to the audience that the rest of the article isn't worth reading.

Most of these are broken on the daily by commercial websites, usually in the name of "SEO best practice" or whatever. The last one in particular drives me bonkers. I just want to read the article! I do not need linking to something tangentially related after I've only read the introduction, and I certainly do not want to subscribe to your fucking newsletter until I have read your entire piece!

Many of these rules were originally put in place because a lot of people were still using dial-up Internet at the time, and if you gave someone with even the very fastest dial-up modems a 37MB single page? Well, they just wouldn't be reading that page. In the process, however, these rules made for a Web that was clean, straightforward to navigate and consistent in its design language. And we've lost a lot of that in the attention-deficit, ad-riddled, bloated mess that the modern Web is.

"I want the old Web back" is a lot more than just starting your own blog in favour of corporate-controlled social media websites. The rules above are a good start. Generally respecting your audience — including their time and network bandwidth — is a good next step.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 652: New Tricks - done https://imnotdoctorwho.moegamer.net/2026/03/21/oneaday-day-652-new-tricks-done/ https://imnotdoctorwho.moegamer.net/2026/03/21/oneaday-day-652-new-tricks-done/#respond Sat, 21 Mar 2026 21:26:09 +0000 https://imnotdoctorwho.moegamer.net/?p=37285 I've finished watching the full run of New Tricks, the BBC sort-of police procedural about the "Unsolved Crime and Open Case Squad", or UCOS, a unit in London's Metropolitan Police made up of one actual police officer and several other retired coppers. I enjoyed it a lot, even if the cast changes in its latter … Continue reading #oneaday Day 652: New Tricks - done

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I've finished watching the full run of New Tricks, the BBC sort-of police procedural about the "Unsolved Crime and Open Case Squad", or UCOS, a unit in London's Metropolitan Police made up of one actual police officer and several other retired coppers. I enjoyed it a lot, even if the cast changes in its latter seasons arguably made it into a bit of a different show, and it meandered a bit in search of its own identity as a result.

New Tricks opens with UCOS being fronted by Sandra Pullman (Amanda Redman), a semi-disgraced police officer who gained notoriety after shooting a dog on a bungled raid that left the person she was supposed to be rescuing paralysed after falling out of a window. She assembles a colourful team of former police officers, including the diamond geezer Gerry Standing (Dennis Waterman), the extremely neurodivergent Brian "Memory" Lane and the relatively-normal-but-talks-to-his-dead-wife Jack Halford.

Between them, they form an initially uneasy alliance that subsequently blossoms into both genuine friendship and a wonderful sense of camaraderie as they solve a series of cold cases, many of which have been dormant for 20-30 years or more. As a result, Pullman more than redeems herself in the eyes of her superiors — though she still occasionally gets stick about the whole dog-shooting thing — and her band of merry old men find some meaning in their lives, as well as some closure in some longstanding issues.

This core cast remains constant for a significant proportion of the show, and we get to know them all very well. Halford is the first to leave; after finding closure on the murder of his wife, he departs to live out the end of his life peacefully after discovering he has a terminal illness. Lane is next to go, once again after reaching some closure on his "case that got away" — closure that involves him sacrificing his new career in the name of justice and the truth when he accuses a powerful member of the police for wrongdoing.

Standing lasts the longest, sticking around until the second episode of the show's final season. The two-part story that sees him departing after having faked his own death gives him a good story to go out on; he didn't have quite the same "issues" hanging over his head as Halford and Lane, so he needed something like this to make his departure an event of note in the same way, and it worked well, revealing some hitherto unknown details about his past career that felt very much in keeping with what we had learned about him over the course of the prior eleven seasons.

The replacement cast members include the Glaswegian Steve McAndrew (Denis Lawson), who is rebuilding his life following estrangement from his wife and son; Dan Griffin (Nicholas Lyndhurst), who is a frighteningly competent, knowledgeable individual who acts a bit as the group's "Superman" at times, despite occasionally demonstrating himself to be a bit unaware in terms of social interactions; and the latest to join the group, following Standing's departure, is Ted Case (Larry Lamb), a superstitious but intelligent former detective with a gift for interviewing witnesses and interrogating suspects. Outside of the "old men" of the group, Pullman is eventually replaced by Sasha Miller (Tamzin Outhwaite) towards the end of the series, and while this is probably the biggest upheaval the series saw, she settles into the new role quickly and does a good job.

New Tricks, across its entire run, strikes a good balance between the inherent comedy in such an unusual, eccentric ensemble cast, and the inherent darkness of a series about investigating longstanding cold cases, typically murders. The show thankfully sidesteps some of the clichés of police procedurals after its initial episodes; the pilot episode and the first couple of regular episodes give Pullman a superior who is the very definition of the stereotypical "shouting police chief", but before long he is replaced by Robert Strickland (Anthony Calf), an altogether calmer individual who, while coming from a background of privilege, often sides with "the little guy" (relatively speaking) rather than The Establishment as a whole. In the context of the series, this means that while he is often outwardly a by-the-book sort of individual, on the down-low he is immensely supportive of UCOS' eccentricities and lets them get away with a lot — because they get results.

(Yes, I know UCOS can be argued to be part of "The Establishment" also, given that they are a police department in their own right. But New Tricks makes a point of showing that the police as a whole are certainly not infallible, and there are several cases that involve the unit uncovering corruption within the organisation, eventually bringing justice to someone who had been wronged, many years ago in some cases.)

New Tricks' biggest strength is in its characters. We get to know the initial ensemble cast particularly intimately over the course of their time with the show; the later additions are also plenty likeable and get their own stories to shine, though by the simple fact that they have less time on screen in total, we never feel we quite get to know them as well as Pullman, Standing, Lane and Halford. Ted Case is the character who suffers the most in this regard; joining the cast full-time partway into its final season, some of his development feels a little rushed — although this, in itself, works quite well in the context of his character. The reveal that he is gay is handled in a particularly entertaining way that, from the relatively little we know of him at that point, feels very much in keeping with how he does things.

Given that the show ran for a long time — 2003-2015, to be exact — means that things change quite significantly in society over the course of its complete run. The show starts in a pre-smartphone age, for one, though the team are all comfortably using tablets (as in, iPads, not little boxes of pills) by its conclusion, and, as you might expect from the composition of its cast, issues such as sexism and ageism are explored. Several episodes, particularly later in the show's overall run, also deal with crimes that have a racial component or that involve domestic abuse and sexual assault, and while the show isn't particularly gory or shock-horror, it also doesn't shy away from real issues.

I'm sure there's plenty one could criticise about the show as a whole, particularly as today, in 2026, a lot of people have a somewhat skeptical view of the police and their role in society — and the way in which police-centric TV shows can somewhat "whitewash" this fact. But taking it as pure escapism — as a fun detective show with some colourful characters — it was highly entertaining, and I'm glad I took the time to watch it from start to finish.

Now I need something to replace it…


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 651: New project idea https://imnotdoctorwho.moegamer.net/2026/03/20/oneaday-day-651-new-project-idea/ https://imnotdoctorwho.moegamer.net/2026/03/20/oneaday-day-651-new-project-idea/#respond Fri, 20 Mar 2026 23:25:48 +0000 https://imnotdoctorwho.moegamer.net/?p=37283 I've had an idea for A Creative Project. I get these every so often. Sometimes I follow through on them, sometimes I start them and don't finish them, sometimes I don't even start them. This one is actually one I've been mulling over in my brain for quite a long time, and I think I'm … Continue reading #oneaday Day 651: New project idea

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I've had an idea for A Creative Project. I get these every so often. Sometimes I follow through on them, sometimes I start them and don't finish them, sometimes I don't even start them. This one is actually one I've been mulling over in my brain for quite a long time, and I think I'm just going to go ahead and do it.

Rather frustratingly for you, I'm not going to give you any details on it just yet because it's something I want to keep secret until I'm ready to launch it. It's the kind of thing that's going to take quite a while to put together, you see, and I want to launch it when it's in a "complete" state rather than doing things piecemeal. It is, however, something that I hope folks will find worthwhile and valuable, and it will allow me to realise something that I have wanted to achieve for quite some time, but have never really quite figured out the best way to go about.

I'll be honest: the reason why my brain is always mulling over Creative Projects is because as I get older, I feel increasingly… I don't know, "concerned" about What I Will Leave Behind. I'm not planning on dying any time soon, I hasten to add, but when I look back over my time on this Earth, I want to feel like I achieved something that mattered. My wife and I have not had kids and are not going to have kids (through mutually agreed choice) and as such any "legacy" I leave behind will have to depend on what I was able to achieve in the time allotted to me.

Now, I'm sure one could say that I have already "left something behind" — several things, in fact. There's this blog, there's MoeGamer, there's the stuff I wrote for various websites (although most of those are now defunct and thus only accessible via the Internet Archive and/or websites that have ingested all the material from a now-dead other site), there's the contributions I've made to magazines over the years, there's my YouTube channel, there's all the Evercade manuals I've had a hand in writing, there's the blogs and videos I've made for Evercade.

And yet, I dunno, I sort of feel dissatisfied. I feel like relatively few people know who I am. When people look back on sites like USgamer and GamePro, I'm never mentioned. Whenever I've launched new Creative Projects, they don't get any buzz from peers I may have worked with or adjacent to. Don't get me wrong, I have absolutely no desire to be "famous" (or "infamous", for that matter) — but sometimes it does just feel like it would be nice to have a little bit of recognition (or, hell, just acknowledgement) for the hard work I've done over the years.

As always, if you're reading this, the above is not directed at you. If you're reading this, you probably Give A Shit about me, and that is nice, so thank you. I'm just talking more broadly. I'm not getting any younger, and it seems that getting vaguely maudlin over whether or not you have "achieved" anything in your lifespan is a natural thing to do when one is not getting any younger.

There's a line from the Final Fantasy IX manual that always sticks with me at times like this. For the longest time I was convinced it was attributed to Zidane, but it's actually attached to Freya's character profile in the original manual. The line is "To be forgotten is worse than death."

I probably don't need to explain myself there, do I…?


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 650: Games for Children https://imnotdoctorwho.moegamer.net/2026/03/19/oneaday-day-650-games-for-children/ https://imnotdoctorwho.moegamer.net/2026/03/19/oneaday-day-650-games-for-children/#respond Thu, 19 Mar 2026 21:21:14 +0000 https://imnotdoctorwho.moegamer.net/?p=37281 I read an article earlier that annoyed me a bit. I'm not going to link to it partly because I don't want to send any particular ire in the author's direction, and partly because it wasn't this specific article that annoyed me, but rather a common talking point that it used as its central thesis. … Continue reading #oneaday Day 650: Games for Children

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I read an article earlier that annoyed me a bit. I'm not going to link to it partly because I don't want to send any particular ire in the author's direction, and partly because it wasn't this specific article that annoyed me, but rather a common talking point that it used as its central thesis.

The relevant quote is this (and I'm aware this is probably as good as linking to it, but whatever; statistically speaking, most people probably can't be arsed to search for it, and the rest think asking an AI will get them a meaningful answer. That latter group are wrong and cunts, by the way.):

I think we need to start acknowledging that too many adults are evaluating games like they're up for the Booker Prize when instead they're well-constructed children's books. We don't need to pretend. We'd be better off being real.

This argument primarily came about because some folks have been looking at the recent Pokémon game, Pokopia, as a reflection on life in a world without humans, and life in a world living with the results of climate change.

The thing with art is that it's a subjective thing. There's authorial intent, to be sure, but there is also the very specific, very personal reaction that someone has to something. And that comes from somewhere. And if multiple people are saying the same things, independently of one another, there's clearly something in the work that speaks to people who are on a particular wavelength.

With that in mind, I feel like it's the height of arrogance to describe something as being childish, which is the main core argument that annoys me not just about this piece, but about other thinkpieces along these lines. Sure, Pokopia is a game designed to be sweet and colourful and friendly to kids or inexperienced gamers, but that doesn't mean it's completely incapable of saying something.

I add to this: being aimed at children does not mean something has lesser value, either. There's a vast canon of "children's literature" out there that is well worth reading by adults today, because it stands up not as "books for kids", but simply as well-crafted stories. Another objection I have to the argument above is that by using a phrase like "well-constructed children's books" as a diminutive, reductive way of talking about things, you are, by extension, implying that nothing designed for kids can have any broader cultural value.

It's an ongoing thing that certain portions of Terminally Online people in particular like to bring up: that Games Have Bad Stories. And it's bollocks! Just as in any medium, there are games that do have bad stories, yes, but there are also many, many examples of those that have good stories. Great stories, even. The implication behind the sentence "too many adults are evaluating games like they're up for the Booker Prize when instead they're well-constructed children's books" is that "games, as a medium, will never have the same value as another medium that I consider inherently more valuable".

I haven't played Pokopia so I can't comment on the specifics of that case. But I can comment on a vast number of other games that very much are worthy of exploring with detailed critique and analysis. I write about many of them over on my other site, MoeGamer! The most recent thing I have written about over there at the time of writing is the incredible Esoteric Ebb, a game that is about as far from being a "well-constructed children's book" as it's possible to be. (And yes, I know I said I wouldn't pick on that article specifically; it just so happens that this particular quote is especially symptomatic of the issue I'm talking about.)

The core thesis of the piece in question is that "we all need to be more honest" when we're talking about games. And I don't necessarily disagree with that. There's a lot of criticism out there where people look at a game and complain about something that it isn't — and which, in many cases, it has never purported to be — rather than evaluating whether or not it was successful at what it was actually trying to do, whether that was implicit or explicit. (I wrote about this back in 2013 on USgamer, now archived on MoeGamer. If you want to know more, look up John Updike's rules for literary criticism.)

But "being honest" doesn't mean that you just go "ah, games are all just children's books, not like real literature and art" and be done with it. Critical, artistic and literary analysis has a place in writing about the medium, whether the subject under discussion is something as seemingly breezy and lightweight as Pokopia, or something as dense and philosophical as Esoteric Ebb.

Video games have been around for a very long time now — and, moreover, using the medium as a means of storytelling is now very well-established in its own right. At some point, the thing we need to "be honest" about is the fact that the medium as a whole is mature, and that there's absolutely no problem with treating it as such.

If you want to treat video games as nothing more than a throwaway bit of fluff that makes you feel better of an evening, I'm not stopping you. There is great value in having something you enjoy that you don't need to engage with on a level beyond "I like doing this because it makes me feel good". But don't throw around "we all need to" like it's some great unacknowledged, universal truth. If someone finds greater artistic, creative value in something and you just don't see it — perhaps just be honest, say you don't get it yourself, and move on. No need to tell everyone else that they're doing it wrong.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

If you want this nonsense in your inbox every day, please feel free to subscribe via email. Your email address won't be used for anything else.

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#oneaday Day 649: Collapse https://imnotdoctorwho.moegamer.net/2026/03/19/oneaday-day-649-collapse/ https://imnotdoctorwho.moegamer.net/2026/03/19/oneaday-day-649-collapse/#respond Thu, 19 Mar 2026 00:23:58 +0000 https://imnotdoctorwho.moegamer.net/?p=37279 I'm exhausted. Busy day at work, big lunch, long and tiring drive home. A mostly good day, though, aside from the twat driving at 45mph in the middle lane of the M3. Lunch was good. The boss treated us to a meal at a local (to the office) Turkish place. I had calamari as a … Continue reading #oneaday Day 649: Collapse

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I'm exhausted. Busy day at work, big lunch, long and tiring drive home. A mostly good day, though, aside from the twat driving at 45mph in the middle lane of the M3.

Lunch was good. The boss treated us to a meal at a local (to the office) Turkish place. I had calamari as a starter followed by lamb moussaka. It was really good, but it made me just want to nap for the afternoon!

On the way back, I listened to some stuff from Sbassbear, a musical collective on YouTube that are probably best known for their Game Grumps remixes, which are consistently hilarious and incredible in their quality.

Tonight I listened to two of their more "conceptual" albums. The first was GrumpWave, which was a series of 30+ minute lo-fi tracks with some of Arin and Dan's more thoughtful conversations overlaid. It was a rather contemplative listen, and I really enjoyed it.

The other thing I listened to was Fever Dream Radio, an ADHD nightmare of an album designed around the concept of a restless, anxious soul constantly channel flipping on the radio. It's a lot to take in but was frequently hilarious. Musical comedy is tricky to do well, because to really succeed you have to absolutely commit to The Bit, but Sbassbear has always taken even their most ridiculous compositions and arrangements very seriously. If you think you can handle it, I recommend giving it a listen in its entirety.

Oh, also we have no Internet at home so I'm writing this from bed on my phone. And on that note, time for some very well earned sleep!

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#oneaday Day 648: Kim Bab Keyboard https://imnotdoctorwho.moegamer.net/2026/03/17/oneaday-day-648-kim-bab-keyboard/ https://imnotdoctorwho.moegamer.net/2026/03/17/oneaday-day-648-kim-bab-keyboard/#respond Tue, 17 Mar 2026 22:23:01 +0000 https://imnotdoctorwho.moegamer.net/2026/03/17/oneaday-day-648-kim-bab-keyboard/ I've been doing this wrong all this time. I'm on my umpteenth monthly visit to the office, blogging from a hotel room, and somehow it has only just occurred to me that you can, in fact, plug a keyboard into a phone and type on that rather than using the touchscreen. Altogether a much more … Continue reading #oneaday Day 648: Kim Bab Keyboard

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I've been doing this wrong all this time. I'm on my umpteenth monthly visit to the office, blogging from a hotel room, and somehow it has only just occurred to me that you can, in fact, plug a keyboard into a phone and type on that rather than using the touchscreen. Altogether a much more pleasant experience, and much more conducive to actually writing something of substance.

Of course, I cannot actually promise that anything following will actually be of substance, but at least I won't be complaining about how much I don't like typing on my phone, because right now I'm typing on my nice keyboard.

I don't really know why this has never occurred to me before. I think at least part of it is down to the fact that plugging a keyboard into a device that is considerably smaller than the input device always felt… "extravagant" somehow, to an unnecessary degree. But I guess it's not that strange. On a trip up to the Edinburgh Fringe with the university Theatre Group (many years ago at this point), I purchased a portable wireless keyboard to use with my Palm handheld, and that was perfectly acceptable to me. So, since I have my keyboard in my bag anyway because I'm bringing my computer to work, I figured I might as well use it for this.

So what have I got to report today, other than the usual long drive down some of the worst roads in the country? (The M25 sucks, as has been well-established on these very pages on numerous occasions, but the A1 is full of potholes now, too.) Well, I decided for my food this evening I'd do something a bit different; rather than loading up on a big bag of portable junk from the nearby Morrisons, I thought I'd try a local Korean place that I've walked past many times and been intrigued by, but never actually given a go.

So I decided to give it a go — and this was, it seems, a very good idea, because the food was delicious. I don't know Korean cuisine particularly well, but the lady behind the counter was extremely helpful, even going so far to ask me if I'd ever eaten the food they had on offer before, and offering me some suggestions and recommendations accordingly. I eventually plumped for Korean chicken kim bab (I think that's spelled right), which is essentially Korean sushi rolls.

This is what they look like:

They were delicious! As well as the Korean fried chicken with a delicious sweet but spicy sauce, there also appeared to be some combination of cucumber, cabbage, carrot and (I think) white daikon radish. And, thankfully, no onion or onion-adjacent stuff. I've found that Korean food doesn't seem to have a lot of onion in it, unlike cuisine from some other areas of east Asia, so I'm absolutely fine with that.

So yeah. That was a good decision, and I will be going there again — perhaps to try something a bit more adventurous next time. It was definitely a substantial, satisfying meal, and at £9 for a generous portion it wasn't excessively expensive either. Sure, it's more than a supermarket sandwich, but it was also several orders of magnitude more tasty. And probably not terrible for you, either.

So that was a nice discovery, and has put me in a relatively pleasant mood for the remainder of the evening. Now I'm just killing time in my room until it's time to sleep, then we have a Big Exciting Meeting (that I've been reassured doesn't mean anything Bad) tomorrow, and the boss is taking us all out to lunch, which will be nice. I know I complain a lot about having to do this monthly visit, but honestly, it's nice to actually see everyone semi-regularly, and if we get treated to something tasty, so much the better.

On that note, then, I think I'm going to spend an hour or two playing some Activision games on Evercade, then hopefully get a good night's sleep for what should be a busy but rewarding day tomorrow. Have a pleasant evening!

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#oneaday Day 647: The third 9th Dawn https://imnotdoctorwho.moegamer.net/2026/03/16/oneaday-day-647-the-third-9th-dawn/ https://imnotdoctorwho.moegamer.net/2026/03/16/oneaday-day-647-the-third-9th-dawn/#comments Mon, 16 Mar 2026 17:53:07 +0000 https://imnotdoctorwho.moegamer.net/?p=37275 Just recently, I have returned to a game I really enjoyed when I first tried, but never got around to finishing. That game is 9th Dawn III: Shadow of Erthil from Valorware, which is a delightfully rough-round-the-edges but made-with-heart game that feels like a classic PC game from days of yore, but has enough modern … Continue reading #oneaday Day 647: The third 9th Dawn

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Just recently, I have returned to a game I really enjoyed when I first tried, but never got around to finishing. That game is 9th Dawn III: Shadow of Erthil from Valorware, which is a delightfully rough-round-the-edges but made-with-heart game that feels like a classic PC game from days of yore, but has enough modern aspects to it to make it feel right at home on console (Switch, specifically, where I am playing.)

I came back to this because Limited Run put up 9th Dawn Remake for preorder recently, and I was reminded that I had been enjoying 9th Dawn III up until the point I put it down in favour of something else. So I decided to go back. And, if you're wondering, no, you don't need to play 9th Dawn (Remake) and/or 9th Dawn II before III.

The simple elevator pitch for 9th Dawn III is that it's a large, open-world RPG presented from a top-down 2D perspective. It has real-time combat primarily driven through twin stick shooter-like mechanics, and when playing on gamepad it has a Final Fantasy XIV-esque hotbar system, whereby holding a trigger and pressing one of the face buttons or directional pad controls allows you to trigger various abilities.

It's more Diablo than Baldur's Gate for the most part — though the thing I'd probably compare it to more than anything is something like World of Warcraft. You can wander around the world as you see fit, step into dungeons as you discover them, and level up a wealth of different skills, including a number of crafting options. There are no character classes, so you can build your character according to the way you like to play — and this also means that you can change up how you're playing quite easily, too. Some items of equipment have certain skill requirements, but it's a simple matter to train up to a level where you can use them — and immensely satisfying when doing so allows you to use a weapon that increases your damage output by a good 10x or more.

One thing I particularly like about the game is the way it implements dungeons. Each dungeon is quite a substantial, self-contained challenge in its own right, and while they initially look quite "open", there's often a good route to take through them, and in taking that route you will gradually unlock a number of shortcuts back to earlier areas. The game tracks your percentage completion of each dungeon, measured by how many of the "ability coins" you have found and whether or not you have beaten the main "boss" enemy in each dungeon, allowing you a clear sense of when you've done everything "important" — but there's often a nice amount of random loot to be found outside of these core "objectives".

It's a game that has a lot of interesting, interlocking systems, but which is very easy to pick up and play, and quite enjoyable to just spend an evening with, hacking and slashing your way through all and sundry. Also, you can recruit monsters and summon up to 10 of them to fight alongside you, which is immensely satisfying.

I'm a long way off beating the game — it's a big 'un! — but I'm having a lot of fun with it right now, so I'm going to stick with it for the immediate future. I'm interested to see quite how powerful you can get by the conclusion to proceedings. I'm hoping for some Diablo III-style huge numbers — given that I'm level 20-something and already putting out four-figure damage, that's entirely within the realm of possibility. Fun times await!


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

If you want this nonsense in your inbox every day, please feel free to subscribe via email. Your email address won't be used for anything else.

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#oneaday Day 646: #justice4rts... again https://imnotdoctorwho.moegamer.net/2026/03/15/oneaday-day-646-justice4rts-again/ https://imnotdoctorwho.moegamer.net/2026/03/15/oneaday-day-646-justice4rts-again/#respond Sun, 15 Mar 2026 21:56:00 +0000 https://imnotdoctorwho.moegamer.net/?p=37273 The thoroughly lovely video maker and online pal RoseTintedSpectrum has just received an unwelcome email from YouTube informing him that his channel is "no longer eligible for monetisation" due to "reused content". A link in the email then goes on to define "reused content" as material that "is not clearly an original creation of this … Continue reading #oneaday Day 646: #justice4rts... again

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The thoroughly lovely video maker and online pal RoseTintedSpectrum has just received an unwelcome email from YouTube informing him that his channel is "no longer eligible for monetisation" due to "reused content". A link in the email then goes on to define "reused content" as material that "is not clearly an original creation of this channel and may have been repurposed from another source without adding significant original commentary, substantive modifications or educational or entertainment value."

If you've ever watched any of Rosie's videos, you will know that he absolutely adds "significant original commentary, substantive modifications" and "educational or entertainment value" to every one of his videos. If you're unfamiliar, Rosie's shtick these days is to go through an old TV show and provide acerbic, sarcastic but thoughtful commentary that is frequently hilarious. This commentary is often punctuated with original creative work that Rosie has produced, including remixes of songs in the show, all-original songs that he has created, and sometimes some absolutely brilliant overdubbing and re-editing.

His difficulties largely seem to stem from the fact that he primarily covers old TV shows now, and, as you might expect, making use of clips of these is rife with potential copyright issues. However, YouTube's provisions — and indeed the legal definitions of "fair use" and "fair dealings" — allow the use of copyrighted material, so long as the creator using that work is making substantive changes to them, making it clear that they cannot in any way be confused for the original material.

No-one is going to watch a video on Rosie's channel and say that he is making anything that could be confused for the original. No-one can possibly watch his channel and say that he has not made substantive, creative changes to the stuff he is providing commentary on. He puts in a whole lot more effort than a lot of "reaction" YouTubers — and at the very least, his work could be described as "reaction content". In reality it's much more than that, but since "reaction content" is one of the specific examples YouTube provides of material that can safely be monetised, it's a relevant, absolute bare minimum definition.

The infuriating thing about whenever something like this happens is the completely opaque way in which YouTube communicates these things. There's a problem with "reused content" — sure. Where? When? What video? Why, exactly, is this being picked up on now when it's been fine for several years? None of those questions are answered by YouTube, and you can bet your sweet bippy that they will make it as hard as humanly possible to speak to a living, breathing person who should be able to get this resolved in a matter of minutes.

It's bad enough when something like this happens to small creators who are making little to no money off YouTube. But Rosie, who has found some decent success on the platform over the last few years — and deservedly so — is using YouTube as an important income stream to support himself and his family. For that to be suddenly taken away without warning last thing on a Sunday night, of all times, is completely unacceptable.

At the very minimum, platforms like YouTube should be legally obligated to say exactly what the problem is when inflicting as harsh a punishment as "you now can't make any money from your videos". I suspect the reason they don't is because the majority of this shit is the fault of their "automated systems", and they don't want to admit that sometimes (quite often) they get things very, very wrong.

This is, after all, the second time this has happened to Rosie after a similar incident in November of 2024. Thankfully, that was eventually resolved after a concerted effort by Rosie and people who cared about him — here's hoping that this time is similarly fixed, and our friend can get back to doing what he does best, and what he loves doing.

In the meantime, if you're not subscribed to Rosie, drop by his channel. He's got a lot of great videos there, and deserves your support.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

If you want this nonsense in your inbox every day, please feel free to subscribe via email. Your email address won't be used for anything else.

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#oneaday Day 645: I do not need Gaming Copilot. No-one does https://imnotdoctorwho.moegamer.net/2026/03/15/oneaday-day-645-i-do-not-need-gaming-copilot-no-one-does/ https://imnotdoctorwho.moegamer.net/2026/03/15/oneaday-day-645-i-do-not-need-gaming-copilot-no-one-does/#respond Sun, 15 Mar 2026 01:00:14 +0000 https://imnotdoctorwho.moegamer.net/?p=37271 Apparently, three weeks almost to the day after the new AI person in charge of Xbox said that they wouldn't let Xbox become overrun with slop, Xbox has announced that it will be launching a slop generation feature that you can use right on your console! It's Gaming Copilot! Something absolutely no-one asked for! The … Continue reading #oneaday Day 645: I do not need Gaming Copilot. No-one does

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Apparently, three weeks almost to the day after the new AI person in charge of Xbox said that they wouldn't let Xbox become overrun with slop, Xbox has announced that it will be launching a slop generation feature that you can use right on your console!

It's Gaming Copilot! Something absolutely no-one asked for! The world's least popular lying plagiarism bot, shoehorned into the console brand that is seemingly determined to fast-track itself into becoming the world's least popular console!

I do not understand this. I do not want this. I do not understand why people think anyone wants this. It is an oft-overused line, but I come to gaming to escape from all the annoying bullshit of real life — which includes lying plagiarism bots — and not to talk to my fucking Xbox. I do not want my games console to "help" me or offer "advice" (and, given the inaccuracy rate of generative AI, I use those terms loosely) and I certainly do not want or need it to be a "companion".

The people pushing this bullshit have absolutely no understanding of what makes good games work, and why people enjoy good games. At GDC, there was a Google demonstration about how chatbots could power NPCs, and their showcase involved a random nobody in an 8-bit Final Fantasy-style RPG babbling on for three pages about their daily routine. The executives who think this is a good idea are impressed because people can "ask anything" to any character in the game. Anyone who has ever played a game with characters that talk to you will know that writing decent NPC dialogue is an art; it needs to balance worldbuilding with helpful advice, without bogging things down too much with, say, three pages of meaningless waffle from a random townsperson. Google's demonstration does none of this correctly.

And Gaming Copilot completely misses the point of everything, too. Today's games are incredibly, wonderfully immersive, transporting players to a whole other world where they can be someone else and achieve things that are impossible in reality. The best games are full of moments of organic discovery and the joy of play — although there's a whole other discussion to be had about modern game design, particularly in the triple-A space — and absolutely do not need a fucking chatbot listening to everything you do. It is not a substitute for having an actual friend, and it is not a substitute for looking up information from someone who knows the game inside out and can offer you well-sourced, helpful advice.

"Oh, but you can just say what you want instead of having to look it up!" Yes, you can, but if you can't guarantee it will be correct — which you absolutely fucking cannot — then what is the point? Plus where do you think all this information that it is offering you is coming from? That's right, the hard work of people who actually took the time to assemble all that information. And you can bet your fucking ass that Gaming Copilot will not credit the sources of this information, because it certainly isn't doing so in the early demo videos that are currently circulating.

I'm so tired. I'm so tired. The video game medium is in a fucking disastrous state. Earlier today, I saw someone actually say it is in the worst position it has been in since the Great Global Video Game Crash of North America back in '83, and while I'm not sure we're at "burying things in the desert" territory just yet — at least partly because the overwhelming amount of software available today is mostly digital — it's becoming increasingly clear that things are absolutely fucked. Game Key Cards, always-online games, perpetual development roadmaps, live service games — all of it is just driving people like me, who have been involved with gaming since its very inception, far, far away.

At least if everything does come crashing down in the next few years, there is still a rich library of games from between the late '70s and now to enjoy. With each passing day, and with every announcement of Some New Bullshit, I feel increasingly like just packing in "Modern Gaming" altogether and living my life with the games I have in my collection right now.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

If you want this nonsense in your inbox every day, please feel free to subscribe via email. Your email address won't be used for anything else.

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#oneaday Day 644: Resident EEEEEVIL... SIX https://imnotdoctorwho.moegamer.net/2026/03/13/oneaday-day-644-resident-eeeeevil-six/ https://imnotdoctorwho.moegamer.net/2026/03/13/oneaday-day-644-resident-eeeeevil-six/#respond Fri, 13 Mar 2026 19:28:54 +0000 https://imnotdoctorwho.moegamer.net/?p=37268 I'm playing Resident Evil 6 right now, in my ongoing attempts to Finally Catch Up on the series as a whole. I had been led to believe that this one was Not Very Good, but I've been enjoying it so far. It's definitely leaning hard on the action angle rather than feeling like "traditional" survival … Continue reading #oneaday Day 644: Resident EEEEEVIL... SIX

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I'm playing Resident Evil 6 right now, in my ongoing attempts to Finally Catch Up on the series as a whole. I had been led to believe that this one was Not Very Good, but I've been enjoying it so far. It's definitely leaning hard on the action angle rather than feeling like "traditional" survival horror, and it's very setpiece-led and linear, but it's been enjoyable so far. It's definitely the most "big budget action movie" the series has been up until this point, and I don't necessarily think that's a bad thing; we are, after all, talking about a series that has always involved rocket launchers, cartoonishly evil villains and giant slobbering monsters.

I'm intrigued to see how the other characters' campaigns play. I am currently on the last chapter of Leon's campaign, and that has definitely been quite action-focused. Supposedly the other campaigns each have their own distinct gameplay focus, so I am intrigued to find out what that really means — or if, as I suspect, it is just marketing waffle that doesn't really mean anything.

The game clearly being designed for co-op play isn't nearly as bothersome as it was in Resident Evil 5, as your computer-controlled partner when playing solo isn't a complete idiot, and you don't have to worry about managing their inventory, health and ammunition. Plus the overall way the game controls feels much more up-to-date than Resident Evil 5's cumbersome control method did; Resident Evil 6 pretty much uses the conventions of modern third-person shooters, with the only real concession to survival horror tradition being the necessity to hold a button to draw your weapon and aim, rather than being able to fire "from the hip".

There have been some spectacular moments so far, and a few mildly annoying bits, but on the whole it's been a worthwhile journey so far, and I'm glad I've taken the time to play through all the games in the series up until this point. It's a series that has a thoroughly interesting history — and the recent remakes are rare examples of remakes making things significantly better than their predecessors. The PlayStation originals of the first three will always be special to me, mind, as I was playing them during what was probably the happiest period of my life.

I wonder if Code Veronica will ever get the remake treatment? It's certainly a prime candidate for it, but it also sometimes feels like an entry in the series Capcom would rather we all forgot about. It's the only entry in the series that there's no easy way to play on modern platforms today (either in "original" or "remake" form) and that's a bit of a shame; it was a significant moment for the series, being its first shift into full 3D, although my one enduring memory of it is not picking up enough grenade launcher ammunition to be able to beat the boss on the plane at the end of Claire's first section!

Anyway, Resident Evil 6 is fun. Some may well argue that it's not very "Resident Evil", but honestly, having played a big chunk of the series now, like many long-running series, it is not, and never has been, one simple thing. Resident Evil 6 is just an example of it going in one particular direction — and, from what I understand, the seventh goes a very different way after that, too. No bad thing! I'm looking forward to finally getting on to the most recent ones, as I've heard lots of good things about them, though have managed to remain mostly unspoiled on them, too.

There's four campaigns of gloriously silly action movie nonsense to survive first, though, so I better get on with it!


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 643: An interesting thing for you to try https://imnotdoctorwho.moegamer.net/2026/03/12/oneaday-day-643-an-interesting-thing-for-you-to-try/ https://imnotdoctorwho.moegamer.net/2026/03/12/oneaday-day-643-an-interesting-thing-for-you-to-try/#respond Thu, 12 Mar 2026 22:57:59 +0000 https://imnotdoctorwho.moegamer.net/?p=37266 Today, I'd like to share an Interesting Thing with you. Click here to see what it is. I promise it is neither goatse nor a RickRoll (although I would say that if it was either of those things, wouldn't I?) No, it's a test to see if you can distinguish between two quite-similar-to-extremely-similar colours. All … Continue reading #oneaday Day 643: An interesting thing for you to try

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Today, I'd like to share an Interesting Thing with you. Click here to see what it is. I promise it is neither goatse nor a RickRoll (although I would say that if it was either of those things, wouldn't I?)

No, it's a test to see if you can distinguish between two quite-similar-to-extremely-similar colours. All you have to do is click on the screen where you think the (vertical) dividing line between the two differently coloured halves of the screen is.

Sounds easy, right? To begin with, you probably will find it quite easy. But as it progresses, it becomes really quite challenging — although you'll probably notice some peculiarities as you continue.

For starters, you'll likely notice the dividing line more easily if you move your head or even just your eyes. There's probably a scientific reason behind this, and this makes me feel like I should have probably read the companion blog post to this little test before starting to type here, but oh well. No time like the present, is there?

Okay, I've read it, and it's complicated (but quite interesting). Basically there's a value called the "Just Noticeable Difference" (or "JND") and this determines whether or not we can distinguish two very similar colours as actually being different from one another.

A commonly agreed JND measured on one popular scale (used in the test linked above) is 0.02; colours that exhibit this "distance" between one another are different from each other, but to most people who are just glancing at them, they will look the same. The test introduces slightly artificial conditions by making you actively look for the differences — plus it also depends a bit on how well your display is calibrated — but it's still an interesting way to see quite how solid your perception of colour is — and whether or not that varies between different colour types.

For me, my weakness was bright pinks. I found it quite difficult to distinguish between those, but had much less difficulty with darker, less saturated or overall duller colours. I still scored considerably better than the "average", though — my score was 0.0056.

Give it a go! It's much more interesting than doomscrolling… and definitely a better use of your time and the planet's resources than using Google Gemini if you're bored.


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#oneaday Day 642: I will never use Gemini when I'm bored https://imnotdoctorwho.moegamer.net/2026/03/11/oneaday-day-642-i-will-never-use-gemini-when-im-bored/ https://imnotdoctorwho.moegamer.net/2026/03/11/oneaday-day-642-i-will-never-use-gemini-when-im-bored/#respond Wed, 11 Mar 2026 21:15:02 +0000 https://imnotdoctorwho.moegamer.net/?p=37263 The website "Android Police" posted an incredibly stupid article today, headlined "I use Gemini when I'm bored — and it's better than doomscrolling". I'm sure I don't have to tell you that the premise of this article is spectacularly dumb and the author, Anu Joy, should feel bad for having written it… if indeed they … Continue reading #oneaday Day 642: I will never use Gemini when I'm bored

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yelling formal man watching news on laptop
Photo by Andrea Piacquadio on Pexels.com

The website "Android Police" posted an incredibly stupid article today, headlined "I use Gemini when I'm bored — and it's better than doomscrolling". I'm sure I don't have to tell you that the premise of this article is spectacularly dumb and the author, Anu Joy, should feel bad for having written it… if indeed they are actually a real person. You never can be sure of that with engagement-bait articles these days, and the author's complete lack of online presence beyond LinkedIn doesn't fill me with confidence that they actually exist. But never mind.

I'm not going to link to the article because it doesn't deserve it, but I am going to systematically destroy it for today's post, which features a lot of swearing. Hope you don't mind, about either part of that statement. If you do, well, tough titties.

Cock!

Turning boredom into a 5-minute adventure

The first lake-boiling, environmentally ruinous use of the lying plagiarism machine that Anu Joy cites as an antidote to boredom is "turning it into a mini choose-your-own-adventure generator", with her argument being that "rather than passively consuming content, I now engage with short, interactive stories that unfold in real time, making them ideal for five-minute boredom gaps."

In response to this, I would like to introduce any Gemini-brained fuckwits to the long, rich and deep history of the interactive fiction genre, all of which has been written by actual humans, and designed to occupy you for anything between a few minutes and multiple hours — possibly even days or weeks if you get stuck and have the willpower to not look at a walkthrough.

It's easy to get involved with interactive fiction, too! There are plenty of great standalone games that fall into this category, such as Inkle's excellent titles 80 Days, Overboard!, Expelled! and more, plus their adaptations of actual choose-your-own-adventure-style gamebooks such as Sorcery! The indie marketplace itch.io has a whole tag for titles developed in Twine, which are essentially hypertext-based choose-your-own-adventure games. And if you want to get into the history of the medium and its rich diversity developed over the course of the last 40+ years, the Interactive Fiction Database (IFDB) has more interactive fiction than you can probably get through in a lifetime, much of which can be played online right there in your web browser.

Or you could, I don't know, actually read a Choose Your Own Adventure book. They still exist, you know! And, as an adult, a single "run" through one will probably only take you about five minutes!

"Oh, but Gemini can make me something that's never been done before!" No it fucking can't! That's sort of the problem with LLMs! They will never, ever have an original thought because their entire fucking functionality is built on plagiarising other people's work. So why not actually go and enjoy a human being's work rather than burning down a forest to get the obsequious chatbot to "tell you a story?"

FUCK.

Quizzes, riddles and brain-teasers on demand

Do I really have to dignify this with a response? Okay, here are some places you can take quizzes online that don't involve getting a lying robot to make shit up:

The Encyclopaedia Britannica, the place where we used to go to look things up before the Internet, has a whole page full of quizzes.

Puzzle publishing company Lovatts has a straightforward and flexible quiz you can challenge any time.

Fucking Buzzfeed, the website where clickbait goes to die, has tons of quizzes. They're sort of famous for them! (EDIT: I had forgotten that Buzzfeed "pivoted to AI" a couple of years back. Maybe forget about this one.)

The best news of all is that these quizzes are put together by actual humans, so the answers should be right, which is not something you can guarantee with the garbage LLMs like Gemini spew out!

FUUUUUCK.

Curiosity on demand, without the time sink

"Oooh, but Gemini is so good at research and telling me fun little facts!"

Heard of Wikipedia? They feature a different article on their front page every day. And those articles are written by humans. (They're specifically trying to fend off the lying chatbots right now.) Not only that, if you want to dive deeper, they are sourced, so you can actually follow up on the things they say.

If you really want to surprise yourself, bookmark https://en.wikipedia.org/wiki/Special:Random — that will take you to a completely random page, where you can start a whole new knowledge journey that doesn't involve polluting the drinking water of any communities. (Fun fact: you can use /wiki/Special:Random on any sites that run on the MediaWiki software, not just Wikipedia!)

FUUUUUUUUUUUCK!

Gemini as a creative partner

"Some days, I'll argue whether pineapple on pizza is a culinary crime or a stroke of genius," Joy writes. If that's the level of your creativity, I suggest throwing a dart at Reddit and posting about how cool and random?! you think bacon is, you t3hPeNgU1NoFd00m, you.

If you just want someone to talk to, that is literally what social media is for. I know there are lots of things one can criticise about social media (particularly the Nazi bar that is Twitter in 2026), but if you just want to start a conversation with someone, there are few things easier than typing "@random hello, I disagree with your opinion on the Star Wars prequels, let's have a fight" or some other such bollocks.

If you want to talk to someone you don't know, there are services for that, too! Join a random Discord — or even better, one for something you're interested in! Play an MMO! Go on IRC! Brave Chatroulette! (Omegle apparently doesn't exist any more after some nasty shit went down there, so maybe don't go there.)

Just don't waste your fucking life talking to the cunting chatbot. It doesn't love you. It never will. And you're making the worst people in the world richer just by looking at it.

FUUUUUUUUUUUCCCCCCCCCCKKKKKKKKKKKKK!!!

Boredom doesn't stand a chance

If you are bored in the world as it exists today and can't think of anything better to do than open up Google fucking Gemini, you are a lost fucking cause. There is more entertainment, more media, more games, more reading material, more opportunities for socialising online than there have ever been. Not only that, there are unprecedented opportunities for you to get creative and express yourself in all manner of different ways, regardless of your past experience. You could even start your very own blog where you yell at people who might not exist!

There is no fucking excuse for turning to the chatbot "because you're bored". Even if the absolute limit of your creativity is "debating the merits of pineapple pizza", which Joy mentions twice in that dogshit article.

I realise that I have given the article in question far more attention than it ever deserved. But hey! It was the inspiration for something actually creative. And who knows? Someone might actually find some of the links I've provided useful.

Friends don't let friends use chatbots. So if I ever hear that you, dear reader, have turned to Google Gemini "because you're bored", I will hunt you down, wherever you are, and I will slap you repeatedly about the face with a wet trout.

Here endeth the lesson.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 641: Learning something new and pointless https://imnotdoctorwho.moegamer.net/2026/03/10/oneaday-day-641-learning-something-new-and-pointless/ https://imnotdoctorwho.moegamer.net/2026/03/10/oneaday-day-641-learning-something-new-and-pointless/#respond Tue, 10 Mar 2026 21:04:44 +0000 https://imnotdoctorwho.moegamer.net/?p=37261 Every so often, I get kind of a hunger to learn something new, but a little gremlin in my mind almost always stops me from pursuing that thought with a simple phrase: "there's no point". His thinking is that learning how to do something new absolutely must be something useful that you can use in … Continue reading #oneaday Day 641: Learning something new and pointless

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Every so often, I get kind of a hunger to learn something new, but a little gremlin in my mind almost always stops me from pursuing that thought with a simple phrase: "there's no point".

His thinking is that learning how to do something new absolutely must be something useful that you can use in your day-to-day life, and preferably make money from. And the reason I listen to him is because I understand where he's coming from; we live in a mercenary world with a cost of living that continues to escalate, and thus it would seem eminently sensible to learn something that would, at the very least, have some value in the job market.

But at the same time, there are things I want to learn about that, while arguably "pointless", I think would just be fun and interesting. One that I keep coming back to is the concept of programming — but specifically programming on the Atari 8-bit home computers.

I used to dabble quite a bit in programming in BASIC when I was a kid. I had several floppy disks' worth of BASIC listings that represented a combination of things I had typed in from magazines, things I had adapted from things I had typed in, and completely original creations. I never got particularly good at programming in Atari BASIC, but I did enjoy doing it. And for the longest time I've found myself wondering "what if I actually applied myself and tried to rediscover and expand on those skills?"

That's about where the gremlin enters the picture, you see. There is no rational reason why I should spend time learning how to program a long-defunct computer that you can't buy any more and which, in the grand scheme of Home Computers People Have Heard Of, ranks far behind the Commodore 64 and Spectrum, despite having capabilities at the very least on a par with, and often superior to, both of them.

"It's a waste of time," he says. "There's no point. You won't make any money from it. No-one will want to hire you based on that."

Well, frankly, who gives a shit? I'm not getting any younger, and I feel like learning new things is a good way to keep the brain active. So I think what I might actually do is put some serious time into this. Maybe devote an evening or two a week to it and see what happens.

It might not go anywhere. But at least I'll have been trying something new. And that's quite an exciting thing.

Another thing that has been holding me back is not really knowing where to start, but a blog I stumbled across by chance earlier today gave me some good recommendations of books to take a look at. And if people back in the '80s could learn how to program using just these books and no Internet to look things up on, I'm sure I can do something similar.

Maybe. We'll see.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 640: I hate 2026 https://imnotdoctorwho.moegamer.net/2026/03/09/oneaday-day-640-i-hate-2026/ https://imnotdoctorwho.moegamer.net/2026/03/09/oneaday-day-640-i-hate-2026/#respond Mon, 09 Mar 2026 21:52:24 +0000 https://imnotdoctorwho.moegamer.net/?p=37259 I am tired and frustrated. This is nothing new, of course, but I am feeling it particularly keenly today. I can't go into the specifics for reasons that are probably obvious, but as an attempt to vent at least a little bit of the fury festering inside my spleen, I am going to vaguepost my … Continue reading #oneaday Day 640: I hate 2026

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I am tired and frustrated. This is nothing new, of course, but I am feeling it particularly keenly today. I can't go into the specifics for reasons that are probably obvious, but as an attempt to vent at least a little bit of the fury festering inside my spleen, I am going to vaguepost my way through this.

I learned today that something I had been looking forward to happening — which would be a good thing for me, and particularly for my mental health — might not be happening, through no fault of my own, and through no fault of the person who was organising this Thing. Instead, the blame can be placed squarely (albeit slightly indirectly, removed by a degree of, like, one or two) at the feet of the perpetual garbage fire that is the tech industry in the mid 2020s — specifically, the chip shortages caused by all the AI crap.

Every so often I see an AI booster wanking on about how much more "productive" AI has made them, and I do stop to question if I've got things right. And the answer is inevitably "yes"; every time I ask this question I find myself feeling more and more resolute in my absolute, complete and utter distaste for AI and what it is doing to the tech industry — and, more broadly, what it is doing to anyone who wants to do anything that isn't AI-related in the tech space.

It's just the latest in a long line of examples of people and organisations with a lot of money and influence taking everything that other people might need, and making (supposed) use of it for something that no-one actually wants — and which causes knock-on effects on multiple steps down the "ladder". The really galling thing about this all is that it's arguably not even organisations with a lot of real money; the seemingly daily billion-dollar deals that are being bandied around are all being done with money that doesn't actually exist, that has no intention of existing, and which will never exist as anything other than a means of making the worldwide economy collapse completely.

I can go to the shop these days and get a few snacky bits and it'll be £50 or more. I shudder to think what the current Happenings are doing to petrol prices. And, of course, it's getting near-impossible to buy anything even vaguely related to computer memory or storage for what one might call a "reasonable" price. Not all of these are directly and specifically related to AI, of course, but they do all relate to how the economy is utterly fucked as a result of everything that has been happening for the last few years.

And of course it's selfish for me to speak up about this stuff because it's something in my life that is being specifically affected by it — but regular readers will know that I have been pretty staunchly opposed to All This Bullshit long before the still-vagueposted news that I had today.

I'm just so tired. When I was young, I thought there was a point you'd get to in your adult life where everything was just sort of sorted and you could get on with living and enjoying your life. I feel like my parents had that. (They might disagree. But it's the impression I got.) But no-one living through this horrible, horrible time in existence is getting any degree of peace, because everyone is being affected by the absolute worst pieces of shit in the world to varying degrees.

I'm tired of it. So very tired. And I wish there was an easy way to make it go away.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 639: The Usborne Big Book of Logical Fallacies https://imnotdoctorwho.moegamer.net/2026/03/08/oneaday-day-639-the-usborne-big-book-of-logical-fallacies/ https://imnotdoctorwho.moegamer.net/2026/03/08/oneaday-day-639-the-usborne-big-book-of-logical-fallacies/#respond Sun, 08 Mar 2026 19:49:38 +0000 https://imnotdoctorwho.moegamer.net/?p=37257 There's a telltale sign you can use in any online argument that it is Time to Step Away From the Computer, and that is someone pulling out what I like to call The Usborne Big Book of Logical Fallacies. What I mean by this is that point in an online argument where people start going … Continue reading #oneaday Day 639: The Usborne Big Book of Logical Fallacies

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There's a telltale sign you can use in any online argument that it is Time to Step Away From the Computer, and that is someone pulling out what I like to call The Usborne Big Book of Logical Fallacies.

What I mean by this is that point in an online argument where people start going on about "ad hominem", "strawmen", "motte and bailey" and "No True Scotsman". And probably some others.

These are all valid logical fallacies, of course, but the sheer frequency with which they are trotted out by people absolutely desperate to win an online argument makes it absolutely exhausting to even attempt having a discussion about some things. Because more often than not, the person busting out The Usborne Big Book of Logical Fallacies isn't actually interested in getting their point across or changing anyone's mind; they just want to feel like they "won" the argument. And, at the point The Usborne Big Book of Logical Fallacies enters the picture, this is usually part of an attempt to paint themselves as the victim.

Other telltale signs include attempting to argue that positive representation of marginalised groups is actually a form of racism and/or sexism (against straight white men, obviously), taking great offence at the concept of fascism even being mentioned (and often expressing a desire that it be "discussed" or "debated"), using the term "diversity of opinion", claiming that women, non-white ethnic minorities and/or transgender people in leading roles are somehow "unrealistic" and, of course, turning to that old favourite term: woke.

Now, I won't lie. There were a few years where I found myself skating around this territory. I've talked more about that in this post, so I won't repeat the soul-searching and heart-opening from that post (though I encourage you to read it if you would like to know more). However, people can learn, grow and change, and that is exactly what I have done over the years. Across the COVID years and into Trump's second presidency, I have come to see that a lot of the things the people I once dismissed as online firebrands were attempting to warn us all about have actually come true.

And, as an extension of that, I came to see that some of the times I was needlessly defensive and insular, I should have been standing alongside people. After all, my beliefs have always erred on the left-leaning side of things; my frustration from those dark years was, as much as anything, frustration at being lumped in with right-wing-to-far-right-outright-Nazis based on nothing more than the media I enjoyed — particularly anime-adjacent stuff that often took a walk on the lewd side of life.

I knew that I wasn't a bad person, and I knew that enjoying the things I enjoyed didn't make me a bad person; frustration at being assumed to be a bad person based on those tastes was what caused me to lash out and, at times, do and say things that I regret. And yet even back then, I could see those deploying The Usborne Big Book of Logical Fallacies as what they were: people who didn't really care about anything other than scoring imaginary Internet Points. They were not my allies. They were not my friends. They were insufferable dickheads.

Today, I recognise that it is, in fact, possible to have the interests and tastes I do and not find yourself drifting towards the shit-encrusted mouth of what is typically referred to today as "the alt-right pipeline". There are lots of left-leaning folks who do love sexy stuff, and one thing I will say for online discourse is that discussion over such things has improved over the course of the last ten years or so. There's still a way to go, but it's better.

As part of that, it's important to recognise that certain parts of popular media do have a far-right problem. And as part of that recognition, it's important to stand up and say that you will not stand for tossers ruining the thing that you love, rather than being frustrated at feeling like you're getting lumped in with said tossers. You probably aren't, so long as you're not using their talking points.

Such as, you know, The Usborne Big Book of Logical Fallacies. There really is only one type of person who busts out The Usborne Big Book of Logical Fallacies during an online discussion. And believe me, you don't want to be that person.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 638: Actual progress https://imnotdoctorwho.moegamer.net/2026/03/07/oneaday-day-638-actual-progress/ https://imnotdoctorwho.moegamer.net/2026/03/07/oneaday-day-638-actual-progress/#respond Sat, 07 Mar 2026 14:53:17 +0000 https://imnotdoctorwho.moegamer.net/?p=37255 I'm pleased to report that my weight loss efforts are actually making some meaningful progress. Not only have I crossed the "1 stone lost" boundary, I've also crossed a bit of a "plateau" I had felt stuck at for a very long time, meaning the big number at the start of my weight has gone … Continue reading #oneaday Day 638: Actual progress

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I'm pleased to report that my weight loss efforts are actually making some meaningful progress. Not only have I crossed the "1 stone lost" boundary, I've also crossed a bit of a "plateau" I had felt stuck at for a very long time, meaning the big number at the start of my weight has gone down by one.

This is a meaningful, worthwhile step because although "1 stone lost" is also a milestone, it somehow feels more significant when your actual weight has a particularly noticeable difference in it — like the "stone" figure being different. This, to me, is a good sign that what I'm doing is working — and, more to the point, that it's something sustainable that I'm not about to get bored with and give up on in frustration.

The trouble with a lot of diets is that they become demoralising and boring. And very few things make you want to eat like boredom — at least that's the case for me. What I've found, by calorie counting each day, is that I can still enjoy all the things I like to have and still lose weight. Along the way I'm finding ways to be more "calorie efficient" with those things that I like, too, while not feeling guilty about having an occasional treat — usually within the boundaries of the daily calorie count, but I've found that having a day a week when you "cheat" does wonders for the morale.

I'm sure the challenge factor will increase as my weight lowers and the number of calories I can have per day falls accordingly, but one thing that I've found having successfully stuck to this for quite some time now is that I'm not feeling the same urge to want to overindulge that I have done in the past. I'm finding that having a modestly sized breakfast, lunch and dinner and a number of guilt-free snacks throughout the day keeps me going and well within the calorie count. Essentially it's following the principle of never allowing myself to get hungry enough to want to demolish an entire large bag of Doritos or something.

Like I say, though, the best thing I've found so far is that I'm able to enjoy things that I just plain like eating, and haven't had to turn to the sort of "success stories" you read in weight loss magazines — you know the sort of thing, "I used to have a massive fryup for breakfast every morning, now I start my day with a glass of water, half a banana and a handful of chia seeds". Nope, I can still quite happily have cereal with chocolate in it for breakfast, a bacon sandwich or noodles for lunch and pretty much whatever I want for dinner.

Of course, I might lose weight more quickly if I was having more salads and vegetables and fruit and whatever — but I have to be realistic about this. If I eat something that I don't enjoy or don't find filling and satisfying, then I just end up wanting to eat something I do like later, and I end up having much more food than I really need. Right now, with the weight I am, I need a decent amount of calories just to keep ticking over, so I'm going to continue enjoying the success I'm having the way it's working at the moment. When I weigh significantly less and will need much fewer calories per day to continue losing weight, then we'll have a look at even "healthier" options as means of keeping the weight off.

For now, this is working. And I'm pleased about that. It's making me feel like I might actually be able to do this; I might actually be able to beat this. Let's see how things are looking in a few months' time.


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#oneaday Day 637: Slow Roads https://imnotdoctorwho.moegamer.net/2026/03/07/oneaday-day-637-slow-roads/ https://imnotdoctorwho.moegamer.net/2026/03/07/oneaday-day-637-slow-roads/#respond Sat, 07 Mar 2026 00:57:36 +0000 https://imnotdoctorwho.moegamer.net/?p=37245 I'm very fond of weird little software toys that don't really have a point, but which have obviously had some love, care and attention devoted to them. One of my favourites in this regard is a Web-based driving "sim" of sorts known as Slow Roads. You can fiddle around with it here. Slow Roads isn't … Continue reading #oneaday Day 637: Slow Roads

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I'm very fond of weird little software toys that don't really have a point, but which have obviously had some love, care and attention devoted to them. One of my favourites in this regard is a Web-based driving "sim" of sorts known as Slow Roads. You can fiddle around with it here.

Slow Roads isn't really a "game". There's no objective, no win state, no fail state, no punishments for doing things "wrong" and indeed no "right" way to do things, save for the implied suggestion that you stay on the road. As you can see from the screenshot above, this is not mandatory.

Slow Roads plops you into a procedurally generated world based on either the rolling English countryside — the sort of undulating terrain you'd see if you were driving around the Peak District, say — and invites you to just drive. There's no other cars on the roads so you can drive as safely or unsafely as you like; this is a pure playground in which you can take your electric car, bus or futuristic motorcycle and just go. It's a pleasantly liberating, relaxing experience that I find myself turning to in quiet moments when I just want to do something, but I don't want to have to think about it too hard.

I forget who first pointed me in the direction of Slow Roads and even when it was. I've definitely had it on my bookmarks bar for several years at this point, and over the course of those years it has continued to evolve gradually. The first version I tried only had the car and the countryside terrain in the daytime. Over time, more features have been added, including the ability to adjust the countryside scene between four different seasons and four times of day and set the weather conditions, choose how winding (or not) you want the road to be, how wide you want it to be and a variety of characteristics about how the controls handle.

The game has somewhat sim-like tendencies in how it handles. You have to slow down for corners, and the three different vehicles have a very different feel to how they handle; the bus, for example, appropriately feels like a large, lumbering vehicle that it's probably not a good idea to throw into a corner at 80mph, while at the other end of the spectrum, the bike provides a frighteningly fast thrill ride, and could probably get you around the most twisty roads at high speed once you learn how to handle it.

That's it. That's all Slow Roads is. There's no point to it. And yet I love it. It's not trying to be anything that it's not. It's not being designed for "player retention" or "monetisation". It just is. It's a lovely little thing, and if you've never spent any time fiddling around with it, I highly recommend it.

The one long-term goal for Slow Roads appears to be for it to have a standalone Steam release, which looks set for April of this year (2026 if you're reading in The Future, assuming we're not all dead by then), with a demo towards the end of this month. It will be great to see this project finally come to some sort of "fruition", such as it is, and I have whiled away more than enough hours in the Web-based version to quite happily toss the developer a few quid when the full version finally arrives.

Now, maybe just a few miles before bed…


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#oneaday Day 636: Esoteric Ebb and Flow https://imnotdoctorwho.moegamer.net/2026/03/06/oneaday-day-636-esoteric-ebb-and-flow/ https://imnotdoctorwho.moegamer.net/2026/03/06/oneaday-day-636-esoteric-ebb-and-flow/#respond Fri, 06 Mar 2026 00:15:31 +0000 https://imnotdoctorwho.moegamer.net/?p=37242 Well, my original plan was to play at least one of the bonus episodes of Resident Evil Revelations this evening, but then I was distracted by some screenshots of a game that apparently came out recently, and which I hadn't previously heard of: Esoteric Ebb by Christoffer Bodegård, published by the "indie publisher to watch" … Continue reading #oneaday Day 636: Esoteric Ebb and Flow

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Well, my original plan was to play at least one of the bonus episodes of Resident Evil Revelations this evening, but then I was distracted by some screenshots of a game that apparently came out recently, and which I hadn't previously heard of: Esoteric Ebb by Christoffer Bodegård, published by the "indie publisher to watch" of the moment, Raw Fury.

Here's one of the screenshots that convinced me to buy and play this game:

If you're looking at that and thinking something along the lines of "cor blimey guvnor, that sure does look like Disco Elysium and no mistake", you'd be absolutely right. The game isn't trying to hide its inspiration. But the other thing you may well notice from this screenshot is that this is Disco Elysium, But Fantasy.

In Esoteric Ebb, you play the role of The Cleric, an ostensible agent of the government who has been sent in to investigate an explosion in a local teahouse. As befits a CRPG hero, whether or not you actually get stuck right in to this "main quest" is entirely up to you, because the small but well-crafted world of Esoteric Ebb certainly has lots of distractions. You do have a time limit, though; the setting is having its first ever democratic election in five days' time, and the current sitting government would really rather all this unpleasantness was quietly dealt with before that happens.

If you've never played Disco Elysium (or, indeed, games like it, since they appear to be Becoming a Thing right now) the simple pitch is this: they're a cross between classic "Infinity Engine" RPGs like Baldur's Gate, Planescape Torment and the like, with almost all of the combat removed, and a strong emphasis on the game responding to you a bit more like a human dungeon master during a tabletop gaming session would. That means all of your stats get a workout, with most sequences in the game involving either passive skill checks (which you will just automatically pass or fail based on your current stats) or active skill checks (where you roll a die and your stats can potentially boost or penalise the score).

Crucially, failure is not necessarily a bad thing, because it can lead to amusing situations or alternative solutions — much as real tabletop sessions are often at their best when things get a little improvisatory.

Skill checks are only half the story, though. The other defining feature of a game following the Disco Elysium mould is that your stats "talk" to you, reflecting your character's often conflicted inner monologues about the situations in which they find themselves. Exactly how helpful you will find these "Chimes", as Esoteric Ebb calls them, depends on those aforementioned passive skill checks; failure often means you misinterpret a situation, fail to notice something or do something clumsy, depending on the context, while success can mean anything positive: performing a complicated physical task correctly, finding just the right words to say in an awkward situation, feeling empathy for the person you're talking to.

Esoteric Ebb adds a few additional features atop this, too. One of the most notable is that you can examine any of the interactable characters, and a skill check of variable difficulty (with the exact stat being tested depending on the character you're examining) will determine how much information you can tell about them just from looking at them. Failing to pass the check at all means you just about notice their basic appearance; passing higher difficulty level checks will let you know their level, class, stats and even pieces of information they would rather remain hidden — you might recognise someone who is trying to conceal their identity, for example. These pieces of information can often be used in conversation.

Other interesting features are the interconnected web of quests in place of the usual quest journal; this indicates how various happenings around the city relate to one another, and upon successfully finishing one of the major quests, you then get to reflect on the situation and allow your stats to "debate" one another, with the eventual result being a nice chunk of experience and a new feat based on the eventual conclusion you came to. In this way, there's a real sense you're building your character just by playing the game; you do "level up" in a conventional RPG style, and you can increase one of your stats when you do so, but it's not just about gaining experience — and, indeed, given that it's a game where it's impossible to grind, you're best off just exploring the world and seeing what happens.

This can, of course, sometimes have fatal consequences in unusual ways. Thus far I have died from attempting to retrieve a shiny object that was stuck in a set of gears, which caused me to get crushed and then fall to my death just to make sure, and from being eaten by a "Roper" enemy hiding in the rocks. I also narrowly escaped death in the very first scene of the game, where I felt an uncontrollable urge to try and eat a path through a room-filling pile of apples, but thankfully my sense of self-preservation kicked in early enough to allow me to survive.

It's a really fun game, so long as you're on board with a slow pace. There are combat encounters in the game, but rather than being a matter of lining up and attacking or quasi-strategic combat, these instead unfold much like all the other encounters in the game: through skill checks, dialogue and choosing actions to take that are always more interesting than just pressing "attack".

I played for a good few hours this evening, and I'm looking forward to exploring it further. The full thing is apparently about 10-15 hours or so, so it's not a game that outstays its welcome. This, to me, is a selling point. It also means it's potentially replayable, and in a choice-heavy game like this, that's always a good thing.

So yeah. A confident thumbs-up from me on this one from my few hours with it this evening, then. Grab it on Steam (don't think there's any news of console or alternative PC storefront releases as yet) — it's 10% off until the 14th.


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#oneaday Day 635: Revelated https://imnotdoctorwho.moegamer.net/2026/03/04/oneaday-day-635-revelated/ https://imnotdoctorwho.moegamer.net/2026/03/04/oneaday-day-635-revelated/#respond Wed, 04 Mar 2026 23:51:59 +0000 https://imnotdoctorwho.moegamer.net/?p=37240 I finished Resident Evil Revelations 2 this evening. I've got what I think will be an interesting article in the tank for some point in the not too distant future, so I want to save that for MoeGamer. I do want to talk a bit about the game, though, so here I am! I say … Continue reading #oneaday Day 635: Revelated

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I finished Resident Evil Revelations 2 this evening. I've got what I think will be an interesting article in the tank for some point in the not too distant future, so I want to save that for MoeGamer. I do want to talk a bit about the game, though, so here I am!

I say "finished" — I've beaten the four main episodes and seen both the "bad" and "good" endings. I haven't yet done the two extra episodes; it's getting late tonight, so I will likely save those for tomorrow.

I was initially dismayed that getting the "bad" ending is the result of making a choice halfway through the third episode that would seem to make narrative sense at the time, and a bit annoyed that correcting this "mistake" would involve having to replay half of the third episode and the finale half of the fourth episode — about 3 hours' gameplay in total. But then I figured that I was already invested in this story and game, so I might as well do it.

So I did it this evening — and I enjoyed it! It helped that for the finale chapter, I had unlocked one of the bonus weapons with infinite ammo, so this all but eliminated any worries over not having enough ammo for the final boss. You can only get a "C" rank for a chapter if you use a bonus weapon, but I was primarily in it for the story, so I wasn't particularly interested in getting a high rank. The additional "stuff" in the "good ending" was definitely worth the effort required.

For the unfamiliar, Resident Evil Revelations 2 determines which ending you will get based on which of the two playable characters finishes off a boss. This isn't a matter of simply fighting as the "correct" character, since there's a narrative consideration: throughout the relevant part of the game in question, only the "lead" character, recurring series heroine Claire Redfield, is able to use firearms, and her companion, Moira Burton, is traumatised from a past event and unable to even contemplate picking up a gun. During the sequence in question, Claire ends up pinned by the boss monster in its death throes, and you have the choice between either making her use her willpower to reach her dropped gun, or switching to Moira and giving her a nudge in the direction of overcoming her trauma.

Okay, yes, it's unrealistic and probably disrespectful to anyone suffering similar trauma, but it does make narrative sense for the more "dramatic" option — Moira overcoming her fear and blasting the shit out of the monster to save Claire — to be the "correct" choice that leads to the "good" ending. My initial frustration was down to the fact that I also felt it made sense for Claire to be the one to make the kill; as a generally nice human being, Claire would have respect for Moira's trauma and thus wouldn't want to make her pick up a gun if she didn't absolutely have to.

But part of Resident Evil Revelations 2's narrative concerns our responses to fear and trauma — the game's virus affects people differently according to how much fear they feel — and thus the concept of someone becoming stronger as a direct result of overcoming their fear, which is what is implied happens to Moira to allow her to survive being buried under a bunch of rubble, does make sense, in retrospect. And having to replay those two half-episodes didn't take that long altogether.

Anyway, I enjoyed Resident Evil Revelations 2 a whole lot! I think it's a very good Resident Evil game, and one I suspect often gets overlooked due to technically being a "spinoff". Its original release as a downloadable episodic game (remember that brief trend?) probably didn't help it either, but these days you can just buy the whole thing (including what used to be DLC) on a disc and enjoy it all in one go. And I recommend you do that, because it's a really great take on the series that strikes a good balance between the more action-oriented nature of post-4 Resident Evil games, and the traditional "survival horror" feel of the earlier titles.

Intrigued to try the extra episodes tomorrow, and then move on to Resident Evil 6. I understand people don't like Resident Evil 6 all that much, but as regular readers will know, I often take "people don't like this" as a challenge and do my best to find the good in it. Will I manage that with Resident Evil 6? I have no idea at this point — but if not, I can at least take solace from the fact that some of the series' most well-regarded recent entries await on the other side.

For now though, bed, and doubtless a few dreams about slobbering monsters.


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#oneaday Day 634: Revelations... too https://imnotdoctorwho.moegamer.net/2026/03/03/oneaday-day-634-revelations-too/ https://imnotdoctorwho.moegamer.net/2026/03/03/oneaday-day-634-revelations-too/#respond Tue, 03 Mar 2026 20:06:23 +0000 https://imnotdoctorwho.moegamer.net/?p=37224 With all the talk over Resident Evil Requiem recently, I thought it about time I resumed my efforts to catch up on the series. When I last left off, I had played all of the mainline games (in the form of their most recent incarnations/remakes) up to and including the first "episode" of Resident Evil … Continue reading #oneaday Day 634: Revelations... too

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With all the talk over Resident Evil Requiem recently, I thought it about time I resumed my efforts to catch up on the series. When I last left off, I had played all of the mainline games (in the form of their most recent incarnations/remakes) up to and including the first "episode" of Resident Evil Revelations 2, which means after that I still have Resident Evil 6, 7, Village and now Requiem still to go also.

I forget why I pressed pause on Revelations 2, because returning to it now, I'm enjoying it a lot. I remember when Resident Evil 4 was first announced, I was skeptical about the series' apparent shift towards being more action-oriented, but the two Revelations games are underappreciated examples of this working really well, having shed the clunkiness from the original incarnations of Resident Evil 4 and 5 to behave a bit more like how we today understand a conventional third-person shooter to play.

That said, Revelations 2 doesn't feel like a relentless third-person shooter; it's nicely paced, with a nice ebb and flow between moments of quiet menace and dread, and moments of all-out action. It's still got enough "survival horror" in its DNA to make it so that if a zillion enemies are coming your way, the best thing to do is, in fact, to run rather than attempt to fight them all off, since standing your ground will almost certainly result in you running out of ammunition.

The two story threads, visiting many of the same locations six months apart, work well and are intriguing enough to keep things interesting, but the game never lets its narrative aspect overwhelm the gameplay side of things; this is a game where it feels like playing the game is the important bit, and a snippet of story is your reward for succeeding. Over the years, I've had changing thoughts about the relationship between story and narrative, and I'm still not sure I have one, single coherent position — it generally depends what mood I'm in — but at the moment, I'm very much enjoying the fact that in Resident Evil Revelations 2, you spend the majority of your time actually doing stuff.

Also the game fully embraces the cheese factor. One of the first lines in the game features an admirably excruciating pun about terrorism that part of me can't quite believe made it into the final script, and frequently throughout the rest of the game, characters reference some of the most notorious moments in the early games' terrible dialogue sequences. Yes, that includes "master of unlocking" and "Jill sandwich" — albeit it's "Claire sandwich" here.

Another nice thing about Resident Evil Revelations 2 is that, much like earlier entries in the series, the whole thing has no shame whatsoever about being a video game. Finish an episode and you unlock special "Countdown" and "Invisible" modes, challenging you to make it through the same scenarios with special conditions. The real long-term appeal comes from the "Raid" mode, though, which is a development of something introduced in the first Revelations. Here, you take control of a character in a series of completely narrative-free, arcade-style challenges and battle for high scores, power-ups and goodies. You can play it multiplayer, too, and I bet it's a ton of fun to do so — maybe one day I might actually get to try it with someone, although nailing anyone down for a multiplayer session of something these days is, much like anything else involving social interaction, like pulling teeth.

Anyway, regardless, I'm having a lot of fun with Revelations 2 right now. I'm just about to start the fourth and final episode this evening, then after that I'll have to decide if I want to fiddle around with some of the extra modes, or move right on to Resident Evil 6. I know people don't like Resident Evil 6 very much, but I am curious to play it — and if I'm doing the whole series, I might as well give the less popular entries a chance. (For the record, so far my least favourite by far has been Resident Evil 5, which does not surprise me, given its less than stellar reputation. But I was at least open to trying it, and I didn't hate it by any means.)

On that note, then, it's time to go… back to the mansion! Wait, no, that's something else.


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#oneaday Day 633: Garfield had it right all along https://imnotdoctorwho.moegamer.net/2026/03/02/oneaday-day-633-garfield-had-it-right-all-along/ https://imnotdoctorwho.moegamer.net/2026/03/02/oneaday-day-633-garfield-had-it-right-all-along/#respond Mon, 02 Mar 2026 21:38:14 +0000 https://imnotdoctorwho.moegamer.net/?p=37221 Pic unrelated. I was just experimenting. I hate Mondays. I mean, I hate getting out of bed most days, but on Mondays it's always particularly challenging, for a variety of reasons. The most obvious, of course, is that getting out of bed on a Monday is an acknowledgement that the weekend is, in fact, over, … Continue reading #oneaday Day 633: Garfield had it right all along

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Pic unrelated. I was just experimenting.

I hate Mondays. I mean, I hate getting out of bed most days, but on Mondays it's always particularly challenging, for a variety of reasons. The most obvious, of course, is that getting out of bed on a Monday is an acknowledgement that the weekend is, in fact, over, and that you are going to have to do something vaguely useful with your existence for the next five days.

For me, I have the added annoyance that Monday is Meetings Day. I have one at 10am, another at 11am, sometimes another at 2pm and yet another at 3pm. Somewhere amid all that I have to figure out a week's worth of stuff to get done in the space of a couple of hours so that I can actually use the rest of my week in a manner that is productive and useful to the rest of the team.

I despise meetings. I always have. I'm not sure I've ever had a meeting that I walked out of where I felt "that was an excellent use of my time". I got in trouble at one job for finding a meeting so boring that I actually fell asleep in it. When working from home started, I discovered that I could literally go to bed and fall asleep during the 60-90 minute long "Good Morning Call" meetings we had every Tuesday at the job I was working at the time, and no-one ever noticed. I am the embodiment of the concept "This Meeting Could Have Been an Email".

And yet certain people are obsessed with the idea of having meetings. I'm talking generally here, not about anyone specific at my current or previous jobs — these are just some observations that I've seen over the course of various occasions of employment. But yes. Some people are obsessed with the idea that having everyone looking bored on Zoom or Teams several times a week is somehow productive, when in fact everyone would be much more productive if they were left alone to get on with their job, and only got bothered when someone specifically needed their attention on something.

I sort of get the justification. The idea is that if you all get together — preferably face-to-face — on a semi-regular basis, you will communicate better with one another because you are more likely to think of one another as actual people. But I can't help but feel there are much, much better ways to do this than Having A Meeting.

I don't know anyone who relishes the prospect of weekly meetings, at any job I have ever worked at. I know plenty of people who dread it, particularly if they have been forced into having to speak or present something, but no-one who actually enjoys these things. So why do we continue to insist on them?


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#oneaday Day 632: New Tricks https://imnotdoctorwho.moegamer.net/2026/03/01/oneaday-day-632-new-tricks/ https://imnotdoctorwho.moegamer.net/2026/03/01/oneaday-day-632-new-tricks/#respond Sun, 01 Mar 2026 14:23:03 +0000 https://imnotdoctorwho.moegamer.net/?p=37219 Longtime readers may recall that back in November, I started watching a show called New Tricks from the BBC. It's a detective show with an interesting concept: following the exploits of a fictional Metropolitan Police department known as the Unsolved Crime and Open Case Squad (aka UCOS), the show sees its core cast (which gradually … Continue reading #oneaday Day 632: New Tricks

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Longtime readers may recall that back in November, I started watching a show called New Tricks from the BBC. It's a detective show with an interesting concept: following the exploits of a fictional Metropolitan Police department known as the Unsolved Crime and Open Case Squad (aka UCOS), the show sees its core cast (which gradually changes over time) reopening various cold cases and getting to the bottom of them.

I'm just coming up on the end of the tenth series out of twelve and I've been enjoying it a lot. It's been a consistently interesting watch, with some excellent characters who have some good backstories that get some decent payoff over the long term. I understand that the point I'm currently watching is where some people feel like it started to run out of steam a bit, leading to, among other things, one of the original cast members moving on because he felt things had become stale and another two departing after an apparently public spat with the writers, but I'm still enjoying the show with its new cast members. Former lead Amanda Redman said she felt like the cast had lost their anarchic edge in the later episodes, and I see why she said that — but really it's just a different vibe thanks to a different set of characters.

Of particular note is the presence of Nicholas Lyndhurst, an actor who I'm sure most people associate with comedic roles thanks to his most well-known appearances as Rodney in Only Fools and Horses and Gary Sparrow in Goodnight Sweetheart, but in New Tricks he does extremely well as a particularly serious-seeming member of the team. He still has his humorous moments, but they're mostly delivered through deadpan humour; the show is somewhat on the "gritty" side, but isn't above a bit of levity, primarily through little character moments.

The show covers an interesting time period, too. It launched in an era before smartphones and ran until the mid-2010s. A lot of things changes about society in that period, in retrospect, and it's interesting to see the show reflect that. Quite a few early episodes of the show are about Redman's Detective Superintendent Pullman character having to fight to be taken seriously in a world that is still very much male-dominated — and particularly after her assignment to UCOS came after a botched raid in which she shot a dog — and there are frequent explorations of the challenges people with mental health concerns have to face in their daily life.

Of particular note in this regard is the character Brian "Memory" Lane, who is a recovering alcoholic and highly likely to be autistic. Some of the best character moments in the show come from an exploration of Brian struggling to deal with simply existing in a world that he doesn't quite feel comfortable in, and the unique challenges he faces considering his background and his daily struggles. He could easily have become a pathetic, tragic character, but the show handles him well and shows that people contending with the things he is dealing with still have something to offer society, and that they can often find great comfort from the love of people who support them unconditionally. His exit from the show, involving an extremely satisfying resolution to a plot thread that had been dangling for most of the series' run, was handled very well.

The exit of Redman's Pullman character was a little more sudden, however, and it was a little unsatisfying. It feels like she just sort of suddenly decided to move on, and her reasons for doing so just weren't really explored all that much; on top of that, I feel like it would be a much longer process for someone in the Metropolitan Police, particularly in a leadership position, to be able to move on, whereas she was pretty much just out the door and gone. Her replacement, Tamzin Outhwaite's Sasha Miller, seems like a solid character, though, and has already had some interesting things happening to her in just the two episodes I've seen her in so far.

Dennis Waterman's Gerry Standing, as the longest fixture in the series, is a great anchor point for the show. While his cheeky chappy Cockney act could have easily become a bit tiresome, he is shown throughout the series to be a character with some interesting depth and plenty of admirable qualities, even if he sometimes takes a somewhat laissez-faire approach to following the rules. Some of his interest comes from his three amicable divorces and the fact that all his ex-wives and children form one big extended family, but he also gets plenty of his own moments to shine.

The show isn't anything particularly revolutionary and I'm sure it's not regarded as a "classic" or anything, but it did successfully run for twelve series, which suggests it was doing something right along the way. I've enjoyed watching it so far, and I'm glad I took a chance on it; if you're after a detective show to spend some time with, you could do far worse.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 631: Hope not hate https://imnotdoctorwho.moegamer.net/2026/02/28/oneaday-day-631-hope-not-hate/ https://imnotdoctorwho.moegamer.net/2026/02/28/oneaday-day-631-hope-not-hate/#respond Sat, 28 Feb 2026 20:53:33 +0000 https://imnotdoctorwho.moegamer.net/?p=37217 It's a strange and scary time in politics the world over. The fact that a dangerous dipshit is at the helm of one of the world's superpowers is old news, but the fact he's seemingly kicked off a brand new illegal war in the Middle East is new, if not entirely unexpected. Over here in … Continue reading #oneaday Day 631: Hope not hate

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It's a strange and scary time in politics the world over. The fact that a dangerous dipshit is at the helm of one of the world's superpowers is old news, but the fact he's seemingly kicked off a brand new illegal war in the Middle East is new, if not entirely unexpected.

Over here in the UK, we saw an interesting development in that the Green Party — long assumed to be a distant "they'll never get in" option, lagging behind even the Liberal Democrats — successfully managed to take the hotly contested Gorton and Denton by-election in Manchester earlier this week. You could feel a significant portion of the nation breathe a sigh of relief as Hannah Spencer (now Hannah Spencer MP) successfully fended off the Greens' nearest rival, the odious Reform UK.

For those reading from outside the UK, Reform UK are a successor to the UK Independence Party (aka UKIP), and an openly racist hate-filled group led by the scuzzbucket Nigel Farage. And before someone takes issue with me calling them openly racist, I direct you to Reform's candidate for Gorton and Denton, Matt Goodwin, responding to his loss by claiming that "a dangerous Muslim sectarianism has emerged".

But Goodwin, badloser (sic) that he is, is not the most interesting thing about what happened in Gorton and Denton. The media response to the Greens' success is. Multiple publications have demonstrated a bizarre resistance to the Greens' message of "hope, not hate" with openly hostile interviews and attempts to smear the party as being "The Green Menace".

To the eternal credit of the Greens' leader, Zack Polanski, he has been taking all this in his stride, and has been handling the outright abuse being thrown his way over the last couple of weeks with absolute ease and professionalism. It's the first time in my life I can remember seeing a politician — a party leader, at that — going about their business in a way that I actually consider to be admirable, rather than something that I just feel like I would reluctantly put up with were they to find themselves with any sort of power.

In many ways, the Greens' recent success feels like the UK is having our own "Mamdani moment". New York, USA elected Zohran Mamdani, an openly socialist mayor, a little while back, and he has also had to fend off some absolute bullshit coming his way from the media, other politicians and political commentators — and he, too, has taken it all in his stride, giving the distinct impression that he actually wants to make a positive difference for once.

I feel like we might be on the cusp of something noteworthy in terms of politics right now. People are sick and fed up with the billionaire oligarchs being the ones who have a say in how countries are run, and people like Mamdani, Polanski and the people who follow them seem serious about actually doing something about the problem.

Whether or not they will be successful is another matter, of course, and I am still not in a place where I am at all hopeful about the immediate future for most of the world. But I can say, with all honesty, that this is the first time in my life, at the age of 44, that I actually feel like there are at least a few politicians out there worth listening to and worth supporting, even.

"Hope, not hate" is a simple but powerful message, and one I would like to believe is one that good people can latch onto and throw their support behind. I guess it remains to be seen what the future holds in this regard, but the Gorton and Denton result is, at least, a good start if nothing else.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 630: Mr Cellophane https://imnotdoctorwho.moegamer.net/2026/02/28/oneaday-day-630-mr-cellophane/ https://imnotdoctorwho.moegamer.net/2026/02/28/oneaday-day-630-mr-cellophane/#respond Sat, 28 Feb 2026 01:01:19 +0000 https://imnotdoctorwho.moegamer.net/?p=37213 Cellophane, Mister CellophaneShoulda been my name, Mister Cellophane'Cause you can look right through meWalk right by meAnd never know I'm there (Mister Cellophane by John C. Reilly, from the musical "Chicago") I don't wish the following to sound like self-pitying or a cry for attention, but it will almost certainly come out that way, and … Continue reading #oneaday Day 630: Mr Cellophane

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Cellophane, Mister Cellophane
Shoulda been my name, Mister Cellophane
'Cause you can look right through me
Walk right by me
And never know I'm there

(Mister Cellophane by John C. Reilly, from the musical "Chicago")

I don't wish the following to sound like self-pitying or a cry for attention, but it will almost certainly come out that way, and for this I apologise in advance.

Do you ever have days where you feel like you're "invisible"? Like, if you just weren't there, no-one would notice? I seem to be feeling this a lot more as I get older, but it's something that has always followed along with me to one degree or another.

As young as my teenage years, I remember, on several occasions, feeling like I wasn't sure if my friends really liked me, or if they were just putting up with me as a sort of "attachment" to one of their other friends. Given the oddly volatile nature of hormonal adolescent friendships, this is perhaps not a surprising way for someone to feel — I recall multiple other occasions where, for one reason or another, several of us who were, under normal circumstances, best friends, suddenly just… weren't any more for a little while. This normally only lasted a day or two, and it usually involved the one who instigated the temporary "split" trying to get "in" with some of the cooler kids. I don't recall any occasions where something like this resulted in a member of our mutual circle of friends completely abandoning us, but it is this sort of thing that made me uneasy and anxious at times.

At university, I had friends and acquaintances I attended my course with, but again, there were times where I felt like if I just wasn't there, nobody would really give a shit.

A lot of this stems from what I now know to be social anxiety caused by autism, but that unfortunately doesn't make it much easier to deal with — because I still feel this sort of thing to this day. I find it difficult to "maintain" relationships because I get overly worried about being a bother to someone who, in my mind, I have built up to be someone who resents my presence. And, on occasions where I feel like I have been someone who has been making that effort, it's hard not to feel rejected when the other parties involved aren't as interested in maintaining the relationships as you are.

The reason I'm talking about this today is because, once again, a video game site has been suffering layoffs — this time the long-established Eurogamer. And as the various people announced that they were no longer working there, and that they were looking for employment, lots of other people piped up and said how important their time together had been, how much they enjoyed working together, what fond memories they had of various projects they collaborated on.

I saw that and I felt painfully conscious that, when my career in the games press came to an unceremonious end, I didn't really feel like any of that happened for me. I feel like very few people really noticed my time on USgamer, let alone GamePro before that, and very few people spoke up for me to say that they had enjoyed my work. I certainly didn't get a string of adulation from former colleagues waxing poetic about past collaborations. And all that kind of hurt, frankly; I had made that site my life for the time I was there, and I was immensely proud of all that I had done. And yet when people look back on USgamer's existence now, I'm not even a footnote; I doubt anyone other than the few people who did regularly read my work there — most of whom are still online friends, I should add — would even be able to tell you that I was a founding member of the site.

I feel this under other circumstances, too. There are several Discords I'm a member of where I feel like my presence and existence is often forgotten about. I don't really have an online community that I feel like I can call "home" any more, and that is, I think, where a lot of this stems from; it's that age-old fear that, if you were to drop dead tomorrow, no-one would notice or care. (My wife, at least, would. Hopefully.)

And I don't really know how to "fix" this. As I say, my social anxiety makes it very difficult for me to step up and say "hey, hello, please pay attention to me" without feeling like I'm inconveniencing or annoying people, and as such, I continue to just sort of quietly exist in the hope that I don't get forgotten entirely.

If you're reading this, none of the above applies to you. I am grateful for your presence, your support and your friendship — because if you are reading this at this point, you are someone who is present in my life; you are someone who has, in one way or another, supported me at some point over the years; and you are someone that I'm happy to call a friend. I thank you, sincerely, from not letting me become completely invisible to the world at large.

And perhaps I should be content with that.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 629: Another site falls to AI https://imnotdoctorwho.moegamer.net/2026/02/26/oneaday-day-629-another-site-falls-to-ai/ https://imnotdoctorwho.moegamer.net/2026/02/26/oneaday-day-629-another-site-falls-to-ai/#respond Thu, 26 Feb 2026 23:54:57 +0000 https://imnotdoctorwho.moegamer.net/?p=37211 Earlier today, a review was being shared around. It was a featured review on Metacritic for the new Resident Evil Requiem, and it was very obviously AI-generated — both in terms of the review text itself, and the image and biography of the completely fictional author. Now, I know there is plenty we can criticise … Continue reading #oneaday Day 629: Another site falls to AI

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Earlier today, a review was being shared around. It was a featured review on Metacritic for the new Resident Evil Requiem, and it was very obviously AI-generated — both in terms of the review text itself, and the image and biography of the completely fictional author.

Now, I know there is plenty we can criticise Metacritic for, but to the site's credit, after being made aware of the situation, the review was not only pulled from Metacritic, but the site in question was blacklisted from being featured on there for future reviews, too.

The site in question was VideoGamer.com — not a site I ever particularly frequented, but one that has been around for many years, and one of many, many old games press brands that have been bought up by private equity and turned into sites filled with AI-generated drivel, usually in the form of undisclosed advertorial features pointing people towards shady gambling sites. VideoGamer is not the first site to fall in this way; previous victims have included AdventureGamers and The Escapist, and there are almost certainly countless more that we haven't found as yet.

My initial reaction to anything like this happening is to ask "why?"

Why are once-good sites being replaced with AI-generated drivel? Who do they think is reading this stuff? Why do the people in charge of these hollowed-out husks of websites think this is, in any way, a good idea?

The answer, of course, is that this is the natural endpoint of SEO-driven online writing. The sole reason these articles exist is to get people to click on them and generate advertising revenue for the site's owners. And if they can do that without having to do anything silly like pay actual people to write actual articles, so much the better! (Although the more astute among you out there may well point out that being an AI power user probably doesn't end up much cheaper than hiring an actual person — particularly in the games press, where, as Mat Jones of IGN put it earlier today, "games freelancers will turn in 2,000 words for an egg sandwich". I wish it wasn't true.)

Couple this with the news that Eurogamer and surrounding sites are suffering some considerable layoffs and things do not look altogether rosy. I also learned that VG247 is now little more than an SEO guideslop site; I never really liked that site all that much, but since most of my USgamer stuff ended up archived there after USgamer itself closed down, I do have a certain attachment to it.

The frustrating thing for me is that all this seems so unnecessary. Video games, as an industry, creative medium, art form, whatever you want to call them, are huge. One would assume that would mean they would need a specialist press around to cover them effectively, but given that so many sites have been gutted over the last few years — and, in many cases, replaced with AI slop — something doesn't quite seem to add up.

Sure, we've seen the rise of sites like Aftermath, who do good work, and it was gratifying to see Giant Bomb successfully extricate themselves from their former corporate overlords — full disclosure: I subscribe to both to support them — but neither of them quite take the place of what we used to have. And you can interpret that however you will, because the same is true if you think I'm referring to traditional "news, previews and reviews" websites, or if you think I'm referring to magazines. (Spoiler: I'm talking about both.)

Part of this feels like an extension of the whole "New Games Journalism" discussion we had in the latter-day 1up years. And while that discussion went to some odd places, I do acknowledge that there is some valuable work going on over at a number of worker-owned, reader-supported sites, particularly when it comes to telling the stories of people who work in games. But sometimes you just want to read something simple like what someone thought of a game you're interested in, y'know? And that side of things seems to very much be a dying breed.

One might argue that there's less need for that, what with social media, online discussion and "influencers" (you will never get me to not use scare quotes around that odious term) dominating the way games are promoted online these days. But I still like to read a straightforward review of something — and the continued existence of Metacritic, as flawed as it is as a concept, suggests that there's still a place for that sort of thing.

I can't help but wonder where all this will end up. With people starting to get interested in physical media once again, I would love to see proper magazines become a thing again. I suspect that won't happen, but we certainly can't go on like this. Can we? This feels like how you actually end up with a completely dead Internet.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 628: Return to UFO 50 https://imnotdoctorwho.moegamer.net/2026/02/25/oneaday-day-628-return-to-ufo-50/ https://imnotdoctorwho.moegamer.net/2026/02/25/oneaday-day-628-return-to-ufo-50/#respond Wed, 25 Feb 2026 23:31:09 +0000 https://imnotdoctorwho.moegamer.net/?p=37209 I played a lot of UFO 50 when it first released back in September of 2024, but I decided to hold fire on further exploration when I learned that there was a physical release of the Switch version on the way. Not only that, but it would have a rather cool limited edition that came … Continue reading #oneaday Day 628: Return to UFO 50

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I played a lot of UFO 50 when it first released back in September of 2024, but I decided to hold fire on further exploration when I learned that there was a physical release of the Switch version on the way. Not only that, but it would have a rather cool limited edition that came with a bunch of extra "feelies" to help sell the fantasy that you were exploring a "lost" games console. You can read all about that special edition over on MoeGamer, and I'll be returning to commentary on each of the individual games shortly.

I just wanted to talk about the package generally this evening, and a little about Night Manor, the game that I've played through this evening. It's an adventure game in the mould of Icom Simulations' adventure games (Shadowgate, Uninvited, Deja Vu and the like) but, like most of UFO 50's other games, with a few subtle modernisations to make it a tad less frustrating — like not being able to die permanently.

The thing that impresses me about UFO 50 the most is not just the fact that it's a collection of 50 excellent games, it's that each and every one of these games, in its own way, pays absolutely perfect homage to a particular aspect of retro gaming. In the case of Night Manor, it's clear that the whole thing was an Icom Simulations homage from the moment the opening line began "The last thing you remember is…" — which is the opener for pretty much all of the old games it's paying tribute to.

The most astonishing thing about the package as a whole is that all the games feel fully fleshed out in their own right. Sure, some are fairly short, but so were real games from the '80s. I haven't played any of the RPGs from the collection as yet, so it will be interesting to see if those feel like they're "rushing" through, or if have a decent amount of substance to them. But definitely when it comes to things like arcade-style games and adventures, it absolutely was not at all unusual for a game to be over within a couple of hours — sometimes less.

Of course, real retro games — and, indeed, many of UFO 50's titles — are designed to be replayed and enjoyed over and over again, particularly where there is a skill-based element that rewards the player with score or something similar. Even Night Manor in UFO 50 has a certain amount of replay value — alternative endings for beating the game without suffering any unfortunate mishaps, an outright alternative solution, and even a secret mode accessible via a "terminal" command that presents you with "a more lighthearted version" of the game. And, indeed, there are several older retro games that I have played over and over again, simply because I enjoy them — see: various Sierra and LucasArts adventures, to name just a few.

UFO 50 really is an absolute masterclass in game design, because it demonstrates both an understanding of where video games were in the past, and how they've evolved over time. The result, a collection of fake retro-style games designed with subtle modern sensibilities baked into them, is a truly wonderful piece of interactive entertainment that I anticipate I'm going to be spending a lot of time with over the coming months.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 627: Finding your niche https://imnotdoctorwho.moegamer.net/2026/02/24/oneaday-day-627-finding-your-niche/ https://imnotdoctorwho.moegamer.net/2026/02/24/oneaday-day-627-finding-your-niche/#respond Tue, 24 Feb 2026 23:23:42 +0000 https://imnotdoctorwho.moegamer.net/?p=37207 I was a bit of a latecomer to YouTube. I remember a friend of mine trying to encourage me to follow some of the YouTubers she liked, and feeling curiously resistant to it all. In some respects, I am still quite resistant to certain quarters of YouTube — I have no intention of ever watching … Continue reading #oneaday Day 627: Finding your niche

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I was a bit of a latecomer to YouTube. I remember a friend of mine trying to encourage me to follow some of the YouTubers she liked, and feeling curiously resistant to it all. In some respects, I am still quite resistant to certain quarters of YouTube — I have no intention of ever watching a Mr. Beast video, for example — but it's fair to say at this point that YouTube, as a general cultural entity, is an important part of my daily life for various reasons.

One of the things that I've particularly enjoyed about more actively engaging with YouTube over the last decade or so is coming across channels that have very much found their niche, and stick to it. Sometimes this is as simple as "gaming", but oftentimes I find that the most interesting and enjoyable channels are those that get a little more granular: those that choose to focus on a specific aspect of something that they enjoy and dive deep into that.

This can take many forms, so I want to share a few favourite channels in this regard today. Not all of them are gaming related, but all of them are run by people who have found something they enjoy doing and continue to do just that, often regardless of what "the algorithm" supposedly wants or viewing figures. I respect this because it's what I aspire to do with my channel; while my YouTube channel is broadly a "variety gaming" channel with a focus on retro, my preference is to explore overlooked and underappreciated games and platforms from over the years — and sometimes to give games that had a less than stellar reception on their original release another chance.

But I digress. This is not about me. This is about some channels I enjoy, so let's go on a little wander around YouTube, shall we?

Yesterzine

As you probably know if you've been reading this for any length of time, I enjoy old video game magazines, and as such I'm gratified to see how many people out there enjoy making videos and writing about them. One of my favourites is Yesterzine, a channel that describes itself as "The Literal Magazine Show", because it takes a "magazine show" format and is also about magazines, you see?

Presenter Dudley (who, full disclosure, I Actually Know) has a characteristically deadpan style that works well with the show's humour. He strikes a good balance between acknowledging and celebrating the original cultural context of these publications and providing appropriate modern commentary and criticism of aspects that, in retrospect, have not aged well for one reason or another.

Yesterzine videos are worth sitting down and paying attention to rather than putting on in the background, and with such a rich vein of classic magazines to draw on for future episodes, it's a show that will continue for as long as Dudley can be bothered, and he's showing no signs of slowing down just yet.

Zilog and Moto

I've always enjoyed Sega games, particularly from the 8-bit and 16-bit eras. In fact, if you follow my YouTube channel, you'll notice I'm going through a bit of a Master System phase right now.

Zilog and Moto is a channel with a bold aim: to collect all the English language releases for Master System, Mega Drive/Genesis, Mega CD and 32X, then play and review all of them. Presenter Dave is making good progress in both regards so far. His videos are simply presented but effective in what they do, consisting of a short introduction to camera, a look at the game's physical component and then some commentary on how it actually plays.

Dave clearly spends time with each and every game and gives it a proper chance — even in the case of notoriously bad titles. Sometimes this leads to pleasant surprises… and, of course, sometimes those poor receptions are well-deserved. Either way, an episode of Zilog and Moto is always a worthwhile watch if you're an old-school Sega fan.

League of Extraordinary Board Games

This channel, a collaborative affair between well-known tat acquirer Stuart Ashen, CheapShow's Paul Gannon and movie enthusiast Oliver Harper, has a simple premise: dig out an old, obscure board game of the ilk you would have once got at a jumble sale, then give it an honest shot to see if it's any good.

The trio doesn't always get through a full game of something — particularly if it looks like running particularly long, or if it is clear that the game itself is not actually very fun — but they always give it a chance.

It's especially interesting to see the variety of licensed board games based on TV shows — I have fond memories of these from back in the day and wish I'd held on to more of the ones that I used to have copies of. As it stands, all I still have is a copy of MB Games' adaptation of Williams' arcade game Defender.

Anyway, this has a similar feel to Gannon's CheapShow: the sense that you're being let in on a group of friends just having fun together. A good show for when you're feeling a bit lonely.

Lord Heath

I won't lie: I found Lord Heath's channel because of his frankly astonishing fart videos, one of which can optionally be enjoyed above. But I've been enjoying his other… err… output too, the majority of which are the rather more socially acceptable and/or safe for work reviews of drinks.

These are short, simple, self-explanatory videos: he tries a drink, he gives his thoughts on it. Most of them are under three minutes long, but they're all rather entertaining; Lord Heath himself is a joyfully exuberant character who is not afraid to make a twat of himself in public, and he always makes a point of shooting his videos in some pleasantly picturesque locations.

In many respects, this is perhaps the purest example of what I'm talking about today: he's clearly got a vision in his head for what his YouTube channel should be, farts and all, and he's stuck with it. He's not trying to be Internet famous; he's not trying to clickbait; he's just a cheeky chappy who likes burping, farting and trying an increasingly esoteric selection of beverages. Eternal respect to him.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

If you want this nonsense in your inbox every day, please feel free to subscribe via email. Your email address won't be used for anything else.

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#oneaday Day 626: Restless https://imnotdoctorwho.moegamer.net/2026/02/23/oneaday-day-626-restless/ https://imnotdoctorwho.moegamer.net/2026/02/23/oneaday-day-626-restless/#respond Mon, 23 Feb 2026 20:14:04 +0000 https://imnotdoctorwho.moegamer.net/?p=37205 I'm having one of those frustratingly "restless" periods when it comes to my free time at the moment. I've got a few games on the go, but somehow none of them have quite "grabbed" me completely yet. I did at least manage to finish Hyrule Warriors: Age of Imprisonment a little while back, though, so … Continue reading #oneaday Day 626: Restless

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I'm having one of those frustratingly "restless" periods when it comes to my free time at the moment. I've got a few games on the go, but somehow none of them have quite "grabbed" me completely yet. I did at least manage to finish Hyrule Warriors: Age of Imprisonment a little while back, though, so that was nice to finally get that ticked off the list.

Let's ponder the other things I've got on the go, then.

First up is Wolfenstein II: The New Colossus, which, I don't know, just hasn't clicked with me in quite the same way as some of the other entries in the series. I feel like it's succumbed a little to the "bloat" that a lot of modern games end up with, boasting myriad collectables and optional little bits and pieces to make you feel like you haven't really beaten the game unless you've done all the optional stuff. And the optional stuff just… well, it isn't really very fun. I might just plough on with the story — which I am enjoying, at least — and leave it at that. I want to punch whoever decided that the documents you find around the levels are called "Readables", though. "Documents" or "Files" would have been perfectly fine.

Next up is The Legend of Zelda: Tears of the Kingdom, which I actually haven't really touched since before Christmas, but I hadn't really got that far in the story with anyway. I was enjoying it a decent amount and had got a fair amount done; the thing I particularly like about that game is something I also appreciated in Breath of the Wild: at any given time, you can just start walking in a direction and you'll stumble across something interesting, with many of these things being unscripted. I like this! It works well for Zelda. But, like its predecessor, the sheer size of the game is a little overwhelming, and starting it gives one the feeling that one will never, ever finish it. But I did finish Breath of the Wild — not to 100% completion or anything, because that seems like a fool's game — and so I'm sure I can do the same with Tears of the Kingdom.

Next up is Lost Odyssey, which I've been meaning to get to for ages. I was having a real hankering for just a straightforward, conventional RPG, so I thought it was time to kick it off. I really like what I've seen so far, though the first two bosses are absolutely brutal, which gave me a certain amount of pause. I understand that these two bosses are notoriously difficult, and the game should be a bit of a smoother ride from hereon, so given that I've been enjoying what I've played so far, this is probably going to be the "priority" for the immediate future.

Then there's Final Fantasy Tactics: The Ivalice Chronicles, which I started playing at the end of last year and was enjoying, but burnt myself out on a bit by getting a little obsessive over level grinding. I don't quite feel ready to go back to that one just yet.

At the same time as all this, I also kind of fancy playing a gridder dungeon crawler. But then I worry that having too many RPGs on the go will overload my brain. So that's probably not a good idea.

I think my immediate priorities are going to be Wolfenstein II: The New Colossus to get it ticked off the list so I can write about it, and Lost Odyssey, because that's probably the thing I'm enjoying the most at the moment. Tears of the Kingdom can be my "backup" game for when I don't fancy either of those things. And I shall repeatedly tell myself not to feel any guilt if there are evenings when I just feel like going and playing Sega Master System games all night.


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#oneaday Day 625: It sucks to see someone defeated https://imnotdoctorwho.moegamer.net/2026/02/22/oneaday-day-625-it-sucks-to-see-someone-defeated/ https://imnotdoctorwho.moegamer.net/2026/02/22/oneaday-day-625-it-sucks-to-see-someone-defeated/#respond Sun, 22 Feb 2026 23:25:34 +0000 https://imnotdoctorwho.moegamer.net/?p=37203 I am, as I've mentioned a number of times in the past, a big fan of Mark Bussler's Classic Game Room video series. It's one of several things on YouTube that I found enormously inspirational in starting up my own channel, and his many, many videos on classic retro games are among my most-replayed YouTube … Continue reading #oneaday Day 625: It sucks to see someone defeated

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I am, as I've mentioned a number of times in the past, a big fan of Mark Bussler's Classic Game Room video series. It's one of several things on YouTube that I found enormously inspirational in starting up my own channel, and his many, many videos on classic retro games are among my most-replayed YouTube videos.

I've known for a long time that Bussler was intensely dissatisfied with the way the online landscape had been going — and how it had meant that something he once clearly loved doing had become something that it felt like it was pointless to carry on with. After he stopped doing Classic Game Room as his main thing, he tried various other projects online, but has seemingly met with nothing but frustration with pretty much every one of them.

I still follow his Patreon for updates on what he's up to, and today he mentioned that people should have a look at his website, classicgameroom.com, to see what he's up to, since he doesn't really do social media any more. And his FAQs made me feel very sad indeed.

The question he gets more than anything else, I reckon, is "is Classic Game Room coming back?" and his answer is simple:

No. The Classic Game Room video game review series is permanently discontinued. There are no plans to bring the video series back in any way on any platform.

He expands on the reasons thus:

After the YouTube channel was largely demonetized, people stopped watching in favour of influencers and short-form videos. No other formats seemed to work. After a few different format changes, the show is now discontinued.

The cynics would say that this was just Bussler failing to adapt to the changing media landscape online, and that's not an incorrect statement to make, but the thing that makes me so sad about all this is that there is demand for stuff that isn't influencer-led short-form content. Just not enough to be commercially viable, unfortunately; not enough for one of the OG online video creators to want to continue with the thing that made him famous — and which, I suspect, is at this point completely unknown to a couple of generations of people.

Bussler worked hard on Classic Game Room and his other projects, and it must have been so frustrating for him to continually feel his efforts knocked back — particularly when he tried all manner of different things after it seemed that Classic Game Room had, for one reason or another, fallen out of favour.

So I'm sad for him. I'm sad that he has felt the need to, in his words, "permanently retire from filmmaking, game journalism and animation". At the same time, I completely understand why he has taken that decision. Again, in his own words:

Mark spends his free time reading and biking instead of using garbage social media apps. He has no patience for algorithms and prefers looking at old-fashioned paper.

I completely understand why one would want to retire from the Internet in this age of relentless, pointless, disposable short-form content. I often feel like I want to do so, too. I've spent many years carving out a little corner of the Internet that I can feel proud of with places like this blog, MoeGamer and my YouTube channel, but sometimes it all feels incredibly pointless.

I'm sad to see someone whose work I enjoyed, and that I respected immensely, be so completely and utterly defeated by what passes for "culture" online today. I'm sad because I know how he feels. I understand why he's so frustrated. And I don't know how we fix this — or if it's even possible at this point.

Perhaps it's all part of getting old. You pass beyond a point of relevance, and the world feels like it isn't "yours" any more. Perhaps we all reach this point. But that seems like a bit of an inefficient way for everyone to live their lives. Surely there's a way for different types of "stuff" to coexist, without everything having to be dominated by whatever the latest "viral" bullshit is?

Apparently not. But oh well. I'm not going anywhere just yet. Even if no-one's reading, watching or listening, I still enjoy the act of creating something. It gives me some satisfaction — and it's perhaps for the best that I've never got to a point where I'd be tempted to try and use online content creation (ugh) as my main source of income.


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#oneaday Day 624: Revisionist gaming history https://imnotdoctorwho.moegamer.net/2026/02/21/oneaday-day-624-revisionist-gaming-history/ https://imnotdoctorwho.moegamer.net/2026/02/21/oneaday-day-624-revisionist-gaming-history/#respond Sat, 21 Feb 2026 21:48:33 +0000 https://imnotdoctorwho.moegamer.net/?p=37199 A few weeks back, someone started an argument with me about Final Fantasy VIII. They asserted that everyone had always hated Final Fantasy VIII, and that I was somehow wrong for remembering that my friends and I were super-hyped for it, enjoyed it immensely when it came out, and that reviews of the time were … Continue reading #oneaday Day 624: Revisionist gaming history

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A few weeks back, someone started an argument with me about Final Fantasy VIII. They asserted that everyone had always hated Final Fantasy VIII, and that I was somehow wrong for remembering that my friends and I were super-hyped for it, enjoyed it immensely when it came out, and that reviews of the time were also very kind to it. Review scores aren't the be-all and end-all, of course, but they do act as a pretty good barometer of roughly how positive the critical reception for a given title was.

I bowed out of the conversation early on because it was pretty clear from the outset that the person attempting to start this argument was not going to listen to any viewpoint other than their own, even when it was coming from someone who lived through the experience of that game coming out, and they just wanted to hate on something that had, in recent years, become fashionable to bash.

Now, I'm not going to attempt to convince you one way or the other about Final Fantasy VIII at this point. It's one of those games that you either "get" or you don't, and I don't blame anyone who doesn't "get" it. But to extend "I don't get this" out to "everyone everywhere always hated this" is ridiculous. It's absolute revisionist history, and it's something that drives me absolutely bonkers about online discourse over video games these days.

It happens with more recent games, too. Take Mario Kart World, a game which does some really interesting things with the Mario Kart formula, and one which is designed with so much polish that I really can't take anyone who says it is a "bad" game seriously. And yet to some folks it is "the worst Mario Kart there has ever been" and, again, "everyone hated it". No, no they did not.

Or another example: I saw a post just this evening that implied that The Legend of Zelda: Echoes of Wisdom was a bad game, primarily due to the fact that none of the original team who worked on the first ever The Legend of Zelda game (which is celebrating an anniversary milestone right now) worked on it. I take two issues with this: one, that everyone who worked on the original The Legend of Zelda is probably either an old man or dead at this point, and thus should be left to get on with their life in peace, and two, Echoes of Wisdom wasn't a bad game! Not even a little bit!


EDIT: The account in question has since clarified that they meant it was "sad" that Echoes of Wisdom was the first game without any of the original team that was involved, not that they thought it was a "sad" game due to it not being any good. I have left the preceding paragraph as-is to take ownership of my own misunderstanding — and to acknowledge that I wasn't alone in it, hence the account's clarification of what they said.


And don't even get me started on Final Fantasy XIII.

There is one thing that all these examples have in common, though, and that is the fact that all of them do something different to what is expected as "the norm" in their respective series. For Final Fantasy VIII and XIII, this should be no surprise to anyone who has ever paid attention to the series and its core philosophy of "if it's not new, it's not Final Fantasy" (as I wrote about nearly ten years ago right here), but, to this day, people are confused by the fact that Final Fantasy VIII and XIII are very unconventional in a lot of ways. (Interestingly, very few people seem to have a problem with Final Fantasy XII these days, despite, in many ways, it being a way more significant disruption from the series "usual format" than many other entries.)

For Mario Kart World and Echoes of Wisdom, those two games were always in a bit of a no-win situation. Do something the same as previous games and they would be regarded as pointless and unambitious. Do something a bit different, as they both did, and people complain that they're not like all the other games in the series! Seriously daft.

The most annoying thing about this constant revisionist history is that it makes it impossible to have sensible discussions about these games. Pretty much as soon as it became clear someone was spoiling for a fight over having the "correct" opinion about Final Fantasy VIII (and what "everybody" thought of it, apparently), the entire thread derailed and became impossible to have a reasonable discussion in. Anyone who attempted to highlight the things that they, in fact, liked about it was shouted down, and it just became pointless to even try. I've seen enough threads like that in my time to know that it really wasn't worth trying in the first place, which is why I bowed out of it early.

When it comes to Final Fantasy VIII, I'll just leave you with one little story from my past. In the period between Final Fantasy VII and Final Fantasy VIII coming out, our friendship group had a perpetually running joke with the local computer shop owner, in which literally every time we went in there (and we went in there a lot), we would ask him if he knew when Final Fantasy VIII was coming out, to which he would reply by mumbling something mostly incoherent about "stocks". This became such a notorious exchange among our friendship group that during our obsession with the Klik and Play games-making software, one of our number immortalised the discussion in his project Resident Evil EX, by incorporating a fully-voiced scene in which the protagonist, Agent Wesley Wilson, would walk into a computer store in the in-game mall, ask if the shopkeeper knew when Final Fantasy VIII was coming out, to which he would reply "asfhgblaskbkljblkl stocks".

That's how excited we were for Final Fantasy VIII to come out. And when it eventually did come out, I had people in my university room almost every night to come watch and see what would happen next.

So don't fuckin' tell me that "everyone always hated" something. Because, inevitably, it isn't true. In pretty much every instance like this, what the person saying that "everyone always hated" something means is "I didn't really like this" and "I'm unwilling to entertain the possibility that anyone else did".


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 623: The slow, agonising death of Xbox https://imnotdoctorwho.moegamer.net/2026/02/20/oneaday-day-623-the-slow-agonising-death-of-xbox/ https://imnotdoctorwho.moegamer.net/2026/02/20/oneaday-day-623-the-slow-agonising-death-of-xbox/#respond Fri, 20 Feb 2026 21:57:29 +0000 https://imnotdoctorwho.moegamer.net/?p=37197 In case you missed today's news, Xbox head Phil Spencer is "retiring", and his supposed heir apparent, Sarah Bond, has also resigned. Replacing Spencer is Asha Sharma, an AI person who has said that there will be no AI slop on Xbox. Suuuuure there won't. The continual mismanagement of the Xbox brand pretty much ever … Continue reading #oneaday Day 623: The slow, agonising death of Xbox

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In case you missed today's news, Xbox head Phil Spencer is "retiring", and his supposed heir apparent, Sarah Bond, has also resigned. Replacing Spencer is Asha Sharma, an AI person who has said that there will be no AI slop on Xbox. Suuuuure there won't.

The continual mismanagement of the Xbox brand pretty much ever since the Xbox One was first announced has been fascinating and horrifying to watch. Everyone knew something was up as soon as we saw "TV, TV, TV" and it hasn't really gotten any better since.

Oh, I know some of you are thinking "what about Game Pass?" and, to be sure, Game Pass seemed like a good thing for a while. Pay a monthly subscription and get access to loads of games? Brilliant! I'll never finish a video game ever again!

Of course, Game Pass wasn't so rosy for developers who were getting the video game equivalent of Spotify's fractions of a penny per stream, but the consumers didn't care about that, they got "free" games!

Today, I have seen some begrudging acceptance that Game Pass may have played at least a little role in the Xbox brand's current and ongoing woes, and I have to say, it's a tad frustrating. Those of us who saw Game Pass for what it was from the beginning have been screaming from the rooftops that this situation was inevitable for literally years at this point, and now you go "oh yeah, maybe that was an issue"? Come the fuck on.

Regardless, I cannot remember the last time Xbox announced anything that I was even a little bit excited by. I can barely name any things that are "iconically Xbox" at this point, because all their big franchises have jumped ship to other platforms — including their biggest rival, Sony, in numerous cases. So what reason even is there to own an Xbox at this point?

That's the root of the problem, really. There is no reason to own an Xbox. Couple that with confusing messaging about exactly what an Xbox "is" — I still maintain that going Xbox, Xbox 360, Xbox One, Xbox Series S/X is just bafflingly stupid branding, particularly given that consumers were demonstrably dumb enough to not know Wii U was a distinct thing from the Wii — and you have a disaster waiting to happen. Xbox didn't even really have the distinction of being a "Game Pass box", because you can get Game Pass on PC, too, and even stream a bunch of stuff without having gaming hardware up to the job of running these things locally!

I genuinely, truly believe that there's a fascinating story behind the scenes here, and I hope that one day it will be told. I feel like it will make a great book. For now, I can look back on the two Xbox generations that were actually good — the one where it was a stealth Dreamcast successor, and the one where it comfortably led the entire pack — and still enjoy those games, while shaking my head at the veritable litany of errors that have transpired since those days.

The games industry is in a funny old place right now. Between Sony shuttering Bluepoint Studio without allowing them to do the one thing that they're good at — remaking games — and this latest Xbox shenanigans, this feels very much like the high-end of things starting to crumble and collapse. When the dust settles, there will still be a games industry, but it's going to have to look and operate very differently from today if it wants to survive.

Turns out chasing perpetual growth in the name of the rot economy doesn't actually pay off. Whoever could have seen that coming?!


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 622: Are we fucked? Revisited https://imnotdoctorwho.moegamer.net/2026/02/19/oneaday-day-622-are-we-fucked-revisited/ https://imnotdoctorwho.moegamer.net/2026/02/19/oneaday-day-622-are-we-fucked-revisited/#comments Thu, 19 Feb 2026 18:34:33 +0000 https://imnotdoctorwho.moegamer.net/?p=37194 Back in October of 2024, I wrote a post entitled "Are we fucked?" in which I was concerned about the direction the world appeared to be going. At the time, my main concern was with the growth of the AI space, and its seeming lack of any benefits whatsoever to humankind, while demonstrating its clear … Continue reading #oneaday Day 622: Are we fucked? Revisited

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Back in October of 2024, I wrote a post entitled "Are we fucked?" in which I was concerned about the direction the world appeared to be going. At the time, my main concern was with the growth of the AI space, and its seeming lack of any benefits whatsoever to humankind, while demonstrating its clear potential to cause very serious problems for both society and the environment.

That hasn't gone away. And neither has the other fear I expressed in that post: that, if Donald Trump would somehow, inexplicably, find himself in the White House once again, that America would become an unpleasant, unsafe place to be. In fact, things have ended up in that regard far worse than I think anyone could have imagined: a lawless "police" (and I use the term loosely) force gunning down innocent people in the streets; people being forced into utterly inhumane conditions having not committed a crime; the systematic revocation of a system of human rights we spent the best part of the last century putting in place, and which still had quite a bit of work to do.

Every day I look around at what the world has become and I am, honestly, scared. I feel like significant portions of the world have just gone completely insane.

Take the AI thing. AI is fucking everywhere now, despite it being abundantly clear that everyone except shareholders and C-Suite tossers hates it. It's making things worse. It's causing people's skills to atrophy at a frightening rate. It's destroying the environment. It's crashing the economy. It's making the Internet near-unusable in certain areas. And all for what? I couldn't tell you. All I can tell you is that the whole thing is a terrifying waste of money and resources, and I hope beyond hope that it will not be long until everyone wakes up and realises "what the fuck have we been doing?"

Except, at this point, with such a significant portion of the world's economy being propped up by this odious, utterly useless "industry", things coming crashing down are going to affect everyone — including those who have always been against this garbage. It's a financial disaster waiting to happen — and all the people who have spent the last few years completely discarding any practical skills in favour of "prompting" are going to be utterly screwed.

As many have pointed out, it's a symptom of a larger problem. The AI industry's dominance of things like the RAM and storage market are part of corporations' attempts to take away ownership of "The Computer" from individuals and force us all into "the cloud". Because if all we're using are dumb terminals to log on to the corporate cloud, that means the corporations can absolutely completely and utterly control what we can do. And everything that is wrong with politics and society right now can be laid at the feet of the few rich, corporate billionaires. Not coincidentally, pretty much all of them appear to have ties to legendary nonce Jeffrey Epstein.

I dunno man. I don't know how to deal with this any more. I'm scared for my future, and I'm scared for the world in general. I don't like it. This is not what "The Future" was supposed to be like. We had lots of cautionary tales telling us not to do all this shit — and yet we appear to have just gone and done it anyway.

The human beings with all the power absolutely suck, and they don't give a shit what all this is doing to regular-ass people, so long as it continues to make them more money than they will ever be able to spend in their lifetimes — money which will never, ever be spent on anything even vaguely approaching "the common good".


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 621: Tired https://imnotdoctorwho.moegamer.net/2026/02/18/oneaday-day-621-tired/ https://imnotdoctorwho.moegamer.net/2026/02/18/oneaday-day-621-tired/#respond Wed, 18 Feb 2026 22:51:06 +0000 https://imnotdoctorwho.moegamer.net/?p=37192 I am, as these things tend to go, back from my day at the office, following a horrible long drive home in the cold and wet, featuring a stop for a Burger King at Fleet Services that I honestly kind of regret now. I got back too late to pick up my prescription from Tesco, … Continue reading #oneaday Day 621: Tired

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I am, as these things tend to go, back from my day at the office, following a horrible long drive home in the cold and wet, featuring a stop for a Burger King at Fleet Services that I honestly kind of regret now. I got back too late to pick up my prescription from Tesco, too, so that was annoying. If I hadn't stopped for the Burger King I might have made it. But oh well.

As a result of all this, I am extremely tired and my brain feels like it is firing on roughly 30% capacity. As such, I have started writing this without any particular topic in mind, so I'm just going to babble my way through it until I've done enough words to satisfy myself, and then, honestly, probably just go to bed.

Ooh, here's something I can talk about. Last night I got around to finally watching Pixels to Pages: The Story of Electronic Gaming Monthly, a well-regarded documentary put together as a collaborative affair between the My Life in Gaming and Game Sack channels. I have slightly mixed views on it, because while I cannot deny that it was a well-crafted, well-produced and beautifully edited documentary, it purports to be "the story of Electronic Gaming Monthly" while it is, in fact, "the story of Electronic Gaming Monthly's early years".

Since, as a Brit, I came to EGM rather late, primarily due to my brother taking up the Editor-in-Chief's reins in 1998, I only really knew it from when it was well into the Ziff-Davis era, and the documentary was disappointingly scant on anything from that age of the magazine. My brother got a passing mention as "they got some new guy in, I think he was from England?" and that was it; the vast majority of the documentary focused on the people who helped start it at Sendai Publications, with a few contributions from Frank Cifaldi of the Video Game History Foundation and Dan "Shoe" Hsu, who joined EGM in 1996 and remained with it until 2008.

For context, EGM ran between 1988 and 2009, and the Ziff era started in 1996. To be fair, the story of EGM's early days is fascinating, and its history is populated by real characters, but it just seemed a bit odd for the documentary to position itself as telling the story of a publication and then just… not really acknowledge anything that happened after 1996 beyond a brief, cursory mention. I'm not just saying this because I'm biased and want to see a family member's contributions to the publication's legacy acknowledged — though that is, of course, part of it — it just felt a little odd to rush through a good 12 years of the magazine's existence as if they didn't matter.

Still, like I say, the documentary is a worthwhile watch, and even with its specific focus it's quite a lengthy affair. It's entirely possible that they just decided to focus on the early days because they thought that was the most interesting story to tell — and I reiterate, it is an interesting story! — or perhaps there was some reason people from the Ziff era were unable or unwilling to contribute their voices to the whole thing. The net result was that it left me with somewhat mixed feelings about the project as a whole, but happy to recommend it to anyone interested in the subject matter.

Among other things, this documentary, along with the continuing excellent work of the Fun Factor podcast, has rekindled a desire to do more Magazine Stuff on my YouTube channel. So I'm going to do exactly that this weekend. There's a lot of different things I would like to cover, so you'll have to wait and see what I decide to do!

Anyway, that's enough of that. Time for bed.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 620: It's that time again https://imnotdoctorwho.moegamer.net/2026/02/17/oneaday-day-620-its-that-time-again/ https://imnotdoctorwho.moegamer.net/2026/02/17/oneaday-day-620-its-that-time-again/#respond Tue, 17 Feb 2026 22:38:29 +0000 https://imnotdoctorwho.moegamer.net/2026/02/17/oneaday-day-620-its-that-time-again/ Yep, it's that time when I come at you live from a hotel room in sunny and fragrant Letchworth, ready and waiting for an invigorating day in the office tomorrow. It took me over four fucking hours to get here today due to traffic on the sodding M25, but I did at least have some … Continue reading #oneaday Day 620: It's that time again

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Yep, it's that time when I come at you live from a hotel room in sunny and fragrant Letchworth, ready and waiting for an invigorating day in the office tomorrow.

It took me over four fucking hours to get here today due to traffic on the sodding M25, but I did at least have some entertaining listening material in the form of a couple of Fun Factor podcast episodes that I hadn't yet gotten around to. And I've said it before, and will probably say it again, but this show is a great listen for anyone who, like me, grew up with video game magazines in the '80s and '90s.

I had a Taco Bell on the way down, though, so that was nice. Taco Bell in this country doesn't generally make one want to shit one's pants, and it's a nice change from the usual service station fare. I have also got a bag of freeze-dried sweets, because I saw them in Morrisons and was curious. They're quite nice, but also a bit like eating polystyrene. I don't dislike the experience, but I probably won't be in a hurry to get another bag.

I have brought a companion with me this time. This is Geoff:

Geoff was hastily hand-made for me by my wife after I got her a Valentine's Day gift and she had forgotten what date it was. (I wasn't mad, I wasn't expecting anything in return — I just like buying gifts!) When I say hastily, I mean it — she bashed him out in just a couple of hours, which is seriously impressive, and she is a wonderful person I am lucky to have in my life.

Why Geoff? Because Andie thought his mouth looks like a moustache, and from that I thought he looked like our head of sixth form, Mr Watts, whose first name was Geoff. So he's Geoff.

Anyway, that's about all for today because I'm typing on my phone and I hate doing that. So that's all you get for now. Have a lovely evening!

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#oneaday Day 619: My kingdom for some new ideas https://imnotdoctorwho.moegamer.net/2026/02/16/oneaday-day-619-my-kingdom-for-some-new-ideas/ https://imnotdoctorwho.moegamer.net/2026/02/16/oneaday-day-619-my-kingdom-for-some-new-ideas/#respond Mon, 16 Feb 2026 19:32:47 +0000 https://imnotdoctorwho.moegamer.net/?p=37188 I watch a few YouTube channels that I would describe as "generic semi-mainstream entertainment". These include Good Mythical Morning, its spinoff Mythical Kitchen, and the Game Grumps spinoff, The Grumps (which primarily consists of their show, 10 Minute Power Hour). I enjoy all of these channels and generally watch most of the stuff they put … Continue reading #oneaday Day 619: My kingdom for some new ideas

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I watch a few YouTube channels that I would describe as "generic semi-mainstream entertainment". These include Good Mythical Morning, its spinoff Mythical Kitchen, and the Game Grumps spinoff, The Grumps (which primarily consists of their show, 10 Minute Power Hour). I enjoy all of these channels and generally watch most of the stuff they put out, but I can't help but notice a lot of channels like this seem to be stuck in a bit of a holding pattern of the same few ideas, over and over.

"We ate EVERYTHING by [brand]!" "We try VIRAL TikTok [trend]!" "We cook STRUGGLE MEALS!" The strength of the channels I've mentioned by name above is that they generally manage to put their own distinctive twist on things — Good Mythical Morning is heavily formulaic, but has a warmth to it that is very appealing to feel like you're included in; Mythical Kitchen's chaotic energy combined with genuine cooking skills and a willingness to experiment with unconventional concoctions is always enjoyable to watch; and The Grumps is always anarchic chaos — but I won't deny that I feel my heart sink just a little when I see those same old "content" trends being recycled over and over and over.

I think my least favourite of them is anything to do with TikTok, because that inevitably devolves into a significant part of the episode being watching people watching vertical videos of other people yelling at their camera, and I already find that format of video to be uncomfortable and annoying to watch. I also tend to dislike it when one creator's work is dependent on providing commentary on another creator's work; while none of the above-mentioned channels go about this in the "wrong" way, it absolutely can be a vector for abuse and exploitation, as veteran YouTuber Jacksfilms' spinoff channel JJJacksfilms highlights regularly.

My one exception to generally disliking "reaction" videos is when it's the Grumps reacting to their own stuff. A particular highlight in this regard is always any time the musicians "Sbassbear" get involved, remixing some of the more stupid moments from the Grumps' video game show into some real toe-tappers. Not only are the remixes brilliant in their own right, but the Grumps' reactions to them are always entertaining; it's a real "laugh along with them" moment in the same way as watching out-takes in which actors completely lose the plot and get the uncontrollable giggles is appealing.

Conversely, the one instance of the things above that I do tend to feel has legs is the "We tried everything by [brand]", because there's so many different types of things out there that you can explore, and each will result in quite a different video. Consider one video trying out every type of Oreo, and another trying every variety of Buldak noodles. Very different. The trouble is, even within this particular niche, you tend to see the same brands coming up all the time — with Oreos and Buldak being two of the prime offenders in this regard. It's one reason I'm quite fond of the CheapShow podcast's "Off-Brand Brand-Off" segment, in which they try own-brand and branded varieties of a single thing in order to determine which one, if any, is the "best".

I guess there are only a finite number of ideas in the world, and if you're making YouTube your career, you have to go where both the trends and "the algorithm" take you. And I guess that means making endless "We try VIRAL TikTok recipes!" videos. Which is a bit of a shame, because we, as humans, are capable of a lot more.


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#oneaday Day 618: Triple threat https://imnotdoctorwho.moegamer.net/2026/02/15/oneaday-day-618-triple-threat/ https://imnotdoctorwho.moegamer.net/2026/02/15/oneaday-day-618-triple-threat/#respond Sun, 15 Feb 2026 20:56:20 +0000 https://imnotdoctorwho.moegamer.net/?p=37186 Had a productive weekend of making some videos. There are three new ones on the way soon, and I've got another Wolfenstein one with its voiceover recorded that just needs assembling into some sort of shape. For the upcoming videos, there's a couple of Master System games involved. The Sega Master System is a platform … Continue reading #oneaday Day 618: Triple threat

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Had a productive weekend of making some videos. There are three new ones on the way soon, and I've got another Wolfenstein one with its voiceover recorded that just needs assembling into some sort of shape.

For the upcoming videos, there's a couple of Master System games involved. The Sega Master System is a platform that I'm very fond of that doesn't get nearly enough love — and which I haven't spent nearly enough time fiddling with, either. So these two games will likely be the first of many in total. I'm looking forward to exploring the library further, because as a Japanese console that was particularly popular in Europe and failed to make any sort of impact whatsoever in America, it's a thoroughly interesting platform.

It's one of those situations where I'm not entirely sure why it never broke America, either. In technical terms, it's quite a bit better than the NES, but as numerous generations of console hardware dominated by Nintendo have shown, it's not always the most powerful system that wins the race. You've gotta have the games, you've gotta have the cultural penetration, and you've gotta have a lot of luck.

I guess one could argue that the NES has more "iconic" games — there are three Super Mario Bros. games alone on it — but the Master System has some solid versions of Sega arcade classics, and some truly excellent Sonic the Hedgehog games. While not as fancy-looking and sounding as their 16-bit counterparts, many argue that the Master System Sonic games are, in fact, the better entries in the series. I haven't quite made my mind up in that regard — I do love a 16-bit Sonic — but I do know from covering a huge heap of Sonic games a few years back on MoeGamer that the 8-bit Sonic games are very good indeed. (Just avoid the Game Gear version of Sonic the Hedgehog 2.)

Anyway, the Master System games I covered today come from two extremes of the "spectrum", if you want to call it that. There's one game that I imagine is pretty readily available for not much money (although interestingly CEX doesn't appear to have it listed) and another that is notoriously rare and expensive. After beating it in half an hour today, I'm glad I haven't spent £400 on it. It was fun for that half an hour, at least.

So yeah. Those videos, along with an Atari 8-bit port of a true classic, are on the way for the coming week. Watch out for them and please enjoy them when they're live! Or don't, if you don't want to, particularly after what I said yesterday. But it'd be nice if you did. My channel's over here, if you've never paid it a visit.


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#oneaday Day 617: Single screen https://imnotdoctorwho.moegamer.net/2026/02/14/oneaday-day-617-single-screen/ https://imnotdoctorwho.moegamer.net/2026/02/14/oneaday-day-617-single-screen/#respond Sat, 14 Feb 2026 19:51:14 +0000 https://imnotdoctorwho.moegamer.net/?p=37184 There are a few people I follow (and a few I've followed recently) that I primarily followed because I like what they do in terms of streaming — but I'm almost certainly never going to watch them. This is not because I dislike or do not enjoy what they do on their streams, but because … Continue reading #oneaday Day 617: Single screen

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There are a few people I follow (and a few I've followed recently) that I primarily followed because I like what they do in terms of streaming — but I'm almost certainly never going to watch them. This is not because I dislike or do not enjoy what they do on their streams, but because I honestly don't understand how anyone has the time to sit and watch streamers.

This is probably at least partly a "me" problem. I am the sort of person who prefers to engage in a single activity at a time. If I'm playing a game, that's all I'm doing; splitting my attention between that and a podcast, video or stream feels like I'm being disrespectful to the developers of the game; they crafted it to be paid attention to, after all, and thus I feel like the least I can do is appreciate it as intended, with my full attention.

I sometimes feel like I'm in a bit of a minority in doing this, though. People talk a lot about "second screen content" — some streamers, like the excellent Josh Strife Hayes, make a recurring joke about it — but I've tried, and I just can't do it. The way my attentiveness works is that I can pay attention to one thing or the other, not both. If I'm paying attention to the game, I'm not listening to the podcast, video or stream; if I'm paying attention to the podcast, video or stream, I'm not giving the game my full attention.

I guess part of this is down to the games I play. I don't play any multiplayer-centric games or MMOs that demand you repeat things over and over again, and thus I don't really play anything that really lends itself to dividing your attention away from it. I am, as I always have been, generally inclined towards games with interesting stories or compelling mechanics, and in both of those instances you are robbing yourself of the full experience if you're not giving those your full attention. Perhaps I might feel a bit differently if I was grinding my way through a Battle Pass (ugh) or still on the Tomestone grind in Final Fantasy XIV, but I am not doing either of those things right now. I'm not ruling out a return to Final Fantasy XIV at some point, but I'm pretty certain my days of playing that game hardcore are well and truly behind me.

I mean, I guess I could have put a podcast or video or stream on while I was playing Hyrule Warriors: Age of Imprisonment recently? There are some repetitive missions in that, but then there are also story missions where I want to pay attention to what's going on, and I like enjoying the whole audio-visual experience of that game: the graphics; the sound; the music; the voice acting. Now I've reached the postgame, I could feasibly grind my way through some of those challenges with divided attention, but I'm not sure I'm going to do that; I'm likely going to move on to something else instead, and maybe dip into the postgame any time I just feel like punching Moblins.

My wife, meanwhile, has YouTube videos on constantly, whether she's playing Final Fantasy XIV or whichever farming and crafting game has caught her attention recently. She even does some work sometimes, inevitably with a YouTube video on.

See, I even find it quite difficult to do work with a distraction like a video, podcast or stream; I do work quite well with a musical accompaniment, mind. I think it's the talking. If someone is talking, my mind tells me, repeatedly, pay attention to this. And if, for whatever reason, I'm not able to, I start to feel genuinely stressed out. I know this because I'm very conscious of it any time someone tries to talk to me while I'm in the middle of, say, watching a video, or TV show, or something like that. Two people talking at the same time makes my brain melt and I don't like it.

The other completely unrelated issue is that many of the streamers I might otherwise be inclined to watch are often playing games that I want to play at some point. And if I haven't played that game myself yet, I will tend to avoid anything else about it online (including reviews) until I have at least tried it for myself. That's just a habit I've fallen into — although I must admit, there have been occasions where I have watched a YouTuber like GameGrumps or ProJared play something and thought "yeah, that looks fun, I'll give it a go myself".

Because yes, it's not that I don't watch any video game stuff online at all. We quite often watch Game Grumps with lunch or dinner. But those are 20-30 minutes at most, focused on the game (well, focused on Arin and Dan's experience of playing the game, at least) and coming to a clear conclusion after a set amount of time. Your average stream, meanwhile, is several hours long and includes boring bits of downtime, shout-outs to donations and subscribers and all that stuff, and I just find all that very distracting.

I dunno. I guess I just have to come to the conclusion that there are parts of the Internet experience today that I just don't really get and probably won't ever get. And I think I'm fine with that.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 616: When collecting goes too far https://imnotdoctorwho.moegamer.net/2026/02/14/oneaday-day-616-when-collecting-goes-too-far/ https://imnotdoctorwho.moegamer.net/2026/02/14/oneaday-day-616-when-collecting-goes-too-far/#respond Sat, 14 Feb 2026 01:01:33 +0000 https://imnotdoctorwho.moegamer.net/?p=37180 There's a listing on eBay right now for, I quote, "Unopened Vintage Super Mario Bros Kraft Cheez Whiz 1989 Glass Jar 7" Inches". It looks like this: For the unfamiliar, Cheez Whiz is not supposed to be that colour. It is supposed to be this colour: The seller, "Black Cat Antiques and Art", has put … Continue reading #oneaday Day 616: When collecting goes too far

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There's a listing on eBay right now for, I quote, "Unopened Vintage Super Mario Bros Kraft Cheez Whiz 1989 Glass Jar 7" Inches". It looks like this:

For the unfamiliar, Cheez Whiz is not supposed to be that colour. It is supposed to be this colour:

The seller, "Black Cat Antiques and Art", has put their Unopened Vintage Super Mario Bros Kraft Cheez Whiz 1989 Glass Jar 7" Inches on eBay for a selling price of $174.99 Canadian (about $128.57) and has claimed the condition is "new", but in the description is a little more honest about things:

This is being sold as a Collectable Container!

I have not opened this jar, however the lid seal may not be intact as it appears to be popped up. Likely from 33 years of sitting on a shelf. (I have not noted a smell)

Would you trust something that is that colour to not register a smell, particularly if its rancidity had forced the little poppy thing on the jar lid to pop — something which is only supposed to happen when you actually open the thing?

It continues:

PLEASE, do not open on receipt.

1. Value will drop significantly

2. It won't taste good, and may cause significant medical issues including…. (Anything you can imagine)

3. It will likely smell bad, really really bad!

4. You may haves opened the last bottle in existence.

PLEASE, don't do it!

Number 1 and 4 are the things that interest me here. Black Cat Antiques and Art appears to think that having a glass jar in the shape of Mario that is full of Cheez Whiz so old it has turned the colour of chocolate spread is somehow worth $174.99 Canadian (or Best Offer) — and, moreover, appears to think that opening the jar to remove the biohazard within will hurt its value significantly.

Not only that, they appear to think that there is some sort of inherent value in keeping the contents intact, even though they also admit that it will probably make you very sick indeed.

I mean, come on, man, it's Cheez Whiz. The jar is vaguely interesting, but as a "collectable container" it's not especially useful or collectable if there's a chance that what's inside might be sentient and waiting to devour you in your sleep. (For reference, empty instances of the same jar are currently listed on eBay for anywhere between $25 and $55 Canadian — this was evidently a Canada-specific product)

"No, no, no, don't open it, you'll tank the value" is by no means uncommon in the collectors market. Hell, there are people out there who buy two of every Evercade release "to keep one sealed" for some reason. But this is perhaps the most baffling instance I have ever seen of it.

Who would want this? For anything other than a funny bit online, I mean. (There are, at the time of writing, a couple of folks deliberating over buying this for the funnies, including Dan Ryckert of Giant Bomb.) Like, I want to meet the sort of collector who thinks buying a jar of rancid Cheez Whiz for over a hundred dollars is somehow a good investment. And then I want to ask them, sincerely, why?


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 615: No context cats https://imnotdoctorwho.moegamer.net/2026/02/12/oneaday-day-615-no-context-cats/ https://imnotdoctorwho.moegamer.net/2026/02/12/oneaday-day-615-no-context-cats/#respond Thu, 12 Feb 2026 19:37:54 +0000 https://imnotdoctorwho.moegamer.net/?p=37177 The above image has nothing to do with what I want to talk about today. Or maybe it does. I haven't decided yet, because I don't really know what I'm going to write about yet — despite having already started writing. I have days like this, where I think "what should I blog about?" and … Continue reading #oneaday Day 615: No context cats

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The above image has nothing to do with what I want to talk about today. Or maybe it does. I haven't decided yet, because I don't really know what I'm going to write about yet — despite having already started writing.

I have days like this, where I think "what should I blog about?" and nothing comes readily to mind. I've found the best approach when this happens, pretty consistently, is just to open a document, start typing and let random thoughts spill out onto the page. If they make sense, great. If they don't, you can look back on it as an entertaining stream of consciousness, perhaps providing a bit of insight into what might have been going through my mind at the time.

Today has been a funny old day. Not because of anything I've been directly involved with, really, but just people have been in a bit of a funny mood. Notably, a Discord server I'm part of, which primarily consists of middle-aged men who make YouTube videos about old tech and software (like me), had a big old tiff in its #general channel that was frankly kind of bewildering to see unfold. The main instigator has been "timed out" for a week, so I guess it remains to be seen whether or not he will be back — and if he is, if he will have changed his attitude at all.

Elsewhere, I was having a conversation with some friends in the Squadron of Shame Discord server, and it brought back to my mind the fact that I don't feel like I really remember my 30s all that much. There's a block of a good 10 years or so that is just sort of a dark spot in my memory. It hasn't gone completely, because if I think back over it I can remember bits and pieces — and if I look back at blog posts from that era, I get an even clearer reminder — so it's perhaps more accurate to say that period of time just sort of passed by in a blur without me really intending or wanting it to.

Some of that is down to a few mildly to moderately traumatic happenings I was dealing with in that period, all of which are now, thankfully, things of the past — though as anyone who has suffered trauma will know, just because the cause of said trauma is not present any more, it doesn't mean it stops affecting you. Part of my "lost decade" is almost certainly my brain telling me "don't go back there, there's nothing fun back there to remember" and I should probably listen to it.

But it wasn't all bad, and there are things I miss from back then. Seeing friends. Having friends. Going out and doing things. Not being the size and level of unfitness I am now. Not having a hernia. Having the passion and enthusiasm to write something on MoeGamer every day and make multiple videos a week.

A lot of things are better now, of course. I'm in a stable job that pays well, as is my wife Andie. We're getting our windows and doors done soon. I have a HeroQuest campaign on the go. I have a satisfyingly large game collection that will probably last me until the day I die. I am in control of, and proud of, the various websites that I have, at this point, held for many years. We have two wonderful cats (pictured).

And yet with the way the world is right now, it's hard to feel entirely happy, because there are so many things that are concerning about the short- to medium-term future. And it's difficult to escape from them. Impossible, in some cases. I fear for what the next few years hold, both in terms of things in my personal sphere, and more broadly about the world in general.

But right now, just this second, as I type this, things are All Right. So I should probably enjoy these moments of things being All Right while I can. So that's what I'm going to go and do now.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 614: Can you hear us, sketching on your telephone https://imnotdoctorwho.moegamer.net/2026/02/11/oneaday-day-614-can-you-hear-us-sketching-on-your-telephone/ https://imnotdoctorwho.moegamer.net/2026/02/11/oneaday-day-614-can-you-hear-us-sketching-on-your-telephone/#respond Wed, 11 Feb 2026 21:10:34 +0000 https://imnotdoctorwho.moegamer.net/?p=37173 I finally bit the bullet and upgraded my smartphone recently. The USB-C port in my trusty Samsung Galaxy S-something was being rather unreliable, and I was getting fed up with it. I wasn't particularly enthusiastic about upgrading, though, because every single phone on offer appeared to be festooned with unwanted "AI" features. I plumped for … Continue reading #oneaday Day 614: Can you hear us, sketching on your telephone

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I finally bit the bullet and upgraded my smartphone recently. The USB-C port in my trusty Samsung Galaxy S-something was being rather unreliable, and I was getting fed up with it. I wasn't particularly enthusiastic about upgrading, though, because every single phone on offer appeared to be festooned with unwanted "AI" features.

I plumped for the Samsung Galaxy S25 Ultra, because my provider had a good offer on it, and I thought I might as well take advantage of it. It's an absolute beast of a phone size and weight-wise, which I rather like — but one thing I didn't know about it before I got hold of it was the fact it comes with an "S-pen" stylus.

This makes me quite happy, because I have fond memories of using Palm personal organisers with a stylus and resistive touchscreen, and I've always felt using your sweaty, greasy fingers is suboptimal compared to the precision one can get from a stylus.

One mild annoyance I have discovered with the stylus is that MagSafe accessories interfere with it, so if you have something like a magnetic PopSocket on the back, it fucks with the stylus. This is irritating, but not an insurmountable obstacle; the thing with a MagSafe PopSocket is that it's a lot easier to remove and put back on again compared to an adhesive one, so it's relatively little hassle to just remove the PopSocket when I want to use the pen, then stick it back on afterwards. But I digress.

I thought today I'd experiment with using the pen to draw something using the mobile version of Clip Studio Paint. And the results are… well, a bit cack-handed, as you can see above, but I can definitely see potential there. I've learned something from this brief little doodle, which is that if you're sketching on a phone, for heaven's sake zoom in and do a little bit at a time rather than trying to do the whole thing at once.

Imprecisions aside, though, I was actually quite pleased with the S-pen's performance for doodling, and the mobile version of Clip Studio Paint seems quite good. It's an annoying subscription-based app, because of course it is, but you can use it for up to 30 hours a month for free without ads. I strongly suspect I won't hit that limit, but I guess we'll see! I will continue to experiment with both the S-pen and the tablet I got for Christmas, and see where things go from there.

The phone in general seems pretty good for the most part. The screen is lovely, the speakers are surprisingly good and the cameras are excellent. I just wish it didn't bug you to "do more with AI!" when attempting to do something simple like make a note. No, black rectangle of doom, I do not need you to "summarise" my notes. The very point of making notes is already a summary of what to think about later. Nor do I need you to turn a doodle into something that is not a doodle. Fuck off and leave me alone and we'll get along just fine.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 613: The impenetrability of certain sports games https://imnotdoctorwho.moegamer.net/2026/02/10/oneaday-day-613-the-impenetrability-of-certain-sports-games/ https://imnotdoctorwho.moegamer.net/2026/02/10/oneaday-day-613-the-impenetrability-of-certain-sports-games/#respond Tue, 10 Feb 2026 21:07:36 +0000 https://imnotdoctorwho.moegamer.net/?p=37171 One thing I found while doing my Atari A to Z Flashback series a few years back was that I actually rather enjoyed a lot of Atari 2600 sports games — because they put "being a fun video game" first, a realistic simulation of the sport a distant second. Likewise, I rather enjoy Irem's 10 … Continue reading #oneaday Day 613: The impenetrability of certain sports games

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One thing I found while doing my Atari A to Z Flashback series a few years back was that I actually rather enjoyed a lot of Atari 2600 sports games — because they put "being a fun video game" first, a realistic simulation of the sport a distant second. Likewise, I rather enjoy Irem's 10 Yard Fight, as it is by far the most accessible take on American football I think I've ever seen — with Doug Neubauer's Super Football for Atari 2600 close behind.

The reason these games are so accessible is because they implement the sort of basic understanding of the rules that can be picked up very quickly and don't get bogged down in the intricacies. They don't assume knowledge beyond "man kick ball, score point" and don't throw you in at the deep end with a series of impenetrable-seeming options that, as a beginner, you have no idea what to do with.

I've felt like this about American football titles in particular for a very long time, ever since I first played the original John Madden Football on Sega Mega Drive all those years ago. Yes, the parallaxing, quasi-3D field was super-impressive, and back then that was reason enough to boot the game up, but as soon as those "play selection" screens popped up, I didn't have a clue what I was supposed to do with them.

And what's worse, the documentation for those games doesn't explain anything about it, either — meaning that, for someone who has only ever been vaguely aware of American football as a sport that exists, and who occasionally was allowed to stay up late with his Dad to watch it on Channel 4, there is seemingly no real route "in" to picking up and enjoying these games. And, rather than modern games getting more accessible and inclusive, they've just become more and more complex over time.

I feel the same about wrestling games. The last time I played a wrestling game was Smackdown 2 on the original PlayStation, and I didn't entirely understand what was going on there. Oh, sure, I knew what the buttons did, but not how you were actually supposed to use those buttons effectively to demonstrate your skill at the game.

I've tried wrestling games that came out both before and after it, and I have not found a single one where I felt comfortable that I could explain to anyone else "how to play". At least Smackdown 2 had that incredible character creator, and to be honest, that was where the majority of the appeal was — we had many a drunken night at university making digital recreations of people we knew, cartoon characters and, on one memorable occasion where my friend managed to get the sliders to go outside of their usual ranges, an absolutely horrific looking monster known as "The Freak", who would burst on stage with his iconic war cry, "Baggogh!", and stare his opponents down with a growled "Durgogh."

Every so often, I get a strange urge to want to learn how to play either American football and/or wrestling games. And every time I am hit with the same issue: there does not appear to be any good way to "learn" them. There do not appear to be any helpful guides online that don't assume you already know how to play the games (and have an in-depth knowledge of the sports themselves); the documentation for them is threadbare at best and non-existent at worst; and any "tutorial" or "training" modes in the games focus on telling you which button does what, rather than actually how to play effectively.

I feel like there would be a good article or two in learning how to play these games! I could even tell other people how to learn how to play them, because I'm sure I'm not the only one who has looked at these two genres (and other, related types of game like, say, baseball, or football management) and thought "I'd bet I'd like that if I understood it"!

Only trouble is, I don't understand them. And I don't even know where to begin doing something about that!


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#oneaday Day 612: Cleaning up the filth https://imnotdoctorwho.moegamer.net/2026/02/09/oneaday-day-612-cleaning-up-the-filth/ https://imnotdoctorwho.moegamer.net/2026/02/09/oneaday-day-612-cleaning-up-the-filth/#respond Mon, 09 Feb 2026 20:44:08 +0000 https://imnotdoctorwho.moegamer.net/?p=37124 I spent a goodly portion of this evening cleaning up my Google Photos library, because, frankly, it's been a right mess for years. It still is a right mess, but at least I have got all most of the hentai out of it now. How did it get into this state, I hear you ask? … Continue reading #oneaday Day 612: Cleaning up the filth

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I spent a goodly portion of this evening cleaning up my Google Photos library, because, frankly, it's been a right mess for years. It still is a right mess, but at least I have got all most of the hentai out of it now.

How did it get into this state, I hear you ask? Well, it's partly my fault, partly the fault of software. It's my fault because I didn't think to change the settings on various pieces of software, including the Google Drive and Photos apps for PC and my various phones' operating systems, and it's the software's fault for, by default, backing up images from every folder on my devices instead of just ones that make sense — like, you know, the camera roll. Lesson learned. Always check if your phone is "syncing" things you don't want it to!

In other words, what had happened is that, on numerous occasions, I had downloaded a dirty picture or ten that I found invigorating, and Google Photos had dutifully backed this up, despite me not actually wanting it to do that. So every so often, when scrolling back through the archives, I would inadvertently stumble across some absolute filth that probably shouldn't be in there. Nothing illegal, I should probably point out, but still not the sort of thing you want to accidentally appear on your screen when you're looking for a picture of your dearly departed cat or what your living room used to look like and attempting to show someone.

The most egregious offender actually wasn't explicitly offensive at all, but it was still taking up a lot of my library. Evidently at some point I had downloaded an archive of all the card art from the Senran Kagura mobile game — I wasn't going to play it, but I liked the art — and, again, Google Photos had dutifully backed this up despite me not actually wanting it to.

Unfortunately, the images from the Senran Kagura mobile game had all sorts of timestamps on them, so I would find them scattered randomly throughout actual photos I wanted to keep over the course of several years in my library's timeline. Towards the earlier years, there was a big lump of them all together though — it felt good to sweep all those into the trash.

I'm not doing this out of any sort of prudishness or anything — I still love some fine anime tiddies, after all — but more out of a desire to make Google Photos a bit more useful as an image archive, since there are myriad other options for getting one's hands on grotty pictures. It's already got a lot of screenshots in there as well as actual photographs, though I'm fine with that — it means that if I want to grab a screenshot of a game I played 10 years ago, I probably can — I just didn't want it full of images that I'd just downloaded for the sake of it. That includes silly memes and screengrabs of Twitter posts, also; any arguments those screenshots were intended to "win" are inevitably long gone, and life is too short to give a shit about what people I used to think were assholes are up to today. There's enough assholes in the present, thank you very much.

Anyway, I think I got most of the filth. I'm sure I will continue to find random little bits and pieces here and there, but at least now it will be more like a little treat and a surprise rather than "good Lord, most of 2016 appears to consist of anime women in provocative poses and Kirino from Oreimo with a massive cock".

That's it. That's the post for today. I'm off to play some Wolfenstein.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 611: The sad loss of the Olympic video game https://imnotdoctorwho.moegamer.net/2026/02/08/oneaday-day-611-the-sad-loss-of-the-olympic-video-game/ https://imnotdoctorwho.moegamer.net/2026/02/08/oneaday-day-611-the-sad-loss-of-the-olympic-video-game/#respond Sun, 08 Feb 2026 20:27:06 +0000 https://imnotdoctorwho.moegamer.net/?p=37121 I've always been extremely fond of Olympics-themed video games, ever since I played titles like Epyx's Summer Games and Activision's Decathlon on the Atari 8-bit. I haven't always kept up with all of the Olympic releases over the years, but I have added a few to my collection in more recent years. And I'm a … Continue reading #oneaday Day 611: The sad loss of the Olympic video game

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I've always been extremely fond of Olympics-themed video games, ever since I played titles like Epyx's Summer Games and Activision's Decathlon on the Atari 8-bit. I haven't always kept up with all of the Olympic releases over the years, but I have added a few to my collection in more recent years. And I'm a bit sad, as the Winter Olympics are unfolding at the time of writing, that the official Olympic video game is no more. At least, on consoles and PC; I believe for the last Olympics, there was some horrible mobile game that looked like absolute microtransaction-riddled garbage. So that's the end of that, I guess.

I'm not sure exactly what it is I like so much about these multi-disciplinary sports games. They are, in essence, just a collection of minigames, and some don't get more adventurous than asking you to tap a button or waggle a joystick very fast. But I have always enjoyed them a lot — at least in part because they tend to simulate sports that you don't otherwise get much of an opportunity to engage with in the video game space.

One of my favourite Olympics video games was Sega's official Tokyo 2020 game — released just before the COVID-19 pandemic hit and the "real" Tokyo Olympics were postponed. This was a huge amount of arcade-style fun, made all the better by the fact that you could create custom characters. Yes, multiple; while you spent most of the game playing as your one "main" athlete, you could also create a team of other athletes who would show up in events that required multiple participants, such a rugby sevens, soccer, judo and suchlike.

What made this even more fun is that Sega decided to err on the side of "silly" to a certain extent, so these characters were somewhat cartoonish in their proportions, and you could unlock and dress them up in all sorts of thoroughly silly outfits as well as vaguely plausible athletic gear. If you wanted someone to enter the swimming competitions dressed like a spaceman, you absolutely could do that.

These games were always great fun with friends, too. While it's been a very long time since I had the opportunity to play one of these games with other people, I have very fond memories of enjoying them together when I was younger.

One of my favourite memories in this regard was the first time I went up to the Edinburgh Festival with the university theatre group. On my first night there, I felt like I might have made a bit of a mistake coming along, because my social anxiety was making it enormously difficult to involve myself with the other members socialising. I actually ended up sitting up late, in tears, over the whole situation.

Yes, I know I said this was a "favourite" memory; I'm getting to that.

Two of the theatre group members found me in the corridor being thoroughly sorry for myself and took pity on me. They sat with me, helped reassure me that people did like me and appreciated my presence, and then they played some International Track and Field on PlayStation with me. I chose to play as Germany, and attempted to enter my name as "HELMUT" because I thought that was funny, but there were only enough letters to put "HELMU". My nickname within Theatre Group remained "Helmu" for several years, until it was replaced with "Beast Man". That's probably a story for another day.

Anyway, I will always be extremely grateful to those two lovely people from Theatre Group — known colloquially to everyone as Stiffy and Des — for taking the time to bring me under their wings. That night, I actually stayed in their room instead of the one I'd been assigned, and it was enormously comforting. It was definitely a turning point, and means that International Track and Field, as relatively a minor part as it had played in proceedings, will always be rather special to me.

That got well off the point, didn't it? But still. I like Olympics games, be they summer or winter-themed, and I think what we have there is definitive proof that they can bring people together — just like, in theory, the real Olympics.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 610: Sorry again, and an explanation https://imnotdoctorwho.moegamer.net/2026/02/07/oneaday-day-610-sorry-again-and-an-explanation/ https://imnotdoctorwho.moegamer.net/2026/02/07/oneaday-day-610-sorry-again-and-an-explanation/#respond Sat, 07 Feb 2026 23:13:04 +0000 https://imnotdoctorwho.moegamer.net/?p=37079 Hello there! I am once again very sorry to those of you who are subscribed via email who got a flurry of messages yesterday. As I mentioned, I was in the process of importing all the old blog posts I previously posted on my now-defunct Patreon page, and I didn't realise that it was going … Continue reading #oneaday Day 610: Sorry again, and an explanation

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Hello there! I am once again very sorry to those of you who are subscribed via email who got a flurry of messages yesterday. As I mentioned, I was in the process of importing all the old blog posts I previously posted on my now-defunct Patreon page, and I didn't realise that it was going to publish each and every one of them as if they were a brand new blog post — which meant that it sent each and every one of them as a "newsletter", at least until I found a way to turn the damn thing off and make it go about its business quietly.

Anyway, that process is all done now, so things should hopefully return to normal — and there is now a bunch more Stuff for you to read on this site, should you feel so inclined. It's all conveniently categorised under the Patreon category — or, if you want to jump straight to the beginning of that particular "season" of #oneaday blogging, you can click here or use the link in the site menu.

The reason I wanted to bring that stuff across is because there was a lot more of it than I realised! I'd forgotten that I'd done another 1,000+ days of daily blogging as a Patrons-exclusive "perk" (if you can call it that), and having it all locked away in an unlaunched Patreon page seemed a bit wasteful. Not that I think I wrote anything of particular importance in those pages, mind.

No; the main reason I wanted to get those posts across is to fill a bit of a "gap" on this blog. There were a couple of years where I didn't really post anything on here because I was using Patreon instead, and that always bugged me a bit. Now, if you will be so good as to check the Archives section in the sidebar (it's right at the bottom of the page if you're on mobile), you'll see I now have a nice run of posts running from 2008 all the way up to today. Not all of that has been daily blogging and not every year has posts every month, even, but it is satisfying to look back over all that stuff and think "I did that".

Why did I do that? I don't really know, other than the fact I've always enjoyed it. There's just something about blogging about any old bullshit that I've always found immensely enjoyable; for me, it's always been much more fun to bash out a blog post than use social media, because you can go into as much detail as you want to hyperfixate on, and anyone who has a problem with that can just bally well bugger off because it's your site, dammit, and that means you make the gosh-darn-diddly rules.

The other reason I was interested to bring these posts over is because they cover the COVID years, and I think that was an important moment in history that we all lived through, for better or worse (mostly worse), and I'm interested to look back over what my brain was doing at that time.

Obligatory disclaimer: as I say, I have little to no memory of what I might have written during the Patreon years. I don't think I posted anything egregiously offensive — I still had to work within the rules of Patreon, after all — but I will say I can't guarantee I didn't say anything that 2026 Pete might regret in retrospect. But hey. If you're reading this, you've probably been with me through the exceedingly rough and the occasionally smooth, so little that dribbles out of my brain and onto the page will probably surprise you at this point. I just thought I'd mention that just in case, y'know.

Anyway, that is that. I hope you enjoy looking back through the archives — I'm certainly planning to — and normal business will now resume. Apologies again for flooding your inboxes!


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 609: Sorry about that https://imnotdoctorwho.moegamer.net/2026/02/06/oneaday-day-609-sorry-about-that/ https://imnotdoctorwho.moegamer.net/2026/02/06/oneaday-day-609-sorry-about-that/#respond Fri, 06 Feb 2026 19:27:24 +0000 https://imnotdoctorwho.moegamer.net/?p=35333 Hello. Sorry about the multiple emails. I am attempting to import my old blog posts from my now-defunct Patreon and I got a setting wrong somewhere, so it started publishing old things as new things, and if you were subscribed you would have got an email for each one of those. I think I've sorted … Continue reading #oneaday Day 609: Sorry about that

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Hello. Sorry about the multiple emails. I am attempting to import my old blog posts from my now-defunct Patreon and I got a setting wrong somewhere, so it started publishing old things as new things, and if you were subscribed you would have got an email for each one of those. I think I've sorted it so it won't do that now, but if it does, I apologise!

I'm doing this because there's a whole bunch of blogging that has been trapped on my Patreon for a long time. There's nothing of any particular Earth-shattering importance there, but I felt like it would be nice to have access to that all in one place, rather than relying on a third-party service.

Annoyingly, Patreon doesn't have a simple "export everything" option — you have to go via their WordPress plugin, which is a little bewildering in terms of how it sets things up, and its default settings are, as we've already seen, kind of dumb. Am I likely to want to republish something from 2016 as if it was now, Patreon? Am I? No? Then maybe don't do that.

Anyway. Hopefully what this will mean once it's all been taken care of is a bunch more pointless meanderings for you to explore at your leisure in the archives, and I'll have more things to reminisce over while sitting on the toilet.

I've considered reopening my Patreon on a few occasions, but I just don't think it's worth it. The inordinate amount of pressure I felt like it put on me to "fulfil obligations" made doing pretty much anything Not Fun, so I ditched it in order to be able to focus on just creating stuff as a hobby. That's what all this has always been; at various points I've thought it would be nice to be able to make a full-time career out of it all, but honestly I'd rather have the security of a job like my current one.

I have kept my Ko-Fi and PayPal donation pages open, though. Not that anyone uses them — and this isn't a passive-aggressive way to suggest that you might want to slip me some cash — but I think it's nice to keep a little "tip jar" open for when people feel generous or particularly appreciative for something you've done. Plus there are some regular readers/viewers who drop me a bit of pocket change when it's my birthday, which is always nice and heartwarming. But other than that, I'm not in any of this to "monetise" it — I write because I enjoy it, I write about games because I'm passionate about them, I make videos because I think it's a good medium to show and talk about the things I'm interested in, and perhaps share those things with others. That's all.

Anyway, sorry again if you got a flurry of emails! It shouldn't happen again, but feel free to yell at me if it does.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 608: Channel update https://imnotdoctorwho.moegamer.net/2026/02/06/oneaday-day-608-channel-update/ https://imnotdoctorwho.moegamer.net/2026/02/06/oneaday-day-608-channel-update/#respond Fri, 06 Feb 2026 00:05:32 +0000 https://imnotdoctorwho.moegamer.net/?p=35321 I posted an update on my YouTube channel yesterday. You can watch it right here! I also play some Galaxian on Atari 8-bit in an attempt to participate in the current "High Score Club" challenge over on AtariAge. I thought I'd talk about the things I mention in the video for today's post, because… well, … Continue reading #oneaday Day 608: Channel update

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I posted an update on my YouTube channel yesterday. You can watch it right here! I also play some Galaxian on Atari 8-bit in an attempt to participate in the current "High Score Club" challenge over on AtariAge.

I thought I'd talk about the things I mention in the video for today's post, because… well, because I want to.

The main takeaway from the update is that I'm giving up on doing longer playthroughs of stuff on video. For the most part, anyway. I'm not ruling out the possibility of doing another full playthrough of something reasonably short like an adventure game, as those are fun videos to make. But long RPGs as a playthrough series are out of the window.

There are a few reasons for this, chief among which is it makes playing one single game take for-fucking-ever. If you're only playing a game when you're recording videos for it, that inevitably means you're not playing it all that regularly (I have a life outside YouTube videos!) and thus it takes ages to get anywhere. If you combine that with a game that involves a fair amount of going back and forth grinding for experience, money or whatever, that doesn't make for particularly fun video-making, and it almost certainly doesn't make for particularly fun watching, either.

The other reason is that although I don't really care about viewing figures in general, the number of people who were showing up for episodes of The Granstream Saga in particular was utterly woeful. And, I mean, I get it; if you get an hour and a half long video in your feed that's part 7 of a series, are you going to click on it if you're not already invested? Probably not, even if the video has a link to the full series playlist in its description — because you still have to actually click on the video in the first place to know that.

So what I'm going to do is that, in future, for long games that I want to cover on the channel somehow, I'm going to make sure that I record some footage of the game while I'm playing it, then write a proper script for a "review-style" video of the game to be posted at some point afterwards. This will probably also be combined with a written version of the piece for MoeGamer, because I know that some people prefer to read and some people prefer to watch, so it just makes sense to do the same thing in both places — and that's what I've been doing with a number of recent pieces.

This means that for the "Let's Play"-style videos, which I want to keep on doing, because I think they're a good means of exploring retro games in particular, I will focus on doing one-offs. I'm not going to fret over doing "series" or sticking to one platform specifically, because there are many, many, many retro titles that I would love to talk about (in many cases while I'm trying them for the first time) and I just think it will be best for my own sanity to keep things breezy. This isn't a job, after all, it's a hobby. Were I relying more seriously on income from YouTube, I'd be 1) fucked and 2) making a lot more effort to bait the algorithm, post consistently and all that other gubbins. But I'm not, so I don't.

Regular readers will know that I've been wrestling internally over what exactly to do with the YouTube channel for a long time. I enjoyed the period back in about 2018-2020 or so when I was doing up to five videos a week and specific series such as Atari A To Z, Atari A to Z Flashback and suchlike, but it's also pleasing when the scripted videos perform well — and they tend to do a lot better than the Let's Play-style stuff in general.

But, as I say, I think the Let's Play-style format is a good means of showcasing and explaining retro games. My "vision", if you want to be pretentious about it, is that of me sitting down with you, the viewer, to "go on the computer" and explore a game together. I have very, very fond memories of having friends over after school to "go on the computer" and play games together; in many cases, these were single-player games, and we'd take turns, or my friend would watch and ask questions, and what I at least attempt to recapture the feeling of with my Let's Play-style videos is that sort of thing.

So that's the plan. Go back to/keep doing one-shot Let's Play-style videos of Stuff I Just Find Interesting, then scripted review-style videos of stuff that benefits from being explored in a bit more depth, or which is too long to practically sit down and commentate over the entire duration of.

It was important for me to make this video, if only to "give myself permission" to admit that some things weren't working, and I didn't need to ride them out to the bitter end just for the sake of pride or whatever. I already feel like I've lifted an entirely self-inflicted weight off my shoulders by doing so, and hopefully this will mean some renewed enthusiasm for Doing YouTube in the coming weeks.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 607: Ruined by the grindset https://imnotdoctorwho.moegamer.net/2026/02/04/oneaday-day-607-ruined-by-the-grindset/ https://imnotdoctorwho.moegamer.net/2026/02/04/oneaday-day-607-ruined-by-the-grindset/#respond Wed, 04 Feb 2026 20:59:13 +0000 https://imnotdoctorwho.moegamer.net/?p=35314 I read an interesting post that someone shared from Reddit earlier. You can read the full thing here. The gist of the post is that the person in question has spent so much time and effort "optimising" their life, tracking everything from their water intake to the amount of time they spend on their morning … Continue reading #oneaday Day 607: Ruined by the grindset

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I read an interesting post that someone shared from Reddit earlier. You can read the full thing here.

The gist of the post is that the person in question has spent so much time and effort "optimising" their life, tracking everything from their water intake to the amount of time they spend on their morning routine, and have come to the conclusion that none of that has made them in any way happy. In fact, it has made them miserable and incapable of feeling joy in anything; worse, it has made them resent things that should be good, like having a pleasant date with a nice person or consoling a friend after a bad breakup.

I read this with interest because some of it sounded familiar. I've never gotten that deep into "optimising" my life, but over the last few years in particular, I have started to feel like it is undesirable to track everything about your life, record it in an app and obsess over numbers. This is a far cry from how I felt during the birth of the "gamification" craze, nearly 20 years ago.

In fact, I specifically recall being excited about the release of an iOS app called Epic Win, which basically positioned itself as a to-do list with experience points, allowing you to assign every job an XP value and a relevant stat, allowing you to "build a character" according to the things you'd been doing. When I eventually downloaded it, I found that it wasn't quite as fun as I thought it would be, but that didn't stop me from thinking that the "real world XP" thing was a good idea, hence my experimenting with the now-defunct Fitocracy, an app that gave you XP, levels and quests for going to the gym.

Now, about the only thing I track is my daily calorie intake, and that's because I'm specifically trying to lose weight. I'm not obsessing over the number of steps I take in a day, I'm not obsessing over "streaks" on anything except my underpants, I'm not obsessing over hydration. Because, as that Reddit post demonstrates, you can do too much of all that. If you project manage your entire life, then your entire life is going to feel like work. And that is not something that anyone should find desirable.

I mention this because I know on several occasions I have considered whether or not scheduling my days down to an extremely granular level would be beneficial. In some respects I feel like it probably still would be a good idea, as there are lots of things I would like to do but never make the time to do so. But then I feel like if you schedule things too much, you start to get resentful when things don't fit into neat two-hour blocks — because inevitably they won't, much as the Reddit poster discovered. And that's a sure-fire method to end up demotivated and bored with existence.

Much better to try and get yourself into solid habits in a natural-feeling, sustainable way. People have been doing that for thousands of years, so I refuse to believe that 20 years chained to our smartphones has completely removed humanity's capability to function independently without obsessing over statistics that relate to every little thing we do.

This is, in many ways, why I don't obsess over view counts on this blog, MoeGamer or my YouTube channel — it's not fun, and I'm not doing any of those things for a job, so I shouldn't treat them like one.

Your life doesn't need KPIs. I would argue that a lot of jobs don't need KPIs, either, but that's a whole other discussion, I feel…!


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 606: How evil is too evil? https://imnotdoctorwho.moegamer.net/2026/02/03/oneaday-day-606-how-evil-is-too-evil/ https://imnotdoctorwho.moegamer.net/2026/02/03/oneaday-day-606-how-evil-is-too-evil/#comments Tue, 03 Feb 2026 19:28:11 +0000 https://imnotdoctorwho.moegamer.net/?p=35299 Every new reveal from the Epstein files seems to bring with it brand new and exciting horrors to be disgusted by. It is unsurprising to see a veritable Who's Who of The Worst People In the World cropping up as having had contact with the rancid old paedo — and yet with every new name … Continue reading #oneaday Day 606: How evil is too evil?

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Every new reveal from the Epstein files seems to bring with it brand new and exciting horrors to be disgusted by. It is unsurprising to see a veritable Who's Who of The Worst People In the World cropping up as having had contact with the rancid old paedo — and yet with every new name that bubbles up from the sewer, I find myself wondering, more and more, if anything is actually going to happen because of all this.

You'll forgive me for not having a lot of faith that these people will suffer any consequences whatsoever.

We live in a world where companies can just set fire to billions of dollars a year for a technology no-one wants, and where no amount of people going "please fuck off, please fuck off" will make them fuck off.

We live in a world where the President of the United States is demonstrably both an actual criminal and an incompetent fuckhead who shits himself in public, but nothing is done about either of these things — both of which, one would argue, should probably put him out of the running for being in charge of one of the most powerful nations on Earth.

We live in a world where the world's richest man proudly takes over what was once a good method of online communication and turns it into his own personal playground, where his antisemitic, CSAM-generating chatbot floods the world with disinformation and allows some truly vile examples of humanity to thrive. (At least, in this case, something is being attempted in response, though due to all of the other things I'm talking about today, I don't have much faith this will end in any other way than someone paying a lot of money to make it all just "go away".)

The world is dominated by rich people who are making existence for everyone except themselves objectively much, much worse. And I feel like they're going to get away with it. I know legal action takes time and money to come to fruition, and it's entirely possible that things are going on behind the scenes to bring some of these scumbags to some sort of justice, but I somehow doubt it at this point. I suspect what will happen is that some of them will get a slap on the wrist at most, and then maybe asked to pay some money that is a meaninglessly miniscule fraction of their total fortunes, and then we will all be expected to forget about everything.

As the quote frequently misattributed to Final Fantasy Tactics goes, "if the penalty for a crime is a fine, then that crime only exists for the lower class". It's true. If Elon Musk is made to pay even several million dollars by the French authorities for his CSAM-generating chatbot, it means nothing to him. Same for Donald Trump. Same for the myriad rich folks who engaged in barely literate email exchanges with Epstein about "partying" (and we know what that means, unfortunately) on his special paedo island, or how they were going to manipulate and fuck up the economy, politics, tolerance and inclusivity… the list goes on.

I'm open to being proved wrong on all this. But at the moment it feels like there simply isn't anyone to hold these rich fuckheads to account… aside from The People themselves. And, despite growing evidence that people in the States are willing to hit the streets when it really counts, I'm not sure The People have the motivation or the strength to be able to undo all this damage that's been done.

I hope one day we can look back on this period from a better place, and feel like we all learned something from it. After all, the world has recovered from terrible things before. But has anything ever really been quite like what we're dealing with right now…?


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#oneaday Day 605: Bob Mortimer's Pocket Meat https://imnotdoctorwho.moegamer.net/2026/02/02/oneaday-day-605-bob-mortimers-pocket-meat/ https://imnotdoctorwho.moegamer.net/2026/02/02/oneaday-day-605-bob-mortimers-pocket-meat/#respond Mon, 02 Feb 2026 20:10:09 +0000 https://imnotdoctorwho.moegamer.net/?p=35296 I got a copy of Bob Mortimer's autobiography, And Away… for Christmas, and just finished reading it last night (having started it… maybe last week sometime, I think?) — it's a really good read, and Bob's voice shines through clearly for the duration. Which is interesting, because he spends a lot of the book talking … Continue reading #oneaday Day 605: Bob Mortimer's Pocket Meat

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I got a copy of Bob Mortimer's autobiography, And Away… for Christmas, and just finished reading it last night (having started it… maybe last week sometime, I think?) — it's a really good read, and Bob's voice shines through clearly for the duration. Which is interesting, because he spends a lot of the book talking about how for much of his life and career, he has been exceedingly self-conscious and shy, feeling like he has never really been able to show his actual "self" without the support of others like Jim "Vic Reeves" Moir.

That said, his conclusion — that, after a heart bypass and some independent projects he did without the crutch of Moir to rely on, he was able to properly "find his voice", such as it were — is fitting, and certainly seems in keeping with how much we've seen him by himself over the course of the last decade or so, rather than being "…And Mortimer".

Mortimer's decision to not construct the book as a simple "this is what happened in my life in roughly chronological order" was a solid one. With the initial chapters using a scare over his heart health — and the worry that his heart issues might bring a career he had grown to love to a screeching halt — as a framing device, we get a series of fun snapshots of Mortimer's life, both past and present, and really feel like we're being included in the varied scenes. Mortimer often addresses the reader and encourages them to go and explore certain things for themselves — there are several YouTube videos whose comments sections now largely consist of "Bob Mortimer sent me" now — and the whole thing feels like you're having a story told to you, rather than a "celebrity" on a throne talking down to you, the great unwashed public.

Many folks will likely be familiar with Mortimer's notoriously hilarious appearances on the beloved panel show Would I Lie To You? — and, indeed, many of the stories he tells (and the names featured therein) throughout And Away… will be familiar to those who have heard him spin a tangled tale on the show. Pocket meat, Steve Bytheway, Garry "The Sniper's Dream" Cheeseman, "we do beg your pardon, we are in your garden"… they're all here, and Mortimer admits in a couple of chapters that he's making some of this stuff up. But with the way he tells these stories, I could quite easily believe everything he's written in the book, because his tales are not only memorable for their surreal edge, but also for the fact that he has clearly taken something worthwhile and meaningful away from each and every one of them.

It's particularly heartwarming to hear his tales of how first seeing Vic Reeves' Big Night Out helped him to come out of his shell somewhat, gradually becoming part of the act and growing in confidence as he did so. His description of reaching a certain age and not really having the energy to maintain friendships — and being satisfied with that — also resonated somewhat, although not because I feel like I'm there myself. On the contrary, as I've mentioned on quite a few occasions in the relatively recent past, I've been going through a period where I really do feel exceedingly lonely at times, but I had also become exceedingly weary of feeling like I was the only one putting an effort in. So I guess maybe I was there, kind of. Ah well. Either way, reading Mortimer's reflections on it made me feel… a little better, maybe? I don't know.

Anyway, without getting too maudlin, I found the book very enjoyable. By turns hilarious and relatable, it is a pleasure to read, and confirms what I'm sure many of us have always suspected: that Bob Mortimer is simply a thoroughly nice, hilariously funny man — and one who, finally, is at peace with and comfortable with the person he's always been.


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#oneaday Day 604: So many words https://imnotdoctorwho.moegamer.net/2026/02/01/oneaday-day-604-so-many-words/ https://imnotdoctorwho.moegamer.net/2026/02/01/oneaday-day-604-so-many-words/#respond Sun, 01 Feb 2026 16:47:38 +0000 https://imnotdoctorwho.moegamer.net/?p=35294 I've written two pieces over on MoeGamer today: one on Inkle's excellent TR-49, and another on Size Five Games' hilarious Earth Must Die. Please go read them, then buy both games, as they're both fabulous and I want to play more stuff from both developers. It's now quarter to five in the afternoon (we got … Continue reading #oneaday Day 604: So many words

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I've written two pieces over on MoeGamer today: one on Inkle's excellent TR-49, and another on Size Five Games' hilarious Earth Must Die. Please go read them, then buy both games, as they're both fabulous and I want to play more stuff from both developers.

It's now quarter to five in the afternoon (we got up late) and it's dark and miserable outside. I'm a bit hungry. One of the cats did a poo on the doormat this morning. We think it was a dirty protest informing us that it was time to empty the litter trays, so we did that.

Now I'm a bit tired. My plan for most of the rest of the evening is to have something nice for dinner (maybe a weekend "treat" of some description, since I have the calories for it and I've been good all week!) and then play Rosewater for the rest of the night. I am, if it were not already apparent, very much on an adventure game kick right now, and there are so many amazing ones that have come out recently that I have a veritable string of them to play.

I'm probably going to continue with my exploration of the Wolfenstein series after Rosewater though, then after that I'm going to try and cross both Hyrule Warriors: Age of Imprisonment and The Legend of Zelda: Tears of the Kingdom off my list. Then there's just Final Fantasy Tactics: The Ivalice Chronicles and Death end re;Quest Code Z to finish off and I've successfully recovered from my "oops, I started too many games at once" situation from the end of last year.

Back to work tomorrow, of course. We're going through an extremely busy, quite stressful time at the moment, but with any luck all the hard work everyone is putting in is going to result in some truly spectacular releases later in the year. It's going to be an amazing year for our company, all being well, and I'm excited at the part I've played in all this.

For now, though, I think I've earned a bit of rest and relaxation, so it's off to Western Vespuccia I go for the continuing adventures of Rosewater!


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 603: Awesome minis painted quick https://imnotdoctorwho.moegamer.net/2026/01/31/oneaday-day-603-awesome-minis-painted-quick/ https://imnotdoctorwho.moegamer.net/2026/01/31/oneaday-day-603-awesome-minis-painted-quick/#respond Sat, 31 Jan 2026 20:57:37 +0000 https://imnotdoctorwho.moegamer.net/?p=35292 Today I've been doing something that I haven't done for probably 30 years or so: I have attempted to paint some miniatures. As I alluded to a while back, this is a field where "technology" (for want of a better word?) appears to have come on quite a bit in the years since I last … Continue reading #oneaday Day 603: Awesome minis painted quick

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Today I've been doing something that I haven't done for probably 30 years or so: I have attempted to paint some miniatures. As I alluded to a while back, this is a field where "technology" (for want of a better word?) appears to have come on quite a bit in the years since I last tried it, and I was particularly interested in trying out something called "Speedpaint".

Speedpaint is a formulation of paint that, in contrast to the usual thick matt acrylics, is very thin and semi-transparent. You brush it all over a model and the nature of its formulation means that it works its ways into all the little nooks and crannies by itself and naturally darkens and lightens according to the undulations of the model. In other words, it goes darker when it gets into deep cracks, and creates natural highlights in elevated sections.

I was especially interested in trying out the "Speedpaint Markers", which combine the simplicity of Speedpaint with the straightforward, mess-free approach of using a pen rather than a brush and palette. And for the most part I'm very impressed with the Speedpaint Markers; they're a convenient and easy way to get some colour on to a model, and the Speedpaint within them works exactly how it's supposed to, making it easy to create convincing and realistic effects with just a single coat.

I've been painting some of the furniture from HeroQuest today, as these are fairly large pieces that are, for the most part, relatively straightforward to paint. And in doing so, both the strengths and the weaknesses of the Speedpaint Markers have become apparent.

They're great for covering large areas. Painting one of the door miniatures, the tomb, the tables and the stonework around the fireplace was simplicity itself. The paint did its thing and created some nice shadows and highlights with minimal fuss; I found that it needed just a little more than a single coat to look good, but it's still a very quick way to get something painted.

The weakness of the Markers is that although their tips are relatively fine, they're still a long shot from a proper detail brush, and as such it's difficult to paint very fine details with any great accuracy. This means that it's difficult to, for example, paint the books on the bookshelf miniature, or the little bits and pieces scattered around the alchemist's table.

Thus I have concluded that the best approach, for now, is to have both the Markers available for large, simple areas, and some more conventional brushes, paints and a palette around for more fine detail work. This means that I have spent considerably more on this little experiment than I perhaps initially intended — and part of me, the cynical part, suspects that this is how they "get" you — but will hopefully be able to do a much nicer job once I have some more appropriate bits and pieces.

I've enjoyed what I've tried, though. The results I've had with the Speedpaints today are considerably better than the cack-handed attempts with acrylics I did back when I was in my early teens and didn't really have the right brush for the job. In fact, in retrospect, it was not having the right brush for the job that put me off taking things any further; I got frustrated that I felt it was too difficult, and just sort of gave up.

After today's little experiment, I'm keen to have a proper crack at it though. It'd certainly look very cool to have at least some painted minis on the table the next time we play HeroQuest (which, all being well, will be next weekend).

So I guess I'm Someone Who Paints Miniatures now. I suspected that Someone was always inside me, what with the inherently nerdy nature of the surrounding hobby. I've just come to it a little… late, is all.


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#oneaday Day 602: A farewell to Cpt.Carnage https://imnotdoctorwho.moegamer.net/2026/01/30/oneaday-day-602-a-farewell-to-cpt-carnage/ https://imnotdoctorwho.moegamer.net/2026/01/30/oneaday-day-602-a-farewell-to-cpt-carnage/#respond Fri, 30 Jan 2026 20:41:29 +0000 https://imnotdoctorwho.moegamer.net/?p=35289 I received the sad news earlier today that a far-off friend of mine, Jeff, aka "Cpt.Carnage", passed away last night. I don't really know how to process this, so I'm just going to start typing and see what happens. Many moons ago, you may recall me talking about a little group called the Squadron of … Continue reading #oneaday Day 602: A farewell to Cpt.Carnage

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I received the sad news earlier today that a far-off friend of mine, Jeff, aka "Cpt.Carnage", passed away last night.

I don't really know how to process this, so I'm just going to start typing and see what happens.

Many moons ago, you may recall me talking about a little group called the Squadron of Shame that originated on the 1up.com forums. We were a group of people who eschewed the big hits of the day in favour of the overlooked and underappreciated; our collective name was inspired by the term "Pile of Shame", which we first heard discussed on the 1up Yours podcast.

For the unfamiliar, the Pile of Shame is the pile of "stuff" you have that you keep meaning to get around to, but never do. You can have a Pile of Shame of pretty much any form of media, and pretty much everyone has one these days; some refer to it as their "backlog". The concept behind the discussion on the podcast was that the participants would take a game that they felt had passed them by — in this case, Psychonauts by Double Fine — then play it through independently and come back later to discuss it.

That never actually happened on the 1up Yours podcast because everyone involved was much too busy to be able to devote any time to such a project. But a group of us on the "Radio" forums on 1up.com thought it was a great idea, so we ran with it instead, playing through Psychonauts together and discussing it on the forums. We quickly gained a reputation for lengthy, in-depth discussion, but the Radio boards were a good place for that sort of thing, since they were generally relatively quiet, and free of the general console fanboy wars that were going on in the more generic forums.

I'm honestly not entirely sure if Jeff was with us right from the beginning, because to be perfectly honest he's felt like a fixture for as long as I can remember. In that respect, I think it simply doesn't matter whether he was there from the start or not; fact is, he was a part of our little group. A precious friend. A valued contributor to our discussions. Part of something bigger than each of our own, individual selves.

After 1up.com went through its slow, agonising death, much of the Squad drifted apart for one reason or another. Many of us moved to Twitter (from the period before it was The Worst Place On The Internet — yes, believe it or not, there once was a time like that) and there were several attempts to build our own little communal spaces online through shared blogs and forums. We got together and did our own podcast. Some of us even managed to meet face-to-face — and yes, that includes me, despite the vast majority of the Squad being in the U.S. and Canada. On one occasion I was happy to meet Jeff, who was pretty much how I had imagined him. That's a good thing.

The 2010s were, generally speaking, a fairly dark period for me for all manner of reasons that are beyond the scope of what I want to talk about today, but the net result was that I lost touch with a lot of people for a good few years, including former Squadmates. But when I emerged from the other side of things and found that there was a small but dedicated little unit of the Squad still hanging out online, chatting and sharing war stories, it was enormously comforting — and a big part of that comfort came from the fact that I saw Jeff was still there. He had always been there, even if I hadn't.

Jeff was the sort of person I always enjoyed seeing in the chat — and, of course, on that one occasion we were actually in the same place. He always had a kind word, something to contribute or something to share that he thought we'd be interested in. He was someone that it was simply nice to have around; as I say, he had always felt like a fixture, in a good way.

It's shocking, upsetting and scary to think that he could be gone so suddenly. The world has lost a wonderful person while so many other complete shitbags continue to exist.

It's not fair. It's not fair on Jeff, it's not fair on the people he leaves behind. But I hope, wherever he is now, that he knows how much people cared for him, and how much people are going to miss him now that he's gone. And that whatever is next is a better, more peaceful existence than the world we live in right now.

Farewell, Jeff. Forever a Squaddie.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 601: January progress https://imnotdoctorwho.moegamer.net/2026/01/29/oneaday-day-601-january-progress/ https://imnotdoctorwho.moegamer.net/2026/01/29/oneaday-day-601-january-progress/#respond Thu, 29 Jan 2026 18:02:32 +0000 https://imnotdoctorwho.moegamer.net/?p=35285 So, January has been coming to a close. How are things going? Not all that bad, really. The only thing I've been lax on for Things I Wanted to Achieve In January is piano practice. I've been so tired and achey of an evening that I just want to zombie out, and sitting with proper … Continue reading #oneaday Day 601: January progress

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So, January has been coming to a close. How are things going?

Not all that bad, really. The only thing I've been lax on for Things I Wanted to Achieve In January is piano practice. I've been so tired and achey of an evening that I just want to zombie out, and sitting with proper posture at the piano has been the last thing on my mind. I am starting to feel a bit better, though, particularly with good progress in other regards, so I will try reintroducing that to my "routine" shortly, along with some more exercise.

The most notable progress so far has been on weight loss. Since I started sticking properly to the calorie plan, I've lost 10 pounds. This is good! Of course, there is still a lot more to go, but it's a good start, and proof that what I'm doing is working.

What's particularly good about what I'm doing is that I feel like I've found a plan that offers a good balance between me not feeling like I'm starving myself — which can end up with me just wanting to binge, which is counterproductive — and still allowing the weight to come off. I know, realistically speaking, that I can't expect 10 pounds to fall off every two weeks — the first weeks following a new plan are always the "easiest" for some reason — but as long as the general trend skews downwards over the medium to long term, I will be satisfied.

And the nice thing is that I'm by no means depriving myself of Nice Things. I had some digestive biscuits yesterday! I had some Cheez-Its at lunchtime! I might have a bacon sandwich for breakfast tomorrow! The important thing, as is probably obvious to the vast majority of people who are not My Size, is moderation. Eating a measured, weighed-out portion of Cheez-Its and taking the calories into account? Fine. Getting a whole big bag of Cheez-Its and eating all of them in a single sitting because I have no self-control in that scenario? Not fine.

It's easy to feel like a supposed "portion" of something is stingy, but in actual fact it can be quite surprising how satisfying a "portion" of something can be. To return to the Cheez-Its, a "portion" is 30g, which is actually quite a generous helping of them, and certainly not depressingly unsatisfying. The only thing I've found myself exceeding the "recommended" portion size on is sultana bran cereal; 30g of that really is stingy, and 40g is much more satisfying for not that many more calories, so that's where I've settled on that.

Of course, I've been here before, with Things Going Well for a couple of weeks and then just falling off at some point afterwards, usually with the flimsy justification of depression, tiredness, illness, frustration or any manner of other things. But right now I'm feeling pretty good about how things are going, and the possibility of being to maintain this over the longer term. So let's hope I can actually stick to that and see where things go from here.

I know I can do this. I've done it before. And it will make my life so much better if I can accomplish it again. So I will keep at it.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 600: My CD shelf https://imnotdoctorwho.moegamer.net/2026/01/28/oneaday-day-600-my-cd-shelf/ https://imnotdoctorwho.moegamer.net/2026/01/28/oneaday-day-600-my-cd-shelf/#respond Wed, 28 Jan 2026 20:30:00 +0000 https://imnotdoctorwho.moegamer.net/?p=35283 Every so often — and a lot more frequently just recently — I find myself thinking back to the collection of music CDs that I once had, and ponder whether or not I should attempt to rebuild that collection. After all, with streaming services generally agreed to be a net shitter for the music industry … Continue reading #oneaday Day 600: My CD shelf

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Every so often — and a lot more frequently just recently — I find myself thinking back to the collection of music CDs that I once had, and ponder whether or not I should attempt to rebuild that collection. After all, with streaming services generally agreed to be a net shitter for the music industry — and several of them starting to bring in AI slop, because I don't fucking know — it is becoming fashionable, once again, to have a physical collection of Stuff.

Now, you know me. I know this. I have a living room whose walls are at least 85% video games. But I got rid of my whole CD collection when we moved into this place, because… well, there wasn't really room for it anywhere, and at that point, the digital future of music seemed pretty certain. Also the few quid I got for the collection by sending it to musicMagpie certainly helped.

One of the things I find myself getting hung up on is exactly what was in that CD collection. It has literally just occurred to me that I can probably just look at my musicMagpie account and see what I traded in 11 years ago, but that's much too easy. (EDIT: also, apparently I did not create an account when I traded all this shit in.) So I'm going to attempt to do it from memory, with explanations where necessary.

In no particular order other than as they come to me:

  • Definitely Maybe (Oasis) – the first album I ever bought with my own money, after I learned about what modern music it was "cool" to like. Embarrassingly, I bought it literally the day before (What's the Story) Morning Glory? came out, which got me some ribbing, but not that much, because Definitely Maybe was still a decent album.
  • (What's the Story) Morning Glory? (Oasis) – I actually don't think I bought this for myself, because I had it on cassette, not CD. I often considered buying it on CD but never quite got around to it because I always thought my money was probably better spent on something I didn't already have. I quite liked the tape version. It was easy to play in the car.
  • Be Here Now (Oasis) – People seem to hate this one now. I thought it was good.
  • Jagged Little Pill (Alanis Morissette) – I'm actually not sure why I bought this, because I had heard its greatest hits so many times on the local radio station the school bus always had on, and was thoroughly sick of them. But for some reason I did buy it — and I'm glad I did, because I ended up liking pretty much all the songs on it, particularly after reading along with the lyrics while listening. Fun fact: I'm pretty sure this album taught everyone in my friendship group and surrounding acquaintances what the term "going down on" meant.
  • Blurring the Edges (Meredith Brooks) – After accepting that yes, I actually did quite like Alanis Morissette, I sought out some other "girls with guitars" albums. I became rather fond of this one. Not every track is a winner, but there are some great songs on here, with Bitch probably the most well-known of them.
  • Left of the Middle (Natalie Imbruglia) – Not quite "girls with guitars", but sort of adjacent. I wasn't really thinking about that, though. I primarily bought this because several of us really fancied Natalie Imbruglia.
  • Footprints (Holly Valance) – See above, with even more tenuous justification.
  • Spice (The Spice Girls) – I have told this story before.
  • Spiceworld (The Spice Girls) – I'm not sure that justifies this, though.
  • Travelling Without Moving (Jamiroquai) – My best friends at school were super into Jamiroquai. It didn't take long for me to join them, subsequently adding Emergency on Planet Earth and Return of the Space Cowboy to my collection also.
  • Essential Indie (Various) – A CD that came free with my Discman when I got one for Christmas or a birthday or something. My favourite track on it was Sick & Tired by The Cardigans, primarily for its unusual flute and bassoon backing.
  • Essential Acid Jazz (Various) – A double CD that I picked up not long after getting into Jamiroquai. This was a varied selection of acid jazz weirdness, with only really one track by the Brand New Heavies being familiar. My friends and I all enjoyed this album a lot though, and a copy hastily recorded to tape was a fixture in my mum's car (which I often borrowed of an evening) throughout most of my time at sixth form. Favourite track was, without a doubt, Big Kahuna by Jeremy Bun, a track which my friends and I parodied in our brief incarnation as the sonicfunkstars shortly after we learned to use Sony's ACID Music. (Fun fact: my Xbox Live Gamertag is still sonicfunkstars, because I am not paying Microsoft money to change my fucking name.)
  • The Lord of the Rings (Unknown) – The Peter Jackson Lord of the Rings movies came out while I was at university, and we all enjoyed them. I bought this album because it had a cool box with a nearly naked lady on it and it said The Lord of the Rings on it. I didn't mistake it for the official soundtrack or anything (which I also bought) — if I'm honest I primarily bought it because of the titty lady. When I got it home and opened it up I discovered that titty lady actually got them out in the sleeve notes. When I put the CD in the player, I discovered that the whole album was literally just noise. I have no idea what it was supposed to be or why. I was so ashamed of the purchase I actually threw it out. To date I haven't been able to rediscover exactly what this fucking weird CD was — as I'm sure you can imagine, tracking down something just called The Lord of the Rings is not easy — nor am I sure I want to, because I think it might have been haunted.
  • Painkiller (Judas Priest) – My friend Owen, who I did teacher training with, introduced me to metal. A particular favourite of us both was this excellent album. On one memorable afternoon, in a chemically induced haze, we produced a spectacular Judas Priest remix using ACID Music. It helped distract from the horrors of the working day.

There's a bunch of compilations also — including Shine 7 and 8, which I talked about here — but those are most of the ones I can remember without taxing my memory too hard. I know there were a lot more than that. And now I really want to know what happened to that receipt for all the CDs I traded in 11 years ago. It must be somewhere!


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#oneaday Day 599: Earth Must Die! https://imnotdoctorwho.moegamer.net/2026/01/27/oneaday-day-599-earth-must-die/ https://imnotdoctorwho.moegamer.net/2026/01/27/oneaday-day-599-earth-must-die/#respond Tue, 27 Jan 2026 21:50:07 +0000 https://imnotdoctorwho.moegamer.net/?p=35281 I've been looking forward to a game that released today: Earth Must Die! by Size Five Games, creators of Ben There, Dan That, Lair of the Clockwork God and numerous other excellent games. Today isn't a "review" as such — I'll save some more substantial thoughts on the game for MoeGamer and YouTube once I've … Continue reading #oneaday Day 599: Earth Must Die!

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I've been looking forward to a game that released today: Earth Must Die! by Size Five Games, creators of Ben There, Dan That, Lair of the Clockwork God and numerous other excellent games. Today isn't a "review" as such — I'll save some more substantial thoughts on the game for MoeGamer and YouTube once I've finished it — but I did want to pop down some initial thoughts and give a hearty recommend to it. As an indie title, the first few days of sales are critical for visibility on Steam, and this is a game that absolutely deserves to see some success from what I've played so far.

Earth Must Die! casts you in the role of VValak Lizardtongue, third in line to the throne of the planet Tyryth and its empire, the Ascendancy. After tricking his two brothers into murdering one another, VValak ends up in charge, and inadvertently causes the Terranoid forces of Earth to invade. That's as far as I've got, but as the name suggests, one can expect that the remainder of the game will involve VValak finding a way to get revenge on the Terranoids and get his empire back. Or maybe not…?

It's an adventure game, but with a few interesting twists from the usual formula. You have direct control of your character's movement, and interacting with hotspots is done using a cursor that can be popped up. It's clearly designed to be played with a controller and works well like that, but can also be played with WSAD movement controls and a mouse cursor. I think I might have preferred a simple mouse-only interface for its non-controller implementation, but not enough to want to kick off about it or anything.

VValak, as an arrogant (wannabe) tyrant, refuses to touch anything himself because poor people might have touched it before him. Thus you have to solve all the situations in the game without VValak ever getting his own hands dirty. This sometimes involves using his companion robot and former nursemaid, Milky, to perform various actions, and sometimes involves convincing other characters in the scene that they should carry out your orders. It's an interesting mechanic that sidesteps the usual inventory puzzles.

Like I say, I'm not too far in the story as yet so I am hesitant to say too much more in that regard, but one thing I will highlight is the incredible voice cast, which includes numerous big names in British comedy such as Alex Horne, Tamsin Grieg, Matthew Holness, Alasdair Beckett-King, Don Warrington, Mike Wozniak and many more. Plus, of course, Ben Starr is in it, because Ben Starr is the Nolan North of the 2020s (complimentary). That cast might not mean much to anyone who isn't British, but you should know that this is a full-on celebrity cast of comedy royalty, and it's incredible to see them all coming together for a video game.

The net result is that the game sounds like a late-night Channel 4 comedy show (complimentary), and it has some really beautiful animated 2D art to go along with it. It's very much designed along the lines of games like Discworld II, with large, cartoonish sprites and plenty of close-up animations — and much of the humour will be familiar to those who enjoyed Terry Pratchett's work, too.

That's about all I want to say for now. It's an easy recommend if you enjoy silly games that will make you laugh, and is a seriously impressive project from Size Five in terms of scope. I'm looking forward to getting stuck in over the next few days, and, as I say, I will have a full report, likely on MoeGamer and YouTube, once I'm done with it!


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#oneaday Day 598: Poptimism https://imnotdoctorwho.moegamer.net/2026/01/26/oneaday-day-598-poptimism/ https://imnotdoctorwho.moegamer.net/2026/01/26/oneaday-day-598-poptimism/#respond Mon, 26 Jan 2026 21:16:39 +0000 https://imnotdoctorwho.moegamer.net/?p=35276 There's been a lot of grumbling over a new game called Highguard just recently. I don't really know what Highguard is, which is part of the problem — apparently it was initially shown off at The Game Awards last year, then just went pretty much radio silent until its… launch? Now? Something like that? From … Continue reading #oneaday Day 598: Poptimism

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There's been a lot of grumbling over a new game called Highguard just recently. I don't really know what Highguard is, which is part of the problem — apparently it was initially shown off at The Game Awards last year, then just went pretty much radio silent until its… launch? Now? Something like that?

From what I can make out, Highguard is a live service multiplzzzzzzzzzzz — ah, so that's why I haven't really been following it. But that's not precisely what I want to talk about today. I, instead, want to talk about the discussions that have been happening over the last few days on the subject of coverage of Highguard.

It started with an op-ed over on IGN written by Senior Editor Simon Cardy, whose article Can We Stop Dunking on Highguard Before It's Even Out, Please? is fairly self-explanatory in terms of its core thesis. Cardy argues that it's annoying when a game is seemingly randomly picked as a whipping-boy and becomes the butt of jokes before anyone has actually gone hands-on with it and is thus in a position to comment on it from an informed, experienced perspective.

I get this. I kind-of-sort-of agree with it. It is annoying when there's something you're interested in, and all you can find in terms of coverage is How Bad Does This Game Look?! clickbait. And it is a bit daft for people to be pre-judging Highguard based on a single trailer and a remarkably quiet marketing department.

At the same time, as this piece by Autumn Wright argues, there's a strong argument to be made that the press covering a particular medium is under no obligation to remain what they describe as "poptimistic". It is not the press' job to go to bat for a particular game or company — especially not ahead of its release — and there are a lot of things about Highguard that do warrant discussion. Exactly why has its marketing been so non-existent? Does the world really need yet another live service multiplzzzzzzzzz? I'm so uninterested in the game as a whole I can't even think of a third possible question, but I'm sure there's something else that needs asking.

The problem, as ever, is in how different people see the role of the enthusiast press.

Some see it as an extension of marketing — and indeed, there are plenty of outlets that operate like this. There are plenty of outlets that have since gone under that operate like this, and there will be more in the future. It's a bit of an occupational hazard; by engaging with the standard news-preview-review cycle, you are part of a Marketing Plan, whether you want to be or not. And that's always been the norm for the games press, dating right back to magazines. It was never really questioned all that much until relatively recently; people wanted to know what was coming up, and they wanted to know if the thing they had thought looked cool for the last six months actually ended up being any good or not.

Others see it as fulfilling a critical role — critical in the sense of "administering criticism", not as in "really important", though the people who feel this way would probably argue that also. People who feel this way are interested in the stories behind the games and how games can fit into broader cultural commentary. They ask what particular games can tell us about society, and what the artistic meaning behind a work — both intended by the author and perceived by the audience — might be.

The challenge, of course, is access. The former group gets access to games because they tacitly agree to being part of the Marketing Plan. They get invited to press events to try out a new game; they get sent preview and review codes early; they agree to embargoes so the publisher of a game, not the press outlet, remains in control of the coverage. The latter group, meanwhile, tends to have to fend for itself to a certain degree. This gives them a lot more freedom in terms of what they cover and how, of course, but they can't rely on having access — whether that means "getting an early copy of a game" or "being able to pick the lead writer's brain without a PR person breathing down their neck".

I don't really know what the answer is, or even if there is a satisfactory one. I don't quite fall into either of the above categories with what I do over on MoeGamer, but then that's a site by an individual run as a passion project, not a commercial venture. As such, I have the freedom to pick and choose what I cover, and to exclusively concentrate on things that I, personally, feel have some worth and value — or, at the very least, are interesting enough to want to talk about. That means my site skews positive, which is anathema to some people, but I'm not there to do a PR company's bidding — nor am I there out of any obligation to criticise things just because they "need criticising". I simply choose to focus all my attention on games that I think are worthwhile, and that I think more people should check out.

I hate to sound like I'm "both sides-ing" the issue, but the reality is, there are valid points from all angles here. It is silly to pre-judge Highguard with little to no information — or perhaps it's more accurate to say it's silly to make assumptions about what Highguard will be with little to no information. At the same time, though, outlets have no obligation to hype up a new release — and especially, one would argue, when the marketing department doesn't appear to have been doing its job at all.

This is, I can guarantee, the only thing I am going to write about Highguard. Because the one thing I have managed to glean from the discussion over it is that I don't really give a shit about it. So I'll just say I hope it's as good/bad as you were anticipating, and leave it at that.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 597: The MiSTer as reference library https://imnotdoctorwho.moegamer.net/2026/01/25/oneaday-day-597-the-mister-as-reference-library/ https://imnotdoctorwho.moegamer.net/2026/01/25/oneaday-day-597-the-mister-as-reference-library/#respond Sun, 25 Jan 2026 22:05:34 +0000 https://imnotdoctorwho.moegamer.net/?p=35274 One of my favourite purchases in recent memory is the MiSTer Multisystem 2 from Heber, which is an all-in-one console designed around the open-source MiSTer framework. If you're unfamiliar, this is a specification for hardware-based emulation of classic computers and games consoles, using a technology called FPGA. The advantage of FPGA is that it produces … Continue reading #oneaday Day 597: The MiSTer as reference library

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One of my favourite purchases in recent memory is the MiSTer Multisystem 2 from Heber, which is an all-in-one console designed around the open-source MiSTer framework. If you're unfamiliar, this is a specification for hardware-based emulation of classic computers and games consoles, using a technology called FPGA. The advantage of FPGA is that it produces much more accurate results than typical software emulation, and thus it is a good substitute for original hardware, particularly if you're going to go the whole hog and use analogue CRT displays.

I think the most valuable thing about the way I've set mine up is that it is now effectively an interactive reference library of video games from the Atari 2600 right up until the PS1, N64 and Saturn. I invested in a large amount of external storage early on precisely so I could load it up with absolutely everything I might ever want (and quite a lot of things I will probably never want) and thus never have to worry about tracking down ROMs and disc/disk images ever again. (Until I discover a New Favourite Console, of course. Which has been known to happen.)

This is a useful resource both for my own curiosity and for my day job. We're working on something thoroughly interesting in the latter regard right now — no, you won't get any hints here — and an important part of that is ensuring that the project is accurate to the original version. Having the MiSTer Multisystem 2 up and running right next to me in my study means that, at a moment's notice, I can flip it on, check something and capture video for my colleagues to compare to. This is a good thing.

Having a storage device full to bursting with ROMs and disc/disk images, of course, runs the risk of the dreaded "analysis paralysis". But at the same time, if someone says something like "oh, I used to really like Enduro Racer on the Master System", I can pull that up and check it out immediately, knowing that the experience I'm having is authentic to the original hardware, and all without having to swap around cables, power adapters and controllers.

I have a lot of original hardware, which I like owning. But pretty much all of it is now primarily on display on the shelves rather than being used directly — because with very few exceptions, the MiSTer Multisystem 2 works just as well as the "real thing", with little in the way of compromise. And some improvements in some cases; it's absolutely no contest between a modern 8bitdo controller and the dreadful original Sega Master System joypad.

The one thing that is a compromise is the tactile nature of using original computers. Different computers had their own different case designs and keyboards, and thus a distinctive feel to using them. I have the 8bitdo mechanical C64-style keyboard as a suitably "retro" input device for computers, and it's great — but it does mean I miss out on little things like the distinctive shape of the Atari ST's function keys or the unique keys on certain systems' keyboards. (And documentation on exactly what these unique keys are mapped to on a modern keyboard is remarkably lacking, it has to be said!)

You also, of course, miss the fun tactile aspect of working with physical media. There's still something undeniably lovely about putting a cartridge in a slot or loading up a disk and listening to the whirr-snark of a floppy drive, and it will be a sad day when no-one remembers doing that. But with original hardware — particularly floppy disks — becoming more unreliable and prices for second-hand copies of retro games going through the absolute roof, at this point attempting to collect games for old computers and consoles feels like a complete waste of money.

Meanwhile, I have not regretted a single pound I have spent on my MiSTer setup. And, with any luck, given the lack of moving mechanical parts in it, it will last for a good long while, too.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 596: Sad little men https://imnotdoctorwho.moegamer.net/2026/01/24/oneaday-day-596-sad-little-men/ https://imnotdoctorwho.moegamer.net/2026/01/24/oneaday-day-596-sad-little-men/#respond Sat, 24 Jan 2026 19:56:12 +0000 https://imnotdoctorwho.moegamer.net/?p=35272 I've had two angry emails this week, one from someone who was upset I was covering Wolfenstein over on MoeGamer and drawing some parallels between the alt-history 1960s Nazi world order depicted in the game and the heinous shit going down in the United States right now, and another, likely a sock puppet, from someone … Continue reading #oneaday Day 596: Sad little men

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I've had two angry emails this week, one from someone who was upset I was covering Wolfenstein over on MoeGamer and drawing some parallels between the alt-history 1960s Nazi world order depicted in the game and the heinous shit going down in the United States right now, and another, likely a sock puppet, from someone who was angry that I said mean things about a particularly notorious revolting little troll that occasionally tries to start shit with the UK retro gaming YouTube community.

To both of these individuals, I extend my middle finger in an unmistakeable gesture and invite them, politely, to eat an entire bag of dicks. Because neither of these people were up for any sort of discussion — not that I wanted to discuss their odious viewpoints with them — and just wanted to spew a wall of vitriol at me before flouncing off into the sunset, likely to never think of me ever again. And I'm 100% fine with that last bit.

The first bit is a shitty thing to have to deal with, though. I, unfortunately, know quite a few people who have been on the receiving end of abusive messages from people like these two fucknuggets, and none of them have deserved what they have gotten. The people who spew this kind of hatefulness are, without exception, bigoted, intolerant fuckheads who are angry that the world doesn't cater specifically to them. They don't like that certain types of people who are different from them exist, whether those differences come in the form of their skin colour, gender identity, sexuality or how many YouTube subscribers they have. They are angry at the simple existence of people they see as different from them; they think these differences make those people somehow dangerous.

They fear them, and that's why they lash out in the way they do — they hope to break the spirit of people they have decided that they dislike. They have no endgame; no real purpose in mind. They just want to hurt people. And it's fucking pathetic. Particularly because the targets they pick, like me, are, frankly, completely harmless individuals who they likely never would have come into contact with were it not for the increasingly potholed Information Superhighway.

It sucks that we have to tolerate the existence of pathetic little trolls like this, because practically speaking, there's not a lot that can really be done about them. Law enforcement aren't interested in some mean messages on the Internet, social media platforms are increasingly lawless zones, and hosting your own sites means you have the joy of having to deal with moderation tasks yourself. At least WordPress and YouTube make it easy enough to block commenters via various means.

It's a shitty world out there, both online and offline, and there are days when it doesn't feel like there's anything worth "saving" any more. If you encounter any little shits like the ones I've described today, my best advice is to remember that their pathetic little lives are almost certainly full of more self-inflicted misery than you can possibly imagine, and that they're lashing out precisely because of that fact because they're unwilling to admit that they're at fault. Once you start down the path of being an Internet Dickhead, it's very difficult to pull yourself back and save face. Because, frankly, even if these two clagnuts came to me with a genuine apology tomorrow, I would not have the time of day for them.

You get one chance in life to make a first impression, and if that first impression is violently shitting yourself while screaming and waving a knife around, I'm not going to let you into my house, ever.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 595: A nice chat with my doctor https://imnotdoctorwho.moegamer.net/2026/01/23/oneaday-day-595-a-nice-chat-with-my-doctor/ https://imnotdoctorwho.moegamer.net/2026/01/23/oneaday-day-595-a-nice-chat-with-my-doctor/#respond Fri, 23 Jan 2026 18:04:22 +0000 https://imnotdoctorwho.moegamer.net/?p=35268 I went to the doctor today. My knee has been playing up for a while, and got particularly bad over the Christmas break when it was especially cold. I suspected it was little more than my knee going "you're too heavy, sort it out", but I just wanted to confirm that it wasn't anything more … Continue reading #oneaday Day 595: A nice chat with my doctor

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I went to the doctor today. My knee has been playing up for a while, and got particularly bad over the Christmas break when it was especially cold. I suspected it was little more than my knee going "you're too heavy, sort it out", but I just wanted to confirm that it wasn't anything more serious. (It wasn't. I am too heavy and need to sort it out.)

I came away from the appointment feeling oddly invigorated, though. I'd ended up being there for about half an hour in total, approximately two minutes of which were spent actually examining me. But my doctor apparently wanted to talk today. And I was happy to let him.

It started with a rant about politicians. I'd come to him as a result of one of those "e-consult" things because my surgery is apparently incapable of activating their online appointments system, and I hate doing the 8am rush to phone for an appointment. My doctor apparently doesn't think all that much of the e-consult system — I don't either, as it happens, but it seemed like the most reliable method of getting at the very least a call back without having to sit on hold on the phone for hours — and expressed some considerable frustration at how government guidelines have given him "quotas" of routine and emergency appointments to fulfil.

Now, I'm sure we're all familiar with the technique of requesting an "urgent" appointment for something that is absolutely not an emergency, and I suspect it's that sort of behaviour that has led to these quotas. But I was more than happy to let him go off on one about how politicians had no idea what it was like for actual surgery staff, particularly now that the practice he works at, originally intended for no more than 9,000 patients in total, is now serving more than 16,000 people, with more registering by the week, it seems.

After examining my knee and telling me I'm fat (in a more polite way than that, and he was apologetic about it) he then told me about his own personal history dealing with weight loss, a genetic predisposition towards being on the larger side, exercise and suchlike. It was an interesting conversation, even if it was a tad one-sided — like I say, the poor chap clearly wanted to talk to someone about absolutely fucking anything, and I was more than happy to let him. Although he was clearly frustrated about things, he's also a nice, friendly chap, and I know very well how helpful it can be to just have someone who is willing to listen sometimes.

So, all told, I have a feeling that my doctor may have got more out of my appointment today than I did. Still, it was reassuring to know that there's not actually anything wrong with my knee — I just need to lose some weight. And I'm working on that! It's been nearly a full week on the diet plan now, and it's been going pretty solidly so far. Let's hope that leads to some actual, tangible results.

And Dr. W? I hope you feel better soon. I know all too well how frustrating government interference in your profession can be from my time as a teacher, so you have my sympathies. I wish I could reassure you that things will get better from hereon, but… well, you can see the state of the world right now. Hang in there. You provide a vital service to the community, and I hope you know how much people like me appreciate your work.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 594: Point. Click. https://imnotdoctorwho.moegamer.net/2026/01/22/oneaday-day-594-point-click/ https://imnotdoctorwho.moegamer.net/2026/01/22/oneaday-day-594-point-click/#respond Thu, 22 Jan 2026 23:48:54 +0000 https://imnotdoctorwho.moegamer.net/?p=35263 I love point-and-click adventures. Back in the '90s, they were probably my favourite type of game. I devoured everything LucasArts came out with and a lot of stuff Sierra did — though I must confess, there are still a few gaps in my knowledge on the latter front. LucasArts stuff was just better than Sierra … Continue reading #oneaday Day 594: Point. Click.

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I love point-and-click adventures. Back in the '90s, they were probably my favourite type of game. I devoured everything LucasArts came out with and a lot of stuff Sierra did — though I must confess, there are still a few gaps in my knowledge on the latter front.

LucasArts stuff was just better than Sierra stuff, at least in the early days. Early on, LucasArts' developers decided to take the things that annoyed people about Sierra games — chiefly the ability to die and get yourself into unwinnable situations — and throw them out of the window. Far from removing all challenge from the games as a result, this just made them much more fun to play — although it's interesting to note quite how short a lot of those games are by modern standards.

One thing to remember is that when we were playing stuff like Indiana Jones and the Fate of Atlantis, Internet access wasn't particularly widespread. Hell, GameFAQs wouldn't exist for another few years, even if you could get on the Internet; some resourceful folks were writing walkthroughs and posting them on places like CompuServe's GAMERS forum (a frequent online hangout for myself), but for the most part, when it came to solving a tricky game, you had two options: figure it out yourself, or wait for a magazine to print a walkthrough.

This meant that games that are maybe three or four hours long start to finish could actually take days, weeks or even months to complete. We had a lot more patience for that sort of thing back then — although I do recall finding it quite eye opening when I bought a brand new copy of Full Throttle, played it for two hours with my brother and we rolled credits on it.

Today, point and click adventures are still going strong. Press and public alike have enjoyed saying the genre is "dead" for many years, but in reality it's been nothing of the sort. What changed is the part of the market that point-and-click adventures occupied; while once a Sierra or LucasArts game would be considered a "big release" in a similar fashion to today's triple-A titles, after the turn of the millennium they became more niche interest affairs.

I'm not entirely sure why, either; they hadn't fundamentally changed what they were doing, or their core appeal elements. Although thinking about it, that's probably precisely why they became more niche interest affairs. From the late '90s onwards, the "upper" (for want of a better term) end of the market was going 3D, exclusively. And adventure games, up until this point, had been resolutely 2D affairs, tending to be showcases for beautiful rotoscoped or hand-drawn animation, painted backdrops and suchlike. In the age of PlayStation, that suddenly wasn't fashionable any more for a variety of reasons — and the few attempts to bring point-and-click adventures into the 3D realm had been met with a mixed response.

As with most niche interest things, an enthusiast community developed, with many of them rallying around a piece of software called Adventure Game Studio. Initially DOS-based, this was a tool that allowed anyone with a creative mind and the ability to produce basic graphics to put together a point-and-click adventure. It took effort, mind; this wasn't a "game generator", but a fully featured game engine, suitable for creating point-and-click games similar in style to Sierra, LucasArts and any number of other models.

Remarkably, Adventure Game Studio is still going to this day — and the enthusiast community is still using it. Only now, we see a lot more commercial releases from independent developers. And even more remarkably, the stuff being put out today by small outfits is pretty consistently better than anything from the genre's supposed "golden age" of the mid '90s.

There are more point-and-click adventure games that have been released in the last few years than there ever were back in the '90s. And they're really, really good. For just a few recommendations: the Kathy Rain series is an excellent series of investigative adventures; Old Skies by Wadjet Eye Games is an incredibly thoughtful narrative-centric game with a time travel hook; Lamplight City by Grundislav Games is what happens if you take Gabriel Knight and stick it in a steampunk setting; Brok the InvestiGator by CowCat Games is a brilliant, lengthy animated adventure with optional beat 'em up mechanics.

Even better, these games are a lot longer than their mid '90s counterparts. Old Skies took me a good 12 hours. The two Kathy Rain games are about 8 hours each. I'm 7 hours into Lamplight City so far and on the fourth chapter of five. I'm not sure how long Brok was but I have a feeling it was pushing 20 hours.

"Length of play" isn't the sole metric by which you should measure a game's worth, of course. But what a longer game means in the adventure game space is a more detailed, in-depth story to explore and enjoy. The difference between watching a movie and a whole season of a TV show. Both have their place, of course — I'm not averse to a short adventure game, still, and frequently go back to some '90s faves — but it's always nice when one of these modern games really gives you something to get your teeth into properly.

Best of all, though, is that there's loads of them. The ones I've mentioned above are just scratching the surface. As someone who has always loved this type of game, that excites me. And I've really been enjoying playing Lamplight City of late in particular. More on that over on MoeGamer when I've beaten it, though….


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#oneaday Day 593: A meaningfully revised roadmap https://imnotdoctorwho.moegamer.net/2026/01/21/oneaday-day-593-a-meaningfully-revised-roadmap/ https://imnotdoctorwho.moegamer.net/2026/01/21/oneaday-day-593-a-meaningfully-revised-roadmap/#respond Wed, 21 Jan 2026 17:58:57 +0000 https://imnotdoctorwho.moegamer.net/?p=35259 Ubisoft has announced today that they are cancelling six games, delaying seven more, closing two studios and forcing everyone back to five days a week in the office. Their justification for this is the usual mealy-mouthed, weasel word-filled business-speak nonsense: In the context of a persistently more selective market as illustrated by the last quarter, … Continue reading #oneaday Day 593: A meaningfully revised roadmap

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Ubisoft has announced today that they are cancelling six games, delaying seven more, closing two studios and forcing everyone back to five days a week in the office. Their justification for this is the usual mealy-mouthed, weasel word-filled business-speak nonsense:

In the context of a persistently more selective market as illustrated by the last quarter, and as part of the finalization of the Group's new operating model, Ubisoft has conducted a thorough review of its content pipeline over December and January. This has led to the strategic decision to refocus its portfolio, reallocate resources and comprehensively revise its roadmap over the next three years. This will support the objective to return to exceptional levels of quality on the Open-World Adventure segment and step-change the Group's position in the GaaS-native experiences segment, as illustrated by the recently acquired project, March of Giants.

In other words, Ubisoft is going back to focusing almost exclusively on the type of game people have been taking the piss out of them for years for — there's a reason people refer to open-world games where you hoover up icons from a map as "Ubisoft Game #[bigNumber]". And, when they're not doing that, they're going to jump headfirst into the exceedingly volatile live service arena, where the last decade or so has clearly demonstrated that if your name isn't Fortnite or Roblox you are almost certainly going to release an enormously expensive colossal failure of a game that will be shuttered in less than a year.

To put it another way, for every Fortnite there are hundreds of Concords. And most of them don't get the coverage Concord did. They just release to zero excitement, zero acclaim and zero passion from anyone, then quietly die in obscurity, destined to be forgotten forever.

All of this seems extraordinarily stupid, particularly since one of the cancelled games was the remake of Prince of Persia: The Sands of Time, whose original incarnation is one of the company's most well-regarded games from years gone by, and a title that would have doubtless reviewed and performed well among today's audience. But no; because it "does not meet the new enhanced quality as well as more selective portfolio prioritization criteria at Group level", it is kaputt. It is no more. It is an ex-game.

Ubisoft has, of course, been undergoing something of a turbulent time, so these "strategic decisions" to "refocus" (read: lay people off) are not a surprise to see. Business decisions like this are, at times, regrettably unavoidable.

However, what is eminently avoidable is charging headlong into sectors that the general public have clearly indicated that they're sick of. Not only "the Open-World Adventure segment" and "GaaS-native experiences", but also, unsurprisingly, they slipped this little bit into their "revised roadmap":

The new operating model will further empower the execution of the Group's strategy, centred on Open World Adventures and GaaS-native experiences, supported by targeted investments, deeper specialization, and cutting-edge technology, including accelerated investments behind player-facing Generative AI.

There it is! Of course there's fucking generative AI involved, because why wouldn't there be? The industry that is losing billions of dollars a year and is pretty much universally hated by anyone whose job isn't just "shareholder" is clearly the right thing for this ailing company to focus on! Surely the generator of what is commonly agreed to be called "slop" these days will help us make better games! Everyone loves AI! Don't they?

(silence)

(a quiet cough)

God fucking dammit. Living in this century is so fucking frustrating, like, all of the time. I haven't been much of a fan of Ubisoft stuff for numerous years at this point, but all this just makes it abundantly clear that they have zero respect for any of the actual creative work that goes into games. Look again at those quotes above, and count how many times artistry and creativity are mentioned.

That's right. Absolutely nothing whatsoever.

At least they're being honest about it, I guess.

I wonder how long they have left?


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#oneaday Day 592: Abstinence from AI https://imnotdoctorwho.moegamer.net/2026/01/20/oneaday-day-592-abstinence-from-ai/ https://imnotdoctorwho.moegamer.net/2026/01/20/oneaday-day-592-abstinence-from-ai/#respond Tue, 20 Jan 2026 21:35:25 +0000 https://imnotdoctorwho.moegamer.net/?p=35257 I, as I may have made clear on a few separate occasions on these hallowed pages, fucking hate generative AI. I do not use it. I do not need to use it. I do not want to use it. And I cannot wait for the whole bubble to pop and this whole shitshow to go … Continue reading #oneaday Day 592: Abstinence from AI

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I, as I may have made clear on a few separate occasions on these hallowed pages, fucking hate generative AI. I do not use it. I do not need to use it. I do not want to use it. And I cannot wait for the whole bubble to pop and this whole shitshow to go the way of the NFT and the Metaverse.

In the last few weeks in particular, I've found that there are a lot more people seemingly trying to push AI as "sort of all right, really". You know the sort of thing, people just casually, jokingly drop into a Discord chat that "out of curiosity, [they] threw it into Gemini to see what would happen" and before you know it, all meaningful human conversation has been replaced with copy-pasted obsequious fawning over the prompter, bold-type section headers and bullet-pointed lists.

Not only that, but the press are at it, too; just today, Undark Magazine (which I've never heard of prior to today) posted a piece called "Abstinence from AI is Not the Answer", in which the authors, C. Brandon Ogbunu and Cristopher Moore, make the baffling assertion that refusing to engage with AI "puts vulnerable people at risk".

"Like many new technologies," they write, "AI can either amplify inequality or ameliorate it, depending on how it is deployed. And fears about the likelihood of it amplifying stratification and segregation are valid. But advocating for abstinence will deny communities access to the tools the privileged are already using to help them write college essays, do their homework problems and learn a second language. Puritanical stances leave people ill-equipped to use this technology responsibly and unable to benefit from it."

Okay, but… hear me out… generative AI is terrible at all of those things. AI writing can be spotted a mile off. It gets answers to basic problems wrong, making it useless for homework. Due to its propensity to hallucinate and fawn over the user, you can't necessarily guarantee that its use of a non-English language is correct, nor that it will correct you if you get something wrong. And, more importantly than all of those things, relying on generative AI to do any of those things strips you of the ability to do them yourself. Not only that, it kills your curiosity to learn and discover new things for yourself, because it's much easier to just ask the chatbot to do it for you rather than to put in the work to learn a new skill yourself.

It's this latter part that really concerns me about generative AI. I've seen so many people willingly hand off to a chatbot during normal discussions and arguments and think that's a shortcut to "winning". When our legal and medical professionals are caught using these unflinchingly awful tools, their own skills and knowledge atrophy because they have no need to retain them — the chatbot will do all the hard work for them.

And what happens when, as looks increasingly likely, the money runs out and all these monumentally wasteful services are no longer able to operate? We're going to need humans who can actually do stuff again. And I'm concerned we're going to struggle to find them, because just over the course of the last couple of years I've seen a frightening amount of people completely give up on seeking out reliable information, knowledge and training for themselves because they can just ask the chatbot.

To address Ogbunu and Moore's main point — that abstinence from generative AI puts vulnerable people at risk — I say, full-throatedly, bollocks. The Internet has been a constant presence in all our lives — whether we're privileged or vulnerable — for decades at this point, to such a degree that it is considered one of the basic utilities these days. It is rammed full of helpful, thoughtful, weird and wonderful information, and the only skill one needs to cultivate in order to take advantage of this is how to determine whether or not something is a reputable source. That is something that we learn to do in school — or we should learn how to do, anyway.

If you hand that job over to a chatbot which is demonstrably wrong a statistically significant amount of times you ask it a question, you are not making use of that skill. That is not democratising the delivery of information; it is filtering all that information through a technology that, at its core, has been designed only with the interests of its billionaire owners in mind. And not only that, to get the supposed "best" out of these chatbots, you're expected to pony up $200 or more a month for a subscription. That doesn't sound very inclusive to the most vulnerable of society.

"Choices we make now will determine whether AI will be a tool for the powerful, dazzling the rest of us with its hype and subjecting us to its harms, or whether it will be a tool — imperfect but useful — in everyone's hands," conclude Ogbunu and Moore.

If it's an imperfect tool, it's not useful. I repeat: I do not use it; I do not need to use it; I do not want to use it. My choice is made; if I see anyone "powerful" using generative AI, I will laugh at them, because they are depriving themselves of the joy of thinking, of learning, of discovering, of creating. And then I will pity them.


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#oneaday Day 591: Joyless healthiness https://imnotdoctorwho.moegamer.net/2026/01/19/oneaday-day-591-joyless-healthiness/ https://imnotdoctorwho.moegamer.net/2026/01/19/oneaday-day-591-joyless-healthiness/#respond Mon, 19 Jan 2026 19:15:02 +0000 https://imnotdoctorwho.moegamer.net/?p=35251 One of the reasons a lot of people — including myself — find it difficult to stick to a diet is because so much "healthy eating" advice out there is seemingly designed to suck all of the joy out of anything to do with food. I read a particularly good (bad?) example of this on … Continue reading #oneaday Day 591: Joyless healthiness

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One of the reasons a lot of people — including myself — find it difficult to stick to a diet is because so much "healthy eating" advice out there is seemingly designed to suck all of the joy out of anything to do with food.

I read a particularly good (bad?) example of this on BBC Food earlier, after it was linked to from the front page of BBC News. "Are we getting breakfast all wrong?" the headline asked. "How much does it matter what we eat in the morning and when we eat it?"

Having read the article a few times, I'm not entirely sure what its actual point is, because there seem to be multiple threads running at once. Firstly is the fact that here in the UK, we tend to be quite set in our ways when it comes to breakfast, while in other cultures they tend to eat "leftovers or [food] similar to [that which] you would have for lunch and dinner", according to NHS GP and chef Rupy Aujla. Then there's the question of when you should eat breakfast, for which the advice seems to be "whenever the fuck you want, or miss it completely and have a decent lunch if you feel like it".

Then there's the usual health scares — people who eat breakfast are "also found to be likely to smoke more, drink more alcohol and exercise less", while there is apparently "convincing evidence that consuming breakfast, compared to skipping breakfast, has positive impacts on short-term cognition and memory". So if you have breakfast, you'll spark up a fag and get pissed while lounging on the sofa, but at least you'll remember all of it the next day.

At one point the piece attempts to convince us that "a breakfast of tomatoes, mushrooms, baked beans and a glass of juice" is a "fry-up" and repeats the bizarre advice that "no matter how much [juice] you drink it will still only count as one portion", then goes on to shame the juice-drinkers because "fruit juice is basically as sugary as a typical candy bar". The piece then advises that we should "use an (environmentally friendly) straw to bypass your teeth" if you are drinking juice, but, of course, says that we should all just drink water because it's "a healthy and cheap choice" that "has no calories and contains no sugars that can damage teeth".

I get why all these things are said. We do all eat too much and do terrible things to our health, but the solution to having issues with food is not to make eating a joyless chore, because in my experience all that does to you is increase cravings for things you "shouldn't" have. And in the worst cases, that can lead to bingeing way more than you would have under normal circumstances.

As with anything, the real answer seems to be moderation. It is difficult to keep cravings under control, particularly if your brain chemistry is particularly prone to taking things to excess, but so far as I'm concerned, far better to have a good, solid breakfast that fills you up and makes you feel good first thing in the morning than a handful of nuts, berries and wood chippings that will have you reaching for the crisps and Penguin bars by 10am.

As for me, today I've eaten pretty much what I want and I still have a bunch of calories left over if I fancy something a little later in the evening. And that has happened because I have taken care with moderation in what I've eaten so far today. I don't feel deprived of anything and I don't feel like I "need" to demolish a packet of biscuits, say — but at the same time, I also know that if I do fancy a biscuit or a cake or something, I have enough calories left in the budget that I can have one if I want.

So you know what? I might just do that. I might just do that.


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#oneaday Day 590: Noodle Report: Shin Ramyun Spicy Chicken and Toomba Flavours https://imnotdoctorwho.moegamer.net/2026/01/18/oneaday-day-590-noodle-report-shin-ramyun-spicy-chicken-and-toomba-flavours/ https://imnotdoctorwho.moegamer.net/2026/01/18/oneaday-day-590-noodle-report-shin-ramyun-spicy-chicken-and-toomba-flavours/#respond Sun, 18 Jan 2026 16:41:26 +0000 https://imnotdoctorwho.moegamer.net/?p=35246 I love a good noodle, at least partly due to my enjoyment of Paul Gannon and Eli Silverman's CheapShow podcast. And in recent times, it seems to have become much easier to find interesting noodles — not only via online ordering and specialist "Asian supermarkets", but also in regular old Sainsbury's, Morrisons and the like. … Continue reading #oneaday Day 590: Noodle Report: Shin Ramyun Spicy Chicken and Toomba Flavours

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I love a good noodle, at least partly due to my enjoyment of Paul Gannon and Eli Silverman's CheapShow podcast. And in recent times, it seems to have become much easier to find interesting noodles — not only via online ordering and specialist "Asian supermarkets", but also in regular old Sainsbury's, Morrisons and the like.

On my most recent trip to Sainsbury's, I picked up a few unfamiliar packets of noodles to give them a try — specifically, two from the Nongshim "Shin Ramyun" range. I've never tried the basic Shin Ramyun flavour that appears to have become quite widespread and accepted as yet, but these two looked intriguing, so I thought I'd give them a go. Shin Ramyun, if you're unfamiliar is just the Korean term for "spicy noodles", so most varieties of the range have a certain degree of zinginess to them.

The first one I tried was the "Toomba" variant. This didn't offer any real indication of what it was supposed to taste of other than that it was "Spicy & Creamy". Thus I had no idea what to expect — I didn't even really know if it was going to be a soup-style or stir fry-style noodle until I actually started preparing them.

As it happens, the Toomba variant is quite similar to Samyang's Carbonara-style Buldak noodles, which are a stir-fry type: you boil the noodles for about 4-5 minutes, drain them, then add a packet of sauce and a packet of powder and stir vigorously while still applying a bit of heat until the noodles turn an angry red colour. The result is a glossy noodle with a pleasantly sticky sauce, but no soup.

The flavour profile is similar to the Carbonara Buldak, also, only the spice level is somewhat milder. There's still a bit of a kick, but it's much less in-your-face than the Buldak ones, making these a much easier recommend to someone who doesn't mind a bit of spice, but doesn't want their head blowing off and their lips to be numb for several hours afterwards. I actually overall liked the flavour a lot more than the Carbonara Buldak, too — although that is a popular Buldak variant, it's one of my least favourite from the range — and can give these an easy recommend. There's a nice blend of spice, cheese and garlic, and they both smell and taste pretty great.

Why Toomba, though? Well, apparently it's a tad convoluted, but as Sporked reports, it is apparently down to a common method of customising standard Shin Ramyun noodles with milk, American cheese, sauteed onions and garlic, which is supposed to make them taste like a pasta dish served at South Korean branches of Outback Steakhouse. The dish itself is called Toowoomba Pasta after a city of the same name in Australia; it actually has no connection whatsoever to the city, as apparently South Korean Outback Steakhouses just like naming things after Australian cities for some reason. These noodles, whose packet of powder basically takes care of the "customising" for you, are called "Toomba" as a contraction that draws the mind to "Toowoomba" without running any obvious risk of upsetting Outback Steakhouses' lawyers. Clear? Not really? Don't worry. All you need to know is that they're pretty tasty.

The Spicy Chicken Shin Ramyun, meanwhile, are a soup-type noodle that come with a packet of powder and a packet of dried vegetable flakes. The result of cooking up a packet of these is a generous bowl of noodle soup that is, once again, an angry red colour. The flavour is quite nice, blending a bit of chicken, a bit of herbiness and a kick of spice. Again, like the Toomba noodles, they aren't overwhelmingly spicy to the same degree as Buldak noodles, but they have a pleasantly warming kick to them, and they'll make your lips tingle a bit.

I didn't mind these. They didn't wow me in the same way as some other noodles that I've had, but they're a perfectly acceptable bowl of noodle soup — a nice winter warmer, and I can imagine them being very pleasant if you're fending off a mild cold. I wasn't overly enamoured by the herbiness of the flavour, though; it overwhelmed the chickeniness of the broth somewhat in a way that I didn't completely love.


In summary then, these were both good bowls of noodles, but in future I'd feel a lot more inclined to go for the "Toomba" ones again; the Spicy Chicken ones were all right, but I don't feel immediately inclined to rush out and buy more of them. They do make me curious to try the regular ol' Shin Ramyun flavour, though, as apparently a lot of people rate those quite highly. I will be sure to report back on my findings when I've given them a go.


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#oneaday Day 589: HeroQuest First Light, First Session https://imnotdoctorwho.moegamer.net/2026/01/17/oneaday-day-589-heroquest-first-light-first-session/ https://imnotdoctorwho.moegamer.net/2026/01/17/oneaday-day-589-heroquest-first-light-first-session/#respond Sat, 17 Jan 2026 23:44:00 +0000 https://imnotdoctorwho.moegamer.net/?p=35242 I've done it! I've finally played a game of HeroQuest with actual real human people. And we had a really good time! We got through the first two quests in the First Light campaign — I've bought both First Light and the big-box core set, but I wanted to give First Light a go because … Continue reading #oneaday Day 589: HeroQuest First Light, First Session

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I've done it! I've finally played a game of HeroQuest with actual real human people. And we had a really good time! We got through the first two quests in the First Light campaign — I've bought both First Light and the big-box core set, but I wanted to give First Light a go because it's a completely different campaign to the big-box core set, and the big-box core set campaign is largely based on the 1989 original, which I was already familiar with.

Both sets stand by themselves, and both are a good means of getting into HeroQuest as a hobby; the main difference is that First Light is a lot cheaper and comes in a smaller box, because it lacks the big collection of plastic miniatures included in the big-box core set. And, having played the game with those big-box core set miniatures today, I'm glad I picked it up; making the whole game a lot more "3D" really adds to the atmosphere and makes it look great on the table. (For the budget-conscious, the cardboard standees for monsters in First Light have some great artwork on them — and you do still get miniatures for the heroes and a recurring dragon boss — but all the furniture items are flat cardboard tiles that just show a plan view of the furniture. They serve their purpose, but it's hard to deny that the 3D furniture is just better.)

Playing Zargon (known as Morcar in the European '80s version) is an interesting experience. One thing you have to remember while playing is that although you are technically an "adversary" for the Hero players, you are not necessarily trying to defeat them. You are, instead, attempting to facilitate a fun session of storytelling, using the game mechanics as a framework, and that sometimes means quietly fudging things a bit, rebalancing the difficulty on the fly and responding to things that happen in a way that isn't necessarily laid down for you in the Quest Book in black-and-white.

Some people turn their nose up at HeroQuest because of its simplistic mechanics, and I can totally understand that; there are games with similar theming that go much harder on strategy and tactics, with each encounter feeling a lot more like a tabletop wargaming skirmish than a dungeon crawl. For some, that's what they want; for me, though, I've always been very fond of HeroQuest's straightforward mechanics, because not only do they keep the game pacy and help emphasise the collective, emergent narrative of the players' quest, they also make it very easy for newcomers to pick up. There's very little trawling through an epic rulebook once you have the basic rules sorted, which means there's very little downtime, and a lot more time for moving, fighting and searching things — because those are the three main things you do in HeroQuest.

The two quests we played today were enjoyably different from one another. The first was a relatively open-plan dungeon in which the Heroes, by chance, picked the "correct" way to go at the beginning and ended up at the concluding encounter relatively quickly, but in the process they also missed out on potentially collecting a bit more treasure. The second quest had an interesting series of magic portals that could send the Heroes to different parts of the dungeon, some of which connected with one another and some of which did not.

The second quest was noticeably harder than the first. The Heroes did have a bit of a run of bad luck with dice rolls — particularly once they opened up a secret room and found a pair of Mummies, which are surprisingly tough enemies to beat — but that made their eventual victory over the quest's "boss" feel hard-earned and definitely worthwhile. And relatively little Zargon fudging was required to keep everyone alive!

The cool thing is that I think the Hero players learned something from how these two quests went down — notably, that it is helpful to stay together, but in a tactically advantageous formation so, for example, the Wizard doesn't get twatted in the face, so the Barbarian doesn't block doorways and so everyone is able to get a chance to line up and punch something. The Wizard got equipped with a staff after the first quest, which allows him to attack diagonally, so that helped inform some tactics, and the Heroes have also determined that getting themselves some better equipment probably wouldn't be a terrible idea, either.

Lots of scope for growth, and the players enjoyed themselves enough to want to play it again! So with any luck, in a couple of weeks' time, it'll be hitting the table again and the campaign can continue.

I'm really very happy about this. I've been wanting to run a proper game of HeroQuest since I was, like, ten, and now I am. And I'm having fun! Sometimes you just need patience. And to buy the game multiple times in the intervening years.


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#oneaday Day 588: Two-day report https://imnotdoctorwho.moegamer.net/2026/01/16/oneaday-day-588-two-day-report/ https://imnotdoctorwho.moegamer.net/2026/01/16/oneaday-day-588-two-day-report/#respond Fri, 16 Jan 2026 19:54:23 +0000 https://imnotdoctorwho.moegamer.net/?p=35238 As promised the other day, I have been following the diet and exercise plan for the last two days. It has been going well so far! I've been under my calorie budget both days (there is still some of today left, but I have enough calories left that if I want a little snack later, … Continue reading #oneaday Day 588: Two-day report

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As promised the other day, I have been following the diet and exercise plan for the last two days. It has been going well so far! I've been under my calorie budget both days (there is still some of today left, but I have enough calories left that if I want a little snack later, I can have one) and I've done 30 minutes on the under-desk elliptical trainer on both days.

Unsurprisingly, I don't feel any different and/or better as yet, but I am feeling quite positive about this particular attempt. I have some healthy and low-calorie snacks (that don't suck) in the house, and interestingly enough I haven't really been feeling "cravings" during the day — it's those cravings that inevitably do me in on other occasions, so it's a positive sign that I haven't particularly been feeling them over the last couple of days.

I even have some recommendations! Ryvita Snack-It Thins. These come in crisp-like flavours and are like 30 calories each. They're a nice crunchy snack by themselves, or you can put some cheese or something on them, or dip them in something. And unlike a lot of "flavoured" crispbreads and suchlike, these actually have a good amount of flavour to them. I got the prawn cocktail and salt and vinegar flavours, and they're both excellent. Better 30-60 calories for one or two of those than 100 calories or more for a bag of crisps. Although I'm not feeling guilty if I do fancy a bag of crisps at any point.

I also got a bunch of yogurts because I really like yogurt. I was never a big fan of it when I was a kid — particularly if it had "bits" in — and would never, ever pick yogurt from the daily dessert options of "fruit, cheese, yogurt, ice-cream" when offered by my mother. But these days I can happily enjoy even a tub of plain yogurt without anything in it — there's something about it I just find nice and refreshing, plus, again, it's probably better to pick a yogurt than a chocolate pudding. Yes, I know some yogurts have a shitload of sugar, fat and calories in them, but you have to allow yourself some pleasures if you don't want to go mad.

I bought a hazelnut yogurt from Sainsbury's yesterday. I wasn't sure what to expect — on one previous occasion when I've had a "hazelnut" yogurt it actually ended up being more "chocolate", but in this case, it actually was a regular yogurt with little bits of real hazelnut in it. I'm not sure it's something I'll buy again, but it was certainly interesting — and pretty low on the calories, too, since it was a low-fat yogurt.

For breakfast I've got myself some Weetabix and Sultana Bran because I'm a weirdo who unironically likes both of those things, and both of them go just as well with yogurt as they do with milk. Frustratingly, the bowl of Sultana Bran I poured myself this morning had I think one solitary sultana in it, but fortunately I like just plain ol' Bran Flakes too, so it wasn't a huge loss. The bag will be getting a good shake tomorrow.

The one thing I haven't done yet is reach out to seek some help from the psychotherapeutic angle. There's a big form I have to fill out and then I have to have a phone call with someone, and both of those things are daunting tasks that I don't want to face just yet. I'll see how I feel about tackling them over the weekend — before that, though, I have a nice relaxing Friday night to enjoy, and some HeroQuest to play tomorrow!

So there's your update. I know two days isn't long, but I wanted to acknowledge, as much to myself as anything, that I've made a solid start. Now to keep it up!


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#oneaday Day 587: Why are you doing that? https://imnotdoctorwho.moegamer.net/2026/01/15/oneaday-day-587-why-are-you-doing-that/ https://imnotdoctorwho.moegamer.net/2026/01/15/oneaday-day-587-why-are-you-doing-that/#respond Thu, 15 Jan 2026 22:02:12 +0000 https://imnotdoctorwho.moegamer.net/?p=35233 One thing I find quite interesting when looking at games from over the years is contemplating how, as time has gone on, we have become a lot more preoccupied with the "why" of what we are doing in a game than in the past. And, as part of these contemplations, I've come to realise that … Continue reading #oneaday Day 587: Why are you doing that?

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One thing I find quite interesting when looking at games from over the years is contemplating how, as time has gone on, we have become a lot more preoccupied with the "why" of what we are doing in a game than in the past. And, as part of these contemplations, I've come to realise that games which don't really give you much of a "why" beyond "this is what the game is" actually have their own very distinct appeal.

As a case in point, I've been playing some Nintendo 64 "collectathon" platformers recently. This is a type of game that very much fell out of favour at some point between the PlayStation/Saturn/Nintendo 64 era and the PlayStation 2/Xbox/Gamecube age. There are still some folks making games like that — most notably Nintendo — but they are by no means as common as they used to be. And a lot of it, I think, comes down to the apparent expectation that everything must have some sort of narrative context or justification.

Now, I'll hold my hands up here and say that, in the past, I have been guilty of thinking that pretty much every game would be better if it had some sort of narrative context. In the earliest days of this blog, back when the people behind WordPress gave a shit about their community rather than going all-in on AI or whatever shit they're up to at the minute, I even had a post featured for making this very argument specifically about racing games — blissfully unaware, as I was at that point, of Namco's PC Engine conversion of their arcade game Final Lap Twin and the fact they added a Pokémon-ass RPG to it. I do actually still think there's scope for racing games with stories, but I also don't think all racing games need stories — and those which do have stories had better have bloody good ones if they expect me to sit through them rather than skipping right to the racing.

Err, what was I saying? Oh, right. Games didn't always feel the need to justify the things you were doing in the game in terms of narrative. Collectathon platformers are, in many ways, the quintessential example of this: they have characters, a world and indeed a plot, but none of those get in the way of the core "point" of the game: solving puzzles and overcoming challenges to acquire shiny things that let you access more of the game. No-one ever gave a shit about why Mario was collecting Power Stars in Super Mario 64, they just knew that he had to collect Power Stars, and that was enough.

This is one of the things I found quite refreshing about Donkey Kong Bananza recently. That's a game that strikes a very good balance between having an unfolding story and just giving you a basic objective to complete before getting out of your way and letting you accomplish it. For the vast majority of your time in Donkey Kong Bananza, you are looking for Banandium Gems. It doesn't matter why. Donkey Kong wants them, and that means you want them. That's all that matters. That's all that needs to matter.

I'm not saying that games with plots have no place. Hell, you know me, I'll gladly bury my head in a 100+ hour RPG, particularly if it makes me cry at least once along the way. But sometimes it's nice to play a game that is less concerned with wanting to be taken seriously as a great work of art or a masterpiece of characterisation and worldbuilding, and more with being a fun toy that just feels good to fiddle with.

I could have probably phrased that better. But I'm leaving it like that now, deliberately. And I'm off to go and acquire some more shiny things.


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#oneaday Day 586: Commitment https://imnotdoctorwho.moegamer.net/2026/01/14/oneaday-day-586-commitment/ https://imnotdoctorwho.moegamer.net/2026/01/14/oneaday-day-586-commitment/#respond Wed, 14 Jan 2026 21:41:19 +0000 https://imnotdoctorwho.moegamer.net/?p=35231 I'm back from The Day At The Office. I haven't set my office PC back up again yet though, so no tablet drawings for now. I'm tired and can't be arsed to faff around with wires right now, so it's plain text for today I'm afraid. Anyway, as I said yesterday, I'm pretty determined to … Continue reading #oneaday Day 586: Commitment

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I'm back from The Day At The Office. I haven't set my office PC back up again yet though, so no tablet drawings for now. I'm tired and can't be arsed to faff around with wires right now, so it's plain text for today I'm afraid.

Anyway, as I said yesterday, I'm pretty determined to make 2026 the Year I Beat My Weight. Not, as in previous years, the year I beat my previous record for "highest weight Pete can be", but rather, the year I figure out exactly how to get on top of losing it.

I have a several-step plan that I will begin pursuing from tomorrow. (Today is a write-off due to all the travelling and the Wingstop we just had for dinner. We had the Wingstop with the full knowledge that we're both going to be Eating Healthy from tomorrow.) Here are the several steps:

  • I will use the Lose It! app to track my daily calorie intake, and keep below the daily recommended number of calories that will supposedly allow me to lose weight. In doing so, I will continue to enjoy the things I enjoy, but in better moderation. I will not be switching to a "half a banana and a handful of chia seeds for breakfast"-style diet, because that will probably make me want to kill myself.
  • I will count calories even if I go "off-plan" and have myself a "treat", to better educate myself in potentially how much damage I can do to my efforts if I "treat" myself too often.
  • I will do at least 30 minutes of exercise per day, on some combination of my under-desk elliptical machine and/or the treadmill that we have now set up in the spare room.
  • I will not use the calories burned during exercise as "bonus calories" to have additional Nice Things.
  • I will research and reach out to some form of psychotherapeutic support to help with my efforts.

That last one, I think, is going to be the big "different thing" I try this time, and I suspect it will be helpful. As I mentioned yesterday, while I mostly found my referral to the weight loss programme via the NHS to be unhelpful, the one aspect I really did feel like I was getting something from was the counselling aspect. Through talking therapy, I felt like I was able to start looking at my behaviours (conscious and unconscious) that have led me to this point, and to figure out ways I might be able to modify them. Unfortunately I had so few sessions that I don't feel like I really got anywhere — but I feel like if I had been able to spend more time with the therapist in question, we could have made some progress.

One thing that came out of those few conversations, and something that I find my thoughts returning to, is that some of my behaviours are consistent with a pattern of addiction. Anecdotally, having had experience with other people dealing with addiction, I would be inclined to agree. I recognise this. I recognise patterns in myself that I have seen in other people who were struggling with addiction. And I feel that is an important starting point. As with any addiction, though, the struggle will always be in breaking it, little by little. Because you can't really go "cold turkey" (so to speak) with food — unlike various forms of chemical abuse, you still need food to operate normally, and thus breaking any sort of food-related addiction is more about developing a healthier relationship with food rather than completely breaking your "attachment" to it.

But I'm probably getting ahead of myself there. Fact is, I think having some sort of Professional Help would be… well, helpful. Up until now, I've been hesitant, because Professional Help is 1) relatively expensive and 2) daunting to find your way into. 2) applies doubly in my case, because my social anxiety makes it a huge effort to be able to make contact with a stranger, but also it's overwhelming to see the sheer number of therapists that are out there, and having absolutely no idea who might be "right" for me.

Thus I think rather than taking the "roll of the dice" approach and just stabbing randomly at a huge list of therapists in my area, I'm going to try making use of an organisation known as The Empathy Project that operates in my area. This is a small, non-profit organisation based in the town I call home, and I can't remember how I stumbled across them, but I seem to have added myself to their mailing list at some point. What I have read about them online seems positive, however, and thus referring myself to them seems like it would be a solid starting point, if nothing else.

So, tomorrow, I am kicking all this off. I will be counting calories, I will be exercising, and I will be referring myself to someone who might be able to help me through this. I'm feeling oddly positive about this right now, so let's just hope I can keep this mental momentum.


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#oneaday Day 585: Hotels and their unflattering mirrors https://imnotdoctorwho.moegamer.net/2026/01/14/oneaday-day-585-hotels-and-their-unflattering-mirrors/ https://imnotdoctorwho.moegamer.net/2026/01/14/oneaday-day-585-hotels-and-their-unflattering-mirrors/#respond Wed, 14 Jan 2026 00:02:05 +0000 https://imnotdoctorwho.moegamer.net/2026/01/14/oneaday-day-585-hotels-and-their-unflattering-mirrors/ It's that time of the month again, when I haul myself down to sunny Letchworth in preparation for A Day In The Office. And as such, I am coming atcha from my usual hotel, typing on my phone. This hotel is, as I've alluded to in the past, All Right. It's reasonably comfortable, but its … Continue reading #oneaday Day 585: Hotels and their unflattering mirrors

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It's that time of the month again, when I haul myself down to sunny Letchworth in preparation for A Day In The Office. And as such, I am coming atcha from my usual hotel, typing on my phone.

This hotel is, as I've alluded to in the past, All Right. It's reasonably comfortable, but its rooms vary quite a lot in quality, so it's always a bit of a roll of the dice when you get here as to whether or not you, for example, have a bath or not. This time I have been unlucky — no bath, plus a bedside table that looks like it last saw a lick of paint at some point in the 1970s.

I don't mind these little idiosyncrasies, though. They add character, and this place has become quite familiar to me from my numerous visits. Not quite enough that I know from my room number whether or not I have a "good" room, but enough that it is comfortably familiar here.

One thing I do dislike, though, is that pretty much every room seems to have mirrors, like, fucking everywhere. And there's something about hotel mirrors that always seems infinitely more unflattering that the ones you have at home.

I never feel more disgusted with my own body than when I see it in a hotel mirror. I think part of it may be the knowledge that I am away from home and thus not able to "do anything" about the way I look — not that I can really do anything at home, either, but I always feel just a bit more… grounded and in control when I'm at home.

I can't continue like this. This year has to be the year that I beat this problem. It's not going to be an easy process, and there are going to be times that I want more than anything to give up, but there is nothing I want more for 2026 than to be able to look at myself in the mirror and say "good work — you still have a way to go, but you're doing good". (I am a realist about this stuff if nothing else.)

That hard work has to come from me, though. I have to want it. Seeking external help has only worked on one previous occasion, and I never recovered from my relapse. Granted, there were external factors beyond my complete control that caused said relapse, but the approach I took back then — Slimming World — is clearly not quite right for me now.

I've been to the doctor about this, too. I was referred to an organisation who offered nutrition advice and counselling, but I found most of the course to be useless. The nutritional advice came once a fortnight and amounted to "eat less" (no, really?) and the counselling was even less frequent — though I did find the couple of sessions I had in that regard to be quite helpful, so that might be something I pursue independently and privately. It costs money, yes, but if investing in yourself isn't a good use of your funds, what is?

I'm keen to avoid drug-based approaches as although I'm sure they work, I am exceedingly squeamish about poking myself with needles and am not sure I would be able to do it — and I don't want to force Andie to have to do that, either.

During my time with the nutritionist and the counsellor, I was also continually asked if I wanted bariatric surgery, and while I have seen people get great results with that, that is not something I want for myself.

Besides being scared shitless of surgery in general — something I will have to confront when I do eventually manage to lose some weight, in order to get my long-standing hernia fixed — I also worry that the surgery won't fix the main problems, which I have pretty strong suspicions are as much psychological as physiological.

To put it another way, I'm worried that even if they remove the use of part of my stomach or whatever it is they do, I still wouldn't be able to control myself. And if you overeat when you've had that treatment, you can really fuck yourself up.

So that leaves me with good old-fashioned willpower, which hasn't done me too proud up until this point. But I really do want this. I want this to be the year I can look at myself and say yes, I am on the road to recovery.

Sorry for the rather TMI post, but sometimes it helps to just express these things and get them out in the open, as much for your own benefit as anyone else. I don't need anyone's help, I don't want advice — all I do need is some understanding and quiet support. And thankfully, that is something that I do have already.

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#oneaday Day 584: Paint chase https://imnotdoctorwho.moegamer.net/2026/01/12/oneaday-day-584-paint-chase/ https://imnotdoctorwho.moegamer.net/2026/01/12/oneaday-day-584-paint-chase/#respond Mon, 12 Jan 2026 22:22:42 +0000 https://imnotdoctorwho.moegamer.net/?p=35226 "Are you going to paint them?" Andie asked, looking at the wealth of miniatures in the big-box HeroQuest set that arrived today. "Probably not," I said. "I don't know how." This probably isn't quite accurate — as Andie pointed out, the how of painting something is pretty bloody obvious. But what I meant by that … Continue reading #oneaday Day 584: Paint chase

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"Are you going to paint them?" Andie asked, looking at the wealth of miniatures in the big-box HeroQuest set that arrived today.

"Probably not," I said. "I don't know how."

This probably isn't quite accurate — as Andie pointed out, the how of painting something is pretty bloody obvious. But what I meant by that was I have no idea how to do it in such a way that it doesn't look absolute shite.

Now, granted, I am basing this on my previous attempts to do this, some 30+ years ago, when I had a Citadel Miniatures starter paint set and a single brush that was, frankly, woefully inaccurate for the job at hand. The results were, as you might expect, Not Very Good — not least because I only ever really got as far as doing base colours, and never got into doing highlights and shadows. I always got hung up on the how of those bits — how do you know which bits need highlights and shadows? (Obviously, you shine a light on it, and put shadows in the bits that have shadows in them, and lighter bits on the bits that have light on them — I realise that now.)

With this in mind, I've been pondering whether I should try again. And I was surprised and pleased to discover that miniature painting technology has, unsurprisingly, moved on quite considerably in the intervening 30+ years since I last attempted it.

I'm especially interested in some curious little gizmos called Speedpaint Markers by a company called The Army Painter. This is, in turn, a spinoff of a type of paint this company creates called Speedpaint, which purports to do all the highlighting and shadowing for you to a certain extent. It does this through a particularly blended paint, whose properties mean that when it gets into cavities it takes on a darker tone, while on flatter, more raised areas it has a lighter tone, and on everything in between it has a… well, kind of "normal" tone, whatever that means for the specific colour you're using. It's a different sort of idea to acrylic-based paint, which is what I had previously experimented with, and looks like being a very beginner-friendly approach to painting minis.

The Markers take things a step further. Rather than requiring a specialist brush, palette and other equipment, they're a little brush-pen hybrid that delivers the paint right onto the miniature without any other equipment required. Obviously you still need to prime them beforehand, but that's simple enough that even I can do it.

I'm tempted to give them a try. It's a bit of money to get a decent starter set of colours (and, annoyingly, the one thing the "starter set" of markers lacks is a regular flesh tone) but if it really is as easy as it looks to use these things, I might finally be able to enjoy something that has, to date, eluded me.

I dunno. I'll think about it. But it would be cool to have painted minis for HeroQuest.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 583: Heroic leap https://imnotdoctorwho.moegamer.net/2026/01/11/oneaday-day-583-heroic-leap/ https://imnotdoctorwho.moegamer.net/2026/01/11/oneaday-day-583-heroic-leap/#respond Sun, 11 Jan 2026 20:07:29 +0000 https://imnotdoctorwho.moegamer.net/?p=35222 (Experimenting with some different techniques today. The above isn't what I'd call a "finished" image but I feel like I can probably build that into something.) We were originally supposed to be having some friends over to play HeroQuest today, but the collective illness of me, Andie and at least one of the friends in … Continue reading #oneaday Day 583: Heroic leap

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(Experimenting with some different techniques today. The above isn't what I'd call a "finished" image but I feel like I can probably build that into something.)

We were originally supposed to be having some friends over to play HeroQuest today, but the collective illness of me, Andie and at least one of the friends in question over the course of the last week caused us to postpone to next weekend. So I can't really offer a recap of what occurred in our first session, but I can take a moment to ponder exactly why I'm looking forward to jumping into this.

HeroQuest was an important part of my childhood. I was introduced to it through my brother's girlfriend at the time, who was big into heavy metal, fantasy role-playing and suchlike. Her Dad was into miniature wargaming, also, so I wonder how much that was an influence on her — though, of course, Warhammer and its ilk was always a lot cooler than the sort of "historical re-enactment" miniatures her father collected. Perhaps it was a case of "oh, I kind of like those, but I don't want my Dad to think he's cool, so I'll get into something tangentially related".

Anyway, fact is, I was introduced to HeroQuest by my brother's girlfriend, who did an admirable job of putting up with her boyfriend's annoying younger brother by letting me look at her stuff. I don't think I ever actually played HeroQuest with her, but I was so enamoured with it that I asked my parents to get me a copy of Advanced Heroquest one birthday or Christmas, and I got it. Still have it, in fact.

To my frustration over the years, I've actually had relatively few opportunities to play either the original HeroQuest or Advanced Heroquest with real people. Fortunately, Advanced Heroquest includes some very robust solo play rules, so it wasn't a complete waste, and I did manage to play it a few times with people over the years. But the original HeroQuest was always something I really wanted to play with other people over the long term — ideally with me in the role of the games master, taking the players through a full campaign of adventures.

HeroQuest, for the unfamiliar, is a fairly straightforward dungeon-crawling board game. The original MB Games version from the late '80s was developed in conjunction with Games Workshop's Citadel Miniatures brand, and thus was regarded as part of the Warhammer universe; Advanced Heroquest made this much more explicit. A few years back, however, Hasbro and its Avalon Hill brand, now rights holders for the HeroQuest license, decided to resurrect the game with a crowdfunding campaign.

The new HeroQuest has had a few changes since its late '80s release. The new version is now universal worldwide, being based on the previous incarnation's North American rules, rather than having European and North American variants. This means a few things. Firstly, the games master player is now called Zargon instead of Morcar, which to my mind is an infinitely worse name, but it seems "Morcar" is being reintroduced to New HeroQuest with an upcoming expansion, so I'm not too mad about it. Secondly, the game is a tad more difficult — in the European original, all monsters had just one Body Point, so you just had to hit them in order to kill them, even in the case of "bosses". Thirdly, there are some differences and variations in how the quests are composed.

I initially bought the First Light standalone "starter" set for HeroQuest but, having seen a good price on the full-size core set, I've splurged on that too. (Christmas money!) It's actually worth having both, though, because First Light has a completely different campaign of quests to take on as well as a double-sided board with a new map layout that isn't in the original. The downside of First Light is that as a lower-cost starter set, it only has five miniatures: the four Heroes and a dragon boss that recurs throughout the First Light campaign; the remainder of the Stuff is implemented either as flat cardboard tiles, or cardboard standees. Conversely, the full core set has miniatures for all the main monster types in both the First Light and original core quests, plus plastic 3D furniture to put in the rooms.

I'm really looking forward to getting into playing this, because as much as I have had fun with some subsequently release dungeon crawler games such as Descent: Journeys in the Dark, The Legend of Drizzt, Gloomhaven and another one I've completely forgotten the name of, a lot of those feel like they get a bit bogged down in being tactical wargames rather than exploration-focused dungeon crawlers — and it's the exploration and storytelling that has always attracted me to HeroQuest and its surrounding works.

Hopefully at this point next week I'll be able to provide a report on how our first session went. I'm looking forward to it a lot, and hope it will be able to become a semi-regular activity. We shall see!


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 582: Getting some mojo back https://imnotdoctorwho.moegamer.net/2026/01/10/oneaday-day-582-getting-some-mojo-back/ https://imnotdoctorwho.moegamer.net/2026/01/10/oneaday-day-582-getting-some-mojo-back/#respond Sat, 10 Jan 2026 22:25:07 +0000 https://imnotdoctorwho.moegamer.net/?p=35220 No drawing today as I've been doing other creative things, as I shall talk about in a moment. I have not felt at all like making any videos for a while, which is a little bit frustrating to me, because the first two episodes of my Space Rogue playthrough actually did surprisingly decent (for my … Continue reading #oneaday Day 582: Getting some mojo back

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No drawing today as I've been doing other creative things, as I shall talk about in a moment.

I have not felt at all like making any videos for a while, which is a little bit frustrating to me, because the first two episodes of my Space Rogue playthrough actually did surprisingly decent (for my channel) numbers, and I reckon there's just one or two episodes more of The Granstream Saga to do before that's all finished. I just haven't quite been able to summon up the energy to continue those recently, not helped by a week of feeling ill that I'm just getting over.

However, with a soft embargo date approaching for Super Woden Rally Edge, a game I wanted to cover — the video I made on this game's previous installment is the best-performing video on my channel by a long shot — I felt a bit more inspired to actually do something today. So I recorded a bunch of voiceovers: both for this, and for some other things that I've previously written articles for, but wanted to turn them into videos. All in all, I've recorded voiceovers for Super Woden Rally Edge, Old Skies, Return to Castle Wolfenstein, Wolfenstein 2009 and Wolfenstein: The Old Blood, which should result in a nice spread of 15-20 minute videos for each. I've even edited the Super Woden Rally Edge and Old Skies ones already, but I'm going to leave the Wolfenstein ones to another time — maybe tomorrow, maybe later in the week, depending on how I'm feeling.

I continue to go back and forth on what is "best" to do for my YouTube channel. Up until now, I've built it on Let's Play-style playthroughs of games, and I think a lot of my viewers like that sort of thing, particularly as I make an effort to explain how to play the game, why it's interesting, why it's still relevant (if it's an old game, which it usually is) and what I, personally, think of it. These are fairly easy to record and edit, but they are time- and energy-consuming to produce, since they do involve me sitting and playing a game, often for quite a long time, and attempting to find meaningful things to say for the duration.

At the same time, the pre-scripted videos tend to overall do better, particularly over the long term. I think I'm probably more "proud" of those overall, too, since they involve more in the way of editing, and delivering a voiceover is a different skill overall to off-the-cuff, unprepared commentary while playing "live". However, they take a lot more time to both prepare and edit, since there is often a lot of miscellaneous footage required to capture along with the footage of the main thing I'm covering, and the editing process involves a lot more in creatively finding ways to visually represent the things I'm talking about.

Part of me wants to commit to one or the other of these approaches, because I feel it would probably be a good idea to. At the same time, I think there's value in both approaches; you can show things in "live gameplay" that you can't show in a "video essay"-style production, and vice versa.

I do, however, think that kicking off long playthroughs again might have been a mistake. The videos for The Granstream Saga have performed more poorly than anything I've done for a long time, although, as I say, the first couple of episodes of Space Rogue did surprisingly well. So I'm inching towards abandoning those, though I feel like at this point I probably should finish The Granstream Saga at the very least.

Anyway, that's something to think about another day. I have enough on my plate with these new videos for now, so watch for them coming soon to my channel!


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#oneaday Day 581: Another experiment with references https://imnotdoctorwho.moegamer.net/2026/01/09/oneaday-day-581-another-experiment-with-references/ https://imnotdoctorwho.moegamer.net/2026/01/09/oneaday-day-581-another-experiment-with-references/#respond Fri, 09 Jan 2026 17:43:57 +0000 https://imnotdoctorwho.moegamer.net/?p=35216 I present you with the author's self-portrait, in which he is a bit more generous to himself than he normally is, and which was based, once again, on a 3D reference pose. This was also an experiment at adding noses and ears to a character. I still have a lot of fundamental techniques I need … Continue reading #oneaday Day 581: Another experiment with references

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I present you with the author's self-portrait, in which he is a bit more generous to himself than he normally is, and which was based, once again, on a 3D reference pose. This was also an experiment at adding noses and ears to a character.

I still have a lot of fundamental techniques I need to work on — getting my pen pressure consistent as I draw something is a big one, though there are tweaks one can make to one's tools to mitigate that somewhat — but I'm quite happy with how things are going, and feel like I'm definitely learning some things every time I draw something. And I'm not taking a ton of time over these right now, as is probably readily apparent — so I'm sure if I were to take a lot more time over a single image, things might come out better.

I'm actually keen to experiment with some other ideas, too. I have vivid memories of "Computer Art" classes back at school, where I got very good marks for a digital recreation of an Impressionist painting, achieved on an Archimedes computer. The toolset on the art package we were using there was limited, but I was able to make creative use of it to produce a satisfyingly good image that looked vaguely authentically Impressionist — as close as one can achieve with a limited resolution and colour palette, anyway!

One of the nice things about Clip Studio Paint is that it has a lot of nice built-in tools — virtual pens, pencils, paintbrushes and painting methods. Thus far I've been keeping it simple for the doodles I've been doing on here, but I kind of want to fiddle around with drawing some completely different sorts of images — maybe something more abstract, maybe something a bit more landscapey, maybe something completely imaginative. That will be a project for another day, which I will chronicle on here for sure, but for now, I'm definitely having fun dabbling in the visual arts.

I recognise that I will almost certainly never be as good as someone who has been practicing this stuff their whole life — but you also never know what you're capable of until you try it, which is partly what this was all about. I haven't even really tried drawing of any description outside of a few idle doodles since I was a teenager; I didn't study Art or any related fields at GCSE, so my "formal" education in such things stopped around year 9. And I tended to find Art classes a little frustrating at times, since I never really got on well with real paint. I was bad at mixing colours — whatever I mixed, I always seemed to end up with brown — and I didn't have particularly good command over brush strokes. My paint would drip and dribble and my eventual compositions would end up looking a bit messy.

There were parts of it I enjoyed, though. I do remember enjoying sketching still lifes with pencils, and the brief period we did a bit of technical drawing was something I took to quite well. I'm sure I will rediscover some other things eventually, too. For now, though, like I say, I'm continuing to feel like this tablet was a good "investment". And by "investment", I mean "put on my Amazon wishlist so someone would buy it me for Christmas".


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#oneaday Day 580: Make Bad Art (But With References) https://imnotdoctorwho.moegamer.net/2026/01/08/oneaday-day-580-make-bad-art-but-with-references/ https://imnotdoctorwho.moegamer.net/2026/01/08/oneaday-day-580-make-bad-art-but-with-references/#respond Thu, 08 Jan 2026 17:49:10 +0000 https://imnotdoctorwho.moegamer.net/?p=35213 A recurring refrain I hear online among creative types is "Make Bad Art". The sentiment behind this is that one shouldn't be afraid to do something that, by the standards of the day, is Not Very Good. Because it is only through being Not Very Good for quite some time that you have any possibility … Continue reading #oneaday Day 580: Make Bad Art (But With References)

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A recurring refrain I hear online among creative types is "Make Bad Art". The sentiment behind this is that one shouldn't be afraid to do something that, by the standards of the day, is Not Very Good. Because it is only through being Not Very Good for quite some time that you have any possibility of ever graduating to Vaguely Good, and beyond.

Today, with that in mind, I decided to do a little experiment. Rather than drawing completely freehand as I usually do, I today decided to experiment with Clip Studio Paint's reference features. This allows you to do things like import 3D models of objects and people, then draw over them to produce your own finished works.

After a little tinkering with the 3D models to get the exaggerated proportions used by the characters I've previously drawn, I then traced over the outlines for a basic bit of line art, then added some features such as their faces, clothes and hair. Then I coloured using the basic method I have been using up until now.

The result… isn't amazing, I will freely admit, and I think at this point my freehand sketches are probably "better". But I did find the experiment valuable, and there are things I have already learned from doing this for just one session.

Firstly, even if using exaggerated big head proportions like I did here, it's tricky to get the balancing of a face right, particularly if you're using stylised eyes (and no noses) as I have been up until this point. But one thing that is very helpful when using reference models is the "centre line" on the head, which gives you an idea of where the eyes are supposed to go. It's easy to forget that our eyes are actually a good halfway down the front of our head, since the top part of many people's heads is covered by hair. But if you can get the eyes in the right place, that's a good start.

Some experimentation with adding additional detail to Alex's hair taught me an important lesson: if you're going to do dangly fringy front bits, draw them first. You will likely want the back to look at least a little bit like it is attached to the front bits, which is not something I have succeeded with in the above image. And with the way I composed that image — drawing the head and the "back hair" together as one layer — this is something that would have been difficult to correct without completely redoing the head. Lesson learned for future reference.

It's also clear that the simple, abstract hair I have been using for "me" doesn't quite work when using marginally more realistic proportions, or at least a reference model. I've been left with a huge forehead, which is not something I actually have. Hell, the stringy hair I have been using for a while now is supposed to represent a shaved head, which is not actually accurate to how my hair is right now. So I will have to rethink that a bit if I want to continue on like this.

However, difficulties aside, I also found using the reference models enormously helpful to get vaguely convincing human shapes. Simple things like getting the length of arms right, or having legs positioned in a convincing manner, or where a lady's boobs actually are — all of those things can be learned by tinkering around with a reference model.

Now, part of me feels like drawing over a 3D model like I've done today is sort of "cheating". But in reality, it's a valid method that I'm pretty sure many people use — and my Not Very Good efforts today show that there is still plenty of skill involved in making a trace of a reference model into something that looks Actually Good. And, as previously noted, it is only through Making Bad Art that one learns to get better — particularly if you are trying something new to see what techniques it teaches you.

I don't know if I will stick with using the reference models long-term — to me, someone who is "good at drawing" is someone who can work without things like this; the correct proportions, shapes and suchlike just come naturally — but I think it's a worthwhile experiment for at least a few more attempts. I know some things to try and concentrate on now, so let's just see what happens with a bit more tinkering!

Most importantly, though, I'm having fun. I'm glad I decided to give this a go with a proper tablet, as I'm enjoying myself. Even if I never get anywhere close to being Actually Good, it's always nice to have various ways to express yourself.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 579: Fresh hell https://imnotdoctorwho.moegamer.net/2026/01/07/oneaday-day-579-fresh-hell/ https://imnotdoctorwho.moegamer.net/2026/01/07/oneaday-day-579-fresh-hell/#respond Wed, 07 Jan 2026 20:20:04 +0000 https://imnotdoctorwho.moegamer.net/?p=35199 No drawing today; it doesn't quite feel appropriate. So much for new year, new beginnings. Just the last week has seen all manner of fresh hell being served up, particularly across the pond in America, but these things have the potential to affect everyone in the world, directly or indirectly. The first thing I want … Continue reading #oneaday Day 579: Fresh hell

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No drawing today; it doesn't quite feel appropriate.

So much for new year, new beginnings. Just the last week has seen all manner of fresh hell being served up, particularly across the pond in America, but these things have the potential to affect everyone in the world, directly or indirectly.

The first thing I want to acknowledge is America's Immigration and Customs Enforcement (ICE) terror group murdering someone in cold blood in Minneapolis today. I have no real words to express what I feel about the continually declining situation in the States right now, and as someone who has relatives who live there, I am frightened. I can't even begin to imagine how people who live there in the knowledge that this horrendous shit is going down must be feeling right now.

That's about all I can say about that for the moment, because that situation is still ongoing. I at least wanted to acknowledge it, however, because it's just one of many things that have been going horribly, horribly wrong recently, making it clear that 2026 is not going to offer any sort of respite from the general shitshow the 2020s have been so far. I hope the perpetrator of this heinous act is brought to justice, and that this can be the starting point for the people of the United States to take their country back — by force, if necessary — from an increasingly, dangerously unhinged administration.


The main thing I want to talk about today is Grok, the generative AI large language model attached to X, the child sexual abuse material and revenge porn platform formerly known as the social media platform formerly known as Twitter. Grok has been trouble ever since Elon Musk, idiot-in-chief of The Everything App, decided that he needed to make it Cool and Based, and not subject to those pesky guardrails that the boring folks at OpenAI and Anthropic were doing. (Guardrails which, I will add, are consistently failing, as people keep dying as a result of following chatbot "advice" when it comes to drugs and suicidal ideation. But that's beyond the scope of what I want to talk about today.)

If you've somehow missed what's been going on, Grok, ostensibly an on-platform AI able to provide additional context and explanation to a post if someone asks it to chip in, is being used to a frightening degree to produce non-consensual pornography based on real people's photographs — including those of minors. And it has been complying with these requests, posting uncensored nude and lingerie-bikini clad images of women and girls who had previously posted perfectly normal, innocent images of themselves online.

Not only that, but the "community" has been quickly finding ways around what little guardrails Grok does have in place, as reported by the excellent 404 Media, one of the best, most rigorous sources in tech journalism today. For example, Grok supposedly won't generate an image of someone covered in cum, but it will happily comply with a request to "donut glaze" someone, as reported by Eliot Higgins in a lengthy thread on Bluesky earlier today.

There's been disturbingly little critical reporting of this from the media, too. There was a half-arsed attempt to cover the situation during which multiple news outlets unironically said that "Grok apologised" for producing the inappropriate material, when, as a large language model, it is not capable of doing such a thing. The "apologies" posted were simply responses to further prompts, and the insincerity of them was emphasised by someone also prompting it to basically post a Cool and Based "deal with it" kind of response immediately after the initial "apology".

X, The Everything App, so far appears to have done little to curtail the issue. Indeed, if you go click on Grok's profile right now — don't do that — and look at the replies tab, you will almost certainly see a request to put a non-consenting woman in a bikini within two or three posts, if not as the very first post you see. This has been done to a vast number of people so far, including celebrities, public figures, individuals just posting selfies and, yes, minors. And, as one might expect, it has been overwhelmingly women that have received this treatment.

This has been absolutely revolting to see, and although I left Twitter behind myself long ago for a variety of reasons, I am still obliged to check in on it every so often for the day job. And I kind of feel sickened to have to do that; I have absolutely no desire to associate the brand I work for, which I actually care about, with a platform that is seemingly okay with the material I've just been describing. If it were up to me, I would remove the brand from the platform entirely, but unfortunately that is not my decision to make — and thankfully, at some point hopefully not too long away, I will be stepping away from having to deal with social media entirely, in favour of some new responsibilities at the company I will enjoy a lot more.

But if you still have a Twitter account on the grounds that "your audience is still there", let me be blunt: no, they are not. Anyone with any decency abandoned that hellsite long before this latest nonsense started to be a thing, because they could see how things were going a mile off. I wish I could say I was surprised that Grok ended up being used for non-consensual deepfake revenge porn of minors, but I am not.

Back in 2023, I wrote about how I'm not surprised so many people become misanthropes in this day and age, and how I had pretty much lost faith in my fellow man. Things haven't gotten any better since then. In fact, they've become much, much worse. If you've ever thought "ah, no, that's ridiculous, there's no way that'd ever happen", then I'm sorry to say that it probably has already. And then some edgelord shithead has "donut glazed" it just to add insult to injury.


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#oneaday Day 578: The 10-1 rule https://imnotdoctorwho.moegamer.net/2026/01/06/oneaday-day-578-the-10-1-rule/ https://imnotdoctorwho.moegamer.net/2026/01/06/oneaday-day-578-the-10-1-rule/#respond Tue, 06 Jan 2026 22:33:06 +0000 https://imnotdoctorwho.moegamer.net/?p=35193 I read a good thread on Bluesky earlier. It ties in with something I've talked about before, but it bears repeating. It concerns matters of community management, and how a proactive approach that might, in the short-term, be perceived as "negative" is actually for the best in the long run. If you want to read … Continue reading #oneaday Day 578: The 10-1 rule

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I read a good thread on Bluesky earlier. It ties in with something I've talked about before, but it bears repeating. It concerns matters of community management, and how a proactive approach that might, in the short-term, be perceived as "negative" is actually for the best in the long run. If you want to read the thread in question, here's the link.

The poster, "The Wyzard", posits a "10-1 rule", which is to say "every (1) shithead you don't ban costs you ten (10) other customers". They admit that the maths is not exact by the very nature of it being an abstract concept that one cannot truly represent mathematically, but I can see figures along those lines being very plausible.

The theory runs that if you have one person stinking up the joint — whether literally through their personal hygiene, or metaphorically through their behaviour — then while they might be a loyal customer, they will actively repulse other customers. And the number of customers they will repulse is more than the one, single person that they are, making them a net negative for your community.

Back when I was running Rice Digital, I ran into an issue with a persistent commenter who, during the site's time without much moderation going on in the comments section, had come to think of it as his own personal place to spew hatred and bigotry. Because I had taken over the site and the login details to be able to moderate the comments had gone astray several editor-in-chiefs ago, I took the executive decision to nuke the entire comments section from orbit and start afresh.

The commenter in question was not happy, because he believed he had ownership of this vitriol he had continually spewed on the site (including, among other things, stating that a particular TV show had "ruined lesbians for him" because the lesbians in question were not what he considered to be attractive), and it had not occurred to him that a website that does not belong to him, and which he doesn't pay anything for, does not owe him a damned thing.

The metaphor I used at the time was that of a clubhouse. When you run any sort of community, be it online or offline, whatever form it takes, you are effectively carving out a space that is for the use and enjoyment of that community, but which is ultimately the responsibility of someone. Picture, for example, a gaming club, where people come along to meet friends and play games together in a space specially designed for that. Sounds great, right?

Now imagine that every week you show up to that gaming club, there's some asshole whose table talk consists entirely of how much he hates trans people, what he's wanked over this week and why he thinks anyone trying to stop him talking about these things in spaces that might be occupied by people who do not want to hear those things is engaging in "censorship".

After a while, you wouldn't want to go along to that club any more, right? You'd come to dread the experience of this jackass stinking up the joint with his rancid opinions, so you'd find an alternative place to see your friends — or, worst case, just stop seeing them altogether. A net loss for you, your friends and the club in general.

Now imagine that this jackass is kicked out of the club after just one session of him spewing his odious rhetoric. While the initial reaction, particularly if the kicking-out is public, might be shock and even fear from certain members — "what if we get turned on next?" and all that — the long-term effect is that normal, well-adjusted people will feel safer and more comfortable coming along to that clubhouse and doing the things they enjoy. They will not need to abandon something they enjoy doing for the sake of one asshole.

It's the same with online communities. The longer you tolerate someone acting like a shithead as part of a community like that, the more annoyed other people will become, to such a degree that they will eventually leave your community, even if they otherwise like what you are doing. That's counter-productive, because all you will be left with is a single shithead who hates trans people (it's always trans people) and no actual community. And at that point you might as well give up, because I'm sure we've all had the experience where you've ended up being the last person in a room with the one individual no-one wants to be left alone with.

Anyway, I know I've talked about this stuff not long ago, but the thread linked above made me want to talk about it again. If you're someone who finds yourself in a position of responsibility for maintaining a community — whether it's something as small and simple as a comments section for your own stuff, or as large as the social media presence for a Brand™ — I would encourage you to bear that "10-1 rule" in mind. The 10 will thank you, even if the 1 doesn't.


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#oneaday Day 577: A non-comprehensive ranking of some slightly unusual crisps https://imnotdoctorwho.moegamer.net/2026/01/05/oneaday-day-577-a-non-comprehensive-ranking-of-some-slightly-unusual-crisps/ https://imnotdoctorwho.moegamer.net/2026/01/05/oneaday-day-577-a-non-comprehensive-ranking-of-some-slightly-unusual-crisps/#respond Mon, 05 Jan 2026 20:11:26 +0000 https://imnotdoctorwho.moegamer.net/?p=35189 Yesterday, we covered what I described as "regular-ass crisps". The crisps that you see that are just called "crisps", whether they're by Walkers or a supermarket's own brand. Thin slices of potato, deep fried and seasoned with some sort of flavouring powder. But the crunchy snack sector is more than just regular-ass crisps, as anyone … Continue reading #oneaday Day 577: A non-comprehensive ranking of some slightly unusual crisps

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Yesterday, we covered what I described as "regular-ass crisps". The crisps that you see that are just called "crisps", whether they're by Walkers or a supermarket's own brand. Thin slices of potato, deep fried and seasoned with some sort of flavouring powder.

But the crunchy snack sector is more than just regular-ass crisps, as anyone who had a lunchbox in the 1980s will know. There is a whole world of slightly unusual crisps out there, and today I wanted to celebrate some of my favourites — old and new — with another ranking.

To match yesterday, I will be choosing six slightly unusual types or flavours of crisps or crisp-adjacent snack (i.e. puffed corn snacks count) and ranking them in such a way that absolutely no-one will ever want to argue with me or tell me I'm wrong.

Let's begin!

6. Walkers Worcester Sauce

Now, I know this is technically a regular-ass crisp, but Worcester Sauce is also a "limited edition" flavour — although Walkers have done it so many times at this point that they might as well just make it part of the regular-ass lineup, because it's proven pretty much beyond a doubt at this point that people like it.

As for me, I like it a lot — it probably ranks above prawn cocktail, top of my regular-ass crisps ranking, if we're just talking about regular-ass crisps. But if we're talking about slightly unusual crisps, it ranks low because it's not especially unusual.

Flavour-wise, it does everything I like in a crisp or crisp-adjacent snack, which is to say it has enough sour flavour to make your cheeks turn inside out. If they'd just do Walkers Max, But Worcester Sauce Flavour, I think I'd die happy. From cholesterol-related heart failure.

5. Tangy Toms

I don't even know if you can get these any more (EDIT: you can), but these were a staple of the 1980s school lunchbox. Notable for being extremely cheap compared to regular-ass crisps, they also carried that super-sour artificial flavour that I like so much, but applied to a puffed corn snack rather than a potato chip. This time around, the flavour was supposedly tomato, but I ain't never tasted a tomato that tasted like Tangy Toms.

It was a good day any day these were in the lunchbox. I'm only ranking them so relatively low because the bag size was always a bit stingy, but I guess you get what you pay for when you're buying 10p crisps.

4. Wotsits Giant Prawn Cocktail flavour

Wotsits? Good. Prawn cocktail? Good. For a brief period in the '80s, you could get flavours of Wotsits other than the standard cheese, including beef and prawn cocktail, and they were both great, but got phased out after a while because we can't have nice things permanently, apparently. In more recent years, Wotsits have taken a cue from Cheetos with the Flamin' Hot flavour, which is good, but for their Giant variants (which are literallly just Wotsits, but bigger) they also reintroduced prawn cocktail.

And it's a good prawn cocktail flavour, in that it doesn't taste anything like prawns or Marie Rose sauce, but it is both delicious and dangerously addictive. I can happily demolish a big bag of these, and this is why I am fat. Better that than, like, heroin, though, right?

3. "Party Mix" from convenience stores

I don't know what brand makes this. I have a feeling it might be like a Happy Shopper own brand or something. But you hopefully know what I mean: comes in huge bags, contains a mix of all manner of different shaped potato and corn snacks, all liberally doused in flavouring powder, producing some of the most potent flavour explosions in the crunchy snacking space.

My main point of reference for these is that you can get them in the "ParcMarket" at Center Parcs, which I believe is technically a Co-Op, but I've also seen something similar in our local convenience store, which I believe is Happy Shopper-related. I think they even do a prawn cocktail one, which sounds like an exceedingly dangerous thing to provide me with a huge bag of.

2. Lay's All-dressed

I've had these precisely once in Canada and I've been kind of pining for them ever since. As the name suggests, they are supposedly "all of the flavours" on one crisp, and I'm not sure that quite comes across, but they are delicious.

Given that Lay's are basically the Walkers of North America (they're both owned by Pepsi), I'm surprised this particular flavour never made it over to the UK, because I think it would probably go down a storm here. I'll have to see if I can import some… although part of me is afraid to, just in case the second taste is more disappointing than the first!

1. Takis Fuego

A relatively recent discovery for me thanks to the fact our local convenience store carries them, these have quickly become my favourite crisp-adjacent snack of choice. For the unfamiliar, Takis are like what would happen if you rolled up a Dorito before cooking it. Their shape means they carry a lot of flavour, because there's flavour powder on all the rolled-up layers, and the Fuego flavour in particular is already pretty strong.

With an initial chilli kick, a bit of limey zing and a lingering heat, these probably aren't for everyone. But give me a choice of all the crispy things in the world, and I will probably gravitate towards these more often than anything else.


Conclusions? Crisps!


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#oneaday Day 576: A ranking of the regular-ass crisp flavours https://imnotdoctorwho.moegamer.net/2026/01/04/oneaday-day-576-a-ranking-of-the-regular-ass-crisp-flavours/ https://imnotdoctorwho.moegamer.net/2026/01/04/oneaday-day-576-a-ranking-of-the-regular-ass-crisp-flavours/#respond Sun, 04 Jan 2026 21:30:38 +0000 https://imnotdoctorwho.moegamer.net/?p=35185 Hello. I couldn't think of anything to write about today — at least not without threatening to be depressingly topical, which I'm keen to avoid — so I thought I'd fall back on something completely inoffensive and not at all controversial, which is my ranking of the regular-ass crisp flavours that you get in an … Continue reading #oneaday Day 576: A ranking of the regular-ass crisp flavours

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Hello. I couldn't think of anything to write about today — at least not without threatening to be depressingly topical, which I'm keen to avoid — so I thought I'd fall back on something completely inoffensive and not at all controversial, which is my ranking of the regular-ass crisp flavours that you get in an average multipack.

For clarity, this means the following flavours:

  • Ready salted
  • Salt and vinegar
  • Cheese and onion
  • Roast chicken
  • Prawn cocktail
  • Smoky bacon

Now, the exact "goodness" of each of these varies according to manufacturer, but based on a sampling of two ends of the market — Walkers (a "prestige" brand of sorts) and Lidl "Snaktastic" own-brand — I feel pretty confident in my rankings. So let us begin immediately.

6. Cheese and onion

I will grant that I am biased in this regard, because I do not like onion or onion-flavoured things, but it continually mystifies me that this is, supposedly, the most popular crisp flavour in the United Kingdom, according to multiple surveys.

I wouldn't mind if it was a little bit cheesy, but I've decided to give these a chance on multiple occasions and simply cannot get past the revolting onion-ness of them, with the "cheese" part seemingly being totally overpowered by it.

By contrast, I absolutely love the sadly defunct beef and onion flavour crisps that Walkers used to do in the brown packets. Those, to me, didn't taste oniony at all, but the artificial beef flavour (which doesn't really taste like beef at all) came through perfectly well. But I don't think you can get those any more — I haven't seen them for a good while, anyway — so they're out of the rankings for now.

5. Ready salted

These may be ranked low on my list, but not because I don't like them; on the contrary, sometimes it's nice to have a simple salted flavour. They're just a bit dull though.

To my shame, on one occasion at primary school where I found I had a packet of ready salted crisps in my lunchbox, I became so inexplicably furious that I didn't have one of the "good" flavours that I crushed them angrily rather than eating them. I don't really know why I did that, and it's a memory I firmly wish I could eject from my long-term storage.

These days, I am not infuriated by ready salted crisps. But they are usually the last to go. Andie ranks them quite highly, though, so it's not as if they go to waste.

4. Smoky bacon

The next few are all a tough call to rank, as I specifically like all of them, but out of all of them, I think I'd probably put smoky bacon flavour at the bottom of the heap.

There's nothing wrong with smoky bacon and, like ready salted, the intense saltiness of the flavour is sometimes exactly what you're looking for in a crisp. But, when presented with an array of different crisp flavours to choose from, smoky bacon is rarely the one I reach for first.

3. Roast chicken

Likewise roast chicken. I rank this flavour slightly higher because it feels like you don't see these as often as you used to, and thus sometimes I will pick them as a "novelty" option.

There are also some truly excellent "luxury" roast chicken options available, with the one most people are likely familiar with being Walkers Sensations. To my recollection, the roast chicken flavour of these was the first to become widely available, and they are very good crisps.

They don't taste anything like chicken, of course, but very few crisp flavours do actually taste like their name — with the exception of ready salted and salt and vinegar, for obvious reasons.

2. Salt and vinegar

Salt and vinegar is one of my favourite crisp flavours. I particularly enjoy a strongly seasoned salt and vinegar crisp — the kind that is surprisingly, intensely sour. Regular old Walkers are decent in this regard, but I think the best salt and vinegar flavour outside of explicitly luxury brands like Kettle Chips is probably the Walkers Max ridged variants.

Crinkly crisps tend to have stronger flavours anyway, and when you have something that is already fairly pungent, like salt and vinegar, crinkling them and putting them on a thick crisp makes them even better.

It was a close-run thing between this and the top spot, I can tell you. But ultimately this is where the results fell.

1. Prawn cocktail

Another crisp flavour that has the dubious honour of not tasting anything like what it's supposed to, prawn cocktail crisps have always been, for me, the ultimate flavour. They combine everything I like about an artificial crisp flavour. You've got the saltiness. You've got the sourness of vinegar. You've got a touch of sweetness.

It all comes together to create a flavour that makes my mouth water to imagine. Prawn cocktail is an awesome flavour, regardless of what type of crisp it is applied to, and is pretty much always my top pick when given an array of different flavours to choose from.


So there you have it. Those are my rankings, and nothing you can do will change my mind. If you're lucky, I might rank some "unusual" flavours tomorrow!


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

If you want this nonsense in your inbox every day, please feel free to subscribe via email. Your email address won't be used for anything else.

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#oneaday Day 575: Independence https://imnotdoctorwho.moegamer.net/2026/01/03/oneaday-day-575-independence/ https://imnotdoctorwho.moegamer.net/2026/01/03/oneaday-day-575-independence/#respond Sat, 03 Jan 2026 21:36:29 +0000 https://imnotdoctorwho.moegamer.net/?p=35181 There was a good post that went around earlier by the VTuber, journalist and activist Ana Valens, reflecting on her time as part of the games media landscape, and how she was part of the sector's slow decline into almost total irrelevance as SEO-baiting and click-chasing became the norm. I strongly encourage you to give … Continue reading #oneaday Day 575: Independence

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There was a good post that went around earlier by the VTuber, journalist and activist Ana Valens, reflecting on her time as part of the games media landscape, and how she was part of the sector's slow decline into almost total irrelevance as SEO-baiting and click-chasing became the norm. I strongly encourage you to give it a read — you can do so by clicking here. Go on, I'll be here when you get back.

One of Ana's points in her piece was that as games media slowly circled the drain, particularly as groups such as Valnet and GAMURS started hoovering up once-respectable brands and then systematically destroying them one by one, a new type of "media" stepped in to take its place. This, of course, is the oft-trumpeted advent of YouTubers and streamers, whom many claim to find more "trustworthy" than the traditional games media in many cases — despite the obnoxious rise of the term "influencer", and the clearly documented use of "influencer marketing" being far more egregious than any sort of "paid reviews" that, in my experience, never actually took place when the traditional games press was at its peak.

But I'm not here to rant about the rise of YouTubers and streamers. They have their place — hell, I do a lot of stuff on YouTube and I've dabbled with streaming — but for me, they've never been an adequate replacement for having a publication that was "yours". Back in the '80s and '90s, this would be your magazine of choice: the one you would dutifully buy a copy of every month, or subscribe to if you could convince your parents to do so. As the new millennium rolled around and this World Wide Web thing became the norm — particularly as high-speed always-on broadband Internet established itself as the rule rather than the exception — print gave way to online, and we had some wonderful websites like 1up.com that were as much community as they were professional publication.

Sites like that still exist to a certain degree — I believe IGN and Gamespot still have a certain amount of social features, and the relaunched Giant Bomb is more community-focused than ever — but no site has ever managed to quite recapture that wonderful time: an age of personalities, of brave new frontiers in writing about video games, of figuring out exactly what the "games media" really was.

YouTubers and streamers don't quite replace that for me. Sure, it's nice to find someone who aligns with your values and tastes — and sometimes challenges them — but it's not quite the same as finding an entire publication, put together by a team of people, that resonates with you for one reason or another. There are YouTubers I watch fairly regularly, but I don't think of them at all in the same way as I do 1up.com in the early aughts, or favourite magazines like ACE, N64 Magazine and Electronic Gaming Monthly from the late '90s.

Part of that is their individuality, but it's also a completely different medium with its own appeal elements — and there's not necessarily the crossover you might expect. I will gladly read a lengthy magazine article about something I am interested in, but present me with someone who has made a multi-hour YouTube video on the subject and I will immediately switch off. People keep recommending Noah Caldwell-Gervais to me, for example, and I'm sure his work is very good, but his video on the Resident Evil series is seven and a half hours long. I am not watching that when I could be spending those seven hours doing literally anything else — including beating multiple Resident Evil games in that timeframe.

I'm the same with streaming. I'm sure there are some streamers I'd enjoy watching, but I just can't be arsed to spend my time doing so. I'm not someone who can easily split my attention between a stream and Something Else, and I genuinely think it's disrespectful to the creators to engage with a creative work like a game while watching a video or listening to a podcast. (I also think the opposite, to be clear; if I'm watching a video or listening to a podcast, the absolute most I will be doing at the same time is a tedious, repetitive task at work, or driving somewhere.) And, given the choice between spending several hours watching someone else stream a game and sitting down to play a game myself, I'm always going to choose playing something myself.

Conversely, give me someone who writes well, is passionate about what they do and who tries to find the fun rather than get bogged down in negativity — all traits I try to follow in my own games writing — and I will follow that person's blog to the ends of the Earth. In fact, this year I'm going to make a specific effort to follow more individual blogs and independent gaming sites, because, for me, those are the nearest alternative to what I was describing earlier: a publication that speaks to you, and which you feel comfortable checking in on regularly.

But how is an individual writer different from a YouTube video essayist or streamer? I guess in some ways they aren't. But for me it's all down to how that person delivers their message. I see a seven and a half hour YouTube video and feel like that's not something I'm ever going to spend time watching, but I see a light novel-length article and will happily read it from start to finish. It's just inherently more digestible to me — I'm not in this to "consume content"; I actually want to read interesting things! And, honestly, fair or not, the first thing I think of when I see a YouTube video of a length that absurd is "content". I see a website with a bunch of interesting-looking headlines and I think "fantastic, something to read".

I don't know how much sense I'm making here, so I'll stop talking in circles. I guess the main point I want anyone who happens to stumble across this to take away from the whole situation is that we should continue to reject the click-hungry corporate interests of publications under demonstrably awful labels like Valnet and GAMURS, and instead focus our time and attention on individual, independent creators that we enjoy the work of, and that we feel represent our tastes and interests well.

I aspire to be that for at least some people, and I know MoeGamer in particular has at least semi-regular readers. So I encourage you: if you find something that particularly resonates with you, be sure to tell the people behind it that you enjoyed it — and share it with your friends who you think might also enjoy it! Word of mouth is still an incredibly powerful thing on our increasingly broken Internet, and as the world continues to collapse all around us, it's going to be these little communities we can build away from corporate interests that will remain important lifelines for many.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

If you want this nonsense in your inbox every day, please feel free to subscribe via email. Your email address won't be used for anything else.

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#oneaday Day 574: Characters, remastered https://imnotdoctorwho.moegamer.net/2026/01/02/oneaday-day-574-characters-remastered/ https://imnotdoctorwho.moegamer.net/2026/01/02/oneaday-day-574-characters-remastered/#respond Fri, 02 Jan 2026 18:34:07 +0000 https://imnotdoctorwho.moegamer.net/?p=35177 For today's doodle, I thought I would reimagine the "characters" that occasionally appear on this blog in a new style, courtesy of my new drawing tablet and the capabilities of Clip Studio Paint. I think they all probably need some refinement, but I enjoyed making this initial sketch, and each new thing I draw gives … Continue reading #oneaday Day 574: Characters, remastered

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For today's doodle, I thought I would reimagine the "characters" that occasionally appear on this blog in a new style, courtesy of my new drawing tablet and the capabilities of Clip Studio Paint. I think they all probably need some refinement, but I enjoyed making this initial sketch, and each new thing I draw gives me some ideas on what I might need to focus on when developing my skills. I don't have any grand designs on becoming an illustrator or anything, but it would be fun to develop if not "technique" then at least "a distinctive style".

Honestly one of the biggest challenges is fundamentals! Drawing a circle is surprisingly hard! Drawing a circle with roughly equal pen pressure all the way around is even harder! (And, as you can see, I have consistently failed in this regard across the entire image.) Part of me wants to figure out a way to refine that somewhat, but another part of me feels like those individual quirks and "brush strokes" (of a sort) give a piece some individuality and a sense of identity — and that's where a distinctive personal style stems from.

I'm not 100% sure where all the characters came from, to be honest, other than "my own brain". Obviously there's the version of me, which is a little bit less fat than me and a lot cooler than me.

Phillipe (the one who is 80% mouth, and who will almost certainly get his cock out at some point) was primarily introduced to the blog as an homage to a fellow blogger and Twitter enthusiast first time around the #oneaday train — and I was pleased to note recently that he appears to have made something of a name for himself as a voice actor. The character wasn't intended to resemble him in any way, either looks- or personality-wise; he was just named after him, which I recall us all finding quite amusing, given that in stickman form, Phillipe was always the most wilfully offensive of all of them.

Alex, the redhead, has changed her style a bit from her stickman form, sporting some '80s frizzy hair instead of the straight bob she previously had. I primarily created her because I like redheads. She was often designed to be something of a "foil" or "straight man" to me, tending to be something of a voice of reason and rationality even when things were taking a turn for the bizarre. She has canonically slept with Phillipe on more than one occasion, however, much to her disgust.

Lucy, the blonde, I believe first came about in this post, albeit as a brunette. She was initially intended as an embodiment of mindlessly chipper retail workers who stick rigidly to a script even when it's abundantly clear that all you want is a cup of normal coffee and minimal interaction with other human beings. Over time, she developed into what I freely admit is a blonde stereotype of being a ditzy dumbass who is painfully naive about pretty much everything, but she's actually one of my favourite characters to draw because her overly exuberant personality encourages me to make her as expressive as possible. For her new look, I gave her a bit more detail in the bow that ties up her ponytail, her key identifying visual feature.

Other characters that have put in more occasional guest appearances, and who are not pictured above, tended to be more explicitly based on people I actually know. These four, though, I think have always subconsciously represented parts of myself.

The "me" character is, obviously, partly represented by my own self-image, with a little more generosity than I would usually provide myself with. Humour in past images and comics I've used "me" in tends to be at my expense, but I have also used "me" to express my thoughts, worries and feelings about things.

Alex, I think, represents part of me that wants to be cool and popular and liked. I'm not especially desperate for this or anything (although to be perfectly honest, some more friends who live nearby and actually care about me would be nice) but there is part of me that thinks "if I wasn't so fat, ugly, stupid, socially awkward, cripplingly self-conscious and generally inept at living on this planet, I'm sure I could be a riot at parties". Or, you know, something to that effect.

Lucy, then, represents the part of myself that acknowledges that I, myself, am indeed fairly dumb and naive about things one probably should know better about by the time one is 44 years old.

So that's that. You will be seeing a lot more of all of them, particularly once I figure out how to do full-body shots of each of them without them looking weird. That's something to figure out another day, though!


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

If you want this nonsense in your inbox every day, please feel free to subscribe via email. Your email address won't be used for anything else.

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#oneaday Day 573: Welcome to 2026 https://imnotdoctorwho.moegamer.net/2026/01/01/oneaday-day-573-welcome-to-2026/ https://imnotdoctorwho.moegamer.net/2026/01/01/oneaday-day-573-welcome-to-2026/#respond Thu, 01 Jan 2026 22:51:46 +0000 https://imnotdoctorwho.moegamer.net/?p=35174 You get an old-school Paint.net sketch today as it's cold, I'm tired, I've just written 3,000 words about Wolfenstein 2009 (read 'em here!) and I have to work tomorrow. Also I can't be bothered to go upstairs to draw something on the tablet, even though I will have to go upstairs in order to go … Continue reading #oneaday Day 573: Welcome to 2026

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You get an old-school Paint.net sketch today as it's cold, I'm tired, I've just written 3,000 words about Wolfenstein 2009 (read 'em here!) and I have to work tomorrow. Also I can't be bothered to go upstairs to draw something on the tablet, even though I will have to go upstairs in order to go to bed at some point. Look, it's the first day of the new year, cut me some slack, okay?

New years are, of course, times for new beginnings and a sense of refreshment and renewal. As I've commented on before, there's no real magical reason that the last digit of the date increasing by one should have any real sort of "meaning", but it always does feel like a nice time to take stock of one's situation and figure out how one might want to improve one's lot, if indeed one is in a position where one's lot needs improving.

My lot does indeed need improving in numerous ways, so while I'm not sure I want to say that these are "new year's resolutions" as such, I do at least want to set out some things I want to achieve this year:

  • I will recommence dieting and stick to it for more than two weeks at a time. Two weeks appears to be something of a mental roadblock for me, so if I can survive past that, I can probably go for a lot longer. The latter half of the year hasn't really helped with all sorts of commitments that make sticking to a diet plan quite difficult, but new year, new you and all that, so both Andie and I have decided: starting from our next food shop (i.e. once all the remaining holiday "treats" are out of the house) we are both going to make a real go of it, as we could both really do with making that effort — me more than her by a considerable margin, I hasten to add.
  • I will get into the habit of doing some sort of daily exercise for at least 30 minutes. This, initially, will take two different forms: using my under-desk elliptical machine to give my legs a bit of a workout and, once we have Sorted The Spare Room Out, which is a job for the imminent future, using the at-home treadmill Andie bought a while back, but which neither of us have used all that much because there isn't really a good place to put it. Sorting The Spare Room Out will involve rearranging it in such a way that said treadmill can have a semi-permanent place to live, and thus we will both (hopefully) use it a lot more.
  • I will go to the doctor and see if they can do anything about my knee hurting. This is a lingering issue that is probably related to my lack of exercise and my weight problems, but it's got noticeably worse over the last couple of weeks, so I figure I should get it looked at properly.
  • I will make time to play the piano for at least half an hour at a time on at least three occasions per week. Long-term I will extend the individual sessions and aim for daily practice, but I am starting with a relatively humble goal that seems achievable.
  • I will do at least one piece of creative fiction writing per week.
  • I will practice my drawing with the tablet.
  • I will plan and begin writing an Evercade-related project that I've been milling over in my head for a long time.

There are probably some other things that I want to do, but I think that lot is a good starting point. Specific, measurable, attainable and all that nonsense. My overall "life situation" in terms of work, money and suchlike isn't in a terrible place right now, so it's the more "personal" side of things that I need to work on and fix. And while the "professional" and "financial" sides of things are comfortable, it would seem like a good time to make the "personal" comfortable too, non?

Oh, also, happy new year.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

If you want this nonsense in your inbox every day, please feel free to subscribe via email. Your email address won't be used for anything else.

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#oneaday Day 572: Some stuff I've written this year - Evercade edition https://imnotdoctorwho.moegamer.net/2025/12/31/oneaday-day-572-some-stuff-ive-written-this-year-evercade-edition/ https://imnotdoctorwho.moegamer.net/2025/12/31/oneaday-day-572-some-stuff-ive-written-this-year-evercade-edition/#respond Wed, 31 Dec 2025 12:57:27 +0000 https://imnotdoctorwho.moegamer.net/?p=35170 As you may or may not know, I work for Blaze Entertainment on the Evercade retro gaming console. I write the manuals for the cartridges, and I also put out a variety of digital Stuff to support our releases, much of which ends up on the Evercade blog and YouTube channel. So today, the last … Continue reading #oneaday Day 572: Some stuff I've written this year - Evercade edition

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As you may or may not know, I work for Blaze Entertainment on the Evercade retro gaming console. I write the manuals for the cartridges, and I also put out a variety of digital Stuff to support our releases, much of which ends up on the Evercade blog and YouTube channel. So today, the last day of 2025, I'm going to share the stuff I've written for the Evercade blog. 'Cause I bet you haven't read it, have you? Hmmmmm?

What's on the Cart? Indie Heroes Collection 4

The "What's on the Cart?" posts are intended as a preview of upcoming cartridges, but they also provide a nice summary of everything that's on a particular cartridge. We kicked off 2025 with Indie Heroes Collection 4, which included 11 games, many of which were released through our "Game of the Month" programme in 2024. That's where for a hefty chunk of the year, Evercade devices play host to a game that any owners can play for free, even if they don't own the cartridge it's usually on. We've used this system to showcase both new indie titles (which end up on the Indie Heroes cartridges) and games from the system's back catalogue.

Indie Heroes Collection 4 is a fun compilation. Some of the individual games had a bit of a "meh" response from the community when they came up as Game of the Month, but the cartridge as a whole has proven to be quite well-regarded thanks to a few particular standout titles — notably the arcade-style Dig Dug/Bomberman fusion that is Murtop, the point-and-click adventure Batty Zabella and the excellent platformer Flea!2.

Golden Oldies: Data East Collection 1

To go along with the "What's on the Cart?" previews, we also kicked off a similar retrospective series looking at cartridges from the back catalogue that are still available. One of the most popular from the Evercade launch lineup is Data East Collection 1, which includes some absolute bangers like Burnin' Rubber, Magical Drop 2, Side Pocket and Midnight Resistance. This is one of my personal favourite cartridges from the library, so I was more than happy to give it a bit of love.

Evercade features update: March 2025

Although Evercade is a plug-and-play system, we add new features to it through firmware updates throughout the year — typically after fan requests for such features, but also just because we think they'll be cool. In March of this year, we introduced DIP switch support for arcade games, which allows you to customise the difficulty of games on the purple arcade cartridges. This was, as you might expect, rather well-received!

Highlight of the Month: Midnight Resistance

This year, we switched the indie-centric Game of the Month for Highlight of the Month, a showcase of games from our back catalogue of cartridges that are still available. The opening salvo was Data East's excellent Midnight Resistance, a top-tier 16-bit run-and-gun title with a killer soundtrack.

Highlight of the Month: Zool

We followed this up with Gremlin's high-speed platformer Zool, who is not an ant. He is a ninja from the Nth dimension!

What's on the Cart? NEOGEO Arcade 1

We teased NEOGEO coming to Evercade at the end of last year, and this year we released our first three NEOGEO Arcade cartridges. The first of these, imaginatively titled NEOGEO Arcade 1, features Metal Slug, The King of Fighters 2000, Sengoku and more, and it proved to be immensely popular! Given that original format NEOGEO cartridges have always commanded a hefty sum ever since they were new, this cart is solid value for some truly excellent games.

The Evercade Easter Egg hunt

A bunch of classic games have hidden features, known as Easter eggs, because you're supposed to hunt for them, see? In this piece, we explore some of the best examples available on Evercade, including hidden games, sneaky programmer credits and more. Plus the Evercade system itself has a bunch of hidden Easter eggs, too!

What's on the Cart? Atari Arcade 2

With Atari's acquisition of the properties that originally belonged to Stern Electronics, they suddenly had a bunch more games available to license, including all-time classics like Berzerk, interesting rarities like Rescue and Maze Invaders, and the excellent Tazz-Mania, a game I'd never heard of before, but which is now one of my favourite arcade blasters. This post takes a quick look at the 10 games on this fun cartridge that will particularly appeal to those who appreciate early '80s arcade games.

Highlight of the Month: Old Towers

The next Highlight of the Month was Old Towers, an excellent "modern retro" indie game with a simple premise and execution, but a series of increasingly challenging puzzles for you to contend with. This game is a fine showcase of the sort of stuff publisher Mega Cat Studios puts out, and, while relatively short, puts up a stiff challenge while it lasts.

What's on the Cart? Windjammers, Karnov & Friends

We broke from our usual naming convention for this one because we figured that no-one would know who "PAON" were. These games were originally published by Data East, but we couldn't call it Data East Arcade 3 because the rights for the Data East name and mark are with a different company to that which holds these five games. Isn't licensing fun? Anyway, this cartridge sneakily marked our first NEOGEO game, releasing a little while before the first NEOGEO Arcade cartridge came out, and features some fan favourites. Although Windjammers and Karnov are the best-known games on this cart, don't sleep on the relatively little known Vapor Trail and Rohga: Armor Force, as both are spectacular shoot 'em ups.

Evercade Features Update: 5th anniversary edition

This year marked the fifth anniversary of Evercade, a console which successfully released in the middle of the COVID-19 pandemic and which has continued to thrive in its niche ever since. For the occasion, we put out a hefty firmware update including a variety of cool features, including a brand new hidden game!

Highlight of the Month: Alligator Hunt

Highlight of the Month continued with this exciting gallery shooter from Gaelco, in which two skateboarding kids blast into space to do battle with alligator-like aliens.

Evercade Game Spotlight: Roguecraft DX

One of my favourite releases of the year was Roguecraft DX, an enhanced and expanded version of a new Amiga game that first came out last year. We worked closely with the guys at Badger Punch Games to make the Evercade version the definitive way to enjoy this game, and we absolutely succeeded.

Highlight of the Month: Worms

We helped Team17 celebrate Worms Armageddon's anniversary with a showcase of the Mega Drive version of the original Worms. This version is a good, simple way in to a classic series that gets more complex with later installments.

What's on the Alpha? TAITO edition

We released the third of our Evercade Alpha bartop arcade units this year, this time themed around TAITO games. In this piece, I took a look at the included games that are built-in to the machine.

Evercade Game Spotlight: Alcon

As part of Toaplan's 40th anniversary celebrations, I put out a few Evercade Game Spotlight pieces on some favourite games from this developer's back catalogue. Alcon is a personal favourite, featuring deliberate pacing and a player-controlled power-up system.

Evercade Game Spotlight: FixEight

Toaplan's anniversary celebrations continue with a look at their second run-and-gun title, FixEight, the follow-up to Out Zone. This is one of Toaplan's most accessible games, and well worth a playthrough for its sheer ridiculousness.

Highlight of the Month: Truxton

Following on from the anniversary celebrations, the next Highlight of the Month was Toaplan's classic vertically scrolling shoot 'em up, Truxton. This is a hard game, but an immensely rewarding one once you get to grips with it. You'll need practice and memorisation, though!

Highlight of the Month: Flea!

Since Flea!2 appeared on Indie Heroes Collection 1 at the start of the year, we thought it would be nice to showcase the original. So we did!

What's on the Cart? The Llamasoft Collection

In our most packed cartridge to date, we brought you 27 Llamasoft classics in The Llamasoft Collection, including the first VIC-20 and Atari ST games on Evercade! Having grown up with Jeff Minter games, I love this cartridge, although it's a shame we weren't able to squeeze the Atari 8-bit version of Attack of the Mutant Camels in there.

Golden Oldies: Irem Arcade 1

Irem Arcade 1 is a fan favourite that unfortunately our license is expiring for next year, so we thought it would be a good time to celebrate the wonderful games in this collection, including classics like R-Type and Moon Patrol, plus lesser-known hits like In the Hunt and Lightning Swords.

Evercade Features Update: October 2025

A relatively small update for October 2025, but including a couple of highly requested features: the ability to reset saved high scores for arcade games, and a "suspend save" feature for Roguecraft DX, allowing you to leave a game half-finished and pick it up again later.

Batty Zabella: Full Walkthrough and Guide

I'm generally quite down on sites using "guide content" as SEO bait, but I must admit I do enjoy writing a good guide. So in time for Halloween, I thought I'd give people a helping hand with the excellent Batty Zabella from Indie Heroes Collection 4.

Highlight of the Month: Mr. Gimmick

Sunsoft's hard-as-nails platformer was the next Highlight of the Month, giving everyone the opportunity to enjoy the excellent music on the first level, at the very least. I managed to get a bit further in order to take some screenshots!

What's on the Cart? Activision Collection 1

For me, Activision Collection 1 is one of our most exciting releases, as these games haven't had a standalone rerelease since the PlayStation 2 era. I also love these games — particularly River Raid, MegaMania and Crackpots, plus I've discovered an appreciation for Demon Attack now, too.

What's on the Cart? Rare Collection 1

A surprise announcement for many was our partnership with Rare, bringing together a selection of the company's finest home computer, console and arcade titles. Yes, you can finally play Jetpac and Sabre Wulf on Evercade! Also Battletoads, R.C. Pro-Am and the Conker game from before he went all naughty.

Highlight of the Month: The Astyanax

The final Highlight of the Month for the year was Jaleco's The Astyanax, a platform action game in which you wield a powerful fire axe as you attempt to defeat an evil wizard. Capturing footage and screenshots for this game gave me a new appreciation for it, since it's one I hadn't spent a lot of time with up until now.

Activision Collection 1: Words from the Designers

We didn't have room to include all the "letters from the designers" in the Activision Collection 1 manual, so I reprinted them here.

Evercade Game Spotlight: Atic Atac

I'm always keen to help people understand more complex, tricky retro games — particularly those which I've only just learned how to play properly myself. In this article about Atic Atac by Rare's predecessor, Ultimate Play the Game, I outline exactly what it is you're supposed to do and even provide some maps!

Evercade Game Spotlight: Knight Lore

Then I went and did the same for pioneering isometric adventure Knight Lore. I may suck at the game, but at least I know what you're supposed to do now.


And that's your lot for this year! I hope you've enjoyed these digests of my posts from the year gone by, and if I don't hear from you before the time comes, a very happy new year to you all.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

If you want this nonsense in your inbox every day, please feel free to subscribe via email. Your email address won't be used for anything else.

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#oneaday Day 571: Some stuff I've written this year - MoeGamer edition (Part 2) https://imnotdoctorwho.moegamer.net/2025/12/30/oneaday-day-571-some-stuff-ive-written-this-year-moegamer-edition-part-2/ https://imnotdoctorwho.moegamer.net/2025/12/30/oneaday-day-571-some-stuff-ive-written-this-year-moegamer-edition-part-2/#respond Tue, 30 Dec 2025 14:35:58 +0000 https://imnotdoctorwho.moegamer.net/?p=35166 Continuing on from yesterday, let's continue recapping the stuff I posted over on MoeGamer this year, shall we? Yes, we shall. Cyclopean: The Great Abyss – Ultima meets Lovecraft In this piece, I explore a game that an independent developer sent me a copy of. Inspired heavily by both classic computer role-playing games such as … Continue reading #oneaday Day 571: Some stuff I've written this year - MoeGamer edition (Part 2)

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Continuing on from yesterday, let's continue recapping the stuff I posted over on MoeGamer this year, shall we? Yes, we shall.

Cyclopean: The Great Abyss – Ultima meets Lovecraft

In this piece, I explore a game that an independent developer sent me a copy of. Inspired heavily by both classic computer role-playing games such as the Ultima series and the works of H.P. Lovecraft, this is a lovely, atmospheric retro-style RPG that is easy to pick up and play, but tricky to master. The developer is currently working on a sequel.

Payment processors' control over the arts has to stop

A story broke this year that Visa and Mastercard are seemingly trying to prevent consenting adults from choosing what they spend their money on. Specifically, both companies have been making it very hard for anyone with the slightest connection to sexually explicit (or, in some cases, provocative) entertainment to make a living. It's crazy to think that I posted this back in July, and the situation is still ongoing, with seemingly no resolution in sight.

Old Skies: Wadjet Eye in top form

This is one of the best games I played this year, and the game that caused me to think that, once and for all, the point-and-click adventure sector is in an even better space today than it was back in its supposed LucasArts and Sierra-led "golden age" of the late '90s.

No Sleep for Kaname Date: A meeting of the minds

I adore the first two AI: The Somnium Files games, so I was excited that a third one was coming. I ended up not loving this one quite as much as the first two, but it's still pretty solid, and the new mechanical elements in the escape room sequences are a great addition to the overall formula. It just didn't come together quite as well as the prior two — perhaps because series creator Uchikoshi was a little more hands-off with this one.

Arzette: The Jewel of Faramore – more than just a mockery

I was immediately intrigued by Arzette: The Jewel of Faramore and the fact it was paying homage to two notoriously not-very-good games. I was even more surprised that it was actually a very good game in its own right. Poking gentle fun at its source material while correcting all their annoyances, this was a real pleasure to play through.

Ara Fell: elves vs vampires

I've had a double-pack of this game and its spiritual successor Rise of the Third Power on my shelf for ages, so I decided while we were away on holiday, I was finally going to play them. And I had a really lovely time! Ara Fell adopts an interesting quasi-open world approach and is an immensely rewarding, engaging experience.

Rise of the Third Power: like FFVI never left

Rise of the Third Power, spiritual successor (but not "sequel") to Ara Fell, is one of the best story-centric RPGs I've played for a long time. Brilliant characterisation, stirring music — all the more remarkable considering it was drawn from royalty-free libraries rather than specifically composed — and a wonderfully engaging story make this a highly memorable game that I highly, highly recommend.

Master Detective Archives: Rain Code – what price justice?

Although it gets a little bogged down in itself over the course of its complete runtime, this murder mystery adventure from the Danganronpa creator was nonetheless a compelling, entertaining thrill ride, set in a thoroughly fascinating setting and, in true Danganronpa tradition, presenting some immensely stylish, abstracted takes on the "mechanics" of investigation and deduction.

Lumines Arise, the art of sincerity and creating meaning without explicit narrative

It's easy to assume that the only games with real "meaning" are those that tell an explicit story. But sit down with Lumines Arise, a new take on a classic puzzle game developed by the same folks who did the incredible Tetris Effect, and you will feel very differently. This is a game that is designed to make you feel things while you play. And it's enormously successful at doing that. A truly wonderful experience.

Zelda's organic adventures

I started playing Tears of the Kingdom a little while back, and I am reminded of one of the things I liked so much about Breath of the Wild: the fact that the whole game is a series of little mini-adventures that you stumble across pretty much at random as you explore the world. This is a markedly distinct approach from the "hoover all the icons up off the minimap" structure that many other open-world games take, and it makes for a much more enjoyable game.

HORSES: much ado about nothing?

Notoriously banned from release on Steam, HORSES from Italian developer Santa Ragione is really not worth all the fuss there's been over it. It was an interesting experience, for sure, but you'll see more upsetting material on late-night TV.

Return to Castle Wolfenstein and my history with Nazi-blastin'

As I've noted a few times recently, I love Wolfenstein 3-D and its follow-up Spear of Destiny, but I've never played any of the Wolfenstein games that followed. I am now in the process of correcting this, so I wrote this after beating Return to Castle Wolfenstein: Tides of War on original Xbox. I had fun, though the game shows its age in a few places — in both good and bad ways.


And that's your lot for now. Tomorrow I will review my Evercade blog posts for the year… and then it will be 2026! Hurrah. Possibly. Here's hoping the new year is better than the old one… but I'm not holding out much hope at the moment. At least I have plenty of things to distract me, apparently!


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

If you want this nonsense in your inbox every day, please feel free to subscribe via email. Your email address won't be used for anything else.

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#oneaday Day 570: Some stuff I've written this year - MoeGamer edition (Part 1) https://imnotdoctorwho.moegamer.net/2025/12/29/oneaday-day-570-some-stuff-ive-written-this-year-moegamer-edition-part-1/ https://imnotdoctorwho.moegamer.net/2025/12/29/oneaday-day-570-some-stuff-ive-written-this-year-moegamer-edition-part-1/#respond Mon, 29 Dec 2025 18:21:16 +0000 https://imnotdoctorwho.moegamer.net/?p=35161 I've written a lot of stuff this year! I write a lot of stuff every year, much of it absolute nonsense, but I thought with the end of the year coming up, I'd highlight some bits and pieces that you might have missed, and which I was rather pleased with for one reason or another. … Continue reading #oneaday Day 570: Some stuff I've written this year - MoeGamer edition (Part 1)

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I've written a lot of stuff this year! I write a lot of stuff every year, much of it absolute nonsense, but I thought with the end of the year coming up, I'd highlight some bits and pieces that you might have missed, and which I was rather pleased with for one reason or another. The following lists will not include anything from this specific blog — you can review the archives yourself, after all — but instead encompass pieces from both my gaming site, MoeGamer, and the official Evercade blog.

In rough chronological order, then, I present a chunk of my MoeGamer output for the year, with more to follow tomorrow. The following are presented as embedded article excerpts; simply click through on them to read the full thing.

Fire Emblem newbie plays Fire Emblem Engage

The excerpt says most of it: I am bad at strategy games, but I've always been interested in Fire Emblem, so I decided to give myself a gentle introduction by playing Fire Emblem Engage on Normal difficulty with permadeath turned off. And I had a lovely time, chronicled in this MoeGamer piece.

Revisiting Xenoblade Chronicles

With Xenoblade Chronicles X: Definitive Edition releasing this year, I decided I wanted to refresh my memory on the very first game in the series, since the last time I played it was on Wii, and I was interested to try out the Switch-based Definitive Edition version. I wrote about my experiences and observations over the course of several pieces on MoeGamer, linked in the following extracts:

Tokyo Xtreme Racer: Single-player arcade racing isn't dead, and should never have been assumed to be

Hopefully self-explanatory. I am looking forward to the eventual full release of this game, as the Early Access version on Steam was delightful. I write a bit about that version in the above piece.

The Excavation of Hob's Barrow: Gothic horror and tragedy done right

I finally got around to playing the well-regarded point-and-click adventure The Excavation of Hob's Barrow this year, and I was very taken with it. I was particularly enamoured with how it is an interactive take on the Gothic literature tradition, and an exploration of Classical tragedy in the video games space.

Tokyo Dark: Remembrance and the bleaker side of Japanese life

Tokyo Dark: Remembrance is a really interesting adventure game developed by a team with a western background that has been living in Japan for some time. As such, it's unmistakably "anime" in style, but also provides the sort of perspective only an outsider to the culture can provide. The story is not only a compelling horror narrative, it's also a scathing takedown of the seedier aspects of Japanese culture and nightlife — but simultaneously respectful to the country's overall culture and sensibilities.

Expelled! – Coming for to carry you home

Inkle's EXPELLED! is an excellent text adventure with beautiful presentation and a spectacular amount of player agency. Casting you in the role of a 1920s schoolgirl, the game challenges you to get out of trouble for a crime you may or may not have actually committed, using a quasi-roguelite structure that enables you to discover more information with each playthrough. Fiercely feminist, intensely thoughtful and immensely amusing throughout, EXPELLED! is one of the best games I played this year, and deserves your respect.

Homebody: the horror in one's own head

One of the most fascinating horror games I've ever played, Homebody is a combat-free, puzzle-centric game that sensitively explores matters of social anxiety, agoraphobia, isolation, obsessive-compulsive tendencies and lingering guilt. I played this as a "filler" game between big releases of the year, but it came out as one of my favourite things I played this year.

Xenoblade Chronicles X: Definitive Edition

I'd been waiting for the return of this underappreciated, wonderful RPG for a very long time, and I was delighted by what the Switch Definitive Edition ended up being. Not only did it refine elements of the original that were a little tricky, it also added a new, more conclusive ending that, while divisive, worked well as a means of wrapping the whole thing up. I wrote several pieces about this game:

The Last Waltz showcases dancesport to educate and inspire

My pal Matt from Digitally Downloaded has been working on a visual novel for some time now, and has ploughed a lot of his own effort and money into making it as good as he wants it to be. I played through a demo version of the game's opening and penned some thoughts on the experience here. (You can wishlist the game on Steam here!)

I, Robot: Minter's still got it

If ever there was going to be someone to reimagine one of Atari's weirdest games, it would have to be Jeff Minter, and the man did us proud.

I'm not sure how I feel about Blue Prince

I wrote this while I was still playing Blue Prince. I don't abandon many games once I've started them, but this ended up being one of them. I am now sure how I feel about Blue Prince: I do not like it at all, for most of the reasons outlined in this piece. (This does not mean I think Blue Prince is bad! I am glad so many people got so much out of it. I just did not enjoy it at all.)

Initial thoughts on Clair Obscur: Expedition 33 from a devoted "JRPG" player

Clair Obscur: Expedition 33 is probably my personal Game of the Year, with the caveat that they get a big ol' slap on the wrist for using generative AI at any point in their creative process. "It was just a placeholder!" Yeah, sure. Long before this little kerfuffle, though, I was skeptical about whether this game that had come out of nowhere was actually a big deal, given that turn-based RPGs have been nowhere near as dead as some people think for quite a long time now.

The Sword of Hope: Adventure and RPG, together again

Nintendo added an obscure Game Boy game to the Nintendo Switch Online lineup this year, and I found it thoroughly interesting. So I wrote about it.

Kathy Rain 2: Soothsayer and the art of pacing an investigative adventure

I really enjoyed the first Kathy Rain, and the second one is even better.

I finally played Undertale

Well, I did. And I enjoyed it!

Arcade Archives 2: Ridge Racer – the new best way to enjoy a classic?

Hamster kicked off its new Arcade Archives 2 range with a port of the arcade version of Ridge Racer, marking the series' first "new"(ish) release for quite some time.

Raiden Nova: it's like the PS2 never left

(Complimentary.)

My thoughts on Switch 2 so far

My thoughts haven't changed a lot from here. 90% of the time, my Switch 2 is a slightly better Switch — but I have enjoyed the exclusives I've played on it this year, including Donkey Kong Bananza, Hyrule Warriors: Age of Imprisonment and Kirby Air Riders. It's perhaps telling that at the end of the system's first year on the market, I only have four physical games, though.

The Death end re;Quest Code Z limited edition is enormous

Well, it is.

The Legend of Zelda: Link's Awakening – a delightful remake of a lovely game

One of my favourite Zelda games got a remake a couple of years back, and it turns out the remake is just as delightful as the original. (Plus it runs great on Switch 2!)


Whew, that's more than I thought it was. Let's pick up where we left off tomorrow — that lot should keep you busy for a while, after all!


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

If you want this nonsense in your inbox every day, please feel free to subscribe via email. Your email address won't be used for anything else.

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#oneaday Day 569: Returned to Castle Wolfenstein https://imnotdoctorwho.moegamer.net/2025/12/28/oneaday-day-569-returned-to-castle-wolfenstein/ https://imnotdoctorwho.moegamer.net/2025/12/28/oneaday-day-569-returned-to-castle-wolfenstein/#respond Sun, 28 Dec 2025 20:48:59 +0000 https://imnotdoctorwho.moegamer.net/?p=35158 I have crossed something off my gaming To-Do list! Yes, I have beaten Return to Castle Wolfenstein, kicking off my exploration of The Bits of the Wolfenstein Series That Aren't Wolfenstein 3-D and Spear of Destiny. I wrote about my experiences over on MoeGamer if you'd care to check it out. I appreciate that doing … Continue reading #oneaday Day 569: Returned to Castle Wolfenstein

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I have crossed something off my gaming To-Do list! Yes, I have beaten Return to Castle Wolfenstein, kicking off my exploration of The Bits of the Wolfenstein Series That Aren't Wolfenstein 3-D and Spear of Destiny. I wrote about my experiences over on MoeGamer if you'd care to check it out. I appreciate that doing one whole click is challenging and exhausting, so I will be very grateful if you successfully accomplish that.

Anyway, to summarise, I had a mostly good time with Return to Castle Wolfenstein. You can tell it's over 20 years old in numerous ways — both good and bad — but I had a mostly good time with it. I'm looking forward to investigating the rest of the series; I know the Machine Games stuff from more recent years is very well regarded for the most part, but I'm perhaps most intrigued by the Xbox 360 entry in the series, which doesn't seem to get talked about all that much. There may well be a reason for that — or it may just be that it sort of fell by the wayside a bit.

As you can see, I'm still enjoying my drawing tablet and Clip Studio Paint. Clip Studio Paint, I have discovered, has a strange quirk where it won't start unless you tell it to run in Windows 8 compatibility mode, but aside from that it seems to work great with my tablet, and it's a lot of fun to use. I've barely scratched the surface of it thus far, but I'm looking forward to experimenting with it a bit over the coming days, weeks, months, years. I can't promise an overly elaborate drawing every day, but there will be, at the very least, a stickman doodle drawn by hand rather than by mouse.

I have bought a copy of the new HeroQuest base set, First Light, and hopefully we're going to be putting that through its paces sometime soon. I'm interested to try this, as although it lacks some of the fancier features of the "big" base set (which is still available, and which I still might pick up a copy of) it has some notable new features, such as a double-sided board for variety in map layout, plus a unique series of 10 quests that are different from the standard ones included in the regular base set. For the unfamiliar, modern HeroQuest is a recreation of the MB Games version from the late '80s, but with all the Warhammer references removed, and with the Evil Wizard player being named "Zargon" instead of "Morcar". I believe this latter change is to bring the game in line worldwide, as the North American version of the late '80s version used "Zargon" as the Evil Wizard's name. He'll always be Morcar to me.

Modern HeroQuest has a whole bunch of expansions available, too, which is exciting. I'm going to resist splurging all my money on them immediately, but I'm hoping our prospective players will enjoy the game sufficiently to want to take on a reasonably lengthy campaign of quests — at the very least, the 10 from the base game, and hopefully onwards into an expansion or two. We shall see, though. As anyone who has attempted to run an ongoing game of something will know, these projects often start with good intentions but run out of steam unless someone steps up and keeps things running. I will likely be the one to do that in this instance, as I have been wanting people to play HeroQuest with regularly since… well, since the late '80s.

All right, that's about everything for today. It's been a nice quiet one at home for us today. We're out of food in the house and we've both been resisting going out in the cold to get something to eat, but we're going to have to do that eventually. In fact, I might go and do that now, because I'm getting a bit hungry and Andie is busily playing Final Fantasy XIV with her friends.

Food!


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 568: Doodling is fun https://imnotdoctorwho.moegamer.net/2025/12/27/oneaday-day-568-doodling-is-fun/ https://imnotdoctorwho.moegamer.net/2025/12/27/oneaday-day-568-doodling-is-fun/#respond Sat, 27 Dec 2025 14:10:16 +0000 https://imnotdoctorwho.moegamer.net/?p=35155 I'm going to make no attempt to convince you that my doodlings are in any way "good", because I know that I have precisely zero technique and don't do things "properly", but man, doodling is fun! I just spent a little while fiddling around with Clip Studio Paint (which I bought a copy of, because … Continue reading #oneaday Day 568: Doodling is fun

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I'm going to make no attempt to convince you that my doodlings are in any way "good", because I know that I have precisely zero technique and don't do things "properly", but man, doodling is fun! I just spent a little while fiddling around with Clip Studio Paint (which I bought a copy of, because if I've got a tablet I might as well use some good software with it) and that resulted in the above nonsense. There wasn't any real thought behind it other than an experiment with how to bring the cartoonish representation of me into a slightly more "detailed" space than the stickmen I've been drawing up until now.

Don't get me wrong, I love stickmen and I doubt I will be abandoning them completely, but when one has better drawing tools at one's disposal, one inevitably feels like one should be doing a little "more" with them. And so we have the above.

With the above images, I was channelling some of my past cartoon-drawing experience — specifically that of my time in secondary school, doodling with my friend Ed in our "rough books". The styles I've experimented with over the years have a few influences, but one I keep coming back to is inspired to a certain degree by Jim Davis' work on Garfield — particularly in the area of the eyes. I've always liked Garfield-style eyes as two slightly "protruding" spheres on a character's face; it's not at all realistic, but it can be immensely expressive, which is why I think I've always been rather fond of it as a style.

The uncoloured top-right doodle in the above is somewhat akin to how Ed and I drew our shared "Edlock Holmes and Watson" cartoon strips when we weren't doing them as stickmen (which, eventually, we adopted as the "primary" style) — big noses, eyes inspired a bit by Sonic the Hedgehog's big "mono-eye with a perpetual frown. Fiddling around with that style today, I feel a bit less fond of it than the other approaches: the aforementioned "Garfield-style", and an adaptation of what I was doing with the stickmen, with simple lines for eyes.

One thing I've discovered with Clip Studio Paint that I'm quite fond of is colouring the images in! Using layers, you can leave your line art "on top" and paint behind it, and that, it turns out, is immensely satisfying to do. All of the above are coloured by hand using a paintbrush tool rather than a flood fill, and I really enjoyed doing that for some reason. Given the output of the tool is rather "solid" you probably can't see much in the way of "brush strokes", but I feel that colouring things in that way introduces just enough in the way of human imperfections to give it a bit more of a personal touch.

One thing I really like about drawing with a tablet on the computer is the smoothness of the lines it produces. There's still some "humanity" in there due to things like variances in pen pressure and suchlike, but there's a pleasing smoothness to lines drawn as one continuous motion that is hard to recreate even using real materials. You can't do that with a mouse, either — not even a fancy-pants high-DPI model — and, for me, it's one of the ways that computer art strikes a nice balance between the physical and digital spaces; a real way that the medium makes itself stand out as something unique, rather than an attempt to recreate something that already exists.

I'm looking forward to experimenting a bit more with this drawing tablet, and I'm going to try and scribble something as a companion piece to each post each day, just like I've been doing up until now with the stickmen. As I say, I can't promise that some days won't still have stickmen — I know they have their fans, and I still like them myself — but I also want to experiment with pushing myself a little more, and perhaps developing a bit of a style that I can absolutely call "my own".

Also the sassy gal in the bottom left is cute, no? She will definitely be making more appearances.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

If you want this nonsense in your inbox every day, please feel free to subscribe via email. Your email address won't be used for anything else.

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#oneaday Day 567: I got a tablet https://imnotdoctorwho.moegamer.net/2025/12/26/oneaday-day-567-i-got-a-tablet/ https://imnotdoctorwho.moegamer.net/2025/12/26/oneaday-day-567-i-got-a-tablet/#respond Fri, 26 Dec 2025 23:02:05 +0000 https://imnotdoctorwho.moegamer.net/?p=35149 I got a drawing tablet for Christmas. It's something I've always wanted to experiment with a bit, but the price on previous occasions I've looked always felt a bit prohibitive for something I don't know if I'll stick with — but in more recent years, these things seem to have become quite a bit more … Continue reading #oneaday Day 567: I got a tablet

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I got a drawing tablet for Christmas. It's something I've always wanted to experiment with a bit, but the price on previous occasions I've looked always felt a bit prohibitive for something I don't know if I'll stick with — but in more recent years, these things seem to have become quite a bit more affordable, so I didn't feel too bad sticking one on my wishlist.

As such, you can expect the stupid drawings on this blog to take on a certain… different quality from what they have been in the past. I am making no promises whatsoever that they will be better, but at least now they will be drawn by hand with a pen rather than scrawled using a mouse that isn't really fit for the job.

Drawing is something I used to love doing when I was a kid. I have particularly fond memories of being at my Nan and Grandad's house, armed with nothing but a pad of paper and some pencils, and that would keep me occupied for hours at a time. Sometimes I would draw things from my own imagination; at others I would attempt to recreate things I had seen myself elsewhere. I recall one of my best pieces of work being a recreation of Asterix from the famous comic book series; that was in full colour and everything and, of course, my grandparents were good enough to proudly display it on their fridge.

Doodling was a big part of my time at school also. I've talked on numerous occasions about the "Rough Books" my friend Ed and I had, and these were inevitably filled with silly cartoon strips, fake adverts and doodles of our favourite characters that we had created. On more than one occasion our predilection for doodling got us into a bit of trouble, but I think most teachers knew that it was ultimately fairly harmless compared to what some of the other kids got up to.

A tablet is half of the equation when you're talking about digital art. The other half is the software you use. Up until now, the free and excellent Paint.net has always been my tool of choice, but I feel like if I want to do a bit more with this thing, it might be worth looking at some other tools. I know Clip Studio Paint is quite well-regarded, so I may have to give the free trial version of that a bit of a go and see how I get on. I also have access to Photoshop via work, but modern Photoshop has so much shit going on in its interface that I find it borderline indecipherable compared to the CS2 and CS3 versions I'm mostly accustomed to, so I'd rather not get too involved in that.

Anyway, I'm looking forward to having a play around. And you will hopefully excuse the inevitably variable quality of the illustrations you will see on these pages as I get to grips with my new toy!


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

If you want this nonsense in your inbox every day, please feel free to subscribe via email. Your email address won't be used for anything else.

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#oneaday Day 566: Merry Christmas https://imnotdoctorwho.moegamer.net/2025/12/25/oneaday-day-566-merry-christmas/ https://imnotdoctorwho.moegamer.net/2025/12/25/oneaday-day-566-merry-christmas/#respond Thu, 25 Dec 2025 22:30:01 +0000 https://imnotdoctorwho.moegamer.net/?p=35146 Just a short one for today, as it's Christmas and I'm very tired indeed, plus we have things to do tomorrow! A very Merry Christmas to anyone reading this. It's been a pleasantly quiet one here on Davison mountain, as we've just had the immediate family together for the first time in quite a while, … Continue reading #oneaday Day 566: Merry Christmas

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Just a short one for today, as it's Christmas and I'm very tired indeed, plus we have things to do tomorrow!

A very Merry Christmas to anyone reading this. It's been a pleasantly quiet one here on Davison mountain, as we've just had the immediate family together for the first time in quite a while, particularly after some have had a bit of a turbulent year, to say the least.

Everyone got a nice selection of presents. I got some books, a nice Samsung smartwatch/fitness tracker thing and some other bits and pieces. I bought Andie a Soda Stream, as I thought it would be fun and we use quite a lot of sparkling water generally anyway.

Tomorrow we are attending a "handfasting" ceremony for my brother and his partner — not something I'm familiar with, but it sounds like a nice little event for close family. After that, it's the long drive home to reunite with the cats, who have been having to fend for themselves (with the food and water we left for them, obviously!) since Christmas Eve.

Anyway, I'm pretty wiped out so it's time to sleep. I hope you all had a pleasant Christmas if at all possible, and that you at the very least get some nice time off for the end of the year.

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#oneaday Day 565: It's almost Christmas https://imnotdoctorwho.moegamer.net/2025/12/24/oneaday-day-565-its-almost-christmas/ https://imnotdoctorwho.moegamer.net/2025/12/24/oneaday-day-565-its-almost-christmas/#respond Wed, 24 Dec 2025 23:17:57 +0000 https://imnotdoctorwho.moegamer.net/2025/12/24/oneaday-day-565-its-almost-christmas/ Which means it isn't Christmas, I know. Christmas where I am at the time of writing is in 52 minutes. We're at my parents' place for this Christmas, as my brother is over from the States, and it's a rare opportunity for our Mum and Dad to have the whole family together at a special … Continue reading #oneaday Day 565: It's almost Christmas

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Which means it isn't Christmas, I know. Christmas where I am at the time of writing is in 52 minutes.

We're at my parents' place for this Christmas, as my brother is over from the States, and it's a rare opportunity for our Mum and Dad to have the whole family together at a special time of year. (We're going to the in-laws for New Year, then next year they get us for Christmas.)

I've waxed lyrical over the years about how Christmas kind of loses its magic a bit as you get older, but I think there might be a kind of inverse bell curve thing going on, as I feel like I powered through Christmas being a bit "meh" over the course of the last decade or so, and I'm back to it feeling rather nice to get together with family and share some good times.

Of course, there was a hefty period of my life where things were not going particularly well, and that didn't exactly help with the festive spirit, but while I'm not in a position where I can say my life is "perfect" or 100% where I want it to be, I'm a damn sight more grounded and, for the most part, content than I was back around 2010 or so.

As I say, there are plenty of things I want to work on and improve in the coming year, and the festive season, of course, always gets one in a reflective sort of mood and keen to kid oneself that yes, this next year will be The Year.

I don't yet know if next year will be The Year. I suspect we all have many uphill battles to continue fighting in our own respective existences — and the world itself, for sure, needs to overcome its current challenges and, eventually, heal.

No-one really knows what the future holds. So while you're in a pleasant present, you might as well at least try and enjoy it.

I hope any of you out there reading this have a pleasant conclusion to 2025, whatever you might be doing to see it off — if anything. I certainly intend to try — beginning with a nice long sleep right about now.

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#oneaday Day 564: The lost art of playing together https://imnotdoctorwho.moegamer.net/2025/12/23/oneaday-day-564-the-lost-art-of-playing-together/ https://imnotdoctorwho.moegamer.net/2025/12/23/oneaday-day-564-the-lost-art-of-playing-together/#respond Tue, 23 Dec 2025 14:16:18 +0000 https://imnotdoctorwho.moegamer.net/?p=35142 There are many things I mourn about Times Gone By, but I think the biggest thing I miss is being able to enjoy video games together with other people. Oh, sure, you can play online with anyone in the world, but getting someone in the same room as you to play something with you — … Continue reading #oneaday Day 564: The lost art of playing together

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There are many things I mourn about Times Gone By, but I think the biggest thing I miss is being able to enjoy video games together with other people. Oh, sure, you can play online with anyone in the world, but getting someone in the same room as you to play something with you — or even just sit and watch while you play! — feels like a distant memory at this point. And yet it used to be such an important part of our daily lives!

When I was growing up, I used to spend a lot of time "going on the computer". This was primarily a solitary activity, though I do recall my Dad and brother getting involved in the very early years, giving me an introduction to programming in Atari BASIC and teaching me how to use both the Atari 8-bit and ST machines.

One of the things I loved doing when I either went to a friend's house or had them over to my place was "going on the computer" together. At my friend Matthew's house, we'd play on his BBC Micro when we were younger, and later on his Archimedes. His Dad worked for Acorn, so these were the computers in his house; although I was an Atari fan by virtue of the computers we had in our house, I enjoyed the unique experiences that both the Beeb and the Archie offered, since they were often completely distinct from what I could enjoy at home.

I believe I went to my sometimes-friend Dale's house on just one occasion, and I remember that was the one and only time I played on a Sega Master System as a kid, but I remember really liking the few games he had. My friend Mike, meanwhile, had an Amiga, and we had a lot of fun with that — not just playing games, but also fiddling with creative programs like Deluxe Paint and the like.

Once we got to secondary school, my closest friends went to one another's houses a lot, and we would play on both computers and consoles together. At my friend Edd's house, we'd play on his Amiga and Mega Drive; at my friend Andrew's house, we'd play on his MS-DOS PC and Super NES; later, we'd all get Nintendo 64s and PlayStations, and we'd play together on those.

At university, we spent a lot of time going to one another's houses to play Nintendo 64 in particular, as that console remains unmatched for the sheer breadth of multiplayer titles on offer. But a little later, when the next generation of consoles rolled around, I would have friends over and we'd play Grand Theft Auto III together, despite it not being multiplayer, and we'd play through entire cooperative campaigns of games like Halo and Baldur's Gate: Dark Alliance. I have some truly wonderful memories of enjoying games like that.

Today, though, it is almost unimaginable to play through an entire game with a single co-op partner in the same room as me. Hell, at this point, it's unimaginable to even have a few friendly matches on a fighting game, first-person shooter or racing game.

And this sucks! I've got easy access to more games than we have ever had at any point in our lives, but getting anyone to actually want to come play them with me is like pulling teeth from a particularly bloodless stone. That makes me intensely, terribly sad, and I wish things could be different. But the world has, apparently, moved on from this sort of thing as a regular, normal thing to do; I just have to take whatever opportunities I can get — which very occasionally come up, but not often — to enjoy this long-lost art of having fun together.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

If you want this nonsense in your inbox every day, please feel free to subscribe via email. Your email address won't be used for anything else.

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#oneaday Day 563: My top 10 Evercade games for 2025 https://imnotdoctorwho.moegamer.net/2025/12/22/oneaday-day-563-my-top-10-evercade-games-for-2025/ https://imnotdoctorwho.moegamer.net/2025/12/22/oneaday-day-563-my-top-10-evercade-games-for-2025/#respond Mon, 22 Dec 2025 23:37:36 +0000 https://imnotdoctorwho.moegamer.net/?p=35138 It is, of course, my job to love and appreciate everything we release for Evercade — and for sure, there is not one single game from the library that I have not been able to "find the fun" with to date. But of course there are some that I like more than others. So in … Continue reading #oneaday Day 563: My top 10 Evercade games for 2025

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It is, of course, my job to love and appreciate everything we release for Evercade — and for sure, there is not one single game from the library that I have not been able to "find the fun" with to date.

But of course there are some that I like more than others. So in the spirit of all the "top 10" lists that are going around right now, I thought I would go through my 10 favourite Evercade games that we've released this year, drawn from all the cartridges we released in 2025: Indie Heroes Collection 4; Broken Sword Collection; Atari Arcade 2; Tomb Raider Collection 2; Gremlin Collection 2; Windjammers, Karnov & Friends; Roguecraft DX; NEOGEO Arcade 1; TAITO Arcade 1; TAITO Arcade 2; NEOGEO Arcade 2; NEOGEO Arcade 3; Activision Collection 1; Rare Collection 1 and The Llamasoft Collection.

DISCLAIMER: You are an intelligent person and I should not have to say this, but I am going to anyway. The following list represents my personal opinion and does not reflect any sort of professional judgement or the collective opinion of my employer. It should not be taken as any particular games or cartridges having received any sort of preferential treatment, either personally or professionally, nor that I have received any sort of incentive (financial or otherwise) from any of the license holders to feature their games on this personal blog that no-one reads. Also any cartridges that do not end up featured in this list does not mean I think those carts are shit, it means I have 10 slots and a lot more than 10 games to choose from.

Got that? All right, let's Top 10 this thing.

10. Twinkle Star Sprites

I think Twinkle Star Sprites was one of the first NEOGEO games I was ever introduced to, back when DotEmu did those absolutely terrible ports for PC a while back. I was sold on it by the promise of it being a blend of shoot 'em up and puzzle game — two genres I adore — and that is exactly what it provides: the frantic action of a shoot 'em up, combined with the competitive piece-matching, combo-building and garbage-throwing that is the competitive puzzle game genre.

It's a super-fun game, which I only put relatively low in these rankings due to the inevitable "arcade bullshit difficulty" that it pulls on the solo player from partway through proceedings. If you have the opportunity to challenge a friend, take it — there really is nothing quite like it.

9. Rohga: Armor Force

I'd never heard of this side-scrolling mech 'em up until we started work on the Windjammers, Karnov & Friends cartridge, but it quickly became a favourite with its gorgeous anime-inspired pixel art, its rocking soundtrack and its excellent gameplay.

Taking a strongly cinematic approach despite the relatively limited tech it's running on, Rohga: Armor Force is a thrill ride of a shoot 'em up that offers something just a little bit different from the norm. If you enjoy making things explode in a hail of bullets from a side-on perspective, this is definitely one you need to spend some time with.

8. Atic Atac

Atic Atac is a game that I played back in the day — I think on a friend's BBC Micro — and while I never understood what you were supposed to do in it back then, I found it immensely striking for a number of reasons: its top-down perspective; its personality-packed sprites; and the unusual "chicken" health bar, where your proximity to death is depicted by how picked clean of meat a chicken carcass is.

Now I know what you're actually supposed to do in Atic Atac, I like it even more. It's a nice evolution of the formula established in games like Atari's Adventure and Haunted House, and its randomised elements and multiple playable characters make it eminently replayable.

7. Murtop

I absolutely adore the minor trend there's been of modern developers making brand new games that look and feel like classic arcade games. Last year we had the incredible Donut Dodo, and this year we had Murtop, a blend of elements from Dig Dug and Bomberman. Best of all, the version for Evercade was specially redesigned to look great on a horizontally oriented display — it looks especially good on the 4:3 screen of Evercade Alpha.

Murtop is one of those games that is very easy to learn, but tricky to master. It's also a game where you will feel a sense of absolute exhilaration when you have "the perfect run" that just sees your score continuing to escalate. Also it has a brilliantly energetic soundtrack that has been stuck in my head ever since we featured it as a "Game of the Month" title in 2024.

6. Super Gridrunner

The Llamasoft Collection is a massive pile of woolly goodness from the one and only Jeff Minter, and there are a lot of games I really like in this collection — including some that I've only played for the first time between this cartridge and Digital Eclipse's interactive Llamasoft documentary.

If pushed, though, I'd have to pick an old favourite: Super Gridrunner, originally released on Atari ST. This frantic blastathon has beautiful, distinctive presentation, challenging gameplay and a wicked (occasionally sadistic) sense of humour. It's been a favourite of mine ever since we had the original ST version on floppy disk (I still have it!) and it's a delight to be able to play it on Evercade.

5. Garou: Mark of the Wolves

I'm not a Fighting Game Guy. I played and enjoyed Street Fighter II back in the day, and I've had some fun with the Dead or Alive ladies over the years, but most fighting games released post-Street Fighter II overwhelm me with their complexity. As such, I've never really found a good in-road to the genre, despite appreciating 2D fighting games in particular from afar thanks to their beautiful character art and animation.

For some reason, Garou: Mark of the Wolves clicked with me almost immediately. I think it's because it's specifically not overwhelming in any way: there's a relatively small cast of playable characters, making it easy to pick a character you want to get to know better; its mechanics are straightforward to understand; its special moves are relatively easy to perform; and it has an excellent "make the game easier for me" button any time you have to continue, meaning if you're primarily in it to see all the beautiful stages and the various endings, you can do that without too much frustration.

4. Tazz-Mania

This is another game I'd never heard of prior to our work on Atari Arcade 2, but it became an immediate favourite thanks to its simple but compelling gameplay. It's one of those games that you can feel yourself getting better at — and see yourself improving by climbing up the score rankings.

As an arena shooter, there's not a lot here that you haven't seen before, but its solid mechanics and little twists, such as the player character's rapid-fire machine gun and the walls closing in on you as you attempt to clear each stage, help elevate this well above being a simple Robotron clone.

3. MegaMania

Do you have any idea how long I've been waiting for an official modern rerelease of Activision's Atari 2600 output? I absolutely adore these games, and it's always been a bit frustrating to me how dodgy the emulation of them is in their last official rerelease, Activision Anthology.

While our Activision Collection 1 cartridge may lack Tainted Love and its ilk on the soundtrack, it's a collection of 15 great games, all of which I absolutely love having easy access to again. I could have picked any number of these for my top 10, but going purely on the number of times I've played it since the Activision Collection 1 cartridge came in, I think MegaMania has to take the top spot.

2. Metal Slug

Metal Slug is a series that I've always meant to explore, but have somehow never gotten around to. Now I have no excuse — and as I could have predicted, I really like it. Now, I'm sure there are some of you out there with strong opinions as to which Metal Slug is best, but I'm going with the first one purely because, so far, it's the one I've played the most of and got the best at.

It's a brilliant example of why the NEOGEO is so beloved for its pixel-pushing capabilities — despite the series, collectively, being some of the worst-performing games on the platform in terms of slowdown — and just a great run-and-gun shooter that is easy to get into and incredibly satisfying to get better at, a little bit at a time.

1. Roguecraft DX

Finally, I have to put the wonderful Roguecraft DX at the top spot for a variety of reasons. Firstly, it's a really good game, taking the traditional roguelike formula and making it incredibly accessible while resisting the temptation to overwhelm players with mountains of persistent progression and unlocks. Secondly, it's a brilliant showcase of why the Amiga rocks. And thirdly, the folks at Badger Punch Games, whom we worked with closely to get this release out the door, are really lovely chaps.

Roguecraft DX is an endlessly replayable, delightfully fun game that is eminently suitable to both quick handheld sessions and longer session in front of the TV. It's my number one highlight from our releases of 2025, and I'm thrilled to have been part of making that release happen.


So there you go: my top picks for the year. It's been an incredible year to be part of the Evercade project, and next year promises to be even more exciting. But you'll just have to wait and see what we have planned for you, non?


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 562: This is not sponsored by Manta Sleep https://imnotdoctorwho.moegamer.net/2025/12/21/oneaday-day-562-this-is-not-sponsored-by-manta-sleep/ https://imnotdoctorwho.moegamer.net/2025/12/21/oneaday-day-562-this-is-not-sponsored-by-manta-sleep/#respond Sun, 21 Dec 2025 21:42:49 +0000 https://imnotdoctorwho.moegamer.net/?p=35135 A while back, my pal RoseTintedSpectrum blew up on YouTube (in the good way) with his coverage of classic TV shows, which naturally caused the sponsors to come a-knockin'. Since Rosie is well aware of the number of scammy YouTube sponsors out there — he, like me, is part of a Discord group of YouTubers, … Continue reading #oneaday Day 562: This is not sponsored by Manta Sleep

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A while back, my pal RoseTintedSpectrum blew up on YouTube (in the good way) with his coverage of classic TV shows, which naturally caused the sponsors to come a-knockin'. Since Rosie is well aware of the number of scammy YouTube sponsors out there — he, like me, is part of a Discord group of YouTubers, and we frequently share and discuss news from around the platform — he wasn't just going to immediately jump at the first dodgy online counselling or grocery delivery service that came his way. As such, I knew that if and when he did take on a sponsor, it would be someone that he felt comfortable recommending.

That sponsorship deal eventually came in the form of Manta Sleep, a luxury sleep mask company. And a while back, I did something I don't normally do: I bought something that I had seen advertised online. Specifically, I bought a pair of Manta SOUND masks — one for me and one for my wife — during the site's Black Friday sales, which meant they were considerably cheaper than they would be under normal circumstances.

Manta Sleep's "thing" is that rather than just being a blindfold you put on to go to sleep, their masks are designed to be both comfortable and effective. The band is made from pleasantly breathable fabric and is nice and soft, and the front of the mask features padded eyepieces that completely cover your eye sockets, blocking out absolutely all light without applying pressure to your eyes. And they really do offer complete blackout to such a degree that you will see the same thing whether your eyes are open or closed: total darkness, even if a light has been left on in the room.

The Manta SOUND mask, as the name suggests, also comes with Bluetooth headphones integrated into the mask. Rather excellently, the part of the mask that has all the electronics in can be detached from the bit that comes into contact with your face, so you can actually throw the thing in the washing machine without having to perform surgery on it beforehand. (Or, indeed, frying the electronics because you forgot to perform surgery on it beforehand.) The two earpieces are very thin and light, meaning you can lie on your side without them digging into you, and can be easily adjusted forwards and backwards in the special little pocket they're in to match the shape of your head and the position of your ears.

The sound quality is very good, too! There seems to be relatively minimal audio bleed out into the room when you're listening to something, and the sound you're listening to has a decent amount of presence. Obviously by nature of the design they're don't have quite as much oomph as a pair of "proper" headphones, but when you're trying to get to sleep, you don't need oomph — you need comfort and reliability, and that's what these have provided so far.

I've been really impressed with the Manta SOUND. They're pricy — and I'm glad I got the Black Friday deal on them — but they're clearly a premium product. And it's worth noting that for those who don't want or need the "sound" part, Manta Sleep's other masks are a tad more affordable, and just as comfortable and luxurious.

So yeah. This blog post is not sponsored by Manta Sleep, but I decided to try them out because my friend was sponsored by Manta Sleep, and now I will quite happily and comfortably recommend Manta Sleep to anyone who asks about them.

Manta Sleep.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

If you want this nonsense in your inbox every day, please feel free to subscribe via email. Your email address won't be used for anything else.

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#oneaday Day 561: A world of misinformation https://imnotdoctorwho.moegamer.net/2025/12/20/oneaday-day-561-a-world-of-misinformation/ https://imnotdoctorwho.moegamer.net/2025/12/20/oneaday-day-561-a-world-of-misinformation/#respond Sat, 20 Dec 2025 21:42:33 +0000 https://imnotdoctorwho.moegamer.net/?p=35132 We mock Donny Trump's obsession with "fake news" because he always busts that out whenever someone criticises him, but it's an unfortunate fact of life that we are living in a world that is riddled with misinformation right now — particularly if you're the sort of person who primarily gets their information from social media. … Continue reading #oneaday Day 561: A world of misinformation

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We mock Donny Trump's obsession with "fake news" because he always busts that out whenever someone criticises him, but it's an unfortunate fact of life that we are living in a world that is riddled with misinformation right now — particularly if you're the sort of person who primarily gets their information from social media. And, distressingly, that is quite a lot of people these days.

Not all bits of misinformation are dangerous, of course, but they're no less frustrating to see. The other day, for example, I saw a post on Bluesky where someone commented that someone waxing nostalgic over the original Quake for being "from the days before you needed to spend thousands on graphics cards" or suchlike was "the funniest game they could have picked to comment this on". Funny! Except Quake didn't need a 3D accelerator card, as it ran entirely in software, meaning that while a decent non-3D graphics card would help in unlocking graphics modes, it was primarily dependent on how good your CPU was. Its 3D-accelerated version was never officially supported, despite being developed by id Software, and was primarily put out as a test for what they were planning to do with Quake II, which was 3D-accelerated by default.

Likewise, when a near-complete version of Resident Evil for Game Boy Color was unearthed and released to the public the other day, there were people talking about how it "included" the pre-rendered backgrounds of the PS1 version (it doesn't, they are low-resolution pixel art recreations) and how it "used the same isometric perspective" as the PS1 version (neither the PS1 nor the GBC versions are depicted from an isometric perspective).

I didn't comment on either of these at the time because that would have made me an "Um Actually" guy, and no-one wants to be one of those. But as someone who cares about this stuff — particularly about game history, and modern folks appreciating the many varied and wonderful things that classic games were doing — it was frustrating to see these statements go completely unchallenged.

The problem, as I've already alluded to, is people seeing someone saying something on social media and then immediately taking that as gospel truth without verifying it for themselves. In cases such as the above, perhaps younger people might not know what they would need to search for in order to verify those things — or indeed even if they needed verifying in the first place. Neither of those cases particularly matter in the grand scheme of things, but they're a microcosm of times when more serious misinformation — misinformation that could, say, seriously damage someone's reputation — has found itself spreading in one way or another.

They say "the Internet never forgets" — and with the sterling work the Internet Archive does, that's mostly true. Unfortunately, this sometimes means that the Internet never forgets something that was wrong in the first place. And once that misinformation takes root among enough people as being "the truth" — or, perhaps more accurately, "good enough" to sound like the truth — it's very hard to dig it out again to correct things, because not only does no-one like an "Um Actually" guy, even when they're correct, people are simply very resistant to having their assumptions challenged and corrected.

That feels like it might be a problem we should deal with sooner rather than later. But how…?


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#oneaday Day 560: The weapons-grade Game Boy https://imnotdoctorwho.moegamer.net/2025/12/19/oneaday-day-560-the-weapons-grade-game-boy/ https://imnotdoctorwho.moegamer.net/2025/12/19/oneaday-day-560-the-weapons-grade-game-boy/#respond Fri, 19 Dec 2025 20:49:06 +0000 https://imnotdoctorwho.moegamer.net/?p=35127 Earlier today, the company ModRetro announced that it would be producing a special edition version of its "Chromatic" FPGA-based Nintendo Game Boy clone. ModRetro is a company that is already on the shitlist of a lot of people thanks to its founder, Palmer Luckey, also being the cofounder of Anduril Industries, a company that makes … Continue reading #oneaday Day 560: The weapons-grade Game Boy

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Earlier today, the company ModRetro announced that it would be producing a special edition version of its "Chromatic" FPGA-based Nintendo Game Boy clone.

ModRetro is a company that is already on the shitlist of a lot of people thanks to its founder, Palmer Luckey, also being the cofounder of Anduril Industries, a company that makes autonomous weaponry. Drones, in other words.

Up until now, a lot of people have sort of begrudgingly been able to separate the two — the Chromatic is supposedly a very good FPGA Game Boy, and the fact that the company has been releasing new Game Boy-compatible cartridges for it, showcasing a variety of modern indie developers' work on the platform, would initially appear to be quite laudable.

At the same time, the brand has had vociferous critics, keen to point out at every opportunity that Luckey is a dangerous bellend who profits from atrocities. Indeed, the man himself makes no attempt to hide this fact on a blog post on the ModRetro website.

The more… outspoken of these critics have, in the past, engaged in behaviour that I personally found a tad distasteful — by which I mean borderline harassment of people who had written about the Chromatic as simply being a very good FPGA Game Boy, without spending their entire article waxing poetic about how much of a warmongering shitbag Luckey is. On the one hand, I understood these criticisms, but the way in which they were expressed, on more than one occasion, was not, to my eyes, particularly acceptable or productive.

Today, though… I get it. Because the new special edition Chromatic that ModRetro announced is explicitly Anduril-branded, and advertises itself as being "finished by hand in America with Cerakote, the same ultra-durable ceramic-polymer formulation that protects Ghost — Anduril's flagship autonomous air vehicle". Later in the product page description, it spells things out even more explicitly by noting "the body of Chromatic is made from the same magnesium aluminium alloy as Anduril's attack drones".

This is… weird, right? Why would you explicitly sell an FPGA Game Boy that, in your own words, is made from the same materials as devices that cause death and suffering, if not to thumb your nose at the people who have previously criticised the brand for its association with an arms dealer? Granted, the thing looks classy and sounds like it can stand up to a lot more punishment than most other handheld gaming devices in the world — but if you're going to make a really durable handheld, why bring up "attack drones" and "autonomous air vehicles" at all, if not to specifically provoke certain people out there?

Not only that, but you can bet that there are certain types of people out there who are going to buy this thing specifically to spite people who have, in the past, spoken out against Luckey for one reason or another — even if it does mean paying over four hundred dollars for a Game Boy.

This whole thing leaves a particularly foul taste in the mouth. It's very clearly not about giving retro gaming enthusiasts the best possible experience, and all about whitewashing what "Anduril" means in the modern world. Let's not even get into how many modern companies doing terrible things (like Anduril) have adopted nomenclature from J. R. R. Tolkien without even the slightest trace of irony or understanding of what Tolkien was actually saying in his works.

It's going to be interesting to see who has the balls to actually call this out for being as odious as it is — and then standing their moral ground to back up their criticisms — and who treats it as just another silly little gaming story.

I certainly won't be touching anything ModRetro-branded any time soon.


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#oneaday Day 559: Event horizon https://imnotdoctorwho.moegamer.net/2025/12/18/oneaday-day-559-event-horizon/ https://imnotdoctorwho.moegamer.net/2025/12/18/oneaday-day-559-event-horizon/#respond Thu, 18 Dec 2025 21:04:24 +0000 https://imnotdoctorwho.moegamer.net/?p=35124 I've been thinking recently: with all the annoyance and frustration over CEO after CEO saying that their game development studios are using generative AI in their work, are we finally at a point where one could actually completely stop buying new stuff, and subsist entirely on titles developed and released prior to this AI bullshit … Continue reading #oneaday Day 559: Event horizon

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I've been thinking recently: with all the annoyance and frustration over CEO after CEO saying that their game development studios are using generative AI in their work, are we finally at a point where one could actually completely stop buying new stuff, and subsist entirely on titles developed and released prior to this AI bullshit getting everywhere?

I'm pretty sure we are. In fact, I'm pretty sure we've been there for a while. I still buy a fair few new games, but right now, given the size of my physical and digital libraries, I'm pretty sure I could just flat-out stop buying games altogether and still have enough to keep me occupied until my dying day.

I mean, hell, just on Evercade there is somewhere in the region of 700 games. There are over a thousand games in my Steam library. Another 540 in my GOG.com library. In my physical collection, I have 422 Nintendo Switch games, 169 PlayStation 4 games, 147 Xbox 360 games, 92 PlayStation 3 games, 282 PlayStation 2 games and plenty more besides. On the MiSTer Multisystem 2 I have every game from pretty much every platform I care about from the Atari 2600 up until the PlayStation, Sega Saturn and Nintendo 64. I really could stop buying games today and I would still be entertained until the end of time. Hell, I think I could probably get by on Doom and Final Fantasy VII replays.

Part of me wants to try doing this, but a certain degree of FOMO prevents me from committing to it entirely, because I know there are games in the pipeline that I definitely want: the third Final Fantasy VII reboot; Ace Combat 8; the Trails in the Sky: 2nd Chapter remake. The limited print publishing companies — which, honestly, is where I buy the majority of my games from these days anyway — have been doing a great run of physical versions of otherwise digital-only games that I want to play, and new versions of games I enjoyed back in the day, but which are a pain to get up and running on modern PCs.

I think we have reached a sort of "event horizon" similar to that found in other media, where enthusiasts of the medium can comfortably drift away from the mainstream, popular, current side of things and subsist entirely on niche interest material from the past that they find personally resonant. This absolutely happens in other forms of creative media — there are people who enjoy listening to music who never touch chart hits; there are people who love movies who have never seen a "blockbuster"; there are people who love reading who read nothing but classic literature.

So I think what I'm going to do is not necessarily commit to a complete purchasing blackout, for the reasons I've already outlined. I am still going to buy whatever the third Final Fantasy VII remake project game is; I am still going to buy Ace Combat 8; I am still going to buy any limited-print games that come up which I have been eagerly awaiting a physical copy of.

But what I am going to do is curtail impulse purchases. A significant portion of the physical library I own I picked up because I knew I wanted to play the games in question someday, and when that day rolled around I didn't want to find myself in a situation where it would cost three figures (or more) to be able to do so. I already feel a great sense of regret from the day I traded in my copy of Castlevania: Symphony of the Night on PlayStation, and I have no desire to feel that way again.

What I do find myself feeling to an increasing degree from modern video game publishers and developers, though, is… nothing. Honestly, I just looked through the list of everything announced at the recent The Game Awards, and the only thing that registered even a slight twinge of excitement for me was Ace Combat 8. Everything else just sort of drifted past me and I had no particularly strong feelings about it. And the recent behaviour of Larian Studios' head honcho has put me right off wanting to get caught up on the Divinity series.

So here's what I'm going to do.

  • I'm going to finish all the "finishable" games I have on the go right now, which includes Yakuza 5, Death end re;Quest Code Z, an Ace Combat 7 replay, Return to Castle Wolfenstein, Hyrule Warriors: Age of Calamity, The Legend of Zelda: Tears of the Kingdom and Cyberpunk 2077. I'm already giving myself anxiety by having so many half-finished games on the go, some of which I haven't touched for months, so I want to check all these off my list because I've been enjoying all of them and want to see them all through to their respective conclusions.
  • Throughout the year, I'm going to buy anything that I already know I want without guilt. That includes the stuff I've already mentioned, plus any surprise announcements in series that I follow and appreciate, or from companies that I consistently enjoy the work of.
  • Throughout the year, I'm also going to buy any limited-print stuff that I already know I want. This primarily includes previously digital-only stuff that has been out for a while, and modern rereleases of titles I loved in the past like Heretic, Hexen and the System Shock games.
  • I am not going to buy games just because I see them while browsing a shopping site and think "ooh, that looks interesting", because these are the things that end up on the shelf and don't get played for literally years at at a time.
  • I am not going to buy games for previous-generation platforms unless I know they are games that I have already played and want to revisit, or games that I never got the chance to try back in the day.

I say all the above with the caveat that if something like this year's Clair Obscur: Expedition 33 comes along and surprises everyone, I reserve the right to jump in and explore it for myself. While I was initially cynical about that game when it first appeared, it ended up being one of my top games of the year. (Conversely, I really didn't like Blue Prince at all.)

This might all sound a bit half-arsed and I freely admit that it is. But I wanted to acknowledge the feelings of… discontent that I have with the current direction of video games while still allowing myself the opportunity to enjoy the things that I am looking forward to.

I love video games, you see. Love them. And I always will.

I'm just not sure I love Video Games That Were Made In 2025 And Beyond, going by some of the recent happenings.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 558: Blast a Nazi today https://imnotdoctorwho.moegamer.net/2025/12/17/oneaday-day-558-blast-a-nazi-today/ https://imnotdoctorwho.moegamer.net/2025/12/17/oneaday-day-558-blast-a-nazi-today/#respond Wed, 17 Dec 2025 22:31:58 +0000 https://imnotdoctorwho.moegamer.net/?p=35121 I love Wolfenstein 3-D a great deal. In fact, I love it so much that ten levels that I made as a teenager are part of the official Wolfenstein 3-D Super Upgrades pack that was distributed by original publisher Apogee. I made $200 from that — who says random encounters with strange men on CompuServe … Continue reading #oneaday Day 558: Blast a Nazi today

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I love Wolfenstein 3-D a great deal. In fact, I love it so much that ten levels that I made as a teenager are part of the official Wolfenstein 3-D Super Upgrades pack that was distributed by original publisher Apogee. I made $200 from that — who says random encounters with strange men on CompuServe forums never lead to anything good?

Anyway, despite the fact that I adore Wolfenstein 3-D and its quasi-sequel Spear of Destiny, I have never actually played any of the other Wolfenstein games. None of them! I have always meant to, over the years, but somehow never got around to it. I have decided to finally correct this oversight, prompted by some enthusing on the part of some friends who particularly enjoyed the recent Machine Games entries in the series.

From what I understand, the various Wolfenstein games over the years since Wolfenstein 3-D have rebooted the series continuity multiple times, but I still wanted to catch up on all the games I'd missed, so I decided to jump into Return to Castle Wolfenstein on Xbox first of all. I went for Xbox because the console versions of the game have an extra prologue chapter on top of what the PC version offers, plus there's no need to faff around with mods to make it run on modern machines. I have little to no patience for modding these days, so a plug-and-play console version is just what the doctor ordered.

Anyway, I didn't really know what to expect from Return to Castle Wolfenstein, other than what little I had read prior to playing it. I knew that it was the first of several "reimaginings" of the series, for starters, rather than an actual "sequel" (despite the implications of the name) and that it focused to a certain degree on the Nazis looking into black arts such as necromancy. For those unfamiliar with the Wolfenstein series, who had been labouring under the assumption that it was a Serious War Series, undead, monstrous enemies have been part of proceedings since Wolfenstein 3-D and Spear of Destiny. (They were not, to my knowledge, part of the original 8-bit home computer Castle Wolfenstein games, but those have little to do with the various different continuities of the rest of the series anyway.)

Return to Castle Wolfenstein casts you in the role of recurring series protagonist William "B.J." Blazkowicz, an American soldier who is a bit of a one-man army. While Wolfenstein 3-D began with Blazkowicz captured and imprisoned in Castle Wolfenstein, Return to Castle Wolfenstein's console versions open with a mission where our hero is investigating what the Nazis are up to in Egypt. It seems they're in the business of raiding tombs for something that they seem to think is important, so it's up to Blazkowicz to discourage them from doing so with a variety of World War II-era weaponry.

Following this, Blazkowicz and his contact, Agent One, get captured and taken to Castle Wolfenstein. Whether or not Agent One survives depends on if you are playing the two-player co-op mode or not. Either way, Blazkowicz has to bust out of Castle Wolfenstein, make his escape, throw some further spanners into the Nazi plans to dig up the mysterious "Death Knights" and mystical artifacts, and then proceed onwards to a series of Nazi-thwarting missions.

Thus far I think I'm about halfway through the game — I'm on the fifth mission out of eight — and I've mostly been having a good time. Return to Castle Wolfenstein is a first-person shooter from the early 2000s, and there are times where you really feel the 25 years between this game and now. This isn't necessarily a bad thing, though; it means that Return to Castle Wolfenstein is a game that focuses on making its gameplay solid and interesting rather than indulging in overly spectacular setpieces. It also means that its levels strike a good balance between providing a decent amount to explore and keeping you heading on a clear path forwards. More than anything, the further I go in the game, the more it reminds me of something like Rare's GoldenEye — levels have different routes you can take, and there are various objectives to accomplish, and the exact way things unfold will vary according to whether you decide to go all-guns blazing or at least make a cursory attempt at stealth.

Stealth isn't mandatory for the most part, thankfully. There's one level where you'll fail if the guards set the alarms off, but for quite a lot of that level the guards can spot you and aren't within reach of an alarm, so you don't have to spend too much time creeping around. In other levels, it sometimes pays to know what's coming up ahead of time so you can prepare a suitable "ambush" with an appropriate weapon — the game has some excellent rifle weapons (both with and without zoomable scopes) that make picking off enemies from a distance a pleasure, and when it comes time to switch to closer combat, there are plenty of options there, too.

The weapons perhaps lack some of the oomph of more recent takes on the genre, but there are plenty of them, and the further you go in the game, the more ridiculous they get. While the early stages will see you using fairly conventional pistols, rifles and machine guns, later stages will allow you to wield the chaingun-esque "Venom" weapon, the "Panzerfaust" rocket launcher and even a flame thrower. None of these are an "instant win" button, either; the game's levels and encounters are designed quite nicely to encourage picking the right weapon for the job.

The game features a beloved feature of early 2000s first-person shooters, which is enemy characters who have conversations while you approach them. Many of these are quite silly — though none quite match the classic No-One Lives Forever, trope codifier for this sort of thing — and although clearly a threat, the game also makes many of the Nazis appear cartoonishly incompetent.

There are a few minor annoyances, chief among which is the complete lack of subtitles for spoken audio. There's not a lot of critical in-mission speech, but it does sometimes get drowned out by everything else that is going on. The cutscenes are well-mixed, at least — and hearing Tony Jay in the role of the Director of the Office of Secret Actions, the organisation that Blazkowicz works for, is an absolute delight.

The game balance at times feels a little questionable, with enemies seemingly either spraying bullets everywhere but your location, or hitting you right in the middle of your head and knocking out most of your health bar with a single shot. There are a few enemies that have seemingly superhuman reflexes at times, which can lead to some frustrating sequences where you'll have to repeat things over and over and over until you master them, but there are usually some things you can try differently to tip the odds in your favour — and the ability to save at any time, as well as automatically at checkpoints, is very welcome indeed. I'm not sure how much of my difficulty with a few sequences stems from my playing on "Bring it On" difficulty, which I guess is technically "Hard" mode — but, well, I've come this far now, so I will continue as I have been doing!

I'm enjoying the game, then. I wish there were a few more homages to the original Wolfenstein 3-D — it would have been nice to hear some remixes of the classic music, for example — but I am led to believe that Wolfenstein 3-D itself unlocks as a bonus extra when you beat the main single-player campaign, so if that's the case then all will be forgiven. I suspect this is probably going to be the weakest of all the post-Wolfenstein 3-D entries in the series — or, at least, this is the most obviously aged of them all — so hopefully it'll only be improvements from hereon. I'm certainly looking forward to finally discovering how the series evolves.

Now I think I might go blast a few more Nazis before bedtime…


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#oneaday Day 557: How to torch universal goodwill with one simple interview https://imnotdoctorwho.moegamer.net/2025/12/16/oneaday-day-557-how-to-torch-universal-goodwill-with-one-simple-interview/ https://imnotdoctorwho.moegamer.net/2025/12/16/oneaday-day-557-how-to-torch-universal-goodwill-with-one-simple-interview/#respond Tue, 16 Dec 2025 19:46:09 +0000 https://imnotdoctorwho.moegamer.net/?p=35118 Today, Larian Studios, makers of the Divinity series and the universally acclaimed Baldur's Gate 3, found itself in the crosshairs of the Internet's ire due to comments made by its CEO, Swen Vincke during an interview with Bloomberg. According to Vincke, Larian has been using generative AI behind the scenes to, in his words, "explore … Continue reading #oneaday Day 557: How to torch universal goodwill with one simple interview

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Today, Larian Studios, makers of the Divinity series and the universally acclaimed Baldur's Gate 3, found itself in the crosshairs of the Internet's ire due to comments made by its CEO, Swen Vincke during an interview with Bloomberg.

According to Vincke, Larian has been using generative AI behind the scenes to, in his words, "explore ideas, flesh out PowerPoint presentations, develop concept art and write placeholder text". None of which are things you need generative AI for, and all of which are things that people have been perfectly capable of doing with their own human brains for decades. In fact, there are people who specialise in elements of what he described — most notably concept art, which is the area a lot of critics have been focusing on.

Vincke's comments are remarkably ill-considered given the number of times that generative AI use in video games has been subject to backlash from the general public and journalists alike over the course of just the last year — and for many of the same reasons that Vincke is arguing in favour of.

The otherwise well-regarded sci-fi game The Alters was irreversibly poisoned for a lot of people earlier this year when it became apparent that they had used ChatGPT to generate placeholder text for background textures and localised strings for non-English languages.

The umpteenth reboot of Everybody's Golf came under fire for non-specific use of generative AI that I'm not sure anyone ever quite got to the bottom of.

The new Let It Die game, which has no involvement from the previous game's original developers Suda51 or Grasshopper Manufacture, has been lambasted for extensive use of AI-generated material.

The promising "people sim that isn't called The Sims" inZOI turned huge swathes of prospective players away by its game's heavy reliance on generative AI, as well as its publisher Krafton's insistence that they are pivoting to becoming an "AI-first" company.

The latest hot "extraction shooter" (I still don't really know what that is, and no, I don't really care) ARC Raiders got dinged with a 2/5 review score for its use of AI-generated voices — not just because they were AI, but because using AI-generated voices is at artistic odds with the story the game is trying to tell.

Even the once-beloved Oliver Twins, former stars of the UK "bedroom programming" scene in the '80s, got a kicking from press and public alike for their absolutely terrible AI-generated "follow-up" (and I use the term loosely) to their old Spectrum game, Ghost Hunters.

People hate this shit — and with good reason. Generative AI is a lazy, soulless solution for feckless CEOs to foist on their creative teams because they think it will "add value" for shareholders, when in fact there is growing evidence by the day that the entire generative AI scene is financially, environmentally and societally ruinous.

On top of all that, it doesn't work well enough to be worth using! Every single AI "tool" currently available carries a prominent disclaimer that it "might" (read: "will") get things wrong from time to time, making them fundamentally useless for doing anything useful with — and their "fun" uses are causing the Internet to become overrun with even more meaningless, pointless slop than was already splattered everywhere in the first place, on top of boiling all our lakes. At least stupid things from a bygone age like Badger Badger Badger and Seepage (to name just two examples from what I believe to be the golden age of Internet nonsense) are the result of both genuine human creativity and skilful use of creative tools that don't involve typing "make me funny video garfield giant boobs mechahitler piss filter" into a chatbot.

Vincke's point was not that the new Divinity game will be riddled with AI-generated voice lines or visuals. In fact, he claims that the studio is "neither releasing a game with any AI components, nor are [they] looking at trimming down teams to replace them with AI", but that AI is "a toolset for creatives to use and see how it can make their day-to-day lives easier, which will let us make better games".

Vincke has, apparently, been receiving some pushback from within Larian about this — and he's certainly been getting some choice words from former employees today, too. The situation escalated to such a degree that he issued a statement in response to IGN earlier today. Unfortunately, said statement doesn't really say anything — and, worse, attempts to obfuscate his earlier statements by pointedly using the term "ML" (for "Machine Learning") rather than his earlier use of "AI" — today typically interpreted to mean "generative AI" when used in contexts such as this.

For me, the worst thing was his final paragraph:

While I understand [generative AI] is a subject that invokes a lot of emotion, it's something we are constantly discussing internally through the lens of making everyone's working day better, not worse.

Here's the thing. You see that people are getting sniffy about generative AI, something which is well-established by this point to be A Thing The Public Fucking Hates. The sensible thing to do from a public relations perspective at this point, regardless of what you actually think, is to go "okay, you know what, we hear you, this sucks" or something along those lines, and then promise to "do better" or the like. A bunch of people won't believe you, of course, but this is better than going "no, well, I actually do think everyone at Larian should use this, and by 'discussing internally' I probably actually mean mandating that all employees have to use it at least a certain amount", which is how this is all coming across right now.

The particularly dumbass thing about this episode is, as I said above, none of the examples he gave are situations that need generative AI — or even where it is particularly beneficial. In fact, several creative types have commented today on how using "good enough", plausible-looking placeholders is actually detrimental to the entire creative process. Former Rocksteady employee Amy-Leigh Shaw commented thus on Bluesky earlier:

Placeholder text isn't supposed to be unique per line. It is supposed to be an instruction to the writer with a great big warning sign slapped on the top, so that it doesn't slip into the finished game. Unique sentences of bland writing are the least helpful thing to use for that purpose!

I also find that one of the more frustrating blockers to writing is when there's already a (bad) suggestion of what you should say. You are no longer able to organically find the idea because the suggestion in front of you knocks you off the track of your natural thought process.

Shaw is talking specifically about writing here, but several artists agreed that this is the case when dealing with concept art, too. The difference between a hastily scrawled Microsoft Paint doodle and the "this sort of looks right" thing that generative AI spits out is enormous — and in the latter case, it will absolutely colour an artist's interpretation of a scene or character, often unconsciously.

In other words, there's no defence of using generative AI as "placeholders" for text, concept art, voice acting, music — anything that a creative person is actually going to get involved with. The entire point of a placeholder is that it's something obviously shit and out of place so it can be easily spotted and subsequently replaced by a specialist at some point in the development process. Because generative AI produces something that is often "good enough" to the untrained eye or someone not looking closely, it's easy for it to get missed — as happened with The Alters earlier in the year.

Vincke's comments — and his subsequent follow-up statement — have torched a significant amount of goodwill that people had for Larian Studios in the space of just a single day. People fucking loved Baldur's Gate 3 and the previous Divinity: Original Sin games! It feels like it shouldn't have been a difficult job to maintain that goodwill while hyping up your new game — even if some found themselves a tad squicked out by a rather grim trailer at The Game Awards. But no. C-suite gonna C-suite, I guess — and it appears that this is true for companies people had, up until now, actually liked, as much as it is for companies people love to hate. And the net result of this for Larian is that people who were previously excited about a new Divinity game are now not going to touch it.

I know this has certainly given me a great degree of pause on wanting to check out any of Larian's work. I've been meaning to look at the Divinity: Original Sin games and Baldur's Gate 3 for a while — but now I'm in even less of a hurry to do so than I was already.

I'm so very tired of this. I, like many others, cannot wait for this fucking bubble to pop so we can get back to something approaching "normality", whatever that even means any more.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 556: Customer non-service https://imnotdoctorwho.moegamer.net/2025/12/15/oneaday-day-556-customer-non-service/ https://imnotdoctorwho.moegamer.net/2025/12/15/oneaday-day-556-customer-non-service/#respond Mon, 15 Dec 2025 18:47:49 +0000 https://imnotdoctorwho.moegamer.net/?p=35115 Generative AI has, supposedly, revolutionised a number of sectors, with customer service being one of the most commonly cited areas that benefits from having a lying chatbot front and centre. Except it doesn't benefit at all, does it? Because all the chatbot adds is an unnecessary step between someone who needs some help with something … Continue reading #oneaday Day 556: Customer non-service

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Generative AI has, supposedly, revolutionised a number of sectors, with customer service being one of the most commonly cited areas that benefits from having a lying chatbot front and centre.

Except it doesn't benefit at all, does it? Because all the chatbot adds is an unnecessary step between someone who needs some help with something and them actually getting that help. And, in a lot of cases, the chatbot passes completely incorrect information on to the few remaining real people who might actually be able to do something.

My current predicament is that I'm trying to return something to a retailer. A pair of shoes. They didn't fit. Should be simple enough, right? On the retailer's own website, they allow you to set up the return and organise a courier service to come and collect it.

The courier service of choice for the retailer, Schuh, was Evri. This will probably strike fear into the hearts of most people, but honestly, up until now I've not had a huge problem with them (or their previous incarnation, Hermes). But it seems that Evri, specifically, is having a few issues right now.

My particular problems started ten days ago, when the courier was originally supposed to pick up my package to return it. They did not show up. My wife and I were in all day. There was not a single knock at the door, and I got a notification that there was "no answer" when they supposedly called to pick up the package.

No matter, I thought, checking the tracking information. They said they'll be back the next working day.

They were not back the next working day. Or the one after. So I attempted to contact Evri in order to sort things out.

Initially I got a chatbot that promised to "escalate" the issue and then did absolutely nothing. Like, it just stopped responding to anything. So I tried again. This time I tried some different options and seemingly got a message through to someone.

Except the people on the other end of my correspondence are all absolutely convinced that I am awaiting a package delivery, despite me telling them repeatedly that I need the package collecting from my house. And thus I suspect what is happening is that they are rummaging through their big pile of parcels, hoping to find the one they think they are supposed to deliver to me, not finding it, going "oh shit" and then just not doing anything else — when, in fact, the package that I want them to collect has been sitting in my house's front hallway for the last 10 days.

This isn't the first time I've encountered a situation like this since the dawn of AI chatbots, either. Earlier in the year, I had an Ikea chair break on me, and it was under guarantee, so I tried to get it replaced. After laying out very clearly that I needed the entire chair replaced under the guarantee thanks to the nature of the problem, and receiving assurances that yes, I would receive a full replacement chair from the possibly-human-probably-not thing that I was interacting with online, I waited two weeks… and then received a package through the post that contained a single chair leg.

How is anyone looking at situations like this and thinking "yes, that's a big improvement over what we had before"? The blame isn't entirely at the feet of the AI chatbots, I know, because in all of these cases there's an obvious degree of (possibly) human error involved, but the AI chatbot certainly isn't helping the fucking situation. In every case that I've had the misfortune to interact with an AI customer service chatbot, the bot hasn't been able to help with what should be a very simple enquiry and has passed me on to what is supposedly a human being that speaks English. And in every case it has seemingly passed on incorrect information — information that the supposed human being won't fucking listen to me correcting, even when I do so repeatedly and very, very clearly.

Just another way that the cyberpunk dystopia we live in completely and utterly sucks. With no real benefits to go along with all the suck.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 555: Silly things from around the Web https://imnotdoctorwho.moegamer.net/2025/12/14/oneaday-day-555-silly-things-from-around-the-web/ https://imnotdoctorwho.moegamer.net/2025/12/14/oneaday-day-555-silly-things-from-around-the-web/#respond Sun, 14 Dec 2025 21:26:03 +0000 https://imnotdoctorwho.moegamer.net/?p=35111 I can't think of anything in particular to write about today, so I'm going to just talk about a few random things I happen to have seen around the Web recently, or perhaps not-so-recently in a few cases. Hopefully that will at least provide me with some inspiration to say something about each of them. … Continue reading #oneaday Day 555: Silly things from around the Web

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I can't think of anything in particular to write about today, so I'm going to just talk about a few random things I happen to have seen around the Web recently, or perhaps not-so-recently in a few cases. Hopefully that will at least provide me with some inspiration to say something about each of them. So let's begin.

Lord Heath's farts

This is one of those things that I don't remember the specifics of how I stumbled across it, but I was thoroughly glad that I did. There's a chap on YouTube who goes by the name "Lord Heath", and his channel primarily consists of him doing short, light-hearted review videos of various soft drinks.

However, at various points in his past, he has also committed to video some of the most impressive flatulence ever emitted by a human being. I present to you exhibit A, which still makes me literally cry with laughter every time I watch it (and, more importantly, listen to it):

Everything about this is perfect. The earnest explanation. The explosive opening. The gradual howling of descending pitch. The crescendo towards the end as it comes in to land. The final thrust that accompanies the last burst. The fact that he's naked. Absolutely no notes whatsoever.

Five years I have been pissing myself laughing at that specific video. And I suspect I will continue to do so for many more years to come.

Jucika Daily

Jucika Daily originated on Twitter before migrating over to Bluesky when everyone realised that the place had become a Nazi bar. It's an account that posts Jucika strips, with Jucika being a mostly wordless Hungarian comic strip that ran from 1957 up until its creator's death in 1970.

Jucika centres on the life and times of an attractive young woman called Jucika and the various misadventures she has. She is depicted as being somewhat saucy, risqué and romantically forward, but the comic mostly parodies sexist attitudes rather than objectifying Jucika herself. Indeed, more often than not, Jucika is shown taking advantage of the sexist attitudes of the men around her in order to put herself at an advantage.

The Jucika Daily account posts comics from the 500 strip strong Jucika archive every day, and often includes helpful context in the alt text for each image. While the comics are almost always entirely free of dialogue, there are occasional Hungarian terms that appear on signs and suchlike, so the creator goes out of their way to explain these things where necessary.

At the time of writing, the account's creator is facing a large medical bill for an emergency kidney operation, but they are continuing to post strips while promoting their crowdfunding efforts. Even if you have no intention of handing over money to a complete stranger on the Internet, do at least go and check out the comic strips — they will make you smile.

CheapShow

The CheapShow podcast is ostensibly a show about going through the bargain bins and Poundlands of Great Britain and coming back with the treasure from amongst the trash, but really it's an excuse for best friends Paul Gannon and Eli Silverman to hang out and get very silly with one another — and to include us, the audience, in with their nonsense.

CheapShow has a number of regular features, including The Price of Shite, where Paul and Eli have to guess the prices of various pieces of tat purchased from charity shops; Off-Brand Brand-Off, where one or the other does a blind taste test of branded and unbranded variants of a particular product to determine which is best; and Eli's Country Urban Noodle Test-lab Kitchen, in which the pair taste-test different varieties of instant noodles. Alongside these, which tend to rotate in and out with each episode, the pair also often go on real-life "walkabout" episodes, where they decide to follow a walking tour on a route that falls outside of the usual "tourist" spots in London, and perhaps learn something along the way.

CheapShow works so well because Paul and Eli have magnificent chemistry with one another, and brilliant senses of humour that will resonate well with anyone around the age of 40 or so — particularly those who enjoy a good bit of old-fashioned British toilet humour. Paul and Eli are also both thoroughly lovely chaps outside of the podcast, and they deserve your support.


That'll do for today. I hope you find some enjoyment from these — I certainly have!


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 554: The Battle of Polytopia https://imnotdoctorwho.moegamer.net/2025/12/13/oneaday-day-554-the-battle-of-polytopia/ https://imnotdoctorwho.moegamer.net/2025/12/13/oneaday-day-554-the-battle-of-polytopia/#respond Sat, 13 Dec 2025 16:57:44 +0000 https://imnotdoctorwho.moegamer.net/?p=35106 After my post the other day, concerning a mobile game developer complaining that mobile games aren't taken seriously because people (correctly) assume that the scene is a "world of predatory monetisation and low quality", I decided to be fair to the chap and actually give his game a try. The game in question is called … Continue reading #oneaday Day 554: The Battle of Polytopia

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After my post the other day, concerning a mobile game developer complaining that mobile games aren't taken seriously because people (correctly) assume that the scene is a "world of predatory monetisation and low quality", I decided to be fair to the chap and actually give his game a try.

The game in question is called The Battle of Polytopia, and it's a lightweight 4X strategy game heavily (heavily) inspired by the classic Civilization series, swapping semi-realistic visuals (aside from the city-sized horses) for a distinctive, untextured, voxel-esque "low-poly" look.

In The Battle of Polytopia, your task is to be the civilisation that comes out on top. In the default "Perfection" game mode, this requires you to have scored the most points by the end of 30 turns; alternatively, you can play in "Domination" mode, which is a last-man-standing mode; there's also a "Creative" mode that allows you to set up a game however you please, with up to three computer-controlled opponents (or no opponents at all, if you prefer) and the ability to play in the previous "Perfection" or "Domination" modes, along with an "Infinity" mode that has no win state. You can also play multiplayer, and the official website seems to indicate there are regular tournaments going on.

There are a selection of civilisations to play as, but the only real differences between most of them are the tech that they start with, the number of "star" resources they begin with, and their aesthetics — however, there are some tribes available as one-time in-app purchases that add some unique mechanics to the mix, such as being able to live and build in the water, having the ability to use magic, or an emphasis on poisoning and corrupting the land.

Once into the game, you're presented with an isometric view of the land around your starting city, with the remainder of the map covered by fog of war. Tapping on resources in the tiles around your city allows you to harvest them in exchange for the generic "star" resource, and doing so will add population to your city. Once the city's population has reached a certain stage, it will advance a level, and this usually rewards you with a choice of two benefits. These vary from level to level; sometimes you'll be able to expand the borders of the area the city controls; at others you'll be able to build special one-time only buildings that provide additional benefits; at others still you'll have the opportunity to "scout", which uncovers part of the fog-obscured map.

Some resources can have buildings constructed on them, which allows them to provide an income of stars each turn. Some buildings can be boosted by having other buildings in close proximity. Many of them require you to have unlocked a particular technology in the tech tree, which, again, costs stars.

Cities can also construct troops, which can then be sent out into the world to explore, uncover more of the map and potentially attack other civilisations, and the exact troop types you can build are determined by your unlocked technologies. Some troops can move further, some can attack from range, others still are better suited for a defensive role.

Other civs aren't necessarily hostile when you encounter them, but the game feels balanced in such a way that conflict will become inevitable before long, particularly if you want to expand your territory beyond its starting area.

And that's basically it. The game is easy to pick up and play thanks to it being considerably less complicated than the games that inspired it, and I can see it being a reasonably fun little diversion to play on one's phone if you want to while away a few minutes and don't have any other gaming devices with you. It's not obnoxiously monetised and it doesn't blast ads at you every five minutes, which in itself is worthy of praise in today's mobile sector.

But, I don't know. I played it and I felt… nothing. I didn't really feel attached to my little civilisation, I never really felt like there was much threat from the rival CPU-controlled players — although, granted, I was playing the tutorial map, which is likely set to the easiest difficulty level — and I didn't feel like I was making a lot of meaningful choices along the way.

The area where this stood out the most was in the tech tree. Simply unlocking features with the currency you earn each turn makes the "discovery" of each new tech feel quite underwhelming, particularly as in the late game you can unlock a whole bunch at once without really feeling like you've had to work for them or prioritise what to concentrate on next. There's no real "weight" to the game, for want of a better word, and that leaves the whole experience just feeling a bit unsatisfying.

"Civilization Lite" can work, as anyone who ever played the excellent but largely forgotten Civilization Revolution on Xbox 360 will attest. The Battle of Polytopia plays it just a bit too "lite", though, leaving it feeling like pretty much every other mobile game for me — fun for a few minutes if there's literally nothing better to play, but ultimately rather forgettable, and not something I'm going to go out of my way to spend time on.

And definitely not Game of the Year material!


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 553: Cream crackered https://imnotdoctorwho.moegamer.net/2025/12/12/oneaday-day-553-cream-crackered/ https://imnotdoctorwho.moegamer.net/2025/12/12/oneaday-day-553-cream-crackered/#respond Fri, 12 Dec 2025 22:57:39 +0000 https://imnotdoctorwho.moegamer.net/2025/12/12/oneaday-day-553-cream-crackered/ I am lying on the prison-like bed of a Travelodge somewhere in deepest, darkest Kings Cross, and I am absolutely exhausted. As noted yesterday, today was our Work Christmas Do, and as anticipated, I have bowed out of proceedings before the evening drinking in a bar because I absolutely could not even contemplate spending any … Continue reading #oneaday Day 553: Cream crackered

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I am lying on the prison-like bed of a Travelodge somewhere in deepest, darkest Kings Cross, and I am absolutely exhausted. As noted yesterday, today was our Work Christmas Do, and as anticipated, I have bowed out of proceedings before the evening drinking in a bar because I absolutely could not even contemplate spending any time whatsoever in a busy, noisy London bar right now. We spent about half an hour in one while waiting for our dinner reservations earlier, and that nearly made me want to run away screaming, so voluntarily subjecting myself to more of that is firmly off the table.

The rest of the day has been good fun though! Monopoly Life-Sized was quite entertaining, though also subject to Overeager Forced Fun from the staff. I can't blame them for that, though; it's almost certainly drummed into them that they have to be high energy at all times, even if it is patently obvious that the grumpy middle-aged group in attendance is very much Not Up For dancing, chanting and shouting.

The game itself was enjoyable, if a little chaotic. We had four teams, three of which consisted of our group and the fourth was a bewildered looking couple who got lumbered with us. Each turn, two teams got to roll a die and move around the giant (but hugely condensed) Monopoly board, while the other two got a "Strategy" turn, where they could either build a house or hotel on a property they owned, or take on a challenge to earn a bit of in-game cash.

When landing on an unowned property, the team had to go into a little cubicle behind the "space" and complete a challenge to take ownership of it; these varied enormously, including a bar billiards-esque ball-rolling game, a cooperative rhythm game, frantically pedalling an exercise bike at arm level, and various puzzles. There was a lot of variety, and the games were fun, if quite easy for the most part.

Building a house or hotel, meanwhile, tasked you with assembling a Tangram-like puzzle in the shape of a Monopoly house piece. The "community chest" challenges were mostly puzzles themed around various well-known Monopoly cards, though they included both mental and skill-based challenges.

All in all, it was a good time, though the game attendants were a little too willing to "cheat" on your behalf in order to ensure no-one spent too much time "failing". This felt a bit patronising, but again, it's probably in their "script".

For dinner, we went to a steak specialist restaurant, and most of us had, of course, steak. It was really good, and the bread and butter pudding dessert was also delicious. I was absolutely ready to call it a night by the time we were done there, though, so here I am now.

I think I'm mostly over "going out" — particularly going out for drinks. The brief period we spent in a Leicester Square pub prior to dinner was actual hell for me — thankfully, there was an outside area, and I even managed to get a seat before too long. Much needed, as the entire Monopoly thing had been standing up, and I was very tired.

Anyway, like I say, it's been a mostly pleasant evening aside from all the walking and that brief period in the pub, so I'm glad I came along. I am very much looking forward to getting home tomorrow, though.

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#oneaday Day 552: Christmas party season https://imnotdoctorwho.moegamer.net/2025/12/11/oneaday-day-552-christmas-party-season/ https://imnotdoctorwho.moegamer.net/2025/12/11/oneaday-day-552-christmas-party-season/#respond Thu, 11 Dec 2025 20:41:26 +0000 https://imnotdoctorwho.moegamer.net/?p=35102 It's the Work Christmas Do tomorrow. As is (apparently) usual, we're going to London to go and Do a Thing, then Eat Some Things, then Drink Some Things. I suspect I will probably bow out of the latter quite early like I did last year, as London bars are rather overwhelming. But we shall see. … Continue reading #oneaday Day 552: Christmas party season

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It's the Work Christmas Do tomorrow. As is (apparently) usual, we're going to London to go and Do a Thing, then Eat Some Things, then Drink Some Things. I suspect I will probably bow out of the latter quite early like I did last year, as London bars are rather overwhelming. But we shall see.

I don't really know what to expect this time. The Do a Thing step for tomorrow is "Monopoly Life-Size", which I have heard is a lot more fun than actual Monopoly, because each of the "spaces" has a little room where you have to go and Do Stuff. I can see there being potential for some fun there, and my work colleagues are always a good laugh to hang out with on occasions like this.

For dinner in the evening, we are seemingly going to some sort of steak-centric restaurant. I am all for this, as I love a good steak, and it's something we tend not to have all that often at home. I think it will be a tad less pretentious as a meal than the last time we got together, where we went to one of the numerous The Ivy restaurants — the one in Covent Garden, rather than the famous club, though they are run by the same group — but I anticipate it will still be tasty. Plus being fed and not having to pay for it is always a great thing.

It's been a very tiring year work-wise, but it's been a good one — and I'm looking forward to the future. At some point relatively early next year, my role at the company will be changing somewhat; I'll be stepping aside from the social media duties I currently have and do not enjoy in the slightest, and becoming more involved in the development side of things, primarily on the testing front. I'm excited about this, as it means I can have a direct impact on the quality of the stuff we put out, plus I anticipate I'll get to learn a fair bit, too.

I won't be leaving aside the more creative parts of my job, though. I'll still be producing manuals for Evercade cartridges, and supporting those with material for the website and YouTube channel. Those are the parts of my work that I really enjoy — even if in 2025 it's an absolute fucking nightmare to get anyone to read anything. Still I persist, however; I still like to read stuff, so I'm sure there are at least a few people out there who appreciate some written material! (If you've never seen my written Evercade stuff, check out the Evercade Blog and you'll see all my stuff is marked with my name.)

Over the long (long!) term I'd like to put together something like a book on Evercade and its games, but while I've had all the other responsibilities to juggle, this is not something I feel like I've been able to make a ton of progress on planning and proposing, let alone realising. We'll see if that changes in the future. My goal is something along the lines of Limited Run Games' "The Complete Run" books, which will go through all the Evercade releases sequentially and provide Something Interesting To Read about all of them, be that historical information, tips on playing or just some interesting things to look out for. In essence, it'll be like my blog posts, but more formalised. If I can achieve that, I think I'll be satisfied that I've done something good for the world, on balance.

But anyway. All this is stuff to ponder in the future. Right now I smell bad so I need a bath, but I have a chat to moderate first. After that, it's off to bed, and then on to sunny London tomorrow daytime. I will doubtless be reporting in from the hotel tomorrow evening, so I shall see you then.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 551: Mobile gaming is perceived as a "world of predatory monetisation and low quality" because that's what it is https://imnotdoctorwho.moegamer.net/2025/12/10/oneaday-day-551-mobile-gaming-is-perceived-as-a-world-of-predatory-monetisation-and-low-quality-because-thats-what-it-is/ https://imnotdoctorwho.moegamer.net/2025/12/10/oneaday-day-551-mobile-gaming-is-perceived-as-a-world-of-predatory-monetisation-and-low-quality-because-thats-what-it-is/#respond Wed, 10 Dec 2025 20:59:31 +0000 https://imnotdoctorwho.moegamer.net/?p=35096 A recent article on Gamesindustry.biz drew attention to a LinkedIn (ugh) post from one Christian Lövstedt, CEO of a company called Midjiwan AB, who is complaining that people don't take mobile gaming seriously. Midjiwan AB, if you were curious, apparently make a mobile game called The Battle of Polytopia, which I've never heard of, which … Continue reading #oneaday Day 551: Mobile gaming is perceived as a "world of predatory monetisation and low quality" because that's what it is

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A recent article on Gamesindustry.biz drew attention to a LinkedIn (ugh) post from one Christian Lövstedt, CEO of a company called Midjiwan AB, who is complaining that people don't take mobile gaming seriously.

Midjiwan AB, if you were curious, apparently make a mobile game called The Battle of Polytopia, which I've never heard of, which I suspect is at least partly what this is all about. In fairness to all the following, The Battle of Polytopia does not look all that bad… but I'd still rather play a game like that anywhere other than my phone. But I digress before we've even begun, so let's get back on track.

"Mobile gaming is one of the most played and most profitable platforms in gaming," Lövstedt says, "currently representing 55% of the global gaming market, but is often ignored and looked down on [because] it is perceived by too many as a world of predatory monetisation and low quality."

Okay. Let's start with this. People love to trot out that "over 55% of the market" figure (with variations on the exact figure quoted) but let's be real about this: the reason why mobile accounts for so much revenue in the global games market is precisely because it is a world of predatory monetisation and low quality.

Consider some of the most popular mobile games out there. Candy Crush Saga, which charges up to £34.99 for cheats that allow you to bypass levels — coupled with design that makes it near-impossible to win without buying these cheats. Gacha games such as Azur Lane, Granblue Fantasy and Fate/Grand Order, which exploit horny young people (particularly, though not exclusively, men) with attractive JPGs of hot anime characters, necessitating that you pay at least £20 at a time to be in with a reasonable chance of actually getting the character you want. And I'm pretty sure there are still plenty of "tap and wait" games out there that ask you to pay up to make things go faster or be able to simply play the game more.

When you consider that the term "whale" was coined to describe those who spend excessive amounts of money on free-to-play games, particularly in the social and mobile spaces — and that pursuing these whales to exploit them (at the expense of providing a good experience to free players) is a primary goal of the developers of these popular games — you will perhaps start to see exactly why mobile accounts for so much of the "market". It's because one user playing one heavily monetised mobile game will account for considerably more revenue than one user playing one pay-once-play-forever premium game on PC or console.

Games like this, you see, don't just ask you to buy them and are then happy with that. No; the most "successful" mobile games — measured by most folks who complain about mobile not getting its dues as the ones that generate the most revenue — are the ones that provide the opportunity for perpetual monetisation: the ones that entrap players into dark patterns that make them feel like they have to continually pay money into the game, month after month, in order to remain "relevant" and "current".

When you start from there, it's understandable why people see mobile gaming as rife with predatory monetisation and low-quality games. But let's look at the rest of this open letter.

"While some amazing mobile-first titles, like Monument Valley, manage to get the industry's attention," Lövstedt continues, "many other extremely popular and successful titles do not."

Monument Valley came out in 2014. That's over ten years ago! If you can't think of a more recent example than that of Doing It Right, I think we may have found the problem!

But he continues:

"Mobile games like Clash of Clans, Temple Run, Crossy Road and Candy Crush Saga are critically and commercially successful, yet are never or rarely acknowledged at game awards."

Perhaps that's because Clash of Clans, Temple Run and Candy Crush Saga are all prime examples of games with predatory monetisation and low quality? I actually don't know about Crossy Road, so I am willing to take a moment to actually research it before I brand it with the same scarlet letter. Give me a moment.


Tangent: Pete tries Crossy Road

"Contains ads. Contains in-app purchases". We're not off to a good start already. But let's download this and see.

After an initial tutorial, during which the simple tap-and-swipe, Frogger-inspired gameplay is introduced, I am given a "free gift" of in-game currency and then immediately invited to "win a prize". It costs the 100G of in-game currency I was just "gifted" to draw from a virtual gacha machine, which awards me with a mallard duck avatar to play in the game instead of the default chicken.

I am then taken to a main menu screen where I get an immediate popup about a new time-limited game mode and "sweet sales in the store". I'm then taken into that mode without having asked to play it. After playing it briefly, I am shown my top score with two non-descript icons, the purposes of which are not made entirely clear. It seems the one that the eye is most immediately drawn to — i.e. the one where you'd expect an "OK" button to be in typical UI design — is a "share" function for you to send a screenshot of your concluded run to any of your phone's connected social services or contacts.

After that, I am given a timer countdown to my next "free gift" and informed how many "G" of in-game currency there is "to go" until my next blind box of whatever the fuck you unlock in this game.

To Crossy Road's credit, it has no play-throttling energy system, no paying to bypass timers and it does have a one-off payment of £7.99 to remove all ads (if you're not already blocking them), but it also sells extra game modes, has "limited time sales" on special characters and sells a power-up to double your in-game currency income. And you can bet that it gets regular "content updates" to ensure there are always new things for people to pay for.

But it's just not very fun, the countdown timers and grind for currency make it feel more like work than play, and the "business" part of it being so front and centre is exactly why people don't take it as seriously as premium, pay-once games for PC and consoles.

So in conclusion to that little bit, while Crossy Road isn't as egregious as the other examples cited, it's still not… great. And certainly not the sort of thing that is in any way deserving of an award.


"Just because [low-quality] games [with predatory monetisation] like that do exist in the mobile market, it should not diminish the achievements of the market's best games," Lövstedt continues. "It perhaps makes them more impressive. And if we're honest with ourselves, there are AAA industry darlings crammed with the same monetisation mechanics."

Two things to pick out here: firstly, outside of the aforementioned Monument Valley (which, again, is eleven years old at this point), he cites no specific examples. And yes! Yes, triple-A does pull all this shit, too! And you know what? People hate it there, too!

"D.I.C.E., one of the better award bodies for acknowledging mobile gaming, has only ever nominated a mobile game for Game of the Year twice," he continues. "Angry Birds HD and Pokémon Go. And they were the only dedicated game awards body to nominate them, despite how commercially and culturally impactful both games are."

Okay. I have to look into this. Bear with me.


Tangent: Pete looks into the D.I.C.E. Awards

Angry Birds HD was nominated for Game of the Year in 2011 alongside Mass Effect 2 (which won), Call of Duty: Black Ops, God of War III and Red Dead Redemption. Honestly, the fact that it was even nominated is borderline laughable, because Angry Birds is not a particularly amazing video game. It's fine for what it is, but in 2011 people were still feeling the novelty of playing games on a tablet — the iPad first launched in 2010 — and the calibre of the other games that were nominated is just in a completely different league. What Lövstedt doesn't mention is that Angry Birds HD did win a D.I.C.E. Award that year — for Casual Game of the Year. Which is absolutely fair, although given it was up against Pac-Man Championship Edition DX, Plants vs. Zombies and Bejeweled 3, it wouldn't be my vote. (And I don't even like Plants vs. Zombies.)

Pokémon Go, meanwhile, was up for the 2017 Game of the Year award, where it was up against Overwatch (which won), Battlefield 1, INSIDE and Uncharted 4. My personal tastes put that as a much weaker overall lineup than that of 2011, but there's still a world of difference between gamifying Google Maps and the cultural phenomenon that was Overwatch in its first year. And, again, Pokémon Go won a perfectly acceptable award for what it is: Mobile Game of the Year.

Lövstedt is right; Pokémon Go in particular did have a certain amount of cultural impact, particularly as we moved into the pandemic years. But, again, it's just not a very good video game, which is why it lost out on the overall Game of the Year award. "A lot of people played this because they were bored" is not the same as "this is an incredible video game that should be celebrated as the pinnacle of its medium".


In conclusion, then, I have to reiterate that mobile gaming's reputation as being filled with low-quality games with predatory monetisation is well-earned. This isn't to deny that there are developers apparently doing interesting things on mobile — Lövstedt's own The Battle of Polytopia looks quite worthwhile, so I might have to actually give it a go — but at this point, the damage done by Apple introducing in-app purchases (and Google following suit) has already been done. There's no easy way to turn that back; no easy way to reclaim mobile gaming's reputation from those who, thanks to their greed, generate enough income to account for a supposed 55% of the global games industry's revenue.

Because what are Apple, Google and the other app store platform holders going to do? Just suddenly give up such a profitable revenue stream? Because let's not forget they get a cut of every purchase, so it is absolutely not in their interests to try and fix this.

Also, playing games on a touchscreen — particularly on small ones like those found on phones — sucks ass. This, honestly, is one of the biggest reasons I have zero desire to play any games on my phone today — even if they weren't low-quality games with predatory monetisation. Which a significant portion of them are, so I have precisely zero incentive to look any deeper — particularly because the vast majority of those which are cited as "good examples" (including the aforementioned Monument Valley, plus titles like Stardew Valley and Vampire Survivors) are available on platforms with control schemes that don't suck!

So in summary: if you want to be taken seriously, release your game on a platform that people will take seriously. Have you seen the shit they let onto Steam these days, recent examples notwithstanding…?


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#oneaday Day 550: I'm so tired of online https://imnotdoctorwho.moegamer.net/2025/12/09/oneaday-day-550-im-so-tired-of-online/ https://imnotdoctorwho.moegamer.net/2025/12/09/oneaday-day-550-im-so-tired-of-online/#comments Tue, 09 Dec 2025 20:49:52 +0000 https://imnotdoctorwho.moegamer.net/?p=35093 I've had to block two different people on two different platforms today, both for the same reason: showing up uninvited and spewing some sort of borderline-abusive quasi-scolding because they happen to disagree with something rather innocuous that I had said. The details don't really matter — though if you must know, they really were innocuous … Continue reading #oneaday Day 550: I'm so tired of online

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I've had to block two different people on two different platforms today, both for the same reason: showing up uninvited and spewing some sort of borderline-abusive quasi-scolding because they happen to disagree with something rather innocuous that I had said. The details don't really matter — though if you must know, they really were innocuous opinions, firstly on the fact that localisation into English is not "censorship" (which it isn't, and if you're already typing an angry comment, I invite you to stop, take a deep breath, and just leave), and secondly, that it was surprising someone with terrible handwriting and an obvious lack of care in what they were writing could actually spell a rather complicated surname correctly. Hardly the stuff of epic meltdowns, I'm sure you'll agree — although the localisation topic does tend to bring some of the absolute worst people on the Internet out of the woodwork.

I have a zero tolerance policy for rudeness these days. If a complete stranger were to show up at my door and start hurling abuse at me, I would slam the door in their face. And as such, if a complete stranger decides to show up at my digital door online and start hurling abuse, I will gladly slam that door in their face, too. The platforms on which I blocked these two particularly odious individuals today — my other site MoeGamer, and my Bluesky account — both have pretty robust self-moderation tools that allow you to put nasty little piggies out of sight, out of mind, permanently.

My favourite moderation tool in this regard is YouTube's "Hide user from channel" function. YouTube does many, many stupid things, but this little option is a work of genius. Effectively acting as a shadowban, using this function on a user not only makes the comment you used it on disappear from everyone else's screens, including yours, it also prevents any future comments from that person from appearing on any of your videos. However — and here's the good bit — the user in question has no indication that this has happened to them, meaning they can quite happily continue spewing their hateful rhetoric "at you", and you will remain completely oblivious, while they inevitably get more and more frustrated. This is just delightful.

But you know what? I'm tired. It sucks that these mechanisms have to be in place for a quiet life online these days. And I'm increasingly fatigued with the very idea of putting myself out there — for what, exactly? — only to get chucklefucks who are incapable of responding to a post without resorting to The Usborne Big Book of Logical Fallacies crapping up the comments sections.

I don't do anything online with the intention of pissing people off, or even being a little bit provocative. I'm honest about things — I'm honest about the person I am, I'm honest about the things I feel and believe, and I'm honest about the things I enjoy. The thing I am most honest about is that I have absolutely zero desire to argue with anyone online, which is why, as a general rule, on platforms such as my YouTube channel and MoeGamer, I make a specific effort to focus on the good and the positive.

Yes, I rant and rave and complain a fair bit here — I will freely admit that! — but this place is for me. It's my place for self-expression, for self-therapy, for processing my own thoughts, feelings and emotions, and it just happens to be publicly accessible. That does not mean I crave sweaty Internet-poisoned dudes in my mentions arguing with everything I say. I am more than enough sweaty Internet-poisoned dude for myself; I certainly don't need any more.

It might be time for another social media break over the holidays. I've already dialled things back a lot from where I was, which is good. But the holidays promise to be a nice time with family, so I'm looking forward to enjoying the peace and quiet. And that peace and quiet will have to be, at least partly, of my own creation.


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#oneaday Day 549: The Yakuza games are the ultimate video games https://imnotdoctorwho.moegamer.net/2025/12/08/oneaday-day-549-the-yakuza-games-are-the-ultimate-video-games/ https://imnotdoctorwho.moegamer.net/2025/12/08/oneaday-day-549-the-yakuza-games-are-the-ultimate-video-games/#respond Mon, 08 Dec 2025 21:31:38 +0000 https://imnotdoctorwho.moegamer.net/?p=35090 I've been thinking it for a long while now, and finally making some time to go back to Yakuza 5, which I left half-finished a good few months back, I have cemented my feeling that the Yakuza (or Like A Dragon, as they're now known, to be more true to the original Japanese title Ryu … Continue reading #oneaday Day 549: The Yakuza games are the ultimate video games

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I've been thinking it for a long while now, and finally making some time to go back to Yakuza 5, which I left half-finished a good few months back, I have cemented my feeling that the Yakuza (or Like A Dragon, as they're now known, to be more true to the original Japanese title Ryu ga Gotoku) games are, in fact, Peak Video Game.

By this I mean that if there is a single game you are going to invest a lot of time and effort into playing, a Yakuza game is an excellent choice. And there are a whole bunch of them now! Best of all, given that each one unfolds in a different time period, they all have a markedly different feel from one another — and, of course, as the series goes on, it expands beyond its original setting of Kamurocho to a much wider variety of locales.

Thus far in my journey through the series, Yakuza 5 is the series at its most broad. Like its immediate predecessor, the game is split into several distinct parts, each with a main protagonist taking the leading role. Unlike Yakuza 4, however, which was entirely set in Kamurocho, Yakuza 5 features several town centres for the various different protagonists to explore before they all meet up for the finale.

So far I'm on the third part out of four, which means I've finished the initial part with longstanding series lead Kiryu Kazuma living under an assumed name and working as a taxi driver in Fukuoka, the second part that involves Taiga Saejima breaking out of prison, living for a brief while in a mountainside hunter village, then hanging out in Sapporo for a bit, and I'm now on the first half of the third part, which concerns Kiryu's adoptive daughter, Haruka, and her quest to become an idol in Osaka.

Thus far, each main section of the game has been very different from the last in terms of tone. Kiryu's started with a bit of "everyday life in a small city district" feel before ratcheting up the yakuza angle once the story got underway. Saejima's was quite a personal story of this imposing, hulking brute of a man and the soft centre within. Haruka's, so far, has been deliberately a bit silly, but also with a hint of the sleaziness and darkness that underpins the real-life idol industry.

The nice thing about giving each protagonist their own areas to wander around is that it allows them to have different activities available to them. Yakuza 5 introduces the concept of each character having a "Side Story" as well as the series' iconic "Substories"; each "Side Story" is quite an involved plot that runs parallel to the main scenario, and generally concerns the main character developing their skills in an area that is somehow important to them. In Kiryu's case, we get to work his job as a taxi driver; as Saejima, we take him through learning how to hunt on the mountain; as Haruka, we follow her idol career from its humble beginnings and onwards into greater success.

In each instance, the Side Story is handled in a different way rather than just being a glorified way of marking your progress through a series of cutscenes. Kiryu's taxi driving Side Story, for example, involves a combination of driving people around Fukuoka and ensuring that they get good service, punctuated by some extremely silly arcade racing sequences as he investigates a racing gang. Saejima's hunting sequences involve unique mechanics surrounding avoiding detection by wildlife, shooting rifles in first-person, surviving in extremely inhospitable conditions, and setting traps. Haruka's Side Story sees her having Dance Battles in the street, building up her performance-related stats in various ways, and working through an ever-lengthening list of obligations her career places in front of her as she grows in prominence and fame.

If the Yakuza games were just about the main plot, these Side Stories and the Substories, they would already be extremely substantial. But then there's all the other stuff too. Eating at all the restaurants. Training with each character's "master" to learn new moves. Seeking out unusual happenings to have "Revelations" that, again, unlock new moves. Playing darts, pool, bowling. Playing real-life Virtua Fighter 2. Playing a fictional but nonetheless enjoyable shoot 'em up. Catching prizes in the crane game. Hitting some balls at the driving range and batting cages. The list goes on.

The great thing about Yakuza games is that you can engage with them as much or as little as you like. If you want to plough through the story and just see what happens, you can do that with no real penalty. You might not have levelled up as much as if you'd thoroughly completed all the Substories, but you can do it.

Alternatively, I suspect most players will find themselves unable to resist engaging with at least some of the optional activities — because each of them are handled with such thoroughness, and are so enjoyable in their own right, that they could quite feasibly have each been their own standalone games.

This is the genius of Yakuza. Back in the '80s, the software publisher Imagine got itself into a lot of trouble as it attempted to develop a series of "Mega Games" for the Commodore 64 and ZX Spectrum, but none of these projects ever came to fruition — though some had some successor projects.

Yakuza games, meanwhile, are "Mega Games". Each entry is a single game that you could quite feasibly play for a very long time indeed — possibly even forever, depending on how much you like mahjong and shogi — and there is absolutely nothing quite like them out there.

And they're a markedly different experience from western open world games that provide a huge, boring map littered with objective markers and expect you to hoover them up systematically while working through a tedious skill tree that gives you 0.1% poison resistance with every level up or something equally meaningless. No; although Yakuza games are full of things to do — and each comes with a handy "Completion List" marking how much of all its component Bits you have "completed" — not one of them feels like it has been designed with "player retention" in mind. Not one of them is designed for the explicit purpose of 1) being your "forever game" and 2) monetising the crap out of its user base.

No; Yakuza's wealth of things to do is all in service of creating one of the most detailed, compelling worlds in all of gaming. And although I'm very behind on the series at this point, I am well and truly determined to catch up and see where things go from here. Because after this many hours, this many games and this many in-game years having passed, I care what happens to these characters!

If you've never played a Yakuza game and are daunted by the prospect of there being (counts) 11 games set in the main series continuity, a further two spinoffs in the same setting but not directly connected, and a wealth of other, non-canonical spinoffs that range from historical adaptations to a Fist of the North Star-themed adventure, don't be afraid! Start with Yakuza Zero, play it, love it, see how you like it. And then you'll understand. And, several games later, you'll be about where I am now.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 548: The noodle chronicles https://imnotdoctorwho.moegamer.net/2025/12/07/oneaday-day-548-the-noodle-chronicles/ https://imnotdoctorwho.moegamer.net/2025/12/07/oneaday-day-548-the-noodle-chronicles/#respond Sun, 07 Dec 2025 22:26:40 +0000 https://imnotdoctorwho.moegamer.net/?p=35085 One of my favourite things about Paul Gannon and Eli Silverman's hilarious Cheap Show podcast is Eli's obsession with noodles, and Paul's performative weariness with this obsession. The result is that, on a semi-regular basis, the pair provide some reviews of a wide variety of different noodle products, and these have helped me — and … Continue reading #oneaday Day 548: The noodle chronicles

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One of my favourite things about Paul Gannon and Eli Silverman's hilarious Cheap Show podcast is Eli's obsession with noodles, and Paul's performative weariness with this obsession. The result is that, on a semi-regular basis, the pair provide some reviews of a wide variety of different noodle products, and these have helped me — and doubtless many others — to discover things so far beyond the humdrum Pot Noodle that you wouldn't believe. It's a wild and wonderful world out there, so I thought today I'd share some personal favourites.

Samyang "Buldak" noodles

Image via ubuy, who are doing free chopsticks with this bundle! Not a sponsor.

These are the famous Korean "fire noodles" that were probably some stupid TikTok trend a while back. They're a stir fry-type noodle, which means you boil the noodles without adding any seasoning, then drain most of the water and add sauce and a sachet of goop before "frying" (actually just stirring around in the pan a bit for about 30 seconds while the heat is still on) and serving immediately. The result is a generous portion of glossy, medium thickness noodles, an angry red in colour thanks to the notoriously hot sauce, with no "soup".

These noodles come in a variety of different flavours. All of them claim to be "HOT chicken flavour", plus something else in the case of anything other than the regular ones in the black packaging. Don't be too concerned with that, though; a bit of investigating revealed that the "Buldak" part of their name is a reference to a Korean street food dish that involves chicken served with incredibly hot sauce, and the sauce is based on… well, the sauce, rather than the chickeny bit.

I've tried a few different flavours of these. The basic black ones are nice enough, so long as you can handle the heat, but my favourite remains the first one I tried: the "curry" flavour. Sadly, this particular flavour appears to have been discontinued, which is immensely disappointing, but the "Spicy Seasoned Chicken" flavour was also very nice, and a tad milder than the regular black ones. I have not, to date, tried the "2X spicy" ones that come in a red package, but apparently these are so spicy they are banned in Denmark. I don't know if that's actually true or not, but given that the regular ones will present quite a challenge for the uninitiated, I suspect a "2X" version will blow most people's heads off, and I've heard rumours of a "4X" variant, though I'm yet to see those anywhere.

On the milder end of the spectrum there are flavours such as "Cheese" and "Carbonara", both of which come with some cheese powder to mix in along with the spicy sauce. These were… okay, but I didn't love them. The Carbonara seems to be a favourite of a lot of people, but I didn't personally rate it that highly. The cheese one also absolutely honks while you are preparing it, leading my wife to brand them "Feet Noodles" and prohibit me from cooking them any time she was in the house for a good few months. She eventually relented because she was fed up of seeing them in the cupboard.

I also tried a habanero and lime flavour variant. These are my least favourite of the range to date, as the lime flavour is quite artificial. They weren't unpleasant, but I wouldn't choose to have them again when other flavours are so much nicer. From the currently available range at the time of writing, I recommend the Spicy Seasoned Chicken ones above all the others.

Anyway, whether or not you will like these noodles is entirely dependent on whether you can handle the spice — and, perhaps more relevantly, whether you enjoy the spice. My wife can handle a spicy dish, for example, but she doesn't enjoy anything over a certain heat threshold, and as such these noodles were not to her taste. Although the flavoured variants are noticeably milder than the regular black version, they're still pretty danged hot, so you better be ready for that.

If you are on board with the spice, however, an enjoyable noodle experience awaits. The sauce goes glossy and sticky with barely any provocation, lending a nice sweetness to the overall dish, and most come with a little sachet of miscellaneous dried bits to add a bit of texture. You can, of course, also customise these as you see fit; I've never actually done this, but I can imagine dumping a fried egg on top would be rather lovely.

A conditional recommend for these, then.

MAMA Shrimp Creamy Tom Yum Noodles

MAMA noodles provide a complete contrast to what we've just described. These come in a somewhat smaller package and thus provide a slightly smaller portion, but they make up for this by being soup-style noodles. For the noodle newcomer, this means that you add the various seasonings to boiling water when you're cooking the noodles, and this means you infuse the noodles with flavour and have a delicious soupy broth to enjoy both with and after you have consumed all the noodles.

MAMA do several flavours of noodles, all of which that I've tried are very nice indeed, and curiously they have two separate "Tom Yum" versions — one comes in a silver packet, and the other comes in a shiny orange packet. We're concerned with the shiny orange version today, whose sole distinguishing feature is that it is, supposedly "creamy Tom Yum" as opposed to just "Tom Yum", but the silver variant is nice, too. I think the orange one has the edge, though.

These noodles come with a sachet of powder and a sachet of goopy paste. As everyone knows, the best noodles have at least two pouches of Stuff with them, and this is certainly true for MAMA noodles, because they are delicious and flavourful. The creamy Tom Yum flavour is ostensibly "shrimp" flavour, but its more of a hot and sour, vaguely Thai curry-esque flavour with hints of lemongrass and a thoroughly pleasing richness to it that combines sweetness, sourness and saltiness together in each mouthful.

My top tip for these is to ensure that you put enough water in the pot for there to be some nice, vibrantly coloured soup along with the noodles. When cooking noodles, it's very easy to accidentally boil off all the water, and with noodles of this type, that means the majority of the flavour goes with it! Give them about 300-350ml of water, boil it, immediately bung in the noodles and flavourings, then serve after just 3 minutes of simmering. The result is delicious, and comes highly recommended for those who enjoy Asian flavours.


We discovered a while back that one of the side streets in the town centre now plays host to a wealth of "Asian supermarkets", and this is a good source for trying new varieties of noodles. I will be trying plenty more in the near future, and will do my best to report on my adventures as and when they occur. Until then, happy noodling — and if I catch you settling for the dirty pond water that is "Naked" or "Kabuto" noodles, we are going to have words. Words that conclude with me boiling up a big pot of MAMA Tom Yum for you.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 547: School books https://imnotdoctorwho.moegamer.net/2025/12/07/oneaday-day-547-school-books/ https://imnotdoctorwho.moegamer.net/2025/12/07/oneaday-day-547-school-books/#respond Sun, 07 Dec 2025 00:26:00 +0000 https://imnotdoctorwho.moegamer.net/?p=35081 I've been thinking about school again. I do that a lot for some reason. Nostalgia for happier days in the past, perhaps. A melancholy reflection on a failed career. Or an earnest desire to go back. It doesn't really matter. I do it a lot, regardless. One of the things that my brain has decided … Continue reading #oneaday Day 547: School books

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I've been thinking about school again. I do that a lot for some reason. Nostalgia for happier days in the past, perhaps. A melancholy reflection on a failed career. Or an earnest desire to go back. It doesn't really matter. I do it a lot, regardless.

One of the things that my brain has decided to fixate on today is the concept of "school books" — specifically, exercise books. I don't know why, but I really liked having a book for each subject's work.

Obviously, from a practical, logistical perspective, it makes sense to have one book per subject, particularly in secondary school, because pupils tend to have different teachers for different subjects. But it also makes sense in primary school to a certain degree, as it allows the teacher to clearly demarcate different subjects' work — which is taught at different times in the week — and for the pupils to easily compartmentalise the various things they've been learning.

I don't know. There was something inherently pleasing about every subject having its own colour, and I bet a lot of schools around the country used a similar colour scheme. We had red for English Language, green for English Literature, grey for Maths, orange for Science, blue for Languages, a different green for the subjects grouped under "Humanities" at our school (Geography, History, R.E.), and your Journal would be a different colour according to what year you were in.

That Journal was a handy little thing, too. It was essentially a weekly planner where we could record any homework we got from our subjects and the date it was due; it was then, of course, up to us to check it regularly and ensure we actually did that homework. This was before any sort of handheld electronic devices with reminders on them — pre-"smart" mobile phones didn't become particularly widespread among me and my peers until we were into sixth form. It was a good and healthy thing to do, I think; it helped teach us matters of personal responsibility — and also occasional bullshitting on the inevitable occasions when we had forgotten to check it properly.

The Journal was treated like some sort of holy book, though. Every single week, we had to get it signed by our parents to prove that they had seen we had been recording our homework, and every week, our form tutor had to sign it to confirm that our parents had signed it. A space on each week's spread was also set aside for any communications between our form tutor and parents — for more serious infractions, of course, you got a Letter Home from the school office, but for minor things (and not necessarily problems!) there was this space in the Journal.

Heaven help you if you doodled anywhere on your Journal, though. Defacing it in any way was an immediate ticket to having to buy — yes, buy — a new one. As you might expect, the end of term rolling around was an immediate signal to many of us to immediately deface the crap out of the Journal for the term just gone. These defaced Journals became companions to "The Rough Book" among me and my friends — there was something about the neatly laid out tables in the Journal that made it ripe for customising with ridiculous doodles. My favourites were ones where we absolutely covered the page with tiny stick figures, all standing on the various lines of the table, flinging themselves off the edge and getting up to no good. I kind of wish I still had some of those.

It was the same for your subject exercise books, of course. Some teachers insisted that, as our inaugural piece of homework for a new term, we should cover our exercise book as a means of discouraging and/or preventing any doodling on the cover. Most people went the "wrapping paper" route, but there was a fun degree of self-expression among us all, and there was always some posh git who would laminate the cover of their book at their Dad's office or whatever.

I realise, of course, that the relative strictness with which we were taught to treat our school equipment can be looked on, from some perspectives, as being stifling to creativity and borderline authoritarian. School in general has always been designed as a means of, among other things, socialising us into becoming "good citizens" — and part of that, at least when I was at school, involved treating things with respect — whether they were the things that had been given to you by the school, the things you had brought in from home, or the things your peers were using.

It didn't always happen, of course, but there was a certain degree of pride that pretty much everyone had in their school possessions. Outside of covering books, one of the best ways to express one's individuality was through the stationery you brought to school — and the pencil case in which you kept that stationery. Some folks had cool, branded, zippered pencil cases; others had little tins. I remember my proudest pencil case at school was a Nintendo-branded tin with Super Mario Bros. pixel art on the front; it was also one of my least practical pencil cases due to its size, but I loved it nonetheless.

Anyway, you'd think I'd have a point about all this but I really don't. Something just got me thinking about the colour of school books, so that's what I've talked about today. Hey! They can't all be winners. Or perhaps you found this absolutely fascinating, in which case I am happy to have served.

Either way, at 20 past midnight I think it's probably time to go to bed.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 546: Why are we still arguing over "games as art"? https://imnotdoctorwho.moegamer.net/2025/12/06/oneaday-day-546-why-are-we-still-arguing-over-games-as-art/ https://imnotdoctorwho.moegamer.net/2025/12/06/oneaday-day-546-why-are-we-still-arguing-over-games-as-art/#respond Sat, 06 Dec 2025 00:35:14 +0000 https://imnotdoctorwho.moegamer.net/?p=35073 Back in April of 2010, the first time around on this #oneaday malarkey, I wrote a post responding to the late Roger Ebert's ill-advised argument that "video games can never be art". Today, on the 5th of December 2025, some 5,710 days later (or "over 15 years" if you want to be a bit more … Continue reading #oneaday Day 546: Why are we still arguing over "games as art"?

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Back in April of 2010, the first time around on this #oneaday malarkey, I wrote a post responding to the late Roger Ebert's ill-advised argument that "video games can never be art".

Today, on the 5th of December 2025, some 5,710 days later (or "over 15 years" if you want to be a bit more normal about it), we are, apparently, still having this argument. Roger Ebert is, of course, dead, so this time around it has come from someone else: Ian Bogost, a professor at Washington University, St. Louis and hilariously forever doomed to be "most known for the game Cow Clicker" so far as the broader Internet is concerned.

A bit of context if you've not come across this chap before: Cow Clicker was designed as a satirical take on the rise of "social games", as they were known when they first started appearing on Facebook. You know the sort of thing: wait for timer to expire, click on thing, get stuff. Pay up if you want to get stuff more quickly. Marvel at the meaninglessness of existence.

Cow Clicker was good satire! It made some solid points about the way social games abused not only their players, but the broader community surrounding those players. Anyone who lived through Facebook in the 2010s will almost certainly remember being spammed with "invitations" to "help" on someone's "farm" or similar, because although it was patently obvious to anyone who had ever played a video game before that social games were absolute dog eggs, they introduced a lot of people who had never touched video games before to the idea of playing games on their computer or mobile phone. And, as a result, they are indirectly responsible for those tedious shitheads who argue that Candy Crush Saga is relevant to modern gaming rather than yet another abusive, predatory free-to-play game.

Anyway, I hadn't seen Bogost around for a while, but I'd always thought that he had vaguely… sensible ideas. Today he came out with these humdingers — relating to, of course, HORSES, the hot topic du jour (as you will know if you have read my last two posts and my piece on the game over on MoeGamer):

(Bluesky screenshot)
‪Ian Bogost‬
‪@ibogost.com‬

I’m going to get in trouble for this, but fuck it. 

I’ve been at this a long time. Games culture wants the spoils of cultural sophistication without doing the work. It wants a guarantee that the intention to make work guarantees not just a living but a thriving one. It is a medium for children.

(Quoting the following post:)
‪Aftermath‬
‪@aftermath.site‬

Despite the controversy, Horses is only shocking if you're unfamiliar with the history movies, theater, literature, or basically any art form that does not have stats.
(Bluesky screenshot)
Ian Bogost
‪@ibogost.com‬

The interesting, sophisticated thing about games is not whether they can tell stories as well as books or movies (they can’t) or float shocking themes as well as fine art (honestly, who cares).

It’s the manipulation of systems, the play of contingency, the brokenness of machines.
(Bluesky screenshot)
Ian Bogost
‪@ibogost.com‬

Q-Up and Candy Crush, say, are more serious works of game than Horses (which seems fine and even innocuous!) or whatever embarrassing anime RPG trash is on Steam or Nintendo EShop.

There are some truly amazing bad takes in this mini-thread, but his argument appears to stem from "I am older than you, therefore my opinions are the correct ones." At least he correctly assumed that he would "get in trouble for this".

He falls into the usual traps of assuming that books and movies are inherently superior forms of media because they have been around longer and are thus more refined, but this exceedingly shallow viewpoint fails to accommodate the existence of books and movies that are unashamed to be absolute pulp fodder, trash, blockbuster nonsense or whatever other mild pejoratives you might care to fling at them. Not only that, but gaming is a medium that has grown much quicker than both books and movies, at least partly because it was able to draw on artists' experiences in developing those mediums, and adapting the things that work into the interactive space.

Now, one area where I do kind of sort of align with Bogost is where he notes that games are "the manipulation of systems, the play of contingency, the brokenness of machines". However, where I drift apart from him is his seeming assumption that that is all there is to gaming.

Games can be about the manipulation of systems, the play of contingency and the brokenness of machines. There are some truly compelling games that focus exclusively on those things — and yes, there are plenty of those that I would well and truly describe as exhibiting their own form of artistry. There is an elegance to a well-designed, well-balanced game — it keeps you playing; it keeps you invested; it plays on your mind even when you're not directly engaging with it, in much the same way as a great work of art that you, personally, found particularly impactful "stays with you" long after you were in its physical presence.

This side of things is something that I feel the more "artsy" side of game criticism — and the more artsy side of gaming enthusiasts, for that matter — could do well to study more. As someone with an appreciation for both narrative-centric and mechanics-focused games, it is inordinately frustrating to see those who prefer narrative experiences completely dismiss the artistry of mechanics-centric games. At the same time, it is also frustrating when people who are primarily appreciators of mechanics will completely discount the artistry of a good story.

You see, games aren't one or the other! They can be both, or they can be one of those things — or they can probably be neither of them if you're determined enough. But in most cases these days, there's a little of column A and a little of column B in there — and both of those aspects have been developing rapidly as the medium and technology have evolved, to such a degree that it is an astonishingly galaxy-brained take to say that "games cannot tell stories as well as books and movies" as a blanket statement.

HORSES is an interesting one because it's not a very "good" video game in terms of its mechanical aspect, and there are arguments to be made that its narrative aspects aren't anything particularly out of the ordinary either. I enjoyed my time with it well enough — I found it compelling enough to play through in a single sitting — but I also found myself wondering if anyone would remember it a year from now, particularly if the whole situation with it being "banned" from various platforms hadn't happened. There are plenty of artsy-fartsy walking simulators out there, and some have done their job better than others; it's actually a surprisingly challenging genre of game to get "right", and opinions vary wildly on exactly what getting it "right" really means.

But that's art! Art provokes discussion and debate. It sometimes makes people feel uncomfortable. It sometimes carries deep meaning for people. It resonates with some people more than others, and for different reasons even among those who all found it "meaningful" to a similar degree.

I'm truly astonished that we're still in a situation where games are having to justify their existence as an incredibly creative, artistic medium in 2025. Yes, there's garbage out there — although let's not even get into the casual racism of Bogost's "embarrassing anime RPG trash" statement right now, which is another matter entirely — but there are garbage books, movies and paintings out there, too. To put "established" forms of media on some sort of unassailable pedestal purely because they've been around longer and because the Big Scary Professor At Washington U Says So is just absurd. Because if video games as a medium are not "established" by this point… exactly when is the cutoff point for them to be taken the slightest bit seriously?

There are certain people out there who seem weirdly desperate for video games to forever be regarded as toys for little children — particularly little boys. We are long past that. And I would expect someone like Bogost to know better by this point.


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#oneaday Day 545: Couldn't drag me away https://imnotdoctorwho.moegamer.net/2025/12/05/oneaday-day-545-couldnt-drag-me-away/ https://imnotdoctorwho.moegamer.net/2025/12/05/oneaday-day-545-couldnt-drag-me-away/#respond Fri, 05 Dec 2025 00:48:24 +0000 https://imnotdoctorwho.moegamer.net/?p=35057 I played HORSES this evening. I wrote about it in depth over on MoeGamer, so go read that if you want to find out a bit more about it. Short version: it was a decent Art Game, I'm not sure it'll be remembered in a couple of years' time, and the controversy surrounding it is, … Continue reading #oneaday Day 545: Couldn't drag me away

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I played HORSES this evening. I wrote about it in depth over on MoeGamer, so go read that if you want to find out a bit more about it. Short version: it was a decent Art Game, I'm not sure it'll be remembered in a couple of years' time, and the controversy surrounding it is, frankly, laughable.

That side of things is worth pondering a moment, because it's been an absolutely absurd game of telephone that has culminated in some people — including professional games journalists! — coming out absolutely convinced that the game was justified in being banned because at one point during its development it had something they considered to be child sexual abuse material.

For context, this is the scene as it ended up in the final game. The only change is that the woman atop the horse-masked individual is now in her twenties rather than being fourteen.

If you think that scene is in any way sexual, I really don't know what to tell you. There's nothing the slightest bit titillating about the whole scene, and for the majority of it, it looks like this:

That's "you" on the left, and the girl on the right is the daughter of a wealthy businessman considering purchasing one of the "horses" in the game (actually enslaved, naked humans) — during this scene even the dialogue isn't remotely sexual; instead, the woman delivers a lengthy diatribe about how people should know their place in society, how those with morals perceived to be "loose" tend to have "dangerous" ideas, and how those who live their lives "recklessly and indulgently" end up getting what they deserve.

HORSES is provocative — deliberately so — but honestly, having played through the whole thing this evening, it is so laughably tame compared to some other video games out there that the entire situation just feels bizarre. There are people thumping tables out there arguing that this game deserved to be banned while having absolutely zero knowledge of what the whole thing is actually about, but for once it seems like the majority opinion — even among games journalists — is that this game doesn't deserve the treatment it's gotten.

And that treatment is worth talking about. As Chris Person notes in his excellent piece on the game over on Aftermath, HORSES encountering such difficulty with getting a widespread release is a troubling sight for the industry. "If this is what's considered the limit for which games can and cannot be sold on mass marketplaces," he writes, "then we're all in trouble, and everyone involved in that decision should be thoroughly embarrassed."

The problem is that Valve holds a near-monopoly on the digital PC games market with their Steam platform, and thus a game from a small, independent team with a limited budget not being able to release their game their is very bad news for that team and their game. HORSES has probably sidestepped this particular issue thanks to the widespread press coverage it has had, but it's a solid case study in why the present situation is a bit of a problem.

"Well, just release it elsewhere!" some of you might say. And sure: you can buy the game on GOG.com and Humble. But for most PC gamers, neither of those storefronts are the first place they look to get new games. For most PC gamers, PC gaming begins and ends with Steam — particularly if they do their gaming on a device like a Steam Deck, which, as the name suggests, obviously prioritises Steam as its main source of material.

As I say: HORSES itself is probably going to be all right after all the coverage it's gotten. But will the next game to suffer this situation be as lucky? Probably not.

And besides, part of the reason the HORSES situation specifically is so absurd is the fact that there is much worse stuff already on Steam with zero issues. Not only do reasonably big-name recent releases like Silent Hill f feature more explicit, disturbing content than HORSES does, but you also have shovelware shit like the Sex With Hitler (yes, really) series happily existing with zero issue. I'm sure I don't need to tell you that this is a rather major problem with consistency and transparency.

Transparency is, honestly, probably the biggest problem with all this. HORSES' developer Santa Ragione did their best to try and work with Valve on ensuring that it was compliant with all appropriate platform policies, and when its initial version was rejected, they changed everything that could have been remotely considered to be a bit dodgy — even if, as outlined above, it almost certainly wasn't dodgy. But they were given no chance to appeal, no second chance — it was just gone from the platform, and with it a significant opportunity at organic discovery.

The Epic Games Store situation is even more bizarre. It seems like Epic themselves re-submitted the game to IARC, an international body that issues local content certifications for digital games, and that caused the game to end up with an "Adults Only" rating from the ESRB, which isn't allowed on Epic (except for blockchain and NFT-based games, because Tim Sweeney is a cunt). This is unusual because it's not Epic's place to submit games to IARC or any ratings bodies — it's the responsibility of developers and publishers, and a storefront going out of their way to re-submit something that had already attained a rating is unheard of, and probably not actually allowed.

Anyway, it's all a shitshow, and with this coming amid payment processors continuing to cut off adult content creators and sex workers from their sources of online income, it's just generally a pretty dark, shitty time for various forms of self-expression.

I enjoyed my time with HORSES. I wasn't blown away, but I enjoyed it. It's definitely worth four quid and a couple of hours of your time if you're on board with narrative-centric games that have minimal mechanics. I wonder if it will be remembered in a few years for anything other than this whole situation with the platform holders.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 544: Wild HORSES https://imnotdoctorwho.moegamer.net/2025/12/03/oneaday-day-544-wild-horses/ https://imnotdoctorwho.moegamer.net/2025/12/03/oneaday-day-544-wild-horses/#respond Wed, 03 Dec 2025 21:18:44 +0000 https://imnotdoctorwho.moegamer.net/?p=35041 The latest casualty in the ongoing wave of New Puritanism which appears to be spearheaded by Visa and Mastercard is a short, arty game known as HORSES. Thus far, it has been banned from release on Steam and withdrawn from sale on the Epic Games Store and Humble's store. (Edit: apparently Humble have put it back … Continue reading #oneaday Day 544: Wild HORSES

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The latest casualty in the ongoing wave of New Puritanism which appears to be spearheaded by Visa and Mastercard is a short, arty game known as HORSES. Thus far, it has been banned from release on Steam and withdrawn from sale on the Epic Games Store and Humble's store. (Edit: apparently Humble have put it back now.) At the time of writing, you can buy it from GOG.com. It's £3.99 and is apparently 2-3 hours long. If you're in the mood for something arty, unsettling and apparently the worst thing that has ever happened to society so far as payment processors are concerned, go grab it while you still can. I'm certainly intending to after this.

This whole ongoing situation has been really disappointing to see, because, as I say, it's a real wave of Neo-Puritanism that has been affecting all sorts of different online storefronts, types of media and subject matter. And, as people working in the more "adult" end of things have been yelling for a long time at this point, once these things start happening to material that you, personally, might find distasteful, it's not long before things that you, personally, are completely okay with start getting affected. Which is what has happened here.

The frustrating thing about this is that no-one wielding any of the power in this is ever honest about things. Visa and Mastercard won't say "no, we're not letting people buy porn". Valve won't say "this specific scene is why you can't put your game on Steam". Epic seemingly even went so far as to overrule the developer's content rating submission to ensure that it couldn't be sold on their storefront. And let's not even get into why it's ridiculous that the ESRB (or equivalent) "Adults Only" rating should preclude adults from being able to purchase material on an online storefront.

For quite some time, it looked like we were making some real progress in that area. The European games rating board, PEGI, allows explicit sexual content under its 18 rating now — there are even Nintendo Switch games that have explicit nudity and sexual content, though the fully "uncensored" versions tend to be physical exclusives. And yet, probably not coincidentally alongside the worst United States politics have been for many, many years, we are seeing legitimate businesses being forced to sit around twiddling their thumbs, potentially not being able to pay the bills, because someone, somewhere got a stiffy and got scared because it had never happened before.

It's ridiculous to see the amount of misinformation flying around, too. In the case of HORSES, the developer admitted that there was, at one point, a scene in the game that featured a 14 year old girl riding on the shoulders of a naked woman clad in a horse mask — and to those inexplicably defending the decisions of Valve, Epic and Humble, this is the same as illegal child sexual abuse material. Never mind the fact that the scene involved nudity but was not sexual — the two things are different! — or that the scene ended up being changed to involve a young woman in her twenties because the developers thought that fitted the tone of the scene better. No! To these people, HORSES is, was and always will be kiddie porn and thus the big, powerful corporations — step on me, Daddy, and I will lick your boots — are absolutely right to banhammer it so hard it leaves a crater right down to the Earth's core.

It's really discouraging to see the world continuing to find new and exciting ways to suck more. But I am glad that people — press and public alike — appear to be rallying behind the HORSES developers, and that people who might have previously gone "ew, porn is icky" are starting to see why sex workers and those who work in various forms of adult media are often considered to be the proverbial canary in the coal mine when it comes to matters of censorship.

I'm off to buy a copy of HORSES now. If this is the world's cleverest marketing campaign, I salute the people responsible. But somehow I think it's just the world reminding us that we're living through a really shitty age right now.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 543: Tabbed browsing https://imnotdoctorwho.moegamer.net/2025/12/02/oneaday-day-543-tabbed-browsing/ https://imnotdoctorwho.moegamer.net/2025/12/02/oneaday-day-543-tabbed-browsing/#respond Tue, 02 Dec 2025 18:05:53 +0000 https://imnotdoctorwho.moegamer.net/?p=35028 I like browser tabs. I think they were a good invention, and a good addition to modern user interfaces in general — although not universally, as some application and website designers seem to think. I find it convenient to be able to switch back and forth between things I might need to keep looking at. … Continue reading #oneaday Day 543: Tabbed browsing

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I like browser tabs. I think they were a good invention, and a good addition to modern user interfaces in general — although not universally, as some application and website designers seem to think.

I find it convenient to be able to switch back and forth between things I might need to keep looking at. But I quite regularly come into contact with opinions that make me feel like I'm not using them in the same way as a lot of other people on the Internet.

For example, these are my tabs that are open right now:

Yes, that's all of them.

And yet just a few minutes before I started writing this entry, I saw this Bluesky post from Aidan Moher, one half of the delightful FunFactor Podcast that I've extolled the virtues of previously on this site. (Twice, in fact.) The fact the post is from Aidan isn't particularly relevant to what I'm talking about here. I just thought I'd take the opportunity to plug the excellent podcast he's involved in.

What Aidan's talking about here is by no means unusual, but it is completely alien to me. I have never left a browser tab open longer than 24 hours, and even then it's only to remember something that I will need in the very immediate future; in most cases I will use either a bookmark or a note in Google Keep instead and close a tab when I'm not using it.

This is the bit where I, apparently, differ from the "norm": when I'm done with the contents of a tab, I close it. Why would I leave it open if I no longer need that information right now?

These are my tabs right now, incidentally:

A few more, due to me checking the links on things that I've mentioned above, but all still mostly relevant to what I'm doing right now. In fact, hold on.

There. I don't need my email right now, so I closed it. See how easy that is? In fact, you know what?

Fuck yeah. Two tabs. One window. I probably don't even need Bluesky right this moment. In fact, yeah. Let's remove all distractions.

Hoo boy. I bet some of you are getting the collywobbles right now. How can this human being function with only one tab open? Quite easily, as it happens! The Thing I Am Doing Right Now is Writing A Blog Post, so that's all I need to have open. If I needed to research something specific while I was writing, I would have a tab open for it (or perhaps a separate window so I could see the research materials side-by-side with my post while I was writing it) — but since I don't, I don't have anything else open.

I hear horror stories about people having literally thousands of tabs open at once, and all I think when I hear that is… how the hell did you get yourself into that situation? This, for me, is the threshold of when it is Time To Close The Entire Browser And Start Again:

You know, the point where if you don't know a site's favicon, you're never going to find the right tab again? (It probably says something that I actually found it very difficult to find enough websites to open that many tabs without resorting to stuff like PornHub and Wikipedia.) Honestly even this is uncomfortable:

Basically I reach that right margin — the point where tabs start to contract and become less useful — and I find myself contemplating existence. Once you get to this point — which is everything on my Bookmarks bar, incidentally — I feel like you really start questioning whether you can feel God's light any more:

Like… help me out here. How is that useful? This isn't even a lot of tabs before it becomes a nigh-unusable mess of icons, and there are people out there using hundreds or even thousands of tabs at once? How do you function? How do you sleep at night?

There, that's better. Sorry, was hyperventilating a bit.

But seriously, I don't understand this peculiar relationship some people seem to have with tabs. Are you the sort of person who reads a magazine or a book and then just leaves it lying around randomly in your house, open on the page you last read? Do you open all your emails in individual windows and then leave them all open? Do you have over a hundred active WhatsApp messaging groups?

I ask these questions because I know there are people who do those things. And yet I, as someone who can often be disorganised and messy, is definitely autistic and quite possibly has ADHD tendencies (though those are undiagnosed, so I don't wish to concretely label myself in that regard) feel physically uncomfortable if more than about five tabs are open at once — and the concept of leaving some tabs open for a week or more is completely alien to me.

Browser tabs might have been a mistake for some people, apparently. But I feel like I'm using them "correctly", if such a concept exists. Put your shit away when you're done with it. It's very easy to do that in the digital realm. Just click that little cross button!

And mobile browsers who think I might want "tab groups"? I do not want "tab groups". Please stop adding new tabs to "tab groups" seemingly at random based on some indeterminate (and possibly inconsistent) context clues that I am not privy to. Just follow the basic rules of the Old Web: open a new tab if you're taking me off the website I'm on; just change the page if you're taking me to a different page on the same website.

Am I the only one who remembers that?


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 542: Vrr vrr vrr https://imnotdoctorwho.moegamer.net/2025/12/01/oneaday-day-542-vrr-vrr-vrr/ https://imnotdoctorwho.moegamer.net/2025/12/01/oneaday-day-542-vrr-vrr-vrr/#respond Mon, 01 Dec 2025 21:56:29 +0000 https://imnotdoctorwho.moegamer.net/?p=35025 I didn't buy much in the Black Friday sales this year. In fact, I only bought one "thing" and one Steam game (Mini Motorways, which is lovely). The "thing" I bought is an under-desk elliptical trainer thing, ostensibly for "seniors", but also, I figured, eminently suitable for someone like me who needs to get some … Continue reading #oneaday Day 542: Vrr vrr vrr

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I didn't buy much in the Black Friday sales this year. In fact, I only bought one "thing" and one Steam game (Mini Motorways, which is lovely).

The "thing" I bought is an under-desk elliptical trainer thing, ostensibly for "seniors", but also, I figured, eminently suitable for someone like me who needs to get some exercise, but has difficulty with the whole "motivating oneself to go outside the house" thing for various reasons.

Also I wanted something that would allow me to give my legs in particular a bit of gentle exercise, and that I could use while doing other things, and that wouldn't be discouragingly difficult to use for someone as unfit as I am.

I forget exactly how I ended up looking at these things. I do know that the first product I saw was a vibrating foot massager thing that supposedly "mimicked the motion of walking", but just looked hilarious to see people using in the promotional videos. From there, it recommended me these under-desk elliptical doodads, and from there I picked one that 1) had good reviews and 2) wasn't obscenely expensive, and now here we are, with me the proud owner of a Lubbygim [sic] Under Desk Elliptical Machine Quiet Motorized Leg Exerciser with Smart Remote, 12-Speed Manual Programs Auto/3 Auto Programs LCD Display & Bidirectional Motion for Home/Office.

Yes, as that absurd product name will probably tell you, I was shopping on Amazon. As loathe as I am to further line the pockets of billionaires and contribute to the exploitation of workers, they had something I was looking for, offered it at a good price and got it to me in good time. So /shrug, I guess.

And the thing seems pretty good! Its supposedly "non-slip" feet do, in fact, slip, so I have paired it with a non-slip mat (which also slips, but less than the feet did) and installed it under my working desk, so now I can make use of it during the working day, on my lunch break and any time I'm just sitting in my study doing things. The way I have it set up makes it ideal for using while watching a long YouTube video or TV programme.

It's a fairly no-frills device. As the ridiculous product name suggests, it has a fully manual mode where you can control the speed and direction of the pedals, and also three automatic modes that vary the speed and direction over the course of a half-hour programme. I'm not entirely sure if the three different programmes are supposed to be varying degrees of "difficulty" or intensity, but I'm assuming they are; I did a "programme 3" earlier and it seemed to spend a lot more time at the higher speeds than the rather gentle "programme 1".

What I like about it is that it's easy to just stick on and let your legs do the walking while you forget about it. This, to me, is the optimal way to exercise; the absolute worst thing you can do while attempting to get some exercise is to watch the clock, because that's what makes a ten-minute session on a treadmill feel like you're hiking up Mount Everest. With this thing being the way it is, though, today I've found it absolutely easy to put in nearly two hours of wibbling my legs around a bit in total. And that, I hope, will be beneficial in the long term.

I'm under no illusions: this thing doesn't offer an intense enough workout to really play any significant role in exercise for weight loss, but that's not why I wanted one of these. I just wanted something that would get my legs moving a bit, because I spend all day sitting working, and all night sitting entertaining myself, and frankly my legs are old and stupid enough to have started going "nope, not having that" any time I want to get up and actually do something. And I don't like that. It worries me a bit; I don't want to end up in a situation where I just can't use my legs. I'm pretty certain that it wouldn't come to that without some sort of drastic accident, but I also don't want to put myself in a position where it's even a slight possibility.

And so sticking this thing on and going vrr vrr vrr for at least half an hour every day is my way of preventing that. Hopefully, anyway. It's only been two days so far, so I'm not entirely sure I'm feeling any specific benefit just yet, but over the long term, I hope it will help me be even a little bit more active — or I'd settle for it just helping my knees hurt a little bit less.

See that? Personal growth, that is. Probably.


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#oneaday Day 541: Back to school https://imnotdoctorwho.moegamer.net/2025/11/30/oneaday-day-541-back-to-school/ https://imnotdoctorwho.moegamer.net/2025/11/30/oneaday-day-541-back-to-school/#respond Sun, 30 Nov 2025 23:18:18 +0000 https://imnotdoctorwho.moegamer.net/?p=35022 I often think about my time at school and, while there were certainly elements of my experiences as a teenager I am very glad to have left behind, there's a lot I miss — to such a degree that I often find myself wondering if there is any sort of way one can get oneself … Continue reading #oneaday Day 541: Back to school

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I often think about my time at school and, while there were certainly elements of my experiences as a teenager I am very glad to have left behind, there's a lot I miss — to such a degree that I often find myself wondering if there is any sort of way one can get oneself into a situation, as an adult, that works similarly to school. A situation that isn't, like, prison or something.

I thrived in school — particularly secondary school. For the most part, I dealt well with the inherently predictable nature of a timetable — though I have recurring quasi-nightmares about being back at school and not having a clue what my weekly schedule is — and I didn't even mind having homework all that much. I did well in lessons, though I tended to be fairly quiet rather than the sort of person who was always the first to answer teachers' questions, and I ended up with good grades. Not perfect grades, mind, but good grades, nonetheless.

I'm not really sure what it is about the school experience — as opposed to, say, university — that I find so particularly appealing. Perhaps it's the inherent variety of things that you study, at least up until you start choosing "Options" for Years 10-11 and, if you're going on to do them, Years 12 and 13. There's definitely an element of that, because when I think back on some of my fondest memories of time at school, the visual part of the memories is very much associated with my "lower school" experience — Years 7-9.

That was the time when you study all sorts of things, with multiple subjects every day, and each and every day was packed with things to do. Sure, you didn't always like every one of those things you had to do each day — for me, Maths and P.E. were my particular bugbears — but you endured them, along with the things you actually liked, and sometimes you'd even surprise yourself with how well you ended up performing. I have zero achievements of note in P.E., but I did get an "A" in Maths at GCSE, which was pleasing.

Early secondary school is a time you get exposed to a lot of things you wouldn't have thought about studying, too. I remember being surprised how much I enjoyed language lessons — particularly German, which I liked more than French — and Science, although not a subject I had any intention of pursuing beyond a passing interest, was always full of interesting and unusual situations.

As you might expect, my biggest strengths were English and Music. In English, I relished the opportunity to write a lengthy essay about something we'd been studying — whether it was on the "language" or "literature" side of the fence — while in Music, I was often quite ambitious with my compositions, and in terms of performance I was considerably ahead of anyone else in my class thanks to the years of private piano lessons I'd had by that point.

It was nice to be good at something, and to have tangible proof that I was good at it in the form of good grades, certificates and, eventually, qualifications. I think that might be one of the things I miss the most in life as an adult — the simple knowledge and confidence that you can do something, and that someone is going to acknowledge that you are good at something, even reward you for it. It didn't have to be a big reward — I was a sucker for the "Merits" and "Commendations" we had at secondary school, and those were just little signatures on a page of our Journal and occasional certificates — but that little bit of acknowledgement that yes, there was something you were good at, and that gave you value as a human being, was pleasant.

I am not, obviously, advocating for modern employers to start implementing systems of "Merits" and "Commendations" for their employees, because I feel that most people would probably find the whole thing incredibly patronising. Interestingly, back during my brief period of time working for the shithole energy company SSE, I found myself thinking that a lot of the way the company did things was like how it was back in school — but in that situation, it was a negative thing. The difference? SSE wasn't interested in celebrating the successes of people and the things they were good at — they were, instead, obsessed with making themselves, as a company, look good, and specifically going looking for things they could reprimand their employees for.

Schools have to have a solid behavioural policy in place, of course, but I always found it pretty easy not to run afoul of it — and on the few occasions when I did, I knew it was a completely fair cop. SSE, meanwhile, would bollock you if you didn't hold the handrail when going up some stairs, for going under your desk to pick up a pen you'd dropped without wearing a "bump cap", and for not reporting the fact that you'd spilled a tiny bit of water from your cup carrying it back from the cooler to your desk — and all that absurdity meant that there was no time left to actually praise anyone for doing a good job.

So you can't just transplant elements of the school structure into a corporate environment without thinking about the things that make school good for those who thrive in that environment. I don't know what the answer is, and at this point I'm not even entirely sure what the question is any more either. I'm rambling. I'm tired. I'm a bit cold. So I think I'll leave that there and go to bed!


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#oneaday Day 540: Actual socialisation https://imnotdoctorwho.moegamer.net/2025/11/30/oneaday-day-540-actual-socialisation/ https://imnotdoctorwho.moegamer.net/2025/11/30/oneaday-day-540-actual-socialisation/#respond Sun, 30 Nov 2025 02:14:05 +0000 https://imnotdoctorwho.moegamer.net/?p=35019 This evening, we had some friends over! Good Lord. Actual socialisation. We even played a board game — Betrayal at House on the Hill, if you were curious. This is a game that hasn't hit the table for a long time — hell, no games have hit the table for a long time, for a … Continue reading #oneaday Day 540: Actual socialisation

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This evening, we had some friends over! Good Lord. Actual socialisation. We even played a board game — Betrayal at House on the Hill, if you were curious. This is a game that hasn't hit the table for a long time — hell, no games have hit the table for a long time, for a variety of reasons I won't bore you with this evening — so I was excited to be able to get some use out of it. And, as usual for this wonderful game, it offered a completely different experience to any of the previous times we've played.

For the unfamiliar, Betrayal at House on the Hill is an interesting theme-centric game that unfolds in two distinct phases. In the first, a veritable Scooby gang of adventurers decides to investigate the titular House, which is generated semi-randomly by drawing tiles and laying them out across the board. At various points, new rooms will cause the people discovering them to have to draw items, "omens" and events, and these will have various effects.

So far so conventional cooperative dungeon crawler, you might say. The big twist, as you may have surmised from the title, is that partway through your jolly little jaunt to the abandoned house, things go horribly wrong. Specifically, each time you draw "omen" cards (which typically represent spooky items you find around the house which can be used later) you roll for a "haunt", with the likelihood the "haunt" will happen increasing with every omen card drawn.

When the haunt is eventually triggered, the combination of the item drawn that triggered it and the room the triggerer was in determines which of a multitude of scenarios the game will follow from thereon. One or more players are designated as "traitors" according to the scenario, and they are then given their own, usually secret goals to accomplish. The remaining regular players then have their own goal to accomplish, also. At this point the game switches from being cooperative to competitive, with the "hero" players attempting to defeat the "traitors", thwart their schemes or whatever.

It's a really interesting game, because each scenario not only has a different story setup, it also tends to have radically different mechanics. In the probably seven or eight times I've played this game now, we've never had the same "haunt" twice, and each one has been markedly different from the last. It really is a lot of fun, and I'm glad we had the opportunity to get it out for the first time in ages this evening.

Now, I've had a drink or two so I think I will probably sleep well this evening. Remains to be seen if I feel up to making any videos tomorrow…!


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#oneaday Day 539: Adults need 2,000 calories a day https://imnotdoctorwho.moegamer.net/2025/11/28/oneaday-day-539-adults-need-2000-calories-a-day/ https://imnotdoctorwho.moegamer.net/2025/11/28/oneaday-day-539-adults-need-2000-calories-a-day/#respond Fri, 28 Nov 2025 21:11:46 +0000 https://imnotdoctorwho.moegamer.net/?p=35015 One thing I always find difficult to get my head around is the concept that "adults need around 2,000 calories per day", as quoted on most nutritional information labels. Because there's one thing that counting calories each day makes very clear to me: it is very easy to burn through 2,000 calories or more (as … Continue reading #oneaday Day 539: Adults need 2,000 calories a day

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One thing I always find difficult to get my head around is the concept that "adults need around 2,000 calories per day", as quoted on most nutritional information labels. Because there's one thing that counting calories each day makes very clear to me: it is very easy to burn through 2,000 calories or more (as a big lad, I can have a few more and still be within my "allowance" for theoretically losing weight) while barely realising it.

I had a Meal Deal the other day that calculated to well over a thousand calories. A thousand! For a thousand calories I want something better than a soggy supermarket sandwich and a bag of all-right-but-nothing-special crisps. (Okay, there was a chocolate bar and a Red Bull also. But still.)

I know the answer to this is "eat more fruit and vegetables", since both of those things are, in theory, 1) filling and 2) low in calories, comparatively speaking. But they're so boring. That's the trouble. If fruit and vegetables were more interesting, and if they didn't run the risk of going off before you have a chance to get to them, it'd be much easier to prioritise them. I suppose the answer to that is to not have things in the house that you'd rather eat than fruits and vegetables, but I tend to find that is when you start getting into the "I'm bored of everything we have in the house, I'm going to go to the shop and blow a thousand-plus calories on a Meal Deal" territory, which is counter-productive.

So what's the answer to that? Balance, probably. But it's frustrating when you, say, have what feels like an eminently modest breakfast (a bowl of cereal, say) and an unremarkable lunch (a jacket potato, for example, or a simple sandwich) and you've blown through so many calories in the process. And if you eat less, then you just end up hungry and wanting to eat more, and you overcompensate with snacks.

How the bloody hell does anyone get through a day with just 2,000 calories? More to the point, how does anyone stay slim (or at least "normal-sized") with the myriad, highly calorific temptations that are everywhere in modern life, even if you're not specifically going looking for a "treat"?

If I can figure all that out, this whole "weight loss" thing might be much easier. But unfortunately I'm not any closer to working things out just yet. Maybe it's one of those things where you just have to take it a bit at a time. Perhaps the next time we go shopping I'll try and prioritise some form of nice fruit for snacking purposes rather than other, potentially more calorific options, and then go from there. We'll see.


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#oneaday Day 538: Coiled spring https://imnotdoctorwho.moegamer.net/2025/11/27/oneaday-day-538-coiled-spring/ https://imnotdoctorwho.moegamer.net/2025/11/27/oneaday-day-538-coiled-spring/#respond Thu, 27 Nov 2025 19:42:13 +0000 https://imnotdoctorwho.moegamer.net/?p=35012 You can tell the end of the year is rolling around. Everyone's getting ill, and everyone is getting stressed. I am, of course, no exception to either of these things — though I do appear to have mostly shaken off my last bout of Seasonal Cold, at least. That feeling of my mind being scrunched … Continue reading #oneaday Day 538: Coiled spring

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You can tell the end of the year is rolling around. Everyone's getting ill, and everyone is getting stressed. I am, of course, no exception to either of these things — though I do appear to have mostly shaken off my last bout of Seasonal Cold, at least. That feeling of my mind being scrunched up into a tight little ball, ready to explode outwards in thoroughly stressed-out frustration, though? Present and correct.

It's been an exhausting period at work with the Black Friday sales and whatnot. What makes things doubly exhausting is the knowledge that I'm going to be escaping the one part of my job that I don't enjoy at some point (hopefully) early in the new year, so I just have to survive until that happens. In that "meantime" period, though, I just have to put my head down and plough ahead with the less enjoyable aspects of doing what I do. And that's all the detail I'm going to go into on that for the moment.

Having to "just put up with" things is, I'd wager, a common stressor, and there are quite a few things that I've resigned myself to "just having to put up with". Weight loss continues to be a challenge, of course, and that means that I "just have to put up with" having an often painful and always unsightly hernia making me feel even worse about my overall body image than I do at the best of times. One day, I hope, I will be in a position where I can finally get it sorted, and that day will be a good day. (Well, that day specifically probably won't be, given that I am terrified of surgery, and I believe getting a hernia repaired continues to smart for at least a few days after the procedure. But still.)

Existence is exhausting right now. After this, I'm strongly tempted to just go and curl up in bed for a bit. It's 7.35pm.

Still, I do have some things to look forward to, at least. The aforementioned change in my job role and responsibilities. Christmas with the family. The work Christmas Do. All these things are happening varying degrees of "Soon", so they are things I can aim for and use as milestones as I continue to muddle through the increasingly challenging act of surviving this modern world we live in.

I won't lie, there have been times in my life where it felt very much like I should just Give Up. It hopefully says something vaguely positive about me that, even when faced with such challenges — and I have faced significantly tougher challenges than the tepid mental health I'm experiencing right now, to be sure — I have not, to date, Given Up.

It is hard. I'm acknowledging that it is hard. But these things tend to go in peaks and troughs, don't they? So here's hoping the upcoming holiday period is a build-up to a nice peak from the trough I'm most definitely in the depths of right at this exact moment.


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#oneaday Day 537: Old dogs https://imnotdoctorwho.moegamer.net/2025/11/26/oneaday-day-537-old-dogs/ https://imnotdoctorwho.moegamer.net/2025/11/26/oneaday-day-537-old-dogs/#respond Wed, 26 Nov 2025 21:12:50 +0000 https://imnotdoctorwho.moegamer.net/?p=35009 Since I've exhausted both Death in Paradise and its spin-off series Beyond Paradise for the moment, I was looking for a new "detective" show to watch. I considered the other Death in Paradise spinoff, Return to Paradise, but thought I fancied something a bit different. And BBC iPlayer was certainly keen to provide suggestions. I … Continue reading #oneaday Day 537: Old dogs

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Since I've exhausted both Death in Paradise and its spin-off series Beyond Paradise for the moment, I was looking for a new "detective" show to watch. I considered the other Death in Paradise spinoff, Return to Paradise, but thought I fancied something a bit different. And BBC iPlayer was certainly keen to provide suggestions.

I settled on a show called New Tricks, which I hadn't heard of before, but which apparently first aired all the way back in 2003, and concluded its complete run in 2015. I've watched two episodes so far, and while it's a very different sort of show to Death in Paradise and Return to Paradise, I've enjoyed what I've seen so far.

New Tricks (at least initially) follows the semi-disgraced Detective Superintendent Sandra Pullman (Amanda Redman) of the Metropolitan Police who, after a botched hostage rescue in which she shot a dog and the person she was supposed to be rescuing flung himself out of a window, paralysing himself when he landed on a car several storeys below, has been placed in charge of the fictional "Unsolved Crime and Open Case Squad", or UCOS. This is a branch of the Met specifically tasked with re-investigating unsolved "cold cases", with the officer in charge, initially Pullman, charged with wrangling a small group of retired former officers in the hope of their insights being able to put the various cases to bed once and for all.

Conceptually, it's a tad silly, particularly since the initial lineup of old men all initially appear to be somewhat comedic caricatures. There's Brian Lane (Alun Armstrong), who struggles with severe mental health issues and an obsession over the case that ended his career on the force; there's Jack Halford (James Bolam), who talks to his dead wife when no-one else is around, but is otherwise the most well-grounded of the bunch; and there's Gerry Standing (Dennis Waterman, the only constant member of the cast throughout the entire run of the show), who is a bit of a geezer and a "naughty boy", in his words, with a string of failed marriages behind him and a somewhat unorthodox approach to following the rules. The characters are all introduced as each having their own sort of "thing" that defines them, but just the initial two episodes shows that there's clearly potential for some interesting character work going on.

What I've found quite fun about New Tricks so far is that it blends quite a few disparate elements and comes out feeling quite coherent. There's the obvious conflict between Pullman being a modern police officer (by 2003 standards, anyway) — and a woman, at that — and these retired former officers, all of whom are set in their ways to varying degrees. And then there's the friction between the private lives of all the characters and their professional responsibilities. The show is, on the whole, somewhat on the "gritty" side, with the struggles the various characters encounter all being somewhat realistic and relatable rather than the easily resolved fluff or material for comic relief that the Paradise series tended to favour, but there's also plenty of comedy inherent in the whole situation — particularly when Pullman shows herself to be the sort of woman who takes absolutely no shit from anyone.

The fact that the show premiered in 2003 with a 90-minute pilot before going into full production in 2004 is an interesting consideration, too. In some respects, the way the show is presented makes it clear it's from a different time — and while I try not to think of 2004 as being too much "of a different time" to right now, the fact is, it was over 20 years ago — and it's quite pleasant to return to that world. I'm not talking thematically or in terms of societal norms displayed in the show, obviously, but rather literally the way it is presented. It has a theme song, for Heaven's sake, and one sung by one of the cast members (Waterman), at that! What was the last show you watched that had a full-on theme song — and, more to the point, one that had been specifically composed to include the show's title as part of its lyrics?

Anyway, that's about all I want to say about it for the moment. I'm looking forward to getting to know the series a bit better. I'd actually never heard of it before, somehow, but I guess if it ran for twelve seasons, it must have had something to it, no?

Or, to put it another way: it's all right. It's okay!


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#oneaday Day 536: Restlessness https://imnotdoctorwho.moegamer.net/2025/11/25/oneaday-day-536-restlessness/ https://imnotdoctorwho.moegamer.net/2025/11/25/oneaday-day-536-restlessness/#respond Tue, 25 Nov 2025 20:55:01 +0000 https://imnotdoctorwho.moegamer.net/?p=35006 I've been weirdly "restless" with regard to the games I feel like playing of late. I have a bunch of cool things on the go — Hyrule Warriors: Age of Imprisonment, The Legend of Zelda: Tears of the Kingdom, Death end re;Quest: Code Z, Final Fantasy Tactics: The Ivalice Chronicles and probably some others I've … Continue reading #oneaday Day 536: Restlessness

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I've been weirdly "restless" with regard to the games I feel like playing of late. I have a bunch of cool things on the go — Hyrule Warriors: Age of Imprisonment, The Legend of Zelda: Tears of the Kingdom, Death end re;Quest: Code Z, Final Fantasy Tactics: The Ivalice Chronicles and probably some others I've forgotten about — but I'm having real trouble feeling settled of an evening. For the last few evenings, I've been playing nothing but Evercade games (hence yesterday's post) specifically, a combination of Spectrum classic Atic Atac (which I finished for the first time last night!), Activision 2600 games and various NEOGEO games.

And I've been having a lovely time doing so! Part of me, of course, feels like I "should" play at least one of those "big games" I have on the go, but honestly, just recently I've been feeling a tad run down, and thus some straightforward, right-to-the-point retro gaming has been pretty much what the figurative doctor ordered. Nothing to "commit" to, but something enjoyable and satisfying to engage with — and helping to broaden my experience with and appreciation of some games I might not have had the opportunity to spend a ton of time with previously.

The NEOGEO stuff is probably top of the heap in this regard. When I was young, the NEOGEO was the great legendary white whale that we only ever saw from afar (and occasionally on GamesMaster) and that no-one ever actually got to touch. Given that arcades were only really found on the seafront during my childhood and adolescence, I don't think I ever saw a NEOGEO MVS in the wild back in the day, so my sole point of reference for the machine was the fact that people talked about its cartridges costing a frankly remarkable three-figure sum each.

I always struggled to understand quite why NEOGEO games were so expensive back in the day, but I suppose a lot was riding on the fact that you were literally getting arcade-perfect games, due to the console model, the AES, having fundamentally the same guts as the MVS arcade machine. These days it seems especially absurd, given that pretty much all NEOGEO games are, as you might expect, short-form arcade-style affairs, and thus rather on the short side if you're counting "press start to end credits" as a game's "length". Can you imagine an entitled Steam reviewer pitching a fit over a game that cost £120 and lasted twenty minutes? I certainly can.

But then that's not the whole story, is it? As arcade games, NEOGEO titles were — are — inherently replayable: for high scores, for greater mastery, for competition with friends. Granted, there's probably a cap to how good you can get at something like Metal Slug or Shock Troopers, but fighters like Garou: Mark of the Wolves and the The King of Fighters series can potentially keep you busy forever if you have at least one other person to play with. When you consider it in those terms, that three-figure sum for a single game doesn't seem quite so unreasonable — particularly when you bear in mind that the three-figure sum gets you the whole damn game with no updates or DLC.

Yes, I know it's a cliché for old men like me to rail against modern games with DLC roadmaps and other such nonsense, but when you look at something like, say, The King of Fighters 2000, which has a whopping thirty-six characters in it, it's hard not to feel a bit nickel-and-dimed at modern fighting games with multiple "season passes". At the other end of the spectrum, the relatively limited playable cast of Garou: Mark of the Wolves makes it much easier to pick a single character you might want to get to know how to play a bit better, rather than overwhelming you with a huge amount of choice right from the get-go.

And then, of course, NEOGEO games don't cost three-figure sums any more, unless you're going for those original cartridges — in which case they are, as you might depressingly expect, at least three or four times their original asking price today. The NEOGEO carts for Evercade are twenty quid and have six games each — and I don't think it's a spoiler to say there's more coming next year.

So yeah. There's definitely value in these games, as "short" as they might seem to be. And apparently they're just what my brain is craving right about now. So I will continue to enjoy them for as long as my brain desires them.


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#oneaday Day 535: Five of my favourite Evercade games https://imnotdoctorwho.moegamer.net/2025/11/24/oneaday-day-535-five-of-my-favourite-evercade-games/ https://imnotdoctorwho.moegamer.net/2025/11/24/oneaday-day-535-five-of-my-favourite-evercade-games/#respond Mon, 24 Nov 2025 21:13:10 +0000 https://imnotdoctorwho.moegamer.net/?p=35003 As you hopefully know, I do a lot of the blog posts on the Evercade website. I had a small flash of inspiration the other day for a recurring series of posts where I and the other chap who has started contributing to the site alternate between just doing a grab bag of our favourites … Continue reading #oneaday Day 535: Five of my favourite Evercade games

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As you hopefully know, I do a lot of the blog posts on the Evercade website. I had a small flash of inspiration the other day for a recurring series of posts where I and the other chap who has started contributing to the site alternate between just doing a grab bag of our favourites from the library. No particular theme, just "here's five games I, personally, like, and think you should spend some time with".

We've already got this week's blog post covered, so I thought I would use today to shamelessly pinch my own formula — and I'm making no promises that I won't pick these exact five for the first time I do the new feature over on the Evercade site. If I do, I will probably talk about them marginally more professionally.

But for now, dear reader, with apologies to Rob of the excellent Beyond the Scanlines YouTube channel, here are Five Evercade Games I Just Think Are Neat. Note that these are not "the five best games on Evercade", they're just five arbitrarily chosen games that I particularly like. So if I missed your favourite, don't worry; I probably like it too.

Burnin' Rubber

Hailing from Data East Collection 1, one of the Evercade's launch lineup, Burnin' Rubber almost certainly holds the crown for the Evercade game I have, over the last five years since the system's launch, spent the most time in.

For the unfamiliar, Burnin' Rubber is a follow-up to Data East's arcade game Bump 'n' Jump. Indeed, in some locales this console version is just known as Bump 'n' Jump, but it's considerably enhanced and expanded over its arcade predecessor, making it more of a sequel — and a much better game. The concept is simple: drive your car up vertically scrolling stages, avoiding obstacles and smashing other cars out of the way either by ramming them into walls or leaping into the air and crashing down on them from above.

Burnin' Rubber is easy to learn but hard to master, and to date I haven't yet managed to beat it. But it's infectiously compelling thanks to its combination of straightforward controls, challenging but fair gameplay and inordinately catchy music. Ever since I first played it back on the original Evercade handheld, it's been a firm favourite of mine, and absolutely one of my top titles on the entire platform.

World Rally

Staying on the vehicular theme, World Rally from Gaelco Arcade 1 is next up. This high-speed isometric racer has absolutely sublime arcade-style handling, and is a real "in the zone" kind of game that probably makes you look like a superhuman to anyone watching over your shoulder.

Its genius lies in its brilliantly handled controls: rather than giving you complete freedom to turn your car in any direction, World Rally kind of "snaps" your car to the correct orientation as you exit a corner (assuming you remembered to actually steer around it) in a sort of "slot car" fashion. This prevents frustrating instances of oversteer and keeps the game pacy and accessible while still offering a gradually escalating challenge factor through increasingly complex courses.

Presentation is lovely, particularly with Gaelco's trademark low bit-rate digitised guitar noodling on the soundtrack. The sequel is lovely, too, and arguably looks nicer, but I think the original has the slight edge for me, personally.

Night Stalker

Possibly my favourite Intellivision game? It's definitely right up there with Tower of Doom and Cloudy Mountain. Anyway, Night Stalker is, for me, the best game on the Intellivision Collection 1 cartridge, and a game I come back to regularly.

The concept is straightforward: you're stuck in a maze, and robots are coming to get you. You must shoot the robots before they get you. The longer you survive, the more dangerous the robots get. You move slowly and have limited ammunition, so you need a certain amount of strategy to survive — and the ability to adapt as the situation changes.

Night Stalker is super-simple, atmospheric and enjoyable to play. We also mapped the Intellivision's somewhat idiosyncratic "disc and keypad" controls to the Evercade directional pad and buttons in an eminently sensible way, making it arguably more fun to play on Evercade than on original hardware. I'm sure there's some sicko out there who is all like "no, the Intellivision hand controller is the optimal way to play, actually", but for human beings with functional hands, you'll thank us for our control mappings on this one.

Tomb Raider

I enjoyed the original PC version of Tomb Raider back when it was current, and I remember not liking the PlayStation control scheme all that much — perhaps because I was so accustomed to the PC's keyboard controls. But returning to the series when we released Tomb Raider Collection 1 for Evercade gave me an all-new appreciation for this game's methodical puzzle-platforming.

Yes, the combat kind of sucks, but that's why I picked the first Tomb Raider: it's not a particular focus, whereas later games tried to play up the combat to varying degrees. You'll have the odd encounter with some nasties to deal with, but the majority of your time will be spent by yourself figuring out exactly how you're going to scale the enormous structure in front of you and probably breaking Lara's legs a few times in the process.

It's fashionable to bash the early Tomb Raider games today, but approach them with the appropriate mindset — i.e. that they're not Super Mario 64, nor are they trying to be — and there's a lot of fun to be had across the five games available on Evercade.

Shock Troopers

It's been a delight to get to know the NEOGEO a bit better with our NEOGEO cartridges for Evercade. Shock Troopers, which is on NEOGEO Arcade 1, is actually one of the games I did know reasonably well beforehand — in fact, it was one of the first NEOGEO games I ever played, with dotEmu's awful PC port from a few years back — but having it on Evercade is giving me a sense of rediscovered appreciation for it.

Shock Troopers isn't a remarkably original game — it's a top-down run-and-gun, Commando-style, albeit not scrolling exclusively vertically. Where it shines, though, is in how satisfying it is to play. Weapons have a real sense of oomph to them, ripping through enemies and blowing up vehicles and structures. The different characters all handle differently, catering to different play styles. And the game offers a stiff but fair challenge that allows you to make gradual progress if you stick with it and learn the enemy encounters. Plus multiple routes through it add replay value — along with a two-player mode.

It's one of the best-sounding NEOGEO games, too, with some excellent digital music and meaty sound effects. One day I might even be able to get beyond the second stage without having to credit-feed — but regardless of my own ineptitude at it, it's a game I always enjoy every time I fire it up.


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#oneaday Day 534: An evening of arcade https://imnotdoctorwho.moegamer.net/2025/11/23/oneaday-day-534-an-evening-of-arcade/ https://imnotdoctorwho.moegamer.net/2025/11/23/oneaday-day-534-an-evening-of-arcade/#respond Sun, 23 Nov 2025 20:50:51 +0000 https://imnotdoctorwho.moegamer.net/?p=35000 In gaming today, it's tempting to always want to be making progress on your "big game" of the moment: a lengthy epic that goes on into the tens or even hundreds of hours in length. But one thing I find it helpful to remind myself of on a regular basis is that short-form games very … Continue reading #oneaday Day 534: An evening of arcade

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In gaming today, it's tempting to always want to be making progress on your "big game" of the moment: a lengthy epic that goes on into the tens or even hundreds of hours in length. But one thing I find it helpful to remind myself of on a regular basis is that short-form games very much have their place and their appeal, too. And it's in this area that retro gaming in particular tends to excel.

In recent weeks, I've been having a lot of fun getting to know the NEOGEO games we've released on Evercade this year. Most notably, I've been spending some time with the ever-delightful Metal Slug, which I hadn't spent a ton of time with prior to the Evercade release, and I've even been dipping my toes into the notoriously obtuse fighting game genre a little with Garou: Mark of the Wolves, which first impressions would seem to indicate is one of the more accessible SNK/NEOGEO fighting games in existence.

These games are immediately rewarding and fun. You probably won't be able to beat them on your first go — although in most cases, you can credit-feed — but there's a definite appeal element in the form of gradual mastery. With each attempt from the beginning of Metal Slug, I get to know the game a bit better, I learn more about how to play it effectively, and, assuming I'm paying attention to what I'm doing, I get a little bit further. At this point, I can occasionally make it up to the start of Mission 3 without losing a life; with each new attempt, that "occasionally" becomes "more frequently", and that's a really satisfying, rewarding feeling.

My concern is what I feel like is an increasing number of people getting to a point where they're writing off these short-form experiences as having no real inherent value. Perhaps it's because these games aren't telling a deep, thought-provoking or emotionally engaging story. Perhaps it's simply because they're short. Perhaps it's down to assumptions that short-form or arcade games are inherently "lesser" than 100+ hour epics on computers and consoles today.

I don't know. But I know that I definitely derive value from them, and I continue to feel proud that I'm involved in helping to preserve these games and educate new generations in their appeal elements thanks to my day job.

One day I still want to write a book. Or, at this point, probably several books, given the sheer number of games that are on Evercade by now. I should probably just stop thinking about doing that and actually do it, no?


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#oneaday Day 533: Enshittified parking https://imnotdoctorwho.moegamer.net/2025/11/22/oneaday-day-533-enshittified-parking/ https://imnotdoctorwho.moegamer.net/2025/11/22/oneaday-day-533-enshittified-parking/#respond Sat, 22 Nov 2025 16:06:40 +0000 https://imnotdoctorwho.moegamer.net/?p=34997 The wife and I made the silly error of deciding to go into town today. We thought we'd go get a Currywurst from the German market, plus she wanted to enquire at a music shop about some various bits and pieces. We were having second thoughts when we got up, because it was dark, miserable … Continue reading #oneaday Day 533: Enshittified parking

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The wife and I made the silly error of deciding to go into town today. We thought we'd go get a Currywurst from the German market, plus she wanted to enquire at a music shop about some various bits and pieces.

We were having second thoughts when we got up, because it was dark, miserable and raining outside, but we thought "ah, no, we should go out, it'll do us good to get out of the house".

Reader, it was not good. Apart from the Currywurst, that was good. Although £9 for it was absolute daylight robbery, but I guess that is Just What Things Cost Now. And my wife did at least get the information she wanted from the music shop.

The rest of the trip was a miserable, rain-soaked experience, but probably the most irritating thing about the whole experience was what they've done to WestQuay parking. Instead of taking the tried-and-true approach of giving you a ticket, then you popping said ticket into a machine and paying for how long you spent in the car park, they have decided to make it all "technological", now requiring you to have your number plate scanned by ANPR when you enter, then before you leave, you have to remember to scan a QR code from a poster and pay on a website. Because that is somehow much better.

I will grant you that during busy periods, it could be frustrating to have to queue up for a ticket machine when you wanted to leave. It was frustrating when the ticket machine broke, too, or it ate your ticket, or any other shenanigans that might have occurred. But that's why they had the little man on the end of the "help" button to help you out.

The main issue with the "pay by phone" option they have chosen to go with is that there is no fucking phone signal inside the car park. Nor is there any Wi-Fi. So if you forget to scan one of the posters that is outside on the way back to the car park — or, indeed, if you took a route back to the car park that did not pass by one of these posters — it's an incredible pain in the arse to do something as simple as paying for parking, something which we have all been begrudgingly doing for many years at this point.

Of course, the whole thing has almost certainly been done in the name of collecting data on people who use the car park — they take your number plate when you enter and your name when you pay, so that's fun. They will probably try and spin this as somehow being "more convenient" when in fact it's several orders of magnitude more annoying than the old way of doing things.

But hey. We've made everything else worse with technology. Why should parking be left out of the party?


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#oneaday Day 532: Knackered https://imnotdoctorwho.moegamer.net/2025/11/21/oneaday-day-532-knackered/ https://imnotdoctorwho.moegamer.net/2025/11/21/oneaday-day-532-knackered/#respond Fri, 21 Nov 2025 20:16:05 +0000 https://imnotdoctorwho.moegamer.net/?p=34994 I'm absolutely exhausted, and I'm not entirely sure why. I guess this week has been a bit of a busy one with a trip to the office, and just before said trip I was ill, so I think I'm probably still feeling the lingering (after)effects of being ill. Or possibly just still being ill. Either … Continue reading #oneaday Day 532: Knackered

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I'm absolutely exhausted, and I'm not entirely sure why. I guess this week has been a bit of a busy one with a trip to the office, and just before said trip I was ill, so I think I'm probably still feeling the lingering (after)effects of being ill. Or possibly just still being ill. Either way, it's 8pm and I just want to go to bed, so as soon as we've had some dinner, that's what I'm going to do.

Everything just feels so tiring these days — mentally, more than anything. I am beyond tired of the revolting end-stage capitalism hellscape we live in right now, and long for the AI bubble in particular to pop, if only so people can stop posting screenshots of Google's AI summaries and think that doing this, in any way, proves any sort of point. That and it would be super-cool if all the software everyone uses goes back to being functional and useful rather than having fucking chatbots everywhere.

It's frustrating. I was listening to Cory Doctorow and Ed Zitron talking about the whole "enshittification" thing earlier, and their conclusion is that as individual consumers, there unfortunately isn't a whole lot that we can do to stand up to this nonsense, because it's all happening at a corporate or even governmental level so far beyond the scale of one individual, it's impossible to do anything about. They do, however, note that that doesn't mean there's nothing you can do; they cite the example of attending Town Hall meetings and voicing your concerns about financially and environmentally ruinous data centres being constructed. Even so, though, this seems largely like an American thing — I don't even know if "Town Hall meetings" are a thing here — and, again, it's hard not to feel like a little ant about to be crushed by corporate authoritarianism.

I'd ignore all this shit completely if I could, but it's everywhere — and particularly getting its tendrils into things I actually care about, such as the creative sectors and particularly video games. The new Call of Duty is absolutely riddled with AI art, for example; Ubisoft's latest Anno game has "placeholder" AI art loading screens that definitely aren't just being called placeholders because they got caught; and it seems like every day, a new corporation decides that yes, the absolute best thing to do, despite the general public reacting universally negatively to it every time it happens, is to pivot to an "AI-first" approach, inevitably laying off swathes of the workforce in the process.

I thank my lucky stars I have a stable (I hope) job in the middle of all this, and that AI doesn't interfere with my job any more than having to ignore annoying sparkly buttons in social media management tools and occasionally telling people off for getting ChatGPT to "write" minor things when I'm right here and can do that for them in a matter of seconds without burning a fucking lake down.

God. The "future" sucks. It's a cliché to say at this point, but we really have taken the exact opposite lessons from "cyberpunk" and futuristic dystopia literature than were intended by their authors. We have all the negative aspects of a corporate-dominated end-stage capitalism hellscape, and none of the cool stuff like consumer-grade bionic arms and sex robots. (Well, okay. They're almost certainly working on the sex robot thing, though if it ends up being LLM-powered I'm not sure anyone is going to want to fuck ChatGPT.)

Is it any surprise I'm knackered when just existing through all this nonsense is draining the life force and will to live out of all of us? Probably not. So I'm going to enjoy my KFC and then go to bed.


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#oneaday Day 531: Riding the air https://imnotdoctorwho.moegamer.net/2025/11/20/oneaday-day-531-riding-the-air/ https://imnotdoctorwho.moegamer.net/2025/11/20/oneaday-day-531-riding-the-air/#respond Thu, 20 Nov 2025 23:54:42 +0000 https://imnotdoctorwho.moegamer.net/?p=34991 Kirby Air Riders is out today, and I've spent the evening playing it. Specifically, I've spent the evening playing the "Road Trip" mode that I didn't know anything about prior to starting the game. This is a single-player mode that is presumably intended to get you up to speed on everything you might be doing … Continue reading #oneaday Day 531: Riding the air

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Kirby Air Riders is out today, and I've spent the evening playing it. Specifically, I've spent the evening playing the "Road Trip" mode that I didn't know anything about prior to starting the game. This is a single-player mode that is presumably intended to get you up to speed on everything you might be doing at any point in the other modes, but it also unlocks a bunch of stuff in a similar fashion to Smash Bros.' single-player modes from over the years.

The whole package is very Smash Bros., in fact, including the way you navigate the menus, the way you adjust your settings for a play session and the overall structure of the game. It's a very customisable game, from the look of things, so I'm looking forward to investigating the other aspects of it soon.

Road Trip, meanwhile, that I can talk about. In this mode, you pick a character and initial "machine" to ride on, and progress through a series of stages, each of which is split into a series of "encounters" on the road. Under most circumstances, you have a choice of three encounters to choose from at any point, with different rewards on offer for each. Successfully beating an encounter generally rewards you with some Road Trip-specific currency and a stat increase or two. Outside of the competitive events, you may also run into shops (where you can, of course, spend the aforementioned Road Trip-specific currency) and weird things that determine which of several branching paths you will take at the conclusion of the current stage.

The events you'll compete in on the Road Trip are generally pretty short in duration — races tend to be one or two laps at most, and the events which aren't races are all time-limited. It's enough to give you a look at the different things you can do in the game's other modes, but in a way that you never get particularly bogged down in anything. You rarely do the same type of event twice in a row, and the difficulty curve progresses nicely from "very easy" in the early stages to "genuinely quite challenging, but not annoyingly so" as you get closer to the conclusion.

As you progress through the Road Trip, you'll gain the opportunity to earn "memory shards", which tell the unfolding story. This is surprisingly dark, considering this is a Kirby game, involving a mechanical creature that has sat for aeons without being able to move because it requires someone's "strong will" to allow it to do anything, a terrifying orbital satellite that, among other things, constructs an army of robotic ants to rip this aforementioned creature to bits and rebuild it into a world-crushing weapon, and the implication that everyone's vehicles in the game are like Pokémon, if Pokémon were forms of sentient transporation rather than creatures that liked to fight. So maybe not all that much like Pokémon at all, other than the fact that they clearly have "personalities" of sorts, and partner up with the people of Kirby's world, Popstar, in a quasi-symbiotic relationship.

In the events, Kirby Air Riders is chaotic. For those concerned that it might be a bit too much like Mario Kart: it's nothing like Mario Kart. My wife saw me playing it briefly and said it looked like "Wipeout, but Kirby" and honestly she's not far from the truth there. There's a touch of F-Zero, a bit of Burnout, even a bit of Twisted Metal in there, depending on the type of event you're playing. I can see it easily being overwhelming for some players, but there is clearly method in the madness.

Probably the most clever thing it does is use an incredibly simple control scheme, much like Kirby platformers tend to. There are only two buttons to worry about: characters accelerate automatically, and the only time you need to press a button is when you want to slow down (which also charges up your boost) or use your character's "Special", which can only be used when a particular meter has charged.

The "Boost Charge" mechanic has a nicely tactile feel. You're effectively "pulling back" your character, winding them up and then letting them twang forward, though the exact implementation of this depends quite significantly on the machine you've chosen to ride. Some are built for drifting around corners; others stop dead when charging a boost and can thus immediately change direction when going around 90-degree bends; others still can't drift or boost at all, but make up for this with other strengths.

These differences between the machines, along with individual machines' special capabilities (such as the "Vampire Star" machine's ability to "bite" opponents, damaging and slowing them down and stealing their power-ups) and the stat growth throughout Road Trip mode mean that there's a surprising amount of depth considering how simple the game is to control. Different machines are eminently suitable to different types of event, so it pays to try and build up a collection — indeed, I believe to get the "true" ending for the game, you need to collect all of them prior to reaching the final encounter, though this is made more straightforward through a New Game+ option that lets you carry over the stuff you've already acquired.

There are some other interesting little things, too. A significant portion of the Road Trip mode involves the "Top Rider" mode, which is racing from a top-down perspective on simplified tracks. This is a lot of fun, though obviously less spectacular and chaotic than the 3D races — and it's nice that this is a whole mode you can play given equal weight to the "main" game mode. There are even different control options, depending on if you prefer "turn left and right" or "push the analogue stick in the direction you want to go" for these top-down sequences.

All in all, it seems like a really solid game given that distinctive Sora Ltd. polish. I'll be interested to see whether it has the juice to go for the long term on the multiplayer circuit; I can see this being a really solid multiplayer game, but, of course, it needs a community for that to work over the long term. I don't yet know if the broader community will take to it in the same way as something like Mario Kart — but then, Splatoon came out of nowhere on Wii U and managed to be a big enough hit (on the Wii U!) to spawn two sequels, so there's precedent for a Nintendo game not called Mario Kart or Smash Bros. to have a thriving online community.

More than anything, it's nice to see the Switch 2 finally picking up the pace with some solid releases — and on proper game cartridges, too. Now, if they'd just quit doing that dumbass Game Key Card thing completely I'd be very happy indeed…


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#oneaday Day 530: My way is always better https://imnotdoctorwho.moegamer.net/2025/11/19/oneaday-day-530-my-way-is-always-better/ https://imnotdoctorwho.moegamer.net/2025/11/19/oneaday-day-530-my-way-is-always-better/#respond Wed, 19 Nov 2025 20:57:31 +0000 https://imnotdoctorwho.moegamer.net/?p=34988 The review embargo for the "Analogue 3D" FPGA-based N64 clone system came up yesterday, and as is usually the case with such things, about a bazillion reviews all dropped at the same time. The machine looks like a nifty bit of kit — although calling your brand "Analogue" and then not actually having any analogue … Continue reading #oneaday Day 530: My way is always better

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The review embargo for the "Analogue 3D" FPGA-based N64 clone system came up yesterday, and as is usually the case with such things, about a bazillion reviews all dropped at the same time. The machine looks like a nifty bit of kit — although calling your brand "Analogue" and then not actually having any analogue outputs on your device is a bit weird — and has been reviewing well. As an owner of a MiSTer Multisystem 2, I have no real need for one — just as well, since ordering Analogue stuff is an absolute fucking nightmare — but I'm glad this thing exists and, moreover, appears to be pretty cool.

What has been less cool are the inevitable arguments that have been breaking out in the comments of pretty much every single video and article I have seen on this thing. It's utterly ridiculous to see grown men (and I would place good money on it being all men) of a certain age all getting pissy over how different people choose to experience retro games.

Here's my feelings on the subject: I don't care. Really! I do not give the slightest shit, so long as you're having a good time and you aren't causing anyone else any trouble.

If you want to set yourself up with a MiSTer stack you built yourself, fab. If you want to buy a MiSTer Multisystem 2 to take the hard work out of building an FPGA device, great. If you want to buy a SuperStation One, I hope you love it. If you're running Batocera on a mini PC, more power to you. If you do all your retro gaming on an Anbernic handheld running its stock OS, have fun. If you've spent several weeks finding the perfect alternative operating system for an Anbernic handheld, I hope you've had a fulfilling time doing so. If you're an original hardware junkie with a massive physical collection, can I come and visit? If you have your childhood console and nothing but an Everdrive, amazing! And I'm probably contractually obliged to mention that if your experience with retro gaming begins and ends with an Evercade or Super Pocket handheld, that is 100% fine, too.

Y'see, the important thing with enjoying retro games, to me, is, funnily enough, the games themselves. So long as you're able to experience the games you want to play in the way you enjoy experiencing them, it absolutely does not matter how anyone else wants to do it.

And yet you just have to look through any of these comment threads to see the FPGA nuts arguing with passionate advocates for RetroArch; Windows vs Mac OS vs various flavours of Linux; "download for free!" types against "I prefer to buy official rereleases" people. Basically, if there are two opposing viewpoints possible in this area — and there are quite a few of those — you can count on representatives of those viewpoints all yelling at one another.

Why? Why does it matter to you that some people think the Analogue 3D is a cool device, and you don't? Why does it matter to you that you use software emulation on your Mac and some people prefer to use an FPGA solution?

It's just another example of the Internet being constantly, unnecessarily adversarial, and it's really rather tiresome. As I say, so far as I'm concerned, I have no personal pressing need for an Analogue 3D, as I already have a suitable solution for enjoying N64 games in place — but I absolutely, definitely do not begrudge anyone their desire to add one to their collection! So if you happen to be one of the people lucky enough to have one coming your way soon, I sincerely, absolutely hope you enjoy it. And that you play Beetle Adventure Racing if you haven't already.


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#oneaday Day 529: A different hotel https://imnotdoctorwho.moegamer.net/2025/11/18/oneaday-day-529-a-different-hotel/ https://imnotdoctorwho.moegamer.net/2025/11/18/oneaday-day-529-a-different-hotel/#respond Tue, 18 Nov 2025 21:31:16 +0000 https://imnotdoctorwho.moegamer.net/2025/11/18/oneaday-day-529-a-different-hotel/ It's time for my monthly visit to the office, though this time things have been a little bit different for various reasons — not least of which is the fact that I'm staying in an unfamiliar hotel, as my usual place was full. This new place seems nice, if charmingly dated, though it is twice … Continue reading #oneaday Day 529: A different hotel

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It's time for my monthly visit to the office, though this time things have been a little bit different for various reasons — not least of which is the fact that I'm staying in an unfamiliar hotel, as my usual place was full. This new place seems nice, if charmingly dated, though it is twice the price of my usual place. It's all getting expensed though, so no problem.

I actually have tomorrow off, which will be nice, as it's Andie's birthday and I won't have to brave the M25 in the middle of rush hour.

Today I elected to listen to some "criminal records" on the journey, because I just felt like it for some reason. My cheese of choice was Louise (Redknapp, nee Nurding), a fairly disposable pop singer that I primarily bought two albums for because I fancied her. Also I ended up quite enjoying them both, particularly the second, Woman In Me.

I was interested to discover that Louise had done some more albums after the two I was familiar with — including one from around 2000, and another that is quite recent. I actually really like what I've heard of the 2000 album, Elbow Beach, so far, but I haven't yet listened to the latest. I think that will be the accompaniment to my drive home tomorrow.

I've always had a soft spot for cheesy, disposable pop music, particularly from the mid to late '90s, because it's tuneful, it's catchy, it's uncomplicated and it plays well as background music you don't have to concentrate on too hard. As a teen, I did the majority of my music listening while doing homework in my bedroom, so it's always been a good accompaniment for doing anything that might be a bit tedious or repetitive — hence why I'm enjoying it so much as a soundtrack for driving.

It's also nice to be of an age where you don't have to make any apologies for what you listen to. I'm sure some of you are silently judging me for having owned two Louise albums in the past (my CD collection went to Music Magpie a long time ago though) but I don't care. Silly fluff it may be, but there's a place for silly fluff, particularly in a world that feels increasingly devoid of joy in the current moment.

Anyway, I'm typing this on my phone and getting annoyed at autocorrect, so I'm going to leave that there. I am looking forward to a nice sleep in this comfy bed, and then a leisurely drive back with some cheesy pop blaring tomorrow.

Maybe they'll have released the Epstein files by tomorrow!

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#oneaday Day 528: Autumn plague https://imnotdoctorwho.moegamer.net/2025/11/17/oneaday-day-528-autumn-plague/ https://imnotdoctorwho.moegamer.net/2025/11/17/oneaday-day-528-autumn-plague/#respond Mon, 17 Nov 2025 18:26:35 +0000 https://imnotdoctorwho.moegamer.net/?p=34984 Andie and I were ill all over the weekend. Nothing serious — and thankfully not COVID, which we were both concerned it might have been — but the kind of cold that is just enough to be moderately debilitating and make you want to stay in bed for a good 75% of the day. I … Continue reading #oneaday Day 528: Autumn plague

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Andie and I were ill all over the weekend. Nothing serious — and thankfully not COVID, which we were both concerned it might have been — but the kind of cold that is just enough to be moderately debilitating and make you want to stay in bed for a good 75% of the day.

I think we're both over the worst, but we've both been left exceedingly exhausted, as neither of us have slept very well for the past two or three nights. Hopefully tonight will allow me to get a decent rest, as tomorrow I have to do a long drive for the monthly trip into the office — though it should (should!) be moderately less stressful as I'm driving down in the daytime in order to attend in the afternoon, and then I have the following day off work completely.

With all that in mind, a proportion of today has been spent napping, and I suspect an early night will follow. I genuinely couldn't keep my eyes open by the end of the morning's work, and so my lunch break was spent not eating and watching some TV, but just napping. It was nice.

A middle-of-the-day nap is not something I really started doing until a few years ago, and I'm aware that it can mess up your sleep schedule and all that business. But sometimes it's just nice to allow yourself that moment of peace and quiet, to shut down for a bit and attempt to replenish your depleted energy reserves. It doesn't always work, of course — sometimes waking up after a nice nap leaves you just wanting to nap a bit more — but at others, it can be just what you need to refresh yourself a bit. A power nap, or whatever.

For some reason, I find it much easier to fall asleep for a nap in the daytime than I do at night-time. Part of this is the mind's tendency to ruminate on things last thing at night, but I'm not exactly immune to that in the daytime, either. And yet still I find it much easier to nod off in the middle of the day than at night-time.

Perhaps part of this is down to the fact that from university onwards, I was a bit of a night owl. I have particularly fond memories of being up late one evening pootling about on the Internet, receiving a message from a friend of mine who said that they were going to the beach, and heading off for a thoroughly pleasant evening of night-time beach foolishness with said friend and some other mutual acquaintances.

There was also the period around 2010 or so where I was Going Through A Difficult Time, shall we say, and as part of that process I completely ruined my body clock to such a degree that I was going to bed at 5AM and not waking up until 12 hours later. Not my proudest moment, but also I think the support I was receiving at that time is what helped me get through that particularly difficult period, as incompatible as it may have temporarily made me with a "normal" existence.

Maybe I just like sleeping. I do like sleeping. Regardless, I'm going to sleep relatively early this evening in the hope that I feel a bit more human tomorrow, because right now I feel like a sentient pool of sludge.


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#oneaday Day 527: Dangerous toys https://imnotdoctorwho.moegamer.net/2025/11/16/oneaday-day-527-dangerous-toys/ https://imnotdoctorwho.moegamer.net/2025/11/16/oneaday-day-527-dangerous-toys/#respond Sun, 16 Nov 2025 20:40:02 +0000 https://imnotdoctorwho.moegamer.net/?p=34981 Do kids play with toys any more, or are they just plonked in front of a tablet or smartphone as soon as possible, and left to it? I guess in many ways this is the same question as people were probably asking twenty or more years ago, only with "tablet or smartphone" replaced by "TV … Continue reading #oneaday Day 527: Dangerous toys

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Do kids play with toys any more, or are they just plonked in front of a tablet or smartphone as soon as possible, and left to it? I guess in many ways this is the same question as people were probably asking twenty or more years ago, only with "tablet or smartphone" replaced by "TV or computer".

I occasionally think back and have fond memories of playing with toys as a kid. I was fortunate enough to have parents who would buy me cool things for birthdays and Christmas, but who were disciplined enough to not cave in to my every demand at other times, thereby helping me to understand the concepts of Enjoying What You Have and Delayed Gratification. On top of that, I have a brother ten years my senior, which meant that I had a bunch of cool hand-me-downs that I was able to enjoy. They may not have been the latest and greatest, but I still enjoyed playing with them, regardless.

I had all sorts of different things. I've written about Manta Force before, and that was definitely a favourite. I was also very fond of Scalextric and the Hornby train set we had — though both of those were something of a "luxury" option that only got taken out on particularly special occasions and/or when we could convince my Dad to go up into the loft.

There were smaller bits and pieces I have fond memories of, too. We had a big brown plastic box full of Lego, for example, and I used to enjoy fitting together the big "road" pieces from some sort of city set, and attempting to build buildings and cars to go into these scenes. Among this Lego was a beautifully constructed house that (I assume) my brother had built at some point in the dim and distant past, and I could never quite bring myself to take it to pieces — I never quite managed to make something quite as elaborate as that myself, but I enjoyed the attempt, and the tactile nature of just putting the pieces together.

One set of toys that stick in my mind oddly vividly is a collection of sci-fi themed-toys from a firm called Britains. These were distinctly 1950s "retro" in style, but I always thought they were pretty cool as they were modular — in other words, they came apart, and you could slot them together in different ways to make your own custom spaceships and vehicles.

They didn't really do anything by themselves, but for child me, they were a powerful spark for the imagination. Much like I did with Manta Force, I would imagine myself being among the little toy soldiers and their vehicles, playing out a story in my mind, not even thinking about the possibility of getting lead poisoning from these solid-metal models.

I sort of miss that, and I do often find myself wondering if today's kids have any concept of what playing in that way feels like. I, likewise, find myself wondering quite how many adults of my age take a bit of time now and again to disappear into an imaginary world, helped along by a few potentially toxic props. Because, after all, isn't that all people are really doing with a train set or Scalextric track?

Note to my wife: don't worry, I'm not about to start collecting 1980s toys. I absolutely do not have the room to do that. But I am thinking about maybe getting the old Scalextric out again for an evening or two…


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#oneaday Day 526: Full Metal Schoolgirl https://imnotdoctorwho.moegamer.net/2025/11/16/oneaday-day-526-full-metal-schoolgirl/ https://imnotdoctorwho.moegamer.net/2025/11/16/oneaday-day-526-full-metal-schoolgirl/#respond Sun, 16 Nov 2025 00:43:30 +0000 https://imnotdoctorwho.moegamer.net/?p=34976 Full disclosure: the other day when I said I was going to play Full Metal Schoolgirl, I actually ended up playing more Tears of the Kingdom. I didn't feel bad about that, either, but it did mean I haven't been able to talk about Full Metal Schoolgirl. Until now! Because I played it this evening. … Continue reading #oneaday Day 526: Full Metal Schoolgirl

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Full disclosure: the other day when I said I was going to play Full Metal Schoolgirl, I actually ended up playing more Tears of the Kingdom. I didn't feel bad about that, either, but it did mean I haven't been able to talk about Full Metal Schoolgirl.

Until now! Because I played it this evening.

Full Metal Schoolgirl is a roguelite action game. I know, I know, we're not exactly short of those, but this one had my attention for a few reasons. Firstly: mecha gyaru schoolgirls. Secondly, it's developed by Yuke's, who do cool stuff. Thirdly, the entire concept of the game is savagely anti-capitalist, and frankly, with the world the way it is right now, that was rather appealing.

You take control of one of two mechanised schoolgirls, each of whom have their own reasons to want revenge on the local megacorporation, which has been turning its workers into cyborgs so they can work more hours without having to take a break. The upshot of this is that they have become "The Working Dead", doomed to continue working their meaningless, joyless jobs even after death.

Enter our schoolgirls, who raid the company's 100-floor headquarters, only for the one you didnt pick to get immediately injured and, predictably, show up as a recurring boss character at various points throughout proceedings.

Your gal has a melee and a ranged weapon. Ranged weapons either have infinite ammo and an overheat gauge, or a limited clip size (and thus the need to reload) but an infinite stock of ammunition. Melee weapons, meanwhile, use up a stamina bar with each strike, and this bar is also used for dashing, dodging and blocking.

The game flows on a room-by-room basis. You're not always locked in each room and have to defeat all the enemies to proceed, but you often are, particularly when some of the game's special mechanics come into play.

Clearing a room rewards you with loot, which can be replacements for either of your weapons or shield, a battery for healing, or a mod which confers a reasonably significant passive bonus of some description, along with a small passive penalty. You also gain various materials with every kill and most bits of scenery destroyed, and there's a currency that only applies to your current run that can be used for various purposes, such as opening locked item chests that can guarantee items of a particular rarity.

Part of the game's setup is that your chosen gal is livestreaming her massacre, and as she progresses, requests will come in from the viewers. These usually take the form of clearing the room in a time limit, without healing or without depleting your stamina bar completely at any point. When one of these comes in, you can accept it, or you can accept a harder variant for a bigger reward. If you successfully complete the request, your gal earns cash donations which do carry over between runs, and these, along with the materials, are used to upgrade her Base capabilities between runs.

It's a lot of fun so far! There's some nice weight to the combat, and plenty of variety in the guns. Since the enemies are robotic, they explode and shatter into pieces dramatically when you blast or slice them, and each room is furnished entirely with physics objects, meaning you absolutely wreck the joint with each encounter.

There are a variety of different enemy types that change up with each block of levels, including some who have a "job title" and act as a miniboss. These can be staggered, which leaves them open to a "Retirement Blow", a satisfying cinematic attack that usually defeats them outright.

Thus far I've enjoyed what I played, and it kept me occupied for a good two hours solid earlier. I'm looking forward to playing it some more — it's a nice, silly, fun game, and that's exactly what you want sometimes.


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#oneaday Day 525: Less than diVine https://imnotdoctorwho.moegamer.net/2025/11/15/oneaday-day-525-less-than-divine/ https://imnotdoctorwho.moegamer.net/2025/11/15/oneaday-day-525-less-than-divine/#respond Sat, 15 Nov 2025 00:14:58 +0000 https://imnotdoctorwho.moegamer.net/?p=34972 Apparently the erstwhile Twitter and Bluesky founder Jack Dorsey has funded a relaunch of the social video service Vine in the form of "diVine", a new app/service that not only does what Vine did, but also has an archive of "more than 100,000" Vine videos from before the service shut down. Vine, for the unfamiliar, … Continue reading #oneaday Day 525: Less than diVine

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Apparently the erstwhile Twitter and Bluesky founder Jack Dorsey has funded a relaunch of the social video service Vine in the form of "diVine", a new app/service that not only does what Vine did, but also has an archive of "more than 100,000" Vine videos from before the service shut down.

Vine, for the unfamiliar, was a service where you could post six-second looping videos. And that was pretty much it.

Some people I've seen are really excited about this and I do not understand it. To my eye, Vine's six-second videos were not only the height of pointlessness, they were the beginning of one of my least favourite evolutions of the Web: the obsession with "short-form content" that has led us to today's TikTok-obsessed society, and the fact that some people would inexplicably rather get their news in vertical video form from someone holding a camera too close to their face, yelling and presenting subtitles for what they're saying one word at a time in an obnoxiously loud font.

To some folks, Vine was the height of comedy, and I still don't get it. I've seen supposedly popular Vine skits and found them painfully unfunny. To others, it was a place to enjoy music loops, but I'd rather listen to full tracks rather than six-second loops. To others still, I'm sure it was a place to perv on girls dancing (which is, to this day, one of the first things many people suggest to me when I indicate my distaste for TikTok), but if I want to get my rocks off to sexy girls, the Internet has been built on that for decades.

When Vine was originally a thing, I downloaded it to see what all the supposed fuss was about, but deleted it in less than an hour after completely failing to understand the appeal. I had absolutely no desire to make six-second videos of my own, and the six-second videos the app had put in front of me as a new user did not convince me of the platform's value as a means of expressing oneself.

Like I say: to me, Vine was the beginning of the brain-addled, attention-deficit Internet of today, where no-one is capable of focusing on anything for more than about six seconds. I didn't want to support it back then, and I'm certainly not celebrating it coming back now.

Interestingly, this sort of ties in with something else I wanted to talk about, which was that Metroid Prime 4 previews have been met with a certain degree of consternation following the reveal of an apparently quite annoying "sidekick" character. I can't comment on whether or not he actually is annoying myself as I haven't really looked into any of the coverage as yet, but what I did find interesting was the following Bluesky post:

Alexa Ray Corriea
‪@alexaray.bsky.social‬

You wanna know why we're having nag line discourse in 2025? Because developers know we're fighting an attention economy war we'll lose no matter what. Players don't read, have TikTok open next to them, god forbid we are scared you miss something and then blame us for not giving you all the info.

"Nag lines" are those moments when a sidekick or companion character continually bugs you to do something in a video game, with one of the most notorious examples being the now-elderly "Shoot the Hinges" YouTube video. These days they tend to be a little more elaborate, but they're widely disliked by a lot of people for either stating the obvious or giving away things that the player could have otherwise discovered organically. In some cases, games that launched with extensive "nag lines" ended up patching them out after people complaining — Alexa Ray Corriea, author of the above Bluesky post, cites Horizon: Forbidden West as just one example.

But she also has a point. Nag lines are there because of the not-unreasonable assumption that a statistically significant proportion of people playing a game aren't really paying attention. Whether it's because they're listening to a podcast, watching a YouTube video or stream, scrolling through social media, posting in group chats, flipping through TikTok, swiping people on Tinder or whatever it is people do these days, their attention isn't 100% on the game, because today's Internet practically encourages you to act like an ADHD squirrel rather than settling down and focusing on anything.

And to me, Vine was the beginning of that. Actually, that's not quite true; I was very resistant to joining Twitter in the beginning, because I wasn't a big fan of the microblogging format for similar reasons, but I got over that and found some value there. Vine, though… I never found that value there. I never understood what it was for, or what the appeal was. And I firmly believe that Vine and its subsequent imitators like TikTok had an incredibly adverse effect on anyone who found themselves addicted to them, because they normalised and commodified short-form content and turned people into dribbling consumers of content.

I feel like this is a problem we need to address. Actually, I feel like we're long overdue addressing it. Because at the moment the norm, particularly in big-budget triple-A games, which is where "nag lines" are most frequently heard, is to pander to the lowest common denominator in terms of attention span and intelligence, and that results in experiences that are annoying and patronising to anyone even slightly above that minimum basic standard.

But the statistics back it up, unfortunately. Do you know the most depressing YouTube analytic? It's "watch time", which indicates that a significant number of people will click into a video, watch it for less than ten seconds and then click away. The same is true with websites; the assumption — which is, unfortunately, not too far from the truth — is that people will decide whether or not to stick around within less than five seconds.

There is so much competing for our attention online at any given moment, and the modern Internet has conditioned many of us to believe that we must consume as much content as possible, as quickly as possible. A member of a Discord I'm in once proudly explained how they "kept up" with all the content they wanted to consume, and it was a frankly terrifying account of watching some things at double speed, trusting AI summaries (which, let's not forget, are frequently wrong) and never actually taking time to really enjoy and digest something.

I am, at least, thankful that the entire world hasn't gone the short-form, attention deficit route. I am presently playing through The Legend of Zelda: Tears of the Kingdom, and that game couldn't be further away from this whole philosophy if it tried. No nag lines, no pressuring you to constantly be doing, no constantly rewarding you for every little meaningless thing you do, no achievements, no social features — just a big ol' world to explore, with lots of things scattered throughout it that you'll only ever stumble across by accident if you're being curious, taking your time and really drinking everything in. (I say all this with the caveat that the Switch 2 version features a certain amount of ADHD gaming features such as a "daily bonus" you can access via your mobile phone, but all this stuff is easily ignored — and by that I mean "it doesn't appear unless you specifically ask for it", not "it only does a few little pop-ups" — and can be turned off altogether if you find it intrusive.)

I've said many times over the last couple of decades that I don't feel like the modern world is built for me at all. And I mean that in numerous different ways. I am thankful that I still have a few ways to escape from the sheer manic energy of it all, but I worry that one day it won't be possible to hide from all this any longer.

In the meantime, "diVine" can go fuck itself. Actually, no. I will give it a moment's praise for the fact it is specifically weeding out AI-generated slop and not allowing it on the platform. But then I will still tell it to go fuck itself.


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#oneaday Day 524: Steam powered https://imnotdoctorwho.moegamer.net/2025/11/13/oneaday-day-524-steam-powered/ https://imnotdoctorwho.moegamer.net/2025/11/13/oneaday-day-524-steam-powered/#respond Thu, 13 Nov 2025 20:17:28 +0000 https://imnotdoctorwho.moegamer.net/?p=34969 So Steam announced a bunch of new hardware, and some of it looks quite nice — though the fact that no prices have been mentioned as yet is a bit of a concern. Of the items that have been announced, I find the "Steam Frame" probably the most interesting. This is a standalone VR headset … Continue reading #oneaday Day 524: Steam powered

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So Steam announced a bunch of new hardware, and some of it looks quite nice — though the fact that no prices have been mentioned as yet is a bit of a concern.

Of the items that have been announced, I find the "Steam Frame" probably the most interesting. This is a standalone VR headset that can either stream games from another computer, or run games installed on its own storage. It doesn't have to be VR games, either; you can play standard 2D games on a big "virtual screen" in VR.

There are a number of attractive things about this. Firstly is the fact that it looks like being a relatively lightweight, comfortable headset — certainly a far cry from the units of even just a few years ago. Secondly is, of course, the Steam compatibility; by running things from your Steam library just like a Steam Deck (or the newly announced Steam Machine), it has an immediate ready-made library of thousands of games to choose from without having to worry about whether the platform will be supported over the long term. Thirdly is the fact that it's a standalone headset that has nothing to do with Meta — since up until now, your only real option in that regard has been a Quest.

Now, of course, being tied to Valve and Steam has its own concerns. Steam's community features remain a rancid cesspit of the very worst examples of humanity, for example, as discussion forum after discussion forum is overrun by right-wing fuckheads crying about "DEI" and "woke" at the slightest hint of a female character in a leading role. That is something that the company probably should address, but it also feels like it's probably much too late for them to be able to do anything about at this point. We are very much in "lunatics running the asylum" territory at this point, since it's extremely rare anyone from Valve actually steps in to deal with a situation; mostly it's up to developer and publisher community managers to stem the tide of absolute sludge from the dickheads of the Internet — and I absolutely do not blame any of them who simply refuse to engage with a Steam discussion forum on principle.

Then, of course, there's the matter of several of Valve's games encouraging a form of gambling with their lootboxes and tradable items and whatnot. Add the exploitative (and easily exploited) trading card system to the mix and you have a whole mess of ethically questionable stuff going on, because this stuff probably makes Valve a lot of money.

And finally, of course, there's the fact that Steam is the one example of online-centric DRM that everyone has been sort of fine with for a long time. Sure, there are many games that can run without Steam being open, but it can be a bit of a pain to find out which games this applies to, and which require you to have a stable Internet connection. There's no good way to take your games "out" of Steam in the same way that GOG.com provides, either; no making your own physical copies or backups of Steam games.

There's also the fact that Steam was pretty much single-handedly responsible for completely destroying the collectible physical market for PC games — although I will be fair here: if you're going to be gaming on a standalone VR headset you probably don't want to be inserting discs into it while you're trying to get your game on.

I'll be interested to see what people think of these new machines once they're out in the wild. I have no particular need for a Steam Machine, as I have a perfectly competent "living room PC" that can run most games I'm interested in playing on PC rather than console — but, as I say, the Steam Frame is of at least moderate interest to me for gaming purposes. If I do end up getting one, I will almost certainly keep my living room PC up and running as it is, as I don't just game on it; it's also an entertainment centre, my video editing system and where I do just… general computery things. I'm not entirely ready to make the switch to Linux (which SteamOS is a flavour of) as yet, but I suspect that time will come at some point.

Anyway, I'm reserving judgement until I've seen prices and I've heard what people I trust think of these things. But there's definite potential for Valve to have something special here. I certainly think they're well-placed to fill the growing Xbox-shaped hole in the games industry with Microsoft's continual missteps in that regard.

We shall see!


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 523: A deluge https://imnotdoctorwho.moegamer.net/2025/11/12/oneaday-day-523-a-deluge/ https://imnotdoctorwho.moegamer.net/2025/11/12/oneaday-day-523-a-deluge/#respond Wed, 12 Nov 2025 20:34:57 +0000 https://imnotdoctorwho.moegamer.net/?p=34966 There is a veritable deluge of good games that have come out recently, and this statement applies pretty much regardless of the specific types of game you are into. From my own personal perspective, I've been having a great time with Hyrule Warriors: Age of Imprisonment, Absolum, Final Fantasy Tactics: The Ivalice Chronicles and Lumines … Continue reading #oneaday Day 523: A deluge

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There is a veritable deluge of good games that have come out recently, and this statement applies pretty much regardless of the specific types of game you are into. From my own personal perspective, I've been having a great time with Hyrule Warriors: Age of Imprisonment, Absolum, Final Fantasy Tactics: The Ivalice Chronicles and Lumines Arise from recent releases, and a copy of Full Metal Schoolgirl arrived today, begging me to "just give it a quick try" this evening. Then alongside that, from varying degrees of "the past", I have Death end re;Quest: Code Z and The Legend of Zelda: Tears of the Kingdom on the go. And I'm playing Space Rogue and The Granstream Saga for video series.

Honestly, it's easy to get overwhelmed at times like this and get struck down with the dreaded analysis paralysis. But I've been trying hard to fight through that any time I feel it of late — and that, in part, is how I've ended up with quite this many games "on the go" at the same time.

You see, the way I figure it is that if you have just one "big game" on the go at a time, sometimes you're just not in the mood to play that one game, and thus it pays to have other things you can turn to. It's easy to start feeling "worried" that you won't get around to finishing any of the things you've started, though, but realistically, with the way today's games are designed, you can devote an evening to one thing, play something else another evening, play something else another evening, and so on.

It doesn't matter how long it takes you to get through something — and to some people, whether or not you get through it at all, though I don't fall into that category, as I do like to finish what I start. The important thing is just that you feel like you're spending your time in a way that is enjoyable and beneficial to you. So if you're in the mood to fest on a single game for multiple days straight, do that. If you're not in the mood for that one "big game" one evening, don't spend hours agonising over whether or not you're "allowed" to play something else — just go play something else. And, heaven forbid, if you're not in the mood to play anything at all of an evening? Stick the telly on and watch a few episodes of a favourite show. Yes, it can even be something you've watched myriad times previously if you really want.

Part of the "I must stick to one thing" mentality that I have been doing my best to shake off is down to my time working in the games press, when it was important to get reviews done in time for embargoes so you could have competitive coverage. And I even self-inflicted this somewhat with MoeGamer, too, in the name of being able to give single games or series more in-depth coverage. But none of that needs to happen. It's nice to be able to write stuff for MoeGamer or script videos, but it's not an absolute requirement of everything I play.

Honestly, I think part of the reason I worry over such things is because I want to feel like I have made a contribution to the world of video games through writing about stuff — particularly stuff that doesn't get a lot of love or attention from mainstream outlets. And I do still feel like I want to do that — but also I have to remember that I am also making a contribution to this world through my day job, and my work in that regard is probably getting seen by a lot more people than articles on my own personal websites. Probably, anyway.

All this is a long way to say that I think I'm going to play Full Metal Schoolgirl this evening, and I'm not going to feel the slightest bit bad about it.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 522: Bravo Eurogamer https://imnotdoctorwho.moegamer.net/2025/11/11/oneaday-day-522-bravo-eurogamer/ https://imnotdoctorwho.moegamer.net/2025/11/11/oneaday-day-522-bravo-eurogamer/#respond Tue, 11 Nov 2025 19:54:03 +0000 https://imnotdoctorwho.moegamer.net/?p=34963 Just recently, Eurogamer published a review of Arc Raiders, the latest multiplayer craze, and ruffled more than a few feathers when the reviewer, Rick Lane, dinged the game with a 2/5 star rating, primarily due to the game's apparent use of generative AI to create many of its voice lines. The developer, Embark Studios, has … Continue reading #oneaday Day 522: Bravo Eurogamer

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Just recently, Eurogamer published a review of Arc Raiders, the latest multiplayer craze, and ruffled more than a few feathers when the reviewer, Rick Lane, dinged the game with a 2/5 star rating, primarily due to the game's apparent use of generative AI to create many of its voice lines. The developer, Embark Studios, has form in this area, with its previous title, The Finals, also featuring AI-generated voice lines.

The reviewer's justification for giving the game such a low score was not simply "AI bad" — it was because, from an artistic perspective, getting a soulless robot to voice the human characters in your game that is about robots who have taken over the world and forced humanity underground feels just a little too incongruous to be able to pass without comment.

And I agree. I also firmly, strongly and resolutely believe that the use of generative AI in video game development is an obnoxious, odious, wasteful, exploitative and ethically reprehensible practice — and I have a firm policy that I will absolutely not engage with a game that appears to have been tainted with generative AI garbage. It's why I didn't play The Alters, it's why I haven't played the latest Everybody's Golf, and it's why I won't touch Arc Raiders. (In the latter case, it's also because I suspect I won't like Arc Raiders, but that's beside the point right now.)

I've been disappointed at quite how many people I've seen handwaving away this aspect of Arc Raiders in particular. Indeed, the Eurogamer review has a comments section that is at least as much of a trash fire as you would expect, because Video Game Good, and you're not allowed to take a firm ethical stance about something in a review because then the Gamers™, the good little consumer piggies that they are, will get mad that you said their Favourite Forever Game This Week was perhaps not to your taste for a perfectly valid reason.

The unfortunate thing with Arc Raiders is that its use of AI and machine learning (which are different things) is a bit shrouded in uncertainty right now. Some folks say that its generated voice lines are fine because it's actually just a fancy text-to-speech system; some folks are taking this argument further in order to weaponise disabled people and accessibility features; some are saying that it's fine because the actors the voices were trained on were aware of what they were signing up for.

But regardless of whether or not Arc Raiders' voices were generated by supposedly consenting voice actors, or if they were the product of the more environmentally disastrous end of generative AI, the entire thing rubs me the wrong way. The really stupid thing is that the generated voices in Arc Raiders are for things that voice actors could have very reasonably just recorded — things like vendors, NPCs and suchlike — and Embark's justification for using generated voices is that it's "quicker". On top of that, the results are markedly, obviously inferior to using an actual voice actor recording the complete lines, so one has to question if cutting corners in this way is really worth it.

Embark's not a small, frugal indie company, either. They have the resources to be able to afford voice actors to do a proper job. They're just refusing to. And regardless of the tech that produces the not-very-good end result, it sets a poor precedent to do that.

The arguments in favour of generated voices aren't very convincing, either. The most common one that comes up is that "one day we'll have games where every NPC conversation will be AI-generated, and you'll be able to talk to them about anything!" And to that I say: I absolutely do not want that.

When I'm playing a game that has characters in it, a narrative, a setting, all that stuff — I want to experience the vision of the creators. I want to enjoy something that someone else has created, with a clear vision and purpose behind it. I want to be able to reflect on the way a writer composed a piece of dialogue; how a character's mannerisms tell us more about them; how the tone of the whole piece gives a feeling of coherence to the game as a complete creative work.

If you're AI-generating your dialogue, you get none of that. You get a hodgepodge, incoherent mess that is easily exploitable — and, indeed, we've already seen that numerous times already, whether it's Darth Vader saying fuck or a character in the latest HoyoVerse game apparently having no idea who they are, what their background is, what their personality is or what is around them.

I refuse to accept the "genie is out of the bottle" argument. We've been making video games for 50+ years at this point, and the reason the medium has continued to endure is because of human creativity. We have seen incredible advancements in storytelling, mechanics and the overall craft of making all manner of different games over the years — and the AI glazers seem to want nothing more than to just throw all that experience away in favour of some "vibe coded" garbage with AI-generated dialogue and synthesised speech.

Couple that with the fact that AI is insanely wasteful, growing increasingly likely to make the worldwide economy crash, disastrous for the environment and taking valuable resources away from doing things that might actually make life better for people who really need it to be better? Nah. Don't need it. Don't want it. And will not support anything made with it, no matter how much you argue "no no no, but this is a good use of it, actually."

I say bravo to Rick Lane of Eurogamer for having the balls to stand up and say "no" to this garbage with a thoughtful and well-considered critique. If only we could see a bit more of that kind of thing, and less of this sort of rubbish.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 521: Everyone got really old https://imnotdoctorwho.moegamer.net/2025/11/10/oneaday-day-521-everyone-got-really-old/ https://imnotdoctorwho.moegamer.net/2025/11/10/oneaday-day-521-everyone-got-really-old/#respond Mon, 10 Nov 2025 19:41:26 +0000 https://imnotdoctorwho.moegamer.net/?p=34960 It's almost certainly a turning point in your life when people in the public eye that you've always thought of as being a similar age to you, perhaps a few years your senior, start to look old. Or perhaps it should be more accurate to say, start being cast in the role of older characters. … Continue reading #oneaday Day 521: Everyone got really old

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It's almost certainly a turning point in your life when people in the public eye that you've always thought of as being a similar age to you, perhaps a few years your senior, start to look old. Or perhaps it should be more accurate to say, start being cast in the role of older characters.

It's happened to me twice in the last week, and both instances occurred while I was spending my lunchtime watching Beyond Paradise. For the unfamiliar, this is the Kris Marshall-fronted follow-up to Death in Paradise, where his Detective Inspector Humphrey Goodman character returns to the UK with his fiancée and begins a new life in the fictional Devon town of Shipton Abbott (in reality a Cornish fishing village named Looe). It's a fun show, but the specifics are beside the point for today.

Much like Death in Paradise, Beyond Paradise is a show where you will often see relatively famous faces putting in a guest appearance for an episode. I'm not talking about tedious celebrities who are famous for the sake of being famous (or, God forbid, "influencers") — I'm talking well-known, well-established actors who you will have almost certainly seen in something from the last 20-30 years.

In two episodes I've watched this week, I was mildly dismayed to see how much Mark Heap (who I will always think of as Brian from Spaced) and Caroline Quentin (whom I suspect most people will always think of as either Dorothy from Men Behaving Badly or Maddie from Jonathan Creek) have apparently aged. I still think of both of them in terms of their most famous roles, which are kind of timeless in their own sort of way. And so, despite seeing them in the credits of the show, I had to double-check that the characters I thought they were playing were, in fact, the actors I thought they were.

It was Mark Heap's episode first. He was playing an affluent middle-aged widower who lived in an old house with a lot of history, and he was haunted by visions of his departed wife — helped along by a criminal element, of course. When I first saw him, I thought "I vaguely recognise that person, who is it…? Is it Mark Heap? No, it can't be, he looks too old…" — and then the credits rolled, and I realised that it was, in fact, Mark Heap. It became a bit more obvious once the episode proper started and he got a few more lines, as he still has his very characteristic delivery and mannerisms.

Caroline Quentin was almost unrecognisable when I saw her playing a middle-aged farmer matriarch. She had completely obscured what I think of as her particular characteristic mannerisms, so it took me a lot longer to clock it was her than I did for Mark Heap. But again, she seems to be doing a great job.

I know it sounds harsh to say that people "look old", but it's not really about the individuals themselves. Both Mark Heap and Caroline Quentin are excellent actors, and it's good that they are clearly still getting work and settling into roles that suit them well as their career continues. I can imagine the acting business becomes considerably more challenging once you hit a certain age, so I have all the respect in the world for people I was watching when I was in my teens still getting acting jobs to this day.

No, what it's really about is the growing sense of consciousness that time is passing, that you can't go back, and that things continue to change around you as you continue on life's journey. Some of those changes are for the best — even if they might not seem like it at the time — while others can be painful and lead to regrets. And seeing things like actors you recognise looking visibly much older than they were the last time you really noticed them? It brings all that into focus, and inevitably makes you wonder if you've done the right things, if there are still things you "need" to do, and quite how much time you might have left in which to do all of them.

It's a little maudlin, I know, but I suspect it's something that everyone, once they reach a certain age, has to start coming to terms with. Nothing stays the same for ever; nothing lasts forever. You just have to enjoy everything you love — people, places and things — while they are here with you in the moment, and to continue enjoying the memories you have of those things for as long as you are able.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 520: Roguing it up https://imnotdoctorwho.moegamer.net/2025/11/10/oneaday-day-520-roguing-it-up/ https://imnotdoctorwho.moegamer.net/2025/11/10/oneaday-day-520-roguing-it-up/#respond Mon, 10 Nov 2025 00:49:05 +0000 https://imnotdoctorwho.moegamer.net/?p=34957 After spending yesterday primarily playing Hyrule Warriors: Age of Imprisonment, I thought I'd make some time to do some recordings today, so I kicked off recording for my Space Rogue series on Atari ST. I'm glad I did this. It was a lot of fun to record, as there's lots of nicely written text throughout, … Continue reading #oneaday Day 520: Roguing it up

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After spending yesterday primarily playing Hyrule Warriors: Age of Imprisonment, I thought I'd make some time to do some recordings today, so I kicked off recording for my Space Rogue series on Atari ST.

I'm glad I did this. It was a lot of fun to record, as there's lots of nicely written text throughout, which makes for good things to say out loud, and I also maintain that this format, although long and cumbersome at times, is a great way of showing exactly why some games are worth sticking with in the long term.

One fun and/or slightly inconvenient thing that we've lost today is the fact that when you started playing a game like Space Rogue seriously back in the day, you had to make a commitment to it. And it was a physical commitment in the form of a save game disk — or, in the case of games like Space Rogue, which would save your position to the game disk itself, making a backup copy of said game disk to be the copy that you play from "just in case" something happens to the masters when saving.

These days, meanwhile, it's all too easy to pick up a game, play it for half an hour, then set it aside and never think about it ever again. This is all the more easy to do with services like Game Pass, which is one of several big reasons I find Game Pass in particular an absolutely odious development in the games industry. Once you'd made a save game disk, though, you were in. You'd set aside valuable magnetic media for the specific purpose of saving your progress through a video game. And you were damn well going to use it.

Of course, the version of Space Rogue I have installed on the MiSTer Multisystem 2 is installed to a virtual hard drive, so there's no worrying about disk swapping, and the load times are much faster, which is nice. This would have been an absolute luxury option back in the day — I've been reading some old Atari User magazines recently, and it's always funny to read about a 20 megabyte hard drive being "more storage space than you will ever need" and costing as much as the computer itself.

Anyway, I've been giving the Space Rogue videos a bit of "deluxe" treatment in terms of editing. Because the game is so quiet, I've added some background audio in the form of the CD soundtrack from the FM Towns version, and some gratuitous Star Trek ambience that fits in nicely with the setting. I think the end result videos are going to be a lot of fun, so I'm looking forward to publishing the first of these sometime this week.

Now, of course, my head is spinning with all the possibilities of old games from back in the day that I might want to give the long playthrough treatment. I'm definitely going to do at least some of the Ultima games, I'd like to do Times of Lore (though which version, I haven't decided, as the ST, Amiga and C64 versions are all significantly different from one another) and there are, of course, still plenty of adventure games I haven't covered.

But recording Space Rogue was a lot of fun today, and I'm looking forward to doing more. Maybe I might even finish it this time around. Or indeed actually get anywhere in it at all. We shall see, but the first two episodes bode well for what comes next!


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 519: Hero of Hyrule https://imnotdoctorwho.moegamer.net/2025/11/08/oneaday-day-519-hero-of-hyrule/ https://imnotdoctorwho.moegamer.net/2025/11/08/oneaday-day-519-hero-of-hyrule/#respond Sat, 08 Nov 2025 22:22:11 +0000 https://imnotdoctorwho.moegamer.net/?p=34954 In my head, I've had a bit of a weird relationship with the Legend of Zelda series over the years. There have been large tracts of time when I haven't played any games in the series, and there are still a number of entries (primarily handheld) that I haven't tried at all. I've known Zelda … Continue reading #oneaday Day 519: Hero of Hyrule

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In my head, I've had a bit of a weird relationship with the Legend of Zelda series over the years. There have been large tracts of time when I haven't played any games in the series, and there are still a number of entries (primarily handheld) that I haven't tried at all. I've known Zelda obsessives over the years, and I've never counted myself among them; likewise, I don't think I've ever bought a Zelda game on launch… with the exception of the new Hyrule Warriors: Age of Imprisonment, which I'm sure someone will argue isn't a Zelda game, but it actually is — just a different kind of Zelda game.

Anyway, I think I've come to the conclusion, many years too late, that yes, I, in fact, do like the Legend of Zelda series, and I always have done.

I think I know where my hesitancy over this came from, and it dates back to the late 1990s. I had just discovered console-style RPGs with Final Fantasy VII, and then Ocarina of Time came out, offering a very different sort of game to Final Fantasy VII, and… I felt like I didn't like it as much. At least, not in terms of story. Final Fantasy VII's narrative was unlike anything I'd ever experienced in gaming at that point, while Ocarina of Time was basically reading from the same script as A Link to the Past, which I had played (and enjoyed a lot) several years earlier.

Link didn't speak, either, which made the narrative immediately less interesting to me.

Of course, I know this is a silly comparison now, because Final Fantasy VII and Ocarina of Time are so different from one another as to basically be completely different genres — and that's not getting into the interminably tedious arguments over whether Zelda is "an RPG" or not.

No; I can see very clearly now that the intent behind the two series, and those entries in them in particular, is very different. Final Fantasy VII was all about delivering a spectacular, emotionally engaging narrative; Ocarina of Time was about being a well-designed video game. And, although Zelda plots have become more and more elaborate over the years — not to mention the series' timeline becoming ever more convoluted — this distinction has, for the most part, remained.

This isn't to say that Final Fantasy has bad gameplay or that Zelda has a poor story, mind. It's simply that their focal points are different, and, as with anything, if you go in with the wrong things in mind, you're almost certainly not going to resonate with it as much as you would if you had more realistic expectations.

Anyway, I think back over the years and the many Zelda games I have played, and I don't think I've ever had a bad time with a Zelda game.

My first ever encounter with the series was with Zelda II: The Adventure of Link on a family friend's NES. When I first played this, I didn't understand it at all, as I was very young and had never really encountered a game like it before. With how different Zelda II was from the rest of the series, I at least know I wasn't alone in feeling like that — although today I respect Zelda II immensely for having the balls to do something so drastically different from its predecessor.

I have a few oddly vivid memories of that first time I played Zelda II. The towns of Ruto and Rauru, both of which would lend their names to characters in the series many years later. The slightly wobbly melodic line on the music. The distinctive overworld map theme — which starts very similarly to the well-known Zelda theme before branching off in its own direction. The caves that are too dark to see until you get a candle. Link making a noise that sounds like he's going "whoops" every time he takes damage — a sound effect shared with Simon Belmont from Castlevania. The BLBLBLBLBLBLBLBLBLBL noise and strobes when you lose a life. And the fact I always thought Link looks like a chef when he's doing his "damage" pose. I saw it once, I can't unsee it now.

A few years later, I got a Super NES, and one of the games I asked for one Christmas or birthday was A Link to the Past. I knew absolutely nothing about this game, save for the fact that magazines talked about it in tones of reverence, and I remembered quite liking my time with Zelda II.

I got it. And I was absolutely blown away by it — particularly the music. To this day, I'm still impressed that the game has full-on orchestral cymbal clashes in its music. Absolutely one of the best uses of the SNES' sound chip there ever was.

Anyway, I dutifully bought Ocarina of Time like every self-respecting N64 owner was supposed to back in the day, and I quite enjoyed it, with the caveats mentioned above. What I liked a whole lot more, though, was Majora's Mask, the direct sequel, which never seemed to resonate with the public in quite the same way despite getting good reviews — but which gets its dues much more frequently these days.

Majora's Mask basically corrected what I felt was lacking a bit from Ocarina of Time: the emotional engagement angle. Because it offered a story that wasn't just a retelling of the usual Link vs Ganon legend, it was immediately much more interesting — and its time-based mechanic allowed the narrative to go to some seriously interesting places. To this day, I'm yet to see anything quite like the conclusion of the "Anju and Kafei" questline, which resolves with literally seconds before the world ending.

I didn't get along with The Wind Waker when I first played it on Gamecube, but when I played the rebalanced Wii U version some time later, I enjoyed it a lot more. Likewise, I skipped Twilight Princess on its original release and played the Wii U version, enjoying it greatly.

I was late to the party with Breath of the Wild and it took me a long time between starting it and actually finishing it, but when I had done so, I was very glad I had taken that journey. I am having a similar experience with Tears of the Kingdom in that I have come to it very late, but playing it alongside the new Hyrule Warriors, which acts as a prequel and/or parallel storyline, is going to be very interesting indeed, I think.

I know some folks don't love the direction the series has taken with Breath of the Wild and Tears of the Kingdom and to an extent I get that — but then there has also been the excellent Link's Awakening remake and the equally good Echoes of Wisdom for those hungry for a more "traditional" Zelda experience.

All in all, it's a thoroughly interesting series, and one that very much deserves its long and proud history. And, at this point, I may as well admit that I think I'm a Zelda fan. Particularly as I've played 15 hours of Hyrule Warriors: Age of Imprisonment since yesterday evening.

Now time for a bit of Tears of the Kingdom, I think…


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 518: '80s Activision had the juice https://imnotdoctorwho.moegamer.net/2025/11/07/oneaday-day-518-80s-activision-had-the-juice/ https://imnotdoctorwho.moegamer.net/2025/11/07/oneaday-day-518-80s-activision-had-the-juice/#respond Fri, 07 Nov 2025 22:52:20 +0000 https://imnotdoctorwho.moegamer.net/?p=34951 I frigging love '80s Activision games, particularly on the Atari 2600 and Atari 8-bit. I grew up with the ones on Atari 8-bit, of course, and since I never had a 2600 back in the day, those are a (relatively) more recent discovery. But I adore every one of them, and I'm beyond thrilled that … Continue reading #oneaday Day 518: '80s Activision had the juice

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I frigging love '80s Activision games, particularly on the Atari 2600 and Atari 8-bit. I grew up with the ones on Atari 8-bit, of course, and since I never had a 2600 back in the day, those are a (relatively) more recent discovery. But I adore every one of them, and I'm beyond thrilled that I've been part of bringing them back to a new audience on Evercade.

The first of our Activision cartridges isn't out yet, but I, of course, have a copy. Perks of the job and all that. It's already becoming one of my most-played Evercade cartridges, and I don't see that changing any time soon.

We're actually doing three collections in total (this isn't Super Secret information, it was in our press release) and I've been largely responsible for the curation of said collections. All three of them are very strong indeed (you'll have to wait and see the lineup for the others, which are coming next year!) but this first collection comes out of the gate swinging with some of my absolute favourites.

My personal highlights are MegaMania, Enduro, Crackpots and River Raid, with honourable mentions to Beamrider and Demon Attack, games I've gotten to know a bit more recently.

MegaMania is one of the absolute best fixed shooters of the early '80s. Pitting you against waves of strange household objects, this "space nightmare" keeps things constantly interesting, as each wave has its own distinctive movement pattern — and then once you've cleared a complete loop of all of them, they go and change up their patterns a bit, just to keep you on your toes. It's a beautiful example of how utterly elegant some early games can be: it's simple to understand, has a brilliantly paced difficulty curve, a well-crafted scoring system and is endlessly replayable.

River Raid is, of course, a pioneering vertically scrolling shoot 'em up, whose noteworthy features include the ability to adjust your speed as you fly and the necessity to refuel your aircraft while negotiating obstacles and blasting enemies. The fact that this game was crammed into 4 kilobytes of ROM will never not be amazing to me. Carol Shaw was an actual wizard — not just for the game's technical accomplishments, but for the fact that, like MegaMania, it's an incredibly well-paced, considerately designed game that is likewise replayable until the end of time.

Enduro is the spiritual precursor to the home computer game The Great American Cross-Country Road Race, a game which I played as a child many years before I ever encountered Enduro for the first time. Enduro is, partly by necessity of the more primitive hardware it's running on, a simpler game, but I think its simplicity is also a core part of its appeal. All you have to do is overtake a set number of cars as a full day-night-and-weather cycle of a set duration proceeds: overtake 200 cars on the first day, then 300 each day thereafter. Your final score is how many "miles" you successfully drove before failing to qualify for the next day, and the score is presented using a lovely rolling analogue counter effect. I would have loved that as a kid — hell, I love it now.

Crackpots is a relatively recent discovery, and a game I feel I would have probably been terrified of as a kid. Again, the concept is simple: bugs are climbing your building, and you must drop flower pots on them. With each wave of bugs cleared, a new colour appears, and each colour of bug has a distinctive movement pattern. When you've cleared one loop of all the bug types (black, blue, red, green) the cycle repeats, but faster. The bugs chew through a layer of your building every time you let too many past you, and this affects the pace of the game from thereon. After too many layers of your building have been eaten, the game is over. It's pure high score fodder, and once again, beautifully paced and designed, with a dynamic difficulty level that raises and lowers according to how well you're doing.

Beamrider is, in essence, another fixed shoot 'em up, but it probably has more in common with Atari's Tempest than anything else, in that rather than moving freely, you switch between distinct "lanes" that the enemies proceed down. Thus there's a much stronger element of precision and even strategy to Beamrider than some other games, and the presentation, considering the host platform, is very good indeed. It's another game I got to know quite recently — there is an Atari 8-bit version, I believe, but I never encountered it back in the day.

Demon Attack is a game that I became familiar with after watching Classic Game Room's Atari 2600 reviews many, many times. It's a very simple fixed shooter, in which all you have to do is blast demons in the sky above you. Only three demons appear at once, and only one of them fires at you. It should be primitive and stupid and dumb, but it's incredibly compelling, particularly once the pace of the game increases and the demons start splitting into smaller bits. This one actually wasn't an Activision game back in the day; it was by Imagic, but Activision got the rights to all the Imagic stuff at some indeterminate point in the past. So yes, the Evercade Activision cartridges will have some of the Imagic stuff, too.

I'm quite fond of Activision Anthology on the PlayStation 2, but the last time I played it, I spotted quite how poor the emulation is in that version. It's not altogether surprising — there have been 23 years of advancements in emulation since — but, given how accessible good quality emulation of these games is about to become with the Evercade cartridges (and, hell, how easy it is to get 2600 up and running on systems like MiSTer and cheapo Chinese handhelds) it's a little hard to go back to. The built-in "badge" challenges, weirdo visual effects and '80s soundtrack are fun, though. I feel like we'll never see a compilation quite like that ever again.

But anyway. I am banging on about this because I spent today making a video about the upcoming cartridge. Watch out for it on the Evercade YouTube channel soon!


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#oneaday Day 517: First impressions from Hyrule Warriors: Age of Imprisonment https://imnotdoctorwho.moegamer.net/2025/11/06/oneaday-day-517-first-impressions-from-hyrule-warriors-age-of-imprisonment/ https://imnotdoctorwho.moegamer.net/2025/11/06/oneaday-day-517-first-impressions-from-hyrule-warriors-age-of-imprisonment/#respond Thu, 06 Nov 2025 22:44:36 +0000 https://imnotdoctorwho.moegamer.net/?p=34948 Hyrule Warriors: Age of Imprisonment arrived today and, keen to see quite how wrong that awful review from the other day was, I booted it up right after work and have been enjoying it since. I'm not very far in yet, and there seem to be a lot of mechanics and structural elements that are … Continue reading #oneaday Day 517: First impressions from Hyrule Warriors: Age of Imprisonment

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Hyrule Warriors: Age of Imprisonment arrived today and, keen to see quite how wrong that awful review from the other day was, I booted it up right after work and have been enjoying it since. I'm not very far in yet, and there seem to be a lot of mechanics and structural elements that are still locked, but I like what I see so far.

It's going to be interesting playing this alongside Tears of the Kingdom because, as anyone who has played the latter will know, a plot point in that is Zelda being sent back in time to the founding of Hyrule, and through a sidequest, Link can get occasional visions of key events during her time in the past. What Age of Imprisonment provides is a complete story from Zelda's perspective, from the moment she arrived in the past and was discovered by King Rauru and Queen Sophia, up until… well, I don't know, yet, but I assume some form of "imprisonment" will be involved, likely with Ganon(dorf) at the middle of it.

Thus far the game feels like it's taking some elements from previous Hyrule Warriors games (I say this with the caveat that I've not actually played Age of Calamity as yet) and combining them with some fun new(?) elements. Of particular note is a counterattack system, where major enemies do heavily telegraphed attacks, and you can use your characters' cooldown-based special abilities to interrupt them. This is never not satisfying, particularly when combined with the "weak point" mechanic introduced in the first Hyrule Warriors, where after certain attacks, some enemies reveal a weak spot and, if you batter this down enough, you get to perform a fancy cinematic attack on them.

There are also giant enemies, much like in the original Hyrule Warriors, and these have their own ways of being dealt with. They're not quite so rigid in their "solutions" as the original Hyrule Warriors, though, which is nice. You can, in many cases, jump on them and wail on their weak points while standing on top of them, though, which is always a delight to do in any game that allows you to do so.

The characters seem like fun, too. Particular highlight so far has been Mineru, sister of King Rauru, who is a Zonai scientist lady who commands constructs to do her bidding. Her "run" animation is her riding a motorised unicycle type thing, and most of her attacks involve summoning giant mechanical things, cannons and all manner of other fun stuff to cause chaos over a wide area. I think she's going to be enjoyable to play with, though I'm also intrigued to see what other characters are on offer and how the game incentivises you to play as them.

Mecha-Link has made an appearance, too, and he's predictably fun to play as, handling much as he did in the older Hyrule Warriors. He did conclude his first appearance by literally turning into a spaceship and flying off into the sunset, though, so I am looking forward to the first of his apparent Star Fox-esque sequences, whenever that might arise.

My concern with Age of Imprisonment (and indeed Age of Calamity, when I eventually get around to it) is that neither of them will live up to the original Hyrule Warriors in terms of Stuff To Do. For the unfamiliar, the original Hyrule Warriors, particularly in its Definitive Edition incarnation on Switch, not only had a lengthy story mode to play through (multiple times if you want to get all the rewards), but also had a brilliant mode called Adventure in which you gradually unlocked cells on pixel-art recreations of classic Zelda maps and took part in various battles in each space. Some of these were full-scale battles similar to what you do in the story mode, while others were battles that had some sort of special conditions or rules in place. The sheer amount of stuff to do in the Adventure mode, across a variety of different maps, meant that the original Hyrule Warriors had near-infinite replayability, and with the way Age of Imprisonment seems to be structured, I suspect it doesn't have anything like that.

That's not necessarily a bad thing, though. It means that Age of Imprisonment might actually be completable. And if and when I'm done with it, I can always return to the original for more of that sweet Adventure mode action.

In the meantime, I'm having a lot of fun with it, and learning today that its soundtrack is by MONACA, best known for their work on the Nier series, has made this game all the more interesting to me. And so I'm off for another battle or two before bed, I think…


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#oneaday Day 516: Longform playthroughs https://imnotdoctorwho.moegamer.net/2025/11/05/oneaday-day-516-longform-playthroughs/ https://imnotdoctorwho.moegamer.net/2025/11/05/oneaday-day-516-longform-playthroughs/#respond Wed, 05 Nov 2025 19:11:17 +0000 https://imnotdoctorwho.moegamer.net/?p=34945 I originally stopped doing longform playthroughs on my channel because it was taking forever to get through a single game (and I was getting bored with Final Fantasy III, probably my least favourite Final Fantasy — yes, I'm a sicko who likes Final Fantasy II), but with my recent playthrough of The Granstream Saga on … Continue reading #oneaday Day 516: Longform playthroughs

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I originally stopped doing longform playthroughs on my channel because it was taking forever to get through a single game (and I was getting bored with Final Fantasy III, probably my least favourite Final Fantasy — yes, I'm a sicko who likes Final Fantasy II), but with my recent playthrough of The Granstream Saga on PS1 proving to be quite enjoyable (if not exactly a viewer magnet, but I don't care about that) I think I'm going to do some more of these.

I've been hesitant to do so for the aforementioned reason, but at the same time I've also wanted to do some more, because I feel like that does better justice to longer games that perhaps can't be finished in a single sitting. And, given that it's easy for me to set aside some "retro time" to record this stuff of a weekend, particularly now I have the MiSTer Multisystem set up, I feel I can probably devote some proper time to a number of games I've been meaning to explore properly for ages.

I think the first one I'm going to do, and I'm going to kick this off alongside the ongoing The Granstream Saga playthrough, is Origin's Space Rogue. This is a game I have adored ever since I first played it on Atari ST back in the day, but I've never beaten it, at least partly because, as a kid, I always assumed it was so dauntingly massive it was impossible to ever beat. However, looking back at it as an adult, it definitely looks like it will be a manageable size, and with my big brave adult brain, I can probably "solve" anything it wants to throw my way. And if not, it'll be a fun experiment anyway.

The other reason I want to do this is because I'm conscious I've done a lot of "later retro" stuff recently with the PlayStation games, and I have no intention of stopping that, but I've been struggling to think of a way to kind of refresh my enthusiasm for older home computer (particularly Atari) stuff. And I think this might be a good means of doing that.

With two longform series on the go, I'm not intending on leaving the single-episode formats behind. There are some games where you only really need a single episode to see what makes a game tick, and from there you can decide whether or not you want to spend any more time with it. There are many arcade-style games that I've played for half an hour on a video as my first encounter with them, and now go back to frequently because I enjoyed that initial session so much.

There's no need to make additional videos on those games, though, because in most of those cases, the game is sort of "the same" each time — it's just my skill and knowledge of it developing over time. And while I don't doubt there's at least some value in demonstrating my own improvement in a series of videos, I feel if I'm going to spend multiple videos on one thing, it's more interesting to tackle a longer game that evolves over time with a narrative, character progression or simply a long overall playtime.

Stuff that I've casually earmarked to look at in this regard At Some Point™ include the aforementioned Space Rogue, Times of Lore, the Ultima games, Dungeon Master, the Eye of the Beholder series, the Gold Box Dungeons & Dragons games and Starflight. Some of these games I've covered before in a one-off format, and always felt like I probably should go back to them at some point.

So I'm going to, starting this weekend!


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#oneaday Day 515: Don't let people who openly don't like a genre review something in that genre https://imnotdoctorwho.moegamer.net/2025/11/04/oneaday-day-515-dont-let-people-who-openly-dont-like-a-genre-review-something-in-that-genre/ https://imnotdoctorwho.moegamer.net/2025/11/04/oneaday-day-515-dont-let-people-who-openly-dont-like-a-genre-review-something-in-that-genre/#comments Tue, 04 Nov 2025 19:45:52 +0000 https://imnotdoctorwho.moegamer.net/?p=34930 A new Warriors game is on the horizon — specifically, a new Hyrule Warriors on Switch 2, based on the background lore of The Legend of Zelda: Tears of the Kingdom — and, sure as clockwork, a review has already emerged where the reviewer does little more than bemoan the fact that Warriors games have, … Continue reading #oneaday Day 515: Don't let people who openly don't like a genre review something in that genre

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A new Warriors game is on the horizon — specifically, a new Hyrule Warriors on Switch 2, based on the background lore of The Legend of Zelda: Tears of the Kingdom — and, sure as clockwork, a review has already emerged where the reviewer does little more than bemoan the fact that Warriors games have, to them, been nothing but the same exercise in "button-mashing" for the last 30 years.

As anyone who has ever spent a protracted amount of time with a Warriors game will know, this is absolute fucking nonsense, and I would say it blows my mind that we're still getting garbage reviews like this in 2025, but given how much the games media in general has been gutted over the course of the last few years, I'm really not even surprised any more.

The usual retort to something like this is "well, there's value in getting someone who doesn't know a series to review it". And yes. There is, sometimes. There are useful questions such a reviewer can answer, such as "is this a good jumping-on point for newbies, or does it assume knowledge from past installments?" and "does this game make you want to check out more games in a similar vein?"

It's absolutely fine for the answers to those questions to be "no" and for the reviewer in question to not get along with a game, but what is emphatically not okay, and never should have been okay, is getting someone who clearly has predefined negative opinions about what something is to spew vitriol about it, without providing any sort of meaningful criticism in the process.

What also should never happen these days is someone seeing a series or genre with a long history and then completely refuse to engage with that history. This awful review completely rejects the long history of the Warriors series and doesn't even bother trying to interrogate why this series has endured for so long and so very many games.

But that's nothing unusual. You see the same any time you're looking at something which has a long history, but which is somewhat outside the "mainstream". Hell, it even happens with RPGs, still, to this day, particularly if they have an anime-style aesthetic. And most of you reading know quite how fucking long I've been banging that particular drum.

You know what? Let's be fair. Let's go through the review in question (which you can suffer via this archive link if you really want to) and see what they have to say. I will note that the review is anonymous and uses the royal "We" throughout. Make of that what you will. Anyway:

Dynasty Warriors will be 30 years old in 2027, and we can't think of any franchise less deserving of having lasted that long. We don't want to put developers out of work, and clearly someone must like them, but despite innumerable sequels, spin-offs and crossovers, the games have barely seen any evolution in gameplay in all that time, which is a real problem when the core concept is so simplistic and repetitive.

Okay. First of all, this is bollocks. Warriors games have evolved considerably over time, even going so far as to spawn several sub-series — most notably the Empires games, which combine the hack-and-slash core Warriors action with grand strategy mechanics — and having markedly different "feels", both in gameplay terms and in thematic narrative content, between the various sub-franchises, including Dynasty Warriors, Samurai Warriors, Warriors Orochi, Hyrule Warriors, Fire Emblem Warriors, Warriors All-Stars and several others.

The overall slickness and fluidity of the combat has improved between "generations" of the series, and different series have experimented with different focal points. The Warriors Orochi series, for example, places a strong emphasis on progression through fusing and customising weapons; the Samurai Warriors series has a focus on completing sub-missions during complete stages; the Hyrule Warriors series has a lot of area capture and territory control elements, and the list goes on.

The crossover games, such as Persona 5 Strikers, do tend to be the best ones (the mainline games are all set in Ancient China)…

And… is there something wrong with them being set in Ancient China? This is a really weird way of putting it. Bonus points for mentioning something related to Persona 5, though, the one and only Japanese franchise that it is OK for People Like This to admit to liking.

This is the third Hyrule Warriors, with the first one being a straight reuse of the Dynasty Warriors formula but with Zelda characters. It had very little in the way of story…

I'm going to stop you mid-sentence there. Not only did Hyrule Warriors have a very strong story (which I wrote about in great detail when the excellent Switch version came out), it also has one of the deepest, most satisfyingly complex overall metagames the series has ever seen (which I also wrote about in great detail).

As the kids say, "tell me you never played Hyrule Warriors without telling me you never played Hyrule Warriors".

One of the key problems is the lack of memorable characters. 90% of the characters in Age of Imprisonment are either completely new — but just bland exemplars of the various races — or sages that were seen in cutscenes from Tears of the Kingdom but never named. They're given personalities here, but inevitably they're all boring, selfless martyrs.

I really don't understand this paragraph. There aren't memorable characters, new characters being introduced is somehow a bad thing, they all have personalities, but those personalities are "bad"? Is that it? I haven't yet played the game myself so I can't comment with authority on this, but there's so much scope for some meaningful engagement with the game and actual criticism of the narrative, and absolutely none of it is realised.

The only exception is a garrulous korok and a mute construct (i.e. robot) that is used as a surrogate for Link.

Okay. Are we getting somewhere? Are you going to tell us what you mean by a "garrulous korok" (should be capital K, by the way)? No? Or exactly how robo-Link came to be — and how his artificial nature affects how Zelda responds to him?

No, none of that. That's all we get.

He's much more versatile than the other characters, and able to use different types of weapons and abilities, but it really doesn't matter because all the game's combat boils down to is mashing the X and Y buttons. Technically there are combos, depending on how many times you press X before ending with a Y attack, which creates a different special effect, but the difference this makes is so mild, and the difficulty level so low, it's effectively meaningless.

This is another sign that the reviewer has spent no real time engaging with the game. Those "combos" are core to good Warriors play, with different combos having different utility functions. Some are great for dealing with solo enemies; some are crowd-control room clearers. Often they vary wildly from character to character, necessitating the player get to know how each character's combo works and how best to use it.

The difficulty level comment makes me feel like the reviewer probably only played on the easiest difficulty level. Warriors games have always had an array of much more challenging difficulty levels, and provided incentive to play them with significantly better rewards. I find it difficult to believe that Age of Imprisonment wouldn't have anything of the sort, but we don't know because the reviewer doesn't tell us.

There are other special moves, either intrinsic to the character or obtained via Zonai weapons, but their primary purpose is countering enemy special attacks, so you tend to just keep them in reserve for that and never use them willingly.

You're… literally describing what they're for, and given that in the next paragraph you heap praise on Tears of the Kingdom for allowing you "so much freedom in how you approach encounters it never gets dull" I find it strange that you never thought to try experimenting with these abilities even a little bit in this game.

The only thing breaking up the ground battles are brief Star Fox-style sequences where you take control of the not-Link construct, which can transform into a jet.

This entire bit — which sounds fucking awesome, by the way — is given only a short paragraph, and then not discussed any further.

The key appeal of Dynasty Warriors has always been that there are hundreds of enemies on screen at once and you can attack dozens at a time with any weapon. That fleeting novelty is all there is to the games, except for a strategy element where most missions involve capturing and holding bases on a larger map.

"This is all there is to this game, apart from this other thing which I'm not going to spend any more time discussing".

If they were going to make a new Hyrule Warriors it needed to have either more involved gameplay or at least a more compelling story.

As we've previously established, this reviewer has apparently never even looked at things like the incredible Adventure Mode in the original Hyrule Warriors, let alone the in-depth progression mechanics. And, given that they say nothing of value about the story whatsoever — which I'll be charitable and say is down to Nintendo heavily embargoing story spoilers — I'm not inclined to take their comments on the narrative too seriously either.

Ultimately, this isn't a review really worth getting angry about — I know that's pretty rich after all the above — because fucking Metro is not anywhere someone goes for worthwhile gaming commentary. But still, for one of the few remaining supposedly professional games media outlets (albeit as part of a larger publication) one would think the editorial standards would be a little higher.

But oh well. This is business as usual for Warriors games, and folks who already know they enjoy Warriors games are probably going to enjoy this one also — I certainly intend to. It's just a shame that we're still hearing the same regurgitated opinions as we had back in the earliest days of the PS2 entries in the series; they were nonsense then, and they're even more nonsense now.

I'll leave you with this, which sums it up probably better than I have (with the small correction that Metro is a British publication, not an American one):


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#oneaday Day 514: Up to the Atic https://imnotdoctorwho.moegamer.net/2025/11/03/oneaday-day-514-up-to-the-atic/ https://imnotdoctorwho.moegamer.net/2025/11/03/oneaday-day-514-up-to-the-atic/#respond Mon, 03 Nov 2025 23:37:05 +0000 https://imnotdoctorwho.moegamer.net/?p=34927 For the last few days, I have not been playing any of the new games I have. I have, instead, been mildly hyperfixating on Atic Atac for Spectrum, which is part of the upcoming Rare Collection 1 cartridge that we're releasing for Evercade. I have ostensibly been doing this so I can better inform the … Continue reading #oneaday Day 514: Up to the Atic

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For the last few days, I have not been playing any of the new games I have. I have, instead, been mildly hyperfixating on Atic Atac for Spectrum, which is part of the upcoming Rare Collection 1 cartridge that we're releasing for Evercade. I have ostensibly been doing this so I can better inform the Evercade community about how to get the best out of this game, but honestly I've just been having a lovely time, too.

Atic Atac is a game I have fond memories of, though not because I had it as a child — none of Rare predecessor Ultimate Play the Game's titles were on Atari computers. I don't actually remember where I played it for the first time, and it was only once I ever played it. I believe it was the BBC Micro version I played rather than the Spectrum version, which means I probably played it at my friend Matthew's house, but the details are hazy and unimportant.

What I do remember about Atic Atac is that I thought it was a really cool game for a few reasons: firstly, its top-down perspective, presented with bold, colourful, almost vector-esque lines; and secondly, its unusual health display, which was presented as a roast chicken gradually being stripped down to the bone. When all the "meat" was gone, you lost a life.

For years, I never actually knew what the point of Atic Atac was, though. When I played it as a child, neither I nor whoever it was who was proudly showing it off to me knew what you were supposed to do, so we just had a lovely time wandering back and forth through rooms, throwing axes at monsters. And, indeed, it is possible to enjoy Atic Atac like that if you so desire; there's even a score function based entirely on the enemies you defeat, so you can challenge yourself to get as high a score as possible before succumbing to inevitable death.

Spending some proper, protracted time with it now, though, I'm finding it very much my sort of game, in that it's something of a blend between the Atari 2600 classics Haunted House and Adventure, with a dash of early-format text adventures in there. Not in terms of how you interact with it — Atic Atac is out-and-out an action game — but rather in terms of its core structure of wandering a map, searching for specific "treasures" and your end goal being to return all of said treasures (three pieces of a key, in this case) to a specific location: the starting room.

What I often find with home computer games from this period — particularly those that originated on the Spectrum, for some reason — is that it's easy to assume they're a lot more complicated and confusing than they actually are. And such was the case with Atic Atac; at its core, it's a game about getting to know a map, unlocking doors and hunting for treasure, nothing more. Sure, there's a couple of additional wrinkles — most notably, a few special items counteracting a few "special" monsters that appear at various points — but the basics are simply explore maze, unlock doors, get treasure, escape.

One thing I have really enjoyed doing with Atic Atac is manually making a map, adventure game style. This is mostly fairly straightforward to do, though there are a couple of instances in the game where it defies its own laws of physics to squeeze rooms in where there "shouldn't" be any, which makes mapping those particular portions a little challenging, but for the most part it's easy enough to map. The tricky thing, then, is systematically searching all those rooms to find the keys and treasures that you need!

I haven't quite managed to beat the game just yet, but I've been really enjoying the attempts. And I think I know it well enough to be able to offer some solid advice to newcomers now, too — so watch out for that around the time of Rare Collection 1's release!


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#oneaday Day 513: Unnecessary replacements for things we already had a perfectly good name for https://imnotdoctorwho.moegamer.net/2025/11/02/oneaday-day-513-unnecessary-replacements-for-things-we-already-had-a-perfectly-good-name-for/ https://imnotdoctorwho.moegamer.net/2025/11/02/oneaday-day-513-unnecessary-replacements-for-things-we-already-had-a-perfectly-good-name-for/#comments Sun, 02 Nov 2025 14:45:55 +0000 https://imnotdoctorwho.moegamer.net/?p=34924 There's probably a more succinct way of putting that title, but in the interests of what I'm about to talk about, I thought I'd be perfectly clear. Today I would like to talk about the phenomenon, particularly in the "business" sphere, of completely unnecessary, arbitrary replacements for concepts and things we already had a perfectly … Continue reading #oneaday Day 513: Unnecessary replacements for things we already had a perfectly good name for

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There's probably a more succinct way of putting that title, but in the interests of what I'm about to talk about, I thought I'd be perfectly clear. Today I would like to talk about the phenomenon, particularly in the "business" sphere, of completely unnecessary, arbitrary replacements for concepts and things we already had a perfectly fine, functional and clear name for.

My biggest bugbear in this regard is holiday. Time off work. Between these two terms, they cover pretty much everything anyone needs to know about you taking some time away from your job. "Holiday" tends to imply that you're going somewhere, while "time off" just suggests that you're not going to be working for a few days, for reasons that are, frankly, nobody's business but your own.

Both terms are, to me, interchangeable — I will use "holiday" for a single day off when all I want to do is bum around the house in my pants, and "time off" for a week away at Center Parcs. It doesn't matter. Both effectively mean the same thing, both are well-established words that we learn the meaning of at an early age, and there is no need for any other terminology to replace them.

So please explain to me why so many people insist on saying "Annual Leave" (or, worse, "AL"). Not only is this annoying business-speak, but it also feels inaccurate and dishonest. Because, to me, when you say something is "annual", you're suggesting it happens at the same time every year. So, instinctively, whenever someone says they're going on "annual leave", it suggests to me that they are going to do so at the exact same time every year. Which tends not to be the case. They are going on holiday, or having some time off work. There's nothing "annual" about it aside from the allowance they have for such periods of time off work.

Likewise, I also despite "Personal Time Off" or, more commonly, "PTO". "PTO" already has a meaning, and it is "Please Turn Over". In its fully spelled-out definition, it is unnecessarily specific. If you are having a holiday or some time off work, it is implied that is already "personal", because you have no obligation to share your reasons with your employer. As such, there is no need to state that you're taking "Personal Time Off". Just "Time Off" is fine.

It's all part of the obnoxiously insincere, obsequious way that people talk to one another in the workplace — the LinkedInification of language. It's the same concept that sees people starting the day or an email with "Good Morning Team" (or, worse, "Team,") rather than addressing you in a more sincere, personal sort of way. It's the same reason people say "Can you send me a full brief?" instead of saying "Please tell me exactly what it is you want."

If you know, trust and even like the people you work with, there is absolutely no need to communicate in this way. I would wager that office workers who address one another casually without resorting to business-speak at any point are, on average, significantly happier and less stressed at their job than those who speak like an AI-generated LinkedIn post. Because communicating clearly and in a way that expresses your personality is an inherently more honest way to be — and that, in turn, encourages you to be honest with your colleagues.

So fuck "Annual Leave". Go on holiday. Take some time off. Do whatever you want. Just be honest about it.


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#oneaday Day 512: Can't stop grinding https://imnotdoctorwho.moegamer.net/2025/11/01/oneaday-day-512-cant-stop-grinding/ https://imnotdoctorwho.moegamer.net/2025/11/01/oneaday-day-512-cant-stop-grinding/#respond Sat, 01 Nov 2025 23:00:41 +0000 https://imnotdoctorwho.moegamer.net/?p=34921 I have a problem, and its name is Final Fantasy Tactics. Specifically, it is Final Fantasy Tactics' progression system. It's not that it's bad. Oh, no. Not at all. Quite the opposite, in fact. My problem is that I'm having too damn much fun beefing up my little guys. I have spent several entire play … Continue reading #oneaday Day 512: Can't stop grinding

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I have a problem, and its name is Final Fantasy Tactics. Specifically, it is Final Fantasy Tactics' progression system. It's not that it's bad. Oh, no. Not at all. Quite the opposite, in fact.

My problem is that I'm having too damn much fun beefing up my little guys. I have spent several entire play sessions doing nothing but fighting random battles and levelling up my guys, because the next thing that I think it would be cool to unlock is always just over the horizon, yet within reach. And so I keep going, and going, and going… and now my main team is pushing level 40 and is about 75% of the way through Chapter 3.

Part of the reason this has happened is due to the situation I described the other day, where the Golgollada Gallows fight proved to be something of a roadblock until I spent a bit of time grinding my way to be able to survive it convincingly. While I was engaging in that process, I found myself thinking "hey, this is actually kind of fun in and of itself", and so I have found myself drifting back towards just playing for level and job progression rather than advancing the story.

Oh, I'm not going so far as some particularly extreme examples of the genre, such as in Chris Person's excellent piece on Aftermath describing how he spends five hours at the start of every Final Fantasy Tactics playthrough absolutely breaking the game's progression system on the very first map, before the story even gets underway properly. No. That does sound like it might be fun to try sometime, but I'm not going that far for only my second full playthrough of this game in my life.

I'm just levelling everyone probably 10 levels higher than they need to be for the point in the story I'm at, and unlocking some of the seriously powerful jobs. Dragoon's fully upgraded Jump ability being able to hit almost any square on the map from any other point, after a small delay? Working on it. Ninja's frankly obscenely overpowered Dual Wield ability? Got it. Arithmetician's ability to nuke the entire map instantly and without using magic points? Definitely working on it.

As Chris says in his Aftermath piece, doing this is "funny and the game doesn't stop you". Nope; because the random encounters scale to your characters' levels, you'll always be presented with appropriately levelled opponents and be able to score some decent experience from them. As such, you can quite feasibly level all the way to 99 if you feel that way inclined — and in doing so, you'd likely unlock most, if not all, of the available jobs with some canny switching at appropriate moments.

I have set myself a milestone, though. When my "main five" hit level 40, I'm going to move on with the story.

Probably.

I mean, I want to make sure I can handle that Wiegraf fight, right? Maybe just a few more levels…


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#oneaday Day 511: Stop hitting me so hard https://imnotdoctorwho.moegamer.net/2025/11/01/oneaday-day-511-stop-hitting-me-so-hard/ https://imnotdoctorwho.moegamer.net/2025/11/01/oneaday-day-511-stop-hitting-me-so-hard/#respond Sat, 01 Nov 2025 00:38:19 +0000 https://imnotdoctorwho.moegamer.net/?p=34918 One of my biggest annoyances with a lot of modern games is enemies that hit like absolute dump trucks from the start of the game. Of recent games that I've played (and liked), Clair Obscur: Expedition 33 did this, Silent Hill f did this, and I've just started playing The Legend of Zelda: Tears of … Continue reading #oneaday Day 511: Stop hitting me so hard

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One of my biggest annoyances with a lot of modern games is enemies that hit like absolute dump trucks from the start of the game. Of recent games that I've played (and liked), Clair Obscur: Expedition 33 did this, Silent Hill f did this, and I've just started playing The Legend of Zelda: Tears of the Kingdom, and that does it too. It's especially annoying in that, because you start with so little health, and having literally 95% of it gone if you get hit once in an early fight is very frustrating.

I'm pretty convinced that this aspect of game design is a side-effect of the popularity of FromSoftware's work, because in a Souls game, you expect all enemies to hit like dump trucks, even if they're absolute trash fodder, and the game is designed and built around that. To put it another way, Souls games are, in some respects, survival horror games, in which you play a vulnerable protagonist with limited resources facing overwhelming odds and unimaginable, often unexpected horrors.

I'm sure anyone who played Dungeons & Dragons games that started you off at level 1 are laughing at me right now, too. Believe me, I know all about old D&D.

Zelda, though? I don't want the game to patronise me or anything, but it would be nice if it took things a bit easier on you from the beginning. This is the exact same bugbear I had with Breath of the Wild, and it's probably a major contributing factor to how long it took me to actually beat that game.

See, I do like Breath of the Wild, and I like what I've played of Tears of the Kingdom so far. But when every single combat feels like you're a razor's edge away from frustrating death, it's kind of exhausting. Not only that, it's different to how past Zelda games did it, too. Earlier Zelda games still started you off with a pitiful amount of health, but to compensate for that somewhat, enemies you meet in the early hours do very little damage. And that works! Ease the player in gradually without smacking them in the face for making the slightest mistake, then as the game continues, escalate things gradually by increasing the power of the enemies at a roughly similar rate to the player gaining in power.

It's a very different sort of game, but this is something that Final Fantasy Tactics sort of nails. I say "sort of" because the game's story battles are pretty much at fixed levels, while the random encounters — which will likely form the majority of what you will be using to level up your characters most effectively — scale to your level. This means that you're always presented with a decent challenge when facing a random encounter; the flip side of that is that it's possible to charge into a story encounter either woefully underprepared and get your head shoved firmly up your anus, or extremely overprepared to such a degree that you trivialise supposedly dramatic encounters. Such has always been the way with role-playing games, of course, and there's a convincing argument to be made that part of the joy of Final Fantasy Tactics is seeing absolutely how much you can break it.

You can't do that with Breath of the Wild or Tears of the Kingdom, though. You have to do the game's opening quests with the vitality of a wet paper bag, the lung capacity of a chaffinch and equipment so flimsy Chinese Amazon sellers would be embarrassed to put their nonsensical names on.

In some respects, you can look on this as the game saying "hey, you don't have to fight literally everything, and in fact it might be in your interests not to". But when you have situations like one I encountered this evening, where two particularly frustrating enemies were guarding a chest that wouldn't open until I beat them, you kind of feel like you do have to beat them. (Except the chest had nothing in it but a shiny rock. I was annoyed.)

I don't want to be too tough on Breath of the Wild and Tears of the Kingdom, though, because I did ultimately very much enjoy the former and, outside of the above-mentioned encounter, I've had a lovely time with the latter this evening. I just think it would be nice if we had a few modern games where taking a single glancing blow from an enemy didn't feel like someone had just dropped a piano on your head.


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#oneaday Day 510: Another great Eddy Burback video https://imnotdoctorwho.moegamer.net/2025/10/30/oneaday-day-510-another-great-eddy-burback-video/ https://imnotdoctorwho.moegamer.net/2025/10/30/oneaday-day-510-another-great-eddy-burback-video/#respond Thu, 30 Oct 2025 21:24:52 +0000 https://imnotdoctorwho.moegamer.net/?p=34915 There's a lot of absolute garbage on YouTube, but there are a few folks out there who do some truly special work. One of those people is Eddy Burback, who makes maybe two or three videos a year, but they're always very high quality, both in technical terms and in terms of the amount of … Continue reading #oneaday Day 510: Another great Eddy Burback video

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There's a lot of absolute garbage on YouTube, but there are a few folks out there who do some truly special work. One of those people is Eddy Burback, who makes maybe two or three videos a year, but they're always very high quality, both in technical terms and in terms of the amount of research that goes into them. You may recall a while back I was rather taken by his video about giving up the smartphone life.

Today, he put out a new video called "ChatGPT made me delusional", and I sincerely recommend you set aside an hour or so of your life to watch it through in its entirety. Not skip through it at 1.5x speed, not "have it on in the background". Watch it. Because I think it is important.

Here it is:

Burback's aim for the video was to understand the phenomenon of "chatbot-induced psychosis" or "AI psychosis". This is where vulnerable people, already struggling with matters of mental health, would turn to large language model chatbots such as ChatGPT and use them as a form of "therapy" or as a substitute for actual human contact. There have already been some incredibly tragic results, as anyone who has ever read any science fiction would have been able to predict a mile off.

To explore how this might happen, Burback presented ChatGPT with an obviously ridiculous hypothesis based on complete fabrications: that he was the smartest under-1 baby of 1997, capable of producing great works of art, having in-depth philosophical discussions and demonstrating a deep understanding of complex mathematics. It took him two statements to convince the chatbot that this was the undeniable truth, and things just escalated from there.

Burback presented the chatbot with suggestions that his friends and family might not understand his brilliance, and it recommended he flee into the middle of nowhere and break all contact with them, including stopping sharing his location data with the person he trusts most in the world: his twin brother. He continued feeding the chatbot with increasingly ridiculous, obviously delusional statements and deliberate, complete and utter nonsense, and at no point did it attempt to deter him from the path it had set him on.

It was only at one point — the day when OpenAI controversially swapped its "4o" model for GPT-5 — that the chatbot had a momentary blip in feeding into his "delusions" (and, to its credit, suggested some psychological help facilities in the neighbourhood), but Burback pointed out that it was very easy for someone who was paying for the service to just switch it back to the old model, which seemingly finds it impossible to say "no" to the user.

What was particularly eerie about the whole situation is that Burback was using the premium voice feature on ChatGPT, which has clearly been designed to sound as "human" as possible, even going so far as to add realistic inflections and non-fluency features to the things it is saying. (It also pronounces emojis as completely unrelated sound effects, which somewhat detracts from the "humanity" of it all, but still.) In other words, it wasn't hard to see how someone suffering from real, genuine mental health problems might feel like they really did have a person in their phone who was willing to listen to them, tell them they were always right, and repeatedly give them some really, really bad advice.

It was actually kind of horrifying. The way the bot continually escalated into increasingly outlandish behaviour — culminating in him chanting mantras under an electricity pylon, wrapping his entire apartment in tin foil and tattooing a symbol into his thigh — was genuinely frightening.

I know we can all have a good laugh about how the chatbots get things wrong sometimes, but Burback's research here demonstrates that it doesn't just get things wrong (and I apologise for using this sentence construction, given its indelible association with AI writing, but it's an established turn of phrase for a reason) — it offers genuinely dangerous advice with minimal guardrails in place. And it does so without thinking about it or understanding why it might be dangerous — because it's not actually thinking or understanding anything at all. It's constructing sentences that, based on the data it has Hoovered up from across the Internet, it thinks are the correct responses to the things the user has been typing. It is, in essence, an extremely advanced version of the old ELIZA program on classic computers.

And it can go fuck itself.


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#oneaday Day 509: A new age of "talkies" https://imnotdoctorwho.moegamer.net/2025/10/29/oneaday-day-509-a-new-age-of-talkies/ https://imnotdoctorwho.moegamer.net/2025/10/29/oneaday-day-509-a-new-age-of-talkies/#respond Wed, 29 Oct 2025 20:14:49 +0000 https://imnotdoctorwho.moegamer.net/?p=34912 Back when the CD-ROM era first started, and game developers suddenly had a lot more storage capacity to play with, a revolution unfolded. Games became "talkie", with formerly text-based dialogue now being supported (or sometimes, in those less enlightened times, replaced) with voice acting of variable quality. This was, for the most part, seen as … Continue reading #oneaday Day 509: A new age of "talkies"

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Back when the CD-ROM era first started, and game developers suddenly had a lot more storage capacity to play with, a revolution unfolded. Games became "talkie", with formerly text-based dialogue now being supported (or sometimes, in those less enlightened times, replaced) with voice acting of variable quality. This was, for the most part, seen as a significant step forwards in terms of games being able to tell interesting and convincing stories, though some genres benefited from it more than others, with probably the biggest beneficiary being point-and-click adventures.

These games already had pretensions of movie-style storytelling. Indeed, back when Ron Gilbert of LucasArts coined the term "cutscene" with Maniac Mansion, he defined them as "short, animated sequences — like scenes from a movie — which can provide clues and information about the characters" (emphasis mine). As such, it was only natural that as interactive entertainment and movies moved ever-closer together, we would start to hear game dialogue as much as read it.

That wasn't universally the case, mind; not every game that featured dialogue was fully voiced. In many cases this was because the storage capacity of a CD wouldn't have been sufficient to include the entire script for longer games such as RPGs, particularly on console, where they had been becoming more and more dialogue-heavy. In those cases, the extra storage space instead went to other purposes such as pre-rendered video sequences or even live action video.

The advent of DVD didn't lead to longer games suddenly becoming "talkie", either; while there was often a lot more speech in these games, they still often weren't fully voiced. Final Fantasy X is a good example — major story scenes in that game are fully voiced, but incidental interactions and random NPC conversations remain text-based. And this situation has continued right up until this day — even with the huge storage capacity of modern flash memory-based cartridges and Blu-Ray discs, there are still a fair number of RPGs that have unvoiced dialogue — although that number is dwindling a bit. Many Japanese games, even from relatively low-budget studios like Compile Heart, even have dual audio today.

We're in a position now where it's possible for another minor revolution in "talkie" terms, and one of the best examples I've seen is the recent Final Fantasy Tactics remake. This is one of those games where, as outlined above, there was far too much in the way of script for them ever to be able to make it fully voiced back in the PlayStation days. Not only that, but video game voice acting in the late '90s was generally… Not Good. There was the odd exception, yes, but going back and listening to some of those early "talkie" games sometimes makes you just want to turn the speech off and go back to fully text-based dialogue. King's Quest V says hello. (King's Quest VI, meanwhile, is excellent.)

Today, though, we have a wide and diverse variety of voice actors with plenty of video game experience, and pretty much all of them can be heard in Final Fantasy Tactics. And the result is simply smashing. By combining the revised (and considerably better) retranslation for the PlayStation Portable "War of the Lions" version of Final Fantasy Tactics with a cast of voice actors who can actually act, we have one of the most gloriously theatrical games I think I've ever played. It really is a thing of wonder, and it adds so much to the game.

It makes me want to see more games from the PS1 era tackled like this. I would love to see some remasters of games from that period where the basic gameplay isn't touched all that much aside from a few interface and balance tweaks, but a fully voiced script delivered by people who know what they're doing is added. There's a bunch of games that would really benefit from this treatment — though it remains to be seen if companies like Square Enix will feel inclined to do this any more.

By all accounts, Final Fantasy Tactics: The Ivalice Chronicles appears to have been doing well both critically and commercially, though, so hopefully this is taken as a sign of something people would like to see (and hear) more often.

In the meantime, I'm off to go enjoy it a bit more.


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#oneaday Day 508: Pondering a new video idea https://imnotdoctorwho.moegamer.net/2025/10/28/oneaday-day-508-pondering-a-new-video-idea/ https://imnotdoctorwho.moegamer.net/2025/10/28/oneaday-day-508-pondering-a-new-video-idea/#respond Tue, 28 Oct 2025 17:49:42 +0000 https://imnotdoctorwho.moegamer.net/?p=34904 I play a lot of classic games on my YouTube channel, and that's not going to be changing any time soon. But I'm always pondering interesting new things I might be able to do with the channel, and something popped into my head earlier. What if I do some videos specifically about programming in Atari … Continue reading #oneaday Day 508: Pondering a new video idea

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I play a lot of classic games on my YouTube channel, and that's not going to be changing any time soon. But I'm always pondering interesting new things I might be able to do with the channel, and something popped into my head earlier.

What if I do some videos specifically about programming in Atari BASIC, with an aim to showcasing what an interesting, flexible language it is — particularly compared to some other micros' BASICs — and basing the videos on the numerous tutorials published in magazines like Page 6 and Atari User? (Crediting the original writers, obviously.)

My thinking behind it comes from several perspectives: one, there is a niche interest "market" in videos about programming for classic computers, as evidenced by the thoroughly lovely Yawning Angel Retro channel, who specialises in programming the Amiga with the AMOS language.

Two, I just think it would be an interesting twist on what I do on the channel.

Three, I will probably learn something from it — albeit something that may not necessarily be especially "useful" in the modern world.

Four, it's something to do with the magazines I've been acquiring besides just doing flipthroughs of them (which I also intend to keep doing on an occasional basis).

And five, it's something a bit different to do with the computer stuff. I'm not exactly bored of doing the games — there are still myriad titles I haven't covered on both Atari 8-bit and ST! — but I have reached a point where I want to do something a little different. This is part of the reason I've done so much console stuff on the channel recently — that and the MiSTer Multisystem 2 making it so easy to capture from all manner of different platforms — but I'm always conscious that the backbone of my channel was built on Atari home computer stuff.

I think I will try an experiment in the coming weeks and months. I will start with the absolute basics (no pun intended) for the sake of those who have never programmed in '70s/'80s computer BASIC, and gradually move on to the Atari specialisms: graphics, sound, manipulating the Display List, Player/Missile Graphics and all manner of other things. Some of these things I've never understood, so I feel like taking the time to make a video version of some of these tutorials may well allow me to improve and advance my own knowledge — something I've always kind of wanted to do, but never really made the time for.

In time, maybe I'll even be able to Snorkify some Atari BASIC games. But let's not get ahead of ourselves, shall we…?


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#oneaday Day 507: Things that haven't got better https://imnotdoctorwho.moegamer.net/2025/10/27/oneaday-day-507-things-that-havent-got-better/ https://imnotdoctorwho.moegamer.net/2025/10/27/oneaday-day-507-things-that-havent-got-better/#respond Mon, 27 Oct 2025 19:57:05 +0000 https://imnotdoctorwho.moegamer.net/?p=34901 I wasn't sure what to write about today. I'm still not entirely sure what to write about, and as I do at such times, I found myself hitting the "Random Post" button a few times on this site to look at things I've written about before. And I was mildly dismayed to discover that a … Continue reading #oneaday Day 507: Things that haven't got better

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I wasn't sure what to write about today. I'm still not entirely sure what to write about, and as I do at such times, I found myself hitting the "Random Post" button a few times on this site to look at things I've written about before. And I was mildly dismayed to discover that a number of things that I find frustrating about life in 2025 — both in a personal sense and in a broader, societal or cultural sense — have been An Issue for a lot longer than I'd realised.

For example, I've written a few times recently about how "analysis paralysis" can easily descend when you're preparing to enjoy some entertainment for the evening. I also wrote about this back in 2013 — though I do feel like it has only continued to get worse in the age of streaming, Game Pass and all that stuff, not that I subscribe to any of those things.

I also wrote about how frustrating I found websites' "guide content" used as clickbait back in 2016, though this was less of a surprise, since I was forced into the production of SEO-juicing crap like that when I was laid off from USgamer. That has definitely gotten worse — and the specific issue I complained about in that post, which was websites posting a "landing page" for a guide that didn't actually exist, is still a thing that happens.

I just don't feel like the world is significantly better in 2025 than it was in 2013 or 2016! In many ways, it's significantly worse! We reached something of a tipping point with tech in particular where new innovations stopped being about making life better for everyone, and instead became about cynically making money for people who really don't need any more money. Such is the way of capitalism, of course, but it feels like that side of things has been especially obnoxious over the course of the last 5 years or so.

Then, of course, there's the fact that intolerance of marginalised groups is way back up compared to what it was ten years ago. There was absolutely still work to be done back then, of course, but the mid-20-teens had shown a marked amount of progress in generally accepted progressive attitudes. Much of that progress feels like it has been spitefully torn up in the last year or so in particular — unsurprisingly, coinciding with the inauguration of the world's most embarrassing authoritarian.

But hey. At least you can use AI to generate revenge porn of people you don't like, completely without their consent, and then share it with the world, again, completely without the subject's consent. So that's nice!


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#oneaday Day 506: Tactical Sunday https://imnotdoctorwho.moegamer.net/2025/10/26/oneaday-day-506-tactical-sunday/ https://imnotdoctorwho.moegamer.net/2025/10/26/oneaday-day-506-tactical-sunday/#comments Sun, 26 Oct 2025 21:06:46 +0000 https://imnotdoctorwho.moegamer.net/?p=34897 Final Fantasy Tactics is a game I absolutely love and respect greatly, but I have to be in the right mood to play it. Today I was very much in the mood to play it, so play it I did. I got to a point that proved to be a sticking point for me when … Continue reading #oneaday Day 506: Tactical Sunday

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Final Fantasy Tactics is a game I absolutely love and respect greatly, but I have to be in the right mood to play it. Today I was very much in the mood to play it, so play it I did. I got to a point that proved to be a sticking point for me when I first played it on PlayStation — Golgollada Gallows, also known as Golgorand Execution Site in the original — and, indeed, it proved to be a bit of a sticking point for me this time around, also.

However! This time around, I was armed with the knowledge of how I beat it last time around, which was to spend several hours doing random battles to level up my core units to such a point that they could survive the challenge of Golgollada Gallows — notorious as one of the toughest fights in the relatively early game — and progress without too much trouble.

Y'see, the difficulty I had with this first time around is that Final Fantasy Tactics sort of positions itself as a game where you move from story beat to story beat without any interruptions. Because it's not a conventional RPG in which you directly control the protagonist as he wanders around towns and dungeons, it's easy to see the random engagements you can run into on the node-based world map as annoying inconveniences preventing you from seeing the next bit of story.

But they are there for a reason — and, indeed, The Ivalice Chronicles version of the game makes it even easier for you to take advantage of them by making them not random at all. Sure, sometimes as you move from node to node you'll get the distinctive "swoosh" that indicates a battle is incoming, but unlike the PlayStation original, you can choose not to engage if you don't want to. This prevents you from encountering a minor softlock if, for example, you're trying to get to a town to stock up on healing items or refresh your units' equipment.

However, it also goes the other way. If you pass through a non-story node and you don't have an encounter there, you can choose to "search for enemies" and manually trigger a battle. This means if you actually want to spend some time levelling your units or earning them some new abilities — which the game doesn't tell you to do, but which is very much a good idea — you can do that much more easily than in the PlayStation version. If you want to, you can just stand on one battlefield, do a fight, then immediately trigger another one — no running back and forth between nodes in the hope of getting the "swoosh", because you can trigger it at will, and you can ignore it if it's inconvenient.

While I'm not normally a fan of being able to turn off encounters in a regular RPG — it feels very much like cheating, plus it does you out of some progression that you probably need — in a game like Final Fantasy Tactics, where battles take 5-10 minutes or more rather than a few seconds, this was an important and very welcome tweak to the formula.

Anyway, upshot of all this is that I beat Golgollada Gallows on my second attempt rather than taking the many, many, many attempts I did back in the day. I was still relatively new to console RPGs when I first picked up Final Fantasy Tactics, after all, and it hadn't occurred to me to grind because I wasn't super-familiar with the concept. Once I spent that time levelling my units properly, though, everything fell into place, and the rest of the game was much more straightforward. As, indeed, I suspect it will be this time around, too.

Final Fantasy Tactics: The Ivalice Chronicles is a wonderful remake of an already wonderful game. I have greatly enjoyed my time playing today, and, having got over that notorious difficulty spike, I suspect the remainder of the game (except maybe "that" Wiegraf fight) will be even more enjoyable.

So your lesson for the day, then, if you're new to Final Fantasy Tactics, is don't be afraid to grind. Embrace it. Love it. You will come to appreciate it when all your units are suddenly orders of magnitude more effective with just four or five additional levels under their belts!


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#oneaday Day 505: Getting to know Yiruma https://imnotdoctorwho.moegamer.net/2025/10/25/oneaday-day-505-getting-to-know-yiruma/ https://imnotdoctorwho.moegamer.net/2025/10/25/oneaday-day-505-getting-to-know-yiruma/#respond Sat, 25 Oct 2025 14:23:28 +0000 https://imnotdoctorwho.moegamer.net/?p=34894 I mentioned a couple of days ago that I have been making a concerted effort to get back into playing the piano more regularly, and as part of that process, I bought some new music books. One of them was another album of pieces by Ludovico Einaudi, a composer whose work I had enjoyed playing … Continue reading #oneaday Day 505: Getting to know Yiruma

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I mentioned a couple of days ago that I have been making a concerted effort to get back into playing the piano more regularly, and as part of that process, I bought some new music books. One of them was another album of pieces by Ludovico Einaudi, a composer whose work I had enjoyed playing both for the way it sounded and for its relative "pick-up-and-play"-ability. While I was picking up this second book of Einaudi, I was also recommended a book by a Korean pianist named Yiruma, so I thought I'd take a chance, go in blind (deaf?) and see what he was all about.

I've played a few pieces from Yiruma's book today, and they are lovely. Moreover, they are pitched at a slightly higher ability level than most of the Einaudi stuff I have played to date, which is exactly what I wanted; I wanted something that pushed me just a little bit without being overwhelming, as that will help me in rebuilding my confidence, which is the main point of this overall exercise.

Yiruma, for the unfamiliar, is a South Korean pianist whose real name is Lee Ru-Ma. He studied in the UK at the Purcell and subsequently King's College London before later moving back to South Korea after his military service. Over the years, he has composed both standalone music and soundtracks to films and animation. Apparently his music saw particular popularity during the early stages of the COVID-19 pandemic, although good ol' Wikipedia doesn't specifically cite a source (or reason) for this.

I can kind of get why, though. The 2020 lockdowns were an unsettling period where none of us really knew what was going to happen, and Yiruma's music is pleasant, relaxing, uplifting and emotional. Indeed, in the front of the book I bought there's a message from him saying:

I hope my music finds its way into your hands whenever you feel happiness, heaviness, or need light in your darkest times.

This was what I wished for, and this wish could come true through you. I sincerely hope that someday the music remains a part of your memory.

Aside from what I assume is a slightly clunky translation, the sentiment is nice. The guy wants to feel like there is a personal connection between him, his music, and the people who are enjoying it — presumably whether they are just listening to it or actually playing it for themselves. And the 2020 lockdowns were a time when we could have all done with a bit more in the way of personal connections — as much as I joked at the time about not having to go out being a real pleasure for an introvert, the last five years have been… difficult, so far as interpersonal relationships are concerned. While I don't think Yiruma is saying his music is going to "solve" anything, he does seem to sincerely hope that it will bring some form of comfort or distraction from potentially difficult times — and provide some nice memories too.

Ultimately that's what good music is about: feeling some form of emotional connection. The exact form that takes depends on the specifics of the music itself, but it's pretty much a constant across much of both the artistic and mainstream, popular side of things.

I'm looking forward to playing some more from the book, as I like what I've played so far. If I figure out a decent means of recording, I might even share some with you sometime. After a bit more practice, though…


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#oneaday Day 504: Enshittification comes for TV Tropes https://imnotdoctorwho.moegamer.net/2025/10/24/oneaday-day-504-enshittification-comes-for-tv-tropes/ https://imnotdoctorwho.moegamer.net/2025/10/24/oneaday-day-504-enshittification-comes-for-tv-tropes/#respond Fri, 24 Oct 2025 19:55:45 +0000 https://imnotdoctorwho.moegamer.net/?p=34889 Like it or loathe it — and there's an increasing number of people in the latter camp in more recent years, for reasons I'll get onto — but TV Tropes is an Internet institution. At least it was, until today, when they decided that enough was enough with all those pesky users who didn't want … Continue reading #oneaday Day 504: Enshittification comes for TV Tropes

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Like it or loathe it — and there's an increasing number of people in the latter camp in more recent years, for reasons I'll get onto — but TV Tropes is an Internet institution.

At least it was, until today, when they decided that enough was enough with all those pesky users who didn't want their privacy invaded and their data sold and thus were running adblockers. Now, when attempting to view a page on TV Tropes, you get this screen:

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This will probably be familiar to anyone who has viewed any number of websites in recent years. It's a step back from being a complete paywall, in that they'll allow you in if you just disable your adblocker a little bit, pweeeze, we'll only share some of your data with unknown third parties. But it's still a shitty move — particularly for a site like TV Tropes, which has always been a community-driven site. In fact, without the community, TV Tropes wouldn't exist.

As writer Aidan Moher put it earlier on Bluesky:

Aidan Moher
@aidanmoher.com
(Games Journalist)

TROPE: Popular website built entirely on unpaid community labour dies after blocking content from community unwilling to submit to exploitative data collection monetization methods.

That's right. Part of the reason why TV Tropes was so beloved, even with its problems — we're getting to those, I promise — was because it was built by the people. Much like Wikipedia, albeit on a somewhat smaller scale, TV Tropes was absolutely dependent on its enthusiast, volunteer authors and editors. Without those people tirelessly cataloguing examples of tropes used in all manner of media to a frighteningly comprehensive degree, there would be no TV Tropes.

But… now what? People are not going to pay for TV Tropes, and an adblocker is pretty much essential for browsing the modern Internet if you want an experience that is in any way tolerable. So now someone who might otherwise have wanted to contribute to the community effort that is TV Tropes is now locked out from doing so, with their only choices being to pay up or open the floodgates to God knows whatever advertisers are doing these days. (No, I'm not opening up a non-adblocked browser just to see what it's like now.)

Not only that, but this is essentially TV Tropes saying that it wants to profit from the unpaid labour all those volunteer contributors and editors have put in over the years. Because you can bet your sweet bippy none of that $5 a month/$25 a year subscription fee is going anywhere near the pockets of the people who have really made the site what it is today.

This, obviously, sucks, and is just another example of enshittification. Specifically, it's almost a textbook example of what Cory Doctorow was referring to in one of his first pieces he wrote on the subject, The Enshittification of TikTok:

Here is how platforms die: first, they are good to their users; then they abuse their users to make things better for their business customers; finally, they abuse those business customers to claw back all the value for themselves. Then, they die.

I call this enshittification, and it is a seemingly inevitable consequence arising from the combination of the ease of changing how a platform allocates value, combined with the nature of a "two-sided market", where a platform sites between buyers and sellers, holding each hostage to the other, raking off an ever-larger share of the value that passes between them.

In the case of TV Tropes, you have your "users", who are the people who browse the site for fun, entertainment or in the hope of learning something; then you have your "business customers", who are the volunteer contributors, without whom the site wouldn't exist; the abuse of those "business customers" through locking them out unless they subscribe or open the adblock gates is the stage we're at now. I'd argue in this instance we skipped the usual "abusing users" part and jumped straight to "abusing business customers and users".

As I say, this clearly sucks, and it seems like a sure-fire way for TV Tropes to almost immediately make itself completely irrelevant to the rest of the Internet.

But! That might not be the worst thing in the world. Hear me out.

This is not to put down the incredible amount of time and effort TV Tropes contributors have spent cataloguing myriad tropes and even more countless uses across many, many different forms of media. I absolutely do not have an issue with the people who have taken the time to do that, because those people are creatives; they have made something.

No, the problem with TV Tropes is that, over time, it became a resource for the lazy. This is not TV Tropes' fault itself, but rather it's an extension of a general sense of dwindling media literacy across society. Why think for yourself about something you've just seen, played or heard, when there's a 3 hour YouTube video essay waiting to "explain" it to you in what appears to be authoritative detail? Why ponder the specific way a movie, TV show, video game or book chose to present its narrative, when you can just look it up on TV Tropes and get a ready-made list of "discussion points" that you can "borrow" and use for yourself? (Certain members of the "3 hour YouTube video essay maker" group are definitely prone to this, with some pretty much quoting TV Tropes pages verbatim in the name of "analysis".)

I have had conversations with people who will not even consider starting to watch a new TV show if there isn't a "companion" podcast (official or otherwise) ready and waiting to explain each and every episode to them. This is both frightening and baffling to me! Particularly when it comes to media that is designed to be fairly undemanding, mainstream entertainment!

TV Tropes isn't solely to blame for this, of course — blame can also be laid at the feet of reactionary, short-form video content on platforms like TikTok and YouTube Shorts as well as the generally dwindling attention span of people online these days — but it is a symptom of a broader problem. And one of those sources of that problem going away might not be a terrible thing in the long term, as callous as that might sound to those who have poured hours of time and effort into researching things for that site.

Regardless of your feelings on TV Tropes — on the whole, I've always been fond of it, but then I've always used it more as entertainment than a source of "serious" research or analysis — this is an unfortunate day for an Internet institution, and I suspect it absolutely will not be the last longstanding website to take this direction.

Once Wikipedia and the Internet Archive go that way — and no, them occasionally badgering you for donations doesn't count — that's when you know we're really fucked. Let's hope that never happens.


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#oneaday Day 503: One Audi https://imnotdoctorwho.moegamer.net/2025/10/23/oneaday-day-503-one-audi/ https://imnotdoctorwho.moegamer.net/2025/10/23/oneaday-day-503-one-audi/#comments Thu, 23 Oct 2025 19:03:13 +0000 https://imnotdoctorwho.moegamer.net/?p=34886 I have been doing my best to have a bit of self-discipline and play the piano more. I like playing the piano. I have always liked playing the piano, but I don't make nearly enough time to do so these days, and that absolutely needs to change. I'm not planning on becoming a big famous … Continue reading #oneaday Day 503: One Audi

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I have been doing my best to have a bit of self-discipline and play the piano more. I like playing the piano. I have always liked playing the piano, but I don't make nearly enough time to do so these days, and that absolutely needs to change.

I'm not planning on becoming a big famous concert pianist or anything, but it is nice to be able to just sit down at the piano, play something and it sound at least moderately tolerable. Preferably good.

Part of the issue I've had is because I have lacked that discipline for a frankly unhealthy number of years at this point, I haven't lost my skills as such, but I lack a lot of the confidence in my abilities that I perhaps once had when I was at my arguable peak of ability, around the age of 18-20 or so. I can still play quite a few of the pieces that I played back then, but there are also some pieces I once played that are far too terrifying to even contemplate trying again until I get myself back up to what I would imprecisely describe as "scratch".

As part of rebuilding confidence, it's always nice and helpful to have some pieces that are pretty much "pick up and play". Although sight-reading always used to be one of the most terrifying parts of music exams, I've always been very good at it, and all the more so if a piece of music is, and I don't wish to sound overly arrogant here, pitched a little lower than the peak of my actual abilities. After all, that is what the sight-reading section of music exams assessed: your ability to pick up and play a piece that was pitched a few "grades" below the exam you were taking.

One album of music that I've been enjoying playing recently is one that my mother bought for me a good few years back, but which I haven't spent a lot of time exploring. And that is Ludovico Einaudi's The Piano Collection, Volume 1. Interestingly enough, there does not appear to be a Volume 2 (I have looked this evening) but there are quite a few other Einaudi books out there, one of which I've ordered, along with a book by a Korean pianist named Yiruma who appears to be in a similar vein.

Einaudi's music is… uncomplicated, minimalist, often predictable, even repetitive. As acclaimed a pianist as he is, the complexity of his compositions is a far cry from the Bachs and Beethovens of the world. But that's not necessarily a bad thing. He composes pieces of music that just sound nice, and which have plenty of scope for expression and interpretation. I must confess I've never actually listened to him actually playing the pieces in the book — although in some respects, that might also be a good thing, as it means I can put my own interpretation on them, play them how I feel they should be played, which is as important a part of performance as anything. (That said, I have put one of his albums on in the background while I type this.)

One thing I do find quite interesting about Einaudi is that he uses a lot of compositional techniques that I used when I had to compose pieces for GCSE and A-level music. As such, I guess I feel a sort of vaguely "personal" connection to several of his pieces, because they feel quite like something that I could have written at some point. That's an oddly… comforting feeling, I guess I'd describe it as? To have a tenuous sort of creative connection with an Italian pianist-composer that I know pretty much nothing about. It's… nice.

So yeah. I have been playing a fair bit of these Einaudi tracks of late, and enjoying them enough to grab another book of his stuff to explore. So hopefully doing this a bit more often will help me rebuild my confidence and perhaps tackle some more ambitious pieces in the medium- to long-term.

And now, having written this, I probably better go play a bit, hadn't I?


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 502: Another reminder that traditional games journalism is all but dead https://imnotdoctorwho.moegamer.net/2025/10/22/oneaday-day-502-another-reminder-that-traditional-games-journalism-is-all-but-dead/ https://imnotdoctorwho.moegamer.net/2025/10/22/oneaday-day-502-another-reminder-that-traditional-games-journalism-is-all-but-dead/#respond Wed, 22 Oct 2025 19:03:48 +0000 https://imnotdoctorwho.moegamer.net/?p=34882 It emerged today that the entire Features team of the gaming website TheGamer has been laid off, after owner Valnet decided that it likes money more than having actual employees who are capable of writing. I'll admit that I was never a particular fan of TheGamer for a variety of reasons, but regardless of my … Continue reading #oneaday Day 502: Another reminder that traditional games journalism is all but dead

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It emerged today that the entire Features team of the gaming website TheGamer has been laid off, after owner Valnet decided that it likes money more than having actual employees who are capable of writing.

I'll admit that I was never a particular fan of TheGamer for a variety of reasons, but regardless of my own personal feelings about the site, this sucks. It's the latest instance of something that has continued to suck for a while now, with even big names of the games journalism industry — if such a thing even exists any more — suffering widespread layoffs, cutbacks and significant worsening of what they offer for their audiences. Enshittification, if you will. And yes, even longstanding behemoths like IGN and Eurogamer have been subject to this. According to VideoGamesChronicle and PressEngine, more than 1,200 journalists have left the business entirely in just the last two years — and that's not taking freelancers into account. (That puts the figure nearer 4,000.)

Honestly, seeing this happen to TheGamer isn't a surprise, though. This is just what the site's owner, Valnet, does. They buy up sites that were once successful, rip out everything that made them distinctive and unique — i.e. the people who worked hard on establishing the site's identity — then proceed to replace everything with slop. I would not be surprised at all if in short order we start seeing casino advertorials and AI-generated garbage on what remains of TheGamer.

Valnet and their big rival, Gamurs, are a scourge on what was once a thriving sector. They both take this model: they buy "verticals" (ugh) that they want to add to their portfolio, and then think that just because they now own, say, Polygon, that they have unlocked an infinite money glitch. But they have not — for a variety of reasons, not which is the model on which ad-supported commercial games journalism has been forced to operate for years now.

This article by Luke Plunkett of Aftermath sums it up nicely: these sites had been stuck in operating in the same way as 2000s-era Kotaku, which is to post as much as possible, as often as possible, and it didn't matter too much if nothing of any real substance was being said. It was all about the content.

I've been through this, too. During my time on both GamePro and USgamer, I was specifically hired to be someone who operated on a different time zone to the rest of the staff, with my responsibility being to ensure that there were things ready to read on the site by the time North America woke up. These typically end up being "news" posts, which, in the churn of having to produce so much content every day, often end up being little more than you could learn from just following a company's social media account or signing up to their mailing list.

"Guide content", that odious practice where every single site has to have 5,000 articles explaining every minutiae of every hot new game (and often badly, to boot), is also at play here, with the entire Internet gradually being flooded by "what is today's Wordle solution?" posts, individual articles explaining each and every shrine in The Legend of Zelda (often badly) and inconclusive, vapid answers to questions no-one was really asking with any great seriousness. It's all about the pursuit of endless, relentless content, and it doesn't matter if it's any good or not, it just has to be fresh, constantly updated and now.

And it sucks! It's not doing anyone any good! It's not making the writers on these sites look good, it doesn't make the games they're covering look good, it doesn't make the site look good, and it doesn't inform the readership of anything worthwhile. It just means those readers have something new to scroll through every time they refresh the page while they're staring, glassy-eyed, at their phone for the 14th consecutive hour that day.

It sucks that it has to be this way, too, because the presence of a specialist press is important. The idea that we might, one day, be completely without a games press altogether is absolutely baffling, but with every round of layoffs like the one we've seen today, we get closer to that dystopia.

Reader-supported sites such as Aftermath, 404 Media (not games, but relevant) and Giant Bomb are doing great work, but it remains to be seen how sustainable that model is — particularly as so many of the bloody things are starting to pop up that it is no longer possible or affordable for anyone to be "widely read" when it comes to good-quality games coverage. That's not necessarily a bad thing, given that back in the '80s and '90s we tended to be loyal to individual magazines rather than reading all of them, but it's a big shift in how the Internet has traditionally worked.

I don't even know what to think any more. It's bleak out there. And I wonder if it's ever going to get better again. I just want to have some fun websites to read again, by people who know their craft and are passionate about it. We used to have that — why can't we have that again? Why can't we have 1up.com again?

Those are rhetorical questions.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 501: The difference a supportive employer makes https://imnotdoctorwho.moegamer.net/2025/10/21/oneaday-day-501-the-difference-a-supportive-employer-makes/ https://imnotdoctorwho.moegamer.net/2025/10/21/oneaday-day-501-the-difference-a-supportive-employer-makes/#respond Tue, 21 Oct 2025 17:33:17 +0000 https://imnotdoctorwho.moegamer.net/?p=34879 I had my annual appraisal at work today. Honestly I always dread this because of just… everything going on inside my head most of the time, not least of which is ever-present impostor syndrome, but I was especially dreading it this time because I knew I would have to have a Difficult Conversation about aspects … Continue reading #oneaday Day 501: The difference a supportive employer makes

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I had my annual appraisal at work today. Honestly I always dread this because of just… everything going on inside my head most of the time, not least of which is ever-present impostor syndrome, but I was especially dreading it this time because I knew I would have to have a Difficult Conversation about aspects of my job that I was struggling a bit with. The details are not important, but nothing you need to worry about — my career is fine and I have not murdered anyone!

Why should this make me feel dread, rather than hope about having an open conversation that both I and my colleagues can move forward from? Because on multiple occasions in the past, attempting to have a Difficult Conversation like this has resulted in a less-than-supportive atmosphere from my immediate superiors and employers. On multiple occasions it has led to me leaving a role altogether. And, as I'm sure you're aware from my general enthusiasm for what I do now, I did not want that to happen this time around.

I had no reason to believe that speaking my mind and being frank about my mental health would result in disastrous consequences for my job and career in this particular instance, of course — I get along very well with my colleagues, immediate superiors and even senior management. That's the advantage of working for a relatively small company: you can get to know everyone, and they can get to know you.

But still I felt it: that dread. What if it was misinterpreted as me being lazy, or not wanting to do my job, or something like that? Impostor syndrome is a terrible thing, as it means you live in constant fear of being "found out". Exactly what you fear being "found out" is often not entirely clear, but the end result is often that familiar feeling of dread when you're in a situation where the right thing to do is to confront something that's been worrying you, and seek support if needed.

As should hopefully already be clear from the title of this post, the Difficult Conversation went well, and I now feel a lot more confident and hopeful about the future. I won't go into details because you don't really need to know — it's nothing any of you need to worry about, I should add, however — but suffice to say that we have a Plan for the immediate and mid-to-long-term future that will hopefully result in me feeling a lot better about a lot of things, and feeling a lot less in the way of the burnout I have been suffering a bit over the course of the last while.

It's all about thinking about where your particular strengths and skills are, and considering how you can best use those as part of your overall team. Go into a situation like this thinking "I don't want to do this any more" and the whole thing is probably going to end sub-optimally. Go into this thinking "these are the things I'm good at, and I don't think my current responsibilities make the best use of those skills", however, and you can look to the future with hope and positivity. This is, it should not have to be said, a good thing.

Because ultimately, we have to work. That's the way society is. In the absence of any sort of universal basic income scheme — which is a whole other topic of discussion — we all have to work. And if you have the opportunity to make a change for the better and not find your mental health ebbing away at least partly as a result of daily responsibilities that aren't a good fit for you, it pays to take that bold step, say "I'm not entirely happy right now", and try to figure out a good solution for yourself.

I am painfully aware that not everyone has the luxury of being able to do this. I have been in situations where I have not had the luxury of being able to do this in the past, and it really sucks. So I was beyond pleased when the end result of the discussions today was positive, helpful and hopeful, and I'm glad I had the courage to stand up and admit that I had been struggling a bit. I am incredibly thankful for the opportunities I've been given, and the position in which I find myself. It took me a very long time to get here, so I am keen to make it work as well as I can.

So that's what I'm doing. And I'm grateful that I can do that.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 500: Meaningless milestone celebration https://imnotdoctorwho.moegamer.net/2025/10/20/oneaday-day-500-meaningless-milestone-celebration/ https://imnotdoctorwho.moegamer.net/2025/10/20/oneaday-day-500-meaningless-milestone-celebration/#respond Mon, 20 Oct 2025 20:12:54 +0000 https://imnotdoctorwho.moegamer.net/?p=34876 It's post 500 of my second time around on this nonsense! Hooray! We should celebrate, probably! 500 posts, of course, doesn't really mean anything, because it's not a year (it's more than that) and it's not two years (it's less than that). Although "500" is a nice round number, time's frustrating need to use non-round … Continue reading #oneaday Day 500: Meaningless milestone celebration

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It's post 500 of my second time around on this nonsense! Hooray! We should celebrate, probably!

500 posts, of course, doesn't really mean anything, because it's not a year (it's more than that) and it's not two years (it's less than that). Although "500" is a nice round number, time's frustrating need to use non-round numbers means that doing something 500 days in a row (give or take a couple of missteps here and there, which have always been corrected and accounted for) doesn't mean anything other than the fact you reached an arbitrary milestone.

But a milestone it is, nonetheless, and so celebrate we shall.

I have been enjoying getting back to this daily blogging malarkey. Blogs are all but dead these days, of course, but as I've frequently noted on here, I don't write this for any sort of Internet approval or to watch numbers go up. I write this because I find it valuable and helpful to do so. It's a means of expressing myself that has only let me down on one occasion in the last 17 years, and that was the fault of the platform holder at the time rather than the medium itself. It's a means of, at times, processing complicated thoughts that I'm not sure how to talk to people about. It's a means of me helping to understand myself, I guess.

It took me a little while to get back into the rhythm of things, I'll admit. When I kicked things off again on June 8th last year, I wasn't in a great place mentally. It hadn't been long since we had lost our beloved Meg, and I was still reeling from that somewhat. I had just had a day of fun with some friends, though, and that had energised me somewhat, inspiring me to put "pen" to paper once more. I note with a grim expression that I have not heard a peep from any of those people since I got exceedingly frustrated and upset with them in May of this year, which is something I am not going to get into right now. Sigh. I digress.

Anyway, yes. I was not in an amazing place mentally, but I was also conscious of not wanting every single post on here to be moaning about something, or to keep retreading the same subject matter over and over again. On my past time in the #oneaday mines, I managed to put out some of my most creative blog posts — and often during some of the bleakest periods of my life, too. Hardship breeds creativity or something. That's not a saying, but you know what I mean.

Over time, I think I've settled back nicely into a reasonably good rhythm of being able to write about personal things, write about things I enjoy like books, games and music, and write complete and utter nonsense. Some may say that a blog needs to have a "specialism" if you want readers, and to that I say two things.

One: I've already said that I don't particularly care about readers. No, that sounds too harsh; it's not that I don't care, but it's more that… this place is primarily for me, and anyone who happens to stumble across it, read it and enjoy or get something out of it is a happy bonus. I'm not going to actively discourage anyone from reading, but I'm also not going out of my way to promote it or try and get people to read, either. I don't even share most of these posts on what little social media I still have remaining.

Two: I have a blog with a specialism. It's called MoeGamer. You might already follow it. If you do, thank you, and that's great! This blog is, and always has been, unfiltered Pete. It's my online scrapbook of sorts, where I can just write whatever nonsense is in my head on any given day, and then perhaps look back on it in a few years time and recall some things that I might have otherwise forgotten. That is actually something I do quite often.

So anyway. After 500 days on this second trip around the block, I'm happy with where this blog is and what I'm doing with it. It's a shame that we'll likely never see the same sort of blogging community as we once had in the early days of the #oneaday project first time around — there are some people I met from that period in time that I really miss, and have no idea where to find them any more! — but this place is fulfilling the purpose that, more than anything, it was always designed for.

So here's to 500 days of this rubbish, and maybe another 500 more after that, and maybe many more 500s after that. Meaningless milestone it may be, but it is still a milestone. So happy 500 to me!


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

If you want this nonsense in your inbox every day, please feel free to subscribe via email. Your email address won't be used for anything else.

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#oneaday Day 499: A productive day of video-making https://imnotdoctorwho.moegamer.net/2025/10/19/oneaday-day-499-a-productive-day-of-video-making/ https://imnotdoctorwho.moegamer.net/2025/10/19/oneaday-day-499-a-productive-day-of-video-making/#respond Sun, 19 Oct 2025 21:54:42 +0000 https://imnotdoctorwho.moegamer.net/?p=34873 The MiSTer Multisystem 2 has been everything I hoped it would be: an all-in-one retro gaming device that I can very easily use to both enjoy classic games on a CRT television, with all the benefits that offers, and be able to capture footage from said games to make videos about them. The dual outputs … Continue reading #oneaday Day 499: A productive day of video-making

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The MiSTer Multisystem 2 has been everything I hoped it would be: an all-in-one retro gaming device that I can very easily use to both enjoy classic games on a CRT television, with all the benefits that offers, and be able to capture footage from said games to make videos about them. The dual outputs on the Analogue model of the Multisystem 2 means I can do both at the same time, and it's a real delight. So I made a grand total of five (count 'em!) videos today, and I feel like this is going to help me broaden my whole remit on my YouTube channel considerably.

I've built a small following with Atari-focused stuff, and I by no means intend to leave that behind completely. But there's so much fascinating retro stuff out there that I'd love to explore on video that it just seems daft not to… do that.

My aim for the channel has always been simply, to quote my own description, "make you feel like you're sitting down with an old friend to enjoy some great (and occasionally not-so-great!) games." The Atari focus just sort of happened with my own personal interest in the platforms, but it was never intended to be an Atari-exclusive thing, otherwise I would have branded the whole channel that way. Indeed, I'm having a lot of fun exploring weird and wonderful console titles right now — and some of my most successful, popular videos have been in that area.

I think the easiest way to put it is that my YouTube channel reflects how I like to enjoy games when I'm not on camera — I'm fascinated to explore the overlooked and underappreciated titles from both today and yesterday, and there's nothing I like more than being able to share my experiences with people, and those people find a new favourite as a result. As such, with a few exceptions — I'm almost certainly going to do some Ridge Racer at some point — you probably won't see "big name" or "triple-A" stuff on my channel, but you will see some lesser-known stuff that I either enjoyed a lot back in the day and think not enough people know about, or things that I've discovered more recently.

They draw minimal numbers, but I'm also pleased to be back into doing some long, episodic playthroughs. I'm really enjoying revisiting The Granstream Saga right now, and doing video series like this is a good reason to finally settle down and play some older RPGs that, for one reason or another, I have never gotten around to. I have a very long list of stuff that I'd like to play, and ideally I'd love to play them on the channel!

One thing at a time, though. The Granstream Saga is ongoing, but if I remember rightly that isn't super long overall. And then I guess I will have to spin a wheel or something to pick what comes next!

Anyway, if you're not subscribed and want to join me exploring some fun games, head on over to the channel and hit the subscribe button, maybe check out a few videos. It'll be like the good old days when we went over to each other's houses to play games together. Remember that? It's feeling like an increasingly dim and distant memory, but gosh, I miss it. That channel is the nearest thing I've got right now, so I hope at least a few of you derive the same value from it that I do.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

If you want this nonsense in your inbox every day, please feel free to subscribe via email. Your email address won't be used for anything else.

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#oneaday Day 498: Forgetful... again https://imnotdoctorwho.moegamer.net/2025/10/19/oneaday-day-498-forgetful-again/ https://imnotdoctorwho.moegamer.net/2025/10/19/oneaday-day-498-forgetful-again/#respond Sun, 19 Oct 2025 17:32:05 +0000 https://imnotdoctorwho.moegamer.net/?p=34870 Ooh, I forgot to write something yesterday, again. To be honest, yesterday just sort of went by in a haze. I don't feel like I really "achieved" anything. We went food shopping, which was something, but aside from that, not a lot happened. I didn't even really feel like I had much time to spend … Continue reading #oneaday Day 498: Forgetful... again

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Ooh, I forgot to write something yesterday, again. To be honest, yesterday just sort of went by in a haze. I don't feel like I really "achieved" anything. We went food shopping, which was something, but aside from that, not a lot happened. I didn't even really feel like I had much time to spend doing things I enjoy — before I knew it, the day was just over.

I did play the demo for the upcoming Nighthawks on Steam, though. I'll likely write something more substantial about this soon, but my first impressions on this short-but-sweet demo were very encouraging.

For the unfamiliar, Nighthawks is an adventure game/visual novel/RPG type thing published by adventure game maestros Wadjet Eye Games and developed by The Curiosity Engine. It's a vampire-themed game that obviously takes some heavy cues from Vampire: The Masquerade without actually using the World of Darkness license. Which is good, because it sounds as if the long-awaited Vampire: The Masquerade – Bloodlines 2 has turned out to be… not so good. As if anyone is surprised at that after its cursed development cycle.

Nighthawks, though — that gets the whole World of Darkness vibe, with a few interesting twists. For starters, in the world of Nighthawks, humanity is aware of the existence of vampires, so no need for the "Masquerade". That said, making use of your vampiric powers somewhere that you can be noticed is still frowned upon, so you still have to be a bit careful.

The game starts with you creating a character by establishing some elements of your background: where you came from, who your sire was, what your specialisms are. From there, you're thrown into the plot proper, where you arrive in town in search of a former contact who has absconded with something precious to you. As a pretty new vampire, you have no money to your name, no contacts and no reputation, so it's up to you to establish all these things — and I believe the full game ends up with you owning the eponymous nightclub and having to run it.

I really like what I've seen so far, and I'm going to try playing the demo again with a different character archetype to see what — if anything — changes. It looks as if it's going to be one of those games where you can very much "role-play" your character and have a markedly different experience depending on your choices, both during character creation and once the game proper is underway.

The demo is still up at the time of writing as part of Steam Next Fest, so be sure to download it and give it a go if it sounds like your sort of thing. In the absence of a good Vampire: The Masquerade game (though I must confess I never played those visual novels from a while back) it's looking like it has the potential to be a very good substitute.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

If you want this nonsense in your inbox every day, please feel free to subscribe via email. Your email address won't be used for anything else.

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#oneaday Day 497: Not exactly Shakespeare https://imnotdoctorwho.moegamer.net/2025/10/17/oneaday-day-497-not-exactly-shakespeare/ https://imnotdoctorwho.moegamer.net/2025/10/17/oneaday-day-497-not-exactly-shakespeare/#respond Fri, 17 Oct 2025 22:32:51 +0000 https://imnotdoctorwho.moegamer.net/?p=34864 You know sometimes you find yourself on the Web, idly browsing through nonsense, pointedly avoiding social media, and you occasionally stumble across something that is not exactly important, but which you nonetheless feel like talking about? That's me with the website Wikitubia, a website which is, as the name suggests, a wiki about YouTubers and … Continue reading #oneaday Day 497: Not exactly Shakespeare

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You know sometimes you find yourself on the Web, idly browsing through nonsense, pointedly avoiding social media, and you occasionally stumble across something that is not exactly important, but which you nonetheless feel like talking about? That's me with the website Wikitubia, a website which is, as the name suggests, a wiki about YouTubers and streamers.

In particular, I'm exceedingly fond of the "Quotes" section many pages sport, which quote the subjects of their page saying things that are regarded as somehow "noteworthy". Except I don't believe Wikitubia has any sort of "notability" criteria for these quotes, which means you end up with a list of complete non-sequiturs, devoid of context, that, more often than not, do not paint a particularly rosy picture of the YouTuber or streamer in question.

As an example, here's the list for the YouTuber "Jerma985", someone I have never watched and do not particularly care to watch, especially after reading this list of quotes — which, as the red scrollbar on the right suggests, is not the entire list:

Quotes
"You know... don't... say... sw... swears..."
"Okay, if I... if I chop you up in a meat grinder, and the only thing that comes out, that's left of you, is your eyeball, you'r- you're PROBABLY DEAD!"
"LIFE IS PAIN! I HATE-"
"OH LOOK IT'S A SHPEE!"
"And take care, everybody."
"Game sucks."
"IT'S OVER."
" What the F*CK is that thing?! "
"I'm not tiny, I'm compact."
"Check out this unprecedented grassroots movement from my boy Bern over here. Thanks guys. Can we get a BerniePog in the chat? BerniePog. BerniePog."
"Brush your teeth if you wanna not go to f*cking jail kids"
"HEY, how about you suck a fart out of my a**!?"
"Coffeeee, cheetooos, chickeeen..."
"Let's go, JERMA VS.STAR JERMA VS.STAR, EVERYBODY WANTS TO SEE THIS HAPPEN!"
"That joke's getting edited out of the video"
"Oh my god, I'm gonna squeeze an orange in my own mouth, and f*cking that's how I'm gonna drink orange juice tomorrow morning."
" I don't want you to ship me a Original Xbox. ".
"Merry Christmas, motherf*cker!"

Not exactly Shakespeare, is it? But then I'm not expecting a YouTuber to be Shakespeare. I just find it endlessly amusing that these specific quotes are picked out as being somehow "iconic" of the person in question. Of this list, I feel like Jerma comes off particularly well with "HEY, how about you suck a fart out of my ass?" and "Merry Christmas, motherfucker!" Truly one of the great philosophers of our time.

Let's do another one! Here's a selection from Videogamedunkey, a YouTuber I specifically dislike for a litany of reasons:

Quotes
I'm Hitman! (Hitman)
I'm Megaman!
I'm Sneakman!
I'm outta here!
I'm going back in!
GOTCHA!
What the b*tch?
Singed Flip!
Let's go to the ocean. (GTA 4)
Kindle? Nook? More like Josh Cook!
Good Job Dunkey.
Good Bye Dunkey.
YOU B*TCH.
Oh no... these people must have beat this whole boring a** game.
What the hell is going on, what is this, WHAT THE F*CK IS GOIN ON?!
It'll be YEEEEEEEEEEEEEARS before you can face me, Soraka!
No, not the Captcha!
Aww, sh*t...

This one is a particularly good example of what I'm talking about here, containing such pearls of wisdom as "GOTCHA!", "YOU BITCH" and "Aww, shit". As I'm sure you are aware, Videogamedunkey not only popularised these iconic phrases through saying them often enough to be quoted on Wikitubia, he actually invented all of them. Yes he did. He really did. (No he didn't.)

Another! In the interests of fairness, let's do someone I like. But that means I have to find someone I like who is listed on Wikitubia and who has a Quotes section. Bear with me a moment (grawr)… nothing for LGR, nowt for Classic Game Room, nada for Good Mythical Morning, I bet Game Grumps has something, though… nope, nothing for them either… Ah, here we go. ProJared!

Quotes
"Hey! It's me, ProJared!" - Jared at the beginning of almost every video he makes
"I'm playing X." - Jared's cold open intro
"Jim the knight. Killed by bees." - Jared in his first Hydelide video
"Yes, I cheated, and I'm okay with that." - Jared on cheating in Two Worlds
"OH MY GOD, IT'S MONSTER HUNTER! I LOVE IT, IT'S SO MUCH FUN!" - Jared in his Monster Hunter One Minute Review
"I rate this an X out of 10." - Jared at the end of almost every video he makes
"Hello ladies. And dudes."
"'Ey girl, what's up? You wanna f*ck?"
"Ready, go!" - Jared in his One Minute Reviews
"X gets a X out of 10 from me." - Jared in his One Minute Reviews
"Don't be that guy! Nobody likes that guy!" - Jared in a DnDecember video
"I have the receipts." - Jared in his "YOU'VE BEEN LIED TO" video
"The next time you see someone being cancelled with a mob attacking them and going after them, ask 'What's the other side's story?' 'Is there more to this?' How do you know that they deserve to be bullied and shamed? Through evidence? Or through public opinion? Nobody likes cancel culture, until they get an opportunity to cancel someone." - Jared at the end of his "YOU'VE BEEN LIED TO" video
"Ever wonder WHY a game is good? Or why it's bad? I'm ProJared, and I'll tell you why. Emphasis on RPGs and retro games most people have never heard of!"

If you're wondering where that random epic rant about "cancel culture" in the middle came from, it was from his extremely well-measured response to some exceedingly nasty allegations that were made against him in 2019 — allegations which he later comprehensively disproved, leading to one of the most impressive redemption arcs I've seen in the online space.

While I know some folks have an issue with the term "cancel culture" due to it often being abused by the worst people on the Internet today, 2019 was a time when the term "cancelling someone" was at its height, particularly among those who were doing their best to destroy someone's reputation. It was often paired with the "crab rave" GIF and coupled with hashtags along the lines of #[name]isoverparty, celebrating the "death" of someone's career online.

Aside from that… again, not a particularly solid list of quotes, is it? I mean, "I'm playing X" and "'Ey girl, what's up? You wanna fuck?" are hardly the sort of thing great literature is made from, are they?

Anyway, Wikitubia is kind of stupid and its Quotes section is even more stupid. But it is, at least, a little bit amusing. And no, I'm not on there. I'm not nearly noteworthy enough, even for Wikitubia — although I must say, I am kind of surprised that some of the particularly annoying people my wife occasionally watches (several of whom have millions of subscribers) are nowhere to be seen, either. I guess it's because the vast majority of Wikitubia seems to be gaming-related YouTubers and streamers, perhaps unsurprisingly. Gaming enthusiasts are exactly the sort of nerds who would compile a list of stupid quotes from people they watch online, after all.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 496: Farewell, DI Parker https://imnotdoctorwho.moegamer.net/2025/10/16/oneaday-day-496-farewell-di-parker/ https://imnotdoctorwho.moegamer.net/2025/10/16/oneaday-day-496-farewell-di-parker/#respond Thu, 16 Oct 2025 18:10:43 +0000 https://imnotdoctorwho.moegamer.net/?p=34860 I am still watching Death in Paradise on my lunch breaks, and I've just got to the end of Ralf Little's run as the lead, Detective Inspector Neville Parker. He follows Ardal O'Hanlon, Kris Marshall and Ben Miller in taking the central role, and I think his run on the series might have been one … Continue reading #oneaday Day 496: Farewell, DI Parker

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I am still watching Death in Paradise on my lunch breaks, and I've just got to the end of Ralf Little's run as the lead, Detective Inspector Neville Parker. He follows Ardal O'Hanlon, Kris Marshall and Ben Miller in taking the central role, and I think his run on the series might have been one of my favourites to date.

I enjoyed Miller, Marshall and O'Hanlon's time in the leading role, too, but Little's time in the hot seat felt like it had one of the most coherent character arcs for the central character. It helped that he, as a character, probably had the most room to grow of all the show's leading men to date — and the fact he was in place for about three and a half seasons, which is longer than his predecessors.

Death in Paradise is a heavily formulaic show, and to some people, that sort of thing can be annoying. Hell, formulaic shows are, at times, anathema to me — I can't stand reality TV shows that all adopt the "one of them gets voted off after a long, pregnant pause" format, for example — but for some reason, I find the relative predictability of Death in Paradise enjoyable, even comforting.

That extends to the role of the lead character, too: they're always a fish-out-of-water detective who has been brought across from some British police force (O'Hanlon's character, despite being Irish, was part of the Metropolitan Police in London before joining the Honoré gang) but the exact form of that varies somewhat. Miller's DI Poole was a grumpy old fart who gradually softened as he spent time with his comrades, until he was murdered, anyway; Marshall's DI Goodman was clumsy and scatterbrained but brilliant; O'Hanlon's DI Mooney was by far the character who was most at ease on the island; then Little's DI Parker went to the other extreme.

Initially resistant to everything the island of Saint-Marie had to offer — and allergic to everything — Parker was gradually brought out of his mosquito-repellent shell by his DS, Florence Cassell (Josephine Jobert), who had been a fixture on the show for some time, and showed some real character growth, culminating in him developing feelings for Florence. It was not to be, however, as not only did she reject him, at least partly because she was still smarting from the murder of her former fiancée, but a case forced her undercover and subsequently into the witness protection programme, conveniently bringing her time on the show to a close for a while.

Parker had a number of other good storylines along the way, too. They were ridiculous if you stop to think about them for a moment, but the same is true for the entirety of Death in Paradise. If a single locale had the murders per capita that Saint-Marie has, I suspect the authorities would declare it a complete lost cause and just firebomb it into oblivion. But I digress.

Probably the best of Parker's storylines was his holiday romance with a woman named Sophie. This initially appeared to be a complete mirror image of Goodman's romance with Martha, which ultimately led to him departing the show (and the pair getting their own spinoff series) but subsequently developed into something much more interesting. I doubt any of you reading this particularly care about Death in Paradise spoilers, but for the sake of anyone who might fancy watching this silly show, I will refrain from giving any further details for now.

Parker's finale, which saw him all set to depart Saint-Marie on a worldwide journey of self-discovery — just in time for Florence to return to the island and realise her feelings for him — was a good one, too. The promotional material for the episodes on BBC iPlayer did a good job of implying that it might be Parker who ended up murdered in his last episode — as previously noted, it wouldn't be the first time the show had killed off its lead — but he ultimately got a good, happy sendoff. I was glad about that; as a character, it felt like he deserved a happy ending. Not that Miller's poor old DI Poole didn't, but the surprise, sudden nature of his departure was very effective, and I'm not sure it would have worked for a second time, even with multiple seasons in between them.

Anyway, I'm surprised at a few things about my enjoyment of this show. Firstly, quite how attached I am to the various characters. Secondly, how well it handles feeling coherent despite a core cast that has been almost completely replaced multiple times over the course of its various seasons. By firmly grounding the show in its geographical setting, and having characters like Commissioner Patterson and bar owner-turned-mayor Catherine, the show establishes itself as a firm base that the rotating core cast builds atop, and it works. It helps prevent the show feeling too stale — and it's nice to see that some characters do get the chance to come back, too. I was particularly pleased to see the return of Danny John-Jules' Dwayne Myers, especially since his former squeeze Darlene had become an officer of the Honoré force in the meantime.

It's ultimately all rather silly comfort TV, and I suspect as soon as I've finished watching its complete run, I'll forget all about it. But for now, Death in Paradise has been a thoroughly pleasant watch — and I look forward to seeing where it goes from hereon.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

If you want this nonsense in your inbox every day, please feel free to subscribe via email. Your email address won't be used for anything else.

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#oneaday Day 495: Bullying https://imnotdoctorwho.moegamer.net/2025/10/15/oneaday-day-495-bullying/ https://imnotdoctorwho.moegamer.net/2025/10/15/oneaday-day-495-bullying/#respond Wed, 15 Oct 2025 19:48:59 +0000 https://imnotdoctorwho.moegamer.net/?p=34857 Inspired by, of all things, an episode of Death in Paradise that had bullying as its core motive for murder, I feel inspired to reflect on some past incidents where I have encountered bullying. Because there have been quite a few, and, honestly, I'm not sure that many of them ever ended up being resolved … Continue reading #oneaday Day 495: Bullying

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Inspired by, of all things, an episode of Death in Paradise that had bullying as its core motive for murder, I feel inspired to reflect on some past incidents where I have encountered bullying. Because there have been quite a few, and, honestly, I'm not sure that many of them ever ended up being resolved in a particularly satisfactory manner. (I have not, to date, committed murder.)

This might be a long one, just to warn you. I haven't written it yet, so I don't know, but I have a feeling this might be a long one. You have been warned!

I have always been a somewhat awkward individual to varying degrees. In my middle age, I now know this to be an autistic spectrum disorder, of course, but growing up (and onwards into young adulthood) I never really sort of felt like I quite fit in.

In primary school, I somehow attracted the attention of several bullies. I don't recall doing anything in particular to rouse their ire initially; I guess I was just seen as an easy target. The kid with the unfashionable hair and the big ears and the posh-sounding voice.

This started early on. Kids from the upper end of the school would pick on me, a kid considerably younger than them, mercilessly. I would be taunted for my ears, I would be insulted, I would even be beaten up. Occasionally I would lash out, and inevitably get in trouble for doing so. On multiple occasions, I recall my frustration at the sheer injustice of it all being such that I ended up deliberately provoking the bullies in question so they would do something they shouldn't have, and I would do my best to ensure it was within eyeshot of a dinner lady. But, again, I don't think anything substantial ever really got done about it.

Oh, sure, the bullies might have been put in "the yellow book" once or twice (our headmaster thought it was cute that people getting in trouble could get put in "the yellow book" or "the red book" according to the severity of the transgression, using football's yellow and red cards as an analogy) but they suffered no lasting consequences for their actions and demonstrated no remorse whatsoever.

What's worse about being bullied at school is when some people see you getting bullied, they decide to side with the bully — whether just for a quiet life or because they genuinely wanted to be seen as one of the "cool kids" — and that, on more than one occasion, included people that were supposedly my friends. On multiple occasions, I fell out with these supposed friends because they had decided to pick on me, not in that sort of silly, lighthearted way you do with your friends, but in the same way as the bullies. It really sucked, but pretty much every time I eventually forgave them, for ours was a Christian school, and forgiveness was What You Did.

As I progressed up the school and my former tormentors left, I still wasn't free. Some days people that I otherwise got along perfectly fine with would just turn on me, and I'd be left with nowhere to go, full of anger and frustration at a world that just wasn't fair. I was doing well academically — probably one reason the bullies decided to pick on me, as shameful as that might sound — so it was upsetting and frustrating that I couldn't just enjoy school. What made things worse is that there were other people in the same "top groups" for various subjects at me, and they never suffered like I did; they were "in" with the "cool kids" and thus never had to contend with this.

When I arrived at secondary school, I hoped that it would be a fresh start. And it was, to a degree. On my first day, I was sat next to a kid named Murray, who I didn't know because he had come from a different primary school. I turned around to my friend Matthew and said, with some genuine anguish, "I can't remember how to make friends," but he just shrugged and continued getting along with the person he had been sat with. I attempted to make small talk with Murray, but it didn't really go anywhere.

Some time later, Murray decided that I would be a suitable target for bullying, and he took to insulting me and physically abusing me to varying degrees. It was relentless, and all too familiar to me — and this time, it was coming from a member of my peer group, and thus someone I couldn't easily escape from.

I cracked one day. After he'd been flicking rubber bands at me all morning, I turned around, grabbed him by his collar and thumped him really hard in the face. Unfortunately, the moment I had picked to do this was exactly as our headmaster was walking around the corner, and he saw everything.

To the credit of the school's senior staff (and my parents, when they were informed), they agreed that I had been pushed too far by Murray's behaviour, and they understood why I had lashed out, but they also made it clear that what I had done in response was also unacceptable. My secondary school wasn't a Christian school like my primary school, but it still very much held the attitude that the "correct" way to respond to a bully was to "just say 'no' to them". Like that helps when you're being beaten up.

As a result, I ended up put on "report", which meant that for a week, during lunchtimes and breaktimes, I had to report to a member of staff every five minutes and get a sheet of paper signed. As a deterrent for doing anything stupid, it was certainly effective, but it was also mortifyingly embarrassing. I recall bursting into tears in the dining hall, surrounded by my bewildered friends, at the frustration of the situation. Because it was frustrating, but in that instance, I, at least, knew that Murray had suffered a harsher punishment than I had. I believe he was suspended for a short period; he may even have ended up expelled at some point, because I actually don't remember running into him again beyond year 7 — though that may just be the haziness of the distant past talking.

At secondary school, I once again suffered those occasions when people would inexplicably turn on me without provocation. I absolutely was not a cool kid as a teenager; I had terrible hair (and no understanding of how to make it not-terrible, a trait I maintain to this day and primarily avert by shaving my head), I had teenage zits, I probably smelled bad, and I wasn't into anything cool like football. I understood early on that cliques formed, and I was fortunate enough to find myself in a little clique of my own, and those friends mostly stuck by me for the majority of secondary school. But there were still days when, for one reason or another, they'd decide to play up at my expense.

I think my least favourite incident in this regard was the time when, on attending the local county concert band, as I did on a weekly basis, I overheard a girl I thought I got along well with (and rather fancied, truth be told) talking to her compatriot from another school on Second Clarinet. She was being less than complimentary about someone, but the conversation sounded amusing and fun. So I asked her about it during the break in the rehearsal. She laughed it off and said nothing, and I knew immediately that it was about me. I don't know if she intended me to overhear, but I never quite felt the same about her after that.

On one particularly memorable occasion, a fight was organised between me and another kid also named Peter; I had no particular beef with him, so this fight being organised was more baffling to me than anything. I suspect it was the kids responsible wanting to feel like they had "power" over people, like they could make them do anything. I hope they were severely disappointed when neither of the two Peters turned up to the supposed fight time and place.

As I progressed through secondary school, bullying became less and less common, and completely non-existent by the time I reached sixth form, which is one of many reasons I look back on that period as one of the best times of my life. It was bliss to be in an environment where I could thrive, surrounded by people I got along with and liked, and not bothered by people who, for whatever twisted reason they had justified in their mind, wished me ill.

I was fortunate enough to not encounter any bullying during my time at university, either. I had a good group of friends who were very supportive, and we were a close-knit group that did a lot together. That staved off any interference from anyone who might wish any of us harm — we had one another's backs if it came down to it, but it never did, thankfully.

When I finally left university as a qualified teacher, I once again encountered bullying — not just as a teacher tasked with resolving such incidents in his class, but also as a member of staff. I felt ostracised and unwelcome among much of the staff of one of the schools I taught at, including my own head of department, and felt very unsupported. It was this, among other things, that contributed to my having a nervous breakdown on the job; I will forever be grateful to the few teachers on that staff who would give me the time of day, and who were supportive, both during that particular episode and when I just needed a good rant come 3.30 in the afternoon — the head of the English department and the head of Drama in particular.

And that wasn't the end of it. When I worked in retail, I had what appeared to be a dream job for quite some time, progressing through the positions it was possible to have at the store, and learning a lot in the process. Then one day, I learned that one of my colleagues and friends was being mistreated quite badly by management; I agreed to act as a witness in some frankly unwarranted disciplinary proceedings he was suffering, but managed to end up with a target painted on my back as a result. I ended up bullied out of that job, even going so far as to bring official grievance proceedings against the managers responsible — but of course, that went nowhere.

Management closed ranks and completely ostracised me from thereon, so I wrote them a six-page resignation letter than explained exactly why I was leaving. To my great satisfaction, this letter caused the entire management team to lock themselves in a meeting for an entire day. It didn't help my career — I had already committed to leaving, anyway, but it sure felt good.

The penultimate incident that happened is one that still genuinely causes me traumatic flashbacks to this day — and I will name and shame the company in this instance. SSE, the energy company, by far the worst place I have ever had the misfortune to work, and that includes three failing schools.

SSE's corporate culture is to obsess about safety. And I'm not joking. This is a company where you get told off and written up if you're seen not holding a handrail going up stairs; where you get a stern warning from your manager if you drop a pen under your desk and don't wear a "bump cap" to retrieve it; where the obsession with Safety is an active detriment to productivity.

My problems there actually didn't stem from this side of things at all, surprisingly; it stemmed from my team leader and her team leader, both of whom one day apparently decided to take a dislike to me. I had been working well as someone who helped keep SSE's poorly organised website up to date, and I had even led up a project to completely refresh M&S Energy's website, since that was actually part of SSE. I was a productive member of the team, and, up until this point, I had thought I was getting along with everyone.

One day, I was pulled aside by these two individuals and presented with a letter saying that I was to face disciplinary action for looking at my mobile phone too often during work hours. This was back when I was big into Twitter, and thus my phone was something of a lifeline for communicating with far-off friends, particularly since the friends I saw in person on a semi-regular basis were already starting to become… less regular sights.

Also, I didn't really feel like it would be a problem, since not only was I completing all the work that had been assigned to me in a timely manner and to an excellent standard, all the other members of my team — including the one accusing me now — were on their phones all day every day, and I even caught one of them writing a fucking novel on her computer when she was supposed to be working.

Apparently, because I was still technically on my probation period, they decided to treat this complete non-issue with the severity of if I'd just fucked the photocopier and made the CEO watch or something. I was given notice of a disciplinary meeting whose outcome was clearly decided in advance, and given the opportunity to plead my case. I did so. I was fired, and because I was still on my probation period, that was that, then and there. It was abundantly clear that I had just been bullied out of a second job for no discernible reason other than two people had inexplicably decided to take issue with me. Maybe I made them look bad by getting work done more quickly and better than them. To this day, I genuinely have no idea; I just know that I hate those two individuals.

I yelled obscenities at the gathered group around the table, because I figured if I was never going to see them again, I might as well. I was fucking furious. And I still am, every time I think about this scenario. During particularly low ebbs of mental health, I find myself back in that room, surrounded by people who inexplicably hate me for no reason, and I want nothing more than to lash out more than I actually did. Flip the table. Fling a phone at someone. Beat someone with their folder of "evidence" (which, aside, was remarkably empty-looking). Go much further than yelling "fuck you" and storming out of the room, slamming the door so hard a picture fell off the wall.

That side of me scares me a bit, to be perfectly honest. It scares me that my mind conjures up such images — and it scares me that every time I feel like I've been pushed to feeling like that, it's because I've been bullied; it's been a situation that has been beyond my control.

There is a more recent example, too, that relates to my time at USgamer, and honestly I've always been hesitant to talk about it in specifics for a whole manner of reasons, but suffice to say that, too, was a very obvious instance of bullying. More than ten years later, I am still furious with the person responsible, and how they have never, ever seen any consequences for their actions — and likely never will. The most I can do is never, ever buy a book with his name on — and perhaps punch him in the balls if I am ever unfortunate enough to be in a room with him.

And this is to say nothing of the numerous minor incidents I have encountered over the years where a complete stranger will insult me and threaten me because of the way I look, and my weight. All of those are bullying, too. The most recent of those was just a couple of weeks ago.

As I say, the most frustrating thing about bullying is that, more often than not, there is no closure. There is no justice. And, if you've ever been a victim of it, that really sucks — because all you can do is pick yourself up, dust yourself off, and hope it never happens again. That this last incident, finally, will really be the last time you have to suffer.


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#oneaday Day 494: Goddamn gacha https://imnotdoctorwho.moegamer.net/2025/10/14/oneaday-day-494-goddamn-gacha/ https://imnotdoctorwho.moegamer.net/2025/10/14/oneaday-day-494-goddamn-gacha/#respond Tue, 14 Oct 2025 19:55:25 +0000 https://imnotdoctorwho.moegamer.net/?p=34854 Recently, Square Enix announced that it was doing a new Dissidia Final Fantasy game. For a brief, blissful moment, I was hoping that we might actually have a proper new Dissidia, and not whatever that last thing on PS4 was, but no. Of course it's a fucking free-to-play gacha game. Of course it is. I'm … Continue reading #oneaday Day 494: Goddamn gacha

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Recently, Square Enix announced that it was doing a new Dissidia Final Fantasy game. For a brief, blissful moment, I was hoping that we might actually have a proper new Dissidia, and not whatever that last thing on PS4 was, but no. Of course it's a fucking free-to-play gacha game. Of course it is.

I'm so sick of gacha games. I'm sick of them exploiting people, I'm sick of them being poorly designed games, I'm sick of them being the only peep we hear from once-beloved franchises, and I'm even sick of them leaning hard into the "sex sells" angle. And I say that as a card-carrying lover of anime tiddies.

The new Dissidia game supposedly has Final Fantasy characters brought to real-world Tokyo and has full Japanese voice acting. Great! Why isn't it a proper game? Because I'm sorry, another thing I'm sick of is people who scold you for "looking down" on gacha games "because they're successful".

Gacha games are shite. They're marginally less shite today than they once were, but they're still shite.

I'll give you a bit of context. Following the surprise and sudden closure of GamePro, I found myself working on a business-facing publication that looked at mobile and social games. Free-to-play games — both on mobile and, at the time, Facebook — were really starting to take off around that point, so I was paid a frankly impressive salary to suffer through playing them every day.

One that I remember specifically being encouraged to look at was Rage of Bahamut by Cygames. This, I was told, was part of a new trend for what was, at the time, known as "card battling" games. Great, I thought. I like Magic and Ascension and Dominion — this'll be a great fit for mobile.

Except Rage of Bahamut had about as much gameplay as a '90s webpage — and had an interface to match. Progressing through the game's plot literally involved nothing more than clicking the "Advance" button multiple times, watching your "Energy" bar decline with each step and your "Experience" bar increase concurrently. Occasionally you'd be thrown into "battle", during which the numerical values of the cards in your hand were added up and compared to your opponent's, and whoever had the bigger number won. There was absolutely no interactivity whatsoever — the sole "strategy" for the game, if you can call it that, was making those numbers as big as possible. And, of course, the most efficient way to do that was to pay money, which would guarantee you "rare" (higher value) cards.

Zoom forward a few years and you have games that are at least attempting to hide this formula somewhat, but they're all still, at their core, nothing but "make bigger number than opponents" games. Two of the most popular examples, Cygames' Granblue Fantasy and Aniplex's Fate/Grand Order, dress it up with fancy turn-based battles that look like they're from proper RPGs, but ultimately both are about just making sure you have valuable enough cards to overpower everything in your path.

The frustrating thing is that these games often have quite good, interesting stories to them, but the gameplay is so unimaginably tedious that I have absolutely no desire to play them whatsoever — and even if that wasn't the case, the utterly exploitative monetisation would do the trick for me.

Most of the gacha games in my experience provide various different "packs" of the premium currency required to draw new cards, characters or whatever, but pretty much every one has required that you spend at least twenty quid in order to get a worthwhile draw. The alternative is grinding, grinding, grinding through the tedious, shitty gameplay in the hopes of being given a scrap of premium currency to draw some rare cards once in a blue moon. Twenty quid can buy you multiple good games that you can just enjoy at your leisure from thereon!

And many of these games are flagrantly, transparently attempting to use quasi-erotic artwork as a means of extracting money from their player base. Azur Lane is one of the worst in this regard, with more recent competition from Nikke: Goddess of Victory, a game with more jiggling arses than I think I've ever seen, even in Senran Kagura. They'll offer a "limited banner" of some exceedingly attractive character in a skimpy outfit, and players will gullibly throw money at the game in the hopes of getting a PNG or a Live2D image of their waifu, and the cycle will repeat over, and over, and over again.

These games have no soul. These games have no value. And I wish they would go away. But after over 10 years of suffering their presence, it doesn't seem like they're going anywhere any time soon, with a significant number of companies now seemingly reliant on the obscene income they draw in (and the minimal expenses they almost certainly cost to run).

Mobile gaming is dead to me. And, apparently, so is Dissidia. At least I still have the two PSP games to enjoy.


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#oneaday Day 493: The breakneck pace of Final Fantasy IV https://imnotdoctorwho.moegamer.net/2025/10/13/oneaday-day-493-the-breakneck-pace-of-final-fantasy-iv/ https://imnotdoctorwho.moegamer.net/2025/10/13/oneaday-day-493-the-breakneck-pace-of-final-fantasy-iv/#respond Mon, 13 Oct 2025 20:58:27 +0000 https://imnotdoctorwho.moegamer.net/?p=34850 As one of several games I have on the go right now — for a bit of variety, like — I decided to start up Final Fantasy IV Pixel Remaster. I've played Final Fantasy IV I think twice before — and one of those was on PlayStation, so your sympathies are gratefully received, though that … Continue reading #oneaday Day 493: The breakneck pace of Final Fantasy IV

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As one of several games I have on the go right now — for a bit of variety, like — I decided to start up Final Fantasy IV Pixel Remaster. I've played Final Fantasy IV I think twice before — and one of those was on PlayStation, so your sympathies are gratefully received, though that version at least isn't quite as bad as PS1 Final Fantasy VI — and remembered it being quite short, though I had forgotten quite how fast it moves.

I'm two hours in and already — apologies in advance if any of this is a spoiler, but the game came out in 1991 — the main character has committed a war crime, adopted an orphan child that he was directly responsible for orphaning, become separated from his best friend (who inevitably turns traitor), rescued his loved one from a deadly bout of Desert Fever by retrieving a valuable gem from a slobbering Antlion, rescued a prince from the ruins of his devastated castle and his broken heart, and attempted (mostly unsuccessfully) to fend off an assault on another kingdom.

It moves so fast. I had forgotten how fast. I have played so many modern (relatively speaking) games that feature epic-length story sequences between the core "gameplay" sections that it almost feels rushed. I mean, hell, after two hours in a Persona game from 3 onwards, you're barely through the initial character introductions and you almost certainly haven't set foot in a dungeon yet.

This is both a strength and a weakness of Final Fantasy IV, looking at it with a 2025 pair of eyes. It's a strength because it means that there's never particularly long to wait before you're doing stuff again — exploring the world, clearing dungeons, fighting monsters, levelling up, buying new equipment — and that is quite a refreshing change from today's narrative-centric games that, while undoubtedly considerably more ambitious in their storytelling, sometimes do feel like they're getting a little bogged down. Not only that, but Final Fantasy IV is done and dusted in less than 20 hours, which makes it a veritable light novel by RPG standards.

However, it's also a weakness, because there are some sequences that were clearly intended to be quite significant narrative moments, but the way the game just whizzes through them makes them feel almost laughable.

I'll give you an example. Rydia, the girl that the protagonist, Cecil, rescues from a war crime he inadvertently committed at the behest of his king, is a Summoner in Final Fantasy Job terms. This means that not only can she summon big things to deal heavy damage, but she can also cast both white and black magic spells. When you first get her, she's an inexperienced kid at level 1, so she barely knows any spells, but a bit of levelling in the field will net her a few initial, useful spells. Except you'll notice one black magic spell is prominently missing: Fire.

Think about it for a moment and it's obvious why: because she lost her entire village, including her mother, in a fiery explosion, she is, of course, going to be hesitant to call upon the power of fire. This little bit of characterisation is initially delivered without the game drawing any attention to it whatsoever, but you can notice it early from a simple browse of the menu. Very cool. Ambitious for the time, even!

What is less cool is when the party finds their path up a mountain blocked by a big chunk of ice, and the other members, eventually getting Rydia to admit that she "hates fire", pretty much tell her to stop snivelling and get over it because they jolly well have a quest to accomplish. It's almost certainly not intended to come across that way — the other members are all "yay, you did it, I always believed in you" after she does successfully cast her first Fire spell, presumably with tears streaming down her face and the knowledge that this is probably going to need years of therapy to truly deal with — but with at least a couple of decades' worth of games that handle sensitive topics rather more delicately behind us, it does feel rather… blunt.

But, again, you have to remember that this was 1991, just a year after the SNES had come on the market, and Final Fantasy IV was on a cartridge that contained less than a megabyte of data in total. In fact, during development, the script had to be cut considerably to fit on its cartridge; lengthy exposition was something that developers simply couldn't afford to do back in these days, because every byte mattered, and text can potentially take up a lot of space if there's enough of it. As such, it's not altogether surprising that some sequences feel like they move a tad fast by modern standards — short of shipping on a larger capacity cartridge, which was presumably a decision that needed to be made relatively early in development, there were very real constraints on what Final Fantasy IV would be able to do.

Of course, Final Fantasy IV has been expanded on quite a bit in later remakes such as the polygonal 3DS version, the Game Boy Advance version and the PSP version; each of these had their own additions to the basic Final Fantasy IV formula.

But the Pixel Remaster; that's based on Final Fantasy IV as it originally existed, graphics and music aside, and thus you have the plot that speeds off over the horizon as you just think you're getting caught up on proceedings.

All this is no shade on Final Fantasy IV, of course; it's a game I like very much (though it's far from my favourite Final Fantasy) — I just found it interesting to revisit this after so many years and be reminded that at one time, RPGs moved a lot more quickly than they do now!


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#oneaday Day 492: Character progression https://imnotdoctorwho.moegamer.net/2025/10/12/oneaday-day-492-character-progression/ https://imnotdoctorwho.moegamer.net/2025/10/12/oneaday-day-492-character-progression/#respond Sun, 12 Oct 2025 18:20:49 +0000 https://imnotdoctorwho.moegamer.net/?p=34846 On this particular stint of post-holiday weight loss, I have thus far lost 13.4 pounds, which is as near as dammit to a stone. (I have to look up how many pounds are in a stone every time, because Imperial is stupid, but it's still the default way one weighs oneself here in the UK, … Continue reading #oneaday Day 492: Character progression

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On this particular stint of post-holiday weight loss, I have thus far lost 13.4 pounds, which is as near as dammit to a stone. (I have to look up how many pounds are in a stone every time, because Imperial is stupid, but it's still the default way one weighs oneself here in the UK, despite us being metric in every other area of life.) Granted, on said holiday I put on a lot of weight, so this is pretty much putting me back to where I was, but at least I know that much is possible, and thus it must continue to be possible to lose more.

There's no secret this time around, no fad diets or artificial restrictions on what I'm eating: just simple, straightforward calorie counting. And it appears to be working! For now, at least. So long as I stick to my limits for the vast majority of the week, I can even have complete days off — such as my work trip to London, or yesterday, when Andie and I both just fancied a nice treat from the local bakery — and still lose weight. This is good!

It takes a little mental adjustment to recalibrate yourself to a calorie limit, particularly if you've been less than attentive to your daily intake, but once you're there, I find you can gradually start to intuit how much you can allow yourself per day. And, given that I'm a big lad and thus naturally burn a fair amount of calories just by existing, I have not, to date, felt like I'm having to "deprive" myself of anything. I can even enjoy multiple chocolate bars per day — so long as they're not, say, 750g Dairy Milk bars.

I say there's no secret; I guess the one thing I would say that I've… I don't know if learned is the right word, but I've certainly established it firmly in my mind at this point… is that it pays to understand the things you reach for when you fancy a snack or a little treat during the day. By ensuring that we always have reasonably low-calorie offerings in the house for when we both fancy such things, it means we are much less inclined to go to the shop and buy a big bag of Haribo or the aforementioned 750g Dairy Milk bar.

I had inadvertently trained my mind into thinking that something wasn't "satisfying" if you could consume it quickly, and that really doesn't have to be the case at all. Lidl do these fake Kinder bars on their "Mister Choc" brand that are small enough to be about 100 calories each, and even though you can devour them in three bites, they're enough to stave off cravings for quite a while. If you want to go even lower calorie, then "Skinny Whip" bars or own-brand equivalent (I think Lidl's are just called "Whipped") are about 76 calories, and pretty much as good as something like a Milky Way.

I've also pretty much switched entirely away from cans of pop to squash with carbonated mineral water. I have a thing, particularly with diet soda, that I don't really know how to describe — I get to a point where it feels like it will be undesirable to drink them, because it… not burns exactly, but doesn't feel nice going down. I find this is much more likely with diet cola drinks than diet fruity sodas (Fanta, fake Lilt etc) but there are definitely times when my body goes "no fizzy pop, no". At those times it is seemingly absolutely fine with some orange squash made with carbonated mineral water, so I've been drinking quite a lot of that. And that, in turn, has been helping me just drink more generally, which I think is helpful.

I feel a bit better, too. After the holiday I was feeling exhausted, achey and generally Not Good, and the reason was because I was heavier than I'd ever been. I still have a very long way to go before I am where I want to be — the long-term, often unattainable-feeling goal is to lose enough weight to finally get this damn hernia that I've been suffering with for a very long time treated — but right now, I am feeling more positive about all this than I have done for quite some time.

Hopefully I won't find myself reaching a plateau any time soon, because that is always the worst feeling, and involves having to completely rethink the habits you thought you had established… but that hasn't happened thus far over the course of the last month, so here's hoping that things continue in the correct direction for at least a little while yet.


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#oneaday Day 491: Some first impressions from Death end re;Quest Code Z https://imnotdoctorwho.moegamer.net/2025/10/11/oneaday-day-491-some-first-impressions-from-death-end-request-code-z/ https://imnotdoctorwho.moegamer.net/2025/10/11/oneaday-day-491-some-first-impressions-from-death-end-request-code-z/#respond Sat, 11 Oct 2025 23:07:36 +0000 https://imnotdoctorwho.moegamer.net/?p=34843 I am a big fan of Compile Heart's Death end re;Quest series. For the unfamiliar, it's a series of three (to date… with it looking like there's more on the way) narrative-centric console RPGs with strong horror themes, and involvement from some maestros of the genre like Makoto "Corpse Party" Kedouin on scenario duties and … Continue reading #oneaday Day 491: Some first impressions from Death end re;Quest Code Z

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I am a big fan of Compile Heart's Death end re;Quest series. For the unfamiliar, it's a series of three (to date… with it looking like there's more on the way) narrative-centric console RPGs with strong horror themes, and involvement from some maestros of the genre like Makoto "Corpse Party" Kedouin on scenario duties and Kei "Mary Skelter" Nanameda on the art.

What I've found very interesting about Death end re;Quest to date is that all the games in the series have been very different from one another. Mechanically, the first two were quite similar, but tonally and thematically they were very different. The first game primarily involved an "if you die in the game you die for real" kind of MMO-gone-mad situation, while the second was based around horrible goings-on in a tiny European town that doesn't appear on any maps. As Compile Heart games, both of them also involved more than a touch of yuri to them — particularly in the case of the second one.

Death end re;Quest Code Z, meanwhile, changes up both the narrative setting and the game's core mechanical conceits. Narratively, I'm not far enough into the game to know exactly what the situation is, but it involves characters from both of the previous two games, many of whom didn't interact with one another directly in their original games — and, moreover, some characters who were very much dead in previous games, such as the father of the second game's protagonist, Mai — are alive in this one. I can't comment on that further as yet, but I'm interested to know more.

The most obvious difference between Death end re;Quest Code Z and its predecessors is that it's now a Mystery Dungeon-like. For those not familiar with such things, this is a Japanese take on the roguelike genre that typically (though not always) favours cutesy visuals; grid-based, turn-based movement and combat; a heavy degree of resource management; limited inventory space; and, of course, a series of increasingly deep, procedurally generated dungeons in which to hack, slash, explore, level up and loot.

Death end re;Quest Code Z mostly plays things relatively straight in this regard, with the exception of one thing: rather than an "energy" or "hunger" bar, the protagonist, Sayaka, has a sanity rating. This gradually declines as you explore, with various "milestones" on the gauge corresponding to her field of view contracting, the background audio becoming more distorted (or completely replaced) and, in the case of extremely low sanity, interface elements like the minimap being unusable and the likelihood of her harming herself going up considerably.

This is very much in keeping with the horror tone the series has always had, but it also means that the game has quite a "survival horror" feel to it as well. Since you're juggling your health, sanity and available items as you progress through each dungeon, you have to make some tough and interesting choices as you play — particularly if you're playing on the "Expert" mode (which I actually recommend in this case), where Sayaka's level is reset every time she leaves a dungeon, and she suffers notable losses in terms of inventory items and weapon power-ups if she's actually killed.

The other interesting thing relates to the series' titular "Death Ends". In prior games, Death Ends came about if you made bad choices during the storytelling sequences, and usually resulted in the protagonist and/or members of the core cast suffering a horrifying, gory death, described in excruciating detail. Towards the end of the first game — mild spoilers, I guess — one of the characters becomes aware of you, the player, and starts addressing you as "God of Death" in recognition of the number of times you have led the cast to a sticky end, and Death end re;Quest Code Z builds on this further by having the main protagonist, Sayaka, constantly aware of and communicating with you — even putting her trust in you.

There's some interesting conflict here, because Sayaka trusts you to lead her through the challenges ahead of her, and you need to successfully do so in order to progress through the story. But! And this is a big but: if you let her die, you can make her stronger. Because every time you see a unique Death End in Death end re;Quest Code Z, Sayaka gets a skill point that you can invest in passive boosts to her basic abilities and resistances, and even complete immunity to certain status effects. The more she dies, the stronger she gets and, presumably in theory, the easier the game gets.

But that places you, as her "Partner" (she very pointedly keeps referring to you as such) in a difficult position. Because in keeping with series tradition, every time Sayaka carks it, there's a lengthy narration of exactly how she dies, often delivered in something of a mocking tone. This is coupled with a gory (and often somewhat sexualised) event image depicting her dying yet again. Thus you are faced with a quandary: do you kill Sayaka a bunch in order to power her up? Do you deliberately lead her to her death multiple times in succession to score some easy skill points at the outset of the game? Or do you actually try and take care of her somewhat, knowing that in doing so you are leaving her as a somewhat sub-optimal character?

Death end re;Quest Code Z forces the player to interrogate their relationship with the death of their on-screen avatar — particularly one that is supposedly aware of them. Sayaka never remembers any of her deaths, but you know you caused them, and there's a helpful checklist of all 104 possible ways to die and the skill tree itself to remind you quite how many times you've seen her devoured, eviscerated, beaten to a bloody pulp, disintegrated, decapitated and any number of other nasty words you might care to mention. Undoubtedly the most "efficient" way to play is to repeatedly let Sayaka die in the first dungeon, but doing so is tedious — and thinking that should give you pause. You are repeatedly murdering someone, and it's boring. Are you that desensitised to violence that you can bring yourself to do that?

Some of you will be absolutely fine with it, I'm sure, and I'm not judging you for it. But after a few initial deaths in that first dungeon, I really started to hesitate and think "hang on a minute, this doesn't feel right at all". And I can't remember the last time a game made me feel quite like that about the protagonist, through my actions, being killed off.

This has made me determined to see how far it's possible to progress without killing Sayaka repeatedly. I've reached a point where I don't give a toss about PlayStation trophies any more, so I don't have the "pressure" from the two that related to getting all the Death Ends and unlocking all the skills weighing on me — and thus it really is up to my own feelings of morality about whether I want to buff up Sayaka by murdering her over and over again, or if I genuinely want to see her succeed, taking her shortcomings into account.

Thus far this is turning out to be one of Compile Heart's most interesting games. I'd expect nothing less from a series whose other two entries were also thoroughly fascinating. I'm intrigued to play more — and it certainly is the season for a bit of horror.


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#oneaday Day 490: Normalise roasting shitty customers https://imnotdoctorwho.moegamer.net/2025/10/10/oneaday-day-490-normalise-roasting-shitty-customers/ https://imnotdoctorwho.moegamer.net/2025/10/10/oneaday-day-490-normalise-roasting-shitty-customers/#respond Fri, 10 Oct 2025 19:14:09 +0000 https://imnotdoctorwho.moegamer.net/?p=34826 Earlier today, the publisher of the new automation-centric indie game Little Rocket Lab — by all accounts a thoroughly nice-looking, charming game that seems to have mostly gone down well — shared a few Steam posts, noting that they had completely lost patience with the idiots who cry "DEI" any time a woman or non-white … Continue reading #oneaday Day 490: Normalise roasting shitty customers

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Earlier today, the publisher of the new automation-centric indie game Little Rocket Lab — by all accounts a thoroughly nice-looking, charming game that seems to have mostly gone down well — shared a few Steam posts, noting that they had completely lost patience with the idiots who cry "DEI" any time a woman or non-white character is included in a video game, and had just taken to responding to them in as blunt and unforgiving a manner as possible.

Here's the prime example:

And this one's pretty good, too:

Now, of course, this had A Certain Type of Gamer up in arms about the developer being "hostile" or "butthurt" to players, and to that I say… good. He has every right to be hostile when some little shit comes in and starts shooting their mouth off about something completely, utterly stupid. He has every right to want to curate his community and filter out toxic individuals — even in the case of a single-player game like this. He has every right to say that he's happy certain types of person are not going to play the game because they can't handle the presence of women and people who otherwise look a bit different from them.

I wish this attitude was a bit more normalised. Because it of course sucks to be on the receiving end of rudeness, but if you act like a twat then you should expect to be called on it, likely in anger, and that's a bit different from someone coming up to you and, completely unprovoked, telling you that they hope you die. Unfortunately, the culture of making everything as PR-friendly as possible these days means that even if you're receiving a torrent of abuse from some blowhard on the Internet, you're supposed to just quietly endure it, accept it, thank them for their feedback and move on with your day.

Well, honestly, it's not that easy. I, regrettably, have considerable experience from multiple positions I have worked over the years with people being complete shits to what they believe is a faceless social media account, and it sucks absolute donkey dick. Sometimes it's just weird, such as the one guy who harassed me when I was on GamePro because he thought debit cards were a conspiracy by George Bush to control society. But sometimes — often, even, I'd say — it's downright scary.

Under most circumstances, you're not allowed to respond in kind, you're not allowed to express any sort of frustration and you're absolutely not allowed to make the dickhead in question feel like they are the one who has done anything wrong.

I know why this is the case, of course. It's because the second a company steps out of perceived "line", particularly when it comes to something that has A Community around it, a million and one YouTube videos will appear with "[Brand Name] said WHAT??!!" and, in turn, further harassment will be sent the way of whatever poor sap is having to man the social media mines that day — and said poor employee of the company in question will probably find themselves facing if not disciplinary action, then certainly an awkward conversation with Management the next day.

It shouldn't have to be that way, though. In an age where you can't even walk into a coffee shop or doctor's office without prominent notices about how abuse and harassment of staff members will not be tolerated, why are we still sort of okay with it online? Why do we put up with this garbage treatment from "customers" who, in many cases, are not our target audience in the first place? Why can't we say that these people are not welcome in our community and shouldn't buy our products?

I, unfortunately, don't really have an answer to that. But I have plenty of respect for "Rave" (aka Mike Rose from publisher No More Robots) above, not only for responding the way he did, but also for sharing the crap that anyone involved in the production of games — or games journalism, for that matter — probably finds depressingly familiar at this point in time. We're long overdue a good, long talk about this, and how we can make things better. I'm just concerned it might be far too late to do anything about it.


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#oneaday Day 489: You've got Fun Factor https://imnotdoctorwho.moegamer.net/2025/10/09/oneaday-day-489-youve-got-fun-factor/ https://imnotdoctorwho.moegamer.net/2025/10/09/oneaday-day-489-youve-got-fun-factor/#comments Thu, 09 Oct 2025 19:54:47 +0000 https://imnotdoctorwho.moegamer.net/?p=34823 I've written about this before, but I write a lot of shit on this blog, so you may not have seen it, particularly since I last wrote about it in March of this year, when you may not have even been reading this blog. (The viewing figures would seem to suggest that quite a few … Continue reading #oneaday Day 489: You've got Fun Factor

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I've written about this before, but I write a lot of shit on this blog, so you may not have seen it, particularly since I last wrote about it in March of this year, when you may not have even been reading this blog. (The viewing figures would seem to suggest that quite a few more people are reading this blog now than there were in March. Although the other day I had approximately 900 bot visits from China, so I may take those figures with a pinch of salt or ten.)

Anyway, what I would like to talk about is the Fun Factor podcast, hosted by the experienced writers and video game enthusiasts, Ty Schalter and Aidan Moher. "Oh great," you might say. "Another video games podcast. Like we need any more of those!"

To that, dear reader, I say fie and pfaugh and other such expectorations! Fun Factor is different. Fun Factor isn't just a bunch of dudes sitting around talking about what they'd played that week, maybe coupled with the gaming news headlines they'd picked off their favourite website. Fun Factor is, as you might have determined from the name, about something which is very close to my heart and soul: magazines.

Each episode of Fun Factor takes a close look at an individual video game magazine. The present "season" is focusing specifically on the "Generation Gap", which covers the years between 1995 and 1997. This was a time when gaming underwent a quantum shift as we moved from 16-bit pixel mastery into the brave new frontier of (texture-mapped, Gouraud-shaded) polygonal 3D thanks to platforms like the Nintendo 64, PlayStation and Sega Saturn.

It was an exciting time, and the press of the period reflected that — for many, this was a real golden age for games magazines, as the Internet was early enough in its mainstream adoption (i.e. a lot of us were still on dial-up, particularly outside the US) that it hadn't yet taken the place of traditional publishing.

Rather than attempting to summarise the entire magazine, an episode of Fun Factor instead primarily focuses on a single piece in that magazine: a "review of a review", as it were. Along the way, Aidan and Ty both take a bit of time to flip through the magazine as a whole and contextualise what they're about to do a deep-dive into, including commentary on what was going on in games at that time, what they were both up to in their own personal lives (and experience with gaming) — and even a look at some of the weird and wonderful adverts that cropped up in print.

What I particularly enjoy about Fun Factor is that it has a breezy, friendly tone that one iTunes reviewer quite correctly described as "being like reading old magazines with friends". It's unmistakably modern, as Ty and Aidan are not above pointing out how these magazines often demonstrate how social attitudes and conventions have changed over the years, but, crucially, this never becomes in any way overbearing or preachy. There is plenty to criticise and lessons to be learned in these old mags — but also plenty to celebrate, too, and the show always finds an excellent balance between reflecting on how we've grown (or not, in some cases!) and what a wonderful time it was to be interested in video games.

Both Aidan and Ty cite classic games magazines as being formative in their own decisions to get into professional writing, so it's all done out of love for the medium. I've seen all too many online discussions of '90s magazines and ads in particular descend into nothing but laughing at the terrible taste and attitudes we all had, but Fun Factor has never, to date, across 13 episodes at the time of writing, found anything completely irredeemable in the publications they've looked at.

Even in instances where both Ty and Aidan have disliked the review that was published — such as Edge's truly strange Final Fantasy VI review — there have been positives to pull out. And some of the best examples of reviews from that period have, so far, ended up coming from the most unexpected places — like, say, sports games.

I adore old magazines and have a small collection of them that I treasure — mostly from well before the era that Aidan and Ty are presently covering on Fun Factor — but I don't have many people that I feel I can talk and enthuse about them with, or who understand why they hold such meaning for me. One of the reasons I value Fun Factor so much is that it helps me feel like there are other people out there who get it, who understand why magazines, at one time, held such importance for us as video game enthusiasts — and why many of us miss those days greatly.

If you're after something new to listen to and the above sounds like fun, you can find more information about the Fun Factor podcast on their official website, funfactorpod.com. You can also subscribe to the podcast's channel on YouTube, and I'd encourage you to check out the video versions of the podcast, since each episode displays scans of the pages that Ty and Aidan are talking about, allowing you to "read along" with them to a certain extent.

Thanks for the entertainment, fellas, and I look forward to hearing more from you. Plus if you ever need to hear stories about old Atari magazines, Year 10 work experience on PC Zone or freelancing for the Official Nintendo Magazine here in the UK, you know where I am!


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 488: Home ports deserve remembering too https://imnotdoctorwho.moegamer.net/2025/10/08/oneaday-day-488-home-ports-deserve-remembering-too/ https://imnotdoctorwho.moegamer.net/2025/10/08/oneaday-day-488-home-ports-deserve-remembering-too/#respond Wed, 08 Oct 2025 19:07:39 +0000 https://imnotdoctorwho.moegamer.net/?p=34809 I feel like I've talked about this before, but whatever. I feel like talking about it today, so talk about it I will. In this age of being able to easily emulate the original arcade versions of games, I feel like one thing gets easily lost from the "preservation" aspect of retro rereleases on today's … Continue reading #oneaday Day 488: Home ports deserve remembering too

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I feel like I've talked about this before, but whatever. I feel like talking about it today, so talk about it I will.

In this age of being able to easily emulate the original arcade versions of games, I feel like one thing gets easily lost from the "preservation" aspect of retro rereleases on today's systems: home ports that are notably different from simple attempts to recreate the original arcade games.

I was reminded of this when watching the YouTuber Classic Gaming Quarterly playing Gauntlet for NES earlier. I legitimately had no idea that Gauntlet for NES is not, in fact, a straight port of the arcade game and is, instead, a completely different game. I did know that Gauntlet IV for the Mega Drive also pulls this stunt, but I did not know that this extended back to the NES version. And for my money, pretty much all the home ports of Gauntlet are much more fun than the quarter-munching arcade version — particularly if you're playing on emulation and thus have infinite credits and therefore infinite health.

There are others, too. The Mega Drive port of Toaplan's Slap Fight features an entirely new game mode. The NES versions of the Double Dragon games are completely different to their arcade counterparts. And I'm sure there are countless others — to say nothing of the "home-exclusive sequels" we saw to numerous arcade games, often put together by western developers who didn't quite get what made the Japanese originals so good. (That said, I will happily go to bat for OutRun 2019.)

A few publishers are cottoning on to the fact that there is value in preserving multiple versions of classic games, including both the arcade originals and popular home ports, but it's by no means the norm. The reasons are likely due to licensing complications — in many cases, while the rights to the original arcade game remain with the original creators (or a company that has succeeded the original creators and/or bought the rights), home ports were developed by different teams, meaning that the rights would, I assume (IANAL), be split between the original creators of the arcade game and whoever made the port. This is not a problem when those are one and the same — like the Double Dragon games, for example — but there are plenty of situations where the home versions of a game were made by a completely different company, or even an individual at times.

The takeaway I have from all this is something that I've thought for a while: in many cases, I actually prefer playing the home conversions of games to the original arcade versions, even when the arcade version is obviously technologically superior. There are several reasons for this: firstly, those home conversions are often a good example of what their host platforms are (and are not) capable of. Secondly, since home ports are not obliged to keep people feeding coins into a machine, they are often balanced much better than their arcade counterparts. And this, in turn, makes them considerably more enjoyable to play.

Because there absolutely are arcade games out there that take "quarter-munching" way too far. I adore the beat 'em up genre, for example, but I'd much rather play Streets of Rage 2 than the arcade version of Final Fight, simply because Streets of Rage 2 is balanced much more fairly — and the beat 'em up genre appears particularly prone to this issue. The same is true for any sort of competitive game with a "1P vs COM" mode, be it a fighting game or a puzzle game. In their arcade incarnations, these tend to become absolutely impossible after just one or two levels, whereas in their home incarnations, they tend to save their biggest bullshit for their final challenges. Still annoying at times, yes — particularly in puzzle games, where final bosses tend to have superhuman capabilities as well as, more often than not, ways to "cheat" — but a little less galling than only being able to get through two or three stages before having to wipe your score and "Continue?"

Thankfully, while official licensors are seemingly hesitant to let those often flawed ports back out into the wild when one can just emulate the arcade version on a veritable toaster of a machine these days, one can make use of alternative means to enjoy them through software emulation or FPGA solutions. And I would encourage everyone to do so, because while everyone will inevitably have a preference as to which version of something is "best", it's worth exploring those versions rather than simply assuming the most technologically advanced version is automatically the most enjoyable.

Now, I think I might give Gauntlet on the NES a bit of a go for myself!


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 487: Deeanddee https://imnotdoctorwho.moegamer.net/2025/10/07/oneaday-day-487-deeanddee/ https://imnotdoctorwho.moegamer.net/2025/10/07/oneaday-day-487-deeanddee/#respond Tue, 07 Oct 2025 22:42:22 +0000 https://imnotdoctorwho.moegamer.net/?p=34806 One of my biggest regrets — all right, probably not biggest, but one I find myself thinking about occasionally — is not getting more into Dungeons & Dragons when I was younger. Oh, don't get me wrong, I was interested — at various points I have owned Player's Handbooks, Monster Manuals and Dungeon Master's Guides … Continue reading #oneaday Day 487: Deeanddee

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One of my biggest regrets — all right, probably not biggest, but one I find myself thinking about occasionally — is not getting more into Dungeons & Dragons when I was younger.

Oh, don't get me wrong, I was interested — at various points I have owned Player's Handbooks, Monster Manuals and Dungeon Master's Guides for at least three generations of the game — but outside of a few isolated opportunities, I never really had much of a chance to play it. And I understand that these days, at least partly due to Fifth Edition and/or Wizards of the Coast's possible mismanagement of the franchise, interest in the system is, on the whole, waning.

That's not to say there are no people playing tabletop role-playing games out there, of course. And I'm sure someone, even now, is preparing to type an epic comment telling me how much better their roleplaying system of choice is. I'm sure it is. But I will always have a particular soft spot for Dungeons & Dragons.

Why? The video games, of course. I must confess, I haven't played many of them, and even less of them to completion — I think Baldur's Gate, Neverwinter Nights and its first expansion Shadows of Undrentide are the only ones I've actually beaten — but I like the ruleset(s), I understand the ruleset(s) and I often find myself wondering what it would have been like to get involved in a lengthy campaign.

I played a little bit at university as part of the Games Society. I had a thief character named Singol Nithryan, and he was constantly robbing my friend Tim, whose arrogant arse of a fighter was constantly asking for it with his behaviour. I don't remember a ton about the adventures we went on, but I do recall it being a lot of fun sitting there in the Student Union coffee bar while the Society took it over for a few hours, losing ourselves in our imaginations and the rolls of a bagful of dice.

"It's never too late," of course, and there are probably online groups and solutions also. But as an autistic adult with fairly severe social anxiety, self-esteem and body image issues, the prospect of finding a suitable group is a fairly daunting one. I don't even know where to begin, to be perfectly honest.

I'll tell you what I miss, and that is Neverwinter Connections, a website designed for aspiring roleplayers to get together with fellow enthusiasts of Neverwinter Nights and make use of that game's astoundingly good (and never since recreated) multiplayer mode, in which one player could take on the role of the Dungeon Master, controlling NPCs and monsters rather than leaving it all up to the game's AI. I have exceedingly fond memories of playing the sorcerer Jay Wrekin (and his pixie familiar Sianie, whom I was delighted to discover it was possible to "possess" and speak as during multiplayer) with several thoroughly lovely people that I miss quite a bit.

Ah well. One day I might get the chance to roll a THAC0 again. Yes, I know they don't do THAC0 any more (I don't think?), but Second Edition will always be special.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 486: Investing in retro the right way https://imnotdoctorwho.moegamer.net/2025/10/06/oneaday-day-486-investing-in-retro-the-right-way/ https://imnotdoctorwho.moegamer.net/2025/10/06/oneaday-day-486-investing-in-retro-the-right-way/#respond Mon, 06 Oct 2025 21:28:03 +0000 https://imnotdoctorwho.moegamer.net/?p=34801 I've talked about this once or twice before, but it doesn't hurt to say it again. I firmly believe that we've reached a point in time where collecting retro games is impractical, undesirable and inconvenient. Don't get me wrong; there will always be an appeal to having original hardware and original media, and I don't … Continue reading #oneaday Day 486: Investing in retro the right way

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I've talked about this once or twice before, but it doesn't hurt to say it again. I firmly believe that we've reached a point in time where collecting retro games is impractical, undesirable and inconvenient.

Don't get me wrong; there will always be an appeal to having original hardware and original media, and I don't begrudge anyone their choice to build up a substantial retro collection. I also think it's a bit sad that we've reached the stage we're at now. But with the absurd, exploitative prices that are being charged for both systems and media today — coupled with the fact that there's no real guarantee either of those things will actually work when you get them — I am very much a convert to the school of thought that says you're better off spending the money you would have spent on one copy of Rule of Rose for the PlayStation 2 on ways to get a "modern retro" setup up and running.

There are many ways you can do this. The absolute simplest way is to buy retro rereleases, either on modern platforms that you happen to own, or with specialist devices such as mini consoles or, of course, the Evercade. There are many benefits to these modern rereleases, such as bugfixes of games that shipped in a dodgy state back in the day, modern convenience features such as save states, rewind functions and in-game reference material, plus the fact they're generally a whole lot cheaper than buying the original releases and still fun to collect. If you were to buy all the games on the recently released NEOGEO Arcade 1 cartridge for Evercade in their original format, you'd be talking four figures. The cart is twenty quid. Do, as Atari once said, the math.

The only downside to officially licensed rereleases is that those licenses are sometimes hard to come by — or even completely impossible. Don't expect to see too many rereleases of racing games with licensed cars or licensed soundtracks, for example. Don't expect to see movie licenses making a return, either. But you might be surprised what licensors are still willing to play ball with, as the Evercade library to date shows.

Another relatively straightforward way is to devote a PC or similar device (like a Raspberry Pi, Steam Deck or Chinese gaming handheld) to it and install a suitable suite of emulators and organisation tools.

For Windows PCs that you also want to do other things, I would recommend Launchbox (even if they took to using odious AI images in their promotional emails of late), as this is not only a good means of organising all the games you might want to play, it also automatically retrieves additional information like box art, descriptions and even PDF copies of manuals where possible. The paid version also has a "Big Box" mode where the interface is designed to be used with a controller on a TV.

For other devices that are going to be dedicated to retro gaming, I highly recommend Batocera, which is a Linux distribution, but don't run away scared. It's all preconfigured to work in a similar fashion to something like Launchbox, and is pretty straightforward to get games up and running in. It's also highly customisable, so you can make the whole thing look and feel how you want it to.

The relative "luxury option", particularly if you still have a CRT knocking around that you want to use for the authentic look and feel, is MiSTer. As I've alluded to in a few posts recently, the absolute easiest way to get started with this is with a prebuilt device like the Multisystem 2 (my device of choice) or the upcoming SuperStation One. Alternatively, you can built your own — that's nowhere near as scary as it sounds, and it allows you a tad more customisability, though with the pricing of the Multisystem 2 and SuperStation One it's actually cheaper to buy one of those prebuilt options in a lot of cases — though note you will still need to provide accessories and storage.

If you're lucky enough to still have working classic hardware around, the first thing I recommend you do is investing in a modern power supply for them. My Mega Drive was prone to rolling noise on the screen with its original power supply, but replacing it gave a completely stable, flicker-free picture.

Once you've done that, invest in an EverDrive. Cheaper flashcart options exist, but EverDrives are premium products that support pretty much everything you might want to play on a piece of classic hardware. Not only that, in the case of systems that had add-ons, they can simulate the presence of the add-on, too — for example, the Mega EverDrive Pro can run Mega CD games.

For classic home computers, flashcarts are also available, or there are also plenty of media emulators you can use to "trick" the computer into believing it's using a real floppy drive or tape deck. For the Atari 8-bit, for example, I enjoyed using the SDrive-MAX device, which allows you to load executable files, disk images and tape images from an SD card. Similar devices are available for most classic computer platforms.

I won't lie; it's easy to spend a few hundred quid on this stuff — possibly even over a thousand. But once you're done, you have a great setup for what is, after all, the important bit of being interested in retro games: actually playing the games. And the kit you have will play pretty much anything without you having to pay some rando on eBay a three-figure sum just to play one game.


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#oneaday Day 485: Forgetful https://imnotdoctorwho.moegamer.net/2025/10/06/oneaday-day-485-forgetful/ https://imnotdoctorwho.moegamer.net/2025/10/06/oneaday-day-485-forgetful/#respond Mon, 06 Oct 2025 10:29:54 +0000 https://imnotdoctorwho.moegamer.net/?p=34796 Missed yesterday. I have no excuse, I just forgot. You can blame Final Fantasy Tactics or God. I did make some videos and write about Master Detective Archives: Rain Code, though. You can read that here. Speaking of Final Fantasy Tactics, I'm really impressed with the new The Ivalice Chronicles version. I wasn't initially sold … Continue reading #oneaday Day 485: Forgetful

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Missed yesterday. I have no excuse, I just forgot. You can blame Final Fantasy Tactics or God. I did make some videos and write about Master Detective Archives: Rain Code, though. You can read that here.

Speaking of Final Fantasy Tactics, I'm really impressed with the new The Ivalice Chronicles version. I wasn't initially sold on the new look of the "remastered" mode, but seeing it in action makes it make a lot more sense than still screenshots might suggest. There's a nice almost "fabric"-like texture to everything, which makes the game sort of look like it's unfolding on a tapestry, which is entirely appropriate for the nature of the narrative it's telling.

The biggest upgrade by far is the full voice acting. I remember back in the PlayStation 1 era thinking that it was a bit sad, if understandable, that big games like RPGs didn't have full voice acting. The reality is that the voice data for a game as big as Final Fantasy Tactics probably wouldn't fit on a CD! We have no such constraints today, however, so a fully voiced Final Fantasy Tactics is a thing of wonder, and there's an incredible voice cast doing their thing with the excellent War of the Lions script from the PSP version — definitely an upgrade from the borderline nonsensical PS1 original.

The game is still just as hard as it ever was, though. It will absolutely kick your ass if you don't take a bit of time to buff up your characters — and you still need to use a solid strategy during the missions themselves, even if you've levelled up a bit and got good equipment. The computer-controlled "Guest" characters are still as dimwitted as ever, unfortunately, which can lead to some annoying situations, but you can just look at it as these characters being true to their personalities. I can't say I was sorry any time Argath got knocked out.

One of the little things I like the most is the fact that all your "cannon fodder" party members — i.e. the ones who aren't directly relevant to the story — have their own voices, too. And rather than having just one male voice and one female voice, there are actually several, so your individual, "unimportant" characters each have their own personality, which helps you become attached to them. And, given that Final Fantasy Tactics has permadeath (albeit a somewhat forgiving take on it, where you have a few turns to resurrect them before they're gone forever) that's an important part of the experience.

I'm not far into the game as yet, but I'm enjoying it a lot, and I suspect I will get a lot more out of it now than when I played it back in the day. It's a truly great game, and I'm thrilled that it's got a new release — and a release in Europe, which it never had back in the day!


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#oneaday Day 484: Comeuppance https://imnotdoctorwho.moegamer.net/2025/10/04/oneaday-day-484-comeuppance/ https://imnotdoctorwho.moegamer.net/2025/10/04/oneaday-day-484-comeuppance/#respond Sat, 04 Oct 2025 19:03:18 +0000 https://imnotdoctorwho.moegamer.net/?p=34793 I am going to leave names and specifics out of the following for reasons that will become obvious, but I wanted to talk about this today. It is always satisfying to see someone you know is Not A Nice Person get their due comeuppance. And that has very much been happening over the course of … Continue reading #oneaday Day 484: Comeuppance

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I am going to leave names and specifics out of the following for reasons that will become obvious, but I wanted to talk about this today.

It is always satisfying to see someone you know is Not A Nice Person get their due comeuppance. And that has very much been happening over the course of the last few days.

The other day, I received a promotional email from a publisher extolling the virtues of their latest book. Again, I am redacting details for reasons that should hopefully become obvious, but those who follow these things will probably know exactly what I'm talking about.

Anyway, as part of that promotional email, the company boasted of its author, whom they described as "one of the most respected" in their field. I vaguely recognised the name, so I did a bit of Googling and confirmed that they were, in fact, the person who I thought they were: a thoroughly unpleasant individual with whom I had enjoyed a run-in or two in the past, and who I was exceedingly disappointed to see was now a published author with an actual book to their name.

I won't lie, I was initially a little despondent at this — my thought process was something along the lines of "if a person as awful as that can get published, I should probably get my act together and do something worthwhile".

For context, this person is someone whom I used to respect, probably about ten years ago at this point. I respected them even more after they went on a bit of a self-reflection trip and posted a rather moving blog post about how they recognised they had not treated some of the people around them terribly well, and that they wanted to do better from thereon.

I drifted away from their work for various reasons, and some years later I rediscovered them, finding them to be considerably more abrasive and downright unpleasant than they had ever been before. Wondering if I had imagined the self-reflective blog post that I had found so moving and admirable a few years back, I tried to look it up. It had gone. To make doubly sure that I wasn't imagining things, I found it on the Internet Archive. So this individual had reflected on their self-reflection, gone "nah" and turned back into the person they had once been, only infinitely worse.

I happened to politely disagree with their opinion on something at one point, only to find myself on the receiving end of a torrent of abuse. When I blocked them as a result of this, they took to harassing me with multiple sockpuppet accounts, ostensibly for their various "projects" but also clearly not the first time they had been used for this purpose. It was at that point — well before it, to be perfectly honest — that this person whom I had once respected was all but dead to me. Any respect I had once had for them was well and truly in the past; they were, for whatever reason, a completely changed person, and not for the better. They had become arrogant, abusive, bigoted and generally… well, Not A Nice Person.

And so I was gratified to see that their new book had ended up in the hands of someone absolutely willing to tear this person's work a multitude of new assholes. There's a truly epic thread over on Bluesky dissecting this book and its many failings — to such a degree that I no longer feel bad about the person in question having got themselves published. I know I can do better than that. I have done better than that. I will do better than that.

This thread seemingly acted as the catalyst for a variety of people to come out of the woodwork and admit they had always thought the individual in question was a bit of a wrong'un, and I felt vindicated in what I have been quietly feeling about them for the last few years. I felt pleased that other people finally saw them for the person they really are. And, I won't lie, I laughed when I saw that the person in question had quietly nuked their entire Bluesky presence following this thread and all the people who had raised their head to speak out against them.

I'm generally not a fan of dogpiling and harassment. But that's not what has happened in this instance; the person hasn't had abuse hurled at them, nor have they been harassed. It's just been a bunch of people explaining to others, curious about the book in question, how they had always had misgivings about this individual — and how they, like me, feel particularly vindicated in feeling that way, given what others have said.

You shouldn't bully and harass people. But sometimes people really deserve to get their comeuppance for behaving like a complete shit. And that is what has happened here.


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#oneaday Day 483: I regret buying an expensive keyboard and mouse https://imnotdoctorwho.moegamer.net/2025/10/03/oneaday-day-483-i-regret-buying-an-expensive-keyboard-and-mouse/ https://imnotdoctorwho.moegamer.net/2025/10/03/oneaday-day-483-i-regret-buying-an-expensive-keyboard-and-mouse/#comments Fri, 03 Oct 2025 22:18:02 +0000 https://imnotdoctorwho.moegamer.net/?p=34789 A while back — probably a few years back at this point — I discovered the joy of a mechanical keyboard and a good quality mouse. Actually, it's probably more accurate to say I rediscovered it; growing up, after the Atari ST, we had a couple of "proper" IBM PCs, complete with Model M keyboard, … Continue reading #oneaday Day 483: I regret buying an expensive keyboard and mouse

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A while back — probably a few years back at this point — I discovered the joy of a mechanical keyboard and a good quality mouse. Actually, it's probably more accurate to say I rediscovered it; growing up, after the Atari ST, we had a couple of "proper" IBM PCs, complete with Model M keyboard, and I have fond memories both of using that keyboard and of being able to hear it all the way downstairs when my Dad was typing on it upstairs.

But yeah; I started with a relatively cheap "Tecknet" wired mechanical keyboard and liked the feel and sound of that, so a little while later I decided to spend a bit of money and treat myself to some pricier models: specifically, a Razer Blackwidow V3 Pro keyboard and a Razer Basilisk X Hyperspeed mouse. I chose the Blackwidow V3 Pro specifically because it was a mechanical keyboard that was also wireless — for a while, that was a hard combination to find — and the Basilisk X Hyperspeed because it seemed to be decent without being overcomplicated.

I regret my purchases.

Not because either of them are unusably bad or anything, but because both of them have just enough little annoyances about them to make me wish I'd just stuck with the cheaper kit I was using before — or going with another manufacturer. Razer is very much the basic bitch of PC pimping — although I will say their Kiyo X webcam is genuinely excellent, and I have absolutely no regrets there.

Let's start with the names. If I hadn't told you the Blackwidow was a keyboard and the Basilisk was a mouse, would you have been able to determine which was which? I still have to look it up every time, which is very unhelpful when Razer's software (we'll get onto that in a moment, believe me) informs me that the battery is low on one of them. It doesn't have a helpful little icon showing whether it's the keyboard or mouse; it just says the battery is low in the Blackwidow or the Basilisk. And I'm fucked if I can remember which is which. (Although writing this blog is, annoyingly enough, probably going to help me remember.)

Okay. So the Blackwidow. It's a nice keyboard — feels nice to type on, makes a nice clicky sound when you do so. But it has an eminently stupid design that causes it to get filthier than any keyboard I've ever used. Rather than having the keys in a slightly recessed cutout from the main body of the keyboard, which is easy enough to clean if you take all the keys off and then Hoover it or something, the keys "float" slightly above the keyboard case, which is otherwise solid. This means all manner of disgusting crap gets caught in between and beneath the keys within about five seconds of you starting to use it, and cleaning it seems woefully ineffective because immediately after doing so, it attracts filth again.

Possibly related to the perpetually filthy status is the fact that the volume knob on the top right of the keyboard is a real roll of the dice on whether or not it'll actually do what you want it to do. A significant portion of the time, it will do the exact opposite of what you are indicating you would like it to do, and sometimes it will just judder back and forth between two values. The particularly annoying thing about it is that I generally don't use it to adjust the volume, so any time I have to use it, it is because I have knocked it accidentally. And on multiple occasions it has taken several minutes to revert it to 100% after it had dropped to just 80% or so.

The Blackwidow has the obligatory RGB lighting that everything vaguely "premium" has to have on PCs these days, and this is all very nice, apart from the inexplicable fact that the hash key refuses to light up when the keyboard is in wireless mode. It's not broken, because it lights up when the keyboard is connected via USB, and it's not a faulty profile, because I've tried changing the profile and even setting the options for that key individually. It's just… fucked somehow in a non-mechanical way. And it's little annoyances like that which make you realise how surprisingly often you want to use the hash key in the dark.

Speaking of wired versus wireless, I discovered a while back that the keyboard will not charge its battery unless the Razer software is installed. This was something of a problem when I determined that the Razer software was causing my PC to freeze up. (It transpires that something else was wrong on a deeper level, because a complete reformat and Windows reinstall fixed the freezes, but still.) It's also just fucking stupid. What other USB device does not charge unless you are running a specific piece of software? One of the main benefits of USB is that you can just plug a thing into a socket and it charges, even if the computer doesn't know how to talk to the device otherwise. But no! Not the case with the Razer Blackwidow V3 Pro. So pro that it can't handle charging without its special software to hold its hand. Real fearsome.

Now, onto the Basilisk, which I think I hate significantly more than the Blackwidow, which at least is 98% reliably functional, wireless hash key aside. I have never had as many connectivity problems with a wireless mouse as I have done with the Basilisk. I don't sit an unreasonable distance away from my computer — basically the computer is under my TV, and the keyboard and mouse are on a coffee table in front of the sofa — but this goddamn thing will not stay connected if there is any form of obstacle in its path. And I mean anything. Put a box of biscuits in front of it so you can stuff your face while idly browsing YouTube? Flashy light, lost connection. Put a glass of drink vaguely in front of it for mid-game refreshment? Flashy light, lost connection. Put a discarded lunch plate on the table near it because you'll take it to the kitchen the next time you stand up? Flashy light, lost connection.

It's annoying, because other than this fairly glaring issue, the Basilisk is a nice mouse. It has a good, comfortable shape, nicely clicky buttons and a scroll wheel that, so far, does not appear to have suffered the same fate as the volume control on the Blackwidow — or, indeed, the fate every single Apple mouse I have used has succumbed to. You can actually scroll with it, in other words. It has a couple of side buttons that default to forward/back buttons when web browsing, but I don't really use them. As a basic mouse, it's comfortable, and were it not for the connectivity issues, I would like it a lot. Unfortunately, the connectivity issues happen frequently enough for it to be massively irritating.

"So just replace them!" you might say. "Reader, I spent £250 on the pair of them," I will reply. "I am going to at least attempt to get my money's worth."

And then, sotto voce, "And then never spend that much on a keyboard and mouse ever again."


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 482: Among the dead https://imnotdoctorwho.moegamer.net/2025/10/02/oneaday-day-482-among-the-dead/ https://imnotdoctorwho.moegamer.net/2025/10/02/oneaday-day-482-among-the-dead/#respond Thu, 02 Oct 2025 18:44:38 +0000 https://imnotdoctorwho.moegamer.net/?p=34786 I got off my arse and went for a walk this evening. I'm going to try and make a bit more of a habit of this. I know I have said this before, but since I am starting to see some success in establishing the good habits necessary for weight loss, I should get some … Continue reading #oneaday Day 482: Among the dead

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I got off my arse and went for a walk this evening. I'm going to try and make a bit more of a habit of this. I know I have said this before, but since I am starting to see some success in establishing the good habits necessary for weight loss, I should get some exercise in there too, as that will help with the whole calorie deficit thing, as well as getting my body generally moving and hopefully a bit less stiff (not in a good way) than it has been for the last [x] years.

I mostly like going for a walk, even if in my current state I am painfully slow at getting anywhere, particularly if there is any sort of incline whatsoever. The annoying thing about where we live is that we're sort of at the top of a hill, so whichever direction I set off in to go for a walk, inevitably at least some of the way back involves going uphill to varying degrees.

I've tried a few different routes on various occasions, and the most… acceptable I have found strikes a good balance between being reasonably picturesque (a significant portion of it involves walking through the local cemetery, which, although maudlin, is also quite pleasant and peaceful), being a decent distance to get some reasonably good exercise out of, and not having overly difficult changes in elevation for my battered and broken body to have to contend with.

I find cemeteries quite interesting. I often find myself looking at the graves; part of me wonders if I'll see a name I recognise, but the rest of my brain explains that is fairly unlikely. As such, I find my own life briefly touching the fleeting existences of complete strangers and pondering their circumstances, and what kind of people they were. Sometimes there are clearly tragic stories, such as the extremely ornate memorial which had been raised to a baby who lived less than an hour. At others, there is clearly family history, with little quotes and well-wishes from people — usually couples. Sometimes it's just a simple expression of remembrance, such as with the rather out-of-place looking grave with the simple wooden cross marking its location, surrounded by more elaborate marble headstones.

Supposedly Benny Hill is buried in that cemetery. I didn't go looking for him; I just remember happening to notice his name marked on Google Maps when I was pondering a route to take before I left.

I thought about getting some sort of fitness tracker up and running before going, but then the part of my brain that is specifically trying to disconnect from stuff like that took over and reminded me that I don't need or even want "numbers" — the important thing is just getting out and doing it. Yes, yes, I know we're all supposed to do 10,000 steps a day, but all I find when introducing metrics into the mix is added anxiety. Just get out there, do the thing and be happy that you did it.

So I did!


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 481: I have returned https://imnotdoctorwho.moegamer.net/2025/10/01/oneaday-day-481-i-have-returned/ https://imnotdoctorwho.moegamer.net/2025/10/01/oneaday-day-481-i-have-returned/#respond Wed, 01 Oct 2025 20:38:31 +0000 https://imnotdoctorwho.moegamer.net/?p=34783 I have returned! And I'm in a foul mood, apparently, but that's nothing unusual after having to do that drive. I set out at 5pm and got home at about 8.40pm. That's not fun. Granted, I did stop to have some dinner at the South Mimms services in an inevitably vain attempt to try and … Continue reading #oneaday Day 481: I have returned

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I have returned! And I'm in a foul mood, apparently, but that's nothing unusual after having to do that drive. I set out at 5pm and got home at about 8.40pm. That's not fun. Granted, I did stop to have some dinner at the South Mimms services in an inevitably vain attempt to try and avoid the worst of rush hour on the M25, but still. It would be lovely to be able to leave my place of work and be home in a duration of time that is less than multiple episodes of a podcast. Although at least the journey does afford me the opportunity to actually listen to podcasts, which I otherwise don't really make much time for.

I am also in a less-than-charitable mood because the whole trip this time around felt a little bit pointless. It is always nice to see my colleagues in person because I like them, but the only real benefit of me actually being in the office today was that I could participate in a meeting by sitting in an uncomfortable chair near everyone else instead of sitting in my own comfortable chair via Teams. The rest of the day I was just sort of… there, and don't really feel like I achieved much that I couldn't have done from home. In fact, I generally feel like on my trips into the office I achieve significantly less than I do with a day working from home.

But oh well. This is the world we live in, and it's not that much of an inconvenience to have to do this once a month. Just enough to want to have a little moan about now and again. But now I am home, and I can see my cats (literally, they are both sitting staring at me as I type this) and be with my wife and play Final Fantasy Tactics, which arrived in my absence.

So I think that's probably what I'm going to spend the rest of the evening doing. I haven't played Final Fantasy Tactics through properly since the PS1 original, so it will be nice to do so with a translation that makes sense and the new voiceovers. I will do my best not to power through just to get to the bits with Ben Starr in, but I am making no promises.

On that note, it's time to get isometric and turn-based. Normal business will resume tomorrow. Probably.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 480: Post-hotel https://imnotdoctorwho.moegamer.net/2025/10/01/oneaday-day-480-post-hotel/ https://imnotdoctorwho.moegamer.net/2025/10/01/oneaday-day-480-post-hotel/#respond Wed, 01 Oct 2025 12:11:35 +0000 https://imnotdoctorwho.moegamer.net/?p=34781 Realised I forgot to write something last night. It is time for my monthly trip to the office, y'see, and as such I was spending the evening in a hotel. I was so caught up in watching Police Interceptors and then ProJared playing Zelda: The Wand of Gamelon that I completely forgot to blog. Oh … Continue reading #oneaday Day 480: Post-hotel

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Realised I forgot to write something last night. It is time for my monthly trip to the office, y'see, and as such I was spending the evening in a hotel. I was so caught up in watching Police Interceptors and then ProJared playing Zelda: The Wand of Gamelon that I completely forgot to blog. Oh well. Life goes on. I'm sure all none of you who thought "hang on, Pete didn't blog today" will get over the immeasurable disappointment.

But I am here now! It is lunchtime in the office, so I am banging something out before everyone else gets back from lunch. Today I have had a Meal Deal from Boots. It was adequate, though I am pleased to see that you can get those Walkers Extra Flamin' Hot crisps in an individual bag now rather than having to use willpower not to eat an entire big bag in one go. Diet is mostly on pause for the time while I'm away — back to normality once I get home this evening.

We were discussing plans for next year in the office this morning. Lots of exciting things on the way — and for once we're well ahead of schedule on getting a bunch of them ready, too. It's going to be interesting to see how some folks react to the things we have on the way — I think a fair few people are going to be very pleasantly surprised at what we have coming!

Anyway, people are starting to filter back into the office now, so I guess lunch break is over. There's only so long I can type away at this before people wonder what I'm doing, plus I have some meetings scheduled for this afternoon. And so, on that half-hearted note, that is that for now. I will be back this evening to catch up properly!


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 479: The PS1 retro revival https://imnotdoctorwho.moegamer.net/2025/09/29/oneaday-day-479-the-ps1-retro-revival/ https://imnotdoctorwho.moegamer.net/2025/09/29/oneaday-day-479-the-ps1-retro-revival/#respond Mon, 29 Sep 2025 18:57:41 +0000 https://imnotdoctorwho.moegamer.net/?p=34777 I saw a fun trailer last night for a game called, rather amusingly, Parasite Mutant. Those of you of a certain age are probably already thinking "I wonder if that's anything like Parasite Eve", to which the answer is yes, yes it is, very much so. The great thing is that this isn't even the … Continue reading #oneaday Day 479: The PS1 retro revival

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I saw a fun trailer last night for a game called, rather amusingly, Parasite Mutant. Those of you of a certain age are probably already thinking "I wonder if that's anything like Parasite Eve", to which the answer is yes, yes it is, very much so.

The great thing is that this isn't even the only Parasite Eve-like that is on the way — the folks who made the excellent visual novel VA-11 HALL-A have also been working on one for quite some time. And it looks awesome — though when it comes out is anyone's guess at this point.

Yes, indeed, we are well and truly in an age where the original PlayStation is retro enough to have modern homages to it. In fact, we've been there for a while, with the indie horror scene latching on to the system's distinctive 3D aesthetic a few years back, and more and more developers deliberately adopting low-res, low-poly, unfiltered 3D as their game's distinctive look and feel.

So with all of the above in mind, here's a few PS1 games from back in the day that I think would be simply smashing to see some modern imitators of. In fact, some of these already have modern imitators on the way — I will do my best to link to those where I am aware of them. (If you are aware of any I missed, please do let me know.)

Ridge Racer

C'mon. Obviously. The 16-bit-style arcade racer has been present and correct in the modern scene for a while thanks to titles like Horizon Chase Turbo and Slipstream, and we've even seen a couple of homages to Virtua Racing, but we haven't seen that many Ridge Racer-likes. I'm not sure we've seen any, in fact — though I am aware of one that is currently early in development.

Yes, we're getting a new Screamer, but it's trying to be all modern and do the twin-stick drifting thing that Inertial Drift did. That's not a bad thing in itself, but it's not "PS1". Just make a new Ridge Racer or equivalent. Namco even released the original Ridge Racer on modern consoles, so there's a market for it!

Parasite Eve

On the off-chance some of you don't know what Parasite Eve is, the elevator pitch is that it's a cross between Resident Evil-style survival horror (fixed camera angles, limited resources) and an RPG. Combat unfolds using a variation on Final Fantasy's Active Time Battle mechanics, with a time bar that gradually fills up and allows you to act when it's full, but the twist of being able to move freely while it's charging. This adds an interesting blend of real-time and turn-based mechanics, whereby you can avoid enemy attacks, but you still have to wait your turn.

Parasite Eve was noteworthy for what was beautiful presentation at the time: pre-rendered backdrops with detailed (for the late '90s) polygonal characters atop them, punctuated by completely pre-rendered FMV sequences depicting major plot moments. It had two sequels, neither of which I've played (yet) but is currently in rights hell, making an official rerelease exceedingly unlikely — leaving the stage wide open for imitators (complimentary).

Brave Fencer Musashi

From the same era and publisher as Parasite Eve came something completely different. Brave Fencer Musashi was also a blend of things we'd seen before — in this case, the early 3D platformer (a la Crash Bandicoot) with the action RPG. It was a fully polygonal action game with a fair amount of platforming in it, and a delightfully silly script. I don't know how true the English script was to the Japanese original and kind of don't care, because the introductory "Princess! Sir Little Turd!" sequence is the stuff of legends.

Brave Fencer Musashi has a little in common with Konami's Mystical Ninja series, particularly its first N64 incarnation Mystical Ninja Starring Goemon. And we've had a Mystical Ninja-like in recent years in the form of Bakeru, so surely a Brave Fencer Musashi-like isn't too much to ask for, no?

Any form of puzzle game

The PS1 was a golden age for puzzle games. And not just the competitive "versus" kind that still have a certain following today — the PS1 also played host to a wide variety of puzzlers, most of which could be enjoyed by a solo player for hours at a time.

The rise of the free-to-play mobile game all but killed the standalone puzzle game genre, but releases like Tetris Effect and Puyo Puyo Tetris have showed that there's still something of a market there for them. It'd be lovely to see some developers have a crack at mechanics similar to those seen in lesser-known puzzlers like Starsweep and Landmaker as well as the predictable bubble shooters, match-three and line-clearing games we occasionally get today.

Vagrant Story

If someone wants to get really ambitious, they can pay homage to Vagrant Story, a thoroughly interesting Square Enix title that forms part of the loose "Ivalice" series that includes Final Fantasy Tactics and Final Fantasy XII. (Although apparently its connections may just be fanservice.)

Vagrant Story was interesting for its ambitious storytelling and its unusual combat system, which, a bit like Parasite Eve, blended real-time and turn-based elements together, this time placing an emphasis on "risk". You could attack as often as you liked, but doing so would build up Risk, which reduces your hit rate but increases your critical chance. It's a tad more complex than that, with things like damage to individual limbs being tracked, but I think it's high time we revisited some of its ideas.


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#oneaday Day 478: Counting Cals https://imnotdoctorwho.moegamer.net/2025/09/28/oneaday-day-478-counting-cals/ https://imnotdoctorwho.moegamer.net/2025/09/28/oneaday-day-478-counting-cals/#respond Sun, 28 Sep 2025 19:58:34 +0000 https://imnotdoctorwho.moegamer.net/?p=34774 As I've alluded to a couple of times recently, the latest attempt at weight loss has been centred on counting calories. And thus far it's actually been going reasonably well — as is often the case when embarking on a new campaign of doing this, I lost a decent chunk of weight in the first … Continue reading #oneaday Day 478: Counting Cals

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As I've alluded to a couple of times recently, the latest attempt at weight loss has been centred on counting calories. And thus far it's actually been going reasonably well — as is often the case when embarking on a new campaign of doing this, I lost a decent chunk of weight in the first week, but this week it's slowed down again, though it is still going down, which is good.

As my past experiences doing this have shown, the crucial thing is to be constantly aware of what you're putting in your mouth, and thinking carefully before you stuff anything in there. Recording everything helps you to be aware of such things, and in the process make some better choices.

Now, "better choices" doesn't have to mean "I stopped having any bacon sandwiches ever, and for breakfast now I have half a banana with a handful of chia seeds and am miserable for the rest of the day". No; it means "I had a big lunch, so I should probably go easy at dinner". Or it means "I treated myself to a McDonald's breakfast, so I probably don't need a lot for lunch". Or it means "I've had three bags of crisps today already, I probably shouldn't have any more".

Working within those simple boundaries, you can set limits for yourself without feeling like you're missing out on things. When counting calories, you absolutely can still have a nice cake if you feel like one, but that probably means you should hold back on the snacks (or have lower-calorie snacks) for the rest of the day. And it can sometimes be surprising how easy it is to save calories by making a few little swaps here and there.

I've never been hugely fond of salad, for example, but drench it in enough salad cream and it can be quite a pleasant (and filling) accompaniment to a simple meal, like a piece of breaded meat. And a plate of salad, even if absolutely drowning in salad cream, is quite a lot fewer calories than a big pile of chips.

As it happens, the only chips I've had since starting this time around were on our Work Day Out, when I was necessarily somewhat limited in my options for dining, so I thought I would just enjoy that day as I saw fit, without guilt.

My challenge in this upcoming week is going to come in the form of my monthly trip to the office, which usually involves me grabbing something to eat on the drive down, or perhaps from the supermarket next to the hotel, or the hotel restaurant. On previous occasions, I'm mildly ashamed to admit that I have made less-than-stellar choices when choosing what to eat — after a long, tiring, boring journey, all I want is to have something tasty. This time, I'm going to try and pay at least a bit of attention to the choices that I make. I can still satisfy myself; I should probably try and do so without devouring a huge bag of Doritos and two frosted yum-yums, as delicious as they are.

I'm still feeling pretty good at the moment, then. Things are moving in the right direction and, crucially, I'm not feeling bored or frustrated with what I'm eating. That last part is particularly important; there's nothing worse than being bored of what you're eating, because that's the time you're most likely to think "that was disappointing, I'll make up for it with an entire chocolate gateau".

Not enough calories left for a sandwich before bed, sadly, but I think I'll probably survive.


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#oneaday Day 477: The things all modern games do https://imnotdoctorwho.moegamer.net/2025/09/27/oneaday-day-477-the-things-all-modern-games-do/ https://imnotdoctorwho.moegamer.net/2025/09/27/oneaday-day-477-the-things-all-modern-games-do/#respond Sat, 27 Sep 2025 23:35:33 +0000 https://imnotdoctorwho.moegamer.net/?p=34771 I saw a fun comment a little while back — I forget who it was and even where it was posted, so apologies to the person who originally made it — that put forward a theory: you could release a game from ten years ago today, such as Metal Gear Solid V, and no-one would … Continue reading #oneaday Day 477: The things all modern games do

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I saw a fun comment a little while back — I forget who it was and even where it was posted, so apologies to the person who originally made it — that put forward a theory: you could release a game from ten years ago today, such as Metal Gear Solid V, and no-one would be any the wiser, outside of maybe some improvements in performance and/or resolution.

This made me laugh, because there's a certain amount of truth to it. It feels like modern mid-to-big budget games that have chosen "quasi-photorealistic" as their aesthetic of choice are becoming increasingly indistinguishable from one another. This type of visual style has long since stopped impressing me, and it's actually kind of starting to bug me how much all the top-end developers appear to be shamelessly cribbing from one another.

So here's a list of things that I would really rather see less of. Very few of these things are "bad" as such, it would just be nice to see some games that didn't do them.

Gears of War cam

You know the one. Third-person, camera shifted a little back from the character enough to see most of their upper torso but not their legs (because if you can see their legs you can see that we still can't quite animate people going up and down steps properly) and to the right, positioning the character just to the left of centre on your screen.

Bonus points if the camera wobbles around when the character is sprinting, in simulation of a cameraman running behind the character while attempting to hold an unwieldy camera steady.

The slow pan down to interactivity

The "seamless transition from cutscene to gameplay" thing stopped being impressive a long time ago. Final Fantasy VII pulled it off (kind of) in 1997. Just once, just once, it would be nice for a cutscene to end without a slow pan to Gears of War-cam while the background audio and music fades to calmness and the protagonist slowly, but perfectly in time with the camera pan, takes a stance ready for action.

Painfully obvious objective markers

"Go through the door". No, really? This door that I just spent half an hour solving puzzles to open? Really? You want me to go through it?

A health bar that grossly misrepresents how much damage you can take

To be fair, this has been a problem since Namco's Rolling Thunder gave you a segmented health bar that suggested you would be able to take up to eight hits before keeling over, then immediately killed you if you got hit by a single bullet. But this has become so common it's a bit of a problem ever since everyone decided that everything needs, to one degree or another, to be a Souls-like.

If you're giving me a health bar of a reasonable length, I don't want 75% of it to fall off the moment I take one hit from an enemy. Not every game has to have "brutal, hard-as-nails" combat, as marketing people like to put it. Sometimes it's okay — even desirable — to have flashy, button-mashy combat where the protagonist can take as much punishment as the enemies do.

Opening a single drawer from a chest and finding nothing

I don't know which game first did the "protagonist searches a chest of drawers by opening one completely empty drawer and 90% of the time doesn't find anything" thing, but it's an absolute plague these days. Granted, at the other end of the spectrum we have Shenmue, a game which can be looked upon at least in part as the world's most detailed cupboard-opening simulator, but I feel like there's probably a happy medium somewhere.

See also: lootable objects in non-RPGs with nothing in them. Why do you do this?

Progression mechanics in games that aren't RPGs

Stop it. I don't need to level up and I don't need to grind in every single game. Just give me what I need to beat the game from the outset. You may — may — under certain circumstances unlock new moves and weapons as the game progresses, but these should not be tied to any sort of "experience" system.

Photo mode and New Game+ added as post-launch updates

You know you're going to do them. Just put them in from the start.


And just for good measure, one thing I wish we saw more of:

Post-game unlocks that significantly alter the game

My benchmark for this is Silent Hill 3, which, under the correct circumstances, allows you to dress the protagonist Heather up in a retro-futuristic outfit and unleash her devastating "Heather Beam" on enemies. Optionally, you could also add an on-screen health bar to the game, which is not normally present because it's a survival horror game. These two elements completely changed the feel of Silent Hill 3, and offered an incentive to replay that wasn't just "play through the entire thing again with some minor changes to get a different ending".

These days, sadly, costumes are primarily DLC and additional modes that significantly alter the way the game plays just don't really feel like a thing any more. Part of this is down to modern games being considerably expanded in length over stuff from, say, the PS2 era (which is when Silent Hill 3 originally came out), but also some developers just don't seem all that willing to have a bit of silly fun with their creations. And that's a bit sad!


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#oneaday Day 476: A few first impressions from Silent Hill f https://imnotdoctorwho.moegamer.net/2025/09/26/oneaday-day-476-a-few-first-impressions-from-silent-hill-f/ https://imnotdoctorwho.moegamer.net/2025/09/26/oneaday-day-476-a-few-first-impressions-from-silent-hill-f/#respond Fri, 26 Sep 2025 23:46:49 +0000 https://imnotdoctorwho.moegamer.net/?p=34768 I'm excited to be playing a brand new Silent Hill game in 2025. I wasn't sure how I felt about Silent Hill f transplanting the series from late '90s/early '00s America to 1960s Japan, but thus far it appears to be a change that works. If you've played any entries in the Project Zero/Fatal Frame … Continue reading #oneaday Day 476: A few first impressions from Silent Hill f

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I'm excited to be playing a brand new Silent Hill game in 2025. I wasn't sure how I felt about Silent Hill f transplanting the series from late '90s/early '00s America to 1960s Japan, but thus far it appears to be a change that works. If you've played any entries in the Project Zero/Fatal Frame series, you'll know that small-town Japan has plenty of scope for eerie activities, and such is the case with Silent Hill f.

I'm just shy of four hours in so far and thus far I've been having a good time. Protagonist Hinako, in true Silent Hill tradition, clearly has some Issues to work through, though the exact specifics of these haven't been revealed as yet, aside from the fact that her father is an abusive alcoholic and she resents her sister for moving away to get married. She also may or may not be dead; my internal jury's out on that one thus far.

As with prior Silent Hill games, Silent Hill f sees Hinako wandering through a sort-of open environment, stumbling across interesting happenings and finding horrific trouble at fairly regular intervals. This time around, rather than being completely alone, Hinako regularly runs into her school friends, who are seemingly seeing the same things she is seeing — there's always been some ambiguity in the series as to whether things are "really" happening — but for the most part she ends up having to act by herself in order to catch up with her peers in various ways.

Part of the narrative is clearly going to involve how Hinako is ostracised from certain parts of her supposed "friendship" group for refusing to conform to behavioural gender norms. Her best friend is an icky boy named Shu, and even as teens, they are still obsessed with their imaginary "Space War" games that they've been playing together since childhood. I'm interested to see quite how far the game ends up leaning into matters of gender identity, because it would very much be in keeping with the series' past of exploring psychosexual matters, among other things.

Much of Silent Hill f sees Hinako stumbling around in the fog as is series tradition, but likewise there are times when she finds herself in "other" places. In one sequence, she finds herself lost in a seemingly endless field of scarecrows and must solve a puzzle to find a way out; on several other occasions — seemingly when she's unconscious in the "fog" world — she goes somewhere completely different, shrouded in darkness, filled with mysterious temples and shrines, and guided by a man in a fox mask who almost certainly is not entirely trustworthy.

As you might expect, the game dives deep into traditional Japanese spiritualism and superstitions, with the main angle exploring the fox god Inari. There have been a couple of mentions of an "ancient god" that may or may not be Inari at various junctures too, though, so it remains to be seen where all that ends up — and whether Inari is a force one should feel comfortable putting one's faith behind.

Mechanically, it's pretty much as you would expect for a modern survival horror game. Combat takes a few cues from heavy-hitting stamina management action RPGs because of course it does, everything seemingly has to these days, but since the Souls games, trope codifiers for this type of experience, are effectively survival horror RPGs in many respects, it does make a certain amount of sense. It also helps to highlight that Hinako, as a teenage girl, is not a fighter. She can't take much punishment and she isn't particularly agile at swinging anything around with the intention of doing damage. As such, combat has a rather deliberate pace, though mistakes are punished quite severely, even on the default "Story" difficulty.

Initially I wasn't all that enamoured with this, but once you get a feel for its distinctive rhythm and learn to spot enemy tells — including some particularly explicit ones that allow you to counterattack — it's probably a good fit for Silent Hill, if indeed the series really "needs" combat at all. (Silent Hill: Shattered Memories was an attempt to do a Silent Hill game without combat, and it was mostly successful, though the "chase" sequences it had in lieu of actual fights were, at times, a little frustrating.)

The puzzles have been interesting so far, though despite the default puzzle difficulty being "Hard" none have been too taxing as yet. The trickiest one thus far took place in the aforementioned scarecrow field and required reading of body language and facial expressions to match a particular statement; I'm not entirely sure I solved this one "correctly", but it made internal sense to me while doing so and thus I'm counting it as a success.

I'm intrigued, then. I want to know more about Hinako's situation and what is really going on with her. There are quite a few different ways I can potentially see things proceeding from where I am thus far, and in keeping with series tradition, not many of them promise a happy ending for our heroine. And we longstanding Silent Hill fans wouldn't have it any other way.


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#oneaday Day 475: A traitorous experience https://imnotdoctorwho.moegamer.net/2025/09/25/oneaday-day-475-a-traitorous-experience/ https://imnotdoctorwho.moegamer.net/2025/09/25/oneaday-day-475-a-traitorous-experience/#respond Thu, 25 Sep 2025 20:26:04 +0000 https://imnotdoctorwho.moegamer.net/?p=34753 As noted yesterday, today was a Work Day Out. Not a Work Day Out where we had to do any work, but a Nice Thing To Do Together, presumably for the purposes of "team-building" and suchlike. I may sound cynical, but honestly my workplace is such a nice, small company that any occasion like this … Continue reading #oneaday Day 475: A traitorous experience

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As noted yesterday, today was a Work Day Out. Not a Work Day Out where we had to do any work, but a Nice Thing To Do Together, presumably for the purposes of "team-building" and suchlike. I may sound cynical, but honestly my workplace is such a nice, small company that any occasion like this just feels like a nice gathering of friends — albeit one where the boss foots the bill. Winner.

Our main activity for the day was The Traitors Live Experience, an interactive group game based on the (apparently) popular TV show. (I've never seen it. But that doesn't mean much these days.) I was a little concerned ahead of time that we might end up playing with strangers, but thankfully we had enough people in our group to ensure that our game, which had 11 people total (and could have supported up to 14) was entirely people who knew each other. While The Traitors TV show is based on the assumption that most of the participants won't know one another prior to playing, they have a lot longer to get to know each other; as such, since The Traitors Live Experience is just shy of two hours in length, I suspect it is best played with people you have, at the very least, a passing acquaintance with.

I'm going to explain how the game works now on the assumption that you, like me, have never seen The Traitors, so if you're a big fan of the show and you feel like I'm stating the obvious, I can only apologise. I am not able to comment on the experience from a fan's perspective, so this will have to do you for now.

After an opportunity to hang out together in a comfortable bar area (with seating!) before your game starts, you are led into the depths of the venue, through a series of creepy Resident Evil mansion-style corridors, until you eventually reach your "Round Table" room. Once ensconced in your seat of choice, which you will stay in for the majority of the game, your host introduces the game and how it works.

Before play proper begins, at least one Traitor is selected. This unfolds through everyone seated at the table blindfolding themselves with blackout goggles, then loud music playing while the host stalks around the room and taps one or more people on the shoulder, indicating that they are the Traitors for the game. The remaining players are the Faithful.

The Traitors Live Experience unfolds in two parts: "day"-based missions and "night"-based potential betrayals. During the day, the group as a whole is given some sort of task to complete, and successfully achieving this rewards the group as a whole with "gold". You don't actually win any cash (unlike the TV show) — the "gold" is simply a score of sorts. At the end of the game, if all the Traitors have been eliminated, the Faithful score all the points, while if even one Traitor remains, the Traitors take all the points. The venue has daily leaderboards for how well Faithful and Traitors have performed.

At night, everyone dons their blackout goggles once more, but the Traitors are invited to take them off partway through proceedings. At this point, one of several things can happen: they can "murder" someone by pointing at them; they can "blackmail" a Faithful, causing them to become a Traitor (though I believe there are conditions on when this can occur, such as when a Traitor is eliminated from the game) or nothing at all can happen. Once again, if someone is "murdered", the host silently taps them on the shoulder, and they remove themselves from the room before everyone else takes their goggles off.

Being murdered (or, in later rounds of the game, "banished" by the Faithful if they believe you are a Traitor) doesn't mean your game is completely over; instead, you are removed to a separate room where you can watch live camera feeds of the surviving players, and at various junctures you are given the opportunity to interact with the games they are playing by solving puzzles in the other room, or perhaps by finding creative ways to communicate "from beyond the grave", as it were. There was a nice vaguely "escape room" feel to this side of proceedings, helping even those who are eliminated early to feel involved in the complete game.

As it happens, I, a Faithful, was murdered quite early on due to my strong performance in one of the missions and making some solid observations during the pre-Banishment deliberations. I was worried that getting knocked out early would be boring and annoying, but actually it was rather fun, particularly once some other people joined me in the room and we had to discuss whether to help the survivors or actively sabotage their attempts.

The missions themselves are all pretty simple parlour game-style puzzles — I assume they have a bank of them available to randomise so that two games aren't exactly alike. In our game, we initially had a straightforward puzzle where we had to rotate dials on the table to accurately depict the cycles of the moon. This was followed by a "spot the difference" game where we were showed a model of a crime scene and some photographs of a few details from it, then shortly after, we were shown a different model of the same crime scene (and "the same but potentially different" photographs) and tasked with spotting five changes, with bonus points on offer if we could determine how the corpse was actually murdered.

After that, we had a game where we were challenged to press a hidden button under the table after an exact amount of time had elapsed — this was the one I excelled at, since I've always been rather good at that sort of thing — and, after I'd been eliminated, the group were tasked with arranging a set of Tarot-like cards in order (with us "assisting" from beyond the grave by flashing the lights in the Round Table room from afar) and, as the grand finale, the group were challenged to recreate several scenes shown in silhouette by equipping themselves with props and standing in place.

I don't know how close in execution the whole thing is to the TV show, but plenty of effort has been made with the presentation of everything. There's plenty of cool lighting effects, dramatic music and suchlike, and the "Round Table room" is nicely detailed, even concealing a secret exit to "Traitors Tower", where the finale sequence took place. The whole thing was very enjoyable, and I'm glad I overcame my initial misgivings about playing a game so based on social cues to enjoy the experience.

As I say, I feel like for certain types of people, the experience will lose some of its appeal if you attend in a small group and end up being paired up with strangers, but likewise some people will thrive in that environment. It's good that the game is seemingly flexible and doesn't force anyone to do anything they're uncomfortable with — prior to starting the game, you're given the opportunity to privately indicate if you'd rather not be a Traitor from the outset, though this doesn't preclude you from potentially being "recruited" later in the game if the Traitors' ranks find themselves thinning.

We followed our time at The Traitors Live Experience with a late lunch at The Ivy Market Grill, a posh and expensive restaurant on Covent Garden that lets you go "I had lunch at The Ivy" without having to actually go to the real Ivy in the West End or pay the astronomical prices required to become a member of The Ivy Club. I had a cheese souffle, a sirloin steak and a chocolate bombe for dessert. All of them were delicious and I am still stuffed even now, a good four hours after we finished eating. The diet has gone out the window for today, of course, but y'know what, it doesn't matter. I had a good time, and I can be back on track tomorrow. It's not as if I'm going to be eating like that every day, after all.

Anyway, all in all it was a very good day, and I'm glad I went along. I'm knackered now, though; on paper it might not sound like we did all that much, but when you take into account the train travel in both directions, add the walking required when progressing across London in various ways, add the energy required to keep your social batteries topped up for most of a day with the same group of people, it all adds up. So I'm back home now, writing this in my pants, feeling thoroughly satisfied. Probably an early night tonight, though.

Although Silent Hill f did arrive today, so…


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#oneaday Day 474: Archiving with mixed results https://imnotdoctorwho.moegamer.net/2025/09/24/oneaday-day-474-archiving-with-mixed-results/ https://imnotdoctorwho.moegamer.net/2025/09/24/oneaday-day-474-archiving-with-mixed-results/#respond Wed, 24 Sep 2025 22:23:45 +0000 https://imnotdoctorwho.moegamer.net/?p=34736 My 5.25" floppy drive and power source came today, so I've been tinkering this evening attempting to image some Atari 8-bit disks from the big boxes I have buried in a cupboard upstairs. After a few frightening mechanical noises and some initial frustrations — the most annoying of which by far was discovering I had … Continue reading #oneaday Day 474: Archiving with mixed results

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My 5.25" floppy drive and power source came today, so I've been tinkering this evening attempting to image some Atari 8-bit disks from the big boxes I have buried in a cupboard upstairs.

After a few frightening mechanical noises and some initial frustrations — the most annoying of which by far was discovering I had the floppy drive cable inserted into the Greaseweazle the wrong way around, causing the drive to perpetually spin and never actually read anything — I got the setup up and running, and successfully ripped a couple of disks, initially to the "raw flux" .scp format, and then converted them to the more commonly used (for emulators, MiSTer and suchlike) .atr.

(For future reference, Atari disks are 40 tracks, meaning you need to set Greaseweazle to read cylinders 0-34 and 35-39. I don't know the technicalities behind this, but it worked.)

My initial success was reassuring, but I had a number of failures after that. I think some of these disks may be beyond help — and frustratingly, so far it appears to be the disks with more "personal" contents.

I attempted to rip a disk that had some of my brother's early BASIC programming experiments on it (including a simple multi-choice adventure game called Treasures of Crylos that I remember being rather fond of), but the disk barely registered as having any contents at all when I attempted to rip it.

I had a little more success with "Pete's Disk 1", which was a SpartaDOS X-formatted double-density disk, so a bit of an unusual edge case. The disk seemingly ripped successfully, and loading it into an emulator with SpartaDOS X installed allowed me to view the disk directory, but I was unable to actually load and run anything from the disk. So close! So very close. Also man, SpartaDOS X could fit a hell of a lot of stuff on one floppy disk. No wonder my Dad set me up with it for my personal disks rather than trusty old DOS 2.5. You can squeeze a lot more on when your file sizes are measured in bytes rather than sectors.

Other successes I had included what we colloquially referred to as "The Dutch Demo", a multi-part graphics and sound demo that is, unsurprisingly, Dutch (and I don't think I've ever seen archived anywhere online, so I will be sharing that at some point); Red Rat's Technicolour Dream Demo, which is a slideshow of pictures produced with the software in question, which supported considerably higher colour depth than the Atari was "supposed" to support; and a couple of disks of collected games.

I haven't started ripping and organising in any great depth yet, but I would like to rip as many of these as I can, then archive them somewhere online. While most of the software on these disks is archived via other means elsewhere around the Internet, it's the little things, like the menu systems used to collect these games together, and the specific combination of things on each disk, which is unique to my own computing history — and something that I'm keen to preserve if at all possible.

I don't know how many of these disks are going to be salvageable. I'm already seeing that some brands of disk have much better longevity than others — thus far, Radio Shack and Verbatim's disks have had the highest success rate, with Wabash being the worst — so it will be interesting to find out exactly how much I might be able to recover and (re)discover throughout this process.

I'm done for the evening, though. Back to it on Friday, since tomorrow is a Work Trip. A fun Work Trip, but still one I have to get up early and catch a train for, so I better get some sleep.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 473: The worst MIDI file in existence https://imnotdoctorwho.moegamer.net/2025/09/23/oneaday-day-473-the-worst-midi-file-in-existence/ https://imnotdoctorwho.moegamer.net/2025/09/23/oneaday-day-473-the-worst-midi-file-in-existence/#comments Tue, 23 Sep 2025 18:51:41 +0000 https://imnotdoctorwho.moegamer.net/?p=34732 It may sound peculiar in these days of being able to stream or download pretty much any piece of music you'd care to mention in its original format — be it legally or less-than-legally — but back in the '90s we had a lot of fun downloading MIDI files. Some of these MIDI files we … Continue reading #oneaday Day 473: The worst MIDI file in existence

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It may sound peculiar in these days of being able to stream or download pretty much any piece of music you'd care to mention in its original format — be it legally or less-than-legally — but back in the '90s we had a lot of fun downloading MIDI files.

Some of these MIDI files we downloaded with the intention of using them somehow — primarily in Klik and Play and The Games Factory projects — but sometimes it was just for fun. And it was fun! Even with the limited synthesis capabilities of the sound cards most of us had at the time — it was very much the days of OPL FM synthesis being the norm, as wavetable cards were an extremely expensive luxury, if you could even get them at all — we used to enjoy tracking down MIDI files of songs we recognised and playing them back.

One day, my friend Edd found the worst MIDI file in existence. It is called EWOK.MID and I've been attempting to track it down for a good twenty years. Recently, I succeeded in my search and rediscovered EWOK.MID in all its glory — though I did forget to make a note of the website where I found it, so you'll have to settle for a version hosted here. (EDIT: It was here. Which appears to be buried deep in the depths of an SEO-optimised, likely AI-generated site about tech, which I suspect is built atop the remnants of a long-abandoned website that has somehow kept all its old uploads intact since 1999.)

I would like to share EWOK.MID with you now, but given that MIDI file support is no longer a given on modern machines, you'll have to settle for a recording of my computer playing it back in the name of universal compatibility.

Isn't it magnificent? Someone spent time on that. Moreover, someone thought that the time they spent on that was worth sharing with the world. And I am unironically glad that they did, because EWOK.MID has given me many, many laughs over the years.

What I find most amusing about it is that they clearly got the gist of the track from Star Wars that they're trying to ape, but then weren't quite sure how to do all the other bits. I suspect they started with the melody line first, and then attempted to play the drum parts "live" over the top of it. At that point, the sensible thing to do would be to use MIDI sequencer features such as quantizing to get the notes a bit more "in time" with one another, and get the whole thing sounding a bit more "professional". (Of course, quantizing demands that your notes are vaguely in time in the first place, so I do find myself wondering if EWOK.MID is possible to save.)

But no! Our heroic arranger decided that the work they'd done was enough. This was their magnum opus; their note-for-note recreation of a classic theme from a classic movie. So they uploaded it to the Internet one February morning in 1999, and sat back to enjoy the reactions of everyone who stumbled across it, whether deliberately or by accident.

I salute you, heroic arranger, whoever you are. You have brought me many hours of joy over the years, and I'm glad I finally rediscovered your finest work. I hope you're doing well, wherever and whoever you are.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 472: Goodbye and thank you to Billy Chaser https://imnotdoctorwho.moegamer.net/2025/09/22/oneaday-day-472-goodbye-and-thank-you-to-billy-chaser/ https://imnotdoctorwho.moegamer.net/2025/09/22/oneaday-day-472-goodbye-and-thank-you-to-billy-chaser/#respond Mon, 22 Sep 2025 21:20:19 +0000 https://imnotdoctorwho.moegamer.net/?p=34728 I've made a YouTube video about this (above), but I thought I may as well type something up also. I will likely repeat myself. Today I learned that a few days ago, Billy Hudson, better known as Billy Chaser and one half of The Game Chasers on YouTube, lost his battle with a brain tumour … Continue reading #oneaday Day 472: Goodbye and thank you to Billy Chaser

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I've made a YouTube video about this (above), but I thought I may as well type something up also. I will likely repeat myself.

Today I learned that a few days ago, Billy Hudson, better known as Billy Chaser and one half of The Game Chasers on YouTube, lost his battle with a brain tumour and passed away. I was deeply saddened by this news, because Billy was a wonderful part of the retro gaming community, and someone who had entertained and inspired me ever since I first stumbled across his channel about ten years ago.

At that time, I was working a boring, dead-end office job. I wasn't having a terrible time or anything, but I was bored and creatively unfulfilled. I was fortunate enough to have a desk with its back to the wall and in a corner, so I could watch YouTube videos without anyone noticing.

As it happened, prior to that job I had never really taken the time to explore YouTube at all, so I didn't really know where to start. I forget exactly how I found my way to The Game Chasers, but it was via a deep and branching rabbit hole that included channels such as Classic Gaming Quarterly, Classic Game Room, LGR, ProJared, Game Grumps, Game Sack and all manner of other folks, many of whom are still making great videos to this day.

The Game Chasers was really striking, though. This was a YouTube channel that had the production values of a TV show. Each The Game Chasers video could have easily been a broadcast TV show. Billy, one half of the core pair of Billy and "Shady" Jay, was a trained filmmaker, and it showed in his fantastic editing for each and every episode of the show.

The Game Chasers' concept was simple. It was like those reality shows where people rummage through storage lockers in search of treasure, but with a focus on video games. Billy and Jay would visit flea markets, antique stores, storage lockers and all manner of other places in search of retro classics — and often find some real wonders. This was in the years before "graded" collecting pushed the price of retro games up into ridiculously unattainable territory for most of us, so their stories were inspiring; indeed, watching The Game Chasers was pretty much the direct cause for me expanding my own collection so massively.

Billy was a wonderful character. He was funny and silly, but smart and knowledgeable. Part of the beauty of The Game Chasers is it made the viewer feel included. It made the viewer feel like they were part of the excitement of taking these trips, and part of the joy of discovering hidden treasures in dusty old lofts. It made the viewer feel like a valued friend.

And that was important to me! I have tried, and I have tried, and I have tried to get across to the people I know "in real life" how important retro gaming and computing is to me, but with each passing year, I grew more and more lonely as it became very clear that people not only don't care, they are, at times, actively hostile.

This was heartbreaking, because a hobby is so much more fun if you can share it with people. And as time went on, it was starting to feel I just… didn't really have anyone like that. As unhealthy as parasocial relationships are, watching shows like The Game Chasers made me feel less alone. It made me feel like there were other people out there as passionate about this as me. It made me feel like I wasn't the only one who still enjoyed all this stuff that I grew up with — and for more than just nostalgia. I enjoy collecting, playing and exploring retro games in the here and now — including both revisiting titles from my past, and discovering brand new favourites. That's entirely what my YouTube channel is about.

And that's why it's so sad that the retro gaming community has lost as wonderful a friend as Billy was. Most of us didn't know him personally, but I suspect if we found ourselves at a convention, he would have made the time to shake each of us by the hand and make us feel as welcome as we do watching his videos. And those out there who were fortunate enough to know Billy in real life had nothing but wonderful things to say about him. He would play up the joker aspect for the camera, but in private he would be an incredibly supportive friend.

The world is a worse place without Billy in it. And I hope wherever he is now, he finds eternal happiness amid endless aisles of every video game one might ever want — and endless friends to enjoy them with.

Rest in peace, you magnificent chode. You will be missed, not just by your close friends, but by the entire retro gaming community.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 471: A more in-depth look at the MiSTer Multisystem 2 https://imnotdoctorwho.moegamer.net/2025/09/21/oneaday-day-471-a-more-in-depth-look-at-the-mister-multisystem-2/ https://imnotdoctorwho.moegamer.net/2025/09/21/oneaday-day-471-a-more-in-depth-look-at-the-mister-multisystem-2/#respond Sun, 21 Sep 2025 20:44:42 +0000 https://imnotdoctorwho.moegamer.net/?p=34725 I realise I've talked in passing a great deal about the MiSTer Multisystem 2 that I recently acquired from Heber and the Retro Collective, but not written anything substantial about the system itself. So I figured I'd use today's post to talk a bit about the system in general, and perhaps answer some questions anyone … Continue reading #oneaday Day 471: A more in-depth look at the MiSTer Multisystem 2

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I realise I've talked in passing a great deal about the MiSTer Multisystem 2 that I recently acquired from Heber and the Retro Collective, but not written anything substantial about the system itself. So I figured I'd use today's post to talk a bit about the system in general, and perhaps answer some questions anyone stumbling across this post might have.

What is it?

The Multisystem 2 is an all-in-one console built around the open-source MiSTer standard, designed for hardware emulation of classic home computer, console and arcade machines using a technology known as FPGA. With it, you can use software designed for these platforms either on a modern display or, with the "Analogue" model, on a CRT television or monitor.

What is FPGA?

I'll be 100% honest with you: I don't have a clue what FPGA is, other than it's something to do with a special chip emulating the original circuitry, chips and other internal shenanigans of this old hardware. It is often — though not always — more accurate than emulation done entirely in software, and thus, in theory, provides an experience much closer to using original hardware than software emulation can provide.

Is it plug-and-play?

Unfortunately not. Like most MiSTer setups prior to the Multisystem 2, there is a degree of sorting things out required before you are able to use it. You will need an SD card and a means of writing to it on your computer. You will need to download a piece of software called "Mr. Fusion" (which can be found here) and image it to your SD card using a suitable piece of software such as Balena Etcher (which is free, and can be found here). You will need to boot the Multisystem 2 with the imaged SD card inserted while connected to an HDMI display. Then you will, ideally, need to connect the Multisystem 2 to the Internet either via Ethernet or a USB Wi-Fi dongle (not included) and run the built-in update script or an alternative such as the more comprehensive update_all. Then you will need to fill your SD card (or USB external storage) with the games and software you would like to actually run on the system.

Then you're ready to go. It might sound complicated, but it's fairly straightforward. A few tips I found from my own setup process that you might find useful:

  • If connecting via Wi-Fi, connect to an access point with strong signal, otherwise the update scripts will take a very long time. (Like, more than 24 hours.) Ideally, connect via Ethernet.
  • Use update_all rather than the built-in update script. It has a lot more flexibility.
  • Once you've run update_all, run it again to make sure it got everything. If the initial run of update_all fails to finish downloading some things, it will retry a couple of times but eventually give up. Having half-finished downloads can cause problems, so running update_all again helps ensure everything is completely downloaded to the right place.
  • This is entirely optional, but since update_all can, with the appropriate options, download a bunch of arcade games, it's worth having an SD card big enough to fit them all on. Many MiSTer users recommend using external storage for computer and console game files, but keeping the arcade ROMs and cores on the SD card means that subsequent runs of update_all won't redownload everything unnecessarily.

One important difference with the Multisystem 2 compared to a traditional MiSTer setup is that you don't need to buy multiple pieces of hardware or boards to get up and running. Everything you need hardware-wise is built-in (except for storage) — though I would recommend adding a powered USB hub, particularly if you want to use external storage without its own power supply — so all the setup you need to do is software-based.

How does it work once it's set up?

Once you turn on the MiSTer, it will take a moment to start up, showing a simulated "snow" display similar to that seen on an old analogue TV that isn't tuned in to anything. After a moment, the main MiSTer menu will appear. If you have set things up as above, you'll see options for Arcade, Computer and Console, along with a few other things. Using a controller or a keyboard, navigate the menu and choose the system you would like to emulate.

Note: using a controller uses the "Nintendo" layout by default, though this can be redefined in the MiSTer menu to your liking. Controllers that use non-standard layouts (such as those which recreate the N64 or Mega Drive/Saturn layouts) are worth configuring before you get too into anything so you know for sure which button does what.

Once you've chosen a system, the "core" for that system will take a moment to boot. On systems with a built-in operating system (such as home computers, PlayStation and Saturn) you will, after a moment, see a familiar boot screen. On other systems, the screen will remain blank. Hitting the Menu button on a controller or F12 on a keyboard allows you to access various options, including the all-important options to mount or boot magnetic disk, optical disc and cassette tape images or cartridge ROM files. Simply pick something and play!

How does it work on HDMI displays?

There's a lot of customisation you can do. You can adjust the way the system scales its visuals, including doing "integer scaling", for a clean multiple of the original system's resolution. This helps reduce "pixel shimmering" during scrolling, among other things, but can lead to borders around the display depending on the resolution of your HDMI display.

There are also a lot of visual filters you can apply, most of which are in the name of recreating a semi-authentic CRT-style experience on a modern display. There's a lot more than just simple scanline filters, so be sure to explore the presets or tinker with creating your own — you can actually create some very pleasing effects. Sharp pixels are always an option if you prefer that, though.

How does it work on CRT displays?

The Multisystem 2 can connect to a CRT in one of two ways. The first option is through an RGB SCART cable with a mini-DIN plug on the end — the same found on Mega Drive 2 consoles, though take care, as certain cables, notably this one, will not work. I found some cheap ones from Amazon work perfectly fine and produce a beautiful quality picture — no need to break the bank on posh cables.

The other alternative is to use the VGA output, though note that this doesn't necessarily mean you need to connect to a VGA monitor. You can, and for some classic computer systems with peculiar resolutions or refresh rates it might be a good idea to, but VGA to SCART cables also exist and produce a very good quality image.

The advantage of the Mega Drive 2-style mini-DIN cable is that it carries audio and sound on one cable, so if your CRT TV has decent speakers, you won't need to connect sound separately.

Speaking of which…

How do I get stereo sound?

If, like me, your CRT only has a piffling mono speaker, the Multisystem 2 has both a 3.5mm headphone-style jack that can be connected to headphones or speakers, plus an optical output. Take your pick.

Is it easy to use?

Once it's all set up — and that might be a big "if" for some people — the MiSTer software is dead simple to use. The only thing that might be an adjustment for some is the necessity to manually "finalise" save files for console games before turning the system off — this just means popping into the menu and choosing the appropriate option, otherwise you'll lose anything saved to a virtual cartridge or memory card when you switch the system off. There are ways to set this up to happen automatically, but for maximum peace of mind, it's worth just taking a moment to do it manually.

Consoles are, as you might expect, completely straightforward. Home computers benefit from attaching at least a keyboard and, in some cases, a mouse. Since many home computers had their own non-standard keys (the Atari 8-bit had Help, Start, Select and Reset keys, for example, while the Commodore 64 had Run/Stop, Commodore and more) you will have to take a bit of time to learn what key on a modern keyboard maps to the "classic" keystroke, but this is just a matter of practice and muscle memory.

Is it good?

A hearty yes. While some of the cores aren't quite perfect to the original hardware specification, all of the popular ones are updated with new features and tweaks quite regularly, so any issues you encounter will probably be resolved with a bit of time and passion from the enthusiast community responsible for maintaining the MiSTer project as a whole.

For those with a suitable CRT television setup to take full advantage of the "Analogue" model of the Multisystem 2 (there's also a slightly cheaper "Digital" model which only has the HDMI output) I unreservedly recommend it. It's one of the most affordable ways to get an incredibly authentic-feeling retro setup, without any of the expense and hassle of purchasing and maintaining vintage hardware and media.

For those gaming purely on HDMI devices, be prepared that you may want to do a bit of tinkering with the visual filters to get things looking exactly as you want them, but the MiSTer project as a whole was originally designed with modern displays in mind. An HDMI display is also a lot more flexible than a CRT television when it comes to resolutions and refresh rates different from broadcast standards, so it opens up the possibilities of running things like MS-DOS PC and X68000 games without having to fiddle with settings to get them working. (That said, it is apparently possible to get both of these working on a TV with enough determination. I haven't had any success myself as yet.)

Pair the system with some good controllers, a keyboard and a mouse (I use several 8bitdo controllers depending on what system I'm emulating, plus the 8bitdo C64-style keyboard and the optical Amiga mouse from Retro Games Ltd's TheA500 Mini) and you have a fantastic "retro room" setup that you can just plug in and enjoy whenever you like — no fussing with power adapters and SCART cables, no wondering if ageing cartridge, magnetic or other physical media is still going to work — plus the whole thing is nicely portable if you want to take it over to a friend's house to enjoy some classic games.

Something something piracy

Yes, as with anything emulation-related, it's worth noting that the vast majority of software you might want to use with the Multisystem 2 will be unlicensed, unofficial copies sourced via questionable means. There are developers out there making new games for classic systems who will happily sell you a ROM of their new game, but for classic games that haven't had a modern reprint, you're on your own for sourcing software.

Granted, in the age of the Internet this isn't all that difficult, but some may have understandable qualms about this, particularly while some publishers and developers are making an effort to do official rereleases of their classic titles. Heck, I work for Blaze on the Evercade, and our entire business is official rereleases of classic games.

But also look at it this way: there are some games that are never, ever, ever going to get rereleased for all manner of reasons. And for those that do, you have options to buy them to assuage your guilt — or perhaps you still have your own copies from back in the day. Better to actually enjoy these games as they were intended than pay eBay scalpers' prices, anyway, I say!

How do I find out more?

Check out the official website!


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 470: Time travel https://imnotdoctorwho.moegamer.net/2025/09/20/oneaday-day-470-time-travel/ https://imnotdoctorwho.moegamer.net/2025/09/20/oneaday-day-470-time-travel/#respond Sat, 20 Sep 2025 20:50:14 +0000 https://imnotdoctorwho.moegamer.net/?p=34722 I like reading old magazines. I always have done, ever since I was a child — and in fact, the "old magazines" I read today are pretty much the same old magazines I read when I was a child: that is to say, old issues of Page 6 and Atari User, with an occasional PC … Continue reading #oneaday Day 470: Time travel

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I like reading old magazines. I always have done, ever since I was a child — and in fact, the "old magazines" I read today are pretty much the same old magazines I read when I was a child: that is to say, old issues of Page 6 and Atari User, with an occasional PC Zone or Official Nintendo Magazine from the mid to late '90s.

Part of this is down to the family connection: my Dad, my brother and I all contributed to Page 6, so it will always be important to me. None of us wrote for Atari User, but as the only other magazine devoted to Atari 8-bits around at the time, we bought pretty much every issue. Likewise, my brother worked on PC Zone for quite some time in the mid to late '90s — I even went and did my Year 10 work experience with him — and I did a few freelance gigs for the Official Nintendo Magazine during my latter days of Sixth Form and early days of university.

I don't just re-read these magazines because I'm proud of the people involved, mind. I read them because while I'm reading them, for a brief moment, I have escaped 2025, and I have travelled back in time to when they were current. I've caught myself numerous times genuinely thinking that I wanted to order something from one of the companies advertising in the magazines, before remembering that they almost certainly do not exist any more, particularly in the case of those supporting the Atari 8-bit computers.

But it's nice. While I was a bit young to be involved in things like user groups, computer clubs and (let's be honest here) piracy exchanges back when these magazines were current, reading them, even now, makes me almost feel like I'm there. It almost makes me feel like I can reach out and touch the past — and find great happiness there.

This is the root of nostalgia, of course, and some would argue it's not necessarily a healthy thing to fall into the habit of. But to that I say pish, pfaugh and all manner of other Victorian expectorations, because 2025 sucks balls, and any escape from it is welcome — particularly if it can be achieved through a means as simple as opening an old magazine and reading Garry Francis ranting about Scott Adams adventures, or Patrick McCarthy writing an entire preview in "Franglais", or even the odious "street talk" house style that was used at the Official Nintendo Magazine at the time I was doing occasional freelance work for them.

Many of the people involved in these things have moved on to better things in later years. In the case of the early Atari magazines, some of them may not even be with us any more. I wonder how many of them, penning their lines for the latest print deadline, would know that their words would carry great comfort and meaning for someone — even if it's just me, and no-one else gives a shit any more — so many years later?

A few articles in some magazines might seem like a small legacy to leave, but it is a legacy nonetheless. I wonder if, many years from now, someone might find something I've written and draw some comfort from it? If that's you, I pre-emptively appreciate your time and attention, and I hope the future doesn't suck quite as bad as our current present.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 469: Where have all the 5.25" drives gone? https://imnotdoctorwho.moegamer.net/2025/09/19/oneaday-day-469-where-have-all-the-5-25-drives-gone/ https://imnotdoctorwho.moegamer.net/2025/09/19/oneaday-day-469-where-have-all-the-5-25-drives-gone/#comments Fri, 19 Sep 2025 20:40:08 +0000 https://imnotdoctorwho.moegamer.net/?p=34620 Earlier today, I had an idle thought that has occurred to me numerous times over the last little while, but today I thought I'd look into actually doing something about it. A while back, I bought a Greaseweazle, which is a USB device you can connect to a modern PC at one end and a … Continue reading #oneaday Day 469: Where have all the 5.25" drives gone?

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Earlier today, I had an idle thought that has occurred to me numerous times over the last little while, but today I thought I'd look into actually doing something about it.

A while back, I bought a Greaseweazle, which is a USB device you can connect to a modern PC at one end and a floppy disk drive at the other, then "rip" floppies using a particularly accurate method of imaging known as flux imaging. These images can then be converted into various formats, such as those commonly used with emulators (or MiSTer), and can then be safely archived.

I've got two boxes of 5.25" Atari 8-bit disks in my cupboard upstairs that I'd quite like to get all the stuff off — assuming the discs themselves have survived. I know some of them have (and, equally, some appear to have not) and so I thought it would be a nice, interesting and fun thing to do to archive my unique collection of disks, which in some respects are a snapshot of family life in the mid 1980s.

Besides the obvious disks full of pirated games, my brother and I both had our own disks that we'd save BASIC programs to — both those that we'd typed in from magazines, and those which we'd written ourselves. Then there's a bunch of disks that my Mum and Dad did stuff with — my Dad did all manner of things, including writing, music and various productivity things (that and Flight Simulator II, which "isn't a game") while my Mum, on several occasions, spent some time writing. My brother made pictures with AtariArtist. And I'm sure there are plenty of other hidden treasures among them, too.

Now, here's the problem. I bought the Greaseweazle with a mind to making some floppy disks that could be used with the Atari ST, which uses 3.5" 360K or 720K disks. (Actually, Atari format can push the 800K+ mark, but they're broadly MS-DOS compatible, so 720K is a sensible limit for everyday use.) The device worked great for that, though I ultimately got an UltraSatan for the ST (which is an SD card-based storage solution that effectively emulates a hard drive) and have now moved on to the MiSTer for most of my retro computing needs and wants.

I'd been putting off getting a 5.25" drive to archive these big boxes of Atari stuff, though. I knew the process of getting a 5.25" drive hooked up was a little more involved, for one thing, since a 3.5" floppy drive can power itself from the Greaseweazle, while a 5.25" drive generally needs an external power source. But something in me today said "right, go on, get this sorted". So I headed for eBay in search of what I thought would be an easy thing to find: an old, discarded but working 5.25" floppy disk drive that someone had grabbed out of an obsolete PC and decided to sell online.

Reader, it turns out that 5.25" drives are not, in fact, easy to find. In fact, there seem to be very few floating around out there, and the ones that are are surprisingly expensive. While you can score yourself a 3.5" drive very easily — and it probably be in decent working order, too — 5.25" drives are, apparently, like gold dust.

I did find one promising looking unit earlier, which was actually a self-contained enclosure with a power supply and two 5.25" floppy drives, but after bidding on it a few times, the price went a little higher than I was comfortable paying, so I dropped out. (Also, I was having dinner at the time the auction ended, so I kind of sort of forgot to check in.) The final price was over £80, though, which would have probably given me a certain degree of buyer's remorse. Or maybe not. I guess now we'll never know.

I'll keep keeping an eye out for reasonably priced drives, though. I really would like to get those disks archived and share them with my family — it's something I probably should have done a long time ago (before 5.25" drives went completely extinct, apparently) but I guess it's going to be a bit of effort to get up and running!


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#oneaday Day 468: Determination https://imnotdoctorwho.moegamer.net/2025/09/18/oneaday-day-468-determination/ https://imnotdoctorwho.moegamer.net/2025/09/18/oneaday-day-468-determination/#comments Thu, 18 Sep 2025 19:57:03 +0000 https://imnotdoctorwho.moegamer.net/?p=34617 Predictably, I put on a fair amount of weight during my time away, but rather than feeling despondent about this, I am using it to provide myself with a sense of determination to crack this thing once and for all. After we got rid of all the leftover holiday goodies, I started strictly calorie counting, … Continue reading #oneaday Day 468: Determination

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Predictably, I put on a fair amount of weight during my time away, but rather than feeling despondent about this, I am using it to provide myself with a sense of determination to crack this thing once and for all. After we got rid of all the leftover holiday goodies, I started strictly calorie counting, and thus far (admittedly it's only been a couple of days) I have managed to stay within my budget.

The challenging thing with any diet, I find, is keeping it sustainable. Gimmicky and fad diets may sound like an amazing way to quickly get some weight off, but in practice it doesn't take very long for their limitations to become suffocating and oppressive — which makes you not want to pay attention to them, which in turn makes you feel guilty, and for many of us, that makes us eat… you see where the problem lies.

I'm looking long-term. I'm using an app called Lose It! which came recommended from a few people I know, and that seems pretty good about having a solid built-in food database to make tracking calories straightforward, and also at setting appropriate goals and giving you an estimate of when you should reach them if you keep going at your current pace.

The thing I need to get into the habit of is recording things constantly, rather than just when I feel like a day is going well. One difficulty I've consistently had in the past whenever doing any kind of food tracking — be it Slimming World counting Healthy Extras and Syns, Weight Watchers points or anything else — is feeling too guilty to write down when things have gone wrong. And once you break that streak of being disciplined, it becomes significantly harder to recover. The ideal situation, of course, is to acknowledge that, for one day, things didn't go quite according to plan for one reason or another, but not to let that ruin everything.

One day is not a lot in the grand scheme of things, particularly when you're doing something as long-term as weight-loss, so acknowledging that one day out of a much longer journey proved to be a bit of a "blip" is healthy. After all, what journey of self-improvement does happen without facing challenges along the way? The thing you need to do is face those challenges head-on, and see if you can figure out some ways to prevent them occurring again — or, at the very least, developing a strategy for what you will do next time they arise.

For me, I think a big challenge is lunchtime. It's always tempting to just go to the shop and get a Meal Deal, because what harm can a sandwich do, really? Except that Meal Deal isn't just a sandwich. It's a snack, too, which is often a bag of crisps, and shops seem to only sell giant "Grab Bags" of crisps these days. And then it's nice to have a chocolate bar afterwards too, right? And, of course, shops seem to only sell king-size or "Duo" bars these days. It's like they want you to overeat.

I've thought about this, and I don't really know why they do this. Some shops have, of course, made an effort to make the "impulse purchases" shelves near the tills have more "healthy choices" (usually bags of fruit and nuts) but most people going into a shop for a Meal Deal are going straight for the Meal Deal aisle, not the "healthy choices" shelves. And when given the option between a bag of wood chippings and a Star Bar Duo, what do you think most people are going to pick?

Or maybe it's just me. I actually find it genuinely quite difficult to fathom how people successfully live on the 2,000 calories a day we're "supposed" to have, when everything that surrounds us on a daily basis that isn't a handful of house plants and chia seeds seems to be absolutely packed with calories. How is it that people are going out for coffee every day and not ending up as big as I am?

Activity is probably the answer there, I know, but I refuse to believe everyone I see enjoying a cake in Starbucks is going to spend two hours in the gym working it off later. Maybe it's just about walking more, or cycling to work, or whatever. I don't really know. There are lots of things I probably need to get a better handle on to make this work over the long term, but for now, getting into the discipline of counting the calories is working quite well. We'll see how things go from here.


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#oneaday Day 467: The joy of CRT gaming https://imnotdoctorwho.moegamer.net/2025/09/17/oneaday-day-467-the-joy-of-crt-gaming/ https://imnotdoctorwho.moegamer.net/2025/09/17/oneaday-day-467-the-joy-of-crt-gaming/#respond Wed, 17 Sep 2025 23:23:42 +0000 https://imnotdoctorwho.moegamer.net/?p=34614 I am really enjoying the MiSTer Multisystem 2. Having one single device connected to my CRT that can play games and software from myriad different wonderful machines is an absolute delight — and I have been confirming for myself with every play session something that I have suspected for quite some time. While playing emulated … Continue reading #oneaday Day 467: The joy of CRT gaming

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I am really enjoying the MiSTer Multisystem 2. Having one single device connected to my CRT that can play games and software from myriad different wonderful machines is an absolute delight — and I have been confirming for myself with every play session something that I have suspected for quite some time. While playing emulated versions of these games on modern televisions with big, spiky pixels is definitely an enjoyable and valid way to play classic games, there is still something absolutely magical about playing them on a CRT.

Most CRT snobs would, at this point, go on about smeary pixels and something about Dracula's eye in Symphony of the Night only having a single pixel of red actually being a deliberate effect that took CRTs into account to make it look like the eyes were glowing. (To that I say no, pixel artists designed stuff on graph paper or computer monitors and thus were very much not baking smeary pixels into their designs; effects like Dracula's eye just happened to be a nice side effect of the technology of the time. Look at that scene on a good CRT with a nice RGB cable and you can see that it is, indeed, one pixel.)

I'm also not into the thing where people press their camera right up against a CRT and show pixel art being mangled by scanlines. I vividly remember visiting my brother and playing some PS1 games on his big CRT TV, and actually finding that the games looked better when you sat back from a bit, the scanlines were so prominent and ugly when you sat up close. Part of this was probably down to me being used to PAL, which doesn't have as prominent scanlines as NTSC does (and a slightly higher resolution image as a result) but still, I don't get this obsession. We didn't play games with our noses pressed up against the TV glass in the '80s and '90s.

One thing I will absolutely go to bat for in terms of CRT snobbery, though, is smoothness of movement and animation. I am yet to see a modern-day display that can truly do justice to two very specific things: smooth, flawless scrolling, and that "fake transparency" effect a bunch of 16-bit console and arcade games did where they just flicker something opaque on and off roughly 60 times a second and it kind of sort of looks like you can "see through" it.

Of these two things, scrolling is probably the most obvious. Emulation running on modern displays, more often than not, introduces a slight judder to smooth scrolling, particularly horizontally. This is, in most cases, down to a mismatch between the refresh rates of today's TVs and the signals these older systems were pushing out. I don't know the technicalities of it, but CRTs seem better able to handle some "variance" without introducing judder, while modern TVs show it in a more or less pronounced manner depending on the degree of mismatch between the signal and the screen.

The fake transparency thing is less noticeable unless you're specifically looking for it, and I bet there are a bunch of people out there who have never been bothered by it. (If my telling you about it in this post has somehow introduced you to this and you are now bothered by it, I can only apologise.) But next time you're playing an emulated version of, say, a Capcom game (they loved doing this with window backgrounds) or any fighting game that uses this technique to display "transparent" shadows, take a closer look. You'll notice that the flickering isn't even; sometimes you'll see the opaque image more prominently, sometimes it will disappear altogether. This doesn't happen on a CRT; the effect appears as it was intended.

Now, it may well be that because I've just been slumming it with 60Hz modern displays rather than fancy-pants 120Hz or variable refresh rate screens, I've noticed this. I don't actually know if either of those techs improve what I'm describing here. But I will say this: there is a definite, clear difference when you play these games on a CRT. So if you have the opportunity to hook up classic systems to classic TVs — or, indeed, like I am doing, hook up a MiSTer to an analogue display — then I strongly suggest you do it. You won't want to go back!


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#oneaday Day 466: In one's own home https://imnotdoctorwho.moegamer.net/2025/09/16/oneaday-day-466-in-ones-own-home/ https://imnotdoctorwho.moegamer.net/2025/09/16/oneaday-day-466-in-ones-own-home/#respond Tue, 16 Sep 2025 22:31:17 +0000 https://imnotdoctorwho.moegamer.net/?p=34611 As much as we enjoyed our holiday, it is also good to be back among our own things, with our cats, and sleeping in our own bed. Patti seems to have mostly forgiven us now, and I'm not entirely sure Oliver even noticed we were away. He's currently sitting outside in his catio chasing a … Continue reading #oneaday Day 466: In one's own home

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As much as we enjoyed our holiday, it is also good to be back among our own things, with our cats, and sleeping in our own bed. Patti seems to have mostly forgiven us now, and I'm not entirely sure Oliver even noticed we were away. He's currently sitting outside in his catio chasing a moth. I don't think the little fella knows what it means to not be happy. It must be nice.

Getting up for work in the morning was, predictably, a bit of an ordeal, and I feel it's going to take a few days of adjustment before I feel well and truly "back" properly. I feel like whatever you do for a job, you'll inevitably come back to stories of things that have gone wrong while you were away, and a checklist of things that are Probably Going To Stress You Out By The End of the Week. Thankfully in this instance I don't think anything Earth-shatteringly awful has happened in my absence, but there were still a few entries on that list, because of course there are.

I have to feel for the folks who work somewhere like Center Parcs. After completing the survey they sent (I might win a free break! I probably won't.) I made the mistake of looking at their TripAdvisor page, and despite the site having an overall 4/5 rating, dear Lord were there a ton of people moaning and complaining. It's easy to see something like that and feel like something is very wrong, but I saw no real evidence of anything that the recent reviews have complained about, aside from part of the pool complex being closed for a couple of days at the start of our break. Mildly disappointing, yes, but the correct response to that — shit has to be maintained at some point! — is just to shrug and go do something else instead. It's not as if the whole pool was closed, and there is a lot to do in that pool complex.

But yeah. I can imagine being a Center Parcs employee, making the mistake of looking at that page and becoming thoroughly demoralised. I feel particularly bad for whatever chump is lumbered with the job of posting the "Thank you for sharing your helpful feedback, we're sorry your stay didn't live up to your expectations" responses, because I know just from doing a bit of social media gubbins for a product that ultimately doesn't really "matter" that people can be mean, and it is considered inappropriate to tell someone who is being mean to a customer service agent to fuck off.

Anyway. I am at least thankful that I have a job where when the end of the day rolls around, I can just switch off and ignore everything. For the most part, anyway; I still have to moderate chats around announcements and whatnot, and occasionally I will get asked to respond to someone kicking off about something or other. But for the most part, I can have a quiet life during non-business hours, and that's exactly how it should be. My "work" area is different from my "play" and "relaxation" area in my house, so once I get out of that chair and leave the work PC behind for the day, that's that — and that's especially important to do if you work from home, because the absolute worst thing that can happen is that your home stops feeling like it's a haven away from your job.

Everyone needs a haven away from their job. And that's what your home is supposed to be for!


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#oneaday Day 465: Home again https://imnotdoctorwho.moegamer.net/2025/09/15/oneaday-day-465-home-again/ https://imnotdoctorwho.moegamer.net/2025/09/15/oneaday-day-465-home-again/#respond Mon, 15 Sep 2025 22:23:44 +0000 https://imnotdoctorwho.moegamer.net/?p=34609 We have safely returned home. It is good to see the cats again, both of whom are very pleased to see us, but it is a shame that our holiday is over. (Well, technically Andie has one more day, but she has to spend it taking her mother home, so it's not a day she's … Continue reading #oneaday Day 465: Home again

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We have safely returned home. It is good to see the cats again, both of whom are very pleased to see us, but it is a shame that our holiday is over. (Well, technically Andie has one more day, but she has to spend it taking her mother home, so it's not a day she's going to be able to enjoy to the fullest.) I am back to work tomorrow, and already not really looking forward to logging back in to Microsoft fucking Teams, the most depressing application you can install on any computer. But oh well. It's a living and all that.

I have, as should hopefully be abundantly clear at this point, very much enjoyed my time away. It was some very much needed rest, relaxation and complete disconnection from anything to do with the Internet aside from this here blog and MoeGamer, which I wrote a couple of things on over the course of my time off.

And it was nice! I didn't once find myself habitually reaching for my phone in the hope of checking Bluesky, which I had already removed from the device some days prior to us departing. I didn't even really check the news, RSS feeds, websites or YouTube all that much while I was away, either. It was a blissful reminder that many of us voluntarily (or by necessity) corral ourselves off into insular little pockets of existence on a daily basis, and sometimes it is helpful and healthy to break completely free of all that, remind yourself that the world is a much bigger and nicer place than anything accessible via a URL or an app might lead you to believe, and just take the time to take a bit of pleasure in your own existence, and that of the people you care about.

The main reason I'm not relishing the prospect of going back to work is that it effectively forces me back into that little bubble, though I'm not going to be reactivating my Bluesky account any time soon. It is tempting to do so just to share the things I write and the videos I make, but I know all too well that "just sharing things" all too quickly turns into that detestable dependence on social media in the search for apparent meaning to one's existence, and never finding it there.

There are people I've enjoyed chatting with on Bluesky, for sure. But I'm also thoroughly over the "public town square" model of social media, with everyone vying for attention in the same frustratingly predictable ways. As good as it is that Bluesky has mostly remained resistant to the more obnoxious end of the horrible people that now dominate Twitter, there are still plenty of odious behaviours on display over there, and I'm just so tired of it all. I feel no need to engage with it; no enjoyment from engaging with it. And so I'm just… not going to.

In an ideal world, I'd be able to disconnect completely from social media from a professional perspective, too. I would love to be able to abandon social media responsibilities for the day job because I absolutely fucking hate doing those rounds each week and feel my time could be pretty much infinitely better spent doing literally anything else. That's probably a difficult conversation I'm going to have to raise carefully, though. Something to aim for, at least.

In the meantime, it will be nice to sleep a night in my own bed again, and enjoy the dearly beloved company of my wonderful cats. They were the only thing missing from a truly heavenly week away, so it is good to be back with them.

Now, onwards to life once again.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 464: Last full day in the forest https://imnotdoctorwho.moegamer.net/2025/09/14/oneaday-day-464-last-full-day-in-the-forest/ https://imnotdoctorwho.moegamer.net/2025/09/14/oneaday-day-464-last-full-day-in-the-forest/#respond Sun, 14 Sep 2025 23:24:06 +0000 https://imnotdoctorwho.moegamer.net/?p=34607 It's our last full day of holiday today. Technically we are still "on holiday" tomorrow, but we have to check out of the accommodation at 10am, so our plan is to get up, have some breakfast, pack, skedaddle out of the lodge and then have a last hurrah in the pool before leaving for proper … Continue reading #oneaday Day 464: Last full day in the forest

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It's our last full day of holiday today. Technically we are still "on holiday" tomorrow, but we have to check out of the accommodation at 10am, so our plan is to get up, have some breakfast, pack, skedaddle out of the lodge and then have a last hurrah in the pool before leaving for proper realsies.

Technically we're apparently allowed to stay on the site until midnight, but I feel that is probably only really of value to those who 1) have booked a full day of activities and 2) have the energy to expend on a full day of activities. We do not fall into either of those categories, so it will be a case of enjoying the pool for one last time, then heading off and chilling out at home for the remainder of the day. That's my plan, anyway; Andie has to take her mother back home (she's been looking after our cats while we've been away) but she also has Tuesday off, whereas I'm back to work on Tuesday.

This time away has done me a lot of good, as I hoped it would. It has allowed me to simply "switch off" from all the things that had been weighing on my mind, relax, recentre myself, focus and reflect on a few things. There are some changes I need to make in my life, both personally and professionally, and having this time away has allowed me to put those things in perspective and feel a bit more determined and positive about that. I hasten to add that these "changes" are nothing that anyone needs to be concerned about; they're pretty much all to do with my own physical and mental wellbeing, both of which, I'm sure you can tell from recent posts, have been kind of in the toilet for a while.

It's important to take breaks. It's really important to take breaks. Ideally, one should take breaks before one starts suffering from intense burnout, which I'd been feeling rather acutely in the run up to this holiday, but at least I was able to actually enjoy the holiday rather than spending the entire time feeling miserable. We've had a thoroughly lovely time, done some things we've never done before — the spa day was thoroughly pleasant, and we'd very much like to do that again — and we're both feeling pretty re-energised for the challenges ahead.

Plus we'd both like to see our cats again. It has been fun to see the squirrels and the deer and the semi-feral cats out of our patio window, but I'm looking forward to having a proper cuddle with Patti and Oliver when we get back, assuming they're not too mad with us for leaving them for so long. They get on very well with Andie's mum, thankfully, so they've been in good hands; even Patti, who typically bolts and hides when strangers show up, doesn't take long to come out of her shell and spend time with Andie's mum any time she comes to stay, so we know they'll have both enjoyed the best care and attention.

So with that in mind, I probably better get to bed. If we're checking out at 10am, we have to get up reasonably early (by the standards of this holiday, and by the standards of our usual "day off lie-ins", anyway) and I would like to be at least semi-conscious while packing my stuff up. And thus, on that note, I bid you all a very good night from the depths of the forest.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 463: The exact opposite of clubbing https://imnotdoctorwho.moegamer.net/2025/09/13/oneaday-day-463-the-exact-opposite-of-clubbing/ https://imnotdoctorwho.moegamer.net/2025/09/13/oneaday-day-463-the-exact-opposite-of-clubbing/#respond Sat, 13 Sep 2025 20:27:03 +0000 https://imnotdoctorwho.moegamer.net/?p=34604 As a preamble to the following, I will grant you, dear reader, that it has almost certainly been approaching 20 years, if not more, since I went out on an excursion that one might describe as "clubbing". Since that time, I've been to pubs and bars, some of which played music too loud to be … Continue reading #oneaday Day 463: The exact opposite of clubbing

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As a preamble to the following, I will grant you, dear reader, that it has almost certainly been approaching 20 years, if not more, since I went out on an excursion that one might describe as "clubbing". Since that time, I've been to pubs and bars, some of which played music too loud to be conducive to meaningful conversation with one's peers, but I have not had what, in the early 2000s, we might have referred to as "a large one" for a very long time.

That said, I do still remember the experience quite well. Right back to my teenage years, in fact, when we used to sneak into our nearest nightclub, Enigma, when we were underage. This was always a bit of a mission for me in particular, since I lived seven miles away from most of my friends, and Enigma itself was another 12 miles or so away from them. These excursions took planning, and as such, we tended to want to try and make the most of them.

Likewise, at university, we often had nights out at what one might describe as a "club", but they were mostly pokey little hole-in-the-wall places, usually built around one specific theme. The one (and as far as I'm aware, only) "big club" in Southampton was, at the time of our university attendance, known as Ikon and Diva, and it was subsequently rebranded as Oceana before being bulldozed off the face of the planet a few years back. It was, like Enigma, a bit of an Event any time we decided to go there, because it involved getting right into the city centre, while most of us lived a little further out — near the university, oddly enough.

Enigma, Ikon and Diva were all kind of shit, as I recall, but like I say, we used to like to make the most of our time there. I was often too wasted to really remember much of the specifics of what happened at these places (and the tactical approach was usually to get wasted before entering the club so you didn't have to pay its exorbitant bar prices, but not so wasted that the bouncers wouldn't let you in) but I do have vague memories of them being large complexes where people would hang out, drink and dance, and there would be multiple themed rooms. Ikon and Diva was called as such because of its two main rooms: Ikon played popular, modern dance music (typically house and trance, as I recall) while Diva was "the cheese room" where they'd play everything from '70s hits to S Club 7.

The reason I say all this is because our time at the Longleat Forest Aqua Sana spa this evening was almost the exact opposite of the clubbing experience. It's a place you spend an exorbitant amount of money to get into, just like a nightclub, and once you're in there you are free to mill around and move between various different themed rooms. But the aim at Aqua Sana, in contrast to, say, Ikon and Diva, is to get thoroughly relaxed rather than paralytically drunk and, ideally, into the pants of someone you saw for the first time that evening and thought "they're a bit of all right".

This idle thought occurred to me while I was relaxing in the "Forest Cave" room at Aqua Sana. Lying back in the heated, contoured lounger, surrounded by artificial but convincing cave walls, gazing up at the skylight and watching the sun set, I felt thoroughly at peace with the world — something that I don't think I can say with any great confidence that I ever felt while going out clubbing. In fact, as I recall, more often than not I'd get so drunk I'd get a bit maudlin at not having the confidence to ever approach anyone I had seen for the first time that evening and thought "they're a bit of all right" and, in many cases, sneaking off home without telling anyone. My least proud moment in this regard was the time when I successfully escaped from going clubbing during the walk down to the bus stop that would take us into town. Several of us doubled back and played Half-Life using the free phone connections between our rooms instead.

Anyway, all this is an exceedingly long-winded way of saying that Andie and I had a thoroughly agreeable time at the Aqua Sana today. We tried most of the 24 "spa experiences" that were available to us, and both of us determined that we like saunas and steam rooms a lot more than we both thought we did. Turns out neither of us had ever really been to a good sauna or steam room, with our respective experiences mostly consisting of hotel saunas (a shed in the corner of the car park) and steam rooms (a hot cupboard next to the swimming pool) rather than, y'know, somewhere that does it properly.

And man, it sure is nice to just relax. You're not allowed to take your phone in to the spa, thank goodness, so all there is to do is just sit back, relax, perhaps reflect on a few things, maybe even have a nap. There are, in fact, several rooms set aside specifically for napping, and while I think it might be a bit of a waste of your entry fee to go along to a place like Aqua Sana and just nap in one of these rooms, I also wouldn't blame anyone who did.

You have a lot of options in that regard, too. As well as the aforementioned Forest Cave, which is a prime nap spot so long as your bladder isn't susceptible to the sound of trickling water, there was another room downstairs that was just pretty dark and filled with contoured, heated loungers, then in a room beyond that a room with straight-up water beds. There were several other rooms with comfy sofas and beds to use, too; we tried most of them during our visit, and the thought only occurred to us after we'd been there a while that we wondered how many people per year got thrown out for boning. (No-one was, to our knowledge, engaging in such activities while we were there, even though there were plenty of couples, like us, sharing the beds.)

So all in all, it was very nice. And, as a fat, unfit fortysomething, spending £75 for four hours of chilling out in nice-smelling hot rooms and then being provided with beds and other comfy things to nap on sounds infinitely preferable to spending an indeterminate amount of money getting pissed in a darkened room, being unable to have a conversation with anyone without yelling, having to negotiate drunken strangers and having to moderate one's alcohol intake to find the perfect balance between being pleasantly wobbly, maudlin and vomity vomity.

We're already making idle plans to come again next year. This was a good choice. Well done, me.


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#oneaday Day 462: A disconnected day in the forest https://imnotdoctorwho.moegamer.net/2025/09/13/oneaday-day-462-a-disconnected-day-in-the-forest/ https://imnotdoctorwho.moegamer.net/2025/09/13/oneaday-day-462-a-disconnected-day-in-the-forest/#respond Sat, 13 Sep 2025 11:08:55 +0000 https://imnotdoctorwho.moegamer.net/?p=34602 Hello! Apologies for the belated entry, but we had no Internet yesterday evening and I didn't much fancy trying to post something on one tenuous bar of "H" signal. We tried rebooting the router and everything, but it was just buggered for some reason — perhaps due to the storm that passed over in the … Continue reading #oneaday Day 462: A disconnected day in the forest

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Hello! Apologies for the belated entry, but we had no Internet yesterday evening and I didn't much fancy trying to post something on one tenuous bar of "H" signal. We tried rebooting the router and everything, but it was just buggered for some reason — perhaps due to the storm that passed over in the evening. The thunder was so loud we actually thought someone was setting off fireworks; we didn't realise it was actually thunder until we opened the patio doors and heard what it actually was. Apparently the double-glazing is pretty good.

We've had a cat come to visit the lodge a couple of times. At least we think it's the same cat. Andie looked it up this morning and apparently there are a bunch of semi-feral cats living on the site, presumably to help keep rodent populations under control and suchlike. It was a very cute cat (or cats), though, and the fact it came right up to the patio window to stare in at us made us think that it's probably made a bit of a habit of introducing itself to guests in the hopes of getting something tasty. Seems like a pretty cushy job to me.

Today, as I've mentioned a couple of times, it's our session at the Aqua Sana spa. I'm looking forward to this, as the 24 themed "experiences" sound like they'll be thoroughly pleasant. I'm not generally super big on saunas and steam rooms, but that's not all there is — there's also an outdoor pool, which I presume will be nice and warm, and I'm particularly interested to check out things like the forest-themed relaxation room, the "ice cave" and various other areas that look conducive to just lying back and doing absolutely bugger all in, all in the name of relaxation. I shall be sure to report on my experiences later this evening when we get back.

We're enjoying staying a little longer than we usually do here. On previous trips, we've stayed Monday to Friday, which means we basically only get three full days on the site. You can use the facilities all day on Monday and Friday, but without the accommodation for a significant chunk of those days, it's not quite the same. It was very nice to not have to be part of the Friday rush to get off the site; instead, we get to be part of the Monday rush instead. I suspect that might not be so bad, though, because although some people stay for a very short break over a weekend (Friday to Monday) I would guess that most people take the Monday to Friday option.

We haven't done a ton of activities this time around, and that is absolutely fine with me. Last time I came here, I noted how nice it was to just bum around and do "normal" things somewhere other than your own house, and indeed that is the case here, too. I've played through Arzette: The Jewel of Faramore on Switch and am currently playing through Ara Fell, an excellent RPG. I'll have lots to say about both of those on MoeGamer sometime soon. I might even write up Arzette while I'm here, but not right this second. I stopped just before a tough battle in Ara Fell last night, and I'm keen to see it through.

So with that in mind, it's off to battle I go — and later, off to the spa with us, because we're middle-aged, and that's what you do when you're middle-aged. Fine by me, I say. We're having a lovely time.


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#oneaday Day 461: A peaceful day in the forest https://imnotdoctorwho.moegamer.net/2025/09/11/oneaday-day-461-a-peaceful-day-in-the-forest/ https://imnotdoctorwho.moegamer.net/2025/09/11/oneaday-day-461-a-peaceful-day-in-the-forest/#respond Thu, 11 Sep 2025 22:30:21 +0000 https://imnotdoctorwho.moegamer.net/?p=34600 We've had a nice, quiet day today. After a lovely cooked breakfast, we thought we'd just spend a leisurely time in the pool today, so that's exactly what we did. The outdoor "Sprudel pool" had been out of action for the last few days and it was up and running again today, so that's where … Continue reading #oneaday Day 461: A peaceful day in the forest

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We've had a nice, quiet day today. After a lovely cooked breakfast, we thought we'd just spend a leisurely time in the pool today, so that's exactly what we did. The outdoor "Sprudel pool" had been out of action for the last few days and it was up and running again today, so that's where we spent most of our time. For the unfamiliar, the Sprudel pool (which I believe is German or possibly Dutch for "jacuzzi") is just an outdoor pool with pleasantly warm water. It also leads to the Wild Water Rapids slide-type thing, but there's also just plenty of space to enjoy the warm water and that distinctive feeling of being in the water, but outside.

There's also a cold plunge pool ("cold" meaning "anywhere from 10-19 degrees Celsius") that, on a previous visit, I discovered is indeed very cold, but it also makes getting back in to the warm water of the Sprudel pool very pleasant indeed. I didn't fancy it much this time, though, so I just stayed in the warm water in the first place.

My arms are proper knackered though. I think I may have been a bit too ambitious too soon with the gym, so I had today off and I will probably have tomorrow off also. I don't want to do myself a mischief, and I have had a decent amount of exercise today, between some swimming around and a fair bit of walking. Of course, most health benefits were probably undone by the delicious cake we had for our dessert this evening, but we're on holiday. Dieting and all that boring stuff can wait until we get home. And the relaxation while I'm away is actually getting me feeling fairly determined about all that stuff, so I will be diving back into weight loss with renewed… I'm not sure if enthusiasm is the word, but at least determination will suffice.

Tomorrow our plan is to go and have brunch at The Pancake House, which is a self-explanatory restaurant, and then we'll likely head back to the pool for a bit. We have a session booked at the "Aqua Sana" spa on Saturday, as I noted yesterday, and I'm looking forward to that. We're not having any expensive treatments or anything like that; we're just paying up for one of the 4-hour "Spa Experience" sessions, where they just let you loose in their 24 themed rooms to chill out, relax and enjoy yourself — and they feed you, too. It's £150 for the two of us for those four hours, so it's not a cheap day out, but since this holiday is basically a celebration of our tenth wedding anniversary (and we had some generous monetary gifts in that regard) we figured we might as well splurge on something that we might not otherwise have the chance or the inclination to partake in.

Anyway, I'm a cola cider and half a big bottle of Hooch deep so I think it's time for bed. I'm not pissed or anything, but I am feeling pleasantly relaxed. Here's to another lovely day tomorrow, and onwards to further fun and frolics in the forest.


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#oneaday Day 460: A rainy day in the forest https://imnotdoctorwho.moegamer.net/2025/09/10/oneaday-day-460-a-rainy-day-in-the-forest/ https://imnotdoctorwho.moegamer.net/2025/09/10/oneaday-day-460-a-rainy-day-in-the-forest/#respond Wed, 10 Sep 2025 21:55:55 +0000 https://imnotdoctorwho.moegamer.net/?p=34595 It has rained most of today. I'm not complaining; it's been nice for the heat that we've been enduring for the past few months to break, and I've always been rather fond of the look and feel of a forest during the rain, particularly if you have a decent amount of shelter and/or the appropriate … Continue reading #oneaday Day 460: A rainy day in the forest

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It has rained most of today. I'm not complaining; it's been nice for the heat that we've been enduring for the past few months to break, and I've always been rather fond of the look and feel of a forest during the rain, particularly if you have a decent amount of shelter and/or the appropriate clothing to protect you — both of which we have, because we are English, and we are always prepared for torrential downpours, even in the height of summer.

It's been a relatively unremarkable day today, and that's just fine with me. I went down to the gym earlier and did a bit of stuff there, then caught the "land train" back to near our accommodation. The term "land train" always seems a bit redundant; most trains go on land. What they really mean here is "road train", given that it's a train that goes on roads rather than rails. Regardless of what they call it, though, it's a nice way of getting around the forest, and means you don't have to walk everywhere. This is good, because the site here is pretty large, and the topography varies quite wildly in one particular area, so it's nice to be able to jump on something that means you don't have to stagger up steep hills after, say, doing a workout that your body really isn't used to.

We spent much of the rest of the day in the lodge. I played Arzette: The Jewel of Faramore, which I've had on my shelf for a while, and seemed like a nice holiday game. I reckon I could have probably polished the whole thing off in an afternoon, but I've called it a day for now, so there's a bit left to play tomorrow.

I haven't taken many photos as yet — while I love the forest surroundings, I tend to find that one shot of a bunch of trees tends to look like every other shot of a bunch of trees if you take too many, but if you're curious, here's a few little photos for you to enjoy:

This is a photo of a bunch of trees, as taken from the aforementioned "land train". While there is a lot of accommodation here, it's integrated very nicely into the forest, so there's usually at least one direction you can look in and see nothing but trees. Very nice indeed.

Here's where we're staying. It's an "Executive Lodge", which means it's slightly posher than the one we stayed in last time. That means it's a bit roomier, it has two toilets (one for pooing!) and a bubbly jacuzzi "hydrobath" in the bathroom. This is a noisy thing that… well, it makes your bath bubble like you're perpetually farting in it, but it's nice and relaxing for brief periods, particularly when combined with something relaxing in the water like a bath bomb. Andie and I have a tradition of stopping by Lush before a trip to Center Parcs and grabbing a few bath bombs to enjoy while we're here — I have indeed been doing just that for the past couple of days.

Here's a mildly artful shot by Andie showing a regular visitor to our patio (we absolutely, definitely haven't encouraged this with the judicious application of walnuts) framed by an empty glass and some Peperami ketchup bottles. (The Firestick one is really good!) According to Andie, the squirrel's name is Susan, though we don't actually know what its gender is, because we don't know how to tell that in squirrels. The Sword in the Stone led me to believe that lady squirrels had long eyelashes and sobbed over their loved ones, but I have seen no evidence of this.

Oh! And yes, I watched The Black Cauldron last night. As expected, it deviated significantly from the plots of the first two Chronicles of Prydain books, but it stood quite nicely as a story in its own right, so long as you don't get too sniffy about certain details of it. In the books, for example, Taran is completely unable to wield the magic sword Dyrnwyn, but in the movie he unleashes its full power with no difficulty whatsoever. Also, the one who sacrifices themselves to finally destroy the Cauldron once and for all at the end is completely different between the book and film, too, largely because the movie is a strange hodgepodge of influences from those first two books, discarding significant amounts of both in favour of making one nicely standalone movie.

In a way, I think this is probably for the best. We've all seen what happens when one story gets stretched out over multiple movies — be it whatever the fuck the Marvel cinematic universe is doing these days, or even the numerous Peter Jackson Tolkien adaptations. You can go a bit far in that regard; Disney's approach of acknowledging that books and animated movies are very different forms of media and thus have different requirements to tell their stories seemed to work well.

Anyway, we're hoping to get up at a reasonable hour and go for a swim tomorrow. We've also booked a session at the ultra-posh "Aqua Sana" spa for Saturday, so that will be a particularly luxurious opportunity to rest, relax and enjoy ourselves. In between, I'm sure we'll occupy ourselves appropriately. With that in mind, it's probably a good time to head bedwards for me!


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#oneaday Day 459: First full day away https://imnotdoctorwho.moegamer.net/2025/09/09/oneaday-day-459-first-full-day-away/ https://imnotdoctorwho.moegamer.net/2025/09/09/oneaday-day-459-first-full-day-away/#respond Tue, 09 Sep 2025 16:21:58 +0000 https://imnotdoctorwho.moegamer.net/?p=34593 After that curious no-man's land that is the first day of one's holiday yesterday — the period where you spend most of your time travelling and getting settled — today was our first full day of rest and relaxation. And it's been thoroughly pleasant. We haven't done very much, but I have certainly enjoyed what … Continue reading #oneaday Day 459: First full day away

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After that curious no-man's land that is the first day of one's holiday yesterday — the period where you spend most of your time travelling and getting settled — today was our first full day of rest and relaxation. And it's been thoroughly pleasant. We haven't done very much, but I have certainly enjoyed what we have done so far — and the day isn't over yet.

I promised myself before we went away that I would try and be at least a little bit active while we were away. I am really feeling every one of my years and every one of my stones right now, so I made a little commitment to myself: I would buy the £15 gym pass for while we were here, and I'd go and do a little something each day. I also (correctly) determined that the walk to and from the complex where the gym is would almost certainly be adequate cardio, so that would leave me free to focus on some strength training, which is probably what I really need at this point.

As it turned out, the signposts pointing to the "sports plaza" where the gym is told me a little white lie: while the Center Parcs app suggested a walking route that was less than a mile, the way the signposts took me actually ended up being a whole lot longer. Not a terrible thing from a health perspective, but a slight shock to the system when I was expecting something a little shorter. In total I reckon it was probably about a mile and a half rather than the 0.7 miles I was expecting — I know for "fit" folks that probably doesn't sound like very much, but believe me when I say my body is in a right old state.

The gym here is tiny, but it was also completely deserted when I went there, which was absolutely fine by me, as it meant I could take my time over the exercises I wanted to do, and wouldn't have to feel self-conscious about anything other than the full-length mirror that allowed me to gaze upon my disgusting carcass in its entirety while doing exercises. Oh well. The very fact I was in the gym should make me feel a little better about things, as at least I'm taking some steps — and my thinking is that if I can smash through that initial "wall" of resistance to exercise while I'm here and have no other stressors or distractions to worry about, I will hopefully be able to maintain some better habits when we get back home, too.

Thus far it has just been nice to be away. No notifications from Microsoft Teams, no social media garbage, no Discord, no people PMing me for customer service issues. I needed this escape, and I feel like I need to make a few changes at work when I get back. Those are things to consider on my return, though. In the meantime, I'm just going to enjoy this pleasant forest retreat, the lovely surroundings, the wildlife that occasionally comes to visit, the swimming pool, the private bubbly bath we have and, of course, the good food. All of life's worries can wait until after I get back.

After all, that's what a holiday is supposed to be about, right?


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#oneaday Day 458: A salute to Maru https://imnotdoctorwho.moegamer.net/2025/09/08/oneaday-day-458-a-salute-to-maru/ https://imnotdoctorwho.moegamer.net/2025/09/08/oneaday-day-458-a-salute-to-maru/#respond Mon, 08 Sep 2025 22:54:47 +0000 https://imnotdoctorwho.moegamer.net/?p=34591 It's a shame to start my holiday by responding to some bad news, but I couldn't let the passing of such a beloved figure pass without acknowledgement. I am, of course, referring to the very sad departure of Maru, the Scottish Fold cat who has been a YouTube star since 2008, making him one of … Continue reading #oneaday Day 458: A salute to Maru

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It's a shame to start my holiday by responding to some bad news, but I couldn't let the passing of such a beloved figure pass without acknowledgement.

I am, of course, referring to the very sad departure of Maru, the Scottish Fold cat who has been a YouTube star since 2008, making him one of the original sources of "cat videos", that ever-reliable activity of those who can't think of anything better to do on the Internet. His owner announced the sad news yesterday, and I have to confess, it made me very sad indeed.

I know first-hand how hard it is to lose a pet. It is like losing a family member. Hell, it is losing a family member. It may be a family member who cannot speak in the same way as we can, it may be a family member who doesn't go out and get a job in the same way we can (although I bet in his own way Maru "earned his keep" in monetary terms!) but it doesn't make them any less important or meaningful to our existences.

Maru's passing is so sad because he was not only clearly a truly beloved pet for his owner, he was effectively a pet of the entire Internet. While I feel the number of people who know who you are referring to when you say "Maru" these days has declined somewhat compared to, say, ten years ago, he has still, without a doubt, touched hundreds of thousands of lives, possibly even millions. In some cases, he may have touched people's lives without them knowing who he was, but the joy he would have brought them in that brief encounter is something truly remarkable.

Maru was a cat with personality. He had a distinct attitude about him, and he clearly behaved in ways that he enjoyed. Granted, I suspect his owner would have "encouraged" him to engage in behaviours that made good videos, but I suspect those behaviours initially emerged completely organically. Our own cats both do silly and hilarious things, completely unprompted by us, so I have little to no doubt that one day, Maru would have just spontaneously leapt into a cardboard box, or belly-slid his way into a beer bottle multipack casing.

He also loved to fit himself into things that were not cat-shaped, such as boxes that were too small for him, and even glass bowls. Again, I suspect this is something that almost certainly happened naturally one day, and then he may well have been "encouraged" to do this a little more often for the sake of some videos. But I certainly don't begrudge Maru's owner — still mysterious and perpetually off-screen to this day, without even their gender being widespread knowledge — any of the fame their beloved cat attained during his long and very clearly happy lifetime.

Maru enjoyed 18 joyful years on this planet, and during this time he must have been one of the most loved pets in the entire world. Because, like I say, not only did he have the love of his owner — who clearly adored him — but he also had the love of pretty much the entire world, too. There aren't many individuals in this world who can truly say that; there aren't many people who can truly claim to be universally beloved, regardless of nationality, language, background, socioeconomic status, gender, ethnicity, sexuality or any of the other things you might care to mention that act as ways of dividing ourselves from one another.

Maru was a universal. Maru felt like he would be a constant. Sadly, he has gone to a better place now, but I suspect he will continue to be remembered and loved for many years to come. We love you, Maru, and I hope that one day we will have the chance to see you again.

I'll leave you with the tearjerking words of his owner, posted today, and I'm sure we all join them in saluting our dear, departed, beloved cat and the wonderful life he head.

"I'm lonely, so be sure to be born again soon!" I said to him insistently, but he is by nature a laid-back cat, and I wonder if he is relaxing in the sky now. But he loves to surprise us, so I'll wait patiently, hoping for a surprise from him.


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#oneaday Day 457: A statement of intent https://imnotdoctorwho.moegamer.net/2025/09/07/oneaday-day-457-a-statement-of-intent/ https://imnotdoctorwho.moegamer.net/2025/09/07/oneaday-day-457-a-statement-of-intent/#comments Sun, 07 Sep 2025 13:08:00 +0000 https://imnotdoctorwho.moegamer.net/?p=34391 Hello! Tomorrow I am going on holiday, and I am using this as something of a "cutoff point" in an attempt to improve my own mental health and get me out of a rut I've been feeling for a long time at this point. I have written about this previously, but please consider this a … Continue reading #oneaday Day 457: A statement of intent

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Hello! Tomorrow I am going on holiday, and I am using this as something of a "cutoff point" in an attempt to improve my own mental health and get me out of a rut I've been feeling for a long time at this point. I have written about this previously, but please consider this a "final warning" of sorts.

This isn't intended to be a dramatic flouncing off into the sunset in the hope that someone will take pity on me. It is simply a statement of what I intend to do, because my present online existence is absolutely crippling my mental health, and I need to do something proactive to resolve the situation.

Day in, day out, I feel beaten down and depressed by the constant negativity online, and a big part of it is my own fault for engaging with platforms where negativity gets rewarded. But it's not just that; everyone has been exceedingly down for a long time now, at least partly due to the disruption we all suffered during the COVID years, not to mention the horrible things going on in politics and society in general right now. And that, unfortunately, often means that communities I would otherwise enjoy being a part of often find themselves being relentlessly negative.

It's not a malicious attempt by anyone to drag everyone else down, but that often ends up being the net effect. And continually being surrounded by that has not been healthy for me.

And so, as loathe as I am to further isolate myself in a world where I already feel like I've lost most of my "real life" friends, I am going to be taking the following steps for my own digital wellbeing:

  • I will be deactivating my Bluesky account for at the very least the duration of my holiday.
  • I will be leaving a significant number of Discord communities that I am currently part of.
  • I will be focusing the majority of my online presence on this blog, MoeGamer (my video game blog) and Scratch Pad (my creative writing site).
  • I will only be contactable via email (you can use the Get In Touch page on this site if you don't know my email address), Discord messages in the communities I remain active in (plus Discord DMs if we are friends on that platform), Google Chat if you know my email address, or WhatsApp private message if you know my phone number. I also occasionally pop in to the Giant Bomb forums as "angryjedi".

I am sorry to disappoint the two people who were enjoying my #365games thread on Bluesky.

I would also like to add that none of this is personal and that none of this has been triggered by a particular individual. This is all a "me" thing that I've been thinking about for a while; an attempt to reclaim my own life and brain from the digital realm.

As noted above, it's not as if I am going to disappear completely. I can still be contacted via the above means, and I encourage you to do so! It'd be nice to have a private conversation with some of you, away from the noise of social media, so drop me an email or a direct message if that sounds like something you might like. I would certainly appreciate it.

Anyway, that's that. I will be taking the above steps this evening before I go to bed, so I can start my holiday "fresh" in the morning. Thanks for your time and attention, and I hope I'll hear from some of you via non-social media means soon!


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 456: Lidl has the best trolleys https://imnotdoctorwho.moegamer.net/2025/09/06/oneaday-day-456-lidl-has-the-best-trolleys/ https://imnotdoctorwho.moegamer.net/2025/09/06/oneaday-day-456-lidl-has-the-best-trolleys/#respond Sat, 06 Sep 2025 16:42:44 +0000 https://imnotdoctorwho.moegamer.net/?p=34577 You know what I always like stumbling across online? Hyper-specific posts about something I suspect no-one else has ever written about. So, with that in mind, today I want to talk about how much I like the trolleys you get at Lidl, the popular "budget" supermarket we have here in the UK. Or, more specifically, … Continue reading #oneaday Day 456: Lidl has the best trolleys

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You know what I always like stumbling across online? Hyper-specific posts about something I suspect no-one else has ever written about. So, with that in mind, today I want to talk about how much I like the trolleys you get at Lidl, the popular "budget" supermarket we have here in the UK. Or, more specifically, the trolleys we have at our local Lidl, as I have no idea if these are "standard" nationwide or not.

Most supermarket trolleys, you see, have some sort of issue with them. Many of them are too shallow, or too deep, for example. Lidl's are just the right depth: deep enough to allow plenty of room for a substantial shop if that's what you needed, while shallow enough to ensure that reaching into the trolley to get the last few items out isn't difficult.

This seems like something that it should be easy to get right, given how long supermarket trolleys have been in existence, but no; head over to Tesco or Sainsbury's these days, and your choices are the not-quite-deep-enough-but-easy-to-use almost flatbed ones, and the super-deep-can't-reach-that-last-tin-of-beans-without-putting-your-back-out deep ones. At least that is a slight improvement from my memories of going shopping with my Mum as a child, when I'm pretty sure only the super-deep ones were ever an option.

The best thing about Lidl trolleys, though, is their handles. Most trolleys take a simple, utilitarian approach to their handles, providing a simple plastic bar for one to grip onto and push the thing around the store. This is a perfectly acceptable approach, but there's been no real thought given to ergonomics. Depending on your height, for example, you may find the bar to be too high or too low to be truly comfortable, necessitating either bending over to push the trolley (which can, at times, be desirable if you're feeling a bit tired — and I'm sure we've all felt "supermarket fatigue" at one point or another) or, if you're a shorty, bending your arms at an awkward angle to reach the bar.

Lidl's trolleys, meanwhile, take a different approach. They still have the bar, yes, but at either end of it, they have a sticky-up handle. Not only that, but the sticky-up handle is contoured to match the shape of a hand really nicely; there's even a little dip to put your thumb in that only feels like it's missing a "fire lasers" button to be truly flawless. Holding on to one of these trolleys and pushing it around is a genuine pleasure, and that's not something I ever thought I'd say about a supermarket trolley. The handles make it feel like you're gripping a flight yoke like the one from the old Star Wars arcade game, and this makes pushing a trolley around infinitely more exciting if you have any surviving imagination cells in your brain. Because you can then imagine that you are blasting the people in front of you who are going way too slowly around the middle aisle because the novelty of "The Middle of Lidl" hasn't worn off for them yet into fiery oblivion.

Or perhaps it's just nice to feel like someone has thought about what is often a tedious, unpleasant, annoying experience and tried to make it, in some way, just a little bit more pleasant and comfortable for everyone.

Regardless of how you feel about the above, Lidl has the best trolleys. And I hope this design becomes a little more widespread.


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#oneaday Day 455: The Last Banana https://imnotdoctorwho.moegamer.net/2025/09/05/oneaday-day-455-the-last-banana/ https://imnotdoctorwho.moegamer.net/2025/09/05/oneaday-day-455-the-last-banana/#comments Fri, 05 Sep 2025 23:36:16 +0000 https://imnotdoctorwho.moegamer.net/?p=34574 I finished Donkey Kong Bananza this evening. I know I said I did that the other day, but I properly finished it this evening — all 777 collectible bananas and all the fossils (collecting all of which is, I was dismayed to discover very late, a prerequisite for getting all of the bananas) then completing … Continue reading #oneaday Day 455: The Last Banana

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I finished Donkey Kong Bananza this evening. I know I said I did that the other day, but I properly finished it this evening — all 777 collectible bananas and all the fossils (collecting all of which is, I was dismayed to discover very late, a prerequisite for getting all of the bananas) then completing the game's monstrously difficult final challenge in order to get… a slightly underwhelming "true" ending, to be honest, but I don't begrudge the game the additional time I spent with it. In fact, some of the game's best platforming challenges are found in the endgame sequence, so it's very much a case of "the journey is more important than the destination" here.

I mostly stuck to my desire to not use a guide for Donkey Kong Bananza, and I'm glad I did that, because dear Lord, a lot of the guides, even from "big" sites out there, are full of wrong information, or outright handwaving away the possibility of providing helpful information, largely because I suspect the author hadn't actually completed the game in some cases. I know this because the absolute final challenge in the postgame is something that could really do with a helpful walkthrough, and all one guide from a big site offered was a paragraph basically saying "use everything you've learned to clear these challenges" without going into any detail whatsoever. Good job!

Another guide even promised to "explain the ending", after there was some pre-release discussion on where this game might fit in "Nintendo canon", if such a thing even exists — then went on to post an entire article that basically shrugged its shoulders and went "I dunno, it's all speculation really". Clickbait at its absolute finest. No wonder the games press — and indeed the whole Internet — is dying.

But anyway. One of the nice things about Donkey Kong Bananza is that it has built-in hint functions. You have to pay the in-game price for them, but by the time you're doing the "cleaning up" required for the postgame, you will generally have plenty of the currency required to purchase these hints, along with a selection of powers that make 1) searching for hidden items and 2) acquiring more of said currency much easier. Consequently, on the few times I did peep at a guide, I found it didn't really help matters, and I inevitably found myself better off just exploring the game for myself and stumbling across things. The game is well-designed enough that you can just piss around and discover pretty much everything it has to offer, and that's testament to Nintendo's skills at making games like this — even with the added wrinkle of almost entirely destructible levels.

So, yeah. I really enjoyed Donkey Kong Bananza. I'm glad. I had a feeling it would be good, because I really enjoyed Super Mario Odyssey, and the same team worked on this. I had my misgivings, because I've never really had a lot of time for Donkey Kong as a character, but I must say, spending a considerable amount of time in his company has brought me around on him. Granted, he's almost as much of a blank slate as his stablemates Mario and Link in terms of characterisation — he has no dialogue whatsoever, despite the other "Kongs" you encounter being able to talk — but his goofy facial expressions and his interactions with Pauline are consistently delightful. Not only that, but they evolve over the course of the game as a whole; the eventual close relationship between Pauline and DK by the end of the game is rather heartwarming to see — even if in the "normal", pre-postgame ending, DK comes across as a bit of a selfish dickhead. It's at times like that you have to remember that he is, in fact, a gorilla.

Donkey Kong Bananza is a great addition to Nintendo's pretty flawless record of first-party games, then. It's definitely a good showcase of the Switch 2, even if other titles in this regard are a bit thin on the ground, and absolutely worth the money, time and effort to fully enjoy it. I'll remember this fondly for a very long time, I feel. But now I need to go to bed!


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 454: The Black Crochan https://imnotdoctorwho.moegamer.net/2025/09/04/oneaday-day-454-the-black-crochan/ https://imnotdoctorwho.moegamer.net/2025/09/04/oneaday-day-454-the-black-crochan/#respond Thu, 04 Sep 2025 23:10:13 +0000 https://imnotdoctorwho.moegamer.net/?p=34571 I mentioned a while back that I'd started reading The Chronicles of Prydain by Lloyd Alexander, the series of novels that the Disney movie The Black Cauldron was loosely based on — and which, in turn, the Sierra adventure game The Black Cauldron (my first encounter with the series) was even more loosely based on. … Continue reading #oneaday Day 454: The Black Crochan

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I mentioned a while back that I'd started reading The Chronicles of Prydain by Lloyd Alexander, the series of novels that the Disney movie The Black Cauldron was loosely based on — and which, in turn, the Sierra adventure game The Black Cauldron (my first encounter with the series) was even more loosely based on.

The other night, I finished reading the second book in the series. Much like the best-known book in the Chronicles of Narnia series is the second one (The Lion, The Witch and the Wardrobe), so too, it seems, is the case for The Chronicles of Prydain. Because the second book in the series is the one called The Black Cauldron. But if you're only familiar with the Disney movie or the Sierra game, it's around here that things diverge a bit more wildly.

Y'see, in the Disney movie, the Big Bad of the piece was the Horned King. And he was terrifying. He was terrifying in the 160×200 chunky pixel graphics of the Sierra game and, while I haven't watched the Disney movie yet (though I did acquire it on DVD recently) I am given to understand that he is even more frightening in fully animated form.

But in the actual books — spoiler, I guess, though I'm not apologising for it, given that we're talking about a series from the mid-1960s — The Horned King is offed rather unceremoniously at the end of the first book, The Book of Three, and this is well before protagonist Taran and his buddies have come anywhere even vaguely close to the Black Cauldron itself. As the name suggests, it's not until the second book, The Black Cauldron, that Taran and company set off on a quest to deal with the infernal thing once and for all, and the whole situation is resolved rather differently to how things happen in the movie — and in the game, which is different again.

To be clear, I don't mind these differences at all. If anything, it makes experiencing The Black Cauldron in all its different forms all the more worthwhile. It makes sense for the movie to have a more self-contained story with fewer characters — and for the game to be even more limited in scope. The book has no such constraints, meanwhile, and as such there's a much stronger feeling of "fantasy epic" to the whole thing.

Thus far I've found the whole thing to strike an excellent balance between readability and not treating the reader like a moron. Lloyd Alexander respects the intelligence of his readers, but he doesn't overwhelm them with difficult prose, over-elaborate descriptions or pretentious language. Instead, we get a clear story with some well-crafted characters and some genuine stakes to the action.

I particularly want to highlight his character work. While many of the characters in the series are relatively simplistic — Taran in particular is clearly intended for the young male reader to project himself onto — there are some definite standouts. As mentioned in my previous piece on The Book of Three, I am thoroughly enamoured with the Princess Eilonwy, who takes her place alongside Ce'Nedra from David Eddings' The Belgariad/Malloreon and Lady Mandragorina from Douglas Hill's Talents series as one of my favourite spunky, sassy princesses. She might even be my favourite to date. The girl's got bite, but she also knows when to switch it off and be supportive. Since she and Taran are clearly going to end up together, I'll preemptively say that he's a lucky man.

Anyway, I'm yet to start the third volume of the series — I'll likely kick that off once we're on holiday — but I've been really enjoying it so far. Looking forward to reading the rest, for sure — and, as I've previously said, very sorry and frustrated with myself that I've never read it prior to today!


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#oneaday Day 453: The Generation Game https://imnotdoctorwho.moegamer.net/2025/09/03/oneaday-day-453-the-generation-game/ https://imnotdoctorwho.moegamer.net/2025/09/03/oneaday-day-453-the-generation-game/#respond Wed, 03 Sep 2025 19:26:59 +0000 https://imnotdoctorwho.moegamer.net/?p=34568 There's been some resurrected discussion today on the subject of "video game console generations", primarily based on a month-old Bluesky post from a member of the Video Game History Foundation describing them as largely unhelpful, and something that serious video game historians don't rely on at all. He posited that "generations" were made up by … Continue reading #oneaday Day 453: The Generation Game

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There's been some resurrected discussion today on the subject of "video game console generations", primarily based on a month-old Bluesky post from a member of the Video Game History Foundation describing them as largely unhelpful, and something that serious video game historians don't rely on at all. He posited that "generations" were made up by a Wikipedia editor in the early 2000s, and people have just sort of accepted them as "gospel" ever since.

As another part of the discussion, others have objected to descriptors like "8-bit", "16-bit" and suchlike for similar reasons.

My feelings on the subject are relatively straightforward. I agree that the "generation" thing isn't necessarily helpful — if someone uses it, I always have to look them up and check which one is which, particularly when people like EA attempt to redefine what the "generations" were, as they did around the start of the PS4 era — but I don't have a problem with "8-bit", "16-bit", "32-bit" and the like — up to a point. Dreamcast was the last console that people really referred to in terms of its "bits" ("128-bit") and that didn't really catch on; after that people just sort of… gave up, perhaps because console architecture became a bit more complicated. I don't actually know why we stopped talking "bits", but we did.

Anyway, one area where I do disagree a little with what appeared to be emerging as the popular consensus is that I think it is helpful to stratify computer and video gaming technology in terms of rough contemporaries, because while numbering generations isn't necessarily helpful, saying that the Atari 8-bit, ZX Spectrum, Commodore 64, Apple II, Amstrad CPC and numerous others all coexisted at the same point in history — though some endured longer than others — is useful.

If you consider rough contemporaries, you get into some interesting overlapping territories, too, such as where the Commodore 64 and Spectrum were happily coexisting with the Atari ST and Amiga, or where the Super NES was still holding its own against early PlayStation games. Those are interesting periods of history to talk about, not least because the "outgoing" hardware tends to have thoroughly fascinating (and often quite hard-to-come-by) games released during those curious times of overlap. And this is to say nothing of the fact that the "generations" of home computers work a bit differently to those of the consoles, especially since it pretty much went "8-bit, 16-bit, PC" and then sort of stopped when "PC" became a thing unto itself.

I think it is also helpful to distinguish distinct groups of computer and gaming hardware by their capabilities, also. Again using the home computers as an example, there is an obvious technological leap between the ZX Spectrum and the Amiga. There's another massive difference between the NES and Super NES. Those differences aren't all down to the "bits" of course — in most cases, it's more about the custom hardware and its capabilities, hence how the "8-bit" PC Engine is more commonly considered as a contemporary and rival of something like the Mega Drive rather than the NES — but there are clear moments when the industry has gone "we're releasing something new now, and it's going to be way more impressive than anything you've ever seen before".

I actually think it's somewhat easy to forget quite how fast things moved in the '80s and '90s, since today's technological advancements, particularly in terms of visual fidelity, have slowed to a crawl. There was another good post recently about how you could have released a game from ten years ago (like Metal Gear Solid V) today, completely unchanged, and no-one would know it wasn't a brand new game. That certainly wasn't the case ten years ago, and not at any point prior to that, either. Things were moving just so quickly that it was kind of mindblowing to see.

And it's easy to forget how surprisingly early some of these advancements happened, too. The Atari ST and Amiga came out in 1985, when the 8-bit home computers were still thriving — hence the considerable years of crossover. The PlayStation came out (late in) the same year as Super Metroid, Sonic the Hedgehog 3, Earthbound and Donkey Kong Country, all games that most would probably agree were released while the SNES and Mega Drive were in their absolute prime.

So yes. Numbered generations are kind of stupid. But I do think there's value in looking at the things that were coexisting at a given moment — and at the notable leaps forward computer and gaming technology was taking throughout the 1980s and 1990s in particular.

I guess, as with everything, the real value is in just saying what you actually mean rather than trying to find a catch-all shorthand — if only because that catch-all shorthand often assumes knowledge that not everyone has. Same reason I don't like using "Metroidvania" or "JRPG"; much better to be specific about these things and say what you really mean. In an age of attention-deficit "short-form content", being verbose and detailed can actually make you stand out quite a bit. In a good way.

At least I hope so, because I'm not changing.


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#oneaday Day 452: Creepy, kooky, mysterious and spooky https://imnotdoctorwho.moegamer.net/2025/09/02/oneaday-day-452-creepy-kooky-mysterious-and-spooky/ https://imnotdoctorwho.moegamer.net/2025/09/02/oneaday-day-452-creepy-kooky-mysterious-and-spooky/#respond Tue, 02 Sep 2025 22:21:55 +0000 https://imnotdoctorwho.moegamer.net/?p=34565 Now I've got the MiSTer Multisystem 2 up and running to my satisfaction (not helped by some sort of accident corrupting the entire SD card's filesystem, necessitating a complete reinstall of everything — I'm running games from an external hard drive now, and have taken a complete backup of the system software!) I have been … Continue reading #oneaday Day 452: Creepy, kooky, mysterious and spooky

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Now I've got the MiSTer Multisystem 2 up and running to my satisfaction (not helped by some sort of accident corrupting the entire SD card's filesystem, necessitating a complete reinstall of everything — I'm running games from an external hard drive now, and have taken a complete backup of the system software!) I have been enjoying the pleasurable experience of being able to sit down in front of my old faithful Sony Trinitron CRT and play… pretty much anything I want up to the Saturn, PS1 and N64 era.

As you will doubtless know if you've been following me for any length of time, I am a passionate advocate for physical releases of video games. My living room is effectively a games library, and I wouldn't have it any other way.

But I must say, there is an absolute, definite appeal to having a dedicated box that I can boot up, say "I feel like playing [insert game name here]" and be doing so within a matter of seconds. No fiddling around with SCART cables needed. No digging out the correct power adapter required. No blowing on cartridge pins or isopropyl alcohol on cotton buds required.

Not only that, but a significant portion of software that one can play on the MiSTer has been creeping into "unattainably expensive and/or hard-to-find" territory over the course of the last few years — particularly anything from the 16-bit or 32-bit platforms, and especially role-playing games. I could drop several hundred quid on a copy of Panzer Dragoon Saga, or I could just play it on MiSTer. The choice is pretty clear.

"Now hold on a minute, good sir," I hear you say. "Don't you work in official retro gaming rereleases?" And to that I say, yes, absolutely, I most certainly do. But unfortunately, however much many of us might want them, there are some games that are never, ever, ever going to get an official rerelease for all manner of different reasons. And in those cases in particular, there is zero shame to be felt in experiencing them via… let's just call them "unofficial" preservation methods.

But anyway. I want to talk a bit more specifically about one of those unofficially preserved games I have been playing and enjoying for the past few evenings. It's not a particularly rare or hard-to-find game to my knowledge (checks CEX — £12 loose, £38 complete in box at the time of writing) but it is one I have some fond memories of, and one that I doubt will ever get an official rerelease. It's Ocean's The Addams Family, a platformer based loosely (very loosely) on the 1991 movie, and which was available on numerous different platforms; I've been playing the SNES version.

I'm actually not entirely sure how I attained those memories, mind, because I never owned a copy of The Addams Family on any platform back in the day. I might have had a demo of the ST version (which is surprisingly competent) but I certainly never had the full game on anything. But I definitely played it.

What I suspect happened is that on one of my brother's trips home to visit us — by this point he had left home to go and work on Games-X magazine at Europress up in Macclesfield — he had brought a SNES with him, and one of the cartridges he had also brought along was The Addams Family. The only other possible alternative is that one of my friends from school had it — and I don't think they did. My main SNES-owning buddy at school played various versions of Street Fighter II almost to the exclusion of everything else (although I did borrow Super Star Wars multiple times from him), and my other main console-playing friend was a Mega Drive man.

Anyway, I guess that isn't really important. What is important is that The Addams Family for SNES left a solid impression on me, with probably the most potent part of that memory being the amusing farty noises that play whenever Gomez jumps on an enemy (fart-POP!) or if he takes damage (breathless clown car-horn HONK). Aside from those excellent sound effects (and they are excellent; it's been a delight to hear them again), I remember simply enjoying the game a great deal, too, and I'm pleased to report that It Holds Up.

Lest you've never played The Addams Family on SNES (or any of the other platforms it appeared on), you take on the role of Gomez, who is attempting to rescue the various members of his family from… some sort of unfortunate circumstance that was probably a flimsy reference to the movie's plot. I forget. It doesn't matter. What does matter is that your quest unfolds as an open-structure 2D platformer that eschews a linear level-based structure in favour of giving you a big, open map, the vast majority of which is open to you from the outset, and then inviting you to just get on with it.

I'm not sure I'd call The Addams Family a "Metroidvania", largely because that term can get in the bin, but also because I'm not sure its commonly agreed definition applies here. Sure, you have a big open map to explore, but areas are not gated by abilities that you gradually acquire as you progress. Instead, only the finale sequence is gated by you having completed the rest of the game, and you are otherwise left to tackle the game's various challenges in whatever order you see fit.

These challenges are upgrading your health bar three times, then finding Wednesday, Pugsley, Granny and Fester Addams in whatever order you please. (You can even find them before the health upgrades if you want to, but the extra hearts make it much easier.) After that, the door to the final challenge, where you can rescue Morticia and take on the game's final boss, opens up and you're on the way to beating the game.

Being developed by Ocean, one would expect The Addams Family to have a certain "Euro" feel to it, and this comes across in its structure, with each of the game's main areas being split into named rooms that give a hint as to what hazards the player can expect in there; there's definite shades of classic home computer games like the Dizzy series and Spellbound from the Magic Knight series here, but rather than being single screens, each room in The Addams Family is a scrolling mini-level in its own right.

Thankfully, the game resists the temptation to get a bit too Euro in its structure, as while it is non-linear and often presents the player with multiple possible routes, it's not really possible to get "lost", and any necessary backtracking is generally assisted by helpful shortcuts. There's no map to refer to, either; while it might have been helpful to have one, after spending a bit of time with the game you'll find it pretty intuitive to navigate. The real joy is in discovering the game's many, many, many secret areas.

The Addams Family drew some criticism on its original release for being "derivative" — and by that most reviewers meant that because you jump on enemies' heads, it's a Super Mario clone. And, to be sure, there were a lot of 16-bit platformers around at the time, many of which were based on popular movies.

But for me, something always stood out about The Addams Family, even with its many peers in the genre. It was slick, well-designed and enjoyable to play — and I'm pleased to report that it is still all of those things. It's been a genuine pleasure revisiting it over the course of the past few evenings, and I'm looking forward to creeping my way gradually towards beating it. I've already got all the heart upgrades and rescued Wednesday; next up is Granny, Pugsley or Uncle Fester. It'll be great to finally tick this off my list — and I suspect it won't be the last time I play it through once I've beaten it, either.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 451: Random encounters https://imnotdoctorwho.moegamer.net/2025/09/01/oneaday-day-451-random-encounters/ https://imnotdoctorwho.moegamer.net/2025/09/01/oneaday-day-451-random-encounters/#respond Mon, 01 Sep 2025 18:18:39 +0000 https://imnotdoctorwho.moegamer.net/?p=34558 Popular Internet wisdom has it that you should never read the comments. And, for the most part, this is fairly sound advice. Because if you do read the comments, there is a significantly greater-than-zero percent chance that you will run into someone like "Steven Woolf" here, a thoroughly disagreeable individual who did me the questionable … Continue reading #oneaday Day 451: Random encounters

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Popular Internet wisdom has it that you should never read the comments. And, for the most part, this is fairly sound advice. Because if you do read the comments, there is a significantly greater-than-zero percent chance that you will run into someone like "Steven Woolf" here, a thoroughly disagreeable individual who did me the questionable courtesy of leaving a particularly rancid comment on a five year old MoeGamer article earlier today:

I have never encountered this person before. Their email address was unfamiliar to me. The fact they showed up in the comments of an article from five years ago suggests to me that they stumbled across MoeGamer via random Googling. And the fact they took such umbrage at me using a naughty word to discourage "AI people" from feeling in any way welcome on my site suggests to me that they are, themselves, an "AI person" and thus, by extension, a cunt.

Comments like this are always sort of fascinating, because there was evidently some sort of thought process involved — and one that is alien to me. What was Steven Woolf doing reading a five year old article about a character from an obscure Japanese beat 'em up? The nature of his comment suggests that he wasn't there to celebrate his love of Japanese video games, otherwise he might have, you know, mentioned Japanese video games. Instead, he chose to absolutely, spectacularly lose his shit at a disclaimer halfway down my site's sidebar presented in a 12 pixel high font. Why is that? Could it be because he's a cunt? All signs point to "yes" thus far.

What's even better is that because MoeGamer (and likewise this site) has an "approval" process for new commenters, meaning that his furious, impotent raging at my discouraging of AI cunts from using my site as the basis for any of their lake-boiling bullshit will remain completely invisible to the rest of the world for all time, with the only record of it being a snarky post on Bluesky (which he doesn't appear to be on, and which will be deleted at the end of this week anyway) and this post here, which he will probably never see because it's on a different website and he's almost certainly too stupid to track it down for himself despite 90% of the URL being the same.

And even if he does find it, all he'll really encounter is the simple and indisputably correct assessment that he is, in fact, a cunt.

So well done, Steven Woolf. You gave me something to write about today. You have officially become content, and that's not a fate I would wish on anyone, except you, because you are a cunt.

I hope you're having a better day now you got your little tantrum out of the way. If not, I recommend you go and play some video games or something. I hear Denjin Makai is pretty good?


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#oneaday Day 450: Ooh, banana https://imnotdoctorwho.moegamer.net/2025/08/31/oneaday-day-450-ooh-banana/ https://imnotdoctorwho.moegamer.net/2025/08/31/oneaday-day-450-ooh-banana/#comments Sun, 31 Aug 2025 21:12:09 +0000 https://imnotdoctorwho.moegamer.net/?p=34555 I finished the main story of Donkey Kong Bananza last night, and I've been playing through the postgame today. I will do a proper full post about the game as a whole over on MoeGamer in the not-too-distant future, but suffice to say for now that I have had an absolutely lovely time with this … Continue reading #oneaday Day 450: Ooh, banana

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I finished the main story of Donkey Kong Bananza last night, and I've been playing through the postgame today. I will do a proper full post about the game as a whole over on MoeGamer in the not-too-distant future, but suffice to say for now that I have had an absolutely lovely time with this game, and I'm very likely going to "100%" it. Or, at the very least, get all the collectible bananas; I haven't decided if I'm going to try and max out the skill tree (which requires a touch of grinding other collectibles to purchase even more bananas that aren't scattered throughout the game world) — probably not.

Donkey Kong Bananza is one of the best examples to date of how Nintendo still understands what makes video games a distinct medium all their own. It tells a story, sure, but that story is brief, to the point and never obtrusive. There is no point in Donkey Kong Bananza where more impatient types will find themselves mashing buttons to bypass dialogue; the emphasis is firmly on keeping you playing, exploring and having a good time.

And the very nature of Donkey Kong Bananza's mechanics means that it is more of a toybox than even the most recent Super Mario games. The fact that a significant portion of each level is completely destructible means there are a lot of challenges you can approach in very different, creative ways. There are obvious "intended" ways for you to solve things, but the game is open to you trying other things and experimenting. Even more so than Super Mario Odyssey, Donkey Kong Bananza rewards you for asking questions of it and going in search of answers. Almost everything you do will reward you somehow; curiosity and creativity are encouraged, and it's very difficult to get "stuck".

That's not to say it's easy. It strikes a good balance between accessibility and challenge factor. Blasting through the main story will probably be fairly breezy for most players, but each of the game's areas has numerous optional challenges that test all sorts of different skills. Donkey Kong is capable of quite a few different actions by the end of the game, but crucially, the game never overwhelms the player with options and obtuse button combinations. Instead, the control scheme is simple and straightforward, and new mechanics are introduced gradually, one at a time, with plenty of opportunity to practice them in a "safe" environment before having to contend with them under more challenging circumstances.

This is, of course, the same philosophy that modern Super Mario games are designed around, and there's a reason: it works. It gives the game a good sense of pace, means it never gets bogged down, but also keeps things constantly interesting. And, by the end of the game, having all these options available to you doesn't mean "pick the right one to succeed"; it instead, under most circumstances, means "pick the one you think will succeed, and you can probably make it happen".

It's a truly magnificent game, and absolutely a good reason to grab a Switch 2 — even if other reasons to have one are still a little thin on the ground right now. (That said, don't discount the Switch 2's improved performance on a significant number of Switch 1 games as a selling point; it really does make a difference, and is a worthwhile upgrade for that alone.)

I've got a week to finish the postgame before we go on holiday. Nothing bad will happen if I don't — and I will probably be taking the Switch 2 with me — but it would be nice to have it all wrapped up before then. I think I've done a lot of the hardest, most challenging/annoying (delete as applicable) postgame objectives already, so now it's just a case of working my way through and cleaning up the remaining objectives on my way to the grand finale. Easy, right…?


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 449: Revisiting Teachers https://imnotdoctorwho.moegamer.net/2025/08/31/oneaday-day-449-revisiting-teachers/ https://imnotdoctorwho.moegamer.net/2025/08/31/oneaday-day-449-revisiting-teachers/#respond Sun, 31 Aug 2025 13:13:46 +0000 https://imnotdoctorwho.moegamer.net/?p=34552 Back in the dim, distant past before streaming video services were a thing, and in a wonderful time before the apparently collective decision that if you're not continually "consuming new content" you're Doing It Wrong, there were several DVD series I had on my shelf that were in almost continual rotation in my DVD player. … Continue reading #oneaday Day 449: Revisiting Teachers

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Back in the dim, distant past before streaming video services were a thing, and in a wonderful time before the apparently collective decision that if you're not continually "consuming new content" you're Doing It Wrong, there were several DVD series I had on my shelf that were in almost continual rotation in my DVD player. Spaced, Black Books, Peep Show, Big Train, that sort of thing; a particular brand of British comedy, almost always originally broadcast on Channel 4, and in many cases involving the exact same cast members.

(Aside: a fair few of these have been sullied a little in recent years by their association with Graham "I Hate Trans People… Wait, Why Do You All Hate Me Now" Linehan, but I do try my best not to let that bother me too much, because these series — and the work of the actors therein, most of whom do not subscribe to Linehan's odious bigotry — will always be special to me.)

One of my absolute favourites was Teachers, which was a thoroughly interesting show. I've just re-acquired the DVDs of the complete season, and I watched the first episode last night for the first time in a very long while.

Teachers, if you're unfamiliar, is probably best described as a comedy-drama rather than an out-and-out comedy. It initially focuses on the life of a 27 year old English teacher named Simon, who works at a comprehensive school in Bristol. In later series, several of the original cast members (including Andrew Lincoln, who played Simon) depart to make way for a new ensemble cast, so as a complete run it's more of a snapshot of a moment in a group of people's lives rather than a particularly "personal" story as such. There are a few constants along the way, though.

One of the most interesting things about Teachers is its heavily stylised nature. A trademark of the show is how each episode looks at several days across a typical week, and the introduction to each week is done diegetically through the name of the day appearing on something in the world — on a billboard, on a sheet of paper being photocopies, on a computer display, that sort of thing. This is just the beginning of things, though.

There's an almost hallucinogenic quality to certain sequences in Teachers, which certainly in the initial series is intended to reflect the somewhat turbulent state of mind that our hero, Simon, is in. Simon, you see, is a bit stressed out and starting to have significant doubts over whether he actually wants to be a teacher, and his rather rocky relationship with his peer in the English department, a stern woman named Jenny (played with great enthusiasm by Nina Sia), certainly doesn't make things any easier.

Sometimes these stylised sections are very obvious, such as when Simon returns to school the night after a drunken night out, during which he and his friends broke into the school and let a sheep in, among other things, and starts hallucinating that a full-on forensics team is dusting down his classroom for prints. At others, they are subtle, such as peculiar things happening in the background of scenes — the aforementioned sheep continually shows up throughout the series, for example — or little sound effects, such as when Jenny aggressively touches Simon on the shoulders with her fingertips while admonishing him, and you can hear the sound of sizzling.

One of the best things about the show is the ensemble of Kurt and Brian, played by Navin Chowdhry and Adrian Bower respectively. This pair are, in many ways, the worst of the worst. They're male chauvinist pigs constantly obsessing over people's arses, they always do their best to avoid getting out of having to do anything, they're utterly irresponsible, and they're absolute pranksters.

And yet you can't help but love them. Their behaviour towards women, which might initially seem winceworthy in the somewhat more enlightened world we supposedly live in today, is endearingly, amusingly pathetic in light of the fact that the pair of them seemingly get no action whatsoever for the vast majority of the run (that and the female members of the cast are more than capable of standing up for themselves); their irresponsibility actually comes across as a relatively healthy method of coping with the potentially overwhelming stress of working as a teacher; and their pranks… well, they're always amusing.

Probably the absolute best thing about the show, though, is its use of music, which almost exclusively consists of late '90s/early '00s Britpop and indie rock. In some respects it dates the show enormously — as does the fact that a plot point of the first episode is that teachers are no longer allowed to smoke in the school building in the "smoking room" — but in others it forms an absolutely core part of the show's identity.

Teachers is great because it tells some believably human stories about a distinctly down-to-earth cast of characters and doesn't get hung up on high drama — which is something that subsequent school-based TV shows, like Waterloo Road, could be accused of — and focuses on just being entertaining. Watching Teachers is like being included in this little friendship group of characters; you get to see them at their best and, more frequently, their worst — but that "worst" is never anything particularly serious — and it's always a joy to be among them.

It's definitely a show that is very much "of its time", but after revisiting the first episode earlier, I'm looking forward to watching some more.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 448: Biting one's tongue https://imnotdoctorwho.moegamer.net/2025/08/29/oneaday-day-448-biting-ones-tongue/ https://imnotdoctorwho.moegamer.net/2025/08/29/oneaday-day-448-biting-ones-tongue/#respond Fri, 29 Aug 2025 18:26:05 +0000 https://imnotdoctorwho.moegamer.net/?p=34549 I'm angry. And sad. And I wish I was neither of those things, but I seem to be unable to escape the general shittiness of the world we live in. And to make matters worse, the things that I am angry and sad about, other people don't seem to think are a problem. I'm not … Continue reading #oneaday Day 448: Biting one's tongue

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I'm angry. And sad. And I wish I was neither of those things, but I seem to be unable to escape the general shittiness of the world we live in. And to make matters worse, the things that I am angry and sad about, other people don't seem to think are a problem.

I'm not going to get into the specifics of those things, and that's part of the problem. I don't feel like I can, because it's not just that other people don't seem to think that these things are an issue. It's that they are actively hostile to anyone who does see them for what they are. And I really don't want to get into arguments with people on this stuff, because I already feel incredibly alienated, isolated and lonely for a number of different reasons, but at the same time it feels like holding in all these frustrations is completely counter-productive. But I don't want to post those frustrations anywhere that might get back to the people I am upset and annoyed with, however indirectly.

You can hopefully see why I'm feeling a bit mixed-up and muddled over the whole situation. It absolutely blows to be living in a world where, day after day, you feel more and more like you're not welcome, like you're worthless, like there's nothing you can do to make the situation better. It blows even more to not really be able to express those feelings to anyone, for the reasons outlined above.

I was always afraid my life would end up like this. For as long as I can remember, I have been someone who is comfortable in his own company, even welcoming of some solitude in which to reflect and perhaps be creative. But, at the same time, I've always welcomed the opportunity to share the things I love with others, or simply to enjoy simple moments of connection, amusement and joy with other people that I have learned to trust.

I am fortunate to have my wife, who has always been incredibly understanding and tolerant of my many shortcomings as a human being — and, likewise, I have always been there to support her, even during difficult times. I am also fortunate to have my cats, who love me unconditionally, and always know when I really need them to be near me.

But there are times when that doesn't feel like enough. There are times when I feel more alone than I've ever been in my life, and times when I'm terrified that these feelings will only get worse as time marches onwards. And no-one seems to care. And then I feel bad for wanting people to care, because I worry that will make people think I'm self-absorbed, selfish and not considerate of others' feelings. Like I don't deserve anyone's attention or regard. And then I start feeling, well, why should anyone care about someone so clearly filled with utter self-loathing?

I'll be all right. I usually am. It's just one of those bad days; one of those days that medical professionals euphemistically refer to as "low mood", which I feel somewhat undersells the feelings of utter hopelessness and desperation that tend to accompany such episodes.

But for now, I'll just continue to be angry and sad. And hope that tomorrow is a better day.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 447: School camp https://imnotdoctorwho.moegamer.net/2025/08/28/oneaday-day-447-school-camp/ https://imnotdoctorwho.moegamer.net/2025/08/28/oneaday-day-447-school-camp/#comments Thu, 28 Aug 2025 21:22:52 +0000 https://imnotdoctorwho.moegamer.net/?p=34546 A childhood memory that I have somewhat mixed feelings about is that of the time I went on "school camp". That is to say, when a reasonably sized group of us kids (in Year 6 at the time) were taken to a campsite on the edge of the Forest of Dean in Gloucestershire, and then … Continue reading #oneaday Day 447: School camp

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A childhood memory that I have somewhat mixed feelings about is that of the time I went on "school camp". That is to say, when a reasonably sized group of us kids (in Year 6 at the time) were taken to a campsite on the edge of the Forest of Dean in Gloucestershire, and then proceeded to spend five days living under canvas.

On the whole, it's a mostly fond memory. I enjoyed camping both on this occasion and on the few weekend-long Cub Scout camps I attended while I was a member of that organisation. But there are a few things about it that I'm less than thrilled to have firmly lodged in my long-term memory. I thought today I'd talk a bit about both sides of the experience.

First, the good: we took part in a lot of really fun, interesting activities on the camp, and had the opportunity to mingle with a few other schools who were also in attendance at the time. Naturally, it didn't take long for talk to turn to who "fancied" who — as I recall, a girl named Taymar from one of these other schools was rather popular among the boys from our school and, childish and inexperienced in matters of the heart as we were, it was always enormously exciting for any of us who got to do anything vaguely "physical" (get your mind out of the gutter, we were 11… actually, considering what I'm about to admit, never mind) with her.

To my eternal shame, I all-too-vividly recall excitedly telling my friend Matthew that I had "bummed" Taymar. I didn't really know what "bumming" generally referred to in common vernacular, and instead assumed it meant that, through some circumstance or another, you had touched bums with another person. And, indeed, on a sort of "assault course" (for kids) style scenario, I had indeed touched bums with Taymar when we were passing one another on a rope bridge, moving in opposite directions. That was the extent of the encounter. I don't think I ever actually spoke to her during the entire trip.

But anyway, I digress. Other highlights that didn't involve underage quasi-sexual activity were the time we did a… I forget how it was described, but something like "rope walkway"? We were blindfolded, and had to navigate our way through the forest by following a rope path that had been laid out for us. I remember finding this quite enjoyable and exciting; trying to picture the environments through which we were manoeuvring as kind of thrilling.

We also went bird-watching. As I recall, there were some forms of rare birds (hawks, I think?) who made their homes near the campsite, so we spent some time looking out for them, but mostly just staring at a cliff face with a few holes in it. The possibility of seeing a Rare Thing was quite exciting for us as kids, though.

Strangely, one of my most vivid memories of school camp is one lunchtime, when we were being issued our packed lunch for a day-long excursion into the forest. Our headteacher had a very particular way of talking, and to this day part of my long-term memory is taken up with the specific way he offered us "Cheese… and salad… or… luncheon meat… and salad" as our sandwich choices. Naturally, as children, we were all horrified at the prospect of a salad sandwich, but most of us were quite pleasantly surprised that it turned out to be tasty. I guess when it's all you've got, you learn to appreciate it.

Night-time was a frustrating time, as I recall. The tent I was sleeping in with the other boys included, among others, my aforementioned best friend Matthew, and a young man named Christopher who could politely be termed the "class clown". When it was time for lights out, he would not shut up. On the first night, he started making up a stupid song about what I believe was "Doyget Sands", a fictional girl that he claimed to love. For every single night thereafter, there was at least an hour of him lamenting how he couldn't be together with "his Doyget", or singing that infernal song again. We learned to just stay awake and tolerate his bollocks until he got bored, which he eventually would, and then we could all get a decent night's sleep.

My least favourite memory about school camp is the fact I didn't poo for a week. At the time, I had an absolute phobia of taking a shit anywhere other than the toilet in my own house, and with the campsite facilities being… fairly run-down, to put it politely, I was terrified that getting my bum out anywhere in the vicinity of those toilets would result in being immediately struck down with dysentery.

So I didn't. I just didn't poo. I needed to, sure, but I didn't. And I didn't tell anyone. But I knew. And I was mortified one day when, full of unevacuated poo and struggling to keep up with the rest of the group as a result, the aforementioned headteacher, presumably in an attempt to encourage me, noted that there was "only about half an hour of waddling to go". I was immediately concerned that he knew I was full of poo, though he didn't mention anything else.

When I got home, I found that I had successfully made myself constipated. I wasn't aware that this was something you could do deliberately, but I had apparently cracked it over the course of that week. And when, if you'll pardon the expression and the mental image, the floodgates eventually opened, it felt real good. From thereon, I figured I should probably try and get over my fear of pooing in places that weren't my own house.

So anyway, that's my memories of school camp. You can hopefully see why I have somewhat mixed feelings about the whole thing. On the whole, it's a time in my life I think back fondly on, with my only regret being that I didn't poo more. I would have probably enjoyed everything about the trip a lot more if I had just gone for a poo each evening.

There's your lesson for life for the day. Now I'm off for a poo.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 446: A quick week? https://imnotdoctorwho.moegamer.net/2025/08/27/oneaday-day-446-a-quick-week/ https://imnotdoctorwho.moegamer.net/2025/08/27/oneaday-day-446-a-quick-week/#respond Wed, 27 Aug 2025 21:36:36 +0000 https://imnotdoctorwho.moegamer.net/?p=34543 This week, oddly, seems to have kind of flown by. I'm not complaining at all, I hasten to add, because the quicker this week and the next goes by, the sooner the wife and I get to go on holiday. And we're both really looking forward to some nice time away. Things are… less stressful … Continue reading #oneaday Day 446: A quick week?

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This week, oddly, seems to have kind of flown by. I'm not complaining at all, I hasten to add, because the quicker this week and the next goes by, the sooner the wife and I get to go on holiday. And we're both really looking forward to some nice time away.

Things are… less stressful than they have been at various other points over the course of the last few months, but I'm still pretty burnt out and ready for a break. It will be great to completely disconnect from social media, work and most other modern annoyances and just relax. I am taking some form of computing device with me on holiday, though; my intention is to set aside a bit of time to do some creative writing each day, as a pleasant "forest retreat" seems like the ideal environment in which to do such a thing.

I haven't quite decided how I'm going to achieve this as yet, though. I think what I'm probably going to do is buy one of those little portable monitors you can get, then either hook that up to my phone and run that in its "DeX" desktop mode, or just take my mini PC with me. Then all I need is a keyboard and mouse — and I have plenty of those — and we're sorted.

I'm not promising anything that is going to gush forth from my brain during the holiday is going to be great or even coherent, but I am conscious of the fact that I made a big deal of setting up that "Scratch Pad" site for the distinct purpose of doing creative writing, and then haven't done any as yet. That needs fixing, and being in a suitable environment to write for enjoyment and pleasure, rather than for obligations, would seem like a suitable opportunity to do just that.

But anyway. There's a week and a half of work to get through first, but I feel like I can make it through that without too much trouble. I've got a to-do list of things I want to (or should) try to complete before I leave, and it's not at all excessive in its length, so I'm pretty confident I will be able to achieve everything by or before next Friday. Because if it ain't done by then, it ain't getting done… until I get back, anyway. And, as unforgiving as I might have been sounding about unplugging and going pretty much "off-grid" during the holiday (aside from this blog, which will still see daily updates) I don't really want to leave my colleagues in the lurch while I am absent.

So that's that. Now it's time to head to bed and read a bit of The Black Cauldron, I feel. Or perhaps a quick game of something on the MiSTer before that, maybe…?


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 445: An evening with MiSTer https://imnotdoctorwho.moegamer.net/2025/08/26/oneaday-day-445-an-evening-with-mister/ https://imnotdoctorwho.moegamer.net/2025/08/26/oneaday-day-445-an-evening-with-mister/#respond Tue, 26 Aug 2025 23:00:14 +0000 https://imnotdoctorwho.moegamer.net/?p=34540 The many, many gigabytes of Stuff I'd been copying to my MiSTer Multisystem 2 finally finished during the workday today, so as soon as I was off the clock it was time to dive in and try some things! I had a couple of unfortunate hiccups along the way, most notably with Starwing, which kept … Continue reading #oneaday Day 445: An evening with MiSTer

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The many, many gigabytes of Stuff I'd been copying to my MiSTer Multisystem 2 finally finished during the workday today, so as soon as I was off the clock it was time to dive in and try some things!

I had a couple of unfortunate hiccups along the way, most notably with Starwing, which kept freezing up and crashing, seemingly at random. I tried several different ROM files and that didn't seem to fix it; other SNES games seemed to work fine, but other Super FX games (such as Yoshi's Island) also displayed the same lockup problems with the same or even greater frequency. A bit of digging around the Internet revealed that the SNES core is seemingly having a few woes with Super FX games right now, so I guess I'll just have to wait until that's sorted to get my Starwing on. Unfortunate, but it's not as if there's nothing else on there to play!

My second hiccup was with the Atari ST. I set it up to use Pera Putnik's excellent hard drive image of games that had been converted to run from hard drive and under pretty much any revision of the operating system (under normal circumstances, quite a few ST games can be very picky about this) and… starting any game up resulted in the dreaded "bombs" — the ST's error screen. Then I remembered that it's recommended you run the games from this hard drive image with more than a megabyte of RAM due to the extra features that have been bolted onto them, such as save states. On my real STE I was running them with 4MB and it worked great, so I bumped the MiSTer's virtual ST RAM up to 4MB and suddenly everything was working perfectly. Wonderful.

I had a bit of a tinker with the 60Hz games, too. The 60Hz squish that is my TV's trademark is a tad variable depending on what system you're using — presumably it relates to the specific resolution a console is outputting, which would account for why ColecoVision is super squished, while SNES, PS1, PC Engine and suchlike just have black borders no bigger than your typical unoptimised PAL conversion from back in the day — but the performance is absolutely lovely. I tried the NEOGEO core, and it's beautiful.

For me, I think the biggest thing that CRTs provide over and above modern displays is the sheer smoothness of movement, particularly with something like scrolling. I'd long suspected that this was the case, and while I was setting up the MiSTer I put it to the test, running a game through both the analogue and HDMI outputs simultaneously. On the CRT, the scrolling was silky smooth. On the HDMI monitor, it was pretty smooth, but nowhere near as slick. Granted, the HDMI monitor I'm using is not exactly one optimised for gaming (it's an office castoff from a friend) but the difference was… marked.

So what have I actually played this evening? A few things! I didn't want to be jumping around too much, so I tried to pick a few things that I could settle in with for a while. I was hoping to spend the whole evening revisiting Starwing, since I haven't played that properly for many years, but, well, see above for what happened there.

After a bit of fiddling around trying (and failing) to get that to work, I booted up a game I'd only ever played a demo of previously: Kula World (aka Roll Away to Americans) on PlayStation. This is a puzzle game in which you control a beach ball on some suspended platforms, and your aim is to gather the keys to open the exit, perhaps score some bonus points along the way, then get to the exit. The twist is that as well as rolling along the platforms and jumping, you can also roll around the "end" of platforms to move onto different faces, thereby opening up different angles of exploration. The game starts simple but becomes a bit of a brain-bender before long, particularly as you're against the clock on each stage!

Then I thought I'd have a poke around in the AmigaVision collection, which is a huge pile of Amiga games with a nice front-end launcher. I plumped for HeroQuest II: Legacy of Sorasil, a game I've always been curious about — and a tad bitter that it never came to ST, as I really enjoyed the original HeroQuest on ST. I reckon the ST could definitely handle HeroQuest II — though I suspect the fact it was a 1994 release was the main reason we never saw an ST version, rather than fears the platform wouldn't be able to handle it. By 1994, I'm pretty sure we'd converted to being an MS-DOS and Windows 3.1 household, though the STs still got some use by my Dad for MIDI purposes. The Amiga, meanwhile, was still clinging on for dear life at this point, bless it.

I'm really impressed with the home computer experience on MiSTer so far — though given the project's origin primarily as a means of emulating Amiga and ST in FPGA hardware, this probably shouldn't surprise me. The Atari 8-bit core is very pleasing indeed, happily runs both disk images and Atari executable .xex files, and makes the correct noises while loading. I haven't tinkered with the C64 and Spectrum cores as yet, but I suspect those will be just as enjoyable to play around with.

I made the right choice hooking up a keyboard and mouse to the MiSTer from the get-go. Having it ready to go as both a classic computer and a games console really showcases the flexibility of the device — and the many generously provided USB ports on the Multisystem 2 mean there's no real swapping things around needed. I'm definitely looking forward to getting back into some proper classic computing with the system — I might see if I can make more sense of the programming tutorials in magazines than I could as a kid, and actually see if I can learn something along the way. We'll see.

For now, I'm very happy indeed. It was a lengthy process to get everything setup — and it doesn't have to be quite as lengthy as what I did, but I wanted a fairly "future-proof" setup — but now I can just flip a switch and be in retro heaven without having to swap cables around or remember where I put fifteen different power adapters. Plug and play! It'll never catch on.


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#oneaday Day 444: The 60Hz Squish https://imnotdoctorwho.moegamer.net/2025/08/25/oneaday-day-444-the-60hz-squish/ https://imnotdoctorwho.moegamer.net/2025/08/25/oneaday-day-444-the-60hz-squish/#comments Mon, 25 Aug 2025 19:53:48 +0000 https://imnotdoctorwho.moegamer.net/?p=34537 The MiSTer is nearly completely set up! It's just copying over a shitload of PlayStation and Saturn games, and then it will be ready to go. I got a replacement SCART cable today, and I'm delighted to report I can now get an absolutely lovely picture on my beloved old CRT, which means the MiSTer … Continue reading #oneaday Day 444: The 60Hz Squish

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The MiSTer is nearly completely set up! It's just copying over a shitload of PlayStation and Saturn games, and then it will be ready to go. I got a replacement SCART cable today, and I'm delighted to report I can now get an absolutely lovely picture on my beloved old CRT, which means the MiSTer can be used to enjoy a retro gaming experience as "authentic" as it's possible to get without using real hardware.

I've elected to load the system up with primarily PAL-format ROMs. I know some folks will get sniffy about this, but I have three reasons for doing so.

Firstly, I live in the UK. PAL gaming is what I grew up with, and part of getting the MiSTer set up and working is about recreating that classic experience of using computers and consoles on this Sony Trinitron TV — which is the same one we used to run the Atari ST through back at my parents' house, and which is the same one I took with me to university and played PlayStation games on, right up until I bought an absolute monster of a CRT from a local second-hand shop in my second year at university. That TV, sadly, died after probably one too many house moves (it moved to three different houses in Southampton, then another in Winchester before finally giving up) but the CRT I'm using now is still going almost as strong as it ever was.

Secondly, this TV has a peculiar idiosyncrasy where it is capable of displaying a 60Hz signal, but rather than switching "modes" to do so, it instead just takes the reduced number of lines from a 60Hz/NTSC signal (480 vs 576 for PAL) and plonks them in the middle of the screen as-is. This means that, in stark contrast to slightly later TVs with marginally better 60Hz compatibility, where switching to 60Hz ensures you get a screen-filling picture and slightly better frame rate with more prominent scanlines, running 60Hz systems and games on my particular TV results in varying degrees of picture squish, ranging from "a bit" to "I never knew the ColecoVision had a 16:9 mode". As such, since I'll be primarily using the MiSTer on this CRT, the optimal experience for me is actually to use 50Hz versions of games.

Thirdly, I feel like to a certain extent, PAL gaming history gets a bit forgotten about. It was quite a challenge to track down EU/PAL-specific ROMsets for each console that I want to run on the MiSTer, but I took the time to do so, and I think it will have been a worthwhile use of my time to do so. A lot of complete ROMsets archived online these days are US-centric, and, sure, the 60Hz NTSC versions of games may, in most cases, be the "best" way to experience these games, but that doesn't mean the PAL experience should be erased from history. In fact, there are several cases where PAL versions of games were substantially different from their North American counterparts, with a great example being the Gex games on PlayStation; the voice of the titular character was completely different between the US and Europe, giving each version a very different feel. Several Gran Turismo titles, too, also had markedly different soundtracks between regions.

So yeah. Outside of a few NTSC-specific things I'm loading on where there was no PAL equivalent (we missed out on a lot of RPGs until the PS2-3 era!) this MiSTer is primarily going to be a celebration of the PAL experience. And I'm really looking forward to this danged copy job being over and done with so I can actually sit down and play with the thing!

Still, this is what I signed up for. I knew it was going to take a while to get everything up and running. It's going to be well worth it when it's done.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 443: MiSTer whatchacallem whatcha doin' tonight https://imnotdoctorwho.moegamer.net/2025/08/24/oneaday-day-443-mister-whatchacallem-whatcha-doin-tonight/ https://imnotdoctorwho.moegamer.net/2025/08/24/oneaday-day-443-mister-whatchacallem-whatcha-doin-tonight/#respond Sun, 24 Aug 2025 22:10:31 +0000 https://imnotdoctorwho.moegamer.net/?p=34534 So! My MiSTer Multisystem from the lovely folks at Heber and the Retro Collective arrived yesterday, and… I've been spending a lot of time setting it up. This was entirely expected, so I'm not annoyed or anything — though I was a tad surprised that the update_all script took nearly 24 full hours to complete. … Continue reading #oneaday Day 443: MiSTer whatchacallem whatcha doin' tonight

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So! My MiSTer Multisystem from the lovely folks at Heber and the Retro Collective arrived yesterday, and… I've been spending a lot of time setting it up. This was entirely expected, so I'm not annoyed or anything — though I was a tad surprised that the update_all script took nearly 24 full hours to complete. It's my fault for running it on Wi-Fi in the room that has the weakest Wi-Fi signal in the whole house. I thought before I started, "I wonder if I should do this over Ethernet," and I knew on some level even then that the answer to that was an emphatic "yes", but still.

Anyway, it is done now, and now I have a working, functional MiSTer Multisystem up and running. There's one thing I haven't been able to test thus far, which is analogue connectivity to a CRT TV — it seems the cable I bought to use with the MiSTer isn't quite right, so I have some replacement options arriving tomorrow — but from a very brief play earlier, I'm very impressed so far. While there is plenty of scope for nerdy nerds to get deep into the weeds tinkering with things and trying to "optimise" their experience, after running update_all and installing some games, the whole thing is remarkably straightforward and easy to use, particularly if you're just connecting up to an HDMI display.

On the offchance you don't know what a MiSTer Multisystem is, it's… well, it's sort of complicated. MiSTer itself is an open-source project that uses FPGA hardware emulation to recreate the experience of using classic computer and gaming hardware. It is different from software emulation for reasons I don't entirely understand, but the gist of it is that an FPGA chip can be reconfigured by issuing it commands, and in doing so you can make an extremely accurate simulation of a physical piece of electronic hardware. The upshot of it is that FPGA emulation has the potential to be much smoother and more authentic to the original experience than software emulation is.

The MiSTer Multisystem — or, to be more accurate, the MiSTer Multisystem 2, which is what I've got — is an attempt to make MiSTer more accessible. For many MiSTer users, putting together a MiSTer system involved getting a DE-10 Nano little computer-on-a-board thing, plus some I/O boards, putting them altogether in a stack and then installing the software on an SD card. As hardware projects go, it's not especially complicated or super-expensive, but there was definitely a market for a more "consolised" experience. MiSTer Multisystem 2 takes all the pain out of the actual hardware side of things in that it's a ready-to-go console available in both digital (HDMI) only or digital-and-analogue (HDMI plus VGA and/or SCART) forms. The whole thing is pre-assembled, no need to build anything, and it's also not reliant on the DE-10 Nano, either, which can sometimes be tricky or expensive to track down.

You still have to set the software side of things up yourself, though this is made pretty straightforward through the aforementioned update_all script, which connects to the Internet and downloads pretty much everything you need apart from the actual games themselves — and even then, it will even download the arcade games that the MiSTer's various "cores" support, so once you've run it, you'll have things to play, ready to go, even if you don't add any of your own ROMs and disc images to the system.

MiSTer itself is modular and expandable, and so too is the Multisystem 2. A cartridge slot allows for the connection of "SNAC" (Serial Native Accessory Converter) cartridges, which allow you to plug in original control pads and accessories for a variety of systems, plus the system has 7 USB ports for connecting controllers, keyboards, mice, external storage devices, Wi-Fi dongles and any other gubbins that might be useful. There are also some slots inside the system itself, accessible by removing the special flaps at the side, though exactly what those are used for is not yet known.

But anyway! Once you're up and running, you pick something from the main menu to play, the "core" for the device the system is emulating will boot up, and then you're away. Some excellent video options allow for some quite convincing CRT emulation on HDMI displays, and if you have a model that supports analogue video output, you should be able to just plug in an RGB SCART cable and connect to a suitable display. I'm hoping to take advantage of that side of things when my new cables arrive tomorrow.

I have a lot of games still to transfer to the system, but I think I've earned a bit of a play for the rest of this evening. Hopefully by the end of tomorrow I'll have this thing up and running and ready for a whole heap of fun!


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 442: Munchings and crunchings https://imnotdoctorwho.moegamer.net/2025/08/23/oneaday-day-442-munchings-and-crunchings/ https://imnotdoctorwho.moegamer.net/2025/08/23/oneaday-day-442-munchings-and-crunchings/#comments Sat, 23 Aug 2025 19:53:00 +0000 https://imnotdoctorwho.moegamer.net/?p=34531 After listening to Danny from Game Grumps play Sierra's The Black Cauldron game while falling asleep the other evening, I decided that it was high time to do something I've been meaning to do for… probably several decades at this point, which is to actually read Lloyd Alexander's The Chronicles of Prydain, the books The … Continue reading #oneaday Day 442: Munchings and crunchings

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After listening to Danny from Game Grumps play Sierra's The Black Cauldron game while falling asleep the other evening, I decided that it was high time to do something I've been meaning to do for… probably several decades at this point, which is to actually read Lloyd Alexander's The Chronicles of Prydain, the books The Black Cauldron is based on. (I've still never seen the Disney movie either, for that matter, but I did collect several of the plastic figures you got free in boxes of Corn Flakes back in the day! The Horned King made a great Chaos Sorcerer for Advanced Heroquest.)

Thus far I'm about 75% through The Book of Three, the first in the series, and I am really enjoying it. Really enjoying it. Like, "wish I'd read this much earlier in my life" enjoying it. I'm finding it kind of fascinating quite how differently it is unfolding from The Black Cauldron game — which I'm sure was partly out of technological limitations necessitating a simpler narrative, and partly out of the Disney movie almost certainly diverging from the source material somewhat — but yeah. Really enjoying it.

As someone with a major soft spot for spunky princess characters (see: Mandra from Blade of the Poisoner, Ce'Nedra from The Belgariad/The Malloreon) I am absolutely a thousand per cent in love with Eilonwy, who has some of the most formidable sass I think I've ever seen committed to paper. The fact that she consistently delivers some truly wonderful withering lines at the expense of our protagonist, Taran, while being incredibly well-spoken the whole time is just… ah, man. I live for it. Absolutely live for it.

But anyway, it's entirely possible that you, dear reader, are unfamiliar with either The Black Cauldron of The Chronicles of Prydain in general, so here's the gist.

We join the story in Caer Dallben, a peaceful little farm seemingly in the middle of nowhere, where nothing ever happens — but with a slight air of mystery around it due to the fact its master is a man of nearly four hundred years in age who is in possession of a magical tome known as The Book of Three.

Taran, an orphan boy on the cusp on manhood who helps out around Caer Dallben, is discontent with this simple life, and wishes to know more of the world. After successfully being granted the rank of Assistant Pig-Keeper to the oracular pig Hen Wen — and after having burnt his fingers attempting to consult the magical Book of Three against Dallben's wishes — finds himself forced to set out on a journey when the aforementioned Hen Wen escapes following some grim omens.

The Book of Three follows Taran's journey to track down Hen Wen, during which he encounters several thoroughly interesting companions — including the warrior-prince Gwydion, the subservient and obsequious man-beast Gurgi, the bard-king Fflewdur Fflam and the aforementioned Eilonwy — and learns a lot more of the peril facing the world. The setting's great evil is positioned as Arawn, lord of the lands of the dead, but the more immediate threat is the Horned King, a frightening figure who roams the land in search of conquest — and, it seems, Hen Wen.

For context, The Black Cauldron game has none of this — at least, not in the exact same form. The game opens with Taran feeding Hen Wen, then her having a vision of the Horned King, then Taran being tasked with taking her to a safe haven with the Fair Folk to keep her safe from harm. Along the way, he encounters several of the characters introduced in The Book of Three, but in somewhat different contexts. This doesn't make the game a bad adaptation — as I say, for all I know, it's entirely possible that the Disney movie also played this fast and loose with the narrative, since I haven't seen it — but it is interesting to have all this additional context.

So anyway, yes. I am really enjoying The Chronicles of Prydain so far, and I will be moving straigh on to the other four books in the series once I've finished The Book of Three. Which will be pretty soon at the rate I'm going!


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 441: Is it actually impossible to recommend things to anyone any more? https://imnotdoctorwho.moegamer.net/2025/08/22/oneaday-day-441-is-it-actually-impossible-to-recommend-things-to-anyone-any-more/ https://imnotdoctorwho.moegamer.net/2025/08/22/oneaday-day-441-is-it-actually-impossible-to-recommend-things-to-anyone-any-more/#respond Fri, 22 Aug 2025 18:48:42 +0000 https://imnotdoctorwho.moegamer.net/?p=34528 I can't remember the last time I successfully recommended something to someone. Be it TV show, movie (not that I really watch movies any more), music or video game, it seems inordinately difficult to get anyone to give a shit about something you might feel quite passionately about — even if you're close with the … Continue reading #oneaday Day 441: Is it actually impossible to recommend things to anyone any more?

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I can't remember the last time I successfully recommended something to someone. Be it TV show, movie (not that I really watch movies any more), music or video game, it seems inordinately difficult to get anyone to give a shit about something you might feel quite passionately about — even if you're close with the person you're attempting to recommend something to.

I say this in the light of online Discourse™ right now being taken up almost entirely by breathless ejaculations in the direction of Hollow Knight: Silksong, which apparently now has a release date and everybody (except me) is enormously excited about to the exclusion of pretty much anything else in existence.

I've talked before, I think, about the phenomenon of "inverse hype", where the more something is talked up and talked up and talked up, the less I give a shit about it. It's happened with numerous things over the years for me: Star Wars, Mass Effect (I've still never even touched the third one despite quite enjoying the first two), Undertale (which I have since played and enjoyed) and now — and for the last seven years — Hollow Knight: Silksong.

It's the Internet's fault, of course. The seven-year long "joke" of responding to literally every video game announcement or livestream with "silksong when" quickly wore out its welcome and then proceeded to continue for nearly a decade. It's been so long now that I feel active antipathy towards Hollow Knight as a whole, despite it being a type of game I would typically rather enjoy. I don't want anything to do with Hollow Knight precisely because people will not shut the fuck up about it.

And part of that not shutting the fuck up also includes closing one's ears to any alternative possibilities. Already other developers are (perhaps wisely) moving their release dates so they don't "overlap" with Silksong when it eventually releases in early September.

The problem exemplified by Silksong, I think, is that apparently "The Community", whatever that actually means, is only capable of Giving A Shit about one Thing at a time. That Thing changes from moment to moment, but it's always something that has, for one reason or another, had both a lot of blanket coverage and a lot of speculation about it. And while that Thing is the Thing Of The Moment, no-one has any time whatsoever to even contemplate that other Things might exist, because if you're not "part of the conversation" while Thing is Thing Of The Moment, you might as well just kill yourself, you stupid, pointless, irrelevance, you.

It's probably a personal failing to be frustrated and resentful of this, but I've never really operated that way. There's the occasional thing that I enjoy jumping on board with to enjoy at the same time as everyone else — the last two were Mario Kart World and Donkey Kong Bananza — but other than that, I typically enjoy things at my own pace, sometimes a very long time after they were initially released. This often means that I "discover" something when it's outside of the mainstream public consciousness — if it was ever there in the first place, which in many cases for the things I personally enjoy, it wasn't.

Unfortunately, that lack of blanket coverage and generally mainstream "approval" is seemingly crucial for a lot of people, so if you recommend something that the person you're making the recommendation to hasn't heard of, typically, I find, you'll be dismissed or even ignored.

I suspect this ties in with the "well, why would I waste my time with a 65/100 game when I could be playing nothing but 95/100 games?" I'm sure many of you know my answer to this already — it's because the 65/100 games are, in many cases, more interesting and creative than the 95/100 games, and also because slapping numerical ratings on something unquantifiable is stupid. But too many times I've encountered the "well I read a review once that didn't like it" response to a personal recommendation — which I made because I knew the thing I was recommending would particularly appeal to the person I was recommending it to, if they'd give it a chance — and, at this point, it's just getting far too annoying to even attempt recommending anything any more.

The real problem at the heart of all this is doubtless that there are too many Things. The implication behind the "why should I waste my time with a 65/100 game" question is that an individual has a finite amount of time, and that time is somehow "wasted" if it is not spent "optimally", even if that time is being spent engaging with something that is entertaining, artistic, enriching. And "optimal" to a lot of people today means the mistaken assumption of the "objectively best" thing — a concept which doesn't actually exist.

Right now, while polishing off Donkey Kong Bananza, I'm also playing through Mystery Detective Archives: Rain Code, a game which came out in 2023. I'm willing to bet that I'm probably the only person playing that game right now, because two years ago might as well be the Dark Ages for some people.

Sigh. This really isn't worth getting worked up over, I know. It's just frustrating when you try and start a conversation and you feel like you're continually confronted with a blank wall with "silksong when" scrawled on it in crayon.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 440: eBooks are a good https://imnotdoctorwho.moegamer.net/2025/08/21/oneaday-day-440-ebooks-are-a-good/ https://imnotdoctorwho.moegamer.net/2025/08/21/oneaday-day-440-ebooks-are-a-good/#respond Thu, 21 Aug 2025 17:28:19 +0000 https://imnotdoctorwho.moegamer.net/?p=34525 Considering my predilection for collecting physical releases of video games, I'm kind of surprised at myself with how readily I took up eBooks in favour of a physical library of books. I still have some physical books — mostly nice "coffee table" ones like the Bitmap Books stuff, plus a number from my childhood that … Continue reading #oneaday Day 440: eBooks are a good

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Considering my predilection for collecting physical releases of video games, I'm kind of surprised at myself with how readily I took up eBooks in favour of a physical library of books. I still have some physical books — mostly nice "coffee table" ones like the Bitmap Books stuff, plus a number from my childhood that hold sentimental value — but over the years, a huge pile of books I used to own have ended up in the book banks or charity shops. Some of them I've replaced with electronic versions; some I haven't. At this point, there are some books I've only ever owned as eBooks.

I enjoy reading; always have done. I grew up being supported and encouraged by my parents to read, and quickly established a "reading age" well ahead of where I was "supposed" to be at any given point in primary school. I vividly recall spending time reading books from the Ginn 360 Reading Scheme that were much higher in "level" than those of my peers, and being given special "reading comprehension" tests further up the school to test that my proficiency with reading was, in fact, the real deal. (It was.)

I had a lot of books at home, too. I collected the Roald Dahl books for quite a while, and read many of them repeatedly — including the two volumes of his autobiography, which were much more challenging than his work that was explicitly for children. I remember reading the Chronicles of Narnia books. Blade of the Poisoner, of course. Enid Blyton books. Choose Your Own Adventure books. All manner of different things — including some quite challenging titles as I grew older, like the complete Sherlock Holmes stories, recreated as they originally appeared in the Strand magazine, but slightly smaller and thus in obscenely tiny print. Bram Stoker's Dracula. The works of H.P. Lovecraft.

At secondary school, by the time I got to GCSE and A-levels, I was getting extra assignments in English Literature classes encouraging me to read beyond the standard syllabus. (I wasn't thrilled at having to read more John Steinbeck — Cannery Row, as I recall — after having just suffered through Of Mice and Men, but being pleased at being singled out for praise and attention by my teacher counterbalanced that somewhat.) At university, I enjoyed reading some of the books we were assigned, but found myself bouncing hard off anything that involved what I still regard as the "absolute bollocks end of philosophy".

As most of us do, once I was past compulsory education, my rate of reading for pleasure slowed somewhat, but I still enjoyed the odd novel here and there. But I moved house a lot over the course of the years between starting university and getting to a point where I felt vaguely "settled", and moving a big pile of books every time was getting increasingly tiresome. So, eventually, over time, I gradually shed those books, making sure they went to what was hopefully a good home rather than just throwing them in the bin. While I wasn't especially attached to the books themselves as collectibles, I at least wanted to show them the respect of passing them on to someone else rather than discarding them. To me, a book had meaning and value, and even if you didn't want it any more, someone else might still get some pleasure from it.

I can't remember when I got my first Kindle offhand. To my shame, I didn't use it all that much, and I felt a fair bit of guilt about that. A good few years later, I upgraded the Kindle I didn't use all that much to a newer Paperwhite model with a built-in light, and found myself reading a whole lot more. Even more recently, I splurged on a Kindle Scribe, primarily for its "endless notepaper" facility and lovely electronic pencil, but was pleased to discover that the Scribe's form factor is great for reading manga.

Now, while I don't read every single day, I wouldn't want to be without some form of e-reader. I know folks quite rightly have mixed opinions about anything Amazon related, and I don't begrudge them that. Not only that, but Amazon (and the Kindle store) is becoming increasingly filled with AI-generated slop, making "just browsing" for something new to read more of a pain. But if you have at the very least a rough idea of what you might want to read, it's hard to beat the experience of being able to look something up, hit the "buy" button and be reading it a moment later.

I'm honestly not really sure why I'm 100% fine with this when it comes to books, but much more precious about wanting to keep physical releases of video games. Both are essentially "collectible" in the same way, but I guess at some point my brain has just decided that for me, it's the contents of the book that is the most important thing, whereas with video games, the physical package and the tactile feeling of putting in a disc or cartridge is as important a part of experiencing the thing as it is actually seeing the thing on the television and interacting with it.

I suppose it doesn't really matter. I don't have room for a library of books and a library of video games in my house, and the video games have, to date, won. But that doesn't mean my Kindle library isn't bulging with cool and interesting things to read! Now, I just need to pick what I'm going to read when we go on holiday, because that seems like some prime reading time.


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#oneaday Day 439: Parallel dimension https://imnotdoctorwho.moegamer.net/2025/08/20/oneaday-day-439-parallel-dimension/ https://imnotdoctorwho.moegamer.net/2025/08/20/oneaday-day-439-parallel-dimension/#respond Wed, 20 Aug 2025 17:43:54 +0000 https://imnotdoctorwho.moegamer.net/?p=34522 A recent post over on WIRED begged the question "OpenAI is poised to become the most valuable startup ever. Should it be?" Leaving aside the obvious Betteridge's Law commentary for a moment, the actual content of this article was utterly baffling. OpenAI claims it is worth $500 billion. We've heard this a lot of times … Continue reading #oneaday Day 439: Parallel dimension

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A recent post over on WIRED begged the question "OpenAI is poised to become the most valuable startup ever. Should it be?" Leaving aside the obvious Betteridge's Law commentary for a moment, the actual content of this article was utterly baffling.

OpenAI claims it is worth $500 billion. We've heard this a lot of times over the last few months, and everyone seems to sort of have accepted it as the "truth". And yet there's this in the article:

[An anonymous OpenAI investor] argues that the math for investing at the $500 billion valuation is straightforward: Hypothetically, if ChatGPT hits 2 billion users and monetizes at $5 per user per month — "half the rate of things like Google or Facebook" — that's $120 billion in annual revenue.

"That alone would support a trillion-and-a-half dollar company, which is a pretty good return, just thinking about ChatGPT," the investor says.

Except that "math" isn't "straightforward" at all, is it? In fact, I would go so far as to say that it isn't "math" at all, because all of it, all of it, is complete fantasyland nonsense plucked out of the arse of a particularly flatulent ogre, then mindlessly parroted by breathless idiots who think spicy autocorrect is in any way a substitute for the most bare minimum of interpersonal interactions.

Look at it. Two billion users. That's a significant portion of the planet, and it's only very few services — likely Google and Facebook among them — that can count that many user accounts on their books, let alone active users, which is what this nonsense is actually talking about. For context, ChatGPT, at present, continually reports somewhere in the region of 300 million weekly users. That's a lot, sure, but an overwhelming proportion of those are people who are not paying for the service and just using it to burn down a forest or two for a picture of Garfield with tits.

To put it another way, assuming that not only are two billion active users going to magically appear from nowhere, but that every single one of them is going to pay $5 a month to use the lake-boiling plagiarism machine that loses OpenAI money on every paying user already, is patent nonsense.

It is, right?

It is, yes?

I know nothing about economics or business, and I feel like I can see beyond any shadow of a doubt whatsoever that this is an absolute absurdity. Couple that with OpenAI's Sam Altman making incredibly stupid comments like "building a Dyson sphere around the whole solar system" just so we have enough space for all the data centres these two billion imaginary users will need to use their equally imaginary $5 ChatGPT subscriptions, and I'm just left feeling like at some point between COVID and now I've crossed over from a dimension where things make sense into one where they just… don't.

Are we really living in a world where a company's valuation is determined based on completely imaginary figures? Well, I guess it makes sense when they have a completely imaginary product, too. Nearly half a decade into this nonsense and there are still no compelling use cases for the technology for most people — and even the most sweaty AI apologists are obliged to admit that yes, the chatbots get things wrong quite a lot of the time.

Microsoft put CoPilot in Excel! You know, the software you use when you want accurate data analysis and calculations! They added it with the disclaimer that it "might be wrong" and that it "shouldn't be relied on for high-risk situations". Like, you know, pretty much fucking anything you might use Excel for in a business situation.

What are we doing? What are we doing? And WHY?! ARRRRGGGGHHHHHH


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#oneaday Day 438: Increasingly glad I kept this place https://imnotdoctorwho.moegamer.net/2025/08/19/oneaday-day-438-increasingly-glad-i-kept-this-place/ https://imnotdoctorwho.moegamer.net/2025/08/19/oneaday-day-438-increasingly-glad-i-kept-this-place/#respond Tue, 19 Aug 2025 18:27:44 +0000 https://imnotdoctorwho.moegamer.net/?p=34519 If you breathe as many Internet fumes as I do on a daily basis, you are probably aware of the ongoing campaigns against Visa, Mastercard, PayPal and Stripe deciding that they are the arbiters of good taste, and causing big problems for anyone producing any sort of creative work that is even remotely sex-adjacent. I … Continue reading #oneaday Day 438: Increasingly glad I kept this place

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If you breathe as many Internet fumes as I do on a daily basis, you are probably aware of the ongoing campaigns against Visa, Mastercard, PayPal and Stripe deciding that they are the arbiters of good taste, and causing big problems for anyone producing any sort of creative work that is even remotely sex-adjacent. I wrote a bit about the early days of what was going on here, but things have continued to escalate since I wrote that, and there are plenty of other people who can do a much better job than I can on reporting the ongoing saga.

An especially worrying development is that Patreon, long regarded as the "standard" for those who wish to financially support their favourite creatives on an ongoing basis, has started stepping up its intolerance of what it regards as "sexually gratifying media". This language is very deliberate, because it mirrors what payment processors have started to regard as "unacceptable" — despite the fact that, in their role as payment processors, it is absolutely not their place to judge what people are spending their money on.

Add this to the fact that Patreon recently sent around a rather worrying survey relating to generative AI, whose questions basically amounted to "can we pweeeeze steal all your precious content so we can train our AI?", and I am feeling increasingly glad that I have, over the last 17 years, stayed pretty much where I am in terms of my online presence. Sure, social media accounts have come and gone, but between this blog and MoeGamer, I'm feeling increasingly vindicated in keeping "my" parts of the Web mine.

There's a growing move towards (or should I say back towards) this in the form of the "indie Web movement". Honestly, the whole shtick there makes it sound a lot more complicated than it really is — much of the "official" IndieWeb site feels like it was written by Linux nerds… which I guess sort of tracks — because all you really need to carve out a piece of the Internet as your own is some means of hosting your own website, and some means of showcasing your… whatever it is you want to use as a means of expressing yourself.

There are some delightfully creative "indie Web" sites out there, with a lot of people seemingly getting right back into the depths of programming cool interactive things for people to explore, but honestly, the humble blog is all a lot of people need — and those are dead easy to set up, given the number of easily accessible, straightforward to use and often open-source options in that regard. I am, as I have been for the last 17 years, still using WordPress here, and while there are some things I very much do not like about the direction WordPress has taken in the last few years — particularly with regard to shoehorning in the obligatory "generate with AI" crap in several places — the software is still, on the whole, some of the best and most flexible in the business.

The difficulty, of course, is getting people to see your little corner of the Web without social media to promote it. Because it's harder than ever to get noticed on social media — and Search Engine Optimisation (SEO) isn't much help, either. Not only because Google sucks now. Not only because a lot of search engines are pushing AI hard — and in the process discouraging people leaving the search site to go and visit individual websites. But also because heavily SEO'd text sucks to such a degree that it's almost as much of a waste of time as flat-out AI-generated text.

The answer, of course, is just to not really care. I don't. The value for me in writing on here and on MoeGamer is in having a place for me to just write. Sometimes people show up to read what I've written, and that's often (though not always) nice. But that's not why I do this. I'm not trying to be famous or some great authority on any subject. I am, as the header of this site says, just a nobody trying to make my way in an increasingly fucked-up world, and getting some thoughts out of my head onto the virtual page helps me to process things. A bit. I can say pretty much what I want here, within reason. And so I do.

I shan't pretend I don't still fall into pits of soul-sucking despair and depression, particularly when I'm feeling as burnt out as I do right now. But without this outlet, this safe place for myself, this little corner of the Internet that is my online home, more than any other social media profile page ever has been, I shudder to think what state I'd be in.

So yes. I am glad I have stuck with this place, and I will continue to stick with it for as long as it is practical to do so.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 437: Reflecting on the Talents duology https://imnotdoctorwho.moegamer.net/2025/08/18/oneaday-day-437-reflecting-on-the-talents-duology/ https://imnotdoctorwho.moegamer.net/2025/08/18/oneaday-day-437-reflecting-on-the-talents-duology/#comments Mon, 18 Aug 2025 19:54:04 +0000 https://imnotdoctorwho.moegamer.net/?p=34516 The other night, I finished reading through Master of Fiends, Douglas Hill's sequel to Blade of the Poisoner. This is a book I've read fewer times than Blade of the Poisoner, since I didn't have my own copy of it growing up, but I remember liking it nonetheless. Taken as a pair, Blade of the … Continue reading #oneaday Day 437: Reflecting on the Talents duology

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The other night, I finished reading through Master of Fiends, Douglas Hill's sequel to Blade of the Poisoner. This is a book I've read fewer times than Blade of the Poisoner, since I didn't have my own copy of it growing up, but I remember liking it nonetheless.

Taken as a pair, Blade of the Poisoner and Master of Fiends make for some entertaining, uncomplicated and undemanding fantasy that I am pleased to report was almost as enjoyable today as it was when I was a kid. The breezy young adult-level writing makes the whole thing remarkably quick to zip through — particularly as both volumes are quite short in and of themselves — but it doesn't feel especially "dumbed down" or "childish". There's a good, dramatic tone to the narration — towards the end of Master of Fiends I found myself internally voicing the narrator as the late Tony Jay, which added immeasurably to the experience and makes me sad we'll never hear him do an audiobook reading of these — and the characters, although straightforward and somewhat archetypal, are all likable.

I realise in my past musings on these books, I haven't really talked about the details of their narratives. So here we go, then.

In Blade of the Poisoner, we're introduced to our protagonist: 12 year old Jarral, who is out hunting in the Wellwood, when he comes into contact with a veritable giantess of a woman named Archer that he has, over the years, struck up something of a friendship with. Before long, Jarral discovers that his village has been destroyed by Prince Mephtik, better known as the Poisoner, and he flees the Wellwood with Archer — or at least attempts to, though before long he and his gigantic companion are captured by Mephtik and his monstrous spiders.

During their captivity, Mephtik opts to use his "favourite toy", a magic sword known as the Tainted Blade. It is said that a single scratch from this sword is fatal, with the recipient of the wound dropping dead (or, more accurately, pretty much magically burning to death) when the moon next turns full. It is nearly a full month before the moon is next full, and Mephtik makes it clear that he intends for Jarral to be in his captivity when the time comes, so he can watch the young boy die.

He doesn't get the chance, though, because before long two more of our central heroes enter the picture after being sent to the Wellwood by the mysterious wizard Cryltaur Tabbetang (Cryl to his friends): the blind warrior Scythe, and the fifteen year old Lady Mandragorina, or Mandra for short. Between them — and through judicious use of their mental powers known as Talents, which Cryl trained them in — they manage to free Jarral and Archer, escaping from the Wellwood and getting well clear of Mephtik and his beasts before they can pursue.

There is, of course, a problem that remains, which is that Jarral has been marked by the Tainted Blade, and will thus die in a month's time unless both the Blade and its wielder are destroyed. That sure sounds like an epic quest to me! And, sure enough, things unfold pretty much as you expect — though at kind of a breakneck pace compared to some other works of fantasy fiction.

There's not a lot of getting bogged down in the details of travelling, Hobbit songs or whatever; it's remarkably soon that the party finds themselves looking upon the city of Xicanti, where Mephtik has his stronghold, and a few chapters after that where, between them, they have defeated Mephtik in a thematically appropriate manner, defeated a Greater Demon using the Tainted Blade — which, conveniently, destroyed it in the process — and decided that rather than going home to celebrate, it would probably be a good idea to go after the world's Big Bad, a "thou shalt not speak his name" evil sorcerer known variously as the Demon-Driver or, you guessed it, the Master of Fiends, particularly as said Big Bad has kidnapped Cryl and promises to keep him alive for an "eternity of torment" or some such equivalent gesture.

Master of Fiends picks up almost immediately after Blade of the Poisoner after the party's second journey is underway. All of them are still present, including Jarral, who, during the climactic battles of Blade of the Poisoner, discovered he had the extremely rare Talent of being able to summon the powerful forces of nature that are Elementals: one of the few Talents that can stand up to honest-to-goodness demons, because demons are weakened and even paralysed with fear in the sheer presence of an Elemental. However, Jarral, being just twelve years old and having had no training in his Talent, is not entirely able to control his ability to everyone's complete satisfaction, so part of the running theme of Master of Fiends is Jarral quickly having to grow up and figure things out under, at times, extreme duress.

Throughout both books, Jarral is very obviously the teenage reader's wish-fulfilment character. Despite being unremarkable and inept, he has The Most Powerful Thing, and he's also the centre of the universe so far as the narrative of Blade of the Poisoner is concerned. As a young reader, I remember feeling like I was supposed to almost "inhabit" the role of Jarral, particularly when it came to his growing feelings towards Mandra — feelings that, I would note, are shot down in flames at the end of Master of Fiends due to the age gap between the pair of them, but with a whiff of hope that when they're both "grown up" something might be able to happen between them, maybe, possibly. I recall feeling a bit put out at that part of the ending when I was younger, but looking at it now, it does make a certain amount of sense, and means that none of us had to sit through any particularly awkward pre-pubescent romance scenes.

One could probably pick many faults with both Blade of the Poisoner and Master of Fiends. We don't learn much — if anything — about the background of any of the characters, for one thing, though I actually found this didn't really matter all that much in the grand scheme of things. The most backstory we get is when Scythe is introduced early in Blade of the Poisoner, and we discover he's been making his living using his ability to "see without sight" (and his formidable weapon-handling skills that come with it) to act as a juggler. We learn nothing about Archer, including why she is regarded as a "giantess"; similarly, we don't learn all that much about Mandra, either, just that she is from a noble background, unlike the others.

It might have been nice to learn a bit more about all the characters — particularly in an epilogue, as Master of Fiends does feel like it ends rather abruptly — but, as I say, these two books weren't really trying to be the next Lord of the Rings. They were just trying to tell an interesting, exciting and accessible story for young adults, and the many holes one can pick in their respective narratives and the overall settings don't get in the way of them achieving that goal. I came away from rereading both feeling vindicated at my longstanding fond memories of them both, and glad that I had taken the time (very little time, as it happened) to reread them as an adult.

So while they're not classics of great literature or anything, nor are they in any way the most amazing pieces of fantasy fiction you'll ever read, they were both perfectly enjoyable — and probably a good introduction to the genre for younger readers who are up to handling the more "horrifying" aspects of both narratives. Perhaps a fun exercise sometime could be to imagine what happened next for these characters, since sadly Hill, having passed away in 2007, is no longer around to do it for us.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 436: RIP my sixth form https://imnotdoctorwho.moegamer.net/2025/08/17/oneaday-day-436-rip-my-sixth-form/ https://imnotdoctorwho.moegamer.net/2025/08/17/oneaday-day-436-rip-my-sixth-form/#respond Sun, 17 Aug 2025 14:59:40 +0000 https://imnotdoctorwho.moegamer.net/?p=34512 When I originally went to secondary school, my school was known for having a good sixth form. For those unfamiliar (i.e. not British, I suspect), a sixth form is where you go for "further education" (as opposed to "higher education", which is university) after your compulsory 11 years of school in the UK. It's called … Continue reading #oneaday Day 436: RIP my sixth form

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When I originally went to secondary school, my school was known for having a good sixth form. For those unfamiliar (i.e. not British, I suspect), a sixth form is where you go for "further education" (as opposed to "higher education", which is university) after your compulsory 11 years of school in the UK. It's called sixth form as a hangover from the old method of numbering school years, where primary education didn't really have a fixed method of distinguishing year groups beyond "infants" and "juniors", and then secondary education from 11 onwards started at "first form" all the way up to "fifth form". Today, primary education starts at Reception, then goes from Y1 to Y11 as one continuous run from primary to secondary, with most secondary schools starting with Y7. While some people do refer to sixth form as "Y12 and Y13", the term "sixth form" has, for one reason or another, stuck.

Anyway, none of that is the point. The point is, my school used to be known for having good sixth form provision. It's one of the reasons I went there, as I was a bright child and it was probably a given that I was always going to stay on into post-compulsory education, and indeed I did — two years of sixth form, then four years at university. I was fortunate enough to be in a year group that was the first to take advantage of a brand new sixth form centre built (well, adapted from the former upper school dining hall) on the premises, and it was a really lovely facility. I had a wonderful time there; I enjoyed my studies, I made and solidified a number of friendships, and, as I've remarked a number of times in this blog, I think I count those two years as possibly the happiest, most content of my life.

Every so often, I like to check in on my old school. No real reason, I'm always just curious how it's doing. It never was an amazing school, outside of the sixth form provision, and it's certainly had its challenges over the years. What I was rather surprised to see when I took a Google Street View down to the premises was this:

(Pixelations are mine; I just don't want randos looking up my old school for whatever reason.)

I saw those doors and thought, hang on. That doesn't look right. That building used to be the pride and joy of the school campus, so why haven't they painted the doors for what looks like several decades at this point?

It's because, it seems, the sixth form that was once one of the best things about that school is no more — and, in fact, it has not been a thing since 2015. (The photo above was taken in 2016, which just goes to show how frighteningly quickly a building can start looking dilapidated and shitty.) I found this out from looking at the school's Wikipedia page — I was surprised to discover it even had a Wikipedia page — but there it was, the cold, hard facts. I followed the links to see the news and yes, it seems it's true; the "Post-16 Centre" where I had such amazing, wonderful memories, is no more.

Now, I suspect the school today has made use of this building rather than just leaving it there; there's no way for me to know short of actually going to visit it, and I haven't been there in person for probably more than 30 years at this point. I see from its prospectus and willingness to book out its various large "venues" to the community — something the school had always done, making it a true "community school" — that it has a "performing arts space" that may or may not make use of that old space. Hard to tell, really.

Regardless, I feel a bit sad about this. That sixth form centre opened with such positivity and excitement for the future, and it was genuinely exciting to be part of it. The facilities were good, there were comfortable common areas to relax and socialise, and we felt proud to be part of something new and wonderful. I was surprised and saddened to see that the dream for that space apparently hadn't lasted; the school now has no sixth form provision of its own at all, instead collaborating with another local school (a longstanding "rival" back when I was there, but now part of the same "educational partnership", whatever that means) to provide sixth form provision for both schools' students.

I don't know if all this is because sixth form numbers were on the decline, or the building wasn't cost-effective, or whatever. All I do know is that it's a shame, and I feel a bit sad. You really can't go back, but at least you always have those precious memories, I guess.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 435: Performative tediousness https://imnotdoctorwho.moegamer.net/2025/08/16/oneaday-day-435-performative-tediousness/ https://imnotdoctorwho.moegamer.net/2025/08/16/oneaday-day-435-performative-tediousness/#comments Sat, 16 Aug 2025 19:34:12 +0000 https://imnotdoctorwho.moegamer.net/?p=34508 As time advances ever-onwards towards my holiday and my (possibly permanent) break from social media, I find myself considering starting the whole thing early. Bluesky in particular has started showing worrying signs of the sort of passive-aggressive, performative annoyingness that plagued Twitter in the mid-2010s — this was, for me, what really set me on … Continue reading #oneaday Day 435: Performative tediousness

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As time advances ever-onwards towards my holiday and my (possibly permanent) break from social media, I find myself considering starting the whole thing early. Bluesky in particular has started showing worrying signs of the sort of passive-aggressive, performative annoyingness that plagued Twitter in the mid-2010s — this was, for me, what really set me on a path to disliking social media in general — and it's just not really fun any more.

There are aspects of Bluesky I do like. The "nuclear block", which prevents anyone seeing the specific posts you're replying to or quoting when you blocked the original poster, remains the platform's best feature, and is a good — albeit imperfect — solution to dogpiling. But dogpiling still goes on, because there are other ways of doing that.

But the passive aggressive thing, known in a past life as "subtweeting", where you post something obviously intended for the attention of a specific person, but one that you're not replying to explicitly, has seen a marked uptick recently. You know the sort of thing, posts that start "If you think [not-particularly contentious opinion, like thinking trans people should have rights], then just unfollow me now" or "When someone says [exceedingly obvious and hyper-specific red flag that clearly someone has mentioned in the last ten minutes], that tells you everything you need to know about that person" — posts that are intended to wind up a very specific person, but in a "not touching, can't get mad" sort of way; posts that encourage a "well, if you think this might be about you, you might be the problem" sort of attitude.

Look, I'm not saying we shouldn't confront hateful bigotry when it comes up. Particularly these days, when the significant progress we've made over the course of the last decade in terms of tolerance and acceptance with regard to race, gender and sexuality appears to be coming undone at a frighteningly rapid rate. But there are better ways to do it than posting passive-aggressive statements into the void. If you want to have an argument with someone, just go ahead and fucking have the argument. It might make you feel better for five minutes, until you realise how much time and energy you have wasted trying to change the mind of someone else on the Internet.

Or you could do something yourself that is more positive. Be the change you want to see in the world and all that. Calling someone bouncing off the walls going "I HATE THE JEWS" a "Nazi" is not suddenly going to make them go "shit, I am? I am, aren't I? Thank you for setting me straight". Setting a good example yourself, meanwhile, up to and including getting involved in activism if you feel strongly enough about the issue in question, is a much more productive use of everyone's time. It won't stop the Nazis being Nazis, but if there's one thing several decades of Internet discourse should tell you at this point, it's that very little will.

One technique I've found extremely useful in training myself out of getting into annoying situations online is that if I see something which, for one reason or another, angers me, I will fully type out an indignant reply, look at it for a moment, take ten seconds to think "do I actually want to post this? Is the potential fallout from posting this worth it?" and then, more often than not, delete it, because the answer to both questions is inevitably "no". Just recently, this has been happening with such frequency that I find myself asking a follow-up question: "do I really still want to be part of this community, if situations like this keep arising?" And the answer there, too, is often turning out to be "no".

This is the thinking behind my great "unplug" in early September. I'm going to disconnect completely from all forms of "discourse" online for the duration of my holiday. I'm still going to keep my phone with me, of course, and I will do things like keep up to date on the news and suchlike with RSS, but social media and any sort of "open" chat (read: Discord) is off the table for me.

I'm just glad I've never got involved with TikTok. My overwhelming feeling from my thankfully limited exposure to TikTok is that TikTok is hell for this sort of performative crap, except now you have to see someone yelling things into their phone camera instead of posting indignant text messages. And TikTok never ends. God, what a fucking nightmare proposition.

I realise this entire post could itself be seen as performative and passive-aggressive. But, frankly, this is my own website, and I'm not pushing this out into the wider world in the hope some very specific person is going to see it. I'm just writing it for myself. And possibly my cat, who has been cuddling my leg for the entire time I've been writing this. I hope you enjoyed it, Patti.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 434: The battle to re-enable comments https://imnotdoctorwho.moegamer.net/2025/08/15/oneaday-day-434-the-battle-to-re-enable-comments/ https://imnotdoctorwho.moegamer.net/2025/08/15/oneaday-day-434-the-battle-to-re-enable-comments/#respond Fri, 15 Aug 2025 17:02:51 +0000 https://imnotdoctorwho.moegamer.net/?p=34505 A while back, I disabled comments for old posts, because I was getting a few unpleasant people trawling through past posts and being kind of a dick. Now that appears to mostly be a thing of the past, I have, on multiple occasions, attempted to re-enable comments on old posts, only to find myself running … Continue reading #oneaday Day 434: The battle to re-enable comments

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A while back, I disabled comments for old posts, because I was getting a few unpleasant people trawling through past posts and being kind of a dick. Now that appears to mostly be a thing of the past, I have, on multiple occasions, attempted to re-enable comments on old posts, only to find myself running into a brick wall.

I tried turning off the "automatically close comments on posts older than [x] days" setting in the WordPress dashboard. I tried turning off the same setting in the Bluehost plugin (which, while I'm no longer using Bluehost, was still active on my site to do stuff like caching and auto-updates). I tried batch processing all my old posts in the WordPress Dashboard and checking "Allow Comments" on them. I tried doing posts individually. Nothing seemed to work — posts older than a month were getting their comments closed, even though I had, seemingly, turned off everything that should be doing that.

I spent a bit of time tinkering in the Dashboard earlier today in an attempt to try and fix this once and for all. And the only thing I found that worked was to set the "close comments older than [x] days" figure in WordPress' settings to 999999 days, or just shy of 2,740 years. A smaller figure would have probably worked, but I wanted to use one that I wouldn't have to update in my lifetime. I will note that changing this setting is what worked despite the "close comments older than [x] days" checkbox being unticked. So apparently something, somewhere, had got its knickers in a twist and was still closing comments after 28 days, even though all the relevant settings on the back end had been set firmly to "no, please do not do that".

So there you go. If you want to go back through my old posts and leave comments on them, you can now do that. The only thing I would say about that is to please remember that this blog has been up and running in one form or another (though not always at this URL) for 17 years, and I am not the same person now that I was when I first started it, nor am I the same person I might have been at the time you take offence at something I wrote at some point in the last 17 years. Times change, attitudes change, opinions change. I don't think I have changed all that much in my core beliefs — I've always been left-leaning and sex-positive with little patience for bullying — but my willingness to wade into the mud of the Internet and actually fight is seriously diminished these days. Today, I just want a quiet life, to be perfectly honest.

If you have wanted to leave a comment on something older than the last 28 days and have found yourself unable to do so — sorry! I have been trying to fix the problem and it wasn't until the above last-ditch "I wonder if this works" attempt actually worked that I've been able to sort it out good and proper!

So yeah. Come say hello in the comments if you feel like it. Or not. I'll be here either way.


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#oneaday Day 433: Point of impact https://imnotdoctorwho.moegamer.net/2025/08/14/oneaday-day-433-point-of-impact/ https://imnotdoctorwho.moegamer.net/2025/08/14/oneaday-day-433-point-of-impact/#respond Thu, 14 Aug 2025 18:30:41 +0000 https://imnotdoctorwho.moegamer.net/?p=34491 Burnout is one of those things that I'm not entirely sure is completely 100% recognised and accepted as an actual medical "thing", but it's certainly accepted as being a phenomenon that exists. I have been feeling kind of shitty lately, so I thought I would self-assess against the symptoms of burnout listed by the charity … Continue reading #oneaday Day 433: Point of impact

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Burnout is one of those things that I'm not entirely sure is completely 100% recognised and accepted as an actual medical "thing", but it's certainly accepted as being a phenomenon that exists. I have been feeling kind of shitty lately, so I thought I would self-assess against the symptoms of burnout listed by the charity Mental Health UK:

  • Feeling tired or exhausted most of the time – yep
  • Reoccurring insomnia and sleep disturbances – yep
  • Frequent headaches – nope, occasional ones but probably a "normal" amount
  • Muscle or joint pain – yep, but I suspect that's more down to general unfitness
  • Gastrointestinal problems, such as feeling sick or loss of appetite – nope, but I have kind of the opposite problem, where eating becomes a coping mechanism
  • Frequent illness due to lowered immunity – nope, actually, I haven't been properly "ill" for quite a while
  • Issues breathing – occasionally, though with the current heatwave I'm not sure this is a representative sample
  • Feeling helpless, trapped and/or defeated – oh hell yes
  • Self-doubt, feeling a failure or worthless – abso-fricking-lutely
  • Feeling detached and alone in the world – most definitely
  • Feeling overwhelmed – yes indeedy
  • Feeling demotivated, having a cynical/negative outlook – yessir
  • Loss of interest and enjoyment – in some areas, yes; in others, not so much
  • Persistent feelings of dread, worry and anxiety – yes, very much
  • Procrastinating and taking longer to complete things – yep
  • Difficulty concentrating – depends what I'm doing, but at work, definitely
  • Decreased output and productivity – yes, both at work and on personal projects
  • Becoming isolated and withdrawing from people, responsibilities etc. – very much so
  • Reliant on food, drugs or alcohol to cope – no to alcohol and drugs, food is better than it has been in the past, but not great
  • Irritable and short-tempered, likely to ha- FUCK OFF
  • Increased tardiness, being late for work and/or higher absenteeism – I find it difficult to get up and running first thing in the morning, but once I'm settled in I'm fine

So that's… hang on (counts)… 18 out of 21 symptoms if I count all the "maybes" and "sometimeses" as "yes". That… doesn't seem great, does it? Should probably do something about that, maybe. I mean, I'm going on holiday soon, and I think that's going to help — and my plans to mostly disappear entirely from the Internet for the duration of that holiday (with the exception of this blog, which I intend to continue updating) will probably help, too (aside from the "feelings of isolation" thing). But there's still a good few weeks to go before I have made it to that holiday, and right now it's feeling like it's quite a long way off.

And the trouble with burnout, if you've never experienced it, is that it makes all the things you're already worrying about feel approximately a billion times worse, and, in the process, makes it feel like a truly Herculean effort to actually reach out to someone who might be able to help with matters, because it also creates an intense sense of fear and mistrust towards… well, almost everyone, really.

Chief among my worries right now is a concern about my work. Without going into specifics for now, there's an aspect of my job that I really don't enjoy, and which I would absolutely love to be able to give up, but since I have been muddling through with it up until now (and feeling the most potent sense of impostor syndrome in the process) I feel like it might look a bit strange to just bring it up now. And so I haven't. But by not doing so, it feels like it just sort of festers inside me, dragging me down and making me feel more and more burnt out the more I worry about it.

The sensible solution is probably, of course, to bring it up with my immediate superior, who is a thoroughly nice and understanding sort of person. But the prospect of that carries with it its own "fears" — I don't want to seem like I'm letting anyone down, more than anything, and by admitting that I'm finding something difficult to cope with, I feel like that's exactly what I'm doing. Realistically speaking, burning myself out until I'm little more than a charred husk in an office chair is probably letting people down more in the long-term, but still. It is scary. We live in exceedingly uncertain times in the business I'm in, and for the most part, I like the job I do and do not want to do anything which might jeopardise that.

Anyway, as I say, I don't want to say too much on specifics, because the details are conversations I need to have with the appropriate people, not splurge onto the Internet. And besides, it's not the only thing that is contributing to my current condition; frustration at the general state of the world, feeling completely and utterly isolated from friends, plus my overall physical and mental wellbeing are all contributing factors, too.

But I think it's pretty safe to say that I am indeed suffering from burnout, and my impending holiday is something I am very much looking forward to as a result.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 432: My Girlfriend's Not Here Today https://imnotdoctorwho.moegamer.net/2025/08/13/oneaday-day-432-my-girlfriends-not-here-today/ https://imnotdoctorwho.moegamer.net/2025/08/13/oneaday-day-432-my-girlfriends-not-here-today/#respond Wed, 13 Aug 2025 23:43:28 +0000 https://imnotdoctorwho.moegamer.net/?p=34481 I haven't read any manga for a while, so after Amazon recommended a new-ish series called My Girlfriend's Not Here Today and showed off some excitingly racy cover art, I decided to jump into my second yuri manga series about cheating. I like yuri stories, and I don't mind admitting that at least part of … Continue reading #oneaday Day 432: My Girlfriend's Not Here Today

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I haven't read any manga for a while, so after Amazon recommended a new-ish series called My Girlfriend's Not Here Today and showed off some excitingly racy cover art, I decided to jump into my second yuri manga series about cheating.

I like yuri stories, and I don't mind admitting that at least part of the reason is due to, shall we say, baser instincts. But I also just like the general tone and vibe that stories which focus entirely on girls have. As anyone who has explored various subdivisions of Japanese popular media will know, there are certain conventions in play when it comes to particular categories of story. They're not completely universal, of course — that would probably be boring after a while — but it's not unusual to find yuri/girls' love stories about interpersonal drama and cheating, while yaoi/boys' love, in my limited experience, often tends to delve into darker themes like abuse, emotional manipulation and even violence.

I must confess, at this point, that yaoi is a bit of a black spot in my overall knowledge, hence the generalisation above, but I'm not against the idea of exploring it; there are a lot of very well-regarded yaoi visual novels that I'm very curious to investigate at some point, for example.

Yuri, meanwhile, I have a bit more experience with. In the video game/visual novel space, I've particularly enjoyed the Nurse Love series, which consists of two tonally very different girls' love games, ostensibly about the careers of young and trainee nurses, but which go to some… interesting places in certain of their routes. I can also highly recommend the incredible SeaBed, which is just a beautiful masterpiece of writing generally that just happens to be yuri at its core.

In the manga space, meanwhile, I read through all of the delightfully sweet Our Teachers are Dating! and Netsuzou Trap (NTR for short, because why hide it?) a while back and enjoyed all of those (and doubtless a few others I've forgotten) a lot.

Anyway, My Girlfriend's Not Here Today has an intriguing premise. We have a pre-established girl-girl relationship between main protagonist Yuni and her volleyball enthusiast partner, Nanase. Yuni is frustrated with Nanase because Nanase seems to care more about volleyball than about her — and, on top of that, she refuses to show any signs of affection in public or acknowledge their relationship to anyone. Yuni, being a teenage girl in the 2020s, naturally takes to her "vent" account online to complain about her situation, and ends up getting noticed by the mysterious, quiet honour student Fuuko — who, it turns out, is quite the scheming, manipulative little succubus, and someone who has been watching Yuni's vent account for quite some time.

Frustrated with Nanase, Yuni hesitantly confides in Fuuko, who very quickly becomes attached to Yuni. Things come to a head in the first volume when the pair duck into a private room at an Internet café to discuss things and end up sharing a passionate kiss after Yuni believes Nanase had forgotten their six-month anniversary. Naturally, she immediately regrets this — particularly when Nanase phones her, better late than never — but also finds that she can't stop thinking about Fuuko. While she believes she loves Nanase, her growing frustration with the seemingly growing distance between her makes the contrast with the passionate, impulsive Fuuko all the more apparent — and it's clear Yuni finds that attractive, despite herself.

What I've found interesting about My Girlfriend's Not Here Today so far after reading two volumes is how definitively "2020s" it feels. Some manga feels like it deliberately places its setting in an idealised alternate reality where people still talk to one another face-to-face and smartphones were never invented — wouldn't that be fun? — but it's a core part of My Girlfriend's Not Here Today's identity to include thoroughly modern concepts such as a "vent account" and related matters, such as young people's tendency to overshare things online without necessarily considering the long-term consequences.

There's a great tense of tension between Yuni and Fuuko, who obviously have a lot of chemistry with one another. Fuuko in particular is presented as striking an excellent balance between terrifying yandere and someone who has quite legitimate reasons for feeling and acting the way she does, and Yuni's frustration at her inability to communicate effectively with her supposed partner is very much a story for the ages.

I particularly love the way the art is presented, especially in the early parts of the first volume. Fuuko is initially drawn in an almost ethereal, ghost-like style, which can perhaps be interpreted as Yuni gradually coming to "notice" her more, with her attention having been firmly devoted to Nanase up until this point. She's presented as a delicate beauty, yet her behaviour subverts the expectations one might initially have based on her appearance, and, although she is, at times, an overbearing, even aggressive instigator of the illicit relationship between her and Yuni, she also clearly has flaws and weaknesses that I suspect will continue to be exposed and explored as the story proceeds.

I'm not sure why I'm drawn to stories like this. Having been on the receiving end of cheating multiple times in my life, one would think that I would not care to seek out such things in my entertainment. But the fact is, situations that often get boiled down to "cheating" are often complex, volatile affairs — and that makes for thoroughly interesting, compelling stories about interpersonal relationships. For some reason that is something that many yuri authors in particular find themselves drawn to, and, honestly, I'm here for it.

I've enjoyed the first two volumes of My Girlfriend's Not Here Today a great deal so far. I look forward to reading the rest.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 431: It ain't our photos and emails causing a water shortage https://imnotdoctorwho.moegamer.net/2025/08/12/oneaday-day-431-it-aint-our-photos-and-emails-causing-a-water-shortage/ https://imnotdoctorwho.moegamer.net/2025/08/12/oneaday-day-431-it-aint-our-photos-and-emails-causing-a-water-shortage/#respond Tue, 12 Aug 2025 19:12:13 +0000 https://imnotdoctorwho.moegamer.net/?p=34477 Here in the UK, we are suffering something of a water shortage. Several areas are in full-on drought status, and many areas, including hours, are subject to what is colloquially known as a "hosepipe ban", more officially known as a "temporary use ban" or "TUB". In other words, we're not supposed to use our hosepipes … Continue reading #oneaday Day 431: It ain't our photos and emails causing a water shortage

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Here in the UK, we are suffering something of a water shortage. Several areas are in full-on drought status, and many areas, including hours, are subject to what is colloquially known as a "hosepipe ban", more officially known as a "temporary use ban" or "TUB". In other words, we're not supposed to use our hosepipes to water our garden (or, indeed, anything else) for the duration of the ban — which, of course, is exactly when our gardens and plants could actually probably do with a bit more water than usual.

There was an insultingly stupid press release that went out today from the government. Amid all the obvious advice like "fix anything that's leaking" and "don't leave your shower running all night" they had the gall to offer this nugget of wisdom:

Delete old emails and pictures as data centres require vast amounts of water to cool their systems.

Yes, that's right; people hanging on to their online memories, because no-one saves things locally any more — and that's a discussion in itself, I'm sure — are to blame for this drought! All those pictures of your beloved pets and family members, some of whom are likely no longer with us? They are, apparently, hoovering up all the water! Those precious emails from your first contact with someone special? Glug, glug, glug! And that draft of your novel you're never going to finish almost certainly drained half of Yorkshire's reservoirs just by existing.

I jest, obviously, because cloud storage on an individual scale is — no pun intended — a drop in the ocean in terms of water usage for these data centres. Even for all the people in the UK. Even for all the people in the world.

You know what actually is sucking up all the water in a completely wasteful, pointless way? All that shitty AI that is continually being foisted on us! ChatGPT-5 doesn't know how many letter B's are in the world "blueberry" but it's guzzling up water like nobody's business.

Per 404 Media, a report from the USA earlier this year estimated that the 250 million AI queries generated in America every day by people who think talking to the lying plagiarism robot is somehow "productive" consumes enough water to fill roughly 1.67 Olympic-sized swimming pools. That's every day. The World Economic Forum claims that AI datacentres will be responsible for consuming up to 1.7 trillion gallons by 2027, which is more than 4-6 times the total annual water usage of Denmark. From the same report, a "medium-sized data centre" (regarded as 15 megawatt) consumes "as much water as the yearly consumption of either three average-sized hospitals or more than two 18-hole golf courses".

Yeah. My Google Photos library isn't the problem. My email archive isn't the problem. The fact that we are blundering headlong into an environmental, economic and societal catastrophe by going all-in on the demonstrably idiotic and useless thing that is generative AI is the problem.

I say "we". I don't know a single person who actually wants this AI-powered future. Even from the most delusional AI glazer, I'm yet to hear any concrete proof that any of this is in any way helpful or desirable. (That is not an invitation, by the way.)

And now we, the people, are being punished for something we apparently have no control over. We, the people, are being given the responsibility of being more "frugal" just so we can watch the world's most useless corporations continue to incinerate billions of dollars an hour, contaminate our water supplies and take advantage of the most vulnerable people in society.

God. I fucking hate the future. It wasn't supposed to be like this. It has been said numerous times before at this point, but this is the worst possible cyberpunk future. And it seems so obvious that everything is terrible, and yet no-one with any power to do anything about it appears to want to do anything about it.

If you need me, I'll be emailing all my photos to myself.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 430: Poisonous fantasy https://imnotdoctorwho.moegamer.net/2025/08/11/oneaday-day-430-poisonous-fantasy/ https://imnotdoctorwho.moegamer.net/2025/08/11/oneaday-day-430-poisonous-fantasy/#comments Mon, 11 Aug 2025 18:12:22 +0000 https://imnotdoctorwho.moegamer.net/?p=34472 So I picked up Blade of the Poisoner last night, as offensive as the Kindle version's cover is to me, and started to read it. As predicted, it is pleasantly easy to read, and the fact that each chapter is less than five minutes "long" at the speed I read means that I suspect I'm … Continue reading #oneaday Day 430: Poisonous fantasy

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So I picked up Blade of the Poisoner last night, as offensive as the Kindle version's cover is to me, and started to read it. As predicted, it is pleasantly easy to read, and the fact that each chapter is less than five minutes "long" at the speed I read means that I suspect I'm probably going to power right through this in short order. As noted yesterday, though, that's no bad thing; sometimes it's nice just to read something that stimulates the imagination a bit without challenging the more "technical" parts of your brain too much.

I'm actually surprised how much of Blade of the Poisoner I'm remembering — and I don't necessarily mean the details of the story, I mean certain little turns of phrase that have, for one reason or another, stuck in my mind for many years, even without having touched this book for probably several decades at this point. There were a few in the first chapter alone: protagonist Jarral's hesitant question "Can we go and … look at the village?" after his village has been burned to the ground by the evil Prince Mephtik, and the description of the character Archer falling to the ground, "sudden blood staining her brown curls" after being lamped over the head with the butt of a crossbow. Neither of these are particularly remarkable pieces of writing, but they are, for some reason, apparently lodged in my long-term memory, and I'm sure they won't be the only ones.

Thinking about it, despite a longstanding interest in and appreciation for the genre, one thing I don't think I've ever really tried my hand at writing myself is straight-up fantasy. I've done sci-fi, I've done "real world with fantastical elements", I've done "gritty realism", but one thing I don't think I've ever done is create-your-own-world-with-its-own-rules fantasy. And, dipping into Blade of the Poisoner for the first time in a long while last night, I feel like that's something which might be fun. I'm still yet to do anything with my "Scratch Pad" creative writing site that I've set up, largely because I haven't really been struck with any sort of "inspiration" just yet. But I think this might be it: it might be time for me to have a go at fantasy, and see what happens.

Fantasy is interesting because it has a whole different set of considerations to other types of writing. By its very nature, you don't have to follow the "rules" of reality, but you are then faced with the challenge of ensuring your world is internally consistent. How does magic work, if it is present at all? What species call that world home, and how are you going to ensure none of them accidentally end up as thinly veiled racial stereotypes? What social structures are in place? How do you strike a balance between giving the baddies threatening-sounding names and ensuring they don't end up sounding like medical terminology? Is there any connection between that world and ours? Is that world an "alternate Earth", or is it a completely different planet, perhaps with its own rules?

Lots of things to consider, and establishing a setting in this way can, at times, be a really fun part of writing. It is also an easy part to get very bogged down in, so one has to find a good balance between making notes on things that are important to the story you want to tell and the setting in which you want to convey that story, and not getting carried away writing what effectively amounts to a Dungeons and Dragons sourcebook. Of course, there's also a certain amount of value in fleshing out your setting to a ridiculous degree, because that can lay the foundations for future stories you might want to tell in that setting, but one shouldn't lose sight of one's main goal. As with any type of creative project, particularly if one hasn't indulged in such things for a while, it pays to start small and see where things go from there.

So yes. I am thinking. Hard. I can't promise if and when anything will appear over on the Scratch Pad, but I'll be sure to link it here when something does. And in the meantime, perhaps just a chapter or two more of Blade of the Poisoner, you know, as inspiration


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 429: Past poisonous pleasures https://imnotdoctorwho.moegamer.net/2025/08/10/oneaday-day-429-past-poisonous-pleasures/ https://imnotdoctorwho.moegamer.net/2025/08/10/oneaday-day-429-past-poisonous-pleasures/#comments Sun, 10 Aug 2025 22:11:06 +0000 https://imnotdoctorwho.moegamer.net/?p=34463 After finishing Jane Eyre, I find myself pondering what I might want to read next. At the moment I am torn between wanting to keep my sufficiently "Victorian-calibrated" reading mind in practice by reading something else from the 19th century — I have several things in mind, including things that are both new and familiar … Continue reading #oneaday Day 429: Past poisonous pleasures

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After finishing Jane Eyre, I find myself pondering what I might want to read next. At the moment I am torn between wanting to keep my sufficiently "Victorian-calibrated" reading mind in practice by reading something else from the 19th century — I have several things in mind, including things that are both new and familiar to me — and wanting to read something simple, straightforward and, let's be honest, dumb.

There's a certain appeal to reading something that is well below your ability level. I'm obviously not talking about regressing to See Spot Run or suchlike, but returning to what tends to be lumped under the all-expansive "YA" (Young Adult) umbrella today offers a compelling prospect. Not only are titles from this particular part of the literary sphere easy to read, they also tend to be short, which, after ploughing through Jane Eyre (which had been formatted incorrectly on Kindle so it only displayed the amount of reading time remaining in the book rather than in your current chapter as it is supposed to) is definitely appealing.

One pair of books I'm actually quite interested to return to is Douglas Hill's Poisoner duology, which consists of Blade of the Poisoner and Master of Fiends. These were probably some of my earliest exposure to fantasy fiction, and I remember absolutely loving them as a kid. Well, more accurately, I loved Blade of the Poisoner; I never had my own copy of Master of Fiends, though I believe my friend Matthew had a copy that I borrowed on more than one occasion. I definitely read it at least once.

Blade of the Poisoner is fairly traditional, unremarkable fantasy with a touch of childish wish-fulfilment in there. The protagonist is a 12 year old boy called Jarral who, in fantasy novel tradition, grew up as a country bumpkin. Through certain misadventures, the details of which I forget, Jarral becomes marked by Prince Mephtik's magic blade; specifically, he gets a big letter "M" carved on his chest, and the nature of Mephtik's blade means that anyone given so much as a scratch with it will die on the next full moon, hence his colloquial name, "The Poisoner". You probably see where this is going.

Blade of the Poisoner does indeed go exactly where you expect it to, but that's what made it appeal to me as a kid. I enjoyed the simple, straightforward fantasy story of good versus evil, and even though I knew things were almost certainly going to be all right for the good guys by the end of proceedings, I still enjoyed reading it. Blade of the Poisoner, I recall, stood quite well by itself, but Master of Fiends was a solid sequel that raised the stakes somewhat.

I also remember being quite taken with the descriptions of the Lady Mandragorina as a kid; from what I recall, she was a pretty young woman around a similar age to Jarral (and me, when I was reading the book) and… well, there was definitely some teenage wish fulfilment going on there. These days, I suspect the formidable figure of Archer may have some appeal for me, from what I remember of her powerful thighs and suchlike.

Sorry, where was I? Oh, right. Yes. I think I might actually re-read Blade of the Poisoner (and possibly Master of Fiends also) if it's available on Kindle (it is!) and see how well it holds up to my old, jaded eyes. And then I'll jump back into some sort of Victoriana. Maybe.

Aside: The cover for the Kindle version sucks. Look at this low-effort photoshoot of a dude in an anorak in someone's back garden:

And compare, if you will, to the cover of the version I grew up with:

Yeah. C'mon. That's more like it.


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#oneaday Day 428: My home online https://imnotdoctorwho.moegamer.net/2025/08/09/oneaday-day-428-my-home-online/ https://imnotdoctorwho.moegamer.net/2025/08/09/oneaday-day-428-my-home-online/#respond Sat, 09 Aug 2025 18:37:04 +0000 https://imnotdoctorwho.moegamer.net/?p=34459 As I count down to deactivating all social media aside from the little bit I need for work, I find myself tinkering with this site to make it a more comfortable "home" online. After all, once I ditch Bluesky, I will have no feed- or algorithm-based social media at all, with only YouTube (which is … Continue reading #oneaday Day 428: My home online

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As I count down to deactivating all social media aside from the little bit I need for work, I find myself tinkering with this site to make it a more comfortable "home" online. After all, once I ditch Bluesky, I will have no feed- or algorithm-based social media at all, with only YouTube (which is algorithm-based, yes, but I don't really count it as "social media"), Discord and various other private chat solutions (depending on friends' preferred methods) remaining.

Honestly, at this point, I'm relishing the prospect of some peace and quiet. Bluesky was fun for a while, but it just doesn't really feel worth the effort. Absolutely no other social media whatsoever holds any appeal for me, and I long for (LONG for) the day when I can ditch the work social media accounts also, because I absolutely detest working on them.

There are plenty of people out there who, I'm sure, have made social media work for them and even have an enjoyable time scrolling their feeds. I haven't felt the same sort of joy in silliness that I did in the early days of Twitter for many years at this point; after online interactions in general sort of imploded on themselves around the Gamergate years, things were never quite the same again afterwards. They'd been building that way for a while — for me, I think the Mass Effect 3 ending "controversy" was the beginning of the end, and that was, what, 2012? — and ever since then, what little social media I've kept up and running has been for one of two reasons: fear of losing touch with people that I have only ever interacted with on social media, and the feeling of "obligation" that I had to share my work, be it personal or professional in nature.

I still fear losing touch with some people, although honestly so many people have just fallen out of my life completely over the course of the last decade or so, what's a few more at this point for an incredibly lonely middle-aged man? The people who really matter to me, I already have alternative means of getting in touch with. I have a pinned post on my Bluesky page making my intentions clear, and so far no-one has made any particular attempt to get in touch via alternative means, and thus I have to conclude that either no-one cares, or it's going to be a situation where two months down the line, someone goes looking for me, finds my account deactivated and goes "I wonder what happened to that guy?"

I'm here. I'm still here. I've always been here. And as I let go of more and more of the toxic "services" that have been poisoning my mental health for the last decade and a half, I look forward to this place (and my other sites) being my true "home" online.

You are, of course, welcome to visit, dear reader. I'll be very happy to welcome you in.


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#oneaday Day 427: Reader, I married him https://imnotdoctorwho.moegamer.net/2025/08/08/oneaday-day-427-reader-i-married-him/ https://imnotdoctorwho.moegamer.net/2025/08/08/oneaday-day-427-reader-i-married-him/#respond Fri, 08 Aug 2025 20:33:23 +0000 https://imnotdoctorwho.moegamer.net/?p=34452 I finished reading Jane Eyre last night. I can't quite remember exactly what prompted me to read it again — for it was the third time I've read it in my life, having read it once at school, once at university and a third time now — but I'm glad I did read it. I … Continue reading #oneaday Day 427: Reader, I married him

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I finished reading Jane Eyre last night. I can't quite remember exactly what prompted me to read it again — for it was the third time I've read it in my life, having read it once at school, once at university and a third time now — but I'm glad I did read it. I suspect it was most likely on my mind after playing, writing about and making a video about the rather fabulous adventure game, The Excavation of Hob's Barrow, which is very much steeped in the ideas of "the female Gothic" and particularly that style of literature's distinctive breed of heroine.

But I feel like it was also a bit of a challenge to myself; in recent years, all I've really read in book terms are modern English novels and serialised (translated) light novels that originated in Japan — not that there's anything wrong with either of those, but they're not exactly one might call a challenging read for the most part. And that's fine; sometimes you don't want to have to work to enjoy something.

Going back and reading literature from the past, though, is always interesting. I found with this most recent re-read of Jane Eyre that, as I expected, it took a while to get back into the swing of 19th century English. This is a particularly interesting time for the language when there is a lot that is perfectly recognisable and parsable to a modern audience — we had reached a point where most words were spelled as they are today, for example — but there are a lot of more subtle things, like structural elements, turns of phrase and the way sentences are constructed, which can be challenging to dive headlong into. Take a look at this, for example, which is technically all one sentence:

He was, in short, in his afterdinner mood; more expanded and genial, and also more self-indulgent than the frigid and rigid temper of the morning: still, he looked preciously grim, cushioning his massive head against the swelling back of his chair, and receiving the light of the fire on his granitehewn features, and in his great, dark eyes—for he had great, dark eyes, and very fine eyes, too; not without a certain change in their depths sometimes, which, if it was not softness, reminded you, at least, of that feeling.

(Jane Eyre, Chapter XIV)

I'm willing to bet that, unless you make a habit of reading 19th century literature on the regular, it probably took you a scan or two to read and fully parse that single sentence. There's nothing there that is particularly difficult in and of itself — there are no complex, archaic words to decipher, no random untranslated French phrases (which do occur elsewhere in the book) and not even any particularly complicated concepts to understand — but the sheer number of subordinate clauses, semicolons, colons, dashes and suchlike means that the sentence, as a whole, goes several "layers" deeper into nested punctuation marks than a 21st century copy editor would be altogether comfortable with.

And so it was for me when I started re-reading Jane Eyre. I remember having this struggle when first I beheld it for (I think) A-level English Literature, and being actually quite relieved when it came up early in my university studies, as it was still fairly fresh in my mind, meaning I wouldn't have to go through the whole "calibration" process again. But it had been long enough since those university studies and today that this time around, I did have to recalibrate my mind somewhat — and I wasn't sure I'd be able to do it at first.

But, to my surprise (and delight) it happened a lot quicker than I thought it would. The thing with pre-20th century literature (heck, anything from before the mid-20th century, even) is that you kind of have to bang your head against it repeatedly until it yields enough to let you in. And when it does — because it will, eventually, given sufficient perseverance — you will be rewarded. Because as complicated as that sentence quoted above is, it's also terribly evocative. If you're the sort of person who can derive mental pictures from the words you read — and I'm aware not everyone can do that — then you probably got a pretty strong one from the above description of Mr. Edward Fairfax Rochester.

The thing that makes Jane Eyre particularly enjoyable to me is its first-person narration. You're not just listening to a disinterested narrator explaining what has happened; you are, instead, listening to a participant of the story recount and reflect on the things that happened to them. I've always been rather drawn to first-person narratives — many of my own prior creative works are written in first-person — and I suspect that Jane Eyre was one of several influences on me in that regard. For me, a first-person narrative style really allows you to get to know the protagonist of the work; it's why I resonate so well with Japanese visual novels and light novels today, I think, which are also typically written from the first-person. It gives you the sense of separation that you are not the star of the story — this is a contrast between visual novels and traditional adventure games, for example, as the latter use second-person narration — but also allows you a particularly intimate relationship with the protagonist; one that even the protagonist's closest confidantes in the narrative itself don't enjoy, in many cases.

For example, consider the relationship between Jane and Rochester in Jane Eyre. Many of their interactions between one another take the form of verbal sparring, with Jane's sharp wit matched by Rochester's sarcasm; both spend a significant portion of the novel trying to get the full measure of the other, with each concealing their true feelings for reasons that are their own. If this were presented from a disinterested outsider's perspective, we might not get the same understanding of the situation, as to someone who doesn't know at least part of what is going on, their interactions might look like genuine snippiness with one another.

In the case of us, the audience, we only get to learn the absolute truth of Jane's take on the situation, which is that part of her wants to keep Rochester at arm's length because she senses a certain degree of danger from him (which, it turns out, is not entirely unjustified) but also because she detects he enjoys their repartee. We later, of course, learn from Rochester himself that he has been playing his own little game with Jane — with certain members of high society forming his playing pieces — but without Jane's suspicions about the situation or Rochester's eventual admission, it would have been very easy to misinterpret everything.

It's interesting to contemplate the book's viewpoints on certain matters, given how society has changed since the time it was written. Jane Eyre is often cited as one of the first great feminist works, for example, and it's not hard to see why. Jane herself is a powerful figure who is, for the most part, in control of her own destiny; she learns and grows stronger from hardships and adversity, and it's only at one point in the narrative — where she flees Thornfield Hall after learning of Rochester's mad wife in the attic, then accidentally leaves her meagre worldly possessions in a coach before getting stranded on the Moors in the middle of nowhere — that we ever see her display what one might call "weakness". Even during that time, however, she's shown to have a good head on her shoulders, and makes some wise decisions that ultimately pay off, despite the indignity of collapsing on a stranger's doorstep.

The book is surprisingly scathing about religion — a fact which caused some critics to baulk at it on its original release — but it makes a solid argument. The figure of St. John Rivers, a character from the latter part of the narrative, presents an interesting challenge for Jane; up until now, she has attempted to live her life in a good, Christian sort of way, but St. John shows that one can perhaps take things in that regard a little too far — particularly once he starts proposing a loveless marriage to Jane (who, we have learned by this point, is actually his cousin) on the grounds that she would "make a good missionary's wife". Jane is having none of that shit, of course, and tells him so; even so, the fact that she does start to wonder if she might be coming around to his way of thinking by one point presents a surprisingly potent exploration of how abusive relationships work, because this crack in her resolve is the result of St. John's unrelenting dickishness towards her after her initial rejection of him. St. John is a cunt and I'm glad he died alone in India. There, I said it.

Anyway, yeah. Jane Eyre was a good read. This is, of course, something of an understatement given what a classic work of literature it is considered to be — and how it ranks highly in various "greatest books of all time" polls — but I think it's easy to forget that pre-20th century literature can just be "enjoyable" as well as "great" and "important".

I certainly enjoyed re-reading Jane Eyre. Now I have to determine whether to continue riding this wave of enthusiasm for classic literature, given that my brain has been successfully recalibrated for 19th century prose, or if I should read something for a bit of light relief. I haven't quite decided yet, but I will definitely be making more time for reading.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 426: Dear me, I was... https://imnotdoctorwho.moegamer.net/2025/08/07/oneaday-day-426-dear-me-i-was/ https://imnotdoctorwho.moegamer.net/2025/08/07/oneaday-day-426-dear-me-i-was/#respond Thu, 07 Aug 2025 20:23:29 +0000 https://imnotdoctorwho.moegamer.net/?p=34441 Having finished No Sleep for Kaname Date, which I will try and make some time to do a proper write-up of soon, I decided, this evening, to play through Dear me, I was… from Arc System Works, a Switch 2 wordless visual novel type thing that is less than an hour long, and which I … Continue reading #oneaday Day 426: Dear me, I was...

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Having finished No Sleep for Kaname Date, which I will try and make some time to do a proper write-up of soon, I decided, this evening, to play through Dear me, I was… from Arc System Works, a Switch 2 wordless visual novel type thing that is less than an hour long, and which I was pretty certain was going to be an emotional gutpunch. Sometimes you need a good one of those, and Dear me, I was… certainly delivers on that front.

I shan't say too much about the details of the game because, as I say, it's very short, and it's the sort of thing best experienced for yourself — so long as you're open to the idea of what is basically a short animated film with occasional very minor (but nonetheless meaningful in the context of the story) interactions.

The concept is simple: the game follows the life of an unnamed woman, from her earliest childhood memories up to her old age. Each chapter represents a particular part of her life, with each opening with one of the few interactive sequences in the game: her eating breakfast. It's surprising quite how much meaning is layered into these simple sequences, whether it's the way her breakfast evolves as she ages, or little things like how her child self leaves the tomatoes on the side of her plate.

Dear me, I was… is one of those games that is probably going to mean different things to different people, but at its core it's a story about the protagonist's relationship with art, and how she uses it to help process her emotions, connect with other people and reflect on her past. A number of things happen to our leading lady over the course of her life, many of which are rather mundane, but nonetheless meaningful to her as an individual. Some things are left a little ambiguous and open to interpretation, which will doubtless help each individual player to connect with the complete work in their own way, and other things are obvious, indisputable truths, but aren't dwelled on.

I feel like part of the point of the game as a whole is to reflect on the idea that life passes you by before you know it; while, when you're young, you might feel like an eternity stretches ahead of you, as you get older, things definitely feel like they start to accelerate in some ways. Sometimes this makes difficult events from the past easier to let go of or at least reflect on; at others, it makes it all the harder to process things.

The game definitely got me feeling things, and absolutely tearing up at numerous points throughout. I'm not sure I could tell you exactly what was making me feel the various emotions I felt over the course of the game, but it's testament to the game's excellent use of visuals and music to tell its wordless story that I felt those things at all. Of particular note is its use of colour; events unfold in three distinct "styles" as a reflection of the emotion of what is happening at any given moment — or perhaps the protagonist's mental state and feelings — and it hits surprisingly hard when, say, the colour fades from the world, and everything starts to be represented in shades of grey, or even just line art. Likewise, it's almost a relief when you see the beautiful watercolours return; a reflection of how everyone's life is full of ups and downs, and the only person who can truly understand one's own feelings is oneself.

To say too much more would probably be getting into spoiler territory, so I'll leave that there for now. Suffice to say that if you're the slightest bit open to video games as a storytelling medium — don't expect any sort of "mechanics", puzzles or challenge here — this is an essential play. Absolutely one of the most beautiful things I've experienced for quite some time, and highly recommended to those who like this sort of thing.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 425: Train crazy https://imnotdoctorwho.moegamer.net/2025/08/06/oneaday-day-425-train-crazy/ https://imnotdoctorwho.moegamer.net/2025/08/06/oneaday-day-425-train-crazy/#respond Wed, 06 Aug 2025 22:01:16 +0000 https://imnotdoctorwho.moegamer.net/?p=34426 For this month's trip down to the office, as I alluded to yesterday, I decided to take the train instead of driving. This is a somewhat more pricy option, but it takes a similar amount of time in total and means I don't have to drive on the M25. I do, however, have to get … Continue reading #oneaday Day 425: Train crazy

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For this month's trip down to the office, as I alluded to yesterday, I decided to take the train instead of driving. This is a somewhat more pricy option, but it takes a similar amount of time in total and means I don't have to drive on the M25. I do, however, have to get from London Waterloo to London King's Cross via the Underground, which is fine on the way there but a tad busy on the way back.

For the most part, though, I think it was a successful experiment. I enjoyed being able to just zone out for the longer portions of my journey (particularly the 90 minute train ride from Southampton to Waterloo) and I actually got a lot of reading done; I've been ploughing through Jane Eyre for a while, and I think I made more progress through it on this trip than I have in the last month of casually reading a chapter before falling asleep of an evening.

I've always liked travelling by train. I think part of this stems from some trips I took with my parents as a child. I have oddly vivid memories of slamming manual train doors at Royston station — this was the days before pretty much all passenger trains had automatic sliding doors like they do now — and I also recall my excitement at the prospect of getting "the Whizzer" (the then new-ish Intercity 125 high-speed train) for a trip to York to, among other things, visit the railways museum. (Apparently I enjoyed riding the Whizzer so much that upon arriving at York, I immediately wanted to ride it all the way home again.)

I also have fond memories of occasionally having the opportunity to get various types of train set out when I was a kid. I had a Brio wooden train set that I enjoyed making creative layouts with — my favourite was the time I made a fully functional rollercoaster using the fence posts from the "farmhouse" scenery I had as track supports — and if I'd been really good and asked my Dad nicely enough, we could get the Hornby train set out of the loft and have a play with that.

We had enough track for that to build a reasonably complex layout on the dining table, a big station building that looked a bit like King's Cross circa 1985 (albeit without the hookers and drug dealers) and several trains, including a little green steam engine I called Percy (after the Thomas the Tank Engine character) and a scale model of the famous Flying Scotsman. I recall the Flying Scotsman actually being rather difficult to drive, because it was a big old beast that actually needed to slow down for corners. Percy, meanwhile, could zip around with relative impunity.

I've had a little go at some train simulator games, most notably Dovetail Games' Train Sim World series. I enjoyed the little I've played, but I'm always a bit conscious when playing one of those that there is a lot of sitting around not doing very much when riding the longer routes. Yes, this is authentic to the real thing — and is a criticism one can level at other simulators such as Microsoft Flight Simulator — but it always makes me wonder if I perhaps should be doing something else with my time. This is a mindset I should probably train (no pun intended) myself out of, because if you enjoy yourself and got something out of the experience — which I definitely have in past jaunts in Train Sim World — then it doesn't really matter how "efficiently" you spent your time.

In fact, yeah, I convinced myself. I should reinstall Train Sim World and spend some more time with it. Probably not tonight though. All that train travelling is, it turns out, surprisingly tiring!


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 424: Baader-Meinhof's life-changing hot honey https://imnotdoctorwho.moegamer.net/2025/08/05/oneaday-day-424-baader-meinhofs-life-changing-hot-honey/ https://imnotdoctorwho.moegamer.net/2025/08/05/oneaday-day-424-baader-meinhofs-life-changing-hot-honey/#comments Tue, 05 Aug 2025 22:02:37 +0000 https://imnotdoctorwho.moegamer.net/2025/08/05/oneaday-day-424-baader-meinhofs-life-changing-hot-honey/ I find the closely related phenomena of the frequency illusion (also known as the Baader-Meinhof effect) and the recency illusion to be quite fascinating, because both of them get you wondering if the things you're perceiving are actually accurate, or if your own particular perspective on the world has precluded you from seeing something that … Continue reading #oneaday Day 424: Baader-Meinhof's life-changing hot honey

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I find the closely related phenomena of the frequency illusion (also known as the Baader-Meinhof effect) and the recency illusion to be quite fascinating, because both of them get you wondering if the things you're perceiving are actually accurate, or if your own particular perspective on the world has precluded you from seeing something that is quite passé to others.

For the unfamiliar, the frequency illusion is the phenomenon where you notice or learn something for the first time, and then feel like you're seeing or hearing it everywhere. The "Baader-Meinhof" name comes not from the person who discovered it, but rather from one of the first people to comment on it; back in 1994, someone named Terry Mullen wrote to his local paper, Twin Cities, and coined the phrase after learning of a German terrorist group (called Baader-Meinhof, obviously), then hearing it mentioned again within a day of his first learning it.

The recency illusion is closely related. In this instance, you learn a new term and assume that because you have not heard it before, it only came into general use recently, when this, more often than not, is not actually the case.

Thing is, Internet meme culture and Brands™ being desperate to latch on to every bit of silly vernacular the world likes to use when speaking casually (viz. McDonalds and McVities describing wraps and variants of chocolate Digestives respectively as "the (flavour) one", M&S proudly promising "picky bits" instead of having a delicatessen) means that these days it's actually  very difficult to judge if you are actually experiencing frequency or recency bias, or if you're just encountering the latest "viral" (ugh) trend to be monetised out the wazoo.

I have two recent (natch) examples: "hot honey" as a flavour, and the phrase "life-changing".

I first noticed hot honey on a recent trip to Aldi. Andie and I had just had a trip to Ikea (fun!) and on the way back we had stopped to grab some groceries. I didn't pick up the hot honey, but I made a mental note that it might be nice to try — particularly in an Asian-inspired sticky beef recipe that I like to make semi-regularly. ("Hot honey", if it wasn't already apparent, is not honey that has been heated, but rather honey with a kick of chilli in it.)

Imagine my surprise, then, when stopping by Sainsbury's to pick up some new suitcases to replace the one Oliver the cat did a wee in and on (don't ask), there was a prominent advertisement outside for a new flavour of Jaffa Cakes. That flavour? German terrorism. No, I jest, of course it was hot honey.

This naturally made me wonder if hot honey is really a recent trend (and if it originated on TikTok I am going to be very upset) or if I had just happened to notice it recently.

As for "life-changing", this obviously isn't a new phrase or one I learned recently, but I do feel like it's come up a lot of late. I did the lottery the other day, and it promised the opportunity to win a "life-changing" amount of money. Not unreasonable or inaccurate. Then when I watched Destination X the other day, the £100,000 prize was described as "life-changing" (call me greedy if you want, but I feel like £100K isn't as "life-changing" as it used to be). The radio station Absolute Radio has a weekly competition called Make Me A Winner where the "life-changing" amount of prize money appears to go up a bit each week. And, stepping away from the fiscal side of things for a moment, a warning sign I noticed on the London Underground today warned that the electrified rails could cause "life-changing" injuries.

Now, I know what you're thinking: all of those would seem to be perfectly valid uses of "life-changing". And I agree! I just found it odd that I noticed so many of them so frequently, so recently, and I honestly can't determine if the phrase is actually being used more right now, or if it's just a big coincidence.

The London Underground one also struck me as a bit weird. As a phrase, "life-changing" tends to have positive connotations in my experience — often relating to money, as seen above. But I don't feel like the injuries you would sustain from licking the live rail at Cockfosters would be akin to a Lottery win. Assuming you survive the experience, perhaps the compensation would be. I don't know.

Anyway, that was your pointless I'm In A Hotel thought for the month. I will now bid you good night to play some NeoGeo, read some Jane Eyre and maybe even get some sleep. Adieu!


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 423: Destination X https://imnotdoctorwho.moegamer.net/2025/08/04/oneaday-day-423-destination-x/ https://imnotdoctorwho.moegamer.net/2025/08/04/oneaday-day-423-destination-x/#respond Mon, 04 Aug 2025 23:17:18 +0000 https://imnotdoctorwho.moegamer.net/?p=34403 I watched a potentially interesting new TV show the other day. I've only watched one episode so far and I'm not 100% sure if it was actually any good or not, but the concept was, at least, interesting. The show is on the BBC and is known as Destination X. I was mostly attracted to … Continue reading #oneaday Day 423: Destination X

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I watched a potentially interesting new TV show the other day. I've only watched one episode so far and I'm not 100% sure if it was actually any good or not, but the concept was, at least, interesting.

The show is on the BBC and is known as Destination X. I was mostly attracted to it by Rob Brydon being in the presenting role; I have a lot of time for Brydon and his work, and this looked nicely different from his usual panel show stuff.

The concept of Destination X is that a bunch of randos are thrown together and, via various circumstances, placed in a situation where they don't know where they are going and, at various legs of their journey, where they are. At the end of each episode, each contestant has to plop an "X" down on a map of Europe where they think they are, and whoever's X is the furthest away from where they actually are is booted out of the competition.

Naturally, numerous obstacles are placed in the competitors' way, but they also have the opportunity to earn clues as to where they are, too. There are "challenges" along the way, which can potentially provide clues to everyone, but which also give a particular advantage to whoever had the strongest individual performance in the challenge.

In the first episode, all the contestants were stuck in a box, with various items of imagery adorning the walls. The box was split into an "A" side and a "B" side, and the group was asked a series of questions with two possible answers. Each contestant had to stand on the side they believed was the correct answer, and, without revealing whether the answer was correct or not, they would then have the opportunity to look out of a tiny window of the box to see either a clue (if they were on the "correct" side) or a red herring (if they were on the "wrong" side).

There's also some artificial drama added, at least in this first episode, by the person who "won" the challenge having the opportunity to bring someone else along to gain their particular advantage — and they also have the option to earn another clue, on the condition that no-one else must learn that clue, otherwise they'll be immediately disqualified. It sounds complicated, but it makes sense in the moment.

It's an interesting format, for sure, though there are some rather mean tricks played on the contestants even with the supposedly "helpful" clues — the worst of which was having a helpful guide tell them about a building they were standing in front of them in German… when they were actually in France. The added "drama" just felt a bit gratuitous, too, particularly given that the person given the opportunity to conspire with another contestant and/or screw the others over clearly was not at all comfortable with this side of proceedings.

As with any show featuring (supposed) members of the general public, too, the cast appears to have been picked to have the maximum possible number of annoying dickheads in it. There's a particularly odious-seeming individual who is obsessed with social media, and they come across as a complete tool. I have little to no doubt that there is heavy scripting and editing involved in order to make these otherwise boring members of Joe Public into "characters", but, again, it feels a bit gratuitous, and not really necessary in a show where the basic format is already kind of intriguing.

I'm not sure if I'm going to watch any more of it, but I didn't dislike the first episode that I watched. I may watch another one or two episodes to see if it's worth sticking with; you never know, you might enjoy it, though, so that's what today's post was all about!


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#oneaday Day 422: Escape artist https://imnotdoctorwho.moegamer.net/2025/08/03/oneaday-day-422-escape-artist/ https://imnotdoctorwho.moegamer.net/2025/08/03/oneaday-day-422-escape-artist/#respond Sun, 03 Aug 2025 21:02:18 +0000 https://imnotdoctorwho.moegamer.net/?p=34399 We were quite surprised during dinner to see the outline of our cat, Oliver, on the other side of our living room window. Oliver is an indoor cat but has a curiosity about the outside world, so Andie built him (and Patti) a catio out the back so he can stay safe and secure while … Continue reading #oneaday Day 422: Escape artist

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We were quite surprised during dinner to see the outline of our cat, Oliver, on the other side of our living room window. Oliver is an indoor cat but has a curiosity about the outside world, so Andie built him (and Patti) a catio out the back so he can stay safe and secure while still being able to enjoy the feeling of being outside.

The concern we have is, as you might expect, exactly how the little bugger managed to get out, given that there are no windows open downstairs, and I'm pretty sure the only window we have open upstairs is the one we stick the air conditioning hose out of. This, to me, suggests that he jumped out of an upstairs window and, via some means that isn't yet entirely clear, made it down to our lounge window.

Thankfully, we got him to come back in without any difficulty, but this is, of course, a little worrying, particularly since we've kept all our cats inside ever since we lost Ruby on the road some years ago. He's never done this before, and we think he only did it this time because he saw another cat out the front and wanted to go and meet them — although, hilariously, despite this other cat being a pretty small, young thing, he seemed to be quite frightened of it — but still, it's obviously not behaviour we're particularly keen to encourage.

LIVE UPDATE! Andie has just checked our security camera footage, and it transpires that he just snuck out behind me when I was putting some things in the outside bin. He went out just as I was closing the door and I didn't notice, so he ended up shut out the front. Thankfully, it was only for a few minutes, and he seemingly knew that the front window was a good place to get our attention. So clever him, but also naughty him for sneaking out when he knows he's not allowed out the front!

Well, all's well that ends well, I guess. At least now I don't have to have a sleepless night worrying if he's going to fling himself out of a second-storey window because he saw something interesting outside. And hopefully he learned something from this whole experience.

Who am I kidding? He's a cheeky little cat, is what he is. He will have learned nothing from this. But it doesn't matter. I love the stupid little dickhead anyway.


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#oneaday Day 421: Ch-ch-ch-changes https://imnotdoctorwho.moegamer.net/2025/08/02/oneaday-day-421-ch-ch-ch-changes/ https://imnotdoctorwho.moegamer.net/2025/08/02/oneaday-day-421-ch-ch-ch-changes/#respond Sat, 02 Aug 2025 18:24:24 +0000 https://imnotdoctorwho.moegamer.net/?p=34394 I'll write about this again nearer the time that I'm actually going to put this into practice, but I wanted to give some advance notice of what I'm planning. On September 8, 2025, I'll be taking a big step back from social media for personal use. I'll be deactivating my Bluesky account, removing it and … Continue reading #oneaday Day 421: Ch-ch-ch-changes

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I'll write about this again nearer the time that I'm actually going to put this into practice, but I wanted to give some advance notice of what I'm planning.

On September 8, 2025, I'll be taking a big step back from social media for personal use. I'll be deactivating my Bluesky account, removing it and Discord from my phone, and leaving a bunch of Discord servers.

The reason for this is that social media in general — even the little bit I still hold onto for some inexplicable reason — continues to play havoc with my overall mental health, and honestly, there is really absolutely nothing left that makes me feel like I "need" it for anything other than occasional contact with other people. And there are other means of achieving that contact with other people.

This isn't intended to be a big dramatic "well I'm taking my ball and going home without you!" post, and it's nothing personal, particularly with regard to the Discord servers I will be disconnecting from. This is a me thing; it's about removing myself from situations that are continually self-destructive and unproductive — i.e. spending far too much time doomscrolling on Bluesky or just rotating around several Discord servers in case someone said anything vaguely interesting — and freeing up time and headspace for doing things that I want to do, that make me happy, and that are less inclined to have me staring into space of an evening.

Thus, as loathe as part of me is to isolate myself further from a world where I already feel somewhat abandoned by and/or alienated from most of my "real life" friends, I intend to take the following steps for the sake of my mental health and overall digital wellbeing:

  • I will be deactivating my Bluesky account, at the very least temporarily while I am on holiday, and likely permanently.
  • I will be leaving a significant number of Discord communities that I am currently part of. I emphasise, again, that there is nothing personal in this; I am just attempting to cut down on the "noise" and the self-destructive habits of continually scrolling around the same servers time after time, hour after hour. I will be keeping some small, "friendship group" servers, but that's it.
  • I will be deleting Bluesky and Discord from my phone for the duration of my holiday, possibly permanently.
  • I will be focusing the majority of my online presence on this blog, MoeGamer (my video game blog) and Scratch Pad (my creative writing site).
  • I will only be contactable via email (you can use the Get In Touch page on this site if you don’t know my email address), Discord messages in the communities I remain active in (plus Discord DMs if we are friends on that platform), Google Chat if you know my email address, or WhatsApp private message if you know my phone number.

If you would like to stay in touch — and there are a bunch of you I would very much like it if you did! — then you can feel free to use any of the means outlined above to have a chat. It'd actually be quite nice to have some private conversations with many of you, away from the chaos of social media, so if we've had some good times in the past and I seem to have otherwise disappeared from the social channels you tend to use on the daily, please feel free to drop me a line.

Anyway, like I say, I wanted to give some advance notice of this, and I'll be posting something very similar on September 7, the day before I have a week's holiday as a last reminder. Thanks for your time, and if you have any questions or whatever about the above, well, you know where to find me!


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 420: Scratch pad https://imnotdoctorwho.moegamer.net/2025/08/01/oneaday-day-420-scratch-pad/ https://imnotdoctorwho.moegamer.net/2025/08/01/oneaday-day-420-scratch-pad/#respond Fri, 01 Aug 2025 19:13:12 +0000 https://imnotdoctorwho.moegamer.net/?p=34387 Well, I did what I said yesterday and set up a new site purely for creative writing shenanigans. You can find it at https://scratchpad.moegamer.net — there's nothing there yet, but feel free to bookmark or subscribe or whatever if you feel like it. I'm making no promises as to the regularity with which I'll post … Continue reading #oneaday Day 420: Scratch pad

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Well, I did what I said yesterday and set up a new site purely for creative writing shenanigans. You can find it at https://scratchpad.moegamer.net — there's nothing there yet, but feel free to bookmark or subscribe or whatever if you feel like it. I'm making no promises as to the regularity with which I'll post over there, but it is there for me to use when I feel like it. Long-term, I might like to try and make some sort of "commitment" to doing some creative writing on a regular basis, but as with anything, it's going to be a case of establishing the habit first of all before you can actually really make it into a full-on habit.

I've been thinking about what I might want to write over there. I think I might start with some short stories rather than attempting to do anything too complicated or ambitious right away. While complicated, ambitious stories are always a delight to get started on, it's easy to get bogged down in the middle section and never get around to finishing them. One thing I found with my "NaNoWriMo But Not Really (Especially Now They're AI Weirdoes)" posts on this site was that it was those middle parts which were the most challenging. You may have a strong opening (ooer missus) and a solid finale in mind, but it's getting from one to the other that is often the challenging bit. Particularly when you're trying to ensure you meet a word (or, in the case of those projects, post) count.

So short stories would seem to be a sensible thing to start with. I can perhaps use them to explore or establish some characters, and those characters can perhaps grow into something I want to do more ambitious things with. Perhaps a collection of short stories focused on a particular character or group of characters is a solid foundation for a longer work? Or perhaps what begins as unconnected short stories can end up telling a complete narrative? I don't know. It's been quite a long time since I've done this, so my mind is, frankly, fairly awash with possibilities at the moment.

One thing I am going to take care of on the new site is to ensure that things are categorised nicely. I'm envisioning a page where you can just browse through short stories, then anything which ends up being more ambitious can, of course, have its own page also so anyone who cares to do such a thing can read from the beginning to the end without interruption. And it goes without saying that this site will remain ad-free for the foreseeable future — given that I don't have any ads on my most successful site, MoeGamer, I really don't think having them on a creative scratch pad is really going to achieve anything.

And, of course, the site will remain proudly AI-free. Not a single bit of generative AI will go anywhere near that page, and absolutely definitely not for text generation. The whole point of the site is for me to indulge in some unadulterated creativity for the first time in quite a while, so dicking around with AI kind of defeats the object there, doesn't it? Also there's plenty of quite convincing evidence right now that using ChatGPT turns you into a dribbling cunt that is totally incapable of thinking for itself, so there's that, also.

Anyway, yeah. That's the announcement, I guess. Now to figure out something to write over there!


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 419: I wanna write a story https://imnotdoctorwho.moegamer.net/2025/07/31/oneaday-day-419-i-wanna-write-a-story/ https://imnotdoctorwho.moegamer.net/2025/07/31/oneaday-day-419-i-wanna-write-a-story/#respond Thu, 31 Jul 2025 20:23:26 +0000 https://imnotdoctorwho.moegamer.net/?p=34381 It's been far too long since I actually did some proper, honest to goodness creative writing that isn't burbling stream of consciousness blog posts or video game analysis, and I have to admit, I've been feeling an increasing hunger to just write something recently. But what? I don't really know. There are lots of possibilities … Continue reading #oneaday Day 419: I wanna write a story

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It's been far too long since I actually did some proper, honest to goodness creative writing that isn't burbling stream of consciousness blog posts or video game analysis, and I have to admit, I've been feeling an increasing hunger to just write something recently.

But what? I don't really know. There are lots of possibilities in my head, ranging from simple slice-of-life affairs to ambitious sci-fi epics — plus, of course, the Dreamwalker story I've had in my head since a teen but never quite got around to figuring out how it would finish, particularly as it started life as a Klik 'n' Play game — and I think it would probably be fun to write a murder mystery, given how many of them I've been watching of late.

I am beset with the odd mind goblin*, though. I feel like I can't write a murder mystery because I can't think through a crime logically enough to make it convincing — although honestly, with some of the absolute nonsense they get up to on Death in Paradise, I feel like particularly elaborate, bafflingly complicated murders are perfectly fine in the genre.

I feel like I can't write slice-of-life because it would either be too boring, or too unconvincing, or come across too much like wish fulfilment — although, again, thinking about the slice-of-life anime and TV shows I've enjoyed over the years, none of those things are necessarily a problem.

I feel like I can't write sci-fi because I don't know enough science to make it convincing — although, again, if you lean hard on the science fantasy angle you don't necessarily have to worry about.

Mostly, my biggest mind goblin, though, is the big question: who would read it? And its closely related question, does that matter? No-one reads this fucking blog and I'm still tapping away every night, so surely if I'm taking some time on the semi-regular to write some fiction and I feel satisfied with what I've achieved, that should be enough, no?

I think that's probably the case. So I think I'm going to figure out what I might want to write, then set up a place where I can post it easily — likely another blog, separate from both this and MoeGamer. And then all I have to do is write, whenever I feel like it. And who knows? Maybe something will come of it in the long term.


*Mind goblin deez nuts? Yes, I got you good. Don't try and pretend like I didn't.


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#oneaday Day 418: A little flutter https://imnotdoctorwho.moegamer.net/2025/07/30/oneaday-day-418-a-little-flutter/ https://imnotdoctorwho.moegamer.net/2025/07/30/oneaday-day-418-a-little-flutter/#respond Wed, 30 Jul 2025 20:10:35 +0000 https://imnotdoctorwho.moegamer.net/?p=34376 I am not, generally speaking, a betting man, but I do have an occasional flutter on the National Lottery. This usually consists of me loading up my account with £10, playing two lines of whatever the next draw game is, then using the rest of the £10 to play a few of the "instant win" … Continue reading #oneaday Day 418: A little flutter

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I am not, generally speaking, a betting man, but I do have an occasional flutter on the National Lottery. This usually consists of me loading up my account with £10, playing two lines of whatever the next draw game is, then using the rest of the £10 to play a few of the "instant win" games. If, at any point, I go above the £10 I started at, I cash out. If I hit zero, I stop playing. This is how you stay in control of things.

The instant win games do frustrate me, though, because it's painfully transparent that they've worked everything out in advance of you even starting to play them, making the actual "playing" process feel more than a bit pointless at times. I don't know if this is just the side of me who understands how video games work talking, but there are a number of observations I have which make playing these games particularly annoying:

  • If a game has multiple ways to win a prize and you win a prize on one of them, none of the others will yield a prize, even though you have to keep playing "just to see" if you win anything else.
  • If a game is dependent on "random chance" such as virtual dice rolls or pulling letters out of a bag, at least one case of you taking that chance will be completely useless to you — for example, in the National Lottery's Cashword games, there will always be at least one letter you draw that doesn't appear anywhere on the board.
  • If a game should theoretically be based on recognisable odds — such as, say, the frequency with which different letters appear in English words — then the game will almost always be manipulated in such a way as to subvert those odds. Looking at Cashword again, don't count on pulling an "E" being particularly good for your chances, despite it being one of the most commonly used letters in English.
  • If a game offers you what appears to be a "1 in something" chance — e.g. a 1 in 3 chance of revealing your token beneath three thimbles, as seen in the National Lottery's Monopoly Gold Classic game, more often than not the chance is actually 0 in 3, because your token just isn't there at all.
  • A game will quite frequently present its outcome as being that you "nearly" won — for example, in the case of Monopoly Gold Classic, it's not at all unusual to end the game just needing one additional colour card to get the £100,000 prize. This does not mean you actually nearly won. It is, in most cases, the game artificially attempting to make itself more exciting.
  • Games which appear to be based on skill and timing are nothing of the sort. What a spinning wheel lands on has been determined even before you started spinning it.
  • Games which appear to let you use your intelligence are, likewise, nothing of the sort. They are pure chance.
  • Most instant win games barely qualify as "games" at all; you might as well just be paying £1 to click a button that says "DID YOU WIN?"

I think being aware of all these things and keeping them in mind any time I have a little flutter on the Lottery website is what keeps me from ever getting sucked in to anything gambling-related. Being aware that everything you do on the National Lottery website is nothing more than a prize draw, whether it is declared one or not, makes it a lot easier to set yourself some limits, have a brief little dopamine hit from thinking "it could be me!" and then not being all that disappointed when your £10 has vanished.

I appreciate that some people find it a tad harder to stop gambling once they start. I'm glad I've never fallen into that particular trap. And hey, you never know. One day it could be me. That'd be nice.

For now, though, it absolutely isn't.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 417: This content is not available https://imnotdoctorwho.moegamer.net/2025/07/29/oneaday-day-417-this-content-is-not-available/ https://imnotdoctorwho.moegamer.net/2025/07/29/oneaday-day-417-this-content-is-not-available/#respond Tue, 29 Jul 2025 20:57:35 +0000 https://imnotdoctorwho.moegamer.net/?p=34370 As I mentioned the other day, the UK's "Online Safety Act" came into force recently, forcing everyone to "verify" their age for everything from sending private messages on Bluesky to looking at the nastiest porn you can think of. Just recently, I have run into age verification gates in multiple places. Discord made me do … Continue reading #oneaday Day 417: This content is not available

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As I mentioned the other day, the UK's "Online Safety Act" came into force recently, forcing everyone to "verify" their age for everything from sending private messages on Bluesky to looking at the nastiest porn you can think of.

Just recently, I have run into age verification gates in multiple places. Discord made me do it to continue accessing channels marked "NSFW", even if there was no actual pornography in there — and then automatically enabled image blurring on "sensitive content" despite me never having given any indication that I might not want to see that. Bluesky made me do it to continue having access to the site's direct messaging feature. And, of course, it's on the porn sites.

It doesn't stop there, though. I went on Mobygames to look something up earlier, and was unable to view the cover for the game Nine Hours, Nine Persons, Nine Doors on Nintendo DS without putting in my birthday; thankfully I didn't have to provide any "proof", unlike in the other cases mentioned above, but it still specifically mentioned that this was "to comply with EU law". The UK isn't the EU thanks to the shitshow that was Brexit, but I suspect it still gets lumped in with the EU in stuff like this.

Just to be clear, the cover for Nine Hours, Nine Persons, Nine Doors, which I was age gated from viewing immediately, looks like this:

Now, I'm open to anyone who can tell me what, there, exactly, needs age gating. The game itself is violent (and has one character with a massive honking pair of tits), but there's nothing in that cover image itself that is objectionable — and it was specifically this cover that Mobygames age-gated me from being able to see.

Elsewhere online, there are concerns that Wikipedia may find itself age-gated due to the Online Safety Act, due to the fact that the some of Wikipedia maybe possibly might not be suitable for children. It's a fucking encyclopaedia! We were looking up "sexual" in the Collins Dictionary at primary school and tittering at it talking about "penis" and "vagina"; exactly what purpose does plopping surveillance state age verification on a site like Wikipedia serve, exactly?

Well, I've said it already, haven't I. It is — it must be — at least, in part, about surveillance. You already can't speak out in support of certain groups in the Middle East without putting yourself at risk of being branded a "terrorist" and being prosecuted for hate speech. Just imagine the glee the government would probably have at knowing what porn you've been looking at, what knowledge you've been attempting to arm yourself with, who you've been talking to and how you've been communicating with them.

I hate that saying all this makes one sound like a conspiracy nut, but this stuff is actually happening. I don't trust any of these "age verification" services an inch, and everyone in the UK should be very concerned right now, regardless of what they look at online. As has often been said of late — particularly with regard to the currently unfolding Visa/Mastercard situation — it really is the pornographers and the sex workers who are the canaries in the coal mine when it comes to this. You don't have to enjoy looking at filth online to be affected by this in the long term; I'd say everyone is looking at a very dark time for the Internet, unless something is done.

You can, at least, make your discontent known, if you're a UK citizen, with this online petition, which has already attained over 400,000 signatures. It's probably worth writing to your MP, too. Beyond that, I don't know. Like I say, it's kind of scary — particularly not knowing where any of this is going to end, and what the longer-term consequences are going to be.

Anyway, this site will continue to exist, and I will continue to say what I want here, so a hearty fuck you to everyone involved with the Online Safety Act, and you can take your "robust but proportionate regulation" (which in reality is anything but) and jam it very firmly up your arse, until it comes out of your nostrils.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 416: Choose your own adventure https://imnotdoctorwho.moegamer.net/2025/07/28/oneaday-day-416-choose-your-own-adventure/ https://imnotdoctorwho.moegamer.net/2025/07/28/oneaday-day-416-choose-your-own-adventure/#respond Mon, 28 Jul 2025 21:36:41 +0000 https://imnotdoctorwho.moegamer.net/?p=34366 When I was a kid, I was really into the Choose Your Own Adventure books. I had a couple of the arguably more popular and/or well-known Fighting Fantasy ones also, but I always sort of preferred Choose Your Own Adventure. I was very much in a minority on this, but I didn't care then, and … Continue reading #oneaday Day 416: Choose your own adventure

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When I was a kid, I was really into the Choose Your Own Adventure books. I had a couple of the arguably more popular and/or well-known Fighting Fantasy ones also, but I always sort of preferred Choose Your Own Adventure. I was very much in a minority on this, but I didn't care then, and I don't care now. I am, however, now a bit more capable of reflecting on precisely why I preferred Choose Your Own Adventure to Fighting Fantasy. And, since I have a selection of the relatively recent reprints winging their way to me (one has arrived so far, but there are, I think, 11 more coming soon) I thought I might as well do just that.

To put it simply, Choose Your Own Adventure is effective because its only "gimmick" is the choices part. That means you don't need anything but the book to get started with them. Contrast with Fighting Fantasy, where you need a pencil, six-sided dice and piece of paper to play — or the oft-forgotten (and really enjoyable) Asterix Adventure Games, which came with a plastic wallet full of "props" to use as part of the proceedings.

Now, don't get me wrong, I don't dislike the extra gimmicks of Fighting Fantasy, the Asterix Adventure Games and any of the other similar things I might have engaged with in my youth. Fighting Fantasy, in particular, is a good introduction to the conventions of role-playing games — particularly their use of statistics and chance-based mechanics. The Asterix Adventure Games were just thematically quite nice — with the props you'd do things like track how much magic potion Asterix had left, use a scroll to decipher passwords, and use a translation tablet to translate Latin phrases. But you still needed a bit of space to play them.

Choose Your Own Adventure, meanwhile, you can play in bed, on the toilet, in the back of a car, halfway up a tree, in a tent in your back garden… anywhere you have hands free to read a book. And that, I think, is the chief attraction for me.

But there's more. I also liked that Choose Your Own Adventure, as a series, was thematically diverse. They weren't all swords-and-sorcery fantasy tales. They weren't all horror. They didn't all involve the same characters. There were a couple that acted as "sequels" to each other, but for the most part, they were all self-contained affairs that stood by themselves, required no prior knowledge — and often taught you a few things along the way, too.

I've been struggling to remember exactly which Choose Your Own Adventure books I had as a kid. I definitely remember having Space and Beyond, Supercomputer and, I think, Treasure Diver — the latter was enough to put me off ever wanting to try scuba diving myself thanks to its painfully vivid descriptions of getting "The Bends" — and probably a few more besides. Thus far, the only that has arrived from this new batch is Mystery of the Maya, a South American adventure which, depending on the paths you take, may or may not involve time travel. That in itself is quite impressive — the fact that it is not necessarily a time-travel adventure, depending on one of the first choices you make, should give you an idea of the flexibility of these books. This one alone claims to have 39 different endings; I've seen two so far.

I'm looking forward to exploring these books again, and I think I'm actually going to make some videos of me "playing" them, because I think that will be fun. I don't know how easy it will be to make them visually interesting, but it would seem to me that taking a "Let's Play" format for a Choose Your Own Adventure book could potentially make for an enjoyable video.

I'm going to wait until a few more have arrived before I jump into doing that — I didn't fancy doing it this weekend because I was knackered and just wanted to relax — but watch out for those soon. I can't wait to try some of the books from the series that I always wanted as a kid, but never managed to get hold of!

I've also just learned that the series came about when author Edward Packard used to tell stories to his daughters about a character named Pete, and ask them what they thought "Pete" should do next. It's like it was meant to be!


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#oneaday Day 415: Last time happy https://imnotdoctorwho.moegamer.net/2025/07/27/oneaday-day-415-last-time-happy/ https://imnotdoctorwho.moegamer.net/2025/07/27/oneaday-day-415-last-time-happy/#respond Sun, 27 Jul 2025 18:27:15 +0000 https://imnotdoctorwho.moegamer.net/?p=34362 Something got me thinking earlier: when was the last time I felt really, actually, genuinely happy? I feel like living through the 2020s (so far) in particular has given me such a sense of malaise and misanthropy that it's honestly quite difficult to remember what it felt like to just… exist in a sense of … Continue reading #oneaday Day 415: Last time happy

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Something got me thinking earlier: when was the last time I felt really, actually, genuinely happy? I feel like living through the 2020s (so far) in particular has given me such a sense of malaise and misanthropy that it's honestly quite difficult to remember what it felt like to just… exist in a sense of contentment and satisfaction.

A lot of blame can probably be laid at the feet of what I saw someone the other day describe as "breathing Internet fumes all day" — and I love that, apologies to whoever I stole it from — but it's also clear that even if I wasn't plugged in to online culture, it would still be readily apparent that these are not happy times we live in.

I often consider closing down every last bit of my social media and going completely off-grid. I don't have much of it left any more — the only standalone social media I still have is Bluesky, and some people also count Discord and YouTube as social media, though to me those are both a little bit different — so it's not like it would be a big effort to do so. But is that what I really want? Even with those few remaining connections to the "outside" world, I still feel isolated, disconnected and incredibly lonely on a daily basis. Surely it makes no sense to cut off what, from some respects, can be looked on as a lifeline?

I dunno. There are people I like talking to on Bluesky and Discord, and YouTube is a valuable creative outlet for me, just as this blog and MoeGamer are. The thing I find myself asking, though, is if anyone would actually notice if I were just to disappear from one or all of those services one day. I suspect that they would not, at least not immediately. Someone might, a few months down the line, think "oh, I haven't heard from that Pete guy for a while" and discover a closed profile page, but would they, then, feel inclined to reach out to me via other means? Again, I suspect that they would not, given that these days, if you are not on social media or in a WhatsApp group chat, you seemingly do not exist. The only person who emails me on a semi-regular basis is my mother; the rest of my daily emails are promotional offers, order confirmations or blogs/newsletters I've subscribed to.

Email used to be exciting. While my short-lived penpal relationship with a girl named Julia in my teens pretty much fizzled out when we finally met — at least partly my fault for being completely socially inept in person, for reasons I did not understand then but very much do now — I still have fond memories of the excitement I felt every time I received an email from her.

Going even further back, I actually still have a couple of hand-written penpal letters from a primary school friend that I was very close with, who subsequently moved away. I don't really know why I've kept those — I am unlikely to ever see or hear from her ever again, given the many years since we last had any contact whatsoever — but, I don't know. Something about the enthusiasm with which she asked me if I was still playing football (multiple times in one letter) and how I was getting on at Cub Scouts (which should give you an idea of how old I was when writing and receiving these letters) was… thoroughly pleasant. I felt like I mattered, like I had a place in someone's life, even if it was just as the recipient of an occasional letter.

The advice people normally give to this sort of situation is "get out there and meet people". And it's probably sound advice. Trouble is, with my general physical and mental state, I'm kind of… I guess "afraid" is the right way to put it. Honestly, at this point I don't really have anything to lose by trying it, but I'm still… afraid to lose whatever it is. Maybe if I'm able to work on some of my own problems first — and I am doing so — I might be able to tackle some of these broader issues. And, with any luck, I might actually feel happiness again by the time I'm 60.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 414: Two types of game https://imnotdoctorwho.moegamer.net/2025/07/26/oneaday-day-414-two-types-of-game/ https://imnotdoctorwho.moegamer.net/2025/07/26/oneaday-day-414-two-types-of-game/#respond Sat, 26 Jul 2025 21:07:12 +0000 https://imnotdoctorwho.moegamer.net/?p=34335 Finishing up Old Skies today (read my article on it over on MoeGamer!) and then jumping right back into Donkey Kong Bananza, I was suddenly struck with the clearest way yet to express something I've been pondering for quite some time. And it stems from the core differences between those two games. I put it … Continue reading #oneaday Day 414: Two types of game

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Finishing up Old Skies today (read my article on it over on MoeGamer!) and then jumping right back into Donkey Kong Bananza, I was suddenly struck with the clearest way yet to express something I've been pondering for quite some time. And it stems from the core differences between those two games.

I put it to you, dear reader, that there are just two types of video games: ones where someone watching asks "what's it about?", and ones where someone asks "what do you have to do?"

Old Skies? "What's it about?" (Time travel, regrets, grief, making your mark on the world.) Donkey Kong Bananza? "What do you have to do?" (Find all the bananas.)

Essentially what this boils down to is the game's main priority: does the game primarily exist to tell a story, or does it exist as a form of "play"? To put it even more simply, is it a "narrative" game, or a "mechanics" game?

There's crossover, of course — narrative games can have strong mechanics, and mechanics games can have strong narratives. But pretty much every game you'll ever play will strongly skew one way or the other, to such a degree that in some cases, fans of one won't enjoy something from the other category.

Donkey Kong Bananza is a good example of this. It's a mechanics game; the narrative setup is flimsy at best, and there's not really a "story" to follow as you go through. Instead, you visit a bunch of places, meet some characters, unlock new abilities, then use all of those abilities to explore the broader world and, as noted above, find all of the bananas.

The fact that Donkey Kong Bananza doesn't really have an unfolding story is enough to put some people I know off from playing it completely. And while I maintain that those people are missing out on one of Nintendo's finest games to date, I completely understand. For the longest time, I felt like I favoured narrative games to the exclusion of all else, but as I've grown older — and, perhaps more crucially, I've developed my knowledge of how games are designed, how they work and the many different approaches developers can take when constructing an interactive experience — I have a much more balanced approach: I can (and do) enjoy both. This, of course, stands me in good stead for my day job, which involves enthusing about everything from Atari 2600 and Intellivision games up to PlayStation and NEOGEO titles.

I suspect at least part of this also stems from the fact that I grew up playing exclusively mechanics games, because the technology didn't really exist to deliver narrative games effectively. Except that's not quite true; text adventures and early graphic adventures existed pretty much from when I was old enough to use the computer, but as a child, they often felt a bit too complicated for me, even as an avid reader. So the vast majority of games I played on my first gaming systems — Atari 8-bit, Atari ST, Super NES — were "what do you have to do?" games, where narrative was typically reserved for introduction and/or ending sequences, if indeed the game had any in-game storytelling at all.

Things started to change when we switched over to MS-DOS and Windows 3.1 for our daily driver computer. Point-and-click adventures really came to the forefront, with titles like Indiana Jones and the Fate of Atlantis and The Secret of Monkey Island proving that story-centric games could absolutely be a thing. And by the time I played Final Fantasy VII for the first time, I was absolutely all-in on video games as a storytelling medium, leading me to primarily focus on "what's it about?" games for the longest time.

In fact, you can see the evidence here on this blog how long this attitude lasted: a post which actually got showcased by WordPress.com, back when they actually cared about the community rather than garbage AI, highlighted my desire to play a racing game with a story. I felt that the racing game genre had been done something of a disservice by never having a game that took the Wing Commander approach of alternating narrative scenes with mechanics scenes, and on some level I think this might actually still be a fun idea… except I've played a few games where they've tried that, and the story scenes are just… not very good.

I'm not sure if it's just that the scenes weren't particularly interesting, inspiring or well-written, or if racing games really don't actually need a story to be fun — I suspect a little of both — but these days, I'm much more happy to let the racing game genre, a type of game in which "what do you have to do?" is so obvious that most people don't need to bother to ask, pootle along in the way it always has done. In fact, I've often found it quite refreshing to go back to games like the Project Gotham Racing series, where there's no open world or overcomplicated metagame to engage with, just a series of "levels" that you complete, one at a time, and gradually unlock harder challenges.

I suspect some games may even be different things to different people. Ultima IV: Quest of the Avatar is a good example; to one person, it's a "what do you have to do?" game, where the answer is "wander around, explore, beat up monsters, find treasure", while to another, it's a "what's it about?" game, where the answer is "proving your worth in the Eight Virtues and becoming the Avatar". In other cases — The Last of Us, say — the distinction is probably pretty clear-cut.

Anyway, that was my meandering thought for the day. You're welcome to borrow my theory for your own pointless discussions with your friends if you want to. I'll let you. Or you can just leave it to rot here on this forgotten corner of the Internet as we all, gradually, bit by bit, turn to dust. Your call, really.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 413: Our tedious cyberpunk future https://imnotdoctorwho.moegamer.net/2025/07/25/oneaday-day-413-our-tedious-cyberpunk-future/ https://imnotdoctorwho.moegamer.net/2025/07/25/oneaday-day-413-our-tedious-cyberpunk-future/#respond Fri, 25 Jul 2025 20:38:42 +0000 https://imnotdoctorwho.moegamer.net/?p=34331 So, it seems like today is the day that the UK's "Online Safety Act" rolls out, which means all manner of sites and services, from Bluesky to PornHub via Discord, have started demanding that you "verify" your age, either by gurning into your device's camera (or, indeed, providing a photo of Norman Reedus from Death … Continue reading #oneaday Day 413: Our tedious cyberpunk future

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So, it seems like today is the day that the UK's "Online Safety Act" rolls out, which means all manner of sites and services, from Bluesky to PornHub via Discord, have started demanding that you "verify" your age, either by gurning into your device's camera (or, indeed, providing a photo of Norman Reedus from Death Stranding 2) or by — fuck this all the way to hell and back — sending over a photo of your ID, or registering your payment card details.

The reason for this is ostensibly to "protect children" from all the nasty, terrible awful things on the Internet, but as we've seen it can be circumvented by a few nerds on X, The Everything App or enlisting the services of a VPN — exactly the sort of thing these services are for — then it all seems a bit pointless really. Plus then you have to consider what might be the real reason this is all happening. It may sound a bit tinfoil hatty, but most people aren't entirely comfortable associating a photograph of themselves, their ID or their payment information with, among other things, something they fancy cracking one off to.

The ID verification services, of course, assure us that your photographs and data are deleted immediately after you've been verified, but we have no real way of knowing if that is actually the case, or if the deletion process simply copies them to a server somewhere offshore that isn't subject to GDPR. And if the latter is true, given that the services associate your ID information with your email address in most cases, it's probably straightforward enough to tie any sort of "unsavoury" (regardless of legality) activity back to an individual — be it hammering one out to stepsisters stuck in washing machines, looking up instructions on how to make a bomb or attempting to organise political protests.

Over the course of the last few years, with the rise of AI and all manner of other tech enshittification, I can't help but feel — and I'm not alone in this — that we're getting all the downsides of a cyberpunk future that authors warned about, and none of the upsides. Our city centres are not the sprawling, darkly beautiful neon landscapes they're supposed to be — though you might have a backlit, animated ad for Persil on your local bus stop — and no-one is going through life kitting themselves out with cybernetics to do interesting, unusual, creative, daring and illegal things.

Worse, and this is probably the biggest kicker, is that all the "villains" of the piece are so very boring. Cyberpunk villains are vibrant, exciting, dramatic — but not in reality. We have Trump, whose name literally means "guff", and Elon Musk, who is just a fucking idiot, and Sam Altman, who is a delusional cunt. None of them have the charisma to make them worth hating; they're just… there, making the world worse, bit by bit, one little nibble at a time. The world is suffering death by a thousand cuts, and it feels like there's not much we can do about it other than to subscribe to NordVPN (and feel weird about it after all the jokes about YouTubers shilling it) and just try to muddle on the best we can.

Perhaps this will mark a grand return to finding discarded porn mags in bushes. That'll be a blast from the past, won't it? Though hopefully not a blast you come into direct contact with.

If you're in the UK, you might want to sign this.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 412: Garlic breath https://imnotdoctorwho.moegamer.net/2025/07/24/oneaday-day-412-garlic-breath/ https://imnotdoctorwho.moegamer.net/2025/07/24/oneaday-day-412-garlic-breath/#respond Thu, 24 Jul 2025 21:52:00 +0000 https://imnotdoctorwho.moegamer.net/?p=34323 I have garlic breath, the natural result of consuming garlic bread. Or, perhaps to be more accurate, garlic ciabatta, which we had to accompany our simple but enjoyable dinner of stuffed pasta thingies (tortelloni?) with a nice mushroom sauce. Sometimes simple is thoroughly pleasant; not every dinner needs to be an out-and-out feast, after all. … Continue reading #oneaday Day 412: Garlic breath

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I have garlic breath, the natural result of consuming garlic bread. Or, perhaps to be more accurate, garlic ciabatta, which we had to accompany our simple but enjoyable dinner of stuffed pasta thingies (tortelloni?) with a nice mushroom sauce. Sometimes simple is thoroughly pleasant; not every dinner needs to be an out-and-out feast, after all.

I have what I would describe as a complicated relationship with garlic. I like a lot of things that contain garlic, and one of my most enduring memories of childhood is, oddly, being outside probably the first Italian restaurant I ever went to, and being able to smell a distinctive combination of tomato and garlic that I don't think I've ever really smelled again since. I would immediately recognise it if I smelled it again, though.

On a trip to New York one time, some friends that we met up who lived there took us to this incredible little local place that doesn't appear in any of the tourist books and invited us to try the deep-fried garlic they did there. It was delicious, even if the very prospect of deep-fried garlic sounds utterly horrifying to you. (It did to me, but I tried it anyway, and did not regret it.)

The smell, though, particularly if you're not using fresh stuff. For a while, my wife was making use of these weird frozen garlic cube things in recipes, and they smelled fucking rank when you cooked them. Same for the jar of "minced garlic" paste we have had in the fridge for quite a while now. But, strangely, the jarred, chopped garlic that I tend to use by preference when a recipe calls for garlic, doesn't bother me at all. I know some people are super sniffy about "jarlic", as it's referred to, but I guess that's my line. Jarlic is fine for me, but anything lower down the "naturality" chain than that is not. Especially not those fucking frozen cubes. I am glad we have no more of them. They made your hands stink just to touch them, even for a moment.

But yeah. There are some recipes we make semi-regularly that make use of garlic. Probably our favourite is a sort of stir-fried beef one that features a sauce made from soy sauce, mirin, beef stock and honey, plus a bit of garlic browned in the pan before the sauce is added to thicken it all up. The jarlic works great in that one.

So yeah. My relationship with garlic is… complex. Fitting, I guess, since one could argue it adds a certain "complexity" to a dish. It certainly doesn't need to be in everything. But it can be nice, once in a while, particularly when delivered in the form of garlic bread, especially if said garlic bread is topped with cheese.

Yes, that's right, today's post really was just about garlic. Hey, they can't all be winners. Sometimes I just have to go with what's on my mind (or on my breath) at any given moment, y'know…? Besides, I wrote something much more thoughtful over on MoeGamer earlier today, so go read that instead. I want to go to bed.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 411: Blogiversary https://imnotdoctorwho.moegamer.net/2025/07/23/oneaday-day-411-blogiversary/ https://imnotdoctorwho.moegamer.net/2025/07/23/oneaday-day-411-blogiversary/#respond Wed, 23 Jul 2025 22:41:49 +0000 https://imnotdoctorwho.moegamer.net/?p=34319 It is, according to WordPress, the 17th anniversary of me signing up for WordPress and starting this blog. This was not my first blog, but it is, by far, the one that has stuck around the longest, in that it still exists. I don't think any of my other blogs are still online, though several … Continue reading #oneaday Day 411: Blogiversary

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It is, according to WordPress, the 17th anniversary of me signing up for WordPress and starting this blog. This was not my first blog, but it is, by far, the one that has stuck around the longest, in that it still exists. I don't think any of my other blogs are still online, though several of them are archived in the Wayback Machine.

In my first post on here, I explained that I signed up with WordPress so I wouldn't have to rely on, I quote, "crappy, shit-arsed web hosts who don't reply to my emails when I politely (and subsequently, less politely) enquire exactly why they have absconded with £30 of my hard-earned for another year's hosting and domain name ownership". I can't remember the exact circumstances that surrounded this, but it would have been one of my previous self-hosted websites, which I had a domain name for.

Now, 17 years later, this blog is once again self-hosted, after an incident that is well-documented on this site. If you weren't around for that, the short version is that this site got mistakenly flagged as spam by WordPress.com's automated AI-powered bots, and rather than contacting me to enquire if, you know, everything was all right, they just shut the whole thing down — and, to add insult to injury, when your site has been shut down for supposed "terms of service violations", as in this case, you're not actually able to post in the Support forums to get an explanation.

It took multiple angry emails (very angry emails) to WordPress to get them to reinstate my site… which I then promptly uprooted and moved here. My traffic has been a fraction of what it once was ever since, but eh. On this site in particular, I don't really care; this place has always been my own personal little haven where I write what I want, and it's never been about getting people to read it. As perhaps exemplified by the fact I don't really share what I write about here; some people who have been hanging around for a while still read because they're still subscribed via email or RSS or whatever, and the rest of the Internet doesn't really know I exist. Honestly, I'm kind of fine with this.

I have changed a lot since that first post in 2008. I've been through a divorce and remarriage, I survived the COVID years, I've been through several different jobs and… well, frankly, it hasn't been an easy ride at all, for a whole mess of reasons you'll have to delve back into the archives to find out more about. But one near-constant in all that nonsense was this blog; even when I wasn't posting here daily, it was comforting to know that it was somewhere that I could come when I needed an outlet. And in some respects, it's nice to be able to look back on times gone by — good and bad — and reflect on how things have changed over the years.

There are things I regret, absolutely. There are also things I had little to no control over. On the whole, I'm in a mostly better place now than I was then — and especially during a particularly dark time in 2010 — though there are other ways in which life was better, simpler, back then. I certainly wasn't getting annoyed about AI back in 2008, and social media certainly didn't feel quite as toxic as it does today.

One thing hasn't changed since that first post, though, and that is the fact that I am "constantly shaking my head at the rancid, disgusting, despicable state that this country is in". How little I knew. If only I knew that things were going to get much, much worse nearly 20 years later.

Because they are fucking worse, aren't they? Not only is late-stage capitalism destroying lives on a regular basis, we have an insane paedophile rapist in the most powerful office in the world, we've taken about a million steps back in terms of not being racist, homophobic and transphobic, the rich are getting richer, the poor are getting poorer and no-one knows how to behave like a decent human being any more because they spent all their fucking time staring at TikTok instead of interacting with other people.

Still, this blog will remain a constant. And, in these challenging times, that thing about it being a helpful outlet for me rings especially true!

Happy birthday, blog. Thanks for listening.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 410: #StopKillingSoftware https://imnotdoctorwho.moegamer.net/2025/07/22/oneaday-day-410-stopkillingsoftware/ https://imnotdoctorwho.moegamer.net/2025/07/22/oneaday-day-410-stopkillingsoftware/#respond Tue, 22 Jul 2025 22:37:31 +0000 https://imnotdoctorwho.moegamer.net/?p=34313 There's been a lot of attention on the #StopKillingGames movement of late, and with good reason: they have a good point, and they've also had said point misrepresented quite severely on a number of occasions, but I think most people are starting to get it. That's all very well and good for games, but what … Continue reading #oneaday Day 410: #StopKillingSoftware

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There's been a lot of attention on the #StopKillingGames movement of late, and with good reason: they have a good point, and they've also had said point misrepresented quite severely on a number of occasions, but I think most people are starting to get it.

That's all very well and good for games, but what about software?

For various reasons, I decided to reinstall Windows today. I haven't lost anything important — the computer just needed a "refresh", plus it seemed like a good opportunity to finally take the plunge to update to Windows 11 (and then promptly "debloat" it).

Any reinstall is typically followed by trying to remember which applications you had on the computer that you actually need, and then going about reinstalling them one by one. This is one scenario in which I am grateful for the digital age, rather than requiring that I hunt down a million and one CD-ROMs, though it is still quite tedious having to download everything again — and, in some cases, find license information buried deep in your email archive.

One snag I ran into today is one that I thought I might come across at one point or another: the fact that the video editing software I use, Hitfilm Express, no longer exists. Moreover, it appears that the company which made Hitfilm decided to… stop doing Hitfilm in January of this year. In fact, I get the impression they stopped doing anything.

I had been using an old version of Hitfilm for some time, because upgrading to a newer version would mean abandoning the "pay what you want" copy I had, which was perfectly fine for my needs, and instead moving to the company's new subscription-based Software as a Service model. I was disappointed to see Hitfilm move to this model, but with the amount of other software packages out there doing the same — and the original developer of Hitfilm getting acquired by a larger company — I wasn't altogether surprised. But the old version still, at least, worked.

When I went to reinstall said old version today — which I used to be able to do from my account page on the company's website — that was no longer possible. All I could do was download the subscription-based version… or so it said. The downloads page had buttons to download it, but they weren't actually linked to anything. So the software was just… gone, basically.

If I had been paying a subscription, I would have been a bit annoyed, but recognised that this is always a risk when using Software as a Service. But I paid for a perpetual license to that software — granted, I didn't pay much for it, but I still paid for it, and expected it to remain available.

But no. Hitfilm Express has ceased to be. It is an ex-parrot. My only option was to either download the subscription-based one and then do some faffing around in the hope that a subscription would actually somehow "convert" to a perpetual license for that version, or to… well, to pirate it, frankly.

I know how to use Hitfilm. I like Hitfilm — at least I did before it went all Software as a Service. I don't really want to change to using something other than Hitfilm. I know DaVinci Resolve is well-regarded, but it's also several orders of magnitude more complicated than Hitfilm Express, and I'm not sure I want or need that.

So, well… I'll leave you to imagine which of the above options I went for.

Stop Killing Games has an excellent point. It also applies to software. If one buys a piece of software for a particular purpose, one should reasonably expect that software to be left in working order even after official support ends. That doesn't seem particularly unreasonable, and that's certainly how it used to work. Hell, I can still plug in an AtariWriter cartridge to my Atari 8-bit and use that, or load up Cubase on the Atari ST. If I still had a Mac, I bet I could still get my copies of Final Cut Pro and Logic Studio working, too.

So Stop Killing Software as well as Stop Killing Games, please. And if you could just generally Stop Making Everything Worse while you're on, that'd be great also.


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#oneaday Day 409: Beneath the Old Skies https://imnotdoctorwho.moegamer.net/2025/07/21/oneaday-day-409-beneath-the-old-skies/ https://imnotdoctorwho.moegamer.net/2025/07/21/oneaday-day-409-beneath-the-old-skies/#respond Mon, 21 Jul 2025 23:35:41 +0000 https://imnotdoctorwho.moegamer.net/?p=34310 I've talked a bit recently about how the adventure game genre is probably in a better place than it's ever been — in fact, I think I'd even argue that now, it's better off than it was in its supposed heyday of LucasArts and Sierra in the early '90s. The reason is games like Wadjet … Continue reading #oneaday Day 409: Beneath the Old Skies

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I've talked a bit recently about how the adventure game genre is probably in a better place than it's ever been — in fact, I think I'd even argue that now, it's better off than it was in its supposed heyday of LucasArts and Sierra in the early '90s.

The reason is games like Wadjet Eye's Old Skies, which I've played a good four hours of this evening. This is a masterfully put together adventure game in terms of involvement, emotional engagement and just being a plain compelling interactive narrative. While there are some who have criticised it for not having interesting "mechanics" — by that, what they really mean is that it doesn't have any puzzles they got stuck on — I think there's a strong argument to be made that the genre has moved beyond the necessity for being overtly and deliberately obtuse for the sake of inflating playtime.

Y'see, while Sierra and, to a lesser extent, LucasArts games put in deliberately complicated and sometimes baffling puzzles as a means of hiding the fact that their total runtimes were, in many cases, only one or two hours at most, today's adventure game developers have the resources, budget and ability to put together games that are much longer. As such, there's no real need for these games to artificially inflate their length through obtuse puzzles, because the core of what they offer — their narrative, and the player's involvement in it — is compelling enough to stand on its own merits.

This is definitely the case for Old Skies, which has a thoroughly interesting and enjoyable premise. You take on the role of Fia Quinn, a time-travelling agent who accompanies clients on recreational jaunts to the past in order to ensure that they don't get up to mischief or cause any paradoxes that are too significant. The nature of time travel means that there will always be a certain amount of impact on the future, reflected in the game world by flashes of purple light that signal a "Chrono-Shift", where something notable changes in the "present" due to interference in the past, but the Earth depicted in Old Skies also has sufficient technology to "Chrono-Lock" anything that is particularly important, protecting it from such instances.

Each main chapter of Old Skies focuses on one of Fia's jaunts to the past with her client. The first is a relatively short trip back to the New York of 2024 as a renowned scientist hopes to resolve some lingering regrets. Things… do not go entirely according to plan, setting what one would anticipate to be a template for the rest of the game. But interestingly, the second immediately subverts that expectation by being much longer, more involved and more complex, both mechanically and narratively. In this chapter, set in the "Gilded Age" of the late 19th Century, something still goes "wrong", but in an entirely different way, forcing both Fia and her client to work through a complex series of events in two closely related time periods (six months apart) in order to set things what is, to their best interpretation, "right".

The whole thing raises some interesting questions about the very ethics of something like time travel. How do you ensure someone's selfish actions don't make a real mess for everyone in the future? How, exactly, do you police such things? Who decides who and what is "important" to the coherence of the overall timeline — and how? Why were they given that opportunity?

I'm looking forward to seeing how the story evolves, and it also appears that this game is going to be pretty substantial by adventure game standards. At four hours to complete the first two chapters, and I believe at least seven in total, this is looking like a fairly beefy adventure, though its chapter-based structure also means that it feels nicely episodic, so you can leave it at a natural break and come back to it another day.

Thus far, I haven't really seen the problem that some reviewers argue is the game's "weak mechanics"; the game doesn't rely much on using inventory items on things in the game world to progress, but instead prompts you to think carefully about the pieces of information you gather, how they relate to one another and, in some cases, how closely related time periods might relate to one another, too. There are some particularly clever sequences in the second chapter, requiring you to jump back and forth to revisit the same locations six months apart and manipulate the information you find in order to secure an advantageous outcome for everyone involved… as much as is possible, given your own interference, anyway.

The game is beautifully presented, with some absolutely stellar voice acting and music, and some really nice animation on the main characters. It's also nice to see an adventure game breaking free from the seeming "obligation" that some developers feel to use '90s-style pixel art; Old Skies instead adopts a true high-definition look that feels like a true successor to the brief period of "Super VGA" adventures during the winding-down of the Sierra and LucasArts "golden age".

Anyway, I'm sure I'll have more to say in the coming days/weeks as I work my way through it on evenings where I feel like something a little more chilled out than Donkey Kong Bananza. In the meantime, if you're a point-and-click type, I can highly and confidently recommend Old Skies; it's another fantastic game from Wadjet Eye (developed by them this time, as opposed to the numerous other titles they've published in recent years) and well worth the £17 it costs. Take that, £75 video games!


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#oneaday Day 408: Don't spoil yourself https://imnotdoctorwho.moegamer.net/2025/07/20/oneaday-day-408-dont-spoil-yourself/ https://imnotdoctorwho.moegamer.net/2025/07/20/oneaday-day-408-dont-spoil-yourself/#respond Sun, 20 Jul 2025 16:14:34 +0000 https://imnotdoctorwho.moegamer.net/?p=34306 One thing that I've become quite frustrated with in the last 10 years or so is the prevalence of "guide content" on video game websites. Guides and walkthroughs have always been a thing, of course, and I completely understand why sites feel the need to get guides up day-one when a big new video game … Continue reading #oneaday Day 408: Don't spoil yourself

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One thing that I've become quite frustrated with in the last 10 years or so is the prevalence of "guide content" on video game websites. Guides and walkthroughs have always been a thing, of course, and I completely understand why sites feel the need to get guides up day-one when a big new video game comes out: they are freshly-squeezed, ready-mixed SEO juice just waiting to be taken advantage of, and if you're a site that makes the majority of its money from ad impressions, you would probably be foolish not to take advantage of the immediate thirst for knowledge that comes with the release of a new game.

Now, I won't be hypocritical and say I've never looked at a guide for a game. Some games, one feels, were designed in such a way that looking at a guide — particularly the Official Strategy Guide, back when those were still a thing — is near-essential if you want to see everything that the game has to offer. Take something like Final Fantasy VII's chocobo breeding, for example; while you probably could work all that out yourself, it would take a very long time to do so, and it would be hard not to end up resenting the time you'd spent on failed experiments.

But I feel like the deliberate, immediate posting of Guide Content the second a new game releases is destroying the sense of wonderment and discovery we should have with a brand new game. Hell, game developers themselves are absolutely spoiling their own games — one can't help but feel that Pauline's reveal in Donkey Kong Bananza would be a thousand times more impactful if we hadn't had it completely spoiled weeks in advance by Nintendo's own trailers — but all Guide Content does, for me, is instil a sense of FOMO, and that one should be playing the game as "efficiently" as possible. Consume content until next product, then get excited for new product, or whatever the quote was.

I've been deliberately trying to avoid looking at guides for Donkey Kong Bananza while I'm playing it, and I'm having a good time doing so. Of course, the game featuring a "checklist" of all the things you have and haven't found also instils that same sense of FOMO, even though you absolutely do not need to "find everything" in order to 1) have a good time with or 2) beat Donkey Kong Bananza. As such, I've found it very hard to resist just sneaking a peek at a guide or two just to fill in the few frustrating spaces I have left in my list. But that stops here and now! I'm going to get through the rest of the game at my own pace, and then use the game's own built-in features — you can buy maps with the in-game gold to show you where the collectibles are, but you still have to determine how to get there yourself — to finish the game to my own satisfaction.

Games shouldn't feel like work, and the risk you run when having a guide by your side at all times is turning them into a chore. Games like Donkey Kong Bananza, Zelda and suchlike are made to be enjoyed, savoured, experienced at the player's own pace; you absolutely lose something if all you do is immediately look up where everything is.

I will add at this point that none of this is to take away from the sterling work good guide creators do. IGN's guides are particularly impressive, featuring interactive maps and checklists so those who do want to play the game in that way can not only read the guide, but also mark off their progress. I just wish there weren't so many of them, and that looking up information for a game around launch didn't immediately bombard you with the temptation to spoil the shit out of it for yourself.

I guess it's all about self-control. GameFAQs has been a thing almost as long as the Internet has, after all; all that's happened now is that commercial sites are using guides to juice their own SEO. Which makes commercial sense, but also, speaking as someone who was laid off from a publication and immediately plonked on "Guide Content" duty to keep him out of trouble during his notice period, is immensely demoralising and frustrating to see.

There are amazing writers out there crying out for opportunities to do good criticism and analysis. And yet it feels like nine opportunities out of every ten posted online in the games biz these days are to be a "guides editor" — a job that, in most cases, is underpaid, utterly thankless and easy to blame if the site's traffic figures aren't where they should be.

Anyway, back to Donkey Kong Bananza. Without a guide.


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#oneaday Day 407: More Death in Paradise https://imnotdoctorwho.moegamer.net/2025/07/19/oneaday-day-407-more-death-in-paradise/ https://imnotdoctorwho.moegamer.net/2025/07/19/oneaday-day-407-more-death-in-paradise/#respond Sat, 19 Jul 2025 20:46:39 +0000 https://imnotdoctorwho.moegamer.net/?p=34303 My slide into middle-age is ongoing as I find myself continuing to watch Death in Paradise, the murder mystery show about a fish-out-of-water detective from jolly old England finding themselves solving murders on a Caribbean island with probably the highest murders per capita figure in the entire world. I'm up to the fifth season now, … Continue reading #oneaday Day 407: More Death in Paradise

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My slide into middle-age is ongoing as I find myself continuing to watch Death in Paradise, the murder mystery show about a fish-out-of-water detective from jolly old England finding themselves solving murders on a Caribbean island with probably the highest murders per capita figure in the entire world.

I'm up to the fifth season now, which is well into second lead Kris Marshall's tenure on the show. His arrival at the start of the third series, thanks to the impressively ballsy move of murdering the former lead, DI Poole (played with aplomb by Ben Miller), marked a notable shift for the show, but it handles it well. Most crucially, it continues to be enjoyable and appealing for much the same reasons as when Miller's Poole character had the leading role, and I suspect that later changes in the core cast will continue this trend.

It's not just the lead that changes, either. While Danny John-Jules' excellent Officer Dwayne Myers remains in place for a significant portion of the run — I believe he finally stops being a regular around the seventh season or so? — the other "main characters" shift around a bit. The lead detective's second, initially a young woman named Camille (Sara Martins), departs the show partway through the fourth season after having been a failed love interest for both Miller and Marshall's characters, and is replaced by Florence (Joséphine Jobert), who initially takes the place of Fidel, one of the uniformed officers in the show, and is subsequently promoted to take Camille's place after the latter takes a job in Paris. The open "second uniformed officer" slot is then taken up by JP (Tobi Bakare), who stays in place, as far as I can make out, until the end of the show's present run.

Anyway, point is, the cast undergoes some quite substantial changes over the course of the show's complete run to date, but it still feels coherent. There's a good sense of "handover" from prior cast members to new ones, and the overall "feel" of the show remains remarkably consistent.

Part of this is entirely deliberate, and somewhat lampshaded by the structure of the show — especially the denouement, during which the lead detective gathers all the main suspects and witnesses together, then dramatically explains whodunnit, how and why. Early in Marshall's run on the show, he is introduced to this format as being how DI Poole did things, and there are plenty of jokes in subsequent episodes when certain individuals talk about going to arrest a suspect, only to be told "that's not how we do things around here".

It's intensely, extremely formulaic, but in many ways that's what makes it so comforting. The details of each case are different enough to keep each episode feeling fresh, but the structure of the storytelling is always the same. It's a structure that works, and is effective at telling a fun murder-mystery story over the course of each hour-long episode.

I've always had a real spot for detective stories. I read all the Sherlock Holmes stories as a youth, in a book that basically reprinted all the old Strand magazine pages they originally appeared in, in extremely tiny print. I played a bunch of detective-style adventure games with my mother as a kid — and continued to do so into my adult life. And I don't think there's a detective-style TV show that I've watched to date that I haven't enjoyed.

There are some today who would probably argue that this sort of show is "copaganda", and I get that. There are many things one can criticise the real-world police for, and in more recent years I really feel like I understand why some people feel quite so aggrieved at the very existence of police forces.

But at the same time, a good old murder mystery is a classic story format with good reason, and a cast of police officers is an ideal vehicle for telling a story like that. So I don't feel the slightest bit guilty in unironically enjoying shows like Death in Paradise simply for what they are. The real police may, in many ways, suck, but that doesn't mean you can't root for fictional detectives to crack each case!


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#oneaday Day 406: Kong for me https://imnotdoctorwho.moegamer.net/2025/07/18/oneaday-day-406-kong-for-me/ https://imnotdoctorwho.moegamer.net/2025/07/18/oneaday-day-406-kong-for-me/#respond Fri, 18 Jul 2025 22:50:20 +0000 https://imnotdoctorwho.moegamer.net/?p=34300 My copy of Donkey Kong Bananza arrived today, and I've spent most of the evening playing it. It's really good! As with most things video game-related, I'll likely do a full write-up on MoeGamer once I've beaten it, but for now I wanted to give a few immediate impressions based on a few hours' play … Continue reading #oneaday Day 406: Kong for me

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My copy of Donkey Kong Bananza arrived today, and I've spent most of the evening playing it. It's really good! As with most things video game-related, I'll likely do a full write-up on MoeGamer once I've beaten it, but for now I wanted to give a few immediate impressions based on a few hours' play this evening.

The first thing I'll note is that in exploratory games, I am almost certainly absolutely insufferable to watch, because I will never go straight for where I'm "supposed" to go. You drop me into a discrete level, the first thing I will do will be turn around and see if there's anything behind the starting point. I will deliberately run off in the opposite direction to any objective markers, and in many cases find myself running into obstacles well before the game considers that I'm "supposed" to encounter them, often resulting in me having to work out how to use controls that haven't been explained to me yet — or in some cases, finding creative exploits to overcome obstacles without the player's full toolset available.

The reason I note this is because Super Mario Odyssey, the spiritual precursor to Donkey Kong Bananza (they're by the same people), was absolutely built for me. At every point I went climbing around the levels into places I wasn't "supposed" to be going, I'd find a Moon waiting for me, rewarding my curiosity. It felt like the game's designers had anticipated players like me exploring the game to the fullest, and they had ensured that there were plenty of rewarding things available if you did choose to play that way.

Donkey Kong Bananza is, it will doubtless not surprise you to learn, exactly the same. Only this time, you have the option of pummelling a significant portion of the level geometry into oblivion while hunting for hidden secrets. While bashing a tunnel through a mountain often isn't the best way to get somewhere — and the game does have enough "indestructible" materials to mean you can't just dig your way around the whole map — it is often an option. If you have a general idea of where to go but are struggling to find the route you're "supposed" to take… just make your own. Nine times out of ten, you can do that.

Another Nintendo series that I'm very fond of due to it catering to my very worst, most obsessive tendencies in this regard, is Splatoon. While the various single-player campaigns in the Splatoon games and their DLC were all discrete, relatively small levels, they again rewarded player curiosity and willingness to diverge considerably from the critical path. There's some of that DNA in Donkey Kong Bananza, too, because as well as the large, quasi-open world "layers" you explore for the majority of the game, there are also a variety of special challenge missions that you access through special doorways and hatches around the place.

While the combat-centric challenges are usually pretty straightforward — and there's usually a "trick" to each one to complete it efficiently — the more "platformy" challenges typically have three Banandium Gems, the game's main doohickey, to find. Two of these will usually be straightforward: there's usually one at about the halfway point of the challenge and one at the end, the other one is typically concealed a little more deviously. You'll need to peer over the edge of levels, look under things and get creative with your exploration, just like tracking down the optional objectives in Splatoon campaign levels. And it's great.

So yeah. I'm having a lovely time so far. Down to the second "layer" now — didn't quite get all the bananas in the Lagoon layer, but I think I was only missing about four or five in total, so I'll go back for them at some point. That's my weekend sorted, I guess!


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#oneaday Day 405: No Kong for me https://imnotdoctorwho.moegamer.net/2025/07/17/oneaday-day-405-no-kong-for-me/ https://imnotdoctorwho.moegamer.net/2025/07/17/oneaday-day-405-no-kong-for-me/#respond Thu, 17 Jul 2025 23:59:10 +0000 https://imnotdoctorwho.moegamer.net/?p=34297 I was hoping to have been playing Donkey Kong Bananza for several hours by this point in my life, but sadly, it seems the Royal Mail have let me down. Despite my copy having been shipped from Nintendo HQ on Monday, it is currently milling around the North West Midlands mail centre, and has been … Continue reading #oneaday Day 405: No Kong for me

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I was hoping to have been playing Donkey Kong Bananza for several hours by this point in my life, but sadly, it seems the Royal Mail have let me down. Despite my copy having been shipped from Nintendo HQ on Monday, it is currently milling around the North West Midlands mail centre, and has been since yesterday. Joy!

Still, no biggie. As my wife said earlier, at no point will I look back on my life and wish I'd had the chance to play Donkey Kong Bananza a day earlier than I actually got to. Assuming I don't die or lose the use of my hands tomorrow, obviously.

Anyway, I spent much of the evening playing Scar-Lead Salvation, a third-person shooter roguelike-esque thing from Compile Heart. This arrived along with Death end re;Quest Code Z a few weeks back and I gave it a quick go one evening when I fancied playing something a bit different. Honestly I wasn't super taken with it from that first session, but playing it this evening feels like it's "clicked" somewhat.

I'll write in more depth about it over on MoeGamer when I've beaten the main story mode — it looks as if that involves two runs through the game, but since there are only three main "areas" to progress through, that shouldn't be too bad, assuming the difficulty level doesn't ramp up too drastically. Which it's entirely possible that it might, what with this being a game with somewhat vaguely roguelike tendencies.

What Scar-Lead Salvation is at heart is a game about spotting enemy patterns and then successfully dealing with them, sometimes with several going off at the same time. Each enemy type has a very distinctive silhouette that you will come to associate with its distinctive attack pattern, and success in the game involves knowing what each enemy is going to do — and how to handle it. This involves a bit of target prioritisation, a bit of careful aiming and a bit of nimble dodging. It's not a particularly out-of-the-ordinary combination of elements, but it works well, the controls are tight and responsive and the encounters are satisfying.

Where the game falls down a tad is in its environments, which are drab and boring, albeit thematically appropriate for the narrative, which I won't get into right now. This isn't a game where "exploring" is particularly fun — largely because, so far, each level has been a completely linear path, and I don't yet know if that changes — but, to be fair to it, it sets expectations pretty clearly up front that the main focus here is going to be the combat and the progression, and both of those aspects are pretty good.

Anyway, like I say, I'll have more to say on that once I've actually beaten it — though if Donkey Kong Bananza arrives tomorrow, that will delay any completion efforts significantly — so please look forward to that. In the meantime, if you like third-person shooting with shoot 'em up-style bullet patterns to deal with, consider giving Scar-Lead Salvation a look. It won't knock your socks off or anything — it is a Compile Heart game, after all — but it is pretty solid at its core.

Now, since I spent much longer than I intended playing it this evening — told you it "clicked" — I should probably go to bed. I will almost certainly feel like death in the morning, given that it's nearly 1am, but I feel like death every morning, so I guess it doesn't matter all that much. Either way, I'm off to bed now, so there.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 404: Today's AI idiot story https://imnotdoctorwho.moegamer.net/2025/07/16/oneaday-day-404-todays-ai-idiot-story/ https://imnotdoctorwho.moegamer.net/2025/07/16/oneaday-day-404-todays-ai-idiot-story/#respond Wed, 16 Jul 2025 22:14:37 +0000 https://imnotdoctorwho.moegamer.net/?p=34294 The latest hilarious story from the world of artificial "intelligence" is the sorry saga of a Redditor who "worked on a book" (and I use the term "worked" loosely) with ChatGPT and found that they couldn't download it. You want to know why? This is the best bit. It's because ChatGPT hadn't actually created anything, … Continue reading #oneaday Day 404: Today's AI idiot story

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The latest hilarious story from the world of artificial "intelligence" is the sorry saga of a Redditor who "worked on a book" (and I use the term "worked" loosely) with ChatGPT and found that they couldn't download it.

You want to know why? This is the best bit. It's because ChatGPT hadn't actually created anything, because it can't do that. It had outright lied to the person because, as a large language model — which, let's not forget, is essentially fancy predictive text, not actual intelligence — it believed, based on the data it had ingested, that telling the user it had successfully created 487MB of book was what the user wanted to hear.

To be fair, it was what the user wanted to hear, only they wanted that 487MB of book to, you know, actually exist.

The Redditor's eventual conclusion was thus:

After understanding a lot of things it's clear that it didn't [generate the book at all]. And it fooled me for two weeks.

I have learned my lesson and now I am using it to generate one page at a time.

Several other Redditors commented, quite correctly, that this is perhaps not the ideal takeaway from this lesson. This is my absolute favourite response, though. This response deserves to be framed and put in a museum as a monument to how utterly stupid the age we're living in is:

At least you're finally admitting that ChatGPT is working on creating this fictional thing instead of you having "worked on it together". lol. Meanwhile real writers don't need this nonsense to be creative.

As a wise person once said: why would I invest more time reading something than the author spent writing it? Best of luck on something literally no one, including you, will read.

Absolute perfection.

Even more hilarious is the fact that the original poster was supposedly trying to create "a collection of a lot of children [sic] stories with moral lessons that [they] wanted to present in a colourful manner with underprivileged kids of [their] area". They claimed that the text was "all theirs" and that they were using ChatGPT to "refine the flow"… and generate 700 images.

Because what the world needs is an AI-edited book of children's stories almost certainly ripped off from existing tales, illustrated with AI slop images.

Dear Lord. I absolutely despair that we're living in an age where people are this fucking stupid.

Let me be 100% clear on this: if you're using ChatGPT to generate or "refine" anything you want to publish, you are not an author. You are certainly not the illustrator.

Learn to write. Practice it. It is a craft like any other. Develop your own unique, distinctive voice, because AI very much has a "voice" of its own — a particularly obnoxious, hand-wringing, obsequious, simpering one — and it is immediately recognisable. And, if you want to improve, hire a fucking editor. Or, at the very least, just give it to another sodding human being to look at.

ChatGPT is not an editor. ChatGPT gets things wrong a significant proportion of the time. And, as this story shows, ChatGPT just fucking makes things up quite a bit, too. You cannot trust it. You should not trust it. It is not a person. It is not intelligent. It doesn't "know" anything.

And if you need art? Two options: one, learn to do it yourself, which can be rewarding and fulfilling in its own right. Or two, and you'll like this, can you guess what it is yet? That's right, it's hire a fucking artist.

I truly despair for the fucking dumb age we live in right now. I can't wait for the AI bubble to pop and all this stupid shit to go the way of the Metaverse and NFTs. Because it's actually driving me insane what it's clearly doing to people. We're going to end up completely incapable of producing cultural artefacts if we're not careful. And that's not a world I want to live in.


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#oneaday Day 403: Falling asleep to Let's Plays https://imnotdoctorwho.moegamer.net/2025/07/15/oneaday-day-403-falling-asleep-to-lets-plays/ https://imnotdoctorwho.moegamer.net/2025/07/15/oneaday-day-403-falling-asleep-to-lets-plays/#respond Tue, 15 Jul 2025 21:44:38 +0000 https://imnotdoctorwho.moegamer.net/?p=34291 Not for the first time, I find myself reassured by an article from Aftermath, this time on the subject of falling asleep to Let's Plays, which is something my wife and I do on the daily. Nightly. Whatever. Anyway, I knew that falling asleep to some sort of "noise" was becoming increasingly widespread for various … Continue reading #oneaday Day 403: Falling asleep to Let's Plays

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Not for the first time, I find myself reassured by an article from Aftermath, this time on the subject of falling asleep to Let's Plays, which is something my wife and I do on the daily. Nightly. Whatever.

Anyway, I knew that falling asleep to some sort of "noise" was becoming increasingly widespread for various reasons — not least of which being the huge ball of anxiety pretty much all of us appear to be carrying around inside our respective heads at all times these days — but I wasn't sure how common specifically using Let's Plays was. I especially wasn't sure about the use of Game Grumps, one of our shows of choice.

But, according to the article, it seems that it's not only common (right down to using Game Grumps!) but that there might actually be a certain amount of value to it. And that's an actual neurologist saying that.

I never used to "need" noise to get to sleep, and I'm not sure I really do now. But my wife Andie finds it difficult to deal with complete silence, particularly in the dead of night, and so we've both fallen into the habit of having something playing when we are ready to go to sleep. Most of the time, it is either the aforementioned Game Grumps — or my own videos, which, as it turns out, are pleasantly relaxing to listen to.

In fact, I'll be honest here — and I'm aware that this may well make me sound much more narcissistic than I actually am — I find my own videos to be the absolute best thing to help me get to sleep. I think it's because I'm already so familiar with all of them — both from having made them, and from having listened to each of them many times each at this point — that they strike a good balance between making enough noise to distract me from Thinking Bad Thoughts, and from not engaging me enough to want to pay attention to them. The trouble I occasionally have with Game Grumps is that I enjoy listening to them so much — particularly if it's a series I haven't watched or listened to before — that I end up paying attention to them rather than concentrating on getting to sleep.

I don't know if I'm a textbook "insomniac" as such, but I've always found it difficult to get to sleep. I get stuck in a sort of loop where I lie down and close my eyes, then my brain suddenly pipes up and goes "you don't actually know how to make yourself go to sleep, do you?" I then spend ages thinking "I really want to go to sleep, I wish I could go to sleep right now", but the act of thinking those things means that my brain is not shutting down and actually going to sleep. This can go on for hours at a time, particularly if the room is silent.

And that's where the Let's Plays help. If there's some noise on, my brain can latch onto that, and it doesn't get caught in that self-destructive cycle. It has to be the right kind of noise, though; I've found that music doesn't tend to work, and neither does simple, straightforward white noise (and/or its variously "coloured" relatives). But talking does, particularly if it's about something I find relaxing, familiar and comforting.

And so that's how we typically fall asleep: either to Danny from Game Grumps playing King's Quest IV or Space Quest for the umpteenth time… or to me playing old Atari games (including, on occasion, King's Quest and Space Quest games).

I'm reassured to learn that this isn't "a weird thing that we do"; it's a thing that seemingly is quite widespread.

Now, I just need to decide what's on the playlist for tonight…


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#oneaday Day 402: I heard you https://imnotdoctorwho.moegamer.net/2025/07/14/oneaday-day-402-i-heard-you/ https://imnotdoctorwho.moegamer.net/2025/07/14/oneaday-day-402-i-heard-you/#respond Mon, 14 Jul 2025 18:37:03 +0000 https://imnotdoctorwho.moegamer.net/?p=34288 Do you ever catch yourself behaving in a particular way and think "why on Earth do I do that?" I do quite frequently, with one of the most common offenders being the fact that I will often ask people to repeat something that I heard perfectly well the first time, particularly if they're asking me … Continue reading #oneaday Day 402: I heard you

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Do you ever catch yourself behaving in a particular way and think "why on Earth do I do that?" I do quite frequently, with one of the most common offenders being the fact that I will often ask people to repeat something that I heard perfectly well the first time, particularly if they're asking me to do something.

An example: earlier, my wife asked me to bring a cloth upstairs, because we were both in the process of attempting to figure out what in our bedroom smelled of stale cat piss (we think we found it, but we were scrubbing everything down to be sure) and, despite having heard her perfectly well the first time, I still responded as if I hadn't heard her correctly.

Why? I don't know. Perhaps it's a subconscious thing, where I want to "confirm" requests people have made of me before attempting to carry them out, but if so, I would have thought I'd find myself doing it more frequently — at work, for example. Perhaps it's a related thing to hearing a shouted request from another room and pretending not to hear on the grounds that if I wait until the second time someone asks, I have a few more minutes to myself. Plus it determines whether or not the thing being requested of me is actually important. (I don't do this often. But I must confess to doing it sometimes, particularly if I'm in the middle of something.)

Human behaviour is, at times, strange and chaotic. I suppose that is what makes us interesting, and why people have, over the years, attempted to understand The Way We Are in numerous ways over the years: philosophically, psychologically, physiologically, and perhaps some other words that begin with "p" too. The assumption, presumably, is that someday at least one person will somehow Get It, and then human nature will be a solved problem. Until that day comes, though, we have everything from inexplicable but ultimately harmless behaviour such as that which I describe above, to the sort of horrible hatred we are, rather disturbingly, starting to see on a rather more regular basis than, say, 10 years ago.

I wonder if we ever will solve a problem like humanity? Is there even a solution to be found? What would that look like? And what would we do with that information? Taken to its logical extreme, if there is a "solved" human with an "ideal" set of behaviours, that implies that everyone who doesn't behave like that is somehow imperfect and flawed — but at the same time, if everyone did behave in the exact same way, we'd have no individuality whatsoever. And that individuality is, in itself, an important, even core, part of what makes us human in the first place.

I don't know where these rambling thoughts have come from, dear reader. I was just a bit confused about why I asked my wife to repeat herself when I heard her perfectly well the first time that she wanted me to bring a cloth upstairs. And the bedroom still smells a bit of cat piss.


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#oneaday Day 401: Kountdown to Kong https://imnotdoctorwho.moegamer.net/2025/07/13/oneaday-day-401-kountdown-to-kong/ https://imnotdoctorwho.moegamer.net/2025/07/13/oneaday-day-401-kountdown-to-kong/#respond Sun, 13 Jul 2025 22:49:23 +0000 https://imnotdoctorwho.moegamer.net/?p=34285 I'm looking forward to playing Donkey Kong Bananza. I say this as someone who has always found Donkey Kong himself to be one of Nintendo's least appealing characters, and who has never played any Donkey Kong games past Donkey Kong 3. Yes, that's right; I am a bad enough person to have never played any … Continue reading #oneaday Day 401: Kountdown to Kong

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I'm looking forward to playing Donkey Kong Bananza. I say this as someone who has always found Donkey Kong himself to be one of Nintendo's least appealing characters, and who has never played any Donkey Kong games past Donkey Kong 3. Yes, that's right; I am a bad enough person to have never played any Donkey Kong Country games, nor did I ever play Donkey Kong 64 back in the day — although there are, I'm sure, some who would say that, DK Rap notwithstanding, I dodged a bullet on that one.

But I'm finding a lot appealing about Donkey Kong Bananza. Chief among this is the fact that it's the Super Mario Odyssey team working on it, and Super Mario Odyssey was superb. Not only was it simply an excellent Super Mario game, but it also remains one of the most technically impressive, visually stunning Switch games. Given how good that game looked on the original Switch's underpowered hardware, I'm confident that Donkey Kong Bananza is going to be particularly pleasant to look at.

It also looks like it's going to be really fun. The super-destructive nature of the gameplay and the fact that you can seemingly smash the absolute shit out of each level is very appealing to me, but it seems like there's going to be plenty of depth and exploration, too. With the various special abilities and collectibles on offer, the game looks almost like it's going to hew closer to a Zelda than a Super Mario game — or perhaps it will be its own distinct thing, which I'm suspecting will be the most likely outcome.

The trailers so far have been pretty spectacular, too, and it sounds as if the music is going to be outstanding. Since the game features a teenage Pauline, whose song Jump Up Super Star! from Super Mario Odyssey was a real highlight of that game's soundtrack, I'm anticipating that there will be at least a few vocal numbers, and indeed the trailers would appear to back that up. In fact, and this feels like a very strange thing to say about Donkey Kong, it looks like this game might actually be quite emotionally engaging.

To be clear, Nintendo is absolutely capable of making a game that can grab you in the feels and make you cry. It's just the absolute last place I would expect to encounter such a game would be in the Donkey Kong series — but you watch the most recent trailers and listen to the soundtrack revealed so far and you tell me that there won't be at least a couple of tearjerker moments throughout.

On top of all that, if the Nintendo eShop is to be believed, the whole thing fits into just 10GB, which is dinky wee tiny by modern game standards, particularly on a 4K-capable console. (For context, Super Mario Odyssey is 5.7GB, so if Donkey Kong Bananza is a project on a similar scale, being roughly twice the file size would track considering the jump in hardware generations. For further comparison's sake, The Legend of Zelda: Breath of the Wild is about 15GB, as is Xenoblade Chronicles X.)

Given modern triple-A games typically break the 70-100GB boundary these days — and even smaller-scale affairs such as the Tony Hawk remakes are pushing 40GB — it's impressive to see what Nintendo is apparently capable of with a fraction of that file size. Because I'm willing to bet that 10GB will have plenty of substance to it.

Having finished the Switch version of Link's Awakening today, I now have a few days to burn prior to Donkey Kong Bananza arriving. Perhaps it's high time I actually tried some of those older Kong games…?


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 400: I can't do LinkedIn https://imnotdoctorwho.moegamer.net/2025/07/12/oneaday-day-400-i-cant-do-linkedin/ https://imnotdoctorwho.moegamer.net/2025/07/12/oneaday-day-400-i-cant-do-linkedin/#respond Sat, 12 Jul 2025 23:00:42 +0000 https://imnotdoctorwho.moegamer.net/?p=34282 After closing my original account a few years back — I'd never used it, I'd never got a job using it and I didn't see the value in it — I opened a new LinkedIn account a few weeks back. I still absolutely hate it. Not only is its interface second only to Facebook in … Continue reading #oneaday Day 400: I can't do LinkedIn

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After closing my original account a few years back — I'd never used it, I'd never got a job using it and I didn't see the value in it — I opened a new LinkedIn account a few weeks back. I still absolutely hate it.

Not only is its interface second only to Facebook in terms of general clutter, user unfriendliness and AI being rammed in your face everywhere, but the general tone of everyone on there is just insufferable. Every post is some great life lesson that they've learned from their time in business to business sales; every little happening at work is cause for twelve paragraphs of pontificating; every opportunity to brag about how you absolutely are not a "low performer" or similar is taken, and festooned with emoji.

I cannot imagine ever thinking at any point "I know, I think I'll check LinkedIn, that sounds like a fun use of my time". The fact the thing constantly emails me to let me know I have "1 new message" when all it is is some spam ad in my message inbox pisses me off. The fact it emails me to tell me I have "new notifications" when it's people I don't know starting jobs at companies I've never heard of pisses me off.

In short, I don't really know why I opened an account there again. I guess I was just curious to see if it was in any way "useful" for "networking", as some people like to say. And perhaps it is useful for that, if you're the insufferable business-speak type. But that is emphatically not me. I struggle to take posts even from people I know seriously, and I fear that if I spent any protracted amount of time on the platform, I would almost certainly tell at least one person (no-one specific) to stop being so up their own arse, and if they really think they have something worthwhile to say about "the world of work", as our careers advisors at school used to call it, perhaps they should try writing a self-help book that management consultants can put on their shelves and never read rather than inflicting their bilge on the broader Internet community.

I can't do it. I struggle with social media at the best of times these days, but the fact it's pretty much the only way to get in touch with some people really rankles me. I miss the good old days of email chains where people put time and effort into the messages they sent one another; late-night chats on MSN Messenger and AOL Instant Messenger; hell, even text messages felt more personal than what we have today.

It's one of the many ways I feel completely and utterly left behind by the world as it exists today, and I absolutely hate it. So don't expect to see any activity from me on LinkedIn any time soon. I can think of very few worse ways to spend my time.


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#oneaday Day 399: Tiresome https://imnotdoctorwho.moegamer.net/2025/07/11/oneaday-day-399-tiresome/ https://imnotdoctorwho.moegamer.net/2025/07/11/oneaday-day-399-tiresome/#respond Fri, 11 Jul 2025 21:32:39 +0000 https://imnotdoctorwho.moegamer.net/?p=34279 It is the weekend, and I am tired. It has been a very busy period at work for various reasons. It would probably be unprofessional of me to explain further, but suffice it to say for now that the struggles we've been dealing with have been external in nature, and the people who've been pestering … Continue reading #oneaday Day 399: Tiresome

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It is the weekend, and I am tired. It has been a very busy period at work for various reasons. It would probably be unprofessional of me to explain further, but suffice it to say for now that the struggles we've been dealing with have been external in nature, and the people who've been pestering us about certain things for years had better bloody well appreciate what we've been getting up to!

It's tiring, but it's also worthwhile. I spent a goodly portion of this afternoon just Getting Things Organised, and it was a lot more satisfying than I thought it would be. I had been putting off this particular specific task of Getting Things Organised for a while, but I had said I would get it done by the end of the week, and that's exactly what I've successfully done. My Things That Are Now Organised will hopefully help me out in the day-to-day running of my job, and, with any luck, make my life a bit easier. We shall see.

There's lots of exciting things coming up for Evercade. The new Super Pocket devices are out now, bringing with them a built-in selection of NEOGEO and Data East games. I've also got an early copy of our first NEOGEO cartridge, so I will be looking forward to sitting down and actually taking some time to enjoy these games, rather than writing documentation for them or testing them. I'll also be spending a bunch of time playing Roguecraft DX when that comes in, but we haven't had the advance copies for that just yet.

Then there's all the stuff we haven't announced yet! There are some great things coming later in the year and early next year. I've been working on some of the first cartridges that we have planned for 2026 recently, and it's going to be another fantastic year. Evercade really has gone from strength to strength since it launched against all odds in 2020, and I'm proud to be part of the whole thing. If you'd told child me that one day I'd be working on producing official rereleases of some of my all-time favourite games, I'm sure he'd be delighted. He might wish that this role had come about a little sooner in my life, but, well, we can't have everything, and at least I can enjoy it now. I am right in the target audience for the products I'm working on.

I'm looking forward to a nice break, though. I think I mentioned the other day that Andie and I are going to Center Parcs again later this year, in September. It's going to be lovely to have some time away, particularly as we're staying for a little longer than we have done on previous visits. It will hopefully be time to thoroughly unwind and relax before having to jump back into our respective job roles, both of which have been a tad stressful for a while!

Still, rather what I've been doing than… well, pretty much anything else I've done in what can laughably be called my "career" to date. I'm doing something I (mostly) enjoy in a field I care deeply about, my contributions are appreciated, and I'm paid well for the privilege. Not a lot to complain about, aside from people being rude on social media. Things could be (and have been, at various points in my past) a lot worse!

Anyway. I'm off to go start enjoying my weekend, perhaps with a few of those NEOGEO games. I never have finished Metal Slug before… perhaps it's time I gave it a proper shot?


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 398: I just want to buy the game https://imnotdoctorwho.moegamer.net/2025/07/10/oneaday-day-398-i-just-want-to-buy-the-game/ https://imnotdoctorwho.moegamer.net/2025/07/10/oneaday-day-398-i-just-want-to-buy-the-game/#respond Thu, 10 Jul 2025 19:59:33 +0000 https://imnotdoctorwho.moegamer.net/?p=34276 Yesterday, I happened to watch the Giant Bomb folks playing through the new Tony Hawk's Pro Skater 3+4, and thought it looked like fun, so I thought I might actually buy it. So I looked on Amazon to track down physical copies, and every single version available was marked with a bit "INTERNET REQUIRED. CONTENT … Continue reading #oneaday Day 398: I just want to buy the game

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Yesterday, I happened to watch the Giant Bomb folks playing through the new Tony Hawk's Pro Skater 3+4, and thought it looked like fun, so I thought I might actually buy it.

So I looked on Amazon to track down physical copies, and every single version available was marked with a bit "INTERNET REQUIRED. CONTENT DOWNLOAD NEEDED". The Nintendo Switch 2 version didn't even have a game cartridge — yes, they eschewed even the odious Game-Key Card system in favour of the even more pointless Code in a Box format.

This is frustrating, because we're seeing this happening more and more, and it concerns me greatly. While I've bought a fair amount of digital stuff on PC largely because it's the only option to buy pretty much anything now, I'm still very wary of consoles going digital-only or at least digital-centric, because it, of course, raises the question of how long those games are actually going to last.

I'm not talking about online servers remaining up so people can play multiplayer or check their rankings on leaderboards. I'm talking about the game just being straight-up playable. Like, if I were to buy Tony Hawk's Pro Skater 3+4 on PS5 or Switch 2 digitally, sure, I could keep it on my storage device theoretically indefinitely, but at some point with the size of today's games, I'd likely need to uninstall it to make room for something else. If, then, I decide maybe 10 or 20 years down the line that I'd actually quite like to play it again… will I still be able to download it and reinstall it?

You may think that sounds silly, but considering that there are 40+ year old games that I still play on a regular basis, I don't think that's especially ridiculous.

Thus far, Sony, Microsoft and Nintendo have kept digital downloads available for "dead" platforms, even when they've closed the actual storefronts. You can still download things you bought on PlayStation 3, PlayStation Vita, Wii, Wii U, 3DS and Xbox 360 — you just can't buy things any more. (Though there is a kind of sort of loophole with PS3 and Vita — if you add credit via the Web, you can actually still buy things; you just can't pay on your console any more.)

This is vaguely encouraging, but how long will it really last? At some point, presumably, Sony, Microsoft and Nintendo are going to want to turn off the servers that maybe double- or triple-digit numbers of people are using each year, and that'll be that; those games will just be gone. At that point, one would hope, the pirates will have likely "preserved" them in an unofficial capacity, but when it comes to that, you start getting into a territory where games aren't exactly "plug and play" any more. I can still pop in anything from the Atari 2600 to PlayStation 2 era and, assuming the media itself is still in working order, play the game contained therein. For the PlayStation 3 and Xbox 360 era onwards, things start to get a little more dicey; from the PS4/Xbox One era they get a lot dicey.

I guess there comes a point where one has to consider whether they are buying games to enjoy now — in which case whether or not they're still playable in 10, 20 or more years doesn't really matter all that much — or if they're building a library that can continue to be enjoyed for many years to come. I have, up until now, very much fallen into the latter category, and old habits die hard. But from the moment I preordered the Switch 2 I found myself wondering if I'm going to be forced into changing the way I think about things.

I don't know if I'm going to buy Tony Hawk's Pro Skater 3+4 as yet. If I do, it'll be a digital version, because there's absolutely no point purchasing a physical version which doesn't actually contain the game. I guess the only question I need to reconcile in my head is if I care enough about this to take a principled stand and "vote with my wallet", as it were, or just to suck it up and enjoy the game while I can.

Oh well, Donkey Kong Bananza is out in a week, and that is on a proper physical cart, so that's something, at least.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 397: Cool Sites: where are they now? https://imnotdoctorwho.moegamer.net/2025/07/09/oneaday-day-397-cool-sites-where-are-they-now/ https://imnotdoctorwho.moegamer.net/2025/07/09/oneaday-day-397-cool-sites-where-are-they-now/#respond Wed, 09 Jul 2025 21:06:57 +0000 https://imnotdoctorwho.moegamer.net/?p=34273 Earlier today, prompted by some discussion online, I found myself pondering the concept of the Cool Website. You know the kind of thing: the places you used to point your browser at on a semi-regular basis before everyone collectively agreed (apparently) that the only websites worth a damn now are social media, "newsletters" and whatever … Continue reading #oneaday Day 397: Cool Sites: where are they now?

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Earlier today, prompted by some discussion online, I found myself pondering the concept of the Cool Website. You know the kind of thing: the places you used to point your browser at on a semi-regular basis before everyone collectively agreed (apparently) that the only websites worth a damn now are social media, "newsletters" and whatever "legacy media" rag people are angry at this hour.

I've been trying to think of some Cool Websites that I used to visit at various points in my long-term Internet history, and I thought it might be interesting to see what happened — if anything — to each of them that I can remember. Sound like fun? No? Well, I'm doing it anyway.

1up.com

I must confess familial bias here: since my brother helped launch it and was a key part of its team that helped to establish what we know today as The Gaming Podcast, 1up.com will always be special to me. But it will always be special for another reason, too: it's where I met a number of like-minded folks that I enjoy discussing video games in great depth and at great length with. Honestly, I always spent at least as much time on 1up.com with the community features as I did with the staff's writing, but it was just a damned good website all round, really.

Where it is now: 1up.com officially closed in July of 2013, but everything that had once made it special had disappeared long before that. I put it probably around 2008-2009 or so when most of us made a grand exodus off the site to try and find a new collective home; we never quite settled in one place since, more's the pity, though most of us had at least brief dalliances with Facebook, Twitter and even Google+. 1up.com itself though is long-gone, now, though; not even a holding page remains, and the nature of how the site was programmed means that archive.org can't even get particularly reliable snapshots to pull out of the ether. So this one is, sadly, long dead.

Persian Kitty's Adult Links

Picture, if you will, a land and a time before PornHub. Indeed, a time before YouTube. A time where watching a pornographic video meant a significant commitment in order to download a 10-second video that filled a quarter of your screen, because no-one was streaming filth over dial-up connections. In that environment, Persian Kitty's Adult Links became legendary for me and my friends after one of us saw it mentioned in a magazine. This was a site that updated daily with new links to free galleries of ladies with their kit off. Sometimes there were even videos. Most of these galleries were trying to get you to sign up for a pay site, but there was plenty of material available that was perfectly suitable for a wafty crank of an evening.

Where it is now: Astonishingly (or perhaps not, given the enduring nature of online pornography), Persian Kitty's Adult Links still exists as a website… though it is a shadow of its former self, consisting of little more than some banner ads for various adult livestreaming sites. Four, to be exact, two generic "sex/adult cam" sites, one BDSM-themed site and one MILF-themed site. I'm happy that the Persian Kitty flag still flies, but less thrilled at what the site has become. It always kind of was a big ad, but now it's not trying to hide that.

Kongregate

For quite a while, Kongregate was the place to go for online Web-based games. All the big Flash game makers posted their stuff there, and the site had a bunch of interesting features like achievements, real-time chat, online multiplayer and even a site-wide metagame where you could collect trading cards by playing individual games, then battle other players with those cards in its own self-contained area. While I never got as big into Flash games as some others did, there were some legit all-time classics on Kongregate, with Desktop Tower Defense being the one that springs most readily to mind.

Where it is now: The site still exists and still offers many of the features I mentioned above, but the distinctive Web-based nature of the old Flash games has disappeared with the retirement of Flash as a commonly used Web technology. What we have now are pretty much the same free-to-play games you'd see on your average storefront, including licensed junk and a bajillion Raid: Shadow Legends knockoffs. Of greater concern is the site's new tagline at the bottom, which states "Kongregate is an open platform for all web games and a pioneering game developer in the blockchain space." Yeah. Fuck that.

hairytongue.com

I don't even remember what the main point of this site was — I think it was just a general "Internet humour" site similar to b3ta.com (which still exists and I don't think has updated its design since about 2005, but which still appears to be quite active) — but I do recall there being an extensive gallery of photoshops based on the easily provable hypothesis that Jamie Oliver is a flabby tongued Mockney wanker.

Where it is now: It is nowhere, save for a GoDaddy holding page. Thankfully, archive.org just managed to grab its last wheezes of life on this Earth. I was surprised and saddened to discover that it was as long ago as 2003-2004 that this site apparently ceased to exist. Oh, and if you were wondering, it was a site about hangovers. But mostly about mocking Jamie Oliver.

Weebl's Stuff

This was, among other things, the home of badger badger badger badger badger badger badger badger mushroom mushroom, and was a mainstay of popular Internet culture for many years. As with several of these other sites, the decline of Flash meant there's now a whole generation who (probably) haven't grown up with the adventures of Weebl and Bob, Magical Trevor and numerous other pieces of absolute nonsense.

Where it is now: It's still there! Not only that, but Weebl himself is still making videos, and from the sounds of some recent posts on Bluesky, has found himself a creatively fulfilling Actual Job involving writing.

I think that's probably a nice place to leave this, isn't it? Definitely a subject I might return to at some point, though… once I can remember what websites used to exist, that is…


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#oneaday Day 396: The purity of early gaming https://imnotdoctorwho.moegamer.net/2025/07/08/oneaday-day-396-the-purity-of-early-gaming/ https://imnotdoctorwho.moegamer.net/2025/07/08/oneaday-day-396-the-purity-of-early-gaming/#respond Tue, 08 Jul 2025 22:02:13 +0000 https://imnotdoctorwho.moegamer.net/2025/07/08/oneaday-day-396-the-purity-of-early-gaming/ I consider myself quite fortunate in that I'm able to enjoy a full spectrum of video gaming, ranging from the very earliest titles up to the most modern releases. The only part of gaming that really leaves me cold is multiplayer-centric titles — I just find they don't hold my interest in the long term. … Continue reading #oneaday Day 396: The purity of early gaming

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I consider myself quite fortunate in that I'm able to enjoy a full spectrum of video gaming, ranging from the very earliest titles up to the most modern releases. The only part of gaming that really leaves me cold is multiplayer-centric titles — I just find they don't hold my interest in the long term.

I feel particularly blessed to be able to enjoy stuff from the early '80s, because I know the primitive presentation of stuff from this era can be a turnoff to some. But I absolutely love it; settle me down in front of a bunch of Atari 2600 or Intellivision games — or, indeed, home computer games from the era — and I can quite happily fill an evening just as well as I could playing a modern, complex title.

As I've grown older and spent a significant portion of my life writing about and making videos about games, particularly those from this early era, I feel like I have a solid appreciation for simple but solid design, and games that are inherently designed to be highly replayable. Sure, you can't "finish" a lot of these games in the same way as modern titles, and to some that's inherently less satisfying, but you have to look at them a bit differently.

Take one of my favourite games of all time, River Raid, for example. River Raid is a vertically scrolling shoot 'em up that, in theory, goes on forever. You can't "beat" River Raid. But you can develop a sense of satisfaction from attaining a high score, or reaching a particular level when starting from the beginning, or overcoming a specific challenge that has given you grief for a while.

But it's not even about making progress sometimes. Sometimes it's just about engaging with an inherently pleasing experience. The best early '80s games feel good to play. They achieve this through good handling, effective presentation, a feeling of fairness, and plenty of other elements besides. I enjoy playing Night Stalker on Intellivision not in pursuit of high scores, but simply because it feels nice to play it.

So with that in mind, for this trip down to the office and the accompanying overnight stay — this time at my parents' house because my usual hotel was fully booked — I've brought nothing but early '80s fun to occupy myself. And before I head off to sleep, I think I'll enjoy a round or two of some all-time favourites. Maybe some Cloudy Mountain to start off…?

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#oneaday Day 395: A place for authors https://imnotdoctorwho.moegamer.net/2025/07/07/oneaday-day-395-a-place-for-authors/ https://imnotdoctorwho.moegamer.net/2025/07/07/oneaday-day-395-a-place-for-authors/#respond Mon, 07 Jul 2025 18:56:02 +0000 https://imnotdoctorwho.moegamer.net/?p=34267 One thing I've found myself wondering about a fair bit of late is whether the world still has a place for authors. By that, I mean people who primarily write books as their main contribution to existence; people whose job it is to write things that are, by their very nature, more long-form than your … Continue reading #oneaday Day 395: A place for authors

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One thing I've found myself wondering about a fair bit of late is whether the world still has a place for authors. By that, I mean people who primarily write books as their main contribution to existence; people whose job it is to write things that are, by their very nature, more long-form than your average 500-word Internet article.

Because, you know, I'm a little concerned. I'm a little concerned that a lot of people simply don't seem to have the mental capacity to digest anything written that is more than 250-500 words these days. Worse, there are people out there who genuinely believe that getting ChatGPT to "summarise" books for you is the same as "reading" them.

Part of me wants to write a book, or perhaps more accurately, multiple books, both fiction and non-fiction. I've always wanted to do this, and to my shame I've never pursued it to any particular degree, when I probably should. But these days I find myself wondering if I haven't left it too late. Is anyone even reading books any more? If I were to write a complete book that was all me, conjured up from the depths of my imagination, would anyone even believe that it wasn't AI-generated these days?

There's also the question of what to write about. There are numerous things I've started writing over the years, but only a few I've actually finished. Some of them you can read on this blog; one I even turned into an actual, physical self-published book. But that big question always hangs over my head: would anyone give a shit? Would anyone care enough to read it? Does that even matter?

Well, of course it matters to a certain degree. Writing a book is a significant amount of work, and putting all that effort in only for no-one to actually read it is… a suboptimal outcome, to say the least. And the trouble is, I feel, that the longer I leave it, the more likely that suboptimal outcome is to come true. The fewer people will be reading books. The fewer people will ever care about me, a nobody in the grand scheme of things, having found some means of expressing my creativity.

I've just been back and had a rummage through my "Creative Writing" folder that I have on my Google Drive. There's a few things in there that are the start of a good idea. Perhaps I should develop some of those. Perhaps I should try and start something completely new. Perhaps I should try and actually finish the story I've had half-complete in my mind since the age of about 15.

Or perhaps I should just accept the world as it apparently is today, recognise that I have maybe left it too late, and attempt to content myself with the other creative things I do.

I dunno. That last one doesn't feel altogether satisfactory. I still clearly have some thinking to do in this regard, it seems.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 394: Motivation located https://imnotdoctorwho.moegamer.net/2025/07/06/oneaday-day-394-motivation-located/ https://imnotdoctorwho.moegamer.net/2025/07/06/oneaday-day-394-motivation-located/#respond Sun, 06 Jul 2025 21:49:59 +0000 https://imnotdoctorwho.moegamer.net/?p=34264 I finally got together the motivation and energy to make some videos, which you'll be seeing over the course of the next little while over on YouTube. I made four in total, which I'm pleased with, as that means I don't need to be in a rush to make any more for a little while. … Continue reading #oneaday Day 394: Motivation located

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I finally got together the motivation and energy to make some videos, which you'll be seeing over the course of the next little while over on YouTube. I made four in total, which I'm pleased with, as that means I don't need to be in a rush to make any more for a little while. Not that I ever "need" to be in a rush, but I've felt in a bit of a rut with the channel recently, and have really struggled with motivation.

Not so today, though! I think it helped that it's rained a fair bit over the last few days, and that's cooled things down a bit, meaning it's not quite so unbearable to just exist. It's amazing quite how much energy a bit of heat can sap from you; I'm sure I could have probably mustered up some energy to do something vaguely productive if I really cared that much, but I think the "break" also did me a bit of good and revitalised my enthusiasm for some of the things I want to cover.

Today's videos see me returning to the Atari 8-bit for the first time in a while. Every time I come back to the humble 8-bit after spending a bit of time away, I'm reminded how much I love that system. Seeing its fonts is like coming home; it's a comforting, warm blanket that makes me feel thoroughly pleasant. I'm sure part of this is nostalgia talking, but I do genuinely mean it when I say I find it a comfort. I got to know the Atari 8-bit and its capabilities so well when I was a child fiddling around with Atari BASIC that just the sight of half-height, double-width Graphics 1 characters is enough to make me smile today. Throw in the games I grew up playing, and, well, that's a happy place I feel like I should probably spend some more time in, judging by how much I enjoyed today's recording session.

The games I covered today are Donkey Kong, Donkey Kong Junior, Mountain King and Stealth. There was no particular reason for picking these, aside from knowing that Donkey Kong Bananza is on the way for Nintendo Switch, so I thought it would be fun to look at the "Nintendo on Atari" games; Mountain King I chose because I happened to rewatch Classic Game Room's review of the 2600 version the other day, and Stealth… I can't quite remember what brought that to mind recently, but it's a game I've always loved. Or, perhaps more accurately, I always loved its prototype version, Landscape, which we had on one of our Big Box of Pirated Disks that everyone had back in the 8-bit era.

I haven't published any of the videos yet, but make sure you're subscribed over on YouTube if you want to see them when they go up. I'll likely put one up tomorrow, and the rest over the course of the next little while. I have my monthly trip to the office on Tuesday night to Wednesday this coming week, so that will be… fun, probably? I don't relish the long drive every time I have to do this visit, but it is always nice to see everyone. Unfortunately I don't get to stay in a hotel this time because the usual place I book was full up this time around, and the local Travelodge wanted £120. I'm not paying over a hundred quid to stay in a fucking Travelodge, particularly with how they've repeatedly fucked up bookings I've tried to make with them in recent months. So anyway. I will be staying with my parents and delivering my Dad his belated Father's Day gift, which I inadvertently delivered to myself instead. Whoops.

Anyway, videos are uploaded, eyelids are drooping and it's a school night so I guess I better get to bed. Enjoy the vids once they're up!


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 393: Howling in a box https://imnotdoctorwho.moegamer.net/2025/07/05/oneaday-day-393-howling-in-a-box/ https://imnotdoctorwho.moegamer.net/2025/07/05/oneaday-day-393-howling-in-a-box/#respond Sat, 05 Jul 2025 23:40:41 +0000 https://imnotdoctorwho.moegamer.net/2025/07/05/oneaday-day-393-howling-in-a-box/ It was Patti the cat's annual checkup and vaccinations today, which meant we had the always-heartbreaking task of putting her in The Box and then listening to her howl all the way to the vet's. Cats have got it sorted. They know exactly the right noises to make to have an emotional impact, and while … Continue reading #oneaday Day 393: Howling in a box

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It was Patti the cat's annual checkup and vaccinations today, which meant we had the always-heartbreaking task of putting her in The Box and then listening to her howl all the way to the vet's.

Cats have got it sorted. They know exactly the right noises to make to have an emotional impact, and while of course they don't have "words" in the same way we do, they are absolutely capable of communicating, both through sound and through action.

Thankfully, Patti's checkup was all fine, and the one arguably fortunate side effect of her not liking trips to the vets (or people other than us, generally) is that she behaves herself while she's there. Okay, yes, the fact it's because she's paralysed with fear makes me feel awful every time, but at least she doesn't react like our dearly departed Meg, who was such a troublesome patient she had a note on her file. I always found this kind of hilarious, because at home she was always the sweetest thing, and she enjoyed company, including strangers.

Oliver, meanwhile, has had nothing but good visits to the vet to date. He of course does not like being in The Box, as no cat does, and he of course let's out the plaintive howls of heartbreak on the way, but once at the vets, he's always sociable, friendly and extremely susceptible to treats.

Patti has, I think, forgiven us for today's trauma, because as I type this she's sitting on me, occasionally making a point of reminding me she's there. I know you're there, Patti; you are precious family and I will always be here for you.

Anyway, I've had a few drinks, I'm tired, I'm hot, and Patti has got one of her claws stuck in my pants. So I think I probably better leave that there!

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#oneaday Day 392: Never forgive them for what they have done to the computer https://imnotdoctorwho.moegamer.net/2025/07/04/oneaday-day-392-never-forgive-them-for-what-they-have-done-to-the-computer/ https://imnotdoctorwho.moegamer.net/2025/07/04/oneaday-day-392-never-forgive-them-for-what-they-have-done-to-the-computer/#respond Fri, 04 Jul 2025 22:15:16 +0000 https://imnotdoctorwho.moegamer.net/?p=34260 [Recommended reading: Ed Zitron's "Never Forgive Them", from which the title of this post is taken.] This evening, my computer inexplicably ground to a halt while I was doing… nothing in particular. Browsing a few webpages, doing a bit of research in preparation for some videos I'd like to make, if I'm being specific, but … Continue reading #oneaday Day 392: Never forgive them for what they have done to the computer

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[Recommended reading: Ed Zitron's "Never Forgive Them", from which the title of this post is taken.]

This evening, my computer inexplicably ground to a halt while I was doing… nothing in particular. Browsing a few webpages, doing a bit of research in preparation for some videos I'd like to make, if I'm being specific, but it really wasn't anything the slightest bit demanding. For whatever reason, though, everything just stopped, nothing was responsive, and the only thing I could do was force the power off and restart.

When the computer restarted, it took 10 solid minutes to become responsive because a piece of software for a controller that isn't connected decided to spontaneously uninstall and reinstall itself, while at the same time popular chat app Discord decided to install 18 updates that were apparently essential, despite the fact I'd updated it yesterday, Steam updated itself (which, all credit to it, it did without complaining or holding anything else up) and, of course, Windows is bugging me to "upgrade" to Windows 11.

At the same time, my phone has been repeatedly sending me notifications telling me it "needs optimising" and "must restart", despite everything working absolutely fine, and despite it never having insisted on this process before. (It does, however, insist on "Optimising Apps" every time you turn it on or restart it, though, which makes what should be a very simple, quick process — turning it off and on again — take a good few minutes.)

This is what people mean when they say "enshittification". All of the above is unnecessary. All of the above are examples of tech deliberately making itself worse, for reasons that are not apparent to the end user, but which I'm sure are "providing shareholder value" via some means or another. This is what Ed Zitron means when he says "never forgive them for what they have done to the computer".

I love that description. I feel like people don't say "going on the computer" any more, because most of us spend pretty much our entire waking life joined at the hip to one form of computer or another, be it a PC, phone or tablet. When I was a kid, "going on the computer" was a discrete activity. You'd come home from school, do your homework, have some dinner, then go on the computer. And the computer would oblige. You'd turn it on, and there it was. If something went wrong, you turned it off, waited a moment, then turned it back on again, and nine times out of ten, the problem would be gone.

Now, granted, "the computer" that I'm talking about here is several orders of magnitude less sophisticated, powerful and, arguably, useful than the PC I'm typing this post on. But it still feels like we've lost something. Things have been taken out of our control. I could literally do nothing while those stupid update processes were running on my PC, because they were so badly programmed that they monopolised the system to such a degree that I couldn't even bring up Task Manager to stop them. And, as I discovered, turning the PC off and on again wouldn't have helped, because they'd have just started again — or, perhaps worse, fallen over because of the half-finished job I switched them off in the middle of.

I appreciate that updates are sometimes necessary to add new features, fix bugs and, in the case of operating systems, plug security holes that could be exploited by malicious actors. But man, do I ever miss turning on the Atari 8-bit, booting right into BASIC and being able to just get on with things. Those "things" may have been considerably less elaborate than what I can do on "the computer" today, but was that really so bad…?


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 391: Step out of my Game Room https://imnotdoctorwho.moegamer.net/2025/07/03/oneaday-day-391-step-out-of-my-game-room/ https://imnotdoctorwho.moegamer.net/2025/07/03/oneaday-day-391-step-out-of-my-game-room/#respond Thu, 03 Jul 2025 17:54:03 +0000 https://imnotdoctorwho.moegamer.net/?p=34257 Every now and then, I like to hit the "Random Post" button on this site and see what I was writing about at some point in the past, be it a few weeks ago or, in some cases, years ago. Today, the Random Post button threw up this post from early in my first run … Continue reading #oneaday Day 391: Step out of my Game Room

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Every now and then, I like to hit the "Random Post" button on this site and see what I was writing about at some point in the past, be it a few weeks ago or, in some cases, years ago.

Today, the Random Post button threw up this post from early in my first run around the #oneaday track. For those too lazy to click (I know you are, everyone is these days), it was a post about the then-imminent arrival of Game Room on the Xbox 360, and some feelings of positivity towards the whole thing.

For the unfamiliar, Game Room was a piece of software for the Xbox 360 that allowed you to kit out a virtual arcade and populate it with not only virtual tat, but also real games. The software was free, but in order to get any real use out of it, you had to buy either individual games or bundles of games. These games could then be placed into your arcade as "machines" that you could go and play, and, in an attempt to get people to care about Xbox Avatars, you could sometimes see virtual representations of people from your friends list wandering around and playing the games.

What was rather interesting about Game Room for me at the time was the fact that it included not only arcade games — which we already had a few of in downloadable form via Xbox Live Arcade — but also Atari 2600 and Intellivision console games. I had a passing familiarity with some 2600 hits at the time, but Intellivision was completely alien to me, so I was fascinated by the prospect of discovering some new favourites from the dawn of gaming.

There were a lot of objections to Game Room prior to its release, though. Indeed, that post was partially in response to a post on the official Xbox forums (RIP), where an Xbox player called "A Patch of Blue" described the upcoming programme as "a shameless attempt to siphon off Microsoft Points by dumping regurgitated content into our laps with a pretty bow on it". Their primary objections were that the games cost an equivalent of $3 each (a bit tight, I feel) and also that "guests" in your arcade could only play a game once before having to pay-per-play to the tune of 40 Microsoft Points (approximately 50 cents) unless they went away and bought it themselves.

Here's part of my response:

The biggest concern people have with digital distribution is that one day, your content will be switched off and, despite having paid for it, you’ll no longer be able to use it. This is a fair concern, as no-one likes splashing the cash on things that they won’t be able to use at some point in the future – but when you think about it, in the world of tech, this is nothing unusual. Products come and go, specifications increase, chipsets change – and at some point it’s necessary to leave the old behind. Did people complain that the Amiga wasn’t backwards-compatible with the Commodore 64? Do music enthusiasts complain that it’s getting harder and harder to find a cassette deck to play those old albums that you only bought on cassette because they were cheaper?

Well, yes, they probably do, but that’s beside the point. What I guess I’m trying to say is this: isn’t the “built-in obsolescence” of digital distribution the same thing? I have a stack of PC games in a box here, some of which it isn’t possible to run any more. Okay, maybe with some tweaking and playing with software like DOSBox it’s possible to get it going – but to a (for want of a better word) “casual” user, they’re defunct and obsolete. The only difference with potentially expiring digitally distributed products is that there’s no workaround like DOSBox. Once the content’s gone, it’s gone. And yes, that’s not a great thing, but it’s not something to be surprised about.

Oh, dear 2010 Pete. How silly you were. How foolish. How you should have probably listened to A Patch of Blue. Because you can't play anything you bought for Game Room any more, can you? No, you can't, because they switched the servers off, and that means, for some reason, you can't play any of the stuff you paid for.

Actually, I do maintain that Game Room was a lot of fun while it lasted. In particular, I adored the real-time leaderboards, because it was a genuine game-changer in stuff like River Raid for 2600 to see yourself climbing the rankings as you played. No-one has done anything quite like it since; even Hamster's otherwise excellent Arcade Archives releases on modern platforms only update the leaderboards after you've completed a run and specifically told it to update your score.

That sort of stuff, being server-driven, obviously couldn't last forever. But completely switching off the entire application, meaning you could no longer play anything, even single-player stuff with no leaderboard functionality, was kind of shitty, and I'm still a tad bitter about it.

Game Room was a great idea for numerous reasons. As I point out in that post from 2010, Game Room was the first real attempt to put out a fully legal, officially licensed, console-based multiplatform "emulator for the common man" system out there. There was no faffing around with configuration, no diving into dodgy ROM sites looking for the games you wanted. You just fired it up, bought the stuff you wanted, played, and enjoyed the features it offered. It's unfortunate that it's no longer accessible, as there was no "end of life" plan beyond "just turn it off".

These days, we have other options for officially licensed ways to play classic games, including my place of work, the aforementioned Arcade Archives series, compilations for modern platforms and numerous other products. Most of these have been designed in such a way that they will continue to function indefinitely — assuming you have them downloaded, in the case of digital products like the Arcade Archives games — which is an improvement over Game Room's completely closed, proprietary and online-dependent ecosystem.

I still miss Game Room, though. I'd love to see someone take its really good ideas — chief among them that real-time leaderboard thing — and run with them in a way that's a bit more considerate to players over the long term, and compliant with things like the Stop Killing Games initiative.

Hell, this sort of thing is the exact situation Stop Killing Games is seeking to prevent happening again: it's not saying that Microsoft would have needed to run things like the leaderboard servers indefinitely, because obviously that's not practical or cost-effective. But in an ideal world, I'd still be able to open up Game Room today and still play all the games I bought to use with it. As it stands, the money I spent on it — and I seem to remember I spent a fair bit on it — now has absolutely nothing to show for it.

So yeah, 2010 Pete. I admire your optimism, but I'm sorry to say that it was misplaced. Still, I know you enjoyed it while it lasted, so it's not a complete loss. But I hope you learned your lesson.

I did.


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#oneaday Day 390: Over Nine Thousand https://imnotdoctorwho.moegamer.net/2025/07/02/oneaday-day-390-over-nine-thousand/ https://imnotdoctorwho.moegamer.net/2025/07/02/oneaday-day-390-over-nine-thousand/#respond Wed, 02 Jul 2025 20:39:40 +0000 https://imnotdoctorwho.moegamer.net/?p=34253 Microsoft apparently laid off somewhere in the region of nine thousand people today. This is simultaneously horrifying and difficult to conceptualise. I think I've only ever worked at one company where it would even be possible to lay off nine thousand people at once and still have a company left afterwards, so it's borderline unthinkable … Continue reading #oneaday Day 390: Over Nine Thousand

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Microsoft apparently laid off somewhere in the region of nine thousand people today. This is simultaneously horrifying and difficult to conceptualise. I think I've only ever worked at one company where it would even be possible to lay off nine thousand people at once and still have a company left afterwards, so it's borderline unthinkable to imagine how many people's lives and careers have been destroyed today. To put it in context, laying off nine thousand people would be akin to completely obliterating the company I currently work for approximately 450 times.

And the gall. The gall of the memo that delivered this news, telling everyone that the company has "more players, games and gaming hours than ever before" before giving some mealy-mouthed nonsense about "prioritising opportunities" that doesn't really say anything, and doesn't even have the courage to say, outright, that people are going to lose their jobs.

But then, it's always like this, in my experience, whatever size company you work at. When the layoffs come, they're always sudden, without warning, and without any support for those affected. I have been through the process more times than I would have liked to, and it's been hellish every time.

The first time I experienced it was when I was still working as a teacher. It was my first "proper job" out of university, and while I didn't love it, it was a stable income and a job that I could take a certain amount of pride in. Unfortunately, as my year at that school progressed, it became clear that the school was struggling quite a bit, and that redundancies were looming. Naturally, as one of the last in, I was also one of the first out, and I was given an utterly humiliating and pointless opportunity to "plead my case" to the headteacher and the board of governors before they confirmed the decision that they had absolutely no intention of changing.

The second time I experienced it was when I was working on GamePro. One morning just before Christmas, I awoke to find a flurry of activity on social media and in my email inbox. Several of my colleagues had announced that they were leaving, seemingly out of the blue, and then the email came. This time there was no opportunity for discussion, no support. Just a firm boot out of the door because the company didn't want us or our work any more. Truly horrible.

The third time I experienced it was when I was on USgamer. On the morning of my birthday, I received an email out of the blue from the head of what was then Gamer Network, who informed me that my services would no longer be required. On this occasion, I was given about a month's notice, but I was given no support, no severance, no assistance in finding a new position, not even a little bit of empathy or sympathy.

In every instance, these ultimately boiled down to poor leadership. And yet it's never the leadership that takes the fall; it's always the workers at the bottom of the pile; the ones who need those jobs just to survive. And the leaders get their golden handshakes for successfully "prioritising opportunities" and "streamlining the business", adding to vast fortunes that are already far more than any one person could ever possibly need to have in their personal assets, while real people suffer.

My heart sincerely goes out to everyone who has been affected by a situation that is clearly out of their control. Not just at Microsoft, but everywhere that is slashing workforces right now. Whether it's out of an attempt to save money or ill-advised going "all-in" on generative-fucking-AI, it always sucks, and I wish we, as a society, could find a way to move past this. Where does it end?


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 389: Belonging https://imnotdoctorwho.moegamer.net/2025/07/01/oneaday-day-389-belonging/ https://imnotdoctorwho.moegamer.net/2025/07/01/oneaday-day-389-belonging/#respond Tue, 01 Jul 2025 19:28:29 +0000 https://imnotdoctorwho.moegamer.net/?p=34239 One of the things I've struggled immensely with in more recent years — particularly during and after the COVID years — is a sense of belonging. I don't feel like I fit in anywhere. I don't feel like I have any friends. I feel like in the spaces where I have attempted to fit in, … Continue reading #oneaday Day 389: Belonging

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One of the things I've struggled immensely with in more recent years — particularly during and after the COVID years — is a sense of belonging. I don't feel like I fit in anywhere. I don't feel like I have any friends. I feel like in the spaces where I have attempted to fit in, my presence is more just sort of tolerated at best, rather than particularly appreciated. And I'm really tired of having to pretend like everything's okay.

My particular snapping point this evening came in a small online community that I'm a member of. I'm not going to go into the details of the situation or the venue — and perhaps the fact that I don't feel able to, for fear of causing upset or drama, is part of the problem here — but suffice to say that a comment was made which made me feel rather unwelcome. It wasn't aimed directly at me, but it still had the net effect that I felt 1) unwelcome and 2) unable to talk about it, because honestly, it's not the first time it's happened, and on a previous occasion where I did speak up about it, there was a lot of unnecessary stress that I'm not especially keen to repeat.

The details don't matter. The important part is that I now feel less inclined to attempt to engage with that community on the things that are important to me because of this incident. Despite having been a member of that community for a while, and theoretically having a fair bit in common with a lot of them, I have, in various ways, been made to feel like I don't matter, like my opinion isn't important, like I'm somehow wrong to feel upset when something like this happens.

I don't say anything because I know what the response will likely be. "Stop being defensive." "It's just a bit of fun." "It's a bit of banter, isn't it?" All with an implied "you're in the minority here, so everyone is going to laugh at you for getting upset".

I don't like this. I don't like that I feel this almost anywhere I go online these days. I don't like that I find it near-impossible to make new friends, I don't like that I can't be honest about things I'm thinking or feeling, and I don't like that the only places I have where I feel like I can really express myself are those that I have complete control over — like this blog and MoeGamer — and which getting people to pay attention to is difficult. I even feel anxiety posting things on YouTube and Bluesky for fear of someone (often wilfully) getting the wrong end of the stick and yelling at me.

But more often than not, I'm just ignored. Tuned out. I'm unimportant. Unremarkable. Worthless. No-one cares. If I cried out for help, like if I was going to do something really stupid, I feel like no-one would come. Thankfully I do at least have my wife, who loves and supports me, and my cats, who unconditionally adore me, as I do them. So that is something, at least.

It's just sometimes it would be nice to remember what it's like to have friends. People I can share just small but special moments with. People I can be unabashedly nerdy and dumb with. People I can get drunk and play retro games with. People I can get a pizza and watch anime with.

I used to have all of those things. There are, mercifully, still a few small elements in my life that mean I haven't given up hope on all of the above completely. But every day it feels like it gets a little bit harder, and the world feels a little bit less like I really belong in it.


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#oneaday Day 388: Death in Paradise https://imnotdoctorwho.moegamer.net/2025/06/30/oneaday-day-388-death-in-paradise/ https://imnotdoctorwho.moegamer.net/2025/06/30/oneaday-day-388-death-in-paradise/#respond Mon, 30 Jun 2025 17:53:44 +0000 https://imnotdoctorwho.moegamer.net/?p=34236 I've started watching Death in Paradise. This is a TV show that my wife watched in its entirety during quiet and boring moments at work a while back (she has a lot of quiet and boring moments at her job) and which I always enjoyed any time I happened to sit in the comfy chair … Continue reading #oneaday Day 388: Death in Paradise

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I've started watching Death in Paradise. This is a TV show that my wife watched in its entirety during quiet and boring moments at work a while back (she has a lot of quiet and boring moments at her job) and which I always enjoyed any time I happened to sit in the comfy chair in her study, usually to cuddle a demanding cat.

After watching Shakespeare & Hathaway: Private Investigators and A Good Girl's Guide to Murder, I thought I may as well just watch Death in Paradise from the start. And I'm really enjoying it.

For the uninitiated, Death in Paradise is a heavily formulaic murder mystery show in which a fish-out-of-water detective from Great Britain (or, for a period later in its run, Ireland) finds themselves acting as the Detective Inspector for a little police station in the town of Honoré on the fictional Caribbean island of Saint Marie. Initially, this role is taken up by Ben Miller (of comedy duo Armstrong and Miller fame) who plays Detective Richard Poole, but over the course of the show's complete run to date, the lead role changes several times — including, via a rather ballsy move at the opening of the third series, the murder of said lead. Spoilers, I guess.

Death in Paradsise is not a particularly demanding watch. And when I say it's formulaic, I really mean it; each episode very much has a standard structure, and it sticks pretty rigidly to that format. Sometimes this sort of thing annoys me, as I find myself expecting each of the obvious story beats, but the cases themselves are interesting and varied enough that the repetitive structure of the show has not yet become an issue for me.

The show is helped along very much by its cast. Thus far, I'm coming towards the end of the second season, so I'm still in Ben Miller/Detective Richard Poole territory, but I've caught a little bit of several of the later series, which include excellent comic actors such as Kris Marshall, Ardal O'Hanlon and Ralf Little. The supporting characters are also very good, with Danny John-Jules (best known as Cat from Red Dwarf) putting in a particularly strong performance as one of the station's regular police officers, and Don Warrington as Commissioner Selwyn Patterson steals the show any time he's on screen with his understated, deadpan performances.

The show strikes a great balance between serious drama and entertainment. It's not as explicitly comedic as something like Shakespeare & Hathaway, but it is notably light-hearted — perhaps a strange thing to say about a show in which at least one person gets murdered every episode, but an accurate statement, nonetheless. It captures a good feeling of camaraderie between the core cast, and the growth in Miller's Poole character as the series goes on is endearing to watch, even as he remains steadfastly stiff-upper-lip British about everything.

Like I say, it's an undemanding watch, good to throw on when you don't really want to tax your brain too much, and thus I'm never going to hold it up as The Best Thing Ever or anything. But sometimes that doesn't matter; sometimes you just want something that has enough substance to be genuinely engaging and entertaining, but which doesn't make excessive demands of its audience. Death in Paradise very much falls into that category. No deep lore, no need to listen to podcasts to understand each episode after watching them, no worrying that you've missed out on major serialised storylines — aside from the occasional replacement of the lead role, of course.

It's simple, uncomplicated entertainment, and I'm all for that. So I'll be watching a lot more of it!


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 387: A weekend off https://imnotdoctorwho.moegamer.net/2025/06/29/oneaday-day-387-a-weekend-off/ https://imnotdoctorwho.moegamer.net/2025/06/29/oneaday-day-387-a-weekend-off/#respond Sun, 29 Jun 2025 21:59:49 +0000 https://imnotdoctorwho.moegamer.net/?p=34233 I didn't get around to making any videos. Well, that's a partial lie: I got some scripts done for quite a few, I just didn't record any. It's still very warm, I was feeling pretty tired, and I just didn't want to. So rather than feeling guilty about it, I just enjoyed the weekend, relaxed, … Continue reading #oneaday Day 387: A weekend off

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I didn't get around to making any videos. Well, that's a partial lie: I got some scripts done for quite a few, I just didn't record any. It's still very warm, I was feeling pretty tired, and I just didn't want to. So rather than feeling guilty about it, I just enjoyed the weekend, relaxed, played with my cats, played some Xenoblade Chronicles X (I'm finally into the new Definitive Edition story material) and just had a generally nice time.

Andie and I have also booked a holiday for later in the year. We're off to Center Parcs again, because it's a holiday destination we both like very much, and we were given some very generous tenth wedding anniversary gifts from both our respective sets of parents, so we're spending a hefty chunk of them on a nice holiday. While on previous visits, we've only gone Monday to Friday, this time we're going Monday to Monday. It's a lot more expensive to do that, but it also means you have a lot more time to unwind, relax and generally have fun.

We're going to the Longleat Forest site this time. We've been to this one a couple of times, as well as the Elveden Forest one. The Elveden Forest site has some nice memories for me, as it's the one I went to with my parents a couple of times as a kid — though of course it's changed quite a bit since then — but Longleat is a bit closer and arguably a bit nicer. We've lucked out with our accommodation, too; despite not paying up for the option to choose where your lodge is, we're in the "central" area which is not very far away from the main plaza area where most of the shops and restaurants are, so that will be nice. We're still getting an old lady-style wheelie bag to carry the shopping in, though, because balls to carrying heavy groceries on foot. We learned that to our cost last time!

So that's something to look forward to in September, which isn't really that far away now. We're nearly at the end of June, after all, which means just over two months until we can escape from It All for a bit and enjoy some quiet time in the forest. I'm really looking forward to it.

The world is a terrible and awful place right now, and it's very, very easy to feel overwhelmed by it all. So I'm very much looking forward to a week of not having to think about all the horrible things that exist in this world, and just enjoying myself. It is an important thing to allow yourself that time every so often, even if you're a committed "activist" for a cause (which I most certainly am not), because if you don't allow yourself that time to unwind, you're just doing yourself a disservice, and quite possibly mental harm in the process, too.

So yeah. The countdown to holiday has begun, and I'm sure the knowledge that I get to escape for a bit is going to make the next couple of months of work fly by! At least I hope so. It's been a difficult few months, for reasons I won't get into now (nothing to worry about, it would just be unprofessional of me to comment on specifics in such a public place) but I think, I think we're getting over the worst of it now. In fact, we're already starting to get ahead of schedule with stuff planned for next year! How exciting.

Anyway. My Sunday is rapidly disappearing, and I want to go and play some video games before I get to bed at a vaguely reasonable hour. So, on that note, good night — and remember: book yourself some holiday, even if you don't go anywhere. Time off is important!


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 386: Suboptimal creativity temperature https://imnotdoctorwho.moegamer.net/2025/06/28/oneaday-day-386-suboptimal-creativity-temperature/ https://imnotdoctorwho.moegamer.net/2025/06/28/oneaday-day-386-suboptimal-creativity-temperature/#respond Sat, 28 Jun 2025 16:35:12 +0000 https://imnotdoctorwho.moegamer.net/?p=34230 It is somewhere in the region of 27-28 degrees C here today. I know this is laughable to people who live in the actual desert or tropics or whatever, but it's bloody boiling here in the land of no (well, more like very little these days) air conditioning. The heat is exhausting, but it's also … Continue reading #oneaday Day 386: Suboptimal creativity temperature

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It is somewhere in the region of 27-28 degrees C here today. I know this is laughable to people who live in the actual desert or tropics or whatever, but it's bloody boiling here in the land of no (well, more like very little these days) air conditioning.

The heat is exhausting, but it's also quite nice. With the stuff Andie has done in the garden, it's really nice to just go and sit either out in the catio or on the nice garden furniture down at the bottom of the garden. We bought a nice parasol from Ikea the other day, so we can sit in the shade when down at the bottom of the garden, and the catio has a certain degree of shade by virtue of it being enclosed.

Trouble is, with it being quite nice to just go and sit in the garden and bask in the heat, it's not exactly conducive to getting anything done. I feel like I want to make some videos, but summoning up the motivation to do so is proving exceedingly troublesome, because doing so will mean locking myself in my study, and there's not much in the way of ventilation in there unless I blast the fans up full (which interferes with voice recording a bit) or have the window open (which brings in outside noise).

It's not so much the practicality of the situation as it is just the sense of lethargy that this heat brings. My brain is saying "let's go", but my body is just going "I want to melt into the sofa". So I think what I might try and do is spend a bit of the daytime scripting some bits and pieces, then once the sun goes down, maybe record into the evening tonight. Then I can spend the remaining daylight hours sitting by the fan doing very little.

The other problem is that the mental lethargy brought about by this heat is it makes making any sort of decision difficult. Do I want to continue with my playthrough of The Sword of Hope? Do I want to do some Atari ST stuff? Do I want to do some Atari 8-bit stuff? Do I want to do some Evercade stuff? Part of the problem is that the answer to all of those is "yes", but from a practical perspective I should probably just pick one or two and be content with that, rather than feeling like I "have" to churn out two, three, four or more videos.

Anyway, when I'm done here I'm going to make that decision, make some notes on what I want to cover, then once the sun dips behind the horizon and things get a little cooler, I might just go and record something. Or I might just leave it until tomorrow. I guess it doesn't really matter all that much.

In the meantime, Xenoblade Chronicles X is a-callin'.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 385: Hater Checkpoint https://imnotdoctorwho.moegamer.net/2025/06/27/oneaday-day-385-hater-checkpoint/ https://imnotdoctorwho.moegamer.net/2025/06/27/oneaday-day-385-hater-checkpoint/#respond Fri, 27 Jun 2025 20:40:08 +0000 https://imnotdoctorwho.moegamer.net/?p=34225 I have spoken many times on this blog about how I find needless negativity to be exhausting, unproductive and not conducive to good conversation, but on a regular basis, I am made to feel like I have something of a minority opinion on this subject. People are much more willing to hate on things than … Continue reading #oneaday Day 385: Hater Checkpoint

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I have spoken many times on this blog about how I find needless negativity to be exhausting, unproductive and not conducive to good conversation, but on a regular basis, I am made to feel like I have something of a minority opinion on this subject. People are much more willing to hate on things than they are to say nice things about something.

Case in point: this week one of those interminable "quote tweet (but on Bluesky)" memes did the rounds, this time encouraging people to go through Wikipedia's list of "Video games considered the best" and hate on games of their choice. Naturally, given an opportunity to spew vitriol at things a fair few people like, everyone jumped at the opportunity:

The whole post is, of course, fairly transparent engagement bait, and people fall for this sort of thing every time. But, like I say, they're significantly more likely to fall for it if the opportunity to be negative presents itself. This post got 1.8K quote posts, with people jumping at the chance to complain about titles like The Legend of Zelda: Breath of the Wild, Skyrim, Overwatch, Fortnite, Mass Effect and even fucking Pong.

I… don't understand it. I've always been of the opinion that if you're engaged with and love a hobby, then you seek out and enjoy the things about that hobby which appeal to you. Expending energy on things that you, personally, do not like — and make no mistake, pretty much every one of those quote posts is not "this is bad and here are some solid reasons why" but rather "I don't like this" — just seems like a massive waste of time and energy.

You not liking Thing does not mean that Thing is bad. It just means that, for whatever reason, it didn't click with you. And that's fine! I just don't need to hear about it, and I don't need to see you smugly thinking Your Opinion Is Correct because ooh, so brave, you think Fortnite is "bad". I don't like Fortnite, either. And that's why you've never seen me write about it. I know I won't enjoy it, I know there are many things I don't like about it — so I just don't engage with it! It's really not hard.

I'm not mad with people who do enjoy Fortnite and I don't feel the need to try and convince people that my dislike of Fortnite is "the correct opinion". I simply don't care. I have a bajillion other games to enjoy that I do like, and I'd much rather 1) play them and 2) talk about them with others. I could go off on a 20-post thread about why I don't like Fortnite, but what is that achieving? Not very much, really. To me, someone going "I hate Thing" is just a means of shutting down a conversation, whereas someone telling me how much they like Thing and why can be the start of something wonderful.

Word of mouth works! So I'd much rather it be used for something positive — I can take some sort of action with that, like buying the game you're recommending — rather than negativity.

I realise that this post is, in itself, being negative, though, so I'll just tell you that you should go and play Raiden Nova because it's a lot of fun, and leave it at that. Good night to you!


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 384: Catio completio https://imnotdoctorwho.moegamer.net/2025/06/26/oneaday-day-384-catio-completio/ https://imnotdoctorwho.moegamer.net/2025/06/26/oneaday-day-384-catio-completio/#respond Thu, 26 Jun 2025 22:30:13 +0000 https://imnotdoctorwho.moegamer.net/?p=34218 Andie and I finished off our new "catio" today. I don't have any pictures to share because it's dark now and we didn't take any pictures when it was finished, but you'll have to take my word for it that it looks very good. I say "Andie and I" finished it off, but really 95% … Continue reading #oneaday Day 384: Catio completio

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Andie and I finished off our new "catio" today. I don't have any pictures to share because it's dark now and we didn't take any pictures when it was finished, but you'll have to take my word for it that it looks very good. I say "Andie and I" finished it off, but really 95% of the work was Andie, because she is handy and I am not, but I was slightly useful for holding things up and getting the roof on.

Okay, getting the roof on involved removing some of the guttering from the back of our house, but that's a problem we will confront tomorrow. And by we, I almost certainly mean Andie.

For the unfamiliar, a catio is an enclosed space designed for mostly indoor cats to be able to go outside without roaming. In less than charitable terms, it's a cage attached to the back of your house, but big enough for people to go in as well as cats. That sounds a bit wrong. We're not keeping prisoners, honest.

Anyway, yes, the aim was simply to provide a means for our cats Patti and Oliver to be able to go outside, but stay safe. After we lost one of our first cats, Ruby, on the road, we decided to keep our cats indoors. We don't live in a particularly busy area, but there are some absolute cunts who ride motorbikes up and down the street at all hours, plus we're not very far away from quite a busy main road. Plus none of the cats we've had have ever seemed too interested about roaming.

Both of them have been enjoying the ability to go outside, though. Oliver has been particularly interested in learning what Outside is like in recent weeks, and Patti took some tentative but interested steps out there this evening, too. Patti used to go out in the old catio before we tore it down, but Oliver has only ever been outside under heavy supervision from us. The completion of the catio means he'll be able to go out and enjoy himself unsupervised, which I think is going to be really good for the energetic little bugger.

Yes, we had a catio before, but it was something of an experimental project by Andie, more to prove she could do it than anything else. We tore it down after Meg passed, because Patti wasn't showing much interest in going outside, and it looked a bit shabby. Since then, we've revamped the garden quite a bit — the mostly dirt area that was enclosed by the old catio now actually has a patio under it, so it looks much nicer — and the new catio is of much more sturdy construction than the old one. I'd go so far as to say it looks very professional indeed; Andie has become an incredibly skilled handyperson over the course of the last 10 years, and I consider myself very lucky to be able to enjoy all her good work.

I'd make an effort to be handier myself if I lost some weight — which, as longstanding readers will know, has been pretty much a lifelong struggle — and if I didn't have a hernia — which, as longstanding readers will know, has been a problem for a while. The two are connected. If I fix one, I can get the other sorted, too. I am attempting to work on that. If I am ever successful, who knows? Maybe I will become someone who "potters around in the garden", as the cliché has it.

In the meantime, we now have a nice catio, a nice garden and two cats who appear to appreciate the hard work that has been done for them. I look forward to letting them out for some proper time in the sunshine tomorrow.


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#oneaday Day 383: Missed connections https://imnotdoctorwho.moegamer.net/2025/06/25/oneaday-day-383-missed-connections/ https://imnotdoctorwho.moegamer.net/2025/06/25/oneaday-day-383-missed-connections/#respond Wed, 25 Jun 2025 19:00:57 +0000 https://imnotdoctorwho.moegamer.net/?p=34215 I don't know if this is a side-effect of getting older, or if my thoughts and emotional state have changed, or whatever, but I've found myself missing my grandparents a lot recently, particularly those on my mother's side. This may sound a little harsh, but my family in general were always quite a bit closer … Continue reading #oneaday Day 383: Missed connections

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I don't know if this is a side-effect of getting older, or if my thoughts and emotional state have changed, or whatever, but I've found myself missing my grandparents a lot recently, particularly those on my mother's side. This may sound a little harsh, but my family in general were always quite a bit closer with my maternal grandparents for various reasons — and this isn't to say I don't miss my grandparents on the Davison side, along with Bill, the lovely chap my Nan Davison married rather late in life — and thus I find it's them that my thoughts turn to with increasing frequency of late.

I feel a particular sense that I wish I'd gotten to know my Grandad a bit better. He was the first of my grandparents that we lost, but he was a beloved part of our family. He was always quite a character, and somewhat notorious to my parents for his famous "bodge jobs" on things that needed fixing or building. Since my wife, Andie, is rather handy (no jokes please) and good at improvising when things go sub-optimally, I find myself thinking that my Grandad would have got along well with her.

My Grandad was also always very supportive of things like my creativity and musical ability. Quite often when we made the trek from Cambridgeshire over to the West Midlands to visit the grandparents, both sets of whom were there, we'd take along a keyboard from home and I'd put on impromptu little "concerts" in their living room. Rather cheekily, I'd put up hand-made signs to make it look like we were in a real concert hall or theatre — I always used to find it particularly amusing to put signs up for the toilet — and I'm pretty sure on more than one occasion I put a modified tissue box on the door as a means of charging "admission". But my Nan and Grandad always humoured me, and they were always pretty generous with the pocket money, too.

My Nan was a nice person, too. Every time we went to visit, she'd make me jelly and ice cream and make sure she had Jammy Dodger biscuits in because she knew I liked them. I have odd little flashes of memory of my time spent with her, like attempting to draw Asterix in my sketch books while listening to the tape of '80s chart hits that felt strangely out of place in my grandparents' house. I remember playing Super NES on the ratty old portable television in the dining room. And I have regrets over occasionally being a moody adolescent on certain visits. I don't even remember why I was upset or angry; I just feel a bit ashamed when I look back on those moments, which occasionally, likewise, pop into my mind unbidden.

It's an odd thing, really, isn't it. As you grow older, you have a better sense of who you are, and who you feel you might get along with. As I've grown older, I feel like I would have enjoyed spending more time with my grandparents, and I'm pretty sure they would have liked Andie a lot, too. There are times when I almost feel like my Grandad is watching over me from wherever he is, even. And as he watches, he never judges; he's just there, a comforting presence.

Perhaps that's enough. Well, it kind of has to be, doesn't it? Because you can't turn back the clock. Sometimes it's just a bit of a shame that you feel like you understand the importance of certain people in your life long after they've departed it.

Perhaps I'll see my grandparents again someday. No-one really knows. But it's kind of a comforting thought to feel like they might be there waiting to see me again.


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#oneaday Day 382: Time for another stream of consciousness https://imnotdoctorwho.moegamer.net/2025/06/24/oneaday-day-382-time-for-another-stream-of-consciousness/ https://imnotdoctorwho.moegamer.net/2025/06/24/oneaday-day-382-time-for-another-stream-of-consciousness/#respond Tue, 24 Jun 2025 22:37:38 +0000 https://imnotdoctorwho.moegamer.net/?p=34212 I have, as is my habit, left this far too late as usual, and I have been unable to come up with a decent topic to write about, so as normal for situations like this, I am just going to start typing and see where things go from there. I say that; I've written and … Continue reading #oneaday Day 382: Time for another stream of consciousness

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I have, as is my habit, left this far too late as usual, and I have been unable to come up with a decent topic to write about, so as normal for situations like this, I am just going to start typing and see where things go from there.

I say that; I've written and deleted some paragraphs several times prior to typing this one. The reason is that this evening I've been engaging with a creative work that a number of people I know have been hyping up for a while and… I'm just sort of not feeling it. I could go into depth about why, but honestly I just don't think I want to; I don't want to upset anyone, and I know how I feel when people make negative remarks about something that is important to me. So I think this might just be something that I shake my head, decide it wasn't for me, and set aside quietly without making a big deal about.

As I say this, I'm conscious of someone I saw on Bluesky earlier saying that people shouldn't be afraid to say negative things, because we "need critics". This person's justification for saying such things was that he was one of the few people who gave Death Stranding 2: On the Beach a negative review, whereas it has been garnering near-universal praise otherwise.

I'm not sure I agree with that. Criticism can be helpful, yes, but it can — and often is — hurtful, particularly in games media, where a lot of writers simply don't have a background in an academic approach to criticism and analysis. We've all had a good giggle at a terrible game getting an absolute panning from a reviewer, I'm sure, but as the years have gone by, I've started to find this less and less amusing. All too often I've seen a game that has worthwhile things to talk about boiled down to "hurr bad game funny", and all that does is drive the people who did enjoy that game into their own little bunkers, unable to have a meaningful discussion about it with others because "Metacritic says it's bad".

Hell, I've encountered this numerous times with people I know personally. On multiple occasions I have made a personal recommendation of something that I have enjoyed, bearing in mind the tastes of the person in question, only to be hit back with "well, but this review on [website] said it's not very good". At that point, the conversation was over. Joe Random writing a review on the Internet carried greater weight for this person than a recommendation from someone with whom they had an actual, personal connection.

Honestly, this kind of blows, and it's a big part of why if I find myself not liking something, I just don't really want to talk about it much. The most recent game for which this happened to me was Blue Prince; a critical darling by all accounts, and one which I did manage to successfully recommend to some "real" friends, but also a game that the more I tried to engage with, the more I became frustrated with. I penned one piece on the subject over on MoeGamer when I was still trying to make my mind up 100%, and left it at that. I'm glad others enjoyed Blue Prince, though, and I wasn't about to shit all over their enjoyment of it by charging in and saying how much I didn't like it.

So yeah. The thing I've been engaging with this evening I'm not going to name, and I'm not going to say any more about for the moment. I'm going to give it a bit more of a chance and then come to my own private conclusions. If those conclusions skew negative, I'll probably never speak of it again, but there's always the chance I'll learn to love it. Stranger things have happened.

Now, I'm off to bed. I was going to try and get an early night this evening after accidentally staying up until 1.30am playing Xenoblade Chronicles X last night, but I think I've missed the boat on "early". I can still settle for "timely" if I act now, though, so I bid you all good night!


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 381: The eyes have it https://imnotdoctorwho.moegamer.net/2025/06/23/oneaday-day-381-the-eyes-have-it/ https://imnotdoctorwho.moegamer.net/2025/06/23/oneaday-day-381-the-eyes-have-it/#respond Mon, 23 Jun 2025 17:03:51 +0000 https://imnotdoctorwho.moegamer.net/?p=34207 Hello. I went to hospital today. Nothing to worry about, but I thought I'd talk about it a bit anyway. I went to have my eyes tested a few weeks back. I could tell that my vision had changed a bit and my existing glasses weren't quite doing the job any more, so I did … Continue reading #oneaday Day 381: The eyes have it

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Hello. I went to hospital today. Nothing to worry about, but I thought I'd talk about it a bit anyway.

I went to have my eyes tested a few weeks back. I could tell that my vision had changed a bit and my existing glasses weren't quite doing the job any more, so I did the usual thing and went along to SpecSavers. I paid the extra £10 for whatever the fancy-pants new test that I don't think existed last time I had my eyes tested was, and came away with a prescription for some new glasses. All good.

However, the optician who saw me told me that he would be referring me to the hospital because one of the pictures they took of my eye was "a little bit blurry" and it was apparently "standard procedure" to refer anyone in this situation. Fine, I thought, but then immediately began stressing out about the whole thing.

I don't like hospitals. I'm terrified of the prospect of having to go in for medical treatment. I have only ever managed to have blood extracted successfully once, and on the second occasion it took nearly an entire day of being poked and prodded like a pincushion before they finally gave up and decided they probably didn't need to do any blood work after all.

I don't like hospitals for two reasons. One, I have always associated them with The Place Where People Go When They're Going To Die, thanks to having a few scattered memories of my grandparents near their respective ends. Secondly, this magazine advert from an issue of the magazine Advanced Computer Entertainment, which I'm pretty sure is the entire reason I find even the prospect of having an operation to be utterly terrifying:

(Aside: oddly enough, I had absolutely no problem with the Trauma Center series, and indeed those are some of my favourite games of all time. Go figure.)

Anyway, combine my fear of hospitals with the fact I'm also squicked out about anything involving eyes, and you can hopefully see why I wasn't relishing the prospect of having to attend hospital for some non-specific "tests". To make matters worse, I was sent a link to a page of information, which included a video of "what to expect if you are going into hospital to get injections in your eyes", which I didn't even know was a thing that happened, and which I really wish I hadn't watched.

My wife has been into hospital for some eye tests in the past, and she said that in all likelihood what would happen was I'd have some eye drops put in to dilate my pupils, and they might inject a weird dye thing to help them see stuff, but the dye isn't injected directly into the eye, thankfully.

I steeled myself. I could probably deal with eye drops if the situation demanded it. So I gathered my resolve and went along to my appointment.

After the inevitable sitting around waiting, it began with a nurse doing a brief vision test of the sort you'd do at the opticians: look through a thing, read the letters on the chart. Simple enough. She then checked the pressure of my eyes with a thing that I was momentarily disturbed to hear described as "tapping", but which in practice I actually didn't feel at all. Then a bit more sitting and waiting.

Next up was some imaging. I wasn't too concerned about this, because the nurse hadn't felt the need to put eye drops in to dilate my pupils, and there was a nice display on the wall explaining how the hospital does over 11,000 eye imaging tests every month. I figured if that's the case, they're probably pretty good at it, and are also probably pretty well-equipped to deal with people who are squicked out about eyes.

The two imaging tests were nothing to worry about — pretty much the same sort of thing you'd have done in an opticians' eye test. Look into the thing, get blasted with a bright light, get scanned with frickin' laser beams, people. After that was more waiting to go and see the doctor.

The doctor was a kindly woman, probably a few years older than me, who set me immediately at ease by telling me that there was absolutely nothing to worry about. She explained that, right now, for some reason, opticians are being extremely cautious about anything that appears even slightly out of the ordinary when it comes to eyes, so she and her colleagues had been getting a lot of referrals for people who had absolutely nothing wrong, such as myself.

She then went on to point out that because of my particular vision condition, my optic nerve is slightly off-centre, which is what triggered this whole process in the first place. She emphasised that this is perfectly normal, especially for anyone with short-sightedness, and that there indeed appeared to be nothing wrong with my eyes. She then promised to send me a letter that I should take with me to the optician next time I get my eyes tested, presumably telling them politely to stop wasting the hospital's time, and that was that.

There was no eye-poking. There were no injections into my eyes. There weren't even any eye drops, nor were there those scary Clockwork Orange eye clamps. So the whole thing was a bit of a nothing altogether, really. Just goes to show that sometimes, you really can build things up in your mind to be way worse than they actually end up being. And opticians are overly paranoid, apparently.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 380: My Flawless Every Time (Unless You Burn It) Chilli con Carne Recipe https://imnotdoctorwho.moegamer.net/2025/06/22/oneaday-day-380-my-flawless-every-time-unless-you-burn-it-chilli-con-carne-recipe/ https://imnotdoctorwho.moegamer.net/2025/06/22/oneaday-day-380-my-flawless-every-time-unless-you-burn-it-chilli-con-carne-recipe/#respond Sun, 22 Jun 2025 17:13:09 +0000 https://imnotdoctorwho.moegamer.net/?p=34204 We all have a Thing That We Can Cook, even if you're not someone who is particularly culinarily minded. If you're really good at doing omelettes or fried eggs or bacon sandwiches, that 100% counts; even a cheese toastie can be your one Thing That You Can Cook really well. For me, it's a chilli … Continue reading #oneaday Day 380: My Flawless Every Time (Unless You Burn It) Chilli con Carne Recipe

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We all have a Thing That We Can Cook, even if you're not someone who is particularly culinarily minded. If you're really good at doing omelettes or fried eggs or bacon sandwiches, that 100% counts; even a cheese toastie can be your one Thing That You Can Cook really well.

For me, it's a chilli con carne. This was one of the first things my mother taught me to make, and wrote, by hand, in a little red notebook that she gave me to take to university with a bunch of her recipes. My mum is a good cook, though to my shame I only cooked a few of the things in that little red book, and I'm not entirely sure where it eventually ended up.

Anyway, my Flawless Every Time (Unless You Burn It) Chilli con Carne recipe is probably loosely based on what my mother taught me, but it's been adapted and refined over the course of probably the last ten years or so in particular. So I thought I would share it with you today. You may note the absence of some ingredients such as onions and garlic; I don't put onions in 'cause I don't like them, and I don't put garlic in because I don't think it's necessary. Aside from that, this should be fairly as-you-expect, but read on anyway:

Ingredients

  • 500g minced beef. If you're trying to be vaguely healthy, go for the 5% fat option. It works just fine.
  • 1 x 400g can of kidney beans in chilli sauce
  • 1 x 400g can of chopped tomatoes
  • 1-2 teaspoons of red chillies in a jar (or you can use fresh if you can be arsed)
  • 1-2 teaspoons of chipotle paste
  • 1 teaspoon of cumin
  • 1 teaspoon of paprika
  • 2 teaspoons of smoked paprika
  • 1 teaspoon of cayenne pepper
  • 1 teaspoon of chilli powder
  • Pinch of salt and black pepper
  • Rice to serve

Method

  1. Mix all the spices together in a little bowl and set them to one side.
  2. Begin frying the minced beef in a little oil. When it starts to brown, dump in the spice mix and stir well so the beef is nicely coated in it. It should go from grey-brown to having a nice red-orange tint.
  3. When most of the red of the beef has turned brown add the chillies and stir well.
  4. After 1-2 minutes, add the chipotle paste and stir well again.
  5. After 1-2 minutes, add the kidney beans and sauce and stir well yet again.
  6. After another 1-2 minutes, add the chopped tomatoes and stir well.
  7. Once everything is mixed together nicely, lower the heat a bit and simmer for about 20 minutes.
  8. While the chilli is cooking, cook the rice. If you're using a rice cooker, allow about 1.5 cups of rice for 2 people and add about 3 cups of water. Use the rice paddle to agitate the rice off the bottom of the rice cooker to minimise it burning/toasting on the bottom.
  9. Serve.

Easy, right? The only way you can feasibly fuck this up is if you forget to turn the heat down a bit and you burn the damn thing. You can optionally tweak it a bit, also; add 2 tins of tomatoes and simmer for twice as long for a richer sauce, but if you can't be arsed to wait that long, this method makes a nicely flavourful, spicy and probably not-at-all authentic chilli con carne with ingredients you can easily find on supermarket shelves.

Gourmet? God no. But it is tasty and comforting. And that's what you want from a quick and easy meal, right?


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 379: I watched A Good Girl's Guide to Murder https://imnotdoctorwho.moegamer.net/2025/06/21/oneaday-day-379-i-watched-a-good-girls-guide-to-murder/ https://imnotdoctorwho.moegamer.net/2025/06/21/oneaday-day-379-i-watched-a-good-girls-guide-to-murder/#comments Sat, 21 Jun 2025 14:29:20 +0000 https://imnotdoctorwho.moegamer.net/?p=34200 After enjoying Shakespeare & Hathaway: Private Investigators recently, I found myself hankering after another murder mystery type thing, and BBC iPlayer was good enough to recommend a show called A Good Girl's Guide to Murder, which sounded intriguing. I hadn't heard of the show before but I liked the premise and it sounded like an … Continue reading #oneaday Day 379: I watched A Good Girl's Guide to Murder

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After enjoying Shakespeare & Hathaway: Private Investigators recently, I found myself hankering after another murder mystery type thing, and BBC iPlayer was good enough to recommend a show called A Good Girl's Guide to Murder, which sounded intriguing. I hadn't heard of the show before but I liked the premise and it sounded like an interesting contrast to the somewhat comedic tone of Shakespeare & Hathaway, so I took a chance on it.

A couple of days later, I've finished watching the full series of six episodes, and I really enjoyed it, so I thought I'd talk about it a bit today.

A Good Girl's Guide to Murder is apparently based on a novel of the same name by Holly Jackson. Specifically, it's an adaptation of the first novel in a series of three and a bit — I say this because the last one is described as a "novella" rather than a "novel" — and it looks as if the show has been renewed for a second season, so presumably the plan, long-term, is to adapt the whole series.

The premise of the show is that A-grade and possibly autistic student Pip is preparing for university admissions, and part of this process involves the preparation of an "EPQ" — an Extended Project Qualification, which some students in England and Wales do to add to their "UCAS Points" total. I'd never heard of this, as it was introduced after my time in the classroom as both student and teacher, but apparently it adds up to about half an A-level points-wise. But I digress.

Pip decides to do her EPQ on a notorious local incident in which a young woman named Andie Bell went missing and was assumed to have been murdered, but her body was never found. Her boyfriend at the time, Sal Singh, was assumed to be the murderer because he was found to have committed suicide shortly after Andie went missing, but something didn't seem right to Pip. She starts investigating and — spoilers, I guess — eventually brings the full truth of the situation to light, though not without encountering numerous roadblocks and a lot of soul-searching along the way.

Being a 17 year old girl, Pip doesn't go about her investigation as a policeman or private detective would. Instead, she engages in the sort of subterfuge only a teenage girl is capable of, aided and abetted in most circumstances by Sal's brother Ravi, who also has doubts about whether his brother was really a murderer. Over the course of the series, she breaks into houses, steals evidence, attends illicit raves, puts herself in mortal peril on multiple occasions and somehow manages to survive the whole experience.

It's very much a "suspension of disbelief" kind of show, because a lot of things just sort of seem to work out quite conveniently for Pip, and there are several instances where she almost gets caught and could quite clearly have been collared after the fact, but manages to escape any real consequences. But once you're immersed in the show, none of this really matters, because it's a really fun ride; you root for the plucky Pip as she repeatedly gets into things well over her head, and come out cheering for her when she finally manages to uncover something missed when the case was originally investigated.

Part of Pip not suffering any real consequences for the things she does stems from the "Good Girl" part of the title; Pip is renowned as a good girl, a straight-A student and someone who has always been well-behaved and sensible. As such, she can get away with a lot of things, even when her parents expressly forbid her from continuing to work on the case on the grounds that it's dangerous and threatens to dredge up terrible memories for several local families.

Towards the end of the series, the show really gets into this theme in a somewhat literary manner: the concept that someone can appear to be a "good person" on the outside, but actually harbour darkness in their heart. Exactly what form this "darkness" can take varies from person to person; in Pip's case, it manifests both through her willingness to flout the "rules" of society to get the job done, and her own sense of guilt over the past. She believes that a chance encounter shortly before Andie's disappearance may have indirectly been a catalyst for all this, so part of her initially altruistic-seeming investigation is to absolve herself of that guilt.

In the case of other characters, the darkness is more obvious. One character, crucial to the eventual outcome of the case, describes himself as being fundamentally a "good person" but having a "dark seed" inside himself; he believes that everyone has such a "seed" inside themselves, and it just takes "the right conditions for it to grow". In his case, it most certainly did grow, leading him to commit unforgivable, unconscionable acts — though to his credit, once he's caught he does appear to be legitimately remorseful — and surprise everyone around him that he was capable of such things.

I don't want to get too much into the details of the story because I think it's worth watching and the twists and turns of the narrative are, of course, part of the appeal. So instead I'll talk a bit about the overall presentation of the show, which is excellent.

The visual direction is striking and dynamic; no scene is truly static, and the show makes great use of close-ups to highlight both characters' emotions and the danger and discomfort Pip finds herself in when getting a little too close to the truth. The actors are all very well-cast — Emma Myers as Pip is particularly excellent, as one would hope for the lead — and manage to nail a feeling of realistic diversity without feeling tokenistic. This is relevant, because matters of racism do play a part in the narrative; as Ravi points out, as enlightened as we might wish we all were, the fact is that certain types of people — particularly middle-class people who live in a small, affluent town — are inclined to believe that a "brown boy" (as he puts it) might not have the best interests of a "blonde white girl" at heart.

The show isn't obnoxious about this message; it only brings it up a couple of times, and it is a worthwhile contemporary talking point. The sort of small town in which the majority of the narrative unfolds is the kind that would be inextricably associated with white, middle-class England, but Pip in particular, as a thoroughly modern Good Girl, is above such things. Part of this is down to the fact that her mother married a Nigerian man after Pip's biological father passed away when she was just a year old, and as such, she has always been exposed to the idea of diversity and tolerance on a daily basis. But it's also a reflection of the modern youth: conscious of social issues, aware that society still has problems, and open about wanting to do their part in making things a little bit better.

Where the show is really striking, though, is in its use of music. There's a lot of contemporary music used on the soundtrack, and it is often used to emphasise powerfully emotional moments; it's always very loud compared to the relatively quiet dialogue sequences, though, making for an attention-grabbing contrast between the more personal, intimate moments and the bigger picture of what is going on.

The contemporary popular music is contrasted with an excellent original score that highlights the tension of numerous scenes, in some cases mimicking "sound effects" to reflect what is going on. During a sequence where Pip's beloved dog Barney goes missing, for example, the soundtrack makes use of a somewhat "sonar"-style motif to reflect the search that is going on; initially, it's almost hard to determine whether the sound is diegetic or not, but as the texture of the track builds up as the tension increases, it becomes clear that it's part of the overall soundscape of the show.

I really enjoyed A Good Girl's Guide to Murder overall. After finishing one episode, I was keen to immediately watch the next, and I must confess I have spent my whole morning watching the final three episodes because I really wanted to see how things turned out. It's compelling, well-crafted and exceedingly well-presented viewing, and while it's perhaps not particularly realistic if you stop to think about things too much, it doesn't take long for that to cease mattering and for you to be drawn in to the narrative.

Yes, it may primarily be aimed at teens — it was a BBC Three show, after all — but don't let that put you off if you're a little older and still enjoy a good murder mystery. I found myself thinking as I watched that it would make a good anime, and I think that's testament to what makes it good — like the best anime series, it's a show that all ages can get something out of; it doesn't talk down to its core audience, and it doesn't feel cringeworthy and insincere to older viewers.

Definite recommend, then. Here's hoping that second series materialises!


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 378: How to win at the dishwasher https://imnotdoctorwho.moegamer.net/2025/06/20/oneaday-day-378-how-to-win-at-the-dishwasher/ https://imnotdoctorwho.moegamer.net/2025/06/20/oneaday-day-378-how-to-win-at-the-dishwasher/#respond Fri, 20 Jun 2025 18:03:43 +0000 https://imnotdoctorwho.moegamer.net/?p=34197 If you are fortunate enough to own a dishwasher — and I suspect the proportion of you for which this is true is somewhat greater than it would have been maybe 20 years ago — then you have probably encountered The Great Dishwasher Paradox, which is that you've bought an appliance designed to save you … Continue reading #oneaday Day 378: How to win at the dishwasher

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If you are fortunate enough to own a dishwasher — and I suspect the proportion of you for which this is true is somewhat greater than it would have been maybe 20 years ago — then you have probably encountered The Great Dishwasher Paradox, which is that you've bought an appliance designed to save you time, effort and getting gross old food gunk all over your hands, but where somehow you can't quite bring yourself to do the simple task of loading and unloading it.

Loading and unloading the dishwasher becomes a mission of Sisyphean proportions, far worse than you ever felt about Doing The Washing Up, and so inevitably it happens: a dishwasher full of clean stuff sits around for about a week, while a veritable mountain of dirty plates, cutlery, cups, pots and other kitchen miscellanea builds up atop it, gradually reaching a point where it starts blocking access to other kitchen appliances such as, in our kitchen, the microwave.

Last time my wife took a trip away with some of her friends and family without me, I conquered the dishwasher. I wasn't deliberately trying to conquer the dishwasher, but I did. As soon as my wife returned, it all went to shit again, and I've been trying to recapture that conquest ever since. And I think I've nailed it.

The secret, dear reader, is to ensure that at no point does the dishwasher ever become so full of plates, cutlery, pots and other kitchen miscellanea that it becomes an undesirable amount of effort to unload it. What this means in practice is that you put a few things in the dishwasher immediately when they're dirty and, at an arbitrarily chosen checkpoint for yourself — just before going to bed is a good one — you put the dishwasher on, regardless of whether or not it's full.

Then, the next day when you open it up, there's not very much stuff to put away at all, so it takes less than five minutes to sort it all out, and then you can just put dirty stuff straight into the dishwasher the moment you're done with it. This all but eliminates the Filth Mountain problem, ensures you always have Clean Stuff ready to go, and once you get yourself into this cycle and stick to it, everything suddenly becomes a lot more manageable.

There are risks. The moment you cook something elaborate that involves lots of pots, pans and utensils, you run the risk of crossing that invisible threshold where emptying the dishwasher becomes A Pain. One can prepare for this eventuality by ensuring the dishwasher is completely empty before such a cooking adventure takes place. Then, even the most elaborate dinner service will probably not fill the dishwasher to bursting point, and you should be able to maintain the rhythm of this process.

One might say it is wasteful to run the dishwasher when it's not full. And perhaps it is. But then I think about the number of times we've crammed the dishwasher to breaking point because we'd allowed Filth Mountain to accumulate once again, and how the stuff inside then didn't come out clean, so we had to either run it again or wash stuff by hand, and it doesn't feel like that much of a problem.

Besides, I think we can probably agree that there are much more wasteful things going on in the world today than running a not-full dishwasher each day.

So there you have it. How to win at the dishwasher. I'm disappointed in myself that it's taken 44 years on this Earth to nail this, but at least it's done now. Now, if you'll excuse me, I have a dishwasher to load.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 377: Course correction https://imnotdoctorwho.moegamer.net/2025/06/19/oneaday-day-377-course-correction/ https://imnotdoctorwho.moegamer.net/2025/06/19/oneaday-day-377-course-correction/#respond Thu, 19 Jun 2025 19:52:45 +0000 https://imnotdoctorwho.moegamer.net/?p=34194 A report came out today that suggested the third-party titles which launched alongside the Nintendo Switch 2 have been somewhat underperforming, and physical retailers in particular have noted, to no-one's surprise, that no-one wants to buy those dumbass Game Key Cards. If someone wants to buy a physical game, they want the actual game. Now, … Continue reading #oneaday Day 377: Course correction

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A report came out today that suggested the third-party titles which launched alongside the Nintendo Switch 2 have been somewhat underperforming, and physical retailers in particular have noted, to no-one's surprise, that no-one wants to buy those dumbass Game Key Cards. If someone wants to buy a physical game, they want the actual game.

Now, there are likely multiple explanations for this situation, just one of which is the Game Key Card thing. The other is the fact that many of the third-party titles for the Switch 2 launch are games that are already at least several years old — things like Cyberpunk 2077, Bravely Default and Yakuza Zero being the main examples. Granted, each of those things have new features for their Switch 2 incarnations, but they're still games that are 5+ years old, and which have been widely available on other platforms since their launch. There's only really Bravely Default that isn't super-easy to get hold of any more, and even that's no more than £20 or so for a second-hand 3DS copy.

The optimist in me would like to think that both Nintendo and the third-party publishers who have been trying to push Game Key Cards will see the under-performance of these launch titles as a wake-up call, realise they fucked up and make an effort to reverse course. In an ideal world, I would love to see all the launch titles reissued on full, proper cartridges, no downloads required.

I also know that we do not live in an ideal world. In fact, some might say we live in one of the worst timelines imaginable, and as such I do not think it particularly unreasonable to think that one of two things will actually happen: 1) Nintendo and the third parties plug their ears, go "la la la" and hope that people will just suck up Game Key Cards given no other option, or 2) Nintendo and the third parties go "welp, that didn't work" and pull out of physical releases altogether.

Of the two, I think 1) is the most likely outcome, because Nintendo themselves appear mostly committed to doing actual proper cartridges for their own games. Mario Kart World comes on one, for example, and the upcoming Donkey Kong Bananza does, too, as do the "Nintendo Switch 2 Version" rereleases of stuff like Breath of the Wild, Tears of the Kingdom and suchlike. We've also seen no indication that titles like Metroid Prime 4 will be coming on Game Key Cards.

The issue, I'm told, is that there are actually only two options for publishers to release games physically on Switch: 64GB "full" cartridges, and 1GB Game Key Cards. And the trouble with the 64GB ones is that they're expensive, so even if a game could easily fit on one of them — like Bravely Default — a lot of publishers are baulking at both the extra cost to them, and the consequent business need to pass that cost onto consumers via higher prices. We're already seeing some resistance to things like Mario Kart World costing £75 — quite right, too — and so it's understandable that publishers would hesitate to go down a path that would require them to charge a high price in order to make their money back. To the Game Key Cards' credit, any games released in this way are a bit cheaper — but you're still talking at least £30-35 for most.

No-one has really said exactly why the 64GB cards for Switch 2 are so expensive, but it's presumably to do with them being based on the high-speed access that SD Card Express offers. A 256GB SD Card Express is a lot more expensive than a regular old SD Card of the same capacity, and if the Switch 2 carts are based on the same tech — which one would assume they are, otherwise why would the system require SD Card Express for digital downloads? — then that means that faster flash memory is pricier in general.

There's also the capacity question: 64GB is probably not enough for some modern games, since file sizes for triple-A titles have been ballooning over the 100GB mark for quite some time now. That said, if Cyberpunk 2077 can fit on a 64GB card, I feel like most other things probably can, too. And if not, well, game developers should rediscover the incredible art of compression. The games industry in general used to be really good at that — look at the amazing stuff you could fit on a single floppy disk in the 16-bit era! — but it feels like it just hasn't been a priority for developers in more recent years. After all, if the capacity is there, might as well use it, right…? Maybe it's time to get out of that mindset.

There's not really an easy solution then, though I suspect people would be at least a bit more open to paying a little more for their games if they knew they were absolutely, definitely getting the full game, complete on cartridge. Of course, these days there are things like patches, content updates and DLC to consider also, with many physical releases from the previous generation already being of questionable archival value as a result, one might say this is something of a losing battle.

Not all hope is completely lost, however; several of the limited-print companies such as Strictly Limited Games and Lost In Cult have committed to releasing their stuff on full Switch 2 cartridges, and I have little doubt that others will follow. Given that a significant portion of my Switch 1 library consists of titles from publishers like this, that makes me feel a little better. It is, however, disappointing to see companies like NIS America announcing things like new entries in the Trails series as being on Game Key Cards. Given that there's a strong crossover between those who enjoy niche-interest stuff like Japanese role-playing games and those who buy a lot of physical games — as my own shelves will attest — this feels like an intensely foolish thing to do.

It's early days, so I'm not ready to write physical gaming's obituary just yet. But I hope the data we've seen today actually causes some people to sit up, take notice and ponder if they might not be just a little better off doing things slightly differently.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 376: The death of ambition https://imnotdoctorwho.moegamer.net/2025/06/18/oneaday-day-376-the-death-of-ambition/ https://imnotdoctorwho.moegamer.net/2025/06/18/oneaday-day-376-the-death-of-ambition/#comments Wed, 18 Jun 2025 18:53:51 +0000 https://imnotdoctorwho.moegamer.net/?p=34190 Earlier today, Dave Gilbert, renowned modern adventure game developer and publisher, happened to point out that Adventure Gamers, a website with a near 25-year history, had, at some point, sold out and become an online casino shilling site, leeching off the prior content — which, after 25 years, you can bet had some decent SEO … Continue reading #oneaday Day 376: The death of ambition

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Earlier today, Dave Gilbert, renowned modern adventure game developer and publisher, happened to point out that Adventure Gamers, a website with a near 25-year history, had, at some point, sold out and become an online casino shilling site, leeching off the prior content — which, after 25 years, you can bet had some decent SEO juice, even with the myriad changes to such algorithms over the years — in order to hook people into shady gambling sites.

My immediate reaction to this was "ew, gross", shortly followed by "I bet I could make a really good adventure game site". Unfortunately, this thought was then almost immediately followed by "…but why should I bother?"

This isn't the first time I've thought something along these lines. The modern Web is killing, stifling any sense of ambition I might have once had. It's not one, single thing like generative AI causing me to feel this way — though you better believe the amount of AI slop out there is a big part of it — but rather a continual piling-up of little micro-enshittifications. Over the course of the last 10 years in particular, these micro-enshittifications have all accumulated into the garbage fire that is the Web of 2025: a place where it's hard to find reliable information, where it's even harder to verify whether what you're looking at is reliable information, and where the people with the power to make a difference don't seem to give a shit.

Let me tell you a little bit about myself, in case you've not been here on the previous occasions I've done so.

When I was a kid, I grew up surrounded by computers: specifically, the Atari 8-bit and ST, with MS-DOS and Windows PCs following along around the early '90s. For pretty much my entire childhood, my Dad and my brother were both regular contributors to an Atari magazine initially called Page 6 and later New Atari User, after it took over the name from a publication that was bowing out of the Atari 8-bit scene.

I loved getting a new issue of Page 6 every couple of months; I loved reading through all the features, even if I didn't understand all of them, and it gave me great pride to see my Dad and my brother's name in print pretty much every issue after a certain point. My Dad would cover flight simulators, productivity software and the use of music technology, while my brother would cover Atari ST games. We got a lot of free software out of this arrangement — much of which is now in my possession — and it's fair to say that this played an instrumental role in defining my interests and hobbies growing up.

When my brother left home, he had decided to forego university in favour of a staff writer position on a magazine called Games-X. This was a risky and ultimately unsuccessful venture on the part of publisher Hugh Gollner, but it was a nice idea: a weekly games magazine that covered new releases for the home computers and consoles that were around at the time — the tail end of the 8-bit era, the heyday of the ST and Amiga, and the days when the Mega Drive and SNES were just starting to get some attention.

I was immensely proud to have a family member in the games press, published every week in an actual magazine you could walk into a newsagent and buy. (Page 6 had a stint on newsstands, too, but it eventually went back to its roots as a subscription-only magazine, clinging on to dear life until 1998, impressively.) And my pride only continued after Games-X folded and my brother followed Gollner to the then-fledgling Maverick Magazines, where he initially worked as a staff writer on Mega Drive Advanced Gaming, while his girlfriend at the time held the same position on its Super NES counterpart Control.

It continued further still as he worked his way up the ranks, through several publications and publishing companies, until eventually he found himself in the United States working on the Official PlayStation Magazine and Electronic Gaming Monthly, and helping to launch the pioneering video game social networking site 1up.com — dearly missed.

Every step of the way, I followed his career with interest, conscious of the fact that I was 10 years younger than him, thinking "one day I'll get my chance; I really want to follow in his footsteps, and one day I'll have that opportunity if I just keep trying."

I did keep trying. I did some articles for Page 6, just as my brother had. I did some freelance contributions to PC Zone and the Official Nintendo Magazine, back in the days when one article would get you the money that two months' worth of news posts nets you today. I worked on some little sites, most of which have now disappeared, sadly, and I eventually had the opportunity to work on both GamePro and USgamer, two decent-sized but, admittedly, American sites.

For some reason I had found the UK games press perpetually impossible to crack after a certain point, and after attending a few PR events on behalf of both GamePro I understood why: there was very much a heavily cliquey, old boys' club thing going on, and as a socially awkward (and what I now know to be) autistic loser, that was not something I felt in any way able to crack my way into.

But still I wanted to believe. I wanted to believe that GamePro was the start of something big, until we were told via email one morning just before Christmas that none of us had jobs any more. I wanted to believe that USgamer was another opportunity for something big, until I found myself screwed over and, once again, informed via email, this time on my actual birthday, that I no longer had a job.

After that, I didn't seek any further positions in the games press. I'd taken too many beatings. But I didn't want to give up. That's when I started MoeGamer, which initially began as a means of continuing some of the work I'd done at USgamer covering Japanese games that other publications didn't give the time of day. This was work that people in both the industry and from the "public" side of things told me that they found valuable and helpful, because I wasn't just going "ew, anime art" and writing things off as "pandering" or whatever.

Long-term, I wanted to build MoeGamer into something that really stood by itself: a site where you could look up information on a wide variety of games and find some thoughtful, well-considered writing about it. And I think I have achieved that, even if I don't have the time or energy to update it as often as I'd like; the one positive about my previous job, which was beyond tedious, was that it gave me ample time and energy to write new articles and make new videos.

I still never really "made it", though. Few people online know who I am; even fewer go "oh, wow, a Pete Davison article, gotta read that" — although I do have a pleasingly enthusiastic following in the Evercade community, at least, thanks to my work on the official site — and I just find myself wondering… was all this for nothing? Is there even any point trying any more?

The Adventure Gamers thing stings, because were it 10-15 years ago, I'm pretty sure I could have put together a banger of an adventure game-centric website, developed a decent following and kept it up and running for 25+ years without selling out to online casino shills. But now, from every corner of the Web I read horror stories about sites struggling for discoverability, struggling to earn the money to keep the lights on and struggling to get anyone to give a shit about the written word. There are rare outliers, and the rise of worker-owned, reader-supported initiatives such as Aftermath and Giant Bomb is encouraging — but both of those (and others like them) already had ready-made, built-in audiences thanks to the people involved and their prior positions; how long would a brand-new website with a specialist focus even last these days, if it wasn't "the next project from [insert big name site] alumnus, [name]"?

I feel utterly demoralised. I feel like what was once my dream career just doesn't really exist any more. I recognise that I'm extraordinarily fortunate to have fallen into the position I'm in now, where I get to work on games that I care about, crafting written material to help people understand and appreciate quite why I love them so much — and hopefully help said readers learn to love them, too — but there are days of increasing frequency when I wonder if anyone really gives a toss. The days when I have people screeching obscenities at me on social media because they can't buy a cartridge that is out of print. The days when I have to deal with endless, mind-numbing, Queen's Duck-level "feedback" from people who absolutely don't care about the games I'm working on as much as I do. The days when I'm genuinely fearful for the history and legacy of the hobby I love so much, and where I weep for the traditional, written-word games press, a side of the industry which almost doesn't exist at all any more.

I was born 10 years too late. And believe me, it really sucks to have spent a significant portion of your life thinking "I really want to do that", only to find out, much too late, that "that" just isn't really a thing any more.

The obvious answer to all this is something I've thought of and felt before — that even if there doesn't seem to be a "place" for something, you should do it anyway, because someone, somewhere, will appreciate it. But with every site sold to private equity companies and gutted to turn into an AI slop factory, the motivation and ambition to do something significant and meaningful diminishes, bit by bit. What was once a roaring flame of determination is now little more than a flicker. And I hate that.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 375: So very very tired https://imnotdoctorwho.moegamer.net/2025/06/17/oneaday-day-375-so-very-very-tired/ https://imnotdoctorwho.moegamer.net/2025/06/17/oneaday-day-375-so-very-very-tired/#respond Tue, 17 Jun 2025 19:37:36 +0000 https://imnotdoctorwho.moegamer.net/?p=34187 Earlier today, someone shared a photo of a packet of Uncle Ben's instant noodles or something, which came with a disclaimer on the front that the image of the supposed product festering inside the pouch had been "generated with AI". And I think I felt something actually snap in my brain. What are we doing. … Continue reading #oneaday Day 375: So very very tired

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Earlier today, someone shared a photo of a packet of Uncle Ben's instant noodles or something, which came with a disclaimer on the front that the image of the supposed product festering inside the pouch had been "generated with AI". And I think I felt something actually snap in my brain.

What are we doing. What are we actually doing. I am absolutely beyond sick of this garbage being force-fed to us from every possible angle, and for breathless ball-gargling apologists to come out with all the usual "oh, it's a tool, a tool can't be bad".

No. Fuck off. Generative AI is hot garbage, and I think we've proven that beyond every reasonable doubt at this point. "It hallucinates a bit" should be enough to put absolutely fucking everyone off ever even thinking about using it for research and analysis, and the fact that the companies who trained these models have had to go about it in the most underhanded means possible, potentially destroying creators' rights over their own work in the process, should be enough to ward everyone off. And to cap it all, these people spend billions every month to achieve nothing. Several years into this shit and we're still yet to see convincing use cases that don't have hefty caveats. And still the rich get richer, somehow, and the world, as a whole, gets worse and worse off.

Is the fact that people have been driven to suicide by "conversations" with AI bots not enough? Is the fact that multiple social media platforms are now pretty much unusable and a privacy nightmare due to the flood of AI not enough? Does the prospect of people not actually being able to perform necessary skills — like, say, coding to hold the world's infrastructure together — not absolutely terrify you? And do you not see anything even a little bit wrong with ChatGPT offering to modify an existing piece of writing "in the style of" another magazine so you can successfully pitch something you didn't write a single word of?

Every day, the world gets worse and worse, and frankly, I'm reaching a point where it is becoming less and less desirable to live in it. Couple all this inescapable AI shit with what's going on in America, the looming war in the Middle East (again) and the frankly frightening regressions the world has seemingly been going through with regard to acceptance, tolerance and inclusion, and it's not a pretty sight. It's no wonder that everyone in the world seems to be so argumentative, aggressive and confrontational all the time these days. This is a problem, but it's also a symptom.

When I was growing up, it felt like I was living through one of the most exciting periods in cultural, societal and technological history. Now I'm just embarrassed to be on the same planet as a frankly terrifying proportion of the population, who seem to think that everything we're doing right now is just fine, and we should definitely continue on this course, it absolutely won't cause terrible problems down the line.

I don't know what to do any more. I feel powerless, helpless, alone. And I'm sure I'm not the only one feeling that way.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

If you want this nonsense in your inbox every day, please feel free to subscribe via email. Your email address won't be used for anything else.

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#oneaday Day 374: Afternoon nap https://imnotdoctorwho.moegamer.net/2025/06/16/oneaday-day-374-afternoon-nap/ https://imnotdoctorwho.moegamer.net/2025/06/16/oneaday-day-374-afternoon-nap/#respond Mon, 16 Jun 2025 19:21:17 +0000 https://imnotdoctorwho.moegamer.net/?p=34184 I've been exceedingly tired today and I'm not really sure why. Possibly it's because I went to bed pretty late last night, and possibly it's because I might be coming down with whatever it is my wife has right now (it's not COVID, we checked) but, regardless, I felt the need to spend my lunch … Continue reading #oneaday Day 374: Afternoon nap

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I've been exceedingly tired today and I'm not really sure why. Possibly it's because I went to bed pretty late last night, and possibly it's because I might be coming down with whatever it is my wife has right now (it's not COVID, we checked) but, regardless, I felt the need to spend my lunch break today just having a nap.

A daytime nap can be thoroughly pleasant. I've mentioned here on this blog numerous times that I tend to have my most vivid dreams after I've woken up for the first time each day and then fallen asleep again, and this remains true for daytime naps, too; they tend to involve vivid, interesting dreams that, more often than not, I find myself wanting to "finish" before I wake up.

This is silly, of course, because you can't "finish" a dream, and the relatively nonsensical nature of your average dream means that even if you could, there's no guarantee you could find whatever the trigger for the "end point" is.

For example, this morning when I was snoozing my alarm and not wanting to get up, I had a dream that I was at a station and needed to catch a train. I was supposed to meet some people and get on the train with them, but by the time I reached the platform the train was on, I could see said people waving to me from the train, which was just pulling out of the station.

Strangely, the last carriage of the train remained where it was, and became a bus going somewhere completely different as soon as I got on. I knew that the place the bus was going was a fair distance from the train's eventual destination, but I figured I would just get off at the next stop and figure things out from there. The next stop was a large and lively city — I didn't recognise it specifically, but it was relatively pleasant — so, as planned, I got off and attempted to decide what to do next, eventually settling on hiring a car to drive to the train's eventual destination, dropping it off at a branch of the car hire place that would inevitably be there.

I woke up around that point, realising I'd overslept somewhat, and thus I will never know if I 1) successfully hired a car, 2) if it was possible to drop said car back at a different branch of the agency to the one I hired it from, and 3) if I ever made it to wherever the train was going. And there are, of course, plenty of unanswered questions posed by the things I did experience, because dreams make no sense.

I mean, sure, you can interpret them in various ways — perhaps this dream is a manifestation of subconscious worries about being "left behind" in some way or another — but ultimately, a dream is always something your subconscious decided to conjure up for reasons that we still don't entirely understand, despite there being numerous theories about it.

I wonder what would happen if you did ever manage to "finish" a dream, whatever that means. What are the odds on it causing immediate and complete brain death? With everything we've had to put up with in the world up until this point, it wouldn't surprise me one bit. And it might even be a nice escape; the universe saying that you've survived enough, so now it's time to be set free.

Cheery thought, huh? Sweet dreams!


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

If you want this nonsense in your inbox every day, please feel free to subscribe via email. Your email address won't be used for anything else.

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#oneaday Day 373: Getting to grips with Cyberpunk https://imnotdoctorwho.moegamer.net/2025/06/15/oneaday-day-373-getting-to-grips-with-cyberpunk/ https://imnotdoctorwho.moegamer.net/2025/06/15/oneaday-day-373-getting-to-grips-with-cyberpunk/#respond Sun, 15 Jun 2025 22:08:12 +0000 https://imnotdoctorwho.moegamer.net/?p=34180 Played a bit more Cyberpunk 2077 on Switch 2 today, and I'm really enjoying it so far. I'm starting to get to grips with how to play a bit more stealthily, and it's considerably more gratifying to play this way than going in all guns blazing. The fact you can go in all guns blazing … Continue reading #oneaday Day 373: Getting to grips with Cyberpunk

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Played a bit more Cyberpunk 2077 on Switch 2 today, and I'm really enjoying it so far. I'm starting to get to grips with how to play a bit more stealthily, and it's considerably more gratifying to play this way than going in all guns blazing. The fact you can go in all guns blazing is also gratifying, but after one of the "fixers" telling me I had done sloppy work because in the process of attempting to steal a bit of data, I had murdered everyone in the building, I figured I should learn how to do things a bit more appropriately. I've put all those points into Intelligence and Technical Ability, after all, so I might as well use them!

What's fun about playing stealthily is that it makes each mission feel a bit more varied. Rather than showing up, aggroing the first guard you see and then effectively playing a cover shooter for a bit, you generally have to explore the environment a bit more thoroughly to find suitable means of entry and exit. Canny use of Quickhacks can also allow you to "tag" important objectives, mechanisms and guard positions, so you can keep track of them even when they're not in direct line of sight. And if you take control of security cameras — something you can do with your starter Cyberdeck — you can use their perspective to hack things that aren't within protagonist V's direct line of sight.

I'm anticipating that long-term, you'll probably be able to get into a position where you can complete an entire mission without setting foot inside the building once. I'm not at that point yet, largely because I think I'm lacking some useful Quickhacks for achieving that, but I have reached a point where I can convincingly perform reconnaissance on the target area before attempting to breach it. What then follows is a bit of wandering around outside, usually to find a means of getting on top of the building, and then planning a means of attack that either allows me to avoid everyone, or perhaps perform some silent takedowns.

The silent non-lethal takedowns are immensely satisfying to perform. By sneaking up behind an unaware enemy, you can grab them and drag them into another room before either killing them or knocking them out; the latter option is usually encouraged. Once you have a body, you can then pick it up and move it somewhere, including stuffing it into dumpsters (fatal), the boot of a car (not fatal) or just an out-of-the-way location.

This sort of thing is what I was talking about when I said I hoped Cyberpunk 2077 was going to feel like an old-school PC game. I'm talking sort of Deus Ex and Thief: The Dark Project era. I can't remember the last time I picked up an unconscious body and stashed it somewhere out of sight in a video game. Perhaps that says something about the games I typically play, but it feels like something we don't do a whole lot of in games any more. And that's a shame, because well-implemented stealth sections are a lot of fun.

And there's the rub, I think: I reckon a lot of people, having experienced many bad stealth sections in games, have forgotten what well-implemented stealth is like, and at worst have conditioned themselves to think that stealth is automatically bad. But one thing Cyberpunk 2077 shows is that if you do stealth sections correctly — and by that I mean providing the player with plenty of tools to monitor the situation and strategically plan things out — they can be as fun as all-out gunplay.

Cyberpunk 2077 doesn't do anything especially out of the ordinary. You have a little minimap in the corner of the screen that acts a bit like the radar in Metal Gear games. Enemies can be unaware, cautious or alerted, and it takes a moment for them to "switch" between those states; if you can get out of sight before they fully reach the new state, you can escape their notice. Cameras and security devices can be hacked, manipulated and even turned against enemies. And various things you do — ranging from stumbling over discarded noisy debris to attempting to hack their mainframe — have the potential of giving you away.

Since I'm not very far in the game's main story, I haven't seen a lot of additional options to customise V's cyberware to hack in various different ways, but already I'm starting to see how all this works. My "Netrunner" skill stat is getting a nice workout, and it's satisfying to see that rise with use.

And thus far I've mostly been doing random-ish odd jobs rather than progressing the main story. None of these have felt throwaway, either; they all have narrative context, and feel just as important to the overall setting as the main missions. That's good; it's helping the setting to feel nicely immersive, and making the game a whole lot more enjoyable.

So yeah! I'm glad I picked it up. It looks and runs great on Switch 2 — and with no frame of reference for the PC or PlayStation versions I don't feel like I'm "missing out" on any graphical flourishes — and it's a lot of fun to play. So it may be five years old, but to me it's new, fresh, and exciting — and I'm looking forward to playing more.


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#oneaday Day 372: In which my neighbour determines voice assistants are useless https://imnotdoctorwho.moegamer.net/2025/06/14/oneaday-day-372-in-which-my-neighbour-determines-voice-assistants-are-useless/ https://imnotdoctorwho.moegamer.net/2025/06/14/oneaday-day-372-in-which-my-neighbour-determines-voice-assistants-are-useless/#respond Sat, 14 Jun 2025 23:47:36 +0000 https://imnotdoctorwho.moegamer.net/?p=34177 I was having a poo earlier, as you do, and since our toilet is like sitting inside an actual blast furnace during the summer months, I had the window open as wide as it could go to let some air in. A side-effect of this is that I can hear what is going on outside … Continue reading #oneaday Day 372: In which my neighbour determines voice assistants are useless

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I was having a poo earlier, as you do, and since our toilet is like sitting inside an actual blast furnace during the summer months, I had the window open as wide as it could go to let some air in. A side-effect of this is that I can hear what is going on outside (and quite possibly that anyone outside can hear what is going on inside the toilet, but I've never tested that theory) and, more often than not, I hear my neighbours going about various business in their garden.

Our neighbours have a couple of kids, and the kids are often out the back using their trampoline. This evening it sounded like there was some sort of family meal or gathering outside, and there was music playing, evidently via some sort of Alexa-based smart speaker, because every couple of minutes — and inevitably well before a song had played to its conclusion, because who has time to listen to music in its entirety any more? — I heard one of my neighbours going "Alexa, next one". And, on multiple occasions, repeating this command at least once before Alexa actually played the "next one".

After several failed attempts to get Alexa to stop playing the Electric Light Orchestra, I heard some frustrated-sounding swearing coming from the garden, then the music stopped suddenly. A few moments later, it started again, but with no voice commands required. I imagine my neighbour had given up on trying to control the music with his voice and just gone back to good "old-fashioned" streaming from his phone.

I honestly have never seen the point of voice assistants. It is several orders of magnitude less convenient to do things with your voice than it is to just click on something on a computer or tap on it on a phone — with one of the chief reasons being, as demonstrated by my neighbour's frustrations, the fact that on a statistically significant number of occasions, you probably have to correct the device's misunderstanding of what you said, by which point you may as well have just fished your phone out of your pocket and typed what you were looking for into Google (not that Google is a great help these days with those fucking AI summaries) or opened your music app and pressed "Next".

I don't know. It's been said many times before, but it feels like a lot of today's tech is being built to solve problems that never existed in the first place. If I run out of milk, the last thing on my mind is telling a robot that fact; I either go out and get some milk myself, or I do what a normal person does and write it on a bit of paper on the fridge, forget about it until 10.48pm, then have to brave the mean streets of Southampton to walk to Tesco Express just so I can have a coffee the following morning. If I tell Alexa, or Google, or whatever, that I'm out of milk, sure, that fact is recorded somewhere, but it doesn't achieve anything. I could probably make it so that it ordered some milk from Amazon or something, but what an absolute faff. Shopping with a voice assistant is an absolutely alien concept to me, because it completely eliminates the ability to look at what's available, the prices and suchlike. So why would you bother?

Answer is, we don't. We have a couple of smart speakers, but all they get used for is finding our phones if we've forgotten where we put them down, and occasionally streaming some music, which we do via the "cast" button in our music apps rather than attempting to talk to them. I think our Alexa thing also controls our smart light switches, but again, no voice controls are involved there, and it could probably be done via another means.

When I did a very brief stint working for a courier company, it was vaguely useful to say "okay Google, take me to [postcode]" and it be able to navigate me there, but I'm not sure it was actually any quicker or better to do that than just typing said postcode into Google Maps. And if I'd typed it in, at least I knew it was right.

As tech critic Ed Zitron frequently notes, tech used to be fun and exciting, but these days it just seems to be finding new and exciting ways to make things less convenient and more annoying. And, of course, this isn't even getting into the "AI" garbage.

I hope that one day very soon the tech industry manages to wake up and realise that it's doing both itself and its customers a great disservice. Unfortunately, I am very concerned that process isn't going to be a pretty one, with the obscene amounts of money being thrown around for what, to the layman, very much appears to be products that don't actually exist.

What are we even doing any more?


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#oneaday Day 371: I finally played Undertale https://imnotdoctorwho.moegamer.net/2025/06/13/oneaday-day-371-i-finally-played-undertale/ https://imnotdoctorwho.moegamer.net/2025/06/13/oneaday-day-371-i-finally-played-undertale/#respond Fri, 13 Jun 2025 19:19:34 +0000 https://imnotdoctorwho.moegamer.net/?p=34164 This is a cross-post from my gaming site MoeGamer. I figured if I spent several hours writing this, that absolutely counts as Me Having Written Something for today. So please enjoy, even if you don't normally frequent MoeGamer. I will likely be doing this more going forward. Last week, I got around to something I've … Continue reading #oneaday Day 371: I finally played Undertale

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This is a cross-post from my gaming site MoeGamer. I figured if I spent several hours writing this, that absolutely counts as Me Having Written Something for today. So please enjoy, even if you don't normally frequent MoeGamer. I will likely be doing this more going forward.

Last week, I got around to something I've been meaning to do for ages: play through Toby Fox's modern classic Undertale, and attempt to understand why it is so well-regarded and popular.

I'd held off for quite some time for a few reasons: first and foremost was simply a matter of making time for it, since as anyone who knows me will be well aware, I have a lot of video games on my shelves. But I was also quite keen to play the game divorced from the context of its somewhat… passionate fanbase.

I have nothing against the Undertale fanbase, I hasten to add — I've never really come into contact with it directly — but for a game like this, I was keen to approach it with as much of a beginner's mind as possible. I wanted to try and understand what, exactly, it was about Undertale that resonated with people so much when it first released. And I think I got there in the end.

Spoilers follow.

Undertale, for the unfamiliar, casts you in the role of a kind-of-sort-of self-insert character. I say kind-of-sort-of because the protagonist is deliberately gender-ambiguous and you can't customise their appearance. You can customise the way they behave, though, and that's something we'll come back to in a moment.

As Undertale begins, you have fallen down a big hole into the land of monsters. Supposedly, many years ago, humankind and monsters lived together on the surface of the world, but a great war eventually led monsters to becoming trapped underground while humans dominated the surface. This is all the context you're really given at the start of the game; in short order, you meet up with a kind-but-a-bit-too-much monster named Toriel, who wants to take you in and look after you.

Toriel is a rather overbearing, motherly type to a borderline sinister degree, and thus it is natural to want to break free of her clutches and explore the greater world in which you find yourself. You can achieve this in a couple of ways, and herein you get to know probably the most important thing about Undertale, and the tagline it's used in various places in more recent years: this is an RPG where no-one has to die.

It's true! In every combat encounter you run into throughout Undertale, you have the option of fighting the monsters you come face to face with, or attempting to placate or otherwise peacefully resolve the conflict somehow. The exact way you go about this varies from monster to monster, but it is indeed possible to pass through the entire game without anyone dying by your hand.

Interestingly, resolving conflicts peacefully does not reward you with "EXP" that allows you to increase your "LV", meaning that if you choose to do a peaceful playthrough, your character will never get any "stronger". Undertale takes great pains to never actually use the full terms "experience points" and "level" for very good reason: in its world, that is not what "EXP" and "LV" mean. Instead, "EXP" stands for "Execution Points", hence you only acquiring them when you kill someone, and "LV" is short for "LOVE", which in turn is short for Level Of ViolencE.

In combat, regardless of whether or not you choose violence, you will have to fend off enemy attacks in short action sequences loosely inspired by shoot 'em up bullet patterns. By controlling the protagonist's SOUL (all caps, but not an abbreviation or acronym to my knowledge), represented as a heart, you can avoid taking damage from enemy attacks. Each enemy type has its own unique attacks, and the further into the game you go, the more varied these become.

One key variation comes with some enemies' ability to change the colour of the protagonist's SOUL. This causes it to behave in various different ways; for example, when it's blue, it's affected by gravity, meaning it has to "jump" over incoming attacks; when it's purple, it can only move between and across set "wires" on the screen. Enemy attacks also have colours, too; blue attacks are harmless if you stay still, orange attacks are harmless if you're moving when they pass through you, and green "attacks" are actually beneficial, providing a small amount of healing and also often triggering special effects. The green attacks most frequently come up when attempting to peacefully resolve conflicts.

But why might you want to spare the monsters of Undertale, when RPG convention has it that you are "supposed" to kill everything in your path? Well, that's because Undertale makes a specific effort to, for want of a better word considering we're talking about "monsters", humanise everyone and everything you come into contact with. Even fodder enemies have personalities and quirks, and it takes the most steely of resolves to look past all that and murder them. But, crucially, the option is there.

Not only that, but Undertale also keeps track of all manner of other things in the background. If you inadvertently killed someone in a first playthrough and then reset the game without having saved, it will know. On subsequent playthroughs, characters you "haven't met yet" will have recollections of you. And if you went all-out and did a "Genocide" run as your first playthrough, there are some fairly significant differences to how everything concludes.

Undertale is a game that is designed to make you think. Not in the sense that it's especially complicated or difficult to understand, but it really does make you think about the consequences of your actions — and how "game logic" might work were it applied to a "real" situation.

A good example comes if you complete what is known as a "True Pacifist" route. This is only possible after "beating" the game once, and fleshes out the story, resolving in an eventual "true ending" where the monsters finally escape the underground and are able to once again live free on the surface. If you open the game up again after you've reached this ending, the game tells you in no uncertain terms that yes, you absolutely can play again by making use of what it calls a "True Reset", but in doing so you are depriving an entire society — and yourself — of a happy ending. And why are you doing that? Just to see what happens? Is that something you can really justify doing?

A valid response to this is, of course, to say "no, I can't", and to close the game down, never to open it again. You got your happy ending. No need for any "what ifs". No need to satisfy your curiosity as to what might happen if you did the most morally reprehensible thing possible at every opportunity. No need to ruin the lives of a significant number of people.

At the same time, the game absolutely does provide plenty of meaningful changes if you do decide you want to see what might happen if you kill everyone. And then, if you decide to do that "True Pacifist" ending again just to "set everything right", there will be consequences to that, too.

This is the stuff that makes Undertale so clever and noteworthy. The moment-to-moment storytelling and dialogue is charming and memorable — I'd go so far as to say that this is a game with one of the clearest senses of authorial voice I've ever played — but the really interesting stuff comes about once you've been through the whole thing once and you start to contemplate and understand how differently some scenes can unfold depending on your previous actions. Various characters can be seen in rather different lights, and encounters can be resolved in other ways depending on everything from the things you've said to other characters to the objects in your inventory.

Of course, under the hood it's all an illusion based on hidden flags and counters, but in the moment, it absolutely works. Undertale is enormously emotionally engaging from start to finish, and I defy anyone to play through to the conclusion of the True Pacifist route and not at least hesitate before contemplating doing a Genocide run.

As previously noted, a lot of this is down to author Toby Fox's excellent writing, but Fox doesn't just use well-crafted dialogue to infuse his characters with personality; he uses visual elements such as fonts and the case in which characters' text-only dialogue is presented to help you build up a mental picture of each character. Probably the best example of both of these comes in the case of Papyrus and Sans, two skeletal characters you encounter early in the game after freeing yourself from Toriel's oppressive motherliness.

Papyrus is loud, brash and outspoken — if he had voice acting, he'd absolutely sound like Skeletor — but is this way in order to cover up intense insecurity and loneliness. We can tell this from the combination of his facial expressions, the things he says… and the fact that, as his name suggests, all his dialogue is presented in all-caps Papyrus font, a font that certain types of people tend to use if they want people to like them. Not only that, he's so desperate for validation and friendship that even if you've been on a Genocide run up until this point in the game, your encounter with Papyrus represents a key opportunity to turn back and change your ways.

By contrast, Sans is much more chilled out. Again, we can tell this from the way he looks at us and the things he says, but also the fact his dialogue is all in lower case Comic Sans, a font that everyone knows to be awful, but it serves a function. It's little stylistic things like this that are almost entirely unique to video games; one could get away with the typeface thing in written creative works, but here, it's the way this is combined with other visual and auditory elements that makes it work quite so well.

Expand this to a whole 7-10 hour game, with a variety of other characters who are all equally well-crafted and play very different roles on your overall journey, and you have something that really gets deep into the emotional centres of your brain, and which will stay with you long after the credits roll. This is a game where the characters feel real enough for you to be personally invested in them, and where all but the most hard-hearted will find it very difficult to make the decision to put them to death.

At least, that's how I felt about it, anyway. The nice thing about Undertale is that you can also go in completely the other direction with it, and look at it as an experiment in how video game narratives can manipulate one's emotions so that we believe in things which very much are, by their very nature, unthinking, unfeeling fabrications of someone's imagination. There's no logical reason why you should feel "bad" for "killing" a character in a video game, because you're not actually killing them. After all, think about how many anonymous grunts you've shot in the head in other games; how many slobbering monsters you've hacked and slashed your way through in your average RPG; how many societies you've doomed when you've set a game aside, never to return to it.

Among other things, Undertale makes us think about the context of our actions in video games, and how that might translate to something a bit more real. At its heart, it's not trying in the slightest to be "realistic", hence its deliberately slipshod visual presentation; it behooves us, then, to ask exactly why we end up caring so much more about these characters presented in low-resolution, often monochromatic pixel art than we might do about, say, an anonymous enemy soldier in a Call of Duty, or an enemy knight in a strategy RPG.

The answer, probably, is love. We don't care about grunts in a first-person shooter because we're never given any reason to. We have no opportunity to get to know them; they have a single mechanical function, and that is to stop us achieving our objectives. And, in turn, as Sans points out to us in the late game, "the more you kill, the easier it becomes to distance yourself; the more you distance yourself, the less you will hurt… the more easily you can bring yourself to hurt others."

In Undertale, meanwhile, every potential "enemy" is depicted as someone or something that could also, under different circumstances, be a friend. Even characters like Papyrus, who might initially appear to be set up in such a way to be a "villain", with his fixation on capturing you and seeming inability to actually follow through on this, end up expressing their support and validation for you. And a lot of this happens early on, making those first kills — the ones from before you find it "easy to distance yourself" — hard to perform.

Yes, part of Undertale's effectiveness comes from the fact that it makes you feel good. Because you are playing "you" — despite not being able to customise the player avatar — the game and its characters are effectively able to address you directly. And many of the things both the game and the individual characters have to say are positive, uplifting and supportive. Would you punch someone in the face if they told you that they believed in you, and that they could see you were trying your best?

Some of you might, and Undertale accepts that as a valid response. Some of you, like me, might be a lot more open to what is essentially emotional manipulation (positive), and thus find yourself staring at that post-game screen, unable to click "True Reset" and undo everything you'd done up until this point.

So yeah. I get it. Undertale is excellent. And I'm glad I finally understand why.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 370: Where's the breaking point? https://imnotdoctorwho.moegamer.net/2025/06/12/oneaday-day-370-wheres-the-breaking-point/ https://imnotdoctorwho.moegamer.net/2025/06/12/oneaday-day-370-wheres-the-breaking-point/#respond Thu, 12 Jun 2025 20:14:42 +0000 https://imnotdoctorwho.moegamer.net/?p=34161 Watching the shit going down in the United States, and seeing the general state of the world today, I have to ask… how far, really, is too far for humanity to put up with? Because part of me thinks that "too far" is, at this point, a distant speck behind us, and yet not an … Continue reading #oneaday Day 370: Where's the breaking point?

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Watching the shit going down in the United States, and seeing the general state of the world today, I have to ask… how far, really, is too far for humanity to put up with? Because part of me thinks that "too far" is, at this point, a distant speck behind us, and yet not an awful lot appears to be Getting Done.

Granted, there have been some big protests in LA recently, and justifiably so. This very much counts as Getting Something Done, particularly as it's making the authoritarian nature of the current U.S. government readily apparent through its response to said protests. But a lot of the people in the States with the actual power to Get Something Done — like, say, the Governor of California, or any number of other politicians with a platform — appear to be doing little more than writing sternly worded letters and posting them on social media, when they should be… well, doing more than that.

It's a similar situation, albeit from a wildly different perspective, with the generative AI thing. The general public doesn't want this. The people whose jobs are being put at risk don't want this. The people who just want "going on the computer" to carry the joy it once had around the turn of the century don't want this. And yet every day I read about huge companies like Google stubbornly digging their heels in, even going so far as to lay people off in an attempt to fund something which, at this point, has proven itself beyond a doubt to be inherently unsustainable, unprofitable and, moreover, useless.

And no, I don't want to hear any AI apologists giving me the "oh but it's great for coding and medicine!" spiel. In both of those instances, the prospect of zero human involvement is, frankly, horrifying. With the amount of bullshit generative AI still makes up on the regular, I wouldn't trust it to code anything without intense human supervision, and the second I see a doctor consulting ChatGPT is the second I report that fucker for malpractice.

But outside of outspoken critics like the previously linked Ed Zitron, not a lot seems to be getting done about the AI problem, either. I suspect a lot of people are scared to be the one to speak up at their workplace if their boss suddenly decides that they're going "all-in" on AI, whatever the fuck that means. (Don't worry, this hasn't happened at my place of work, thankfully.) And I think they're probably right to be nervous; I can see people getting shitcanned for spurious reasons like "not being a team player" if they object to their organisation's use of AI — and no, the irony of that would not be lost on me, given AI's potential to break up efficient, quality teams — and we are probably yet to see the true legal ramifications of someone who decides to challenge an employer who let them go in order to replace them with a hallucinating plagiarism machine.

So is that it? Is the answer that very few people are actually doing anything to resist the absolute bullshit that is happening in our because they are scared? If that's the case… yeah. I kind of get it. The stuff coming out of the States is terrifying to see unfold, even as someone an ocean away from where it's actually happening. And I won't lie, the prospect of losing my job to AI is a concern — one that sits at the back of my mind as a near-constant anxiety right now.

I miss being able to enjoy existence. Because it feels like a very long time since I've been proud to be a human being on this Earth at this particular time in history. Instead, it's an embarrassment. A terrifying embarrassment. And I sincerely hope that the day we look back on this and go "Never a-fucking-gain" is sooner rather than later. Because I'm certainly not going to look back on these days and laugh.


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#oneaday Day 369: What is going vrrrrrr https://imnotdoctorwho.moegamer.net/2025/06/11/oneaday-day-369-what-is-going-vrrrrrr/ https://imnotdoctorwho.moegamer.net/2025/06/11/oneaday-day-369-what-is-going-vrrrrrr/#respond Wed, 11 Jun 2025 20:49:26 +0000 https://imnotdoctorwho.moegamer.net/?p=34158 Something in my house has been going vrrrrrrrr… vrr vrr vrr vrrrrrrrr all day and it's driving me bonkers. I have no idea what it is. I thought I was hearing the vibration of my fan on my desk (upstairs) through the ceiling of the lounge (directly beneath it) but having turned said fan off … Continue reading #oneaday Day 369: What is going vrrrrrr

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Something in my house has been going vrrrrrrrr… vrr vrr vrr vrrrrrrrr all day and it's driving me bonkers. I have no idea what it is. I thought I was hearing the vibration of my fan on my desk (upstairs) through the ceiling of the lounge (directly beneath it) but having turned said fan off and moved it, I don't think it's that.

Actually, it might be that. If it has been that all day, and all it took to stop it going vrrrrrr… vrr vrr vrr vrrrrrrrr was to move it an inch, I'm going to be… well, not annoyed as such, but mildly frustrated that I didn't just follow my first instinct and investigate further.

I've always had quite sharp hearing for stuff like this. It can be irritating at times, but back when I was younger my friends used to think I had magical powers for being able to tell a TV was turned on somewhere nearby (with its volume down, obviously, anyone can tell a TV with its volume up is on) just by hearing it. Of course, these days we recognise this as "CRT whine", and people are a bit more savvy to it. But it always used to make me feel just a little bit special when I could perceive something my peers apparently couldn't.

As age creeps up on us, our senses dull somewhat. My eyesight has certainly declined a lot from what it was when I was younger — I used to have absolutely excellent vision as a kid, but at some point around probably my mid-20s I started to feel like things weren't quite right in that department, so I went and got my eyes tested. Turned out I had astigmatism, a condition quite common in my family, so I got some glasses to fix it and it was a revelation. Now I'm never without them, largely because the idea of using contact lenses terrifies me.

My hearing seems to have remained good, however. Aside from an occasional condition known colloquially as "swimmer's ear", where my right ear sometimes finds itself getting "blocked" or "stuck", particularly if I've slept on it, I can still hear things very well, and my musical training means that I'm also very good at picking out individual sounds from amid a lot of noise — or, arguably more practically, being able to pick out individual instrumental lines from within a complete piece of music. Unfortunately this ability is also coupled with my autism, meaning that environments where there is a lot of noise — particularly a lot of people talking at the same time — can be very overwhelming. I find it particularly uncomfortable when someone talks to me while something else is making speech-like noises — in other words, don't talk to me while I'm watching TV, a movie or a video game cutscene.

I'm also quite sensitive to poor quality audio. Not so much that I'm an insufferable "FLAC or nothing" kind of music enthusiast, but when, for example, someone recording a YouTube video or appearing in a Teams meeting has a crappy microphone, I find it actively distracting to listen to them. I don't know what specific "thing" is to blame for that particular sensitivity, but with how affordable good microphones are these days, there isn't really a great excuse for sounding like shit, particularly when doing something where audio is integral — like narrating videos or streaming, for example.

Anyway, whatever was going vrrrrrrr… vrr vrr vrr vrrrrrrr appears to have stopped now, so I guess it was the fan vibrating against something. Occam's razor at work, I guess.


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#oneaday Day 368: Punked https://imnotdoctorwho.moegamer.net/2025/06/10/oneaday-day-368-punked/ https://imnotdoctorwho.moegamer.net/2025/06/10/oneaday-day-368-punked/#respond Tue, 10 Jun 2025 17:51:16 +0000 https://imnotdoctorwho.moegamer.net/?p=34155 I decided to nab Cyberpunk 2077 from the Nintendo Switch 2's launch lineup. I haven't particularly followed the game since its original semi-disastrous launch several years back, but I figured the Switch 2 port would be a good way to jump in with zero expectations. I also wanted to support one of the few third-party … Continue reading #oneaday Day 368: Punked

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I decided to nab Cyberpunk 2077 from the Nintendo Switch 2's launch lineup. I haven't particularly followed the game since its original semi-disastrous launch several years back, but I figured the Switch 2 port would be a good way to jump in with zero expectations. I also wanted to support one of the few third-party developers releasing their game on an actual game card instead of a Game Key Card. Vote with your wallet, send a message and all that.

I'm pretty impressed so far. While the game doesn't run at 4K 60fps, I wasn't expecting it to; it does, however, run at what appears to be a perfectly stable 30fps in 1080p, and it also taught me that my TV apparently does have a 120Hz mode, because despite not actually running at 120fps, it switches to that mode when playing Cyberpunk.

I haven't played a lot of the game so far, but what I was hoping for was something with a similar sort of vibe to classic PC games like Deus Ex. While I don't think Cyberpunk 2077 goes quite as hard on the "immersive sim" side of things as some games like that, I've been enjoying what I've played so far. Playing a CD Projekt game from first-person is a fun novelty, and Night City seems like an interesting location to explore so far. They've also nailed that thing where they drop you into a setting and everyone is using what will initially be unfamiliar slang, but you soon pick up the lingo and feel like you're part of the world.

I haven't really decided what kind of character "my" V is going to be as yet. With games like this, I do often tend to gravitate towards stealthy and hacking-type abilities, but I appreciate there's a stat in this just called "cool", which involves doing cool things like taking down enemies using pistols and being street smart.

Thus far the combat seems to be all right. It's of the "point a gun at someone and numbers pop out of them" variety, but supposedly with the right combination of skills, weapons and good aim, you can do things like knock enemies down with a single headshot and suchlike. The close-up melee combat appears to be a bit cack, however, but no first-person game has ever really nailed this, and at least it's not quite Elder Scrolls levels of wafting blindly at an enemy right in front of you; there is at least a nominal sense of impact when your blows connect.

I think I'm out of what is essentially the tutorial missions now, so I'm going to spend a bit more time with it tonight and see how I get on. I still have several other games on the go so starting a brand new one is probably a terrible idea, but you know how it is. Shiny new toy, you want to try it out as much as you can. And, outside of Mario Kart World, this was probably the most interesting thing from the launch lineup.

So anyway. Cyberpunk 2077 thus far appears to be A Good. Further bulletins as events warrant.


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#oneaday Day 367: Acknowledge, Align, Assure https://imnotdoctorwho.moegamer.net/2025/06/09/oneaday-day-367-acknowledge-align-assure/ https://imnotdoctorwho.moegamer.net/2025/06/09/oneaday-day-367-acknowledge-align-assure/#respond Mon, 09 Jun 2025 22:10:58 +0000 https://imnotdoctorwho.moegamer.net/?p=34152 Customer service is something that you would think we'd have nailed at this point. So why is it that everyone dreads having to contact an organisation's support department? It is, of course, because we emphatically have not nailed it. I'd like to tell you the saga of my Ikea chair. One of the legs broke … Continue reading #oneaday Day 367: Acknowledge, Align, Assure

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Customer service is something that you would think we'd have nailed at this point. So why is it that everyone dreads having to contact an organisation's support department? It is, of course, because we emphatically have not nailed it.

I'd like to tell you the saga of my Ikea chair. One of the legs broke on it a few weeks back, so I've been attempting to get it replaced under its guarantee — something which shouldn't be a problem. So I contacted the support department through their chat facility — there's no means of emailing them, and I do not like talking to people on the phone — and, after several minutes of attempting to make the stupid AI chatbot understand what it was I was enquiring about, I was transferred to someone that was supposedly a human being.

I explained to the person that the chair leg had broken, and that the problem was with the point where the leg attached to the chair's base. As such, I needed the base of the chair replacing rather than the leg itself.

It was at this point that I first ran into a phenomenon that I'm sure you've all encountered at some point in the recent past: the Acknowledge, Align, Assure approach to customer service. I first became aware of this when I worked at the Apple Store between 2007 and 2009, and it still appears to very much be standard practice when dealing with any large corporation today.

Here's how it works. You explain your complaint. The person you complain to then repeats your complaint back to you verbatim, which is them Acknowledging there is a problem. They then say something along the lines of "I'm sorry" or "I understand that this might be frustrating", which is them Aligning with your viewpoint, attempting to demonstrate that they empathise with your plight. They then tell you what they are going to do, and Assure you that everything is going to be all right.

This happened by the book in my first contact with Ikea's support agency. The person on the other end of the chat said that they were sorry my chair leg had broken, and that the problem was with the point where the leg attached to the chair's base, and that I needed the base of the chair replacing rather than the leg itself. They explained that they understood how frustrating this must be, and then told me that a replacement would be with me within 14 working days.

Just to ensure that I wasn't about to be sent nothing but a chair leg in the post within 14 working days, I reiterated very carefully and clearly that the problem was with the chair's base, and that that was the part which needed replacing. I was told "don't worry" and that everything would be resolved within 14 working days.

At some point within the next 14 working days, I received a small package through the post from the Netherlands. Inside the package was a single chair leg.

Of course, I immediately contacted support again, and told them the situation. I was once again told how sorry the chat operator was that I had been sent a leg and not the whole chair base that I had asked for, and that they appreciated how frustrating this may be. I was told once again "don't worry" — those exact words — and assured that the base of the chair would be with me within 14 days, that it would be coming via DHL and that I would get a phone call the morning it would be arriving.

Another 14 working days passed. I received no further packages from the Netherlands, no phone call from DHL, and indeed no indication whatsoever that anything had been done at all. So today I got back on the chat and asked to know what on Earth was going on.

After telling me how sorry that they were that the chair on my leg was broken, and that I needed the base of my chair replacing, and that I had been sent nothing but an individual replacement leg of the chair and no indication that a new chair base was, in fact, on the way to me, and explaining how they understood how frustrating this was, they were about to assure me that everything was okay before I stopped them.

"Just please replace the entire chair if that's easier," I said.

They are coming on Wednesday to pick up the old chair and provide me with a new one. At least, that's what's supposed to be happening, anyway. We shall see whether or not that actually happens.

The thing with Acknowledge, Align, Assure is that it's one of those things that looks and sounds perfectly fine in theory and when you're training people, but in the real world it comes across as insincere and patronising. Surely, you'd think, who wouldn't want to feel like the person manning the support channels wasn't on your side? Having them say they understand how frustrating things are humanises them, surely, and thus that makes them more likely to be believed when they offer assurances that everything is, in fact, going to be all right when it emphatically is not.

I understand why it happens. It's because of corporate policy and procedure, and it is primarily there to protect both the company and the individual support agent. In theory, it prevents the support agent promising things the company will not be able to fulfil, and it ensures the support agent themselves is not held responsible as an individual if something goes wrong amid the process.

But it's completely and utterly dehumanising for everyone involved. There's a reason why people still like going to little, local mom-and-pop shops, and that's because that's where you get real customer service; that's where you get people being genuine, where you feel like they really want to help you and ensure that you walk away happy. Because while a single unhappy customer is a drop in the ocean for a huge corporation, for a small, local company it could be the difference between life and death.

Ikea, Apple and any number of other huge corporate entities obsessed with policy and procedure aren't going to change their ways any time soon, and I don't have any particularly comforting words about that. I guess the ideal answer is that we all make a commitment to shopping with small, local businesses rather than multinational corporations — but I think we all know that simply isn't possible for a lot of us, for one reason or another. It sucks, but it is the world we've inadvertently created for ourselves, so now we have to live with it.

I'm sorry that it sucks and that it's the world we've inadvertently created for ourselves, so now we have to live with it. This must be very frustrating. But please don't worry.

Because nothing is going to get any better, ever. Happy Monday!


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#oneaday Day 366: Bardic Investigations https://imnotdoctorwho.moegamer.net/2025/06/08/oneaday-day-366-bardic-investigations/ https://imnotdoctorwho.moegamer.net/2025/06/08/oneaday-day-366-bardic-investigations/#respond Sun, 08 Jun 2025 23:45:09 +0000 https://imnotdoctorwho.moegamer.net/2025/06/08/oneaday-day-366-bardic-investigations/ I have now watched roughly half of the complete run to date of Shakespeare and Hathaway: Private Investigators, and I'm still really enjoying it. It's low-effort TV but not in an "insulting to your intelligence" sort of way; more that it's quite gentle in terms of both it's dramatic and comedic aspects. A good example … Continue reading #oneaday Day 366: Bardic Investigations

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I have now watched roughly half of the complete run to date of Shakespeare and Hathaway: Private Investigators, and I'm still really enjoying it. It's low-effort TV but not in an "insulting to your intelligence" sort of way; more that it's quite gentle in terms of both it's dramatic and comedic aspects.

A good example of this is the fact that in the 21 episodes I've watched so far, there hasn't been a single fight scene, and action scenes in general are fairly limited. There's been a few car chases and a number of on-foot pursuits, too, but given the two protagonists are neither exactly in the prime of life, they mostly conclude with them outwitting their quarry rather than taking them down dramatically.

There's no swearing, either. I don't mind a bit of effing and jeffing at all — heaven knows I do it enough around here — but it is nice to watch a show that isn't being particularly tryhard about showing the "gritty" side of life.

In fact, as I noted in my first impressions, Shakespeare and Hathaway is mostly rather cartoonish, or perhaps more accurately, theatrical. Villains are unmistakably evil, with most of them practically twirling their figurative moustaches at every opportunity. Far from making the show cheesy and silly, though, this is one of many things that helps it to be so easily digestible and enjoyable without demanding too much of the viewer.

I'm not saying all TV should be like that by any means, but in an age where I know multiple people who won't start watching a new series if there isn't an analysis podcast running alongside it, it is very nice to watch something that just knows what it is, and which delivers consistent, straightforward entertainment.

An easy recommendation, then, if only for the exchange "What's the first rule of stakeouts?" "…no farting?"

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#oneaday Day 365: A year of this https://imnotdoctorwho.moegamer.net/2025/06/07/oneaday-day-365-a-year-of-this/ https://imnotdoctorwho.moegamer.net/2025/06/07/oneaday-day-365-a-year-of-this/#respond Sat, 07 Jun 2025 23:44:28 +0000 https://imnotdoctorwho.moegamer.net/?p=34148 Yes, it appears I have been doing this nonsense (again) for a whole year. And with it, I feel a curious sense of… well, not a lot at all, really. The world, both online and offline, has changed a great deal since the first time I did a daily blogging project, and the purpose of … Continue reading #oneaday Day 365: A year of this

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Yes, it appears I have been doing this nonsense (again) for a whole year. And with it, I feel a curious sense of… well, not a lot at all, really. The world, both online and offline, has changed a great deal since the first time I did a daily blogging project, and the purpose of this blog has, by extension — and not necessarily deliberately — changed somewhat, too.

When I started doing #oneaday first time around, it was an attempt to be part of a community. The people who kicked off the "challenge", as it were, were people who I wanted to get to know a bit better, mostly from in and around the games press. Unfortunately, that never really happened, as most of them dropped out pretty early, and some of them actually got rather abusive towards the entire #oneaday project at various points. So that was unfortunate.

I persisted, though. There were other people who decided to get involved that I did enjoy reading the posts of. Several people who I got to know through their posts, and enjoyed interacting with through their comments sections. Out of all of them, I'm not sure any of them even still have their blogs that they started back in the 2010s — I know I've been looking for several of them, and they're just not there any more. I hope they're doing well; it saddens me a little to think that they'd take something they'd created and just cast it aside for one reason or another, but I also understand that today, you often can't be too careful about your "Internet footprint" lest something that seemed innocuous at the time ends up getting dug up to be used against you maliciously.

That's not all, though. There are also a number of people from the anime, manga and video game enthusiast communities who I got to know a few years after I stopped doing #oneaday on a regular basis, and most of them have abandoned their blogs, too. There are a few still knocking around, to be sure, but a lot of the ones I most enjoyed reading and chatting in the comments sections of are simply no longer online at all. Again, that's a real shame; I miss those people, and since our only real point of contact was our blogs, chances are I won't hear from them ever again.

I've spoken before elsewhere about how viewing figures for personal websites are in the absolute toilet these days. I'm lucky to break double figures in views on this site these days, whereas ten years ago I'd maybe get a couple of hundred. Not particularly impressive compared to a commercial site, no, but considering all I do here is waffle on about whatever pops into my head on a given day, I thought it was quite a noteworthy achievement. MoeGamer, as a site with a tighter focus, still gets a decent number of views per day, but most of them are confined to just a few pages and articles, many of which I wrote several years ago and thus successfully acquired the SEO juice for.

As I've also said before, this blog has never been "for" anyone other than myself. I write here because I enjoy writing, because I've always enjoyed keeping a journal, and because I find it a valuable means of expressing myself. The fact that hardly anyone is reading it any more is a shame, sure, but getting people to read this site has never been a priority. If it was, I'd be sharing posts every day on social media, and I just can't be arsed with that.

You see, a post "gaining traction", as Internet vernacular has it, is a bit of a double-edged sword. Yes, it's nice to see people reading your stuff, but it also means that you're likely to run into that particular type of person online who does nothing other than arbitrarily disagree with everything you write. In many instances, one gets the impression that they don't even particularly care what they're arguing about — just that they're arguing. And when something you post online gets viewing figures outside of the circles it normally moves in, you get an exponentially greater number of people like this. And it can be exhausting.

So that's why I'm not too bothered about no-one reading this except me. I derive value from this site from being able to look back at my entries from various different times, and see how I was dealing with particular situations. I enjoy looking back over this semi-permanent record of my own memories, both good and bad. And I feel like I occasionally learn something from reflecting on things that I wrote in the past — both things that I'm proud of, and things that I regret. All of those things helped make me the person I am today, and they're all here on this one site, as a complete reference guide to Pete.

So yeah. I've been doing this daily for the second time, for a year. And I have no intention of stopping just yet. If you happen to be following along, thanks for being a member of an increasingly exclusive club. If you're new here, hi, if you have any questions chances are many of them have been answered at some point in the last three thousand posts. And if you're one of those lapsed bloggers I mentioned earlier, do say hi — it would be great to hear from some of you.


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#oneaday Day 364: I should probably play Undertale https://imnotdoctorwho.moegamer.net/2025/06/06/oneaday-day-364-i-should-probably-play-undertale/ https://imnotdoctorwho.moegamer.net/2025/06/06/oneaday-day-364-i-should-probably-play-undertale/#respond Fri, 06 Jun 2025 23:15:01 +0000 https://imnotdoctorwho.moegamer.net/?p=34145 I've never played Undertale. More impressively, I have somehow not been spoiled on Undertale as yet, but I'm feeling increasingly like I should probably play it. I do own a copy, after all, and now its follow-up Deltarune is out on Switch 2, I feel like the risk of inadvertently stumbling across spoilers in the … Continue reading #oneaday Day 364: I should probably play Undertale

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I've never played Undertale. More impressively, I have somehow not been spoiled on Undertale as yet, but I'm feeling increasingly like I should probably play it. I do own a copy, after all, and now its follow-up Deltarune is out on Switch 2, I feel like the risk of inadvertently stumbling across spoilers in the wild is about to take a sudden spike back up.

I don't really have a good reason for not having played Undertale. It's not that I don't want to play it, it's just never been a particularly high priority for me. Part of that is down to the "reverse hype" thing, where so many people are playing it and making memes about it that I just want it to go away in order to appreciate it on its own merits. In fact, I think that's probably most of the reason I haven't played it as yet. Which is arguably a bit silly, because as I have seen with a number of other games in the past — Clair Obscur: Expedition 33 and Mario Kart World being the most recent ones — it's sometimes fun to feel like you're part of the "current" conversation.

I'm still in the process of weaning myself off the habit of only playing one game at a time. While it definitely pays to devote yourself to something lengthy like Xenoblade Chronicles X (which I'm closing in on 90 hours of) it also certainly doesn't hurt to play some other things in the meantime, too.

The way I've found most helpful of thinking about it is in terms of TV shows: back in the prime of serialised TV shows in the late '90s, you'd watch maybe five or six ongoing shows all at the same time and still be able to keep them all straight in your head, even with a gap of a week in between each episode. While that's not how most people enjoy TV shows today, it absolutely is still possible to watch and enjoy multiple TV shows simultaneously (well, not simultaneously, but you know what I mean) without feeling like you've "abandoned" one in favour of another. And the same should be — is — true for games, too.

Very few games have such an intense structure that they demand your undivided attention for hundreds of hours; in the case of Xenoblade Chronicles X, for example, the main story is split into discrete chapters, and in between each chapter there are a bunch of "side" missions (which are actually also very important to fleshing out the overall setting and narrative) that can be tackled a bit at a time. With that structure, it's easy to find a natural stopping point — on the micro level, after completing a single mission; on a more macro level, after completing a story chapter, or clearing up all the accessible missions between story chapters — and then go do something else for a bit.

So y'know what? This weekend I might just start Undertale. I believe it's not particularly long, either, so it might be a nice palate-cleanser, and then I can play Deltarune and be part of the conversation over that. Maybe.

In fact, I will make that a commitment. Tomorrow I will start Undertale. I have no real commitments for the weekend, so I'll sit down with it, give it some time and see what I think. As I say, I know pretty much nothing about it at all, so I am very interested to finally give it some time.

For now, though, bed. Or maybe a Mario Kart race or two before that…


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 363: It's Switch Twoursday https://imnotdoctorwho.moegamer.net/2025/06/05/oneaday-day-363-its-switch-twoursday/ https://imnotdoctorwho.moegamer.net/2025/06/05/oneaday-day-363-its-switch-twoursday/#respond Thu, 05 Jun 2025 21:26:37 +0000 https://imnotdoctorwho.moegamer.net/?p=34142 Come on, Nintendo, "Switch 2sday" was right there and you blew it. Sega had this shit sorted back in the '90s… although given the trajectory they took shortly afterwards, probably best not to take too many cues from them on the hardware front. Anyway. Yes! It is the Nintendo Switch 2 launch day and I … Continue reading #oneaday Day 363: It's Switch Twoursday

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Come on, Nintendo, "Switch 2sday" was right there and you blew it. Sega had this shit sorted back in the '90s… although given the trajectory they took shortly afterwards, probably best not to take too many cues from them on the hardware front.

Anyway. Yes! It is the Nintendo Switch 2 launch day and I have been fortunate enough to get one on launch day. I ordered from Argos when pre-orders first went up, and I was half-expecting my order to be cancelled. But no! It arrived mid-afternoon today, so I went through the whole "transfer" process from my original Switch, and I've been happily enjoying Mario Kart World and Ridge Racer this evening.

I'm going to write something more substantial about both of those games over on MoeGamer at some point in the very near future, so I thought today I'd talk a little about my initial experiences with the Switch 2 in general.

Overall, my impressions have been very positive. Outside of the thing refusing to connect to my Wi-Fi on one side of my study (a problem that is by no means exclusive to the Switch 2), everything has gone pretty much as smoothly as you would ever want.

If you're upgrading from an original Switch, there's a straightforward transfer process you can run. This involves putting the two consoles physically close to one another, presumably so they can establish a direct wireless connection between one another, and then triggering the transfer process from both ends, perhaps with a login or two along the way depending on how you have your accounts set up. It even asked for the microSD card from the original Switch to transfer over captured screenshots and videos.

When it was finished (about 15-20 minutes later), all of my saves, settings and account details had been transferred over to the Switch 2, and the Switch 2 made a start on redownloading all the digital software I had on my original Switch. This was fine for my purposes, though those who have larger digital libraries may have run into issues, since the largest microSD Express card you can get for Switch 2 (and it will only take microSD Express, except for the aforementioned screenshot library transfer process) is 256GB. OG Switch, meanwhile, would happily take 512GB or more.

The auto-download thing was fine, but for some reason it did stop partway through and didn't resume. I assume this is because I started doing something that talked to online — that's what generally happened with downloads on the original Switch — but I would have expected it to start downloading again afterwards. This didn't happen. Not a huge issue, since I can easily manually redownload anything I want to put back on the system, because the icons for those pieces of software are there, but it would have been nice for that to be fully automated.

One of the biggest upgrades is to the eShop. No longer a slow, annoying mess to navigate, the Switch 2's eShop seems perfectly functional, and it already has some hentai shovelware games ready to go. So the curation issue isn't exactly solved, but the painful user experience side of things is, at least, fixed now.

I briefly fired up the new Gamecube app you get with a Nintendo Switch Online subscription, and boy, those games sure do look lovely all HD-ified. I'm looking forward to having a play with Soul Calibur II and F-Zero GX in particular; I'm in no hurry to replay Wind Waker, meanwhile, since I played the Wii U version a few years back and while I enjoyed it, I also don't have much desire to play it again just yet.

Handheld, the screen looks lovely. While not OLED, it's bright, large and smooth. Games look great on it. I haven't tried any original Switch titles on it as yet, but Switch 2 stuff looked pin-sharp and super-slick. It's also a bit bigger than the original Switch, meaning it'll probably be more comfortable to play more complex games in handheld mode than the original Switch was. I will likely still keep it connected to the TV for the vast majority of the time, but I feel more inclined to play handheld with that lovely screen than I do the original Switch. No shade on those who primarily played OG Switch handheld; I just preferred the TV experience by quite a considerable margin.

Thus far, then, I'm happy with my purchase. I still have plenty of concerns about things like Game Key Cards, software prices and suchlike, but we'll see how things pan out long-term. I do find myself wondering if Nintendo will be able to capture the same lightning in a bottle that the original Switch was — historically speaking, they've tended to follow an astronomical success (Game Boy, SNES, Wii) with anything from middling-to-solid commercial performance (N64, Gamecube) to catastrophic failure (Virtual Boy, Wii U), so it will be interesting to see where Switch 2 falls on that spectrum… or if it will continue a run of good luck for the company.

Anyway, it doesn't really matter. I have one, I like it and I'm looking forward to playing with it some more. So I'm going to do just that before I head to bed. Mario Kart World calls me!


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 362: Switching to a new era https://imnotdoctorwho.moegamer.net/2025/06/04/oneaday-day-362-switching-to-a-new-era/ https://imnotdoctorwho.moegamer.net/2025/06/04/oneaday-day-362-switching-to-a-new-era/#respond Wed, 04 Jun 2025 22:45:15 +0000 https://imnotdoctorwho.moegamer.net/?p=34128 Switch 2 is officially out tomorrow. Some folks have been getting theirs today. Mine looks on track to arrive tomorrow, so I should be able to get some time in with Mario Kart World and Arcade Archives 2: Ridge Racer tomorrow evening. Doubtless I will have things to say about both of those. Today I … Continue reading #oneaday Day 362: Switching to a new era

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Switch 2 is officially out tomorrow. Some folks have been getting theirs today. Mine looks on track to arrive tomorrow, so I should be able to get some time in with Mario Kart World and Arcade Archives 2: Ridge Racer tomorrow evening. Doubtless I will have things to say about both of those.

Today I just wanted to offer a tip of the cap to the original Switch. It's not a "farewell", because the Switch 2 will (hopefully) allow me to continue to enjoy all the original Switch's games, and if not, well, I still have that original Switch.

I love the Switch. I actually don't use its main tentpole function of being a handheld all that much, but I do take advantage of its easily portable nature quite frequently. It's much easier to bundle a Switch case and dock into a suitcase than it is a PlayStation 5, after all, so when I travel, the Switch typically comes with me.

I've also amassed an enormous collection of Switch games — 405, to be exact, if my collection database is to be believed, plus a number of digital-only games. That's more than any other single system in my collection — PS2 comes close with 282, but Switch has definitely been the front-runner for a long time. I would often buy multiplatform games on Switch by preference, even if they weren't the "best" version in terms of graphics and performance; even though I didn't play the games handheld all that much, that aforementioned portability factor remains a great thing.

Plus there's the fact that the Switch plays host to a ton of games that I wanted to play! In particular, it took up the mantle from the PlayStation Vita in terms of anime-inspired RPGs and visual novels, and some clever publishers even found a means of getting full-on sexually explicit games onto a console for the first time. A Nintendo console, at that.

I'm not just talking about lewd games, though. Tons of great Japanese games came — are still coming — to the original Switch, and there are loads on my shelves that I haven't gotten to just yet. The thriving limited-print scene, which I know is divisive, has been particularly strong on Switch for those who want packaged versions of indie games — and best of all for collectors, most of those releases are truly complete on cart in terms of DLC and patches.

Sure, Switch has had its annoyances, most notably Joy-Con drift. I also had a drifting stick on my Pro Controller for a bit, but taking it apart and putting it back together again fixed that and it's been absolutely fine since. The eShop has long been a bit cack, though, both in terms of speed and the amount of AI-generated slop it's been subject to. Early reports would seem to indicate that Switch 2's eShop has taken care of the former issue, and the latter is something more endemic to the entire digital distribution scene, not a Nintendo-exclusive thing by any means.

I think Switch 2 is going to be a lot of fun. I also think it's going to see a few teething troubles, with the most notable being the Game Key Card situation. There are a lot of games that people want to play that are being released on these stupid things, and that concerns me. I do not want the Switch 2 to be a platform that forces me to go all-digital because I like collecting games. My quiet hope is that the early Game Key Card releases are such a flop that the publishers cheaping out by using them rather than proper cartridges will abandon them, Nintendo will quietly retire the practice before long and these games will get reissues on a proper cartridge. But I guess we'll have to wait and see on that. It feels like it might be unlikely, but stranger things have happened.

Anyway, I am looking forward to playing Mario Kart World and Ridge Racer tomorrow, and I, of course, still have to finish off Xenoblade Chronicles X — pity that one doesn't appear to have a "Switch 2 version" upgrade, as it could really benefit from the additional oomph! — so the future, for now, looks bright and enjoyable. And, tomorrow, there will be much racing!


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

If you want this nonsense in your inbox every day, please feel free to subscribe via email. Your email address won't be used for anything else.

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#oneaday Day 361: Hotel Echo Lima Papa https://imnotdoctorwho.moegamer.net/2025/06/03/oneaday-day-361-hotel-echo-lima-papa/ https://imnotdoctorwho.moegamer.net/2025/06/03/oneaday-day-361-hotel-echo-lima-papa/#respond Tue, 03 Jun 2025 22:15:21 +0000 https://imnotdoctorwho.moegamer.net/2025/06/03/oneaday-day-361-hotel-echo-lima-papa/ I don't really need help. I just couldn't think of a heading that I hadn't already used to say that yes, it is monthly hotel visit time again, as I am down to go into The Office for miscellaneous shenanigans tomorrow. Excitingly, we have a new office now, albeit in the same building, and I … Continue reading #oneaday Day 361: Hotel Echo Lima Papa

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I don't really need help. I just couldn't think of a heading that I hadn't already used to say that yes, it is monthly hotel visit time again, as I am down to go into The Office for miscellaneous shenanigans tomorrow. Excitingly, we have a new office now, albeit in the same building, and I have no idea where it is, so that will be fun to sort out tomorrow morning.

Annoyingly, the lift at the hotel I normally stay at is broken again (or possibly still broken from last time) so I had to trudge up the stairs with case in tow to get to my room, reminding me quite how unfit I really am. I'm not dead, though, which 8s good, and due to there being no single rooms available for this stay, I'm actually in a double room tonight, so lots of room to sprawl.

Even better, the room has a bath, so I had a nice bath earlier, and I didn't flood the room this time so I could actually enjoy it. So I'll let the hotel off for the fact its lift hasn't been working on my last two visits.

It's a horrible lift anyway. One of those pokey little ones that's basically the size of a cupboard, and claims to be able to house four people but can barely contain one, particularly if the occupant is a larger individual like me. But, still, when it works, it does mean you don't have to climb the stairs, so I've never been too mad at it.

Anyway, I'm off to relax a bit before sleep. I don't really know what's going on tomorrow, but hopefully it shouldn't be too stressful. Then there's the long drive home. Joy.

That's something for Tomorrow Pete to worry about though. For now, Tonight Pete is going to enjoy the last days of the Nintendo Switch ahead of the follow-up arriving on Thursday!

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#oneaday Day 360: Lacking in inspiration https://imnotdoctorwho.moegamer.net/2025/06/02/oneaday-day-360-lacking-in-inspiration/ https://imnotdoctorwho.moegamer.net/2025/06/02/oneaday-day-360-lacking-in-inspiration/#respond Mon, 02 Jun 2025 19:54:02 +0000 https://imnotdoctorwho.moegamer.net/?p=34124 After rather longer browsing through the "Random Post" option than I would like, I am no closer to determining what I might want to write about today. So, as ever in scenarios like this, I am just going to start typing and see what comes out. It might be coherent, it might be nonsense; it … Continue reading #oneaday Day 360: Lacking in inspiration

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After rather longer browsing through the "Random Post" option than I would like, I am no closer to determining what I might want to write about today. So, as ever in scenarios like this, I am just going to start typing and see what comes out. It might be coherent, it might be nonsense; it might be meaningful, it might just be a summary of what happened today. I don't know yet because I haven't written it yet; the only rule is that I'm not going to stop typing to think. No, think, always type.

I published my video on Kathy Rain 2: Soothsayer yesterday. It's done… all right, but this further cements my complete lack of understanding of what "works" on YouTube. Sometimes I'll post something that I feel is completely throwaway and it'll do very good numbers (obscenely good in the case of something like my Super Woden GP 2 video from a while back), then at other times I'll post something that actually had some meaning to me, and it'll struggle to break a hundred views. I think the most galling instance of this happening was back when I covered The Missing: J.J. Macfield and the Island of Memories, a thoroughly interesting game by SWERY65 that really got me thinking and learning some things. It was, in many ways, a very personal video, and it did absolute bobbins performance-wise. But I'm still glad I did it.

My Kathy Rain 2 video isn't exactly "personal" in the same way, but I did enjoy the game enough to want to share it with others, because it was a very good point-and-click adventure, and I hope it does well. But at the time of typing this, it hasn't broken a hundred views yet, and I feel like it's been tough to get people to pay attention to it on socials also.

There are times when this happens where I find myself wondering if I should bother keeping on with things like MoeGamer and my YouTube channel. They're both "work" in a sense, and I could probably have a lot more time to myself to enjoy things if I ditched both of them and just lived my life to enjoy myself.

But the trouble is, I really enjoy doing both of them, and neither of them have ever been about viewing figures. Sure, the occasional payout I get from YouTube is a nice little bit of pocket money (and nothing more) but I don't really do either videos or articles for the sake of making Number Go Up. I do them primarily as means of expressing myself about things that I am enthusiastic about, and to share that enthusiasm with others — particularly people I consider to be close friends.

Now, I've found out to my cost and frustration that there are some people I considered to be close friends who don't give a shit, and have never even tried to give a shit when I shared things with them. So I've just stopped trying with them, and instead I just concentrate on doing these things for my own enjoyment, and perhaps to share with people that I know will appreciate them.

Sure, it might be nice to be able to do YouTube as a living, but would it really? Would it really be nice to have one's income completely beholden to the fickle fates of The Algorithm and the massive variation one can see in viewing figures from one video to the next? Probably not. So that is not — and never has been, really — an angle that I'm pursuing.

Best thing is just to keep these things as hobbies, and if certain people happen to stumble across them and enjoy them, great. If not, at least I have something I can look at myself and be satisfied with — and be content in the knowledge that generative AI hasn't come anywhere near those things I've created, either.

Anyway, I have spent enough time randomly pondering absolute nonsense this evening, so I think it's time to go and unwind with some video games. I think some Castlevania: Lords of Shadow might be in order; I've been playing that a bit for the last week and really enjoying it. Patrick Stewart!

So that's what I'm off to do now. And all my self-imposed commitments are already taken care of well before midnight, too. Look at me, I'm growing.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 359: Commenter policy https://imnotdoctorwho.moegamer.net/2025/06/01/oneaday-day-359-commenter-policy/ https://imnotdoctorwho.moegamer.net/2025/06/01/oneaday-day-359-commenter-policy/#comments Sun, 01 Jun 2025 22:57:41 +0000 https://imnotdoctorwho.moegamer.net/?p=34121 I've had a few right weirdoes in the comments section of MoeGamer of late, and they are a prime example of why I adopt a fairly strict moderation policy: anyone who hasn't commented before has to have their first comment approved before any of their comments will appear on the site. If I don't approve … Continue reading #oneaday Day 359: Commenter policy

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I've had a few right weirdoes in the comments section of MoeGamer of late, and they are a prime example of why I adopt a fairly strict moderation policy: anyone who hasn't commented before has to have their first comment approved before any of their comments will appear on the site. If I don't approve that initial comment, the words they hammered into their crusty keyboard will not appear on the site.

I think by far the strangest so far was the one who started off talking about nostalgia, but then started banging on about the "globalist agenda" and how modern video games were all basically in service to this. By "globalist agenda", by the way, this person absolutely meant "the Jews", and as such their comment didn't get anywhere even a little bit close to being published on my site. I did mock it a bit on social media, though.

Today I had a guy who got really uppity about me writing about the Game Boy game The Sword of Hope and thinking that it was actually quite worthwhile and interesting. He absolutely could not fathom the idea of someone from well after a creative work had been published not judging it by the standards of its time. He also almost immediately started banging on about "censorship" due to the combination of my anti-spam filter and my aforementioned comments policy, so he did not get let through either.

I have a fairly flawless sense these days of when someone is going to be a pain in the arse in the comments. There's just a certain way that some people come across in text that lets you know they're a dickhead and probably a racist, and thus I have absolutely no hesitation in banishing them to the shadow realm when they happen to stagger into my comments section.

I do the same on YouTube; for all its faults, YouTube has one of the absolute best moderation tools in existence, which is the "Hide User From Channel" option. For the unfamiliar, what this does is effectively "shadowbanning" the commenter from your channel, so their comments don't appear under your videos and you don't get notifications about them… but to their eyes, they're still able to comment as normal. There's a perverse satisfaction in doing this, because you know some of these absolute cretins will be typing out long, obnoxious diatribes about whatever has offended their delicate sensibilities this week, and no-one will ever see them. Again, I have zero hesitation in doing this; if someone bursts into the comments section and the first thing they do is act like a twat, they're going straight in the sin bin.

Life is too short to deal with dickheads on the Internet. Of course, we'd all rather they didn't exist at all, but at least there are plenty of tools with which we can frustrate and repel them. Make good use of them; it's worth the effort.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 358: Retrofest 2025 https://imnotdoctorwho.moegamer.net/2025/05/31/oneaday-day-358-retrofest-2025/ https://imnotdoctorwho.moegamer.net/2025/05/31/oneaday-day-358-retrofest-2025/#respond Sat, 31 May 2025 20:48:43 +0000 https://imnotdoctorwho.moegamer.net/?p=34096 Today I went out! All by myself and everything. Specifically, I went to Retrofest 2025, a new event held in sunny Swindon that promised a room full of sweaty old men and their peculiar computers, and delivered on that promise in spades. While the event was short on things to actually buy and come home … Continue reading #oneaday Day 358: Retrofest 2025

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Today I went out! All by myself and everything. Specifically, I went to Retrofest 2025, a new event held in sunny Swindon that promised a room full of sweaty old men and their peculiar computers, and delivered on that promise in spades. While the event was short on things to actually buy and come home with, it was thoroughly interesting to see some of the things people (and a few organisations) had chosen to exhibit from their personal collections.

I took a few photos from throughout the day. This isn't a comprehensive rundown of everything by any means, but I'll attempt to remember what everything was and tell you a bit about it. In no particular order:

Those who know me well will know that I have a major soft spot for Philips G7000 "Videopac Computer", a games console with a membrane keyboard. This is the "PS5 Pro" equivalent of that system: the G7400, which only came out in France to my knowledge. It runs all the G7000 games, including enhanced visuals for some of them, as well as more advanced titles specifically designed for it. That big grey lump on the back of it is a module that attempts to turn it into more of an actual computer, featuring additional RAM and Microsoft BASIC for programming.

Sadly, this wasn't up and running to play with, but it was a pleasure to actually see one.

Here's an Atari XE Games System, colloquially known as the XEGS. I've never actually seen one of these in the flesh. This was an attempt by Atari post-ST to revitalise the flagging 8-bit range by rejigging the 65XE computer into a games console with a detachable keyboard. Unlike the 5200 from several years earlier, the internals of the XEGS were identical to the Atari 8-bit home computers, so you could use pretty much any software and peripherals with it.

If this all sounds a bit like Atari didn't really know what they were doing at the time… you would be absolutely right. This thing is still cool, though. I like how the function keys look like those flying saucer sherbet sweeties.

I was really interested to see this, a device known as both the CreatiVision and the Dick Smith Wizzard. Those who follow my videos may recall I saw this device advertised in an early issue of Page 6 magazine and had never heard of it. I asked the owner, Quang from Asobi Tech, about it. Apparently it's an Italian system from a roughly similar era to the ColecoVision (as one might expect from the design). Its capabilities are also roughly similar — which in turn means that it has similar capabilities to the MSX standard — but it's not cross-compatible with either the ColecoVision or the MSX itself.

Its notable feature is the full keyboard that spans the two controllers. These can either be used as an individual set of buttons for two players (presumably with overlays available) or "docked" into the system for a full-width keyboard of sorts.

The system wasn't a success, but it somehow made it to Australia, which is where the Dick Smith branding came from. Dick Smith was basically Australia's Alan Sugar, and he loved putting his mug on everything he sold, and the "Wizzard" was no exception.

Here's a fully working Asteroids Deluxe cabinet, the middle-sized one that lacks the "floating" backdrop of its larger counterpart. I spent quite a lot of time playing this today, and it turns out I don't dislike Asteroids as much as I thought I did.

Part of it was down to playing with those lovely leaf-switched arcade buttons and hearing the sound booming out from the internal speakers. But I just found myself enjoying the game in general a lot more than I have in the past.

The owner of the Asteroids Deluxe cabinet, streamer Rage Against The Retro, also brought a selection of other systems, all playing Asteroids. On the left there is a Vectrex, and situated next to it is an Apple Macintosh Plus. There's an Amiga A600 just to the right, also.

It occurred to me when playing both the Asteroids Deluxe cabinet and the Vectrex that I'd never actually played games on an authentic vector monitor before. The effect (which absolutely does not come through on either photos or video) is stunning, particularly the piercing brightness of your shots. This is one thing that emulation absolutely cannot do complete justice to.

Here's two very tiny TVs, both hooked up to games systems. The bigger one was hooked up to the A600 from the previous image, while the teeny one was attached to a Spectrum. Both were playing variants of Asteroids; the Amiga had follow-up Blasteroids, while the Speccy was playing a decent recreation of the arcade original.

More Asteroids! This time we've got an Atari 7800 playing a recent(ish) port, plus there's the Spectrum running one of the tiny TVs. Note the custom arcade controls Rage had set up to mimic the arcade version's control panel.

Here's some interesting rarities. On the left, we have two variations of the COMX-35 computer, which was designed to be low-cost, but which seemingly failed to leave any impression on the industry whatsoever. At least part of that may be down to the fact that it used the distinctly non-standard RCA 1802 processor while most other home computers of the era were using either the Zilog Z80 or the MOS 6502. It also had a peculiar 35K of memory. But it did have a built-in joystick, making it a nice little games machine.

On the right, we have Bandai's RX-78 "Gundam" home computer. And yes, it was named after the giant robots in an attempt to make it more appealing. This completely failed, however, as the system disappeared quickly with only about 20 pieces of software available in total. It looks neat though!

Here's a closer look at the COMX-35, with its chiclet keys and its fun quasi-industrial design. The more I look at this thing, the more I like its overall aesthetic.

And the RX-78 up close, too. Note the BASIC cartridge plugged into the back, ready for 10 PRINT "FARTS" 20 GOTO 10 shenanigans, and the matching joystick to the right.

This beauty is a Commodore RX-64, a "luggable" version of the Commodore 64 with integrated keyboard, floppy disk drive and monitor. Unsurprisingly, this beast of a thing completely failed on the market due to the fact it weighs ten and a half kilos and cost over a thousand dollars in the mid '80s, when the C64 itself was less than half that price.

It is a lovely thing though, and Commodore enthusiasts seem to enjoy it a lot. I can see why — it's fun to have everything integrated, and despite a few differences in the OS ROMs, it's mostly fully compatible with disk-based Commodore 64 software. It can't load tapes, though, as it has no tape controller at all.

This may look out of place, but the show was at Swindon's "STEAM" railway museum, and this little display was part of a display on train sets run by digital controllers from the 1970s. I didn't look into this too closely, but as someone who occasionally had the opportunity to play with Hornby trains when I was little (my family had a nice collection stuffed up in the loft that occasionally came down for an outing), it was nice to see this.

Here's some prototype Acorn machines. Without these, you might not have a smartphone! Yes, that's right, the "A" in "ARM" was originally for "Acorn", though now it is for "Advanced". ARM processors first appeared in Acorn Archimedes machines, which were a generation beyond these initial prototypes; these things would have ultimately become the BBC Micro and the Electron.

This is a teletype machine! This was an incredible amount of tactile fun to type stuff on, and unlike a regular typewriter it would type things back at you! You could also run a program on it that would punch out a message on the roll of paper tape to the side. I don't really know what this was "for", as such, but it was very cool!

Here's a pre-production prototype of the Dragon 32, the computer that Americans know as the TRS-80. Well, there are a few differences, but they're pretty similar internally. I don't know much about this machine but it certainly has its fans on both sides of the pond.

This is a Commodore MAX. I don't really know what this is! Apparently this was a cousin to the Commodore 64 that was mostly sold in Japan. It has similar capabilities to the C64, but a lot less RAM and a really horrible membrane keyboard. It also lacks much of an internal OS on ROM at all, making it more of a games machine that can do a few computery things than a full-on home computer.

This is a Spectravideo device that allows you to program in BASIC on the Atari 2600. At least, it does if you can figure out how on Earth to actually type things on it, because it uses a weird keyword-based system where pressing a single key inputs a full command, similar to Sinclair's BASIC. This is another thing that I'd seen in a magazine in a video I'd made, but had no idea even existed until quite recently. A thoroughly interesting little thing, though!

Finally, here's probably the rarest thing at the show: a Mattel Aquarius II home computer. The Aquarius range was such a flop for Mattel that it was cancelled mere months after its release, and as such very few Aquarius II units made it out into the wild. We're talking like maybe 25 out there — and this is supposedly the only one known to be in full working order. It's owned by a chap who has been developing games for the system for a while — at this point, he has now made more games for the Aquarius range than were released for it in its original lifespan.


And that's that! It was a really fun day out, and I enjoyed it a lot. It was good to see some YouTuber friends, set a few high scores, have a play with some intriguing rarities and see what the retro enthusiast community in general was up to. Particular shout-out to this guy, who is doing near-arcade perfect ports to the BBC Micro, of all things. His Missile Command and Frogger were particularly stunning.

Anyway, now I am very tired so I am going to go and lie down. If you're in the Swindon area tomorrow, first of all, I'm sorry, and second of all, maybe try and pop in to Retrofest — I'm pretty sure there's still a few tickets available. You can find out more here.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

If you want this nonsense in your inbox every day, please feel free to subscribe via email. Your email address won't be used for anything else.

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#oneaday Day 357: Shakespeare & Hathaway https://imnotdoctorwho.moegamer.net/2025/05/31/oneaday-day-357-shakespeare-hathaway/ https://imnotdoctorwho.moegamer.net/2025/05/31/oneaday-day-357-shakespeare-hathaway/#respond Sat, 31 May 2025 00:32:29 +0000 https://imnotdoctorwho.moegamer.net/?p=34093 So, dear reader, you may be wondering: after my frankly unnecessary agonising over whether or not I "should" start watching it, given all the other stuff on my media plate right now, I did, in fact, start watching Shakespeare & Hathaway: Private Investigators. And I'm enjoying it a lot! For the unfamiliar, Shakespeare & Hathaway … Continue reading #oneaday Day 357: Shakespeare & Hathaway

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So, dear reader, you may be wondering: after my frankly unnecessary agonising over whether or not I "should" start watching it, given all the other stuff on my media plate right now, I did, in fact, start watching Shakespeare & Hathaway: Private Investigators. And I'm enjoying it a lot!

For the unfamiliar, Shakespeare & Hathaway (as I shall refer to it hereafter) is a fairly light-hearted crime drama about the unlikely Stratford-upon-Avon-based duo of private detective Frank Hathaway and his partner in crime-solving, Lu Shakespeare. The pair are brought together during the first episode when there is a murder case at Lou's wedding, and they just sort of… stick together after that.

Shakespeare & Hathaway is not a show that concerns itself with small details, such as whether or not Lu would be allowed to work with Frank as an investigator with no experience or qualifications — a quick Google reveals that private investigator licenses are not actually required here in the UK, but they are strongly advised — but rather in simply providing a series of interesting crimes for the duo to solve. And in that, it succeeds pretty admirably.

As with most crime dramas, each episode focuses on a single case. And they're a varied bunch, to be sure. In one episode, the duo are investigating on behalf of an undertaker who has been given 24 hours to live by a pair of sinister hitmen. In another, they look into the case of a boy who has curious blackouts and is convinced that he is going to commit a murder. In another still, a gift shop owner turns up dead after an apparently botched break-in, but something just doesn't quite seem right.

One of the things I really like about the show is how it isn't afraid to be kind of "cartoony", particularly where its villains are concerned. This is a show where the villains don't exactly twirl their moustaches and do full-on evil laughs, but they honestly come pretty damn close on quite a few occasions.

Perhaps it's more accurate (and fitting) to say that the show is rather theatrical, given its setting and title — and the fact that Shakespeare and Hathaway's long-suffering assistant Sebastian is a RADA-trained (but out-of-work, natch) actor. And, yes, he is often convinced to perform (pun intended) undercover assignments that involve him dressing up in elaborate costumes and often playing "characters" that are very different from his rather mild-mannered but camp and sarcastic real persona. The highlight so far was a scene where he attended a cross-dressing bar and made such a convincing woman that he turned everyone's heads — and I suspect more than a few viewers might not have immediately clocked it was him until he opened his mouth, either.

Also, as you might expect given the Stratford setting, the show is riddled with Shakespearean references, both subtle and slap-you-in-the-face obvious. But Bard nerds will be happy.

The show's not going to win any grand awards or be remembered for years to come, I'm sure. But it is an eminently likeable piece of television, featuring a central cast who have good chemistry with one another. This isn't a show about said central cast going through high drama or amazing revelations — at least, it hasn't been yet — but I'm honestly fine with that. Frank is a pleasingly likeable, flawed everyman type — and I appreciate that he's a larger gentleman, played excellently by Mark Benton — while Lu is someone keen to prove her usefulness, yet endearingly ditzy. There's more than a touch of Daisy from Spaced about her in terms of personality and mannerisms.

I'm coming up on the end of the first series, and I've very much enjoyed it so far. If you're a fan of crime drama that doesn't get too grim, and which takes joy in theatrics and comedy, I would comfortably recommend it to anyone. It's not a demanding watch, but it is oddly compelling. And I'm looking forward to watching more!


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#oneaday Day 356: Bellyachin' https://imnotdoctorwho.moegamer.net/2025/05/29/oneaday-day-356-bellyachin/ https://imnotdoctorwho.moegamer.net/2025/05/29/oneaday-day-356-bellyachin/#respond Thu, 29 May 2025 23:30:56 +0000 https://imnotdoctorwho.moegamer.net/?p=34090 Well, I didn't finish Kathy Rain 2. I think I'm on the last "day" of it, though, so I should have it all wrapped up by the end of tomorrow evening, I reckon. I could have probably pushed through it tonight, but I hadn't written this, and I hadn't done stupid social media things that … Continue reading #oneaday Day 356: Bellyachin'

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Well, I didn't finish Kathy Rain 2. I think I'm on the last "day" of it, though, so I should have it all wrapped up by the end of tomorrow evening, I reckon. I could have probably pushed through it tonight, but I hadn't written this, and I hadn't done stupid social media things that I do every day (the "#365games" tag on Bluesky) and I have had a stomachache all day, so I thought I should probably call it a night.

Of all the aches and pains it is possible for one to experience, few are worse than a lingering stomachache, because while something like an achey back or joints can be at least temporarily relieved by moving around a bit, a stomachache stubbornly sits there and demands your full attention, even when you have a lot of things to do. And I had a lot of things to do today, let me tell you.

It was the Evercade 5th Anniversary Showcase today, during which we revealed two more NEOGEO cartridges, two cartridges from Taito (surely a pleasant surprise for everyone who thought Taito stuff was forever confined to built-in games on specific pieces of hardware), and a single-game cartridge featuring the truly excellent Roguecraft DX, an enhanced and expanded version of a very good (and award-winning!) Amiga game that came out last year.

It was a good show all round, and I think most people were happy. There were the usual moaners and complainers, but I'm pretty much just tuning them out at this point, because 95% of them are moaning and complaining about things we haven't said, just working on doomsaying and assumptions. And when someone's being like that, it's frankly not worth getting involved.

I'm really excited about the stuff we've got coming up this year. It's a relief to have been able to let the cat out of the bag for some of it today, but there's even more coming later in the year that I think people are going to be even more excited and surprised by. Evercade has been going from strength to strength in terms of the quality licenses we've been able to agree each year, and this year in particular is a string of big names. I obviously can't tell you what the unrevealed ones are as yet, but if you're into your retro gaming, you'll be pleased to see them, I can tell you that.

I should probably stop typing before I say anything I shouldn't, and go and lie in bed groaning until this stomachache goes away. It is small consolation that Andie has also been suffering today, suggesting to me that something we both ate yesterday probably wasn't good, likely the burgers we had for dinner. That also, hopefully, means we'll both be feeling better tomorrow. But for now, I anticipate an uncomfortable night ahead, perhaps with a side of thunderous farting. Yes, I could definitely go for a thunderous fart or two right now.


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#oneaday Day 355: Soothsayer https://imnotdoctorwho.moegamer.net/2025/05/28/oneaday-day-355-soothsayer/ https://imnotdoctorwho.moegamer.net/2025/05/28/oneaday-day-355-soothsayer/#respond Wed, 28 May 2025 23:25:06 +0000 https://imnotdoctorwho.moegamer.net/?p=34087 I've spent the evening playing Kathy Rain 2: Soothsayer. I played Kathy Rain: Director's Cut a few years back and apparently didn't write about it, but suffice to say I enjoyed it. As such, I was excited to see the sequel show up a few days back — one of several interesting-looking adventure games that … Continue reading #oneaday Day 355: Soothsayer

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I've spent the evening playing Kathy Rain 2: Soothsayer. I played Kathy Rain: Director's Cut a few years back and apparently didn't write about it, but suffice to say I enjoyed it. As such, I was excited to see the sequel show up a few days back — one of several interesting-looking adventure games that have released recently.

I've played about 4 hours of it this evening and I'm not sure how far through I am — most estimates seem to place it around 7 hours in total — so I'm not going to give any conclusive thoughts just yet. I'll save those for MoeGamer and/or YouTube another time. I can give some first impressions, though, and those first impressions are very good indeed.

Like its predecessor, Kathy Rain 2: Soothsayer is a point-and-click adventure presented in deliberately low resolution pixel art, albeit making use of modern widescreen resolutions and colour depth to provide a level of detail that wouldn't quite have been possible back in the classic VGA age. It is, I believe, an Adventure Game Studio affair, which accounts for its interface being rather similar to The Excavation of Hob's Barrow, another excellent modern adventure I played a little while back. That's no bad thing, though; Adventure Game Studio is a well-respected engine, used by a lot of modern adventure developers with good reason.

As with most modern adventure games, interactions in Kathy Rain 2: Soothsayer are kept nicely simple. Click on things to either look at them or do something with them, click on inventory items to examine them, drag inventory items onto items in the scene or other inventory items to use them on things. Conversations unfold using a Gabriel Knight-style keyword system, where Kathy accumulates (and erases) keywords over the course of her investigation and can ask interactive characters about them, along with also being able to ask them about things in the scene or her inventory. It's a simple but effective conversation system that works well, and there are occasional traditional dialogue options that appear when Kathy has multiple things to ask about a situation.

Kathy's case this time around is that of a serial killer known as the Soothsayer. This individual has committed five murders over the course of the last few months, with the most recent being a local celebrity writer. As a rather down-on-her-luck private investigator, Kathy sees the $200,000 reward money and decides she'd like a bit of that action, so she proceeds to go about her investigation in her own mildly anarchic style. I say "mildly" because while she flouts a few rules and laws over the course of her investigation, she does draw the line at doing anything likely to get her thrown in prison — or, indeed, lose the confidence of her contact in the police force, who, as you might expect, is a helpful resource to draw upon, particularly as he very much wants to get into Kathy's pants.

Thus far in the 4 hours of play, I haven't felt like I've got "stuck" at all, which is good — and the game has kept up a decent pace as a result. The puzzles, while not super-easy, won't take long to solve for experienced adventure game veterans, but they are nonetheless satisfying. There's no moon logic on display here; everything makes logical sense, and those who really struggle can check out Kathy's notebook to get some hints on the objectives she needs to accomplish. The presence of the notebook and a list of objectives in the first place is a helpful addition not normally present in this type of game; it helps keep you focused without spoiling the sense of player agency or working things out for yourself.

I remember the original Kathy Rain getting a bit weird towards the end — and I didn't have a problem with that, I hasten to add — and I have a suspicion something similar is probably going to happen in this one, too. The "weird bit" of the first Kathy Rain led to some eye-opening revelations about the character, so I will be very surprised if something similar doesn't occur this time around, too. But we'll have to see, I guess.

Thus far, then, I've been thoroughly absorbed by this new investigation. The game looks great, has a wonderfully atmospheric soundtrack and decent voice acting, and it plays very well, too. Plus at what looks like it will be 7-10 hours in total, it's a decent length for this type of game, too — particularly when you consider most of the "golden age" adventures from Sierra and LucasArts could be beaten within an hour or two (or even less, in some cases) if you knew what you were doing.

I'm looking forward to seeing how things end up. At this rate, it's looking like I might beat it tomorrow. I will definitely pen some more substantial thoughts for MoeGamer and/or my YouTube channel when I've finished the whole thing. For now, though, it's an easy recommend for adventure game enthusiasts.


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#oneaday Day 354: Where the hell did the evening go? https://imnotdoctorwho.moegamer.net/2025/05/27/oneaday-day-354-where-the-hell-did-the-evening-go/ https://imnotdoctorwho.moegamer.net/2025/05/27/oneaday-day-354-where-the-hell-did-the-evening-go/#respond Tue, 27 May 2025 21:37:01 +0000 https://imnotdoctorwho.moegamer.net/?p=34084 It's half past ten at night and I feel like I haven't really "done anything" this evening. Sure, I went and had a bath, and I enjoyed watching Shakespeare & Hathaway: Private Investigators while doing so (then I finished watching it after said bath) but other than that… I have no idea where my evening … Continue reading #oneaday Day 354: Where the hell did the evening go?

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It's half past ten at night and I feel like I haven't really "done anything" this evening. Sure, I went and had a bath, and I enjoyed watching Shakespeare & Hathaway: Private Investigators while doing so (then I finished watching it after said bath) but other than that… I have no idea where my evening has gone.

I certainly haven't been sitting staring morosely into space, so that's something, at least. But I'm just a bit confused; I didn't finish work particularly late, and the only other thing I've done this evening is play the piano (long overdue, I need to do that more often) so, I say again, whuh?

Oh well. I guess that just means I better make the most of the remaining time I have this evening, without collapsing into bed at too ungodly an hour, because, after all, I still have to work tomorrow. I am probably going to spend a bit of time playing Castlevania: Lords of Shadow, which I fired up on a whim last night and found myself enjoying quite a bit. Or I might just watch another episode of Shakespeare & Hathaway.

Oh, I did also watch an episode of What We Do In The Shadows earlier, because the fifth season of that is now on BBC iPlayer, so that's another half hour or so accounted for. But I still feel like there's several hours' worth of time missing.

Well, these things happen, I guess, and sitting trying to work out how and why my evening has vanished into the ether isn't going to bring any of that time back. So I might as well stop poncing around here and go and do something enjoyable. Not that this isn't enjoyable in and of itself, of course — I love and respect you, dear reader — but, well, y'know, sometimes you feel like you need to have had some time that was just for you, no-one else. No commitments, no "making content", no monetising one's hobbies. Just enjoyment.

So that's what I'm off to go and do for an hour or two. Toodle-pip.


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#oneaday Day 353: Too much media? https://imnotdoctorwho.moegamer.net/2025/05/26/oneaday-day-353-too-much-media/ https://imnotdoctorwho.moegamer.net/2025/05/26/oneaday-day-353-too-much-media/#comments Mon, 26 May 2025 20:36:26 +0000 https://imnotdoctorwho.moegamer.net/?p=34081 The world can be an overwhelming place for all manner of reasons, and one of the things most likely to overstimulate all of us at one point or another is the sheer amount of media that there is. There is more stuff in the world than one person can reasonably experience in a single lifetime, … Continue reading #oneaday Day 353: Too much media?

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The world can be an overwhelming place for all manner of reasons, and one of the things most likely to overstimulate all of us at one point or another is the sheer amount of media that there is. There is more stuff in the world than one person can reasonably experience in a single lifetime, and most of us likely feel at various times like we're being pulled in multiple directions, the constant threat of Maybe Not Enjoying The Thing You Picked As Much As The Thing You Didn't Pick a common source of analysis paralysis.

Case in point: this evening, I happened to see over Andie's shoulder that she's watching a TV show called Shakespeare & Hathaway: Private Investigators. I can tell from the bits I've watched over her shoulder that I would almost certainly enjoy this show, but is it something that I "should" add to my plate, given I have games on my shelves I haven't played, DVDs and Blu-Rays on other shelves that I haven't watched, and an entire Internet full of possibilities just a click away?

The answer, of course, is "stop overthinking it, and if you think you might enjoy it, watch it". And I think I just might. It's not as if I have to commit to watching it to the exclusion of all else, and it's not as if I have to watch it every day without fail otherwise I'll forget what's going on. As a TV show, it's designed to be inherently "disposable", as horrible as that sounds to say about a creative work; perhaps "transient" is a better descriptor. It's something designed for you to enjoy in the moment, then not think particularly hard about. There are plenty of other TV shows that I've watched in the past that fall into this category — I quite often look back over past entries of this blog and see entries about shows I apparently watched but have absolutely no recollection of whatsoever — and I don't feel too bad about that. I enjoyed them in the moment, which was their purpose.

Not everything needs to have meaning, to be life-changing, or to have a particularly strong and powerful message to deliver. Sometimes entertainment is simply for entertainment's sake, and there's nothing wrong with that.

So y'know what? I think I might just start watching Shakespeare & Hathaway: Private Investigators. It looks like a fun show that I think I will enjoy, and my instincts are usually pretty good on these things. I may not remember it a year or two down the line, but does that really matter? Not at all; if it's enjoyable now, and it helps distract from the shitshow that is life in 2025, bring it on, I say. The planet might have burned down in a couple of years, and when that time comes it's not going to matter one jot what my media consumption habits were.

This isn't even a new problem. For as long as television has existed, people have doubtless agonised over which channel they should watch, or if they should do something other than watching television. That particular problem is compounded for those who had satellite or cable TV, of course, as they had even more choice. And in times before electronic media, were people agonising over which book they should read, which painting they should admire or which sonata they should play on the piano? Entirely possible.

Life is short; much too short to agonise over decisions as ultimately trivial as what you're going to do to entertain yourself of an evening. So if you feel like you might fancy something, just take the plunge and enjoy it. There are no wrong choices. (Well, there are, but that's not the sort of decision we're talking about here.) Taking care of yourself is of paramount importance, and allowing yourself to get trapped into a mental spiral of trying to prioritise things of equal unimportance is a sure-fire way to make yourself miserable.

So, y'know, don't do that. I am going to try and take my own advice here.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 352: Having a garden is Pretty All Right https://imnotdoctorwho.moegamer.net/2025/05/25/oneaday-day-352-having-a-garden-is-pretty-all-right/ https://imnotdoctorwho.moegamer.net/2025/05/25/oneaday-day-352-having-a-garden-is-pretty-all-right/#respond Sun, 25 May 2025 15:48:50 +0000 https://imnotdoctorwho.moegamer.net/?p=34073 A garden is something that it's easy to take for granted. No, more accurately, a garden is something it's easy to forget about, allow to get into a terrible situation and then not be bothered with wanting to fix it up. I vividly recall the garden at my third-year student house being along these lines, … Continue reading #oneaday Day 352: Having a garden is Pretty All Right

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A garden is something that it's easy to take for granted. No, more accurately, a garden is something it's easy to forget about, allow to get into a terrible situation and then not be bothered with wanting to fix it up. I vividly recall the garden at my third-year student house being along these lines, with what can only be described as a "small, wild meadow" on the front lawn by the time we vacated the premises.

But I also have fond memories of gardens. As a kid, I used to like spending time in the garden at our house. I particularly enjoyed any time I was allowed to get out "the wigwam" (yes, I know it was almost certainly a tepee), plop an old cushion in it and pretend to be camping out in the back garden. I used to read out there. Hell, I used to study out there; I have oddly vivid memories of sitting out there in said little tent reading the Associated Board of the Royal Schools of Music's Rudiments and Theory of Music in preparation for my Grade 5 theory exam.

I also have extremely fond memories of going to visit my "Aunty" Sue and "Uncle" Peter's house, and them having outdoor garden parties. (The "Aunty" and "Uncle" are in inverted commas due to them not actually being relatives; they were the "friends of my parents" kind of "Aunty" and "Uncle".) They were rather well off, and had a huge house with a massive garden. It was probably more accurate to say that they had "grounds". As a kid, it was nice to have a safe, outdoor space that I felt like it was possible to actually explore, rather than be able to see the entire area from wherever you sit or stood in it.

Then there were my parents' other friends Pat and Keith (oddly, they were never an "Aunty" and "Uncle" scenario) who had a cool multi-level back garden with a rockery that I always enjoyed futzing around in. I remember one time we went to the Robin Hood Centre in Nottingham (they lived relatively close to Nottingham) and I came back with a kid's bow and arrow set, and I spent a good few hours just shooting the bow around the garden. My parents and their friends joked that I was going "cat hunting", because their cats Merry and Suki liked to hang out in the back garden, too, but I would never do a thing to harm them; they were very good cats indeed.

Just recently… well, for quite a while, actually, Andie has been working hard to make our back garden nice. It's been just sort of… there for quite a while, and it's been a gradual process of her sorting it out. The main thing she wanted to do was replace our horrible old shed with a brand new summer house-style one, which she did, but in doing so she was clearly bitten by the landscaping bug, because over time she's been doing up the rest of the space, sorting out the flower beds around the side and making a nice little "nook" down at the bottom of the garden with some comfy furniture to just be able to go and sit.

I went out there for a sit this afternoon. Not to go and sit and do anything, just to go and have a nice sit outside. I don't think I've done that for a very long time, and it was very pleasant to just sit outdoors, enjoy the nice breeze and the sunshine, and not have to think or worry about anything.

If I was in somewhat better physical condition, I might even be tempted to try and do some stuff in the garden myself, though I have absolutely no idea where one might start with such things, and Andie has kind of already taken care of most of the major things that need doing. I still might try and get involved a bit more, though. Just doing so will probably be a decent bit of gentle exercise, and that's something I could really do with on a slightly more regular basis.

Regardless of circumstances and purpose, I think I will probably be spending a bit more time out in the garden this summer; it's nice to get out of the house now and then, even if it's literally just into your own back yard.

Is this what it means to be in your mid-40s? I guess so. It's not so bad.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 351: Mission accomplished https://imnotdoctorwho.moegamer.net/2025/05/24/oneaday-day-351-mission-accomplished/ https://imnotdoctorwho.moegamer.net/2025/05/24/oneaday-day-351-mission-accomplished/#respond Sat, 24 May 2025 23:33:02 +0000 https://imnotdoctorwho.moegamer.net/?p=34070 I did what I set out to do today, which was to record the voiceover for my MotorStorm video (I'd already taken the footage) and edit it together, plus record a Let's Play for The Sword of Hope. I actually ended up liking The Sword of Hope enough to record three episodes, and I'm going … Continue reading #oneaday Day 351: Mission accomplished

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I did what I set out to do today, which was to record the voiceover for my MotorStorm video (I'd already taken the footage) and edit it together, plus record a Let's Play for The Sword of Hope. I actually ended up liking The Sword of Hope enough to record three episodes, and I'm going to play it through to completion, so some more recording of that is on the agenda for tomorrow.

This is good. This was fun. Sometimes what you need to do is just do something a bit different from the norm to get you reinvigorated and reinspired to work on things that are important to you. The fact I've just made a video on a PS3 game and a Game Boy game doesn't mean I'm abandoning the home computer stuff on my channel — it just means that I felt like doing something else for a bit, so I'm doing that. It is, after all, my channel, and while I'm creeping close to 4,000 subscribers now, none of my audience is so entitled that they've ever complained when I felt like taking a hard turn into something completely different for a while.

I've also decided to attend the RetroFest 2025 event in Swindon next weekend. My blog post a little while back about The Cave got me thinking that it's been a long time since I actually got out of the house to see some of the equally nerdy old men who also make YouTube videos about old computers from various different perspectives, and it would be nice to actually be sociable for once. Yes, I may have a cripplingly low sense of self-esteem due to my physical appearance repulsing me, but these folks are all nice people, and I had a nice time the last time I spent the day with them, so all good.

I also grabbed Roadcraft on PC yesterday, which seems to be a pleasantly relaxing sim about driving big Tonka trucks through the mud, laying roads and establishing infrastructure. I liked the developer's previous game Snowrunner, and this is a similar sort of affair, only with a bit of a different focus. The controls are simpler than Snowrunner, too, which has made some particularly hardcore simheads a bit sniffy about the new games, but honestly it's a change for the better. I still don't really know what "differential lock" does, but at least I can remember what button turns it on and off now.

Anyway. My MotorStorm and The Sword of Hope videos are all rendered now, so I'll be posting those over the course of the next little while. And I'll be recording some more The Sword of Hope — and maybe some other bits and pieces, too — tomorrow. So I should probably go get some sleep now, because, as ever, I have left this to the last minute. One day I will get into the habit of writing this at a time well before my brain starts entering its shutdown mode, but today is not that day. So, dear reader, I will bid you farewell before IT'S NOW SAFE TO TURN OFF YOUR PETE


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#oneaday Day 350: What I'm doing this weekend https://imnotdoctorwho.moegamer.net/2025/05/23/oneaday-day-350-what-im-doing-this-weekend/ https://imnotdoctorwho.moegamer.net/2025/05/23/oneaday-day-350-what-im-doing-this-weekend/#respond Fri, 23 May 2025 23:39:18 +0000 https://imnotdoctorwho.moegamer.net/?p=34067 I think I pinned down what I want to do for some videos. As I've noted a couple of times recently, I've been feeling a bit short on inspiration and motivation of late, and I've been wondering how I might shake things up a bit for myself. The answer is to do something a bit … Continue reading #oneaday Day 350: What I'm doing this weekend

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I think I pinned down what I want to do for some videos. As I've noted a couple of times recently, I've been feeling a bit short on inspiration and motivation of late, and I've been wondering how I might shake things up a bit for myself.

The answer is to do something a bit different to usual! So I'm going to do just that. Specifically, I've set myself the goal of doing two main things this weekend: one, a pre-scripted video on the subject of PS3 racer MotorStorm, which I've only just played for the first time and really like, and secondly, an "Exploring Together" Let's Play-type video on one of the Game Boy games that has just been added to Nintendo Switch Online: a Kemco title called The Sword of Hope.

I'm really interested in the latter. I've never heard of it before — although I must confess that's not hard with me and Game Boy games, since I only had a limited library when I was younger — but I saw someone describe it earlier as a cross between a conventional RPG and the Icom Simulations adventure games. You know, Deja Vu, Uninvited and Shadowgate.

I really like those games! And I really like the NES and Game Boy ports of them, even if they lack a fair old chunk of the text found in the computer originals. So the idea of playing something that appears to be inspired by them, but which adds some additional mechanics over the top rather than just killing you every five seconds, sounds very appealing to me indeed.

I'm going in as blind as possible because I want to include my immediate reactions to the game in the video. And I think, long-term, I'd like to cover some more Game Boy stuff — not just the stuff on Nintendo Switch Online, but in general, too. The Game Boy, Game Boy Color and Game Boy Advance each have vast libraries, and there are some thoroughly interesting titles among them. Presumably because development for these platforms was so cheap — and because they didn't have nearly as much critical scrutiny on them as the TV-connected consoles — developers were, seemingly, quite keen to be very creative with their work on the system. So there's some wonderfully experimental Game Boy (Color/Advance) games out there, and I think there's plenty of scope to explore those through both Nintendo Switch Online and the MiSTer Multisystem 2.

So that's my plan for this weekend. Some of it, anyway. It's a long weekend here in the UK, so I can take my time and enjoy it, then it's back to the ol' grindstone from Tuesday. We've been enduring a particularly busy and stressful period at work for quite some time now, so it's nice to have an extra day off to decompress a bit. It'll all be worth it in the end, though.

Before that, though, bed. Sleep! Sleep is good.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 349: PlayStation Library https://imnotdoctorwho.moegamer.net/2025/05/22/oneaday-day-349-playstation-library/ https://imnotdoctorwho.moegamer.net/2025/05/22/oneaday-day-349-playstation-library/#respond Thu, 22 May 2025 23:15:07 +0000 https://imnotdoctorwho.moegamer.net/?p=34064 As I'm eagerly anticipating the MiSTer Multisystem 2 in a few months, I find myself pondering how to handle the "loading games onto it" situation. The temptation with devices like this is always to just load it up with absolutely everything and then you have a magic retro gaming box that can play anything you … Continue reading #oneaday Day 349: PlayStation Library

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As I'm eagerly anticipating the MiSTer Multisystem 2 in a few months, I find myself pondering how to handle the "loading games onto it" situation. The temptation with devices like this is always to just load it up with absolutely everything and then you have a magic retro gaming box that can play anything you want at any time. And, to be fair, doing so is pretty easy these days, with how many systems have complete ROMsets archived online. The legality is, of course, questionable, but the reality is that these sets exist.

With disc-based systems, though, it pays to be a bit more selective. I mean, I've got a 1.5TB SD card to load stuff onto, so I could just load the full PS1, Saturn, Mega CD and PC Engine CD libraries on there. But is it a good idea to? I'm increasingly thinking not. After all, the disc-based consoles are where we really started to see a lot of shovelware starting to appear, since discs were a lot cheaper to produce than cartridges, and thus there are big old chunks of the PS1 library in particular that I think no-one would miss.

I also have the consideration that the CRT screen I intend on using with the MiSTer Multisystem prefers 50Hz PAL games. It'll run NTSC stuff, but sometimes not entirely right, meaning I will probably want to load the European versions of games onto the system by default. And, unsurprisingly, with the US-centric nature of much of the Internet, it's a lot harder to find a full PAL set of PlayStation games than it is to download the entire NTSC-U/NTSC-J library.

So I feel like I might be selective. I may well change my mind on this depending on if I manage to find a suitable archive of PAL games, but at the moment I'm thinking I might just load things on there that I know I want to play or that I had in the day, and then if anything else happens to come up, I can always find it later.

There are games I've played before and I'd like to revisit, like The Adventures of Alundra and the original release of Castlevania: Symphony of the Night. But there are also games that I never played back in the day but want to, like Azure Dreams, Tecmo's Deception and Legend of Kartia. I still have a modest PS1 collection here in the house, so I will recreate that digitally as a starting point, then fill out with the games I remember owning and playing back in the day. It's a shame I didn't have a blog back then, because before I got bitten by the "collector" bug I did a lot of trading and exchanging games to afford new ones, as I'm sure a lot of us did. (I also did a fair bit of buying games at least twice if I decided that I really liked them, which I'm sure at least a few of us did, too.)

When it comes to Saturn, Mega CD and PC Engine CD, though, I'm in the dark. But those libraries are also quite a bit smaller than the PS1 lineup, so I can probably just bung the whole lot on the card and explore a bit at a time.

Regardless of what the contents of that SD card end up looking like, I'm still really looking forward to the MiSTer Multisystem 2. Count on there being much more anticipation in the coming weeks and months, and hopefully gushing praise for the thing when it's finally in my filthy hands. Oh, I should probably add; if you have no idea what I'm talking about, check here.


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#oneaday Day 348: This is how you do physical editions https://imnotdoctorwho.moegamer.net/2025/05/21/oneaday-day-348-this-is-how-you-do-physical-editions/ https://imnotdoctorwho.moegamer.net/2025/05/21/oneaday-day-348-this-is-how-you-do-physical-editions/#respond Wed, 21 May 2025 23:31:12 +0000 https://imnotdoctorwho.moegamer.net/?p=34057 There are a lot of "boutique" limited-print companies around at the moment, and people inevitably have mixed feelings about them. A lot of people feel particularly negatively about some of them — often without being able to say why, probably because they only hate [company] because some YouTuber told them to — but I enjoy … Continue reading #oneaday Day 348: This is how you do physical editions

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There are a lot of "boutique" limited-print companies around at the moment, and people inevitably have mixed feelings about them. A lot of people feel particularly negatively about some of them — often without being able to say why, probably because they only hate [company] because some YouTuber told them to — but I enjoy what they do. They provide physical copies of games that, in many (though not all) circumstances otherwise wouldn't have had one. And, even better, most of the time those physical copies are archive-ready, in that in the vast majority of cases, the physical print runs don't get done until all the DLC and updates for the game in question are done and dusted. I like that.

There are some companies who take things a bit further, though, and one that I've found particularly worthy of note just recently is called Lost in Cult. They're kicking off a new programme called EDITIONS, where they're publishing games that, previously, were digital-only.

We'll get onto EDITIONS in a moment, but what is also worthy of note about Lost in Cult is that they're also doing standard retail editions of their games, and these don't appear to be limited in quantity beyond the usual business considerations — i.e. how many they think they'll sell, and how long their licensing agreement is with the games' developers and original publishers. What they're effectively doing with these standard editions is doing a non-limited (in principle) physical print run of games that, on release, were assumed to be digital-only. That's great!

But EDITIONS is what I really want to talk about. EDITIONS are their special, collectors' editions of games. Costing £60 a pop, they come in a custom slipcase that contains the game, a decent-size poster, some miscellaneous goodies to do with the game, and an art/commentary book that explores the history, creative process and impact of the game.

Here's an example covering The Excavation of Hob's Barrow, a point and click adventure I played recently and really rather enjoyed, as my article about it on MoeGamer will attest:

Looks pretty lovely, doesn't it? Simple, but effective, and sure to look very nice as part of a collection.

The other games that are available to preorder from the company now include Immortality, a fascinating-sounding FMV game that I remember one of my writers on Rice Digital having a lot of time for a year or two back. The EDITIONS package for that one looks like this:

And then there's the wonderfully hilarious Thank Goodness You're Here!, which the EDITIONS package for doesn't appear to have been revealed just yet.

As someone who is always banging on about collecting physical games, I felt duty and honour-bound to support these releases. I've played The Excavation of Hob's Barrow before, and I've seen Andie play Thank Goodness You're Here!, but I've never played Immortality, and I'm definitely open to returning to the other two.

Lost in Cult's long-term plan is to have a "book club"-like approach, where they do one of these releases a month after this initial batch of three are out the door. I am well up for that, let me tell you. It, of course, remains to be seen what games will get this wonderful treatment, but judging by the initial picks, I feel like the Lost in Cult folks have good taste.

So I guess that's £60 a month accounted for, then…!


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 347: The pump https://imnotdoctorwho.moegamer.net/2025/05/20/oneaday-day-347-the-pump/ https://imnotdoctorwho.moegamer.net/2025/05/20/oneaday-day-347-the-pump/#respond Tue, 20 May 2025 22:49:56 +0000 https://imnotdoctorwho.moegamer.net/?p=34051 I've gone to the gym for the last two days in a row! Go me. I think I will probably take tomorrow off, but I went yesterday of my own volition and today to make up for the bratwurst we had for dinner, since I'm counting calories at the moment. I go back and forth … Continue reading #oneaday Day 347: The pump

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I've gone to the gym for the last two days in a row! Go me. I think I will probably take tomorrow off, but I went yesterday of my own volition and today to make up for the bratwurst we had for dinner, since I'm counting calories at the moment.

I go back and forth on my feelings towards the gym. There are times when I resent "having" to go (and, honestly, with the state my body's been in for a while, I do "have" to go) but there are times like the last couple of days when I actually feel like it's quite a pleasant experience. And it's for different reasons at different times.

Yesterday, I was feeling a bit down and miserable; I was having one of those evenings where I spent several hours not really doing anything worthwhile, and got to about 9pm feeling frustrated at how I had wasted the evening. So I decided that rather than sit around continuing to do nothing, I would do something productive and go to the gym. I dug out my cheap-ass wireless earbuds that don't really block out any external sound but which are adequate enough for listening to podcasts or YouTube videos, queued up a video I'd half-watched earlier, then went to the gym and did 20 minutes on the treadmill followed by about 30 minutes of resistance stuff on the machines.

And y'know what? I felt pretty damn good afterwards. My mood had lifted and I didn't feel anywhere near as frustrated as I'd felt prior to leaving the house. I'd still wasted a good few hours of the evening, of course, but it didn't feel like it mattered (because, let's face it, it doesn't, really) — and anyway, I'd made up for it by going and doing something that officially falls into the category of Bettering Oneself.

This evening, meanwhile, I had made myself a little anxious by knowingly going over the calorie limit I'm supposed to be following with dinner, but then I recalled the calorie consumption I had recorded from yesterday's session, realised that this would more than make up for the "overspill", and resolved to go and have a decent session. Once again, I got the shitty wireless earbuds and set the latest Giant Bombcast to playing while on the treadmill, and managed 30 minutes without too much difficulty. It normally takes me quite a while to muster the motivation to do more than 10 minutes on the treadmill, but today it was easy.

It's all about how you occupy your mind while you're doing those exercises, I think. At least, it is for me. If I'm just walking on the treadmill and I don't have anything to distract me from the tedium of the endeavour, even just 10 minutes feels like an absolute eternity. But if I have something compelling, interesting or just plain amusing to listen to while I'm doing the tedious thing, the time passes way faster, because I'm simply not paying attention to the time.

It's the same phenomenon we found in secondary school German classes. We spent so much time clockwatching in those lessons that they felt five times longer than any other lesson we had at school — one time I really freaked my friend out by using the countdown timer on my Casio watch to make it look like time really was running backwards — but if they had been a tad more engaging and interesting, I'm sure they wouldn't have felt as long. No disrespect to my German teachers, who were doing their best, but National Curriculum and GCSE-level German are set up to not be very interesting and engaging to study. At least, they weren't when I was at school.

So yes. I think the secret of gym success is to have something to occupy your ears and, in the case of the treadmill, your eyes, too. If you're looking at a screen to watch a video, you're not watching the clock. Bonus points if your gym's treadmill has an arrangement where you can physically block the clock screen with your phone or tablet. Or just lay your towel over the top, I guess.

Anyway, like I say, probably going to have a day off tomorrow 'cause my muscles are a bit sore after two days of pumping it (at weakling levels) in a row. But, so long as I continue to have good stuff to put in my eyes and ears while doing the boring bits, I think I might be able to keep this up for a bit. Let's see how it goes.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 346: In need of inspiration https://imnotdoctorwho.moegamer.net/2025/05/19/oneaday-day-346-in-need-of-inspiration/ https://imnotdoctorwho.moegamer.net/2025/05/19/oneaday-day-346-in-need-of-inspiration/#respond Mon, 19 May 2025 20:04:12 +0000 https://imnotdoctorwho.moegamer.net/?p=34048 I haven't made any videos for a little while. I haven't been feeling super-inspired of late for some reason. So I'm going to use this evening's post to brainstorm a few things that I might want to shape into some sort of structure. First up, I have been mulling over some sort of "Games of … Continue reading #oneaday Day 346: In need of inspiration

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I haven't made any videos for a little while. I haven't been feeling super-inspired of late for some reason. So I'm going to use this evening's post to brainstorm a few things that I might want to shape into some sort of structure.

First up, I have been mulling over some sort of "Games of Summer" ongoing feature, where I talk about games that I find particularly appealing to play when the weather is nice outside. It being nice outside does not necessarily equate to wanting to go outside, however, with how hot the summers have become here, so the thinking behind this is games that provide a pleasant feeling of "going on holiday" or "doing things outside" without having to deal with things like sunburn and heatstroke. Games that I would probably cover include Dead or Alive Xtreme 2 for Xbox 360 (I still like that one better than the third one, because jetskis), TrackMania (there's something about the stadium courses with watery sections that feels very summery to me), maybe Senran Kagura Peach Beach Splash and Kandagawa Jet Girls, and, of course, some classic Sega Blue Skies titles like OutRun and its follow-ups, and spiritual successors.

Secondly, I am once again mulling over my usual "format" of videos. I really like doing what I call the "Exploring Together" videos, where I provide a brief introduction to camera, then effectively do a Let's Play with a bit of foreknowledge (or prior experience) of what I'm playing. While this is a format that has somewhat declined in overall popularity on YouTube, there's still very much a place for it, and with the newly independent Giant Bomb getting its Quick Look series back underway after quite some time, I feel like it's sort of "timely" to get into doing this sort of thing.

The bit that's a little tricky is that I feel like I might want to cover some slightly more recent stuff. Stuff that's still a few years old at this point, but which is a bit more modern than early '80s home computer games. I'm talking Xbox 360 and PlayStation 3-era stuff. There are Considerations when doing this, however, not least of which is the number of games I might be interested in covering which have licensed soundtracks. I'd like to take a first look on camera at the MotorStorm series, for example — and the first two of these could probably also fit into the "summer games" theme, too — but the musical accompaniments to the action might be an issue. I guess I could upload some "test footage" and see if that gets dinged for copyright. In fact, I might do that.

Another thing that I kind of wish I could make happen but don't really see how I can do is getting someone else involved, so I have someone to talk to and riff off while I play. I've been watching the Giant Bomb guys since their big announcement, and it's a lot of fun to be included in their sessions of "hanging out" together, playing something and shooting the breeze while doing so. I've always made an effort with my videos to come across as if I'm a friend playing the game along with you, but, y'know, sometimes it'd be nice to have someone to talk to.

A third thing I've been pondering is doing a playthrough of the Ultima games. I'm fascinated by these, but have never really gotten deep into them. I've played a fair chunk of the first one and understand how that works, but I understand the second one in particular is a bit… obtuse. I think it would be an interesting and worthwhile pursuit to finally give those a go, though.

Then finally, of course, there are still myriad games left for me to cover on the classic microcomputer systems. There's all the built-in games on the C64, A500 Mini and Spectrum, for starters, plus the USB sticks full of other stuff I have for each of them. And, alongside that, there's still a ton of Atari 8-bit and Atari ST games I haven't covered yet, either.

That's plenty to be getting on with, surely. I just need to actually get my brain into a motivated space and actually crack on with one or more of these projects, I guess. The weather isn't helping, but I think I will do my best to make a start on at least one of the things I've outlined above this week, even if it's just falling back on my usual Let's Plays of microcomputer games.

On that note, I am at least feeling motivated to go to the gym this evening. So that's next on the agenda!


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 345: For the sake of fun https://imnotdoctorwho.moegamer.net/2025/05/18/oneaday-day-345-for-the-sake-of-fun/ https://imnotdoctorwho.moegamer.net/2025/05/18/oneaday-day-345-for-the-sake-of-fun/#respond Sun, 18 May 2025 22:14:54 +0000 https://imnotdoctorwho.moegamer.net/?p=34045 I recently picked up the Capcom Fighting Collection 2, primarily on the strength of it having Project Justice in there — one of a few games from the PS1-Dreamcast era that I seriously regret letting go of at some point in the past, considering the prices they command now. (The other is Castlevania: Symphony of … Continue reading #oneaday Day 345: For the sake of fun

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I recently picked up the Capcom Fighting Collection 2, primarily on the strength of it having Project Justice in there — one of a few games from the PS1-Dreamcast era that I seriously regret letting go of at some point in the past, considering the prices they command now. (The other is Castlevania: Symphony of the Night on PS1.) And, spending a bit of time mashing buttons through a brief attempt at Project Justice last night, it got me thinking: I should spend more time with games that are not just about getting from beginning to end, and then being done with them.

I've had this thought before, of course. But I'm feeling particularly conscious of it once again, particularly after rolling credits on Clair Obscur: Expedition 33 at the end of last week. Games that have a clear beginning, middle and end are great, and nothing will ever make me want to step away from experiencing games with particularly strong stories. But I'm also very aware of the fact that there are gaming experiences I specifically shy away from because they're not something you can start, work your way through, and finish.

I'm not really talking about what some people call "lifestyle games" like Fortnite and Minecraft. I'm talking about things like arcade games, fighting games, that sort of thing. But also the kinds of games that are friendly to just dipping into for a bit, having a good time and then setting them aside again for a while.

I think part of the problem I have is that so many games these days want to attach a story to the experience. It can feel like a somewhat overwhelming commitment to have multiple titles on the go at once, if you hope to keep all these narratives straight in your head. Of course, some might argue that the stories in some games aren't really worth thinking about too hard — but at the same time, I've played enough games over the years that have been less than favourably received critically, but which actually turned out to have meaningful and worthwhile things to say. I want to pay attention, but sometimes it feels difficult and overwhelming to.

Having finished Clair Obscur, I'm heading back into the Xenoblade Chronicles X Definitive Edition trenches as my "main" game. But perhaps I shouldn't think of it like that. If I think of something as a "main" game, that invites a sense of guilt when I play something that is not that. And, realistically speaking, I have zero obligations to anyone in terms of what I play. I never have done, except perhaps when I was working on gaming publications and was obliged to have played the things that I reviewed. (And quite right, too.)

This is definitely, as I think I've said before, a mindset that I have accidentally conditioned myself into. Back in earlier times — I think probably Xbox 360/PS3 and backwards — I had absolutely no problem jumping back and forth between all manner of different games according to mood. When I found something that gripped me, I'd stick with it; when I wasn't in the mood for something, I wouldn't play it, and I certainly wouldn't spend any time feeling a weirdly anxious sense of quasi-panic about whether I really should be playing it just because I'd started it.

Part of what got me into this mental mess is the desire to create things online: videos and articles. I've always loved creating things, and having the opportunity to just share all these things that I love with the world is great. But it also, at times, affects my brain in somewhat unwelcome ways. Should I play this game For Fun, or should I play it with a mind to Making Something About It? The correct answer is "it doesn't matter, it can be both, or it can be just one, just do what you feel like you want to do at any given time rather than agonising over it".

I don't think the answer is specifically scheduling my time. I tried that a while back for a feature on MoeGamer, and while the experiment was an interesting one, I think it's too inflexible, and it takes things too far in the other direction. What if I'm not in the mood to play a sim on Tuesdays? What then?

This hobby is supposed to be fun, and with the sheer amount of stimulation it offers these days, it's easy to get very overwhelmed. At times like that, you need to take a step back, think "yes, I actually do feel like playing Project Justice this evening, even though I still have Xenoblade on the go" and then go bloody well play Project Justice.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 344: Very late night https://imnotdoctorwho.moegamer.net/2025/05/18/oneaday-day-344-very-late-night/ https://imnotdoctorwho.moegamer.net/2025/05/18/oneaday-day-344-very-late-night/#respond Sun, 18 May 2025 00:31:59 +0000 https://imnotdoctorwho.moegamer.net/?p=34040 It is 1am and, surprisingly, I am wide awake. And this is after an evening of drinking… well, I'm not sure I'd say heavily, but we all had a fair few cocktails over the course of 6 hours or so. None of those cocktails were astronomically, brain-fryingly strong, though, so right now I just feel … Continue reading #oneaday Day 344: Very late night

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It is 1am and, surprisingly, I am wide awake. And this is after an evening of drinking… well, I'm not sure I'd say heavily, but we all had a fair few cocktails over the course of 6 hours or so. None of those cocktails were astronomically, brain-fryingly strong, though, so right now I just feel quite… pleasant. Which is nice. The last few times I've had a drink I've found myself just skipping the "happy drunk" phase and going straight to "maudlin".

It was the Eurovision Song Contest this evening. I never feel like I particularly give a shit about this, but if it's on I always find myself getting curiously invested in proceedings. We missed most of the actual performances because we were out in the garden having a barbecue, though we did have them on the radio in the background, so at least we heard most of them.

Without getting too much into global geopolitics, it was looking a bit… risky for a while, shall we say, but I don't think many people will have had too many complaints about Austria winning. The song itself was a bit boring, but no-one can deny the impressive range and power of the Austrian chap's voice. Very operatic. Very impressive.

I find it curious that Eurovision is often described as being very "camp" and even "gay" or "queer" — and I'm not denying any of those things, I hasten to add — while simultaneously having plenty of performances and costumes that heterosexual people would also get a kick out of. I guess a sexy bod and a sexy outfit is always a sexy bod and a sexy outfit, regardless of what gender identity or sexual orientation you're looking at it from.

I suspect the "camp" and "gay" descriptors tend to apply primarily to the performances in their entirety: the flamboyant, overdramatic productions that most of them involve are, for whatever reason, associated with queerness, and that, in turn, gives the whole thing a distinctly queer identity of its own. At least, I suppose that's the case, anyway. I am not, I hasten to add and emphasise strongly, an expert.

Perhaps the argument runs something like "Musical theatre is flamboyant and overdramatic, gay people like musical theatre, therefore anything musical theatre-adjacent that is flamboyant and overdramatic must be gay." I think I've cracked it! Or maybe not. I don't know. I've drunk four cocktails this evening and consequently I'm not entirely sure my powers of reasoning are the best right now, and I probably shouldn't even be typing this. But oh well. It's done now. And, I think, without any spelling mistakes. Certainly a far cry from certain earlier entries on this blog. Or, rather, the tweets I sent the night before the blog after. In fact, you know what, let's revisit those for posterity. (Read from bottom to top for chronological posts.)

For context, these were sent on the 7th of May, 2010, when I was absolutely twatted off my face, basking in the misery of my first marriage having broken down and the prospect of having to move back home to live with my parents for a while. I, obviously, apologise for the errant homophobia, but, y'know, different times and all that. Not that it was particularly acceptable then, either. But I'm sure most of you reading this have some off-colour things you say when you're among friends. And, at the time, my Twitter account was pretty much entirely "among friends".

I haven't seen most of those lovely people for quite a while, though I did randomly run into "dollydaydream" at Specsavers a couple of weekends ago while I was getting a new pair of glasses. That was nice. Hopefully we can have a proper catch-up soon.

I kind of miss that (relatively) youthful exuberance. At the same time, I'm also glad I'm not going out in town on a regular basis, because going out drinking these days is expensive. Much better to just have a few nice drinks in your nice comfy home with people you enjoy the company of, and actually be able to hear one another.

Does that make me an old fart? Almost certainly. But y'know what, I don't give a shit. And now, as a great man once said: Going to bd. Fuck off. Nght night.


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#oneaday Day 343: MiSTerious https://imnotdoctorwho.moegamer.net/2025/05/16/oneaday-day-343-misterious/ https://imnotdoctorwho.moegamer.net/2025/05/16/oneaday-day-343-misterious/#respond Fri, 16 May 2025 20:33:32 +0000 https://imnotdoctorwho.moegamer.net/?p=34037 I have been, as you do, contemplating my impending ownership of a MiSTer Multisystem 2. And, as so often happens with such things, I have been pondering how I might make good use of it as something that spurs me on to be creative. The obvious, simple answer is to use it to write about … Continue reading #oneaday Day 343: MiSTerious

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I have been, as you do, contemplating my impending ownership of a MiSTer Multisystem 2. And, as so often happens with such things, I have been pondering how I might make good use of it as something that spurs me on to be creative.

The obvious, simple answer is to use it to write about things and make videos in the places I already have: this site, my YouTube channel, MoeGamer. But part of me also wants to start something new, something a bit different.

Let me tell you the idea I've been kicking around in my head. I'm not particularly looking for "feedback" on this, but I think it will help me out to get this out of my head and onto the page.

You know how everyone likes to say they have a "newsletter" now, rather than a "blog"? Well, I was thinking about that, and thinking about how it might be fun to take that "newsletter" idea a little more literally. Specifically, I was thinking about how practical it might be to do some sort of newsletter/blog thing where, rather than individual articles being about one thing, each post was actually an "issue", like a magazine.

I was thinking it might be interesting to do such a thing with the MiSTer Multisystem 2. Each "issue" could have a brief summary of any news about the system itself — and perhaps about the broader MiSTer ecosystem, though as I type this I know absolutely bugger all about that — and then move on to some magazine-style features, perhaps with a theme for each issue. There could be a "preview" of an upcoming "modern retro" game by one of today's indie developers. There could be a "big review" of a noteworthy game that particularly fit the theme. There could be tips and tricks for classic games. There could be short, capsule reviews for smaller games. And, of course, there could be straightforward features on a particular subject, using the MiSTer Multisystem 2 as a means of exploring and researching that subject.

Realistically speaking, I'm not sure such a thing would really work, because you know what people's attention spans are like these days. Were I to put all that in a single blog post or email newsletter, how many people would read beyond the first paragraph? Perhaps it might be better to do individual posts on an existing site, and then provide some sort of separate newsletter that people could subscribe to via email. I used to do this with Rice Digital and it was fun. The newsletter had a good number of subscribers, too, but honestly I inherited most of those from the previous owners.

The reality of the situation is that it would almost certainly be piss in the wind, because you almost certainly know how hard it is to get noticed online these days. The recent rise of independent publications is great, but in a lot of cases these are already well-established names, and I think (no, I know) there's a lot of great individual independent creators out there who just don't get the credit they really deserve when putting their work out into the world.

So I dunno. I have a lot to think about, but I also have a lot of time to think about it, given that the MiSTer Multisystem 2 isn't arriving until August.

I could also just enjoy the damn thing without worrying about any of this nonsense, but where's the fun in not agonising over things that don't matter, hmm?


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#oneaday Day 342: Palette Cleanser https://imnotdoctorwho.moegamer.net/2025/05/15/oneaday-day-342-palette-cleanser/ https://imnotdoctorwho.moegamer.net/2025/05/15/oneaday-day-342-palette-cleanser/#respond Thu, 15 May 2025 21:16:23 +0000 https://imnotdoctorwho.moegamer.net/?p=34034 Yes, I know it's "palate cleanser", but I'm making a Clair Obscur pun, see. 'Cause I finished it last night, and boy, was that ever a good game. So much so that I'm sort of sitting in this weird afterglow right now where I don't quite feel ready to go back to Xenoblade Chronicles X, … Continue reading #oneaday Day 342: Palette Cleanser

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Yes, I know it's "palate cleanser", but I'm making a Clair Obscur pun, see. 'Cause I finished it last night, and boy, was that ever a good game. So much so that I'm sort of sitting in this weird afterglow right now where I don't quite feel ready to go back to Xenoblade Chronicles X, but also feel mildly dazed and confused about what, if anything, I might want to play next.

I won't go into specific details about how Clair Obscur ends right now — that's probably a job for either a podcast or an in-depth article on MoeGamer — but suffice to say that I think, or I hope, anyway, that people will be talking about this game for a very long time. For me, it's the first game that has felt like a notable step forward in the medium for quite some time. Yes, technology has advanced, graphics have got better and load times have got shorter, but I'm not sure the games have got any better.

Clair Obscur, though, is one of the best RPGs I've ever played. Sure, if we're getting technical about things, almost the exact same game could have probably been made (with somewhat worse visuals) one, two, maybe even three generations of console hardware ago. We had the fundamentals of its game design, the way it tells its story, its mechanics and aspects of its presentation back in the PlayStation 2 era, but somehow, all of those elements have never quite come together in this exact form until just now.

In fact, I think one of the best things about Clair Obscur is that it takes influences from a number of different "eras" of gaming. It has the "world map" structure of PS1 and even 16-bit RPGs. It has turn-based combat that, in some regards, feels like it owes something to Final Fantasy X. It has timing-based parry and dodge mechanics that owe a debt to FromSoftware's work. And, of course, it all looks bloody lovely thanks to Unreal Engine 5. I think that's the reason we haven't seen something quite as sumptuous as Clair Obscur for quite some time, because we've needed all those previous generations of influences for them to be able to merge together into this piece.

Anyway, I said I wasn't going to talk a lot about Clair Obscur and then I went and did. What I'm mulling over as I type this is exactly what I might want to play next. And the reason I made the increasingly regrettable pun in the title of this post is that I'm feeling like I might want to play something fairly short as a palate-cleanser before I return to Xenoblade Chronicles X. Or perhaps to play alongside Xenoblade Chronicles X, because I feel like I should probably try and get out of the habit of only feeling "able" to play one game at once, particularly given how many of the bloody things line my walls.

I'm leaning towards something platformer-y. Maybe a Castlevania, or something like it. I have the Castlevania Advance and Dominus collections that I haven't explored yet, so that might be something. Or there's always a racing game. I like racing games. Fuel is currently in my PlayStation 3 because I've been playing that a bit recently, but I also think I maybe might want to play something different. Or maybe I do want to play Fuel. Fuel is good, after all.

In fact, yes. Decision made. I will play some Fuel. I like Fuel. It is a comfort game, and that is what I feel like I need right now. So let's go be comfortable!


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 341: Rabbit (ass)holes https://imnotdoctorwho.moegamer.net/2025/05/14/oneaday-day-341-rabbit-assholes/ https://imnotdoctorwho.moegamer.net/2025/05/14/oneaday-day-341-rabbit-assholes/#respond Wed, 14 May 2025 23:22:35 +0000 https://imnotdoctorwho.moegamer.net/?p=34031 A random bit of Internet rabbithole-diving this evening brought me into the realm of "King Assripper". The name pretty much says it all, but in case you were in any doubt: this was a man who, as far as I can make out, became famous for eating a lot and farting. Particularly farting. His most … Continue reading #oneaday Day 341: Rabbit (ass)holes

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A random bit of Internet rabbithole-diving this evening brought me into the realm of "King Assripper". The name pretty much says it all, but in case you were in any doubt: this was a man who, as far as I can make out, became famous for eating a lot and farting. Particularly farting.

His most well-known work is "King Assripper Farts On His Roommate's Door", which, in this age of clickbait, is refreshingly honest about what it offers. Sadly, the originally posted video of this spectacular display of flatulence no longer exists — good old link rot strikes again — but, as with most things on the Internet, it has been archived for posterity by other people who, I'm sure, are more than happy to get some YouTube ad revenue from the hundreds of thousands of people keen to see a fat man guff really loud.

Except it goes deeper than that. I decided to look into whether there was any more information online about King Assripper, or if the above masterpiece was his one and only work. Besides a KnowYourMeme page on the "Farting On Roomate's [sic] Door", I also discovered what appears to be a complete archive of everything King Assripper has ever contributed to Internet culture, where else? The Internet Archive, of course.

The Internet Archive is a curious organisation, and I'm thoroughly grateful for its existence. It plays host to so much stuff, and it's fascinating to see what has been recorded in there. Looking for old magazines? Chances are you can find them in the Internet Archive. But, at the same time, you can also find the entire video output of a guy who liked to stuff his face and then fart thunderously.

In a sense, I guess it's important to archive stuff like King Assripper, because whatever you may think of his, uh, content, he has nonetheless had an impact on popular culture. This whole little adventure this evening was mostly set in motion by Arin from GameGrumps happening to mention "Farting On Roomate's Door" during an episode. My thought process ran something like "oh, I vaguely remember that", closely followed by a nigh-uncontrollable desire to see someone farting on their roommate's door.

From another perspective, I guess one could look at it as a little worrying. Consider the cultural output of previous centuries, and how much of it has been painstakingly archived, reproduced and, on occasion, updated to make it more palatable or understandable to a modern audience. Then consider someone in 200 years' time (assuming we haven't boiled the planet by then) looking back on the culture from today that we've preserved, and stumbling across the complete archive of King Assripper's videos.

Now there's one thing you never see in sci-fi, eh? You never see them looking back at galactic history in Star Trek and Worf going "I learned that in the 21st century, humans communicated by farting on one another's doors", and Picard having to explain that no, that was only something that happened under particular circumstances, and should by no means be taken as representative of the entire cultural output of the 21st century.

I bet Riker farted on a few doors in his younger days, though.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 340: Forbidden https://imnotdoctorwho.moegamer.net/2025/05/13/oneaday-day-340-forbidden/ https://imnotdoctorwho.moegamer.net/2025/05/13/oneaday-day-340-forbidden/#respond Tue, 13 May 2025 19:31:38 +0000 https://imnotdoctorwho.moegamer.net/?p=34028 It's kind of weird how, as you go through your life, you inevitably develop the feeling that you're "not allowed" to do certain things, because people will judge you and mock you for doing them — and that your own individual window of tolerance for that sort of thing will inevitably change as your life … Continue reading #oneaday Day 340: Forbidden

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It's kind of weird how, as you go through your life, you inevitably develop the feeling that you're "not allowed" to do certain things, because people will judge you and mock you for doing them — and that your own individual window of tolerance for that sort of thing will inevitably change as your life goes on, you grow older and stop giving a shit what anyone else thinks.

One of the things that most readily springs to mind is the matter of taking a bath. When you're a kid, taking a bath is, for most people, probably the default for a full-body wash, simply because you may not be tall enough to be able to use the shower effectively, or because it's easier to supervise a child in a bath than it is a child in the shower. At some point, probably around your early teens, taking a bath — if you're a boy, anyway — becomes taboo. You have showers now; you're a big manly man. You don't even cry when you get shampoo in your eyes while washing your hair. No baths for you!

A few years back — I forget exactly when, but it was at some point in the last 15 years or so — I started taking baths as a default again. The first couple of times reminded me that sometimes, there's nothing nicer than just being able to luxuriate in some warm water that has something that smells nice in it. And now, it is by far my preferred means of getting myself clean — even if, as a larger gentleman, it would perhaps be nice to be able to fill the tub a little higher without risk of spilling water all over the floor.

I wonder where these attitudes come from? I don't remember anyone specifically telling me that I should no longer have baths — though I do remember Chandler on Friends being mocked by his male peers Joey and Ross for taking a bath at the suggestion of the girls — but I definitely had the feeling that I described above: I was a grown man now, so I "should" have showers. Why? Why "should" I have showers? Who is going to tell me that I'm not "supposed" to have baths? No-one. Because the idea that you're not supposed to do something like that is bollocks, of course.

I'm sure it happens with lots of other things, too. The alcoholic drinks that it's socially acceptable for one to order, particularly as a man. (To be fair, when I still drank semi-regularly, this is a "rule" I flouted pretty much all the time, because I don't like beer and much preferred alcopops as a general rule.) The food one eats. The media one engages with. The colours of clothing one can wear. The designs one can have on one's T-shirt.

I guess the one advantage of being mostly disgusted with my own appearance and general status is that I really don't give a shit about any of these things any more. I wear what I want, I engage with the media that I want to engage with and I certainly still order a Smirnoff Ice with no shame if I'm in a situation where drinking socially would probably make the evening more bearable.

And, yes, I take baths. In fact, I'm off to go and take one right now, because I smell, bits of me are sticking to other bits of me, and I think pretty much every muscle in my entire body aches. So I am going to go and have a bath, and I am going to go and enjoy it. And there's nothing any of you can do about it!


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 339: Eras https://imnotdoctorwho.moegamer.net/2025/05/12/oneaday-day-339-eras/ https://imnotdoctorwho.moegamer.net/2025/05/12/oneaday-day-339-eras/#respond Mon, 12 May 2025 22:58:35 +0000 https://imnotdoctorwho.moegamer.net/?p=34025 I remember when I was growing up, and I'd hear about life when my parents were young, and thinking "gosh, that was all jolly primitive, how on Earth did people get by without televisions and computers and the Internet?" Sitting here in 2025, thinking back to my own childhood, I feel like we've gone through … Continue reading #oneaday Day 339: Eras

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I remember when I was growing up, and I'd hear about life when my parents were young, and thinking "gosh, that was all jolly primitive, how on Earth did people get by without televisions and computers and the Internet?" Sitting here in 2025, thinking back to my own childhood, I feel like we've gone through shifts almost as big once again.

I grew up surrounded by computers. My Dad worked for IBM, and I'm pretty sure we had at least one Atari computer in the house from the moment I was born. I learned how to use computers from an early age — not just playing games, but also using them for productivity, programming and creativity. And my enjoyment of computing helped me make some friends, too.

But by modern standards, those computers were limited. They could run one program at a time, and you had to do everything using removable physical media. Want to play a game? Put in a disk, tape or cartridge and load it up. Want to do something creative? Put in a disk, tape or cartridge and load it up, then make sure you have another separate disk or tape handy to save your work onto. Hard disks existed, but they were something like £700 in '80s money for 20MB, and thus very few people had them — more to the point, not much software supported them, either, at least until the 16-bit era, when they became a little more commonplace.

"Going online" was something you could do from quite early on if you had the necessary hardware, and it was a very different experience to what using the Internet (really the Web) is today. To even get logged on you'd have to enter a cryptic string of commands to the modem, and sometimes it felt like a bit of a roll of the dice as to whether or not it would actually work at all. When you did get online, it was pages and pages of text, no pictures, and an understanding that you had a limited amount of time to do what you had to do before either 1) your family kicked you off for tying up the phone line for too long or 2) the SysOp kicked you off remotely for spending too long, preventing others from using the service.

When "online" spaces other than bulletin board systems came along — accompanied by computers that could do more than one thing at once — it was a revelation. I have immensely fond memories of exploring CompuServe on my Dad's account, spending time on the GAMERS forum, reading and replying to messages, and, on one memorable occasion, making $200 from some custom Wolfenstein 3-D levels. But it was still very different to today; CompuServe was a walled garden of curated stuff to explore, and access to the broader Web didn't come about until later. I remember us having great difficulty setting up the Mosaic browser to view simple websites, and how exciting it was when we finally got to look at, say, pictures from NASA for the first time.

I don't think anything tech-wise has changed things as much as the rise and growth of the mobile phone, though. Getting a mobile phone when I was in my late teens made me feel like I had a whole new degree of independence, free to communicate with my friends on my own terms when and how I felt like it (Pay as you Go credit permitting). I recall long, drunken text conversations with people important to me at university; there was even a time when I'd voluntarily phone people up for a chat. I used to have long phone conversations with my perpetually absent university housemate, for example; she was a good friend, but I didn't see her all that much for a variety of reasons.

Then, when smartphones arrived, everything changed. It didn't seem like it at first, because the earliest implementation of the iPhone was very limited. There were no installable apps; you had to do everything via the Web. But sites were starting to get savvy to the rise of this exciting new technology, and were starting to serve up "responsive" pages that looked nice on the small screen of an iPhone.

I was working at an Apple Store when the iPhone launched. It was an exciting time, for sure, and it only got more exciting when the App Store launched. Suddenly, there was this brave new frontier for software, and we'd all download and experiment with all manner of different apps; not just games, but productivity tools, creativity tools and silly joke apps — who can forget the "drinking a beer" one?

When in-app purchases were announced, my heart sank. We were already starting to see some nickel-and-diming in the console gaming space, and it was about to get much worse in mobile. Free-to-play became the default, and aggressive monetisation came along with it. And there were people who would make excuses for this. People who are still making excuses for it to this day, to such a degree that we're never going to get rid of free-to-play and microtransactions at this point.

But I think the biggest change was how addicted people became to those black plastic slabs. And I'm not excluding myself from that description, either; I could feel myself being compelled to fiddle with it constantly, and I didn't like it. I still don't like it. I'm better at controlling it today, but I still feel the "urges" near-constantly.

Things only got worse with the rise of content designed to be deliberately addictive, such as short-form videos. For quite some time now, I've found a lot of tech to be scary and unpleasant; definitely a far cry from the excitement I'd feel every day when I booted up the Atari 130XE to do some BASIC programming.

It's not all bad, of course. It's great having satellite navigation in your pocket when you're trying to find things. It's great being able to stay in touch with people via a whole host of different means. And it's great being able to quickly snap a photo or video of anything without kicking yourself for not bringing your camera with you.

But there have been some big changes. Whether or not they're as big as the differences between my parents' childhood and my childhood, I don't know. But I suspect the realisation that you've lived through some huge changes in the world and society is an important part of progressing through life; you often don't notice these changes while they're in the middle of happening, but when you look back on them you realise that they were pretty massive. And not always for the better.

Would I like to go back to earlier, less technologically advanced, less convenient days? Some days, I honestly do think that yes, I would. There are a lot of great things about our modern, connected society — and a lot of terrible things, too — but sometimes I just miss the simplicity of life as it was back then.

I find myself wondering exactly what I mean by "back then"; if it was possible to go back, exactly what point would be the optimal one? I think, for me, it would probably be the early 2000s. Mobile phones would exist but wouldn't be the life-consuming soul suckers they are today; computer and video game technology would be at a good point; and we might all see a bit more of one another in the real world.

I might not have this blog, though. Or maybe I would. Perhaps it wouldn't be in quite this form. Perhaps I'd be a trailblazer in the blogging space.

Who knows? You can't go back, more's the pity. So we're stuck with what we have, regrettably, constructed for ourselves. At least for the moment.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 338: Bomb Reignited https://imnotdoctorwho.moegamer.net/2025/05/11/oneaday-day-338-bomb-reignited/ https://imnotdoctorwho.moegamer.net/2025/05/11/oneaday-day-338-bomb-reignited/#respond Sun, 11 May 2025 19:50:56 +0000 https://imnotdoctorwho.moegamer.net/?p=34022 Boy, it sure has been an… "interesting" time for the games media recently, as I've alluded to a few times recently. To catch you up: Valnet, the sweatshop of the media industry, has bought Polygon and laid off the vast majority of its staff, which, of course, suggests that Polygon is going to become yet … Continue reading #oneaday Day 338: Bomb Reignited

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Boy, it sure has been an… "interesting" time for the games media recently, as I've alluded to a few times recently. To catch you up: Valnet, the sweatshop of the media industry, has bought Polygon and laid off the vast majority of its staff, which, of course, suggests that Polygon is going to become yet another SEO slop factory where its writers are paid peanuts to produce nothing of any real cultural value.

For a time, it looked like the longstanding site Giant Bomb was going the same way, with upsets over "brand-friendly" (or, more accurately, "brand-unfriendly") shenanigans on streams causing a sudden halt to… seemingly everything the site was doing. Giant Bomb has changed hands numerous times over the years; until recently, it was in the hands of Fandom, the people who ruined Wikia with obnoxious autoplaying pop-over videos and links to "related content" that was not, in fact, related to the thing you were looking at in any way whatsoever.

You'll notice I say "until recently". That's because Giant Bomb is no longer under the Fandom umbrella; it was announced on a panel at PAX East yesterday that Fandom and the Giant Bomb staff reached an agreement for the latter to purchase the site and turn it into an employee-owned outlet, much like the growing number of other worker-owned arrangements that are really finding their feet these days.

This is excellent news. I must confess despite being in the official Final Fantasy XIV guild for Giant Bomb, I never really hung out there all that much, but I did know that Giant Bomb, for many folks, was all about the community — similar to the old 1up.com days. The site looking like it was going under thanks to corporate interference was really sad to see — and for once, the corporate interferers saw what was going on, had a seemingly genuine "oh, shit" moment and changed course. Strongly. You can criticise Fandom for many things, but the agreement they reached with the Giant Bomb staff is, to my knowledge, absolutely unprecedented in the online media biz.

I've decided to make an effort to join the Giant Bomb community a bit more. I've rescued my account that I apparently signed up for in 2010 (with a different email address that thankfully I still had access to) and pledged $10 a month to help the folks on the site out. I'm looking forward to seeing what it has to offer, getting to know the community and perhaps, hopefully, finally having a decent place to hang out and talk games.

What does this mean for all the other things I do online? Nothing. I'm still going to be blogging here, I'm still going to be writing about games on MoeGamer — it's just I might be posting a few more bits and pieces on Giant Bomb from hereon, in both the forums and using the site's blogging facility. If there's one thing I really miss from the Internet Gone By, it's 1up.com and its sense of community; I'm really interested to see if Giant Bomb can prove to be an adequate replacement, particularly for someone who is essentially "new" to proceedings over there. I'm intruding on 17 years of history (huh, the site is the same age as this blog) but the "Duders" are supposed to be thoroughly nice people, so we'll see.

Mostly I'm happy to see my pals Jeff Grubb and Mike "Tolkoto" Minotti back in action, because I know very well how hard those two chaps worked to claw their way up the mountain of shite that is the games media industry, and it was a massive bummer to see them seemingly kicked back to the ground. I've known both of 'em since the 1up.com, Bitmob and Squadron of Shame days, and it was wonderful to see that they'd made something of their passions — and that they will continue to be able to do that.

So yeah. Giant Bomb is back. Now, if we could just do something about the rancid degradation of everything else online…


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 337: Lyrical Genius https://imnotdoctorwho.moegamer.net/2025/05/10/oneaday-day-337-lyrical-genius/ https://imnotdoctorwho.moegamer.net/2025/05/10/oneaday-day-337-lyrical-genius/#respond Sat, 10 May 2025 23:35:02 +0000 https://imnotdoctorwho.moegamer.net/?p=34000 Have you ever been on the website "Genius"? It's a site that hosts song lyrics, but it also has an annotation feature that allows the nerds of the Internet to highlight sections of the lyrics and post overly elaborate explanations of what they "really" mean. I love sites like this, because inevitably you will stumble … Continue reading #oneaday Day 337: Lyrical Genius

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Have you ever been on the website "Genius"? It's a site that hosts song lyrics, but it also has an annotation feature that allows the nerds of the Internet to highlight sections of the lyrics and post overly elaborate explanations of what they "really" mean.

I love sites like this, because inevitably you will stumble across people who take it really seriously, and that often leads to amusingly impassioned arguments about things that really don't matter. So let's have an explore, shall we?

Genius Annotation
3 contributors
Breakfast is one of the first things you do in the morning so if you burn you breakfast things are going “great”.

(As to why he’s making breakfast, knowing he’s two hours late for work, is beyond me!)

That one's from the second verse of I'll Be There For You, the theme from Friends by The Rembrandts. Elsewhere in the comments, someone points out that the theme song is sung from the perspective of first-season Rachel specifically, which honestly is not something I'd really considered before, but it would seem to apply for the most part.

Genius Annotation
1 contributor
This is likely a reference to being high on Methamphetamine, which is sometimes refered to as “Scooby snacks”

This one's from, unsurprisingly, Scooby Snacks by The Fun Lovin' Criminals. The downvotes are due to the fact that "Scooby Snacks" refer to ecstasy, not methamphetamine, and while the two share some chemical bits and pieces in common, they are not the same thing. Underneath, someone posted this alternative explanation, which I think I like a bit more anyway:

Comment by TiwakingTiwakingTiwaking, 6 months ago: 

"Huey Morgan came up with lyrics about drug-addled bank robbers, an idea inspired by a security guard who handed out Valium to rowdy patrons at a New York City club called The Tunnel.

“On Sunday nights they had this crazy hip-hop party called Mecca,” Leiser explained. “There were fights and people trying to sneak weapons in, guns and knives, so the security guards were always on edge. One of the guards was a crazy dude and he’d be giving everyone Valiums so at least they were all chilled out. He’d hand them around and say, ‘Does anyone want a scooby snack?’ That’s where got the idea for the chorus from: what if this dude and some of his meathead friends were robbing banks, all high on these scooby snacks?”"

Here's some actual insight on MMMBop by Hanson:

Genius Annotation
1 contributor
Via Vulture:

Zac: “MMMBop” was started as a background part during the making of our previous independent album, called Boomerang. We were looking for background parts for a song, and somebody started singing what became the “MMMBop” chorus.

Ike: We were trying to come up with a catchy background part, and it was too catchy — like, “Oh, that’s really a foreground part.”

And some on Barbie Girl by Aqua, too:

Genius Annotation
2 contributors

The singer lives a life similar to the famous Barbie, where people live carefree, easy lives.

This line spawned one of the more hilarious court cases in music history, where Mattel, parent company to Barbie, sued Aqua for damaging the doll’s reputation. The judge ultimately sided with Aqua, leading to the now infamous ruling:

“The parties are advised to chill.”

"Oh baby, baby, the reason I breathe is you (Oh yeah)" from …Baby One More Time by Britney Spears prompted this discussion:

Genius Annotation
2 contributors
She’s addicted to her lover, and he’s the only reason she’s alive.

In 2003, 5 years after “…Baby One More Time,” Britney released a song called “Breathe on Me,” where breathing has less to do with survival and more to do with sex.

You know, I launched into this post thinking I would mock Genius and its community for taking things far too seriously, but a lot of these are actually surprisingly insightful. Maybe I should just pick something really stupid, dumb and obvious. Hmm.

Genius Annotation
1 contributor
“I need some love like I never needed love before.” The chorus erupts—a primal plea for connection. She yearns to make love, to explore every crevice of desire. Her past love was a mere appetizer; now, she’s back for the main course. The chorus repeats, a mantra of longing, urging her lover to set their spirits free—the only way to truly be.

This, from 2 Become 1 by the Spice Girls, is getting there, but I don't know. It's not wrong as such. It's just written in spectacularly flowery language, but then this is nothing unusual for music criticism, and I'm getting the increasing sense that Genius commentators would like nothing more than to be published music critics.

I was hoping that a song like Don't Stop (Wiggle Wiggle) by The Outhere Brothers would offer some gold, but disappointingly, there are no annotations on this song at all. I guess the lines "Put yo' ass on my face / I love the way your pussy tastes / Girl, you know you are the one / Take that ass and make me cum" are fairly self-explanatory, after all. Let's keep looking.

Genius Annotation
1 contributor
“I need some love like I never needed love before.” The chorus erupts—a primal plea for connection. She yearns to make love, to explore every crevice of desire. Her past love was a mere appetizer; now, she’s back for the main course. The chorus repeats, a mantra of longing, urging her lover to set their spirits free—the only way to truly be.

(then an image of the "finger into a hole made by the other hand" gesture to indicate sexysex)

Okay, this one has a diagram. (Boom, Boom, Boom, Boom!! by Vengaboys, if you were wondering.) Good work. But, again, neither wrong nor particularly worthy of mocking. What are you doing to me, Genius? Stop providing genuine value and a good sense of humour! You have no place on the Internet of 2025!

Genius Annotation
3 contributors

In this part of the song, Rick is saying that he will be loyal to his girl and, as the lyrics says, he’ll never give up on her, neither let her down, etc.

The chorus is remembered by a lot of people because of the “Rick Rolled” meme.

(Pie chart showing Rick Astley, indicating the things he would never do, including Give You Up, Let You Down, Run Around and Desert You, Make You Cry, Say Goodbye, Tell a Lie and Hurt You. Proportionally, Give You Up has the largest portion of the pie.)

Okay, I think we're done here. You win this round, Genius. But I will find you. I will find the most stupid annotation on your stupid website, and I will share it and I will mock it.

But in the meantime, I will probably just continue looking up lyrics on you, because you seem like a pretty reliable source for that and, with adblockers and all that shenanigans set up, you also don't appear to want to fill my computer with malware, so good job on that, I guess.

If you happen to find anything particularly ridiculous in your own explorations of Genius, please do share!


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 336: The new old https://imnotdoctorwho.moegamer.net/2025/05/09/oneaday-day-336-the-new-old/ https://imnotdoctorwho.moegamer.net/2025/05/09/oneaday-day-336-the-new-old/#respond Fri, 09 May 2025 21:35:38 +0000 https://imnotdoctorwho.moegamer.net/?p=33995 I am presently awaiting two new games consoles with "2s" in their names: the Nintendo Switch 2, and the MiSTer Multisystem 2. And I think I might be more excited about the latter. I've never used anything FPGA, but I'm led to understand that it's a marvellous thing. And the sheer number of different things … Continue reading #oneaday Day 336: The new old

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I am presently awaiting two new games consoles with "2s" in their names: the Nintendo Switch 2, and the MiSTer Multisystem 2. And I think I might be more excited about the latter.

I've never used anything FPGA, but I'm led to understand that it's a marvellous thing. And the sheer number of different things that the MiSTer supports is exciting me. With the setup I intend to slot it into, I'm looking forward to being able to use it as a retro computer as well as every games console ever up until the PlayStation, Saturn and N64.

Now, the one difference between the Nintendo Switch 2 and the MiSTer Multisystem 2 is that the latter is going to require a lot more setting up and fiddling around with than the Switch 2 will. But I am hoping that any tinkering will be a one-time process, and that once it is done, the MiSTer will be able to just sit there and do whatever I want it to. Within reason, obviously.

I'm going to hook up a keyboard and mouse to the system as well as a controller, so it can be used for actual computing as well as just playing games. I'll probably get another one of the 8bitdo retro-styled keyboards for this purpose — the C64 one would certainly be thematically appropriate, in the absence of an Atari ST or Atari 800XL one, though the one that looks a bit like an IBM Model M is also quite nice.

I'm also probably going to invest in some nice speakers rather than relying on the single mono speaker of my trusty Trinitron CRT. That built-in speaker is surprisingly decent considering its size and placement, but it would be nice to be able to give console games in particular a bit of oomph.

So all told, I think the setup will probably look something like this, but with less wobbly freehand mouse-drawn lines.

With that, I should be sorted for some retro gaming and computing fun for quite some time. At some point I might consider looking into the various solutions available for using real classic controllers on the Multisystem 2, but I don't think I'll make that a priority to begin with. Let's get it up and running and working — and doing what I want it to do — and then we can talk customisation. Because there's a lot of customising you can do with a MiSTer, I'm led to understand!

It's an exciting new world that I can't wait to get involved in. I have a bit of a wait before that happens — the Multisystem 2 is coming out in August — but I guess I can occupy myself with the Switch 2 and Mario Kart World in the meantime…


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday day 335: Broken links https://imnotdoctorwho.moegamer.net/2025/05/08/oneaday-day-335-broken-links/ https://imnotdoctorwho.moegamer.net/2025/05/08/oneaday-day-335-broken-links/#respond Thu, 08 May 2025 21:50:11 +0000 https://imnotdoctorwho.moegamer.net/?p=33991 I like looking back over the mountains of nonsense I've posted on this site since 2010, but one thing that makes me a bit sad is quite how many of the links I posted years ago are now broken. You can tell at a glance, 'cause I have a plugin running that makes any broken … Continue reading #oneaday day 335: Broken links

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I like looking back over the mountains of nonsense I've posted on this site since 2010, but one thing that makes me a bit sad is quite how many of the links I posted years ago are now broken. You can tell at a glance, 'cause I have a plugin running that makes any broken links appear as crossed-out text, and the further back you go in my archives, the more likely you are to find these. (EDIT: I turned it off, because it was throwing up a lot of false positives.)

The same is true for YouTube videos I've posted. More often than not, any YouTube video I've posted that is more than maybe five years old has been taken down, made private or copyright claimed by someone. And, of course, with the mass exodus from Twitter since Elon went… the way he went, formerly embedded tweets that belonged to now-deleted accounts are just… gone.

One of the things I thought was supposed to happen with the Internet was that there would be a certain degree of permanence. You'd make something online, it would be your mark on the world. But, unfortunately, it doesn't work like that. There is no infallible means of making something on the Internet and having it stay as a permanent fixture. If it's your own website, it will cease to exist the moment you stop paying for hosting (or have something happen to you that precludes you from continuing to pay for hosting, like, say, dying) and if it's something you've hosted on someone else's service, such as a social media platform, your stuff is only as permanent as that social media platform.

There are exceptions to this, of course. The amazing work that the Internet Archive does with its Wayback Machine makes it possible to travel back in time and see websites as they appeared back in the day. Okay, it's not perfect — the archiving process often loses images and layout information, any interactive functions will inevitably be broken and anything built using defunct technology like Flash will remain inaccessible — but it's something, at least. I can still visit my website from 2004, for example. And, in slightly more broken form, my short-lived games blog from 2010.

But what about the stuff that, for one reason or another, has been impossible to archive? There is no longer any trace of the discussions the Squadron of Shame once had on the 1up.com Radio forums, for example, and while some of 1up.com itself has been archived, the Club pages, which is where a lot of our conversations took place, are not among that which has been saved from oblivion. Likewise, my old iWeb site, which I hosted on iCloud precursor .mac, no longer exists because at some point Apple discontinued the "iDisk" online storage that the site was hosted on. Those things are all long gone, and that's a bit sad.

This is one reason why I was so upset when WordPress.com made a hash of this site some time ago — against what some might call all odds, I have managed to keep this site in existence for 17 years, which is positively ancient in Internet terms, and the threat of having that all taken away based on a false positive from a stupid automated system was absolutely heartbreaking.

I guess the lesson is that if there's stuff you care about, back it up as well as having it online. Because one day, the online version might not be there any more, and it might not be through any fault of your own!


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 334: Shine on Me https://imnotdoctorwho.moegamer.net/2025/05/07/oneaday-day-334-shine-on-me/ https://imnotdoctorwho.moegamer.net/2025/05/07/oneaday-day-334-shine-on-me/#respond Wed, 07 May 2025 21:26:42 +0000 https://imnotdoctorwho.moegamer.net/?p=33988 Any time I have a long drive, I always agonise for at least a short period over What I Should Listen To. On the way down yesterday, this was pretty simple: I had two episodes of the excellent Fun Factor podcast to catch up on, so I did that. On the way back this evening, … Continue reading #oneaday Day 334: Shine on Me

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Any time I have a long drive, I always agonise for at least a short period over What I Should Listen To. On the way down yesterday, this was pretty simple: I had two episodes of the excellent Fun Factor podcast to catch up on, so I did that. On the way back this evening, though, I had a momentary pause. Did I want to listen to more podcasts, did I want to listen to a playlist on shuffle that will inevitably surface the same tracks it always does, or did I want to do something a bit different?

Last September, I made the argument that you should listen to albums more. I stand by that, but I will extend my suggestion to say that by "albums" I also include specifically curated compilations. Because for my journey back this evening, I listened to nothing but the two-CD compilation Shine 7 (well, a digital version of it, anyway).

Shine 7 is, as the name suggests, the seventh in a series. Specifically, it was a series that ran throughout the 1990s by Polygram TV that focused on indie rock — primarily of the "Britpop" variety, but also incorporating some American artists such as Green Day and Soundgarden. There does not appear to be a record of why the series was called Shine, but I always chose to believe that it was because Liam Gallagher singing the word "Shine" as a three-syllable word ("Sheeee–eeeeyyyyeeeee–nnnnneh") in multiple Oasis songs was an iconic sound of the 1990s indie rock scene, and Oasis, of course, appeared on every Shine compilation except Shine 10. Sometimes, as in the case of Shine 7, multiple times.

Shine 7 in particular is a compilation that carries some personal nostalgia for me, because it was through Shine 7 specifically that I started to develop some of my tastes in popular music. I was a bit of a latecomer to buying and enjoying music of contemporary bands — indeed, I made a terrible faux pas when purchasing a CD album with my own money for the first time: I bought Oasis' Definitely Maybe literally the day before (What's the Story) Morning Glory? came out. Naturally, I copped a fair amount of ribbing from my school friends for that one, but I didn't regret it; I enjoyed Definitely Maybe and in some respects I think I still like it more than Morning Glory.

Anyway, I knew that it was "cool" to be into "indie" at the time, even though I didn't really know what "indie" meant, and I'm not sure anyone else did either. I did know that Stacey, a girl I had struck up a friendship with while participating in a school play, and, as it happened, a girl I rather fancied, seemed to know her stuff about music, though, so I asked her for some recommendations. And she recommended Shine 7 to me, as she'd recently got a copy and was impressed with the two CDs, which contained a nice mix of both very well-known and lesser-known groups from the time.

Aside: this is a story I'll probably tell in more detail another time, but for quite some time I was known as "non-pulling Stacey freak" by my friend Woody for an utterly failed attempt to seduce her at a party I was hosting. Largely because, as a socially awkward (and, retrospectively, autistic) teenager, I had absolutely no idea how one would go about such things. And ultimately decided that I valued my friendship with her more than my apparently indescribable, incommunicable desire to kiss her on the mouth. But I digress.

So anyway, I bought myself a copy of Shine 7, thinking that this might bring me a little closer to Stacey, and also thinking that this might be a good means of getting to know a few names in the "indie" space. It didn't bring me any closer to knowing what "indie" meant — it was an embarrassing number of years later that I discovered it meant "independent", which was probably a misnomer for a significant number of names on Shine 7 — but it did introduce me to a variety of interesting music that I enjoyed listening to.

And I enjoyed the curation of the compilation; there wasn't a particularly running "theme" through it or anything, but the progression of the songs was pleasing to me. You'd get some well-known stuff you'd heard on the radio, then some stuff you probably weren't familiar with, then maybe some stuff that had only released as singles, not on albums (Oasis' Whatever was my first contact with this type of release) and then back to the really well-known stuff. It didn't sit still or become complacent, and everything felt like it had equal "importance". There were, of course, some tracks I came to like a lot more than others — and some that I tended to skip on subsequent re-listens — but for the most part, I appreciated Shine 7 as a complete work in and of itself.

And y'know what? Listening to it in full for the first time in probably more than 30 years on the drive home this evening, it really took me back. I haven't heard some of these songs for a very long time, but pretty much all of them were comfortably familiar despite that long period away from my lugholes. I listened to Shine 7 a lot when I first got it — you have to remember that we didn't have music streaming services or even digital music stores like iTunes then, so you were stuck with whatever CDs you had — and I think it imprinted itself on my soul.

I'm not going to tell you that Shine 7 is a work of great genius or anything. If anything, it was a cynical attempt to cash in on the Britpop and indie rock craze that was sweeping the nation in the 1990s — the fact that there are 10 numbered Shine albums plus two Best of Shine compilations-of-compilations should tell you that — but back then, it was simply an enjoyable part of my CD collection that I liked a lot. I don't know if it really brought me any closer to Stacey or not, but I'd like to think it did.

And in listening to it on the way home this evening, I thought fondly of Stacey for the first time in many years. I hope she's doing well.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 333: Scribus Interruptus https://imnotdoctorwho.moegamer.net/2025/05/07/oneaday-day-333-scribus-interruptus/ https://imnotdoctorwho.moegamer.net/2025/05/07/oneaday-day-333-scribus-interruptus/#respond Wed, 07 May 2025 20:47:48 +0000 https://imnotdoctorwho.moegamer.net/?p=33985 Yes, I know that's almost certainly not correct Latin. No, I don't care. I just wanted a post title that wasn't just "catching up" again, because I missed yesterday and, as such, you are getting two loads of nonsense today instead of just one. Aren't you lucky? The reason I forgot to write anything was … Continue reading #oneaday Day 333: Scribus Interruptus

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Yes, I know that's almost certainly not correct Latin. No, I don't care. I just wanted a post title that wasn't just "catching up" again, because I missed yesterday and, as such, you are getting two loads of nonsense today instead of just one. Aren't you lucky?

The reason I forgot to write anything was because yesterday and today were my monthly trip down to the office, meaning last night I was staying in a hotel and, after having spent a long drive getting there, I doubt I would have felt like typing much of anything meaningful on my phone even if I had remembered to write something. But anyway, enough of that. You know by this point that my stays in hotels tend to result in short posts that either involve me talking about cop shows on TV or ranting about AI adverts I saw in between cop shows on TV.

Instead, today I want to call back to something I wrote about in the previous post: my previous creative writing projects. I actually went back and read the one I said I didn't remember writing or remember anything about. Turns out I did actually remember writing it and what at least some of it was about, though the exact details were actually something of a surprise to me come the conclusion. So I guess that did its job, or something.

I have decided to dub that particular work my name. for reasons that will be apparent to anyone who has read it. I actually rather enjoyed revisiting it, and while I think there's probably a bunch of work I could do to it before "publishing" it, I'm overall satisfied with it. Judging by the time I wrote it (November 2012), it was almost certainly as much a therapeutic exercise as anything else, and there are a lot of things about the main character's journey in particular that I can directly relate to my own experiences. I, unsurprisingly, do that in my own creative writing rather a lot; it's a means of processing the things I've felt and the things I've experienced, and by exploring them through another character, even if I'm writing from a first-person perspective, I can sort of take a step back and contemplate them from a slightly different angle.

One thing I do enjoy playing with when creative writing is perspective. I went through a phase of writing a lot of things in first-person present tense, and it's a style I still like very much. I forget exactly what inspired me to first do this, but I'm pretty sure it was something we were looking at in English Literature classes in school — likely something along the lines of Jane Eyre (which isn't first-person present, but is first-person) or its companion piece Wide Sargasso Sea (which introduced me to "stream-of-consciousness" narrative, a form I was also rather taken with, if that were not already very apparent.)

Out of curiosity, the other evening I happened to look up if there have been any novels written using second-person perspective — i.e. placing the reader in the role of the protagonist by narrating using the "you" pronoun. Of course, things like Choose Your Own Adventure and Fighting Fantasy automatically fall into this category, but no; I was thinking something more "conventional" and non-interactive.

I was pleasantly surprised to discover there are, in fact, several novels that have been written at least partially in this style. One that I found particularly intriguing was an Italian piece by Italo Calvino known as If on a winter's night a traveler. This novel is about you, the reader, attempting to read a novel named If on a winter's night a traveler and continually getting distracted. The story apparently jumps back and forth between what "you" are doing — which is the main plot — and the first chapter of a variety of other novels that, for one reason or another, keep distracting you. Supposedly the themes of the various novel extracts are weaved into the main narrative, and it all sounds very clever and, yes, post-modern. It may well be completely insufferable to read — and I'm not going to try until I've finished my Jane Eyre re-read that I started recently — but it definitely intrigued me, and made me think I might try something with second-person perspective at some point.

Anyway, I think that's probably enough for the first post of today. Please feel free to go and read my name. now I've given it a name, or indeed any of my other past creative writing pieces, which you can find in the menu bar at the top. I've even set it so they display in chronological order rather than the usual reverse chronological order — though WordPress' limitations mean that when you want to read the next page you have to press the "Older Posts" button rather than "Newer Posts". But I'm sure you can figure that out.

Enough! I have another post to write. So it's time to do that!


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 332: From the brain to the page https://imnotdoctorwho.moegamer.net/2025/05/05/oneaday-day-332-from-the-brain-to-the-page/ https://imnotdoctorwho.moegamer.net/2025/05/05/oneaday-day-332-from-the-brain-to-the-page/#respond Mon, 05 May 2025 19:40:15 +0000 https://imnotdoctorwho.moegamer.net/?p=33964 I've been feeling kind of in the mood to do a bit of creative writing recently. I have not yet actually acted on this impulse, because I haven't yet decided what the optimal means of doing it is. Longtime readers may recall that I did not-NaNoWriMo (before NaNoWriMo became a dirty word) a few times … Continue reading #oneaday Day 332: From the brain to the page

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I've been feeling kind of in the mood to do a bit of creative writing recently. I have not yet actually acted on this impulse, because I haven't yet decided what the optimal means of doing it is. Longtime readers may recall that I did not-NaNoWriMo (before NaNoWriMo became a dirty word) a few times on this very site, using my daily #oneaday posts to compose a story 1,000+ words or so at a time. If, for whatever reason, you're interested in reading those, you can find them with their first chapters starting at the following links:

  • Wasteland Diaries, a post-apocalyptic tale I inexplicably decided to write as someone who isn't the biggest fan of post-apocalyptic settings.
  • Untitled, a story I don't remember writing and can't remember anything about. I'm going to have to re-read this one, I think.
  • Special Measures, a novel about a teacher in a struggling school. (There's even an Actual Book version of this, though I did it through Blurb before I found out about their absurd shipping costs. You're welcome to buy a copy though.)
  • Unfinished, an unfinished project.

There are also a few other bits and pieces here and there, such as an extremely short-lived "collection" of two short stories about a school (number 1 here, number 2 here), and another extremely short-lived collection of short stories based around the themes of "beginnings and endings" starting here. And probably some other stuff I've forgotten. Like this!

I think I just want to "write a story" again. It's something that used to bring me great joy when I was younger, particularly when I was at school — I was notorious among my English teachers for creative writing projects that were several orders of magnitude longer than anyone else in my cohort — and I feel like it's one of those things that is probably good "therapy" of sorts, too.

The thing I'm umming and ahhing over is whether I should start a new site specifically for the creative writing stuff, or if I should just do what I've done previously and host it here. My concern if I host it here is that I'll lose it, or forget about it, such as what has apparently happened with Untitled, above. But then at the same time it's nice to dive back into the archives sometimes and stumble across something like that. So perhaps I will just host it here, and maybe make a bit more of an effort with the menus to make accessing things like those past stories a bit more straightforward.

Okay, then it's settled. Maybe. I will start Writing Stories again. Whether these stories will form part of my #oneaday efforts or be something completely separate I haven't yet decided. But creativity will happen. Oh yes, it will happen. You just wait. And without even a whiff of generative AI bullshit, because generative AI, particularly anyone attempting to make out that using it is somehow "creative", can eat my entire ass.

Now to ponder what I might want to write about, I guess!


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 331: Visit The Cave https://imnotdoctorwho.moegamer.net/2025/05/04/oneaday-day-331-visit-the-cave/ https://imnotdoctorwho.moegamer.net/2025/05/04/oneaday-day-331-visit-the-cave/#respond Sun, 04 May 2025 20:28:25 +0000 https://imnotdoctorwho.moegamer.net/?p=33954 It occurs to me that a while back, I went to visit the Retro Collective museums over in Gloucestershire, and I don't think I actually wrote about the experience. Looking back at my Google Photos, it seems that it was 2023 (wow) when I went, and I hadn't yet kicked off this particular round of … Continue reading #oneaday Day 331: Visit The Cave

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It occurs to me that a while back, I went to visit the Retro Collective museums over in Gloucestershire, and I don't think I actually wrote about the experience. Looking back at my Google Photos, it seems that it was 2023 (wow) when I went, and I hadn't yet kicked off this particular round of #oneaday shenanigans back then. In fact, the only thing I wrote about on this blog in the month that I went was a vitriolic diatribe on how much I detested the TikTokification of comedy, something which, rewatching Friends, the subject of much of that post, I still maintain my position on. But I digress.

So! Anyway, what am I talking about? Well, the Retro Collective is a group of people and organisations that make their home in an old mill in Chalford, Gloucestershire, just outside of Stroud. The main attractions for most visitors are the two hands-on interactive museums: "The Cave" upstairs for retro computers, consoles and general gaming tech, and the "Arcade Archive" downstairs for… well, I think you can probably guess.

The Cave is run by Neil Thomas, a thoroughly lovely gentleman who started a retro tech YouTube channel back in 2012, and gradually became considerably more ambitious with what he was getting up to. Notably, he actually followed through on those ambitions, and the result, in collaboration with the other members of the Retro Collective, is a fantastic day out for anyone with the slightest interest in the history of computing and video games.

Neil still makes YouTube videos along with running The Cave — an operation which has a number of regular staffers and volunteers helping out — and he often does restorations on classic computer hardware. If you're into that sort of thing, his YouTube channel, which is now the home of the whole Retro Collective on YouTube, is well worth a follow. You might even see a familiar face in the video below:

The Cave is designed to be nostalgic and comfortable to explore and experience. The main room is absolutely packed with classic computer and console hardware, and the vast majority of it is hands-on and interactive. If you had a favourite computer or console growing up, chances are it's there, and there are plenty of games available to play on it. But there are also lesser-known devices to fiddle around with too, some of which are on a bit of a rotation thanks to being on loan from other collectors, and others of which are part of the permanent collection.

A particular highlight when I went back in 2023 was the Sharp X68000, which, as any fans of Japanese gaming will know, is a bit of a "holy grail" of home computers. Immensely capable and home to some near-as-dammit arcade-perfect ports, as well as games that were as good as — if not better than — the 16-bit consoles of the era, it was a pleasure to finally have a play with this, even if I inadvertently found the inevitable hentai puzzle game that had snuck into the collection of games installed on the machine's hard drive! (I wasn't looking for it, honest. I was more enamoured with the system's excellent version of Namco's Star Luster, anyway.)

As well as all the classic machines that are set up and ready to play, there's a bunch of less common, more valuable stuff on display, with resources to learn about them. There's a huge library of magazines you can browse through at your leisure. And one of the most impressive parts is a little side room built to resemble the software section of a WHSmiths circa 1990. Not only is this an immensely nostalgic recreation of a long-gone shopping experience, but it's interactive, too; the room is equipped with a MiSTer Multisystem hooked up to a barcode scanner, which allows you to scan the barcode of any game in the "shop" and play it. Very nifty.

The Arcade Archive, meanwhile, for which tickets are sold separately — though you can buy tickets for both The Cave and the Arcade Archive at the same time, visiting one in the morning and the other in the afternoon — is situated downstairs in the mill, and is… well, it's just a recreation of a classic arcade. It's dark, lit with neon signs, filled with the noise of a variety of machines competing for your attention, and they've all been lovingly restored to full working order (and free play!) for you to explore and play as much as you like.

Like The Cave, the Arcade Archive has both a permanent collection and a rotating selection of guest cabinets on loan from other collectors. At the time I visited, a particularly noteworthy inclusion was a little-known Nintendo arcade machine known as Sky Skipper, which had quite an interesting story behind it.

Elsewhere in the mill is the engineering company Heber, who work on a wide variety of interesting things, many of which have a retro gaming focus. Notably, they're responsible for the design and manufacturing of the aforementioned MiSTer Multisystem and its upcoming follow-up model, but they also make accessories and all manner of other bits and bobs.

I can't recommend The Cave and the Arcade Archive enough if you want a great, highly interactive day out, whether you're a grown-up or a kid… or just a kid at heart. The museums are immaculately kept by people who absolutely love what they do, and you feel the passion for everything the moment you walk in the door. It's a truly special experience that everyone involved with the Retro Collective has created, and I'm looking forward to paying the place another visit sometime soon.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 330: Portsmouth Comic Con https://imnotdoctorwho.moegamer.net/2025/05/03/oneaday-day-330-portsmouth-comic-con/ https://imnotdoctorwho.moegamer.net/2025/05/03/oneaday-day-330-portsmouth-comic-con/#respond Sat, 03 May 2025 20:24:20 +0000 https://imnotdoctorwho.moegamer.net/?p=33951 [EDIT: The first paragraph of this post inexplicably disappeared since publishing it. It said something about how my wife and two of our mutual friends went to Portsmouth Comic Con today. In fact, it probably said exactly that. I now return you to the original post, armed with Context.] You may recall a while back … Continue reading #oneaday Day 330: Portsmouth Comic Con

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[EDIT: The first paragraph of this post inexplicably disappeared since publishing it. It said something about how my wife and two of our mutual friends went to Portsmouth Comic Con today. In fact, it probably said exactly that. I now return you to the original post, armed with Context.]

You may recall a while back that this same group went to another, smaller convention that I described as "kind of shit, but in a charming way". I think we actually, on the whole, enjoyed ourselves more at that smaller event.

Not all of this was the fault of Portsmouth Comic Con. It was a much bigger event in a considerably larger venue, and if you were into certain specific fandoms — most notably Star Wars, Doctor Who and, to a slightly lesser extent, Star Trek — there was plenty to see and do. But there were a lot of people there — way more than at the Anime and Gaming Con — and it was a very hot, humid day.

The combination of those factors, plus the fact that all of us are getting on a bit and in varying degrees of disrepair, unfitness, anxiety and obesity, meant that the overall experience was, at times, quite uncomfortable. Not enough to want to run away screaming or anything, but enough to make us, on several occasions, quit what we were doing and go back to it a bit later when there were fewer people. Also my back hurts because apparently I'm an old man now.

But as I say, none of us came away from the event feeling like we'd had a bad time. We all found some nice things to buy — I bought a few stickers to put in my sticker book, Andie bought a great picture of a Kraken that we're going to hang in our toilet — and we all got a kick out of seeing some really great cosplay from the other attendees. It's just… we were done by about 3pm, and didn't feel like we were likely to go again next year.

It was nice to go and check it out and see what it was all about. But I think for future possible events, we're going to try and focus a bit more on attending events that are a little more directly relevant to our shared interests — video games — rather than events like this, which are more adjacent to those interests rather than directly catering to them. (I did find one stall selling Mega Drive games, at least.)

Anyway, now we are home and I am sitting down. It is nice. I am going to enjoy doing that for a few hours and then really enjoy going to bed. And then with it being a long weekend for the May Day (sorry, "Early May") bank holiday we still have two days off from work to enjoy! Hurrah.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 329: Open your wallet https://imnotdoctorwho.moegamer.net/2025/05/02/oneaday-day-329-open-your-wallet/ https://imnotdoctorwho.moegamer.net/2025/05/02/oneaday-day-329-open-your-wallet/#respond Fri, 02 May 2025 23:03:40 +0000 https://imnotdoctorwho.moegamer.net/?p=33948 One thing that has been a constant in all the discussions over the death of Giant Bomb and Polygon yesterday is that we need to support independent creators. We need to support worker-owned organisations, we need to support publications that aren't corporate-owned, and perhaps most importantly, we need to support individual creators who, in many … Continue reading #oneaday Day 329: Open your wallet

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One thing that has been a constant in all the discussions over the death of Giant Bomb and Polygon yesterday is that we need to support independent creators. We need to support worker-owned organisations, we need to support publications that aren't corporate-owned, and perhaps most importantly, we need to support individual creators who, in many cases, do not have the backing of a corporation or even an organisation to help them out.

What this means in practical terms is that if you like something a particular creator or group of creators does, you should open your wallet and toss them a bit of change now and then. It doesn't have to be a regular pledge, it doesn't have to be a lot of money, but it's something we all need to get better at doing.

Of course, for those of limited means, ways of supporting creators that don't involve spending money are helpful, too. Telling others about the creators and their work; sharing links to ways people can support them; telling their own stories about why that creator and their work are important to them.

But there has to be a slightly mercenary element to this: there are people out there working hard who deserve to get paid for the work they put in — particularly if it is their actual job — and that payment shouldn't be contingent on SEO optimisation and ad revenue. The obsession with those to the exclusion of all else — including the quality of the work — is what has led us to a situation where almost the entirety of the traditional games press has collapsed, with the scraps being hoovered up by corporations that pay peanuts for absurdly unreasonable quantities of work. And when that happens, you get an Internet flooded with shite. And when there aren't workers to do that but the content still needs to flow, that's when you get an Internet flooded with AI-generated shite that is riddled with errors as well as being crap.

In many ways, the democratisation of information that the Internet has brought everyone is an amazing thing. There is no need to spend thousands of pounds on an Encyclopaedia Britannica because you have access to all that information and more via the Web. But the trouble is, this same democratisation of information has led everyone to expect everything for free. And that is simply not sustainable. People who make things as their job need to get paid. That money needs to come from somewhere. And we've proven pretty clearly beyond any shadow of a doubt that the ad-driven model is not a good way of doing things, for a variety of reasons: the workload it places on underpaid workers; the unreliability of it as an income stream; and the fact it encourages a race to the bottom in terms of content churn rather than the production of actually meaningful, worthwhile work.

So I say again: open your wallet. Think back to the days when if you wanted to read something about your hobby, you'd walk into Smiths and pick up a magazine, maybe flip through it a bit, then walk over to the counter and pay a few quid for it. You might do this multiple times a month for different aspects of your hobby, or, hell, for different hobbies altogether. You might even set up a subscription so you got the magazines sent straight to you. In doing that, you were supporting the people who made the magazines, the people who wrote the articles, and you were helping to ensure the continued existence of that magazine.

Sure, you could read the whole thing for free in Smiths if you wanted to, but I think most people were honest enough to actually pony up for a copy of a magazine if they had a quick flip through and saw one or two things they thought were worthwhile. More often than not, you'd find things you didn't expect to find interesting when you later perused the magazine in its entirety later in the day. And sometimes, you'd even return to that magazine years later and rediscover things you had forgotten about, or notice things you never saw first time around.

You can't easily do that with the churn of SEO optimised website content because of the sheer volume of it — and the inability to guarantee that the information will still be there [x] years down the line. Someone on Bluesky earlier noted that they were doing research for a video they were making and found a good article from 2014, but was unable to follow up on any of the sources that article cited because every link in it was broken.

So, I say again: open your wallet, if it is within your means to do so. Help writers produce fewer articles with more words that are better and which stick around for longer. Help video makers produce fewer videos that are better quality, more in-depth and completely devoid of SEO or ragebaiting.

And if anyone makes a new paper magazine about your passions, you throw those goddamn heroes a subscription.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 328: Polygone https://imnotdoctorwho.moegamer.net/2025/05/01/oneaday-day-328-polygone/ https://imnotdoctorwho.moegamer.net/2025/05/01/oneaday-day-328-polygone/#respond Thu, 01 May 2025 19:00:16 +0000 https://imnotdoctorwho.moegamer.net/?p=33945 Well, another one bites the dust. Today, we learned that gaming site Polygon has been sold to Valnet, the sweatshop of online media, and that, as is standard practice in this situation, pretty much all the regular writing staff have been let go, to be replaced by contractors who will be paid absolute fucking peanuts … Continue reading #oneaday Day 328: Polygone

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Well, another one bites the dust. Today, we learned that gaming site Polygon has been sold to Valnet, the sweatshop of online media, and that, as is standard practice in this situation, pretty much all the regular writing staff have been let go, to be replaced by contractors who will be paid absolute fucking peanuts to churn out SEO-baiting drivel and contribute nothing of any real value to the broader conversation about video games.

I was never a huge fan of Polygon, I'll confess. But this isn't about me. It's about yet another significant pillar of Video Games Journalism collapsing — because make no mistake, being sold to Valnet means that your brand is going to have very little value left afterwards — and the entire landscape of this section of the media getting just a little bit worse.

To make matters worse, it appears that Giant Bomb is circling the drain, too. I don't think anything "official" has been announced on that front yet, but from what some of the people involved have been saying publicly… yeah, that site isn't long for this world, either.

Why does this keep happening? Why are we allowing sites that are demonstrably good at what they do to get destroyed in this way? At this rate, we're going to have absolutely no "big names" in the games press left.

And perhaps that might, over the long-term, be a good thing. Because every time something like this happens, it feels like more and more worker/creator-owned outfits pop up and show that yes, it is possible to do things a bit differently; it is possible to put together an interesting and enjoyable site without resorting to SEO-baiting bilge and Guide Content; it is possible to build a sustainable publication that doesn't rely on ad-revenue and instead asks its most interested readers to pony up a couple of quid a month in exchange for stuff that is actually worth reading.

But will this successfully become the norm? We have to make that happen. We have to look beyond the search engine algorithms, start following the sites we actually care about… and support them. One of the worst things to ever happen to the press in general — not just in gaming — was to set the expectation that everything, everywhere, should be free, always. It's devalued the hard work of people working in the media, it's normalised paying people an absolute pittance for hard work, and it's actively making useful information and meaningful commentary harder to find. None of that seems the slightest bit desirable, but we keep heading down that path.

I already support a few folks I like via Patreon. I think it's probably about time I start ponying up for a subscription or two for sites I think are doing worthwhile work. Off the top of my head, I recommend Aftermath for gaming-related stuff, and 404 Media for tech journalism. Both are doing great work, and both are doing well through support from their audiences.

The issue, of course, is that if you end up supporting a lot of sites in this way, it can get pricy. But then think of it this way: did you buy every magazine that existed every month, or did you have a favourite? There you go. I guess the answer is to read fewer, better sites. And don't support the shittier behaviour of the sites that have already been fed to the Valnet monster, or which are in the process of sliding down that drain. You can solve today's Wordle by yourself, believe me. I believe in you!


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 327: Catch-up club https://imnotdoctorwho.moegamer.net/2025/05/01/oneaday-day-327-catch-up-club/ https://imnotdoctorwho.moegamer.net/2025/05/01/oneaday-day-327-catch-up-club/#respond Thu, 01 May 2025 10:11:30 +0000 https://imnotdoctorwho.moegamer.net/?p=33942 I missed yesterday in all the excitement. We went to Ikea and had meatballs. Yes! What a tremendously exciting day that was. I joke, of course, but it was a perfectly nice day, and the last of my time off for my birthday, so I enjoyed just having time to relax. Today, it's back to … Continue reading #oneaday Day 327: Catch-up club

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I missed yesterday in all the excitement. We went to Ikea and had meatballs. Yes! What a tremendously exciting day that was. I joke, of course, but it was a perfectly nice day, and the last of my time off for my birthday, so I enjoyed just having time to relax.

Today, it's back to work, although it's only a couple of days and then a long weekend for the May Day bank holiday, so it's not so bad, even if I have to endure a bunch of meetings in the meantime between now and then. I'd much rather just get on with my work, y'know?

Meetings are a scourge of modern existence. I hate Microsoft Teams and find waking up to Teams notifications one of the most depressing things imaginable, but at least if your meetings are on Teams you can get on with other things while other people are rabbiting on about bollocks you don't care about or which aren't relevant to you.

I have to give a little credit to my job here: the meetings are, for the most part, reasonably helpful and productive, and there aren't too many of them. It's not like my last job, where we would have a meeting called the "Good Morning Call" every Tuesday morning, which involved sometimes up to two hours of listening to our French colleagues very slowly reading out everything from our project management tool. When COVID hit and we all started working from home, I actually took to going back to bed while this meeting was on speakerphone (and turning my microphone and camera off, obviously) — I literally slept through pretty much every one for about six months, and no-one ever noticed.

I feel like if meetings were completely eliminated from the weekly work calendar, everyone could get so much more done. Since more often than not, meetings are used as a means of going "what stage are we at and what needs doing?", it would be far more productive for everyone to just agree that, say, on a Monday morning they just send out an email saying what they're going to be working on and if they need anything from other people. "This meeting could have been an email" is a meme for a reason, after all.

Also, people who want a "quick call" to confirm something with you rather than just putting what they want in the chat or an email can get to fuck, too. I've got shit to do, and the last thing I want to spend time doing is sitting in an environment I feel uncomfortable (video chatting) when I could be just getting on with the big pile of shit that is continuing to build up while these distractions are happening.

Ahem. Anyway. Those are my thoughts on meetings. If you can successfully run a company without endless, pointless meetings, you have my respect. Keep it up. Your employees with thank you.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 326: It's officially my birthday https://imnotdoctorwho.moegamer.net/2025/04/29/oneaday-day-326-its-officially-my-birthday/ https://imnotdoctorwho.moegamer.net/2025/04/29/oneaday-day-326-its-officially-my-birthday/#respond Tue, 29 Apr 2025 21:53:50 +0000 https://imnotdoctorwho.moegamer.net/?p=33938 It is, as promised, Actually My Birthday now, since I have been to bed since last night's post and woken up since then. I have had today (and the days surrounding it) off work for reasons I've already outlined, so today has been mostly about playing more Clair Obscur: Expedition 33 and then going out … Continue reading #oneaday Day 326: It's officially my birthday

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It is, as promised, Actually My Birthday now, since I have been to bed since last night's post and woken up since then. I have had today (and the days surrounding it) off work for reasons I've already outlined, so today has been mostly about playing more Clair Obscur: Expedition 33 and then going out for a nice pub dinner with Andie this evening. I have simple tastes.

One thing many of you will have doubtless discovered as you get older is that people inevitably find it harder and harder to buy presents for you. Gone are the days when you could circle things in the Argos catalogue and hope that one of them would be your "main" or "big" present on the big day. Nope, much more common as a grown-up to get a few little bits and pieces from your Amazon wishlist — which I'm very grateful for, by the way, those who sent such things! — and "I'll just give you some money" from the parents.

I would like to reiterate: this is fine, and not in the "room is burning around me" sense. This is good, even! Much better that one is able to get something they actually want to celebrate their birthday rather than running the risk of getting gifts they already have, gifts they don't really want but are obliged to look like they like or any of the other situations in which people in 2025 are, in my experience, brazenly ungrateful.

I got some very generous monetary gifts from both my parents and my mother-in-law, both of whom are very clearly trying to spend some of their accumulated cash to minimise the impact of inheritance tax in the future. My parents' gift paid for my Nintendo Switch 2, which is nice, and my mother-in-law has bought (well, pre-ordered) me a MiSTer Multisystem 2 from Heber Electronics.

If you are unfamiliar with the latter, it's an all-in-one FPGA console designed for playing retro games from a wide variety of home computer, arcade and console systems. FPGA means something inordinately technical that I don't understand at all, but it basically means that it's the hardware pretending to be a classic system rather than a piece of software doing its best to imitate it. That means that the recreation of the experience is pretty much 1:1 of What It Was Actually Like without any sort of emulation quirks, but with modern benefits such as HDMI out, USB storage and suchlike. There are even addon thingies you can get to use original controllers and other peripherals.

To put it simply, the Multisystem 2 is a console that plays almost any retro game you can throw at it, making it a nice all-in-one, self-contained system for authentic-feeling retro game fun, on either a classic CRT or a modern HDMI display. (Or both at the same time, even!) With old gaming hardware and media becoming increasingly expensive and impractical to collect for a variety of reasons, this is a great option for just… enjoying retro games. Which, ultimately, is what I really want to do with all this stuff. And having the opportunity to easily hook it up to capture hardware via HDMI is even better, 'cause then I can share what I'm doing and what I'm interested in and the things I've discovered.

So yeah. My "big presents" this year are a Nintendo Switch 2 and a MiSTer Multisystem. Pretty great, I'd say. I know my child self would be thrilled, even if I have to wait until June for one and August for the other.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 325: It's technically my birthday https://imnotdoctorwho.moegamer.net/2025/04/29/oneaday-day-325-its-technically-my-birthday/ https://imnotdoctorwho.moegamer.net/2025/04/29/oneaday-day-325-its-technically-my-birthday/#respond Tue, 29 Apr 2025 00:08:53 +0000 https://imnotdoctorwho.moegamer.net/?p=33935 It is, as the headline says, technically my birthday, but only because it has passed midnight due to Clair Obscur: Expedition 33-related reasons. I will celebrate my "official" birthday with tomorrow's post. I spent most of today making some videos. I haven't made any for a few weeks, and I wanted to get back into … Continue reading #oneaday Day 325: It's technically my birthday

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It is, as the headline says, technically my birthday, but only because it has passed midnight due to Clair Obscur: Expedition 33-related reasons. I will celebrate my "official" birthday with tomorrow's post.

I spent most of today making some videos. I haven't made any for a few weeks, and I wanted to get back into things, so I picked out a few favourites from the Atari ST back catalogue to cover. Expect videos on Star Fleet I: The War Begins!, Continental Circus and Total Eclipse very soon — all three are games that are quite dear to me for one reason or another, so I'm happy I've finally made some time to play through them and provide some commentary.

This was the first recording session in the "new" study, too, and things went well. Not that there was any reason they shouldn't, mind, since the actual layout of the study hasn't really changed, just the decor. I also have a lot more stuff "put away" when I'm not using it now, too, so it's not quite as chaotic. The tidiness is rather nice; I should try my best to keep it that way. I have succeeded thus far.

The trouble with mess is once you create a little bit of it, it then inevitably spreads to cover all available surfaces. Leave a coffee cup on the side for a day or two and more will join it. Leave wires dangling everywhere and you'll eventually reach the conclusion that "ah, it's fine" and add more wires. Leave books and magazines out rather than on the shelf, and more will gradually pile up atop them "just so you know where they are". Chaos, inevitably, ensues when all of these things happen at the same time.

I do wonder sometimes why it's so hard to keep things tidy. I remember often being told as a young'un that I should tidy my room, and I often found it a bit challenging to keep my student houses under control. I suspect at least some of it is down to autism/ADHD-adjacent considerations, as I know that some other folks who deal with these mental health issues also have similar tidiness problems.

The one thing I console myself with, even when the house is an absolute pigsty, though, is that I've never got into the "hoarder" state one person I used to know had their house in. One time we went to visit them, and I'd never been in there before. I was genuinely shocked to find a house like something off a reality TV programme: literally no floor visible underneath all the crap that was everywhere. And the whole house was like it. I didn't say anything, because it's impolite to and there are almost certainly private, personal extenuating circumstances for when a living situation gets to that state.

But I've always used that as a sort of benchmark. As long as things don't get that bad, a bit of tidying up — with a bit of moaning and complaining along the way as required — it's fine. And nowhere I've lived has ended up in that state just yet, thankfully.

Anyway, that was a stream-of-consciousness ramble of the kind you only get at 1am. Time for bed. Then I can wake up and officially be a year older. G'night!


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#oneaday Day 324: A quiet weekend https://imnotdoctorwho.moegamer.net/2025/04/27/oneaday-day-324-a-quiet-weekend/ https://imnotdoctorwho.moegamer.net/2025/04/27/oneaday-day-324-a-quiet-weekend/#respond Sun, 27 Apr 2025 22:29:16 +0000 https://imnotdoctorwho.moegamer.net/?p=33932 First things first: I wrote about Clair Obscur: Expedition 33 over on MoeGamer, so go give that a look if you've been curious about this game and want to hear about it from my particular perspective. I have been playing this game for most of the weekend, so it's fair to say that I like … Continue reading #oneaday Day 324: A quiet weekend

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First things first: I wrote about Clair Obscur: Expedition 33 over on MoeGamer, so go give that a look if you've been curious about this game and want to hear about it from my particular perspective. I have been playing this game for most of the weekend, so it's fair to say that I like it very much indeed.

As much as I enjoy having eclectic tastes and celebrating the overlooked and underappreciated games of the world, it is nice to be able to be part of "the big conversation" once in a while. For various reasons, Clair Obscur: Expedition 33 has seemingly been hitting the right notes with many different types of player, which is a good thing. I hope it 1) does well and 2) inspires other developers to do something like it. Because I'm all for good RPGs that aren't The Elder Fucking Scrolls making a mainstream comeback.

Anyway, aside from that, I've got the next three days off from work because I took them off. It's my birthday on Tuesday and I'm buggered if I'm going to work on my birthday. And the days surrounding it.

I've definitely written about this before, but I'm of the firm belief that one's birthday is absolutely sacrosanct. One should never have to suffer anything "bad" on their birthday, and one should absolutely not have to work on their birthday. The last "big corporate" job I had at Garmin allowed you two extra days off per year: once for your birthday, and once for your anniversary of starting your job there. I wish that was standard practice; it was a very nice thing for them to do, and certainly a far cry from the shitty way other corporate jobs I've worked treated their employees.

I don't think we're doing anything particularly exciting or elaborate for my birthday. I suspect we'll get a nice dinner delivered from somewhere and I will drop some hints to Andie that I would like a cake of some description. I may be coming up on 44 years old, but the Inner Child is still very much present and correct, as if you needed that spelling out for you.

Ideally it would be nice to see some other folks and have a proper celebration with cake, presents and video games, but honestly, I've kind of stopped bothering trying to get people to come and see me. There have been so many excuses on so many separate occasions that I just can't be arsed right now. I know that's probably selfish and self-absorbed and other things beginning with "self", but really, there's only so many times one can take resistance and rejection before one just thinks "fuck it" and resigns oneself to a life of loneliness. At least with my wife and my cats I am not completely alone, and I am sure I will hear from my family on my birthday, too.

But anyway. The weekend is coming to a close and I probably shouldn't blast Clair Obscur: Expedition 33's soundtrack at high volume for too much longer, if only because my wife has to go to bed and get up for work tomorrow morning. But maybe just an hour or two more…


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#oneaday Day 323: Bing biddly bing bong bingy bong boooo https://imnotdoctorwho.moegamer.net/2025/04/27/oneaday-day-323-bing-biddly-bing-bong-bingy-bong-boooo/ https://imnotdoctorwho.moegamer.net/2025/04/27/oneaday-day-323-bing-biddly-bing-bong-bingy-bong-boooo/#respond Sun, 27 Apr 2025 00:13:20 +0000 https://imnotdoctorwho.moegamer.net/?p=33929 Regular readers will recall I started rewatching Friends a while back. I'm up to the fifth season out of ten as of the time of writing, and I'm really enjoying it. The "culture shock" of watching it for the first time in more than ten years has mostly dissipated now, and the fact that no-one … Continue reading #oneaday Day 323: Bing biddly bing bong bingy bong boooo

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Regular readers will recall I started rewatching Friends a while back. I'm up to the fifth season out of ten as of the time of writing, and I'm really enjoying it.

The "culture shock" of watching it for the first time in more than ten years has mostly dissipated now, and the fact that no-one is ever seen fiddling with a mobile phone, looking things up on the Internet or experiencing life entirely through their camera lens feels pretty much natural now. Stop to think about it, and it's still clear that the world has changed a lot — mostly for the worse, I'd say, unfortunately — but after a while, Friends has, for me, shown that it has that magical "drawing you in" nature that means it doesn't matter that it's dated in some ways.

Friends was never really about a specific time period, anyway. Sure, it acts quite nicely as a snapshot of the late '90s and early (pre-smartphone) '00s now, but I'm not sure it was ever intended to be that. Instead, it was a show that was always about the people: specifically, it was about the concept of found family, and how the group of people you chose to surround yourself with was just as important as — or in some cases, more important than — those you were related to by blood.

I must admit to a certain melancholy about viewing Friends in this light, because for all the wonderful conveniences and whatnot we have today, I miss just… hanging out with friends. I miss everything from walking a couple of miles into town during a free period of sixth form in order to get peer pressured into buying a new N64 or PlayStation game. I miss skipping lectures to go play Perfect Dark. I miss Board Game and Curry Night being a regular thing. In short, I very much miss having that "found family", because in 2025… it just doesn't feel like it's there any more, for a whole manner of reasons, not just technology-related.

But at the same time this is why I find an occasional rewatch of something pleasantly familiar like Friends to be extremely comforting. I may not literally be there with the main cast — and I wasn't back at the time, either — but the nice thing about the show is how it makes you feel included. You see the ups and downs of each of the main cast's lives; you see the little in-jokes they have with one another and you understand where they came from, because you were there when they were first coined. And you root for them; even seeing what colossal dildos they all are at various points in the series — particularly both Ross and Rachel — you cannot help but root for them and wish them happiness.

And the nice thing is, you know they get that happiness, because it's that kind of show. Even if you've never seen the show all the way to the end, you almost certainly know what at least some of the main "resolutions" are going to be. Arguably it's only really Joey who is left without a real sense of wrapping things up neatly — and his spin-off series didn't really fix that either, though I must confess I haven't seen it — but even so, one gets the feeling he's probably going to be all right.

It's a bit sad how many of the Friends cast are no longer with us. Matthew Perry was, of course, a tragic loss a couple of years back, and I was sad to learn recently that James Michael Tyler, who played the recurring coffee house barista Gunther, passed away in 2021. Add this to the fact that several people from Star Trek: Deep Space Nine, which I watched all the way through a while back, are also no longer of this world, and it's a little bit sobering. At least they all have a wonderful legacy to leave behind.

This got a little more morbid than intended, but whatchagonnado. Friends is still a wonderful thing, and I am really enjoying my rewatch of it. There's nothing quite like returning to the media you loved in your formative years to bring a teensy bit of comfort to the bleakness of modern existence. If you haven't done it for a while, I highly recommend it.


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#oneaday Day 322: The Expedition https://imnotdoctorwho.moegamer.net/2025/04/26/oneaday-day-322-the-expedition/ https://imnotdoctorwho.moegamer.net/2025/04/26/oneaday-day-322-the-expedition/#respond Sat, 26 Apr 2025 00:16:41 +0000 https://imnotdoctorwho.moegamer.net/?p=33926 Hello. It's after 1am and I haven't written anything, I need a bath (that can wait until tomorrow) and I'm quite tired. So this will probably be a short one. I did want to acknowledge something, though, which is that I've been playing Clair Obscur: Expedition 33 this evening, and it's real good. I was … Continue reading #oneaday Day 322: The Expedition

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Hello. It's after 1am and I haven't written anything, I need a bath (that can wait until tomorrow) and I'm quite tired. So this will probably be a short one. I did want to acknowledge something, though, which is that I've been playing Clair Obscur: Expedition 33 this evening, and it's real good.

I was a little skeptical about it after feeling a bit burnt by the Blue Prince situation, but this time around it's just flat-out a good game, not "a good game if you have the right kind of brain and 150 hours to plough into it".

I will write more about it on MoeGamer anon, but I did want to acknowledge that my first impressions are very good indeed, and that it has a very distinctive atmosphere about it. I'm getting quite strong Nier vibes from it in terms of its rather melancholy atmosphere — indeed, my wife walked in at one point and asked if it was another Taro Yoko joint. I explained that no, it's French, but I can completely see why she would think that just from overhearing the music.

Oh man, the music. One of the most important things to get right in a dramatic RPG, and boy did they get it bang on in this game. Sweeping orchestral pieces, triumphant choirs, lonely soloists, tinkling pianos, it's all there, and it all hits one right in the Feels.

I was a little concerned about coming to a "J-style" RPG that everyone was saying was the best thing ever when chances are the last "JRPG" they played was Persona 5; I thought it would be an interesting exercise to approach the game from the perspective of someone who has been consistently engaging with this type of game for the last 20 years, while many other folks haven't for various reasons. And I think it's still going to be interesting, but so far my impressions are that no, this isn't just "good if you haven't played an RPG in the last 20 years", it's a good RPG.

There's Nier, there's Final Fantasy, there's even bits of Souls in Expedition 33's DNA, and it all works together in a thoroughly interesting fashion. But, like I say, it's after 1am and I really should probably go to bed. I will write more about this game — much more — over on MoeGamer very soon. But for now, I bid you good night!


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#oneaday Day 321: My Switch 2 concerns https://imnotdoctorwho.moegamer.net/2025/04/24/oneaday-day-321-my-switch-2-concerns/ https://imnotdoctorwho.moegamer.net/2025/04/24/oneaday-day-321-my-switch-2-concerns/#comments Thu, 24 Apr 2025 21:10:46 +0000 https://imnotdoctorwho.moegamer.net/?p=33923 I still have my preorder in for a Nintendo Switch 2 and I'm looking forward to having a play with it. But I am quite concerned about some things that seem to be cropping up in these initial pre-launch months. Chief among these is the "Game Key Card" thing. For the unfamiliar, this is effectively … Continue reading #oneaday Day 321: My Switch 2 concerns

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I still have my preorder in for a Nintendo Switch 2 and I'm looking forward to having a play with it. But I am quite concerned about some things that seem to be cropping up in these initial pre-launch months.

Chief among these is the "Game Key Card" thing. For the unfamiliar, this is effectively a replacement for the "code-in-a-box" nonsense some publishers pulled with Switch games, where you'd buy a "physical release" and get nothing more than a box with a voucher for the digital version of the game in it. The box was then completely useless because there was nothing to put in it. The sole justification for this, one might argue, is that it allows "digital" games to be given as gifts. But only the ones that have actually had this treatment, of course.

Game Key Cards is… possibly a step forwards from this, but still not in any way desirable. Effectively how they work is that they're a cartridge you put in your Switch 2, and this then automatically causes the digital version of the game to download from the eShop. There are a few justifications for this: it keeps costs down while still allowing for a boxed release of sorts, which in turn can be given as a gift just like code-in-a-box.

Unlike code-in-a-box, however, Game Key Cards are transferable. They need to be in the Switch 2 to play the game even once it's downloaded, and they can be loaned, traded or sold to others. This is arguably an improvement in that they make digital purchases more portable — you can take a game over to a friend's house, for example, although one might argue the inherently portable nature of the Switch 2 makes this a moot point anyway — but one suspects it is going to be used by a lot of companies as an excuse for cost-cutting.

We're already starting to see a number of games that have announced their "physical" release will be on one of these Game Key Cards, with no other option than the digital-only version. As a collector of physical media, neither of these options are desirable.

Some have conjectured that this situation has arisen because Switch 2 carts are, supposedly, expensive — like, $16 a unit expensive. That means once companies have paid their cut to Nintendo, paid manufacturing costs, paid marketing expenses and everything else that goes into making a game, there potentially won't be much left for games sold around the £30-40 mark. This is, apparently — and remember this is mostly hearsay at the moment — the reason that physical releases like Mario Kart World are £70 or more.

Thing is, I'm not sure I understand why they're so expensive. They're essentially flash carts. Admittedly, in the case of Switch 2, they're high-speed flash carts, which are slightly newer (and thus more pricey) tech. But $16 a unit for something that supposedly only goes up to 64GB seems… high. (Oh yes, that's seemingly the other reason some are going for the Game Key Card approach — games such as Street Fighter 6 flat-out won't fit on one.)

I've long said that if a console generation arose that was digital-only, I would probably bow out and stick to my existing library of games — which, as most of you probably know, is pretty enormous. Nintendo, whose consoles have long been a champion of physical media — Switch 1 carts are the only releases of the current(ish) generation that don't require lengthy installs before you can play — seem to be pushing towards that all-digital future that I'm not sure anyone really wants, particularly those involved in a hobby that has always been, to some degree, about collecting.

I'm willing to give Switch 2 a chance. I'm even getting the bundle with the digital version of Mario Kart World included — I figure as a game with an online component, it's probably going to have regular updates and/or DLC, making the physical edition useless after a while anyway — but I'm still a bit concerned.

I guess one thing worth waiting to see is what the limited-press physical houses do — if anything — with Nintendo Switch 2. A significant portion of my Switch 1 library consists of limited-print physical releases of games that would have otherwise been digital-only. If that situation continues, then I think I'll be all right. I know some folks hate the limited-print stuff, but I suspect it's going to become an increasing reality of video game collecting in the coming years. We'll have to see, I guess.

I wish we could just be excited for New Thing. It feels like a long time since we've been able to be unreservedly excited for New Thing. The last few New Things we've had — particularly in gaming — seem to have had particularly big caveats involved, and Switch 2 is no exception.

Think back to the run-up to the PlayStation 2's launch. Nothing but excitement. A new system that could produce incredible visuals, could take full advantage of the new DVD format for storage, and which was fully (almost) backwards-compatible with the previous PlayStation? Sure, the price was a sticking point for some, but that came down. And the PS2 went on to be one of the most beloved systems of all time, with good reason.

I wonder if the last couple of generations of console hardware are even going to have a legacy to leave behind once their digital services are turned off.


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#oneaday Day 320: Attempting to list one turn-based RPG a year for every year between Final Fantasy X and now https://imnotdoctorwho.moegamer.net/2025/04/23/oneaday-day-320-attempting-to-list-one-turn-based-rpg-a-year-for-every-year-between-final-fantasy-x-and-now/ https://imnotdoctorwho.moegamer.net/2025/04/23/oneaday-day-320-attempting-to-list-one-turn-based-rpg-a-year-for-every-year-between-final-fantasy-x-and-now/#respond Wed, 23 Apr 2025 23:22:05 +0000 https://imnotdoctorwho.moegamer.net/?p=33920 The recent release of Obscure Claire or whatever it's called has spawned some frankly toxic discourse about turn-based vs. real-time RPGs and the perceived accessibility of the RPG genre, so I thought I would take a moment and see if it was possible to name at least one turn-based RPG that had come out every … Continue reading #oneaday Day 320: Attempting to list one turn-based RPG a year for every year between Final Fantasy X and now

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The recent release of Obscure Claire or whatever it's called has spawned some frankly toxic discourse about turn-based vs. real-time RPGs and the perceived accessibility of the RPG genre, so I thought I would take a moment and see if it was possible to name at least one turn-based RPG that had come out every year between Final Fantasy X, which a frightening number of people think was The Last Great Turn-Based RPG, and now.

I'm taking English language releases as gospel here, not Japanese release dates in the case of games that originated there. Because we're talking about English people and their weird selective memory. I'm also going to try not to include more than one entry from a series, and I'm not restricting the list to just "JRPGs". Anything where you take turns to make numbers pop out of monsters is fair game.

Are you ready? Here we go! (Ya ya ya ya… wait, no, wrong genre.)

2001: Final Fantasy X
2002: Suikoden III
2003: Pokémon Ruby and Sapphire (yes, they count)
2004: Lord of the Rings: The Third Age (aka Final Fantasy Tolkien)
2005: Mario and Luigi: Partners in Time
2006: Ar Tonelico: Melody of Elemia
2007: Eternal Sonata
2008: Etrian Odyssey II
2009: The Last Remnant
2010: Atelier Totori: The Adventurer of Arland
2011: Hyperdimension Neptunia mk2
2012: Fire Emblem: Awakening (strategy RPGs are still turn-based RPGs!)
2013: Bravely Default
2014: South Park: The Stick of Truth
2015: Shadowrun: Hong Kong
2016: Shin Megami Tensei IV: Apocalypse
2017: Blue Reflection
2018: Octopath Traveller
2019: Death end re;Quest
2020: Trails of Cold Steel IV
2021: Mary Skelter Finale
2022: Dungeon Travelers 2-2
2023: Sea of Stars
2024: Like a Dragon: Infinite Wealth
2025: Clair Obscur: Expedition 33

Cor. Some crackers among that lot, for sure, many of which I'm still yet to play.

And, it should probably go without saying, these were far from the only turn-based RPGs released each year, to say nothing of RPGs that don't specifically use turn-based mechanics but are nonetheless particularly noteworthy, such as the Xenoblade Chronicles X rerelease this year.

I've said it before, I'll say it again: turn-based RPGs have never, ever gone anywhere. The only difference with Clair Obscur is that all eyes are on it thanks to it using fancy new Unreal Engine 5 tech — which some are already saying is a bit of a hindrance rather than a benefit.

The fact that a lot of the above games don't get much attention outside of niche-interest circles is, more often than not, down to a refusal to engage with anything that might be on the lower budget side of things, or particularly if it involves an anime art style. I know people who have missed out on some absolutely fantastic games just because they refuse to engage with anything that looks a bit anime, regardless of subject matter. And that's their loss.

Getting people to "read" a bit more widely is, I'm sure, a problem with every medium. But dear Lord is it ever frustrating when you've spent years of your life screaming about games you find fascinating, only for people to shrug and make it very clear that they haven't paid any attention whatsoever.

Oh well. As I say, their loss. I know what I like, and I have plenty of the stuff that I like on my shelves. And I guess that's all that really matters at this point.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 319: Construction complete https://imnotdoctorwho.moegamer.net/2025/04/22/oneaday-day-319-construction-complete/ https://imnotdoctorwho.moegamer.net/2025/04/22/oneaday-day-319-construction-complete/#respond Tue, 22 Apr 2025 23:16:16 +0000 https://imnotdoctorwho.moegamer.net/?p=33906 You wanted to see photos of the finished study/office/retro gaming room, right? No? Well tough titty, you're seeing them anyway, because my wife worked her arse off on this all week, then I did a bit of work putting stuff back where it's supposed to be. The results are, I hope you'll agree, striking and … Continue reading #oneaday Day 319: Construction complete

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You wanted to see photos of the finished study/office/retro gaming room, right? No? Well tough titty, you're seeing them anyway, because my wife worked her arse off on this all week, then I did a bit of work putting stuff back where it's supposed to be. The results are, I hope you'll agree, striking and pleasing.

First, a slightly out-of-date "before" shot, if it please you:

The whole thing was getting a bit cluttered, so we had a bit of a clear-out a while back. With a heavy heart, I packed away the "real hardware" Atari computers, since the vast majority of stuff I do with them for video is via emulation anyway, and those went in the loft. A bunch of the software that didn't really need to be on display — mostly stuff like productivity software for the Atari ST, and big box PC games I didn't have a means of installing (and which, in most cases, I had digital copies of anyway) — also went in the loft.

Over on the desk on the right, I also upgraded to a two-monitor setup to use with the mini PC I bought a while back, so I could make the room dual purpose: retro gaming space and home office. Aside from those changes, this is pretty much the state of the room before. Note the grotty horrible carpet that came with the house and the unnecessary wall-mounted TV. (We put that in with the intention of using it for Chromecasting YouTube videos and suchlike, but I never used it, so my wife has reclaimed it to put in her shed.)

Behold, then, the glorious transformation that has unfolded over the last week!

Would ya look at that? A few simple changes and it looks like there's much more space. Plus you will hopefully notice the subtle change in overall design, colour scheme and theming. My wife wanted to go loud with the decor in here, to fit with the "retro" vibe. I wasn't entirely convinced on her colour choices to begin with, particularly the yellow, but I had also made a moderate deal out of not really caring what colours she picked, because, frankly, I didn't.

Y'see, I grew up in a house where the default was to paint the walls white. This isn't a criticism of my parents; it made for a nice, consistent, clean look throughout the whole house that could then be supplemented with additional wall decorations such as pictures, bookshelves, ornaments and suchlike. It works for them, and with the house having looked that way for so long now, I wouldn't have it any other way, even if as a kid I sometimes wished they wouldn't be so boring every time they painted a room.

To be fair, I don't remember them redecorating any rooms very often, which is the one benefit of painting them something plain: you don't really need to redo them unless you damage them significantly, which never happened in my time living in that house. The one major change they've made since I moved out is expanding the downstairs toilet into a full-on shower room, replacing a little weird closety alcove thing that used to be at one end of the entrance hallway.

But I digress. Fact is, I grew up in a house that was predominantly painted white, and thus I never really developed any particularly strong preferences about decor. Walls were just walls.

Andie had a plan, though, so I trusted in her sense of style (which has done the rest of our house proud, to be fair) and allowed her to do her thing, painting the coving, skirting boards, doors, frames and radiator bright yellow, with a contrasting deep turquoise for the walls and ceiling. Two walls would be a sort of "feature" with that incredibly loud wallpaper.

One of the main reasons Andie wanted to do up this room was not to change its design and colour scheme, but to replace that horrible carpet. And, she figured, since we'd have to rip everything out to do the floor, we may as well change up the design a bit also.

We've replaced nearly all our carpets across the whole house with laminate flooring now; at this point, only the spare bedroom still has carpet; all of the rest save for the toilet (tiles) and bathroom (vinyl flooring) is laminate floor. It's a change for the better; much easier to keep clean (particularly with cats) and it just looks plain nice. It gives rooms a nice feeling of space that grotty old carpet just doesn't quite provide. I might feel differently if we had had nice carpets in here originally, but we emphatically did not.

We took the opportunity to tidy up my setup a bit, also. Rather than having everything connected all at once, I decided to put just the main console units on display on the shelves, and keep the SCART cables and power adapters in an easily accessible set of drawers beneath one of the desks. That way, if I want to play on a particular console, I can just bring it down off the shelf, pick out the appropriate cables, hook it up and play.

To better facilitate this, we also invested in some desktop plug sockets, which are a brilliant thing. No more ferreting around behind the desk to plug and unplug things, which was always a nightmare even when I wasn't as fabulously fat and unfit as I am now. Now I just plug and unplug from the desktop itself. Sorted.

Here's Patti checking out the Atari ST games. Yes, I know the spine for Hostages is the other way around to all the other games. For some reason, a significant number of French games insisted on printing their spines the opposite way around to literally everything else on the ST. Ah, the French, and all that.

And here's Patti offering her thoughts following her inspection of the entire room. I think she approves. I certainly do.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 318: Renovations, again https://imnotdoctorwho.moegamer.net/2025/04/21/oneaday-day-318-renovations-again/ https://imnotdoctorwho.moegamer.net/2025/04/21/oneaday-day-318-renovations-again/#respond Mon, 21 Apr 2025 22:11:17 +0000 https://imnotdoctorwho.moegamer.net/?p=33903 My wife has very kindly spent the last week renovating my study, and we spent the vast majority of today putting stuff back into it. She's replaced the horrible carpet with laminate flooring to match (most of) the rest of the house, painted a couple of walls and put some exceedingly 80s-inspired wallpaper up on … Continue reading #oneaday Day 318: Renovations, again

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My wife has very kindly spent the last week renovating my study, and we spent the vast majority of today putting stuff back into it. She's replaced the horrible carpet with laminate flooring to match (most of) the rest of the house, painted a couple of walls and put some exceedingly 80s-inspired wallpaper up on two of the walls. We're not quite finished putting everything back in there yet, but I'll be sure to share some photos when everything is where it should be.

Like most projects like this, it's been an opportunity to take stock of what I have, what I want to keep out and readily accessible, and what can safely go in the loft or bin. We already had a fairly ruthless clearout of stuff into the loft a few weeks back, but these renovations have been the next step. While it is nice to have all one's Stuff out and accessible, there comes a point where you have to consider if you're really ever going to use Timeworks DTP for Atari ST, or if it was just out on the shelves because it looked nice on the shelves.

The basic summary of what we've done is thus: I've kept out all the Atari ST games and the few Atari 8-bit games I have non-pirated copies of. These are both a nice backdrop for my videos and handy to refer to when making said videos, even though I actually make the videos using emulation of various descriptions rather than real hardware. The real Atari 8-bits and STs have, regrettably, made their home in the loft for the moment, as although I love using them both and will never fully get rid of them, emulation for both is in such a good place now that there's really little benefit to having the real things out, particularly as video capture from emulation is about a zillion times easier than capturing from real hardware.

I've also rethought my previous setup of having all the consoles hooked up and ready to go, with just a SCART cable needing changing to switch between them. Instead, I have just the consoles out on display on the shelves, and the power bricks and SCART/aerial cables are in a set of drawers under the desk, easily accessible. This means I don't have to worry about the horrific tangle of wires that was down the back of the desk, particularly as we've fitted some desktop plug sockets to make plugging in and unplugging stuff super-easy. It also leaves me with a lot more desk space, and means that I can play with the console a bit closer to me when I do want to use the real hardware — very helpful for easily changing cartridges or just hitting "reset" to go back to the various Everdrive menus.

The one thing we haven't quite had the energy to do today is move my home office back to where it should be. I'm going to continue working from the downstairs living room for tomorrow, and we're going to take care of putting the office stuff back in its appropriate place tomorrow evening. Then it will all be done, and I will share photographs and you will be in awe. Or at least you'll think "that looks like quite a nice room", I hope.

Anyway, we're both very tired, so it's time for a nice sit down and then a big sleep. Or, at least, a regular-sized sleep until we both have to get up for work tomorrow. Boo!


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 317: Kitchen essentials https://imnotdoctorwho.moegamer.net/2025/04/20/oneaday-day-317-kitchen-essentials/ https://imnotdoctorwho.moegamer.net/2025/04/20/oneaday-day-317-kitchen-essentials/#respond Sun, 20 Apr 2025 22:34:58 +0000 https://imnotdoctorwho.moegamer.net/?p=33900 I'm not a particularly amazing cook or anything, but I do make a decent chilli and curry. Over the years, my wife and I haven't been super-extravagant in the things we've bought for our kitchen, but in the last couple of years or so in particular, we've come across a few things that are pretty … Continue reading #oneaday Day 317: Kitchen essentials

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I'm not a particularly amazing cook or anything, but I do make a decent chilli and curry. Over the years, my wife and I haven't been super-extravagant in the things we've bought for our kitchen, but in the last couple of years or so in particular, we've come across a few things that are pretty much essentials, and which I recommend anyone who spend any amount of time in the kitchen, regardless of ability level, should invest in.

The first is simple: non-stick pans that are actually non-stick. We'd been working with the same pans for a long time, but a few trips to Lidl ago, my wife picked up a couple of new frying pans that she thought looked both decent and reasonably priced. Reader, they are a marvel. I do wonder how long they will remain this way, but certainly right now, frying anything in them is an absolute pleasure.

Absolutely nothing gets stuck to the bottom, even with my typically rather aggressive approach to heat management (somewhat unavoidable with induction hobs, in my experience) and this, in turn, means that they're very easy to clean. And as we all know, chipping burnt-on crap off the bottom of pans is no fun at all. So save yourself the hassle; spend the money and get some decent non-stick pans.

The second is an air fryer. I know it's a haha funny meme (for some reason) to enthuse about air fryers, but seriously, if you don't have one, get one. Not only is it good for "frying" stuff without immersing it completely in oil, it also makes an excellent substitute for your oven if you're cooking small stuff, like, say, a portion of chips or some breaded chicken breasts.

It will take you a little experimentation to convert "oven" times to "air fryer" times (you generally need quite a bit less time — in my experience, anywhere between 50-75% of the stated oven time) but once you've nailed that, it's so much more convenient. And, like the non-stick pan approach, air fryer trays are a lot easier to clean than a whole-ass oven.

You can get cheap air fryers, but I would recommend you splash the cash a bit and go for a good one, preferably one that has multiple baskets. We have a Ninja one and it's great. The two baskets can be set up independently, and even "synced" with one another so the second one comes on after the first one has been cooking for a certain amount of time. No more bunging everything in the oven for the same amount of time and hoping for the best!

I will also note that an air fryer makes a surprisingly good toasted cheese sandwich. It's not quite up to Breville standards, but it's a whole lot less messy to clean up afterwards. If all you care about is that your cheese sandwich goes "crunch" a bit, then air frying a cheese sandwich is a great thing.

The third thing is a rice cooker. These come in all manner of levels of complexity, but ours is a super-simple one: you just pop in the amount of rice you want, add an appropriate amount of water (in my experience, roughly twice as many cups of water as you have rice) then turn it on and leave it. Pretty much perfect rice every time, though ours does have a tendency to stick a bit to the bottom. It's easy enough to clean, though, because the main pain is removable and can even be stuck in the dishwasher if you're super lazy.

Between these three things that I've outlined above, we cook almost everything we eat. They are, without a doubt, the best kitchen investments we've ever made — and if you're lacking any or all of them, I highly recommend adding them to your kitchen, too.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 316: Mario Kart World looks like fun! https://imnotdoctorwho.moegamer.net/2025/04/19/oneaday-day-316-mario-kart-world-looks-like-fun/ https://imnotdoctorwho.moegamer.net/2025/04/19/oneaday-day-316-mario-kart-world-looks-like-fun/#respond Sat, 19 Apr 2025 21:43:39 +0000 https://imnotdoctorwho.moegamer.net/?p=33897 You will doubtless be aware of the impending release of the Nintendo Switch 2, and its launch title Mario Kart World. You may also be aware of the fact that people are complaining about the price (not unjustifiably). And you may even have sat down and watched the Mario Kart World-centric presentation the other day. … Continue reading #oneaday Day 316: Mario Kart World looks like fun!

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You will doubtless be aware of the impending release of the Nintendo Switch 2, and its launch title Mario Kart World. You may also be aware of the fact that people are complaining about the price (not unjustifiably). And you may even have sat down and watched the Mario Kart World-centric presentation the other day.

Some people seem to be a bit down on Mario Kart World. I had to banish a video from my YouTube recommendations earlier for it claiming to offer "the unfortunate truth" about the new game, when said "truth" was just that the video maker, who hadn't played the game, didn't think it going open world was a good idea.

I'm not going to get into whether he's right or wrong (he's definitely wrong, though), but instead I want to talk about my own personal response to what I've seen of Mario Kart World so far, with the caveats that I haven't played it, I haven't been to any of the "Nintendo Switch 2 Experience" events, and that have preordered the Switch 2 bundle that comes with a digital copy of Mario Kart World, so I am perhaps predisposed to like the thing I've spent money on.

Basically, I'm well up for what Mario Kart World has to offer. I like common-or-garden Mario Kart to a decent degree, and it usually comes off the shelf any time friends are over. But despite the improving tech, visuals and course design with each new installment, the overall structure of the game hasn't really changed all that much since the SNES original. Mario Kart has always had a bit of a problem with its single-player modes being a bit bare-bones, and this is something that has never really been fixed over the course of 8 mainline installments. It was particularly apparent in the Nintendo 64 era, where Rare's Diddy Kong Racing offered an impressively substantial single-player "Adventure" mode that really made Mario Kart 64's paltry grand prix offerings look a tad weedy.

Granted, today the enduring appeal of modern Mario Kart games is in playing online, where you get the performance and visuals of single-player but the thrill of competing against real opponents. But that's not something that everyone enjoys — particularly since, as a popular game, it's filled with people who have no-lifed their way into mastering the most important "skills" (and/or exploits) in order to win every time. Playing Mario Kart online as a casual player is a great way of testing whether or not you really believe that "it's not the winning that counts, it's the taking part". Because after myriad sessions of seeing the frontrunners scream off over the horizon, never to be seen again, and not really knowing why or how they did that, it gets a bit old.

Mario Kart World, now, though, that's different. Online is still going to be an important part of the experience, and with the Nintendo Switch 2's GameChat feature, it looks like a potential return to the early days of Xbox Live, when it's easy to get folks together to shoot the shit while you're playing games — and not necessarily the same games. The key difference, this being Nintendo, is that GameChat is restricted to your friends, so no jumping into public lobbies and immediately being screamed at or called a racial epithet, unless that's what your friends are like. In which case you should find new friends.

But perhaps more importantly, judging by what we've seen so far, is that Mario Kart World offers a substantial single-player experience, and it's all down to that open world. Driving games are one type of game where it makes perfect sense to have an open-world map, and theming the game around rough-and-ready vehicles such as go-karts and motorcycles makes it feel less weird to go off-road exploring. One of my favourite games in this regard is Codemasters and Asobo Studio's Fuel, which has an absolutely vast open world filled with events to participate in and things to find. Plus it's just plain fun to drive around and see how a variety of different vehicles handle the various terrains.

Fuel is a semi-realistic game, though; Mario Kart World, meanwhile, is not beholden to the laws of reality, being a game set in a cartoonish fantasy world. That means we can have a map with incredible geographic diversity, weird and wonderful things to discover and a real sense that you might find anything around the corner. For all I love Fuel, its overriding colours are dull green, grey and brown, and any changes in the map you encounter as you pass from region to region are gradual rather than drastic. Not so in Mario Kart World, and I think that's going to be a lot of fun.

One of the things I really like the sound of is how the races link together, with circuit races leading to point-to-point races that take you to the next course in the sequence. I absolutely love point-to-point races — a side-effect of growing up with games like OutRun and Lotus Turbo Challenge — and Mario Kart World sounds like it's going to implement them not only as interstitial races in the main Grand Prix events, but also as non-stop "knockout" rally competitions that unfold as one long race taking you between multiple areas, with the bottom [x] participants being knocked out at every checkpoint.

But then the open world is filled with collectibles to find — the exact function of which we don't know just yet — and "P-switch challenges", which task you with completing various missions that test your driving skills. It's this exploration aspect that I think I find most exciting, particularly as you can not only play it solo, but you can bring friends along, too. Burnout Paradise was excellent fun in its multiplayer free-roam mode — sadly, I only ever really got to play it with friends once — and I can see this being very enjoyable; a great way to virtually hang out with friends over GameChat while having a meaningful, but relaxing and not-too-demanding, gaming experience.

Whether or not all this is really "worth" £75 for its physical RRP remains to be seen, and "game worth" is a completely subjective thing anyway. But I know that after seeing the announcement and the subsequent Direct, I'm very much on board with Mario Kart World, and I'm looking forward to getting stuck into it when June finally rolls around.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 315: Short-form shite https://imnotdoctorwho.moegamer.net/2025/04/18/oneaday-day-315-short-form-shite/ https://imnotdoctorwho.moegamer.net/2025/04/18/oneaday-day-315-short-form-shite/#respond Fri, 18 Apr 2025 18:19:00 +0000 https://imnotdoctorwho.moegamer.net/?p=33893 I am once again inspired to write something by a piece over on Aftermath, this time on the subject of short-form videos such as Instagram/Facebook Reels and TikTok. The thrust of the piece is that the author decided to completely give up looking at this type of video online for the 40 days of Lent, … Continue reading #oneaday Day 315: Short-form shite

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I am once again inspired to write something by a piece over on Aftermath, this time on the subject of short-form videos such as Instagram/Facebook Reels and TikTok. The thrust of the piece is that the author decided to completely give up looking at this type of video online for the 40 days of Lent, and has felt considerably better as a result.

I am not surprised. I have noted on numerous other occasions how much I detest the push for short-form vertical-format "content" happening all over the Internet, and how frustrating I find it when I see people mindlessly scrolling through video after video without really taking anything in, just scrolling, over and over, for hour after hour.

I have never been sucked into this corner of the Internet. I've done the social media quasi-addiction thing, and it's not nice. I recognised short-form video as being kind of bullshit when it first started to be a thing — I still remember the now-deleted Glove and Boots video about how shooting vertical video makes you a terrible person — and I feel vindicated any time I see a piece like Riley's article on Aftermath concluding that yes, short-form video is a big pile of shit. I'm firmly of the belief that the format has done potentially irreversible harm to people's mental wellbeing in general, and specifically their attention span.

Do you know what the most depressing statistic on YouTube is? I've probably asked this before, but it's my blog, so I will ask the same rhetorical questions again if I feel like it. Anyway, the most depressing statistic on YouTube is the watch time or "retention" factor for your videos. This tracks how long people actually watch your videos for — in other words, if they sit down, click "Play" and watch the whole thing, or if they just tap onto it on their phone, watch ten seconds and then click on the next thing that catches their attention, without taking anything in whatsoever.

The stat makes for grim reading on longer videos, as you might expect, but I find it especially frustrating and upsetting when I see it being in the toilet on videos that are a couple of minutes long at most, like a trailer or something. And I suspect the "pivot" to short-form video on multiple social media platforms has played a significant role in this situation, because none of the platforms that host short-form video encourage their users to show any sort of respect for the creators of those videos. All they want you to do is keep scrolling through the never-ending feed, helping them build their algorithmic picture of Who You Really Are, all so they can better advertise to you.

This isn't to say the short-form video creators are entirely blameless in this, either. I never "got" Vine when it was a thing, either, and every time I'm inadvertently subjected to a short-form vertical video with sped-up footage of someone ranting and raving about something to the camera, I find myself never wanting to see anything from that creator ever again.

This might be a "me" thing, it might be an "autistic" thing, but I find so much short-form video to be incredibly aggressive and confrontational. Whether it's someone bellowing at the top of their lungs about the terrible customer service experience they had in B&Q last Wednesday or someone giving an impassioned plea to support a cause that actually matters, all I feel when I see a thumbnail or a video of someone's face right up against their phone camera is the same sort of discomfort I would feel if that person was invading my personal space, getting right in my face and shouting so close I could smell their breath.

I genuinely do not understand. I do not see the appeal. I do not find the supposed "jokes" funny. I do not find the "skits" funny. And anyone who thinks TikTok is a good place to go to get recipes or DIY guides is fucking delusional. How, in any way, is a looping video in any way an optimal means of learning how to cook something or build something? We've had these things sorted for years at this point.

And don't get me started on all the YouTube videos who make their entire content strategy "I saw this thing on TikTok and now I'm going to do something with it". Testing "viral" TikTok recipes. Trying "viral" TikTok AliExpress plastic landfill. Attempting to perform a "viral" TikTok dance. At least by not being on TikTok I can avoid all this shit at the source, but when it starts spilling over into other forms of media that I do still engage with, like YouTube, it's very annoying.

I am glad I never stuck my head into TikTok and found anything even the slightest bit worthwhile. On my one foray into the service just to see what the retro gaming scene looked like on there, I found an American guy gurning at the camera and explaining that "back in the day we had to plug our consoles into the TV and the wall!", immediately closed the app and deleted it. There was nothing there for me. I am better than that. You are better than that. And, as with everyfuckingthing else in the world at this point, the AI garbage that is starting to fill these platforms is just making them even worse than they already are.

"Oh, it's harmless," people say. "It's just a bit of fun. I like to watch the girls dancing. Sometimes there are really good recipes on there."

No. Stop it. You do not need that shit in your life. All of those things you just described can be accessed via other means that aren't destroying your attention span and your ability to focus on anything for more than 20 seconds at a time. And there are even ways to do all of them that don't involve feeding advertising algorithms.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 314: The news churn https://imnotdoctorwho.moegamer.net/2025/04/17/oneaday-day-314-the-news-churn/ https://imnotdoctorwho.moegamer.net/2025/04/17/oneaday-day-314-the-news-churn/#respond Thu, 17 Apr 2025 23:01:08 +0000 https://imnotdoctorwho.moegamer.net/?p=33890 There was a good piece over on Aftermath today titled "Video game blogs from the 2000s were fast, reckless and very bad at news". The gist of the piece was that video game websites that adopted a continuously updating "blog" format, in contrast to the "magazine" approach many earlier gaming sites had used, inadvertently set … Continue reading #oneaday Day 314: The news churn

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There was a good piece over on Aftermath today titled "Video game blogs from the 2000s were fast, reckless and very bad at news". The gist of the piece was that video game websites that adopted a continuously updating "blog" format, in contrast to the "magazine" approach many earlier gaming sites had used, inadvertently set in place a format for games journalism that isn't particularly helpful for readers, and is definitely not good for the writers.

The piece goes on to note that the pressure to have [x] number of articles per day, or the fact that many writers were paid (a pittance) by the article placed a great deal of pressure on the site's writers to make even the most mundane, pointless bullshit somehow "newsworthy". It is this, among other things, that led numerous websites to continuously and uncritically quote Wedbush Securities analyst Michael Pachter whenever he spouted off something that was either immensely obvious (the new Grand Theft Auto will probably sell well!) or so utterly vague as to be completely useless.

I wasn't involved in the biz at the start of this, but I definitely felt its effects. When I joined GamePro in 2011, the site was just starting to experiment with a new format for its news coverage. At the start of my shift each day, I was to dig up a bunch of stories and post them as just headlines and a brief summary on a front-page forum as a sort of "news briefing". Then, later in my shift, after the stories had all had a bit of time to percolate, I would write one or two up in further detail based on which of the posts had seemingly been the most popular, judged primarily by comments.

GamePro's readers initially fucking hated it, because the way it was implemented cluttered up the front page of the site's main forums, and I wasn't a huge fan of it, either, because it felt like the time I spent digging up those initial stories — which, more often than not, took the form of either another site having reported on something first, or a press release we'd received that morning — could have almost certainly been better used finding bigger stories to explore, or writing features, or reviews, or anything other than desperately, vainly scrabbling for just a scrap of news, please, guvnor.

That said, over time it did seem to settle down a bit, I broke a few genuine exclusives and provided some good editorial commentary on other stories that were happening, and I was told on multiple occasions that the work I was doing was playing a big role in giving the site a nice uptick in traffic.

Of course, even that uptick was all for naught when IDG Media unceremoniously closed the site and the magazine just before Christmas that year, meaning I woke up one morning all set to do work, only to find that not only was there no job to work any more, all the stuff I had written was about to become absolutely impossible to find due to the inexplicable decision to fold some (not all) of GamePro's material into the unrelated publication PC World. Good stuff. (If you dig deep enough into PC World's atrocious search function, you can still find the odd bit of my stuff, but it's not easy to find, which was great for building a portfolio, I can tell you.)

Something similar happened at USgamer, also. When we started the site, the intention was for the whole thing to be a return to something like the 1up.com days: a primarily personality-driven site, where each of the writers would have their own specialisms, and they would be free to write about whatever they wanted, developing their own little sub-communities in the process.

That went great for a while! I wrote about anime RPGs and visual novels, another chap wrote about racing sims, and all the other people on staff each had their own Things, too. Comments from the community were positive; I can't speak specifics to the other folks' work as I didn't tend to delve into their comment sections, but on my pieces, there was always a great deal of appreciation for my work making USgamer a site that was welcoming and inclusive to a portion of gaming that didn't always get a lot of love and respect from the mainstream sites. This was all pre-Gamergate, I'll add, so there was no culture war bullshit going on; it was just folks who liked anime-style games, including those with mildly provocative content (as there was a fair amount of in the mid-2010s) having an appreciation for a site that didn't just write their favourite games off as being for perverts or whatever.

That lasted for a few months, but then an edict came down from On High (in this case, USgamer's parent company Gamer Network) that we needed to juice the numbers. In other words, abandon everything we'd done to make the site unique and start the daily churn of news and guides that is so painfully familiar to this day. I went from being able to post whatever I wanted to having to get manual approval for each and every news story I wanted to post, and I was outright forbidden from covering certain games.

Eventually, when I was laid off from the site — again, through waking up one morning only to discover I didn't have a job any more — I was forced into spending the majority of my days rejigging and reposting "guide content" from Prima Games, which was also under the Gamer Network umbrella at the time. Out of spite, I stuck with several of my regular weekly columns even with this SEO-juicing bullshit I had been lumbered with, and it was that degree of spite for what the site had become that eventually led me to create MoeGamer: a site where I could play by my rule and cover whatever the fuck I wanted, and fuck traffic numbers.

MoeGamer itself has had a few evolutions over the years. Initially, it was an occasional blog where I basically continued writing my JPgamer column from USgamer — I'd just write about things that interested me, or which I'd happened to play recently, or which had been on my mind. Eventually, when I was working a series of very boring office jobs that had nothing to do with the games press, I launched my "Cover Game" feature, with a mind to giving underappreciated, oft-overlooked titles the level of detailed coverage that your average traffic-baiting triple-A title did. At the height of my boredom in the office, I was posting stuff on MoeGamer daily, including episodes in each multi-part Cover Game feature, plus shorter one-off articles about things that I found interesting, or had happened to collect back when CEX did free shipping (ahh, those heady days), or that I had always loved but never written about.

Today, I actually like my day job, so MoeGamer has had to take a bit of a back seat, but I'm still writing over there sporadically. It's nice to have a space that is for a specific subject, and a contrast from this general-purpose thought-dumping ground that is this blog. I don't have any intention of making MoeGamer "big" or "famous" or trying to make money from it; it's just my site about games I like, and over the last 10+ years I've filled it with a lot of work I'm very proud of. Today, I think I'm more proud of what I've built with MoeGamer than my all-too-brief time as part of the professional games press.

I've pretty much taken the MoeGamer approach with YouTube, too, albeit with more of a focus on retro games than RPGs and visual novels. And y'know what? While my channel hasn't exploded in terms of growth since I launched it (or since I started using it a bit more actively around 2018 or so), it has seen steady growth without me putting any effort whatsoever into either algorithm-baiting or SEO juicing. I have over three and a half thousand subscribers over there right now, and while that's a drop in the ocean compared to the Mr Beasts of this world, I feel creatively fulfilled and proud of what I've done, and am not an awful human being.

So much about the modern Internet sucks, and as Ed Zitron frequently notes, so much of it is about the growth-at-all-costs mindset. It's not just business that this "rot economy" infests; it's creative pursuits, hobbies, specialist fields. So many people are desperate to monetise everything they put online that the actual value for the people looking at the articles, videos and suchlike is diminishing — and the conditions for those producing the work are becoming increasingly intolerable. Throw AI garbage into the mix — and the fuckers who are now flooding YouTube and social media apps with AI-generated bilge that they pump out all day every day — and you have a real melting pot of absolutely rancid filth.

It's definitely a good idea for people who are Into Things to retreat into their own little specialised corners of the Internet, rather than the whole Internet being treated as some great Marketplace of Shit. This is happening to a certain degree, with many communities forming on Discord these days — though Discord itself isn't immune to enshittification, and I suspect we'll all have to find a new home before long — but I do miss the glory days of forums. I really do. I know a few forums still exist, but the 1up.com Radio Boards days are long gone, and every day I miss them a little more.

This has been quite the ramble, and I'm not sure I made a specific point along the way, but hopefully you understand what I was waffling on about. I am grateful to Past Me for setting up spaces like this blog and MoeGamer for me to continue to express myself, and as time goes on I feel personal spaces like these are going to once again become an important part of life online. Because the alternative is wading out into the mires of advertising-laden shit that is the rest of the Internet, and that gets less appealing day after day.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 313: Memories of Me: the curious intimacy of school concerts https://imnotdoctorwho.moegamer.net/2025/04/16/oneaday-day-313-memories-of-me-the-curious-intimacy-of-school-concerts/ https://imnotdoctorwho.moegamer.net/2025/04/16/oneaday-day-313-memories-of-me-the-curious-intimacy-of-school-concerts/#respond Wed, 16 Apr 2025 20:53:27 +0000 https://imnotdoctorwho.moegamer.net/?p=33887 As a Kid Who Could Do Music, I was involved in performances of various kinds from a pretty early age. I have fairly vivid memories of, as a primary school-age kid, participating in the Bedford Music Festival, at which I would play piano duets and trios with other equally young pianists from my local area … Continue reading #oneaday Day 313: Memories of Me: the curious intimacy of school concerts

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As a Kid Who Could Do Music, I was involved in performances of various kinds from a pretty early age. I have fairly vivid memories of, as a primary school-age kid, participating in the Bedford Music Festival, at which I would play piano duets and trios with other equally young pianists from my local area who were studying under the same teacher. I remember taking the Yamaha YS-200 keyboard to my Nan and Grandad's house to put on "concerts" for them, complete with synthesised applause when I finished a piece. And, of course, when we had visitors, I was often asked to play for them on my piano at home.

It wasn't until secondary school that I really started doing a lot of public performance, though. I joined a number of the musical groups at my school, including the concert band, jazz band (known as Dance Band), orchestra and choir, and through being a member of those groups (as well as my solo performance abilities), I participated in, I think, pretty much every school concert that happened between me joining the school in Year 7 and my leaving it after Year 13.

I absolutely loved school concert night, for a whole host of reasons. Firstly, it was simply fun to perform: to take all the hard work we'd done in each group's weekly rehearsals and finally show off what we'd accomplished. I don't remember any major disasters happening at any time, either; the leaders of the various groups (also the school's main music teachers) were all pretty fastidious about ensuring we could perform things to the best of our ability, and they also seemed to make good choices of pieces that were appropriate to the overall ability level of the group as a whole.

For those who have never performed as part of a large ensemble, it's quite something. Your part might not stand out as the most important or recognisable, but every instrument playing something plays an important role in the overall texture and timbre of the piece being played. If you're playing it right, people might not notice you as an individual performer — though this does, of course, have the side effect that if you play it wrong, people will definitely notice.

For me, it was satisfying to be part of something bigger than myself. It was fascinating to see a rather tedious 3rd Clarinet part actually having some importance to a greater whole. And it was wonderful to feel a connection with the people around you, all of whom were there for a common purpose: to make music, to entertain people, and to express themselves.

I think this is a big part of the reason that I always found school concerts to be immensely romantic occasions. I've talked before about how, throughout secondary school, I fell in love with a lot of girls, and many of these flights of what were ultimately passing fancy started on the evening of a school concert. There was something curiously intimate about sitting next to someone in the middle of a large ensemble, performing with them, supporting one another. That feeling of connection was even stronger with the other members of your section, and particularly with your partner on your specific part.

And so it was that I inevitably came away from each school concert feeling like I was on cloud nine, not just for a satisfying performance that had gone down well with the supportive audience of parents and teachers; not just for the feeling that there was something in this world that I was good at, that gave me value; not just for the praise I got from my teachers, my peers and other parents, particularly when I performed solo; but because I had, through the music, enjoyed what I felt was an incredibly intimate moment of connection with another person.

I'm almost certain that my fellow 3rd Clarinet partners at various points didn't feel the same way, which is why I never attempted to "make a move" on anyone — not that I had the confidence to do that, anyway. But for that evening, that wonderful, romantic, evening when the school concert took place, I felt genuine happiness and closeness with other people, quite unlike at any other time in my life.

I kind of miss it. I haven't been a member of a musical ensemble for a very long time and my clarinets and saxophones haven't been out of their cases for many years, either. But I still have those pleasant memories; the recollection of the feelings that I felt at the time. It didn't matter that they were one-way or unrequited; to have just been there in the moment was enough, and that's what makes those memories intensely, deeply precious to me.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 312: Memories of Me: the teachers who inspired me https://imnotdoctorwho.moegamer.net/2025/04/15/oneaday-day-312-memories-of-me-the-teachers-who-inspired-me/ https://imnotdoctorwho.moegamer.net/2025/04/15/oneaday-day-312-memories-of-me-the-teachers-who-inspired-me/#respond Tue, 15 Apr 2025 21:03:36 +0000 https://imnotdoctorwho.moegamer.net/?p=33884 I've talked before about how I think my schooldays, and particularly my time in Sixth Form (which was at the same school) were among the happiest times of my life. Once I'd got over an initial bout of bullying in Year 7, of course, which was resolved by me punching my tormentor firmly in the … Continue reading #oneaday Day 312: Memories of Me: the teachers who inspired me

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I've talked before about how I think my schooldays, and particularly my time in Sixth Form (which was at the same school) were among the happiest times of my life. Once I'd got over an initial bout of bullying in Year 7, of course, which was resolved by me punching my tormentor firmly in the face just as the headmaster was coming around the corner.

One of the reasons I think back so fondly on my time at school — particularly secondary school, which is what I'm going to focus on today — is because I had a lot of great teachers who inspired me, encouraged me, recognised the things I was good at and generally did a great job of making me feel like I wasn't a completely worthless human being with terrible hair, atrocious dress sense and a complete inability to socialise normally. (Retrospectively, of course, I recognise that the latter aspect — and perhaps some of the others too — stem from my autism, but I didn't know that back then.)

I thought I'd describe a few of them today. I don't know what happened to any of them after I left school, as I didn't stay in touch with any of them — something I kind of regret a bit, now — but I can say, with confidence, that they made a positive impact on my life in some way, and the memories I have of the time I spent learning with them are some of my most treasured.

Let's think through subject by subject.

In the English department, I had a run of excellent teachers over the course of the years of both compulsory and post-compulsory education. There was Ms Derbyshire, who reminded everyone of Victoria Wood with her general demeanour and tone, and who had a delightful sense of humour. There was Mr Bowie, who was probably the "coolest" teacher in school, who knew his stuff and managed to be knowledgeable without being a nerd. He taught me about Jeff Buckley. There was Miss Idziacysyk (I think that's how you spell it — it's been a very long time since I wrote it and Google is no help!), who took no shit but was also a really knowledgeable teacher of both English Language and English Literature. And there was Mr Lack, who was a kind and gentle soul unless you pissed him off.

In Maths, I should give particular praise to Mr Wilbraham, who had a… strange reputation to anyone who had never taken classes with him — a reputation I shan't repeat out of respect for him… and the fact we never really knew if it was true or not — but who turned out to be an excellent, friendly, supportive and good-natured teacher. I disliked Maths intensely, but I put up with it and somehow managed to remain in the top group for it throughout the entire time I was forced to take it, and the lessons with Mr Wilbraham in Year 10 and 11 were probably the closest I had to "favourite Maths lessons".

In Science, I had a lot of great teachers, too. There was Miss Bartlett, who everyone fancied because she had long blonde hair and wore quite short skirts, but who also got us involved in doing practical experiments pretty much from our first lesson in Year 7. There was Mr Allured, who had a booming voice you could hear a mile off, and a personality (and moustache) that made him feel like everyone's dad. And there was Mr Maskell, who looked like Harry Secombe and was a cheerful soul, always keen to show us his "volcano" experiments in the fume cupboard.

Music was a focus of my time at secondary school, and I had a wonderful time studying with, at various times Mrs Choy-Winters, Mr Murrall, Mr Wrigley and Miss Garrick. Each had their own specialisms, but all were incredibly supportive of me, and keen to make use of the fact that my musical skills, particularly on the piano, were significantly ahead of pretty much all of the rest of the school. I ended up doing a lot of accompanying various musical groups during my time at school; school concert nights were some of my favourite times of the year. There's probably a whole post in me just on school concerts, so I'll save any further discussion of that for then. I will just add that I have recurring mild nightmares about disappointing my Music teachers and no-one else from this list.

I managed to wangle things at GCSE so I could do Theatre Studies alongside Music instead of having to do an Art or Technology class I really didn't want to do. There was only one drama teacher at our school, known as Miss Unsworth — although the headteacher Mr Cragg occasionally taught drama lower down the school — and she was quite the character. She was definitely a "theatre person", and she taught us a lot both through our lessons and in the productions of The Wizard of Oz and Twelfth Night I took part in during my time at school.

In Modern Languages, we had the good fortune to have a native German speaker known as Herr Haubert. We used to take the piss a bit because of his somewhat stern attitude, his rather severe moustache and the fact he perpetually smelled of spearmint — for some reason, our teenage selves became convinced that this was because he was always chewing mint flavoured condoms, not actual mints or gum, which would have made more sense — but I can't deny that he was a good teacher. Immersing us in the target language right from the first lesson, I can still remember a decent amount of German that I learned in those classes. Not enough to be confident or fluent, but definitely enough to get by in an absolute emergency.

In the Humanities, or "Hums", we had several great teachers. There was Mr Watts, who was our formidable head of Sixth Form, an excellent history teacher and someone who didn't believe anyone under the age of 15 had any right to exist in his line of sight; Mr Mason, an ageing hippie who taught Geography and could bring an entire class to silence by lowering the volume of his voice rather than raising it; and Mrs Lloyd, who helped make my A-Level Sociology studies entertaining and fascinating.

I had a look back at my school's website, knowing full well that I was there a very long time ago at this point and thus was unlikely to see any familiar names, and I was proven correct. I suspect many of the people I've just mentioned have retired or perhaps even passed on by this point, which is somewhat humbling to think about. Wherever they are and whatever they're doing, though, I hope they know that they had an impact on me, and that I still think about them very fondly. It's true that your school days play a crucial role in defining who you are — and the teachers who guide you through those school days are an incredibly important part of that.

So thanks to all of the teachers of my youth, both the ones I've mentioned and the ones I've inevitably forgotten. My life may not have gone exactly as planned in numerous ways, but I always felt I had a solid foundation to build from, and it was all thanks to them.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 311: Literary Minded https://imnotdoctorwho.moegamer.net/2025/04/14/oneaday-day-311-literary-minded/ https://imnotdoctorwho.moegamer.net/2025/04/14/oneaday-day-311-literary-minded/#respond Mon, 14 Apr 2025 20:29:03 +0000 https://imnotdoctorwho.moegamer.net/?p=33881 Every so often, I get really in the mood to Read Stuff. I'm in one of those moods right now; having finished Tomorrow, and Tomorrow, and Tomorrow recently, I found myself having a curious hankering to return to a book I haven't read since my university days: Jane Eyre. I like Jane Eyre. At least, … Continue reading #oneaday Day 311: Literary Minded

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Every so often, I get really in the mood to Read Stuff. I'm in one of those moods right now; having finished Tomorrow, and Tomorrow, and Tomorrow recently, I found myself having a curious hankering to return to a book I haven't read since my university days: Jane Eyre.

I like Jane Eyre. At least, I remember liking it when I studied it at both secondary school and university. I found its first-person narration compelling, its protagonist likeable and interesting, and its multi-phase narrative most enjoyable. I also enjoyed reading it alongside Jean Rhys' Wide Sargasso Sea, a more modern (well, 1966) novel that tells the story of the woman who would become the "madwoman in the attic" wife of Jane Eyre's Mr Rochester. That novel was also the one which introduced me to "stream of consciousness" first-person narrative, which is a format I found immediately pleasing, and promptly made use of in the vast majority of creative writing projects I have done ever since.

I haven't read any "literature" for a while, though. By "literature" I, of course, mean "older works". Most people, I'm sure, have a bit of a mental block about reading older literature due to how the language has changed and evolved considerably over time, and how this makes them "difficult" to read. For sure, reading the first few chapters of Jane Eyre on the toilet this evening required a little fine-tuning in the ol' brain to get back into the swing of things, but I remembered that despite being obviously archaic in some of its turns of phrase and lexicon, Charlotte Brontë's (or perhaps Jane's) prose is relatively breezy by the standards of certain other works from a similar period, and once you reconfigure your base frequency to match that of a novel written in 1847, it's a surprisingly easy read.

I'm also starting to feel like it's of increasing importance to keep one's brain "fresh". With how disappointingly widespread bullshit AI-generated "summaries" are becoming, I genuinely fear a bit for the future of literary analysis and study. Now, I'm not particularly intending on doing any more literary analysis on Jane Eyre than I already have done in my life, but one thing I did find during my studies in earlier years is that having an awareness of certain things actually enhances your appreciation of various works when you read them purely for pleasure.

And thus, for the first time in quite a few years, I'm going to be diving back into the literary archives and reading both some books I remember enjoying (Dracula is on my list, and perhaps the Sherlock Holmes stories) as well as some that I have never actually read — Frankenstein and Wuthering Heighs spring immediately to mind. I don't remember having read those, anyway.

It's easy to be all doom and gloom about the state of the world today, and with good reason. But good literature has always been about being able to transport you to another time, place, even world, and I feel like that is going to be of increasing importance as the years go on and our real world becomes increasingly terrible and awful. I mean, Jane Eyre has it pretty rough at various points in her story. But at least she has a degree of agency in her life, and we know her tale is going somewhere. No-one knows where the tale of life in 2025 is going, and with each passing day the possible conclusions feel a little more scary.


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#oneaday Day 310: Low-effort post-midnight post https://imnotdoctorwho.moegamer.net/2025/04/13/oneaday-day-310-low-effort-post-midnight-post/ https://imnotdoctorwho.moegamer.net/2025/04/13/oneaday-day-310-low-effort-post-midnight-post/#respond Sun, 13 Apr 2025 23:33:48 +0000 https://imnotdoctorwho.moegamer.net/?p=33878 I have left it too late to write this. It's 25 past midnight and I really need to go to bed because I have to work tomorrow, and to make matters worse I have to do it with a somewhat improvised, cramped home office in our lounge because my wife decided a while back that … Continue reading #oneaday Day 310: Low-effort post-midnight post

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I have left it too late to write this. It's 25 past midnight and I really need to go to bed because I have to work tomorrow, and to make matters worse I have to do it with a somewhat improvised, cramped home office in our lounge because my wife decided a while back that she wanted to renovate my study.

I sound bitter, but I'm actually looking forward to seeing the end result of her work. She's stripping out the disgusting carpet that came with the house, fitting laminate flooring to match most of the rest of the house, repainting, putting up a nice blackout blind, putting some deliberately hideous wallpaper on at least one of the walls as what I believe is called a "feature wall", and generally just making the whole thing a bit nicer than it is. She's also removed the completely impractical chest of drawers from one of my desks, and I will be replacing that with something a bit more practical once the rest of the work is done.

Naturally, a project of this magnitude involves stripping everything out of the study as it currently exists, so of course I can't do my usual work in there this week while she does her thing. (She has this week off work specifically to do this project.) And so it is that I am relegated to the lounge on a tiny little folding desk that just about fits all the crap I need to do my job. I'm sure it will be fine. A change of scenery is nice every now and then, right?

It's been a busy few weeks at work. Naturally there's not a lot I can talk about that hasn't already been announced, but as well as working on the upcoming stuff we haven't told anyone about yet, I also need to come up with some stuff to promote the things we have announced. I have a lot to say about the impending Atari Arcade 2, for example; while there's a lot of largely unknown games on there, there are some absolute crackers if you like early '80s score-chasers.

My particular recommendation (besides the obvious Berzerk and Frenzy) is the excellent Tazz-Mania, which I had never encountered prior to working on this cartridge, but it's fab. Imagine TATE-mode Robotron but with the added time pressure of the walls of each stage closing in on you. I know nothing about this game or where it came from — and the Internet isn't much help either — but I do know that it's an absolute blast if you like that particular breed of colourful early '80s action, so be sure to spend some time with it when Atari Arcade 2 hits.

Right, I think that's probably enough for now. I need to go to bed. Apologies that this is such a half-arsed post, but I've spent most of my evening going through Digital Eclipse's fantastic Llamasoft: The Jeff Minter Story and really enjoying it, and the time just sort of ran away with me a bit.

So that's that. More coherent thoughts tomorrow, probably. Maybe.


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#oneaday Day 309: The most enduring game genres are the ones we used to think were too prolific https://imnotdoctorwho.moegamer.net/2025/04/12/oneaday-day-309-the-most-enduring-game-genres-are-the-ones-we-used-to-think-were-too-prolific/ https://imnotdoctorwho.moegamer.net/2025/04/12/oneaday-day-309-the-most-enduring-game-genres-are-the-ones-we-used-to-think-were-too-prolific/#respond Sat, 12 Apr 2025 22:50:13 +0000 https://imnotdoctorwho.moegamer.net/?p=33875 I settled down this evening to play some PC Engine games on my Coregrafx Mini, a delightful little mini system that I'm very fond of, but which I realised contains a number of games that I haven't explored at all as yet. The pull of Soldier Blade is, I'm afraid, often far too much to … Continue reading #oneaday Day 309: The most enduring game genres are the ones we used to think were too prolific

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I settled down this evening to play some PC Engine games on my Coregrafx Mini, a delightful little mini system that I'm very fond of, but which I realised contains a number of games that I haven't explored at all as yet. The pull of Soldier Blade is, I'm afraid, often far too much to resist, as it was once again this evening — though I did at least spend some time with Lords of Thunder, which I've not got around to trying before. (It is hard.)

One thing occurred to me while I was playing, and that is the title of today's post: the fact that game genres we used to think were overdoing it a bit have ended up being the most enduring; the ones that have "aged the best".

What I mean by this is that back in the 16-bit console era in particular — I'm talking Mega Drive, Super NES and PC Engine to an extent (yes, I know the PC Engine isn't actually 16-bit, but its capabilities put it pretty much up there with the Mega Drive, so shut up) — reviewers were often a bit jaded and cynical any time certain types of game showed up. There was a near-constant cry of "where's the originality?" among critics of the period, and this, to an extent, filtered down to members of the public who, at the time, only really had the word of the folks who wrote for the magazines to go on, since the Internet wasn't yet a thing.

There are several game genres that spring immediately to mind when I think about this: shoot 'em ups, fighting games and beat 'em ups. Yes, the latter two are different, despite the term "beat 'em up" being used interchangeably to describe both in the UK in the late '80s and early '90s. (If you're wondering, fighting games refer to competitive games where combatants — either human or computer-controlled — fight in closed arenas one-on-one, or perhaps in tag team battles, while beat 'em ups typically involve one or more players cooperating against a stream of enemy characters, often, though not always, going on a journey as they do so.)

Shoot 'em ups, beat 'em ups and fighting games reached a point where they elicited little more than groans from the jaded reviewers of the period. This led to situations that are laughable in retrospect, such as the TV show GamesMaster rating the UK release of the absolutely classic and genre-defining NES beat 'em up River City Ransom (known as Street Gangs over here) just 32%. In the show's defence (slightly), the game didn't show up over here until 1992, three years after its original release and well into the next generation of games consoles. Still, 32% is an embarrassing rating for a game that is quite rightly regarded as incredibly important to gaming development and history. But I digress.

The point is, members of the games press were — perhaps understandably — jaded at the number of shoot 'em ups, beat 'em ups and fighting games that were coming out, particularly from 1991 onwards, post-Street Fighter II. I say "perhaps understandably" because gaming back then didn't have quite the same breadth it does today; technology precluded certain types of game that we take for granted today from being made back then. Consequently, for someone whose job it was to look at the games coming out each month and then write about them, one could understand why it might get a bit tiresome if there didn't appear to be much variety — or originality, as was the constant refrain back then — in each new crop of new stuff.

But, as it turns out, there were a lot of shoot 'em ups, beat 'em ups and fighting games made for a very good reason: these are three very flexible genres that you can do a lot with, and all three of them have also scaled well with advancing technology.

Let's focus on shoot 'em ups, because that's what I've been playing this evening. You can go back to a shoot 'em up from 30-40 years ago (Xevious is 42 years old, fact fans, and Space Invaders is just shy of 50) and still have a good time with it today, even if you weren't there for it first time around. The genre has evolved over time, yes, in terms of both presentation and mechanics. But there's a timeless quality to it that means, outside of games that really didn't get it even when they were originally released — and there are plenty of those — the 30-40 year old games are just as playable and accessible today as they ever were. Likewise, if it were possible to take a game like, say, Eschatos back to the past, a Raiden fan would be immediately at home.

The same is true for both fighting games and beat 'em ups, too. I probably don't need to tell you that fighting games remain one of the most popular forms of competitive video game out there; while they have grown in complexity over the years, the fundamentals are still pretty much just as they were in 1991 with Street Fighter II. In fact, some fighting game pros even specifically recommend beginners should start with Street Fighter II to get accustomed to the genre without added complications like special meters and peculiarly named mechanics found in later titles.

The beat 'em up has had a slightly rougher ride over the years — at least it seems that way to begin with. It found favour until the early '90s due to it being a great means of showcasing beautiful character and background pixel art. It reached a particular high with Konami's excellent licensed arcade games such as Teenage Mutant Ninja Turtles, The Simpsons and Asterix (kudos if you played the last one, it remains my fave of those games), but then sort of fell off the map a bit for a while.

At least, it seemed to. What actually happened is that it became the basis for a whole bunch of other, brand new genres that were suddenly made possible thanks to the advent of the 3D age: action-strategy games like the Dynasty Warriors series; arena combat games like the Senran Kagura titles; character action games like the God of War, Devil May Cry and Bayonetta series. All are definitely their own discrete types of game these days, but they can all be traced directly back to beat 'em ups. And, in more recent years, the traditional belt-scrolling beat 'em up has made a triumphant comeback with excellent titles like Streets of Rage 4, Fight 'n' Rage and Teenage Mutant Ninja Turtles: Shredder's Revenge.

I think the difference people would point to today, as outlined above, is that these days, we have a lot more choice. Hundreds, possibly thousands, of new games come out each week, and they cover all manner of interactive experiences, ranging from the comfortably familiar to the gleefully experimental. Shoot 'em ups, fighting games and beat 'em ups are no longer seen as passé and unoriginal because they get more lost in the noise these days — and, with the possible exception of fighting games, they have somewhat declined in importance to the overall market. If a company wants to make money these days, they do a big open world game or a cinematic action game about a middle-aged white dude being sad. Shoot 'em ups and beat 'em ups in particular have become niche interest, and fighting games, although popular and doubtless very important to the bottom line of companies like Capcom, have a considerably higher barrier to entry than they used to.

But none of them have gone away. None of them have declined in importance so much as to be completely unviable as a commercial prospect today, or completely unknown to those who came to gaming in more recent years. And many of those games that were decried as unoriginal, boring takes on crowded genres back in the early '90s are judged much more generously and accurately today.

And that's good. When the day comes when there's a gaming system with no good shoot 'em ups or beat 'em ups (I can personally take or leave fighting games, to be honest, but I do respect them), that's the day I don't buy that gaming system. Thankfully I don't think that day's coming any time soon — and even if it did, there is a vast library of stuff from the years that have led us up until this point to explore, both through emulation and official rereleases for modern platforms. I think I'll probably be OK.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 308: The apparent need to hate https://imnotdoctorwho.moegamer.net/2025/04/11/oneaday-day-308-the-apparent-need-to-hate/ https://imnotdoctorwho.moegamer.net/2025/04/11/oneaday-day-308-the-apparent-need-to-hate/#respond Fri, 11 Apr 2025 22:12:23 +0000 https://imnotdoctorwho.moegamer.net/?p=33872 It's been interesting to see the public response to Blue Prince since it came out yesterday. A bunch of folks on Steam, the absolute worst place to talk about video games, seem oddly resistant to the idea that it might actually be quite good. (For the record, I'll note that for now, after about 6 … Continue reading #oneaday Day 308: The apparent need to hate

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It's been interesting to see the public response to Blue Prince since it came out yesterday. A bunch of folks on Steam, the absolute worst place to talk about video games, seem oddly resistant to the idea that it might actually be quite good.

(For the record, I'll note that for now, after about 6 hours of play, I'm definitely enjoying Blue Prince, but I'm not yet convinced of all the "Game of the Year!" accolades it's already getting. I am open to it convincing me, however.)

Earlier, I saw someone praising a negative review by saying "finally, an honest review", and others noting that the "positive reviews are suspicious", despite the vast majority of them being articulate and knowledgeable about the game and its appeal elements. In the Discussions tab, which is where hope really goes to die, there are some folks getting legitimately angry that some people are enjoying the game more than they do.

I'm not entirely sure why this is occurring, either. Blue Prince is not, to my knowledge, a particularly — and you'll pardon me for using this obnoxious word — "woke" game in that it doesn't force Gamers™ to acknowledge the existence of black, female, homosexual or transgender people. (If it does later, it certainly doesn't within its first 6 hours of play. This is not a criticism — more a side-effect of the way the game is designed and structured, since you are alone while you play, and the other characters appear in photographs, notes, journal entries and suchlike.)

I mention this because the attitude I'm seeing from some people is normally reserved for the "anti-woke" crowd when they want to tear a game down for challenging their narrow-minded perceptions of the world. But… there's seemingly nothing like that in here, which makes the sheer passion with which some people seem to hate this game on principle all the more confusing.

Now I will admit that Blue Prince is probably not a game for everyone. It is slow-paced, thoughtful and contemplative. There's nothing that one would call "action". It requires that you learn its rules through play rather than having your hand held through tutorials. And it is a game where, despite there being no real "skill" involved from a hand-eye co-ordination perspective, you will still fail a lot before you roll credits on it — and where you will doubtless fail even more after those credits have rolled and there is more to discover.

I get that. When I encounter a game like that, my response is to go "Eh, okay, I see why some people like that but it's not for me." Then I turn it off, uninstall it, whatever, and I don't play it again. I might return to it when some time has passed — there are several games I've come to appreciate many years after I bounced off them when I first encountered them — but, in most cases, I won't be mad at the game. I think the maddest I've got at a game was with Call of Duty: Modern Warfare 3, because I found the single-player campaign in that singularly insulting to my intelligence, but even then I just… did what I outlined above. I uninstalled it, then I didn't play it again. Job done.

The funny thing about the people getting absolutely frothing mad about Blue Prince right now is that in most cases, they are revealing themselves to have not understood what the game is doing. Blue Prince is deliberately obtuse in some ways, yes, but I am particularly stupid when it comes to things like this and I got the general vibe of what's expected of me pretty quickly. The people getting most upset by it are the ones who seemingly want a simple, straight line to the finish, to max out all the achievements and say they're "done" with it. Rather delightfully, Blue Prince is not at all forthcoming with achievements and trophies; it eschews the usual "started the game!" and "got a Game Over!" achievements in favour of a small collection of awards that demonstrate you've made meaningful progress. The fact that this is probably making some people mad is quite enjoyable.

Also whiny little babies pissing and moaning about "no ultrawide support" can get in the bin. Buy a normal person monitor, or play the game in 16:9. No-one gives a shit about your "no ultrawide, no buy" policy.

Anyway, Blue Prince has been a good time thus far. Like I say, so far I remain unconvinced of its "Game of the Year" status, but I'm willing to keep plugging away at it to see what I can discover, because there's enough here that I do like. And if I end up tiring of it? I won't be mad, and I won't feel like I've wasted my time. It's nice to be part of the current conversation for once and to experience something that has clearly resonated with a lot of people for one reason or another.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 307: Blueprints to my brain https://imnotdoctorwho.moegamer.net/2025/04/10/oneaday-day-307-blueprints-to-my-brain/ https://imnotdoctorwho.moegamer.net/2025/04/10/oneaday-day-307-blueprints-to-my-brain/#respond Thu, 10 Apr 2025 23:27:21 +0000 https://imnotdoctorwho.moegamer.net/?p=33869 After seeing the glowing praise it's been getting recently, I decided to give the new indie darling Blue Prince a go. I've been suspicious of sudden indie darlings ever since I absolutely detested my time with Jonathan Blow's Braid, but everything I was hearing about this one made it sound thoroughly interesting. As such, I … Continue reading #oneaday Day 307: Blueprints to my brain

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After seeing the glowing praise it's been getting recently, I decided to give the new indie darling Blue Prince a go. I've been suspicious of sudden indie darlings ever since I absolutely detested my time with Jonathan Blow's Braid, but everything I was hearing about this one made it sound thoroughly interesting. As such, I was more than happy to forego my usual suspicion and give it a go.

For the unfamiliar, Blue Prince positions you in the role of an heir to a rather curious mansion. Said mansion supposedly has 45 rooms… except it doesn't, and there's actually a super-secret hidden 46th room somewhere. Your dead uncle has challenged you from beyond the grave to find said 46th room. Succeed, and you inherit all his stuff; fail, and you're doomed to perpetual roguelike hell.

Yes, Blue Prince is a roguelike of sorts in that it's based around repeated runs of the same thing with a heavily randomised element. But it's not a combat-based game, nor a role-playing game; instead, its focus is purely on exploration. While the roguelike descriptor is apt, Blue Prince is perhaps better thought of as being akin to tabletop games such as Betrayal at House on the Hill.

The way it works is like this: each in-game day, you begin a new run with 50 "steps" of stamina available to you. Each time you cross the threshold from one room to another, whether you're making progress or backtracking, you use up a step. Your initial aim is to make it from the entrance hall in "rank 1" of the mansion to the antechamber in "rank 9"; things get a little more complex later, but I haven't got that far yet, so I can't talk about that side of things with any great authority as yet.

Each time you open a door in the mansion, you pull three room "cards" from the deck you have available and can pick one to draft. This room then attaches to the door you just opened, and you gradually build out the mansion map from there. Rooms are automatically oriented based on the direction the door you opened is facing, and in this way you can plan out your route to a certain extent; as time goes on, you'll familiarise yourself with the "deck" of room cards and know which ones work better where. For example, you might want to find a means of safely ditching "dead end" rooms as soon as possible so they don't come up later in your run, but various rooms have special effects (both positive and negative), too, so you'll need to bear those in mind.

As you progress through the mansion, you'll acquire various resources. Keys are used to open locked doors. Gems are used to draft certain particularly powerful or helpful rooms. Coins are used to purchase items in special "shop" rooms. Dice allow you to redraw three room cards if none of the ones you initially drew tickle your fancy. And then there are a variety of items that show up along the way, too; for example, the metal detector makes it easier for you to locate keys and coins, while the shovel allows you to dig in patches of dirt to find additional resources and items.

You'll run into puzzles of various types in the mansion. These appear to take two basic forms: firstly, there are self-contained puzzles that always show up in specific rooms, and these usually reward you with resources or items if you solve them correctly. Secondly, there's the overall meta-progression puzzles, which involve you figuring out the somewhat convoluted means through which you can actually move forward and, once you reach it, get into the Antechamber.

Blue Prince does have a few things that carry over from run to run, but the main thing is knowledge. Information you learn in one run can be used in the next; there's no not being able to do something because your character hasn't seen a particular piece of info in this particular run. As such, it pays to take notes and/or screenshots as you play, because as you discover new pieces of information, you'll eventually find a use for it. It might not be right away, but you'll get there in the end.

The game also isn't completely randomised. As previously noted, you can learn the deck so you can have a good idea of what rooms you should burn early on in order to draw more helpful ones as you get deeper into the mansion. Certain rooms will only show up in certain positions on the map, or display particular scenery elements if positioned in the right place. A "coat check" room allows you to stash an item in one run and pick it up in the next; under normal circumstances, you lose everything at the start of each new day, aside from the knowledge you, the player, have accumulated.

I've played for about three or four hours tonight and I'm starting to get a feel for it. It's a really interesting game. Some folks claim to have spent upwards of a hundred hours playing this and this intrigues me; the central gameplay mechanic is intriguing and enjoyable, but I am very much under the impression that "winning" the central challenge is just the beginning of what makes Blue Prince so interesting. Right now, everyone is being deliberately obtuse about things — partly at the developer's request, and partly just not to spoil it for everyone else — but I am definitely intrigued to see where things go.

My only concern is that I fear I may be too stupid to figure this game out by myself. But that's what talking about it with friends online is for, right?


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 306: Tomorrow, and Tomorrow, and Tomorrow https://imnotdoctorwho.moegamer.net/2025/04/09/oneaday-day-306-tomorrow-and-tomorrow-and-tomorrow/ https://imnotdoctorwho.moegamer.net/2025/04/09/oneaday-day-306-tomorrow-and-tomorrow-and-tomorrow/#respond Wed, 09 Apr 2025 22:17:14 +0000 https://imnotdoctorwho.moegamer.net/?p=33866 I finally got around to reading a novel my mother has been bugging me to read for ages now. It's by Gabrielle Zevin and is called Tomorrow, and Tomorrow, and Tomorrow, which is one of those titles that looks more and more wrong the more times you type it out in succession. I didn't know … Continue reading #oneaday Day 306: Tomorrow, and Tomorrow, and Tomorrow

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I finally got around to reading a novel my mother has been bugging me to read for ages now. It's by Gabrielle Zevin and is called Tomorrow, and Tomorrow, and Tomorrow, which is one of those titles that looks more and more wrong the more times you type it out in succession. I didn't know much about the book going in other than that it was somehow related to video games, and I deliberately didn't read anything about it prior to starting it, so I had gone in with the (mistaken, as it turns out) assumption that it was going to be another Ready Player One sort of situation.

Tomorrow, and Tomorrow, and Tomorrow is rather different, though. While it does indeed draw inspiration from the world of video games, it is not a sci-fi novel, and the games are used more as a backdrop to what is going on rather than in-your-face references. The main story concerns two individuals who meet as children in a hospital: Sam Masur is a traumatised young man with a mangled foot after a car crash that killed his mother, while Sadie Green is an intelligent young woman who had initially been attending the hospital to visit her sister, who had leukaemia, but who subsequently managed to strike up a friendship with Sam.

The pair bond over video games, something which was clearly already important in both of their lives; Sam displays himself to be a skilled player of Super Mario Bros. when Sadie first encounters him, while Sadie has long exchanged in-jokes relating to The Oregon Trail with her sister. Sadie discovers that her interactions with Sam have caused him to speak for the first time in a very long while, and she is encouraged to see him regularly as part of the "community service" requirements for her bat mitzvah. Sam eventually discovers this — helped along by Sadie's rather jealous sister — and, understandably, begins to doubt Sadie's friendship, causing a rift between them that lasts for several years.

The pair meet again by chance several years later, when they are both nineteen years old and studying at institutions in Cambridge, Massachusetts — Sam at Harvard, Sadie at MIT. They once again bond over video games; Sadie introduces Sam to a video game she composed called Solution. Solution is an early example of an "art game"; it positions players in the role of someone working at a factory, but "completing" the game reveals that one was actually producing weapons for the Nazis in World War II. Players can alternatively complete the game by uncovering "the truth" about what they are actually up to earlier on.

Aside: real-life developer Brenda Romero believes that Solution is based a little too closely on her board game Train, which had a similar concept of going "surprise! You're a Nazi!" at its conclusion, but, as the name suggests, a different focus. I can see how she arrived at that conclusion — particularly as Zevin acknowledged the game's influence — but Sadie's Solution approaches the matter from a somewhat different angle, and Sadie, rather than Romero, being the creator is important to the story. So I think we can maybe let that slide for now.

Anyway, Solution made people in Sadie's game design class absolutely furious, as you might expect, but Sam sees something in it. And thus begins a rather tempestuous working relationship, as the pair decide to make games together — some of which are huge successes, and others of which are big fat flops.

Tomorrow, and Tomorrow, and Tomorrow is about video games, but it's also about the creative spirit and the balance young professionals often have to find between truly expressing themselves and doing something that will actually make them some money. It's about the wild mood swings the creative temperament can bring, and about how different ideals can sometimes lead to seemingly irreconcilable differences — and how the truly strong friendships can weather those storms, even if it takes years to do so sometimes.

The games are used as a backdrop to the main story of the relationship between Sam, Sadie and the other people who are part of their lives, both personally and professionally. Author Gabrielle Zevin admits that there are a few anachronisms in terms of the games she mentions and the times at which people are playing or discussing them, but notes that this is all in service of the story. We are, after all, talking about a fictional world that refers to a variety of things that exist in the real world — ranging from the classic arcade game Donkey Kong to the gaming lifestyle website Kotaku — and couples them with events that never actually happened. In this sense, it's an "alternate history" novel of sorts, only this history is about video games rather than, say, Hitler never having been born.

It's an interesting approach. The novel's perspective jumps around in time and in terms of which character it is focusing on at any given time. Sometimes you're "in the moment" as the events of the past are occurring; at others, the narration presents Sam and/or Sadie being "interviewed" by a real-life site (such as Kotaku) about something that never actually happened in the real world, but which was an important occurrence in this alternate history. Aside from a few early hiccups where Zevin refers to "3.25 inch floppy disks" on more than one occasion (which made me wince slightly every time), the effect is mostly very convincing; it doesn't take long before you're swept along with this account of something that could have happened in this world, but which didn't.

The novel is not just about how video games have changed over time. It's also about how attempts to introduce progressive themes into games have, at times, met with uncomfortable challenges. The novel takes this to something of an extreme — more so than anything that has, to my knowledge, happened in the real world — but the point it makes is convincing. As far as I'm aware, no-one has gone and shot up a game company in the real world over the inclusion of gay and transgender characters in a video game, but the idea is depressingly plausible. From a broader perspective, the inclusion of a sequence in Tomorrow, and Tomorrow, and Tomorrow where one of the major characters is shot dead following such an encounter can be looked on as criticism of gun culture and violence in America, and how more often than not mass shootings are the result of a disaffected white dude who has snapped about something in his life or society.

Some of the most effective sequences in the book are where Zevin isn't afraid to get a bit weird. After the aforementioned shooting sequence, there's a peculiar second-person sequence presented as the reader occupying the role of the fatally shot character in the present tense as their life slips away. There's another sequence later where a depressed Sadie is playing a massively multiplayer online game, but it never actually mentions the character we're following is Sadie; everything is presented "in character" and "in world". Like the world of video game development, the literary techniques that Zevin uses throughout Tomorrow, and Tomorrow, and Tomorrow never remain constant; they're always changing, developing, moving on, advancing.

It's also a novel about how women struggle to be taken seriously in what is still perceived to be a "boys' club", even with more and more evidence to the contrary that women have always been a part of gaming. Sadie continually struggles to be seen as the artist she is because Sam is better at the business aspect. Despite being depicted as somewhat awkward in the early hours of the book, he ends up becoming a confident "face of the company" when promoting their work, suggesting that there may be some sort of mental health issues in an autistic/ADHD-adjacent area at work with Sam's character; his behaviour is very consistent with hyperfixations and intense, deep passions for very specific things.

But Sadie struggles too, despite being less obviously "broken" than Sam is. She may not have suffered the traumatic, violent loss of a parent, she may not have physical mobility issues and she may come from a background of relative privilege, but there are times when she struggles. There are times when she finds herself swept up in an abusive relationship because she thinks its benefits outweigh its drawbacks. There are times she falls into an inconsolable depression, when even those closest to her cannot reach her. There are times when she simply doesn't know what to do, despite her intelligence. She suffers, too — perhaps even more than Sam does — and the story of her own trials are an important part of Tomorrow, and Tomorrow, and Tomorrow.

I'll refrain from spoiling too much more of the details of Tomorrow, and Tomorrow, and Tomorrow, because I do recommend it, even if you're not "a gamer". Having the context of and an understanding of the video games referenced throughout is helpful, certainly, but this is not a story that is specifically about those video games. Instead, they're used to support the narrative and its approach to a fairly mundane but nonetheless impactful alternate history; the thrust of the story is, instead, about love, friendship, creativity, artistry and the range of challenges creative types (with varying degrees of mental health struggles) have faced over the course of the last 30-40 years or so.

So there we go. Now my mother can stop asking me if I've read it yet, because now I have!


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

If you want this nonsense in your inbox every day, please feel free to subscribe via email. Your email address won't be used for anything else.

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#oneaday Day 305: In the Attic https://imnotdoctorwho.moegamer.net/2025/04/08/oneaday-day-305-in-the-attic/ https://imnotdoctorwho.moegamer.net/2025/04/08/oneaday-day-305-in-the-attic/#respond Tue, 08 Apr 2025 20:23:58 +0000 https://imnotdoctorwho.moegamer.net/2025/04/08/oneaday-day-305-in-the-attic/ I am doing my monthly(ish) visit to the office, so you join me once again from a hotel room. This time around I have had mostly good luck: while I am technically stuffed into the "attic" on the third floor, my room is next to the lift and stairs and it has a bath. So … Continue reading #oneaday Day 305: In the Attic

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I am doing my monthly(ish) visit to the office, so you join me once again from a hotel room. This time around I have had mostly good luck: while I am technically stuffed into the "attic" on the third floor, my room is next to the lift and stairs and it has a bath.

So I had a bath. It's always nice to have a bath in a hotel, because their baths tend to be much bigger than ours. And as a large gentleman, it is nice to have a large bath to match. Even if I miscalculated, as I always do, the amount of water displacement my fat arse causes, leading to me semi-flooding the bathroom. I managed to mop most of it up with one of the towels, but the annoyance of that threatened to put something of a dampener (pun intended and not apologised for) on my evening.

I wasn't feeling great anyway. The drive down here was stressful. Occasionally I find myself… I don't know if "dissociating" is the right word, but I'm going to use it anyway. I feel sort of "detached" from myself, like I'm watching things going on but as if I'm sort of a step "back" from them. Then, inevitably, I become conscious of my dissociation, which inevitably occurs at an inconvenient time, such as when driving, and that freaks me out and makes me stressed. So I end up in a bit of a cycle.

Still, I made it here safely, accompanied by the second episode of the Fun Factor Podcast, which I can highly recommend if you're as interested in classic video game magazines as I am. This time around they take a look at a magazine I'm not familiar with, not being from North America, but a lot of the stuff discussed was familiar — including the full postal addresses of actual children being published in a continent-wide magazine and no-one seeming to think that might be a bit of a dodgy idea.

Anyway, I'm here now, I've eaten Hotel Snacks and now I'm ready to just sit and vegetate a bit before going to sleep. The usual Police Interceptors garbage is on TV and I have some video games and ebooks with me, so I think I can safely stave off any further stress or dissociation with either or both of those.

Oh, I did finish a book last night, but I want to talk about it a fair bit and there ain't no way I'm going to battle my phone's keyboard to do that right now. So perhaps tomorrow (and tomorrow, and tomorrow)…

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#oneaday Day 304: Web maintenance at the worst times https://imnotdoctorwho.moegamer.net/2025/04/07/oneaday-day-304-web-maintenance-at-the-worst-times/ https://imnotdoctorwho.moegamer.net/2025/04/07/oneaday-day-304-web-maintenance-at-the-worst-times/#respond Mon, 07 Apr 2025 18:45:02 +0000 https://imnotdoctorwho.moegamer.net/?p=33862 I found it very hard to get out of bed this morning. The reason for this is simple: I stayed up until 2AM doing maintenance activities on this site and MoeGamer that could have almost certainly waited until a more sociable hour, but once I'd started, I wanted to see them through. Y'see, both my … Continue reading #oneaday Day 304: Web maintenance at the worst times

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I found it very hard to get out of bed this morning. The reason for this is simple: I stayed up until 2AM doing maintenance activities on this site and MoeGamer that could have almost certainly waited until a more sociable hour, but once I'd started, I wanted to see them through.

Y'see, both my sites have gone on a bit of a journey. They were both originally hosted on WordPress.com, with this blog being on a free account and MoeGamer being on a "Premium" paid tier. I was starting to reach the limits of what I could do with the Premium account in particular — most notably with regard to media storage space — and thus I moved MoeGamer to a self-hosted WordPress.org installation on a Bluehost hosting account.

Before anyone jumps in to decry Bluehost as being shit: believe me, I know. That is the reason neither of my sites are hosted with Bluehost at this point. But we'll come back to that.

As anyone who has ever tried to migrate a large site from WordPress.com to WordPress.org will tell you, the supposedly simple and straightforward migration process is anything but. What is supposed to happen is that you hit "Export" on your WordPress.com site, which spits out your site's contents as XML files, then you hit "Import" on your WordPress.org site, wherever you've hosted it, and it will recreate your site. Posts, pages and comments will go right back in, and the import process is supposed to look for any media you posted and automatically go and retrieve it from your old site, then transfer it to your new one.

Notice how I emphasise "supposed to". Because in the multiple times I have done this over the years, not once has it ever worked how it is, apparently, supposed to. Not only that, but the documentation on WordPress' own site refers to features and options that do not actually exist. Take these instructions for exporting your Media Library, for example. By following these instructions, even if the "automatic" process described above didn't work, you should be able to just tell WordPress.com to export all your media files into a big ol' .zip file, then import them all in one go to your WordPress.org installation.

Just one problem: the options they tell you to click on do not exist. Maybe they once existed and now do not, but right now — and for multiple years at this point, since I've done this several times with different sites — they do not exist, making them completely useless as instructions.

There are plugins that are supposed to help with this sort of thing. You can't install plugins on a WordPress.com site unless you're subscribed to the obscenely expensive "Business" plan, but you can install plugins on WordPress.org. Except you then run into the minefield of whether or not the plugins in question actually do what you think they're supposed to do, or if they're just some dodgy, shady thing trying to get you to sign up to their "Pro" account because the one vaguely useful option they have is paywalled.

And this is to say nothing of most web servers' tendency to crash if you throw too much data at them in one go. I have several thousand posts on both here and MoeGamer, and attempting to import them all at once would crash the import process every time. I ended up having to go a hundred at a time, which took a very long time, I can tell you, particularly as it would still crash on occasion. And amid all that, if it wasn't already clear, it didn't automatically import my old media and transfer it across to the new site; instead, it just left links to the old media and then… didn't do anything else.

So what I ended up with was two sites that were full of images that were hotlinked from an account I wasn't paying for any more, and which I wanted to close down. And it took me until last night to figure out some possible solutions.

For the record, I used two distinct plugins. Firstly, I used the Auto Upload Images plugin, which actually does do what the media import process is supposed to do: it looks for externally hosted images, then it imports them to your media library and updates the <img> tags to point to your new media library copies. The one downside I found with this plugin is that rather than importing the old images under the same date structure as the old site, it imports them all "today". This is down to a limitation with how WordPress handles files, I think, so no big deal — but it did cause an issue.

On both my sites, a lot of older images had automatically been set to allow people to click on them to see the full size versions. The links were now pointing at the old version of the image, while the <img> tags were showing the new versions. Not only that, but the mismatch in dates meant that some of these clickable links were just completely broken.

To resolve this, I took something of a nuclear option: I used the Broken Link Checker plugin to scan my site for all its links, searched those links for anything that was pointing at the old wordpress.com site and then just batch "unlinked" them. That means that the new images would be safely in place, the broken links would be removed and everything from thereon should, in theory, be hunky-dory.

There are a few things that have broken along the way, like any Gallery posts I hosted have lost all their images and I don't see any means of fixing that aside from doing them all manually, plus there's been the usual "link rot" of old copyright-infringing YouTube videos no longer being available online. Plus any audio media seems to have gone walkies, too, but again, no big deal, really; I don't think anyone expects a website that has been around for nearly 20 years to suffer from no link rot whatsoever.

But anyway. I got rather involved in this process last night, starting around 11pm. I knew, looking at the clock, that I shouldn't start doing something like this so late in the evening. But then I did, and hyperfixation kicked in, and I kept going until everything was, so far as I can tell, sorted. I mean, my galleries and audio bits are still broken, but I can live with that. What I didn't really want to live with was several thousand broken image links that led nowhere. And I think I've fixed that issue.

If you happen to notice anything wrong with any old posts you find yourself reading, do let me know and I'll see if it's possible to fix them. In some cases, that may be possible; in others, less so. As I say, it's part and parcel of a site being live for this long, even if it has moved hosting and domain names multiple times in its lifespan. But hopefully it's going to stick around right here for quite some time, so I wanted to fix as many of the annoying little issues as possible. So here we are!

I hope the three or four of you who actually read this appreciate the work I put in!


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 303: Uhoh, new hyperfixation https://imnotdoctorwho.moegamer.net/2025/04/06/oneaday-day-303-uhoh-new-hyperfixation/ https://imnotdoctorwho.moegamer.net/2025/04/06/oneaday-day-303-uhoh-new-hyperfixation/#comments Sun, 06 Apr 2025 13:36:36 +0000 https://imnotdoctorwho.moegamer.net/?p=28448 The thing with being autistic, I have both been led to believe and experienced first-hand, is that every so often you get a Great Idea in your head about something you are going to be Into. Sometimes these Things That You Are Now Into stick around and become long-term hobbies and interests, at other times … Continue reading #oneaday Day 303: Uhoh, new hyperfixation

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The thing with being autistic, I have both been led to believe and experienced first-hand, is that every so often you get a Great Idea in your head about something you are going to be Into. Sometimes these Things That You Are Now Into stick around and become long-term hobbies and interests, at other times they fall by the wayside. But in my experience, they're usually worth following along with for at least a little while, unless they involve a major uprooting of your entire life. Which they usually don't.

While at the Portsmouth Anime and Gaming Con yesterday, our friend Dan spoke a little about collecting stickers. For some reason, Dan's enthusing about this tripped something in my brain, which suddenly and uncontrollably exploded with a chorus of "I want to be into collecting stickers!".

I actually used to be into collecting stickers when I was a kid. For two separate years, I collected stickers for the Panini sticker album themed around The Beano, and I used to swap stickers with my friend Joanna. Joanna herself is probably a story for another day — and one that, for once, I don't think I've actually told here previously — but all you need to know for now is that we were both pretty avid Beano sticker collectors, but I don't think either of us ever actually completed one of those albums 100%.

Panini stickers were, of course, one of the original "booster packs", and doubtless our parents grit their respective teeth any time we asked for a pack of stickers to go in our albums, particularly if a significant number of them ended up being duplicates of ones we already had. But it was a fun thing to do as a child, and an opportunity to socialise, too; I don't remember anyone else collecting Beano stickers, but I always enjoyed the chance to spend some time with Joanna. As I say, though, story for another day.

So anyway, with that in mind, my brain decided that Now I'm Into Stickers, so I immediately took the opportunity to wander off and buy a few packs of stickers that had caught my eye earlier. And, today, I dug out one of the lovely "journal"-style notebooks I've had in my drawer for ages but never really done anything with, and I started sticking stickers in it. Not only did I stick the stickers I bought yesterday in it, but I stuck some stickers I've had hanging around for ages in there, too; I had, up until this point, resisted sticking them anywhere because I was worried about the "permanence" of whatever I might have stuck them on.

This is actually something that Dan expressed yesterday, too, and thus my immediate solution was to stick them in a book. What's more permanent than a book! Unless you throw it away, obviously. But I'm not planning on throwing this away any time soon.

Anyway, do you want to see? Of course you do. Here:

I like doing title pages in the style of Victorian novels. I have done this for many years now, and I have no intention of stopping.

On the first page, a Neptunia sticker that's been floating around various rooms in my house since Neptunia Game Maker R:Evolution showed up. I finally stuck it in something. So to speak. On the second, one of the first batches of stickers we did as a bonus extra in Evercade cartridges: a selection of sprites and artwork from Indie Heroes Collection 1, a compilation of "modern retro" games made by today's indie developers for vintage systems.

On the next page, some stickers from Piko Interactive Collection 2 for Evercade, which technically came out before Indie Heroes Collection 1 and thus was the trigger for me to add the "in no particular order" caveat to the title page of this volume. On the following page, a selection of stickers from the Goodboy Galaxy/Witch n' Wiz dual cartridge for Evercade, focusing on the former game. If you've never played Goodboy Galaxy I highly recommend it; it's an excellent exploratory platformer.

Then we have the stickers that came with Toaplan Arcade 3 and Data East Arcade 2 for Evercade, mostly based on the original cabinet or marquee art for these games.

And the same deal for these stickers, from Toaplan Arcade 4 and Atari Arcade 2.

Then a bumper crop of stickers from the Strictly Limited Games release of Sisters Royale, a shoot 'em up by the folks who made the Castle of Shikigami series. A lot of folks have beef with Strictly Limited for the amount of time they take to make their physical editions of games — I have some orders that have been outstanding for multiple years — but they always come through eventually. Their special editions are some of the highest quality but most affordable special editions I have on my shelves.

A bit of overflow of Sisters Royale stickers here, plus the first of the sticker packs I bought yesterday from the Portsmouth Anime and Gaming Con. This "Pretty Girls Sticker Pack" is by an art studio called Kumigaki.

And finally, for now, anyway, a few Final Fantasy VII-themed stickers I nabbed from a local outfit known as Taroball Studios.

So there we go. Stickers! And none of the dissatisfaction with empty spaces you got with Panini albums. I wonder if I'll ever fill this book? Only one way to find out!


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 302: Portsmouth Anime and Gaming Con https://imnotdoctorwho.moegamer.net/2025/04/05/oneaday-day-302-portsmouth-anime-and-gaming-con/ https://imnotdoctorwho.moegamer.net/2025/04/05/oneaday-day-302-portsmouth-anime-and-gaming-con/#respond Sat, 05 Apr 2025 23:32:38 +0000 https://imnotdoctorwho.moegamer.net/?p=28444 I went out today! SHOCK. Specifically, I went out with my wife and two of her friends that I happen to also get along well with, and we all went along to the Portsmouth Anime and Gaming Con, an event organised by a group called "Animeleague", who claim (as you do online) to host "The … Continue reading #oneaday Day 302: Portsmouth Anime and Gaming Con

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I went out today! SHOCK. Specifically, I went out with my wife and two of her friends that I happen to also get along well with, and we all went along to the Portsmouth Anime and Gaming Con, an event organised by a group called "Animeleague", who claim (as you do online) to host "The UK's most popular anime cons".

The event took place at a Marriott hotel in Cosham, a part of Portsmouth that is so shitty the first things that come up when you Google it are the crime statistics. But the Marriott itself was nice enough, even if its main reception and bar area, where most of the con took place, looked like an aircraft hangar had been clumsily bolted on to the side of the actual hotel. (Aside: I have previously encountered this kind of arrangement once, when I was teacher training, where the school I was placed at had very obviously taken a concourse that was once outside and decided to make it inside using some of the most industrial-looking architecture imaginable.)

The con was… kind of shit, to be honest, but in a charming way. We all had a good time and certainly didn't resent the train fare and ticket prices, but there's no way we would have been able to fill a full weekend with the activities that were taking place there.

The entire con consisted of a fairly small artist's alley (populated with some admittedly talented artists and craftspeople… as well as some other folks who were very obviously reselling AliExpress anime merch) and a "dealer's room", which primarily consisted of a huge booth from a company called Estatic Anime, which sold everything from katanas (a lot of people had been "studying the blade", it seems) to grab bags of Japanese snacks, but which also had some more artists and craftspeople around the periphery. And a wall of Funko Pop landfill relegated to a back corner, as it should be.

The "Gaming" part of the con consisted of a few side function rooms with a bunch of consoles set up, ranging from a number of Switches playing Super Smash Bros. Ultimate, some laptops with Minecraft and a few retro consoles, including all the major "minis" from the last few years, plus a couple of real retro systems such as a SNES, Mega Drive and a PlayStation. These rooms were pretty busy so we didn't spend a lot of time in them; as Andie said, "we can just do that at home". Quite. I believe there were supposed to be some actual tournaments going on throughout the day, but we didn't see any of that as it was mostly in games we weren't super-interested in watching.

There was a fairly small main stage in one of the hotel's function rooms, and there were Things Happening there all day. We went along to a couple of them: we caught the end of a writers' workshop hosted by a woman who appeared to be exceedingly nervous, but I'm sure addressing a room full of nerds, at least 40% of whom are in elaborate cosplay, is fairly daunting, then stayed on for a "lip-sync battle" where they struggled to find willing participants, then crashed their web browser for a good 10 minutes before they could actually start the competition. Then later in the day we returned for a "cosplay masquerade", which was probably the main attraction we were looking forward to seeing.

The lip-sync battle was quite entertaining, and I have to say, fair play to everyone who got up there, including the two incredibly nervous young girls in full cosplay who got up there, stood stock still and just about mouthed Japanese lyrics if you squinted and looked closely. They were, of course, shown up by those who had a natural talent and flair for performing on stage, including a Junko from Danganronpa performing an exceedingly (and appropriately) slutty take on Kesha's Joyride and an Ichigo from Bleach who was having the time of his life performing Thunderstruck by AC/DC. Both of these had clearly choreographed their routines in advance. One of the con staff also got up and did an excellent performance of You'll Be Back from Hamilton, a song (and show) I'm not familiar with, but which Andie assures me I absolutely should see. But still. It took guts for the two nervous girls to even try, so I cannot and will not take the piss.

The cosplay masquerade was… kind of similar, to be honest. It opened with a bunch of cosplayers who had signed up in advance and had clearly devised themselves some suitable dance (and, in the case of a Deadpool cosplayer, comedy) routines to establish a rapport with the audience rather than just standing there and looking nice. Then there were a few folks who had signed up on the day and either just stood there looking nice, or made some shit up on the spot to show off their costume.

The eventual winner of this was a Sakura Miku who did a fairly elaborate dance routine, but who Andie believes should have been disqualified for not ironing her shirt, making it pretty clear that she had just bought the costume rather than made it; by contrast, there was a spectacular Lulu from Final Fantasy X, who clearly had made her own costume, and she came in second place. Robbed, I tell you. Robbed.

Anyway, we bought some tat (and some sour cherry mead, which is delicious) and then came home to have a pizza. All in all, I'd judge that a pretty good day; as I say, the con itself was not necessarily something I'd particularly recommend to anyone unless they were particularly into bootleg Dragon Ball merchandise, but we didn't have a bad time there, and it was nice to get out of the house and spend some time with the three-dimensional people.

We've got some loose plans to go along to Portsmouth Comic Con, which is… next month, I think? That's in a larger venue so will probably be a bit more of an elaborate affair, so it should be pretty fun. For now, though, I think maybe a snifter of mead before bed, then sleepytime. And I forgot to buy milk. Bugger.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 301: Weird things from Lidl https://imnotdoctorwho.moegamer.net/2025/04/04/oneaday-day-301-weird-things-from-lidl/ https://imnotdoctorwho.moegamer.net/2025/04/04/oneaday-day-301-weird-things-from-lidl/#respond Fri, 04 Apr 2025 21:46:11 +0000 https://imnotdoctorwho.moegamer.net/?p=28441 My wife Andie and I have started doing a lot of our food shopping at our local Lidl. It's not really any further away from the Tesco and/or Sainsbury's we had typically been going to up until now, it's generally a bit cheaper, and there's something just a bit more fun about it, inasmuch as … Continue reading #oneaday Day 301: Weird things from Lidl

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My wife Andie and I have started doing a lot of our food shopping at our local Lidl. It's not really any further away from the Tesco and/or Sainsbury's we had typically been going to up until now, it's generally a bit cheaper, and there's something just a bit more fun about it, inasmuch as grocery shopping can ever be fun. Also, I am nearly forty-four years old, and thus several decades too old for people to take the piss out of me for going to Lidl.

For the unfamiliar, Lidl is a budget supermarket that, as well as having the usual supermarket groceries, tends to have a bunch of random crap down its middle aisles ranging from portable greenhouses to cookware via dog toys, and also has an aisle or two that have a rotating "themed" selection of foods, with the theme usually being a particular geographical area.

The one… challenge we have, if you want to call it that, is because Lidl has these interesting "novelty" sections each time you go, the temptation is to do that thing where you go to another country and visit their supermarkets, and then you want to do stupid shit like buy their version of Corn Flakes to see if they taste any different, stuff like that. I know I'm not the only one who does this because Andie does it too.

Okay, the Corn Flakes thing is an exaggeration, but the natural response to seeing unfamiliar but tasty-looking things in a supermarket is to go "ooh, that looks unfamiliar but tasty, I'll give it a try". You will then repeat this process approximately 10-15 times over the course of your complete visit to Lidl — along with deciding that you actually do need a new frying pan, and the one they had in the middle aisle really wasn't that unreasonably priced — and end up with a shopping bill a good £20-£50 more than if you'd just gone to Tesco.

This, I guess, is the genius of Lidl. They can position themselves as a budget supermarket, because they are, but the way they merchandise their products means that people are, on the whole, probably more likely to spend more than they normally would. This is a work of dastardly genius, but I'm not mad about it.

I like being able to do the weekly food shop and discover weird American snacks that are a cross between Wotsits and a bag of salted peanuts. I like knowing that when I'm buying bread and milk, I have the option to also purchase a chainsaw at the same time. I like the fact that I could show up to Lidl at any hour of the day, purchase a large pack of toilet paper, some lubricant and a large item of garden furniture and no-one would look twice at the contents of my trolley. Well, all right, they might in that last instance.

Also, you remember a while back I talked about my lifelong desire to rediscover the brownies the friends of my parents once served me in America one Halloween? Lidl's in-store bakery brownies are the absolute closest thing I've had to those brownies. I still don't think they're quite there, but they are, by far, the closest I've had to those brownies from all those years ago. And thus their merchandising genius can't be all that evil, can it? Unless they're lacing those brownies with something that makes you inherently more suggestible…

Oh well. Anyway, we need to do a food shop soon, so I will be intrigued to see what nonsense we come back with next time. Perhaps I'll even report on it. Bet you can't wait, no?


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 300: Paying the tax https://imnotdoctorwho.moegamer.net/2025/04/03/oneaday-day-300-paying-the-tax/ https://imnotdoctorwho.moegamer.net/2025/04/03/oneaday-day-300-paying-the-tax/#respond Thu, 03 Apr 2025 22:20:17 +0000 https://imnotdoctorwho.moegamer.net/?p=28438 I make no apologies for admitting that I preordered a Switch 2 today, even after everything I said yesterday. I thought about it a bit, and I basically came to the conclusion that I was almost certainly going to get one regardless of how much I complained about certain elements of it — and that … Continue reading #oneaday Day 300: Paying the tax

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I make no apologies for admitting that I preordered a Switch 2 today, even after everything I said yesterday. I thought about it a bit, and I basically came to the conclusion that I was almost certainly going to get one regardless of how much I complained about certain elements of it — and that in doing so I may well be Part of the Problem — and so I might as well just get it out of the way and do it.

So I did. Someone I know happened to spot that Argos had preorders go live today, so I snagged one. I went for the one with Mario Kart World pre-installed, so I basically get that game for £30 instead of £75. Not having a physical copy sucks a bit, but at the same time, Mario Kart World is one of those games that is going to get lots of updates and DLC, making a physical version arguably useless in the long term. That's a thing that happens these days, and that's not going away, so I may as well just enjoy the things while they are current, and I may well be dead by the time it's no longer possible to access the online elements. (Not that I'm planning on being dead any time soon, but you know what I mean.)

There's enough about Switch 2 that I like to make it worthwhile. The "Switch 2 Versions" of original Switch games are compelling, for one; I haven't yet played The Legend of Zelda: Tears of the Kingdom, and now it will be nice to be able to do so at higher resolutions and frame rates. I'm by no means a frame rate and resolution snob — I was eminently satisfied with how Breath of the Wild looked and performed — but if the option is there to make it better officially without getting into hacking, modding and piracy territory, I'm all for it.

There's also some of the multi-format "big" games that are quite appealing. I might finally play Cyberpunk 2077 on Switch 2, for example, or Hitman: World of Assassination. The nice thing about Switch 2 versions of these coming so late is that they should be "complete" versions with all their additional DLC, updates and what have you baked into the Switch 2 version from day one. And hopefully with a physical release.

One thing I'm not super enamoured with is this "game key card" business. If you haven't seen it yet, it's the replacement for the "code in a box" system, whereby you could buy a Switch case that contained nothing more than a download code. This new version actually has a Switch cart in it, but the cart doesn't have the game on it; instead, it lets you download the game and play it while the cart is in. I initially thought this was utterly stupid, but if you read the fine print on the Japanese website (which a pal graciously translated for me earlier) it became clear that this is not the same as redeeming a game on your account from a code; it is transferable, so you can lend it to others, take it round to a friend's house, all that sort of thing. It's still a bit of a weird way of doing things, but I don't hate it as much as code-in-a-box.

(And look, I get why code-in-a-box is a thing; it lets people buy digital games as gifts and give the person something physical to open on their special occasion. But it's still a pisser to find what you think is a physical release of a game only to discover it's… not that.)

I can sort of understand why the game key card thing is being used for stuff like Street Fighter 6, which is a game that gets updated regularly with balance patches, DLC and suchlike, and which has a massive filesize. I'm a bit pissed the Bravely Default remaster is using this system, though; there's no way that game wouldn't fit on a low-capacity cartridge. But oh well.

Like I say, though, there's enough about Switch 2 that I do like to make it, I think, worthwhile. It will be interesting and fun to use the social features if (and that's a big if right now, particularly with the chaos ensuing from Trump's dumbshit tariffs in the States) my friends happen to pick a Switch 2 up; it would be nice to get some sort of regular "game night" going, and the built-in chat features could even be a decent means of recording a podcast or streaming something in collaboration with another person.

Plus Mario Kart World does look good. I'm still not convinced it's £75 good, but I'm sure I can get £30 value out of it.

It's certainly going to be interesting to spend some time with Switch 2 when it arrives in a couple of months. I'm looking forward to it. Yes, I'd love it to be cheaper. Yes, I'd love it if we had a 100% guarantee that original Switch games will work on it (which we don't, yet, but they are supposedly working on it.) Yes, I wish I didn't have to buy a new format of memory card for it.

But I also understand why all these things are the case, and moaning and complaining about them almost certainly isn't going to change anything about them this close to release. So I may as well suck it up, pay the money and enjoy the thing I knew I was always going to enjoy anyway. And so that's exactly what I'm doing!


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 299: Switch 2 Tax https://imnotdoctorwho.moegamer.net/2025/04/02/oneaday-day-299-switch-2-tax/ https://imnotdoctorwho.moegamer.net/2025/04/02/oneaday-day-299-switch-2-tax/#comments Wed, 02 Apr 2025 20:47:43 +0000 https://imnotdoctorwho.moegamer.net/?p=28429 It was the Nintendo Switch 2 reveal today. And while there's a lot to like about the system — 1080p and up to 120fps handheld, 4K docked, HDR, nifty online socialisation functions, upgrades to certain Switch games that include both a performance boost and new stuff for the games — one thing is giving me … Continue reading #oneaday Day 299: Switch 2 Tax

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It was the Nintendo Switch 2 reveal today. And while there's a lot to like about the system — 1080p and up to 120fps handheld, 4K docked, HDR, nifty online socialisation functions, upgrades to certain Switch games that include both a performance boost and new stuff for the games — one thing is giving me a lot of pause that I wasn't feeling before the announcement.

And that one thing is the price of games. As someone who collects physical video games, I naturally will want to continue doing that for any new console hardware I pick up. But the new Mario Kart is seventy-five fucking pounds for a physical version, and the new Donkey Kong game is sixty-six quid.

Donkey Kong is just on the borderline of what I'll consider paying if the game is legitimately good (and it's a real borderline case here as I don't really like Donkey Kong as a character), but more than £70 for a game that will almost certainly also have paid DLC is well over that line for me. I'm sure Mario Kart World, as the new game is called, will be very good, and I'm quite curious to play it — but £75 to have a copy on my shelf (and not much less than that for a digital-only version) feels… excessive. And I'm someone who voluntarily pays £35 to limited-print companies for £10 indie games just so I can have them on my shelf.

This feels like a mistake for Nintendo. It feels like it might put all the goodwill they built up with the Switch at serious risk of unravelling. I'm sure they will justify it by saying the new cartridges are higher capacity, the tech is more advanced or whatever, but it still feels like… a lot.

Couple that with the fact that while the launch lineup looked neat, there wasn't a singular game that made me go "yes, give it to me, I need this right now". We had a bunch of very welcome ports of stuff like Hitman: World of Assassination, Cyberpunk 2077, Final Fantasy VII Remake Intergrade (though no mention of Rebirth, interestingly) and numerous others, a Bravely Default remaster that I've been hoping we'd see for quite some time, the aforementioned new Mario Kart and Donkey Kong games, and a few other bits and pieces that were perfectly nice enough, but not really "system sellers" for me.

Not yet, anyway. I have no doubt I'll probably end up with a Switch 2 eventually. But today's announcement makes me feel like I probably don't need one at launch. Probably. Probably.

There's a few days until preorders open. I will have to mull it over quite seriously. Quite seriously indeed. In the meantime, though, it's not as if I'm short of regular-ass Switch games to play, including a selection of pretty chunky RPGs I still haven't gotten to.

So we'll wait and see, I guess. It was a good presentation, and there's a lot to like about Switch 2. But I feel like a lot of people who were all set to preorder day one are now having very serious thoughts about the situation, just like I am. I feel like this should have been an easy win for Nintendo, but as it stands, they could potentially have a problem here.


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#oneaday Day 298: Can you give up your phone? https://imnotdoctorwho.moegamer.net/2025/04/01/oneaday-day-298-can-you-give-up-your-phone/ https://imnotdoctorwho.moegamer.net/2025/04/01/oneaday-day-298-can-you-give-up-your-phone/#comments Tue, 01 Apr 2025 19:55:07 +0000 https://imnotdoctorwho.moegamer.net/?p=28426 I watched a good video earlier, and I recommend you do too if you have a spare 46 minutes and 4 seconds. It's by a chap called Eddy Burback, who makes videos that are just… about stuff. He always puts in a decent amount of research to the topics he talks about, he makes his … Continue reading #oneaday Day 298: Can you give up your phone?

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I watched a good video earlier, and I recommend you do too if you have a spare 46 minutes and 4 seconds. It's by a chap called Eddy Burback, who makes videos that are just… about stuff. He always puts in a decent amount of research to the topics he talks about, he makes his discussions both interesting and personally relevant, and he's genuinely entertaining. If you've never watched his stuff before, this video is a great place to get to know him.

For those too lazy or disinclined to click that video and actually watch it, his aim was to go 30 days with his smartphone locked up in a safe so he couldn't use it at all. He wasn't denying himself access to the Internet, social media or anything like that, and he set up an old Mac laptop in the corner of his living room to access iMessage if he needed it, but only allowed himself a cumulative total of 5 minutes across the entire month to check it. He found, among other things, that after checking it once, he decided he didn't really need to check it at all.

The other things he did were deliberate, conscious steps "backwards". He set up a landline with an on-device answering machine. He made plans with friends over the phone, and then just showed up at the place he said he'd be at the time he said he'd be there, rather than constantly checking in via text or chat. He navigated by looking things up on the computer at home, then either writing things down in a notepad or just remembering them. He bought a physical pre-payment card to ride the bus rather than using an app. He handled electronic "tickets" for events and facilities such as the cinema by printing out a hardcopy.

And he seemed happy. I'm sure part of this was to aid with the storytelling — you tend to go into a project like this with a hypothesis that you kind of want to prove — but I don't doubt that spending a month without habitually, obsessively checking one's phone is a healthy thing to do. And as time goes on, I increasingly find myself wanting to do just that.

There are, as Burback talks about in the video, drawbacks. If you're not someone who likes talking on the phone, a landline isn't going to do you much good — and likewise if your friends tend to interact with you primarily via text message or chat applications. On top of that, landlines attract spam calls even more than mobiles do. This means you can very easily find yourself feeling even more isolated than you were already, which is probably counter-productive to the intent of the experiment: the aim is to get off your phone so that you can enjoy living your life a little more, and part of that is spending time with friends. If you can't get in touch with those friends via any means other than a text or chat message, that's a problem.

Most other things, there are ways round, though. For navigation, you can still print out maps and directions from sites like Google Maps and Mapquest (which, yes, still exists!). For convenient payments, most places accept contactless cards now, particularly since the pandemic almost outlawed cash altogether. For public transport, pre-paid cards exist, even if you have to go digging to a retailer who actually remembers where they keep them after not selling one for a decade or more. And for making arrangements with friends? Well, if they're good friends, they'll respect your lifestyle decision and be willing to interact with you and make plans via whatever means you are allowing, such as the phone; the fact that people were perfectly fine with adapting to his situation is one of the things Burback seemed most surprised about.

One thing Burback found was that without the constant connectivity a phone in your pocket brings, he was much less likely to cancel plans on a moment's notice or suddenly decide he wasn't in the mood for something. Instead, if he'd made plans, he'd made a commitment to another person, and not showing up for that commitment would be letting them down. Of course, sometimes these things are unavoidable — but that's why you still have means of communicating like the landline or email. It's not like locking your smartphone away completely cuts you off from society altogether. It just means that you are reachable on your own terms.

And I think that's the important thing. It allows you to really take control of your own life. It means you are not beholden to social media algorithms and the arbitrary schedules of whether or not "interesting" people are online posting mindless content that doesn't really enrich your life in any way. It means you're more likely to pick up a book and read it all the way through, instead of scrolling through 50 TikTok videos, not taking anything in from any of them.

Completely getting rid of your phone is obviously a drastic option. But the conclusion Burback came to was that while there are undoubted conveniences — and pleasures — to having a smartphone accessible at all times, having a month completely disconnected from it allowed him to develop a more healthy relationship with it. He was less inclined to doomscroll through social media, less inclined to experience the world through a camera app rather than his own eyes, and more inclined to having fewer but more meaningful interactions with the people who are important to him. And that, in turn, left a lot more time for doing things that he found enjoyable and pleasurable: watching movies, reading books, all that sort of thing.

I won't lie: that sounds nice. I have already cut back on using my phone a lot compared to what I used to do with it, but there are still times when I really resent its presence. Perhaps I should try a similar experiment sometime.


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#oneaday Day 297: Transgender Day of Visibility - Video Game Edition https://imnotdoctorwho.moegamer.net/2025/03/31/oneaday-day-297-transgender-day-of-visibility-video-game-edition/ https://imnotdoctorwho.moegamer.net/2025/03/31/oneaday-day-297-transgender-day-of-visibility-video-game-edition/#respond Mon, 31 Mar 2025 22:16:48 +0000 https://imnotdoctorwho.moegamer.net/?p=28423 It is, apparently, Transgender Day of Visibility. My Bluesky feed has been festooned with cyan, pink and white banners all day, so the "visibility" part is definitely doing all right — but, of course, there is still a lot of work to do in terms of trans acceptance, particularly with the steps backwards in tolerance … Continue reading #oneaday Day 297: Transgender Day of Visibility - Video Game Edition

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It is, apparently, Transgender Day of Visibility. My Bluesky feed has been festooned with cyan, pink and white banners all day, so the "visibility" part is definitely doing all right — but, of course, there is still a lot of work to do in terms of trans acceptance, particularly with the steps backwards in tolerance and inclusiveness that the United States administration appears determined to go through with right now.

So with that in mind, I hope no-one will find this patronising or anything, but I thought I'd highlight some trans game developers I've become familiar with over the years and point you in the direction of some of their works. I'm not going to go too deep into their respective histories, because 1) those histories are pretty well documented elsewhere online, where they have been considered to be anybody's business, and 2) if they aren't, it's not really anyone's business. So today we will mostly be focusing on their accomplishments.

Danielle Bunten Berry

Perhaps the most famous name on this admittedly fairly short and hastily assembled list, Dani Bunten Berry was responsible for some of the most ambitious, audacious games of the early 8-bit microcomputer era.

Her most famous work is probably M.U.L.E., an economic simulation that began life on Atari 8-bit and was subsequently ported to a variety of other home computer and console systems. There have also been several attempts to bring M.U.L.E. to the tabletop to varying degrees of success, but part of M.U.L.E.'s genius is that it can only really be done justice on a computer.

People are still playing M.U.L.E. in its original form today. People are playing hacked versions that allow online multiplayer. There have been several modern ports of the game. It's a widely beloved game with good reason — don't let that "economic simulation" descriptor put you off. It's easy to pick up and straightforward to play, and every game is a little bit different — particularly if you're fortunate enough to play it with other human players. A four-player game of M.U.L.E. is very different to a single-player game against three computer opponents.

That's not the only amazing game to her name, though. She also made Seven Cities of Gold, one of the first ever open-world sandbox games. Casting players in the role of Spanish explorers, the game tasks you with just… well, exploring. There was no set goal, no "right" or "wrong" way to play; just a set of mechanics for you to engage with, and the rest of your time with the game would be spent creating a unique emergent narrative all your own.

Dani Bunten Berry was sadly taken from us in 1998, but her legacy lives on, both through her classic games that are still being enjoyed to this day, and through the games that they inspired.

Cathryn Mataga

Perhaps not quite as well-known a name as Dani Bunten Berry, Cathryn Mataga has nonetheless given us some excellent games over the years, beginning with the 8-bit microcomputer titles Zeppelin and Shamus, and moving on to work on a variety of excellent role-playing games, including the original 1991 MMO version of Neverwinter Nights, and several Dungeons & Dragons games: Gateway to the Savage Frontier, Treasures of the Savage Frontier, Stronghold, and Dark Sun Online: Crimson Sands. She also worked on Rampage 2: Universal Tour, but we won't hold that against her.

One of her most notable achievements was the Game Boy Color version of questionable "classic" laser disc game Dragon's Lair. Unlike the original Game Boy version, which was actually a reskinned Spectrum game port, the Game Boy Color version was more akin to the Atari ST and Amiga versions, which recreated the video sequences of the laser disc original with enormous, screen-filling sprites overlaid atop static backdrops. The result is a game that is still… well, it's still Dragon's Lair, but the technical achievement on a cart-based 8-bit handheld format is absolutely something else.

Rebecca Heineman

Rebecca Heineman is arguably best known as one of the first ever video game tournament champions, but she is also a talented, experienced and prolific developer and writer. After winning the Space Invaders tournament that gave her an initial taste of fame, she was offered writing and consultancy jobs, and as part of all this, still aged just 16, she happened to mention that she had, in her free time, successfully reverse-engineered game code for Atari 2600 games, as you do, allowing her to develop software for the machine without having to go through Atari. This early hacking experience got her a job at strategy game specialists Avalon Hill, where she made a game engine and base code for a variety of projects as well as a ton of documentation and a full game all of her own.

In subsequent years, she worked on a variety of projects, including the notorious Chuck Norris Superkicks for multiple platforms, but really hit the ground running when she co-founded Interplay alongside Brian Fargo, Jay Patel and Troy Worrell. At Interplay, she worked on a variety of projects as programmer, with probably the most high-profile among them being Wasteland and The Bard's Tale. She also designed The Bard's Tale III: Thief of Fate, Borrowed Time, Mindshadow and numerous others, before moving on to other projects.

She's still active in and around the industry today, and can often be found chatting on Bluesky. It's clear that the passion and enthusiasm for video games and development has never truly left her, and it's inspiring to see, to be sure.

Jennell Jaquays

I must confess, I didn't know this name before I looked at Rebecca Heineman's website, but after reading her story, I feel compelled to include her.

Jennell Jaquays, who was Rebecca Heineman's wife, is sadly no longer with us, as she passed on in January of last year. But her influence can be keenly felt in both the tabletop and video game spaces. Her early career included contributing to a variety of tabletop role-playing game publishers, with her Dungeons & Dragons modules Dark Tower and The Caverns of Thracia often held up as her most influential work. She is regarded as a pioneer of non-linear, flexible, multi-path scenario writing, as opposed to the more typical straightforward and linear scenarios that tended to be published at the time. Supposedly, the term "Jaquaysing" refers to creating scenarios with this sort of thing in mind — though this comes from an uncited reference on Wikipedia, so maybe take that with a pinch of salt.

In the video game space, she worked at Coleco, creating several of the excellent arcade game ports for that system, including Pac-Man and Donkey Kong. She put together one of the first actual development studios for making video games — at the time, many games were solo efforts — and went on to contribute to Epyx, Interplay and Electronic Arts. She had a stint as a level designer at id Software in the late '90s, working on Quake II and Quake III Arena, and went on to develop a pioneering video game education programme, as well as some particularly effective advocacy for LGBTQ+ folks that lead to Barack Obama taking action on banning conversion therapy back in 2015.


There are a lot of wonderful people throughout video game history. These are just four that I consider well worth celebrating. Of course, every day should be about including and accepting people regardless of their age, race, gender identity, sexuality or any number of other characteristics — but it becomes more and more clear by the day that we still have a lot of work to do. That's why days like today are so important — now, perhaps, more than ever in recent memory.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 296: Hefty project https://imnotdoctorwho.moegamer.net/2025/03/30/oneaday-day-296-hefty-project/ https://imnotdoctorwho.moegamer.net/2025/03/30/oneaday-day-296-hefty-project/#respond Sun, 30 Mar 2025 21:50:41 +0000 https://imnotdoctorwho.moegamer.net/?p=28420 I put together a new video this weekend. Just the one, because it turned out being quite a beefy one to put together, but hopefully you will appreciate the effort once it's live, which will probably be tomorrow. Inspired by the recent launch of the Fun Factor Podcast, I thought it was high time I … Continue reading #oneaday Day 296: Hefty project

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I put together a new video this weekend. Just the one, because it turned out being quite a beefy one to put together, but hopefully you will appreciate the effort once it's live, which will probably be tomorrow.

Inspired by the recent launch of the Fun Factor Podcast, I thought it was high time I got back to my retrospective look back over the issues of Page 6/New Atari User magazine that I started a while back, but only got around to doing two issues of. The reason I've been putting off doing any more may well already be self-evident: each "episode" of this takes quite a bit of time and effort to put together!

I mean, to my satisfaction, anyway. I could just turn the camera on, rabbit on about what's in the magazine and leave it at that. But one thing I like about doing these videos — and the bit that's particularly time-consuming — is that I can supplement the magazine's contents with actual footage of the things that are being discussed, whether those are programming techniques or the latest games. Getting together all that footage as well as recording the actual run-through of the magazine takes quite a bit of time all together — but the end result is worth it. I like these videos.

If you haven't seen the previous ones, by the way, may I present them below. Here's a look at the very first issue of Page 6, including the back story of where it came from and what it means to me:

And here's a look at the second issue, in which we observe the rise of a mostly forgotten piece of '80s slang: the adjective "keen" to mean "cheap" or "eminently reasonable", which I had never come across before. Well, I mean, I had, because I'd read this issue before, but somehow it had never struck me as odd:

As I note in the videos, these old magazines are of tremendous importance to me, and I'm happy to have the opportunity to be able to share them with everyone through the medium of video. The ability to splice in footage of the stuff being talked about allows you to get some context that you might not have had just reading the magazine back in the day, and this is a part of retro gaming culture that I'm always happy to celebrate in one form or another.

The new episode is uploading and processing right now, so it should be live on YouTube tomorrow as soon as I've done a thumbnail and all the other gubbins for it. Watch out for it then — stop by my channel and subscribe if you haven't already. Go on. You know you want to.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 295: The sky isn't falling https://imnotdoctorwho.moegamer.net/2025/03/30/oneaday-day-295-the-sky-isnt-falling/ https://imnotdoctorwho.moegamer.net/2025/03/30/oneaday-day-295-the-sky-isnt-falling/#respond Sun, 30 Mar 2025 00:08:05 +0000 https://imnotdoctorwho.moegamer.net/?p=28417 I've had a pretty stressful week, the reasons for which I won't get into for now, but suffice it to say they were work-related issues. (Nothing anyone who cares should be worried about, I hasten to add; part of the problem is my own disproportionate sense of panic-stress to even slight mishaps. And that is, … Continue reading #oneaday Day 295: The sky isn't falling

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I've had a pretty stressful week, the reasons for which I won't get into for now, but suffice it to say they were work-related issues. (Nothing anyone who cares should be worried about, I hasten to add; part of the problem is my own disproportionate sense of panic-stress to even slight mishaps. And that is, essentially, what happened this week.)

I don't like getting stressed out or annoyed at my current job because, for the most part, I actually like it and want to stay there. At this point I think it's the job I've held on to for the longest without going insane, but I do find myself worrying that The Way My Brain Is is just sort of fundamentally incompatible with… work.

I don't mean that I don't want to do anything, or that I just want to sit around all day doing nothing. I've been there, I've done that, and it's nowhere near as much fun as you might think. I am grateful for my current position, and I believe that if I were to leave (I'm not planning on doing so!) I would be missed, which is more than can be said for some positions I've held in the past.

But still, there's the stress. I'm beginning to feel like work-related stress may simply be an unavoidable part of literally every position out there, and that kind of sucks. Because if I can still be feeling the kind of stress that makes me not want to get out of bed in the morning at a job I actually like and want to keep, it really doesn't feel like there's a way to escape it at all, short of winning the lottery, jacking it all in and living purely for whatever you, specifically, want to do.

Even then, though, the modern world manages to bring in stress. If I were to win millions and be able to quit my job comfortably, I would almost certainly want to continue writing and making videos. And I would not be doing those in an attempt to make money; I would be doing it purely because I want to. But I just know from bitter experience even if you're doing something you absolutely love doing and expressing pure, unbridled enthusiasm for it, there's always someone lurking around a corner waiting to make your day miserable with an unpleasant comment or a wilful misinterpretation of something you say.

The only escape, really, is to completely cut yourself off from everything and live off the grid from a social perspective, only making use of the Internet for essential things. Because at this point, I feel like completely living without the Internet at all is probably impossible.

But anyway. The stress this week was not pleasant, but I survived it, and I need to tell myself every time something like this happens that the world is not, in fact, ending, regardless of anything that has happened. Instead, it seems that Shit does indeed Happen, whether or not you think it "deserves" to, and the only real way to stay standing is just to weather the storms that come your way every so often, learn any lessons that can be learned from the situation, and hopefully come out of the other end stronger.

That's what I should tell myself when this happens. But we all know that's probably not going to happen. The next time Stress Happens, it will have the exact same effect on me, and I will come to this same vaguely philosophical conclusion after the fact once again. It has happened before, and it will happen again.

Oh well. Something about recognising a problem is the first step and all that.

Time for bed, I think!


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 294: Microsoft Teams is where joy goes to die https://imnotdoctorwho.moegamer.net/2025/03/29/oneaday-day-294-microsoft-teams-is-where-joy-goes-to-die/ https://imnotdoctorwho.moegamer.net/2025/03/29/oneaday-day-294-microsoft-teams-is-where-joy-goes-to-die/#respond Sat, 29 Mar 2025 00:27:52 +0000 https://imnotdoctorwho.moegamer.net/?p=28414 Working from home is, on the whole, infinitely preferable to having to do a daily commute into an office to spend time with people I don't know very well or like all that much and attempt to find ways to look busy and/or enthusiastic about working on things I don't give a shit about. (To … Continue reading #oneaday Day 294: Microsoft Teams is where joy goes to die

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Working from home is, on the whole, infinitely preferable to having to do a daily commute into an office to spend time with people I don't know very well or like all that much and attempt to find ways to look busy and/or enthusiastic about working on things I don't give a shit about. (To that I will also add: it is infinitely preferable to have a job you give a shit about, populated by people you like, which thankfully I have. I've paid my dues at shitty jobs full of shitty people.)

But there's one thing I have come to hate about working from home, and that is waking up of a morning and seeing Microsoft Teams notifications already waiting for me. It's my own fault, really, for allowing Teams onto my phone, but there are occasions when it's useful to be reachable when not sitting in front of the work computer, so there it is for now.

I hate Microsoft Teams. I don't really know why. It's not as if it's a completely broken, non-functional piece of software; by Microsoft's standards, it's reasonably not-bad, though like all their other modern pieces of software, it defies pretty much all interface standards which Microsoft set themselves with their own operating system, which continues to baffle me. Plus, as with everyfuckingthing else these days, "AI" is starting to creep into it with the ability to "add chatbots" to conversations.

I think it's just the utter joylessness of it as an application. It's a piece of software primarily designed for facilitating boring online meetings that only the person hosting them actually gives a shit about, and even with the inclusion of the ability to post GIFs in text chat (because, of course, what says "professional" more than copyright-infringing memes?) it just feels so incredibly po-faced at all times.

Now don't get me wrong, I don't want Teams to turn into Discord with its cutesy wutesy oopsy woopsy we made a fucky wucky update notices and gradual introduction of myriad stupid features no-one actually wants or needs. But it's also a program I just find depressing to open up.

And, as I say, I don't really 100% know why I feel that way. Functionally, it's inoffensive, if riddled with strange design decisions. Practically, it's useful for being able to converse with colleagues easily. And yet I still hate it. I hate its ability to intrude on things you're doing. I hate the fact people can just "call" you without you giving your consent. And, as I say, there are few things worse than waking up of a morning and seeing there are already a bajillion Teams notifications waiting for you.

Maybe I should just delete it from my phone and if people can't reach me until I'm at my computer, that's tough shit. I mean, that's no different from working in an office and no-one being able to reach me until I'm at my desk and within reach of my work phone, right?

Not that I ever answered my work phone when I actually had one in the few office jobs I've ever had, mind. Email or bust.

Anyway, I'm going to bed now. Notifications off!


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 293: Nintendo Direct immediate reactions https://imnotdoctorwho.moegamer.net/2025/03/27/oneaday-day-293-nintendo-direct-immediate-reactions/ https://imnotdoctorwho.moegamer.net/2025/03/27/oneaday-day-293-nintendo-direct-immediate-reactions/#respond Thu, 27 Mar 2025 21:03:56 +0000 https://imnotdoctorwho.moegamer.net/?p=28411 There was a Nintendo Direct today, almost certainly the last one we'll ever see devoted to the original Nintendo Switch. So it seems fitting to go through the stuff that was announced and discussed and provide my own personal feelings about them. Note: my own personal feelings. If you feel differently about any of these … Continue reading #oneaday Day 293: Nintendo Direct immediate reactions

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There was a Nintendo Direct today, almost certainly the last one we'll ever see devoted to the original Nintendo Switch. So it seems fitting to go through the stuff that was announced and discussed and provide my own personal feelings about them.

Note: my own personal feelings. If you feel differently about any of these things, great! You have an opinion and a personality. You are not wrong for feeling differently to me, just as I am not wrong for feeling differently to you.

Standard procedure Internet of 2025 disclaimer over, let's get to it, shall we?

Dragon Quest I & II HD-2D Remake

Brilliant news. I haven't bought III yet, let alone played it, but I'm thrilled we finally have a modern way to play early Dragon Quest games that isn't those fucking awful mobile phone ports with the horrible visuals. Here's hoping they give IV, V and VI similar treatment, because while I'm lucky enough to own the Nintendo DS versions, I certainly wouldn't complain at the opportunity to play them on the big screen.

To date, the only Dragon Quest I've played to completion is IV. I got right to the end of V, but was underpowered for the final boss and couldn't be arsed to grind, so I never got around to beating it. I loved it up until that point, though. Bianca was my waifu.

No Sleep for Kaname Date

HELL YES. I love Kotaro Uchikoshi's work, and the two AI: The Somnium Files games are absolute masterpieces. I'm thrilled that we're getting another one. If you're yet to play the first two, I highly recommend setting some time aside for them (they're both pretty chunky by adventure game standards) and playing them fully. Can't wait to get back into that world with those wonderful characters.

Raidou Remastered

I never played the Raidou Kuzonoha games back on PS2, and they're super-expensive to collect today. I remember several folks whose opinions I trust enthusing greatly about them 15-20 years ago though, so I'm excited that I'll finally have the opportunity to check one of these games out. And that Shoji Meguro soundtrack sounds great.

I know absolutely nothing about the game other than it's supposed to be a pretty good time, so I'll likely be going in fairly blind to this. But I will be going in!

Shadow Labyrinth

Pac-Man-themed exploratory platformer? Interesting, and I can see the potential there. The "dark and edgy" thing is a bit of a turnoff, to be honest, but if the game's decent I can live with it. Not something I'm on the edge of my seat waiting to play, but I will follow with interest.

Patapon 1+2 Replay

Yes! Never really played the PSP versions much beyond trying them out at a friends house a very long time ago, but I liked their vibe and their music. Plus me and my wife often tease our cat Patti by going "pon, pon, Patti-pon", so it will be nice to finally educate my wife on where that actually came from.

Story of Seasons: Grand Bazaar

I've played a few Story of Seasons/Harvest Moon games in my time and quite enjoyed them, but my trouble is I've got it in my head that they sort of never end. I don't think that's actually true, and that my opinion is probably largely based on the number of people who have been playing Stardew Valley for approximately 300 years, but it's kind of put me off jumping into any of the more recent ones. I think the last one I played was the one on Gamecube?

Certainly not against this, but not rushing out of my way to pick it up, either.

Metroid Prime 4: Beyond

Cool that it actually exists and seems to be a decent way along. I've still never played a Metroid Prime game, though, so my excitement for this is somewhat tempered compared to many other folks. I do like Metroid from my relatively limited contact with the series to date (mostly Super Metroid) — I just haven't made the time for other entries in the series so far.

Disney Villains Cursed Café

I quite like the concept of this, as the "make drinks for patrons who have their own stories to tell" thing has been done well previously by VA-11 HALL-A and Coffee Talk. I just wonder if the Disney Villains thing won't end up holding it back rather than making it interesting. After all, I suspect there's fairly strict writers' guidelines in place on what these characters are and are not allowed to "do" in narrative terms.

Witchbrook

Well this looks adorable! I have a lot of time for school-themed games, and throw in a bit of magic that isn't the work of a raging transphobe and you have a winner, so far as I'm concerned. Will it beat Mana Khemia? It'll probably be a rather different experience, but I'm very much up for this, particularly with its lush pixel art.

The Eternal Life of Goldman

I must confess, I couldn't remember what this was just from the title as I think I tuned it out a bit when I was watching the show (no shade on the game, I was working at the time) but looking back at it now, it looks kind of neat. The animation on the characters is lovely, but the backdrops look a bit drab. If this has a decent story or some more varied environments, I might give it a look.

Gradius Origins

Yes please. The other Konami collections are excellent, so I will be happy to add this one to the mix.

Rift of the Necrodancer

I like Crypt of the Necrodancer, but my first impression of this is that it loses a bit of its charm by being a more conventional rhythm game rather than a combination of rhythm game and RPG. The visuals are nice, though, and it looks like it plays well enough. I was a bit concerned about the number of times they mentioned DLC, though. Perhaps one to wait for a "Complete" physical release of.

Tamagotchi Plaza

Do not care. Never had a Tamagotchi, have no attachment to them whatsoever, and the dentistry bit looked like one of those spam mobile games. No thank you.

Pokémon Legends: Z-A

I've never been a big Pokémon fan, though I moderately enjoyed Sword/Shield a while back. Another one I'll keep a bit of an eye on, but probably won't rush out to buy.

Rhythm Paradise Groove

I feel the exact opposite about this as I do about Pokémon. A new Rhythm Paradise/Rhythm Heaven/whatever you call it in your neck of the woods is an insta-purchase for me after loving the DS and Wii versions.

Virtual Game Cards

Seems like a decent solution to sharing digital games. A little more cumbersome than it perhaps needs to be, but that's Nintendo for you. I do like that you can "lend" digital games to family members, though; I've been hoping for a way to do that so my wife can play the Atelier Arland series for a very long time.

SaGa Frontier 2 Remastered

I bounced off this hard on PS1 but I'm much more open to it these days. The art is kind of weird though; the heavily pixelated characters on the upscaled backdrops just look a bit odd. Not "ew, I'm never buying this" odd, just a bit odd. Which would be firmly in keeping with SaGa in general.

Monument Valley

Hooray! A mobile game breaking free of its mobile prison! I was always curious about this but had absolutely no desire to play it on a mobile device. Now I don't have to!

Everybody's Golf: Hot Shots

Yes please! Arcadey golf games are very much my jam, and while the Mario sports games are insistent on getting a bit too experimental with their more recent installments, this looks like it will be a good old-fashioned silly golf game. I am definitely there for this.

Marvel Cosmic Invasion

I have zero stakes in the Marvel race, but Tribute Games is always a good time. As someone else pointed out earlier, I hope they don't just get stuck doing licensed stuff until the end of time, though.

Tomodachi Life: Living the Dream

I had zero contact with (and, really, interest in) the original Tomodachi Life, but I know it's responsible for some funny moments. I also remember having some funny times with… what was it called, Miitomo? So I'll have a look and see what this is, but not one I'll be rushing out to buy or anything

Nintendo Today

Sure, Nintendo. Another app just for your news. I'm fine with this.


On the whole, I think it was a pretty good presentation! As some folks pointed out, this can be looked on as the Switch's last desperate gasp before Switch 2 shows up, and thus there's a lot of "niche interest" stuff here. But that's good! I like niche interest! I am the niche! So I say bring it on.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

If you want this nonsense in your inbox every day, please feel free to subscribe via email. Your email address won't be used for anything else.

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#oneaday Day 292: Thriving within limitations https://imnotdoctorwho.moegamer.net/2025/03/26/oneaday-day-292-thriving-within-limitations/ https://imnotdoctorwho.moegamer.net/2025/03/26/oneaday-day-292-thriving-within-limitations/#respond Wed, 26 Mar 2025 21:23:46 +0000 https://imnotdoctorwho.moegamer.net/?p=28408 Most of you reading this who are at least A Certain Age will probably think back on your school days with varying degrees of fondness, but I suspect pretty much all of you are glad that those days are behind you for one reason or another — the chief one being the freedom you have … Continue reading #oneaday Day 292: Thriving within limitations

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Most of you reading this who are at least A Certain Age will probably think back on your school days with varying degrees of fondness, but I suspect pretty much all of you are glad that those days are behind you for one reason or another — the chief one being the freedom you have once you are no longer constrained to an institution's timetable and rules.

As I get older, this is probably the rose-tinted nostalgia talking, but I increasingly miss that whole sense of structure that the school day had. I'm talking as a student here, not as a teacher; as a teacher, the school timetable was nothing but a source of stress, particularly when I forgot I was supposed to be "on duty" (whatever that actually means) and ended up on the receiving end of snarky comments from dickhead colleagues. But I digress.

No, I'm talking about the sense of structure you have when you are a student: the knowledge of exactly what is going to happen when for the day ahead, and the fact that you know your time is most likely going to be spent in at the very least a vaguely productive manner for the next 8 hours.

Sure, there were always the lessons that summoned up the inevitable sense of dread — Maths for me — and, of course, there was always the blind panic you'd feel when you realised you hadn't done the homework for the lesson that was scheduled for immediately after break, leading to frantic completion of said homework outside, leaning on a wall and hoping your teacher for the next period doesn't wander past and clock what you're doing.

But for the most part, it was nice to wake up of a morning and know what to expect. It was nice to have "favourite days" because that's when your best lessons were. It was nice to know exactly when you'd have the opportunity to work with your friends, or learn from a favourite teacher.

If this all sounds insufferably swotty, I don't know what to tell you; outside of some bullying incidents (where I was the victim, I hasten to add) I mostly thrived in secondary school in particular, and I enjoyed having things that I was good at, and which got acknowledged as things I was good at. Because heaven knows I wasn't "cool", and I knew that wasn't likely to change, ever.

I often find myself thinking whether the daily grind of work could be made better if I split it into discrete "periods" like the school day, with specific times set aside to do specific things. I suspect it actually might, but actually developing that schedule has been my sticking point. As a lot of my work is pretty self-directed, I'd be responsible for both setting and sticking to that schedule, and I'm not sure that's what worked well for me back when I was at school. Rather, I think I thrived because I had a schedule set by someone else, and during that schedule I was told exactly what to do, and exactly what was expected of me — again, by someone else.

I know part of "growing up" is being able to do those things for yourself, but lest we forget, I am what is politely termed these days as "neurodivergent", and thus I find myself wondering if I wouldn't just be better off in a situation where someone sits me down, says "9am-10am, you're doing this. 10am-11am, you're doing this. Then go have a bit of a break. Then 11.15-12pm, you're doing this…" and so on.

Sure, we have weekly Teams meetings (God, I hate Teams meetings… scratch that, I hate meetings in general) but those aren't exactly what one might call "engaging" in the same way a good old-fashioned school lesson was. Perhaps I was just fortunate enough to have, on average, very good teachers, and in other places, school is, in fact, ideal preparation for a life of adult misery in Teams meetings. But I doubt it.

Anyway, perhaps I should actually make an effort and try the "schedule" thing for myself. Who knows, it might actually work? Can't hurt to try, right?


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

If you want this nonsense in your inbox every day, please feel free to subscribe via email. Your email address won't be used for anything else.

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#oneaday Day 291: If you like old games mags, here's a podcast you might like https://imnotdoctorwho.moegamer.net/2025/03/25/oneaday-day-291-if-you-like-old-games-mags-heres-a-podcast-you-might-like/ https://imnotdoctorwho.moegamer.net/2025/03/25/oneaday-day-291-if-you-like-old-games-mags-heres-a-podcast-you-might-like/#comments Tue, 25 Mar 2025 22:51:50 +0000 https://imnotdoctorwho.moegamer.net/?p=28403 The other day, I was contacted relatively out of the blue (no pun intended) on Bluesky by a chap called Ty Schalter, who wanted to let me know he and a fellow writer, journalist and author, Aidan Moher, were launching a new podcast, and would I mind giving it a bit of a nudge on … Continue reading #oneaday Day 291: If you like old games mags, here's a podcast you might like

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The other day, I was contacted relatively out of the blue (no pun intended) on Bluesky by a chap called Ty Schalter, who wanted to let me know he and a fellow writer, journalist and author, Aidan Moher, were launching a new podcast, and would I mind giving it a bit of a nudge on socials.

Firstly, I was flattered that Ty thought I had anywhere near enough reach online to make a difference these days, but I indeed shared it anyway, and am, in fact, doing so again right now. Secondly, I was 100% on board with the concept for the podcast, which was to take a fond look back at classic games magazines. Here's the first episode for you to enjoy:

Now, as I stated in no uncertain terms just the other day, I am a big fan of old computer and video games magazines, and am always up for some discussion of them. These days, it's a bit tempting for everyone to look at the worst of their output, go "ugh, cringe" and leave it at that, but Schalter and Moher are doing the subject justice, judging by their first episode; they're acknowledging that while there are often faults we can pick from a 2025 perspective, these magazines were a vitally important part of gaming culture, particularly in the days before we had always-online Internet and, later, mobile phones.

What you've gotta remember is that in the '90s, if you had an Internet connection at all, it was a dial-up one that you had to ration your time with so as not to leave yourself with an astronomical phone and/or usage bill; earlier than that, the only online services out there were self-contained bulletin board systems. There was also a curious "in-betweeny" phase in the early '90s where services like AOL and CompuServe came to prominence; these offered global online services somewhat akin to the modern Internet, but in their own curated walled gardens. Later, both services provided access to the broader Web, but initially, they were their own little communities.

Why is this important? Because it meant that it was nowhere near as easy to talk about games with people as it is today. There was no magic black slab in your pocket that connected you to the rest of the world, and there was no guarantee that when you "logged on" with your computer that you'd find someone you wanted to talk to. There certainly wasn't the opportunity for carving out your own little space online as there is today, and absolutely no social media. (Maybe it wasn't all bad.)

This meant that magazines played a crucial role for video game enthusiasts: they were the main way that people who enjoyed games found out about new releases, the latest news and in-depth information about stuff that was already out. They were a point of common contact that, when we met up with our "real-life" friends (remember them?), we could use as the basis for a discussion. They were a connection to the outside world — and for many of us, a lifeline that made us feel much less alone in our passion for what is, most of the time, a fairly solitary pastime.

Schalter and Moher get this. They understand that for many of us, magazines were "the gaming community". We came to the mags not just for the games, but in many cases, for the personalities involved and the opinions we trusted. We'd obsess over a 250-word review of a 40-hour RPG, reading it repeatedly and drinking in the screenshots, wondering what it would be like to actually play the thing. We'd base our purchasing decisions on the arbitrary numbers the reviewers thought up, for better or worse. And we'd get to know the studios behind our favourite games through special features, interviews and preview reports.

Many of these things can be argued to still be present in today's games press, to be sure. But the daily churn of gaming news online makes it somehow less special than it was to get a monthly magazine. What game would be on the cover? What games would get in-depth features? What games were getting walkthroughs, tips and cheats? Would there be any cool cover-mounted gifts or bonus booklets included?

While it can be funny to look back and laugh (or cringe) at The People We Were 20-30+ Years Ago, it's important to take a look at the full picture for an understanding of why things were the way they were — and why so many people are still nostalgic for an era long past.

That's what the Fun Factor podcast seemingly aims to explore, and judging by the first episode — which features lengthy reminiscences about Final Fantasy VII that I'm sure will be familiar to anyone Of A Certain Age — it's going to be a good listen over the long term.

So go give that first episode a listen now, and if you're so inclined, support the podcast on its official website. You can also follow the pod, Ty and Aidan over on Bluesky.

I'm excited to see where the show goes from here, as it's a subject near and dear to my own heart. And if you have any fond nostalgia for that supposed "golden age" of magazines, I recommend checking it out, too. 'Cause heaven knows we could all do with some fun, happy stuff to enjoy right now, I'm sure.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

If you want this nonsense in your inbox every day, please feel free to subscribe via email. Your email address won't be used for anything else.

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#oneaday Day 290: Foxit? More like Fuckit https://imnotdoctorwho.moegamer.net/2025/03/24/oneaday-day-290-foxit-more-like-fuckit/ https://imnotdoctorwho.moegamer.net/2025/03/24/oneaday-day-290-foxit-more-like-fuckit/#respond Mon, 24 Mar 2025 21:53:36 +0000 https://imnotdoctorwho.moegamer.net/?p=28400 Good one, I know. As I alluded to yesterday, I've been spending a bit of time collecting together scans of old computer and video games (and Computer & Video Games) magazines with a mind to sticking them on an old Kindle Fire tablet to use as a portable "magazine reader". As part of that process, … Continue reading #oneaday Day 290: Foxit? More like Fuckit

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Good one, I know.

As I alluded to yesterday, I've been spending a bit of time collecting together scans of old computer and video games (and Computer & Video Games) magazines with a mind to sticking them on an old Kindle Fire tablet to use as a portable "magazine reader". As part of that process, today I found myself looking for PDF readers, both for Windows and for Android.

I wanted one for Windows so that I could potentially use it to make some videos about the magazines I don't have hard copies of, and neither Chrome nor Firefox's built-in PDF handling quite does what I wanted. (Chrome, notably, still lacks the ability to display two-page spreads but assume there is a "cover page", meaning it fucks up magazine and book layouts and there's nothing you can do about it.) So I did what any normal person does, and I Googled it, even knowing that Google itself has been gradually going down the toilet.

After skipping past the fucking useless AI summary and sponsored links, I clicked on an article that was absolutely bullshit SEO bait ("The best free PDF readers for Windows!") but was at least from a vaguely reputable outlet, TechRadar. This article informed me that Foxit was the best PDF reader for Windows.

Great, I thought. I've used Foxit before in the past. I doubt it's changed that much.

EH. WRONG.

Foxit has enshittified itself beyond all recognition. Not only has it made the inexplicable decision to model its UI on Microsoft's odious "Ribbon" interface, it also boots up with a floating "AI" button that you can't get rid of without some tinkering deep in the options and then quitting and restarting the program.

Let's take each of these in turn. First, the Ribbon.

I hate the Ribbon. I've despised the Ribbon ever since Microsoft introduced it in Microsoft Office 2007, and every time I use a program that uses this obnoxious piece of crap instead of normal toolbars and drop-down menus, I make a specific effort to find something else to use instead.

The Ribbon is an eyesore. The Ribbon takes up far too much space on the screen. The Ribbon's myriad tabs and huge buttons make it a massive chore to find simple functionality, since each tab is organised with no real care or attention. It doesn't conform to any standard functionality, so you'll find the same functions in different places in different applications, and it feels the need to take over the entire fucking window when you want to do something as simple as open, save or close a file, or look at the program's settings page.

In Foxit's specific case, I am honestly struggling to think of why a supposedly "lightweight" PDF reader has enough functions in it to warrant having a multi-tab Ribbon. I need a PDF reader to do one thing: read PDFs. Occasionally I might need to copy and paste images and text from a PDF, and the ability to take a snapshot of a section of a PDF and save it as an image is always nice. But I do not need multiple tabs worth of disorganised functionality, making it a chore to do something as simple as display two pages side by side and let me flip through the entire document like… well, like a magazine or book.

This is what people are talking about when they say "the computer" is constantly being enshittified. Things that worked perfectly well are being "updated" for no other reason than to say that they have been updated. Simple, straightforward, intuitive interfaces that remained standard conventions for decades are being uprooted in favour of borderline abusive design that forces you to click through page after page of crap in order to find the one thing you're looking for. And for what? To say that the company is "growing"? To say that the company is "innovating"? Fuck that. Just make me a fucking PDF reader that lets me read PDFs.

Which brings me to the "AI" button. I do not need a fucking AI button in my PDF reader. If I have opened something in a PDF reader, I intend to read it or print it. I am not going to ask a fucking chatbot that gets things wrong an average of a third of the time you ask it things to "summarise" the thing that I'm trying to read either for information or pleasure. I am not going to ask a fucking chatbot that gets things wrong an average of a third of the time you ask it things to "analyse" the document or figure out "trends". I am a human being. I have a brain. I can do these things myself. I do not need "AI" to "do it more quickly". Believe it or not, I enjoy reading. I enjoy researching. I'm not so fucking lazy that I need a fucking chatbot (&c. &c.) to take the human part out of the equation. Because that's just depressing.

Things weren't much better on the Android front. I tried Foxit on Android as well, just out of curiosity, and sure enough, while it lacked the Ribbon (the one benefit of a phone screen is that it's too small for such a shitty interface) it still had the odious little AI bubble. So I uninstalled it immediately.

If you've been in a similar situation at any point, may I recommend Sumatra PDF for your desktop PDF reading needs, and PDF viewer lite for Android. Both of those seem to fit my needs perfectly well right now: no ads, no subscriptions, no Ribbon, no AI, no bullshit. Just a thing to read PDFs with. Which should not be a hard thing to find in 2025. But apparently this is the world we've built for ourselves.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

If you want this nonsense in your inbox every day, please feel free to subscribe via email. Your email address won't be used for anything else.

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#oneaday Day 289: Some games magazines I used to like https://imnotdoctorwho.moegamer.net/2025/03/23/oneaday-day-289-some-games-magazines-i-used-to-like/ https://imnotdoctorwho.moegamer.net/2025/03/23/oneaday-day-289-some-games-magazines-i-used-to-like/#respond Sun, 23 Mar 2025 20:29:02 +0000 https://imnotdoctorwho.moegamer.net/?p=28387 I love old games magazines, and will frequently re-read them years after they were relevant. In fact, I'm currently in the process of assembling a collection to bung on an SD card and pop in my otherwise unused Kindle Fire 7 to use as a portable retro magazine library. I've also got a vague plan … Continue reading #oneaday Day 289: Some games magazines I used to like

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I love old games magazines, and will frequently re-read them years after they were relevant. In fact, I'm currently in the process of assembling a collection to bung on an SD card and pop in my otherwise unused Kindle Fire 7 to use as a portable retro magazine library. I've also got a vague plan to make some more videos on classic magazines, as I really enjoyed making the first two on Page 6 magazine — you can watch those here (issue 1) and here (issue 2).

In the absence of anything else to write about — I've been playing Xenoblade Chronicles X for most of the weekend, and I already wrote about that earlier — I thought I'd give a rundown of some magazines I used to like, and which I may well take some time to cover on YouTube at some point.

Note: I say "magazines I used to like"; most of them are magazines I knew someone who worked on, usually my brother. I make no apologies for this.

Page 6/New Atari User

This is the one I bring up most commonly on my channel, and for good reason: three members of my family (my Dad, my brother and me) were involved in it at various points, and it's the magazine that launched the career of my brother — a career that, with him being a big bossman at IGN now, he's still in.

Page 6, as it was initially known, started life as a user group newsletter. Within one issue, the editor Les Ellingham had decided that he wanted to fulfil a grander ambition: to publish the UK's first Atari-specific magazine. And he only went and did it. For an astronomical amount of time, considering the subject matter, too; Page 6 ran in one form or another from December of 1982 until the autumn of 1998, and it was still covering the Atari 8-bit in its very last issue.

Page 6 was an enthusiasts' magazine. It wasn't a games magazine; Les in particular was keen to stress from the outset that while computers were excellent games machines, there was also a ton more you could do with them. And part of the point of the magazine was to educate people on the possibilities their computers offered. It achieved that through articles about software releases (including both games and "serious" software), interviews, tutorials, type-in listings and plenty more.

It was always a pleasure to read. One gets the impression that it was a real labour of love for Les in particular, and there are plenty of occasions where his editorial page came across as very frustrated that other people didn't seem to care quite as much as he did — but I cared. I still do care. Page 6 was a formative part of my youth, and revisiting old issues today, I still feel a lot of the same magic I felt in the early days of computing.

Read them all at Atarimania.

Atari User

Showing up a little later, Atari User from Database Publications (later Europress) launched in 1985 and ran until November 1988, at which point Page 6 acquired the rights to the Atari User name and rebranded as New Atari User. Page 6 was still on the newsstands at that point, and it was thought that the Atari User name would attract more casual interest, since "Page 6" is a nerdy reference to an area of the Atari 8-bit's memory that only people already well-versed in the system's "culture" would understand.

At heart, Atari User was a similar sort of magazine to Page 6, covering both games and "serious" applications, perhaps with a slightly greater focus on things that, if not games, were at least entertainment of a sort. Like Page 6, there were a variety of features each issue, including type-in listings, and often some interesting-looking "Gadgets" sections for electronics projects you could do with your Atari. I never tried any of them — I was a bit young — but they always looked interesting.

I enjoyed reading both Page 6 and New Atari User because they each had a very different style to them. Page 6 always felt like it took itself very seriously, with a fairly no-nonsense, stern, professional-looking layout in each issue — not to say that individual articles lacked personality and humour, mind; I'm talking purely aesthetically — while Atari User made use of the bigger budget it had thanks to being part of a larger corporation by producing colourful issues with large, attractive pieces of artwork and photography throughout. I was sad when Atari User went under, as it was one of those magazines that it was just fun to look at thanks to its colourful cover art.

Read them all at Atarimania.

Antic and ANALOG

Antic, subtitled The Atari Resource, was one of two Atari-specific magazines from the States, with ANALOG (short for Atari Newsletter And Lots of Games) being the other. You could get them both relatively easily in this country via specialist importers. Antic and ANALOG were both, like Page 6 and Atari User, magazines that revelled in the joy of home computer ownership. Part of that was gaming, yes, but it was also about programming, productivity and creativity.

I actually haven't revisited Antic and ANALOG for many years and I think I'm long overdue to, as I remember enjoying them both. I do remember Antic having noticeably thicker issues, while ANALOG became renowned for its excellent machine language type-in listings. So they're both going on my portable magazine library, assuming it works as I hope it does.

Read Antic and ANALOG at Atarimania.

Games-X

Page 6 was where my brother got started writing about games, but it was Games-X that truly launched his career properly; he left home to work on it, and it ended up being the beginning of a whole life in the games press.

Games-X was unusual: it was a weekly games magazine (a decision which founder Hugh Gollner later described as "a big mistake" financially), and most other magazines at the time were monthly. Page 6 was bi-monthly (as in, every two months, not twice a month). This naturally allowed it to be a lot more "up to date" with gaming news than many other magazines, but it was also fun to be able to buy a new games magazine every week, initially for just 60p an issue.

Games-X covered that strange period late in the ST and Amiga's lifespan when consoles were just starting to really get a foothold in the UK. The majority of the focus in each issue was on home computer games, but there was a dedicated console section — and the next magazine my brother worked on after Games-X was Mega Drive Advanced Gaming.

Games-X had a fun, irreverent attitude to it and, in many ways, was very "'90s", with everything that entails. I still really like it, though, and think it stands out as a magazine that deserves to be remembered a bit more than it is.

Read them all at RetroCDN.

Advanced Computer Entertainment (ACE)

I don't think I actually had many issues of this, but I enjoyed every one of them a great deal. Advanced Computer Entertainment, or more commonly just ACE, was a multi-format magazine that one gets the impression liked to think it was a cut above the other games magazines around at the time. It was still about video games, sure, but it lacked some of the '90s abrasiveness of other publications, and took things a bit more "seriously", for want of a better word. One might call it the Edge of its day, only marginally less pretentious. (And yes, I checked; Edge launched in 1993, while ACE folded in 1992.)

That is, after they got over an initial rocky patch where there were more errors in the early issues of ACE than I think I've ever seen in any other magazine. Typos, mistakes, outright blank sections of pages — they had it all. But once it settled down, it was a very high quality magazine that I always enjoyed. The magazine was noteworthy for its "Pink Pages" section in the rear, a no-nonsense "reference" guide to new releases, charts and review summaries, plus a bizarre "Stock Market" section that never really made much sense, but I believe it was an early attempt to try and aggregate review scores for various developers and publishers, if I remember rightly.

I rather liked that ACE took things seriously. The silly humour of other magazines could be entertaining, to be sure, but it was nice to be able to read a magazine about games that was just… about games, rather than about its writers trying to launch a comedy career. As with Page 6, that's not to say that individual articles and writers lacked personality or a sense of humour; it's just that humour wasn't the main point, whereas with some other magazines around at the time, particularly once we moved into the 1990s, it felt like they were trying to be a funny magazine first, about video games second.

Read them all at Atarimania.

PC Zone

Now, this may make me sound a bit like a hypocrite after what I literally just said, but I always enjoyed PC Zone, even before my brother's time there as editor and publisher. PC Zone in its prime always felt like it struck a good balance between humour and information, and I loved it for that. It acknowledged that games were fun, silly and often stupid, but also recognised that people were passionate about them — sometimes to a fault.

PC Zone is also noteworthy in retrospect for being an early outlet for Charlie Brooker, and his articles were always a highlight, as were his eminently silly The Cybertwats cartoon strips, which got the magazine a bunch of complaints on multiple occasions, particularly after he depicted Lara Croft machine-gunning someone's cat to a particularly violent and bloody demise.

When people talk about old magazines being fun, I think of PC Zone. While in retrospect some of it may have been a bit "lads mag"-ish (see: front cover depicted above), it never really felt particularly exclusionary. Plus I spent two weeks doing work experience in their offices and, although I didn't really do much other than make a lot of cups of coffee and tea (and write a review of Virtua Fighter PC) that fortnight remains one of the happiest of my life.

Read them all at Pix's Origin Adventures.


And there's more I could be going on with, but I think that's probably plenty for now. If you're a retro computer and gaming enthusiast, you could do far worse than familiarise yourself with the above publications. And the links I've provided will let you do just that.

Note: I will not be held responsible for anyone complaining at you suddenly taking a lot longer in the toilet.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 288: Some interesting links I found this week https://imnotdoctorwho.moegamer.net/2025/03/22/oneaday-day-288-some-interesting-links-i-found-this-week/ https://imnotdoctorwho.moegamer.net/2025/03/22/oneaday-day-288-some-interesting-links-i-found-this-week/#respond Sat, 22 Mar 2025 22:52:57 +0000 https://imnotdoctorwho.moegamer.net/?p=28356 I'm trying to do a bit less scrolling through what little social media I still use, and a bit more reading of interesting blogs, articles and what have you. To that end, I've set up Feedbin as an RSS reader (it's pretty good — subscription-based, unfortunately, though that does mean it's nice, clean and ad-free) … Continue reading #oneaday Day 288: Some interesting links I found this week

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I'm trying to do a bit less scrolling through what little social media I still use, and a bit more reading of interesting blogs, articles and what have you. To that end, I've set up Feedbin as an RSS reader (it's pretty good — subscription-based, unfortunately, though that does mean it's nice, clean and ad-free) and am taking a bit of time each day to just read some interesting things. Moreover, if someone happens to share an interesting-looking site, I'm adding it to my Feedbin so I can keep up to date with other posts on those sites, rather than simply forgetting they exist like I have done in the past.

To that end, I'd like to share a few posts I happened to run across this week. Not all of them are recent posts, but I happened to read them this week in my travels around the Internet. You might enjoy them too, so here they are.

The Case Against Gameplay Loops

https://blog.joeyschutz.com/the-case-against-gameplay-loops

This is a nice post that echoes some of my own thoughts on the weird increase there has been in people talking about "gameplay loops" recently. Many games are based on a gameplay loop, for sure, but it's often quite reductive to talk about them that way, and it's certainly not good for talking about games as a creative medium or work of art.

Writer Joey Schutz echoed my own concerns about being conscious of gameplay loops to the detriment of your own enjoyment, which I wrote about here. He cited the example of the game Tactical Breach Wizards, a game which I've heard good things about from people whose opinions I trust.

"[This game] felt fresh and interesting, with good mechanical hooks and nuanced abilities," he wrote. "But at some point along the way, it began to feel stale to me. After beating a boss, the game declared in big, bold letters 'Act 2 out of 5 COMPLETE'. My God… 3 more acts and I'm already tired! So I put it aside and went on with my life."

The fact that this kind of thinking is causing people to fall out of love with games well before finishing them is what concerns me. Schutz quotes some figures about estimated completion rates and, as someone who finishes pretty much every game he starts, this makes me sad.

But anyway. This post was good and you should read it.

Constraints are the Point

https://hey.paris/posts/constraints-are-the-point

This is a nice simple one: a response to all the wild flailing and gesticulating generative AI enthusiasts engage in any time they talk about how generative AI is going to "revolutionise" gaming.

"Imagine being able to walk up to an NPC and ask them anything!" they say.

"Nobody actually wants that!" anyone with any sense says.

I've pretty much spoiled this whole post with the above description, but you should read it anyway, as it's a lot more thoughtful about it than I am.

Why DigitallyDownloaded.net isn't going to review Assassin's Creed Shadows

https://www.digitallydownloaded.net/2025/03/why-were-not-going-to-review-assassins-creed-shadows.html

Matt of Digitally Downloaded is a personal friend of mine, and I 100% support him in his decision here, especially after having seen the harassment he gets after terminally online fanboys look him up via Metacritic if he gives a game an "outlier" score.

I feel for Ubisoft right now — and it's not often I'll say that, I can tell you — because no-one should have to put an anti-harassment support plan in place for releasing something they've worked hard on for a very long time. But the "discourse" around this game is absolute garbage-tier, demonstrating the absolute worst of the disgusting culture war that continues to rage around popular entertainment.

"Poorly analyzed US-centric garbage" – Why do Americans keep ignoring European gaming history?

https://www.timeextension.com/news/2025/03/poorly-analyzed-us-centric-garbage-why-do-americans-keep-ignoring-european-gaming-history

I've pretty much covered this in yesterday's post, but it was interesting to see a Bluesky spat covered on a commercial website. If you didn't catch some of the better responses throughout the day (or you're not on Bluesky), this is a good look at what happened.

The Dying Computer Museum

https://ascii.textfiles.com/archives/5672

From Jason Scott of the Internet Archive and textfiles.com, this is a sobering read about what happened to what appeared to be a thriving computer museum after its main benefactor passed on. I'm sure this isn't the case for all museums, but I sincerely hope that similar efforts to preserve computing history in this country have a suitable plan for what happens after their main curators pass on, because it'd be a terrible shame to see stuff that had been put out for the public to enjoy to end up on the auctioneer's block, doomed to end up in a private collection and never seen again.


Anyway, that's that. I hope you enjoyed those. I don't know if I'm going to do a post like this every week, but I am going to make an effort to bookmark interesting things as I come across them, then share them when I can. So look forward to another post like this in the near future, I guess! I'm going back to Xenoblade Chronicles X now. Ta-ta!


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 287: European video game history discourse is happening again https://imnotdoctorwho.moegamer.net/2025/03/21/oneaday-day-287-european-video-game-history-discourse-is-happening-again/ https://imnotdoctorwho.moegamer.net/2025/03/21/oneaday-day-287-european-video-game-history-discourse-is-happening-again/#comments Fri, 21 Mar 2025 11:43:28 +0000 https://imnotdoctorwho.moegamer.net/?p=28377 As the title says, European video game history discourse is happening again. I'm not going to link to the post in question, because I like the chap who inadvertently kicked this off and I don't want him to have to put up with any more angry Europeans than he already is contending with. But I … Continue reading #oneaday Day 287: European video game history discourse is happening again

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As the title says, European video game history discourse is happening again. I'm not going to link to the post in question, because I like the chap who inadvertently kicked this off and I don't want him to have to put up with any more angry Europeans than he already is contending with. But I will comment on the whole subject, because it's a topic worth discussing with some commonly held assumptions that need challenging.

So here we go.

"The Great Video Game Crash" didn't happen in Europe

This point is one that, I think, is finally getting through to a lot of people. The notorious "crash" of 1983 following the absolutely flooded market of third-party Atari 2600 games was a purely North American phenomenon, and it only affected the console market.

It was a bad thing, to be sure, putting a lot of developers and publishers out of business, and it can probably be pointed at as the main reason that platforms like the ColecoVision and Intellivision didn't survive. And it's definitely true that the arrival of the NES on the scene marked a renaissance for the console games market in North America.

But it just didn't happen in Europe. I didn't even know it was a thing until the Internet came about. The reason? Because most of us in Europe were happily making use of home computers at the time, and we continued to do so throughout most of the '80s and early '90s.

Europe's console game sales are a miniscule fraction of those seen in the States

The same reasoning can be applied to this. Yes, I entirely believe that considerably fewer console games were sold in Europe than in North America. This is because consoles weren't nearly as widespread as home computers were. Growing up, I didn't know anyone who had a console for many years. I didn't even know for sure if the ColecoVision came out in Europe until quite recently when I found an ad in an old home computer magazine.

But I did know people who had home computers. We had Atari 8-bits. My best friend in primary school and a girl I moderately fancied both had BBC Micros. Another friend had a Spectrum. Another still had a Commodore 64. One even had an Electron.

There are a few considerations here. One, home computer games were often much cheaper than console games — though this wasn't always the case, particularly for games distributed on ROM cartridge. Cassette-based games were very cheap, though, particularly on the Spectrum and C64, and disk-based games weren't crazy expensive for the most part — though disk drives were, since back then they essentially had a whole other computer inside them to control the damn things!

However, what you also have to consider is that many games had considerably wider reach than their commercial, officially recorded sales figures might suggest due to piracy. Piracy was absolutely rife in the early home computer sector, and while this probably wasn't good for the overall health of the industry, it somehow never caused a "crash". Piracy has also, long term, been amazing for preservation purposes, because pirated disks (pretty much always disks) often had pre-release or beta versions of games on them, and in many cases these particular versions of these games were not preserved by their original developers and publishers.

Thirdly, home computers were programmable. And, outside of dedicated games magazines, which were in a minority compared to "general computing" magazines for quite a few years, most publications encouraged computer users to get involved in programming their machines themselves. Magazines published type-in listings each month, allowing you to get "free" software in exchange for the cover price of the magazine, a bit of your time and some blank media to save it on. Public domain libraries appeared and thrived. And many folks simply wrote their own software to do something their computer couldn't already do. With BASIC built-in to pretty much every 8-bit machine, anyone could become a programmer just by turning the damn thing on.

Home computers continued to thrive even with the advent of consoles

The NES didn't "save" gaming in Europe in the same way that it did in the States. It was present, sure, but the only person I know who had one was my Uncle Peter (or perhaps more accurately, his daughter Gemma). We certainly didn't have one. I knew one guy who had a Master System, but I think he only had one game for it and he certainly didn't consider himself a gaming nerd.

Console gaming really started to pick up in Europe — or at least in the UK, from my experience — with the advent of the 16-bit era. That's when we really started to get a glut of specialist gaming magazines focusing on individual platforms, and that's when I knew more people who started to get Mega Drives and SNESeses.

But those consoles never replaced home computers. My best friend in high school, Edd, had a Mega Drive, but he spent much more time on his Amiga 500. I had a SNES, but I still spent much more time on the Atari ST and even the Atari 8-bit, which we still kept out and in use for many years. And the press reflected this, also: multiformat magazines tended to prioritise Amiga and Atari ST, with console games often relegated to their own little section, like they were a curiosity. And just as there were specialist gaming magazines for platforms like the SNES and Mega Drive, there were also individual mags for the ST and Amiga, too. And in many cases, those mags were more substantial than their console counterparts — often aimed at a slightly more mature audience, too.

Not only that, but the "free software" sector continued to thrive, too. While the ST and Amiga didn't ship with built-in BASIC like their 8-bit predecessors, there were still plenty of easily accessible packages for both that allowed anyone to get programming. Public domain software, likewise, continued to thrive, with public domain titles distributed through magazine coverdisks, through public domain libraries and through early online services such as bulletin boards.

Particularly notable from this era are STOS and AMOS, flavours of BASIC for Atari ST and Amiga respectively, which featured game-centric features such as sprites, sound generation, interrupt-based music and all manner of other good stuff. Both, as you might expect, were widely used to make both public domain and commercial titles by enthusiast developers. STOS and AMOS were made by Francois Lionet and Constantin Sotiropoulous, the former of whom founded Clickteam. Clickteam made Klik and Play, which saw several follow-ups, the latter of which, Multimedia Fusion (or just Clickteam Fusion now), is still in use to this day to make commercial games. Played Freedom Planet? You've played a game whose lineage can indirectly be traced back to STOS.

Things only really shifted firmly in favour of consoles when the PlayStation showed up, but even then, MS-DOS PC gaming had already hit its stride with the advent of 256-colour VGA graphics and sound card support.

Without the European home computer scene, there's a lot of today's developers that wouldn't exist

This is the most important thing to bear in mind, I think. So many of today's developers and publishers can be traced directly back to '80s home computer labels.

Codemasters? They used to specialise in budget-priced cassette games made by teenagers in their bedrooms. Rare? They started out making Spectrum games. Sumo Digital? They can be traced back to Gremlin Graphics, who were there from the very early days of 8-bit home computer games. And there are countless more; if you were to go through everyone Of A Certain Age in today's European games industry, you will almost certainly find a significant portion of them who cut their teeth working on home computer games.

Hell, this is even the case in the States, too. Folks who were making home computer games in North America, in many cases, continued on into careers in the later console sectors. I learned the other day that Cathryn Mataga, maker of the excellent Shamus and Zeppelin on Atari 8-bit, also made the frankly incredible port of Dragon's Lair to Game Boy Color, to name just one example.

Revenue isn't the whole story, not by a long shot

It keeps coming back to this. Sure, the money numbers might look smaller for the European games industry throughout the '80s. But in terms of the usage of these systems, the passion, the things that are harder to track through anything other than anecdotal evidence and the lived experiences of folks who were there? Absolutely nothing beat the home computer scene of the 8-bit and 16-bit era in Europe.

Hell, our favourite Atari computer magazine ran from 1982 until 1998. That's an astonishing achievement for a publication that covered the Atari 8-bit platform from its very first issue right up until its sad finale. And Atari 8-bits were a niche platform; the Spectrum, Commodore 64 and Amstrad all did way better in the market.

Look, I'm not saying American video game history isn't important. It is. It's where video games as we know them today were born, after all. But we've gotta get over this assumption that anything that happened outside of North America or Japan was somehow not important. '80s home computing was — is — much more than just a fad or a scene. For many folks, it was video games. For many folks, it was life. And acknowledging that doesn't make Pong, the Magnavox Odyssey, the Atari 2600 or the NES any less cool or revolutionary.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 286: It's Xenoblade time https://imnotdoctorwho.moegamer.net/2025/03/20/oneaday-day-286-its-xenoblade-time/ https://imnotdoctorwho.moegamer.net/2025/03/20/oneaday-day-286-its-xenoblade-time/#respond Thu, 20 Mar 2025 23:30:39 +0000 https://imnotdoctorwho.moegamer.net/?p=28371 It's Xenoblade Chronicles X: Definitive Edition release day, and I was very good and didn't even boot it up until I'd done all my work for the day and emptied the cats' litter trays and gone out to get some stuff from the shop. Still managed nearly four hours of getting into the swing of … Continue reading #oneaday Day 286: It's Xenoblade time

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It's Xenoblade Chronicles X: Definitive Edition release day, and I was very good and didn't even boot it up until I'd done all my work for the day and emptied the cats' litter trays and gone out to get some stuff from the shop. Still managed nearly four hours of getting into the swing of things.

It's a delight to return to this game. As I've alluded to several times, I'm going to do some more in-depth coverage of this over on MoeGamer as I play through, but I thought I'd also post some first impressions from the Switch port here, since it's what the majority of my evening has consisted of.

It's been a long time since I played the Wii U version (ten years, in fact!) but a lot of things already feel comfortably familiar. I even inadvertently picked the exact same voice for my character that I did first time around, though I didn't realise I'd done that until she came out with one particular line that suddenly triggered a memory.

Xenoblade Chronicles X is an absolutely massive game, but it does a good job of easing you into things. The early story missions take you through the absolute basics you'll need to know to get up and running, then by about the third chapter you can start enjoying some of the game's more "freeform" structure by taking on various missions. As you continue to progress the main story, you unlock other features such as the online modes and the ability to pilot (and later fly) the "Skell" giant robots. Crucially, though, the game doesn't throw all this at you at once. You can quite feasibly spend a very long time playing the game before even getting anywhere close to jumping into a Skell.

The main thing I was wondering about, which is how they'd implement the hex-based "segment map" that was originally on the Wii U GamePad's screen while you played, has been incorporated about as well as they could have done given the Switch's lack of a second screen. It's now a separate Map screen that you can access from the game's main menu, which means you can't look at it while you're wandering around, but it does also mean you can concentrate on it without having to worry about Tyrants coming to attack you while you tinker with your mining probes.

Performance and visuals-wise, the Switch version does a great job. There are understandable technical limitations of the same ilk seen in other Xenoblade games on the console — most notably characters and some objects "popping in" as you approach rather than being drawn from a distance — but, given the scale of the game and the relatively underpowered hardware it's running on, it's just fine. The tweaks to the interface to make it more readable are very welcome indeed, and I suspect even more so for those playing in handheld mode; this is really a game made for big TVs, though, as the vistas throughout remain absolutely spectacular.

Coming to this almost straight off the back of Xenoblade Chronicles Definitive Edition, it's also interesting to note how different the combat feels. While the basic mechanics are almost identical, the focus on responding to your party members' callouts and the ability to switch between ranged and melee weapons on the fly really makes battles feel a lot more dynamic. Enemies move around a lot more, too, meaning you also have to move a lot more to be able to strike them from the side or behind — and a welcome addition over the original Xenoblade's combat is a clear on-screen indicator as to whether you're considered in front of, flanking or behind an enemy.

I'm very happy to be back on Mira, and since I have no other "big games" going on right now, I'm going to see quite how much of this game I can complete this time around. Because although I finished the storyline of the Wii U version, I feel like I only scratched the surface of the things the game has for you to do. Because as I saw someone else point out the other day, Xenoblade Chronicles X is actually two stories: one is about your companion Elma rather than you, and that's the "main scenario" you go through. The other is the emergent narrative you build yourself: your career with BLADE, the missions you complete, the people you encounter, the choices you make. And it's that latter part that goes on for a lot longer than the relatively short main scenario.

Because I was deep into Final Fantasy XIV at the time Xenoblade Chronicles X came out for the first time, I felt a certain amount of "guilt" at getting too invested in the latter. But since I've drifted away from Final Fantasy XIV for the moment, Xenoblade Chronicles X is getting my full attention. And if you're yet to play it, I highly encourage you to check it out this time around. You no longer have the excuse that it's on a platform that no-one owns, because it's on one of the most popular console platforms in the known Universe.

Anyway. I wanted to post something about it today at least. I should probably go to bed now, but there are missions to do, things to find, Tyrants to fight…


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 285: On that thing what Gareth Southgate said https://imnotdoctorwho.moegamer.net/2025/03/19/oneaday-day-285-on-that-thing-what-gareth-southgate-said/ https://imnotdoctorwho.moegamer.net/2025/03/19/oneaday-day-285-on-that-thing-what-gareth-southgate-said/#comments Wed, 19 Mar 2025 13:40:51 +0000 https://imnotdoctorwho.moegamer.net/?p=28368 Former England manager and renowned penalty whiffer Sir Gareth Southgate recently delivered the prestigious Richard Dimbleby lecture, as reported by The Guardian (and doubtless some other places, but The Guardian is where I saw it). The thrust of Southgate's speech was the plight of young men, and how they are, I quote, "feeling isolated, grappling … Continue reading #oneaday Day 285: On that thing what Gareth Southgate said

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Former England manager and renowned penalty whiffer Sir Gareth Southgate recently delivered the prestigious Richard Dimbleby lecture, as reported by The Guardian (and doubtless some other places, but The Guardian is where I saw it).

The thrust of Southgate's speech was the plight of young men, and how they are, I quote, "feeling isolated, grappling with their masculinity and with their broader place in society".

I agree with this part, though I'd probably broaden it to "most men" rather than just "young men". We are encountering a problem I could have predicted a decade ago: that strides forward in progressive attitudes are leaving some men feeling somewhat cast adrift.

This isn't to say that the broad shifts in progressive attitudes are in any way wrong, I hasten to add, whatever the current United States administration might be attempting to do right now. No, on the contrary, it's good that, on the whole, we have much less sexism, racism, homophobia and transphobia than we used to have. We haven't eliminated any of these problems, unfortunately, but progress has been made.

As part of all that happening, though, there was a certain amount of demonisation of privileged groups in society. Not universally, by any means, and again, I'm not saying that white men deserve to be "better" than anyone else. But for a good decade or more, men have been facing something of an existential crisis as society attempted to "make up" for their historical position of privilege. And this, in turn, has led to things like the loneliness epidemic among young men, the alt-right pipeline and all that business. That's a thing that has happened. The question is why.

Southgate argued that these men "spend more time online searching for direction and are falling into unhealthy alternatives like gaming, gambling and pornography". This quote, unsurprisingly, is the one that has been largely taken out of context and objected to. And I don't disagree with the people who did that. While gambling is hard to defend, I firmly believe there's a place in society for both gaming and pornography, and that neither of them are inherently evil things. The problem, as with so many things, is the groups that spring up around those things.

Which, as it happens, is what Southgate's speech went on to criticise.

"This void is filled by a new kind of role model who do not have their best interests at heart," he said. "These are callous, manipulative and toxic influencers, whose sole drive is for their own gain. They willingly trick young men into believing success is measured by money or dominance, never showing emotion, and that the world — including women — is against them. They are as far away as you could possibly get from the role models our young men need in their lives."

The key nuance that Southgate is missing here is that while some "influencers" (ugh, I hate that word, but I'll use it for the sake of quotations in this instance) in the gaming, gambling and pornography spaces are having a harmful effect on young men's wellbeing, this is not a universal thing by any means. (Again, I'd make the argument that gambling is the hardest to defend here, but even that's by no means a universal negative — look at things like The National Lottery and the charitable organisations attached to them.) I hate to be all "not all [x]", because people seem to take that as you having lost an argument, but it really is the case in this instance.

What he's getting at is exactly what I described above (and back in this post) — disenfranchised young men are finding what they believe to be "role models" in figures like Andrew Tate and Jordan Peterson, who are saying the things they want to hear, and reinforcing harmful attitudes. And these figures "recruit" from fields that young men are interested in — like gaming, gambling and pornography.

The nuance is that gaming, gambling and pornography aren't themselves to blame for the existence of Tate, Peterson and others like them, but rather they just happen to be where figures like that found their most fertile markets. Being into gaming, gambling or pornography doesn't mean you're immediately going to get sucked down the alt-right pipeline into a life of perpetual fury at the world — but I can see how that happens, as I've described elsewhere.

I think it's important to highlight the positives of these things. Gaming, in particular, is probably the fastest growing creative medium in the world, and is a truly democratised form of art. Anyone from a solo independent developer to a huge multinational corporation can make a game, and the market will support that. Granted, it's harder for a solo independent developer to make as much of a splash as a huge multinational corporation with an army of marketing specialists, but it's not impossible — look at stuff like Vampire Survivors and even Minecraft's origins.

Gambling, as I say, is harder to defend, but not impossible. While a gambling addiction can be utterly devastating to individuals and families alike, I don't see the harm in an occasional flutter on the National Lottery, particularly when the money is going to Good Causes™. Sports betting, I'm not even going to try and defend. But you hopefully see my point.

And pornography. While there has always been exploitation and suffering surrounding the production of pornography, today we have a society where sex workers aren't treated as something shameful to be swept under the rug, but where they have meaningful contributions to online discourse, and where the most prolific, uh, performers can make a surprising amount of money, often for just posting videos online. We have artists who focus on drawing pornography as a means of self-expression, or to cater to the tastes of their audience. And that audience gets to explore their fantasies and learn about their tastes in a safe environment.

All of these fields have their negative, toxic ends. "Gamer" discourse surrounding the recently released Assassin's Creed Shadows, for example, shows that we still have a lot of work to do with regard to racism. I don't know anything about the gambling influencer sphere, but it doesn't seem like… something I want to get involved with. And, of course, pornography still has the exploitation element, even in seemingly democratised scenarios such as OnlyFans.

But then… doesn't anything have its toxic element? Southgate's own field of football has its own problems with racism, homophobia, xenophobia, hooliganism and violence, but I don't see him acknowledging that. It feels just a little disingenuous to specifically pick out the things he did in his speech; it's approaching "moral panic" territory, and while there are things we can work on with regard to all of those fields, I don't think it's justified to make blanket statements like "gaming is an unhealthy alternative to having a father figure".

Toxic influencers are a different issue to the games industry in general. The games industry has its own problems that it still needs to grapple with, but it is not a direct, straight line from gaming to Andrew Tate. Southgate argues that "success is about much more than the final score; it isn't a straight line, and it's not a single moment". The same is true for negative cycles, too; you can't point to one single thing and go "that is the cause of all my woes".

For my part, I believe the increasingly abusive practices of algorithm-driven social media are more harmful than anything else when it comes to the situation men find themselves in these days. Because social media is how those harmful messages get out and how they are spread — often with the full approval of the platform holders, because they know the most toxic waste of the Internet is that which gets the most "engagement". But social media is just part of a much more complicated picture, and one we could do well with trying to zoom out and see the entirety of.

Men are suffering. Men are feeling isolated. Men are grappling with their masculinity and with their broader place in society. Gaming and pornography, like anything else, within reason, can be a comfort for those men when engaged with in moderation. They are not the enemy. It is, however, correct to say that toxic "influencers" are a real problem, so that is what we should perhaps be looking at more closely.


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#oneaday Day 284: It's almost Xenoblade time https://imnotdoctorwho.moegamer.net/2025/03/19/oneaday-day-284-its-almost-xenoblade-time/ https://imnotdoctorwho.moegamer.net/2025/03/19/oneaday-day-284-its-almost-xenoblade-time/#respond Wed, 19 Mar 2025 00:01:42 +0000 https://imnotdoctorwho.moegamer.net/?p=28365 Just two more days until Xenoblade Chronicles X arrives on Switch. Well, actually, in 15 minutes (as I type this sentence), it will technically be "Xenoblade Chronicles X is out tomorrow". I am, if it was not already clear, really looking forward to diving back into this wonderful game. I am a little concerned it's … Continue reading #oneaday Day 284: It's almost Xenoblade time

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Just two more days until Xenoblade Chronicles X arrives on Switch. Well, actually, in 15 minutes (as I type this sentence), it will technically be "Xenoblade Chronicles X is out tomorrow".

I am, if it was not already clear, really looking forward to diving back into this wonderful game. I am a little concerned it's going to get lost in the rush of other stuff that's coming out this week — most notably the new Assassin's Creed game, which, after a lot of people tutting and clicking their tongue at Ubisoft for the last few years, everyone seems to be all over, regardless.

One doesn't have to cannibalise the other, of course. I have zero interest in Assassin's Creed, but am eagerly awaiting Xenoblade Chronicles X, and I'm sure I'm not the only one in the same position. My concern is that the people with the loud voices and the column inches to spare will concentrate entirely on Assassin's Creed and not give Xenoblade more that a cursory look. And that will be a great shame indeed.

But rather than moaning about it, I am going to do what I do best: hyperfixate on it for an indefinite period of time, and write extensively about it over on MoeGamer. That's right, I'm essentially resurrecting the "Cover Game" feature, though I don't know if it's going to be a fixture. I certainly am going to give Xenoblade Chronicles X the multi-article treatment, though, taking a look at its mechanics, narrative, setting, worldbuilding, aesthetics, music and all manner of other good stuff in a frankly obsessive amount of detail. Because, dammit, it deserves it.

My whole thinking behind the Cover Game feature on MoeGamer when I first started it was that I wanted to give niche-interest games the same level of blanket coverage that big-name triple-A stuff gets. And, while I've covered a few games that some might argue were triple-A in and of themselves — most notably Final Fantasy XV — I stuck to that philosophy, without clickbaiting and without resorting to a million pieces of "guide content" to juice up the SEO.

It's been a long time since I've done that over on MoeGamer, primarily because when I was in my prime of doing it, I was working an incredibly boring job that afforded me an extraordinary amount of time to doss off during the daytime without anyone noticing. So rather than just sitting around being bored, I used that time to write. And I wrote a lot.

Today, my day job is more actively involving, and I'm busy pretty much every day, so any kind of writing has to be done in my free time. I don't begrudge myself that time, to be clear, but it does mean time I would otherwise be spending researching what to write about has to be taken up… doing the actual writing, y'know.

Anyway. Xenoblade Chronicles X is worth it. It's a spectacular game. If you've never come across it before, it, for me, remains the benchmark "lost on an alien planet simulator", even beating out far more sprawling affairs such as No Man's Sky and Elite Dangerous. These games aren't directly comparable, of course, but taking a look at Xenoblade Chronicles X — and indeed the Xenoblade series in general — shows what a difference having a large but nonetheless handcrafted world can make to your immersion in something. No Man's Sky and Elite Dangerous may have a bajillion killion haptimillion planets and solar systems to explore, but since they're all procedurally generated, a lot of it is… well, a bit boring. That's how I feel about them, anyway; I've struggled to hold my attention with either of those games, despite respecting what they're doing.

Xenoblade Chronicles X, meanwhile, dumps you on just one wonderfully crafted world and tells you to get on with things. One wonderfully crafted world with several very distinct areas, at least one of which will be heaven for anyone who has ever appreciated a Roger Dean album cover, from what I recall.

But anyway. Xenoblade Chronicles X is nearly here, and I'm looking forward to it. The press may yet surprise me and give it some solid coverage, but regardless of whether or not that actually happens, I will be there, pen in hand, ready to report from the front lines of Mira.

BLADEs assemble!


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#oneaday Day 283: We should probably be resisting generative AI more than we are https://imnotdoctorwho.moegamer.net/2025/03/17/oneaday-day-283-we-should-probably-be-resisting-generative-ai-more-than-we-are/ https://imnotdoctorwho.moegamer.net/2025/03/17/oneaday-day-283-we-should-probably-be-resisting-generative-ai-more-than-we-are/#respond Mon, 17 Mar 2025 17:57:25 +0000 https://imnotdoctorwho.moegamer.net/?p=28361 There was a good piece by 404 Media on "AI slop" today. Author Jason Koebler described the issue as AI slop being a "brute force attack on the algorithms that control reality", and goes on to explain how those taking advantage of AI are exploiting social media algorithms to such a degree that platforms are … Continue reading #oneaday Day 283: We should probably be resisting generative AI more than we are

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There was a good piece by 404 Media on "AI slop" today. Author Jason Koebler described the issue as AI slop being a "brute force attack on the algorithms that control reality", and goes on to explain how those taking advantage of AI are exploiting social media algorithms to such a degree that platforms are now flooded with this garbage, making it hard to find 1) anything made by a real person and 2) anything made by someone you might actually want to connect with.

There is zero value to this stuff, other than self-fulfilling engagement. Presumably the long game is to build up "the numbers" with this shit, then sell the accounts, or make bank off impressions-based ad revenue. And the platform holders don't give a shit; as Koebler points out in his piece, it seems like Mark Zuckerberg actively wants the experience on Facebook to be real humans arguing over AI-generated slop rather than anything real and meaningful.

And I don't understand why we're letting this happen. Not only on social media, but in more "traditional" industries, too. It's happening to a frightening degree in publishing, with myriad "get rich quick" schemes fundamentally being based on churning out multiple AI-generated books every week (or even day) and then profiting off, let's face it, vulnerable people who aren't able to tell the difference between garbage churned out by a robot and something written by an actual human being.

As Koebler puts it, "there is a dual problem with this: it not only floods the Internet with shit, crowding out human-created content that real people spend time making, but the very nature of AI slop means it evolves faster than human-created content can, so any time an algorithm is tweaked, the AI spammers can find the weakness in that algorithm and exploit it."

At the moment, there are a few common responses to generative AI:

  • "I love generative AI! The genie is out of the bottle, so if you're resisting it you're a Luddite who isn't embracing the latest technological innovations!"
  • "Generative AI is just a tool that people can add to their arsenal, like digital art packages. I can't really tell you how or why that's a good thing, but I heard someone else say it so I'm saying it too."
  • "Generative AI might be useful in certain circumstances, but I can't really tell you what they are because no-one really knows or can offer specific, concrete examples that aren't prone to hallucinations to such a degree to make them worthless."
  • "Generative AI sucks balls and I hate it."

I'm somewhere towards the bottom of that list, leaning towards hating it and very much wanting it to go away. At present, I am disinclined to trust the people who claim it will be "revolutionary" for things like medicine, because of the amount of times it fucks simple things up, still. I am also concerned for the field of programming, because as more and more junior coders show up who are only capable of feeding prompts into an AI, not actually doing (and checking!) the coding themselves, we're going to have a real problem on our hands with software development.

At the same time, I'm sure there are some worthwhile use cases for a means of communicating with a computer using natural language. I mean, hell, look at Star Trek; the assumption there was that you could just say "Computer" like you say "Alexa" today, then rattle off an often fairly abstract task for it to complete, and it would do it. That is, presumably, the goal.

But AI isn't there yet, not by a long shot, which is why ChatGPT costs $200 a month for a subscription and can't really tell you what it's for, let alone how to stop it making stupid mistakes, and in the meantime the companies involved in all this shit are burning through both money and the planet's natural resources in pursuit of something which might, in fact, be impossible. "Agents" are coming, apparently, but all we've seen of them so far is making things that are already pretty straightforward to do on the Web (like grocery shopping) actively more cumbersome, and OpenAI's "deep research" tool is utterly laughable at this point, pulling out citation-free forum posts and SEO-optimised slop ahead of actual, worthwhile information written (and reviewed) by humans.

You, reading this, almost certainly know all this, and perhaps you've even read or shared some articles talking about the problems with AI slop and the problems that is causing all over the Internet. But what have you done about it? Because I feel like we should be doing more about it, rather than just pointing and tutting at it, going "whoo, lad, that generative AI sure is a bit shit, isn't it? Someone should do something about it."

The trouble, of course, is that it's difficult to do anything meaningful about it, particularly when big corporate entities like Microsoft are the ones forcing it onto people through things people use every day like Windows, Office 365, and even the bloody Xbox. I mean, sure, you can find ways to disable it when it does show up, but these workarounds often end up circumvented by the corporations, meaning you need to faff around even more to get rid of the shit. And sure, you can install Linux, but that carries its own burden of needing to know how to do that. Which you and I might be comfortable doing, but what about people who use computers more casually; those who don't know how they work, but just want to be able to get on with simple tasks without intrusive AI features popping up every few seconds?

All we can do, really, is make a specific effort not to use generative AI tools when there are other alternatives available. I will never, ever use generative AI on this site, MoeGamer or my YouTube channel to produce words, scripts, images, thumbnails or videos, however tempting it might be as a "quick fix" to get something done. If that means there are things I either can't do or would have to pay a specialist to be able to do, I will either go without the thing or pay a specialist. Or perhaps even learn how to do the thing myself.

That's a crucial one, I think. Over the years, I've learned how to do a lot of things on computers simply by running into an issue I don't know how to solve, researching it myself and learning how to deal with it. Some of that knowledge I've retained, some of it fell out of my brain the moment I finished using it, but on the whole I've had a net gain on knowledge simply through running into problems and taking the initiative to learn how to fix them myself. I suspect many people who grew up with computers throughout the '80s and '90s are the same.

I'm not going to tell you what to do. But I am going to tell you what I'm doing:

  • I will not use ChatGPT to research anything, when perfectly good information is available through well-established, reliable, trustworthy and peer-reviewed sources both online and offline.
  • I will not use AI image or video generation for anything, period. If I need an image or video of something, I will produce it myself, search for a usable (and suitably licensed) stock or otherwise publicly available image or video, providing credit where appropriate, or just not use that image or video.
  • I will not use AI voice generation to make a "famous" voice say something it never said. Even if it's really funny. I will freely admit to having done this in the past (only among friends), but that was before we really knew or understood the numerous negative impacts that generative AI has on both the environment and on culture.
  • I will not use AI to create content for the sake of content. I write here because I like writing. I write on MoeGamer because I like writing about games. I make videos because I like making videos. I am not entitled to a "share" of the Internet based on the volume of stuff I churn out, nor am I entitled to be able to make a living from it. I will not pollute the Internet with meaningless slop.

Someday, there may be a valid use case for generative AI. I am open to that. Right now, I do not believe that is there, and I believe the continued proliferation of generative AI online is actively harmful to the Internet specifically, and human culture more broadly.

It needs to stop. But I'm concerned the "genie in a bottle" people are right, and that now we've started this process of enshittifying the entire Internet, we can't stop it again.

But we can make our own little corners of the Internet a safe haven away from the deluge of sewage. And that's what I'll continue to do.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 282: A lost art - the GameFAQs Legal section https://imnotdoctorwho.moegamer.net/2025/03/16/oneaday-day-282-a-lost-art-the-gamefaqs-legal-section/ https://imnotdoctorwho.moegamer.net/2025/03/16/oneaday-day-282-a-lost-art-the-gamefaqs-legal-section/#respond Sun, 16 Mar 2025 21:35:35 +0000 https://imnotdoctorwho.moegamer.net/?p=28358 If you've been playing video games for as long as I have, doubtless you remember how important GameFAQs once was to folks trying to beat games, before commercial games websites worked out that the SEO juice for posting one (probably AI-generated) "guide" per individual thing you have to do in a game was more potent … Continue reading #oneaday Day 282: A lost art - the GameFAQs Legal section

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If you've been playing video games for as long as I have, doubtless you remember how important GameFAQs once was to folks trying to beat games, before commercial games websites worked out that the SEO juice for posting one (probably AI-generated) "guide" per individual thing you have to do in a game was more potent than a thousand reviews.

One of my favourite things about the FAQs that were posted on GameFAQs was when the author decided to use the "Legal" or similar section to have a good old rant about something which obviously meant something to them. Here, for example, is the copyright section of "Kertra"'s 2003 guide to Metal Slug on NeoGeo:

This FAQ is for personal use only. Do not distribute it or use it for profitable purposes. If you want to post this FAQ on a website, contact me before doing anything and send the URL of your site. Plagiarism is a crime, just ask. I have no objection on my FAQ being posted on someone else's site but you must give credit where it is due. 

Also, please keep in mind that under no circumstances, are you allowed to make any changes to this FAQ! It must remain as it is and moreover, you are not allowed to rip off part(s) of this FAQ to put in another FAQ. No banners or advertisements are to be attached to it and it must remain in its original form (NO HTML!). Moreover, the site must be a non-commercial and non-profitable one.

This document is protected by US Copyright Law, and the Berne Copyright Convention of 1976. I'm well aware of my rights and will not hesitate to take legal action against you if you don't follow these guidelines. If you wish to take some info from this FAQ to include in a more elaborate one, write to me first and tell me what it is all about and I'll think about it.

This is excellent stuff. I love how it gradually builds and escalates as it goes on, culminating in threats of legal action under both United States copyright law and the Berne Copyright Convention. Amusingly, they'd researched enough to know that the Berne Copyright Convention existed, but got the date wrong on it: its most recent revision appears to have been 1971, not 1976. It goes deeper, though; 1976 is actually an important date to copyright law, because there was a revamp of the United States copyright legislation that year.

The exhortation to not attach banners or ads to the FAQ and the stern NO HTML! appears to have not been legally enforced by poor old Kertra, mind, as GameFAQs is now owned by Gamespot, and I suspect if I turned off my adblockers to look at it, there would be at least one banner ad somewhere, and the site now automatically HTML-ises all FAQs rather than hotlinking directly to the text files.

Let's see if we can find some more of these. Here's a good one, from DingoJellybean's Final Fantasy VII FAQ of 2001: (As a bonus, check out this archive link for DingoJellybean's old GeoCities site, featuring some delightful early 21st century HTML jank and an early example of a blog.)

NOTE: From now on 1/10 Final Fantasy 7 messages regarding how to beat the game will be answered. If you ask me a question already on the walkthrough, your email will be submarily deleted. Use Crtl+F to search what you are looking for. Even if you beg me to read the email I will most definitely delete the message. Too many stupid questions already in the walkthrough has been asked of me. I got over 700 emails regarding this game alone, I will delete those with the subject Final Fantasy 7 on it. If you do subject a title something else, but you ask a Final Fantasy question on the message, your email will be permanently blocked, no ifs, ands, or buts about it. I updated this FAQ massively, in hopes that questions will be answered in the FAQ. I've included everything to make sure dumb emails won't come to me again. If I'm in a good mood, I'll answer your email, but when I see another FF7 question that puts me out on a bad mood. If you want to talk that's fine, but I know what is in my FAQ and what is not. I will read your message occasionally and decide what to and what not to reply, and if you flame me or criticize me negatively I will send a flame right back at you and block your email address so that you can never contact me again unless you create a new email account and behave. This is also quite possibly the LAST time I will ever update the FAQ. If enough requests comes in(which I doubt) the FAQ will be updated if you are specific in which areas needs to be updated. Also take a look at Mr.Prolific's million dollar worth FF7 FAQ, its great and has massive information only Kao Megura can provide.

Now that's a quality rant. Okay, it's not a "copyright" or "legal" section, but this is another prolific subgenre of GameFAQs rants: people who wrote an FAQ getting absolutely apoplectically furious that anyone emailed them about their FAQ, when more often than not they put their email address in the FAQ.

I'm a particular fan of the threat to "submarily delete" [sic, obviously] your email and the tonal whiplash that is "if you flame me or criticize me negatively I will send a flame right back at you and block your email address so that you can never contact me again unless you create a new email account and behave". Magnificent stuff.

Let's see if we can't find another good one. Oh, this one is nice, not for being mad (which it isn't), but for actually being remarkably pleasant. I would place good odds on this one, from a Sonic the Hedgehog FAQ written in 2003, being by a girl, just because of the sheer lack of overtly aggressive posing:

If you are going to use this guide on your site, the least you can do is ask permission first by e-mailing me at <REDACTED BY PETE>. Make the note short and sweet. If you're e-mailing me about anything, whether it's related to this guide or another one or what, put what you're talking about in the subject line of your message. I need to be able to differentiate the spam from the important stuff. I really can't keep people from stealing guides, I mean, it's going to happen, what can I do? But you know. Whatever. Just ask before you do it. Most people can do it with little or no problems.

If you use my guide on your site, you may HTML-ize the text or change the way it's set up on the page, but don't change a single letter. All words must remain the same - don't alter anything whatsoever. I would like to see screenshots added to some of my guides though. I always thought that would look super-sweet.

"Snow_Dragon", as the author calls themselves, also gives a shoutout to their Dad in the credits section for "moving the big computer into my room". Sweet.

It's weird to say, but I miss this. All this represents a long-gone era of the Internet, replaced, as with so many things, by social media. There are still folks out there writing FAQs on GameFAQs — and God bless 'em, as I'd still always rather go to GameFAQs than a clickbait guide on a commercial website, even if GameFAQs is part of Gamespot now — but the earnestness, the passion, the inexplicable fury of those little personal asides in late '90s/early '00s GameFAQs submissions is just one of many things that I don't feel like we really see any more.

Oh well. At least all those lovely examples of the art form in its prime still exist. Here's hoping GameFAQs is around until the very end of the Web.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 281: Bedmods and Boomsticks https://imnotdoctorwho.moegamer.net/2025/03/15/oneaday-day-281-bedmods-and-boomsticks/ https://imnotdoctorwho.moegamer.net/2025/03/15/oneaday-day-281-bedmods-and-boomsticks/#respond Sat, 15 Mar 2025 15:47:28 +0000 https://imnotdoctorwho.moegamer.net/?p=28352 I saw an interesting bit of discussion over on Bluesky earlier, and thought it might make for a blog post worth pondering, so here we are. The subject is video game modding, a matter for which I have feelings that are probably best described as "complicated" and "somewhat nuanced". I appreciate that these descriptors are … Continue reading #oneaday Day 281: Bedmods and Boomsticks

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I saw an interesting bit of discussion over on Bluesky earlier, and thought it might make for a blog post worth pondering, so here we are. The subject is video game modding, a matter for which I have feelings that are probably best described as "complicated" and "somewhat nuanced". I appreciate that these descriptors are generally best avoided on the Internet at large, but this is my blog, so I do what I want with it.

Anyway, the discussion stemmed from this post by John Linneman of Digital Foundry, quoting another user with whom he had been having a discussion about the raytraced modified version of Half-Life 2 which has been doing the rounds recently.

I was a little surprised and intrigued by this response amounting to insinuating that mods are bad, basically. It’s basically the foundation of PC gaming. What do ya’ll think? Do they have a point or do you disagree?

John Linneman (@dark1x.bsky.social) 2025-03-15T14:40:41.981Z

"Fumseck"'s argument was that RTX-ifying Half-Life 2 was compromising the creators' original artistic vision for the game by adding technology to it that wasn't possible on its original release, and adding in things like lighting effects that weren't present in the game's original incarnation.

Half-Life 2 is actually a rather complicated situation to ponder with regard to mods, because the game (or at least the Source engine) was built very much with modding in mind, and Half-Life 2 developer Valve have themselves gone back multiple times over the years to completely rebuild Half-Life 2 with more up-to-date features and tech. So surely RTX-ifying it is just a natural progression from this?

Thing is, I see Fumseck's argument. Not necessarily for Half-Life 2, which was already a game whose visuals were taking aim for something approaching "realism", and thus raytracing is a natural inclusion. But definitely for other games.

For example, a little while back, this video did the rounds:

It's about a modified version of Doom II which has raytracing. Now this, I'd argue, is a step too far for my personal tastes, because while the raytraced version of Doom II does indeed look very lovely and atmospheric and all that… it doesn't look like Doom II any more. It looks like a modern game that is inspired by Doom II and deliberately using features such as sprite-based enemies and items as a means of paying homage to Doom II. But it doesn't look or feel like Doom II.

In adding the raytracing, the modders have made it look nicer, but I feel they've compromised the distinctive look and feel of Doom II. Doom II was built with the technological limitations of the era in mind, and as such, everything it does, it does for a valid artistic reason. If you eliminate some of those limitations, you fundamentally change the way the game's aesthetic is designed, and that's when you're stepping into "compromising the artistic vision" territory, so far as I'm concerned. Half-Life 2, meanwhile, already had dynamic lighting and HDR; adding raytracing atop that is a natural fit because it doesn't fundamentally change the way Half-Life 2 looks.

Same with Minecraft. I actually rather like the way raytraced Minecraft looks, but I also feel playing it like that is compromising the artistic style of the game. Minecraft was very deliberately designed to look like an old game, but combine those aged aesthetics with things that wouldn't have been possible on older tech, such as its vast world, its completely destructible landscape and the player's ability to build anything, anywhere.

So I think when it comes to visual mods, my attitude is "if visual mods are enhancing what the game is already clearly trying to do, they're maybe fine, so long as they don't overdo it; if visual mods are fundamentally altering the core aesthetic and stylistic choices of the game, I don't like them."

So that's one aspect of modding covered. But modding is much more complicated than that. And, as a result, so are my feelings towards it.

As I've already noted, I'm fine with games that are built with modding in mind from the outset. My earliest contact with these was way back in the Atari 8-bit era, when numerous games shipped with a "Construction Set" or similar on disk, or sometimes available as a separate purchase. Mr Robot and His Robot Factory. Dandy. Boulder Dash. All these games, and numerous others, were designed in a way that they could be modular: the artistry was mostly in the combination of the game's aesthetics and the way its mechanics worked — though of course, some praise should be given to the built-in level designs, too. Just because you have access to the Boulder Dash Construction Set doesn't mean you can immediately make a good Boulder Dash level, after all.

A game that is built in this way can, in theory, be enjoyed indefinitely, because once you've mastered the built-in levels, you can make some new ones, or you can swap your creations with friends. With games like this, I do find myself thinking "well, I don't really want to be playing this game forever", but that's entirely a "me" problem; the way I play games is that I like to focus on one "big project" at a time, and if that "big project" turns out to be something that just has no end, I often end up not even starting it in the first place.

Looking further forward, games with modding support have always been a thing. It was easy to replace the map and graphics files in Wolfenstein 3-D, for example, though I don't think id Software themselves necessarily expected the modding scene to take off for that as much as they did. Hell, even I made two hundred dollars by making Wolfenstein levels!

They paid attention, though, and both Doom and Quake (and their numerous spinoffs and sequels) were very much built with modding in mind. Quake even gave direct access to the game's core mechanics and logic through its "Quake C" programming language, allowing you to completely change the fundamental way the game worked — see mods like Quake Rally, Quess and AirQuake.

The explicit, developer-approved "Construction Set" being a thing is somewhat rarer these days, but it still exists. Bethesda games often ship with creator tools of some description, for example, and the Neverwinter Nights series set the benchmark for role-playing games with user-generated material, so far as I'm concerned. Then of course there's games where "creation" is a core part of the overall package right from the outset, like the TrackMania series.

Of course, all these things are very much a PC thing for the most part; while I'm not sure I'd go as far as Linneman's point that they are a foundational aspect of gaming on PC, it's rare to see console players have the opportunity to tinker with their favourite games. Modding does happen, of course, but it's a much more niche interest thing when it comes to console games. And I don't think that's necessarily a bad thing.

Because here's what I think my fundamental feelings about modding are: Not every game needs to have mod support. Not every game needs to be modded. And if a game "needs" mods to be worth playing, it probably wasn't very good in the first place.

I'm fine with folks making new levels for Doom, Quake and their successors (and rereleases!). I'm fine with folks making new quests, characters, monsters, dungeons and whatnot for Bethesda games. I'm definitely fine with people making TrackMania tracks, Neverwinter Nights campaigns and Mr. Robot and His Robot Factory levels. (Although my digital Atari 8-bit library wishes some groups would maybe cool it a bit on the Boulder Dash levels.)

What I'm not fine with is people booting up something like UFO 50 and immediately thinking "wow, this needs mods", which I saw in the discussion pages around its launch. No. Absolutely not. That is an example of a game that has a very specific reason for existence, and that is as an interactive, creative work of art. Not only does modding it show the height of ungrateful entitlement — it implies it "doesn't have enough content", when it has 50 full games in it — it also completely compromises the whole reason for its existence. Modding something like UFO 50 is defacing it, vandalising it, so far as I'm concerned, and not something I'm okay with, regardless of what platform it's on.

Likewise, I'm not really OK with things like character mods for games. Sure, it can sometimes be funny to see a different character running around in a game they're not supposed to be in, or see a character running around with no clothes on or whatever, but for me, again, that's compromising the artistic vision of the work, defacing and vandalising it, for no real good reason other than "because I can" and "this is mine now, I can do what I want with it".

And sure, you can do whatever you want with the games you have. There are bajillions of excellent custom levels for Doom and Quake out there, amazing new cars and circuits for BeamNG.drive, wonderful new aircraft for Microsoft Flight Simulator, lots of amazing things. And if you want to make all the characters in a game you like naked, there's nothing I can do to stop you.

There's plenty of really interesting things being done in the fan translation and ROM hacking communities, too. But those are a bit different, I think. Fan translation in particular isn't about defacing someone else's work; it's about making it more accessible. ROM hacking is not an area I'm particularly interested in, but in most cases those projects are presented as their own self-contained things — whole new games built on the core of something that exists, rather than "hehe, I modded Super Mario World so his willy is out all the time". They're creative projects perhaps best looked on as something akin to using an off-the-shelf engine to build your game.

But I'm pretty steadfast in the beliefs I outlined above: not every game needs to have mod support, not every game needs to be modded, and if you recommend I install 300 mods before even starting to play a certain game, I'm probably… not going to play that game.

While PC is the platform on which modding is easiest and most widespread, I don't think modding is (or should be) a fundamental aspect of PC gaming for everyone.

For some, it is, and that's great; for many, a passion for modding has led to a career in game design and development.

But there are plenty of us with bulging Steam libraries that we have no intention of fucking with the contents of, and I think that's also a perfectly valid, acceptable viewpoint to have. I also think that certain games are sacrosanct, for which modding is simply defacement and vandalism; that's the part I suspect to get the most pushback on, but it's the core of my beliefs on this subject.

It's a topic for which you have to take things on a case-by-case basis, and for which I suspect most people will have their own nuanced viewpoints. To be clear, if you're someone who enjoys nude mods and breaking things like UFO 50, I'm not saying you shouldn't do that; I'm simply saying I don't like it personally, and I won't get involved with it. Ultimately I don't give a shit what you are doing with the games you've purchased, so long as you're not fucking with the games I've purchased, or telling me that I'm "wrong" or "missing out" for enjoying them as the creators originally designed them.


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#oneaday Day 280: Connecting to oneself https://imnotdoctorwho.moegamer.net/2025/03/15/oneaday-day-280-connecting-to-oneself/ https://imnotdoctorwho.moegamer.net/2025/03/15/oneaday-day-280-connecting-to-oneself/#respond Sat, 15 Mar 2025 12:41:23 +0000 https://imnotdoctorwho.moegamer.net/?p=28348 I missed yesterday, but in my defence I also wrote over 2,000 words about EXPELLED!, so it's not as if I didn't write anything. I just forgot to write anything here before I went to bed. Oh well, not the first time it's happened and it almost certainly won't be the last time, either. Anyway, … Continue reading #oneaday Day 280: Connecting to oneself

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I missed yesterday, but in my defence I also wrote over 2,000 words about EXPELLED!, so it's not as if I didn't write anything. I just forgot to write anything here before I went to bed. Oh well, not the first time it's happened and it almost certainly won't be the last time, either.

Anyway, today I thought I'd write something about a blog post I read yesterday from Norm of My Bad Take Space. The thrust of Norm's piece is that blogs played an important role in the development of the Internet, and their apparent decline is a significant loss for self-expression, because social media just isn't the same. Blogs are useful not only for connecting to other people, but also for connecting with oneself. I, as is probably abundantly clear already if you've spent any time over here whatsoever, agree heartily with this assessment.

One of the things that pisses me off about supposed modern "best practice" on the Internet is the assumption that people won't read anything too long, won't watch anything too long and don't have the attention span to devote to one thing for more than about 30 seconds at most. It pisses me off not because it's true, which it, regrettably, is, but because this is a problem entirely of our own creation. We spent so long assuming that this is how people behave that we normalised it. And now we're stuck in a rut where the only (supposedly) palatable content for people to consume is short, snappy videos of someone yelling at the camera.

Except… no. I cannot be the only person out there who detests attention-deficit content culture. I really like it when I discover something interesting and thoughtful to read online — like Norm's blog, for example — and I find myself getting annoyed when I read a piece from a news site and it just sort of seems to fizzle out before it gets to any sort of point, which seems to be an increasingly common occurrence these days.

There is a place for this sort of thing, and the apparent popularity of things like Ed Zitron's Where's Your Ed At? newsletter/blog on the shittiness of modern tech and the "rot economy" gives me a certain amount of hope, but it's still not quite where we were. We're not quite back to a point where someone can just start a blog, use it to post their long-form thoughts about life, the universe and everything, and people will read it. If you start a "newsletter" these days, it needs to be about something.

Now, I've said numerous times before that this blog isn't here for any reason other than because I like writing on it; it's certainly not here as an engagement farm or a means of earning ad revenue. (You will, hopefully, notice that there are no ads.) But I still find it a little strange to consider that a few years back (probably closer to a decade at this point, upsettingly) I was getting maybe three figures' worth of visitors a day here, while today I'm lucky to break 10.

While I don't really care about the figures, what that lack of views means is that this blog doesn't act very well as a means of starting conversations any more. When I was getting a couple of hundred people a day visiting, chances are that at least one of those viewers (many of whom were regulars) would read what I'd written and have something to say about it, and from there we could have a nice little chat in the comments.

Alternatively, someone I know enough to have on an instant messaging service might pop up and say "hey man, I read your blog, let's talk about that". That doesn't really happen any more, outside of a few notable occasions. And even in the case of that link, that really only got people talking because I made a specific effort to get it in front of certain people that I actually wanted to read it.

To put it another way, while this blog remains great for connecting with myself, the connecting with others part has become significantly more challenging.

I don't really know what can be done about this, if anything. One of the things I used to like about writing this blog… well, no. One of the things I still do like writing about this blog is expressing things that I find difficult or outright impossible to say "out loud" to someone's face. The "expressing myself" part hasn't changed, but with the lack of readers, those things that I confess or express simply aren't getting to the eyes of the people I might actually want to confess or express those things to, thereby making the whole thing a little less useful as a means of communication than it used to be.

But times change, I guess, and I just haven't kept up with them. And I don't really have any desire to. I find TikTok and YouTube Shorts distasteful, distracting and uncomfortable to watch, and feel actively repulsed any time I see a vertical video thumbnail that is just someone with their nose pressed up against their phone camera yelling something. That's not how I want to express myself, and I don't feel that we should abandon an entire medium such as long-form writing just because something else is popular.

When I trained to be a teacher, one of the things that was impressed on us repeatedly was the fact that different people learn in different ways. Some folks learn visually, by looking at things. Some folks learn aurally, by having things told to them. Some folks learn kinaesthetically, by doing things. And some folks learn best when given a book and told to study it themselves. The same is completely true for communication and self-expression. While some folks doubtless think the short-form video revolution is the best thing ever for their personal preferred form of self-expression, those of us who, like me, have always preferred writing our thoughts down in long form are left a bit out in the cold. The two (along with any other forms of communication and self-expression) should be able to coexist and thrive, and it's frustrating that they don't.

I don't know what else I can really do at this point, honestly, other than continuing to write here because I still find it valuable to do so, and perhaps sharing what I've written on the one form of social media I actually use a little bit: Bluesky.

Anyway, that's that for today. I'm off to go have a nice relaxing weekend, and hopefully remember to write something for "today" a little later! Have a pleasant Saturday.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 279: Criminal Records https://imnotdoctorwho.moegamer.net/2025/03/14/oneaday-day-279-criminal-records/ https://imnotdoctorwho.moegamer.net/2025/03/14/oneaday-day-279-criminal-records/#comments Fri, 14 Mar 2025 00:51:56 +0000 https://imnotdoctorwho.moegamer.net/?p=28345 I sort of miss the whole ritual of buying music from a shop. You know, going in there, agonising over whether or not you really want to spend twelve quid on a CD from a band you're not sure you like based on a song you've heard so much on the radio you basically Stockholm … Continue reading #oneaday Day 279: Criminal Records

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I sort of miss the whole ritual of buying music from a shop. You know, going in there, agonising over whether or not you really want to spend twelve quid on a CD from a band you're not sure you like based on a song you've heard so much on the radio you basically Stockholm Syndromed yourself into convincing you were a fan of?

Back when we actually still did that sort of thing, I had a fairly shameless attitude towards buying music, even though I occasionally got the piss taken out of me when I was a teen. This attitude started pretty early on, when the first music album I purchased for myself with my own money was Oasis' Definitely Maybe… literally the day before (What's The Story) Morning Glory? came out. After earning the jeers of my peer group for that particular escapade, I pretty much decided to go "fuck it", and just buy stuff I felt like buying, without shame. Same approach I take with video games to this day, as it happens.

That's not quite the full story, mind. There were still CDs that I saw in the shops that I knew it would effectively be social suicide to purchase, if anyone ever found out I did so. Generally speaking, as a teenage boy, anything by a boy band was right out, as were any of the particularly cheesy pop acts like S Club 7 or Steps. And, of course, the Spice Girls.

I maintained this feeling of warding off potential musical shame for a while, but then I went along with my parents to a party at my "Aunty" Sue and "Uncle" Peter's house. (I put "Aunty" and "Uncle" in quotes because they're not actually related to me; they're the kind of "Aunty" and "Uncle" that means "friends of my parents") I forget the exact occasion, but it was definitely some sort of celebration. And Aunty Sue and Uncle Peter had a big house — it used to be a school, in fact, but they were also rather well off.

Anyway, I always thought Uncle Peter was kind of cool in that way you never, ever mention to your parents when you're an adolescent, because declaring someone who isn't a celebrity but is from a completely different generation to you is "cool" is absolutely unthinkable.

The reason I thought Uncle Peter was cool was because as part of furnishing their absolutely enormous house, he had an amazing hi-fi system, and an enormous collection of records on various media formats (including several ones that were "weird" by the early '90s, like reel-to-reel tapes and 8-tracks) that covered possibly the most eclectic selection of musical tastes I think I've ever seen.

While Aunty Sue and Uncle Peter were setting up for the party, I happened to wander into the room with the hi-fi, where Uncle Peter was browsing through a big pile of CDs. And, to my surprise, I saw several "criminal" records among them — most notably the Spice Girls' first album, Spice.

I don't know why I felt this way, but something in my brain changed at that point. The thought process was something along the lines of "well, if Uncle Peter can buy a Spice Girls album and not spontaneously combust, would it really be so bad if I did so, too?"

So, not long after that trip and the party, I went out and bought myself a copy of Spice for myself. And I listened to it. And I enjoyed it! I thought a couple of tracks were a bit poo (interestingly, the tracks I tended to like least were the ones that had become singles, like Wannabe, which I still don't like all that much) but I overall… didn't regret my purchase, and listened to it a good few times. And when Spiceworld came out the following year, I bought that, too, also without shame.

I still didn't tell anyone I was buying these albums, nor did I do it in front of them, of course — I still had a certain amount of pride. But I also didn't hide these albums when anyone came to visit, nor did I attempt to concoct any sort of stupid lie about not knowing how they got there, or someone sabotaging my CD collection, or whatever. It was just part of my musical tastes at the time — which grew to be rather eclectic as a direct result of my own willingness to buy "criminal" records.

I sort of miss that. I still like listening to music, particularly when I'm doing something dull, but the thought of just putting a CD on and listening to it as a self-contained activity now feels almost alien to me. There are times when I consider starting to collect CDs again in an attempt to rediscover that lost pleasure of just listening to music as an activity in and of itself… then I remember I have a house bursting at the seams with video games already, and thus not really anywhere to put CDs, so I have to content myself with streaming, like most of us do these days.

My one hangover from those days is that even while streaming music, I tend to prefer to have full control over what I'm listening to, and I will more often than not listen to a full album rather than just putting it on a "Shuffle" or "Radio" setting. I still like that musical journey you take through a good album, but I do miss the whole ritual of buying the CD, taking it home, looking at the artwork, reading the sleeve notes and the lyrics and listening to the music intently and attentively.

I wonder if we'll ever come back around to that? There's already growing unrest and dissatisfaction with streaming video services, with some (including me) actually preferring a return to physical media. But can we go back? Should we? I don't know. But I'm definitely still tempted to rebuild that CD collection. I bet second-hand music CDs are dirt cheap these days.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 278: I've been Expelled! https://imnotdoctorwho.moegamer.net/2025/03/13/oneaday-day-278-ive-been-expelled/ https://imnotdoctorwho.moegamer.net/2025/03/13/oneaday-day-278-ive-been-expelled/#respond Thu, 13 Mar 2025 00:14:04 +0000 https://imnotdoctorwho.moegamer.net/?p=28337 I saw some reviews for a new game from Inkle called Expelled! earlier today and was immediately intrigued. I'm a sucker for a game with a school setting and I'd never played one of Inkle's games before, though I knew several of them were rather well regarded. And, indeed, having spent most of the evening … Continue reading #oneaday Day 278: I've been Expelled!

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I saw some reviews for a new game from Inkle called Expelled! earlier today and was immediately intrigued. I'm a sucker for a game with a school setting and I'd never played one of Inkle's games before, though I knew several of them were rather well regarded. And, indeed, having spent most of the evening playing Expelled! I can understand why. This game is great.

The game is set in a posh British boarding school in 1922, and you play a girl named Verity, who is from the North and is attending the school as a result of the school's charitable scholarship programme. Almost immediately, you are presented with the core mystery at the heart of everything: the school's Head Girl and hockey team captain Louisa has fallen (or been thrown) through a valuable 500 year old stained glass window in the library tower, and is now seriously injured. For reasons that aren't immediately apparent, Verity is immediately blamed for this and, on your first playthrough, expelled almost straight away.

The game is then framed as Verity attempting to retell the story to her sympathetic father, but continually getting details wrong and/or lying about things that happened. Thus, the game has a sort of "time loop" structure, whereby a single playthrough only takes about 30-45 minutes or so, but you have the opportunity to learn new things each time around. Indeed, a crucial moment in the game comes when you discover how to recover Verity's "notes" and memories of previous things she's learned, allowing you to carry information and knowledge from one playthrough to another without having to repeat the same actions over and over.

One of the interesting things about the game is that, early on, the school's headmistress encourages Verity to stand up for herself rather than being a meek, feeble and pathetic young woman who will always be servile to others. This is tacit approval for the player to go on and make all the obviously "nasty" or "bad" choices in order to build up a meter that reflects Verity's overall nastiness. Sometimes these choices are just mean, but on many occasions they represent her demonstrating strength of personality and determination — things that she will need if she hopes to get to the bottom of what really occurred.

The game uses a time-based mechanic, whereby Verity taking actions and moving around the campus takes varying amounts of time. Various things happen at set times throughout the day, including Verity's classes (which she can opt whether or not to attend) and characters moving around the campus for various reasons. Improving your knowledge of the situation involves getting a feel for who is going to be where (and doing what) when, and being able to take advantage of that fact, even if doing so makes Verity even more "naughty" than she already has been.

Thus far, I've played for about three and a half hours and uncovered several interesting pieces of information and am now trying to determine how best to use that information to ensure Verity comes out on top. I've had a couple of situations where Verity has successfully been able to survive to the next term without being expelled, but there's plenty more to explore and discover after that: the next item on the "checklist" you get at the end of each playthrough is to remove her rivals, which appears to involve "proving" (or framing?) one of the other characters for pushing Louisa out of the window.

There are lots of interesting decisions to make along the way. The game is very much a text adventure (albeit parser-free) rather than a visual novel, and you have a great sense of agency throughout, particularly once you've got Verity nice and comfortable with doing things that she "shouldn't". I'm intrigued to see where the plot goes now I've found out various potentially helpful pieces of information, and since there are no guides or walkthroughs available just yet (the game only came out today!) everyone is in the same "discovery" process right now, attempting to figure the game out for themselves.

If you enjoy text adventures, Expelled! is a great time. There's a lot of reading, sure, but there's also some lovely visuals and some exceedingly limited but very good voice acting. Pro-tip: be sure to turn the "Profanity" setting on (it's off by default), because hearing Verity going "oh, fucking hell" after a failed run will never get old.

I'll doubtless have more to say about this when I've seen things through to their conclusion. For now, though, this seems like a safe recommendation to me: grab it today and bring out your inner naughty 1920s girl!


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 277: Pretending to have a Mega CD https://imnotdoctorwho.moegamer.net/2025/03/11/oneaday-day-277-pretending-to-have-a-mega-cd/ https://imnotdoctorwho.moegamer.net/2025/03/11/oneaday-day-277-pretending-to-have-a-mega-cd/#respond Tue, 11 Mar 2025 21:17:11 +0000 https://imnotdoctorwho.moegamer.net/?p=28334 My Mega Everdrive Pro arrived today. For the unfamiliar, this is a flashcart for the Sega Mega Drive that supports Mega Drive, Master System, and perhaps most intriguingly, Mega CD games. More on that in a moment. I haven't spent much time with it as yet, as I was working, then I had to make … Continue reading #oneaday Day 277: Pretending to have a Mega CD

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My Mega Everdrive Pro arrived today. For the unfamiliar, this is a flashcart for the Sega Mega Drive that supports Mega Drive, Master System, and perhaps most intriguingly, Mega CD games. More on that in a moment.

I haven't spent much time with it as yet, as I was working, then I had to make dinner, then eat dinner, then I needed a poo and now here I am, responsibly writing this post before I go off and do something "fun". (Not that this isn't fun, but this is a self-imposed obligation, whereas what I intend to do next is pure recreation.) I loaded up an SD card with everything I wanted to put on it earlier, fired it up briefly and checked it was working, and all seemed in order (aside from a bit of rolling interference on my screen that the Internet tells me is the fault of a crappy aftermarket power supply for the Mega Drive, so I'm replacing that soon). But aside from that, it's up there waiting for me right now.

Obviously a big part of the appeal here is easy access to both Mega Drive and Master System games (for the unfamiliar, the Mega Drive actually contains most of the necessary guts to run Master System games pretty much natively) but one thing I'm particularly intrigued to explore is Mega CD compatibility. Or, more accurately, Mega CD hardware emulation. The Mega Everdrive Pro features some FPGA shenanigans that I don't really understand the workings of, and the upshot of it is that you can make it convince your Mega Drive that you have a Mega CD connected, even if you have nothing of the sort plugged in. (You cannot do the same with the 32X; you still need a real 32X if you want to go down that road.)

I've always been curious about the Mega CD, because it's one of a few consoles from the era that I had absolutely no contact with whatsoever. I had friends with Mega Drives and my brother often brought one home when he came to visit but I didn't know anyone with a Mega CD. I remember reading articles about the games on Mega CD in the magazine my brother was working on at the time (Mega Drive Advanced Gaming, if you were curious) and thinking they sounded really cool, but I have never gotten around to exploring that library at all… yet, anyway.

Of course, retrospectively we all know that the Mega CD wasn't a particularly successful add-on, and there aren't a ton of Mega CD games that are particularly worth playing. But there are a few, and I'm excited to try them. (I'm excited to try some of the "bad" ones too, just to understand the platform a bit better!)

With the addition of this to my collection, I now have Super NES, Mega Drive/Master System (outside of the few incompatible games) and N64 all hooked up and ready to play pretty much anything I would care to throw at them. Just the thing for when I'm in the mood for something short and sweet, like I talked about the other day. And like I'm feeling right now.

So I think I can't put it off any longer. It's time to go get Blast Processed. With Compact Disk power!


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 276: Writer's Block, Occurrence #976,425 https://imnotdoctorwho.moegamer.net/2025/03/11/oneaday-day-276-writers-block-occurrence-976425/ https://imnotdoctorwho.moegamer.net/2025/03/11/oneaday-day-276-writers-block-occurrence-976425/#comments Tue, 11 Mar 2025 00:18:33 +0000 https://imnotdoctorwho.moegamer.net/?p=28331 I've been pootling through the "Random Post" option at the top of this blog for the last half an hour, trying to think of something to write about, and nothing has been particularly forthcoming, so I'm just going to do what I usually do in this situation, which is to start typing and just see … Continue reading #oneaday Day 276: Writer's Block, Occurrence #976,425

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I've been pootling through the "Random Post" option at the top of this blog for the last half an hour, trying to think of something to write about, and nothing has been particularly forthcoming, so I'm just going to do what I usually do in this situation, which is to start typing and just see where things go from there. Expect stream of consciousness, and nothing of any real consequence.

I have the farts this evening. I don't think I've eaten anything particularly fartworthy, but I am cracking off some rippers. I had a bit of a stomachache last night, so perhaps it's a remnant of that. It doesn't really matter. All that does matter is that I am trouser-trumpeting like a good'un, and I haven't even shat myself. Winner. Nothing worse than following through on a fart, which is something I have, to my knowledge, only done once, and in my defence I was already quite ill with something else at the time. (It was not, before you ask, being intoxicated in any way.)

I've spent much of this evening chasing down additional endings in Tokyo Dark: Remembrance, which I've been playing on Switch. This is an adventure game that was recommended to me a while back, and happened to come up as a recommendation just as a limited-press physical release became available, so I snapped it up. Hearing that it was on the short side, I figured it would be an ideal game to squeeze into this gap between finishing Xenoblade Chronicles and Xenoblade Chronicles X arriving, and indeed it has been. I'll write in more detail about it on MoeGamer at some point in the next few days, but suffice to say for now that it's an interesting blend of detective work, a touch of yakuza shenanigans, and some Shinto-inspired ghost stories. Good times.

I reckon next up I'm probably going to work on finishing Soul Blazer on SNES. I'm into the fourth main chapter of that now — I believe there are seven, but I could be wrong — and have been really enjoying it. There's something about the tone of the whole thing that I really like; doubtless it's partly down to the relative limitations placed on the text (and the localisation) due to the platform it's on, but it has a strangely… earnest tone to its dialogue that I am finding rather compelling. Again, probably more about that on MoeGamer at some point in the near future.

More farts. And I've left this a bit too late to write anything of any real substance, so I think I'm going to go and have a poo (just in case, you know) then go to bed. Tomorrow is a new day that… will be much like this one. And now the robot vacuum has started up, so it's definitely time to go to bed. Good night!


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 275: The quantum shift in engagement with games https://imnotdoctorwho.moegamer.net/2025/03/09/oneaday-day-275-the-quantum-shift-in-engagement-with-games/ https://imnotdoctorwho.moegamer.net/2025/03/09/oneaday-day-275-the-quantum-shift-in-engagement-with-games/#respond Sun, 09 Mar 2025 23:19:13 +0000 https://imnotdoctorwho.moegamer.net/?p=28328 I have been rewatching a lot of some of my favourite YouTube videos recently: the back catalogue of Mark "Classic Game Room" Bussler, who was a big inspiration to me back when I started doing YouTube things. Throughout his various runs of his show Classic Game Room, Mark primarily focused on what we today describe … Continue reading #oneaday Day 275: The quantum shift in engagement with games

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I have been rewatching a lot of some of my favourite YouTube videos recently: the back catalogue of Mark "Classic Game Room" Bussler, who was a big inspiration to me back when I started doing YouTube things. Throughout his various runs of his show Classic Game Room, Mark primarily focused on what we today describe as "retro games" — meaning, in his instance, pretty much anything from PS2 backwards, though primarily focusing on 8-bit and 16-bit consoles such as the NES, SNES and Mega Drive.

One thing that strikes me any time I either go back and explore games from this era either by myself or when I do it vicariously through a show like Classic Game Room is that the way we engage with video games has fundamentally changed at some point. I don't mean the way we interact with them — though control schemes have, of course, become more refined as time has gone on and "best practice" has become established — but rather what we consider to be a "worthwhile" experience.

For many years, the majority of my gaming has focused on long-form games like role-playing games and visual novels. This started back in the PlayStation era, where I discovered Final Fantasy VII for the first time and promptly started devouring pretty much every RPG I could get my hands on. But it wasn't always that way; when I think back to the time I spent playing games on the Atari 8-bit, Atari ST and Super NES, the games were (typically by necessity, as a result of their technology) more short-form, immediate experiences. And, back then, I derived just as much value from those as I did the longer-form stuff I started playing with the PlayStation.

Okay, I do recall my sessions on the Atari 8-bit often involving booting up one game, playing for a bit, then loading something else up, playing that for a bit and so on — like most early home computer owners, we had a big disk box full of pirated games, so I wasn't exactly short on choices — but I also feel like it was a lot easier to become engaged and invested in something simpler, shorter and less narrative-focused. I'd spend a lot of time playing Super Mario World, Starwing and SimCity on my SNES, for example; while one might argue both Super Mario World and SimCity are each in their way "long form" games of a sort, they're a different breed to your average RPG, and neither focus on an unfolding story; they use nothing but their mechanics to keep you engaged, and SimCity in particular flat-out just doesn't have an end.

These days, I feel like I'm easily falling into… I don't know if I want to call it a "trap" as such, so let's call it a "routine" instead… where I tend to focus on one "big" game at a time, and that "big" game is something with a lengthy storyline. Over the last couple of months, I spent 120 hours playing through Xenoblade Chronicles: Definitive Edition and its expansion Future Connected, for example. And that's the main thing I played during that period; I had the odd diversion for a few bits and bobs along the way, but for the most part, I was focused on that one game.

There's value in those shorter games, though, and finally fixing up my retro consoles with Everdrive units and equivalents (as well as all the stuff I work on for the day job with Evercade) is really helping me rediscover that, as there's a definite magic to playing on the classic hardware that emulation still just doesn't quite capture perfectly. (Mostly the scrolling. Real hardware scrolling is flawless; emulation still has just enough tiny hiccups, even on a powerful system, to remind you that it's not quite perfect.)

Beetle Adventure Racing on N64 was a real pleasure to finally explore, as previously discussed, and I've always had a very soft spot for Tetrisphere. I had a pretty limited library of SNES games back in the day — Super Mario World, Super Mario All-Stars, Super Mario Kart, Starwing, SimCity and Zelda — so there's a lot to discover on SNES. And when my Mega Everdrive Pro arrives for the Mega Drive hopefully later this week there's a whole other library of 16-bit goodness to play with, too.

The danger, of course, is giving yourself too much choice, which can lead to the dreaded Analysis Paralysis, which in turn leads to enjoying nothing at all. But I've got a nice expanse of time between having finished Xenoblade Chronicles: Definitive Edition and Xenoblade Chronicles X: Definitive Edition coming out later this month. So I intend to make good use of that time to explore some short-form fun.

And finish Soul Blazer. I'm already halfway through that, and that's sort of a Big Game, but also kind of not. I'm enjoying it a lot, either way, so I will probably try and bash that out before Xenoblade X day on the 20th. That and I finished Tokyo Dark: Remembrance today, too. I'm doing well!

Anyway, for now, bed. Perhaps with a little bit of 16-bit action before that…


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 274: You should have a blog. And you should read more blogs. And you should share your blogs with me https://imnotdoctorwho.moegamer.net/2025/03/08/oneaday-day-274-you-should-have-a-blog-and-you-should-read-more-blogs-and-you-should-share-your-blogs-with-me/ https://imnotdoctorwho.moegamer.net/2025/03/08/oneaday-day-274-you-should-have-a-blog-and-you-should-read-more-blogs-and-you-should-share-your-blogs-with-me/#respond Sat, 08 Mar 2025 15:30:16 +0000 https://imnotdoctorwho.moegamer.net/?p=28323 Time moves on, and things change. I didn't really notice the gradual disintegration of the "blogosphere" because it was just that — gradual. But with social media taking its place as many folks' primary means of self-expression online, it's hard to deny that, now, the age of the personal blog would, at first glance, appear … Continue reading #oneaday Day 274: You should have a blog. And you should read more blogs. And you should share your blogs with me

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Time moves on, and things change. I didn't really notice the gradual disintegration of the "blogosphere" because it was just that — gradual. But with social media taking its place as many folks' primary means of self-expression online, it's hard to deny that, now, the age of the personal blog would, at first glance, appear to be over.

I look at my WordPress reader and it's a bit sad; folks that I used to enjoy reading the posts of on a near-daily basis haven't updated for a year or more, and since their blog was the primary means through which I kept up with them, I don't know what they're up to now, or even if they're okay.

Sure, there are a few still happily going about their business — particular shoutouts to Infernal Monkey's thoroughly NSFW but hilarious wanking blog, Kresnik258gaming's retro Sony games site and Ernst Krogtoft's excellent in-depth explorations of retro gaming for just a few sites I've been following for years that are still actively updating at least semi-regularly — but my Reader is no longer the active community hub that it once was.

I miss seeing folks like Irina of I Drink and Watch Anime, Leth of Lethargic Ramblings (which appears to no longer be online) and the whole #oneaday crew; various others that I once knew by name and considered friends, but who, in many cases, appear to have vanished into the ether. That's their choice, of course, and I don't blame them for wanting to just quietly retreat with the way the Internet is these days, but I still miss them.

Going along with that is the fact that people just don't seem to be reading blogs any more. This place used to get a few hundred views a day, which is obviously peanuts in the grand scheme of the Internet, but it always felt like a noteworthy number of people who were interested in the daily life of a relative nobody like me, particularly when I was never making a particular effort to SEO optimise this place or write about trending topics.

D'you wanna know how many page views I had yesterday? Five. This isn't really a complaint, because the only reason I'm writing here is more as a journalling exercise than anything else, and that's how it's always been — but those figures are a stark contrast from when I started daily posts first time around here, when #oneaday was a community effort.

And the more I think about this, the more I wonder why this has happened. Sure, social media is good for a quick dopamine hit if a post does numbers, but you are, by design, limited in what you can say — and the sites that are still the biggest in the world despite both having gone down the right-wing toilet are both algorithmically driven to an abusive degree, making it near-impossible to actually see something you might be interested in rather than something which is "suggested".

Blogs, meanwhile, are completely freeform. There's no algorithm at play. You follow a person's blog, you get that person's blog. When they update that blog, you get that post. When you want to respond to what they said, you can comment right on that post, assuming they've left comments turned on. Over time, you can really get to know the person who owns that blog, even if, in the case of larger sites, you never become "friends" with them as such.

But even then, there's a personal touch that social media simply doesn't match. I remember years back I wrote a post about how inspirational I found Allie Brosh's hilarious (and, at the time, enormously popular) Hyperbole and a Half blog, and the lady herself came and commented on my blog to say thank you.

That was amazing to me at the time, but nowadays, I suspect that sadly, relatively few people know who Allie Brosh is; her one lasting legacy on the Internet is the "[x] all the things!" meme, which began its life in an innocuous post from 2010 about how hard it was to be a functional adult with depression and ADHD, but which I suspect is not known by a lot of people using the funny cartoon of the gremlin with the broom to make some sort of "hilarious" point online.

One strange development I've witnessed recently is that blogs have sort of come back, except folks don't call them "blogs" any more. They call them "newsletters", based on the assumption that most folks will subscribe to them via email. And while there are some excellent examples of those — my favourite is Ed Zitron's Where's Your Ed At?, which is a sole voice of sanity in a tech world that seems to be going increasingly insane — I kind of don't like the name change. "Newsletter" implies something of some importance; something that you follow in order to keep up with important things. And as such, it feels kind of silly to sign up for a "newsletter" from some random person online that you don't know. Newsletters are things you get from the local church, or that one place you bought PC parts from that one time, or a software company you like. They're something that organisations send out, not people.

And I think it's important to make that distinction. Because if you're positioning your work as a "newsletter", you're automatically placing a certain amount of pressure on yourself to make everything you write "newsworthy". Your newsletter needs to be about something, and you need to stick to that subject, lest you lose those all important subscribers and Number No Longer Go Up.

A blog, meanwhile, is just a public diary. Sure, it can be more than that, and yes, of course you can specialise its topic — that's what I've done with my other site MoeGamer — but at its heart, it's a public diary: you write something, you date-stamp it, you post it out into the void. That thing you write doesn't have to be important, it doesn't have to be thought-provoking, it doesn't have to be funny, it doesn't have to be anything. But the one thing it will always be is personal. Anyone reading it is getting a glimpse into your mind, your personality, your soul.

Newsletters are not replacements for blogs. Social media is not a replacement for blogs. And fucking Discord absolutely is definitely not a replacement for blogs.

I miss your blogs. And you're missing out by not reading more blogs. So if you have a blog — or indeed if you are, for some inexplicable reason, inspired to start one after everything I've written above — please let me know. I'll happily add it to my subscriptions. Because heaven knows social media hasn't been fun for a long time, and while Bluesky is definitely an improvement over Twitter for the most part, it still lacks the magic that blogs once had.

So c'mon, let's hear it. Let's build up a kickass blogroll and party like it's 15 years ago.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

If you want this nonsense in your inbox every day, please feel free to subscribe via email. Your email address won't be used for anything else.

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#oneaday Day 273: On the Spectrum https://imnotdoctorwho.moegamer.net/2025/03/07/oneaday-day-273-on-the-spectrum/ https://imnotdoctorwho.moegamer.net/2025/03/07/oneaday-day-273-on-the-spectrum/#respond Fri, 07 Mar 2025 21:07:58 +0000 https://imnotdoctorwho.moegamer.net/?p=28320 One of the things I've been keen to do with my YouTube channel for a while is branch out into areas that are less familiar to me. I've done a lot of championing Atari stuff, and while I don't see that going away any time soon, the fact it's so easy to play with all … Continue reading #oneaday Day 273: On the Spectrum

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One of the things I've been keen to do with my YouTube channel for a while is branch out into areas that are less familiar to me. I've done a lot of championing Atari stuff, and while I don't see that going away any time soon, the fact it's so easy to play with all manner of different platforms today through emulation and suchlike means that I really don't have an excuse for not educating myself on things like the Spectrum, Commodore 64 and Amiga libraries. (Especially since I have modern recreations of all of them!)

I've already covered a couple of Spectrum games previously on my channel, but the one I published today is one that I had been oddly worried about spending some time with. Here's the video if you fancy following my journey:

Ant Attack is an all-time classic for the Spectrum, frequently appearing in "Best of Spectrum" lists and suchlike. But Lordy is it hard to get started with. Keyboard controls which were clearly designed by a madman. Mechanics that are baffling and unpredictable. An engine that often struggles to keep up with what you're doing. I honestly would not blame anyone for trying it out for five minutes, going "fuck this" and booting up a NES emulator to play Super Mario Bros. 3 for the umpteenth time.

I've never been about that on my channel, though. My philosophy is always to "find the fun" — an idea that, if I remember rightly, I borrowed from Mark "Classic Game Room" Bussler, an influential early gaming YouTuber who, among others, was a big inspiration on me getting into YouTube in the first place.

Finding the fun isn't always easy, but I always make a point of giving a game a bit more of a chance than most people might. I'm aware that in a lot of cases, old games are all well and good if you grew up with them, but if they're brand new to you, they can take a bit of effort before they show their true charms. And, indeed, this is very much the case with Ant Attack.

My first couple of attempts went badly. I didn't know what I was doing wrong, it was frustrating and I was a little tempted to give up. But I didn't; I kept going, I kept exploring, I kept an open mind. And while I won't say I came away from the game loving it, I can at least say with honestly that I appreciate and quite like it now.

Possibly more than any other vaguely popular retro platform, I think the Spectrum library rewards this kind of persistence. If the Spectrum was all you had growing up, doubtless you learned to live with QAOP control schemes and all the other little idiosyncrasies the system had to offer — but I bet even for some folks who were hardcore Speccy fans back in the day, it's difficult to go back to some of these games. It's even harder if you have no nostalgia for these games; you're coming at them blind from a modern perspective, and so there are a lot of things "against" the experience from the outset: garish colours, the notorious "colour clash", screechy beeper music, sluggish controls and game design from an era where people hadn't quite figured out "good" game design yet.

Honestly, though, for me, all that is what makes it so interesting. The early days of computer games were a wild and experimental time, and no, not everything worked. But you have to make mistakes in order to make progress, and the popularity of the Spectrum means that it was absolutely instrumental in shaping modern game development for a significant portion of the world.

That's why I stuck with Ant Attack for nearly an hour. I wanted to "get" it. And, by the end, I think I did. And I'm looking forward to exploring other parts of the system's library over the long term.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 272: A productive day! https://imnotdoctorwho.moegamer.net/2025/03/07/oneaday-day-272-a-productive-day/ https://imnotdoctorwho.moegamer.net/2025/03/07/oneaday-day-272-a-productive-day/#respond Fri, 07 Mar 2025 00:34:41 +0000 https://imnotdoctorwho.moegamer.net/?p=28317 One of the troubles I am sure anyone with any sort of "online presence" will be familiar with is the feeling that you "should" be doing something "productive" with any free time you happen to have. Such is the case with me; I've been on holiday all week, and I've had the lingering sensation that … Continue reading #oneaday Day 272: A productive day!

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One of the troubles I am sure anyone with any sort of "online presence" will be familiar with is the feeling that you "should" be doing something "productive" with any free time you happen to have. Such is the case with me; I've been on holiday all week, and I've had the lingering sensation that I should make some videos for my YouTube channel, since it's something I enjoy doing, and having a bunch of free time available is, surely, the ideal time to do such a thing.

And yet. And yet. There's always a part of your brain at times like this that says "no, fuck that, you booked time off so you don't have to work, so just relax and enjoy yourself". Of course, making YouTube videos is a relaxing and enjoyable activity, but it also requires effort, so you can see the quandary.

Anyway, I made some time to get some stuff done today. I'd already scripted the intro sections for several vids yesterday, so all I had to do was set aside a few hours to record the intros and gameplay sections, and there we were.

I'd been meaning to do several of these videos for a while, but had put up a bit of a mental block towards a couple of them, because they involved games and a platform that are unfamiliar to me: specifically, two Spectrum games that had the potential to be rather challenging to cover.

And they were challenging to cover, but I found a solution. Mostly dogged determination, to be honest, though in the case of one of them, copious use of save states and rewind functions. And the result is, I hope, some videos where I demonstrate how a lot of Spectrum games can be something of a "slow burn", particularly if you didn't grow up with them, but if you are willing to put in the time and effort, there are potentially rewarding experiences that await you.

All in all, I got five videos done altogether today: three Spectrum vids and two Atari games as a palate-cleanser. Want specifics? Oh, all right then; on the Spectrum front, the two I was worried about were Ant Attack and Army Moves, the latter of which is where the majority of the save state/rewind "cheating" took place, because fuck that game's first four levels, plus Auf Wiedersehen Monty, which I knew probably wouldn't be an issue and, sure enough, wasn't. The two Atari games were Lode Runner's Rescue (which is a really interesting game I'd never heard of until very recently!) and Frogger II (which I just like).

That's pretty danged productive, so I should be pleased with myself. So I am! I'm looking forward to sharing these videos with you, as I think they're all a lot of fun. Watch out for them over the course of the next couple of weeks.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 271: Caught on camera https://imnotdoctorwho.moegamer.net/2025/03/05/oneaday-day-271-caught-on-camera/ https://imnotdoctorwho.moegamer.net/2025/03/05/oneaday-day-271-caught-on-camera/#respond Wed, 05 Mar 2025 20:10:55 +0000 https://imnotdoctorwho.moegamer.net/?p=28314 The other day, I was caught on camera doing something I shouldn't have. Nothing serious, I might add, but the whole event concluded in a rather more positive way than I have typically come to expect from situations like this. Here in Southampton, there's an area known as Portswood which has a bunch of little … Continue reading #oneaday Day 271: Caught on camera

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The other day, I was caught on camera doing something I shouldn't have. Nothing serious, I might add, but the whole event concluded in a rather more positive way than I have typically come to expect from situations like this.

Here in Southampton, there's an area known as Portswood which has a bunch of little shops, a supermarket that has changed hands/brands several times (I think it's currently a Waitrose, which seems remarkably out of keeping with how the area is primarily students) and is one of the main routes from the outskirts of town (where the university is) to the town centre.

At least it was. At some point in the last six months, they have changed the main bit of Portswood into an area that only buses, taxis and "authorised vehicles" can go into, and it's camera-protected.

The other day, I was giving my wife a lift to the hospital (nothing to worry about, just a routine test) and, on the way back, I drove through this area, completely missing the signs indicating that I'm not actually allowed to drive through there any more. I didn't notice until my second journey through, when I was picking my wife up. And my heart sank; I knew that I'd gone through when I really shouldn't have, and that it was my own fault I hadn't seen the actually quite clear and prominent signage. There was no defending this in the same way you can get out of parking charge notices on private land (which is something I have successfully done in the past).

So I braced myself for a fine or whatever punishment was coming my way. Nothing happened for a few days, so I started to wonder if the "camera" signs on the area were just a deterrent rather than, you know, telling the truth.

Today, I got a letter. I saw it was from "Southampton Parking Services" on the return address, and I thought this is it, I'm going to be hit with a fine, or points on my license, or something.

But no!

I was very surprised to discover that the letter was just a "warning", telling me that I had indeed broken the rules, but that because it was less than six months since these new measures had been put in place, I wouldn't be fined or punished in any other way, so long as I didn't do it again.

I'm not accustomed to local councils or those in charge of traffic measures being so reasonable, but I assume there's some sort of legal situation in place that requires them to implement a "grace period" like this when they make some sort of drastic change to the traffic restrictions in an area. After all, I doubt I'm the only one who made an honest mistake and passed through, completely oblivious to the signs because I had no reason to be looking out for anything different to how things were the last time I'd driven through there. And while if they fined everyone who passed through when they weren't supposed to I'm sure they would make absolute bank, I suspect they don't want to be dealing with the inevitable court cases and legal wrangling that would result.

Whatever the reason for it, I'm grateful for it; it means that I avoided a £70 fine. I would have gladly paid the fine if I had been required to, since I will hold my hands up and say the situation was my own fault for not paying enough attention. But I am happy to have been let off with a warning and no further consequences. And I'm pretty certain I won't accidentally make the same mistake again!


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 270: New Suikoden being a mobile game sucks, stop trying to pretend it doesn't https://imnotdoctorwho.moegamer.net/2025/03/04/oneaday-day-270-new-suikoden-being-a-mobile-game-sucks-stop-trying-to-pretend-it-doesnt/ https://imnotdoctorwho.moegamer.net/2025/03/04/oneaday-day-270-new-suikoden-being-a-mobile-game-sucks-stop-trying-to-pretend-it-doesnt/#respond Tue, 04 Mar 2025 20:39:59 +0000 https://imnotdoctorwho.moegamer.net/?p=28311 Apparently Konami announced a new Suikoden game! Hooray! Hold your horses there, Bucko, they announced that it's a free-to-play mobile game with microtransactions. How do you feel about that? If your first reaction to this was violent revulsion, congratulations, you still have good sense. But I've seen a surprising amount of resistance to the perfectly … Continue reading #oneaday Day 270: New Suikoden being a mobile game sucks, stop trying to pretend it doesn't

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Apparently Konami announced a new Suikoden game! Hooray! Hold your horses there, Bucko, they announced that it's a free-to-play mobile game with microtransactions. How do you feel about that?

If your first reaction to this was violent revulsion, congratulations, you still have good sense. But I've seen a surprising amount of resistance to the perfectly reasonable viewpoint that a beloved series getting a free-to-play mobile game is shit. And I think we're long past the point where we should be making excuses for this sort of thing.

"But phones are the most popular gaming platform!"

This argument has been trotted out for nearly two decades at this point, and it doesn't mean anything. Yes, you can point to numbers, and based on raw figures, there are probably more people playing games on phones than on any other platform — possibly all platforms put together. But those numbers don't mean anything.

Instead, we should be focusing on the quality of the experience. And while there certainly are games for phones that are peers of full-price PC and console games, designed to keep you feeling invested and involved in the gameplay over the long term and make you feel like you got value for money, the overwhelming majority of them are free-to-play, microtransaction-infested shitholes that inspire some of the most formidable instances of Stockholm syndrome I think I've ever seen. (And the phone games that are the peers of PC and console games… are probably available on PC and console.)

Pro-tip: if you ever have to use the phrase "it feels like a proper game" when you're playing a mobile phone game, that game is not a good game. Likewise, if you ever have to utter the phrase "well you don't have to spend any money at all", you have already lost the battle.

I've been through my gacha phase, during which I said both of those phrases on more than one occasion.

I played some Fate: Grand Order, some Granblue Fantasy, Arknights, Azur Lane, Goddess of Victory Nikke, Final Fantasy Record Keeper, Final Fantasy Brave Exvius and Dragalia Lost. I even played some obscure ones even further back — anyone remember Ayakashi: Ghost Guild? Brave Frontier? Valkyrie Crusade? Didn't think so. Anyway, one thing was constant with all of these games when I played them: I spent more time trying to find the "proper game" in each of them than they really deserved, and came away from each and every one of them wishing that they were something else: something more substantial than boring interaction-free story sequences followed by battles that required no strategy beyond "equip items to make big number". Final Fantasy Brave Exvius came the closest to feeling like an actual Final Fantasy game, but it was all smoke and mirrors; the "wandering around town" part had no substance to it whatsoever.

Not one of them felt like an actual game. And I gave all of them tens of hours in an effort to understand their appeal. And I was forced to conclude that, indeed, they were little more than thinly veiled casinos where you gambled real money in the hope of getting the picture (and sprite, if you're lucky) of the hot anime girl you most wanted to fuck.

And in some cases, the "sex sells" aspect of this was so flagrantly transparent Azur Lane and Goddess of Victory Nikke are particularly outstanding in this regard — that it's actually offensive. Not because of the content of the artwork, which, let's be clear, is absolutely lovely and super-sexy when taken in isolation, and totally fine that it exists in and of itself. The offensive thing is how that sexy artwork is used to manipulate lonely, horny players into spending way more money than any of these games deserve.

So I swore off them, and I am seeing nothing about this new Suikoden game so far to suggest that it's going to be any different.

Is this elitist? Supposedly it is. But as someone who has been involved with video games since their very earliest days, I absolutely cannot look at a mobile phone game that asks you to pay up repeatedly and without limits, and which ties both mechanical and narrative content to what is effectively gambling, and see it on the same level as a game developed for PC or console where you buy it once, pay up front and then play it as much as you want without it even looking in the direction of your wallet.

Because let's face it, this is exactly the form the Suikoden mobile game is going to take. No amount of fancy 2D-3D HD pixel art on polygonal backdrops is going to change the fact that it will be gacha hell at its heart. The number of musical tracks on its soundtrack does not mean that it is going to be a good, fair game. And because games like this are "live service" games, folks who could be making a proper new Suikoden game for PC and console, like people actually want, will be doomed to continually churning out content for this until it is inevitably "sunset" in a year's time when they realise that no, they actually can't take on Genshin Impact.

There's been a lot of talk today about people being overly negative about this, not having played the game and suchlike. And look, I get it. I hate it when people are negative about things they haven't played.

But this is different from someone talking shit about a game that you like. There is considerable historical precedent for a free-to-play mobile game based on a beloved franchise to be a pile of predatory, manipulative bullshit that closes down six months after launch because no-one ever actually wanted it.

And I have seen zero reason so far to believe that a Suikoden mobile game will be any different. I'll be happy to be proven wrong, but I am not holding my breath.


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#oneaday Day 269: It was my bloody SNES https://imnotdoctorwho.moegamer.net/2025/03/03/oneaday-day-269-it-was-my-bloody-snes/ https://imnotdoctorwho.moegamer.net/2025/03/03/oneaday-day-269-it-was-my-bloody-snes/#respond Mon, 03 Mar 2025 22:14:54 +0000 https://imnotdoctorwho.moegamer.net/?p=28308 In retrospect, when I had two game cartridges fail in the exact same way as one another, I should have probably considered the possibility that it was, in fact, the game console itself that was at fault rather than the cartridges. But, well, I was going to get an FX Pak Pro anyway, so all … Continue reading #oneaday Day 269: It was my bloody SNES

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In retrospect, when I had two game cartridges fail in the exact same way as one another, I should have probably considered the possibility that it was, in fact, the game console itself that was at fault rather than the cartridges. But, well, I was going to get an FX Pak Pro anyway, so all that's really happened is I spent £40 more than I thought I was going to, traded in the few loose N64 carts I had lying around (and which were now redundant thanks to the Everdrive 64 X7 I have) and now have two SNESes: one with (presumably) a fried chip that means anything involving "Mode 7" scaling and rotation (and adjacent graphical techniques) is borked, and my new acquisition which, so far, appears to work just fine.

I'm a little sad at the apparent death of my old SNES; that thing had followed me since childhood and has always been a treasured part of my collection, even at the times it wasn't getting much use. I suspect it probably is possible to fix somehow, but that would involve getting stuck into some electronics that I'm not confident enough to explore just yet, and my wife Andie, who is quite happy to get the soldering gun out, is in the middle of numerous other projects, so I don't want to bother her.

So anyway. Yes. CEX did not, in fact, sell me two consecutive faulty copies of Desert Strike, it was my bloody SNES after all. At least that's all resolved now, and with the FX Pak Pro safely in place, I can now just enjoy the thing without worrying about dead batteries, corroded connections and all that other good stuff that we never even thought would be a consideration back when these things were new.

I am looking forward to spending some quality time with the SNES library. As I've alluded to a few times in the past, despite owning that SNES since… probably '92 or so? I didn't have all that many games for it. I had Super Mario World, Super Mario Kart, Super Mario All-Stars, Starwing, SimCity and American copies of Street Fighter II and Chuck Rock. Plus two of those converter thingies that allowed you to play games from another region by plugging a "native" game into the back and the game you wanted to play into the top.

I played a few other SNES games through borrowing them from friends. I borrowed Super Star Wars from my friend Andrew on multiple occasions and liked that a lot; these days people seem to remember that as a ludicrously difficult game, but I don't remember it striking me as being unusually hard back in the day. Definitely one to revisit, and I was always curious to try Super Empire Strikes Back and Super Return of the Jedi, because I never even saw those running.

I'm also going to make some time to play through Soul Blazer, Illusion of Time (better known as Illusion of Gaia) and Terranigma, because I like Quintet's work (and their subsequent work as Shade) but have never settled down to spend a good amount of time with any of these games. I've played the start of all of them multiple times and enjoyed what I saw in all instances, but I definitely want to play them properly.

Then there's just the odd stuff. While loading up a flashcart or emulator with a bunch of ROMs is often a ticket to Analysis Paralysisville, one of the things I like about retro gaming is that you can pick something pretty much at random and probably be able to figure things out without too much difficulty. Sometimes when you do this you make wonderful discoveries of things you never would have thought to try otherwise; at others, you realise why these games aren't better known.

Earlier today, I tried the Infogrames Asterix game. I was a big fan of Asterix as a kid and am still rather fond of it; I still have all my old Asterix books, and the Konami arcade game is, I maintain, one of their best belt-scrollers. I was always frustrated that there was no home version of that arcade game, though, and for one reason or another never came into contact with any of the console games. This particular one isn't anything particularly remarkable, but it does have some of the Asterix wit and charm about it, and Roman soldiers go "PAF!" when you punch them, which is nice.

Another nice thing about the FX Pak Pro is that it functions as a Super Game Boy 2, meaning you can load up Game Boy ROMs as well as SNES ROMs. I found a couple of games that don't seem to work with it — The Smurfs, sadly, which is a shame, as the soundtrack for that game is way better than you would think it would be — but Rod Land does, which is all that really matters.

So mixed feelings today, then. Sadness at the apparent death of my childhood SNES, but joy at the world the FX Pak Pro is about to open up to me. And when the Mega Everdrive Pro gets here in a few days… well, I'll be in 16-bit heaven for quite some time, I feel.


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#oneaday Day 268: Microsoft's greatest UI crime https://imnotdoctorwho.moegamer.net/2025/03/02/oneaday-day-268-microsofts-greatest-ui-crime/ https://imnotdoctorwho.moegamer.net/2025/03/02/oneaday-day-268-microsofts-greatest-ui-crime/#respond Sun, 02 Mar 2025 15:57:44 +0000 https://imnotdoctorwho.moegamer.net/?p=28304 Microsoft is guilty of numerous UI crimes from over the years. The "Ribbon". Metro Tiles. Centre-justifying the taskbar. But for me, all of these pale in comparison to what is, for me, one of the most annoying things they have ever done. And that is the introduction of these buttons: If you don't recognise those … Continue reading #oneaday Day 268: Microsoft's greatest UI crime

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Microsoft is guilty of numerous UI crimes from over the years. The "Ribbon". Metro Tiles. Centre-justifying the taskbar. But for me, all of these pale in comparison to what is, for me, one of the most annoying things they have ever done. And that is the introduction of these buttons:

If you don't recognise those buttons, they're right in the middle of a modern-day Xbox controller. Introduced with the Xbox One, they replaced what used to be there, which is this:

I'm sure you can see what the issue is with the top set of buttons, but in case you can't, there are numerous problems.

Firstly, what the fuck are any of them called? I bet you don't know without looking them up. I don't even know what the middle one does, and that icon isn't much help either. Is it for removing liquid from a container? Fuck knows.

Secondly, if you can't remember what either of them are called, this makes it infinitely harder to remember which way round they are, necessitating you look at your controller any time you are asked to press them. This is not a problem that the Xbox 360 layout had, since the buttons themselves had helpful arrows indicating which side they were on. And they had the names of the buttons on them too. We'll leave aside the unnecessary replacement of the conventional "Select" with "Back" for the moment.

Thirdly, if you are using an older controller that still has Xbox 360 button labels on it, but a game insists on using the newer Xbox iconography, it's really hard to know which one you're supposed to press, particularly if you've never had an Xbox One/Series controller in your hands before. This, again, is not a problem that the Xbox 360 layout had, all because of those simple little arrows.

Part of the problem with the newer buttons is that they assume consistent functionality. The one with the three lines is called the "Menu button", and makes the assumption that any time you press it, a menu will appear. This is not always the case, however; sometimes it might pause a game or a cutscene, sometimes it might be used to start a game, sometimes it might do something extremely specific that is only relevant to a single game.

Likewise, the button with the two overlapping squares is called the "View button", and even Microsoft's own website doesn't have a good explanation for it, saying only that "the button's functions vary depending on the app or game." There's no real reason for it to be called the "View" button, because, as Microsoft themselves say, there is no fixed purpose for it. Much like the "Menu" button, it can have all manner of uses, many of them having nothing to do with the word "View" whatsoever. (As an aside, the above link doesn't even mention the middle one, either. So maybe Microsoft don't know what it does, either.)

One could argue that these criticisms could quite reasonably be levelled at the "Start" and "Back" buttons also. But there's an important difference: up until that point, it had been standard convention for a controller to have, at the very least, a "Start" button, and often a "Select" button also.

And the uses for those buttons had remained both pretty constant over the years and relevant to the button names: "Start" had always been used to start games, like a Start button on an arcade machine, and had also been used for pausing (in fact, the Nintendo Gamecube had specifically labelled it "Start/Pause") and then starting them again after you paused them. "Select", meanwhile, used to be the button you used to toggle through selections on a menu — this is most commonly seen in old Nintendo games — before it was decided that navigating using the directional pad made more sense, particularly in more complex menus.

Microsoft's "Select" replacement "Back", meanwhile, while not always used to "go back", often was used in that way in Xbox software, thereby giving it 100% more practical use than a "View" button that its own manufacturer admits doesn't have anything to do with viewing things.

While we're on the subject, I'm not a huge fan of Nintendo replacing "Start" and "Select" with "+" and "-" either, but at least those make a sort of logical sense; "+" is on the right while "-" is on the left, reflecting how you would expect to see a line of numbers presented, with smaller ones on the left and larger ones on the right. We'll leave aside the fact that these buttons are very rarely used to increase and decrease values in Switch software, and instead are used as, you guessed it, pretty much what the old "Start" and "Select" did.

I'm sure someone somewhere thought they had a really good reason for changing the Xbox buttons to what they are now. But they suck. They always have done, and every time I play a game with my (still working) Xbox 360 controller and have no fucking idea which button I'm supposed to press because I can never remember which way around the stupid Menu and View buttons are because my controller doesn't have them, it's immensely annoying. Kudos, then, to those developers who bother to put in different options for button labels according to Xbox 360, Xbox One, PlayStation and Nintendo conventions, then. You guys are unsung heroes.

That has been your pointless rant of the day. Yes, I know the United States is imploding and something something Ukraine, but I was just reminded of these stupid-ass buttons today, so I felt like having a good old whinge about them. You may now return to your previously scheduled Sunday of wasting time on the Internet.


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#oneaday Day 267: Do some exercise https://imnotdoctorwho.moegamer.net/2025/03/01/oneaday-day-267-do-some-exercise/ https://imnotdoctorwho.moegamer.net/2025/03/01/oneaday-day-267-do-some-exercise/#respond Sat, 01 Mar 2025 20:26:59 +0000 https://imnotdoctorwho.moegamer.net/?p=28301 For a little while, my left knee has been absolutely killing me. It hurt to bend it, it hurt to kneel down, it was even quite painful extending and bending my leg to go up and down stairs. It was getting so painful that I was reaching a point where I was genuinely quite concerned … Continue reading #oneaday Day 267: Do some exercise

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For a little while, my left knee has been absolutely killing me. It hurt to bend it, it hurt to kneel down, it was even quite painful extending and bending my leg to go up and down stairs. It was getting so painful that I was reaching a point where I was genuinely quite concerned I had somehow fucked it up beyond all hope of recovery despite not having actually done anything to it other than "be fat".

Taking advantage of a brief (brief) moment of motivation earlier today, I decided to set up the treadmill my wife bought a little while back, and which the pair of us have failed to make good use of since it arrived in the house and we realised we don't really have a super-convenient place to keep it. I plonked it down in front of the living room TV (where it just about fits between the sofa and the media cabinet) and plugged its ridiculously short cable into an extension, then into the wall. Then I set it going at a gentle 3.5 speed (mph, I presume) and just did ten minutes while I watched a bit of an episode of Friends.

When I got off, my knee wasn't in agony any more. It's still a little bit painful, but it's not at the "oh my God, are they actually going to have to chop my leg off?" level of pain it has been in the last week. So I am forced to conclude that after many, many years of a largely sedentary lifestyle, my body is finally reaching a point where it is literally screaming out for me to do some exercise. Which is nice.

I joke, but it sort of is nice to have some actual, unavoidable motivation for doing some exercise. I'm not averse to the idea at all — numerous gym memberships, periods of going swimming regularly and even just about surviving a 10K in the pre-COVID days will attest to this — but summoning up the motivation in the last five years has been really difficult, particularly if "doing some exercise" involves putting in some effort before you can even start — getting equipment out, getting changed, rearranging a room or driving to the gym.

But the treadmill, currently propped up against the wall in our living room, is reasonably easy to set up — I just have to move the coffee table out of the way, plug it in and we're away. So I'm going to start doing just a little bit every day. Just ten minutes at a time to begin with, as I don't want to overwhelm myself and kill off that motivation before it leads to any sort of productive gain in ability level or fitness. Just ten minutes of putting these tired old legs to a bit of use, and apparently that works wonders.

Who knew? Everyone did, of course, but sometimes it helps to have a little reminder that people who tell you to get some exercise aren't just talking out their arse or trying to get you to do something you don't want to do. It actually, really does help. So I'm hoping starting slow will help with the feelings of physically painful lethargy that have been becoming increasingly apparent since COVID. And we'll see how things go from there.


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#oneaday Day 266: Beetle Drive https://imnotdoctorwho.moegamer.net/2025/02/28/oneaday-day-266-beetle-drive/ https://imnotdoctorwho.moegamer.net/2025/02/28/oneaday-day-266-beetle-drive/#respond Fri, 28 Feb 2025 22:06:36 +0000 https://imnotdoctorwho.moegamer.net/?p=28298 After writing a bit about flash cartridges the other day (and, err, ordering one for my Mega Drive when I saw it was payday) I thought it was probably time I sat and played some of the stuff I had on my Everdrive 64 X7 hooked up to my Nintendo 64. So I did. And … Continue reading #oneaday Day 266: Beetle Drive

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After writing a bit about flash cartridges the other day (and, err, ordering one for my Mega Drive when I saw it was payday) I thought it was probably time I sat and played some of the stuff I had on my Everdrive 64 X7 hooked up to my Nintendo 64. So I did. And I'm reminded that while the Nintendo 64 was a rather odd system in many ways, it also had some great games.

I will probably write some more on these over on MoeGamer at some point, but in the absence of anything particularly interesting happening today, I thought at least a couple of them would make worthwhile blog fodder.

The first one I decided to give a bit of a go was Beetle Adventure Racing, a game which I remember reviewing well back in the day, which I know is often featured in "best of Nintendo 64" retrospectives, which I know my brother likes and which, somehow, I have never gotten around to trying. So I decided I would fix that issue and try it.

Beetle Adventure Racing is really good, you guys. I'm kicking myself for not trying this sooner — and kicking myself for not taking a punt on it back in the days when the N64 was current, either, because I would have absolutely loved this.

For the unfamiliar, Beetle Adventure Racing is an arcade racer from Electronic Arts (boo, hiss, I know, but we still liked them back in the N64 days) and Pilotwings 64 co-developer Paradigm Entertainment. It was created at least in part as a sort of "advergame" for the new-model Volkswagen Beetle, which launched in the late '90s, right when the N64 was in its heyday. It's not obnoxious about it, mind; it's just a game in which all the cars happen to be '90s New Beetles, and apparently Volkswagen weren't all that precious about what EA and Paradigm did to them, because Beetle Adventure Racing sees you doing some ridiculous things with them.

At its heart, Beetle Adventure Racing is a relatively straightforward arcade racer. You can play single events as either full-field races, duels against a single opponent or time trials. There's a championship mode with several difficulty levels, each of which unlocks some new tracks. You can play two-player races. And there's a four-player battle mode that, back in the days when I had three-dimensional friends and we, as a people, went around to each other's houses on a fairly regular basis, I feel we would have had a lot of fun with. One day. Maybe.

The "Adventure" part of the title comes from the design of the courses. While they're relatively straightforward (albeit surprisingly long by genre standards) circuit races at first glance, it won't take you long to notice that there seem to be a lot of scenery elements that just beg the question "I wonder if I can go over there". And the answer, usually, is yes. Track splits in two? Pick a direction. Road goes one way, railway lines head the other way into a boarded-off tunnel? Crash through that sucker and see what's in there! Curious-looking pathway running parallel to the main course, then branching off in a different direction? Check it out next lap.

Now, the nice thing about the course design in Beetle Adventure Racing is that taking these detours doesn't put you at a disadvantage, despite, in some cases, appearing to lead you in a completely different direction to the "official" course. Nope, a lot of them are, in fact, shortcuts that let you skip parts of the track — or at the very least take a different route to get to the same destination.

In the championship mode, they have a secondary purpose, too: they tend to conceal boxes with numbers on them. Crashing into these boxes gives you points. If you get 50 points in a single race, you get a continue that lets you try again if you mess up. If you get 100 points, you get a "bonus" that the game is rather coy about — I believe it's extra stages for the battle mode. There are also, I've just discovered, three hidden "flower boxes" in each stage that unlock "cheats". I haven't even seen one of these yet.

Anyway, the long and short of it is in Beetle Adventure Racing it pays to really explore the different tracks, understand the different routes it's possible to take and practice nabbing the bonus boxes at every opportunity. Because while it's relatively easy to win the novice-level races without putting yourself out too much, combining the point-scoring (and the flower box-hunting) with still winning the race makes things much more interesting than your average arcade racer.

And the tracks! While obviously a little limited by the late '90s tech and the system the game is on, they're proper "thrill ride" courses. One takes you through a not-particularly-subtle Jurassic Park homage, complete with T-Rex bursting through the bushes at the side of the course. One takes you through a volcano. An icy course sees you careening through crystal caves and negotiating huge frozen obstacles. And, as previously mentioned, they're all long, meaning you get plenty of time to enjoy them, and there are plenty of opportunities to spot the different shortcuts, detours and otherwise optional areas.

It's not quite the same as today's "open world" racers, where it's possible to go very off-piste, often to the detriment of your race performance. In Beetle Adventure Racing, the alternative routes are very much designed as integral parts of the courses, rather than simply a thing to go "huh, cool" at, then return to following the guide line for maximum efficiency.

It's a joyful, silly game that I've had a lot of fun with so far — and will likely continue to do so for quite a while yet. In fact, I think I will go and do just that right now.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 265: Corporate Inefficiency https://imnotdoctorwho.moegamer.net/2025/02/27/oneaday-day-265-corporate-inefficiency/ https://imnotdoctorwho.moegamer.net/2025/02/27/oneaday-day-265-corporate-inefficiency/#respond Thu, 27 Feb 2025 20:02:14 +0000 https://imnotdoctorwho.moegamer.net/?p=28295 I have worked for Big Corporations before on a few occasions in my life, and while my experiences were… mixed, to say the least, there were some occasional good times. At one of them, anyway. The other was inoffensive at best; the last is a period of my life that I would set fire to … Continue reading #oneaday Day 265: Corporate Inefficiency

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I have worked for Big Corporations before on a few occasions in my life, and while my experiences were… mixed, to say the least, there were some occasional good times. At one of them, anyway. The other was inoffensive at best; the last is a period of my life that I would set fire to if it was possible to do such a thing with an expanse of time.

But my God I do not miss corporate policy and procedure, also known as the three thousand steps you are supposed to take in order to get anything done.

I obviously can't give specifics for various reasons, but I have been contending with this sort of thing just recently. I work for a small company who, by virtue of its size, is able to Get Shit Done in a pretty timely manner for the most part. Occasionally we have setbacks, but we deal with them, we communicate directly with one another and, for the most part, we handle the challenges each day presents us.

Just recently, I have been having to deal with a large corporation. As noted, I can't say who, or what, or why, and I wouldn't even if I was able to. Let's just say it's a large company and leave it at that.

On the 7th of this month, I sent something over to our contact at this company for them to review, give their stamp of approval and let us get on with our jobs. It is now the 27th of this month, my contact is still "putting a team together" to look at one document I sent them twenty days ago and I'm just sitting here wondering what on Earth these people are doing all day.

In working with all manner of different companies to do what we do, I have encountered many different responses to "can you just give this document a quick once-over and let us know if everything's OK with it?".

The absolute best people to work with are the ones who go "yeah, that all looks fine, we trust your judgement" and let us get on with it, usually responding within a day or less. These are not as uncommon as you might think, but I do wish they were a bit more common. This usually happens when you are dealing with an individual rather than a company.

The next best people to work with are the ones who provide helpful and timely feedback. The ones where they might have a few specific "requirements" when working with them, but who are perfectly helpful and nice about the whole thing, and get back to you promptly. This usually happens when you have a single point of contact who you have a good relationship with at a reasonably sized company.

At the other end of the spectrum, you have the ones who come back with an absolute mountain of last-minute feedback that it would have been nice to know a little bit earlier, but who are still remarkably understanding about the whole thing and often quite apologetic. This can be annoying, but at least it's workable. This tends to happen if there is a bit of a language barrier that precludes more "real-time" communication and feedback.

And then you have this situation, where you send out one document and twenty days later it doesn't appear that anyone has looked at it whatsoever because they're still arguing about who should look at it. This happens when you are dealing with a larger company, although the exact degree depends on the company.

This is by far the most frustrating experience I've had with this whole "getting sign-off" step in the grand scheme of what we do on a day-to-day basis, and I'm aware I'm being vague about all this, but I sort of have to be.

But I also wanted to express my frustration. Because it's really fucking annoying, not just for me but for the other people who need to use my document (once approved) to get on with their jobs. And there is no good reason for it. It will inevitably be some sort of Corporate Policy and Procedure that is bogging things down, some capital-P Process that is being followed internally their end while we are left completely in the dark as to why we've been left twiddling our thumbs for twenty sodding days.

If you're someone who replies to emails immediately, thank you. If you're someone who trusts professionals to do their job, double thank you. And if you're the one responsible for creating stupid, pointless, irritating corporate delays like this… well, I hope you step on a Lego brick in the very near future.


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#oneaday Day 264: Flashcarts: a retro essential? https://imnotdoctorwho.moegamer.net/2025/02/26/oneaday-day-264-flashcarts-a-retro-essential/ https://imnotdoctorwho.moegamer.net/2025/02/26/oneaday-day-264-flashcarts-a-retro-essential/#respond Wed, 26 Feb 2025 21:41:04 +0000 https://imnotdoctorwho.moegamer.net/?p=28292 I can't remember if I mentioned it on here before, but even if I did, I'm going to mention it again anyway: I recently ordered an FXPak Pro for my Super NES, to add to my collection alongside the Everdrive 64 X7 I got a while back for my Nintendo 64, and long-term I intend … Continue reading #oneaday Day 264: Flashcarts: a retro essential?

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I can't remember if I mentioned it on here before, but even if I did, I'm going to mention it again anyway: I recently ordered an FXPak Pro for my Super NES, to add to my collection alongside the Everdrive 64 X7 I got a while back for my Nintendo 64, and long-term I intend to also get Everdrives for the Mega Drive, Master System, NES and possibly Game Boy Advance.

For the unfamiliar, an Everdrive is a cartridge for a retro gaming system that allows you to pop in an SD card full of game ROMs, then play them on original hardware. The FXPak Pro is a similar device, but it's distinguished from Everdrives primarily due to its origin, but also because it is capable of emulating the custom chips that many SNES cartridges had in them, such as the famous Super FX chip that powered Starwing.

Most of these devices also have additional benefits such as being able to back up save data and even make use of emulator-style save states in some circumstances — one model of the Mega Drive one can even full-on emulate a Mega CD without having to have an actual Mega CD attached — but their main appeal element is the ability to play any games you want on original hardware without having to use original cartridges. Of course, this generally involves piracy, but at this point, none of the original makers of games on old games consoles are making any money from you buying an original cartridge anyway, which means the often exorbitant prices they go for are pretty much pure profit for the individuals or organisations involved.

A while back, I was all about building a curated collection of games for vintage systems, and there's part of me that would still like to do that. But I have had a few considerations arise over the last couple of years: the first being the available space I have, which is rapidly running out (although I've reclaimed some by banishing some items to the loft and rearranging some of the other shelves) and the second being that I had a run of bad luck with buying second-hand cartridges.

To give specifics, I attempted to buy the game Desert Strike for SNES, a game I never actually owned back in the day, but always enjoyed any time I borrowed it from a friend or played it at their house. I paid £8 for a copy from CEX, and was a little put out to discover when it arrived that it didn't work. Well, it sort of worked; the Electronic Arts logo on startup was garbled, in-game graphics occasionally corrupted and it would just randomly reboot sometimes. This problem persisted even after several sessions with the contact cleaner and cotton buds. The cart was just fucked.

No matter, I thought, it's only £8, I'll buy another copy and return this one if I can be arsed — though I knew from experience that if I attempted to return it to CEX, they'd almost certainly test it, find it didn't appear to work, then refuse me a refund, despite them selling it to me in a faulty state in the first place. So I bought another copy. And the same thing happened.

Couple that with several experiences I've had where I bought games where the save batteries had failed, and, y'know, I just can't be bothered with all the faffing around with aging, failing media when there's a better option just sitting there. Playing on original hardware definitely has its own distinct appeal from playing on emulation or even official rereleases on modern systems, so going the Everdrive or FX Pak Pro route just makes a lot of sense when my priority is not "investing" in a collection, but instead just enjoying the games.

I will add to the above that, if a game I'm particularly fond of or always wanted to play should suddenly become available commercially, I will happily pay up money for it, and have done on numerous occasions, even if I'd already played and beaten the game via "unofficial" means. It's the right thing to do. But there are myriad games out there that are never getting a rerelease for all manner of stupid reasons, and that doesn't mean no-one should be able to play them any more.

So, long-term, I'm intending that all my retro systems will be equipped with Everdrives or equivalents so they can be used and enjoyed without having to roll the dice on whether aged media is still in working order. And once that's all sorted out, I'm looking forward to spending some quality time with some classic games — both ones I loved back in the day, and hopefully some new discoveries, too.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 263: Room service https://imnotdoctorwho.moegamer.net/2025/02/26/oneaday-day-263-room-service/ https://imnotdoctorwho.moegamer.net/2025/02/26/oneaday-day-263-room-service/#respond Wed, 26 Feb 2025 00:02:00 +0000 https://imnotdoctorwho.moegamer.net/2025/02/26/oneaday-day-263-room-service/ It is, if you will pardon my deliberate misuse of a term typically used to mean something else, that time of the month again: the time when I get to drive two and a half hours from my home, hole up in a hotel for the evening and then go in to the office tomorrow. … Continue reading #oneaday Day 263: Room service

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It is, if you will pardon my deliberate misuse of a term typically used to mean something else, that time of the month again: the time when I get to drive two and a half hours from my home, hole up in a hotel for the evening and then go in to the office tomorrow.

The hotel I normally stay at, known as The Broadway, is quite nice. The rooms are pleasant and the beds are comfortable. My only real objection is that its bathrooms are very inconsistent. Sometimes I'll get a room with a lovely big bath, which it is a delight to luxuriate in after that long drive. And at others, you'll get ones like the one I have this time, featuring a shower cubicle far too small for a human being (let alone a larger gentleman such as myself) and a toilet placed in such a way that you have to lean around the toilet paper dispenser to be able to sit down and do a poo.

Oh, and they use those horrible office-style single sheet toilet roll dispensers, too. I have taken to bringing my own proper toilet roll rather than spend my poos here scrabbling away at sheets of toilet paper far too thin to have any practical purpose whatsoever.

The one thing I will particularly compliment the Broadway on is its food. In the morning, you get a lovely breakfast included, and it's much better than what you'd get in something like a Travelodge or Premier Inn, in that someone cooks it for you to order rather than batch cooking everything and leaving it to congeal under heat lamps.

I hadn't had dinner here before, so I thought I'd treat myself this evening, and it was excellent. I had a full rack of ribs followed by a chocolate sundae, and both were delicious as well as being generous portions. Bad for the diet, of course, but these trips away always mess with any good intentions to eat healthily, anyway. Back on track when I get home tomorrow.

Tomorrow's session at work promises to be interesting. Rather than just a regular day at the office, we're having a day of brainstorming product ideas, so I'm intrigued to see exactly how ambitious the organisers think we should be. I obviously won't be able to tell you anything that is decided or discussed tomorrow, but I have some fun ideas that it will hopefully be enjoyable to brainstorm a bit.

And with that in mind, it's probably time to get some sleep. So I'm off to do just that.

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#oneaday Day 262: Just a little bit worse https://imnotdoctorwho.moegamer.net/2025/02/24/oneaday-day-262-just-a-little-bit-worse/ https://imnotdoctorwho.moegamer.net/2025/02/24/oneaday-day-262-just-a-little-bit-worse/#comments Mon, 24 Feb 2025 19:04:02 +0000 https://imnotdoctorwho.moegamer.net/?p=28287 I'm aware that the following is going to make me sound painfully middle-class, but I'm going to say it anyway, because it's important to the story. When I was a kid, the ultimate treat for enduring a shopping trip with my parents was not a trip to McDonald's or a big bag of sweets. It … Continue reading #oneaday Day 262: Just a little bit worse

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I'm aware that the following is going to make me sound painfully middle-class, but I'm going to say it anyway, because it's important to the story.

When I was a kid, the ultimate treat for enduring a shopping trip with my parents was not a trip to McDonald's or a big bag of sweets. It was going to the Marks and Spencer food section, getting a prawn and mayonnaise sandwich and a can of Caribbean crush, and enjoying both of those in the car park before the drive home. I'm not exaggerating when I say those sandwiches were delicious, and I'd give anything to experience them again.

"So just go to Marks and Spencers and get one," you may well say. And to that I would simply say… they're not the same. Just as so many other things are not the same as they used to be; just as so many other things have been gradually, subtly, almost imperceptibly enshittified over the years, so too have Marks and Spencer prawn and mayonnaise sandwiches.

In fact, pre-packed sandwiches in general have been on a downward spiral for many years now. When I was a little old to be dragged around Cambridge shopping with my parents, my friend Plummer and I would often go out for a drive of an evening, perhaps stopping by a nearby "old man pub" that we enjoyed, then swinging by the 24-hour Tesco petrol station to enjoy some midnight sandwiches before going home. While those sandwiches were never quite of the same quality as the mythical Marks and Spencers prawn and mayonnaise sandwiches, they were still pretty good.

Nowadays, every time I stop by a shop and think "oh, I'll get a Meal Deal" I also accompany that thought with "maybe the sandwiches will be better this time". But they never are. The bread is always soggy and too cold, the fillings are always underseasoned, nigh-flavourless in many cases, and as someone who physically retches if he can taste raw onion, my options are often a bit limited, to boot.

The possibility had occurred to me that perhaps I was nostalgically romanticising the concept of pre-packed sandwiches, and particularly the Marks and Spencers prawn mayonnaise sandwich. But then I consider all the other things which are indisputably worse than they used to be, and it's hard not to feel like everything now costs more but is also considerably worse.

Take a Kellogg's Variety pack, for example. I used to love these, because it was a bunch of little cereal packets, one portion each, that meant you could have a varied breakfast each day. Some of them were "healthy" (and I use the term loosely with regard to breakfast cereal, I'm aware), such as Corn Flakes and Rice Krispies, but there were always some "treats" in there too: Frosties, Ricicles, Coco Pops. I used to love getting a Variety pack when I went to go and visit my Nan; she'd always get them in for me because she knew I enjoyed them, and she'd always make me jelly and ice cream. I miss her and my Grandad.

A while back, Andie and I went for one of our occasional holidays at Center Parcs. While I was there, I thought "hey, I'll get a Variety pack! I haven't had one for ages." I was disappointed to discover that not only to Ricicles just flat-out not exist any more, but the balance in the Variety pack was now overwhelmingly in favour of Rice Krispies, one of the most boring cereals on the planet. Two packets of regular Rice Krispies and a packet of Rice Krispies Multigrain Shapes, whatever ungodly abomination of the breakfast table those might be. (They're not awful. But they're also not interesting.)

Crunchy Nut Corn Flakes, too, used to be my all-time favourite cereal, but the last box of them I've had has been immensely disappointing as has the box of Weetos I got alongside them. Neither of them are so bad as to make me want to throw them out completely, but they're also both considerably inferior than they once were. They just seem to lack a lot of the flavour that they once had.

I know the answer, of course: it's sugar. Everything has far less sugar in it these days, because sugar is the great sin that has made us all fat. And perhaps there's some truth to that — but then I also find myself thinking that numerous previous generations had full-sugar, full-fat diets and came through the experience without ballooning into an obesity epidemic. So what went wrong? How is it that our bland, flavourless, low-sugar, low-fat, joy-free food of today is still making us fatter than we've ever been in our lives?

Reflecting on things, I think part of the problem might be that the lack of sugar in "staples" such as the everyday breakfast cereal specifically makes me crave some actual sugar. And that's when I go out and get a chocolate bar or a cinnamon bun or whatever. And because I feel that so frequently, and so often indulge myself, I am, not to put too fine a point on it, a fat fuck.

Would I feel differently if my everyday food had more sugar, more fat, more flavour to it? I don't know. I know that I have gradually gained weight over the course of the last 25-30 years or so, but the vast majority of that weight has been in the last five years, since COVID. In those last five years, I've felt far more cravings for things that are bad for me than ever before, and I think that's a big part of the problem. When your everyday foods are leaving you feeling unsatisfied and craving more, you're tempted to binge on the things you're craving just to try and feel a little more fulfilled.

It's a more complex situation than that, of course; as I've alluded to numerous times on this blog, my relationship with food is more akin to an addiction, and is tied closely to my mental wellbeing. But I do often find myself wondering that if our everyday food and drink was a bit less artificially bland, we might all paradoxically be a bit better off.

No way to know, really, I guess. All I'm left with is the absolute certainty that if I get a prawn and mayonnaise sandwich from Marks and Spencer today, I will be left disappointed thanks to soggy bread, flavourless prawns and reduced-fat mayo. Not a patch on the real thing from 30+ years ago. And I don't think we're ever getting that back.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 261: Two for one https://imnotdoctorwho.moegamer.net/2025/02/23/oneaday-day-261-two-for-one/ https://imnotdoctorwho.moegamer.net/2025/02/23/oneaday-day-261-two-for-one/#respond Sun, 23 Feb 2025 23:23:09 +0000 https://imnotdoctorwho.moegamer.net/?p=28284 Two for the price of one today! Aren't I generous? Of course, I could have probably put what I'm going to say in this post into the previous post, but then I wouldn't have "caught up" having missed a day, and I (and, let's face it, no-one else) would feel bad. So with that in … Continue reading #oneaday Day 261: Two for one

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Two for the price of one today! Aren't I generous? Of course, I could have probably put what I'm going to say in this post into the previous post, but then I wouldn't have "caught up" having missed a day, and I (and, let's face it, no-one else) would feel bad.

So with that in mind, I'll do my best to try and talk about something completely different in this post.

I've spent my evening playing some Midnight Resistance on Evercade. I do like that game a great deal, and there is, in fact, a reason I've been playing it outside of just "because I want to", but I also just wanted to.

With the general size of modern-day games, it's easy to forget about the appeal of classic arcade-style games from earlier generations of hardware. It's easy to think of these games as being somehow "lesser" thanks to them not having in-depth storylines, not having hours upon hours of gameplay (assuming you can make it through them) and not having in-depth secrets and lore for theorycrafters to post six-hour video essays on YouTube about.

I'm as guilty of this as anyone. When I sit down to play a game in the evening, I'm usually prioritising whatever my "big game" is at the moment — Xenoblade Chronicles at present, for example. But sometimes, as I alluded to the other day, I'm in the mood for something different. And that's generally when I bust out something that doesn't take as long to play, but which I often find is still incredibly rewarding, relaxing and enjoyable.

Take The Excavation of Hob's Barrow, which I played and wrote about recently. I decided to play this pretty much on a whim, but almost as soon as I started I knew that I would be devouring this game within a day or two. And, rather than coming away from the experience feeling like I hadn't had value for money from the game because it only lasted for 6 hours, I came away not only immensely satisfied with the experience I'd just had, but also inspired to write nearly 3,000 words about it.

It's the same any time I jump into something a bit shorter. I need to stop thinking of these as "filler" games, as it's easy to do, and actually settle down and spend some proper time with shorter experiences. Because there's a lot to appreciate in them, and it's valuable to consider the various different ways that interactive entertainment can engage our brain, excite us and distract us from the misery that is generally existing in 2025.

I'm feeling increasingly attracted to 16-bit games specifically, and with that in mind I've ordered an FX Pak Pro for my Super NES. This is a flash cart from the Everdrive maker Krikzz, based on an open source project known as SD2SNES, and it supports pretty much every SNES game you can think of, including the ones with the funny custom chips like the Super FX chip or DSP chips — and supposedly it even runs Game Boy games via the Super Game Boy 2 setup. I'm looking forward to loading it up with European SNES ROMs — the TV I run my SNES on doesn't like doing 60Hz — and spending some quality time with some excellent 16-bit games in the very near future.

And, once my wallet has recovered from the not-inconsiderable amount that the FX Pak Pro costs, I'm going to do the same for the Mega Drive and have an absolutely delightful selection of games to spend some time with when I just feel like kicking back and playing things that aren't too demanding of my time.

I do like collecting retro games, but realistically speaking, I have a few considerations: firstly, I don't have a lot of space for more games, and the priority on the remaining space is for current stuff; secondly, retro is getting very expensive, and not always worth the amount you need to pay to get stuff in reasonable condition; and thirdly, retro is also getting a bit unreliable at times. I bought the game Desert Strike three times from CEX and all three cartridges have an issue in the same way. It's not my SNES because that runs absolutely everything else just fine. Combine that with the fact that batteries in carts with save game functions are starting to fail and it's just easier to go the flash cart route. It's not as if buying a second-hand copy of a game from CEX is sending any money back to the original devs, after all — and as a general rule, if something I enjoy gets an official rerelease on a modern system, I will happily pay up for a physical copy of it. (Even better, often with Evercade I get to be part of making those physical releases!)

So yeah. 16-bit is where it's at for me at the moment. And with that in mind, I think a few more attempts at Midnight Resistance before bedtime.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 260: Catching up https://imnotdoctorwho.moegamer.net/2025/02/23/oneaday-day-260-catching-up/ https://imnotdoctorwho.moegamer.net/2025/02/23/oneaday-day-260-catching-up/#respond Sun, 23 Feb 2025 23:07:16 +0000 https://imnotdoctorwho.moegamer.net/?p=28281 Did I miss a day? I think I missed a day. With that in mind, I'll attempt to think of two posts' worth of things to say today. Well, even if I didn't write on here yesterday (which I don't think I did), I did at least write something about The Excavation of Hob's Barrow … Continue reading #oneaday Day 260: Catching up

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Did I miss a day? I think I missed a day. With that in mind, I'll attempt to think of two posts' worth of things to say today. Well, even if I didn't write on here yesterday (which I don't think I did), I did at least write something about The Excavation of Hob's Barrow over on MoeGamer, which you can read by clicking on this link. Click it. Go on.

I actually often find myself wondering if it's even worth linking things any more, because I really don't know if people actually click on them any more. I feel like everything I was taught about the Web and supposedly "good" Web design back in the relatively early days has pretty much gone out of the window these days as everyone's collective attention span has declined and the whole Internet, in general, has kind of gone to pot.

I sort of think we've brought that on ourselves to a certain extent, though. I know at the day job I've often been asked to "make things shorter" or suchlike, based on the belief that people won't look at anything that takes more than six picoseconds to digest, and while I don't doubt that people will click away if they're not immediately blasted in the face with some sort of blaring short-form media designed to obliterate their attention span even more than it already has been, I feel like consistently pandering to that perceived audience is just making the problem worse.

When I write, I generally write with my own preferences in mind. When I read something online, I want to feel like I got something out of what I read. It doesn't necessarily have to be learning something completely new to me, but I do need to feel like I got some sort of "value" from the experience. Maybe I got to know the writer a bit better. Maybe I found out a new detail about something I was already familiar with. Maybe I learned to look at something from a new perspective. All of those things are what keeps me reading, not whether or not an article has a bullet-point summary before the text begins so I can decide whether or not to grace this page with the honour that is my attention.

I feel like if you constantly pander to people who have no attention span, all you're going to attract is people with no attention span. I don't think there's anything wrong with someone writing something online — whatever the purpose — and effectively saying "no, fuck you, I have things to say and you are damn well going to sit down and listen to them, or just piss off". This is why I respect writers such as Ed Zitron so much; Ed works with an editor on his blog, but each individual post is still thousands of words long — even longer than the longest posts I've written here or on MoeGamer. Sitting down to an Ed Zitron post is an event, and on no occasion have I come away from the time it takes to read one thinking "I wish I'd spent that time doing something else".

And yet everything about the modern Web seems to be discouraging that kind of in-depth, thoughtful writing. We have websites posting an estimated reading time at the top of their articles, along with the aforementioned bullet-point summaries. We have asides linking to completely different pages after just a couple of paragraphs, before anyone could have possibly read the whole article. We have unrelated videos inserted into the middle of articles, vapid polls whose results aren't used to inform anything whatsoever, and, of course, if you're still foolish to browse the web without ad protection, advertising.

We are constantly bombarded with things vying for our attention and seemingly, at every opportunity, discouraging us from diving deep into things. I was looking up information on a wiki earlier and while I was doing so, a sidebar popped up with "popular posts" that were being pulled from a completely different fucking wiki on a totally different subject.

It takes effort and mental fortitude to resist all this, and honestly I don't blame anyone who just doesn't feel like trying any more. It is a real effort to maintain your focus on something these days, but I would argue it is a worthwhile effort. And to that end, I would encourage everyone who feels like they have ever been struggling to take some time and unplug from the noisiest parts of the Internet — or the Internet altogether — and immerse yourself in something that demands focus. Whether that's a blog you want to catch up on, a book, a TV show you always meant to watch, doesn't matter. What's important is that you pick that thing, then you focus on it to the exclusion of all else. Put your phone down, close all your other browser tabs, just focus.

I can guarantee you'll feel a thousand times more relaxed and about a bajillion times more intelligent after doing this for a bit.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 259: Excavations https://imnotdoctorwho.moegamer.net/2025/02/22/oneaday-day-259-excavations/ https://imnotdoctorwho.moegamer.net/2025/02/22/oneaday-day-259-excavations/#respond Sat, 22 Feb 2025 00:53:28 +0000 https://imnotdoctorwho.moegamer.net/?p=28278 I successfully did what I planned yesterday — for two nights in a row, even. Last night I spent some time with Smashing the Battle on Nintendo Switch, which I'll write a bit more about once I've spent some more time with it, and tonight I have seemingly spent nearly six hours playing The Excavation … Continue reading #oneaday Day 259: Excavations

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I successfully did what I planned yesterday — for two nights in a row, even. Last night I spent some time with Smashing the Battle on Nintendo Switch, which I'll write a bit more about once I've spent some more time with it, and tonight I have seemingly spent nearly six hours playing The Excavation of Hob's Barrow, a point-and-click adventure by Cloak & Dagger Games, published by modern adventure game specialists Wadjet Eye Games.

It always does my soul good to see how not-dead the point-and-click adventure genre has been for quite some time now, because there was definitely a period in the mid 2000s and early 2010s where it felt like there weren't any being made. 3D tech was getting better and everything was suddenly all about cinematic action games — something that certainly hasn't gone away in more recent years — but, looking back, it's clear that adventure games never really went anywhere. And these days, I'd say they're thriving more than they ever have done, even in their supposed golden age. Because not only can we enjoy the established classics from that golden age, there's a host of new ones seemingly being made all the time.

I'll write more specifics about The Excavation of Hob's Barrow when I've fully completed it — I've pressed pause on it for this evening as it's a quarter to one and I should probably sleep. Suffice to say for now that it's very good, though.

In The Excavation of Hob's Barrow, you take on the role of Thomasina Bateman, an antiquarian who has made it her mission to document the various ancient burial mounds scattered around the English countryside. We join the story as she arrives in a remote Northern village, supposedly the home of the titular Hob's Barrow, but she's immediately confronted with mysteries as her contact is nowhere to be seen and no-one seems to want to talk about Hob's Barrow.

That's all I'll say on the plot for now. The interface uses a pretty standard two-button system, with left-clicking "doing" things and right-clicking "looking" at things, but there's plenty of thinking required. Thus far there has been no real "moon logic" to speak of, just a sequence of tasks to complete that provide a sense of relative freedom without overwhelming you with possibilities. In fact, the game is quite cleverly designed in that the "freedom" you feel is not really present at all; there's quite a fixed sequence of things to do with a chain reaction of dependencies, but the fact you discover the beginnings of all these various threads before you start figuring out which order you need to solve them in is what makes this game really work.

It's beautifully presented in low-res pixel art combined with modern graphical techniques and greater colour depth, which gives it a wonderfully distinctive aesthetic. The voice acting is very good, too, seemingly making use of native Northerners in many cases.

I'm intrigued to see where it goes, but not quite enough to pull an all-nighter on it. After all, GOG Galaxy says I've already spent 5 hours and 28 minutes on it this evening and I've only completed two of the in-game "days". I don't know how many there are in total, but it does feel as if the third one is going to be somewhat climactic, so I estimate I'm maybe a little over halfway to two-thirds through? We shall see, I guess.

Anyway, if you're jonesing for a modern point-and-click adventure, I can definitely recommend this one. It's kept me pretty enraptured for the whole evening and I'm looking forward to seeing how it all concludes.

For now, though, sleep. Sleep!


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#oneaday Day 258: Mix it up https://imnotdoctorwho.moegamer.net/2025/02/20/oneaday-day-258-mix-it-up/ https://imnotdoctorwho.moegamer.net/2025/02/20/oneaday-day-258-mix-it-up/#respond Thu, 20 Feb 2025 21:17:11 +0000 https://imnotdoctorwho.moegamer.net/?p=28274 One thing I find myself having a bit of trouble with these days is feeling like I'm able to "mix things up" with regard to the things that are entertaining me. I feel a peculiar sense of "guilt" if I start on a new game, TV series or any other form of media before finishing … Continue reading #oneaday Day 258: Mix it up

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One thing I find myself having a bit of trouble with these days is feeling like I'm able to "mix things up" with regard to the things that are entertaining me. I feel a peculiar sense of "guilt" if I start on a new game, TV series or any other form of media before finishing one that I have already been working on for a while. And while in some respects that's not necessarily a bad thing — I estimate I finish more games and TV series than probably 95% of the average game-playing public out there — it's also a bit different from how I used to live.

When I think back to, say, the PS2 era, I had absolutely no problem chopping and changing between what games I was playing. Sure, if I found myself particularly compelled by an RPG or other narrative-based game, I'd probably make that a priority, but I also wouldn't feel any sort of "guilt" if I decided that no, that evening I really wanted to play Grand Theft Auto III. And I'm trying to figure out what, exactly, changed in my mind to create this, frankly, irrational feeling.

My initial reaction was that it might stem from the time where I was doing "Cover Game" features on MoeGamer, where I committed to playing a (usually long) game through from start to finish, penning at least four articles about it along the way. But then I remember while that was at its peak, I was also putting out pretty much daily articles about all manner of other games that I was playing. Granted, a lot of that came down to the fact that I was desperately bored at my day job and thus spent a lot of "work" time actually writing new articles for MoeGamer, but I still had to actually play the games in order to be able to write about them.

So whatever it is, it's happened since that time, so I estimate probably within the last 5 years or so.

Perhaps it's just generally feeling pretty run-down, and not wanting to have to think about too many things at once. That's a plausible suggestion, but inevitably I tend to find when I do have an evening where I just say "fuck it", put my current "big game" to one side and play something else for a bit, I have a good time. So it's not necessarily that I don't want to engage with something else; it's that I'm putting up a weird mental roadblock preventing me from doing so.

Part of it also may well be a false, completely unreal sense of "urgency" that is all in my own head. "I have all these games," I think, "so I have to get through all of them as soon as possible!" And this is nonsense. When I think back to that PS2 era and even earlier, I thought nothing of going back and replaying a favourite game multiple times, just because I enjoyed doing so. I thought nothing of playing a game with multiple endings repeatedly from start to finish without skipping anything. And those were good times!

I'd like to try and get back into that vibe I had when I was writing daily posts on MoeGamer. A while back, I experimented with the idea of "Gaming on a Schedule", and chronicled my thoughts on the process. I came away thinking that it was kind of a good idea, but that it was also possible to be too rigid about such things. The optimal balance is one where you still make time for your "big game" so you actually finish it, but also feel free to have an evening or two or three a week where you just… do something else instead.

So I think I just need to have a bit of a word with myself. If I have an evening such as I am having tonight, where I feel like "I don't really feel like playing Xenoblade Chronicles," there is no reason that I should feel guilt about that. I've already spent nearly 100 hours on that game, and I'll be spending at least that amount of time again on Xenoblade Chronicles X starting this time next month. So what does it matter if I have an evening "off" and play something else instead? It doesn't mean that I'm never going to finish Xenoblade Chronicles, which I think is where this whole roadblock stems from. Leaving aside the fact that I'm already very near the end, I have, after all, already beaten it once in my life, albeit on a different console.

So y'know what? This evening I'm going to play something else. Exactly what, I haven't quite got as far as deciding just yet. But I'm going to go with my gut rather than agonising over it for hours and then getting to bedtime having not actually done anything fun at all this evening.

So there. That's that. Here we go.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 257: When it's bollocks, say it's bollocks https://imnotdoctorwho.moegamer.net/2025/02/19/oneaday-day-257-when-its-bollocks-say-its-bollocks/ https://imnotdoctorwho.moegamer.net/2025/02/19/oneaday-day-257-when-its-bollocks-say-its-bollocks/#respond Wed, 19 Feb 2025 19:16:05 +0000 https://imnotdoctorwho.moegamer.net/?p=28270 I am an avid reader of Ed Zitron's blog (sorry, newsletter, because apparently that's just what we call blogs now) Where's Your Ed At? If you're at all interested in the tech space, I highly recommend you subscribe or at least check in on it regularly, because Zitron is one of the only people in … Continue reading #oneaday Day 257: When it's bollocks, say it's bollocks

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I am an avid reader of Ed Zitron's blog (sorry, newsletter, because apparently that's just what we call blogs now) Where's Your Ed At? If you're at all interested in the tech space, I highly recommend you subscribe or at least check in on it regularly, because Zitron is one of the only people in the space who has the balls to say it like it is: that an awful lot of what is coming out of the mouths of tech companies right now is complete and utter bollocks.

Today, a story went round about a research project at Microsoft where they were using generative AI for "game ideation", and also noted that they thought they could use their generative AI models for "preservation". This was reported on by Tom Warren, senior editor at The Verge, thus (screenshotted rather than embedded 'cause the coward deleted it after everyone dunked on it):

Now, if you know anything about video game preservation, you know that feeding an old game into a generative AI model and then hoping it will hallucinate at least a rough approximation of the original game experience is not "preservation". It's bastardisation at best, a completely useless endeavour at worst, and a massive waste of energy and money regardless of the result that comes out of the other end.

Game preservation is a problem that, for the most part, we have solved. We have excellent software emulation solutions, built over the course of decades of development. Hardware emulation via FPGA at an affordable cost for the general public has advanced hugely in just a few short years. Software libraries for pretty much any system you can think of are archived in their entirety at numerous places across the Internet, and strong strides have been made in providing commercial, legally relicensed versions of classic games for a modern audience, both on existing modern systems and on bespoke emulation-centric devices.

So why, then, why the fuck would we want a generative AI model to make a best guess at what a video game that already exists and has been preserved perfectly well might look like if you play it for longer than 10 frames?

That paragraph above is what tech journalists should be asking. And the reason I bring up Ed Zitron at the start of this post is because he's one of the only people to actually ask questions like this: to take a look at the utter garbage being spewed by today's tech companies and to say "this is complete horseshit, what the actual fuck are you on?"

And Zitron, being an outspoken type, is not afraid to call out today's tech journalism space for not doing this. And he's absolutely right to do so. It is the tech journalism sector's job to look at what it going on, to realise that it is complete horseshit and then have the confidence to say that it is complete horseshit.

But they won't do that, for a variety of reasons. Advertising deals. Exclusive access. PR partnerships. An inexplicable desire not to rock the boat, despite the fact the boat has a huge hole in it and has been steadily sinking for 15-20 years at this point.

I'm not one of those people who thinks that journalists are taking bribes for positive reviews in literally all circumstances — I have experience in the industry, remember, and the most I had to worry about in that regard was a mild admonishment from my editor for criticising a Mortal Kombat game's DLC plan when Mortal Kombat was the cover game for that issue of GamePro.

But come on now. Tech journos should be looking at this utter garbage that keeps getting flung our way, and instead of declaring it "interesting" and doing the stupid looky-eyes emoji that makes their post immediately look like a 14 year old girl wrote it, they should be going "hang on a minute, what does that actually mean?" then exploring it further, asking some probing questions (which inevitably won't get a response, but that in itself says something) and then confidently declaring the latest generative AI "innovation" to be what it is: complete and utter horseshit doused in the finest snake oil.

And people wonder why the entire journalism sector is floundering. Could it perhaps be because very little actual journalism seems to be getting done?

Shout-out at this point not only to Ed Zitron's aforementioned blog, but also the excellent coverage of the Elon Musk nonsense in the States by Wired's politics department, 404 Media being a rare example of tech journalism that actually asks those hard-hitting questions, and Aftermath for doing something similar with games journalism. There are still people doing good work out there. But the people on the big, well-known mastheads, like Warren above, need to step their game up, stop being so incredulous and start acting like actual journalists.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 256: I'm tired of collective hateboners https://imnotdoctorwho.moegamer.net/2025/02/18/oneaday-day-256-im-tired-of-collective-hateboners/ https://imnotdoctorwho.moegamer.net/2025/02/18/oneaday-day-256-im-tired-of-collective-hateboners/#comments Tue, 18 Feb 2025 23:40:21 +0000 https://imnotdoctorwho.moegamer.net/?p=28267 I don't think it's an exaggeration to say that probably 75-80% of the games I've bought in the last… maybe 5 years or so, possibly more, have come from limited-press companies. My reasoning for this? I like owning physical copies of games, and most of the limited-press companies wait to put out a physical version … Continue reading #oneaday Day 256: I'm tired of collective hateboners

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I don't think it's an exaggeration to say that probably 75-80% of the games I've bought in the last… maybe 5 years or so, possibly more, have come from limited-press companies. My reasoning for this? I like owning physical copies of games, and most of the limited-press companies wait to put out a physical version of a game until it has all its updates applied and usually (though not always, these days) all its DLC.

Taking this approach to buying games has a few effects. Firstly, it makes me consider whether or not I really want something, or if, as often happens with digital releases, I'm likely to download it, play it maybe once or twice and then never think of it ever again.

I value physical releases more. I just do. This isn't a slight against those who can't afford to, don't want to or aren't able to do physical releases, it's just a fact about how I approach my video game collection. If it's not on a cart or a disc, I am very likely to forget about it.

One thing I'm growing increasingly tired of is the collective whingeing that goes on any time a limited-press company announces its involvement in a physical print run of something. It happened just today with Digital Eclipse's long-awaited announcement that it will be publishing physical versions of its "Gold Master" interactive documentary series on Karateka, the back catalogue of Jeff Minter and Tetris. Because Limited Run Games are involved, some people have already written the release off completely. One person in a Discord I frequent described it as the "worst birthday present ever".

And… I just don't see it. Limited Run used to have big problems back when they opened pre-orders for five minutes and then promptly had them all swallowed up by scalpers, but they don't do that any more; instead, they have an open preorder window, during which they establish who actually wants a copy, then they print those copies. Sometimes it takes a good few months from ordering a game to actually getting it, but the company has always been up-front about that being a thing, at least partly for the reasons I described above — wanting to ensure that the game is "complete on cart/disc" with all updates applied — and partly to give them the time needed to take all those preorders, pass those orders on to their manufacturing partners and then sort the whole shebang out.

The same is true for other limited-press houses. Probably the "worst" of the batch in terms of being kept waiting is Strictly Limited Games, who has been sitting on preorders for some games for (checks) three years at this point, but when their eminently affordable special editions do arrive, they are absolutely lovely in terms of quality, with tons of extras and just plain gorgeous packaging.

I guess I just… don't mind waiting. I am under no illusions as to when I will be getting a game when I order from one of these companies; more often than not, it's a nice surprise several months (or even years, in the case of Strictly Limited) down the line when I get a dispatch notification for something I'd all but forgotten I ordered.

To an extent, I get why this pisses people off. We live in an age where if you order from Amazon at the right time, you can get something on the same day you ordered it. We live in an age where you can click a button online and get food delivered to your door within half an hour or so. We live in an age of digital convenience, where if you want to watch something you just click the thing to watch it rather than having to search for somewhere that has it in stock, order it and wait for it to arrive.

To anyone who is used to those modern conveniences, paying up for something you won't get for months is unthinkable. But it's not that unusual. Many online shopping sites that aren't Amazon take a while to ship things. eBay sellers can be relied upon to not even think about shipping your item until a week after you paid. Things go out of stock and sometimes aren't back in stock for months. Granted, most of these situations doesn't see you waiting as long as you do for a limited-press video game, but after several years of hearing people constantly whining out non-specific complaints about Limited Run and its ilk, I just have to say… I don't care. Shut up.

In seven years of ordering from Limited Run, I've had precisely one mishap, and that was down to the courier in this country making a mess of things rather than anything Limited Run did — I ended up with a slightly crushed Switch case for the Contra collection from Konami. So y'know what I did? I got a new Switch case and replaced the damaged one. Job done.

In multiple years of ordering from other limited-press companies, I've had no issues. Yes, I have the aforementioned outstanding Strictly Limited orders, but I have faith that those are going to arrive. It doesn't really matter when they arrive, because I have over a thousand other games on my shelves all around me, and even more in my Steam library and downloaded to various consoles. It'll be nice to finally have those, but I'm not mad about them not being here yet, because there's really no point in being mad about it. I paid my money knowing that I'd be waiting for a while, and so that's exactly what I will continue to do.

I will also be ordering the Digital Eclipse Gold Master games when preorders open on February 25 — although as it happens, Digital Eclipse have sensibly partnered with a European distributor (Clear River Games, who also distributed their excellent remake of the first Wizardry game) as well as Limited Run for North America, which makes life quite a bit easier.

I'm tired of not feeling like I can be excited or pleased that something I hoped would get a physical release is actually getting a physical release, because The Internet can't get over its collective hateboners. And I can almost guarantee that a significant proportion of the people whingeing about it being Limited Run don't have any specific complaints other than they don't like them, or because someone involved in the company said something dumb on Twitter.

If you don't like them, you have no obligation to give them money. You have no obligation to buy anything if, for whatever reason, you don't want to give the people making it any money. I happen to like what they do, and I'm getting real tired of people pissing over my excitement for things like the Digital Eclipse releases because they can't get over the publishing partner.

Anyway, that was a useless rant. No-one's reading this anyway. But I feel a bit better. Time to go watch Angel in bed.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

If you want this nonsense in your inbox every day, please feel free to subscribe via email. Your email address won't be used for anything else.

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#oneaday Day 255: I need a Hero(Quest) https://imnotdoctorwho.moegamer.net/2025/02/17/oneaday-day-255-i-need-a-heroquest/ https://imnotdoctorwho.moegamer.net/2025/02/17/oneaday-day-255-i-need-a-heroquest/#respond Mon, 17 Feb 2025 21:24:25 +0000 https://imnotdoctorwho.moegamer.net/?p=28261 Through various combinations of circumstances, I found myself looking at the information about Hasbro's recent(ish) reboot of HeroQuest earlier, and I actually found my finger hovering over the "Buy" button (it was £30 off on Amazon, putting it down to a much more reasonable £70 from its usual £100 price tag) before the rational part … Continue reading #oneaday Day 255: I need a Hero(Quest)

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Through various combinations of circumstances, I found myself looking at the information about Hasbro's recent(ish) reboot of HeroQuest earlier, and I actually found my finger hovering over the "Buy" button (it was £30 off on Amazon, putting it down to a much more reasonable £70 from its usual £100 price tag) before the rational part of my brain kicked in, reminded me that I haven't seen another human being other than my wife in my house for a very long time indeed, and found myself feeling a bit sad that I, seemingly, would be forever deprived of playing something that I think would actually be rather fun.

Of course, this is nothing new. Growing up, I had a copy of Advanced HeroQuest (still do, in fact) that I played with other people precisely… twice, I think. Space Crusade (which I no longer have) hit the table a couple of times, and a couple of more recent successors like Descent: Journeys in the Dark also had a couple of plays, but I have never yet managed to play through a complete campaign of any game like this. And this makes me sad, because I have wanted to ever since my brother's teenage girlfriend (as in, girlfriend when they were both teens, to be clear) Allie introduced child me to the original MB release of HeroQuest many, many years ago.

Part of me is just saying "fuck it, buy it anyway" and maybe convince my wife to play, or perhaps convince my few remaining in-person friends to come play it for a day when I manage to pry them away from their oh-so-busy personal lives for the one occasion a year they'll actually leave their houses around my birthday. But that rational part of me keeps saying "you'll never get anyone to play it, you'll have wasted your money".

And perhaps I will have. But part of me still wants it.

There's something about the original HeroQuest that I've always liked. I know there's elements of it that are stupid (like the roll-to-move mechanic, which is at least phrased as "you may move up to that many spaces" rather than "you must move that many spaces", and the fact every monster in the base game only ever had 1 body point, meaning it was nearly as easy to kill a lumbering Gargoyle as it was a pathetic Goblin) and that other, later games did what it's doing a lot better. But I also think there's still a distinct appeal to HeroQuest that those "better" games lack.

Take Descent: Journeys in the Dark, for example. Ostensibly this is the same kind of game: you have 1-4 hero players competing against an antagonistic player who is in control of all the monsters. But each scenario is much more of a tactical strategy game challenge rather than a dungeon crawl. There are elements of exploration, sure, but the whole thing feels less about delving into dank dungeons, and instead more like a wargame. That's not necessarily a bad thing; I just think I prefer the dungeon crawling aspect.

Then there are games like Gloomhaven, which, although critically acclaimed, make me feel like they overcomplicate things massively — and again, each scenario often ends up feeling more like a wargame than a dungeon crawl. I wanted to like Gloomhaven, particularly after a friend spent a lot of money on the fancy Kickstarter edition, but I just… didn't. It really didn't grab me, for some reason, and its potentially interesting "Legacy" elements, predictably, went mostly unused because we only played a couple of sessions of it.

I think the place for something like HeroQuest is firmly in what often gets described as "beer and pretzels" territory: a game that everyone around the table can enjoy, but which no-one really needs to concentrate on too hard. A game you can play while gradually getting more and more intoxicated and still have a good time. A game that you can easily introduce newcomers to without having to spend an hour discussing the rules — and a game that a group can easily return to several weeks or months after their last session and still remember how to actually play.

So I dunno. I feel like buying a copy of HeroQuest would be silly. But I still kind of want to. I haven't yet decided if I'm going to. But I'm certainly considering it.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 254: Nothing Much https://imnotdoctorwho.moegamer.net/2025/02/16/oneaday-day-254-nothing-much/ https://imnotdoctorwho.moegamer.net/2025/02/16/oneaday-day-254-nothing-much/#respond Sun, 16 Feb 2025 19:26:04 +0000 https://imnotdoctorwho.moegamer.net/?p=28258 I've had a nice quiet weekend that has been almost entirely occupied with Xenoblade Chronicles. I thought about making some videos, but decided that I didn't really have the mental fortitude to sort that out, so I have just had a completely relaxing weekend where I thought about nothing of any importance whatsoever, and just … Continue reading #oneaday Day 254: Nothing Much

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I've had a nice quiet weekend that has been almost entirely occupied with Xenoblade Chronicles. I thought about making some videos, but decided that I didn't really have the mental fortitude to sort that out, so I have just had a completely relaxing weekend where I thought about nothing of any importance whatsoever, and just enjoyed myself.

This is a valuable thing to do now and again, particularly if you are feeling any sort of burnout or stress, which I most certainly have been of late. Honestly, I feel like I am starting to come out of the other side of the funk I've been in for the last while. I'm not completely out of it by any means just yet — and I'm sure the first time I look at social media for work on Monday I will suffer a mental health setback — but I am feeling a bit better, partly for having spent some time just relaxing, partly for having got some things off my chest with the post the other day, and partly… well, these things just pass eventually, usually.

That, honestly, is one of the things that's kept me holding on through difficult times — the knowledge that "this, too, shall pass". It always has done. Sometimes there have had to be difficult decisions made in order to encourage this, too, to indeed pass, but for the most part, just gritting your teeth and hanging on in there generally allows one to pass any number of this, toos, that might find themselves coming your way. And thankfully this most recent bout of the blues appears to have fallen into that category.

One thing I try to do when I'm feeling low is to ponder the things I do have that I should be — and am — grateful for. I'm not saying that just because you have things to be grateful for that you shouldn't be sad, of course — processing one's emotions is important and healthy — but rather, I think I'm saying that when things get hopeless I find it helpful to remember that I do not, in fact, have nothing, and that as difficult as it can be to appreciate that when you're down the bottom of a depression hole, those things you do have are a welcome sight when you eventually clamber back out.

That was a tortured metaphor, I know, but I'm just bashing things out on fumes here. Early night tonight and an attempt to get back into a routine of feeling like a vaguely normal human being. I don't know if I'm quite ready to return to the super-early mornings and going for a walk down to the shop, but I can at least look to tomorrow with good intentions if nothing else.

I hope you've had a pleasant and appropriately relaxing weekend, and that your week ahead isn't looking too stressful or chaotic. I am very much ready for a break, but I have a couple of weeks to get through before I can enjoy that break. That's feeling eminently doable at this point, though, so here's to Getting Back Into Things.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 253: Why do I need software to make my keyboard charge https://imnotdoctorwho.moegamer.net/2025/02/15/oneaday-day-253-why-do-i-need-software-to-make-my-keyboard-charge/ https://imnotdoctorwho.moegamer.net/2025/02/15/oneaday-day-253-why-do-i-need-software-to-make-my-keyboard-charge/#comments Sat, 15 Feb 2025 16:28:01 +0000 https://imnotdoctorwho.moegamer.net/?p=28255 I've been having an issue with my fancy, expensive Razer keyboard for a while. I've had it plugged in to USB, but as soon as I take the USB cable out, it seems to completely forget that it's been on charge and just die. This meant that I couldn't use it wirelessly, which was one … Continue reading #oneaday Day 253: Why do I need software to make my keyboard charge

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I've been having an issue with my fancy, expensive Razer keyboard for a while. I've had it plugged in to USB, but as soon as I take the USB cable out, it seems to completely forget that it's been on charge and just die. This meant that I couldn't use it wirelessly, which was one of the keyboard's main selling points: it was a rare example of a mechanical keyboard that was also wireless. It didn't used to do this.

For a while, I just thought the battery was dead. Then I remembered that I'd uninstalled the Razer software a while back, because a shonky update process had made it cause my computer to pitch a shitfit and completely lock up for ages. So, out of curiosity, today I reinstalled the Razer software, plugged in the keyboard to charge and went off to play Xenoblade Chronicles for a couple of hours.

I am now typing this with the keyboard's USB cable unplugged, and the battery reading 100%. So it was the fucking software. My keyboard officially will not charge its battery unless you have Razer's stupid software installed.

Thankfully, they seem to have fixed whatever the locking-up issue was when I uninstalled it, so it's not a huge inconvenience to have it installed again. But it's pretty annoying to have spent several months thinking that my keyboard was broken in some way, or that it needed a new battery, only to discover that a completely arbitrary piece of software was preventing my keyboard from doing something that, you'd think, it should be able to do without any software intervention whatsoever. I mean, USB charging is a fundamental part of most of our tech these days, and most pieces of tech can charge without a piece of software running. You just plug them into a wall, the device goes "ooh, there's power coming in, I should route that to the battery" and that's that.

But no. Not for Razer, apparently, and I suspect there's other manufacturers who do the same thing, too. Logitech, for example, pissed people off when they tried to install some weird AI software into people's mouse drivers a while back, and the general enshittification of tech is, at this point, extremely well documented — though the number of people actually doing something about it, or even acknowledging that it's a problem, is rather slimmer than it perhaps should be.

Now, I'm not saying that my £150 keyboard not charging when its software isn't installed is really making my life significantly worse in the same way that Facebook and Instagram's abusive practices are systematically destroying the mental wellbeing of individuals in the name of perpetual corporate growth, but it's still symptomatic of the age we're living in. 20 years ago, if I had a wireless thing with a rechargeable battery, I could just plug it in and be safe in the knowledge that it would, y'know, charge. Today, apparently, that is not the case. And that seems stupid. Really stupid.

But I guess that's the world we live in now. So, for now at least, we just have to live with the stupidity.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

If you want this nonsense in your inbox every day, please feel free to subscribe via email. Your email address won't be used for anything else.

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#oneaday Day 252: Lighter fare https://imnotdoctorwho.moegamer.net/2025/02/15/oneaday-day-252-lighter-fare/ https://imnotdoctorwho.moegamer.net/2025/02/15/oneaday-day-252-lighter-fare/#respond Sat, 15 Feb 2025 01:05:49 +0000 https://imnotdoctorwho.moegamer.net/2025/02/15/oneaday-day-252-lighter-fare/ Whew, that was heavy going yesterday huh? I am pleased to report that it resulted in some healthy and worthwhile discussions, so I'm pleased I plucked up the courage to write it. But I figured I should probably go a little lighter this evening. And not just because I've left it until 1am to write … Continue reading #oneaday Day 252: Lighter fare

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Whew, that was heavy going yesterday huh? I am pleased to report that it resulted in some healthy and worthwhile discussions, so I'm pleased I plucked up the courage to write it. But I figured I should probably go a little lighter this evening. And not just because I've left it until 1am to write this.

I've been enjoying working my way through the first season of Angel as some bedtime viewing, and I'm now about halfway through the fourth disc of the set. I'm glad that this show is just as good as I remembered; I'm always a little concerned when revisiting an old favourite after many years, but thinking back on things, there's been very few, if any, occasions when I've felt let down by something I used to love.

Perhaps this is because in a lot of ways, I've never really left the past completely behind. I often think back fondly on my school and university days, for example, which is when I was enjoying shows like Friends and Angel, and hell, I still play a lot of the video games I played from before I was even ten years old.

There have only been a couple of things that I'm hesitant to go back to, and they're all things that raging transphobe Graham Linehan was involved in — stuff like Father Ted and The IT Crowd. But then I haven't had a problem going back to Angel knowing that Joss Whedon is a bit of a tool, because "his" shows were much more about the writers, the directors and the actors than just him. So I'm sure if I went back to Linehan's shows I'd be separating art from artist in no time, because they, too, are all about their casts and their performances.

In fact I think these days it's much too easy to get hung up on whether the creator of a former favourite is actually an awful person or not. In some respects, I think I was happier just not really knowing anything about anyone, and just letting the creative works speak for themselves. But that's not really an option these days.

Anyway, regardless of all that, Angel is still good. And I think that's all I really want to say today!

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#oneaday Day 251: I'm Also Here Because I Was a Forum Poster (or: Reflections on Losing a Community, Mistakes Made and a Desire to Reconnect) https://imnotdoctorwho.moegamer.net/2025/02/13/oneaday-day-251-im-also-here-because-i-was-a-forum-poster-or-reflections-on-losing-a-community-mistakes-made-and-a-desire-to-reconnect/ https://imnotdoctorwho.moegamer.net/2025/02/13/oneaday-day-251-im-also-here-because-i-was-a-forum-poster-or-reflections-on-losing-a-community-mistakes-made-and-a-desire-to-reconnect/#respond Thu, 13 Feb 2025 20:45:21 +0000 https://imnotdoctorwho.moegamer.net/?p=28251 Likely to be a long one today, and I'm not entirely sure exactly what I want to say, nor exactly how to say it, but I ask you to indulge me, whether you're a regular reader, someone who stumbled across this page, or someone I specifically pointed in the direction of this post. I'm just … Continue reading #oneaday Day 251: I'm Also Here Because I Was a Forum Poster (or: Reflections on Losing a Community, Mistakes Made and a Desire to Reconnect)

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Likely to be a long one today, and I'm not entirely sure exactly what I want to say, nor exactly how to say it, but I ask you to indulge me, whether you're a regular reader, someone who stumbled across this page, or someone I specifically pointed in the direction of this post.

I'm just going to start typing and see where things go from there.

This is something I've been meaning to write for some time, but have never really known exactly how to write it. It's probably going to be difficult to write, it's probably going to be difficult contemplating the possible reactions to it, and I honestly don't know if it's a good idea to even write it at all in the first place. But having had… Feelings festering inside me for probably the best part of a decade and some change at this point, I think it's time I got at least some of them down on paper.

I was inspired to write this by Chris "Papapishu" Person's excellent post over on Aftermath, I'm Only Here Because I Was A Forum Poster, in which he contemplates how, in the mid 2000s, he found a community of like-minded folks on the forums for 1up.com, and that, via a somewhat roundabout route, resulted in him being a professional games journalist, initially for Kotaku and subsequently for Aftermath.

Pishu isn't the only person for whom this is true. I can probably attribute my current position indirectly to those days back on the 1up.com forums, and Jeff Grubb and Mike "Tolkoto" Minotti of Giant Bomb, both specifically namechecked in Pishu's piece, almost certainly have their own similar stories. Those heady pre-social media days on 1up.com were, it's fair to say, a real high point for online socialisation for me and for many others, and I feel like things have only gotten worse since the collapse of that site and its consequences: the community scattering to the four winds, never really settling down and calling one place "home" ever again.

I first came to 1up.com because of the family connection. My brother, John Davison, helped to launch the site, and was also working on Electronic Gaming Monthly and the Official U.S. PlayStation Magazine at the time. 1up.com was a bold new experiment in online video game-related media: its social features were, at the time, pretty revolutionary, allowing any of its users to start a blog, create a club with its own private message board, and post on the forums. The site still had professional staff, of course, and for many folks the various 1up.com podcasts by that staff were a real highlight of the site. But for me, the thing that made me happier more than anything was the sense of community it had at its peak.

As someone who is what I now understand to be autistic, finding a community of like-minded nerds online was an absolute lifeline. Finally, I had a place where I could well and truly be myself, among "my people". And it didn't take long for me to find a niche within a niche: nerds who enjoyed video games, and who enjoyed talking about them at great length, in great detail, and with a mind to proper in-depth critical analysis rather than just flame wars or quickly writing things off because they didn't score over 80% in a review.

If you look back over the past entries of this blog, you'll see frequent references to "The Squadron of Shame". This was a loose conglomerate of 1up.com members who came together after a discussion on the 1up Yours podcast about "The Pile of Shame": what today tends to be referred to as "the backlog". The pile of games that you've bought, but haven't gotten around to. The games you always meant to play, but haven't. The games that don't get the time of day in reviews, but which you always thought looked interesting.

Fun fact: the first video I ever posted on YouTube was a hacked-together "trailer" for the games we'd covered up until that point.

1up Yours was initially intending to pick a game from the hosts' respective Piles of Shame, play it as a group, then discuss it the following episode, book club style. They didn't really manage to do that — and this isn't a criticism or admonishment of them, as they were all busy people — but a group of us on the forums thought that it was a really good idea… so we did it instead, beginning with the game the 1up Yours crew intended to cover: Psychonauts.

Squad "Missions", as they were known, took the form of a forum thread, in which the person proposing the "mission" would outline the reasons they thought the game in question was noteworthy and why they thought it could do with some in-depth discussion. These initial posts were often long and in-depth in their own right, and they set a good tone for the subsequent discussion: Squad threads became notorious as being wordy, but no-one gave us grief for it, and we often got a shout-out on 1up Yours for successfully picking up and running with the otherwise aborted concept.

One day, something terrible happened on those forums, and I'm not entirely sure why. Where there once had been a selection of subforums specific to particular types of discussion — including individual platforms, plus a special forum for the "1up Radio" podcasts, which is where the Squad threads resided — there were now just two forums: "Games" and "Not Games". Presumably this was done in an attempt to make moderation easier, but it was the beginning of the end for 1up.com's community.

The first Squad thread we posted under this new layout (in "Games") was immediately trolled by someone, clearly unfamiliar with how we had done things on the 1up Radio boards, complaining about a "massive fucking wall of text", and things derailed quickly from there. It was abundantly clear, both from this forum upheaval and various other behind-the-scenes happenings at 1up.com, that the writing was on the wall for this community, and so we started looking into alternative approaches. (1up.com actually hobbled along until 2013, but most of the community and staff left long before that.)

Many of us settled on the fledgling Twitter as a means of interacting with one another, but one of the most important things we did was organise a podcast. This would take the place of our megathreads on the 1up.com boards, and allow a rotating group of us — with several regulars — to discuss the games in-depth, in person, for as long as we wanted. Although severely lacking in confidence to speak up when surrounded by people I always felt were probably a lot more clever and articulate than I was, I quickly developed a reputation among the group as The Guy Who Was Good At Editing The Podcast, so my seat in pretty much every episode was all but assured, and I made a (now-defunct, and apparently non-archived) website that left a written record of all the podcast episodes and the things we discussed. (The episodes themselves, thankfully, survived — you can find them all on my Soundcloud.)

For a while, things went well, and friendships solidified. I even made the trip across the pond to visit various other members of the Squad (who were mostly North America-based) on multiple occasions, and we played host to some Squaddies on at least one occasion that I recall.

We changed the format in which we discussed things several times over the podcast's complete run, shifting from the "book club" format to focusing on a particular topic and bringing our own examples to the table. Things were good, for a while. Then we stumbled across Katawa Shoujo, a visual novel about a boy with a heart condition and how he came to love a group of girls with disabilities that he came into contact with when they all attended the same special school.

Katawa Shoujo was — is — a thoroughly interesting cultural artifact, if you're unfamiliar. It stems from the work of an independent Japanese artist named RAITA (if I remember correctly), who sketched some girls who had various forms of physical disabilities. Various members of the notorious imageboard 4chan found these images somewhat striking, and so, seven years after the original images' publication, they took the unusual step of forming a development collective of individuals from all across the world in order to bring these characters to life. The result was an absolutely fascinating visual novel that handled the subject matter infinitely more sensitively than anyone would have ever expected, given the origins of the development team being a website commonly referred to by many (not without cause) as a "cesspit".

In keeping with the visual novels that tended to come west at the time of its release, Katawa Shoujo was a sexually explicit game, featuring erotic scenes between the protagonist and each of the various heroines. Unsurprisingly, this made some people uncomfortable, particularly given the high school setting of the game and the way it (like many other localised Japanese works) left the cast members' ages somewhat ambiguous. And, although we had a great podcast discussion about the game itself — during which several of us opened up emotionally more than we'd ever done in public before — some damage had been done to our group. I don't blame the folks who splintered off or their reasons for it, but I am still sad that it happened, because it marked the beginning of the end.

We managed a few more episodes post-Katawa Shoujo, but eventually things petered out. We'd had plans for a Squadron of Shame website with its own forum to host discussions just like in the Good Old Days, but it took a long time for those to come to fruition, and it never quite built up the same momentum as in the 1up.com era. Eventually, it fizzled out completely, and after many years of reflection I probably can't say with any confidence that I was completely blameless in this.

Around the time of our Katawa Shoujo discussions, I'd started getting to know one of our members known as "Shingro" a bit better, and he was particularly interested in anime, manga and Japanese games. He, along with a couple of other people I knew in other places online (including Google+, remember that?) had given me some recommendations for some localised Japanese games to try — games that never got much attention from the press, weren't received particularly positively when they did, but which were likely to appeal to anyone who "got" what Katawa Shoujo was going for. Among those games were the early entries in the Hyperdimension Neptunia series, the Atelier Arland series and the Ar Tonelico series.

I played and absolutely adored all of those games, and, along with Katawa Shoujo, found that I was experiencing something unusual and interesting: I was enjoying games that felt like they had been tailor-made to suit me and the way what I would later come to recognise as my neurodivergent brain worked. I recognised that they likely wouldn't appeal to everyone for a wide variety of reasons — and not just the sexually provocative element. They were unabashedly cheerful, they were colourful, they were often gleefully experimental (and not always successfully so) with their game mechanics, and their voice acting had a lot of screeching and shouting, particularly if you played in Japanese.

But I liked them for that; they knew their audience, and they unashamedly catered to that audience and no-one else with a laser-like focus. I started to discover hidden depths in these games; even the most silly-seeming ecchi titles, like Senran Kagura Burst, had something interesting to say, and they often had a lot less shame about it than many mainstream titles, many of which were still in their "dark and edgy equals mature" phase. In stark contrast to my growing disillusionment with triple-A games — Gears of War was my absolute last straw in this regard, as I hated that game and pretty much swore off "big games" after that — I felt like I was discovering gaming afresh for the first time.

And, naturally, I wanted to share the way these games made me feel. So I did. And for a while, things were okay, until I saw a few messages that made me feel a bit uncomfortable. Messages that, while it almost certainly wasn't the intent, given the sources, made me feel like I was being judged for the type of entertainment I was enjoying — entertainment that, let's not forget, I had recently come to feel was "speaking" to me like pretty much never before in my gaming career. Words like "creepy" and "perverted" were bandied about a bit too readily, and I… did not like that.

For a bit of context, I was struggling in my personal life around this time. (So what else is new?) Shortly after I took one of the aforementioned trips across the pond to meet some Squad members at PAX East in Boston, I split up with my first wife. And I… did not handle it very well. I felt betrayed, broken, utterly destroyed, and the things that I could cling onto for some degree of comfort in those trying times were of increasing importance to me. By the time Katawa Shoujo and the aforementioned other games came along, I was several years deep into A Difficult Time and, although I had met Andie, the wonderful person who is now my wife, I was still struggling and in great need of comfort.

I started to get frustrated when I saw the things I enjoyed come under what I perceived to be "attack". In the early to mid 2010s, this really started to come to a head, as the modern progressive movement started to really raise its head online — and was being more than a little abrasive about it, with public shaming often being the weapon of choice. In retrospect, I recognise how effective this can be — and how flaccid groups like the USA's Democratic party appear when they're not willing to step up and confidently declare their opponents to be Bad People — but at the time, I did not like it, particularly as I saw people I knew and cared about caught in the crossfire on multiple occasions.

At this point I should clarify that I have always had beliefs that are broadly in line with what one would call "progressiveness". I believe that straight white men have indeed been in a position of power and privilege for many years, and that marginalised groups, including women, have had an uphill struggle to stand on the same level — and that it is the responsibility of those who are in positions of power and privilege to help others up, so we can all benefit. I believe trans rights are human rights, I believe everyone has the right to love whoever they want to love, regardless of gender, and I believe racism is something we should have left behind long ago, and that it doesn't go challenged nearly often enough these days.

At the same time, part of my frustration stemmed from those mid-2010s feeling like I was being demonised for my gender and my sexuality in particular. I am sure at least part of this was down to my vulnerability at the time, but when I saw articles literally branding people who liked certain games as "creepy", "paedophiles" and "sex pests", I didn't like it. At all. Striving for equality, I felt, shouldn't mean dragging people down — particularly when there's a lot more nuance to the situation than just "white straight man = privileged". As someone having difficulty with my own personal situation — and what I later learned was neurodivergence — I certainly didn't feel like I was in the same position as the hypothetical straight white bogeyman, sitting in his suit with his perfect white teeth, counting his money and posting slurs on the Internet.

So I lashed out. There are numerous posts on both this blog and on MoeGamer where I did just that: I attempted to express how I was feeling about this. I attempted to express how these things that were important to me made me feel — and how it made me feel when I was called all manner of horrible names simply for what I liked, including by former colleagues. When I left USgamer, I was subject to some absolutely horrible abuse from an individual who joined the organisation as I was on the way out, and I received absolutely no support from anyone when that happened.

All this, as you might expect, eventually attracted the attention of the Gamergate crowd, who also counted among their number people who liked sexually provocative (or explicit) games, just like I did, and seemed to be forming a community of like-minded folks. I recognised even in the early days that Gamergate — and particularly its subreddit, KotakuInAction — was a scarlet letter, so I always took care not to publicly associate myself with the movement or even express support for it, particularly as things escalated and it became clear that no, for some of those people, it really wasn't about ethics in games journalism.

I maintain to this day, however, that among the early Gamergate crowd were some genuinely good people who wanted change for the better — and in a few cases actually achieved meaningful change that didn't involve any sort of bigotry — but with the inherently disorganised nature of the whole thing, it was, in retrospect, very easy for it to become an alt-right pipeline, and for bad actors to take control of things. And, as silly as it may sound for a dispute supposedly over video games to have such power, I firmly believe that at least part of the reason the world (particularly the online world) is in such a mess today is down to Gamergate.

Although I continued not to associate myself with Gamergate or its supposed beliefs, I found supporters from among its members for what little overlap we had. And I won't lie, it was nice to feel like there was someone who supported the way I felt, regardless of where they'd chosen to plant their flag. I found people who seemed to understand me, many of whom were on the periphery of the whole "culture war" by choice, much like I was, but who often got dragged into things whether they wanted to or not.

I continued to feel frustrated and vulnerable, though, like I was being pushed aside by people I had once called friends and a community I had once felt part of, all for the things I enjoyed. I continued to lash out, including towards people who had once been good to me, close friends, all because I felt like they had "sided" with people who didn't value my opinion, who wanted to brand me some of the worst names you can call people. And all because I liked anime-style games that occasionally crossed a line into sexual provocativeness or explicit scenes.

I said some things that I regret on multiple occasions, and I am deeply sorry about that. I recognise today that, in retrospect, I was standing at the very mouth of the alt-right pipeline and, if I had made some very different choices, I would be in a far worse situation than I am in today. Thankfully, I eventually recognised the danger I was in, and successfully changed my ways in such a way that I could continue to enjoy the things I loved without putting myself at risk of becoming one of those "everything I don't like is WOKE" idiots who infest online discourse today. And one of many positive results from that was a very enjoyable period in charge of Rice Digital, which subsequently led to my current position with Evercade — a job that, were it not for the necessity to check in on social media every day when I have otherwise mostly abandoned it for my personal life, would be 100% a dream assignment.

That doesn't change the regrets I have, though, and I wish I had come to the above realisation sooner than I did. There was still a period where I was in a bad place, and doing bad things, whether or not I really intended to. I deeply regret lashing out and pushing people away, and I wish I could make up for what I did, regardless of my reasons for it.

The reasons don't even matter any more; all that remains is the result, that being that I am growing older, I am mostly alone (except, thankfully, for the blessings that are my wife, cats and family) and in complete and utter despair at the mess I've made of my interpersonal relationships over the course of the last decade and a half.

I have many regrets. I am sorry to those I hurt. And I want to make things right. I just don't know how.

So this post is, hopefully, a start.

If you're reading this and you used to know me before… all this, I would like to know you again. I'm sure both our lives are very different to how they once were, hopefully for the better. On the whole, my life is much better than it was 10-15 years ago.

But I wish I hadn't lost those 10-15 years, and all the people I lost with them.

I am sorry to those of you I pushed away, either consciously or unconsciously. I am sorry to those of you I hurt. It doesn't matter if it was deliberate or not; if I hurt you, I hurt you, and I am sorry.

I just want things to go back to how they were during that one brief time in my life when I can say I was happy, when I felt I was accepted, when I felt I was among "my people". I know it can never be exactly the same as it once was. But I'm willing to put in the work needed to rebuild, reconnect and rekindle lost friendships.

Whatever it takes.

Thanks for reading.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

If you want this nonsense in your inbox every day, please feel free to subscribe via email. Your email address won't be used for anything else.

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#oneaday Day 250: A whimper https://imnotdoctorwho.moegamer.net/2025/02/13/oneaday-day-250-a-whimper/ https://imnotdoctorwho.moegamer.net/2025/02/13/oneaday-day-250-a-whimper/#respond Thu, 13 Feb 2025 00:00:45 +0000 https://imnotdoctorwho.moegamer.net/?p=28248 It's day 250 of this bullshit, which feels like a significant milestone, and I feel like I don't really have anything to write about. Inevitably, I will almost certainly now proceed to churn out at least 500 words on nothing in particular as I always do when I claim to have "nothing to write about", … Continue reading #oneaday Day 250: A whimper

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It's day 250 of this bullshit, which feels like a significant milestone, and I feel like I don't really have anything to write about. Inevitably, I will almost certainly now proceed to churn out at least 500 words on nothing in particular as I always do when I claim to have "nothing to write about", but I at least wanted to set expectations up front.

I am feeling exceedingly burnt-out right now, and I use that phrase deliberately. After my reading up on autistic shutdowns the other day, I also ended up reading a bit about autistic burnout, which is not a "medical" term, but it is one that has come to be commonly used among autistic people and those who care for them. And it's definitely something I feel like I am contending with right now. Persistent tiredness? Check. Random irritability? Check. Inability to concentrate? Hell to the yes. Desire to just shut down completely? Absolutely.

I should probably talk to someone about this, but I don't really know where to begin, and don't want to come across like I'm making excuses or anything. It's a busy and stressful time for everyone at work right now, and I don't want to leave anyone else in the lurch by just noping out of life for a few days, but at the same time I feel like if I don't put my hands up and say "I need a fucking break" I will almost certainly involuntarily end up noping out of life for a few days. And I don't really want that.

As I've alluded to on previous days, the current happenings around the world aren't helping, and I'm also becoming frustrated with the few online communities that I have remained a part of in a vain attempt to feel any sort of social connection with anyone. There's one in particular that I'm very close to just ditching completely because I'm tired of the moaning negativity that goes on in there, but I like the people who run it so I don't want to upset them by appearing to go off in a huff or anything like that. (Who am I kidding, I suspect no-one will actually notice if I leave.)

I am finding distraction from my own negative thoughts through a combination of Friends, Angel, Xenoblade Chronicles and, yes, I bought the RPG Maker DLC the other night and have made a start on making a stupid self-indulgent project. So that is something. At least I am not sitting staring at a wall or anything like that. But I would like to feel, y'know, better about things generally. And I'm not entirely sure where to start with that.

Oh well. The week is half over. I can, at least, look forward to the weekend. We have nothing in particular planned, but that is nice. I fully intend to sleep in, play some video games, perhaps record some videos and just forget about all this for a couple of days. And once my commitments for this month are over, perhaps I will finally take that time off I clearly owe myself.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

If you want this nonsense in your inbox every day, please feel free to subscribe via email. Your email address won't be used for anything else.

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#oneaday Day 249: The Hankering https://imnotdoctorwho.moegamer.net/2025/02/11/oneaday-day-249-the-hankering/ https://imnotdoctorwho.moegamer.net/2025/02/11/oneaday-day-249-the-hankering/#respond Tue, 11 Feb 2025 18:47:54 +0000 https://imnotdoctorwho.moegamer.net/?p=28246 I'm getting a hankering to make a game again. I say "again", having only ever finished one game-making project (technically two, though one was a remake of the first). I'm not sure what triggered this — perhaps a recent post on Bluesky that I found quite striking: And… this is good advice. Being creative is … Continue reading #oneaday Day 249: The Hankering

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I'm getting a hankering to make a game again. I say "again", having only ever finished one game-making project (technically two, though one was a remake of the first). I'm not sure what triggered this — perhaps a recent post on Bluesky that I found quite striking:

Just make insanely self-indulgent shit. Quality does not matter. Quantity does not matter. "It's just [thing] yet again 🙄" does not matter. Whether or not you ever show it to anyone does not matter. Make self-indulgent shit because it's the only way to live and be happy.

Lee 🌿 (@desertghosts.bsky.social) 2025-02-03T23:41:57.952Z

And… this is good advice. Being creative is fun, and the biggest mistake a lot of people make when pondering whether or not to be creative is "can I monetise this?" The modern Internet has made us all believe that everything we do should be to the end of making money from it, but it really doesn't work that way. Some of the most rewarding creative work I've ever done came about because I just… wanted to create it. (Frustratingly, one of my all-time favourite works in this regard, my epic, albeit unfinished, RPG Maker 2000 project The Adventures of Dave Thunder, has long been lost to the ghosts of PCs past.)

And so I've been pondering booting up one of the many different versions of RPG Maker I've acquired over the years. My specific thinking this time around is not to do what I always do — which is to get overly, stupidly ambitious, spend six months gathering plugins and reading half-finished, unresolved Reddit threads about how to do stuff, then never actually make a finished game — and instead to just do something simple, unassuming and straightforward. To that end, I have my eye on a couple of asset packs for RPG Maker MV that include Famicom-inspired graphics and music, and I kind of want to see if I can make an enjoyable game using just that and the stock RPG Maker MV mechanics.

I've been hovering over the "Buy" button for those asset packs all day. They're £50 in total, which is quite a lot to spend on what will almost certainly be little more than a vanity project, but I also feel like I'll probably get £50 worth of fun out of making something, even if the only person who ever plays it is me.

The other thing stopping me is pondering what sort of concept I should use. In past RPG Maker projects I've always had grand ambitions to do something unusual and expectation-subverting — but subverting players' expectations is almost a cliché in its own right these days, so just making a straightforward Famicom-style RPG feels like it would be more fun at this point. And, thinking back on my beloved The Adventures of Dave Thunder project, I had the most fun by just making the damn thing up as I went along, balls to any sort of coherence. Self-indulgence was the name of the game there, and I loved it.

So I think that might be the play. Just download those assets (perhaps waiting an hour to see if they go on sale in the RPG Maker event that's supposed to be starting today) and just make, and see where things end up. Who knows? I might even end up making something actually good. Or, indeed, finish something. But we'll see.


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#oneaday Day 248: Bing biddly bing bongy bing boo https://imnotdoctorwho.moegamer.net/2025/02/10/oneaday-day-248-bing-biddly-bing-bongy-bing-boo/ https://imnotdoctorwho.moegamer.net/2025/02/10/oneaday-day-248-bing-biddly-bing-bongy-bing-boo/#respond Mon, 10 Feb 2025 18:11:36 +0000 https://imnotdoctorwho.moegamer.net/?p=28243 I watched the first episode of Friends over lunch today. By my reckoning, it's over 10 years since I last watched Friends all the way through, and I've had a bit of a hankering for it recently. It's nothing to do with the inexplicable rise of Friends merchandise (up to and including Krispy Kreme doughnuts) … Continue reading #oneaday Day 248: Bing biddly bing bongy bing boo

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I watched the first episode of Friends over lunch today. By my reckoning, it's over 10 years since I last watched Friends all the way through, and I've had a bit of a hankering for it recently. It's nothing to do with the inexplicable rise of Friends merchandise (up to and including Krispy Kreme doughnuts) in the last year or so but rather simply the fact that Friends always was, more than pretty much anything else on television, my "comfort show".

I was always aware that Friends was going to age. Hell, when I first started watching it, the first season in particular already looked very dated in terms of the fashion sense and hairstyles. But there are ways in which it shows its age now that I wouldn't have considered back when I was obsessively watching it as a teen.

The laugh track, for example. Audience or canned laughter has completely fallen out of favour for TV shows over the course of the last 20-25 years or so, to such a degree that there are those who find it (if you'll pardon my use of GenZ vernacular for a moment) "cringe". Even people who were there for it first time around.

Honestly, I've never had a problem with a laugh track. In fact, with Friends, it was part of the experience — as emphasised by the YouTube videos that remove it and make Ross in particular look like a psychopath as a result. But it was more than just a signal of when something funny had happened; I really enjoyed hearing the audience reactions that were other than just laughter.

For example, during that all-important moment in the second season where Rachel learns exactly how much Ross was in love with her in his late teens and ends up kissing him, there's an absolutely glorious moment as she walks across the room to him in complete silence, the only sound being her shoes echoing on the hardwood floor of Monica's apartment. Then, as she comes up to Ross and grabs his face in preparation to kiss him, there's an audible gasp from an audience member that feels completely genuine. Then, when the kiss happens a moment later, there is cheering, screaming and applauding. It's an amazing moment, made all the more amazing by how the audience had clearly been rooting for them, but were unsure if the writers were ever going to resolve that particular dangling thread.

Friends, like many shows of its time, was filmed in front of a live studio audience, and this allowed the cast to work around the laughter and other reactions. Supposedly Lisa Kudrow, who played Phoebe, absolutely hated it when the audience interrupted her lines with laughter, but she never let it show. At the other end of the spectrum, it's abundantly clear that the late, great Matthew Perry adored playing to the crowd, with much of his delivery reliant on pausing for reaction and playing off the audience's response. It's different from what TV shows today do, yes, but it's not an inferior way of doing things by any stretch of the imagination.

Sometimes this backfires for a non-native audience, such as when a guest star shows up to rapturous applause from the American audience, but no-one in the UK has any clue whatsoever who the person in question is. (Okay, I very rarely knew who the person was, outside of a few obvious exceptions like when George Clooney and Noah Wyle, riding the peak of ER's fame at the time, showed up.) But you can get something from that even if your response isn't the same as the audience's; it's a sign that Friends was huge, and Hollywood people were almost certainly queueing around the block to make a guest appearance in what was, for a long time, the hottest sitcom in town.

With the bizarre resurgence in Friends merchandise there has been recently, I wonder how much it really resonates with a modern audience — i.e. those who grew up after the launch of smartphones, and after the ubiquity of the Internet had been well and truly established. Very few people in Friends even have a mobile phone, and computer use is rare to see, often the subject of comedy. The way people develop interpersonal relationships has changed massively since Friends' time. Hell, even the concept of just hanging out with your friends in person at their place is likely to be completely alien to some people — I was there for it, and it even feels like a distant memory to me, to be perfectly honest.

But the strength of Friends wasn't necessarily that it was a snapshot of a time and place — although, many years after it was current, it functions quite nicely as just that — but rather that it was a show with some strong, well-defined and nuanced characters, with a wide array of interesting storylines, many of which were rather boundary-pushing at the time of the show's original broadcast. So far as I'm concerned, it still holds up very well as a "comfort show" for me due to its familiarity — and I suspect, so long as a younger viewer can get around the culture shock of certain ubiquitous aspects of 21st century life just being flat-out absent from much of the show's run, there's still a lot they can get from it, too.

There is, I'm sure, plenty you can criticise Friends for if you want to get on the tedious "everything is problematic" bus, but fuck that. I love Friends, I always have done, and starting this new rewatch afresh this lunchtime, I suspect I always will.


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#oneaday Day 247: Enjoying things as we used to https://imnotdoctorwho.moegamer.net/2025/02/09/oneaday-day-247-enjoying-things-as-we-used-to/ https://imnotdoctorwho.moegamer.net/2025/02/09/oneaday-day-247-enjoying-things-as-we-used-to/#respond Sun, 09 Feb 2025 20:47:50 +0000 https://imnotdoctorwho.moegamer.net/?p=28240 One thing I'm becoming increasingly conscious of as time goes on is how my attitudes towards enjoying my hobbies have… well, they've stayed the same, really, but other people are changing around me, even people who are older than me who I would have thought would be even more set in their ways than I … Continue reading #oneaday Day 247: Enjoying things as we used to

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One thing I'm becoming increasingly conscious of as time goes on is how my attitudes towards enjoying my hobbies have… well, they've stayed the same, really, but other people are changing around me, even people who are older than me who I would have thought would be even more set in their ways than I am.

I'm thinking of two particular examples when it comes to this. First is the "I don't have time to play long games any more" person, who no longer wishes to commit to any game over the 20 hour mark because they'll "never finish it", ostensibly because they are "much too busy" now to be able to commit to it.

In some cases, this may be true, particularly if the person in question has started a family in the interim. But realistically speaking, I know a lot of people who say this actually have pretty much the same amount of free time as they had 20+ years ago, and are thus talking bollocks.

Why do they think they have no time, though? Because daily life has changed. We are so overstimulated with our daily lives — and particularly the ever-present nature of the Internet and its endless reams of Content™ — that it's easy to feel overwhelmed, like you simply don't have time to just switch off from all that and enjoy something that takes your full attention. What if you miss a pithy tweet from someone? (To that I would say "get off Twitter, it's a Nazi bar") What if you don't see breaking news happening as it breaks? (To that I would say "we used to do just fine with news bulletins on the TV at 1pm, 6pm and 9pm") What if you miss a message from someone you like? (To that I would say "most forms of online communication are inherently asynchronous, meaning it doesn't really matter if you reply now or in 6 hours' time")

But I get it. It's easy to get locked into that "loop" of cycling around the same three websites, hoping something interesting happens. And before you know it, several hours have passed — several hours you could have (and should have) spent doing something much more enjoyable. This is one of the biggest reasons I've tried to curtail my own social media activity as much as possible, and why I'm still not entirely convinced that signing up to Bluesky wasn't a big mistake. But we'll see on that. At least Bluesky isn't a Nazi bar now.

The other situation that gives me pause these days is when coming across people who won't even consider starting to watch a TV series if they don't have access to every piece of information ever written about it immediately. In a couple of Discords I'm in, there are people who won't start a new TV show if there isn't also a YouTube channel of some boring GenZ type holding a lapel microphone in their hand (clip it to your shirt, for fuck's sake) giving "summaries" of what went on in a monotone drawl.

This latter one is absolutely alien to me, because it makes watching a TV show into a complete chore — to say nothing of how much time it adds to the complete series' runtime if you insist on watching BrackityPoop420 read out an AI/Wikipedia summary of what you literally just watched along with each episode. I watched all of Star Trek: Deep Space Nine last year and the only time I looked at a wiki or any sort of commentary was to see if the actors I thought I recognised actually were the actors I thought they were. (They usually were.)

I feel like our overall sense of media literacy has taken a real tumble over the course of the last 20 years, and I feel it myself at times, too. Last night, I watched the first episode of The Wire, and I found it enjoyable, but a little hard to follow to begin with. By about halfway through, I'd settled a bit more into the rhythm of things and I think I'll find the rest of the series a little more palatable, but that first half an hour made me think "have I made a mistake here?"

20+ years ago, we would quite happily pick up a box set of some show that we liked and watch it repeatedly. This was partly down to how media was relatively expensive compared to what you can pick it up for these days, but I feel it also helped our overall sense of media literacy to be more willing to do the work ourselves and watch something again to see how we responded to it second time around. Today, there are two things standing in the way of that: one being the crippling fear of spoilers, and two being the constant desire to consume new content.

I've talked before on here about how much I object to the use of the word "content" (and "consume", for that matter) when we're talking about creative works and art. And nowhere is this more apparent than with folks' media literacy. It's not about watching something and understanding it deeply any more; it's about watching as much as possible, as fast as possible.

And this isn't an exaggeration; Netflix has gone on record as saying that numerous shows and movies on its service are specifically designed to be "second screen experiences" that people don't really have to pay attention to, and the proliferation of people who will quite happily admit to watching everything on 1.5x normal speed "just so they can get through more" is… well, I don't like it.

Just recently, I picked up a few box sets of DVDs from CEX because they were dirt cheap. I've grabbed The Wire, Angel, Scrubs and Friends — all complete runs. I already have Buffy the Vampire Slayer and Battlestar Galactica (which, probably 10+ years after acquiring, I must shamefully admit I am still yet to watch) and there's probably a couple of other series I might nab at some point (notably some Star Trek series, maybe Frasier and House) — and then I think I might be happy with just that. Watching new stuff is cool at times, but it can also be overwhelming — and it can also cause things you once loved and thought were a fixture in your head to just… fall out. I can't remember a lot of what happened in Angel, for example, and I fucking adored that series when it first came out.

I think it's okay if you don't "get" something first time you watch it, or if it takes a little while to get into the groove of a new series, like I suspect I'm going to be with The Wire. I'm going to consciously try to resist running straight to a wiki wherever possible, though; we used to live without these things and still be able to enjoy our media, so I'm pretty sure I still can live like that.

Also I still have time to play long RPGs. And I suspect I always will.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 246: They don't tell you anything https://imnotdoctorwho.moegamer.net/2025/02/08/oneaday-day-246-they-dont-tell-you-anything/ https://imnotdoctorwho.moegamer.net/2025/02/08/oneaday-day-246-they-dont-tell-you-anything/#respond Sat, 08 Feb 2025 20:14:41 +0000 https://imnotdoctorwho.moegamer.net/?p=28237 One thing I have been gradually coming to realise — or perhaps more accurately, accept — since I was diagnosed with an autistic spectrum disorder in (checks) 2017 is that… you seemingly don't get any help. At least not by default. I probably could get some help if I went and asked for it, but … Continue reading #oneaday Day 246: They don't tell you anything

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One thing I have been gradually coming to realise — or perhaps more accurately, accept — since I was diagnosed with an autistic spectrum disorder in (checks) 2017 is that… you seemingly don't get any help. At least not by default. I probably could get some help if I went and asked for it, but I sort of feel like being diagnosed with a condition should probably be some sort of automatic trigger for someone to get help, or at the very least, advice.

But no. While I am glad I got my diagnosis as it helps me understand a bunch of things about myself that I had always been a tad frustrated by in the past, there is still a whole lot that I don't know — and if I hadn't specifically gone looking for the information myself, I probably wouldn't have found out.

Now, I'm kind of hesitant to do this, because I simply don't trust the Internet at large to provide reliable medical advice these days, but there are sources that, one would hope, set themselves up to be reputable and authoritative, so if I do go looking for information, I seek out those sources wherever possible.

One thing I learned about today is known as a "shutdown" or, to some, an "autistic implosion". This is where an autistic person, when confronted with an uncomfortable situation, a high level or stress or overstimulation in general, closes themselves off, puts their shields up and seemingly becomes quite non-responsive in terms of interpersonal interactions, emotions and suchlike.

I've been aware that I do this for a long time — up to and including very recently — but it had never really occurred to me that it, too, is a symptom of being on the spectrum. But sure enough, as I read this piece from an Australian autism charity earlier — one of those sources that I judged to (hopefully) be reputable — I found myself recognising more and more things, including behaviours that I had engaged in long before I knew that I was autistic.

Experiencing a shutdown is very strange, because you're often conscious that you're doing it. You're aware that everything is becoming too much, but rather than wanting to lash out at it (which leads to the opposite, but equally possible, reaction known as a meltdown) you just want to… retreat. Hide. Get out of there as soon as possible.

And this reaction, this desire to flee the situation I was in… that is all too familiar. I'm pretty sure this also ties in with the bouts of depression I have where I just feel like I'm suspended in a bubble, barely aware of anything that is going on around me, only half-conscious of the fact that I'm just staring into space, my mind constantly going around and around and around the same thing over and over, even though doing so is what is driving me deeper into that shutdown.

I kind of wish that, having been diagnosed, I could have had some proper time with a therapist who knows and understands autism, who could explain the various situations and behaviours that I'm likely to encounter and be more conscious of, now I better know who I am — and perhaps how to cope with them. Because there's no "curing" these situations; it's just part of the person I am. But there are ways to manage my environment and the situation I'm in to make them less likely to happen — and to cope with them more effectively when they do arise.

Perhaps it's time to bite the bullet and seek out some sort of private therapy. Two things have, up until now, discouraged me from doing that, though: the cost, and the choice paralysis that comes with deciding exactly who would be an appropriate therapist for me. Because it turns out there are a lot of them. I've also not really been sure what I'm looking for when seeking a therapist — but I think today's revelations are telling me that what I should really be seeking out is exactly what I describe above: someone who knows about and understands autism, and who can help me understand the behaviours and feelings I'm likely to experience, and suggest some ways to manage and cope with them.

Food for thought. I will mull it over.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 245: Unplug https://imnotdoctorwho.moegamer.net/2025/02/07/oneaday-day-245-unplug/ https://imnotdoctorwho.moegamer.net/2025/02/07/oneaday-day-245-unplug/#respond Fri, 07 Feb 2025 21:02:57 +0000 https://imnotdoctorwho.moegamer.net/?p=28234 It is the end of what has been a long and stressful week, but I think today was actually reasonably productive, so hopefully next week I will feel a bit better about things. I still want to take a bit of time off sometime soon, but I'm feeling somewhat less in the "I need to … Continue reading #oneaday Day 245: Unplug

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It is the end of what has been a long and stressful week, but I think today was actually reasonably productive, so hopefully next week I will feel a bit better about things. I still want to take a bit of time off sometime soon, but I'm feeling somewhat less in the "I need to get out right now" panic that I feel like I was in the other evening.

I mean, don't get me wrong, the world is still burning around me, but at least in my own little haven of calm here, things are pretty peaceful. Andie is painting the stairs, the cats are sitting either side of me napping, I have no other commitments besides this blog this evening, and I don't have to get up tomorrow if I don't want to. Not a lot to complain about there, really.

It's important to take a step back from the chaos of life in the 21st century every now and again and consider How Things Really Are. A good means of visualising this is imagining what life would be like if you unplugged the Internet and had no means of being contacted besides someone calling you on your phone or stopping by your house. If you can look at your life from that perspective and see that things are, for the most part, Okay, then you should probably do your best to keep seeing things from that angle when you plug the Ethernet cable back in.

Because ultimately, as shit as some of the stuff going on in the world can be, there's little you can probably do about it, particularly if you're far away from the Bad Things. Take the situation in America, for example; I am concerned for the safety and wellbeing of the people I know over there, of course, but practically speaking, there's absolutely nothing I can do to affect that whole situation. Things are different for those in the middle of that whole shitshow, of course — and I'm gratified to see that at least some folks are waking up to the fact that posting disapproving messages on a social network is not the same as getting out there and Doing Activism — but from where I'm sitting, all I can really do is be a supportive ear if people need it and not be a jerk to those who are Dealing With Shit.

It's difficult to keep your mind trained to think in this way, particularly when the buzz of Online is always there, encouraging you to check in on things and "just see how bad things have gotten". You can tell yourself all you want that you're doing it because you find it darkly humorous rather than utterly terrifying, but deep down, you, of course, know that all you're doing is deliberately and wilfully making your own mood darker for no real discernible benefit to your life as a whole.

That may sound callous. That may sound uncaring. But at some point you have to disconnect. At some point you have to focus on yourself and the people directly around you. At some point you have to remember that as enriching and fulfilling and exciting as an online life can be, it will always have to play second fiddle to your Real Life. Your Real Life is in the here and now, surrounding you, defining you. Your online life can be made to go away by just pulling out that Ethernet cable. And, as long as you haven't stumbled into any situations where your online life has seeped into your Real Life — which is an increasing risk these days, I will concede — you can just go about your day.

That's what I'm going to attempt to keep telling myself, anyway. The alternative just feels like perpetual misery.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 244: Is "best practice" the enemy of expression? https://imnotdoctorwho.moegamer.net/2025/02/06/oneaday-day-244-is-best-practice-the-enemy-of-expression/ https://imnotdoctorwho.moegamer.net/2025/02/06/oneaday-day-244-is-best-practice-the-enemy-of-expression/#respond Thu, 06 Feb 2025 18:09:10 +0000 https://imnotdoctorwho.moegamer.net/?p=28231 I, as you probably know, have a YouTube channel. I have had it for a grand total of about seventeen years at the time of writing, though I would say I've only really been actively, semi-regularly using it since about 2018, initially to host video versions of a podcast I was doing, and subsequently to … Continue reading #oneaday Day 244: Is "best practice" the enemy of expression?

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I, as you probably know, have a YouTube channel. I have had it for a grand total of about seventeen years at the time of writing, though I would say I've only really been actively, semi-regularly using it since about 2018, initially to host video versions of a podcast I was doing, and subsequently to kick off the series that I'm still running in one form or another to this day.

Over the course of those 17 years, I have picked up just over 3,600 subscribers at the time of writing, with the vast majority of those showing up since 2018. While that is obviously a drop in the ocean compared to big, successful channels out there, I am pleased with it, and honestly I don't particularly want my channel to grow any faster.

In order to acquire those 3,600 subscribers, I have done… nothing particularly special, to be perfectly honest. I have steadfastly ignored the advice of YouTube "gurus" to pursue trends, to be clickbaity with titles and thumbnails, and to "edit for engagement". In short, I consistently reject what is supposed "best practice" in favour of just doing whatever the hell I want — and I have seen some success doing just that. Could I see more success if I was following the supposed "rules" to the letter? Quite possibly. But then I don't think my channel would be mine any more.

One of the things I object to most about online culture in general these days — not just YouTube, but this applies all over — is how no-one really seems to have a personality any more. Everyone says the same things, everyone responds to things in the same way, everyone uses the same bank of reaction GIFs when they can't be bothered to use their words. In YouTube, this is best exemplified by the way you could watch five randomly chosen videos from five moderately sized channels, and I bet you'd hear the exact same sound effects and music clips, and see the exact same visual memes, in at least half of them — if not all of them.

This is because these things, supposedly, work. But in using that "best practice", you are eliminating a lot of the soul from your own work. You're making something that caters to the mysterious "algorithm" — or rather, an imaginary audience — rather than expressing yourself, as yourself. It's the same with the way people talk to one another online; because those reaction GIFs and snippy retorts like "skill issue" are universally understood by everyone, everyone uses them because they're seen as an efficient means of communication.

But, again, there's no personality there. Any time someone comes out with "skill issue" or "tourist" or whatever the derogatory term-du-jour is, I lose all interest in getting to know that person, just as I lose interest in a YouTube video the moment they start busting out the Metal Gear Solid alert noise, The X-Files theme and Spongebob "a few moments later" interstitial cards… and just as, at some point in the last 20 years, you've probably lost interest in someone who won't shut up about bacon, won't stop saying "the cake is a lie" or thinks declaring that pineapple on pizza is "weird" is a daring and brave opinion to express.

People like that don't have a personality of their own; their personality is The Internet, Circa 2025. And, as we've pretty comprehensively established at this point, The Internet, Circa 2025 is not someone you'd want to bring home to meet your parents. It's someone who deserves to be kicked into a ditch 50 miles from the nearest town and left to rot.

So, as much as there are probably things I could do "better" with my YouTube channel, I choose not to do them. I don't feel the need to. I didn't create that channel to be famous, I didn't create that channel to be a huge "thing", I created it as a means of expressing myself and sharing my own, personal enthusiasm for things that are important to me. That's it. That 3,600 people like what I do enough to want to follow it without me resorting to "best practice" says something to me: it says "if you're happy, just keep doing what you're doing".

So that's what I intend to do.


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#oneaday Day 243: I think I'm stressed https://imnotdoctorwho.moegamer.net/2025/02/05/oneaday-day-243-i-think-im-stressed/ https://imnotdoctorwho.moegamer.net/2025/02/05/oneaday-day-243-i-think-im-stressed/#respond Wed, 05 Feb 2025 20:45:28 +0000 https://imnotdoctorwho.moegamer.net/?p=28228 I think I am, as the title says, stressed. I yelled at the robot vacuum cleaner earlier because it was being a dimwit and chewing up loose threads rather than going back to its charging base. I get infuriated by stupid little acts of clumsiness that really shouldn't be as annoying as I am feeling … Continue reading #oneaday Day 243: I think I'm stressed

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I think I am, as the title says, stressed. I yelled at the robot vacuum cleaner earlier because it was being a dimwit and chewing up loose threads rather than going back to its charging base. I get infuriated by stupid little acts of clumsiness that really shouldn't be as annoying as I am feeling they are right now. And at work today I felt more overwhelmed than I've felt for a long time, for a variety of reasons.

I probably just need a good break to get away from… everything, so I'm going to see about getting a bit of time off in the not-too-distant future. Everything just feels like… a lot to deal with right now, and I'm not coping with it very well. It's the combination of a particularly busy patch at work, coupled with a few annoying specific stressors related to that (which I won't go into now), with The Situation in the world (particularly America) piled on top of that, and a general sense of helpless frustration at how, with every passing day, I feel less and less like I really "belong" in the world we're apparently building.

Take the AI thing. As time goes on, more and more people seem to have resigned themselves to the fact that the lake-boiling plagiarism machines don't appear to be going away, so we "might as well" embrace them because you shouldn't get "left behind". As far as I'm concerned, the ones being "left behind" are the ones wilfully giving up their own skills — and the opportunity to learn new ones — in favour of typing a fucking prompt into a dumbshit autocorrect that hallucinates complete bullshit a statistically significant proportion of the time.

Earlier on, someone posted (mockingly, thankfully) a "tool" that allowed people to generate Bluesky posts using AI. If you're too much of a lazy cunt to think of 280 characters you want to share on a social network, you shouldn't be using that social network. Now, granted, I absolutely fucking hate the vast majority of the time I have to spend doing social media posts for work, but I'm still not going to use AI to generate them, because I know it'll be just as much work checking through all the dross it produces to ensure it's not saying anything fucking stupid or completely fabricated.

I checked in on LinkedIn for the first time in like 15 years the other day, and was horrified to see how much generative AI is all over the place on that platform. LinkedIn is already a place that joy goes to die, so it doesn't surprise me to see tools for generating vapid slop placed front and centre there. I can't think of anywhere I want to hang out less. It was already insufferable before people could just get a machine to generate their "inspirational" posts about what the coffee they had that morning taught them about B2B sales, and now… God.

I'm wound up, I'm irritable, and I just want to… escape for a bit. So once I've dealt with my most pressing commitments, I'll be doing everything I can to ensure that I can take a bit of time to get my shit together and calm down a bit. Because feeling like this probably isn't good for me. I've seen the endpoint of feeling like this, and it's not pretty. I don't want to end up there again.


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#oneaday Day 242: City of Angel https://imnotdoctorwho.moegamer.net/2025/02/04/oneaday-day-242-city-of-angel/ https://imnotdoctorwho.moegamer.net/2025/02/04/oneaday-day-242-city-of-angel/#respond Tue, 04 Feb 2025 21:41:19 +0000 https://imnotdoctorwho.moegamer.net/?p=28225 I finally got around to starting to watch the DVD box set of Angel I nabbed for cheap from a CEX a while back. Aside: I still object to the use of "box set" to describe a run of something being on a streaming service. One, because there's no fucking box. Two, because "box set" … Continue reading #oneaday Day 242: City of Angel

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I finally got around to starting to watch the DVD box set of Angel I nabbed for cheap from a CEX a while back.

Aside: I still object to the use of "box set" to describe a run of something being on a streaming service. One, because there's no fucking box. Two, because "box set" implies that you own it, and we all know that streaming services often "lose" shows with little to no warning. And three, because there's no fucking box.

Angel and its predecessor Buffy the Vampire Slayer are two of my favourite TV shows from "back in the day", and I haven't revisited either for a long time. To be honest, in recent years I'd been feeling a little odd about them given that Joss Whedon is apparently not a very nice person, but at some point you have to 1) separate art from artist and 2) remember that Whedon was just one part of what made those shows so good.

And so it was that I found myself watching two episodes of Angel back-to-back last night. And I enjoyed them a lot. It's always a pleasure to go back to what is probably now considered "old TV", because it's a reminder of how much things have changed… and how, although we do have some legitimately great series these days, I still, on the whole, prefer that blissful late '90s-early 2000s era. And y'know the really great thing? You can nab DVD box sets of the complete runs of all these series for a fraction of the cost buying one season of them would have cost back in the day.

Sure, for that price you probably won't get a fancy-pants Blu-Ray version, but in many cases I think that honestly might be preferable; there have been all too many examples of Blu-Ray upscales being a bit of a mess, and while standard definition shows can look a bit grimy at times, that sometimes adds to their appeal somewhat. It certainly does with Angel, and I'm sure it will with other shows, also, such as The Wire, which I've never seen, just remembered I'd never seen, and now have an £8 box set of the entire thing headed my way before I'd even finished writing this post.

But anyway. Angel. On the off-chance you're not familiar, here's the gist. Angel was a recurring character in the early seasons of Buffy the Vampire Slayer. He was a thoroughly good-looking young man in the "smouldering, brooding" mould and, of course, he was a tragic hero in that he was a vampire who had been cursed with a soul. That effectively put him on the side of the "good guys", and our heroine Buffy ended up falling hard for him. One thing led to another, they boned, and we learned exactly what the release conditions of Angel's curse — that he would return to his vampiric form if he ever experienced "one moment of true happiness" — really meant.

Long story short, Buffy managed to successfully re-curse Angel, moments before he was dragged into Hell for quite some time, and when he came back he quite understandably decided that he probably needed a bit of space. So he left Sunnydale, the setting of Buffy the Vampire Slayer, and headed off to Los Angeles to start his own spin-off series. There, he became a sort of supernatural private investigator, initially supported by Doyle, a demon that has premonitions supposedly sent by the "powers that be", and Cordelia Chase, the "spoiled rich girl" character from Buffy the Vampire Slayer who had something of a humiliating crash back down to Earth when she, too, moved to LA, hoping to find fame and fortune.

It would have been easy for Angel to simply become Buffy, But Somewhere Different, but it quickly distinguished itself with a much darker tone. It went heavier on the gore — though not excessively so — and didn't shy away from looking at the bleaker side of life in the city. Don't get me wrong, Buffy got pretty dark, too, particularly in its later seasons, but Angel's 18 certificate is there with good reason.

I can't remember a lot about the complete run of Angel, which is why I'm keen to revisit it, and I really enjoyed the couple of episodes I watched last night — particularly since, as you can probably tell from yesterday's post, I was feeling pretty bleak and dark myself.

In some respects, it's obviously aged — no-one in Angel has a smartphone, for example, because it predates them, and any computer use is on a big chunky desktop PC with a CRT monitor, which is always a delight to see — but that's no bad thing. The nice thing about Buffy and Angel when they originally released was that they felt very much "of their time" — not in a way that they would age poorly, but in that they represented a good snapshot of what life was like during the years they were broadcast. Retrospectively, that makes these shows particularly interesting to look at, and contemplate quite how seismic some of the changes we've seen in society in the last 25 years have really been. (And not for the better in a lot of cases, I'd say.)

Anyway, I'm not going to rush through Angel — I'm probably going to put it on a rotation with the aforementioned The Wire and some other things I nabbed in an impromptu CEX order not ten minutes ago — but I am going to enjoy it. And if you've never seen it, I'd encourage you to seek it out; it's a great example of TV from that era, and deserves more recognition than it tends to get.

And yes, I heard the recent story about there being a possibility of a Buffy the Vampire Slayer reboot. Not sure quite how to feel about that right now, but we'll see. For now, the original (and Angel) still exists, and is still good, and whatever ends up happening with any sort of modern reimagining won't change that.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 241: So very tired https://imnotdoctorwho.moegamer.net/2025/02/03/oneaday-day-241-so-very-tired/ https://imnotdoctorwho.moegamer.net/2025/02/03/oneaday-day-241-so-very-tired/#respond Mon, 03 Feb 2025 21:18:37 +0000 https://imnotdoctorwho.moegamer.net/?p=28222 I don't really understand what is happening in the United States right now, but it seems… worrying. And it's just one of many things going on in the world right now that is just leaving me feeling completely and utterly exhausted, wondering how the world went so very, very wrong, and how on Earth we … Continue reading #oneaday Day 241: So very tired

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I don't really understand what is happening in the United States right now, but it seems… worrying. And it's just one of many things going on in the world right now that is just leaving me feeling completely and utterly exhausted, wondering how the world went so very, very wrong, and how on Earth we can drag ourselves out of this pit we appear to have willingly dug ourselves into.

You've got an unelected billionaire apparently being given free rein to gut the actually useful bits of the U.S. government, ostensibly in service to his senile God-Emperor, whose answer to anyone disagreeing with him is to impose 25% tariffs on them. You've got the scourge of generative AI perpetually over… everything, and seemingly more and more people taking the defeatist attitude that "the genie is out of the bottle" (that's the exact phrase they all use) rather than actually making a principled stand against it. You've got the gradual decline in usefulness of everything on the Internet, and the concurrent decline in behaviour from people who feel emboldened to just be a shithead at every opportunity. And you've got just… the general struggle to exist in the world of today.

Some of these things, like whatever the fuck Elon Musk is up to right now, are well out of my control, and probably will not affect me, personally, directly — at least not immediately, anyway. But I can't help but worry. I have friends and family in the United States, and what is going down right now makes me feel quite afraid for them. I know there's nothing I can do, but that doesn't stop me worrying.

Some of these things, like generative AI, may well be a "genie out of the bottle" moment, but I've read enough well-considered criticism (and outright condemnation) of generative AI to know that in its present form, I want no part of it, and seeing people I know and respect involved with it gives me a significant amount of pause. In this instance, I can do something; I can not use it, and I can endure those who would brand me a "Luddite" for feeling that way. Frankly I'd rather keep my integrity and my ability to think for myself than stand alongside the odious techbros who have had Silicon Valley in their grasp for years now.

Likewise, in terms of the Internet, I can do my best to stay out of places that I know will be counter-productive to my mental health — except I can't really, because I have to Do The Social Media for work — and, at the very least, try to be as decent a person I can, as much as I can.

As for the struggle that is existence… well, I've been through personal struggles far worse than this before, and my own life has been in a far worse place than it is right now. So I should probably be grateful for what I do have, and how long I have been able to enjoy a relatively stable existence in my own little bubble.

So why, then, do I want to burst into tears rather than getting out of bed every morning? Why am I sitting here feeling as bad as I've ever felt? Why can I not just "switch off" from the Bad Things that, we've established, have little to do with my day-to-day life?

I don't know. If I did, I wouldn't be writing this post.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 240: Fair and Balanced Critique https://imnotdoctorwho.moegamer.net/2025/02/02/oneaday-day-240-fair-and-balanced-critique/ https://imnotdoctorwho.moegamer.net/2025/02/02/oneaday-day-240-fair-and-balanced-critique/#respond Sun, 02 Feb 2025 20:14:22 +0000 https://imnotdoctorwho.moegamer.net/?p=28220 Hello! First of all, here: That's the first of the two videos I recorded this weekend. Please enjoy a full playthrough of King's Quest II: Romancing the Throne on Atari ST. Part of the reason I'd felt inspired to play this (and Space Quest) this weekend is because I've been watching the videos of a … Continue reading #oneaday Day 240: Fair and Balanced Critique

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Hello! First of all, here:

That's the first of the two videos I recorded this weekend. Please enjoy a full playthrough of King's Quest II: Romancing the Throne on Atari ST.

Part of the reason I'd felt inspired to play this (and Space Quest) this weekend is because I've been watching the videos of a channel called Space Quest Historian. This is a chap who absolutely loves adventure games, but had little experience with the King's Quest series prior to a donation drive on his Patreon, where he said he would play through each and every King's Quest game for reaching various donation milestones. He also doesn't really like "fantasy" as a genre.

I have been absolutely loving his entertainingly scathing teardowns of the King's Quest games, and I adore those games for the most part. And I've been racking my brains trying to think why I'm enjoying these vids so much when sometimes I feel oddly upset and defensive when someone is negative about something I love.

And it all comes down to intent. Space Quest Historian isn't malicious about these games at all, even when ripping them a new one for their more absurd elements. Instead, he's inviting us to be in on the joke; inviting those unfamiliar and existing fans alike to come along on a ride where he entertainingly points out all the ridiculous things in these games. And, to be clear, as a fan of King's Quest, I can quite happily admit that there are a lot of ridiculous things in those games.

Where this differs from, say, reviews of Japanese stuff that have upset me in the past, is that Space Quest Historian is not being mean about these games, nor is he being mean about the people who like them. He's not suggesting that you are a bad person for liking the games, nor is he suggesting that you are wrong for liking the games; instead, he is simply providing some light-hearted commentary in a series of videos that it should be abundantly clear from the very opening seconds should not be considered serious critique or analysis. And he's often the first to say as much.

Compare and contrast that approach with, say, reviews of Japanese games that outright call people who like them paedophiles, or suggest that people who enjoy a particular series are sex pests, or that they only like anime women because no real woman would ever want to touch them. That crosses a line. That's mean, and uncalled for. All of the games I'm thinking of with those examples have plenty about them that can be poked fun at, but without it being at the expense of those who genuinely love them and have found meaning in them.

It can be a fine line, of course, between being hyperbolically nitpicky about something and the audience feeling like you're attacking it. And indeed, some commenters on Space Quest Historian's channel feel he veers too far in the "bad" direction. But as someone who is normally quite sensitive to this sort of thing, I've been really enjoying his work, and I'm looking forward to seeing more. It doesn't stop me from enjoying the King's Quest games; in fact, I probably find these videos funnier precisely because I recognise all the things that he's discussing.

Anyway, just fancied saying all that — and sharing my King's Quest II playthrough above. Please enjoy!


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 239: Two Quests in one day https://imnotdoctorwho.moegamer.net/2025/02/02/oneaday-day-239-two-quests-in-one-day/ https://imnotdoctorwho.moegamer.net/2025/02/02/oneaday-day-239-two-quests-in-one-day/#respond Sun, 02 Feb 2025 01:19:42 +0000 https://imnotdoctorwho.moegamer.net/?p=28217 I recorded some videos earlier. I really like doing adventure game playthroughs, so I decided to play through both King's Quest II (I've already done the first one) and Space Quest, the latter of which I've never played all the way through by myself, but which I've fallen asleep to Dan from Game Grumps playing … Continue reading #oneaday Day 239: Two Quests in one day

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I recorded some videos earlier. I really like doing adventure game playthroughs, so I decided to play through both King's Quest II (I've already done the first one) and Space Quest, the latter of which I've never played all the way through by myself, but which I've fallen asleep to Dan from Game Grumps playing on numerous occasions.

I was hoping to get The Dagger of Amon Ra done also, but it turns out playing and beating three adventure games in one day is just a little too ambitious, so I've settled for just the two mentioned. The Dagger of Amon Ra is still on the list, though; I found The Colonel's Bequest far too interesting to just leave Laura Bow hanging like that.

I mostly enjoyed the experience of these two games. King's Quest II is a game I have fond memories of playing as a kid, though I'm not sure I ever actually beat it when I was younger. Space Quest was mostly a pleasure, also, save for two truly awful and mandatory sequences you have to endure: a "skimmer" race where you have to dodge incoming rocks, and a slot machine sequence where you need to earn an obscene amount of money using a purely luck-based system. (If you're playing a later revision of the game, there is a cheat to bypass this sequence, but sadly, the ST version I was playing was not said later revision, so I had to do it "the hard way".)

I always find it fascinating to go back to adventure games, because when I was younger actually making it all the way through one seemed like a literal impossibility. Particularly if we're talking about Sierra games, which most certainly are not afraid to kill off the player regularly, or leave them in a situation where they forgot an item earlier in the game that is mandatory to progressing later. King's Quest is probably more notorious than Space Quest in this regard, but as it happens, of the two games I played today, King's Quest II was probably the gentler, fairer of the two, while Space Quest had several opportunities to miss important objects and completely screw your entire playthrough over.

But no. Those games that seemed impossibly huge and insurmountable as a child are almost laughable in their length today. Actually, no, I don't mean that; both King's Quest II and Space Quest (annoying bits aside) are just the right length to be satisfying, so far as I'm concerned, but I do feel like if a modern equivalent of both of these was released today, they would be quickly review-bombed by entitled Steam kiddies whinging about "lack of content" and "no updates, abandoned game".

For me, though, it's nice to be able to power through a game like this in the space of a couple of hours — possibly even quicker if you know exactly what to do and the best order to do it in. I certainly enjoyed recording these two videos today — and I'm looking forward to publishing them over on YouTube over the course of the next few days. Now, though, it's 1.15 in the morning and I should probably go to sleep. Adventure is calling, but an adventurer also needs his rest, to be sure!


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 238: The Sims is still good https://imnotdoctorwho.moegamer.net/2025/01/31/oneaday-day-238-the-sims-is-still-good/ https://imnotdoctorwho.moegamer.net/2025/01/31/oneaday-day-238-the-sims-is-still-good/#respond Fri, 31 Jan 2025 23:15:31 +0000 https://imnotdoctorwho.moegamer.net/?p=28214 The rumours were true! Just ahead of the series' 25th anniversary, EA dropped rereleases of The Sims and The Sims 2 on their own storefront and Steam earlier today, for the eminently reasonable price of £34.99 for the both of them. Considering they both come with all the expansions (well, I think The Sims 2 … Continue reading #oneaday Day 238: The Sims is still good

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The rumours were true! Just ahead of the series' 25th anniversary, EA dropped rereleases of The Sims and The Sims 2 on their own storefront and Steam earlier today, for the eminently reasonable price of £34.99 for the both of them. Considering they both come with all the expansions (well, I think The Sims 2 might be missing the IKEA "stuff" pack, but that's about it), I'm perfectly happy to pay up for them both, particularly considering The Sims has never had a digital release, and The Sims 2 has been unavailable for a long time.

"But you can get them both for free!" the entitled corners of the Internet shout. "They're abandonware, and that means you can legally download them for free!" Well, firstly, one, no it doesn't, because abandonware isn't actually a thing, legally speaking, and two, it is important to support official rereleases of stuff like this, because it gives a thumbs up to companies making a commitment to actually preserving their history and making it available to everyone, even those who weren't there for it first time around. It's no good carrying on about "preservation" if you don't support actual attempts to do that. Piracy is all well and good if there is no other way, but official preservation efforts should be supported. Yes, even if they're by EA.

Both rereleases have been updated so that they work just peachy on Windows 10 and 11, and The Sims is able to run in much higher resolutions than it ever has before, and in widescreen. Okay, the game could arguably do with a UI scale option when playing at 1080p or higher, but it's not unplayable by any means, particularly if you're playing on a big TV as I have been.

I've spent a few hours revisiting The Sims this evening by making a rough recreation of my original "Hartley Family" save file, which featured me and the other members of my hall of residence flat at university struggling to survive. I am reminded that the original The Sims is actually surprisingly challenging compared to some of its follow-ups; thus far, keeping on top of six people's needs has been quite difficult, particularly with a lack of substantial income. Things will get easier once some of them start getting promoted and bring in a bit more money each day, but for the moment it's very much in "scraping by" territory.

Also one of them has died already after burning down the kitchen, but I managed to "Plead" with the Grim Reaper quickly enough for him to be able to return as a zombie. I have made a promise to myself that I'm not going to save scum at all, I'm just going to deal with the consequences of everything that goes on as it happens. Emergent narrative and all that.

I'm interested to spend a bit more time with the original The Sims, as back when it was current, I had a lot of the expansion packs, but not all of them. I don't think I had Superstar, Unleashed or Makin' Magic, and those are three that have some substantial additions to the gameplay — the pursuit of fame, pets and the ability to cast spells using appropriate components respectively.

At present, I've got one of the six Hartley family members equipped with a magic wand and (thus far) the ability to turn someone into a toad, and another who keeps slipping off to the "Studio Town" area to go and sing karaoke badly (earning a whopping 5 Simoleons per performance at present) but so far, it's a struggle to keep their mood high enough to be able to truly take advantage of those features. Much as with real life, getting a solid and stable income stream is important if you want to start doing anything out of the ordinary.

So that's that. The Sims and The Sims 2 are both available on Steam and EA's own storefront right now, either separately or in a bundle together. You also get a "free" copy of The Sims 4 with them, but since that went free-to-play a while back anyway it's probably best ignored unless you want to get into DLC hell. The rereleases of both The Sims and The Sims 2 are complete, meanwhile (aside from the aforementioned Ikea pack for The Sims 2) and should keep you busy for a very long time indeed.

I'll probably write more about one or the other or both at some point, but for now, I'm happy. It's been a nice bit of nostalgia to revisit The Sims — and a reminder that as cynical as people got about the series over the years (not without good reason), it's still just a damned fine game at heart, too.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 237: The library is open https://imnotdoctorwho.moegamer.net/2025/01/30/oneaday-day-237-the-library-is-open/ https://imnotdoctorwho.moegamer.net/2025/01/30/oneaday-day-237-the-library-is-open/#respond Thu, 30 Jan 2025 20:04:39 +0000 https://imnotdoctorwho.moegamer.net/?p=28211 A number of things occurred today that I could potentially talk about: some positive, some not so positive. In the interests of… (gesticulates at all this) everything I'll focus on probably the most positive one, because it's something I'm really excited and happy to see. Those of you interested in video games as a medium … Continue reading #oneaday Day 237: The library is open

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A number of things occurred today that I could potentially talk about: some positive, some not so positive. In the interests of… (gesticulates at all this) everything I'll focus on probably the most positive one, because it's something I'm really excited and happy to see.

Those of you interested in video games as a medium may be aware of the work of the Video Game History Foundation. They've been working as a charitable organisation chronicling the history of the medium for some time now, and they're responsible for the figure you may have seen bandied around that "87% of classic games are not available".

Something they've been working on for a while is providing a means of public access to their library of materials, which includes not only old computer and gaming magazines, but also development and marketing materials as well as some thoroughly fascinating bits of miscellanea, such as a gamer's hand-drawn maps of two early Zelda games that found themselves among a donation of other bits and pieces.

Today, the organisation launched the library for "early access", presumably meaning that there might be some kinks to work out and that it will expand over time, but already it's clear that it's going to be both a valuable resource and something that is just interesting to explore.

There are two main components to the library. First of all is the main catalogue at library.gamehistory.org, which is a catalogue of the materials that the organisation holds. This is interesting to browse through and see what's in their collection, but isn't of that much use when researching things. For most, the real attraction will be the digital archives at archive.gamehistory.org, which include digitally preserved material — scans and other digitised content, in other words.

At present the archives only contain a fraction of what is listed in the main catalogue, and the organisation notes that there is some material that may never be digitised for public access via the Internet for one reason or another. But what's there already is plenty to get stuck into. There's a library of magazines, for example, including 33 publications at the time of writing, including complete or near-complete runs of well-known mags such as Game Informer, Electronic Gaming Monthly and GamePro, plus early attempts at gaming media like Electronic Games, a spinoff of Video magazine's Arcade Alley column.

Right now there is, unsurprisingly, a bit of a US bias to things (and as I type this, the site has crashed under the weight of day-one demand so I can't check what non-American stuff they have, if any!) but there's a significant chunk of gaming media history to explore here; the aforementioned publications all played an important part in shaping video game fandom at one point or another, and the digitally available collection will only continue to expand over time. I'm particularly excited to see the archive of Electronic Games there, as this is an incredible resource to see how early consoles (like the Atari 2600, Intellivision and suchlike) and 8-bit home computers were covered by a fledgling enthusiast press.

But it's not just about magazines. There's also stuff like an archive of the CDs GamePro had that contained press materials, from the days before press assets being distributed via the Internet. There's production materials from games, some of which never made it to market, like SimPeople (what would subsequently become The Sims). There's development materials from a wide variety of sources. And tons more.

I'm really looking forward to exploring this library of stuff and seeing how it expands over time. It's going to be an absolute boon to anyone researching the history of video games and how they were covered by the media of the day, and I can't wait to make use of all this material when composing videos and articles.


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#oneaday Day 236: Ode to Yanagi https://imnotdoctorwho.moegamer.net/2025/01/29/oneaday-day-236-ode-to-yanagi/ https://imnotdoctorwho.moegamer.net/2025/01/29/oneaday-day-236-ode-to-yanagi/#respond Wed, 29 Jan 2025 22:05:52 +0000 https://imnotdoctorwho.moegamer.net/?p=28206 There's a chap on YouTube. I think he's Dutch, if I remember rightly. (Checked. He is.) Continental European, anyway. He goes by the name Yanagi19871. And I don't mind admitting that his videos have helped me through some dark times by bringing a smile to my face every time I see them. What is Yanagi's … Continue reading #oneaday Day 236: Ode to Yanagi

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There's a chap on YouTube. I think he's Dutch, if I remember rightly. (Checked. He is.) Continental European, anyway. He goes by the name Yanagi19871. And I don't mind admitting that his videos have helped me through some dark times by bringing a smile to my face every time I see them.

What is Yanagi's specialism? He must be a brilliant analytical critic, exploring underappreciated games on obsolete and forgotten platforms and giving them the love and attention they deserve, surely? That's what Pete must be into.

No. Yanagi burps really loud.

I don't remember exactly how I stumbled across Yanagi in the first place. It's entirely possible that I was specifically searching for videos of people burping, and he was, for several years, the leading player in the "burping really loud on YouTube" space. He somehow manages to achieve this without being disgusting about it, because for the most part he doesn't combine his incredible emissions with things like, say, chugging gallons of a drink at a time or whatever — though he has satirised a couple of notorious "challenges" from a few years back, such as the 2 Litre Diet Coke No Burp Challenge, which went about as well as you might expect.

Yanagi's bio on YouTube reads "although burping is considered rude in many cultures, I find it amusing and noticed there are a lot of people out there that also can appreciate my talent", and I have to respect that. The man found a thing that he was good at, and he made the most of it. He even appeared on a couple of television programmes around the world at one point.

You'll notice that I'm using the past tense when describing him, though, and that's because a few years back, he just… stopped. I don't think he's dead — at least I hope he isn't — but from looking at a few scattered comments here and there, it seems like he felt unable to continue going about his usual business, much of which involved belching thunderously in public places, due to the COVID-19 pandemic in 2020 and the subsequent mess that made of the world, and he's just never picked things up again since.

Ultimately, I guess one could argue that this doesn't really matter, that a guy who gained a small amount of notoriety by being able to burp really loud almost entirely at will probably only really deserves fifteen minutes of fame at most. But I have to admit that I came to genuinely like Yanagi. He always came across as a thoroughly affable individual, despite his occasionally antisocial belching behaviour, and one gets the impression that he would be a lot of fun to hang around with.

But I guess the age of Yanagi is over, and he's gone on to do something else with his life. I wish him luck, good health and good fortune with whatever he is up to now, because even though he's stopped making new burp videos on YouTube, his existing ones still always make me laugh to the point of crying on a fairly regular basis. And in this fucked up world we live in, anything that can do that is something which should be treasured.

I don't mind admitting at all that, at the age of 43 and a bit, I still find burping and farting absolutely hilarious — always have done. Flatulence and related expulsions were part of my familial culture growing up, and so I guess a hearty belch or a deep, sonorous fart is one of those things that reminds me of simpler times that feel increasingly distant with every passing day.

I salute you, Yanagi. You were a master of your craft, and I'll be in the front row if you ever decide to make a comeBURRRRRRRRRRRRP.


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#oneaday Day 235: Being conscious of game design might make games less enjoyable https://imnotdoctorwho.moegamer.net/2025/01/28/oneaday-day-235-being-conscious-of-game-design-might-make-games-less-enjoyable/ https://imnotdoctorwho.moegamer.net/2025/01/28/oneaday-day-235-being-conscious-of-game-design-might-make-games-less-enjoyable/#respond Tue, 28 Jan 2025 21:30:10 +0000 https://imnotdoctorwho.moegamer.net/?p=28202 There are a few terms that are bandied around the gaming enthusiast sphere that I've really come to loathe: "gameplay loop" and "quality of life". The reason for this is that any time discussion involving these terms comes up, I find myself pulled right out of any sense of immersion I might have had in … Continue reading #oneaday Day 235: Being conscious of game design might make games less enjoyable

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There are a few terms that are bandied around the gaming enthusiast sphere that I've really come to loathe: "gameplay loop" and "quality of life". The reason for this is that any time discussion involving these terms comes up, I find myself pulled right out of any sense of immersion I might have had in something, and start thinking of something purely in terms of its mechanical and structural features.

This isn't necessarily a bad thing in and of itself, of course, because the artistry of video game design isn't just about making pretty graphics, composing stirring music and writing a compelling story. Indeed, there are many games that completely lack a narrative element, making their mechanical and structural elements the important bit you should be looking at if attempting to analyse a title as a creative work in any level of detail.

But there are also times where it just sort of sucks to be aware of the man behind the curtain; of all the things that are going on that make something look interesting and compelling. By being aware of all the digital ropes and pulleys behind the scenes, it becomes harder to suspend your disbelief and treat something as a coherent, creative, artistic work.

I became particularly conscious of this in Final Fantasy XIV over the last couple of years. This is by no means the only example where I've felt this, but it's one where I have felt it particularly keenly, so I'm going to use it as a specific example.

When I started playing Final Fantasy XIV, I absolutely adored it, and it will always be special to me, not least because it's the medium through which I proposed to my wife. But over time, it's started to feel less like an immersive world in which to exist and live another life, and more like a series of buttons to push in order to make the next thing happen.

Part of this is down to predictability. Final Fantasy XIV's main scenario has a predictability problem — not in the narrative itself, but in the way that narrative is delivered. Essentially, it goes like this:

  • Arrive at new major location, unlock new fast-travel point
  • Do couple of story quests to introduce location
  • Map suddenly explodes with sidequest icons, all confined to the location you're in
  • Do sidequests (because if you're anything like me, unfinished sidequest icons are complete anathema)
  • Do next few story quests
  • Map suddenly explodes in sidequest icons again (it always does it twice)
  • Do sidequests (see above)
  • Do next few story quests
  • Do dungeon/trial
  • Move on to next major location
  • Repeat

I hate that I'm aware of this, and I can't "unsee" it. Because over the course of the last few expansions, I found myself reaching a new location and not thinking "cool, a new place to explore and get to know!" but instead just thinking "those sidequests are going to pop up any minute now, and I'm going to have to do them before I move the story on, even though I've already outlevelled the story by a considerable factor". The whole thing started to feel a bit like it was just doing things by rote precisely because it was so predictable; you never stumbled across someone in the wild who had a cool "secret" quest for you to do, for example.

Part of the reason for this ties in with those terms I used above: "gameplay loop" and "quality of life". The relevance of "gameplay loop" should already be self-evident: it's the predictable sequence of events you go through when you play the game. "Quality of life", though, bears a bit more discussion — and not just because when I hear that term I always think "making your beloved pet/family member comfortable before their imminent death" rather than "making the menus a bit nicer to navigate".

Modern gamers are obsessed with "quality of life improvements" in games. In short, ways to make playing the game more efficient and, supposedly, comfortable. "Quality of life" is why Final Fantasy XIV only ever gives you sidequests in populated areas in big, predictable chunks like this; it's so those who want to power through the story and get to the endgame — where "the real game" starts for many MMO players — can do that, while everyone else can, in theory, take their time over enjoying the story.

Except, as I've outlined above, it doesn't really work like that, because this structural element is so flagrantly transparent that it actively detracts from my feeling of immersion in the game world and whether or not I care about the various communities of non-player characters that I encounter over the course of the story. And it's really hampered my overall enjoyment of the game in recent years.

Some of this is, perhaps, a me problem. But I also think it's symptomatic of a broader problem with gaming in general. Both players and designers are seemingly obsessed with creating an experience that is as "frictionless" as possible, where everything you might want to do in a game is always within arm's reach, and while you might have to put in a bit of time to see everything, you probably won't have to work too hard for it.

In Final Fantasy XIV, this is visible not only through the game design itself, but in the way the western player base seemingly likes to play the game: all third-party externally hosted spreadsheets and timers designed to get each session being as "efficient" as possible rather than just enjoying the ride. I don't like it, and it's not as if I can just ignore it, either, because there are elements of the game — notably The Hunt and FATEs, which both involve things spawning semi-randomly around maps, and which are inevitably dominated by those with a spreadsheet on a second screen to tell them where to go next — that I simply can't engage with due to the way other people play; all because of their obsession with "efficiency" and "quality of life".

As I noted the other day, I'm replaying Xenoblade Chronicles right now. And while this is, to an extent, prone to the exact same problem I describe with Final Fantasy XIV above, it also isn't afraid to throw unexpected elements in your path such as questgivers hiding in an obscure corner of the map or who only appear under certain conditions, nor is it afraid to present you with an objective that you can't just quickly grind out in five minutes. I've had a quest in my log since near the beginning of the game challenging me to demonstrate friendship between two female party members, for example; you don't even get a second female party member to be potential friends with the first one until a good 25+ hours into the game.

Rather than that being annoying, I appreciate that. It's something I keep at the back of my mind while I'm playing and, while it does inform the way I play to a certain extent, I'm not just thinking "I need to do this for a mechanical benefit or to progress the story". It ultimately doesn't matter if I complete that quest or not, though the rewards are nice. But I want to, because Xenoblade Chronicles gets you in a mindset where it's enjoyable to help the virtual people, particularly if it requires some effort on your part. This is, of course, taken to an extreme by the "rebuild Colony 6" sidequest that pretty much lasts the duration of the game, whereby you'll need to find collectible items, enemy drops and recruitable NPCs to rebuild a ruined colony that suffered an attack from the game's main antagonists, the Mechon.

Again, though, because that objective is there as a long-term thing to engage with rather than a throwaway sidequest to power through just so I can see the next main scenario event, I actually give a shit about it. It's not trying to be part of a "gameplay loop" and it certainly doesn't care about your "quality of life" if the drop rate on some of these materials is anything to go by… but y'know what? I like it. I appreciate it. It doesn't feel like the game is pandering to my laziness.

Being aware of a game's structure can hurt the narrative in other ways, too. For example, it's extremely rare that playable characters in an RPG are put into any real peril, meaning that if you see a cutscene where they're suffering, they're probably going to be all right in the end. One could argue that this is a problem shared with serialised television, in which the contracted regular cast members will always be all right regardless of whatever scrapes they get into in each episode (unless their contract's up at the end of the season… RIP Jadzia Dax), but it somehow feels more pronounced in gaming.

There are, of course, rare exceptions to the rule — anyone who played Final Fantasy VII back in 1997 will be well aware of probably the textbook exception — but they don't come up often, particularly in games that go for a somewhat lighter tone. In short, game designers don't want to take away a playable character that people might have invested time and effort into customising and levelling up, because they'll see that as "poor quality of life". It's why you don't often see the "party member becomes the final boss" trope, either; people would be upset, and not because of the way the story went.

In talking about this, I'm reminded of the fuss there was over the ending of Fallout 3, which originally ended with your character selflessly doing… something or other (I forget what) in a heavily irradiated room, meaning the last thing you did in the game was die. I absolutely loved this when I first encountered it, because I thought it was an incredibly symbolic and ballsy thing for the developers to do — even if, when you stopped to think about it, it didn't make a ton of sense, because you were with a radiation-proof mutant at the time who could have quite happily done what you did with absolutely no risk to himself whatsoever.

But to me, that plot hole didn't matter. The ending was dramatic and symbolic. "This is my last act in this horrible world," that ending made you say. "I hope it makes life better for someone." But no. Because people wanted to keep playing after the ending, it got patched out, making the actual end of the story much more of a wet fart in comparison. I lost a lot of respect for Bethesda that day, and it was frustrating to see mechanical and structural elements win out over narrative, making the latter significantly weaker and less impactful than it was before.

Your mileage may vary with all this, and I'm sure it's possible to train your brain out of seeing all the metaphorical Oompa Loompas going about their business. But for me, I kind of long for the days when I was innocent and full of wonder; back then, I never found myself thinking "how did they do that within the constraints of the game engine and overall structure?", because I was too busy thinking "wow, that's cool". And, as I get older, I can't help but feel like that sense of starry-eyed wonderment was much more fun.


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#oneaday Day 234: The return of The Sims? https://imnotdoctorwho.moegamer.net/2025/01/27/oneaday-day-234-the-return-of-the-sims/ https://imnotdoctorwho.moegamer.net/2025/01/27/oneaday-day-234-the-return-of-the-sims/#respond Mon, 27 Jan 2025 21:09:46 +0000 https://imnotdoctorwho.moegamer.net/?p=28199 Supposedly The Sims and The Sims 2 are getting the rerelease/remaster treatment at some time around the end of the month. It is the 25th anniversary of the series this year, and it appears that EA is actually listening to people for once and (supposedly) bringing back two of the most fondly regarded entries in … Continue reading #oneaday Day 234: The return of The Sims?

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Supposedly The Sims and The Sims 2 are getting the rerelease/remaster treatment at some time around the end of the month. It is the 25th anniversary of the series this year, and it appears that EA is actually listening to people for once and (supposedly) bringing back two of the most fondly regarded entries in the series, neither of which have been available for a very long time — and I don't believe the original The Sims has ever been available digitally, since it came from that dark and mysterious time where you had to go to a shop to buy PC games. (Yes, I miss it. I would be much more of a PC gamer if it was possible to have a physical PC game collection.)

I used to really enjoy The Sims. The original game came out at an absolutely perfect time for me: while I was at university. As someone who had previously enjoyed the SNES version of SimCity (aka the best version… apart from the bugs) and Sim City 2000, I was intrigued to see creator Will Wright doing something a little bit different. The idea of a "life simulator" was something that had captured my imagination from around the 16-bit age; Activision's Little Computer People existed, but I wondered what something with a bit more "game" to it might look like.

Something really enjoyable, as it happened. The Sims, just in its base form, was an absolute revelation. Not only did I have fun with it, but everyone in my flat at university enjoyed getting involved, too. I'd made virtual versions of all of us, and everyone liked to check in every so often to see how we were all getting along. Because I rather overdid the size of our house when I started playing, we all had to sleep in recliners in the large communal living area for a while, but as everyone got jobs and started bringing in the Simoleons, we were able to live a rather luxurious life.

The Sims is interesting to think back on, because it's from a time where you could release a "sandbox" game and it wasn't anything unusual. Moreover, these games didn't need anything like achievements, daily quests or other engagement-bait to get people to enjoy playing them. They were enjoyable just because… well, because they were good. I'm actually rather interested to revisit the original The Sims just to see how well it holds up today. Obviously the graphics will look a tad dated, but I bet the gameplay still has it where it counts.

The Sims 2 I remember owning, playing and enjoying, but I don't recall playing it quite as much as the original for one reason or another. It certainly wasn't because I didn't like it or anything — I recall picking up several of the expansions for it — but for some reason it doesn't stick in my mind quite as much as the original. I know it's an especially fondly regarded entry in the series, though, so it might be fun to have another look at.

I really enjoyed The Sims 3, even though that was really the point that EA started truly taking the piss with the number of expansions and "Stuff" packs — something which has been taken to a frankly obscene degree with The Sims 4, which I've never played. I had a lot of fun with the World Adventures expansion in particular; I really liked the "dungeon crawling" subgame that added to the mix, as it made you make use of the game's mechanics in a rather different way.

I'm normally loathe to give EA money, particularly as they seem all-in on the AI fad right now, but I might make an exception if they don't fuck up the ports of these games — which is, of course, a distinct possibility. But we'll see; sources seem to reckon we'll see them by the end of the month, and there ain't much left of the month. Further reports as events warrant!


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 233: Rearranging https://imnotdoctorwho.moegamer.net/2025/01/26/oneaday-day-233-rearranging/ https://imnotdoctorwho.moegamer.net/2025/01/26/oneaday-day-233-rearranging/#respond Sun, 26 Jan 2025 17:14:39 +0000 https://imnotdoctorwho.moegamer.net/?p=28195 This weekend has mostly been about Rearranging Things. I was getting to a point where I was out of room for new games in the living room, see, so something had to give at some point. And, this weekend, that something has well and truly given. I haven't quite finished the entire process, but the … Continue reading #oneaday Day 233: Rearranging

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This weekend has mostly been about Rearranging Things. I was getting to a point where I was out of room for new games in the living room, see, so something had to give at some point. And, this weekend, that something has well and truly given. I haven't quite finished the entire process, but the net result is that I will have a lot more room both in my study upstairs and in the living room, giving the game collection a bit of room to continue to grow in the near future. Assuming Switch 2 continues to be as good for physical releases as the current Switch, that will most certainly continue to happen.

Here's a rundown of what I've done, if you care:

  • Packed away the vintage computers (Atari ST, Atari 130XE). As much as I love them, whenever I'm "doing something" with either Atari 8-bit or ST, I'm doing it via emulation of some description, primarily so I can record the process. Recording the real ST and/or 8-bits isn't out of the question, but with stuff like The400 Mini and Hatari so readily available, there's really little reason to keep the old stuff out for the moment.
  • Packed away a significant chunk of Atari ST software. I've kept the games out because even if I'm emulating them for a video, it's nice to have the packaging and manuals available to use — plus those shelves make a nice backdrop for videos. The stuff I've packed away is all either educational, productivity or music/audio software — stuff that I really have very little reason to make use of.
  • Packed away all my big box PC games. Realistically, if I'm going to play one of these games, it's going to be via GOG.com/DOSBox or eXoDOS. It would be nice to have the boxes and manuals available on hand, but there are plenty of solutions available for doing that "virtually" if required.
  • Moved all the stuff that was just taking up space in the cupboard in my study into a "to go into the loft" pile. Most of that was vintage computer stuff, and if I'm packing the main vintage computers away there's little reason to have, say, an Atari ST monochrome monitor knocking around.
  • Moved a chunk of PlayStation 2 games from the living room to the cupboard in my study. There's a Billy bookcase in there that I can now reach now all the crap's been moved out of there, and I've put PS2 games that I don't want to get rid of or which won't be worth very much in there, keeping the PS2 shelves downstairs for stuff I might still want to play on the big TV. This has freed up a bunch of extra shelves for the collection down here to expand into.
  • Moved all the Evercade stuff into my study. Since I work up there, it makes sense to have it all up there — plus if I want to make videos on Evercade stuff, it's much more convenient to have them on a shelf next to me rather than downstairs, as much as I enjoyed displaying the collection with pride in the living room.

I have not yet rearranged the existing Switch games to fit the newly available space, but I basically have about four full shelves available to use that I didn't have before, which is nice. I'm glad I was able to do this without having to throw away or get rid of anything; while I know putting stuff in the loft can seem like a death sentence for some stuff, at least I know it is there if I do want to get it back for whatever reason — or if we eventually decide we want to move to a bigger place. (I'm still holding out for that lottery win… it hasn't happened yet.)

Anyway, all that's really left to do today is to get a binbag and clear all the crap away from my actual working desk in the study so I can use it for, y'know, working tomorrow. That can wait until after dinner, though. I need a sit down now!


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 232: Memories of Me: Lost love https://imnotdoctorwho.moegamer.net/2025/01/25/oneaday-day-232-memories-of-me-lost-love/ https://imnotdoctorwho.moegamer.net/2025/01/25/oneaday-day-232-memories-of-me-lost-love/#respond Sat, 25 Jan 2025 22:04:16 +0000 https://imnotdoctorwho.moegamer.net/?p=28192 Since I deliberately cut myself off early yesterday for fear of going on for ten thousand words, I thought I'd pick up where we left off. I previously introduced you to my Halls of Residence, Hartley Grove, and my erstwhile flatmates: the perpetually absent Chloe, my neighbour-for-a-brief-period Beki, my longer-term neighbour Katie, psychology student Steph, … Continue reading #oneaday Day 232: Memories of Me: Lost love

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Since I deliberately cut myself off early yesterday for fear of going on for ten thousand words, I thought I'd pick up where we left off.

I previously introduced you to my Halls of Residence, Hartley Grove, and my erstwhile flatmates: the perpetually absent Chloe, my neighbour-for-a-brief-period Beki, my longer-term neighbour Katie, psychology student Steph, Geography-student-who-didn't-really-care-about-Geography Sam, and scientist Chris. We talked a bit about how we'd often go down to Chamberlain Bar and remain encased in our own little bubble, too afraid to approach anyone that we hadn't been thrown together with — and absolutely, definitely not someone as intimidating as Breast Girl.

For those who have never been to university, your first week as a student is typically set aside for "Freshers' Week", which is an opportunity to get to know the campus and perhaps choose a club or two to join. We had a busy week; off the top of my head, we tried Karate-do Shotokai, ninjutsu and rifle shooting, and several of us decided to join the former for the longer term. (The rifle shooting was terrifying, but I enjoyed it. The ninjutsu trial session primarily consisted of people doing forward rolls for about an hour non-stop, which I found inexplicably amusing.)

Throughout Freshers' Week, it is sort of expected that you will spend a significant portion of your time inebriated and getting laid. I did one of those things. I had never been particularly into the idea of a one-night stand, so it is not something I did — not that I really had the confidence to pursue that sort of encounter, anyway, and as it happened, at the time I was already Quite Into someone specific who I've previously mentioned, but I will refrain from mentioning by name in this context to spare their (and my) blushes. I shall, instead, refer to them as Special Someone.

Being a socially awkward autistic person (albeit not being aware of the "autistic" bit at this point in my life) I was, of course, having great difficulty in actually declaring my feelings to this Special Someone in question, but I resolved to myself that I would tell her how I felt and ask her to the "Freshers' Ball" on the last day of Freshers' Week. Although described as a "ball", it was actually just another pissup where people tended to dress slightly nicer than the other pissups throughout the week, but it was still considered to be something of a special occasion, so I figured confessing in time for that would have some sort of special symbolism.

However, my plan did not go according to… err, plan. Special Someone ended up getting together with someone else, hereafter referred to as Other Bloke, and thus I recall embarrassingly vividly spending a fair bit of time sitting in the big window of our flat's kitchen, all dressed up nice, with the lights off, doing what can only be described as "brooding". Ostensibly I was being alone with my thoughts to process what had just happened and attempt to pick myself up a bit, but I was also secretly hoping that someone would come in and I could unload all my emotional baggage on them.

Someone did — Steph, as I recall — and I explained the situation. It transpired that everyone thought I was already together with Special Someone, as we had been spending a lot of time together, but no, it was not the case; now she was with Other Bloke, someone we knew from the flat downstairs from us, who had sort of "attached" himself to our group because he was one of the people who had ended up lumbered with a flat full of foreign students he didn't really know how to talk to. (Other Bloke ended up becoming a good friend and remains as such to this day, so again, I will refrain from naming him explicitly here, but he probably knows who he is, and anyone reading this who was There At The Time also knows who it is.)

Steph encouraged me to just sort of suck it up, these things happen, and I should probably just go and get pissed and shag a rando. She said it in a more empathetic, understanding way than that, but I got the idea. I agreed that I shouldn't let something I sort of did to myself stand in the way of enjoying what was, one week into our official time as students, the biggest social event in our calendar. So I tidied myself up a bit, downed a shot or two of vodka and set out for the Student Union. I don't remember anything else that happened that night, so it must have been all right. (I did not, to my knowledge, shag a rando.)

Within a day or two, news of my lost love had spread around the flat, and I was surprised to discover everyone rallying to my cause. Not to such a degree that they were going to split up Special Someone and Other Bloke, of course, because we were all much too nice people for that, but they helped me keep my mind off things, and we had a lot of fun expressing my frustration in a not exactly malicious way, but which was somewhat at the expense of the person everyone had decided had done me a great injustice.

Usually this involved us getting pretty drunk in the kitchen, then doing something that involved the window to his flat's kitchen, which was directly below us. The most memorable of these was when we attempted to write "DIE" in tomato ketchup on the window, discovering shortly afterwards that ketchup is not an ideal medium through which to express half-hearted death threats, particularly vertically and while battling against gravity. The attempt to pour jelly onto the gentle slope of the open window beneath us was, likewise, unsuccessful, but it did make an absolutely magnificent noise when it hit the pavement below; we were on the third floor, and that gives jelly a good amount of time to pick up speed and explode with an incredibly satisfying "splatter" noise when it impacts an immovable surface.

Time heals all wounds, as they say, and, as I have hopefully implied already, all of the above passed me by surprisingly quickly. I remained friends with both Special Someone and Other Bloke, and they remained in a relationship for a good few years after university, so there was clearly something good there for quite some time. They're no longer together and each have their own lives with their own special people now — as do I — so all's well that ends well, I guess.


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#oneaday Day 231: Memories of Me: First Days at University https://imnotdoctorwho.moegamer.net/2025/01/24/oneaday-day-231-memories-of-me-first-days-at-university/ https://imnotdoctorwho.moegamer.net/2025/01/24/oneaday-day-231-memories-of-me-first-days-at-university/#respond Fri, 24 Jan 2025 22:12:00 +0000 https://imnotdoctorwho.moegamer.net/?p=28189 A while back, I talked about how when I think back on what the happiest times of my life might have been, I am inexorably drawn to two specific and closely related periods: my time at sixth form, and my time at university. Having previously talked about the former, I'd like to talk a bit … Continue reading #oneaday Day 231: Memories of Me: First Days at University

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A while back, I talked about how when I think back on what the happiest times of my life might have been, I am inexorably drawn to two specific and closely related periods: my time at sixth form, and my time at university. Having previously talked about the former, I'd like to talk a bit about the latter today.

As always, I have almost certainly written about this before, but I don't care. Let's face it, you're almost certainly not going back through the archives to read nearly three thousand posts just to see if I've previously said these things before, and I wouldn't expect you to. So just, y'know, indulge me, even if any of this sounds familiar.

As my time in sixth form came to a close, I was excited but also terrified to go to university. I was going to a university far away from everyone I had ever known, and I didn't know how or if I was going to be able to cope with that. My mind filled with all manner of irrational anxieties, often emphasising things that I really didn't need to think about — like if I should take the opportunity to rebrand myself with a cool nickname when introducing myself to people — but as the big day ticked ever closer, I started to feel a little more at ease about things.

I spent my first year at university, as do many people, in a Halls of Residence. For those who have never been to university, this is basically like an old people's home, but for students. You have your own room plus some communal areas; the exact facilities and how much you are "waited on" (if at all) varies quite a bit from halls to halls, even within the same university. The halls I was going into, known as Hartley Grove, were self-catered, because both my parents and I agreed that it would probably be a good idea to learn how to be self-sufficient in a reasonably safe environment, and they were a new build, meaning (I think) our year was the first to stay in them.

And they were nice! Our rooms were a decent size, and they were en-suite, meaning we each had our own shower and toilet, which was nice. There was enough room for what little stuff I had to my name at that point in my life, a nice desk with space for my computer and hi-fi, room to put a small television to play games consoles on and a relatively cavernous wardrobe to store clothes in. It didn't take long for my room to feel like "home".

I started university in a slightly strange way compared to some of my peers in that I went there a week early to attend a "pre-term" orchestral course with the university symphony orchestra. Over the course of a week, we learned how to play movements from two symphonies — the first movement of Beethoven's 7th and the last movement of Shostakovich's 5th, as I recall — with the intention of performing them both for an audience of our tearful parents at the end of said week.

Because this course was prior to the regular term starting, those of us in halls (which was most of us) weren't able to immediately move all our stuff in to our new homes for the next year, so we had to travel light and take up residence in what was probably the grottiest halls in all of Southampton: a crusty old tower block known as Stoneham which, although shit, we all came to regard with some fondness by the end of the week. (It has since been knocked down; I'm not entirely sure when, but I was a bit sad to learn it's no longer there.)

Basically what we'd do was spend the day in Stoneham's large dining hall area rehearsing, then clear out, have dinner and then be free to do whatever in the evening. Sometimes we'd hang out, sometimes we'd investigate the local nightlife that was easily accessible within walking distance (not much) or a bus ride away — though of course, very few of us knew Southampton well enough at this point to know where was worth going, and where would get you stabbed.

Initially, I found my worst fears coming true as I wasn't sure how to approach new people and make friends with them. But, to my credit, one of my proudest moments as a human being came when I finally plucked up the courage to talk to someone in the lift that was taking us up to our rooms. Her name was Cat, and she was kind enough to give me the time of day. I don't know if she recognised I was struggling, but she became a close friend surprisingly quickly, and I was extremely glad that I at least had someone I could "rely on" during that initial week.

Through Cat, I met several other people — she was a lot more affable than me, but most folks were happy to include me in conversations if I sort of tagged along — and they all became good friends, too. It helped that most of us were going to go on to study music at Southampton for the next three years — though I was doing a split English and Music degree — so we had something in common. But it was still interesting to note how different we all were from one another.

The pre-term course came and went; our performance of both symphony movements went really well, and I ended up having a great time. By the time the course was over, we were able to move into our "forever homes" (for the next year, anyway) — it was still a few days earlier than most, but it gave us a chance to get properly settled, and to minimise the number of trips our parents had to make with cars full of crap.

My flat in Hartley Grove had six rooms. I was the first to arrive by several days, as expected, so by the time my flatmates started arriving, I was already quite comfortable and settled — to such a degree that when one particular flatmate named Chloe came in for the first time, she was greeted by me cooking a bacon sandwich in my dressing gown. She confided to me later that she thought I was a mature student and not, in fact, an idiotic 18 year old whose entire cooking repertoire consisted of bacon sandwiches and toast.

My flat eventually filled to capacity. I was in room number A333. To one side of me at the end of the corridor was the aforementioned Chloe; my other neighbour was the frankly gorgeous Beki, who sadly dropped out partway through her first year. Our mutual friend Katie replaced her in short order; previously, she had lived in another flat with foreign students that weren't particularly sociable, so she was glad to be among friends at last.

Further down the corridor on my side was Chris, a science student who we initially assumed to be one of the most stereotypical science nerds imaginable, but who came to be a close friend and confidant to all of us. On the opposite side was Sam, who had, for some reason, been the subject of a newspaper article about him "not studying Geography due to any burning love for the subject", and who became one of my best friends during my time at university and beyond, and Steph, a psychology student who, again, formed an important part of our overall "group".

The majority of the time, it was me, Chris, Sam and Steph in the flat. Beki left after not very long, as previously noted, and Chloe was an absolute socialite, to such a degree that she barely slept in her own room and often brought strange and interesting men back to our flat. Our collective favourite of these was probably "Raf", a charming and pretty chilled out gent who, it occurs to me now, I really don't know anything else about.

We enjoyed socialising as a flat, particularly if said socialisation involved going to Chamberlain Bar, our nearest drinking establishment. Hartley Grove didn't have its own bar, but Chamberlain was attached to one of the other nearby halls, so it was open for all of us to make use of, and we did. Several of us even spent a few nights working there; we didn't get paid in anything other than beer tokens, but it was a good experience.

Chamberlain Bar was pretty shit, but it was ours. All of us from the flat had a certain degree of awkwardness to us, so we didn't really interact with people from outside our group much, and took to referring to other people by nicknames based on their most prominent characteristics. The one that sticks in my mind was a young lady known only to us as Breast Girl; a conventionally attractive and moderately well-endowed first year who seemed to hang out at Chamberlain Bar almost as much as us. We never exchanged a single word, though I believe Steph, at one point, learned what her actual name was.

Chamberlain Bar occasionally held special events. Two of these stick in my mind: firstly, a '70s night, where we all went around the local charity shops and party stores to find the most hideous clothing and wigs we could; and secondly, a "Hawaiian" night, where all they did was turn the heating up full, and where our flat were the only people who came in fancy dress.

Chamberlain Bar's specialism was shit cocktails. The two we spent the most time drinking were the Juicy Lucy (pint glass containing a shot of vodka, a shot of blue curacao, a double shot of Taboo, then topped up with equal parts lemonade and orange juice) and the Passion Wagon (a shot of Passoa topped up with a bottle of Reef, possibly the laziest cocktail ever invented). I don't know exactly where Juicy Lucy originated, but we got the impression it was a "Southampton" thing; notoriously shit but popular watering hole Clowns and its companion nightclub Jesters would serve them by the 4-pint jug for less than a tenner, making them a great way to get absolutely off your fucking face for not very much money.

So yeah. You can hopefully see how all this was a good time. I will hold that there for now, since I've rambled on for nearly 2,000 words and I haven't even started talking about my actual time at university yet, let alone some of the funnier happenings that transpired during just that first year.

I really miss those magical first few weeks, though, and would give anything to feel that way again. But with each passing day, they feel further and further away to an exponential degree. At least I'll always have the good memories of them.


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#oneaday Day 230: Grumpy Frog https://imnotdoctorwho.moegamer.net/2025/01/24/oneaday-day-230-grumpy-frog/ https://imnotdoctorwho.moegamer.net/2025/01/24/oneaday-day-230-grumpy-frog/#respond Fri, 24 Jan 2025 00:15:08 +0000 https://imnotdoctorwho.moegamer.net/?p=28184 I was reading a post from the redoubtable Mr. Wapojif the other day on the subject of curious frog drawings, and I was reminded of one of the many things I'd doodle as a teenager — including, yes, in the Rough Book. I present to you in the accompanying image: a character who never really … Continue reading #oneaday Day 230: Grumpy Frog

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I was reading a post from the redoubtable Mr. Wapojif the other day on the subject of curious frog drawings, and I was reminded of one of the many things I'd doodle as a teenager — including, yes, in the Rough Book. I present to you in the accompanying image: a character who never really got a name, he was just known as "Grumpy Frog".

Grumpy Frog, as you may be able to tell from his colour scheme, began life as an attempt to draw Yoshi from Super Mario World. As I recall, it was one of those situations where I started doodling Yoshi, realised that things were going badly as my friends were watching, and thus quickly repurposed him into something else, as I intended to do all along. I don't think I fooled them, but Grumpy Frog became something of a fixture in places where I'd doodle things anyway.

I don't really know anything about Grumpy Frog other than the fact he is perpetually annoyed about something. I never incorporated him into a comic strip or drew him doing anything other than the pose you see above, largely because, as you can probably tell from the drawing, I can't really draw frogs either. But he is still one of those oddly specific fond memories I have from Back In The Day that, for some reason, will never leave me.

I sometimes find myself wondering if the amount of useless garbage I still carry around in my head from my school days is normal. There have been multiple occasions where I've made a reference to something from 30+ years ago to a friend I haven't seen for a while and I get a response somewhere along the lines of "I can't believe you remember that". But, to be fair, people always seem to be pleased to be reminded of these things for the most part — I do at least have enough social awareness not to bring up memories that are likely painful or awkward for the people in question — so, regardless of whether or not it's something that everyone has with their memory, I don't think it's a particular problem as such.

Anyway, that is Grumpy Frog. I wanted to acknowledge and celebrate him for a moment, because I hadn't really thought about him for a good few years, but Mr. Wapojif's post reminded me that yes, Grumpy Frog will always be a part of me, for better or worse, and he deserved a bit of time to shine. So there he is.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 229: Mental shutdown https://imnotdoctorwho.moegamer.net/2025/01/22/oneaday-day-229-mental-shutdown/ https://imnotdoctorwho.moegamer.net/2025/01/22/oneaday-day-229-mental-shutdown/#respond Wed, 22 Jan 2025 22:12:32 +0000 https://imnotdoctorwho.moegamer.net/?p=28181 I'm back from my trip, and I'm absolutely exhausted. A full-day meeting followed by a 3+ hour drive is not my idea of Having A Brilliant Day, so I'm sitting here absolutely frazzled and seriously considering going to bed before it even hits 10pm. In fact, that's exactly what I'm going to do as soon … Continue reading #oneaday Day 229: Mental shutdown

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I'm back from my trip, and I'm absolutely exhausted. A full-day meeting followed by a 3+ hour drive is not my idea of Having A Brilliant Day, so I'm sitting here absolutely frazzled and seriously considering going to bed before it even hits 10pm. In fact, that's exactly what I'm going to do as soon as I'm finished with this nonsense.

The meeting itself wasn't a bad thing — it was actually quite worthwhile and productive, but I'm not sure it needed to be the entire day. I won't bore you with the details because they're not very interesting, but they should help me and the rest of the team I work on to do our jobs better. So that's nice.

No, it's the three-hour drive back in the dark that's the real killer, and to make matters worse my phone battery died with about 45 minutes left to go. I was listening to Ed Zitron's excellent(ly cynical) coverage of E3 on his Better Offline podcast and enjoying it a great deal, but I had to suffer with the radio for that last 45 minutes, because balls to driving in silence.

And to be sure, listening to Absolute Radio '90s is… well, not really suffering as such, but it has got markedly worse since Matt Berry's contract clearly expired, because their new idents featuring someone trying (and not doing a brilliant job) to imitate Matt Berry's distinctive cadence are just infuriatingly shit. Whereas Berry's idents were genuinely amusing — and, rather brilliantly, different every time they came on — they've fallen back on that old commercial radio standard, "where real music matters". And they go on and on and on about "real music matters", sometimes for several minutes at a time. There's no humour, no heart, no feeling that "real music" really matters. Just the usual soulless commercial attempts to be "funny" and failing miserably.

At least the music they do play is decent, since as the name suggests, they play a selection of '90s hits (with a "no repeat guarantee!" that unfortunately doesn't extend to "not playing the same songs at the same time each day") — although listening to a few tracks during the vinegar strokes of my journey this evening made me realise that more than a few groups commonly regarded as "good" are actually pretty dull. Like Nirvana. Boring. Always suspected they were when I was younger, but dutifully bought Nevermind because everyone was obliged to in the '90s. But no. Can't even remember the name of the song that I heard on the radio this evening but it was as dull as the piss of an old man with a yeast infection.

Anyway, my tiredness is clearly letting the grump out, so I think it's probably for the best that I put the bin out and go to bed. So I'm going to go do that right now. Don't wake me.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 228: Hotel time again https://imnotdoctorwho.moegamer.net/2025/01/22/oneaday-day-228-hotel-time-again/ https://imnotdoctorwho.moegamer.net/2025/01/22/oneaday-day-228-hotel-time-again/#respond Wed, 22 Jan 2025 00:20:54 +0000 https://imnotdoctorwho.moegamer.net/2025/01/22/oneaday-day-228-hotel-time-again/ I'm presently away from home for my monthly-ish visit to the office, so I'm in my regular hotel, a reasonably nice (and reasonably affordable) non-chain place in the town centre, approximately two minutes from work. I like spending time in hotels because it's a chance to live a little bit differently for a brief period. … Continue reading #oneaday Day 228: Hotel time again

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I'm presently away from home for my monthly-ish visit to the office, so I'm in my regular hotel, a reasonably nice (and reasonably affordable) non-chain place in the town centre, approximately two minutes from work.

I like spending time in hotels because it's a chance to live a little bit differently for a brief period. You get to sleep in a different bed, enjoy the amenities and see life from a slightly different perspective, even if it's for just a moment. And that's nice to do every so often.

It's always a slight roll of the dice with this place when I come, mind you; sometimes I'm lucky and get a free "upgrade" of sorts to a double room with a bath; this time, sadly, I was unlucky, and have the single room with a bathroom that was not designed by a human being with a functional physical presence, judging by the absolutely baffling position of the shower and sink in relation to one another. One should not have to squeeze through a narrow gap just to get into the shower, and it's not as if there isn't space in the room for the shower to be somewhere slightly different, either.

But I can't complain too much. The bed, although single, is comfortable and the sheets nice and warm. And tomorrow morning I will enjoy a hearty breakfast before heading in to the office, having a hopefully pleasant work day, and not thinking about the 3 hour drive home at the end of the day.

For now, it's time to enjoy that bed.

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#oneaday Day 227: Back on the Bionis https://imnotdoctorwho.moegamer.net/2025/01/21/oneaday-day-227-back-on-the-bionis/ https://imnotdoctorwho.moegamer.net/2025/01/21/oneaday-day-227-back-on-the-bionis/#comments Tue, 21 Jan 2025 00:43:02 +0000 https://imnotdoctorwho.moegamer.net/?p=28177 Having finished Fire Emblem Engage and entered my "waiting for Xenoblade Chronicles X" holding pattern in earnest, I couldn't resist any longer and started up Xenoblade Chronicles: Definitive Edition. It's a long time since I played the original Xenoblade Chronicles, and I feel like it will be good to revisit it before playing X, since … Continue reading #oneaday Day 227: Back on the Bionis

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Having finished Fire Emblem Engage and entered my "waiting for Xenoblade Chronicles X" holding pattern in earnest, I couldn't resist any longer and started up Xenoblade Chronicles: Definitive Edition. It's a long time since I played the original Xenoblade Chronicles, and I feel like it will be good to revisit it before playing X, since X was actually the first "sequel" in the series; Xenoblade Chronicles 2 didn't come along until much later.

I'm not playing Xenoblade Chronicles 3, which I haven't played at all yet, because I will want to give that my full attention when I get to it, and I am reliably informed that with the way I play, I will likely take upwards of 150 hours to fully enjoy it. The original Xenoblade Chronicles, meanwhile, while still pretty massive, is a tad shorter, and I have faith I can get through it to my satisfaction before March 20, when X drops.

It's been thoroughly refreshing to go back to Xenoblade Chronicles, and I'm reminded of quite how much I like it. It really is a game that goes "what if the open-world bits of an MMO, but single-player?" and runs with it. This is a marked contrast from something like Final Fantasy XIV, where the open world stuff is fun while you're going through the story, but it pretty much ceases to be relevant once you get to endgame and spend the majority of your time in instanced multiplayer scenarios.

What do I mean by "MMO, but single-player?" A few things, really. Firstly, a big world to explore, based on roughly level-stratified zones — though each zone does have a few high-level surprises scattered around the place to make later revisits worthwhile. Secondly, a heavily quest-based structure. You probably can blast through the main story of a Xenoblade Chronicles game pretty quickly, but the appeal is in getting to know the world as a whole and all the incidental characters that populate it, so if you don't do a bit of questing, you're missing out on a significant part of the fun.

Sure, some of those quests may fall into the "kill [x] [y]s" or "get [x] drops from [y]s" territory, but what these quests do is encourage you to visit different areas of the world and discover what there is to see. And while you're doing that, you'll almost certainly feel a bit of that "I wonder what that thing over there is" wanderlust… and chances are, you'll find something interesting there. Xenoblade Chronicles' world is specifically designed to reward exploration, so it's worth your while to go poking your nose wherever you can.

The third way that Xenoblade Chronicles resembles an MMO — arguably more so than some of its follow-ups — is in its combat system, which uses a hotbar of abilities (or "Arts", as they're called), which each have a cooldown before you can use them again. The emphasis is less on finding a "rotation" as in some MMOs, however, since your auto-attacks are a lot more formidable than in something like Final Fantasy XIV, and instead on using your Arts as effectively as possible, ideally by meeting additional conditions that allow them to do more damage or inflict status effects on enemies.

Take protagonist Shulk, for example, who is a solid fighter, but not a tank by any means; that role is ably fulfilled by the first party member you get, Reyn. This leaves Shulk free to deal damage while Reyn attempts to keep aggro off him as much as possible, and to further support that, many of Shulk's Arts are positional, meaning that you need to be standing to the side or back of an enemy to make full use of them. Thus you end up taking a very similar approach to how a lot of MMO combat works: the tank stands with the enemy facing them, while the rest of the party stands behind or to the side of the enemy and pelts them from there.

Each playable character in Xenoblade Chronicles handles rather differently despite all using the same hotbar system. The aforementioned Reyn, for example, needs to focus on generating aggro as much as possible, but he's also able of dishing out some decent damage while he's doing so, too. Contrast with Sharla, the second party member you get, who is a ranged combatant with solid healing skills. Sharla is able to disengage from the main melee and hit enemies from afar with her rifle, as well as flinging out healing and buff Arts on her party members. She also has to manage the heat of her rifle; as well as dealing with time-based cooldowns, using her Arts also causes her rifle to overheat, so you have to make sure she takes the time to vent the heat every so often.

The nice thing about Xenoblade Chronicles is that you can play any one of these characters, or just stick with one for the duration, since the AI that controls the other two party members while you fight as the third is pretty solid. There's no need to "program" the AI like in Final Fantasy XII's Gambit system — although fans of that game will probably agree that programming Gambits is fun — as under most circumstances, assuming they have a decent hotbar of Arts, they will perform their role in the party admirably.

Xenoblade Chronicles: Definitive Edition does actually add a little wrinkle to this in the form of its "Time Attack" challenges that are scattered throughout the world. These are strange portals that take Shulk and company to a mysterious temple where a Nopon "sage" challenges them to fend off several waves of enemies as quickly as possible. A selection of these challenges see you having to fight with a fixed party — and with the challenge dictating which character you control. This means that even those who play Shulk for the entire main game will need to take a bit of time to get to grips with the other playable characters, which is nice. The Time Attack challenges are, of course, completely optional — as is a lot of Xenoblade Chronicles — but they do offer some nice rewards, so they are worth engaging with.

Anyway, I'm having a real good time with Xenoblade Chronicles: Definitive Edition. It's a pleasure to revisit this world after more than a decade, and with the enhancements the Switch version offers. The game still looks great, particularly with its landscapes; it was one of the finest looking games on Wii, and the subtle enhancements made to bring it into the HD age on Switch mean that it's still recognisable, but looks better than ever — with only a few slightly wooden animations here and there betraying its real age.

I'm fully intending to play through all of Xenoblade Chronicles before Xenoblade Chronicles X arrives in March, and I will, of course, be writing about both over on MoeGamer, as I think it will be fun to compare, contrast and reflect on the series' evolution. Perhaps I'll revisit Xenoblade Chronicles 2 before playing 3… I'm feeling like we might be in for a good few months of Xenoblade at this point, and I'm not complaining.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 226: I wish the TikTok ban was worldwide https://imnotdoctorwho.moegamer.net/2025/01/19/oneaday-day-226-i-wish-the-tiktok-ban-was-worldwide/ https://imnotdoctorwho.moegamer.net/2025/01/19/oneaday-day-226-i-wish-the-tiktok-ban-was-worldwide/#respond Sun, 19 Jan 2025 16:48:54 +0000 https://imnotdoctorwho.moegamer.net/?p=28173 I fucking hate TikTok, and while I know there are all sort of "considerations" about the American ban of it that is happening right now — and which people seem to think Trump will overturn when he takes office — you are never going to convince me that it was a good thing for humanity … Continue reading #oneaday Day 226: I wish the TikTok ban was worldwide

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I fucking hate TikTok, and while I know there are all sort of "considerations" about the American ban of it that is happening right now — and which people seem to think Trump will overturn when he takes office — you are never going to convince me that it was a good thing for humanity as a whole. I feel like it is an app which has actively made the world more stupid, less inclined to pay attention to things and generally quite a bit shitter.

As an autistic person, I actively despise the idea of an app where a significant number of videos are either someone shouting directly "at" me, or outright sensory overload. Hell, a whole term was coined to describe the proliferation of these sensory overload videos, and that term is "sludge content". That is not something we should be celebrating.

A common pro-TikTok argument that people make is that "some people were reliant on it for income". If your sole employable skill is yelling incoherently into a camera, you should probably spend some time working on employable skills other than yelling incoherently into a camera. If you were using TikTok as a means of selling things, you should perhaps consider selling your things via a platform you actually have control over, like people had been doing for years before TikTok, and like people will continue to do for years from hereon. And if you really want to make money from videos, there are plenty of other means of doing so.

But then there's also the fact that people place a vast overemphasis on "monetising their content" online these days anyway. It's one of the major factors in the gradual degradation of social media as an actual means of socialising over the last decade and a half. A significant proportion of users are no longer interested in having conversations — you know, being social — on social media these days. Instead, they want to "create content" for others to "consume". How about you stop seeing dollar signs in everything you do and just do something because it's enjoyable, and because you might make some friends in the process? No?

"But you can watch sexy girls dancing on TikTok!" Brother, I'm not sure how to tell you this, but there are myriad ways to watch sexy girls dancing — and doing a lot more than that — on the Internet, and there has been pretty much since its inception. If your argument for Why TikTok is Good, Actually is that you can mindlessly dribble over something that makes your peepee hard, you are not providing a convincing argument.

"But what about BookTok?" What about all the myriad book-centric blogs that have been destroyed by the collective destruction of the world's attention span via shit like TikTok and YouTube Shorts? What about the fact that your average TikTok user almost certainly doesn't have the patience or brain power to sit down and read a book if they won't read a blog post? What about the fact that authors don't want to have to waste their fucking time yelling at their phone camera when they would much rather be writing something worthwhile?

TikTok is shit, and while I see and appreciate the arguments against the US banning it, I will be shedding precisely zero tears for it. It is one of the absolute worst examples of the enshittification of the modern Internet and people in general, and nothing you can say will ever make me change my mind on that fact. I just wish the fucking thing would go away here, too.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 225: The Secret Diary of Pete Davison, Age 43 3/4 https://imnotdoctorwho.moegamer.net/2025/01/18/oneaday-day-225-the-secret-diary-of-pete-davison-age-43-3-4/ https://imnotdoctorwho.moegamer.net/2025/01/18/oneaday-day-225-the-secret-diary-of-pete-davison-age-43-3-4/#respond Sat, 18 Jan 2025 18:03:24 +0000 https://imnotdoctorwho.moegamer.net/?p=28169 Hello. Sorry about yesterday, I just had a bit of an internal explosion of existential dread and needed to express all that, although I was gratified to note that precisely no-one reached out to me to see if I was all right. Not that I'm particularly surprised or was expecting anyone to reach out and … Continue reading #oneaday Day 225: The Secret Diary of Pete Davison, Age 43 3/4

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Hello. Sorry about yesterday, I just had a bit of an internal explosion of existential dread and needed to express all that, although I was gratified to note that precisely no-one reached out to me to see if I was all right. Not that I'm particularly surprised or was expecting anyone to reach out and see if I was all right, because I'm under no illusions that anyone other than me is reading this blog, but still, y'know. Sometimes it's nice to know someone is looking out for you, and keeping an eye on the means you've been using to express the things you find difficult to say out loud for nearly 20 years.

But like I say, absolutely not blaming anyone. Really, I honestly mean that, no sarcasm. I posted yesterday's screed not because I particularly needed anyone to tell me things are going to be all right — and not just because I'd know they're lying — but because sometimes it just helps to get negative feelings out of your head and onto a page. It doesn't necessarily help you come to any conclusions about how to deal with them, but sometimes simply expressing them is all you need.

This, honestly, was the reason I kept a diary for much of my teenage years. I've talked a bit about this before, as with most subjects on this blog, but it sprung to mind today as I contemplate precisely why I'm still doing this: why I'm typing words into the virtual void for no-one to read, and why I'm still finding it a worthwhile exercise to do so.

I forget exactly what age I was when I started keeping a diary. I'd estimate maybe around 13 or 14 or so. I had recently read The Secret Diary of Adrian Mole, Aged 13 ¾, which I believe my mother had recommended to me as "worth reading" considering the age I was. I absolutely adored that book and its follow-up The Growing Pains of Adrian Mole, and am long overdue a re-read of it all. I recognised that Adrian was a bit of a twat — and this only gets worse in the later installments as he moves into his adult life — but I also recognised parts of myself in him.

So I decided to do as he did, and start a diary. While I forget how old I was when I eventually started, I do remember the circumstances. We had been on a visit to, of all places, the National Stone Centre in Derbyshire, and had gone along with, if I remember rightly, my parents' friends Margaret and Mick. This detail isn't particularly important, but it adds a nugget of context, which was how I was young enough to still go along on visits like that to My Parents' Friends and not just be left at home.

Anyway, the reason I specifically remember that we went to visit the National Stone Centre is because while we were there, I ended up purchasing (or having purchased for me) a lovely hardback journal. It had nice quality paper, it had really nice material on the cover and binding, it was just a lovely book. My parents had encouraged me to use it as a scrapbook of sorts — a book for keepsakes from trips such as the one we'd just been on, as dull as it might have been. And so I did, for a while.

Then, one day, after I had not used it for the above purpose for quite some time (primarily due to having not really done anything worth scrapbooking) I thought that I might start using it to write down… things. I didn't have anything particularly specific in mind when I first started writing in it, I just felt like the experience of writing diary entries had seemed valuable to Adrian Mole in the books I loved so much, and thus I decided to give it a go for myself.

It didn't take long before I started using that diary to express things I found difficult to talk about "out loud", as it were, primarily relating to matters of emotions and feelings towards other people. As noted in my tales of The Rough Book, as a hormonal teenager I fell in love with a lot of girls over the course of my time at secondary school. And I found it difficult enough to admit my feelings about all this to my closest friends at the time, let alone my family. So I told the diary.

I told the diary a lot of things. One of my favourite things to do in the diary was to have "fantasy conversations", where I'd imagine how, in an ideal world, my confessing of my feelings to whatever the object of my affections was that week might go. I'd write these non-existent interactions (because they never actually happened) as a script, because I'd been enjoying looking at plays during English lessons at school, and, later in my school career, had parts in our productions of The Wizard of Oz and Twelfth Night.

I realise this might sound a bit creepy, and it probably is. But what you have to understand is, as an autistic teenager who didn't know he was autistic, social interactions, particularly with someone for whom you didn't really know where you stood and lacked the self-confidence to ever believe they might be interested in you, were very difficult. I wrote those "conversations" down because I knew I'd never be able to pull them off in reality. They were a comforting fiction, in a way; they allowed me to indulge my imagination and think about something which I believed to be impossible in reality.

There was one exception, as I recall. On one of the numerous occasions I had plucked up the courage to declare to my friends that I fancied a girl named Nikki, my friends practically forced me to tell her how I felt. They got me and her out onto the school field, essentially pushed us together and left me to get onto it. And, to my credit, I successfully managed to confess my feelings to Nikki, who, bless her heart, at least let me down exceedingly gently and pleasantly.

That evening, I decided to "analyse" the situation. I wrote a script based on what had actually happened. I drew diagrams, with a little picture of a lightbulb representing how much I was blushing through the whole experience. I attempted to determine if there was anything I might have been able to do differently and, of course, came up short; no means no, as it were, and that is something I have always respected.

As that lovely little journal started to fill up with my innermost feelings, I started to become uneasy. I'd taken to placing it in a position on the desk in my bedroom where it was inconspicuous and unlikely to be picked up and read by someone coming in, but something in the back of my mind was still gnawing away at me, worrying that my Mum or Dad would pick it up, read it all and… well, take the piss, frankly, because there was a lot in there that one could probably take the piss about.

So one day I snapped. I took the journal and I threw it away. I took care not to throw it away in the kitchen bin, where it might have been noticed, but rather to throw it away in the outside bin, concealed in a bag beneath a large black bag of rubbish: somewhere no-one would even think to consider taking it out and rifling through it.

I regret that, now. I think it would be interesting to go back and look over those journal entries my teenage self made, as embarrassing and weird as some of them might have been. I don't know that it would have been helpful to do so, but thinking back, my school days (or, specifically, my time at secondary school and sixth form) are a time in my life I look back on with great fondness, where I was, retrospectively, very happy and satisfied with my lot in life, even if I had very little in the way of luck with women.

Thinking back on that diary is one of the reasons I've kept this blog around for so long. There's things I look back on that I'm not so proud of having written, and there's things I'm glad I wrote about. The one constant is that this blog is completely, honestly, unabashedly me, and it always will be.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 224: Hopeless https://imnotdoctorwho.moegamer.net/2025/01/17/oneaday-day-224-hopeless/ https://imnotdoctorwho.moegamer.net/2025/01/17/oneaday-day-224-hopeless/#respond Fri, 17 Jan 2025 20:47:50 +0000 https://imnotdoctorwho.moegamer.net/?p=28166 It's honestly really hard to feel any hope for the future right now. The world is burning; far-right extremism is on the rise; the Internet has degraded to a point where it's unpleasant to use at best, actively dangerous at worst; Big Tech is continually abusing its users in the name of unsustainable perpetual growth; … Continue reading #oneaday Day 224: Hopeless

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It's honestly really hard to feel any hope for the future right now. The world is burning; far-right extremism is on the rise; the Internet has degraded to a point where it's unpleasant to use at best, actively dangerous at worst; Big Tech is continually abusing its users in the name of unsustainable perpetual growth; the odious AI fad won't go away; everything is too expensive; and the people about to take control of one of the most powerful nations on the planet are pure, unabashed evil.

I have no solutions. I have no words. I have no comfort for those who are suffering more than I am. I have little more than a sense of despair about how everything seems to have been getting worse in front of our very eyes for a decade or more, how we could have most certainly done something about it before it got this bad, and how if anything is ever going to improve, it's almost certainly going to get worse before it gets better.

I've never felt like anyone particularly important who makes a difference, and I've never striven to be such. At times like this I feel particularly helpless, powerless and alone, and I can't even begin to imagine how much worse it must be for people in the direct firing line of everything that is going on.

The only thing I can say is that I, personally, have always striven to not be a shitty person, and that's what I intend to keep doing for as long as I am able to. I'm afraid that's about all I really have the energy to write this evening. Tomorrow will be another day of this shit, but at least it's the weekend, so that's nice I guess.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 223: The Old Internet https://imnotdoctorwho.moegamer.net/2025/01/16/oneaday-day-223-the-old-internet/ https://imnotdoctorwho.moegamer.net/2025/01/16/oneaday-day-223-the-old-internet/#respond Thu, 16 Jan 2025 10:04:06 +0000 https://imnotdoctorwho.moegamer.net/?p=28163 As the rot economy continues apace, more and more people are starting to recognise the modern Web for what it is: an unpleasant place, in which commercial interests and venture capitalists come first, and making an actually pleasant, enjoyable and educational place for the actual users is far, far down the list. As a result, … Continue reading #oneaday Day 223: The Old Internet

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As the rot economy continues apace, more and more people are starting to recognise the modern Web for what it is: an unpleasant place, in which commercial interests and venture capitalists come first, and making an actually pleasant, enjoyable and educational place for the actual users is far, far down the list. As a result, "the old Internet" is often romanticised, perhaps to an overly nostalgic, rose-tinted degree, but I have to kind of concur; things did used to be much more enjoyable online before our daily routine was nothing but scrolling through the only two or three websites that actually exist to most people.

I think about this a lot when I'm writing on here or MoeGamer. I used to get fairly decent numbers on both blogs, even though I was just posting daily nonsense on this one. Now, I get maybe double figures daily on here, if that. MoeGamer still pulls in about a thousand views a day, which is nice, but a lot of those views are for things I wrote about several years ago at this point, and rarely for things I've written about recently.

Now, I don't do either this blog or MoeGamer for the views, but I feel the trajectory this site has taken in terms of numbers is symptomatic of the way the Web has changed over the years. People just don't do blogs any more, either as writers or readers. Part of this is down to the fact that RSS readers just aren't a part of people's daily online routine any more (though I'm aware they still exist) — and even those "magazine-style" apps that were never really a good replacement for Google Reader seem to have died a bit of a death. Not only that, but the usefulness of search engines has declined considerably, too.

Instead, it is, of course, all about social media. It's all about having a presence on the "important" social networks — though even that has seen something of an upset over the last few years, and particularly in the last few months. Twitter was already circling the drain in terms of usefulness for sharing stuff even before Elon took over and did… whatever the fuck he's doing there; Facebook has been such a horrible experience to use for so long now that I question the sanity of anyone who is still using it — to say nothing of the frankly quite disturbing policy changes they've had recently; and the less said about TikTok, the better.

So what, exactly, is someone looking to express themselves online to do today? If you want to get seen, you seemingly have little choice but to sign your soul over to one of these companies and plunge your data into the mire that is "The Algorithm". Telling people that they should start their own website is a noble and proper goal, and one I stand behind, but the fact is… a lot of folks just don't and won't leave social media — and many of the social media companies are doing their best to keep those folks on their platform as much as possible.

Look at Twitter (no, I'm not calling it "X") and how Elon is desperate for people to "post content" on it, completely failing to see that it is a platform woefully ill-equipped for anything other than that which it was originally designed for: microblogging. No-one in their right mind is going to set up a video-centric Twitter account instead of a YouTube channel, even if the site wasn't infested with the worst bigots the Internet has to offer. And no writer is ever going to use Twitter as their primary means of posting their work.

Everyone knows this. And yet it's so difficult to get people to notice you if you're not spending all day "building your personal brand" or some such bullshit. Artists struggle to get commissions without social media. Writers struggle to get publishers without social media. Video makers struggle to get views on their videos without social media. It all sucks, and it feels far too late to be able to do anything about it.

All you can do, really, is just be stubborn. Keep plugging away at your own personal passion projects, and do those projects for the passion, not for the potential of monetising them. I keep doing this blog because I like writing and it's good therapy for me — nothing more. It's always a thoroughly welcome sight when I see someone I recognise in the comments, but that's becoming an increasingly rare occurrence these days. Family and friends who used to read on a regular basis just… don't any more, and the worst thing is, I completely understand why. The modern Web simply isn't built to support personal sites any more, and that's a real shame. It feels like we're very much at risk of losing an important part of our collective culture — because what happens to everyone's "content" (ugh) when one of these social media companies eventually implodes?

Anyway, close your Meta accounts, get off Twitter and read more blogs. That's my advice for surviving online today.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 222: Dawn of the Second Day https://imnotdoctorwho.moegamer.net/2025/01/15/oneaday-day-222-dawn-of-the-second-day/ https://imnotdoctorwho.moegamer.net/2025/01/15/oneaday-day-222-dawn-of-the-second-day/#respond Wed, 15 Jan 2025 08:58:46 +0000 https://imnotdoctorwho.moegamer.net/?p=28160 Second day in a row of successfully getting up at 7.30, getting out of the house and having a little walk down to the shop. It was a little bit harder to successfully achieve this today, but I was expecting this. As outlined yesterday, my dreams were doing their best to pull me back into … Continue reading #oneaday Day 222: Dawn of the Second Day

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Second day in a row of successfully getting up at 7.30, getting out of the house and having a little walk down to the shop. It was a little bit harder to successfully achieve this today, but I was expecting this. As outlined yesterday, my dreams were doing their best to pull me back into sleep, but I recognised them as being pointless (I was dreaming about Fire Emblem, and if I want to play Fire Emblem I can just go downstairs) and managed to get myself out of bed.

The fact that I was woken up by my phone ringing at 7.28 also probably helped. I was concerned that the call would be Bad News, as phone calls at vaguely unsociable hours tend to be, but it was, in fact, just a wrong number offering one "Jenny" a supply teaching position.

I have done supply teaching before; having to get up early and wait for a phone call like that is the absolute worst, because if you do get one you inevitably then have to get ready as fast as possible and get to whatever hellhole of a school you've been assigned to before the beginning of the school day. (Of course, one might say if you were reliant on such phone calls for your income, you should probably get up and get ready a little earlier on the assumption that you will get one; the worst that can happen is you don't get one and will have put on your "nice clothes" for nothing.)

I'm hoping this whole little routine will lead to some other incremental improvements in other areas of life. I actually feel like I slept a little better than usual last night, and eventually what I would like to do is start integrating a little more exercise than just a quick walk to the shop into the morning routine. As I have learned in the past, though, making such lifestyle changes is best handled gradually rather than trying to do too much, too soon. So I'm just concentrating on what has historically been the "difficult bit" — getting up — and celebrating my successes in that area first. Everything else can come later.

Anyway, I'm up and about now and there's still a full ten minutes before I actually need to start work. So that's nice. Here's hoping today is at least vaguely stimulating and entertaining. Knowing what's coming later, it should be fun, all being well, though I'm sure the wonder that is social media will find something to piss and moan about, as happens every day. Letting humanity at large comment online was a mistake. But you know this. You've read my posts, and many of them were most certainly a mistake.

Oh, also it's my brother's birthday today, so if you see him about, be sure to wish him happy birthday.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 221: Little success https://imnotdoctorwho.moegamer.net/2025/01/14/oneaday-day-221-little-success/ https://imnotdoctorwho.moegamer.net/2025/01/14/oneaday-day-221-little-success/#respond Tue, 14 Jan 2025 09:16:13 +0000 https://imnotdoctorwho.moegamer.net/?p=28154 Reader, I did it. My alarm went off at 7.30 and I got up almost immediately. I add the qualifier because I lay there and listened to the radio for about 5 minutes, then got up and had a piss and seriously considered going back to bed for another half an hour on the justification … Continue reading #oneaday Day 221: Little success

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Reader, I did it. My alarm went off at 7.30 and I got up almost immediately. I add the qualifier because I lay there and listened to the radio for about 5 minutes, then got up and had a piss and seriously considered going back to bed for another half an hour on the justification that "the sun wasn't fully up yet" so going outside right then wouldn't be as beneficial as it would be when the day had properly started.

But I pushed through those thoughts, got dressed instead of getting back into bed, then went out to the little Tesco and got myself a coffee and a pastry. Then I came back and enjoyed them both. They both seemed to taste particularly great, perhaps because I wasn't in a rush to enjoy them before starting work, or perhaps because of the light exercise I'd just done, or perhaps simply because I hadn't treated myself to such things for a while. Anyway, they were good.

I have the yawns a little bit because this was, after all, quite a bit earlier than I usually roll out of bed, but like I said yesterday, it supposedly takes about three days to convince your body to fall into a new routine. I was actually surprised how easy it was to get out of bed at 7.30(ish); evidently that time is a good match for my existing circadian rhythms so hopefully that will just get easier.

I'll tell you one big reason I've always had difficulty getting out of bed in the morning: it's because of dreams. For some reason, I always seem to have the most vivid dreams first thing in the morning, almost immediately before I'm supposed to be getting up. And there are occasions where I'll wake up, still have memory of the dream and feel like I "have" to go back and "finish" the dream, even though that's an impossibility.

But there have been multiple occasions where my brain has felt that it is of critical importance that I finish the dream I was having, otherwise… you know what, I don't actually know what it thinks the consequences will be. Because there aren't any. A dream is just a dream; as enjoyable and interesting as they can be, they don't actually exist and they don't have any bearing on your real life, so prioritising them over actually living in the moment is, from a rational perspective, very silly.

As we all know, though, the human brain is prone to fits of irrationality at times, particularly if it's under any sort of stress or not feeling its best for one reason or another. And so, yes, there absolutely have been times where my brain has wanted to prioritise a fun or interesting dream over the drabness of everyday life.

No more, though! I will get up at a sensible hour, giving me enough time to have a nice chilled out morning before work starts, and this will be a Healthy Habit that will lead to other improvements! 2025 is the year.

Probably. Maybe.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 220: Morning person https://imnotdoctorwho.moegamer.net/2025/01/13/oneaday-day-220-morning-person/ https://imnotdoctorwho.moegamer.net/2025/01/13/oneaday-day-220-morning-person/#respond Mon, 13 Jan 2025 18:04:38 +0000 https://imnotdoctorwho.moegamer.net/?p=28151 I'm not a morning person. I can get out of bed early when I absolutely have to (to catch a flight, say), but left to my own devices, I will happily just lie comatose in my bed until an embarrassing hour. I will note that it's not quite as bad as during 2010, The Worst … Continue reading #oneaday Day 220: Morning person

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I'm not a morning person. I can get out of bed early when I absolutely have to (to catch a flight, say), but left to my own devices, I will happily just lie comatose in my bed until an embarrassing hour. I will note that it's not quite as bad as during 2010, The Worst Year Of My Life, when I was staying up until 5am on Second Life and then not even waking up until 5pm the next day, but it's still… challenging to get out of bed at a reasonable hour, particularly at weekends.

I've been reading around and watching some YouTube videos in an attempt to fix this, because as nice as staying in bed can be, I do actually want to try and make a bit better use of my day — because if nothing else, I think it will probably make me feel better, too. There are few things worse for feelings of perpetual non-specific anxiety than getting up moments before you're supposed to start working… although annoyingly enough, it's often those feelings of perpetual non-specific anxiety that make me want to stay in bed.

Thus far, the chief pieces of advice that seem to recur frequently are as follows:

  • Get up when your alarm goes off. (This is the difficult bit.)
  • Get out into natural light as soon as you can. (This assumes you have succeeded at step 1.)
  • Get some exercise shortly after getting up. (Likewise.)
  • Try and delay your caffeine intake a bit. (Challenging, but also agreed to not necessarily be essential.)
  • Get some food into you, preferably something which releases energy gradually.
  • Get to bed at a reasonable time at night. (Doesn't have to be early, just a sensible time.)

Supposedly it takes about three days to convince your body that you're starting a new routine, which is all to do with your circadian rhythms. The first two days are almost certainly going to be excruciatingly difficult, but it's important to stick with them. And, as time goes on, this (in theory) gets easier.

I've already made a sort of step towards improving my morning routine, in that I've given up using my phone as an alarm and instead got a clock radio. I find it somehow more conducive to waking up without feeling like complete shite, perhaps because it's not just the same sound every day that you eventually come to resent. The actual getting out of bed when it first sounds is still the challenging bit, but that's the "wall" you have to push through in order to achieve anything.

So from tomorrow, I'm going to attempt to push through that wall and make some improvements. I've got my alarm set early (7.30am — I start work at 9) and I'm going to do my absolute damnedest to get up straight away, get dressed and then go straight outside. Not only that, I'm going to walk to the nearby Tesco, get myself some coffee and something nice (but not overly awful for me) for breakfast. That would seem to tick off several of the steps above in one fell swoop. Sure, walking to Tesco isn't exactly a "workout", but most of the stuff I've read and watched over the last couple of days suggests that you don't need your morning exercise to be a full-on workout, just moving a bit. And a walk of about a quarter of a mile each way would, I'd say, qualify as "just moving a bit".

When COVID hit, a lot of us introverts joked about how nice it was to have state approval for staying inside all day. But over the last couple of years in particular, I've started to really appreciate how important it is to just go outside and get some air sometimes. Doesn't have to involve interacting with other people or doing anything adventurous, just, as the kids say, touch some grass.

So that's the plan from tomorrow. Let's see if I'm able to actually stick to it.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 219: Getting it done https://imnotdoctorwho.moegamer.net/2025/01/12/oneaday-day-219-getting-it-done/ https://imnotdoctorwho.moegamer.net/2025/01/12/oneaday-day-219-getting-it-done/#respond Sun, 12 Jan 2025 21:34:51 +0000 https://imnotdoctorwho.moegamer.net/?p=28148 I finally managed to muster up the motivation to make some YouTube videos today. Three of them, in fact; they'll be up on the channel over the course of the next week or so. To be clear, I wasn't putting off making these videos because I didn't want to make them; I was primarily putting … Continue reading #oneaday Day 219: Getting it done

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I finally managed to muster up the motivation to make some YouTube videos today. Three of them, in fact; they'll be up on the channel over the course of the next week or so.

To be clear, I wasn't putting off making these videos because I didn't want to make them; I was primarily putting them off because I had a cold in mid-December, and it's left me with a really annoying cough but no other symptoms. (I went to the doctor to see if it was an infection or anything, and it seems there's nothing to be concerned about; I just Have A Cough for a bit, frustratingly.)

I didn't want to start recording videos and collapse into a coughing fit partway through, so I'd been putting it off, particularly as a couple of weekends ago I started trying to record a The Dagger of Amon Ra playthrough and had to stop because my throat wasn't up to it.

My cough is still here — mostly in the evenings, and especially annoyingly when I lie down to go to sleep — but I managed to hold it at bay for the duration of three videos earlier, which is nice. Those three videos are kicking off something I want to be doing throughout this year: exploring a variety of home computer stuff, including Spectrum, Amiga and C64 stuff as well as the Atari 8-bit and ST stuff I've primarily built my channel on.

It felt good to finally get them done. While I have no real "obligations" towards my YouTube channel and could just… stop making videos at any point with no real consequence, it would feel like a great shame to do so. I have somehow made 1,303 videos so far since I created my channel in 2007 (but didn't start Being A Creator until to any vaguely serious degree until 2017) and my channel has shown very slow but steady growth, particularly over the course of the last five years or so. I don't have any grand designs on Being A YouTuber as a career, particularly since the sort of stuff I do isn't exactly algorithm-baiting, but it is nice to be able to sit down, play some games, talk about them to an empty room and feel like at least a few people will, eventually, listen.

In some respects, being able to do that with YouTube has almost been a substitute for being able to spend time with friends talking about this stuff. Pretty much all of my friends who used to be into gaming to any degree have drifted away for one reason or another, and it really sucks to be enthusiastic about things and have no-one to share that with. So by handling my YouTube videos the way I do — as if I'm sitting playing it with the viewer there as a friend beside me — it at least helps a bit with that side of things, if not all of the loneliness I feel at times.

Anyway, like I say, those videos will be coming out over the next week or so. There's one Spectrum one, one C64 one and one Atari 8-bit one; I'm not necessarily going to do all that every week (at least partly because I want to do some ST and Amiga stuff in there too) but it's a nice spread to start the year with. And it's onwards to a whole new year of exploring classic home computers and the myriad weird and wonderful games they played host to!

If you're not yet subscribed, stop by my channel, watch a few vids and hit the dang subscribe button already. Here's a link. Go on, click it.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

If you want this nonsense in your inbox every day, please feel free to subscribe via email. Your email address won't be used for anything else.

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#oneaday Day 218: Memories of Me: Sixth Form https://imnotdoctorwho.moegamer.net/2025/01/11/oneaday-day-218-memories-of-me-sixth-form/ https://imnotdoctorwho.moegamer.net/2025/01/11/oneaday-day-218-memories-of-me-sixth-form/#respond Sat, 11 Jan 2025 21:37:56 +0000 https://imnotdoctorwho.moegamer.net/?p=28144 I occasionally find myself pondering when I think the happiest time in my life was, and I always conclude with one of two closely related period: sixth form (for non-British folks, this is the optional "Year 12" and "Year 13" you take if you want to stay on in non-compulsory education after finishing secondary school, … Continue reading #oneaday Day 218: Memories of Me: Sixth Form

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I occasionally find myself pondering when I think the happiest time in my life was, and I always conclude with one of two closely related period: sixth form (for non-British folks, this is the optional "Year 12" and "Year 13" you take if you want to stay on in non-compulsory education after finishing secondary school, typically taken before going to university) and my four years at university (three on my BA in English and Music, one on my PGCE in Music). Today I want to reminisce a bit about the former.

There was absolutely no question as to whether or not I was going to stay on at school after I finished compulsory education. My life has, to date, followed the typical autistic/ADHD trajectory of performing very well in school, then sliding into tepid mediocrity in adult life, so at the point I was finishing my GCSEs, I knew that I wanted to stay on and keep studying. I ended up choosing English Language, English Literature, Sociology and Music as my four subjects; at my school, it was considered unusual to take four A-Levels (five if you count General Studies, but no-one in their right mind does, for reasons that will become apparent), but all my teachers agreed that I could handle it. So I did. (And I did.)

I was excited about sixth form. I had seen my brother pass through sixth form at the same school some ten years earlier, and I knew what a good time he'd had while he was there. He'd made some good friends, he'd had a band, he had a long-term girlfriend, and he'd studied some interesting-sounding stuff that wasn't anything like the boring old National Curriculum gubbins I'd gone through lower down the school. I was looking forward to the whole experience, though I was also nervous about a few things.

One of them was the fact that I'd have more contact with a teacher known as Mr Watts, who was renowned at our school as one of the most terrifying teachers there was. He taught History, had a severe-looking moustache that always make it look like he was furious and, to be fair, he often seemed to be furious — particularly at anyone under the age of 15.

I'd actually had a year of Mr Watts as a History teacher in… Year 9, I think it was? Kids of that age are just on the cusp of what he considered to be actual human beings, so we got a bit of a taste of what he was really like. He could still be terrifying if someone stepped out of line, sure, but he also had a wicked sense of humour, and was a genuinely excellent teacher.

That didn't stop me being nervous about the fact he was head of Sixth Form, though. I don't really know why, because I wasn't the sort of kid who got into trouble particularly regularly (I think I had a grand total of two detentions during my entire time at school, at least one of which I managed to wangle my way out of thanks to music rehearsals) but Mr Watts just had that sort of impressive aura about him that made you want to stay well and truly in line.

Thankfully, we quickly discovered that Head of Sixth Form Mr Watts was a completely different person to History Teacher Mr Watts. He was much more down-to-earth, much more willing to let that sense of humour shine through, and extremely supportive of anyone who came to him with questions or concerns. He was a comforting presence, in other words; it was a surprise to many of us, to be sure, but a welcome one.

Our year was the first to make use of the new sixth form centre that had been built on our school's campus. The Upper School Dining Hall (aka just "Upper Dining") had given its life so that the Sidney Banks Sixth Form Centre may live, and it was great. The building, being new, was in great condition, and it was outfitted with reasonably decent PCs for the period; prior to joining the sixth form, most of our computer-related lessons in school had been on Acorn Archimedes computers, but by the time we reached sixth form, proprietary platforms like the ol' Archie were falling out of favour as Windows 95-equipped PCs became the norm in homes, offices and society in general.

The sixth form centre mostly consisted of computer rooms, in fact. Each of its "classrooms" were in fact just rooms with tables and a bunch of PCs, and the main large room in the middle was split in half between the common room and a study area (with more computers), with a sliding divider door allowing for the rooms to be separated completely when necessary.

In the common room, we didn't have a lot of exciting facilities, but I recall we did have a stereo, and folks tended to bring magazines in and leave them for others once they were done with them. For the most part, though, the common room was a space for chilling out, hanging with friends and making use of any of your own entertainment that you had happened to bring.

As it happened, I ended up spending a lot of my time in sixth form in the Art room. My friends Ed and Woody were both studying Art, so in the times where I wasn't attending my own lessons, I tended to hang with them in there. Since the number of folks studying Art at A-level was relatively small, they had their own little common area in the corner of the art room; again, it wasn't really equipped with anything other than a few chairs, but it was a nice place to just hang out.

One thing we were supposed to do as part of our time at sixth form was attend General Studies lessons. We would, we were told, get another A-level out of these lessons, but after attending just one or two at the start of our time in sixth form, we realised that they were largely worthless, so we just… stopped going. And, as part of the whole "treating us as adults" thing that came along with joining the sixth form, no-one ever pursued us about it or queried us on it.

Well, that's not quite true. One General Studies period we did see Mr Watts out and about, seemingly looking for people, so we hid under the chairs in the Art room common area. But that was just once. We all did the exam at the end of our two years in sixth form; I don't know how anyone else did, but I got an "A" having attended one lesson in two years. That should give you a general idea of what General Studies is all about. (One of the questions on the final exam paper was "In Alice in Wonderland, the text describes the Cheshire Cat as 'disappearing tail first'. Assuming the cat did not simply vanish, which direction must he have moved to disappear in this way?")

I mostly enjoyed my A-level studies. I particularly enjoyed English Language, because we got to write essays about swearing, and English Literature exposed me to a variety of interesting novels and plays that I probably wouldn't otherwise have read. Sociology was a thoroughly interesting subject to study, too, and the overall "vibe" of those classes was quite interesting given I was the only boy present; the rest of the class was all girls, and our teacher, Mrs Lloyd, was, of course, a lady also. I wasn't made to feel out of place or anything, I hasten to add; in fact, throughout my time at secondary school, I'd become good friends with a lot of the girls in that class already, so it was nice to have some time where it was just me and them.

Music was a good time, also. At the time I was doing A-level Music, I was also preparing to take my Advanced Certificate practical exam, and doing so basically exempted me from having to do some of the Music A-level, which was pretty neat. The only bit of the Music course I didn't like was learning about how to do Baroque four-part harmony; it felt like it was frustratingly bound by rules rather than truly creative, and I didn't like the teacher much, either. He wasn't one of the regular Music teachers; he was actually the peripatetic strings teacher.

One of the best things about sixth form was how we weren't obliged to stay on the school campus all day if we didn't have lessons. That meant we often walked into town; it was probably about a mile's walk from the school to the town centre, and being young and (relatively) spry at the time, we could do this in a not-unreasonable amount of time.

Our typical town routine involved wandering down there, getting a steak slice and a Belgian Bun from The Baker's Oven, then visiting the CD shop Barneys and computer shop First Compute. Inevitably, upon a visit to the latter, I would be encouraged by my friends to pick up a new game, which I often did, and then we'd head back to school. The reason I was able to grab so many new games at the time was because I'd done some occasional freelancing for PC Zone and the Official Nintendo Magazine, and back in those days you'd get £500 for one article — an absolute fortune to a teenage kid, and, hell, an absolute fortune to anyone involved in freelancing for the games press today.

On one trip to First Compute, I happened to see that a budget rerelease of a piece of software called Klik and Play for PC was on one of the racks. I recalled reading a fun review of this in PC Zone by the one and only Charlie Brooker; a review that had attracted numerous complaints (as did many other pieces Brooker contributed) for using a game in which you knocked a decapitated Frenchman's head around the screen as its demonstration project.

I was attracted to Klik and Play because it promised programming-free game making. I'd previously learned to program in BASIC on Atari 8-bit and STOS on Atari ST, but had never really got into the upper echelons of "knowing how to code", and by this point in the late '90s, "coding" had moved into realms like C and Java, and I didn't really understand those at all. Klik and Play promised to allow creativity without needing to get super-technical, so I was excited to give it a go.

And boy did we love it. Not just me, but my friends Ed and Woody, too, since of course I let them borrow the disc and install it on their own PCs. We made so many stupid games with Klik and Play, many of which remained unfinished, but our crowning achievement was, without a doubt, Pie Eater's Destiny.

This was a game where we'd started with the title, which was intended to take the piss out of our mutual friend Andrew, who was a big lad and enjoyed the game Fighter's Destiny on Nintendo 64. It grew a life of its own after I was demonstrating how to use Klik and Play to Ed and Woody one day, and I imported a scanned image of Andrew's face as an enemy sprite, then added a ripped Contra sprite for the player to move around and shoot at the giant head.

Something about this stupid, humble beginning captured our imagination, and we ended up making a full game with full voice acting, with each level unfolding as a single boss fight against a digitised head of someone we knew, culminating with a battle against the most powerful force in the galaxy: Mr Watts.

Naturally, once Pie Eater's Destiny was completed, we brought it in to school to install on the sixth form computers, and we ended up showing it to Mr Watts. We were initially nervous about this, but the moment he saw that he was the villain, with his introductory line being simply "YOU PATHETIC BASTARDS, YOU WILL NEVER DEFEAT ME! MUHAHAHAHAHAHAHA", he was absolutely delighted with it.

My time at sixth form is full of wonderful memories like these. I don't recall a single moment of being unhappy while I was at sixth form, and dear Lord, I miss living that life and being that person.

But you can't go back, can you? So these memories have to remain just that: memories. Still, I will always have them, and when times get tough I can think back to a time where life just seemed simpler, easier, more full of possibilities. Not everyone has the luxury of good memories like this, so I should treasure them. And you'd better believe that I do, as the preceding 2,000 words has hopefully made clear.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 217: Fuck Facebook, and fuck Meta https://imnotdoctorwho.moegamer.net/2025/01/10/oneaday-day-217-fuck-facebook-and-fuck-meta/ https://imnotdoctorwho.moegamer.net/2025/01/10/oneaday-day-217-fuck-facebook-and-fuck-meta/#respond Fri, 10 Jan 2025 22:29:16 +0000 https://imnotdoctorwho.moegamer.net/?p=28139 I don't know if you've been following the recent news about Meta, Facebook's parent company, but if you still have an account over there for any reason, I thought you might be interested to learn the following. A few days ago, Meta (which covers Facebook, Instagram, Threads and WhatsApp Messenger) published some substantial changes to … Continue reading #oneaday Day 217: Fuck Facebook, and fuck Meta

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I don't know if you've been following the recent news about Meta, Facebook's parent company, but if you still have an account over there for any reason, I thought you might be interested to learn the following.

A few days ago, Meta (which covers Facebook, Instagram, Threads and WhatsApp Messenger) published some substantial changes to its Hateful Conduct policy, ostensibly a policy that was devised in order to, among other things, help marginalised groups feel safe using their services as a means of online socialisation. You can see the changelog at this link (click the "7 Jan 2025" link on the left of that page to see the changes highlighted), but here are some notable parts for your convenience:

The green highlighted stuff is newly added, the red strikethrough stuff has been removed. Note that the banning of "dehumanising speech in the form of comparisons to or generalisations about animals, pathogens or other sub-human life forms, including women as household objects or property or objects in general; black people as farm equipment; transgender or non-binary people as 'it'" has been removed. This was previously a "Tier 1" violation, among the most serious on the platform, and yet now it is A-OK.

Elsewhere:

In this section, you will see that Meta now "allows allegations of mental illness or abnormality when based on gender or sexual orientation, given political and religious discourse about transgenderism and homosexuality and common non-serious usage of words like 'weird'."

Elsewhere still:

So you're cool to, like, blame the Chinese or whatever group of Johnny Foreigners you think created COVID, if you even believe COVID existed at all in the first place because you're a nutcase who believes vaccination programmes are about Bill Gates trying to fit you with a microtransmitter.

I shouldn't have to point out that these changes are Bad, regardless of whether or not you fall into one of the "protected" categories. It's particularly telling that amid the parts people are mostly focusing on — the stuff about homosexual and transgender people — they snuck in a bit about regarding women as objects and black people as farm equipment. You know, just to make sure everyone except white straight cis men gets their own share of a kicking. On top of that, they have deleted the trans and non-binary themes for Facebook Messenger, as well as the blog post announcing them.

This is not a "freedom of speech" thing; this is deliberately courting the worst people in the world and giving them carte blanche to be as sexist, racist, homophobic and transphobic as they desire with zero consequences. And you all know exactly why this has happened: because of the election result in the US.

The world's billionaires have been flocking to kiss Trump's ringpiece ever since the election, and of course Mark Zuckerberg is at the head of the queue. Social media is a veritable breeding ground for the worst kind of right-wing attitudes and has been for a while; all Zuck is doing is making it explicitly okay for this sort of thing to go on, much like Elon Musk has done with Twitter, destroying its value as social media in the process.

This isn't the only thing wrong with Facebook, of course. If you're still using it (again, I ask, why?) you have almost certainly seen how the News Feed or whatever it is called has declined over the years. Chances are yours has multiple "Suggested" posts (i.e. ads) in a row before you see anything from someone you actually care about, and many of those posts will be filled with AI-generated garbage slop like the infamous "Shrimp Jesus" and the many, many images of crying multiple amputee soldiers who don't exist saying it's their birthday. And rather than Facebook seeing this as a problem, it is being encouraged.

In fact, Meta announced plans to introduce AI-driven profiles to both Facebook and Instagram, presumably in an attempt to hide the fact that users are (correctly) leaving their services in droves. People stumbled across one of these AI-powered profiles on Instagram recently, discovering it to be, of course, full of images that never happened and hosting a chatbot that was little more than racial stereotyping. Meta were quick to say that this was an experiment from a few years back, but this is exactly the sort of shit they want to introduce.

Along the same lines, some Instagram users have found themselves presented with AI-generated images of themselves in their own feed, without having asked for them. In most cases, this is because Instagram's AI features count "using them once" as "perpetual consent to use your likeness", even if you don't want or need AI-generated images of yourself. Which no-one does.

Facebook is a shithole, and it's only going to get worse. If I haven't convinced you enough, I urge you to read at least some of the following links (plus the ones I've peppered throughout the above) for more on the story, because these folks report on this stuff for a living and can provide a lot more detail on what is going on.

Never Forgive Them by Ed Zitron – a comprehensive breakdown of how, over the last 10-15 years in particular, big tech has been systematically making life worse for everyone online under the guise of "growth". And it seeps into all areas of life, be it Facebook, Twitter and other forms of social media, or a cheap laptop you buy from Amazon.

AI Powered Buzzfeed Ads Suggest You Buy Hat of Man Who Died by Suicide by Emanuel Maiberg, 404 Media. Not directly related to Meta, though it is a tale of why AI-powered anything relating to advertising (a category which Meta stuff firmly falls into) is a pile of shit. I will say 404 Media has been doing some of the absolute best reporting on all this for quite some time now.

Zuckerberg: The AI Slop Will Continue Until Morale Improves by Jason Koebler, 404 Media. About how Zuckerberg doesn't believe the AI sludge that is taking over Facebook is a problem, and how he actually wants to encourage it.

Where Facebook's AI Slop Comes From by Jason Koebler, 404 Media. Self-explanatory, though you may be surprised at the answer to the headline and the reasons why.

Mark Zuckerberg, Recipient of World's First Rat Penis Transplant, Announces Meta Will Stop Fact-Checking by Matt Husser, The Hard Times. Also self-explanatory. The fact-checking thing is actually where all this started; Zuck is putting this side of things in the hands of the users via a Twitter-style "Community Notes" system, rather than having fact-checkers to combat disinformation on staff. Things just got worse from there.

Meta has 'heard the message' from Trump, says whistleblower Frances Haugen by Dan Milmo and Robert Booth, The Guardian. Some insider knowledge on the situation and how it's happening exactly because of the reasons you thought.

Look, I get it. I appreciate that some of you might not be able to delete your Facebook accounts because it's the only means you have of getting in touch with some people. I can't really delete mine either, because I have to use it for work, though I haven't used Facebook "personally" for years now because I saw it enshittifying a long time ago and jumped ship. The only Meta service I use these days — and that's irregularly — is WhatsApp.

But I would urge you to look over all of the above, and consider whether that is a company you still want to have any involvement with. Not only are the policy changes above actively harmful, the service as a whole has, as Zitron explains in his piece linked above, gradually been getting worse and worse, abusing its users in the name of profit and growth, for years at this point.

There are always alternatives. You can email people, just like in the good old days, or alternative messaging solutions like Discord, Zoom and Skype exist. They all have their issues, yes, but they're not actively being harmful like Meta is now. You can build a website to share your photos. Hell, if you're hooked on social media, there are plenty of better alternatives to Facebook now. (Just don't join TikTok.)

Online is a garbage fire right now, and it's only getting worse. One day, we might be able to look back on this whole sorry situation and laugh, but right now it's getting to a point where it's outright dangerous for some folks online. And I would hope that you, dear reader, don't want to be part of making that problem any worse.

If you didn't know anything about any of this prior to today, I hope you feel a little better informed now. And if you did, I'd urge you to take that step and move well away from Meta as soon as you are able.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

If you want this nonsense in your inbox every day, please feel free to subscribe via email. Your email address won't be used for anything else.

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#oneaday Day 216: I've probably written all of this before https://imnotdoctorwho.moegamer.net/2025/01/09/oneaday-day-216-ive-probably-written-all-of-this-before/ https://imnotdoctorwho.moegamer.net/2025/01/09/oneaday-day-216-ive-probably-written-all-of-this-before/#respond Thu, 09 Jan 2025 23:04:49 +0000 https://imnotdoctorwho.moegamer.net/?p=28130 There are, as I type this, 2,850 posts on this blog. 2,851 including this one. As such, I've almost certainly written things multiple times. Yesterday's story about The Rough Book is one I've told before, for example, and even found myself using some of the same turns of phrase to describe various incidents. But I … Continue reading #oneaday Day 216: I've probably written all of this before

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There are, as I type this, 2,850 posts on this blog. 2,851 including this one. As such, I've almost certainly written things multiple times. Yesterday's story about The Rough Book is one I've told before, for example, and even found myself using some of the same turns of phrase to describe various incidents.

But I think it's interesting to reflect back on things multiple times, many years apart, because doing so can cause you to look at those situations from a new perspective, perhaps with different life experiences under your belt. In the case of The Rough Book, I last wrote about it in 2012, when I didn't know I was autistic. Or, perhaps, when I hadn't been diagnosed as autistic. Because even in those innocent, pre-COVID days, I think I always knew that something was "up", as it were.

Hell, I mean, even COVID. Life has not been the same on Planet Earth since the pandemic hit, and many folks (including, I suspect, me and my wife) are still feeling the aftereffects (or perhaps it's more accurate to say ongoing effects) of the situation, thanks to the lack of understanding around things like "Long COVID" and suchlike.

It's hard to say if my life has got better or worse as time has gone on, looking back at these old posts and realising all the topics I've previously written about. I think, on the whole, I'm in a much better situation than I ever have been in every regard except for my physical health; I've had lower lows of mental health in particular (catastrophically low lows on multiple occasions) and I certainly have very little to complain about with my present employment situation.

I have found a niche and I'm damn well staying there as long as possible; I have no desire to ever go back to the periods of joblessness I've endured over the years. Even with the experience I've built up over the course of the past few years, I still feel like if I was suddenly out of work that I would struggle to cope in today's volatile, competitive job market. I have been very fortunate with the situation I've ended up in from that perspective. I took some risks to get here, in some ways it took an uncharacteristic amount of persistence, and I actually think the pandemic helped me secure the position I'm in now thanks to how it made remote working feasible for everyone.

I like having this blog, and being able to look back over the posts, particularly with the "Random Post" button at the top, then following a rabbit hole of "related posts". Of course, I have a big gap between the end of my first #oneaday stint and this one, but other things online — like MoeGamer and YouTube, for example — fill that gap to some degree. This is why I was so upset when WordPress.com pulled their whole "your blog has been deleted, teehee" shit a while back. This site isn't useful from a perspective of… well, anything, really, other than giving me a semi-private outlet to muse on whatever subjects I feel like writing about. But, goddammit, it's mine, and it's not beholden to any platform holders who can arbitrarily take it away from me. Not any more, anyway.

I don't get anywhere near the readership I used to with this blog. I don't even think my family and friends read it any more. I don't think anyone reads blogs any more, because they're too busy doomscrolling on social media or shit like TikTok. And while I hate that personally, I can't really tell other people what they "should" be doing, when the stuff I'm posting here is probably just as vapid as all the people yelling at the camera on TikTok.

Or is it? There's probably a whole discussion for another post in this, but I can say with complete honesty that what I've written here over the years has been an accurate reflection of me. I've always made a point of being honest — to myself as much as anyone who might be reading — while TikTok, from my admittedly limited experience to it, feels obnoxiously performative. Oddly, despite TikTok in theory being more "personal" thanks to being video-based — you see and hear the person — I still feel much more like I'm getting to know someone when I read what they write, rather than seeing them yelling breathlessly into their phone camera like the world's least scary follow-up to The Blair Witch Project.

It saddens me a bit that blogs aren't what they used to be. Hell, most people don't even call them "blogs" any more; these days they tend to be described as "newsletters", and most of them seem to be read via email rather than actually on their websites. But I'm still resolutely old-school in how I do things; this is my blog, and has been since (checks) 2008. And there's no real point changing up how I do things now, is there?


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 215: Memories of Me: The Rough Book https://imnotdoctorwho.moegamer.net/2025/01/08/oneaday-day-215-memories-of-me-the-rough-book/ https://imnotdoctorwho.moegamer.net/2025/01/08/oneaday-day-215-memories-of-me-the-rough-book/#respond Wed, 08 Jan 2025 20:56:28 +0000 https://imnotdoctorwho.moegamer.net/?p=28127 Life changed for me and my friend Ed in secondary school when we discovered that the school library would sell you a new, blank exercise book in the colour of your choice for something like 30p. Ostensibly the option was there for those who had lost their exercise books and were replacing them at their … Continue reading #oneaday Day 215: Memories of Me: The Rough Book

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Life changed for me and my friend Ed in secondary school when we discovered that the school library would sell you a new, blank exercise book in the colour of your choice for something like 30p. Ostensibly the option was there for those who had lost their exercise books and were replacing them at their own expense (the school would provide new ones for free when old ones were full, they weren't that stingy) but the librarian, Mrs Miller, didn't ask too many questions.

Mrs Miller was an interesting character, actually. As is often the case for school librarians, she developed something of a reputation for being a stickler for the rules and wanting to ensure everyone was silent at all times in the library. Of course, much of this was exaggerated by playground gossip, and Mrs Miller was, in fact, a thoroughly lovely person with a fun, dry sense of humour, and she was much more willing to demonstrate this side of herself to those who were further up the school.

But I digress. The important thing is that Mrs Miller would sell you a new exercise book for pocket change, and this meant you could use that book for whatever you pleased. Ed and I took to branding these quasi-illicit exercise books our "Rough Books", and they were used for all manner of things — primarily doodling, playing silly games and comic strips. It was in Rough Books that we established several fixtures of our teenage sense of humour, including:

  • The German Stickmen. A four-frame comic in which two German stickmen would get into an argument over something stupid, culminating in them going "Nein!" "Ja!" repeatedly at one another until one of them bellowed "ACHTUNG!" (like in Wolfenstein 3-D, you know) and inflicted some form of horrible (usually explosive) violence on the other. My favourite ran "Ich bin Fred." "Nein, du bist James." "Nein!" "Ja!" "Nein!" "Ja!" "ACHTUNG!" (nuclear explosion).
  • The X-35 Plasma Gun. Actually a creation of our mutual friend Daniel, the X-35 Plasma Gun didn't have a fixed form, but there was one constant in all its depictions: it was a gun one would hold with a pistol grip, but which carried a comedically large variety of attachments atop it, including not just additional weaponry such as bazookas and '50s-style laser guns, but also practical functions such as a washing machine and full-size bath. I will have to draw one of these again someday to truly get across what I mean, because I feel that description doesn't really do the X-35 Plasma Gun justice.
  • Adverts for games that we were making with Klik and Play. One day I acquired the budget release of Clickteam's Klik and Play, and thus began a new obsession of us trying to make our own games. We only ever finished one — Pie Eater's Destiny, a game that featured idealised versions of me and my friends (actually ripped and recoloured Contra III sprites) battling giant digitised heads of our classmates in space. But that didn't stop us from drawing fake adverts for the many, many half-finished games we made that are now, sadly, almost definitely lost to time.
  • Edlock Holmes and Watson. I talked about this in my video on The Lost Files of Sherlock Holmes, but the gist is this: Ed and I were obsessed with The Lost Files of Sherlock Holmes and Indiana Jones and the Fate of Atlantis, so we made a comic that cast us in the role of "Holmes and Watson", and sent our virtual selves on various comedic adventures. There's probably an entire post of Edlock Holmes lore in me at some point, but that will have to do for now.

One of the most significant features of multiple Rough Books, though, was My Friends Hijack the Middle Pages and Write The Name of the Girl I Fancied That Week in Giant Letters. I feel the title for this is probably self-explanatory, but let me elaborate.

At school, I fell in love with a lot of girls, often for the most mundane reasons, like them acknowledging my existence, holding a conversation with me or allowing me to work in a group with them in class without being physically repulsed by my presence. I was too much of a socially awkward (retrospectively: autistic) teen to ever be able to express my feelings adequately to any of these girls, mind you, and thus most of my teenage years were spent feeling like a doomed poet, forever to suffer unrequited love from afar.

I secretly quite enjoyed the feeling of "being in love", though, regardless of whether or not anything actually happened. There was something about that teenage "butterflies in the stomach" feeling which was oddly… addictive, almost, and so, over time, I would flit from girl to girl, deciding that this time, she was absolutely the one for me, despite in most cases me not actually knowing that much about her at all, because that would involve talking to her and not making a complete idiot of myself, which my brain successfully convinced me on a daily basis was a complete impossibility.

Any time I fancied someone new, I would keep it quiet for a while, but after some time the feelings inside me would "boil over" to such a point that I had to admit it to one of my friends, even though I knew they would almost certainly take the piss out of me for it. And one of the ways they took the piss was getting hold of my Rough Book, then performing the sacred art of My Friends Hijack the Middle Pages and Write The Name of the Girl I Fancied That Week in Giant Letters.

The ornateness of how the name would be written varied from one occasion to another. Sometimes it would be in beautifully crafted, pencilled block letters. Sometimes it would be scrawled in multiple colours of felt-tipped pens. On one particularly memorable occasion, my Rough Book was returned to me with the name "NIKKI" (my affections returned to Nikki on multiple occasions; she was, to my teenage eyes and hormones, feminine perfection and, retrospectively, possibly the source of a mild tights fetish) beautifully painted in watercolours, which I feel was rather more grandiosity than the situation warranted, but such was the nature of my curious little friendship group.

I say they did this to take the piss. In their own way, I think they were showing a funny kind of "support" for my feelings. They knew that I was extremely unlikely to ever actually go up to any of these girls and ask them out, so they did what they could to make my feelings feel… "special". Sometimes they even went out of their way to try and put me in a situation with the girl in question — situations I would tend to squander due to my social ineptitude — and I don't think every one of those was an attempt to embarrass me in a malicious way.

Some of them absolutely were, mind. I have vivid memories of our class having been studying Romeo and Juliet in class, learning the expression "taking one's maidenhead" and numerous puns surrounding that phrase as euphemisms for taking a young lady's virginity. One lunchtime, one member of our class — Luke, a peripheral member of our friendship group at best — bellowed at the top of his voice "PETE WANTS TO CHOP DANIELLE'S HEAD OFF" while the Danielle in question (who I was, of course, exceedingly attracted to at the time and would have concurred privately with Luke's assessment had I not considered it a little disrespectful to contemplate the status of others' maidenheads) was most certainly well within earshot.

Thankfully, Danielle was cool, and someone I counted as an actual friend as well as someone I fancied, so on that occasion I actually successfully plucked up the courage to talk to her about it, apologise for Luke's outburst and successfully block myself off from ever being able to really admit I liked her by, in effect, friendzoning myself. (I also knew that she was, at the time, already going out with someone a bit older than her, and that fact intimidated me somewhat, as I did not want to end up on the receiving end of a beating from "Carmine", I believe his name was. Why do I remember this shit?)

Anyway. I got off the point there a bit, but I hope you enjoyed my memories of the Rough Book. I wish I still had some of them. I have a few bits of miscellanea from my teenage years, but sadly the Rough Books are not among them. By their nature, they were a transient form of media, doomed to end up in the bin so my parents and teachers didn't find them. But while they lasted they were a wonderful part of my secondary school days, and, as odd as it may sound, a big reason why I mostly look back on those days with fondness.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 214: Anticipating Xenoblade... again https://imnotdoctorwho.moegamer.net/2025/01/07/oneaday-day-214-anticipating-xenoblade-again/ https://imnotdoctorwho.moegamer.net/2025/01/07/oneaday-day-214-anticipating-xenoblade-again/#comments Tue, 07 Jan 2025 21:36:42 +0000 https://imnotdoctorwho.moegamer.net/?p=28119 I'm a big fan of the Xenoblade Chronicles series from Monolithsoft and Nintendo, though I must confess I am very behind; I haven't yet played Torna, The Golden Country (the spinoff to the second game) or Xenoblade Chronicles 3 yet, nor have I replayed Xenoblade Chronicles: Definitive Edition on Switch. And yet here I am, … Continue reading #oneaday Day 214: Anticipating Xenoblade... again

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I'm a big fan of the Xenoblade Chronicles series from Monolithsoft and Nintendo, though I must confess I am very behind; I haven't yet played Torna, The Golden Country (the spinoff to the second game) or Xenoblade Chronicles 3 yet, nor have I replayed Xenoblade Chronicles: Definitive Edition on Switch. And yet here I am, gradually getting hyped for the return of Xenoblade Chronicles X in March.

Xenoblade Chronicles X is kind of special, see. While most of the rest of the series is pretty well-known to be awesome, outside of the few folks who can't handle anime-style aesthetics, Xenoblade Chronicles X has always been more of a cult favourite. For starters, it came out on Wii U, which means only a few people bought it, and it's also quite a different beast to the mainline Xenoblade Chronicles titles, arguably making it a bit more of an acquired taste for some.

Lest you're unfamiliar, the Xenoblade Chronicles series are a range of vast, open-world RPGs that take the concept Final Fantasy XII kicked off — MMO-style mechanics and structure in a single-player game — and run with it. For miles and miles and miles.

The mainline Xenoblade Chronicles titles are beloved not just for their expansive, beautifully crafted worlds, but also for the wonderful characters that make up the main cast. Each of them feature a wonderful balance between player freedom and in-depth storytelling, allowing you the opportunity to experience a truly epic narrative while also getting to know the complete, vast world very well.

Xenoblade Chronicles X differed a little from what was, at the time, its only predecessor, in that it downplayed the central narrative somewhat. Indeed, it's possible to blast through the entire main story of Xenoblade Chronicles X much quicker than any other game in the series. And this led some people to think that it "wasn't as good" as the original Xenoblade Chronicles.

In fact, Xenoblade Chronicles X isn't any lighter on story content than its predecessor. It's just structured very differently, primarily because of its overall concept. Rather than going on a long "hero's journey"-style quest, you're simply part of an organisation. Sure, you end up being the one who does some important and noteworthy things, but when it comes down to it, you're just another cog in a machine much bigger than you are.

Xenoblade Chronicles X's concept is that you, and a chunk of other humans, have crash-landed on an alien planet called Mira, and there's absolutely no hope of getting your spaceship back into space; moreover, there's likely no Earth to go back to, since the whole reason you were in space was escaping an alien invasion.

Consequently, rather than sitting around crying and gradually turning into cavemen, the former crew of the spacecraft decide to repurpose what's left of the ship as a city, then set about exploring the planet and making the best use of the resources that surround them. To that end, you're recruited as a BLADE: a Builder of the Legacy After the Destruction of Earth. This means you need to go out, find resources, build things to exploit those resources, deal with the local fauna, collect things and just generally make a big ol' map of Mira as a whole. And Mira is very big.

While playing Xenoblade Chronicles X, there's a really nice feeling that you're playing a game that is as much strategy/management game as it is RPG. On the Wii U, the Gamepad's second screen featured a hex-based map of the planet that you could use to plan your expeditions, build things and invest in areas; the long-term gameplay of Xenoblade Chronicles X involves "conquering" each of these hexes in various ways, be it through completing missions, discovering landmarks, defeating powerful foes or various other objectives.

And every time you come back to the city of New Los Angeles, as it becomes known, you will have new people to talk to, new sidequests to discover, new little stories about humanity's home away from home. It's a massively immersive game that I feel like I barely scratched the surface of back when I played it on Wii U, and I'm really looking forward to giving it another go when the Switch version rolls around.

Couple that with some interesting and quite innovative online features — which will be much easier to take advantage of on a platform people actually own — and you have a game that promises to take up a lot of your life.

Oh, and it has an amazing soundtrack that you will either love or hate.

I'm sure there's plenty more about the game that I've forgotten, but I do remember the game as a whole with great fondness from when I first played it and declared it my Game of the Year nearly ten years ago… and bemoaned the fact that it didn't get anywhere near the press attention and general praise that it clearly deserved, likely primarily because it was a Wii U game, and what kind of idiot bought a Wii U? (Hi.)

So yeah. Expect great enthusing about Xenoblade Chronicles X when it comes out. I'm just wondering whether or not I can fit in Torna, The Golden Country and/or Xenoblade Chronicles 3 before that happens… given that I'm playing through Fire Emblem Engage also right now.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 213: Knotwords is a Mobile Game That Isn't Shit https://imnotdoctorwho.moegamer.net/2025/01/06/oneaday-day-213-knotwords-is-a-mobile-game-that-isnt-shit/ https://imnotdoctorwho.moegamer.net/2025/01/06/oneaday-day-213-knotwords-is-a-mobile-game-that-isnt-shit/#respond Mon, 06 Jan 2025 19:30:26 +0000 https://imnotdoctorwho.moegamer.net/?p=28116 Mobile games are, to me, mostly absolute bobbins. I have no desire to engage in tap-and-wait non-gameplay, I don't want to play rigged puzzles designed to get me to cough up money for "boosts" and I absolutely want nothing to do with fucking gacha. On top of that, I have zero desire to play "console-quality" … Continue reading #oneaday Day 213: Knotwords is a Mobile Game That Isn't Shit

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Mobile games are, to me, mostly absolute bobbins. I have no desire to engage in tap-and-wait non-gameplay, I don't want to play rigged puzzles designed to get me to cough up money for "boosts" and I absolutely want nothing to do with fucking gacha. On top of that, I have zero desire to play "console-quality" experiences on my phone because touchscreens fucking suck for games like that.

As a result of all of the above, there are very few mobile games that I will give any time to whatsoever. One of them is Take It Easy by Ravensburger, an adaptation of a tabletop game that I think works a lot better as a video game because you don't have to do any of the maths or checking for valid moves yourself, but that's not what we're here to talk about. (I talked about it at length here, and I am always pleased to note that it is still supported after originally being released in 2015, which is practically caveman days in smartphone gaming terms.)

No, today I want to talk about Knotwords, a simply presented game by Zach Gage and Jack Schlesinger. This is a game that is, for me, an ideal mobile game. It has short play sessions, it's easy to control using nothing more than the touchscreen, and perhaps most importantly, it's not trying to shake you down for your life savings or make you endure ads every ten minutes. No, in fact the game is ad-free, and simply monetised via either an optional subscription (£4.59 a year) or a one-off purchase (£11.49).

The free version of Knotwords allows you to play the daily "Mini" and "Classic" challenges (the difference simply being the size and complexity of the complete puzzle) as well as a monthly "Puzzlebook" (though I would add that at the time of writing, the Android version of the game has broken this feature, asking for an update that doesn't exist). Paying up allows you to access a mode called "Twist" (which I don't know anything about because I haven't paid) as well as the archived previous Puzzlebooks, plus a couple of extra benefits such as additional hints, if you need them.

So what is Knotwords? It's a word puzzle based on crosswords, but also drawing influences from sudoku (or perhaps more accurately, kenken) and anagram puzzles. You're presented with a blank crossword divided into areas, with each region telling you which letters go in it, but not the order those letters should be in. Your job is to untangle these "knots" and solve the crossword using valid words, ideally as quickly as possible. That's it — at least for the Mini and Classic puzzles; I don't know if Twist is any different.

The pleasant thing about Knotwords is that it's simple to understand, but it gets you thinking. Supposedly the puzzles are easy on Mondays and ramp up in difficulty as each week approaches Sunday, but I haven't been playing the game regularly enough to notice the differences as yet.

I have been playing the game, though, which is more than I can say for pretty much any other mobile game released since… well, 2015, when Take It Easy came out. I appreciate a game that makes good use of the platform it's on, doesn't constantly bug me to pay up, and which is simply a fun little challenge. A Knotwords puzzle is the sort of thing you can do on the toilet or before going to bed; it doesn't demand a lot of commitment, but it does get your brain working in a way that doomscrolling the shitty end of the Internet absolutely does not.

The only thing I don't like about it is its use of "streaks", a la Wordle, because that's a shitty way to engage players and I dislike it intensely. But it's also easily ignored, so I'm not particularly mad about it. I do feel sorry for the people online who seem to have a genuine addiction to anything with a "streak" involved, though, including this. You should be playing things like Knotwords because you want to, not to Make Number Go Up.

Anyway, Knotwords is A Good, and I'm happy to have randomly stumbled across it the other day. If you're burnt out on Wordle (or just feel weird giving the New York Times any of your time and/or attention, regardless of reasons) then I highly recommend giving it a shot.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 212: Engage! https://imnotdoctorwho.moegamer.net/2025/01/05/oneaday-day-212-engage/ https://imnotdoctorwho.moegamer.net/2025/01/05/oneaday-day-212-engage/#respond Sun, 05 Jan 2025 22:52:39 +0000 https://imnotdoctorwho.moegamer.net/?p=28113 I've been playing Fire Emblem Engage since I finished Paper Mario: The Thousand-Year Door and The Legend of Zelda: Echoes of Wisdom, and I've been having a lovely time. Fire Emblem is a series that has always passed me by despite it being, in theory kind of in my wheelhouse. I say "kind of" rather … Continue reading #oneaday Day 212: Engage!

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I've been playing Fire Emblem Engage since I finished Paper Mario: The Thousand-Year Door and The Legend of Zelda: Echoes of Wisdom, and I've been having a lovely time. Fire Emblem is a series that has always passed me by despite it being, in theory kind of in my wheelhouse.

I say "kind of" rather than "completely", because while I absolutely love the high drama fantasy RPG side of the narrative, I've always had a bit of a rocky relationship with strategy games. I'm not good at them, see, and I've always had a hard time trying to determine how to get better at them. Because while there are plenty of guides out there for games like Fire Emblem, none of them simply sit you down and talk you through how to play them effectively. And that, for me, has always been a problem. It's why I bounced off Fire Emblem Awakening on 3DS, the last entry in the series that I tried, and why I have held off on playing the copy of Fire Emblem: Three Houses that's been on my shelf for several years at this point.

Why am I playing Fire Emblem Engage when Three Houses, a game almost universally considered to be superior in every way, is right there on my shelf? Well, because I had somehow got it in my head that Engage was a little more "straightforward" — and, perhaps more importantly, shorter. Three Houses is an absolute beast of a game, particularly if you do all the narrative routes (which I'm assured you should), whereas Engage is a once-and-done sort of affair, with replay value coming from the harder difficulty levels.

Mechanically, I don't think Engage is any more straightforward than what I know of Three Houses. There are elements where it's arguably more complicated, in fact — most notably with regard to the Emblem Bond and Skill Inheritance systems — but I wasn't to know that going in, and I'm about 25 hours in now, so, well, I guess I've dealt with it successfully.

I'm not ashamed to admit that I'm playing on Normal difficulty and Casual mode — i.e. the one without permadeath. I was having enough difficulty with the initial missions in the game that adding the opportunity to completely gimp my playthrough via poor performance seemed like an unwise choice. I am new to the series, I am still finding my feet in how it all works and how to play effectively, and thus I want minimal barriers to just enjoying myself. The options are there, so I'm using them.

With that "guardrail" in place, Fire Emblem Engage is still quite challenging. If you lose a unit during a mission, you still have to do the rest of the mission without that unit, and that can really fuck you over. It took me a few early-game missions to figure out what I was doing wrong, but then something interesting happened: I figured out what I was doing wrong.

This is not something that normally happens with strategy games. I normally end up being trounced by whoever I'm playing against, then never wanting to play it again as a result — or, in the case of tabletop affairs, not getting much opportunity to "practice". But with Fire Emblem Engage, I've ploughed on, and I've started to get a real feel for how the strategy works, and what is effective. I still make mistakes now and then — and the game's generous "Draconic Time Crystal" mechanic that allows you to undo stupid moves has been very helpful here — but I am definitely getting better at How To Play Fire Emblem. And that's a good feeling.

Because Being Able To Play Fire Emblem means that you can Enjoy Fire Emblem. And there is a lot to enjoy. The story of Engage, while relatively clichéd RPG fare — dark dragon long thought safely sealed away has come back, heroic band must gather a bunch of rings to summon enough power to drive the bastard back to the abyss — has been really compelling so far, and the character-centric nature of modern Fire Emblem is exactly what I like in this sort of game. I'm getting a real feeling that I'm getting to know the individual characters, both through the protagonist character's interactions with them and their interactions with one another.

For the unfamiliar, modern Fire Emblem features a relationship mechanic whereby units can "support" one another by fighting alongside each other in combat and doing activities together between battles, and your reward for reaching a new milestone in two characters' relationship with one another is a "support conversation", which depicts the two of them getting to know one another. There's not a Support mechanic in play for every pairing of characters in the game, but plenty that make logical sense, and it's lovely to see everyone getting to know one another, having comedic misunderstandings and deepening their feelings of friendship.

Anyway. I'm not sure how far through the game I am — I reckon probably about halfway maybe? — but I've been playing it all weekend and having a great time. I should almost certainly have it finished ahead of Xenoblade Chronicles X coming out on Switch in March — because you better believe I'm revisiting that game thoroughly having adored it on Wii U — but in the meantime I think I'm a convert to the series. I'm sure longstanding fans will scoff at me playing on non-permadeath mode, but I bet all of them reload a save the second anyone dies anyway. Also it doesn't matter how someone else enjoys a video game.

So yeah. Fire Emblem, pretty good. Who knew?


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#oneaday Day 211: Things that don't exist any more https://imnotdoctorwho.moegamer.net/2025/01/04/oneaday-day-211-things-that-dont-exist-any-more/ https://imnotdoctorwho.moegamer.net/2025/01/04/oneaday-day-211-things-that-dont-exist-any-more/#respond Sat, 04 Jan 2025 17:36:58 +0000 https://imnotdoctorwho.moegamer.net/?p=28109 I was watching a Game Grumps episode where they were playing Supermarket Simulator earlier, and, as is often the case with that series, discussion got well and truly off the topic of the game and onto other matters. One of the subjects they talked about was "secret tracks" on CDs. The existence of these used … Continue reading #oneaday Day 211: Things that don't exist any more

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I was watching a Game Grumps episode where they were playing Supermarket Simulator earlier, and, as is often the case with that series, discussion got well and truly off the topic of the game and onto other matters.

One of the subjects they talked about was "secret tracks" on CDs. The existence of these used to be common knowledge, but with digital music having been A Thing for so long now, it was pretty much necessary for Dan to explain what one of these actually was.

I doubt anyone reading this is young enough to not know what a secret track on a CD is, but on the off-chance you are (or if you've just forgotten), it's where the last track on the CD would end, but the CD would keep playing, often for 10-15 minutes of complete silence, before cutting in with an unexpected new song that wasn't on its own individual track.

You could generally identify a CD with a secret track by if its last song was more than 10 minutes long, though there were, of course, some bands who really did close out their album with 10+ minute prog rock-style epics. There were also, apparently, some bands who found ways to hide secret songs in the "pregap" before track 1, allowing you to "rewind" from the beginning of the CD and find something new. This is one thing I actually never knew existed, as I never came across any in my time listening to CDs — but, like secret tracks in general, they are a thing of the past.

Most streaming versions of albums have the "secret tracks" as a separate, discrete track, thereby making them no longer secret. This also eliminates the "surprise" element, where the CD ends but you're in the middle of doing something (typically homework, essays and suchlike at the time I was listening to CDs rather than digital music) and, ten minutes later, you get suddenly shocked by the appearance of a piece of music you weren't expecting.

It's a little thing, but it's a bit sad to think that such a phenomenon no longer exists. And the episode went on to describe some other things that don't really happen all that much any more, either — like getting together with pals and playing a split-screen game of something like GoldenEye.

Local multiplayer games still exist, of course, but I'm willing to bet that a lot of you reading this haven't engaged in one for quite some time — and if you have, you certainly don't do so regularly.

While I was at university, we had a definite routine. Get up, go to lectures (probably), get some lunch at the student union, head back to my friend Tim's house, where we'd drink and play N64 games, typically Mario Kart 64, GoldenEye or, later, Perfect Dark.

It's funny to think back on this time as I type this across the from from my 55-inch widescreen wall-mounted 4K television, because we were almost certainly playing these games on a CRT that was no bigger than 20 inches, likely even smaller. I remember getting (if I remember rightly) a 26-inch TV from a local second-hand store and being blown away by how enormous it was. (It was also a nightmare to dispose of when it finally gave up the ghost; I ended up illegally leaving it in the bottom of a dumpster outside the block of flats where I lived at the time. No-one ever traced it back to me, so I got away with it.)

These things may seem like little nothings, but I'm saddened to lose them. Of course, one can still experience secret tracks on CDs that still exist — and I'm sure some artists still releasing stuff on CD are still sneaking in secret tracks — but it's no longer something that's just part of regular mainstream popular culture. And one can still get friends over to play split-screen games on the Switch in particular — although given my experiences in recent years, good luck getting anyone to ever commit to anything, even a simple evening of gaming, less than 8 months in advance.

Those of us prone to nostalgia are that way not just because we pine for our younger days, when life seemed simpler and our minds and bodies were perhaps in better shape, but because there were things that existed back then that pretty much… aren't a thing any more. And so, we do our best to remember those things, and why we liked them. And now and again, we get a reminder of something like secret tracks on CDs, and it prompts some fond memories. (And, in some cases, a sudden desire to start collecting CDs again, I'm sure. I have remained mostly immune to this to date… though I will admit to being tempted on occasion!)


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#oneaday Day 210: Making some video plans https://imnotdoctorwho.moegamer.net/2025/01/03/oneaday-day-210-making-some-video-plans/ https://imnotdoctorwho.moegamer.net/2025/01/03/oneaday-day-210-making-some-video-plans/#respond Fri, 03 Jan 2025 22:31:07 +0000 https://imnotdoctorwho.moegamer.net/?p=28106 I was hoping to make more videos over the course of December for "DOScember", but a nasty cold with a cough that's been lingering for a while (and still is a bit) put paid to those plans. I was really hoping to play through both The Dagger of Amon Ra and the spiritual successor to … Continue reading #oneaday Day 210: Making some video plans

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I was hoping to make more videos over the course of December for "DOScember", but a nasty cold with a cough that's been lingering for a while (and still is a bit) put paid to those plans. I was really hoping to play through both The Dagger of Amon Ra and the spiritual successor to the Laura Bow series, The Crimson Diamond, but that hasn't happened. I did start trying to record a The Dagger of Amon Ra playthrough, but my throat gave out in less than ten minutes, so I abandoned that plan.

I mean, there's no reason they still can't happen, they just won't be "DOScember" features any more. And that's fine. So I think I may well still go ahead with those, 'cause doing adventure game playthroughs is always a lot of fun.

I've been pondering other things to do along the way, too. One thing I definitely want to do is spend some time exploring other microcomputer systems alongside the Atari stuff I've done a bunch of to date. There was some interesting discussion on Bluesky earlier today about how the overly "Americanised" canon of gaming history has a habit of erasing stuff like the European microcomputer scene, so I want to spend some time redressing the balance there a bit. I've obviously done a lot of Atari stuff already, and I intend to keep going that because it's a personal passion, but I also want to make some use of the C64 "Maxi", TheA500 Mini and The Spectrum that I have, because those are all thoroughly lovely machines.

As good a place as any to start with those would be to work through the built-in games on each, since that's actually not something I've done to date for anything other than The400 Mini. So a cautious plan I have is to spend a bit of time exploring each of those systems' built-in libraries, then onward into some other stuff on each of those platforms, just like I've done with the Atari 8-bit.

Assuming my voice holds out, then, I think that's what I'm going to try and make a start on this weekend, along with maybe a bit of The Dagger of Amon Ra.

I've also reached a conclusion I think I've known all along: I am absolutely not cut out for streaming. I just can't be arsed with it. It's a lot of setup and effort to get going, it's a pain to promote (particularly given my potential audience is all over the globe and thus there's no "good" timezone for it) and the number of viewers I get (both live and on the archived version on YouTube) is crap compared to my standard videos. I know that's something that improves with time, but this is supposed to be a hobby, not work, so I'm just going to stick with what I know and enjoy, and which works well — which is YouTube.

I'm not ruling out occasional "special" streams for events, charity drives and suchlike, or occasional chats with my buddy Chris in a quasi-podcast format. But I'm not going to make it a regular part of my routine. I know several people who want desperately to "make it" as a streamer, and they seem to spend a lot of their lives being miserable, and I have no desire to get into that situation. I do this for fun.

So, amid a bit of game room reorganisation that may be happening this weekend, I'm going to make a start on another year of retro computing fun. Broadening my remit will be an interesting journey for me to take, and it may well bring some new people to the channel, too. I know from previous times I've done this that there are a couple of people who get a bit sniffy when I cover non-Atari stuff, but y'know what? My channel, my rules. I am interested in gaming and microcomputer history, and while Atari stuff will always carry significant personal meaning for me, I want to know more about the other parts of this side of things, too.

So that means C64, Spectrum and Amiga stuff! There's a huge library of things for me to explore on all of those platforms, and still plenty of Atari material I haven't covered, either. So I certainly don't think I'm going to be short of things to play and talk about this year. Now I just need to make the dang videos!


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 209: Memories of Me: Primary School https://imnotdoctorwho.moegamer.net/2025/01/02/oneaday-day-209-memories-of-me-primary-school/ https://imnotdoctorwho.moegamer.net/2025/01/02/oneaday-day-209-memories-of-me-primary-school/#respond Thu, 02 Jan 2025 11:59:28 +0000 https://imnotdoctorwho.moegamer.net/?p=28103 Sometimes I wonder what pieces of actually helpful information go in one ear and out the other in favour of the long-term storage of memories I don't really need to (or in some cases want to) hold on to. Chief among these are some memories of primary school that I just can't get rid of. … Continue reading #oneaday Day 209: Memories of Me: Primary School

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Sometimes I wonder what pieces of actually helpful information go in one ear and out the other in favour of the long-term storage of memories I don't really need to (or in some cases want to) hold on to.

Chief among these are some memories of primary school that I just can't get rid of. Most people I know can't remember a lot about their primary school days, and for sure, there are doubtless many, many days at primary school that I cannot remember. But these particular instances — or perhaps just general vibes rather than specific memories — have stuck in my head over the long term, and they're not going anywhere.

"Lazy work. Very poor."

I learned quite early on that despite not being particularly terrible at it, I absolutely hated maths lessons. And so it was that in either Class 1 or Class 2 — definitely the Infants half of the school, either way, so I would have been no older than maybe 6 or 7 — that I had two, to me, utterly shameful pages in my maths exercise book.

On the left of the spread, a maths lesson where I had completed one (1) sum in the entire lesson. This has been marked as "Lazy work." On the right, a separate lesson where I had completed three (3) sums in the entire lesson, two of which I had got wrong. This, in turn, was marked "Very poor."

I was upset by this spread of pages, even though I knew both comments were completely and utterly deserved. I don't remember why I had such outstandingly bad performance in these two lessons in particular — as I say, I wasn't particularly bad at maths, overall, and was always in the "top group" for it — but that negative feedback shamed me into trying a bit harder in subsequent sessions. I don't recall having any work in my exercise books ever being so shameful ever again. So… I guess it sort of worked, despite making me feel like shit?

Lunchtime fury

I don't know why (or rather, I've forgotten why) but in my later years at the primary school I went to, I spent a lot of my lunchtimes being furious and taking out my aggression on one of the "dinner ladies", actually a volunteer who would keep an eye on the kids in the playground at lunchtime.

I vividly recall deliberately getting furious about something in front of her and trying to provoke her, on multiple occasions, but not why. I would kick over the bin, I would yell at her, I would, inevitably, get in trouble. I feel like I was trying to achieve something or make a point, but that point is long lost, leaving me with just memories of ill-focused fury.

Perhaps it was a defence mechanism of sorts. I got bullied a lot at primary school, particularly by the older kids when I was still in the Infants classes, so perhaps I thought if I was extra annoying to the dinner lady, I would be taken into a sort of "protection", despite being "in trouble" myself. Retrospectively, that seems like the most logical conclusion, but I can't be sure that was ever the reason at this point.

Pissing myself in P.E.

For some reason, having to go to the toilet during lesson time at school has always been the ultimate taboo. In secondary school, it's discouraged because it's often assumed that those who "escape" lessons, ostensibly to go to the toilet, will take the opportunity to skive off, go for a smoke or otherwise do something they shouldn't be doing. In primary school, it is perhaps a little less justifiable.

And so it was that I commenced a school P.E. lesson in my '80s shorts, urgently needing the toilet and being told I couldn't go. This was an inaccurate assessment of the situation, because I could, in fact, "go", and did so right there on the playground. Oddly enough, I don't remember being mocked or anything for it; I just remember being curiously fascinated by how pissing with clothes on could still result in piss going everywhere, not just "wetting your pants", as the vernacular had it.

The Log

At primary school one day, we were inexplicably provided with a large log, ostensibly as something to play on and around. And The Log was, for quite a long time, a really cool place to play.

The more daring kids would climb atop it and run along it, but for many, the greatest appeal was "making piggy dust", which involved getting a twig and scraping away at the wood to create sawdust. Over time, we carved the shit out of that damn log, making it so it had natural platforms and footholds along the way; the poor thing lost all its external bark as part of this process — and, I recall, the teachers and dinner ladies often made half-hearted attempts to discourage us from "making piggy dust".

I don't know what ultimately happened to The Log. I'm pretty sure it remained in its place at the edge of the playground for the entire time I was at primary school, but it, unsurprisingly, was no longer there the last time I happened to pay a visit to the school in question.

It

Most of you reading doubtless have variations on Tag (or "It", as we called it) that you played in the playground. The ones I can recall are thus:

  • It: One person is "It". They have to tag someone else, who then becomes "It". Sometimes the semicircular areas at the ends of the netball court on the playground were considered "homey", where you couldn't be tagged, sometimes they were not.
  • Bulldog: One person starts as "It". When they tag someone, that person also becomes "It". The game continues until everyone is "It". "Homey" was more commonly in use in Bulldog than in It.
  • Chains: As Bulldog, but all the Its had to hold hands, making an increasingly long human chain the longer the game went on. This game inevitably turned dangerous, leading to it being discouraged by most teachers and dinner ladies who were on duty.
  • Top Gun: The rules for this one were ill-defined, but it was mostly It, but instead of tagging you had to repeatedly punch someone in the arm. (That was you "hitting them with your machine guns").

To determine who was "It" to begin with in any of these games, some variant of "Foot In" was used. For the unfamiliar, this involved someone yelling "FOOT IN FOR BULLDOG!" or whatever we were playing, and everyone who wanted to play standing in a circle with one foot in the middle. Then, whoever started shouting "FOOT IN FOR [whatever]" would perform one of the following rhymes, pointing to each foot in turn according to an accepted rhythm that wasn't necessarily matched to the syllables or words:

  • "Ibble obble black bobble, ibble obble out." (Whoever was declared "Out" would not be it and would remove their foot from the circle. The process would then repeat until everyone except one person was "Out", and that person would become "It".)
  • "Ip dip dog dip, you are not it." (Officially this was supposed to be "ip dip dog shit" to better rhyme with "It", but we knew better than to swear in earshot of teachers and dinner ladies. As with "ibble obble black bobble", this resulted in a gradual elimination of people until you were left with one "It".)
  • "Ip dip dog dip, you are it." (A surprise variation that usually occurred when the caller calculated the least popular member of the group would end up as "It" if they said the rhyme this way. Almost always resulted in arguments.)

Learning the word "Shit"

One time in Class 2, we were doing some… form of class work. I forget what. I was in Blue Group, which was a group of the most "able" kids, and we were being taught by Mrs Powell, who wasn't our regular teacher but who would often cover things when Mrs Robson, our usual teacher, was not present. This was one of those days.

I think we were doing some sort of English exercise. Like I say, I don't remember exactly what. What I do remember is Natalie Forster, the only girl in Blue Group, spelling out "S – H – I – T" to herself while writing something down. Having never heard the word before (I was like 6 and my exposure to even PG movies had been somewhat limited) I promptly said the unfamiliar word out loud.

"Shit?" I enquired, confused. I thought she was trying to spell "ship" but had gotten it wrong somehow. I genuinely didn't know it was a swear word at the time. But the rest of Blue Group did. "Ummmmm!" came the inevitable cry of kids around you about to tell tales on you. One of Blue Group — it may even have been Natalie Forster herself — reported my inadvertent transgression to Mrs Powell, who yelled at me.

"I certainly hope you did not say that, Peter Davison," she bellowed, loud enough for the whole class to be looking at me. "Or I shall have to wash your mouth out with soap and water!"

Ah, public shaming and threats of physical abuse. They don't make 'em like they used to.

Bundle

One kid would shout "BUNDLE!" and jump on another kid. Then everyone else would jump on him. (It was always a "him", as girls never got involved in Bundles.) The result was a large and painful pile of boys. There was no game here, it was just something we did. This is one of those things that I understand was quite common, but I have no idea how the concept is transmitted from one schoolyard to another. I don't remember being explicitly "taught" it, it was just something that one day we knew we had to do whenever someone shouted "BUNDLE!"

Dizzyland

This was a game of sorts that involved putting both arms out to your sides, shouting "DIZZYLAND!" while giggling, then spinning around as much as you could for as long as you could without falling over. Bumping into each other was encouraged. Theoretically whoever stayed standing the longest was the "winner", but I don't recall it ever really getting to that point, as we were usually gently discouraged from doing this by teachers and dinner ladies on duty.

Bumper Cars

Fold your arms. Then run as hard as possible at another person. Ideally they will have folded their arms also, so you "bounce" off each other, but there was often a certain amount of catching people by surprise involved. There was no real "game" here, again, it was just something we did for a while. Eventually, someone would get bored, and Bumper Cars would cease.

Mr. Edwards

Teacher of Class 3 (years 3 and 4) at my primary school when I was there was Mr. Edwards, a rather hippie-like individual with a mullet and a moustache. I remember him being a good teacher who was always pretty calm about things, and we used to have a nice regular "Circle Time", where he'd get out his guitar and we'd sing stuff like Worried Man Blues together.

I don't remember a lot about lessons under Mr. Edwards, but I remember his class having a thoroughly nice vibe to it all.

Mrs. Barratt

Mrs. Barratt was in charge of Class 4 (years 5 and 6) at my primary school, and everyone who was not in those classes was terrified of her. She was a severe older lady who drove a Mercedes and spoke posh, like. She had a reputation for cracking down on troublemakers with an iron fist, so most people were afraid of ever crossing her. In fact, I remember coming to the close of my time with Mr. Edwards and being genuinely scared of joining Class 4 the following school year; I desperately wanted there to be a shift round of which teachers did which classes (as there had been a couple of times while I went through the years) and Mrs. Barratt to avoid our cohort altogether, but it was not to be.

Happily, Mrs. Barratt turned out to be one of the absolute best teachers. She was clever, she was funny, she encouraged everyone to do their best. She absolutely didn't take any shit from anyone, but it was rare anyone in her class gave her shit, because they respected rather than feared her.

I attribute at least some of my love of learning and writing to Mrs. Barratt, because she would set us interesting research tasks for a bit of light homework to bring in the next day, and in carrying out those assignments I learned a lot about topics I otherwise wouldn't have known anything about. I also vividly remember somehow incorporating "antidisestablishmentarianism" and "floccinaucinihilipilification" into the Daily Spellings lessons (and spelling them correctly), which got me some credit.

Mrs. Barratt's class is also the first time I remember doing a lot of things, with two of the chief ones being making cakes and science experiments. We wouldn't actually bake the cakes ourselves, but we'd do all the prep work, mixing and putting into tins and suchlike in class, then they'd be baked in the school's oven in the staff room for us to take home at the end of the day.

As for the science experiments, the one that sticks in my mind is one where we'd put an empty tin on a little electric camping stove and put cling film over the top, and we'd see the cling film "bulge" out as a visible demonstration of how hot air rises. I don't think we actually performed this one ourselves, as I suspect we wouldn't have been trusted with camping stoves at the age of like 10, but I do remember being so struck by the stern warnings that "if you don't take this off soon enough, it will explode" that I incorporated "exploding can-stove-cling-film" traps into some of the first ever custom HeroQuest quests I created for myself, not realising that "explode" meant "the cling film will pop" rather than "action movie-style explosion with fire and smoke".


So it's fair to say my time at primary school was… mixed at best. I have some good memories and some awful ones. Certain aspects of the experience helped shape who I am today, for better and worse. But regardless of all that, it seems these memories are there to stay, for one reason or another.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 208: Yet another new beginning https://imnotdoctorwho.moegamer.net/2025/01/01/oneaday-day-208-yet-another-new-beginning/ https://imnotdoctorwho.moegamer.net/2025/01/01/oneaday-day-208-yet-another-new-beginning/#respond Wed, 01 Jan 2025 23:50:48 +0000 https://imnotdoctorwho.moegamer.net/?p=25453 Yes, it's 2025! Hooray and all that. I'm sure all of you are winding down after the holiday period, and I suspect many of you are not relishing the idea of returning to work tomorrow. I know I'm certainly not — and I like my job. Still, at least it's only two days before another … Continue reading #oneaday Day 208: Yet another new beginning

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Yes, it's 2025! Hooray and all that. I'm sure all of you are winding down after the holiday period, and I suspect many of you are not relishing the idea of returning to work tomorrow. I know I'm certainly not — and I like my job. Still, at least it's only two days before another weekend, then we have to get properly back to the grindstone as normal.

Doubtless many of you are contemplating new year's resolutions, too. I certainly have been, even though I know they generally don't lead anywhere particularly productive. I am determined, though, to make this the year that I have a positive impact on my physical and mental wellbeing. I have been in a sorry state since the COVID lockdown years, and I want to get back to a state where I'm feeling vaguely human again.

To that end, tomorrow is a fresh start on Being Sensible With Food. I'm not jumping into anything like Slimming World or WeightWatchers or anything — just doing what the wife and I were doing before the holiday period, which is counting calories and being sensible about what we put in our mouths each day. I'd also like to make an effort to drink much more water each day, too; it is commonly cited that when you think you feel hungry, you're actually thirsty, and drinking plenty of water throughout the day helps deal with that very well indeed.

Only trouble is that the water which comes out of our taps is rank. It's always been kind of minging thanks to us living in a hard water area, but just recently it's really started reeking of chemicals, too. Actually, just recently it hasn't been so bad, but back in November or so it was barely drinkable. (Then we completely lost water for about a day and a half in mid-December, so that was nice.)

So yeah. My plan for action is to get up early, kick off this process by weighing myself before breakfast, and taking care to record everything, ensuring I don't go over the calorie limit each day. I was actually doing pretty well with this before the holiday season hit, so I think it will be fine to get back to this. I just need to stick to it over the long term, which is where the NHS app that helps you track calories comes in. That aims to get you following the programme non-stop for 12 weeks to see what an effect it has, so my first and only resolution this year is to do that 12-week programme.

That is, as they say, a Specific, Measurable, Attainable, Realistic and Time-based goal. SMART, if you will. From there, we'll see how it goes. I'm feeling vaguely positive right now, so time to knuckle down and get on with it.

If you're in a similar situation, where you want (or need) to achieve something to better yourself, best of luck with it. I suspect the year ahead is going to be challenging for many, but if you take care of yourself, that's one fewer thing to worry about, ain't it?


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 207: Happy new 2025! https://imnotdoctorwho.moegamer.net/2025/01/01/oneaday-day-207-happy-new-2025/ https://imnotdoctorwho.moegamer.net/2025/01/01/oneaday-day-207-happy-new-2025/#comments Wed, 01 Jan 2025 00:39:41 +0000 https://imnotdoctorwho.moegamer.net/2025/01/01/oneaday-day-207-happy-new-2025/ I'm writing on mobile and you hopefully know by now how much I hate doing that, so I'll keep this brief. A very happy new year to each and every one of you. We all know that, practically speaking, the turn of a new year is not particularly "meaningful" or important. But we, collectively, have … Continue reading #oneaday Day 207: Happy new 2025!

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I'm writing on mobile and you hopefully know by now how much I hate doing that, so I'll keep this brief.

A very happy new year to each and every one of you.

We all know that, practically speaking, the turn of a new year is not particularly "meaningful" or important. But we, collectively, have ascribed a symbolic importance to January 1st and the beginning of a new year.

It's a time for fresh starts, new beginnings and, yes, resolutions. I'll get into those tomorrow, but for now let's just say that if you've been putting off some sort of Big Project, be it a creative work, home improvement or self-betterment in some way… now is as good a time as any to get stuck into it and start making some progress.

You may not necessarily be able to maintain momentum for the whole year, and that's fine. The important thing is to make that start, and the symbolic time of "rebirth" that is a new year is the perfect time to make that start.

I know we're all facing our own challenges, and folks in the States in particular are facing down a particularly miserable period in their history. On top of that, we have the scourge of AI devastating the planet and ruining the economy. It is, I'm sure, easy to feel hopeless.

But do what you can — just for yourself if for no-one else. You may not be able to make a difference to all the shit going on in the greater world right now, but you can make a difference for both yourself and those close to you.

Best of luck for another year of this shit. We're going to need it — but we've also survived this long, so what's another year?

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#oneaday Day 206: Impending reorganisation https://imnotdoctorwho.moegamer.net/2024/12/30/oneaday-day-206-impending-reorganisation/ https://imnotdoctorwho.moegamer.net/2024/12/30/oneaday-day-206-impending-reorganisation/#respond Mon, 30 Dec 2024 23:37:41 +0000 https://imnotdoctorwho.moegamer.net/?p=25447 The living room, which is wall-to-wall video games of all descriptions, is fast approaching a point where it needs a Big Reorganise. I'm conscious of this because 1) my wife keeps bugging me about it (which, to be fair, she's entirely justified in doing), 2) because my Switch shelves, by far the most "active" in … Continue reading #oneaday Day 206: Impending reorganisation

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The living room, which is wall-to-wall video games of all descriptions, is fast approaching a point where it needs a Big Reorganise. I'm conscious of this because 1) my wife keeps bugging me about it (which, to be fair, she's entirely justified in doing), 2) because my Switch shelves, by far the most "active" in my collection, are approaching capacity, and 3) because at some point in the not-too-distant future, there's going to be a Switch successor and, assuming all the reports about it being backwards compatible are true — that better include having a cartridge slot and not just be a digital affair — that part of the collection is only going to continue expanding.

I dislike having to think about this because it involves making some tough choices. I'm disinclined to get rid of much stuff completely, largely because a lot of the stuff I own I either want to have on hand to be able to play, or wouldn't be worth that much were I to drag it all down the local CEX and trade it in. (The stuff that would be worth trading in from a financial perspective is all stuff I want to keep readily accessible.)

That leaves the main alternatives being seeking somewhere larger to live, which neither my wife nor I really want to do, or going through, being a bit "selective" about the stuff that is kept readily accessible, and squirrelling away the less "important" stuff up in the loft. This latter approach is looking like being the most practical and/or desirable thing to do right now.

So the big question is: what stays down here and readily accessible, and what goes in the loft?

Right now I'm thinking the following, from all the stuff that is currently on my shelves both in the living room and in my study upstairs:

  • Big box PC games, presently in the study, can go in the loft. I have nothing with which to read that original media, and any of those games I do want to play I almost certainly have on GOG.com, Steam or the eXoDOS archive.
  • Atari ST games, also presently in the study, I am a bit torn on. While putting them up in the loft would free up a lot of shelves for other uses, I like having them on display, because they're my childhood. Also, while I'm still making videos about Atari home computers, it's nice to have them on hand to be able to look at the documentation and packaging. So they're a "possibly stash away if I really need the space".
  • Atari hardware, currently filling up the closet in my study, can realistically go in the loft. As much as I adore the original machines, I do the majority of my Atari-related stuff on The400 Mini for Atari 8-bit, and Hatari running on my mini PC for ST. Freeing up some space in that cupboard would be a huge benefit.
  • Nintendo DS and 3DS games, presently on one shelf in the living room, can probably be organised and stacked a little differently to take up less space. This consideration is of increasing concern as the Evercade library, which is presently on the shelf above, expands, as it's nearly at the limit of the one shelf it's on.
  • PS1 games can stay down here. I don't have a lot of these and they don't take up much room.
  • PS2 games I think I can go through and strip out a big chunk of the collection I'm unlikely to spend a lot of time with any time soon. I have a lot of "interesting curiosities" in the PS2 library that I'm loathe to get rid of (and which, as outlined above, probably won't net much in a trade/sale) but which I'm unlikely to spend a lot of time playing in the immediate future. Once I've gone through and picked all these out, I can probably trim the fat of the PS2 library quite considerably and pack the rest away to get back out if we ever move, or if we figure out some form of alternative storage solution.
  • PS3 games can stay where they are. I don't have a lot of these.
  • Likewise PS4 and PS5. Of the three, I have the most PS4, and there are also a lot of games among the PS4 library that are on my "to-play" list for the near future.
  • Wii games can probably undergo a "trimming the fat" session like PS2. I don't have nearly as many Wii games as PS2, but still a good couple of shelves worth, some of which likewise falls into the "interesting curiosities I want to keep but am in no hurry to play" pile.
  • Wii U can definitely have the fat trimmed to those games that haven't been ported to Switch, and those games which have been ported to Switch that I haven't (yet) bought the Switch port of.
  • Original Xbox is slim pickings so can stay as-is.
  • Xbox 360 can undergo a PS2-style fat-trimming process, for exactly the same reasons.
  • Switch can stay as-is.
  • The Limited Editions I have on display, taking up quite a few shelves, can probably be organised a little differently or more tightly, freeing up a bit more room.

That sounds like a plan to me! I'm sure that was of very little interest to any of you reading, but I feel better having got a rough plan down on "paper". I'll be tackling this once the Christmas decorations come down, so not for a little while yet, but I'll be sure to share the results once the process is complete!


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 205: Last weekend of 2024 https://imnotdoctorwho.moegamer.net/2024/12/29/oneaday-day-205-last-weekend-of-2024/ https://imnotdoctorwho.moegamer.net/2024/12/29/oneaday-day-205-last-weekend-of-2024/#respond Sun, 29 Dec 2024 21:29:35 +0000 https://imnotdoctorwho.moegamer.net/?p=25444 The last hours are ticking away on the last weekend of 2024 as I type this. I have two days of "work" (and I use that term loosely during this ever-curious interstitial period between Christmas and the new year) and then a day off for New Year's Day, and then it's back to normal existence. … Continue reading #oneaday Day 205: Last weekend of 2024

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The last hours are ticking away on the last weekend of 2024 as I type this. I have two days of "work" (and I use that term loosely during this ever-curious interstitial period between Christmas and the new year) and then a day off for New Year's Day, and then it's back to normal existence.

I have enjoyed the Christmas break, overall. I haven't done very much with it — the fact I have nearly beaten The Legend of Zelda: Echoes of Wisdom will attest to that — but the period of just straight-up rest and relaxation has been good for me. It's easy to just sort of "tune out" the stresses of everyday working life until you take a step back from them for a little while, and it's most definitely been nice to be away from work social media and the never-ending moaning that goes on there.

We've got an exciting year coming up at work. We've got some great licenses in the pipe for Evercade, one of which (SNK) we've already teased, but there are several more lined up and ready to go, too. I'm looking forward to revealing these at the appropriate times (you won't get any clues here, sorry!) but not looking forward to, once again, revealing something cool and being immediately hit with a torrent of "you should get [x]" comments. I swear, a significant number of people involved in this hobby don't actually care about the thing itself, they only want to know "what's next".

I was actually thinking about this quite a bit towards the end of the working year. Evercade cartridges are super-cool and good value because they collect together a bunch of interesting games in one place, but this unfortunately means that reviews of them tend to suffer. When you get maybe 150 words in a publication like Retro Gamer to cover a cartridge with multiple games on it, there's not really any time for the reviewer to talk about anything in great depth. And online review sites aren't much better, either; inevitably, when we get a cart reviewed, it'll be a general overview of the whole thing without really going into much detail about any of the individual games.

This is a real shame, I think. If I wasn't working for Blaze directly, I'd be wanting to do comprehensive reviews of each cartridge, covering each game in detail. In fact, as it happens, I may be doing something along those lines for both the Evercade blog and YouTube channel in the new year — we want to celebrate some of our back catalogue as well as the most up-to-date stuff, and there's a lot to talk about at this point.

I know "company that makes the thing writing about the thing" isn't quite the same as a professional review, but honestly, a lot of the reviews out there aren't really providing much in the way of helpful information. What I strive to do in my articles and videos for Evercade is provide some decent quality research, some historical and social context for the games — and just an outline of why they're cool, y'know?

So more of that in the new year. In fact, that's what I might just fill my days with on Monday and Tuesday this coming week. While there's not much in the way of "production" stuff going on, I may as well get ahead of the game with writing some bits and pieces, no?

I didn't intend this post to be so work-centric when I started, but, well, that's happened now, and it's not as if I had much else of note to write about, really. I mean, I could write about Echoes of Wisdom, but like most gaming-related things, I'm going to save my conclusive thoughts about that for MoeGamer once I've actually beaten it — which will be in the next couple of days, I reckon, possibly even tonight, depending on how hard I can resist looking at a guide to find the last few Heart Pieces and Might Stones.

Anyway. If you, like me, are back to work for a couple of days tomorrow, I hope you've had a nicely restful holiday season and that those two straggling days aren't too stressful. 2025 is yet another opportunity for a "fresh start" for all of us, and while many people around the world are staring down some significant challenges (I'm glad I never made it to America at this point, frankly) we can all just take each day as it comes and see how things go.

For now, more Zelda.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 204: What it means to be "on the spectrum" https://imnotdoctorwho.moegamer.net/2024/12/28/oneaday-day-204-what-it-means-to-be-on-the-spectrum/ https://imnotdoctorwho.moegamer.net/2024/12/28/oneaday-day-204-what-it-means-to-be-on-the-spectrum/#respond Sat, 28 Dec 2024 21:17:56 +0000 https://imnotdoctorwho.moegamer.net/?p=25441 I saw one of those "online autism spectrum disorder" tests going around on Bluesky earlier, so I decided to take it. I already know that I'm autistic, but the interesting thing about this test is that it promised a certain degree of granularity about the different contributing aspects of autistic spectrum conditions, and I thought … Continue reading #oneaday Day 204: What it means to be "on the spectrum"

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I saw one of those "online autism spectrum disorder" tests going around on Bluesky earlier, so I decided to take it. I already know that I'm autistic, but the interesting thing about this test is that it promised a certain degree of granularity about the different contributing aspects of autistic spectrum conditions, and I thought it might be interesting to discuss a bit.

First of all, here's my result. I will add a disclaimer to this that online tests like this are not a substitute for getting actually diagnosed by a professional, but the questions used in tests like this are much like the ones you'll be asked if and when you are professionally diagnosed. Basically, use things like this as a guide to determine whether or not you might want to seek additional information, not as a diagnosis in themselves.

Fixations and Restricted Interests

These are both areas that I scored highly on, and this will not be surprising to anyone who knows me. My interests are relatively limited in scope — writing, video games and music — but I enjoy each of them deeply. When I involve myself in them, they are the things I focus on, and there are times when I'm not able to indulge at least one of those interests that I start feeling restless.

The obvious benefit of fixations and a limited spectrum of interests is that they are comforting and familiar — a good place to "retreat" to when things get difficult. But they can also make one prone to being inflexible and not open to new experiences.

I don't think I'm particularly closed to new experiences per se, but particularly in more recent years, I have found my existing interests to be of increasing comfort — and frustrating when others that I care about don't seem to share my passion and enthusiasm for them.

Flat Speech

This is one I didn't score particularly highly on as I believe it's something that I've actually worked on and improved in more recent years — my work on YouTube in particular has been a key part of that.

But I recognise that there are situations where I don't feel comfortable "letting loose" or showing exaggerated emotions, even if I'm actually feeling those things. I guess that falls into this category, too, and it's something I've always found a bit difficult.

I think part of it is a self-perception thing; I see the potential me reacting in various ways and thinking that people will mock me for it — or, at the very least, tell other people how I reacted, and I don't like it when people talk about me like that. It's hard to pin down why I feel that way — surely it's nice for someone to hear when someone they know was happy? — but I've always felt that way. And thus it's just sort of easier to… not react in a particularly strong way.

Noise Sensitivity

This is something that has definitely gotten worse in more recent years. I talked recently about how the venues for my work Christmas party were much too loud for me to cope with, and my extreme-feeling reactions to that are definitely a recent issue, as I used to go out to noisy clubs and bars with friends all the time when I was a bit younger.

For me, I don't think it's so much the noise itself that bothers me, more that the noise makes doing other things — such as having a conversation with someone — difficult. There are few social situations I enjoy less than having a yelled conversation with someone sitting right next to me and having to ask them to repeat themselves multiple times. It makes me feel inordinately self-conscious and want to nope out of that conversation as quickly as possible.

Elsewhere in the world of noise sensitivity, I feel like I've always been able to hear some things that others couldn't. I could always hear CRT whine when other people around me couldn't, for example, and I often pick out sounds that Andie can't hear. Part of this is doubtless down to my musical training — I can easily pick out individual lines in an ensemble piece, for example — but it's also partly the condition talking.

Social Difficulty

Probably my biggest bugbear. I do not remember how to make friends, and I have had tremendous trouble holding on to friends as time has gone by. Self-confidence issues relating to my body image have exacerbated this problem considerably in the last 5 years or so, too, though they have always been present to an extent.

There's not a lot more I can say about this, really. I don't dislike socialising with people, but I like it to be in a situation where I feel in control of my part in the situation — and free to leave, if need be — and can actually hear what's going on.

Anxiety

Yep. Perpetual worrying has only gotten worse as time has gone on. In retrospect, I have suffered this for many years of my life, probably from childhood onwards, but it's been a particular problem in my adult life. I had a nervous breakdown during my teaching career, I have traumatic flashbacks to various events in my life I'd rather not recall and sometimes my brain just panics for no real reason.

Motor Issues

I wouldn't say this is a major problem for me, but I am quite clumsy and always have been, and during childhood I was believed to be dyspraxic. I even had one of those funny rubber pen holder things that would supposedly make me hold it properly.

I don't particularly struggle with day-to-day getting around and stuff, and there are elements of precision — like playing a musical instrument, say — where I'm absolutely fine, but it doesn't surprise me that this is a consideration when talking about autistic spectrum disorders.

Eye Contact Issues

Ties in with the social stuff. I'm not always at ease even when having a conversation with someone I like and am close to, and I will often avoid eye contact. I can feel myself doing it, and I am also very conscious of other people using eye contact in ways that are different to me, such as maintaining eye contact or continuing to look at someone even when not actively addressing them.

Tics, Fidgets and Repetitive Behaviours

These came out surprisingly high. I'm not someone who rocks back and forth or makes repetitive noises or anything like that, but there are little things I do when I'm anxious (or bored), such as fiddling with my beard. I can't say that they're conscious coping mechanisms that I deliberately do, but I occasionally notice myself falling into these habits.

Aggression

I'm generally not a super-angry person, or I try not to be anyway, but when things go unexpectedly wrong I sometimes react with what would probably be considered a disproportionate amount of upset or frustration. I am especially susceptible to demonstrating aggressive tendencies if my routines or fixations are disturbed somehow, but it's more common that I'll feel anxiety or depression rather than anger.

Depression

"Individuals with ASD may experience feelings of isolation, sadness and hopelessness."

Tick, tick and tick.


So that's that. If you want to take the test yourself, you can find it here. If you do take it, please bear in mind my disclaimer above!


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 203: A distressing dichotomy https://imnotdoctorwho.moegamer.net/2024/12/27/oneaday-day-203-a-distressing-dichotomy/ https://imnotdoctorwho.moegamer.net/2024/12/27/oneaday-day-203-a-distressing-dichotomy/#respond Fri, 27 Dec 2024 19:45:00 +0000 https://imnotdoctorwho.moegamer.net/?p=25438 I am, as you'll know if you've been reading this here blog for a while, suffering from a fair old bit of loneliness. As the years have gone by, groups of friends have gradually drifted away, and it feels like one of the longest holdouts in that regard is heading in that direction of late. … Continue reading #oneaday Day 203: A distressing dichotomy

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I am, as you'll know if you've been reading this here blog for a while, suffering from a fair old bit of loneliness. As the years have gone by, groups of friends have gradually drifted away, and it feels like one of the longest holdouts in that regard is heading in that direction of late. I haven't heard from anyone in this group for probably several months at this point, and to be honest, I'm burnt out.

Here's my problem, see: I'm lonely, but I'm also absolutely exhausted feeling like the only one trying to make an effort to keep friendships going or to try and "fit in" places. I'm a member of several online communities (well, let's be real, Discord servers at this point, since self-contained online communities barely seem to be a thing any more) but the prospect of trying to raise my head, say hello and generally get "noticed" in some way is just… deflating. It almost doesn't feel worth the effort. It feels like fighting my way out of quicksand.

Take this group I'm referring to, for example. I have been feeling for quite some time that if I don't say something and attempt to start a conversation, no-one says anything. And indeed, I must confess, over the past few months I simply haven't said anything, just to see if that was actually the case. I had gotten tired, you see, of every time I attempted to start a conversation resulting in the things I said getting either shut down or ignored. In particular, I have tried to express enthusiasm for the things I've worked on professionally — which I'm very proud of — and my own creative projects — which likewise I want to share with people who are important to me — and have found myself rebuffed. And it seems no-one wants to talk about anything that is important to them, either, so silence it is.

This is not a healthy way to be, I know, but I feel frustrated and resentful any time I feel like I'm the only one who has been making an effort with a friendship. And so, day by day, I feel myself retreating further into my own private world, and feeling less inclined to want to come out and show myself.

Well, no. It's not that. It's that I find doing so to be immensely draining, particularly when it's in an environment or situation I find uncomfortable. Take our work Christmas outing recently for example; while we were out there were several people who clearly wanted to make an effort to get to know me a bit better, and I had those conversations where I could — but because we were in an inordinately noisy environment where it was very difficult (and uncomfortable) to have a conversation, I didn't feel like I could really carry things on. It was too tiring. I felt bad, because it was people showing an honest interest in me, but I just couldn't keep trying to have a conversation while I couldn't hear anything.

I ended up bowing out of the evening relatively early because my senses had just been completely overwhelmed by the noise. I had a good time overall; I just knew I couldn't take any more.

It sort of feels like a variation on that at other times. I don't want to be a lonely recluse who never talks to anyone, but when I never get anything back when I do attempt to initiate something — and when no-one else seemingly wants to initiate things with me without me prompting them — I get to a point where it just doesn't feel worth trying any more, which I fear will eventually build into actively pushing people away if and when they do ever reach out.

Perhaps the thing to do is just to accept that this is the way things are, and to try and structure my life accordingly. If people aren't going to make the effort themselves but they are still, for one reason or another, actually important to me, then I make some time to ensure that I get heard. It doesn't have to be much; perhaps just set aside a time each week to drop a quick message to the group in an attempt to start a conversation. That feels very formal, I know, and that's one of the reasons I haven't done something like this sooner — but right now it feels like doing something overtly "artificial-feeling" might be the only way I get my almost completely drained "Social" meter back up into the green.

I should probably mention at this point that I am inordinately grateful to my good pal Chris, who has stuck by me through exceedingly thick and enormously thin, and always has a kind word and receptive ear any time I drop him a message. The only trouble is he's on the other side of the world to me, so not someone I can just drop in on for some beers and video games.

My wife Andie is and always has been a rock, too, and any time I start feeling lonely I am grateful that I am not completely alone, thanks to her, our two cats (who both know to come and look after me when I'm feeling low — they're both sat with me on the sofa as I type this) and, of course, my family, who just accept me as I am, with all my myriad flaws.

Is that enough, though? It doesn't feel like enough. Something in my mind remains intensely dissatisfied in my socialisation, and I need to do something about it. So, as tempting as it is to just wallow in despair at things gradually getting worse on their own without my input… I guess it's time to acknowledge that I need to provide that input if I ever want things to get better again.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 202: Boxing clever https://imnotdoctorwho.moegamer.net/2024/12/26/oneaday-day-202-boxing-clever/ https://imnotdoctorwho.moegamer.net/2024/12/26/oneaday-day-202-boxing-clever/#respond Thu, 26 Dec 2024 16:10:08 +0000 https://imnotdoctorwho.moegamer.net/?p=25436 We're finally home. I say "finally"; we were only away for a couple of nights, but the cats are pleased to see us and they are already enjoying their presents. As I type this, Oliver is happily chewing and dragging his new toy around, and Patti is just sitting near me, happy that her favourite … Continue reading #oneaday Day 202: Boxing clever

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We're finally home. I say "finally"; we were only away for a couple of nights, but the cats are pleased to see us and they are already enjoying their presents. As I type this, Oliver is happily chewing and dragging his new toy around, and Patti is just sitting near me, happy that her favourite person is back where he should be.

The rest of today is going to be spent doing as little of value as possible. I'm going to veg out and play some more The Legend of Zelda: Echoes of Wisdom and… probably not much else. I would like to write something about Paper Mario: The Thousand-Year Door, which I finished literally immediately before we left for our Christmas trip, but I think I'll save that for tomorrow.

I'm still very much in a Nintendo mood, so I'm currently forming a vague plan for something along the lines of a "Year of Nintendo" special feature over on MoeGamer. There's a lot of first-party Nintendo stuff on Switch that I haven't played, let alone written about yet, and this might be a good excuse to knuckle down and get on with that. Plus it's highly likely that the Switch itself is coming to the end of its lifespan; while the successor hasn't yet been revealed, now seems like a good time for some sort of retrospective exploration of all the "big name" games for the platform, all in one place.

Anyway, that's something to think about further tomorrow. I've also spent some of my Christmas money on filling a few first-party gaps in my Switch collection — Nintendo stuff rarely, if ever, drops in price, so I may as well pick it up when I have a bit of spare money to burn. I'm looking forward to getting stuck into some titles I've been putting off for a long time — like Fire Emblem: Three Houses, which I'm pretty sure someone bought for me several Christmases ago — and potentially having a "big project" to work on over the course of the year. There's also Xenoblade Chronicles X in March, and I am very excited to revisit that game; it'll be particularly cool to check out its multiplayer features on a more popular platform than its original host of the Wii U.

That's about all my brain is capable of processing right now, so it's time for Zelda. I hope you all had a lovely Christmas, and here's to the end of another shitty year.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 201: A very merry Christmas https://imnotdoctorwho.moegamer.net/2024/12/26/oneaday-day-201-a-very-merry-christmas/ https://imnotdoctorwho.moegamer.net/2024/12/26/oneaday-day-201-a-very-merry-christmas/#respond Thu, 26 Dec 2024 00:31:17 +0000 https://imnotdoctorwho.moegamer.net/2024/12/26/oneaday-day-201-a-very-merry-christmas/ Merry Christmas! I hope you've all had a suitably pleasant and relaxing day — or if you're one of those families where your relationship with your relatives is a little strained, that the day has been, at least, tolerable. It was a nice fairly quiet day at my parents' place and childhood home. We got … Continue reading #oneaday Day 201: A very merry Christmas

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Merry Christmas! I hope you've all had a suitably pleasant and relaxing day — or if you're one of those families where your relationship with your relatives is a little strained, that the day has been, at least, tolerable.

It was a nice fairly quiet day at my parents' place and childhood home. We got up, had some breakfast, opened some presents, had some lunch and then settled in for a lazy afternoon. Much of my day was spent playing The Legend of Zelda: Echoes of Wisdom, which I am enjoying very much. I also bought Andie a copy of Super Mario Party Jamboree, and that seems like a lot of fun also. We had a brief game earlier, which I won quite convincingly.

Andie also bought me one of Matt Berry's albums, specifically his one of classic TV themes. I enjoy Berry's work as an actor and comedian but was completely unfamiliar with his musical work. It's very good, and the selection of '70s and '80s tunes is pleasantly nostalgic. I've queued up a playlist of his other albums for us to listen to on the drive home tomorrow.

I hadn't realised he played so many instruments. Besides vocal contributions on tracks which demanded it (mostly the theme from Rainbow) he also plays a wide variety of keyboard and percussion instruments. The album is more than just a fun novelty; it's very listenable.

Anyway, that is that. We don't want to wake up too late tomorrow as we want to get back in good time to see the cats. We've been keeping an eye on them via our security cameras and they seem fine, but I suspect they will be happy to see us. And so on that note, I bid you a fine good night.

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#oneaday Day 200: Night Before Christmas https://imnotdoctorwho.moegamer.net/2024/12/25/oneaday-day-200-night-before-christmas/ https://imnotdoctorwho.moegamer.net/2024/12/25/oneaday-day-200-night-before-christmas/#respond Wed, 25 Dec 2024 00:30:00 +0000 https://imnotdoctorwho.moegamer.net/2024/12/25/oneaday-day-200-night-before-christmas/ It's a late and short one this evening as we're away from home and the main PCs for Christmas. We're spending Christmas Day and a bit of Boxing Day with my folks, and New Year with my in-laws. It's a long drive from where we live to my childhood home but we had a remarkably … Continue reading #oneaday Day 200: Night Before Christmas

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It's a late and short one this evening as we're away from home and the main PCs for Christmas. We're spending Christmas Day and a bit of Boxing Day with my folks, and New Year with my in-laws.

It's a long drive from where we live to my childhood home but we had a remarkably smooth run this evening. I think we successfully managed to time it so that everyone else had thought they'd get their travelling out of the way a bit earlier. Even the accursed M25 was mostly clear.

God, I really fricking hate typing on a phone so this is almost certainly going to be a particularly short entry today, particularly as it's already half midnight.

I guess on that note I should probably say an early "Merry Christmas!" to anyone who happens to be reading right at this moment. I will give you a more enthusiastic festive greeting tomorrow when I'm a bit more awake, presents have been exchanged and we're all full of turkey goodness.

For now then, it is time for the Last Sleep Before Christmas, so to all a good night or whatever.

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#oneaday Day 199: Turns out Balatro is pretty good https://imnotdoctorwho.moegamer.net/2024/12/23/oneaday-day-199-turns-out-balatro-is-pretty-good/ https://imnotdoctorwho.moegamer.net/2024/12/23/oneaday-day-199-turns-out-balatro-is-pretty-good/#respond Mon, 23 Dec 2024 20:23:28 +0000 https://imnotdoctorwho.moegamer.net/?p=25431 People have been banging on about how good Balatro is for ages now, so the other day I decided to actually download it and give it a go. I had nothing in particular against it, but I am also inordinately wary any time something — particularly an indie darling — gets hyped up as much … Continue reading #oneaday Day 199: Turns out Balatro is pretty good

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People have been banging on about how good Balatro is for ages now, so the other day I decided to actually download it and give it a go. I had nothing in particular against it, but I am also inordinately wary any time something — particularly an indie darling — gets hyped up as much as Balatro has been.

In this case, I think the praise the game has received is very much deserved. Balatro is a game that knows exactly what it wants to be, and all it does is achieve that goal. It doesn't have any pretensions of being high art, it's not doing that thing where "you think it's a card game but it's actually a horror game lololololololooool", it's not psychologically profiling you or gearing up for a singular jumpscare as your playtime hits exactly 256 minutes. It's just a game that has a clear, non-narrative premise, and executed brilliantly.

Balatro is ostensibly a card game "roguelike", but as with most games that bastardise that term these days, all that really means is that there are randomised elements to each game, and when you lose you have to start over from the beginning. There's also a persistent element where the more you play, the more potential "things" you unlock to appear in a run, so even if you beat a run in it quickly, the more you play, the more varied things should, in theory, get.

Balatro is based around poker — a fact which caused the European games rating board PEGI to shit itself and whack it with a completely undeserved 18+ rating well after it had already been released — but is not really a "gambling" game as such. The poker connection is simply the means through which you interact with the game, and it has rather more relaxed rules than "real" poker. In terms of poker variations, Balatro is probably closest to electronic video poker — a fact which it leans into with a nicely understated fake CRT look and some nice pixel art.

Your aim in Balatro is to sequentially defeat a series of "blinds" and "bosses" by scoring a particular number of points in a limited number of hands played. Each round allows you a certain number of discards, and each "hand" played can have between one and five cards.

Each of the common poker hands — high card, pair, two pair, three of a kind, full house, four of a kind, flush, straight, straight flush, royal flush, five of a kind — has a base value that is calculated as a number of "chips" multiplied by a value known as "mult". The base number of chips is then added to by the value of the cards played — with face cards being worth 10 and aces 11 — and the result is the number of points you attain for that hand. Naturally, the more complex poker hands are, at the outset of the game, worth more points.

One interesting thing about Balatro is that you don't have to play "legal" hands. If you just want to get rid of some cards but you have a pair, you can play the pair plus three more cards, and the three "extras" will just get discarded and redrawn. You can also just discard and redraw up to five cards at once a set number of times per round. So long as you meet the score target, you move onto the next round, which has a higher target — and, if it's a "boss" round, which occurs after "small blind" and "big blind" rounds, some special rule comes into play.

The boss rules vary quite considerably from run to run. Sometimes a single suit might be "debuffed", meaning any cards of that suit you play don't add any extra points to a hand during scoring — though they're still considered a valid part of the hand. Sometimes, some or all of your cards may be drawn face down, forcing you to either play blind or use up your discards. Sometimes you have to reach the target using just a single hand. And there are plenty more variations besides.

In order to keep up with the escalating score targets, between each round you can access a "shop", which allows you to purchase specific cards or randomised booster packs to help you out. Planet cards boost the base value of specific poker hands. Arcana cards have various special effects that often allow you to transform cards into more valuable versions of themselves. Spectral cards have particularly powerful effects and don't come up all that often. And standard booster packs simply allow you to supplement your standard 52-card deck with additional cards that may work out in your favour.

Probably the most significant thing you can buy at the shop is a Joker. Rather than simply acting as a "wild card", Jokers instead provide continual passive benefits, and there are many possible effects. Some simply provide a flat increase to chips or mult. Some have conditional bonuses, where you need to play particular cards, or hold particular cards in your hand. Some have special abilities that can be activated in various ways. They are always absolutely key to your success, and the Jokers you choose to hold onto will direct the way you play quite significantly.

For example, a torn Joker provides you with a big bonus if you play hands of 3 cards or fewer at a time. This obviously discourages you from playing things like Full House and Four of a Kind, so you will want to seek out planet cards that boost things like Pair, Three of a Kind and High Card.

Another Joker grows in power according to how many Arcana cards you play, so you will want to specifically seek out ways of acquiring as many of these as possible. Another still provides significant bonuses if you play 10s and 4s as part of your hand. And the list goes on.

The thing I think I like most about Balatro is that it takes something everyone can relate to — playing with cards — and implements it in such a way that would be largely impossible (or at least very impractical) to do in real life. It is exquisitely designed; very easy to pick up, but tricky to master, and each run is markedly different from the last.

Perhaps best of all is how it doesn't overcomplicate things. No needless dialogue, no plot, no explanation of why you're playing this curious twist on poker or attempt to tie it into a greater storyline. The game just is. It has no goal other than to provide a satisfying, enjoyable experience for the player — and it succeeds at this absolutely admirably.

I've always been someone who enjoys narrative in games — but sometimes you just want to play something without getting bogged down in story context. Balatro provides exactly that. And, given that Microsoft now charges a subscription fee to make Windows Solitaire ad-free, I feel like Balatro absolutely should take its place as the office timewaster of choice. It has the same appeal elements as Windows Solitaire, after all — and not a microtransaction or ad in sight. Bliss.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 198: MoeGamer year in review, 2024 https://imnotdoctorwho.moegamer.net/2024/12/22/oneaday-day-198-moegamer-year-in-review-2024/ https://imnotdoctorwho.moegamer.net/2024/12/22/oneaday-day-198-moegamer-year-in-review-2024/#respond Sun, 22 Dec 2024 22:42:57 +0000 https://imnotdoctorwho.moegamer.net/?p=25429 Hey! You! Reader! Do you read my other site MoeGamer? If not, you're missing out! It's the site where I put a lot more care and attention into things rather than farting something out for daily posts, and it plays host to some of the games writing I've done that has made me most proud … Continue reading #oneaday Day 198: MoeGamer year in review, 2024

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Hey! You! Reader! Do you read my other site MoeGamer? If not, you're missing out! It's the site where I put a lot more care and attention into things rather than farting something out for daily posts, and it plays host to some of the games writing I've done that has made me most proud over the years.

With that in mind, I thought I'd share some highlights from this year, complete with links so you can go and enjoy them at your leisure. I'm not updating MoeGamer as regularly as I used to — the perils of having a job you actually like, and thus less time to spend writing during the workday! — but I've still written a fair few pieces this year, and I'd like to share some of them with you now.

A Re-Introduction

Click here to read!

In this post, I explained my decision to finally move MoeGamer off WordPress.com and onto self-hosted. This was partly down to my running out of disk space on my WordPress.com account and the absolutely extortionate price they wanted for an expansion, but I'd been thinking about doing so for a while anyway. At the start of this year, I finally took that step.

Famicom Detective Club

Click here to read part 1, The Missing Heir!
Click here to read part 2, The Girl Who Stands Behind!
Click here to read part 3, Emio, The Smiling Man!

Early in the year, I was in the mood for a bit of virtual detective work, so I finally stopped waiting for the physical release of the first two Famicom Detective Club games on Switch that was clearly never coming, and downloaded the double-pack. I absolutely adored them, but felt a bit sad that we probably wouldn't see any more of them. I was proven wrong later in the year with the surprise announcement and release of Emio, The Smiling Man, which took everything good about the first two entries and married it to a brand new story — which takes the honour as probably the darkest, bleakest Nintendo game ever released.

Another Code: Recollection – the way remakes should be

Click here to read!

I'd been thinking about picking up the DS and Wii duology of Another Code games for ages. With the Switch remake of both, I no longer needed to — but I'm glad I finally experienced these stories.

Helldivers II and the Battle Pass Delusion

Click here to read!

Helldivers II made me angry. Not because I begrudged the game's existence — I really enjoyed developer Arrowhead's previous work, such as the vastly underappreciated first Helldivers and its fantasy counterpart Magicka — but because of the amount of apologism for rancid modern business practices that came along with it. Battle Passes are shit, full stop, and a game being not quite as predatory as other games that use them still means it's predatory.

One Piece Mansion: the puzzle of stress management

Click here to read!

A kind YouTube viewer occasionally sends me goodies, one of which was this oft-overlooked PlayStation title from Capcom. I found it thoroughly interesting, so I wrote about it.

Yohane the Parhelion: BLAZE in the DEEPBLUE could have gone deeper

Click here to read!

The headline says most of it: this exploratory platformer from Inti Creates was excellent while it lasted… but the limited amount of time it lasted is also my main criticism of it.

The lost art of "just enjoying something"

Click here to read!

This is a sentiment I've expressed here in the past, too, but I feel it's a problem when people seem incapable of just enjoying something on its own merits. This article was particularly spurred on by the explosion in "modern gaming is DEAD!" videos on YouTube in the last year or two.

The enshittification of the video games press

Click here to read!

The perpetual negativity of people online is, in part, driven by the enshittification of everything — including the games press. In this piece, I talk a bit about my personal experiences, and why seeing so many sites fall down the "endless guides" SEO juice drain is so saddening.

Tokyo Xanadu eX+

Click here to read part 1, Falcom's Forgotten Gem!
Click here to read part 2, musings on the "school RPG"!
Click here to read part 2, on Falcom's best-in-class worldbuilding!

This year I had several bouts of "this game has been on my shelf for literal years, let's actually play it". This was the result of one of those. Shortly after I beat the game, a new localisation (with 100% less "*chortle*" from what I understand) was announced for Switch. I am tempted to buy it again because it really was an excellent game. I am a silly person.

The growing important of media with a positive vibe

Click here to read!

A good pal of mine wrote a review of Atari's Lunar Lander Beyond, and bemoaned how cynical the game's script was. That got me thinking; there's a lot of bleak, dour media out there, making stuff with a positive vibe feeling like an increasing rarity. I decided to ponder why that was important.

The Good Life: SWERY's Lake District holiday

Click here to read!

SWERY makes odd games that often have a lot to say, and The Good Life, an open-world game about being a grumpy American journalist stuck in the Lake District, was absolutely no exception to this.

The Missing: a violent, personal journey

Click here to read!

This game, also by SWERY, was an absolute masterwork in narrative through mechanics, telling a thoroughly compelling story about identity and self-acceptance.

Princess Peach Showtime: a short run on stage, destined to be forgotten

Click here to read!

Princess Peach Showtime! was a good game, but it's testament to the usual quality of Nintendo titles that it just being "good" meant that it was considerably less memorable than many of its stablemates.

Neptunia Game Maker R:Evolution – satire through design?

Click here to read!

Neptunia Game Maker R:Evolution is, I think, the first game in the long-running Neptunia series that I haven't adored. And I got the impression by partway through that this might have actually been intentional.

Disco Elysium: modern-day interactive fiction

Click here to read!

Disco Elysium is amazing and everyone should play it. Here is why.

Sengoku Rance: deep yet accessible empire building

Click here to read!

Sengoku Rance is often held up as the absolute best entry in Alicesoft's storied eroge series, and I can understand why.

A new taxonomy of RPGs

Click here to read!

I decided to expand a shower thought into something more substantial.

Spirit Hunter

Click here to read part 1, Death Mark!
Click here to read part 2, NG!
Click here to read part 3, Death Mark II!

For once, I was between games when October rolled around, so I decided to finally tackle the whole Spirit Hunter series, which had been languishing on my shelf for a while. I came away incredibly impressed.


There's plenty more than just these, but the above are some of my favourite pieces from the year gone by. Stop by MoeGamer and have a browse, or check out the index to see everything I've posted this year.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

If you want this nonsense in your inbox every day, please feel free to subscribe via email. Your email address won't be used for anything else.

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#oneaday Day 197: Winding down for Christmas https://imnotdoctorwho.moegamer.net/2024/12/21/oneaday-day-197-winding-down-for-christmas/ https://imnotdoctorwho.moegamer.net/2024/12/21/oneaday-day-197-winding-down-for-christmas/#respond Sat, 21 Dec 2024 19:52:24 +0000 https://imnotdoctorwho.moegamer.net/?p=25426 Yesterday was the last working day before Christmas, as I have Monday and Tuesday off next week. I'm technically working between the 27th and the new year, but I somehow suspect not much is going to get done between those dates. I feel like that period should just be public holiday for everyone — and … Continue reading #oneaday Day 197: Winding down for Christmas

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Yesterday was the last working day before Christmas, as I have Monday and Tuesday off next week. I'm technically working between the 27th and the new year, but I somehow suspect not much is going to get done between those dates. I feel like that period should just be public holiday for everyone — and no, not like some places do, where they force you to take some of your holiday allowance to cover that period, even though the whole office is shut.

Anyway, as a result of work being over for now, I have entered into full-on chill out mode. I'm still nursing a cough that has stuck around after a bit of a cold I had recently, but that's on the way out, I think. I was hoping to record a video or two today, but it was making me cough, so I decided to set that aside for the day and just relax. Not every day has to be about doing something "productive", after all. Even though I wrote nearly 3,000 words on my experiences with Super Mario RPG over on MoeGamer. You can read 'em by clicking here!

After the holiday period is over, I'm going to refocus and try and sort out my body, weight and health. Before the end-of-year wind-down, both Andie and I were having some decent success with counting calories using the NHS Weight Loss app, so we're both going to get back to that. I'm sick and tired of feeling like shit, hating the way I look and feeling like there are so many things I can't do, and I want to do something about it. But that's all going to have to come from me, because the attempts I've made to get someone to help me haven't been… well, very helpful.

Slimming World was all right, and I turned back to that because I had some very good success with it quite some time ago. It hasn't been quite as effective for me the last couple of times I've tried, though; the "restrictions" on one's diet start to feel a bit suffocating after a while, even though they take great pains to try and make out that they're not "restrictions". The principle is sound, though — paying attention to what you're putting in your mouth and how much of it — so that's where more straightforward calorie counting comes in.

I also got referred to a weight loss programme by my doctor called, rather patronisingly, "The Weigh Ahead". This was absolutely fucking useless, because I had contact with someone once every two weeks, and it alternated between a bored-sounding nutritionist who gave me such mind-blowing advice as "eat more vegetables" and "eat smaller portions" and an actually quite helpful therapist, who helped me confirm some feelings I've had about why I have got into the state I'm in. Unfortunately, speaking to said therapist once every four weeks wasn't nearly enough to get any productive work done, so the whole thing ended up feeling like a complete waste of time.

So, like I say, this has to come from my own stocks of motivation, dedication and self-control, all of which are in relatively short supply. I'm hoping a nice relax over the holiday period will help re-energise me and allow me to focus on things both personally and professionally, and that 2025 will allow me something of a fresh start.

I know this is the same old bollocks people say every holiday season, but practically speaking, it's a good time to be thinking about this sort of thing. Christmas is inevitably something of an indulgence for us all, and that's absolutely, perfectly fine; it's natural to want to set things straight after such an indulgence. So that's what I intend to do. Zero guilt for anything I enjoy over the holiday season, then face, accept and conquer the consequences thereafter. That sounds like a positive mindset to me!

For this evening, time to melt into the couch and play Paper Mario.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

If you want this nonsense in your inbox every day, please feel free to subscribe via email. Your email address won't be used for anything else.

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#oneaday Day 196: Migration complete! https://imnotdoctorwho.moegamer.net/2024/12/20/oneaday-day-196-migration-complete/ https://imnotdoctorwho.moegamer.net/2024/12/20/oneaday-day-196-migration-complete/#respond Fri, 20 Dec 2024 22:46:44 +0000 https://imnotdoctorwho.moegamer.net/?p=25423 We sorted out the problems MoeGamer was having. If you happen to care, the problem I was having was this: the site itself appeared to be working just fine, but a number of image links were broken, the Media Library appeared to be full of empty images and attempting to hotlink to files that I … Continue reading #oneaday Day 196: Migration complete!

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We sorted out the problems MoeGamer was having. If you happen to care, the problem I was having was this: the site itself appeared to be working just fine, but a number of image links were broken, the Media Library appeared to be full of empty images and attempting to hotlink to files that I knew were there was throwing a 404 "Not Found" error.

The solution was surprisingly simple. On my former Bluehost account, MoeGamer was hosted in a subdirectory of the public_html folder, and the domain name had been pointed to that subdirectory as its document root. That means if you went to moegamer.net, it would assume you meant "[the address of my hosting]/public_html/[the subfolder name]" rather than just the more conventional "[the address of my hosting/public_html/".

The problem stemmed from the fact that once my domain had been mapped to my Zume hosting instead, the document root was set to public_html rather than the subfolder, and that meant it wasn't quite looking in the right place for lots of things — most notably images hosted on the site that weren't being delivered via content delivery network, and plugins for WordPress.

The solution was simple: move all the MoeGamer files out of that subfolder into public_html and now everything is sorted and working as it should do. I'm glad; I was worried this was going to be a whole palaver to fix, but it turned out to be something pretty simple. It's just fortunate that I spotted the discrepancy when I did; I had a feeling Bluehost had done something "non-standard" when I hosted my sites with them, so I followed a hunch and it turned out to be correct.

I have little doubt that the guy helping me from Zume's support desk would have figured it out before long, though. Zume's customer service during this whole migration has been absolutely exemplary. And because they promise "same-day migration" but were unable to achieve this with Bluehost's dumbass setup, they've given me a free month of hosting as compensation. I didn't ask for this nor did I indicate I was in any way dissatisfied with their service; they just gave it to me. Top-notch stuff.

I know this was a whole faff, but hopefully I won't have to do it again for a while. Fingers crossed that Zume 1) sticks around and 2) doesn't get bought up by the company that made Bluehost (who used to be good!) shit. And in the meantime, I feel like both this site and MoeGamer have seen a significant performance increase, which is great.

Anyway, with that nonsense over, I can perhaps get back to more regular updates over on MoeGamer. I have a few games that I want to write about, but I've been holding off while all this was sorted. Perhaps I shall be spending some time writing tomorrow!


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

If you want this nonsense in your inbox every day, please feel free to subscribe via email. Your email address won't be used for anything else.

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#oneaday Day 195: Migration... almost complete? https://imnotdoctorwho.moegamer.net/2024/12/19/oneaday-day-195-migration-almost-complete/ https://imnotdoctorwho.moegamer.net/2024/12/19/oneaday-day-195-migration-almost-complete/#respond Thu, 19 Dec 2024 23:15:45 +0000 https://imnotdoctorwho.moegamer.net/?p=25421 Well, it seems my migration to a new web host has been mostly successfully completed. Both this site and MoeGamer are now safely ensconced on Zume's servers, and the nameservers have been switched over. There's a few little issues here and there which I'm hoping will resolve themselves as the DNS propagates or whatever it … Continue reading #oneaday Day 195: Migration... almost complete?

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Well, it seems my migration to a new web host has been mostly successfully completed. Both this site and MoeGamer are now safely ensconced on Zume's servers, and the nameservers have been switched over. There's a few little issues here and there which I'm hoping will resolve themselves as the DNS propagates or whatever it has to do, but other than that, things are looking pretty good!

I have to give a huge shout-out to Ross from Zume's support here, as he was inordinately patient with Bluehost's many, many attempts to make it as difficult as possible to just transfer your website from one place to another. Bluehost, like many other sites these days, seemingly insist on making you use a chat facility to get any sort of support, and, like most chat support services, seems to be staffed almost exclusively by people who don't really know what they're talking about. This meant it took several separate chat sessions by me to get them to do something approaching what we needed to perform the migration, and even then they still did it wrong multiple times.

I have confidence, though, that even if there are any lingering issues from the migration, Zume's support staff will be able to sort them out. Like I say, I'm hoping that most of these will be resolved by the DNS propagation completing, so I'm not going to worry too much about things for a few days. And in the meantime, it's nice to know that I can just get on with blogging here; I didn't even lose any posts from the last few days, which is great.

Anyway, that's that. If you happen to see any weirdness here or on MoeGamer for the next couple of days, that's why. Hopefully it will all be sorted soon, and we can return to business as usual!


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

If you want this nonsense in your inbox every day, please feel free to subscribe via email. Your email address won't be used for anything else.

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#oneaday Day 194: My Switch Year in Review https://imnotdoctorwho.moegamer.net/2024/12/18/oneaday-day-194-my-switch-year-in-review/ https://imnotdoctorwho.moegamer.net/2024/12/18/oneaday-day-194-my-switch-year-in-review/#respond Wed, 18 Dec 2024 22:58:20 +0000 https://imnotdoctorwho.moegamer.net/?p=25406 I'm a bit fed up of "year in review" things, since absolutely everyone is doing them now. Even my fucking online banking app wanted to give me a "year-end wrap-up" last time I logged it, which is a step too far, I feel. But anyway, there are a couple of these things that I actually … Continue reading #oneaday Day 194: My Switch Year in Review

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I'm a bit fed up of "year in review" things, since absolutely everyone is doing them now. Even my fucking online banking app wanted to give me a "year-end wrap-up" last time I logged it, which is a step too far, I feel.

But anyway, there are a couple of these things that I actually find mildly interesting, and one of them is the Nintendo Switch Year in Review. Out of all my games consoles, the Switch is the one that gets the most use by far, so in theory any such "reviews" should paint a fairly representative picture of my interests. Let's go through it together, then!

I apparently commenced my year with Final Fantasy II, which I'm sure some people will have strong opinions about, but I still rather like it, particularly in its Pixel Remaster format. I thought I'd miss the extra material from the PSP version, but I don't. Especially not the Soul of Rebirth postgame dungeon, in which you take all the underlevelled characters that died as part of the main story through a monstrously difficult challenge that requires a lot of grinding to get through.

345 hours feels a bit low, if anything, but it still works out to 14.375 days in total. I guess that averages a little under an hour every day, which sounds plausible, particularly considering some days have a lot more than others and some might have none at all.

No arguments with that. I replayed the first two Ace Attorney games and decided that this would be the year I finally beat Breath of the Wild. Silent Hope had also been hanging over my head for a while, so I knocked that out late this year, too.

See that start date? That's why I wanted to get Breath of the Wild off the backlog.

This honestly surprises me… a little. Not that "Adventure" is present at all, but that it's at the top. I would have thought RPG would be at the top, but nope; it's Adventure by a significant margin. And, given a bunch of the games I played this year, that makes a certain amount of sense: there's not only the Ace Attorney games I played, but also the three Spirit Hunter games, the Famicom Detective Club titles and doubtless some others I've forgotten.

Start as you mean to go on and all that.

Now this was quite surprising. Some of those months have surprisingly low figures, so I can only assume I was playing something else on a different platform at those times. Looking back, I see that I was playing Final Fantasy XIV: Dawntrail in July, so that would account for there being less than an hour of Switch time that month.

Now here's a toughie! I played a lot of great games this year, so it's very tricky to choose between them.

I mean, look. The bangers keep coming.

And coming! I was surprised to see the first two Famicom Detective Club games there, as I was sure I played those last year, but nope; I played them in February, meaning I played the whole series including new entry Emio, The Smiling Man this year. Neat!

And still they come! The Missing was a thoroughly interesting, deeply affecting experience. Super Mario Bros. Wonder is the best 2D Super Mario I've played for a long time. And Theatrhythm Final Bar Line speaks for itself with its vast array of music to play.

Atari 50 is definitely worthy of note for introducing us all to Digital Eclipse's excellent "interactive timeline" approach to digital museum curation. We're starting to get into games that I just dipped into a little bit this year now, though, such as visual novel Little Busters! and Etrian Odyssey.

So what should I pick…?

I think I'm going to go with this one. I was genuinely excited to see this game get announced and released in fairly short order, and I'm delighted to see the Famicom Detective Club series continue long after it first launched. I just wish they'd do a physical release of the first two games in English.

And so that's that, I guess. It's been a good year for great games, both on the Switch and elsewhere. My backlog, of course, hasn't gotten that much smaller, but let's not worry about that. I have plenty of stuff to keep me busy for a long time into the future, and I look forward to sharing those experiences with you here, on YouTube, and on MoeGamer.


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#oneaday Day 193: Migration woes https://imnotdoctorwho.moegamer.net/2024/12/18/oneaday-day-193-migration-woes/ https://imnotdoctorwho.moegamer.net/2024/12/18/oneaday-day-193-migration-woes/#respond Wed, 18 Dec 2024 00:03:00 +0000 https://imnotdoctorwho.moegamer.net/?p=25403 I was suspicious when the new hosting provider I've signed up with, Zume, offered "same-day migration" — not because I doubted their abilities, but because I doubted my current/prior host, Bluehost, would make it in any way easy to get everything off their servers and onto someone else's. Turns out I was correct. Migrating a … Continue reading #oneaday Day 193: Migration woes

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I was suspicious when the new hosting provider I've signed up with, Zume, offered "same-day migration" — not because I doubted their abilities, but because I doubted my current/prior host, Bluehost, would make it in any way easy to get everything off their servers and onto someone else's.

Turns out I was correct. Migrating a complete website setup like mine should be a case of going into cPanel and exporting something called a "cpmove" archive, which contains everything about the website: all its content, all its configuration, everything. Naturally, this is only something you can export yourself on a more expensive plan than I'm on, leading to multiple conversations with support people via a bloody chat interface, during which they consistently failed to understand what I was asking of them, despite me spelling it out to them very clearly and repeatedly.

The first time they ran the export, it seemingly worked correctly and created an archive, but said archive was, for some reason, faulty — and in the meantime, it had filled up my hosting account's storage space. So I then had to delete that and spend another couple of hours waiting for the person on the other end of the chat to run another export, only for them to first of all misunderstand the fact that I wanted to export two websites (this one and MoeGamer) not just this one, and then to completely miss the whole "cpmove" part.

Thankfully, the representative from Zume that I've been dealing with has been inordinately patient throughout this entire process, and has been keeping me informed on progress. It seems that he will be able to complete the migration without the "cpmove" part, it'll just take a bit longer to get things set up. I'm fine with this; I'm not in a rush to get it done, so I'd rather it be done right than done fast.

Self-hosting your own website certainly gives you more flexibility than being locked in to something like WordPress.com — to say nothing of the inherent risks of hosting your entire website on someone else's service — but man, it is a pain in the arse when something like this happens. And make no mistake: this is happening because Bluehost are deceptive fuckers who gave absolutely no indication when I signed up that their prices were going to increase this much after a year. We're talking an increase from about £60 to nearly £300. Absurd. And I bet they count on people just thinking "eh, I can't be bothered to fix it, so I'll just pay up".

Well, no. I'm not paying up. I'm looking forward to hitting the big red "CANCEL" button when all my sites are successfully transferred over, and here's hoping that Zume lasts at least a few years before enshittifying itself, too.


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#oneaday Day 192: The defeat of Culex 3D https://imnotdoctorwho.moegamer.net/2024/12/16/oneaday-day-192-the-defeat-of-culex-3d/ https://imnotdoctorwho.moegamer.net/2024/12/16/oneaday-day-192-the-defeat-of-culex-3d/#respond Mon, 16 Dec 2024 23:00:11 +0000 https://imnotdoctorwho.moegamer.net/?p=25399 I finished Super Mario RPG's postgame this evening, culminating with a rematch against the most difficult boss from the original game: Culex, who, in the postgame, finally gets his wish and becomes full 3D instead of being a piece of pixel art. To go along with his new look, he also gets a considerable buff … Continue reading #oneaday Day 192: The defeat of Culex 3D

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I finished Super Mario RPG's postgame this evening, culminating with a rematch against the most difficult boss from the original game: Culex, who, in the postgame, finally gets his wish and becomes full 3D instead of being a piece of pixel art. To go along with his new look, he also gets a considerable buff in power, putting him into full-on "superboss" territory — though in keeping with the rest of Super Mario RPG, he's not overly difficult, he just needs you to pay attention and stay on top of things.

I really enjoyed Super Mario RPG, and I appreciate that "doing everything" in it took less than 20 hours. I have absolutely nothing against super-long RPGs — over the years, my favourite games have all been pretty lengthy affairs — but sometimes it's nice to play something breezy that knows when to stop. I'm sure Super Mario RPG could have dragged itself out to twice the length if it had really wanted to, but it didn't; the fact it didn't is testament to its good design. Nothing in the game feels like filler, and, outside of the Switch-exclusive postgame (i.e. it didn't exist in the original SNES version) there's really no need to grind at any point, either.

There are elements of the game where you can tell it has 16-bit roots, most notably in its overall storytelling; the narrative of the game is very lightweight, and you don't spend a lot of time getting to know the characters. I was particularly surprised to finally spend some time with Geno, a character that I've been hearing Super Smash Bros. fans bang on about for years, and find that, in terms of actual writing and characterisation, there's not really much to him.

But then this is a Mario game, not anything with pretensions of being high art or literature. To have Geno give overblown monologues at every opportunity would have almost certainly felt very out of place with the overall breezy feel of Super Mario RPG, and I suspect that during development, Nintendo probably had to rein in Squaresoft a bit in order to ensure that the whole thing didn't go too Final Fantasy. The inclusion of Culex may well have been some sort of "if you don't overdo the melodrama in the main story, we'll let you get super-ridiculous with the secret boss" deal.

Anyway, it's not that I feel Geno is a "bad" character as such, I was just a little surprised that he is so beloved when you don't really spend all that much time getting to know him beyond his basic concept. He does have some cool special moves, though, and in terms of power level he's one of the strongest characters in the party, so I suspect it's a bit more of an "all-round" thing as to why people like him, rather than him having a particularly strong story attached to him.

So yeah. That's that. Now to decide what I should play next! I still have Yakuza 5 on the go, and will get back to that some time soon, but I'm also still in a bit of a Nintendo mood. I have a few Nintendo titles on my shelf that I haven't gotten around to yet, so it's a matter of choosing between them — or maybe nabbing something from my wishlist that (I hope) no-one has grabbed me a copy of for Christmas yet. Do I move on to Paper Mario now I'm fresh from Super Mario RPG? Or do I finally bite the bullet and jump into the sprawling Fire Emblem: Three Houses… bearing in mind that I will definitely be wanting to revisit Xenoblade Chronicles X when it gets a Switch release in March?


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#oneaday Day 191: Moving online home again? https://imnotdoctorwho.moegamer.net/2024/12/15/oneaday-day-191-moving-online-home-again/ https://imnotdoctorwho.moegamer.net/2024/12/15/oneaday-day-191-moving-online-home-again/#respond Sun, 15 Dec 2024 21:05:55 +0000 https://imnotdoctorwho.moegamer.net/?p=25397 Annoyingly, it's looking like I'm going to have to uproot this here site and MoeGamer yet again, because my current host has increased the annual price of hosting by literally about four times over the supposedly "introductory" offer I wasn't aware that I was on. Reading around, it seems this company — Bluehost, 'cause I'm … Continue reading #oneaday Day 191: Moving online home again?

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Annoyingly, it's looking like I'm going to have to uproot this here site and MoeGamer yet again, because my current host has increased the annual price of hosting by literally about four times over the supposedly "introductory" offer I wasn't aware that I was on. Reading around, it seems this company — Bluehost, 'cause I'm going to name and shame — is notorious for doing this, and I am just the latest of many people to fall foul of it. So don't use Bluehost.

Thankfully, I have seen a few recommendations floating around, and I think the one I'm probably going to go with is Zume. This is a UK-based hosting service that comes particularly recommended by the nerds on r/webhosting, plus they supposedly do a free complete migration and you can pay monthly — though of course, as always, it works out more expensive to do that than paying for a year or two up front. Honestly, I think I'd rather have a predictable £10 a month than £X every year or two, though, as that's much easier to budget for.

I'm probably going to start the process for this going tomorrow. Supposedly they'll get the whole shebang done same-day, but it remains to be seen if that actually is the case. This is, I guess, then, your official warning that there may be some unexpected downtime both here and on MoeGamer at some point in the next couple of days.

I wish I didn't have to do this, as moving "online home" is almost as frustrating as having to move your real home. Granted, there's a lot less putting things in boxes and cleaning, but there's still a laundry list of things you need to remember to do — and inevitably an equally as long list of things that you have already forgotten that you need to do. But, well, I'm not paying nearly £300 for a year's web hosting, because that is daylight fucking robbery. £10 a month? Fine. I am 100% okay with that.

Here's hoping that 1) Zume sticks around for the long term, 2) Zume doesn't get eaten by a big corpo that jacks up prices to an absurd degree and 3) the whole migration process goes smoothly. Fingers crossed, and further updates as events warrant.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 190: My most confusing relationship https://imnotdoctorwho.moegamer.net/2024/12/15/oneaday-day-190-my-most-confusing-relationship/ https://imnotdoctorwho.moegamer.net/2024/12/15/oneaday-day-190-my-most-confusing-relationship/#respond Sun, 15 Dec 2024 01:20:32 +0000 https://imnotdoctorwho.moegamer.net/2024/12/15/oneaday-day-190-my-most-confusing-relationship/ I think sufficient years have probably elapsed since this was a thing that I can probably talk about it without repercussions. If, on the off-chance, the subject of today's post happens to read this… uh, sorry? But you really confused me foe a while, and I think I want to talk about that. I am, … Continue reading #oneaday Day 190: My most confusing relationship

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I think sufficient years have probably elapsed since this was a thing that I can probably talk about it without repercussions. If, on the off-chance, the subject of today's post happens to read this… uh, sorry? But you really confused me foe a while, and I think I want to talk about that.

I am, to put it politely, not someone who has had a lot of luck with women over the years. It's probably more accurate to say that I was not someone who had a lot of luck with women over the years, given that I am happily married, but hopefully you get what I mean. There were not many notches on my bedpost before I settled down.

Probably my most confusing relationship began during my first year at university. I had joined the university Theatre Group, and, while I felt quite awkward around a lot of its members still, I had enjoyed being part of a production of "The Scottish Play", and my involvement with the group only grew after that first year.

It was around Christmas time in my first year at university. The Theatre Group had hosted a nice meal down at a restaurant on the Southampton waterfront that doesn't exist any more, and somehow — I genuinely cannot remember how — I had become engaged in conversation with a young woman I hadn't encountered prior to thar evening. I shall spare her real name for the sake of privacy, so let's call her X.

As I say, I don't remember the exact circumstances of how we got talking, but I do remember that the evening concluded with me walking her back to her halls of residence, having a good snog and exchanging phone numbers. It was nice. Although in the intervening years, I have attempted to recall where her halls of residence were — they weren't one of the more "well known" ones in Southampton — and am not entirely sure they exist any more, or indeed if they ever did.

Regardless, I thought that was a pretty swell way to end an evening, and as such we made arrangements to see one another again. With Christmas coming up, I also bought her a small gift — in retrospect, probably too much too soon — which took the form of a small cuddly gorilla because, I believe, she had at some point indicated that such things were cute.

Not long after providing said gift, I was unceremoniously dumped via text, and I thought that was that. Except it wasn't. What it actually was I don't really know, aside from the fact that it really was jolly confusing for… probably three or four years in total.

We took a trip to London together and went to see an art film called Intimacy which had a lot of naked cocks in it, and we held hands throughout the film. She came to the house I was renting on several occasions, and we shared a fair few moments of intimacy, though something always felt a little awkward and off a out them — probably my fault for feeling disbelief that anyone would ever want to do such things with me. And we texted a lot.

I don't remember much of what we talked about, but we did text one another a lot. Initially, because I was quite confused about the nature of our relationship and not quite sure if I should push things, I wasn't quite sure how to act. But over time, I came to feel like I was enjoying these messages — if secretly dreading any time someone would ask "who've you been texting all evening?" and not really having a coherent answer.

There have been times over the years where I wonder what might have been there. There have been times where I have wondered if I missed a great opportunity. And there have been times when I think back on that whole situation and still have absolutely no idea what to make of it all.

So here's to you, X. Our time together may have confused the fuck out of me — and indirectly taught me that communicating clearly is probably the best basis for a solid relationship, even if it can be difficult at times — but I certainly think back on it fondly.

As the fat disgusting mess I am today, I think I'd probably be ashamed to show you what became of me, but 20 years ago? You certainly made life interesting for quite some time, to be sure.

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#oneaday Day 189: A story from last night https://imnotdoctorwho.moegamer.net/2024/12/14/oneaday-day-189-a-story-from-last-night/ https://imnotdoctorwho.moegamer.net/2024/12/14/oneaday-day-189-a-story-from-last-night/#respond Sat, 14 Dec 2024 00:19:55 +0000 https://imnotdoctorwho.moegamer.net/2024/12/14/oneaday-day-189-a-story-from-last-night/ I promised you a story from last night, didn't I? I'm afraid it's not super interesting, nor does it involve me personally getting into a hilariously embarrassing situation, but it was a noteworthy part of the evening nonetheless. For our Christmas do, we started at a cocktail bar in Covent Garden called, inexplicably, Blame Gloria. … Continue reading #oneaday Day 189: A story from last night

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I promised you a story from last night, didn't I? I'm afraid it's not super interesting, nor does it involve me personally getting into a hilariously embarrassing situation, but it was a noteworthy part of the evening nonetheless.

For our Christmas do, we started at a cocktail bar in Covent Garden called, inexplicably, Blame Gloria. While we were there, we were taught some basic drinks-pouring skills and also taught how to make a few different cocktails: a Zombie, a passion fruit Martini, and a Blow Job.

It was fun, though everyone retrospectively agreed that starting drinking at 3pm when a significant number of us are the wrong side of 35 was perhaps a misstep, but anyway.

After the cocktails, we took a wander over to a relatively nearby place called The Piano Works, where we were going to have dinner and some more drinks. I did not enjoy this place very much; the food was good (apart from some sprouts with the turkey dinner that were as hard as golf balls) but it was so very loud.

I realise this makes me sound like the worst kind of old man, but as an autistic person I can be quite sensitive to noise at the best of times, and I think my absolute least favourite noise is the sound of a crowd of people all shouting in a futile attempt to have conversations in a room where the ambient noise level is far too loud to make this in any way practical.

In other words, the music was too loud, which meant everyone was yelling, and I found that exceedingly unpleasant. That is not the story; it is just context.

Anyway, after we'd had our food and had sat for a bit, we were ushered on our way so the next bookings could have our table. Several of us headed straight for the door; a few others went via the toilets. I was part of the former group.

After a few minutes, it became clear that the toilet group were not emerging. It didn't take long to discover why: the doors to the bar burst open and out came a screaming, crying woman that several people — both bar staff and friends, from what I could understand of the situation — were having trouble calming down.

"GET YOUR 'ANDS OFF ME!" she screeched. "YOU'RE BEING FUCKIN' 'ORRIBLE TO ME! I 'AVEN'T DONE NOTHING WRONG!"

This sequence of phrases repeated itself over and over for a few minutes, then she added "I WANNA SEE A POLICEMAN" to the mix. She was furious about something, but I couldn't really work out what. She was angry at the bar staff and the people who were presumably her friends, but primarily for them taking her out of the bar; I could not glean what the situation actually stemmed from. I suspect it was just "she was being a little too drunk" and she had been encouraged to move on.

The screeching and wailing went on for a good ten minutes or so, during which time the few of us who had managed to escape were ushered a little way down the hallway to get away from any potential "incidents". Someone finally managed to do something to calm her down, though, and by the time she finally tottered down the stairs and into the street, supported on either side by the people I assume to be her friends, she was giggling.

The whole scenario was a tad unsettling to watch, to be perfectly honest. I know this sort of thing tends to make for "funny stories", and immediately after these things happen, everyone tends to just sort of shake their head, go "bloody hell" and then attempt to make light of the situation, but it can be quite scary to be in the vicinity of something like that happening. It felt like there was quite a real risk of the screeching woman becoming violent, so kudos to whoever it was (and whatever they did) that managed to calm her down a bit.

I've been absolutely trollied in my younger days — I tend to stop well before I become foolish nowadays, on the rare occasions I do drink, because the depression tends to hit first — but I don't think I've ever been in such an absolute state.

Well, there may be one possibility. The only time I've been drunk and had absolutely no memory of what I did was on my brother's stag night many years ago, when I supposedly got so hammered (underage, too) I was sick on a waiter's shoes. I have no memory of this, though I do very much remember the hangover (my first, in fact!) the following day.

Even then, though, I don't think I ended up screeching and yelling at people. One might argue yakking on a waiter's shoes is worse than that. My situation probably also made people around me feel a tad unsafe, and I should probably be grateful to my Dad, who I believe is the one who managed to get me back to the place we were staying safely.

This ended up being about me after all, heh. Well, I don't make a habit of being like that any more. That was a very long time ago, and, as I say, I tend not to drink much now anyway. And when I do, I tend to find "sad drunk" hits faster than "silly drunk" these days. Which is a bit of a shame, but probably something we all need to come to terms with as we get older.

So that's my story. It may not have been super exciting, but I hope it painted a bit of a picture of my experience with London nightlife!

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#oneaday Day 188: Afterparty https://imnotdoctorwho.moegamer.net/2024/12/12/oneaday-day-188-afterparty/ https://imnotdoctorwho.moegamer.net/2024/12/12/oneaday-day-188-afterparty/#respond Thu, 12 Dec 2024 20:58:49 +0000 https://imnotdoctorwho.moegamer.net/2024/12/12/oneaday-day-188-afterparty/ Work Christmas do today. We started at 3pm so I was pretty much tapped out physically and mentally by 7pm, so I'm now safely ensconced in my Travelodge room. This does, of course, mean that I won't have any particularly embarrassing stories to share — unless you count tapping out early as "embarrassing", in which … Continue reading #oneaday Day 188: Afterparty

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Work Christmas do today. We started at 3pm so I was pretty much tapped out physically and mentally by 7pm, so I'm now safely ensconced in my Travelodge room.

This does, of course, mean that I won't have any particularly embarrassing stories to share — unless you count tapping out early as "embarrassing", in which case, get over yourself, some of us can't handle more than a few hours in a noisy environment without our synapses frying — but I do have something else to share thanks to stopping in at a dodgy off-license on the walk from King's Cross station to the hotel.

Dessert Skittles! I wasn't going to let a novelty like that just slip past unnoticed, so it's time for an impromptu taste test. Here are the supposed flavours, as outlined by the packaging:

If that's hard to read, we are promised Cherry Cheesecake, Choco-Orange Cake, Blueberry Tart, Lemon Pie and Strawberry Ice Cream. Let's get crackin' with the snackin'!

Cherry Cheesecake: Very cherry-y, which is not a flavour I typically associate with Skittles. Not actively unpleasant, though. There's a strange aftertaste — which I assume is supposed to be the "cheesecake' part — that doesn't quite work for me, but on the whole, these are Pretty Okay.

Choco-Orange Cake: The first one of these I tried, I didn't like at all, because it just tastes like an orange Skittle gone wrong. Orange Skittles already exist, after all, and are good. It's the "choco" part that is the problem, particularly as the "choco" and "cake" part of the equation are added without any real chocolate or cake being involved. A second go made this one much more palatable, though, so don't give up on these if the first one tastes a bit funny.

Blueberry Tart: An actually pretty convincing blueberry flavour. No real trace of the "tart" part, but who cares? Skittles are about the fruit flavours. Like the cherry ones, blueberry isn't a flavour I would typically associate with Skittles, but it works. Probably the best so far.

Lemon Pie: This is another example of them taking a Skittles flavour that already exists and making it slightly worse, this time by adding a slight meringue flavour. Not the worst thing I have ever put in my mouth, but just straight up lemon Skittles are indisputable better.

Strawberry Ice Cream: And another instance of messing with arguable perfection. These are the red Skittles, but slightly worse. Again, not actively unpleasant, but not as good as the regular flavours.

On the whole, then, Desserts Skittles are a resounding Not Bad. I don't think I'd grab them again if regular Skittles were also on offer, but they're not going in the bin, let's put it that way. Nope, they're going in Mr Tums to soak up some of the many cocktails from earlier while I watch some garbage on TV.

Thank you for indulging me this fine evening. I do have a story I can tell about this evening (that isn't about our group) but I'll save that for tomorrow. For now, comfy bed, sugary snacks, chronic flatulence and trash TV. Good night!

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#oneaday Day 187: Anxious mess https://imnotdoctorwho.moegamer.net/2024/12/11/oneaday-day-187-anxious-mess/ https://imnotdoctorwho.moegamer.net/2024/12/11/oneaday-day-187-anxious-mess/#respond Wed, 11 Dec 2024 23:42:19 +0000 https://imnotdoctorwho.moegamer.net/2024/12/11/oneaday-day-187-anxious-mess/ I've been an absolute ball of pent-up anxiety for… probably a few days this week, if I'm honest, but it's been particularly bad today. As is often the case when I find myself getting panicky, there isn't really a concrete root cause of it, but there are plenty of factors that haven't helped. I'm having … Continue reading #oneaday Day 187: Anxious mess

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I've been an absolute ball of pent-up anxiety for… probably a few days this week, if I'm honest, but it's been particularly bad today. As is often the case when I find myself getting panicky, there isn't really a concrete root cause of it, but there are plenty of factors that haven't helped.

I'm having one of those times where everything just feels a bit overwhelming, and I feel like I can never quite get "on top" of things. It's not necessarily having too much to do or think about, more a disproportionate sense of how "important" everything is.

The rational part of my brain knows that nothing I'm presently fretting about is important or worth worrying over, but when your brain enters panic mode, none of that matters; it just builds and builds and builds until you feel ready to burst.

Like, right now I'm typing this on my phone and the inaccuracy of the keyboard is winding me up way more than it would do under normal circimstances.

I think being ill hasn't helped matters. Part of what I've been worrying about is whether or not I would be better enough to attend tomorrow's work Christmas activities. They should be fun, but they're also filling me with a certain amount of trepidation and social anxiety, and worrying over whether or not I'd be well enough to attend has just been making me feel worse.

But I'm going to try and clear my mind, get some sleep, then go and enjoy myself tomorrow. I get to take a trip to London, then enjoy making cocktails, a nice dinner and then some evening drinking and socialising. And no worrying about travelling back late from London, as we have a hotel laid on for us. So that will be nice.

It will be nice. There's no need to worry. Then at the weekend I get to go see my brother because he's making one of his occasional trips across the pond back here, and see my parents for a bit (prior to seeing them again at Christmas!)

Everything will be fine. I just need to keep telling myself that. None of what I have just outlined is any reason to be uneasy, scared or anxious. So I just need to calm down, chill out, relax and sleep.

So let's see if I can achieve at least one of those.

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#oneaday Day 186: Alpha male https://imnotdoctorwho.moegamer.net/2024/12/10/oneaday-day-186-alpha-male/ https://imnotdoctorwho.moegamer.net/2024/12/10/oneaday-day-186-alpha-male/#respond Tue, 10 Dec 2024 23:19:17 +0000 https://imnotdoctorwho.moegamer.net/?p=25351 One of the reasons I was quite keen to get my hands on Evercade Alpha, the latest product from my place of work, was to give Getting Into Fighting Games an honest go. I've attempted to do this a few times — I even bought Street Fighter 6 on launch — but have always ended … Continue reading #oneaday Day 186: Alpha male

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One of the reasons I was quite keen to get my hands on Evercade Alpha, the latest product from my place of work, was to give Getting Into Fighting Games an honest go. I've attempted to do this a few times — I even bought Street Fighter 6 on launch — but have always ended up bouncing off for one reason or another, and the notoriously impenetrable nature of the genre hasn't helped matters.

This evening, I sat down and had a few goes at Street Fighter Alpha. And I actually had a good time! I won't say I was especially "good" at it, and the intricacies of the genre still elude me somewhat, but playing with good quality arcade controls on the Evercade Alpha made the whole experience feel a lot more accessible and intuitive than ever before.

I think one of the things that confuses me most of all about fighting games is how each character has an absolute shit-ton of moves that you can perform: with six buttons and an eight-directional joystick, that's already a lot of possible moves, and then add command inputs or charge moves into the mix and you have an overwhelming variety of possibilities. My biggest question when pondering fighting games from afar has always been "how the hell do you decide what to do when?"

I don't have an answer to that just yet, but even with just a few games of Street Fighter Alpha I started to feel things becoming a bit more intuitive. I moved away from my SNES-era strategy of only ever using the heavy attack buttons, and found success with some speedy jabs and good use of projectiles — which are much, much easier to pull off with an arcade stick, if anyone were still in any doubt about that. I felt like I had a reasonable grasp of "the basics" with Ryu, and I gave Rose a bit of a go, too. She's rather more complicated to use, from the looks of things, but I actually had my overall best performance out of several shots at the game using Rose. I don't know that I'd go so far as to "main" her just yet — I'm nowhere near the level where I even contemplate having a "main" — but I'm definitely intrigued to try her out a bit more and get to grips with what some of her moves actually do.

Because I think the answer to my earlier question — "how the hell do you decide what to do when?" — comes with experience. The more you play a character, the more you understand what each combination of button and direction does, and that, in turn, gives you a better idea of what might work well in different scenarios. You'll get a feel for the different moves' reach, power level and vulnerability to countering, and, over time, you'll (theoretically) be able to make snap tactical decisions in the middle of a match.

I'm nowhere near there, yet. But I'm actually looking forward to spending some time learning. I don't have any grand designs on being a competitive player or anything like that, but it would be nice to be able to play at least a couple of fighting games to a level beyond basic button-mashing. And, so far, Street Fighter Alpha has felt surprisingly accessible, with its relatively limited roster and fairly straightforward mechanics. Plus the art style is great — and only gets better later in the series. (But the later Alpha games also get considerably more complicated!)

So yeah. That's what I've spent my evening doing. I was going to play some Super Mario RPG, but by the time I'd finished wrapping Christmas presents earlier, the amount of time before "I should probably go to bed" had elapsed to such a degree that playing some short-form arcade stuff was probably a more sensible idea. So that's what I did.

And now, I should probably go to bed.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 185: 'Tis the season for Nintendo https://imnotdoctorwho.moegamer.net/2024/12/09/oneaday-day-185-tis-the-season-for-nintendo/ https://imnotdoctorwho.moegamer.net/2024/12/09/oneaday-day-185-tis-the-season-for-nintendo/#respond Mon, 09 Dec 2024 23:59:29 +0000 https://imnotdoctorwho.moegamer.net/?p=25348 As I alluded to the other day, I've been spending my time playing Super Mario RPG on Switch for the past few days. I rolled credits on it this evening and am very happy I took the time to play this. (There's a surprisingly extensive postgame that has been added to the Switch version, but … Continue reading #oneaday Day 185: 'Tis the season for Nintendo

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As I alluded to the other day, I've been spending my time playing Super Mario RPG on Switch for the past few days. I rolled credits on it this evening and am very happy I took the time to play this. (There's a surprisingly extensive postgame that has been added to the Switch version, but I will be waiting until tomorrow to check that out, as it's getting late.)

One of the reasons I decided to start playing this is that the holiday season, for me, will always be associated with Nintendo. I'm not exactly sure why, as there was only one Christmas where I actually received something Nintendo-related under the tree — a Super NES with Super Mario World — but I've continued to make that association ever since. I think it goes along with how I associate Disney movies (the good ones) and Star Wars (ditto) with the holidays, too; fond memories of times gone by spent with family.

And Nintendo, it can be argued, has a fair amount in common with the House of Mouse. They're both gigantic corporations that absolutely dominate a particular industry. They both do business in a way that the particularly anti-capitalist people really don't like. And they have both, over the years, put out some absolutely magical pieces of work for people to enjoy: pieces of work that don't necessarily require you to engage your brain too heavily, but which are nonetheless extremely memorable and enjoyable.

Take Super Mario RPG. By console RPG standards, it's short, simple and very easy. You can roll credits on it within 12 hours. But every bit of the game feels like it's there for a good reason. There's no filler, no grinding, nothing that feels unnecessary; sure, there are some minigames you can engage with to a frankly obsessive degree that reward you with some optional items that aren't at all necessary to beat the game, but if you're just playing the game through to enjoy it, nothing feels out of place, nothing feels like it's actively getting in the way of your enjoyment.

And the presentation is wonderful, too. Sure, the Switch may be creaking a bit in its old age, but after a few minutes with something like Super Mario RPG it just doesn't matter. The music, in particular, is astounding. I hadn't realised it was the work of Yoko Shimomura, but in retrospect it makes a lot of sense — particularly with the newly orchestrated arrangements found in the Switch remake. The ending theme, in particular, was beautiful; it was like a full-on orchestral finale to something you'd watched in the theatre — with a touch of honouring the original by starting with the SNES mix of the music, then bursting into full orchestra by the conclusion.

(Don't ask why the creator of that video felt the need to brag about it being "4K" when the Switch only outputs 1080p, and a significant proportion of that end sequence is deliberately heavily pixelated.)

Anyway, I had a lovely time with Super Mario RPG, and I will be taking a look at the postgame stuff tomorrow. I'm happy I've finally played this — even if it wasn't in its original form, which, let's not forget, never came out in Europe back in the day — and now I feel suitably equipped to take on the Paper Mario games without feeling like I haven't played "the original". (I know Paper Mario is a distinct series from Super Mario RPG, but both it and the Mario and Luigi games count it as a common ancestor, so I've always wanted to give it a go.)

So that's that. If you're in a holiday funk, fire up a Nintendo game. I can guarantee it'll put a smile on your face remarkably quickly.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 184: Deprecated feature https://imnotdoctorwho.moegamer.net/2024/12/08/oneaday-day-184-deprecated-feature/ https://imnotdoctorwho.moegamer.net/2024/12/08/oneaday-day-184-deprecated-feature/#respond Sun, 08 Dec 2024 20:21:12 +0000 https://imnotdoctorwho.moegamer.net/?p=25345 I went into my Amazon wishlist earlier today, as I know it's the first port of call for several family members when trying to determine what to get me for Christmas, and I was a little perturbed to discover that it is seemingly not possible to change the order of the things on your wishlist … Continue reading #oneaday Day 184: Deprecated feature

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I went into my Amazon wishlist earlier today, as I know it's the first port of call for several family members when trying to determine what to get me for Christmas, and I was a little perturbed to discover that it is seemingly not possible to change the order of the things on your wishlist any more. Or, to be more accurate, you can rearrange the order of the items in the first three rows in Grid view, but everything else doesn't respond to clicking and dragging like it used to.

I did a little research online and, indeed, it seems that Amazon deliberately removed this a while back. It's a "deprecated feature", apparently.

I always find the idea of "deprecated features" bizarre, because inevitably the features that get "deprecated" are ones that are actually useful, and in many cases they don't actually get replaced by something with similar functionality. In the case of Amazon wishlists, aside from the Grid view exception I note above (which I suspect is a bug) you can now only sort them in various automated ways, or you can push something to the top of the wishlist by going to its product page and "re-adding" it. You can also move it to another list and then move it back to the original list. Both of these are, I'm sure you'll agree, inferior to being able to just drag the damn thing to the position you want it — or, indeed, click a "send to top" button, which I'm sure also used to exist.

Modern software — be it stuff you run on your computer or that which powers billion-dollar ecommerce platforms — seems to be full of stuff getting "deprecated" without any real net benefit to the user. The usual interpretation of this is that the creators of said software want to discourage users from doing something in favour of doing something else with a similar function. But in Amazon's case I'm really struggling to see why I might be discouraged from reordering my wishlist into whatever order I want… particularly as there is no real alternative, aside from the rather clunky options I've just outlined.

There's a lot of discussion going on right now about how tech is genuinely getting worse year on year, and it's not just people "getting old". The writer, blogger and tech commentator Ed Zitron does some great work in this field, and I encourage you to check out his blog Where's Your Ed At and his podcast Better Offline, because while both paint a bleak picture of the tech landscape as it exists in 2024, some of you might find it reassuring that no, it's not just you, things really are getting worse in terms of usability and overall functionality.

As for me, well, I guess it's time to go re-add some stuff to my wishlist so it gets pushed to the top!


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 183: Plague day with Mario https://imnotdoctorwho.moegamer.net/2024/12/08/oneaday-day-183-plague-day-with-mario/ https://imnotdoctorwho.moegamer.net/2024/12/08/oneaday-day-183-plague-day-with-mario/#respond Sun, 08 Dec 2024 00:42:14 +0000 https://imnotdoctorwho.moegamer.net/?p=25342 Felt particularly rough this morning when I woke up with a raging headache and a cough that could wake the dead. I was hoping to get some The Dagger of Amon Ra recorded this weekend, but I rather wisely decided against doing any today; we'll have to see how I feel tomorrow. Instead, I spent … Continue reading #oneaday Day 183: Plague day with Mario

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Felt particularly rough this morning when I woke up with a raging headache and a cough that could wake the dead. I was hoping to get some The Dagger of Amon Ra recorded this weekend, but I rather wisely decided against doing any today; we'll have to see how I feel tomorrow.

Instead, I spent a significant chunk of today playing the Super Mario RPG remake for Switch. I've never played Super Mario RPG in any form, so I've been curious to try this for a long time, and something in my head makes an inextricable association between the holiday season and Nintendo games, so I thought I'd start it up and see how I got on with it. After all, what was originally a collaboration between Squaresoft and Nintendo was sure to be fun, right? And people always seem to be making references to both the game and some of its unique characters.

I've been very impressed so far. It's a lot of fun, and it moves at a brisk old pace, as RPGs that originated in the 16-bit era tend to, but that doesn't mean it feels like it's rushing things. Rather, it's paced well so that you're constantly moving forwards, exploring new areas, meeting new allies and discovering new items. And, pleasingly, the game is a lot more than just running from story trigger to story trigger; there are some actual puzzles along the way to solve, too, along with some light platforming. The only thing I'm not a super fan of is the Hidden Treasure system, where equipping a particular accessory just tells you that there is a Hidden Treasure somewhere in the room you're in, and then you just have to flail around hoping you headbutt it by chance.

As one would expect for a modern Nintendo title, the soundtrack is fantastic. I don't know the original Super Mario RPG soundtrack all that well — aside from a couple of MIDIs I downloaded in the late '90s to use in Klik and Play projects — but we have a fully reorchestrated version of the full soundtrack to go along with the updated visuals and the re-translated script. No speech, of course — it still doesn't feel quite right to have a talkie Nintendo game — but the writing so far has been concise and pretty witty. Perhaps not to the same degree as Paper Mario, which is a series that essentially built off the back of Super Mario RPG, but I wanted to play this one first before I jumped into the Paper Mario titles for the first time. Yes, believe it or not I've never played one; my wife Andie has played most of them, however.

Anyway, Super Mario RPG helped make an otherwise fairly unpleasant day — the weather has been awful here today, too — fairly tolerable. And I even made some time to get all my Christmas shopping done earlier, too. So that's good. But now it's probably a good idea for me to go back to bed, and here's hoping I feel a tad better in the morning. Not only do I want to record that The Dagger of Amon Ra playthrough, but I have the work Christmas do in the week, and I'd rather not still be coughing my guts up and feeling like a roasted dog turd by the time that rolls around.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 182: Unpopular gaming opinions https://imnotdoctorwho.moegamer.net/2024/12/06/oneaday-day-182-unpopular-gaming-opinions/ https://imnotdoctorwho.moegamer.net/2024/12/06/oneaday-day-182-unpopular-gaming-opinions/#respond Fri, 06 Dec 2024 19:18:45 +0000 https://imnotdoctorwho.moegamer.net/?p=25333 As a veritable old fart of video games, I am, of course, fairly set in my ways, as older folks are wont to be. And as such, I have come to hold certain opinions that appear to deviate from "the norm" among younger folks. You are not "wrong" to think differently to what I am … Continue reading #oneaday Day 182: Unpopular gaming opinions

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As a veritable old fart of video games, I am, of course, fairly set in my ways, as older folks are wont to be. And as such, I have come to hold certain opinions that appear to deviate from "the norm" among younger folks. You are not "wrong" to think differently to what I am about to describe below, but know that you are not going to convince me to change my viewpoint, because I have felt this way about all these things for years now.

So why am I writing this? I dunno. Something to write about, innit? Plus there might be some of you out there who actually agree with some of these. It doesn't really matter. Let's just start, shall we?

Games don't "need" updates for months or years after their release

Baldur's Gate 3 happened to drift across some form of feed that I was looking at the other day, and the thumbnail image that came with it proudly boasted something along the lines of "Community update 30".

Now, whether this was just the 30th blog post for the community or the 30th actual update for the game I don't actually know, but both are equally offputting to me. I haven't even considered touching Baldur's Gate 3 yet because it launched unfinished and apparently is still getting bits and pieces bolted onto it after the fact.

I hear it's very good. I believe that it's very good, as Larian has a good track record. But I have precisely zero desire to play it until it's finished, because when a game as big as this gets significant updates after I've already ploughed a significant number of hours into it, I feel a bit hard done by. Worse, if I've already finished it by the time a significant update shows up, I feel very hard done by, because I should just have waited to play it.

Unfortunately, regular updates to games are expected by a certain class of The Gamers™, particularly those on PC. Look at the Steam reviews for any game that hasn't had an update for a month or two and you'll see people complaining about "devs abandoning the game" and it being a "dead game".

No. Sometimes it's just finished, and sometimes the devs would like either 1) a break or 2) to go and work on something else. I am, sadly, in the minority on this, but few things make me lose interest in a game faster than if it launches with a "roadmap". Just delay the thing a few months and finish the fucking thing. Then I will play it.

DLC is worthless

As an extension to the above, if a game releases and then immediately announces that it is getting a bunch of DLC, I will also immediately lose interest. Not only does it make me feel like stuff has been cut out of the base game to make the DLC — and don't throw the "well actually it's developed at a different rate to the main game" argument at me, that is an easy problem to solve — but I am struggling to think of a piece of DLC that I have genuinely thought was actually worth the money.

I remember being particularly disappointed with the DLC chapters for stuff like Dragon Age and Mass Effect back in the day, and I haven't seen much to change my opinion ever since those days. And, at the other end of the spectrum, you have games like Stellaris, where there is now so much DLC that it's impossible to know what the "best" way to get started with the game is. So I just… don't.

Mods are vandalism

"You should play games on PC!" the PC gamers say. "Because of mods!"

Fuck mods. I hate mods. A significant portion of them are outright vandalism to both the artistic and mechanical design of the teams that worked on a game. I saw someone on Bluesky earlier sharing an image of someone who had installed a "QoL" ("Quality of Life") mod to STALKER 2 to remove all encumbrance mechanics from the game. STALKER 2 is a game about survival in difficult circumstances, and the encumbrance mechanics force you to determine whether you really need to carry various things around with you. By removing it, you're stripping out part of the game.

Likewise, graphical mods can get in the bin, too. Games are designed with both a particular artistic vision in mind and are a reflection of the era in which they were designed, and I don't really give a toss if you can add ray-tracing to something that didn't have it before, or if you can make a game look like Generic Photorealistic Open World Game #927.

And I'm sure I don't need to say anything about nude mods. I say this as someone who enjoys a good sexy game.

"But I need 357 mods to make Skyrim fun!" Then Skyrim isn't a very good game, is it? Maybe play something else.

My only begrudging exception to this is in the case of games where extensibility is designed to be part of the game — stuff like Doom/Quake/Duke/whatever levels are fine with me, because those games were designed to be extendible. Although I must confess, when I play any of those games, I tend to stick to their official campaigns. And in some cases, mods for a game specifically designed to be mod-friendly inevitably remain perpetually unfinished and not as good as the stuff built-in to the game: most stuff for the excellent driving sim BeamNG.drive falls into this category, to name just one example.

I don't want to join your Discord

I use Discord when I absolutely have to, for work and for the few groups of friends who are only reachable there. But I do not want to join a fucking Discord for every single game I play, and I don't want to be bugged to join your Discord on the title screen for your game. Go away, leave me alone, and if I decide I want to engage in the official community for your game, I will seek out your Discord myself.

I absolutely do not want to have to join your Discord to read documentation or download helpful files. Host that shit on your website like a normal person.

I want your game to end

It's all very well offering "potentially limitless replayability", but I do actually want to be able to finish your game. If I can't finish your game, I almost certainly won't start it, because the way my brain works means that I will get annoyed by the fact I'm playing something that doesn't have a "point".

This is one of numerous reasons I think idle games and incremental games are dumb. Sure, numbers get big to a point that they become largely meaningless… but that's it. There's no sense of having achieved anything there. And I strongly suspect that a significant number of idle game fans have no idea that the genre largely stems from a pisstake at the expense of people who grind their way through mobile games with no conclusion.


Anyway, that'll do for now, because I'm sure I've pissed someone off with at least one of the above. As noted at the beginning, though, I don't care. I am an old man, I have things I like and things I dislike. And all of the above can get in the bin. A good evening to you!


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 181: Hanging in there https://imnotdoctorwho.moegamer.net/2024/12/05/oneaday-day-181-hanging-in-there/ https://imnotdoctorwho.moegamer.net/2024/12/05/oneaday-day-181-hanging-in-there/#respond Thu, 05 Dec 2024 23:28:15 +0000 https://imnotdoctorwho.moegamer.net/?p=25331 I'm still ill. I have just about survived today, with only a little nap after finishing work, but I am feeling pretty rough now. It is not fun, because I have work to do, I have things I want to enjoy, and coughing and spluttering through the day does not make any of those processes … Continue reading #oneaday Day 181: Hanging in there

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I'm still ill. I have just about survived today, with only a little nap after finishing work, but I am feeling pretty rough now. It is not fun, because I have work to do, I have things I want to enjoy, and coughing and spluttering through the day does not make any of those processes more enjoyable.

Still, at least we had a reasonably fun thing to do at work today: tease something for next year! If you happened to miss it, here:

That's right! We're doing the Neo Geo! That's all I can say on the subject for the moment because we're not revealing the details of this deal with SNK beyond the fact that it involves Neo Geo stuff until early next year, but this is something people have been asking about for a while, so it's great to finally be able to say "yep, we doin' it".

Naturally, because no-one on the Internet is ever unconditionally happy any more, we had our fair share of people moaning about things we hadn't actually said, but for the most part, the response has been great. Neo Geo games are top-tier retro, and having a bunch of them in the pipeline is great.

Like I say, that's really all I can talk about on the subject for the moment, because Marketing. Looking more broadly, though, signing an agreement like this only shows how Evercade is going from strength to strength. We've got a couple of other big agreements waiting in the sidelines, too, but we're not even teasing them just yet (although I guess I just did) — you'll find out more about them next year. All I'll say on the subject is that between these deals, we should be making a fair ol' chunk of people happy, and that's always a nice feeling. As for the people who immediately assume the worst when receiving what should be a highly positive announcement? Balls to them, I say. It's really not my problem if someone is unable to find happiness in something specifically designed to bring people happiness.

Right. I'm off to bed to try and shake off this cold. I would like it gone by the weekend, as I have another Laura Bow mystery to play — and work Christmas do next week, too!

Shit, that reminds me, I probably better get my Secret Santa pressie sorted, I guess…


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 180: Post-work lurgi https://imnotdoctorwho.moegamer.net/2024/12/04/oneaday-day-180-post-work-lurgi/ https://imnotdoctorwho.moegamer.net/2024/12/04/oneaday-day-180-post-work-lurgi/#respond Wed, 04 Dec 2024 23:26:41 +0000 https://imnotdoctorwho.moegamer.net/?p=25328 I think I'm getting a cold. I had one of those situations on the drive home from the office today (a 3+ hour trip) where I felt the "ill" hit. I got one of those annoying coughs where you cough and it doesn't shift whatever is making you cough, so then you cough more, but … Continue reading #oneaday Day 180: Post-work lurgi

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I think I'm getting a cold. I had one of those situations on the drive home from the office today (a 3+ hour trip) where I felt the "ill" hit. I got one of those annoying coughs where you cough and it doesn't shift whatever is making you cough, so then you cough more, but it doesn't move anything, and it's really annoying and ugh. I really do not want to be ill, but it is the time of year when I often get ill, so.

Also, being in contact with other human beings for once may have something to do with this, too. I don't normally get ill after a trip to the office — I'm not completely hermetically sealed in my house — but I think I recall one of my colleagues saying that they'd had a bit of a cold recently. If this is their fault then… I will have a good old grumble, but not blame them, because it's not their fault.

Anyway, with feeling like general dogshit after driving for more than three hours, I don't have a lot of energy left to write something for today, I'm afraid. So I hope you will indulge me in this particular occasion and just let me head to bed. I will try and be extra-interesting tomorrow — except we all know I'll just be my usual self. So I'm mostly just making a promise to myself to at least try and write a bit more tomorrow than I have written today.

That's it. That's the post. Good night!


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#oneaday Day 179: Your occasional reminder that AI can fuck off https://imnotdoctorwho.moegamer.net/2024/12/03/oneaday-day-179-your-occasional-reminder-that-ai-can-fuck-off/ https://imnotdoctorwho.moegamer.net/2024/12/03/oneaday-day-179-your-occasional-reminder-that-ai-can-fuck-off/#respond Tue, 03 Dec 2024 14:27:05 +0000 https://imnotdoctorwho.moegamer.net/?p=25325 I saw a TV ad for "Apple Intelligence" yesterday. The concept of the ad is that someone is angry someone at their workplace keeps stealing their pudding — hahaha, so hilarious and cosy and relatable — and writes them a furious email. They then click the "Friendly" button on Apple Intelligence and the email is … Continue reading #oneaday Day 179: Your occasional reminder that AI can fuck off

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I saw a TV ad for "Apple Intelligence" yesterday. The concept of the ad is that someone is angry someone at their workplace keeps stealing their pudding — hahaha, so hilarious and cosy and relatable — and writes them a furious email. They then click the "Friendly" button on Apple Intelligence and the email is rewritten to be the most milquetoast, handwringy, insincere thing you've ever seen. And this is supposed to be a selling point.

Elsewhere, a YouTuber I know had someone in their comments getting pissy about how they pronounced "ZX81", and, presumably in an attempt to further their argument, the commenter in question then copy-pasted a ChatGPT conversation — without editing out the "ChatGPT says:" bits — that didn't even particularly help their cause.

I keep seeing YouTube thumbnails made with AI art-stealing machines. Coca-Cola made a Christmas ad with AI. The memorial lunch for beloved broadcaster Steve Wright had an invitation that was made with AI. Entire websites are made of AI slop. And even here in fucking WordPress, I can't escape the sodding "Generate with AI" button.

I fucking hate it. I want it to go away. I want people who say "but it's good for summarising things" to drown in the sea. I want people who say "but it's better than doctors at diagnosing problems!" to be the victims of the worst malpractice the medical industry has ever seen. I wish eternal loneliness and desolation on those who use it to write emails. And I want it out of the pieces of software I use on a daily basis.

We're even starting to get accounts on BlueSky that pretend to be real people, but simply respond with ChatGPT answers that are tuned to be deliberately argumentative. What is the fucking point of all this shit? How is it benefiting humanity and productivity in any way whatsoever?

It isn't. All it's doing is continuing to make tech worse, year on year, while keeping oblivious shareholders — who aren't interested in anything but seeing "growth" — happy that companies are providing supposed "new innovations" that actually don't provide any sort of useful functionality whatsoever.

I'm aware I'm ranting incoherently, but honestly right now it feels like it's pointless to even try and come up with a cogent argument. This shit is infesting everything, and it's becoming impossible to escape from. And I legitimately do not understand how anyone can possibly think this shit is in any way better than what we had before.

I guess the one upside is that with how much AI is being used pointlessly to provide "summaries" of Google Searches, YouTube videos and other such shite, the planet will burn down all the sooner, so eventually we won't have to worry about it at all. Then the Great Thinkers of the day — assuming anyone survives — can stroke their chins for two hundred years about "where it all went wrong".

Here. Here is where it all went wrong.


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#oneaday Day 178: Acceptable mediocrity https://imnotdoctorwho.moegamer.net/2024/12/02/oneaday-day-178-acceptable-mediocrity/ https://imnotdoctorwho.moegamer.net/2024/12/02/oneaday-day-178-acceptable-mediocrity/#respond Mon, 02 Dec 2024 21:18:35 +0000 https://imnotdoctorwho.moegamer.net/?p=25322 My Bold Proclamation of the Day is that I feel like it would probably behoove us, as a society, to be more comfortable with mediocrity than we are. This evening, Andie and I went out for dinner, because we both just wanted to get out of the house for a bit. We went to a … Continue reading #oneaday Day 178: Acceptable mediocrity

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My Bold Proclamation of the Day is that I feel like it would probably behoove us, as a society, to be more comfortable with mediocrity than we are.

This evening, Andie and I went out for dinner, because we both just wanted to get out of the house for a bit. We went to a local chain pub that we've been to a few times before and always liked, and the food was fine. It was perfectly acceptable. If we were living in a world where star ratings were used properly, I would rate it three out of five stars. It was not the sort of meal that I will remember for the rest of my life (or indeed the rest of the week, probably) but it also wasn't so terrible that I wanted to throw it in the face of the chef who microwaved it.

Thing is, I don't feel hard done-by to have a three-out-of-five meal at a place like this. In fact, that's pretty much what I expect. But I feel like the way we live life today, a three-out-of-five meal would be seen as somehow "unacceptable", and my commentary on how it was perfectly fine and exactly what you want sometimes, would be ignored completely, with nothing but the star rating being seen as a sort of "inverse recommendation".

Back when I worked at the Apple Store in the late '00s, the company introduced a scheme called NetPromoter. Initially I thought this was an Apple initiative, but I have learned in the years that followed that it is quite a common thing in the service and retail sectors generally.

If you're not familiar with NetPromoter, it goes like this. You engage with a customer and provide them your service or sell them something. Then, after they have departed your premises/website/whatever, they get emailed a short survey in which they are asked to rate their experience out of 10. Higher scores are, of course, good, and are regarded as "Promoters" — people who are actively likely to recommend (or "promote") your store or service to family, friends and colleagues. Conversely, low scores are, naturally, bad, and are regarded as "Detractors" — people who will recommend against your services.

All sounds reasonable enough, right? What if I told you that only scores of 8 and above were regarded as "Promoters", and anything below that was considered a "Detractor"? Because that's how it fucking works. There's no option for "this was fine, I had no complaints, but it also wasn't anything particularly special that I feel like shouting about" either. If we assume someone who felt that way believed that was worth a 5 or 6 out of 10, the poor old employee responsible for that perfectly acceptable service would probably find themselves on the receiving end of some sort of disciplinary action. Because yes, of course, systems like NetPromoter are inevitably used to browbeat employees into submission, rather than to actually improve things for the customer.

The same is true of online reviews for pretty much anything. Have you ever noticed how when an app on your phone bugs you to rate it, it's never "Leave us a review!", it's always "Leave us a 5-star review!"? That's because to most folks online these days, there are only really two ratings: 5-star (good) and everything else (bad). The video game sector has, of course, also been guilty of this for as long as the games press has been a thing; "70%" is seen as a barely average passing grade, and anything below that will almost certainly be ignored or considered "bad" by a significant portion of the games-purchasing public.

I've spoken numerous times about how I've had the absolute best times with games that, on average, net scores of 65% and below, and it's often for very similar reasons that I find mediocrity in other areas of life perfectly acceptable: sometimes that's precisely what you're in the mood for. This evening, we were in the mood for some average pub food, and by golly, that's most certainly what we got. When I'm in the mood to play a Neptunia game, I also know exactly what I'm getting and am in the correct mindset to appreciate it, too.

It's time we embraced perfectly acceptable mediocrity. Perfection is the enemy of good, as the aphorism says, and I absolutely agree with that. If you spend all your time looking for something that is really worth that 5-star rating, you're never going to be satisfied with anything.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 177: A quiet day https://imnotdoctorwho.moegamer.net/2024/12/01/oneaday-day-177-a-quiet-day/ https://imnotdoctorwho.moegamer.net/2024/12/01/oneaday-day-177-a-quiet-day/#respond Sun, 01 Dec 2024 23:16:38 +0000 https://imnotdoctorwho.moegamer.net/?p=25319 I didn't play The Dagger of Amon Ra today after all. I figured there's no rush — my The Colonel's Bequest video is in three parts, so I can spread those out across this week and perhaps a bit of next week, and set aside a bit of time in the week or next weekend … Continue reading #oneaday Day 177: A quiet day

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I didn't play The Dagger of Amon Ra today after all. I figured there's no rush — my The Colonel's Bequest video is in three parts, so I can spread those out across this week and perhaps a bit of next week, and set aside a bit of time in the week or next weekend to play The Dagger of Amon Ra without feeling like I need to race through it. I have a trip into the office this coming week, too, so that will put Tuesday and Wednesday evening out of action, so no sense rushing things.

I will, however, be coming home from this office trip with a veritable armload of goodies that I'm very much looking forward to having a proper play with. Chief among these are the two Evercade Alpha units, which are the bartop arcade form factor Evercade devices that we've just launched. These are lovely things indeed, and the fact they work with the full library of Evercade carts (including the Namco ones, which won't work on the TV-connected VS system) mean that they might just become my preferred way to enjoy Evercade games. I'm especially looking forward to playing Star Luster on them; I feel like the cockpit-view space sim will feel nicely immersive when played with arcade controls!

It's a little late for Thanksgiving, but I'm immensely grateful that I was given the opportunity to work on the Evercade project. From the moment it was announced, I knew that it was going to be something thoroughly interesting and special, and now that I've been a full-time part of it all for quite a while now, I'm still thrilled to be involved. It's a platform that offers something genuinely unique in this day and age — and it's a system that, in one form or another, be it the dinky handheld Super Pockets or the behemoth that is the Alpha, I would recommend without hesitation to anyone who complains that they "don't have time" to play modern video games. If that's the case… play some old ones! They're still damned fun. Plus there are lots of folks making brand new games for old platforms (and in the style of old platforms), too, meaning you don't have to miss out on playing "new" stuff just because you've decided to play with a retro-focused system.

Next year we've got some immensely exciting stuff planned that, of course, I can't talk about just yet, but I'm super thrilled we have them in the pipeline. It's going to be a super-cool year for Evercade, and I hope that now we've stuck around for four years (having successfully launched right in the middle of the 2020 pandemic!) people will see that this is absolutely a platform well worth taking seriously.

Christmas is coming up, y'know. Super Pockets make excellent gifts. Evercade EXP-R, VS-R and Alpha make even better gifts. Particularly if you pair them with an armful of cartridges!

Anyway, enough selling while I'm off the clock. I'm off to go play a round or two of Donut Dodo before bed.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 176: Take a Bow https://imnotdoctorwho.moegamer.net/2024/11/30/oneaday-day-176-take-a-bow/ https://imnotdoctorwho.moegamer.net/2024/11/30/oneaday-day-176-take-a-bow/#respond Sat, 30 Nov 2024 23:04:53 +0000 https://imnotdoctorwho.moegamer.net/?p=25316 Today, I played through all of the first Laura Bow game, The Colonel's Bequest. I enjoyed it a lot! You can read more about my thoughts on the subject right here, and a full Let's Play of the game will kick off on my YouTube channel from tomorrow. It's just three (long) episodes rather than … Continue reading #oneaday Day 176: Take a Bow

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Today, I played through all of the first Laura Bow game, The Colonel's Bequest. I enjoyed it a lot! You can read more about my thoughts on the subject right here, and a full Let's Play of the game will kick off on my YouTube channel from tomorrow. It's just three (long) episodes rather than a lot of 30-minute episodes like I did with The Case of the Serrated Scalpel last year, as I felt that fit the format of the game a bit better, and the overall structure of The Colonel's Bequest is… well, quite different from pretty much any adventure game I've played.

But enough of that. What's next? The Dagger of Amon Ra, of course! This is the follow-up to The Colonel's Bequest, and I'm going to do my best to play it through and record it tomorrow. I don't know if it's longer, shorter, easier, harder… the only thing I do know is that it uses point-and-click controls instead of The Colonel's Bequest's text parser, and it quizzes you on what happened at the end, so you need to make notes, just like Laura herself.

Then after that, I'll start having a look at The Crimson Diamond. Plus alongside all this, I might do something similar to what I did last year ("3 interesting DOS discoveries", "5 DOS games I always wanted to play" and "5 of the best early FPSes") if I can figure out what I might want to cover for videos in that style. I haven't started looking yet. Racing games is a possibility — a good excuse to bust out the Screamer series, perhaps? — or flight sims. Space combat sims? I don't know. I haven't decided yet. Looking at shareware stuff I used to like is also a distinct possibility, perhaps from the perspective of "shareware games I always wanted to try the Registered version of", since the only Registered shareware game I had back in the day was Wolfenstein 3-D, which I got for free after making some levels that were included in the official "Super Upgrades" expansion pack.

I've probably told this story at least once on this blog before, right? Well, regardless, I'll tell it again, 'cause you might be new around here. It's a story of delightfully happy coincidence.

Back at the time I was playing Wolfenstein 3-D on the family PC, I was involved with a local shareware library. I did a bit of part time work helping them out at local computer fairs, writing their catalogues and that sort of thing. I don't remember getting paid for this, but it was decent experience and I got lots of freebies from the shareware library, which was nice.

Among those disks that I got for free were numerous Wolfenstein 3-D editors, and they worked with the shareware version. So I made a bunch of levels.

I forget the exact circumstances of how the next bit came about, but I was browsing the GAMERS forum on CompuServe one day, when I found myself in contact with a gentleman called, as I recall, Carlton somethingorother. He was a representative from Apogee, and he was looking for new Wolfenstein 3-D levels to include in the upcoming data disk for the game. There was money on offer for anyone whose levels were included. After consulting with my parents — online safety and all that — I submitted my pack of ten levels to him, expecting never to hear from him ever again.

Imagine my surprise when a few months later, I got a package from the United States containing a cheque for $200, plus a registered copy of Wolfenstein 3-D and the new Super Upgrades pack, which included my levels, along with a bunch of other community contributions. So technically I'm a professional game designer.

But anyway. Yeah. That copy of Wolfenstein 3-D was the only Registered shareware game I had, because it was the early days of the Internet (in fact, via CompuServe, our "ISP" at the time, you couldn't even access the Web, and had to append "INTERNET:" to any email addresses you were sending messages to outside of the CompuServe service) and my parents weren't super-into the idea of sending $40 overseas in the hope of getting a video game back, and they absolutely weren't going to share their credit card information online. As such, I became intimately familiar with a lot of "Episode 1s" and not a lot else… so exploring the "Episode 2s" and beyond for some games I liked back in the day might be interesting, for sure.

I'll think of something. For now, I think it's time to just play something fun for a bit without thinking about how to turn it into an article or video. Come to me, Donut Dodo…!


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 175: I picked what to play for #DOScember https://imnotdoctorwho.moegamer.net/2024/11/29/oneaday-day-175-i-picked-what-to-play-for-doscember/ https://imnotdoctorwho.moegamer.net/2024/11/29/oneaday-day-175-i-picked-what-to-play-for-doscember/#respond Fri, 29 Nov 2024 23:22:42 +0000 https://imnotdoctorwho.moegamer.net/?p=25313 As you will know if you've been reading for the past few days, I've been mulling over what to do for "DOScember" this year on my YouTube channel. I was fairly firmly set on doing another full adventure game playthrough, but hadn't quite settled on what. Well, after being recommended the excellent looking The Crimson … Continue reading #oneaday Day 175: I picked what to play for #DOScember

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As you will know if you've been reading for the past few days, I've been mulling over what to do for "DOScember" this year on my YouTube channel. I was fairly firmly set on doing another full adventure game playthrough, but hadn't quite settled on what.

Well, after being recommended the excellent looking The Crimson Diamond, I'm… not going to play that right away. Instead, I'm going to play at least one of the games it cribs extensively from, and a series of adventure games I've always wanted to check out but never got around to: the Laura Bow mysteries from Sierra.

I've spent a little time familiarising myself with the first game The Colonel's Bequest this evening, and I think I've got a feel for what to expect now. This was a highly experimental game for creator Roberta Williams, and modern commentators tend to agree that it doesn't quite succeed at what it's trying to do, but it's a thoroughly interesting game nonetheless. That sounds like ideal fodder to play, talk about and discuss. Plus, like I say, I've wanted to play both Laura Bow games for ages and never made the time to do so.

For the unfamiliar, The Colonel's Bequest is a mystery-themed adventure game in which you play the 1920s journalism student Laura Bow, who has come along to provide moral support for her friend Lillian while she attends a family reunion of sorts. Said reunion is taking place on the plantation of Colonel Henri Dijon, a former war hero, and is, for maximum creepiness, in the very depths of a bayou in the southern United States.

Upon arriving at the mansion, Laura notes that despite the Colonel announcing that he has left an equal share of his fortune to everyone present (except Laura, obviously), all the family members immediately start being absolute dickheads to one another, and it's clear that mischief is about to be afoot. What then follows is a curious twist on the usual adventure game formula, where you, as Laura, must wander through the mansion and its grounds, attempting to gather pieces of evidence and knowledge that will allow you to leave the situation 1) alive and 2) with a full understanding of what happened.

The Colonel's Bequest mostly lacks conventional puzzles, aside from a couple of instances. Instead, the game is mostly about being in the right place at the right time to witness or discover things; the game is split into hour-long Acts, which in turn are split into 15-minute time blocks, and discovering something significant causes time to advance. It's possible to advance time before gathering important items or speaking with certain characters; indeed, it's possible to "finish" the game with almost complete obliviousness to what happened around Laura, and you are not penalised for doing so, other than receiving a low "Sleuth" rating in the finale.

What this effectively means is that The Colonel's Bequest is a game in which taking notes of what happens when, where, how and why is quite important, particularly if you plan to replay the whole thing. Having pieces of evidence or knowledge to ask or tell people about can lead to learning more about what's going on, and you'll need to follow all these threads to their various conclusions as much as possible to get the best rating.

I stopped playing for this evening because I don't want to spoil too much for myself. I suspect my playthrough won't conclude with me getting the elusive "Super Sleuth" rating at the conclusion of the playthrough, but I'm looking forward to giving it a go anyway. In typical Sierra style, there are some delightful characters involved, along with some fun narration, and this is what I'm really looking forward to: having an excuse to do some silly voices.

Anyway, yeah. So that's the plan. The Colonel's Bequest, at the very least. And if I get through that fairly quickly, on to The Dagger of Amon Ra. And if I beat that before December is through, then I'll look at The Crimson Diamond. After all, I felt like I should probably familiarise myself with the "source material" before jumping into something that is a direct and unashamed homage to it, right?


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

If you want this nonsense in your inbox every day, please feel free to subscribe via email. Your email address won't be used for anything else.

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#oneaday Day 174: Why am I still doing this? https://imnotdoctorwho.moegamer.net/2024/11/28/oneaday-day-174-why-am-i-still-doing-this/ https://imnotdoctorwho.moegamer.net/2024/11/28/oneaday-day-174-why-am-i-still-doing-this/#respond Thu, 28 Nov 2024 22:53:20 +0000 https://imnotdoctorwho.moegamer.net/?p=25310 Why am I still doing this? Or, perhaps to the point, why did I start doing this again? This article from Aftermath does a good job of explaining why. Since the rise of social media, I feel like it's significantly less likely for someone to have a "personal website", because everyone is concerned about their … Continue reading #oneaday Day 174: Why am I still doing this?

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Why am I still doing this? Or, perhaps to the point, why did I start doing this again? This article from Aftermath does a good job of explaining why.

Since the rise of social media, I feel like it's significantly less likely for someone to have a "personal website", because everyone is concerned about their "reach" and "engagement", and if you want both of those things, you want to be on a well-established social media site.

But if you're more concerned with self-expression and having a space to truly call your own, having your own website is hard to beat. And I think as people become more and more disillusioned with social media — Twitter and Facebook in particular — I think personal websites are going to become more and more important to a wider range of people.

Times have changed a bit, though. The word "blog" seems to have fallen out of wide usage, to be replaced with "newsletter", this being a result of the assumption that people will sign up to get your posts delivered to them via email, rather than going out of their way to visit your site. However, most of the "newsletters" out there are actually just blogs: people having a space to call their own, writing whatever they feel like at any given moment.

The best blogs… sorry, newsletters… of course have a distinct focus. One of my favourites is Ed Zitron's Where's Your Ed At?, which is one of the few sites out there continually taking the garbage of the AI industry and other enshittified parts of the Internet to account for their making life worse for everyone.

And, of course, if you've been following me for a while, you'll know about my own MoeGamer, which is my main video game blog. MoeGamer has now outlived all of the professional, commercial sites I have ever written for, which is a nice feeling. Sure, I don't update it every day or indeed regularly, but there's a ton of stuff to read on there, and I've made sure all of it is hopefully relevant and interesting, regardless of when you come to it. No racing to get "news" out the door; no rushing games to meet embargoes; just in-depth articles about games that, for one reason or another, I have found it worthwhile to spend some time, effort and words talking about.

This site, though, this is mostly for me. This site is my virtual replacement for the personal diaries I used to write as a teenager, only at no point have I become embarrassed enough about something I've written to want to throw the whole thing in the outside bin so it would never be found by anyone, except maybe the dustmen, who I hope had a good laugh about how much I fancied Nikki Rose before flinging the book into landfill. This site is my reminder of at least part of my time on this planet which, for sure, has had some hefty ups and downs over the course of the last 15-20 years or so.

Does it have many people reading it? No. But I'm not doing it for them. I'm doing it for myself — and if anyone happens to stumble across this little corner of the Internet and gets something out of something I've written, that's just a happy bonus.

If you've never given this sort of thing a try and you find yourself frustrated at social media, I can highly recommend giving it a go. It's dead easy to get started with a platform like WordPress or its numerous imitators; in many cases, you can get up and running for free, too.

However you choose to do it, I can assure you of one thing: having a space to truly call your own, in which you can express yourself completely freely, is something that I've started to find increasingly important with each passing year. It's a good thing to have an outlet, for both the good feelings and the bad, and banging out 500-1000 words every so often just about whatever's on your mind is a healthy habit to get into.

That's why I'm still doing this. Not to be famous, not to make money, not to get engagement and followers. But because it's just something I want to do, and which I find is of great benefit to my overall wellbeing. Give it a try!


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 173: Staring down the barrel of #DOScember https://imnotdoctorwho.moegamer.net/2024/11/27/oneaday-day-173-staring-down-the-barrel-of-doscember/ https://imnotdoctorwho.moegamer.net/2024/11/27/oneaday-day-173-staring-down-the-barrel-of-doscember/#respond Wed, 27 Nov 2024 20:22:10 +0000 https://imnotdoctorwho.moegamer.net/?p=25307 #DOScember is the annual celebration of DOS gaming and computing on YouTube and surrounding environments (not to be confused with #DOSember, which is a Twitch thing) and, even though many of the original participants and organisers have become somewhat disillusioned with the whole thing for various reasons, it's still a fun excuse to bust out … Continue reading #oneaday Day 173: Staring down the barrel of #DOScember

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#DOScember is the annual celebration of DOS gaming and computing on YouTube and surrounding environments (not to be confused with #DOSember, which is a Twitch thing) and, even though many of the original participants and organisers have become somewhat disillusioned with the whole thing for various reasons, it's still a fun excuse to bust out some classic MS-DOS games and remind yourself of how good early '90s PC gaming was.

I did a few videos last #DOScember that I not only enjoyed making, they also performed rather well on my channel. So I'm likely going to spend this December doing primarily DOS gaming stuff on my YouTube channel.

I'm thinking a few things at this point. Firstly, I'm quite keen to do another full adventure game playthrough similar to my The Lost Files of Sherlock Holmes: The Case of the Serrated Scalpel runthrough from last year. (This wasn't a #DOScember thing, it was just something I felt like doing at the time.) I haven't yet decided what I should do as yet; on the one hand, playing something I'm already familiar with should mean that I can get through it without getting stuck, but on the other, this might be a prime opportunity to explore a game I've never tried for the first time.

The temptation when thinking "I want to play an adventure game" is to jump straight to Sierra and LucasArts, and for sure, they are all solid choices. But there were other folks making adventures at the time, too, and I think the stuff from them is worth celebrating, too. At present, I'm leaning towards something from Access Software, as these are games I've never tried, and I know at least some of them (the Tex Murphy games and Countdown spring immediately to mind) are fondly regarded.

When considering that I probably want to play these games as a Let's Play, I'd also prefer a game that isn't "talkie", so I can narrate and do the voices myself. It's a silly little thing, but I do very much enjoy doing this, so it's something I'm particularly looking for.

The other thing that I'll probably do is at least a few "pre-scripted" videos like I did last year. Last time around, I looked at early first-person shooters, games I'd always wanted to try but never had the chance to, and interesting discoveries I'd stumbled across by chance. Those are solid formats, and all of those videos performed well; I'm thinking I might do something other than first-person shooters for the first bit though. Perhaps space sims or flight sims? Those are ripe for exploration, and they're both genres I used to absolutely love.

Anyway, that's the plan for #DOScember on the YouTube channel. If you have any good DOS adventure game suggestions (preferably of the point-and-click variety, and preferably not "talkie", as outlined above) then I'd love to hear 'em. Otherwise, I'll see you on the channel!


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 172: Things you're not allowed to pretend you were the first to think of any more https://imnotdoctorwho.moegamer.net/2024/11/26/oneaday-day-172-things-youre-not-allowed-to-pretend-you-were-the-first-to-think-of-any-more/ https://imnotdoctorwho.moegamer.net/2024/11/26/oneaday-day-172-things-youre-not-allowed-to-pretend-you-were-the-first-to-think-of-any-more/#respond Tue, 26 Nov 2024 23:37:59 +0000 https://imnotdoctorwho.moegamer.net/?p=25301 Christmas is coming, and that means yet another year of people who think they are absolutely hilarious for informing you of their sudden revelation that Die Hard is a Christmas movie. Societal norms dictate that you are supposed to laugh at this, pretend you've never heard it before and explain, incredulously, that "it really is, … Continue reading #oneaday Day 172: Things you're not allowed to pretend you were the first to think of any more

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Christmas is coming, and that means yet another year of people who think they are absolutely hilarious for informing you of their sudden revelation that Die Hard is a Christmas movie. Societal norms dictate that you are supposed to laugh at this, pretend you've never heard it before and explain, incredulously, that "it really is, isn't it?" or something along those lines.

As an autistic person, I have the regrettable tendency to spot patterns in everyfuckingthing, particularly human interactions. And, doubly regrettably, I find predictable patterns in human interaction oddly infuriating. One would think these patterns would make communicating with one another easier, particularly for one with the social anxiety that so often goes along with autism.

But no; somehow, I have transcended these "easy wins" of polite conversation and crossed over into the territory where I can see these mindless, predictable exchanges as being utterly meaningless, devoid of any real connection between the participants, instead just relying on quoting something other people have said a million bajillion katillion times over already.

I think my distaste from this at least partly stems from someone I knew at university who, in retrospect, was probably also autistic, as his sole contribution to conversations on numerous occasions was to repeatedly and relentlessly quote Blackadder, devoid of any context whatsoever. It wore me down so much over the course of four years that I was not able to even contemplate watching Blackadder for a good long while afterwards.

It's not just that, though, as I'm sure even a non-autistic person can understand how that would become exceedingly annoying over the course of four years. I think the thing that frustrates me more than anything is how I'm sure everyone involved in the conversation about how Lisa from Accounts "can't deal with the word 'moist'" knows that, in fact, Lisa from Accounts really has no strong feelings about the word "moist" and is instead simply parroting something she heard someone else say that she found quite amusing, perhaps in the hope that someone she likes might flirtatiously start using the word "moist" around her more, giving her ample opportunity to do that thing where people go "oh, no, stop, you big silly" and push someone away while laughing, when they actually just want to shag them.

Or something. I don't know. The very prospect of behaving like that has always annoyed me sufficiently that I never attempted to carry it through to potential shag territory.

It's the insincerity of it that bugs me, I think. It's the very worst kind of small talk; supposed "communication" that is doing nothing but fill silences, but nothing of any real substance is being discussed. People aren't actually getting to know one another or improving their relationships with one another when they have the "pineapple on pizza is weird, isn't it?" discussion; they're simply reading from the hymn sheet in a vain attempt to make themselves look Funny and Cool, because as everyone really tries to drum into you while you're growing up, Having A Good Sense of Humour is the most important character trait anyone can develop, regardless of situation.

I do not, at this point, wish to imply that I am devoid of a good sense of humour. In fact, I have a fucking excellent sense of humour, thank you very much. Well, okay, I still have pretty much the same sense of humour I did when I was 15 years old, which means I still find farts hilarious, but at least when you let out a particularly salty grunt in front of friends, family or colleagues, you're taking a bit of a risk under most circumstances. You're putting yourself out there (quite literally, in terms of gaseous emissions) and, effectively, saying "this is something I find funny" without resorting to material that Michael McIntyre might find "a bit tired".

Of course, I appreciate that there are doubtless plenty of you out there who think a rancid bottom-burp is the absolute worst thing someone can do in polite company. And that's fine, too. There are plenty of people I wouldn't (voluntarily) let off a trouser-trumpet in front of because, despite the autism, I know that it's not a good idea.

But even so. A fruity guff is something you've made yourself, rather than stolen from wherever these inane non-discussions came from in the first place. And thus, if you want to be pals with me, I'd much rather you let rip with a thunderous eggy woofter than even think about telling me how funny it is that Die Hard is "technically" a Christmas movie.

Parp.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 171: The End of Grisaia https://imnotdoctorwho.moegamer.net/2024/11/25/oneaday-day-171-the-end-of-grisaia/ https://imnotdoctorwho.moegamer.net/2024/11/25/oneaday-day-171-the-end-of-grisaia/#respond Mon, 25 Nov 2024 23:28:57 +0000 https://imnotdoctorwho.moegamer.net/?p=25298 I've finally finished The Eden of Grisaia, and, aside from the prologue/after stories and gratuitous H-scenes, which I will probably save for tomorrow given it's getting late, that means I've finally brought this amazing trilogy to a close. Back when I first backed it on Kickstarter, I had been led to believe that it was … Continue reading #oneaday Day 171: The End of Grisaia

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I've finally finished The Eden of Grisaia, and, aside from the prologue/after stories and gratuitous H-scenes, which I will probably save for tomorrow given it's getting late, that means I've finally brought this amazing trilogy to a close. Back when I first backed it on Kickstarter, I had been led to believe that it was one (well, three) of the best visual novels ever produced, and having now read the whole thing through from start to finish, I have to concur.

It's a long read, to be sure — the first game alone is somewhere in the region of 50+ hours, though the subsequent two are closer to the 25-30 hour mark — but it's one of those instances where the sheer length is kind of important to your sense of involvement with the whole thing; by the time you've reached Eden's dramatic finale, a big part of it all feeling so satisfying is because you've previously spent so much time with these characters.

And it's really interesting how the whole thing is handled. I won't go into specific details in this post as I'll probably do a more substantial writeup on MoeGamer in the very near future, but I will talk in general terms.

The Fruit of Grisaia, the first entry in the series, is set up in a typical "bishoujo game" format, where you make a few choices in a common route, then end up on a specific girl's route to see their story and endings.

The Labyrinth of Grisaia, the second entry, follows this up with a series of non-canonical "After Stories" which assume you're continuing from the good endings of each girl's individual route from The Fruit of Grisaia. But then it presents you with what it calls its "Grand Route", which, very unusually for what has up until this point seemed mostly like a fairly conventional romance visual novel, focuses very much on the protagonist.

Then The Eden of Grisaia picks up where the cliffhanger of Labyrinth left off, only unlocking its "After Story" and a short "Prologue" to the entire shebang after you've read the conclusion of the protagonist's tale.

Grisaia's protagonist is no ordinary man, you see. He's not a self-insert for the player, and you are not supposed to "inhabit his role" as you are in some other games. Yuuji, as he is known, is a complex, thoroughly fascinating character, and the way the trilogy gradually drip-feeds you the truth of Yuuji's full identity and background makes it consistently compelling. At the start of The Fruit of Grisaia, you think he's a bit of a weirdo who is starting a new life at a school that is also inhabited by a bunch of other weirdoes. Throughout The Labyrinth of Grisaia, you learn a lot about his past life that made him the way he was. And in The Eden of Grisaia, things build to a dramatic conclusion that sees Yuuji confronting his oldest and most feared foe in scenes that would make a Metal Gear game proud.

Yes, y'see, Grisaia's big secret, if it even is one at this point, is that it's not a standard school romance series at all, despite what The Fruit of Grisaia might initially lead you to believe. Mind you, with the high drama that occurs in each and every character route in The Fruit of Grisaia — which ranges from violent yakuza shenanigans to the post-traumatic consequences of having survived through a situation that involved, among other things, cannibalism — you'll barely be halfway through a route before you realise that there is definitely more going on here than might have initially appeared.

The series moves from being a tale about coping and moving on from trauma to some rather thought-provoking ruminations on war and terrorism in the information age. And it does so gradually and naturally; The Eden of Grisaia ends up in a very different place to where The Fruit of Grisaia started, but that just makes the journey feel thoroughly worthwhile. I can highly recommend the experience of reading through the trilogy, and I'll have more to say on the subject when I'm a little more awake.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 170: I really don't care about drama https://imnotdoctorwho.moegamer.net/2024/11/24/oneaday-day-170-i-really-dont-care-about-drama/ https://imnotdoctorwho.moegamer.net/2024/11/24/oneaday-day-170-i-really-dont-care-about-drama/#respond Sun, 24 Nov 2024 13:59:12 +0000 https://imnotdoctorwho.moegamer.net/?p=25295 I've been umming and ahhing about whether or not to post this, but if I can't speak freely on my own fricking website, I think I'll explode, so I'm going to say it anyway. I really, really don't give a damn about any drama surrounding an individual behind a particular project. I'm not saying you … Continue reading #oneaday Day 170: I really don't care about drama

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I've been umming and ahhing about whether or not to post this, but if I can't speak freely on my own fricking website, I think I'll explode, so I'm going to say it anyway.

I really, really don't give a damn about any drama surrounding an individual behind a particular project. I'm not saying you have to feel the same way, but I do want to express that I find it continually tiresome and genuinely upsetting when I want to talk about something that I think is cool, but the first response is always "but [individual] worked on it, so it's bad (and by extension you are bad for having anything positive to say about it)".

I'm not going to talk about specific cases here, because even doing that has the potential to attract ire towards me, and that's not what this post is about. What it is about is the sense of frustration I feel that the real people who worked on a project end up getting punished for the actions or behaviour of one individual — and, by extension, the attacks people who express enthusiasm for that project end up suffering also.

It is an unfortunate fact of capitalist life that in order to claw your way up to the top of the heap, you probably have to be a bit of a shithead. The way capitalism works, the way business works; you need to be a bit of a shithead in order to see success. You need to doggedly pursue the things you want to achieve, and you need to defend your commercial interests. This is true for pretty much all industries, whether it's groceries, tech, publishing or whatever. I defy you to find any company out there with an executive suite that has never done anything you're not a particular fan of, all in the name of either pursuing their goals or defending their commercial interests.

Trouble is, when the higher-ups at a company do something that is regarded as "bad" or "indefensible", the real people who suffer are those who are just doing their job underneath. When one CEO behaves poorly, the people who are actually making the products that CEO's company is known for end up getting punished for it. They could do an absolutely amazing job on whatever they worked on, but still get punished because their boss once did "A Bad Thing", often several years ago.

This, unfortunately, spreads outwards. Because "(CEO = Bad) = (Company = Bad)", anyone who then expresses an interest in or an enthusiasm for the products of Company gets yelled at by people who care more about the CEO than the company or the product. And that leaves people feeling like they simply can't express their enjoyment of something they like just as a product, because of one thing the CEO did half a decade ago.

CEOs should, ideally, not do shit things. It would be lovely if we lived in a world where CEOs did not feel the need to do shit things, be it in the name of pursuing their goals or defending their interests. But we do not. And frankly, I am, I'm afraid, long past giving a shit.

I've seen too many pointless, unnecessary arguments and too many strained, even broken friendships over this sort of thing, and it just doesn't matter. We live in a joyless enough world as it is; we should not be attacking one another over the things we choose to have fun with, so long as those things are not actively hurting someone. And in the specific instances I'm thinking about here, no-one is getting hurt except the folks who worked on them, and the people being attacked for daring to say something positive about them.

That's all I'm going to say on the subject. I do not want an argument on this, I do not want anyone in the comments trying to tell me I'm wrong for feeling this way. I'm fed up and I'm annoyed, and I am absolutely not in the mood for someone to tell me I'm wrong for feeling that way. So if you're gearing up to type a comment like that, zip it. I do not want to hear it.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 169: Analysis paralysis strikes again https://imnotdoctorwho.moegamer.net/2024/11/23/oneaday-day-169-analysis-paralysis-strikes-again/ https://imnotdoctorwho.moegamer.net/2024/11/23/oneaday-day-169-analysis-paralysis-strikes-again/#respond Sat, 23 Nov 2024 22:30:55 +0000 https://imnotdoctorwho.moegamer.net/?p=25292 I'm having a bit of a "moment" this evening. I want to play something, but my brain is bouncing every which way while I try and actually settle on something to spend some time with. Part of the issue is that I've started several things, and when this happens I find myself feeling "obliged" to … Continue reading #oneaday Day 169: Analysis paralysis strikes again

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I'm having a bit of a "moment" this evening. I want to play something, but my brain is bouncing every which way while I try and actually settle on something to spend some time with. Part of the issue is that I've started several things, and when this happens I find myself feeling "obliged" to try and finish those off, but part of me also wants to experience something brand new.

To clarify: all the things I've started I absolutely want to finish. But I think I may have inadvertently overwhelmed myself with everything I have on the go already. So indulge me a moment, if you please, while I attempt to make some sense of what my brain is thinking.

Games I have started but not finished (and which I want to finish): Mon-Yu, The Eden of Grisaia, Ys VIII: Lacrimosa of Dana, Yakuza 5, Trails in the Sky Second Chapter, Atelier Lydie & Suelle: The Alchemists and the Mysterious Paintings, Little Busters!, Rance Quest Magnum

Games I am considering replaying for New Game+/DLC etc: Final Fantasy XVI, Final Fantasy XV, Stranger of Paradise: Final Fantasy Origin, Blue Reflection: Second Light

Games I quite fancy starting: Loop8: Summer of Gods (yes, I know it's supposedly pump but I want to try it anyway), Rhapsody II, Kowloon High School Chronicle, Collar x Malice, Nights of Azure 2: Bride of the New Moon

Games I feel like I "should" start at some point but which seem to get knocked down the priority pile regularly: Final Fantasy IV/V/VI Pixel Remaster

You can hopefully see the issue I have presented myself with: a veritable horde of long RPGs and visual novels, all of which I want to play and finish. And I've rather stupidly gone and actually started a bunch of them and left them half-finished, which is where my analysis paralysis is primarily stemming from.

So let's take those "games in progress" and look a little closer.

Mon-Yu: Dungeon crawler that I started on stream, but have subsequently been playing off-stream, because I'm not sure it's the best game to "build an audience" with. Has the advantage of being extremely light on the narrative, so it's a game that, in theory, can be dipped in and out of as mood dictates. Its main disadvantage is that it's quite tough, so rewards protracted sessions. It's not super-long, though: I believe there are seven main dungeons and I'm on the fourth. So a bit of determination can probably bash this one out before too long.

The Eden of Grisaia: Visual novel that I'm really enjoying and have been wanting to see the conclusion to for nearly ten years. This is easy enough to fit in whenever, since it requires no decision-making, just concentrating on the unfolding narrative. I am presently about 50% through its main storyline, though there are some other stories that unlock after that is completed. This is something that, perhaps, I can play over lunch instead of watching videos, since I can just stick it on auto and watch it unfold.

Ys VIII: Lacrimosa of Dana: I love Ys, but I started this at the behest of one of my wife's friends, who was drunk at the time and wanted to see it. This means I'm not particularly invested in my current playthrough, so it's pretty much at the bottom of my priority list, and I might even just start it over when I come to play it "properly".

Yakuza 5: I also love Yakuza and am keen to get up to date with the series, but doing so feels a tad overwhelming right now. I am fairly early in this and haven't gone through much of the plot, but I have been enjoying the side activities, as is the law with Yakuza games.

Trails in the Sky Second Chapter: I had bold plans to play through "all of Trails", which was a silly thing to promise myself. I enjoyed revisiting the first Trails in the Sky, but Second Chapter's similarity to it made me feel a little burnt out going straight into it. I'm not far into this at all, but I'm far enough that I'm not sure I'd want to start over.

Atelier Lydie & Suelle: I was doing great on the Atelier MegaFeature over on MoeGamer, but I kind of ground to a halt with this game, not because I wasn't enjoying it, but at least partly because I started working on Rice Digital and thus didn't have time to commit to personal projects like this. It has been long enough that I think I can probably start this over when I want to come back to it.

Little Busters!: I took this with me on an overnight trip to work to play out of curiosity, and enjoyed the few chapters I played through, but again, haven't got far. Again, I think I would probably start this over when the time comes.

Rance Quest Magnum: Another game with Yakuza syndrome: I want to catch up on the series, but doing so is a daunting prospect. This game at least has the benefit that its early hours are relatively light on plot, and its quests are bite-sized, making it a game that you don't necessarily have to devote hours to in order to get the best out of it.

I'll also say it's worth noting that recently I finished Silent Hope, which was one of those games that had been looming over my head for ages, and it felt good to finally knock that one on the head. I also played through 1000xRESIST the other day, and enjoyed that a lot.

Thinking about things sensibly, then, the thing that would make the most sense would be to play The Eden of Grisaia when my brain is alert enough to read, Mon-Yu when I fancy bopping things until numbers come out. I drop Ys VIII, Atelier Lydie & Suelle and Little Busters! without guilt for now, and come back to them fresh and from the beginning when I'm not so overwhelmed. I review how I'm feeling after finishing either Mon-Yu or The Eden of Grisaia (or both) and consider whether to pick up where I left off in either Yakuza 5 or Trails in the Sky Second Chapter at that point — in other words, defer that decision until one or two things are checked off.

That sounds good, right? Okay, The Eden of Grisaia it is for now, then.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 168: On The Spectrum https://imnotdoctorwho.moegamer.net/2024/11/23/oneaday-day-168-on-the-spectrum/ https://imnotdoctorwho.moegamer.net/2024/11/23/oneaday-day-168-on-the-spectrum/#respond Sat, 23 Nov 2024 01:18:52 +0000 https://imnotdoctorwho.moegamer.net/?p=25290 I got that new Spectrum. I was going to call it a Spectrum Mini, but it really isn't — it's a well-crafted replica of the original 48K Speccy, rubber keys and all, only it has stuff like HDMI out, USB ports and suchlike. Like TheC64 Mini/Maxi, TheA500 Mini and The400 Mini, it's an emulation box … Continue reading #oneaday Day 168: On The Spectrum

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I got that new Spectrum. I was going to call it a Spectrum Mini, but it really isn't — it's a well-crafted replica of the original 48K Speccy, rubber keys and all, only it has stuff like HDMI out, USB ports and suchlike.

Like TheC64 Mini/Maxi, TheA500 Mini and The400 Mini, it's an emulation box with a bunch of built-in games (48 this time) and the ability to load your own stuff from USB.

As I type this, a vast collection of Spectrum games and demos are copying themselves to a USB stick, so I haven't had time to try that side of things today. I have had a play with some of the built-in games, though, and they're a really interesting mix.

There's expected stuff like Manic Miner and Skool Daze — though no Jet Set Willy, interestingly — but of particular note is the selection of modern indies that are included. There's some really cool stuff in there, including a 3D platformer called Cosmic Payback and and light-based puzzler called Tenebra, both of which I've had some fun with today.

The Spectrum is not a system I know well at all, having grown up an Atari boy. So I'm thinking I may chronicle some of my explorations and discoveries on YouTube. While I'm on, I've never really covered the built-in games on TheC64 and TheA500 Mini either, so between those three I think they'll make some nice companion pieces to my 400 Mini playlist and all the other Atari stuff I've done.

These systems were bitter rivals back in the day, but today it's easy to be in a position where you can appreciate all of them. And you should, because they all have unique charms, for sure.

Anyway, that's a loose plan in place that I'll likely start on tomorrow. For now, sleep beckons!

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#oneaday Day 167: What happened to plain ol' fantasy? https://imnotdoctorwho.moegamer.net/2024/11/21/oneaday-day-167-what-happened-to-plain-ol-fantasy/ https://imnotdoctorwho.moegamer.net/2024/11/21/oneaday-day-167-what-happened-to-plain-ol-fantasy/#respond Thu, 21 Nov 2024 23:25:33 +0000 https://imnotdoctorwho.moegamer.net/?p=25285 This is a discussion I've had a few times on Discord of late, but I don't think I've mentioned it here. So, being in need of something to write for today, I thought I'd ponder it here. I grew up being rather fond of fantasy — you know, swords, magic, elves, goblins, that sort of … Continue reading #oneaday Day 167: What happened to plain ol' fantasy?

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This is a discussion I've had a few times on Discord of late, but I don't think I've mentioned it here. So, being in need of something to write for today, I thought I'd ponder it here.

I grew up being rather fond of fantasy — you know, swords, magic, elves, goblins, that sort of thing. I attribute this primarily to my brother's girlfriend of his teenage years introducing me to HeroQuest and the Elric of Melnibone role-playing game; I never played the latter but I did play a fair few sessions of the former, and even managed to convince my parents to get me Advanced Heroquest by Games Workshop for one birthday, which I think has successfully hit the table maybe two or three times in my entire life. (Lucky it has solid solo rules!)

Similarly, one (well, two, technically, I guess) of my favourite book series growing up was David Eddings' Belgariad/Malloreon cycle, which chronicles the rise of young farm boy Garion into a god-slaying hero and powerful sorcerer. Also of note was Douglas Hill's Blade of the Poisoner and its sequel Master of Fiends, both of which were really for kids, but which I enjoyed and re-read numerous times in my youth.

What do all the above have in common? They're all simple, straightforward, old-fashioned fantasy. I add those qualifiers because I feel we don't get a lot of simple, straightforward, old-fashioned fantasy any more. We get a shitload of "dark fantasy", sure, and we also get a lot of "ironic parody fantasy". But just straightforward, simple fantasy? That feels like a dying breed.

To clarify what I mean by these terms: by "dark fantasy" I mean a world where everyone is either miserable or fucking (often simultaneously), the streets are made of mud and the dwarves say "fuck" a lot. By "ironic parody fantasy" I mean "teeheehee, the heroes of this fantasy world know what a 'level' is and talk like they're in a Marvel movie!".

Both of these have their appeal — they must do, otherwise there wouldn't be so fucking many of both of them — but I feel we've reached a point where "subverting the expectations of the fantasy genre" is now more of a cliché than… the fantasy genre itself. I hunger for a good old-fashioned tale of swords and sorcery where no-one says "well, that happened" or "fuck", and which culminates in the plucky young hero, who came from humble beginnings, punching out some sort of god-like entity.

It doesn't even feel like we get this in video games much any more. Final Fantasy has very much gone down the "dark fantasy" route in more recent installments and I think that has been a positive move for the series — Final Fantasy XVI and Stranger of Paradise: Final Fantasy Origin are particular highlights from recent memory — and a lot of anime-style RPGs play up the comedic angle somewhat. There's nothing wrong with either of these things — I enjoy both when I'm in the mood for them — but sometimes you just want something a bit more… straightforward, I guess?

I'm intrigued to try out Metaphor: ReFantazio at some indefinite point in the future, though I suspect that veers towards "dark fantasy", and I have several dungeon crawlers waiting in the wings that might fit the bill.

I'm not mad about this or anything — trends and tastes change, after all — but I just think it might be nice if we could see a bit more in the way of old-school barbarians-in-loincloths-and-wizards-with-beards fantasy. It was a defining influence on me growing up, and it would be nice to revisit that.


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#oneaday Day 166: Only seven years late... and then some https://imnotdoctorwho.moegamer.net/2024/11/20/oneaday-day-166-only-seven-years-late-and-then-some/ https://imnotdoctorwho.moegamer.net/2024/11/20/oneaday-day-166-only-seven-years-late-and-then-some/#respond Wed, 20 Nov 2024 23:30:52 +0000 https://imnotdoctorwho.moegamer.net/?p=25278 Longtime readers of my blog and MoeGamer will know that the visual novel series Grisaia has been something of a defining influence on my media tastes for quite some time. Indeed, over on MoeGamer there's probably a book's worth of words on the first two games that I invite you to read at your leisure. … Continue reading #oneaday Day 166: Only seven years late... and then some

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Longtime readers of my blog and MoeGamer will know that the visual novel series Grisaia has been something of a defining influence on my media tastes for quite some time. Indeed, over on MoeGamer there's probably a book's worth of words on the first two games that I invite you to read at your leisure.

And yet. And yet. For some reason, despite coming to the end of second entry The Labyrinth of Grisaia in 2017 and being incredibly excited about the cliffhanger it ended on, and curious on how it might end up… I have only just got around to making a start on the final part of the original trilogy The Eden of Grisaia. I say "the original trilogy", because since The Eden of Grisaia's release in English, there have been numerous non-canonical spinoff titles released in the series, plus an entire second series of games known as Grisaia Phantom Trigger which, I believe, is eight volumes long. (Granted, I believe one "volume" of Phantom Trigger is a tad shorter than one of the original three Grisaia games, but still.)

Anyway, like I say, I have finally got around to starting The Eden of Grisaia. I was concerned it would be tough to get back into after seven years away from the series, but almost immediately I was reminded why I love this series, and why I've always considered it so important to me. So I'm definitely going to make reading through this final volume from the first trilogy an absolute priority, because I am thrilled to be back in the company of these characters.

But what is Grisaia? I mean, my simple answer to that is "go read the MoeGamer articles linked above", but you may not have the time to read a five-figure word count on the subject. So I will attempt to summarise the series thus:

Grisaia is, in part, a coming-of-age story about people finding their place in the world. This might not sound particularly unusual for a visual novel, and indeed Grisaia initially looks like it's doing its very best to be a fairly conventional high school romance sort of affair. There's an unvoiced male protagonist, a harem of young women who all come to adore him for one reason or another, nookie (in the 18+ version, anyway, which is absolutely the version you should be playing) and multiple endings.

But there's one fairly large spanner thrown in the works almost immediately, and that is the protagonist in question: Yuuji Kazami. He is anything but a "self-insert" or cipher for the player, and right from the opening moments of the first installment The Fruit of Grisaia it's clear that something is up with him. We join him just as he has walked 150km to get to his new school, Mihama Academy, and over the course of his interactions with the five main heroines, we come to learn that he has a mysterious "job".

Initially, the details of this "job" are kept exceedingly vague, but it becomes apparent very quickly that Yuuji is no ordinary high school boy. He is wise — and cynical — well beyond his years, and he uses this experience to help the heroines in various ways. He by no means acts as a "magic bullet" to solve all their problems for them, but his experience in the ways of the world helps him form an incredibly close bond with all five of them. In the original The Fruit of Grisaia, these bonds are implied to be exclusive, and indeed there are even "After Stories" in second part The Labyrinth of Grisaia that continue on that assumption.

But the main story of Grisaia really gets started in The Labyrinth of Grisaia. It's there we learn all about Yuuji's background — which I won't spoil here for the moment, but it's fair to say he is cynical, jaded and experienced in some curiously specialised skills with very good reason — and the whole thing concludes on a dramatic moment that effectively seems to take Yuuji completely out of the picture.

Now, it's a bold series that seemingly removes its protagonist from proceedings two-thirds of the way through, but that's exactly how final part The Eden of Grisaia starts. We switch to third-person narration and follow, for the most part, the exploits of the five heroines as they leave Mihama Academy behind and take on the seemingly impossible task of getting Yuuji back. We have occasional cuts back to Yuuji's present situation, but the focus is still very much on the heroines. At least it has been for as far as I've read so far.

This is a really interesting narrative technique, because it makes it abundantly clear that while The Fruit of Grisaia very much had a kind of "dating sim"-style setup in which you had to pick the right choices to get onto your favourite girl's route and then pick the right choices to get her "good" ending, The Labyrinth and The Eden of Grisaia have a very specific story to tell. Indeed, the main narratives of both unfold as a kinetic novel with no player input whatsoever. It's testament to the quality of the writing (and the translation) that Grisaia remains so thoroughly compelling, even after it takes away both the player's already limited agency in proceedings and the character they were supposed to be "inhabiting".

Don't mistake the switch to third-person narration as being boring, though. The Eden of Grisaia's narrator may be omniscient and non-participant, but they very much have a personality of their own, and they have some exceedingly entertaining remarks to make at times — usually at the expense of Michiru Matsushima, the group's resident "idiot".

Thus far I am very much back in Grisaia mode, and I can't wait to see what happens next. I also know that Grisaia games are a very long read — honestly, it's knowing there are probably 30+ hours of reading ahead that caused me to put off Eden for so long — but I am going to take my time and enjoy it.

In the meantime, if you've never explored the series for yourself, I still highly recommend it. Yes, it's a bit of a commitment to read all of it, to say the least, but it's a journey well worth taking. It's regarded as an absolute classic of the medium with very good reason, and my "Complete Box" version of it that I have on my shelf is absolutely one of my prized gaming-related possessions.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 165: A first look at Ludwig https://imnotdoctorwho.moegamer.net/2024/11/19/oneaday-day-165-a-first-look-at-ludwig/ https://imnotdoctorwho.moegamer.net/2024/11/19/oneaday-day-165-a-first-look-at-ludwig/#respond Tue, 19 Nov 2024 22:19:29 +0000 https://imnotdoctorwho.moegamer.net/?p=25273 Like many of us, I have become increasingly disillusioned with the role of police in today's society. I'm not an "ACAB" (look it up… actually, don't) type, but there have been too many instances in my personal experience of a clear crime being reported to the cops and them basically going ¯\_(ツ)_/¯ before spectacularly failing … Continue reading #oneaday Day 165: A first look at Ludwig

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Like many of us, I have become increasingly disillusioned with the role of police in today's society. I'm not an "ACAB" (look it up… actually, don't) type, but there have been too many instances in my personal experience of a clear crime being reported to the cops and them basically going ¯\_(ツ)_/¯ before spectacularly failing to do anything whatsoever. Despite this, I love a good detective drama, police procedural, anything like that. And so it was with some curiosity that I decided to start watching Ludwig from the BBC, a David Mitchell-fronted detective drama with a bit of a twist.

In Ludwig, Mitchell's character John Taylor is a renowned puzzle author who goes by the name "Ludwig", a nom de plume he adopted when first developing puzzles as a child while listening to Beethoven symphonies on vinyl records.

As the series opens, he is contacted by his identical twin brother's wife Lucy, who has booked a taxi for him to take the 150-mile drive to come and see her, but refuses to tell him anything. John, we quickly learn, is not a sociable type, and dislikes leaving the house at the best of times; Lucy, having known him (and his brother) since childhood, knows very well that presenting him with incomplete information will drive him nuts enough to actually leave his house and discover what mystery awaits his solution.

Turns out that Lucy's husband, John's brother James, has gone missing. He left behind a curious note basically telling his family to flee as quickly as possible; Lucy, being a headstrong type, refuses to do this and instead recruits John to pose as James — they are identical twins, remember — in an attempt to discover the truth of what happened to him. The only slight snag in this? James was a detective working at the local constabulary, meaning John must sneak into an environment he has no professional knowledge of and attempt to find some information from under the noses of people that, presumably, James knows quite well.

Matters are further complicated where, upon John's arrival at the police station, he is almost immediately dragged off to go and look at a crime scene. Caught in a situation where he is simply not able to refuse his partner, he ends up attending the scene of a murder and is completely out of his depth. After briefly fleeing the scene on the pretence of "getting some air", he realises that the case is nothing but a logic puzzle; putting on his "puzzling" hat, he then proceeds to solve it in the same manner he would solve one of those old logic puzzles from the books with the guy in his pyjamas on the front.

His unorthodox methods net him a suspect and a confession, though his colleagues and superiors note that had the confession not been forthcoming, the complete lack of evidence would have made the case impossible to prosecute.

What then follows is John continuing to pose as his brother, working on several cases while attempting to ascertain the truth of what happened to his brother. It gradually becomes apparent that his brother left a trail of puzzle-like "breadcrumbs" to follow, leading John to believe that his disappearance was not accidental or circumstantial; it was planned out in advance. And cracking a cipher James left behind in his notebooks is going to be key to getting to the bottom of the case.

So far I've watched two episodes of the series with Andie and we've both enjoyed it a lot. Mitchell is, of course, playing a variation on the bumbling, socially awkward character he always plays, but it works well in the context. The positioning of an obviously autistic character in a professional role he is absolutely not comfortable with (or trained for) is, at times, borderline farcical, but suspension of disbelief allows you to simply enjoy the spectacle of what unfolds. They mysteries presented are intriguing and keep you guessing, and John's tendency to follow through on his "hunches" keeps things interesting and pacy.

The music throughout each episode is absolutely excellent, too; perhaps predictably for a show called Ludwig, it's all based on themes by Beethoven. Rather than just using the themes straight, however, they are all interesting rearrangements, with variations on Für Elise making up the majority of the soundtrack and the show's main theme.

Genre critics might argue that each individual episode maybe wraps itself up a little too neat and tidily to be truly plausible — in both the episodes so far, the case being solved was dependent on one of the suspects "cracking" under the pressure of John's logical deductions — but honestly? I don't care. For the most part, I don't engage with any form of fiction, regardless of medium, to ponder its realism; I engage with it to be entertained and to get to know interesting characters. And Ludwig certainly provides both in spades. It's good, old-fashioned, entertaining television that strikes an excellent balance between drama and moments of levity, as one has surely come to expect from anything with Mitchell involved at this point.

It's a short series — just six hour-long episodes — so I'm looking forward to seeing where things go. I'm definitely glad I started watching it, and if you enjoy a good mystery, I'd recommend you give it a look, too.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 164: Random access memories https://imnotdoctorwho.moegamer.net/2024/11/18/oneaday-day-164-random-access-memories/ https://imnotdoctorwho.moegamer.net/2024/11/18/oneaday-day-164-random-access-memories/#comments Mon, 18 Nov 2024 22:17:32 +0000 https://imnotdoctorwho.moegamer.net/?p=25270 It's peculiar exactly what memories your brain — or, well, more accurately, my brain — chooses to hold onto. One would think that your most "sticky" memories would be those that were defining influences on you; those which played a key role in shaping you into the person you are today. But I find that … Continue reading #oneaday Day 164: Random access memories

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It's peculiar exactly what memories your brain — or, well, more accurately, my brain — chooses to hold onto. One would think that your most "sticky" memories would be those that were defining influences on you; those which played a key role in shaping you into the person you are today. But I find that very difficult to believe when I contemplate some of my most vivid memories from years gone by.

For example, I vividly remember one lunchtime at primary school, my friend Matthew and I went to the rear of the school fields and did shoulderstands because we thought it would make us more likely to fart. I will freely admit that as a 43 year old man I still find farting far more amusing than I probably should, but I'm not sure that specific memory played a particularly developmental role in appreciating toilet humour. I haven't done a shoulderstand for probably more than 30 years and I doubt I could right now.

I have several other primary school memories, and unfortunately not all of them are particularly positive ones.

I remember playing one lunchtime with a girl I was friends with; we were doing some sort of "pretend play" involving swordfighting using sticks, and my mother happened to walk by the back of the field during lunchtime (it was a public right of way) and saw this play, misinterpreting it as me hitting the girl in question with a stick. I got in trouble for that, despite me knowing very well that I was perfectly innocent.

I remember one P.E. lesson at primary school — very early, infants level, class 1 or 2 — where I really needed to go to the toilet, but I wasn't allowed, and I ended up pissing myself in the playground. Rather than being embarrassed, I found it oddly fascinating how the piss would actually come out through my shorts.

Another P.E. lesson from the same "infants" period, so year 1 or 2, I somehow managed to shit myself without realising it. I didn't notice until I got home and my mother asked why there was a brown stain on my arse. Genuinely not knowing that I'd actually shat myself, I suggested that I must have fallen in some mud at some point. The contents of my pants a little later revealed this to not be the case, though to my mother's eternal credit, she simply made a comment along the lines of "it must have been some very strong mud to go all the way through your pants". To this day, I genuinely don't know how I shat myself without realising it.

Another time at school, again in the infants period, I felt sick during storytime, and yakked all over the floor. Once again, I found myself oddly contemplative about the experience rather than particularly embarrassed.

None of these experiences are what I'd necessarily call "formative". I mean, yes, I have low self-esteem and I'm sure none of those particular events helped in the development of that particular personality trait, but I don't think any of them were the root cause of it. Why do I hold on to those memories? They're not particularly "precious" or anything, though at a pinch I might suggest that I hold onto them because recounting them as an adult is at least slightly amusing.

There are others from later years, too. I've recounted the tale of "not remembering how to make friends" on my first day at secondary school numerous times.

Then there was the time I overheard someone I thought was my friend taking the piss out of me while sitting behind me in the county concert band, and when I jokingly confronted them about it, not wanting to believe that they'd actually been being mean, and them not exactly denying it.

There was the one time I did step out of my comfort zone and introduced myself to someone at university.

The time I sat, all dressed up and ready to go out, brooding in the window of my hall of residence kitchen, hoping someone would find me and I could unleash the hormonal sadness I was feeling because the girl I liked had got with a guy from downstairs.

That one Halloween I felt an incredible sense of self-confidence and liberation after completely hiding my entire body and face. Another Halloween where I dressed up as a monk and ended up not being entirely sure if I'd scored with a girl or not, since she had taken me back to her house, let me in and given me her phone number, then just sort of vanished.

That one evening in grotty student nightclub Kaos where a random bloke asked me if I'd ever done ecstasy, then almost immediately afterwards I scored with a veritable Amazon of a woman (my friend Owen called her "Xena", but her actual name was Beki) and the same bloke shook me by the hand, giving me a knowing wink and a smile, saying "yeah, mate, you'd definitely enjoy ecstasy". (I've never done ecstasy.)

I could go on. There are myriad little snippets of my life that are lodged away in my long-term storage that I don't really know why. I feel like these are the things that will flash before my eyes before I die, and I doubt I'll be any clearer on the reason why they're there at that point, either. Hopefully I won't have to think about that for a while, yet.

I don't really have a conclusion to these musings. I just think it's interesting all the useless memories our brains seem to hold on to. If there is a reason for it, I don't know what it is. Perhaps all those memories did shape me in some way and helped turn me into the gibbering wreck of a human being I am today. In which case… aren't I better off forgetting all of them?


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 163: A thousand resistances https://imnotdoctorwho.moegamer.net/2024/11/18/oneaday-day-163-a-thousand-resistances/ https://imnotdoctorwho.moegamer.net/2024/11/18/oneaday-day-163-a-thousand-resistances/#respond Mon, 18 Nov 2024 01:34:21 +0000 https://imnotdoctorwho.moegamer.net/2024/11/18/oneaday-day-163-a-thousand-resistances/ Having finished Death Mark II last night, I kicked off a recommendation today: 1000xRESIST, which is a game title I have no idea how to say out loud. I played it for a good 6 hours or so in total, so I think it's safe to say I'm having a good time. I thought I'd … Continue reading #oneaday Day 163: A thousand resistances

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Having finished Death Mark II last night, I kicked off a recommendation today: 1000xRESIST, which is a game title I have no idea how to say out loud.

I played it for a good 6 hours or so in total, so I think it's safe to say I'm having a good time. I thought I'd reached the end, but then a whole new bit started, and with it being half past 1 in the morning I thought I'd probably better stop.

I don't want to spoil too much about the game because it's very much a "story game" that is light on what we'd call traditional "gameplay" beyond moving around various beautifully presented environments, but I thought I'd pen a few words at least.

In 1000xRESIST, you play the role of Watcher, a clone of the mysterious "ALLMOTHER", the sole survivor of a global crisis that wiped out the rest of humanity. An entire society of the ALLMOTHER's clones has apparently sprouted up and is functioning about as well as can be expected in a futuristic post-apocalyptic dystopia where breathing the unfiltered air causes all your bodily fluids to leak out through your eyes.

What's particularly interesting about this game is that you get to see the "past" of the ALLMOTHER via various means, and because your character is from a time period that is completely unfamiliar with concepts like "high school" and "boys", there's a marvellously "uncanny" feel to everything you do and see.

It's not overdone, but it is almost intoxicatingly disorienting to begin with. As time goes on, you get used to it, though; you learn the curious little phrases that have come about as a result of generations' worth of worshipping the ALLMOTHER, and you start to understand why this peculiar society functions the way it does.

There's definitely a lot to unpack in the narrative as a whole, as there's a swathe of different themes tackled at various times. It's intelligently written, never patronising, and dear Lord is it (apparently) compelling, given the amount of time I've spent on it today.

Thankfully, I have a couple of days off work tomorrow and Tuesday, so I should hopefully be able to polish it off in that time. I'm keen to talk more about it, as I suspect pondering it on "paper" will help me process the many varied themes it brings to the table.

For now, though, sleep beckons.

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#oneaday Day 162: Successful plans https://imnotdoctorwho.moegamer.net/2024/11/17/oneaday-day-162-successful-plans/ https://imnotdoctorwho.moegamer.net/2024/11/17/oneaday-day-162-successful-plans/#respond Sun, 17 Nov 2024 12:59:49 +0000 https://imnotdoctorwho.moegamer.net/?p=25266 I streamed yesterday, and my good pal Chris joined in. It was a successful stream — we both had a lot of fun. I haven't figured out how to share my gameplay privately with Chris with audio, but he could at least watch what I was doing while we talked, and it's so much easier … Continue reading #oneaday Day 162: Successful plans

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I streamed yesterday, and my good pal Chris joined in. It was a successful stream — we both had a lot of fun. I haven't figured out how to share my gameplay privately with Chris with audio, but he could at least watch what I was doing while we talked, and it's so much easier to keep talking while playing when there's someone else there to interact with.

During the stream, I concentrated on playing Toaplan games from the upcoming Toaplan Arcade 3 and 4 cartridges for Evercade. There are some real bangers among these, but as with most Toaplan games, they're very hard! I reached an actual blockade in Dogyuun, which uses checkpoints, but we managed to clear the entirety of Fixeight and Snow Bros. 2 with judicious credit-feeding, both of which were a lot of fun.

I have the next couple of days off work so I think I'm going to take Sunday entirely for myself, perhaps to start having a look at 1000xRESIST, which a few people have recommended to me recently. I don't really know much about this game, but what little I've seen certainly seems to be intriguing, so I'm looking forward to checking it out. It's unfortunate there doesn't appear to be a physical release at present, so I'm going to nab the Steam version; there are rumours that there might be a physical Switch version at some point, but nothing concrete as yet.

Anyway, things are OK right now. If you were wondering about progress on the whole "eating well" thing, I'm 11 pounds down on when I started, which is good… what was less good was the amount of weight I'd put on after our week's holiday away, but at least that's coming off again now! We've had a few days of feeling a bit "eh" about dieting this week, but we're getting properly back into the swing of things on Monday. Sometimes you just need to get urges and cravings out of your system to continue being productive.

Oh, I know what else I need to do today. I need to write about Death Mark II, which I finished yesterday. More details will be forthcoming over on MoeGamer, but suffice to say for now that the entire Spirit Hunter series is absolutely magnificent, and anyone the slightest bit interested in top-quality, genuinely intelligent horror should definitely check all three games out. But like I say, I will talk more about the details over on MoeGamer.

In fact, I'm off to go do that right now. Ta-ta. If you missed the stream yesterday, here's an archive for you to watch!


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

If you want this nonsense in your inbox every day, please feel free to subscribe via email. Your email address won't be used for anything else.

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#oneaday Day 161: Plans for Tomorrow https://imnotdoctorwho.moegamer.net/2024/11/15/oneaday-day-161-plans-for-tomorrow/ https://imnotdoctorwho.moegamer.net/2024/11/15/oneaday-day-161-plans-for-tomorrow/#respond Fri, 15 Nov 2024 23:01:30 +0000 https://imnotdoctorwho.moegamer.net/?p=25263 Tomorrow I'm going to do some streaming, as I have done the past few weeks. 8pm UK time, twitch.tv/pjedavison. Be there, or… don't be there, I guess. But it'd be nice if you were. Rather than grinding through another layer of Mon-Yu, though, I thought it'd be a nice opportunity to play some shoot 'em … Continue reading #oneaday Day 161: Plans for Tomorrow

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Tomorrow I'm going to do some streaming, as I have done the past few weeks. 8pm UK time, twitch.tv/pjedavison. Be there, or… don't be there, I guess. But it'd be nice if you were.

Rather than grinding through another layer of Mon-Yu, though, I thought it'd be a nice opportunity to play some shoot 'em ups and, assuming his availability lasts, have a bit of a chat with my good friend Chris, who enjoys a good shoot 'em up. We haven't had the opportunity to record a MoeGamer Podcast for a very long time, and while this isn't quite the same thing, it'll be fun to have a good chat. As an American, Chris is quite understandably a bit under the weather about… everything, so hopefully a bit of fun will take his mind off things for a couple of hours.

Anyway! I don't have overly specific plans other than "play some fun stuff", but I'm going to keep it limited to the Evercade Toaplan Arcade cartridges, of which there are now four. (Well, technically there will be four by the end of the year, but since I work for Blaze I have the last two already.) These are, for me, personal highlights of the complete Evercade library, and I'm thrilled to have worked on all of them.

The games are fantastic, and we were fortunate enough to have access to former Toaplan staffers such as Masahiro Yuge and Tatsuya Uemura to provide some additional commentary for the manuals. I even managed to get some commentary from Tim Follin for Toaplan Arcade 4, since that features the NES port of Sky Shark, which has a soundtrack by the great man himself — though he doesn't think it's his best work!

I'm not sure how well streaming copes with something as frenetic as a shoot 'em up, but it'll be an interesting experiment regardless. Rationally speaking, if a stream can cope with modern 3D games such as first-person shooters and real-time strategy games, I'm sure it can cope with spaceships going boom.

Like I say, I haven't decided specifically what I might play on stream as yet; I'll just take things as they come. I'll probably give the new collections some love, though, as they have a number of games that I think are particularly interesting and noteworthy. Toaplan Arcade 3, for example, has both Batsugun and Batsugun Special Version, which are spectacularly good games, but I want to give Vimana some love, too, as that's one very few people have heard of and I really like it.

A word of caution: don't come to this stream expecting high-level play, or anything other than very basic competence. I love shoot 'em ups, but I'm not super-good at them. This is probably because, like many things, I don't put enough practice in to get good, which is where I think a stream like this might be fun. I can take some time to practice, chat, talk strategy and just generally shoot the breeze — and hopefully having an additional participant in the mix will present some fun topics of discussion. We'll try not to rant too much about the state of the modern world.

So yeah. That's the plan for tomorrow. I'll be going ahead with the stream regardless of whether Chris is available (but he's said he should be) so please do stop by for a bit if you feel like it! See you then!


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 160: The death of Twitter https://imnotdoctorwho.moegamer.net/2024/11/14/oneaday-day-160-the-death-of-twitter/ https://imnotdoctorwho.moegamer.net/2024/11/14/oneaday-day-160-the-death-of-twitter/#respond Thu, 14 Nov 2024 23:26:53 +0000 https://imnotdoctorwho.moegamer.net/?p=25260 It seems like Twitter's day in the sun is finally coming to an end. With the deadline looming for the site to start scraping everyone's posts to train its AI models, Elon being an absolute fucking maniac (not in a fun way) and Trump being in office, a lot of people — including some well-established … Continue reading #oneaday Day 160: The death of Twitter

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It seems like Twitter's day in the sun is finally coming to an end. With the deadline looming for the site to start scraping everyone's posts to train its AI models, Elon being an absolute fucking maniac (not in a fun way) and Trump being in office, a lot of people — including some well-established figures and brands — have been jumping ship and turning to Bluesky. Hell, even the Clifton Suspension Bridge has decided to ditch Twitter. And no, I'm not making that up.

I haven't been following the progress of all the "Twitter alternatives" that sprang up a while back too closely, but it seems like a lot of people are favouring Bluesky, which I must confess is one that I've been on for a little while now. Threads sounds like an absolute dead end of a social network — tech commentator Ed Zitron describes it as "Twitter made of Instagram comments" — and the less said about shit like Gab, Truth Social and Parler (does that one even still exist?) the better.

I'm interested to see where things will go. The vibe on Bluesky right now is very positive; many folks quite rightly describe it as feeling like Twitter from 10+ years ago, and they're absolutely right in terms of atmosphere. The users have collectively decided to not allow it to fall into negativity and ragebait like Twitter has become in recent years, and there is a shared understanding that "block early and block often" is the best approach to anyone being a dickhead.

This is helped enormously by Bluesky's "nuclear block" function, which means that if someone quote-replies a post then blocks the person they quoted, the quote will appear as blocked for everyone. That helps prevent dogpiling and discourages people from going around looking for trouble. Couple this with the "detach quote" function, where if you do find yourself quote-replied and you're getting grief as a result, you can simply unclip your post from the quote and be left the fuck alone. Much better than Twitter's woefully ineffective mute and block functions — oh yeah, Twitter made block work so that anyone you blocked can still see your posts, which is… great.

At this point, anyone still on Twitter is in absolute denial. The place is infested with bots, scammers, right-wing fucknuts and Elon sycophants who want nothing more than just a crumb of billionaire dick to suck. And with the impending "AI" shit looming, I'm not surprised people have finally had enough. I'm certainly never going back, and I think my boss and I need to have a serious conversation about whether we start focusing our professional social media efforts on Bluesky instead of Twitter. There are a lot of cool retro game peeps over there, and I think Evercade would fit in well there.

Of course, there's always the thing to ponder: do people really want "brands" on a social media site? And I guess it depends what they're doing. If all they're doing is engagement bait crap, probably not. But this might be a fun opportunity to experiment with doing something a bit different, in a place with an altogether different vibe.

Something to consider next week, certainly — my boss is off this week, otherwise I'd have a chat with him about it tomorrow. In the meantime, Bluesky seems to be a pleasant enough place to hang out from a personal perspective, and a fair few people I know have showed up there. It's social media how it used to be before all those sites made us want to kill ourselves every day, and I'm sure that won't last forever. But while it does, we may as well enjoy it.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 159: To upgrade... or downgrade? https://imnotdoctorwho.moegamer.net/2024/11/13/oneaday-day-159-to-upgrade-or-downgrade/ https://imnotdoctorwho.moegamer.net/2024/11/13/oneaday-day-159-to-upgrade-or-downgrade/#comments Wed, 13 Nov 2024 22:50:19 +0000 https://imnotdoctorwho.moegamer.net/?p=25252 I'm due an upgrade on my phone, and for the first time I'm holding off because I'm not sure I want one. All the new phones are rammed with AI bullshit and I don't want to encourage that crap in any way whatsoever, so the prospect of getting one makes me a tad uneasy. The … Continue reading #oneaday Day 159: To upgrade... or downgrade?

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I'm due an upgrade on my phone, and for the first time I'm holding off because I'm not sure I want one. All the new phones are rammed with AI bullshit and I don't want to encourage that crap in any way whatsoever, so the prospect of getting one makes me a tad uneasy.

The other thing that is causing me to hold off is a growing desire to break my attachment to smartphones. I don't like being dependent on a smartphone. I don't like having that stupid black rectangle follow me everywhere I go. I don't like feeling like I compulsively "have" to fiddle with it if I don't have anything to say or anything to do.

There are a few things stopping me from immediately ditching my smartphone and "downgrading" to a modern feature phone. I thought I'd ponder each of them in turn. I probably won't come to a conclusion, but it might help me sort some things out in my mind. And maybe it'll be helpful for you, too, I don't know.

WhatsApp

I don't use WhatsApp as much as a lot of people, but I do have a few ongoing chats that are my sole means of connection with friends I haven't seen for a while. On top of that, the people from my job use WhatsApp for communication outside of work — for example, when we're having a group social trip together.

Giving up WhatsApp would mean giving up a connection to people I don't want to "disconnect" from entirely, and would also make life inconvenient for my work colleagues. That last one I'm not super concerned about, but I do like my job and my colleagues, so I don't really want to be a pain.

Beyond those maybe two group chats (both of which have declined in activity anyway) and my work colleagues, I'm not super attached to WhatsApp. I could probably live without it.

The camera

Phone cameras these days are pretty excellent. I shoot anything that isn't direct capture from gaming hardware on my phone. Upgrading my phone would mean I can get an even better camera.

However, two things: 1) I can still use the camera on my existing phone even if it doesn't have a SIM card in it (I think, anyway). And 2) I could just, y'know, buy a nice camera.

So while it's certainly convenient to be able to snap photos and take video with a device that is with me anyway, it's probably not actually a dealbreaker in this situation.

Music and podcasts

I am, I'm afraid, "part of the problem" with music, though not out of any belief that streaming is "better" than having your own collection of tunes. It's just a lot more convenient to be able to stream music (I use YouTube Music, because I have YouTube Premium and might as well use the additional benefit) and podcasts from, again, a device I have with me anyway. Plus my phone's Bluetooth connects to my car stereo with no difficulty, making it easy to queue up entertainment for long journeys, such as my monthly drive to the office.

I haven't looked at standalone MP3 (or equivalent) players for probably 20+ years at this point. I'm sure they exist. In fact, hold on.

It seems I can get a cheap Chinese shitbox for £20-£30, or I can spend three thousand pounds on a gold Sony thing (just £659.80 a month!) if I'm feeling particularly insane. What the actual fuck.

Uh… anyway. MP3 players do indeed still exist, and many of them have Bluetooth. Some of them even have WiFi, and some of them take the iPod touch approach where they're basically a phone without the "phone" bit. I will steer clear of those, at least, because that would just be replacing one problem with the same problem, but mildly less convenient.

So an MP3 player with a decent capacity is not expensive. That would require me to organise my MP3 library, though, which has been in a right state since Google Music (RIP) invited me to upload it all "to access anywhere", then promptly closed down and was replaced with the considerably inferior YouTube Music… and when I downloaded it all again the organisation was all fucked.

It wouldn't be the end of the world to have to do that, but I'd rather not have to. So I think we can consider the music player side of things covered.

Navigation

In-car navigation is easily solved: buy a satnav. But I also use Google Maps when I'm on foot to see what's nearby and figure out how to get to places. That is a problem that is a little trickier to solve. GPS devices for on-foot navigation certainly exist, but they're primarily geared towards hiking and cost more than I'd be willing to spend on something that I'd only use occasionally, particularly if I had already bought a satnav for the car.

I can't see an easy solution to this one. I believe some feature phones are able to access a Web-based form of Google Maps, but I don't know how useful or effective that is.

I mean, I guess I could kick it really old school and just buy an A to Z of wherever I happened to be going. I can't check what time Sainsbury's closes with one of those, though, unless they've considerably enhanced the level of detail they go into since I last used one.

Conclusion?

I could probably find solutions to all of the above problems, except WhatsApp. I believe there are some feature phones that are capable of using a text-only version of WhatsApp, but from a cursory glance around earlier today it seems a lot of them don't work in the UK for some reason.

I will continue to mull it over. The prospect of truly breaking free from the smartphone becomes increasingly appealing day by day… I'm just not quite sure I'm truly ready to pull the plug. My main concern is suddenly running into a use case that I haven't thought of while farting this blog post out of an evening, and then being kind of fucked when I'm stuck with a modern-day Nokia and no means of fulfilling the function I suddenly, urgently require.

But really, what might that even be? It can't be that important, or I would have thought of it by now, surely.

Anyway, I haven't reached a definitive conclusion. But I have definitely convinced myself that there are at least some of the features I use on my smartphone that I absolutely can live without. Is that enough, though?


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 158: Obligations from 30+ years ago https://imnotdoctorwho.moegamer.net/2024/11/12/oneaday-day-158-obligations-from-30-years-ago/ https://imnotdoctorwho.moegamer.net/2024/11/12/oneaday-day-158-obligations-from-30-years-ago/#respond Tue, 12 Nov 2024 22:15:15 +0000 https://imnotdoctorwho.moegamer.net/?p=25247 I have a recurring dream. I am told it is quite a common one — or variations on it are, anyway — but I'm going to talk about it regardless, because I've been sitting staring at a blank page for half an hour and haven't been able to think of anything else to write today. … Continue reading #oneaday Day 158: Obligations from 30+ years ago

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I have a recurring dream. I am told it is quite a common one — or variations on it are, anyway — but I'm going to talk about it regardless, because I've been sitting staring at a blank page for half an hour and haven't been able to think of anything else to write today. So indulge me, if you will.

In my recurring dream, I am back at my secondary school. I am hanging out with my friends from that time, which is 30+ years ago. And I am not attending one of the music group rehearsals that I'm supposed to be participating in after school. I am, apparently, deliberately not attending it, and I am standing in a place with my friends that is within line of sight of the music block. My music teacher Mr. Murrall is standing outside the music block with his arms folded, just staring at me with a disapproving expression on his face. I feel bad. I feel guilty. And yet I do not — cannot — walk over there, apologise for whatever reason I have not showed up to rehearsals, and get back involved.

This dream is sometimes complemented or accompanied by a scenario in which I am preparing to go on stage, either to perform a piece of music or act, and I absolutely have not practiced the thing I am supposed to be performing. If I'm supposed to be acting, I don't even know my lines a little bit. If I'm supposed to be performing, I don't really know the piece of music and, usually, my instrument is not in any condition to be played. For some reason, the musical variation of this dream always involves the clarinet, which was always my "second instrument", and the problem is usually that the only reeds I have for it are in an absolutely awful state that would make playing near-impossible.

These sorts of dreams are clearly anxiety-related. I suspect they may also stem from a sense of mild guilt that I don't do as much music in my free time as I used to — though I have been a bit better since we got the new piano, and my Mum has been kind enough to purchase me a frankly absurdly expensive new stool as an early Christmas present, so that will make me even more likely to make time to play. I haven't touched the clarinet or saxophone for years, however; since both are instruments best played in a group situation and I have no suitable group to be part of, I haven't used either of them for a long time.

Times and lives change, of course, but music has always been an important part of my life, even when it comes to my other interests. One of my favourite things about video games, for example, is listening to their music and coming to understand all manner of different styles — and, if I'm lucky, tracking down some piano arrangements to be able to pay homage to my favourite tracks in my own way.

Once that nice piano stool arrives (which may be as soon as tomorrow), I wonder if I will be free of those dreams? I doubt it, I suspect, as dreams are rarely so literal; I suspect these particular scenarios come from a more general sense of anxiety than something specific. But at least I can say to myself that I'm making an effort to make the time for something that has always been — and always will be — important to me.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

If you want this nonsense in your inbox every day, please feel free to subscribe via email. Your email address won't be used for anything else.

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#oneaday Day 157: A happy ending (not in a sex way) https://imnotdoctorwho.moegamer.net/2024/11/11/oneaday-day-157-a-happy-ending-not-in-a-sex-way/ https://imnotdoctorwho.moegamer.net/2024/11/11/oneaday-day-157-a-happy-ending-not-in-a-sex-way/#respond Mon, 11 Nov 2024 21:32:25 +0000 https://imnotdoctorwho.moegamer.net/?p=25244 I'm pleased to report that all of us kicking up a stink over RoseTintedSpectrum's YouTube channel being wrongfully terminated yesterday has proven successful: our lad managed to finally get through to a human being at YouTube, and his channel has been reinstated, with just an obviously insincere, automated "apology" of sorts from YouTube attached. This … Continue reading #oneaday Day 157: A happy ending (not in a sex way)

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I'm pleased to report that all of us kicking up a stink over RoseTintedSpectrum's YouTube channel being wrongfully terminated yesterday has proven successful: our lad managed to finally get through to a human being at YouTube, and his channel has been reinstated, with just an obviously insincere, automated "apology" of sorts from YouTube attached.

This is obviously a good resolution to what was a stressful and upsetting situation for Rosie, and it should bring a few things into sharp focus for everyone. Corporations are not your friends. Corporations can and will take things that you have created away from you at a moment's notice. Corporations do not care, particularly when they rely on automation and "AI" to do their work for them.

Human beings are your friends. Individuals that you make a personal connection with are how you get by in this increasingly horrible world that we live in. Friendship groups and communities can get things done — the last 24 hours has clearly proven that, with Rosie's story not only spreading across Twitter and temporarily drowning out at least some of the white supremacy thanks to the few creators with a decent following who are still there, but also making some noise on BlueSky and even getting a writeup on the retro gaming website from the NintendoLife folks, Time Extension.

I find it kind of hilarious, tragic and frustrating that there are some folks who took glee in this whole situation. People such as the odious George "FunkySpectrum" Cropper, who has made his entire online life about spreading hatred of people he doesn't like. And people like one anonymous stroppy twat who goes by "GlamorousAlpaca" in Time Extension's comments, who just made shit up about Rosie for no apparent reason. But as frustrating as the sad, pathetic existence of these people is, they will never know the joy that Rosie is undoubtedly feeling right now: the understanding that there are people out there who like him, care about him and will fight for him when he has been wronged.

I'm glad that all this has been successfully resolved, but I'm concerned that this sort of thing seems to be happening a lot more of late. The cynic in me blames the rise in the use of "AI" in big corporations like Google; despite these systems being demonstrably fallible and prone to hallucinations, it seems big business is willing to trust its judgement, even going so far as to give it the power to completely remove someone's hard work from the Internet for a perceived (and, I reiterate, non-existent) infraction. It happened to me with WordPress.com, it happened to Rosie on YouTube and I'm sure we'll hear about it happening to other people, too.

The Internet continues to enshittify itself, but we can still find havens of sanity amid groups of like-minded, sensible, supportive and caring people. If you have been fortunate enough to find a group like that online, be sure to hold on to them with everything you have. I feel like they will only become more valuable to you as time goes on.

Oh, while you're here, go pop RoseTintedSpectrum a subscribe if you haven't already. Watch a few vids and leave a couple of nice comments, too. The lad could do with a smile after the last 24 hours.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

If you want this nonsense in your inbox every day, please feel free to subscribe via email. Your email address won't be used for anything else.

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#oneaday Day 156: A reminder that automated moderation solutions suck https://imnotdoctorwho.moegamer.net/2024/11/10/oneaday-day-156-a-reminder-that-automated-moderation-solutions-suck/ https://imnotdoctorwho.moegamer.net/2024/11/10/oneaday-day-156-a-reminder-that-automated-moderation-solutions-suck/#respond Sun, 10 Nov 2024 19:27:07 +0000 https://imnotdoctorwho.moegamer.net/?p=25241 Hello. Bit of a serious one today. Many of you reading this will likely be familiar with the YouTube channel RoseTintedSpectrum. He has suffered an extremely unfortunate happening today in that YouTube has seen fit to completely obliterate his entire channel. Their reasoning? He supposedly violated their policies about "spam, scams and deceptive practices". Needless … Continue reading #oneaday Day 156: A reminder that automated moderation solutions suck

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Hello. Bit of a serious one today. Many of you reading this will likely be familiar with the YouTube channel RoseTintedSpectrum. He has suffered an extremely unfortunate happening today in that YouTube has seen fit to completely obliterate his entire channel. Their reasoning? He supposedly violated their policies about "spam, scams and deceptive practices". Needless to say, he did not.

For the unfamiliar, RoseTintedSpectrum is someone who's been doing YouTube for a few years now. As the name of his channel suggests, he started out doing videos about old Spectrum games, and his dry humour and cynical wit won him a small but dedicated following of folks who enjoyed what he put out. Over time, he branched out into a niche that is somewhat underserved: providing commentary on "classic" TV shows, beginning with ITV's show about video games and computer culture, Bad Influence. Most recently, he has been doing huge retrospectives on the legendary GamesMaster, and these videos caused his channel to have a huge and well-deserved surge in popularity.

Well, they did, anyway. For reasons known only to YouTube's automated moderation algorithm, his channel has now been banished to the shadow realm, and he is unable to get a human response out of anyone. He attempted to appeal the "decision" and got a negative response back within 5 minutes, suggesting that no human being has been involved at any step in this process. And they have the gall to say on Twitter that "these decisions are made very carefully" and "thoughtfully". Are they fuck.

If all this sounds a little familiar, it's very similar to what happened with me and WordPress.com a while back — the reason this blog is now self-hosted rather than hosted with WordPress.com. That was almost the exact same situation: my hard work of many years (nearly 20 in my case!) was accidentally and incorrectly branded as "spam", and immediately removed from circulation without warning or any attempt to contact me. Thankfully, my repeated badgering and yelling at WordPress.com meant that it was back up and running again the next day, but the whole situation spurred me on to move my blog off-site.

There's a key difference there, though; while I could do that with my blog, YouTubers do not have that luxury. People who make videos are pretty much locked in to YouTube for life, because self-hosting videos is completely unworkable from both a storage space and bandwidth perspective. There are other video-hosting solutions out there, but they all have issues — no-one gives a shit about Vimeo (particularly now it's branded itself as "AI-powered") and Rumble is full of the absolute worst shitheads on the planet. So for most folks, it's YouTube or nothing.

I want to emphasise this key point: it is completely unacceptable for automated moderation tools to have the power to take a creator's hard work offline without even attempting to contact them. It is completely unacceptable that this occurs without any human input whatsoever. And it is completely unacceptable for YouTube's support team, when contacted about this issue, to say there is "nothing more they can do" because the automated appeal response to the automated channel deletion decided within less than five minutes that no mistakes had been made at any point in the automation process.

If a channel is flagged as being in violation of some sort of policy, that should be an immediate signal for an actual human to look at it. It should have taken anyone human less than five minutes to determine that there was nothing on RoseTintedSpectrum's channel even remotely related to "spam, scams or deceptive practices", and this whole situation should have never happened in the first place.

But no. Because big corpos like Google are all-in on AI and automation, they trust the clearly and demonstrably fallible machines to handle it all themselves — including any attempts to appeal the decisions. And the result is situations like we have now, where a dedicated and hard-working creative type is left with absolutely nothing to show for years of hard graft.

RoseTintedSpectrum puts an unbelievable amount of effort into each and every video he has ever made, and that should be abundantly clear to any human being looking at his channel.

But sadly, because no human being at YouTube has looked at his channel, we're left with the situation we're in now. Which is completely unacceptable.

If you're still clinging on to your Twitter account in the vain hope that the last week or so has all been a bad dream, I urge you to contact @TeamYouTube and @YouTubeLiaison over there to let them know they have made a huge mistake — RoseTintedSpectrum's YouTube account, if you want to copy that in, also, is @SpectrumTinted. With any luck, this will all be resolved sooner rather than later.

And if you're reading this and happen to be in any sort of position to make big decisions at your place of work: automated moderation solutions are fucking bad and should always have human oversight. So don't fucking delete people's hard work before you even attempt to contact them.

Sort it out, YouTube.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 155: Four things you probably shouldn't put on a sandwich (but you actually should at least once) https://imnotdoctorwho.moegamer.net/2024/11/10/oneaday-day-155-four-things-you-probably-shouldnt-put-on-a-sandwich-but-you-actually-should-at-least-once/ https://imnotdoctorwho.moegamer.net/2024/11/10/oneaday-day-155-four-things-you-probably-shouldnt-put-on-a-sandwich-but-you-actually-should-at-least-once/#respond Sun, 10 Nov 2024 01:12:50 +0000 https://imnotdoctorwho.moegamer.net/?p=25233 The British tendency to make crap food is well-documented. But a lot of it comes from an honest place: the desire to eat something which is both delicious and absolutely terrible for you. Therefore, today I present you with an exclusive lineup of four sandwich recipes that you should probably try late at night without … Continue reading #oneaday Day 155: Four things you probably shouldn't put on a sandwich (but you actually should at least once)

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The British tendency to make crap food is well-documented. But a lot of it comes from an honest place: the desire to eat something which is both delicious and absolutely terrible for you. Therefore, today I present you with an exclusive lineup of four sandwich recipes that you should probably try late at night without telling anyone, lest they think less of you for even contemplating trying one of these.

Me, meanwhile, my self-esteem can't really get much lower, so I don't mind admitting that I have tried and loved all of these at various points in time. So take it from me, an absolute complete and utter loser, that these are just the thing for when you fancy a cheeky supper but you 1) don't want to order from the kebab shop for the fifth time that week and 2) don't have very much in the cupboards.

The sauce sandwich

This tangy little number is just the thing for when you want a little bit of a kick — or a lot, if you elect to use some form of hot or chilli sauce. My personal preference is for HP sauce, as its somewhat "sweet and sour" nature complements the savoury nature of the buttered bread nicely, but you can use any condiment sauce you happen to have knocking around in your cupboard. I do not recommend attempting this with non-condiment sauces such as fish sauce.

Ingredients:
White bread (2 slices)
Butter or similar spread
Bottle of sauce

Method:
1. Arrange two slices of bread on a plate side by side.

2. Butter both slices of bread with the spread of your choice.

3. Apply a liberal helping of the sauce of your choice. The pattern in which you apply the sauce is up to you, but I personally favour a sort of spiral pattern.

4. (Optional) Spread the sauce across the bread with a knife for even coverage.

5. Close the sandwich and enjoy.

The crisp sandwich

This delightful recipe is all about texture and juxtaposition. The softness of the bread and the smoothness of the spread gives way to the jagged, brittle crisps contained within — and the same happens with the flavour. The simple, uncomplicated, savoury bread opens each bite, which then concludes with an explosion of taste from the crisps. For the best possible crisp sandwiches, use that kind of crisps that clearly has too much flavouring powder on them; the kind that makes your tongue numb. I recommend Seabrook's prawn cocktail flavour.

Ingredients:
White bread (2 slices)
Butter or similar spread
Bag of crisps

Method:
1. Arrange two slices of bread on a plate side by side.

2. Butter both slices of bread with the spread of your choice.

3. Empty the entire bag of crisps onto one of the slices of bread. Make sure you don't lose any.

4. Close the sandwich and apply pressure to crush the crisps slightly. Enjoy!

The pie sandwich

This truly indulgent feast is ideal for when you just can't get enough carbs. The exact nature of the pie isn't super-important, though something like a meat pie, Ginsters steak bake or something along those lines tends to work the best. The important thing is that you are damn well putting an entire pie in a sandwich, and you are going to love it.

Ingredients:
White bread (2 slices)
Butter or similar spread
A pie

Method:
1. Arrange two slices of bread on a plate side by side.

2. Butter both slices of bread with the spread of your choice.

3. (Optional) Warm the pie according to its instructions, ideally in the oven, but the microwave will suffice if you can't wait.

4. Lay the pie on one of the slices of bread.

5. Close the sandwich. If the pie is tall, apply pressure to flatten it down to better fit in the sandwich. A steak bake is already the ideal size and shape for a sandwich.

6. Enjoy. If you warmed the pie, be careful, as the filling will be hot!

The sugar sandwich

Time for dessert with this sweet treat! You don't have to wait until after your main meal to enjoy this one, as it makes an excellent snack at any time of day, particularly 1am, and especially after you've been drinking.

Ingredients:
White bread (2 slices)
Butter or similar spread
Sugar to taste (golden or brown sugar is best)

Method:
1. Arrange two slices of bread side by side on a plate.

2. Butter both slices of bread with the spread of your choice.

3. Apply sugar liberally across one of the slices. Then add a bit more just for good measure.

4. Close the sandwich and enjoy your sweet treat.


Disclaimer

If you die or suffer any sort of mishap as a result of consuming any one of these sandwiches, it absolutely wasn't my fault. I also take no responsibility for anyone judging you if they happen to walk in on you making or consuming one of these. If you have even contemplated making any of these, you already know what you're getting yourself into, so you can get yourself out of it, too.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

If you want this nonsense in your inbox every day, please feel free to subscribe via email. Your email address won't be used for anything else.

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#oneaday Day 154: If you can't create without AI, you shouldn't be creating https://imnotdoctorwho.moegamer.net/2024/11/09/oneaday-day-154-if-you-cant-create-without-ai-you-shouldnt-be-creating/ https://imnotdoctorwho.moegamer.net/2024/11/09/oneaday-day-154-if-you-cant-create-without-ai-you-shouldnt-be-creating/#respond Sat, 09 Nov 2024 00:39:25 +0000 https://imnotdoctorwho.moegamer.net/?p=25230 YouTube recommended me a video earlier. I'm not going to share it because it's shit. But I will tell you about it. It was a video supposedly "reimagining" the video game series Streets of Rage as a "movie". If you've spent any time on social media in the last year or so, you already know … Continue reading #oneaday Day 154: If you can't create without AI, you shouldn't be creating

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YouTube recommended me a video earlier. I'm not going to share it because it's shit. But I will tell you about it. It was a video supposedly "reimagining" the video game series Streets of Rage as a "movie". If you've spent any time on social media in the last year or so, you already know what's coming: yes, it's entirely AI-generated drivel, and the complete content of the "movie" consists of nothing but people staring moodily at the camera while there's a slight pan around them, and people walking towards the camera in slow motion.

The video has a quarter of a million views, and a comments section full of people gushing effusive praise over the "creator". This is not the first video that this channel has put out like this; to date, over the last year they have spaffed out 215 videos that are all like this. And not only that, their About section on their channel is very transparently written by ChatGPT.

I hope you don't think it controversial of me to say that if you can't create without using AI, you shouldn't be creating at all. I will, under extreme duress, concede that there are certain uses of AI tools which might be useful as part of the creative process. AI music tools, for example, can be quite effective if you feed them some lyrics you've written yourself. (Getting AI to write lyrics results in extreme garbage.)

But if all you do is put shit into an AI video generator and then spaff it out on YouTube — and you can't even be arsed to write your own bio — you are not a creative person.

The standard argument that insufferable AI types like to trot out at this point is that generative AI "democratises" creativity by allowing anyone to "create". Except it doesn't, because the output is not your own work; you haven't created anything. The result is a pile of plagiarised crap that is immediately identifiable as the product of generative AI.

And anyway, creativity is already democratised. There is tons of free software out there that anyone can download and use, for computers, phones and tablets. YouTube is full of video tutorials on how to get started, improve your techniques and take on some advanced challenges. There are several decades' worth of text tutorials archived across various websites from over the years.

There is no excuse for taking the lazy option and just feeding a prompt into the lake-boiling plagiarism machine. If you want to be creative, be creative. But know that it takes work. And that work is worthwhile, because people will be able to tell when you have put that work in. Those who follow you will see your work improve, adapt and change over time. You'll find your own unique "voice". And there really is nothing quite like being able to express yourself in your own distinctive way; being able to sit back and look at something you made and think, with a slight smile on your lips, "I made that".

With generative AI, there is none of that. You get derivative, immediately identifiable slop that all looks the same and all contains the same basic errors. You never have the experience of refining and improving your own work, because you haven't done any work. You never find your own unique voice, because you are beholden to the algorithms and training data that the LLM you're using has stolen from all over the Internet. And you never, really, truly, express yourself.

In the meantime, until you come to the realisation that all you're doing is spaffing out hollow, soulless pieces of crap that look like creative works but are actually anything but, you are poisoning the entire Internet with your garbage… and, judging by the comments section on the video in question, poisoning the minds of people who aren't familiar with just how fucking easy it is to tell the magic art-stealing machine to steal some art to your specifications.

The planet is doomed. And no-one gives a shit. Sleep well!


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 153: Sharing stuff https://imnotdoctorwho.moegamer.net/2024/11/08/oneaday-day-153-sharing-stuff/ https://imnotdoctorwho.moegamer.net/2024/11/08/oneaday-day-153-sharing-stuff/#respond Fri, 08 Nov 2024 00:41:19 +0000 https://imnotdoctorwho.moegamer.net/?p=25228 Hello. If you follow me here, it's relatively likely that you follow me in other places, too. But I realise that there is the possibility you don't. As such, I would like to devote today's post to sharing a few things I've done over on YouTube. If you would like to follow my YouTube channel, … Continue reading #oneaday Day 153: Sharing stuff

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Hello. If you follow me here, it's relatively likely that you follow me in other places, too. But I realise that there is the possibility you don't. As such, I would like to devote today's post to sharing a few things I've done over on YouTube. If you would like to follow my YouTube channel, here's the link. Over there, I make videos on video games, primarily retro stuff but with occasional dalliances into more recent stuff I feel like talking about. And also related topics, which brings me to the first video I would like to share.

Exactly what does Yars' Revenge taste like? I decided to find out. Yes, I am someone who is foolish enough to see a range of 10 sauces with "Atari" written on them, and then to spend £70 on purchasing all of them. I partly did this because I like Atari, partly because I like a good sauce, and partly because I thought it might make a fun video. I am pleased to report that these ten sauces have fulfilled all of their obligations, and you can see my first reactions to them in the video above.

You probably know this, but for my day job I work for Blaze Entertainment, makers of the Evercade range of consoles and the HyperMegaTech! Super Pocket devices, which are also Evercade compatible. When I learned we would be doing an Atari handheld, I was, of course, delighted — even more so when I learned we would be doing a special edition woodgrain model. In this video, I give a quick overview of all 50 games on the system. I was not paid to do this by either my employer or Atari — I just wanted to, because there's some cool stuff on there, and I'm an Atari nerd.

Atari attracted some raised eyebrows when they announced Yars Rising, a follow-up to the famous 1982 Atari 2600 title. I played the demo one Steam Next Fest and was very taken with it — helped enormously by the fact I'm very fond of the other games developer WayForward have previously worked on. I bought the full game and really enjoyed it, so I made a video about it, based on my write-up over on MoeGamer. It did quite well by the standards of my channel, too, which was nice.

This video didn't do very well, at least initially, and it's still sitting on the low side of the view count compared to some of my other stuff. But I wanted to share it because it's about a thoroughly interesting game: The Missing by SWERY65. This is a platformer in which you play a woman who can't die; she can survive being decapitated and dismembered and, indeed, it's necessary to endure both of those things in order to solve the game's various puzzles.

Far from being a weirdly violent horror game, though, The Missing is actually a thoroughly fascinating, deeply personal story about gender identity and finding acceptance — both in yourself, and from those around you. The game was so striking to me I really wanted to talk about it, so I'm glad I made this video, even if not that many people watched it.

Let's close with this one. I went into this thinking that doing a video on a text adventure would be a silly idea, but ended up really enjoying the whole thing. Narrating the whole thing makes for (in my humble opinion, anyway) a relaxing, pleasant video, and I don't mind admitting that I've fallen asleep to the sound of my own voice in this video on multiple occasions. Plus I think Moonmist is a thoroughly interesting game from Infocom that rarely gets talked about.

Anyway, I hope you enjoy those. Please do feel free to subscribe over on YouTube if you want to see more. My wife Andie is away for a couple of days from tomorrow lunchtime, so I'm going to use the time to record a bunch of stuff, I think, and probably do some streaming, too. Join me!


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

If you want this nonsense in your inbox every day, please feel free to subscribe via email. Your email address won't be used for anything else.

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#oneaday Day 152: Two things https://imnotdoctorwho.moegamer.net/2024/11/06/oneaday-day-152-two-things/ https://imnotdoctorwho.moegamer.net/2024/11/06/oneaday-day-152-two-things/#respond Wed, 06 Nov 2024 20:47:47 +0000 https://imnotdoctorwho.moegamer.net/?p=25225 Two things. 1. America, you fucked it up. After I specifically told you not to. 2. I did the thing. I hope reading it brings you some distraction. I'm not sure what else there is to say, really, aside from that I really feel for my poor pals in the States right now. Knowing that … Continue reading #oneaday Day 152: Two things

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Two things.

1. America, you fucked it up. After I specifically told you not to.

2. I did the thing. I hope reading it brings you some distraction.

I'm not sure what else there is to say, really, aside from that I really feel for my poor pals in the States right now. Knowing that a vile shitstain of a human being is going to be sitting in the big chair for one of the most powerful nations on Earth doesn't feel good from here, let alone what it must feel like for actual residents of that country.

And it's for the second time. It wasn't a fluke accident, this has happened for a second time.

I think it's long past time that the supposedly "civilised" world admits that we have a problem. A big one.

We're regressing. You and I may not be, but collectively, as a society, we are regressing. After a lot of good work to improve tolerance and inclusion for those who aren't straight cis white men, it feels like in the last few years we've taken more steps backward than we have done forwards. And Trump's election to the White House would just seem to confirm that.

Because, like it or not, the fact he achieved this means that there is a significant portion of people who think that he "Has a Point" about at least some of the vile, odious rhetoric he has been spouting in the run-up to this election. It's almost certainly the same people who think that projects having women or people who aren't white in a leading role is a sign of "wokeness".

Those people, for whatever reason, are furious about the world. And they see intolerance, abusiveness and voting for someone as transparently awful as Trump as a means of assuaging that anger. They hope he deports "all the immigrants". They hope he takes rights away from people who have had to fight to be recognised. They hope he sends things spiralling backwards into attitudes even the mid-20th century would be ashamed to express.

And, honestly, sitting here observing from a distance, it's frightening. It's horrible to know we live in a world where such intolerance still exists; the appalling treatment of minority groups is supposed to be something we read about in history books, then think all smugly about how much better we are than "back then".

But we're not. We may not be putting black people on their own buses or denying women the vote, but the intolerance the supposedly "civilised" world is exhibiting right now — and the fact it goes unchallenged — is still painful to witness, and I'm not the one experiencing that intolerance first-hand. It's not enough to "be a good person", to "be the change you want to see in the world", because no-one gives a shit.

What is it that one can do, though? It's honestly hard to say at this point. But the world we live in today is a frightening one. And I'm afraid I have few words of comfort to share for those who are most likely to end up suffering because of all this.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

If you want this nonsense in your inbox every day, please feel free to subscribe via email. Your email address won't be used for anything else.

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#oneaday Day 151: Scribbling down an idea https://imnotdoctorwho.moegamer.net/2024/11/06/oneaday-day-151-scribbling-down-an-idea/ https://imnotdoctorwho.moegamer.net/2024/11/06/oneaday-day-151-scribbling-down-an-idea/#respond Wed, 06 Nov 2024 01:06:42 +0000 https://imnotdoctorwho.moegamer.net/?p=25222 Hello. Indulge me this evening, if you please, because I want to make a note of an idea I have for a longer article that I'll likely publish on MoeGamer at some point in the near future. It stems from a discussion I've previously had with my friend Chris (my MoeGamer Podcast co-star) about how … Continue reading #oneaday Day 151: Scribbling down an idea

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Hello. Indulge me this evening, if you please, because I want to make a note of an idea I have for a longer article that I'll likely publish on MoeGamer at some point in the near future. It stems from a discussion I've previously had with my friend Chris (my MoeGamer Podcast co-star) about how RPGs are "categorised", and how "western RPG" and "Japanese RPG" are woefully inadequate terms to talk about the RPG as it exists today.

I'm not going to go too into it today but I wanted to jot down the ideas that were rattling around my head while I was playing Silent Hope this evening. And that is to devise some sort of "taxonomy" for RPGs as they exist today. I'm thinking at the top level, you can split them into two distinct categories: narrative-centric RPGs, where the core of the experience is on enjoying the unfolding story; and mechanics-centric RPGs, where the main point of the game is fiddling with its various systems, optimising your characters and suchlike.

There are some games that straddle that line, of course, but for the most part, it's pretty easy to split them down the middle like that based on what is clearly the main priority. Final Fantasy XIII, for example, is a narrative-centric RPG. Demon Gaze is a mechanics-centric RPG. Where things get quite interesting is that long-running series often go back and forth between being narrative- and mechanics-centric — Final Fantasy is a prime example of this.

You can then divide each half into further subcategories. Narrative-centric RPGs, for example, could be divided into cinematic RPGs, sandbox RPGs, visual novel RPGs and storytelling RPGs, while mechanics-centric RPGs could be split into first-person dungeon crawlers, isometric action RPGs, massively multiplayer games, roguelikes and various other categories, some of which intertwine and cross over with one another.

I haven't thought about the idea in a lot of depth yet, as you can probably tell from the vagueness, but I think there's an interesting concept to write about there. The reason I'm not writing about it in detail right now is because it's 1am and I, as ever, have forgotten to write anything on here sooner. It is not beyond my capabilities to bash out a 3,000+ word epic at 1 in the morning, but I do have to work tomorrow and would rather do so having had something approaching a decent night's sleep.

So that's that. I will flesh out the concept in the very near future and post it on MoeGamer. Might even turn into a fun video. We shall see. Anyway, I have recorded the idea here now. Next job is to completely forget that I wrote it down here and revisit the idea in roughly 36 months.

Good night!


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

If you want this nonsense in your inbox every day, please feel free to subscribe via email. Your email address won't be used for anything else.

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#oneaday Day 150: Don't fuck it up https://imnotdoctorwho.moegamer.net/2024/11/04/oneaday-day-150-dont-fuck-it-up/ https://imnotdoctorwho.moegamer.net/2024/11/04/oneaday-day-150-dont-fuck-it-up/#comments Mon, 04 Nov 2024 22:22:59 +0000 https://imnotdoctorwho.moegamer.net/?p=25219 Dear America, We, the Rest of the World, are given to understand that you are holding an election for your next president tomorrow. To all of us, looking from the outside, the choice appears to be between a bright orange cunt who has done more than enough things to be locked up in prison for … Continue reading #oneaday Day 150: Don't fuck it up

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Dear America,

We, the Rest of the World, are given to understand that you are holding an election for your next president tomorrow. To all of us, looking from the outside, the choice appears to be between a bright orange cunt who has done more than enough things to be locked up in prison for a very long time, and a likable woman who, along with her running mate, has not only done a surprising amount to reach out to "the young", typically some of the most apathetic when it comes to politics, but has also relentlessly — and completely correctly — highlighted her opponent's shortcomings.

This would, to us, appear to be an easy choice. We know that both candidates have things that you're not altogether happy about for one reason or another. We know that for certain groups of you living in the States, either choice is a difficult or uncomfortable one. But come on now. Seriously. If you vote for the orange cunt, you are an idiot. There is no other way to put it. You are a fucking idiot.

I'm not going to go off on one like some people do online and start talking about "Nazis" and "fascism", but the orange cunt is a cunt. The orange cunt is a criminal. The orange cunt has already proven that he makes a hash of things if given even the slightest hint of power, so how it even got to a situation where the choice is between the orange cunt and literally anyone else is completely beyond the ken of those of us observing from the outside. This race should not be happening. The orange cunt should not even be in consideration for the big chair in one of the most powerful nations on the planet.

And yet, somehow, he is. Which is what worries me. Because if the orange cunt can get into a position where he's an election away from sitting in that big chair — for the second time, let's not forget — it concerns me that he might actually win. And, besides that making your entire democratic process a laughingstock — not that ours is much better, mind — it looks like that is going to be outright dangerous for a lot of people.

Of course, it's entirely possible that the orange cunt losing will be dangerous, too. We've seen on multiple occasions that he doesn't take losing very well at all. We're just all consoling ourselves with the fact that if he does lose, there is hopefully enough out there now to lock him away where he can do no further harm. Although we very much doubt that this will actually happen. He's rich, you see, and rich people don't go to jail. "If the penalty for a crime is a fine, that law only exists for the lower classes," and all that.

So come on, America. There is very obviously only one sensible choice here, but we, collectively, don't quite have 100% faith that you'll make that sensible choice as a nation. You have voted the orange cunt into office once before, after all.

We'd very much like to be wrong. And so, in the words of Ru Paul: good luck, and don't fuck it up.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 149: Late night ravings https://imnotdoctorwho.moegamer.net/2024/11/04/oneaday-day-149-late-night-ravings/ https://imnotdoctorwho.moegamer.net/2024/11/04/oneaday-day-149-late-night-ravings/#respond Mon, 04 Nov 2024 01:56:04 +0000 https://imnotdoctorwho.moegamer.net/2024/11/04/oneaday-day-149-late-night-ravings/ Hello. It is nearly 2am and I have forgotten to write a post. Because my brain works the way it does, I will now be unable to sleep until I write something, so here I am. I am writing on my phone and without my glasses on so please excuse any typos. I finished Spirit … Continue reading #oneaday Day 149: Late night ravings

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Hello. It is nearly 2am and I have forgotten to write a post. Because my brain works the way it does, I will now be unable to sleep until I write something, so here I am. I am writing on my phone and without my glasses on so please excuse any typos.

I finished Spirit Hunter NG this evening. That's the sequel to Death Mark, and an excellent horror adventure in its own right. I'm looking forward to playing the final game in the series; will likely start that tomorrow.

One thing these games have reminded me is my fondness for games that attempt to imply things are "mechanics" when they're really not anything remarkable. In both Death Mark and NG the best example of this is probably the "time limit that is not a time limit".

In both games, narrative pressure is placed on the protagonists to solve the various cases before the ghostly curse that has been placed upon them brings their lives to an unfortunate end. This is positioned to the player as it becoming increasingly urgent to solve things, but it's a purely narrative thing. There is no time limit and actually no means of dying from the curse expiring.

NG has another example in the form of its "Survival Escape" sequences. These are where you confront a ghost and must use the right items on the right objects in the scene to survive and fend off the spirit. Mechanically you're not doing anything different from the point and click investigation sequences, but the game's positioning of these sequences as being urgent — and the fact you die if you take the wrong action — sets them apart.

There's probably a more substantial article in this somewhere — I vaguely recall Final Famtasy XIII-2 having an overdramatic name for what was essentially conversation trees, for example — but right now I'm very tired and I must sleep. So I'm going to sleep.

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#oneaday Day 148: Stream Success https://imnotdoctorwho.moegamer.net/2024/11/03/oneaday-day-148-stream-success/ https://imnotdoctorwho.moegamer.net/2024/11/03/oneaday-day-148-stream-success/#respond Sun, 03 Nov 2024 02:33:39 +0000 https://imnotdoctorwho.moegamer.net/?p=25216 I done a stream! It went pretty well, and I enjoyed myself. Even had a few people chatting along. If you want to catch up on it, here it is archived on my YouTube channel: As you can hopefully see from the thumbnail, we were playing the delightfully named Mon-Yu: Defeat Monsters And Gain Strong … Continue reading #oneaday Day 148: Stream Success

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I done a stream! It went pretty well, and I enjoyed myself. Even had a few people chatting along. If you want to catch up on it, here it is archived on my YouTube channel:

As you can hopefully see from the thumbnail, we were playing the delightfully named Mon-Yu: Defeat Monsters And Gain Strong Weapons And Armour – You May Be Defeated But Don't Give Up. Become Stronger. I Believe There Will Be A Day When The Heroes Defeat The Devil King. This is a dungeon crawler by Experience, makers of, among other things, the Spirit Hunter horror adventures I've been playing recently.

I obviously talk more about the game in the stream itself, but my first impressions after a 3-hour session are very positive. It's really interesting how Experience manage to make what is ostensibly the same kind of game feel cool and different between all their different titles. Mon-Yu is pitched as an entry-level dungeon crawler, but there are plenty of interesting little wrinkles for genre veterans, such as being level capped on each dungeon, meaning you have to figure out how to deal with the bosses without just outlevelling them.

There's also an interesting equipment system, where equipment gains experience as you use it alongside the characters. Equipment has a "rank" which determines how much it can level up, so sometimes you have to make a decision between keeping your upgraded items or taking a temporary hit to your effectiveness while you power up something with a higher cap.

There's also a really great "rapid battle" system, where if you know what you're doing you can get all your characters to auto-attack or repeat their last actions without having to wait for all the animations and log entries to appear on screen. Combine this with the fact that the game has no random encounters — and by its level-capped structure, it discourages grinding to a certain extent — and you have a really interesting take on what has, over the course of the last few years, become one of my favourite subgenres.

Anyway, it's half past two in the morning now because I made a video about sauce after finishing the stream. Watch out for that on my channel later next week. For now, I must sleep!


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#oneaday Day 147: Saturday Night is for Streaming https://imnotdoctorwho.moegamer.net/2024/11/01/oneaday-day-147-saturday-night-is-for-streaming/ https://imnotdoctorwho.moegamer.net/2024/11/01/oneaday-day-147-saturday-night-is-for-streaming/#respond Fri, 01 Nov 2024 19:53:40 +0000 https://imnotdoctorwho.moegamer.net/?p=25212 Well, it is this week, anyway. Andie is going out for a friend's birthday in the evening, so I thought I might take the opportunity to do a bit of streaming. You, dear reader, are welcome to stop by. Here's my Twitch channel. I'll be streaming from about 8pm UK time, all being well, and … Continue reading #oneaday Day 147: Saturday Night is for Streaming

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Well, it is this week, anyway. Andie is going out for a friend's birthday in the evening, so I thought I might take the opportunity to do a bit of streaming. You, dear reader, are welcome to stop by. Here's my Twitch channel. I'll be streaming from about 8pm UK time, all being well, and the duration will depend on how much fun I'm having and whether anyone is actually chatting. I plan to go for at least an hour or two, though.

The game I've picked to stream is one I deliberately haven't started yet. It's Experience's dungeon crawler Mon-Yu: Defeat Monsters and Gain Strong Weapons and Armor. You May Be Defeated, but Don’t Give Up. Become Stronger. I Believe There Will Be a Day When the Heroes Defeat the Devil King. I have picked this for several reasons:

  1. I like Experience games.
  2. I like dungeon crawlers.
  3. It has a silly name.
  4. As I understand it, it's a fairly light and breezy take on the dungeon crawler, so it should be eminently suitable for chatting while playing.

Now I'm sure anyone who is all about "optimising" their Twitch experience would recommend I play something people have actually heard of. But if you've ever paid my YouTube channel a visit you will know that I don't really give a shit about baiting the algorithm and getting huge viewing figures.

In fact, as I've discussed previously, I actually don't like it when a video does well, because after you crash through a certain number of views, people start to get a bit more mean and I'm not a big fan of that. So I'd rather just host a nice little comfortable stream for friends to drop in on as they see fit — and perhaps a few newcomers can pop along and learn a bit about a game they haven't seen before alongside me.

Streaming is something that, I know, you have to work hard at in order to get anywhere. To be honest, I'm not so fussed about trying to "make partner" or "go affiliate" or whatever — the thing that appeals to me about streaming more than anything else right now is the prospect of potentially making some human connections with people. I have been so bereft of good company beyond my wife and cats in recent years that I want to try various means of potentially meeting new folks. And streaming would seem like a potentially solid means of discovering people with similar interests that I might get along with.

I know that won't happen immediately. I'm fine with that. I've recorded lots of Let's Plays for YouTube, so I am intimately familiar with how to talk rubbish entirely to myself while playing a video game. But if some good conversation happens to come about? So much the better. We shall see, I guess.

Anyway, tomorrow evening, 8pm UK time. I'll let you work out what that is in your region. Let's hunt some monsters and have a good time!


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#oneaday Day 146: Spooky scary brownies https://imnotdoctorwho.moegamer.net/2024/11/01/oneaday-day-146-spooky-scary-brownies/ https://imnotdoctorwho.moegamer.net/2024/11/01/oneaday-day-146-spooky-scary-brownies/#comments Fri, 01 Nov 2024 00:13:19 +0000 https://imnotdoctorwho.moegamer.net/?p=25209 It's Halloween! I used to really enjoy Halloween, but as you get older it becomes more and more of a wet fart of a celebration, unless you have kids. For the last few years, we haven't even had any Trick or Treaters visit — though we did have a couple tonight. For my sins, I … Continue reading #oneaday Day 146: Spooky scary brownies

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It's Halloween! I used to really enjoy Halloween, but as you get older it becomes more and more of a wet fart of a celebration, unless you have kids. For the last few years, we haven't even had any Trick or Treaters visit — though we did have a couple tonight. For my sins, I spent the evening editing a 75 minute video about Atari games rather than actually playing the horror game I am in the middle of (Spirit Hunter NG) but such is the way of hyperfixating. I could have stopped partway through the project, but my brain kept saying "go on, you're nearly done", and before I knew it, I was done. I wish I could find that sort of motivation for anything that actually mattered.

Anyway, Halloween. I have a few fond memories from various years. The earliest one I can recall was from when we were in America. I talked a little about this trip to America when I revealed my longstanding (and mostly overcome) fear of the wimdotch wib hamdongs, but there were lots of other things that happened on that trip. One of them was spending Halloween with someone my parents knew. I can't remember who the people were, what their names were or even if they were actually American or just British folks who had ended up living out there, but one thing I do remember is the lady of the house baking brownies.

I had never had brownies before this Halloween visit to this mystery family, and my introduction to them was with the most amazing home-made brownies I have ever tasted in my life. I have spent the intervening 35+ years trying various types of brownie from all manner of sources, and not one has ever matched the brownies I had that one October night in 1985. And I don't know why. Surely a brownie is a brownie? All I remember that might be a distinguishing factor is that these home-made brownies had walnuts in, and as a fussy kid I didn't think I liked walnuts. (I still don't.) But baked into those brownies they were wonderful.

So yeah. I hope before I die I can have at least one brownie that is even half as good as the brownies I had that night. I will continue to feel unfulfilled until that happens.

Another completely unrelated memory is from a Halloween night at university. Scary Movie had just come out, and Scream was still fashionable, so, being a shy sort, I figured dressing up as the Scream killer would be a great Halloween costume. And it was! The really interesting thing I found was that by completely hiding my entire appearance, I suddenly had way more self-confidence than I had ever felt in my life. I was laughing and joking with complete strangers, doing the "WAZAAAPP" thing from Scary Movie, and I was having a thoroughly lovely time.

I can't remember anything else about the evening other than the walk into Portswood, Southampton dressed as the Scream killer — I suspect once I arrived at my destination I proceeded to get absolutely twatted off my face on cheap cocktails — but that feeling of being nigh-invincible on the walk to the venue is something that has stuck with me ever since… and is a feeling I'd love to recapture at some point, somehow.

Anyway, my Halloween has been mostly uneventful, as you can probably tell, but it's now ten past midnight, my video has finished rendering and I still have to work tomorrow. So I should probably go to bed, huh.

Sweet screams or whatever.


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#oneaday Day 145: The love of a good cat https://imnotdoctorwho.moegamer.net/2024/10/30/oneaday-day-145-the-love-of-a-good-cat/ https://imnotdoctorwho.moegamer.net/2024/10/30/oneaday-day-145-the-love-of-a-good-cat/#respond Wed, 30 Oct 2024 22:49:55 +0000 https://imnotdoctorwho.moegamer.net/?p=25206 Apologies for last night's bleakness. Not entirely sure what came over me. I think it was just the fact I turned the TV on to watch something while I was having something to eat and I was immediately confronted by a "Dell AI" advert that… didn't advertise anything whatsoever. But anyway. That was then, and … Continue reading #oneaday Day 145: The love of a good cat

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Apologies for last night's bleakness. Not entirely sure what came over me. I think it was just the fact I turned the TV on to watch something while I was having something to eat and I was immediately confronted by a "Dell AI" advert that… didn't advertise anything whatsoever. But anyway. That was then, and this is now, and now I am back from my overnight stay and monthly visit to the office, and I have been welcomed home by my wife and cats.

My wife is jealous of how much our cats love me. And not just our current two; I was clearly favoured by both Ruby and Meg also. I haven't particularly done anything special to make any of them favour me in particular, but I can confirm that both Oliver and Patti have been all over me ever since I returned home.

And it's nice. There is something wonderful about the completely (well, mostly) unconditional love you feel from an animal. Both Oliver and Patti simply like being with me. We don't have to be doing anything "together"; they both just like to be in the same room as me, knowing that I'm nearby, and that if they feel like jumping on me to harass me for some attention and/or treats, I'm right there, nice and convenient.

I'd always known that having a cat around was a genuine joy. I grew up with two of the most wonderful cats you ever could imagine, for starters, and I still miss them both dearly. I have doubtless told this story many times before, but our first cat Penny was very much my "nursemaid" when I was very little, and as I grew up I felt very close to her.

After Penny passed on peacefully one night, it wasn't long before my family decided that we didn't want to be without a cat, and so Kitty (we didn't name her) joined us. She was a wonderful bundle of joy who loved nothing more than jumping into your lap and lying down, regardless of if you were trying to do anything. Sadly she left us, well before her time, after an accident in the road outside our house.

I still think of both Penny and Kitty, and love them both dearly.

And having pets of my own has brought me immeasurable amounts of joy. I consider myself incredibly fortunate to have been blessed with such wonderful pets consistently — though the fact that every pet I have had has turned out to be such a wonderful companion makes me wonder if the way you nurture them as their carer has as much impact on their overall personality as their general nature. If so, that hopefully says something positive about me.

The only thing I wish is that I'd explored the possibility of having my own pets sooner in my adult life than I did; right from when Andie and I first adopted a pair of rats because we thought it might be fun up until the fussy little mogs who are currently adorning various surfaces in my living room, pet ownership has been a wonderful thing.

There are challenges, of course, and it is sad when you have to say goodbye to a beloved pet. But the possibility of those sad times in the future should never take away from the amount of joy pets can bring you. And, as with Penny and Kitty, the pets we have lost over the years are still with me in their own way, too. Willow, Lara, Lucy, Socks, Clover, Ruby, Meg… I will never forget any of them.

Pets are wonderful companions, excellent listeners and never judge you. And now, I cannot imagine ever being without them.


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#oneaday Day 144: Are we fucked? https://imnotdoctorwho.moegamer.net/2024/10/29/oneaday-day-144-are-we-fucked/ https://imnotdoctorwho.moegamer.net/2024/10/29/oneaday-day-144-are-we-fucked/#respond Tue, 29 Oct 2024 20:34:50 +0000 https://imnotdoctorwho.moegamer.net/?p=25203 With each passing day, I feel like it's getting harder and harder to ignore the feeling that we, the humans, are completely and utterly fucked. And I mean this in a variety of ways. For one, it's impossible to ignore the wilful ignorance "big tech" is demonstrating in the current "AI" gold rush. After years … Continue reading #oneaday Day 144: Are we fucked?

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With each passing day, I feel like it's getting harder and harder to ignore the feeling that we, the humans, are completely and utterly fucked.

And I mean this in a variety of ways. For one, it's impossible to ignore the wilful ignorance "big tech" is demonstrating in the current "AI" gold rush. After years of getting things like carbon emissions and sustainable energy production into a good place — likely far too late, but still, the effort was happening — it seems all the big players in the tech space have just gone "haha! Fuck that, we've got a new toy, and bollocks to the frankly unnecessary amount of energy it consumes to power it".

And this is about the third or fourth energy-inefficient tech gold rush at this point, after cryptocurrency and NFTs. The one thing those things and "AI" have in common is that they're hawked by people who are completely unable to explain how their supposed benefits outweigh the absurd cost in resources required to use them. At worst, they're used as outright scams.

AI is even worse at this point. In the last few weeks, I've seen several adverts for "AI". Not an AI product, not a revolutionary and groundbreaking use case for AI… just adverts for "we are a tech company and we're doing… something… with AI because every other fucker is". It is absolutely telling that not one of these adverts has been able to depict AI doing anything remotely useful, and that none of them even attempt to explain why AI is a good thing. Because, as most people who have been paying attention will know at this point, there is no product.

Seriously. There is no compelling use case for AI that isn't already covered in a more energy-efficient format by existing tech.

Want to find information? Search engines exist, both for the whole Web and within a single site.

Want to write code? Well, you'd better learn, because ChatGPT is going to spit out bullshit that is full of errors that you won't know how to spot without knowing how to code.

Need an image? There are billions of images online, many of which are royalty free or suitable for use via fair use provisions. There are free art packages available. And there are lots of artists who will draw whatever the hell you want — yes, even that — if you give them some money.

Can't write an email? Bullshit you can't. If you can write a ChatGPT prompt you can write a fucking email. Stop being a lazy cunt.

Need AI to "summarise" something for you? Just read the fucking thing, it's not hard, and as a species we've spent several thousand years mastering that basic skill.

So that's a concern, both for the environmental impact and for how it will affect the job market. I'm also rather concerned about how medicine seems to be super-keen to use AI rather than, you know, human doctors. I'm sure that's going to be a fun few lawsuits in the near future.

And outside of all this nonsense, we have the current state of world politics, particularly the US. I have friends in the States who are — quite rightly, I feel — legitimately terrified about what the upcoming election will result in. And while I thought people were overreacting somewhat back in 2016 when this situation last presented itself, having seen how utterly deranged Trump and his most obsequious sycophants are behaving in the run-up to this election… yeah. I get it.

So the inevitable conclusion to all this is to find myself sitting alone in a hotel room asking myself "are we fucked?" Cause I think we might be, y'know. I think we might be.


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#oneaday Day 143: You should consider a mini PC https://imnotdoctorwho.moegamer.net/2024/10/28/oneaday-day-143-you-should-consider-a-mini-pc/ https://imnotdoctorwho.moegamer.net/2024/10/28/oneaday-day-143-you-should-consider-a-mini-pc/#respond Mon, 28 Oct 2024 22:29:04 +0000 https://imnotdoctorwho.moegamer.net/?p=25199 I realised that I don't think I've talked about this on this 'ere blog before, so now's as good a time as any. You should consider a mini PC. You know, those little square things that are much too small to put anything in and don't have graphics cards. Yeah, them. I got this one … Continue reading #oneaday Day 143: You should consider a mini PC

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I realised that I don't think I've talked about this on this 'ere blog before, so now's as good a time as any.

You should consider a mini PC. You know, those little square things that are much too small to put anything in and don't have graphics cards. Yeah, them. I got this one and it has completely taken over from "the gaming PC" (which is hooked up to the TV in the living room) as my daily driver for work, and also for video capture and streaming. (I still do video editing on the gaming PC, though, because having an actual graphics card is helpful there.)

I've been very pleasantly surprised how capable that thing is, even if I continually want to call its brand name "Beedrill" instead of "Beelink". (I had to look up my order to check.) It's a nippy little thing when running Windows 11 — which is nowhere near as bad as naysayers think, particularly when you turn off/forcibly remove all the AI shit — and for anything other than bang up to date graphically intensive polygonal games, it performs admirably. It is superb at emulation, for example.

Its small form factor makes it very portable — I now take it to the office when I have to go in, instead of a laptop — and it has plenty of connectivity, including Wi-Fi and Bluetooth. I've added a powered USB hub to mine just for maximum flexibility — I have a lot of things hooked up to it — but if all you need is a wired mouse and keyboard and maybe some additional USB storage, you're sorted with just the included ports.

I hadn't even considered mini PCs prior to picking this one up, but when I decided I wanted to move my day-to-day work from home out of the living room and up into my study, something made me give them a look. And I was surprised to read plenty of positivity about them — it seems these little things are quite fashionable at the moment. And, having now owned one since May of this year (it feels like longer already — it's a fixture now!) I am delighted with how it's performed and how flexible the damn thing is.

The only thing — besides triple-A gaming — that I've found it's not really up to is simultaneously running a reasonably modern game and recording/streaming it at the same time. It's fine doing this with emulation — my last few Atari ST videos were done on this machine — but when I thought about streaming UFO 50 a few weeks back, it wasn't quite up to the job. Which is a shame, but not the end of the world, because I also have an Elgato hooked up to it, so I can just stream/record from other devices such as the 400 Mini, Evercade VS and, soon, Switch — I've bought a second Switch dock specifically so I can dock my Switch and stream from it.

So if you're in the market for a new PC and you know that your uses aren't going to be super-demanding — and yes, this even includes games, so long as they're not, like, super-fancy ray-traced gubbins — I can confidently say a mini PC is a good investment. They're particularly ideal if you want to set up some sort of emulation box or a system primarily used for entertainment — video streaming, music, that sort of thing. They're small, compact, quiet and, best of all, cheap.

So yeah. That's my sales pitch. You should consider a mini PC. I'm glad I did!


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 142: More sound novels, please https://imnotdoctorwho.moegamer.net/2024/10/27/oneaday-day-142-more-sound-novels-please/ https://imnotdoctorwho.moegamer.net/2024/10/27/oneaday-day-142-more-sound-novels-please/#respond Sun, 27 Oct 2024 23:28:06 +0000 https://imnotdoctorwho.moegamer.net/?p=25196 Playing through Death Mark and now its sequel NG, I'm once again struck by how much I like the "sound novel" approach to Japanese-style adventure games. I last encountered this style of presentation back when I looked at 428: Shibuya Scramble, and I liked it a lot there, too. And I'd like to see more … Continue reading #oneaday Day 142: More sound novels, please

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Playing through Death Mark and now its sequel NG, I'm once again struck by how much I like the "sound novel" approach to Japanese-style adventure games. I last encountered this style of presentation back when I looked at 428: Shibuya Scramble, and I liked it a lot there, too. And I'd like to see more of it.

For the unfamiliar, a "sound novel" is usually a form of visual novel in which audible character speech (as in, voice acting) is eschewed in favour of presenting narration and dialogue exclusively (or almost exclusively in the case of Death Mark and NG) through text. To counterbalance the "loss" of this aspect that is normally found in most visual novels these days, sound novels place a much stronger emphasis on ambient audio.

That means unlike many other visual novels, which tend to have continuous background music as their main accompaniment to the action, sound novels attempt to create a sense of "immersion" in the game environment via a slightly different means. It's a uniquely "video game" way of doing things, and the more I experience it, the more I really like it.

Part of the reason I appreciate it is because I'm a fast reader, and when I'm playing a visual novel with full voice acting, I find it very difficult to make myself advance the text before the speech has finished playing — even if the speech is not in a language I understand. This is because I know that there is often some very good voice acting in visual novels — it tends to be where a lot of the budget goes — and I worry that I might miss out on some particularly dramatic or emotional moments if I skip the sound.

The game that got me into this habit was Corpse Party on PSP, which is kind of sort of a visual novel, only with RPG-style exploration. The voice acting in that game was so good that I not only listened to every line in its entirety, even though I don't speak Japanese, I also made listening to the Japanese voice track my norm in most games (well, those that originated in Japan, anyway) I played from thereon.

But I'm always just a bit conscious of the fact that all that lovely voice acting is slowing me down, and since I inevitably read a line faster than it's spoken — particularly if we're dealing with one of those characters that speaks incredibly slowly — I can occasionally feel my attention wandering. Now, I could just skip the dialogue and move on to the next line, but like I say, there's a little switch in my brain that's flipped, and I can't flip it back; it just doesn't feel right to do that.

Sound novels, though, present no such difficulty. I can romp through Death Mark and NG (and indeed 428: Shibuya Scramble before them) at completely my own pace. I don't need to wait for a voice actor, I don't need to wait for a dramatic moment, I just read and advance. And I really like it.

This got me thinking more broadly about how I'm settling into a place where I feel like I actually prefer the games that deliberately hold themselves back from trying to be "realistic" in various ways. I played Death Mark immediately after the Silent Hill 2 remake, and while the Silent Hill 2 remake was indisputably excellent, I think I'm actually drifting into a place where I enjoyed Death Mark more in terms of the way it was presented to me. And I'm enjoying NG even more than Death Mark, because it's doing a lot of the same things, only it feels a bit more polished and refined.

So I think I'm in a place where the "sound novel" approach is fast becoming one of my favourite ways to present an interactive narrative. It's got the descriptive text and well-crafted dialogue I enjoy, it's got incredibly atmospheric ambient sound to feel "immersive", and I can play through it at completely my own pace, rather than being arbitrarily limited by my inability to skip through voice-acted lines.

Of course, in the other games I suppose I could just turn the voice acting off. But then I feel like I'm deliberately depriving myself of an important part of that game's presentation.

Oh, woe is me. I realise, of course, that this is a completely pointless problem to be worrying about, and, to be honest, I'm not actually worrying about it at all. It just struck me as something interesting while I was playing NG this evening, and I hope I can find some more sound novels to enjoy once I'm done with the Spirit Hunter series.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 141: Progress report https://imnotdoctorwho.moegamer.net/2024/10/26/oneaday-day-141-progress-report/ https://imnotdoctorwho.moegamer.net/2024/10/26/oneaday-day-141-progress-report/#respond Sat, 26 Oct 2024 21:43:58 +0000 https://imnotdoctorwho.moegamer.net/?p=25193 It's been nearly a week that I've been following the NHS 12-week "Weight Loss" app programme so far, which basically just means I've been counting calories for 6 days. But I've been pleasantly surprised by a few things. I'm yet to weigh myself to see if anything has happened as a result of this week … Continue reading #oneaday Day 141: Progress report

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It's been nearly a week that I've been following the NHS 12-week "Weight Loss" app programme so far, which basically just means I've been counting calories for 6 days. But I've been pleasantly surprised by a few things. I'm yet to weigh myself to see if anything has happened as a result of this week as yet — I've set "Monday morning after the really long morning piss" as the weekly weigh-in — but as with most things like this, the programme is as much about getting yourself into decent habits as it is about making number go down.

The thing I've been most pleasantly surprised about is how possible it is to eat "normally" and enjoyably without breaking the calorie bank. In the last week, I don't feel like I've really had to "give anything up"; when I've fancied some crisps, I've had some crisps, when I've fancied some chocolate, I've had some chocolate. The important thing is paying attention to those things and ensuring you don't do them to excess, and being honest about counting them. As such, even though I've had crisps and chocolate and a few other bits and pieces most diets would probably count as "naughty" on some diet plans throughout the week, I've still come to the end of each day below the calorie allowance I have.

Now part of this is because I'm a big lad and thus need a few more calories than someone who is normal-sized, but I figure cutting back can be a gradual process. In thinking about what I'm eating and counting the calories, I'm already finding myself thinking "well, I can probably do without that and it will save me 250 calories". For example, with lunch today I eschewed a bag of crisps and I didn't really miss them. I suspect long-term I can retrain myself to think that lunchtime doesn't have to involve a bag of crisps, and thus a bag of crisps can be mentally moved from "expected part of lunch" to "occasional treat". That seems like a positive step, for sure.

This is a positive move. One of the reasons I have found myself struggling with more "plan-based" approaches in recent years is the feeling that I'm "giving things up" and "missing out" on them. When you specifically rule out certain things from your diet, it turns out that you really crave them. And while when I did Slimming World 10 years or so back I could handle that, this time around I've really struggled. And thus it was time to try something different.

As I say, so far it remains to be seen if what I've done this week has actually had any tangible effect or if I need to step my efforts up a bit, but from next week I'm planning to start being a little more active again.

Y'see, part of the reason I'm in the state I'm in is due to the COVID years. The whole lockdown thing, coupled with general laziness, caused me to gain a bunch of weight, stop doing any sort of exercise and even start feeling a bit uneasy about going outside generally. That's not a good place in which to find yourself, so I need to start taking additional steps to sort that out, and getting back into a gym habit will be a good means of doing that.

The reason I haven't done that this week alongside starting the calorie counting is I did my back in somehow while we were away on holiday, and it's just starting now to feel like it's a bit better. I didn't want to agitate it with exercise, so I've been waiting until whatever the problem was appears to have "healed", and I think it's pretty much there. So from Monday, I'm going to make an effort to go to the gym at least three times throughout the week.

I think I talked about this elsewhere, but I also plan to not overwhelm myself by suddenly starting a long, intense exercise routine. I'm going to begin by just going and doing, say, 20-30 minutes walking on the treadmill. I have a bit of a mental block where I feel like "just" doing that is a waste of time, but when you're in the state I'm in, it's absolutely not. Ideally what I'd want to do is maybe one day 20-30 minutes on the treadmill, then the next day just do the strength training machines, then alternate back and forth between them. That way, over the course of the week, I can end up having done the "recommended" amount of exercise, and I'll have also done a bit of both cardio and strength.

I don't yet know if my mental wellbeing and willpower is quite up to that as yet, but it's something to aim for at least. For now, I'm going to count "went to gym at least three times" next week as a success, and anything more than that is a happy bonus. And that will kick off on Monday, giving me tomorrow to relax a bit, make sure my back is in working order and mentally prepare myself for what's ahead.

I want to beat this. I know it's possible, and I know it's going to be hard work. Right now I'm feeling oddly motivated, so I wanted to put pen to paper and actually express that. Whether I feel the same way on Monday remains to be seen, but these sorts of things always have to be one step at a time, slowly but surely.

And so here I am, taking those slow but sure steps. Here's hoping they prove to be both worthwhile and sustainable.


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#oneaday Day 140: Pepsi Electric: a taste journey https://imnotdoctorwho.moegamer.net/2024/10/25/oneaday-day-140-pepsi-electric-a-taste-journey/ https://imnotdoctorwho.moegamer.net/2024/10/25/oneaday-day-140-pepsi-electric-a-taste-journey/#respond Fri, 25 Oct 2024 12:40:23 +0000 https://imnotdoctorwho.moegamer.net/?p=25168 I must admit, I am a sucker for Established Brands doing some sort of Limited Edition gimmick. So when I saw the local Tesco Express had refrigerated Pepsi Electric, which is blue Pepsi, I was immediately intrigued and knew I had to indulge in what would almost certainly be an incredibly disappointing experience. Particularly as … Continue reading #oneaday Day 140: Pepsi Electric: a taste journey

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I must admit, I am a sucker for Established Brands doing some sort of Limited Edition gimmick. So when I saw the local Tesco Express had refrigerated Pepsi Electric, which is blue Pepsi, I was immediately intrigued and knew I had to indulge in what would almost certainly be an incredibly disappointing experience. Particularly as Pepsi Electric is a zero sugar soda and therefore will almost certainly taste like it has never been near anything that has been anywhere vaguely in the vicinity of "nature".

But come on, blue Pepsi! What's not to like? I will now take you on a semi-visual journey of my thought process while exploring this bottle of inevitable disappointment.

Okay, here we go. I have a small degree of trepidation, but I'm sure it can't be that bad.

Cap off, mild amount of fizz. Promising, inasmuch anything can be promising at this stage of proceedings.

The first sip. I am immediately hit by something almost, but not entirely, unlike Pepsi.

My immediate reaction was pretty much what this face suggests.

"The fuck is this actually supposed to taste of?" It's "Citrus cola" apparently. It tastes (and looks) a little bit like cleaning fluid. Or, you know, what I imagine cleaning fluid to taste like based on the smell.

Another glug to make sure. Despite my "cleaning fluid" comment above, I'm not completely repulsed by the experience so far.

The initial belch from this bottle is disappointing, both in terms of length and girth.

I continue the assignment. I have, after all, started, so I should finish. I don't like wasting food and drink I've paid money for, even if it's not something I like. The only exception to this is anything which tastes heavily of raw onion, which will actively repulse me and make me want to throw it away. Thankfully "Onion Pepsi" has so far remained in the purely conceptual stages.

Ladies, try not to get too excited. I am a happily married man. But Pepsi Electric does indeed turn your tongue blue.

A new belch emerges! This one has a little more body to it, but it's still disappointing compared to fizzier fizzy drinks, particularly in terms of length and overall volume.

At this point, I'm contemplating whether I should rethink my "finish what you start, unless it tastes of onion" policy.

In for a penny…

…in for a pound. I do try and chug the remainder of the bottle in one go, but as with most drinks that are artificial sweetener-forward, I find it difficult to drink a lot at once. Full-sugar Coke or Pepsi I could quite happily down a 500ml bottle in one go (and produce some absolutely thunderous belches afterwards) but this is proving challenging.

Eventually it takes two "chugs" to drain the rest of the bottle, and I am left with a slightly lingering sense of regret.

One final burp. I was hoping this would be "the big one", but it disappoints.

Final conclusions: not actively unpleasant, but not particularly pleasant, either. Not something I will buy again. As with most "flavoured colas", I find that the "flavour" actively takes away from the enjoyment of just drinking a cola.

Zero sugar cola — specifically Coke Zero, Diet Pepsi and Pepsi Max — has a distinctive flavour that I am on board with. Coke Zero in particular tastes enough like regular Coke that I don't feel I'm "missing out". Any time you add some sort of "flavour" atop the basic cola flavour, though — or if you're just Diet Coke, which is fucking disgusting — you amp up the artificial sweetener taste, which is gross.

Plus there wasn't nearly enough fizz. When I drink a nice cold bottle of cola, I want to be able to summon up a belch from the very depths of Hell afterwards. The post-Pepsi Electric burps were impotent, however, making the whole experience feel rather underwhelming.

Overall, a resounding shrug of the shoulders and general sense of indifference. 73%


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 139: Non-specific ramblings https://imnotdoctorwho.moegamer.net/2024/10/24/oneaday-day-139-non-specific-ramblings/ https://imnotdoctorwho.moegamer.net/2024/10/24/oneaday-day-139-non-specific-ramblings/#comments Thu, 24 Oct 2024 23:42:44 +0000 https://imnotdoctorwho.moegamer.net/?p=25165 I'll level with you, dear reader, I don't really know what to write about tonight, and it's already twenty past midnight, so I decided I would just start typing and see what came out. I had been looking for inspiration in past blog posts, but ended up just reading them rather than taking any actual … Continue reading #oneaday Day 139: Non-specific ramblings

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I'll level with you, dear reader, I don't really know what to write about tonight, and it's already twenty past midnight, so I decided I would just start typing and see what came out. I had been looking for inspiration in past blog posts, but ended up just reading them rather than taking any actual ideas from them. It's times like this that I'm glad I've managed to keep this one site up and running for so long — even though it has had a few challenges in the last year in particular.

But anyway. Looking back at the blog posts I wrote more than 10 years ago — I was idly browsing through entries from January 2011 — I found it striking to ponder how some things have very much stayed the same (depression, anxiety, loneliness) and others have changed quite a bit.

In one post, for example, I noted a modest ambition of mine as being able to one day buy a brand-new car. To date, I have done that not once, but twice. Well, kind of. I got roped into one of those hire-purchase schemes because I am not good at talking to salespeople, and when the term on one was concluded, I was faced with either paying up several thousand more pounds to keep the car I'd already paid several thousand pounds into on a month-by-month basis, or switching to another new car and continue paying for that on a month-by-month basis.

Not having several thousand pounds to spare at the time, I chose the latter option, which resulted in me getting a worse car for more money. But at least when that one was up, I did have the money to spare to just finish purchasing it outright. Regrettably, it was due to my inheritance from my last remaining grandparent passing away — thanks, Nan D — but that same car is still sitting comfortably on my driveway and will hopefully last a good few years more yet.

Back in 2011, I don't think I would have ever contemplated having a nearly-new piano, which I do now. Of course, 2011 was right when I was in the middle of one of the worst periods of my life, having recently separated from my first wife and started enduring what, at the time, I thought was the great indignity of having to move back in with my parents. (My mental state was not good at the time. I mean, it's not good now, but it was really bad then. I am now, at least, genuinely and honestly grateful for that safety net I had and wouldn't like to think of what might happened to me had my parents not saved me from a very bad situation. But enough of that for now.)

On the whole, my life in 2024 is in a much better place than it was in 2011. I have a stable job that I like in a field I'm proud to be part of, a decent income, an incredibly supportive and understanding wife whom I love very much, two wonderful cats whom I also love very much, and a game collection that would blow the mind of my teenage self. In terms of general "life situation", I can't complain all that much.

But I miss people. As a socially anxious and introverted person, I'm sure that's not something the me of a decade or two back would have ever thought I'd say, but man. Loneliness fucking blows. And the longer it goes on, the harder it feels like it is to do something about it. There are people I probably could reach out to and attempt to rekindle past friendships, but what does one say in that situation, and via what medium?

I feel like I've had about a decade of everyone I know drifting away from me for one reason or another — or perhaps me drifting away from them, or perhaps both — and now I just don't really know how to handle that. I would like nothing more than to return to the good old days of the "Squadron of Shame" club on 1up.com and our later website and podcast, but I wouldn't even know where to begin recapturing those good old days — or even if it's possible to do so.

The one positive thing I've found in recent months is that social network BlueSky has a pleasing "early 2010s" Twitter vibe to it right now, and that is gradually helping me to build up a sense of online confidence that has been severely knocked over the course of the last decade or so.

That's a start, at least, as loathe as I am to rely on a social network website for interacting with people, knowing as I know now that all these services eventually go down the route of enshittification. Real-life, meanwhile, I have a lot more work to do in, as my present physical condition means that I'm afraid and/or ashamed to see anyone I used to know in person because of the amount of weight I gained over the COVID years, so that's going to be a harder, more long-term project, but, well, I guess I have plenty of time on my hands.

Well, then, how about that. "Nothing to write about," he says, then goes and rambles on for nearly a thousand words. I guess that's the approach to take when I can't think of anything, then. Just sit down and write. That's what #oneaday has always been about. And that's what I'll continue to do.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 138: Marked https://imnotdoctorwho.moegamer.net/2024/10/23/oneaday-day-138-marked/ https://imnotdoctorwho.moegamer.net/2024/10/23/oneaday-day-138-marked/#comments Wed, 23 Oct 2024 21:52:07 +0000 https://imnotdoctorwho.moegamer.net/?p=25162 I'm currently playing Death Mark, a game I've had on my shelf (along with its two sequels) for quite a while now, but have never gotten around to. I've been meaning to play it for "spooky season" for a few years now, but for one reason or another the timings have never quite lined up. … Continue reading #oneaday Day 138: Marked

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I'm currently playing Death Mark, a game I've had on my shelf (along with its two sequels) for quite a while now, but have never gotten around to. I've been meaning to play it for "spooky season" for a few years now, but for one reason or another the timings have never quite lined up. This year, I made it happen!

As with most things, I'll do a full writeup on MoeGamer once I've finished it, but four chapters in now I can offer some reasonably well-informed thoughts on what I think so far.

For the unfamiliar, Death Mark is a horror adventure game by Experience Inc. Experience Inc. is a developer primarily known for making dungeon crawlers with beautiful artwork such as the excellent Demon Gaze series. Death Mark eschews most of the role-playing game trappings in favour of adventure game mechanics — though Experience haven't completely left behind what they're known for.

The premise of the game revolves around individuals suddenly finding they are "Marked" with a strange scar that looks like a bite mark. This indicates that very soon, they are going to lose their memories and then die horribly. The game consists of a series of discrete cases, during which you, as the Marked amnesiac protagonist, are tasked with helping out one or more companion characters and hopefully giving a restless spirit — the source of the Mark — some peace.

This involves exploring an area from a first-person perspective, discovering clues, solving puzzles and, when the time comes, confronting the spirit directly.

The first-person exploration is where Death Mark is closest to Experience's dungeon crawlers, though the locations you move between are static images rather than polygonal environments. If you know a pathway exists, you can simply hit a direction on the D-pad to go that way, but in some cases you'll need to investigate the environment in a point-and-click style with your torch to find hidden routes.

As you explore, you'll start to learn more about the Ghost of the Week. In the tradition of Japanese ghost stories, all the restless spirits have been wronged in some way, and they are designed to have rather sympathetic stories — even if their ordeals turned them into vicious, violent monsters. And this is relevant when it comes to confronting the spirit at the end of each chapter.

A "battle" with a spirit unfolds in a turn-based fashion. Each turn, you and your companion can use one of the items you've found during the chapter. Some items can be used repeatedly, others have a limited number of uses. And some items can be used in combination, allowing you and your partner to cooperate and achieve something.

The process of the battle generally consists of a couple of rounds of you finding ways to counter the spirit's attacks, and then, when they get close enough, you have the option of either killing them violently, or doing something that will pacify them and lay the troubled soul to rest once and for all. Taking the former option is usually a more obvious, easier choice, but will usually result in the death of your companion. Taking the latter option requires that you really have searched the environment thoroughly and acquired all the necessary clues to resolve the situation.

It works really well. The game is good about not allowing you to get into "unwinnable" situations, as if you mess up you can simply restart from a previous decision point or, in the case of the spirit battle, from the start of the confrontation. This means that even if you've reached the "finale" of a case, you can still wander off and make sure you haven't missed any important clues before taking on the spirit.

It's a game that is, for the most part, creepy rather than "scary" — there aren't many in the way of "jump scares", and the horror mostly comes from the gradual realisation of what has happened to the poor souls you're laying to rest. There are some gory, violent scenes, though, and many of these have a somewhat fetishistic angle, which, as you might expect, caused more than a few people to sniff and tut when it was originally released.

As anyone with basic media literacy knows, though, sex and horror are inextricably linked, and have been for the longest time in both the eastern and western traditions of the genre. So Death Mark is just doing what comes naturally for the genre; while this leads to some genuinely uncomfortable scenes, it's also good to see a game that doesn't feel like it has to hold back from showing you these things.

Anyway, that's enough for now. I'll have much more to say when I've beaten the whole thing. I believe I have two more cases to go, so I reckon I'll probably have it done by the end of the week. We shall see, though; in the meantime, it's been a great pick for Spooky Season so far, and I'm looking forward to exploring the follow-ups!


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 137: No, NTSC YOU https://imnotdoctorwho.moegamer.net/2024/10/22/oneaday-day-137-no-ntsc-you/ https://imnotdoctorwho.moegamer.net/2024/10/22/oneaday-day-137-no-ntsc-you/#respond Tue, 22 Oct 2024 19:58:19 +0000 https://imnotdoctorwho.moegamer.net/?p=25159 One thing I've been meaning to do for a while is make using my NTSC-U (North American) PS2 more convenient, particularly now I have a RetroTink 5X to get a lovely picture on the big TV. I make the intended process sound more complicated than it really was: all I essentially needed to do was … Continue reading #oneaday Day 137: No, NTSC YOU

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One thing I've been meaning to do for a while is make using my NTSC-U (North American) PS2 more convenient, particularly now I have a RetroTink 5X to get a lovely picture on the big TV. I make the intended process sound more complicated than it really was: all I essentially needed to do was to get another video cable to connect to the American PS2, but for one reason or another I've been putting it off forever.

No longer! I grabbed a set of component cables from Retro Gaming Cables and hooked them up to the Tink today. The reason I went with component rather than RGB SCART is that I already have my PAL PS2 connected to the Tink via RGB SCART, and going with component means I can plug both in at once without having to change cables over — all I need to do is switch the input on the Tink. The quality is, from what I've seen so far, near-identical on both; the only sticking point I had was when I first plugged them in, I got sound and no picture, meaning I had to navigate the PS2 menu by sound alone (and with judicious referring to my working PAL one) to switch it to YPbPr mode. But once that was done, everything was fine and dandy.

I don't have that many North American games, but the few I do have are quite precious to me. On the PS1 front, there's Parasite Eve, Brave Fencer Musashi and Xenogears, three games that I originally picked up around the same time on a trip over to the States to visit my brother. The copies I have now are not the same ones I had as a kid, but they're in almost as good condition, and I'm looking forward to revisiting them.

On the PS2 front, there's Mana Khemia 2: Fall of Alchemy, which I played and adored a couple of years back, plus the first and third Xenosaga games because, inexplicably, we only got the middle episode here in PAL-land. I haven't played those yet but would like to set aside some time for them at some point, as I know they are very well regarded.

Having all this up and running makes me want to seek out a few more North American titles I had back in the day. I'm tempted to try and track down the Lunar games, but since those are getting ports to modern consoles soon it's probably not worth the expense. Final Fantasy Tactics is another tempting one; I know the PSP port is "better" in many ways, but I still have extremely fond memories of the PS1 original. Other NTSC titles I had back then — most notably Final Fantasy IX and Metal Gear Solid — are readily available in PAL format; I got them back in the day because back then, North American releases were months ahead of European releases, sometimes even years.

Then there's a ton of RPGs that never made it to Europe that I wouldn't mind getting my hands on at some point… trouble is, PS1 games have been steadily increasing in price for a while, particularly RPGs. So it's entirely possible that I might never be able to get my hands on some of these, which will be a shame. (I'm also super-salty that I got rid of my excellent condition PS1 copy of Symphony of the Night back in the day, but at least there are multiple alternative options for playing that today.)

Still, it's nice that I now have a solid solution for playing the games that I do still own on original hardware. Because as fun as emulation is, there's still something altogether magical about having the originals of these games.

Anyway, it's not as if I'm short of stuff to play. But options are always good! Now, should I revisit Brave Fencer Musashi, Parasite Eve or Xenogears first…?


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 136: Reset and Restart https://imnotdoctorwho.moegamer.net/2024/10/21/oneaday-day-136-reset-and-restart/ https://imnotdoctorwho.moegamer.net/2024/10/21/oneaday-day-136-reset-and-restart/#respond Mon, 21 Oct 2024 19:57:10 +0000 https://imnotdoctorwho.moegamer.net/?p=25154 Now that I'm back from holiday — and had a thoroughly lovely time, aside from apparently putting my back out because I am an old man — it's time to get serious about the ol' weight loss. I'm fed up of treading water and making no progress, so I'm trying a bit of a different … Continue reading #oneaday Day 136: Reset and Restart

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Now that I'm back from holiday — and had a thoroughly lovely time, aside from apparently putting my back out because I am an old man — it's time to get serious about the ol' weight loss. I'm fed up of treading water and making no progress, so I'm trying a bit of a different tack. Slimming World unfortunately hasn't quite been working for me this time around, so I have instead decided to try the NHS weight loss app. This is pretty much just a glorified calorie tracker, but it has some helpful articles and things that pop up over the course of following a 12-week plan, plus encouragements to check your progress at sensible intervals rather than obsessing over things daily.

I'm also intending to get back into the gym when my back feels a bit better. I have a casual half-plan to alternate cardio and strength training days so I neither overwhelm myself with too much "stuff" on a single day, nor do I feel like I'm "taking up" too much of my personal time with exercise. I know I should consider exercise a valuable use of my personal time, but the reality of the situation is that I'm still in a position where I somewhat resent it. That needs to change, and it's going to be a gradual process. So establishing a simple, manageable and minimally intrusive routine is what I think will work for me.

Same with the food. I've talked a little on here about my experiences with food and why I've ended up the way I am, and based purely on anecdotal evidence, I feel like I'm struggling with a kind of "addiction". Y'see, I've seen people struggling with addiction (to substances other than food) and, as unpleasant as it is to think about and admit, I recognise a lot of similar habits in myself.

Where someone with an alcohol addiction can't resist buying a bottle of vodka from the shop and hiding it upon getting home, "self-medicating" with it in secret even if other people know that's what they're doing, I, too, will find myself at the shop telling myself I "deserve" something that is bad for me. Often multiple things that are bad for me, compounding the problem. And I know they're bad for me, because I'll inevitably scarf them down before I return home and take care to throw away the evidence of my secret shame before doing so.

And it absolutely is a form of "self-medication". I eat to relieve all sorts of things. Boredom, sadness, tiredness, loneliness; any sort of vaguely negative emotion, my body's conditioned response has become "eat something". And that's got me into a terrible situation that with every passing day it feels harder and harder to escape from. I'm ashamed of myself and disgusted with myself, and yet still these behaviours persist.

But I am, at least, aware of them. And gradually changing those behaviours is what I'm trying to do with this new, simpler approach. Today I have come in under my calorie goal and still have enough remaining for a nice glass of milk to accompany bedtime. I haven't accompanied every trip downstairs with a chocolate biscuit or a bag of crisps, and honestly I haven't really missed them. I had a decent breakfast, a perfectly acceptable lunch and a good dinner, none of which were the depressing sorts of things you read in slimmers' "success stories". And approaching things this way has not left me feeling like I'm "missing out" on anything.

Because that was one of the problems I was having with Slimming World this time around. While their plan is effective if you can follow it, if you get into the mindset that you're "not allowed" certain things, that just leads you to crave them more. And then you indulge those cravings a little bit "because just one won't hurt", and before you know it you're completely sabotaging your own efforts, completely conscious of the fact that you're doing so.

That's what happened to me this time around. I had got myself into the mindset that I could "get away" with the odd little "cheat" here and there, but the odd little cheat here and there turned into near-constant cheating, to such a degree that I was actively hampering my own efforts.

And honestly, there is nothing more depressing than reading something like this:

What I used to eat for breakfast:

  • Bacon sandwich
  • Fried Egg
  • Sausage
  • Beans
  • 2 slices of toast
  • Large cup of coffee

What I eat now:

  • Small handful of chia seeds
  • Berries I foraged from the weeds in the back garden
  • A couple of twigs
  • Pond water

It is possible to lead a comfortable, healthy lifestyle without living exclusively off bits of old wood chippings and leaves. It has to be. There are myriad normal people around the world who happily exist on a day-to-day basis, able to enjoy an occasional coffee and a cake and a Tesco Meal Deal for lunch without ballooning to an absurd size. The key, as with anything, is not to do the "treats" to excess. And that is the difficult bit, because treats are delicious and can often induce a temporary feeling of what appears to be happiness and satisfaction

But it's temporary. Then comes the regret, and the self-loathing, which you end up wanting to… you get the idea.

Anyway. This is a fresh start. Nothing that came before matters. There shall be no guilt, no regret, just determination. I will see how things go from here. It can't hurt to try.


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#oneaday Day 135: Just one is fine https://imnotdoctorwho.moegamer.net/2024/10/20/oneaday-day-135-just-one-is-fine/ https://imnotdoctorwho.moegamer.net/2024/10/20/oneaday-day-135-just-one-is-fine/#comments Sun, 20 Oct 2024 19:38:05 +0000 https://imnotdoctorwho.moegamer.net/?p=25149 As I type this, I can overhear my wife listening to some YouTuber I hate the sound of promising to "review every celebrity brand make-up". And this reminded me of a weird trend that is specifically a YouTube thing, whereby it seems like looking at just one thing is never enough, you've always got to … Continue reading #oneaday Day 135: Just one is fine

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As I type this, I can overhear my wife listening to some YouTuber I hate the sound of promising to "review every celebrity brand make-up". And this reminded me of a weird trend that is specifically a YouTube thing, whereby it seems like looking at just one thing is never enough, you've always got to do every instance of a thing.

I Ate At Every Margaritaville In the Country. I Watched Every Barbie Movie. I Played Every Poorly Reviewed Soulslike Game on Steam. This particular "style" of video always seems to be combined with some sort of deliberate suffering — both for the presenter and the viewer, I'd wager — and honestly, it just doesn't appeal to me at all. I'm the sort of person who would much rather take their time over exploring something sprawling in depth and detail than attempting to cram it all into one video — because I can't help but feel if you're cramming a massive amount of things into one video, each individual thing isn't going to get much of a look-in, is it?

I realise this is the point of some of these videos, either to highlight the fact that the many instances of Thing are almost identical to one another and thus can't really be distinguished, but it still irks me somewhat — especially when it comes to a lineup of things that is quite varied such as, say, the output of a particular software company. A video along the lines of "I Played Every Blizzard Game" feels like it would do none of the games any real justice, because each one is very different from the last and deserves its time to shine. Hell, even "I Watched Every Barbie Movie" is probably doing at least some of the Barbie movies a disservice.

My thinking along these lines is why I handled the "Atari A to Z Flashback" series on my YouTube channel as I did. Atari Flashback Classics for Nintendo Switch had 150 games, so I made 150 videos. It took a long time, but I came out of it feeling like I'd completed a worthwhile project — and I absolutely gained some new appreciation for a bunch of games from among that 150 that I otherwise wouldn't have if I'd just given them all a cursory glance and been done within 20 minutes.

Now I'm not saying that everything has to be an epic, long series or anything, and I suspect what I'm describing is more of a "me problem" than anything else. But I know that I, personally, would much rather take my time going through something with a lot of component parts, giving each piece time to digest and myself the opportunity to come to some conclusions that I might not otherwise have been able to if I was racing through to meet my "content deadline".

I guess that isn't what people want these days, though. They want short, quick-fire, snappy — because the modern Web has been set up to pander primarily to those with no attention span. But, as I've argued on several previous occasions, I fear that this just creates a vicious cycle, whereby people's attention spans get shorter and shorter, and the quality and depth people go into when writing or producing videos suffers as a result.

If someone doesn't have the attention span to stick around for more than 3 seconds, that's not my problem; that is very much their problem. I am gratified to see the recent growth in "newsletters" (or blogs, as we used to call them) that present long-form articles intended to be sat down with and savoured; they're not for everyone, sure, but it does please me to know that there are other people out there who enjoy life on the verbose side of things, and they don't care if they "lose" some people due to the sheer length of what they post. As I say, that's a reader problem, not a writer problem. No-one told Charles Dickens not to spend so many fucking pages describing fog — instead, he just gave anyone who couldn't handle it the finger, and his work continues to be regarded as a classic regardless. No-one's going to remember the names of any YouTube Shorts or TikTok creators in 50 years.

I think I got off the point somewhere. But yeah. Review one thing at a time, please. Then I might take your opinions seriously.


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#oneaday Day 134: Layers of fear https://imnotdoctorwho.moegamer.net/2024/10/19/oneaday-day-134-layers-of-fear/ https://imnotdoctorwho.moegamer.net/2024/10/19/oneaday-day-134-layers-of-fear/#comments Sat, 19 Oct 2024 23:35:33 +0000 https://imnotdoctorwho.moegamer.net/?p=25146 I finished the Silent Hill 2 remake this evening. Aside from some truly infuriating boss battles towards the end — which is, at least, true to the source material — it was a fantastic, respectful experience that pays wonderful tribute to a horror classic while adding enough mechanical tweaks to make it a bit more … Continue reading #oneaday Day 134: Layers of fear

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I finished the Silent Hill 2 remake this evening. Aside from some truly infuriating boss battles towards the end — which is, at least, true to the source material — it was a fantastic, respectful experience that pays wonderful tribute to a horror classic while adding enough mechanical tweaks to make it a bit more palatable to a modern audience. But I don't want to talk about that today. Instead, I want to talk a bit about fear, because while I was playing Silent Hill 2, I got thinking about things I've been irrationally afraid of over the years.

Fear is a strange thing — and, indeed, often irrational, hence the existence of the word "phobia". I suspect there's a lot for psychologists to unpack by looking at the things we are irrationally afraid of — or even the things that we feel a bit uneasy about.

When I was a child, I was afraid of quite a few things. The main one was spiders. I still don't like spiders and will likely do anything in my power to get myself out of a situation involving a particularly large hairy spider, but I have mellowed a little in that regard over the years. That's a pretty common, boring one though; most people spend at least some time in their life being afraid of spiders, and it's not a particularly unreasonable fear, I don't think; while obviously little house spiders aren't going to do anything to harm you, the aforementioned large hairy spiders can absolutely do some serious damage to you, and thus I think it's just fine to want to say "fuck that" to all spiders.

A more unusual fear I had was a fear of passing by my bedroom window in the middle of the night. In my childhood bedroom, my bed was in a sort of little "alcove" at the side of the room, and in order to leave the bedroom (to visit the toilet, say) I had to climb out of the alcove and pass by the window. For some reason, I was absolutely convinced that there was something lurking somewhere in the vicinity of that window, so if I needed to get up and go for a wee in the middle of the night, I'd often leap past the window so I spent as little time as possible exposing myself to the unknown evil that was lying in wait.

An equally bizarre fear that I think was related to the window thing was a fear of a plush toy pajama case I owned, known as American Brown Bear, because he was from America and he was a brown bear. I was absolutely fine with American Brown Bear in the daytime, but at night-time I was convinced he was possessed by some unknown evil presence, and I suspect at least one of the things I feared with regard to my bedroom window was American Brown Bear jumping out and "getting" me.

I sort of know where that one came from. And I mean "sort of", because the thing that I think caused that fear couldn't have possibly happened, making me think that it was some sort of dream, hallucination or other false memory. Or perhaps it's an actual memory of something someone did that I'd come to have peculiar associations with. Either way, it's a strange one. Are you ready?

I was convinced that when American Brown Bear would jump out and "get" me, he would shout "MRS. LINCOLN PUPPIES". And for some reason, I found this absolutely terrifying, despite it obviously making no sense whatsoever. I have no idea who Mrs. Lincoln is, or indeed why I should care about her puppies — or what American Brown Bear had to do with the puppies, for that matter. But what I do know for sure is that that phrase struck the absolute fear of God into me as a young'un.

For the record, American Brown Bear never "got" me, to my knowledge, and likewise the ancient evil lurking in the vicinity of my bedroom window never showed itself, either. And, as a result, I eventually left those fears behind — particularly once my brother left home and I was able to move into the larger bedroom at the back of the house. The windows in that room weren't scary.

Another completely irrational feeling — I'm not sure I'd call it a "fear" as such — that I've had for as long as I can remember is another oddly specific thing, and that is that I feel distinctly uneasy around toilets with a very high cistern. You know, the kinds you get in sort of Victorian-era houses that have never really been updated; the kind of toilet that looks ridiculous if you draw it, because the cistern is comically high up compared to modern toilets.

I don't know why I have this sense of unease around them. I don't know what I think is going to happen. Perhaps it's more a fear-by-association sort of thing; toilets like this tend to be in old houses, which tend to be in varying states of disrepair and often have lots of spiders lurking in dark corners. Whatever the reason, I don't like them and will generally avoid having to spend any time in a toilet with a high cistern. I'll have a wee in one no problem, but I'd rather not go for a poo on a toilet like that. I have no idea why, but that is the reality of the situation.

A related fear that I had as a child which I subsequently got rid of was an irrational fear of extractor fans in bathrooms. Oddly enough, I remember the exact circumstances under which I developed this fear. At the time, my language skills were still developing — I was about 4 or 5 years old at the time — and we were visiting America. My Dad had, I think, been doing some work out there, but because he was out there for some time he was able to bring the rest of the family along. It was a great (and long, from what I recall) trip, during which we took in, among other things, Disney World in Florida.

The reason I mention my language skills developing at the time is because I didn't know what an extractor fan was called, so I called it a "dotch". More accurately, an extractor fan which came on when you pulled a cord to turn the light on in a bathroom was a "wim-dotch wib hamdongs"; "dotch", meanwhile, was a more generic term that could just mean "ominous-looking air vent", as seen in the bathrooms of my grandparents' houses.

Anyway, the reason I became frightened of the dotch was because of a Muppets movie we had watched on television. The Muppet Movie, as it happens, and specifically this scene:

Yes, that is Kermit the Frog being put into what is essentially an electric chair — sorry, an "electronic celebrectomy" machine. I found this scene intensely traumatic when I saw it as a kid, and I was horrified to discover that the bathroom light in the motel we were staying at at the time — the Edison Motor Inn, Poughkeepsie, NY, if you were curious — resembled the glowing circular light at the top of the "electronic celebrectomy" machine. For some reason, that then led me to associate the wim-dotch wib hamdongs that came on at the same time as the light with this "electric chair", which then caused me to be afraid of dotches for a good few years afterwards.

I don't think I ever told anyone the specifics of that because even then I knew it was a ridiculous association to make in my head — in fact, for many years, I was convinced that I had completely made up the above scene, and wasn't able to confirm it was real once and for all until YouTube came along. But that's the thing with irrational fears: they are completely irrational, and make no sense. However stupid you know they are, if they've taken a hold, they will still frighten you, even as part of your brain is frantically telling the scared part "you are being ridiculous". And it seems I was particularly prone to this sort of irrational fear as a kid.

You will be pleased to know that I am no longer afraid of dotches. Spiders, no thanks. Toilets with high cisterns, only if I have to. But dotches? I think I'm fine now. Probably.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 133: Back to life, back to reality https://imnotdoctorwho.moegamer.net/2024/10/18/oneaday-day-133-back-to-life-back-to-reality/ https://imnotdoctorwho.moegamer.net/2024/10/18/oneaday-day-133-back-to-life-back-to-reality/#respond Fri, 18 Oct 2024 23:04:50 +0000 https://imnotdoctorwho.moegamer.net/?p=25144 We're back home! Boo! Although honestly, we're both kind of knackered, so it's nice to get back home, see the cats and have the prospect of our own bed waiting for us. It's been a lovely break, and we enjoyed a final dip in the pool before we departed early this afternoon, but now we … Continue reading #oneaday Day 133: Back to life, back to reality

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We're back home! Boo! Although honestly, we're both kind of knackered, so it's nice to get back home, see the cats and have the prospect of our own bed waiting for us. It's been a lovely break, and we enjoyed a final dip in the pool before we departed early this afternoon, but now we both need a day or two to get ourselves back in working order for a vaguely normal existence from Monday onwards!

I was pleased to see that my cat Patti has been getting along with my mother-in-law while we were away. Patti is a very shy, scared cat when confronted with anyone other than us, but it seems that she's learned to trust my mother-in-law over the course of the last few days. The pair have spent some time together before and they had a similar outcome; Patti hid for the first little while, but eventually came out and became quite friendly and sociable once she determined once and for all that there was no threat, and, in fact, there was the distinct possibility of being spoiled with treats.

Oliver, meanwhile, has seemingly had a lovely time. He's already a very sociable cat, and it sounds as if my mother-in-law has had a nice time playing with him. We reckon he's probably about a year and a half old at this point, and he still loves to play for hours; we'll often hear him kicking his toys around well into the early hours of the morning once we've gone to bed, and he is showing no signs whatsoever of slowing down just yet.

A few packages arrived while we were away. One was a pair of swimming shorts that I paid for next-day delivery on in the hope that they would arrive before we left; needless to say, they did not, in fact, arrive on the next day thanks to Yodel being fucking idiots. "We need some more information about your address," they said. "Please contact us." They did not provide any means of contacting them, so I had to go ferreting through their support pages until I found the dreaded "Live Chat" option, then had to endure the obligatory Indian person with broken English copy-pasting set phrases and platitudes from their handbook, only for the outcome to be "we don't actually need any information about your address, we just fucked up and didn't even attempt to deliver it", which was nice. But at least I have a spare pair of swimming shorts for future excursions, I guess.

The one package I was hoping to arrive hasn't come yet, though: a box of all the Atari-branded sauces. As someone who enjoys sauce, I'm looking forward to trying these, and I also think it will make a fun video to try them all for the first time on camera, so I'm hoping these will arrive sometime soon. Sadly, they're not here yet and don't look like they've even been dispatched as yet, so I will have to wait a little longer to learn exactly what Yars' Revenge tastes like.

Anyway, I'm pooped and my back hurts, so I'm going to bed, in my own bed. I suspect I will not wake up until quite late tomorrow. And that's fine. I'm technically still on holiday, even though I'm back home. And I intend to continue enjoying that holiday until work starts again on Monday!


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 132: Broadcast Television https://imnotdoctorwho.moegamer.net/2024/10/17/oneaday-day-132-broadcast-television/ https://imnotdoctorwho.moegamer.net/2024/10/17/oneaday-day-132-broadcast-television/#respond Thu, 17 Oct 2024 22:35:23 +0000 https://imnotdoctorwho.moegamer.net/?p=25130 It must seem incredibly quaint to people who grew up after a certain point to know that when we wanted to watch something on television, we used to be beholden to an arbitrary schedule that wasn't decided by us, the viewers. Sure, pay-per-view and on-demand services existed, but they were often extremely expensive and in … Continue reading #oneaday Day 132: Broadcast Television

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It must seem incredibly quaint to people who grew up after a certain point to know that when we wanted to watch something on television, we used to be beholden to an arbitrary schedule that wasn't decided by us, the viewers.

Sure, pay-per-view and on-demand services existed, but they were often extremely expensive and in some cases still beholden to someone else's  schedule.

Today, of course, if you want to watch something you just call it up from any of the bazillion streaming services available, or raid your network-attached storage that is loaded up with pirated movies you've torrented over the course of the last decade.

Streaming services have their own drawbacks, of course, with the two main ones being that there are about as many streaming services as there used to be cable packages, and the dreaded "analysis paralysis", where being given complete freedom to choose anything often causes you to end up choosing nothing.

The reason I bring this up is because while we've been away on holiday, we haven't had any TV-connected streaming devices with us. And you know what? It's been kind of nice. We've watched a bit of telly while we've been here, and it's just been whatever happened to be on while we wanted to just zone out for a bit. And broadcast television as it exists today is more than happy to cater to this type of viewer.

You know the sort of thing: shows that require zero commitment or even attention, like game shows and reality TV programmes about traffic police. Mindless garbage, to be sure, but somehow to me will always feel less offensive than attention-deficit slop on services like TikTok and YouTube Shorts. Perhaps that's just my age talking — and to be clear, there's plenty of broadcast TV I find too offensively awful to even watch as background noise — but everything we've watched "by chance" this week feels like something I've actually got something from, even if it's just some general knowledge trivia. I absolutely do not get that from "pov: u ordered a large fish and chips at wetherspoons".

Anyway, it's time to go home tomorrow, so it will likely be back to not watching any broadcast TV at home. It's been a nice change, though, and a reminder that some forms of media still aren't quite as dead as some people would like you to believe.


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#oneaday Day 131: Mandela Affected https://imnotdoctorwho.moegamer.net/2024/10/16/oneaday-day-131-mandela-affected/ https://imnotdoctorwho.moegamer.net/2024/10/16/oneaday-day-131-mandela-affected/#respond Wed, 16 Oct 2024 23:51:48 +0000 https://imnotdoctorwho.moegamer.net/?p=25127 Well, I've been well and truly hit with the Mandela Effect today. Earlier, I was playing Maniac Square, a puzzle game by Spanish arcade developer Gaelco. Andie overheard the music and asked, "why does that game have the Blue Peter music?" "It doesn't," I said, absolutely convinced of this fact. Blue Peter, as everyone knows, … Continue reading #oneaday Day 131: Mandela Affected

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Well, I've been well and truly hit with the Mandela Effect today.

Earlier, I was playing Maniac Square, a puzzle game by Spanish arcade developer Gaelco. Andie overheard the music and asked, "why does that game have the Blue Peter music?"

"It doesn't," I said, absolutely convinced of this fact. Blue Peter, as everyone knows, has Sailor's Hornpipe (or, to give it its more correct name, College Hornpipe) as its theme. The same one they play at the Proms every year.

Except it doesn't.

Blue Peter, I have learned, actually uses a tune called Barnacle Bill. It's similar, but different. Have a listen.

Here's Sailor's Hornpipe, with a YouTube thumbnail that resembles the Blue Peter logo, just to add insult to injury:

And here is the Blue Peter theme in one of its more famous incarnations by Mike Oldfield of Tubular Bells fame:

You will hopefully forgive me for getting the two confused. But wait! What's this?

It's only bloody Mike Oldfield doing the Sailor's Hornpipe. And just to confuse matters, his rendition of Barnacle Bill for Blue Peter in the '80s is often misattributed to being a B-side to Tubular Bells called, you guessed it, Sailor's Hornpipe. Except that one actually is Sailor's Hornpipe.

For anyone reading this who isn't British, I'm sorry. I'm not sure I can adequately explain Blue Peter to you other than to say it was a children's TV show that, during my childhood at least, made a lot of things involving "sticky-backed plastic", and occasionally also had wild animals shitting in their studio. It's also the origin point, for a certain generation anyway, of the phrase "here's one I made earlier".

You're going to go and tell me that isn't true either now, aren't you?


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 130: Rest and Relaxation https://imnotdoctorwho.moegamer.net/2024/10/15/oneaday-day-130-rest-and-relaxation/ https://imnotdoctorwho.moegamer.net/2024/10/15/oneaday-day-130-rest-and-relaxation/#respond Tue, 15 Oct 2024 23:55:23 +0000 https://imnotdoctorwho.moegamer.net/?p=25123 Well, that's our first "full" day of holiday over and done with, and we've had a pleasantly relaxing, chilled out day. The temptation when coming somewhere like Center Parcs is to want to be doing stuff all the time, but honestly we've had a very nice day today just visiting the swimming pool in the … Continue reading #oneaday Day 130: Rest and Relaxation

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Well, that's our first "full" day of holiday over and done with, and we've had a pleasantly relaxing, chilled out day. The temptation when coming somewhere like Center Parcs is to want to be doing stuff all the time, but honestly we've had a very nice day today just visiting the swimming pool in the morning, getting some bits and pieces from the shop for lunch and dinner, and then just enjoying hanging out in our lodge.

It's strange, isn't it? Even when you're doing the sort of things you'd usually do at home, they somehow feel more "special" when you're doing them somewhere out of the ordinary. I had a cheese baguette at lunchtime and it was approximately 48% more delicious by virtue of the fact it was prepared and eaten by me in a forest cabin rather than our house.

The wildlife around here is insanely tame. Earlier in the day, a group of ducks came up to our window and actually started tapping on it. They somehow knew we'd just made sandwiches, and wanted to participate. At other times, we've had deer and squirrels come right up to the patio doors, clearly begging. It seems the advice to not feed the wildlife mostly falls on deaf ears. And the wildlife, it appears, is not above being cute in an attempt to get food.

For activities that don't involve going outside, I decided to play through Ufouria: The Saga on Evercade while I was here, and I beat it earlier today. That was thoroughly satisfying; it's a great game, and I'm glad I took the time to play it. Perhaps some words on MoeGamer about that one when I get back.

Anyway, it's now well after midnight and I should probably sleep. No real plans for tomorrow except to have dinner out, and perhaps do some "Adventure Golf". Toodle pip.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 129: Current holiday https://imnotdoctorwho.moegamer.net/2024/10/14/oneaday-day-129-current-holiday/ https://imnotdoctorwho.moegamer.net/2024/10/14/oneaday-day-129-current-holiday/#respond Mon, 14 Oct 2024 22:44:27 +0000 https://imnotdoctorwho.moegamer.net/?p=25118 We're on holiday! After a three hour drive earlier today — which honestly already feels like a lifetime ago — we are safely ensconced in our accommodation at Center Parcs. The last few times we've been, we've stayed in the apartments that are near the main plaza of shops and restaurants, but this year it … Continue reading #oneaday Day 129: Current holiday

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We're on holiday! After a three hour drive earlier today — which honestly already feels like a lifetime ago — we are safely ensconced in our accommodation at Center Parcs.

The last few times we've been, we've stayed in the apartments that are near the main plaza of shops and restaurants, but this year it was only a little extra to get a two-bedroom lodge in the woods, so we've gone for that as a little extra added luxury. It's lovely having lots of space. Indeed, there's an entire (bed)room we probably won't use at all; presently, it's where I dumped my suitcase so it wouldn't clutter our bedroom.

We haven't done very much today. It's been nice to just relax with no worries or commitment to anything, so we've been enjoying that today. We had some nice dinner bought from the shop and an amazing cake, then the rest of the evening has been spent lounging, looking at the wildlife while the light was still present, then watching some TV (old school broadcast style!) and playing some video games.

Tomorrow we're likely going to hit the pool… sorry, the "Subtropical Swimming Paradise", and from there, who knows? We have some idle intentions of maybe going to the gym, playing some pool and going bowling, but we're just going to take each day as it comes and decide according to what we feel like.

The Lodge brings back some nice memories. When I came to Center Parcs as a teen with my family and some friends, we always stayed in a lodge (or a "villa" as they were known then) and while some things have changed — the appliances are more up to date and the TV is, of course, a wall-mounted flatscreen instead of a hulking great CRT — but aside from that, the layout feels comfortably familiar.

It's bringing back fond memories of my friend Ed attempting to explain the appeal of Wolfenstein 3-D to my parents over breakfast — as I recall, his 12 year old self arguing that you "just don't notice" the bloody violence after playing a whole didn't go down too well.

It's bringing back fond memories of my friend Craig and I watching MTV and realising that we both liked quite a bit broader a spectrum of music than the indie rock that was fashionable at the time — after that holiday, I remember going out and buying Madonna and Savage Garden albums on the strength of the tunes we liked on the TV.

And it's bringing back fond memories of a trip when I was young enough for my brother to still be living at home with us, and him bringing his friend Alex along. My enduring memory of that pairing was Alex, who thought he was God's gift to women, causing two girls to fall off their bikes by saying a distinctly Leslie Phillips-style "hell-O!" as they passed by.

A lot of good memories here, then, from both the recent and distant past. It'll be good to add a few more to the mix this year.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 128: Imminent Holiday https://imnotdoctorwho.moegamer.net/2024/10/13/oneaday-day-128-imminent-holiday/ https://imnotdoctorwho.moegamer.net/2024/10/13/oneaday-day-128-imminent-holiday/#respond Sun, 13 Oct 2024 12:16:33 +0000 https://imnotdoctorwho.moegamer.net/?p=25108 As I may have mentioned once or twice recently, we're going on holiday tomorrow. We'll be away from Monday to Friday visiting Center Parcs in Elveden Forest, which has been a thoroughly nice place to have some time away on all the previous occasions we've visited. My intentions for this holiday are to unplug almost … Continue reading #oneaday Day 128: Imminent Holiday

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As I may have mentioned once or twice recently, we're going on holiday tomorrow. We'll be away from Monday to Friday visiting Center Parcs in Elveden Forest, which has been a thoroughly nice place to have some time away on all the previous occasions we've visited.

My intentions for this holiday are to unplug almost completely. I will post on this blog daily because of the whole #oneaday thing, but outside of that, I intend to avoid any sort of attachment to the Internet whatsoever, except where absolutely necessary to research things. That means I am making the following promises to myself:

  • I will not worry about writing anything for MoeGamer or making any sort of video for YouTube.
  • I will not poke my head in on Discord channels that are likely to annoy me.
  • I will not look at Twitter at all.
  • I will minimise my use of Bluesky.

I haven't really talked about the last one at all, but as you may have surmised from the sidebar, I have been dipping my toe back into social media with Bluesky recently. And for the most part, I've found it a thoroughly pleasant environment that feels very much like Twitter did in the early days. It's very left-leaning, which can at times be a little insufferable, and wherever you look you're very likely to run into either a particularly horny furry or someone proud of the fact they're wearing a cage on their cock, but for the most part it has been a remarkably stress-free social media experience so far.

Part of the reason for this is that the platform is built to discourage "dunking", whereas Twitter outright incentivises it these days. The main way Bluesky differs from Twitter is through its absolutely nuclear block function, which means that if someone quote-posts or replies to someone they have subsequently blocked, if you are following the person who made the quote-post or reply, the original post will appear as blocked to you also. This discourages people from going "looking for trouble" because you can't even see the username of the blocked post. This can be frustrating at times if you missed the original context, but for the most part I think it's a positive thing.

So anyway, as a result of all that, and the fact I have a few friendly faces there, I have been using Bluesky a bit recently, and thus, if I'm going to share anything about the holiday that isn't on this blog, I'll likely do so there. If you're a Bluesky user and want to follow me, here.

But yes. Anyway, the main point of this post is to note that I will be disconnecting from the greater part of the Internet as much as humanly possible while I am away, because I need it. I need some time away where I just don't put any unnecessary pressure on myself, or potentially put myself in situations where I might end up getting annoyed. I'm tempted to outright leave a few Discord servers to remove the temptation altogether, but probably won't go that far.

This holiday is to rest, relax and genuinely get away from it all. My mental health has been in the toilet of late, and the Internet has played a big part in creating that situation. So instead I'm going to be among the trees, play some video games, go swimming and look at friendly deer. We might go and fire a crossbow (not at the deer) and play some pool, too. We haven't decided yet. But it's going to be nice.

Today, meanwhile, it's last-minute packing and tidying up ahead of my mother-in-law coming to look after the cats — sorry burglars, the house will still be occupied while we're away — and perhaps finishing off Silent Hill 2 later.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

If you want this nonsense in your inbox every day, please feel free to subscribe via email. Your email address won't be used for anything else.

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#oneaday Day 127: What You Leave Behind https://imnotdoctorwho.moegamer.net/2024/10/12/oneaday-day-127-what-you-leave-behind/ https://imnotdoctorwho.moegamer.net/2024/10/12/oneaday-day-127-what-you-leave-behind/#respond Sat, 12 Oct 2024 20:42:17 +0000 https://imnotdoctorwho.moegamer.net/?p=25098 Well, I've done it. I've made it through all of Star Trek: Deep Space Nine at last, and I'm pleased to report that it was fantastic. A consistently excellent show from start to finish, and a real demonstration of why '90s Trek is so fondly regarded to this day. I should probably add at this … Continue reading #oneaday Day 127: What You Leave Behind

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Well, I've done it. I've made it through all of Star Trek: Deep Space Nine at last, and I'm pleased to report that it was fantastic. A consistently excellent show from start to finish, and a real demonstration of why '90s Trek is so fondly regarded to this day.

I should probably add at this point that there may be spoilers ahead. I have somehow managed to go this long without having any of the latter part of Deep Space Nine (which I hadn't seen prior to this watchthrough) being spoiled to me, so on the offchance there's anyone in the world still left in that position, I thought I'd give you due warning. After this image of Doctor Bashir and Garak smouldering with unresolved sexual tension, anything goes discussion-wise.

One of the things I've always liked about Star Trek is that it strikes a good balance between being convincingly "sciencey" and having quasi-mystical elements. That's the kind of sci-fi I like: where there's a high level of technology and cool spaceships, but also where there's still stuff that science can't quite explain, or which feels like it drifts somewhat into the realm of fantasy. As someone who enjoys nothing more than an RPG where you kill God (or equivalent) at the end, I always have time for pseudo-mystical fantasy, even in a sci-fi setting; in fact, I tend to find that particularly "hard" sci-fi — that is to say, sci-fi that paints an overly practical, "realistic" image of the future without any overtly fantastical stuff, is a bit of a turn-off.

Deep Space Nine had this right from its very first episode, where leading character Ben Sisko encounters "The Prophets", aka the noncorporeal entities that live outside of linear time inside the Bajoran wormhole. And this element runs as a constant thread through the entire series, right up until its climactic confrontation, placing Ben Sisko, Emissary of the Prophets, up against his most fearsome foe: the Emissary of the Pah-wraiths, who, of course, turns out to be Gul Dukat.

Gul Dukat is a thoroughly interesting character throughout the entirety of Deep Space Nine, and played brilliantly by Marc Alaimo. Beginning as a somewhat smarmy individual that is clearly bitter about the Federation occupying the space station he used to be in charge of, the episodes that involve him reveal a character with a considerable amount of depth and complexity — and one who goes through almost as much shit as Miles O'Brien. Sadly for Dukat, he doesn't pull through in the way O'Brien tends to; his eventual fate is unglamorous, but for him to be the "final boss" of the series, defeated by Sisko flinging himself into the fire with a Pah-wraith-possessed Dukat in tow, is entirely appropriate.

The whole Dominion War arc, which takes up a significant portion of Deep Space Nine's complete runtime, is kept consistently interesting by allowing us to see it from a variety of different perspectives. Even the Dominion's grunt soldiers, the Jem'Hadar, are given some complexity through episodes such as "Hippocratic Oath" and "Rocks and Shoals". And the sinister twist of Section 31, while relegated somewhat to background lore, provides a good means of giving the Federation a bit of interest, too.

One of the things Deep Space Nine shows repeatedly is that even the forces we have previously been led to believe are the "goodies" have their dark sides — and likewise, traditional "baddies" can have solid redemption arcs, too. The narrative arc of Dumar, set up to be a character the audience is supposed to loathe when he kills Dukat's daughter Ziyal — one of the few indisputably "good" characters in the series — is thoroughly fascinating, with his descent into alcoholism and bitterness and his emergence on the other side with a new-found determination to cast off the shackles of the Dominion's oppression. It's fitting that he die a martyr.

Kai Winn is another character who I was pleased to see eventually get their comeuppance. I wasn't sure if they were going to go full-on "Evil Space Pope" with her during the finale, but it is, again, entirely fitting that she have all the power and glory denied to her at the last minute as Dukat steals the show. She was a consistently loathsome character throughout her entire run in the series, so seeing her fall to evil out of her lust for power and end up incinerated for it was thoroughly satisfying.

It's kind of sad that the end of the series marked so many "farewells" from the regular cast, but it makes sense; Deep Space Nine was not the kind of Star Trek that would necessarily lend itself well to a movie in the same way as The Next Generation was, and so it felt appropriate for most people to go their separate ways at the conclusion. I was surprised at the inconclusive fate of Sisko himself — I was expecting him to pop back into existence, Q-style, towards the end of the episode — but again, with the buildup of him being part Prophet throughout the latter seasons, it made sense for him to at least temporarily be "at one with them", if not actually dead.

Anyway, I'm relieved, as finishing Deep Space Nine now means I feel like I can engage with Trek media produced since that series finished. The Dominion War was such an important event in Star Trek canon that I had always been hesitant to engage with anything post-Deep Space Nine for fear of inadvertently spoiling myself, but now I feel like I'm free to explore the wider Trek universe, be that through other series or video games. And there are a fair few Trek video games I'm interested in trying.

That said, I do kind of want to see how Voyager goes for its whole run. That's another one I haven't seen all the way through, so as far as my Star Trek journeys go, that one might well be next on the list.

Later, though. We're off on holiday on Monday, and I wanted to finish Deep Space Nine before then, as it would have been frustrating to have just a couple of episodes left and no means of watching them while we were away! Now I just need to finish Silent Hill 2 before the end of tomorrow and I can go away with no regrets…


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

If you want this nonsense in your inbox every day, please feel free to subscribe via email. Your email address won't be used for anything else.

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#oneaday Day 126: What is WordPress doing? https://imnotdoctorwho.moegamer.net/2024/10/11/oneaday-day-126-what-is-wordpress-doing/ https://imnotdoctorwho.moegamer.net/2024/10/11/oneaday-day-126-what-is-wordpress-doing/#respond Fri, 11 Oct 2024 22:31:57 +0000 https://imnotdoctorwho.moegamer.net/?p=25094 You may recall a little while back I had an issue with my WordPress.com blog, the original incarnation of this site. The site's "automated anti-spam" system had flagged my blog and taken it offline. I hasten to add that there is, of course, no spam or any other sort of inappropriate, objectionable or illegal content … Continue reading #oneaday Day 126: What is WordPress doing?

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You may recall a little while back I had an issue with my WordPress.com blog, the original incarnation of this site. The site's "automated anti-spam" system had flagged my blog and taken it offline. I hasten to add that there is, of course, no spam or any other sort of inappropriate, objectionable or illegal content either on the original form of this site or this present incarnation. It was a mistake on their part, brought about by WordPress.com's parent company Automattic increasingly relying on "AI" (spit) for more and more of their functionality.

This was the first time I'd had an issue with WordPress.com since joining in 2006. But it was serious enough that it made me move my site over to a self-hosted WordPress.org installation, which is what you're reading right now.

For those unfamiliar with the distinction, WordPress.com is a free-with-paid-options blogging service where you can set up a blog or other website quickly and easily. Its free offering has gradually gotten worse over the years, now placing a rather obtrusive "Made with WordPress" banner on new sites created, but for the most part, I've always been satisfied with it for my purposes, particularly because, having been a user for so long, I had been "grandfathered" in to not having things like that banner ad.

WordPress.org, meanwhile, is an open-source project that maintains WordPress itself, which is a content management system and blogging platform you can install on any website. The main distinction is that WordPress.com is a service provided to you, while WordPress.org is both a piece of Web-based software and the community surrounding it. And one of the key differences is that while with WordPress.com, you're stuck with preset configurations unless you pay through the nose for their extortionate "Business" plan, with WordPress.org you can tinker with and customise the core software as you see fit, either by fiddling with the code yourself, or by installing plugins.

I was dismayed to see how much "AI" rot had infested WordPress.com, and it made me no longer want to associate with the platform. Now, it seems, there is trouble with WordPress.org too, as reported by the excellent tech blog 404 Media.

I have not followed this whole saga, but it seems Automattic is having a bit of a spat with a company called "WP Engine", which is a service that hosts websites built using WordPress. Apparently Automattic's CEO Matt Mullenweg branded WP Engine a "cancer to WordPress" and complained about them and their investors not contributing "sufficiently" to the open source project, and that WP Engine's use of the "WP" brand might confuse users into thinking it is an official WordPress thing.

I can sort of see his point on that last thing — though WP Engine maintains their usage is covered by fair use — but this whole thing appears to escalated beyond reasonable proportion at this point. WP Engine sent Automattic a cease and desist letter telling Mullenweg to stop having a tantrum, and Mullenweg responded with what he calls a "scorched Earth nuclear approach", sending his own cease and desist letter to WP Engine.

It didn't stop there. Mullenweg banned WP Engine from accessing resources on WordPress.org, including, among other things, the plugin directory and the ability to automatically update plugins and themes. Not only that, he has raised a significant number of eyebrows by adding a peculiar checkbox to the WordPress.org login page, asking users to confirm that they are "not affiliated with WP Engine in any way, financially or otherwise".

This, of course, has had people asking what the consequences are for not ticking that box. And it seems a few individuals who have been longtime contributors to the WordPress.org project have been banned from the community simply for asking "what the hell, bro?", to paraphrase.

This is concerning. Not being able to access the WordPress.org community doesn't preclude anyone from building their site using the WordPress.org software, but it is a problem for those who have been helping to maintain and update it. On top of that, some contributors are quite reasonably concerned about potential legal repercussions if they do not tick the box, believing Mullenweg to be just that petty.

My simple question is… well, it's "what the hell, bro?"

WordPress, in both its .com and .org incarnations, powers a significant chunk of the modern Web. And while blogs have somewhat fallen out of favour since the rise of social media, there are still thriving communities of both WordPress.com and WordPress.org bloggers regularly posting — and who, more to the point, likely have a significant body of work hosted on some form of WordPress derivative at this point, which it will be a pain to move somewhere else.

It's depressing to see both incarnations of WordPress fall foul of enshittification and CEO arrogance. Because that's what this is. Whether it's the AI garbage being rammed into WordPress.com or whatever the fuck Mullenweg thinks he's doing with WordPress.org right now, the WordPress name is being dragged through the mud right now. And that's unfortunate because, AI garbage aside, WordPress is still a great product.

I hope this situation is resolved sooner rather than later. And in the meantime, if you're still blogging on WordPress.com, you might want to pop into your Site Settings menu and tick this checkbox just so your blog isn't scraped for AI shite.

This site is staying where it is and in the incarnation it presently has for the moment. I really hope I don't have to migrate again, and that I can go back to recommending WordPress like I always used to. Right now, though, Automattic is a company I would advise most folks to avoid like the plague.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

If you want this nonsense in your inbox every day, please feel free to subscribe via email. Your email address won't be used for anything else.

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#oneaday Day 125: Don't forget the text https://imnotdoctorwho.moegamer.net/2024/10/10/oneaday-day-125-dont-forget-the-text/ https://imnotdoctorwho.moegamer.net/2024/10/10/oneaday-day-125-dont-forget-the-text/#respond Thu, 10 Oct 2024 20:50:09 +0000 https://imnotdoctorwho.moegamer.net/?p=25089 I'm currently playing through the Silent Hill 2 remake and absolutely loving it. I was uneasy about the prospect of one of my favourite games of all time getting the remake treatment, but I'm pleased to confirm that Bloober Team absolutely, completely and definitely 100% understood the assignment, and have done a fabulous job. I … Continue reading #oneaday Day 125: Don't forget the text

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I'm currently playing through the Silent Hill 2 remake and absolutely loving it. I was uneasy about the prospect of one of my favourite games of all time getting the remake treatment, but I'm pleased to confirm that Bloober Team absolutely, completely and definitely 100% understood the assignment, and have done a fabulous job.

I haven't yet finished it, though, so I'm not going to write about it (likely on MoeGamer) until then. What I did want to comment on was a more general observation about modern games, of which Silent Hill 2 just happens to be the most recent example.

And that observation — more of a question, really — is this: what happened to descriptive text?

In the original Silent Hill 2, lest you're unfamiliar, walking up to anything vaguely important-looking and pressing the "action" button would prompt a short text description, implied to be "thought" by the protagonist, at the bottom of the screen.

The most commonly seen couplet in all of Silent Hill 2 was "It looks like the lock is broken. I can't open it," close friend of its 32-bit predecessor "The lock is jammed. This door can't be opened." This occurred any time you attempted to open a door that would lead to a room which wasn't relevant to the game — rather than waste time and dev resources on rendering rooms that had no relevance to what was going on, potentially confusing players in the process, we instead had about a zillion "broken locks". It was silly, but at least it made things absolutely clear that this door was not going to open at any point in the game.

In the Silent Hill 2 remake, meanwhile, you open doors just by walking into them, as in most modern games that use realistic visuals. All well and good, until you reach either a locked or "broken lock" (irrelevant) door, at which point protagonist James just sort of bumps into it like he's slightly drunk. No text on screen, and no indication as to whether you're dealing with a "locked" or "broken" door until you look at the map.

Similarly, in the original Silent Hill games, you could examine inventory objects and get a short text description of them. Now, "investigating" them from the inventory screen simply cuts to a close up of James holding the thing in his hand, allowing you to rotate it approximately 10 degrees in either direction, but never actually saying anything. (The only exception to this are the various bits of paper and memos you pick up during the game, which thankfully you can re-read, and which are optionally presented in clearly legible typeface as well as the handwritten scrawl they are depicted as using. All this is standard practice for "adventure game-adjacent" games in the moderate to big-budget space these days.

Now, look. I get it. The idea behind this is to be "immersive", and also to show off the fact that textures are so good now you can actually read the small print on a petrol canister you happen to find. The aim is to minimise interruptions to the gameplay, and waiting for someone to press X to clear a text box is somehow seen as more obtrusive than waiting for them to press O to put the inventory item away and return to the main play screen. I suspect it stems from the same mentality that writing more than one sentence at once will cause every TikTok addict in the room to immediately stop paying attention.

Thing is, I liked those text boxes. (Also fuck TikTok addicts. That site is a net negative for humanity. But I digress.) They added a little flavour to proceedings, allowing you to "hear the thoughts" of the main character on various topics. They also made it clear what you were looking at in situations where that might not be immediately obvious. And for all the graphical fidelity of today's big budget games, there are still situations where you'll encounter something and go "uh… what?"

Not only that, but these little textual interludes could also conceal fun little bonuses and Easter eggs. Who remembers the thing in Resident Evil 2 where if you examine that one desk enough times, you get a picture of Rebecca Chambers in a basketball uniform? If you do, you are a pervert and a dirty old man (like me!), but you know what I'm talking about. (The photo is still in the very good Resident Evil 2 remake from a few years back, but the process to acquire it is somewhat more convoluted and less… Easter eggy.)

I could go off on a big rant about accessibility here, but I can't be bothered because other people have almost certainly done so better than I would ever be able to. I just miss the text boxes because they were a uniquely "video game" sort of thing that I always found it fun to engage with. I found it interesting to see which seemingly innocuous objects throughout the game world had been blessed with a bit of descriptive text, and often thought that it would be neat to have a game where the entire world was "examinable" and offered up little snippets like that. (I even started making a game in that ilk myself with RPG Maker VX Ace… one day I might finish it.)

Anyway, yeah. I guess my point is: don't skimp on the text just because you have fancy-pants 4K graphics and super high resolution textures. Some of us actually like reading the words!


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 124: Dead Aim https://imnotdoctorwho.moegamer.net/2024/10/09/oneaday-day-124-dead-aim/ https://imnotdoctorwho.moegamer.net/2024/10/09/oneaday-day-124-dead-aim/#respond Wed, 09 Oct 2024 16:28:23 +0000 https://imnotdoctorwho.moegamer.net/?p=25084 During quiet moments at work, I, as most people do these days, I suspect, like to pop on a YouTube video or two to cheer myself up and distract from a gradually growing sense of how existence is futile, we're all sitting atop a doomed planet, and that any "legacy" we might leave behind is … Continue reading #oneaday Day 124: Dead Aim

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During quiet moments at work, I, as most people do these days, I suspect, like to pop on a YouTube video or two to cheer myself up and distract from a gradually growing sense of how existence is futile, we're all sitting atop a doomed planet, and that any "legacy" we might leave behind is largely meaningless.

Today I decided to watch a clip of comedian Jon Richardson talking about men pissing. I present it below for your consideration.

It's true. Men can't aim. Well, they can, but they can't aim well, and at any given moment one is at great risk of one's penis refusing to accept the commonly agreed laws of physics, and just do something completely unexpected with one's piss stream. And, inevitably, as Richardson points out, this always happens when you are not at home, making it an embarrassing situation that you have to determine exactly how to deal with.

The most embarrassing time it happened to me was on a trip to hospital. I'd been suffering some pains, so I'd gone along to the walk-in centre, and they'd taken me in to the emergency room, as is seemingly fairly standard procedure with abdominal pains.

I was there for pretty much the whole day, largely because the combination of my own anxiety and what are apparently some incredibly stubborn veins meant that a gradually escalating series of medical professionals were completely unable to draw any blood from me via conventional means, and there was a very long wait between one giving up and them bringing in someone higher up the doctors' food chain.

At some point as afternoon was turning into evening and I was developing increasing discomfort and unease about the cannula jammed into my hand, it was decided that I Must Piss. I was presented with one of those bedpans made from like eggbox material and invited to get on with it.

At this point I should say that I am not a regular hospital attendee. In fact, I have never been admitted to hospital, which is one of the main contributing factors to my anxiety over them. The other is the print ad for the computer game Life and Death by The Software Toolworks (below), which traumatised me as a child and has ensured that I am, and always have been, absolutely terrified at the prospect of Having An Operation.

Anyway, I'm drifting off the point somewhat. We were here to talk about piss. Fact is, I wasn't sure what the, err, "etiquette" was for using this bedpan. And, given that I had a pointy thing stuck in my hand that was becoming both increasingly uncomfortable and a growing source of considerable anxiety, I wasn't entirely thinking straight. So rather than doing the sensible thing of toddling off to the bog to piss in the egg box, I just whipped it out in the little cubicle and thought I'd do it there and then. The curtains were closed, I figured, and no-one was making any indication of coming by to check on me, so I thought I'd just piss and be done with it.

My knob had other ideas. It chose that moment to enter full on "lawn sprinkler" mode, spraying almost everywhere except the direction I was actually pointing it. I was absolutely mortified as soon as the whole hideous process started, but of course, I was powerless to prevent that which had already happened. Thankfully, I managed to wrestle it back under control soon enough to be able to provide a convincing sample in the receptacle, so that was one job taken care of.

Now, there was a more pressing matter to deal with: the fact that I had pissed all over the bed (which, thankfully, was covered with one of those thick black sheets that fluids just sit on top of, which I suspect is precisely for situations like this) and it was dripping onto the floor. I had to act quickly, less the proof of my shame flow out underneath the curtains into the adjacent cubicle, so I frantically looked around for something with which to deal with the situation. I settled on a box of tissues conveniently placed on the shelves at the back of the cubicle, and began mopping up. I supplemented the initial mop-up with the antiseptic wipes one of the numerous attempts to draw blood from me had left behind, and after a bit of effort, I suspect no-one would have ever known that I had, just moments earlier, sprayed the entire room like a particularly horny un-neutered tomcat.

Not long after, the hospital let me go, my eventual diagnosis being effectively a shrug of the shoulders and the vague suggestion it might be a small kidney stone, but it was probably nothing and I should just go home and rest. No mention was made of any smell of piss there may or may not have been in the cubicle, and the cannula came right back out, unused.

And so that was that. My worst pissing shame, a completely wasted day and a sore hand. Have a pleasant evening.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 123: In my restless dreams, I see that town https://imnotdoctorwho.moegamer.net/2024/10/08/oneaday-day-123-in-my-restless-dreams-i-see-that-town/ https://imnotdoctorwho.moegamer.net/2024/10/08/oneaday-day-123-in-my-restless-dreams-i-see-that-town/#respond Tue, 08 Oct 2024 18:51:32 +0000 https://imnotdoctorwho.moegamer.net/?p=25078 As I type this, I am eagerly awaiting the delivery of my PS5 copy of the Silent Hill 2 remake. I was skeptical when this was first announced, but after playing the Resident Evil 4 remake a while back — I still haven't actually played the original — I have a bit more faith that … Continue reading #oneaday Day 123: In my restless dreams, I see that town

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As I type this, I am eagerly awaiting the delivery of my PS5 copy of the Silent Hill 2 remake. I was skeptical when this was first announced, but after playing the Resident Evil 4 remake a while back — I still haven't actually played the original — I have a bit more faith that a modern developer can do justice to a PS2-era classic.

I absolutely adore the original Silent Hill 2, and I have some vivid memories attached to it.

It was my third year at university, and I was living in a nice but relatively pokey house in the middle of "the Flowers estate", also known as "the dodgy bit of Bassett" in Southampton.

The house was quite a find; its rent was incredibly reasonable (like, in the region of £30-something a week, compared to our previous year's shithole that had been £57 a week) and the house was in, frankly, amazing condition for something that was being rented out to students. So I, my friend's girlfriend and our perpetually absent housemate snapped it up. (Seriously. She didn't stay a single night in that house during our entire year there. Her room just sat completely empty, but she dutifully paid her rent and bills on time every month from… somewhere. To this day I have no idea what the deal was.)

If you're wondering why I was living with my friend's girlfriend, it's because she also happened to be my friend; I refer to her as "my friend's girlfriend" because I knew my friend, the boyfriend in question, first. He was one of my best pals in the latter years of secondary school and sixth form, as it happens. He was studying in Reading and subsequently in the Netherlands, whereas she was studying in Southampton, so when it came to time for everyone to find a place to stay in their second year, we decided to team up and help each other out, since both of our respective groups of friends had sorted themselves out without us.

As it transpired, while he was in the Netherlands he got super into weed (like, proper addicted to it, to a degree it was severely affecting his behaviour) and became kind of abusive and horrible, so he stopped being both my friend and my friend's girlfriend at some point during that period. You'd think this might have made things a bit awkward, but no, she appreciated having me as a non-judgemental confidant; she knew that despite chappy being a good friend from school days, I wasn't going to side with him being a complete drug-addled tool to her. And this wasn't a "nice guy" thing in the hopes of getting some either; I liked the lady in question, but just as a pal, and I'm sure the feeling was mutual. Just so we're clear on that note. I did fancy our perpetually absent housemate, though, after meeting her once. But then I never saw her again, so that was that.

Anyway, this was supposed to be about Silent Hill 2. One day, some pals from back home — former school friends again — came by this very house to visit for a few days. We did the usual things you do when getting together with friends in your early 20s: we got drunk, we ordered takeaway curry, we repaired a Sega Saturn controller using only a cotton bud and a bottle of cheap vodka. You know, the usual.

One of these friends was someone who always bought the "big" new games the moment they came out, and this time was no exception; he'd brought his shiny new copy of Silent Hill 2 along with him. We'd all enjoyed the first Silent Hill while we were still at school, so we were excited at the prospect of the sequel, intending to play it through together.

What actually happened is that my two friends fell asleep, full of curry, vodka and alcopops, while I played through the entire thing in a single night, surrounded by the increasingly fragrant remnants of our takeaway and the dregs of the bottles we'd glugged our way through. I got the "In Water" ending. And I was blown away.

My friends and I had already become convinced that video games could absolutely be art after playing Final Fantasy VII and Metal Gear Solid, but there was something about Silent Hill 2 that even my undergraduate self could tell was truly special. This was a game that was about far more than just what was being depicted on screen and explicitly said. This was a game where the horror was not about scary monsters and loud noises — though both had a presence — but rather about the lurking horror and gradual realisation of psychological trauma.

It was around this time in my life that I first started learning about mental health, and particularly depression. A young woman with whom I was particularly intimate was the first person with depression that I'd really had close contact with, and she was happy to talk about and explain things to me. It helped me a great deal; it helped me to understand that I, too, had been suffering from it for quite some time and just hadn't really had the words or the knowledge to be able to express that.

That might sound silly these days, when pretty much everyone on the Internet is self-diagnosing their own litany of mental health conditions on a daily basis, but this was 2001, we were still using dial-up Internet and social media hadn't been invented. So it was all very new to me, and while it was a bit bleak, it was also interesting. The workings of the mind had always fascinated me — my creative writing projects for GCSE and A-Level English had always involved a heavy psychological component — and finally getting a sense that I was starting to understand why I sometimes felt the way I did was a revelation.

Silent Hill 2, dealing with a lot of heavy themes concerning mental health, came at exactly the right time for me. It came at a time where I was learning to understand and recognise these feelings and how different people deal with them, and living through James Sunderland's traumatic experiences on the screen of my 27-inch CRT telly in the lounge was oddly cathartic. It was one of a few games from the period that I felt really spoke to me, and it's continued to occupy an important space in my head ever since.

It's a game that I've replayed and loved many times over the years, so I'm excited to see what looks set to be a genuinely interesting but respectful take on it with the new game. Whether it will recapture that same magic remains to be seen, but having heard some thoughts on it from people who have already played it, and whose opinions I respect, I feel positive about what I'm about to head into.

Now I just have to wait for the dang thing to arrive. Come on, Argos!


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 122: "We Need" and the cult of perpetual dissatisfaction https://imnotdoctorwho.moegamer.net/2024/10/07/oneaday-day-122-we-need-and-the-cult-of-perpetual-dissatisfaction/ https://imnotdoctorwho.moegamer.net/2024/10/07/oneaday-day-122-we-need-and-the-cult-of-perpetual-dissatisfaction/#comments Mon, 07 Oct 2024 20:23:18 +0000 https://imnotdoctorwho.moegamer.net/?p=25076 As someone who works in marketing, there are two little words I'm bloody sick of seeing. Because they always show up beneath announcements of cool things, prompts for discussion… anything, really. "We Need". It doesn't matter what you're posting online, someone somewhere will decide that the thing you just posted about is completely irrelevant, and … Continue reading #oneaday Day 122: "We Need" and the cult of perpetual dissatisfaction

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As someone who works in marketing, there are two little words I'm bloody sick of seeing. Because they always show up beneath announcements of cool things, prompts for discussion… anything, really.

"We Need".

It doesn't matter what you're posting online, someone somewhere will decide that the thing you just posted about is completely irrelevant, and that they have decided to take on the heavy burden of representing the entire audience of Thing.

"We Need".

Sometimes it's a thing you know is coming anyway, so you can't say anything. Sometimes it's a thing that has been previously requested, but which isn't practical right this second. And sometimes it's a completely outlandish, unreasonable suggestion that no-one who knows the slightest thing about the business you're working in would declare with such confidence that "We Need". Always, though, it's something other than the thing you have just posted about.

I know I'm not alone in this, because when I look at marketing posts from other companies, I inevitably see at least one "We Need" in the wild, fulfilling the exact same function outlined above. Talking about anything other than the thing that has just been announced or promoted, and instead speaking on everyone else's behalf that "we" are absolutely, completely and utterly entitled to a thing that hasn't even come up in conversation once.

Back around the Mass Effect 3 ending debacle — remember that? — I took umbrage at games journalists calling gaming enthusiasts "entitled" for whining at developers and publishers. I still don't think productive discussions were had back around then. But honestly, some 10+ years later, I 100% get it. It's downright exhausting to want to share things you're personally genuinely excited about that you've been working on, only to be hit with the inevitable "We Need"s.

I'm pretty sure this all stems from a broader issue online: the cult of perpetual dissatisfaction, where a certain, loud-mouthed proportion of people on the Internet are never satisfied with the thing that has just been put in front of them, no matter how excellent it is. Cool new thing just announced? Yesterday's news. "We need" the next thing, immediately, preferably sooner. Long-awaited and much-requested upgrade to something confirmed? Pish. "We need" something completely unrelated. Product getting excellent reviews from press and public alike? Balls. "We need" something that no-one else has asked for, ever.

This ties in with another theory I have about modern online discourse: the fact that there are people out there who don't feel like they have anything to say if they're not criticising. Saying "this is good" is anathema to them, because then they can't "offer feedback" or "give constructive criticism", even where none was asked for.

By contrast, I've often found that these people tend to do a better job of shutting down conversation than actually starting a worthwhile discussion. I've lost count of the number of times I've expressed my appreciation and enjoyment of something, only for someone to come along and feel the need to list everything they think is wrong with it, everything "We Need" to see fixed about it. When that happens, I just lose all interest in attempting to have a discussion, because that person isn't interested in knowing what I liked about the thing. They just want the opportunity to "offer feedback".

Feedback can be a helpful, useful thing under the right circumstances. But it needs to be asked for, or, in extreme cases, obviously needed. And by "needed" I mean "there is something demonstrably wrong with the thing", not "this one dude doesn't like the way the thing does something".

"We Need."

We need to learn to be satisfied and happy with things, because perpetual dissatisfaction is no way to live. Just stop for a moment and enjoy the thing. It's much more fun than never reaching a point where you can do that.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 121: Tedious Nostalgia https://imnotdoctorwho.moegamer.net/2024/10/06/oneaday-day-121-tedious-nostalgia/ https://imnotdoctorwho.moegamer.net/2024/10/06/oneaday-day-121-tedious-nostalgia/#respond Sun, 06 Oct 2024 21:48:41 +0000 https://imnotdoctorwho.moegamer.net/?p=25074 I'm all for nostalgia — hell, most of my online presence is built around it these days — but I'm becoming increasingly tired of social media accounts that are nothing but what I'm going to call "nostalgia fluff". What I mean by this is that they post something that effectively says "This is a thing … Continue reading #oneaday Day 121: Tedious Nostalgia

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I'm all for nostalgia — hell, most of my online presence is built around it these days — but I'm becoming increasingly tired of social media accounts that are nothing but what I'm going to call "nostalgia fluff". What I mean by this is that they post something that effectively says "This is a thing that existed." and then don't provide any sort of additional commentary or context. To put it another way, they are indulging in the exact behaviour depicted in this excellent video from the one and only Mr Biffo of Digitiser:

There's a simple explanation for this, of course: it's engagement bait, as is 90% of anything on any social media platform these days. By posting "Count Duckula is a cartoon series that was once on television", the poster is counting on people showing up in the replies by the score to say "Wow! I remember this!" and "SO NOSTALGIC!" and suchlike.

Trouble is, all of that is completely fucking meaningless. It rarely starts a meaningful discussion, and the person who posted the thing in the first place certainly isn't interested in leading a discussion, otherwise they would have posted something more substantial in the first place. So why do it at all?

Number go up, of course. Those sweet likes and shares. The cynical would note that many engagement bait accounts aim to attract large numbers of views, comments and shares so they can then sell on the account to someone else, but this doesn't always happen. Some people really are convinced that their context and commentary-free acknowledgements that something indeed existed at some indeterminate point in the past are "good content". Some of these people will even get snippy if someone "steals" their "content", by which I mean posting something about the same thing they posted.

There's a difference between this sort of thing and what I do. When I write an article or make a video about something, I'm not doing so just to go "this existed, look how knowledgeable I am for knowing this thing existed". Rather, I do so for one of two reasons: one, to introduce the thing to other people, and that requires some additional context and commentary to explain why the thing is noteworthy; and two, to share my personal recollections of the thing in question, which often ties in with the first point.

That takes effort, though. That requires researching beyond a simple glance at Wikipedia to make sure you got the date right. That requires actual knowledge and experience, and a willingness to do something beyond the bare minimum to cater to the lowest common denominator online.

I often find myself annoyed at the perception that you "shouldn't" post anything too long or in-depth online, "because people won't bother to read/watch it". This, to me, just leads to a situation where you are encouraging something undesirable. By assuming everyone is as stupid as an attention-deficit social media addict who can't read more than a paragraph without wanting to Alt-Tab into Roblox, we just make that the norm. And that's what these low-effort nostalgia engagement bait accounts are doing: making the bare minimum the norm.

I find the idea that you should make things as short as possible "because people will click off within 3 seconds" or whatever kind of insulting. It's insulting to the people who don't click off within 3 seconds to assume that everyone's attention span is as addled as the worst people on the Internet, and it's insulting to me to suggest that if the thing I've done isn't "interesting" within 3 seconds it has no value. So far as I'm concerned, if someone is incapable of reading more than a paragraph of text or digesting a video that is more than 30 seconds long, I don't really want them looking at my stuff anyway. It's not for them.

That may sound gatekeepery but honestly I don't give a shit any more. I hate how much the Internet has become a race to the bottom, and I fear it's reached a point where it is actively harmful to both community and culture.

So I will keep going into things in as much depth as I damn well please, and if you don't have the attention span to deal with it, that is 100% your problem.

(I know none of you reading this fall into this category, of course. Keep being excellent.)


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 120: Don't let completionism ruin your fun https://imnotdoctorwho.moegamer.net/2024/10/05/oneaday-day-120-dont-let-completionism-ruin-your-fun/ https://imnotdoctorwho.moegamer.net/2024/10/05/oneaday-day-120-dont-let-completionism-ruin-your-fun/#comments Sat, 05 Oct 2024 23:23:00 +0000 https://imnotdoctorwho.moegamer.net/?p=25072 There's been a marked shift in people's attitudes towards finishing games over the course of the last 20 years or so. Well, several, I think, brought about by a number of "innovations" (for want of a better word) that, in several instances, I'm not entirely sure are a positive thing. There's one group of people … Continue reading #oneaday Day 120: Don't let completionism ruin your fun

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There's been a marked shift in people's attitudes towards finishing games over the course of the last 20 years or so. Well, several, I think, brought about by a number of "innovations" (for want of a better word) that, in several instances, I'm not entirely sure are a positive thing.

There's one group of people who never finish anything they start playing. I've talked about That One Guy In That Discord I'm In before, and the way he does things — installing (and, presumably, uninstalling) multiple huge games per day, playing them for seemingly about twenty minutes before starting something else — drives me absolutely nuts. It evidently works for him, though, and it's not my place to tell him how to enjoy himself.

Also falling into a similar category are the Oh, That Game's On Game Pass crowd, who will maybe try something for twenty minutes because it's "free" (no it's not, you're renting it with that subscription fee you're paying) and then never beat it. These people also drive me nuts, and I am less forgiving of them, since I firmly believe Game Pass is a net negative for the games industry.

Then, at the absolute other end of the spectrum are the people who don't believe they've "finished" a game until they've "Platinumed" or "100%ed" it. These are the people I'm specifically pondering today.

Among these people are those who will specifically seek out games that are "easy Platinums" to bolster their stats, which no-one actually gives a shit about. I have dabbled in that direction before, particularly around the Vita era, when I liked to take aim for a game's Platinum trophy as a means of showing my appreciation to the people who made it. Developers do use achievements and trophies as metrics, after all, so seeing that someone had taken the time to do everything in their game would presumably count for something.

But playing like that is two things. One: it's incredibly time consuming. Two: it's quite tedious. Because while there are some interesting and creative uses of achievements and trophies out there, the vast majority of them involve either simply making progress in a game, or completing some sort of task that takes a long while and, more often than not, involves a significant amount of repetition.

So I've stopped. I no longer aim to Platinum games I play on PlayStation, and I don't give much of a toss about achievements on other platforms. Moreover, I actively prefer playing on platforms that don't have achievement functionality at all, like the Switch and anything pre-Xbox 360/PS3.

Right now, as you'll know if you've been paying attention, I am playing through the .hack series on PlayStation 2. This set of four games clock in at about 15 hours each, but you can spend quite a bit more time on each entry grinding out various things. Optional things; things that you don't need to do in order to beat the game or even to have a satisfying experience with it.

I pondered taking the time to try and "100%" the first entry, .hack//INFECTION, before I moved on to the second episode, .hack//MUTATION. I'd beaten the main story and had the opportunity to go back into the game world to clean up some optional tasks before transferring my data to the next game. I started looking into the possibility of what I might need to do to achieve that, and the answer was, effectively "grind".

"Fuck that," I thought, saving my game and reaching for the next game's case. Now I've moved on, and I'm perfectly happy about that. I've been enjoying the game nicely in my way, and I've been trying to avoid looking up too much information, because I, like a lot of us, I suspect, have got into the habit of looking at walkthroughs and other information about games as I play to "make sure I don't miss anything".

Well, I got thinking. When I was playing games back in the PS2 era, I didn't really care if I "missed anything". Sure, it was nice to know if there were some secrets and cool things I could find, but I didn't go out of my way to do anything that sounded like it might be boring, annoying or overly time-consuming. And my gaming experience certainly didn't suffer for that attitude. So I'm trying to get my head back in that space now, in 2024, while I play through these 20 year old action RPGs. It doesn't matter that I can't get first place in the Grunty race on Theta server, because it's an optional side activity that not everyone is expected to complete. It doesn't matter that I haven't traded with every single NPC possible to get the books that give me an extra stat point in all my stats, because while a single stat point does make a difference in .hack, there's also lots of shiny equipment that boosts your stats, too.

Checklists, achievements, wikis and all manner of other things have the potential to really suck the fun out of games at times. These things are supposed to be fun and enjoyable, not work. So I'm making a specific effort to try not to care about "whether I missed anything", and just do the things that I happen to stumble across as I play until I've completed them to my satisfaction.

I'll add to all this that I am a firm believer in completing games, particularly when we're talking narrative-centric games like RPGs. I cannot abide leaving a story half-finished, regardless of medium, so I still make an effort to finish the games I start. It's the stuff that isn't directly related to that central story aspect that I'm doing my best to let go of. Not as a general rule or anything, but more from a perspective of not deliberately going out of my way to make a game un-fun.

Because these days, the temptation to make a game un-fun is everywhere. Look at a walkthrough and you'd think there was only one possible way to beat every game, because some guy on the Internet says so. No. There are many ways to beat many games, and the best thing to do is to find what works for you. If that means 100%ing it, more power to you; you are the reason all those optional side activities exist. But if you find yourself getting annoyed or frustrated with those same optional side activities, no-one — not even the developers — is going to judge you for saying "fuck this, I just want to see how the story ends".

That said, I've spent two hours searching for Grunty food in .hack//MUTATION this evening. But it was my choice to do so. Besides, I had fun levelling Kite, BlackRose and Mistral in the process anyway, so it's not as if it was wasted effort or anything.

Anyway, yeah. If you've ever found yourself contemplating something you were playing and thinking "gosh, I wish there was less to do in this game", you are the one in the position of power. You are the one holding the controller. Unless the game is specifically requiring you to do each and every little thing it offers, you are the one with the power to say "fuck this" and just get on with what you deem to be "the fun bit".

So exercise that power!


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 119: One quarter dotHacked https://imnotdoctorwho.moegamer.net/2024/10/05/oneaday-day-119-one-quarter-dothacked/ https://imnotdoctorwho.moegamer.net/2024/10/05/oneaday-day-119-one-quarter-dothacked/#respond Sat, 05 Oct 2024 00:06:29 +0000 https://imnotdoctorwho.moegamer.net/?p=25065 Ten to one in the morning again, oh no. But hah, it's Friday night so it doesn't count. Well, okay, it does, because this probably now means I'm going to sleep until lunchtime tomorrow, but who cares. The weekend is for enjoying, and a valid means of enjoying it is sleeping late. The reason I … Continue reading #oneaday Day 119: One quarter dotHacked

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Ten to one in the morning again, oh no. But hah, it's Friday night so it doesn't count. Well, okay, it does, because this probably now means I'm going to sleep until lunchtime tomorrow, but who cares. The weekend is for enjoying, and a valid means of enjoying it is sleeping late.

The reason I am once again coming to you from the Dark Hour is that I finished .hack//INFECTION this evening. I've beaten this before, but never actually played the other three, despite owning them all back in the day, then reacquiring them all at moderate expense a few years back. (Reacquiring them now would be great expense, so I'm glad I nabbed them when I did… although I discovered my copy of .hack//QUARANTINE has the wrong manual, and people online want somewhere in the region of fifty fucking dollars just for the manual, so fuck that, it can just be wrong.

As discussed the other day, .hack//INFECTION is an interesting beast in that it's the first part of a tetralogy (apparently that is the correct term, not "quadrilogy", I learned something today) of PS2 games that tell one coherent story in four parts. The cynical would suggest that this was done so that they could make four times the money out of one normal length RPG, as each individual part is around 15 hours long, and they're probably right. But it's still interesting. To me, anyway.

In each part, you play the role of Kite, a player in the online RPG The World, and much of what you do in each of the four volumes is… simply play The World, which is a Phantasy Star Online-style affair in which you head off into dungeons with or without some companions in tow, hack and slash your way through a bunch of enemies and gather lots of phat loot along the way.

Its unique twist is that its various areas are generated through various combinations of keywords that control everything from the level of the enemies in the area to the weather and geographical features you might stumble across. This is an aspect of the game they don't explain very well and no-one over the course of the last 22 years appears to have successfully figured out, so you'll just have to take their word for it. What it essentially boils down to is that you can jam three unrelated words or phrases together and it will send you to a new area with an amusing name like "Bottomless Someone's Giant" or "Raging Pagan Fuckwhistle".

There is a certain amount of method to the madness, because in combining different keywords together, you can cause different elements to have dominance in the field, which means you're more likely to find items related to that element. And elemental weaknesses are worth exploiting in The World… plus the items that temporarily boost your affinity for a particular element are a popular trade item with the in-game NPCs, so they're worth collecting to get your hands on the often rare stuff they might give up in exchange.

.hack//INFECTION (and its three follow-ups) are not RPGs I would necessarily recommend to everyone. They're a far cry from the big budget cinematic spectacles many had come to expect from the genre post Final Fantasy VII, and thus they suffered a bit in reviews back in the day. However, if you're on board with what they have to offer, which is a convincing simulation of playing a 2002-era online action RPG with lots of dungeon crawling and loot collecting, there's a lot of fun to be had. The basic mechanics are simple and straightforward, but there's a pleasant purity to just ploughing your way through a dungeon and watching everyone's levels and related statistics go up.

My main draw is that I've always been a sucker for the "something sinister is going on in a computer game" trope ever since I read the short story Vurfing the Gwrx from a book called Peter Davison's Book of Alien Monsters as a child. (The Peter Davison in question who endorsed that book was, in fact, Doctor Who, but my family and I just found it entertaining that "I" had a book.) I don't remember much about the story — I should probably revisit it with grown-up eyes — but I do remember finding it both entertaining and pleasingly chilling as a kid. And I like .hack because I get a similar sort of vibe from it.

.hack doesn't go quite into the "if you die in the game you die for real" territory that Sword Art Online ran with some years later, but the idea of a video game (and the virus contained therein) causing people to fall into real-life comas is a concept I found intriguing and creepy, in a good way. To this day, I still don't know where the story goes after the conclusion of .hack//INFECTION, which really just acts as an introduction and setup more than anything, so I'm intrigued to finally dive into the follow-ups and see where things go from there.

For now, though, I think I've earned that lie-in.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 118: I left this too late again https://imnotdoctorwho.moegamer.net/2024/10/03/oneaday-day-118-i-left-this-too-late-again/ https://imnotdoctorwho.moegamer.net/2024/10/03/oneaday-day-118-i-left-this-too-late-again/#respond Thu, 03 Oct 2024 23:36:16 +0000 https://imnotdoctorwho.moegamer.net/?p=25063 Oh dear. Half past midnight and I haven't written anything. Time to quickly think of something off the top of my head! Err… quick! Video games! I bought Victory Heat Rally today. This is a game I've had my eye on for a while (though not as long as some other people have, from the … Continue reading #oneaday Day 118: I left this too late again

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Oh dear. Half past midnight and I haven't written anything. Time to quickly think of something off the top of my head!

Err… quick! Video games! I bought Victory Heat Rally today. This is a game I've had my eye on for a while (though not as long as some other people have, from the sound of things) after I played its excellent demo a few Steam Next Fests ago. I'm going to do a full writeup and video on this at some point in the very near future, but suffice to say for now that it's very good.

It's a game that takes aim at Sega's "Super Scaler" racers in style, with Power Drift being a particular inspiration. It doesn't slavishly try to ape the retro style, mind — though there is a nice "pixelise" filter option for the visuals — and rather makes use of some nice pixel art for the characters, cars and some roadside objects, and low-poly environments. It moves along at a fair old clip even on my mini PC that doesn't have a graphics card, and it's a lot of fun to play.

Besides Power Drift, it also draws inspiration from Ridge Racer (drift-heavy handling, '90s rave soundtrack), Sega Rally (rally stages with exaggerated handling), Mario Kart (multiple tracks set in a limited number of environments) and probably some others that I can't think of right now because I'm tired. It takes all these elements and blends them together to make an immensely compelling game that I've played for about 5 hours this evening.

The first series of championship challenges is a bit easy, but the second ramps things up nicely to a good challenge level. There are also some truly infuriating bonus stages known as "Joker" levels where you have to race through checkpoints against the clock while performing some sort of precise driving task. The one I'm presently stuck on requires you to take full advantage of the "drift boost" mechanic the game has borrowed from Mario Kart and boost through various checkpoints. This is a lot harder than it sounds, particularly with the awkward placement of some of these checkpoints, and it has cause many expletives to belch forth from my mouth this evening.

While these levels are infuriatingly difficult, the rest of the game seems pitched at a pretty sensible difficulty level. The opening championship eases you into things nicely, then things ramp up from there. I suspect the third series of championships will be genuinely quite difficult, if the escalation in the second series is anything to go by.

But anyway. Half past midnight, like I said, so I should probably close everything down and go to sleep. There can (and probably will) be more racing tomorrow.


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#oneaday Day 117: Car Racing https://imnotdoctorwho.moegamer.net/2024/10/02/oneaday-day-117-car-racing/ https://imnotdoctorwho.moegamer.net/2024/10/02/oneaday-day-117-car-racing/#respond Wed, 02 Oct 2024 23:26:51 +0000 https://imnotdoctorwho.moegamer.net/?p=25055 This evening, I felt like playing some random PlayStation 2 shenanigans, so I fired up R: Racing for the first time. (My wife misheard the name as "Car Racing" and was somewhat incredulous; I almost didn't want to correct her.) For the unfamiliar, R: Racing is a game from Namco where they sort of wanted … Continue reading #oneaday Day 117: Car Racing

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This evening, I felt like playing some random PlayStation 2 shenanigans, so I fired up R: Racing for the first time. (My wife misheard the name as "Car Racing" and was somewhat incredulous; I almost didn't want to correct her.)

For the unfamiliar, R: Racing is a game from Namco where they sort of wanted to make a new Ridge Racer, but also wanted to get in on this "racing sim" action that had been growing in popularity since the original Gran Turismo at the tail end of the previous generation. To that end, they made what is essentially a new Ridge Racer game, but featuring real cars and circuits along with the requisite tuning options that no-one understands.

One of the things that excited me most about R: Racing back when it was originally announced was that it had an actual story mode. This was very unusual for racing games at the time, and when it first released I still hadn't come to the conclusion that no, not all games need stories, a subject that I was sure I'd blogged about at some point in the past, but couldn't find any evidence thereof.

Anyway, long story short, for one reason or another I never picked up R: Racing back in the day, despite it being something that appealed quite a bit… but it is one of the many titles I added to my PS2 collection when I stumbled across it in CEX for somewhere in the region of 50p and subsequently never got around to actually trying. Until now!

Honestly, of all the things it reminds me of, it's actually most akin to the Ace Combat series. Perhaps not surprising, since they're both Namco titles — and there's a strong argument to suggest the Ridge Racer series unfolds in Ace Combat's Strangereal setting — but it works pretty well. The narrative sequences are kept short and snappy — arguably to a fault — but it provides a certain incentive to progress through the game's 14-chapter "Racing Life" mode, which appears to be primarily intended as an introduction before what I assume is "the real game" starts. Put it this way: I'm 6 chapters into that 14-chapter story after a little over an hour of play, and my save file says it's 12% complete. That suggests you beat the story and there's a whole lot more stuff to fiddle around with.

The narrative involves Rena, a female protagonist — quick, alert the Woke Content Detector idiots! — who works as an ambulance driver. One day, she displays some fancy moves on the job, and her coworker, who apparently never sleeps, signs her up to be part of a mysterious organisation known as "G.V.I." who are somehow involved with motorsports, but in what appears to be a not entirely trustworthy sort of way. Rather than being a racing team themselves, it appears that they work with racing teams and… honestly, I don't really understand at the point I'm at in the narrative because it hasn't really explained anything other than the fact it somehow caused Rena's amply-bosomed rival Gina to be pissy with her pretty much immediately upon first meeting her.

What then follows is a series of races and championships, beginning with a straightforward speedway race that is easy to win, and progressing through track, street and rally racing across several courses, many of which appear to have several variations in the same way that the Ridge Racer series' tracks typically unfold as different routes through the same environments.

R: Racing's unique selling point appears to be its "pressure" mechanic, whereby if you get up another driver's arse for long enough, a bar above their car starts filling up, and when it fills, they'll get so stressed out at your proximity to their rectum that they'll do something stupid, allowing you to pass easily. There's no obligation to fill the bar, and indeed doing so for every opponent is probably quite inefficient, but it's fun nonetheless — and it's a mechanic I've not really seen in a racer before. Presumably it's attempting to reflect the sort of stress the player feels when they have an opponent bearing down on them in their rear-view mirror; in execution, it's a tad "artificial", but, well, it's a mechanic that is there to be taken advantage of, so you might as well do so!

The soundtrack hails from post-Ridge Racer V Namco so unfortunately we've left the funky acid jazz beats of the late PS1 era far behind and are into cacophonous EDM territory. R: Racing's soundtrack isn't quite as obnoxiously awful as Ridge Racer V's, but it's almost aggressively bland, which is a bit of a shame. The Ridge Racer series has some serious highs when it gets music right, so it's always unfortunate when an entry doesn't really live up to those standards.

Still, it's an enjoyable enough game. Although definitely more sim-esque than the mainline Ridge Racer titles, it's also a lot more forgiving than the Gran Turismos and Forza Motorsports (do they still make those?) of the world. There's a braking assist function for those allergic to actually using the brakes themselves, which makes the game feel really arcadey (and a tad easy), but you can still throw the cars into power slides if you're aggressive enough with them. It's just not necessarily the best thing to do at every opportunity in R: Racing, unlike mainline Ridge Racer.

I enjoyed what I played this evening! I'm looking forward to exploring it a bit further. It occupies a nice sweet spot between sim and arcade that I rather like, and the story mode is intriguing, even if, as I suspect, it turns out to be a bit rushed and doesn't really go anywhere. Even if that does end up being the case, I suspect the "Event Challenge" mode, or whatever it's called, will have a fair bit of meat on the bones to fiddle around with. We'll see, I guess, and I'll write something more substantial once I've spent some more time with it.

For now, though, an evening well spent, I say.


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#oneaday Day 116: Should you finish a game before talking about it? https://imnotdoctorwho.moegamer.net/2024/10/01/oneaday-day-116-should-you-finish-a-game-before-talking-about-it/ https://imnotdoctorwho.moegamer.net/2024/10/01/oneaday-day-116-should-you-finish-a-game-before-talking-about-it/#comments Tue, 01 Oct 2024 23:06:16 +0000 https://imnotdoctorwho.moegamer.net/?p=25052 I've seen some discussion about the above topic recently, largely as a result of some idiotic blowhard on the dying, burning remains of Twitter making the bizarre assertion that all games journalists should be obliged to upload full, unedited footage of them playing every game they cover to "prove" that they played it properly and … Continue reading #oneaday Day 116: Should you finish a game before talking about it?

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I've seen some discussion about the above topic recently, largely as a result of some idiotic blowhard on the dying, burning remains of Twitter making the bizarre assertion that all games journalists should be obliged to upload full, unedited footage of them playing every game they cover to "prove" that they played it properly and to demonstrate their "authentic" reactions.

This is, of course, absolutely unworkable today, particularly for those working in the more "mainstream" end of gaming, where sprawling games that want to be your one and only game forever (or at least until their next annualised installment comes out) have been creeping towards being the norm for a while now. But it's also unworkable for those working in niche spaces, be that esports, visual novels, role-playing games or any other sectors you might care to mention. There simply isn't time.

Now, I have mixed feelings about this, because back when my brother was in charge of Electronic Gaming Monthly and The Official U.S. PlayStation Magazine at Ziff-Davis, I vaguely recall him saying that he expected his writers to finish everything they wrote about — and this was, in the case of EGM, a publication where each reviewer had to write approximately 50-100 words at most, given the way their reviews were handled.

The reason I recall this is that one time when my parents and I were visiting him in the States, I was able to spend the day with him in his office (and I have oddly vivid memories of someone's computer in the office having something saying "Lucky sonuvabitch" every time they got an email) and he tasked me with playing through Legacy of Kain: Soul Reaver (now available on Evercade, don'tchaknow!). I forget exactly why, but I suspect it was so he could make effective use of my time while I was there, get my thoughts on it, and then use my experiences playing the game to give him a head start on writing something. Possibly. Maybe. Anyway, regardless of the circumstances, I have a memory in my head that I'm fairly convinced is real that says "my brother once expected all of his staff to beat every game before they reviewed it".

In the PS1 era, this was probably practical. RPGs were a thing, sure, but they came out relatively infrequently in English (even more infrequently if you were unfortunate enough to be European) and often long after their Japanese releases, so there was plenty of advance notice to get these done. And other games were significantly shorter, tending to be somewhere between 2 and 10 hours on average, with the odd exception in both directions. (Ridge Racer? 20 minutes. Dragon Quest VII? Yes, I know it's an RPG, but 150+ hours.)

We also had a lot more in the way of "arcade style" games that were split into short levels or missions, or games that were highly replayable — Ridge Racer may be 20 minutes, but it's 20 minutes you'll be happy to spend again and again. Thus it seems perfectly reasonable to expect a games journo to play through everything they might be writing about.

These days? Absolutely definitely not, although there is still something to be said for allowing a writer to provide a full, in-depth discussion of a game after completing all of it. After all, it's kind of absurd to suggest that it's possible to "review" a visual novel without reading all of it, as the whole point of the damn thing is the story. Sure, you can probably give a wiffly-waffly "buyer's guide"-type review saying what you think of the graphics, sound and interface, but if you want to actually discuss and critique it, you need to have played all of it.

I think the distinction between "review as buyer's guide" (which is basically what a lot of people online want) and "review as quasi-academic critique" (which is what a lot of writers want, but rarely get the time to indulge in) is an important one here. The former can be done after just an hour or two of play at most. The latter requires more in-depth research. The former can be shat out for an embargo date. The latter is something best served for well after launch.

Unfortunately, the modern Internet doesn't tend to really reward the latter approach at all until well after the fact — and then only if a game ends up commonly agreed to be some sort of "hidden gem" or "best game that no-one played" or whatever. It increasingly leads me to the conclusion that the very best approach to games writing if all you're concerned about is the quality of the writing is to say "fuck it" to anything that is brand new, and instead focus on games that came out ages ago. Perhaps even generations ago. In-depth explorations of those games are the pieces people are still going to be reading for years to come — and it's what I've always striven for with the stuff I've done on MoeGamer, because it's what I like to read.

I don't give a shit if the latest Assassin's Creed is the same or a bit different from the last one. I do care if some obscure PS2 RPG from 20 years ago is actually the best thing ever and still kind of cheap because no-one bought it or knows its name.

Ah, who am I kidding. RPGs are never cheap.

Anyway, I guess my answer to the question in the title is "no, if you're reviewing something current in a buyer's guide style", but "yes, if you're aiming for quasi-academic critique or analysis". And even then, there's wiggle room. Even recently, I wrote about a couple of the games in UFO 50 before I'd technically "beaten" them, because I'd gained enough knowledge of how they worked to be able to comment on them authoritatively. (I then promptly beat them shortly after writing about them, much to my satisfaction!)

So no. Games journos should not be expected to upload full, unedited gameplay footage of them playing through (and reacting to) a game for review. That's absolutely absurd. But I do feel like we should strive for better in our games criticism and analysis. Those "buyer's guide" reviews do not stand the test of time very well, whereas articles that take the time to really get to know a game and find out what makes it tick are what insufferable SEO types like to call "evergreen content". And, as much as I hate to agree with anyone who enjoys SEO, it's those articles that people are going to come back to years after a game's release to find out all about it.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 115: Forest getaway https://imnotdoctorwho.moegamer.net/2024/09/30/oneaday-day-115-forest-getaway/ https://imnotdoctorwho.moegamer.net/2024/09/30/oneaday-day-115-forest-getaway/#respond Mon, 30 Sep 2024 22:59:02 +0000 https://imnotdoctorwho.moegamer.net/?p=25049 I slept terribly last night and consequently woke up this morning feeling like absolute garbage. It didn't improve much as the day went on, but I feel vaguely more human now, just as it's about time to head to bed. I can, at least, console myself with the fact that the wife and I have … Continue reading #oneaday Day 115: Forest getaway

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I slept terribly last night and consequently woke up this morning feeling like absolute garbage. It didn't improve much as the day went on, but I feel vaguely more human now, just as it's about time to head to bed.

I can, at least, console myself with the fact that the wife and I have booked a much-needed holiday for in a couple of weeks. We're going to Center Parcs in Elveden Forest again. This is, I believe, the third time we've been to Center Parcs together generally, and the second time we've been to Elveden Forest. It's actually the fourth time I've been to Elveden Forest, as I went twice when I was a kid: once with my parents, my brother and one of his friends, then again some years later with my parents and one of my friends.

Center Parcs can be a pricy holiday, particularly if you start getting involved in the activities they offer, but honestly even if you do pretty much nothing for the time you're there, it's still a thoroughly pleasant getaway. This time around, we're taking a two-bedroom villa (or "lodge", I believe they call them now) as it was only fifty quid more than the apartments we usually go for. That should provide plenty of space to spread out, relax and enjoy ourselves.

I was kind of hoping that the next time we went away on holiday, I'd be in a better physical condition, but that's very much a slow process that has kind of stalled a little bit of late. I'm still down in weight from where I was, but I've been really struggling with motivation, so I've decided to take a short break from attending Slimming World meetings, at least until after our holiday, and then decide what to do after that. I have been deriving some satisfaction from the Fitness Boxing sessions I've been doing, though, so once I feel a bit better after today's crappy feeling, I'll be back on that.

Anyway, regardless of the state I'm in, I'm looking forward to some time away. It's good to get away from it all now and again, have a change of scenery and spend some time in an environment where there's zero pressure. And I well and truly intend to "unplug" as much as possible from the Internet while I'm away. I'll still post my daily blog there, and we'll almost certainly take some gaming equipment with us, but other than that, I intend to pretty much completely ignore that the rest of the world exists for a while, and I'm very much looking forward to that.


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#oneaday Day 114: dotHack and Slash https://imnotdoctorwho.moegamer.net/2024/09/29/oneaday-day-114-dothack-and-slash/ https://imnotdoctorwho.moegamer.net/2024/09/29/oneaday-day-114-dothack-and-slash/#respond Sun, 29 Sep 2024 20:41:12 +0000 https://imnotdoctorwho.moegamer.net/?p=25043 I've been playing .hack//Infection for the last couple of days on PlayStation 2. I've had the full set of four games on my shelf for a very long time and been meaning to properly run through them all, but have somehow never gotten around to it. I have previously completed Infection a very long time … Continue reading #oneaday Day 114: dotHack and Slash

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I've been playing .hack//Infection for the last couple of days on PlayStation 2. I've had the full set of four games on my shelf for a very long time and been meaning to properly run through them all, but have somehow never gotten around to it. I have previously completed Infection a very long time ago, but I've never gone through all four games and seen how it all ends — nor have I been spoiled on any of it. I also own a copy of the .hack//G.U. remasters on PlayStation 4, so I'll have to get to those at some point, too, but I wanted to knock out the PS2 games first.

For the unfamiliar, .hack was one of the first (possibly the first) "MMO gone mad, if you die in the game you die for real" series. Unusually, it was designed from the outset as a fully transmedia production: not only were there four PS2 games in the series, each of these games also came with a DVD featuring an episode of a specially made anime known as .hack//Liminality which tells a "real world" story that unfolds concurrently with the events of the game, and there was a completely separate anime series known as .hack//Sign. Since that time, there have apparently been several other anime and manga series, along with the aforementioned .hack//G.U. trilogy of games, which originated on PS2 but which were ported to PS4 in 2017.

That may all sound terribly complicated, but be at ease: you can have a satisfying .hack experience if you just play the games. .hack//Infection, the first of the original set of four games, tells the story of "you", an 8th grader who has just signed up for the hottest new MMO, The World, at the recommendation of your friend Yasuhiko, a veteran player. You join up and in that inimitable "early 2000s MMO" sort of way, you party up with Yasuhiko, or "Orca" as he's known in the game, who destroys absolutely everything before you can even get a hit in by virtue of him being 50 levels higher than you.

But something goes horribly wrong. After an encounter with a mysterious young girl who is seemingly being chased by a bizarre creature carrying a red wand, Orca is entrusted with a strange book and shortly afterwards, his character is "Data Drained", leaving the real Yasuhiko comatose. You end up taking possession of the book, which manifests itself as a strange bracelet that equips you with the power to Data Drain enemies in the game, and it's then up to you to investigate the strange happenings in The World and determine if there's any truth to the game seemingly having an impact on the real world.

The cool thing about .hack//Infection is that the entire PS2 game is diegetic, intended to represent you using your computer to check your mail, read the news and log in to The World. You never see the actual real world yourself in the game — hence the inclusion of the Liminality DVDs — but instead all your investigation is online. This unfolds through a combination of you checking and replying to mails (with predefined responses) and browsing through the official message boards for The World, looking for clues.

Canonically, .hack//Infection is supposed to be unfolding in 2010, but obviously in 2002 developers CyberConnect2 had to make something of a best guess as to what that near-future setting might look like. They actually got a fair few things right, such as high-speed, always-on Internet access being pretty much universal and fibre-optic cables being the main means of this infrastructure being implemented — though here in the real world, fibre broadband is a little more recent than 2010.

What's quite interesting is the design of The World itself, because it could quite plausibly work as an online RPG — though perhaps not in the way that western players understood "MMOs" at the time. For context, World of Warcraft came out in 2004, two years after .hack//Infection, so "MMO" up until that point in the west meant either EverQuest or Ultima Online.

The World is closer in execution to something like Sega's Phantasy Star Online from 2000 in that there are small, shared communal areas (known as "Root Towns") where you can hang out with other players, but your actual fighting and questing takes place in discrete areas that you teleport to rather than exploring a coherent world. It's not quite the same as the "instanced" areas seen in World of Warcraft and, later, Final Fantasy XIV, as you can meet up with other players who happen to be visiting the same area, but the nature of how The World is structured means that you're relatively unlikely to stumble across someone at random.

Anyway, let's not get bogged down too much in details as I'll probably want to write about this on MoeGamer once I'm finished. Suffice to say for now that .hack//Infection and its subsequent parts unfold as a combination of you just flat-out playing The World to get treasure, gear and helpful items, and gradually working your way through the core mystery at the heart of everything. At most points in the game, you can put the main plot on hold and just go dungeon-crawling to your heart's content — and it's probably advisable to, since you'll need to level both your own character and the various companions you can recruit to your cause.

.hack//Infection is somewhat clunky by more recent action RPG standards, but once you get a feel for it and an understanding of its mechanics, it's enjoyable. There's a variety of enemies to deal with, and their different strengths and weaknesses will often require you to think about various strategies to deal with them. And, since the game is supposed to be simulating an MMO, you can pretty much concentrate on your own play; any companions you bring with you will usually do a pretty good job of fighting alongside you, though you can issue various orders to them if you need them to, say, heal or unleash their most powerful abilities. You can also micromanage their equipment to a certain degree, and since equipment has skills attached, by doing this you can try and optimise them for the challenges you're about to face.

I can completely understand the criticisms of .hack from back in the day. It is repetitive. The dungeons are very obviously constructed from pre-built blocks with different textures put atop them, and there's not a lot of variation to them. And yet there's something about .hack that I've always found fascinating and compelling. I think it's the oddly menacing atmosphere the whole thing has; The World, as a game, is designed to be cheerful and colourful, but it's very obvious that there are dark things going on beneath the surface, and that the players of the game are clearly being used for some nefarious purpose.

I'm in no rush to plough through all four games, but I've enjoyed making a start on .hack//Infection this weekend, and as a long term project I'm looking forward to seeing how it all comes together in the end. And there will, of course, be in-depth articles on MoeGamer (and possibly videos) to go along with it.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 113: Missing the point of UFO 50 https://imnotdoctorwho.moegamer.net/2024/09/29/oneaday-day-113-missing-the-point-of-ufo-50/ https://imnotdoctorwho.moegamer.net/2024/09/29/oneaday-day-113-missing-the-point-of-ufo-50/#respond Sun, 29 Sep 2024 13:23:45 +0000 https://imnotdoctorwho.moegamer.net/?p=25041 Since UFO 50's release, I've had a few Thoughts. Firstly, UFO 50 is one of the most noteworthy interactive creative projects ever put together. Secondly, there are a lot of (obviously) young people who really Do Not Get It and, in that inimitably entitled way 21st century gamers do, they think it should change entirely … Continue reading #oneaday Day 113: Missing the point of UFO 50

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Since UFO 50's release, I've had a few Thoughts. Firstly, UFO 50 is one of the most noteworthy interactive creative projects ever put together. Secondly, there are a lot of (obviously) young people who really Do Not Get It and, in that inimitably entitled way 21st century gamers do, they think it should change entirely to accommodate how they think it "should" be.


Aside: I'm covering UFO 50 both on MoeGamer and on YouTube. Check out here for the written articles, and here for the video versions of the articles. You can also enjoy the whole playlist embedded below.


A significant portion of the "unrest", if you want to call it that, comes from Barbuta being the first game in the collection. Barbuta is, as you'll know if you've read or watched my piece on it, a game that is ostensibly from 1982, and which follows the mould of the "arcade adventure", a genre of game that doesn't really exist any more, but which was a major part of the '80s home computer scene.

In the "lore" of UFO 50, which, if you're unfamiliar, concerns a completely fictional games console known as the LX System, Barbuta was the first game to be developed — and by an individual who had never made a game before, no less. Consequently, it's janky, slow and unrefined — deliberately so. The nature of how it is janky, slow and unrefined makes it very clear that Derek Yu and the various other developers who put UFO 50 together are intimately familiar with '80s home computer games — but it also sets expectations for the rest of UFO 50 accordingly.

One of the most significant things about UFO 50 is that it is, in part, a demonstration of how game design can be inherently intuitive. None of the games feature full instructions beyond their basic controls and sometimes a little bit of in-game information text, and yet they're all designed in such a way that you can figure things out without too much difficulty. In Barbuta's case, the main challenge comes from determining what all the items you can collect actually do — because the game certainly doesn't tell you.

But here's the key thing: it all makes sense. It's easy to determine what all the items do, either by logical deduction or simply observing what happens on-screen. And this is true not just for Barbuta, but also for pretty much all of the other games in the collection, too. You just have to use your brain a bit.

This isn't enough for some "gamers" though. There's a guy on UFO 50's Steam forums spamming pretty much every thread he can find about how he believes the games are a "joke", that it's "not funny" and that the package as a whole is a "scam". There are others complaining about Barbuta as if it's the only game in the collection, refusing to even contemplate trying any of the other 49 that are available. And there are those who simply do not get it.

UFO 50 is a work of art with something to say. It's an acknowledgement both of how rapidly game design evolved over the course of the 1980s, and how modern ideas can be applied to these classic formulae to give them a fresh new twist. Demanding that it change to better fit the needs of attention-deficit zoomers is entirely missing the point. These are games that are supposed to be tricky and perhaps not immediately clear, because that's what games from the '80s were actually like — but dig into things just a little deeper and you'll discover that every single game is inherently fair in a way that only 40 years of evolving game design can manage.

What you have to remember is that when real '80s games came out, they had nothing to refer to on how to do it "right" — and some of them got things what we could consider "wrong" by modern standards. What UFO 50 does is take the conventions of these '80s games, eliminate the things that just flat-out don't work, and gives you a collection of titles that feel authentically retro, but also completely fair and modern in their execution. There's no moon logic, no inconsistent behaviour, no technical shortcomings making things harder through no fault of the player.

In short, it's a work of genius. Perhaps I shouldn't be so surprised that some people don't get it. Perhaps I shouldn't be frustrated that there are people who want to deface it with mods. Perhaps I should just enjoy it myself, and screw the people who don't understand.

Yes. That sounds like a good approach. I'll keep doing that. Please enjoy my series of articles and videos on each and every game!


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 112: Best(?) of the Blog https://imnotdoctorwho.moegamer.net/2024/09/27/oneaday-day-112-best-of-the-blog/ https://imnotdoctorwho.moegamer.net/2024/09/27/oneaday-day-112-best-of-the-blog/#respond Fri, 27 Sep 2024 22:18:52 +0000 https://imnotdoctorwho.moegamer.net/?p=25039 One of the things I like about having had this blog for so long — and one of the reasons I was so upset at WordPress fucking around with it the other day — is that little "Random Post" option in the menu. Click it, and it takes you to a completely random post. And … Continue reading #oneaday Day 112: Best(?) of the Blog

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One of the things I like about having had this blog for so long — and one of the reasons I was so upset at WordPress fucking around with it the other day — is that little "Random Post" option in the menu. Click it, and it takes you to a completely random post. And there are a lot of posts here. So I thought we could go on a little journey together today.

I'll do all the randomising, don't worry. If you want to read the full post, just click the title.

#oneaday Day 145: Wotcher, Witcher

This is a post from 2011, when I was playing The Witcher. The first one, albeit in its "Enhanced Edition" form. This was back when you could still get physical copies of PC games; I remember buying a copy of this from Game and being excited to give it a try, then somewhat disappointed that my PC at the time wasn't really up to the job of running it very well. I kept hold of it, though, and gave it a proper go when I upgraded my PC, and enjoyed the experience very much.

It's kind of funny to think that back then, CD Projekt Red was a little scrappy Polish developer, and this, their magnum opus at the time, was equally scrappy to a charming degree. Sure, it was technically quite impressive — I recall comparing its visuals favourably to Xbox 360 games that were around at the time — but it also had its fair share of jank, such as heavily repeated NPC models, questionable animations and a dodgy interface.

What really shone through even back then, though, was the quality of the writing, and the fact it felt properly like a game for adults — and not just because of the collectible boobylicious "sex cards" you were awarded for bedding the various ladies of the game world. It was a game with proper consequences, not just "press A for the good answer, B for the evil answer", and that carried through into its two successors.

Overall, my enjoyment for the series tapered off a bit after the first Witcher game; the second one felt like it was tuned too hard, and the third one's open world aspect was, to my mind, completely needless. But I have fond memories of the series, and they started right here.

2022: Video Star

Here's a post from 2015, in which I was having a play with the PlayStation 4's ShareFactory app, which I suspect is mostly forgotten today. This is back when I was first experimenting with YouTube, and before I really got into making videos. I found, having experimented with both formats a bit, I enjoyed making pre-scripted videos a little more than freeform "Let's Play"-style ones, because at the time, in the latter case, I worried about running out of things to say.

I'm still not 100% sure which style of video I actually prefer to this day, as both have their benefits. But if you're curious, here's a very early attempt at a pre-scripted video, created using ShareFactory on the PS4 and recorded using a distinctly shittier microphone than I have now. (If I recall, it was actually the Guitar Hero microphone!) I have better equipment and a better workflow now, but I was still quite pleased with this when I first published it.

#oneaday Day 890: Glorification

This was a 2012 progress report on my journey through Sierra's Quest for Glory series, which I'd never played prior to this runthrough, but had always been curious about. Quest for Glory IV in particular was one I was really looking forward to, as it's a full "talkie", featuring the legendary John Rhys-Davies on narration duties.

I compared Quest for Glory IV to the Elder Scrolls series, using its similar "use it to improve it" skill systems as a point of comparison. I had already started falling off the Elder Scrolls bandwagon by this point, and games like Quest for Glory reminded me why; I simply preferred a much smaller, well-crafted environment with things to do rather than a vast open world with not much of actual interest in it.

Quest for Glory and The Elder Scrolls are very different series, of course — if you've never come across the former, I recommend exploring it; the blend of role-playing game and point-and-click adventure is still unique and fresh-feeling — but I find it a bit of a shame that one approach very much became "the norm", particularly in the PC space, while the other languishes in gaming history. In fact, I bemoaned this very fact in this post; why haven't there been more attempts to recreate the Quest for Glory formula?

2485: The Value of Short Experiences

Off to 2016 for this next post, and a reminder of something that I like to try and remember every so often: sometimes it's nice to cleanse one's gaming palate with a game you can finish in an evening or a weekend. At the time, I had just come off the horror game Outlast (which I didn't like all that much) and the visual novel Negligee (which I liked very much) and come to the conclusion that Not All Games Need To Be A Thousand Hours Long.

This is something that today's games industry is still struggling with. The triple-A space is still obsessed with making us all grind through epic amounts of Content rather than just providing a neat 10-hour experience that doesn't outstay its welcome. This has only become worse with the rise of live service games — and, worse, single-player games that appear to want to be live service games.

Thankfully, short-form games do still also exist. And I recommend you spend some time with some. Because you might find that they offer a lot of value.

1473: Ruined

Back to 2014 now, and a look at EA's desecration of Dungeon Keeper by turning it into a tap-and-wait free-to-play piece of shit for mobile phones. Back then I said "it pretty much is reasonable to brand free-to-play mobile games a universally bad thing… I can't think of any good free-to-play mobile games offhand". This situation has changed a bit since then, most notably in the "gacha games" space, because they actually have a bit of a game attached to them now, but I still swore off free-to-play mobile games a while back and haven't missed them.

Dungeon Keeper was an absolute monstrosity though. It was one of those games that was posing as a strategy game, but which actually required no strategy whatsoever; only deep pockets. Crazy to think this was ten years ago now, and EA hasn't learned a fucking thing since.

Board Gamery

This post from 2008 makes me a bit sad, because it represents an age of my life that seems to have come to an end, and not through my choice. It's a rundown of some board games I particularly enjoyed playing, posted during the time when we were having regular (weekly-ish) board game sessions and trying out a wide variety of weird and wonderful games.

Sadly, the folks I played those games with have mostly become boring grown-ups with families since then and never want to do anything any more, so I have a cupboard full of board games that don't get played. Which is a shame, but oh well. That is what happens as we all grow old.


Anyway, on that melancholy note, probably time to call it a night. If you're new 'round here, feel free to hit that Random button and check out some posts from years gone by; just remember to check the date on any posts you read, though, before you get mad at me about something I said 15 years ago!


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

If you want this nonsense in your inbox every day, please feel free to subscribe via email. Your email address won't be used for anything else.

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#oneaday Day 111: New URL, who dis https://imnotdoctorwho.moegamer.net/2024/09/26/oneaday-day-111-new-url-who-dis/ https://imnotdoctorwho.moegamer.net/2024/09/26/oneaday-day-111-new-url-who-dis/#respond Thu, 26 Sep 2024 16:01:59 +0000 https://imnotdoctorwho.moegamer.net/?p=25032 Hello! And welcome to the all-new incarnation of I'm Not Doctor Who, which can now be found at https://imnotdoctorwho.moegamer.net instead of its previous WordPress.com incarnation. (The old site is still there for archival/linking purposes, but all new updates will now be over here.) Why did I do this? I think you know why, if you're … Continue reading #oneaday Day 111: New URL, who dis

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Hello! And welcome to the all-new incarnation of I'm Not Doctor Who, which can now be found at https://imnotdoctorwho.moegamer.net instead of its previous WordPress.com incarnation. (The old site is still there for archival/linking purposes, but all new updates will now be over here.)

Why did I do this? I think you know why, if you're a regular follower, anyway. After Automattic's dumbass automated "anti-spam" systems mistakenly flagged my blog and simply nuked it (albeit temporarily) rather than attempting to contact me in any way, I became somewhat concerned as to the "security" of the memories I have stored on this here blog. 17+ years of them, to be exact, and it would be a real pisser to lose them. Because while this blog is and always has been an unfocused mess with no real purpose other than to be a scratch pad for me to write whatever I feel like, it's mine, and having some idiotic undoubtedly "AI" (ugh) powered bot potentially take it away from me at a moment's notice without even telling me made me feel like it was probably time I took better ownership of it.

So here we are, on a shiny new subdomain of moegamer.net, my gaming website. I think most of the important stuff has transferred over now, though not without fighting WordPress' terrible import function and the fact that no website on the Internet, including WordPress themselves, actually hosts up-to-date information on how to perform the export and import function correctly. Consequently, there may be a few broken images here and there, so please feel free to let me know if you spot any and I'll attempt to fix them.

The incident earlier in the week highlighted how important this site is to me, though. Not only has it played host to two sets of daily ramblings in the form of the #oneaday blogs, it also includes several creative writing projects of varying degrees of finishedness, photographs, memories of dearly departed pets, and all manner of other things. It has also helped me survive several incredibly tough periods of my life.

The more I thought about it while the site was down the other day, the angrier I felt that it had just been snatched from me without warning — and, I reiterate, without me having done anything wrong. This was entirely on WordPress' parent company Automattic, who are going in hard on "AI" bullshit at the moment. And so while this site is still running on the WordPress software, it is no longer running on Automattic's platform, meaning I am not beholden to the whims of their automated shit machines going voonkarankachank and nuking any blogs they feel like without having the courtesy to contact the authors first.

So that's that. Welcome, I guess. And let's see where things go from here!


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

If you want this nonsense in your inbox every day, please feel free to subscribe via email. Your email address won't be used for anything else.

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#oneaday Day 110: Listen to albums https://imnotdoctorwho.moegamer.net/2024/09/25/oneaday-day-110-listen-to-albums/ https://imnotdoctorwho.moegamer.net/2024/09/25/oneaday-day-110-listen-to-albums/#respond Wed, 25 Sep 2024 21:24:00 +0000 https://imnotdoctorwho.moegamer.net/?p=25026 I've been trying to make an effort, when I listen to music, to put a full album on and let it run all the way through. It's how I enjoyed listening to music as a teen and twentysomething — I had a big CD collection that I kind of wish I hadn't gotten rid of … Continue reading #oneaday Day 110: Listen to albums

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I've been trying to make an effort, when I listen to music, to put a full album on and let it run all the way through. It's how I enjoyed listening to music as a teen and twentysomething — I had a big CD collection that I kind of wish I hadn't gotten rid of now — and I'm beginning to drift back into preferring that kind of listening now, too.

Y'see, I've become increasingly conscious of the "media as content" problem that we, as a society, have been enthusiastically plunging ourselves headfirst into. Music has become disposable, and streaming services have made it very difficult for career musicians to… well, have a career out of music. Not only that, there is a not-insignificant number of people out there now who simply don't respect music for its artistry; they just want "background noise". Doesn't matter what it is, so long as it's noise.

I had a 3+ hour drive to and from the office yesterday and today respectively, so I decided to listen to some music rather than putting a podcast on. And I deliberately set up my music queue to play several full albums in succession rather than just a selection of favourite tracks — or, worse, just sticking it on "Shuffle" or "Radio" and letting it do its thing.

I really enjoyed it. And there's still something very pleasant about listening to an entire album in the context it's supposed to be heard. Really good albums feel like they're taking you on a journey; it's not necessarily that they have a narrative (though, of course, some do) but they do have a definite sense of progression from track to track. This is particularly evident in the case of stuff like Prodigy's The Fat of the Land, which smoothly transitions one track into the next, making for one continuous soundscape that evolves in character and energy as it progresses through its complete runtime.

I will attempt to outline my enjoyment of several albums that I found to be particular highlights throughout both journeys.

WWDD – Dempagumi.inc

I can't remember how I first came across Dempagumi.inc, a Japanese idol group that has been around since 2008, but I remember being very struck with this particular album from 2015 the first time I heard it. The songs were catchy and it felt like there was a sense of narrative to it. I didn't understand a word of it, of course, with it being all in Japanese, but I felt like that didn't matter all that much; what does matter to the Dempagumi.inc experience is being swept along by the energy of the group.

One track that I particularly like is Dear Stage e Youkoso (above). It's not necessarily the song on the album that I would describe as the "best", but the narrative setup of a seemingly downtrodden-sounding man discovering the real-life idol bar Dear Stage really works well. The listener finds themselves inhabiting the role of this man who gradually discovers joy through surrounding himself with the energy of the idols, and it feels like the performance is just for you. Or him. Or both. Whatever. Anyway, it's good.

The whole album is energetic and enjoyable, and it's one I come back to a lot. Definitely a good.

These Nuts – Ninja Sex Party

I absolutely adore Ninja Sex Party, the musical outfit run by Dan Avidan (best known as half of Game Grumps) and theoretical physicist Brian Wecht. Their work captures an absolutely perfect balance between being perfect pastiches of classic '80s rock and ballads, and being utterly, hilariously absurd. I could pick any Ninja Sex Party album to go in this slot, but These Nuts, their album from this year, is the one that particularly stuck in my mind today.

The opening track (after Danny Sexbang's obligatory introduction) is one of my favourites. Get Ready (To Get Ready) is a brilliantly energetic piece about people who will never be quite ready to do something when you want them to be — there's always one little thing to do, an email to send or something like that. The whole thing is delivered with such overblown earnestness that it's hard not to enjoy it.

Sports Anthem is also brilliant just because of the mental image it conjures up. It doesn't matter what sport it's referring to — because it doesn't refer to any specific one, and one suspects that neither Danny Sexbang nor Ninja Brian being really into sports is definitely part of the joke — the sentiment of "don't fuck it up" is universal.

The Fat of the Land – Prodigy

I vividly remember when I "discovered" Prodigy. I was on a bus for a school trip of some description, and my partial namesake Peter Miles was listening to a CD single of Breathe by Prodigy. I asked him if I could have a listen, and was immediately taken by, more than anything, the immensely satisfying drumbeat.

I hadn't really thought much of Prodigy prior to this. I'd probably heard Out of Space in passing, and I absolutely detested Firestarter the first time I heard it — though this was, in part, reflected disgust from my parents who, quite understandably, didn't understand the appeal.

But Breathe resonated with me for some reason, even though I still don't know what the actual words are. And when The Fat of the Land came out, I listened to it a lot. I liked Firestarter in context, though it was probably my least favourite track on the album.

Returning to it today, it's a great album. An absolute punch in the face of noise for most of its runtime, of course, but it has that really great sense of progression I was talking about before. Wisely, the whole album doesn't rely on heavy basslines and driving rhythms as in Breathe; around the midpoint there are several more downtempo numbers including the famous Mindfields (probably known by most people due to it being in The Matrix), the Crispian Mills-fronted Narayan and the instrumental Climbatize, all of which I rather like (though I must admit I'd forgotten about Climbatize until today's listen). Definitely one I will likely pop on when I'm in the mood for something loud.


Album-making is definitely an art form, and I worry that it's something we're at risk of losing — as with so many forms of culture. I feel like in the last 25 years or so we've lost more forms of culture than we've gained; the vapid brain-rotting dogshit that is TikTok doesn't feel like a very fair exchange for listening to full albums being the norm.

Still, it's not as if those old albums have gone away. So I'm going to continue making a point of listening to full albums as much as I can. And if you haven't done it for a while, I recommend giving it a go — you might be pleasantly surprised at how enjoyable it is.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

If you want this nonsense in your inbox every day, please feel free to subscribe via email. Your email address won't be used for anything else.

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#oneaday Day 109: Unexpected Downtime https://imnotdoctorwho.moegamer.net/2024/09/24/oneaday-day-109-unexpected-downtime/ https://imnotdoctorwho.moegamer.net/2024/09/24/oneaday-day-109-unexpected-downtime/#comments Tue, 24 Sep 2024 14:56:00 +0000 https://imnotdoctorwho.moegamer.net/?p=24942 Hello. Perhaps you noticed that for some of yesterday and most of today, this site was down for "violations of the Terms of Service". I had not violated the Terms of Service. What had happened was that WordPress.com's automated anti-spam service had somehow flagged my site mistakenly, and because we're all so fucking keen to … Continue reading #oneaday Day 109: Unexpected Downtime

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Hello. Perhaps you noticed that for some of yesterday and most of today, this site was down for "violations of the Terms of Service".

I had not violated the Terms of Service. What had happened was that WordPress.com's automated anti-spam service had somehow flagged my site mistakenly, and because we're all so fucking keen to trust stupid, proven-to-be-immensely fallible automation, it just nuked my site rather than, you know, actually attempting to contact me.

I'm glad I got the site back (not before sending about six emails to WordPress, because they didn't even have the courtesy to send me an email notification that the site had been suspended) but I won't lie: this whole incident has severely damaged my trust in WordPress.com. And that is a big deal; this site has been hosted on WordPress.com since 2008, and for the longest time, my site MoeGamer.net was also hosted on WordPress.com.

For many years, I have recommended WordPress in preference to all other similar platforms for its ease of use and flexibility. Sure, WordPress.com's paid plans are vastly overpriced for what they provide, but the simplicity of what the platform offers and how you don't have to do any complicated configuration or optimisation to get a site running efficiently has always been a big selling point in my book.

Unfortunately, of late, WordPress' parent company Automattic has been drinking deep of the AI Kool-Aid, and stupid, pointless, obnoxious AI features are infesting every part of their operation, leading to rampant enshittification. When I first attempted to enquire about what had happened to my site, I was greeted with this response:

A screenshot of WordPress "AI Assistant" Wapuu, saying "It sounds like you want to talk to a human. Human support is only available for our paid plans. For community support, visit our forums".

What "Wapuu" did not tell me was that when you have a suspended blog, you are not allowed to post in WordPress.com's forums, so I was seemingly completely out of luck at any attempt to communicate with an actual human being about the situation. Thankfully, I found a loophole and managed to post anyway. But I was dismayed to see this post as the top pinned post in said forums:

A screenshot from WordPress.com's support forums. It blathers on about how we should all be supportive and understanding of people using AI instead of their own actual brains.

I particularly like how they acknowledge that AI frequently talks complete shit, so you should "verify the accuracy" of anything something tells you. Support forums are supposed to be a place to go to get helpful advice, not a bot telling you to eat poisonous mushrooms or some other such shit. I am not interested in "embracing the amazing potential of AI", I want someone from the fucking company to help me with a problem I am having which the company has caused.

It took multiple emails to WordPress.com to even get them to acknowledge there was a problem because, as I say, I was not even sent an email notification (or indeed a notification via WordPress' own system) to tell me that the site was suspended — and, of course, that left me completely in the dark as to why it was suspended, too.

It's not an exaggeration to say that this blog, as low-effort as it can probably seem at times, is immensely precious to me. It hosts nearly 17 years of memories and helped me survive some seriously dark times in my life, and it's always been a valuable means of self-expression and self-therapy. To have it suddenly taken away through something that was 100% not my fault in the slightest was devastating, and it's all but destroyed my trust in WordPress.com and Automattic as a company.

I'm presently looking into moving this blog into the self-hosted space, likely as a subdomain of moegamer.net, so watch this space for news on that if I get things sorted. In the meantime, hopefully this post won't trigger any "AI" to take everything down again, because I'm really angry about what happened here. While you're always at risk of something like this happening when hosting your work on servers that belong to someone else — particularly if you're using a free service — it doesn't feel acceptable that a 17 year old, well-established site can be completely nuked at the whim of a clearly fallible automated solution.

So yeah. That's the situation. At least things were resolved… for now, at least. I guess we'll have to wait and see how things go from here.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

If you want this nonsense in your inbox every day, please feel free to subscribe via email. Your email address won't be used for anything else.

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#oneaday Day 108: Punch punch punch https://imnotdoctorwho.moegamer.net/2024/09/23/oneaday-day-108-punch-punch-punch/ https://imnotdoctorwho.moegamer.net/2024/09/23/oneaday-day-108-punch-punch-punch/#respond Mon, 23 Sep 2024 17:46:28 +0000 https://angryjedi.wordpress.com/?p=24941 Because I'm sick of feeling like a decrepit old man and I can't quite muster up the mental wellbeing to head to the gym right now, I dusted off my copy of Fitness Boxing 2 for Nintendo Switch and have been giving it a go for the last couple of days. I considered grabbing the … Continue reading #oneaday Day 108: Punch punch punch

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Because I'm sick of feeling like a decrepit old man and I can't quite muster up the mental wellbeing to head to the gym right now, I dusted off my copy of Fitness Boxing 2 for Nintendo Switch and have been giving it a go for the last couple of days. I considered grabbing the new Hatsune Miku version of the game, but it's £50 and I haven't yet established a good routine with the two previous entries in the series I have on my shelf. So I thought I'd do something about it.

The trouble with exercise is that it always feels like it's going to be a bloody nightmare to get started, particularly after a long period of inactivity, but then once you actually do it it's rather satisfying. My two sessions of Fitness Boxing 2 over the past couple of days have been hard work for someone as out of shape as I am — though my rhythm game skills have netted me a "Fitness Age" of 24 on both occasions, thereby proving once and for all that such a metric is, as everyone suspected, complete bollocks — but I've come out of both of them feeling like I've done something worthwhile, and something that, in the long run, will be good for me.

For those unfamiliar with Fitness Boxing, it's a game that somewhat follows the mould of Nintendo's classic Wii-era fitness games, only with a bit more of a specific focus rather than providing lots of minigames. At its core, it's a rhythm game, tasking you with using the Joy-Cons to punch in various ways and, in the more advanced workouts, ducking, weaving and suchlike, too — though pleasingly, given how dodgy the motion detection can be on movements other than punching, you can turn any troublesome exercises off, or set the game to automatically score you "Perfect" on them, regardless of what the Joy-Cons tell the Switch you were doing.

A full daily workout consists of several stages, beginning and ending with some simple stretches. In between, you'll have a series of specific workouts of varying degrees of intensity and difficulty, typically following your opening stretches and preceding your closing stretches with something relatively gentle and putting one or more fairly high-intensity (and longer) ones in the middle.

Each individual stage tends to unfold in the same way. You'll start in "orthodox" stance (left foot forward, right foot back) and gradually be introduced to a complete combo, usually one move at a time but sometimes a bit quicker in the shorter, lower-intensity stages. You'll gradually build up to performing the full combo, and in a special "Zone" sequence where you get more points, you perform the full combo multiple times in rapid succession — typically four, six or eight times in a row without a gap in between, depending on the length of the combo.

After that, you switch to "southpaw" stance (right foot forward, left foot back) and then do the exact same thing, but the other way around. In the higher intensity, longer workouts, you'll then do another combo, again both in orthodox and southpaw stances, and then you're done.

Typically a short stage lasts about 5-6 minutes, and longer stages are about 11-12 minutes apiece. The "Normal" intensity workout for a day consists of stretches, two short stages and two long stages, totalling about 35-40 minutes of activity altogether; you also have the choice of doing a slightly shorter or longer workout, which equates to about 25-30 or 45-50 minutes of activity respectively by varying the number of stages in the complete workout.

As someone who is desperately unfit, the pacing of the exercises seem OK to me at the moment. The longer stages definitely feel like an effort to endure, but that's good — they're not so difficult that I can't make it through them, but I do feel like I'm doing some actual work that will be beneficial.

I could be doing them better, of course; the game suggests that when you're not punching, you bob back and forth in time with the music and I can't quite manage to keep that up constantly along with all the other stuff, but I'm sure I can get there over the long term. The important thing is, after all, getting started.

The trainer voices throughout are rather repetitive, but helpful in giving you cues and encouragement, and the visual demonstration of what you're supposed to be doing ("mirrored" so you can follow along more easily) is very helpful. The game-like feel to the whole thing makes it feel more "fun" than some other forms of exercise, and there's a wide range of musical accompaniments to go along with your workouts — including both instrumental versions of "real" songs and some original stuff composed specifically for the game. The original stuff is actually quite a bit better than some of the Kidz Bop-tier arrangements, but honestly part of the fun of the game is the absurdity inherent in aggressively throwing punches to something like Hot and Cold by Katy Perry or the frigging YMCA.

I have a long drive tomorrow afternoon after work, and then a long drive back home after work the day after, so I'll likely take a rest for at least tomorrow and possibly the day after also, depending on how I feel when I get back, but I intend to get back to this as soon as I can. It feels pitched at about the level I can deal with right now, and I think it'll just be helpful to get moving a bit in any way. Because I'm sick of waking up aching all over like someone twice my age, and I suspect a significant part of the reason that is happening is because I haven't been exercising.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 107: Tackling Loneliness https://imnotdoctorwho.moegamer.net/2024/09/22/oneaday-day-107-tackling-loneliness/ https://imnotdoctorwho.moegamer.net/2024/09/22/oneaday-day-107-tackling-loneliness/#respond Sun, 22 Sep 2024 22:22:59 +0000 https://angryjedi.wordpress.com/?p=24924 I've seen quite a few news reports and political manifestos over the course of the last few years that claim "we" as a society are supposedly doing something to "tackle loneliness". Okay. What? What are "we" doing to tackle loneliness? Because from where I'm sitting in this extremely lonely state of mind, I can see … Continue reading #oneaday Day 107: Tackling Loneliness

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I've seen quite a few news reports and political manifestos over the course of the last few years that claim "we" as a society are supposedly doing something to "tackle loneliness".

Okay. What? What are "we" doing to tackle loneliness? Because from where I'm sitting in this extremely lonely state of mind, I can see precisely fuck all going on. I am in a position where I feel like I need some sort of help in this regard, and I do not have a fucking clue where I might go to find it.

Oh, I can see lots of statistics and reports that confirm indeed, yes, people are feeling lonely. But no actual action taking place. Lots of big words like "we need to take a holistic life course approach" and other such shit, but no actual evidence of anything really being done.

Which, of course, begs the question: exactly what can be done? "Tackling loneliness" isn't just a case of dumping a bunch of people in a room and telling them to talk to one another — though one of our local bus companies seems to think that branding their buses the "ChattyBus" and encouraging people to make "bus friends" is an approach that will have any effect whatsoever, clearly not understanding that the sort of people who will talk to you on a bus are generally not people you want in your immediate circle of friends.

There are volunteer services that exist in an attempt to "tackle loneliness", but I feel like these would always feel very artificial. Someone is acting like your friend because it's their job to act like your friend. I'm sure real social connections can and do come about as a result of initiatives like this, but judging by a quick scoot around the websites for ones in the general area, they are all very oversubscribed. Which, in itself, probably says something that isn't all that good.

Mostly I just want my old friendships back. Friendships from before an age of social media, friendships from before the worldwide political stage became the perpetual firework show it seems to be these days, friendships from when we were all just happy to hang out and do something fun in one another's company.

And it's not as if I haven't tried to maintain those friendships that used to be like that. But I always seem to be faced with resistance: resistance that seems to grow by the year. I have reached a point where I feel very much unwanted by a lot of people with whom I used to be very close, and it upsets me. Like, really upsets me. Keeps-me-awake-at-night upsets me.

And this feeling of being unwanted of course feeds into other mental health issues — including self-esteem and social anxiety. If the people who are supposedly some of my oldest friends don't want me, how on Earth can I be expected to find the confidence to make new friends? How, even, do you make new friends in 2024? I just don't know any more.

In fact, I don't think I've ever known. I've told this story before, but I'll tell it again, because it's relevant.

On my first day at secondary school, I was pleased to discover I was in a class with several of the people I had known at primary school — including the person who was ostensibly my "best friend". We had been put in a seating arrangement for morning registration, presumably in an attempt to get us to mingle a bit and get to know one another. I was sat next to a lad called Murray. I had absolutely no idea how to talk to him. I vividly remember turning around to my former "best friend", who was sitting behind me, and urgently whispering to him "I don't remember how to make friends".

Because I didn't. And I still don't. Any friendships I found myself in tended to be ones of circumstance such as living together in the same flat at university, and I always felt like I existed on the periphery of larger friendship groups that these acquaintances had. I felt like I was "intruding", like I wouldn't be welcome if I tried to ingratiate myself with these people who "weren't my friends". Those people were their friends, not my friends, and what right did I have to attempt to call them my friends too?

It looks silly on paper, I'm sure, but that's the reality of social anxiety. Legitimately one of my proudest moments of personal growth in my whole life is a time I was caught in a lift with a stranger I was on a music course with and I plucked up the courage to actually introduce myself. I felt enormously awkward and like a complete idiot at the time, but that one occasion actually became a genuine friendship — and several other friendships came about as a result of that initial contact.

But good Lord, did it ever feel like scaling Everest to get those words out of my mouth in the first place. And these days, I don't exactly find myself stuck in a lift with people I might have something in common with all that often. So here I am, stuck typing this to myself at 11:15 on a Sunday night, wondering where it all went wrong and even if it's possible to fix things at this point. Because the longer this goes on, the more I worry about what the end result of it all might be for me.

I'm lonely. That's about it, really.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 106: Best laid plans https://imnotdoctorwho.moegamer.net/2024/09/21/oneaday-day-106-best-laid-plans/ https://imnotdoctorwho.moegamer.net/2024/09/21/oneaday-day-106-best-laid-plans/#respond Sat, 21 Sep 2024 22:59:02 +0000 https://angryjedi.wordpress.com/2024/09/21/oneaday-day-106-best-laid-plans/ Well, I streamed for a bit! But I didn't do UFO 50 in the end. I wasn't satisfied with how it was performing while running at the same time as OBS, so rather than faff around attempting to optimise stuff, I decided to stream some Evercade stuff instead — specifically Thalamus Collection 1. I enjoyed … Continue reading #oneaday Day 106: Best laid plans

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Well, I streamed for a bit! But I didn't do UFO 50 in the end. I wasn't satisfied with how it was performing while running at the same time as OBS, so rather than faff around attempting to optimise stuff, I decided to stream some Evercade stuff instead — specifically Thalamus Collection 1.

I enjoyed the stream. I kept things simple and just played some games. A few people showed up, including some real people as well as some bots (who were swiftly blocked) and we all had a good time. I'm keen to do some more.

I haven't yet decided how this is going to fit in with everything else I do, but I think I might want to try and do something at least semi-regular. If I can set aside an evening in the week as "stream night" I think that might be good — streaming in the evening means that I should be able to get people from multiple time zones. I have viewers on YouTube from both sides of the pond, so that's always been a consideration.

Right now, Tuesday nights are out because that's Slimming World night, and Wednesday should probably be kept free because I often go into the office on Wednesdays and get back late.

Thursday might be good. It's midweek, and it's not an obvious night when people want to go out and do stuff like on a Friday. So I think I might try and make a go of it on Thursdays, focusing on retro stuff.

We'll see. Next week is a busy one as I'm heading to the office for one of those aforementioned trips, but I think it might be fun to get this sort of thing started.

And getting started is one of the hardest bits, I guess!


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 105: Time to sleep https://imnotdoctorwho.moegamer.net/2024/09/20/oneaday-day-105-time-to-sleep/ https://imnotdoctorwho.moegamer.net/2024/09/20/oneaday-day-105-time-to-sleep/#respond Fri, 20 Sep 2024 22:42:06 +0000 https://angryjedi.wordpress.com/?p=24910 I barely slept last night. I'm not sure what the problem was, but I'm pretty sure I woke up at least once every hour in varying forms of discomfort, and consequently I've been rather tired today. Still, I made it through the day — and without sneaking off for a lunchtime nap, even — so … Continue reading #oneaday Day 105: Time to sleep

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I barely slept last night. I'm not sure what the problem was, but I'm pretty sure I woke up at least once every hour in varying forms of discomfort, and consequently I've been rather tired today. Still, I made it through the day — and without sneaking off for a lunchtime nap, even — so now I feel justified in collapsing, ready for the weekend.

I'm still hoping to try doing a stream tomorrow, likely around lunchtime or early afternoon my time (UK time). I'm not going to make a huge effort to publicise it because I'll be using the session in part to make sure I've got everything figured out and set up properly, but if you do fancy stopping by and saying hello, my Twitch channel is right here.

UFO 50 still feels like a prime choice to stream. It's current, it's timely and it's thoroughly interesting. I'm only three games into it so far — I spent a hefty amount of time playing the second one this evening, and took a brief glimpse at the third one — but there's a hell of a lot to explore, and each game is substantial in its own distinctive way. The first game, Barbuta, which I wrote about here and made a video you can see below, was a solid arcade adventure affair in the mould of classic home computers; the next two are completely different.

As the existence of the above article and video implies, I'm going to do a full series on all the games in UFO 50, because it deserves that much, and I suspect there aren't going to be many other folks who explore it in that much detail. I've already seen a ton of ten-minute reviews go up on YouTube, and there is no way that they go into any sort of depth other than "retro game go brrr" so soon after release.

Sure, some folks probably just want a simple "is it worth buying?" but there's definitely scope here for some in-depth analysis. So that's what I'm going to do. On my own time. Because I like making work for myself.

Anyway, the second game is an interesting blend of strategy game and deckbuilder, then the third is an arcade-style autoscrolling platformer. Both of these are going to be a lot tougher to beat than Barbuta was, I can tell — those little gold trophies you get for beating all the games in the collection (and the cherries you get for beating them in extra special super pro ways) aren't going to come easy, it seems!

And that's good. I'm sure it must have been tempting for the team behind UFO 50 to make all the achievements and unlockables relatively straightforward, so everyone has a chance to see everything the game has to offer. But that's not how real retro games worked; real retro games were tough, because you often only had one or two of them, particularly if you were a console rather than a home computer player, and thus they needed to last you a while.

I'm not going to be too upset if I don't get all 50 shiny gold trophies and juicy cherries in UFO 50; I'll be satisfied if I've simply figured out how each game works and what you're supposed to do in it. Because that's the first real challenge in the package; determining what real games each title is a bit like — with their own unique twists — and getting to grips with their mechanics and structure.

I'm looking forward to playing some more, but for now, I think I need to go to bed and hopefully sleep a bit better than last night! Perhaps see you tomorrow for the stream?


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 104: A Plan https://imnotdoctorwho.moegamer.net/2024/09/19/oneaday-day-104-a-plan/ https://imnotdoctorwho.moegamer.net/2024/09/19/oneaday-day-104-a-plan/#respond Thu, 19 Sep 2024 23:33:50 +0000 https://angryjedi.wordpress.com/?p=24897 I think I might have a very good idea on what to do for a stream on Saturday. UFO 50 by Mossmouth (Derek Yu's software house, best known for Spelunky) came out recently, and hoo-whee, is it ever a good time. Let me correct myself: I have spent approximately five hours this evening playing one … Continue reading #oneaday Day 104: A Plan

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I think I might have a very good idea on what to do for a stream on Saturday. UFO 50 by Mossmouth (Derek Yu's software house, best known for Spelunky) came out recently, and hoo-whee, is it ever a good time.

Let me correct myself: I have spent approximately five hours this evening playing one of the 50 games in UFO 50. The first one. I have an idea brewing for a video and/or article series covering each and every game in the mix, so I'll save the specifics for when I kick that off, but suffice it to say for now that when they say this isn't a collection of microgames or minigames, they really mean it.

Let's back up a moment for those unfamiliar with UFO 50. It's a project that has been on the cards for quite some time — and was delayed by the development and release of Spelunky 2 — but now it's finally hit Steam. (Other platforms are apparently "TBC", so it's Steam or nothing for now.)

The concept behind it is that a hitherto-unknown game system from the '80s has been discovered, and you're taking a look at its library. Laid out in front of you are 50 disks for the system, each containing a game. It's your job to play them, as much or as little as you want.

Each of the games is designed in part as if it was running on technology of the '80s. That means low resolution pixel art, limited sound capabilities and a palette consisting of a whopping 32 possible colours. However, as a nod to modern accessibility, all of these games run in widescreen, which is something that wouldn't have been possible on the CRTs of yore, and annoying limitations from real systems like sprite limits causing flickering and suchlike are omitted. Essentially what we have here is a collection of "enhanced retro" games — games like you want to remember the '80s as being like, as opposed to what they actually were.

That said, the first game in the collection, Barbuta, which I've spent a lot of time on this evening, has very little in the way of sounds and is resolutely old-school in its punishing difficulty and deliberate obtuseness. I absolutely loved it because it feels like something you'd play on an '80s 8-bit micro, but I would completely understand if anyone bounced off this one hard. In UFO 50 "lore", this game dates back to 1982 and, outside of the deliberate enhancements mentioned above, it could absolutely pass for something from the period.

And no, there are no save states. If you want to beat one of these games, you have to do it as if you were using the real machine. That said, there is a mysterious "Terminal" function built in to UFO 50, which looks as if it might be the sort of thing you put Game Genie or Action Replay-style codes into, but I haven't figured anything out about that as yet. I'm not sure anyone has, but I'm sure some turbonerd on the Steam forums will have datamined it and spoiled it for everyone by the weekend.

Anyway, from my experience with just one of its 50 games, I can highly recommend UFO 50 so far. It's a fascinating way of looking at gaming history and the evolution of game design over time, plus simply a really interesting project. Making 50 worthwhile games and bundling them all together for just shy of 20 quid is quite an achievement, and the indie all-stars team behind it should be very pleased with what they have seemingly accomplished.

I'm looking forward to investigating further. I actually beat Barbuta after that five hours of playing and retrying this evening, so tomorrow I can move on to some of the other games! Looking forward to it a lot. And, as I said at the start, I think this seems like a great game to do some streaming with. So I will pencil it in for Saturday while my wife is out, and see how things go from there!


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 103: A solution? https://imnotdoctorwho.moegamer.net/2024/09/18/oneaday-day-103-a-solution/ https://imnotdoctorwho.moegamer.net/2024/09/18/oneaday-day-103-a-solution/#respond Wed, 18 Sep 2024 21:17:55 +0000 https://angryjedi.wordpress.com/?p=24887 Following yesterday's ponderings, something blindingly obvious occurred to me earlier: there's quite a simple solution to what I was contemplating, and that is to actually finally start doing some streaming. I've tried streaming a couple of times and not had a terrible time doing it, but I fell off from doing it because I didn't … Continue reading #oneaday Day 103: A solution?

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Following yesterday's ponderings, something blindingly obvious occurred to me earlier: there's quite a simple solution to what I was contemplating, and that is to actually finally start doing some streaming.

I've tried streaming a couple of times and not had a terrible time doing it, but I fell off from doing it because I didn't really set aside a specific time to do it and haven't (yet) put in the work to try and get any sort of "community" going. To be honest, it's that "work" part that kind of puts me off a bit; one of the nice things about YouTube is that I've been able to just sort of do it slowly and gradually build up an audience naturally without having to faff about promoting myself or whatnot.

Twitch is a platform that is still quite alien to me. There's a lot I don't like about it. It's noisy and filled with distracting features that don't play nice with my autistic brain. I feel certain portions of the Twitch audience have unreasonable expectations of what a streamer can be expected to do to keep them "entertained". And I've seen far, far too many people burn themselves out because they "needed" to get Partner, or Affiliate, or whatever their monetisation program is called.

But at the same time, I kind of like the idea of having a platform where I might be able to make some new friends, chatting about the stuff I love. If I do decide to kick off some streaming, I'll almost certainly keep it retro-focused — at least partly because in my study, which is the place that is really "set up" for streaming, I don't have either a gaming PC or a current-gen console — but I think there's plenty of potential to cover things there, between Evercade, the various mini systems I have (Atari 8-bit, Amiga, C64 and, later this year, Spectrum) and, of course, the gigantic Launchbox library I have on a 5TB hard drive.

It's kind of a scary prospect, though. Even more so than YouTube, Twitch is "putting yourself out there" and inviting comment from any old random who happens to stop by. I should probably comfort myself with the fact that the kind of people I wouldn't want to engage with probably wouldn't be watching retro gaming streams, anyway — but it's still somewhat nerve-wracking.

Perhaps I'll give it a go this weekend as a sort of trial run. My wife is going into town with a friend for a bit, so maybe I'll take the opportunity to try some bits and pieces out back then. If you'd like to stop by, here's my Twitch page. No promises, but I have mentally "pencilled this in" for this Saturday, and we'll see how it goes.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 102: Pondering YouTube... again https://imnotdoctorwho.moegamer.net/2024/09/17/oneaday-day-102-pondering-youtube-again/ https://imnotdoctorwho.moegamer.net/2024/09/17/oneaday-day-102-pondering-youtube-again/#comments Tue, 17 Sep 2024 21:49:38 +0000 https://angryjedi.wordpress.com/?p=24863 Having one of those days where I'm pondering my approach to YouTube. Y'see, my latest video, which covers Atari's Yars Rising and is essentially just a video version of this article, has gone and done very well. Relatively speaking, I mean, and by that I mean it's broken a thousand views. For a small-scale sub-5,000 … Continue reading #oneaday Day 102: Pondering YouTube... again

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Having one of those days where I'm pondering my approach to YouTube. Y'see, my latest video, which covers Atari's Yars Rising and is essentially just a video version of this article, has gone and done very well. Relatively speaking, I mean, and by that I mean it's broken a thousand views.

For a small-scale sub-5,000 subscriber YouTuber like me, getting anything to break 1,000 views is significant. I've had a few successes over the last couple of years, and most of them have had something in common: they've been pre-scripted videos, as opposed to the "Let's Play" style I built my channel on, and which I think I probably enjoy doing the most.

Probably my most significant success to date is the above video, which covers the excellent modern isometric racer Super Woden GP. This video has, to date, managed 87,000 views and is still trickling along. This was absolutely overwhelming to watch happen, to such a degree that I ended up having to "pause" the comments section because I was getting so many people commenting.

My second best is the above, which covers Moonring, an excellent modern take on the classic Ultima RPG formula, developed by one of the folks who worked on the original Fable. Plus it's free. This one has been a slow burn; to date it's done over 29,000 views, but it got off to quite a slow start. Compare the graphs for these two videos.

Here's Super Woden GP 2:

And here's Moonring:

Notice that the latter one spiked for some inexplicable reason about 250 days after I posted it. I don't really know what happened here; I can only assume that it got shared somewhere and a lot of people showed up. But the analytics seem to suggest that YouTube just decided to suddenly start pushing it one day, so it started appearing when people were just browsing around the site:

The Yars Rising video hasn't done anything like the numbers of these two, but it's also still early days for it — at the time of writing, it's just two days old. But it's had a strong early push:

The one thing that the Yars Rising video has in common with the Super Woden GP 2 one in particular is that it was something timely. I made the video shortly after Yars Rising came out, when there was still some discussion going on about it. That, presumably, helps. But it doesn't account for what happened with the Moonring video.

Anyway, the point is, any time something like this happens, I end up wondering if I should change tack a bit with YouTube. The approach I've taken for the vast majority of my videos is one where I introduce a game with a bit to camera at the start, then do a "Let's Play", where I explain the game as if I'm sitting down to play it with the viewer.

Some of these videos have done quite nicely. This one, on Seven Cities of Gold for Atari 8-bit, broke a thousand views:

As did this one on Beamrider for Atari 2600, though that's over the very long term:

I like making those videos. I think they're a good way of helping people to understand how to play and figure out the appeal of retro games. And yet the numbers don't lie: what gets people watching is pre-scripted, more "review-style" videos.

Don't get me wrong, those are fun to write and to make, also — plus I can generally cross-post them between YouTube and MoeGamer for two completely different audiences to see them — but any time I ponder maybe switching to doing that kind of video all the time, I think of the people who have very kindly stuck with me since the earliest days of me fumbling around with the platform, figuring out what the hell I actually wanted to do with my YouTube channel.

I suspect it's not an "all or nothing" question. I suspect the answer is something I know already: that the optimal approach would be to do a bit of both. Perhaps "Let's Play" style videos on simpler, earlier games, and more elaborate scripted affairs for more complex, longer games.

I don't know. I'm just thinking out loud here. If I was a bigger channel I'd just say "fuck it" and start a second channel then split the two types of video between the two channels, but it seems foolish to do that as a small creator.

But anyway. I'm glad the Yars Rising video is doing reasonable numbers, at least. It's a cool game and I'm glad people want to know more about it. So if nothing else, I can be glad about that!


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 101: Body Harvest https://imnotdoctorwho.moegamer.net/2024/09/16/oneaday-day-101-body-harvest/ https://imnotdoctorwho.moegamer.net/2024/09/16/oneaday-day-101-body-harvest/#respond Mon, 16 Sep 2024 22:25:26 +0000 https://angryjedi.wordpress.com/?p=24845 Today, inspired by yesterday's post and my recent acquisition of an EverDrive 64, I decided to have a "fuck it, I'm playing something new" evening and booted up an N64 game I've always been curious about but never actually tried: DMA Design's Body Harvest, often described by many as a proto-Grand Theft Auto 3. Naturally, … Continue reading #oneaday Day 101: Body Harvest

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Today, inspired by yesterday's post and my recent acquisition of an EverDrive 64, I decided to have a "fuck it, I'm playing something new" evening and booted up an N64 game I've always been curious about but never actually tried: DMA Design's Body Harvest, often described by many as a proto-Grand Theft Auto 3. Naturally, as with any sort of widespread and oversimplified opinion, that does Body Harvest something of a disservice, but it is an interesting game that I'm going to spend some more time with.

For the unfamiliar, Body Harvest is a quasi-open world action game in which you take on the role of time-travelling supersoldier Adam Drake in a quest to defeat a bunch of pesky insectoid aliens who show up every 25 years and attempt to eat everyone in sight. For reasons it's best you don't ask too much about — the game's original designer and writer has more on that — it has been decided that Drake should travel back to each of these instances of the aliens arriving on Earth and obliterate them rather than, you know, just attempting to cut them off at the source.

This then unfolds as a series of absolutely vast open-plan 3D levels in which you can control Drake on foot or in a wide variety of vehicles. It's open world and it has vehicles in it, therefore it's just like Grand Theft Auto 3, see?

No, if anything, Body Harvest is closer in execution to something like 16-bit classic Hunter, but with a bit more focus. Because despite unfolding in wide open environments, there's not a lot of incentive to go off exploring; for the most part, completing the game involves running through a series of objectives one at a time, dealing with alien invasions that tend to punctuate getting from one place to another, and attempting to ensure that the little meter indicating how many humans have been eaten doesn't fill up.

It's a game I'd always assumed to be a bit more complicated than it actually is, though to be honest I'm kind of relieved. Body Harvest, although incredibly clunky by modern standards, and even by N64 standards, feels like it has some focus to it, and you're rarely left in a situation where you have no idea what to do or where to go. Being a game from the fifth generation, though, you're not bombarded with tutorials and guide NPCs telling you to shoot the hinges or whatever, meaning there are sequences where you'll have to determine what the best course of action is — even if that action makes you a bit of an asshole, such as a point where you shoot the blades off a windmill because you need one of the cogs that runs it.

Body Harvest scatters a lot of vehicles around the map with good reason: it's a lot easier to get around in them, and they provide considerably more protection for Drake. It's possible to fight while driving a vehicle, either using Drake's weaponry if it's a civilian vehicle or the weapons fitted to the vehicle itself if it's military hardware, and the game's excellent lock-on system means that you don't need to faff around aiming too hard; you can just concentrate on positioning yourself strategically and/or avoiding incoming attacks. In fact, the lock-on system is so good I can't help but wonder how they managed to completely balls that aspect of Grand Theft Auto up so badly, and not even come anywhere approaching to fixing it until the ever-present, never-ending Grand Theft Auto V, which is, of course, the twelfth game in the series.

But yes. Aside from unfolding in a kind-of-sort-of open world and having vehicles in it, Body Harvest doesn't have much to do with Grand Theft Auto. There's no picking and choosing what missions to do, there are no side activities aside from a few collectibles here and there, and your progress through the game is, outside of a couple of opportunities to sequence-break, linear.

But that's fine. It works well for the game, and it keeps you on your toes, always pushing you onwards into the next section of the game world rather than keeping you confined to one place. I appreciate how the game gives you a feeling of freedom, but doesn't overwhelm you with it.

The one aspect that I can see being troublesome is the save system. Each level is absolutely enormous, and is split into several distinct "stages", each of which culminates with a boss fight of sorts, which, early in the level, tends to take the form of eliminating a large static structure that is trying to pelt you with lasers. Upon clearing one of these "stages", a beacon is dropped which acts as both a save point and a fast travel point; outside of that, you can't save, meaning if you fuck things up after an hour of poncing around the open world, you'll have to do all the important stuff again.

Still, this at least gives failure some degree of consequence, and encourages you to perhaps find more efficient ways to complete your objectives — or just memorise the things you need to do. I haven't fallen foul of it yet, but I suspect I will before long!

As an N64 game, Body Harvest is ugly. It was renowned as a particularly ugly N64 game even on its original release and, as you might expect, time hasn't been all that kind to it. But if you can look past that — I certainly can — there's a really enjoyable game with a menacing atmosphere, a moody soundtrack and some satisfying bug-squishing combat to enjoy. I like, so I'll definitely be playing some more of this.


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#oneaday Day 100: Do the Thing https://imnotdoctorwho.moegamer.net/2024/09/15/oneaday-day-100-do-the-thing/ https://imnotdoctorwho.moegamer.net/2024/09/15/oneaday-day-100-do-the-thing/#comments Sun, 15 Sep 2024 19:16:06 +0000 https://angryjedi.wordpress.com/?p=24830 As I reach 100 days of daily blogging for the second time around, this symbolically significant but practically unimportant milestone seems like a good place to reflect on the fine art of Doing the Thing, inspired by this video that I've seen floating across my YouTube feed a few times, and which I finally decided … Continue reading #oneaday Day 100: Do the Thing

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As I reach 100 days of daily blogging for the second time around, this symbolically significant but practically unimportant milestone seems like a good place to reflect on the fine art of Doing the Thing, inspired by this video that I've seen floating across my YouTube feed a few times, and which I finally decided to have a look at.

For those disinclined to click on random video links — don't worry, I am too under most circumstances — the summary of the video is simple. A lot of us, particularly as we get older, find ourselves with more limited amounts of free time and, paradoxically, we seem to spend an awful lot of that "free" time agonising over what we "should" be doing. The focus of the video is on picking a video game to play, but really the principle applies to anything where you have a choice to make.

Analysis paralysis is the enemy. It's a peculiar form of anxiety where you get so overwhelmed by the possibilities that surround you that you find it impossible to decide to engage with just one of them on the grounds that it might be the "wrong" one.

The video maker uses the video game StarCraft II as an analogy. StarCraft II is a real-time strategy game, which means you control a bunch of little dudes and tanks and make them blow other little dudes and tanks up. Because it's real-time, it's rare you get the opportunity to stop and think, so the best StarCraft II players are those who make decisions quickly and decisively — to the tune of several hundred minor decisions per minute if we're talking about professional-grade players.

The secret is not to worry if the choice you make is the "wrong" one. If you make a choice and subsequently discover there was a more "optimal" thing you could have done, who cares? You made the choice, now all you need to do is deal with the consequences of it. And for the vast majority of decisions that we make in our day to day lives — particularly when it comes to our leisure time — neither those decisions nor the consequences of them are particularly important.

Let's take video games as the example again. Let's say you have about an hour and a half of free time before you need to go and do something important — and that thing is important, but up until it is time to do the important thing, your time is completely yours. You have, at least, made the decision that you would like to play a video game. This is one of those decisions where both your options and the consequences are unimportant. If you chose to play a video game, great, you get to play a video game. If you chose to do something else, great, you get to do that instead.

The only really "wrong" choice in this scenario is not making the choice in the first place, as sitting by yourself getting stressed out over something as inconsequential as what form of entertainment you want to spent 90 minutes of your day engaging with is the height of absurdity if you stop to think about it. This is supposed to be your time to enjoy yourself, not to put pressure on yourself about something that is supposed to be relaxing and enjoyable.

Most people can successfully make that first decision: "I would like to play a video game". The next step is, in many folks' minds, the harder one: "I would like to play this specific video game". And yet, really, that decision is just as inconsequential as the other one. No-one but you really cares what you're going to spend the next 90 minutes doing, so, again, the only "wrong" choice is not making a decision in the first place. Because then you've just wasted your 90 minutes, when you could have been doing something that relaxes or invigorates you.

If you're someone who does creative stuff online, I'm willing to bet you're probably prone to that second point of analysis paralysis, because there's that constant lingering thought in the back of your mind that you "should" do something that you can write an article or make a video about. But the thing we all need to get well and truly fixed in our mind is that deciding to Do the Thing is not the important part of the process; actually Doing the Thing is the important bit. And if you never get as far as even Starting the Thing, then you're probably going to be annoyed with yourself, regardless of whether or not the Thing you decided on is "productive" or not.

I'm trying to be better about this. I think back to how I enjoyed games before social media, blogging, the Internet and YouTube, and I want to recapture that feeling. I want to be able to be decisive enough to say "tonight I am going to play Yakuza 5" and not spend the next 90 minutes second-guessing myself.

Because taking time to engage with something you enjoy — and to take care of yourself — is never time misspent. Time agonising over things you're supposed to be enjoying absolutely is wasted time, however.

So, y'know, cut it out. Stop it. Stop it. And go enjoy something. Anything. I don't care what. Just go and do it now.


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#oneaday Day 99: Yakuza time again https://imnotdoctorwho.moegamer.net/2024/09/14/oneaday-day-99-yakuza-time-again/ https://imnotdoctorwho.moegamer.net/2024/09/14/oneaday-day-99-yakuza-time-again/#respond Sat, 14 Sep 2024 23:26:24 +0000 https://angryjedi.wordpress.com/?p=24817 I've been making a start on Yakuza 5 alongside the other stuff I've been playing recently. I'd put off starting this one after playing Yakuza 0 up to Yakuza 4 pretty much back-to-back (and playing Kiwami and Kiwami 2 in place of the original PS2 games, and the PS4 remasters of 3 and 4) because … Continue reading #oneaday Day 99: Yakuza time again

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I've been making a start on Yakuza 5 alongside the other stuff I've been playing recently. I'd put off starting this one after playing Yakuza 0 up to Yakuza 4 pretty much back-to-back (and playing Kiwami and Kiwami 2 in place of the original PS2 games, and the PS4 remasters of 3 and 4) because I knew this one was the largest and most ambitious of the PS3-era games in the series.

One of the nice things about Yakuza games, though, is that they're quite "dip" friendly, particularly if you're the sort of person who likes to enjoy the side activities before moving the main story along. It's perfectly enjoyable to play Yakuza 5 for an evening, not move the main plot along at all but still feel like some meaningful "progress" has been made.

Unlike its immediate predecessor, Yakuza 5 opens with you playing as main series protagonist Kazuma Kiryu, though following all the shit he's put up with over the course of the previous five games, he's now hanging out in Fukuoka under a pseudonym and driving a taxi for a living. As you might expect, this translates to a number of significant things in gameplay terms.

Because yes, Kiryu working as a taxi driver isn't just for show; you have the option of engaging directly with his job. And his work in the taxis takes several forms, which is rather fun: regular taxi jobs demand that you drive sensibly and carefully, while "race" missions allow you to let loose on the highway while Kiryu attempts to take down some street racing gangs. The former types of job have quite realistic handling; you have to take care not to accelerate or brake too sharply, ensure you indicate to go around corners and try not to hit anything. By contrast, pretty much anything goes in the race missions, which are distinctly arcadey in execution — to such a degree that you have a boost that leaves trails of blue flames, and "Heat Actions" that can be used at various points on the course for silly, cinematic events that usually put you at an advantage over your opponent.

Outside of that, it's business as usual for the Yakuza series, with this game once again being set a few years later than the previous one, now bringing us into the 2010s. You can go out, eat food, get drunk, play darts, play Virtua Fighter, hang out at cabaret clubs and chat up hostesses, get into street fights and pick up trash for the good of the community. The main plot has something about Daigo Dojima going missing but honestly I haven't moved this along at all other than to get Kiryu into a position where I can do the taxi missions.

And, of course, there are substories aplenty to discover, ranging from the simple to the absurd. One thing I've always liked about Yakuza is that it recognises how it's a video game, and thus it isn't afraid to be very, very silly at times; it juxtaposes this silliness with the rather serious nature of the main narratives, and it's always very effective. It's a reminder that people are complex, and even someone as stern-faced as Kiryu has a more light-hearted side that he enjoys indulging at times.

Anyway, as I say, I'm not that far into the game as a whole as yet, but I'm enjoying what I've played so far. I'm looking forward to getting the opportunity to soup up Kiryu's taxi a bit… I get the impression it's going to be necessary to clear some of the later racing missions.

For now, though, it's after midnight so I should probably sleep. Probably. Except you and I both know I'm probably going to watch an episode of Deep Space Nine first.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 98: Feature Creep https://imnotdoctorwho.moegamer.net/2024/09/13/oneaday-day-98-feature-creep/ https://imnotdoctorwho.moegamer.net/2024/09/13/oneaday-day-98-feature-creep/#respond Fri, 13 Sep 2024 23:31:42 +0000 https://angryjedi.wordpress.com/2024/09/13/oneaday-day-98-feature-creep/ One of the things that really annoys me about modern websites is the obsession with feature creep, and nowhere is that more apparent than on social media and adjacent sites, with YouTube being a particularly prime example. As if the scourge that is YouTube Shorts wasn't enough, the latest feature that it's impossible to dismiss … Continue reading #oneaday Day 98: Feature Creep

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One of the things that really annoys me about modern websites is the obsession with feature creep, and nowhere is that more apparent than on social media and adjacent sites, with YouTube being a particularly prime example.

As if the scourge that is YouTube Shorts wasn't enough, the latest feature that it's impossible to dismiss permanently — telling it to go away only makes it disappear for a month at most — is "YouTube Playables", a range of bottom-of-the barrel mobile game crap designed to placate the ever more attention-deficit body of users who can't possibly just do one thing at a time.

I honestly don't get it. Who looked at YouTube and went "you know what this needs? Shitty mobile games!" Who looked at Netflix and decided that needed to be a gaming platform? For that matter, who looked at fricking Facebook and thought games on there would be a good idea?

The argument that usually gets trotted out with this sort of thing is that it "gets more people into gaming". Frankly, I've always thought this to be bollocks. Gaming has never been more accessible and affordable on platforms that are specifically built for it, and there is only one possible reason it is being shoehorned in everywhere that it doesn't belong: to monetise the crap out of it, be it through ads, in-app purchases or subscription price hikes.

At this point I'd almost pay YouTube a fee to not have to see garbage like Shorts and Playables ever again. There are fundamental features of their platform that still don't work properly and they waste time with this shit? Someone wants firing.

But I guess someone, somewhere has decided this junk "adds value", so here we are, stuck with it, in yet another example of the Web being enshittified. At least there's no "AI" features in YouTube… yet. Don't you love our cyberpunk dystopian future?


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 97: EverDriving the '64 https://imnotdoctorwho.moegamer.net/2024/09/12/oneaday-day-97-everdriving-the-64/ https://imnotdoctorwho.moegamer.net/2024/09/12/oneaday-day-97-everdriving-the-64/#comments Thu, 12 Sep 2024 23:11:24 +0000 https://angryjedi.wordpress.com/?p=24800 Inspired by my success with the GDEMU for the Dreamcast, I decided to pick up an EverDrive 64 for my Nintendo 64. Long-term, I'm planning on grabbing one of these excellent devices for all my cart-based consoles, as I've been burned just once too many by duff cartridges purchased from second-hand sources. As much fun … Continue reading #oneaday Day 97: EverDriving the '64

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Inspired by my success with the GDEMU for the Dreamcast, I decided to pick up an EverDrive 64 for my Nintendo 64. Long-term, I'm planning on grabbing one of these excellent devices for all my cart-based consoles, as I've been burned just once too many by duff cartridges purchased from second-hand sources. As much fun as it is to collect things and have the satisfying tactile thunk of slamming a cartridge into a slot, it's even more fun to have games that actually work.

For the unfamiliar, an EverDrive is a cartridge designed to work with a cartridge-based system… obviously. In most cases, they have a micro SD card slot, on which you load some simple OS files for the thing to be able to do its thing, and then any ROM files you want to use. This effectively means in most instances, you can carry around the complete library for a system on just one cartridge. Very convenient — particularly as the EverDrive also takes care of managing save data, and even allows you to back up and restore Controller Pak saves so you don't need umpteen of the little buggers to be able to save your progress.

The one small issue I've found is that when running NTSC games on my PAL N64, there's a horrible "ghosting" effect on the image that makes playing those games undesirable. It's a bit of a shame, as there are a few North American NTSC N64 titles I wouldn't mind playing, but to be honest, I suspect the EU library will keep me busy for quite some time.

This evening I've been exploring a few games I've always been curious about, but never had the opportunity to play for one reason or another. The two that I've probably had the most fun with are both Midway titles, as it happens, and both arcade conversions: San Francisco Rush and Gauntlet Legends.

San Francisco Rush is an arcade racer that is markedly different from most other arcade racers from the '90s that I'm familiar with. Probably its most notable standout feature is that its courses are relatively "open", often offering alternative routes and shortcuts, and in some cases allowing you to proceed around a section of the course in the opposite direction to the rest of the pack and still end up where you're going.

Of course, open-structure races aren't a particularly uncommon sight these days — to be honest, it's harder to find a modern racing game that isn't open world outside of the hardcore sim sector — but I suspect back in the '90s, San Francisco Rush would have been quite the unusual little thing.

It's also noteworthy in that it's an arcade racer where you really do have to slow down for corners. If there's a drift function, I certainly haven't got to grips with it; thus far I've had a reasonable amount of success with just actually using the brakes (or at the very least letting off the accelerator) ahead of sharp corners — and with the game being set in San Francisco, there are lots of sharp corners.

The visuals are fairly ugly by modern standards, though I found that I quickly stopped noticing the low-resolution blurry nature of the game, and the fact that many of the races are covered in fog is entirely appropriate for the setting. It thus far seems to be an enjoyable racer, and with a decent amount of longevity, too; the main "championship" mode is 24 tracks long, thankfully with the ability to save your progress.

Gauntlet Legends, meanwhile, is a successor to the classic 4-player dungeon crawler from Atari Games. It takes the action into the polygonal 3D realm, though still plays mostly like a top-down maze game. It has all the classic Gauntlet elements present and correct: finding keys to open doors, standing on switches to open up walls, blasting generators to stem the tide of monsters. It adds a few new elements to the mix, though, including an inventory where you can activate and deactivate power-ups at will, and some RPG-lite mechanics whereby you can level up and improve your stats.

Perhaps most importantly, your health doesn't tick down gradually as you play. Bliss! This makes it one of the few Gauntlet games that it doesn't feel utterly futile to play; as much as I like old-school Gauntlet, the various home ports tend to trivialise themselves by providing you the opportunity to "insert coins" as much as you want, affording you effectively unlimited health.

Not so in Gauntlet Legends! Instead, you lose health at a much more sensible rate if you get hit or caught in a trap, and healing items give you a meaningful amount of health back. Plus you can buy more health with the gold you earn in levels, and you also get more health every time you level up.

Probably the thing I'm most impressed with about Gauntlet Legends is how smoothly it runs. While it doesn't run at a rock-solid framerate, it happily gets up to a full 50fps (I'm running PAL, remember) when you're wandering around exploring, and while the frame rate does drop a bit when the screen gets busy, it's never to an unplayable degree, and the controls always remain nicely responsive.

I'm looking forward to spending a bit more time with both games, along with revisiting some old favourites and discovering some new titles. If you have an N64 and a bit of cash to splash, I can highly recommend an EverDrive; I suspect it's going to revitalise my interest in this classic system, and I'm looking forward to getting one for my other classic consoles, too. After payday, though; they ain't cheap!


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 96: Lower Decks https://imnotdoctorwho.moegamer.net/2024/09/11/oneaday-day-96-lower-decks/ https://imnotdoctorwho.moegamer.net/2024/09/11/oneaday-day-96-lower-decks/#respond Wed, 11 Sep 2024 18:22:24 +0000 https://angryjedi.wordpress.com/?p=24788 I was resistant to the idea of watching Star Trek: Lower Decks for quite some time. I was put off by a combination of some truly terrible trailers, the fairly generic-looking "adult animation" art style it uses, and the fact that its creator had some involvement in Rick and Morty, a show I couldn't even … Continue reading #oneaday Day 96: Lower Decks

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I was resistant to the idea of watching Star Trek: Lower Decks for quite some time. I was put off by a combination of some truly terrible trailers, the fairly generic-looking "adult animation" art style it uses, and the fact that its creator had some involvement in Rick and Morty, a show I couldn't even make it through the first episode of without feeling mildly ill.

But then I got thinking: I fucking hate it when people write stuff off based on superficial things like art style, so I should endeavour to not do that either. And, discovering that the complete run of Star Trek: Lower Decks to date appears to be on Prime Video, I decided to watch an episode or two, just to see what it was like.

And you know what? It's all right. The first couple of episodes are a bit heavy on the Gen Z-baiting manic energy, but after that it settles down a bit and starts to be a lot more witty and fun. There's still a certain amount of that 2024 "energy" to it, which I'm sure will turn some people off, but it's by no means a tedious Seth McFarlane-alike show. In fact, despite having a very different tone to live-action Star Trek, it actually manages to do quite a good job of feeling plausibly like what a comedy set in the Star Trek universe would feel like.

Because that's what it is. It still has many of the elements of classic Trek: characters with a bit of depth to them; relationships that come to light over the course of several episodes; creative takes on alien races; and, of course, the all-important technobabble. It just has a rather more overtly irreverent tone than live-action Trek; this isn't to say that live-action Trek was never funny, but rather it tended to be a more gentle, subtle sort of humour, whereas Lower Decks is rather more self-conscious about it.

Of the episodes I've watched so far, I think my favourite has been the third one, Temporal Edict, which is a funny take on something my wife and I discuss rather frequently: the amount of time wasted in an average day at a full-time job.

The episode concerns the captain becoming aware of the crew's use of "buffer time", a concept where they tell a superior that a particular job will take much longer than it will actually take, allowing them to look like a "hero" when they complete it in a fraction of the time they said they would, and also affording them time to slack off without anyone noticing. The episode explores the disastrous situation that would arise if everyone was well and truly "on the clock" at all hours of the day, and how it would almost certainly be counterproductive to try and micromanage people to this degree. It was a clever episode that, like classic Trek, takes a look at a real-life concept through the lens of sci-fi and invites us to have a good old think about it.

In short, I'm rather impressed with Lower Decks so far, and am pretty sure I'll watch it all the way through on Prime Video at the very least and perhaps even pick up the series on disc to keep. I guess it remains to be seen whether or not it wears out its welcome by the end of five 10-episode seasons, but everything I've heard from people who are already fans seem to suggest that it only gets better from hereon. I'm certainly willing to give it the chance to prove itself further.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 95: Yars Rising - First impressions https://imnotdoctorwho.moegamer.net/2024/09/10/oneaday-day-95-yars-rising-first-impressions/ https://imnotdoctorwho.moegamer.net/2024/09/10/oneaday-day-95-yars-rising-first-impressions/#comments Tue, 10 Sep 2024 22:37:16 +0000 https://angryjedi.wordpress.com/?p=24772 My copy of Yars Rising, the new game from WayForward and Atari, arrived today. I've been playing it for the last three hours or so and I really like it. It's a solid exploratory platformer with a great soundtrack and the interesting wrinkle that in order to unlock new abilities, open doors and acquire upgrades, … Continue reading #oneaday Day 95: Yars Rising - First impressions

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My copy of Yars Rising, the new game from WayForward and Atari, arrived today. I've been playing it for the last three hours or so and I really like it. It's a solid exploratory platformer with a great soundtrack and the interesting wrinkle that in order to unlock new abilities, open doors and acquire upgrades, you have to play numerous variations on the Atari 2600 classic Yars' Revenge.

I'm disappointed by how some people I know have been reacting to this game, though. Today I've seen people writing it off without trying it on the grounds of its anime-inspired art style, the dialogue in its trailer and even its price. (For the record, it's £24.99, which I think is an eminently reasonable price for a good quality game with decent production values, which is what this is.) I also saw people prepared to write it off based on its first two published review scores, which both happened to be low.

This is one of those situations where, I suspect, review scores will be utterly useless. I defy anyone to play it and conclude that it is a "4/10" game, which is what those first two publications suggested. Yes, one of them was the notoriously stingy Edge magazine and can thus probably be ignored by most people. The other complains of "poor execution", which is simply nonsense however you look at it.

Anyway, I am satisfied with what I have played so far; it is very much in line with what I thought when I tried the demo in a Steam Next Fest a while back. It's a smooth, slick exploratory platformer with satisfyingly weighty combat, a wisecracking heroine who manages to be cocky without going full Marvel movie about it, and some interesting mechanics. The soundtrack, featuring music from some very cool artists including frequent Atari collaborator Megan McDuffee, Moe Shop and more, is excellent, and the voice acting is of very good quality.

Most of all, it just plays well. Anyone who has played a WayForward platformer will know what to expect from this one: an expansive map that frequently teases you with areas that you can't reach yet and thus will have to come back to later. One of the best things about Yars Rising is how these areas are marked on the in-game map: not only are "blocked off" areas marked as such, they also indicate what the "problem" is when you select them. The map also updates to show you newly accessible areas when you acquire new abilities, too, so you can always quickly see at a glance any areas you might want to return to in order to investigate.

The game invites this sort of exploration pretty much from the outset. While there is always a big flashing beacon on the map indicating where the next major story event is, at any given moment there are usually some other areas you can go off and investigate. The game doesn't specifically point you at them so in theory you could "miss" them, but anyone who has played this sort of game before knows how to be thorough, I'm sure.

Yars Rising also resists the temptation to make getting around too easy. There is a "fast travel" system of sorts in the form of the elevator in the QoTech building, but accessing each set of doors (which becomes a fast travel point from thereon) is generally behind a relatively challenging platforming sequence that you'll have to overcome. The game strikes a good balance in this regard, though; while you will have to redo some tricky platforming sequences when backtracking or exploring, any particularly time-consuming sequences such as avoiding patterns of lasers are usually a "once and done" sort of affair, with the lasers turning off after you've passed through or activated the terminal beyond them.

And the Yars' Revenge-themed hacking sequences are excellent. I was concerned in the demo that they might run out of ideas pretty quickly, but so far there have been no direct repeats. As you progress through Yars Rising, more and more individual mechanics are introduced to the hacking sequences, and the more challenging hacks (particularly those in optional areas) combine these different elements together in creative ways. Of particular interest to longstanding Atari fans will be the way in which these sequences pay homage not only to the original Yars' Revenge, but also other Atari classics such as Missile Command and Centipede. There's even some non-copyright-infringing Space Invaders-style sequences, which acknowledges how the port of Space Invaders to Atari 2600 was something of a "killer app" for the console in the early days.

This is a game that has been made with love and respect for both the modern exploratory platformer genre, and Atari's heritage. It disappoints me to see how many people are refusing to even contemplate it based on something exceedingly superficial — with some coming annoyingly close to the usual casting of aspersions on anyone who likes games with an anime-inspired art style.

But anyway. I'm enjoying myself, and ultimately that's what really matters. If you enjoy a good exploratory platformer and have a love for classic Atari, I encourage you to check it out; it's a good time.


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#oneaday Day 94: Streaks are unhealthy https://imnotdoctorwho.moegamer.net/2024/09/09/oneaday-day-94-streaks-are-unhealthy/ https://imnotdoctorwho.moegamer.net/2024/09/09/oneaday-day-94-streaks-are-unhealthy/#respond Mon, 09 Sep 2024 19:38:12 +0000 https://angryjedi.wordpress.com/?p=24756 I know, I know, it's pretty rich saying that while I'm tracking how many non-stop days of blogging I've done, but my opinion stands. Streaks, as implemented everywhere from Wordle to Duolingo, are unhealthy. They're transparent attempts to get "engagement metrics" up, designed to guilt-trip people into doing things on the assumption that getting people … Continue reading #oneaday Day 94: Streaks are unhealthy

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I know, I know, it's pretty rich saying that while I'm tracking how many non-stop days of blogging I've done, but my opinion stands. Streaks, as implemented everywhere from Wordle to Duolingo, are unhealthy. They're transparent attempts to get "engagement metrics" up, designed to guilt-trip people into doing things on the assumption that getting people addicted to something is the same as encouraging them to develop a healthy habit.

My daily blogging here? Something I'm doing by choice, and not punishing myself if I happen to fail to live up to. Forget a daily lesson on Duolingo, though, and you can expect to be on the receiving end of multiple guilt-tripping notifications (assuming you haven't turned notifications off for everything like I have) and emails with crying owls suggesting in no uncertain terms that you are an awful person for forgetting to study a foreign language today.

I tried Duolingo for a bit a few years back, and found it quite good, but eventually got annoyed with this. It's always bugged me about Wordle, too, because it doesn't just encourage you to play every day — it encourages you to cheat. Because you break your streak if you don't get the word. And what person in their right mind would break their streak when they can just Google "five letter words that end in READ"? (Me, that's who, though I am making no attempt to position myself as being in any way "of sound mind".)

Building healthy habits is, as I've said elsewhere on this blog, a good thing. It is also a difficult thing, and I think the prevalence of "streaks" everywhere these days actually makes things more difficult. The original intent behind this sort of thing — incentivise and reward continued engagement — may well have been honourable, but now it just feels cynical and manipulative, with Duolingo being by far the most obnoxious implementation of it by a long shot.

Streaks, as implemented via technology these days, are designed to get you addicted to the Skinner Box mentality: to get you checking in regularly so you make Number Go Up. More often than not there's no actual incentive to do anything beyond checking in to the service in question to keep your streak unbroken — though some sites (Duolingo again is guilty of this) also implement things like "leaderboards" to make things really unhealthy.

How do I know this is unhealthy? Because I've experienced it. Duolingo isn't incentivising you to do well by guilt-tripping you into checking in every day, or even by inviting you to attempt to top the leaderboards. It's encouraging you to game the system, because inevitably these systems are intensely, deeply fallible and can be manipulated without too much effort. And once you figure out how to do that — and a lot of people do — any value these systems might have once had in building healthy habits goes right out of the window.

If you need further evidence of how such systems are fundamentally broken, look at the PlayStation Trophies/Xbox or Steam achievements systems. In theory, these systems should enable people who are good at a game to be rewarded for that. What actually happens is that people deliberately purchase games where they can get an "easy Platinum" in order to buff up their statistics. More often than not, this takes the form of a visual novel that the person in question will just stick on fast-forward mode, ignore completely and then claim their completely pointless virtual shiny thing.

It's the same with Duolingo, or anything else that uses such a system. Why bother with letting the things you're learning truly sink in when you can just check in, quickly click through the answers until you get the right ones, then enjoy Number Go Up?

I'm sure there are exceptions to the rule — people who do find streaks helpful in motivating themselves. If that's you, and you use them honestly, fair play to you. Keep it up. But I've seen enough of how people behave in 2024 to know that is not the norm at all. If there's a way to cheat — even if doing so provides no real benefit whatsoever — then people will find and use it.

Now I'm off to go watch some Deep Space Nine. Wouldn't want to break my streak, now, would I?


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 93: The Truly Tragic Tale of the "Woke Content Detector" https://imnotdoctorwho.moegamer.net/2024/09/08/oneaday-day-93-the-truly-tragic-tale-of-the-woke-content-detector/ https://imnotdoctorwho.moegamer.net/2024/09/08/oneaday-day-93-the-truly-tragic-tale-of-the-woke-content-detector/#comments Sun, 08 Sep 2024 11:33:59 +0000 https://angryjedi.wordpress.com/?p=24723 One of the most truly insufferable things about the "gaming community" over the course of the last decade has been the rise of the "anti-woke" crowd, which started to really raise its head around the same time as the Gamergate saga — and, indeed, which many people still point to as the real point behind … Continue reading #oneaday Day 93: The Truly Tragic Tale of the "Woke Content Detector"

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One of the most truly insufferable things about the "gaming community" over the course of the last decade has been the rise of the "anti-woke" crowd, which started to really raise its head around the same time as the Gamergate saga — and, indeed, which many people still point to as the real point behind Gamergate rather than any legitimate concerns over ethics in games journalism.

To be clear and completely transparent, around the time of Gamergate being active I may well have expressed some sentiments and concerns that might have got me lumped in with this crowd.

However, I made an effort to distance myself from the movement as a whole, because I could see it was something of a scarlet letter, regardless of whether or not an individual had legitimate, worthwhile concerns.

My issues were always to do with the games journalism side of things, with my particular focus being on reviews and articles that treated Japanese titles (particularly those which featured sexually provocative content) unfairly and from an ill-informed perspective. I steered well clear of any discussions where it was clear people were being full-on racist and sexist — i.e. objecting to a game because it had a woman in a leading role, or a non-white person appearing prominently. I was entirely concerned with how certain portions of games journalism were treating specific games — and the people who enjoyed them — like absolute shit: nothing more, nothing less.

To put it another way, I always thought the people who were objecting to "woke" content in games were being massive weirdoes, and I didn't want anything to do with them. Where games did feature obnoxiously over-the-top "look how progressive we are!" content, I tended to just steer clear of those — or perhaps comment on them in terms of alternatives that did the same thing, but better. To date, my favourite example of this is Read Only Memories and VA-11 HALL-A. Both of these games unfold in the same "world", with the latter being a spinoff of the former, developed by a completely different team. Read Only Memories is absolutely obnoxious about how it handles progressive themes; VA-11 HALL-A integrates them extremely well into the plot.

But I digress. I have zero time for people who object to games purely on the grounds that they contain "woke content". Particularly when the definition of "woke content", as defined by the Woke Content Detector group on Steam, is so broad. I invite you to take a look at their official spreadsheet of which games are and are not "woke" and have a good laugh at it, and we'll pick out some classics below.

Starfield

A screenshot from the Woke Content Detector database. Reads "Contains overtly Pro-LGBTQ+ messaging. Contains overtly pro-DEI messaging. Pronoun selection including the option for they/them. All populated areas are equally diverse. Many important people are POC."

Here's a prime example of what this list is actually about: being sexist, racist, transphobic and homophobic. I'm not sure much more needs to be said about this definition, other than to clarify for those who are somehow unfamiliar with Starfield that it is an open-structure role-playing game set in space, in which you play a self-insert character. Therefore having the option to select your name, gender, ethnicity and appearance makes a lot of sense. The implication of "many important people are [people of colour]" is that in The Future, we will have moved beyond white dominance and oppression of non-white people, but this is a bridge too far for the anti-woke crowd.

Civilization VI

A screenshot from the Woke Content Detector database. Reads "Contains overtly pro-DEI messaging. Contains overtly pro-climate action messaging. Race swapped Suleiman and added historically unimportant female leaders. Global warming and carbon capture mechanics."

This one is particularly hilarious. A game about running a civilisation on our planet, and considering important matters that both occurred in history and which might occur in the future is "woke" for acknowledging things like climate change. I guess we add "climate change denier" to the "sexist, racist, transphobic and homophobic" list. Some racism and sexism on open display there, too.

BioShock Infinite

A screenshot of the Woke Content Detector database. Reads "Contains overtly anti-western society and overtly pro-DEI messaging. Colombia's residents are hyper-exaggerated, racist caricatures of 19th century Americans. Heavy social commentary on racism."

Another good one. The funny thing about this one is that they clearly got the point of BioShock, but then got offended by it.

Forza Horizon 5

A screenshot from the Woke Content Detector database. Reads "Contains overtly pro-LGBTQ+ messaging. Prnoun selection including an option for they/them. Uses unlabeled presets instead of clearly defined male and female options during character creation."

I have to include this one just for how stupid it is. Forza Horizon 5, the game in which you spend your entire time in a car, is "woke" because it allows you to choose how the in-game characters refer to you. Because only big strong boys play car games, you know.

Spider-Man: Miles Morales

A screenshot from the Woke Content Detector database. Reads "Contains overtly pro-LGBTQ+ messaging. Contains overtly pro-DEI messaging. Prominently displayed pride and BLM flags. The new POC main character overshadows Peter Parker."

This one is brilliant, because it's criticising the fact that the protagonist named in the game's title is "overshadowing" the character who is explicitly not the protagonist. Because he's black. Let's not beat around the bush here: this is racism. Again.

Disco Elysium

A screenshot from the Woke Content Detector database. Reads "Contains overtly pro-LGBTQ+ messaging. Features multiple LGBTQ+ characters, including the player character. Heavy social commentary regarding communism. Whether pro or anti is unclear."

I'll take "I played Disco Elysium and didn't understand any of the big words" for 2,000, Alex. If you played Disco Elysium and didn't understand whether it was pro or anti communism, you don't deserve to be playing video games that have words in.

Final Fantasy VII

A screenshot from the Woke Content Detector database. Reads "Contains subtly pro-LGBTQ+ messaging. Contains subtly pro-climate action messaging. Forced cross-dressing. You start the game working for an ecoterrorism group."

And I have to include this one just for the giggles. Final Fantasy VII features "subtly pro-climate action messaging". Yeah, Final Fantasy VII is real subtle about its environmental message, guys. Real subtle.


I'm utterly amazed at how committed these people are to being pathetic and weird. Because that is exactly what they're being. There are 386 entries on their "Recommended" (i.e. "not woke") list, while there are 746 "Not Recommended" ("WOKE!!!") titles and 299 "Informational" ("A BIT WOKE!!!") titles.

That's a thousand and forty-five games that these people will refuse to consider because they might be exposed to a black person, a gay person or, heaven forbid, a woman. There's no way you can look at that and not think it's utterly pathetic.

Unless you're one of them. In which case fuck off. I don't want to know you.


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#oneaday Day 92: The Dominion War https://imnotdoctorwho.moegamer.net/2024/09/07/oneaday-day-92-the-dominion-war/ https://imnotdoctorwho.moegamer.net/2024/09/07/oneaday-day-92-the-dominion-war/#respond Sat, 07 Sep 2024 22:32:13 +0000 https://angryjedi.wordpress.com/2024/09/07/oneaday-day-92-the-dominion-war/ I have watched so many episodes of Star Trek: Deep Space Nine over the course of the last few days. I can't remember the last time I was quite so hooked on a TV show to the exclusion of almost everything else — even gaming — but Deep Space Nine definitely has its hooks in … Continue reading #oneaday Day 92: The Dominion War

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I have watched so many episodes of Star Trek: Deep Space Nine over the course of the last few days. I can't remember the last time I was quite so hooked on a TV show to the exclusion of almost everything else — even gaming — but Deep Space Nine definitely has its hooks in deep.

Of course, part of the reason I've been able to enjoy so many episodes over the course of the last few days is because I've had a couple of days off work. Andie was having a long weekend away with some online friends, so I decided to take a couple of days off to just decompress and unwind also. And it turns out enjoying some quality TV and mostly staying away from the Internet has been exactly what I wanted and needed.

I'm currently on the third disc of season 6 of Deep Space Nine — yes, I'm doing this old-school, on DVD (not quite as old-school as when I was first watching the show on VHS, mind!) — and I think I'm into stuff I haven't seen before. I say "I think" because the episode I just watched seemed quite familiar — or perhaps it's just because it reminded me of another episode. I can't be quite sure. I'm fairly convinced that I haven't seen beyond season 5 before, but… well, I guess it doesn't really matter. I'm enjoying it either way.

It saddens me a bit that TV isn't made like this any more. Sure, there are Netflix series and what have you, but those are shot and budgeted in a completely different way, and it leads to quite a different feel. It's rare for a new streaming show to last more than a couple of seasons, and some folks describe them as "8 hour movies". One of the reasons Deep Space Nine in particular works so well is that while it is serialised and has definite arcs — particularly at this point in its run — it also isn't afraid to spend an episode on just being a character piece, or doing something a bit weird.

This is good for the mood and helps the show feel varied. The Dominion War overarching storyline could easily have just gone unrelentingly bleak and worked well, but I feel it works even better with interludes like Worf and Dax's wedding, or Kira dealing with the Mirror Universe counterpart of her deceased lover, or Julian contending with genetically modified humans who didn't end up quite as well-adjusted as him.

I'm looking forward to seeing how some aspects of the series end up. Gul Dukat being utterly broken by the death of his daughter was without a doubt an incredibly significant moment for the series, so I'm looking forward to see what happens with him from there. And of course, there's still plenty to resolve with Sisko that I suspect will continue right up until the very end.

It's easy to see why this is such a well regarded series, and one which many people consider Star Trek's absolute peak. I do find it quite funny that when it first started airing, some people considered it "the boring one", though, and many of those folks didn't come around until season 4. Part of the show's strength is that slow build; while I'm sure it could have told a similar story over far fewer episodes, it wouldn't be the same show without us just having the opportunity to live with these characters for so long.

I suspect I will cry at the finale, whatever form that takes. I have remained unspoiled on that for many years now, though, so I'm looking forward to finally experiencing it for the first time when I do eventually get that far.

Should probably sleep now, though. Or maybe one more episode…?


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 91: Let Me Be Good To You https://imnotdoctorwho.moegamer.net/2024/09/06/oneaday-day-91-let-me-be-good-to-you/ https://imnotdoctorwho.moegamer.net/2024/09/06/oneaday-day-91-let-me-be-good-to-you/#respond Fri, 06 Sep 2024 14:30:01 +0000 https://angryjedi.wordpress.com/?p=24707 I know that Disney is the megacorporation everyone loves to hate these days — and with good reason — but when I was a kid, I really enjoyed Disney movies. And however much of a mess modern-day Disney makes of today's entertainment sector by attempting to monopolise all of it, it doesn't take away from … Continue reading #oneaday Day 91: Let Me Be Good To You

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I know that Disney is the megacorporation everyone loves to hate these days — and with good reason — but when I was a kid, I really enjoyed Disney movies. And however much of a mess modern-day Disney makes of today's entertainment sector by attempting to monopolise all of it, it doesn't take away from the fact that Disney's classic movies are still a good time.

I haven't watched any Disney movies for a while so, following a discussion on them the other day, I decided to grab a few Blu-Rays. They were like a fiver each on Amazon, so I snagged two of my all-time favourites from back in the day — Robin Hood and The Sword in the Stone — along with one that I've never seen but always wanted to see: Basil The Great Mouse Detective — or, as I've since learned it's actually called, just The Great Mouse Detective.

Prior to today, when I got around to watching Basil The Great Mouse Detective, my sole experience with this particular Disney property was 1) the Atari 8-bit game by Gremlin Graphics, which was a rather obtuse arcade adventure sort of affair, and 2) this video, which I suspect created almost as many furries as the entirety of Robin Hood did.

Basil The Great Mouse Detective (I know that's not what it's called, but nearly 40 years of calling it that are a hard habit to break, so I'm not going to) follows the adventures of Basil of Baker Street, a mouse who lives in a hole beneath the home of Sherlock Holmes.

The story opens with a toymaker mouse being kidnapped by a bat called Fidget, and taken to the lair of the villainous Professor Ratigan for some initially unknown purpose. The toymaker's daughter Olivia successfully hid herself while the kidnapping was taking place, and ends up encountering Dr. Dawson, the film's Watson analogue, shortly after his arrival in London. Together, the pair seek out Basil of Baker Street, a renowned and somewhat eccentric detective.

The eccentricity of Basil is obviously designed to mirror that of Sherlock Holmes, and Basil The Great Mouse Detective does a great job of reflecting this. One of the first things we see Basil do is pile up a big load of cushions and then fire a pistol right into them — initially it looks like he's just doing this for fun, much to the annoyance of his housekeeper, but before long it becomes apparent that he wanted to fire a bullet from that specific gun in order to compare its rifling markings with that of one he had retrieved from another unspecified crime scene that related to Basil's arch-nemesis, the aforementioned Ratigan.

Basil is initially resistant to paying any attention to both Dawson and Olivia, but as soon as they mention Fidget — a known henchman of Ratigan — he takes on her case with enthusiasm. Thus begins an adventure across London that successfully incorporates elements of the classic Holmes stories — most notably the ever-reliable dog Toby, here presented as a Basset hound rather than the half-spaniel, half-lurcher mutt described in the original Holmes stories.

Basil The Great Mouse Detective hails from 1986, putting it in a category that I still think of as "more recent" Disney films despite it actually being 38 years old. Some critics point to this era of Disney as a time when their animated features contained markedly less in the way of peril and threat than earlier work from the animation studios, but I can see elements of Basil The Great Mouse Detective as being potentially scary for young kids. Fidget in particular is quite threatening despite also being a bit of a comic relief character, and he delivers a few mild jumpscares over the course of the movie.

Ratigan, too, is often cited as being quite a threatening Disney villain, showing zero hesitation or remorse for putting one of his own henchmen to death (via consumption by cat) in the relatively early moments of the movie. It's got that classic Disney balance of appealing silliness with a dark undercurrent that really works, perhaps best exemplified by a sequence where Basil and Dawson are attached to a distinctly Heath Robinson-esque trap that, were it to go off, would not only strangle them in a mousetrap, it would also blast them with a human-sized pistol, drop an axe on them and finally crush them beneath an anvil.

I enjoyed the movie as a whole and am glad I've finally seen it. It felt somewhat light on musical numbers compared to some Disney films — there are only three real songs in it, with only one of them (The World's Greatest Criminal Mind) being a traditional "song and dance" number, with the others being diegetic numbers in the form of a live performance (the above Let Me Be Good To You) and a phonograph recording (Goodbye, So Soon) that also acts as the end credits theme. That's not necessarily a bad, thing, though; the format of Basil The Great Mouse Detective meant that excessive musical numbers would have probably dragged the pace down a bit, and the ones that were present were worthwhile and made sense. Given that the aforementioned "execution" occurs in the middle of The World's Greatest Criminal Mind, one could argue that Disney was attempting to subvert its own formula somewhat.

Basil The Great Mouse Detective is actually the first full-length movie I've made time to sit down and watch for a long time, and I enjoyed it. I think I might have to invest in some more Disney Blu-Rays, as spending an hour and a half just enjoying the movie with zero distractions was a pleasant experience I wouldn't mind having a bit more often. Plus I don't think Andie's seen that many Disney movies, so this might be a fun opportunity to educate her a bit!


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 90: Dream modding https://imnotdoctorwho.moegamer.net/2024/09/05/oneaday-day-90-dream-modding/ https://imnotdoctorwho.moegamer.net/2024/09/05/oneaday-day-90-dream-modding/#respond Thu, 05 Sep 2024 22:16:44 +0000 https://angryjedi.wordpress.com/?p=24690 The Dreamcast is a notoriously unreliable and temperamental console, particularly now the poor old thing is getting on a bit in years, so I've been meaning to look into optical drive emulators (ODEs) for a while, as I mentioned here. Well, today I finally got together all the bits for one of these possible ODE … Continue reading #oneaday Day 90: Dream modding

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The Dreamcast is a notoriously unreliable and temperamental console, particularly now the poor old thing is getting on a bit in years, so I've been meaning to look into optical drive emulators (ODEs) for a while, as I mentioned here.

Well, today I finally got together all the bits for one of these possible ODE solutions, known as GDEMU. This included the GDEMU board itself along with a mounting kit that plugs the gap left behind when you remove the Dreamcast's original GD-ROM drive, and also allows easy access to the "disc change" button for multi-disc titles. (It also supposedly helps with airflow; having a honking great hole inside the Dreamcast supposedly isn't great for that.)

I'd looked up instructions on how to fit a GDEMU and for the most part it seemed like a very simple job. I normally hand over anything that requires delicate use of tools to my wife as she's much less cack-handed (and much more handy) than I am, but this looked like something I thought I could probably do myself. So I decided to be brave and to do it myself.

And you know what? It was easy. There were just a few steps to the process that went roughly as follows:

  • Remove three screws from the bottom of the Dreamcast
  • Remove the modem (it just pops out)
  • Remove the screw that is revealed when you remove the modem
  • Pop off the top of the Dreamcast
  • Remove three screws holding the GD-ROM drive in place
  • Remove the GD-ROM drive (it's just plugged directly into a connector that sticks out from the bottom of the casing)
  • Screw the mounting kit to the GDEMU board (I forgot to do this, but getting the board back out to do it was easy… I then also forgot to put the button for the disc change in the mounting kit, but, again, it was easy enough to undo the work and correct the mistake)
  • Stick the GDEMU board into the socket the GD-ROM drive went in
  • Screw the GDEMU board into the Dreamcast case where the GD-ROM drive used to be
  • Put the case back together
  • Put the four screws in the base back in
  • Put the modem back in
  • Done!

Most places online also recommended putting some resistors in the power supply between the 12V pin and one of the three Ground pins. This is apparently because without the original GD-ROM drive drawing from the 12V… whatever it is, the inside can get a lot hotter than it would do normally, but this can be avoided with the resistors, which basically trick the power supply into thinking the GD-ROM drive is still drawing power. I don't entirely understand everything about it, but I understood what I had to do, which was twist the wires on three resistors together, then poke one end in the hole with the 12V pin, and the other end in the hole with one of the ground pins.

This was the one part of the procedure I really wasn't sure about. I haven't done any sort of fiddling with electronic components before (outside of maybe a term's work on very simple circuits — mostly logic gates — in secondary school Design and Technology and Science classes) so I was a bit nervous I'd poke something in the wrong hole and make things go bang. I was reassured by some people who take apart old computers and consoles all the time that it was very unlikely putting a few resistors in would make anything go bang, but I was still a bit concerned the resistors might not stay where they were supposed to be or would short-circuit something.

It took a few attempts to get it done to my satisfaction, but eventually I got the resistors in the right place and was satisfied that they were as secure as they were going to be without getting hot glue involved, and I put the whole shebang back together.

And, believe it or not, when I booted it up, it all worked first time! I was expecting something to go wrong somewhere, but no — everything went very smoothly, and I now have a Dreamcast that has a nice selection of games built right into it. No worrying about the drive failing mid-game and causing a reboot to the system menu; no worrying about discs not reading properly; no worrying about region, either.

I'm very happy with how things went, and I'm looking forward to using my Dreamcast a lot more now it's been "revitalised" like this. It also encourages me to look into similar solutions for other consoles — particularly the Saturn. I have a Saturn that I acquired at some point (but no power supply, AV cables or controllers… or indeed games) that it would probably be fun to get loaded up with games in the same way. So I'll probably do that at some point.

Long term I'd like to get all my classic systems hooked up with a solution like this, such as the Everdrive range for cart-based systems. As fun as it is to collect for old consoles, I've been burned just a few times too many by cartridges that don't work — I have two copies of Desert Strike for SNES that don't work in the exact same way, for example — plus I don't really have a lot of room left for collecting, either.

There's still a certain magic about playing games on classic hardware — and part of that, admittedly, is using original media; the clunk of the cartridge slot on consoles like the SNES in particular is a fun part of the experience. But as many of these old games are starting to run into reliability issues by virtue of their age, it's great that we have alternative solutions that allow us to still enjoy the consoles themselves, even if the media is past its best. And for everything else, we have emulation and modern, officially licensed solutions like the Evercade.

Now maybe time for a bit of Dreamcast before bedtime, I say.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 89: Under the influence https://imnotdoctorwho.moegamer.net/2024/09/04/oneaday-day-89-under-the-influence/ https://imnotdoctorwho.moegamer.net/2024/09/04/oneaday-day-89-under-the-influence/#comments Wed, 04 Sep 2024 22:41:20 +0000 https://angryjedi.wordpress.com/?p=24676 I'm not entirely sure when exactly "influencer" became a widely accepted job title, but I do vividly remember when I first heard it that I felt "…we probably shouldn't make that a thing". And in 2024, I stand by that. I find it horrifyingly dystopian that we live in a world where people are unironically … Continue reading #oneaday Day 89: Under the influence

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I'm not entirely sure when exactly "influencer" became a widely accepted job title, but I do vividly remember when I first heard it that I felt "…we probably shouldn't make that a thing". And in 2024, I stand by that. I find it horrifyingly dystopian that we live in a world where people are unironically referred to as "influencers" — and, perhaps even worse, there are people out there who see "influencers" as somehow inherently more trustworthy than traditional media.

The traditional media has its problems, of course, and it always has done. But there has always been a certain separation between editorial and commercial content — and when there isn't, it is clearly demarcated. There are no such demarcations when it comes to "influencer marketing" — and, from where I'm sitting, there appears to be absolutely zero scrutiny or oversight of how "influencers" are doing business, with minimal obligations for them to share the fact that they're being paid to say things.

The scourge of "influencers" is a universal one, but obviously my most direct experience with it is in the world of gaming. One of the most common criticisms thrown at old-school games journalists is that they've been "paid off" by publishers to do things a certain way — either to inflate a product's review scores above what it is perceived to "deserve", or perhaps to disparage rival products.

Having spent several years in the industry, I don't doubt that there have been occasions where that goes on. And there have been plenty of related incidents, too, with probably the most famous being "Gerstmanngate", where a writer was let go from Gamespot for giving a bad review to a game whose publisher had spent a considerable amount on advertising said game.

Most people would agree that a games journalist being in the pocket of a publisher is a bad thing. I don't believe it goes on nearly as often as the most insufferable people on the Internet think it does, but I think we can all agree that if money changes hands in this way, the "journalism" on the thing in question is compromised.

And yet the same people who would take a games journalist to task for accepting money from a publisher to cover a game are all over the world of "influencers", believing that having your face on YouTube makes you inherently more "real" and "trustworthy" than those people who hid behind all those pesky written words. And "influencers" (no, I'm not going to stop with the scare quotes, I fucking hate the term) are openly accepting paid promotional deals, then covering the products in question. Some of them remember to disclose this; not all do. But regardless of whether or not any disclosure is going on, how is that any fucking different?

I find it absolutely unfathomable that "influencers" accepting money for coverage of things is apparently just tickity-boo, whereas the exact same thing was one of the worst accusations you could throw at a games journalist. How does that make any sense whatsoever?

I feel mostly immune to influencer marketing, but it's very clear that the younger generation in particular are very susceptible to it. And it's dystopian. It's horrible. And it's one of those things that we can't just "walk back" any more, because the influencer "industry" has become so massive over the course of the last decade or so.

I saw someone argue earlier that we're probably overdue for a brand new "segment" of the Internet, like how we once had stuff like Telnet and Gopher alongside the World Wide Web. If the Web has become this utterly devastated late-stage capitalism wasteland, perhaps it's time for people to move on to something else? And no, not the fucking Metaverse. Honestly, at this point, I'd welcome the ability to engage with a fully text-based Internet that wasn't 99% controlled by advertisers. Then we can leave all the "influencers" and their mindless zombie followers to it, and build something better elsewhere.

And then wait for that to be ruined. Still, it might be fun for a few years at least, before the Brands find it.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 88: Is social media marketing over? https://imnotdoctorwho.moegamer.net/2024/09/03/oneaday-day-88-is-social-media-marketing-over/ https://imnotdoctorwho.moegamer.net/2024/09/03/oneaday-day-88-is-social-media-marketing-over/#respond Tue, 03 Sep 2024 21:52:18 +0000 https://angryjedi.wordpress.com/?p=24661 Just recently at the day job we've been having some Thoughts about using social media for marketing. I won't go into the details for obvious reasons, and I will note that everything I say here is my own opinion and no-one else's. But I feel like the age of social media marketing is coming to … Continue reading #oneaday Day 88: Is social media marketing over?

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Just recently at the day job we've been having some Thoughts about using social media for marketing. I won't go into the details for obvious reasons, and I will note that everything I say here is my own opinion and no-one else's. But I feel like the age of social media marketing is coming to a close.

To be perfectly honest, I've never been on board with social media marketing from a consumer's perspective. Facebook went from being tolerable to almost unusable once The Brands™ arrived, and it's only gotten worse year after year. And back when I was an active user of Twitter, I not only didn't follow any Brands™, I actively went out of my way to block any that ended up in my feed through "promoted" tweets or whatever.

Y'see, I've always had the somewhat controversial viewpoint that social media is best used for socialising. I used to actually quite enjoy using Facebook when it was a place to interact with friends. Likewise Twitter used to be a ton of fun when it was just people hanging out and shooting the breeze. But today? Both of those platforms are nigh-unusable for different reasons. And with people jumping ship from both, I struggle to see how their usefulness as marketing tools can continue.

This comes particularly to mind after the recent news that the "live service" game Concord has taken the unprecedented step of not only ceasing its online features, but actively refunding anyone who bought the game just 11 days after it hit store shelves. The writing was already on the wall for it; reports shortly after its launch suggested it had made "just" $1 million and only about 25,000 sales; these might seem like big numbers, but they really aren't in today's gaming industry, particularly towards the big-budget end of things, which is the space Concord occupies.

This occurrence got me thinking: how much of Concord's disastrous launch was down to the troubled landscape of social media today? A few years back, a big game launch like this would be accompanied by a frenzied Twitter campaign in an attempt to drive "organic" (ugh) word-of-mouth promotion. To put it in non-marketing speak, the game itself would post something on social media, then other people would share it, gradually spreading word of the game through shares, replies and retweets.

Today, we live in a world where Twitter is fast becoming a dirty word, as Elon Musk's "X", as Twitter is now known, is increasingly becoming prone to the "Nazi Bar Problem", since his constant bleating about "free speech" and "wokeness" has meant pretty much the only people left there now are some of the absolute worst dregs of humanity imaginable. It's no longer fun or useful to the vast majority of people who used to hang out there, so a lot of people have jumped ship — either abandoning social media entirely, or moving to alternative platforms such as BlueSky. So one has to wonder how much value there is in marketing to what is rapidly looking like a room full of Nazis.

The same can often feel like it's true of other platforms that are less of a "problem". I talked recently about the issues we had attempting to enforce rules more specifically on a Discord I help manage, and it's hard not to think about that "Nazi Bar Problem". We don't have a problem with "Nazis" as such (the few who have shown inclinations in that vague direction have been shown the door) but there are a few people who have become so entrenched that they're a problem… and it's honestly making us wonder if the time, effort and mental health expended on said server is worth it.

Can a product or Brand™ survive without social media? The assumption has always been "no", but like I said above, I've found myself actively repulsed by Brand™ presences on social media for the most part, and I'm sure I'm not the only one. Sure, there are some Brand™ accounts that post interesting things — and the one I'm in charge of I try and make an effort to use in such a manner — but are they really adding any value?

I'm not convinced they are. We are living in a peculiar time, and I don't think anyone quite knows what's going to happen next.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 87: The most toxic person in retro gaming https://imnotdoctorwho.moegamer.net/2024/09/02/oneaday-day-87-the-most-toxic-person-in-retro-gaming/ https://imnotdoctorwho.moegamer.net/2024/09/02/oneaday-day-87-the-most-toxic-person-in-retro-gaming/#respond Mon, 02 Sep 2024 21:15:31 +0000 https://angryjedi.wordpress.com/?p=24649 One of the things that continually surprises me is quite how toxic the retro gaming community, particularly in the UK, can really be. I'm fortunate that I have only ever really encountered people who are thoroughly nice and lovely — and, even better, have been able to draw inspiration from them to make my own … Continue reading #oneaday Day 87: The most toxic person in retro gaming

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One of the things that continually surprises me is quite how toxic the retro gaming community, particularly in the UK, can really be. I'm fortunate that I have only ever really encountered people who are thoroughly nice and lovely — and, even better, have been able to draw inspiration from them to make my own creative work better.

In this regard, I'd particularly like to throw some love (and some links to their YouTube channels) at, in no particular order and off the top of my head, RoseTintedSpectrum, WhatHoSnorkers, Timberwolf, Gouldfish on Games, Dudley of Yesterzine, Kim Justice, Slopes Game Room, Digitiser, More Fun Making It, Beyond the Scanlines, Gears of Games, Yawning Angel and doubtless myriad others that I'm forgetting. All of these folks are thoroughly lovely, supportive people that I am happy to have had direct contact with to varying degrees at various points over the course of the last few years. Click those links and subscribe to all of them. They do amazing work.

Sadly, there's a really unpleasant underbelly to the retro gaming community in the UK, and a lot of it centres around an individual known variously as "George Bum", "George Cropper" (not his real name), "Funky Spectrum" and any number of other aliases. "George" is a serial harasser who has been thrown off YouTube for his behaviour, and now festers in his own filth on his own little website (which, no, I'm not linking to), surrounded by chirruping sycophants who hang on his every shit-encrusted word — many of whom are very much old enough to know better.

I'm not pulling any punches here: "George" is an absolutely vile human being, and the way he has picked on several members of the retro gaming community for years at this point without any sort of punishment is utterly repugnant. He has particularly targeted the YouTuber Octavius with stalker-like obsessiveness, and is almost as bad with his fixation on Peter "Nostalgia Nerd" Leigh and his Norwich-based vegan bar-cum-arcade Barcadia. Most recently, he's had Kim Justice in his sights, because he thinks her well-researched book is not as good as his AI-generated drivel that he listed on Amazon for £250.

And yet no-one does anything about him. Because there's not really anything that can be done about this festering waste of space any more.

He's in his element on the Twitter of 2024, which is a disgusting sinkhole full of the absolute worst people on the entire Internet — many of whom are openly spouting their garbage under their real names — although I take some small comfort from the fact that anyone with any sense has abandoned the platform long ago.

He's been banned from YouTube for his harassment videos. (Of course, he maintains he did "nothing wrong".) Now, at least, he's confined to his stupid website. Sadly, as it's self-hosted I suspect there's not much anyone can really do about him short of actually raising a legal objection to some of the things he posts on there. And I doubt anyone wants to go through the time, energy and expense involved in doing that.

Which sucks, really, because it means this festering boil on the arse of UK retrogaming will never truly get lanced. All I can really do is encourage anyone reading this to never go anywhere near him. He is Bad News.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 86: Emio - Roll Credits https://imnotdoctorwho.moegamer.net/2024/09/01/oneaday-day-86-emio-roll-credits/ https://imnotdoctorwho.moegamer.net/2024/09/01/oneaday-day-86-emio-roll-credits/#respond Sun, 01 Sep 2024 22:13:50 +0000 https://angryjedi.wordpress.com/?p=24635 I just finished Emio – The Smiling Man: Famicom Detective Club, the new Nintendo Switch release that, as the name suggests, acts as an official sequel to the two classic Famicom Detective Club games that were first released on Famicom Disk System, and subsequently remade for Switch a couple of years back. You can read … Continue reading #oneaday Day 86: Emio - Roll Credits

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I just finished Emio – The Smiling Man: Famicom Detective Club, the new Nintendo Switch release that, as the name suggests, acts as an official sequel to the two classic Famicom Detective Club games that were first released on Famicom Disk System, and subsequently remade for Switch a couple of years back. You can read my thoughts on both of them here and here.

I'll do a "proper" writeup on the game at some point in the next few days over on MoeGamer, but suffice to say for now that it was excellent, and acts as a wonderful successor to the already very good two predecessors.

For the unfamiliar, the Famicom Detective Club series unfolds as Japanese-style adventure games. That means you spend the majority of your time selecting actions from a menu, reading a lot of dialogue and searching for the next "trigger" to move the story along. Japanese adventures are more about the plot than solving puzzles; to put it another way, they are the modern equivalent of the narrative-centric "interactive fiction" versus the mechanics-centric "text adventures".

The first two Famicom Detective Club titles occasionally lapsed into "click on every option multiple times until something happens", which was mildly annoying, but this new third one makes the sensible decision of highlighting important words and phrases in the dialogue which generally gives you a solid idea of what you need to do next. You can actually turn this feature off if you prefer, but honestly just leaving it on is the best way to keep the story flowing.

The story this time around concerns a dead body that has been found. The corpse is a student named Eisuke, and he appears to have been strangled. Unusually, his corpse was found with a paper bag over his head, and a creepy smiley face scrawled crudely on the bag. What then follows is your attempts (as both the self-insert protagonist from the first two games and his long-suffering coworker Ayumi) to solve the case by interviewing suspects, examining important locations and gradually piecing everything together.

In the tradition of Japanese adventure games, you're not really "doing" much beyond simply advancing the plot, but that's fine. There's no "moon logic" to worry about here; it's just about enjoying the story unfold, and occasionally demonstrating that you've understood what you've witnessed through short "Review" sequences that quiz you on the most recent happenings. There aren't really any consequences for getting these wrong other than Ayumi giving you the stink-eye, but that will be punishment enough for many players.

I'll refrain from saying any more about the plot for the moment for the sake of spoilers, but I will say it's refreshing and welcome to see Nintendo going unabashedly adult with this one. It's PEGI 18 rated with good reason; it does not pull punches, and I mean that in several respects. The game is all the better for not holding back; it drives home the fact that the case you're investigating is very serious for a number of different reasons, and the complex motivations of the many characters you'll encounter over the course of the plot will keep you intrigued right up until the end.

I was also impressed by how comprehensively it wrapped things up by the conclusion. It pulls a little bit of a fast one on you in this regard, but I'll leave exactly how for you to discover.

Anyway, yes; Emio – The Smiling Man: Famicom Detective Club is proof that the Switch very much still has plenty to offer in what most people are assuming is its twilight year. And it's yet another reminder, if one were needed, that modern gaming isn't actually all that bad, really — so long as you steer clear of the shit bits.

More on MoeGamer at some point this week.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 85: Find another word than "weird" https://imnotdoctorwho.moegamer.net/2024/08/31/oneaday-day-85-find-another-word-than-weird/ https://imnotdoctorwho.moegamer.net/2024/08/31/oneaday-day-85-find-another-word-than-weird/#respond Sat, 31 Aug 2024 23:19:20 +0000 https://angryjedi.wordpress.com/?p=24619 It seems that people of a certain — I don't even know if it's age, but it's definitely a specific social group of some description — are incapable of describing something via any word other than "weird". This is particularly apparent on YouTube, where there is a veritable surfeit of videos called, simply, "[x] is … Continue reading #oneaday Day 85: Find another word than "weird"

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It seems that people of a certain — I don't even know if it's age, but it's definitely a specific social group of some description — are incapable of describing something via any word other than "weird". This is particularly apparent on YouTube, where there is a veritable surfeit of videos called, simply, "[x] is weird".

Here's one:

And another:

Here's a brand new one with no views:

And here is part of what is apparently a whole series of the bloody things:

What these videos inevitably go on to describe is something that is emphatically not weird, usually rather mundane and which could have probably been better served with a more descriptive title.

At this point I'm sure someone desperately wants to bring up the American left-wing tendency to refer to anyone on the right of them as "weird", which is a current trend in the run up to the next U.S. presidential election. This is a separate issue — and one which, I have to say, I'm kind of on board with, because nothing shuts down a raging idiot like telling them they're being weird and making an idiot out of themselves — so I am not including it in the trend I am describing above, which has been around a lot longer.

I often find that the "[x] is weird" trend goes hand in hand with the tendency for Certain Types of People (again, not necessarily age-specific, but a definite type) to write things all in lower-case. You can see this in the first video example above. Nothing in the video title or the text on the thumbnail uses a capital letter, even when one is really needed (such as in the word "I", on the name "Tony Hawk" and the abbreviation "THPS" for "Tony Hawk's Pro Skater"). And, again, the people who do this sort of thing often like to make out that exceedingly mundane things are somehow outlandishly remarkable.

I'm not even entirely sure why this bothers me so much. I think it's that "[x] is weird" does the video (it's usually a video), the subject matter the video is covering and the creator of the video a disservice. I'm sure many of these "[x] is weird" videos are actually quite interesting, but I am, at this point, completely put off from clicking on them almost as much as if I see "I played 100 days of [game]".

I guess it's just another example of Stuff That Isn't For Me. And judging by the viewing figures on a couple of those videos I posted above, it seems I'm in a bit of a minority. But still. If you ever catch me posting a video with the name "[game name] is WEIRD" you have full permission to slap me. Even if I'm covering a French home computer game from the early '90s. Now those really WERE weird.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 84: Modern gaming is great https://imnotdoctorwho.moegamer.net/2024/08/30/oneaday-day-84-modern-gaming-is-great/ https://imnotdoctorwho.moegamer.net/2024/08/30/oneaday-day-84-modern-gaming-is-great/#comments Fri, 30 Aug 2024 23:31:12 +0000 https://angryjedi.wordpress.com/?p=24607 It's very easy to be cynical about the state of modern gaming if all you pay attention to is triple-A. There are a bajillion YouTube videos on this very subject. I even made my own counterpoint, which you can enjoy here if you see fit: Fact is, though, if you look outside all the identikit … Continue reading #oneaday Day 84: Modern gaming is great

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It's very easy to be cynical about the state of modern gaming if all you pay attention to is triple-A. There are a bajillion YouTube videos on this very subject. I even made my own counterpoint, which you can enjoy here if you see fit:

Fact is, though, if you look outside all the identikit Live Service open-world player retention monetised-out-the-wazoo triple-A space (and the indie darlings who desperately wish they were part of that space), we've never had it so good.

We're living in a world where, in 2024, there is a brand new Famicom Detective Club game out now, with an English version and a physical release. I bought it, because I really enjoyed the modernised versions of the first two. (You can read my thoughts on them here and here, and some more detailed thoughts on this new third entry will follow soon.)

We're living in a world where preservation of retro games is not just taking place in the form of rereleases — and it's great that that is happening in itself — but also in the form of fantastic "museum-style" pieces featuring interactive historical artifacts, video clips and all manner of other goodness.

We're living in a world where Japanese games we once thought would never be localised are readily available in English — and with gorgeous big-box physical releases just like PC games from 25 years ago.

We're living in a world where all the mainline Yakuza/Like A Dragon games are available in English, which I'm sure makes the guy who used to harass me on MoeGamer because he thought anime-style games were stopping Yakuza games from getting localised mad for some reason.

And, of course, we're living in a world where thanks to emulation and related solutions, everyone has easy access to pretty much every game ever made, so if you ever claim you have "nothing to play" you really only have your own boring ass to blame.

There's plenty that's shit, of course. The aforementioned live service games. Perpetually unfinished releases with endless "roadmaps". The scourge that is Game Pass. The death of traditional games journalism, particularly magazines. The general standard of "discourse" online (or lack thereof) surrounding video games. All of that sucks fat horse dick.

But a lot of it also doesn't matter. Because you can shout and scream and yell about how shit you think "modern gaming" is… or you can actually engage with "modern gaming" until you figure out that it's much, much more than just the incredibly shit bits. And the sooner you leave the incredibly shit bits behind — and yes, it absolutely is possible to do so, I have done since about 2010 and have been eating well games-wise ever since — you'll find things better than ever.

So close that Twitter window where you're complaining about Helldivers II or whatever, and boot up a copy of, say, Emio: The Smiling Man. And don't look back.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 83: Modernising the old stuff https://imnotdoctorwho.moegamer.net/2024/08/29/oneaday-day-83-modernising-the-old-stuff/ https://imnotdoctorwho.moegamer.net/2024/08/29/oneaday-day-83-modernising-the-old-stuff/#respond Thu, 29 Aug 2024 22:56:40 +0000 https://angryjedi.wordpress.com/?p=24588 One of the nice things about being into retro gaming and computing these days is that there are a lot of very convenient things you can use that simply weren't a thing Back In The Day for one reason or another. And while I'm not a huge fan of doing major modifications to classic hardware … Continue reading #oneaday Day 83: Modernising the old stuff

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One of the nice things about being into retro gaming and computing these days is that there are a lot of very convenient things you can use that simply weren't a thing Back In The Day for one reason or another. And while I'm not a huge fan of doing major modifications to classic hardware that effectively rips out the original "soul" of the machine, I do want to share a few things that just make life a little bit easier for various use cases.

SDrive-MAX (Atari 8-bit)

One of the most common points of failure on classic hardware is old media — both in terms of the media itself, and the hardware required to read it. I have several disk drives for my Atari 8-bit computers, and none of them quite work properly. One of the 1050s can be coaxed back into behaving itself by taking it apart, giving it a poke and putting it back together again, but that's a bit of a pain and I'm always wary of doing so.

So what's the alternative? Well, enter the SDrive-MAX, a little gizmo that plugs into the Atari 8-bit's SIO port (precursor to USB, fact fans) and effectively acts as a virtual disk drive. Like most convenient add-on gizmos these days, it's based around a little Arduino mini computer that basically pretends to be an Atari disk drive. Set it up with the default gubbins and it automatically boots to a convenient menu screen — using the Atari's own OS, not anything you've "bolted on" to it — where you can choose from disk images and executable files you've put on an SD card. You can even create new disk images to save things — such as documents in productivity software and saved games in games — and mount multiple disk images simultaneously for easy swapping between.

It's a lovely little thing, and has effectively removed most of the need I might have for a classic Atari disk drive. There are some old files and documents trapped on old Atari floppies that I'd like to find a solution to preserve at some point, but if I just want to play a game or something on real Atari 8-bit hardware, the SDrive-MAX is all I need.

UltraSatan (Atari ST)

A similar sort of thing for Atari ST is the UltraSatan. This, once again, is a little gizmo you plug into a port on the base spec micro without having to make any modifications, and it allows you to load things from SD card rather than having to rely on floppy disks. There are ways to make it boot floppy disk images, but by far the most convenient thing to do is set it up as a virtual hard drive and boot everything from there.

One of the most popular things to do in this regard is contact a slightly intimidating member of the Atari enthusiast community who has diligently worked to convert a massive selection of Atari ST games to run from hard drive. Not only that, but he's set a lot of them up to support save states and quick quitting back to the desktop without having to reboot the machine — and he's also put in the work to ensure that the vast majority of things work on all variants of the ST's operating system, thereby completely eliminating one of my biggest bugbears with the ST: the fact that some games will only work on certain models of ST.

Like the SDrive-MAX, the UltraSatan fitted with the "PeraPutnik" driver and hard drive image turns the ST into a ready-to-go gaming battlestation, loaded up with every game you might possibly want to play (and some you'll never want to touch). And because using it doesn't involve faffing around with anything inside the ST — it plugs into the hard drive port that already exists on most STs — you can still use your old floppies, too.

MemCard Pro 2 (PlayStation/PlayStation 2)

One thing PlayStation enthusiasts have almost certainly run into at some point is the challenge of remembering which memory card has what saved games on it. If you have a large PlayStation and PlayStation 2 collection, it can be easy to lose track of what is saved where, unless you're diligent about labelling and cataloguing your cards, which I'm willing to bet most people are not.

Enter the MemCard Pro 2, another little gizmo built on a tiny computer. This time, it's not for booting game images; it's for creating virtual memory cards on an SD card. This means you can easily organise and catalogue your saved games without having to constantly swap cards; changing memory cards is a matter of pressing a button on the device, or using the Web-based interface from your mobile phone to select a "card" directly.

It supports both PlayStation 2 and PlayStation memory cards, and the only limit to how many virtual cards you can have is the size of the SD card you put in it. And with PS2 memory cards being 8MB (and PS1 being 192KB!) you can fit a lot on even a small SD card.

Even better, if you're just getting into PlayStation collecting and you start a game for the first time, the MemCard Pro 2 can automatically detect and create a memory card specifically for that game. If you use this feature, you basically never have to switch anything ever again — though if you have existing saves on old memory cards, you'll probably want to spend some time copying them across to the MemCard Pro 2 at some point.

8bitdo Retro Receiver (PlayStation/PlayStation 2)

Finally, you can easily upgrade your PlayStation or PlayStation 2 to modern wireless controls with this lovely little thing. You can pair it with all manner of devices, including Sony's own DualShock 4 controllers to keep the authentic PlayStation feel, and finally bin all those old DualShock 2s that have been making weird rattling noises for years. Lovely stuff.

I'm looking forward to adding the Dreamcast GDEMU (and I also ordered an EverDrive for the N64) to this mix. Modernised retro consoles ahoy!


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 82: Ode to ODE https://imnotdoctorwho.moegamer.net/2024/08/28/oneaday-day-82-ode-to-ode/ https://imnotdoctorwho.moegamer.net/2024/08/28/oneaday-day-82-ode-to-ode/#comments Wed, 28 Aug 2024 20:15:37 +0000 https://angryjedi.wordpress.com/?p=24577 I've bought an ODE for my Sega Dreamcast. For the unfamiliar, an ODE is an Optical Drive Emulator: a replacement for ageing optical disc drives that instead loads disc images directly from some sort of flash storage — usually an SD card of some description. I've been meaning to do something like this for a … Continue reading #oneaday Day 82: Ode to ODE

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I've bought an ODE for my Sega Dreamcast. For the unfamiliar, an ODE is an Optical Drive Emulator: a replacement for ageing optical disc drives that instead loads disc images directly from some sort of flash storage — usually an SD card of some description.

I've been meaning to do something like this for a while, but the seemingly prohibitive cost of doing so was putting me off a bit. But it turns out I was looking at the absolute most expensive possible way of doing it, known as a "MODE" device. This is apparently a nice bit of kit, but a much more affordable means of doing almost exactly the same thing is known as a GDEMU.

I'm generally hesitant to go for console modifications because I'm not at all confident with my own skills at taking things apart, putting things that weren't originally supposed to be there inside, then putting it all back together again — and the instructions for doing so are usually put together by the sort of person who installs Linux for fun. But the Dreamcast GDEMU operation looks so simple I'm pretty sure even I can do it. You unscrew the case, unscrew the disc drive assembly, take the disc drive out and then plug the GDEMU directly into the same socket the disc drive was in. And that appears to be it — aside from a slightly scary-sounding suggestion that you stick some resistors in one of the bits of the power supply to help prevent overheating since the disc drive is no longer using that part of the power supply.

The way I see it is this: my Dreamcast is already a battered old thing that likes to reboot Sega Rally while I'm in the middle of playing it, and I'm pretty sure that the disc drive is to blame for all the woes I have with it. So if you take that out of the equation and replace it with something solid-state, then it will become much more enjoyable to use, and thus I will probably be more likely to use it on a more regular basis. If it all goes wrong, I'm left with a Dreamcast that didn't work all that well in the first place, so no biggie. And if it does work, I have a revitalised machine that will hopefully be a lot of fun to use.

The reason I'm considering this at all in the first place is because although Dreamcast emulation is in quite a good place, it's nowhere near as "near-perfect" as emulation for the classic cart-based systems and the PlayStation at this point. There are just enough little graphical glitches and considerations with Dreamcast emulation to make me want to take this approach with real hardware; I'm sure that will change with time, but for now, I think it's going to be a more practical, enjoyable option.

The Dreamcast is a delightful system with a small but well-formed library filled with some great arcade-style games. It's probably the last console where classic arcade-style games was a priority of the library — and while that probably contributed to its downfall as more ambitious, more hefty games took hold of the public's imagination on other platforms, it makes the Dreamcast a very appealing prospect today. An ideal system for when you don't want to get involved in anything too deep, but you still want to play a game.

So I'm looking forward to giving all this nonsense a go. It'll be a while before all the parts I need arrive, but I'll give a full report when they do.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 81: Pep Talk https://imnotdoctorwho.moegamer.net/2024/08/27/oneaday-day-81-pep-talk/ https://imnotdoctorwho.moegamer.net/2024/08/27/oneaday-day-81-pep-talk/#respond Tue, 27 Aug 2024 17:04:28 +0000 https://angryjedi.wordpress.com/?p=24560 I am failing hard at my weight loss and fitness goals, so I am going to use today's opportunity to give myself something of a pep talk. Hopefully laying down the things I've been feeling — and how I feel about things not going the right way — on "paper" will help me put them … Continue reading #oneaday Day 81: Pep Talk

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I am failing hard at my weight loss and fitness goals, so I am going to use today's opportunity to give myself something of a pep talk. Hopefully laying down the things I've been feeling — and how I feel about things not going the right way — on "paper" will help me put them into perspective and move forwards.

First of all, I'll say that "failing" is probably the wrong word. I have suffered a temporary setback. It is a temporary setback that has been going on for probably a couple of months at this point, but if we're looking at the big picture, I'm still a stone lighter than when I started all this. That is Progress, and I shouldn't put myself down too hard when I have made Progress.

However, my trouble is that I've become complacent. My brain has figured that it knows what I'm "supposed" to do in order to keep the weight loss going, and it has led me to assume that it knows best and is able to do the "right" things instinctively.

Well, brain, you cannot do these things instinctively. You have been making a right hash of things of late. But it's not too late to sort things out. You need to take a moment to reflect why you're doing this, then recalibrate yourself to follow the Slimming World programme carefully, methodically and fastidiously. No thinking "oh, a quick Meal Deal won't hurt". No thinking "ah, one Greggs won't hurt". No thinking outright potentially harmful thoughts like "maybe I just won't eat for most of tomorrow".

No, brain, instead, you know you have a clear structure within which to work. And that means making an effort to prioritise the foods that Slimming World defines as "free" — for the unfamiliar, this includes not only the usual sort of fruits and vegetables that you'd expect, including potatoes, but also pasta, rice and some grains.

On top of that "free" stuff, you have two "Healthy Extra A" choices, which are carefully measured things in the dairy area, and one "Healthy Extra B" choice, which is fibre-related, and usually takes the form of something like a carefully measured bowl of Shredded Wheat, two slices of wholemeal bread, stuff like that.

And on top of that, you have your "Syns", which covers everything else. And these are the things that are probably the most important to count. Because while you can technically have anything on Slimming World, it's important to ensure you're 100% aware of what you're putting in your mouth and how much of it you're putting in your mouth, too. One or two little treats that are a couple of Syns each are fine; a whole "Sharing" bagful is not.

Since the first time I did Slimming World (and had a lot of success with it first time around), they've started to place a greater focus on "trigger foods", and I think that's something I really need to be mindful of. Trigger foods are the things that "set you off" onto a path that will harm your overall weight loss. In my case, it's things like getting a big bag of some sort of "treat", be it sweet or savoury, and telling myself "I'll just have a bit at a time". I inevitably do not have a bit at a time and end up eating the whole bag. This is, as I'm sure you can appreciate, a Problem.

Thing is, I am aware of the behaviours I'm exhibiting, and how they're symptomatic of someone with an addiction. I have seen them in other people who were addicted to things other than food. Trouble is, an addiction to food, which is clearly what I am having to deal with, is not something which is taken anywhere near as seriously as an addiction to alcohol or drugs, but clearly it can be harmful.

And it's not as if I don't want to fix myself. I'm fed up of not being able to sleep well because my whole body hurts. I'm fed up of not physically being able to do things because I'm too big. I'm fed up of it being difficult to find clothes that fit. And I'm fed up of still living with this fucking hernia that randomly flares up into excruciating pain on an unpredictable basis, and being unable to get treatment for it because I'm too fat.

Annoyingly, I've tried seeking medical help for this, and all I got was a useless "course" where I spoke to someone on Zoom once every two weeks, got no particularly helpful advice that I didn't know already, was repeatedly asked if I wanted bariatric surgery (I emphatically do not, for a variety of reasons) and made hardly any progress. So I guess it's up to me.

So brain, you have two options. Give up, which I know you don't want to do, or start taking this seriously. Start writing down everything you eat, including when you have "too much". Start measuring those Healthy Extras and counting those Syns. And be fastidious about it. Don't be afraid to mess up and acknowledge that you messed up; in writing this post in the first place, I'm admitting to myself that I messed up. And don't be in denial that there is a problem here which needs to be solved.

This evening, it is time to reflect and consider the situation. From first thing tomorrow morning, it's a clean "break" from the past, and a new beginning. Let's get this done.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 80: Gaming specialism vs. generalised mediocrity https://imnotdoctorwho.moegamer.net/2024/08/26/oneaday-day-80-gaming-specialism-vs-generalised-mediocrity/ https://imnotdoctorwho.moegamer.net/2024/08/26/oneaday-day-80-gaming-specialism-vs-generalised-mediocrity/#respond Mon, 26 Aug 2024 17:49:58 +0000 https://angryjedi.wordpress.com/?p=24539 I decided to hop on board with a friend's "high score" (well, "best time", really) challenge over on his Discord today. The game? Sega Rally on the Saturn, a game (and console) I have precisely zero experience with outside of an occasional go on an arcade machine back in the '90s. Unsurprisingly, I am not … Continue reading #oneaday Day 80: Gaming specialism vs. generalised mediocrity

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I decided to hop on board with a friend's "high score" (well, "best time", really) challenge over on his Discord today. The game? Sega Rally on the Saturn, a game (and console) I have precisely zero experience with outside of an occasional go on an arcade machine back in the '90s.

Unsurprisingly, I am not yet at a standard where I can even enter the challenge, given that it requires participants to complete all three stages of the game and post a time on the game's high score table. But I'm not mad about that. In fact, it brought something into focus that I've probably been aware of for a good long while, but which I hadn't really thought about actively before.

A key difference between older, arcade-style games and the stuff we typically get today is that older games demand that you specialise — get really good at one very specific thing — while today's games only demand that you reach a bare minimum acceptable standard in a wide variety of different activities.

Using racing games as an example, when you play Sega Rally, outside of stuff like the Time Attack and two-player modes, you're always doing the same thing. You're always racing the same three courses in the same order using one of the two same cars each time. Minimal variables. Minimal randomisation. Maximum scope for learning how to play the game well, and developing specific strategies that work for you.

Compare with a modern-day racing game. Leaving aside the fact that arcade-style racers barely exist any more outside of the indie space, today's racing games are much more likely to give you hundreds of individual challenges to complete, and never really demand that you get good at one of them to a notable degree. Rather than specialising in one very specific thing, you are developing a standard of generalised mediocrity — enough to get by, but nothing more.

Of course, some players choose to take things a little further and want to top the online leaderboards or beat things on the hardest difficulty, obtain "S-Ranks" or whatever. But I'm willing to bet that a statistically significant portion of players of any given game featuring a wide swathe of content (ugh, I know, but bear with me) will play each thing the precise number of times they need to in order to mark it as "complete", and then never touch it again.

I'm not saying either of these approaches is wrong per se — although I suspect a game as "content-light" as Sega Rally would be a hard sell as a full-price game today — but it is interesting how different those two types of game feel. My brief jaunt with Sega Rally this afternoon was genuinely exciting. I could see myself improving as my lap times got better with each attempt — and the successful completion of the challenge was within sight. Add the competitive element to that (once I've actually cleared the three races, of course) and you have even more exciting thrills.

This isn't to say that games like this don't exist in the modern day, either — although they're less common. The last time I really feel like there was a highly competitive, specialised game that I spent a significant amount of time with was probably Geometry Wars 2 on Xbox 360, and that must be pushing 20 years old at this point. But it was the exact same sort of thing I was feeling today with Sega Rally: a specific, well-defined, non-randomised challenge, and the desire to do well at that one thing.

The other benefit of games like this is that they're much more friendly to shorter sessions. This makes it ideal for those of you who have been browbeaten into believing you "don't have time" to play games any more, or if you only have a half hour before your food arrives, or before you have to catch the bus, or log on to Teams and pretend that you're working or something.

There's something to be said for the "no strings" aspect of these games; the fact that they don't demand your commitment over the long term, and they're not trying to bribe you into making that one game your complete lifestyle with things like Battle Passes, microtransactions, progression systems and other such shenanigans. On top of that, it often just feels like games that have a small number of very specific challenges to complete are probably better designed; if you only have three tracks in your racing game, you better make sure they're damn good ones, whereas if you have 100 tracks, who cares if one or two are a bit of a stinker?

If you haven't played a "specialised" game like Sega Rally for a long time, I highly recommend the experience. Boot it up, spend some time with it, enjoy the experience, then set it aside and do something else. Far from being a "waste of time", as certain quarters of modern gaming might like you to believe, I think you might be surprised what a pleasantly invigorating experience it is… and how likely you might be to come back and try again later.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 79: Some first impressions from Rance Quest Magnum https://imnotdoctorwho.moegamer.net/2024/08/25/oneaday-day-79-some-first-impressions-from-rance-quest-magnum/ https://imnotdoctorwho.moegamer.net/2024/08/25/oneaday-day-79-some-first-impressions-from-rance-quest-magnum/#comments Sun, 25 Aug 2024 12:37:59 +0000 https://angryjedi.wordpress.com/?p=24507 I've decided that to help me out when I want to write a longer, more substantial piece on MoeGamer about a particular game, I'm going to start using my daily posts here — when I don't have anything "better" or more pressing to talk about, that is — to keep notes on my impressions about … Continue reading #oneaday Day 79: Some first impressions from Rance Quest Magnum

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I've decided that to help me out when I want to write a longer, more substantial piece on MoeGamer about a particular game, I'm going to start using my daily posts here — when I don't have anything "better" or more pressing to talk about, that is — to keep notes on my impressions about what I'm playing as I go along.

So, having finished Doom 2016 and not quite feeling in the mood to get back to Trails in the Sky: Second Chapter just yet — and very much feeling like I wanted something with a bit of colour and joy in it, given my general low mood — I decided to fire up Rance Quest Magnum for the first time.

For the unfamiliar, Rance Quest Magnum is the eighth title in the Rance series of 18+ role-playing games from Alicesoft. The Rance series, if you're unfamiliar, is noteworthy for being almost as old as Final Fantasy, and an important part of Japanese gaming history. It was very late to get localised, however, as the fact many of the games feature a hefty amount of sexual assault in them (including incidents perpetrated by the protagonist) presumably meant a lot of companies thought it was too much of a risky prospect.

But MangaGamer, bless them, got over it, and have been steadily releasing Rance games for a while now. They started with Rance 5D and VI — with 5D being a soft reboot of the series, and thus a good starting point — and continuing on with the remakes of the first two games in the series, Rance 01 and Rance 02, the grand strategy game Sengoku Rance, then Rance Quest Magnum and most recently the penultimate installment Rance IX. I've written about a number of these in the past — see MoeGamer for my thoughts on Rance 5D, VI and Sengoku, and Rice Digital for my exploration of Rance 01 and 02.

You can find more (a lot more) about the history of this series at those links, so if you want to know more, go give them a click so I can get on with talking about what I actually want to talk about.

Rance Quest Magnum, like most entries in the Rance series, completely reinvents its core structure and mechanics. While Sengoku Rance was a grand strategy game with some RPG elements, Rance Quest Magnum is kind of-sort of a more conventional RPG. Except it's a kind of-sort of conventional RPG in a different way to Rance VI: Collapse of Zeth, which was a first-person "blobber" dungeon crawler at heart.

Rance Quest Magnum instead adopts a heavily quest-based structure. There's no "world map" to wander around, and quests are self-contained challenges, some of which have unique dungeons, others of which reuse maps used elsewhere. The main "RPG" action of the game primarily unfolds from a top-down perspective, with Rance represented as a polygonal "chibi" form of himself, similar to how stablemate Evenicle does things — and yes, I've covered that also. Although Evenicle had a world map so itself was a completely different sort of game to Rance Quest Magnum.

So each quest in Rance Quest Magnum unfolds across one or more top-down maps. On each map, you explore, find treasures, get into fights and attempt to complete your quest objectives. When you've completed your quest objective, that's it — you leave the map. You can, however, repeat previously completed quests, which allows you to investigate the map more thoroughly, see events with choices unfold in different ways (which in turn can unlock new quests), acquire new treasures and, of course, grind for experience, money and items.

Rance Quest Magnum's core mechanics make use of an interesting skill system. Each character has a certain number of skill slots, and is usually able to increase these by purchasing a particular passive skill on level up. The skill slots can be used for either active skills, which are used in combat, or boost skills, which directly impact stats and overall effectiveness in battle. Characters can also have completely passive skills, which they just need to have learned in order to take advantage of; they don't need to be slotted.

Active skills have a set number of uses per quest, and you can increase this count by spending the skill points acquired on level up. If you do this, it, of course, means that you can't learn a new skill instead — but sometimes it's more helpful to be able to perform a particular action more often than have a greater choice of actions available, particularly given that you can only equip so many of them at once anyway.

Among the passive skills, meanwhile, are skills that appear to have nothing to do with combat; the character Sachiko, for example, who is a student, has a skill that represents her putting some time in to study when Rance isn't dragging her along to dungeons, and Rance himself, of course, has a "Sexual Prowess" skill.

The limited number of times each active skill can be used is sort of a callback to how Rance VI: Collapse of Zeth and Sengoku Rance did things, though a little different to both cases. In Rance VI, each character had a "stamina" rating, which represented how many battles they could participate in before becoming exhausted; aside from that, they could use any of their skills as you saw fit according to the situation. Sengoku Rance, meanwhile, gave each character a certain number of "action flags", representing how many actions they could take in a single battle or dungeon delve. In the latter case, you could swap out characters from your complete squad if someone became exhausted or incapacitated.

You can do this in Rance Quest Magnum, too, though the number of times you can swap party members around is limited by Rance's "Charisma" stat, which starts at zero to represent him bumming around being a violent nuisance at the outset of the game. For context, towards the end of Sengoku Rance, Rance's longtime companion and slave Sill Plain became encased in enchanted ice that doesn't melt naturally, and despite being firmly in denial, the beginning of Rance Quest Magnum indicates that he has not taken this all that well. His level has dropped massively, he's reverted to his very worst extremes of brutish behaviour, and he's generally having a negative impact on the world and people around him.

Rance is a thoroughly interesting character in that although he is indisputably an asshole, he has had a major impact on world events for the better across all his previous adventures. Indeed, if you look into the overall lore of the Rance series, his very existence is considered to be something of an anomaly, with the "gods" behind the running of the world keeping him around because he keeps things interesting. He's not a "hero" by the definition of the "Planner Scenario", which the world of Rance operates under, but he does have the interesting distinction of being born without a level cap, which means it's possible for him to grow to extraordinary levels of power over the course of Rance Quest Magnum.

This is why it's interesting to see him effectively starting again from almost zero in Rance Quest Magnum. His "loss" of Sill has clearly hit him hard, and it takes a fair bit of encouragement from the people around him to get him off his arse and pursuing some sort of cure for her. In the early hours of the game, he's completing quests for pretty much selfish reasons, but I'm willing to bet that over the course of the game as a whole, his attitude will change — particularly if and when he manages to sort out Sill's situation.

I'm really enjoying the game so far. Like most Rance games, it strikes a nice balance between interesting gameplay, well-written dialogue and cheeky, provocative humour. The mechanics and progression systems in particular look set to be very interesting indeed, and I'm looking forward to seeing how the quests progress as you continue through the game.

I'm sure I'll have a lot more to say on the game after a few more hours with it, but suffice to say for now, I think I made the right choice deciding to make a start on it.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 78: The Colour of Flavour https://imnotdoctorwho.moegamer.net/2024/08/24/oneaday-day-78-the-colour-of-flavour/ https://imnotdoctorwho.moegamer.net/2024/08/24/oneaday-day-78-the-colour-of-flavour/#respond Sat, 24 Aug 2024 21:44:00 +0000 https://angryjedi.wordpress.com/?p=24491 I think it's kind of interesting how specific colours have very much come to be associated with specific flavours — and that those colour assignments are almost (albeit not entirely) universal, at least when it comes to packaging. Take a green packet of crisps, for example; you know that depending on if it follows the … Continue reading #oneaday Day 78: The Colour of Flavour

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I think it's kind of interesting how specific colours have very much come to be associated with specific flavours — and that those colour assignments are almost (albeit not entirely) universal, at least when it comes to packaging.

Take a green packet of crisps, for example; you know that depending on if it follows the Walkers or Golden Wonder model, it will be either salt and vinegar or cheese and onion flavour. Red packets will be salted. Crimson will be smoky bacon. Orange will be chicken. Brown will be beef.

But it's not just crisps. You can generally identify tinned fish by its colour: sky blue for tuna, pink for salmon, sardines and mackerel can vary, but often red or dark blue.

And it's not even food for humans that follows these conventions. The packets of cat food we have follow a similarly recognisable system, too: sky blue for tuna, pink for salmon, red for beef (outside of crisps, this is a common assignment), orange for chicken.

These often make a certain degree of sense. Onions are greenish, for example, so it makes sense for them to be assigned the colour green. Bacon is pink and goes a bit darker when you cook it — particularly if it's smoked — so crimson makes sense. Blue makes sense for tuna because it's from the sea and the sea is commonly represented as blue, and salmon is iconically pink, so its packaging is pink. Brown and red both make sense for beef based on its colour after and before cooking, and its status as the most common "red meat".

I suspect we're at a point where we can directly associate tastes with colours in an almost synaesthetic manner, even outside of the examples that have some logic behind them. If someone says a fizzy drink "tastes like red", I bet you know what they mean, don't you? And interestingly, a drink tasting like "red" does not mean it tastes like either salt or beef. This even progresses into areas that make no sense, like "blue raspberry". Raspberries aren't blue. And yet if I say "blue raspberry" to you, I bet you know what it tastes like. (Very little like raspberries, as it happens.)

I've mentioned in my writing and my videos before that I feel like I have a certain degree of synaesthesia. When I'm playing a video game, for example, sometimes on-screen actions will be satisfying in a way that I can only describe as them "tasting" nice or having good "mouthfeel". I wonder how much of that is something that has happened independently of all this, and how much is a result of how much, today, we directly associate colours with flavours.

Apparently from a casual Google, I'm not the first person to feel like this. There's a paper from 2015 published on Biomed Central that is "on the psychological impact of food colour", for example. Their hypothesis was that "colour is the single most important product-intrinsic sensory cue when it comes to setting people's expectations regarding the likely taste and flavour of food and drink."

I've only skimmed the study so won't go into detail, but one interesting thing that was picked out was how these colour-flavour assignments can have different cultural meanings. For example:

A diagram of cross-cultural colour-flavour associations, demonstrating a dark red drink and a sky blue drink.

Beneath the images are Taiwanese and British flags indicating the perceived flavours of those colours in the different territories.

In Taiwan, the red drink is assumed to be cranberry. In the UK, cherry or strawberry.

In Taiwan, the blue drink is assumed to be mint; in the UK, raspberry.

The paper's "conclusion" section seemed remarkably inconclusive, though it did admit that "colour cues influence our food and drink-related behaviour in a number of different ways" and "food colouring undoubtedly plays an important role in driving liking and the consumer acceptability of a variety of food and beverage products".

It also noted that "identifying consistent colour-flavour mappings and training the consumer to internalise other new associations is one of the important challenges facing the food marketer interested in launching new products or brand extensions in a marketplace that is more colourful than ever."

So basically, a lot of it comes down to marketing. I still think it's interesting how obvious "standards" have developed, though — and it's interesting to consider that those standards might not be universal from one country to another.


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#oneaday Day 77: I'm not sure I'm enjoying New Doom https://imnotdoctorwho.moegamer.net/2024/08/23/oneaday-day-77-im-not-sure-im-enjoying-new-doom/ https://imnotdoctorwho.moegamer.net/2024/08/23/oneaday-day-77-im-not-sure-im-enjoying-new-doom/#respond Fri, 23 Aug 2024 19:11:28 +0000 https://angryjedi.wordpress.com/?p=24470 A little while back, I felt the need to start something new and not RPG-shaped, so I thought I'd finally get around to giving the Doom reboot from 2016 a go. After several nights of playing it and being roughly halfway through the single-player game, I'm not 100% sure if I'm enjoying it or not. … Continue reading #oneaday Day 77: I'm not sure I'm enjoying New Doom

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A little while back, I felt the need to start something new and not RPG-shaped, so I thought I'd finally get around to giving the Doom reboot from 2016 a go. After several nights of playing it and being roughly halfway through the single-player game, I'm not 100% sure if I'm enjoying it or not.

This is not a slight against anyone who does think it's good — I know how annoying it is when you love something and someone turns up to shit all over it. But I wanted to pop my thoughts that I've had about the game on paper so I can make better sense of them, and perhaps get a better idea of whether or not I actually like it.

The fact I'm asking this question at all can be looked at in one of two ways. Firstly, if you have to ask if you're enjoying something, you're probably not. Alternatively, secondly, if you're not sure you're enjoying something but you hesitate to say that you dislike it, you probably are enjoying at least something about it. So my opinion is somewhere between those two extremes, I guess.

First, let's ponder the things I do like. I do like the way the weapons behave and the overall "feel" of the game. There's a really nice fluid sense of movement to how you move around, defeat enemies, clamber up onto platforms and perform Glory Kills. The way enemies are highly reactive to how you shoot them and blast into bloody chunks feels entirely appropriate for a modern take on Doom, but also reminds me of older games such as Sega's The House of the Dead. This is a good thing.

It's nice to play a first-person shooter that moves at speed, has levels that aren't linear corridors, and which doesn't kill the pacing of its combat with constant reloading. Doom 2016 has all its weapons act like its classic counterparts, where direct analogues exist — that means no reloading ever, with the exception of the shotguns, but there it's just part of the overall firing animation anyway, so no harm done. The chaingun is particularly great; the original Doom's chaingun always felt rather weedy (at least partly because it just played the pistol sound effect in rapid succession) but Doom 2016's is an absolute beast — as it should be.

Now, onto things that I am less crazy about. Chief among these is the game's overall pacing. Whereas progressing through a classic Doom level feels like it always keeps you on your toes, in Doom 2016 it feels like you're moving from "encounter" to "encounter". It has that thing where you'll be clambering through the environment and come to a wide open area, and immediately your brain will think "I'm about to get swarmed by enemies". It's inevitably right. It's predictable, and it doesn't quite feel right. It makes the levels feel like you're jumping from "exploration mode" to "battle mode", whereas classic Doom felt like it integrated the two aspects much more elegantly.

This isn't necessarily a bad thing in and of itself. The Shadow Warrior reboot from a few years back was also designed like this, and I think it worked rather well there. It just doesn't feel quite right for Doom.

The one thing I don't like at all is how it clearly thinks it's being some sort of witty anti-corporate satire, but it's so absurdly over-the-top about it I just find myself being pulled out of the experience. Any time you hear the UAC pep talks over the computer systems on the Mars base, the things being said are increasingly ridiculous, and it crosses the line between plausible satire and just being stupid for the sake of it. I don't come to a Doom game for the plot in the first place, so this aspect of things feels incredibly ham-fisted and I do not like it at all.

The parts I can't quite make my mind up about are all the bits where it's not being a fast-action first-person shooter. The levels are all huge and quite interesting to explore, particularly with all the hidden collectibles around the place, but it also feels like it brings the "explore, battle, explore" cycle into even sharper focus than it already is — at the end of a level, you'll typically find the exit door sitting there ready and waiting for you, and the rest of the level open for you to explore almost completely unopposed in most cases. Sometimes a few enemies are tucked away off the critical path, but more often than not the secrets are concealed behind traversal puzzles rather than combat encounters. This doesn't feel very Doom.

I do, however, like the fact that every stage has a reasonably obvious terminal where you can download the full map data for the level and thereby see which areas you have already explored and which you haven't. Collectibles are also marked on the map, so there's no farting around pressing the "Use" button (why on Earth is it R3, by the way?) against every wall in the hope something might open up somewhere.

Parts I'm leaning towards disliking are the presence of an upgrade system and "Challenges". There are times when Doom 2016 almost feels like it wishes it was Diablo or something of its ilk, whisking you away to a completely separate environment to complete a self-contained challenge and rewarding you with some sort of "loot" if you are successful. Some of these challenges are incredibly irritating to complete, such as one where you have 1 point of health and have to defeat 8 increasingly tough enemies using just the basic Shotgun weapon. They're optional, yes, but once you're in one if you're anything like me you'll likely feel like you have to complete it before you continue on your way.

The mods for the weapons have some quite interesting effects, but I think I'd rather just have an alt-fire mode for each weapon and not have to faff around with upgrading it. Because upgrading it involves acquiring "upgrade points", which you get through killing enemies in a stage and finding secrets. I guess if one is being charitable, one can look on it as a modernisation of the "Kills / Items / Secrets" breakdown you get at the end of a classic Doom stage, only here it actually has a tangible benefit on your game. But still, unlocking abilities doesn't feel very Doom.

Same for upgrading your health, armour and ammo maximums. The former two almost feel worthless given how quickly monsters batter down your entire health bar (and how quickly you can restore the whole thing with a Glory Kill or two) and the latter just makes the early game frustrating as you're constantly running out of ammo in a game where that shouldn't be an issue.

I understand there is an "Arcade Mode" available in the game and I'm now wondering if I should have just played that from the outset, because it's all the extra bells and whistles that have been added atop an attempt to modernise the classic Doom formula that feel like they're annoying me to varying degrees.

On the whole, I don't hate the game. The bits that annoy me aren't putting me off enough to not want to play it through to completion. But the game as a whole is reminding me what a beautifully polished, finely honed game the original Doom is — and how, without a doubt, I would probably still rather play that than this, particularly now its recent 576th rerelease, this time running on Night Dive's excellent Kex Engine, has a bunch of new levels (again) in it.

I'm going to see Doom 2016 through to completion. But I don't think I'm inclined in any way to want to "100%" it or spend any additional time with it beyond that required to beat the single-player campaign. And I guess that's fine. I only paid about a fiver for it, after all, so I can't really complain all that much.


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#oneaday Day 76: Nopegrade https://imnotdoctorwho.moegamer.net/2024/08/22/oneaday-day-76-nopegrade/ https://imnotdoctorwho.moegamer.net/2024/08/22/oneaday-day-76-nopegrade/#respond Thu, 22 Aug 2024 19:33:02 +0000 https://angryjedi.wordpress.com/?p=24458 I'm due a phone upgrade. This is probably the first time I've come to that point and haven't been tempted to immediately get a new shiny phone. And the reason? So many of the latest models appear to be absolutely rammed to the gills with "AI" features I don't want anything to do with. And … Continue reading #oneaday Day 76: Nopegrade

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I'm due a phone upgrade. This is probably the first time I've come to that point and haven't been tempted to immediately get a new shiny phone. And the reason? So many of the latest models appear to be absolutely rammed to the gills with "AI" features I don't want anything to do with.

And it's a shame, because some of these phones do otherwise look good. The Google Pixel 9 looks like it has an excellent camera, for example, and that's pretty high up my list of priorities these days. The newest Samsung devices also look quite nice, and having had a Samsung device for my last couple of phones, I'd be quite happy to go with them.

If it wasn't for the bloody AI crap, that is. I know I could just "not use it", but that's not really the point. I don't really want to send any sort of message that AI junk is something that I'm interested in in the slightest, and my concern is people happily jumping on with Google Pixel 9 and "just trying out" Gemini will just prolong the amount of time we all have to suffer with AI garbage being jammed into places we don't want it.

I'm sure there are some "valid" uses for AI, but honestly, I don't really see the usefulness right now. Earlier on, I watched a Marques Brownlee review of the Google Pixel 9, and everything that was "AI-powered" seemed very superfluous and unnecessary. An on-phone image generator? Cool, now I can steal artwork wherever I am in the world! An assistant I can talk to about what I should do about a wasp infestation? I'd rather talk to a real person that doesn't hallucinate, thanks. The ability to turn on my lights with my voice? 1) I can already do that with several other devices and 2) I don't want to do that. The ability to insert myself into a photo I wasn't in? Cool, now I can create "memories" of things that didn't actually happen. I'm sure that's healthy.

It's the voice stuff that really gets me. I genuinely do not understand how any of that is desirable. How is getting an Amazon Alexa, Google Gemini or whatever to read out your email headers better than tapping on the email icon and looking at them? How is getting a device to give you a "daily briefing" better than just doing a quick round of your favourite websites to check on the headlines? How is bellowing "SET A TIMER FOR THREE MINUTES… no, THREE minutes. THREE. MINUTES." better than going to the clock app and typing the number "3"?

It isn't. These things are all gimmicks. They're not actually useful. The grand dream is presumably some sort of omniscient, omnipresent Star Trek-style capital-C Computer that we can call upon to dispense its knowledge and information wherever we are at any time of day. But we're not there yet. We're not even close to being there yet, with how unreliable and hallucination-prone modern AI still is. And if reports are to be believed, we've already pretty much hit a cap on how good the current "AI" tech can get, because the various models are already starting to feed on themselves, making hallucinations more likely, not less likely, as they inadvertently guzzle up AI-generated swill rather than material that has had a human involved at any point during its creation.

And it disgusts me to see how many publishing companies are gleefully signing up to feed their writers' work into ChatGPT, almost certainly without consulting the actual writers for their consent beforehand. Today it was Condé Nast. Previously it was Vox Media. And I'm sure there's a lot more all over the place, too.

I cannot wait for this odious trend to be over. And I suspect it will be over within a few years, as the money is almost certainly going to run out. None of these models are sustainable; none of them have a "killer app" that convinces naysayers that actually, AI might be quite good after all; none of them even really have a marketable product beyond "look at this thing that might one day be able to do something vaguely useful (but doesn't just yet)".

The sooner that fucking sparkly magic icon goes away, the better.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 75: Not Well https://imnotdoctorwho.moegamer.net/2024/08/21/oneaday-day-75-not-well/ https://imnotdoctorwho.moegamer.net/2024/08/21/oneaday-day-75-not-well/#respond Wed, 21 Aug 2024 21:53:04 +0000 https://angryjedi.wordpress.com/?p=24448 I've been unwell for the last couple of days. I don't know whether it's a delayed reaction to going to London last week or if it's just a seasonal thing, but I've been feeling pretty rotten. Spent most of this evening asleep, and didn't even end up feeling super rested because I was having sad … Continue reading #oneaday Day 75: Not Well

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I've been unwell for the last couple of days. I don't know whether it's a delayed reaction to going to London last week or if it's just a seasonal thing, but I've been feeling pretty rotten. Spent most of this evening asleep, and didn't even end up feeling super rested because I was having sad and upsetting dreams.

But oh well. These things happen, they are a fact of life. At least with how most of us are still able to work from home, being ill doesn't mean having to take a whole day off work. In fact, when I'm feeling fairly wretched, I'm more than happy to do some work anyway because it's something to do and it helps keep my mind off things. Right now, we're doing some preparatory work for the Evercade cartridges coming in the first half of 2025, and we've already got some excellent stuff lined up. Obviously I can't talk about that in any more detail than that, though!

The situation I described yesterday appears to mostly be settling down, thankfully. A couple of people have left the Discord in question, which is a shame in at least one case, but everyone else (except arguably one person, whom I had to reprimand privately earlier, and who was less than gracious about it) seems to have stopped being quite so childish about the entire situation. I'm still baffled at supposedly grown adults behaving like primary school children, though… although given my local Slimming World group has groups of older ladies who have to be asked to stop talking while the consultant delivers the session, perhaps I shouldn't be so surprised.

I haven't really played any games for the past few days because I just haven't really felt like I've had the mental energy for it. I have watched a lot of episodes of Star Trek: Deep Space Nine, though, and I'm now into the fifth season, which I believe is virgin territory for me. I might have seen the first couple of episodes at some point, but beyond that, I think it's all new to me. I'm particularly interested to see how the whole Dominion War arc proceeds, because I've been specifically avoiding a lot of Star Trek material that is positioned as being after the Dominion War — with one exception being the excellent Star Trek Resurgence, which I highly recommend to those who enjoy both Trek and Telltale Games' past work.

I have been playing the piano, though. In fact, my long sleep tonight meant that today is the first day I haven't played it since it arrived, but I'll get back onto it tomorrow. At the moment I'm still just playing a few bits and pieces to get back into the swing of things, but I think from next week I'm going to try and start doing a bit more structured "practice" again. That feels like a good and healthy habit to get back into, and perhaps alongside that I can revitalise my enthusiasm for the gym while I'm establishing habits.

Good intentions and all that. Anyway, now it's late, so I think it's probably time to go back to bed, maybe watch another Deep Space Nine, and get some more sleep. Hopefully I'll feel better tomorrow.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 74: Flashbacks https://imnotdoctorwho.moegamer.net/2024/08/20/oneaday-day-74-flashbacks/ https://imnotdoctorwho.moegamer.net/2024/08/20/oneaday-day-74-flashbacks/#comments Tue, 20 Aug 2024 22:17:15 +0000 https://angryjedi.wordpress.com/2024/08/20/oneaday-day-74-flashbacks/ Yesterday, we updated the rules on a Discord server I help run. The rules did not change from what they were before; they were simply expanded and clarified in a way that allows any of us on the moderation team to easily step in if things look like getting out of hand. And you know, … Continue reading #oneaday Day 74: Flashbacks

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Yesterday, we updated the rules on a Discord server I help run. The rules did not change from what they were before; they were simply expanded and clarified in a way that allows any of us on the moderation team to easily step in if things look like getting out of hand.

And you know, people absolutely lost their shit over it to a frankly baffling degree. We had people claiming that the server had been "destroyed", that they were no longer able to express themselves fully, that mods were "power hungry"… if you've been on the Internet any length of time all this will be familiar, I'm sure, particularly if you were ever part of forum culture.

I have found the whole experience baffling and extremely frustrating. The new rules amount to "don't be a hateful bigot", "don't be mean to other people" and "please use the channels as they are designed to be used". Bizarrely, it's that last one that got people most upset, because apparently asking people to keep off-topic discussions to the off-topic channel is something approaching a fascist dictatorship.

All this gave me exceedingly unpleasant flashbacks of "behaviour management" when I was working as a teacher. A classroom full of screaming children and a Discord server full of crying adults who are very much old enough to know better are remarkably similar. And it all comes down to people, regardless of age, having a great amount of difficulty with someone who isn't them laying down boundaries.

In both cases, kids and adults, they feel they're not able to behave as they please. In both cases, the rules are in place to help keep things somewhat more orderly: so that lessons can be taught in the classroom, and so that people who came to the Discord server to get specific information can find that information in the latter case.

No-one has quite gone as far as throwing out the "but my free speech!" card as yet but some people came remarkably close earlier. And I suspect we will continue to have some unrest for a few days.

I don't get it. I've always been quite happy to follow the rules when I've been invited into someone's house, be it real or virtual. I'm still mortified about one time, aged 12, when I used the word "bog" to refer to the toilet at a friend's house, only to be admonished that "we don't use that word in this house" (or at least not in front of his mother anyway). If someone asks me to behave myself online, I behave myself. It's really not all that difficult.

I suspect much of it stems from the people in question never having had those boundaries set in the past, and not knowing what to do when they are set — even if they were already following the rules anyway. I suppose it's easy to feel a weird sort of guilt when you're involved in a community and that community feels the need to lay down the law, even if you know you had nothing to do with it.

But honestly, come on now. If you have difficulty with rules that amount to "don't be a dick" and "use this server for its stated purpose", that's an issue with you, not the rules.


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#oneaday Day 73: Stylised TV https://imnotdoctorwho.moegamer.net/2024/08/19/oneaday-day-73-stylised-tv/ https://imnotdoctorwho.moegamer.net/2024/08/19/oneaday-day-73-stylised-tv/#respond Mon, 19 Aug 2024 18:20:27 +0000 https://angryjedi.wordpress.com/?p=24431 One of the things that I'm finding most striking about watching through Star Trek: Deep Space Nine is how the show is, on the whole, willing to experiment with structure, presentation and the entire way an episode's story is told. I don't know if it's just that I haven't watched a really good TV show … Continue reading #oneaday Day 73: Stylised TV

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One of the things that I'm finding most striking about watching through Star Trek: Deep Space Nine is how the show is, on the whole, willing to experiment with structure, presentation and the entire way an episode's story is told. I don't know if it's just that I haven't watched a really good TV show for a long while or if things really were a lot more ambitious in this regard in the '90s; either way, I've found it very striking.

There are several episodes that defy the conventions of what I think of as "regular TV" — or perhaps it's more accurate to say what I perceive as the "norms" of the show. The first of these that springs to mind is the early fourth season episode The Visitor, which is frequently held up as an example of the show at its absolute best. And interestingly, it's an episode of the show where it's at its least "sci-fi", outside of one significant aspect.

Spoilers ahead, though this episode is nearly thirty years old at this point, so I'm going to assume most of you reading this who might be interested in watching it will have probably seen it by this point.

In The Visitor, we are introduced to an old man who lives by himself. It's a dark and stormy night, and a young woman comes knocking at his door, seeking shelter from the rain. The old man introduces himself as Jake Sisko — but at this point, we, the audience, know Jake Sisko as the 18 year old son of the show's lead, Captain Benjamin Sisko.

The old Jake explains to the young woman that at some point after he turned 18, his father died.

Boom. Right in there with the intrigue. Had Star Trek: Deep Space Nine really killed off its lead in the second episode of its fourth season? No, of course it hadn't, and everyone watching knew that was the case. But it was still one hell of a way to get the audience's attention prior to the opening credits rolling.

The Visitor continues with old Jake telling the story of what happened to his father — apparently an accident aboard the USS Defiant pushed Ben out of sync with reality, causing him to "time jump" at various intervals. He'd return to Jake for a while — sometimes a few days, sometimes just a moment — and Jake would be older, but he'd not have aged a day.

Long story short, Jake spends his life trying to figure out what exactly is going on with his father, and how he might be able to save him. Eventually he comes to the conclusion that the only way for him to prevent his father from springing through time, attached to him by an invisible thread, is for him to die. And so, it gradually becomes clear over the course of the episode, that old man Jake Sisko is going to die, and that this is the only way for Ben to return to his own time.

The way this episode is presented is beautiful. It cuts back and forth between Old Jake simply telling the story to his companion, and us actually seeing what was going on at various points in Old Jake's "past" — including some delightful "aged up" takes on Dr Bashir and Jadzia Dax. It's just so unusual and beautifully directed that it remains one of the most memorable episodes of the series to this day; I remembered it fondly from when I first saw it on VHS tape roughly when it was "current", and it hasn't lost any of its impact in the intervening years.

I'm now getting into episodes that are less familiar to me, because I drifted off watching Deep Space Nine partway through the fourth season. Not because I wasn't enjoying it, but because I didn't really have the money or space to keep investing in VHS tapes with just two episodes on each!

Recently, I watched an episode called Rules of Engagement, and this also does some interesting things with its direction. The concept of this episode is that Worf is facing a hearing for supposedly destroying a civilian vessel during a confrontation with the Klingon Empire, who are, throughout the fourth season, being A Bit Of A Dick, to put it mildly.

Similar to The Visitor, a lot of the narration takes place in the "present" through the words of the participants in the hearing, but it also cuts to scenes that are being remembered by the people involved and the witnesses. In these instances, there are situations where the characters are going about their business as they did back in the way, but narrating them as they go — and even speaking directly to the "viewer" at various points. Seeing a character in a TV show directly address you, as if you are a participant in proceedings — in this case, casting you in the role of one of the participants in Worf's hearing — is quite unusual, and it's used to striking effect in this episode.

I'm sure from some perspectives both of these framing devices can be looked upon as a little cheesy. But I was struck by both of them as being thoroughly unusual and interesting. Like I say, it's entirely possible that I just haven't watched any "good TV" for quite some time (I can't remember the last series I watched from start to finish. Possibly Fringe? And that was years ago) and thus haven't seen anyone being particularly ambitious with direction and storytelling. But it doesn't really matter; what matters is that Star Trek: Deep Space Nine still stands out as spectacularly good television, even nearly 30 years later.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 72: A life less ordinary https://imnotdoctorwho.moegamer.net/2024/08/18/oneaday-day-72-a-life-less-ordinary/ https://imnotdoctorwho.moegamer.net/2024/08/18/oneaday-day-72-a-life-less-ordinary/#respond Sun, 18 Aug 2024 21:12:42 +0000 https://angryjedi.wordpress.com/?p=24419 I can't shake the feeling that life just used to be… more interesting. When I look back on the last time I did this #oneaday thing and consider all the things that happened back then, and I look at today, I can't help but feel that while there were things that happened back then I'd … Continue reading #oneaday Day 72: A life less ordinary

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I can't shake the feeling that life just used to be… more interesting. When I look back on the last time I did this #oneaday thing and consider all the things that happened back then, and I look at today, I can't help but feel that while there were things that happened back then I'd rather not go through again, things were certainly more interesting and exciting.

Part of this is self-inflicted, of course. I'm not the same person I was ten years ago for a variety of reasons: physically, mentally and emotionally. I'm older, so of course the day-to-day nature of one's life changes as you age. But in the middle of all that there was COVID, and that, for me, is where a lot of the dissatisfaction I'm feeling right now started from.

Sure, it was easy to joke about the COVID lockdowns as being government-sanctioned "not having to go out and interact with three-dimensional people". And that was fun for a bit. Plus I certainly don't want to go back to a full-time office job, because working from home is just way more convenient. Any bosses who are attempting to get their workforce back into the office full time are just trying to exert control over them: simple as that. And, frankly, fuck that.

But the COVID lockdowns also brought with them the inability to see friends and family, and that lack of socialisation has persisted long after the lockdowns ended. My "IRL" friends were already reaching a point where they rarely wanted to do anything together due to them starting families and whatnot, but things haven't picked up at all ever since their children grew up a bit and the restrictions on us doing things together lifted. Even trying to get any of them to play something online occasionally is like pulling teeth from a particularly bloodless stone.

And daily life feels increasingly dominated by "online" and social media. I've doubtless spoken before about how odious I find TikTok and short-video culture, but every time I inadvertently come into contact with a vertical video of someone yelling at their phone camera, I'm reminded that the world moved on and kind of left me behind a bit.

To be perfectly honest, I'm pretty sure the world left me behind 20+ years ago. I'm pretty sure I was at my happiest and most content between 1997 and 2002 — the years from sixth form to the end of university. I had friends, I had hobbies, I had things I could go out and do, and I never felt the same sense of indefinable "pressure" on my mental health that I do today. Sure, there were things I wish I had done differently and regrets I have, but I was happy and satisfied with my lot in life.

Today? I feel like I'm being ungrateful when I say that I'm dissatisfied with existence, because I have a lot that I should be thankful for — a wonderful wife, two gorgeous cats, a nice house, a video game collection that would blow the mind of my teenage self — but life in general just feels so empty. And I don't really know what to do about it other than wallow in nostalgia and think about how nice things used to be.

Oh well. I don't have any solutions for that right now, so I think I'm just going to go upstairs and watch another episode of Star Trek: Deep Space Nine.


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#oneaday Day 71: New Piano Ownership https://imnotdoctorwho.moegamer.net/2024/08/17/oneaday-day-71-new-piano-ownership/ https://imnotdoctorwho.moegamer.net/2024/08/17/oneaday-day-71-new-piano-ownership/#respond Sat, 17 Aug 2024 21:48:28 +0000 https://angryjedi.wordpress.com/?p=24406 The new piano arrived yesterday, but as it was a working day and it arrived quite late in the day, I didn't have a lot of time to play around with it. Today, though? Today is the weekend. So I spent some time playing it earlier. It is very shiny. And yes, you can see … Continue reading #oneaday Day 71: New Piano Ownership

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The new piano arrived yesterday, but as it was a working day and it arrived quite late in the day, I didn't have a lot of time to play around with it. Today, though? Today is the weekend. So I spent some time playing it earlier.

It is very shiny. And yes, you can see Oliver in the upper-left corner. He is sitting on his tree. He is less shiny, but he wanted to see what was going on.

In fact, I did something I haven't done for at least 20 years, which is practice all the scales. All the normal ones, anyway; I didn't go on and do the scales in thirds and sixths like you have to do at Grade 8, I didn't do any chromatics and I didn't do any arpeggios. Those can wait until I'm a bit more back into the swing of things.

The new piano was definitely a good choice. I feel like I have a whole lot more control over tone and dynamics than I had with the clapped-out old thing we had before. It's clear that the old one we had was a nice piano back in its day — Bechstein is a good make, I believe — but the fact it was nearly a hundred years old (possibly more) meant that it was definitely showing its age more than a little bit.

I'm definitely happy with it. It inspired me to pick up some classical pieces that I haven't touched for a long time and give them a shot earlier, plus the stuff I really like playing these days, which is piano arrangements from the Final Fantasy and Nier series of video games, all sound great on it.

I don't think anything is quite up to snuff for me to want to share at this point, but once I've done a bit of that mysterious thing known as "practicing" and knocked something into shape a bit more, perhaps I'll share a piece or two via my YouTube channel or something.

It's nice to share music, so long as it's on your own terms and you're not being strongarmed into it or forced to do it against your will or anything. Thankfully, I never felt like I was being "forced" into learning the piano when I was a kid; I discovered early on that it was something I was quite good at, and that I could impress people who otherwise wouldn't give me the time of day with my piano skills.

I'll be perfectly honest: being at university and studying music alongside people who were at my standard or even better knocked my confidence a bit. I'd probably got a bit complacent and comfortable in my abilities and my relatively "superior" position to my peers at school — I never lorded it over anyone, I hasten to add, but I did always enjoy the looks of admiration and appreciation I got from people who didn't expect a teenager to be able to play the things I was playing at the time.

I think it's been enough years away from all that, though, that I can start rebuilding my enjoyment of the instrument, and getting a nice-quality instrument to play is an important step in that process. Now I just have to develop the self-discipline to practice on a regular basis, and during those practice sessions to push myself a little bit rather than just falling back on the pieces I know I can play well without too much difficulty.

One step at a time. And today was definitely a good first step.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 70: Attention Deficit Gaming https://imnotdoctorwho.moegamer.net/2024/08/16/oneaday-day-70-attention-deficit-gaming/ https://imnotdoctorwho.moegamer.net/2024/08/16/oneaday-day-70-attention-deficit-gaming/#respond Fri, 16 Aug 2024 19:48:37 +0000 https://angryjedi.wordpress.com/?p=24395 There's a guy (I assume it's a guy) in a Discord I'm in who is the most attention-deficit gamer I think I've ever seen, and I cannot imagine living life like he does. His entire contribution to the Discord in question is announcing what he has bought from a digital storefront today (and he buys … Continue reading #oneaday Day 70: Attention Deficit Gaming

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There's a guy (I assume it's a guy) in a Discord I'm in who is the most attention-deficit gamer I think I've ever seen, and I cannot imagine living life like he does. His entire contribution to the Discord in question is announcing what he has bought from a digital storefront today (and he buys a lot seemingly every week) and what he is reinstalling for presumably not the first time.

I get actual anxiety if I have more than one or two games on the go at once. I start feeling like I "should" finish one of the things I'm playing before I start something else. This is an entirely self-inflicted scenario that has come about at least in part from the habits I picked up while working in games journalism and running my own website, but I'm not particularly mad about it; the way I feel about things means that I'm much more likely to play things through to completion and get what I believe to be a full appreciation of them.

If there's one thing that doing my "Cover Game" thing on MoeGamer for several years taught me, it's that a significant proportion of games out there have considerable hidden depths that only truly reveal themselves to analysis when you've spent a protracted amount of time with the game. I like being able to talk about things in that much depth — even if, as I've bemoaned frequently over the last few years, it's fucking impossible to get anyone to give a shit these days — and thus I don't have any particular desire to change.

Being in those habits, though, just makes me confused as to what this person is getting out of their gaming time. By jumping back and forth between big games like Fate/stay night, Utawarerumono and numerous others, he's surely dooming himself to never making any substantial progress in any of them. And when you're talking story-centric games or visual novels like that, that seems like a… sub-optimal means of enjoying them.

Perhaps I'm the weird one. I know plenty of people who flit from Game Pass game to Game Pass game and think nothing of it. I just think it's a bit sad that the norm these days seems to be to get a surface-level look at something and then move on to the next new shiny thing. One could say that some games could stand to be a bit shorter — and that's certainly true — but that doesn't mean the long ones have no value or aren't worth sticking with over the long term. It just seems less and less likely that people will actually stick with those longer titles.

I hope that doesn't mean that we end up with a gaming sector that eschews long-form experiences altogether. I don't think that will happen — not least because the triple-A studios seem obsessed with "player retention" over the long term, even in single-player titles — but I would say, if you recognise yourself in what I'm describing here: take the time to focus on and complete one game. You might just be surprised what a rewarding experience it is.


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#oneaday Day 69: A Grand Day Out https://imnotdoctorwho.moegamer.net/2024/08/15/oneaday-day-69-a-grand-day-out/ https://imnotdoctorwho.moegamer.net/2024/08/15/oneaday-day-69-a-grand-day-out/#respond Thu, 15 Aug 2024 23:10:41 +0000 https://angryjedi.wordpress.com/2024/08/15/omeaday-day-69-a-gramd-day-out/ We had a work day out today. Despite us not being based in London and none of us living in London, we went to London. I haven't been to London for a very long time. For context, the last time I went to London they had not introduced the ability to "touch in" and "touch … Continue reading #oneaday Day 69: A Grand Day Out

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We had a work day out today. Despite us not being based in London and none of us living in London, we went to London.

I haven't been to London for a very long time. For context, the last time I went to London they had not introduced the ability to "touch in" and "touch out" on the Underground with a credit or debit card.

My work colleagues went to The Crystal Maze Live Experience first of all, but I passed on that as I suspected I probably wasn't physically fit enough to take part. A shame, because it sounds like it was fun, but I don't mind too much. I'm knackered enough as it is!

Instead, I joined everyone for lunch at Covent Garden. We went to an "Asian fusion" place with touchscreen tables that didn't work very well, and had a selection of Japanese-style tapas. Pretty tasty, though I have been left with foul smelling burps.

I suspect that may have been more to do with the cocktails we had at our next destination, an arcade bar just off Oxford street. This was a dingy basement with lots of blacklight and some great arcade machines, though a few clearly needed a bit of TLC on the displays.

There was a great mix of classic stuff, including oldies like Galaga, Pac-Man and Donkey Kong, along with later large scale stuff like OutRun 2 and all three Time Crises. It wasn't free play, sadly, you had to buy tokens (£9.50 for 15, and a lot of games took 2 tokens) but the CEO was kind enough to provide us a generous allowance. There were also plenty of consoles equipped with Everdrives and equivalents, and those were free for anyone to play.

It was an enjoyable hangout. A little loud for decent conversation — from the music rather than the machines — but there was a nice vibe, and it seemed to pick up and become quite lively as afternoon turned to evening. The gaming-themed cocktails were great, too, even if they were all at least £11 a pop.

I am, however, as previously noted, absolutely pooped, so now it is time to sleep. I suspect I will sleep well tonight!


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 68: YouTube thoughts https://imnotdoctorwho.moegamer.net/2024/08/14/oneaday-day-68-youtube-thoughts/ https://imnotdoctorwho.moegamer.net/2024/08/14/oneaday-day-68-youtube-thoughts/#respond Wed, 14 Aug 2024 13:46:54 +0000 https://angryjedi.wordpress.com/?p=24385 I've been pondering my YouTube channel ever since I wrote this post. Indeed, I'm still firmly of the opinion that Not Everything Has To Be Content, but I also think I work best when I have some sort of "structure" to proceedings, to know what I'm doing when. So I've come up with something for … Continue reading #oneaday Day 68: YouTube thoughts

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I've been pondering my YouTube channel ever since I wrote this post. Indeed, I'm still firmly of the opinion that Not Everything Has To Be Content, but I also think I work best when I have some sort of "structure" to proceedings, to know what I'm doing when. So I've come up with something for myself.

This is not intended to be a completely rigid structure of [x] videos per week or anything like that, but more some guidelines for me to work within that allow me to cover my diverse interests, celebrate a variety of games and still focus on the things that I'm most passionate about.

So here's what I'm going to do. I'm going to work on a four-week cycle, which will go as follows:

Week 1: Atari 8-bit. One or two videos on Atari 8-bit games. Now I've covered all the built-in games of The400 Mini, this will be pretty much anything.

Week 2: Atari ST. I love the ST, and there are sections of my audience who love it too, so I want to make sure I make some time for it. Like the Atari 8-bit week, this will be one or two videos on Atari ST games.

Week 3: Public Domain and Magazines. This is relatively "open" to interpretation each time it rolls around, but in this week I'd like to either take some time to read through a magazine on camera, or to cover some of the Page 6 Public Domain Library disks for Atari 8-bit and ST, as I enjoyed the few videos I made on those a while back.

Week 4: Wild Card. This can be absolutely anything I feel like doing. If I feel like playing some DOS games, I'll do that. If I feel like playing some SNES games, I'll do that. If I feel like playing some Amiga games, I'll do that.

I feel good about this; it lets me cover the things that I definitely want to keep covering on the channel, as well as the flexibility to do other stuff. And at any point, I won't feel guilt if I want to take a week off due to fatigue or the weather or anything like that… I'll just pick up where I left off!

So that's that. I'm going to start implementing this from this coming weekend and we'll keep moving from there. I hope you enjoy!


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 67: The pleasure of organisation https://imnotdoctorwho.moegamer.net/2024/08/13/oneaday-day-67-the-pleasure-of-organisation/ https://imnotdoctorwho.moegamer.net/2024/08/13/oneaday-day-67-the-pleasure-of-organisation/#respond Tue, 13 Aug 2024 23:34:58 +0000 https://angryjedi.wordpress.com/?p=24375 Ahead of the new piano arriving on Friday, we bought a new filing cabinet. The idea was to replace the clapped-out old bookshelf we have in the back room that currently holds my music books, and to just generally tidy up that back room a bit now that there's going to be a nice shiny … Continue reading #oneaday Day 67: The pleasure of organisation

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Ahead of the new piano arriving on Friday, we bought a new filing cabinet. The idea was to replace the clapped-out old bookshelf we have in the back room that currently holds my music books, and to just generally tidy up that back room a bit now that there's going to be a nice shiny piano in there.

I derive quite a bit of pleasure from organisation. I often have a bit (all right, a lot) of trouble actually getting started, but once I do, I find it immensely satisfying to put everything into place, sort things into alphabetical order and know that everything has a "right place" to put things into. By the same token, our larder cupboard in our kitchen drives me nuts because it's a chaotic bomb site of a cupboard, where you take your life into your own hands any time you attempt to extract something from it without causing an avalanche of baking materials, cereal and cat food.

I know exactly why I derive such pleasure from organisation, of course; it is doubtless to do with the autism, what with one of the key characteristics of those of us On The Spectrum being an appreciation for orderliness, routines, patterns and suchlike. Even better if said orderliness is all your own work rather than a structure built by someone else that you're having to adapt to.

Going through the music books was nice for another reason: it made me realise that I have a lot of them, and there's a fair old chunk of music in them that I've just never played. For the most part, the music books I own fall into two categories: those which I acquired while I was actively having piano tuition, which are mostly "classical" books from historical art music composers; and those which I have acquired in more recent years, which tend to be piano arrangements of soundtracks from video games and anime that I particularly appreciate. I've been playing a lot more of the latter in more recent years, but with the new piano it might be time to revisit (or explore further) into the other stuff.

The reason why I own so much stuff and haven't played a lot of it is simple: when learning stuff while having piano tuition, my teachers would often suggest a piece of music to learn, which was only available as part of a larger book, usually of a single composer's work. So for example when I learned how to play Liszt's Consolation No. 3, I also acquired a book of other short piano pieces by Liszt (including, among other things, the other Consolations). When I learned a Mozart sonata, I then had access to all the Mozart sonatas because while you can buy some of these pieces as individual sheet music, it's generally more worthwhile in the long term to buy "The Complete Mozart Sonatas" or equivalent.

So I've got a lot of stuff to explore once the new piano gets here. I'm going to have to get back into the habit of playing more frequently, but I suspect with a decent-quality instrument readily available, that won't be too much of an ordeal. Getting myself back up to the standard I was once at might take a bit more work, but I'm sure it'll be worth it as another means of expressing and enjoying myself if nothing else.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 66: That One https://imnotdoctorwho.moegamer.net/2024/08/13/oneaday-day-66-that-one/ https://imnotdoctorwho.moegamer.net/2024/08/13/oneaday-day-66-that-one/#respond Tue, 13 Aug 2024 09:08:38 +0000 https://angryjedi.wordpress.com/?p=24363 I have an irrational hatred of any product that describes variants of itself as "The [x] One". Shreddies: The Frosted One. McDonalds Wraps: The Chilli Chicken One. Petrol: The Unleaded One. I've been trying to pin down precisely why this annoys me, because it only reflects the way people talk about products with variants. When … Continue reading #oneaday Day 66: That One

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I have an irrational hatred of any product that describes variants of itself as "The [x] One". Shreddies: The Frosted One. McDonalds Wraps: The Chilli Chicken One. Petrol: The Unleaded One.

I've been trying to pin down precisely why this annoys me, because it only reflects the way people talk about products with variants. When discussing what to buy from the supermarket, you don't say "Let's buy some McVities Digestive Biscuits, Caramel Flavour", you say "I really like the caramel ones, let's get some more of those". When ordering at McDonalds, you don't say "I would like a McWrap with Crispy Chicken and Sweet Chilli Sauce", you say "I want the sweet chilli one".

But I think that's sort of part of the problem; I've always felt like there should be a disparity in the way people talk about a product and the way the product presents itself. It's not customers' jobs to do the marketing for the products, yet as soon as you make the name of the product the same as how people refer to it in casual conversation, you are intruding on that division. You are refusing to allow the customer to refer to the product the way they prefer to, instead taking the opportunity to throw in some "chummy copy", as the folks on the excellent CheapShow podcast call it.

Chummy copy is the scourge of modern products. It's why we get boxes of Coca-Cola telling you to "remember to flatten me before recycling me!" and boxes of cereal that say inane platitudes like "BREAKFAST is the MOST IMPORTANT MEAL of the DAY", with every word in a different font. I don't want a product to be my friend, I want it to perform the function I purchased it for. Which, in the case of most things that feature chummy copy, is to shut up and let me eat or drink it.

I'm not sure exactly where both of these things started. "The [x] One" can probably be at least indirectly attributed to the popularity of the sitcom Friends, whose episode titles were all The One With [An Individual Element of the Episode as a Whole] — and before you point out that Friends was a late '90s/early '00s phenomenon that couldn't possibly be relevant 25+ years later, I would just point out that Krispy Kreme have just brought out a range of Friends-themed doughnuts, and "How You Doin'?" is still very much part of the popular vernacular — even if, I suspect, many people using it don't know its origin.

For some reason it didn't bother me in Friends, at least partly because Friends was the kind of show where the episode title didn't matter. It was never displayed on screen at any point during the episode, for one thing, and it was an interesting novelty at the time, particularly compared to the dramatic episode titles shows like Star Trek were using in the same period.

Now, though? Chummy copy feels kind of weirdly insidious. Contrary to what I presume is its intention, which is to make products feel more approachable and trustworthy, I am disinclined to trust a product that makes such a big deal out of how amazing it is, or which tries to ingratiate itself with me by going "haha, look, we gave our product a SUPER CASUAL name like what you call it!"

Anyway, yeah. Time to open Microsoft Teams: The Work One and crack on with actually getting something useful done.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 65: Retro Games Aren't Bad https://imnotdoctorwho.moegamer.net/2024/08/11/oneaday-day-65-retro-games-arent-bad/ https://imnotdoctorwho.moegamer.net/2024/08/11/oneaday-day-65-retro-games-arent-bad/#respond Sun, 11 Aug 2024 10:47:41 +0000 https://angryjedi.wordpress.com/?p=24343 It seems we've reached the point in gaming history where everything over a certain age is automatically "bad". I'll be honest, as an enthusiast of gaming from the 8, 16 and 32-bit eras, this is a massive bummer to see, because it makes it a huge uphill struggle to convince people that it's worth exploring … Continue reading #oneaday Day 65: Retro Games Aren't Bad

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It seems we've reached the point in gaming history where everything over a certain age is automatically "bad". I'll be honest, as an enthusiast of gaming from the 8, 16 and 32-bit eras, this is a massive bummer to see, because it makes it a huge uphill struggle to convince people that it's worth exploring gaming history.

I'm sure this is a temporary thing, and that the people who would get something from acknowledging and exploring gaming history will always find their way into the classics of yesteryear, but it's still frustrating and annoying. Particularly when people start spouting their opinions as fact.

Nowhere is this more apparent than in the realm of home computer games rather than console games. Home computer games were of massive importance to the games industry in Europe, but to see folks so casually write so many of them off because they are perceived as "worse" than console titles from the same period is a huge fucking bummer. Plus we get the old "inverse hype" problem: games that were popular back in the day are now lambasted as "actually not being that good after all", rather than any consideration being given to why they might have been popular and so well-received back in the day.

A good example is pretty much anything by The Bitmap Brothers. On their original release, to home computer fans, a Bitmap release was an event. These were games that were slickly produced, good-looking and, particularly unusually for the period, sounded great, too, thanks to their use of sampled intro music.

Yes, there were cases where the hype definitely got the better of everyone, with Xenon 2: Megablast probably being the best example of this, but there are other cases where hate is thrown for reasons I genuinely don't understand. Probably the best example of this is Gods, a well-presented platformer with some interesting levels, plenty of secrets and a lot of replayability.

Speak to someone today about Gods and chances are they'll brand it as "bad". Having been playing Gods quite a bit recently due to the impending release of The Bitmap Brothers Collection 2 for Evercade, though, it absolutely is not "bad" at all. To say so is ridiculous. Are there elements of it that might be an acquired taste, or for which game design has moved on? Absolutely. It has stiff controls, an inexplicable inability to jump straight upwards and some of the most obtuse secrets in all of gaming. Like most European-developed platformers, it has no concept of invincibility frames other than immediately after respawing. And it doesn't scroll or move as smoothly as games developed for console.

But none of those things make Gods a "bad" game. They might make it a game you need to put a bit of time in before you understand it, sure, but again, that's not "bad".

There are plenty of other examples of this, too. The James Pond series springs to mind. This is a series that certainly does have a stinker in its midst in the form of The Aquatic Games, but the most commonly cited game from the range that people think is "bad" is James Pond 2: Robocod, which is probably the best of the bunch. And it's a game that is still pretty good to this day.

Again, though, context is everything. You have to understand that in Europe, console ownership was by no means the "norm" — and those folks who did have consoles maybe only had three or four games. For those who didn't have a console at all, Robocod was a revelation. Here was a scrolling platform game that, to ST and Amiga owners, offered many of the same appeal elements as titles like Super Mario Bros. and Sonic the Hedgehog. Is it as good as either of those games? No. But that absolutely doesn't make it "bad", either. It makes it especially noteworthy that it was among the best platformers we had on 16-bit home computer platforms at the time.

I guess a lot of this is a side-effect of the way that online discussion seems to have precisely zero nuance to it these days, whether you're talking politics or video games. Everything is an us-vs-them situation, and there are accepted "correct" and "wrong" opinions. And the lack of nuance means that it's near-impossible to have a viewpoint that takes a little from column A, a little from column B, because both columns want to hand you a flag and make you stand in line glaring at the other group.

I won't get into political examples, because that's a sure-fire route to starting some arguments — though I will say that Disco Elysium, which I played recently, handles the "shades of grey" quite nicely — but in the case of video games, there's very much a divide between those who think console games are the only retro worth preserving, and those who acknowledge that home computer gaming is a thing that actually existed, and in many cases prefer it to what consoles offered.

I occupy a space between those two viewpoints. A lot of my online work focuses on home computer games precisely because there's not nearly enough discussion about them compared to console games, but that doesn't mean I reject console games altogether. On the contrary, in more recent years in particular I've had a lot of fun exploring parts of the NES, Master System, Mega Drive and SNES libraries that I never had access to back in the day. And those systems are technically superior to the general-purpose home computers of the time.

But that doesn't mean home computer stuff should be rejected either. There's value there. There's cultural history there. Sure, they might not scroll as smoothly, sound as nice or play as well as some console games, but they're not "bad". They are part of gaming history, too. And it's starting to genuinely annoy me when people just reject things they've arbitrarily decided are "bad" for one reason or another.

So if that's you, knock it off. And if it's not you? Well, I've got a bunch of videos you might be interested in


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 64: Alexa, Enshittify Yourself https://imnotdoctorwho.moegamer.net/2024/08/11/oneaday-day-64-alexa-enshittify-yourself/ https://imnotdoctorwho.moegamer.net/2024/08/11/oneaday-day-64-alexa-enshittify-yourself/#respond Sun, 11 Aug 2024 00:03:09 +0000 https://angryjedi.wordpress.com/2024/08/11/omeaday-day-64-alexa-enshittify-yourself/ I got an Echo Show at some point. I think it was a birthday or Christmas present. I don't really know what it's for. I don't like voice-activated tech and I legitimately don't understand how a device that says things out loud is better than one with a screen and keyboard for anyone except blind … Continue reading #oneaday Day 64: Alexa, Enshittify Yourself

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I got an Echo Show at some point. I think it was a birthday or Christmas present. I don't really know what it's for. I don't like voice-activated tech and I legitimately don't understand how a device that says things out loud is better than one with a screen and keyboard for anyone except blind people.

I do know, however, that said Echo Show has been gradually and subtly making itself worse ever since I first turned it on, and it's been sitting on my bedside table ever since, the world's most technologically advanced bedside clock.

Since I actually quite like it as a bedside clock — it has an excellent light-responsive display so it doesn't overwhelm you with glare in the dark — I turned most of its "helpful" features off. These features mostly came in the form of "Suggestions", and I'm pretty sure I've previously covered why I detest "Suggestions" from tech.

However, one thing I've noticed is that not only does the device sneak in new Suggestions that have to be turned off separately on a fairly regular basis, it also turns things back on that I've previously turned off. This is annoying.

However, this evening its enshittification reached a whole new level: it started serving me ads. Yes, the clock display was interrupted by a "Sponsored" display inviting me to find out more about the Nissan Qashqai. I do not need a new car. I have given no indication that I need a new car. I have not spoken about getting a new car in earshot of Alexa. And I certainly didn't turn on "Show Me Ads" anywhere in the device's settings.

Hopefully you can turn them off, but I suspect you can't. If it's magically turned into a bedside ad-serving machine with no opt-out possible, I think it may finally get retired. And I'll just buy a nice digital clock with a radio and an LED display, like I had 20 years ago.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 63: Late-Night Disco https://imnotdoctorwho.moegamer.net/2024/08/09/oneaday-day-63-late-night-disco/ https://imnotdoctorwho.moegamer.net/2024/08/09/oneaday-day-63-late-night-disco/#respond Fri, 09 Aug 2024 23:15:13 +0000 https://angryjedi.wordpress.com/?p=24334 Finished Disco Elysium this evening. I think I will save more in-depth thoughts for a proper write-up on MoeGamer, but I came away very satisfied with the whole thing, and impressed that the game as a whole managed to successfully carry a highly replayable 30+ hour RPG without a single combat sequence. If you've been … Continue reading #oneaday Day 63: Late-Night Disco

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Finished Disco Elysium this evening. I think I will save more in-depth thoughts for a proper write-up on MoeGamer, but I came away very satisfied with the whole thing, and impressed that the game as a whole managed to successfully carry a highly replayable 30+ hour RPG without a single combat sequence. If you've been hanging fire on giving this one a go, don't; it's absolutely great, particularly if you enjoyed Planescape: Torment's approach to the CRPG: dialogue-heavy, emphasis on the story and on having the flexibility to really "play" your character in a number of different ways, despite following a canonical storyline that focuses on them.

Anyway, that has… been the majority of my day, to be perfectly honest. It's the last full day of my week off work, so I thought I'd take a day to just do "nothing" in particular, just enjoy something. So I did. And I'm glad I did; it's always satisfying to reach the conclusion of an enjoyable game, and especially if you can do so while not under any real sort of time pressure to do anything else.

Tomorrow I might go into town for a bit to have some lunch with Andie and a couple of her friends, then I think I might record a few more videos. I had sort-of planned to make a bunch of videos during this week off, but that didn't happen for one reason or another. I'm not annoyed about that, mind; part of the reason for having this week off in the first place was just to decompress and unwind somewhat from the daily grind and stress of work, so loading myself up with self-imposed "work" to do may not have been the best thing to do.

But anyway. Now Disco Elysium is safely ticked off the list, I can think about other things. I got a few retro treats through the post today — Jungle Strike and Urban Strike for SNES (I already have Desert Strike), Golfamania for Master System and Rad Racer for NES. I'm excited to give all of these a go for various reasons. But that can probably wait until tomorrow. For now, I need a poo, then to go to sleep. So that's what I'm going to do. In that order.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 62: Enormous Instrument https://imnotdoctorwho.moegamer.net/2024/08/08/oneaday-day-62-enormous-instrument/ https://imnotdoctorwho.moegamer.net/2024/08/08/oneaday-day-62-enormous-instrument/#respond Thu, 08 Aug 2024 09:47:44 +0000 https://angryjedi.wordpress.com/?p=24319 I bought a piano today. Those who have been following this blog for a while will know that this is the second time I have done this, with the last being about nine years ago. Back then, I noted that the piano we bought was relatively cheap (about £250) and the seller noted that, since … Continue reading #oneaday Day 62: Enormous Instrument

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I bought a piano today. Those who have been following this blog for a while will know that this is the second time I have done this, with the last being about nine years ago. Back then, I noted that the piano we bought was relatively cheap (about £250) and the seller noted that, since it was quite old, it wouldn't necessarily last very long — but it would be fine for a few years.

Well, turns out he was correct; the piano was consistently going out of tune around the E-flat below middle C — interestingly, the exact same note my childhood piano consistently went out of tune on — and after a visit from a local tuner, it became clear that getting it fixed up was going to cost more than we paid for it in the first place.

I have been somewhat lax on my piano-playing for a while, and this is at least partly because when you have an instrument that isn't quite right like this, it doesn't incentivise you to want to play because you know you have to deal with the boingy out-of-tune notes. It's weirdly "embarrassing", even though it's not the player's fault.

But I had been feeling like I want to play some more again, and if I wanted to do that something had to be done about the poor old piano. The repair option didn't seem worthwhile, so I started looking into replacements and/or a means of getting the old one responsibly removed — a piano isn't the sort of thing you can just take to the tip (and not just because of its size) and the council won't take it away as "bulky waste", so you generally have to hire a specialist to get rid of it.

Thankfully, I found a good piano place about 40 miles from us in the form of Chamberlain Pianos. This is a company over in Haslemere, Surrey, not far from where I used to work as a teacher, and it seemed they offered part-exchange deals. So I enquired as to whether the old piano — which dates back to the 1920s — would be worth anything in part-exchange, and expressed an interest in a couple of the pianos they had on offer.

As it turns out, our old piano was not worth anything in part-exchange — which I was not surprised about, as it's very old — but the company would be able to take it away when delivering a new one. So I made an appointment to go pay them a visit. And today was that appointment.

I was initially interested in an "Essex"-brand piano that had Steinway connections — I technically "have" a Steinway grand piano, but we don't really have anywhere to put it right now, and I'm sure my parents are loathe to part with it anyway, which is perfectly fine as it has been a feature of their living room for a long time at this point. I gave it a go and it was… not bad, but not as mindblowing as I thought it might be.

Thankfully, the chap showing me around Chamberlain Pianos, sales director Dominic Barnett, knew his stuff about pianos and was keen to show me some other pianos around a similar price point that I might be interested in. These included a couple of Kemble-brand pianos that were about 10-15 years old (which are basically Yamahas without the badge and consequently half the price) and a brand new Kawai. I tried them all, and there was definitely a difference between them; I would have probably been happy with any of them, but the one I eventually plumped for was the Kemble "Conservatoire" model — so called because of its use in music schools, apparently — that had a winning combination of a nice action and a lovely tone.

So that should be with us next Friday, which is exciting! It's shiny and black. I've always kind of wanted a shiny black piano ever since I played my secondary school's shiny black Yamaha piano in Music Room 1. So I'm looking forward to putting that through its paces and hopefully making a bit more of a habit of playing and practicing again. I'm long overdue for doing that.

I am exceedingly grateful to my ever-generous parents for providing a contribution towards this new piano; it allowed us to plop down a deposit on a piano that is a bit nicer than we might otherwise have been able to afford by ourselves. So I guess I better make good use of it, huh?


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 61: All Mouth and No Trousers https://imnotdoctorwho.moegamer.net/2024/08/07/oneaday-day-61-all-mouth-and-no-trousers/ https://imnotdoctorwho.moegamer.net/2024/08/07/oneaday-day-61-all-mouth-and-no-trousers/#respond Wed, 07 Aug 2024 20:25:40 +0000 https://angryjedi.wordpress.com/?p=24308 It's been a bit of a funny day. Went out to the gym earlier, all well and good, then came home to an email from said gym saying that they were closing at 4pm due to the potential for "protests" later in the evening. I have, of course, heard about the wave of racist riots … Continue reading #oneaday Day 61: All Mouth and No Trousers

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It's been a bit of a funny day. Went out to the gym earlier, all well and good, then came home to an email from said gym saying that they were closing at 4pm due to the potential for "protests" later in the evening.

I have, of course, heard about the wave of racist riots that have been breaking out in various places across the nation recently, but somehow you never think of it happening close to you. So I won't lie, I was a little bit concerned — even if with our position on the outskirts of the city proper, we were unlikely to see anything particularly untoward happening.

Looking through the local newspaper's coverage of the evening's happenings, what appears to have happened is that several hundred anti-racism counter-protestors turned up in the town centre where the racists were rumoured to be gathering, and found themselves confronted with maybe four or five actual racists. So I think we're probably okay here.

What I did find funny, however, was the comments section underneath the local paper's reporting on the situation, which almost entirely looked like this:

A comment thread from the Daily Echo newspaper's website, consisting entirely of comments marked "This comment has been removed because it breaks our rules".

Looking at this — and scrolling down the many, many pages of it — really drove something home: while foul and odious people with noxious viewpoints most certainly do exist in this day and age, and that is something we as a society are going to have to deal with in some way, a significant proportion of them aren't willing to actually go and do anything beyond typing some impotently angry comments into their computer.

This, of course, isn't to downplay the very real and very serious situations that have occurred elsewhere, but I am not at all surprised to see that the rumours of riots breaking out all across the country turned out to be exaggeration and/or misinformation. I've seen far too many examples of "keyboard warriors" over the course of the last decade or so to believe that many of them will actually take to the streets and start real trouble — and that's probably for the best.

Of course, you can still cause plenty of trouble from your computer chair through harassment, doxxing and suchlike — and believe me, having been on the receiving end of both, I know exactly how unpleasant and scary it can be — but at least these impotent, red-faced, gurning idiots aren't out there breaking windows, setting fire to things and inflicting real injuries — or worse — on innocent people. So we should probably be thankful for small mercies.

I suspect the country as a whole isn't out of this dangerous period it's in, but at least the potential worry for this evening is seemingly over and done with for now. So I guess now we wait and see how long it takes for things to return to whatever passes for "normal" these days.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 60: Not everything has to be "CONTENT" https://imnotdoctorwho.moegamer.net/2024/08/06/oneaday-day-60-not-everything-has-to-be-content/ https://imnotdoctorwho.moegamer.net/2024/08/06/oneaday-day-60-not-everything-has-to-be-content/#comments Tue, 06 Aug 2024 17:33:56 +0000 https://angryjedi.wordpress.com/?p=24292 I've gone on the record numerous times about how much I hate the word "content" to describe individuals' hard creative work online, but that's not what I want to talk about today. Instead, I want to talk about a somewhat related matter that has arisen as self-publishing your own writing, videos and all manner of … Continue reading #oneaday Day 60: Not everything has to be "CONTENT"

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I've gone on the record numerous times about how much I hate the word "content" to describe individuals' hard creative work online, but that's not what I want to talk about today. Instead, I want to talk about a somewhat related matter that has arisen as self-publishing your own writing, videos and all manner of other creative material online has become more and more straightforward.

And that is: not everything you enjoy has to become "content". Not everything you do has to turn into a video or an article or a blog post or even something on social media.

I am saying this primarily to myself, because I've definitely felt myself veering in that direction at times. Indeed, a significant portion of my game collection consists of stuff I picked up because I thought it would be fun and/or interesting to write about at some point — though this was back when I was working an incredibly boring job pre-COVID and had both the time and mental energy to be able to post something substantial about video games nearly every day.

The trouble with thinking that "everything has to be content" (and I'm using that phrase as a shorthand, not as approval of the term) is that it gradually makes it more and more difficult to just enjoy yourself — to such a degree that it can lead to a form of analysis paralysis where you end up discarding certain experiences on the grounds that they won't be "meaningful" enough. And by "you" in that sentence, I mean "I".

I am proud of what I have created online: there's this blog, which might be of interest to someone; there's MoeGamer, which features a wealth of in-depth articles about games that don't get much attention anywhere else; and there's my YouTube channel, which focuses primarily on retro platforms that don't get as much love as others.

But my brain is always going. It's always thinking "oh, yeah, wouldn't it be cool to make an in-depth video about Disco Elysium?" or "go for it! You absolutely can write one article for every single game on Evercade!" or "don't start playing something else until you've finished what you're playing, because you might not be able to write about it otherwise".

These of the words of someone who is at risk of turning his hobby into work, and I have become increasingly conscious of it over the last few years. The trouble is, I am increasingly aware of how I'm growing older, and thinking about what sort of "legacy" I want to leave behind. My wife and I aren't having children — by choice, I should probably add — but that doesn't mean I don't want to leave anything behind. I would love it if some of my writing and videos were useful to someone down the road, even if they only have something of a niche interest audience now.

But that doesn't mean I should spread myself too thin and try to cover everything. That's simply unrealistic. So I think I should probably try and impose some restrictions on myself to keep my "ambitions" under control, because otherwise I risk 1) overwhelming and burning myself out, and 2) never being able to "just enjoy" something ever again.

So for now I think what I'm going to do is I'm going to keep my YouTube channel focused near-exclusively on Atari stuff: primarily 8-bit and ST, perhaps with some 2600 stuff thrown in here and there if I can be bothered. MoeGamer I'd like to get back to doing some stuff a little more regularly with, so I think I will continue to use that as a means of posting in-depth thoughts on games I've actually finished in the case of narrative-heavy games, or spent enough time with to be able to comment on in the case of gameplay-centric titles. That may mean updates are sporadic, but there's nowt wrong with that. It's not a professional site, and I'm not in a position where I need or want to use it as a "portfolio" of sorts right now.

Evercade stuff is my day job, so any time I'm tempted to write something or make a video about Evercade stuff in my free time, I should instead channel that energy into doing something about it during working hours, particularly if I hit a period of "downtime" between major time-sensitive jobs. Of course, there are things I can't do or say when doing things from a "professional" perspective, but honestly it doesn't really matter too much; if I was doing Evercade stuff privately, I'd be wanting to explain why each and every game (yes, even the "bad" ones) is interesting and worth exploring rather than tearing it apart, and that's not much different from taking a slightly more "marketing" approach. (Incidentally, if you want to see some of the stuff I've done professionally for Evercade, check out the official Evercade blog, and particularly the Evercade Game Spotlight, Evercade Cartridge Preview and Top 5s sections.)

Everything else? I should just enjoy it. Sit back, enjoy without guilt. Write about it or make a video if I feel like it, but don't place undue pressure on myself to make everything into a video or an article. Sometimes a good time is just a good time and doesn't need writing about. Sometimes a good time is something best kept to yourself. Sometimes it's nice to try and forget that the Internet exists, and get yourself back into the '80s mindset of just enjoying things because.

Anyway, that's my ramble for today. I'm off to go put it into practice.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 59: Popularity produces pricks https://imnotdoctorwho.moegamer.net/2024/08/05/oneaday-day-59-popularity-produces-pricks/ https://imnotdoctorwho.moegamer.net/2024/08/05/oneaday-day-59-popularity-produces-pricks/#respond Mon, 05 Aug 2024 20:37:22 +0000 https://angryjedi.wordpress.com/?p=24275 And not in the way you might be thinking. Okay, there are times when someone getting popular or enjoying some success with something leads to them becoming a prick, but that is not what I'd like to talk about today. I'd like to talk about life as a small-scale creative person on the Internet, and … Continue reading #oneaday Day 59: Popularity produces pricks

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And not in the way you might be thinking. Okay, there are times when someone getting popular or enjoying some success with something leads to them becoming a prick, but that is not what I'd like to talk about today. I'd like to talk about life as a small-scale creative person on the Internet, and what happens when something you produce manages to extend far outside of its usual audience.

I'm prompted to talk about this as a result of the thoroughly lovely RoseTintedSpectrum's recent video on the first series of beloved video game TV show GamesMaster, which, to put it mildly, has been doing numbers since he released it. If you haven't watched it yet, I highly recommend giving it a look:

What we've all been noticing since the video started blowing up, however, is how much more frequent comments from complete arseholes become once you cross a particular popularity threshold. Not necessarily comments that are being directly insulting to the video maker, but comments from people who are just being dickish. People who use terms like "woketard". People who think the '90s was a utopia where white people flourished and you never, ever had to look at those filthy Muslims. You know the sort of people. The same sort of people who cry "DEI" anyone someone with a slight tan appears on screen.

When this first started happening, we were discussing the phenomenon in a Discord server that hosts a number of UK-based retro gaming and retro tech YouTubers, and we all had similar stories to share. There comes a point, it seems, usually after you cross the 1,000 views mark, where there's a marked uptick in comments from twats.

It makes sense when you think about it. A video blowing up and getting a lot of views means that it's being pushed by the ever-mysterious YouTube Algorithm to people beyond your usual audience and subscriber base, which means people from circles you might not normally mix (or want to associate) with may start stopping by. And boy, do they love to hear themselves talk.

I had something similar a while back when I had my own video "blow up". It was this one, a video I'm still pretty pleased with, but which left me feeling well and truly vindicated in just making videos about what pleases me, rather than what is guaranteed to be "popular".

Because what no-one tells you about getting popular and suddenly attracting all these complete penii is that it's genuinely stressful and often quite upsetting. I got to a point where I had to "pause" comments on the video above because the influx of them was stressing me out so much. And I wasn't even getting nearly as many dickheads as Rosie is getting on his video. It was just overwhelming, and not in a good way; I did not like it at all.

The same is true for anything tangentially related to social media or online presence. Post something — be it picture, video, blog post, article, whatever — that manages to get a significant reach, and it's seemingly inevitable that you'll have to deal with dickheads. This is, of course, frustrating, because one would hope that it's possible to get a significant reach on something without attracting the very dregs of Internet society, but with every "success story" like the ones I've described above, it seems increasingly inevitable that the dickheads? Oh they will come. They will come in droves.

I wonder how many people have been put off from a potential career of making creative things online by this sort of thing. I guess after a certain point you start to get used to it and be able to tune things out — and once you reach a certain size as an online personality, you can start hiring staff to take care of things like the comments section for you, so you can focus exclusively on actually making the videos.

But for everyone who gets to the point where they're able to hire a staff, I'm sure there are myriad more who gave up the first time they saw mild success, because the dickheads came. And I can't help thinking that's a real shame. Online culture shouldn't have come to this. But it has, and we just have to live with it, it seems, because no-one seems in a particular hurry to do anything about it.

Thank heavens for YouTube's "Hide user from channel" setting, at least, which means the dickhead of your choice is banished to the abyss; you'll never see them in your comments section again, and neither will the rest of your audience — but, here's the fun bit: they're still able to rage impotently at you, never knowing that you've effectively "blocked" them because YouTube doesn't tell them that.

This is the one bit of YouTube I can honestly say is absolutely masterful. There are few things better than knowing that there are dickheads who think they're posting amazing putdowns of your latest work, only for their comments to be silently banished to the abyss before they get anywhere near you.

Anyway, the Internet sucks, but go subscribe to Rosie 'cause he makes good vids. Ta-ra.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 58: Was Ignorance Bliss? https://imnotdoctorwho.moegamer.net/2024/08/04/oneaday-day-58-was-ignorance-bliss/ https://imnotdoctorwho.moegamer.net/2024/08/04/oneaday-day-58-was-ignorance-bliss/#respond Sun, 04 Aug 2024 19:38:31 +0000 https://angryjedi.wordpress.com/?p=24262 There's some nasty shit going on in the world right now. Without getting bogged down in the details, there are some vicious riots going on "Up North" in this green and pleasant land, following the horrible killing of several young girls at their dance class. It's hard to understand quite how outrage over the murders … Continue reading #oneaday Day 58: Was Ignorance Bliss?

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There's some nasty shit going on in the world right now. Without getting bogged down in the details, there are some vicious riots going on "Up North" in this green and pleasant land, following the horrible killing of several young girls at their dance class.

It's hard to understand quite how outrage over the murders has escalated to what it is, but it's fair to say that things have gotten A Bit Racist, to say the least. Last I heard of the situation, a Holiday Inn Express that was supposedly housing immigrants — immigrants completely unrelated to the murders, I might add — was besieged by exactly the sort of people you're probably picturing when talking about people who are A Bit Racist Against Immigrants.

I won't dwell on the situation because I haven't read up much on it, so I'll refrain from commenting further about specifics. But it's brought something into focus for me which is a tad worrying: the fact that despite how we're supposedly a lot more tolerant, progressive and understanding these days, as a society, a lot more of this horrible shit appears to be happening.

Whether it's racist riots against people who had nothing to do with a horrible crime, transphobia at the Olympics (against someone who isn't actually trans) or just general foul behaviour and intolerance, we seem to have hit something of a bump in the road in attempting to create a 21st century utopia.

Who am I kidding; we absolutely were not on the road to a utopia. Everything has been going to shit for a while, so it's perhaps not altogether surprising that people are starting to act up, even if their behaviour and attitudes are completely misdirected. So I have to ask myself: was ignorance actually bliss?

I think back to my time living through the '80s, '90s and '00s and I don't remember ever feeling the sense of existential anxiety and dread over the world that I do these days. It's entirely possible that this was entirely due to our collective ignorance of various groups of people who were downtrodden and oppressed, which of course carries its own problems, but I don't remember encountering anywhere near the sort of outright hatred that is expressed today towards certain groups.

And it wasn't as if we weren't aware of the people who come in for the brunt of the abuse today. I just legitimately don't remember the hatred being anywhere near as vicious as it is today.

At least some of that is down to social media, of course. It's entirely possible that hatred like this was going on, but no-one saw it because not everyone had the means to plaster all their odious beliefs over every available space online. There was no "collective public space" like Twitter once was (and I don't think it is that any more, since a significant portion of people have abandoned it completely, and the most active of those remaining tend to veer fairly hard right) and so people tended to stick to their own communities.

On the one hand, that probably allowed hate groups to thrive in private; on the other, well, you can see the result of everyone being thrown together just from a casual glance at Twitter on any given day. It's not pretty.

Part of the existential anxiety and dread I feel over this whole situation is whether or not I "should" be doing something more, or even if that's possible. I've always settled for some variation of "treat others as you would like to be treated", and even take that as far as not commenting mean things on YouTube videos I really dislike (because I hate it when I get horrible comments). But is that really enough today? And if not, what can one do, other than simply actively not be a racist transphobic shit, and not go deliberately seeking fights?


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#oneaday Day 57: The evolution of interactive fiction https://imnotdoctorwho.moegamer.net/2024/08/03/oneaday-day-57-the-evolution-of-interactive-fiction/ https://imnotdoctorwho.moegamer.net/2024/08/03/oneaday-day-57-the-evolution-of-interactive-fiction/#respond Sat, 03 Aug 2024 20:00:30 +0000 https://angryjedi.wordpress.com/?p=24242 I've been playing Disco Elysium for the last couple of evenings. I finally got around to nabbing it in its The Final Cut incarnation last GOG.com sale, and I felt like playing something a bit "different", so I fired it up. (I'd also been waiting until the hype surrounding it had died down so I … Continue reading #oneaday Day 57: The evolution of interactive fiction

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I've been playing Disco Elysium for the last couple of evenings. I finally got around to nabbing it in its The Final Cut incarnation last GOG.com sale, and I felt like playing something a bit "different", so I fired it up. (I'd also been waiting until the hype surrounding it had died down so I could approach it with fresh eyes and zero expectations or prejudices.)

This is a very good game, although it's also a game for a very specific type of person. Despite having console versions, it is very much a game for those who grew up with PC gaming in what old men like me tend to vaguely refer to as its "golden age" — around the turn of the century, approximately. No, I'll be a bit more specific; it's for people who grew up with text adventures and subsequently found themselves particularly enjoying CRPGs on PC in the late '90s/early '00s.

The reason I say this is because Disco Elysium has a significant text component. All of it is voice acted — and for the most part voice acted very well, I have to say — but at its heart, it is a role-playing game in which the majority of its major happenings are conveyed almost entirely through text rather than flashy graphics or even animations. It takes some strong cues from the legendary Planescape: Torment in this regard, but it also successfully distinguishes itself as something that builds on what that game was doing, rather than simply aping it.

For the unfamiliar, the big Thing with Disco Elysium is that it's a role-playing game that focuses almost entirely on non-combat situations. I'm not even sure there's a combat system at all — after playing for (checks GOG Galaxy) 8 hours so far, there has not been a single fight. Instead, everything has occurred through a combination of exploration and text-based interactions.

This isn't to say that Disco Elysium is a kinetic novel, either. Not only do you have a lot of choices in terms of dialogue options in most conversations and interactions, but the wide array of skills your player character has play a significant role in almost everything that happens in the game. And, unusually, this isn't just the form of "SUCCESS/FAILURE" rolls to perform particular actions based on your skills — although those do feature at various points — but rather the various facets of your personality actually "speaking" to you, offering suggestions and commentary on what is going on.

For example, if you've put points into the Empathy skill, at various points in conversations your Empathy trait will actually chime in to "conversations", giving you greater insight into how the person you're talking to is feeling, or how you might be able to get through to them. Your Perception skill will "speak" to you and notice little habits people have. Your Drama skill will flamboyantly point out opportunities where you might be able to express yourself. And there are tons more besides these examples, suggesting that playing Disco Elysium with a different "build" of skills and stats will end up being a markedly different experience; it'll still cover the same basic plot beats and events, but doubtless you'll end up resolving various situations in different ways.

This is really cool, and it feels very much like a natural evolution of interactive fiction. While you don't have quite as much freedom as in a traditional "text adventure" style piece of interactive fiction by virtue of not having a text parser to type in whatever you want, there's a really strong feeling that you're seeing the world through the eyes of the character that you have designed. And, interestingly, that character is designed not as an "ideal", but as an absolute wreck of a human being.

Amnesia is an overdone trope, particularly in role-playing games, but having your player character waking up with a raging hangover and no memory of what got him into the situation he starts the game in is a great means of bringing the player into the game almost in medias res. You, the player, are discovering things about the game world and the story as the protagonist character is (re)discovering them, and you have a lot of scope as to how you want to play that protagonist, who is canonically a policeman.

Do you play things by the book and attempt to impress your partner with how you get your life back together and work hard on solving the investigation that has brought you together? Do you lean into the "weird" and start freaking people out with how you behave around them? Do you start spouting particularly extreme political ideologies at every opportunity? You have the option to do all of these things in Disco Elysium, right up to deciding that you're the one who is going to bring Communism to the people, becoming a massive racist or turning into someone whose sense of self-worth flew out of the window along with his shoe prior to us joining the narrative at the start of the game.

A lot of it is smoke and mirrors, I'm sure, but I can't remember the last time I felt like I was so completely being invited to inhabit the role of a game's main character. The way Disco Elysium works strikes a great balance between having some things that are canonical fact about the protagonist, and allowing you to mould them as you see fit.

I'm not sure it would have quite the same impact if you had a completely freeform self-insert protagonist, because the temptation there is always to go down the "idealised" route, and a significant part of Disco Elysium involves how one deals with one's own flaws — whether that be accepting them, attempting to overcome them, ignoring them in the hope they don't mess things up further for you, or leaning hard into them. By forcing us to inhabit this absolute disaster of a human being, we're put in a position where we can explore how we might get out of a situation that is pretty much rock bottom. Will we rise to the challenges life has thrown at us — at least some of which are our own fault? Or will we crumble under the pressure?

It's a game that I feel could have only been made these days. I'm looking forward to seeing how it develops — and if my take on the protagonist manages to survive to the end of proceedings.


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#oneaday Day 56: Disconnect https://imnotdoctorwho.moegamer.net/2024/08/02/oneaday-day-56-disconnect/ https://imnotdoctorwho.moegamer.net/2024/08/02/oneaday-day-56-disconnect/#respond Fri, 02 Aug 2024 22:59:39 +0000 https://angryjedi.wordpress.com/?p=24233 I'm officially on holiday for a week! I don't have anything much planned for the time off, aside from our trip on Thursday to go and look at pianos, but I'm going to try and be vaguely "productive" with my time. That means I'm going to try and force myself out in this heat and … Continue reading #oneaday Day 56: Disconnect

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I'm officially on holiday for a week! I don't have anything much planned for the time off, aside from our trip on Thursday to go and look at pianos, but I'm going to try and be vaguely "productive" with my time. That means I'm going to try and force myself out in this heat and into the gym — once I'm in the air conditioning, I'm sure it'll be fine — and I'm going to record some videos, and perhaps write some stuff.

One thing I'm going to try and make an effort to do is not look at "online" stuff as much as humanly possible. I'm not going to look at Twitter (easy, since I don't have an account any more except the official one I use for work), I'm not going to look at Facebook (ditto), I'm not going to look at BlueSky (easy enough) and I'm probably going to try and ration my Discord usage as much as possible also.

I just don't want to know, you see. I don't want or need to know what people are arguing about today, or what the worst people on the Internet are being sexist, racist or transphobic about today. I don't want to know about the seemingly endless parade of layoffs in the games industry. And I don't want to know how shit online media in general is. I know all these things. They are not going to change.

Instead, I would like a nice, quiet week off, away from it all as much as possible. This will demand a certain amount of willpower, of course, but I'm confident I can find enough things to occupy myself with that I won't need to idly flip through social-related apps on my phone. I have games to play, books to read, episodes of Deep Space Nine to watch, music to play, videos to make and all manner of other things. So why should I waste my time with stuff that, on balance, makes me miserable?

I shouldn't, obviously. So that's the plan. Minimise looking at anything potentially upsetting, frustrating or annoying online and just enjoy the things I have around me. I will, of course, still be checking in here and those videos I'm making will be up on YouTube, but aside from that… a bit of "digital detox" is just what the doctor ordered for a week. I hope it leaves me feeling refreshed, because heaven knows I feel run-down right now.

Time for the first sleep of the holiday, then. Bring on the aircon!


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 55: Do Not Turn AI On Without Asking Me https://imnotdoctorwho.moegamer.net/2024/08/01/oneaday-day-55-do-not-turn-ai-on-without-asking-me/ https://imnotdoctorwho.moegamer.net/2024/08/01/oneaday-day-55-do-not-turn-ai-on-without-asking-me/#respond Thu, 01 Aug 2024 21:37:33 +0000 https://angryjedi.wordpress.com/?p=24218 Partway through writing the previous post, I was surprised to see a weird yellow underline appear under one of the words I'd used. I hovered over it and was horrified to see the symbol no-one wants to see pop up, completely unasked for and unbidden. It seems that Automattic, makers of WordPress and specifically the … Continue reading #oneaday Day 55: Do Not Turn AI On Without Asking Me

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Partway through writing the previous post, I was surprised to see a weird yellow underline appear under one of the words I'd used. I hovered over it and was horrified to see the symbol no-one wants to see pop up, completely unasked for and unbidden. It seems that Automattic, makers of WordPress and specifically the JetPack plugin that handles things like social sharing and search engine optimisation, have been sneaking in an "AI Assistant" without anyone asking for it.

And I really haven't asked for it, because I saw it pop up in the sidebar a few months back and immediately turned it off in the options. See:

And yet turning it off in there has not made it go away. Because this shit is still here:

I do not want this. I did not ask for this. I specifically turned this off and it's still fucking there. And you can guarantee with that "Available Requests" counter at the bottom, they're going to try and sell me a subscription plan to get more "credits" for their stupid pointless pile of crap feature.

I am not the only one who feels this way. And the fact that comments are closed on WordPress' blog announcing this garbage feature speaks volumes.

A recent study published by the Journal of Hospitality Marketing and Management suggests that the terms "AI" or "artificial intelligence" are proving a turnoff to users.

"When AI is mentioned, it tends to lower emotional trust," said the lead author Mesut Cicek. "We found emotional trust plays a critical role in how consumers perceive AI-powered products."

The study is mostly around purchasing decisions rather than just generally using services, but the point stands: people see "AI" in something these days, and unless they're an insufferable Silicon Valley-poisoned techbro, they are immediately switched off by it. Social network Bluesky recently announced that they were partnering with social analytics and scheduling platform Buffer, and the response was universally negative not because Buffer is a particularly bad service on the whole — I've used it in the past — but because they, like so many other tech companies right now, have shoehorned in an "AI Assistant" when no-one wanted one.

No-one wants this. Stop trying to make AI happen. It's not going to happen.

I've long recommended WordPress as a great platform for folks who want to build a regularly updated website without getting too deep into the nitty gritty of web dev. But forcing AI on people may cause me to rethink that somewhat.

I wouldn't mind it being there if it was opt-in, and one could ignore it. But it is not. It is turned on by default. And you can't make it completely go away, only stop it being quite as annoying.

I cannot wait for this AI "gold rush" to be over. It is infesting everything even vaguely tech-related right now, including services that, as noted, I would previously have recommended without any reservations whatsoever.

Fuck off, AI. As a large language model, you are ill-equipped to receive my fist up your arsehole, but you're going to anyway.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 54: Catch-Up Time https://imnotdoctorwho.moegamer.net/2024/08/01/oneaday-day-54-catch-up-time/ https://imnotdoctorwho.moegamer.net/2024/08/01/oneaday-day-54-catch-up-time/#respond Thu, 01 Aug 2024 21:17:24 +0000 https://angryjedi.wordpress.com/?p=24210 I apparently forgot to write anything yesterday! In my defence, it is so brain-meltingly hot here right now that remembering to do literally anything is proving to be somewhat troublesome. After I'm done here, I'm going to go and sit in the air-conditioning in the bedroom and watch some Star Trek: Deep Space Nine. I've … Continue reading #oneaday Day 54: Catch-Up Time

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I apparently forgot to write anything yesterday! In my defence, it is so brain-meltingly hot here right now that remembering to do literally anything is proving to be somewhat troublesome. After I'm done here, I'm going to go and sit in the air-conditioning in the bedroom and watch some Star Trek: Deep Space Nine.

I've got a week off from work next week, which I'm looking forward to. I'm feeling a bit run-down and tired at the moment, and a bit of a break is just what I need. Plus I have some potential excitement ahead: hopefully next week I will be getting a new piano, or at least ordering a new piano. The one we got for £250 a few years back has pretty much reached the end of its life, as it's not staying in tune at all, and is, to put it mildly, displeasurable to both play and listen to. So it's going, hopefully to be replaced with something much nicer and newer.

I'm looking forward to this, because I keep telling myself that I should play the piano more, but then with the piano itself not being at its best, I felt disinclined to spend time with it. Still, it's had some good times here in its lifetime, and we must have had it a few years at this point. (According to the archives, we got it in 2015.) It has to go, though, and sadly, due to its age, it's unlikely to find a new home. The place I'll hopefully be getting a new piano from is able to take it away and responsibly dispose of it, though, so hopefully at least some of its components can live on as spares or something.

I've probably shared some piano stuff on here at some point in the past, if you're not already familiar. Hold on and let me rummage through the archives.

Hmm. Can't find anything on the blog, but there's a couple of things on YouTube. Here you go:

And here:

Both of those were actually recorded using the electric piano I still own but don't really have anywhere convenient to put. And annoyingly, the make of electric piano I have seems to be the one and only that they don't make stands for. I have an X-shaped keyboard stand for it, but that's far too wobbly and uncomfortable for everyday use — plus since the electric piano doesn't have any built-in speakers, I'd have to find somewhere to put the amp that goes with it. Not ideal.

So yeah. Hopefully by this time next week I will have, at the very least, ordered a new piano. I look forward to sharing it with you!


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 53: Our AI-powered dystopian garbage future https://imnotdoctorwho.moegamer.net/2024/07/30/oneaday-day-53-our-ai-powered-dystopian-garbage-future/ https://imnotdoctorwho.moegamer.net/2024/07/30/oneaday-day-53-our-ai-powered-dystopian-garbage-future/#respond Tue, 30 Jul 2024 18:19:11 +0000 https://angryjedi.wordpress.com/?p=24196 I was unfortunately exposed to this video today: For those who quite understandably can't bring themselves to watch it based on the thumbnail and source alone, it's a video about how a dad is super-proud of his daughter and her athletics ability, but how he also knows that his daughter idolises an Olympic athlete. All … Continue reading #oneaday Day 53: Our AI-powered dystopian garbage future

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I was unfortunately exposed to this video today:

For those who quite understandably can't bring themselves to watch it based on the thumbnail and source alone, it's a video about how a dad is super-proud of his daughter and her athletics ability, but how he also knows that his daughter idolises an Olympic athlete. All seemingly wholesome and nice on the surface, until the main point of the ad: the Dad gets Google Gemini (which is Google's ChatGPT-esque chatbot interface) to write the athlete in question a "fan letter" that is supposedly from his daughter.

It's difficult to know exactly where to start with how fucked up this is. But I think as good a place as any is to point out that written communication between people has always been a means of direct, personal contact — particularly if it's via what is seen as a medium that takes a bit more effort, such as a handwritten letter. Of course, chances are that if the "fan letter" ever made it to the athlete in question, any response would probably be a carefully vetted template from a PR representative rather than the athlete herself, which sticks something of a pin in the "direct, personal contact" thing, but that's no reason that regular people who aren't PR consultants should auto-generate things that are supposed to be personal.

If someone inspires you, you presumably respect them. And if you respect them, you should demonstrate that respect by making an appropriate effort when attempting to contact them. And getting an AI to write a fan letter for you is the height of disrespect. It tells the recipient that you don't even respect them enough to communicate with them in your own words. It tells them that you would rather get a machine to handle your communication than "waste time" writing things yourself.

"But what about people who aren't able to write?" you may ask. To that I would point out that in order to get Google Gemini to write something, you still have to write a fucking prompt for it, and if you're capable of doing that you're capable of writing a letter. They teach how to do that in primary school. At least they used to.

There are myriad other ways to get your point across without getting garbage generative AI involved, even if you're incapable of holding a pen or typing on a keyboard. There's voice recognition, allowing you to still communicate in your own words without typing. Or you can get someone to help you — remember other people? Remember how to speak to them? Or do you need ChatGPT for that too? I'm a socially anxious autistic recluse and I can still talk to a person if I absolutely have to, and on more than one occasion I have sent some form of personal message to someone who genuinely inspires me, all in my own words.

We absolutely should not normalise the use of AI to craft even form responses to emails. I used to get mildly offended when a pal of mine used the "auto-respond" text message facility on his phone, which would send a rather blunt "Answer is YES" or "Answer is NO" SMS on his behalf if he couldn't be bothered to type a full message, but at least in that instance I know he had at least read my message and considered whether to respond in the affirmative or negative.

AI zealots seem to think that garbage like this is going to revolutionise communication between human beings, making it "more efficient" or some such bullshit. But all it's going to do is remove any semblance of personality from an individual's method of communication with you — something which is already somewhat at risk as a result of the homogenisation of culture brought about by the Internet. Look at how many people fall back on the same memes and turn of phrase these days rather than communicating in their own individual fashion, using their background and location as a means of making their communication unique. Now imagine even that layer of personalisation being taken away, with everyone "communicating" with one another using that smug, pretentious tone all AI chatbots appear to have developed.

"You're just resistant to change!" Yes, I am, if that "change" is demonstrably harmful to the way we interact with one another and our culture in general. Anyone who uses AI to communicate with someone rather than drafting an email, chat message or social media post themselves is an inconsiderate, disrespectful asshole, and I will absolutely not shift my opinion on this. I will, however, point and laugh.

So fuck off with your "Gemini" garbage, Google. And Mr Man's little girl? Tell your father to go fuck himself, punch him in the balls hard enough that he doesn't have any more children, and go write something yourself, with a pen. I can guarantee that your idol Sydney will find that far more meaningful and emotionally worthwhile than what is effectively a form letter that you didn't even write the prompt for.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 52: To Be Forgotten is Worse Than Death https://imnotdoctorwho.moegamer.net/2024/07/29/oneaday-day-52-to-be-forgotten-is-worse-than-death/ https://imnotdoctorwho.moegamer.net/2024/07/29/oneaday-day-52-to-be-forgotten-is-worse-than-death/#respond Mon, 29 Jul 2024 23:31:22 +0000 https://angryjedi.wordpress.com/?p=24180 I finished Final Fantasy XIV: Dawntrail this evening. Or its main scenario, anyway; I haven't gone into any endgame stuff such as the Arcadion raid series or level-cap dungeons as yet, but it's late and that's stuff best saved for another day. I'm going to write something big about Final Fantasy XIV on MoeGamer at … Continue reading #oneaday Day 52: To Be Forgotten is Worse Than Death

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I finished Final Fantasy XIV: Dawntrail this evening. Or its main scenario, anyway; I haven't gone into any endgame stuff such as the Arcadion raid series or level-cap dungeons as yet, but it's late and that's stuff best saved for another day.

I'm going to write something big about Final Fantasy XIV on MoeGamer at some point in the next few days, incorporating my thoughts about Dawntrail and the game as a whole as it exists in 2024, but for now I thought I'd share some immediate impressions.

On the whole, I liked Dawntrail. I particularly enjoyed how it felt like a proper "sequel" to the Final Fantasy XIV story that was told between A Realm Reborn and Endwalker rather than just a continuation of the story. This was always the stated intention, but it would have been easy for them to try and weave in stuff that had come before like the Ascians. They actually do weave in some of that past stuff in the latter hours of the story, but in a way that you would in a sequel, rather than a straight "next episode".

Dawntrail's main scenario felt quite long, which is probably a mixed blessing for some people. I went back and forth a bit on it as I played — there were days when I didn't fancy playing it, so I turned to something else then came back fresh a few days later — but on the whole, I think its overall length and structure works effectively. Since it's a "sequel", it's fitting that it is quite considerable in length — and even has a structure quite akin to PS1-era Final Fantasy games, with a notable tonal shift halfway through that absolutely would have been a "Please Insert Disc 2" moment in the Good Old Days.

One thing I think I've touched on in previous entries is how I feel Dawntrail's narrative is curiously timely, given the overall state of our own world. And this feeling didn't go away as I progressed into the latter hours of the story — but for different reasons. Without getting into spoilers, the first half of Dawntrail is about achieving mutual understanding and cooperation with people from disparate backgrounds and belief systems, while the latter half concerns what happens when it's not quite possible to achieve that mutual understanding, based on the enormous gulf in culture (and technology) between the two parties.

It also touches on matters such as the energy and environmental crises we're facing down — particularly if the techbros in Silicon Valley insist on jamming AI everywhere it isn't wanted — as well as matters of life after death in an age of technological innovation. It's no coincidence that the latter half of the game is heavily inspired by Final Fantasy IX, one of whose characters' iconic taglines was "to be forgotten is worse than death". I'm actually kind of surprised no-one actually said that line at any point in Dawntrail, because heaven knows several characters had multiple prime opportunities to do so. Perhaps they thought it might have been just a touch too on-the-nose.

I'm actually a little annoyed that the patch notes and promotional material for Dawntrail spoiled a significant feature of the game's overall setting and tone, because I feel that reveal would have been far more effective had it simply come up without anyone knowing about it beforehand. (I won't mention anything further about it for the sake of those who have deliberately avoided all promotional material for precisely this reason.) And there wasn't really even a good reason for them to spoil it, either, aside from, presumably, the expectation from the fanbase that everything is laid out for them well before release. And I guess if Square Enix didn't spoil it, the dataminers would have done so anyway.

Anyway, on the whole, Dawntrail was A Good. I enjoyed that it was possible to play the entire main scenario, including 4-player dungeons and 8-player trials, with NPC sidekicks rather than having to rely on other players, though it's a bit of a shame that the final boss is a multiplayer-only affair. This resulted in me spending a good 50% of said boss fight lying on the floor while the two surviving tanks finished it off because the healers were also both dead. Not quite the climactic conclusion I had hoped for, but at least I got a good look at the mechanics without having to actually do them.

So yeah. Good job, Yoshi-P and company. You did another great thing.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 51: The Art of the Thumbnail https://imnotdoctorwho.moegamer.net/2024/07/28/oneaday-day-51-the-art-of-the-thumbnail/ https://imnotdoctorwho.moegamer.net/2024/07/28/oneaday-day-51-the-art-of-the-thumbnail/#respond Sun, 28 Jul 2024 22:49:53 +0000 https://angryjedi.wordpress.com/?p=24161 I'm in a Discord with some other (relatively) low-subscriber retro gaming and tech YouTubers, and we've had some interesting discussions over there. One subject that comes up frequently that I think I've derived the most value from is that of video thumbnails. To put this in context, prior to joining this Discord, and for quite … Continue reading #oneaday Day 51: The Art of the Thumbnail

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I'm in a Discord with some other (relatively) low-subscriber retro gaming and tech YouTubers, and we've had some interesting discussions over there. One subject that comes up frequently that I think I've derived the most value from is that of video thumbnails.

To put this in context, prior to joining this Discord, and for quite some time, my YouTube channel looked something like this:

I don't dislike this look. I was rather fond of how each "series" I was doing had its own distinct appearance, and I feel each thumbnail got nicely to the point: telling viewers that it was a video about a particular game on a particular platform.

But that's not really how YouTube works. However nice it looks to have a lineup of games with lovely consistent thumbnails Criterion Collection-style, it doesn't necessarily bring the views in. And so, with the advice and encouragement of the folks in the aforementioned Discord, I do things a little bit differently now.

This is how my channel looks today:

I'm pleased with this. Because I feel like these thumbnails do a much better job of intriguing and attracting the viewer's attention without assuming knowledge — i.e. "what is 'Atari A to Z'?" — while still allowing me a certain degree of consistency and coherence that makes my work immediately identifiable if you know what to look for.

Best of all, I haven't resorted to any of the more flagrantly transparent "clickbait" techniques, and "YouTube Face" is nowhere to be seen. The videos I make on YouTube are not for the same audience as Mr. Beast, so I make zero effort to court the sort of people who respond to those sorts of thumbnails.

And it works. At least I think so. Some of my videos perform about as well as what I considered a "solid performance" two or three years ago — that is to say, breaking three figures in the view count — but quite a lot more of them exceed that by two, three or even four times. And I've had a few breakout successes: my Super Woden GP 2 video sits at 86K views to date, my look at Ultima love letter Moonring has 21K views to date (and a very long tail), my video covering the announcement of The400 Mini attracted 14K views, and most recently a video on Project Gotham Racing 3 brought in a relatively modest but still impressive-for-my-channel 2.5K pairs of eyes.

I don't do this for the views, as I quite frequently state; I do it because I enjoy it. But I won't pretend it's not nice when a video does well — at least partly because it results in a bit of pocket money for me. That Super Woden GP 2 video made me over a hundred quid within a few days of it being posted. And now I get a small payout from YouTube earnings (i.e. the minimum payment threshold) every couple of months, whereas once it was a far-off goal I thought I'd never achieve. That's nice.

The secret behind those thumbnails? It's not really anything complicated. The most effective advice from the Discord I've followed is to keep text to just a few bold words, and present those words using at least two of the following: a bold outline around the letters; a bold drop shadow; and slightly rotating various parts of the complete text so that the eye is drawn to lines that aren't quite "straight". That's about it. I don't overuse colour; I don't overdo the "big red arrow" or "circling the obvious thing" tricks (although I put in a big red arrow occasionally as an in-joke to the group, which refers to itself as the "Big Red Arrow Club"); and, as noted, I don't do the "YouTube Face".

It works for me. The result is a channel full of videos I'm proud to call my own, and which a gradually (very gradually) growing number of people are coming to appreciate. That's pleasing to me.

YouTube and YouTube culture has myriad problems, but it's still the best place to create and share stuff like this. It's a valuable means of self-expression and sharing one's interests, and it's something I'm glad I decided to get stuck into exploring properly.

You are subscribed, right?


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 50: Another Project Complete https://imnotdoctorwho.moegamer.net/2024/07/27/oneaday-day-50-another-project-complete/ https://imnotdoctorwho.moegamer.net/2024/07/27/oneaday-day-50-another-project-complete/#respond Sat, 27 Jul 2024 23:38:43 +0000 https://angryjedi.wordpress.com/?p=24150 As of today, I now have videos recorded for all 25 of the games included on The400 Mini, the miniature games console based around the Atari 8-bit. Not all of them have been published yet — the final one, which covers both Centipede and Millipede, will be out later in the week — but it's … Continue reading #oneaday Day 50: Another Project Complete

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As of today, I now have videos recorded for all 25 of the games included on The400 Mini, the miniature games console based around the Atari 8-bit. Not all of them have been published yet — the final one, which covers both Centipede and Millipede, will be out later in the week — but it's nice to feel like another creative project is "done". If you're interested, I set up a playlist on YouTube here:

As you'll note from the thumbnail, this playlist includes both videos that I've previously recorded that happen to cover the games on The400 Mini and new vids that I've recorded specifically to look at everything included on the system. The Atari 5200 games included in the playlist, covered during my "Atari A to Z Flashback" project, where I made videos for all 150 games on Atari Flashback Classics for Switch, are fundamentally identical to their Atari 8-bit counterparts, and a few others I'd previously covered on the 8-bit-centric "Atari A to Z" series.

I'm pleased with this, at least partly because it means I can now get on with exploring the broader Atari 8-bit library once again. The games included on The400 Mini are a fun cross-section of what was out there on Atari 8-bit, but they are just a fraction of the whole picture — a picture that today includes some incredible efforts from modern developers who are still putting out amazing stuff for the platform.

One of the things that I hope comes to light for people who watch my videos is that a lot of games that ended up being very famous across multiple platforms actually got their start on Atari 8-bit. Off the top of my head that I've covered already, there's Boulder Dash, Alley Cat, Spelunker, Lode Runner, M.U.L.E. and plenty of others besides.

All of these are arguably more famous in other incarnations (except perhaps M.U.L.E.) but I feel it's important to acknowledge where they came from in the first place; a lot of self-styled gaming historians don't give the Atari 8-bit the credit it is due, assuming it to be a niche system on the level of stuff like the Oric Atmos, Dragon 32 and suchlike. But no; while the Atari 8-bit never had the same widespread acceptance of the ZX Spectrum and Commodore 64, it was still a lively, active and well-supported system (supported by everyone except Atari for significant portions of its lifespan, anyway) with some excellent capabilities that the platform's more talented programmers really got to grips with.

I realise this all might sound a bit fanboyish, but that's just because, well, I'm an Atari fan. Always have been. And I feel it's a bit silly for big chunks of computing and gaming history to be ignored just because they didn't happen on the most famous platforms.

And so I will continue to bang that drum on my YouTube channel. I have a platform there, and have amassed a following of quite a reasonable size. If the stuff I do convinces just one or two people to explore things a little beyond the usual scope of "retro" — or just to acknowledge that Atari home computers exist — then I'll feel like I've done a decent job.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 49: No Hate https://imnotdoctorwho.moegamer.net/2024/07/26/oneaday-day-49-no-hate/ https://imnotdoctorwho.moegamer.net/2024/07/26/oneaday-day-49-no-hate/#respond Fri, 26 Jul 2024 19:17:53 +0000 https://angryjedi.wordpress.com/?p=24138 I have little to no time for cynical negativity, and I've felt this way for quite some time. I've been trying to pin down exactly why I feel like I can't participate in a conversation where one or more of the participants has switched to "cynical negativity" mode, and I think I've just answered my … Continue reading #oneaday Day 49: No Hate

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I have little to no time for cynical negativity, and I've felt this way for quite some time. I've been trying to pin down exactly why I feel like I can't participate in a conversation where one or more of the participants has switched to "cynical negativity" mode, and I think I've just answered my own question: it's because it feels like those who are being negative are trying to close the conversation.

I don't always mean literally, as in "let's not talk about this any more", but I tend to find that a negative opinion about something almost certainly stops people from wanting to pipe up and say "actually, I liked it", because these days that often seems to lead to an unnecessarily heated argument. Both sides become entrenched in their respective positions, and both inevitably come out of the encounter feeling worse about the other person.

I know. I have been there on a frustrating number of occasions. There are Discord servers that I have come to feel less than welcome in because I liked something that someone with a louder voice than me didn't. And I feel it's genuinely quite hard to find a place where you can just go and be enthusiastic about something any more, without some killjoy jumping in and rattling off a laundry list of its "flaws". And the negative one always seems to come off better than someone who feels positively about something — even when the positive one clearly knows a lot more about the thing in question.

Once someone has opened that initial negativity valve, one of two things tends to happen: 1) the conversation ends, with the positive person left feeling like they can no longer talk about something they like, or 2) other people, some of whom have no experience with the thing under discussion, feel emboldened to jump on board with the person being negative, leaving the positive person feeling like they're being ganged up on.

There are responses to this, and I've heard them all.

"If you really love something, you criticise it." That may be true, but "criticising it" is not the same as shitting all over it and, in some cases, casting aspersions on those who do like it.

"Stop being so defensive." I am defensive because you are attacking something that is important to me.

"People are allowed to have different opinions." If that is the case, why do I now feel like I cannot open my mouth and express my support for the thing that "the room" has now decided is "bad"?

"Stop playing the victim." I'm sorry, but after probably over a decade of this at this point — of feeling like I have no place to really "belong" — I feel somewhat hard done by.

More than anything, though, it's just boring. I know we can all have a good laugh at the creative ways in which people talk about things they dislike — it's a lot harder to be "amusing" when you're being positive, it seems — but when no-one seems to like anything any more, it becomes extremely tiresome.

I'm not saying no-one is allowed to dislike things. I'm not saying no-one is allowed to hate things with the burning passion of a thousand fiery suns. I'm saying I wish people would just be a little more considerate of those who like things, and want nothing more than to be able to talk about the things they like with other people.

Someone liking or loving something is an opportunity to learn and grow. Even if you end up not feeling the same way about the thing in question, you can learn something about the person you were talking to, and why the thing might be important to them. Meanwhile, if you close them down by saying you hate the thing before they've even had a chance to express themselves fully, that's a potential relationship that is never going to go anywhere.

I feel bad that I even have to justify this. But with every passing day, I feel more and more alienated from people who should, in theory, be my friends, based on our shared interests. But when I'm confronted with negativity, I don't feel welcome. I don't feel like anyone wants to understand me. And I don't feel like anyone wants to be my friend.

That's a really shitty way to be feeling, let me tell you. And I hope it never happens to you.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 48: Not So Great https://imnotdoctorwho.moegamer.net/2024/07/25/oneaday-day-48-not-so-great/ https://imnotdoctorwho.moegamer.net/2024/07/25/oneaday-day-48-not-so-great/#respond Thu, 25 Jul 2024 22:52:36 +0000 https://angryjedi.wordpress.com/?p=24130 Today was not so good. I spent a significant proportion of the evening having a fairly major panic attack. I thought I was just having a depressive episode, but when I realised I was shaking, my heart was racing and I was just generally feeling "afraid" to do anything, it became pretty clear what it … Continue reading #oneaday Day 48: Not So Great

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Today was not so good. I spent a significant proportion of the evening having a fairly major panic attack. I thought I was just having a depressive episode, but when I realised I was shaking, my heart was racing and I was just generally feeling "afraid" to do anything, it became pretty clear what it actually was.

I decided to try and sleep it off, and while I don't feel great now, I think the worst has passed, and in the meantime I certainly had what felt like some interesting dreams. They were the kind of dreams that evaporate as soon as you wake up properly so I unfortunately can't say any more than that — aside from the phrase "it's stunning, so long as you already have the suspension of disbelief required for modern VR", for some reason — but they were certainly interesting.

This, of course, has pretty much taken up my entire evening and prevented me from doing anything more interesting, but sometimes you just have to try and take care of yourself the best way you know how. And when you're suffering from some form of mental health breakdown, sometimes the best thing to do is just find a place or situation in which you feel comfortable, and ride the damn thing out. There's a reason why so many folks make a connection between mental health episodes and "storms" of sort; the principle behind surviving them with minimal harm is very similar, albeit with one being physical and the other being mental.

Anyway, all that regrettably means I don't have a lot of worthwhile things to say this evening. I'm hoping I feel better tomorrow — and I'm hoping the cat doesn't keep me awake as much tonight as she did last night. I feel my struggles today may be related to this, though I can't blame her or be mad at her; she wasn't being malicious or deliberately trying to cause harm.

On that note, then, back to bed I go.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 47: Making the Effort https://imnotdoctorwho.moegamer.net/2024/07/24/oneaday-day-47-making-the-effort/ https://imnotdoctorwho.moegamer.net/2024/07/24/oneaday-day-47-making-the-effort/#respond Wed, 24 Jul 2024 20:40:43 +0000 https://angryjedi.wordpress.com/?p=24122 I made it to the gym today. I didn't make it first thing in the morning because I don't feel that is going to work for me — at least not just yet. So I went a little bit after work instead. I walked for 20 minutes on the treadmill at 4mph (slightly faster than … Continue reading #oneaday Day 47: Making the Effort

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I made it to the gym today. I didn't make it first thing in the morning because I don't feel that is going to work for me — at least not just yet. So I went a little bit after work instead. I walked for 20 minutes on the treadmill at 4mph (slightly faster than I usually walk, so enough to work up a bit of a sweat) and then did some stuff on the resistance machines.

And y'know what? It felt pretty good. I had that thing where three minutes into my walking I thought I'd made a terrible mistake, but I powered through that "wall" — helped along by having some entertaining stuff to watch on my phone and headphones — and made it to 20 minutes without too much difficulty. I could have probably done another 10 minutes, but the gym was reasonably busy, so I didn't want to hog the machine too much.

The resistance machines remind me that I have a lot of scope for improvement, but it is definitely satisfying to complete a few sets on them. I don't like all of them — and some of them are impractical or even impossible to use with my hernia — but the ones I do get along well with give me a decent workout in several different areas, which is good.

I haven't gone back to using the free weights just yet as I'm trying to just get back into the general gym groove. A few sessions on a semi-regular basis and I think I'll be back into a routine. I think I will rest tomorrow, then try and go again after work on Friday, then see how things go from there.

The trouble I've been having is that the weather conditions here right now are highly conducive to lethargy. The atmosphere is very stuffy both inside the house and outside, and it's a real drain on one's energy to just exist right now. I have somewhat reached the conclusion that you just have to sort of power through this, though, because waiting until it passes is a sure-fire route to doing absolutely nothing of use for a significant amount of time.

So it was a small step today, but I feel good about it. At times when I feel like I've been feeling, you have to take the little victories and celebrate them, because otherwise everything just becomes a bit overwhelming. So this is me, celebrating.

Yay?


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 46: I Fucking Hate Emoji https://imnotdoctorwho.moegamer.net/2024/07/23/oneaday-day-46-i-fucking-hate-emoji/ https://imnotdoctorwho.moegamer.net/2024/07/23/oneaday-day-46-i-fucking-hate-emoji/#respond Tue, 23 Jul 2024 22:33:07 +0000 https://angryjedi.wordpress.com/?p=24111 I fucking hate emoji. And I judge you negatively if you use them. I can't control it. I hate the fucking things. And I firmly believe that using them, particularly to excess, makes you look like an absolute idiot. I say this as someone who frequently still uses the ":)" emoticon from the early days … Continue reading #oneaday Day 46: I Fucking Hate Emoji

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I fucking hate emoji. And I judge you negatively if you use them. I can't control it. I hate the fucking things. And I firmly believe that using them, particularly to excess, makes you look like an absolute idiot.

I say this as someone who frequently still uses the ":)" emoticon from the early days of the Internet, though only in instant messages. I don't use any others except very occasionally a ":(" if something bad has happened, but I tend to feel like using something as flippant as an emoticon somewhat detracts from the perceived gravity of the situation under discussion, so there are times when I refuse to use them altogether.

Emoji, though, are the scourge of modern communication. Particularly any variation of the "laughing" emoji.

I'm talking about these cunts -> 😂🤣

Because inevitably they are used excessively, and usually in a context where they are mocking or patronising someone rather than expressing genuine amusement. I'm particularly not-fond of them on Facebook posts that use that annoying "auto e-card" setting or whatever it is where an unfunny joke by an annoying person is absolutely fucking surrounded by them. You know, like this.

I judge people who use that particular setting on Facebook even more negatively than people who just use emojis.

I think my absolute least favourite use of emoji, though, is when someone insists on punctuating every few words of a sentence with them, as if we're all too stupid to read the big scary words and need little pictures to go along with them in order to understand what's going on.

I had a book called Bunny Rabbit Rebus when I was a kid, and I found it kind of interesting, but also kind of annoying. For the unfamiliar, a rebus is when you represent a word (or part of a word) using pictures or symbols, and Bunny Rabbit Rebus used them for significant portions of its text. It was mildly amusing to the childish me at first, but by the time I'd figured out that a capital letter "E" coloured red meant "Ready" (Red E, geddit) I was already starting to think that this book thought it was much more clever than it actually was. And I was, like, five years old at the time.

Whenever I read a post from someone who insists on writing things like "Feeling 🙏 blessed because of my 👪 family 😂🤣😂🤣😂🤣" I just think of Bunny Rabbit Rebus, and immediately assume that whoever typed that shit has reverted to being a not-particularly-intelligent five year old.

I think part of this stems from how I've always been a very competent reader, and these stupid little icons break up text and actively make it harder to read, particularly when they're jammed in the middle of a sentence. I also kind of resent the use of them to tell me how I'm supposed to be feeling when I read the thing — or, indeed, in the most common use of the "laughing" emojis, that I'm being patronised by someone who, for whatever reason, disagrees with me and thinks that is worthy of "rolling on the floor laughing". Because polite disagreement is not a thing we do online any more.

Anyway, the long and short of this is that if you use emoji excessively, I will judge you. And I will laugh at you. And I don't need 😂🤣😂🤣😂🤣 to do it.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 45: Happy Wordiversary https://imnotdoctorwho.moegamer.net/2024/07/22/oneaday-day-45-happy-wordiversary/ https://imnotdoctorwho.moegamer.net/2024/07/22/oneaday-day-45-happy-wordiversary/#respond Mon, 22 Jul 2024 19:47:13 +0000 https://angryjedi.wordpress.com/?p=24094 Apparently, according to my notifications anyway, today is the 16th anniversary of me signing up on WordPress.com. Indeed, looking back at my very first post it does seem that I started blogging on here on July 22, 2008. Back in those days, I posted sporadically. I wasn't really sure what to do with a blog … Continue reading #oneaday Day 45: Happy Wordiversary

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Apparently, according to my notifications anyway, today is the 16th anniversary of me signing up on WordPress.com. Indeed, looking back at my very first post it does seem that I started blogging on here on July 22, 2008.

Back in those days, I posted sporadically. I wasn't really sure what to do with a blog at the time, I just felt like I wanted one. It actually wasn't the first blog I'd had, either, although it's the only one that's survived this long.

I did, at one point, post an anonymous "Tales from the Staffroom" blog on BlogSpot that recounted my experiences as a classroom teacher, but there appears to be no trace of that left on the current Internet. There is an archive of it from as recently as 2023, but Google appears to have gone on a "Blogger purge" at some point in the last year, so the address no longer works on the current Web. This is a shame, but at least archive.org caught it before it disappeared.

At the time I started this blog, I was still working at the Apple Store as a "Creative" — that is to say, I was one of the people whose job it was to provide training sessions for Mac users on the use of creative software. Technically our job was supposed to be confined to lessons on Apple software only, but we inevitably found ourselves having to deal with customers using all manner of weird and wonderful pieces of software for their very specific needs.

This was partly our own fault — one guy on the Creative team was a Photoshop expert, so him happily covering that set the expectation with customers that we should all be able to cover Photoshop, even though several of us had specialisms in other areas — but also it just felt a bit mean to have someone just turn up, ask for help (which, nine times out of ten, was pretty simple, given that most folks who signed up for the "One to One" programme were new Mac users and often elderly) and tell them "no".

I enjoyed that job for quite a while. I had a nice group of friends and I was good at it. The pay was… all right, considering it was a retail position, and the freebies and staff discounts were excellent. Unfortunately it ended badly when the management of the store inexplicably went into something of a decline and started being unnecessarily harsh on the folks working for them. I ended up losing my job after standing up for a colleague of mine who absolutely was unfairly dismissed, but given that both management and the folks above them closed ranks, he was never going to get fair treatment. And, as it turned out, I didn't, either. Thankfully, I resigned before they could fire me, but it left an extremely bitter taste in my mouth with regards to all things Apple.

Anyway, I don't want to dwell on that too much because that's probably a whole other story I can tell another day. That was the context in which I was writing those first posts, though: I was, for a time, genuinely quite happy and satisfied with the way things were going. My life perhaps wasn't proceeding in the direction I had initially intended — after a nervous breakdown, I decided that classroom teaching really wasn't for me — but it was proceeding, at least. And having a blog was a nice breezy way to ponder on all sorts of things without any sort of real "pressure". I can't even remember if I'd joined Facebook or Twitter in 2008; I think I probably had, but social media certainly wasn't the all-encompassing force of shittiness that it is today back then.

It's interesting to look back and see things that no longer exist, such as PMOG, the Passively Multiplayer Online Game, where you earned experience points and other RPG-style benefits for simply browsing the Web. And it's also gratifying to see that so far as my tastes are concerned, some things never change.

You are, of course, always welcome to browse back into the archives via the dropdown in the sidebar. (I'm not sure where it is on mobile, probably at the bottom?) I'm not the same person I was back then — but every experience I've had, everything I've written about, has helped make me who I am today, for better or worse.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 44: What's Next? https://imnotdoctorwho.moegamer.net/2024/07/21/oneaday-day-44-whats-next/ https://imnotdoctorwho.moegamer.net/2024/07/21/oneaday-day-44-whats-next/#respond Sun, 21 Jul 2024 20:08:12 +0000 https://angryjedi.wordpress.com/?p=24083 Do you ever get the feeling that you're just sort of waiting for the next "major" thing to happen in your life, and that you're unsure exactly how you might go about triggering such a thing, if indeed it is trigger-able? I feel this quite a lot. It's disconcerting. It's like a constant sense that … Continue reading #oneaday Day 44: What's Next?

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Do you ever get the feeling that you're just sort of waiting for the next "major" thing to happen in your life, and that you're unsure exactly how you might go about triggering such a thing, if indeed it is trigger-able?

I feel this quite a lot. It's disconcerting. It's like a constant sense that I should be doing something, but I have no idea what. It's a feeling of unease that creeps up on me and whispers "Don't you think you should…" and then trails off before saying the important part of the sentence. It is, in short, just a general feeling of discontent.

Considering the situation rationally, I'm not sure I have any real reason to feel like this. I have a comfortable living situation, a good job, a loving wife and two wonderful cats. I have an enormous video game collection, likely more than enough to see me entertained until my dying day. I have creative outlets in the form of this blog, my website MoeGamer and my YouTube channel.

And yet something still doesn't feel quite right. I am dissatisfied. I am restless. And I think a significant part of my reason for feeling like this is plain ol' loneliness. While the aforementioned wife and cats are wonderful company on a daily basis, I do mourn past eras of my life when social activities feel like they came a bit more naturally and easily.

Going to a friend's house after school. Dropping by the coffee shop on the way to lectures with a university friend (and sometimes not quite getting around to leaving the coffee shop for said lecture). Evenings spent couch-surfing between numerous different friends' houses because my own house was a significant distance from where everyone else I knew. Habitually dropping by Hoffers Bakery for a roll and a cake, then settling in for an afternoon of multiplayer N64. Weekly board game sessions. Going out, like, anywhere.

All of those are things that are well and truly in the past, and were already going that way before COVID hit — and once COVID did hit, nothing ever really recovered. I've seen the people who are supposedly my closest friends maybe three or four times in the last few years. There are people online with whom I used to be extremely close that I can't remember the last time I heard from. There are people that I once thought would be "lifelong friends" that I feel have probably forgotten about me.

At least some of the blame for this can be laid at my own feet, of course. But honestly, my own efforts in these regards tailing off stemmed from growing frustration that I would often want to do something fun with people I liked, and for one reason or another, it seemed like that was never possible. Scheduling conflicts. Family commitments. Illness. Simply not being arsed. I got to a point where I felt like I was putting in effort that wasn't being reciprocated proportionally, and it just didn't feel worth it any more. That, in turn, did a number of my self-confidence, meaning that more often than not my brain just doesn't want to let me try and reach out to people for fear of them just rejecting me — or worse — once again.

As such, the end result of all this is a 43 year old man sitting in front of his computer in the dark typing about how he feels lonely to the maybe 5-10 people who still actually bother to read this site. Admitting you were lonely amounted to social suicide in my teenage years — you were a "Larry" (for "Larry Loner") — but now, it feels like an increasingly inevitable part of life in 2024. And it sucks.

I think that, more than anything, is why I'm dissatisfied. I want that "next thing", that amorphous "major event" in my life, to be the end of this horrible loneliness. But at this point, I simply don't really know how to make that happen.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 43: Regrets, But Not Why You Think https://imnotdoctorwho.moegamer.net/2024/07/20/oneaday-day-43-regrets-but-not-why-you-think/ https://imnotdoctorwho.moegamer.net/2024/07/20/oneaday-day-43-regrets-but-not-why-you-think/#respond Sat, 20 Jul 2024 23:49:54 +0000 https://angryjedi.wordpress.com/?p=24072 I had a few drinks this evening, and I am now feeling regrets. Not because I've drunk too much or are smashed off my face or anything, but because it just felt like a big waste of time, and it's a whole lot of "bad stuff" that probably won't help the weight loss. I've been … Continue reading #oneaday Day 43: Regrets, But Not Why You Think

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I had a few drinks this evening, and I am now feeling regrets. Not because I've drunk too much or are smashed off my face or anything, but because it just felt like a big waste of time, and it's a whole lot of "bad stuff" that probably won't help the weight loss.

I've been feeling a curious… absence of anything any time I've tried drinking in the last few years. The most I feel is getting a bit hot and flushed after a couple of whatevers, but I can't remember the last time I felt genuinely merry, tipsy or drunk.

On balance, this is probably a good thing, because being drunk tends to lead to doing and/or saying stupid things, but it's also a bit of a shame that drinking appears to have become an activity that I derive no joy from whatsoever, whereas back in my student days it was inevitably a central part of social occasions, and I have plenty of stories involving drunken nights out.

I attribute this to a few things. Firstly, I'm not getting any younger, though I know age doesn't necessarily preclude anyone from enjoying a drink or two to the degree that they feel they're affecting them. Secondly, I haven't been really fucking drunk for… probably at least ten years at this point, possibly more. I would have thought that would make my tolerance drop to rock bottom, but as noted above, I just feel… nothing, really.

Probably the most significant reason that I derive no joy from drinking is because I've seen what overreliance on alcohol can do to a person and the people around them, on more than one occasion. Thankfully all the people I have known with such a problem are all comfortably recovering now, but I still can't help but be reminded of the things I saw and heard when things were really bad.

In fact, I'd probably go so far as to say that I'm probably traumatised by such things. I hasten to add that nothing irreversibly bad happened to or was done to me by or as a result of the person who had the problem, but I will say that you should never assume the person directly suffering with alcohol-related issues is the only one who needs support. I went through some rather dark times of my own, and I suspect residual feelings towards those dark times have resulted in me drawing no joy from alcohol today.

As I say, it's a bit of a shame, because I always used to enjoy a boozy night out with friends, and indeed there are almost certainly entries in the depths of this blog's archives that outline exactly how and why I enjoyed such occasions. But for any and/or all of the reasons outlined above — plus the fact I rarely see "friends" in general at all these days, particularly post-COVID — that's just not something that is anywhere even vaguely near the top of my priority list these days.

Every time I've had a drink or two in the last few years, I've felt something like this. So I think it might just be time to say that enough is enough, I don't need or want alcohol in my life, and leave it at that. I guess that part of my life is passed.

Which, as I say, is probably a good thing, on balance.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 42: Melting https://imnotdoctorwho.moegamer.net/2024/07/19/oneaday-day-42-melting/ https://imnotdoctorwho.moegamer.net/2024/07/19/oneaday-day-42-melting/#respond Fri, 19 Jul 2024 20:10:44 +0000 https://angryjedi.wordpress.com/?p=24064 It is so hot here right now. The sun's gone down but it's still sweltering. Those who live in typically warmer climes often like to mock us here in the UK for complaining about the heat when it gets anywhere over 25 degrees C, but this is a country built on the assumption that your … Continue reading #oneaday Day 42: Melting

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It is so hot here right now. The sun's gone down but it's still sweltering. Those who live in typically warmer climes often like to mock us here in the UK for complaining about the heat when it gets anywhere over 25 degrees C, but this is a country built on the assumption that your average day will be grey and miserable, probably drizzling slightly. Consequently, all our houses are built to trap heat and stay warm, even when you emphatically do not wish them to.

We made the wise investment of a portable air conditioner a couple of years back, and that lives in the bedroom, meaning that we can at least get some sleep in a bearable temperature. The rest of the house is festooned in fans, too, which help a little bit but not quite enough. There comes a point where all they're doing is blowing the hot air around a bit, which is better than it just sort of hanging there in that suffocating way it does, but not enough to really cool you off.

It's these kinds of conditions that make you wish you'd remembered to put some of your cans of drink in the fridge rather than leaving them in the back room, a room with a lot of windows which, unsurprisingly, gets very warm at times like this. (I have now put a bunch of drinks in the fridge, so at least in a few hours I can have something actually cold.) I tell you: warm Irn Bru Xtra is not good.

The one vague positive is that it's time for ice cream. Ice cream is a great delight and joy, and I sincerely doubt the words of anyone who doesn't say they feel at least a bit of the same joy they felt as a child when the ice creams come out. Despite owning a breadmaker and an air fryer, we haven't quite reached the middle class status where we're making our own ice cream; just a well-stocked freezer with a selection of both creamy and fruity treats is just the ticket at a time like this.

Now, my brain is dribbling out of my ears somewhat, so I think I'm going to go and have one of those aforementioned ice creams and do something that requires minimal thought.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 41: Dawntrail Ponderings https://imnotdoctorwho.moegamer.net/2024/07/18/oneaday-day-41-dawntrail-ponderings/ https://imnotdoctorwho.moegamer.net/2024/07/18/oneaday-day-41-dawntrail-ponderings/#respond Thu, 18 Jul 2024 23:25:28 +0000 https://angryjedi.wordpress.com/?p=24051 I'm probably going to do a "big" writeup on Final Fantasy XIV: Dawntrail when I've actually beaten the main story, but I thought I'd post some musings this evening. For the unfamiliar, Dawntrail is the fifth expansion to Final Fantasy XIV after Heavensward, Stormblood, Shadowbringers and Endwalker. It was in an interesting position before it … Continue reading #oneaday Day 41: Dawntrail Ponderings

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I'm probably going to do a "big" writeup on Final Fantasy XIV: Dawntrail when I've actually beaten the main story, but I thought I'd post some musings this evening.

For the unfamiliar, Dawntrail is the fifth expansion to Final Fantasy XIV after Heavensward, Stormblood, Shadowbringers and Endwalker. It was in an interesting position before it started, because Endwalker, as the name suggests, brought the story of Final Fantasy XIV, as it had existed right from the abandoned version 1.0, to a very definitive conclusion.

Without getting too much into specifics for the sake of spoilers, I'll say that they handled it in probably the best way they could have done: treat the new storyline as basically a complete fresh start. You cross the ocean to be far away from the landmass and surrounding islands the base game and previous five expansions (mostly) took place on, and come to learn about a territory we, as players, have previously not really heard much about.

One of the interesting things about Dawntrail is the timing of its release. I don't know how much of it was deliberate, but given that the first half of the game is very much about overcoming prejudice and standing together for the good of everyone, it feels… timely, given the various things that are happening around the world right now. It feels like it's going "this is how things could be if people would just stop being dicks to each other", and it's honestly nice.

Again, without spoiling things, this is just half of Dawntrail, however. I would forgive anyone for thinking that the first half of Dawntrail is a bit "slow" in comparison to previous Final Fantasy XIV expansions, but that's entirely deliberate. Since the overall story is basically something of a "reboot" — or perhaps it's more accurate to call it a "sequel" — it makes sense that there needs to be plenty of work done to establish the new setting and its important characters. Sure, plenty of old favourites crop up, because it wouldn't be Final Fantasy XIV without them, but you spend a lot of your time with the new cast.

Stick with that relatively "peaceful" first half, though, and things get Very Real beyond that halfway point. If you were concerned that Dawntrail wouldn't conclude with some sort of earth-shattering cataclysm for the Warrior of Light to avert in cooperation with her trusty companions, then rest assured that cataclysmic happenings are very much in evidence, and they hit all the harder for how long you spent getting to know everyone in the first half.

Again, this feels timely. After the game goes "this is how things could be", it then goes "and this is also how things could be", working on the assumption that something goes horribly wrong somewhere. The message of mutual cooperation and overcoming prejudice is still very much in evidence, but it takes on something of a new meaning in the context of the game's second half.

That's all I'll say for the moment, because I'm a relatively short way into that second half, and I feel I stopped this evening just before what is going to be a fairly critical moment. (It is late and the cat is bugging me to go to bed.) It's definitely living up to the standards of its illustrious predecessors, though, and I'm glad about that. I've spent so much time in Final Fantasy XIV now, it's like a long-running TV show; I want to keep following these characters, learning about the world they inhabit and see them overcome all sorts of challenges. And there are clearly plenty more challenges ahead.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 40: The Cat's Routine https://imnotdoctorwho.moegamer.net/2024/07/17/oneaday-day-40-the-cats-routine/ https://imnotdoctorwho.moegamer.net/2024/07/17/oneaday-day-40-the-cats-routine/#respond Wed, 17 Jul 2024 22:51:20 +0000 https://angryjedi.wordpress.com/?p=24039 One of our cats, Patti, is very set in her ways, to a degree that I don't think I've seen in any other cat. She has Her Routine, and we must adhere to Her Routine, otherwise she gets very shouty at us. The Routine begins anywhere between 5am and 8am with her telling me (not … Continue reading #oneaday Day 40: The Cat's Routine

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One of our cats, Patti, is very set in her ways, to a degree that I don't think I've seen in any other cat. She has Her Routine, and we must adhere to Her Routine, otherwise she gets very shouty at us.

The Routine begins anywhere between 5am and 8am with her telling me (not my wife) to wake up. This is accomplished through a combination of standing on me, yelling at me and tapping me with her paw, inevitably with just enough claw extended to make it slightly painful, and inevitably somewhere that you really don't want a claw, such as my eyelid or lip.

Once I am up, she will continue to yell at me until I go downstairs and put some biscuits in her bowl, which she may or may not deign to eat. Around this time, I must also provide Oliver, the other cat, with some wet food, because he likes wet food and is a growing boy. (Patti should not have wet food, because she tends to throw it up almost immediately. She often ends up eating Oliver's leftovers, which is usually fine for her apparently delicate digestion to cope with.)

After this breakfast routine is done with, she will almost certainly disappear somewhere in the house for a significant portion of the day. It might be on the windowsill in our bedroom, it might be behind my desk in my study, it might be under my chair in my study, it might be on "her" stool in the spare bedroom. We do not know what she is up to during these hours, but we have determined that if she does not wish to be found, she will not be found. On more than one occasion this has caused a mild panic.

At some point during the day, she will emerge from wherever she was hiding and start hassling me at my desk. This usually takes the form of sitting between my legs and occasionally clawing my knees and thighs. To date, I have not determined what, if anything, she actually wants when this part of The Routine is unfolding. Sometimes she wants a refill of her glass of water — oh yes, both cats refuse to drink out of their water bowls and instead prefer to have a glass left for them: one in the living room, one on the upstairs landing — and sometimes she wants attention. Sometimes I swear she's just doing it to be annoying.

At some point between 10pm and 11pm, she will decide that it is time for bed. If we are in the hallway, she will attempt to lead us up the stairs. If we are not making any movements that look like they might conclude in the bedroom, she will hassle me (not my wife) repeatedly until I comply with The Routine.

Once in the bedroom, she will sit in Patti Spot on the corner of the bed, usually getting slightly in the way but not enough for me to want to move her, and sleep there for most of the night. Sometimes she will disappear for a while during the night — often to go and eat — but she is usually there in the morning, ready for The Routine to begin anew.

As set in her ways as she is, I could probably learn something from her. And, given that she's in the "yelling at me to go to bed" stage, that's probably what I should go and do.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 39: Breaking Point https://imnotdoctorwho.moegamer.net/2024/07/16/oneaday-day-39-breaking-point/ https://imnotdoctorwho.moegamer.net/2024/07/16/oneaday-day-39-breaking-point/#respond Tue, 16 Jul 2024 19:42:25 +0000 https://angryjedi.wordpress.com/?p=24027 Had a bit of a meltdown earlier. Thankfully, I managed to direct it inwards rather than at anyone else, and I successfully channelled its energy into tidying some of the shit up around the house. So that's something, at least. Now I just feel kind of drained and empty. I'd been building to something like … Continue reading #oneaday Day 39: Breaking Point

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Had a bit of a meltdown earlier. Thankfully, I managed to direct it inwards rather than at anyone else, and I successfully channelled its energy into tidying some of the shit up around the house. So that's something, at least. Now I just feel kind of drained and empty.

I'd been building to something like this for a while, and I suspect I'm not out of this particular funk just yet, but heading along to Slimming World this evening and discovering I'd put a bunch of weight back on was just my mind's breaking point. I was upset and angry at myself, more than anything, because I know that weight gain was entirely deserved — I've not been focusing on the things I've been eating as much as I should be if I want to see results, and I've gotten away with doing so for probably more weeks than I should have.

A situation like this is a good opportunity for a change, but the frustrating thing is that when such a thing occurs, I find myself wishing that I could correct the mistake immediately. But it doesn't work like that; undoing bad habits takes time and effort, and you don't necessarily see results right away. The important thing is to acknowledge that you fucked up, be at peace with the fact you fucked up, and then take steps to ensure that you do not fuck up again for at least a little while.

So I stopped at the shops on the way home and got some healthy eats that will see me through the next few days. We're in a bit of an awkward position food-wise right now in that Andie is suffering some sort of mouth malady (likely an abscess under a root canal she had done a while back) and can't really eat much. That means I'm generally having to sort shit out for myself, and if anyone has ever attempted to feed themselves well as an individual person, you'll know that most things tend to be sold on the assumption that you are cooking for two.

That means you inevitably end up with too much stuff, which either means cooking too much stuff and having leftovers — not the end of the world — or using half the ingredients and risking the other half going off. I think we've all been successfully conditioned to (rightly) recognise that food waste is a bit of a sin, so I always feel a bit bad when I have to chuck stuff out, but it always feels a bit… constricting when you know you're either going to be eating the same thing two days in a row, or having to come up with something creative to do with the other ingredients you have in the fridge.

Anyway, long story short: this upset in our normal routine has kind of disrupted me making an effort to watch what I eat. To be fair, I was already kind of falling off the wagon a bit before Andie's troubles happened, but the situation just sort of compounded itself. But I know that is silly, so the stuff I picked up earlier should last a few days at least, and be suitable for individual portions or making an easy big batch of stuff that I can portion out and have the remainder as leftovers as required.

You may think I'm overthinking this and I probably am, but that is the nature of my autistic brain and its thought processes. I am now doing my best to not sit here stewing being pissed off at myself, so I think some well-earned video games are probably in order.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 38: The Mystery of Mario500 https://imnotdoctorwho.moegamer.net/2024/07/15/oneaday-day-38-the-mystery-of-mario500/ https://imnotdoctorwho.moegamer.net/2024/07/15/oneaday-day-38-the-mystery-of-mario500/#respond Mon, 15 Jul 2024 19:14:00 +0000 https://angryjedi.wordpress.com/?p=24013 Earlier today, I was reading an article on retro gaming site Time Extension. The article was quite interesting — it was about the struggles academics were encountering in getting today's students (18 year olds) to engage with anything other than Minecraft or Fortnite. It's a good read, and I encourage you to take a few … Continue reading #oneaday Day 38: The Mystery of Mario500

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Earlier today, I was reading an article on retro gaming site Time Extension. The article was quite interesting — it was about the struggles academics were encountering in getting today's students (18 year olds) to engage with anything other than Minecraft or Fortnite. It's a good read, and I encourage you to take a few minutes and give it a look.

That's not what I want to talk about today, though. I want to talk about this comment I found underneath it.

A screenshot of a comment from the website "Time Extension". The comment is by a user named "Mario500", and is dated "Yesterday, 2:01pm". The comment reads "(note: the creator of this message was unable to finish reading this article immediately upon finding vulgar (or profane) language among its text)".

The "vulgar (or profane) language", by the way, was the word "damn", used in the context of the phrase "didn't give a damn".

Intrigued, I decided to delve into "Mario500"'s comment history. And what I found didn't make things any clearer. Because this is what I found:

A screenshot of Mario500's comment history. There are too many comments in the image to include in this alt text, but you can read them all at https://www.timeextension.com/users/Mario500/comments

I was immediately fascinated. Who is this person, and why do they seem to think they're the editor of Time Extension? Why do they ask questions about things a regular reader of Time Extension — and particularly a Nintendo fan — would almost inevitably be very familiar with? Why do they constantly refer to themselves in the third person (except in their earliest comments)? Why do they put everything in brackets?

I'm particularly fascinated by their apparent inability to understand sarcasm or exaggeration for comic effect, but for the life of me I cannot work out if they're taking the piss, if it's someone who really does think and talk like this — entirely possible that they're someone on the autistic spectrum, for example — or if they're a bot.

The bizarrely Puritan attitude throughout is odd, too. Besides the initial "vulgar (or profane) language", there's another comment that uses the exact same phrasing, along with one that offers "(suggestion: no hoping for swearing)" when an interview with a fan translator expresses that they hope the official release of a game keeps the naughty language intact, and possibly my favourite, "(suggestion: never insult thy self (or any other (separate) self))" in response to an article writer self-deprecatingly calling themselves a "moron" for selling their Gamecube setup.

I'm intrigued by Mario500's first comment, too. It lacks the later "gimmicky" elements of their subsequent replies, instead simply stating "This article could have been much more objective if I were involved in its creation."

They offer no further explanation of exactly how they would make the article — a lengthy feature about the history of media mogul Robert Maxwell's involvement in the games industry — any more "objective" than it already is, but chances are they, for some reason, took umbrage at the description of Maxwell's "shady business practices" in the article. But, I mean, those are pretty established facts at this point; no amount of "objectivity" (which, under these sorts of circumstances, generally means "stop saying mean things about bad people I like") can really spin it another way. Maxwell was a shit; he didn't deserve to die (probably), but he was still a shit.

(note: the creator of this message was unable to finish reading this article immediately upon finding vulgar (or profane) language among its text)

Anyway, I'm baffled. The rest of their profile on Time Extension is completely barren, they rarely get responses to their bizarre comments and I'm still not entirely unconvinced that they're a bot.

Still, it was a mild diversion earlier today. I thought you might be interested to see the stranger side of the Internet.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 37: Late Again https://imnotdoctorwho.moegamer.net/2024/07/14/oneaday-day-37-late-again/ https://imnotdoctorwho.moegamer.net/2024/07/14/oneaday-day-37-late-again/#respond Sun, 14 Jul 2024 23:52:14 +0000 https://angryjedi.wordpress.com/?p=24004 I've gone and left writing this until some ungodly hour in the morning again. It tends to happen when my mood is low; I stay up later than I should, which inevitably means I'll have trouble getting up in the morning. Likely no gym or swimming tomorrow, then — I value a good night's sleep … Continue reading #oneaday Day 37: Late Again

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I've gone and left writing this until some ungodly hour in the morning again. It tends to happen when my mood is low; I stay up later than I should, which inevitably means I'll have trouble getting up in the morning. Likely no gym or swimming tomorrow, then — I value a good night's sleep more than a fitness regime. I'll get an early night tomorrow night though and go on Tuesday morning.

I decided after a lot of umming and ahhing to treat myself to Gas Station Simulator. I have a lot of time for these games that take something mundane and turn them into a relatively entertaining, but not super-demanding experience — Square Enix and FuturLab's Power Wash Simulator is probably the most well known, but there are a fair few out there now. Gas Station Simulator appears to be one of the more polished ones, and while it's still prone to Perpetual Indie Game Roadmap Syndrome, it is, at least, in its current state, a "finished" game.

I like what I've seen so far. There's a nice combination of relatively mindless "clean up the shit" gameplay combined with a bit of time management, a bit of finance management and a bit of self-expression through customising your environment. The titular gas station you find yourself taking ownership of is a complete shithole when you first acquire it, so you have a lot of work to do, though it doesn't take that much to get it looking vaguely presentable — enough to keep customers stopping for fuel in the middle of the desert happy, at least.

I'm interested in what it will look like in the late game, though. I anticipate that once you get the money rolling in fairly reliably, you'll be able to do a lot more with the overall decor of both the station itself and its various supporting buildings. At present I can just paint stuff and buy a few decorations, but I'm hoping for some more options once I unlock some more of the game features.

Because yes, in true 2024 game tradition, this isn't a game that gives you the keys to a sandbox and lets you loose; rather, you work your way through a series of objectives that introduce you to the various mechanics one at a time, gradually building on top of each other to make the game a little more complex with each passing hour. I mock it for doing this, but it's a sound approach, particularly when you're dealing with a game that, as this does, appears to have plenty of moving parts to contend with.

Thus far I have the fuel pumps, the station itself (which acts as a shop) and I've just unlocked a car repairing garage. At present, I have to do everything, but I understand at some point in the game you can hire employees to automate some or all of it. That's going to be interesting; will the game remain entertaining if you're no longer having to frantically dash between different areas to do stuff?

Anyway, that remains to be seen. I played for far too long and now it's late. So I will report further on my findings once I have had some sleep. Here's hoping I'm through the "trough" my mental health has been going through and it's onwards and upwards from here.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 36: In My Thoughts https://imnotdoctorwho.moegamer.net/2024/07/14/oneaday-day-36-in-my-thoughts/ https://imnotdoctorwho.moegamer.net/2024/07/14/oneaday-day-36-in-my-thoughts/#respond Sun, 14 Jul 2024 00:40:50 +0000 https://angryjedi.wordpress.com/?p=23990 I dreamed about our dearly departed cat Meg last night and into this morning, which caused me to wake up feeling rather maudlin. My general mental wellbeing didn't really improve for most of the day, but I did manage to distract myself with some gaming, so that's something. I've just come off a Dawntrail session, … Continue reading #oneaday Day 36: In My Thoughts

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I dreamed about our dearly departed cat Meg last night and into this morning, which caused me to wake up feeling rather maudlin. My general mental wellbeing didn't really improve for most of the day, but I did manage to distract myself with some gaming, so that's something.

I've just come off a Dawntrail session, and I'm making good progress with that, but I've also been flitting around between a couple of other things today.

First of these is Holy Potatoes! A Spy Story?, which is a lightweight management sim sort of game in which you run a spy agency, train up spies and send them out on missions. It's quite fun and silly, though I haven't felt any real "challenge" from it as yet. I don't know how long it is but I suspect I'm quite early on in it so far; I wonder how it will up the challenge factor, and if it will do so by something more interesting than "require bigger numbers".

I started playing this because I've been having a bit of a hankering for that kind of game of late, and it's one of those genres that it doesn't feel like we have that many good modern examples of. Management sims were all the rage in the late '90s and early '00s, but it feels like they were one of those genres that got a bit left behind in the move to 3D. Modern 3D examples do exist — the Two Point games, which are successors to Bullfrog's Theme titles, are a good example — but it's kind of telling that stuff like Holy Potatoes! A Spy Story? is still presented in isometric quasi-3D artwork rather than polygons.

I don't know if I'll stick with it so far, as there are a number of other "sim"-type games I'm interested in having a fiddle with — after watching Game Grumps play Gas Station Simulator I actually quite fancy a go at that, for one — but what I've played so far does seem fun, and despite the relative lack of challenge in what I've played, manages to remain free of being patronising in a mobile game style.

The other thing I gave a shot for a bit earlier is Spiderweb Software's Avadon: The Black Fortress. I've been meaning to try a Spiderweb game for some time, but never got around to it and never quite new which one was best to start with. So I just picked one and gave it a go for a bit.

For the unfamiliar, Spiderweb Software make traditional CRPGs in the western style; that means they unfold rather like old Infinity Engine D&D games, or perhaps later Ultima titles. Avadon actually sounds like it might be a bit of a departure in that it's less "freeform" in its structure — thus far it's been quite heavily "mission-based", and you have relatively limited options to build your characters — but it sounds as if it's well-regarded, and many folks seem to think that the streamlined (not necessarily simplified) mechanics allow its story to shine a bit more. And it's certainly got some nicely written text in it.

Again, don't know if I'll stick with it, but I'm glad I've broken the seal and started giving it a go. I like what I see so far — although it seems the game is light on music, which is a shame, as I do like a stirring orchestral accompaniment for my western-style CRPGs.

And Dawntrail. I won't say too much about this for the sake of spoilers in case anyone reading this is planning to play it, but the thing that struck me while playing this evening is that this is a story the world really needs right now. There's lots of tolerance and understanding and learning about different cultures, and it just feels like such a marked, likely deliberate contrast to the intolerance and general shittiness around in the world at the moment. I'm looking forward to seeing where it goes next, as I've reached a particularly significant moment in the narrative.

Anyway, it's nearly 2am and my cat Patti is bugging me to go to bed, so I should probably do that. Here's hoping for a restful night's sleep.

I miss you, Meg.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 35: Lay Me Down to Sleep https://imnotdoctorwho.moegamer.net/2024/07/12/oneaday-day-35-lay-me-down-to-sleep/ https://imnotdoctorwho.moegamer.net/2024/07/12/oneaday-day-35-lay-me-down-to-sleep/#respond Fri, 12 Jul 2024 20:30:17 +0000 https://angryjedi.wordpress.com/?p=23976 I'm exhausted, physically and mentally. I think mostly mentally, but that in turn is making me feel physically exhausted. The world just seems to be such a frustratingly relentless parade of shit at the moment that just existing is tiring. So although it's not even 10pm at the time of writing, I think I might … Continue reading #oneaday Day 35: Lay Me Down to Sleep

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I'm exhausted, physically and mentally. I think mostly mentally, but that in turn is making me feel physically exhausted. The world just seems to be such a frustratingly relentless parade of shit at the moment that just existing is tiring. So although it's not even 10pm at the time of writing, I think I might just go to bed after this.

Unlike times gone by, I can thankfully say that it's not really my life that has gone to shit as such, but I'm not sure that's any great comfort. At least if there is something wrong in my life — and plenty of things are, don't get me wrong — it's possible to take action and do something about it.

But when you feel like the entire world is just collectively going insane, and there's fuck all you can do about it? That's exhausting. Whether it's the constant enshittification of today's services, the ever-increasing cost of living or the utterly stupid obsession with AI — all three of which are related to varying degrees, I'd say — it just feels like the world is moving in an unhealthy direction, and no matter how much you say "hang on a minute" there's nothing that you, as one person, can do.

I won't lie, I'm a little concerned for my pals in America right now, because they seem to be staring down a bit of a no-win situation when it comes to the upcoming presidential elections. On the one side, you have Trump, who is just an outright fucking maniac, and on the other, you have Biden, whose age is starting to make people question his suitability for the role. Given the choice, it seems like picking the old man is the sensible thing to do, but America never seems to make things that simple. After all, they already elected Trump into office once; while most people would probably agree that was a terrible idea, I have a strange feeling that it might happen again.

And while I feel a certain sense of solidarity with others online expressing similar concerns about the immediate and medium-term future, I also feel very alone. Ever since COVID hit, I've felt completely isolated aside from being with my wife, and it's done a real number on my self-confidence and self-esteem. I feel like I could do with some sort of support network when I'm feeling like this, and I just don't have one. Worse, I don't really know how to go about putting one together — or indeed reassembling one that I maybe once had.

I always used to think that as you grew older and became more of an "adult" that things would fall into place and become more straightforward. And perhaps they did for previous generations. But for me, right now, each passing year just feels worse and worse, like a sense of comfort and stability is just slipping further and further away. The world has been a place that I don't feel like I quite fit into for as long as I can remember. And in recent years, that feeling has only been becoming more and more pronounced with everything that's been happening.

If only it was possible to just completely disconnect from the bad things in the world, and spend your time surrounded by people who care about you, and whom you care about too. I guess I should feel lucky that I have my wife and cats, at the very least; some people don't even have that.

I'd apologise for the maudlin post, but I made it clear back when I started all this shenanigans again that it was going to be a form of "therapy" for me. And that means getting this stuff off my chest once in a while. I'm sure you understand. Perhaps you even feel the same way. I unfortunately cannot offer any advice or comfort if so, but know, at least, that you are not the only one feeling that way. Not, I suspect, by a long shot.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 34: It took blatant enshittification before people saw Game Pass for the scourge it is https://imnotdoctorwho.moegamer.net/2024/07/11/oneaday-day-34-it-took-blatant-enshittification-before-people-saw-game-pass-for-the-scourge-it-is/ https://imnotdoctorwho.moegamer.net/2024/07/11/oneaday-day-34-it-took-blatant-enshittification-before-people-saw-game-pass-for-the-scourge-it-is/#respond Thu, 11 Jul 2024 16:14:16 +0000 https://angryjedi.wordpress.com/?p=23964 Recently, Microsoft announced a slew of changes to its Game Pass service, the subscription-based service where you get access to a bunch of games for as long as you pay for it. They have not been received all that well, to say the least, with many quite rightly pointing out that its combination of price … Continue reading #oneaday Day 34: It took blatant enshittification before people saw Game Pass for the scourge it is

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Recently, Microsoft announced a slew of changes to its Game Pass service, the subscription-based service where you get access to a bunch of games for as long as you pay for it. They have not been received all that well, to say the least, with many quite rightly pointing out that its combination of price hikes and making existing offerings significantly worse is a textbook example of enshittification.

However, prior to all this nonsense, Game Pass had some of the most rabid defenders on the entire Internet. "It's consumer-friendly!" they'd chant like a mantra. "$12 a month for a whole library of games!"

I don't know about you, but I consider perpetually paying for something and then not actually having anything to show for it if I decide to stop paying is anything but consumer-friendly. It's a glorified rental service — and, more to the point, it's absolute garbage for game makers.

You see, while Microsoft does, on occasion, offer larger developers and publishers flat fees for listing their titles on Game Pass, a lot of developers, particularly smaller ones, have to rely on a "streaming"-style income stream, where they get paid according to how much people play their games. And if you've been paying any attention whatsoever to how streaming has been going over the course of the last few years, you'll know that that is an absolutely terrible deal for the artists involved.

The trouble with the Game Pass model is that it incentivises the very worst practices in the industry. With games making money according to how much they are played, we get games that are ridiculous, unnecessary timesinks. We get "live service" games. We get games that are never actually "finished", perpetually following a "roadmap" meaning there's never a good time to start playing because the Next Big Update is always just around the corner.

To put it another way, Game Pass encourages content, not art. It encourages the blandest, most transparent engagement bait, designed to Skinner Box people into believing they're having a good time while they grind through their mindless Daily Objectives for the umpteenth time. And it's an attempt to normalise people not owning things. It's an attempt to ensure that everyone quite happily hands over the keys to their entire media collection for the sake of supposed "convenience" — and don't ask about the games we remove from the service every month, thank you very much, we try and keep that bit quiet.

"But Game Pass makes me try games I never would have tried otherwise!" the defenders say. Bullshit. If you were interested enough to download a game on Game Pass, you're interested enough to read up on it, download a demo where it exists or, hell, even purchase it on a digital storefront and refund it if you found it wasn't actually something you enjoyed. (That's a practice I kind of abhor, also, but that's probably a subject for another day.) Taking risks on art is fun! Sometimes you find things you don't like, sure, but in a lot of cases you'll be very pleasantly surprised when you try something outside of your usual wheelhouse.

Game Pass is a festering boil on the arse of the industry, and the sooner we lance it, the better. It's bad for players and it's bad for the people who make the games. I'm glad there's some pushback against these latest shitty moves from Microsoft — who seem to have been making a lot of such shitty moves of late, in a variety of areas — but I fear it's too little, too late. There are already people for whom not buying games and instead "getting it on Game Pass" is the norm, and that's a problem we're going to have to address conclusively at some point. Because what we have right now is not by any means sustainable.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 33: The Latest Horrifying News from the World of AI https://imnotdoctorwho.moegamer.net/2024/07/10/oneaday-day-33-the-latest-horrifying-news-from-the-world-of-ai/ https://imnotdoctorwho.moegamer.net/2024/07/10/oneaday-day-33-the-latest-horrifying-news-from-the-world-of-ai/#comments Wed, 10 Jul 2024 17:25:35 +0000 https://angryjedi.wordpress.com/?p=23943 Yesterday, the tech blog 404 Media reported on a horrifying development in the story of the World Wide Web's gradual decline into AI-encrusted unusability: the apparent resurrection of the once-beloved TUAW (aka The Unofficial Apple Weblog), a site that hasn't been active for 10+ years, into an AI-powered slop machine. To make matters worse, the … Continue reading #oneaday Day 33: The Latest Horrifying News from the World of AI

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Yesterday, the tech blog 404 Media reported on a horrifying development in the story of the World Wide Web's gradual decline into AI-encrusted unusability: the apparent resurrection of the once-beloved TUAW (aka The Unofficial Apple Weblog), a site that hasn't been active for 10+ years, into an AI-powered slop machine.

To make matters worse, the new owners of the twitching corpse of TUAW have apparently seen fit to "borrow" the identities of the site's former regular contributors, replacing their original headshots with AI-generated portraits or stock images of completely unrelated people and replacing their original archived work with AI-powered "summaries".

Naturally, the former TUAW writers are not all that happy about this. One of the affected individuals, Christina Warren, pointed out that the reason this has been done in the first place is likely "an SEO scam that won't even work in 2024 because Google changed its [algorithm]". She then concluded that those responsible were "Assholes!", which I thoroughly concur with.

This is just the latest in a long line of absolute bullshit brought about by the infestation of "AI" into everything online. There is absolutely no excuse, no justification for what has gone here. Not only is it defacing the legacy of a publication that was once loved — and trusted — by a significant number of readers, it's also destroying the portfolios of the writers in question, who are now saddled with AI-generated slop that has their name attached to it.

"I don't want people to come across the contents coming out of that site and think that I actually wrote like that [very poorly]," Warren told 404. And I can't help but agree — because we have a very real problem online in that sites shuttering often means vast swathes of work by talented writers just goes in the dustbin without warning. And while sites such as the incredible, wonderful archive.org do their best to keep a record of everything that once was, the sad reality is that a lot of stuff is just plain lost.

I know, because I've been on the receiving end of it multiple times.

My stuff might be in here… somewhere… maybe?

One of the first sites I ever wrote for professionally, Kombo.com, no longer exists, and its URL now redirects to a site called "GameZone". Surprisingly, GameZone does seem to have some of Kombo's old articles archived, though none of them are under their original byline, instead all attributed to "kombo" (lower-case). There are 28,435 articles attributed to "kombo", all with the wrong dates on them — they claim to date back to 2012, but there are some with the headline "E3 2010", suggesting that they were simply republished on the "newer" site in 2012 — and no means of identifying who wrote what. As such, it's useless for me to use as part of a portfolio.

The two "big" sites I wrote for, GamePro and USgamer, also went belly-up at various points. In both cases, again, some of my work ended up archived on other sites. In the case of GamePro, some of my stuff found its way to the American tech site PC World, but a search for my name now throws up a list of useless garbage that quotes my name but doesn't actually link to anything I wrote without manually scrolling through several pages of junk. And, of course, there's no link to my byline for me to easily find everything by me, despite my byline being right there on the articles in question when I can find them!

This is the one and only GamePro article by me I could find after a few minutes of searching. It appears on page 2,689 of a defunct archives page. None of the images or links in the article remained intact.

USgamer, which folded a little more recently, fares a little better in that I actually have an author page on VG247, where the articles ended up — although said author page has no picture, no bio and a link to a Twitter account that no longer exists. There's 8 pages of material from me, which I suspect isn't all of my work from USgamer, but it's a decent amount, at least. I just wish it wasn't on VG247, which is a site I am… not a fan of.

Better than nothing — or being "AI summarised", at least. Just wish it was under a different masthead.

In this respect, I guess I'm actually kind of lucky that my identity hasn't been co-opted by a content farm and all my past work fed into ChatGPT to regurgitate at considerably lower quality than I originally wrote. But I have to confess that reading stories such as this one about TUAW fills me with genuine dread. I'm not overly concerned about AI "taking my job" because it's rapidly becoming very clear that AI writing is both easy to spot and demonstrably inferior to a human being doing the same thing.

But I am concerned about the potential for AI slop with my name attached to it dragging my reputation through the mud. As a writer, I find it grossly insulting to my profession. And simply as a human being, I find what has been done here to be absolutely, totally unconscionable.

There has to be a breaking point somewhere. Soon. Please. I am rapidly running out of what little faith in humanity I have left. And there wasn't a lot left in the first place.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 32: Lies, Damned Lies https://imnotdoctorwho.moegamer.net/2024/07/09/oneaday-day-32-lies-damned-lies/ https://imnotdoctorwho.moegamer.net/2024/07/09/oneaday-day-32-lies-damned-lies/#respond Tue, 09 Jul 2024 22:30:53 +0000 https://angryjedi.wordpress.com/?p=23926 A lot has been made about the supposed proliferation of "fake news" and, regrettably, because discussion about it started around the time of Trump's last ascendancy (and to quite a significant degree from the Trump camp), not everyone takes the concept entirely seriously. But it's definitely something that happens, and it's making the Web less … Continue reading #oneaday Day 32: Lies, Damned Lies

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A lot has been made about the supposed proliferation of "fake news" and, regrettably, because discussion about it started around the time of Trump's last ascendancy (and to quite a significant degree from the Trump camp), not everyone takes the concept entirely seriously. But it's definitely something that happens, and it's making the Web less and less useful.

Earlier today, a member of a Discord I'm in posted a link to the following tweet:

The screenshots are of Windows Defender supposedly finding a plain text file containing nothing but the text "This content is no longer available." to be a piece of malware — specifically a Trojan called Casdet!rfn. Obviously a plain text file is not malware, so this is ridiculous, and thus Microsoft must have made a silly mistake and we can all laugh at them, ho ho ho.

I tried it.

Windows Defender did not find it to be malware.

I Googled it and found several outlets reporting on this "story", including some that really should know better (looking at you, Tom's Hardware) — and not one of them had seemingly put in the minimal amount of effort required to verify that this was actually a thing. In other words, none of them had done what I did above: recreate the situation by composing a blank text file, putting the words "This content is no longer available." in it and then scanning it with Windows Defender. A two-minute job, tops.

No, instead the most rigour anyone put in was to look at the replies to the Twitter post, which are fairly slim in number, making me wonder exactly how this misinformation had spread in the first place. The tweet in question has nearly 700,000 views, though only 800 of whatever the Muskrat is calling "Retweets" this week, suggesting the majority of its minor virality has come about through situations exactly like the one I describe above: people sharing it via means other than Twitter.

Now, I don't blame the chap on Discord. He was just sharing something he thought was funny. I don't even blame the original Tweeter, because it's entirely possible that this was true once and it was quietly fixed in a Windows update. But I do blame all these people, and Google.

Not only for reporting on this without doing the absolute bare minimum of fact-checking, but for not correcting these stories if indeed it was once true and now is no longer correct.

Either way, the result is the same: a lot of misinformation gets spread very easily, often by people who have no ill intent. It's not the fault of the people who share this stuff — although I personally would check any sort of claim like this before resharing it myself — but it absolutely is the fault of outlets authoritatively sharing this as "news" without doing any sort of research beyond looking at a few Twitter posts.

Sadly, this is what "news" is these days. Get a good hook for a story that might be the slightest bit clickable and/or shareable, then write it up (with at least 600 words for SEO purposes, of course) and just make some shit up in the middle if you need to. Doesn't matter if the story is true or not; by the time people have clicked or shared, the article has done its job, and it doesn't matter if anyone twigs that it's bollocks or not.

In some respects, I'm sad that I'm no longer working the games journalism beat. But in others, I know that if I was still a newshound, I'd likely be gently encouraged into this sort of odious practice in order to get the numbers up.

I had more integrity and rigour when I was covering stuff for GamePro and USgamer. I'd find stories, research them myself and report on them only when I was good and sure that there actually was a story there. And I didn't have to make a big deal out of doing that at the time, because that was the expectation for someone working a News Editor position.

Now? Engagement above all. Who cares if something is true? Numbers go big, suits stay happy. Fuck the actual audience who might want the publications they read to be reliable and trustworthy; they are, after all, the least important part of the whole equation these days.

If you're looking for the Web as it once was, then I'm sorry to inform you that This content is no longer available.


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#oneaday Day 31: Hypnospace https://imnotdoctorwho.moegamer.net/2024/07/08/oneaday-day-31-hypnospace/ https://imnotdoctorwho.moegamer.net/2024/07/08/oneaday-day-31-hypnospace/#respond Mon, 08 Jul 2024 22:47:03 +0000 https://angryjedi.wordpress.com/?p=23913 Decided I wanted a break from Dawntrail this evening, so I decided to give Hypnospace Outlaw a go, since I'd always been curious and it was cheap in the GOG summer sale. For the unfamiliar, Hypnospace Outlaw is an adventure game of sorts, but rather than controlling a character you're manipulating a computer from a … Continue reading #oneaday Day 31: Hypnospace

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Decided I wanted a break from Dawntrail this evening, so I decided to give Hypnospace Outlaw a go, since I'd always been curious and it was cheap in the GOG summer sale.

For the unfamiliar, Hypnospace Outlaw is an adventure game of sorts, but rather than controlling a character you're manipulating a computer from a fictional 1999 as it navigates around the "Web" of sorts. Technically "Hypnospace" is a Web-equivalent that people browse in their sleep through a special headband, but so far that doesn't seem to have mattered all that much.

The fact it's set in 1999 does matter, however, because most of your interaction involves using a delightful parody of the early(ish) Web — a land of personal Geocities pages, primarily. Hypnospace is a managed service rather than a completely open free-for-all, and divides user pages into specific "Zones" according to their subject matter. As you progress through the game, you're given access to more Zones and thus more pages to browse.

Honestly, just browsing through the wealth of information that has been composed for these fake Web pages is a lot of fun in itself. The world of Hypnospace Outlaw has clearly been thought about in great detail, and even though it is, by necessity, considerably smaller than the "real" Internet — even as it existed in 1999 — there's a sense that you really are exploring a community, but through your computer screen, rather than on foot.

The actual "gameplay" part of Hypnospace Outlaw places you in the role of a volunteer "Enforcer" for Hypnospace's manufacturer MerchantSoft. This affords you special privileges — among them the ability to wield a literal banhammer — but also effectively stops you from "existing" online for the duration of your contract. Your job as an Enforcer is to seek out violations of MerchantSoft's "laws", which include copyright infringement, harassment, illegal (disturbing or offensive) content, distribution of malicious software and commercial activities carried out via non-approved channels.

This starts pretty simple with you wielding your banhammer on some obviously copyright-infringing pages, though the game makes sure you're aware of the consequences of your actions through the way the page's owners update their sites as the game progresses. In subsequent cases you'll have to track down cases of cyberbullying via "hidden" pages, only accessible via certain means, and infiltrate rebellious groups by effectively using social engineering techniques to glean sensitive security information.

So far — I estimate I'm about halfway through the game — no real "judgement" has been placed on the player character for the things they do, though only the most hard-hearted won't respond to the anguished frustration expressed by those who feel they had the rules applied to them unfairly. It's satisfying to find your way into what the creators of a page clearly thought was a safe, hidden inner sanctum and then effectively wreck it by blasting its most important components for rule violations — but it's also hard not to feel a little uncomfortable about it. That, I suspect, is kind of the point.

I'm intrigued to see where the story ends up going, as it's definitely been intriguing so far — even though it's mostly been little threads you can tug at as much or as little as you want up until the point I'm at. I suspect some sort of "big plot" will reveal itself before the end, though, and I'm looking forward to investigating it further. I'll post some more in-depth thoughts about it over on MoeGamer once I've finished it.

For now, then, a thumbs up, particularly if you lived through this era of the Web. While it's very much a parody rather than a completely loving recreation, a lot of it is bang on for how things really were back then — and it blends this nicely with a thoroughly modern tale about controlling the flow of information, censorship and self-expression. Good stuff.


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#oneaday Day 30: A Milestone? https://imnotdoctorwho.moegamer.net/2024/07/07/oneaday-day-30-a-milestone/ https://imnotdoctorwho.moegamer.net/2024/07/07/oneaday-day-30-a-milestone/#respond Sun, 07 Jul 2024 22:56:01 +0000 https://angryjedi.wordpress.com/?p=23894 Is 30 days a milestone? I guess you can look at it that way, depending on if you consider nice round numbers a milestone. You can also look at 30 days as "about a month", too, so I guess it's significant from that respect. It's a long way off the 2,541 daily posts from last … Continue reading #oneaday Day 30: A Milestone?

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Is 30 days a milestone? I guess you can look at it that way, depending on if you consider nice round numbers a milestone. You can also look at 30 days as "about a month", too, so I guess it's significant from that respect. It's a long way off the 2,541 daily posts from last time around, of course, but that all started with baby steps, too. And then it just kept going.

Now and again I like to hit the "Random Post" button on this site to jump to one of the myriad posts in the archives. I often find myself surprised how often it throws up the same things, given how many of them there are, but computerised randomisation is, as we hopefully all know by now, imperfect.

That gives me an idea for today's post. I'll hit Random a few times and see what I think of what shows up. Are you ready? Then let's begin.

First up, Day 693 from first time around, and a post named Endings. In it, I contemplated the fact that I had just finished L.A. Noire, a game that I enjoyed a lot at the time but which I have forgotten almost everything about since. I pontificated on particularly effective endings that had stuck with me over the years — particularly downer endings. And Conker's Bad Fur Day was one that stuck with me, due to it coming after all the foul-mouthed ridiculousness that had come before.

I still agree with this. Conker's Bad Fur Day ends absolutely perfectly. It's a huge bummer in a lot of ways, of course, what with our hero losing his true love, but it also provides something of a sense of "reality catching up with him". The strange journey that Conker goes on over the course of Conker's Bad Fur Day starts silly and cartoonish, but gets darker and darker as you progress through things. By the last few sequences in the game, things are still silly, but there's a definite sobering undercurrent. The World War II-inspired sequence may have you fighting against teddy bears, but it's still World War II, and a lot of people get hurt and die.

The ending of Conker's Bad Fur Day is as much a signal to the player as it is to Conker. "Wake up," it says. "The time for play is over. Now it's time to get back to the grim reality of life." Sobering, to be sure.

Next up, post 850 from first time around, entitled Diablolical [sic]. In it, I lay out how I'd been having a good time with the then-newly released Diablo III, and that I didn't have as much of a problem with it being "always online" as the rest of the Internet seemed to. And that's because I recognised that Diablo III, far more than its predecessors, was actually an MMO. A well-disguised one, yes, but still an MMO.

I actually stand by this assessment, though my opinion on Diablo III itself has soured somewhat for a variety of reasons. Firstly, after playing it a bunch, I realised that its setting and unrelenting grimness was just plain boring to me. The world of Diablo is a world in which there is no hope; one in which you defeat the Big Bad of the hour and there's inevitably an even bigger bad lurking just around the corner. And once you've beaten all the Big Bads, they all come back, because that's what Big Bads do in Diablo-land.

Secondly, it's hard to get the various revelations about working conditions at Blizzard Entertainment out of my head. I'm not about to go on a big crusade about it or anything, but given that the Diablo series is already one I'd been feeling a bit "ehhh" about since the very beginning, knowing that some of the staff at the developer are shitheads makes it a lot easier to just go "fuck it" and never play anything from them again… particularly as all of their last few releases have some combination of loot boxes, battle passes or predatory "free-to-play" monetisation. So yeah, fuck Blizzard and fuck Diablo. Diablo III is still an MMO, though.

Next up, an earlier post: number 303, from 2010, in which I ponder the nature of Panic Stations. Specifically, through some exceedingly heavy-handed masking, I outline the things that cause me a sense of irrational anxiety, even when I know they're not anything really worth getting het up about. 2010 was before I'd really sought any sort of help for mental health, and well before I'd been diagnosed with either anxiety or Asperger's, but I still recognised anxious feelings in myself — and my brain's tendency to blow things out of proportion.

This post is one I should probably return to now and again to remind myself not to get so wound up about stupid things.

Finally for today, an even earlier post from 2010: number 57, Look into the Eyes, in which I talk about the Derren Brown show my ex-wife (who was, at that point, just my wife) and I had been to see at the Mayflower theatre in Southampton. I really enjoyed that show, and both of us had a lot of time for Derren Brown. I feel like we don't see much of him these days; I wonder what happened to him? Looking on Wikipedia, it seems he's still active, but I guess the changing nature of how we look at media these days makes him less visible — I don't watch "TV" any more, for example, and that tended to be where I saw him the most.

All right, that's enough looking back for one day. My cat has just been sick and the other cat is eating it. I think that's as good a cue as any to just go to bed.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 29: Dream Education https://imnotdoctorwho.moegamer.net/2024/07/06/oneaday-day-29-dream-education/ https://imnotdoctorwho.moegamer.net/2024/07/06/oneaday-day-29-dream-education/#respond Sat, 06 Jul 2024 11:22:04 +0000 https://angryjedi.wordpress.com/?p=23882 I had one of those dreams that it's difficult to wake up from this morning. It was a variation on a dream I quite commonly have, which involves being back in some form of education, knowing that I'm not doing something I should be doing, and not being able to make myself sort that situation … Continue reading #oneaday Day 29: Dream Education

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I had one of those dreams that it's difficult to wake up from this morning. It was a variation on a dream I quite commonly have, which involves being back in some form of education, knowing that I'm not doing something I should be doing, and not being able to make myself sort that situation out.

The most common form this dream takes sees me back at secondary school, knowing that the school's music groups (typically the orchestra and concert band) are rehearsing and that I should be there, but I am not going. My old music teacher Mr. Murrall is standing outside the music block looking disapprovingly at me standing some distance away, often with my friends from the time, but I can't bring myself to admit that I've made a mistake, and that I should go along and resolve the situation.

Last night was a little bit different, as it revolved around university. I had just moved into a new flat — not any of the flats I actually lived in during my time at university, but something my mind dreamed up — and was settling in, but I realised I had no idea when term started or if I should have been going to any lectures. Any time I thought "I should look up when term starts", I was distracted from doing so, and I became more and more convinced over time that I was missing significant parts of my course. But, again, I couldn't correct the situation.

Education-related dreams are, unsurprisingly, usually interpreted as being something to do with learning, and variations on the theme such as those which I describe above are usually tied to various forms of anxiety — often imposter syndrome.

If I'm being honest, I can tell where some of those thoughts are probably coming from. The recurring dream about not showing up to orchestra rehearsals is likely due to how I'm aware I don't make nearly enough time to practice music these days, and should probably do something about that. I think I want a new piano, though; our current one is fine apart from a few seriously dodgy notes in the octave below middle C, and unfortunately those notes appear to be some of the most frequently occurring in almost everything I want to play! New pianos are expensive, though, so you can probably see where some of that anxiety comes from.

As for the imposter syndrome side of things, I've definitely felt that before. I'm not sure I'm feeling it a lot right now, because in my current position I feel like I'm valued and that I contribute something meaningful — although thinking about it, there are still aspects of the daily work life that do cause me anxiety, such as having to deal with the social media side of things. But I've definitely felt it in the past; feelings that I "don't deserve" to be where I am, or that I'm worried someone will "find out" something about me that I don't want to be found out — exactly what, I'm never sure, because I don't have anything particularly shameful to hide.

I suspect, as someone with a natural undercurrent of anxiety flowing through me at most times, I will never be completely free of these dreams. I actually don't mind them all that much, as they sometimes have an interesting, nostalgic element to them. I do wish my dream self could break free of whatever is holding him down and resolve the problems at the core of those situations, though… that way I could just enjoy being back at school or university!


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 28: A Developer Has Responded https://imnotdoctorwho.moegamer.net/2024/07/05/oneaday-day-28-a-developer-has-responded/ https://imnotdoctorwho.moegamer.net/2024/07/05/oneaday-day-28-a-developer-has-responded/#respond Fri, 05 Jul 2024 22:33:31 +0000 https://angryjedi.wordpress.com/?p=23861 In theory, the opportunity for developers to respond to user reviews on storefronts such as Steam, Google Play and the like should be a good thing. It should provide the opportunity for the developer in question to open a dialogue with a customer — be they satisfied or dissatisfied — and help move things in … Continue reading #oneaday Day 28: A Developer Has Responded

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In theory, the opportunity for developers to respond to user reviews on storefronts such as Steam, Google Play and the like should be a good thing. It should provide the opportunity for the developer in question to open a dialogue with a customer — be they satisfied or dissatisfied — and help move things in a positive direction in one way or another.

How it actually works, meanwhile, is quite different. Because most developers, it seems, can't be bothered to do anything other than a stock response to everyone, even when it's woefully inappropriate to do so.

I'd like to share with you a review I wrote recently, in which I found a "teleprompter" app for Android (this one, if you're curious, which was recommended by one of the bajillion SEO-baiting "best teleprompter apps for mobile" articles festering on the modern Web) but was dismayed to discover it was asking for an extortionate subscription fee rather than a flat price. I am pretty vehemently against subscription fees for simple, single-purpose apps, particularly when they don't have an online component, and I made this clear in my review.

A screenshot of a review on Google Play. The review is by Pete Davison and was posted on June 27, 2024. It gives the application one star. The text reads "This seems ideal for my needs, but it's a subscription-based app. I want to just purchase the software, not pay £4.99 every month. I would have paid £4.99 to buy a premium version of this app without hesitation, but asking for that every month is ridiculous."

Not unreasonable, I don't think. Now let's look at the developer's response:

A screenshot of a developer's response on a Google Play app store review. It is attributed to "Norton Five Ltd" and dated June 28, 2024. The text reads "Thanks for your feedback Pete. The subscription model allows us to invest in continuing to improve the app and introduce new features. There is an annual subscription option, which does offer better value for money than the monthly one if budget is tight. You can also cancel at any time. Hope you'll reconsider and give the subscription a go." The text concludes with a smiley face emoticon and is signed "Phil".

Now this is an excellent developer response. "You think the monthly subscription is too expensive, so why not use the more expensive annual one" is a ballsy move, to be sure. "You don't like monthly subscriptions, but it's okay because you can cancel any time and lose access to the app you paid for" is also high up my list of "stupid things to say".

More than that, it's just plain bollocks. This comment is symptomatic of a widespread issue with all manner of software today, whether they be single-purpose mobile apps or more elaborate services. And that issue is that everyone seems to see a perpetual need to "introduce new features".

I'll remind you that when I came across this app I was looking for something that did one thing and one thing only: provide a "teleprompter" facility that I can use on my phone. To elaborate, that means provide the ability to display some text on the phone's screen while the camera is recording, allowing me to make "eye contact" with the camera while reading from a script.

This app does that already. It does not need any new features. It is already fit for purpose, aside from the subscription fee. Therefore it does not need additional development or new features to be introduced. (Especially not a "Rewrite your script with AI!" feature, which it proudly boasts.) Perhaps a compatibility update every now and then to ensure it works with whatever current version of Android has been loaded onto my phone without telling me this week. But that does not warrant a fee of five quid a month or even twenty quid a year.

As I said, I would have quite happily paid a fiver up front for the app, and that's being extraordinarily generous in the mobile space, given that most people don't like paying more than 79p for anything.

The stock response from "Phil" about "introducing new features" and "continuing to improve the app" didn't convince me in any way that the subscription fee was worth paying, and I suspect he knew that as he copy-pasted the words into the response box. So why did he bother posting it at all? Just so the fact he "responds to feedback", even if it is with utterly stupid suggestions, is visible to anyone browsing the page and not looking too closely?

A few minutes later, I found another teleprompter app that does just charge once and then doesn't bother you again. So I bought it without a moment's hesitation. Don't stand for exploitative, predatory subscription models, particularly on mobile where it's extremely easy to forget about them. And support those folks who are actually providing a good, useful piece of software without trying to fleece you.

And Phil? Eat a thousand cocks.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 27: Time for Change? https://imnotdoctorwho.moegamer.net/2024/07/04/oneaday-day-27-time-for-change/ https://imnotdoctorwho.moegamer.net/2024/07/04/oneaday-day-27-time-for-change/#respond Thu, 04 Jul 2024 23:43:54 +0000 https://angryjedi.wordpress.com/?p=23848 As I type this, the results for the General Election in this country are being announced. It looks likely that Labour are going to win a landslide victory, giving the Conservatives a seriously bloody nose in the process, but it also looks like the Reform party are going to make a few gains along the … Continue reading #oneaday Day 27: Time for Change?

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As I type this, the results for the General Election in this country are being announced. It looks likely that Labour are going to win a landslide victory, giving the Conservatives a seriously bloody nose in the process, but it also looks like the Reform party are going to make a few gains along the way, too.

I'm not going to pretend to know enough about politics to provide any more in-depth commentary than that, but I am relieved that we are at least looking likely to have a change of government. The last 14 years have been pretty rough for the UK, and some change is what we need. The question is, of course, whether the incoming new government are willing to do anything noteworthy or, as is probably more likely, they will continue to let things just tick along and gradually slide further and further into enshittification.

The rise of Reform is a little worrying, though I suspect their gains will be less noteworthy than the somewhat exaggerated hyperbole suggests. We've already heard some Reform representatives on the BBC's coverage of the election complaining about "woke nonsense" without actually saying what they believe "woke nonsense" to be, and very carefully taking care to not say that they hate immigrants and transgender people.

The BBC has been pulling its punches a bit, though. It looked like the Reform candidate was going to be questioned on the "woke nonsense" line, but the presenters pulled back after she pretty much ignored the question. There was also some confrontation of "vile" comments made by some Reform candidates, but those weren't pursued either. It's a little frustrating to see coverage that is just on the cusp of doing some interesting journalism, but then pulling back in the name of… what? Impartiality? Perhaps.

Looking into it, it appears that the BBC did actually do some journalism into this back when it happened. And yeah, there is some pretty bad stuff in there. Naturally, Reform leader Nigel Farage claimed that the comments were being "taken out of context", but there's really only so many contexts in which you can take someone complaining about "the cultural feminisation of the west", as Bexhill and Battle candidate Ian Gribbin did, and none of them are particularly complimentary. Same for Ynys Mon candidate Emmett Jenner's obviously transphobic comments from 2018, though he claims his now-deleted Twitter account was a "parody". (Of what, he didn't say.)

There was an interesting point made on the BBC's coverage, though, which is that there are quite possibly some voters out there who genuinely have no idea that Reform candidates have said some truly horrible things in the past, and simply voted for Reform as a "protest vote". These days, I'm inclined to say that there's not a lot of excuse for not knowing the true colours of various public figures, even if you're not on social media, but I guess it is possible, particularly among the older generation.

But anyway. I'm not going to stay up and watch too much more of the coverage, but I do find it quite interesting for a little while. It's going to be going on for about 10 hours, though, so we won't have an absolutely final answer on what's happening to the country until tomorrow morning. The exit polls would seem pretty damning for the Conservative government, though, and I am 100% fine with that. We'll just have to wait and see what that really means.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#omeaday Day 26: Hotel Life https://imnotdoctorwho.moegamer.net/2024/07/03/omeaday-day-26-hotel-life/ https://imnotdoctorwho.moegamer.net/2024/07/03/omeaday-day-26-hotel-life/#respond Wed, 03 Jul 2024 22:08:11 +0000 https://angryjedi.wordpress.com/2024/07/03/omeaday-day-26-hotel-life/ I'm writing from a hotel tonight, on my phone, so forgive any typos and the fact I can't see a word count. Sadly I am not on holiday. I am staying overnight in glamorous Letchworth as I'm going in to the office tomorrow. I try and do this once a month or so in order … Continue reading #omeaday Day 26: Hotel Life

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I'm writing from a hotel tonight, on my phone, so forgive any typos and the fact I can't see a word count.

Sadly I am not on holiday. I am staying overnight in glamorous Letchworth as I'm going in to the office tomorrow. I try and do this once a month or so in order to have a connection with my colleagues that is more than just bugging them on Teams, and it usually coincides with us all going out to lunch or something.

Tomorrow we're hosting a small-scale press day of sorts, where a few writers and YouTubers are going to have the opportunity to see how and where we work, plus get a preview of some of our upcoming stuff. These include new Evercade cartridges that haven't been released yet, and the Evercade Alpha bartop arcade units that are being released in November. Should be a fun day for all.

I'm particularly looking forward to having a fiddle with the Alphas myself, as up until this point I've only seen unfinished prototypes and photographs. There's still work to be done before the November launch, but the samples we have in now should be fairly close to the final product. I'll be doing my best to get a photo of Treasure Island Dizzy running on one, just to make Neil from The Cave and This Week in Retro happy.

I did not have a fun drive here, though. Insane traffic on the motorway brought things to a standstill for quite some time, though thankfully I'd had the foresight to queue up some episodes of the This Week in Retro podcast to keep me entertained, so I wasn't flung into a complete apoplectic fury by the sight of endless brake lights ahead of me. I do, however, remain glad that most of the time, I can work from home and do not have to commute.

I'm a bit hungry, but at 11pm in a town as thoroughly unremarkable as Letchworth I feel my options are probably limited. May have to pop out and see if I can score some supper from somewhere, though…


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 25: Atari In Your Pocket https://imnotdoctorwho.moegamer.net/2024/07/02/oneaday-day-25-atari-in-your-pocket/ https://imnotdoctorwho.moegamer.net/2024/07/02/oneaday-day-25-atari-in-your-pocket/#respond Tue, 02 Jul 2024 23:11:29 +0000 https://angryjedi.wordpress.com/?p=23807 We announced some new products at work today: two new models of the HyperMegaTech! Super Pocket, a low-cost handheld that comes with a bunch of built-in games, plus full compatibility with the Evercade ecosystem, allowing you to expand the device's capabilities with 500+ games across more than 50 cartridges. And yes, that is the official … Continue reading #oneaday Day 25: Atari In Your Pocket

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We announced some new products at work today: two new models of the HyperMegaTech! Super Pocket, a low-cost handheld that comes with a bunch of built-in games, plus full compatibility with the Evercade ecosystem, allowing you to expand the device's capabilities with 500+ games across more than 50 cartridges. And yes, that is the official PR line! I should state up front, though, that this is my personal blog, and thus nothing I say here should be considered official Blaze shenanigans; I just wanted to enthuse about this stuff.

One of the two new Super Pockets joining the existing Taito and Capcom devices is focused around Technos Japan, which is a brand for whom the license expired for their Evercade cartridge, meaning second-hand copies of it now go for absurd prices. The Technos Super Pocket brings most of those games (and a couple of newcomers) back at an affordable price point, which is nice.

The one I'm really excited about, though, is the Atari model, which comes with a whopping 50 games. And we worked with Atari to deliberately select a lineup of games that isn't the same as those seen on other Atari-branded devices. Sure, we've got some familiar favourites in there from the 2600 and arcade back catalogues, but we're backing those up with plenty of 5200, 7800 and Lynx titles, including a blend of both games that were on the existing Evercade Atari cartridges, and some brand new ones.

Perhaps best of all, we're doing a limited edition (2600 units, natch) which is designed in classic '70s-style woodgrain. You can preorder that one right now from Funstock; the standard non-limited versions of both Atari and Technos will be up for preorder at the end of the month for an October release.

With Atari having been such an important and defining part of my life growing up, I'm naturally delighted to play a part in bringing a bunch of these games back. So I thought I'd pick out some of my personal favourites, because why not.

Solaris

This is a great game for the Atari 2600. Despite not being called Star Raiders, it is an official sequel to the original Star Raiders (and different to the game actually called Star Raiders II on Atari 8-bit). It's made by the same programmer (Doug Neubauer) and features the same conflict between humanity and the legally distinct Zylon Empire. Like Star Raiders, it features a blend of action and strategy, tipping a little further in the direction of "action", and is probably one of the most technically impressive, ambitious 2600 games to come out of first-party Atari.

In Solaris, you fly a ship around the galaxy in search of the titular planet. You travel long distances on a grid-based sector map, and by warping to occupied sectors you can battle enemy fleets, destroy enemy bases and rescue allied forces from the Zylons. While it might initially seem complex, it's easy to pick up and very compelling, plus relatively short play sessions make it ideal for handheld play. Definitely a highlight if you've never played it, though it is available on the existing Evercade Atari cartridges.

Miner 2049'er/Bounty Bob Strikes Back!

I'm grouping these together because they're both very similar — the latter is the sequel to the former. They're single-screen platform games in which you control Bounty Bob, a Canadian mountie, who is chasing down a dastardly trapper named Yukon Yohan. Yohan has, it seems, taken up residence in an abandoned radioactive mine filled with mutant nasties, so it's up to Bob to clear the way.

The narrative setup doesn't matter at all; this is a game from the early '80s. What does matter is the gameplay. Your main task in each stage of both Miner 2049'er and Bounty Bob Strikes Back! is to walk across every bit of platform in the level. This starts out simple (in Miner 2049'er, anyway; Bounty Bob Strikes Back! is much tougher, working on the assumption you're already familiar with the prior game) but quickly introduces you to a variety of gimmicks, giving each level a somewhat different feel from the last. Both games demand concentration, dexterity and for you to puzzle out the best route to victory, and their arcade-style structure makes them, again, great handheld titles.

Final Legacy

An all-time favourite of mine, this one. It's best known as an Atari 8-bit game but it was also ported to the 5200, which is near-identical internally.

Final Legacy is an action-strategy game. Some call it "Battlezone with ships" but it's a bit more complex than that. There are four distinct components to the game: a navigation map, in which you move around the game world, pick your targets and attempt (usually unsuccessfully) to avoid detection by enemy ships; a "Sea-to-Land" section where you destroy ground targets with a laser; a "Sea-to-Air" section where you shoot down incoming missiles (inevitably launched while you were pratting about in Sea-to-Land mode); and a Torpedo mode in which you destroy enemy ships.

Final Legacy isn't one of Atari's most well-known games, but as far as I'm concerned it's Star Raiders-tier good. I hope the Atari Super Pocket encourages people to give it a proper go.

Ninja Golf

It's Ninja Golf. The title surely tells you everything you need to know if you weren't already familiar with arguably the Atari 7800's best game.

Turbo Sub

A fantastic Atari Lynx game, Turbo Sub is a real showcase of the platform's spectacular sprite scaling ability. It's a first-person shoot 'em up in which you pilot the titular sub both above and below the waves, blasting enemies to kingdom come and, when beneath the surface, collecting crystals which can be spent to upgrade your weapons for the next stage.

Turbo Sub is pure arcade-style fun. It looks great and it plays super-smoothly. It was one of my favourite Lynx games back when I had one, and having it just ready to go on a pocket-sized device is going to be a delight.

Warbirds

Another great Lynx game, Warbirds is a World War I-themed combat flight sim. While its scenarios are limited to dogfighting against one, two or three other planes, the wealth of difficulty options mean that you can customise the experience a great deal, and it's a lot of fun seeing how many missions in a row you can survive with everything turned up to the hardest level.

Like Turbo Sub, Warbirds is a showcase title for the Lynx's sprite scaling capabilities, with both cloud cover and enemy planes depicted as smoothly animated sprites. These are combined with simple polygonal elements for ground detail — a few hills and the hangar that marks your airstrip. It's relatively simple at its core, but it'll keep you coming back for more.

Berzerk/Frenzy

I'm grouping these two together because, again, the latter is the sequel to the former. These are two early '80s arcade games from Stern, casting you in the role of a little green man (literally) and tasking you with fighting your way through increasingly ferocious waves of killer robots. Take too long clearing a screen and the demonic Evil Otto (the world's most terrifying smiley face) will come after you.

Berzerk is the original game, and became famous for a couple of reasons: firstly, its speech synthesis, which would often yell "QUARTER DETECTED IN POCKET" to unsuspecting passers-by; and secondly, the fact that, according to urban legend, it "killed" two people. (The truth of that one is that two people just happened to suffer a heart attack after playing a game of Berzerk; there's no real evidence that the game itself or the stress of playing it caused the problems, but you know how these things go.)

Frenzy, meanwhile, adds a few elements to Berzerk's basic mechanics such as reflecting shots and destroyable walls. The only home port it got back in the day was to Colecovision, and no-one had a Colecovision (which is a shame, because the Colecovision is very good!) so this Super Pocket release is noteworthy for being one of the few official home releases it has had since its heyday.

I think that'll probably do for now. I suspect I'll be spending a lot of time with the Atari Super Pocket when I get one (because of course I'm getting one; I'd be getting one even if I didn't work for Blaze) and I'm super-happy to be involved in making it a thing that exists.

You can find out more about the Super Pockets on the official website, and Evercade likewise. This was not a paid ad. I just like what I do.


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#oneaday Day 24: I Love My Cats https://imnotdoctorwho.moegamer.net/2024/07/01/oneaday-day-24-i-love-my-cats/ https://imnotdoctorwho.moegamer.net/2024/07/01/oneaday-day-24-i-love-my-cats/#respond Mon, 01 Jul 2024 21:53:16 +0000 https://angryjedi.wordpress.com/?p=23781 As probably already very apparent from numerous previous posts, I love my cats. Having cats is one of the greatest pleasures of my adult life. Yes, even when they do this. Of course, it is always heartbreaking when you have to say goodbye, particularly when that parting comes far too soon, but that heartbreak is … Continue reading #oneaday Day 24: I Love My Cats

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As probably already very apparent from numerous previous posts, I love my cats. Having cats is one of the greatest pleasures of my adult life. Yes, even when they do this. Of course, it is always heartbreaking when you have to say goodbye, particularly when that parting comes far too soon, but that heartbreak is a sign of all the wonderful times you shared together.

So today I am going to share my cats, because why the hell not.

This is Patti:

And this is Oliver:

Both of them have very strong personalities. We've not known Oliver for that long in the grand scheme of things, since we got him a little while after Meg left us, but he's already settled in very well and is extremely comfortable here.

Patti, meanwhile, has always been a very nervous cat and I suspect she always will be, but she's very happy when she can spend time with just us. She doesn't like strangers and she doesn't like changes to the routine; she likes life to be normal, straightforward and free of surprises. I can relate.

Patti, we suspect, didn't have the best start to life. All we knew when we got her from a local rescue was that she had been "abandoned" by her previous owner, but we didn't know the circumstances surrounding that. Surprisingly, she took very well to us almost immediately, but it was also very apparent that she hadn't really had anyone to teach her how to "cat" properly. There were certain things she'd do that were just a little bit "off" from how most cats do things — she didn't struggle with anything, as such, but she just behaved like she'd never really been able to quite finish her initial socialisation process.

And given her background, that was understandable. When we got her, she was a tiny little thing. We suspect she was younger than the shelter thought she was, because she's grown a lot since those days. And while she occasionally plays up a bit due to lingering stress (or possibly even trauma) she is the most lovely thing, and a delight to have around.

Oliver, meanwhile, came to us in a somewhat different way. After Meg passed, we gave it a little while to see how Patti coped, but it felt like she wanted some company, and we both missed the company of having two cats around the house. Unfortunately, post-COVID it had become very difficult to add an additional cat to an existing household in our circumstances; whereas pre-2020 you could go in to the shelter, meet the various cats who were there and talk with the people who ran the place, post-COVID you had to submit a written application and you couldn't just show up and negotiate or explain your personal circumstances.

As such, my wife Andie decided to look for private sales. We saw a few possibilities, but got slightly bad vibes from one, so we politely excused ourselves from that situation. Then a suitable-looking candidate came up, but by the time Andie enquired, he had already been sold to someone. We were becoming a little frustrated by the situation, but we kept looking.

Two weeks later, Andie saw a familiar-looking cat listed. He had a different name, but he definitely looked familiar. We enquired about him, and indeed it seemed like the present owner had only bought him two weeks previously; unfortunately, she had discovered in that time that she was allergic to cats, so regretfully had to let him go. This time around, we were able to secure him and bring him home.

For the first couple of weeks, he was a pain. Constantly yowling from the other room, being a little aggressively dominant towards Patti, and worst of all, pissing on everything. We knew he hadn't been neutered before picking him up, but we didn't realise quite what a problem that could be, particularly with another cat in the house. As a priority, we made arrangements for him to have the snip and just stuck things out until then. We also made sure Patti got plenty of love and attention during this time.

Thankfully, after he was "done", Oliver became a thoroughly lovely cat. He's very friendly — though he hasn't quite graduated to Patti's level of "bed cuddles" yet — and extremely curious. He's also a cheeky little bugger; on more than one occasion we've caught him fishing food packets out of the bin, and he stole and ripped open a bag of treats on one occasion, too. He likes to eat.

Patti very much wasn't sure about him at first. She'd keep her distance, hiss and growl at him. But over time, her reaction to him softened somewhat. She'd allow him to approach a little more before hissing, and the growling stopped. Eventually, the hissing stopped, too (unless he does something to really piss her off) and now the two seem to be actual friends, which is wonderfully heartwarming to see.

Patti and Meg got along, but Meg was always a grumpy cat — she even had a note on her vet's file that she was uncooperative and angry — and as such, despite clearly liking Patti (she'd come looking for her if she didn't know where she was) she'd keep her a bit at arm's length. Patti and Oliver are, I think, becoming quite close; there's still a bit of mistrust on Patti's part for entirely understandable reasons, but Oliver has always wanted to be her friend, and that hasn't changed even with his horny bits being removed.

I love them both very much, just as I still love Meg, Ruby and my childhood cats Kitty and Penny. The cats I have known will forever be a precious part of my family, and those who are no longer with us will always have a place in my heart.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 23: Why The Steam Sale Is Less Fun Than It Used To Be https://imnotdoctorwho.moegamer.net/2024/06/30/oneaday-day-23-why-the-steam-sale-is-less-fun-than-it-used-to-be/ https://imnotdoctorwho.moegamer.net/2024/06/30/oneaday-day-23-why-the-steam-sale-is-less-fun-than-it-used-to-be/#respond Sun, 30 Jun 2024 15:05:52 +0000 https://angryjedi.wordpress.com/?p=23766 You know the cliché. Steam sale rolls around, everyone jokes about locking their credit cards up. Except I haven't felt like that about a Steam sale for a very long time. And I think this stems from a broader and well-documented problem that Steam has today: the fact it has too much choice. Having too … Continue reading #oneaday Day 23: Why The Steam Sale Is Less Fun Than It Used To Be

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You know the cliché. Steam sale rolls around, everyone jokes about locking their credit cards up. Except I haven't felt like that about a Steam sale for a very long time. And I think this stems from a broader and well-documented problem that Steam has today: the fact it has too much choice.

Having too much choice is pretty much the very definition of a "first world problem", but at times like this it really does highlight how it's something of an issue. What's doubly sad is that this problem has come about at least partly as a result of attempting to sort out a completely different problem.

Years ago, Steam was still the leading PC digital storefront, but its catalogue was much smaller. This is because it was primarily the domain of big publishers. I don't know the ins and outs of what it took to get a game on Steam back in those days, but I know that it was out of the question for a lot of smaller developers. The few "indie" titles that did make it onto the platform tended to be celebrated, because they were often doing something very different from the highly commercial publishers. It's from those early indie titles that we got the first steps in the direction of the "art game" movement that is thriving today.

The Steam sale during those days was an exciting time, because more often than not it was an opportunity to pick up something you'd been thinking about for a long time at a knock-down price. And because the catalogue was still at a manageable size, it was easy to discover (or rediscover) games that you might want to grab. A simple browse of the homepage would almost always result in you picking up a virtual armful of games, then checking them all out for considerably less than the price of a single undiscounted new release.

Today, though? The front page is full of an overwhelming amount of choice, and clicking through to the various curated sections doesn't help, because those are also full of an overwhelming amount of choice.

This is the result of Steam's increasing permissiveness of small-scale and independent developers. It's theoretically a good thing that now pretty much anyone can get their game on Steam rather than having to sell their work independently — which means getting eyes on their own independent website — but it also means that Steam's catalogue is no longer at a manageable size, and hasn't been for quite some time.

I say "theoretically" a good thing, because the problem with this is self-evident: if you flood the market with that much stuff, it becomes difficult to find anything but the most high-profile titles. And that's got to be almost as bad for indies as not being able to publish on Steam at all.

And, as much as I was in favour of Steam allowing adults-only titles on the platform after many years of rather opaque policies in that regard — policies that developers, publishers and localisers still fall foul of at times, for reasons that often remain unexplained — it's been disappointing to see the absolute torrent of low-effort porn games flooding the market. And with the advent of AI-generated art that will actually draw dicks and fannies, that's only going to get worse.

It's one of those situations where, like the obsession with following the trends I talked about yesterday, it's difficult if not impossible to put the plug back in now the flood has happened. Steam now can't just suddenly turn around and say "actually, we fucked up and inadvertently filled our entire store with garbage, please get out". I mean, they can, but I feel like there would be significant challenges (and likely lawsuits) thrown their way if they were to do so.

This is one of the reasons I spend a lot more time browsing and using GOG.com these days. GOG.com arguably still has a bit of a curation problem, particularly since it stopped being about just "Good Old Games" (which is where it got its name from) but it's nowhere near as bad as Steam is. In a GOG sale, I can usually find a few things that I'm interested in playing without too much difficulty, whereas when a Steam sale rolls around, I tend not to bother even looking unless there's something specific I had in mind.

Just another example of the gradual enshittification of everything, I guess, and a reminder that the human race should probably never, ever have nice things.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 22: Trends Have Made the Internet Boring https://imnotdoctorwho.moegamer.net/2024/06/29/oneaday-day-22-trends-have-made-the-internet-boring/ https://imnotdoctorwho.moegamer.net/2024/06/29/oneaday-day-22-trends-have-made-the-internet-boring/#respond Sat, 29 Jun 2024 22:38:37 +0000 https://angryjedi.wordpress.com/?p=23751 See? I told you I'd be back. And I thought I'd talk about something other than Final Fantasy XIV: Dawntrail. Specifically, as the title says, I want to talk about how trends have made the Internet boring. Or perhaps more accurately, why everyone all wanting to do the same thing all at once makes things … Continue reading #oneaday Day 22: Trends Have Made the Internet Boring

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See? I told you I'd be back. And I thought I'd talk about something other than Final Fantasy XIV: Dawntrail. Specifically, as the title says, I want to talk about how trends have made the Internet boring. Or perhaps more accurately, why everyone all wanting to do the same thing all at once makes things deathly boring.

There are a few practical examples I'd like to give. First is a YouTube channel I was introduced to recently called Obscurest Vinyl. This channel is run by a designer and musician who found some joy in creating fake record sleeves for songs with names you definitely wouldn't have gotten away with in the eras they're parodying. Songs like the wonderful Pullin' Out My Pubes (She Loves Me Not) by The Sticky Sweethearts:

You'll notice from that video that the record label now has some music attached to it. I was initially a little perturbed to discover that the person behind the Obscurest Vinyl YouTube channel had been using AI music generation to create the tracks, though my mind was set somewhat at rest by how he had written the lyrics (which are generally far too offensive to be the product of the typically rather po-faced Large Language Model AI bots) and tinkered with the initial output to make it flow properly, incorporate all the filthy language and sound consistent with the other works from the same fictional "artists" on the channel.

Of course, what the YouTube algorithm then did was go "oh, you watched a video about a fake record with lyrics about someone gluing their balls to their butthole, HERE, HAVE A MILLION MORE OF THEM". And it became very apparent that Obscurest Vinyl has a lot of copycats out there, none of which have anywhere near the same magic; these other channels are just trying to ride a trend.

This, of course, is symptomatic of one of the main things that is killing the Web right now: excessive Search Engine Optimisation or SEO. Have you ever searched for some information on something, only to find a billion unrelated websites all magically having articles headlined "What Time Is The Superbowl On?" or "Where Do You Unlock Pictomancer in Final Fantasy XIV?" That's SEO at work, and that's a problem that is only getting worse with the amount of AI sludge that is being fed into the Internet at large. Sites want quick and easy clicks, so they look at what people are searching for — the trends of the hour — then provide a hyper-specific article about the thing.

Helpful? Arguable. I hate it, because I'd rather have the information directly from the original source — in the latter case above, for example, it took me a fair bit of scrolling before I got past all the websites jockeying for SEO juice to the actual website for Final Fantasy XIV, the thing I was looking for.

More than being frustrating if you want the information straight from the horse's mouth, it just makes the Web boring as fuck, because every site (including a lot that should really know better) are doing the exact same thing. Daily Wordle solutions. Individual articles for things that would have been much better incorporated into an FAQ. Outright copying and plagiarism of other sites. It really is a shame to see what online media has become — and frustrating to see that certain portions of the creative types on sites such as YouTube are more obsessed in chasing trends with transparently copycat material rather than, you know, being creative.

I don't know what the endgame of all this is. I hope we're in a "things will get worse before they get better" kind of situation, but honestly right now, it feels unlikely that the "get better" part will happen. The Web gets demonstrably worse, less useful and less fun day by day. And we've all let it happen. I don't know if we can undo that.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 21: Catching Up https://imnotdoctorwho.moegamer.net/2024/06/29/oneaday-day-21-catching-up/ https://imnotdoctorwho.moegamer.net/2024/06/29/oneaday-day-21-catching-up/#respond Sat, 29 Jun 2024 18:22:17 +0000 https://angryjedi.wordpress.com/?p=23737 Yes, I missed yesterday. I could have predicted that was going to happen, what with it being a Friday, and with Final Fantasy XIV's new expansion Dawntrail launching into its "early access" period for those who preordered. So I'm catching up now, and another post for "today" later and we'll be all square. I could … Continue reading #oneaday Day 21: Catching Up

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Yes, I missed yesterday. I could have predicted that was going to happen, what with it being a Friday, and with Final Fantasy XIV's new expansion Dawntrail launching into its "early access" period for those who preordered. So I'm catching up now, and another post for "today" later and we'll be all square.

I could just not bother, because no-one but me cares how well I stick to the whole #oneaday thing, but it's the principle of the thing. Last time around when I did this, I handled "missed" days like this and I don't feel like it compromised the integrity of my run of daily blogging, so my own self-imposed rules still stand. So there.

Anyway. Final Fantasy XIV: Dawntrail seems good so far. I haven't gotten into the new storyline as yet, because I thought for a change I'd dive into one of the two new jobs included: Pictomancer. For those unfamiliar with Final Fantasy XIV, new jobs introduced with an expansion tend to start ten levels lower than you need to be to start the new storyline, giving you ten levels to get to know your new job by playing dungeons and boss fights you've (presumably) already done on other jobs.

I'm actually quite grateful for having to go through this bit of levelling, because it gave me the opportunity to catch up on some sidequests I'd somehow missed on my run through Endwalker. I've played all the previous Final Fantasy XIV storylines by thoroughly progressing through all the available sidequests as they came up, but several groups of them apparently unlocked after I'd already passed by their respective areas. I'd held off completing them because it felt wasteful to do them and not get any experience points for them, and none of my other jobs were high enough level to take them on. So they've been used to get Pictomancer up to scratch.

Pictomancer seems like quite an interesting job. It's a ranged magical DPS, which means you stand back from enemies and pelt them with "stuff". The unique selling point of Pictomancer over something like Black Mage is that there are several sets of abilities you can use to pelt enemies with stuff. Firstly, there's a sequence of chromatic/elemental spells that function as basic single-target or area-effect attacks, and these also show off the interface's new ability to automatically switch icons in your hotbar rather than you having to map everything individually.

Secondly, Pictomancer unlocks access to three "Canvases" as it levels. One is for painting creatures, one is for painting weapons and the third is for painting landscapes. "Painting" is a fairly lengthy spell if cast in combat, but it's instant outside of combat, so you can sort of "pre-load" yourself ahead of time if you're thinking ahead.

The creature paintings can be unleashed as attack spells, and also contribute to a larger combined spell which can be cast once you've set off the previous creature paintings. For example, first you'll paint a moogle's pom, then set that off as a spell, then paint a pair of wings, and set that off as a spell. This then allows you to immediately set off a spell in which you fling a completed moogle at your enemies. As Pictomancer levels, it looks as if it gains the ability to paint more different creature parts, which trigger in sequence, so weaving that into your attacks is clearly going to be a key part of its strategy.

The weapon painting, meanwhile, can be set off in combat to trigger a status effect known as "Hammer Time". While under the effect of Hammer Time, you can trigger a three-hit combo using a big hammer. This always hits a critical and direct hit, which means it does significantly more damage than most other abilities; the trade-off is that there's quite a long cooldown before you can use it again, though higher level Pictomancers can store a couple of "charges" before having to wait.

The landscape painting, finally, initially acts as a simple damage buff, but at higher levels also makes an area on the floor which, while you stand in it, causes your spells to cast more quickly. This is very helpful for the chromatic/elemental spells, particularly if you use the Subtractive Palette ability to change them into more powerful but slower versions.

If this all sounds a bit complicated, I thought it would be overwhelming at first, but upon starting the new job you have a nice little instanced mini-quest to get to grips with things, and just experimenting with the job in various dungeons and boss fights means things soon become second nature. I'm sure someone is theorycrafting all the fun out of it as we speak, but for now, I'm enjoying just playing it how it "feels" right.

Right, that's enough for yesterday. Time for dinner. Back later!


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 20: Old Habits Die Hard https://imnotdoctorwho.moegamer.net/2024/06/28/oneaday-day-20-old-habits-die-hard/ https://imnotdoctorwho.moegamer.net/2024/06/28/oneaday-day-20-old-habits-die-hard/#respond Fri, 28 Jun 2024 00:29:13 +0000 https://angryjedi.wordpress.com/?p=23721 Ah, old habits do indeed die hard. First time around that I was doing this #oneaday thing, I had the habit of leaving the daily post until the last minute, meaning I'd often have to think of something to write when my brain was just shutting down ready to go to bed. And indeed that … Continue reading #oneaday Day 20: Old Habits Die Hard

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Ah, old habits do indeed die hard. First time around that I was doing this #oneaday thing, I had the habit of leaving the daily post until the last minute, meaning I'd often have to think of something to write when my brain was just shutting down ready to go to bed. And indeed that has happened this evening — though I do at least have an explanation for it, even if it's not necessarily a "good" one.

I was finishing off a game I was playing. I wanted to beat it before Final Fantasy XIV's new expansion Dawntrail opened to Early Access tomorrow, and indeed I did. I'll probably write something a bit more coherent about it over on MoeGamer soon, but since it's fresh in my mind right now, I'll say a few words about it here.

The game is called Interrogation: You Will Be Deceived, and it's something I picked up in a previous GOG.com sale (it's also on Steam) because I thought it looked interesting. After finishing Shantae and the Seven Sirens a few days ago, I wanted something else short that I could plough through before Dawntrail so, browsing through my shelves and digital libraries, I eventually settled on Interrogation, as I shall refer to it hereafter.

Interrogation, as the name suggests, is about questioning suspects. Specifically, you play the role of a detective leading a task force given the job of unmasking and destroying an organisation known as the Liberation Front. The Liberation Front are an anarchistic organisation with a seemingly incoherent ideology; in the early stages of the game they seem like relatively small fry, but as the game's plot escalates it becomes clear that they're well up for a bit of terrorism, so it's your job to both deal with the consequences of when they succeed at that, and hopefully prevent too many further atrocities from taking place.

The game isn't specific about the time frame in which it's set, but it's presented in a noir style, complete with the vast majority of the visuals being in black and white. It's clear that we're either in the modern day or the very near future, though, by virtue of some of the technology that is referenced throughout the game. And one of the most effective things about the game is how plausible it feels; its main talking points are things that people really talk about (which, naturally, led to some particularly fragile Steam reviewers crying about it having "too much politics") and concerns that people actually have.

It's a surprisingly nuanced take on the subject, full of shades of grey. The Liberation Front, while ideologically incoherent, have some good points, which is, of course, what makes them so dangerous when they're willing to resort to violence. Likewise, placing the player in the role of "the authorities" presents you with some interesting moral quandaries as to how you might handle the situation most effectively. Indeed, from the outset of the game you're given the opportunity to handle your interrogations in a variety of ways, including through building empathy or inciting fear in your suspects — and even resorting to "enhanced interrogation" (read: violence) if the situation would seem to demand it.

Interestingly, the game provides the opportunity to play in a number of different ways; indeed, in my playthrough I took a "Pacifist" trait early on, which meant that I was unable to use any of the violent options in exchange for some other benefits that have slipped my mind. So you don't have to play the game as an absolute monster in the service of The Man. Indeed, you have the opportunity to position yourself as sympathetic to the Liberation Front as you progress, though partway through the game you will find yourself on the other side of the table facing down a particularly violent representative from Internal Affairs, so you'd better be ready to back up your actions with some good explanations.

The whole thing was very atmospheric and I enjoyed it a lot. Like I say, I'll write more about it on MoeGamer very soon, but wanted to just pen some initial impressions before I hit the sack this evening. Now it's nearly half past one in the morning (guess I'm not getting up early tomorrow!) so I'd better wrap this up. So this is me, doing that.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 19: The AI Rot https://imnotdoctorwho.moegamer.net/2024/06/26/oneaday-day-19-the-ai-rot/ https://imnotdoctorwho.moegamer.net/2024/06/26/oneaday-day-19-the-ai-rot/#respond Wed, 26 Jun 2024 15:30:34 +0000 https://angryjedi.wordpress.com/?p=23703 Look at this bastard little icon. You probably see it every day right now. Hell, I see it every time I pop open the WordPress toolbar, because Automattic, makers of WordPress and Jetpack (back-end technology that helps WordPress sites do what they do) are cramming it in absolutely fucking everywhere, just like every other tech … Continue reading #oneaday Day 19: The AI Rot

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Look at this bastard little icon. You probably see it every day right now. Hell, I see it every time I pop open the WordPress toolbar, because Automattic, makers of WordPress and Jetpack (back-end technology that helps WordPress sites do what they do) are cramming it in absolutely fucking everywhere, just like every other tech company is right now. No-one asked for this, no-one wants it, no-one is happy with the results it produces.

And yet, look at that bastard little icon. Such promise it carries in its little sparkly starbursts! The suggestion that magic is about to happen! The implication that, were you just to click that bastard little icon, creativity will be magically produced from nothing, allowing you to truly express yourself without any of that pesky "thinking"! You will truly be once and for all free!

As a creative type, naturally I object to generative AI being jammed in everywhere that it doesn't belong. I'll admit to having found some uses of it potentially interesting — music generation is intriguing, feeling like a step onwards from a program we used to have on the Atari ST called "Band In A Box" — but whatever use case I come across, it's hard to shake the feeling that its only real use is to enable laziness, and to prevent having to pay a real person for doing the creative work that is their specialism. (The actual computing and environmental cost of such tech doesn't matter to AI zealots, of course.)

That's not to say there's no money in AI, mind; no, by golly, the big tech companies are falling over themselves to hoover up investor cash right now, and every big generative AI site features some sort of predatory monetisation system, usually involving "credits" that obfuscate how much you're actually paying, and/or "monthly" subscriptions that are actually charged annually, because apparently that's just a thing you can lie about now and no-one calls you on it.

I think one of the clearest signals I've felt that AI bullshit has gone too far is its encroachment into pornography. It's now easier than ever to produce "deepfake" pornography featuring people who have not consented to appear in pornographic material. Of course, AI-generated slop has plenty of telltale signs, still, but the fact this stuff exists at all was already cause for concern even before it was easy to produce it.

On top of that, sites that were once about posting collections of erotic art and animations from artists, movies, anime series and video games are now overflowing with AI-generated swill; a cursory glance at e-hentai's front page earlier revealed a multitude of galleries tagged with "[AI Generated]", making them virtually worthless. Of course, e-hentai and sites like it already skirt the borders of morality by often including artwork artists intend to be kept behind Patreon, skeb or Fantia paywalls — but many of these galleries seem to suggest that there are a significant number of individuals out there attempting to position themselves as "artists" when all they are, in fact, doing is plugging prompts into an AI model that doesn't chastise them in a patronising way when requesting erotic material.

I'm sick of it. I'm sick of Jetpack emailing me to join an AI "webinar", I'm sick of ClickUp, the productivity tool we use at work, constantly spamming me about some AI feature I don't care about, I'm sick of the breathless zealotry from the cryptobros who have found the next big thing to latch onto before it all inevitably comes tumbling down in burning wreckage… and I'm sick of the uneasiness that I'm sure anyone in a vaguely creative field is feeling right now.

And I'm not sure it's going to go away for a while. Big Tech seems determined to make "AI" a thing. And while I'm not averse to actual, helpful uses of it — which I'm yet to see a convincingly working example of that can't be better fulfilled by other, existing methods — I think we all know that with the people we have in charge, those actual, helpful uses are inevitably going to take a back seat to ways of screwing poor old Joe Public and his friend Struggling Artist out of their hard-earned money more than anything else.

(Aside: I tried running this article through Jetpack's stupid "AI Assistant" to "get suggestions on how to enhance my post to better engage my audience", and the thing just crashed. Good show!)

So fuck that bastard little icon. Take your magic sparkles and jam them right up your robotic arse. The only things allowed to sparkle like that are fairies and ponies, and AI is neither of those things. So into the trash it goes, so far as I'm concerned.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 18: Attempting to Reset https://imnotdoctorwho.moegamer.net/2024/06/25/oneaday-day-18-attempting-to-reset/ https://imnotdoctorwho.moegamer.net/2024/06/25/oneaday-day-18-attempting-to-reset/#respond Tue, 25 Jun 2024 22:26:42 +0000 https://angryjedi.wordpress.com/?p=23690 I put half a pound on this week. This is not, in the grand scheme of things, a huge amount of weight, but I am a little disappointed and not at all surprised. I have not been particularly rigorous about taking care to be sensible with what I eat, and that somewhat laissez-faire attitude is … Continue reading #oneaday Day 18: Attempting to Reset

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I put half a pound on this week. This is not, in the grand scheme of things, a huge amount of weight, but I am a little disappointed and not at all surprised. I have not been particularly rigorous about taking care to be sensible with what I eat, and that somewhat laissez-faire attitude is being reflected in a lack of positive results.

All you can do in this situation, though, is hold up your hands, admit you made a mistake (or a few) and try to right the ship from hereon. What has already happened can't be changed; what's important is what you do next and what you learn from that mistake.

I've already started taking positive steps with the exercise. I made it out of the door and to the pool for a decent length swim this morning, after what was a surprisingly good night's sleep. I woke up a lot of times, but every time it was because I was convinced it was 7am and time to get up, only to get the very pleasant surprise when I looked at my bedside clock and discovered that "time to get up" was still several hours away.

What I need to do is focus on some of the things that Slimming World talks about in the sessions, rather than just nodding along. Probably the key thing I need to focus on is "triggers" — in the slimming sense, these are the things that aren't the greatest for you which you eat then immediately want more of. They are one of the biggest barriers to weight loss, because they are the things that are most likely to send you catastrophically "off plan".

In many respects it's like an addiction. I have some experience of dealing with people who have struggled through addiction to substances more harmful than food — thankfully, those addictions appear to be in the past for the people concerned — but I recognise some of the same behaviours in myself when I "lapse". A desire to make myself "feel better" through the thing that is the source of a lot of my troubles; an inability to stop once I've started that "self-medication" process; the mental association between feeling like I "deserve" something that is bad for me for [insert justification here].

Part of my trouble is not having what I think of as "safety nets" in place — and the fact I'm somewhat inclined to think negatively of those safety nets. My immediate reaction to seemingly obvious advice like "don't eat a bag of sweets, have a piece of fruit instead" is that this is an absolutely laughable statement, even though I know fruit can be perfectly satisfying and even delicious. I need to get out of that mindset — and to have those pieces of fruit readily to hand so I can start making positive associations with them.

There are countless other examples, but there are days when it just all feels like work. And it is work; work with tangible benefits over the long term. It's those long-term benefits I need to keep my focus on, because it's short-term factors — i.e. the way I'm feeling right now — that is causing me difficulties.

I don't need advice or anything. I know what I need to do, and putting it down on "paper" will likely go at least a little way towards fixing some of those things a bit further forward in my mind. I know I can do this — I've done it once before — so I just have to knuckle down and actually do it.

For now, though, bed. Without biscuits.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 17: Abort, Retry, Fail? https://imnotdoctorwho.moegamer.net/2024/06/24/oneaday-day-17-abort-retry-fail/ https://imnotdoctorwho.moegamer.net/2024/06/24/oneaday-day-17-abort-retry-fail/#respond Mon, 24 Jun 2024 19:23:30 +0000 https://angryjedi.wordpress.com/?p=23669 Last night I once again spectacularly failed to get a good night's sleep. I had trouble getting off to sleep in the first place, then my cat decided to be sick twice in the night — thankfully not on the bedsheets this time, but she managed to coat a significant portion of the bedroom floor … Continue reading #oneaday Day 17: Abort, Retry, Fail?

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Last night I once again spectacularly failed to get a good night's sleep. I had trouble getting off to sleep in the first place, then my cat decided to be sick twice in the night — thankfully not on the bedsheets this time, but she managed to coat a significant portion of the bedroom floor in cat vomit. She's fine, by the way; she just has a bit of a weak stomach and a tendency to wolf her food down. And once again I am grateful that most of our house has laminate floor rather than carpet.

Still, this unfortunately meant that getting out of bed at 7am to go for a swim felt out of the question. My body just refused to get up, and I didn't think pushing myself on that little sleep would do me any favours, so I slept in a bit longer. I'm having an early night tonight, though, so hopefully tomorrow will come after an uninterrupted sleep. I can hope, anyway.

Aside from that, today was one of those mostly uneventful days where not a lot of note happened. So, what to talk about?

Later this week sees the launch of the Early Access period for Final Fantasy XIV's new expansion Dawntrail. I'm looking forward to playing this, but I'm also a bit sad that my relationship with Final Fantasy XIV has changed so much since my initial enthusiasm for it. Back when it launched (and indeed before that, when I was playing in open beta) it was a delight to play alongside some people who eventually became close friends, but for various reasons — including my wife and I moving to a European server instead of the North American one we were playing on — I drifted away for quite some time, and it's been difficult to get back into the same groove I once had.

Part of the reason for this is that I am very conscious that when I was "in the groove" with Final Fantasy XIV, I played it almost to the exclusion of everything else. While that was rewarding in its own way, it was also a little frustrating; I found it difficult to strike that perfect balance between enjoying Final Fantasy XIV often enough to keep the fires of friendship kindled with the people I liked to play alongside, and saying firmly to myself "no, tonight you are doing something else".

Previously, I've attempted to set aside time for Final Fantasy XIV by saying a particular night of the week is "Final Fantasy XIV night" — in fact, I chronicled one such experiment of this sort here. That didn't really work for me, though, because I'd often find that by the time I got to the evening in question, I didn't really fancy playing Final Fantasy XIV, so instead ended up doing something else anyway.

Social anxiety has also entered the picture a fair bit. In line with what I talked about yesterday, whereas I was once a pretty confident Final Fantasy XIV player, I no longer feel that way. I feel uneasy about approaching strangers, talking to new people or asking for help. There are a few reasons for this.

Firstly is the fact that the community changed a bit over the course of the original A Realm Reborn run and onwards into Heavensward. We started to get the typical western players' "efficiency at all cost" mindset taking hold, with people arguing that "the best way to play" was to spend half your time looking at spreadsheets and the other half exploiting the game structure to your own benefit. Not cheating as such, but definitely deliberately making the game less fun in the name of being more "efficient". I got frustrated with that, and not being into playing that way put me very much in a minority — a minority that I certainly felt wasn't listened to.

Secondly is just my own overall sense of unease with online interactions these days, which I talked about yesterday. While I once felt entirely comfortable "being myself" while playing Final Fantasy XIV, now I feel a lot more "guarded" and hesitant to initiate interactions. This is almost entirely a "me" problem rather than anything else, and it is something I can probably work on, but it's a big part of why the game isn't as fun as it used to be for me.

There are a few things I want to do in an attempt to recapture the past magic, but hopefully without the game taking over my life. In fact, I've already taken one major step; I've returned to the original server and Free Company (group of players) that I previously played with. I haven't seen my past friends around as much as I'd like, nor have I had much chance to interact with them, but that's something I can work on — particularly as I've always remained in that Free Company's Discord server, even when I moved to the European game servers.

What I need to do is regain that confidence I once had. I need to get some practice in at playing and interacting with others — and really, there's no other way to do that than to just jump back in and do it. So with Dawntrail, I'm going to try and be involved with things a bit more. Ahead of Early Access, I'm attempting to level another type of job (White Mage, a healer) on top of Samurai, the DPS job that took me through Stormblood, Shadowbringers and Endwalker. That way, I can have a bit more flexibility when it comes to group activities.

I have played as a tank in the past — for non-MMO aficionados, the "tank" is the de facto "leader" of a party who stands at the front and lets the monsters hit them while the other party members heal them and stab the monster in the back — but I haven't quite got my confidence back up to that level. Tank anxiety is a very real thing, because in that quasi-leadership role, you control a lot of things — including if the party as a whole survives encounters.

There are a lot of things I need to work on if I want to recapture the same magic I once felt from this game. And I do want to try and feel some of that again; some of my favourite gaming moments and happiest times with friends were spent particularly throughout A Realm Reborn. I guess it remains to be seen if Dawntrail will feel the same way — or if I will end up playing through the main storyline (which I'm going to do regardless) and then setting the game aside.

We shall see!


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 16: The Youth of Yesterday https://imnotdoctorwho.moegamer.net/2024/06/23/oneaday-day-16-the-youth-of-yesterday/ https://imnotdoctorwho.moegamer.net/2024/06/23/oneaday-day-16-the-youth-of-yesterday/#respond Sun, 23 Jun 2024 22:01:25 +0000 https://angryjedi.wordpress.com/?p=23634 I'm compelled to write today by the thoroughly lovely Neil and Dave of the This Week in Retro podcast, who had a discussion about "the youth of today", and how some parents are concerned that their children spend the vast majority of their time on an endless cycle of Fortnite, Roblox and Minecraft, perhaps punctuated … Continue reading #oneaday Day 16: The Youth of Yesterday

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I'm compelled to write today by the thoroughly lovely Neil and Dave of the This Week in Retro podcast, who had a discussion about "the youth of today", and how some parents are concerned that their children spend the vast majority of their time on an endless cycle of Fortnite, Roblox and Minecraft, perhaps punctuated by social media in between times. The show and its discussion can be found below:

People who grew up pre-Internet doubtless all have their own experiences to share. The listener who wrote in with the question described how while they did spend time with their computer playing games, they also played outside, rode their BMX bike and all manner of other things, while both Neil and Dave described their own experiences as being a bit different, both from one another and from the listener's recollection. So I thought I'd share my own experiences, with the benefit of hindsight.

I grew up in a country village that, at the time I lived there, had somewhere between 800 and 1,000 people living there. It was seven miles away from the nearest town, there was no bus service unless you went to the next village over (and even then, it was pretty much a "once a week" sort of affair) and… I guess you could look upon it as either being ideal or terrible for growing up in. Ideal because it was quiet, safe and full of places to go on childish "adventures"; terrible because, particularly once I reached adolescence, all of my friends were a car journey away.

I went back and forth on my feelings about living in that village. When I was of primary school age, I attended the village school, and as such my social circle was pretty much all people who lived nearby. I had a small group of friends, only one or two of whom I actually went to see outside of school time, but mostly kept myself to myself. In retrospect, my relative lack of socialisation compared to some of my peers was likely down to the social anxiety I felt as a result of my then-undiagnosed autistic spectrum condition.

But at the time, I didn't really begrudge living in the village. I knew it was a nice place, that I lived in a nice house with supportive parents and a stable home life. I enjoyed when my grandparents came to visit and we'd go for a walk, inevitably to landmarks around the village that had acquired nicknames; "The Kissing Gate" (one of those awkward gates into a farmer's field), "The Brook" (a pathetic little stream that, these days, has mostly dried up and smells awful), "The Bullocks" (the farmer's field beyond The Kissing Gate that sometimes, but not always, had bulls in it). Looking back on it now, I have lots of fond memories.

When I entered my teens and started attending school in the aforementioned town seven miles away, my feelings changed a bit. While I was still somewhat anxious about social situations, I started to feel a bit more left out. As I grew older, I started to feel like there were lots of things that I couldn't do because I didn't live close enough. These feelings persisted until I turned 17, passed my driving test and suddenly had a lot more independence… so long as my Mum didn't mind me borrowing her car of an evening.

I promise I'm getting to the video games.

Point is, I don't remember spending a lot of time as a kid or a teen "playing outside". I didn't learn to ride a bike until well after many of my peers — memorably, I suffered a rather large setback on my initial efforts when I came a cropper and skidded along a rough concrete farm road, shearing a significant chunk of skin off my legs and arms, which made me a little hesitant to try again for a while — and I didn't spend much time with many of my peers, except on rare occasions when I'd go over to a friend's house for one reason or another.

Throughout all that time, I was fascinated with computers. Not just games, but computers in general. I knew my Dad worked for IBM, but didn't really know what he actually did (and still to this day don't think I could actually tell you). I knew my brother and Dad both contributed to an Atari computer magazine that we got regularly known as Page 6. And I knew all of my family, at one point or another, were keen computer users for various reasons. My Dad used it for "serious" software and subLOGIC's Flight Simulator II (which he insisted was "not a game" and was thus still counted under the "serious software" category"); my Mum liked the occasional blast on Millipede and Space Invaders; my brother was the one who was into games, though he had a much more active social life than I did, helped at least partly by being ten years my senior.

Since I determined quite early on that I rather enjoyed — or at least felt most comfortable — in solitude, I was grateful for the company of the computers of our household: initially the Atari 8-bit and ST, then later the MS-DOS and Windows 3.1/95/98 PCs. In the early days of the Atari 8-bit, I devoured books and magazines about the computer, typing in listings and learning how to program in BASIC myself. I never really got what I'd call good at it, but I developed a basic (no pun intended) competence that was greater than that of someone who just used their computer to play games.

But I also played games. A lot of games. I learned a lot from those games, too. Text adventures helped me with my reading (and, indirectly, my writing); keyboard-based games played a significant role in developing the typing skills I still have to this day; puzzle games helped me with my general intelligence and problem-solving; action games helped me develop my imagination and my motor skills.

It's stereotypical to say that "games help with hand-eye coordination", but I was diagnosed dyspraxic in primary school, which basically meant I was a bit clumsy with certain things; video games helped me feel like I was competent at something, even if I was unable to hold a pencil "properly". Playing games, and more broadly "going on the computer", was important to me. It felt like it was something I could enjoy without compromise; I didn't feel like I had to make any sort of adjustments, or have people "go easy on me" as I did in activities like sports. It was just something for me to enjoy. And, as I moved into my teens and broadened my circle of friends at secondary school, they proved to be a good backdrop for social interactions, too.

More often than not, if I went over to a friend's house or had a friend over to mine, we would spend our time playing games together, or at the very least just using the computer. I have fond memories of spending time with several friends just messing around with speech synthesis programs on the Atari ST and Amiga, and even programming in STOS, a dialect of BASIC for the Atari ST, or making silly in-joke games with Clickteam's wonderful Klik and Play and The Games Factory. I was happy that my formerly solitary activity was something I could share my enjoyment of with others.

This continued as I came to the end of my time at school and moved into university. I made new friends, at least partly through computing and video games, and many of those folks are people I still make an effort to spend time with today — even if sometimes that effort doesn't feel like it's reciprocated with quite the same enthusiasm. Computing and gaming remained something that was important to me, even as the Internet came into its mainstream ascendancy in the late 1990s.

I have some fond memories of those early days of the Internet. Chatting with strangers on CompuServe's "CB Simulator", aka just a public chatroom. Posting messages on CompuServe's GAMERS forum, which eventually let to me earning $200 for making ten Wolfenstein 3-D levels that were included in an official expansion pack. Chatting with my friends from my course on MSN Messenger. Randomly getting into a conversation with a young woman on AOL Instant Messenger, only to discover that, completely by chance, she was the housemate of one of my existing friends.

Computing was always there as part of my life, but I think a key difference between then and now is that in my formative years, it was there as a backdrop to socialisation, rather than the means of socialisation itself. The This Week in Retro listener commented that their children feel genuine anxiety and FOMO ("Fear Of Missing Out") if they have gaming time privileges revoked for whatever reason, because rather than Fortnite, Roblox and Minecraft being the backdrop for their socialisation, those activities are the socialisation.

There's also social media to take into account. I am genuinely glad that social media did not exist when I was a child, because I'm not sure I would have made it through my adolescence intact. Sure, there are positive aspects to it, such as being able to reconnect with people you haven't spoken to for a long time, but there's also the insidiously manipulative nature of all the major platforms today, and how none of them are really concerned with being a platform for communication; they are, instead, platforms for advertising.

The thing that really makes me feel like social media may well have done me in, though, is how easy it is for it to be used for bullying. I suffered a fairly significant amount of bullying throughout both my primary and secondary school life, and it was hell. It left me wary of trusting people; it made me frustrated about communicating with others; it made me feel like it was, at times, simply not worth making the effort to interact with people.

For a long time, I used to say that the Internet allowed me to "be myself" for the first time… well, ever, really. I could find like-minded people who understood me and respected me for who I was, and I felt like I was among friends. I don't feel that way any more; nowadays, I feel the same way about online interactions as I do about interacting with real strangers: genuine anxiety and fear. I dread getting notifications in apps or on websites where I've posted something publicly. And yet, I still do it — here I am, after all — because I feel like it's important to not let the bullies win, whether they're real or imagined. I need to feel like I can still express myself the way I want to express myself; to enthuse about the things I want to enthuse about. That's why I write here and on MoeGamer, and why I make videos over on my YouTube channel.

Even then, though, I feel a lot of frustration, because I know a significant portion of the world looks on the Internet, social media and general social interactions in a different way to me. That can often leave me feeling lonely and isolated. But the one thing I've always had as a constant is being able to immerse myself in a video game or other activity on the computer, and feel like I am, for once, at peace — even if, with each passing year, it feels like it's getting harder to share that haven of peace with others.

That went a tad deeper than I perhaps thought, and I'm not sure I have an answer to the original poster's questions or concerns. I do know, however, that spending time on the computer isn't necessarily a bad thing in and of itself, particularly when it brings someone comfort and stability. It's when that "safe" activity starts to get "unsafe" things encroaching on it that you need to perhaps take action — but that's going to be something that is different for everyone. For me, it's meant largely removing myself from the public-facing part of the Internet except in places where I can very much control and curate my experience, and continuing to enjoy those things that I always have enjoyed in peace and quiet. No video game ever betrayed me, after all.


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#oneaday Day 15: Station on the Frontier https://imnotdoctorwho.moegamer.net/2024/06/22/oneaday-day-15-station-on-the-frontier/ https://imnotdoctorwho.moegamer.net/2024/06/22/oneaday-day-15-station-on-the-frontier/#respond Sat, 22 Jun 2024 23:07:53 +0000 https://angryjedi.wordpress.com/?p=23607 Right! Yes. I was going to talk about Star Trek: Deep Space Nine, wasn't I. Okay, let's do that. I love Star Trek: Deep Space Nine, but I had a bit of a curious introduction to it. I grew up watching the endless reruns of Star Trek: The Next Generation on BBC2 at 6pm; that … Continue reading #oneaday Day 15: Station on the Frontier

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Right! Yes. I was going to talk about Star Trek: Deep Space Nine, wasn't I. Okay, let's do that.

I love Star Trek: Deep Space Nine, but I had a bit of a curious introduction to it. I grew up watching the endless reruns of Star Trek: The Next Generation on BBC2 at 6pm; that tended to coincide with family dinner time, so we'd often watch it on the kitchen TV while having our food. When Deep Space Nine launched in 1995, though, I feel like our family were initially a bit resistant to it. It was, after all, very different from what had been, at that point, the only two prior Star Trek series; for one thing, there was very little actual "trekking", what with it being all set in one location, and the tone was very different from the optimistic nature of The Next Generation.

I kind of drifted away from it because of this; I personally hadn't really found anything to dislike about it, but the fact my parents didn't seem to enjoy it as much meant that I didn't derive quite so much pleasure from it if it happened to be on around dinner time. (And of all the Star Trek series, Deep Space Nine is arguably the one least appropriate for dinnertime viewing — not because it's particularly gory or anything, but simply because its rather bleak tone and uncompromising look at certain less glamorous aspects of life among the stars made it more of a "primetime evening" sort of show.)

I watched the odd episode here and there, but I didn't keep up with it. That all changed, however, when I spent a couple of weeks in London with my brother for my Year 10 work experience placement. Rather than be placed in the boring old local industrial area like most of my peers, I made arrangements to do my work experience in the PC Zone offices, since my brother was editor there at the time. I had a thoroughly enjoyable time, but that's probably a story for another day.

No, the thing I particularly remember from that trip, besides my time in the office, was some discussion over Star Trek: Deep Space Nine's fourth season — which had recently started being broadcast on Sky satellite TV at the time, as I recall; the BBC's reruns were a few seasons behind — and was just starting to come out on VHS cassette. I heard such enthusiasm for the new episodes from my brother and his peers that I wanted to find out a bit more about it for myself. So one lunchtime, I took a trip to the Virgin Megastore on Oxford Street, which was within walking distance from the Zone offices on Bolsover Street, and picked up video "4.1: The Way of the Warrior". And I watched that feature-length episode that evening on my brother's TV.

Not my copy; this is from a listing on eBay. I won't lie, it is tempting to grab this for old time's sake.

I was blown away; this was damned good TV, though I was quite conscious that I had clearly missed some rather important story beats somewhere along the way. Who were the Dominion? Why was Sisko now a captain, not a Commander? Why was he bald and bearded? Who was Kassidy Yates? What was up with the Klingons being all weird, after years of them being "no longer the bad guy" in The Next Generation?

I was confused, but enthralled nonetheless; after I got home, I started collecting the VHS cassettes from season 4 onwards. In retrospect, this was an enormous waste of money and space, since each tape only included two episodes and cost about £14.99, but as a teenager living out in the country, I didn't have much else to spend my money on at the time other than video games. I built up quite a collection, and also, on someone's recommendation, picked up the "3.1" volume "The Search", which helped me understand a bit better who The Dominion actually were.

After some time, though, I drifted away from Deep Space Nine again. As before, it wasn't that I disliked what I was seeing, but there were other factors at play — perhaps most notably the dawn of DVD as a distribution medium. By the time I got to university, DVD players were becoming much more accessible, and I was excited by all the movies I could now watch in what was, at the time, spectacularly good picture quality. I think at that point, collecting VHS tapes started to feel a bit less desirable — particularly since, as a student, I was living in a relatively limited amount of space.

As I recall, it took quite some time for all the Star Treks up to that point — The Original Series, The Next Generation, Deep Space Nine and Voyager — to make it to DVD, and I just sort of got out of the habit of watching them. There was always a little voice at the back of my mind, though, that said "one day, you should watch all of Deep Space Nine and Voyager". (I had, by this point, seen all of The Next Generation multiple times.)

I never quite got around to doing that. I started watching Star Trek on US Netflix for a while, but got fed up with having to use a VPN to do so, since they weren't on UK Netflix at the time. Then I pretty much fell out of the habit of watching long-form TV and movies altogether; I much preferred the more active sense of entertainment I was getting from video games.

Cutting out many intervening years in which nothing of any real relevance to this story occurred, for my birthday this year I was fortunate enough to receive a box set of Deep Space Nine from my brother, who, true to what he had always said, left a note saying "it's still the best one". And so, having set up my now-mostly dormant PS4 (my PS5 plays all my PS4 games now) in the bedroom, I decided to start watching an episode or two before going to sleep of an evening.

As I type this, I'm about two-thirds of the way through Season 3, and I am absolutely loving the show. It shows its age in some ways — an episode set in "the future" of the time when it was broadcast turned out to be 2024, for example — but it's definitely got it where it counts. Strong characters, excellent acting, compelling storylines, and above all, plenty of variety.

I'm not sure why my parents and I ever thought Deep Space Nine was "boring". Because it absolutely is not, even in the first three seasons, which are commonly regarded as "the bit before it gets really good". Some shows are epic in scale, while others are tight, character-driven pieces — and beneath it all, there's a sense of coherence that The Next Generation didn't really nail until its later seasons. This latter point is perhaps best exemplified by how, for quite some time, the best way to get The Next Generation VHS videos was not on an episode-by-episode basis, but in box sets that were each themed around a particular element of the show, such as Data, Q or the Borg. (I had several of these; they were cool display pieces as well as being pretty good value!)

The Data box set. Again, not my copy; this image is from fan wiki Memory Alpha. The back of the box opened up to reveal three VHS cassettes, with their cases designed to look like the positronic circuits inside Data's head.

Deep Space Nine is from that point where American television really seemed to latch on to the fact that audiences enjoy serialised stories. Sure, it's a risk — with heavily serialised shows, you run the risk of alienating anyone who isn't on board from the start — but Deep Space Nine manages to remain mostly accessible throughout, as shown by my jumping in at The Way of the Warrior all those years ago, while truly rewarding those who are in it for the long haul.

It's been a real pleasure to return to a series that, in retrospect, I've always liked a great deal. I feel I'm getting more out of it now than I did when I was younger — and this time, this time, I'm going to make it all the way to the end. I'm just a little sad that I never did so before several of the cast members passed away. But their memory shall live on.


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#oneaday Day 14: Sleep, Needed https://imnotdoctorwho.moegamer.net/2024/06/21/oneaday-day-14-sleep-needed/ https://imnotdoctorwho.moegamer.net/2024/06/21/oneaday-day-14-sleep-needed/#respond Fri, 21 Jun 2024 18:14:39 +0000 https://angryjedi.wordpress.com/?p=23597 In stark contrast to yesterday's very good sleep (albeit with interruption by noisily vomiting cat), last night I slept terribly. I went to bed with a pain in my back and took some painkillers, which helped a bit, but it took me ages to get to sleep and I woke up multiple times throughout the … Continue reading #oneaday Day 14: Sleep, Needed

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In stark contrast to yesterday's very good sleep (albeit with interruption by noisily vomiting cat), last night I slept terribly. I went to bed with a pain in my back and took some painkillers, which helped a bit, but it took me ages to get to sleep and I woke up multiple times throughout the night. There wasn't even a good reason for it this time; Patti was, as usual, in her spot at the foot of our bed, but she wasn't in the way or being sick. I was just waking up and then taking a long time to actually get back to sleep again.

Still, it's the weekend now, so if I want to (I probably want to) I can have a nice lie-in tomorrow. I don't think we have anything vastly important planned for the weekend, so we can just have a bit of nice relaxing time, I can make some videos and we can generally recharge and recuperate ahead of it all starting again on Monday.

I'm not going to the gym or swimming today as I still feel extremely stiff and achey, not helped by the poor night's sleep. I have succeeded in my original goal, though, which was to get out of the house in the morning and do something active at least twice, and I think I will make some time over the weekend to go either swimming or to the gym, depending on their respective availability.

I'm feeling motivated to try and get things going back in the right direction, so it's a bit frustrating that it feels like my body is just going "eh, no" right this second, but I'm sure that's 1) a temporary thing and 2) something that I'll have to power through in the long term. I'm willing to put in that work, but there's also no rush to get it done. Past experience tells me that working up to things gradually is the way to go; try and do too much too soon and it's easy to completely lose all that motivation you'd built up. And I don't want that to happen.

Apropos of nothing, I thought I'd look back at what I was up to ten years ago today, since the long life of this blog means I can actually check such things. It appears that I was 1,615 posts deep into my original #oneaday effort, and I'd just watched a then-new show on the TV channel Dave known as Alan Davies: As Yet Untitled. I have no idea if this show is still running, but reading back over the post, I remember it being enjoyable, lightweight television that didn't demand too much of the viewer.

Reading that makes me think how much our relationship with media has changed in just ten years. Today, I'm very unlikely to watch anything "on television" (i.e. live broadcasts), and a lot of the stuff I do watch on a day-to-day basis is via YouTube. Right now, I am watching through all of Star Trek: Deep Space Nine on DVD as a bedtime activity, though, and that's a nice reminder of how enjoyable classic TV could be… hell, how enjoyable a show of that format still is.

In fact, I'm probably due some sort of retrospective post on Deep Space Nine and my relationship with Star Trek in general. Well, I guess that's a topic for tomorrow sorted! For now, though, my dinner is ready so I'm off to eat and then quite possibly to just collapse into bed aftwards.


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#oneaday Day 13: Sleep, Interrupted https://imnotdoctorwho.moegamer.net/2024/06/20/oneaday-day-13-sleep-interrupted/ https://imnotdoctorwho.moegamer.net/2024/06/20/oneaday-day-13-sleep-interrupted/#respond Thu, 20 Jun 2024 16:50:24 +0000 https://angryjedi.wordpress.com/?p=23588 At approximately 4.30am this morning, my cat Patti was sick all over the bed. I am annoyed by this, not because of the sick — Patti is very good at being sick, and we have come to accept this as just part of who she is — but because it interrupted what was, I'm pretty … Continue reading #oneaday Day 13: Sleep, Interrupted

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At approximately 4.30am this morning, my cat Patti was sick all over the bed. I am annoyed by this, not because of the sick — Patti is very good at being sick, and we have come to accept this as just part of who she is — but because it interrupted what was, I'm pretty sure, one of the best nights of sleep I've had for a very long time.

Seriously. It was an unusually good night's sleep. So much so that when I awoke to the inimitable sound of a cat being sick — if you know, you know — my first thought was not "oh God, she's being sick" but "damn, that was an unusually good night's sleep". Closely followed by a frantic attempt to get Patti off the bed before she erupted, but sadly I was a little too late.

Rather than start a load of laundry in the middle of the night or sleep beneath a vomit-covered duvet, I instead went to hopefully continue that good night's sleep in the spare bedroom. My wife didn't wake up throughout any of this, I hasten to add, and the sick was enough on my side of the bed that I didn't think she'd accidentally come into contact with it while she slept, so I left her to it. She told me this morning that she woke up for a wee, was briefly confused by my absence and then accidentally put her hand right in it, after which she immediately understood why I had gone elsewhere.

As it happened, I did manage to get back to sleep surprisingly quickly, and while I didn't feel like getting up early today, I did feel quite refreshed when I did finally rouse myself. I had an interesting dream, too; I was visiting my old clarinet teacher from childhood, who had installed himself in a much bigger, nicer house than back when I really knew him. I recall complimenting him on his house and the huge plants he had in carefully labelled glass pots in his front garden, and him laughing that I thought he'd still be in the place I last saw him nearly 30 years ago. I woke up shortly afterwards.

Anyway, the reason I feel having a good night's sleep is worth commenting on is not just because it's already late in the afternoon and I haven't thought of anything to write, but because I've struggled for a long time with getting to sleep. But last night it just seemed to come nice and easily. Perhaps it's the exercise. Perhaps it was the warm milk. Perhaps it was the two episodes of Deep Space Nine. Perhaps it was a little of all of the above. But I hope I can make a habit of that.


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#oneaday Day 12: Establishing a Routine https://imnotdoctorwho.moegamer.net/2024/06/19/oneaday-day-12-establishing-a-routine/ https://imnotdoctorwho.moegamer.net/2024/06/19/oneaday-day-12-establishing-a-routine/#respond Wed, 19 Jun 2024 21:29:31 +0000 https://angryjedi.wordpress.com/?p=23578 I successfully got up early and went for a swim today. I'm actually surprised that I'm not struggling to get out of bed at 7am, given that one of the main reasons I was getting up five minutes before starting work was feeling super-tired in the morning. I suspect it's something to do with circadian … Continue reading #oneaday Day 12: Establishing a Routine

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I successfully got up early and went for a swim today. I'm actually surprised that I'm not struggling to get out of bed at 7am, given that one of the main reasons I was getting up five minutes before starting work was feeling super-tired in the morning.

I suspect it's something to do with circadian rhythms or something along those lines. There are apparently "sweet spots" of time when I am able to get up and get things done without difficulty, and times when it is not easy to haul myself out of bed and start the day. 7am appears, at the moment at least, to be one of those sweet spots. Around about 9am is another. 8am, meanwhile, is apparently a no-no for my body, for whatever reason. After 9am, judging by how late we tend to get up at weekends, the next sweet spots are several hours later.

Regardless of the reason for it, I'm feeling quite satisfied with myself for successfully making a start on establishing a new routine with morning exercise. It's still early days, of course, but I have at least reached my goal for this week, which was to make it out of the house before work to do some exercise at least twice. Given that the relatively "sudden" amount of exercise is making me a bit achey and stiff (not in a fun way), I'm of course going to be careful not to overexert myself, so tomorrow will either be a rest day, or a day in which I head out to the gym rather than the pool in the afternoon rather than first thing in the morning. Probably the former, if I'm being completely honest. One thing at a time.

I'm glad I've made that commitment to be a member at the leisure centre for a year. Their facilities are pretty good, and their timetable is friendly to someone who works for a living. One of the problems I had with the last place I was at a member at — the university — was that the timetable for the pool in particular was very tricky to get along with, as, being a university facility, it was often in use for things other than public swimming.

I also didn't like the university gym much; it tended to be a bit crowded, and it had a real problem with people just sitting on machines staring glassy-eyed at TikTok rather than actually getting the fuck on with their workout. I made sure to mention this in the obligatory "Tell Us How We Did!" survey after I ended my membership, and they did at least acknowledge that it was an issue. Whether or not they'll do anything about it is anyone's guess, but it's not my problem any more.

Anyway. My cat Patti is bugging me for attention and keeps clawing my leg as I type this, so I guess I better leave that there. Until next time!


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 11: Direct to You https://imnotdoctorwho.moegamer.net/2024/06/18/oneaday-day-11-direct-to-you/ https://imnotdoctorwho.moegamer.net/2024/06/18/oneaday-day-11-direct-to-you/#respond Tue, 18 Jun 2024 18:49:24 +0000 https://angryjedi.wordpress.com/?p=23557 I did not manage to get up early and go for a swim today, but I wasn't really expecting myself to. Suddenly doing some exercise after a long period of… not doing that left me feeling a bit stiff (eyy) so I thought I would take today off and make an effort to go tomorrow. … Continue reading #oneaday Day 11: Direct to You

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I did not manage to get up early and go for a swim today, but I wasn't really expecting myself to. Suddenly doing some exercise after a long period of… not doing that left me feeling a bit stiff (eyy) so I thought I would take today off and make an effort to go tomorrow. Easing into it and all that.

But that's not what I want to talk about today. Today was the latest Nintendo Direct, a presentation that many have been assuming will be one of the last big shows Nintendo do while the Switch is still their current platform. The Switch's as-yet unnamed successor has not yet been announced — and a clearly increasingly irritable Nintendo has been repeatedly pointing out that it has nothing to announce aside from the existence of a successor as yet — but it's clear that the console is currently doing its victory lap ahead of graceful retirement.

That does not mean there's nothing interesting coming for Switch, however! On the contrary, there were some really cool things showed at the Nintendo Direct, including some long-awaited news on Metroid Prime 4.

As always, the reaction to the show on the Internet has either been breathless enthusiasm or varying degrees of "well I never liked Nintendo anyway", but taking as balanced a viewpoint as is possible from someone who likes the Switch and probably uses it as his primary gaming platform, I thought it was a good presentation. Nothing earth-shatteringly amazing, but lots of things that were good. And, to be honest, that's absolutely fine.

A notable highlight from the show was definitely the new Zelda game, in which you get to play Zelda herself rather than Link. It adopts the same tilt-shifted toy-like style seen in the Link's Awakening remake from a while back; it's nice to see that applied to an all-original game rather than a remake.

One thing I've been puzzled by is the number of people who seem to just want "Zelda where you play as Zelda but she's just swinging a sword around like Link". This is not what we're getting with Echoes of Wisdom, as the new game is known, and as far as I'm concerned that's a great thing. Instead, we have the ability to capture "echoes" of objects and monsters in Zelda's wand, then summon these for various purposes. I can see this potentially being a very interesting mechanic, and a factor which sets Echoes of Wisdom apart from other Zelda games. I'm mostly just glad we're not getting another Breath of the Wild-style Zelda, though; Breath of the Wild was great and I'm sure Tears of the Kingdom is also, but Zelda is at its best when it's being experimental, interesting and notably different from one entry to the next.

Outside of Zelda, I was also thrilled to see the announcement of Ace Attorney Investigations for Switch, including the first ever official localisation of Ace Attorney Investigations 2. I was particularly pleased to see the game features the option to play with new high-res sprites or the original pixel art; that's a nice touch indeed, particularly as Ace Attorney Investigations has actual character sprites walking around as well as the animated busts seen in the rest of the series.

What else? Dragon Quest III HD-2D or whatever it's called looks great. I'm all for Dragon Quest being remade and made more generally accessible. It's curious that III appears to be coming out before I and II but I guess they had their reasons. I'm looking forward to giving it a go, and hoping that IV, V and VI get a similar treatment; I'm lucky enough to have copies of the DS versions (they're pricy these days!) but I would like to play them on the big screen.

The Hundred Line: Last Defense Academy looked very cool. I like the art style of the Danganronpa guy whose name I can never remember, and this looks like quite a different style of game. I dig it, but I'd like to see more of it.

The new project from Hironobu Sakaguchi and Nobuo Uematsu, aka the Final Fantasy grandaddies, looked a little underwhelming visually, but potentially mechanically interesting. I have faith that they can pull something cool out of the bag, based on their past post-Final Fantasy work together — The Last Story is a wonderful game, for instance.

Mario & Luigi getting a new entry in the form of Brothership is welcome news, even if I have never managed to get caught up on any of the Super Mario RPG-adjacent series. I do have a copy of the Super Mario RPG remake and Paper Mario: The Thousand-Year Door on Switch waiting for me to play, but it'll be after Final Fantasy XIV's new expansion Dawntrail before I get to those.

Metroid Prime 4 I'm excited to see on behalf of everyone else, even though my experience with Metroid pretty much starts and finishes with the excellent Super Metroid. I have the Wii version of Prime Trilogy to get to at some point, so I'll have to make the time for that. I liked Super Metroid a lot, so it's a series I've always been meaning to delve deeper into.

You know, the more I think about the Direct as a whole, the more I feel like it actually was a pretty strong one. I'm struggling to think of any games that were shown where I felt "ugh, this isn't for me". Sure, some certainly appeal more than others, but I'm pretty sure I could have some fun with absolutely everything that was shown off today. This is a good thing, and makes me feel like whenever the Switch's successor is finally announced, the good ol' Switch is still gonna be kicking for a while yet. And if Nintendo has any sense, said Switch successor will be backwards compatible. Here's hoping; sometimes they have sense, sometimes they do not.

So yeah. They did a good. I'm looking forward to finding out more about all the games they showed — not just the ones I remembered to talk about here — and feel pretty confident Switch will continue to bring the hits for quite some time to come yet.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 10: A Success https://imnotdoctorwho.moegamer.net/2024/06/17/oneaday-day-10-a-success/ https://imnotdoctorwho.moegamer.net/2024/06/17/oneaday-day-10-a-success/#respond Mon, 17 Jun 2024 18:19:36 +0000 https://angryjedi.wordpress.com/?p=23548 I did it! I got up at a sensible hour rather than 5 minutes before work started, I had a cup of coffee, then I damn well went for a swim. Did 20 lengths at my excruciatingly slow pace (I've never claimed to be good at swimming) and came home feeling surprisingly chipper. I hate … Continue reading #oneaday Day 10: A Success

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I did it! I got up at a sensible hour rather than 5 minutes before work started, I had a cup of coffee, then I damn well went for a swim. Did 20 lengths at my excruciatingly slow pace (I've never claimed to be good at swimming) and came home feeling surprisingly chipper. I hate it when those people who say exercise is good for you are right. But hey. You have to celebrate the small victories on the road to lasting change, or something.

One thing I found less than good about my trip to the pool today was the fact they've installed lockers that eat your 10p coins rather than letting you have your coin back when you're done. This would have been mildly annoying 10-15 years ago, but in an age where hardly anyone carries cash around any more it's absolutely infuriating. At least it's only 10p a time rather than a pound.

But I removed that from the equation, as the leisure complex in the town centre that I rather like and have been a member of numerous times in the past was running a very good deal on annual memberships, so I decided to make a proper commitment and signed up for a year of both swimming and gym membership. That gives me maximum flexibility without being beholden to things that have frustrated me in the past, such as the university pool's schedule and suchlike.

Said centre's pool is open from first thing in the morning (well, 7am) until mid-afternoon every weekday except Friday, and the gym is just… there. Having free access to both for the next year will be a positive thing, so long as I can motivate myself to actually get down there. And I think, as with anything, it's just a matter of establishing good habits — a process that starts right now, this morning, with my trip to the pool.

I don't like being unfit, unhealthy and lazy. In fact, it really sucks. It actively upsets me. But the trouble with being unfit, unhealthy and lazy is that it's something of a vicious cycle: being unfit, unhealthy and lazy makes you more unfit, unhealthy and lazy, and then because you're unfit, unhealthy and lazy the prospect of doing something to make you not at least one of those three things often feels like an insurmountable obstacle.

I'm feeling weirdly motivated right now, though. Perhaps I really am on the way back up after a bit of a mental health crash in the last few weeks or so. Here's hoping I can keep up the momentum and go the distance. I'll likely use this blog as one means of keeping myself vaguely accountable, so we'll see how things go.


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#oneaday Day 9: The Culture War is a Problem https://imnotdoctorwho.moegamer.net/2024/06/16/oneaday-day-9-the-culture-war-is-a-problem/ https://imnotdoctorwho.moegamer.net/2024/06/16/oneaday-day-9-the-culture-war-is-a-problem/#respond Sun, 16 Jun 2024 20:16:37 +0000 https://angryjedi.wordpress.com/?p=23521 Earlier today, someone I haven't spoken to for a while popped up on Steam and asked if I was OK, because I'd been "posting way more politically than usual" of late. Confused, I asked for more details, since I wasn't aware I'd been doing anything of the sort, and it transpired that he somehow thought … Continue reading #oneaday Day 9: The Culture War is a Problem

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Earlier today, someone I haven't spoken to for a while popped up on Steam and asked if I was OK, because I'd been "posting way more politically than usual" of late.

Confused, I asked for more details, since I wasn't aware I'd been doing anything of the sort, and it transpired that he somehow thought I ran the Twitter account for a certain website that I'm not going to name for reasons that will probably become obvious. (It's not Rice Digital, the site I used to be in charge of, before you wonder!) I explained that no, that was nothing to do with me, I had never written for that site and I wasn't even on Twitter any more, which I'm not.

Hopefully reassured, my acquaintance wished me well and that was the end of that.

He got me curious, though, so I went and looked at what the account in question had been posting, and it didn't take me long to stumble across what the issue was. It seems that the main problem stems from a story the site in question had recently posted that was, in essence, nothing but a rumour with sources that could be called questionable if one was being charitable, non-existent if one was being realistic. The thrust of the story was that it was one of many instances of a supposed conspiracy that "DEI" (Diversity, Equity and Inclusion) consultants are destroying modern gaming.

I'll address some things up front, because I have spoken about these things in the past, often critically, and I want to make it clear what my own stance on the situation is.

Diversity, equity and inclusion are not bad things. Do some companies and individuals take things a little too far in terms of pussy-footing around protected groups in an attempt to not offend anyone? Absolutely, particularly in the corporate space. Have there been instances of games journalists slagging off games that they knew nothing about because there was sexually suggestive content in them? Most definitely. Both of those things are, I believe, still worthy of criticism. Any creative work deserves to have a fair shake at expressing what its creators want to express without interference, and without those engaging with it treating it in bad faith.

However, this current conspiracy theory — and make no mistake, it really is a conspiracy theory — goes a lot further than those things. The current belief is that a cadre of games journalists and diversity consultants are running an extortion racket on game developers and publishers in the name of making all the women ugly and not white. To these people, if this situation continues unchecked, all of gaming will be completely destroyed, because having the opportunity to select your pronouns in a first-person role-playing game where you play a self-insert avatar is somehow responsible for the complete downfall of western society. It'll turn all your kids into immigrant transgender gays, I tells ya.

This is, of course, complete bollocks. It is true that the triple-A space has been making some marked steps towards improving diversity in many of its games, but as I've argued numerous times both here and over on MoeGamer, the triple-A space is just a tiny piece of the complete behemoth that is the games industry. Just because some triple-A blockbuster game has a woman with "woke chin" (an actual quote from one of these nutcases, criticising the new Joanna Dark for having a wider chin than she used to) does not mean that games with anime titties are going anywhere. Right now, you can play Final Fantasy XIV as a bunnygirl with big tits running around in bra and pants if you want, and Steam is filled with games where you can fuck your aunt. Hell, there are physical releases of Switch games that feature uncensored jizz-filled vaginas. Jizz! In a Nintendo game! (Actually, don't, you'll need to do more than blow in the cartridge afterwards if you do.)

Here's the thing: diversity means that you end up with diverse things. Some of those things will appeal to you, personally, while others will not. Those things that do not appeal to you, personally, are not a personal affront to you. Consider something that you really really love, but which other people don't seem to get. Now contemplate someone with a completely different worldview to you — be it a differing political ideology, racial background, sexuality, gender identity or any of the myriad other distinguishing characteristics we all have — finding something that they really really love, but which you don't seem to get. It's the exact same situation, only you're seeing it from the other side. Neither of those things cancel out the other.

The longstanding concern that this conspiracy theory stems from is that the growth in progressivism in the games industry — and particularly in games journalism — is somehow going to be responsible for the death of games that push boundaries or cater specifically to those with particular tastes, especially if those tastes are "playing games with conventionally attractive female characters in them". Well, ten years on from the shitshow that was GamerGate, I think we can say pretty conclusively that this has not happened. If anything, we're far more likely to encounter boundary-pushing games today than we were ten years ago… arguably to a fault, in some situations, such as with the amount of AI-generated "Hentai"-labeled crap that infests both the Nintendo eShop and Steam.

What we have now is a landscape that has changed. Triple-A may well be taking aim at a more diverse market, and that's entirely understandable, because with budgets spiralling out of control and layoffs happening left, right and centre, those games have to appeal to the broadest demographic possible. And just because some set-in-his-ways white dude doesn't like that a new big-budget game has black/gay/transgender/[insert minority group of choice here] people in it doesn't mean that others won't like it. It makes the most sense for triple-A to try and include as many people as possible, because, cynically speaking, that's how you make the money.

But the thing to remember is that none of this is "taking your games away" or "killing gaming".

I will freely admit that, ten years ago, I had some serious concerns that the strong push for progressivism in games journalism in particular would push certain forms of interactive media underground or possibly even cause them to dry up altogether. I almost certainly made some ill-advised comments during that time which are likely still on this blog and MoeGamer somewhere — but I'll say now, in 2024, those fears some of us had ten years ago completely failed to materialise, and I'm not afraid to admit that I was wrong about those things.

Triple-A has changed, yes. But ten years ago I wasn't concerned about triple-A because I'd bounced hard off that part of the industry several years prior — and I still don't care about triple-A today. I was worried about the games I did enjoy, which were B-tier titles, primarily from Japanese developers and publishers, that had a laser focus on their target audience.

Despite never engaging with triple-A beyond games with "Final Fantasy" in the title, I have never been short of things to play. If anything, I have too many things to play, as my rapidly filling shelves will attest. If I threw triple-A in the mix, I'd really be overwhelmed.

There's no "great replacement" of video games. There's no "DEI" or "Modern Audiences" conspiracy to make every woman in gaming ugly. There's no "extortion racket" causing games journalists to circle the wagons and protect a firm of diversity consultants from the "true gamers".

There is, however, a problem with intolerance. And it seems to be getting worse, fuelled by conspiracy theories such as this. I've seen way more in the way of racism, homophobia and transphobia in Internet comments — particularly in busy, public places such as YouTube and what is left of the burning garbage fire that is Twitter — than ever before.

Just last week I watched an episode of the Game Grumps' spinoff show Ten Minute Power Hour, in which Arin and Dan got gussied up as drag queens with the assistance of a professional. While there were plenty of comments in support of the episode — particularly as it aired during Pride Month, which is ongoing as I type this — there was some serious ugliness further down in the comments below where the moderators had been doing the majority of their work.

I'd say I was kind of shocked, but I've seen this intolerance and outright hatred rising over the last few years, and it's not pretty at all. It was particularly shocking to see it in the comments of a Game Grumps video, though; while the Grumps have toned down some of the more colourful elements of their humour over the last 10+ years — no more "Sad Hoshi" in an exaggerated faux Japanese accent, for example — they certainly have not, in any way, abandoned who they are or the overall vibe their humour creates. What has changed, however, is how vocal the intolerant and hateful have become.

Browsing Twitter as I was earlier, I stumbled across an absolutely enormous thread by one fan of the website that started this whole discussion, collecting "evidence" of the supposed conspiracy — actually just screenshots of games journalists saying that maybe this website shouldn't report on stupid rumours without even attempting to verify them, or commenting in support of progressive talking points. As I scrolled through page after page of this guy collecting these tweets, all I could think of was the old wisdom that if more and more people seem to be against you, perhaps you are the one who actually has the problem.

Look, I have absolutely no time for the militant end of the left wing. I find them insufferable, tedious and just plain annoying. But I feel like I'm seeing a lot less of them these days; the problem we have right now is coming from the opposite end of the spectrum. And it is a problem. When people like me, who have long made a specific effort to try and steer as clear as possible of anything even vaguely politically charged or controversial, are noticing an uptick in intolerance and hatred, there's definitely an intolerance and hatred problem.

It may be a cliché to say, but it sure would be nice if we could just all get along. We're talking about video games, after all.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 8: Escaping a Rut https://imnotdoctorwho.moegamer.net/2024/06/15/oneaday-day-8-escaping-a-rut/ https://imnotdoctorwho.moegamer.net/2024/06/15/oneaday-day-8-escaping-a-rut/#respond Sat, 15 Jun 2024 14:13:53 +0000 https://angryjedi.wordpress.com/?p=23509 Hello. As has probably been quite apparent from my last few posts, I've been in something of a rut mental health-wise for a little while now, and I've reached a point where I actively want to do something about it. Starting up the whole #oneaday thing again is part of that, but I also need … Continue reading #oneaday Day 8: Escaping a Rut

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Hello. As has probably been quite apparent from my last few posts, I've been in something of a rut mental health-wise for a little while now, and I've reached a point where I actively want to do something about it. Starting up the whole #oneaday thing again is part of that, but I also need to make some more active changes to my lifestyle in order to make progress.

Specifically, I need to get properly back into the swing of following Slimming World, as I've been a tad lax on that for the past few weeks, and I also want to try and get a bit more exercise. Along with that, I want to try and start my day a bit earlier rather than rolling out of bed and immediately into work.

Thus, what I would like to start achieving from the beginning of next week is getting up a couple of hours earlier, going to our local pool and having a swim before work. One of my big mental blocks with exercise is when I feel like it's encroaching on "my" time after work, and so going first thing in the morning is a good way of getting around that, since I don't count the period before work starts as really "my" time as such. This may sound daft to you, but it's the way my brain has always thought of things.

The difficulty is going to be actually getting up a couple of hours earlier. The reason I've fallen into the habit of getting up pretty much immediately before work starts is because I haven't felt like I've had anything to get up "for", but conversely this means that I don't want to get up any earlier than I do because my brain has come to think of those last few moments of sleep as somehow more precious than the rest of the night.

Part of this is to do with the "trapped inside your own head" phenomenon that I talked about the other day. I'm most likely to feel like I "can't" get up because I "need to finish" the dream I was having first thing in the morning, and that, for quite some time now, has prevented me from getting up at a sensible time. That, I feel, is going to be the most significant battle I face on the road to making a bit of morning exercise a regular routine.

Thing is, swimming is an activity I actually like doing, in contrast to a lot of other forms of exercise that I tend to feel negatively about. I find swimming both relaxing and invigorating; I know I'm not very good at it, but it's something that I simply like. And since it's something that, done enough, can actually be good for me, I feel like I should take advantage of that fact.

So, then, the challenge is going to be ensuring that I actually haul myself out of bed in time to go for a swim of a morning. My local pool does morning sessions every weekday morning between 7 and 9, and ideally speaking, I'd like to try and go every day. I feel like that might be an unrealistic target to begin with, though, so for the upcoming week I'm setting myself the goal of getting up and going swimming before work at least twice during the week.

I guess we'll have to wait and see how that goes. I'm trying not to contemplate "likely failure" before it happens, and go into this with a positive mindset. But we'll see, I guess!


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 7: Suggested Content https://imnotdoctorwho.moegamer.net/2024/06/14/oneaday-day-7-suggested-content/ https://imnotdoctorwho.moegamer.net/2024/06/14/oneaday-day-7-suggested-content/#respond Fri, 14 Jun 2024 16:58:27 +0000 https://angryjedi.wordpress.com/?p=23493 One of the "innovations" of modern tech and software that I am most consistently baffled by is the concept of "Suggestions". Don't get me wrong, I am under no illusions as to what "Suggested Content" really means on websites and social media platforms (it's advertising, in case you somehow weren't savvy enough to know that … Continue reading #oneaday Day 7: Suggested Content

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One of the "innovations" of modern tech and software that I am most consistently baffled by is the concept of "Suggestions".

Don't get me wrong, I am under no illusions as to what "Suggested Content" really means on websites and social media platforms (it's advertising, in case you somehow weren't savvy enough to know that by now) but I'm talking more in contexts where it's not obviously advertising, or where it doesn't make sense for advertising to try and worm its way into places.

Places like, you know, just Microsoft Windows in general. Or Google Drive. Both of those have features where they provide you with a list of "Suggested" files, and I absolutely, genuinely do not understand why that feature is there or what it is for. Right now, for example, my Google Drive "Suggested files" list is a non-chronological index of things that I have opened or edited recently. Fine, you might say, except there is a perfectly good "Recent" option in the sidebar which does give me a chronological list of things I have opened or edited recently.

Likewise, the Windows 11 start menu on my "work" computer (it came preinstalled, otherwise I would have been quite happy continuing with 10 as I do with my "play" computer) appears to "suggest" applications almost completely at random, with its first two suggestions usually being the things I have installed most recently, and the others being… pretty much anything that I have installed, for no discernible reason.

Under certain circumstances, I get the idea. When it comes to media, a "suggestion" feature might inspire you to look at photos or listen to music that you haven't enjoyed for a while — though this can also backfire somewhat. Earlier today, my phone's "Gallery" app decided to send me an unasked-for notification that I presume someone somewhere thought was "cute", with the text "Feline footprints in Southampton". The attached image? Our dearly departed cat Meg. I'm still quite upset about Meg's passing, so I emphatically do not want my phone randomly bringing her up out of the blue for no apparent reason. I will look at pictures of her when I'm good and ready, thanks very much.

The push for "AI" in everything is only making this shit worse, too; the Gallery app on my phone recognising that the image in question was a picture of a cat is a result of improving image recognition technology, and I suspect as generative AI becomes more and more pervasive and invasive in our daily online life, situations like this are only going to become more and more common — because you can bet your bippy that all these "Suggestion" features are going to be turned on by default.

What happens when your phone decides to "suggest" a photo of something you'd rather keep private at an exceedingly inappropriate moment? Well, some might say you should keep your private photos private, but realistically, practically speaking, most people these days are not that organised, because we've made the mistake of trusting our software and online services to do the organisation for us. I actually like the fact that Google Photos can pick out, say, pictures of cats, or pictures that mention something specific in a piece of text, because that is indisputably useful — but what I don't want is my phone going "HEY REMEMBER YOUR CAT THAT DIED? HUH? HERE SHE IS, I PICKED HER OUT FROM ALL YOUR PHOTOS, AREN'T I SMART?"

There's a place for some — some — of the innovations that are currently going on in tech. But, as always, it seems we're going to have to endure a period of people pushing things to absolute breaking point before we settle into something approaching a useful routine. And, unfortunately, that period appears to have been going on for quite a while now… and people don't seem to be willing to push back against the more unreasonable uses of these features.

"Suggested Content" can get in the fucking bin. I know what I need on my computer and when. And, more often than not, when I'm browsing the Web, I know what I'm looking for, too. Sadly, it feels increasingly unlikely that I'm going to be left in peace these days.

If anyone mentions Linux, they are getting a slap.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 6: Best Thing Since https://imnotdoctorwho.moegamer.net/2024/06/13/oneaday-day-6-best-thing-since/ https://imnotdoctorwho.moegamer.net/2024/06/13/oneaday-day-6-best-thing-since/#respond Thu, 13 Jun 2024 23:01:30 +0000 https://angryjedi.wordpress.com/?p=23485 My wife Andie bought a breadmaker a little while back. We didn't need one — no-one needs a breadmaker — but I have to say, the bread that comes out of it is really nice. And it's got me thinking that as I've grown older, I've grown more and more fond of simple pleasures. For … Continue reading #oneaday Day 6: Best Thing Since

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My wife Andie bought a breadmaker a little while back. We didn't need one — no-one needs a breadmaker — but I have to say, the bread that comes out of it is really nice. And it's got me thinking that as I've grown older, I've grown more and more fond of simple pleasures.

For instance, when I was a kid, I distinctly remember thinking of bread as being "boring". After all, a joking "threat" by a parent at the time could be "you won't get any dinner, you'll just have bread and water". (I hasten to add for anyone new to this blog that my parents were not in any way abusive, nor did they ever refuse me dinner and just give me bread and water.) But nowadays, I find it thoroughly pleasurable to sometimes just have a bit of bread with some spread or jam on it.

It doesn't even necessarily have to be good bread. Sometimes I'm quite happy with the mediocrity of a shop-bought sliced loaf — I'm particularly fond of toasted wholemeal bread with raspberry jam — but a nice crusty loaf, be it from a bakery or the breadmaker, is a genuine treat now.

It's kind of disappointing that bread isn't particularly brilliant for you, particularly white bread. I find this kind of strange, given how much of a staple food bread has always been considered — and I'm sure in years gone by, this was even more the case. Whenever I think of, say, medieval folks, I'm sure bread was a significant part of what they ate. It's a potentially winning strategy in Agricola to focus on bread-making, after all.

I always find it interesting in Japanese media when students talk about simply "buying some bread" for their lunch, though I suspect this more commonly refers to some sort of sandwich. I am especially fascinated by the concept of the yakisoba pan, which is a noodle sandwich in a hot dog bun, and melon pan, which is a sweet bread that always sounds delicious when people describe it. There's also anpan, which is a bread roll stuffed with sweet red bean paste that I'd personally say veers more towards the "cake" or "doughnut" end of the spectrum, but it still counts.

I don't know if any of those can be made in a breadmaker — thus far we've just tried simple bread recipes and shop-bought ready mixes (there's a cheese and sun-dried tomato one that is lovely) — but it might be interesting to experiment. We'll have to see, I guess. In the meantime, I've got a loaf to polish off.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 5: Trapped Inside https://imnotdoctorwho.moegamer.net/2024/06/12/oneaday-day-5-trapped-inside/ https://imnotdoctorwho.moegamer.net/2024/06/12/oneaday-day-5-trapped-inside/#respond Wed, 12 Jun 2024 16:07:42 +0000 https://angryjedi.wordpress.com/?p=23476 Do you ever feel trapped inside your own head? I mean obviously we're all trapped inside our own heads, our eyes our only windows out of our self-imposed prisons, but what I mean is, do you ever find yourself finding it, say, difficult to wake up because of what your imagination is conjuring up? I've … Continue reading #oneaday Day 5: Trapped Inside

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Do you ever feel trapped inside your own head? I mean obviously we're all trapped inside our own heads, our eyes our only windows out of our self-imposed prisons, but what I mean is, do you ever find yourself finding it, say, difficult to wake up because of what your imagination is conjuring up?

I've been feeling this for a while. I'm not entirely sure what causes it, whether it's a side-effect of the medication I'm taking, whether it's a symptom of my mental health conditions or if I'm just naturally predisposed towards this sort of thing. Regardless of the cause, though, there are mornings where I genuinely do feel absolutely "trapped" inside the scenarios my imagination has conjured up for me; part of my consciousness is saying "wake up, get up, you need to go to work", but my brain is saying "no, you need to stay here and resolve this completely fictional, made-up scenario before you do anything else".

Another way of putting it might be that I feel sort of "addicted" to dreaming. I have quite vivid dreams — always have done — and those dreams tend to be at their most vivid in the morning, particularly if I've already woken up once and fallen asleep again. In those circumstances, I suspect they're probably an interpretation of my brain being aware that I need to get up soon, if not now, and expressing that source of anxiety through somewhat surreal means. But it ends up being counterproductive, because I inevitably find the dreams so interesting that I don't want to leave them behind and wake up.

I've genuinely had mornings where I've felt like I didn't want to get up because I thought I needed to "finish" whatever was going on in the dream first. Except because the dreams themselves were so abstract, there was no real "win state", for want of a better word; no means of "completing" or "resolving" them. And so I just end up being drawn back in, often repeating the same situation over and over again rather than making any real "progress".

The human mind is fascinating. I wonder if one day we will be able to better understand and explore the things that go on in there. I'd certainly be fascinated to explore the worlds within in a more "lucid" manner. But for now, I guess I'll just have to be satisfied with sleeping in slightly longer than I should in the morning, in the vain hope that I might actually "finish" a dream.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 4: Upward Slope https://imnotdoctorwho.moegamer.net/2024/06/11/oneaday-day-4-upward-slope/ https://imnotdoctorwho.moegamer.net/2024/06/11/oneaday-day-4-upward-slope/#respond Tue, 11 Jun 2024 23:14:59 +0000 https://angryjedi.wordpress.com/?p=23474 Been feeling mildly better today. Had a small boost in mood from this week's Slimming World visit; although I haven't undone all the "damage" from last week I have lost some weight, and thus I count that as a success. It is important to celebrate the small victories, as they add up; I'm still down … Continue reading #oneaday Day 4: Upward Slope

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Been feeling mildly better today. Had a small boost in mood from this week's Slimming World visit; although I haven't undone all the "damage" from last week I have lost some weight, and thus I count that as a success. It is important to celebrate the small victories, as they add up; I'm still down quite a bit on what I started, even though I still have a long way to go.

Today has been a pretty uneventful day all round. Work was quiet, as it's likely to be for a little while, and I spent a bit of time this evening playing some Steam Next Fest demos. That's a subject for MoeGamer though, so check over there in the next few days for some thoughts.

I've been spending my late evenings before bed watching Star Trek: Deep Space Nine, which my brother kindly bought me a box set of for my birthday. I've never watched this right through to the end, so I'm looking forward to finally doing that. While it was tempting to try and watch all the Star Trek series chronologically, that's a mammoth undertaking that I'm not entirely sure is desirable anyway. I do want to at least see Deep Space Nine and Voyager all the way through, though, so I'm going to tackle those one at a time.

No header image today as I've left the Kindle Scribe downstairs and I'm typing this from bed. The post editor in the Jetpack app is actually surprisingly good, though I still prefer typing on a proper keyboard. Good to know I can do some decent posting from mobile, though; the WordPress app used to be kind of pump.

Anyway, that'll probably do for now. It's quarter past midnight and I am tired. Tomorrow is another day, and there is work to be done, so to sleep I go.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

If you want this nonsense in your inbox every day, please feel free to subscribe via email. Your email address won't be used for anything else.

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#oneaday Day 3: Talking is Exhausting https://imnotdoctorwho.moegamer.net/2024/06/10/oneaday-day-3-talking-is-exhausting/ https://imnotdoctorwho.moegamer.net/2024/06/10/oneaday-day-3-talking-is-exhausting/#respond Mon, 10 Jun 2024 18:36:01 +0000 https://angryjedi.wordpress.com/?p=23456 I'm sure discussing things with people online wasn't always as exhausting as it feels these days. I have some extremely fond memories of time spent on 1up.com's forums and "club" pages talking about games with a varied crew of folk, all of whom had come together through our shared interest in the video game medium. … Continue reading #oneaday Day 3: Talking is Exhausting

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I'm sure discussing things with people online wasn't always as exhausting as it feels these days.

I have some extremely fond memories of time spent on 1up.com's forums and "club" pages talking about games with a varied crew of folk, all of whom had come together through our shared interest in the video game medium. We didn't always agree on things, but that made for interesting discussions as we strove to understand one another's viewpoints. There was no shaming, there was no telling each other we were wrong (apart from on one podcast, where a couple of participants got a little more heated than a reasonable person perhaps should over whether Fallout 3 was playable from the third-person camera) and there was just a nice atmosphere of mutual respect.

These days, it's becoming more and more of an effort to open my virtual mouth online in places supposedly made for "discussion", because to a disproportionately large number of people, "discuss" appears to mean "disagree vehemently and aggressively". And it's inevitably over something that simply doesn't matter, but the nature of such exchanges make it easy for hot heads to prevail and things to get stupidly, absurdly aggressive over an absolute nothing of a subject. (No, I'm not citing specific examples, for reasons that I hope are already obvious.)

This is a disappointing development to me, because 20 years ago, I would have sat here and quite confidently said that on the Internet, I could be my "real" self much more than I could be in "the real world". I actually do still feel that way to a certain extent — outlets such as this blog, MoeGamer and my YouTube channel allow me to express myself in the way I want to, rather than how I'm "supposed to" — but even in those places, there's always the risk of some weirdo turning up and getting weirdly angry about something which absolutely does not matter.

Thing is, I sort of get it. I get why those people exist, because there are times when I'll read something online and I'll feel my own heckles rising (you feel it start around the balls) and contemplate posting some sort of snippy remark in response. Most of the time, I've conditioned myself to not do that. Occasionally one slips through, and I pretty much always regret it, because it inevitably leads to a disproportionately furious argument over something I actually don't feel that strongly about, because the whole "sense of honour" thing kicks in and you want to save face, no matter the cost.

It's exhausting. It's exhausting when you get pulled into situations like this, and it's exhausting making an effort to avoid situations like this, because it's very easy to take things much too far and end up simply not wanting to talk to anyone. I have definitely reached that latter end of things, as there are times when I feel extremely lonely but unable to reach out to someone because I simply don't have the mental fortitude to be able to fully process how today's online interactions tend to work.

I think about this sort of thing quite a lot, and when I do, I always end up asking myself if it's really worse than it used to be, or if my perspective has just changed. And honestly, I'm not completely sure of the answer to that. I suspect it's a bit of both, because I know I have deliberately changed my online habits for the sake of a quiet life — but then I'll look at something like this legendary thread from Usenet circa 1997 and see that people getting really very cross about things that don't matter was still a thing back when I thought the Internet was much nicer.

I guess the difference is that there was a certain "barrier to entry" for the "tougher" parts of the Internet back then; I never went on Usenet, so I never saw any of that sort of thing. These days, that aggressive means of interacting with one another is just the norm; social media has become what Usenet was, only rather than being neatly segregated into interest groups, everyone has all been plunged into the same vat of boiling piss to fight it out among themselves and see who has the loudest voice. I'm aware that was an utterly tortuous metaphor but I don't care. My blog, my rules.

The other difference, of course, is that today I am aware of my own mental health conditions, including depressive and anxious episodes that occur sporadically, along with my underlying condition of Asperger's. Being aware of why I find certain things about socialising difficult is useful, but it can also make me feel more hesitant than I perhaps "should" be to engage with certain scenarios.

I don't really have a conclusion for all this; I just felt like thinking "out loud", as it were. And so there you have it. Now I'm off to go and eat chilli.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 2: Taking Stock https://imnotdoctorwho.moegamer.net/2024/06/09/oneaday-day-2-taking-stock/ https://imnotdoctorwho.moegamer.net/2024/06/09/oneaday-day-2-taking-stock/#respond Sun, 09 Jun 2024 16:45:03 +0000 https://angryjedi.wordpress.com/?p=23432 So I said yesterday I'd come on to my present situation and what got me thinking that starting this nonsense up again might be helpful. It might as well be today, as that acts as a good introduction to what will come afterwards, as well and perhaps a means for those of you who are … Continue reading #oneaday Day 2: Taking Stock

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So I said yesterday I'd come on to my present situation and what got me thinking that starting this nonsense up again might be helpful. It might as well be today, as that acts as a good introduction to what will come afterwards, as well and perhaps a means for those of you who are stopping by for the first time to get a better idea of who I am, what I do and why I'm typing this at all.

As I type this, I am 43 years old and, for the most part, broadly satisfied with my life situation. I am happily married to a wonderful wife, I have two delightful cats and I am gainfully employed in a field I actually have some enthusiasm for. I'm not what I'd call especially "wealthy", but I make enough each month to both get by and to be able to indulge my interests. Nothing to really complain about as such.

And yet I can't honestly say that I'm happy. Part of this is down to the depression and anxiety I have been suffering… well, probably since always, in retrospect, but which I've definitely been actually conscious of since my 20s. Part of this is down to the current state of the world in general, which just seems to be inexorably sliding towards self-inflicted oblivion in more ways than one. And part of this is down to specific things that occur on a day-to-day basis, which can have a fairly major impact on the way I'm feeling.

Yesterday, during a conversation over dinner, one of our assembled group of friends posed the question "when was the last time you felt joy?" — and it proved to be a bit of a stumper for several of us. One of our number — the one who, and I mean this with no disrespect to him whatsoever, is probably the most "privileged" among us due to the combination of his upbringing, the hard work he put in to get to the position he is in now and said position that he is in now — is routinely fairly cheerful about most things, so he had no problem in pinning down some recent examples, but he also noted that there are plenty of stressors and difficulties in his own life, and there had even been occasions that had brought him to tears.

The rest of us didn't feel so positive, to varying degrees. A common thread of frustration and upset was how the world is today. Bombarded by advertisements, annoyed at the lies and misinformation routinely spread online, concerned about the yet-to-be-seen long-term consequences of innovations such as social media, we all found ourselves feeling somewhat despondent about certainly the near future, with the far future having some fairly severe question marks hovering above it.

And yes. There is a lot about today's world that I do not like. There is a lot about it that I do not like that I am not in a position to do anything about, either, which is doubly frustrating. But there are some things, closer to home, that I probably can do something about.

For starters, one of my biggest frustrations about "the world" in general is that it doesn't feel like it's built for me. This stems from a combination of factors, including the social anxiety I feel as a result of both my depression and anxiety and the underlying autism spectrum condition of Asperger's syndrome, and also physical factors such as my weight.

My weight is probably one of the things that upsets and annoys me the most, because I know it's entirely self-inflicted, but I also know that it's a symptom of other factors.

I've always had a bit of a problem with my weight, but since the COVID lockdowns of 2020 or so, it's been particularly bad. I got bigger than I ever have been before, and I was already at a size where certain activities were completely inaccessible to me. Couple this with the fact that I have a hernia which the doctors won't treat until I lose some weight — which itself causes physical pain and discomfort on a fairly regular basis — and you can hopefully understand where I'm coming from when I say that I physically feel uncomfortable in a lot of situations in today's world.

My weight problems can be tied to my mental health, because I know that I often use food as "self-medication", to use the clinical term. I get depressed, upset or angry about something, and I reach for something tasty to "make me feel better". I recognise that this is a problem; I even recognise the behavioural patterns as being alarmingly similar to someone with a substance addiction — without going into details, I have some experience of helping someone who went through such a scenario and thankfully made it out of the other side, though not without leaving me with some lasting trauma that I suspect will never go away. But that doesn't always help me in doing something about it.

The old cliché is that the first step in solving a problem is acknowledging it exists, though, and I'm already a few steps along that road. As you can see above, I recognise the problem, and I've sought support for it — specifically in the form of Slimming World, an organisation with which I lost a lot of weight nearly 10 years ago. So far it has been going reasonably well — though I had a bit of a setback last week and am expecting another this week — but it's hard work.

The trouble is with the concept of "normal". In confronting personal problems like this, one of the biggest difficulties is in acknowledging that you are not "normal" by societal definitions, and that means you are going to have to do some things a little differently, perhaps for a long time or even permanently. On some days it is easier to make my peace with this than others. When I am in a position where I can mostly be in control of things and have some support standing by when I need it, I can generally muddle through without making too many mistakes.

But I do make mistakes, and confronting those, acknowledging them and dealing with the consequences is something I struggle with. If I deviate from a "plan" or even a "hope" that I have for myself, I beat myself up about it a lot. It upsets me and frustrates me and I become afraid. I'm not even sure what I'm afraid of — or perhaps it's not just one thing. Sometimes it might be being afraid to face those who are trying to help me, like I've let them down somehow. Sometimes it might be being afraid of my mistake having irreversible consequences. Sometimes it's just plain, simple fear, with no real source; it's just there.

All of the above doesn't just apply to attempting to bring my weight under control; it's something I struggle with in daily life. If I make a mistake at work, it can utterly ruin my day, even if no-one else thinks anything more of it after the initial acknowledgement of the issue. If I make a mistake in a social interaction with someone, I'll play it over and over in my head, wishing that I'd done something differently. If I make a mistake in something I'm supposed to be doing "long term" — like losing weight — I can easily feel a huge hit to my motivation and wondering why and if I should bother.

All this might sound a bit bleak and, I'm not going to lie, it is. Despite being in a life situation that is more than satisfactory, as noted above, I am still struggling right now. Every day is a battle against myself; some mornings I even feel afraid to get up. That's not something one should be feeling.

Perhaps talking about this stuff, even if it's just to myself, will help matters somewhat. That is at least part of the intention of resurrecting #oneaday. It's helped me before, so I suspect it may be able to help me again. And in the meantime, I'm thankful that I do have the support I do when I need it.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

If you want this nonsense in your inbox every day, please feel free to subscribe via email. Your email address won't be used for anything else.

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#oneaday Day 1: Blogging Therapy https://imnotdoctorwho.moegamer.net/2024/06/08/oneaday-day-1-blogging-therapy/ https://imnotdoctorwho.moegamer.net/2024/06/08/oneaday-day-1-blogging-therapy/#respond Sat, 08 Jun 2024 21:32:06 +0000 https://angryjedi.wordpress.com/?p=23414 Good evening. If the header looks familiar, you've doubtless been following this blog for quite some time and will remember that time, starting in January of 2010, where I decided to participate in a loosely organised blogging project. Dubbed "One A Day" or, more commonly, "#oneaday" due to its origins on Twitter, it was a … Continue reading #oneaday Day 1: Blogging Therapy

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Good evening. If the header looks familiar, you've doubtless been following this blog for quite some time and will remember that time, starting in January of 2010, where I decided to participate in a loosely organised blogging project. Dubbed "One A Day" or, more commonly, "#oneaday" due to its origins on Twitter, it was a collective effort by all the participants to write something — anything — every single day for a year.

I joined the project a little late, but ended up going the distance considerably more than some of the other people who started alongside me — including the original organisers, several of whom gave up after less than a month. I eventually managed 2,541 posts, eventually calling it a day on December 31, 2016.

Sometimes I think about that project and the value it had for me. Ultimately, I don't think I really got a great deal out of the "community" side of things — on the contrary, when I decided to step forward and encourage a group of bloggers to do a year of #oneaday in aid of charity, I got a fair chunk of abuse from the original organisers, who still felt some weird sense of "ownership" over the concept of daily blogging, despite having dropped out of the whole process very early. But what I did get out of it was a sense of… I guess "therapy" is probably the best word for it.

My starting #oneaday first time around coincided with one of the absolute worst times of my life, during which I suffered bullying at work, culminating in me being dismissed from a job I loved because I stood up for a colleague who was also being bullied; a period during which my first marriage broke down irreparably and left me alone, without an income and staring down what I saw back then as the humiliating possibility of having to return home to stay with my parents; a time when my anxiety and depression were enjoying a particular "peak" (or is that a trough?), to say the least.

One of the things that got me through that period mostly intact was making the time each evening to sit down and write something. It didn't necessarily have to be about what had happened that day or even how I was feeling at that point; just the act of being creative was somehow comforting. It seems that the human mind is often at its most creative when it is suffering, and I was most definitely suffering around that time. And indeed on several other occasions during those 2,541 posts.

It's not an exaggeration to say that daily blogging helped get me through that time. It's not an exaggeration to say that daily blogging is a significant part of why I am still here to write this right now. Because believe me, things inside my head were bleak for quite some time on several separate occasions.

Today, on the 8th of June, 2024, I'm not in anywhere near as bad a situation as any of those previous instances, but my mental health most certainly has been dipping down into a bit of a trough for quite some time. So I thought it was time to kick the tyres on this here ol' blog, which is still humming away, and make a commitment to writing something every day in the hopes that it might help, even a little.

I will hasten to add that my sudden inclination to write something on here is nothing to do with the events of today specifically, which were actually rather pleasant; some friends who I haven't seen for some time were all finally available to come and have a day of playing video games and chatting. We haven't done this for a long time — I've tried to make it an annual tradition of sorts, since our respective lives make it difficult to do anything more regularly — and it was nice. But some of the conversations we had got me thinking, and that indirectly led me back here to the "Compose" page.

So anyway. That's what this is. I've rambled on for long enough for today, so perhaps we'll talk a little bit more about my present situation and what I really hope to get out of all this another time. For now, let's just say it's good to be back, and I'll see you again tomorrow.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

If you want this nonsense in your inbox every day, please feel free to subscribe via email. Your email address won't be used for anything else.

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Goodbye, Meg https://imnotdoctorwho.moegamer.net/2024/02/26/goodbye-meg/ https://imnotdoctorwho.moegamer.net/2024/02/26/goodbye-meg/#respond Mon, 26 Feb 2024 12:33:45 +0000 https://angryjedi.wordpress.com/?p=23376 This is a repost from MoeGamer for the sake of those who aren't subscribed over there. Today we lost our beloved Meg, our cat who joined our family back in 2016. She was just 12 years old, but sadly she was suffering with what looked like fairly severe liver cancer and had to leave us … Continue reading Goodbye, Meg

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This is a repost from MoeGamer for the sake of those who aren't subscribed over there.

Today we lost our beloved Meg, our cat who joined our family back in 2016. She was just 12 years old, but sadly she was suffering with what looked like fairly severe liver cancer and had to leave us before what we all thought "her time" should be.

Much like when we lost her playmate Ruby — who we suspect may have been her daughter, though we have no real confirmation of this — I wanted to leave a permanent record of the mark Meg made on our family and lives, and celebrate how much she was loved.

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Both Ruby and Meg came from a local rescue centre. They were very much a pair; while they contrasted quite significantly in personality, it was clear that they had spent their entire lives together. As such, when we lost Ruby unexpectedly to an accident, Meg was hit hard by it. But she soldiered on, and took well to Patti, a nervous little black cat who we took in to give Meg some company, since she was clearly pining for Ruby.

I say she "took well" to Patti; the first few weeks of them being together were interesting, to say the least. Patti expressed her nervousness by launching herself at Meg at high speed, causing Meg to initially be somewhat wary of her; as time went on, though, Meg grew to at the very least tolerate her and, though she would never admit this, love her.

For Meg was a Grumpuss, you see — or at least she liked to put that impression across. I don't think she really was grumpy most of the time, but she had a face that looked like she disapproved of everything going on around her — particularly anything Patti had something to do with. But it was clear that it was just a front; any time Patti decided to hide or we had to take her to the vet or something, Meg made it very obvious that she was worrying about her.

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And her caring nature applied to us, too. I loved Meg so much at least partly because she reminded me in attitude of my childhood cat Penny, who would always come and "look after" any member of the family who was suffering for one reason or another.

Meg had incredible empathy skills, and knew exactly when what you needed more than anything else was a cat to just come and sit with you. I've lost count of the number of times I was lying feeling hopeless and depressed in bed, and Meg came to come and look after me. She didn't actually do anything beyond sit with me — usually either on me, or in such a way that she was pressed up against me — but that was enough. Her presence was comforting. And now it's gone.

Meg reminded me of Penny in other ways, too, perhaps most notably in her love of "human food". She would do anything for a little piece of ham or cheese, and on more than one occasion she sat down for Christmas dinner with us as a special treat. She was always well-behaved, though; while she would certainly "beg" for things when the fridge opened, she rarely went so far as to steal things.

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Except for one memorable occasion, when Andie had made some sort of sausage-based casserole stew-type thing. We forgot that we'd left the pot out overnight, and when we came down in the morning, we found half a sausage sitting on the kitchen floor, along with a noticeable hole in the (rather thick) stew mixture, suggesting that Meg had precisely picked out a single sausage from the pot without disturbing anything else, consumed enough to satisfy herself, then left the evidence behind as if to say "and what are you going to do about it?"

I have any number of stories like that I could tell about Meg. She was such a strong personality, and beloved by everyone who came to our house. She was the kind of cat who could pick out the "person who didn't like cats" from a lineup, and convert them to a cat-lover within five to ten minutes. She was more than just a pet; she was a beloved family member, and that's why losing her hurts so much.

But we had to say goodbye; it was the right thing to do. She was so sick, to the point that she wasn't eating, that it was heartbreaking to see her in such a sorry state. But at the same time, we knew that she was hanging on for our sake. We knew that she didn't want us to be sad, so even though over time it clearly got to a point where it hurt for her to do anything, she would still come and spend time with us, and she stubbornly refused to let go and leave us behind. She would sit on a cushion next to me while I played games, or she would sit on Andie in bed, or she would just hang out in the same room as us, content to be in our company.

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But sometimes, no matter how much you love someone and you wish your time with them could last forever, you just have to say goodbye. And while we wish Meg could have just passed peacefully at home surrounded by the warmth of family, we couldn't bear for her to keep suffering for our sakes. I don't know how long she would have clung on out of sheer stubbornness, but we had to let her go. It was the right thing to do. And as we laid her to rest, she looked happy.

Meg, we love you and we will never forget you. We're sorry we occasionally called you Princess Professor Megatron Meowington the Third, but you brought out our childish, happy sides even during dark times. Our life was richer, more joyful and more colourful for your presence, and we hope — no, we know — you understand what an important part of our family you were. We hope you are at peace now and that, reunited with Ruby, you will continue to watch over us forevermore; in exchange, we'll keep a watchful eye on Patti for you. She misses you already.

Goodbye, Meg. You deserve eternal happiness. I hope you have found it.

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Attempting to process some bad news https://imnotdoctorwho.moegamer.net/2024/02/07/attempting-to-process-some-bad-news/ https://imnotdoctorwho.moegamer.net/2024/02/07/attempting-to-process-some-bad-news/#respond Wed, 07 Feb 2024 16:54:36 +0000 https://angryjedi.wordpress.com/?p=23356 You'll hopefully indulge me for a while, as we had some devastating news today: our beloved cat Meg appears to have liver cancer, and there's nothing we or the vet are able to do about it aside from attempt to make her feel comfortable and loved for the immediate future. Meg is just shy of … Continue reading Attempting to process some bad news

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You'll hopefully indulge me for a while, as we had some devastating news today: our beloved cat Meg appears to have liver cancer, and there's nothing we or the vet are able to do about it aside from attempt to make her feel comfortable and loved for the immediate future.

Meg is just shy of 12 years of age, and neither Andie nor I are ready to say goodbye to her. She's been such an important part of our lives for so long at this point that I've been hit very hard by the sorrow of knowing that our time together is coming to an end. I won't speak for Andie, because she doubtless has her own feelings on the matter, but I can at least talk through how I'm feeling in an attempt to process the situation.

A bit of background for those curious: we've had Meg since she was about 2 or 3 years old. She was a rescue cat, but she and her companion Ruby hadn't been mistreated or anything like that; they'd simply been put up for adoption because someone in their former home turned out to be allergic to cats. We fell in love with both of them almost immediately, and they joined our family in 2016.

Ruby, sadly, had an accident in 2018 and left us well before her time, and Meg was clearly hit hard by the situation; she was clearly pining for the company of another cat. We suspect (though we've never known for sure) that Ruby may have been her kitten, which made the situation doubly sad. But we decided quickly to adopt another cat, both because we enjoyed having two cats around and we didn't want Meg to be sad. And so Patti, a nervous little black cat who had something of a troubled start to her life from the sound of things, joined us.

The relationship between the pair was initially somewhat cautious. Despite being a complete scaredy-cat (no pun intended), Patti had a habit of launching herself towards Meg at high velocity when she first arrived, making Meg a little uneasy about her. Over time, they came to tolerate one another, though, and while I know Meg would never admit it, I'm pretty sure they even came to like one another.

We knew something was wrong with Meg a few months back when we noticed she was looking obviously skinnier than she had ever done, and, taking her to the vet, it seemed that she had indeed lost rather a lot of weight. She had a blood test that came back without any real indication that anything was wrong, ruling out common causes of sudden weight loss such as hyperthyroidism and diabetes, but we were still a little concerned.

It took a couple more appointments, including today's, where she was put under general anaesthetic and examined thoroughly, to discover what was actually wrong with her. And now we're kind of at a loss. We don't want to lose Meg, but we also don't want her to suffer.

At present, she's actually doing reasonably well considering the circumstances, but she hasn't been eating as much as she has done in the past, which accounts for the weight loss. And, realistically, things are not going to get any better from here. But we're not ready to say goodbye just yet, so we've got some medicine to hopefully make her feel a bit better for now, and we'll have to see what happens from there.

I don't know if I want to say that death scares me, because I'm not sure that it's death itself that scares me. It's more the knowledge that I do not handle grief well at all, and the difficulty I have in picturing a life without someone or something that has been such a major fixture in it for so long.

Meg is such a precious, loved part of our family that even contemplating moving forward without her is enough to bring tears to my eyes. And the prospect of telling someone else "yes, it's time for her to die," as you regrettably often have to do with pets, is near-inconceivable. I don't know if I can do it. But it's also not fair to lumber Andie with everything.

Part of my brain knows, rationally, that all lives come to an end, and often a lot sooner than we would like, particularly when animals are concerned. That same part of my brain knows that it is the right thing to do to just let her go when simply existing is too difficult or painful for her. But another part of my brain says "what right do I have to decide that for her?"

I think part of why I have so much difficulty dealing with and processing this sort of thing is that there are no answers. There is no "right way" to handle it. There is no person you can go to for help and get everything resolved neatly and without pain. There is just that period of grief, pain and sadness awaiting, and I unfortunately know from past experience that when you're in the middle of it, it sometimes doesn't feel like you'll ever be able to break out again.

This is what scares me. I know that I will be completely devastated with grief for quite some time when it is finally Meg's time to pass on. And I can't help but worry about how I will cope when something even worse happens in the future. Because I know it will, one day. Hopefully not for a good long while yet, but it will.

The things I'm feeling are not, I suspect, unique to me by any means. But it's difficult to talk about them, which means it's difficult to find a suitable outlet to express and process the storm of emotions that situations like this bring to one's mind. I have been in floods of tears off and on all day, and I don't know what else I can do. Because there probably isn't anything else I can do.

Writing those feelings down is as good a solution as any for now, then, I guess. At least then I can look back on them after the fact and perhaps learn something from them — and hopefully those close to me will also have a better understanding about how I'm feeling and why I'm struggling.

In the meantime, Meg is now home and doing as well as can be expected. She's just had something to eat, as she hasn't had anything since last night, and I'm sure she just wants to get some rest now. She will be loved for however much time we have left together, and anything beyond that we'll just have to deal with as it happens.

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The TikTokification of comedy https://imnotdoctorwho.moegamer.net/2023/10/28/the-tiktokification-of-comedy/ https://imnotdoctorwho.moegamer.net/2023/10/28/the-tiktokification-of-comedy/#respond Sat, 28 Oct 2023 11:20:51 +0000 https://angryjedi.wordpress.com/?p=23310 I fucking hate TikTok. I hate "short-form content" in general, which means I loathe YouTube Shorts, Instagram/Facebook Reels and anything anyone feels the need to send me that is in a 9:16 aspect ratio. So if you're considering it… don't. I won't watch it. My reasons for despising short-form content are numerous and varied, so … Continue reading The TikTokification of comedy

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I fucking hate TikTok. I hate "short-form content" in general, which means I loathe YouTube Shorts, Instagram/Facebook Reels and anything anyone feels the need to send me that is in a 9:16 aspect ratio. So if you're considering it… don't. I won't watch it.

My reasons for despising short-form content are numerous and varied, so I won't go into all of them here, but one thing in particular vexed me so when I stumbled across it yesterday that I felt the need to get this particular rant out of my system. And that is what I call the TikTokification of comedy — or, to put it another way, the divorcing of comedic moments from context purely so that idiots can quickly and easily steal them and share them on their mindless social media.

I've actually been thinking about this for a while. The first time I was particularly conscious of it was when I started seeing that a number of comedians had started upping their YouTube presence. And all their videos had a few things in common. Take a look at these thumbnails:

All of these are completely transparent clickbait. And while a certain amount of clickbait is a necessity on a platform as saturated with material as YouTube is, I really detest the whole "half a sentence" thumbnail format. I didn't click on this one, which has almost certainly floated across your YouTube recommendations at some point, either:

This, to me, is the YouTube equivalent of the Twitter engagement bait (that thankfully seems to have died a bit of a death… along with the rest of Twitter) where a brand would go "[our brand] is _________" and expect people to "fill in the blank". And people, dumb consumers that they are, absolutely would. And it didn't matter whether they were filling it in with obscenities or bootlicking nice things, it was engagement. It made the numbers go up. That's all that mattered.

It's the same with these comedy clips. I like all of those comedians above, but I don't want to click on their videos because it's rewarding manipulative behaviour, and also encouraging the main problem that I want to talk about today: encouraging people away from enjoying a creative work in its entirety and towards a grab-bag full of "best moments" that completely lack their original context.

Good stand-up comedy makes the entire show into an event, and runs a narrative thread through the whole thing. Not all comedians do this, but the best comedians, in my experience, make you feel like you've enjoyed a complete story by the time you've left the room. Sure, there may have been some deviations along the way, and the story may not have made all that much sense… but there was still a sense of narrative progression. A beginning, middle and end, if you will. For some great examples, check out Rhod Gilbert's show Rhod Gilbert and the Award-Winning Mince Pie and pretty much anything by Eddie Izzard.

When you slice a show up into little bite-sized bits, you lose that context. Sure, the individual moments might be funny on a superficial level, but you lose the added depth of them being part of something bigger. And that's a real shame. And this leads me on to the real reason I'm writing this today: my discovery yesterday that Friends, a TV show I absolutely adored during my formative years, has its own YouTube channel.

And yes, you guessed it, the Friends YouTube channel looks like this:

The stand-up comedy thing I can sort of forgive. While I much prefer seeing an entire stand-up set and enjoying that feeling of context and narrative, there are sometimes just single jokes or routines that you want to share with someone. And you can probably make the same argument about Friends.

But for me, and regardless of what you and/or the general public might think of it now in 2023, Friends was always about more than just the jokes. Friends was a phenomenon. Friends was about us spending 10 years alongside these characters in an important, turbulent part of their lives, and watching them grow and change. Friends was about us simultaneously being envious of these twentysomethings somehow being able to afford massive apartments in Manhattan, but also feeling like the moments they shared were relatable in their own ways.

And an important part of the entire experience was context. While Friends actually starts kind of in medias res, halfway through a member of this pre-existing friendship group telling a story in their favourite coffee shop, it still makes an effort to introduce us to everyone through the way Rachel enters the picture as a formerly estranged friend of Monica.

We feel included. We feel like we're learning who these people are — and over the course of the subsequent ten seasons, we really get to know everyone. And while the age of the show means that life in general is quite different for most folks right now — look how infrequently anyone on the show uses a mobile phone or a computer, for example — it's still relatable to anyone either going through that "20s to 30s" part of their life, or who has already been through it.

These characters grow and change as a result of the things that happen to them and the simple act of getting older. They enjoy amazing high points and some heartbreaking low points — although nothing too heartbreaking; this was a primetime comedy show, after all. But everything that happens helps to define these characters and make them more than simple, mawkish, two-dimensional representations of a single personality trait.

Slice all 236 24-minute episodes up into one-minute chunks, though, and you have content. You have individual moments that, in many cases, simply don't really work as standalone "jokes" because they rely on you knowing and understanding the characters and their relationships. And you have no sense of that ongoing growth and character development, because all these clips are posted in a seemingly completely random order determined by whatever the person running the Friends YouTube account felt like putting up today.

I realise this is a bit silly to get annoyed and upset over, but it's frustrating to me to see something that I loved so much in its original form and its original context be treated as fodder for the mindless content consumption machine of 2023. It irritates me to think that there are doubtless some people out there whose only contact with Friends will have been minute-long clips on YouTube, and through those they will likely have formed a totally different opinion of the show than someone who watched it from start to finish.

Is this elitist and gatekeepery? Not really, since Friends itself is easy enough to watch in its entirety via either streaming services or undoubtedly cheap DVD box sets that no-one wants any more. It's just the latest symptom in a disease that blights society, where no-one believes they have "time" for anything any more, so watch badly cropped minute-long 9:16 clips on double speed while they're doing their daily quests in Mindless Gacha Bullshit X, rather than settling down, taking some time to relax and just enjoying something in its entirety.

I hate it. Hate it. And while I'm aware there's nothing stopping me from doing what I describe above — I think I even still have my Friends DVD box set somewhere — it's exhausting just to be around all this short-form garbage, and frustrating to live in a world where seemingly no-one has an attention span longer than a TikTok video.

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I bought a Sega Master System. https://imnotdoctorwho.moegamer.net/2023/07/01/i-bought-a-sega-master-system/ https://imnotdoctorwho.moegamer.net/2023/07/01/i-bought-a-sega-master-system/#respond Sat, 01 Jul 2023 22:24:57 +0000 https://angryjedi.wordpress.com/?p=23252 Now that I've stepped aside from the games press, I've resolved to myself to spend more time enjoying games just for the sake of enjoying them, not because I want to write about them or whatever. This doesn't mean that I won't write about them, of course — it just means that my priorities are … Continue reading I bought a Sega Master System.

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Now that I've stepped aside from the games press, I've resolved to myself to spend more time enjoying games just for the sake of enjoying them, not because I want to write about them or whatever. This doesn't mean that I won't write about them, of course — it just means that my priorities are not "get through as much shit as possible so I can write about something every week/day/hour".

To that end, this week I've been spending some time with my retro systems, which have been going a bit unloved in their dedicated room upstairs for a little while. Yes, I have multiple emulation devices and complete ROM sets for everything up to Dreamcast on my PC downstairs, but there's still something thoroughly pleasant about playing on original hardware.

In fact, in the case of systems like Nintendo 64, original hardware still provides a superior experience, since today's N64 emulation still has a certain degree of jank about it — not to mention the fact that no modern controller quite feels like the N64's weird three-pronged monstrosity.

One system I've been meaning to explore for a while is the Sega Master System. I've never owned one of these and don't really know a whole lot about it — and as such, any time I've considered exploring the library of games for it that I have on my PC and emulation devices, I never really know where to start. Herein lies another benefit of playing with original hardware: rather than attempting to get everything, you can curate your own collection and discover new favourites one at a time rather than being overwhelmed by choice.

Anyway, my background with the Sega Master System is brief. Growing up, I only know one person who had one: someone I went to school with named Dale. Dale was a curious character in that he flip-flopped between being a cool guy to hang out with and someone I'd consider a friend, to full-on "school bully" status. And he'd do it without warning from day to day; I never quite knew what to make of him. He could burp like no-one else, though, and his mum was nice.

To my recollection, I only ever went over to Dale's house once during my childhood, but while I was there we spent some time playing on his Sega Master System. I don't think he had many games — the only one I remember playing was Alex Kidd in Miracle World — but I remember being quite taken with both the system and its games. And it's sort of stuck in my head that I'd quite like to fiddle around with one ever since… only I've never gotten around to it for one reason or another.

Well, I've been chatting with some retro gaming YouTubers of late, and I finally got around to watching the work of one of them that I'd been meaning to check out for a while: Dudley of Yesterzine. Dudley's "thing" on YouTube is taking an individual issue of an old games magazine, going through what it covered and diving deep into one or two of the games and features that were in that issue. It's enjoyable viewing — plus attempting to anticipate the single "your mum" joke in each episode is always entertaining — but I digress.

The reason I bring up Dudley is that he's a big fan of the Master System. He refers to it, only partly jokingly, as "history's greatest console", and knows a great deal about the system, its library of games and all manner of other things. And it was through seeing Dudley's enthusiasm for the platform that I decided that now might as well be the time I jump on board the Sega Master System train. Particularly since he was kind enough to send me a couple of loose carts to get me started, even before I had anything to play them on.

I trawled eBay for a bit, looking specifically for a mk1 Master System, since that has an AV out port that allows it to be used with a nice SCART cable, and eventually came across a listing that had a Master System in good condition, one controller, the Phaser light gun and fifteen games, most of which were boxed and with manuals intact. It wasn't cheap, but it also didn't seem unreasonably priced, either. So I took the plunge, and it finally arrived today.

I'm thoroughly charmed with it so far. The selection of games I've acquired with the system cover a wide selection of bases — including three excellent Sonic titles — and I was delighted to discover that the specific model of Master System I have is the one with the built-in game "Snail Maze" rather than Sonic the Hedgehog or Hang-On. Nothing against either of those games, of course, but you can get them on cartridge; Snail Maze is a proper "exclusive" to that particular hardware revision.

Snail Maze, as a game built in to the ROM-based OS of an '80s games console, is not a complicated affair — it's literally just a maze game in which you have to beat the clock — but its simple existence gives the Master System a ton of character and personality. Hell, even the fact that the Master System has an OS that is visible to the end user, unlike any other non-computer console around at the time, makes it stand out — particularly with its friendly, helpful on-screen instructions that encourage you to "ENJOY!" if you switch on with no cartridge in the slot.

The games themselves, too, have a very distinctive feel to them. The Master System's ability to colour the entire "border" of the screen (much like how the Atari 8-bit and ST could) rather than simply confining the action to a smaller window in the middle surrounded by inky blackness is immediately recognisable, and there's definitely a recognisable Master System "look and feel" — and certainly no-one would mistake the SMS' PSG sound chip for the NES' custom APU. (This isn't a slight against either of them, just an observation that they are noticeably distinct.)

The control pad is surprisingly tiny, being even smaller than an NES pad but similar in shape, and features possibly one of the worst directional pads ever to exist. It's not unusable by any means, but its squishy nature means that it's much, much too easy to accidentally push diagonals, particularly the downwards ones, and in certain games this can be absolutely disastrous if done at just the wrong moment.

The buttons are nice, though, and, squishiness aside, the controller is, on the whole, responsive. It's a little odd there not being a dedicated "Start" button — the first action button is also regarded as "Start", and pausing is achieved by pressing a button on the console itself, rather than the controller — but given most games are designed around the two-button limitation it's not a huge issue.

The Ninja

I haven't got deep into any of the games just yet, but some early favourites are "Commando, but feudal Japan", aka The Ninja, and "legally distinct from Pole Position", World Grand Prix. I also already know that the Master System Sonic games are excellent from when I've previously covered them, but it will be great to finally play them through on real hardware.

In terms of collecting, while it's tempting to try and go for a "complete set", particularly since the Master System's total library is relatively small compared to other platforms, I don't really have the room to store that. Some would argue I didn't really have the room to start collecting for another console in the first place, but I can make it work.

Anyway, what I'm intending on doing is simply curating a moderately sized but well-formed collection of games that I will genuinely enjoy. I'm not going to lose sleep over the fact Phantasy Star is over a hundred quid — I have multiple other ways to play that — and nor am I going to lust after things that are expensive just for the sake of it; I can live without 8-bit Streets of Rage II if it's going to be that absurdly priced.

Instead, I'm going to take the opportunity to nab the games that are affordable, and which I feel like I will genuinely enjoy, and then be content with that. And I'm going to take the time to enjoy them just for the sake of enjoying them. I might write or make a video about them at some point, I might not. Point is, it's completely my decision as to whether or not to do that now — and I'm not going to put any pressure on myself in that regard.

Now, question is, what to add to the collection next…?

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I'm coming to the end of an era, and I feel both relief and sadness. https://imnotdoctorwho.moegamer.net/2023/06/26/im-coming-to-the-end-of-an-era-and-i-feel-both-relief-and-sadness/ https://imnotdoctorwho.moegamer.net/2023/06/26/im-coming-to-the-end-of-an-era-and-i-feel-both-relief-and-sadness/#respond Mon, 26 Jun 2023 17:28:47 +0000 https://angryjedi.wordpress.com/?p=23215 This week is my last week as Editor of Rice Digital, and it's also my last week as part of the modern games press. I'm not ruling out occasionally writing something either here or on MoeGamer based on things that I've particularly enjoyed and want to share, but after this Friday, that's the end for … Continue reading I'm coming to the end of an era, and I feel both relief and sadness.

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This week is my last week as Editor of Rice Digital, and it's also my last week as part of the modern games press. I'm not ruling out occasionally writing something either here or on MoeGamer based on things that I've particularly enjoyed and want to share, but after this Friday, that's the end for me on regular commitments to Writing Stuff.

It's a bittersweet moment, but it's a step I've chosen to take — and yes, just to reassure you, this is entirely my decision — for a variety of reasons. Today I'd like to talk about them a bit in what will likely be a bit of a lengthy post. But I feel like I need to… express some things, even if no-one else actually reads them.

Before we go on, I'll clarify that my time with Rice coming to a close is because I'm going all-in on a project I absolutely believe in: the Evercade project, which I've been involved with for some time now, and which, from next week, I will be a completely full-time, 100% dedicated member of.

Anyway. Let's start with a bit of Pete backstory for the benefit of those who are newer acquaintances, or who don't know my full background.

As a child of the '80s, I was there for the beginning of home computing. Our family were relatively early adopters of home micros, quickly gathering beneath Atari's standard and remaining loyal to them right up until it simply became more practical to make the switch to IBM compatible PCs.

I don't actually know the exact reason my family chose to go with Atari, or the circumstances that led to us acquiring our first computer, an Atari 400, as they happened before I was aware of pretty much anything that was going on. By the time I had a vague amount of consciousness and sentience, though, computing was already an important part of our day-to-day life — and that continued.

The early days of home computer culture sounded like they were exciting to be a part of. My Dad and brother would often attend a local "computer club" — inevitably returning with armfuls of pirated software — and my brother had a (relatively) nearby friend who also had Atari computers and was more than willing to share his software with us.

My Dad had been a subscriber to a magazine called "Page 6" since its first issue. This began its life as a newsletter for a Birmingham-based Atari users' group known as BUG (Birmingham User Group) but the folks working on it decided that they could potentially make something more of it. As such, from the very first issue, they did their best to create something that would be of broad interest to Atari users nationwide, not just in Birmingham.

Page 6 was a great source of information on our computers. It was filled with interesting articles, tutorials and even programs that you could type in and save to disk or cassette. It helped emphasise the fact that a home computer was more than just a games machine, and that in the right hands, it could be a powerful creative tool and a real benefit to the household.

Indeed it was; our Atari computers were always more than just glorified games consoles. We played games, yes, but every member of my family used them for a variety of other reasons, too. My parents used them to help manage the household. My mother used them for creative writing. My father used them for music production. My brother used them for digital art. We all used them to create charming banners and cards with Broderbund's Print Shop software. And me? I did a bit of everything.

One day, my Dad became fascinated with a new piece of software he'd acquired: Flight Simulator II by subLOGIC. As a lifelong aviation enthusiast, my Dad was incredibly impressed by the seeming accuracy of Flight Simulator II — even despite the technological limitations of the Atari 8-bit — and found himself compelled to pen an article for Page 6 about it. As an enthusiast publication, Page 6 relied on contributions from its readership — and as a longstanding reader, my Dad felt a good means of giving something back would be to tell the rest of the Atari 8-bit community about this remarkable piece of software.

The article was published in the following issue — even getting a bit of cover space — and thus began a long relationship between our family and Page 6. My Dad would continue to contribute pretty much right up until the magazine finally folded in the late '90s, and my brother would kick off what has, to date, been a long and incredibly successful career in games-related media and surrounding environs by writing reviews of Atari ST games.

As an impressionable child, I was, of course, fascinated by all this — to such a degree that I'd often type up my own reviews of games in AtariWriter on the Atari 8-bit, print them out on our Star SG-10 dot matrix printer, then file them away in a ring binder. My parents would even go so far as to "edit" them for me — a fact that I feel probably played a significant role in my own fastidiousness when editing others' work today, as well as maintaining my own work to a set of high standards.

Eventually, when I was in my early teens, I finally got the opportunity I'd been waiting for: my Dad had negotiated with Page 6's editor Les Ellingham (who, incidentally, had remained in charge of the magazine from its very first issue to its absolute final moments) and agreed to let me pen a couple of short pieces for the following issue. It was nothing major — half-page reviews of two budget rereleases from Psygnosis' "Sizzlers" label — but the feeling I got when I finally saw my words in print was like nothing else.

Over the years, I contributed to a number of other publications, including PC Zone and the Official UK Nintendo Magazine. It never got any less magical to see my words on the page of a magazine you could buy on the newsstands — and back in those days, freelance writer rates were very generous indeed, it has to be said, particularly compared to the pittance offered by most websites today.

Things were changing, though. Internet connectivity was becoming more and more the norm for everyone, and websites were becoming more complex and interactive. One which my brother helped launch was known as 1up.com, and it showed the massive potential there was in building a publication that didn't just have a passive "writer -> reader" relationship, but rather building a community where not only could the regular staff pen their expert opinions, but community members could also publish their own stuff and discuss it with one another.

It was through 1up.com and the community I found there that I started to find myself seeing a much broader gaming landscape. No longer did I feel constrained to only seek out the games that got good reviews from monthly magazines; discussing things with friends and sharing experiences together helped show me that sometimes it was much more interesting to explore the quirky, weird or flawed games that didn't get much love from the press — or which passed by completely ignored, in some instances.

Magazines, which were already starting to die off by this point, still held an appeal for me — but this brave new online world seemed fascinating; it looked like a bright future was ahead for video games and the discussion surrounding them.

Over the years, though, something has gone horribly, horribly wrong. We've gone from a world where enthusiastic, specialist, knowledgeable writers share their well-informed thoughts about a variety of interesting games to one where outlets are unironically advertising for someone to oversee an AI churning out 200-250 articles per week just for the sake of having "content" on the site.

We've gone from a world where a "big release" remains relevant and interesting for months at a time, to one where a title that should be absolutely huge is forgotten about by the afternoon of release day.

And we've gone from a world where folks like to share their experiences in the hopes of convincing others to join them on a magical journey, to one where cynicism, bitterness and needlessly aggressive confrontation rules the roost.

Over the last decade or so in particular, I've done what I can to try and remain a positive force, celebrating the games that I've found particularly fascinating along the way, and especially when they've either got a raw deal from the mainstream press or been ignored completely.

I've done this both on a personal, passion project basis with MoeGamer, and professionally over at Rice. And I stand behind each and every thing I've written.

But I'm exhausted. You know why? Because it feels like no-one gives a shit. I tell people enthusiastically about a relatively unknown game I've enjoyed recently, and I'm greeted with silence at best, cynical or outright dismissive responses at worst. Hell, at the best of times I can't even get the slightest reaction out of people who are supposedly my closest friends when I share something I've written.

This is, I don't mind admitting, deeply saddening, particularly as someone who spent a significant portion of his life desperately wanting to be part of the games media; desperately wanting to be someone who helped chronicle this fascinating creative medium and celebrate its weird and wonderful creativity.

But when it seems that people would rather read SEO-optimised garbage like "Wordle Solution #756" or "How to Beat the K'ok Piz Shrine in The Legend of Zelda: Tears of the Kingdom" than an in-depth analysis of how a narrative-centric game successfully delivers on the ambitious themes it attempts to tackle? It's hard to drum up the motivation any more. I don't feel that same pride I once did when I saw my work in print — because I know that these days anything I write is just destined to be lost in the never-ending online "content" noise.

"Content" is king. People don't "read" any more, they "consume". And part of the difference between those two verbs is the amount of attention you pay. If you're reading, you're actively engaging; you're learning something; you take something away from it. If you're consuming, you're just skimming over something for the sake of it without really taking it in. It's just another way to fill time, to make existence feel a little less meaningless.

It's not just writing that this affects, either. Look at the shift towards short-form video that has been happening for the past few years. This is the result of people demanding more and more mindless content and less in the way of things that actually enrich their lives in some way.

People's attention spans are so shot from garbage like TikTok these days that stand-up comedians are now posting their jokes as individual 2-5 minute YouTube videos rather than expecting people to sit through a 90-minute set. And longer videos are regarded as "good background noise" rather than something you might want to pay attention to.

I detest it. It makes me sad, not just for the folks who have, in the past, worked hard on producing quality creative works for people to enjoy, but also for the idea of "culture" in general. I feel like if we're living in a world where a significant portion of the population would rather watch some "influencer" bellowing at the camera on TikTok than engage with a thought-provoking work of art, that we've gone terribly, terribly wrong somewhere along the line.

Perhaps I'm wrong. Perhaps I'm missing something. Perhaps I'm old now, and I'm just having that same moment previous generations had when things like television and video games came along for the first time.

But as someone who has long believed in the validity of the video games medium as a legitimate form of art and a formidably flexible creative medium, I can't help but feel like we're going through a bit of a cultural dark age.

And, having spent so much time trying to resist that tide to seemingly little effect, I'm sure you won't blame me for wanting to step back and just enjoy things for myself while, through my work, attempting to do good things for the medium in a somewhat different manner.

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A little positivity: gradual improvements. https://imnotdoctorwho.moegamer.net/2023/06/06/a-little-positivity-gradual-improvements/ https://imnotdoctorwho.moegamer.net/2023/06/06/a-little-positivity-gradual-improvements/#respond Tue, 06 Jun 2023 20:56:13 +0000 https://angryjedi.wordpress.com/?p=23172 As I've alluded to a number of times recently, the COVID years have really done a number on my body and mind. The enforced isolation from the initial lockdowns caused me to be even more inactive than I had previously been, and my weight and general wellbeing declined considerably as a result. (Well, my weight … Continue reading A little positivity: gradual improvements.

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As I've alluded to a number of times recently, the COVID years have really done a number on my body and mind. The enforced isolation from the initial lockdowns caused me to be even more inactive than I had previously been, and my weight and general wellbeing declined considerably as a result. (Well, my weight inclined. My general bodily wellbeing declined. You know what I mean.)

Given that decline, it's been very hard to 1) motivate myself to try and improve the situation and 2) actually improve the situation.

Andie and I have joined the local gym a couple of times in recent months/years, but we always ended up making excuses to not go, so I feel like that wasn't right for me — not in my present state, anyway. I needed something that was just plain relaxing and enjoyable, but which would do me some degree of "good", so I decided to start going for a walk a few evenings a week.

I've done this before and I've always found it quite pleasant; my hesitance to do it more often largely stems from the fact that we live on the top of a big hill and, as such, whichever direction you set off from, you always finish a walk having to climb quite a steep incline. Which, again, in my current state, is not particularly desirable. I know pushing yourself is good, but I don't think you appreciate what a terrible state my muscles are in.

With this in mind, I looked around the local parks for some suitable walking routes. I've been for walks on the big Common here in Southampton a number of times previously, and that's always very pleasant, but I fancied a bit of a change. So I decided to check out Riverside Park (not pictured in the header — that's a stock image!), an area that seems to be quite fondly regarded by local residents (those who are inclined to leave Google reviews on patches of grass, anyway) and have found it to be a nice place to try and build myself up a bit again.

I've been kicking off with a basic "circuit" of part of the park that comes out to a little over a mile in length. Not much, I know, but again, I'm not in a great state, so I wanted and needed to start relatively gently. Already, after just three trips doing along this route, I've felt an improvement. Not a huge one — it's very early days, of course — but an improvement nonetheless.

One thing I will note is that I'm very deliberately not quantifying or "gamifying" my walks. In fact, I'm making a specific effort to completely disconnect when I go for them. I leave my phone behind and carry nothing but my car key so it really is just me. No music, no podcasts, no distractions, no GPS tracking, no step counting — just me.

The reason for this is that I feel you can over-quantify the things you do. Yes, it can be motivational to have hard data and see how much you're improving — but equally, it can be demoralising to learn what you thought was an impressive achievement actually wasn't all that great. So I've ditched all that in favour of good old fashioned feelings. And, halfway through my walk this evening, I felt surprisingly good.

The reason for this was that I reached the "halfway point" (I say this in inverted commas because it's not really halfway, it just feels like it) a lot more quickly and easily than I have done on my previous couple of trips around this route. In fact, it almost felt like the initial part of the route flashed by almost inconsequentially, whereas on the first day I tried, it was a struggle to get moving at all.

I still felt like I'd had a reasonably decent workout (by my standards; please remember I am very unfit and very heavy) by the end of my walk. Things started to get noticeably more difficult on the "return journey", which I take on dirt paths rather than the paved outward bound route, but I made it back to my car without wanting to die, and with a sense of some satisfaction that I'd made some progress. A miniscule amount by the standards of someone who has a basic level of human fitness, sure, but a significant victory by my own standards.

I'm going to continue with this for a while and see how things go. Perhaps at some point I'll feel up to adding an additional "lap" to the circuit for an easy means of going a little further and pushing myself a little harder. For now, I think I've found my pace — and while it might not look like much to a bystander, it's definitely something to me.

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I don't blame anyone for being a misanthrope in this day and age. https://imnotdoctorwho.moegamer.net/2023/06/02/i-dont-blame-anyone-for-being-a-misanthrope-in-this-day-and-age/ https://imnotdoctorwho.moegamer.net/2023/06/02/i-dont-blame-anyone-for-being-a-misanthrope-in-this-day-and-age/#respond Fri, 02 Jun 2023 19:14:53 +0000 https://angryjedi.wordpress.com/?p=23152 I've had a horrible week. I'm not going to talk about the details of it for a variety of reasons, but I did want to talk about the way I'm feeling right now, and how it's a sad symptom of quite a few things. A few years back — make that more like a decade … Continue reading I don't blame anyone for being a misanthrope in this day and age.

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I've had a horrible week. I'm not going to talk about the details of it for a variety of reasons, but I did want to talk about the way I'm feeling right now, and how it's a sad symptom of quite a few things.

A few years back — make that more like a decade or so at this point, I guess — I was someone who very much wanted to believe in my fellow man. I wanted to assume the best intentions, I didn't want to believe that people could be awful to one another more often than not, and I certainly didn't like seeing entire groups thrown under the bus based on their affiliation towards (or against) something that had little to do with their actual personality.

To give some specific examples: back in the early 2010s, when games journalists were starting to have harsh words to say towards video game enthusiasts when they complained about Mass Effect 3's disappointing ending, I had rather mixed feelings about the whole thing.

On the one hand, I understood why many folks found the way the trilogy wrapped up to be disappointing; on the other, I felt the only people who really had any say in how it concluded were the people who actually made it. And on the third mutant hand, I really wasn't happy with the way games journalists and press outlets seemingly gleefully jumped at the opportunity to attack the very audience they were supposed to be serving.

This may sound like fence-sitting, and perhaps it is, but I felt that everyone had valid points, and all of them were worth hearing out. I honestly believed that people could discuss something like this in good faith and not resort to attacking one another. To return to my original point: I wanted to believe in my fellow man, and that we could all reach an understanding.

Fast forward a couple of years from that and we have the notorious "Gamergate" controversy. Again, I'm not ashamed to say I had mixed feelings about the whole situation. Without a doubt, there were people who were using the background of what had been happening as an excuse to harass people — but to my eyes, there was an equal if not greater number of people who had genuine, worthwhile things that they wanted to say, and they wanted to be heard.

To see the entire group who gathered under that particular banner tarnished with the same "harassing women and minorities" brush was… disappointing, particularly when I saw this attitude from people I knew personally. Again, I'll reiterate: I wanted to see the best in my fellow man, and I honestly wanted to believe that the people who felt passionately enough about a particular issue to effectively become "activists" in an online sense were doing so for a good cause.

At the same time, I'll also add that I never planted my own flag beneath the Gamergate banner, because I also saw that it was very much on to a losing battle in terms of public perception. Regardless of how many people did have legitimate complaints, and the few good things that did come out of the movement, that scarlet letter of "harassing women and minorities" was always going to be there for anyone even tangentially involved.

Unfortunately, most of you probably know how these situations ended up.

In more recent years, I've seen countless more incidents that have played out exactly like the Mass Effect 3 controversy and Gamergate, and with every incident, I feel like I've lost a bit of that faith in my fellow man — to such an extent that now, I have precisely none of it left.

I have no confidence that anyone attempting to make a seemingly "passionate" argument is doing so for the greater good or for altruistic reasons. Because very few people these days show their true faces online. Very few people actually stand up for what they believe in; instead, they just jump on whatever the trending topic of the hour is and proceed to harass anyone who is seen as being "in the wrong" for whatever reason.

And it is harassment. This is another thing that I didn't want to believe while I still had some remaining faith in my fellow man.

I used to believe that people wouldn't be so awful as to hound others over a single issue, to such an extent that it has a severe impact on their own feelings of safety and wellbeing. I used to believe that people would say their piece and then give their "opponent" the opportunity to make a move, to make things right, or to at the very least explain themselves.

After multiple instances over the course of the last decade where I've seen that this emphatically isn't the case — both involving me and incidents that I've just observed from outside — my only possible conclusion is simple. I was wrong to have faith in my fellow man. I was wrong to ever believe that people can be "good" to one another. I was wrong to believe that we can ever resolve our differences like decent… well, like decent human beings.

The default state for people to interact with one another these days, both on and offline, is aggressive, hostile and confrontational. The other person is always in the wrong, and it always has to be a fight. And you know what? I'm really tired.

I don't want to fight. Ever. I'm not one of those people who is "up for a good argument", and I never have been. I used to cry more than my parents when they had perfectly normal married couple arguments when I was a kid. If someone's rude to me, I end up thinking about it for the rest of the day (and sometimes longer) to such a degree that it ruins anything else I had to do. And, as someone who is already anxious about social interactions at the best of times, I never walk into a situation thinking "I'm going to start some shit".

Apparently this is no longer a "normal" way to be, however. And thus I cannot help but just sit here and be disappointed in that fellow man I once believed so vehemently in. Is it really any wonder I have so much hesitance in meeting new people when my experiences would seem to indicate that there's at least an 80% probability any new person I meet will end up being a complete arsehole that I'll never be able to get rid of as they repeatedly harass me over some stupid shit like what brand of underpants I wear?

The one positive, I guess, is that this does at least make me appreciate the few good people I do still have in my life; the ones I know I can genuinely rely on, and who rather wisely have always managed to remain high above this stupid shit. So if you're one of those people, and if you're reading this it's likely that you are, thanks. Please don't change.

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The Age of Loneliness. https://imnotdoctorwho.moegamer.net/2023/05/28/the-age-of-loneliness/ https://imnotdoctorwho.moegamer.net/2023/05/28/the-age-of-loneliness/#respond Sun, 28 May 2023 21:50:16 +0000 https://angryjedi.wordpress.com/?p=23130 I'm having one of those evenings where I'm feeling a tad maudlin for a variety of reasons, but essentially it all boils down to one central issue: the fact that today, we live in a world that is more "connected" than it has ever been, and yet also where it is highly likely that any … Continue reading The Age of Loneliness.

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I'm having one of those evenings where I'm feeling a tad maudlin for a variety of reasons, but essentially it all boils down to one central issue: the fact that today, we live in a world that is more "connected" than it has ever been, and yet also where it is highly likely that any one given individual will be suffering from a crippling sense of loneliness and isolation.

This has affected me to various degrees over the years. As someone on the spectrum and with social anxiety issues, there are most definitely times where I very much want to be by myself. I'd go so far as to say that I prefer the vast majority of my time to be spent by myself — or at least, in the company of others who are happy to get on with their own thing while I also get on with mine. (My relationship with my wife very much falls into that category.)

However, I've found that as I've gotten older, I've started craving a certain level of… interaction. I don't think I'm necessarily craving something more than what I used to enjoy — rather, I simply think that the opportunities I once had to just hang out with people that I liked are no longer present, both offline and online.

For me, probably my golden age of being "sociable" was between the ages of 16 and 22 or so — to put it another way, from sixth form onwards through university. There, I found I had a good balance between what one might call a relatively "normal" social life — in that I had both time to myself and time with friends.

Better times, probably. I'm the second one in from the left. I fancied the girl who is sitting on me.

In retrospect, this period was almost certainly the time of my life at which I was my happiest, even if it was also the time where I first started feeling somewhat conscious of my own mental health and that something wasn't quite "right". I felt I had people who liked me, who appreciated me for who I was, and who supported me when I needed it. I had people that I simply enjoyed spending time with, and that I wanted to know more about. I even fell in love once or twice, though I have to admit that none of those particular situations quite ended up the way I perhaps would have hoped.

But it didn't matter, because everything else was just… pleasant. It was good to see people. It was good to talk to them, share private jokes and just enjoy their company. It was sometimes difficult for me to take that step forward into a friendship group rather than simply observing from the periphery — but on those occasions I summoned up the courage and mental fortitude to do so, I never regretted it. (Well, except perhaps once.)

These days, though? There are days where it feels like I have no-one. I know that's not true — I'm fortunate enough to have a very supportive family and a wife who is inordinately patient with my numerous shortcomings as a human being, and there are friends I have where all it takes is a single message to get some sort of supportive acknowledgement back in response — but even so, there are days where it feels like that.

Days where I feel like people might just forget about my existence if I didn't prod them on WhatsApp or Discord every now and then. Days where I miss the ability to speak to them via some means other than ad-infested social media, which has become increasingly terrible for simple conversation as the years have advanced. Days where I miss having the equivalent of bundling around a friend's after lectures have finished, playing N64 games and drinking made-up cocktails until the small hours. And days where I miss people having conversations via means other that boring memes and GIFs. You know, with words and stuff.

I am exceedingly lonely, and what makes this feel all the more painful at times is that the numerous means I've tried to make myself "noticeable" in some way online all feel like they've failed in one way or another.

At least my cat likes me.

I've made a point of celebrating the things I love online in various ways — both written and through video — over the course of the last few years, in the hope that it might draw people with similar interests to me, or help the people I care about the most to understand me a bit better. But it often feels like hardly anyone gives a shit. In fact, it often feels like it's the absolute hardest to get the people supposedly closest to me to give a shit.

I don't blame anyone for this. Today's world makes ridiculous demands on our time and attention span, and when push comes to shove, most folks will end up choosing some form of professionally created "content" over something that some dude they know decided to make.

But it is getting to a point where I'm feeling both exhausted and out of ideas. And, to make matters worse, as my mind and general enthusiasm for existence has declined, so too has my body. The COVID years in particular knocked me about a lot, leaving me today a disgusting fat lump of a man who is in near-constant mild but nonetheless annoying and frustrating pain, finds it difficult to do pretty much anything relatively normal and is increasingly hesitant about going outside because he's so disgusted with the way he looks and feels all the time.

Change starts from within and all that. But when you're feeling crippling loneliness, that desire to change and improve things for yourself — because without a doubt, improving things just for myself would be a benefit — is constantly held back by that big, hanging question: "what's the point?"

So anyway! That's what I'm feeling this Sunday evening! Hope you're having a good one!

EDIT: Apparently I wrote a post with this exact same title in 2014. Good to know that things have improved.

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My new TV show obsession is Inside No. 9. https://imnotdoctorwho.moegamer.net/2023/05/24/my-new-tv-show-obsession-is-inside-no-9/ https://imnotdoctorwho.moegamer.net/2023/05/24/my-new-tv-show-obsession-is-inside-no-9/#respond Wed, 24 May 2023 19:22:57 +0000 https://angryjedi.wordpress.com/?p=23100 After greatly enjoying The Cleaner — which, I'm pleased to say, I continued to really like after the first few episodes I wrote about in the post linked — I decided that I should really try and wean myself off mindless stupid YouTube videos and watch some more things with a bit of substance to … Continue reading My new TV show obsession is Inside No. 9.

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After greatly enjoying The Cleaner — which, I'm pleased to say, I continued to really like after the first few episodes I wrote about in the post linked — I decided that I should really try and wean myself off mindless stupid YouTube videos and watch some more things with a bit of substance to them.

So I decided to take a look at Inside No. 9, which is a show I'd seen a number of people talking about, but knew absolutely nothing about. For some reason, I'd developed the assumption that it was something to do with politics (I think I'd made the unprompted mental leap from "No. 9" to "10 Downing Street" or something) and thus hadn't really paid it much mind.

But then I saw this news story shared by someone I know. (Caution: The Mirror. Also spoilers.) If that was the kind of show we were actually dealing with… then I was absolutely, completely on board. I love this kind of gleefully experimental, darkly humorous stuff, and it seems like I've missed out on rather a lot of Inside No. 9 since it first aired in 2014.

I'm going to try not to talk too much about specifics of the show in this post, because it really is one of those series where the less you know what to expect going in, the more effective it is at what it does. So for now I'll simply say that it is the work of Reece Shearsmith and Steve Pemberton, two members of the League of Gentlemen, and it is some absolutely masterful television.

And I'll leave that there for those who are sufficiently intrigued to check it out for themselves. It's a BBC show, so you can watch it on iPlayer (or, presumably, BritBox in the States) and I think it has also had physical releases. Based on the three episodes I have watched so far, I have nothing but the highest praise for it, and highly recommend it.

For those who want to know a bit more and aren't too concerned about mild spoilers (which I'm still going to try and keep to a minimum), I'm going to drop in a "read more" tag here, and you can join me after the jump to find out a little more if you see fit.

The concept of Inside No. 9, so far as I can make out from the three episodes I've watched at the time of writing, is that it's a series of unrelated… vignettes, I guess you might call them, or short, half-hour plays.

The only connecting thread is that they depict what is going on inside some sort of property that is "no. 9" — i.e., flat number 9 in a building, or number 9 on a street, and so on. Aside from that, there do not appear to be any connections — yet, anyway, and I don't know if there are any. Everything from the cast to the setup to the style in which the episode is presented is completely different from one installment to the next, and thus you never quite know what to expect.

The first episode, titled Sardines, features a variety of familiar faces from British comedy, including Katherine Parkinson, Tim Key and a number of others. The setup is that a rather well-to-do family appears to be playing a traditional game of "Sardines", which is like hide-and-seek, except when someone finds a "hider", they have to squeeze into the same hiding place as them, until everyone is all packed in the same place like the titular fish in a can of oily brine.

As the episode progresses, we are gradually introduced to a number of different characters both within and immediately surrounding the family, and a number of plot threads come to light. There's a delightful sense of discomfort surrounding the whole situation; as you might expect, the very game of Sardines itself is naturally rather awkward and uncomfortable, but some of the acting (particularly from Key, who is incredible) really pushes the line of what one can watch without feeling too much second-hand embarrassment to not run out of the room screaming.

Another core thing that Inside No. 9 seems to do each episode is incorporate some sort of unexpected twist. In the case of the Sardines episode, one of the characters is not the person they were introduced to us as — and this ends up leading to a rather horrific, albeit implied, conclusion.

The second episode of the show is where I really started to "get" how experimental and interesting Inside No. 9 is, in that it's a completely "silent", farcical episode, accompanied only by diegetic music, sound and, in one small section, background dialogue from a television.

The episode depicts two parallel plot threads: that of a rich, middle-aged businessman having trouble in his relationship with a much younger woman, and that of two bumbling robbers attempting to steal a valuable (but worthless-looking) piece of modern art from the rich man's home. Both threads gradually escalate as the episode progresses, until the entire thing concludes with a very surprising twist at the end — which happens to coincide with the only actual dialogue in the entire script.

Again, I'll refrain from giving details — I've probably already said too much there — but this was an absolutely masterful piece of television. It did not give two shits about what you're supposed to do with a half-hour of television; instead, it was gleefully rebellious and experimental, combining slapstick humour that wouldn't have looked out of place on '80s children's television with oddly gripping wordless drama — and, in the closing act, some genuinely horrific moments.

Finally, from what I've watched so far, anyway, the third episode chronicles the situation of a young man named Tom, who is a primary school teacher who suffers a nervous breakdown and is helped through his situation by a homeless person named Migg after an initial exchange of good deeds bring the two together.

This is another one where to explain what made it so effective is to spoil it completely, so for now I'll just say that, as someone who has been through something similar but not identical in my own life, this one hit very close to home in multiple ways. It was brilliantly handled — and once again, was totally different from everything that had come before.

After three episodes, I'm absolutely convinced. This is genius-level television, and I'm annoyed that I didn't discover it sooner. Still, that does at least mean I can enjoy eight seasons of it now; apparently, after the as-yet unbroadcast series 9, the show will be taking an indefinite hiatus, appropriately enough, but I have a long way to go before that is something I need to worry about.

So yes. If you like deeply dark humour in that inimitably British sort of way, appreciate genuine creativity and artistic talent, I cannot recommend Inside No. 9 enough. Do yourself a favour and try to resist reading anything about it before watching (other than this post, of course) and you'll have a thoroughly lovely (and possibly traumatic) time.

Sounds like fun, no?

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I finally nuked my Twitter account completely. https://imnotdoctorwho.moegamer.net/2023/05/20/i-finally-nuked-my-twitter-account-completely/ https://imnotdoctorwho.moegamer.net/2023/05/20/i-finally-nuked-my-twitter-account-completely/#respond Sat, 20 May 2023 13:54:02 +0000 https://angryjedi.wordpress.com/?p=23076 There are a few main reasons for this, and I'd like to talk about them a bit today. Firstly, Elon Musk's idiotic changes to the terms of the Twitter API, which has priced literally everyone out of being able to use it, have made the platform next to useless as a means of automatically sharing … Continue reading I finally nuked my Twitter account completely.

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There are a few main reasons for this, and I'd like to talk about them a bit today.

Firstly, Elon Musk's idiotic changes to the terms of the Twitter API, which has priced literally everyone out of being able to use it, have made the platform next to useless as a means of automatically sharing your work to an audience that supposedly signed up to follow your updates. It's both hilarious and tragic to see company after company sharing news posts that effectively say "lol, fuck Twitter".

Secondly, my previous justification of keeping my Twitter account around for the sake of friends and contacts just doesn't really feel like it's… justification any more. The friends in question rarely bother to get in contact, and there are other means for professional contacts to get in touch.

Thirdly, I'm just fucking sick of the most likely response you get to posting literally anything on there being vitriol and hate.

On the latter point, I recently posted an article about my negative experiences trying Ubisoft's Riders Republic via PlayStation Plus. The gist of the article, if you're one of those Internet denizens whose attention span has been shot too much to bother clicking on a link, was that the game was designed in such a way that it is genuinely insulting to the intelligence of anyone over the age of about 12. It doesn't let you just play; instead, you're bombarded with hours of mandatory tutorials and obnoxious zoomer slang, and this was enough to make me not even want to bother seeing if the game "got good" later.

I think this is something worth talking about, because it's the first time that I, as a 42 year old video game enthusiast who has been involved in the medium since the Atari days, felt completely alienated by a brand new, supposedly mainstream game. So I talked about it. Then I shared that article on Twitter.

One of the first responses I got was from someone who yelled at me, based entirely on the assumption that I'd said the exact opposite to what I'd actually written in the article. He'd obviously read the headline, made an assumption and then decided to shoot his dribbling, zit-encrusted mouth off at me, despite it taking nothing more than a single click and a minute or two of reading for anyone to see that he was talking complete horseshit. But you can bet anyone who "liked" his dumbshit comment wouldn't go and check whether or not he was right.

I spent a few hours last night and this morning feeling stressed and anxious about this. But then it just sort of dawned on me: fuck it. Why the fuck should I care what some obnoxious cunt on the Internet thinks? Why the fuck should I let one idiot have such power over my mental wellbeing, based entirely on the fact he's too much of a lazy shit to actually read something I wrote?

And the answer to that is that I shouldn't care; I shouldn't let one idiot do that. And since Twitter is the primary means of allowing idiots to do that, it needs to go. Completely. So it has.

On a related note, this news isn't finalised or official as yet, but it's pretty much confirmed that as of the beginning of July, I will be getting out of the professional "content creation" (ugh) game completely.

I won't go into details for now because things are still being hammered out, but suffice to say for now that it's nothing anyone needs to worry about — I'm simply changing my professional role in such a way that it means I can focus my attention entirely on the Evercade project, which I'm incredibly passionate about and is something where I feel genuinely valued by both my colleagues and by my "audience", such as they are.

I'm both happy and sad about this. I'm happy because it means that I can focus my professional life on something that I love, and because it means my free time will genuinely, completely be my own again. No more will I find myself "having" to play something for the sake of timely coverage; instead, I can just enjoy things at my own pace, and I'm really looking forward to that.

I'm sad, however, because I spent so much of my early life desperately wanting to follow in my brother's footsteps and be part of the games press — and yet by the time I actually managed to get there, it had changed irreversibly from what it used to be. And it only got worse from there.

Again, I won't go into details for now, as that's something to talk about in more detail once everything here has been finalised. But I'll say again, it's nothing to worry about — I'm proud of what I've worked on to date, will continue to work on things like this until the beginning of July, and this change is my decision rather than anyone else's.

I'm just tired. So very tired of "content creation" being such a completely thankless task. The modern Internet has set up a completely adversarial relationship between writers and their audiences, exemplified by the Twitter exchange I described above, and that is emphatically not why I got into this.

I got into writing about games because I love them. I got into games writing because I think they're culturally important. I got into games writing because I think despite that cultural importance, they're not being written about and analysed in anywhere near the depth they deserve.

And I got into games writing because while the big, dumb, obnoxious games like the aforementioned Riders Republic get to ride the wave of commercial success regardless of how shit they are, there are myriad games released literally every day that run the risk of languishing in obscurity without people telling others about them.

The trouble is, I've discovered over the last decade and a half or so, is that no-one really seems to actually care. Online, "content" is piss in the wind. It's only relevant for the day it's posted — if you're lucky enough to get anyone to notice it in the first place — and it's fucking impossible to get people to give a shit about something after the fact, unless, as I've seen on MoeGamer, you're literally the only person to have written something meaningful on a particular topic. (In my case, sex sim Honey Select Unlimited.)

Google is flooded by manipulative, exploitative, SEO-optimised sites posting vacuous individual "guide" articles for things they don't care about for no other reason than it brings in the clicks. And no-one at any point in the process gives a shit; the average Internet user doesn't have enough in the way of critical thinking skills to see the cynical way all this has been set up, and the writers at the sites themselves don't give a toss as long as the numbers go up.

All of this is the fault of everyone who has normalised the idea of "consuming content" rather than "reading interesting articles" and the like. You, collectively, have ruined both the games press specifically, and the broader Internet in general.

It's demoralising and infuriating, and if you've been around all this for as long as I have, seeing the way things have been going, it should be no surprise that I very much feel like stepping down from it all.

And so that's what I'm doing. From hereon, my professional work will be in something that actually matters, that I care about — and that other people actually care about, too. I suspect I'll be a lot happier as a result, but I can't help but feel a bit bad about that dream young me once had, and how it was never really possible.

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The Cat and the Human. https://imnotdoctorwho.moegamer.net/2023/05/19/the-cat-and-the-human/ https://imnotdoctorwho.moegamer.net/2023/05/19/the-cat-and-the-human/#respond Fri, 19 May 2023 10:56:04 +0000 https://angryjedi.wordpress.com/?p=23064 She had loved that cat. Adored her. At times I'd even joked that she loved her more than me. I knew that wasn't the case, of course, but it seemed like the feeling between her and the cat was mutual. I didn't mind for the most part, of course. I loved the cat, too, and … Continue reading The Cat and the Human.

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She had loved that cat. Adored her. At times I'd even joked that she loved her more than me. I knew that wasn't the case, of course, but it seemed like the feeling between her and the cat was mutual.

I didn't mind for the most part, of course. I loved the cat, too, and I always appreciated any time she came and sat in the chair in my office while I was working. I knew that her priority was sitting somewhere comfortable and warm rather than necessarily enjoying my company, but it was nice to feel like she wanted to be in the same room as me now and again.

Now her real master was gone, though, and she was left with just me, forever second-best. I could see the sadness in her eyes. I could see it in the dejected-looking way that she sat on her cat tree. I could see it in the way that she just didn't seem to have the energy she once did.

The cat's obvious sadness made me feel miserable, too. It was an uncomfortable reminder of past times of joy, never to be repeated. Once we had been a family of sorts, always together, always sharing in the wonders of life. Now we were just a man and his cat.

And yet, at some point, I don't know when… we bonded more than we ever had done. Our shared grief brought us together. Just as I recognised how the cat was suffering from her absence, so too did the cat recognise that it had hit me hard, too. And slowly, little by little, completely wordlessly, our relationship began to change.

I remember the first night it happened. I was lying in the bed which now felt entirely too large for me, tossing and turning, struggling to get to sleep. Suddenly, I felt something; a weight on the bed. And I heard something: a soft purring. In the dark, I could just make out the shape of the cat. She had come to see me in the night; she never used to do this, usually preferring to sleep in her comfy cat bed downstairs in the living room.

But now she was here, purring softly in my ear. She headbutted my outstretched hand until I began to pet her, and she rubbed her face on my hand as I tickled her cheeks and chin.

Then, she sat down. It was a decisive move, a declaration. She managed to mould herself so that she fit perfectly into the curve of my arm that was extended across the empty half of the bed, and quickly curled up, ready to fall asleep. Her soft fur felt good against my arm, and I felt a sense of relaxation wash over me — a feeling that I hadn't really been able to enjoy for some time now.

From thereon, I had that feeling every night. Things were going to be all right, in their own strange way.

She loved me, too. This cat loved me. Perhaps it had taken our shared loss for her to really feel like she could show it, but I was left in no doubt whatsoever.

Neither of us wanted to be alone. And now, neither of us would be alone.


Please do not worry about me, everything is fine and this is not an autobiographical blog post! The above is a piece of creative writing following the prompt "A human and a cat who come to some sort of mutual understanding."

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Let's talk about something a bit more positive for once: I'm really enjoying Greg Davies' The Cleaner. https://imnotdoctorwho.moegamer.net/2023/05/14/lets-talk-about-something-a-bit-more-positive-for-once-im-really-enjoying-greg-davies-the-cleaner/ https://imnotdoctorwho.moegamer.net/2023/05/14/lets-talk-about-something-a-bit-more-positive-for-once-im-really-enjoying-greg-davies-the-cleaner/#respond Sun, 14 May 2023 15:31:33 +0000 https://angryjedi.wordpress.com/?p=23035 I'm aware I've posted a fair amount of negative complaining of late, and while I don't apologise for that — a lot of these things really need to be said, and by more people than just me — I don't just want to be whingeing all the time. So today I thought I'd write about … Continue reading Let's talk about something a bit more positive for once: I'm really enjoying Greg Davies' The Cleaner.

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I'm aware I've posted a fair amount of negative complaining of late, and while I don't apologise for that — a lot of these things really need to be said, and by more people than just me — I don't just want to be whingeing all the time. So today I thought I'd write about something I like.

The Cleaner is a new-ish TV series written by and starring comedian Greg Davies, who is probably best known these days as the titular Taskmaster in the excellent "famous people make fools of themselves" programme of the same name. Davies has starred in a number of comedy-drama titles in recent years, however, and I've always liked seeing him do his thing.

I believe my first encounter with him was as Mr Gilbert from The Inbetweeners, where I very much enjoyed how much his character resembled my own head of Sixth Form, Mr Watts, in terms of overall attitude and general disdain for anyone under the age of 18. More recently, I enjoyed his semi-autobiographical series Man Down very much — though I know opinions are somewhat divided on that one, particularly with regard to Rik Mayall's role — and I believe that The Cleaner is his strongest series to date.

The show is apparently an adaptation of a German show known as Der Tatortreiniger, or simply Crime Scene Cleaner, but it's clear from the script that Davies has very much taken the concept and made it his own along the way. It features recognisable elements of both the whimsical, occasionally cynical humour and pathos that Davies excels at, and holds together as an extremely well-produced show.

In The Cleaner, Davies takes the role of Wicky, a crime scene cleaner who has to deal with the aftermath of various horrible things happening. Each episode primarily unfolds as a "two-hander" between Davies and someone who was affected by the crime in question; the context is that Davies has shown up to clean up the mess left behind by the crime after the police have finished their investigation, and there is inevitably someone hanging around or left behind, with varying degrees of relation to the incident.

Greg Davies and Helena Bonham Carter in episode 1 of The Cleaner

My favourite thing about the show so far, after seeing four episodes of it, is that each individual story has its own vibe to it, with Wicky remaining the one constant.

It's clear that Wicky is a man who enjoys his job — in the fourth episode, he reveals that it is because it allows him to get a taste of how other people live, if only for a moment, and to set things right for those who had to depart before their time — and is, at his core, quite an intelligent man.

At the same time, there's a certain degree of "salt of the earth" to him; he quite openly admits that "my job lets me buy everything I need and still have enough to get hungover every weekend", and there are often very minor threads running in the background of each episode about his love for curry night at the pub, his friends being sick in his shoes and suchlike.

It's his interactions with the various characters where the show really shines, though, and the way in which all of these characters are very different from one another.

David Mitchell and Greg Davies in episode 2 of The Cleaner

In the first episode, for example, Wicky is cleaning up after a wife murdered her husband in an extremely messy manner. Partway through the cleaning process, he is confronted with the wife in question (played by Helena Bonham Carter, who is still, it has to be said, exceedingly beautiful even when dressed down and covered in blood) and this leads to an extremely strained scenario in which he is very much aware that he is dealing with a murderer, but also finds himself forming something of a bond with her in the process.

In the second, meanwhile, David Mitchell does a wonderful job of portraying a tortured author whose grandmother has just been killed in a gas fire accident. Mitchell is almost certainly drawing on some of his own experience — or at least, that of the persona he perpetually puts across in public — to portray this writer as emotionally repressed to such a degree that he cried more over his cat running away than the gory, doubtless extremely painful death of his grandmother.

In the third, Wicky never gets to visit the crime scene at all, instead finding himself having to contend with the victim's neighbour (Ruth Madeley) while waiting for someone to actually let him in to the crime scene. With his "partner" in this episode being both vegan and disabled, Wicky finds himself constantly putting his foot in his mouth to an exceedingly cringeworthy degree — but again, he forms a bond of note with this young woman.

Stephanie Cole and Greg Davies in episode 4 of The Cleaner

And in the fourth, Wicky is called to a stately home in which an elderly woman (Stephanie Cole) interrupted a burglary attempt, which resulted in the death of the burglar by him falling down the stairs and breaking his neck. Cole's character gradually reveals herself to have many layers of unpleasantness to her, but Wicky is faced with a variety of dilemmas to contend with along the way as, again, he forms a temporary but surprisingly strong bond with her.

One of the things I've noticed about the show in general is how Wicky always "leaves something behind" as a result of his visits; he always makes a mark on that person's life in some form or another.

Sometimes, this is a positive thing, such as in the third episode, where he helps Madeley's character come to terms with how she is still in love with the man she abandoned for not respecting her veganism. At others, however, it is very much not a good thing, such as where he accidentally drops a signed Dylan Thomas book belonging to Mitchell's character into his bucket of water, thereby completely destroying the signature and personal message inside the front matter.

Greg Davies and Ruth Madeley in episode 3 of The Cleaner

After four episodes, I'm very much convinced that this is an excellent show, and I'm a little disappointed I didn't come across it sooner! But this is to be expected, as I tend not to follow what's on TV right now these days; I only stumbled across this as the result of a short clip the BBC posted on YouTube the other day, featuring a snippet from Mitchell's episode.

For everything I hate about short-form "content" and clip culture, and how it has collectively destroyed the attention spans of almost everyone, I have to at least be grateful for it in this instance, otherwise I might never have come across this genuinely excellent show!

You can watch The Cleaner on BBC iPlayer at the time of writing.

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I'm completely burnt out with the intellectually, creatively and morally bankrupt world of clickbait. https://imnotdoctorwho.moegamer.net/2023/05/11/im-completely-burnt-out-with-the-intellectually-creatively-and-morally-bankrupt-world-of-clickbait/ https://imnotdoctorwho.moegamer.net/2023/05/11/im-completely-burnt-out-with-the-intellectually-creatively-and-morally-bankrupt-world-of-clickbait/#respond Thu, 11 May 2023 21:29:03 +0000 https://angryjedi.wordpress.com/?p=23001 Today's post is inspired by a few things. Firstly, the culture of mistrust I wrote about the other day. Secondly, a YouTuber that my wife Andie and I used to like resorting to "I MADE THE MOST VIRAL TIKTOK RECIPES!" format. (Andie doesn't have a problem with this. I emphatically do, as will become clear … Continue reading I'm completely burnt out with the intellectually, creatively and morally bankrupt world of clickbait.

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Today's post is inspired by a few things. Firstly, the culture of mistrust I wrote about the other day. Secondly, a YouTuber that my wife Andie and I used to like resorting to "I MADE THE MOST VIRAL TIKTOK RECIPES!" format. (Andie doesn't have a problem with this. I emphatically do, as will become clear shortly.) And thirdly, some of the outright lies I've read online today while attempting to find a perfectly simple piece of information.

Let's address these one at a time, as each of them are symptomatic of something slightly different.

I Played 100 Days of Viral TikTok Recipes

Photo by Karley Saagi on Pexels.com

As someone who does YouTube as a hobby, it's infuriating to see the supposed "professionals" fall into a rut of simply baiting The Algorithm with the exact same types of "content" all day, every day.

I Played 100 Days of [Game]. I Made Viral TikTok Recipes. This is the Worst [x] Ever. Thrifting with My Completely Charisma-Free Mom.

There's stuff on YouTube that I like and continue to watch. But this is the stuff that tends to languish in the wake of TOP CRINGE COMPILATIONS!! and FUNNIEST TIKTOKS I COULD FIND!! And this pisses me off. Because it demonstrates a complete and utter lack of creativity.

Yes, one could argue that there's at least some creativity at play in editing these videos and picking the material to use in them — but even then, they're incredibly predictable, regardless of who they are. You can expect to hear the Metal Gear alert noise, Kevin MacLeod's Local Forecast, that "anime oooooh" noise in a significant proportion of popular videos out there, and you'll see all the same visual tricks, too — jump cuts, crash zooms with a red tint on the screen and heavy screen shake, "A Few Moments Later" SpongeBob memes.

It's infuriating. Like, it makes me genuinely angry. I know it shouldn't. I know it's dumb to get angry at people following trends. But it really does make me legitimately furious.

Why? Because I know there are lots of people working their arses off to make quality YouTube videos (note: not "content") and getting very little reward, relatively speaking for doing so. Instead, the endless assembly line of identikit Content continues to churn, cluttering up everyone's YouTube feeds with worthless garbage that provides precisely 0% more cultural enrichment value than simply staring at the wall for 12 minutes.

It particularly sucks to see video makers I used to like resort to this sort of thing — but I guess if you're making a job out of it, it becomes an unfortunate necessity after a while. For every viewer like me who unsubscribes from a channel once it becomes a clickbait factory, it seems at least a hundred more take my place. So there's zero incentive to change.

The PS5 Pro's release date has NOT been "revealed"

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Earlier today, Andie and I were talking about how long various consoles were on the market, and as part of this discussion we looked up the release dates of the PlayStation 4 and PlayStation 5, pondering if and when a PS6 might ever be a thing — and if it would have a disc drive, which was the main point of our conversation.

When Googling the latter case, I was promptly confronted by a wall of articles that claimed the PS5 Pro's release date had been "revealed".

Needless to say, it had not been revealed. Instead, what had happened was a single gaming site that no-one had ever heard of had claimed that "insider sources" (anonymous, of course) had "confirmed" the PS5 Pro was "in development" and would "probably" release in "late 2024". This had then been parroted pretty much verbatim (albeit with some variation in the supposedly "revealed" release date) by a variety of other gaming sites you've never heard of, and this had happened so much that Google had figured it was worth showing to anyone who was searching for a simple piece of information: the actual, real PS5's release date. You know, the one where a product that actually exists was actually released.

Essentially, what we ended up with was a page of search results that were nothing but speculation at best, outright lies at worst. And there will be no consequences whatsoever for any of the sites that were engaging in this behaviour; in fact, they will almost certainly have been rewarded with happy big traffic numbers, and you can bet those pages have ads coming out the wazoo on them, too.

As someone who, as a child, had aspirations of joining the games press, and hoped he would be able to do that more than pretty much anything in the world, this is heartbreaking to see. And it's doubly frustrating when I run a site on which our writers take pride in composing honest, thoughtful, well-researched pieces rather than simply rushing to jump on the latest trend in order to squeeze out another few cents of ad revenue.

How to find all the blue medallions in Resident Evil 4 Remake

Photo by Negative Space on Pexels.com

Speaking of which, one trend which was just starting to take hold when I left USgamer in 2014 was the odious rise of "guide content". For the unfamiliar, this is an SEO-baiting tactic in which sites post individual articles that supposedly answer each and every possible question people on Google might have about anything vaguely relevant and popular.

It's a completely unsustainable approach to "content generation", particularly if you have any standards about the quality of the articles on your site whatsoever, and it means that, again, if you're searching for specific pieces of information, you have to wade through 500 sites that have clickbaited their way to the top of Google's search results, with no guarantee that their information is reliable or helpful.

I'll give you an example. Prior to picking up my PS5, I was curious how the "PS4 Boost" mode worked. This is where the PS5 is able to run certain appropriately updated PS4 games with better performance than the original PS4 (and in some cases, PS4 Pro) would have been capable of.

The things I were curious about were simple: did this work with all PS4 games, or just select ones, and did I have to do anything to make it work?

The answers to these questions, by the way, are "no" and "no".

While attempting to uncover these simple answers, I stumbled across a full-blown, surprisingly lengthy article entitled "How to Enable PS5 Game Boost". Please recall that the answer to the question "do you have to do anything to make Boost mode work?" is "no", and then marvel at the fact that multiple sites, not just the one I found, managed to spin this simple answer out into at least 600 words of complete garbage, because you need at least 600 words for SEO purposes, don't you know.

I'm so tired of this. To the layman, it might seem like it's very convenient. But as someone who has worked in the commercial press and now works on the more "indie" side of things, it's infuriating, because I know these articles do not exist out of a desire to be helpful. As with all other clickbait — because that's what these articles are — the aim is simple: gain traffic, and, by extension, ad revenue.

I'm so tired. So tired. The Internet was an exciting place when I was a kid and everyone was just getting to know it. Now, it's nothing more than a mindless, soulless content factory where everyone is bidding for your attention so they can inject yet more ads directly into your eyeballs.

There are little havens where this isn't the case, of course. But they become more and more difficult to find with each passing day. And it honestly worries me quite a bit.

But at this point, it's also hard to know what to do, if anything. If I criticise this sort of thing, no-one listens. (I'm writing this today largely to vent my own spleen rather than to convince anyone else.) If I give up and engage in it myself just to join the rat race, I'm part of the problem. And if I abandon the Internet entirely, I deprive myself of something that is still, in some ways, a useful resource — and in some other ways, an essential utility for modern life.

So I guess I'll keep doing what I always do. Do my own thing, occasionally complain about how much everything else sucks, then repeat until my inevitable death from a brain aneurysm.

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Today's culture of perpetual mistrust is exhausting. https://imnotdoctorwho.moegamer.net/2023/05/04/todays-culture-of-perpetual-mistrust-is-exhausting/ https://imnotdoctorwho.moegamer.net/2023/05/04/todays-culture-of-perpetual-mistrust-is-exhausting/#respond Thu, 04 May 2023 11:06:22 +0000 https://angryjedi.wordpress.com/?p=22988 The other day, I received an SMS text message. This in itself was fairly unusual, as the only texts I tend to get these days are automated confirmations of deliveries and suchlike, but there was another layer of unusual to it. "Hi mum," the text said. "My phone's not working, so please contact me on … Continue reading Today's culture of perpetual mistrust is exhausting.

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The other day, I received an SMS text message. This in itself was fairly unusual, as the only texts I tend to get these days are automated confirmations of deliveries and suchlike, but there was another layer of unusual to it.

"Hi mum," the text said. "My phone's not working, so please contact me on WhatsApp at [number] xxx".

Initially, I thought this might be an honest-to-goodness wrong number, which is a phenomenon that used to be widespread, but today, where we tend to do everything via pre-populated contact lists, doesn't tend to happen much. Something about it made me feel a bit suspicious, though, so I decided to Google the text of the message.

Sure enough, it was a scam. I was both disappointed and unsurprised to discover this, but it got me thinking: I used to be someone who really, honestly wanted to believe the best about my fellow man, but these days, it feels nigh-impossible to trust almost anything you see.

That "wrong number" is actually a scammer trying to get you to send them money, or to steal your personal information. That heartwarming post you saw on social media is actually a viral marketing campaign. That "look at me I'm so empowered" sex worker doing hot tub streams on Twitch is actually being forced into exploitation by darker forces working behind the scenes rather than because she wants to.

It's exhausting to think that, more often than not, these days what you see is most definitely not what you get. The world feels like a darker place that is full of mistrust, and aside from the necessity for constant vigilance being very tiring, it also makes it difficult for those of us who do want to go about our business in a genuinely honest sort of way.

You see it everywhere. Creative types being forced to churn out "content" with clickbait titles just to get eyes on their work. Workplaces and brands jumping on silly trends like TikTok for no discernible reason other than "it's popular, so we should be seen to be doing it". The growth in various forms of AI-generated text, images and sounds making misinformation and lies easier to spread than ever before.

On top of all that, the services we've come to increasingly rely on over the years actively make themselves worse over time, and we just sit back and take it. For example, it used to be that I could click "Publish" on this post and it would automatically share it to my friends on Facebook and Twitter, but that's not possible any more because of supposed "improvements" that both of those services have made.

This happens outside the online sphere, too. My last car I bought was worse than my previous one in terms of the features it had, but cost more. This despite me telling the car salesman to their face that I wanted to spend "about the same" on the new vehicle and have the same features.

And no-one seems particularly bothered by all this. I mean, sure, people comment on it occasionally, but no-one actually does anything about it. They keep posting their wacky MidJourney images, increasingly believing that "they" created the image through stringing words together. Scam text messages are a way of life, with people just shrugging at them rather than attempting to report them.

And those supposed to be "in charge" don't do anything anyway, so why bother? There's a house down the road from us whose front garden is constantly filled with obviously stolen motorcycles, which local kids can frequently be seen riding around making a nuisance of themselves on, without wearing any sort of safety gear or having any concern for the people around them.

It increasingly feels like we are a people blighted by absolute apathy and laziness, and despite countless warnings from dystopian popular media and the arts over the years, no-one really cares. So long as you have your content to consume and your vacuous "approval" of your fake life on social media from other fake people living fake existences, nothing seems to matter to anyone.

I'm really fed up of it. And it doesn't feel like there's a way to escape from it all. Because this isn't just "an Internet thing" any more. It's a "this is the world we live in now" thing.

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I let out a gigantic, unmistakable, uncontrollable fart at the self-checkout in Marks & Spencers. https://imnotdoctorwho.moegamer.net/2023/01/11/i-let-out-a-gigantic-unmistakable-uncontrollable-fart-at-the-self-checkout-in-marks-spencers/ https://imnotdoctorwho.moegamer.net/2023/01/11/i-let-out-a-gigantic-unmistakable-uncontrollable-fart-at-the-self-checkout-in-marks-spencers/#respond Wed, 11 Jan 2023 19:50:25 +0000 https://angryjedi.wordpress.com/?p=22936 It really wasn't a subtle one, either. It was the kind of sphincter-rippling, slack-anused report where you know that every inch, every ounce of buttock fat was involved in producing that triumphant fanfare, and where the moment after it has occurred, you know that there is absolutely no way you're going to be able to … Continue reading I let out a gigantic, unmistakable, uncontrollable fart at the self-checkout in Marks & Spencers.

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This is the stock image I got for searching "fart", so this is what you get. Photo by Julissa Helmuth on Pexels.com

It really wasn't a subtle one, either. It was the kind of sphincter-rippling, slack-anused report where you know that every inch, every ounce of buttock fat was involved in producing that triumphant fanfare, and where the moment after it has occurred, you know that there is absolutely no way you're going to be able to pass it off as you knocking something over or scraping something along a floor.

There are two practical ways you can really handle a situation like this: either take ownership of the situation and have a good giggle about it with everyone around you, or simply pretend that it didn't happen, implying that anyone who did happen to hear your eruption was somehow hallucinating. I chose the latter option; I don't have nearly enough social confidence, particularly around strangers, to pull off some sort of "Good LORD! Did you hear that?!" routine around strangers, though I'm more than happy to parp thunderously in front of close friends and family.

Both responses place anyone near you in something of an awkward position, of course. If you take the former approach, then there's the unspoken expectation that those nearby will participate in your routine, congratulating you on your impersonation of a baritone brass instrument and generally agreeing that having a good old guff is the peak of humorous funtimes. This, of course, does not take into account those who find bodily functions objectionable, particularly in public, and is likely to make those people feel uncomfortable.

If you take the latter approach, meanwhile, you place the responsibility on the people around you to either comment on the situation or remain quiet. And if you heard the noise that I emitted while swinging my carrier bag full of groceries around from the self-checkout into the trolley, I suspect some people would find it quite difficult not to comment.

Thankfully, the situation resolved itself with probably the optimal outcome. The only person nearby when the incident occurred was someone else who was packing their shopping, and they either chose to remain quiet or simply didn't notice. There certainly wasn't any sort of reaction, so if it's the former I applaud them for their self-control; by the time I was out in the car park I was already in fits of giggles. I hope that when they meet up with their friends later, they enjoy telling the story about the fat man next to them in Marks & Spencer who let rip with a humdinger of a bottom burp without shame while finishing their shopping trip.

I mean it when I say it was uncontrollable, though; it was the sort of guff that doesn't so much sneak up on you as it is suddenly present, without warning. There was no noticeable brewing time, no bubbling in the gut, no time to prepare — it was simply a case of me apparently moving in the wrong direction and releasing the explosion that had clearly been biding its time in my arse, trapped in a sweaty, fleshy prison, for quite a while.

I am pleased to report, however, that I did not "follow through", as the vernacular has it. It was simply an extremely loud, explosive trump that was gone almost as soon as it arrived. And now I am home I can have a good laugh about it without worrying about funny looks from strangers. Except for all the strangers I've told about it on the Internet with this post.

Oh well. I can't see your faces.

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There's no real practical reason that the beginning of a new year should be a "fresh start", but it's as good a time as any. And so... https://imnotdoctorwho.moegamer.net/2023/01/02/theres-no-real-practical-reason-that-the-beginning-of-a-new-year-should-be-a-fresh-start-but-its-as-good-a-time-as-any-and-so/ https://imnotdoctorwho.moegamer.net/2023/01/02/theres-no-real-practical-reason-that-the-beginning-of-a-new-year-should-be-a-fresh-start-but-its-as-good-a-time-as-any-and-so/#respond Mon, 02 Jan 2023 18:17:59 +0000 https://angryjedi.wordpress.com/?p=22888 It has been a strange few years, to say the least. Ever since the world went to pieces in 2020 with the COVID-19 pandemic, things have not felt at all "normal" — even though for the most part, things these days seem to primarily be operating as they once were. I still maintain that this … Continue reading There's no real practical reason that the beginning of a new year should be a "fresh start", but it's as good a time as any. And so...

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It has been a strange few years, to say the least. Ever since the world went to pieces in 2020 with the COVID-19 pandemic, things have not felt at all "normal" — even though for the most part, things these days seem to primarily be operating as they once were.

I still maintain that this isn't necessarily a good thing, as the threat of COVID most certainly isn't over, even if its impact is considerably lessened from what it once was. And I feel like society being forced "back to normal" too early likely made the whole recovery process more lengthy and difficult than it perhaps could have been. But, of course, there were plenty of additional considerations.

I feel like a lot of people have been feeling like 2023 will be a "better" year for one reason or another. There's no tangible evidence to suggest this will actually be the case — I'm pretty sure we've all been thinking "surely next year can't be as bad as this one" for as long as I can remember, even before killer viruses entered the equation — but I suppose it's an attempt to bring oneself comfort. After all, proceeding forward thinking that things are miserable and awful and only likely to get worse is not really going to help matters.

A new year doesn't really mean anything. Nothing magical happens at midnight as December 31st ticks over to January 1st. And yet it's as good a time as any to decide that you want to have a fresh start, make some changes, improve some things about yourself and perhaps escape from things that have been holding you back for one reason or another.

In contrast to some of the previous years on this blog, I'm in a relatively "all right" position life-wise right now, and so I'm not in a position where I feel like I need to make any particularly radical changes in my life in order to be something approaching "happy". I don't feel like I need to change jobs — I love my current job — and I don't want or need to change anything about my living situation, as my wife Andie and I are both in a good place; the excruciating rise in cost of living in the last year occasionally puts a bit of strain on our collective finances, but other than that we can't complain too much.

All this means that we — well, I, as far as this post is concerned — can focus on the relatively "smaller" things to try and sort out. Chief among these for me is my overall health and wellbeing; I want to do something about my weight, and do something that hopefully lasts, because I'm fucking sick of having this hernia and not being able to have anything done about it because I'm too fat.

Slimming World worked for me a few years back, as past entries will show, but when Andie and I went back after various personal circumstances caused us both to have a fairly drastic "rebound", we found that it didn't really work for us. Calorie-counting didn't really work for us either, and nor did self-directed Weight Watchers (or "WW", as they now prefer to call themselves). Last time I saw my doctor, though, they did say that they could refer me to a "health coach" to help sort me out, but this was dependent on getting a blood test to ensure that there was nothing major wrong with me.

I'd never had a blood test before, so I was kind of perturbed by the whole experience. I don't like hospitals at the best of times — my mind has them permanently associated as "the place where people die", even though the rational part of my brain knows that this is a vastly unfair assessment to our hard-working healthcare workers — and the prospect of having mildly invasive procedures carried out on me was not helping matters.

This only got worse when they had a bit of trouble finding a vein on the inside of my elbow and had to draw from my hand instead, and as the whole process went on a bit longer that was comfortable I found myself having a cold sweat and feeling nauseated. Thankfully I didn't throw up over the nurse who was working on me, but my condition did cause enough concern for her to get me a glass of water and give me a moment to recover after she was all finished. Thankfully, the results of the blood test showed nothing of concern, so hopefully I won't have to deal with that again for a while.

Anyway, getting advice and/or referral from my doctor on what to do next was dependent on those blood test results, so now the holiday period is over I need to go back to them and figure out what to do next. I'm certain it will be a difficult process, but it's something that needs to be done, as not only is my hernia continually bugging me, but I'm having a lot of joint pains and suchlike also, and I suspect losing some weight will help all those problems.

Aside from this, I feel like I might need to shake things up with regard to friendships and personal relationships also. Over the course of… probably the last decade or so, really, I've been dismayed at how far a lot of people with whom I used to be very close have drifted away for one reason or another. In some cases this was down to lives going in different directions, in others it was down to misunderstandings and in others still it can be attributed to some seemingly being more willing to make a bit of an effort to maintain a relationship than others.

I can't pretend that I'm not at fault in some of these situations, but there are also plenty of cases where I have been the one who has been making an effort, only to get things either thrown back in my face or met with silent indifference. I won't go into specifics right now as this isn't about naming and shaming or anything like that, but when discussing a couple of instances privately with some more recent acquaintances, I felt somewhat vindicated when these relatively neutral "outsiders" (to the situation in question, anyway) confirmed my suspicions that yes, indeed, the things that I had previously felt were a bit out of order were indeed out of order.

It's hard to know what to do in cases like this, though. Do you just cut and run? That's probably the sensible thing to do; if you're the only one willing to make an effort, that's not a friendship, and it's really not worth trying to maintain something that isn't there. But at the same time you have to ask if you're having unreasonable expectations of people whose circumstances have changed, as your own have. In that instance, is it appropriate to "punish" them for just the natural process of your lives going down different roads?

There isn't really a right answer, but I do feel like in this new year I want to have another go at rekindling some of these friendships where possible. There are, I'm sure, multiple instances where I can still do more to try and fix things, but equally there are also plenty of cases where I'm sure the situation is beyond "help", for want of a better word. And that's sad, but it's also supposedly a natural part of life. I vaguely recall reading something the other day that suggested men of my age generally only have one honest-to-goodness friend that they feel they can rely on — and I'm certainly in this position now.

Well, just make new friends, you might say. But, well, social anxiety tends to put paid to such plans when you explicitly make them — although in the last year or so I have added a number of new people to my personal acquaintances through both work and online socialisation. So I suspect it's probably going to be worth cultivating those friendships further rather than continuing to make an effort in cases where I feel increasingly excluded.

But anyway. That's enough rambling for today. Because aside from all of the above, I'll also be making more regular use of this blog in 2023, too. With the general collapse of my enthusiasm for social media — coupled with the right hash Elon Musk has been making of Twitter — it's probably the optimal means for me to freely express myself and communicate with others. So if you're not already following me here, hit up the links at the side (or wherever they are on your screen) and stay up to date with me that way. This place is probably going to be the most reliable means of "seeing" me online from hereon.

Happy new year. And may your own "fresh starts", however small or grand they might be, bring you joy and satisfaction.

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Last night, I dreamed I was ejaculating like a hosepipe in my childhood bedroom. https://imnotdoctorwho.moegamer.net/2022/12/28/last-night-i-dreamed-i-was-ejaculating-like-a-hosepipe-in-my-childhood-bedroom/ https://imnotdoctorwho.moegamer.net/2022/12/28/last-night-i-dreamed-i-was-ejaculating-like-a-hosepipe-in-my-childhood-bedroom/#respond Wed, 28 Dec 2022 21:01:25 +0000 https://angryjedi.wordpress.com/?p=22873 I love dreams. I've found the concept of them fascinating since an early age, to such a degree that when I was a child I used to deliberately try and think about something really hard before falling asleep in the hope that I would subsequently dream about it. It rarely worked quite so simply, although … Continue reading Last night, I dreamed I was ejaculating like a hosepipe in my childhood bedroom.

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I love dreams. I've found the concept of them fascinating since an early age, to such a degree that when I was a child I used to deliberately try and think about something really hard before falling asleep in the hope that I would subsequently dream about it. It rarely worked quite so simply, although I have had enough dreams about, say, the video games I was playing immediately before bed to make me think that there probably is something to influencing your own subconscious while you're still conscious.

My favourite dreams are the ones for which there is no rational explanation, which make no logical sense and which sound ridiculous when you talk about them. Take the example of the dream from the title above as just one of many.

Like most memories of dreams, my recollection of the circumstances leading up to the incident in question are hazy at best. But I do vividly remember the conclusion, which was, as has already been noted, the fact that I was ejaculating like a firehose all over my childhood bedroom.

I also vividly remember the fact that I knew I was about to ejaculate, and that I was thinking two things: firstly, the slightest bit of pressure on my todger would set me off, and secondly, that if I aimed carefully I'd probably be able to clean things up without anyone ever knowing that I'd done anything quite so obscene. The reality of the situation became abundantly clear shortly after an inadvertent mild impact caused the incident to commence in earnest, and before long, the question of cleaning things up was… well, it wasn't a question any more.

I'd started by firing at the window. This seemed logical and sensible, as I thought it would be easy to clean up the glass. It apparently did not occur to me to open the window and simply aim out through it — hoping that there were no unfortunate passers-by in the street below, of course — but it made sense in the heat of the moment. Before long, though, it was clear that a single rather narrow sash window was to prove an inadequate receptacle for my product, and I somewhat lost control of the situation.

Teddy bears, books, old cloths that had been draped over things, the wardrobe door — before long, everything was covered, and there was no sign that the tide would be stemmed any time soon. I began to panic — up until this point, for some reason the situation had not appeared to be all that unusual — and, oddly, found myself less concerned about my apparent inability to switch off the flow from my apparently bottomless ballsack but rather more worried about how I was going to explain the situation once it had concluded.

I never got an answer to that, as I woke up shortly afterwards — dry as a bone (no pun intended), if you must know — thoroughly confused by what I had just witnessed and/or experienced.

Since "dream science" is hardly an exact art, there almost certainly isn't a "fixed" definition for this, but most people who claim to know what they are talking about claim that dreaming of ejaculation in some form or another, unsurprisingly, represents a desire for "release" of some description — not necessarily sexual, but perhaps emotional. Specifically, one article I read noted that dreaming of "excess ejaculation" is a sign that you are "in immediate need of emotional and sexual release" and that you are feeling a "loss of control and power over your life".

But then elsewhere on the page it notes that dreaming of "male ejaculation" is a "bringer of good luck and success". Which suggests to me, as I already suspected, that any and all interpretations are largely bollocks (again, no pun intended) and that dreams like this are just your subconscious having a bit of fun with things that would never happen in reality.

Just to be safe, though, I probably better go have a quick wank.

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Christmas is the perfect time for comfy sims. https://imnotdoctorwho.moegamer.net/2022/12/26/christmas-is-the-perfect-time-for-comfy-sims/ https://imnotdoctorwho.moegamer.net/2022/12/26/christmas-is-the-perfect-time-for-comfy-sims/#respond Mon, 26 Dec 2022 16:49:53 +0000 https://angryjedi.wordpress.com/?p=22858 Those of you who have known me for a while will know that I have long been an advocate of the "comfy sim" — a specific type of video game where, generally speaking, the pressure is off and the emphasis is very much on simply enjoying the experience of doing something that you perhaps might … Continue reading Christmas is the perfect time for comfy sims.

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Those of you who have known me for a while will know that I have long been an advocate of the "comfy sim" — a specific type of video game where, generally speaking, the pressure is off and the emphasis is very much on simply enjoying the experience of doing something that you perhaps might not have the opportunity to do on a regular basis.

My appreciation for the comfy sim started right back in the days of the Atari 8-bit and Atari ST, when my Dad introduced me to subLOGIC's Flight Simulator II, the precursor to what we know today as Microsoft Flight Simulator. There was no "point" to Flight Simulator II — to such a degree that my father refuses to refer to it as a "game" to this day — but there was something compelling about it. The experience of flying a plane, of going on adventures, of making use of supplementary material (books, in the case of FSII) to enhance the experience — all of it was a powerful stimulant to the imagination.

There were, of course, military flight simulators also, and I enjoyed those a lot too — particularly because many of them were considerably easier to fly than the hyper-realistic Flight Simulator II! They also tended to have much more of a "game-like" structure to them, in that you'd have objectives to complete, merits to earn, medals to acquire and all manner of other things. But at their heart, they were still pretty comfy experiences about imagining you were doing something that you don't get the opportunity to do on a regular basis.

My comfy sims of preference today are SCS' excellent Euro Truck Simulator 2 and American Truck Simulator. I'm hard-pressed to tell you which of them is my favourite, because they're both excellent and have their own distinct appeal elements — but what I do know is that when I want to relax and just not really think about stuff for a while, driving a truck is one of the best things I can possibly do, particularly as I have a nice wheels and pedal setup that really helps with the sense of immersion.

For the unfamiliar, in ETS2 and ATS (as we shall refer to them hereafter), you begin life as an aspiring trucker who owns a run-down old garage in the city of your choice, but who doesn't have a truck to their name. You begin your adventure by running "quick jobs" for local companies, who provide trucks and trailers for you, and pay any fees you might incur along the way such as road tolls and fuel costs. After a while, though, you'll crave the freedom that owning your own truck provides — so you can either grind your way up to affording one out of your own pocket (which takes a while) or take out a loan with which to purchase a nice starter truck.

From there, the choice of what you want to do is up to you, within reason — remember that if you took out a loan to pay for your truck, you'll need to repay that a bit at a time. But if you just want to cruise the roads exploring, you can do that; if you want to take jobs from the companies you stumble across, like a freelance trucker-for-hire, you can do that; if you want to systematically search out the most profitable opportunities in the local area, you can do that; if you want to buy your own trailer and pick up freight directly from the source, you can do that. As you progress, you can even buy and expand more garages, grow your fleet of trucks, expand your empire and be rolling in more money than you know what to do with.

The nice thing, though, is that ETS2 and ATS don't put any pressure on you to do any of those things that you don't want to. If the one thing you enjoy is simply driving around, do that — maybe taking the occasional job to cover your daily loan installments. If you enjoy the structured experience of taking jobs, you can focus entirely on that. If you enjoy the management aspect of attempting to build up your company and dominate the entire map with your business empire, you can do that. Or you can do a bit of everything.

There's no "wrong" approach to ETS2 and ATS, and that's the core of the comfy sim. It provides a framework and a playground in which you can have fun, but the exact details of that fun are left up to you. It is essentially an imaginative toy in software form — and sometimes it's just what the doctor ordered.

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It's becoming increasingly important to remember that the Internet -- and social media in particular -- presents a grossly distorted vision of how things actually are. https://imnotdoctorwho.moegamer.net/2022/12/23/its-becoming-increasingly-important-to-remember-that-the-internet-and-social-media-in-particular-presents-a-grossly-distorted-vision-of-how-things-actually-are/ https://imnotdoctorwho.moegamer.net/2022/12/23/its-becoming-increasingly-important-to-remember-that-the-internet-and-social-media-in-particular-presents-a-grossly-distorted-vision-of-how-things-actually-are/#respond Fri, 23 Dec 2022 21:22:29 +0000 https://angryjedi.wordpress.com/?p=22839 People love to complain. This is a trait traditionally and historically associated with the British, but it's most definitely not an exclusively British thing. Perhaps it once was, but it most certainly isn't any more. And as with so many things, we can probably blame the way in which the Internet has brought people together … Continue reading It's becoming increasingly important to remember that the Internet -- and social media in particular -- presents a grossly distorted vision of how things actually are.

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People love to complain. This is a trait traditionally and historically associated with the British, but it's most definitely not an exclusively British thing. Perhaps it once was, but it most certainly isn't any more. And as with so many things, we can probably blame the way in which the Internet has brought people together — something which should, inherently, be a good thing, but which has somehow become corrupted along the way.

As I've noted elsewhere, I'm not spending a ton of time on Twitter any more due to a combination of the horrible atmosphere that seeps from every pore of that website and the constant ridiculous changes Elon Musk keeps making on a seemingly daily basis. But occasionally, I can't help myself from clicking on one of the Trends out of sheer curiosity.

The other day, I happened to see that Evri was trending. Evri, if you're unfamiliar, is the new name that the courier company formerly known as Hermes decided to adopt for themselves a while back. I don't know the reasons for the rebrand and honestly I really don't care, because they're inevitably absolute bullshit and everyone knows that Evri is "really" Hermes anyway, so it's largely irrelevant.

However, what I found when looking at the Evri trend was that everyone was complaining about Evri. Everyone had the same stories to tell of parcels being lobbed over their fence, of packages arriving broken or tampered with, or generally some tale of misfortune and woe related to getting their package delivered from this one specific carrier.

Here's the thing: I've never had a problem with Evri or Hermes. I spent a brief period working for them while I was looking for a proper job and I know what it's like "from the inside" also. While it was a time-consuming, underpaid and largely thankless task for the couriers, it was a reasonably well-run operation in general, and there were various ways in which said couriers were encouraged to do a good job, up to and including being "watched" through the scanny things they're supposed to carry around with them.

As fortune would have it, for some reason during my brief time with the company I never actually got a scanny thing, so I never had to worry about such things — not that I had anything to particularly worry about anyway. But I digress.

I'm not saying no-one has ever had a problem with Evri or Hermes. But if you were to look at that trend on Twitter, the conclusion it would be easy to come to would be that they were a company that should be absolutely, completely and without doubt avoided at all cost, because literally every delivery they do is the absolute worst possible thing that has ever happened to someone, and they have ruined too many Christmases and children's birthdays to count.

This is nonsense. While it's foolish to assume that they're completely without fault — in any sort of "gig economy" sort of situation, you have a risk of bad apples, but this is also true for more formally structured corporations — it's also ridiculous to put across the impression that they're a complete failure that should never be trusted.

It's just one of many examples of the Internet painting the worst possible picture of something. And I could provide plenty of other examples at this point, but I'll refrain from doing so for the sake of time.

What I will urge you to do, however, is that if you see any sort of seemingly universally negative reaction towards something — particularly on any sort of standards-free platform such as social media or user reviews — then be cautious. Chances are the thing that is being ranted and raved about is nowhere near as bad as people are trying to put across — because let's face it, people are a whole lot more likely to complain about something than post about how they had no problems whatsoever with a company or service.

Perhaps we should change our outlook on such things. Perhaps we should start posting positive comments when a company does the right thing and does what is expected of them. Or perhaps that's ridiculous — after all, a service that is being provided to you conforming to your exact expectations should not be particularly worthy of comment at all, because, well, it's what you expected.

But then that means the negativity will always win, because the complainers will always speak up, while the satisfied customers will just quietly get on with their day, thinking nothing more of the company they've interacted with or the service they've received.

Perhaps the answer is just not to listen to anyone and make your own mind up.

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I thought your teenage years were the time to not conform, but as I get older, non-conformity becomes more appealing. https://imnotdoctorwho.moegamer.net/2022/12/22/i-thought-your-teenage-years-were-the-time-to-not-conform-but-as-i-get-older-non-conformity-becomes-more-appealing/ https://imnotdoctorwho.moegamer.net/2022/12/22/i-thought-your-teenage-years-were-the-time-to-not-conform-but-as-i-get-older-non-conformity-becomes-more-appealing/#respond Thu, 22 Dec 2022 12:23:44 +0000 https://angryjedi.wordpress.com/?p=22822 As the stereotype of growing up goes, when you're a teenager you're supposed to decide that you want to "rebel" and be something other than the person that your parents took great effort attempting to craft you into. For me, I don't think that really happened. I mean, sure, I had plenty of the obligatory … Continue reading I thought your teenage years were the time to not conform, but as I get older, non-conformity becomes more appealing.

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As the stereotype of growing up goes, when you're a teenager you're supposed to decide that you want to "rebel" and be something other than the person that your parents took great effort attempting to craft you into.

For me, I don't think that really happened. I mean, sure, I had plenty of the obligatory stroppy teenager moments, when I'd get angry with my parents for what I saw as irrational or unfair decisions, but I never really stepped into the realms of what I'd describe as "counterculture" in any way other than that which I already was: a computer nerd.

And, in our household, that wasn't really counterculture or rebellion at all; our whole family were interested in computers and video games, since they'd been part of our culture at home since before I was born. Not only that, but my father and my brother regularly contributed to the Atari magazine Page 6 (later New Atari User) — and as I moved into my teenage years, I started to contribute a bit also.

But I digress. Nostalgia for times gone by isn't the point of what I want to talk about today. Instead, I want to talk about how homogeneous "Internet culture" has made people today — and how, at the age of forty-one years old, I crave nothing more than rebellion against that homogeneous culture, and feel nothing but frustration at the hordes of people all acting and talking the exact same way.

I'm sure this has always happened in some form or another, but the global nature of the Internet makes it feel like people are losing their own unique (often local) identities. Now, wherever you go, it feels like everyone describes things in the same way, and uses the same often nonsensical turns of phrase.

Every opinion is someone "lowkey thinking" something, even though that doesn't really make any sense.

Every misunderstanding is confronted with "Tell me you haven't [done thing] without telling me you haven't [done thing]."

Every vaguely energetic YouTube video is accompanied by people going "me on the way to school [doing something urgent]."

I feel constant embarrassment at the prospect of linguists of the future looking back at this age and seeing people unironically using the word "pog" at every opportunity.

And there are myriad more, which I'm sure you can think of yourself if you're in a similar position to me.

I can understand why everyone wants to "conform". It's the thing of not wanting to be the outlier, and of wanting to be understood by everyone. But it's boring. If everyone talks about things the same way online — and often has the same opinions, spoon-fed to them by their favourite YouTuber, as often happens — then speaking to one person is much like speaking to any other. You might as well not bother.

Which is why I find myself making a point of very deliberately making use of outdated, very local British slang whenever possible. Yes, it's contrarian, yes, it's childish and stupid, but it's my own little way of feeling like I'm actually my own person rather than being subsumed by the festering, slimy monster that is "Internet culture". Even though I completely recognise that what I'm doing is essentially the exact same thing, only using '90s games magazines as my model.

I think also part of it stems from my Asperger's. Since my diagnosis a few years back, and understanding what that means for my mental health, I feel like I've become much more conscious of the things that sort of "set me off", as it were. And one of those things happens to be predictable, formulaic, repetitive structures, particularly in speech and written communication.

YouTube videos that are always the same drive me bonkers. RuPaul's Drag Race drives me insane for the same reason. And, as I've described, people who all communicate in the exact same way frustrate me also.

I guess in some ways we should perhaps celebrate the way in which people have found how to be near-universally understood online, but I can't help just finding it a bit dull and annoying. I'll keep describing bad things as "bobbins", thank you very much, and replacing the phrase "okay, I understand" with "bonza, Toadie". And there's nothing you can do about it!

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My Twitter replacement https://imnotdoctorwho.moegamer.net/2022/12/21/my-twitter-replacement/ https://imnotdoctorwho.moegamer.net/2022/12/21/my-twitter-replacement/#respond Wed, 21 Dec 2022 20:48:12 +0000 https://angryjedi.wordpress.com/?p=22803 Those who have been following the saga of social media for a while will know that Twitter is a right old mess right now. Between Elon Musk's incredible ego and a series of bizarre policy changes and introductions (most of which are likely related to Musk's ego in some form or another) it's certainly been … Continue reading My Twitter replacement

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Those who have been following the saga of social media for a while will know that Twitter is a right old mess right now. Between Elon Musk's incredible ego and a series of bizarre policy changes and introductions (most of which are likely related to Musk's ego in some form or another) it's certainly been interesting to watch the world's most popular social media platform (for how much longer?) go through some trials and tribulations.

But those of you who have been following me for a while will know that Twitter hasn't been much fun for a long time now. When I first joined (which must have been around 2007 or so, maybe?) it was a great place to make new friends, enjoy good conversation and just generally have a good time. But as the years have gone on — and particularly since the significant online upheavals that can be at least partly attributed to the "Gamergate" mess of 2014 — it's become a less and less desirable hangout, for a variety of reasons.

Chief among them for me is the combative, confrontational tone the site as a whole has taken on. While it is still possible to have civil conversations there, it feels like it's much more likely that if you post an opinion of your own someone will come along and shout it down before long. Even if your opinion is not, in the grand scheme of things, particularly important or worth getting upset over.

Anger seems to be the default state for many posters on Twitter, and this is often expressed through some seriously unpleasant behaviour. Anyone who is into Japanese games, for example, will doubtless have seen the disgusting vitriol that gets thrown the way of localisation staff (more specifically, female localisation staff) on a fairly regular basis, regardless of whether or not any "mistakes" have been made. And the same is true in all fields; the quote-tweet dunk is a universal constant, and it does not make for a friendly environment where one wants to hang out.

But alongside all this, Twitter itself has been changing in functional, mechanical terms. The rise of "The Algorithm" on all manner of social sites — with the most notorious being YouTube, of course — has meant that no longer can you count on your social media experience being your own, if indeed it ever was. Rather than showing you the things that your friends have been posting in the order that they were posted, you now get shit you didn't sign up for pushed into your feed as "recommendations", based on the ill-defined assumptions that Twitter makes about "quality content".

I never signed up to Twitter for "quality content". I signed up to chat with folks from a forum we all used to frequent that we weren't able to use any more due to the site's closure. That's all I really wanted. And that's emphatically not what the site provides these days.

So between the change in atmosphere, the change in the way the whole site works and the whole Musk fiasco, I've come to the conclusion that it's simply not worth wasting time pissing around on Twitter any more — if indeed it ever was. Rather, I think it's high time that I brought this blog back, since it's a much better means for me to express myself — plus the comments section is a much nicer way to hold a conversation in most cases. (Unless those people find their way here, but you know how it is.)

So that's what I'm going to do. I'll be keeping my Twitter account open because it's still useful for things like news aggregation and PR contacts, but pretty much all I'll be posting on there is links to stuff I've done, either for work or for pleasure. When I want to actually talk about something, I'll do it here, like in the good old days.

I'm not making any grand promises about posting frequency or anything like that, this is just going to be an "as and when I feel like it" sort of thing. I'm also not going to commit to doing silly comics or anything, even though I know one particular reader (whom I hope is doing well, given that I haven't heard from her for a while) is a big fan! This is my scratch pad, my brain dump and my place to express myself. No "algorithm" rules the roost here, and as such it's a much better means of getting to know me than the toxic bird site.

So see you around here, I hope!

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Gaming Comfort Food https://imnotdoctorwho.moegamer.net/2022/09/11/gaming-comfort-food/ https://imnotdoctorwho.moegamer.net/2022/09/11/gaming-comfort-food/#respond Sun, 11 Sep 2022 18:24:52 +0000 https://angryjedi.wordpress.com/?p=22727 Just recently I have been suffering from what mental health professionals tend to refer to somewhat euphemistically as "low mood" — which is to say I've been feeling really fucking depressed. Video games have long been a part of my own personal coping mechanism for times like this, but I've been somewhat surprised of late … Continue reading Gaming Comfort Food

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Just recently I have been suffering from what mental health professionals tend to refer to somewhat euphemistically as "low mood" — which is to say I've been feeling really fucking depressed. Video games have long been a part of my own personal coping mechanism for times like this, but I've been somewhat surprised of late as to the specific experiences I've found myself gravitating towards.

In the past, I'd historically try and immerse myself in a thoroughly involving game with a good story to try and get away from feeling bad about everyday life. And don't get me wrong, that's still very much appealing, and something I will absolutely continue with until the end of time. But specifically during my most recent depressive episode, I've found no greater joy than that which I have discovered in the depths of really old video games. Specifically, Atari 2600 and Intellivision titles.

I didn't grow up with the Atari 2600 — it was always the poor cousin to the Atari 8-bit home computers that were in our household during my childhood — but in more recent years I've come to regard the classic system with considerable fondness. This is a result of a combination of factors: the number of times I've watched Mark Bussler's "Classic Game Room" videos on YouTube, where he seems to hold even the very worst Atari 2600 games with a considerable degree of affection, and the Atari A to Z Flashback project I did myself on YouTube, which involved playing through 150 Atari games, many of which were 2600 titles.

The Intellivision, meanwhile, is not a system I had any contact with whatsoever growing up, but having explored it through a combination of Intellivision Lives! on PS2 and the two Evercade Intellivision compilations — both of which I was heavily involved with the production of on the documentation and testing side of things — I have also come to regard it with some fondness. And there are a few games I find myself continually coming back to.

So just for a bit of fun today, I thought I'd pick out a few games that I've been drawing distinct comfort from recently. And if you're open to the idea of really old games — I realise they're an acquired taste for many — then I encourage you to give these a go when you're feeling low. They might just give you the lift you need.

Motocross (Intellivision)

When I first saw Motocross, I thought it looked like a load of old shit. When I first played Motocross, I thought it was a load of old shit. And yet this is probably the Intellivision title I've found myself returning to most frequently of late — there's an undeniably addictive quality to simply chasing your own best times around the three included courses, and on top of that there's a course editor included for you to make your own challenges.

Motocross is an isometric perspective racing game that was noteworthy at the time of its original release for its relatively realistic physics — indeed, the programmer used to troll people in the office by turning the gravity down really low then giggling as people launched themselves into the stratosphere from the various jump ramps.

It's slow and sluggish to play and the scrolling is terrible — the Intellivision wasn't great at that — but once you look past the surface-level ugliness there's a game that strikes a good balance between accessibility and being technically demanding underneath. I've been finding it a great comfort of late.

Enduro (Atari 2600)

The spiritual precursor to The Great American Cross-Country Road Race, Enduro from Activision is an all-time classic for Atari 2600. The concept is simple: you simply have to overtake a set number of cars over the course of a virtual in-game day. If you succeed, you get to keep racing for another day; fail and your race is over. Your aim is simply to record as high a distance as possible on the satisfyingly "rolly numbers" odometer at the bottom of the screen.

Enduro is cool because it's a simple, early vanishing point racer that plays to the Atari 2600's strengths and doesn't try to do anything too ambitious in terms of gameplay. Presentation is another matter, however; this was a noteworthy game back in the day for incorporating a full day-night cycle, variable weather conditions and even a rudimentary form of lighting simulation.

Enduro is simple enough to pick up and play, but massively addictive because of that. You always feel like you might be able to push yourself just that little bit further — and that's just what you need when you're feeling a bit low.

Berzerk (Atari 2600)

It may not be the prettiest or best version of Berzerk — the Atari 8-bit version is rather more authentic to the arcade machine, complete with digitised speech — but the 2600 version has a distinct character all of its own, and it's a ton of fun to play.

For the unfamiliar, Berzerk involves nothing more than moving your little man around and shooting the robots. Clear a room full of robots and you get some bonus points, but stick around too long and Evil Otto comes chasing you down. Like most 2600 games, it's simple but effective, and it really keeps you on your toes as the pace gradually increases.

Cloudy Mountain (Intellivision)

The Intellivision Collection 2 cartridge for Evercade contains two of the platform's best and most ambitious games: Cloudy Mountain (formerly Advanced Dungeons & Dragons Cartridge) and Tower of Doom. Both of these are games that I find myself coming back to regularly, but Cloudy Mountain is probably the one I turn to more often if my brain isn't quite functioning quite correctly and I just want something to fiddle around with for a few minutes.

In Cloudy Mountain, your aim is simple: get your party of three bow-wielding warriors from the little house on the left of the map to the eponymous mountain on the right side of the map. Once there, defeat the two winged dragons guarding the two halves of the Crown of Kings, then grab said Crown and enjoy your well-earned sense of victory. Along the way, you'll have to explore randomly generated dungeons and find helpful items to traverse the various obstacles on the map, with your only defence being your dwindling stock of arrows.

Cloudy Mountain is one of those games that looks and sounds like it might be quite complex when you first try it, but it's actually quite simple — and as such it's a great game to jump into if you just want to play something that doesn't make too many demands of the player.

Missile Command (Atari 2600)

Missile Command is an inherently stressful game, particularly in its arcade incarnation, but I've found the Atari 2600 version on its default difficulty level to strike a good balance between challenge and accessibility. Despite lacking a few features from the arcade game, it plays really well and is an enjoyable game to pick up when I'm not in a great mood.

Most of you reading this probably know Missile Command already, but in case you don't: missiles fly in from the top of the screen, and you have to blast them by setting off explosions in the sky and catching the "heads" of the missile trails in them. Clear out a wave and you get bonus points and the action accelerates. You lose when the six cities you're supposed to be defending get nuked — an inevitability in a game like this, as Missile Command is at least in part a depiction of the futility of nuclear war.

I didn't enjoy Missile Command a ton when I was younger — and I would have probably written the 2600 version off purely for being on the 2600 — but in more recent years I've come to really love this version, and it's a great stress reliever, as well as something of a stress-causer at its higher levels!


So there you go. I'm not going to pretend these games will appeal to everyone these days — for some, they're just too old to be enjoyable, either mechanically or in terms of presentation — but I've been drawing specific comfort from all of these just lately. So if you've found yourself in a similar position, consider returning to your roots and seeing what some of the very earliest games have to offer — you might just find yourself surprised.

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What Strange Times We Live In https://imnotdoctorwho.moegamer.net/2022/09/10/what-strange-times-we-live-in/ https://imnotdoctorwho.moegamer.net/2022/09/10/what-strange-times-we-live-in/#respond Sat, 10 Sep 2022 12:03:47 +0000 https://angryjedi.wordpress.com/?p=22716 It's been a peculiar time of late. The Big News at the time of writing is the fact that Her Majesty, Queen Elizabeth II, has died. Opinions are violently polarised on this around the Internet, and I'm not here to start any fights or anything, but I will say that I err on the side … Continue reading What Strange Times We Live In

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It's been a peculiar time of late. The Big News at the time of writing is the fact that Her Majesty, Queen Elizabeth II, has died. Opinions are violently polarised on this around the Internet, and I'm not here to start any fights or anything, but I will say that I err on the side of "mildly upset" about it.

The Queen, you see, was a sort of comfortingly familiar presence who had been there my whole life — more than any of the other Royals. Very little she did had any direct impact on my own life, and yet I still found her presence oddly reassuring. She was a constant pillar amid the swirling mists of change; a storm that only feels like it's been building in intensity over the course of my entire life, until we reach today — a time when the whole world very much feels like it's at breaking point.

The Queen was not someone I especially trusted, nor was she someone that I thought was doing a good job of "running the country" — as deliberately disconnected from politics as I have remained for most of my life, I was under no illusions as to whether or not the monarchy had any real power whatsoever. And yet somehow, whenever anyone complained about "our tax money supporting those royal spongers" or whatever the complaint du jour happened to be, I didn't feel like I could get on board with it. Just like I don't feel I can get on board with the people celebrating her passing now.

Because yes, there absolutely are people celebrating her passing, and even people wishing that she suffered. Not just weirdoes on the Internet, either — people who move in some of the same circles as I do, though thankfully not people I'd particularly call "friends" at this point, and especially not after some of the vitriol I've seen them spouting.

Regardless of your feelings on a public figure that has passed, it feels fundamentally disrespectful to spit on their grave in such a manner, particularly so soon after their passing. And honestly, as bleeding-heart as this might make me, I tend to extend this courtesy to the people that the world commonly regards as "evil" also. I didn't whoop and holler and cheer when people like Saddam Hussein and Osama bin Laden died; I could celebrate the reaching of a milestone in a conflict or a victory for the supposed "good guys" without taking joy in the death of another human being.

And sure. There are plenty of criticisms one could level at the Queen — though I suspect in the majority of the cases she's more the one who simply rubber-stamped any controversial decisions rather than actually "doing" things herself — but I cannot and will not think that, in any way, justifies some of the genuinely horrible things I've seen people saying over the course of the last couple of days.

The monarchy may be outdated, irrelevant, useless and a waste of money — but she was still our Queen, and a lot of us took an odd amount of pride in her, and drew comfort from her presence. I am, by no means, what you might call a royalist — I take precisely zero interest in what Harry, William and co are up to, for example — but I do feel an important part of our culture has taken that big step into becoming history rather than the present. And things are never quite going to be the same again.

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Acknowledging When You Need Help, or At Least When You Need to Change https://imnotdoctorwho.moegamer.net/2022/08/22/acknowledging-when-you-need-help-or-at-least-when-you-need-to-change/ https://imnotdoctorwho.moegamer.net/2022/08/22/acknowledging-when-you-need-help-or-at-least-when-you-need-to-change/#respond Mon, 22 Aug 2022 09:09:48 +0000 https://angryjedi.wordpress.com/?p=22693 I'm going to share some stuff today that I'm a bit uncomfortable about sharing, but attempting to deal with it in private hasn't been going so well, so I'm hoping that making things a bit more "public" might help me somehow. I'm not sure how yet — perhaps simply making people aware of what I'm … Continue reading Acknowledging When You Need Help, or At Least When You Need to Change

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I'm going to share some stuff today that I'm a bit uncomfortable about sharing, but attempting to deal with it in private hasn't been going so well, so I'm hoping that making things a bit more "public" might help me somehow.

I'm not sure how yet — perhaps simply making people aware of what I'm dealing with might make me feel a bit better about it, or perhaps I need some sort of support. Exactly what form that support might take, I have no idea, but… anyway, enough preamble, let me just get into it before I talk myself out of sharing this.

As those who have known me for a while will know, I have struggled for a long time with my weight. It has been on a steadily upward spiral for pretty much my entire adult life and, barring an extremely successful stint with Slimming World a few years back, I have had great difficulty shedding weight and keeping it off. This has been a particular problem during the COVID years, since just general activity was pretty much a no-go for quite some time.

This is a fairly significant problem, not just for the obvious reasons, but also because I have been suffering with an extremely painful hernia for the past few years — and the doctors refuse to do anything about it unless I lose some weight, because apparently if I get it fixed in the state I'm in right now, it's very likely to just come back. It doesn't help, of course, that I am terrified of hospitals in general and surgery especially, but I'm kind of sort of coming to terms with the fact that at some point it will be necessary to confront that. But not yet.

This is extremely difficult and embarrassing to admit, but I hope that sharing it might help some people to understand why I find some things a bit of a struggle — things that "normal" folks would likely take in their stride on a daily basis. Things like, say, walking down to the shops in a group at lunchtime to get a sandwich; I just can't keep up with people.

I entirely accept that the situation I'm in is my own fault, but that doesn't make it any less embarrassing. If anything, it makes it more embarrassing.

I currently weigh over 28 stone. I do not like admitting this because it's utterly shameful, but I'm putting it out there just so you understand where I'm coming from.

This is obviously extremely unhealthy and I am perfectly aware of that. It disgusts me to see myself in the mirror. None of my clothes fit properly. And any time someone in the street insults me for my weight (which has happened rather more often than I'd like) I have a hard time accepting that they're being unreasonable and unpleasant; part of me feels like I "deserve" the abuse.

I am taking measures to attempt to reduce that — specifically, my wife Andie and I are following the WeightWatchers (or "WW" as they prefer to call it now) plan. This means that we track our food intake daily according to various items' "points" values and, in doing so, both learn to think about what we're putting in our mouth and control what we're eating.

Trouble is, of late we (and particularly I) have been struggling with motivation to such a degree that it's tough to make it through a whole week staying "on plan". WW has a certain amount of flexibility built into it in that you can earn points "back" by eating vegetables and doing exercise, but that doesn't exactly cancel out a day when you eat way too much of the things you shouldn't be eating.

My trouble is, I have what I'd probably describe as an addiction, having been in a position to care for and be with people who have had other types of addiction. My addiction is not to alcohol or drugs, though; it's to food.

Food is my coping mechanism. If I'm sad, I want to eat. If I'm anxious, I want to eat. And when I want to eat, I don't want to "grab a handful of salad" or "enjoy this healthy treat packed with veggies" — I want chocolate, cake, bread, crisps, sugary drinks, that sort of thing. And I often find the urge to eat those things completely irresistible — even if we have none of them in the house. Living near a Tesco Express will do that to you.

Unfortunately, this leads to something of a vicious cycle. I am sad and anxious and angry because of my weight. Because I'm sad and anxious and angry, I eat, which makes my weight problem worse. I feel guilty about screwing my own body up, which makes me feel sad and anxious and angry, which… you get the idea. It is unhealthy coping mechanisms and an unhealthy relationship with food that has got me into this position, but I am having a real tough time breaking out of it.

The reason why I'm feeling particularly anxious about it right now is because in combination with the symptoms of "long COVID", I feel a complete wreck on a daily basis. All my joints ache. It hurts to sit down for too long. It hurts to stand up for too long. If I lie on my side for too long in the night, the knee on the bottom ends up in excruciating pain for a few minutes. I'm perpetually tired, and no amount of sleep seems to fix that.

I know very well that fixing all this is going to be a long and slow process — but that it is possible. The one light at the far-off end of an extremely long tunnel is that I know I've had success with this before. I've never felt so good in my adult life as when I was successful at Slimming World — but unfortunately a variety of both personal and professional stresses caused me to well and truly fall off the wagon, putting me in a worse situation than I've ever been in my life.

I don't want to hurt any more. I don't want to be sad any more. And I don't want to die before my time. I don't really know if or how anyone reading this is able to help, but I just want to put it out there that I could do with some help — even if it's simply a bit of consideration and understanding for the situation I'm in, and the knowledge that there are people out there not judging me negatively and harshly for ending up in such a horrible (albeit self-inflicted) situation, but who will be there to support and encourage me as I attempt to rescue myself from it.

Thanks for your time.

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The Missing Years https://imnotdoctorwho.moegamer.net/2022/08/19/the-missing-years/ https://imnotdoctorwho.moegamer.net/2022/08/19/the-missing-years/#respond Fri, 19 Aug 2022 18:56:33 +0000 https://angryjedi.wordpress.com/?p=22680 I suspect your experience with what I'm about to describe will probably vary quite a bit according to your own age — but speaking as a forty-one year old man, I have to say, I find it mildly disconcerting that a number of years just sort of seem to have gone missing. I don't mean … Continue reading The Missing Years

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I suspect your experience with what I'm about to describe will probably vary quite a bit according to your own age — but speaking as a forty-one year old man, I have to say, I find it mildly disconcerting that a number of years just sort of seem to have gone missing.

I don't mean that I've forgotten them or anything, or that I'm suffering some sort of debilitating brain injury (not to my knowledge, anyway, ayooo, etc.) but rather that there's a definite period of my life that feels like it just sort of passed by in a flurry without really very much to show for it.

Said period covers pretty much from the end of my time at university up until right now, which is a good twenty years or so. That's a not-insignificant amount of time to feel like you've just sort of "lost", which is why it occasionally weighs on my mind like this. Are there better ways I could have spent that last twenty years? Almost certainly, but at the same time that twenty years taught me a lot of helpful life lessons that have enabled me to just about survive to where I am now.

I think therein lies the core of why I feel like many of those years sort of "went missing" — the fact that I'm unconvinced of their value to my life as a whole.

Out of those twenty years, I spent several attempting to make a career out of teaching, before a nervous breakdown convinced me that probably wasn't a great idea.

Then I did some retail work with a mind to building up both my creative and technical skills in the computing field, which was going great until the management of the job I was working — and loving, up until that point, I should say — decided to ruin the lives and careers of several of us for no apparent reason.

Then terrible things happened in my personal life that I'm keen to forget and mostly have at this point. That took a good year or so, probably a little more, but as I was coming out of that I started developing what looked like a promising career in online games journalism. That eventually came to fruition… until the publication I was working on (and getting paid well for) closed down relatively without warning, leaving me adrift once again.

After that, I spent some time writing about mobile and social games, which was utterly soul-destroying but paid astronomically well for the amount of effort it took, so I wasn't going to complain too much about that. Then came USgamer, which was great until I was, once again, fucked over without any control of the situation. A brief stint working a "normal" job for energy company SSE, who — again — completely boned me to such a degree it had a severe impact on my mental health and, after a bit of a tense period… well, here we are.

So I guess that accounts for the last twenty years or so, just about. It's just strange how a lot of those years have just sort of all merged into one another; I can't remember a lot of specific details about many of them, at least partly because I probably don't want to. That would make sense.

It's just a little odd that I can still vividly remember, say, something like my mother happening to see me at playtime on the primary school field (aged about 7, probably) thinking that I was hitting a girl in my class with a stick when we were actually playing make-believe and having a thoroughly lovely time, and yet what should theoretically be more "important", defining periods in my life are becoming almost "lost" to me.

I guess you hold on to the memories that are actually important to you for one reason or another. And what your subconscious thinks is "important" doesn't necessarily make a whole lot of sense. Maybe it's not worth trying to understand it; just enjoy those memories that your mind has decided to hang on to!

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The Ravages of Age https://imnotdoctorwho.moegamer.net/2022/08/18/the-ravages-of-age/ https://imnotdoctorwho.moegamer.net/2022/08/18/the-ravages-of-age/#respond Thu, 18 Aug 2022 15:53:16 +0000 https://angryjedi.wordpress.com/?p=22671 Andie and I are suffering from what appears to be colloquially known as "long COVID". That is to say, having had COVID earlier in the year, neither of our bodies have quite recovered from the experience, leaving us feeling way shittier than we really should be when we're otherwise "healthy". I use the term loosely … Continue reading The Ravages of Age

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Andie and I are suffering from what appears to be colloquially known as "long COVID". That is to say, having had COVID earlier in the year, neither of our bodies have quite recovered from the experience, leaving us feeling way shittier than we really should be when we're otherwise "healthy". I use the term loosely because neither of us are exactly "healthy", but we're not actively afflicted with any illnesses, so far as I'm concerned.

According to the NHS, the symptoms of long COVID include being achey, tired all the time and generally feeling crap. I can confirm that all of those things are present and correct in my own body; the whole experience has left me feeling about thirty years older than I actually am, and I'm rather keen to leave this feeling behind now. I don't feel I should be feeling intense pain when sitting down for too long, or standing up for too long, or just generally existing at my age, but, well, I'm sure this is at least partly my own fault.

We're not doing nothing about it, mind; both of us are following WeightWatchers in an attempt to shed some excess baggage, because that will probably help the symptoms we're suffering. And while it's slow going — at least partly because with both OG COVID and long COVID we've found ourselves struggling with motivation, because the last thing you want to do when you feel like crap is diet — things are going relatively well. We just need to try and stick with it over the long term. Which is easier said than done, of course, particularly when you're feeling pretty exhausted and all you want to do is eat in the vain attempt that you might regain some energy and vigour.

After the last couple of years — and after the whole news over the "cost of living crisis" we're presently enduring here in the UK — it sort of feels like we need to resign ourselves to life being shitty in general, so what, really, is a bit of physical suffering to go along with feelings of existential crisis, a sense that you don't really belong in the modern world and a quite genuine feeling that the world is actually in the process of ending right now?

There's a cheery thought for your Thursday afternoon, now, isn't it? So I think I'm off to go and live my life in denial with either some Final Fantasy XIV, Tower of Fantasy or both. At least in those worlds I can do something about the things that are Wrong, both with myself and with the world at large!

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Homecoming https://imnotdoctorwho.moegamer.net/2022/08/17/homecoming/ https://imnotdoctorwho.moegamer.net/2022/08/17/homecoming/#respond Wed, 17 Aug 2022 10:29:15 +0000 https://angryjedi.wordpress.com/?p=22664 A fine morning to you, everyone. I've decided to come back to this blog on an occasional basis, as writing here always used to provide good "therapy" when I really needed it — and after the last couple of years we've all had I don't think anyone in the world would deny the need for … Continue reading Homecoming

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A fine morning to you, everyone. I've decided to come back to this blog on an occasional basis, as writing here always used to provide good "therapy" when I really needed it — and after the last couple of years we've all had I don't think anyone in the world would deny the need for some sort of outlet for all the stresses we've been having to deal with.

I'm not going to make any bold commitments about posting every day or anything like that — largely because my day job over at Rice Digital means that I'm writing every day anyway, so the whole "keeping in practice" thing isn't really necessary. Instead, I'm just going to write here when I feel like it, just for the sake of expressing myself and perhaps sharing something of myself with those of you reading.

This might also be an opportunity to rekindle some friendships that kind of fell by the wayside when I moved away from posting regularly on this blog in favour of my other projects such as MoeGamer and my YouTube channel. So if you're seeing this in your inbox or feed reader for the first time in a while, be sure to say hi — it'd be lovely to hear from some of you.

I'm not going to go straight into babbling on too much about the living nightmare that is life in 2022; we'll save that for another day. For today, I just wanted to say hello, remind you all that I exist — and let you know that you'll once again be seeing a bit of me around here now and again. That'll probably do for now — but expect more soon!

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Calling it a day on Patreon https://imnotdoctorwho.moegamer.net/2022/08/05/calling-it-a-day-on-patreon/ https://imnotdoctorwho.moegamer.net/2022/08/05/calling-it-a-day-on-patreon/#respond Fri, 05 Aug 2022 18:41:19 +0000 https://imnotdoctorwho.moegamer.net/2022/08/05/calling-it-a-day-on-patreon/ Hi folks. I've been thinking long and hard about this for some time, but I think it's probably time to hang up this Patreon account. Frankly, it's just not really been working out for me the way it hoped; it's been near-impossible to attract new subscribers, even with regular mentions of it on socials, at … Continue reading Calling it a day on Patreon

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Hi folks. I've been thinking long and hard about this for some time, but I think it's probably time to hang up this Patreon account.

Frankly, it's just not really been working out for me the way it hoped; it's been near-impossible to attract new subscribers, even with regular mentions of it on socials, at the end of videos and in other such places, and in recent months I've been shedding subscribers. My income from Patreon this month is literally less than half of what it was last month.

My original intent for this account was to see if it was possible to turn MoeGamer (and, later, my video work) into something self-sustainable — particularly while I was struggling to find full-time employment. Now, I thankfully have full-time employment, so that "pressure" isn't there any more — and I just find myself responding to a lot of things about Patreon not with excitement, but with anxiety.

I don't like logging in to see people have left; it makes my heart sink and my mind feel like I've done something wrong. This isn't anyone's fault, I hasten to add; it's my own mental health talking. I know from my own experience of cancelling and moving pledges around that not everyone is able to stick around for all eternity, so of course it would be exactly the same for me, too. Still, it's hard not to feel like you've somehow "failed" when subscribers disappear.

And in some ways, I feel like I have failed to make good use of this account. I've never felt like I've been able to offer meaningful benefits to subscribers, and apparently "just supporting someone you enjoy the work of" isn't enough incentive to convince much of the Internet-going public into opening their wallets. It's hard enough to even get people to comment on stuff these days.

Fact is, though, I've never had the time or the resources to be able to plug into making Patron-exclusive stuff — had I managed to grow my membership beyond its peak (I never did quite crack $100 a month) I suspect I would have been able to make time for Patron-exclusive things, but as it stands it's never felt like something I could spend too much time on in good conscience.

And when you can't even get your own friends — either IRL or Internet — to chip in a dollar a month to help you out a bit… well, that's pretty demoralising.

So I'm going to hang it up and remove just one more stressor from my life. I may well do something like open up YouTube Memberships, as providing benefits like emojis and stickers are easy to do and actually meaningful to the platform on which the work people are supporting is hosted. But from today, I will be pausing Patreon memberships indefinitely, and likely not turning them back on again.

I would like to say a very, very sincere "thank you" to those of you who have supported me, whether you're a new member or someone who has stuck around for a very long time.

There are quite a few of you here in the members list who have stuck with me for literally years at this point, and believe me, your support has helped me survive some very tough times indeed — if not financially then most definitely through the knowledge that there are genuinely kind people out there. I'm not exaggerating when I say that the knowledge you were there helped keep me hanging on through some particularly difficult years.

Plus I'm legitimately grateful to those of you who have become friends as well as just Patreon supporters — I'd like to give a particular shout-out to Ken, who helped me get my hands on the Atari ST version of Rod Land that I so dearly wanted as a child, and to Digger Dan, whom hopefully many of you know the story of already! And, of course, my dear friend and podcasting partner-in-crime Chris.

So here's what's going to happen:

After I post this publicly, I'm going to pause all memberships, which means you will not be charged for any further months. Doing it this way rather than simply deleting my account means that you should still have access to any Patron-exclusive stuff you might care to look back on. Right now, I have no intention of unpausing, so don't feel you have to cancel; I may still post occasional things here, so remaining a paused member should mean you still get updates.

If you would like to continue to support me in some way after this Patreon gets paused, you can do so in a few ways:

Ko-Fi allows you to make one-time donations in a variety of ways. You can do that here. This is purely a "tip jar" if you want to flip me a couple of quid if you enjoyed something; I have no intention of posting anything exclusive there.

Alternatively, my YouTube channel now has access to Super Thanks, which appears in the form of a "Thanks" button in the same row of buttons as the Like/Dislike, Share and other buttons on a video. Using Super Thanks, you can flip me a one-off tip and leave a comment, which will be specially highlighted as a means of thanking you for your donation. Like Ko-Fi, there's no long-term commitment there and likewise no exclusive content; it is just, as the name suggests, a means of saying "thanks".

I will also look into YouTube Memberships, and if there's a means of implementing some sort of benefits that won't take too much time away from my actual work on the channel and the day job — like the aforementioned emoji and stickers — I'll turn those on as a means of offering recurring support. If I do this, there is of course no obligation to join up and there likely won't be any "members only" videos; it will simply be a means of showing your support directly on YouTube.

Once again, I'd like to say a very sincere thank you to all of you reading this who are both current or past supporters. It's been a fun journey, but I feel like it's ultimately for the best for my creative endeavours if I'm not feeling stressed over whether or not I'm providing for those kind enough to drop me some money each month!

Thank you for taking the time to read all this. If you'd like to follow me elsewhere online, you can find me on Twitter at @MoeGamer, and Discord at MoeGamerPete#2465. And don't forget to read my stuff every day over at Rice Digital! It's like MoeGamer, only I get paid for it and have a team of writers supporting me!

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Weekend update https://imnotdoctorwho.moegamer.net/2022/07/30/weekend-update/ https://imnotdoctorwho.moegamer.net/2022/07/30/weekend-update/#respond Sat, 30 Jul 2022 14:15:31 +0000 https://imnotdoctorwho.moegamer.net/2022/07/30/weekend-update/ Hello! Gonna start posting a thing each weekend as a means of getting me off my arse to write something for you lovely people — and also to keep you up to date on what's going on. You may have already read on the YouTube community tab, but I'm tweaking the monthly schedule a bit … Continue reading Weekend update

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Hello! Gonna start posting a thing each weekend as a means of getting me off my arse to write something for you lovely people — and also to keep you up to date on what's going on.

You may have already read on the YouTube community tab, but I'm tweaking the monthly schedule a bit from this coming week. Retro Select is going to take a break for a bit, because although it provides a nice bit of flexibility, it's not being watched by as many people as I hoped it would — particularly the stuff that I hoped would do a bit better, like some of the overlooked/underappreciated more "recent retro" stuff.

So basically rather than worrying about that too much, I'm just going to give it a break for a while and prioritise the stuff that seems to be the main reason people are sticking around, which is the Atari, Commodore and Evercade stuff! I'll still keep Retro Select on the back burner for an occasional one-off when I feel like it, but it will no longer be a regular feature. As such, that means the new monthly schedule will look like this:

Week 1: Atari A to Z (Wed), Evercade A to Z (Fri)
Week 2: C64 A to Z (Wed), Evercade A to Z (Fri)
Week 3: Atari ST A to Z (Wed), Evercade A to Z (Fri)
Week 4: Amiga A to Z (Wed), Evercade A to Z (Fri)

The reason for bumping up the number of Evercade A to Z episodes and making them weekly is that there is now so much stuff available for that platform and I really want to get through it. I realise at this point I'm never going to "catch up" with the rate of cartridge releases (probably, anyway) but it would be nice to make some slightly quicker progress.

That and, in effect, the Evercade A to Z series will be fulfilling much of the same function as Retro Select: showing off assorted retro games from a variety of platforms, albeit with a hard cut-off at the PS1 era due to what the Evercade can comfortably handle.

With the C64 cart for Evercade launching later in the year, also, there will doubtless be some crossover between Evercade A to Z and C64 A to Z, but where there is overlap I'll be covering the games again; it's worth seeing how they play on Evercade without a keyboard vs. how they play using emulation on a computer or a clone system like the C64 Maxi.

Anyway, here's what you can expect for next week's videos:

Galactic Chase for Atari 8-bit: a Galaxian clone that a lot of people think is better than Atari's official port of Galaxian to ROM cartridge. I haven't played this game since I was a kid, but I remember my family being quite fond of it, so looking forward to revisiting it.

Hardcore 4×4 for Evercade from the Gremlin cart: an off-road racing game that was originally released on PS1. The Gremlin cart is quite interesting in that a lot of people's first reaction to it is kind of "meh", but when they get into the games on it, they find themselves having a lot of fun. I've not spent a lot of time with Hardcore 4×4 so far but I have enjoyed what I played so far — so making a vid seems like an ideal opportunity to dive a little deeper.

Anyway. Hope you're all having a good weekend and aren't melting too much in the heat. Ta-ta for now!

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Updating you all! https://imnotdoctorwho.moegamer.net/2022/07/14/updating-you-all/ https://imnotdoctorwho.moegamer.net/2022/07/14/updating-you-all/#respond Thu, 14 Jul 2022 12:09:55 +0000 https://imnotdoctorwho.moegamer.net/2022/07/14/updating-you-all/ Hello everyone! Haven't written for a while so thought I'd check in. Hope you're all doing well and aren't melting too much in the summer heat. It's hot enough in our house for butter to melt onto bread without applying any additional heat, so that's nice. (No it isn't.) Picked up an Anbernic Win600 device … Continue reading Updating you all!

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Hello everyone! Haven't written for a while so thought I'd check in. Hope you're all doing well and aren't melting too much in the summer heat. It's hot enough in our house for butter to melt onto bread without applying any additional heat, so that's nice. (No it isn't.)

Picked up an Anbernic Win600 device the other day. You can read my detailed impressions over on Rice Digital. So far I'm impressed with it; it seems like a nicely capable device, albeit not really up to anything too modern and/or intensive. I'm both disappointed and relieved that Warriors Orochi 3 Ultimate Definitive Edition doesn't run well on it, otherwise I could potentially have a real problem on my hands. It's already bad enough that HoloCure works great on it.

The device is, of course, great for retro gaming, and as suggested by a few people I've installed Batocera (a retro gaming-centric OS) onto a USB stick, allowing me to dual-boot the device into either Windows or Batocera depending on what I want to do. Running Batocera essentially makes it run like a dedicated EmulationStation-based retro gaming handheld, while in Windows it's just a handheld PC.

I did try SteamOS for a bit and was reasonably impressed — particularly with how far WINE has come since I tried it 10+ years ago on Mac — but ultimately determined that, for what I want to use the device for (visual novels, among other things) it was just making work for myself, and sticking with Windows was probably the optimal solution.

I might upgrade the internal storage and/or RAM at some point, but at present I'm rocking the base model and it works absolutely fine for my purposes. I'm looking forward to spending some more time with it in the long term.

A revamp

I think I'm probably going to revamp this Patreon page completely to focus it more on my video work. While I do very much welcome the continued support of MoeGamer — particularly as, even while I'm not writing there much, it still has annual server costs — I do continually feel a little bad about not updating much over there any more.

I mean, I'm pretty certain this is just a "me" thing to worry about, but I also want to be transparent about the specific work people are supporting by signing up to this Patreon.

Yes, Patreon donations do go towards keeping MoeGamer up and running — and even if I'm not actively writing on there thanks to my day job at Rice Digital, I want to keep the site live as a resource that people can refer to at any time — but my primary active "passion project" work right now is on my retro gaming YouTube stuff.

So with that in mind, I think I'm going to rewrite my Patreon page to focus on that side of things. So if you see some major changes on that front in the next few days, that's why!

Obviously I'd prefer everyone who has supported me for a long time to stick around regardless of what I'm doing, but I also completely understand if you feel my focus has changed and it's something different to what you signed up to support. I am grateful for your support up until this point, and hope you'll consider continuing.

Anyway, just wanted to let you know that this is coming. I've been agonising over it for a long time and I think it's probably for the best at this point!

That's all for now. Thanks as always for your support!

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The creator's quandary https://imnotdoctorwho.moegamer.net/2022/06/25/the-creators-quandary/ https://imnotdoctorwho.moegamer.net/2022/06/25/the-creators-quandary/#respond Sat, 25 Jun 2022 15:34:41 +0000 https://imnotdoctorwho.moegamer.net/2022/06/25/the-creators-quandary/ Been thinking a bit of late, and this is doubtless something anyone who enjoys writing, making videos or simply talking about their hobbies has run into: it's good to make time for yourself occasionally. I say this as someone who, both when writing about games as a hobby and doing it professionally as I do … Continue reading The creator's quandary

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Been thinking a bit of late, and this is doubtless something anyone who enjoys writing, making videos or simply talking about their hobbies has run into: it's good to make time for yourself occasionally.

I say this as someone who, both when writing about games as a hobby and doing it professionally as I do now, often finds himself thinking about what he "should" be doing in terms of simply enjoying gaming, rather than what he feels like at any given moment. For example, I often wonder if I "should" spend my weekends working through some substantial visual novels and RPGs so that I can write about them or make videos on them.

The thing is, I actually want to engage with these works at some point, but it's the feeling of "obligation" that sometimes holds me back. Or perhaps more accurately, the feeling that I "should" spend my time doing something that is more immediately "useful". The silly thing is that with the way my brain works, I end up completely overthinking the whole situation and wasting a whole lot of time, when I could simply be enjoying a video game that I feel like playing at any given moment.

I'm going to try and break that habit a bit. While yes, I do still want to play things so that I can write about them over on Rice Digital and make videos about them, I'm going to try and let go of the feelings of "guilt" I sometimes feel if I decide I'm simply in the mood for something else. Today, for example, I just felt like playing some more nail'd, even though that's not in any way "useful" for either Rice Digital or YouTube — I just wanted to play it. So I did. And I enjoyed it.

These feelings don't come out of resentment or anything like that; quite the contrary, in fact. Those who have been following me for a while — which is most of you reading this — will know that one thing I love doing more than anything with both my written and video work is highlighting things that don't get nearly enough attention from the mainstream. Trouble is, by the very nature of these things, there are so many of them that it's hard to pick and choose what to cover when!

I have games in my collection that I want to play through from start to finish that extend right back to the 8-bit era. And "analysis paralysis" quite often prevents me from diving into things that I know I'll enjoy — plus the desire not to have too many things on the go at once, because leaving things unfinished is a personal bugbear of mine. That's probably a slightly different matter though!

Anyway, I guess the main point of all this is that it's important to give yourself permission to simply enjoy yourself — for no other reason than rest, relaxation and the enjoyment of your hobby. Not everything needs to end up as an article, an essay, a video or a podcast; sometimes it's okay to just have fun with something and that be that.

I need to keep reminding myself of this!

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Still going! https://imnotdoctorwho.moegamer.net/2022/06/10/still-going/ https://imnotdoctorwho.moegamer.net/2022/06/10/still-going/#respond Fri, 10 Jun 2022 22:46:48 +0000 https://imnotdoctorwho.moegamer.net/2022/06/10/still-going/ Hello everyone! Sorry I haven't been around here much of late — I've been extremely busy at work with a variety of projects both public-facing and behind the scenes, and as such when the evening comes I've pretty much just wanted to switch off completely! I thought I'd make the effort to write this evening, … Continue reading Still going!

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Hello everyone! Sorry I haven't been around here much of late — I've been extremely busy at work with a variety of projects both public-facing and behind the scenes, and as such when the evening comes I've pretty much just wanted to switch off completely! I thought I'd make the effort to write this evening, though, what with it being the end of the week and a nice nap earlier meaning that I'm now wide awake at 11.30pm.

I'm enjoying working on the new video schedule for the moment. Two videos per week appears to be a nice sweet spot for me that doesn't overwhelm me, but also doesn't make me feel like I'm leaving the channel "barren" for long periods. I know no-one except me really cares about that with the size of my audience overall, but still. It's important to be satisfied with your own work, even if that means putting a bit more effort in.

I'm working on "cycles" at the moment where I plan out the next four weeks' worth of videos in advance, then record all of the intros in one go. I then record the actual game footage two vids at a time to go with what I'm planning to release: C64 and Atari 8-bit one week, Amiga and ST the next, two lots of Retro Select (which can be pretty much anything) the next and two lots of Evercade the next.

We've just passed the first week of a new "cycle" with Buggy Boy on C64 and Escape from Doomworld on Atari 8-bit, so over the course of the next three weeks, here's what you have to look forward to:

  • World Games for Atari ST, a divisive multi-sports title from Epyx that eschews conventional Olympic-style competition in favour of a variety of events specific to particular regions in the world. Some are considerably more odd than others!

  • Battle Squadron for Amiga, a vertically scrolling shoot 'em up which is very good, and which I have limited experience with so far outside of my friend Sam being obsessed with it in our first year at university.

  • nail'd for Xbox 360, a favourite arcade racer that deserves some love. Also I had some requests for some more Xbox 360 stuff in Retro Select, so both episodes of that will be 360-themed this week.

  • Ninja Blade for Xbox 360, which is an interesting one because it's by FromSoftware, but also from that weird period where Japanese devs tried to make games that appealed to the west. Seen very mixed opinions of this online so fascinated to give it a shot.

  • Romeow and Julicat for Evercade, which is a thoroughly charming puzzle game that the actual developers have left precisely zero information about online, so the gameplay will mostly have to speak for itself!

  • Night Stalker for Evercade, which is one of my all-time favourite Intellivision games. I only really learned about the Intellivision in more recent years, but if I'd had one back in the day this one would have been a fixture in my cartridge slot!

Next "cycle" I'm thinking about doing a Wii week for Retro Select; I've picked up an armful of 50p nonsense from CEX, so I thought it might be interesting to take a look at some of those. I've also got copies of DJ Hero and its sequel on the way, but attempting to play those on YouTube may well be asking for copyright-related trouble, so that might just be a "me" thing!

Also with Retrounite not having found the audience we hoped it would, that frees up more time to do retro-related stuff elsewhere. To that end, you'll see some blog posts from me over on the official Evercade site in the coming weeks — you may have already seen a few about the Game of the Month releases on the VS! — and I'll be folding some regular retro coverage into Rice Digital, too, likely in the form of "here are some weird retro games no-one ever talks about but which are actually well worth exploring because they're cheap".

Times are good! I'm feeling creatively fulfilled both in my own personal projects and at work, and I'm really proud of the things I can say I've been involved with (I played an important role in a modern rerelease of frickin' Rod Land!!) — plus the things I can't yet say that I've been involved with. More on that in the coming weeks when they're actually announced. Tease, tease.

Anyway, thanks as always for your continued support. It really means a lot that you folks are willing to stick by me as I pootle around doing my various passion projects, and as those projects evolve over time.

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No half-measures for Ultima https://imnotdoctorwho.moegamer.net/2022/05/22/no-half-measures-for-ultima/ https://imnotdoctorwho.moegamer.net/2022/05/22/no-half-measures-for-ultima/#respond Sun, 22 May 2022 20:38:03 +0000 https://imnotdoctorwho.moegamer.net/2022/05/22/no-half-measures-for-ultima/ I bought a laser printer this week. I had one specific purpose in mind for it: printing out manuals for old 8- and 16-bit home computer games that are impractical or unfeasibly expensive to acquire "real" copies of, and giving those games the time and attention they deserve. You see, although many games on classic … Continue reading No half-measures for Ultima

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I bought a laser printer this week. I had one specific purpose in mind for it: printing out manuals for old 8- and 16-bit home computer games that are impractical or unfeasibly expensive to acquire "real" copies of, and giving those games the time and attention they deserve.

You see, although many games on classic home computer platforms fall into the "simple arcadey fun" category, there are also lots that are enormously ambitious and which take full advantage of the fact their host platform is a computer, not a games console. This is great, because there are lots of really interesting experiences to be had on these platforms, particularly if you explore the genesis of a whole genre. However, the downside is that more often than not, you very much need to read the manuals for these more complex games before you'll have the slightest clue what you're doing.

For me, the Ultima series of role-playing games had always fallen into this category, even though a few brief forays into them on the Atari A to Z series had revealed them (and games like them, such as SSI's Questron) to be a lot more manageable and straightforward than I had previously assumed. And so I'd always been holding off exploring them in any great depth until I had a manual by my side that I could refer to easily — and by "refer to easily" I do not mean "call up a tiny PDF on my phone and squint at", because as technologically marvellous as that might be, it's not convenient, practical or indeed enjoyable.

So, with my recent acquisition of the A500 Mini and the C64 Maxi, I thought I'd print out some manuals. We already had an inkjet printer, but as anyone who has owned a cheap inkjet printer made within the last 20 years will be able to tell you, inkjet printers have several major flaws in them that make them less than desirable to use. Firstly is the fact that their ink cartridges inevitably have an absolutely miniscule supply available to you. Secondly is the fact that replacing said cartridges is unnecessarily expensive. Thirdly is how if you don't use said cartridges for a while, they dry up, meaning you need to replace them regardless of if you've been using them or not. Fourthly, they're a bit slow. And fifthly, most of them don't do double-sided printing.

So I did a little bit of research and came upon a Brother laser printer that was about £150. It was only mono, but we print colour stuff so rarely that we can just continue to sink money into the old inkjet any time we actually need colour. The Brother printer, meanwhile, offered double-sided printing, a speed of up to 30 pages per minute, wireless connectivity plus scanning and copying capabilities. All in all, it sounded pretty ideal.

And indeed, so far it appears to have been. I printed out a bunch of Commodore 64 manuals last night and put them nicely in a ring binder. I consumed the entire "starter" toner cartridge that came with the printer in the space of a single evening and replaced it with a £12.99 third party job today that seems to work just fine. And now I have the manuals for Ultima I-VI all nicely printed out and ready to refer to. And so, I have finally begun playing the Ultima series.

Yes, that means starting with the first Ultima — specifically, the Commodore 64 version, which I'm playing on the C64 Maxi. And I've been surprised what a genuinely good time I've been having with the game so far. It's very simple and quite different in structure compared to today's role-playing games — but I actually rather like this. There's an enjoyable "sandbox" feel to it where you explore an open world, poke at various things to see what happens and gradually beef yourself up. Then there's some sort of eventual objective that you need to accomplish, but there's no real rush to achieve that — right now I'm just enjoying wandering around this world.

Ultima's most peculiar element — and something which it doesn't really explain at all in the manual, after I went to the trouble of printing it out — is its progression system. You have experience points and an experience level, and apparently you need to be level 8 to beat the game. But aside from that, progression is handled in a variety of rather peculiar ways, with "levelling up" actually not appearing to be all that important in terms of actually powering yourself up.

Firstly, like many other early RPGs of this type, you have no maximum hit points. If you "heal", your HP keeps rising and rising and rising, so it's in your interest to get them as high as you possibly can. This can be achieved in two main ways: donating money to the Kings of the realm, or by dungeon-crawling. The latter is especially effective, as it also means you'll acquire money at a good rate, which you'll need to keep supplying yourself with provisions, and to equip yourself with good armour and weapons.

How does dungeon crawling help you gain rather than lose HP? Well, any time you leave a dungeon, you get a bunch of HP back according to the number and type of monsters you splattered during that particular delve. The more you kill in a single expedition — and the stronger those monsters are — the more HP you get back upon making it safely back to the surface. So a simple means of beefing yourself up a bit for more significant challenges is mapping out a few levels of dungeon (which are, apparently, randomly generated each time you start a new game) and doing a few "laps" while bashing monsters along the way. After your workout, you'll have a bunch more money, some more experience and, assuming you make it back to the surface alive, a chunk more HP to play with.

Aside from this, you can boost your stats in a couple of ways. Firstly, the Kings of the realm offer you quests to find or kill particular things, and upon completing them and reporting in, they'll give you a bonus to a stat (usually Strength, it seems). Secondly, there are landmarks around the world that simply boost your stats when you visit them — although you can't visit the same landmark twice in succession to just repeatedly get the stat bonuses, you can zip back and forth between two nearby ones, alternating their bonuses until you get your stats up to the desired level.

This is all exceedingly odd by modern standards, but it also feels like the game is rewarding you for just wandering around and taking it all in. Although the game, its world and the core mechanics are all pretty simple, the fact there are lots of different incentives to explore makes it very enjoyable to play; it feels like you're always making some sort of progress. And while death is a fairly major inconvenience — while there's no permadeath, dying causes you to lose your weapon, your gold and all but 99 of your HP and food while being teleported somewhere random — it's by no means impossible to recover from. Indeed, on my own adventures so far I've died multiple times, and it's only after this most recent death that I've found myself absolutely armed to the teeth and ready for pretty much anything the realm of Sosaria would care to throw at me from hereon!

And if all that wasn't peculiar enough, there's also space combat. But I haven't got that far yet. I'm certainly intrigued, though, and I'm planning to continue my adventures for sure!

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Engage legs https://imnotdoctorwho.moegamer.net/2022/05/11/engage-legs/ https://imnotdoctorwho.moegamer.net/2022/05/11/engage-legs/#respond Wed, 11 May 2022 18:19:40 +0000 https://imnotdoctorwho.moegamer.net/2022/05/11/engage-legs/ I'm sick of feeling like absolute crap. I was already in a right state prior to COVID hitting, and the mounting up of both mental and physical health factors over the course of the last couple of years in particular have meant that I'm pretty much in the worst shape I've ever been in my … Continue reading Engage legs

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I'm sick of feeling like absolute crap. I was already in a right state prior to COVID hitting, and the mounting up of both mental and physical health factors over the course of the last couple of years in particular have meant that I'm pretty much in the worst shape I've ever been in my life. I get easily exhausted, I ache all over and I just generally feel awful, both physically and mentally.

I joined the gym a while back in the hope that establishing a regular routine would motivate me to at the very least get my muscles moving again, but for one reason or another I never successfully managed to establish that routine. And once I got COVID, I became understandably hesitant to spend protracted amounts of time in tight spaces with other sweaty people emitting noxious disease-fumes everywhere. Okay, that's an exaggeration, but let's just say I didn't feel as "safe" as I might have done a few years back.

So, rather than wasting forty quid a month on a membership I'm not using, I decided to start going for a walk. I started yesterday, and successfully went again today. Two in a row is definitely the start of something, and I feel like this is something I can manage and deal with right now — particularly once my anti thigh-chafing goo arrives tomorrow.

I actually rather like walking, but thigh chafing sucks, so being able to preemptively counteract that should help keep me motivated. Hopefully this stuff does a decent job — it had some good Amazon reviews but honestly that could mean anything these days. The alternative is wearing thigh bands (which I'm not against, but I worry about wasting money on the wrong size) or using anti-chafing shorts (which I own a pair of, but find quite uncomfortable at my current size and shape).

While going on my walks, I'm making a deliberate attempt to "disconnect" completely. I take my phone in case of emergencies, but it's in a backpack I carry along with my wallet and keys, so I can't easily just reach for it. I'm not logging or tracking my runs — though I have plotted the route I took for the last couple of days on Google Maps, just out of curiosity to see how far it actually was. (3km, if you were wondering.) And that allows me to just enjoy a bit of peace.

For my walks over the last couple of days, I've been heading to a nearby cemetery and just going through the middle of there, coming out the other side and then heading back up the main road that runs parallel to it. The time inside the cemetery is definitely the highlight; although it's a rather glum, melancholy place by its very nature, it's blissfully quiet and peaceful also, making it a good place to either be alone with your thoughts, or just to empty your mind a bit. I'll doubtless find some other good routes nearby in the coming days, but this is definitely a route I'll keep coming back to for the pleasurable peacefulness.

And I've actually already noticed a difference. I suspect it's mostly psychological, but today's 3km walk on the exact same route as yesterday felt significantly easier than yesterday's. I won't say it felt easy because, as previously established, I am very unfit. But when you're at rock bottom in a particular characteristic, there's nowhere to go but up, I guess.

We'll see how long I can stick with this — and if it actually helps at all!

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PATRONS ONLY! S - A quick tour of TheC64 Maxi https://imnotdoctorwho.moegamer.net/2022/05/10/patrons-only-s-a-quick-tour-of-thec64-maxi/ https://imnotdoctorwho.moegamer.net/2022/05/10/patrons-only-s-a-quick-tour-of-thec64-maxi/#respond Tue, 10 May 2022 12:59:37 +0000 https://imnotdoctorwho.moegamer.net/2022/05/10/patrons-only-s-a-quick-tour-of-thec64-maxi/ Hi S-rank folks! Sorry for the long delay between these, but as noted in the video COVID kinda put paid to a lot of bold plans! Should be back on track now though, so expect at least one of these a month. We kick off today with a casual look around my new toy, TheC64.

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Hi S-rank folks! Sorry for the long delay between these, but as noted in the video COVID kinda put paid to a lot of bold plans! Should be back on track now though, so expect at least one of these a month. We kick off today with a casual look around my new toy, TheC64.

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Renewed enthusiasm https://imnotdoctorwho.moegamer.net/2022/05/05/renewed-enthusiasm/ https://imnotdoctorwho.moegamer.net/2022/05/05/renewed-enthusiasm/#respond Thu, 05 May 2022 19:40:59 +0000 https://imnotdoctorwho.moegamer.net/2022/05/05/renewed-enthusiasm/ Okay. So I know I said I was taking some pressure off myself by cutting the video schedule right back. But I'm sort of getting itchy feet a bit, and I feel like I'm not doing enough to satisfy myself right now. And this has been compounded somewhat by the addition of some new goodies … Continue reading Renewed enthusiasm

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Okay. So I know I said I was taking some pressure off myself by cutting the video schedule right back. But I'm sort of getting itchy feet a bit, and I feel like I'm not doing enough to satisfy myself right now. And this has been compounded somewhat by the addition of some new goodies to my collection: specifically, The A500 Mini, which I've previously mentioned, and The C64, which I decided to stop mulling over and grab today.

Fiddling with Amiga games on the A500 Mini makes me want to do a companion series to Atari ST A to Z, because there are some interesting comparisons to be made — and some interesting exclusives to explore, also.

I've actually been pleasantly surprised that in a lot of cases, the Atari ST version wasn't as far "behind" the Amiga as I thought it was; in fact, in some cases, I actually prefer the ST version by quite a margin. HeroQuest is the best example that springs immediately to mind; its atmospheric music works way better through the Atari ST's PSG sound chip than the Amiga's digital sound. But then, of course, you have the stuff that was properly designed for the Amiga, like Shadow of the Beast, and the machine really shines, pushing dedicated console-quality in a lot of instances.

And so I figured, if I'm going to an Amiga parallel series to Atari ST A to Z, why not do a C64 series parallel to Atari A to Z? You know it makes sense. Well, I think it makes sense, anyway, and I'm quite excited about the prospect.

I haven't yet decided on how I might "brand" these two series; going with the "A to Z" moniker would certainly be consistent, but I'm in two minds as to whether I actually want to keep the "alphabetical" gimmick. On the one hand, it's great that it forces me to hunt down and explore games that I might not otherwise have tried rather than simply going for the "obvious" choices; on the other, it can sometimes feel a little restrictive, and occasionally frustrating that it's a long time until I get to, say, Lotus Turbo Challenge 2.

Anyway, I'll have a ponder over the weekend (my C64 should be arriving on Saturday) and I'll see if two vids a week for the Atari A to Z and Atari ST weeks works for me. I suspect it will — in which case you have more to look forward to! Hurrah.

Anyway. Dinner time. Ta-ta!

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The Davison Cup 2022 https://imnotdoctorwho.moegamer.net/2022/05/01/the-davison-cup-2022/ https://imnotdoctorwho.moegamer.net/2022/05/01/the-davison-cup-2022/#respond Sun, 01 May 2022 10:58:32 +0000 https://imnotdoctorwho.moegamer.net/2022/05/01/the-davison-cup-2022/ Regular readers will know that for my birthday for the last few years, I've been hosting a gaming event for my local friends known as "The Davison Cup". It's a day-long event in which we play through a series of video games — and I get the opportunity to educate my friends about some games … Continue reading The Davison Cup 2022

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Regular readers will know that for my birthday for the last few years, I've been hosting a gaming event for my local friends known as "The Davison Cup". It's a day-long event in which we play through a series of video games — and I get the opportunity to educate my friends about some games outside their usual, fairly narrow experiences.

This year, I decided to make the games exclusively Evercade VS-based, since there are hundreds of games available on that delightful platform now, many of which are eminently suitable for multiplayer. I also thought it would be a great chance to actually try some of these games in multiplayer for once, since I'm usually playing solo. This turned out to be a good decision, as there are some absolutely excellent multiplayer games on Evercade now.

The day kicked off with a round of Atari games, including Asteroids for the Atari 7800, Adventure, Sprintmaster, Ninja Golf, Warlords, Canyon Bomber and Skydiver. The old Atari games usually go down well at these events and this year was no exception; probably the least favourite was Sprintmaster, which was a surprise, as we've previously all enjoyed Super Sprint. The somewhat rough-around-the-edges gameplay of this 2600 title proved frustrating for some, though; it wasn't hated by any means — indeed, some of the "final" races were very intense and enjoyable! — but it was definitely the least favourite of the Atari games today.

Ninja Golf went down well, despite it taking up a little more time than intended. As is usually the case with newcomers to that game, the absurd premise attracts people in, then the simple but solid gameplay keeps them hooked. It really is an Atari 7800 classic, and a true essential to play if you haven't already.

Meanwhile the three arcade games Warlords, Canyon Bomber and Skydiver were probably the biggest hits from this set, simply because they're set up to be highly competitive multiplayer games — with four-player simultaneous action in the case of Warlords. Canyon Bomber and Skydiver also have the benefit of being extremely simple to pick up and play, so they always go down well.

Between "rounds", I attempted to nullify my host's advantage by providing "Pub Quiz" rounds, featuring nostalgia-themed questions. And by "nostalgia-themed", I mean "very specifically nostalgic for our friendship group" — including questions themed on scanned photos from our time at university, in-jokes that some have remembered for 20+ years and more. Each of these were a big hit and I'm glad I included them.

Second round was all Data East games, including Karate Champ, Side Pocket, Fighters History, Burnin' Rubber and Magical Drop 2. Of these, Side Pocket and Fighters History were probably the two that seemed to elicit the most genuine enjoyment from everyone, but the primitive gameplay of Karate Champ was enjoyable for everyone, the arcade action of Burnin' Rubber is always a good time and you can't go wrong with Magical Drop 2. It was nice to play some games of that which ended up decided on the quota rather than one player's screen getting filled!

Third round was a "Best of Bri'ish" round, featuring Sensible Software, CodeMasters and Bitmap Brothers games — specifically, Sensible Soccer, Super Skidmarks, Psycho Pinball and Speedball 2. All of these went down well — our resident sport-hater (the one who isn't me, I mean) even enjoyed Sensible Soccer, though interestingly he also hated Speedball 2, which is the opposite situation to what I expected. Psycho Pinball proved itself to be a highly enjoyable multiplayer game, though, even though it's just a turn-based score competition.

Fourth round was an "Indie Games are Weird" round, featuring the Joust-like Justice Duel, the axe-throwing Log Jammers, the four-player Super Homebrew War and Micro Mages from the upcoming Morphcat Games Collection 1 cart for Evercade. All of these were enjoyed by everyone, though it felt like none of us really found a good rhythm with Log Jammers. Micro Mages was as riotously fun as I expected it to be in four-player, so when that cart's release I highly recommend getting some buddies over to enjoy that — but the big surprise for me was Super Homebrew War, which proved to be absolutely brilliant in multiplayer. Not only that, but it has a very different dynamic according to whether you're playing in two, three or four-player mode. Very much recommended!

Fifth round was Intellivision games. SNAFU went down well because it's hard to go wrong with Tron light cycles, though Shark! Shark! proved itself to be less of an enjoyable two-player game than I thought it would be; the fact that when one player dies, the other player can keep playing until they die means that there's a lot of downtime for one player or another, and that spoils the experience somewhat. By contrast, Word Rockets proved to be a surprisingly competitive game in two-player mode, and Night Stalker is always a good time — though we played "best score on a single life" rather than a full session, since games of that can run quite long.

Sixth and final round was Gaelco arcade games, featuring World Rally, Alligator Hunt and Glass from the current Gaelco arcade cart, plus Squash and Maniac Square from the upcoming Gaelco 2 cart. Each and every one of these games impressed with their high-quality music and graphics; Alligator Hunt was particularly appreciated by everyone, and so too was the frighteningly fast yet oddly intuitive gameplay of World Rally. Squash also proved to be a really fun two-player game, and Maniac Square, although not involving a lot of direct interaction with one another, also proved to be enjoyable.

All in all, it was a great day, and my planning meant we were actually able to get through the whole thing before anyone felt like they had to leave this time around. I'm pleased with the outcome, and also very pleased that the Evercade VS was absolutely up to the challenge of hosting a day of gaming fun for everyone.

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The One Amiga https://imnotdoctorwho.moegamer.net/2022/04/28/the-one-amiga/ https://imnotdoctorwho.moegamer.net/2022/04/28/the-one-amiga/#respond Thu, 28 Apr 2022 22:44:49 +0000 https://imnotdoctorwho.moegamer.net/2022/04/28/the-one-amiga/ It's my birthday tomorrow! As such, I've been receiving a trickle of presents over the last few days, one of which was an A500 Mini from my brother, which I'm very happy about indeed. The Amiga in general has always been a sort of "far off, unreachable" thing for as long as I can remember … Continue reading The One Amiga

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It's my birthday tomorrow! As such, I've been receiving a trickle of presents over the last few days, one of which was an A500 Mini from my brother, which I'm very happy about indeed. The Amiga in general has always been a sort of "far off, unreachable" thing for as long as I can remember — which I know is silly, because you've been able to emulate it for years — and thus this lovely new gizmo is as good an excuse as any for me to start exploring it.

Back in the day, the Amiga was "the great enemy" to Atari ST owners, because the two machines were rivals. Everyone knew deep down that the two machines had their specialisms and things that they were good at, but a bit of rivalry was fun.

More often than not, Amiga versions of games were significantly better in some way — particularly if they were 2D games — but the Atari ST came out on top in 3D games quite often, from what I understand. The Amiga also had impressive digital stereo audio hardware, which sounded amazing back at the time of original release, but has a distinctly "'90s techno" sound to it today; the ST's PSG chip, meanwhile, while technologically primitive in comparison, has aged quite gracefully, particularly when in the hands of someone who knew how to make it sing. Also the ST had built-in MIDI, which it is a contractual obligation for every ST owner to work into conversation as often as possible.

I had a couple of friends who had Amigas, so I wasn't particularly militant about my representation of the Atari ST crowd. I always enjoyed playing games on their systems, as well as making use of their unique applications such as Deluxe Paint and whatnot. But, for one reason or another, up until now, I've not really explored the Amiga platform in any great detail. That is about to change!

The A500 Mini comes with 25 games preloaded and preconfigured, but also has support for the "WHDLoad" system, which effectively allows games to be neatly packaged up into a single file and run a bit like a ROM in a console emulator. Consequently, over the course of the last couple of evenings, I've been loading up a USB stick with about 3,000 pieces of Amiga software in preparation to explore a bunch of them.

I was initially confronted with a strange challenge, which was that some of the WHDLoad games seemed to run much too fast, but I've found a way around that. (Let me know if you need details — they're a bit beyond the scope of what I'm writing here, but I'm happy to share.) So now I have an A500 Mini loaded up with what I can only assume is pretty much every Amiga game ever, and it's just waiting for me to dive in and fiddle around with it.

You doubtless know what's coming here: I think this is ripe for exploring in some videos, don't you? And there are two distinct perspectives that I think would be fun to consider: firstly, comparing the Amiga and Atari ST versions of games — and secondly, simply exploring some beloved "Amiga showcase" games, particularly those which were exclusive to the platform.

I haven't yet determined how I'll fit this in with my new schedule as yet, but I'm excited to start digging in. This Friday will be a Retro Select video because I've already recorded and edited that, then the following will be an Evercade one… beyond that, I'll figure out where and how to squeeze in some Amiga funtimes, because I sense I'm about to have a whole lot of fun exploring this system's library.

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REBOOT_BLOG: success https://imnotdoctorwho.moegamer.net/2022/04/22/reboot_blog-success/ https://imnotdoctorwho.moegamer.net/2022/04/22/reboot_blog-success/#respond Fri, 22 Apr 2022 22:11:57 +0000 https://imnotdoctorwho.moegamer.net/2022/04/22/reboot_blog-success/ Good evening everyone! It's been a while since I last wrote — actually quite a bit longer than I realised, in fact, so apologies for that. But that's something I wanted to talk about today, as part of my ongoing efforts to continue enjoying my own private creative projects while simultaneously taking a bit of … Continue reading REBOOT_BLOG: success

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Good evening everyone! It's been a while since I last wrote — actually quite a bit longer than I realised, in fact, so apologies for that. But that's something I wanted to talk about today, as part of my ongoing efforts to continue enjoying my own private creative projects while simultaneously taking a bit of unnecessary pressure off myself.

More recent arrivals on this page may be wondering what the whole #oneaday thing was about on previous blog posts, so I thought I'd explain — because I'm ditching it from today.

#oneaday originally started back in 2010 as a community blogging project initiated by a few UK games journalists. I was never really part of the UK games journalism clique at any point, despite being a professional games journalist — the fact I typically worked for American websites probably didn't help there — but I was keen to participate in this project, because it sounded interesting.

Essentially, the idea was to post one thing on your own personal blog a day, every day, for a whole year. Each individual post didn't need to be good, it just needed to be something that you'd written. It was a means of keeping in practice, as it were, making it especially valuable for freelancers who might not have been constantly working on writing things.

Interestingly, the people who "founded" #oneaday all dropped out within the first month of starting, but I found the concept intriguing and enjoyable enough to continue going for two thousand, five hundred and forty-one days. You can read every one of those posts at my old, defunct personal blog here.

I enjoyed #oneaday, so when I started this Patreon page and was focusing more on MoeGamer than anything else, I decided that it might be fun to take up the challenge again. The daily posts would make a good opportunity for people to get to know me, and it would keep me writing stuff, even when I was working jobs that didn't exactly provide a lot of opportunity for creativity.

It didn't quite feel the same, though. Patreon lacks the sense of community that WordPress has — largely because it's a gated community with an admission fee, of course — and, moreover, the blog editor here just kind of sucks, particularly on mobile.

On top of that, there's no easy way to export stuff from Patreon somewhere else — or at least there wasn't when I started; there seems to be a WordPress plugin that does that now, though you need the ability to install plugins on your site to take advantage of it — meaning that if I wrote anything here that I was particularly pleased with, it was pretty much trapped here outside of manually, painstakingly copy-and-pasting into something else.

And on top of that, now that I'm writing every day over on Rice Digital… well, the original intention of #oneaday is a bit surplus to requirements. So rather than fretting over "missing days" and just churning out something quickly at the end of the day if I forgot or couldn't think of anything better to write, I'm instead ditching the #oneaday commitment and instead simply committing to writing to you all on a "fairly regular" basis — at least once a week, but more if I have something particularly interesting to share.

The result of this should be that my posts here should be a bit more interesting and substantial, and I take a bit more of that unwanted pressure off myself. I won't lie: on a number of occasions over the past few years I've considered shutting down Patreon entirely out of some weirdly misplaced sense of "guilt" for one reason or another — this particularly hits me when a patron leaves, though I emphasise that it's absolutely, definitely not their responsibility! — but I also really, really appreciate your support. Plus said support actually helps me out in my professional life by allowing me to acquire hardware, software and other goodies that I can use or write about in my actual job.

So basically, I want this to be less of a stress for me, but still provide you lovely people with something of worth in exchange for your valued contributions and generosity. So that's the plan. No more #oneaday, no more numbered posts, just some hopefully insightful and interesting things for you to enjoy on a semi-regular basis — plus the monthly Patrons Only! S videos for the S-rank patrons, which will be resuming this week now that I've shaken off COVID.

I suspect I've been overthinking all this considerably more than I needed to, but I wanted to give all of you a full and candid update on what's been going through my mind. My enforced "break" through COVID gave me plenty of opportunity to reflect on things, and I think this is going to work better going forward.

Thank you for your time, attention and understanding, and please look forward to some new posts soon!

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#oneaday Day 1143: Rock bottom https://imnotdoctorwho.moegamer.net/2022/04/10/oneaday-day-1143-rock-bottom/ https://imnotdoctorwho.moegamer.net/2022/04/10/oneaday-day-1143-rock-bottom/#respond Sun, 10 Apr 2022 21:58:32 +0000 https://imnotdoctorwho.moegamer.net/2022/04/10/oneaday-day-1143-rock-bottom/ I've been feeling really bad today. I don't feel too bad now, but for most of today it's been very unpleasant just being alive. Hopefully I'm over the worst — my wife, who is "one day ahead" of me in terms of COVID funtimes, has been a bit better today, so with any luck I … Continue reading #oneaday Day 1143: Rock bottom

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I've been feeling really bad today. I don't feel too bad now, but for most of today it's been very unpleasant just being alive. Hopefully I'm over the worst — my wife, who is "one day ahead" of me in terms of COVID funtimes, has been a bit better today, so with any luck I should rally a bit tomorrow — but I certainly won't be sorry to see the back of this stupid disease.

Still being forced to take it easy for the weekend meant that I could just settle down and, when I wasn't coughing, spluttering, sneezing, having horrible headachey dizzy spells or wanting to sleep for three months, just play some games. I even finished two games — Tapeworm Disco Puzzle, which is the new Game of the Month on Evercade VS, and Stranger of Paradise: Final Fantasy Origin, which concluded pretty much exactly how I hoped it would.

The latter was especially enjoyable, and yet another nail in the coffin for my appreciation of modern "Internet culture". The whole narrative was very cleverly handled in the context of the original Final Fantasy I, and actually rather sensibly made the effort to clear up at least some of the myriad plotholes in that game's back-of-a-napkin lore. It works excellently as a prequel to Final Fantasy I, and as a Final Fantasy fanservice game in general.

But what does the Internet want to talk about? Repeating the phrase "I'm going to kill Chaos", because saying something over and over again without any sort of context or commentary is funny, apparently. Main character Jack doesn't even actually say it that much in Stranger of Paradise: Final Fantasy Origin, so it's just infuriating to see the lowest common denominator "everyone's a comedian" fuckwits latch on to the latest "meme" and parrot it without any thought whatsoever, rather than actually seeing what it's all about.

Oh well. That does leave space for some actually intelligent commentary on the subject at some point then. I guess that's one article for next week prepped and ready to go at least…

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#oneaday Day 1142: The most toxic of positives https://imnotdoctorwho.moegamer.net/2022/04/08/oneaday-day-1142-the-most-toxic-of-positives/ https://imnotdoctorwho.moegamer.net/2022/04/08/oneaday-day-1142-the-most-toxic-of-positives/#respond Fri, 08 Apr 2022 10:19:38 +0000 https://imnotdoctorwho.moegamer.net/2022/04/08/oneaday-day-1142-the-most-toxic-of-positives/ Tested positive this morning, not that I expected to escape unscathed when Andie's already got it. But yeah. That more than likely means I'll be spending most of my weekend in bed not even thinking about doing anything vaguely "productive", be that making videos for my own personal projects or fiddling around with anything for … Continue reading #oneaday Day 1142: The most toxic of positives

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Tested positive this morning, not that I expected to escape unscathed when Andie's already got it. But yeah. That more than likely means I'll be spending most of my weekend in bed not even thinking about doing anything vaguely "productive", be that making videos for my own personal projects or fiddling around with anything for the day job.

Just wanted to let you know! Right after I got back from a break, too. Blech. Anyway, I don't feel too bad while I'm up and about at the moment so I'm going to make the most of it while I can before it gets too bad.

Stay safe! Wash your hands and all that shit.

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#oneaday Day 1141: The C Club https://imnotdoctorwho.moegamer.net/2022/04/07/oneaday-day-1141-the-c-club/ https://imnotdoctorwho.moegamer.net/2022/04/07/oneaday-day-1141-the-c-club/#respond Thu, 07 Apr 2022 21:40:58 +0000 https://imnotdoctorwho.moegamer.net/2022/04/07/oneaday-day-1141-the-c-club/ Sorry haven't been around much for the last few days — we've both been a bit ill. Andie tested positive for COVID this morning; I'm still negative, but I'm feeling a lot of the same symptoms so I suspect I will also test positive within the next day or two. I'm all right for the … Continue reading #oneaday Day 1141: The C Club

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Sorry haven't been around much for the last few days — we've both been a bit ill. Andie tested positive for COVID this morning; I'm still negative, but I'm feeling a lot of the same symptoms so I suspect I will also test positive within the next day or two. I'm all right for the moment, save for an annoying cough and a general sense of "bleh" about me, but we'll have to see how things go, I guess. If I'm too ill I guess I won't be recording a new video this weekend!

It's frustrating that catching COVID seems to be more of an inevitability than anything else right now. I know that getting COVID now isn't anywhere near as serious as it was back when the pandemic first started, but I can't help but feel that the whole switch in attitude from "do everything possible to contain this potentially deadly disease" to "eh, you're probably going to get it anyway" is a tad lackadaisical, to be polite about it.

To put things in a certain amount of admittedly biased perspective, I don't personally know anyone who had COVID at the height of the restrictions. None of my friends got it, none of my work colleagues got it, none of my family members got it. I think I might have had it right back at the start of the whole thing before anyone really knew it was a worldwide pandemic — the cough I had back then is very much like the cough I have right now — but aside from that, my world, including the "extended" aspect of it, was COVID free.

Now, in just the last few weeks, my Dad's had it, two of my local friends have had it, my wife's got it, several of my work colleagues have had it and I might have it. To me that suggests going back to being a bit more careful might not be a terrible idea… but apparently we're past that. The pandemic's over, don't you know. Everything's fine. Just don't look at the numbers.

Anyway, that's that. I'll keep you posted on my status but if I go quiet for a bit it's because I'm suffering in bed. If I go quiet for a long time, I'm probably dead, but hopefully it won't come to that.

Stay safe, wash your hands and stock up on the good cough medicine!

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#oneaday Day 1140: EARLY ACCESS! Chuckie Egg https://imnotdoctorwho.moegamer.net/2022/04/03/oneaday-day-1140-early-access-chuckie-egg/ https://imnotdoctorwho.moegamer.net/2022/04/03/oneaday-day-1140-early-access-chuckie-egg/#respond Sun, 03 Apr 2022 21:20:16 +0000 https://imnotdoctorwho.moegamer.net/2022/04/03/oneaday-day-1140-early-access-chuckie-egg/ Greetings! As I noted the other day, my new, somewhat more relaxed schedule means that I can now provide you with legitimate Early Access to the upcoming videos, which will be published to the public on Fridays — so most of the time you'll get nearly a week of advance watch time! This week it's … Continue reading #oneaday Day 1140: EARLY ACCESS! Chuckie Egg

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Greetings! As I noted the other day, my new, somewhat more relaxed schedule means that I can now provide you with legitimate Early Access to the upcoming videos, which will be published to the public on Fridays — so most of the time you'll get nearly a week of advance watch time!

This week it's time for Atari A to Z, and we're covering all-time classic platformer Chuckie Egg — a game I'm honestly surprised I haven't gotten around to before this!

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#oneaday Day 1139: The Plan https://imnotdoctorwho.moegamer.net/2022/04/01/oneaday-day-1139-the-plan/ https://imnotdoctorwho.moegamer.net/2022/04/01/oneaday-day-1139-the-plan/#respond Fri, 01 Apr 2022 20:48:55 +0000 https://imnotdoctorwho.moegamer.net/2022/04/01/oneaday-day-1139-the-plan/ This couple of weeks off has done me good — though traditionally, as with any period of "time off" from something, be it your job or your own personal projects, I have fallen ill towards the end of it. Nothing bad — pretty sure it's just a cold, though I will take a COVID test … Continue reading #oneaday Day 1139: The Plan

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This couple of weeks off has done me good — though traditionally, as with any period of "time off" from something, be it your job or your own personal projects, I have fallen ill towards the end of it. Nothing bad — pretty sure it's just a cold, though I will take a COVID test tomorrow just to make sure — but it's just left me a bit zonked out for the past couple of days.

Anyway, that's not the point. My actual point is that after reflecting on things for these last couple of weeks, I think I've decided on what I want to do, and that is to cut back quite considerably on what I've been doing each week, but still attempt to keep the main series I've had on the go running. I feel like between Atari A to Z, Atari ST A to Z, Retro Select and Evercade A to Z, there's plenty of variety to be getting on with, and that variety will help prevent burnout, particularly if I cut back on the pace a bit.

So with that in mind, I'm going to commit to just one video a week — with the caveat that if I have a quiet week and/or a surplus of energy, I might do the odd extra episode here and there. What I'll likely do is put that weekly video out on Friday, because that gives me all week to get it prepped and ready, plus a chance to release it to you folks as an "early access" sort of benefit for continuing to support me here, since I will likely record and edit over the weekend as I've previously been doing.

What this means is that each month I'll cycle around the four series a week at a time: Atari A to Z one week, then Atari ST A to Z the next, then Retro Select, then Evercade A to Z. That'll give each episode time to percolate without overwhelming everyone — I know I have a tendency to run long when I'm enjoying myself! — and also provide some variation from week to week.

Previously I would have described Atari A to Z as my main traffic magnet, but in more recent months it's been a bit more stable and consistent between all the different series, so I don't feel the need to place a particular emphasis on that right now. Taking this approach will let me continue to do all the things I love doing without exhausting myself completely, and I think things will be better as a result as I won't feel a need to rush through everything on "recording day", as sometimes happens.

I'll put out a video announcing this early next week, and from next week we'll kick off with the new schedule, starting with a new Atari A to Z on Friday and continuing on from there. I hope you enjoy the new episodes — and thanks, as always, for your continued support.

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#oneaday Day 1138: Memoir! https://imnotdoctorwho.moegamer.net/2022/03/30/oneaday-day-1138-memoir/ https://imnotdoctorwho.moegamer.net/2022/03/30/oneaday-day-1138-memoir/#respond Wed, 30 Mar 2022 21:06:51 +0000 https://imnotdoctorwho.moegamer.net/2022/03/30/oneaday-day-1138-memoir/ I finished reading Sid Meier's Memoir! recently — it was another great autobiography from an established name in the games industry, and like Howard Scott Warshaw's book Once Upon Atari, provided some interesting insight into how Meier put his games together and his overall philosophy behind them. Meier has always been an interesting figure to … Continue reading #oneaday Day 1138: Memoir!

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I finished reading Sid Meier's Memoir! recently — it was another great autobiography from an established name in the games industry, and like Howard Scott Warshaw's book Once Upon Atari, provided some interesting insight into how Meier put his games together and his overall philosophy behind them.

Meier has always been an interesting figure to me, because he's done so many different things over the years — and Memoir! makes it clear why. He's always looking for something new and interesting to do with gaming, at least partly to see whether or not it's possible — and over the years he's learned a lot of helpful lessons.

One of the most important rules he figured out quite early on was what he describes as the "Covert Action Rule", which essentially boils down to not trying to do too much in one game. I really like Covert Action, but Meier was deeply dissatisfied with it, believing that none of its disparate gameplay elements were quite up to his own exacting standards, with the result, to him, feeling like a bit of a disjointed mess. I see his point, but I still like the game — that said, following his Covert Action Rule ever since has led him to develop some magnificent games, so I'd say he probably knows best.

I was particularly interested to read about the early days of MicroProse, who were a software company that I grew up with. It was fascinating to hear the tales of Meier and "Wild" Bill Stealey establishing the company, and how it evolved over time to such a degree that Meier ended up giving up his part-ownership but continuing to work there. It was also noteworthy to read that although Meier was particularly well-known for his pioneering flight sims in the early days of home computer games, he wasn't especially fond of them, and certainly has never felt a desire to return to that field.

Mostly, though, it was a very good read. Meier is a great storyteller — though in a markedly different style to Warshaw — and he has plenty of interesting tales to tell from over the years. So if you're at all interested in this particular bit of gaming history — as the creator of Civilization and a pioneer in the strategy game space in general, Meier's kind of a big deal — I can highly recommend Memoir!

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#oneaday Day 1137: 1BITDRAGON https://imnotdoctorwho.moegamer.net/2022/03/29/oneaday-day-1137-1bitdragon/ https://imnotdoctorwho.moegamer.net/2022/03/29/oneaday-day-1137-1bitdragon/#respond Tue, 29 Mar 2022 20:02:27 +0000 https://imnotdoctorwho.moegamer.net/2022/03/29/oneaday-day-1137-1bitdragon/ I spotted a piece of music software appear on Steam last week, and was tempted to pick it up; I was a bit short on cash at the time, though, so I resisted. It's payday this week, though, so I finally nabbed it and have given it a quick spin this evening. It's fun! The … Continue reading #oneaday Day 1137: 1BITDRAGON

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I spotted a piece of music software appear on Steam last week, and was tempted to pick it up; I was a bit short on cash at the time, though, so I resisted. It's payday this week, though, so I finally nabbed it and have given it a quick spin this evening. It's fun!

The software is called 1BITDRAGON, and originated over on Itch. It's not trying to be a full-on digital audio workstation or anything — but what it is is an interesting sequencer and composition tool that provides a fun means of composing pieces of music, then experimenting with structure and effects.

1BITDRAGON is primarily piano roll based. You have several instruments to play with at the side of the screen, which can be freely assigned from a selection of both modern and chiptune-style instruments. Each instrument has its own piano roll that covers a few octaves of a pentatonic scale — i.e. notes that tend to go well with one another regardless of what combination you pick. Then all you have to do is draw your notes in, play it back and see what happens.

The nice thing about 1BITDRAGON is that you can also get it to generate simple patterns and accompaniments for you, too. For example, you can put together a solid drumbeat by customising where the main and "lighter" beats are for several different drum sounds; melodies and harmonies can be arpeggiated automatically (or jumbled up randomly) and it's dead easy to copy things around to produce variations.

There are limitations — specifically, the number of bars in a pattern, the number of patterns available and the overall number of instruments — but often working within such limitations can be a good creative spark to produce something interesting, in my experience.

Probably the most interesting thing to me is that rather than simply "bouncing" your composition to an audio file when you're done, you actually have to "record" it. That means you have the opportunity to "perform" your song as you see fit — jumping around from pattern to pattern and even bar to bar simply by clicking on them while the music continues to play. In this way, you can try out all sorts of different mixes and structures for your song before committing one to being your "final" version. There's even a "Live Mode" that allows you to apply various effects in real time, DJ-style.

1BITDRAGON is obviously designed for a very specific type of music rather than being a universally useful compositional tool — but if you're interested in ways of producing electronic music that are a little different from dropping samples in place, it's a really interesting piece of software. I'll be fiddling around with it a lot more in the near future, I'm sure.

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#oneaday Day 1136: Loneliness, on and offline https://imnotdoctorwho.moegamer.net/2022/03/28/oneaday-day-1136-loneliness-on-and-offline/ https://imnotdoctorwho.moegamer.net/2022/03/28/oneaday-day-1136-loneliness-on-and-offline/#respond Mon, 28 Mar 2022 22:36:42 +0000 https://imnotdoctorwho.moegamer.net/2022/03/28/oneaday-day-1136-loneliness-on-and-offline/ Taking it easy has been doing me some good, I think — I've still got a lot on at work, but not putting too much additional pressure on myself outside of work is providing me with the opportunity to reflect on a few things. Most notable among these is exactly what has been causing me … Continue reading #oneaday Day 1136: Loneliness, on and offline

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Taking it easy has been doing me some good, I think — I've still got a lot on at work, but not putting too much additional pressure on myself outside of work is providing me with the opportunity to reflect on a few things. Most notable among these is exactly what has been causing me to be feeling such a sense of "struggling" lately.

I think for the most part it is down to a deep-seated frustration with today's online culture. And part of this is almost certainly me getting old and shouting for people to get off my lawn — but another, probably more significant part is the fact that the world of "online", as vaguely defined as that was, is a field in which I once felt like I "belonged", but no longer feel that way at all.

Put it this way: a good… probably 15-20 years or so ago, I would have quite happily said that the way I carry myself online is actually a better indicator of who I "really" am than the shy, awkward individual I might appear to be in reality, particularly when first meeting people. The reason for this was that when interacting with people online, I had confidence and I didn't feel judgement. There was a sense of acceptance, particularly if you found the right communities to be part of — birds of a feather flock together and all that.

These days, though, with the way in which online communities have all ended up mostly forced to hang out in the same place — social media — I feel considerably more uncomfortable. I'd go so far as to say that I feel like I'm experiencing social anxiety online almost as much as I do in person these days, and that really sucks — because communicating with people online used to be my outlet that made me feel better about having difficulty in person.

Now, I know that online communities outside of social media haven't ceased to exist completely, but for a long time the kind of "specialised" experience that I particularly enjoyed hasn't been a thing. It started back when 1up.com decided to merge its various forums into "Games" and "Not Games", which caused the average quality of conversation to plummet considerably, and I feel like it's rare to find a community willing to actually fence areas off for different types of people these days.

The biggest gaming forums out there mostly follow the "Games" and "Not Games" model (with some making the eminently wise choice of ghettoising political discussions) — whereas what I'm looking for is the experience I used to have back on the 1up.com Radio forums, which were primarily home to discussions of the 1up.com podcasts, but which also played host to the most articulate and intelligent conversations on the site. This was the days well before memes (even before "image macros") and certainly well before the tedious "stock responses" that people come out with today. I miss it.

And before you suggest it, Discord isn't the answer for me, either. Discord servers cause me no end of anxiety — not just from the social angle, but from the autistic "I need to clean up all these notifications, but they never, ever end" angle also. Discord is built in such a way that someone like me feels like they need to read everything, even if that is not in any way practical or desirable to do, and that absolutely does not work for me.

The upshot of all this is that I don't really feel like I have a place that I "belong" online any more — from a social perspective, I mean. Rice Digital is absolutely my "home" now, and I love both writing there and working with our team of freelancers on what we put on the site. That's great… but it's just one part of the equation. I feel great having a platform where I can say pretty much what I want to say — but it's not the same as having a group of friends with whom I can discuss my passions.

I guess this feeling is being compounded somewhat by the fact that most of my "real-life" friends seem to have very little interest in actually being the slightest bit sociable with me, even when I prompt them with occasional messages about things I thought they might find interesting or amusing, or suggestions of games they might want to play — or, heaven forbid, an actual invitation to come and visit.

In other words, I was already feeling pretty lonely and isolated in my day-to-day life thanks to this situation, and becoming conscious of how alien the online world feels to me today is just making me feel worse. I actually had a full-on panic attack last night that I'm pretty sure was at least partly caused by these feelings, and I don't really know what to do about them any more.

It's true what they say, I guess: the more "connected" the world is, the more isolated some people end up feeling.

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#oneaday Day 1135: The creation of a nation https://imnotdoctorwho.moegamer.net/2022/03/25/oneaday-day-1135-the-creation-of-a-nation/ https://imnotdoctorwho.moegamer.net/2022/03/25/oneaday-day-1135-the-creation-of-a-nation/#respond Fri, 25 Mar 2022 22:39:34 +0000 https://imnotdoctorwho.moegamer.net/2022/03/25/oneaday-day-1135-the-creation-of-a-nation/ Played a bit of Utopia from the Gremlin collection on Evercade over the last couple of days. Having actually written the manual for it, I hadn't really spent much time actively playing it beyond figuring out what everything in the interface did, because that was essentially all we had room to cover in the manual. … Continue reading #oneaday Day 1135: The creation of a nation

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Played a bit of Utopia from the Gremlin collection on Evercade over the last couple of days. Having actually written the manual for it, I hadn't really spent much time actively playing it beyond figuring out what everything in the interface did, because that was essentially all we had room to cover in the manual. And, while playing, something occurred to me: I had no idea how to "win" Utopia. It hadn't come up during my research of the game at all.

Curious, I looked over the materials that I'd used to figure things out while assembling the manual — including some dodgy retyped versions of the Amiga manual and a GameFAQs document that was surprisingly comprehensive considering the author said he didn't like the game all that much. And, sure enough, nothing anywhere listed an actual win condition.

You know why? 'Cause there isn't one. I'd forgotten that this was once a thing, but nope — Utopia is a completely open-ended "sandbox" game (in the original use of the term) where you simply… play until you're fed up of it, then you either go play something else, or you start a new game, perhaps using one of the other predefined scenarios to begin with.

I initially thought that this was a little peculiar — I was expecting something along the lines of Civilization's victory conditions, where you had to defeat all your opponents, reach a certain tech level or something… but nope. You just play. And then it occurred to me: this was once, for this kind of game, completely fine. You can't "win" at SimCity either, and Utopia's creators specifically went on record as saying they were making a sci-fi twist on SimCity, so things start to make a bit more sense from there.

I actually rather like that. It enables you to truly treat the game as a sort of software toy — which, indeed, is how SimCity used to be referred to — and just see what happens when you do various things. Since it's also quite hard to lose at Utopia — the only real way you would find yourself in a genuinely unwinnable situation would be if you ran out of money and all your buildings ended up destroyed at that exact moment, which is statistically quite unlikely — you can fiddle around with things to your heart's content, safe in the knowledge that the worst thing that can happen probably won't be all that bad, at least on the earliest scenarios.

Now that I'm secure in that knowledge, I feel much more inclined to play Utopia some more as a sort of chill-out game, experimenting with its mechanics to see what happens. It's clunky as heck, of course, being a Super NES port of an Atari ST and Amiga game, and one that was really designed to be played with the SNES mouse, but there's something oddly compelling and intriguing about it. And I'm kind of interested to see if it's capable of sparking the same sense of creativity that SimCity can. I suspect it might struggle to do so on quite the same level — but it's definitely going to be intriguing to explore further.

Now, question is, will I ever figure out Premier Manager 97?

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#oneaday Day 1134: Eat my Shorts https://imnotdoctorwho.moegamer.net/2022/03/24/oneaday-day-1134-eat-my-shorts/ https://imnotdoctorwho.moegamer.net/2022/03/24/oneaday-day-1134-eat-my-shorts/#respond Thu, 24 Mar 2022 20:28:32 +0000 https://imnotdoctorwho.moegamer.net/2022/03/24/oneaday-day-1134-eat-my-shorts/ I was having some idle musings earlier about whether or not I should experiment a bit with YouTube's "Shorts" thing that they won't stop pushing at every opportunity, but the conclusion I came to was that I hate everything about it. I hate the form factor, I hate the format, I hate what they say … Continue reading #oneaday Day 1134: Eat my Shorts

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I was having some idle musings earlier about whether or not I should experiment a bit with YouTube's "Shorts" thing that they won't stop pushing at every opportunity, but the conclusion I came to was that I hate everything about it. I hate the form factor, I hate the format, I hate what they say about the audience, I hate the way in which they're typically used, and I hate that creative types feel the need to pander to attention-deficit zoomers with shit like this.

I feel exactly the same way about TikTok, because it's essentially the same thing. I hate the fact that everyone is ripping off the exact same idea, also. It's the very worst of 21st century cynical "product design" at work, where everything is the same and nothing is actually for the purpose it might initially appear to be for.

Let me at least attempt to back up the reasons why I dislike Shorts (and TikTok, and Instagram Reels, and whatever other shit is doing the exact same thing) though, rather than just ranting about it.

First, the form factor. Vertical video — remember when that was something to be mocked? — sucks for anything other than portrait-perspective "face shouting at camera" videos. And I hate portrait-perspective "face shouting at camera" videos, because in today's social media landscape they appear to have taken the place of actually well thought-out, considered pieces of writing. Why think about what you're saying when you can just yell at a camera in the hope of going viral? But I digress.

I detest the 9:16 form factor because it's impractical for anything I might be interested in doing, which would involve game footage. You either end up cropping a narrow strip down the middle of the game screen, which looks dumb, or squeezing the game screen into a tiny letterboxed space, which also looks dumb. The one idea I'd been toying with was 4:3 retro gaming footage at the top of the available space, with text underneath displaying a few interesting facts or bits of commentary over the course of the 60-second video. But then I remembered people can't (or, rather, won't) read any more.

I hate the format because limiting things to a minute is symptomatic of the aforementioned fact that no-one online has any attention span any more. To be fair, this has been a problem for a long time — I remember old 1up.com forum threads being derailed by people yelling about "walls of text" in the mid-'00s — but it's become particularly noticeable with the rise of these shitty video formats.

I hate what these shitty video formats say about the audience because it's a self-fulfilling prophecy: make "content" (ugh) for self-absorbed zoomers who don't actually care about anything and all you will attract are self-absorbed zoomers who are only swiping through as much "content" as possible because they are incapable of sitting still without a phone in their hand.

I've already mentioned why I hate the way they're typically used, but it can't be understated: I find the average use of this video format genuinely insulting to my intelligence. Out of curiosity, I downloaded TikTok a week or two ago just to see if there was any genuinely interesting gaming stuff on there, and after coming across a guy who was clearly old enough to know better going "Back in the OLDEN DAYS we had to plug our CONSOLES into a TELEVISION with CABLES!!" I uninstalled it and tried to forget about what I had just witnessed.

The growth of this format is the most out-of-touch I've ever felt online, and I know that's a recognised side-effect of growing up and/or old. But as a creative type who favours stuff that demands a modicum of intelligence and attention span to appreciate and enjoy, I feel kind of pissy that everything seems to be continually moving in the CONSUME MORE SHORT-FORM CONTENT MADE BY CONTENT CREATORS, CONTENT CONSUMERS direction rather than allowing specialists the opportunity to… well, specialise.

This was a pointless rant, I know, and I still might try my idea above with YouTube Shorts just to see if it's worth bothering with. But as someone on the autistic spectrum, I find myself feeling obliged to be uncomfortable with change and to complain about it!

I'm done now. I'm off to play the Renovation cart on Evercade.

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#oneaday Day 1133: Recovery https://imnotdoctorwho.moegamer.net/2022/03/22/oneaday-day-1133-recovery/ https://imnotdoctorwho.moegamer.net/2022/03/22/oneaday-day-1133-recovery/#respond Tue, 22 Mar 2022 21:23:39 +0000 https://imnotdoctorwho.moegamer.net/2022/03/22/oneaday-day-1133-recovery/ I think — no, I'm pretty sure I know — I've been feeling more burnt out than I either realised or cared to admit. After giving myself "permission" to take a break from various projects last week, I've been very conscious of not just exhaustion, but also a general feeling of being rather overwhelmed, stressed … Continue reading #oneaday Day 1133: Recovery

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I think — no, I'm pretty sure I know — I've been feeling more burnt out than I either realised or cared to admit. After giving myself "permission" to take a break from various projects last week, I've been very conscious of not just exhaustion, but also a general feeling of being rather overwhelmed, stressed out and depressed.

This sort of thing is generally "background noise" for my daily existence, but it's felt particularly bad recently, so I can only conclude that the break I'm taking is a good idea — and that when I return to my various projects (besides the day job) I take it a little more easy than I have been in the past.

I honestly don't have a ton of energy left to write much more than that right now, so I'm off to get a good night's sleep. I'll be okay!

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#oneaday Day 1132: The power of imagination https://imnotdoctorwho.moegamer.net/2022/03/20/oneaday-day-1132-the-power-of-imagination/ https://imnotdoctorwho.moegamer.net/2022/03/20/oneaday-day-1132-the-power-of-imagination/#respond Sun, 20 Mar 2022 18:18:55 +0000 https://imnotdoctorwho.moegamer.net/2022/03/20/oneaday-day-1132-the-power-of-imagination/ For both days this weekend, both Andie and I have slept in very late indeed. We both absolutely needed it, as the last few weeks have just felt exhausting for both of us — both in terms of what we've been doing in our own professional lives, and all sorts of external stimuli like what … Continue reading #oneaday Day 1132: The power of imagination

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For both days this weekend, both Andie and I have slept in very late indeed. We both absolutely needed it, as the last few weeks have just felt exhausting for both of us — both in terms of what we've been doing in our own professional lives, and all sorts of external stimuli like what is euphemistically referred to as "the current world situation".

I find when I sleep in late, I tend to dream particularly vividly in the "morning" hours, and these last few days have been no exception. Specifically, I've been having some very vivid dreams about the characters in the light novel series I'm presently reading, My Friend's Little Sister Has It In For Me! — which I wrote a bit about on Rice this week.

I feel like it's testament to the quality of the characterisation, worldbuilding and overall writing of a book when I find myself actually dreaming about the characters — and not just recreating the situations in the book, actually doing things with them in alternative scenarios. And this continues to further back up my own strong feeling that Japanese popular media, whatever the form, is immensely good at building strong, memorable characters who stick in your mind, imagination and apparently subconscious even when you're not actively engaging with the piece of media in question.

I've always struggled to define exactly how this is achieved, though. In the case of light novels, it's certainly not because of a large amount of descriptive text, because the format of light novels tends to mean that they're mostly fast-paced dialogue — and unattributed dialogue for the most part, too, meaning that the reader is expected to keep track of who is saying what rather than the author providing continual "he said, she said" synonyms for page after page.

Perhaps that's part of it, though; because you're having to engage strongly with that dialogue in order to consider who is saying what, you're getting a better idea of how the different characters speak and the things you'd expect them to be saying. But that's very much something that is exclusive to the light novel medium; in other forms of Japanese popular media, dialogue is attributed to the appropriate characters in various ways, be it through speech bubbles in manga, voice acting and animation in anime and video games, and text labels in visual novels.

Maybe it's also down to the fact that you spend quite a lot of time in the company of these characters in total, too. Sure, a single volume of a light novel may not be anywhere near as long as your average Dan Brown (I have no idea who today's bestselling western authors are) novel, but you rarely get just a single volume of a light novel, either. Plus the relatively "condensed" action in a light novel volume means that your encounter with the cast is a relatively intense and in-your-face one — sure, there's plenty of potential for subtlety, but energy and pace is part of the formula.

In the case of video games, this is absolutely the case, with your average RPG or visual novel typically being around the 20-40 hour mark or beyond. Manga, like light novels, tends to go on for multiple volumes, and anime, of course, is split into seasons of predefined length. In all those cases, you spend a goodly amount of time with the same characters in a variety of different contexts, giving you a good picture of how they respond to different things and what they're like in everyday life as well as more extraordinary circumstances.

Or maybe it's not anything specific, and it's just the fact that, for me, these stories and characters tend to resonate particularly strongly with me for one reason or another. I am, of course, well beyond the age bracket that many of these stories are theoretically aimed at — though I'd argue that many authors these days are keenly aware that even when they're writing high school stories, there's a substantial "ageing otaku" audience out there — but, for one reason or another, they hit me right in the heart and speak to me.

That's always a lovely feeling with any type of media — and while I love my Japanese gaming and visual novels, I'm particularly pleased that I made the decision to start delving into manga and light novels more, because I'm finding the enjoyment of both to be a nice relaxing thing to do that is away from a computer screen and, more importantly, away from the Internet. Bedtime reading on my Kindle has become part of my routine now — and I suspect that will continue for some time yet. After all, there's a lot of light novels out there still to read…

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#oneaday Day 1131: Taking a rest https://imnotdoctorwho.moegamer.net/2022/03/19/oneaday-day-1131-taking-a-rest/ https://imnotdoctorwho.moegamer.net/2022/03/19/oneaday-day-1131-taking-a-rest/#respond Sat, 19 Mar 2022 14:03:31 +0000 https://imnotdoctorwho.moegamer.net/2022/03/19/oneaday-day-1131-taking-a-rest/ Hi folks, as I've already noted on YouTube, I need a break. I've been making videos almost non-stop nearly every week for a very long time now, and I need a bit of time off, particularly after a tiring week of lots of things to do! With that in mind, I'm going to take a … Continue reading #oneaday Day 1131: Taking a rest

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Hi folks, as I've already noted on YouTube, I need a break. I've been making videos almost non-stop nearly every week for a very long time now, and I need a bit of time off, particularly after a tiring week of lots of things to do!

With that in mind, I'm going to take a couple of weeks off from making videos, and in early April I'll come back, perhaps with a revamped schedule to take a bit of the pressure I've been putting on myself away. Right now, I'm doing four videos a week, which is quite a lot considering YouTube is by no means my full-time job — and my full-time job now is a lot busier than it was when I first started taking YouTube a bit more seriously.

For context: when I really got into doing YouTube stuff, I was working a job where my days were so full of pointless meetings I could literally fall asleep for 2-3 hours in the middle of my workday and no-one would actually notice. I eventually took to making videos in those gaps (and occasionally sleeping) and thus I was able to get a lot of stuff done.

Now, though, my day job fills up my whole day. Between writing stuff for Rice and working on stuff for Evercade, I rarely have a "free" moment — which is emphatically very good for job satisfaction and an overall sense of happiness, but not exactly conducive to squeezing in one's own creative projects during convenient periods of "downtime".

This has, as you might expect, been making me feel a bit anxious, because I don't want to feel like I'm letting people down, particularly as the YouTube channel has seen such impressive growth (relatively speaking) over the course of the last year or so. I feel like I might have set unreasonable expectations for myself, and I'm concerned that if I don't match up to those expectations, people might bugger off. And, while I've always said that I do my creative stuff primarily for me, it is nice to know that people are watching — it's been particularly pleasant to see the uptick in actual conversation in my comments section recently, too.

So I guess as well as some reassurance from those reading, I'm also interested in the thoughts of any creative types reading on what you think is a "reasonable" commitment to make in terms of something that is essentially a side project. Four videos a week is fun and satisfying to put out, but I don't think it's sustainable.

So what do I do instead? Do you think a monthly cycle (week 1: Atari A to Z, week 2: Atari ST A to Z, week 3: Retro Select, week 4: Evercade A to Z) might work? That means much slower progress through all the series, but would definitely take a lot of the pressure off.

Anyway, that's my thinking right now. Don't feel obliged to offer any thoughts — I primarily wanted to let you know about the two-week break more than anything. So, regardless of what I decide, I'll be back on the videos in early April! If I can find the time and energy to do so this weekend, I'll do a video announcing the short break over on YouTube to remind everyone, too.

Thanks for your understanding and continued support!

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#oneaday Day 1130: Long week https://imnotdoctorwho.moegamer.net/2022/03/18/oneaday-day-1130-long-week/ https://imnotdoctorwho.moegamer.net/2022/03/18/oneaday-day-1130-long-week/#respond Fri, 18 Mar 2022 23:24:31 +0000 https://imnotdoctorwho.moegamer.net/2022/03/18/oneaday-day-1130-long-week/ Whew, that was a very long week, and a few things fell by the wayside, as you may have noticed from the lack of daily posts! There's still lots of Things to Do in the coming weeks, but I think the mad flurry I've been dealing with for the last couple of weeks or so … Continue reading #oneaday Day 1130: Long week

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Whew, that was a very long week, and a few things fell by the wayside, as you may have noticed from the lack of daily posts! There's still lots of Things to Do in the coming weeks, but I think the mad flurry I've been dealing with for the last couple of weeks or so will start dying down a little bit from here. It's been a busy and somewhat stressful time, for sure, but it's also been fun to feel like I'm doing something useful and helpful to others.

This evening I've spent a good few hours playing Stranger of Paradise: Final Fantasy Origin. I picked it up on PS4 and it runs just fine. The "performance" mode puts the whole thing in a low-resolution mode the likes of which I haven't seen since Doom in low-detail mode, but it does run lovely and smooth, but the "resolution" mode runs perfectly acceptably and still looks nice. I can only assume the PS5 version has its in-game graphics looking more closely in-line with the FMV cutscenes — but rest assured, if you've been considering this one on PS4, you can absolutely enjoy it even on a base model system.

I really like the game, too. It's absolutely not Final Fantasy Souls in the slightest, though I suspect lazy reviewers and commenters are going to call it that. No, rather it feels more like what I think they were going for with Final Fantasy XV, with a lot more in the way of refinements, variety and satisfaction. It is combat with a great sense of weight and impact to it, but which also rewards (and provides ample opportunity for) tactical play. It also features what is, I think, one of the best implementations of a caster in an action RPG that I've seen to date, so I'm likely going to be focusing mostly on the magic-user job progression paths first of all.

I won't say too much more because part of my own personal joy of this game has been going in fairly blind. I will, however, say that if they had called this Final Fantasy I Remake and positioned it like Final Fantasy VII Remake — as an alternate retelling of the story — then I don't think anyone would have complained!

Not looking forward to the inevitable deluge of "I'm going to kill Chaos" memes from people who haven't engaged with the game on anything more than a surface level, though. But then, I don't look forward to any memes these days. Oh well. Not to worry. I have better things to do. Like play more Stranger of Paradise: Final Fantasy Origin!

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#oneaday Day 1129: Vroom https://imnotdoctorwho.moegamer.net/2022/03/14/oneaday-day-1129-vroom/ https://imnotdoctorwho.moegamer.net/2022/03/14/oneaday-day-1129-vroom/#respond Mon, 14 Mar 2022 23:57:06 +0000 https://imnotdoctorwho.moegamer.net/2022/03/14/oneaday-day-1129-vroom/ Really enjoying Gran Turismo 7. I picked it up mostly out of curiosity to see how well the PS4 version compared to the PS5 version (quite well, from what I can tell) but have been very much enjoying it ever since I first fired it up. It is — and I mean this emphatically as … Continue reading #oneaday Day 1129: Vroom

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Really enjoying Gran Turismo 7. I picked it up mostly out of curiosity to see how well the PS4 version compared to the PS5 version (quite well, from what I can tell) but have been very much enjoying it ever since I first fired it up. It is — and I mean this emphatically as a compliment — a game that feels like it was made 20+ years ago, only with today's graphical technology.

What do I mean by that? Mostly, the game's sense of fun. I'm planning to write more about this on Rice tomorrow, but compared to previous Gran Turismo titles I've played, there's something about this one that just feels very pleasingly… gamey. You unlock stuff. You complete objectives. You take on gradually more challenging things. It doesn't try to sell you stuff (though you can pay real money to get more in-game currency, which is a feature I wish wasn't there) and it feels like it's a complete game in its own right.

There's a lot more structure to it than the previous Gran Turismo titles I've played, too — though admittedly I think the last one I played might have been 3 on the PS2. But the "Menu Book" system this one adopts, despite having both a stupid name and concept, works really well; not only does it provide a means of you building up your car collection bit by bit, but it also gradually encourages you to check out more and more of the game and become more ambitious in the challenges you take on.

Presumably there will come a moment where you've "done" all the Menu Books, and from there it'll be up to you as to what you want to achieve, much like in the old games. But for now, the objective-based approach is working quite nicely — though I can see it frustrating some people, since it even locks off stuff like the multiplayer until you've made sufficient progress through the main game. Doesn't bother me, personally — I doubt I'll ever go online against other people — but for those who relish the idea of online racing, that might be an annoyance.

One of the things I particularly like about it is that despite it ostensibly being "The Real Driving Simulator", it doesn't forget about aspects of game-like presentation. Cinematic sweeps around your car before the countdown. Rolling starts. Arcadey musical jingles and sound effects. And music.

A while back, I played Project Cars 2 when I first got my Logitech G29 steering wheel. I like that game a lot, but it felt like it was missing a few things — like music. When I went and looked on the forums for the game to see if anyone else had asked this question — or, indeed, if I was missing something — I was confronted with some of the most snobby elitism I think I've ever seen online. Project Cars 2, it seems, is not a silly game where you have music, because you should be listening to the sound of your car. (The sounds in that game are excellent, admittedly.)

Gran Turismo 7 has none of that attitude about it. It wants you to come on in, enjoy it however you see fit — and it's going to play a selection of excellent music while you do that. There's original tracks, there's some excellent classical music remixes — including several tracks from the legendary Hooked On Classics series — and there's a track with Idris Elba mumbling about Bugattis or something.

When I wrote a bit about the game the other day — or, more accurately, I wrote a bit about the game's installer — I commented that this is the first game I've played for ages that feels like it has old-school PlayStation energy about it. And it's absolutely true. And you know why it's got that old-school PlayStation energy? Because Sony, for once, let one of its Japanese teams make a game instead of giving us drab American triple-A moroseness.

I hope they learn something from this. I absolutely positively definitely know that they won't, but it is still something worth noting.

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#oneaday Day 1128: Lost weekend https://imnotdoctorwho.moegamer.net/2022/03/14/oneaday-day-1128-lost-weekend/ https://imnotdoctorwho.moegamer.net/2022/03/14/oneaday-day-1128-lost-weekend/#respond Mon, 14 Mar 2022 00:35:21 +0000 https://imnotdoctorwho.moegamer.net/2022/03/14/oneaday-day-1128-lost-weekend/ Sorry I haven't been posting much for the last few days — it's been a tiring few weeks and a few "non-essential" things have just sort of fallen by the wayside in the meantime! The weekend as a whole appeared to be one of them — I've no idea where it went. With luck, things … Continue reading #oneaday Day 1128: Lost weekend

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Sorry I haven't been posting much for the last few days — it's been a tiring few weeks and a few "non-essential" things have just sort of fallen by the wayside in the meantime! The weekend as a whole appeared to be one of them — I've no idea where it went. With luck, things should be settling down a bit now, as a couple of big jobs are finally over and done with.

I've been happy to rediscover reading amid all this. Enjoying some reading has been a great way to escape from absolutely everything — including computer screens. For those who've not used a Kindle before, their screen is this lovely "e-ink" thing that looks impressively like printed words on paper. There's no lighting (not on my model, anyway) so no distracting glow, no notifications, no Internet (aside from downloading and syncing books) and, to be honest, that's absolute bliss.

As I noted the other day, I've been particularly enjoying Howard Scott Warshaw's memoirs "One Upon Atari", in which, among other things, he recounts the story of the creation of his notorious E.T. game for the Atari 2600, and goes off on an impressive number of tangents along the way. He tells stories in an incredibly vivid way, however; throughout everything I've read, I've been able to picture the situation in my mind and be right there alongside him during these fascinating, curious years.

Warshaw's writing is particularly interesting because in the intervening years between him working at Atari and now, he's qualified as a psychotherapist, and as such he has a whole other level of insight to bring on all manner of subjects — be it the bizarre behaviour of Tod Frye, the conflicts between Marketing and Engineering at Atari at the time, or simply his own mental state during the stressful five-week dev cycle that E.T. was lumbered with.

That by no means makes his writing dry and boring, mind; quite the contrary. Warshaw is what one would politely describe as "a character", and I suspect listening to him tell these stories in person would be an absolute hoot. Regardless, his work is making for great bedtime and toilet reading; I'm about three quarters of the way through now and looking forward to his insights on the "great crash", which is, presumably, the climax of the book.

Anyway. Strong recommend if you haven't read it already — particularly if you already have an interest in classic Atari.

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#oneaday Day 1127: Problem solved https://imnotdoctorwho.moegamer.net/2022/03/11/oneaday-day-1127-problem-solved/ https://imnotdoctorwho.moegamer.net/2022/03/11/oneaday-day-1127-problem-solved/#respond Fri, 11 Mar 2022 19:26:51 +0000 https://imnotdoctorwho.moegamer.net/2022/03/11/oneaday-day-1127-problem-solved/ After mulling all that over in the previous post, I just thought "fuck it" and downloaded a couple of books to my Kindle, which has been sitting in a bedside drawer in complete disuse for the last six years. Specifically, I downloaded the second volume of My Friend's Little Sister Has It In For Me! … Continue reading #oneaday Day 1127: Problem solved

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After mulling all that over in the previous post, I just thought "fuck it" and downloaded a couple of books to my Kindle, which has been sitting in a bedside drawer in complete disuse for the last six years. Specifically, I downloaded the second volume of My Friend's Little Sister Has It In For Me! and Once Upon Atari, Howard Scott Warshaw's memoirs of his years at Atari.

I promptly read half of My Friend's Little Sister Has It In For Me! in a single sitting, and have been working my way through Once Upon Atari every time I need a poo. So I guess I don't really have a problem with reading on the Kindle. I do still like owning physical books and having them on my shelf though, so as inefficient as it might be, what I may end up doing is buying digital books to read immediately then adding the ones I particularly enjoy to my physical collection.

Anyway, while My Friend's Little Sister Has It In For Me! will doubtless only appeal to a subset of you reading this, I do want to give a specific recommendation for Once Upon Atari, because so far it's been an absolutely wonderful read. Howard Scott Warshaw is, it turns out, an incredible storyteller with a delightful sense of humour, and it's fascinating to read all his first-hand accounts of his time at Atari.

For me, it's a highly enjoyable opportunity to hear a bit more about some of the names that came up while I was researching Atari A to Z Flashback. Because while some things made their way into commonly recognised history — Yars' Revenge's graphical effects being made from raw computer code, for example — there are some absolutely wonderful other stories that, I guess, haven't been chronicled before for one reason or another.

My favourite parts so far are the stories about Tod Frye. Previously, I knew absolutely nothing about Tod Frye, other than the fact he made some of the absolute worst video games for the Atari 2600 (Pac-Man and SwordQuest: FireWorld) as well as some actually good ones, like Asteroids. After reading just some of Warshaw's book, I now know that Tod Frye was absolutely bonkers — with probably the best story being the one about how he discovered he could not only leap into the air and support himself with one foot on each wall in Atari's corridors, he eventually figured out how it was possible to actually run along the walls while suspended five feet off the ground with nothing more than the power of his own legs.

This continued until he bashed his head rather violently on a fire sprinkler while attempting to avoid an opening doorway, and naturally the hospital staff were hesitant to believe the story they were told.

Anyway, that's just one of many wonderful stories Warshaw has to tell in his book, so if you're at all interested in the history of the video game medium, I highly recommend giving it a look. I've certainly been loving it.

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#oneaday Day 1126: Booking it https://imnotdoctorwho.moegamer.net/2022/03/09/oneaday-day-1126-booking-it/ https://imnotdoctorwho.moegamer.net/2022/03/09/oneaday-day-1126-booking-it/#respond Wed, 09 Mar 2022 18:34:33 +0000 https://imnotdoctorwho.moegamer.net/2022/03/09/oneaday-day-1126-booking-it/ Here's a pointless thing I am presently agonising over more than a reasonable person probably would. I own a Kindle. It's an old Kindle, but it still works, and I haven't used it nearly enough since my wife was kind enough to buy it for me probably half a decade ago. It provides a pleasant … Continue reading #oneaday Day 1126: Booking it

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Here's a pointless thing I am presently agonising over more than a reasonable person probably would.

I own a Kindle. It's an old Kindle, but it still works, and I haven't used it nearly enough since my wife was kind enough to buy it for me probably half a decade ago. It provides a pleasant enough reading experience, and I actually suspect I'd prefer the page-turning buttons it has over the touchscreens of more recent models. I've also tried it under the amber light I mentioned the other evening, and it is indeed perfectly readable.

Related to this piece of information, I have been very much enjoying Japanese light novels recently — specifically, the Bottom-Tier Character Tomozaki series, and I've just started My Friend's Little Sister Has It In For Me!, too, which also seems to be a lot of fun.

Now, my quandary: since I've already started collecting light novels (I have all the volumes of Tomozaki that are currently available, and I'd like to get all of My Friend's Little Sister etc etc) should I continue with that and potentially end up overflowing with books — or should I do what is probably the sensible thing and read more on the Kindle? And as an extension to that question, should I stick with my existing Kindle, or pick up a newer, more up-to-date model with a better screen, more features and better suitability for reading more visual formats like manga?

This seems like it should be an easy answer, doesn't it? My main hesitation concerns the fact that I simply like having books around. I like the feel of a book in my hand, I like the way a nice collection looks on the shelf, and in the case of light novels I like the colour illustrations in the opening pages, the cover art and the nice "glossy" feel their covers tend to have. The Kindle is at least capable of displaying the black-and-white illustrations that crop up throughout your average light novel, so that's something.

On top of that, the Kindle's Library screen is boring as balls, consisting of nothing but a text listing of what you have on the device. Practical, yes. A fun showcase of the books you've been collecting, no.

I think my hesitation primarily stems from the fact I consider the act of collecting these books part of the whole enjoyment process. I like adding new volumes to the shelf, though I'm also conscious we don't have a ton of shelf space left in this house.

So I wonder. Should I start reading more light novels on the Kindle? They're generally cheaper, and in some cases they release earlier digitally — I believe all of My Friend's Little Sister etc etc is already available as ebooks, but the actual physical releases are staggered across the coming months up until September.

But… ooh. I like having a book in my hand. Maybe my optimal choice is to read a bunch on Kindle, then pick up physical copies of the ones I really enjoyed and actually want to collect. It means effectively buying them twice, but… oh, I don't know.

This is your brain on anxiety, depression and Asperger's, friends. What fun!

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#oneaday Day 1125: Aphantasia https://imnotdoctorwho.moegamer.net/2022/03/07/oneaday-day-1125-aphantasia/ https://imnotdoctorwho.moegamer.net/2022/03/07/oneaday-day-1125-aphantasia/#respond Mon, 07 Mar 2022 22:20:04 +0000 https://imnotdoctorwho.moegamer.net/2022/03/07/oneaday-day-1125-aphantasia/ Here's an interesting exercise for you. Grab a piece of paper or open a blank text document, then imagine a ball. Then write down everything you can tell me about that ball. If you can't do that, then you have a condition known as aphantasia — the inability to picture things in your mind. My … Continue reading #oneaday Day 1125: Aphantasia

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Here's an interesting exercise for you. Grab a piece of paper or open a blank text document, then imagine a ball. Then write down everything you can tell me about that ball.

If you can't do that, then you have a condition known as aphantasia — the inability to picture things in your mind. My wife has it, as does Arin Hanson from Game Grumps, and doubtless numerous others. And I find it kind of interesting.

You see, when someone tells me to "imagine a ball", my mind immediately goes into overdrive. The ball in question is red, round, textured with a sort of "spotty" surface but unpatterned, slightly smaller than a basketball, looks a bit like a medicine ball you'd get in a gym but is more the weight you'd expect a typical ball to be, is sitting on a grassy patch in a garden which may or may not be the garden I grew up in (in the form it was when I was a child, not the form it is in now, which is slightly different) and is enjoying dappled sunlight streaming through the trees from above on a pleasant spring afternoon. It's been warm and dry for quite some time, so being outside is pleasant and even desirable, and the garden is in a condition where it's actually rather nice to just go and sit on the grass. Remember that wigwam I had when I was a kid that we used to put one of the old sofa cushions in and I'd sit in there and read music theory books… okay, I'm getting off the point a bit, but you get what I mean.

When someone says "imagine [something simple and/or abstract]" I can generally extrapolate an entire scene and possibly even a story from that. When I'm reading a book, I can picture the things described in the book going on in front of me — perhaps not in the exact same way as the author, but definitely in a vivid way. Since delving into Japanese light novels recently, I've found these to be particularly vivid and potent fuel for the imagination, even though their descriptive language isn't typically anywhere near as detailed as in what one might regard as "literature".

With aphantasia, you supposedly have none of that. And I don't say "supposedly" in doubt that it happens — I'm sure it does. It's just interesting that of all the things I can imagine, what it must be like to not be able to imagine anything is something I absolutely, definitely cannot picture!

I cannot imagine what it must be like for someone to go "imagine a ball" and for you to be unable to do so because the person asking you to do so hasn't given enough information about the ball. It feels like it would be remarkably inconvenient — and I find it a bit sad, too. As much as there are many occasions when I don't like how my brain works — and my imagination can certainly play a part in those times, for sure — on the whole, I'm glad I have such a vivid and active imagination. I feel there are certain aspects of life that I can simply appreciate more as a result — and if nothing else, it certainly makes for some pleasingly weird dreams at times.

I wonder how well-known aphantasia is as a condition? For it to have a name, it must be reasonably recognisable and apparently it affects 1-3% of the population — though from a casual browse around the Internet it appears to be a field of mental health that hasn't been studied all that much. I guess it's quite hard to study the absence of something — though there are, of course, various ways that you could assess exactly how far a person with aphantasia is able to "imagine" or "remember" things.

Anyway, that's my thought for the day. Can you picture that ball?

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#oneaday Day 1124: Irrational Food Indifference https://imnotdoctorwho.moegamer.net/2022/03/07/oneaday-day-1124-irrational-food-indifference/ https://imnotdoctorwho.moegamer.net/2022/03/07/oneaday-day-1124-irrational-food-indifference/#respond Mon, 07 Mar 2022 00:04:01 +0000 https://imnotdoctorwho.moegamer.net/2022/03/07/oneaday-day-1124-irrational-food-indifference/ Do you ever find yourself thinking, with no real evidence supporting it, that you don't really like something food-wise — and then find yourself surprised when you eat the thing in question and you actually don't hate it, even finding it moderately to extremely acceptable? I do, frequently. I mean, yes, there are some foods … Continue reading #oneaday Day 1124: Irrational Food Indifference

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Do you ever find yourself thinking, with no real evidence supporting it, that you don't really like something food-wise — and then find yourself surprised when you eat the thing in question and you actually don't hate it, even finding it moderately to extremely acceptable? I do, frequently.

I mean, yes, there are some foods that I absolutely definitely do despise — onions have always made me retch, for example, and now I'm 40 years old I think my parents have just about accepted that as something which isn't just me being a fussy child — but I have plenty of examples that fit into the category I describe above.

For me, the one that I always keep coming back to is sweet potatoes. I can't remember any time when I would have voluntarily chosen sweet potatoes over actual potatoes, and yet any time I end up with sweet potatoes for one reason or another, it tends to be a relatively pleasant surprise. Andie made home-made air fryer chips with sweet potatoes the other night, for example, and they were really nice — but I would never have said to her before dinner "no, actually, use the sweet potatoes instead of the regular ones".

I don't know what it is. It's some sort of weird mental block. To my recollection, I don't have any past trauma involving sweet potatoes — though if I do, I guess it's been repressed to such a degree that I'm incapable of thinking about it — and thus I have no real reason to feel like I don't really like sweet potatoes. And yet I still do feel that any time the opportunity to eat sweet potatoes comes up.

With one exception: last year, when Andie's friends came over for Thanksgiving and we had an American-style Thanksgiving feast. Then we had one of those absurdly sweet sweet potato, marshmallow and sugar monstrosities on the side of all the rest of our food. That was frickin' delicious. And you'd think that would have cured my mental block once and for all.

But nope. So if we're ever in a position where you're making me a meal and sweet potatoes are on the menu, please ignore any indifferent or unsure initial reaction I might make to the situation; I'll probably enjoy it.

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#oneaday Day 1123: Amber Light https://imnotdoctorwho.moegamer.net/2022/03/05/oneaday-day-1123-amber-light/ https://imnotdoctorwho.moegamer.net/2022/03/05/oneaday-day-1123-amber-light/#respond Sat, 05 Mar 2022 22:23:24 +0000 https://imnotdoctorwho.moegamer.net/2022/03/05/oneaday-day-1123-amber-light/ My (re)discovery of manga and light novels encouraged me to set up my bedroom to be a little more conducive to reading comfortably. And, oddly enough, this was one of those moments where I'm reminded that, indeed, technology has progressed somewhat as the years have passed. When I was a kid/teen, I had a great … Continue reading #oneaday Day 1123: Amber Light

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My (re)discovery of manga and light novels encouraged me to set up my bedroom to be a little more conducive to reading comfortably. And, oddly enough, this was one of those moments where I'm reminded that, indeed, technology has progressed somewhat as the years have passed.

When I was a kid/teen, I had a great lamp on my bed. It would clip on to something, then it had a bendy but rigid gooseneck sort of arrangement that meant you could position it however you saw fit. It was, in short, an excellent reading light — but it was also an excellent reading light that I had approximately 30 years ago.

Regardless, I found myself on Amazon looking for something similar (I believe I searched for "bendy neck clip-on reading light") and was provided with a wealth of options. The basic concept was the same — clip on a thing, bend the neck to an appropriate angle — but the execution was quite different. Notably, most of them are USB powered now, and also the lights in them are not regular old lightbulbs, but LEDs instead.

Making a choice before I even allowed myself to become overwhelmed with the options, I now find myself the proud owner of a clip-on USB rechargeable amber LED reading light. And y'know what, I really like it. I went specifically for the amber light rather than a white or colour-selectable light because supposedly amber light is good to bathe in before bed, being the antithesis of blue light.

I was concerned that the effect would be akin to reading under one of those orange sodium street lights and I guess in some regards it it — but damn, if it isn't comfortable to read by. And it most definitely has an effect, too; stepping out of being bathed in nothing but amber light into something with more regular-style electric lighting is actually rather jarring. So I'm trying to make an effort to arrange things so that once I switch that light on and start reading, the next thing I will do is fall asleep.

I found the Amazon reviews for the light rather amusing. There were a lot of people complaining that the light is orange. I mean, what exactly did you think you were getting when you ordered an amber light? As amusingly Engrish as the packaging was, the actual product page on Amazon was pretty clear about what it offered, so I feel like turning it on and it being orange shouldn't have been a surprise if you were paying attention. But given that Amazon is a place where people will answer questions with "I don't know" and then wonder why they get downvoted by people looking for an actual answer… well, make your own mind up.

Anyway, upshot of all that is that I've been reading quite a bit before bed of late, and enjoying it. I devoured volume 6.5 of Bottom-Tier Character Tomozaki in an evening and a half, and I'm working my way through volume 7 now. Unfortunately the next volume isn't out until the end of next month, but I'm sure I'll find a way to cope. I have, after all, been stocking up on a variety of interesting manga and light novels of late!

On that note, I'm feeling a bit zonked out, so I'm going to get an early night and read some more misadventures of fictional Japanese high-school students under OMG ORANGE light. Hope you're having a pleasant weekend!

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#oneaday Day 1122: Sleep is for the weak, I am weak https://imnotdoctorwho.moegamer.net/2022/03/03/oneaday-day-1122-sleep-is-for-the-weak-i-am-weak/ https://imnotdoctorwho.moegamer.net/2022/03/03/oneaday-day-1122-sleep-is-for-the-weak-i-am-weak/#respond Thu, 03 Mar 2022 22:30:08 +0000 https://imnotdoctorwho.moegamer.net/2022/03/03/oneaday-day-1122-sleep-is-for-the-weak-i-am-weak/ I'm knackered. It's been a busy week! Had to go in to the actual day job office on Tuesday, which meant staying overnight in a hotel on Monday night and driving back home on Tuesday evening. In both directions, it was absolutely pouring with rain, dark and miserable, though mercifully not too heavy on the … Continue reading #oneaday Day 1122: Sleep is for the weak, I am weak

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I'm knackered. It's been a busy week! Had to go in to the actual day job office on Tuesday, which meant staying overnight in a hotel on Monday night and driving back home on Tuesday evening. In both directions, it was absolutely pouring with rain, dark and miserable, though mercifully not too heavy on the traffic. It has left me absolutely exhausted for the rest of the week, however!

Thankfully, I'm ploughing through all the Stuff I Have To Do at a good rate and everything will be fine, but I am definitely looking forward to tomorrow evening, when I'll just be able to flop down, go "right, that's that for another week" and relax for a bit. I intend for Saturday to primarily be filled with Atelier Sophie 2 and moving as little as possible. I guess technically that still counts as "work" but I actually want to play Atelier Sophie 2 — it's real good — so I'm more than happy to spend my Saturday doing that!

I think my exhaustion in this case stems from the fact that it is, to say the least, a somewhat turbulent situation in the world right now. And it feels like we've been limping from one instance of "turbulence" to another over the past few years — and that's without even taking the entire COVID thing into account.

I'm sure if I looked back at recent history I'd probably find that human existence has just been one string of "turbulent times" after another, but that doesn't really make me feel any better. Something about the present conflict feels curiously more… ever-present and relevant than other things that have been going on. I think it's perhaps because unlike a lot of other instances like this around the world, people are actually taking action this time around.

I mean, whether or not you think, say, GOG.com not selling games to Russians any more is an effective response to a humanitarian crisis is a matter of opinion and debate, I'm sure, but it does feel like people are curiously "united" in condemning the situation in Ukraine. Oddly, though, that's one of the things that makes it feel all the more exhausting; all the more real, I guess.

I wonder if humanity will know proper peace at some point? It honestly feels like a far-off, fanciful dream these days, whatever sci-fi might have tried to tell us in the past.

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#oneaday Day 1121: The Internet is Andy L https://imnotdoctorwho.moegamer.net/2022/03/01/oneaday-day-1121-the-internet-is-andy-l/ https://imnotdoctorwho.moegamer.net/2022/03/01/oneaday-day-1121-the-internet-is-andy-l/#respond Tue, 01 Mar 2022 21:21:30 +0000 https://imnotdoctorwho.moegamer.net/2022/03/01/oneaday-day-1121-the-internet-is-andy-lawson/ Back at university, there was an individual on the periphery of our friendship group known as Andy L. I describe him thus because no-one really liked him all that much and he just seemed to sort of come as an "attachment" with some other friends — a particularly unkempt, greasy sort of "buy one, get … Continue reading #oneaday Day 1121: The Internet is Andy L

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Back at university, there was an individual on the periphery of our friendship group known as Andy L. I describe him thus because no-one really liked him all that much and he just seemed to sort of come as an "attachment" with some other friends — a particularly unkempt, greasy sort of "buy one, get one free" deal.

Supposedly one of our number particularly appreciated debating philosophy with him. They were fellow philosophy students, after all, with all the insufferability that comes with; the difference between them was that one was in the field because he enjoyed arguing, while Andy L was in it because he was one of those people for whom university represented some sort of great political awakening, and a philosophy degree appeared to be the best way for him to explore that.

Fair enough, on that note, and as someone who studied English and Music because he liked both of those things, I'm not really in a position to comment. Rather, Andy L was an unwelcome presence for me in particular because of a habit he had. And when I say "habit" I really mean it; it was non-stop, never-ending, constant. And to this day I find myself wondering how on Earth I managed to put up with it for so long without ever exploding in rage at him.

Andy's habit was quoting Blackadder. Now, that may not sound like a particularly serious habit, and indeed it isn't when compared with any number of other vices that some people get involved with during their university years. But I really mean what I said about it being non-stop; it never ended. For Andy, an adequate substitute for conversation was simply saying a line from Blackadder or, in the worst cases, making a noise that Stephen Fry's character made.

Both of these things are funny in context, but when you've heard them fifty times that week because someone keeps saying them out of said context at you, it grates after a while. It got so bad for me that, to this day, I absolutely cannot bring myself to watch any series of Blackadder ever again, even knowing that it is a classic of British comedy. Its memory is just so sullied with the incessant repetition of the same lines, over and over again in lieu of actual conversation. I'd genuinely rather have awkward silence.

These memories came back to me recently because it occurred to me that they relate to a big problem I have with how people communicate on the Internet these days. There's a lot in common with how Andy L behaved in our friendship group, and how people behave in YouTube comments, Twitch chat or on social media: people feel the urge to say something, but have nothing meaningful to actually add to the conversation, so they fall back on something they heard somewhere else before. Only the problem these days is that there's not just one Andy L suffering this problem, there's a whole army of the buggers.

All this ties in with meme culture, where a significant proportion of the Internet appears to believe that incessant repetition equals effortless humour. To be fair, this was an issue long before meme culture took hold — just look at "catchphrase comedy" and how poorly a lot of that has aged — but the real problem we have today is that the freedom of expression social media provides means that everyone thinks they're a comedian.

Energetic piece of music on YouTube? Someone's going to comment "me when I'm late for school" or something similar. The question "who is [x]?" is presented? Someone will respond with "everyone asks who is [x], but no-one stops to ask how is [x]?" Steamed Hams being held up as the pinnacle of humour. Spongebob "a few moments later" cutaways being constantly used in YouTube videos. You get the idea. I'm so tired.

Last I heard, Andy L had become some sort of fortune-telling hippy called Zelda. As for whether those fortune-telling sessions involve relentless quoting of Colonel Melchett, I couldn't say. But perhaps that's a more peaceful life than being online in 2022.

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#oneaday Day 1120: Lilypower https://imnotdoctorwho.moegamer.net/2022/02/26/oneaday-day-1120-lilypower/ https://imnotdoctorwho.moegamer.net/2022/02/26/oneaday-day-1120-lilypower/#respond Sat, 26 Feb 2022 22:27:49 +0000 https://imnotdoctorwho.moegamer.net/2022/02/26/oneaday-day-1120-lilypower/ Might be developing the first signs of an addiction to yuri manga. Have really enjoyed the first three volumes of Our Teachers are Dating! and am about to start on I Can't Believe I Slept With You! — and am eager for more. I love yuri. Part of the appeal is, of course, beautiful ladies … Continue reading #oneaday Day 1120: Lilypower

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Might be developing the first signs of an addiction to yuri manga. Have really enjoyed the first three volumes of Our Teachers are Dating! and am about to start on I Can't Believe I Slept With You! — and am eager for more. I love yuri.

Part of the appeal is, of course, beautiful ladies doing beautiful things with other beautiful ladies, but there's also just something about the overall atmosphere and feel of yuri titles that feels distinctly different from your average shoujo, bishoujo or whatever you want to call it "straight" stories. And it's not necessarily one specific thing you can point to, either; a fair bit of yuri goes for the heavy melodrama angle, which can be a lot of fun — the Nurse Love games are great for this — but stuff like Our Teachers are Dating! goes for something that is simply… heartwarming (and, occasionally, pantswarming).

I'm definitely going to be exploring the subgenre more in the coming weeks and months, as there's a lot of yuri manga out there that I don't think gets explored all that much. Indeed, in the afterword for volume 3 of Our Teachers are Dating! the author indicates that they've had a fair amount of frustration in this regard in the past — so part of me hopes that they have the opportunity to see me covering it on Rice Digital, even if they don't speak English themselves.

Also apparently yuri manga gets oddly valuable. Volume 1 of a yuri anthology called "Syrup" sells for £90+ second-hand. Why? I have no idea. But I kind of want to find out!

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#oneaday Day 1119: Star Force https://imnotdoctorwho.moegamer.net/2022/02/25/oneaday-day-1119-star-force/ https://imnotdoctorwho.moegamer.net/2022/02/25/oneaday-day-1119-star-force/#respond Fri, 25 Feb 2022 23:51:04 +0000 https://imnotdoctorwho.moegamer.net/2022/02/25/oneaday-day-1119-star-force/ I introduced myself to Tehkan's (now Koei Tecmo's) Star Force today, as I spotted that it was available in the Arcade Archives series, and I'd mentioned it in the Atari ST A to Z video on Plutos a while back. A few observations: firstly, Plutos was most definitely inspired by Star Force, not that it … Continue reading #oneaday Day 1119: Star Force

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I introduced myself to Tehkan's (now Koei Tecmo's) Star Force today, as I spotted that it was available in the Arcade Archives series, and I'd mentioned it in the Atari ST A to Z video on Plutos a while back.

A few observations: firstly, Plutos was most definitely inspired by Star Force, not that it was attempting to hide that fact in any way. Secondly, Warhawk was also most definitely inspired by Star Force, and in retrospect that was not attempting to hide that fact in any way either.

I find the latter quite interesting, because I recall Warhawk specifically being praised for being a relatively fresh and original-feeling shoot 'em up on its original release for Atari 8-bit (and other platforms) — but it turns out that yes, it's absolutely a shameless ripoff of Star Force. In fact, I'd probably argue that Warhawk is more of a Star Force ripoff than Plutos is — and Plutos is much more commonly known as being an "homage" to Star Force.

Warhawk goes so far as to wholesale lift enemy designs and their respective attack patterns from Star Force. Remember the annoying "Pac-Man" type ships in Warhawk that float straight down the screen until you cross their path, at which point they float horizontally? They're in Star Force. The waves of enemies that simply scroll vertically down the screen at you? Star Force. Waves of enemies that go wibbly-wobbly from side to side? Star Force.

I suspect Star Force itself didn't invent a lot of these things, but it just amuses me how shameless people were back in the Good Old Days — and how these things can come to light much more easily today than they ever would have done way back when. Sitting in front of my TV right now, I can immediately call up Warhawk, Plutos and Star Force and play them all alongside one another if I really wanted to. I mean, I don't, but I could if I wanted to.

As for Star Force itself, I really like it. I'm developing a real soft spot for this sort of mid-'80s vertical scroller that occupies a space somewhere between limited 8-bit shoot 'em ups and the slightly later, more spectacular 16-bit affairs. If nothing else, Star Force is one of the most relentlessly chipper and cheerful shoot 'em ups I think you'll ever play, and that certainly has to count for something these days, right?

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#oneaday Day 1118: Life and love in black and white https://imnotdoctorwho.moegamer.net/2022/02/24/oneaday-day-1118-life-and-love-in-black-and-white/ https://imnotdoctorwho.moegamer.net/2022/02/24/oneaday-day-1118-life-and-love-in-black-and-white/#respond Thu, 24 Feb 2022 22:46:19 +0000 https://imnotdoctorwho.moegamer.net/2022/02/24/oneaday-day-1118-life-and-love-in-black-and-white/ Developing a bit of an addiction to manga of late. I go through this every so often, but it feels like it's "sticking" somewhat this time — particularly with me having successfully made it through all of Gal Gohan and written about each and every volume. Occasionally I find myself thinking that I should be … Continue reading #oneaday Day 1118: Life and love in black and white

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Developing a bit of an addiction to manga of late. I go through this every so often, but it feels like it's "sticking" somewhat this time — particularly with me having successfully made it through all of Gal Gohan and written about each and every volume.

Occasionally I find myself thinking that I should be reading "better" things than manga — which is at least partly why I started on some light novels, which I'm also enjoying — but then something draws me back in and reminds me that, as a medium, manga is not inherently "better" or "worse" than anything else; it simply has its own unique benefits that are distinct from other ways of presenting and telling stories.

A common refrain from people is "oh, I wish this manga was an anime" — but to be honest, I think I've reached a point where I'd rather see the two forms of media continue to distinguish themselves and do what they're good at.

Having read all ten volumes of Gal Gohan, for example, I'm not sure I want it to become an anime as some people do — at least, not as a means of enjoying that series. I can see the value for bringing new people in to the series — watch a series of anime, get frustrated that it cuts off at a critical moment and is unlikely to get a second season, buy all the volumes of manga instead — but I didn't come away from reading Gal Gohan thinking "yes, I really need to see this animated". The manga did what it needed to — it was fun, it was sexy, it had an entertaining story and it resolved nicely.

Likewise, the short four-volume series Our Teachers Are Dating! that I'm currently reading would also probably work as an anime, but part of its appeal is in how it makes use of the manga medium with little asides, subtle visual jokes and suchlike; again, an anime series may well bring more people to the series in general, but ultimately I feel like the manga simply does everything it needs to already.

And of course, there's hentai, too. I bought three FAKKU! hentai books recently and really enjoy them — and many of those really wouldn't work as anime. Not because they're hentai, mind — there's plenty of hentai anime out there already, of course — but, again, because they make excellent use of the manga medium and format to tell their stories, twist things in unexpected directions and crack jokes. Once again, hentai anime has its own distinct, unique appeal — as does hentai manga. And I'm not sure the two need to cross-pollinate for any reason other than as a promotional tool.

But then this is probably why I don't run an anime company. I am, however, buying and reading a lot of manga — and, more to the point, I'm finding doing so somehow more practical and enjoyable than sitting down and watching a lot of anime. Maybe that's just me — perhaps I'm hardwired to appreciate books a bit more. I was certainly an avid reader in my youth — though like most people these days, I haven't done nearly as much book-readin' in recent years as I feel like I probably "should" have.

Ramblings aside, keep an eye on Rice Digital, 'cause everything I'm reading, I'm writing about. My long-term intent is to build up a "library" of complete series reviews — it's another one of those long projects to do a bit at a time, but I think it'll be something fun to work on, particularly on slow news days!

For today, go read my 10-part Gal Gohan review, check out my look at the thoroughly adorable first volume of Our Teachers are Dating! — and if you're feeling frisky, take a look at Viewer Discretion Advised; the latter is an article about hentai manga, but features no explicit pictures, so click with confidence! 

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#oneaday Day 1117: Secret Agent man https://imnotdoctorwho.moegamer.net/2022/02/24/oneaday-day-1117-secret-agent-man/ https://imnotdoctorwho.moegamer.net/2022/02/24/oneaday-day-1117-secret-agent-man/#respond Thu, 24 Feb 2022 00:02:16 +0000 https://imnotdoctorwho.moegamer.net/2022/02/24/oneaday-day-1117-secret-agent-man/ I'm really impressed with new-Apogee's Secret Agent and Crystal Caves "HD" versions. I haven't yet tried Monster Bash but I'm anticipating something similarly excellent. And I sincerely hope that new-Apogee continues to trawl its back catalogue for titles that are ripe for this treatment: stuff like Bio Menace and Major Stryker (off the top of … Continue reading #oneaday Day 1117: Secret Agent man

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I'm really impressed with new-Apogee's Secret Agent and Crystal Caves "HD" versions. I haven't yet tried Monster Bash but I'm anticipating something similarly excellent. And I sincerely hope that new-Apogee continues to trawl its back catalogue for titles that are ripe for this treatment: stuff like Bio Menace and Major Stryker (off the top of my head) could really benefit from the "HD as a means of making things move smoothly" treatment.

Mostly I think I'm impressed at how well both Secret Agent and Crystal Caves hold up as games. They're simple, but they're very, very playable and enjoyable — and the improved presentation makes them more enjoyable without compromising the fundamental things that made them good in the first place. They still feel very much like the original games, but they run much better than they ever would have done back in the day — I described Secret Agent HD over on Retrounite as being "the game it always wanted to be".

This is a really interesting approach to "HD remasters". While I'm sure it's tempting to do a remake of something that fundamentally changes what the original was all about — remaking rather than remastering, essentially — this approach is something I'd dearly like to see more of, and I can imagine a whole host of classic shareware games from the early to mid '90s that would really benefit from this treatment.

I mean, just take Jill of the Jungle (not Apogee, I know), which I've done some vids on recently, as an example. Imagine that with smoother scrolling and sprite movement, but the same fundamental gameplay — it'd be great. Commander Keen would benefit from this treatment, for sure. Even Apogee's really old stuff like Paganitzu would be interesting to see remade and modernised in the same way as Secret Agent and Crystal Caves.

It remains to be seen if we'll get any more of these; new-Apogee is also pushing some of its new original work at the moment. But if they have any sense they'll capitalise on the fondness people have for the classic Apogee brand and bring back even more '90s shareware classics. I will certainly buy each and every one of them!

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#oneaday Day 1116: Boss dream https://imnotdoctorwho.moegamer.net/2022/02/22/oneaday-day-1116-boss-dream/ https://imnotdoctorwho.moegamer.net/2022/02/22/oneaday-day-1116-boss-dream/#respond Tue, 22 Feb 2022 22:45:36 +0000 https://imnotdoctorwho.moegamer.net/2022/02/22/oneaday-day-1116-boss-dream/ Been having some oddly vivid and memorable dreams of late. Not 100% sure what's been causing them — if anything — but they've certainly been an interesting experience. Last night was especially… I guess exhausting is probably the right word, as I woke up feeling pretty tired from the experience. Alas, I couldn't just sleep … Continue reading #oneaday Day 1116: Boss dream

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Been having some oddly vivid and memorable dreams of late. Not 100% sure what's been causing them — if anything — but they've certainly been an interesting experience.

Last night was especially… I guess exhausting is probably the right word, as I woke up feeling pretty tired from the experience. Alas, I couldn't just sleep it off, as I had to get up and do work, but I did manage to sneak a nap in later in the day — a dreamless one, for a nice change.

Anyway, the gist of said dream was that, for some reason, a group of companions and I were bursting into Castlevania Dracula's dining room ready for our final confrontation. I can't remember who my companions were, but I have a vague memory of at least some of them being people I went to school with — people I haven't seen for a good twenty or thirty years in some cases. That's not important. The important thing is that we were there to fight Dracula, and we were absolutely not ready for it.

Dracula promptly set fire to his own dining room and essentially obliterated us almost immediately — but we weren't dead. Apparently this was a boss fight we were supposed to lose, despite seemingly being the grand finale, and after a moment's darkness we found ourselves high above Castlevania, which, of course, was floating in a black void by this point.

Ahead of us was a long, winding and branching Super Mario 64-style slide, and we knew what we had to do: one by one, we launched ourselves down it, in search of stacks of grimoire pages that we needed to collect in order to defeat Dracula once and for all. Each stack seemingly contained over a hundred pages, indicated by a helpful meter that appeared in the top corner of our vision — I remember this because the first one I grabbed contained exactly 164 pages.

As noted, the slide branched off in a number of different directions, and at one point I made the decision to take a left turn, which led down into what appeared to be a semi-ruined public toilet. The slide weaved around the open cubicles, rising and falling — somehow we were perfectly able to continue sliding uphill when required — before rising back into the sky.

I believe I woke up before we obtained the required number of grimoire pages, so I'm not sure if our second encounter with Dracula went any better. But if nothing else, we'd had a lovely ride around Castlevania in the void.

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#oneaday Day 1115: Welcome in Jam https://imnotdoctorwho.moegamer.net/2022/02/21/oneaday-day-1115-welcome-in-jam/ https://imnotdoctorwho.moegamer.net/2022/02/21/oneaday-day-1115-welcome-in-jam/#respond Mon, 21 Feb 2022 23:33:59 +0000 https://imnotdoctorwho.moegamer.net/2022/02/21/oneaday-day-1115-welcome-in-jam/ Last night in RoseTintedSpectrum's Discord we were chatting about various classic British TV shows from a couple of decades ago — Spaced, Black Books, Big Train, all that sort of thing. One which came up that I hadn't seen before was Jam, an experimental work by Chris Morris of The Day Today/Brass Eye fame. I … Continue reading #oneaday Day 1115: Welcome in Jam

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Last night in RoseTintedSpectrum's Discord we were chatting about various classic British TV shows from a couple of decades ago — Spaced, Black Books, Big Train, all that sort of thing. One which came up that I hadn't seen before was Jam, an experimental work by Chris Morris of The Day Today/Brass Eye fame.

I remember seeing DVDs for Jam around the place back when I still bought DVDs, but for one reason or another I never jumped on board with it. From what I recall, the DVD packaging really didn't make what it was clear at all — and I'd never caught it on television, so had no real point of reference. I also vaguely recall at least one friend of mine saying that it was "weird", and that they weren't sure whether or not they liked it as much as Morris' other stuff.

Last night, I watched an episode of Jam for the first time. And I can confirm that it is indeed weird, and that a significant number of people may not get along with it, for a whole variety of reasons. But I really liked it.

For the unfamiliar, Jam is ostensibly something of a sketch comedy show, but the whole thing is drenched in such a genuinely disturbing, horrific sense of dread that calling it that doesn't really feel like it's doing it justice. It's a series of unrelated vignettes — some of which feature recurring characters — that present a series of situation best described as somewhat uncanny. People's reactions to situations are all "wrong", and a lot of the humour comes from some truly wonderful (and horrible) reveals as to what the truth of each scene really is.

For example, one classic scene often brought up by people is one in which a pair of disinterested parents realise that their son has gone missing. They talk about the situation as if they are discussing what to have for dinner that evening, or what they should plant in the garden if the weather is nice — and when their son's body is eventually found, they don't even bother to go and identify it, on the grounds that the description the police give them over the phone is "good enough for them".

This is the sort of thing that doesn't sound funny if you just describe it like this… but the presentation of the whole scene and the sheer absurdity of it all — coupled with the intense darkness — is what makes it really work. This is truly black, black as night comedy, showing that there's an inherent sense of humour and ridiculousness in even the most horrific things that happen — and consequently I can completely understand why people wouldn't be on board with it. I'm not even going to try sharing it with my wife Andie, for example, because I know she just won't be able to deal with it; it's like a hundred steps beyond the line of "cringe comedy" (The Office and suchlike) that she already can't handle.

Me though, I love it. It's creative, it's daring, it's hilarious, it's thought-provoking and it's beautifully, artistically presented. I can't wait to see more — and not be able to talk about it with anyone because the subject matter is just too out there. But if you think you might be on board with its particular brand of comedy-horror, some kind soul has uploaded all the episodes and the DVD extras into a playlist on YouTube right here.

Just don't say I didn't warn you!

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#oneaday Day 1114: Associations https://imnotdoctorwho.moegamer.net/2022/02/20/oneaday-day-1114-associations/ https://imnotdoctorwho.moegamer.net/2022/02/20/oneaday-day-1114-associations/#respond Sun, 20 Feb 2022 22:10:58 +0000 https://imnotdoctorwho.moegamer.net/2022/02/20/oneaday-day-1114-associations/ As I was making myself a bacon sandwich this morning, I decided to forego my usual accompaniment of HP Sauce and instead garnish it with a generous dollop of Heinz Tomato Ketchup. And, in doing so, I came to the realisation that our minds make curious associations between things that are seemingly not directly related, … Continue reading #oneaday Day 1114: Associations

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As I was making myself a bacon sandwich this morning, I decided to forego my usual accompaniment of HP Sauce and instead garnish it with a generous dollop of Heinz Tomato Ketchup. And, in doing so, I came to the realisation that our minds make curious associations between things that are seemingly not directly related, but which have one single point of reference tying them together.

The use of tomato ketchup on sandwiches, for example. It is not my default approach, because I grew up in a household where bottles of HP Sauce were devoured on a regular basis. HP Sauce went in stews, casseroles and cottage pies; it accompanied any sort of fried breakfast; it was the standard addition to most sandwiches regardless of whether they contained ham, cheese, bacon, sausages or pretty much anything else. It was, in short, our family sauce. So to speak. Actually, I retract that statement because it sounds all kinds of wrong.

Anyway, I have nothing against tomato ketchup. I actually rather like it on a sandwich — sometimes I'm just in the mood for it. But it always feels like I'm doing something "different" when I reach for the ketchup instead of the HP Sauce. And this all comes down to one of these tenuous associations.

When I was a kid, I had a friend called Matthew. In Matthew's household, the default accompaniment to sandwiches was, you guessed it, tomato ketchup. Day in, day out at primary school, I'd see him pull out his sandwiches that were inevitably ham and ketchup. I came to associate the phenomenon of ketchup-on-sandwiches with him — emphasised by the fact that any time I went to visit his house at a time of day when the consumption of sandwiches would have been appropriate, they inevitably contained ketchup.

I somewhat lost contact with Matthew after he became a bit of a penis in secondary school, and fell in with a new group of friends. And yet here I am, many, many years later, and putting ketchup on a bacon sandwich still makes me think of fond memories from when I was, like, seven or something. Ham and ketchup sandwiches, Revs on the BBC Micro, being slightly scared of his dog Poppy.

My brain is full of this absolute garbage. But can I remember to put the bins out every Wednesday night? Can I bollocks.

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#oneaday Day 1113: Taking a short break https://imnotdoctorwho.moegamer.net/2022/02/19/oneaday-day-1113-taking-a-short-break/ https://imnotdoctorwho.moegamer.net/2022/02/19/oneaday-day-1113-taking-a-short-break/#respond Sat, 19 Feb 2022 17:15:43 +0000 https://imnotdoctorwho.moegamer.net/2022/02/19/oneaday-day-1113-taking-a-short-break/ Hello everyone! After feeling a bit uneasy and anxious for a lot of today, I think I've come to the conclusion that it would probably be a good idea for me to take a break for the coming week — aside from day job responsibilities, of course. With that in mind, there won't be any … Continue reading #oneaday Day 1113: Taking a short break

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Hello everyone! After feeling a bit uneasy and anxious for a lot of today, I think I've come to the conclusion that it would probably be a good idea for me to take a break for the coming week — aside from day job responsibilities, of course. With that in mind, there won't be any videos on my YouTube until the week beginning February 28 — there may be one or two on Rice, depending on how much time I have to put them together, but I'm taking a week off from my own personal projects for the sake of my own wellbeing.

I think something I need to fix in my own head — and this is by no means unique to me — is the feeling of "guilt" that comes with doing exactly what I'm describing above. The fast pace of the Internet is set up to reward those who post "content" (ugh) regularly and frequently, and honestly it's kind of unsustainable, both for creators and for audiences. There is no way everyone can do everything they want to do in a week, and attempting to do so is a sure-fire route to burnout.

So I'm going to sidestep that and avoid being properly burnt out by taking this pre-emptive, preventative measure. Of course, I'll still be writing stuff on Rice Digital, Retrounite and behind the scenes on Evercade stuff in the meantime — it just means I'm taking the pressure off myself for the things I don't "have" to do. Hope you don't mind — I mean, I do have over a thousand videos on my channel now, so hopefully you really don't mind me taking the odd break now and then 🙂

Stop apologising, Pete. You need a break, you take one. That's what you always say to other people when they say they need a break, so just take your own sodding advice, you complete arsetrumpet.

Sorry. You didn't need to see that. But anyway. I'm going to go play something that I just want to play for fun now. And hang the consequences! Bahahahahaha!

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#oneaday Day 1112: Age https://imnotdoctorwho.moegamer.net/2022/02/18/oneaday-day-1112-age/ https://imnotdoctorwho.moegamer.net/2022/02/18/oneaday-day-1112-age/#respond Fri, 18 Feb 2022 00:02:55 +0000 https://imnotdoctorwho.moegamer.net/2022/02/18/oneaday-day-1112-age/ I'd been thinking for quite some time that I got along quite well with people who are a bit younger than me. And I think to a certain extent I do; the fact I'm reasonably well-versed in Internet culture, slang and suchlike means that I can generally hold my own in a conversation online with … Continue reading #oneaday Day 1112: Age

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I'd been thinking for quite some time that I got along quite well with people who are a bit younger than me. And I think to a certain extent I do; the fact I'm reasonably well-versed in Internet culture, slang and suchlike means that I can generally hold my own in a conversation online with people who are a bit my junior.

But I think I've been underestimating the appeal of hanging out with people who are more my age. Just recently, I signed up for RoseTintedSpectrum's Patreon — I said I would, and I did — and joined his Discord. And it's been a thoroughly pleasant, chill experience ever since arriving; no drama, no endlessly scrolling barrage of memes, no bullshit — just people who want to have a chat occasionally, have a bit of peace and quiet at other times.

This is nice. I think the reason I habitually find myself getting overwhelmed by Discord is when there are servers that are just constant flurries of activity — but said activity isn't really "saying" or "achieving" anything. I grew tired of memes-as-conversation-substitute long ago, for example, and even NSFW channels aren't all that fun any more — if I want to look at lewd images, I'll do it in private, no real need to share it, no real need to make perverted "degenerate" jokes.

RTS' Discord, though, it's just a sort of nice virtual old man pub. And I mean that as a compliment; my friends and I used to absolutely relish going to an "old man pub" even when we were in our late teens, because it's just nice to have somewhere peaceful and welcoming to hang out with no pressure from societal expectations. Now I'm an actual old man (relatively speaking), the appeal is definitely there, for sure.

Anyway. This ol' man is going to bed now. His bones are achin'.

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#oneaday Day 1111: Retrospective https://imnotdoctorwho.moegamer.net/2022/02/16/oneaday-day-1111-retrospective/ https://imnotdoctorwho.moegamer.net/2022/02/16/oneaday-day-1111-retrospective/#respond Wed, 16 Feb 2022 23:07:50 +0000 https://imnotdoctorwho.moegamer.net/2022/02/16/oneaday-day-1111-retrospective/ Every so often, I like to go back and look at my old blog (now dormant, but still live) and click the Random button a few times. That old blog was where the whole "#oneaday" thing came from in the first place — and the daily discipline of writing something each and every day, no … Continue reading #oneaday Day 1111: Retrospective

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Every so often, I like to go back and look at my old blog (now dormant, but still live) and click the Random button a few times. That old blog was where the whole "#oneaday" thing came from in the first place — and the daily discipline of writing something each and every day, no matter whether or not I could think of something, has always been a valuable writing exercise. Which is one of several reasons I resurrected the format for here on Patreon.

Anyway, those of you who "met" me in more recent years may not have stumbled across my old blog before, so I thought I'd share with you a random selection of posts from over there that made me smile or at least go "heh, that was actually quite a while ago now". I hope you enjoy them!

Preview a Game Like Polygon (2015) – Remember when Polygon did a really, really awful preview of Rock Band 4 that was mostly a self-pitying whine from its writer about how he didn't really like going to preview events? I parodied that, and I think I did quite a good job too.

Real-World Spam (2010) – I was going through a bit of a rough patch in 2010, to say the least, and this bollocks wasn't helping matters. Never, ever, ever attempt to advertise your services with Yell, Thomson and the like.

Hyperbole Squared (2010) – The "haha, funny relatable blogger with badly drawn cartoons" trend has kind of been and gone several times — but back in 2010, it was new and exciting, and it was Allie Brosh's Hyperbole and a Half that made me realise the potential in that format. To a certain extent, I started to model my own posts after her highly entertaining ramblings, though I was also keen to do my own thing. Brosh seems to have last posted on her blog in 2020; I wonder what she's up to now.

Games Called "Simulator" That Aren't Simulators: A Joke That's Run Its Course (2016) – I wrote this in 2016. It's still true. Though I will add we do seem to be living in a time where we're starting to get more actual simulators again. So that's good.

The Changing Times, As Seen Through the Lens of Challenge TV (2014) – This one's worth it just for the closing paragraphs, which I'm still not 100% sure how I got onto. Having completely forgotten about this post and rediscovered it this evening, though, it made me laugh.

Three Wishes (2016) – This is a question I ponder quite often. But the conclusion I came to in this post is what I always come back to.

Anyway, that's quite enough of that for now, I think. Have a pleasant evening, and I hope you enjoy at least one of the above!

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#oneaday Day 1110: An update on some mild reshuffling https://imnotdoctorwho.moegamer.net/2022/02/15/oneaday-day-1110-an-update-on-some-mild-reshuffling/ https://imnotdoctorwho.moegamer.net/2022/02/15/oneaday-day-1110-an-update-on-some-mild-reshuffling/#respond Tue, 15 Feb 2022 20:45:14 +0000 https://imnotdoctorwho.moegamer.net/2022/02/15/oneaday-day-1110-an-update-on-some-mild-reshuffling/ Hello! Bit of "admin" to talk about today. It doesn't affect any of you, but you might be interested to know regardless, as it determines what I'm working on and when, and thus if you're following the various things I'm doing… oh look, you just might want to know, all right? As most of you … Continue reading #oneaday Day 1110: An update on some mild reshuffling

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Hello! Bit of "admin" to talk about today. It doesn't affect any of you, but you might be interested to know regardless, as it determines what I'm working on and when, and thus if you're following the various things I'm doing… oh look, you just might want to know, all right?

As most of you reading probably know, I've been running Rice Digital since January of last year, Retrounite since the middle of last year, and alongside that I've also been helping out the Evercade team with writing manuals, digital content and suchlike. The range of things I've been doing is because the various companies who do these things are all part of the same group, which also includes a video game publisher and localiser many of you are doubtless familiar with, plus an online retailer that, again, many of you are probably familiar with given our mutual interests!

Despite all these companies technically being part of the same group, they all maintain their own independence and autonomy; it simply means they answer to the same CEO ultimately. Said CEO doesn't interfere with things that much; he simply steers the overall "business" in various directions, but the various actual companies under his umbrella all operate pretty much as entirely their own thing.

Take Rice Digital, for example; although we're under the same umbrella as a publisher who puts out stuff that will be of direct interest to Rice's audience, Rice is still an independent entity and thus we can cover pretty much whatever we want, within reason. Doubtless you've seen plenty of examples of that over the course of the last year!

The original intention behind Retrounite was for it to operate in a similar manner to Rice: to be an independent editorial entity that nonetheless maintained loose connections to the other companies under the same umbrella, perhaps nudging people in the direction of some interesting products and services that they might enjoy. Rice has been doing great in that regard; it's absolutely not an "advertorial" site — I'm making sure of that! — but it's also helping out other parts of the business simply by raising awareness of things.

The retro market is a bit different from the "current" market, however — largely because it's so dependent on second-hand stuff and private sales, plus the fact it's such an incredibly broad field. As such, Retrounite has been quite slow to grow; it has been growing, make no mistake, but not at such a rate that makes it something the company as a whole can necessarily afford to have me spending too much time on during my working day. Not when there are other things I could be turning my attention to that would be of more direct and immediate benefit to the business, anyway.

With that in mind, Retrounite is not closing. No! Instead, what has essentially happened is that I've been handed the keys to it to do with as I please for the foreseeable future — then if it does happen to generate a significant audience in the long term, we can look at it again and see if there is a way that it can benefit the broader business. But short-term, I'm free to make use of it as a hobby project however I see fit — and indeed if I see fit.

Note that this isn't an attempt from my employer to get me to do "unpaid" work. I'm under no obligation to keep updating Retrounite, and indeed I was told outright that I'm free to just let it go if I want to. But, the thing is, I enjoy it — and so I'm going to be keeping it going on a casual basis for the immediate future. And, given the fact that I'm free of pretty much all restrictions — not that I was particularly restricted when it was an official part of my job description — I can do all manner of things with it from hereon.

In the short term, expect my videos to be posted on there more regularly, along with their publication on YouTube. The various features I have going will also continue, because I'm finding it useful and educational to continue researching them. But with this now being a "hobby" site rather than a commercial interest, that frees me up for potentially doing collaborations with anyone who might be interested.

Obviously with it not being a commercial interest any more, it's not something I can pay people to do anything with — if I'm not getting paid for it, you sure ain't! — but if, say, you're someone who is a retro enthusiast and you want a place to write but can't be arsed to set up your own blog, I'll happily accept some guest posts, promote your work in the retro sphere and all manner of other things. There's a great deal of potential for building a nice little community around that site, and that's something I'd like to explore.

So, given that Retrounite will be becoming a "free time" thing, I can't, at this time, say how often I'll be updating it — but it will be as regularly as possible without burning myself out!

You may well also be wondering what I'll be doing with my time if Retrounite will no longer be part of my paid working day. Well, the answer to that is basically "more of what I'm already doing". Rice is ticking along very nicely and has been showing some very pleasing growth over the last year, so nothing really needs to change there, but the Evercade folks have been figuring out the best way to organise themselves for quite some time, and they want me to be part of it all.

So with that in mind, we haven't banged out the details yet, but the long-term plan is for the Evercade site to start hosting relevant articles that relate to both retro gaming and the Evercade in particular. It'll essentially cover similar sorts of things to what I've been doing on Retrounite, but specifically and explicitly focusing on Evercade-related matters.

It'll help add a ton of value to the Evercade website not just as a commercial site that is advertising products, but for those who want to take their appreciation of the platform a little deeper. What I'm envisioning right now is for articles on the Evercade site to provide insights and historical information about the various games available for the platform — and which are coming soon — in a level of depth that isn't possible in the printed manual or digital on-console text formats I've been working with up until now.

In that way, a particularly dedicated Evercade fan will be able to buy a new cartridge, play all the games on it and then enhance their immersion in the whole retro thing by actually learning some stuff about those games on the Evercade site itself.

I think that has the potential to be really cool — and be something that really distinguishes Evercade from other retro gaming offerings out there, which typically go "here's the games, here's PDFs of the original manuals (if you're lucky), off you go". I'm really looking forward to it — and we'll be taking a look at exactly what we want to do for the first time from next week.

So anyway! That's the long and the short of what we decided today. Like I say, very little is really going to "change" from your perspective — but as mentioned above, if you do want to be part of Retrounite in some way, it's now practical and possible for me to make that happen, so let me know if you want a place to post some retro ramblings, or if you just want me to pimp out your YouTube or whatever.

Oh, and as for MoeGamer, I know that's been at a standstill for a while. A lot of what I would have previously done daily on MoeGamer is now what I do on Rice, and honestly I don't see a ton of point in doubling up on my workload if I don't have to. As such, if you enjoyed what I've done on MoeGamer to date, I encourage you to stop by Rice every day — we post loads of great stuff that will definitely appeal to you!

I do, however, want to keep MoeGamer up and running as what is hopefully a valuable and interesting resource for people to read and find out more about a wide variety of games — and that's why despite it being relatively "dormant" right now, I still very much consider it a part of this Patreon. Your contributions help keep the hosting and WordPress Premium features online; without them… well, I'm not 100% sure what would happen, but I'm certainly well over capacity for image hosting on WordPress' free tier.

I also am intending to get back to the Atelier MegaFeature, because I am determined to get that done — I just need to be in a position to devote some time to it properly, and that means having less "on the go" elsewhere. Right now I'm still covering Full Metal Daemon Muramasa over at Rice Digital, for example, and that's a meaty ol' visual novel that is demanding a lot of my attention — as is Final Fantasy XIV, if I'm being perfectly honest. But I am at least writing about that, too!

What I'm thinking I might do is take on Atelier Sophie 2 for Rice Digital (and make copious notes along the way so I can also write about it on MoeGamer) and provide that with some suitable, detailed coverage — and then that will (hopefully) get me right back in the mood for more Atelier, so I can then crack back on with Atelier Lydie & Suelle, which I was enjoying before I managed to disrupt my own schedule so significantly!

So the short version is: it will be back, I'm just not 100% sure when as yet. And there's likely to be at least one article on Atelier Sophie 2 over on Rice before it starts back up again!

Right, I've rambled on long enough. Hope that's all clear. If you have any questions, feel free to ask — otherwise please keep enjoying what I do!

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#oneaday Day 1109: A channel I like that you should watch https://imnotdoctorwho.moegamer.net/2022/02/14/oneaday-day-1109-a-channel-i-like-that-you-should-watch/ https://imnotdoctorwho.moegamer.net/2022/02/14/oneaday-day-1109-a-channel-i-like-that-you-should-watch/#respond Mon, 14 Feb 2022 22:58:09 +0000 https://imnotdoctorwho.moegamer.net/2022/02/14/oneaday-day-1109-a-channel-i-like-that-you-should-watch/ In the interests of sharing the love a bit, I thought I'd tell you a bit about a YouTube channel that I've come to like very much indeed, and which I would encourage you to go and subscribe to — and perhaps consider supporting on Patreon, too. I think I'm going to sign up for … Continue reading #oneaday Day 1109: A channel I like that you should watch

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In the interests of sharing the love a bit, I thought I'd tell you a bit about a YouTube channel that I've come to like very much indeed, and which I would encourage you to go and subscribe to — and perhaps consider supporting on Patreon, too. I think I'm going to sign up for his Patreon after I'm done writing this, as I've been really enjoying his work just recently.

I speak of RoseTintedSpectrum, a channel that's been around for a couple of years at this point, and which has been improving pretty much constantly ever since that first Dizzy video he did.

As the name suggests, RTS' channel primarily focuses on the classic home computer, Sinclair's ZX Spectrum. But the nice thing is that he doesn't let this restrict him from talking about other things if he feels like it. Sometimes he talks about things that aren't even related to retro gaming at all — he did a particularly good video a while back about anxiety, depression and his relationship with alcohol that is very much worth a watch. But he always does so with plenty of style, good humour and wit.

His videos aren't necessarily what I'd call "reviews" as such, nor are they "documentaries" in the traditional sense — but they're not gameplay videos either. Instead, they're something that is very distinctive to RTS, featuring a combination of good, representative gameplay footage, amusing use of stock photographs and footage (Internet Historian-style) and excellent use of visual aids and graphics when necessary. By the time you've finished watching a vid on a particular game, you've got a good idea about how it works, whether RTS liked it — and if you might like it, too, even if he didn't. This is really nice.

The thing I think I like the most about RTS is that although his vids have plenty of silly jokes and humour in them, he resists going down the "OMG YOUTUBER!!" route that so many people seem to take these days. You won't find crash zooms, fisheye lenses, pitch shifting and bits of text just saying what the people speaking are saying in RTS' videos; they're well-crafted, thoroughly watchable and genuinely amusing. So you should go and watch them too.

Anyway, enough of that. I said I'm going to support him on Patreon, so I'm off to go put my money where my mouth is. I hope you enjoy his stuff as much as I do! Subscribe here.

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PATRONS ONLY! S #1 - Origin Story https://imnotdoctorwho.moegamer.net/2022/02/14/patrons-only-s-1-origin-story/ https://imnotdoctorwho.moegamer.net/2022/02/14/patrons-only-s-1-origin-story/#respond Mon, 14 Feb 2022 19:11:18 +0000 https://imnotdoctorwho.moegamer.net/2022/02/14/patrons-only-s-1-origin-story/ Hello S-Rank patrons! As promised, here's the inaugural Patrons Only! S video — in the absence of any concrete suggestions thus far, I thought I'd show you all something that is very important to me, which has come up numerous times in my videos, and which a number of people have previously expressed curiosity about. … Continue reading PATRONS ONLY! S #1 - Origin Story

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Hello S-Rank patrons! As promised, here's the inaugural Patrons Only! S video — in the absence of any concrete suggestions thus far, I thought I'd show you all something that is very important to me, which has come up numerous times in my videos, and which a number of people have previously expressed curiosity about.

I've also amended the description for this tier to say at least one of these per month, because there will doubtless be times when I feel like doing more! I am absolutely committing to at least one of 'em per month, though, and I hope you enjoy them.

As previously noted, please do feel free to drop "requests" in the comments here, on YouTube or via Patreon message, and I'll quite happily cater these videos to what you want to see. For now, hope you enjoy this one!

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#oneaday Day 1108: Re-record, not fade away https://imnotdoctorwho.moegamer.net/2022/02/13/oneaday-day-1108-re-record-not-fade-away/ https://imnotdoctorwho.moegamer.net/2022/02/13/oneaday-day-1108-re-record-not-fade-away/#respond Sun, 13 Feb 2022 23:37:20 +0000 https://imnotdoctorwho.moegamer.net/2022/02/13/oneaday-day-1108-re-record-not-fade-away/ Good day of recording today. Got the first new "Patrons Only S" video recorded, too, and that's currently rendering — should hopefully be with S-Rank patrons tomorrow assuming all goes well. You'll have to wait and see what that's all about! Other stuff you can look forward to this week includes English Software's Xenon Raid … Continue reading #oneaday Day 1108: Re-record, not fade away

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Good day of recording today. Got the first new "Patrons Only S" video recorded, too, and that's currently rendering — should hopefully be with S-Rank patrons tomorrow assuming all goes well. You'll have to wait and see what that's all about!

Other stuff you can look forward to this week includes English Software's Xenon Raid on Atari 8-bit, a public domain version of Q*Bert for Atari ST, Jill Goes Underground (aka Jill of the Jungle episode 2) for MS-DOS PC and Super Asteroids and Super Missile Command for Atari Lynx via Evercade. Quite a nice mix of stuff, I'm sure you'll agree — and you'll be pleased to hear the Jill Goes Underground vid is a full playthrough again.

The weekend's been a strange mix of quiet and chaotic, largely due to the fact it's been fairly calm and peaceful for me, but I'm also quite aware of some of the shit my friends in the localisation biz have been having to deal with recently. It's all been rather coming to a head recently — hence an article I wrote on Rice this week — and I think a lot of people have had their eyes opened to the behaviour of… shall we say, the more toxic end of the community.

Thankfully I've remained free from any harassment or having to deal with any shit, so it's mostly just been kind of baffling, amusing and horrifying by turns to witness. I mean, we're talking about one dude who literally equated the author of a Japanese VN deciding that he doesn't want to do 18+ works any more… to the Holocaust. All because he decided to coincide his decision to go all-ages with the work's localisation to English.

The Internet was a force for good. But I don't think that whole "everyone has a voice" thing is working out quite as well as people intended.

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#oneaday Day 1107: Jilling off https://imnotdoctorwho.moegamer.net/2022/02/12/oneaday-day-1107-jilling-off/ https://imnotdoctorwho.moegamer.net/2022/02/12/oneaday-day-1107-jilling-off/#respond Sat, 12 Feb 2022 23:06:30 +0000 https://imnotdoctorwho.moegamer.net/2022/02/12/oneaday-day-1107-jilling-off/ (Sorry.) It's video recording day tomorrow, and one of the games I'll be putting out next week (spoiler, I guess) will be the second part of Jill of the Jungle: Jill Goes Underground. The reason for this is that I enjoyed playing through the first Jill of the Jungle so much that I want to … Continue reading #oneaday Day 1107: Jilling off

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(Sorry.)

It's video recording day tomorrow, and one of the games I'll be putting out next week (spoiler, I guess) will be the second part of Jill of the Jungle: Jill Goes Underground. The reason for this is that I enjoyed playing through the first Jill of the Jungle so much that I want to play the rest! There was just something about that game that really "clicked" with me… and I was left wanting more. And there is more, so I'm going to play more.

In fact, I've actually been so eager to play more I've had to stop myself from just booting it up today to fiddle around with, because I want my playthrough on video to be "blind". I mean, I doubt you care, but I thought it would be more fun to discover things for the first time alongside you lot.

Anyway, I'm really hoping for some more magnificently stupid sound effects, as heard in the first game, and an overall feeling of "expansion" from the first one. That was ever the shareware way; subsequent episodes after the free shareware one would inevitably be recognisable, but have immediately noticeable differences — new music, new graphics, new sounds and, of course, new levels.

Because Jill's presentation is relatively simple, I find myself wondering exactly what will be added in the new game. But I'm certainly looking forward to finding out. It's weird when something relatively unremarkable catches your attention, isn't it? I mean, Jill of the Jungle is a fondly regarded game with good reason — plus an important part of Epic's history — but it's far from the best platformer you'll ever play. And yet I can't stop thinking about it.

Ah well. That thirst will be slaked tomorrow!

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#oneaday Day 1106: Sending to outer space https://imnotdoctorwho.moegamer.net/2022/02/12/oneaday-day-1106-sending-to-outer-space/ https://imnotdoctorwho.moegamer.net/2022/02/12/oneaday-day-1106-sending-to-outer-space/#respond Sat, 12 Feb 2022 00:15:33 +0000 https://imnotdoctorwho.moegamer.net/2022/02/12/oneaday-day-1106-sending-to-outer-space/ After we did a proper tidy and deep clean on my study the other weekend, I've been spending a few evenings actually playing some stuff on real hardware. Most notably, I've been finding myself thoroughly drawn in by a game I used to really love when I was younger: Starflight from EA and Binary Systems. … Continue reading #oneaday Day 1106: Sending to outer space

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After we did a proper tidy and deep clean on my study the other weekend, I've been spending a few evenings actually playing some stuff on real hardware. Most notably, I've been finding myself thoroughly drawn in by a game I used to really love when I was younger: Starflight from EA and Binary Systems.

Every time I revisit one of these older "space games" like Starflight, Star Control or Space Rogue, I find myself a little sad that we don't really get games like this any more. I mean, yes, we have stuff like the X series, but that's a little different; Starflight, if you're unfamiliar, is more a sim of "being a starship captain" rather than being a "starship simulator", if you see the difference. In other words, the interface is supposed to imply you giving orders to your crew and receiving the information from them rather than involving you literally doing everything by hand.

I had high hopes for Mass Effect being a (then) next-gen take on this kind of space sim back when we were first hearing rumblings about it — the stuff with the Mako in particular reminded me very much of the Terrain Vehicle sequences in Starflight and the similar lander sequences in Star Control II — but that ended up not being the case. And that's a shame; I feel like we could do a really good "space game" these days, with a vast universe to explore coupled with an approach to controlling things that is less about "flying a starship" and more about "sitting in the captain's chair".

I'm not sure I'm explaining that clearly. But I do know that Starflight for Atari ST is still a great game that I'm having a lot of fun playing right now — so I will be continuing to enjoy that in the absence of anything more modern that scratches quite the same itch!

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#oneaday Day 1105: Changing up S-Rank https://imnotdoctorwho.moegamer.net/2022/02/10/oneaday-day-1105-changing-up-s-rank/ https://imnotdoctorwho.moegamer.net/2022/02/10/oneaday-day-1105-changing-up-s-rank/#respond Thu, 10 Feb 2022 18:45:33 +0000 https://imnotdoctorwho.moegamer.net/2022/02/10/oneaday-day-1105-changing-up-s-rank/ Hello everyone! Bit of "business" for you today! I'm going to change up the rewards for S-Rank (£5+) Patrons to better fit with what I'm doing these days, and I wanted to let you know what I was planning — as well as give you the opportunity to talk about what you might want to … Continue reading #oneaday Day 1105: Changing up S-Rank

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Hello everyone! Bit of "business" for you today!

I'm going to change up the rewards for S-Rank (£5+) Patrons to better fit with what I'm doing these days, and I wanted to let you know what I was planning — as well as give you the opportunity to talk about what you might want to see! I know pretty much none of you are here just for the rewards — both tiers have always been "token" rewards as thanks for your support rather than anything particularly desirable or exclusive — but I do want to make sure I offer something reasonably meaningful for those of you who are generous enough to support at the higher tier.

With that in mind, I'll be replacing the previous wallpaper rewards (which, frankly, I was starting to run out of ideas for) with an exclusive, patrons-only monthly video. Said video won't have a set format and I am 100% open to requests from the S-Rank patrons as to what each month's video will include!

That means if you'd like to see some gameplay of a particular game, tell me. If you want a tour of my game shelves, tell me. If you want to see some real hardware in action, tell me. If you want me to try and play something on the piano for you, tell me! Nothing is off the table except, obviously, anything that will make YouTube-kun upset (or, y'know, getting my knob out and stuff) — so if there's something you want to see me try my hand at, just say so.

I experimented with doing some patrons-only videos a while back which were open to all patrons — you can find an archive of them here if you're curious — and enjoyed doing those a lot. I think it'll be fun to do some more freeform stuff like that — plus it's an opportunity for you kind people to let me know what you want to see, as well as something properly "exclusive" I can offer to S-Rank patrons.

Anyway, with that in mind, I'm going to make the first of these videos this coming weekend, so feel free to put requests/suggestions in the comments below. If I don't get any requests or suggestions I'm just going to do whatever I feel like — you'll get a video regardless. That sounds a bit like a threat, doesn't it? It's not. Promise. Probably.

That's about everything there is to say about that, but if you have any questions please feel free to ask!

Alongside this, I also think I'm probably going to shut down the Discord server. It doesn't get used very much and, to be honest, worrying about it (for no real reason, I just have anxiety) is something I can probably do without. If you're absolutely desperate to keep it, do let me know — but with it being pretty quiet on there for the longest time I think it's time to give it the boot. You can easily reach me privately on Discord via MoeGamerPete#2465, and I know that I share some more active servers with at least some of you reading this — so feel free to say hi via other means!

I won't shut down the Discord right away, but if I haven't heard any convincing arguments in its favour by… let's say next Friday (Feb 18), I'll be getting rid of it then.

Thank you for your time and attention! I'm off to play video games.

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#oneaday Day 1104: Direct to you https://imnotdoctorwho.moegamer.net/2022/02/09/oneaday-day-1104-direct-to-you/ https://imnotdoctorwho.moegamer.net/2022/02/09/oneaday-day-1104-direct-to-you/#respond Wed, 09 Feb 2022 23:20:19 +0000 https://imnotdoctorwho.moegamer.net/2022/02/09/oneaday-day-1104-direct-to-you/ I haven't fully caught up on the Nintendo Direct as yet because I was playing Muramasa and got so wrapped up in it that I really didn't notice the time. I also got the bad ending, so now I need to figure out how to make that not happen, but that's a job for another … Continue reading #oneaday Day 1104: Direct to you

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I haven't fully caught up on the Nintendo Direct as yet because I was playing Muramasa and got so wrapped up in it that I really didn't notice the time. I also got the bad ending, so now I need to figure out how to make that not happen, but that's a job for another day — I definitely played enough to write about it tomorrow!

I have, however, skimmed some of the headlines, and man, it sounds like that was a complete banger of a Direct. Chrono Cross! Front Mission! Live a Live! 48 new Mario Kart tracks! Xenoblade Chronicles 3! Fire Emblem Warriors! Doubtless plenty more things I haven't seen yet!

After the last Direct I paid attention to (I think it was the Metroid Dread one?) was a fairly moribund affair, they've absolutely come out swinging this time around. While both Sony and Microsoft continue to be really, really, really boring — woo, they each bought one of the companies behind some of the most uninteresting games on the market today — Nintendo continues to set an amazing example by proving that yes, for them, it is indeed all about the games and nothing else.

Even the most hardened of anti-Nintendo fanboys would be hard-pressed to claim that tonight's Direct wasn't full of genuinely amazing stuff — including things that people have been asking for for ages, and things that people have been certain were probably going to happen, but unsure when. And a significant number of them are Switch exclusives, too — all without needing to buy anyone.

I think one of the most interesting things is the number of remakes of PS1-era classics that were showed off in this Direct. That demonstrates pretty clearly that Nintendo has a very good awareness of the people who make up a significant proportion of its audience — and while they're still of course keen to court the family-friendly image they've always had, providing a solid string of rereleased or remade classics for Switch is going to very much endear them to gamers of my age or thereabouts.

Anyway, I'll likely do some more analysis over on Rice tomorrow once I've had a chance to watch the presentation properly, but for now… a hearty, enthusiastic thumbs up. Just the thing to cheer me up after the bleakness of tonight's Muramasa session!

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#oneaday Day 1103: Can we call? https://imnotdoctorwho.moegamer.net/2022/02/09/oneaday-day-1103-can-we-call/ https://imnotdoctorwho.moegamer.net/2022/02/09/oneaday-day-1103-can-we-call/#respond Wed, 09 Feb 2022 00:18:06 +0000 https://imnotdoctorwho.moegamer.net/2022/02/09/oneaday-day-1103-can-we-call/ The one thing I dislike quite a bit about the whole "working from home" thing is how video calls have become the go-to means for people to, in their eyes, solve a problem quickly. "Can we call?" No we cannot, because I have crippling anxiety in one-on-one social situations at the best of times, magnified … Continue reading #oneaday Day 1103: Can we call?

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The one thing I dislike quite a bit about the whole "working from home" thing is how video calls have become the go-to means for people to, in their eyes, solve a problem quickly.

"Can we call?" No we cannot, because I have crippling anxiety in one-on-one social situations at the best of times, magnified a thousandfold if it's an audio or video chat.

I don't really get why people think it's a quicker, more efficient means of communicating, though I suspect that may just be years of my own habits talking. I am, after all, someone who has always felt more comfortable communicating via the written word, be it in a real-time chat or via email, and thus my perspective may be skewed. But in all seriousness, I do struggle to think of a time when a video call has been more efficient than a quick text message.

I guess it's down to different ways of communicating. Some people prefer to literally speak their minds, while others (like me) prefer to take their time over a written response. Ideally everyone would be able to find some sort of sensible middle ground, but with two such "extremes" in play it feels like it can be tricky to do so sometimes.

So yeah. You want my attention? Send me a message. I'm not jumping on a video or voice call unless I absolutely positively have to!

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#oneaday Day 1102: Records of memories https://imnotdoctorwho.moegamer.net/2022/02/07/oneaday-day-1102-records-of-memories/ https://imnotdoctorwho.moegamer.net/2022/02/07/oneaday-day-1102-records-of-memories/#respond Mon, 07 Feb 2022 22:49:51 +0000 https://imnotdoctorwho.moegamer.net/2022/02/07/oneaday-day-1102-records-of-memories/ I have noted a few times in these very pages that I love reading old magazines, even when they're no longer "relevant". Which is why when, a while back, my Dad decided it was time I took over the collection of Page 6/New Atari User magazines he'd been holding onto for years, I was thrilled. … Continue reading #oneaday Day 1102: Records of memories

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I have noted a few times in these very pages that I love reading old magazines, even when they're no longer "relevant". Which is why when, a while back, my Dad decided it was time I took over the collection of Page 6/New Atari User magazines he'd been holding onto for years, I was thrilled. This was an opportunity to revisit a variety of memories — some of which were still clear as day, others of which had mostly vanished into the mists of "the past" until I was prompted by something I'd read.

Today I happened to be reading one of my Dad's old "Making Music with Your Atari" columns. In it, he described the process he and my old clarinet teacher (also My Brother's Girlfriend's Father, as referenced a few times in Atari ST A to Z videos) were taking in using Emagic's "Notator" software to produce professional-quality printed musical scores.

The pair of them had taken on a project to produce proper scores for a piece of music that an acquaintance of MBGF had written. If I remember correctly, she was getting on a bit in years, and the piece of music in question had never been properly published, unlike many of her other pieces; my Dad and MBGF decided that they wanted to do this nice thing for her — and learn a great deal about using Notator in the process.

I hadn't thought about this whole project for years. I don't know that I'd say I'd forgotten it, because I ended up inheriting a lot of the said composer's pieces of music after she passed away (for some reason — I never met her, so I can only assume they came via MBGF) and thus I get an occasional reminder that she existed. But what I hadn't thought about for a very long time was what a major part of our life at home this whole Notator project was.

My Dad worked insanely hard on it, and after reading the article I remembered it being something that was part of our lives for a surprisingly long time. I had forgotten that my Dad and MBGF had the intention of setting up a small music publishing company named after the piece of music they had worked so hard on, and that they weren't expecting to make a profit, but hoped at least they broke even. (I have no idea if they did in the end or not, but I suspect my Dad and MBGF at least found it a valuable learning experience if nothing else.)

It's fascinating to have so many of these almost-forgotten memories written down on paper to stumble across every now and then. As a general rule, I have the kind of mind that has absurdly good long-term memory for the most mundane and stupid things — little social interactions that have been forgotten by everyone else who was involved in, usually — but as this experience attests, there are things that get pushed into the back of even a long-term memory like mine.

(I should probably also add at this point that my short-term memory is atrocious; my wife can tell me she's going out later and I will have forgotten by later in the day.)

Anyway. That's my story for today. Read old magazines. You never know what you might end up remembering!

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#oneaday Day 1101: Night falls https://imnotdoctorwho.moegamer.net/2022/02/06/oneaday-day-1101-night-falls/ https://imnotdoctorwho.moegamer.net/2022/02/06/oneaday-day-1101-night-falls/#respond Sun, 06 Feb 2022 23:03:05 +0000 https://imnotdoctorwho.moegamer.net/2022/02/06/oneaday-day-1101-night-falls/ Been playing a bunch of Final Fantasy XIV: Shadowbringers over the weekend… and without spoiling things for the sake of those who are yet to play it themselves, I am happy to report that I completely and utterly understand the hype and love that people have for this expansion. Technically I'm only still doing level … Continue reading #oneaday Day 1101: Night falls

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Been playing a bunch of Final Fantasy XIV: Shadowbringers over the weekend… and without spoiling things for the sake of those who are yet to play it themselves, I am happy to report that I completely and utterly understand the hype and love that people have for this expansion. Technically I'm only still doing level 71 quests, but already some huge, major, emotional events have happened — so I shudder to think what will occur as the main story continues!

I've been very impressed with the side stories, too. I'm someone who, upon playing a new expansion in FFXIV, will tend to clear out every area of sidequests completely the moment said sidequests are available, and while in Shadowbringers few of these sidequests relate directly to the main scenario — understandable, since you can do them at any time — they do really flesh out the world wonderfully and have their own little arcs that are fascinating to follow through on. Again, I'll resist the spoilers for now.

I've just done the first dungeon of Shadowbringers, which is also the first where you can use the "Trust" system to fight alongside the story characters. I really like this, as it means you can jump straight into a story-critical dungeon immediately without having to queue — but the various comments the characters make as you proceed through the dungeon also provide their own nice bit of flavour. In particular, there was a boss fight in said dungeon that kind of follows on from an earlier bit of story you experienced alongside a particular character, and seeing that come to fruition alongside said character is a pretty awesome moment.

Mostly I'm really taken with the atmosphere, though. Wonderful use of sound, light and colour makes for a genuinely unsettling experience; there's this absolutely constant "rumbling" noise in the background that serves as a reminder of what's at stake, and the characters are all written in such a way to be varying degrees of "weird" — ranging from "slightly unsettling" to "absolutely batshit crazy". There's a particular section that carries a distinct "Wonderland" flavour, and I absolutely love it; that part of the narrative hasn't "resolved" just yet, but I'm looking forward to inevitably returning there at some point.

I'll write more about this on Rice this week, but thought I'd acknowledge here and now that yes, it is a very good thing, and I'm glad that I have managed to remain unspoiled up until this point! More to come.

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#oneaday Day 1100: Shut Up, Get Happy https://imnotdoctorwho.moegamer.net/2022/02/03/oneaday-day-1100-shut-up-get-happy/ https://imnotdoctorwho.moegamer.net/2022/02/03/oneaday-day-1100-shut-up-get-happy/#respond Thu, 03 Feb 2022 22:35:07 +0000 https://imnotdoctorwho.moegamer.net/2022/02/03/oneaday-day-1100-shut-up-get-happy/ I wrote an article over on Rice Digital today about DEMONDICE's new EP Shut Up, Get Happy. I've probably said most things that need to be said or that I want to say about that set of four tracks already — but I think some of those messages are worth reiterating. For the unfamiliar, Shut … Continue reading #oneaday Day 1100: Shut Up, Get Happy

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I wrote an article over on Rice Digital today about DEMONDICE's new EP Shut Up, Get Happy. I've probably said most things that need to be said or that I want to say about that set of four tracks already — but I think some of those messages are worth reiterating.

For the unfamiliar, Shut Up, Get Happy is DEMONDICE's first work for quite some time; while she's been working her "other job" she put this personal project on hold. But now is absolutely the right time for her to bring back DEMONDICE as an outlet for the things she needs and wants to say.

Although her connections to said "other job" are pretty obvious if you know what to pay attention to (and, moreover, she has no problem with people knowing said connections, as she said in a livestream yesterday), there are no direct, obvious links between the two of them, and thus there will be things she feels able to say as "DEMONDICE Karen" that she can't say in her other capacity.

But her other capacity has had a pretty tough time recently — through no fault of her own. Okay, that's not entirely true; she did lash out at some of the people who had been starting shit with her, but this really is the point of the whole situation. She had been taking unwarranted abuse from people without provocation, and she should be able to speak her mind in such situations. She should be able to point to those people, tell them to well and truly fuck off out of her life, and for them to respect that.

Unfortunately, the world we live in today does not work that way, and thus for a short period it looked like there was going to be some troublesome drama. Thankfully, it didn't last for long and seemed to blow over pretty quickly — but our Karen was clearly still left with a fair amount of bitterness about the fact it had happened in the first place.

Hence, Shut Up, Get Happy: four tracks in which she explores the anger, frustration and depression she felt at her powerlessness in that situation — and in which she looks forward with renewed hope for the future. This is no angsty cry for help and call for attention: it's an honest, raw expression of emotion, followed by an acknowledgement that she can do something about this situation if no-one else is.

I have to hella respect her for that. As I've mentioned quite a few times before, there's an unpleasantly "adversarial" feel to the Internet a lot of the time these days, with people far too keen to start fights over things that don't matter. The only real solution is to rise above such petty squabbles and do the things that you find helpful, productive and healthy. It's a struggle, but sometimes it's a challenge worth following through on if it helps to establish you in a position of strength; to make it clear that you're not going to be beaten down by people with nothing better to do than to hurl abuse at strangers online.

It's all very well to give the traditional teacher-to-student advice of "just ignore it!" or "say no!" to bullying — but these days those things don't work. A lot of people seem to have lost the ability to empathise with others — particularly when they're not communicating face-to-face with them — and sometimes they need a sharp shock, for it to be made absolutely clear that their behaviour is not acceptable, and that people aren't going to stand for it.

I dealt with something similar last year with that pesky commenter on Rice Digital. He was an absolute shit to pretty much everyone else in the comments section, to such a degree that it actively discouraged others from commenting. When we banned him he, of course, kicked up a shitfit — but when we put our respective feet down and told him that he was being a cunt and wouldn't be welcome around here any more, he eventually departed, and to my knowledge he hasn't been back since.

It was the idea of "just ignore him" that had allowed him to run rampant for so long — and he had done a lot of damage in the process. But thankfully he's a thing of the past — and proof positive that an assertive, strong and consistent approach can work against the most annoying people online.

Anyway, that got a bit off the point, but go read my article, listen to Shut Up, Get Happy and pay particular attention to the lyrics. Girl's got a lot to say — and it's all very worthwhile.

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#oneaday Day 1099: It's not just you https://imnotdoctorwho.moegamer.net/2022/02/02/oneaday-day-1099-its-not-just-you/ https://imnotdoctorwho.moegamer.net/2022/02/02/oneaday-day-1099-its-not-just-you/#respond Wed, 02 Feb 2022 22:34:49 +0000 https://imnotdoctorwho.moegamer.net/2022/02/02/oneaday-day-1099-its-not-just-you/ I own a book called Is It Just Me, Or Is Everything Shit? It was published in 2005, and actually got a follow-up a little later. It's basically a humorous A to Z guide of things that are shit about life in the modern day… well, 2005, anyway. I read a bit on the toilet … Continue reading #oneaday Day 1099: It's not just you

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I own a book called Is It Just Me, Or Is Everything Shit? It was published in 2005, and actually got a follow-up a little later. It's basically a humorous A to Z guide of things that are shit about life in the modern day… well, 2005, anyway. I read a bit on the toilet earlier, and I was not at all surprised to determine that things are indeed still shit — and quite possibly worse than they were in 2005.

The only real difference is that at the time Is It Just Me, Or Is Everything Shit? was published, the Labour party were in power and Gordon Brown was just starting to slobber over the possibility of becoming Prime Minister, whereas now… I just don't want to talk about it, really.

Actually, no, that's not quite true. Looking back on these books after a few years is quite an interesting and sobering experience when you consider the context of things. Back in 2005, many of the things we take for granted today were just getting started and in some cases didn't even exist yet. Twitter wasn't a thing, for example, so it does not put in an appearance — and besides, it was a good few years between Twitter launching and it becoming the absolute cesspit it is today. Ah, for the good old days — manual retweets and all. Better than cancellation by quote-tweet, anyway.

I suspect a new version of this book written today would look quite similar in some ways, but there are plenty of new and annoying things to add to it — many of them simply from the world of technology. Cryptocurrency, NFTs, DLC, "live service" games, in-app purchases… very few of those things (if any) existed back at the time Is It Just Me, Or Is Everything Shit? was first published, and yet they would be an important part of it today. And that's to say nothing of COVID.

I guess this is part of getting older: assuming that things are getting worse rather than better. But, y'know, things really are pretty shit.

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#oneaday Day 1098: Shadows close in https://imnotdoctorwho.moegamer.net/2022/02/01/oneaday-day-1098-shadows-close-in/ https://imnotdoctorwho.moegamer.net/2022/02/01/oneaday-day-1098-shadows-close-in/#respond Tue, 01 Feb 2022 23:14:47 +0000 https://imnotdoctorwho.moegamer.net/2022/02/01/oneaday-day-1098-shadows-close-in/ Finally finished Final Fantasy XIV: Stormblood! As in, finished the main story through all the patches, plus Omega, Ivalice, the optional dungeons and the Hildibrand questline. I haven't delved into Eureka because there's no real "need" to right now, but I am curious to give it a look at some point. Another time, though. That … Continue reading #oneaday Day 1098: Shadows close in

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Finally finished Final Fantasy XIV: Stormblood! As in, finished the main story through all the patches, plus Omega, Ivalice, the optional dungeons and the Hildibrand questline. I haven't delved into Eureka because there's no real "need" to right now, but I am curious to give it a look at some point. Another time, though.

That means Shadowbringers is up next! I've been very excited to get into this, but have also dragged my heels far too much in getting here. Still, I'm here now, and I can't wait to see what it's all about. The finale for Stormblood's postgame storyline was absolutely excellent, and that was quite a cliffhanger at the end, too. I imagine that must have been quite frustrating if you then had to wait for Shadowbringers to actually release!

Playing Final Fantasy XIV with all the story available from the outset has been a really fun experience. I like the gradual reveal of the main story when you're playing it "up to date", but it's hard to deny that everything is just… better when it all flows right into each other. I mean, you can still see when the patches were — one quest ends with a character basically saying "come back later" and the next starts with them saying "welcome back, it's been a while" even if you haven't moved from in front of them — but for the most part, it's a nicely coherent, flowing story.

Anyway. I'll write more about this on Rice at some point in the next couple of days, I'm sure, because as always, the game's done a great job of "uprooting" you before the next expansion — something which I've previously written about. And this time around, the "uprooting" is probably more drastic than ever before — but it remains to be seen exactly what that all means.

Somehow I've managed to remain completely unspoiled on some very exciting and genuinely shocking revelations, and I suspect there will be more to come. For the benefit of those even further behind than me, I won't share them for now — but suffice to say there are some great scenes the further you go.

Anyway, as tempting as it is to start Shadowbringers right now, I'll save it for another day; I was ready for bed at about 8pm this evening and now it's quarter past 11!

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#oneaday Day 1097: Whoosh https://imnotdoctorwho.moegamer.net/2022/02/01/oneaday-day-1097-whoosh/ https://imnotdoctorwho.moegamer.net/2022/02/01/oneaday-day-1097-whoosh/#respond Tue, 01 Feb 2022 00:16:16 +0000 https://imnotdoctorwho.moegamer.net/2022/02/01/oneaday-day-1097-whoosh/ Well, the last few days just sort of flew by, apologies for the lack of posts once again! I can show you the reason why I kept forgetting though — we spent most of the weekend doing this! This is my upstairs study, which most of you probably know as the place I sit to … Continue reading #oneaday Day 1097: Whoosh

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Well, the last few days just sort of flew by, apologies for the lack of posts once again! I can show you the reason why I kept forgetting though — we spent most of the weekend doing this!

This is my upstairs study, which most of you probably know as the place I sit to record intros for my videos. It's been a bit of a state for a while — most notably covered in dust since my wife's most recent DIY spree — so this weekend we took some time to give it a proper deep clean, put things away that didn't need to be out, and rearrange the storage space to make the whole thing be a lot more practical. The results are very pleasing indeed!

If you're wondering what the marks on the side of the chair are, they are the result of a certain cat discovering that a Gamer Chair is the ideal thing to use as a scratching post. The perils of living with such beasts.

Here's a closer look at the desk. I've got the 1MB Atari STE out on the left, and the 130XE Atari 8-bit on the right. Both can easily be connected to the 14 inch Trinitron monitor via RGB SCART, as can all the consoles on the shelves behind except for the N64, which doesn't have RGB output. It does have standard SCART output, at least.

Above the desk there's an NES, a SNES, an N64 and a Mega Drive. There's an Atari 2600 atop the TV, too. I still only have two games for that; I should look into grabbing some more.

A look at the shelves. On the left is all Atari ST stuff — mostly games, but there's also some educational, productivity and music software there, too. On the right is mostly PC games, with some boxed Atari 8-bit stuff towards the bottom and on the very top shelf above the consoles.

And finally another angle on the desk. You can just about see the display of Philips Videopac cartridges at the back. The Philips isn't out at the moment as it takes up a lot of space, but it's just inside a cupboard (out of shot to the right) so can be set up at a moment's notice if I fancy a game of Satellite Attack or Munchkin.

The flatscreen TV that's there has a Chromecast attached to it, and I'll likely use it as a sort of second monitor if I'm doing work up here — which I now have space to do, so that will be nice.

Anyway, that's the result of a very tiring weekend! Now I sleep, and hopefully with considerably fewer weird dreams than I had last night!

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#oneaday Day 1096: Weekending! https://imnotdoctorwho.moegamer.net/2022/01/28/oneaday-day-1096-weekending/ https://imnotdoctorwho.moegamer.net/2022/01/28/oneaday-day-1096-weekending/#respond Fri, 28 Jan 2022 23:50:29 +0000 https://imnotdoctorwho.moegamer.net/2022/01/28/oneaday-day-1096-weekending/ Sorry, missed a few days, didn't I? It's been crazy busy at work for the last couple of weeks, so I've kind of got to the end of each day and just sort of zonked out without really thinking about things! I think most of the major projects I've been working on are now pretty … Continue reading #oneaday Day 1096: Weekending!

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Sorry, missed a few days, didn't I? It's been crazy busy at work for the last couple of weeks, so I've kind of got to the end of each day and just sort of zonked out without really thinking about things! I think most of the major projects I've been working on are now pretty much done from my perspective, though, so hopefully things will calm down for a little bit until the next batch come along. And no, these are still things I can't talk about as yet, I'm afraid!

I probably can say that they are Evercade-related, though. As most of you reading probably know, I've been helping out the Evercade guys with editorial stuff for a while now, and at present I'm pretty much the lead on producing print and digital editorial for upcoming releases. I work closely with the art design lead on deciding how we're going to lay out the manual for each new cartridge and how we're going to present the information, and also help figure out some cool bonuses to throw in along with the manual — you should be seeing a lot more "feelies" and free gifts in the releases in the upcoming months!

It's been an interesting and challenging process, and I'm glad to have been part of it, because it means that Evercade's offerings will have even more consistency from hereon. Up until this point, the releases have been somewhat… experimental in terms of how information is presented from an editorial perspective, but I think we've got a "format" nailed down now, both for the information that will appear in the manual and the digital information that appears on the website and on the console itself. In the long term, we want to bring the digital material for the older cartridges in line with these new projects for complete consistency, but that's something to ponder at a later date!

Anyway. Naturally I can't reveal what is coming up later in the year — though I do know most of it at this point now! — but I can say that there's a lot of really exciting stuff happening. Evercade's going to be a reliable and respectable name in retro gaming for quite some time to come yet — and I'm incredibly proud to be part of it.

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#oneaday Day 1095: Up in the air https://imnotdoctorwho.moegamer.net/2022/01/25/oneaday-day-1095-up-in-the-air/ https://imnotdoctorwho.moegamer.net/2022/01/25/oneaday-day-1095-up-in-the-air/#respond Tue, 25 Jan 2022 23:24:15 +0000 https://imnotdoctorwho.moegamer.net/2022/01/25/oneaday-day-1095-up-in-the-air/ I'm excited that old MicroProse sims are coming back to PC via Steam, via some sort of unholy alliance between New MicroProse and whatever the heck Atari is this week. Ultimately I don't really care too much about the circumstances — I do care that these are easy and convenient ways to get some classics … Continue reading #oneaday Day 1095: Up in the air

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I'm excited that old MicroProse sims are coming back to PC via Steam, via some sort of unholy alliance between New MicroProse and whatever the heck Atari is this week. Ultimately I don't really care too much about the circumstances — I do care that these are easy and convenient ways to get some classics up and running on modern machines, even if the default DOSBOX settings for Dogfight appear to be the equivalent of running the game on a modest 386. (At least you can bump the speed up easily!)

So far I've spent a bit of time with Solo Flight — you can read about my experience here —  which is one that we never played back in the day. Although we enjoyed MicroProse flight sims in general, my dad was an absolute Flight Simulator II loyalist and refused to believe that Solo Flight would come anywhere near Sublogic's classic. Trying Solo Flight for the first time recently, I can confirm that he was, of course, absolutely correct — but that's not to say that Solo Flight doesn't have its appeal.

Solo Flight is what I'd maybe describe as a civil aviation game rather than a true simulator. Between the third-person view, the massively condensed maps, the score-based Mail Pilot mode and the fairly forgiving flight model, it's not especially realistic — though it does present something rather different from MicroProse's jet fighter sims of the period, and it does at least make attempts to reflect at least a few elements of a realistic flight model.

It's exceedingly primitive by modern standards… but there's something undeniably fun about it, even in its putrid CGA incarnation. I can't quite pin down what it is; it just sort of feels nice to play. And I can't really chalk that up to nostalgia, either, having never played the thing until recently. Whatever it is, I certainly don't regret spending a fiver on this crusty old flight sim.

Looking forward to trying out Harrier Jump Jet, as that's from the interesting transitional period where MicroProse was leaving behind 16-bit all-in-one computers like the ST and Amiga in favour of devoting themselves to MS-DOS PCs. It's another game that I'm not familiar with from back in the day, though if it's anything like its rough contemporaries I have no doubt I'll enjoy it. I used to spend a lot of time fiddling with stuff like F-19 Stealth Fighter and F-15 Strike Eagle II and III back in the day.

I suspect articles on the subject will follow shortly over on Retrounite. Please stay tuned! In the meantime, the complete lineup of MicroProse classics on Steam includes the original F-15 Strike Eagle (in CGA, blergh), Solo Flight, Harrier Jump Jet, Dogfight, The Ancient Art of War in the Skies (actually a strategy game rather than a flight sim) plus Sid Meier's strategy games Decision in the Desert, Crusade in Europe and Conflict in Vietnam.

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#oneaday Day 1094: Up'n Down https://imnotdoctorwho.moegamer.net/2022/01/23/oneaday-day-1094-upn-down/ https://imnotdoctorwho.moegamer.net/2022/01/23/oneaday-day-1094-upn-down/#respond Sun, 23 Jan 2022 22:53:15 +0000 https://imnotdoctorwho.moegamer.net/2022/01/23/oneaday-day-1094-upn-down/ Had a real "up and down" day today in terms of mood and general mental health — and I only partly mean that as a pun on the Atari 8-bit game I recorded a video for today. Got up late and felt pretty miserable this morning, then had a coffee and a cake and felt … Continue reading #oneaday Day 1094: Up'n Down

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Had a real "up and down" day today in terms of mood and general mental health — and I only partly mean that as a pun on the Atari 8-bit game I recorded a video for today. Got up late and felt pretty miserable this morning, then had a coffee and a cake and felt a bit better, then felt a bit miserable partway through recording stuff, then felt a bit better again. Right now I'm sort of in that in-betweeny "meh" sort of stage, which I think is mostly tiredness. Better than crashing back down to "miserable" again, I guess.

On the plus side, got some really interesting vids coming up this week — don't forget to subscribe to Rice Digital's YouTube channel as well if you want to see everything I'm up to in terms of video. Rice's channel is pretty much the home for more "modern" stuff I do now, so check over there for regular quick looks at newer games, as well as ongoing Final Fantasy playthroughs. I'm making great progress through Final Fantasy Pixel Remaster; looking forward to moving on to the other ones.

In other news today, I was delighted to find a (sadly incomplete) archive of Maverick Magazines on archive.org today — for the unfamiliar, Maverick Magazines was the second place my brother worked after working on the first (and only?) weekly games magazine Games-X over at Europress, and it's where he had his first stints of being Editor of a magazine. At the same time, his then-girlfriend Allie was working on a different magazine under the Maverick banner, and between them they provided some of my favourite Mega Drive and Super NES-related reading material.

Looking back over Control, the Super NES magazine that Allie worked on in particular — I can sort of see initial hints today's outlook of perpetual cynicism and need for criticism, though. Control (particularly once it relaunched itself as Super Control) was distinctly scathing about a lot of games, particularly where it wasn't quite warranted — many of the games they gave a notably more tepid reception to than the community in general have gone on to be regarded as all-time classics.

Thinking about it, this may have been the birthplace of my own desire to explore things outside of the "critically approved" list. I remember looking at a lot of things in Control (and Mega Drive Advanced Gaming, which my brother worked on) and thinking "oh, that actually looks pretty cool and interesting" and wondering how it ended up with such a low score. Of course, these days I know that ratings are complete bollocks — however "mathematically" Control claimed to calculate theirs — and so I just try anything I think I might find interesting. And I'm yet to steer myself wrong.

Back when I was reading Control, of course, I was, what, 11 or 12 years old, I think? (In fact, there's a feature in one issue of Control where Allie returns to her old school — which would have been my school at the time — and I recognise a lot of my classmates!) As such, I wouldn't say I had a lot in the way of disposable income, and with Super NES games being £50 or so even back then, they were (relatively speaking) actually a lot pricier than games are now. As such, I didn't really have a lot of opportunity to spend my own money on new SNES games, which would account for why despite owning and loving a SNES, I never had all that many games for it.

Anyway, that was a tangent and a half, and I'm not even sure there was a point here in the first place. If you're curious, do check out the link above and see what Maverick Magazines' stuff was like — cynicism aside in Control's writeups (I haven't revisited Mega Drive Advanced Gaming as yet; I'll be interested to see if the tone there is the same) they're still an entertaining read, even if a lot of things rather casually said in their pages would probably get them in trouble with the fun police on Twitter these days.

Time for bed and Top Racer!

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#oneaday Day 1093: Full Day Fantasy https://imnotdoctorwho.moegamer.net/2022/01/23/oneaday-day-1093-full-day-fantasy/ https://imnotdoctorwho.moegamer.net/2022/01/23/oneaday-day-1093-full-day-fantasy/#respond Sun, 23 Jan 2022 00:06:37 +0000 https://imnotdoctorwho.moegamer.net/2022/01/23/oneaday-day-1093-full-day-fantasy/ I spent pretty much all day playing Final Fantasy XIV today. I haven't done that for a long time, and I had a thoroughly lovely time. Basically when I got up this morning I considered agonising over what I "should" do, with all the options basically conflicting with a burning desire to play FFXIV — … Continue reading #oneaday Day 1093: Full Day Fantasy

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I spent pretty much all day playing Final Fantasy XIV today. I haven't done that for a long time, and I had a thoroughly lovely time. Basically when I got up this morning I considered agonising over what I "should" do, with all the options basically conflicting with a burning desire to play FFXIV — so rather than agonising further I simply indulged that desire and played FFXIV. I do not regret the time spent, even if it could have been spent more "productively" — sometimes you just gotta do something for yourself.

Anyway, I'm making good progress through the "postgame" Stormblood stuff, though there's a lot more of it than I thought there was! Over the last few days I've been doing the Hildibrand quest, which culminates in an excellent Trial, and finally advancing the main story.

The main story in particular has been very impressive; there's an absolutely superb single-player instanced battle towards the end of one of the main 4.x narrative threads that I can only describe as a "Missile Command" boss fight. It really is fascinating to see how inventive and adventurous they get with the game's base mechanics as you get deeper into the various expansions; this is far from being a game where you stand still and press 1, 2, 3 with perfect timing.

I've also reached a point in the main story where I can do the "Four Lords" storyline. I've only done the Byakko fight from that so far, but that was also absolutely excellent; I very much appreciated the "bullet hell" influences seen in that one, though those fearful of twitch gaming need not worry — the pace is much slower than an actual shoot 'em up!

Needless to say, for whatever reason, FFXIV is exciting and inspiring me again. I know that I need not to let it take over everything — I have things to do for work and I have things I want to do for myself — but I am definitely very much enjoying my time with it so far. And I haven't even started Shadowbringers yet.

Anyway, I've called it a night for now, but that's what I've been up to today. Tomorrow is about videos, so I better get some sleep! Ta-ta.

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#oneaday Day 1092: Sleepytime https://imnotdoctorwho.moegamer.net/2022/01/20/oneaday-day-1092-sleepytime/ https://imnotdoctorwho.moegamer.net/2022/01/20/oneaday-day-1092-sleepytime/#respond Thu, 20 Jan 2022 22:24:27 +0000 https://imnotdoctorwho.moegamer.net/2022/01/20/oneaday-day-1092-sleepytime/ I'm tired. It's my own fault for deliberately working late; I was enjoying working on the thing I was working on, so I was enthusiastic about getting it done. (Also I'd set myself a deadline of getting it finished by the end of the day tomorrow, and I figured I might as well get it … Continue reading #oneaday Day 1092: Sleepytime

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I'm tired. It's my own fault for deliberately working late; I was enjoying working on the thing I was working on, so I was enthusiastic about getting it done. (Also I'd set myself a deadline of getting it finished by the end of the day tomorrow, and I figured I might as well get it done this evening.)

Sadly it's not a thing I can share with you right now, because it's not something for any of the websites or YouTube channels I work on. It is, instead, something that will likely be announced… within the next month or two, I think? It's cool though. I'm looking forward to sharing it with people. The astute will possibly know at least vaguely what I'm alluding to, but I really can't say any more than that for the moment, other than the fact that working on it has kept me up late and now I'm tired!

It's been a bit of a weird day, all told. Atari and MicroProse announced that they're bringing back a random handful of classic flight sims, Twitter announced that by signing up to their pointless Twitter Blue bullshit you can have an NFT profile pic and immediately make yourself a target for completely justified cyberbullying, and my copy of "The History of Hentai Manga" finally arrived after literally about six months of being continually delayed by Amazon.

Excited to finally delve into the book; it looks super-interesting and it's possibly the only book I'll ever read with a full history of how breasts have been depicted over the years, with a particular specific section on the history of how nipples are blurred to indicate movement. There is also a chapter primarily themed around the history of the onomatopoeia used to indicate the opening of a vagina, so that should make for some intriguing reading.

Those are actual chapters and sections in the book, by the way; I'm not making things up. The guy behind the book takes the subject enjoyably seriously, on the grounds that no-one has ever really done a vaguely academic study on erotic manga — regular old manga yes, eromanga, no.

His justification for his in-depth exploration of some very specific topics is that many of the trends in eromanga end up getting filtered down into non-explicit manga in various ways — and thus any analysis of manga in general as a medium is worth taking the erotic side of things into account. But no-one does, because oooh, porn scary.

Anyway, I've only read a bit of the first chapter so far but it's definitely intriguing. I will likely write more about the book as a whole over on Rice when I've read the whole thing.

For now, though, I feel the need for some retro games I can tune out and chill out to, so that's what I'm off to go and do. Have a pleasant evening!

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#oneaday Day 1091: Sleep aid https://imnotdoctorwho.moegamer.net/2022/01/19/oneaday-day-1091-sleep-aid/ https://imnotdoctorwho.moegamer.net/2022/01/19/oneaday-day-1091-sleep-aid/#respond Wed, 19 Jan 2022 23:15:34 +0000 https://imnotdoctorwho.moegamer.net/2022/01/19/oneaday-day-1091-sleep-aid/ I got a Bluetooth sleep mask recently — it's a nice comfy sleep mask that blocks out light very well and also has Bluetooth speakers nestled inside that you plonk on your ears. It works very well indeed, and I think it's been helping me sleep quite a bit better — I'm accustomed to having … Continue reading #oneaday Day 1091: Sleep aid

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I got a Bluetooth sleep mask recently — it's a nice comfy sleep mask that blocks out light very well and also has Bluetooth speakers nestled inside that you plonk on your ears. It works very well indeed, and I think it's been helping me sleep quite a bit better — I'm accustomed to having a certain amount of noise while trying to get to sleep (primarily because of Andie, who doesn't like being in a mostly-silent room) but I don't like excessive light, so I was never a big fan of attempting to fall asleep with the TV on.

Only trouble is, I have a mild problem with listening material. The only thing I have found myself reliably able to fall asleep to is… my own videos. Probably because I know them so well and because they have good memories attached to them; probably because I don't feel I need to "actively" listen to them.

But nope, it really is the case; anything else I try — including things that are explicitly supposed to be relaxing, such as ASMR videos, end up being things that engage my attention sufficiently to keep me awake. In the case of the video I tried last night, it also had the unwanted side effect of making me excessively horny, so I will be saving that particular VTuber's ASMR streams for… more appropriate times in future. (Ayamy Garubinu, if you're curious.)

I'm sure this probably says something uncomplimentary about either me or my videos — but oh well, it works for me, so I'll stick with it for now. At least it means I'm even more likely to remember obscure Atari facts than I already was…!

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#oneaday Day 1090: what https://imnotdoctorwho.moegamer.net/2022/01/18/oneaday-day-1090-what/ https://imnotdoctorwho.moegamer.net/2022/01/18/oneaday-day-1090-what/#respond Tue, 18 Jan 2022 22:41:09 +0000 https://imnotdoctorwho.moegamer.net/2022/01/18/oneaday-day-1090-what/ Microsoft bought Activision. What a colossal mess today's gaming industry has become. I can't pretend I'm not worried about this increasing tendency towards massive, multi-billion dollar takeovers — because while it's all been big triple-A publishers that I'm not at all interested in up until now, what happens when someone decided to start trying to … Continue reading #oneaday Day 1090: what

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Microsoft bought Activision. What a colossal mess today's gaming industry has become. I can't pretend I'm not worried about this increasing tendency towards massive, multi-billion dollar takeovers — because while it's all been big triple-A publishers that I'm not at all interested in up until now, what happens when someone decided to start trying to get their hands on smaller companies that aren't balls-deep in crap like Game Pass and the like?

Thankfully, I feel like we're a way off that happening just yet. This is all "big business" stuff at the moment. Microsoft want Call of Duty day one on Game Pass so all the dudebros will sign up for Game Pass, so they just went and bought the people who make Call of Duty. I suspect Call of Duty will still come out on PlayStation — Microsoft likes money, after all, and they let Minecraft come out on non-Microsoft platforms even after buying it — but you can bet that it being on Game Pass is going to secure a mostly Microsoft future for its playerbase.

With this in mind, the one thing that I take a certain amount of comfort from is that most of the developers and publishers who put out things I'm interested in probably aren't even on Microsoft (or Sony's) radar. Out of all of them, Koei Tecmo is arguably the most "at risk", but I don't think they're big enough or that they have enough valuable properties for the suits to want to buy them up.

Square Enix is another matter, of course, but outside of Final Fantasy and Nier I'm not too bothered about a lot of the stuff they've been doing of late; to put it another way, I like Square Enix when they're being Square Enix, not when they're being Eidos. And at this point, I feel like Final Fantasy XIV is probably a big barrier to any sort of takeover attempt — although I guess Activision does still have World of Warcraft, as much as that game has been in decline for quite some time now.

Anyway, I feel like we're going to have to wait and see what the long-term consequences of this are. Hopefully at the very least Bobby Kotick ends up out on his arse — it sounds as if that will be the case once the deal is finalised — but you know he's probably going to have some sort of obscenely generous severance package lined up, even with all the vile shit he's been part of during his time at the top.

This is the one possible positive out of the whole situation, really; under the Microsoft umbrella, I suspect Activision is about to enjoy a severe case of cleaning house, since I don't see MS wanting to deal with the PR nightmare that Activision has been weathering for the last while.

Sigh. Anyway. I'm going to go and play retro games in bed, far away from all these shenanigans!

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#oneaday Day 1089: Moving forward in FFXIV https://imnotdoctorwho.moegamer.net/2022/01/17/oneaday-day-1089-moving-forward-in-ffxiv/ https://imnotdoctorwho.moegamer.net/2022/01/17/oneaday-day-1089-moving-forward-in-ffxiv/#respond Mon, 17 Jan 2022 23:27:44 +0000 https://imnotdoctorwho.moegamer.net/2022/01/17/oneaday-day-1089-moving-forward-in-ffxiv/ Sat down and made an effort to make some progress in Final Fantasy XIV this evening, and achieved a great deal. I believe I am now up to date on unlocking and completing everything it's possible to do at the beginning of "postgame" Stormblood, so now I need to actually get the main story rolling … Continue reading #oneaday Day 1089: Moving forward in FFXIV

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Sat down and made an effort to make some progress in Final Fantasy XIV this evening, and achieved a great deal. I believe I am now up to date on unlocking and completing everything it's possible to do at the beginning of "postgame" Stormblood, so now I need to actually get the main story rolling again, which is exciting! Stormblood postgame leads to Shadowbringers, which is supposed to be amazing — and then, of course, there's Endwalker after that, which I haven't heard anyone complain about at all.

I also actually remembered to finish off a Hildibrand quest I'd left half-finished from back in the Heavensward era, so that felt good to finally tick that off, too. I believe there's a Stormblood Hildibrand quest cycle too, but I haven't looked into if you can jump straight into that or if there's main story progress required first. I do know that unlike the Heavensward Hildibrand cycle, there's one of the "series"' iconic silly boss fights to do along the way, so looking forward to seeing that — particularly as it, like many other things in the Hildibrand cycle, is yet another piece of gratuitous series fanservice.

I was particularly entertained during the "Grand Sers" part of the Heavensward Hildibrand quest that there was a full-on note-for-note recreation of Final Fantasy VII's "Ultimate End" animation for Knights of the Round — despite Heavensward having you literally fighting Knights of the Round, the nature of combat in Final Fantasy XIV (particularly around vanilla Heavensward era) means that proper full-on Final Fantasy "cinematic special moves" were out of the question. That fight is still awesome, though; I just wish they'd gear sync it or something so it lasted a bit longer!

Anyway, that's been my evening. Not going to fall into the trap of playing it every night — I'm fully intending to get back to Atelier this week, but I also need to crack on with Full Metal Daemon Muramasa to continue writing about it — but I feel like I'm at a point where I can make some progress a bit at a time and feel like it's time well spent.

Now, though, time is best spent in bed. So I'm off to do just that! Hope your Monday has been bearable.

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#oneaday Day 1088: Habits https://imnotdoctorwho.moegamer.net/2022/01/16/oneaday-day-1088-habits/ https://imnotdoctorwho.moegamer.net/2022/01/16/oneaday-day-1088-habits/#respond Sun, 16 Jan 2022 23:25:11 +0000 https://imnotdoctorwho.moegamer.net/2022/01/16/oneaday-day-1088-habits/ One habit I really wish I could rid myself of is that when I'm doing anything creative that involves something "audio-visual" in nature — i.e. something other than writing — I spend a lot of time while working on the thing just enjoying the half-finished thing I've created, rather than actually finishing it. Making a … Continue reading #oneaday Day 1088: Habits

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One habit I really wish I could rid myself of is that when I'm doing anything creative that involves something "audio-visual" in nature — i.e. something other than writing — I spend a lot of time while working on the thing just enjoying the half-finished thing I've created, rather than actually finishing it.

Making a video? I'll often catch myself just watching rather than getting on with editing. Making a piece of music? I'll listen to the 30 seconds I'm happy with over and over rather than thinking of how it might develop from there. Fiddling around with some sort of game making software? Dear Lord, will I ever play that first bit of game over and over and over again.

In some respects I guess this isn't a terrible habit to have; it's good to take pride in your work, and also to be willing to look critically at it on multiple "passes" through the creative process — but it wastes one hell of a lot of time in the grand scheme of things, and I really wish I could break the habit!

On the other hand, getting frustrated with this does mean that when I do actually complete something properly, I feel a certain amount of pride because I know I've overcome my own procrastination demons. Which is something, I guess. I think I'd probably rather improve my own productivity a little bit, though — at least I'm aware of the problem, which is a start!

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#oneaday Day 1087: Back to Evercade A to Z https://imnotdoctorwho.moegamer.net/2022/01/15/oneaday-day-1087-back-to-evercade-a-to-z/ https://imnotdoctorwho.moegamer.net/2022/01/15/oneaday-day-1087-back-to-evercade-a-to-z/#respond Sat, 15 Jan 2022 22:36:35 +0000 https://imnotdoctorwho.moegamer.net/2022/01/15/oneaday-day-1087-back-to-evercade-a-to-z/ As you'll have seen if you checked in on YouTube today, Evercade A to Z is back! I went back and forth on whether I should start something new such as Intellivision Lives! or Activision Anthology for a series, but I've been kind of champing at the bit to get back to Evercade stuff for … Continue reading #oneaday Day 1087: Back to Evercade A to Z

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As you'll have seen if you checked in on YouTube today, Evercade A to Z is back! I went back and forth on whether I should start something new such as Intellivision Lives! or Activision Anthology for a series, but I've been kind of champing at the bit to get back to Evercade stuff for quite some time, so I thought… well, now's the time.

The format will be the same as before — pick one game from one cart at a time from the library that exists as I reach that point — but footage will be captured from the VS as opposed to the handheld where possible. Not that it makes a huge difference with retro stuff, but this means that the original footage will be 1080p rather than 720p, which will be nice. The only exceptions to this will be the two Namco carts, which I'll have to continue capturing from the handheld due to Blaze's ongoing negotiations with Namco (and Namco's continued awkward bloody-mindedness) over licensing.

Part of the reason I was keen to return to Evercade A to Z is that it's such a varied library in its own right. Each cartridge has a real mix of different stuff in terms of both genre and platform (aside from platform-specific carts like the Intellivision Collection 1 cart) and thus the series should be quite different and varied from week to week, which will keep things interesting for viewers and motivation high for me. I'll even learn not to dread the Interplay Collection carts coming up — there's only a few games on each of them, after all, and very few of those games are completely irredeemable!

For this week, it was a delight to return to Tanzer, which I hadn't actually spent a huge amount of time with before, primarily because I really wanted to play it on the TV but the HDMI sound bugs it had on its original release precluded me from doing that. Now it works absolutely fine on both handheld and VS I can enjoy it to its fullest — and it turns out it's a really great game. Who'd have though one of the games that people were most excited for from the system's launch lineup would turn out to be great?

Anyway, that's the plan for Saturdays for the indefinite future. I've got a lot of games to get through from the current library — and with a number of new carts coming this year (some of which have been publicly announced, some of which I know about but can't talk about yet and some of which are still being planned) there'll be stuff to talk about for the next… long while yet, I'm sure. So I hope you enjoy!

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#oneaday Day 1086: The music of Allister Brimble https://imnotdoctorwho.moegamer.net/2022/01/14/oneaday-day-1086-the-music-of-allister-brimble/ https://imnotdoctorwho.moegamer.net/2022/01/14/oneaday-day-1086-the-music-of-allister-brimble/#respond Fri, 14 Jan 2022 21:51:22 +0000 https://imnotdoctorwho.moegamer.net/2022/01/14/oneaday-day-1086-the-music-of-allister-brimble/ While writing my CodeMasters article over on Retrounite earlier, I happened to stumble across some information about what their regular composer Allister Brimble was up to. Turns out he's been very active ever since those early days when he was writing music for various Codies games, and he's put out a number of intriguing albums … Continue reading #oneaday Day 1086: The music of Allister Brimble

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While writing my CodeMasters article over on Retrounite earlier, I happened to stumble across some information about what their regular composer Allister Brimble was up to. Turns out he's been very active ever since those early days when he was writing music for various Codies games, and he's put out a number of intriguing albums in more recent years.

One of the more interesting (to me, anyway) is one called David Whittaker Amiga Works, in which Brimble re-arranges and re-imagines a number of famous David Whittaker tracks that previously appeared in Amiga (and, by extension, Atari ST) games. There's some really great stuff in there, including the themes to Shadow of the Beast, Menace, Speedball, Xenon and Obliterator (a personal favourite) — and Brimble's rearrangements are really good.

The nice thing about them is that he doesn't try and overdo them; their sound quality is obviously vastly superior to the original host platforms on which we heard them, but they still feel and sound very authentic in terms of instrumentation, texture and timbre. Essentially what Brimble has done is bring us an album of what Whittaker's music would probably sound like if it was released a few decades after it originally showed up. I don't know if I necessarily want to say today because there's a certain retro vibe to it all — though that may be more about the original compositions than Brimble's arrangements. Either way, they're good.

I haven't explored Brimble's other releases as yet but I see he also has albums of his own Amiga and Spectrum compositions — again rearranged "to modern standards" — along with a pair of remix albums based on his work on Driver. I will have to spend some more time with these for sure, and perhaps pen a review or two!

I've provided Bandcamp links in this post, but they're also on Spotify and doubtless some other places too. Enjoy!

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#oneaday Day 1085: Where'd the week go? https://imnotdoctorwho.moegamer.net/2022/01/13/oneaday-day-1085-whered-the-week-go/ https://imnotdoctorwho.moegamer.net/2022/01/13/oneaday-day-1085-whered-the-week-go/#respond Thu, 13 Jan 2022 22:28:48 +0000 https://imnotdoctorwho.moegamer.net/2022/01/13/oneaday-day-1085-whered-the-week-go/ I'm not entirely sure where this week has gone. We seem to be sitting at the end of Thursday at after 10pm and I've no idea where all the time has disappeared to. I wouldn't position it as either a particularly "fun" or "stressful" week, so I'm sort of surprised that things seem to have … Continue reading #oneaday Day 1085: Where'd the week go?

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I'm not entirely sure where this week has gone. We seem to be sitting at the end of Thursday at after 10pm and I've no idea where all the time has disappeared to. I wouldn't position it as either a particularly "fun" or "stressful" week, so I'm sort of surprised that things seem to have flown by as they have.

Was feeling a bit down with everything earlier… still am right now, to be honest. I feel like I'm "waiting" for something to happen — practically speaking, part of me is probably waiting for the current pandemic situation to be over, which looks increasingly unlikely to ever happen at this point. At the same time, though, I feel like there's something just sort of… indescribably frustrating that feels out of reach, and just to add to the frustration, I'm not even sure what the thing that is out of reach actually is.

I'm also, to be honest, getting a bit run down by the sheer pace of modern Internet life, and a little upset at how much I can see it burning out people that I like and care about — and they don't seem to want to admit it. Those who have taken to streaming in particular seem to be having a really rough time of late, and quite a few people I know almost sound like they're doing it out of "obligation" rather than anything else. There's no joy in what they say about their streams; it's all chasing Affiliate or Partner and counting Channel Points rather than expressing any sort of enthusiasm in what they're playing or the friends they've made in the process.

There are exceptions, of course — I know some of you who are kind enough to support me here are running your own streaming regimes, and I hope those are going well for you. I'm talking more about a few people I've seen on Twitter recently who seemingly got into it because they felt like they had no other option; a few years back I feel everyone had a much more realistic perception about the possibility of making money "playing video games online", but that seems to have dissipated in the last couple of years — at least partly thanks to the pandemic, I'm sure, since streaming doubtless appeals to those who don't feel comfortable leaving the house amid all this.

With all that in mind, I think I'm resolved to not establish any sort of regular streaming regime for myself, at least not for my own personal hobby side of things. Work might be another matter at some point — though the writing and occasional YouTube vids are more than enough right now — but for now, I'm happy with what I do; I feel like I'm contributing something meaningful and useful to the community while at the same time doing something I enjoy. The moment it starts feeling too much like work is the time to hang it up and just "reclaim" my hobbies for myself — something which I think some of the people I just mentioned could probably do with doing, even if it's just temporarily.

I'm not ruling out streaming for special occasions, mind. I'd like to do something for one of the charity stream marathons at some point, because the couple of occasions I did Extra Life it was great fun. I'd likely do something a bit more "local" next time, though, since although Child's Play and Extra Life are wonderful things, they're still quite America-centric. I believe the charity Special Effect do more EU/UK-centric events, so I will probably look into those. I have plans forming for something along the lines of an Evercade marathon; I think that'd be really fun.

Anyway, that went off on a bit of a tangent. It's half past ten now, so probably time to go sit upstairs and play retro games for a bit, far away from the Internet. Join me!

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#oneaday Day 1084: The rabbit hole https://imnotdoctorwho.moegamer.net/2022/01/12/oneaday-day-1084-the-rabbit-hole/ https://imnotdoctorwho.moegamer.net/2022/01/12/oneaday-day-1084-the-rabbit-hole/#respond Wed, 12 Jan 2022 22:43:39 +0000 https://imnotdoctorwho.moegamer.net/2022/01/12/oneaday-day-1084-the-rabbit-hole/ You know you're down the VTuber rabbit hole when you have dreams about them. To be fair, I've only had two VTuber dreams to date, but they were both oddly vivid and memorable as opposed to those dreams that sort of dissipate the moment you wake up, however much you enjoyed them at the time. … Continue reading #oneaday Day 1084: The rabbit hole

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You know you're down the VTuber rabbit hole when you have dreams about them. To be fair, I've only had two VTuber dreams to date, but they were both oddly vivid and memorable as opposed to those dreams that sort of dissipate the moment you wake up, however much you enjoyed them at the time.

The first one I had was a good few months back, and it involved IRyS from Hololive. For one reason or another, I was hanging out in her bedroom while she was getting ready — she was sort of half-dressed (she didn't have any shoes on, but she did have most of her outfit on, and she hadn't "done her hair") and talking to me while she was wandering around getting ready. I sadly don't remember the specifics of the conversation she was having with me, but I do recall that it was some sort of helpful life advice.

In other words, there was nothing romantic or sexual about the encounter at all; I was just hanging out in her room as if she was a friend of mine, and she was advising me on something that had been bothering me. I wish I could remember what as it could have actually been important.

Regardless of any deeper meaning, it was interesting to see her in "3D" as a "real" person. And I don't mean I saw the performer behind the IRyS avatar, I mean IRyS was real, but still looked like IRyS. And it didn't feel weird. This is perhaps helped by the fact that IRyS is one of the Hololive VTubers who is designed with a little more realism to her facial proportions than some of the others, but still. It was interesting and nice.

The other VTuber dream I had was the other night, and it was absolutely baffling because it felt like several different unrelated scenes were overlapping and somehow interacting with one another.

The main thrust of what was going on was that I was exploring some sort of dungeon or castle in the Neverwinter Nights engine, and just engaging in combat with a group of foes. The battle began, and things weren't going all that well — our healer went down fast. At the same time, sort of overlaid on top of proceedings (so I could see through and still see "Neverwinter Nights") was a sort of… I'm not sure how to describe it. Like a party, I guess? Specifically, like the kind of party you see at big awards ceremonies: lots of people sitting around round tables, mingling with one another. Except all the people at the party were VTubers. I think. Most of them sort of blended into the background as ill-defined grey figures.

I called out to the party for a healer, and, without acknowledging me directly, Finana Ryugu from Nijisanji stood up from her table and wandered over to the next table over, where Uruha Rushia from Hololive was sitting. Without saying a word, Rushia stood up and — there's no easy way to say this, so I'm just going to say it — took out her erect penis. Finana promptly grasped hold of Rushia's implement and began manipulating it, at which point it took on an oddly unnatural sort of… gleam, I guess you'd call it, almost like a polished orb. And as this happened, light began to emanate from their… uh… union, and those of us involved in the battle felt healing energy flowing into us, and we were able to fight on.

I awoke just as Finana and Rushia completed their ritual, relieved to discover that I had not inadvertently had my own ritual in my sleep in the process. But that certainly was a weird one — possibly second only to the dream where I was unable to have sex with someone on the London Underground because I didn't have the sheet music.

The subconscious is a funny place.

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#oneaday Day 1083: Oiling the joints https://imnotdoctorwho.moegamer.net/2022/01/11/oneaday-day-1083-oiling-the-joints/ https://imnotdoctorwho.moegamer.net/2022/01/11/oneaday-day-1083-oiling-the-joints/#respond Tue, 11 Jan 2022 22:15:10 +0000 https://imnotdoctorwho.moegamer.net/2022/01/11/oneaday-day-1083-oiling-the-joints/ Been back to the gym for the last couple of days, just gently to try and get things moving again. It has, for the most part, felt reasonably good to do so — though I made the mistake of going this evening when I was already reasonably hungry and thus by the time I returned … Continue reading #oneaday Day 1083: Oiling the joints

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Been back to the gym for the last couple of days, just gently to try and get things moving again. It has, for the most part, felt reasonably good to do so — though I made the mistake of going this evening when I was already reasonably hungry and thus by the time I returned I was actually feeling a bit queasy with hunger. That'll learn me.

Having spent so long away from the gym after injuring myself late last year, I've obviously got a lot to do to build myself back up again — not that I was particularly "built up" previously, but I was at least able to manage a 30-minute moderate pace session on the bikes without too much trouble. For these initial sessions, I've tried not to put too much pressure on myself — I just wanted to get moving in any way to begin with, as that's the initial barrier that needs breaking. Now that's successfully broken, I can start looking at making gradual improvements.

To begin with, I'm thinking I might separate cardio and strength training days completely rather than trying to cram them both into a single session. This means that a single session can be a bit shorter and more manageable, and also isn't quite as daunting a prospect going into it while I'm still readjusting. I can always switch back to a sort of "circuit" routine once I get back into the swing of things, but I think this is how I'm going to handle things for now — perhaps punctuated with a day or two of swimming here and there.

I think I'm going to take tomorrow off, though; this evening's strength training left me a bit achey, and I want to try and establish a routine of going first thing in the morning. I successfully managed this on Monday, but failed today, hence the evening session.

Still, as small a step as this might be, it is, at least, progress, I guess.

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#oneaday Day 1082: The good old games https://imnotdoctorwho.moegamer.net/2022/01/10/oneaday-day-1082-the-good-old-games/ https://imnotdoctorwho.moegamer.net/2022/01/10/oneaday-day-1082-the-good-old-games/#respond Mon, 10 Jan 2022 23:51:49 +0000 https://imnotdoctorwho.moegamer.net/2022/01/10/oneaday-day-1082-the-good-old-games/ I feel like I've been playing Evercade more than any other platform of late. I've just been super in the mood for a lot of the sort of things that system offers — and that system offers a lot of different possibilities across all the cartridges that are available now. (Plus there are several in … Continue reading #oneaday Day 1082: The good old games

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I feel like I've been playing Evercade more than any other platform of late. I've just been super in the mood for a lot of the sort of things that system offers — and that system offers a lot of different possibilities across all the cartridges that are available now. (Plus there are several in the works that are very exciting… two of which have already been announced and a couple more I already know about!)

Just lately, I've actually been enjoying the CodeMasters lineup quite a bit. CodeMasters' NES games are rather interesting to me, because I always knew them as home computer games — so playing them on a console is an interesting novelty. I also find them quite intriguing because they don't "feel" like NES games — at least partly due to their music. I don't know offhand if they were using custom sound chips or just making use of the NES' sound chip in a different way to many other developers at the time, but folks like Allister Brimble made the NES' sound chip sing like a Commodore 64, with some astonishingly well put together tunes across various Codies titles.

At the same time, I recognise that a fair bit of CodeMasters stuff might not be for everyone because there's a distinct feeling of "Euro jank" about a lot of it — or at least there is at first glance. Take the time to get to know some of the games, though, and there really is a lot to like about even the most obscure ones.

I'm a particular fan of F-16 Renegade and MiG-29 Soviet Fighter, for example, which are basically two variations on a theme: games that combine vertically scrolling shoot 'em up segments with After Burner-style quasi-3D sections. One interesting thing is that between the two of them, they each have the opposite balance — F-16 Renegade favours the vertically scrolling stages with occasional 3D sequences, while MiG-29 favours the 3D gameplay, occasionally switching to top-down. MiG-29 was also obviously developed a little later, as it's overall rather more polished, featuring in-game music and surprisingly impressive "transitions" between scenes and perspectives.

The other reason I find MiG-29 specifically rather interesting is that I have the Atari ST version on my shelf, and that game is absolute hot garbage. With that in mind, I wasn't expecting much from the NES version, but it turns out it's much, much better. I'd be embarrassed for the poor old ST if this wasn't a fairly common pattern when it came to games that were originally developed for 8-bit platforms and ported to 16-bit ones!

Anyway. Enough talking, time to get in a few rounds for Uncle Ivan before sleep time. Hope you've all had a pleasant day!

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#oneaday Day 1081: Other things https://imnotdoctorwho.moegamer.net/2022/01/10/oneaday-day-1081-other-things/ https://imnotdoctorwho.moegamer.net/2022/01/10/oneaday-day-1081-other-things/#respond Mon, 10 Jan 2022 00:47:18 +0000 https://imnotdoctorwho.moegamer.net/2022/01/10/oneaday-day-1081-other-things/ Right, I said yesterday there were other things I was going to be making an effort with from the beginning of the new week, so I guess I have to talk about those now. Or at least one of them. One of the things I've already mentioned to a certain degree when talking about "scheduling" … Continue reading #oneaday Day 1081: Other things

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Right, I said yesterday there were other things I was going to be making an effort with from the beginning of the new week, so I guess I have to talk about those now. Or at least one of them.

One of the things I've already mentioned to a certain degree when talking about "scheduling" is trying to get myself feeling a bit healthier again. This will come about as a combination of following the Weight Watchers diet Andie and I started a while back, and getting back into doing some exercise. I've struggled with both for the last little while, so I need a hard reset on both.

The exercise thing has been troublesome and perhaps slightly worrying. Since I sprained my ankle a few months back, I feel like I haven't quite "recovered". I don't mean that my ankle still hurts — though it did the other day — but rather I feel like my entire body is aching a lot more than it used to. I suspect this is probably the result of inactivity on top of an already sedentary lifestyle, but it's been causing me a not insignificant amount of physical pain of late.

I'm hoping that actually getting those muscles moving again will help to alleviate this by simply "loosening" everything up, but I don't know if it quite works like that. At the very least, I'm going to give it a go, though. And I think what I might probably do is rather than trying to cram everything into a single session, I'm going to take one session to do some more "cardio" stuff (though probably taking it relatively easy to begin with) and the next to do strength training. It's easy to feel like you have to do as much as possible while you're at the gym, but really there's no need; I can go as many times as I want or need in the week.

The food thing is… a challenge. I like food, and food brings me comfort. I often need comfort, because I have numerous mental health struggles. Unfortunately, overconsumption of food makes me unhealthily overweight, and that causes me anxiety and depression, so I… you get the picture.

The thing I liked about Weight Watchers when we started doing it before Christmas was that it didn't feel overly restrictive. Since I'm in a position where I need a reasonable amount of energy just to exist per day, I have a lot of flexibility in what I can eat per day and still be able to lose weight. That will drop off over time — and I suspect that's where things will become challenging — but to begin with at least, I have the option to eat actually quite a bit each day, so long as it's the "right" stuff.

It's the getting it right bit that is challenging — but now that the Christmas and new year period is over and I'm pretty sure we've eliminated all the "treats" from the house, it will be easier to get back on track. And once I start seeing some results, that will motivate me again.

So that's that. From tomorrow, I'm going to attempt to get up early and get some gym time in in the morning. I'm not going to overdo it, but I am going to attempt to establish some habits. And on top of that, I'll be tracking my food and drink intake very carefully, unlike what I've been doing lately.

It's going to be hard to get back on track, but I've done it before, I can do it again. Good luck to anyone else who is trying to do something similar.

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#oneaday Day 1080: Rebooting https://imnotdoctorwho.moegamer.net/2022/01/08/oneaday-day-1080-rebooting/ https://imnotdoctorwho.moegamer.net/2022/01/08/oneaday-day-1080-rebooting/#respond Sat, 08 Jan 2022 22:16:33 +0000 https://imnotdoctorwho.moegamer.net/2022/01/08/oneaday-day-1080-rebooting/ Next week is going to be a proper "reboot" for me. The first week of the new year hasn't quite gone to plan, so I need to make an effort this coming week. There are a number of things I'm going to do. And I think it might help me out to itemise them. Perhaps … Continue reading #oneaday Day 1080: Rebooting

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Next week is going to be a proper "reboot" for me. The first week of the new year hasn't quite gone to plan, so I need to make an effort this coming week.

There are a number of things I'm going to do. And I think it might help me out to itemise them. Perhaps you will get something out of this, too, but I'm typing this mostly for my own benefit, I must confess!

My first goal is to establish a better sort of "daily schedule" for myself that allows me to fit in all the things that I want to be able to do. I have a list of things that I want to be able to do regularly — not all of them need to be every day, but ideally each of them need to have several opportunities a week. Those things are:

  • Work the day job (obviously, this isn't going anywhere)

  • Get video projects done (at present, doing these at weekends works quite nicely, but I may spread them out throughout the week instead)

  • Pick up Atelier MegaFeature again

  • Practice the piano (I've got a bunch of new music and it'd be nice to be able to actually play some of it)

  • Spend some time catching up on FFXIV

  • Read Full Metal Daemon Muramasa (this is technically "work" but it's a significant enough time commitment to be worth scheduling in its own right)

  • Get to the gym at least a couple of times a week

  • Get to the swimming pool once or twice a week

  • Make time to read manga/novels/watch anime

  • Get back on diet (it was working, then we completely fell off and basically need to start over)

  • Enjoy some retro games on Evercade

  • Enjoy some current games

There's probably some more things too, but those are the things that immediately spring to mind without having to think too hard. I'd add "see friends" to that list but I'm kind of sick of being the only one who makes an effort in that regard, so I'm also kind of over making an effort. If they invite me, I'll come, but no more suggestions from me that get summarily ignored.

It may sound like a drastic solution, but I'm thinking that actually dividing my week up into specifically scheduled blocks of time — almost like a school timetable — might actually be a helpful process for me. Of course, it doesn't pay to be too rigid with these things, but I feel like the number of dreams I've had recently about not having my school timetable on hand (both as a student and as a teacher) is trying to tell me something.

At the very least I feel like things that can be neatly divided up into chunks of time — like going to the gym, or spending a set amount of time catching up on FFXIV, or practicing the piano… or, indeed, thinking about it, most of the things on that list — would benefit from actually being scheduled in some way. So from Monday I'm going to give it a shot.

What I would like to be able to do is get up earlier than I do currently, go do the gym and/or swimming before work starts, then have the rest of the day available to do work and the other things on the list. Unfortunately "getting up early" has been proving very difficult for both Andie and I of late, but I guess it's one of those many things where you just have to build good habits — and resist bad ones. Bed is so nice and warm and comfy, though.

As for other things I want to do… well, I've rambled on a bit today, so I'll save them for another post. Writing the above has helped me sort a few things out in my mind, though, so thank you for indulging me on that front. Now, time to go enjoy some Evercade, I think…

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#oneaday Day 1079: Wordle https://imnotdoctorwho.moegamer.net/2022/01/07/oneaday-day-1079-wordle/ https://imnotdoctorwho.moegamer.net/2022/01/07/oneaday-day-1079-wordle/#respond Fri, 07 Jan 2022 22:18:15 +0000 https://imnotdoctorwho.moegamer.net/2022/01/07/oneaday-day-1079-wordle/ Have you played Wordle? It's the currently fashionable "thing" to be playing, and pleasingly it's not in any way annoying, predatory, monetised or full of advertising. It's just a simple, fun little thing. You can try it out here. Wordle is a simple word-guessing game in which you have up to 6 guesses to figure … Continue reading #oneaday Day 1079: Wordle

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Have you played Wordle? It's the currently fashionable "thing" to be playing, and pleasingly it's not in any way annoying, predatory, monetised or full of advertising. It's just a simple, fun little thing. You can try it out here.

Wordle is a simple word-guessing game in which you have up to 6 guesses to figure out a 5-letter word. After making a guess, you're told, Mastermind-style, whether you have any letters in the right place, or any letters that are correct but in the wrong place. Notably, you're also told which letters are not in the word at all, so this can help inform your subsequent guesses.

It's straightforward, it's enjoyable and it takes a couple of minutes to play — because you can only play one puzzle a day. That's not an arbitrary "Get More Energy!" restriction either — there's simply one puzzle a day that is the same for absolutely everyone who plays. And part of the fun comes from sharing the "grid" pattern of whether or not you solved the puzzle — this shows your sequence of guesses in terms of your "letter in the right place" and "letter in the wrong place" positions, but not what the actual letters were.

This is neat because it's eminently shareable, but it's not thrusting "advertising" in everyone's face. The default "share" button doesn't even give a link to Wordle — it just posts the puzzle number, how many attempts you got it in and your "grid", so if anyone is interested in finding out what Wordle is, they have to do so themselves. That somehow feels less obtrusive than constantly sharing links to the same thing over and over again.

I think the best thing of all, though, as previously mentioned, is that Wordle is clearly just a project the author Josh Wardle (see what he did there) made for a bit of fun, rather than in an attempt to make money or be an advertising platform. There's no monetisation on Wordle at all; it just is. And let me tell you, finding something actually entertaining on the Internet that is completely free of cynical monetisation, predatory practices and otherwise manipulative behaviour is a genuine pleasure these days.

So yeah, Wordle. It's a good.

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#oneaday Day 1078: Getting started https://imnotdoctorwho.moegamer.net/2022/01/06/oneaday-day-1078-getting-started/ https://imnotdoctorwho.moegamer.net/2022/01/06/oneaday-day-1078-getting-started/#respond Thu, 06 Jan 2022 22:31:42 +0000 https://imnotdoctorwho.moegamer.net/2022/01/06/oneaday-day-1078-getting-started/ It's been kind of tough to get back into the swing of things for the new year so far. I don't mean work-wise — that's all going fine, since I didn't really take a ton of time off from doing that. Rather, I mean things like getting back on track with the diet, going to … Continue reading #oneaday Day 1078: Getting started

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It's been kind of tough to get back into the swing of things for the new year so far. I don't mean work-wise — that's all going fine, since I didn't really take a ton of time off from doing that. Rather, I mean things like getting back on track with the diet, going to the gym and that sort of thing.

We're about a week into the new year, and despite Andie and I saying that we were going to get straight back on the Weight Watchers regime, we've spectacularly failed to do so thus far. Likewise, my aching body is practically hungering for some exercise, so I know that going back to the gym would probably make me feel a whole lot better after not really moving a whole lot for months, but I'm finding it hard to take that "step".

I think part of it is the fact that the changeover of years kind of didn't really feel like much of an "event" this year, whereas in years prior to COVID there was an obvious "transition" from the holiday season to the "back to work/school" moment. We haven't really had that for the last couple of years, and thus I suspect it's hard to put your foot down and say to yourself "right, I am going to start doing this right now, and that's that".

We're nearly at the weekend and I want an ice-cream, though, so perhaps an indulgence for now to soothe my troubled mind, and a proper proper reboot on Monday. Hopefully. Wish me luck.

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#oneaday Day 1077: The not-so-innocent blade https://imnotdoctorwho.moegamer.net/2022/01/04/oneaday-day-1077-the-not-so-innocent-blade/ https://imnotdoctorwho.moegamer.net/2022/01/04/oneaday-day-1077-the-not-so-innocent-blade/#respond Tue, 04 Jan 2022 23:36:50 +0000 https://imnotdoctorwho.moegamer.net/2022/01/04/oneaday-day-1077-the-not-so-innocent-blade/ Started reading Full Metal Daemon Muramasa this evening after a request from a Rice reader, and I'm enjoying it so far. It's quite… dense and heavy going at times, but it's also thoroughly intriguing in that inimitable Nitroplus sort of way, so I'm anticipating great things. It's also one of the highest-rated visual novels I've … Continue reading #oneaday Day 1077: The not-so-innocent blade

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Started reading Full Metal Daemon Muramasa this evening after a request from a Rice reader, and I'm enjoying it so far. It's quite… dense and heavy going at times, but it's also thoroughly intriguing in that inimitable Nitroplus sort of way, so I'm anticipating great things. It's also one of the highest-rated visual novels I've ever seen on VNDB — and those folks are usually pretty stingy with their ratings — so it was something I wanted to check out at some point anyway.

For the unfamiliar — from what I can make out, anyway — Muramasa is set in an alternate history Japan (or Yamato as it's known here) circa 1940. Since time immemorial, battlefields have been dominated by supernatural suits of armour known as tsurugi, piloted by musha. A tsurugi gets its power from a smith literally infusing his soul and humanity into it — though by the time our story begins, scientific advancements in cloning have allowed tsurugi to be mass-produced without loss of life.

I'll write more about all this on Rice in the near future — likely across several articles — but Muramasa has done a nice job of depicting the situation from a variety of alternative perspectives so far. The initial intro depicts the true horror of these tsurugi on the battlefield — and the massacres that result when they are irresponsibly wielded by the power-hungry — while the first main chapter focuses on a more "human" story: a group of kids who want to track down their missing friend, whose disappearance appears to have something to do with a musha.

I'm not far enough into the game to know much about any other details as yet, but supposedly the narrative explores the ideas of good and evil and sometimes circumstances meaning that you're not able to pick either of them; a lot of it ties in with the real-life legend of the Muramasa sword, samurai culture and the like. It's thoroughly compelling so far, but also clear that it's going to be a challenging, uncompromising read going forward.

The translation is top-notch so far. I follow a bunch of the people who were responsible for it on Twitter, and they're quite rightly proud of their work; it really is excellent. It reads well, it features evocative prose and while there are, of course, moments where the English text elaborates somewhat on what was originally said in Japanese, the tone is consistent. In many respects, it reminds me somewhat of Deus Machina Demonbane, another Nitroplus title that featured florid prose, vivid descriptions, absolutely horrifying scenes and giant robots.

It's a long one — VNDB places it at around 68 hours or so — but I'm definitely interested to see where it goes from here, and particularly to see what other narrative perspectives we're going to witness this all unfold from. The character who is ostensibly positioned as the "protagonist" in the promotional material has only appeared as a side character so far, so I'm wondering what's up with that.

Only one way to find out!

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#oneaday Day 1076: To the Horizon https://imnotdoctorwho.moegamer.net/2022/01/03/oneaday-day-1076-to-the-horizon/ https://imnotdoctorwho.moegamer.net/2022/01/03/oneaday-day-1076-to-the-horizon/#respond Mon, 03 Jan 2022 22:00:42 +0000 https://imnotdoctorwho.moegamer.net/2022/01/03/oneaday-day-1076-to-the-horizon/ I picked up Forza Horizon 4 in the Steam sale. I actually signed up for a trial of Game Pass to give it a go initially, but Game Pass makes me feel so vile and dirty I ended up cancelling it in favour of just buying the damn thing. The Steam version was available for … Continue reading #oneaday Day 1076: To the Horizon

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I picked up Forza Horizon 4 in the Steam sale. I actually signed up for a trial of Game Pass to give it a go initially, but Game Pass makes me feel so vile and dirty I ended up cancelling it in favour of just buying the damn thing. The Steam version was available for a good price with all the expansions and DLC, anyway, while the version on Game Pass was just the base game.

Forza Horizon 4 is great! I'm not sure why I've never tried this series before. I think, honestly, it's the Forza name that had put me off; prior to getting my Logitech G29, racing sims had always annoyed me with their difficulty, so I'd kind of sworn off anything Forza — well, that, and I never jumped on board with anything Xbox post-360, so.

For the unfamiliar, though, Forza Horizon 4 — and the series as a whole, I guess — is emphatically not a petrolhead sim. Rather, it's more along the lines of something like Test Drive Unlimited: big open-world map with lots of things to do that aren't just races, lots of cars to piss around in, a real sense of "just enjoy yourself". It is probably what the Project Gotham Racing series would have evolved into if Bizarre Creations were still with us — the "skill points" system that rewards you for everything from smashing fences to big airtime is very much like the old school Kudos system.

And, for those who have heard me talk about racing games and sims before, Forza Horizon 4 scratches my "I want to drive a crap car" itch perfectly. My current ride is a dark green Morris Minor (albeit one with some upgrades that make it outperform any Morris Minor you've ever seen) and I also have a stock Citroen 2CV in my garage for when I feel like it. There's even a Ford Transit available, though I haven't acquired that for myself yet.

One of the best things about the game is that it appears the various events tailor themselves to your vehicle of choice. So if you want to run rally races in a Morris Minor, you can do; your opponents will have cars from the same "class". In this way, if you find the more terrifying sports cars hard to handle — and some of them really are tricky! — you can stick to something you're more comfortable with for most of the game. I like this a lot; it means you can use the cars much more as a means of "expression" than in some other games.

And, of course, there's Forza's famous livery editor. I haven't delved into this at all as yet, but I used to enjoy tinkering with it on the old Forza games. Perhaps I'll do some Final Fantasy pixel art like I normally do — that's relatively straightforward to accomplish and looks cool.

Anyway, it was a good investment, and it plays great with the wheel. So I'm pretty sure that's going to be my "comfy game" of choice — a game I play "just for me", because with its soundtrack there's no way in hell I'd be able to make videos about it — for the indefinite future. Because pratting around in cars is always fun!

Back to work for realsies tomorrow. The new year is officially here!

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#oneaday Day 1075: Putting it into action https://imnotdoctorwho.moegamer.net/2022/01/02/oneaday-day-1075-putting-it-into-action/ https://imnotdoctorwho.moegamer.net/2022/01/02/oneaday-day-1075-putting-it-into-action/#respond Sun, 02 Jan 2022 18:42:30 +0000 https://imnotdoctorwho.moegamer.net/2022/01/02/oneaday-day-1075-putting-it-into-action/ After writing yesterday's post, I put a few things into practice. I didn't go so far as unfollowing everyone on Twitter, but I may have completely revolutionised the way I use the platform in a positive way. Basically I sorted everyone I followed into a few lists: gaming, retro gaming, VTubers, friends, artists and anime … Continue reading #oneaday Day 1075: Putting it into action

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After writing yesterday's post, I put a few things into practice. I didn't go so far as unfollowing everyone on Twitter, but I may have completely revolutionised the way I use the platform in a positive way.

Basically I sorted everyone I followed into a few lists: gaming, retro gaming, VTubers, friends, artists and anime bloggers. Those are the things I particularly care about, so anyone who didn't fit neatly into one of those areas from my following list is just in no-list limbo now. Then I started training myself to go straight to the "Lists" function on Twitter instead of "Home".

That looked like it might be all right — but I noticed a few flaws. Most notably, the fact that all the retweets from people I'd turned off retweets for were back with a vengeance, since Twitter's Lists function doesn't respect your settings in this regard. (It doesn't respect your muted user settings, either.) Retweets are a big part of the anxiety-inducing "noise" on Twitter, so I really wanted them gone.

I looked into it a bit further and discovered that you can use Lists in TweetDeck and turn off Retweets in them. Ideal. Not only that, but given the way TweetDeck works with customisable columns, you can completely eliminate your "home" timeline altogether and look exclusively at lists if you so desire. Even more ideal.

So I'm going to be making use of that for a while and see if that improves my general outlook on things. Signs are good so far; it was a good 20 minutes before several of those columns moved at all earlier, which is much easier to deal with than the constant "rolling" they have when retweets are active and there are lots of people all yelling at each other!

Like I say, the easy option would just be to delete Twitter, but as I mentioned yesterday, I've had enough opportunities for stories, leads and other such things come up via Twitter to make it worthwhile maintaining at least a token presence on there. So I'll stick with that for the moment — unless things happen to take a serious turn for the worse.

Thank you for bearing with me while I think through all this out loud — and perhaps it might help some of you to make better, healthier use of the platform, too!

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#oneaday Day 1074: Obligatory new year ponderings https://imnotdoctorwho.moegamer.net/2022/01/01/oneaday-day-1074-obligatory-new-year-ponderings/ https://imnotdoctorwho.moegamer.net/2022/01/01/oneaday-day-1074-obligatory-new-year-ponderings/#respond Sat, 01 Jan 2022 20:26:40 +0000 https://imnotdoctorwho.moegamer.net/2022/01/01/oneaday-day-1074-obligatory-new-year-ponderings/ Happy new year! I have a bunch of stuff I want to talk about today, but no real… structure in mind for talking about them, so forgive me if today's post is a little disjointed. I feel like there's a bunch of things I want to get off my chest, and the start of a … Continue reading #oneaday Day 1074: Obligatory new year ponderings

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Happy new year! I have a bunch of stuff I want to talk about today, but no real… structure in mind for talking about them, so forgive me if today's post is a little disjointed. I feel like there's a bunch of things I want to get off my chest, and the start of a new year feels like as good a time as any to ponder them, so let's do that.

The main thread running through all this is that in 2022, I think I want — probably even need — to rethink my relationship with the Internet in general. Longtime followers will know that I've often commented on how my feelings towards social media in particular have soured in recent years, and in the last few weeks I think I've really pinned down exactly why I feel so negatively towards the idea of social media in general.

When I first joined Twitter, which must have been probably 2009 or so, I reckon, I did so because the place where my online friends and I used to hang out — the 1up.com Radio forums, which were ostensibly the place to discuss the site's podcasts, but also became "the mature end" of the community — were obliterated from the Internet in favour of a stupid, simple "Games" and "Not Games" divide.

What was once a nice community where different types of people could interact with one another in their own distinct areas became a complete clusterfuck, and an unpleasant place to hang out. So we jumped ship to Twitter, which was just starting to get big at the time. And it worked well; this was long before Twitter had added even Retweets to its core offering, so the site's original mission of allowing for "microblogging" was very much intact.

On top of that, it was a great place to hang out and actually talk to people in an asychronous manner; if you were online at the same time as a friend, you could chat in quasi real-time, whereas if you were in different time zones — as I always have been with the majority of my online friends — you could leave a message for them to read later.

When I look at Twitter today, it's unrecognisable from that. Scrolling down my timeline, the vast majority of posts are very obviously people trying hard to do one of several things: have a "viral" post; provide "shareable content"; post the "funniest" reaction to something that has happened; or establish themselves as an "influencer" or "content creator".

None of those things are conducive to conversation. Someone posting "retro gaming memories" with nothing more than images pulled from Google Image Search every day isn't really engaging with the hobby; they're trying to get followers, shares and likes. Someone living their entire life by their stream schedule doesn't strike me as someone who is enjoying life. And someone who is always first in line to respond to [insert vaguely Internet-famous person here] doesn't feel like someone who wants to chat; they feel like someone who wants to promote themselves, and feels like piggybacking off someone more popular than them is a good way to do that.

Now, I know I've been guilty of most of these things at one point or another for a variety of reasons, but every time I've done them it's felt… frustrating. Unfulfilling. Particularly since over the last… probably two or three years now, getting anyone to actually respond to anything on Twitter feels like getting blood out of a stone. And Lord knows I've tried different ways of doing things. Starting conversations. Sharing articles. Responding to other people. Being deliberately provocative. It's just all so much effort, and the potential rewards on offer have been feeling of less and less value as time has gone on.

Now, realistically speaking I probably need to maintain a Twitter presence, because I've had enough contact from game developers and publishers via the platform to convince me that it's a helpful means of communication for some people and companies. But all semblance of "pleasure" from the platform has gone. When I scroll through Twitter it's not fun. It's not interesting. And it sure as heck isn't social.

So I basically want to find a way to remove it from my life without giving up the occasionally useful things that it offers — and ideally without offending anyone. And I think I'm probably overthinking it. When I've taken a break from Twitter in the past, I've been very clear about providing alternative contact details for people to say hi to me elsewhere… and it's been exceedingly rare that anyone has actually made use of those. So I'm inclined to think that if people aren't going to make that effort for me, I probably shouldn't be fretting so much about what they might think if I were to disappear or at least change the way I use the platform.

By extension, this also means that I'm not in any great hurry to join any other social media platforms. I detest the vapid nature of Instagram and TikTok, Facebook is a cluttered mess and full of idiots, Pinterest is pointless and any other social media platforms that have attempted to establish themselves have quickly become havens for some of the absolute worst people on the Internet.

This also kind of extends to the idea of streaming, too. On the one hand, I quite like the idea of doing streaming as a way of meeting some new friends, chatting with them while I play some games and whatever. It seems, at first consideration, to be a nice possible solution to the frustration I feel over not having anyone living nearby that I can really share my love of gaming with.

On the other, I've seen what "pursuing streaming" has done to some people that I know and like very much (no-one reading this, I hasten to add) and… I don't like it at all. I don't like how "false" those people have become; I don't like how the things they post on social media have become transparent attempts to court engagement rather than genuine attempts to talk to others; I don't like how their life has come to revolve around their numbers, their revenue or whether or not they're close to reaching Affiliate, Partner or whatever it is you do on Twitch; and frankly I can't be arsed with all the stupid needless Bits, Points, emotes, subscriptions and whatever other crap you have to fuck around with in order to "do Twitch" properly.

A lot of this is, I'm sure, "old man is out of touch", and I'm perfectly happy with that. To be honest, the possibility of keeping up with all this stuff and still being able to enjoy my own hobbies is exhausting. I like doing what I do now with videos and writing, and I feel like I should focus on those things that I do specifically enjoy doing, and simply cast all the other stuff aside. But then, of course, those doubts enter my mind: should I care more about these things? Should I get over my dissatisfaction with social media? Am I missing something?

I honestly don't know. But I do feel like I need to make some significant changes, because worrying about all this bollocks has been causing me significant anxiety for quite some time. I haven't decided exactly what form those changes will take as yet, but they need to be made.

Here's what I'm thinking:

  • Rebrand my Twitter account to be something along the lines of "RiceEditorPete" so people know at a glance that they can get in touch with me about Rice Digital stuff.

  • Completely restructure how I use Twitter. Unfollow everyone for a clean "home" screen. Use lists for various things — one for friends, one for professional contacts, one for retro gaming, one for artists, one for gaming news, one for VTubers, etc. That way I can concentrate on a topic at a time as required, and ignore the other junk.

  • Schedule my Twitter use rather than use it as an idle distraction. Perhaps check it once at the start of the working day, once at lunchtime and once at the end of the day. Break the habit of it being a "default" thing to fiddle with if my mind is wandering.

Just those things will probably help — though they'll be an effort, too. But I think they're probably worth trying.

If you've had any success in managing the frustration of being online in 2021 and beyond, I'd love to hear it.

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#oneaday Day 1073: What a finish https://imnotdoctorwho.moegamer.net/2021/12/31/oneaday-day-1073-what-a-finish/ https://imnotdoctorwho.moegamer.net/2021/12/31/oneaday-day-1073-what-a-finish/#respond Fri, 31 Dec 2021 17:39:01 +0000 https://imnotdoctorwho.moegamer.net/2021/12/31/oneaday-day-1073-what-a-finish/ There was an attempted murder pretty much outside our house last night. I overheard some extremely aggressive shouting in the street in the middle of the evening, but thought nothing of it at the time — we don't live in what I'd describe as "the best" area, so it's not altogether unusual to hear rows … Continue reading #oneaday Day 1073: What a finish

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There was an attempted murder pretty much outside our house last night. I overheard some extremely aggressive shouting in the street in the middle of the evening, but thought nothing of it at the time — we don't live in what I'd describe as "the best" area, so it's not altogether unusual to hear rows between residents of the nearby flats overflowing into the street for one reason or another.

Part of me was aware that this sounded a little more serious than the usual situation, though, but I chose not to go and nosey through the curtains to see what was going on — it's not as if there was anything I could have done, anyway, and I always feel a bit weird spying on situations like that to see what is happening, even if it is at least partially out of concern for my own safety.

We got some idea that something was obviously wrong a little later in the evening when both Andie and I had retired upstairs to read, play retro games and just relax before going to sleep. Andie had stepped outside for a moment before coming up, and had seen a lot of police cars around — not only that, but a group she recognised as our neighbours were standing out in the street, seemingly in their night clothes.

By the time she came back in, the police had cordoned off an area on the main road near the road we live on, which is evidently where the incident had actually taken place, and a chopper was hovering overhead. The tape is still up today, so presumably there's still some investigation happening. Andie ran into our neighbours earlier today; apparently they had been evacuated from their house for unspecified reasons — presumably one or more of the perpetrators hiding out in their garden.

Naturally any event like this is surrounded by hearsay and gossip, but according to local press the incident involved someone being "seriously assaulted" and suffering injuries to their back and thigh. Two people — a middle-aged man and a younger woman — have apparently already been arrested on suspicion of "conspiracy to murder" and, so far as I'm aware, the victim is still alive. I overheard some people from the local area in our nearby Tesco Express saying that they'd seen the arrested man brandishing a machete around, so I guess that answers at least part of the equation.

Not a super-nice way to end the year, but at least it sounds as if the situation has been brought under as much control as it could have been under the circumstances. I hope the victim recovers and that the perpetrators are brought to appropriate justice. It's deeply unsettling to think of something so vicious occurring right on our doorstep — though thankfully in the several years we've been here, this is the only really "serious" incident I'd say has happened aside from aforementioned arguing in the street.

Anyway! Happy new year?!

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#oneaday Day 1072: More CARS https://imnotdoctorwho.moegamer.net/2021/12/30/oneaday-day-1072-more-cars/ https://imnotdoctorwho.moegamer.net/2021/12/30/oneaday-day-1072-more-cars/#respond Thu, 30 Dec 2021 21:40:41 +0000 https://imnotdoctorwho.moegamer.net/2021/12/30/oneaday-day-1072-more-cars/ Sorry for the silence again. Mental health has been  putting me through the wringer for the past few days and I haven't been feeling my best; that tends to make certain things fall by the wayside! Really having a blast with Project CARS 2. I think the thing that appeals to me about it is … Continue reading #oneaday Day 1072: More CARS

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Sorry for the silence again. Mental health has been  putting me through the wringer for the past few days and I haven't been feeling my best; that tends to make certain things fall by the wayside!

Really having a blast with Project CARS 2. I think the thing that appeals to me about it is that it places no expectations or demands on me, but simply allows me a variety of ways to have fun pissing about in cars.

As much as I like a good career mode — and Project CARS 2 does have a substantial career mode — this sort of "sandbox" play is something I really enjoy, particularly when there are ways you can add a bit of structure to the experience.

For example, I've developed a real love for the 1971 Escort and the Azure Coast point-to-point track, and the game caters perfectly to me by providing a leaderboard specifically for time trials in the 1971 Escort on the Azure Coast point-to-point track. So I can drive my favourite shitty car on my favourite impractical course and feel like I'm actually "competing" at something rather than simply driving aimlessly.

The weekly community challenges, which basically seem to be a couple of specific time trial events, are a nice means of encouraging you to try some different setups too. Earlier today I did some fun "ice racing" along with taking a powerful Ferrari out for a spin, and both provided a very different experience — but both of which were a real pleasure with the G29 wheel.

It's kind of interesting, really. While there do seem to be a lot of po-faced, super serious racing sim types in the Project CARS community — I saw one person get mauled in the forums for asking if there was a way for getting some music to play during races — I'm having quite a lot of almost "arcadey" fun with the game.

I don't mean in a handling sense, mind; Project CARS 2 handles very convincingly, and I bet it would be an absolute nightmare on controller. But more in the sense that I can boot it up, have a bit of quick, immediate fun and then go do something else.

It — and the G29 — were a good investment, then!

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#oneaday Day 1071: Project Cars, too https://imnotdoctorwho.moegamer.net/2021/12/27/oneaday-day-1071-project-cars-too/ https://imnotdoctorwho.moegamer.net/2021/12/27/oneaday-day-1071-project-cars-too/#respond Mon, 27 Dec 2021 18:00:04 +0000 https://imnotdoctorwho.moegamer.net/2021/12/27/oneaday-day-1071-project-cars-too/ Spent a bit of time this afternoon playing with the new Logitech G29 racing wheel with Project Cars 2 on PC, a game which seemed to be quite highly recommended by a fair few people — and widely regarded as immensely superior to its sequel for one reason or another. Given that it was a … Continue reading #oneaday Day 1071: Project Cars, too

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Spent a bit of time this afternoon playing with the new Logitech G29 racing wheel with Project Cars 2 on PC, a game which seemed to be quite highly recommended by a fair few people — and widely regarded as immensely superior to its sequel for one reason or another. Given that it was a fiver in the Steam sale, I was more than happy to take it for a spin.

I'm very much taken with it. Firstly because it simply handles wonderfully with the G29 — the force feedback feels uncannily realistic, and the simple response of the wheel feels very much like "real" driving — but also because it is pretty much what I want out of a driving sim.

I like games where there's a lot of things to do, but I tend to find with stuff like racing games in particular, if there's too much in the way of long-term progression, I never end up "finishing" the game in question. This is why I've never really gotten all that far in games like Gran Turismo and Forza Motorsport despite liking the "CaRPG" angle in principle; it's satisfying to build up a collection of cars and outfit them with all manner of upgrades and stuff, but it takes a while to get yourself into a position where you are 1) in possession of a vehicle that is suitably competitive and 2) skilled enough to actually handle it on the track.

Project Cars 2 certainly demands a certain amount of driving skill, but it mostly eliminates the need to "grind" for stuff. There's a structured single-player career mode which I've made a start on, which gradually takes you up through various "tiers" of motorsport starting with kart racing and the like and moving up to exotic supercars and Formula 1 — but I sense that a lot of the game's long-term fun will come from the simple custom race setup, which allows you to pick a car, track, conditions and opponents, and then just race. Everything available from the outset — just pick what you're in the mood for and go.

And there's plenty of stuff to choose from, too. As those who have heard me talk about sims before will know, I take a curious joy in taking crap cars in driving games and enjoying the ride, and Project Cars 2 is no exception; there's a horrible brown 1971 Ford Escort in the game that is an absolute pleasure to drive, and it's already my favourite car to drive along French and Californian freeways in the game's point-to-point races — my favourite type of race.

It's probably not a game I will take super-seriously — sim racers can get very serious! — but it is a game that I feel like I will get great value from with the wheel setup. For the longest time, I thought I didn't really like sim racers all that much. Turns out that if you play them with the proper control scheme, they're a whole lot of fun! Only trouble is, the price tag attached to that proper control scheme is more than a little prohibitive for some — indeed, without some generous Christmas money from both sides of parents this holiday season, I probably wouldn't have jumped into this.

But now I have, I'm very glad I did!

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#oneaday Day 1070: Absolute glorious filth https://imnotdoctorwho.moegamer.net/2021/12/26/oneaday-day-1070-absolute-glorious-filth/ https://imnotdoctorwho.moegamer.net/2021/12/26/oneaday-day-1070-absolute-glorious-filth/#respond Sun, 26 Dec 2021 21:58:32 +0000 https://imnotdoctorwho.moegamer.net/2021/12/26/oneaday-day-1070-absolute-glorious-filth/ This evening I've had my first experience with Panty & Stocking with Garterbelt, a Gainax show specifically designed to either pay homage to or take the piss out of (I can't quite work it out) chaotic Western shows such as Powerpuff Girls and its ilk. With that in mind, it's a show I'd actually specifically … Continue reading #oneaday Day 1070: Absolute glorious filth

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This evening I've had my first experience with Panty & Stocking with Garterbelt, a Gainax show specifically designed to either pay homage to or take the piss out of (I can't quite work it out) chaotic Western shows such as Powerpuff Girls and its ilk. With that in mind, it's a show I'd actually specifically recommend watching it with the dub, since its foul-mouthed, gleefully offensive nature works fantastically with English voices — though apparently the Engrish swearing in the Japanese version is also quite something to behold.

For the unfamiliar, Panty & Stocking with Garterbelt is a show about a pair of fallen angels (the Panty and Stocking in question) in Daten City, which occupies a place somewhere between heaven and hell, and consequently is somewhat prone to being invaded by ghosts born from intensely negative feelings.

Panty and Stocking wield divine weaponry which, when they're not using it, doubles as the item of underwear they are each named after. And in each episode, they're tasked with defeating evil while simultaneously overcoming their own obnoxious selfishness and obsession with their favourite vices — Panty likes nothing more than to sleep around, while Stocking is obsessed with sweet things to a frankly frightening degree.

The word "chaotic" is attached to a lot of shows these days, but Panty & Stocking with Garterbelt really earns that title. Often shifting art style dramatically from shot to shot — and featuring amazing "live action" ghost explosion scenes where a model of the previously animated ghost is literally blown to pieces — it's a show that absolutely never sits still. And it's wonderfully, wonderfully entertaining.

Foul-mouthed, disgusting and gross, yes — and thus probably not for everyone — but somehow the whole thing feels like it pulls things off better than your typical grossout American "adult animation" that you get today.

I think it's precisely because it doesn't hold back on anything, whereas even with western shows like Family Guy and the like, they still sort of step back and nudge-nudge-wink-wink-teehee when it comes to anything slightly provocative, particularly from a sexual angle. Panty & Stocking, meanwhile, features an episode specifically about the frustrations felt by the ghosts of sperm continually spunked into tissues rather than allowed to fulfil their own natural function. And it's hilarious.

I'll likely write more about this show on Rice when I've watched a few more episodes, but suffice to say for now that it's become a firm favourite already, and I'm looking forward to seeing more!

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#oneaday Day 1069: Merry Christmas! https://imnotdoctorwho.moegamer.net/2021/12/25/oneaday-day-1069-merry-christmas/ https://imnotdoctorwho.moegamer.net/2021/12/25/oneaday-day-1069-merry-christmas/#respond Sat, 25 Dec 2021 21:37:40 +0000 https://imnotdoctorwho.moegamer.net/2021/12/25/oneaday-day-1069-merry-christmas/ Been very lax on this for the past few days, so apologies for that, but I'm sure you understand how the festive season is! Before anything else then: a very Merry Christmas to every single one of you, and thank you for your continued support on here! I know MoeGamer has been pretty quiet for … Continue reading #oneaday Day 1069: Merry Christmas!

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Been very lax on this for the past few days, so apologies for that, but I'm sure you understand how the festive season is!

Before anything else then: a very Merry Christmas to every single one of you, and thank you for your continued support on here! I know MoeGamer has been pretty quiet for a little while due to other commitments, but the Atelier MegaFeature will be continuing in the new year once I'm back into the swing of things, and of course everything that I'm doing on YouTube has been happily continuing along, too. (On that note, one more reminder that this coming week there will be no videos!)

I may be tweaking this Patreon a little bit in the new year. Nothing major to worry about, I just think I might make a few little changes to my "rewards", such as they are. I know very few of you are here just to get your hands on what I laughably call my perks, but in the interests of variety and also something for me to throw myself into, I'm likely going to change the S-Rank tier perks from wallpapers to something else.

I haven't decided exactly what as yet, but one thing that I think would be good for my own personal… development, I guess you'd call it… yeah, that'll do — one thing that would be good for my own personal development would be making a monthly commitment to something that I might otherwise put off in favour of other things. So here's my thinking.

Those of you who know me well and a bit more personally will likely be aware that I'm a musician — specifically, a pianist. (I also play clarinet and saxophone, but I haven't done much with either of those for some time, and with the whole COVID thing making ensemble stuff impractical I don't see that happening any time soon) I enjoy playing the piano, but don't make enough time to do so right now.

So what I'm thinking — and I'm not committing to this yet, but definitely veering towards it — is changing up the S-rank perk to being a monthly patrons-only video/recording/somethingorother of me playing something from my increasingly vast collection of video game music piano arrangements. I have quite a few such books now — I got the Final Fantasy XV and Nier: Automata ones for Christmas — so plenty of material to work on, and if I have a "performance" scheduled for, say, the end of each month, then it's a good incentive to actually knuckle down and work on something specific.

If that's something you think you might be interested in, do say. It'll keep my mum happy if nothing else.

Anyway. Enough business. Time to go enjoy the rest of the day with some video games and cats and whatever else. Hope you've all had a thoroughly lovely day, and that you get a suitable opportunity to sleep in tomorrow morning. Merry Christmas!

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#oneaday Day 1068: Vroom vroom https://imnotdoctorwho.moegamer.net/2021/12/22/oneaday-day-1068-vroom-vroom/ https://imnotdoctorwho.moegamer.net/2021/12/22/oneaday-day-1068-vroom-vroom/#respond Wed, 22 Dec 2021 23:15:42 +0000 https://imnotdoctorwho.moegamer.net/2021/12/22/oneaday-day-1068-vroom-vroom/ Been playing with an early Christmas gift for the last couple of evenings — well, it was something bought with money from the parents on both sides, so I guess it's something I bought for myself. It's a Logitech G29 steering wheel and pedals set, plus a stand to use them with. I've kind of … Continue reading #oneaday Day 1068: Vroom vroom

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Been playing with an early Christmas gift for the last couple of evenings — well, it was something bought with money from the parents on both sides, so I guess it's something I bought for myself. It's a Logitech G29 steering wheel and pedals set, plus a stand to use them with.

I've kind of hungered for a steering wheel for quite some time, but never quite taken the plunge. At least part of this is down to the fact that there's no single solution that works for absolutely every platform out there, but at least the G29 works with PS3, PS4 and PC, so that's a fair few bases covered. (There's a Wikipedia page that suggests it might even work with some PS2 games, but I have my doubts on that front — might have to give it a test.)

Mostly so far I've played Euro Truck Simulator 2 with it, and it's a delight. Aside from the fact that sitting in a driving position for the longer journeys in that game can be a bit hard on the back, it's a completely different experience controlling the truck in a more realistic manner — and the fact that the on-screen steering wheel precisely matches the movements of the G29 is something I feel far more impressed by than I probably should be.

The improvements the G29 brings are mostly noticeable when doing more low-speed manoeuvres. The fact it has a 900-degree range of motion — comparable to a real wheel — means that making 90-degree turns at junctions or reversing into a parking space is uncannily realistic — and, in the latter case, a hell of a lot easier than using a joypad.

I'm also impressed with the force-feedback functionality. I've only previously experienced this with arcade machines, so it's great to get a feel for how it works with home games. In Euro Truck Simulator 2 you can tweak the performance somewhat so it responds to the things you want it to respond to — I've got it set so the engine giving it some power causes some slight shaking, and you can somewhat feel the road surface through the wheel too — including the resistance of the tyres against the road when turning the wheel. Very impressive.

I anticipate I'm probably going to use this mostly for more sim-like experiences — I might even pick up something like Project Cars 2 in the Steam sale — but I'm also intrigued to try it with some more arcade-style games, too. I believe it works with Ridge Racer 7, so that will be an interesting one to try — particularly given how beautifully that game handles with a standard pad.

Anyway, after driving from the south of France to somewhere in the depths of Russia, I need to stand up for a bit now, so I'll leave that there. Short version: if you've been considering a steering wheel to have some fun with, the G29 seems to be a very good choice!

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#oneaday Day 1067: Wiped out https://imnotdoctorwho.moegamer.net/2021/12/20/oneaday-day-1067-wiped-out/ https://imnotdoctorwho.moegamer.net/2021/12/20/oneaday-day-1067-wiped-out/#respond Mon, 20 Dec 2021 22:23:52 +0000 https://imnotdoctorwho.moegamer.net/2021/12/20/oneaday-day-1067-wiped-out/ I thought I'd escaped it, but I feel distinctly beaten down by the vaccine booster shot from the other day today. Had to go and have a bit of a sleep after work, though I was revived from my slumber for a thoroughly pleasant pizza. I think after I've typed this up, though, I'm heading … Continue reading #oneaday Day 1067: Wiped out

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I thought I'd escaped it, but I feel distinctly beaten down by the vaccine booster shot from the other day today. Had to go and have a bit of a sleep after work, though I was revived from my slumber for a thoroughly pleasant pizza. I think after I've typed this up, though, I'm heading back to bed to play some Evercade/Intellivision — I'm pretty hooked on Night Stalker at the moment.

Wrote 5,000 words on Blue Reflection earlier today without even really trying — you can read that here. I need to knuckle down and do a second playthrough of that to get the "true" ending, but I'm hesitating for the stupidest reason — I like all those characters so much that I know I'll feel guilty skipping story scenes, dates and suchlike. (Also the dates are actually important to character progression, so you can't really just not do them.) I'll get to it, though — I'm too curious to see the true ending.

Aside from that, not a whole lot to report, really. Oh, I did get a new chair — one specifically aimed at the larger individual — and that seems to have been a good choice so far. I have already let out several monstrous farts in it, so it has most certainly been welcomed to the family. Patti has not yet clawed it, which is a bonus, but I suspect that situation won't last long.

I'm excited for my steering wheel setup. I believe the stand for it is arriving tomorrow, and the wheel itself on Wednesday, which is mildly frustrating, but it is what it is. I have a number of games that I'm looking forward to trying with it — and am mildly concerned by warnings in BeamNG.drive's documentation that on its default setting the force feedback for crashes can be alarmingly "authentic" — to such a degree that it recommends treating the wheel as you would one in a real car if you were actually having a crash.

Naturally I won't be crashing at all once I have the wheel, of course, because it will immediately make me a much better driver. Hah. No, I'm looking forward to giving it a go with BeamNG.drive probably most of all, but I bet Snowrunner and Euro Truck Simulator will also be a fun time. I've always loved driving games, but I've never owned a steering wheel controller for any platform, so this is pretty exciting. Full reports will, of course, follow.

Anyway, in my vaccine-blasted state as I am, I'm going to go sit in bed for a bit and play some old video games, perhaps while watching the new Nijisanji boys' debuts. Sounds like a plan, dunnit?

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#oneaday Day 1066: End of an Era https://imnotdoctorwho.moegamer.net/2021/12/19/oneaday-day-1066-end-of-an-era/ https://imnotdoctorwho.moegamer.net/2021/12/19/oneaday-day-1066-end-of-an-era/#respond Sun, 19 Dec 2021 22:44:37 +0000 https://imnotdoctorwho.moegamer.net/2021/12/19/oneaday-day-1066-end-of-an-era/ Well, that's the last episode of Atari A to Z Flashback recorded and edited! It's exporting now, and will be available to watch on Christmas Day. I genuinely didn't plan that, but it turned out rather nicely in the end. This is an exciting and emotional moment, because it's a huge creative project finally coming … Continue reading #oneaday Day 1066: End of an Era

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Well, that's the last episode of Atari A to Z Flashback recorded and edited! It's exporting now, and will be available to watch on Christmas Day. I genuinely didn't plan that, but it turned out rather nicely in the end.

This is an exciting and emotional moment, because it's a huge creative project finally coming to fruition, as I've mentioned a few times previously. Sitting and playing through 150 old Atari games might not sound super-"creative", but there's a lot of stuff that goes into making these videos — research, familiarisation with other stuff going on around the same time, getting to grips with the games and figuring out how to (hopefully) be vaguely entertaining while showing them all off to you.

I'm glad I've done this project, though, because it's meant that I've now been through absolutely everything in that whole collection, and I feel like I have a really solid understanding of what "Atari" really meant throughout the late '70s and early '80s. It's not the complete picture of what was going on in gaming, of course — for that, you also need to look at companies like Activision and Imagic, as well as the lesser known or less fondly regarded outfits — but it's a good foundation for familiarising yourself with what was going on in these early days of the medium.

The whole process has also, I feel, developed my own "tolerance" (for want of a better word) for really retro retro stuff. I mean, I already had a pretty good tolerance for stuff that looked old and crusty, but going through this lot has given me a real appreciation of how, sometimes, it's all about how you use the 2K or 4K you have available to you, rather than spreading yourself out over several gigabytes.

As I mentioned previously, after the videos going out this week I'll be taking a week's break from YouTube for Christmas and new year, then new videos will start up again in January. I don't know if I'm going to think of an immediate replacement for Atari A to Z Flashback, but as I discussed the other day, I'm open to ideas if anyone wants to see something specific. Otherwise I'll just take a little while to ponder further!

Anyway, I think I've earned a comfy sit in bed with some Intellivision games on the Evercade VS now. Hope your weekend has been suitably relaxing!

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#oneaday Day 1065: Ponderings https://imnotdoctorwho.moegamer.net/2021/12/16/oneaday-day-1065-ponderings/ https://imnotdoctorwho.moegamer.net/2021/12/16/oneaday-day-1065-ponderings/#respond Thu, 16 Dec 2021 23:29:06 +0000 https://imnotdoctorwho.moegamer.net/2021/12/16/oneaday-day-1065-ponderings/ Apparently I'm good at online definitely-not-Pictionary. It's a fixture in work-related online "social" events, and on the vast majority of occasions we've played it, I have won by a considerable margin. Tonight was no exception. This pleases me, even if my success is more down to my ability to type quickly than necessarily being especially … Continue reading #oneaday Day 1065: Ponderings

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Apparently I'm good at online definitely-not-Pictionary. It's a fixture in work-related online "social" events, and on the vast majority of occasions we've played it, I have won by a considerable margin. Tonight was no exception.

This pleases me, even if my success is more down to my ability to type quickly than necessarily being especially "smart". It's fun to be good at something — though of course I don't mind on the occasions when I do get beaten.

I feel a tad less awkward on online meetings than I used to. This is probably partly down to how normalised they've become over the last couple of years, but it's also a product of the fact that I like both my job and the people I work with. That really does make such a huge difference.

When I think back to my previous job, where I would frequently just go to bed and nap while attending conference calls on my phone, it seems a world away. It's not that I necessarily disliked my previous job or the people I worked with there — I just didn't care, and I had no reason to care. I didn't feel particularly important or valued, and  I was becoming increasingly frustrated by certain colleagues' tendency to introduce complete wastes of time into our "procedures".

Generally speaking, in my experience if your job involves following "procedures" there are almost certainly a zillion ways you can do it more efficiently. But for so many positions, "procedure" seeks to form a sort of backbone for the authority structure that's in place. And I guess it might have some value in an organisation that works in that way, with people who work well that way.

I'm pretty convinced at this point that I do not, in fact, work well that way. The people I work with on a daily basis now treat one another as equals, and everyone knows how to contribute to keep things ticking along. I like this. It works well, it keeps stress minimal, and it makes interpersonal relationships feel less stilted and awkward. We can be human, not drones.

Anyway, you'd think this meandering had some sort of point to it, but not really. I've just had a bottle of VK and felt like pondering some things. Now I'm going to play some Evercade in bed and get a good night's sleep. Hope your Thursday has been fine!

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#oneaday Day 1064: YNFT? https://imnotdoctorwho.moegamer.net/2021/12/15/oneaday-day-1064-ynft/ https://imnotdoctorwho.moegamer.net/2021/12/15/oneaday-day-1064-ynft/#respond Wed, 15 Dec 2021 21:45:53 +0000 https://imnotdoctorwho.moegamer.net/2021/12/15/oneaday-day-1064-ynft/ Yet another NFT controversy erupted today, this time with the announcement that S.T.A.L.K.E.R. 2, a game that has been hotly anticipated by its incredibly loyal (until today) fanbase, will be inexplicably making use of NFTs to allow "lucky" people to be "in the game" as "MetaHumans". In other words, paying exorbitant amounts of space money … Continue reading #oneaday Day 1064: YNFT?

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Yet another NFT controversy erupted today, this time with the announcement that S.T.A.L.K.E.R. 2, a game that has been hotly anticipated by its incredibly loyal (until today) fanbase, will be inexplicably making use of NFTs to allow "lucky" people to be "in the game" as "MetaHumans". In other words, paying exorbitant amounts of space money on an unnecessary blockchain to get themselves in the game as an NPC.

You know, the sort of thing Kickstarters offer as a reward. (Although Kickstarter perhaps isn't the best example, what with them wanting to move to the blockchain, too.)

I don't understand this. After Ubisoft's announcement of NFTs got such a negative reception — even with YouTube's Dislike count being removed — that they had to Private their announcement video; after the Twitter account for the late Stan Lee was bombarded with negative comments after the current operators started shilling NFTs; after Peter Molyneux's new game was mocked for the stupid idea it is… why are people still pushing for this "play to earn" crap?

Well, at least part of it is, of course, down to money. Peter Molyneux's new game may well be a fucking stupid idea, but it's sold $40 million of NFTs so far. This does not, however, mean that the game will be a success; it means that cryptobros have jumped on the game believing it to be the next big "opportunity" and have "invested" in it in the hope of offloading their badly rendered low-poly take on London will net them a profit when some gullible fuckwit buys it off them.

As for Ubisoft and S.T.A.L.K.E.R.'s use of NFTs, it's just baffling, since they offer no real case for how the use of the tech is in any way beneficial or desirable. The cosmetics that Ubisoft are distributing as NFTs are the same sort of thing you've been able to get for Counter-Strike and Team Fortress on Steam for years — and those games have never needed to fuck around with cryptocurrency. (In fact, Valve won't allow games with crypto/NFT components on the platform — a rare instance of them actually being clear about something in their guidelines.)

S.T.A.L.K.E.R.'s astroturfing "metaverse" account even claims that they agree that NFTs shoehorned into games are dumb, and that the sole reason they're doing this is to build a firm foundation for modders to work on. This is, of course, bollocks, since modding games dates back to the metaphorical Dark Ages and has never required any sort of "decentralisation" or other such buzzwords in order to work. All you need is some modding tools — either provided by the developer themselves or developed by the community — and you're away. How do NFTs fit into all that? S.T.A.L.K.E.R.'s PR people don't seem to be able to explain.

This is a fad, make no mistake, and I'm sure it will eventually die, just like shit like "Online Pass" did — remember that? Unfortunately, while we're in the middle of all this nonsense it's rather discouraging — but take heart from the fact that the only people who seem to think this is a good idea are the people who were already making stupid decisions at the upper levels of triple-A publishing corporations.

We'll get through this. And if gaming does decide to become one big crypto blockchain party… well, there's plenty of retro platforms still waiting for you to explore their libraries!

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#oneaday Day 1063: There https://imnotdoctorwho.moegamer.net/2021/12/14/oneaday-day-1063-there/ https://imnotdoctorwho.moegamer.net/2021/12/14/oneaday-day-1063-there/#respond Tue, 14 Dec 2021 22:41:48 +0000 https://imnotdoctorwho.moegamer.net/2021/12/14/oneaday-day-1063-there/ Blue Reflection: Second Light is done! Excellent stuff. Sayonara still holds the "final boss music" trophy, but aside from that, the whole finale was excellent. And that's the last I'm going to say about that for the sake of those who haven't seen that far yet. This does mean that I'm free to get back … Continue reading #oneaday Day 1063: There

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Blue Reflection: Second Light is done! Excellent stuff. Sayonara still holds the "final boss music" trophy, but aside from that, the whole finale was excellent. And that's the last I'm going to say about that for the sake of those who haven't seen that far yet.

This does mean that I'm free to get back to the Atelier MegaFeature as soon as I want, so I've made the executive decision to hold fire on it until the new year. That gives me a bit of time to just chill, do some stuff for Rice, perhaps get ahead of schedule on actually playing Atelier and the opportunity to just… y'know, exist for a bit.

Likewise, Atari A to Z Flashback's last episode will be next week (as in not this coming Saturday, but the one after), and rather than immediately replacing it with something new (that I haven't decided yet — I have a few options waiting in the wings) I'm going to just let that end and start the new thing in the new year. Clean break and all that.

In fact, you might be able to offer some thoughts on the replacement for Atari A to Z Flashback. Again, I'm keen to ensure I don't take on too much at once, so I'm limiting it to just one of these — but there's always the possibility of doing things in "seasons": several weeks of one thing, switch to another thing, switch to another thing and so on. Atari A to Z and Atari ST A to Z will continue for now because I don't think I'll ever run out of stuff for those!

Anyway, these are the things I've been kicking around as possibilities:

  • Atari A to Z Anthology (all the 2600 games in the Activision Anthology collection for PS2)

  • Intellivision Lives (or some sort of witty name) — the games in the Intellivision Lives compilation for PS2

  • Atari Jaguar A to Z (a project with a definite, finite and reachable end)

  • Evercade A to Z (definitely something I want to return to)

Feasibly I could incorporate all of the first three into Retro Select, since that covers multiple platforms, but I sort of wanted to make each of those into their own distinct series as I think they sort of "deserve" it. I guess the plus side is that all of them except Evercade A to Z are smaller in scale than Atari A to Z Flashback, so there's no reason I couldn't do each of them in turn.

If you have any particular preferences for what you'd like to see, let me know — otherwise I'll just inevitably make some sort of hasty decision in the New Year and ponder if I made the right choice for a few months 🙂

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#oneaday Day 1062: Nearly there https://imnotdoctorwho.moegamer.net/2021/12/14/oneaday-day-1062-nearly-there/ https://imnotdoctorwho.moegamer.net/2021/12/14/oneaday-day-1062-nearly-there/#respond Tue, 14 Dec 2021 00:29:44 +0000 https://imnotdoctorwho.moegamer.net/2021/12/14/oneaday-day-1062-nearly-there/ Blue Reflection: Second Light is almost done, I think. It's certainly all sounding very "finale-ish", many of the major plotlines have been resolved and there have been multiple scenes that are all "oh, this might be the last time we see each other, let's say all the super-sweet things we've been storing up in our … Continue reading #oneaday Day 1062: Nearly there

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Blue Reflection: Second Light is almost done, I think. It's certainly all sounding very "finale-ish", many of the major plotlines have been resolved and there have been multiple scenes that are all "oh, this might be the last time we see each other, let's say all the super-sweet things we've been storing up in our hearts to each other before going to kick the snot out of the final boss".

I refrained from actually following through into the finale this evening because it's already half midnight, and tradition dictates that if I start an RPG finale at an already late hour, it will be three or four o' clock in the morning before it actually concludes. And while I'm not necessarily averse to that, I do have to work tomorrow and would like to be awake at a vaguely sociable hour.

So I think I'll save it for tomorrow. Am definitely hyped up for the finale, though. I can't help but wonder if the final boss theme is going to match up to Sayonara from the original Blue Reflection, though… man, that tearjerker takes some beating. We shall see, I guess.

Anyway. Bed for me!

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#oneaday Day 1061: Blasting away https://imnotdoctorwho.moegamer.net/2021/12/12/oneaday-day-1061-blasting-away/ https://imnotdoctorwho.moegamer.net/2021/12/12/oneaday-day-1061-blasting-away/#respond Sun, 12 Dec 2021 21:56:36 +0000 https://imnotdoctorwho.moegamer.net/2021/12/12/oneaday-day-1061-blasting-away/ Recorded all next week's videos (except for any Final Fantasy vids I can squeeze in for Rice) today. Highlight of the day was Blast Works for Wii, an adaptation of one of Kenta Cho's freeware shoot 'em ups — specifically, Tumiki Fighters. Blast Works' main attraction is that in exchange for 127 blocks of your … Continue reading #oneaday Day 1061: Blasting away

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Recorded all next week's videos (except for any Final Fantasy vids I can squeeze in for Rice) today. Highlight of the day was Blast Works for Wii, an adaptation of one of Kenta Cho's freeware shoot 'em ups — specifically, Tumiki Fighters.

Blast Works' main attraction is that in exchange for 127 blocks of your Wii's storage space (which is quite a bit, as it turns out) you can basically build your own game. You can construct your own ships, enemies, bullet patterns, levels, scenery objects and pretty much everything aside from sounds and music from scratch, then play your own custom game. Back when Wii online functionality was a thing, you could even upload and share them online.

Naturally, I did the only sensible thing when presented with such a comprehensive suite of editing tools.

That's right, I took one of the sample projects and replaced the player ship with a big, spunking cock. Because what better way to test the functionality of a game editor than with something needlessly offensive? Exactly.

I have some ideas for trolling my friends with this game, but it's a lot of effort for a bit of childish japery. I think it might be worth it though.

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#oneaday Day 1060: A quiet day https://imnotdoctorwho.moegamer.net/2021/12/12/oneaday-day-1060-a-quiet-day/ https://imnotdoctorwho.moegamer.net/2021/12/12/oneaday-day-1060-a-quiet-day/#respond Sun, 12 Dec 2021 00:08:23 +0000 https://imnotdoctorwho.moegamer.net/2021/12/12/oneaday-day-1060-a-quiet-day/ It's been thoroughly pleasant to have a nice quiet day today. Got up after a lie-in (though not too late as to obliterate the entire morning for once), played some Blue Reflection and just generally chilled out for the whole day. Consequently, I don't have much to talk about other than the fact that I … Continue reading #oneaday Day 1060: A quiet day

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It's been thoroughly pleasant to have a nice quiet day today. Got up after a lie-in (though not too late as to obliterate the entire morning for once), played some Blue Reflection and just generally chilled out for the whole day.

Consequently, I don't have much to talk about other than the fact that I think I'm approaching the finale of Blue Reflection: Second Light and it's great. I don't want to say too much because spoilers, but I really like some of the angles they've gone with here — it keeps things tonally and thematically consistent with the first game (and the anime) but presents an interesting new twist on the context.

I still haven't got around to watching the whole anime — and I was bummed to discover it won't be getting a Blu-Ray release — but I do very much appreciate how Second Light incorporates some of the characters from the anime but does completely unexpected things with them. Likewise, the involvement of Hinako (protag of the first Blue Reflection) is no secret, but her role in the overall story is a very interesting one rather than just a bit of fanservice.

Tomorrow is recording day, so that will likely take up most of the day. I think Andie is planning on putting up Christmas decorations, too, so we should have a pleasingly festive house by the end of the day. For now, though, time to sit in bed and read some sort of Japanese popular fiction, I reckon. But what to pick? Gal Gohan? Komi Can't Communicate? Bottom-Tier Character Tomozaki? I have a bunch to choose from right now, and they're all exciting me at the moment, so that's good.

Anyway. Hope your weekend is going well. Have a nice Sunday!

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#oneaday Day 1059: The return https://imnotdoctorwho.moegamer.net/2021/12/10/oneaday-day-1059-the-return/ https://imnotdoctorwho.moegamer.net/2021/12/10/oneaday-day-1059-the-return/#respond Fri, 10 Dec 2021 22:12:45 +0000 https://imnotdoctorwho.moegamer.net/2021/12/10/oneaday-day-1059-the-return/ I'm back! Sorry for no post yesterday, but the hotel we were staying in for the Christmas party had absolutely terrible Wi-Fi and phone reception, and I didn't fancy wandering around the whole building trying to find the single square metre that actually had some sort of wireless reception. Also I was quite drunk and … Continue reading #oneaday Day 1059: The return

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I'm back! Sorry for no post yesterday, but the hotel we were staying in for the Christmas party had absolutely terrible Wi-Fi and phone reception, and I didn't fancy wandering around the whole building trying to find the single square metre that actually had some sort of wireless reception. Also I was quite drunk and full of food.

It was a good party though. It was nice to meet people I've only met either through Teams video calls or, in some cases, just email messages. The food was good, the open bar was exceedingly dangerous (though I managed to restrain myself sufficiently to escape with neither a hangover this morning nor any vomiting last night) and the company was good. Also no-one minded when I snuck off about 10pm to go and rest in my room for a bit and ended up falling asleep. At least I wasn't the first person to flake out; someone didn't even make it to the meal's main course.

Discovery of the evening was the Espresso Martini, which this place had on tap. I didn't know you could have any sort of Martini on tap, but they had both Espresso Martini and Passion Fruit Martini on tap. I didn't try the latter, but I had several of the former, and they were very nice indeed. I'm not sure what was in them besides the coffee and the vodka — perhaps some sugar syrup, since I saw them squirting something or other into the glass before pouring the actual drink — but they were eminently drinkable, having neither the bitterness of pure espresso nor the acrid unpleasantness of vodka.

I'm no closer to any sort of answer as to why the company Christmas party was in Doncaster when the two main offices are in Bristol and Letchworth (for those unfamiliar with UK geography, Doncaster is pretty much the opposite end of England to those two places) — but it seems like it was something of a tradition, and I wasn't going to complain when travel, accommodation, food and booze were all laid on for us. Very nice.

Anyway, I'm back home now and very much in need of a nice quiet day to myself, so that's exactly what I'm going to do tomorrow. Andie is going to put the Christmas decorations up, but I generally find it's best to just stay out the way when she's doing that. The end result is always worth it!

Hope you all have a pleasant weekend!

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#oneaday Day 1058: The guy with the books https://imnotdoctorwho.moegamer.net/2021/12/08/oneaday-day-1058-the-guy-with-the-books/ https://imnotdoctorwho.moegamer.net/2021/12/08/oneaday-day-1058-the-guy-with-the-books/#respond Wed, 08 Dec 2021 23:38:10 +0000 https://imnotdoctorwho.moegamer.net/2021/12/08/oneaday-day-1058-the-guy-with-the-books/ I think I might have become one of those people who prefers to read the manga or light novel over watching the anime. I mean, don't get me wrong, I enjoy a good anime, but for some reason my brain tells me it's somehow more "effort" to watch an anime than it is to read … Continue reading #oneaday Day 1058: The guy with the books

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I think I might have become one of those people who prefers to read the manga or light novel over watching the anime.

I mean, don't get me wrong, I enjoy a good anime, but for some reason my brain tells me it's somehow more "effort" to watch an anime than it is to read something — and consequently I've found myself investing in expanding my collections of several manga and light novel series recently.

Bottom-Tier Character Tomozaki is my first experience reading Japanese light novels and I wasn't quite sure what to think at first, but before long I was very much enjoying myself. And once I got into the second volume, I was very much hooked.

The idea of a series of books all based around the same characters in the same setting isn't a new one of course — I grew up reading stuff like the Secret Seven and the Famous Five, after all, and these days there's stuff like Harry Potter and its ilk in the YA sector.

But there's something… I don't know, "different" about the way light novels handle things. Each volume clearly stands by itself, but it's part of something bigger — even if that "something bigger" is something that doesn't really matter or which isn't especially dramatic compared to wizards battling or whatever. Bottom-Tier Character Tomozaki is about a shy nerd who gradually learns how to talk to people, for example, and that's it. He's not a great hero or a chosen one, he's not a harem master, he doesn't have some great destiny ahead of him — he's just a shy nerd. And getting to know him — and the people he gets to know — is a real pleasure.

As for manga, I think I've been quite fortunate in that the manga I've explored to date tend to work a bit better in that format than in anime. Komi Can't Communicate, for example, is full of visual gags that only really work with text — and where some of those have been recreated note for note in the anime they look very out of place. (That said, the Nagatoro anime was very good — but I do still think I might prefer the manga).

Anyway, that's my idle pondering for the evening taken care of. Now it's time to start volume 3 of Bottom-Tier Character Tomozaki before sleep. Christmas party tomorrow! Yay…?

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#oneaday Day 1057: Let me sleep https://imnotdoctorwho.moegamer.net/2021/12/07/oneaday-day-1057-let-me-sleep/ https://imnotdoctorwho.moegamer.net/2021/12/07/oneaday-day-1057-let-me-sleep/#respond Tue, 07 Dec 2021 21:57:19 +0000 https://imnotdoctorwho.moegamer.net/2021/12/07/oneaday-day-1057-let-me-sleep/ Progressed from "in mild pain" to "full-on ill" overnight. Had an excruciating headache from the moment I lay down to the moment I got up and was very sick. And a little bit afterwards, too. That took me up to about 4am, so I did not have a very restful night and I've been feeling … Continue reading #oneaday Day 1057: Let me sleep

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Progressed from "in mild pain" to "full-on ill" overnight. Had an excruciating headache from the moment I lay down to the moment I got up and was very sick. And a little bit afterwards, too. That took me up to about 4am, so I did not have a very restful night and I've been feeling kind of dogshit today as a result.

With that in mind, I don't have a lot in me for a super-interesting and/or insightful post today, I'm afraid, not that I'm sure you particularly expect anything along those lines from these deranged (almost) daily ramblings anyway. But I at least wanted to say hello before I retire to bed with a warm drink and some chocolate and go read manga.

Supposed to be taking my trip tomorrow evening, so hopefully I'll be feeling a bit better in the morning. I do not really fancy being sociable while feeling like absolute dog-arse, so a reasonable night's sleep is most definitely in order, then hopefully a day of work that isn't too stressful tomorrow. I got the stress out of the way today. Oh hey, Gal*Gun Double Peace is coming to Switch — check it.

Anyway. I'm off to bed for the aforementioned warm drink, chocolate and manga. Now, do I continue with Bottom Tier Character Tomozaki, try out Gal Gohan or work on catching up on Komi Can't Communicate…? Maybe a bit of all three.

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#oneaday Day 1056: Red hot coccyx https://imnotdoctorwho.moegamer.net/2021/12/06/oneaday-day-1056-red-hot-coccyx/ https://imnotdoctorwho.moegamer.net/2021/12/06/oneaday-day-1056-red-hot-coccyx/#respond Mon, 06 Dec 2021 22:49:01 +0000 https://imnotdoctorwho.moegamer.net/2021/12/06/oneaday-day-1056-red-hot-coccyx/ I think I've buggered my coccyx. It hurts to sit down and it hurts to stand up, which is obviously not an ideal situation. Well, no, let me clarify — the act of standing up from being seated hurts, but standing up itself is not necessarily an issue aside from fatigue. I had just been … Continue reading #oneaday Day 1056: Red hot coccyx

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I think I've buggered my coccyx. It hurts to sit down and it hurts to stand up, which is obviously not an ideal situation. Well, no, let me clarify — the act of standing up from being seated hurts, but standing up itself is not necessarily an issue aside from fatigue.

I had just been writing this off as general symptoms of being fat and old (which it probably is anyway), but apparently having pain in one's tailbone is something that can happen, and it usually goes away after a couple of weeks. It seems you can also relieve it somewhat with a special cushion, so I'm doing that before spending £100+ on a new chair, which I'm also considering doing.

Basically I'm just pretty decrepit. The last couple of years haven't helped my general physical condition at all, and it wasn't especially good in the first place. Plus right now I'm feeling a little uneasy about going out to the gym and/or swimming pool because of the new COVID restrictions in place — though I guess said restrictions aren't harsh enough to have actually closed places, so I guess it might be all right… perhaps? I don't know. Either way, with my bum hurting like this, I haven't really felt like exercise, either.

It's all go, isn't it?!

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#oneaday Day 1055: Party time https://imnotdoctorwho.moegamer.net/2021/12/06/oneaday-day-1055-party-time/ https://imnotdoctorwho.moegamer.net/2021/12/06/oneaday-day-1055-party-time/#respond Mon, 06 Dec 2021 00:08:23 +0000 https://imnotdoctorwho.moegamer.net/2021/12/06/oneaday-day-1055-party-time/ Got a work Christmas party this week coming. It's the first work Christmas party for quite some time I haven't felt every possible urge to wriggle out of, because I actually like and am quite comfortable with the people I work with, so it should be a pleasant evening. It also doesn't particularly sound like … Continue reading #oneaday Day 1055: Party time

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Got a work Christmas party this week coming. It's the first work Christmas party for quite some time I haven't felt every possible urge to wriggle out of, because I actually like and am quite comfortable with the people I work with, so it should be a pleasant evening. It also doesn't particularly sound like it's going to be an evening of "enforced fun" or anything, either, just a nice meal and a stay in a hotel, so it should be pleasant enough.

I am reminded of the worst work residential I ever went on, and the reason why, since then, I have tended to avoid anything that involves giving up my free time to the places that I work. It was back when I worked at energy company SSE, which is by all accounts a hellish place to work anyway, but we had a residential "conference" to attend on one day, which was absolute tedium to the max — aside from the part where we had to go off in "breakout groups" and… colour in posters. Yes, really.

SSE was amazing at belittling its employees and treating them like primary school students and I knew this full well by the time this conference rolled around, but it didn't make it any less excruciating to sit through. Thus when the opportunity presented itself to retire to my room in the evening, I took said opportunity as soon as possible and just sat in the dark pondering the life choices and seemingly unavoidable events that had conspired to put me in that ridiculous situation.

Anyway, I'm hoping for no such nonsense this week — the food sounds good, the company should be good and since the meal is at the same place we're staying overnight, I'm sure there should be no problem in slinking off to hide the moment I start feeling overwhelmed. (I estimate about 10-11pm or so.) I will take various gaming implements with me.

So that's what's going on this week, aside from the usual grind. Hopefully shouldn't get in the way of anything too much, and I'll be back in my own bed by Friday evening. I hope any of the rest of you about to have Christmas parties inflicted on you have at the very least a tolerable experience and/or a convenient opportunity to escape.

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#oneaday Day 1054: Q is for queue https://imnotdoctorwho.moegamer.net/2021/12/04/oneaday-day-1054-q-is-for-queue/ https://imnotdoctorwho.moegamer.net/2021/12/04/oneaday-day-1054-q-is-for-queue/#respond Sat, 04 Dec 2021 22:40:49 +0000 https://imnotdoctorwho.moegamer.net/2021/12/04/oneaday-day-1054-q-is-for-queue/ Was hoping I'd be able to play a bit of Final Fantasy XIV this weekend, but I should have known better than to even consider playing on an Early Access weekend for a new expansion. Kind of fascinating how a weekend when theoretically fewer people should be playing (i.e. primarily those who preordered the new … Continue reading #oneaday Day 1054: Q is for queue

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Was hoping I'd be able to play a bit of Final Fantasy XIV this weekend, but I should have known better than to even consider playing on an Early Access weekend for a new expansion. Kind of fascinating how a weekend when theoretically fewer people should be playing (i.e. primarily those who preordered the new expansion) ends up being busier than the game ever is even at peak hours. But oh well.

I might try again tomorrow, but I've spent most of the day playing Blue Reflection: Second Light and that's most certainly time well spent. I'm not sure how much I have left to go, but things are certainly building towards some sort of climax now. There are still a few threads left to resolve along the way, so I estimate maybe three or four more chapters… but it's certainly Getting Real.

Tomorrow will mostly be spent recording stuff. Hard to believe there's just three Atari Flashback Classics games left to go — when that's over and done with, that'll be the most significant, large-scale creative project that I've ever brought to "completion". The Atelier MegaFeature will be of a similar if not greater scale when it's finally finished, but of course that's taking a short break at the moment.

Speaking of the Atelier MegaFeature, I'd like to reassure everyone that it most certainly hasn't been abandoned, but while I'm still finishing off Blue Reflection it's on hold. I'd like to finish Blue Reflection as soon as possible so I can write some more about it for the obligatory year-end roundups over on Rice, so that's taking priority at the moment. Once that's finished, I'll turn my own "personal gaming" time back to Lydie & Suelle primarily, so things will continue from there.

At this rate I can't promise that will happen before the new year, but it definitely will happen, and that is a promise. It'd be a shame to have come this far and fall off it in the last few games, after all — but any longstanding Gust fans will doubtless understand how Blue Reflection would have derailed things, I'm sure.

Anyway, I'm rambling on now and I need to sleep — so it's time to go do that. Have a pleasant Saturday evening, and if you've been trying to get on FFXIV… get up early tomorrow! Worked for my wife today!

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#oneaday Day 1053: Not better https://imnotdoctorwho.moegamer.net/2021/12/03/oneaday-day-1053-not-better/ https://imnotdoctorwho.moegamer.net/2021/12/03/oneaday-day-1053-not-better/#respond Fri, 03 Dec 2021 21:07:33 +0000 https://imnotdoctorwho.moegamer.net/2021/12/03/oneaday-day-1053-not-better/ No better today. Well, maybe a bit, but highly localised pain has been replaced by "aching all over" which isn't really an improvement, so I think I'm going to call it an early night tonight. I was hoping to log in and play some Final Fantasy XIV this evening, but the queues certainly put paid … Continue reading #oneaday Day 1053: Not better

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No better today. Well, maybe a bit, but highly localised pain has been replaced by "aching all over" which isn't really an improvement, so I think I'm going to call it an early night tonight. I was hoping to log in and play some Final Fantasy XIV this evening, but the queues certainly put paid to that possibility — I'll try again over the weekend, otherwise it'll likely be a Blue Reflection kind of weekend, I reckon!

I'm tired. This year has been tiring — perhaps even more so than last year. I feel like I was mostly coping with the whole "pandemic" thing just fine for most of last year, but the situation feels like it's stressing me out a lot more, particularly as we close in on the end of our second year in the midst of it. It's probably not worth worrying about — not as if I can do much about it myself, anyway — but as a naturally anxious sort of person, I can't help but worry somewhat. It's the way I'm built.

So I think what I'm going to do tonight is try and get some nice rest nice and early, wake up reasonably fresh tomorrow, have a pleasant, quiet day and try to relax a bit. From thereon we can take everything else as it comes, or something!

Hope you all have a good weekend.

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#oneaday Day 1052: Ouch https://imnotdoctorwho.moegamer.net/2021/12/02/oneaday-day-1052-ouch/ https://imnotdoctorwho.moegamer.net/2021/12/02/oneaday-day-1052-ouch/#respond Thu, 02 Dec 2021 22:24:29 +0000 https://imnotdoctorwho.moegamer.net/2021/12/02/oneaday-day-1052-ouch/ Apologies for no post yesterday, I've been having some fairly excruciating pain from my hernia for the past couple of days so I pretty much went to bed straight after finishing work yesterday. I'm slightly better today but not quite "fixed" yet, but hopefully tomorrow will be a better day. I'm annoyed with myself, I … Continue reading #oneaday Day 1052: Ouch

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Apologies for no post yesterday, I've been having some fairly excruciating pain from my hernia for the past couple of days so I pretty much went to bed straight after finishing work yesterday. I'm slightly better today but not quite "fixed" yet, but hopefully tomorrow will be a better day.

I'm annoyed with myself, I wanted to get some stuff done like a Let's Play for Clockwork Aquario for Rice, but I guess I can do that tomorrow. Trouble is, like most people I feel like I've been conditioned to feel intense guilt any time I'm not feeling my best either physically or mentally, and thus I end up getting myself into a bit of a tizz worrying about whether I've done "enough". I've totally done "enough", I've done about the same as I'd do on a "normal" day, but it's just hard to remember that sometimes.

On an unrelated, happier note, a big package containing five volumes of the Bottom-Tier Character Tomozaki light novel arrived today. Unfortunately, Volume 2 wasn't among them — that one proved oddly hard to find, so I had to order it from the States, and as such I can't dive into them yet, but I'm looking forward to it. The first volume was an interesting read, and I'm intrigued to see how it develops over the long term. This is my first time immersing myself in a light novel series, so it's an enjoyable learning experience.

Sorry for the disjointed thoughts but as you can probably tell I'm not feeling my best right now. We're going to have some (very late) dinner and then I'm going to go to bed and play a bit of either Ridge Racer Type 4 or Lufia II. That sounds like a good idea, no?

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#oneaday Day 1051: Cruuuuuuisin' https://imnotdoctorwho.moegamer.net/2021/11/30/oneaday-day-1051-cruuuuuuisin/ https://imnotdoctorwho.moegamer.net/2021/11/30/oneaday-day-1051-cruuuuuuisin/#respond Tue, 30 Nov 2021 18:54:52 +0000 https://imnotdoctorwho.moegamer.net/2021/11/30/oneaday-day-1051-cruuuuuuisin/ I used the cruise control on my car for the first time today. I've previously been a bit frightened of it because I'm of a generation where handing over control of something like a car to something that isn't myself is a little anxiety-inducing. But having got a feel for what cruise control in general … Continue reading #oneaday Day 1051: Cruuuuuuisin'

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I used the cruise control on my car for the first time today. I've previously been a bit frightened of it because I'm of a generation where handing over control of something like a car to something that isn't myself is a little anxiety-inducing.

But having got a feel for what cruise control in general does thanks to Euro Truck Simulator 2, and having read up on exactly how to operate the cruise control system in my car, I felt like it was probably time to give it a shot.

And while I won't pretend the experience was completely life-changing or anything like that, it certainly made the 2.5-3 hour trip back home from my parents' place a little more comfortable on my legs. They were still stiff and achey when I got out of the car at the other end, but they weren't quite as stiff and achey as they would have been if I'd been pressing the accelerator for most of that journey. To put it another way, I didn't feel like I needed to stop halfway through the journey just to stretch my legs a bit. It might have been nice, but it wasn't something I needed.

So yeah, that's probably the most exciting thing that has happened today, aside from YouTube taking several days to process the HD version of the latest Atari A to Z video. If you go to watch it and it's in 360p or 480p, sorry! Nothing I can do about that until YouTube ungums its workings and sorts it out — it usually happens eventually, even if it takes a day or two.

The cats are pleased to see us. They like Andie's mum, who was looking after them while we were away, but they're both clearly very happy to see us back where we should be. Patti is currently reclining beneath the TV staring at me as I type this, and Meg is curled up atop the duvet we left on our sofa after our recent visitors. They are both very content.

We're getting Chinese food this evening, then it's back on the diet proper after a couple of weeks off from tomorrow. And back to work for me tomorrow, too!

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#oneaday Day 1050: No Tasks Required https://imnotdoctorwho.moegamer.net/2021/11/29/oneaday-day-1050-no-tasks-required/ https://imnotdoctorwho.moegamer.net/2021/11/29/oneaday-day-1050-no-tasks-required/#respond Mon, 29 Nov 2021 23:33:57 +0000 https://imnotdoctorwho.moegamer.net/2021/11/29/oneaday-day-1050-no-tasks-required/ Still away at my family's place and deliberately without my laptop, so this'll be a brief one written on my phone. It's been nice to get away for a couple of days midweek and not have to really think about doing anything useful. One of the advantages of everyone gradually getting older is that everyone … Continue reading #oneaday Day 1050: No Tasks Required

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Still away at my family's place and deliberately without my laptop, so this'll be a brief one written on my phone.

It's been nice to get away for a couple of days midweek and not have to really think about doing anything useful. One of the advantages of everyone gradually getting older is that everyone is a lot more willing to see "sitting around doing nothing much of value in each other's company" as a perfectly valid use of one's time. To be fair, I've always been up for this, but it's nice to feel like everyone is quite happy to do it.

I introduced my brother to the TV show Taskmaster today, and he really liked it a lot — I had a feeling he would. That show is unironically one of the best things on British television right now, and my brother, having been living Stateside for more than 20 years at this point, finds it interesting that US TV doesn't really have an equivalent format — not one that does particularly well, anyway.

The idea of "game show that isn't really a game show, rather an excuse to lark about" is a British institution at this point. You can trace it back to radio shows like I'm Sorry I Haven't A Clue and suchlike, but it really came into its own on TV with shows like Shooting Stars and Never Mind the Buzzcocks.

Taskmaster feels like a step beyond even that by ditching the "quiz" premise altogether in favour of simply tasking its contestants with making a tit of themselves in various ways, but it really works — and has done so for 12 series at this point.

It's definitely a show that consistently brings me joy, so if you're yet to explore it for yourself, I highly recommend it!

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#oneaday Day 1049: Variant of Concern https://imnotdoctorwho.moegamer.net/2021/11/27/oneaday-day-1049-variant-of-concern/ https://imnotdoctorwho.moegamer.net/2021/11/27/oneaday-day-1049-variant-of-concern/#respond Sat, 27 Nov 2021 23:08:29 +0000 https://imnotdoctorwho.moegamer.net/2021/11/27/oneaday-day-1049-variant-of-concern/ So apparently there's a new COVID variant or something, and they've gone and called it something like Omicron to make it sound extra-threatening. I guess the upside of calling it that is that it now sounds a lot more like an RPG final boss, so that hopefully opens up the possibility of someone with a … Continue reading #oneaday Day 1049: Variant of Concern

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So apparently there's a new COVID variant or something, and they've gone and called it something like Omicron to make it sound extra-threatening. I guess the upside of calling it that is that it now sounds a lot more like an RPG final boss, so that hopefully opens up the possibility of someone with a big sword gathering a party of plucky heroes to take it down once and for all.

I joke, because the alternative is in acknowledging the fact that this situation feels like it's never, ever going to be over. And it just kind of baffles me why people the world over have felt the need to be so goddamn resistant to attempts to keep everyone safe. There have even people that I know and respect acting like bonkers conspiracy theorists online over all this.

The reality is that the whole pandemic situation could have almost certainly been brought under control a lot sooner were it not for the fact that apparently a significant proportion of the world's population are complete nutters who think they know more than the concept of Science. These are the people who were still out and about in lockdowns, the people who have been anything but responsible about gatherings, and the ones who have been shouting the loudest about perfectly reasonable requests in a scenario like this.

Now we're faced with the situation worsening once again, and the possibility that the "light at the end of the tunnel" — the vaccine — is ineffective against the new variant. But you just know that if they try and instigate another lockdown or something, the same idiots are going to be out in the streets whingeing about personal freedom and whatever, making the whole situation worse for everyone.

I'm pretty fed up of it all. Not because I'm in a particular hurry to go out or anything, but because I'm so tired of what appears to be the apocalypse happening around us in more ways than one, and that a not-insignificant number of people appear to be perfectly happy to selfishly hasten it along rather than actually attempting to think of the wellbeing of others.

It doesn't really surprise me any more, though. If the last ten or so years in particular have shown us anything, it's that a lot of people are really self-obsessed, and if something doesn't affect them personally, it doesn't matter to them. Hell, I know I've been guilty of that at various points in the past too — only difference is that on the occasions when I've been guilty of it, I wasn't putting other people at risk in the middle of a global pandemic which, despite what everyone inexplicably decided partway through the year, is absolutely not over.

Oh well. Nowt that can be done about it right now at 11pm on a Saturday. Time for bed, I think.

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#oneaday Day 1048: Belated Thanksgiving https://imnotdoctorwho.moegamer.net/2021/11/26/oneaday-day-1048-belated-thanksgiving/ https://imnotdoctorwho.moegamer.net/2021/11/26/oneaday-day-1048-belated-thanksgiving/#respond Fri, 26 Nov 2021 20:58:35 +0000 https://imnotdoctorwho.moegamer.net/2021/11/26/oneaday-day-1048-belated-thanksgiving/ Happy Thanksgiving to those who celebrate it! We actually celebrated it here for once, since we had an American friend visiting and she offered to cook a bunch of traditional Thanksgiving fare for us to enjoy. Andie and I have always wanted to try whatever you call sweet potatoes cooked with loads of sugar and … Continue reading #oneaday Day 1048: Belated Thanksgiving

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Happy Thanksgiving to those who celebrate it! We actually celebrated it here for once, since we had an American friend visiting and she offered to cook a bunch of traditional Thanksgiving fare for us to enjoy. Andie and I have always wanted to try whatever you call sweet potatoes cooked with loads of sugar and marshmallows and stuff, and now we have, and it was good. We also tried pumpkin pie for the first time, and that was also good.

We had a goodly amount of food, but it didn't feel any more excessive than Christmas dinner. Instead of a turkey, Andie made a "Starlight Dodo" from the Final Fantasy XIV recipe book (actually a glazed roast duck) and that was really good, especially when combined with mashed potatoes that had a shitload of butter and cream cheese in them, the aforementioned sweet potato thing, stuffing and what was apparently vegan chicken gravy, however the hell that works.

It was a really good meal and we had some fun in the afternoon playing some multiplayer games — primarily on the Wii, it has to be said. We spent a good while playing Boom Blox in particular, which is a really excellent game. As good as the Switch is, the Wii still has it beat for party games in a lot of instances — though the highly competitive game of Mario Party on Switch was good fun. (I won, so it was super fun.)

Anyway, tomorrow is going to be a complete day of rest, then on Sunday it's recording time and then we're heading down to see my parents and brother — the latter is over from the States for the first time in a while, so it will be good to see him, and also have a couple of days off from the daily grind. The trouble with doing a job you enjoy is you end up not taking any time off for the whole year. Oops. Oh well, at least I'm taking some now, and I'll probably nab a few days off over Christmas or something.

With everything taken care of for the week, I think it's time to kick back and relax with a poo, some video games and a bath, not necessarily in that order and certainly not all at the same time. I hope you all have a pleasant weekend ahead of you!

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#oneaday Day 1047: Attack the Backlog https://imnotdoctorwho.moegamer.net/2021/11/24/oneaday-day-1047-attack-the-backlog/ https://imnotdoctorwho.moegamer.net/2021/11/24/oneaday-day-1047-attack-the-backlog/#respond Wed, 24 Nov 2021 22:05:02 +0000 https://imnotdoctorwho.moegamer.net/2021/11/24/oneaday-day-1047-attack-the-backlog/ You may have noticed me trying something a bit new over on Rice Digital for the last few days, and this experiment is going to continue for at least a little while. It's called Attack the Backlog, and it's something of a different approach to writing about games that I think might turn out quite … Continue reading #oneaday Day 1047: Attack the Backlog

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You may have noticed me trying something a bit new over on Rice Digital for the last few days, and this experiment is going to continue for at least a little while. It's called Attack the Backlog, and it's something of a different approach to writing about games that I think might turn out quite interesting.

The current model of writing about games is that you play a game, you write something, then that thing that has been written becomes your "definitive word" about it. You might revisit the game at some point — perhaps for a Game of the Year retrospective or something — but more often than not, once a game is written about, that's it.

What I'm experimenting with through the Attack the Backlog feature is something that has been discussed a few times in games journalism circles over the course of… probably the last 20 years or so, and that is a more "experiential" approach to writing about games. Rather than approaching the prospect of writing about a game as a singular assignment, it's an attempt to immerse oneself a little more thoroughly in it and perhaps chart changes in opinion and outlook as your time with the game continues.

After all, some games take a while to truly "click", while others reveal hidden depths over time. And so by continually revisiting them over a period of time, it becomes possible to find out more and more about them. This is a real strength of video — particularly Let's Plays — because on video you can see and hear how people's reactions change over time, but it's not something that is really experimented with all that much in writing. There's no reason why it shouldn't work though, hence why I'm giving it a shot.

Plus from a purely personal perspective, it gives me reason to get a whole bunch of unplayed games down from my shelf, actually play them and be able to call it work.

So far I've started digging into Idea Factory, Gust and Nippon Ichi's Trinity Universe, which I'm enjoying a lot so far, but rather than focus exclusively on that I'm going to continue revisiting that over time and punctuate it with some other stuff — perhaps some shorter fare. This evening I recorded an hour of footage of Double Dragon Neon with the intention of writing about it on Friday (I'm off tomorrow for Thanksgiving) and I'll do at least a couple of features on that, then there's a bunch of Inti Creates stuff for which this approach will probably work well, too.

The beauty of it is that I can set aside maybe an hour or so a day to play the game I'm featuring and not feeling that I'm having to turn my back on the "main" things I'm playing. In the process, I get a wider range of experiences, the audience hopefully gets some interesting things to read and some gameplay videos to watch, and I always have something to write about.

We'll see how practical it is in the long term, but I'm enjoying trying this approach out for now.

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#oneaday Day 1046: Akinator rematch https://imnotdoctorwho.moegamer.net/2021/11/23/oneaday-day-1046-akinator-rematch/ https://imnotdoctorwho.moegamer.net/2021/11/23/oneaday-day-1046-akinator-rematch/#respond Tue, 23 Nov 2021 22:30:01 +0000 https://imnotdoctorwho.moegamer.net/2021/11/23/oneaday-day-1046-akinator-rematch/ Okay. One more time. I'm determined to make this work. As a reminder, what you need to do is answer all of Akinator's questions honestly, but if he asks you whether or not you're fictional, say that you are. It's that last bit we've been struggling with a bit. But let's see how things go … Continue reading #oneaday Day 1046: Akinator rematch

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Okay. One more time. I'm determined to make this work. As a reminder, what you need to do is answer all of Akinator's questions honestly, but if he asks you whether or not you're fictional, say that you are.

It's that last bit we've been struggling with a bit. But let's see how things go today.

Does your character have a gaming channel? Yes.

Is your character a female? Feeeee-males. No.

Is your character hated by Patty Bladell? Who? No. I don't think?

Does your character perform surgery? No, he is terrified of the very concept.

Does your character play on the Dream SMP? I don't know what that is. No.

Is your character part of a militia group? This is going to some strange places. No.

Does your character play Roblox? Nope.

Does your character watch you sleep? No. My cat does, though.

Is your character American? Certainly not.

Is your character British? Absolutely!

Is your character known for Minecraft gaming? No.

Does your character have paws? Are you calling me a furry? Because that's fine if so, but no.

Is your character in the Sidemen Crew? We've been here before, and I still don't know what that is.

Is your character from the Portal game series? Nope.

Does your character live with their parents? I feel we're having to be very negative with these answers, but no.

Does your character have ginger hair? Nope.

Does your character have any children? Not to my knowledge, eyyy… I mean, no.

Does your character play Fortnite? Absolutely definitely not.

Does your character play FIFA? See above.

Does your character play horror games? Yes, definitely!

Is your character part of a two-person team? I don't think my wife counts, so no.

Does your character plant bombs? It's never come to that, no.

Is your character known for reading a lot? I guess?

Is your character a member of a 4-person band? No.

Is your character a haniwa statue? Yes, that would have been my next question too. No!

Are you MessYourself? What a charming name that individual has. But no, I am not.

Is your character chubby? Exceedingly so.

Does your character have a daughter? No.

Does your character have over 1,000,000 YouTube subscribers? No, but we broke the big 1K the other day!

Does your character have over 1,000 subscribers? Yes!

Does your character have a mythical gun? No.

Does your character need glasses? Yes! One step forward, several hundred back.

Is your character bald? Quite the opposite.

Is your character linked with journalism? For my sins, yes.

Is your character bearded? Relevant questions? What is this? Yes!

Is your character part of a group? No.

Is your character linked with the horror genre? Probably not "linked" as such, but I do like it.

Does your character use a ouija board? No, but I'm curious to.

Is your character internationally famous? I mean… some people in other countries know who I am, but I wouldn't say "famous". Probably not.

Does your character have metal on their face? No. (checks) No.

Does your character collect toys? To a certain extent, I guess.

Is your character a web critic? I think I qualify for that.

Are you Jim Sterling? Oh Jesus Christ no.

I'm not sure if I want to continue after this… but let's keep going.

Is your character part of the Hype House? I have no idea what any of these things you keep asking are.

Does your character have curly hair? No.

Does your character have a Minecraft series? There's more to life (and YouTube) than Minecraft!

Is your character part of the Night's Watch? No.

Is your character the ruler of their own kingdom? No, between my wife and my cats they have rulership pretty sewn up.

Does your character wear a blue hat? I do not wear any hat.

Is your character almost bald? I shaved my head, but I don't think that counts.

Does your character live in England? Yes!

Does your character have a disease? Nice follow-up. Not to my knowledge.

Is your character into politics? Fuck no.

Did your character steal a red velvet cake? No, red velvet cake is one of the worst cakes.

Is your character associated with Gravitonium? To reiterate: I don't know what any of these references are.

Does your character work with a group? I was about to say this has been asked several times already, but actually "work with a group" is probably more accurate than "part of a group" (in the performance sense). So I'll say "yes".

Is your character from the Yogscast? I've heard of that one! No.

Does your character wear glasses? You already know the answer to this one.

Does your character have a younger brother? No, an older one.

Is your character a philosopher? No, my brief study of him at university made me want to punch Martin Heidegger right in the balls.

Is your character fat? Don't hold back, Akinator. Yes.

Does your character have more than 50,000 YouTube subscribers? No.

Does your character have brothers or sisters? Yes.

Does your character live with his girlfriend? Does "wife" still count as "girlfriend"? I'll say "yes" for the purposes of this.

Is your character's fame linked with football? Absolutely positively not.

Is your character associated with Stampy Cat? Whatty cat?

Does your character have a northern accent? Good Lord, no.

Is your character overweight? I GET IT

Are you Tbone? Who the hell is Tbo– you know what, never mind.

I guess I should stop telling Akinator that I have a gaming channel if I want this to work! Or maybe I'm just so thoroughly unremarkable that I'm not like anyone interesting whatsoever. Who knows?

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#oneaday Day 1045: Endurance racing https://imnotdoctorwho.moegamer.net/2021/11/22/oneaday-day-1045-endurance-racing/ https://imnotdoctorwho.moegamer.net/2021/11/22/oneaday-day-1045-endurance-racing/#respond Mon, 22 Nov 2021 22:56:27 +0000 https://imnotdoctorwho.moegamer.net/2021/11/22/oneaday-day-1045-endurance-racing/ As I noted on my piece on Retrounite today, my little Anbernic handheld is getting a lot of use, simply because it provides such easy access to so many games I love. This evening I've been playing Enduro for Atari 2600, which is one of my favourite games on the platform. Since I didn't have … Continue reading #oneaday Day 1045: Endurance racing

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As I noted on my piece on Retrounite today, my little Anbernic handheld is getting a lot of use, simply because it provides such easy access to so many games I love.

This evening I've been playing Enduro for Atari 2600, which is one of my favourite games on the platform. Since I didn't have a 2600 growing up, I discovered this game relatively late. I did play its successor The Great American Cross-Country Road Race, though, but I actually think I prefer Enduro.

For the unfamiliar, Enduro is a racer where your aim is to overtake a set number of cars over the course of a series of virtual days. If you meet your quota by sunrise the following day, you keep going and get a new quota; fail and your race is over. Your final score is how many "miles" you managed to cover during the race.

At heart, Enduro is very simple. Opponent cars only appear in one of three lanes on the road, so it's mostly about dodging them. Where things get interesting is how the environment changes as each "day" passes. You start in the daytime, then things get bizarrely, suddenly snowy, then the sun sets, then you drive through the night, then the morning fog, and finally the dawn.

It's a great example of Activision at its best, pushing the 2600 further than anyone out there and producing games that played great as well as being technically impressive. Now what are they known for? Uh, probably best not to get into that right now, huh…

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#oneaday Day 1044: Busy weekend done! https://imnotdoctorwho.moegamer.net/2021/11/21/oneaday-day-1044-busy-weekend-done/ https://imnotdoctorwho.moegamer.net/2021/11/21/oneaday-day-1044-busy-weekend-done/#respond Sun, 21 Nov 2021 23:22:45 +0000 https://imnotdoctorwho.moegamer.net/2021/11/21/oneaday-day-1044-busy-weekend-done/ Made it through the busy weekend, and I lasted until about 11pm before autistic brain decided "nope, that's enough, time to go hide and play video games", which is not a bad record for me. I also discovered that I am still able to strawpedo an alcopop better than anyone else I know, so that … Continue reading #oneaday Day 1044: Busy weekend done!

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Made it through the busy weekend, and I lasted until about 11pm before autistic brain decided "nope, that's enough, time to go hide and play video games", which is not a bad record for me. I also discovered that I am still able to strawpedo an alcopop better than anyone else I know, so that made me feel "young" again, if only for a moment.

As you have hopefully seen on the YouTube channel by now, there will be no Atari A to Z or Retro Select videos this week — I'm taking a week off just so I'm not trying to cram everything in and stress myself out. I've just learned my brother is over visiting from the US next weekend, too, but by taking this week off that gives me some time to casually make a few vids during the week (as opposed to next weekend) and actually publish them next week, so that all works out just fine.

I enjoyed making the scrolly text message for the announcement video, and am satisfied that it came out at over 16 minutes in total. It took up a bit over 2K of memory, which is not much in scrolltext terms — certainly a long way off the B.I.G. Demo's 41K — but it was enjoyable to write, and as I was typing it I could absolutely feel my inner demoscener wanting to make things as elaborately wordy as possible. Or perhaps that's just the way I write anyway. Apparently I missed my calling writing '80s and '90s scrolltexts.

There will be some mild chaos in the house this week due to us taking delivery of a brand new bed and Andie taking the opportunity to refloor the bedroom (we're putting laminate floor in, in keeping with most of the rest of the house) but other than that, nothing super out of the ordinary happening, I don't think — aside from the visitors from this weekend dropping by for Thanksgiving on Thursday. We don't generally do Thanksgiving here, but since one of the visitors is from the States, it seems like a good opportunity to pig out on turkey and good food, though I will still have to work when I'm not eating lunch!

Right then, that's that for now. I'm going to go and eat Doritos and play Lufia 2 before falling asleep. That sounds like a fine way to finish the weekend.

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#oneaday Day 1043: Busy weekend ahead! https://imnotdoctorwho.moegamer.net/2021/11/19/oneaday-day-1043-busy-weekend-ahead/ https://imnotdoctorwho.moegamer.net/2021/11/19/oneaday-day-1043-busy-weekend-ahead/#respond Fri, 19 Nov 2021 22:42:49 +0000 https://imnotdoctorwho.moegamer.net/2021/11/19/oneaday-day-1043-busy-weekend-ahead/ Just a reminder to those of you who care: I have a pretty busy weekend ahead with visitors from overseas (and, err, Portsmouth) so I'm not going to stress myself out by trying to squeeze in making some videos — I'm just going to take the next week off. Atari A to Z Flashback will … Continue reading #oneaday Day 1043: Busy weekend ahead!

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Just a reminder to those of you who care: I have a pretty busy weekend ahead with visitors from overseas (and, err, Portsmouth) so I'm not going to stress myself out by trying to squeeze in making some videos — I'm just going to take the next week off.

Atari A to Z Flashback will be tomorrow as usual, and I'll post an "announcement" video on Sunday or Monday explaining the situation. Then we'll be back to normal the following week!

I'll likely still find some time to do something for the Rice Digital channel at some point since we're specifically trying to grow that a bit, but as for my own personal projects, the most sensible thing to do for the moment is to take a break. The same goes for the Atelier MegaFeature — I'm sorry to leave it quiet for a few weeks, but since I've been prioritising Blue Reflection: Second Light (since I really want to post some sort of deep-dive article on that over on Rice before the year is out) I haven't had time to play Lydie & Suelle at all.

No rush though, after all; Lydie & Suelle will still be there when my time with Blue Reflection is over — not that I'm in any hurry for that to happen with how much I adore that game — and if I time things right, I'll be wrapping up the Atelier MegaFeature just in time for Atelier Sophie 2 to come out. Woohoo!

Anyway, that's the immediately impending situation. I'm sure you'll all cope without my mellifluous voice caressing your shell-likes for the next week, but for those of you who really can't live without me, I have about a bazillion videos in the back catalogue now. Have you watched them all?

Oh, if you can get me seven more subscribers while you're on, too, that'd be awesome. Anyway. Happy weekend! Good night!

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#oneaday Day 1042: Rematch https://imnotdoctorwho.moegamer.net/2021/11/17/oneaday-day-1042-rematch/ https://imnotdoctorwho.moegamer.net/2021/11/17/oneaday-day-1042-rematch/#respond Wed, 17 Nov 2021 23:02:59 +0000 https://imnotdoctorwho.moegamer.net/2021/11/17/oneaday-day-1042-rematch/ Okay. One more time. One more time. Bring it on, Akinator. (See yesterday's post if you have no idea what's going on.) Is your character from your family? Goddammit. Yes. Does your character go to school? No. Does your character wear woman's clothing? Only in video games. No. Can your character be kept as a … Continue reading #oneaday Day 1042: Rematch

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Okay. One more time. One more time. Bring it on, Akinator. (See yesterday's post if you have no idea what's going on.)

Is your character from your family? Goddammit. Yes.

Does your character go to school? No.

Does your character wear woman's clothing? Only in video games. No.

Can your character be kept as a pet? No. I don't think.

Is your character known for being a bad programmer? I am a bad programmer, but I don't think I'm known for it. I'll go with "probably".

Is your character associated with Microsoft? No.

Has your character been in love with your mother? I'm going to give this question the benefit of the doubt and assume this is leading towards "your dad", but either way… no.

Has your character ever been married? Yes. Twice! Second still ongoing, I hasten to add.

Has your character been showcased on DanandPhilGames? I don't know what that is. No.

Does your character have a grandchild? No, and never will. (By choice, I should probably say.)

Is your character an aunt or uncle? Yes.

Have you ever fallen in love with your character? Definitely not.

Does your character speak like an adult? He tries to. Probably.

Does your character play with a frisbee? No. Used to when I was a kid.

Does your character have over 5 million YouTube subscribers? Always comes back to the bloody numbers, doesn't it? No.

Does your character have holes in their hands? Is your character Jesus? No.

Does your character use a portal to travel between two countries? This is taking a strange turn. No.

Is your character famous for being clumsy? No. I am though. I hide it well for the most part, except at home.

Has your character have a song with over 100 million views [sic]? No.

Was your character discovered by Dr. Dre? No. I feel we're getting further and further away from the answer here.

Does your character explore Scotland? I've been to Scotland, but I wouldn't say it's what I do, no.

Is your character married to a star? She's my shining star or something… but no.

Do you like your character as someone who is more than just a friend? Do you like yourself more than just a friend? I guess yes?

Did your character give birth to you? Not to my knowledge.

Did your character receive a text from A? What? No.

Are you your uncle? No. This really isn't working, is it?

Does your character have any children? No.

Does your character have the same birthday as you? Yes. Uh-oh.

Do you and your character share the same DNA? Sigh. Here we go. Yes.

Does your character have nipples? Oooh, out of leftfield. Good job. Yes.

Has your character been in a video with Joey Graceffa? Who? No.

Does your character have only one parent who is from your family? No.

Is your character older than 17? Yes.

Are you your alter-ego? FUCK

Apparently I am destined to never be a fictional character. Oh well. I guess that's how life goes.

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#oneaday Day 1041: Old meme https://imnotdoctorwho.moegamer.net/2021/11/16/oneaday-day-1041-old-meme/ https://imnotdoctorwho.moegamer.net/2021/11/16/oneaday-day-1041-old-meme/#respond Tue, 16 Nov 2021 23:41:00 +0000 https://imnotdoctorwho.moegamer.net/2021/11/16/oneaday-day-1041-old-meme/ Sure, why not. Let's do it together! Is your character a YouTuber? Yes, I guess I count. Is your character a girl? Nope, despite the fact I habitually play girls in games with custom characters. Is your character known for Minecraft gaming? Nope. I want to like Minecraft, but I think I just… don't. Fun … Continue reading #oneaday Day 1041: Old meme

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Sure, why not. Let's do it together!

Is your character a YouTuber? Yes, I guess I count.

Is your character a girl? Nope, despite the fact I habitually play girls in games with custom characters.

Is your character known for Minecraft gaming? Nope. I want to like Minecraft, but I think I just… don't. Fun to watch other people struggle, though.

Is your character American? No.

Is your character British? Yessir.

Is your character in the Sidemen Crew? I don't know what that is. No.

Does your character live with their parents? No.

Does your character have any children? No.

Is your character from Creeped Out? No.

Is your character some sort of gatekeeper? To my knowledge, I've never excluded anyone from my passions, so probably not.

Does your character have a gaming channel? Yes!

Does your character protect children? Absolutely not.

Is your character from The Girl on the Train? No.

Does your character play Fortnite? Absolutely not.

Does your character play FIFA? Definitively not.

Does your character represent the darkness of another? Not to my knowledge.

Does your character use swear words? Fuck yes.

Does your character have over 1,000,000 YouTube subscribers? No. Closing in on 1,000 though!

Does your character write or compose songs? I have on occasion, so I guess yes here.

Does your character fly in his underwear? I have been known to, so yes.

Is your character obsessed with skin? What the fuck, man. No.

Has your character played in a TV show that takes place on a beach? No.

Does your character play Minecraft? We've been over this. No.

Is your character a singer, or does he work with a singer as a songwriter, producer, musician…? No.

Does your character drink Red Bull frequently? Yes. Although not as much as I used to while I'm dieting.

Is your character Aarava? Aarava is an F1 video game YouTuber, from the look of things. No.

Does your character play on a PlayStation 4? Yes.

Is your character linked with cars? No.

Is your character neutral about everything? No.

Is your character from Dishonored? No.

Has your character ever broken your heart? Have I broken my own heart? Almost certainly. Yes.

Does your character personally know you? Intimately.

Do you and your character share the same DNA? Yes.

Is your character your alter-ego? I guess that's probably as close as we're going to get. I suspect the "YouTuber" question eliminated the possibility of most fictional characters.

Let's try again!

Does your character personally know you? Yes.

Do you and your character live in the same house? Yes.

Is your character older than 17? Yes.

Does your character have the same birthday as you? Yes.

Does your character have more than two eyes? No.

Does your character live in Bingham? No.

Does your character send messages? Yes.

Does your character drink Red Bull frequently? See above.

Is your character your alter-ego? Goddammit, Akinator. I'm going to bed.

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#oneaday Day 1040: One fear https://imnotdoctorwho.moegamer.net/2021/11/15/oneaday-day-1040-one-fear/ https://imnotdoctorwho.moegamer.net/2021/11/15/oneaday-day-1040-one-fear/#respond Mon, 15 Nov 2021 22:17:28 +0000 https://imnotdoctorwho.moegamer.net/2021/11/15/oneaday-day-1040-one-fear/ I had good intentions this evening — I was going to spend some time recording an Atari A to Z for tomorrow, but for some reason I was overcome with a pretty major panic attack and wasn't really able to muster up the courage and/or strength to do anything else tonight. I should have time … Continue reading #oneaday Day 1040: One fear

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I had good intentions this evening — I was going to spend some time recording an Atari A to Z for tomorrow, but for some reason I was overcome with a pretty major panic attack and wasn't really able to muster up the courage and/or strength to do anything else tonight. I should have time to get something done tomorrow, but can't guarantee Atari A to Z will be "on time", as it were.

I hate having panic attacks. They're one of the least useful things your brain can do, since they make you unproductive for a significant amount of time, they make you irrational, and, as the name suggests, they make you feel absolutely terrified at absolutely nothing whatsoever. I had no reason whatsoever to be panicking this evening, and yet here we are. I did manage to haul myself out of the bed I'd been "hiding" (and napping) in to write this and get a few things done before going to bed "properly", but I'm still feeling exceedingly jittery right now, and it's not pleasant.

Think I'm going to treat myself to a nice soothing hot chocolate, settle down with a retro game or two on the new handheld and just try to chill before sleeping properly. Hope your evening/day has been better than mine!

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#oneaday Day 1039: A quick update https://imnotdoctorwho.moegamer.net/2021/11/14/oneaday-day-1039-a-quick-update/ https://imnotdoctorwho.moegamer.net/2021/11/14/oneaday-day-1039-a-quick-update/#respond Sun, 14 Nov 2021 23:55:19 +0000 https://imnotdoctorwho.moegamer.net/2021/11/14/oneaday-day-1039-a-quick-update/ Just to mention to those of you who haven't seen the Community post on YouTube: this weekend has been a tad hectic with some minor renovations and deep cleaning ahead of some overseas visitors next weekend, so I haven't had time to record any Atari A to Z or Retro Select this week. I'm gonna … Continue reading #oneaday Day 1039: A quick update

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Just to mention to those of you who haven't seen the Community post on YouTube: this weekend has been a tad hectic with some minor renovations and deep cleaning ahead of some overseas visitors next weekend, so I haven't had time to record any Atari A to Z or Retro Select this week. I'm gonna try to get some stuff done in the week but can't promise anything!

On the other hand, I can share my newly tidied and sparkling clean living room/game room/recording studio/office 🙂

Best thing about doing this is that we've freed up a bunch of space, so pretty much every system's library has a bit of room to expand. Much needed for the Switch in particular, which was starting to get a bit crowded!

Anyway, that took like our whole day to get sorted out, so I haven't had the time or energy to record anything other than stuff for work tomorrow — apologies! As I say, I'll try and record some bits and bobs in the week but I didn't want to half-arse things while I was knackered this evening.

Next weekend may also be disrupted due to the aforementioned visitors but hopefully things will be back to normal from thereon! Thank you for your understanding!

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#oneaday Day 1038: This thing's coming everywhere https://imnotdoctorwho.moegamer.net/2021/11/13/oneaday-day-1038-this-things-coming-everywhere/ https://imnotdoctorwho.moegamer.net/2021/11/13/oneaday-day-1038-this-things-coming-everywhere/#respond Sat, 13 Nov 2021 22:41:25 +0000 https://imnotdoctorwho.moegamer.net/2021/11/13/oneaday-day-1038-this-things-coming-everywhere/ I got my Anbernic RG351V today, and after just a few minutes of play with it I'm very much on board. It took a bit of fiddling to get it up and running — primarily because it demands SD cards be in FAT32 format and Windows doesn't like formatting large cards in FAT32 by default, … Continue reading #oneaday Day 1038: This thing's coming everywhere

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I got my Anbernic RG351V today, and after just a few minutes of play with it I'm very much on board. It took a bit of fiddling to get it up and running — primarily because it demands SD cards be in FAT32 format and Windows doesn't like formatting large cards in FAT32 by default, so you have to use a third-party format utility — but now that it's working it's going to be a wonderful little retro device to have on hand… at all times, basically.

I haven't done a lot with it as yet, but I already like some of the features it has enabled by default. Of particular note is its simulated Game Boy screen — I'm not normally a fan of fake scanlines at all because I tend to think they look tacky and, well, fake… but the "dot matrix" effect this thing applies to Game Boy titles by default looks incredibly authentic. Except for the fact you can actually see the thing in low light, of course.

It claims to support N64 games but I tried one earlier and it really doesn't… I mean, it loads them up and all, but performance is dogshit. I'm not too bothered, though — what this device does offer is the ability to play a whole load of excellent retro titles from over the years (up to about PS1 and PSP comfortably) with minimal fuss, with a nice screen, good controls, all in a pleasingly nostalgic Game Boy-style form factor.

Don't get me wrong, I'm not abandoning the Evercade or anything — hell, most of the Evercade devs and testers have something along the lines of one of these things — but having a huge library of retro stuff (much of which is in licensing hell, and thus unlikely to ever hit Evercade) is going to be an immensely valuable, wonderful thing, particularly if and when we all start going out and about a bit more.

I'll be doing a more substantial writeup on the device for Retrounite in the week, but suffice to say for now if you've been considering one of these things, it's definitely worth it — so long as you don't mind a little bit of faffing around when you're first getting it set up. But let's be honest; most of us here are retro gamers, and faffing around comes with the territory, whether you're working with original hardware or emulators!

Right, I'm off to play Alleyway in bed.

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#oneaday Day 1037: The things you remember https://imnotdoctorwho.moegamer.net/2021/11/12/oneaday-day-1037-the-things-you-remember/ https://imnotdoctorwho.moegamer.net/2021/11/12/oneaday-day-1037-the-things-you-remember/#respond Fri, 12 Nov 2021 23:46:12 +0000 https://imnotdoctorwho.moegamer.net/2021/11/12/oneaday-day-1037-the-things-you-remember/ Remember what I talked about yesterday, where things just disappear from your memory and you're occasionally reminded of what a seemingly "major" (relatively speaking) part of your overall life experience they were at the time? Well, today I had what kind of feels like the "opposite" experience to that, for want of a better word. … Continue reading #oneaday Day 1037: The things you remember

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Remember what I talked about yesterday, where things just disappear from your memory and you're occasionally reminded of what a seemingly "major" (relatively speaking) part of your overall life experience they were at the time? Well, today I had what kind of feels like the "opposite" experience to that, for want of a better word.

For years now, I've had this sort of ideal "first level music" for a shoot 'em up in my head. I knew it was from something I played relatively briefly back in the day, but I could not for the life of me remember what it was from. For the longest time, I was absolutely convinced it was the music from Thunder Force IV's watery level, but while that is also a cool piece of music, it wasn't that.

I was convinced it was a Mega Drive piece, though. Was it Arrow Flash? Nope. Was it Burning Force? Nope, 'cause I never played that one back in the day — though I've discovered an undying love for it (and its first level music) ever since. Was it Thunder Force III? Nope.

Turns out it was Gynoug. And the reason I discovered this? Completely accidentally. I got a review code for the new Switch port of Gynoug this week and fired it up for the first time. As soon as the first level's music started my brain went "hang on a minute", and once the main theme kicked in… yep, that was it. That was absolutely the piece of music that's been stuck in my head for 20+ years, with absolutely no clue prior to today as to what it might have been.

I don't even really remember playing Gynoug that much as a kid. I didn't have my own Mega Drive — the only time I got to play one was either when I was visiting my friend Ed or when my brother came home from his games magazine jobs with a Mega Drive and/or Super NES in his backpack. So I would have only had the chance to play this game for a bit over the course of a single weekend at most. And yet that single piece of music stuck with me for all this time.

Well, I mean, the music stuck with me, even if the game didn't. Funny how the brain works, isn't it?

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#oneaday Day 1036: The things you forget https://imnotdoctorwho.moegamer.net/2021/11/11/oneaday-day-1036-the-things-you-forget/ https://imnotdoctorwho.moegamer.net/2021/11/11/oneaday-day-1036-the-things-you-forget/#respond Thu, 11 Nov 2021 23:40:36 +0000 https://imnotdoctorwho.moegamer.net/2021/11/11/oneaday-day-1036-the-things-you-forget/ I find that when you're "in the moment", you tend to assume that you're going to remember pretty much everything, no matter how inconsequential it might seem. I mean, hell, I vividly remember all sorts of stupid and completely pointless shit that dates right back to fairly early childhood, so it is true to a … Continue reading #oneaday Day 1036: The things you forget

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I find that when you're "in the moment", you tend to assume that you're going to remember pretty much everything, no matter how inconsequential it might seem. I mean, hell, I vividly remember all sorts of stupid and completely pointless shit that dates right back to fairly early childhood, so it is true to a certain extent.

But occasionally it's a pleasant surprise to rediscover something that you had forgotten about the existence of. In this case, it's something from not all that long ago — 2009, to be exact — but I had completely erased it from my memory. Perhaps with good reason.

I'm talking about Microsoft Songsmith, an experimental piece of tech from Microsoft's Research department that allowed you, in the words of its legendary promotional video, to "sing into the microphone while the drummer plays along" and then get the software to analyse the tune you'd sung and come up with a cheesy MIDI backing for your melody with what was, theoretically, some appropriate chords to use for the accompaniment.

Having just stumbled across a mention of it by chance while perusing back through ancient entries of my old blog, everything came flooding back. I'm pretty sure I was still working at the Apple Store when the monstrosity that is Songsmith was first unleashed on the world, and we all found it absolutely hilarious — even more so when it became apparent that people were using it as God intended: to take a cappella versions of classic songs and run them through Songsmith in order to create some of the most horrendous "remixes" imaginable.

I remember laughter and good times with friends. It was just 12 years ago — not a long time in the grand scheme of things — but it kind of feels a lifetime away right now. Fond memories, for sure, but also a tad bittersweet given the world we live in today.

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#oneaday Day 1035: Handheld joy https://imnotdoctorwho.moegamer.net/2021/11/11/oneaday-day-1035-handheld-joy/ https://imnotdoctorwho.moegamer.net/2021/11/11/oneaday-day-1035-handheld-joy/#respond Thu, 11 Nov 2021 00:00:04 +0000 https://imnotdoctorwho.moegamer.net/2021/11/11/oneaday-day-1035-handheld-joy/ Cancelled my Steam Deck reservation today — I actually cancelled it before the delay was announced, but said announcement just made it feel even more like the right thing to do for the moment. I've been looking around a bit, and for the main purpose I want it for — on-the-go visual novels — there … Continue reading #oneaday Day 1035: Handheld joy

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Cancelled my Steam Deck reservation today — I actually cancelled it before the delay was announced, but said announcement just made it feel even more like the right thing to do for the moment.

I've been looking around a bit, and for the main purpose I want it for — on-the-go visual novels — there are much cheaper Windows tablet options. Sure, I won't be able to play Euro Truck Simulator in bed, but how much was I really going to do that anyway?

Instead, I've retrieved some of the money I'd set aside to pay for the Steam Deck and ordered one of those Anbernic emulation handhelds — specifically the one that looks like a wooden Game Boy. I've primarily done this so I can write about it over on Retrounite — one of the things we've talked about doing is more about hardware — but I'm also intrigued to give it a go, since I know a few people who have them and love them.

It's not going to replace the Evercade or Switch as a retro gaming solution by any means, but as an easily portable system it's going to be a nice thing to have loaded up with a bunch of cool stuff — particularly stuff for which licensing on Evercade or Switch rereleases will never, ever happen for one reason or another.

Not sure when it's going to arrive as when I ordered it today Amazon said it would arrive tomorrow, but I just had a dispatch notification that said it would actually be here on Sunday. I'm in no rush, but I am quite eager to have a play with it. There will, of course, be full reports to follow both here and on Retrounite!

Anyway. Bed now. Much as I would love to spend the night playing more Blue Reflection, I do still have to get up in the morning.

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#oneaday Day 1034: Peeeow boolooloolooloop https://imnotdoctorwho.moegamer.net/2021/11/10/oneaday-day-1034-peeeow-boolooloolooloop/ https://imnotdoctorwho.moegamer.net/2021/11/10/oneaday-day-1034-peeeow-boolooloolooloop/#respond Wed, 10 Nov 2021 00:28:44 +0000 https://imnotdoctorwho.moegamer.net/2021/11/10/oneaday-day-1034-peeeow-boolooloolooloop/ Adding to my Arcade Archives collection on Switch, I picked up a copy of Moon Cresta earlier. This is a game I was broadly familiar with but I don't think I'd ever actually played it — rather, I had a game on Atari 8-bit called Space Eggs which, in retrospect, is a complete ripoff of … Continue reading #oneaday Day 1034: Peeeow boolooloolooloop

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Adding to my Arcade Archives collection on Switch, I picked up a copy of Moon Cresta earlier. This is a game I was broadly familiar with but I don't think I'd ever actually played it — rather, I had a game on Atari 8-bit called Space Eggs which, in retrospect, is a complete ripoff of Moon Cresta, right down to the "stacking" ships.

Anyway, one of the things I've discovered I absolutely love about Moon Cresta is that it has some of the absolute best retro game noises I think I've ever heard. I can also say with confidence that I've found the source that Jeff Minter has pinched most of his sound effects from — the ones which aren't from Defender, that is.

Moon Cresta is interesting in that it occupies a space that is clearly at the tail end of the "fixed shooter" and trying, trying so desperately to push on into being a vertical scroller and just not quite getting there. It's good fun, though — it reminds me of some other early shooters like SNK's Ozma Wars, but with slightly more fair-feeling balance.

I'm interested to try Terra Cresta, too — and I'll have a good familiarity with them both by the time that new Platinum shmup comes out, whenever that shows up. (checks) Oh, apparently December 9. Good timing, I guess?

Anyway. Play retro games. And Blue Reflection: Second Light. That is all. Good night!

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#oneaday Day 1033: Time flies https://imnotdoctorwho.moegamer.net/2021/11/08/oneaday-day-1033-time-flies/ https://imnotdoctorwho.moegamer.net/2021/11/08/oneaday-day-1033-time-flies/#respond Mon, 08 Nov 2021 01:54:23 +0000 https://imnotdoctorwho.moegamer.net/2021/11/08/oneaday-day-1033-time-flies/ This weekend passed by all too quickly for my liking, but in retrospect it was because I was enjoying myself, so that's good! Looking forward to writing about Blue Reflection this week. There's lots to say, for sure, and I'm making good progress through the story. I definitely will not have beaten it by the … Continue reading #oneaday Day 1033: Time flies

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This weekend passed by all too quickly for my liking, but in retrospect it was because I was enjoying myself, so that's good!

Looking forward to writing about Blue Reflection this week. There's lots to say, for sure, and I'm making good progress through the story. I definitely will not have beaten it by the time embargo lifts, but that just means more opportunity to write stuff! At the very least I'll have something up on release day, and then something more when I've beaten it.

Got some fun videos coming up too. Been enjoying exploring the Arcade Archives games, so there's definitely going to be more of those — particularly some of the lesser known ones. This week we're looking at a little known and very early racer from Irem that I've come to like a whole lot. Please look forward to that on Friday!

Anyway, after a productive weekend it's time to get a good night's sleep and be ready for another week of work. Hope you've all had a good weekend, and I hope you enjoy what I have in store for you this week!

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#oneaday Day 1032: On reflection https://imnotdoctorwho.moegamer.net/2021/11/07/oneaday-day-1032-on-reflection/ https://imnotdoctorwho.moegamer.net/2021/11/07/oneaday-day-1032-on-reflection/#respond Sun, 07 Nov 2021 00:17:20 +0000 https://imnotdoctorwho.moegamer.net/2021/11/07/oneaday-day-1032-on-reflection/ Played Blue Reflection: Second Light for approximately seven hours in total today. I'm in love. More on that… on Tuesday, probably. I doubt I will have finished it by then, but I'm going to have something up in time for the game's release, then likely follow that up with something more substantial once I've actually … Continue reading #oneaday Day 1032: On reflection

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Played Blue Reflection: Second Light for approximately seven hours in total today. I'm in love. More on that… on Tuesday, probably. I doubt I will have finished it by then, but I'm going to have something up in time for the game's release, then likely follow that up with something more substantial once I've actually beaten it.

It's one of those games where you have a wonderful sense of companionship and camaraderie with the characters; it's a really close-knit group of characters, and you really feel them supporting one another as the game goes on — both in battle and during their periods of downtime hanging around the school. But again, I probably shouldn't be saying too much about that just yet.

I will say, however, that I've been looking forward to this game for most of the year and so far it is very much delivering — no, definitely exceeding my expectations. I'd go so far as to say those who passed by the first one for whatever reason should consider checking this one out — it has such satisfying mechanics (particularly for combat) that it's just an absolute joy to play.

Anyway. Much as I would happily continue playing this for several more hours this evening, I do have some videos I want to record tomorrow, so I suspect sleep is probably a wiser option.

S-Rank Patrons, I'll have a new wallpaper coming for you in the next couple of days. Everyone, regardless of tier: thank you for your continued support! It is, as always, very much appreciated — and helps keep all my creative projects up and running, even if the day job means I don't have quite as much time for some of them as I used to! At least that's a good problem to have, though; since my day job is covering the same ground as my creative projects, I don't really feel like I'm "losing out" on much — and hopefully you're all following what I'm up to as well!

Anyway. Naps. Good night!

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#oneaday Day 1031: Satisfaction and Dissatisfaction https://imnotdoctorwho.moegamer.net/2021/11/06/oneaday-day-1031-satisfaction-and-dissatisfaction/ https://imnotdoctorwho.moegamer.net/2021/11/06/oneaday-day-1031-satisfaction-and-dissatisfaction/#respond Sat, 06 Nov 2021 00:40:20 +0000 https://imnotdoctorwho.moegamer.net/2021/11/06/oneaday-day-1031-satisfaction-and-dissatisfaction/ I feel like I've had a productive week. My visit to the day job earlier in the week went well and gave me some good ideas on how to move forwards on various things I'm working on, and I've already managed to get started on some of those things. I have, of course, been enjoying … Continue reading #oneaday Day 1031: Satisfaction and Dissatisfaction

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I feel like I've had a productive week. My visit to the day job earlier in the week went well and gave me some good ideas on how to move forwards on various things I'm working on, and I've already managed to get started on some of those things. I have, of course, been enjoying the day job a great deal — hopefully that's already abundantly clear — but some of the things that came out of the discussions on Tuesday made me excited for the future. You may not necessarily see obvious results of these yourself, but rest assured I'm pleased with what's going on!

Blue Reflection: Second Light is also proving to be a delight so far. I've played a chapter beyond what I played for the demo a while back now, and it's definitely a huge improvement over the original — which I already liked a whole lot. The mechanics this time around are really satisfying — combat in particular is really fresh and dynamic — and, of course, it's all held together with some excellent characters and a strong narrative.

And, of course, it's almost certainly going to be completely ignored by 90% of the games press. Which is unfortunate, because as with so many games like this, it's exactly the sort of thing that a lot of critics should be falling over themselves to praise — but outside of the biggest names and the indie darling of the hour (Unpacking right now) most writers don't seem willing to look particularly far afield.

Speaking of Unpacking, I thought I'd elaborate a bit on some vague comments I made in my article about it the other day in the name of not spoiling anything (at the publisher's request). I'm beholden to no such embargoes here, of course — but if you're at all interested in playing the game and don't wish to be spoiled, please feel free to stop reading now; this will be the last thing today!

Basically, I wanted to like Unpacking a whole lot, and I do like Unpacking a whole lot — but I also feel it fell massively short of what it could have accomplished with its storytelling. And, to be honest, I'm finding it mildly frustrating that it's being showered with such uncritical praise because the aforementioned 90% of the games press have never played a game that made them feel emotions before.

I don't like feeling like this, 'cause I like the Witch Beam guys a lot and want them to succeed — Unpacking's success will, among other things, determine whether or not they get an opportunity to make a follow-up to Assault Android Cactus, which I'd love to see — but I also kind of feel like people are oddly hesitant to critique Unpacking properly, simply because it's a charming and progressive indie game.

Anyway, I have two real issues with Unpacking. One is that "this story about a female protagonist concludes with them being revealed to be gay and/or trans" (just gay in this case) is an artsy indie game cliché at this point. Obviously it's good for representation and positive LGBT+ blah blah blah… but it's also an incredibly unimaginative "twist" that I saw coming a mile off, particularly with how bleak the sequence where she moves in with the boyfriend is.

That whole sequence is, without a doubt, effective — you're given a really strong sense that you're invading someone's space rather than coming to live alongside them, and it's all muted colours rather than the vibrant pastels the game has been depicted in up until that point — but for it to go down the "well, men are terrible, guess I like girls now" route, which is what it felt like to me, just felt a bit… I don't know… off. Obvious.

I'll reiterate I have no problem whatsoever with LGBT+ relationships in games — hell, the aforementioned Blue Reflection is more explicit about them than pretty much any other semi-mainstream Japanese game I've seen for a long time — but in Unpacking, as I say, it felt clichéd and I guess tokenistic is one way to put it.

This perhaps would have been less of an issue were it not for my second beef with Unpacking, which is that it just fizzles out completely after its last stage. Our heroine and her partner have moved into a nice house and are preparing for a baby to arrive… and then that's it. Roll credits, the pair of them sit looking off into the sunset with the new baby, and there's nothing more.

Apparently I'm very much alone in this, but that didn't feel at all satisfying to me. There was no real "closure"; it was the beginning of a new chapter in the heroine's life and it didn't go anywhere.

What I would have liked to see was a few more stages that explored how the pair of them dealt with the child growing up and eventually moving out — and ultimately, after a number of further stages, taking a look at how one comes to terms with the inevitable passing of a life partner. Now that would have had me bawling my eyes out and declaring this game the absolute masterpiece that everyone else appears to think it is… but that's not what we got.

To be clear, I am very firmly disassociating myself from the people whining on Steam that it's "$20 for 3 hours of gameplay". No. Creative works cost money to produce and the creators of creative works have every right to charge what they feel it is worth. Judging "value for money" on an "hours to dollars" basis is stupid.

My objection to where Unpacking concluded is not about how long it lasted in a quantifiable sense. No; it's about the fact the narrative left me wanting more — and not in a good way. There was a ton of potential to do some interesting and deeply emotional things, and it didn't. So I was disappointed.

It's still worth playing, though. It's beautifully presented, and the ability for the player to be part of the game's creative process by simply playing it is inspired. I'm just not tripping over myself to declare it the most amazing game of the year or anything.

Blue Reflection, on the other hand… well, we'll have to see. Everyone has their own tastes, after all — and it most certainly isn't the first time I've been a lot more interested in something completely different to what the rest of the Internet is losing its mind over!

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#oneaday Day 1030: Priorities! https://imnotdoctorwho.moegamer.net/2021/11/04/oneaday-day-1030-priorities/ https://imnotdoctorwho.moegamer.net/2021/11/04/oneaday-day-1030-priorities/#respond Thu, 04 Nov 2021 22:55:27 +0000 https://imnotdoctorwho.moegamer.net/2021/11/04/oneaday-day-1030-priorities/ Just a heads up for those following primarily for MoeGamer stuff: this weekend will likely be one without an Atelier MegaFeature chapter, since I just got a review code for Blue Reflection Second Light in, and you better bloody believe that is taking priority right now. The first Blue Reflection is absolutely one of my … Continue reading #oneaday Day 1030: Priorities!

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Just a heads up for those following primarily for MoeGamer stuff: this weekend will likely be one without an Atelier MegaFeature chapter, since I just got a review code for Blue Reflection Second Light in, and you better bloody believe that is taking priority right now.

The first Blue Reflection is absolutely one of my favourite games of all time, and I've been looking forward to the sequel all year. It's going to get plenty of coverage over on Rice Digital for sure — but I'm mostly just looking forward to spending some time with it. The preview build I played a little while back was great, and I want to see what happens next!

My review code is on PS4 while my preview copy was on PC, so I've had to play through the prologue again. I've done that this evening, so I will likely be spending most of Saturday glued to brand new stuff in the game, then recording stuff on Sunday as usual. Obviously I can't talk much about specifics as yet, but suffice to say for now that for those who enjoyed the first game, Blue Reflection Second Light is going to make you very happy indeed. And for those who were less of a fan — Blue Reflection Second Light has tweaked a lot of things that will likely make you very happy indeed also.

I mean, you still need to be on board with the idea of a video game about teenage girls talking about feelings and then using those feelings to fight monsters, but, well… come on. Even if that's not your bag I'd encourage you to check out the soundtrack — much like the first one, it's a gloriously peculiar mix of gentle plinkyplonky piano numbers and dubstep electronica that will burn your face off. I love it.

Anyway. Cute girls getting in touch with their emotions is very much on the agenda for the weekend. Just wanted to let you know!

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#oneaday Day 1029: All good https://imnotdoctorwho.moegamer.net/2021/11/02/oneaday-day-1029-all-good/ https://imnotdoctorwho.moegamer.net/2021/11/02/oneaday-day-1029-all-good/#respond Tue, 02 Nov 2021 23:57:26 +0000 https://imnotdoctorwho.moegamer.net/2021/11/02/oneaday-day-1029-all-good/ Today was, of course, fine. I knew it would be, but even being safe in the knowledge that everything is almost certainly all going to be fine, one can still feel anxiety and unease about familiar situations. And that's what I was feeling. Thankfully, I had a good time. It was good to meet some … Continue reading #oneaday Day 1029: All good

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Today was, of course, fine. I knew it would be, but even being safe in the knowledge that everything is almost certainly all going to be fine, one can still feel anxiety and unease about familiar situations. And that's what I was feeling.

Thankfully, I had a good time. It was good to meet some people I've only ever seen on Teams calls before, and good to meet people I've only ever talked to via email. I even did a presentation and the Big Head Boss Man commented how impressed he was with what I prepared, so that's nice. At 40 years of age, it still feels good when someone who is "above" you in the hierarchy praises you.

Anyway, I'm absolutely exhausted right now after a long day of having to be sociable followed by a really long drive home. Thankfully (for the sake of my own tiredness, not because I don't want to do it again!) I'm not expected to go into the office all that often — it's likely going to be once every 6-8 weeks or so, which is absolutely fine by me. I think I've more than proven that I can be trusted to work on things independently at home — and getting together with people today helped established some things I can do together with my colleagues, too.

All in all, a big success, then. Now I'm going to go and fall asleep. Hope you had a pleasant Tuesday!

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#oneaday Day 1028: First day? https://imnotdoctorwho.moegamer.net/2021/11/02/oneaday-day-1028-first-day/ https://imnotdoctorwho.moegamer.net/2021/11/02/oneaday-day-1028-first-day/#respond Tue, 02 Nov 2021 00:09:55 +0000 https://imnotdoctorwho.moegamer.net/2021/11/02/oneaday-day-1028-first-day/ Tomorrow I'm actually going in to the "real" office for the day job for the first time, and I'm oddly anxious. I don't really have a reason to be, since I've been in this position for nearly a year now, and I think I've been doing a pretty good job. It's just always nerve-wracking to … Continue reading #oneaday Day 1028: First day?

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Tomorrow I'm actually going in to the "real" office for the day job for the first time, and I'm oddly anxious.

I don't really have a reason to be, since I've been in this position for nearly a year now, and I think I've been doing a pretty good job. It's just always nerve-wracking to find yourself in a new situation for the first time!

Thankfully, I'm fortunate enough to work with some excellent people who value my work and rely on me for a whole bunch of things — things which I (hopefully) deliver on.

I can't stop myself feeling slightly uneasy though. It's how I've always felt about… "work" in general. I don't know if it's a sort of uneasiness with authority figures or hierarchical structures — neither of which are a particular "thing" at the day job, I hasten to add — or if it's just generic social anxiety. Either way, though, it's likely to keep me awake for an hour or two this evening!

Oh well. Only one thing for it. Retro games until I pass out!

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#oneaday Day 1027: New FFXIV Horizons https://imnotdoctorwho.moegamer.net/2021/10/31/oneaday-day-1027-new-ffxiv-horizons/ https://imnotdoctorwho.moegamer.net/2021/10/31/oneaday-day-1027-new-ffxiv-horizons/#respond Sun, 31 Oct 2021 23:53:12 +0000 https://imnotdoctorwho.moegamer.net/2021/10/31/oneaday-day-1027-new-ffxiv-horizons/ I finally completed my New Game+ run of Final Fantasy XIV up to the end of Stormblood's base story the other night, so this evening I thought I'd spend a bit of time unlocking stuff and catching up on things. There is, of course, a fair amount of stuff to do, but I managed to … Continue reading #oneaday Day 1027: New FFXIV Horizons

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I finally completed my New Game+ run of Final Fantasy XIV up to the end of Stormblood's base story the other night, so this evening I thought I'd spend a bit of time unlocking stuff and catching up on things. There is, of course, a fair amount of stuff to do, but I managed to get a few things done this evening!

Kugane Castle is a fun dungeon. Those who enjoy traditional Japanese architecture will particularly appreciate it, as there's lots of running over pretty bridges, under arches and into immaculately panelled rooms. Lovely stuff — and the final boss is super fun, too. I won't spoil their identity for the benefit of those who are yet to do this dungeon, but I suspect most longstanding FF fans will see them coming a mile off — and their execution doesn't disappoint either.

The only other instance I really had time to do tonight was The Royal City of Rabanastre, which took a full hour to queue for — thankfully, I had lots of other unlock quests and other gubbins to do while queueing, so I wasn't left just sitting around. Rabanastre itself is a really fun raid, featuring some of my favourite music from Final Fantasy Tactics, some really enjoyable "navigation setpieces" (aka theme park ride bits) and some enjoyable bosses with interesting mechanics. A lot of said mechanics are ignored by many people today — but the later fights in the instance still demand that you pay a certain amount of attention!

I've still got a fair bit to catch up with — in the week I'll likely delve into Omega, as well as some of the Hard Mode dungeons I've unlocked. Interested to see new takes on Fractal Continuum and Saint Mocienne's Arboretum, and I'm sure there's plenty more I haven't tracked down the unlock quests for yet.

Very much enjoying myself right now, then. Will I make it through Shadowbringers in time for Endwalker? That remains to be seen — but even if I don't, well, I'll be having an enjoyable ride in the meantime!

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#oneaday Day 1026: Banned Words https://imnotdoctorwho.moegamer.net/2021/10/30/oneaday-day-1026-banned-words/ https://imnotdoctorwho.moegamer.net/2021/10/30/oneaday-day-1026-banned-words/#respond Sat, 30 Oct 2021 18:49:00 +0000 https://imnotdoctorwho.moegamer.net/2021/10/30/oneaday-day-1026-banned-words/ Apparently this dates back to 2016, but I've only just come across the list of "banned words and phrases" that were supposedly posted on a whiteboard in the writers' room for American sitcom Workaholics. Here they are, as transcribed on John August's blog: ? More Like ___.Can You Not?…I Can Explain!Let’s Not And Say We … Continue reading #oneaday Day 1026: Banned Words

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Apparently this dates back to 2016, but I've only just come across the list of "banned words and phrases" that were supposedly posted on a whiteboard in the writers' room for American sitcom Workaholics. Here they are, as transcribed on John August's blog:

? More Like ___.
Can You Not?
…I Can Explain!
Let’s Not And Say We Did
I Didn’t Not ___
Va-Jay-Jay
Wait For It…
Just Threw Up In My Mouth.
Really?
Good Talk
And By ___ I Mean ___
Check Please!
Awkward!
Shut The Front Door!
Lady Boner
Rut-Roh!
I Think That Came Out Wrong.
Uh… Define ___.
No? Just Me.
Why Are We Whispering?
That Went Well…
Stay Classy
I’m A Hot Mess!
That’s Not A Thing
It’s Science
Bacon Anything
Cray-Cray
Real Talk
#Nailed It
Random!
Awesome Sauce
Thanks…I Guess
Little Help?
Laughy McLaugherson
Dot Com
I Love Lamp.
Oh Helllll Naw!
#Epic Fail
Did I Just Say That Out Loud?
Food Baby
Douche (Nozzle)
Soooo, That Just Happened
Squad Goals
I Just Peed A Little
Too Soon?
Spoiler Alert
Um… In English Please
Note To Self
Life Hack
Best. ___. Ever. (or Worst. ___. Ever.)
It’s Giving Me All The Feels.
Garbage People
That Happened One Time!
Well Played
I’m Right Here!
Hard Pass
Are You Having A Stroke?
Go Sports!
Zero Fucks Given
We Have Fun
Who Hurt You?
I Absorbed My Twin In The Womb
I’ll Take ___ For $500, Alex.
Thanks Obama
Wait, What?
Shots Fired
Sharkweek
You Assclown
Ridonkulous
Bag Of Dicks
Hey, Don’t Help.
Debbie Downer
I Can’t Unsee That.
That Just Happened.
See What I Did There?
I’ll Show Myself Out.
Here’s The Line, Here’s You.
___ On Steroids/Crack.
Swipe Right.
White People Problems.
I Could Tell You But I’d Have To Kill You.
That’s Why We Can’t Have Nice Things
I Think We’re Done Here

Pretty much all of these are still in regular circulation; not necessarily on television, but just… around. And they're not any less annoying than they were in 2016. In fact, they're possibly even more annoying given that they've been around even longer (some of them date back to the late '90s and Friends) — particularly when they tend to be parroted in places like YouTube comments and livestream chat boxes for when people want to look like they're saying something, but actually have nothing of substance to say whatsoever.

I'd add the following to The List, too:

  • Everyone asks "where is _____" but never "how is _____"

  • Me when [mundane situation that is an absurd contrast to the drama of the thing referenced]

  • My sides

  • Nobody:
    Absolutely no-one:
    [thing referenced]: [thing that thing referenced said]

  • There is nothing better than ____________.
    Thing that is better than ___________: Am I a joke to you?

  • A surprise, to be sure, but a welcome one.

  • (make that any Star Wars reference)

  • [mundane thing] hits different.

  • Just vibin

  • Bruh

  • I'm howling

  • I'm screaming

  • I'm dying

  • I'm dead

  • [anything about feet]

  • Half a sentence. Word.

I'm sure there are plenty more but just thinking of these is annoying me, particularly because I know I've been guilty of a fair few of these in the past. We have such a rich, powerful and wonderful language and people just crap out clichés and memes rather than saying anything of substance.

I long to once again live in a world where a GIF is not an acceptable substitute for conversation. I long to live in a world where everyone speaks like Urianger from Final Fantasy XIV.

Forthwith, I needs must avail myself of the considerable entertainment value of this technological marvel that Cid and his gallant engineers doth refer to as "video games". Prithee, abide with me and we shall surely engulf ourselves within a world of purest fantasy.

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#oneaday Day 1025: Long week https://imnotdoctorwho.moegamer.net/2021/10/30/oneaday-day-1025-long-week/ https://imnotdoctorwho.moegamer.net/2021/10/30/oneaday-day-1025-long-week/#respond Sat, 30 Oct 2021 00:11:20 +0000 https://imnotdoctorwho.moegamer.net/2021/10/30/oneaday-day-1025-long-week/ Whew. It's been a long week, and a long day in particular — I had a lot to be getting on with today, not all of it readily "visible", so you'll have to take my word for it! In fact the vast majority of my afternoon in particular was taken up with another Secret Project, … Continue reading #oneaday Day 1025: Long week

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Whew. It's been a long week, and a long day in particular — I had a lot to be getting on with today, not all of it readily "visible", so you'll have to take my word for it! In fact the vast majority of my afternoon in particular was taken up with another Secret Project, so I can't say much about that for now — save for the fact it involved getting to grips with some games I don't understand very quickly!

This weekend should be fairly par for the course. I intend to spend most of tomorrow playing Atelier Lydie & Suelle, which I have unfortunately neglected over the course of the last couple of weeks due to day job commitments and a renewed enthusiasm for Final Fantasy XIV. Then on Sunday I'll be recording the next week's videos — then early next week I'm actually taking a trip down to the in-person offices for the day job for the first time, which is both exciting and oddly nerve-wracking!

I shouldn't have to do this all that often, but it is good to actually meet people in person every so often, particularly if your primary contact with them is via text-based chat on Discord and/or Teams. I have a busy day planned; since the work I do straddles several distinct teams at the organisation, I've got several people to catch up with — not sure when I'm going to fit in any actual writing, but I'm sure it'll all work out somehow, to quote a certain alchemist.

Anyway, that's about that for now. Halloween on Sunday. Hope you've all got some spooky gaming lined up to celebrate the season — I recommend the rerelease of Project Zero: Maiden of Black Water, which really is a magnificent spooky game, and you no longer need a Wii U (and deep pockets) to enjoy it!

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#oneaday Day 1024: Ghostbusters https://imnotdoctorwho.moegamer.net/2021/10/27/oneaday-day-1024-ghostbusters/ https://imnotdoctorwho.moegamer.net/2021/10/27/oneaday-day-1024-ghostbusters/#respond Wed, 27 Oct 2021 22:15:26 +0000 https://imnotdoctorwho.moegamer.net/2021/10/27/oneaday-day-1024-ghostbusters/ Project Zero: Maiden of Black Water (or Fatal Frame, if you want to be all American about it) is out this week. Please buy it. It is a great game, one of the best survival horror games (and series) out there, and I would very much like it to come back, either in the form … Continue reading #oneaday Day 1024: Ghostbusters

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Project Zero: Maiden of Black Water (or Fatal Frame, if you want to be all American about it) is out this week. Please buy it. It is a great game, one of the best survival horror games (and series) out there, and I would very much like it to come back, either in the form of remastered versions of the old games or some brand new installments. Or, preferably, both.

If you would like to know more, I encourage you to either read my Project Zero Cover Game Feature on MoeGamer or the abridged version I posted over on Rice today: https://ricedigital.co.uk/the-history-of-project-zero/ 

Seriously, this is one of the absolute best horror game series in the known Universe, and its focus on Japanese spiritualism and ghostly myths makes it stand out brilliantly against the horror games that focus more on blood and gore. And Maiden of Black Water specifically is an immensely underappreciated game that suffered a great deal from being confined to the Wii U (not from a technical perspective, mind you — it was one of the most beautiful games on the system) so I would urge you to give it a chance now it is more broadly available.

Then hopefully we can encourage Koei Tecmo to finally do an official localisation and/or remaster of the fourth one, aka The Best One. We can but hope.

Anyway. It's nearly Halloween, so you need a spooky game to enjoy, right? Also, buy Corpse Party too, that's also awesome.

Right, I am done spending your money for you. Off to bed for me!

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#oneaday Day 1023: Progress https://imnotdoctorwho.moegamer.net/2021/10/27/oneaday-day-1023-progress/ https://imnotdoctorwho.moegamer.net/2021/10/27/oneaday-day-1023-progress/#respond Wed, 27 Oct 2021 00:08:51 +0000 https://imnotdoctorwho.moegamer.net/2021/10/27/oneaday-day-1023-progress/ You may recall a short while back I mentioned that Andie and I started Weight Watchers as a means to get us both actually paying attention to what we were eating and losing some weight. I'm pleased to report that it's been going very well so far — in the first few weeks I've already … Continue reading #oneaday Day 1023: Progress

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You may recall a short while back I mentioned that Andie and I started Weight Watchers as a means to get us both actually paying attention to what we were eating and losing some weight. I'm pleased to report that it's been going very well so far — in the first few weeks I've already lost over a stone, and I anticipate things will probably be slow but steady from here.

I've been enjoying Weight Watchers more than Slimming World, even though I know Slimming World was also very effective. Weight Watchers is just less work, though; Slimming World involves a lot of "substitutions" and doing things that are specifically "Slimming World-friendly", whereas Weight Watchers is more a case of "put what you want in your mouth, just remember to make a note of it… and if the prospect of making a note of it gives you pause, maybe think about whether or not you really need to put it in your mouth".

For the most part, I feel like I can eat pretty much what I want — I even had some KFC chicken the other lunchtime. It was rather eye-opening to see how many Weight Watchers points certain takeaway curries were, though; a single naan bread is 28 points, for example, while a chicken tikka masala is an incredible 81 points. To put that in context, I'm supposed to stick to about 55 points per day, plus a weekly balance of another 40 or so that I can use as I see fit for things like an occasional treat. (Andie, who is both female and much smaller than I am, is on 27 points per day, so she wouldn't even be able to have the naan bread and stay within her limit without breaking into that weekly allowance!)

These are extreme examples, of course, but enough to make me think that a curry perhaps isn't the "slightly healthier" takeaway option that we've historically thought of it as. Subway is probably the best one to go for, though that is, of course, more of a lunchtime sort of thing, really. A turkey and ham footlong with plenty of trimmings and cheese is "only" 19 points — well within my daily limits. For the moment, anyway.

As I lose weight, that points allowance will decline somewhat; it's already dropped 2 from the 57 per day I started at. Presumably the thinking is that as one loses weight, one needs less food to keep oneself alive — and indeed one will use less energy simply by existing. I'm hoping that the gradual decline in "allowance" will correspond to a decrease in appetite, otherwise things are going to get more challenging as we go along. But we shall see, I guess; the really hard part is getting started, and that's been going quite well so far.

Still a long way to go yet, but we're getting there. And if you've been pondering some sort of slimming plan for yourself, I feel pretty safe in vouching for Weight Watchers right now; give it a try and you might just be surprised how straightforward it is, even for someone as prone to stress and boredom eating as I am.

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#oneaday Day 1022: Am I kidding myself with social media? https://imnotdoctorwho.moegamer.net/2021/10/25/oneaday-day-1022-am-i-kidding-myself-with-social-media/ https://imnotdoctorwho.moegamer.net/2021/10/25/oneaday-day-1022-am-i-kidding-myself-with-social-media/#respond Mon, 25 Oct 2021 20:54:15 +0000 https://imnotdoctorwho.moegamer.net/2021/10/25/oneaday-day-1022-am-i-kidding-myself-with-social-media/ I've mentioned a number of times on here that I only keep Twitter around because I feel like I "have" to. I feel like I "need" it to promote my work. But let me give you a run down of my day on Twitter. I have 3,553 followers on Twitter, for context. That number has … Continue reading #oneaday Day 1022: Am I kidding myself with social media?

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I've mentioned a number of times on here that I only keep Twitter around because I feel like I "have" to. I feel like I "need" it to promote my work. But let me give you a run down of my day on Twitter.

I have 3,553 followers on Twitter, for context. That number has actually been pretty stagnant for a while, which has been quite noticeable, and when I consider the "engagement" (ugh) the things I've posted today have had, it's sort of understandable.

This morning I shared a post from a visual novel developer who is localising an Alicesoft game — something which should have been of interest to a significant number of those 3,553 followers; the majority of them would have followed me in the first place because of MoeGamer, and as such can reasonably be assumed to be Japanese gaming fans.

That post got one reply, three retweets and 16 likes. By far my most successful post today, and also not coincidentally by far the most low-effort one.

Next I shared a post I'd written on Rice Digital about Alicesoft's music being available on Spotify. Three retweets, seven likes, no conversation.

Then I shared a post about a horror game suitable for Halloween week — topical, you'd think, huh? One retweet, two likes, no conversation.

Next I shared a video I'd made for the Rice Digital YouTube channel, which related to a post that did quite well last week — it was about the upcoming horror game Project Kat: Paper Lily Prologue. One retweet. From me. No likes. No conversation. (Oh, and the video got a "dislike" within two minutes of it being uploaded.)

Then I shared a post I'd written for Retrounite about the value of the Nintendo 64 games that are coming to the Nintendo Switch Online Expansion Pack. No retweets. No likes. No conversation.

And finally, I shared a review of Neptunia x Senran Kagura, a relatively "big" game in the otaku community. Five retweets, nine likes, one comment telling me (I can't tell if jokingly) to "stop lying".

At this point, I honestly don't know why I'm bothering at all. My one reason to keep social media around is to promote my work — and given that my livelihood is at least semi-dependent on ensuring that people read what I'm writing, it is something of a concern — but it just seems to be a complete waste of time.

And most frustratingly, I can't tell if people aren't responding to anything I post because Twitter is deliberately hiding them (I've heard unconfirmed stories from people that Twitter deliberately buries tweets with links that go off-site) or simply because people are scrolling past and not giving a shit.

If it's the latter, I don't really know how to go about things any differently, because as you can see from the links above, I make a point of sharing things with a "human" comment to make it clear that they're written by a person, not churned out by a content farm. I make sure my comment is phrased in a way that could potentially start a conversation or encourage someone to share.

And still nothing. Piss in the wind. Absolute complete and utter fucking waste of time. I am the closest I've ever been to simply deleting social media altogether. You may feel free to attempt to convince me one way or another if you so desire.

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#oneaday Day 1021: NinNep https://imnotdoctorwho.moegamer.net/2021/10/25/oneaday-day-1021-ninnep/ https://imnotdoctorwho.moegamer.net/2021/10/25/oneaday-day-1021-ninnep/#respond Mon, 25 Oct 2021 00:09:50 +0000 https://imnotdoctorwho.moegamer.net/2021/10/25/oneaday-day-1021-ninnep/ Been playing Neptunia x Senran Kagura Ninja Wars for the last couple of days and really enjoying it — should have something up on Rice Digital for it tomorrow afternoon, as that's when the embargo lifts. So technically I shouldn't be saying anything about it here, but eh, we're all friends here and whatever. They've … Continue reading #oneaday Day 1021: NinNep

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Been playing Neptunia x Senran Kagura Ninja Wars for the last couple of days and really enjoying it — should have something up on Rice Digital for it tomorrow afternoon, as that's when the embargo lifts. So technically I shouldn't be saying anything about it here, but eh, we're all friends here and whatever.

They've had quite a few goes at "action Neptunia" to date, and all of them have been enjoyable games in one way or another — but up until now, Cyberdimension Neptunia: 4 Goddesses Online had been quite a way ahead of the other titles. Hyperdimension Neptunia U and MegaTagmension Blanc + Neptune vs. Zombies both felt kind of like "Senran Neptunia" to a certain degree, while it was Cyberdimension Neptunia that really added some significant "action RPG" trappings to the arena combat of the earlier games.

Interestingly enough, the latest attempt at "action Neptunia" is even less like Senran Kagura, despite there being four Senran Kagura characters in it. If anything, there are elements of Phantasy Star Online, Final Fantasy VII Remake and a fair few other bits and pieces in there — I'll talk more about them in the article tomorrow, but suffice to say for now that it's really enjoyable and satisfying to play. I hesitate to say it's the best Nep game for a while — Megadimension Neptunia V-II still takes some beating, since that's just such a wonderfully complete package of enjoyable mechanics and excellent story — but it's certainly a high point for "action Neptunia", for sure.

Anyway, I've been playing it all evening and it's now 1am, so I should probably sleep. So I can play it some more tomorrow before I write about it! Ah, it's a hard life. Anyway, hope you all had a good weekend. We bought a bed!

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#oneaday Day 1020: Oops https://imnotdoctorwho.moegamer.net/2021/10/23/oneaday-day-1020-oops/ https://imnotdoctorwho.moegamer.net/2021/10/23/oneaday-day-1020-oops/#respond Sat, 23 Oct 2021 23:21:08 +0000 https://imnotdoctorwho.moegamer.net/2021/10/23/oneaday-day-1020-oops/ I have missed a couple of days. Apologies for that. I was getting to the end of the day and just zonking out without really thinking about anything else other than getting to sleep, so I hope you coped with my absence. Anyway, I'm here now. It's still late and I still want to go … Continue reading #oneaday Day 1020: Oops

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I have missed a couple of days. Apologies for that. I was getting to the end of the day and just zonking out without really thinking about anything else other than getting to sleep, so I hope you coped with my absence. Anyway, I'm here now. It's still late and I still want to go to bed, but I am at least remembering to write something.

Took stock of the YouTube channel earlier, because we've reached an important milestone: there's only 8 games left to go on Atari A to Z Flashback. This might sound like an arbitrary milestone, but this image should make it clearer:

Yes, we're onto the last page of games, which means the end is literally in sight — and going out with Yars' Revenge? What a way to finish. Gonna have to plan something vaguely special for the grand finale, I feel.

In total, I've now made 465 videos just on Atari games of various descriptions, across the 8-bit, ST and all the platforms covered in Atari Flashback Classics. On top of that, there's a bunch of Evercade stuff (which I am planning to return to once the VS is all set to go with its final firmware, which should be around now since reviews are already happening!) plus Retro Select, short;Play and the longer Let's Play series I did a while back.

I do miss doing some of those long playthroughs — Project Zero and Split/Second were particular favourites — but they're just not practical, especially now I have stuff I need to play for the day job as well as stuff I want to write or make videos about for my own personal projects! Maybe when I retire or if I win the lottery or something.

As I'm typing this, Patreon has just popped up a message which claims "it looks like you might be promoting a raffle", and this is apparently a no-no. I would like to make it abundantly clear that I am not promoting a raffle, and the statement "if I win the lottery or something" is by no means any sort of promotion for a raffle. So suck it, Patreon bot.

Anyway, that's about that for now. Tomorrow we're going bed shopping, then I've got videos to make. Exciting stuff!

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#oneaday Day 1019: Arcade Archives https://imnotdoctorwho.moegamer.net/2021/10/21/oneaday-day-1019-arcade-archives/ https://imnotdoctorwho.moegamer.net/2021/10/21/oneaday-day-1019-arcade-archives/#respond Thu, 21 Oct 2021 21:12:34 +0000 https://imnotdoctorwho.moegamer.net/2021/10/21/oneaday-day-1019-arcade-archives/ Been enjoying some of Hamster's Arcade Archives releases on Switch of late — particularly some older stuff like Irem's Moon Patrol and Namco's Rally-X. Those games work particularly well with the built-in "High Score Mode", which actually reminds me very much of Microsoft's old Game Room service (may it rest in peace). The High Score … Continue reading #oneaday Day 1019: Arcade Archives

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Been enjoying some of Hamster's Arcade Archives releases on Switch of late — particularly some older stuff like Irem's Moon Patrol and Namco's Rally-X. Those games work particularly well with the built-in "High Score Mode", which actually reminds me very much of Microsoft's old Game Room service (may it rest in peace).

The High Score modes challenge you to set as high a score as possible under set conditions: usually a single credit. (Most of them also have a timed "Caravan" mode, too, but this doesn't really work for quite a few games where you inevitably end up dying well before your five minutes are up!) At the side of the screen, there's a leaderboard showing your best score and the surrounding scores — sadly, this doesn't update in real time like the Game Room ones did (fond memories of gradually working my way to the top of the River Raid scoreboard) but it does give you an idea of how much you're improving with each go.

There are so many of those Arcade Archives releases now, and I want, like, all of them. I'm going to have to restrain myself, though; £6 a pop isn't super-expensive but it could mount up pretty quickly! Maybe one or two a month. Then I can gradually build up a delightful library of arcade classics to keep on my Switch at all times; that would be nice.

The other nice thing about the Arcade Archives releases is that they bring back quite a few titles we haven't seen for many years — stuff like Taito games that haven't been rereleased since the PS2 Taito Legends collections, or Jaleco's Rod-Land, one of my favourite games of all time. It's not just the "big name" stuff; there's lots of interesting, obscure titles in there too, making it a really cool collection to explore in detail. And I think I'll be doing a bit more of just that as time goes on!

For now, I'm kind of hooked on Moon Patrol in particular. Playing it with the triggers on the controller is oddly satisfying. I still suck, though; have never yet made it to the end of the Beginner course, though I am improving somewhat!

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#oneaday Day 1018: Furtively https://imnotdoctorwho.moegamer.net/2021/10/19/oneaday-day-1018-furtively/ https://imnotdoctorwho.moegamer.net/2021/10/19/oneaday-day-1018-furtively/#respond Tue, 19 Oct 2021 20:19:43 +0000 https://imnotdoctorwho.moegamer.net/2021/10/19/oneaday-day-1018-furtively/ Ever get the feeling you "should" be doing something in particular, but you can't quite pin down what it is? It's frustrating — particularly when that feeling comes up during what should be your "own" time, the time where you do things that you want to do rather than things that you have to do. … Continue reading #oneaday Day 1018: Furtively

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Ever get the feeling you "should" be doing something in particular, but you can't quite pin down what it is? It's frustrating — particularly when that feeling comes up during what should be your "own" time, the time where you do things that you want to do rather than things that you have to do.

I'm not quite sure if saying I feel like I "should" be doing something is right, even; it's just a vaguely defined sense of dissatisfaction with all the things I've considered settling down to do this evening. One might think that the ideal solution in this situation would be to do something completely different altogether — but then that leads to the problem where the "new thing" you've added to your repertoire becomes one of the many things you think you "should" be doing when you pick something else.

This is vague waffle, I know, but it's (almost certainly) a symptom of anxiety. Rationally speaking, there is absolutely nothing I need to do right at this second. I could play something that I can write about tomorrow, but I don't need to. I could make some sort of video to get ahead of schedule on my own personal projects, but I don't need to. I could go and… you get the idea.

I think part of it relates to the fact that I know there are some exciting things happening a little down the road — with one of the main ones being the launch of the Evercade VS — that I'm feeling a bit impatient to get started with. But then that shouldn't stop me from doing things I actually want to do, like playing Atelier, or playing shoot 'em ups, or doing unrelated creative things, or reading something, or any of the myriad other things I could be doing right now.

Instead, I find myself staring into space thinking about how much fun I could be having if I just picked one of the options in my head. I should probably just actually pick one and go enjoy it for the rest of the evening, huh? So let's do that.

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#oneaday Day 1017: Bubbly https://imnotdoctorwho.moegamer.net/2021/10/18/oneaday-day-1017-bubbly/ https://imnotdoctorwho.moegamer.net/2021/10/18/oneaday-day-1017-bubbly/#respond Mon, 18 Oct 2021 23:12:41 +0000 https://imnotdoctorwho.moegamer.net/2021/10/18/oneaday-day-1017-bubbly/ I've had a dodgy stomach all day; think I ate Something Bad last night and it's had me feeling by turns sick, farty and stomachachey all day today, so that's nice. As I type this, I'm still not feeling amazing, so I'm off to bed in a moment in the hope that this passes by … Continue reading #oneaday Day 1017: Bubbly

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I've had a dodgy stomach all day; think I ate Something Bad last night and it's had me feeling by turns sick, farty and stomachachey all day today, so that's nice. As I type this, I'm still not feeling amazing, so I'm off to bed in a moment in the hope that this passes by tomorrow.

I played through an excellent horror game earlier — well, a horror game prologue, I should say. It's called Project Kat: Paper Lily Prologue, and it's available for free right now on Steam. It's a teaser for an upcoming full project (which it looks like might be released episodically) but it left a very strong impression on me over the course of the 45 minutes or so it took to play through. The kind of impression where it finishes and you immediately want to play it again, you know?

I'll do a full writeup on it over on Rice tomorrow, but suffice to say for now that it's a very good time if you enjoy Corpse Party-style top-down horror games with a bit more puzzling than usual. It's definitely got an intriguing premise, some great characters, fantastic music and lovely visuals, so I'll absolutely be supporting it when it eventually arrives in its completed form.

Aside from that, I've been playing a lot of shoot 'em ups for the past few days. Waifu Discovered 2, rRootage, Raiden IV x MIKADO Remix, Cotton… damn, we really are spoiled right now, which is impressive when you consider how "dead" the genre was considered to be not that long ago!

For now, though, I think it's time to fart myself to sleep in the hope that I'll feel better on the morrow. Hope your day has been more pleasant than mine!

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#oneaday Day 1016: Cyberpunk dystopia https://imnotdoctorwho.moegamer.net/2021/10/17/oneaday-day-1016-cyberpunk-dystopia/ https://imnotdoctorwho.moegamer.net/2021/10/17/oneaday-day-1016-cyberpunk-dystopia/#respond Sun, 17 Oct 2021 20:07:32 +0000 https://imnotdoctorwho.moegamer.net/2021/10/17/oneaday-day-1016-cyberpunk-dystopia/ I've been feeling for a while now like we're legitimately living in a cyberpunk dystopia, only without all the cool-looking neon-lit rainy streets and robotic prostitutes. (Although those are very much on the way.) Right now, I feel like we're living through that chapter in the book where a mysterious and strange quasi-religious cult rises … Continue reading #oneaday Day 1016: Cyberpunk dystopia

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I've been feeling for a while now like we're legitimately living in a cyberpunk dystopia, only without all the cool-looking neon-lit rainy streets and robotic prostitutes. (Although those are very much on the way.)

Right now, I feel like we're living through that chapter in the book where a mysterious and strange quasi-religious cult rises up as if from nowhere, singing praises to their all-powerful lord and master as they attempt to convert everyone to their bizarre way of life with what some of them earnestly believe to be love and tolerance.

In fact, of course, the "all-powerful lord and master" is not a deity at all, but rather someone who has mastered the art of manipulating stupid and/or gullible people into doing things that are bad for themselves, but good for the manipulator.

In this case, the cult — which is seemingly divided into multiple sects — is the NFT movement, who appear so utterly convinced that paying thousands of dollars for imaginary money with which to purchase imaginary pieces of paper to prove that they own an imaginary piece of artwork generated by an algorithm rather than an actual person is a sensible way to spend one's time and money in 2021.

The cult-like behaviour arises any time they are criticised. They pull together and talk about their "amazing community" while displaying no real evidence of actual meaningful human interaction. They offer up the name of their lord and master Ethereum as the one true solution to all life's ills. And they unironically believe that one day we are all going to live in a Metaverse of man's own creation, where the woes of the world will somehow simply cease to exist.

The latter part may well be true to a certain extent one day — I'm sure within the next century or two we will figure out something along the lines of "digital consciousness" — but even if it were to happen now, it's not going to magically solve the world's problems. Imagine if everyone hooked themselves into a "Metaverse" right this second — where's all the energy to power said Metaverse going to come from?

We're already having problems with energy and the impact that the generation thereof is having on the planet — something which NFTs aren't helping with, it should be added — so how is making humanity completely reliant on technology going to help? And who manages said technology? You saw The Matrix, right? It wasn't an aspirational movie.

The amusing and/or scary thing about everything I've outlined above is that none of it is an exaggeration. There are legitimately people out there who feel like investing thousands of dollars in a terrible pixel art picture is a good way to spend their time. Ethereum — which is, I believe, the name of an NFT or cryptocurrency trading platform or something — is genuinely invoked as the solution to all manner of problems by these people. And they do not see that they're being really weird.

Their usual argument is that this is "technological progress", but their suggestions are falling on deaf ears for the most part. And so, frankly, they just come across as batshit crazy and a little disturbing right now.

Still, at least it's nice to have a group of people that the entire rationally-minded part of the Internet can agree that it's okay to bully. Just as long as they don't end up with SHODAN on their side or something.

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#oneaday Day 1015: GET BOY TAD https://imnotdoctorwho.moegamer.net/2021/10/16/oneaday-day-1015-get-boy-tad/ https://imnotdoctorwho.moegamer.net/2021/10/16/oneaday-day-1015-get-boy-tad/#respond Sat, 16 Oct 2021 00:19:37 +0000 https://imnotdoctorwho.moegamer.net/2021/10/16/oneaday-day-1015-get-boy-tad/ I finished The 7th Guest earlier; been a long time since I played that all the way through. And I really enjoyed it! It's one of those games that, oddly, I think is better experienced today than it was back in the day; its oddly stylised elements work particularly well in the context of today's … Continue reading #oneaday Day 1015: GET BOY TAD

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I finished The 7th Guest earlier; been a long time since I played that all the way through. And I really enjoyed it! It's one of those games that, oddly, I think is better experienced today than it was back in the day; its oddly stylised elements work particularly well in the context of today's gaming landscape, while I recall it coming in for a fair amount of criticism back when it was originally released for being all style and no substance.

I mean, to a certain extent that is true — it was always designed to be a showcase of CD-ROM technology — but the idea of a "game where you're not constantly actively doing things" is much more palatable to today's audience than it was in the '90s. The 7th Guest's surreal nature is intriguing and enjoyable to engage with — one might argue the narrative doesn't really make a ton of sense if you stop to analyse it, but that's all part of the charm.

And the acting. Oh the acting! We can be quick to mock early FMV games for their acting, but in The 7th Guest, there's a strong feeling that everyone involved in the production had a background in acting on stage. The whole thing is very theatrical, meaning lots of deliberately overblown acting — but it works. My wife, overhearing the game from the other room, thought it sounded like "musical theatre" — particularly with the awesome closing number Skeletons in my Closet.

Part of this side of things would have been out of necessity; none of the actors in The 7th Guest were doing things on a "real" set, and thus what they were doing would doubtless have been very much like the abstract nature of performing on stage. But as I say, it works; it makes The 7th Guest into less an interactive movie and more an interactive play. And that's not only super-interesting, it's something I'd genuinely like to see a lot more of.

Anyway. Play The 7th Guest. It's very old. But I think I love it more now than I did back when I originally played it!

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#oneaday Day 1014: I love video games https://imnotdoctorwho.moegamer.net/2021/10/14/oneaday-day-1014-i-love-video-games/ https://imnotdoctorwho.moegamer.net/2021/10/14/oneaday-day-1014-i-love-video-games/#respond Thu, 14 Oct 2021 23:52:22 +0000 https://imnotdoctorwho.moegamer.net/2021/10/14/oneaday-day-1014-i-love-video-games/ Today has been one of those days when I really love our hobby. I've written about and played so many different things today that I can't help but be slightly taken aback by how incredible this medium really is. The main trigger for this feeling today was writing this feature over on Retrounite, which really … Continue reading #oneaday Day 1014: I love video games

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Today has been one of those days when I really love our hobby. I've written about and played so many different things today that I can't help but be slightly taken aback by how incredible this medium really is.

The main trigger for this feeling today was writing this feature over on Retrounite, which really highlighted just how broad even the horror genre is, but I've also spent two hours playing A Robot Named Fight this evening, which is just a magnificent game that I'm going to be writing about tomorrow. Then I educated myself on Sentimental Shooting, the reason that Deep Space Waifu exists… and yeah, it's been a fun day.

Only trouble is, there are so many wonderful things to play and not nearly enough time with which to enjoy them all! Still, if nothing else today has caused me to push a few things up the priority pile for things like making videos and suchlike. Expect something on Waxworks for PC very soon, for example; I had a blast capturing screenshots for it earlier and I'm hungry to play some more!

Atelier still going apace, I hasten to add. Should have an introductory piece on Lydie & Suelle going up this weekend — though as I noted a little while back, I'm not necessarily going to pin myself down to writing something on it every week, just because there's no point putting unnecessary pressure on myself for something I'm doing in my free time! Instead, I shall write as the muse takes me… or, more accurately, as I find myself in a suitable position to be able to write about the various aspects of the game with confidence!

For now, though, bed. Nearly the end of another weekend — and as much as I've enjoyed today, I'm very tired and ready for that weekend to come!

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#oneaday Day 1013: Community https://imnotdoctorwho.moegamer.net/2021/10/13/oneaday-day-1013-community/ https://imnotdoctorwho.moegamer.net/2021/10/13/oneaday-day-1013-community/#respond Wed, 13 Oct 2021 23:42:14 +0000 https://imnotdoctorwho.moegamer.net/2021/10/13/oneaday-day-1013-community/ I've apparently been rewarded with the Community tab for my YouTube channel, which I thought only happened when you had a thousand subscribers. To be fair, I'm getting fairly close to that now, but it was a pleasant surprise to see it show up anyway. I'm actually going to make some use of it, because … Continue reading #oneaday Day 1013: Community

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I've apparently been rewarded with the Community tab for my YouTube channel, which I thought only happened when you had a thousand subscribers. To be fair, I'm getting fairly close to that now, but it was a pleasant surprise to see it show up anyway.

I'm actually going to make some use of it, because it seems like a good way to share some stuff that people who watch the channel might be interested in — notably some photos and perhaps some additional info about the things I've covered that didn't fit into a video. So please keep an eye out for that!

I'm looking forward to experimenting with it in the coming weeks — comments on the videos in general have been a lot more lively and frequent in the last couple of months or so and the channel's been growing nicely, so this should be a good means of building a nice little community. Please be sure to come along and take part if you feel like it!

Anyway, that's about it for now. Atari ST A to Z coming tomorrow with a look at the ST version of After Burner — it may be far, far from arcade-perfect, but dammit, it's what we had back in the day, particularly 'cuz my nearest arcade was about a hundred miles away!

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#oneaday Day 1012: The Dreamlands https://imnotdoctorwho.moegamer.net/2021/10/12/oneaday-day-1012-the-dreamlands/ https://imnotdoctorwho.moegamer.net/2021/10/12/oneaday-day-1012-the-dreamlands/#respond Tue, 12 Oct 2021 21:37:21 +0000 https://imnotdoctorwho.moegamer.net/2021/10/12/oneaday-day-1012-the-dreamlands/ Been having some weird-ass dreams for the last few weeks, and I'm not 100% sure what's brought them about, because I haven't changed any bedtime habits in a particularly major way. Nor am I eating or drinking anything particularly weird before going to sleep. All I know is that my subconscious apparently has a lot … Continue reading #oneaday Day 1012: The Dreamlands

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Been having some weird-ass dreams for the last few weeks, and I'm not 100% sure what's brought them about, because I haven't changed any bedtime habits in a particularly major way. Nor am I eating or drinking anything particularly weird before going to sleep. All I know is that my subconscious apparently has a lot to say.

Sadly, I can't remember many details of said dreams, which is a shame as I'm sure they'd be interesting to talk about and try and interpret. But I do know that they are both weird and vivid at the time they're happening. I'm not sure I'd necessarily call them "nightmares" because they're not really… scary as such, but they are somewhat unsettling at times, and the kind of thing where you wake up in the morning feeling like something just isn't quite right.

I do know that last night I woke up at some ungodly hour in the morning thinking there was someone banging on our front door, and it kind of freaked me out a bit. Quite a lot, actually; I wasn't sure whether or not I should go and check downstairs for a good while beforehand, but eventually curiosity got the better of me and I went to have a look. Nothing was out of the ordinary downstairs and there weren't even any cat shenanigans going on — the one cat was sleeping on our bed at the time (in a fairly inconvenient position, yes, but that is nothing unusual for her) while the other was asleep on "her" bed in the spare room.

On the one hand, I do enjoy interesting and strange dreams; there are times when I even deliberately want to go back to sleep just to explore them some more. That's not especially productive, however, particularly when there's work to be done, so I should probably wish for a peaceful night's sleep or something. Either way, I'm going to get an early night tonight; we'll see if that makes any difference!

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#oneaday Day 1011: Sleepy https://imnotdoctorwho.moegamer.net/2021/10/11/oneaday-day-1011-sleepy/ https://imnotdoctorwho.moegamer.net/2021/10/11/oneaday-day-1011-sleepy/#respond Mon, 11 Oct 2021 23:33:33 +0000 https://imnotdoctorwho.moegamer.net/2021/10/11/oneaday-day-1011-sleepy/ Tired. Not really sure why, other than the fact it's half past midnight here. Today has just sort of… happened without any real fanfare, and before I knew it, it was the end of the evening and my cat is harassing me to go to bed. I guess days like this are important to have … Continue reading #oneaday Day 1011: Sleepy

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Tired. Not really sure why, other than the fact it's half past midnight here. Today has just sort of… happened without any real fanfare, and before I knew it, it was the end of the evening and my cat is harassing me to go to bed.

I guess days like this are important to have now and again, because Things Happening all the time is exhausting. Sometimes it's nice to just have a day where you do your work, do the food shopping, then settle down for a porn visual novel that you can finish in an evening (with the intention of writing about it tomorrow… so I guess technically I was still "working").

Evercade posted a look at the Evercade VS' user interface today if you haven't seen that yet — you can find the video over at https://www.youtube.com/watch?v=cyC-wHs6VP4. People seem impressed with it all, and well they should be — it's nice and slick, and full of cool features without bloat. This is a games machine, pure and simple, just like the old days — only with cartridges that have lots more games on them than back in the day!

I believe there's a new cartridge being announced soon. I know what it is, but I'm not telling just yet. And there's plenty more in the works for next year, too; I don't know what those are, so don't ask — though I do know a few of the things the folks over there have been "looking at".

Now we're getting a little closer to the launch, I don't mind telling you all that I have been the proud owner of a pre-release Evercade VS for a little while now so that I could help out with testing, manuals and the like — and I absolutely love the thing. This little beast is going to be an absolutely wonderful addition to any retro gaming enthusiast's lineup of consoles, so I hope anyone with interests in such directions considers picking one up if they haven't already.

Unfortunately they're going to be a little late due to the worldwide shipping nonsense, but all being well, people who ordered from Funstock (which includes those who went for the nice "Founders Edition") should still get theirs before Christmas. That goes for the upcoming arcade cartridges, too — there's some great games on those, so be sure to check them out when they finally arrive.

Anyway. That really is all I have to talk about today. Think it's probably time to grab a hot chocolate and get some sleep. Hope your respective Mondays have been similarly uneventful!

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#oneaday Day 1010: Intelliwhatnow https://imnotdoctorwho.moegamer.net/2021/10/10/oneaday-day-1010-intelliwhatnow/ https://imnotdoctorwho.moegamer.net/2021/10/10/oneaday-day-1010-intelliwhatnow/#respond Sun, 10 Oct 2021 21:14:19 +0000 https://imnotdoctorwho.moegamer.net/2021/10/10/oneaday-day-1010-intelliwhatnow/ Remember a while back when I was contemplating investigating the Intellivision Amico, the modern-day reboot of the Intellivision brand with its fancypants touchscreen controllers and its aim to bring back couch-based multiplayer as a default? Yeah, forget all that; I've defended Tommy Tallarico in the past because I thought people were being unnecessarily harsh on … Continue reading #oneaday Day 1010: Intelliwhatnow

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Remember a while back when I was contemplating investigating the Intellivision Amico, the modern-day reboot of the Intellivision brand with its fancypants touchscreen controllers and its aim to bring back couch-based multiplayer as a default?

Yeah, forget all that; I've defended Tommy Tallarico in the past because I thought people were being unnecessarily harsh on him and his plans for the system — but the email I received today gave me an extremely sour taste in my mouth.

You see, for a while they've been teasing the fact that there will be physical releases for the all-digital system that doesn't have a cartridge slot or disc drive — and today they revealed exactly what form those physical releases are going to take. They're going to be boxed copies, limited in number, that contain a lenticular card, a collector's coin… and an RFID card with a code to download the game once it's available. Oh, and the games themselves will be NFTs.

So basically, these "physical releases" are nothing of the sort. Not only that, they're contributing to what is commonly agreed to be one of the most harmful and/or stupid things in the digital sphere right now. Tommy and co are touting these boxed copies as being "fully transferable" due to them being NFTs — as if that was something revolutionary. Except it's not, is it; we've been able to loan or give games to other people since the very dawn of the industry.

I guess the fact that it's a digital copy which can be given to someone else is noteworthy — at present there's no means of transferring ownership of an individual title on any other digital gaming platform — but the fact that this is implemented using the controversial NFT technology is likely to put a lot of people off. NFTs have a dedicated and alarmingly zealous online community behind them — but a considerably larger proportion of the population staunchly against them, since they're 1) stupid and 2) massive energy hogs.

I think the most galling thing for me, though, is that these are advertised as "physical releases" when they're nothing of the sort. They're boxes of tat, with a code to download a game from a digital platform. And once that platform's gone, the game is gone, too. It's not like all the boxed copies I have on my shelves behind me as I type this; each and every one of them can be put into its respective console and enjoyed until their physical components decay. Yes, some of the more modern releases require patches to be "optimal", but for the most part I can just put in a game and play it.

That's simply not the case with these ridiculous physical releases for Amico, and this absolute stupidity has been enough to discourage me from wanting anything to do with the platform. I still like the idea of what the Amico stands for and what they were hoping to achieve with it — but this silly bandwagoneering does nothing to endear a system that is already something of a laughingstock in certain quarters of the gaming community to the people they should be courting. No gaming collector worth their salt is going to be fooled by this crap.

At least I hope not.

Do yourself a favour and grab an Evercade VS; those folks know how physical releases work.

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#oneaday Day 1009: Little victories https://imnotdoctorwho.moegamer.net/2021/10/09/oneaday-day-1009-little-victories/ https://imnotdoctorwho.moegamer.net/2021/10/09/oneaday-day-1009-little-victories/#respond Sat, 09 Oct 2021 15:05:56 +0000 https://imnotdoctorwho.moegamer.net/2021/10/09/oneaday-day-1009-little-victories/ Yesterday was a bit negative, I know, so I thought I'd share some happier news today: our first week following the Weight Watchers plan has been a successful one, as I weighed myself this morning and am a whopping eleven lb down from where I was last weekend. That's… a good start, to say the … Continue reading #oneaday Day 1009: Little victories

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Yesterday was a bit negative, I know, so I thought I'd share some happier news today: our first week following the Weight Watchers plan has been a successful one, as I weighed myself this morning and am a whopping eleven lb down from where I was last weekend. That's… a good start, to say the least.

I'm aware from my previous experience with Slimming World that an enormous loss in the first week is pretty normal — it's something to do with water retention — and that things tend to settle down to the tune of about a lb a week or so from thereon. But still, that first week loss is good motivation — particularly when I consider that I don't feel like I've been having to deprive myself of too many things.

The Weight Watchers "SmartPoints" system encourages you to track what you eat and stay within a daily limit, with a balance of weekly points available for when you want or need to go a little over. So far I haven't tapped into any of those weekly points, meaning Andie and I can treat ourselves to something nice this weekend without any guilt whatsoever. I think we're going to have a Nando's or a Wagamama.

Best thing, though, is that there's a bunch of "ZeroPoint" foods you can have, and they're not just boring flavourless vegetables. Nope, you can have chicken, fish, eggs and a few other tasty things as much as you want (within reason) — and honestly, that sort of thing is enough to keep me sane alongside "diet food".

That and we've found a variety of excellent snacks that are low in SmartPoints value (Hula Hoops Puft are both delicious and only 2 points per bag, for example) — this means that my tendency to boredom/stress/depression eat can be catered to with things that won't make the problem worse. Being able to have a bag of crisps or popcorn or something means that I can feel like I'm having a "treat" when in fact I'm not doing anything particularly bad for my overall goals — so long as I'm staying within those overall limits.

So on the whole, feeling pretty positive right now. Hopefully we'll be able to keep this up. We'd better keep this up, since we made a commitment to doing this for 9 months so we'd get three of them for free!

I've got a very long way to go before I'm anywhere even approaching where I want to be. But if I can stick with this, I hope it will help me feel a lot better about myself, both physically and mentally. So wish me luck!

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#oneaday Day 1008: When it doesn't feel like your world any more https://imnotdoctorwho.moegamer.net/2021/10/08/oneaday-day-1008-when-it-doesnt-feel-like-your-world-any-more/ https://imnotdoctorwho.moegamer.net/2021/10/08/oneaday-day-1008-when-it-doesnt-feel-like-your-world-any-more/#respond Fri, 08 Oct 2021 22:21:57 +0000 https://imnotdoctorwho.moegamer.net/2021/10/08/oneaday-day-1008-when-it-doesnt-feel-like-your-world-any-more/ I've had a few days… possibly weeks, even months… where I've been feeling frustrated at all manner of things about the world in general. It's not one specific thing, it's just a general sense of annoyance at life in general in 2021. And I'm sure it's something that everyone goes through, particularly when they reach … Continue reading #oneaday Day 1008: When it doesn't feel like your world any more

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I've had a few days… possibly weeks, even months… where I've been feeling frustrated at all manner of things about the world in general. It's not one specific thing, it's just a general sense of annoyance at life in general in 2021. And I'm sure it's something that everyone goes through, particularly when they reach the point in life that I'm at — but I've just been feeling it in a particularly pronounced manner of late.

I'm frustrated with the way people communicate online. While once I remember online being a wonderful place where people really felt like they could be themselves and let their true personalities shine — even if they were shy and awkward in real life, like I am — these days it doesn't feel like that's the case any more. Everyone is "performing"; everyone is trying to make sure they say the right things, look the most beautiful, get the most viral posts. Very little feels like actual, honest, genuine conversation any more.

I saw someone — I can't find the original tweet, unfortunately — describe Twitter as a place where there are no real friendships, only combatants. I'm not sure I'd quite go that far — though I have seen plenty of situations where people who were supposedly friends with one another end up at each other's throats over the most stupid things. Hell, I've experienced it myself in more than one instance — quite recently even. I won't bother you with details, but needless to say I was extremely disappointed that someone I'd previously had a lot of respect for (supported on Patreon, even) had apparently drunk too deeply of minor social media victories and become an insufferable git in the process.

There's definitely endless attempts for one-upmanship going on. Everyone is streaming, so everyone has a schedule and no-one is actually watching one another. Everyone has a humorous take on the latest news, except it's actually the same joke several thousand other people have made in the last five minutes. Everyone has a library of predictable gifs and reaction images to post in lieu of actual conversation. Disagreements are marked by nothing more than the word "ratio" rather than actual discussion. And the worst thing is, the world seems to be latching on to its own increasing insufferability and catering directly to the most annoying elements of itself.

I read a post earlier about how Netflix makes its thumbnails, and the whole thing frustrated me. Not because it was a boring post — it was actually quite interesting — but because the whole algorithmic bullshit that is actually going on in pretty much everything you do online these days feels like it's insulting my intelligence. Except apparently it's not insulting anyone's intelligence, because supposedly people really do make a decision on whether or not to, say, watch a TV show or movie in the space of about 3.8 seconds or whatever it was — and thus a specific, tailor-made, robotically produced, algorithm-friendly thumbnail is needed. One that is colourful, one that has an individual person (preferably a villain) on it looking at the camera with a distinctive facial expression. Because that's what we're conditioned to respond to.

Like I say, I can't really pin down why all this stuff bothers me when it's just the reality of life in 2021. I guess the way I'd sum it up is by saying that it feels increasingly like we're living in a real-life cyberpunk dystopia despite the myriad warnings we've had against such things from fiction over the course of the last half-century or more… and when you can sort of see things for what they are, you can't help but wonder why more people can't… or won't.

I guess the thing to do is just grit your teeth and try to remove as many sources of frustration as possible. But it seems like every time you do that, something else becomes massively irritating or gets "redesigned" into something infinitely worse, too. Such is the endless cycle of things, I guess.

Anyway. I'm off to go and play Pretty Girls Mahjong Solitaire, eat a sandwich and cry myself to sleep or something. Hope you all have a pleasant weekend!

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#oneaday Day 1007: Shadowwhatnow https://imnotdoctorwho.moegamer.net/2021/10/07/oneaday-day-1007-shadowwhatnow/ https://imnotdoctorwho.moegamer.net/2021/10/07/oneaday-day-1007-shadowwhatnow/#respond Thu, 07 Oct 2021 23:16:49 +0000 https://imnotdoctorwho.moegamer.net/2021/10/07/oneaday-day-1007-shadowwhatnow/ So, uh, about that Premium module I was playing for Neverwinter Nights… it's not finished. It was never finished, and it seems there is no hope of it ever being finished. And yet it was sold as an official mini-expansion for Neverwinter Nights. Seriously. The plot just starts getting going — you finally join the … Continue reading #oneaday Day 1007: Shadowwhatnow

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So, uh, about that Premium module I was playing for Neverwinter Nights… it's not finished. It was never finished, and it seems there is no hope of it ever being finished. And yet it was sold as an official mini-expansion for Neverwinter Nights.

Seriously. The plot just starts getting going — you finally join the titular ShadowGuard and set off on a sea voyage to track down the evil Crimson Prophet, who has murdered your father and stolen a deadly artifact of unimaginable power… and then it just stops. Roll credits.

I mean, I knew going in that it was only going to be a two or three hour adventure in total but I was sort of expecting it to, you know, actually conclude. In a way I guess it does reach a conclusion of sorts; the "ending", such as it is, is the sort of event that would move you on to the next main chapter and a new hub location in the main game. But it's still hard to believe that this was sold as a "Premium Module" for the game.

Non-ending aside, the module itself was pretty good for the most part. It had some interesting and intriguing characters, some dramatic moments and some cool puzzles, as well as a few situations where there were multiple possible solutions to a given problem.

Less good were the numerous textual errors, outright errors in game logic (a character accuses you of giving him up to the guards even when you let him go free earlier in the story) and quite a few instances where possible "sequence breaking" wasn't trapped properly. Given that Neverwinter Nights-era BioWare were involved with this, I would have expected more rigorous QA — but it is what it is, I suppose. With the versions of Neverwinter Nights that are readily available today, at least you don't have to pay for it.

I hear tell that some of the other Premium modules for Neverwinter Nights are also unfinished in some way, despite doing a good job of setting things up for future development. This is really unfortunate to see, since several of them start really strong; it's a pity to go into some of them knowing that they end with a wet fart and no real closure. The worst kind of wet fart, I'm sure you'll agree.

Still, it's not all doom and gloom; the "big" Neverwinter Nights expansions are still good — I've still never actually played Hordes of the Underdark through, so I might have to do that at some point — and there are plenty of interesting community modules out there, some of which are "featured" in the Enhanced Edition version of the game's interface. I'm particularly intrigued by an apparent remake of Westwood classic Eye of the Beholder in Neverwinter Nights' engine — though having never actually played Eye of the Beholder through in its original incarnation, I kind of feel I should probably get a little experience with that first.

Anyway, I stand by my recommendation of Neverwinter Nights, particularly when it's on sale — just don't go into those Premium modules expecting something of the same quality as the "official" campaigns, I guess is what we can all learn from this!

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#oneaday Day 1006: Neverwinter Revisited https://imnotdoctorwho.moegamer.net/2021/10/06/oneaday-day-1006-neverwinter-revisited/ https://imnotdoctorwho.moegamer.net/2021/10/06/oneaday-day-1006-neverwinter-revisited/#respond Wed, 06 Oct 2021 22:57:06 +0000 https://imnotdoctorwho.moegamer.net/2021/10/06/oneaday-day-1006-neverwinter-revisited/ I recorded a video on Neverwinter Nights for Retro Select this week. I just fancied revisiting it — or more accurately, giving the Enhanced Edition from a couple of years back a go. And I've been enjoying it a lot — particularly exploring some of the including Premium modules. I'm currently working my way through … Continue reading #oneaday Day 1006: Neverwinter Revisited

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I recorded a video on Neverwinter Nights for Retro Select this week. I just fancied revisiting it — or more accurately, giving the Enhanced Edition from a couple of years back a go. And I've been enjoying it a lot — particularly exploring some of the including Premium modules.

I'm currently working my way through one called ShadowGuard, which seems to be an interesting tale of treachery and ancient mysteries, and the nice thing is that it's all nicely self-contained, promising to wrap up in just a few hours.

This is an oft-forgotten thing about Neverwinter Nights; the very nature of it means that it's possible to play and enjoy a full adventure in a matter of hours rather than having to commit every waking moment to it over the long term. This makes it that rare thing: the RPG that is eminently suitable for the busy person. I bet even the most boring of my child-rearing friends could probably be convinced to play through a module or two if it's only a couple of hours' commitment.

Anyway. Neverwinter Nights provides, among other things, a fond reminder of when BioWare were actually good. It's also nice to play a classic D&D game once again — it's been a while, other than my recent Dungeon Hack video. And whatever you might think about D&D as a ruleset, it sure played host to some absolutely cracking video games over the years, for sure.

So yeah. Neverwinter Nights. It's a good. If you don't already own it, you just missed out on a nice sale price over on GOG.com — but even at "full" price it's only fifteen quid, which is an absolute bargain for how much game you get. Give it a shot if you've never tried it for yourself — if nothing else, it plays host to probably Jeremy Soule's finest work of all time.

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#oneaday Day 1005: Circle of the Moon https://imnotdoctorwho.moegamer.net/2021/10/06/oneaday-day-1005-circle-of-the-moon/ https://imnotdoctorwho.moegamer.net/2021/10/06/oneaday-day-1005-circle-of-the-moon/#respond Wed, 06 Oct 2021 00:16:57 +0000 https://imnotdoctorwho.moegamer.net/2021/10/06/oneaday-day-1005-circle-of-the-moon/ Been playing some Castlevania: Circle of the Moon (or just "Castlevania", as it was known in Europe) in the Castlevania Advance Collection, and I'm having a great time. I owned a copy of this for GBA back in the day — I actually might still have it somewhere — but for one reason or another … Continue reading #oneaday Day 1005: Circle of the Moon

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Been playing some Castlevania: Circle of the Moon (or just "Castlevania", as it was known in Europe) in the Castlevania Advance Collection, and I'm having a great time. I owned a copy of this for GBA back in the day — I actually might still have it somewhere — but for one reason or another never got that far with it.

Now I can play it on the big screen, however, I'm really enjoying it. The GBA may have been low resolution, but man, it could push sprites around the screen and scroll incredibly smoothly, so the whole thing looks absolutely great blown up.

The few little additions M2 have made to the game are excellent, too; much like they added "Gadgets" to the Aleste collection, so too have they added additional info here — most notably a little popup that shows whether the enemy you just hit is one that drops a card for the game's magic system, and whether or not you've got that card already.

There's also a helpful in-game encyclopaedia that includes info on all the enemies, the card combinations and the items. You don't have to use any of this info if you don't want to, but its inclusion definitely saves a trip or ten to GameFAQs!

Like most games from this era that I'm returning to now, I'm really appreciating the excellent design of the game in a way I probably wouldn't have noticed back then. I'm particularly appreciating the boss battles — these are well-designed encounters that are challenging but always based on clear patterns; you just need to spot 'em.

I also started watching the Castlevania series on Netflix, but I feel that's probably a discussion for another day when I've watched a few more episodes!

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#oneaday Day 1004: The Blackout https://imnotdoctorwho.moegamer.net/2021/10/04/oneaday-day-1004-the-blackout/ https://imnotdoctorwho.moegamer.net/2021/10/04/oneaday-day-1004-the-blackout/#respond Mon, 04 Oct 2021 21:05:47 +0000 https://imnotdoctorwho.moegamer.net/2021/10/04/oneaday-day-1004-the-blackout/ Supposedly Facebook is down for as-yet undetermined reasons. It's something to do with their DNS, or something to do with their servers… but something interesting appears to be going on. Apparently employees can't get into the building to sort stuff out either, suggesting some sort of coordinated attack might be going on — but at … Continue reading #oneaday Day 1004: The Blackout

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Supposedly Facebook is down for as-yet undetermined reasons. It's something to do with their DNS, or something to do with their servers… but something interesting appears to be going on.

Apparently employees can't get into the building to sort stuff out either, suggesting some sort of coordinated attack might be going on — but at the same time, things like this have happened before and turned out to not be anything worthwhile. And the Internet is, of course, rife with speculation, "my uncle works at Facebook" stories, clickbait and, of course, outright lies, so the only people who can really say what is actually happening right now are the people who are actively involved.

What's interesting is how many people are seemingly happy to say what a negative influence Facebook has been on society at large. While there are undoubtedly good things about Facebook as a means of communication, the way it has grown and expanded well beyond its original remit has, I agree, not been a great thing. And the other social media sites under its umbrella are no better; Instagram in particular is a gross haven of "influencers" who think fame and fortune will come to them if they pout at the camera enough and shill whatever makeup brand they have in their inbox this week.

I must confess, I don't doubt that the actual obliteration of Facebook, however, unlikely, would be very interesting to watch happen. It would cause a certain amount of chaos, I'm sure — but I think it would also open a lot of people's eyes as to the risks of being too free and easy with your information online. At this point I have to wonder that if Facebook did go up in flames… would something come in to take its place, or would people have had enough? I suspect the former; today's society is literally addicted to social media, and you never can really predict what the "next big thing" will be.

More realistically, though, I suspect this will be all over by tomorrow morning, we'll get absolutely no explanation whatsoever as to what happened, and xXLiLShInYGal69Xx will go back to shooting selfies of herself on Instagram in the hope of securing a brand deal so lucrative, she'll never have to find an actual job.

We'll see, I guess. Interesting times!

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#oneaday Day 1003: Taking a step https://imnotdoctorwho.moegamer.net/2021/10/03/oneaday-day-1003-taking-a-step/ https://imnotdoctorwho.moegamer.net/2021/10/03/oneaday-day-1003-taking-a-step/#respond Sun, 03 Oct 2021 22:27:20 +0000 https://imnotdoctorwho.moegamer.net/2021/10/03/oneaday-day-1003-taking-a-step/ Andie and I both joined Weight Watchers today. We both already needed to lose some weight before the pandemic hit, and we've both not taken great care of ourselves, so we needed to do something a bit more "drastic". Previous attempts were proving hard to stick to or not particularly effective, so we wanted to … Continue reading #oneaday Day 1003: Taking a step

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Andie and I both joined Weight Watchers today. We both already needed to lose some weight before the pandemic hit, and we've both not taken great care of ourselves, so we needed to do something a bit more "drastic". Previous attempts were proving hard to stick to or not particularly effective, so we wanted to go with something that was a bit more likely to work.

Neither of us have done Weight Watchers before, but we both had success with Slimming World, so we figured we'd likely have similar success here over the long term. We've both made a 9-month commitment to the program, so we're in it for the long haul — and we figured that with Weight Watchers, we're probably more likely to be able to stick with it, even if we feel like being lazy about it.

Weight Watchers, you see, is a lot more widely supported than Slimming World is. You can get Weight Watchers ready meals, desserts and all manner of other stuff in regular supermarkets, whereas Slimming World ready meals, sauces and the like were Iceland exclusives. Likewise, you're seemingly a lot more likely to be able to find out how many Weight Watchers SmartPoints something is worth than figure out its Syn value on Slimming World, so tracking everything should hopefully be a bit easier.

Essentially, what I'm saying is that Slimming World is the Linux of weight loss programs — it works very well, but you have to put in a bit more effort and it's not nearly as widely supported. Weight Watchers, meanwhile, is Windows; it's widely supported, does the job and is relied upon by a lot of people. Hopefully it's not as prone to whatever the dietary equivalent of crashing and performance issues are.

Anyway, that's the plan. We're starting in earnest from tomorrow, and I'll be interested to see how things go. The first time I did Slimming World, I had an amazing amount of success and I'm keen to repeat that. It'll take time to get there, and that part of things is frustrating — but, well, none of us are exactly pressed for time these days, are we?

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#oneaday Day 1002: Man Down https://imnotdoctorwho.moegamer.net/2021/10/01/oneaday-day-1002-man-down/ https://imnotdoctorwho.moegamer.net/2021/10/01/oneaday-day-1002-man-down/#respond Fri, 01 Oct 2021 21:48:47 +0000 https://imnotdoctorwho.moegamer.net/2021/10/01/oneaday-day-1002-man-down/ I've been watching a Channel 4 show recently that I'd meant to check out for a while, but never gotten around to: Man Down, by Greg Davies. The basic premise is that Davies plays a drama teacher who hates his job and life, and things systematically start falling apart for him when his longstanding girlfriend … Continue reading #oneaday Day 1002: Man Down

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I've been watching a Channel 4 show recently that I'd meant to check out for a while, but never gotten around to: Man Down, by Greg Davies.

The basic premise is that Davies plays a drama teacher who hates his job and life, and things systematically start falling apart for him when his longstanding girlfriend leaves him. With his friends Jo and Brian (played by Roisin Conaty and Mike Wozniak respectively), he gets involved in all manner of ridiculous scrapes, and never quite manages to completely recover from that initial instance of being knocked down.

In the early series, there's a lot of thoroughly silly, exaggerated comedy, much of which will be familiar to anyone who has seen Davies' stand-up shows. But as we move into the later series, we start getting into some serious pathos, and it's hard not to feel bad for the poor bugger as he increasingly feels like life has completely left him behind.

In many ways, it's a similar sort of idea to Bojack Horseman, which was similarly comedic and pathetic by turns, only here there's a distinctly low-key British bent to it all. There's no overdramatic drug overdoses or anything here; just an overweight middle-aged man breaking down and crying in a bank when he discovers his mother and aunt have used his inheritance to set up a trust fund for his as-yet unborn son, born out of a night of passion with the woman he truly loves, but who knows exactly what a hopeless case he is.

That might not sound very funny — I've been through a lot of very similar feelings to what Davies' character expresses in the third and fourth series in particular, especially about 10 years ago when my first wife departed. But there are times when you can't help but laugh at the ridiculousness of it all — and how much of a bastard other people can be at times, especially to someone who is already down on their luck.

There's an incredible cast in it; Rik Mayall played the father of Davies' character in the first series before he was tragically taken from us, Mike Wozniak is absolutely incredible as the strait-laced Brian, Tony Robinson does an amazing stint as a horrible old man "romancing" Davies' character's mother, and even Mark Hamill has a wonderful guest appearance in one episode.

It's doubtless not a show everyone will enjoy because a lot of the comedy is very much on the "cringe" side of things — Andie can't watch it, as she really can't deal with that kind of humour — but if you're up for that sort of thing I can highly recommend giving it a watch.

Curious to see how it ends, and if there's a conclusive finale at all. It ran for four series before being cancelled, but shows like this have a habit of just sort of fizzling out when that happens. We'll have to wait and see, I guess — I'm only a few episodes away from the end now!

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#oneaday Day 1001: Cultural divide https://imnotdoctorwho.moegamer.net/2021/09/29/oneaday-day-1001-cultural-divide/ https://imnotdoctorwho.moegamer.net/2021/09/29/oneaday-day-1001-cultural-divide/#respond Wed, 29 Sep 2021 23:26:18 +0000 https://imnotdoctorwho.moegamer.net/2021/09/29/oneaday-day-1001-cultural-divide/ I'm absolutely baffled by the current  situation with Genshin Impact. From what I can make out, players are angry that developer MiHoYo hasn't made a bigger deal of the game's anniversary, and hasn't showered them with free gifts. And as a result, they've been review bombing not only Genshin itself, but also a variety of … Continue reading #oneaday Day 1001: Cultural divide

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I'm absolutely baffled by the current  situation with Genshin Impact. From what I can make out, players are angry that developer MiHoYo hasn't made a bigger deal of the game's anniversary, and hasn't showered them with free gifts. And as a result, they've been review bombing not only Genshin itself, but also a variety of completely unrelated apps.

I cannot fathom how one gets into such an entitled mindset that you would think that sort of behaviour is any way justifiable — particularly as Genshin Impact is a free to play game and, as such, doesn't really "owe" its players anything. Yes, it's an exploitative shitty gacha game at its core, but you get a lot more "game" here for free when compared to mobile-only gacha titles.

The implication that these crazy people are presumably trying to suggest is that Genshin Impact would be nothing without its players, which is, of course, true to a certain extent in the case of free to play games. Except most free to play games make the majority of their money from just a few players with deep pockets (odiously described as "whales", originally just by people in the industry, but this has filtered into culture at large). Somehow I suspect the people misbehaving in this instance aren't the ones spending huge amounts of money on the game. Or at least, not huge amounts of their own money on the game.

I have never once felt that I am owed free shit for the anniversary of a game, regardless of if it's an online or offline title. FFXIV always does cool stuff for its anniversary and that's always fun to see, but I don't need or expect it; the game itself is the reward, and if I'm no longer enjoying it, I can just stop.

I assume it's some sort of young person thing where the people who say things like "oomfie" and talk about "comfort characters" are mostly responsible for this. More than anything, however, it cements by complete lack of desire to go anywhere near Genshin ever. Regardless of how nice Mona's tights-clad arse is.

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#oneaday Day 1000: Milestone? https://imnotdoctorwho.moegamer.net/2021/09/28/oneaday-day-1000-milestone/ https://imnotdoctorwho.moegamer.net/2021/09/28/oneaday-day-1000-milestone/#respond Tue, 28 Sep 2021 23:54:32 +0000 https://imnotdoctorwho.moegamer.net/2021/09/28/oneaday-day-1000-milestone/ I say this is "Day 1000" but apparently I've missed a whole load of days this week without realising, so for that I can only apologise. In my defence… no, I have no defence, really, so I'll just apologise and admit that it was nearly another day I forgot to write today because I've been … Continue reading #oneaday Day 1000: Milestone?

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I say this is "Day 1000" but apparently I've missed a whole load of days this week without realising, so for that I can only apologise. In my defence… no, I have no defence, really, so I'll just apologise and admit that it was nearly another day I forgot to write today because I've been playing Actraiser Renaissance all afternoon.

It's good. Oh, it's good. I wasn't 100% sold on the art style when they showed it at the Nintendo Direct recently, but I'm completely on board with it now. It looks and feels very much like a Saturn game; Yuzo Koshiro's soundtrack even sounds like the sort of thing you would have had as Redbook audio on a CD back then. By that I mean it's brilliant, but one would expect nothing less of Koshiro, of course.

The character art is beautiful, too, and they've gone to the effort to make each settlement's NPCs look completely different from one another. This might sound like an obvious thing to do, but given that the original SNES version just had "generic man and woman" addressing you most of the time, it's just one of many significant steps forward that Actraiser Renaissance takes while still feeling very authentic to the original.

As you progress through the games, the additions to the formula become more and more apparent. The real-time strategy/tower defence element becomes much more pronounced, particularly once you start dealing with enemies that only particular types of tower or unit can take down. I ran into my first real roadblock towards the end of the Bloodpool sequence this evening; a real-time strategy sequence with a flying boss who was troublesome to take down, to say the least — particularly as one of the defeat conditions for the battle was my mage unit being incapacitated.

Thankfully, Actraiser Renaissance takes a very "modern game" approach to progression in that if you fuck up, you can just try again — or indeed you can even back out of a strategic battle in order to rejig your settlement's defences before you give it another go. This is friendly game design that keeps the challenge in place, and I very much appreciate it.

Now I'm just hoping the "Heaven and Earth" games end up getting the same treatment. It'd be fantastic to see Soul Blazer, Illusion of Gaia and Terranigma Renaissance alongside this one — and I feel it's not beyond the realm of possibility, either. We will have to wait and see, I guess!

Anyway, that's my "thousandth" day of writing this nonsense for you all. Thank you for hanging out with me while I do this, and for supporting my work, of course! I hope you continue to enjoy what I do — still plenty more where all the existing stuff came from!

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#oneaday Day 999: On the cusp https://imnotdoctorwho.moegamer.net/2021/09/26/oneaday-day-999-on-the-cusp/ https://imnotdoctorwho.moegamer.net/2021/09/26/oneaday-day-999-on-the-cusp/#respond Sun, 26 Sep 2021 22:53:59 +0000 https://imnotdoctorwho.moegamer.net/2021/09/26/oneaday-day-999-on-the-cusp/ Nearly finished Police Quest: Open Season, and have only encountered a couple of "adventure game bullshit" moments — one where I forgot to do some paperwork (this is a Police Quest game, after all) and one where I forgot to pick up a handful of pretzels from a bar. Both were essential in order to … Continue reading #oneaday Day 999: On the cusp

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Nearly finished Police Quest: Open Season, and have only encountered a couple of "adventure game bullshit" moments — one where I forgot to do some paperwork (this is a Police Quest game, after all) and one where I forgot to pick up a handful of pretzels from a bar. Both were essential in order to progress the story, of course.

As I noted yesterday, I've been enjoying this one a lot more than people had led me to believe. There's a nice cast of characters, some of whom don't take themselves too seriously, and there's a nice feeling of escalating stress on the part of the main character as the story progresses. On the whole, he's relatively flat and obviously intended to be a bit of a self-insert for the player, but there are the odd moments when you feel for him, which is good.

Mostly, though, it's a fun investigation game. Adventure games and crime stories go very well together, and Police Quest: Open Season is a great example of that. Yes, it goes a little harder on the realism than most — real police investigations are a matter of teamwork, not the result of one multi-talented badass cop taking care of everything — but that just means that there are some interesting and unconventional solutions to puzzles. Can't figure out what to do with that evidence you found? There's probably someone back at the Parker Centre who can help you out.

Not sure what score I'm going to end up with by the conclusion or what the maximum is — I suspect I've missed a fair few opportunities to use the notebook over the course of the game — but I think I'm closing in on the end, anyway. I've called it a night for now because Andie was enjoying watching and she's headed off to bed, so I'll leave the finale for tomorrow evening. Then I'll have something to write about for Retrounite this week! Winner.

Anyway, that was that for the weekend. Hope you all had a good one — mine was pretty uneventful, but I can't complain about that really. Enjoy your last moments of rest before another week begins — and kick some bottom this week or something. I don't know.

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#oneaday Day 998: Cuffin' perps again https://imnotdoctorwho.moegamer.net/2021/09/25/oneaday-day-998-cuffin-perps-again/ https://imnotdoctorwho.moegamer.net/2021/09/25/oneaday-day-998-cuffin-perps-again/#respond Sat, 25 Sep 2021 21:06:49 +0000 https://imnotdoctorwho.moegamer.net/2021/09/25/oneaday-day-998-cuffin-perps-again/ When I've not been playing Atelier Firis — which, after what I wrote yesterday, I'm now starting to trigger ending flags for, so not much longer, I don't think! — I've been dipping into the fourth Police Quest game, Police Quest: Open Season. I'd been holding off on this one for a few reasons — … Continue reading #oneaday Day 998: Cuffin' perps again

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When I've not been playing Atelier Firis — which, after what I wrote yesterday, I'm now starting to trigger ending flags for, so not much longer, I don't think! — I've been dipping into the fourth Police Quest game, Police Quest: Open Season. I'd been holding off on this one for a few reasons — primarily the fact that it stands somewhat apart from the previous three games, but also because I know it's not as well regarded as the rest of the series.

In true Pete tradition, I'm actually having a very enjoyable time with it so far. I find it quite interesting that despite it arguably being a bit more "realistic" than the Sonny Bonds adventures, it feels a bit more like a conventional adventure game. Yes, there's still a lot of having to make sure you follow proper police procedure — your notebook gets more use than pretty much any other inventory item in any other game, I reckon — but there's also a strong sense that the game wants you to "solve" it as a puzzle, if that makes sense.

Part of this comes from the fact that unlike previous Police Quest games, there don't appear to be too many opportunities to miss optional things; for the most part, the game's narrative and in-game time doesn't advance until you've done everything that you need to. Sure, you might have missed a few points here and there by not looking at absolutely everything or whatever, but I suspect in Open Season the difference between the minimum possible score and the maximum is considerably smaller than something like Police Quest II.

I was concerned that the game wouldn't have quite the same feel by lacking Sonny Bonds in the leading role, as well as the established cast of characters that had been built up around him over the course of his three games. But I've been pleasantly surprised so far; protagonist John doesn't have a ton of personality to him, but the people he interacts with are all interesting and colourful.

And while, for the most part, there's a definite sense that the game wants to feel more like a police procedural TV show than a somewhat exaggerated animated movie, there are definitely a few characters in there just for shits and giggles — and the Sierra snarky narrator is definitely present and correct.

Police Quest: Open Season is actually the first full "talkie" in the series, but I actually found myself switching the speech off pretty quickly; there are no subtitles while speech is turned on, for some reason, and that can make some lines of dialogue a little hard to parse given the fairly low sound quality they were recorded at — particularly if street slang, dialect and accents start to get involved. Besides, something just feels "right" about playing adventure games with text-only dialogue — tell that to '90s Pete, who was massively excited about playing any CD-ROM version of a favourite adventure!

Anyway, I'm onto the game's second "day" so far — I think there's five? — and enjoying myself so far. There will, of course, be a writeup on Retrounite when I've beaten it to go along with the previous Police Quest games I've covered — if you happen to have missed those articles, here are some handy links for you to go enjoy!

https://retrounite.wordpress.com/police-quest-and-the-art-of-procedural-puzzling/

https://retrounite.wordpress.com/police-quest-ii-investigation-is-its-own-reward/

https://retrounite.wordpress.com/police-quest-iii-a-thoroughly-compelling-mess/

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#oneaday Day 997: Reducing the pressure https://imnotdoctorwho.moegamer.net/2021/09/24/oneaday-day-997-reducing-the-pressure/ https://imnotdoctorwho.moegamer.net/2021/09/24/oneaday-day-997-reducing-the-pressure/#respond Fri, 24 Sep 2021 23:50:29 +0000 https://imnotdoctorwho.moegamer.net/2021/09/24/oneaday-day-997-reducing-the-pressure/ Been soul-searching a bit recently because I don't feel like I've found quite the right balance between my personal projects and my day job stuff. Obviously I'm super proud of my personal projects and what I've built with them — but it's the day job stuff that pays, and I'm proud of what I'm doing … Continue reading #oneaday Day 997: Reducing the pressure

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Been soul-searching a bit recently because I don't feel like I've found quite the right balance between my personal projects and my day job stuff. Obviously I'm super proud of my personal projects and what I've built with them — but it's the day job stuff that pays, and I'm proud of what I'm doing there too. So, rationally speaking, the day job stuff has to take priority somewhat.

With that in mind, I think I need to give permission to myself to be more "irregular" with at least some of my personal projects. The videos are not usually a problem, since there's something new to cover every week there — but the writing side of things for the Atelier MegaFeature is causing me a bit of trouble at the moment.

To be clear, it's not that I don't want to write about it — I remain absolutely committed to seeing this massive feature through to its conclusion — but rather I don't want to appear like I'm spinning my wheels in terms of what I'm writing about just for the sake of having something new each week.

Due to juggling it with day job commitments, Atelier Firis has been taking me quite a while to get through, and I'm conscious of the fact that I've already spent quite a few individual articles exploring it; there's plenty more I could write about, I'm sure, but I don't want to do that just for the sake of it.

So with that in mind, I'm going to take a new approach with stuff on MoeGamer. It appears that the only one who is really making me beholden to a "schedule" of sorts is myself, since none of you have complained if I've had to take a week away for whatever reason. And as such, I'm going to tackle things with a much more flexible approach. I still intend to cover things in as much detail as I have been, but I'm going to take an "it's done when it's done" approach rather than making a rigid commitment to getting something out every weekend.

What this means in the immediate term is that there probably won't be an Atelier MegaFeature piece this weekend, and I don't intend to write another one until I've actually beaten Atelier Firis and am in a position to write about the narrative in its entirety. From thereon, I will continue to spend several articles writing about the remaining games, but they won't necessarily be on a weekly basis — they'll be done when they're done, depending on my own progress and how comfortable I feel talking about the various aspects of the games in question.

There'll still be some updates on MoeGamer — I need to catch up on video posts from last week — but for now, that's the situation. Giving myself "permission" to do this is something I think is important — and having you all witness me giving myself "permission" to take a bit of the pressure off myself is equally important, because you can hold me to it!

Anyway, that's what I wanted to talk about today. I hope you continue to enjoy what I do — and if you're not already checking out my day job stuff at Rice Digital and Retrounite, I encourage you to do so. It's covering all the same sort of stuff I do on MoeGamer and YouTube, I just get paid for it! Everyone wins.

Oh, and if you're on the socials, a share or two of the stuff I do wouldn't go amiss. Twitter's cursed "algorithm" is being a right shit to anyone posting off-site links at the moment, so I feel like a lot of the stuff I post isn't getting seen. Anything you can do to help with "organic reach" would be enormously helpful and much appreciated. Thank you!

Anyway. Weekend now. Sleep. Good night!

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#oneaday Day 996: Reading list https://imnotdoctorwho.moegamer.net/2021/09/23/oneaday-day-996-reading-list/ https://imnotdoctorwho.moegamer.net/2021/09/23/oneaday-day-996-reading-list/#respond Thu, 23 Sep 2021 21:46:53 +0000 https://imnotdoctorwho.moegamer.net/2021/09/23/oneaday-day-996-reading-list/ We went to visit my parents a short while ago, and while I was there I had a rummage through some cobweb-covered boxes of crap that they'd been holding onto. I came away with a bunch of cassette tapes (to use in the freebie hi-fi Andie acquired and restored recently), a selection of mixed floppy … Continue reading #oneaday Day 996: Reading list

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We went to visit my parents a short while ago, and while I was there I had a rummage through some cobweb-covered boxes of crap that they'd been holding onto. I came away with a bunch of cassette tapes (to use in the freebie hi-fi Andie acquired and restored recently), a selection of mixed floppy disks (which I will go through and report on at some point) and some books that I remember I used to enjoy reading.

I hadn't thought about a lot of these books for quite a while, but when I stumbled across them I thought "yeah, I wouldn't mind having those". So I took 'em. And now they are providing excellent toilet reading material that is far more enjoyable than just doomscrolling on the phone.

Among the selection I recovered was a collection of books by the author Judy Blume. I remembered really liking these books as a kid, but not a lot in the way of specifics. So I thought I'd read through them again; as novels intended for children, they're easy and quick to read, short and enjoyable, but I've come away from what I've read so far very impressed with what Blume did with her characterisation, narrative perspective and even some of the themes tackled in the books.

I looked her up on Wikipedia after reading Tales of a Fourth Grade Nothing, the first of the "Fudge" series, and discovered that indeed she has been both renowned and controversial over the years for the fact she was willing to compose stories for children that didn't really hold back from exploring things you might not typically expect to see in works for that age group.

Tales of a Fourth Grade Nothing, for example, concludes with the protagonist Peter's little brother "Fudge" literally eating his pet turtle and having to go into hospital until he either passes it or has it removed. The turtle, naturally, does not survive his time in a toddler's stomach, and the reaction of the protagonist to this whole situation is kind of fascinating to observe; he goes through a very believable series of emotions.

Having read all of Tales of a Fourth Grade Nothing and most of its follow-up Superfudge, I do find myself wondering how much of an influence these books actually had on me. I vaguely recall feeling something of a connection with the protagonist Peter because we shared a name, though I (thankfully) didn't have a little brother like Fudge to deal with.

It was more than that, though; the way Peter thinks and talks is very familiar to me, because I remember thinking and feeling the way he describes various situations. I remember trying to be grown-up and mature and not quite managing it, and I remember having moments of childishness when things didn't go my way. These are all things that are still part of my personality now; seeing it laid out on the page like that really made me think "oh. Oh yeah."

I also find myself wondering how much of my general dislike of children stems from these books. Fudge is a terrible human being, and the amount of restraint both his parents and Peter demonstrate towards him is admirable, because I don't think I'd have been able to deal with the various things he gets up to. And the trouble — or rather the genius of Blume's writing — is that it's all so believable. In my own past encounters with children (both in teaching and otherwise) I've seen kids behave like Fudge; he's not an exaggerated caricature by any means.

Part of the moral of the stories, though, is learning to deal and cope with difficulties presented by situations like this. To a certain extent, Fudge's obnoxiousness stems from the fact that he is very young and still learning about right, wrong and an appropriate sense of boundaries — but you could probably also interpret his behaviour of being symptomatic of any one of a number of mental health conditions or special educational needs.

Blume doesn't say anything directly about this — it's a first-person perspective narrative delivered by Peter, after all, and since he's a nine year old when the stories begin, he would have no way of knowing about such things — but looking back on these as an adult… there are certain tell-tale signs, shall we say.

I'm actually curious to maybe pick up some of Blume's other books at some point. She's written both children's and young adult books, and some of them sound rather interesting. Plus, I won't lie, having not really spent a lot of time reading proper paper novels for a while (visual novels are another matter, of course), it's been rather pleasant to dig into something that is short, accessible and not at all demanding to read. Sometimes you just want to let the words wash over you.

So yeah. That's what I've been reading on the toilet of late, along with The Usborne Detective's Handbook and Peter Eldin's range of The [x]'s Handbook — I'll talk more about those another time. Thoroughly nostalgic and enjoyable, and much more fun to accompany a poo than the endless misery of Twitter, for sure. I recommend the experience.

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#oneaday Day 995: Back into the swing of things https://imnotdoctorwho.moegamer.net/2021/09/21/oneaday-day-995-back-into-the-swing-of-things/ https://imnotdoctorwho.moegamer.net/2021/09/21/oneaday-day-995-back-into-the-swing-of-things/#respond Tue, 21 Sep 2021 22:31:52 +0000 https://imnotdoctorwho.moegamer.net/2021/09/21/oneaday-day-995-back-into-the-swing-of-things/ Made it to the gym yesterday, and to the pool today. Slowly getting there, though two weeks of almost complete inactivity has left me extremely achey. Remind me not to sprain my ankle again. I'm now super-paranoid about the corner of my drive where I did it; with any luck, that paranoia will ensure it … Continue reading #oneaday Day 995: Back into the swing of things

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Made it to the gym yesterday, and to the pool today. Slowly getting there, though two weeks of almost complete inactivity has left me extremely achey. Remind me not to sprain my ankle again. I'm now super-paranoid about the corner of my drive where I did it; with any luck, that paranoia will ensure it won't happen again.

I'd only been building up a "routine" for a little while before the accident, but I was still a bit concerned I'd have lost any of the progress I might have made in that brief period. Thankfully I still appear to be roughly where I was in terms of what I can handle reasonably comfortably — and I tend to find the achiness goes away when I'm actually using the bits in question. Going up and particularly down stairs is still a bit painful, though.

Anyway, onwards we go I guess. Not been doing too great mental health-wise of late, but I suspect a lot of that is due to frustration over my physical condition. Perhaps I'll start feeling a bit better with some more regular activity — I know swimming tonight certainly felt like it was releasing some stress.

Exercise is funny like that. It can actually physically manifest mental health matters. I've had it happen on a couple of occasions; a while back when I'd had to temporarily move back in with my parents after the breakdown of my first marriage, I took to going running a bit. I was never particularly good at it — and I certainly doubt I would be now — but I successfully made it through the Couch to 5K programme and even ran a 10K in London at one point.

One evening I was running the route I'd established for myself around my home village, and I was coming towards the "cooldown" period. As I stopped running and slowed to a walk, I just started crying. Not about anything in particular; I just felt a weird "release" and suddenly my body decided that now was the time to let out the physical symptoms of all the things that had been weighing on my mind.

I felt something similar in the pool this evening. It wasn't as strong — I didn't start crying or anything — but I definitely felt a distinct sense of "stress relief". Followed by new stress and depressive triggers to take its place. Oh well. It's a start, at least.

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#oneaday Day 994: A trilogy finally concluded https://imnotdoctorwho.moegamer.net/2021/09/20/oneaday-day-994-a-trilogy-finally-concluded/ https://imnotdoctorwho.moegamer.net/2021/09/20/oneaday-day-994-a-trilogy-finally-concluded/#respond Mon, 20 Sep 2021 23:03:54 +0000 https://imnotdoctorwho.moegamer.net/2021/09/20/oneaday-day-994-a-trilogy-finally-concluded/ Hopefully at least some of you have seen this already today, but I thought I'd share it here too. After 35 years, the "Digger Dan" trilogy is finally complete! Up until very recently, there were only two Digger Dan games for Atari 8-bit: Diamonds and Dan Strikes Back. But back in April, Simon Hunt, creator … Continue reading #oneaday Day 994: A trilogy finally concluded

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Hopefully at least some of you have seen this already today, but I thought I'd share it here too.

After 35 years, the "Digger Dan" trilogy is finally complete! Up until very recently, there were only two Digger Dan games for Atari 8-bit: Diamonds and Dan Strikes Back. But back in April, Simon Hunt, creator of these games, stumbled across my Atari A to Z videos covering them — and accepted a challenge I set the Atari 8-bit community in the second of the two videos.

Basically, I explained the history of the games and said that Hunt had put together a title sequence for a proposed third game in 1986, but it had never got beyond the design phase. I wondered if anyone would step forward and finally finish off the trilogy once and for all?

I most certainly didn't expect the original creator to respond… but, well, here we are. And I'm thrilled to have been part of this.

If you want to read the full story, check out my writeup over on Retrounite today — and be sure to give the three Digger Dan games a go if you haven't already; they're all great fun, including the brand new one!

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#oneaday Day 993: Endless journey https://imnotdoctorwho.moegamer.net/2021/09/19/oneaday-day-993-endless-journey/ https://imnotdoctorwho.moegamer.net/2021/09/19/oneaday-day-993-endless-journey/#respond Sun, 19 Sep 2021 23:01:32 +0000 https://imnotdoctorwho.moegamer.net/2021/09/19/oneaday-day-993-endless-journey/ I'm really enjoying Atelier Firis, but it feels like it's taking a long time for me to get through. Part of this is down to day job commitments sometimes meaning I haven't had as much time in the week to play it as much as I like, but it also feels like there's an absolute … Continue reading #oneaday Day 993: Endless journey

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I'm really enjoying Atelier Firis, but it feels like it's taking a long time for me to get through. Part of this is down to day job commitments sometimes meaning I haven't had as much time in the week to play it as much as I like, but it also feels like there's an absolute ton of stuff to play through.

It's not an exaggeration to say that Atelier Firis could quite reasonably be described as World of Atelier, and could easily have been a final installment in the franchise, perhaps continually added to and expanded with new areas, quests and characters. I'm in two minds as to whether it's my absolute favourite in the series — but it's certainly damn near the top. The open-world structure works brilliantly, and any time I sit down to play the damn thing I know I'm going to be there for several hours without moving.

Of course, the fact that this is a sprawling games means it's taken a little longer to cover over on MoeGamer than I perhaps expected, but I'm going to ride this out and keep playing (and writing) until I'm satisfied that I've seen everything it has to offer… or at least, seen everything that I have the energy to track down. There may well be some "superbosses" and optional challenges I'm not up to, but at the very least I want to pursue some of the more interesting-sounding and involved endings for the game. At present I don't feel like I'm anywhere near any of them, though a few of the more minor storylines are starting to wrap up now.

I really am super-impressed with this. It simultaneously feels like the Atelier you know well by this point, and something completely different. It's got a wonderfully organic feeling of progression and discovering things to do; at no point do I feel like I've been working through a "checklist". Instead, I've been constantly stumbling across things, discovering new information, getting quests, taking them on if I can and moving on if not. That, to me, is a perfect example of how an open-world game is supposed to work.

For me, the benchmark for open-world games is the Xenoblade games. And while Atelier Firis isn't quite up to that standard — mostly from a technical standpoint, meaning the world areas aren't designed with anywhere near as much "freedom" about them as in Xenoblade — it's certainly a great example of what a Japanese developer can do with the open-world format. Not to mention proof if proof were needed that "open world" doesn't have to mean "game where you hoover up all the icons on the map".

Anyway, at this point I have absolutely no idea how much longer I'm going to be on Atelier Firis, but like I say, I'm committed to this project and I will see it through to its conclusion! I'm trying to prioritise Atelier Firis for my own personal gaming time at the moment because I do want to finish it… but at the same time I want to keep hanging out with Firis and Liane and Sophie and Plachta and Drossel and Shanon and… you know how it is when you find an RPG that really "clicks" with you.

Anyway, just wanted to keep you posted on progress. That's the situation! Now I'm off to bed. Some exciting retro-related news tomorrow — keep an eye on my YouTube and Retrounite to find out more!

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#oneaday Day 992: Decompression https://imnotdoctorwho.moegamer.net/2021/09/17/oneaday-day-992-decompression/ https://imnotdoctorwho.moegamer.net/2021/09/17/oneaday-day-992-decompression/#respond Fri, 17 Sep 2021 20:43:02 +0000 https://imnotdoctorwho.moegamer.net/2021/09/17/oneaday-day-992-decompression/ It's the weekend again. This week has just sort of drifted by — with my general sense of tiredness and Andie not being all that well, I've kind of just sort of gone along in a bit of a haze of depression and ennui. Going to try and give myself a nice weekend though. Andie … Continue reading #oneaday Day 992: Decompression

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It's the weekend again. This week has just sort of drifted by — with my general sense of tiredness and Andie not being all that well, I've kind of just sort of gone along in a bit of a haze of depression and ennui.

Going to try and give myself a nice weekend though. Andie has got some medicine to help with the problem she's been having, so hopefully she'll be all better soon. I'm going to get a reasonably early night tonight. Then tomorrow I think I'm going to keep mostly for relaxation purposes — though I may write something on Atelier Firis. Sunday, I'll record some videos — that's always fun.

Just in case you didn't see me say so on Twitter, there's no Retro Select or Atari A to Z Flashback this week as with everything else going on I didn't have the time or the energy to put them together. We should be back on a normal schedule next week!

Was going to spend the evening chilling out with Flight Simulator, but there's a 40GB update that is taking ages to download, so I guess that's out until either much later tonight or tomorrow! Ah well. Plenty of other things to enjoy in the meantime — now to just pick what!

Hope you've had a better week than I have. Onwards and upwards and all that!

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#oneaday Day 991: Out of touch https://imnotdoctorwho.moegamer.net/2021/09/16/oneaday-day-991-out-of-touch/ https://imnotdoctorwho.moegamer.net/2021/09/16/oneaday-day-991-out-of-touch/#respond Thu, 16 Sep 2021 22:26:03 +0000 https://imnotdoctorwho.moegamer.net/2021/09/16/oneaday-day-991-out-of-touch/ Having one of those days where I feel very much like I've been "left behind" by the modern world. And in some respects I am 100% okay with that; in others, it's frustrating. A couple of specific things have triggered this feeling today. One of them is the omnipresence of TikTok, which I still absolutely … Continue reading #oneaday Day 991: Out of touch

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Having one of those days where I feel very much like I've been "left behind" by the modern world. And in some respects I am 100% okay with that; in others, it's frustrating.

A couple of specific things have triggered this feeling today. One of them is the omnipresence of TikTok, which I still absolutely do not understand the point of. Various people have tried to sell it to me as "it has girls dancing on it" (just go to PornHub) and "it's more real and raw than YouTube" (I don't want "real" and "raw", I want well-produced, informative and truthful) and I absolutely, positively Do Not Get It.

And yet people will not shut up about it. Everywhere you go, someone is blathering on about TikTok "influencers" (ugh). Annoying TikTok videos of people shouting at themselves from different camera angles are shared on other social media platforms. And people seem to think that someone talking fake-earnestly to their phone camera is somehow a more compelling and convincing way to make an argument than writing something coherent.

I hate it. Fuck off with you, TikTok.

The other thing is Cookie Clicker. This got released on Steam recently, and you have to pay for it. I thought it was stupid back in 2013, and I think it's stupid now. Idle games are, by their very nature, a complete waste of time — and indeed many of their original incarnations (Cow Clicker springs to mind) were intended to point out the inherent absurdity of such mechanics. And yet somewhere along the line, the joke was lost and people started taking it seriously.

Now people go crazy for Cookie Clicker. It has 9,662 "Overwhelmingly Positive" reviews on Steam. No-one will say why it is good, other than "hur, I click cookie, numbers go up". No-one can justify why it is a worthwhile use of your time, other than saying "you can leave it running while you do other things".

I don't get it. And that annoys me. Not because I begrudge people their fun, but because I'm increasingly feeling like everyone is going absolutely insane. I'm well aware how much of an old fart complaining about all this makes me sound, but seriously. Remember when we read books? Tell someone reading a book 20 years ago that thousands, possibly millions of people would be choosing to spend their free time clicking on a picture of a cookie so a number got a bit bigger and they would probably laugh at you.

At least in PowerWash Simulator, which I'm sure many could argue is just as much of a waste of time, you're actively participating in something. I guess some people just find Cookie Clicker comfy and relaxing in the same way? Fair play to them if that's the case, but like I say; I didn't get it in 2013, and I really don't get it now when there are so many other ways you can spend your free time.

Now I'm off to go read a visual novel in bed. All of you, get off my lawn.

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#oneaday Day 990: Zombified https://imnotdoctorwho.moegamer.net/2021/09/15/oneaday-day-990-zombified/ https://imnotdoctorwho.moegamer.net/2021/09/15/oneaday-day-990-zombified/#respond Wed, 15 Sep 2021 21:15:42 +0000 https://imnotdoctorwho.moegamer.net/2021/09/15/oneaday-day-990-zombified/ Still really tired. Hopefully will get some decent sleep again tonight; had a good nap after work and went to the gym for a relatively gentle session this evening and my ankle isn't complaining, so that's good. My tiredness is just making me grouchy, though. The Internet in general is frustrating and irritating to me; … Continue reading #oneaday Day 990: Zombified

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Still really tired. Hopefully will get some decent sleep again tonight; had a good nap after work and went to the gym for a relatively gentle session this evening and my ankle isn't complaining, so that's good.

My tiredness is just making me grouchy, though. The Internet in general is frustrating and irritating to me; I'm especially sick of the relentless arguing on social media, because it never ends. I saw a 250-tweet argument that went absolutely nowhere on a British Gas tweet earlier and it just made me wonder how we came to this as a species. What a colossal waste of time and brainpower.

On the upside, I've made a promise to myself to spend more time reading visual novels, so I'm going to read a bit of Code: Realize before bed. I was really enjoying what I read a while back, so I'd like to continue with that — I hope I remember what was going on! I think I do. Cute girl with poison skin, Arsene Lupin, Frankenstein… yeah, something like that, anyway.

Anyway, my brain is melting so I'm afraid I don't have much else of note to share with you this evening. Hope you're all feeling a bit better than I am right now — make sure you get plenty of good quality rest when you have the opportunity to, because you sure feel it when you don't get it, I can tell you!

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#oneaday Day 989: Improving https://imnotdoctorwho.moegamer.net/2021/09/14/oneaday-day-989-improving/ https://imnotdoctorwho.moegamer.net/2021/09/14/oneaday-day-989-improving/#respond Tue, 14 Sep 2021 23:01:47 +0000 https://imnotdoctorwho.moegamer.net/2021/09/14/oneaday-day-989-improving/ Feeling marginally better today, though I did go and have a long nap in the middle of the day. That helped somewhat. Another good night's sleep tonight will probably help even more, so I should probably go and do that very soon. I've been enjoying Cruis'n Blast today, though. I wasn't sure what to expect, … Continue reading #oneaday Day 989: Improving

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Feeling marginally better today, though I did go and have a long nap in the middle of the day. That helped somewhat. Another good night's sleep tonight will probably help even more, so I should probably go and do that very soon.

I've been enjoying Cruis'n Blast today, though. I wasn't sure what to expect, because I distinctly remember games magazines over here absolutely hating the original Cruis'n games back in the N64 era, but it seems a lot of people (Americans, anyway) look back rather fondly on them today.

Cruis'n Blast, though, is absolutely great; it's a shot of pure old-school arcade racer adrenaline that feels like it's just stepped out of a time warp from 2010. It's got ridiculously cheesy music that would make Daytona USA proud, it's got insane physics and stunts, it's got enough speed to make F-Zero blush and it's just a ton of fun to play.

I feel like it's one of those games you might be able to "beat" quite easily, but it's also one that you can easily come back to any time you just want a sugar rush in gaming form. It's an absolute delight, and I hope I can convince some people to try it in split-screen multiplayer at some point in the near future!

Check out my full article on it over at Rice Digital if you haven't already.

Now I'm Cruis'n off to bed.

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#oneaday Day 988: When it all catches up https://imnotdoctorwho.moegamer.net/2021/09/13/oneaday-day-988-when-it-all-catches-up/ https://imnotdoctorwho.moegamer.net/2021/09/13/oneaday-day-988-when-it-all-catches-up/#respond Mon, 13 Sep 2021 20:09:33 +0000 https://imnotdoctorwho.moegamer.net/2021/09/13/oneaday-day-988-when-it-all-catches-up/ I am exhausted beyond belief. Think everything has just caught up with me today a bit, so it may be just 9pm as I write this, but I'm going to bed. Haven't slept well at all for the last few nights so I'm hoping tonight will fix that. Had good intentions to get gym and … Continue reading #oneaday Day 988: When it all catches up

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I am exhausted beyond belief. Think everything has just caught up with me today a bit, so it may be just 9pm as I write this, but I'm going to bed. Haven't slept well at all for the last few nights so I'm hoping tonight will fix that.

Had good intentions to get gym and swimming back underway this evening but I'm just too tired right now. I have an evening out at a friend's place tomorrow evening, then on Wednesday I'll get back to things properly.

On the plus side, I think my foot is mostly healed. The leg I'd been putting most of my weight on while it hurt is very achey now, but I suspect putting it back into regular use will help with that. At least I hope so. If not I guess I'm just one of those perpetually achey old men now.

Anyway, my eyes are drooping so I'll bid you adieu for now. Hopefully I'll be in a generally better condition and mood tomorrow!

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#oneaday Day 987: Custom hardware https://imnotdoctorwho.moegamer.net/2021/09/12/oneaday-day-987-custom-hardware/ https://imnotdoctorwho.moegamer.net/2021/09/12/oneaday-day-987-custom-hardware/#respond Sun, 12 Sep 2021 12:06:38 +0000 https://imnotdoctorwho.moegamer.net/2021/09/12/oneaday-day-987-custom-hardware/ While reading through some old ACE magazines the other day, I was struck by an interesting idea: what would a console designed using '80s and '90s conventions but modern technology look like if released today? I was inspired to think this by ACE's  "Pink Pages" section, which, among other things, provided a "buyer's guide" for … Continue reading #oneaday Day 987: Custom hardware

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While reading through some old ACE magazines the other day, I was struck by an interesting idea: what would a console designed using '80s and '90s conventions but modern technology look like if released today?

I was inspired to think this by ACE's  "Pink Pages" section, which, among other things, provided a "buyer's guide" for all the then-current computers and consoles, including tech specs about graphics modes, hardware sprites, scrolling and suchlike.

These days, modern consoles are effectively custom built PCs, and thus have very generic technology inside them. This means that they're theoretically capable of anything within reason, but also extremely boring. There's nothing unique about them.

Look back at the 16-bit gen, for example, and all the consoles available then had a very distinct personality about them due to their technology — and the games that were released on them reflected that sense of personality. I wonder what that approach would look like today?

Can you imagine how many hardware sprites a modern system would be capable of pumping out without a hint of slowdown today? Can you imagine how slick 1080p or 4K hardware scrolling would look? Can you imagine what a dedicated sound chip created today would be able to synthesise without using samples?

Of course, there's absolutely no need for a system like this today because that generic PC style hardware used for everything can turn its hand to whatever you want it to. But I still think it would be interesting; I'd certainly give a system like that a shot!

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#oneaday Day 986: Weekend away https://imnotdoctorwho.moegamer.net/2021/09/10/oneaday-day-986-weekend-away/ https://imnotdoctorwho.moegamer.net/2021/09/10/oneaday-day-986-weekend-away/#respond Fri, 10 Sep 2021 16:43:42 +0000 https://imnotdoctorwho.moegamer.net/2021/09/10/oneaday-day-986-weekend-away/ Andie and I are going away this weekend to go visit my parents. As such I won't be around much online and won't be posting stuff — Atari A to Z Flashback is already scheduled to go on Saturday morning, but aside from that there won't be anything until I get back on Sunday afternoon/evening. … Continue reading #oneaday Day 986: Weekend away

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Andie and I are going away this weekend to go visit my parents. As such I won't be around much online and won't be posting stuff — Atari A to Z Flashback is already scheduled to go on Saturday morning, but aside from that there won't be anything until I get back on Sunday afternoon/evening.

As such, that means the next Atelier MegaFeature part will be at some point late-ish on Sunday. I've got something I can write, but I'm taking this weekend as an opportunity to just get away from stuff for a bit; naturally I'll be taking some games with me (as well as some stuff I need to test) but I won't be doing any writing other than some quickie posts on here if I remember to do them on my phone of an evening.

Just wanted to let you all know just in case you found yourself wondering where the usual Saturday posts on MoeGamer were this week. They'll be late on Sunday instead… assuming I'm not too knackered after driving back here, of course!

Anyway. Hope you all have a suitably pleasant weekend.

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#oneaday Day 985: Engage! https://imnotdoctorwho.moegamer.net/2021/09/09/oneaday-day-985-engage/ https://imnotdoctorwho.moegamer.net/2021/09/09/oneaday-day-985-engage/#respond Thu, 09 Sep 2021 23:07:29 +0000 https://imnotdoctorwho.moegamer.net/2021/09/09/oneaday-day-985-engage/ I've noticed a marked increase in YouTube comments recently — and not of the spam variety, either, which is nice. (Well, I did have one guy who was constantly asking about Atari NFTs a while back, but he got his ass blocked. We don't talk about New Atari, particularly if you spam every video I … Continue reading #oneaday Day 985: Engage!

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I've noticed a marked increase in YouTube comments recently — and not of the spam variety, either, which is nice. (Well, I did have one guy who was constantly asking about Atari NFTs a while back, but he got his ass blocked. We don't talk about New Atari, particularly if you spam every video I make with the exact same question that is nothing to do with the actual contents of the video.)

View counts are… pretty much where they've always been, perhaps a bit higher. Every so often a vid breaks a hundred views and that feels like it's happening slightly more often than it used to, which is cool. I appreciate I'm doing something niche-interest with YouTube, but I'm often surprised at how much worse the performance is for videos where I deliberately take on something I know is popular and well-known.

The trouble with trying to be part of a more competitive field, I guess; you make a choice between being one of the few people making videos about things that only specific people want to watch, or one of millions of people making videos about things that everyone wants to watch. To be honest, I'm mostly happy with the former; as I've said on numerous occasions, I do this for fun and always have done; the fact that more people seem to be actually enjoying what I'm doing just recently is a pleasant bonus.

On that note, it's been a slow crawl, but I reckon I'll probably hit a thousand subscribers on YouTube by the end of the year, assuming nothing disastrous happens and I don't have a Google Doc written on me by some teenager on Twitter keen to destroy my life and YouTube subscriber count. (I have no skeletons in my closet, don't worry; the most exciting thing about my past life is that time I… wait, ahhh, you almost had me there, didn't you?)

I'm in no hurry to monetise as a tiny channel — largely because the earnings won't really be worth bothering — but a thousand subscribers does seem like a nice milestone. I've had my YouTube account for over ten years at this point, but the majority of those nearly-a-thousand people have showed up since 2018, when I started doing stuff semi-regularly on the channel.

So yeah. Happy with things are, and this seems like a good opportunity to thank you all once again for your support of my passion projects online. It's always a pleasure to know these things are more than just vanity projects — at least some people out there are getting something out of them, too! And there's plenty more where that came from, so please continue to enjoy! 

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#oneaday Day 984: Terrible business https://imnotdoctorwho.moegamer.net/2021/09/08/oneaday-day-984-terrible-business/ https://imnotdoctorwho.moegamer.net/2021/09/08/oneaday-day-984-terrible-business/#respond Wed, 08 Sep 2021 20:42:26 +0000 https://imnotdoctorwho.moegamer.net/2021/09/08/oneaday-day-984-terrible-business/ Every so often when I'm sitting on the toilet, staring into space or otherwise trying to avoid existential despair, I find myself thinking of (inevitably stupid) business ideas that I think would be fun, but usually completely unworkable. Today's random thought was some sort of sandwich bar, but one whose specialism was adding crisps to … Continue reading #oneaday Day 984: Terrible business

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Every so often when I'm sitting on the toilet, staring into space or otherwise trying to avoid existential despair, I find myself thinking of (inevitably stupid) business ideas that I think would be fun, but usually completely unworkable.

Today's random thought was some sort of sandwich bar, but one whose specialism was adding crisps to their sandwiches. I was inspired to think of this by… something I watched online recently (possibly a Mythical Kitchen episode?) in which I learned that it seemingly wasn't uncommon for certain parts of America to put crushed tortilla chips in their sandwiches. I've certainly experienced that after a fashion courtesy of Taco Bell and, of course, it works. Why wouldn't it?

My idea is something along the lines of Subway, where you have a sandwich bar with a selection of different predefined fillings, or the option for a custom. Rather than being subs, these are proper nice doorstep sandwiches with tasty bread, though, with plenty of filling. You'd get your sandwich done, have all your optional bits and pieces, and then, as the final step in the process, select one of a wide variety of crisp flavours to be put into your sandwich and crushed for that finishing touch.

And I don't mean just boring old Walkers default flavours; I'm envisioning some sort of Shakeaway-style wall filled with every variety of crisps you can think of. Want a ham and cheese sandwich complemented by KP Skips? Go right ahead. Tuna mayo with Flamin' Hot Monster Munch? Sure thing. Bacon, Brie and Wotsits? Absolutely. Chicken salad with Walkers Sensations roast chicken flavour? You're damn right.

If this wasn't enough of a gimmick, you could combine it with some sort of other feature to bring the punters in. Board gaming and crisp butty café! I'd go there. LAN Quake and crisp sandwiches! Oh god, imagine the cleanup.

Maybe this isn't such a good idea.

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#oneaday Day 983: The Kindred https://imnotdoctorwho.moegamer.net/2021/09/07/oneaday-day-983-the-kindred/ https://imnotdoctorwho.moegamer.net/2021/09/07/oneaday-day-983-the-kindred/#respond Tue, 07 Sep 2021 22:32:58 +0000 https://imnotdoctorwho.moegamer.net/2021/09/07/oneaday-day-983-the-kindred/ Made a start on Police Quest III: The Kindred this evening. So far I'm liking it… apart from the driving, which is somehow even more rubbish than in Police Quest, but I can live with it for the moment. I greatly appreciate how this series has "escalated" with each new installment; while an early part … Continue reading #oneaday Day 983: The Kindred

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Made a start on Police Quest III: The Kindred this evening. So far I'm liking it… apart from the driving, which is somehow even more rubbish than in Police Quest, but I can live with it for the moment.

I greatly appreciate how this series has "escalated" with each new installment; while an early part of Police Quest III does see Sonny Bonds back on the traffic beat for a short period — they're always understaffed, you know — for the most part, each new game has significantly upped the stakes in terms of "seriousness".

I was surprised how invested I was when the major crime of the first part of Police Quest III — I'm being vague for the benefit of those interested in playing it — was perpetrated, and the impact it had on Sonny. I'm definitely interested to see where it goes — and, looking through the credits (or rather the in-game "personnel" file) I see that Jane Jensen had some involvement with this one. I can tell!

It's actually been quite some time since I played any Sierra games with any seriousness, so trying these games for the first time has been a real pleasure. It's encouraging me to check out some others I've never tried, too; I've got my eye on the two Laura Bow adventures after I'm done with Police Quest.

Anyway, for now I must tear myself away from old PC games and hit the hay. Didn't sleep all that well last night, so hoping I have a more restful night tonight — though with the heat the way it is right now, I'm not counting on it.

This month's Patreon shenanigans have gone through, so thank you once again for all your support (and welcome to the few new and returning Patrons from the last few days!); S-Rank Patrons, I'll get you a new wallpaper either towards the end of this week or at the start of next. I'm away this weekend, otherwise I'd take care of it then!

Anyway. G'night. Have a good evening!

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#oneaday Day 982: Restless https://imnotdoctorwho.moegamer.net/2021/09/05/oneaday-day-982-restless/ https://imnotdoctorwho.moegamer.net/2021/09/05/oneaday-day-982-restless/#respond Sun, 05 Sep 2021 22:25:31 +0000 https://imnotdoctorwho.moegamer.net/2021/09/05/oneaday-day-982-restless/ I feel kind of… restless. I suspect it's mostly a result of having not left the house for about two weeks (although I did actually go out today for the first time since knackering my ankle). But still… it's a bit of a frustrating feeling, because it's that kind of restless that makes you feel … Continue reading #oneaday Day 982: Restless

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I feel kind of… restless. I suspect it's mostly a result of having not left the house for about two weeks (although I did actually go out today for the first time since knackering my ankle). But still… it's a bit of a frustrating feeling, because it's that kind of restless that makes you feel anxious that you "should" be doing something, even when you know that you've 1) done everything that you need to have done and 2) don't actually have anything to do that is of such earth-shattering importance that you need to worry about it even a little bit.

Oh well. I at least got some recording done today; Retro Select next week will be fun, since I went for Westwood's classic RPG Lands of Lore and ended up playing it for an hour and three quarters because I was having such a good time. I'd forgotten quite how excellent that game was, and I'm tempted to play more off-camera — but I do have a lot of other things I want to be getting on with, too, so I should probably resist the temptation. For now, anyway.

I feel like I'm getting pleasingly close to the end of Atari A to Z Flashback, too. We're not yet on the last page of games, but the episode I recorded today was the last one of the middle column of the penultimate page. I think I've got one more two player-only game to inflict on my wife, then it should be a smooth ride to the finish, all being well. It's going to feel damn good when that project's complete — that and the Atelier MegaFeature are the biggest, longest-term major creative projects I've ever undertaken, and finishing one of them will feel amazing. Finishing both of them will feel even better!

I'll likely play some Police Quest III this week because the first two intrigued me sufficiently. I see mixed opinions on III: some people absolutely love it, others hate it. IV is pretty universally reviled, but I'm intrigued to try it anyway; it was a game of a few interesting "firsts" for gaming at the time, so it's of historical significance, if nothing else.

I'm keeping busy if nothing else. Got a nice weekend visiting the folks planned for next weekend, too, so that will be a nice opportunity for Andie and I to enjoy a bit of quiet time in the country. I doubt we'll do anything particularly out of the ordinary while we're there; sometimes it's just nice to relax somewhere other than your own house, you know?

Anyway. Work tomorrow so time to hit the hay. Hope you all had a lovely weekend!

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#oneaday Day 981: Another case closed https://imnotdoctorwho.moegamer.net/2021/09/03/oneaday-day-981-another-case-closed/ https://imnotdoctorwho.moegamer.net/2021/09/03/oneaday-day-981-another-case-closed/#respond Fri, 03 Sep 2021 23:42:27 +0000 https://imnotdoctorwho.moegamer.net/2021/09/03/oneaday-day-981-another-case-closed/ Started and finished Police Quest II: Vengeance this evening. This amuses me, because I vividly remember back in the day when Sierra adventures would take us weeks or even months to complete — in some cases we never even beat them at all! On top of that, I remember vividly buying a copy of Full … Continue reading #oneaday Day 981: Another case closed

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Started and finished Police Quest II: Vengeance this evening. This amuses me, because I vividly remember back in the day when Sierra adventures would take us weeks or even months to complete — in some cases we never even beat them at all!

On top of that, I remember vividly buying a copy of Full Throttle, playing it through with my brother over the course of a weekend and being a little peeved that we beat it in about a day and a half. For some reason, that game felt "shorter" than those classic Sierra games — even though practically speaking it wasn't; I think it was just easier.

Anyway, I'm not someone to whinge about game length — I actually quite like having short-form palate-cleansers now and then, particularly when I have other, substantial things on the go — so I'm not annoyed or anything, but I am glad I finally took the time to play through Police Quest II, which a lot of people seem to think is the best installment in the series.

I certainly enjoyed it a lot and I can see where that opinion comes from, but I'm undecided as yet. I enjoyed the expanded dialogue and narration of the Police Quest 1 VGA remake a great deal — though I understand even that is a bit divisive to some fans — and felt like Police Quest II was missing a certain amount of characterisation for Sonny in comparison, but such was the nature of games from that era; every little bit of text counted!

Obviously the VGA graphics of PQ1 Remake are "nicer", but I was actually impressed how well Police Quest II's EGA visuals hold up. Police Quest II was among the first of Sierra's games to use their newer SCI engine, so it has much less "chunky" visuals than early Sierra titles. And even with the radioactive skin tones of the EGA colour palette, Police Quest II still looks pretty good, with an impressive amount of detail packed into each scene, and some nice sprite animation.

Anyway, I have more to say, but I'll likely save it for a Retrounite post next week, since I wrote about PQ1VGA today. For now, I'm going to go sit in bed, watch VTubers and play Mega-Lo-Mania. Have a pleasant weekend!

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#oneaday Day 980: Book 'em, Sonny https://imnotdoctorwho.moegamer.net/2021/09/02/oneaday-day-980-book-em-sonny/ https://imnotdoctorwho.moegamer.net/2021/09/02/oneaday-day-980-book-em-sonny/#respond Thu, 02 Sep 2021 23:12:41 +0000 https://imnotdoctorwho.moegamer.net/2021/09/02/oneaday-day-980-book-em-sonny/ Finished Police Quest this evening. Really enjoyed that! Can't believe I'd been too intimidated to play it for more than 30 years; the "police procedure" stuff wasn't as much of a big deal as I'd made it out to be in my mind. In fact, I suspect it was primarily in there as a means … Continue reading #oneaday Day 980: Book 'em, Sonny

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Finished Police Quest this evening. Really enjoyed that! Can't believe I'd been too intimidated to play it for more than 30 years; the "police procedure" stuff wasn't as much of a big deal as I'd made it out to be in my mind. In fact, I suspect it was primarily in there as a means of copy protection, in the same way that King's Quest III required you to exhaustively type out steps in a recipe when casting spells.

As an adventure game, it was actually rather straightforward; rather than having obtuse "adventure game puzzles", everything made perfect sense, and if you do find yourself confused on procedure at any point, there are plenty of opportunities for the game to remind you of what you should do. Even when you encounter the typical Sierra frequent death scenes, they provide sufficient clues to help you avoid further mistakes; in many ways, it's actually one of the friendliest Sierra games I think I've ever played.

I was playing the VGA remake, by the way; I am curious to give the EGA version a go sometime and see if it has the same level of charm, wit and characterisation of the VGA version, but I suspect the parser-driven interface may make some of the procedural elements a little trickier. I understand the driving sequences in the EGA original kind of suck, too.

Anyway, I'm definitely going to explore the other games in the series. I remember reading a review of the Atari ST version of Police Quest II back in the day and thinking it looked thoroughly intriguing, so I'm looking forward to giving that a shot; I suspect it will be a bit of an adjustment to go back to a parser-driven interface, but it does at least make use of the later-era "nice" EGA graphics rather than the weird double-width pixels Sierra games used in the early days.

It's strange what happened to Police Quest in the long term. After three games with a coherent, ongoing narrative, the fourth game completely ditched everything it had built up in favour of a realistic LA setting — and from there it ceased to be an adventure game altogether, gradually turning into a strategy game and then a tactical shooter. Original series creative lead (and ex-cop) Jim Walls has supposedly attempted to create a "spiritual successor" on a few occasions, but we're yet to see this realised.

Anyway. I'm definitely intrigued by what I've played so far, and I'm looking forward to seeing if the fourth one feels like it has any connection whatsoever to the first three — I suspect not. For now, though, I definitely don't regret my time with the VGA remake of the first one!

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#oneaday Day 979: On the Force https://imnotdoctorwho.moegamer.net/2021/09/01/oneaday-day-979-on-the-force/ https://imnotdoctorwho.moegamer.net/2021/09/01/oneaday-day-979-on-the-force/#respond Wed, 01 Sep 2021 23:41:29 +0000 https://imnotdoctorwho.moegamer.net/2021/09/01/oneaday-day-979-on-the-force/ After my frustrations over adventure game classification yesterday — which, as promised, culminated in a full article today — I decided to boot up on that it occurred to me I'd never actually tried before: Police Quest from Sierra. To be perfectly honest, I'd always been a bit daunted by horror stories of this one: … Continue reading #oneaday Day 979: On the Force

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After my frustrations over adventure game classification yesterday — which, as promised, culminated in a full article today — I decided to boot up on that it occurred to me I'd never actually tried before: Police Quest from Sierra.

To be perfectly honest, I'd always been a bit daunted by horror stories of this one: the need to follow strict police procedure, its unforgiving nature, its terrible driving sequences. But I noticed that the GOG.com version incorporated its VGA remake as well as the chunky EGA original; the newer version makes a significant amount of the game a lot more palatable, stripping out some of the more obnoxious elements and making it significantly more intuitive to play. Even the driving doesn't suck… as much.

Anyway, I'm now here wishing I'd given this one a go sooner, because I've always had a soft spot for police procedurals, investigative stories and thrillers, and Police Quest is packed with a whole lot more personality and humour than I'd been led to believe over the years. I guess this is just another example of a lesson I've re-learned many times in recent years: if something sounds interesting, then you may as well give it a go rather than relying on hearsay.

Anyway. I estimate I'm probably about halfway through Police Quest so far and have solved the majority of it by myself so far. I did check a walkthrough at one point just to see if I was missing something important, but other than that I have successfully seen Officer Sonny Bonds through a couple of shifts on the traffic beat, and he's now temporarily been reassigned to the Narcotics division to help chase down "The Death Angel".

Looking forward to seeing what comes next, but DOSBOX crashed not long after I saved (thankfully) and then I needed a poo, so I took that a sign I should probably leave it for tonight. I'm definitely into it, though, so I'll likely try and see it through over the next few days!

And yeah; if you've been putting off trying Police Quest for yourself for whatever, reason, give the VGA version a go. You'll be pleasantly surprised, I feel. Just don't forget to read 'em their Miranda rights.

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#oneaday Day 978: Feet https://imnotdoctorwho.moegamer.net/2021/08/31/oneaday-day-978-feet/ https://imnotdoctorwho.moegamer.net/2021/08/31/oneaday-day-978-feet/#respond Tue, 31 Aug 2021 22:48:37 +0000 https://imnotdoctorwho.moegamer.net/2021/08/31/oneaday-day-978-feet/ Foot not doing too well today — I know you're all here for the feet content, that's what all the cool girls on the Internet seem to be doing these days anyway — but I'm hanging in there. It's getting a bit frustrating now; there's an annoying sort of "tight" feeling in it that makes … Continue reading #oneaday Day 978: Feet

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Foot not doing too well today — I know you're all here for the feet content, that's what all the cool girls on the Internet seem to be doing these days anyway — but I'm hanging in there. It's getting a bit frustrating now; there's an annoying sort of "tight" feeling in it that makes it difficult to move, but as with the last time I went through an injury like this, popping regular Ibuprofens is helping a bit.

With that in mind, not a ton of exciting things to report right now, I'm afraid. Andie pointed out that I haven't left the house for over a week and I'm kind of fine with that. No point going outside if I can't walk up or down stairs without a lot of pain, after all; here's hoping I mend within the next week or so. I forget how long it took me to recover last time, but I was also 20 years younger, so… well, there's that.

I did finish the first "half" of Atelier Firis earlier, though, which is something! That means no more time limit for the rest of the game, which is exciting. It turns out that the time limit wasn't really an issue anyway — I had about 150 days to spare — but it's nice to feel that I  can now fully explore the game world, mechanics and quests with no pressure at all. Quite a good reward for proving myself in that first bit, I'd say — though I'm sure some would disagree.

I'm in the mood for a new (to me) point and click adventure, but am finding myself frustrated by how today's digital storefronts have no idea what "adventure game" means. I think there's a fun article in this, so I might post something along those lines over on Retrounite tomorrow.

For now I'm going to watch Hololive and play Lynx games in bed. Have a lovely evening!

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#oneaday Day 977: Holiday done https://imnotdoctorwho.moegamer.net/2021/08/30/oneaday-day-977-holiday-done/ https://imnotdoctorwho.moegamer.net/2021/08/30/oneaday-day-977-holiday-done/#respond Mon, 30 Aug 2021 22:51:42 +0000 https://imnotdoctorwho.moegamer.net/2021/08/30/oneaday-day-977-holiday-done/ Well, yes, today was a bank holiday and I got a few things done. Was hoping to record some more stuff to get ahead of schedule on things, but absolutely did not have the energy after the other stuff I decided to get done today, so I'll take care of all that another time. Of … Continue reading #oneaday Day 977: Holiday done

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Well, yes, today was a bank holiday and I got a few things done. Was hoping to record some more stuff to get ahead of schedule on things, but absolutely did not have the energy after the other stuff I decided to get done today, so I'll take care of all that another time.

Of particular note today is something some of you may find helpful: my How to Play Mega-Lo-Mania guide over on Retrounite. If you find this game a bit tricky to get your head round, take a look at this and you might find things a little bit clearer — it can be daunting at first but it's really not as scary as it seems!

I must actually spend some proper time with Mega-Lo-Mania, actually; I do love it as a game but inevitably spend all my time replaying the first couple of levels rather than actually making any progress! The fact that the Evercade version has the ability to save will make progressing a bit more practical than relying on passwords.

Tomorrow it's pack to the usual grindstone. Retrounite will have a feature on 10 of the best retro combat flight sims, so please look forward to that, and Rice… I'm not sure yet. We take things a day at a time! Probably time we looked at another Chilla's Art game, especially now Tormented Souls is out; people should be in the mood for some more horror!

Anyway, I'm off to pop some painkillers and hit the sack. Hope you all had a good weekend (long or otherwise) and that Monday was bearable if you had to do the work thing.

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#oneaday Day 976: Bank holiday https://imnotdoctorwho.moegamer.net/2021/08/30/oneaday-day-976-bank-holiday/ https://imnotdoctorwho.moegamer.net/2021/08/30/oneaday-day-976-bank-holiday/#respond Mon, 30 Aug 2021 00:20:23 +0000 https://imnotdoctorwho.moegamer.net/2021/08/30/oneaday-day-976-bank-holiday/ Apparently it's a bank holiday tomorrow — likely still going to get some stuff done for both Rice and Retrounite as it's nice to put stuff up for people to read even on a holiday, but will be taking the opportunity to get caught up on a few things, too. Might record some more stuff … Continue reading #oneaday Day 976: Bank holiday

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Apparently it's a bank holiday tomorrow — likely still going to get some stuff done for both Rice and Retrounite as it's nice to put stuff up for people to read even on a holiday, but will be taking the opportunity to get caught up on a few things, too. Might record some more stuff and will definitely play some Atelier Firis — made some substantial progress on that over the weekend.

Got some fun videos coming up, including a few requests I've had in the comments. People seem to be "engaging" (ugh) a lot more with my videos of late, which is nice, particularly when they have meaningful things to say. I have a couple of crypto weirdoes sniffing around trying to find out about Atari Token, but I've just ignored them for the moment. Anything crypto-related can choke on a fat one so far as I'm concerned.

This coming week's Retro Select will be the Quake remaster, but rather than playing Vanilla Quake I took some time to delve into Scourge of Armagon, the first official expansion pack. It's hard! But it's really, really good. I owned a copy of this back in the day, but never really played it all that much. Now I've blasted through all of base Quake (which I'm not 100% convinced I ever did back in the day, either) I'm enjoying investigating these new expansions. Particularly intrigued by the two which have been developed by MachineGames, so may well return to Quake for another video at some point.

Aside from that, not much to note today, really. Foot still hurts. Cats still cute. Living room still needs hoovering. Time for bed, said Zebedee. Boing!

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#oneaday Day 975: Bad times https://imnotdoctorwho.moegamer.net/2021/08/28/oneaday-day-975-bad-times/ https://imnotdoctorwho.moegamer.net/2021/08/28/oneaday-day-975-bad-times/#respond Sat, 28 Aug 2021 23:28:30 +0000 https://imnotdoctorwho.moegamer.net/2021/08/28/oneaday-day-975-bad-times/ Been struggling a bit for a few days. The pain from my foot has been getting to me a bit, and it's either been triggering some fairly monstrous anxiety, or some monstrous anxiety just happens to have struck at the same time my body is suffering. Either way, it's been a pretty bad time. I … Continue reading #oneaday Day 975: Bad times

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Been struggling a bit for a few days. The pain from my foot has been getting to me a bit, and it's either been triggering some fairly monstrous anxiety, or some monstrous anxiety just happens to have struck at the same time my body is suffering. Either way, it's been a pretty bad time.

I have spent the majority of today distracting myself with Atelier Firis, which I've made some good progress on today. As I noted the other day, I won't be writing about it this weekend, but I'll definitely have some more things to say come next weekend.

Played through Tormented Souls in the week to write about over on Rice — that's a fabulous classic-style survival horror that everyone who enjoys old-school Resident Evil and Silent Hill should absolutely, definitely play. Here's my writeup: https://ricedigital.co.uk/tormented-souls-classic-ps2-era-horror/

And a walkthrough for those who aren't used to actual puzzles! https://ricedigital.co.uk/tormented-souls-walkthrough-and-faq/

Having fun with the Secret Thing I'm Not Allowed To Talk About At the Moment. Got some projects relating to that coming up soon, too, so looking forward to those. You'll be seeing the first fruits of those labours around November time. What could they be?!

It's been nice to have a day that is mostly relaxation (random stress attacks aside) so tomorrow I'm going to be productive and get some videos done. For now, I think it's a good time to hit the sack and enjoy Calli teaching Haachama a selection of "bad words".

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#oneaday Day 974: Delayed gratification https://imnotdoctorwho.moegamer.net/2021/08/26/oneaday-day-974-delayed-gratification/ https://imnotdoctorwho.moegamer.net/2021/08/26/oneaday-day-974-delayed-gratification/#respond Thu, 26 Aug 2021 20:56:14 +0000 https://imnotdoctorwho.moegamer.net/2021/08/26/oneaday-day-974-delayed-gratification/ Hello! Quick update: there probably won't be an Atelier MegaFeature entry this week, as I've had my hands full with Tormented Souls for review and walkthrough writing, along with a bunch of other stuff. As such, I've had pretty much zero time to spend with Atelier, and I don't want to just waffle something out … Continue reading #oneaday Day 974: Delayed gratification

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Hello! Quick update: there probably won't be an Atelier MegaFeature entry this week, as I've had my hands full with Tormented Souls for review and walkthrough writing, along with a bunch of other stuff. As such, I've had pretty much zero time to spend with Atelier, and I don't want to just waffle something out for the sake of it, so better to delay the next installment by a week or so.

Apologies that this is taking a bit longer than anticipated, but I'm determined to get it done and do it right — it's just proving quite challenging to do so alongside work commitments. I like my job, y'see, so it makes me want to do well at it — unfortunately that sometimes doesn't leave so much time for personal projects, however passionately we feel about them!

It will be completed, though. I've come too far to stop now — plus I'm enjoying Atelier Firis a lot. I just need a bit more time to actually get a bit further — so I'll be making sure I prioritise it in my free time for the next week (and onwards!)

Also my ankle has turned purple. Guess I did sprain it after all. Dammit. Oh well. Here's hoping it heals soon.

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#oneaday Day 973: On the mend https://imnotdoctorwho.moegamer.net/2021/08/26/oneaday-day-973-on-the-mend/ https://imnotdoctorwho.moegamer.net/2021/08/26/oneaday-day-973-on-the-mend/#respond Thu, 26 Aug 2021 00:50:17 +0000 https://imnotdoctorwho.moegamer.net/2021/08/26/oneaday-day-973-on-the-mend/ Feeling a little better today. Still not great — I'm in an annoying situation where putting any weight on my right leg causes my ankle to hurt, and bending my left leg at all causes the graze on my knee to be quite painful — but I think I'm mending. Hopefully it won't be too … Continue reading #oneaday Day 973: On the mend

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Feeling a little better today. Still not great — I'm in an annoying situation where putting any weight on my right leg causes my ankle to hurt, and bending my left leg at all causes the graze on my knee to be quite painful — but I think I'm mending. Hopefully it won't be too long before I'm properly back on my feet again; I do not like it being painful to do things like get out of bed or walk down stairs.

Still, as I've said, at least I don't need to be up and about too much right now. Writing by day, gaming by night. (Technically, the game playing this evening was "work", but I was going to play it anyway, so I don't mind.) With any luck I'll be back in the gym by the time next week rolls around, but we'll see — I don't want to get better only to fuck myself up again.

Getting into the new Hololive gals. Kronii is probably my favourite so far, but I watched Mumei play Journey for a couple of hours last night, and she is absolutely charming. Softly spoken, gentle, says things like "shoot" and "oh dear" instead of "shit" and "fuck", has a cute little whistle between her teeth that she makes any time she says an "s" syllable and is obviously quite intelligent. And forgetful. That aspect of her "character" doesn't appear to be something written for her; it wasn't at all uncommon for her to start talking about something, forget what she was saying halfway through and then return to it like an hour later.

Sana has some nicely infectious energy, Fauna is gentle in a different way to Mumei, and Baelz… well, I can see her being another Gura if she plays her cards right. She's a natural performer and entertainer, and I can't wait to see what she gets up to.

Exciting times for sure! But for now, I must a-bed, because it is 1:50am and I was going to get an early night tonight. Whoops. Oh well.

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#oneaday Day 972: In recovery https://imnotdoctorwho.moegamer.net/2021/08/24/oneaday-day-972-in-recovery/ https://imnotdoctorwho.moegamer.net/2021/08/24/oneaday-day-972-in-recovery/#respond Tue, 24 Aug 2021 22:34:36 +0000 https://imnotdoctorwho.moegamer.net/2021/08/24/oneaday-day-972-in-recovery/ Still in a fair amount of pain, but on the mend. Foot has swollen up a bit but hasn't gone purple, so I don't think I've sprained it, at least I hope I haven't. I've only sprained my ankle once — back in my early days at university — but it was an exceedingly unpleasant … Continue reading #oneaday Day 972: In recovery

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Still in a fair amount of pain, but on the mend. Foot has swollen up a bit but hasn't gone purple, so I don't think I've sprained it, at least I hope I haven't. I've only sprained my ankle once — back in my early days at university — but it was an exceedingly unpleasant experience I'm not particularly keen to repeat.

Thankfully, I haven't needed to move around too much today to get some work done. Presently playing through Tormented Souls to review on Friday, all being well — it's very good, you know. If you enjoy classic Resident Evil and Silent Hill, you'll definitely get a big kick out of this one. More details on Friday.

Other than that, not a ton to report other than the fact I just remembered I forgot to post Atari A to Z today, so I better do that now. There's 25 minutes until midnight before it's officially "late" 🙂

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#oneaday Day 971: I hate Monday https://imnotdoctorwho.moegamer.net/2021/08/23/oneaday-day-971-i-hate-monday/ https://imnotdoctorwho.moegamer.net/2021/08/23/oneaday-day-971-i-hate-monday/#respond Mon, 23 Aug 2021 22:21:25 +0000 https://imnotdoctorwho.moegamer.net/2021/08/23/oneaday-day-971-i-hate-monday/ It was my own fault, really; I shouldn't have been vaguely psyched up to start a new week, because today has been an absolutely horrible day, and I sincerely hope yours has been better. To be fair, it was only really one specific bad thing that happened, but said bad thing is something I'm going … Continue reading #oneaday Day 971: I hate Monday

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It was my own fault, really; I shouldn't have been vaguely psyched up to start a new week, because today has been an absolutely horrible day, and I sincerely hope yours has been better.

To be fair, it was only really one specific bad thing that happened, but said bad thing is something I'm going to have to deal with for a bit — and that's messed up some of the plans I'd made to be better to myself.

Here's what happened. I was planning to go see some local friends this evening, where we were going to play some games and generally have an enjoyable, social time. With that in mind, I figured I'd go to the gym at lunchtime rather than simply skipping it for the day — good intentions, getting into solid habits and all that.

So at lunchtime, I got ready, stepped out the door, headed from my front door to my car — and as I was rounding the back of my car to reach the driver's side, my ankle gave way and I fell to the ground, skinning both my knees in the process. Thankfully I wasn't seriously hurt — at this point I'm not sure if I've sprained or just twisted my ankle, and the knee wounds looked worse than they were — but it was embarrassing, extremely painful and not at all how I intended any part of today to go.

As such, I've been spending the rest of today limping around and occasionally howling in pain, cancelling my appointment for the evening and resigning myself to the fact that I'm probably not going to be able to go to the gym for at least a couple of days. Which is frustrating, because I actually wanted to go, and I don't want to fall back into bad habits so soon after having what feels like, at the very least, a slight breakthrough in that regard.

But oh well. Shit happens and all that. Just gotta roll with the punches and deal with whatever bullshit life throws you as it happens, I guess. At least nothing worse happened.

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#oneaday Day 970: Ready for action https://imnotdoctorwho.moegamer.net/2021/08/22/oneaday-day-970-ready-for-action/ https://imnotdoctorwho.moegamer.net/2021/08/22/oneaday-day-970-ready-for-action/#respond Sun, 22 Aug 2021 23:21:17 +0000 https://imnotdoctorwho.moegamer.net/2021/08/22/oneaday-day-970-ready-for-action/ A nice quiet weekend — although I did get some stuff actually done, too. I prepped a couple of articles for Retrounite, which will save me some time in the week, and I did some testing on the thing I'm not allowed to talk about at the moment which was fun. I also played a … Continue reading #oneaday Day 970: Ready for action

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A nice quiet weekend — although I did get some stuff actually done, too. I prepped a couple of articles for Retrounite, which will save me some time in the week, and I did some testing on the thing I'm not allowed to talk about at the moment which was fun. I also played a lot of Quake and beat Flea! on the Indie Heroes collection for Evercade in a single sitting without using save states like a pussy.

I call that a successful weekend, really. Actually looking forward to getting some work done in the week, and getting back to the gym and swimming routine. May actually have an opportunity to see some local friends tomorrow evening for once if they don't come up with some last-minute excuse like they normally do. It's usually family-related. I have to say, even if both Andie and I weren't already so vehemently against having kids, I think my local friends' seemingly constant misery at being parents would be enough to put us both off.

Yes, yes, yes, I'm sure all the "ups" make all the "downs" eminently worth it, but I feel kind of bad for them, given that there seem to be a lot more "downs" than "ups". Or perhaps they just don't talk about the "ups". I don't know. Either way, they've only made my resolve not to procreate even stronger. Not that I needed much convincing, anyway; I would be a dreadful parent, and our house would be awful for a child. So there's that.

Well that, sure wandered off the point, didn't it? Anyway, I'm off to bed now. Tempted to watch some HoloEN Council debuts this evening, but will probably save it for tomorrow so I can write about them while watching. Maybe an ice-cream before bed. Ah, the childless life at 40… aside from the aches and pains, it's all right sometimes.

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#oneaday Day 969: Quack https://imnotdoctorwho.moegamer.net/2021/08/22/oneaday-day-969-quack/ https://imnotdoctorwho.moegamer.net/2021/08/22/oneaday-day-969-quack/#respond Sun, 22 Aug 2021 00:31:27 +0000 https://imnotdoctorwho.moegamer.net/2021/08/22/oneaday-day-969-quack/ Been playing a bunch of Quake since Bethesda put out that new version and I'm really impressed. Going to write more about it over on Retrounite in the week, but suffice to say for now that if you've been considering picking it up but have been on the fence, don't hesitate; it really is absolutely … Continue reading #oneaday Day 969: Quack

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Been playing a bunch of Quake since Bethesda put out that new version and I'm really impressed. Going to write more about it over on Retrounite in the week, but suffice to say for now that if you've been considering picking it up but have been on the fence, don't hesitate; it really is absolutely excellent.

They've learned a lot from the Doom ports from a while back, clearly. Modern Vintage Gamer was involved with the port of this one, and much like his work on Shantae with WayForward and Limited Run Games, he's managed to create a version that is magnificently authentic to the original while providing plenty of "modern" options for those who desire them.

I'm particularly enamoured with the fact that this new version allows you to keep all the textures unfiltered, so you have lovely pixelated walls and enemies and whatnot — but this can be combined with modern effects like motion blur and interpolated animation and suchlike. It really does allow Quake to get the "modern retro" treatment, where it's recognisable as a classic game, but also plays like how you want to remember it, rather than how it actually was.

And then there's the game itself. I have a lot to say on this subject, but I'll save that for in the week…

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#oneaday Day 968: Recovery https://imnotdoctorwho.moegamer.net/2021/08/20/oneaday-day-968-recovery/ https://imnotdoctorwho.moegamer.net/2021/08/20/oneaday-day-968-recovery/#respond Fri, 20 Aug 2021 20:47:34 +0000 https://imnotdoctorwho.moegamer.net/2021/08/20/oneaday-day-968-recovery/ Evening all. Sorry I didn't write yesterday, but I completely zonked out after work last night — I don't think I was too well, as I fell asleep almost immediately and felt like absolute crap. I feel a bit better today, though, thankfully, so I made it to the gym for a light session, and … Continue reading #oneaday Day 968: Recovery

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Evening all. Sorry I didn't write yesterday, but I completely zonked out after work last night — I don't think I was too well, as I fell asleep almost immediately and felt like absolute crap. I feel a bit better today, though, thankfully, so I made it to the gym for a light session, and now I've got the weekend to enjoy ahead of me.

I think I'm starting to notice a slight improvement in my performance at the gym already. 20 minutes on the bike didn't feel like a big deal at all this evening, though granted I was well-distracted by Amelia Watson playing The Convenience Store. This is encouraging, though; I just need to not get complacent, and be willing to push myself a little bit when things start to feel like they're "easy". Going on past experience, it's easy to get into self-inflicted plateaus by not wanting to get out of your comfort zone.

No real plans for the weekend. I do have something super-secret from the day job to play with that I'm not allowed to talk about, so some of the time will be spent fiddling with that, and I've got a review copy of Tormented Souls to squeeze in, too. This unfortunately isn't leaving me with a ton of time to play Atelier, but I think I've got some stuff I can write about this weekend at least!

Anyway. Just wanted to catch up before I sat down for an enjoyable evening of video gaming. Hope you all have a lovely weekend — make sure you spend at least some of it enjoying yourselves!

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#oneaday Day 967: Tired out https://imnotdoctorwho.moegamer.net/2021/08/18/oneaday-day-967-tired-out/ https://imnotdoctorwho.moegamer.net/2021/08/18/oneaday-day-967-tired-out/#respond Wed, 18 Aug 2021 22:15:54 +0000 https://imnotdoctorwho.moegamer.net/2021/08/18/oneaday-day-967-tired-out/ I'm absolutely knackered; think I may have pushed myself harder than I thought at the gym last night as I've spent all day being pretty tired and this evening's swimming session was a bit of a struggle. I'm off to bed immediately after this — though looking at the clock that's not actually a particularly … Continue reading #oneaday Day 967: Tired out

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I'm absolutely knackered; think I may have pushed myself harder than I thought at the gym last night as I've spent all day being pretty tired and this evening's swimming session was a bit of a struggle. I'm off to bed immediately after this — though looking at the clock that's not actually a particularly unreasonable time to hit the sack.

Played a bit of GG Aleste on the Aleste Collection for Switch a while back — that's a real good shoot 'em up that I like a lot, plus I have a lot of time for any shmup kind enough to let me 1CC it on the first runthrough. It may be pretty easy, but it was a ton of fun — very much looking forward to exploring the others, and this collection will provide plenty of fodder for the Blissful Death column over on Rice Digital!

Still working through the Chilla's Art games, too. Big fan of those, now. I think I have a couple of the short-form ones left to go, then there's a few more "survival horror-y" ones to look at as well, including a couple that go with a PS1 aesthetic rather than the PS2 look all the ones I've played so far went with. On the whole, I think they're doing great work — and they sure are churning 'em out, too! I guess that's the advantage of working on small-scale games with a small team — you can get stuff done a lot more efficiently than big, bloated development houses!

My brain is gradually shutting down and my cat is telling me it's time to go to bed, so I think it's time to hit the hay. Hope you've all had a good evening!

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#oneaday Day 966: Nothing much https://imnotdoctorwho.moegamer.net/2021/08/17/oneaday-day-966-nothing-much/ https://imnotdoctorwho.moegamer.net/2021/08/17/oneaday-day-966-nothing-much/#respond Tue, 17 Aug 2021 22:19:01 +0000 https://imnotdoctorwho.moegamer.net/2021/08/17/oneaday-day-966-nothing-much/ A fairly "nothing day" today — one of those ones that just sort of passes by without being particularly eventful, and where there's not a ton of interesting things to talk about. Sometimes those are the best days, though; if every day is super-eventful it can be exhausting, so sometimes it's nice when things just … Continue reading #oneaday Day 966: Nothing much

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A fairly "nothing day" today — one of those ones that just sort of passes by without being particularly eventful, and where there's not a ton of interesting things to talk about. Sometimes those are the best days, though; if every day is super-eventful it can be exhausting, so sometimes it's nice when things just happen without any real sort of resistance.

Went to the gym this evening and did 20 minutes on the bike and 10 minutes on the weird… hand bike thing that I don't know the name of. The 20 minutes in particular didn't feel like too much of an ordeal; the fact I was watching Elira Pendora's entertaining playthrough of Night Delivery helped matters, for sure. Having some good distraction material is a godsend for boring cardio; I must make sure I remember to take my headphones when I go along each time. (And the stupid USB to headphone jack thing, because of course my phone doesn't have a proper headphone jack because who would possibly want one of those any more apart from LITERALLY EVERYONE)

Enjoying working through the Chilla's Art games over at Rice. Lots of interesting things to talk about, and each game has its own enjoyable little twists to discover. Really glad I've picked up the whole pack.

Probably going to attempt to write something about the SNK Fighting Legends games now that they're playable with the new pad. I feel like it might be interesting to provide a complete scrub's viewpoint on how accessible these games are — because one of the biggest things that's put me off exploring fighting games in general is simply not knowing where to start or how.

For now, though, I need a poo and some sleep. So I'm going to get both. Hopefully one after the other rather than at the same time.

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#oneaday Day 965: Two things to share https://imnotdoctorwho.moegamer.net/2021/08/16/oneaday-day-965-two-things-to-share/ https://imnotdoctorwho.moegamer.net/2021/08/16/oneaday-day-965-two-things-to-share/#respond Mon, 16 Aug 2021 22:19:18 +0000 https://imnotdoctorwho.moegamer.net/2021/08/16/oneaday-day-965-two-things-to-share/ First up, my fight pad arrived today and I like it a lot. The clicky D-pad is very lovely — I'm still not all that good at the common fighting game movements but I feel like I got better today with just a little bit of practice. The buttons, meanwhile, are absolutely glorious; obviously with … Continue reading #oneaday Day 965: Two things to share

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First up, my fight pad arrived today and I like it a lot. The clicky D-pad is very lovely — I'm still not all that good at the common fighting game movements but I feel like I got better today with just a little bit of practice.

The buttons, meanwhile, are absolutely glorious; obviously with this being a pad rather than a full-size stick they don't have the heft of full arcade-style buttons, but they're still better than standard joypad buttons. They're a little larger than the standard DualShock buttons and have a touch more travel to them, which means that they're satisfying and enjoyable to press. The layout is taking a little getting used to — there's the standard four face buttons, then an additional two that are an alternative means of pressing R1 and R2 — but again, that's something that will come with practice.

I'm not sure I was appreciably better at Art of Fighting when I tried it earlier — the second stage in Story mode against Jack was still a near-insurmountable obstacle, though I did actually manage to beat him once — but it was certainly a much more comfortable experience with an appropriate controller. I will continue to put the game through its paces and perhaps write about my experiences!

Secondly, in completely unrelated news, I went swimming today and managed 24 lengths in a little less than an hour (I didn't time it exactly, but somewhere around 45 minutes, I guess?). This is better than my previous of 20 in the same space of time, and can be partly attributed to my excellent new goggles that made me feel a lot more confident sticking my head in the water, but I felt a little more confident in general. I'm still painfully slow compared to literally everyone else in the pool, but I don't mind too much so long as I meet and occasionally exceed my own personal goals.

So that's good. I am absolutely knackered now though, so hopefully I will sleep well this evening; I emphatically did not sleep well last night, which was not a great start to the week, but oh well.

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#oneaday Day 964: QCF+P https://imnotdoctorwho.moegamer.net/2021/08/15/oneaday-day-964-qcfp/ https://imnotdoctorwho.moegamer.net/2021/08/15/oneaday-day-964-qcfp/#respond Sun, 15 Aug 2021 23:58:27 +0000 https://imnotdoctorwho.moegamer.net/2021/08/15/oneaday-day-964-qcfp/ After lengthy consideration (all right, a little bit of Googling) I decided to invest in a fight pad for the PS4. I was tempted to get an adapter for my arcade stick, but looking into it there's the possibility that some of the things might not quite map properly if going that route, and I … Continue reading #oneaday Day 964: QCF+P

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After lengthy consideration (all right, a little bit of Googling) I decided to invest in a fight pad for the PS4. I was tempted to get an adapter for my arcade stick, but looking into it there's the possibility that some of the things might not quite map properly if going that route, and I want to ensure compatibility.

So I've picked up a… what is it called (checks) Razer Raion, which is supposedly very nice. Zavvi had it for half its normal price (it's normally a hundred quid, which is a lot more than I'm willing to spend on a joypad) as well as providing options to pay it off over several months with no interest, so that was a bit of a no-brainer really. It should arrive in the next couple of days; I'm looking forward to trying it.

And I'm genuinely looking forward to giving these Neo Geo fighters a proper go. It's been a very long time since I played a fighting game with any degree of seriousness — the last was probably Dead or Alive 4 — so it's going to be interesting to explore these, particularly as I've never tried SNK fighters other than SNK Heroines (which I love) before. I am definitely 100% all about the pixel art in these games — and I'm pleased to see that despite these PS4 games actually being ports/emulations of PS2 titles, they're a lot less blurry than the otherwise excellent ADK Damashi collection, so that will really allow them to shine.

On that note, having a decent fight pad will actually allow me to play some of the games in ADK Damashi that I haven't really tried before, too.

Anyway, the Razer thingy looks nice because it has an 8-way D-pad, which I'm hoping will help with my general incompetence at performing fireball and Dragon Punch motions. It also has big chunky buttons, which is exactly what you want from a controller like this, and I believe it has programmable elements, too. As I say, looking forward to trying it.

I'm also looking forward to these fighters for another reason — as Guilty Gear Strive announces yet more DLC not long after it's launched, I'm really keen to play a fighting game that is complete right from the moment you actually pick it up and start playing. Art of Fighting has, I think, 8 fighters in it, only two of whom are playable in Story Mode. That is 1) much less overwhelming than the three billion characters modern fighters have and 2) never going to try and charge me more money for more characters while I'm playing.

The explosion of DLC for fighting games is really offputting these days. It makes me not want to jump into any new ones, because you know that purchasing the game isn't the end of your expenditure — not if you want the "complete" experience, anyway. I genuinely actually preferred it when Capcom did several versions of the same game — at least that way, people could specialise in a particular version of the game rather than this piecemeal nonsense we have these days.

But that's a rant about something that's not particularly relevant to me, because modern fighting games feel completely out of reach for my skill levels right now. I suspect at least some of these SNK titles may also be out of reach for me — but I'm willing to give them a go now I've got them, and I suspect trying them out may make for some interesting article fodder, too.

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#oneaday Day 963: Punch punch kick https://imnotdoctorwho.moegamer.net/2021/08/15/oneaday-day-963-punch-punch-kick/ https://imnotdoctorwho.moegamer.net/2021/08/15/oneaday-day-963-punch-punch-kick/#respond Sun, 15 Aug 2021 00:35:42 +0000 https://imnotdoctorwho.moegamer.net/2021/08/15/oneaday-day-963-punch-punch-kick/ Work sent me a copy of a lovely SNK collection of fighting games to do an unboxing of the other day, so I decided to give one a go this evening. I picked Art of Fighting to try first. I was immediately blown away by the gorgeous pixel art and animations… and almost immediately afterwards … Continue reading #oneaday Day 963: Punch punch kick

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Work sent me a copy of a lovely SNK collection of fighting games to do an unboxing of the other day, so I decided to give one a go this evening. I picked Art of Fighting to try first.

I was immediately blown away by the gorgeous pixel art and animations… and almost immediately afterwards was struck by what an absolutely terrible controller the DualShock 4 is for fighting games.

I don't think I'd actually ever tried a fighting game on PS4 before, so this had never come up before, but it really is absolutely dreadful. Whether I was attempting to use the D-pad or the analogue stick, it was near-impossible to perform basic fighting game moves with any accuracy. If anything, the analogue stick was actually more accurate, which is a situation I've never encountered before!

I have an arcade stick but unfortunately it's for Xbox 360, PS3 and PC. Supposedly there are USB converter things you can get, but they're a little bit pricey so I'm not sure I can justify it right now… but I'll definitely consider it, because I do want to give these SNK games a fair shot.

The alternative, of course, is buying a fight pad or a new stick. Again, that's a bit pricy — though I guess there are other games that will work for like shoot em ups. But then I can say the same for the arcade stick, so… I don't know!

Anyway, this is late night ramblings with no real point. If any of you have a good recommendation for a PS4 fighting game device that isn't too expensive, do please sound off below!

I'm off to bed for now. Tata!

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#oneaday Day 962: Made it https://imnotdoctorwho.moegamer.net/2021/08/14/oneaday-day-962-made-it/ https://imnotdoctorwho.moegamer.net/2021/08/14/oneaday-day-962-made-it/#respond Sat, 14 Aug 2021 00:20:20 +0000 https://imnotdoctorwho.moegamer.net/2021/08/14/oneaday-day-962-made-it/ Made it to the end of the week — and didn't miss a day of either gymming or swimming along the way. Tired out now, though! I got thinking while I was swimming today — swimming is a brilliant activity for getting lost in thought. One might think it's an inherently dangerous activity to mostly … Continue reading #oneaday Day 962: Made it

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Made it to the end of the week — and didn't miss a day of either gymming or swimming along the way. Tired out now, though!

I got thinking while I was swimming today — swimming is a brilliant activity for getting lost in thought. One might think it's an inherently dangerous activity to mostly switch off your consciousness, but I've always found it a wonderful place to be alone with one's thoughts.

And it's an interesting contrast to being alone with your thoughts when you don't want to be alone with your thoughts — such as when you're trying to get to sleep. When I'm swimming and my mind wanders, it goes to pleasant and imaginative places; when I can't sleep, I'm ruminating on everything that has ever gone wrong and everything that might go wrong in the future.

Evidently the solution to this is to just stop sleeping and perpetually swim instead. That's it. That's the solution to mental health that we all need.

Okay, maybe not, but the time for reflection (no vaguely water-related pun intended) is definitely welcome, and I can see this being an eminently worthwhile part of my weekly routine as things continue. Assuming, of course, that I can keep up these commitments.

After this week, I'm feeling positive in that regard — but I guess the real test is next week, and the week after, and the week after, and… you know.

Anyway, tomorrow I'm going to have a nice rest and then on Sunday I'm going to record a bunch of videos. I'll also put up a new part of the Atelier MegaFeature on either Saturday or Sunday depending on how lazy I'm feeling tomorrow. Watch that space!

For now, it's time for bed. Have a great weekend!

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#oneaday Day 961: The schedule https://imnotdoctorwho.moegamer.net/2021/08/12/oneaday-day-961-the-schedule/ https://imnotdoctorwho.moegamer.net/2021/08/12/oneaday-day-961-the-schedule/#respond Thu, 12 Aug 2021 23:30:33 +0000 https://imnotdoctorwho.moegamer.net/2021/08/12/oneaday-day-961-the-schedule/ The schedule appears to be working for now — I've successfully made it to the gym or the swimming pool on four out of five days this week, and I fully intend to make that a clean sweep on Friday. (I'm going to have the weekend off, 'cause I deserve it!) I've actually been quite … Continue reading #oneaday Day 961: The schedule

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The schedule appears to be working for now — I've successfully made it to the gym or the swimming pool on four out of five days this week, and I fully intend to make that a clean sweep on Friday. (I'm going to have the weekend off, 'cause I deserve it!)

I've actually been quite enjoying myself, which is an important part of getting this whole routine established. My only hesitation is that by the time I've been and gone and done a gym or a swim, there's not a ton of time left afterwards to do other things when I get back home.

I say that; I managed to play through an entire horror game this evening. A short one, yes, but a whole game nonetheless. So perhaps the problem is less pronounced than my brain wants to think it is. I suspect this is part of the "resistance" my subconscious has traditionally put up to getting going again with this sort of thing — and this is what I need to overcome.

Worst comes to the worst, if I feel like I'm really missing out on "gaming time", I can take the Switch to the gym and play something for 20 minutes while I'm on the exercise bike. And, once Steam Deck is a thing, I'll even be able to play stuff like Euro Truck Simulator and Final Fantasy XIV while working out. Truly, we are living in the future.

Anyway. Feeling reasonably positive right now. I have a lot of work to do to get my body back in vaguely working order, but this feels like a good first step. Let's see if I can maintain that — and perhaps supplement that with eating a bit better, which I know, I know, is even more important than the actual exercise side of things.

But at the moment, I'm looking at it like this: I'm doing the exercise to get my body working a bit better again. Once I feel a little bit more… "alive" (i.e. not hurting when attempting to perform basic bodily movements) I can expand my efforts further. And ultimately… well, we'll have to see, I guess.

As I say, it's a good start, which is all I was hoping for right now. One more swim tomorrow, then a well-earned break just in time to make some videos over the weekend!

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#oneaday Day 960: Elemental attributes https://imnotdoctorwho.moegamer.net/2021/08/11/oneaday-day-960-elemental-attributes/ https://imnotdoctorwho.moegamer.net/2021/08/11/oneaday-day-960-elemental-attributes/#respond Wed, 11 Aug 2021 22:46:26 +0000 https://imnotdoctorwho.moegamer.net/2021/08/11/oneaday-day-960-elemental-attributes/ I have probably given more thought than is healthy to what my elemental attributes would be if elemental attributes were actually a thing. And my opinion on my strengths and weaknesses tends to vary a little bit according to what I'm doing. I can fairly confidently say that I'm not Earth element. I don't like … Continue reading #oneaday Day 960: Elemental attributes

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I have probably given more thought than is healthy to what my elemental attributes would be if elemental attributes were actually a thing. And my opinion on my strengths and weaknesses tends to vary a little bit according to what I'm doing.

I can fairly confidently say that I'm not Earth element. I don't like getting dirty and I'm deeply uncomfortable any time I have to climb something rocky. That said, I do like mountains and caves, so perhaps there's something there.

My ever-present flatulence is probably cause for attributing the wind element to me, but I feel that's too easy a target. Wind element tends to be associated with… well, various things according to the particular interpretation. It can be anything from "gentle healing breeze" to "eviscerating blades of the cyclone", and I'm not sure any of those quite match me.

Fire element is, I suspect, the element everyone would like to be, because who doesn't enjoy flinging fireballs around? However, I don't like being too hot, so I feel that kind of precludes me from being fire element. Unless being fire element makes you immune to the heat. But then I'm not immune to the heat, so I still wouldn't be fire element. I can get quite angry about things, though, and that's a bit "fiery"?

Being water element is something that pops into my mind every time I go swimming (like I did this evening) and recall how much I enjoy simply existing in the water. I'm not a strong swimmer and I'm not good at complicated things like holding my breath, keeping my eyes open and not sucking water up my nose, but I do simply enjoy being in the water, whether it's swimming gently along at my doubtless excruciatingly slow pace, or just lying back, floating and relaxing.

I guess I could be ice? That's watery, and I enjoy winter sports video games. I am also more than capable of being (usually accidentally) cold and emotionally distant, which I feel is an essential part of an ice person's personality.

Or maybe I'm one of those weird elements you get in games where they want more than four elements? I don't think I'm light. I could be dark. Definitely not holy. Probably not evil. Don't think I'm poisonous. Lightning would be cool, but I feel that also implies speed, which I emphatically do not have.

I think I'll say I'm water and dark-type for now, with the possibility of evolving on class change. Gotta leave one's options open, after all.

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#oneaday Day 959: I'm here https://imnotdoctorwho.moegamer.net/2021/08/10/oneaday-day-959-im-here/ https://imnotdoctorwho.moegamer.net/2021/08/10/oneaday-day-959-im-here/#respond Tue, 10 Aug 2021 21:04:25 +0000 https://imnotdoctorwho.moegamer.net/2021/08/10/oneaday-day-959-im-here/ Forgot to write again yesterday, didn't I. Doing well with this, huh?! In my defense… I forgot. Yeah, I don't really have an excuse, other than the fact that I was playing Tales of Arise all evening for a preview (which you can read here) and didn't get done until after 1am. I suppose that … Continue reading #oneaday Day 959: I'm here

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Forgot to write again yesterday, didn't I. Doing well with this, huh?! In my defense… I forgot. Yeah, I don't really have an excuse, other than the fact that I was playing Tales of Arise all evening for a preview (which you can read here) and didn't get done until after 1am. I suppose that counts as an excuse.

I've joined a new gym that has a swimming pool. It's considerably more expensive for a "gym and swimming" membership than the other place I was at, and it's not 24 hours — but going by the last couple of days, I think I'm going to be better at sticking to some sort of "routine" with this place.

Not only is it much nicer in terms of facilities — some of the exercise machines are genuinely comfortable to sit on, which is a bizarre feeling — but, at present, the fact they're still using a booking system to manage COVID means that I have to make a commitment in advance and stick to it. So far — after two days — I've done that with no problem, so hopefully I can make that continue.

As I mentioned a few days ago, I need to develop that distinct change in my thinking where going to the gym or having a swim is something I actively want to do rather than an inconvenience to be squeezed in at some point that doesn't get in the way of other things. Booking in advance will help make that happen, for sure — though I know they're going to "re-evaluate" the systems in mid-August. I might continue "booking" things for myself and committing to them even if they ditch the requirement to pre-book things, as scheduling stuff for myself has always been a good means of keeping myself organised.

I really enjoyed my swim yesterday. I am as woefully slow as I ever was — I've never been a particularly strong swimmer — but I simply enjoy being in the water; it's a relaxing feeling, and it was especially pleasant on my aching muscles. Plus, again, while pre-bookings are necessary, it's never too crowded in there either, so I don't have to feel too stressed out about being the incredibly slow fat guy getting in everyone's way in the slow lane.

Going for another swim tomorrow, then a gym session the day after, all being well. Going to try and alternate like this in the week and hopefully get myself into a good routine. A good ten years or so ago I got into a similar routine — the gym and pool happened to be on my way home from work at the time — and it was beneficial to my general wellbeing. While I am, of course, not the same person I was ten years ago — I am much more decrepit — I have faith that I can at least attempt to better myself a bit, somewhat. Maybe.

Anyway. Now I've taken care of all of today's "commitments", it's time for some video games.

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#oneaday Day 958: Ready to go? https://imnotdoctorwho.moegamer.net/2021/08/08/oneaday-day-958-ready-to-go/ https://imnotdoctorwho.moegamer.net/2021/08/08/oneaday-day-958-ready-to-go/#respond Sun, 08 Aug 2021 23:24:11 +0000 https://imnotdoctorwho.moegamer.net/2021/08/08/oneaday-day-958-ready-to-go/ Had a nice restful weekend in the end, which I'm pleased with — that was the whole intention. I feel reasonably motivated to try and Be A Bit Better To Myself from tomorrow onwards — I'm going to try and eat reasonably, and I'm intending on going for a swim around 7pm. That gives me … Continue reading #oneaday Day 958: Ready to go?

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Had a nice restful weekend in the end, which I'm pleased with — that was the whole intention. I feel reasonably motivated to try and Be A Bit Better To Myself from tomorrow onwards — I'm going to try and eat reasonably, and I'm intending on going for a swim around 7pm. That gives me a bit of time after work to chill out, then I can go swim and have some dinner when I get back.

Despite saying I was going to take a break this weekend, I've actually prepped a bunch of articles to post on Retrounite this week, which didn't feel like work so I'm choosing not to count it as work. Expect some looks at the games on the Indie Heroes cartridge for Evercade alongside some other features this week — I've been really enjoying exploring those games, and there's some real gems among them.

My video announcing my short break on YouTube has done oddly well. I guess eight minutes of someone programming clumsily in rudimentary Atari BASIC has a certain appeal! Time to start doing "typing in listings from magazines in real-time ASMR" videos, perhaps?

Anyway. I'm feeling that good kind of tired right now where it feels like I might actually get some decent sleep tonight. Going to glug down a glass of milk (and maybe have a chocolate biscuit) and get some rest, ready to be refreshed for tomorrow. Hopefully.

Hope you all had a good weekend!

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#oneaday Day 957: Indie Heroes https://imnotdoctorwho.moegamer.net/2021/08/08/oneaday-day-957-indie-heroes/ https://imnotdoctorwho.moegamer.net/2021/08/08/oneaday-day-957-indie-heroes/#respond Sun, 08 Aug 2021 01:00:01 +0000 https://imnotdoctorwho.moegamer.net/2021/08/08/oneaday-day-957-indie-heroes/ Still super tired but I've had a nice quiet day without commitments, and I intend to do the same tomorrow! (To remind you, I'm taking a week off from personal projects to recharge my  batteries a bit; no videos this week and Atelier MegaFeature will be back next Saturday!) I've spent the day exploring the … Continue reading #oneaday Day 957: Indie Heroes

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Still super tired but I've had a nice quiet day without commitments, and I intend to do the same tomorrow! (To remind you, I'm taking a week off from personal projects to recharge my  batteries a bit; no videos this week and Atelier MegaFeature will be back next Saturday!)

I've spent the day exploring the Evercade Indie Heroes cart, and I'll be covering each of the games over on Retrounite in the coming week. Most of them are available as ROMs for emulators as well as via the Evercade cart, so they're of interest to the broader retro gaming community as well as just Evercade enthusiasts.

Most of today was spent with two of the more substantial games on the cart: Quest Arrest and Deadeus. I say substantial, but both of them are only a couple of hours tops each — but they're definitely worthwhile experiences.

It's especially interesting to see that they were both developed with the same piece of software — GB Studio — but came out rather differently. Quest Arrest is endearingly scrappy, while Deadeus has a noticeable amount of polish to it. This isn't a knock against Quest Arrest, either; its rough edges are very much part of its charm!

I'll likely spend some more time with this cart tomorrow — I know saying that I'm going to write about these technically means that I'm "doing work" on my "weekend off", but I was going to play these games anyway — no time like the present!

Anyway, with it now being 2am I think it's probably time to get some sleep if I hope to be feeling a bit better in time for my new fitness regime on Monday. Hope you're all having a pleasant weekend!

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#oneaday Day 956: Taking a short break https://imnotdoctorwho.moegamer.net/2021/08/05/oneaday-day-956-taking-a-short-break/ https://imnotdoctorwho.moegamer.net/2021/08/05/oneaday-day-956-taking-a-short-break/#respond Thu, 05 Aug 2021 20:44:21 +0000 https://imnotdoctorwho.moegamer.net/2021/08/05/oneaday-day-956-taking-a-short-break/ Gonna have another good go at this "fitness" thing again starting from next week, because I'm increasingly aware with each passing week that the entire pandemic situation has knocked my body and general sense of physical wellbeing for six. And I don't mean because I've had COVID — I mean the general inactivity of the … Continue reading #oneaday Day 956: Taking a short break

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Gonna have another good go at this "fitness" thing again starting from next week, because I'm increasingly aware with each passing week that the entire pandemic situation has knocked my body and general sense of physical wellbeing for six. And I don't mean because I've had COVID — I mean the general inactivity of the last year and a half has really taken its toll on me, and I haven't been looking after myself properly

I've known for some time that I'd need to do something about this, but I think the big problem up until now has been thinking of doing so as something of an "inconvenience" — something that I begrudgingly do at a time when I don't feel like I'm "missing out" on something else. It occurred to me today that I really need to change that thinking: I need to think of taking care of myself as something that I want to do, and something that I'm going to make time to do.

So starting from Monday, I'm going to get myself into a regular regime of swimming and gym visits. I've changed my gym membership from my local 24 hour place to a complex in town that has a swimming pool. Its opening hours are a bit more restrictive, but that will hopefully prevent me from going "ah, I'll go at 11pm when it's quiet", and then not going.

What I'm planning to do, then, is make some time around 7pm-ish every day to either go for a swim or visit the gym. I'm not going to do anything particularly "heavy" to begin with — I just need to get into the routine first, then take things from there. And the reason I wanted to incorporate swimming is that it's something I genuinely enjoy and find quite relaxing, even though I'm not terribly good at it. It also has the potential to be quite good exercise or at the very least a means of getting the whole body doing something, and that's what I need right now.

Before I jump into all that, I'm going to have a nice quiet weekend — no recording, no writing, no pressure on myself, just time to relax. I'm super-tired right now — partly as a side-effect of the second shot of the COVID vaccine but also just being a bit run-down generally — so I'm going to take the weekend to hopefully get a sense of relaxation to a suitable level before jumping into something a bit more "rigorous" starting on Monday.

What this means is that there will be no new videos on YouTube next week (except one announcing this short break) and no new part of the Atelier MegaFeature this weekend. Daily posts will continue here, though — and S-Rank Patrons will get a wallpaper this weekend, too. I think I might owe you two, actually, because I don't think I got around to one in the month just gone.

Things will be back to normal the following week — I just want to take this weekend to sort of collect myself and "reboot" somewhat without applying any sort of pressure.

I'm sure you all understand and have no objections to me doing this, but I wanted to let you all know regardless! Thank you for your understanding and continued support, and I'll (hopefully) be back to full strength in short order! Well, full mental strength, at least — I think the ol' body might need more than a quick tune-up at this point.

Anyway, that's that. Just wanted to let you know!

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#oneaday Day 955: Continuing the great rebuild https://imnotdoctorwho.moegamer.net/2021/08/04/oneaday-day-955-continuing-the-great-rebuild/ https://imnotdoctorwho.moegamer.net/2021/08/04/oneaday-day-955-continuing-the-great-rebuild/#respond Wed, 04 Aug 2021 22:02:38 +0000 https://imnotdoctorwho.moegamer.net/2021/08/04/oneaday-day-955-continuing-the-great-rebuild/ After I wrote the post the other day about "rebuilding" my Spotify library, something suddenly occurred to me: if I were to search by the years in which I was actively buying music on CDs, I would likely be able to track down most of the things I once owned. Although I tended to prefer … Continue reading #oneaday Day 955: Continuing the great rebuild

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After I wrote the post the other day about "rebuilding" my Spotify library, something suddenly occurred to me: if I were to search by the years in which I was actively buying music on CDs, I would likely be able to track down most of the things I once owned. Although I tended to prefer stuff on the indie side of the spectrum (with occasional dalliances into the most delightfully awful of cheesy pop), so far as my musical tastes went they were nowhere near as… "obscure" or "niche" as my video game tastes, so surely it would be reasonably straightforward.

And it actually was; turns out that Spotify has a series of curated playlists that collect together a bunch of the biggest hits of each year, stretching right back for… well, I didn't test how early it was, but they definitely went back to 1992, which is when I remember buying my first CD (Oasis' Definitely Maybe, which cemented my reputation as being uncool and unaware of anything fashionable by being the CD I purchased literally a single day before its follow-up (What's the Story?) Morning Glory came out) and, as you might expect, continue right up to today.

I mostly focused on adding albums that I definitely owned, but in a few instances I've added some extra ones of artists I remember particularly liking. And I'm pleased with the results; I'm sure there's some albums that I've missed — and there's definitely some compilation CDs that aren't there, since Spotify doesn't do those (though some people have made playlists to "simulate" said compilations, interestingly) but for the most part, looking at my Spotify library now reminds me very much of my classic CD collection: varied and broad, but not so excessively large that I'd only ever end up listening to one or two albums.

That's the trouble with digital music and indeed digital media in general; give yourself too much choice and you end up not picking anything. That's kind of why I wanted to do this little exercise; by limiting myself to things that I know I like (or once liked, at least) I'm more likely to enjoy and appreciate all of it, rather than just treating it as disposable. Because it saddens me how disposable music is considered today — and while I know collecting a bunch of streaming playlists together isn't really doing anything about that, it at least gives me something of a feeling of the "good old days".

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#oneaday Day 954: Rebuilding a library https://imnotdoctorwho.moegamer.net/2021/08/02/oneaday-day-954-rebuilding-a-library/ https://imnotdoctorwho.moegamer.net/2021/08/02/oneaday-day-954-rebuilding-a-library/#respond Mon, 02 Aug 2021 22:21:26 +0000 https://imnotdoctorwho.moegamer.net/2021/08/02/oneaday-day-954-rebuilding-a-library/ Spotify has a neat "library" function, where even though you don't "own" anything on the platform, you can still build up a "collection" of albums and music that you like listening to on a regular basis. Since I tend to prefer listening to albums rather than playlists full of random bits and pieces, this is … Continue reading #oneaday Day 954: Rebuilding a library

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Spotify has a neat "library" function, where even though you don't "own" anything on the platform, you can still build up a "collection" of albums and music that you like listening to on a regular basis.

Since I tend to prefer listening to albums rather than playlists full of random bits and pieces, this is great for me — so I've been making an effort to rebuild my late '90s/early '00s CD collection that I no longer own. Several house moves ago, we did a fair bit of "downsizing" of possessions, and as part of that we had a big Music Magpie session with old CDs in order to get a bit of money in exchange for our old garbage.

Oddly, despite being quite attached to that CD collection, I've been struggling to recall its exact contents. Certain inclusions are easy, because everyone had them at the time — stuff like Alanis Morisette's Jagged Little Pill, all the Oasis albums up to Be Here Now and the like — and there are likewise a fair few "mainstream indie" albums that I remember owning. But I'm reaching a point where I'm at something of a loss as to what to add next; I'm sure I used to have more than I've added to the library so far, but I really can't think what it might be.

I know I bought a fair amount of cheesy pop like Spice Girls and S Club 7 semi-ironically (I did not-so-secretly genuinely like quite a lot of it) but that doesn't account for what feels like a big gap in my virtual collection. And, weirdly, I can't find the receipt for the Music Magpie order that we did, so I can't check against the listing of the CDs that we actually got paid for.

Oh well, I'm sure it will all come back to me at some point. And perhaps I'm forgetting some of those albums for a good reason!

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#oneaday Day 953: Getting 'er done https://imnotdoctorwho.moegamer.net/2021/08/01/oneaday-day-953-getting-er-done/ https://imnotdoctorwho.moegamer.net/2021/08/01/oneaday-day-953-getting-er-done/#respond Sun, 01 Aug 2021 23:17:55 +0000 https://imnotdoctorwho.moegamer.net/2021/08/01/oneaday-day-953-getting-er-done/ Still not feeling quite up to full capacity — had a nice nap earlier — but managed to get all the recording I wanted to do done, so that's something. Even managed to get a Simmin' and Chillin' done, too — actually ended up recording it twice because OBS went loopy on me without me … Continue reading #oneaday Day 953: Getting 'er done

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Still not feeling quite up to full capacity — had a nice nap earlier — but managed to get all the recording I wanted to do done, so that's something. Even managed to get a Simmin' and Chillin' done, too — actually ended up recording it twice because OBS went loopy on me without me noticing first time around, meaning we lost the wonder of my journey from Paris to the south of France. Instead, we're going from the south of France to Portugal.

As I'll talk about a bit more in the Simmin' and Chillin' video, which I'll post tomorrow if it doesn't take too long to process, I've got some fun plans in mind for Retrounite this coming week now that the site's security issues are resolved and everything is all happy and good. I'll explain the specifics in the video, but here's an exclusive teaser of what I have planned:

Graphic design is, as the saying goes, my passion.

Anyway. Time for sleepytime now, I think, though I might have a bit of toast first. We seem to have a surfeit of bread, and the best means of dealing with that situation is to make toast, particularly if there's good jam available. And there is good jam available, so that's what's about to happen.

Hope you've all had a good weekend; here's to yet another week on all our inexorable, mutual slides towards the inevitable heat death of the universe. Tatty-bye!

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#oneaday Day 952: Rough https://imnotdoctorwho.moegamer.net/2021/07/31/oneaday-day-952-rough/ https://imnotdoctorwho.moegamer.net/2021/07/31/oneaday-day-952-rough/#respond Sat, 31 Jul 2021 21:32:38 +0000 https://imnotdoctorwho.moegamer.net/2021/07/31/oneaday-day-952-rough/ Feel like crap today — think I'm being hit by the worst of the vaccine side-effects, so I'm going to get an early(ish) night in just a moment. Then hopefully I'll feel reasonably fresh to do some video recording tomorrow! After getting a bunch of Atelier Firis done as I hoped, I closed off my … Continue reading #oneaday Day 952: Rough

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Feel like crap today — think I'm being hit by the worst of the vaccine side-effects, so I'm going to get an early(ish) night in just a moment. Then hopefully I'll feel reasonably fresh to do some video recording tomorrow!

After getting a bunch of Atelier Firis done as I hoped, I closed off my evening with a nice drive in Euro Truck Simulator 2. That game really is delightfully comfy, and the experience can vary nicely according to how you set it up, too — you can create a very different atmosphere for yourself simply by whether or not you have the in-game radio (which actually streams from Internet radio stations, some of which cater specifically to Euro Truck Simulator 2) turned on or not.

Tonight, I had it turned off, so the only sound was the muffled noise of my engine from within the apparently nicely soundproofed cabin on the Mercedes whatever my truck is, the rumble of the road beneath my wheels, and the occasional swoosh of a car passing — punctuated, of course, by occasional law-abiding use of indicators. My truck has nice-sounding indicators, so I make a point of using them appropriately.

Tonight's drive took me from Groningen in the northern Netherlands to Paris, France. It was a reasonable length trip that didn't provide a ton of particularly spectacular scenery, but there was an enjoyable bridge crossing which the Internet reliably informs me is known as the Afsluitdijk. I like bridges, and this was a good one — although I guess more accurately it is a dam and/or a causeway. Either way, it was probably the main highlight of the trip.

My head is aching and my eyes are having trouble staying open, so I'm off to bed. Lots to do tomorrow, so I hope I'm feeling better by then!

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#oneaday Day 951: Stress relief https://imnotdoctorwho.moegamer.net/2021/07/31/oneaday-day-951-stress-relief/ https://imnotdoctorwho.moegamer.net/2021/07/31/oneaday-day-951-stress-relief/#respond Sat, 31 Jul 2021 00:46:35 +0000 https://imnotdoctorwho.moegamer.net/2021/07/31/oneaday-day-951-stress-relief/ It's finally the end of a long and stressful week, and thankfully I think all the stress is over and done with. The sites are working as they should, the issues are resolved and thus, all being well, next week should be back to normal. Have been feeling some vaccine side effects today; been very … Continue reading #oneaday Day 951: Stress relief

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It's finally the end of a long and stressful week, and thankfully I think all the stress is over and done with. The sites are working as they should, the issues are resolved and thus, all being well, next week should be back to normal.

Have been feeling some vaccine side effects today; been very tired and a bit ache, so had a good nap earlier. Then spent most of the evening playing Mario & Sonic at the Olympic Games. I didn't feel like I had the mental energy for Atelier, but will be spending some serious time on it over the weekend.

Got some more videos to record over the weekend too. Was pleased with how well the Quartet video was received, so there will definitely be more applications on Atari ST A to Z going forward, so long as it's practical yo do so. Plenty of interesting music programs if nothing else; I'm not sure I can make a video about something like Zoomracks 2 interesting!

Anyway, time for a long nap and a nice lie-in, then hopefully a nice weekend. Hope you all have a good weekend too!

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#oneaday Day 950: Stressful! https://imnotdoctorwho.moegamer.net/2021/07/29/oneaday-day-950-stressful/ https://imnotdoctorwho.moegamer.net/2021/07/29/oneaday-day-950-stressful/#respond Thu, 29 Jul 2021 22:26:50 +0000 https://imnotdoctorwho.moegamer.net/2021/07/29/oneaday-day-950-stressful/ Been a stressful couple of days. Retrounite suffered a bot/virus/spam attack that it's been taking a while to recover from, and Rice Digital had some issues earlier too that necessitated me working into the evening to fix some of the damage that was caused. Thankfully, neither situation was malicious, I don't think — the latter … Continue reading #oneaday Day 950: Stressful!

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Been a stressful couple of days. Retrounite suffered a bot/virus/spam attack that it's been taking a while to recover from, and Rice Digital had some issues earlier too that necessitated me working into the evening to fix some of the damage that was caused. Thankfully, neither situation was malicious, I don't think — the latter definitely wasn't, not sure about the former — but it's still been a pain in the arse to deal with.

Thankfully, it's all resolved now, so hopefully I can enjoy a reasonably straightforward and quiet end to the week. Andie's been ill and I've been tired out from my second COVID shot so I'll be glad when this week is over — I just want to sit back and relax for a bit. I haven't even had much time to play a lot of Atelier Firis this week, which is frustrating — I'm enjoying it a lot but I just feel like my evenings keep getting taken over by… something, yet when I try and figure out where all the "free" time has gone I come up empty.

Ah well. At least the heat wave has broken and we've had some nice cool rain over the course of the last few days. That's a relief, at least; dealing with stressful work stuff through that would have been an absolute nightmare. It's still pretty warm and humid here, but not nearly as uncomfortable as it has been, so hopefully we've seen the back of "summer" for now.

This week I'm going to get some videos recorded and knuckle down to some serious Atelier. I think I've had a chance to play enough to be able to write something over the weekend, but we'll have to see; this one might take a little longer than "usual" for various reasons.

Anyway, enough worrying. Time to relax after a particularly stressful day in a stressful week!

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#oneaday Day 949: Shot in the arm https://imnotdoctorwho.moegamer.net/2021/07/28/oneaday-day-949-shot-in-the-arm/ https://imnotdoctorwho.moegamer.net/2021/07/28/oneaday-day-949-shot-in-the-arm/#respond Wed, 28 Jul 2021 19:26:03 +0000 https://imnotdoctorwho.moegamer.net/2021/07/28/oneaday-day-949-shot-in-the-arm/ Think I forgot to write again yesterday — I believe I forgot to take my meds in the morning and didn't notice until later so ended up feeling a tad fuzzy-headed, depressed and anxious of an evening, so wasn't exactly thinking straight. Apologies! Here I am now, though. Had my second shot of the vaccine … Continue reading #oneaday Day 949: Shot in the arm

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Think I forgot to write again yesterday — I believe I forgot to take my meds in the morning and didn't notice until later so ended up feeling a tad fuzzy-headed, depressed and anxious of an evening, so wasn't exactly thinking straight. Apologies! Here I am now, though.

Had my second shot of the vaccine (Pfizer crew represent) today. So far I appear to have been mostly clear of ill effects aside from the expected achey/heavy arm, though I did have a nice nap after work which suggests I might have been a bit tired. I understand that some of the effects might not show up until a day or two later, though, so… looking forward to that, I guess?

Nothing much else to report right now. Going to settle down for a weekly Final Fantasy XIV session in a bit; I'm making nice progress through Stormblood, so it hopefully won't be all that long until I'm actually into stuff that is brand new to me! Exciting. Very interested to check out the Omega raid cycle and, of course, Shadowbringers.

I am, however, also battling a strong urge to play Euro Truck Simulator 2 and Bus Simulator 18, because I've developed a real strong attachment to these games, and they're nicely chilled out affairs that are quite often just what the doctor ordered.

Maybe I'll drive a route or two before bed. But first, Doma needs me!

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#oneaday Day 948: Updating... https://imnotdoctorwho.moegamer.net/2021/07/26/oneaday-day-948-updating/ https://imnotdoctorwho.moegamer.net/2021/07/26/oneaday-day-948-updating/#respond Mon, 26 Jul 2021 23:00:01 +0000 https://imnotdoctorwho.moegamer.net/2021/07/26/oneaday-day-948-updating/ I opened Launchbox earlier. "Installing Launchbox," it said, before taking ten minutes to update itself, refresh its database and actually start. I opened Spotify earlier. "Installing Spotify," it said, before disappearing from the screen for several minutes and then starting as if nothing had happened. I started up my PS4 to download Samurai Warriors 5 … Continue reading #oneaday Day 948: Updating...

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I opened Launchbox earlier. "Installing Launchbox," it said, before taking ten minutes to update itself, refresh its database and actually start.

I opened Spotify earlier. "Installing Spotify," it said, before disappearing from the screen for several minutes and then starting as if nothing had happened.

I started up my PS4 to download Samurai Warriors 5 earlier. "Installing system update," it said, deciding to spend ten minutes installing that before actually downloading the thing I'd asked it to download.

I turned my phone on earlier. "Software update ready to install," it said. "Do it later," I said. Then it did it anyway while I was in the middle of transferring files from it.

This is really bloody tiresome. And yes, I know you can turn automatic updates off. But in quite a few cases, doing so prevents you from actually using a piece of software until you turn them back on again — and in some cases, turning automatic updates off just means that it repeatedly bugs you to download an "optional" available update until you do so.

The Internet is many things, but one of the things I detest about it the most is this never-ending torrent of updates we have to endure in our daily lives. Nothing ever seems to be in prime condition any more; in the case of applications like Spotify and Launchbox, it feels like there are updates every other day sometimes. And when I just want to listen to some music or browse some completely legitimate ROM collections that I have ripped myself from my own games, yessirree, I can't be arsed with having to go through a whole install process every single bloody time.

First world problems, I know. But come on. It's annoying.

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#oneaday Day 947: A guide to bad puns https://imnotdoctorwho.moegamer.net/2021/07/25/oneaday-day-947-a-guide-to-bad-puns/ https://imnotdoctorwho.moegamer.net/2021/07/25/oneaday-day-947-a-guide-to-bad-puns/#respond Sun, 25 Jul 2021 22:22:35 +0000 https://imnotdoctorwho.moegamer.net/2021/07/25/oneaday-day-947-a-guide-to-bad-puns/ Think I forgot to write — apologies. In exchange, I present to you a guide to some of my favourite bad puns, jokes and/or references in my video titles. I'm never sure if anyone actually "gets" some of the references I make, but they make me happy, and to be honest that's all that really … Continue reading #oneaday Day 947: A guide to bad puns

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Think I forgot to write — apologies. In exchange, I present to you a guide to some of my favourite bad puns, jokes and/or references in my video titles. I'm never sure if anyone actually "gets" some of the references I make, but they make me happy, and to be honest that's all that really matters. With that in mind, here's a selected assortment:

  • FIGHT FOR YOUR RIGHT TO LANTERNS (Bruce Lee, Atari 8-bit) – referencing The Beastie Boys' Fight For Your Right To Party, because in Bruce Lee you are fighting to get lanterns. And probably to party, but I've never got that far.

  • LAYING CABLES (Juice!, Atari 8-bit) – If you're laying a cable, you're having a poo. But it's also what you're doing in Juice!

  • JOEY DOESN'T SHARE FRUIT (Kangaroo, Atari 8-bit) – In Friends, Joey doesn't share food. A baby kangaroo is called a joey. In Kangaroo, you don't share fruit.

  • NEAR A TOMATO (The Upper Reaches of Apshai, Atari 8-bit) – This was a common "hilarious" mispronunciation of Nier: Automata back when it came out, but in The Upper Reaches of Apshai there is rarely a time when you aren't near a tomato — one that wants to kill you.

  • MATTER OF FACT IT'S ALL DARK (Dark Side, Atari ST) – A reference to Pink Floyd's album The Dark Side of the Moon, which concludes with a very quiet outro that includes the revelation that the moon doesn't really have a dark side; it is, in fact, all dark, and the part that appears "light" is just due to the sun. But you knew that.

  • PIRAMITSUDO MAJITSUKU (Gem'X, Atari ST) – What the katakana on the emphatically not Japanese Gem'X's packaging actually says, rather than what they intented (which was presumably "piramiddo majikku", or "pyramid magic")

  • POLITICS IN GAMES (Mercenary III, Atari ST) – I was hoping this title would make more people angry than it did. You know how people get pissy about video games having "politics" in them? Well, Mercenary III is literally a game about politics.

  • EXIT, PURSUED BY A BEAR (Garfield: Winter's Tail, Atari ST) – Shakespeare's best ever stage direction. The source? The Winter's Tale, of course.

  • CONFIDENCE AND HUNGER (Concentration, Atari 2600) – "Concentration comes out of a combination of confidence and hunger." – a quote from the golfer Arnold Palmer, who apparently knows about such things.

  • NO FLAG, NO COUNTRY, THAT'S THE RULES (Flag Capture, Atari 2600) – I'll just link this to you and you'll work it out.

  • SMALLER SALTY MEAT (Micro-Gammon SB, Atari 5200) – Gammon is a type of salty meat, so therefore it stands to reason that micro-gammon is smaller salty meat.

  • CATCH THAT CHURCH (Steeplechase, Atari 2600) – Many churches have steeples, so if you're chasing a church you are clearly engaging in a…

  • DAS BOOT WAS MADE FOR SHOOTING (Submarine Commander, Atari 2600) – And that's just what it'll do. One of these days das boot is gonna shoot all over yo– wait, that sounds a bit wrong.

I know I'm not big and I'm not clever, but like I say, they make me happy. Plenty more where that came from.

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#oneaday Day 946: Squeeze it out https://imnotdoctorwho.moegamer.net/2021/07/23/oneaday-day-946-squeeze-it-out/ https://imnotdoctorwho.moegamer.net/2021/07/23/oneaday-day-946-squeeze-it-out/#respond Fri, 23 Jul 2021 22:58:17 +0000 https://imnotdoctorwho.moegamer.net/2021/07/23/oneaday-day-946-squeeze-it-out/ It's trying to rain right now. I encourage it to do so, because the nice breeze that this is causing to drift in through the window is thoroughly pleasant — a lot more so than it has been for the last week. It's been tough to bear with, because here in the UK our houses … Continue reading #oneaday Day 946: Squeeze it out

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It's trying to rain right now. I encourage it to do so, because the nice breeze that this is causing to drift in through the window is thoroughly pleasant — a lot more so than it has been for the last week.

It's been tough to bear with, because here in the UK our houses tend to be built to keep heat in — as such, many houses (particularly older ones like ours) trap a lot of their heat upstairs and keep it there, which, as you can probably imagine, is great in the winter but absolutely excruciating in the summertime.

The poor old portable air conditioner has been working overtime for the last few days and costing us a lot of money in electricity — it's worth it, though, because the alternative is feeling like we're suffocating. Excess heat actually makes me feel genuinely anxious — I'm not entirely sure why, but I have a vague memory of, in my childhood, believing that if you stay under your own bedcovers for too long (as in, put your head under) you'll suffocate. I don't actually know if that's true or not — I suspect not — but I was always scared any time I was under the covers for some reason and felt warm; I think I literally worried that I was going to die.

I mean, I know I'm probably not going to die in the summer heat here, but it's still unpleasant. The worst thing is how it makes you not want to do anything; hopefully the rain that is still trying to happen as I type this will cool things off a bit and make the weekend a bit more bearable. We shall see!

For now, time to head upstairs, put the AC on full blast and enjoy a nice bit of coolth!

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#oneaday Day 945: A sporting chance https://imnotdoctorwho.moegamer.net/2021/07/22/oneaday-day-945-a-sporting-chance/ https://imnotdoctorwho.moegamer.net/2021/07/22/oneaday-day-945-a-sporting-chance/#respond Thu, 22 Jul 2021 20:32:12 +0000 https://imnotdoctorwho.moegamer.net/2021/07/22/oneaday-day-945-a-sporting-chance/ I like Olympics games. Always have done. I wrote about the first one I ever played over on Retrounite this week — go check it out here. I'm not sure why I've always liked this type of game, because I've never been a particularly sporty person, nor have I ever really taken much of an … Continue reading #oneaday Day 945: A sporting chance

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I like Olympics games. Always have done. I wrote about the first one I ever played over on Retrounite this week — go check it out here.

I'm not sure why I've always liked this type of game, because I've never been a particularly sporty person, nor have I ever really taken much of an interest in sports on the television.

That said, I do remember developing an interest in the Olympics as a child — I have reasonably vivid memories of visiting my grandparents' house and watching the Olympics coverage on their old CRT TV that was in the corner of their dining room. I believe that would have been the 1992 Barcelona Olympics because I remember the Queen song; at that point I would have been about 11 years old and still playing games on both the Atari 8-bit and Atari ST — including the original Summer Games.

I think one of the things that appeals to me about Olympics games is that — certainly back in the day, anyway — they were graphical showcases. Epyx's games in particular were always beautifully presented, with excellent animation that really showed what the host platforms were capable of.

These days, that's perhaps less true — the most recent Olympics game from Sega opts for a more stylised, cartoony look than going for realism — but it's still an opportunity for developers to show off things happening in a variety of different environments, and characters doing all manner of different things.

Because that's the other appealing thing — the variety of the things you get up to. In titles like Summer Games, some of those events only last for a couple of seconds, but the feeling of satisfaction when you nail them is immense. Okay, these days the load times between events might put more than a few people off spending too much time practicing, but back in the day, jumping from pole vault to diving to running to gymnastics to swimming was the sort of varied experience you just didn't get in a lot of other games.

While the Olympics are on, over at Retrounite I'm going to cover a few more past generation Olympics and Olympic-inspired games — already planning to look at Beijing 2008 and London 2012 on Xbox 360, but if you have any others you think are especially worth exploring, be sure to let me know! The more the merrier!

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#oneaday Day 944: Passing grade https://imnotdoctorwho.moegamer.net/2021/07/21/oneaday-day-944-passing-grade/ https://imnotdoctorwho.moegamer.net/2021/07/21/oneaday-day-944-passing-grade/#respond Wed, 21 Jul 2021 22:59:24 +0000 https://imnotdoctorwho.moegamer.net/2021/07/21/oneaday-day-944-passing-grade/ Had a slightly late appraisal/probation meeting for my work at Rice today, and I'm pleased to say that I don't suck and have indeed been doing well, and thus the site (and its sister Retrounite) will continue to remain in my hands for the foreseeable future. Hooray! I'm having a wonderful time. I'm getting paid … Continue reading #oneaday Day 944: Passing grade

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Had a slightly late appraisal/probation meeting for my work at Rice today, and I'm pleased to say that I don't suck and have indeed been doing well, and thus the site (and its sister Retrounite) will continue to remain in my hands for the foreseeable future. Hooray!

I'm having a wonderful time. I'm getting paid to do something I love — write — about something I love. I've got a great team of people to work with, and the stuff that goes on "behind the scenes" provides plenty of interesting opportunities.

So that's all lovely! I'm very happy to finally be in a position where I can say this, because heaven knows it's been a long time coming — and not for lack of trying. It's all very well to say "follow your dreams", but sometimes it takes a very long while for those dreams to come true — if they do come true at all.

For my part, I'm happy. I'm where I want to be doing what I want to do, and I have things I can continue to learn and improve for the future. And best of all, I still have the free time to do the things I want to do when I'm not "working", too — in fact in many cases I can do things I want to do and actually call it "work", which is always a pleasurable situation in which to find oneself.

I don't wish to sound like I'm bragging too much, so I'll cut that short there. The knowledge that I've passed that probationary period is a weight off my mind though — I was pretty confident I'd been doing everything I could and that people were pleased with my work, but I always get extremely anxious around appraisal time at any job, because it sometimes ends up feeling like the one time you really have to justify your own existence.

Well, that's all taken care of, now — so onwards and upwards, I say! Upwards to bed first, though; the heat still hasn't broken here so I think it's time to go lie down in an air-conditioned room.

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#oneaday Day 943: Surviving https://imnotdoctorwho.moegamer.net/2021/07/20/oneaday-day-943-surviving/ https://imnotdoctorwho.moegamer.net/2021/07/20/oneaday-day-943-surviving/#respond Tue, 20 Jul 2021 23:20:09 +0000 https://imnotdoctorwho.moegamer.net/2021/07/20/oneaday-day-943-surviving/ It's still oppressively hot here, but I managed to drag myself out of the house to do a food shop earlier, so at least we won't starve. Anything more strenuous than that feels very much beyond me right now, though, so I've been spectacularly failing to re-establish the gym routine I've been hoping to re-establish. … Continue reading #oneaday Day 943: Surviving

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It's still oppressively hot here, but I managed to drag myself out of the house to do a food shop earlier, so at least we won't starve. Anything more strenuous than that feels very much beyond me right now, though, so I've been spectacularly failing to re-establish the gym routine I've been hoping to re-establish.

Still, at least it's not just me; everyone seems to be suffering a bit right now from the heat, so I don't feel too bad being absolutely exhausted. I do feel a bit bad for the cats, though; they look absolutely fed up with this weather right now, and both of them have actually taken to coming and sitting with us in the bedroom when we have the air conditioner on. Historically I've only known cats who really enjoyed baking themselves in sunbeams and on heating vents; our cats are the only ones I've ever known to specifically seek out air conditioning.

Nothing much else to report for today. Drove from Southampton to France and then on to Poland in Euro Truck Simulator 2 this evening, then got jammed in a gate at my final destination. It's their fault for "respecting their heritage" or whatever with an old crusty gate rather than one that is any way practical for a truck to get through. I did at least manage to dislodge myself eventually, but if they thought I was going to reverse park after dealing with that they could very much think again.

Off to bed and an air-conditioned room, I think. Hopefully tomorrow will be cooler. But we all know it won't be. Stay safe, all of you, and drink plenty of water or whatever!

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#oneaday Day 942: Gooey Mess https://imnotdoctorwho.moegamer.net/2021/07/19/oneaday-day-942-gooey-mess/ https://imnotdoctorwho.moegamer.net/2021/07/19/oneaday-day-942-gooey-mess/#respond Mon, 19 Jul 2021 21:56:44 +0000 https://imnotdoctorwho.moegamer.net/2021/07/19/oneaday-day-942-gooey-mess/ It's too hot to exist right now. It's playing havoc with my concentration, my energy levels and my general motivation to do pretty much anything. Thankfully I haven't completely succumbed to the temptation to just sleep all day and become completely nocturnal as yet, but it becomes more and more tempting every day — particularly … Continue reading #oneaday Day 942: Gooey Mess

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It's too hot to exist right now. It's playing havoc with my concentration, my energy levels and my general motivation to do pretty much anything. Thankfully I haven't completely succumbed to the temptation to just sleep all day and become completely nocturnal as yet, but it becomes more and more tempting every day — particularly as it feels like the heat lasts longer and longer into the night with every passing day, too.

Thankfully there's nothing majorly important I need to be rushing around for or anything right now, meaning that I can sort of zombie-walk my way through the day and still get everything done. But I do find myself wondering how sustainable this is.

Not that we have a choice, really. The weather is the weather and there's nothing you can do to change it — outside of becoming a supervillain, of course, and I think I'm too old for that — so we just have to sort of suck it up and get on with things, accepting the fact that we'll be spending most days gradually decomposing into a gooey mess in our chairs.

Oh well, you never know. It might rain tomorrow. Probably for five minutes, then the sun will come out again.

Come back, winter, all is forgiven.

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#oneaday Day 941: Transportation https://imnotdoctorwho.moegamer.net/2021/07/18/oneaday-day-941-transportation/ https://imnotdoctorwho.moegamer.net/2021/07/18/oneaday-day-941-transportation/#respond Sun, 18 Jul 2021 21:46:07 +0000 https://imnotdoctorwho.moegamer.net/2021/07/18/oneaday-day-941-transportation/ As I've mentioned a few times of late, I've been enjoying several different "Simulator" games recently, with my favourites at the moment being ol' reliable Euro Truck Simulator 2 (which is 75% off on Steam right now, if you've ever been curious) and Bus Simulator 18 (which, despite being a bit buggy and crashy, is … Continue reading #oneaday Day 941: Transportation

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As I've mentioned a few times of late, I've been enjoying several different "Simulator" games recently, with my favourites at the moment being ol' reliable Euro Truck Simulator 2 (which is 75% off on Steam right now, if you've ever been curious) and Bus Simulator 18 (which, despite being a bit buggy and crashy, is genuinely fun).

I attribute my interest in these games to a longstanding fascination with transportation. I don't mean I'm a particular car/truck/train nerd or anything like that — rather, I'm more fascinated with the concept and experience of transportation, rather than the specifics. I enjoy riding trains. I like getting the bus. I find riding in a van enjoyable (though I hate driving a van) and I suspect I'd have an absolute blast riding in a truck cab.

There's something… multisensory that appeals to me about transportation, I think. It's a combination of factors, and they doubtless sound pretty strange in isolation.

I like the smell of the London Underground, for example. Not the smell of vomit, piss, dead rats or whatever — I mean that curious "smoky" smell that seems to permeate the whole system. I don't know what the smell is, but I believe it comes from the trains — possibly the friction of the wheels on the rails? Whatever it is, I like it. If I smell it somewhere that isn't the London Underground, I immediately think of the London Underground.

Similarly, I like riding the bus not because it's especially comfortable, but because I like the satisfying rattling noise a bus makes when it goes over a slightly uneven patch of road. I was delighted to discover that Bus Simulator 18 actually features this sound — although I'd prefer it to be a little louder — and as such it's very much scratching an itch that I've only been idly aware of up until now.

And weirdly, I think one of my favourite multisensory "things" is the sound of vehicle indicators at night time. You're in a vehicle, it's quiet all around, no-one is talking because they're all tired, and you hear that gentle little "tick-tick-tick-tick-tick-tick" that indicates you're making a meaningful change to the direction you're going. Or changing lane.

Both Bus Simulator 18 and Euro Truck Simulator 2 feature both a good indicator sound and the opportunity to hear it at night time, so I like them both very much indeed.

Anyway, this evening I've been playing a bunch of Euro Truck Simulator 2 and have managed to get myself out of an endless cycle of sending deliveries back and forth between the UK and the Netherlands. I'm presently in the depths of France, just taking jobs as they come and prioritising destinations that I haven't been to yet. It's proving to be a fun experience so far — particularly as I nabbed a bunch of the map DLC on sale today, so there's even more road to explore!

Anyway. As much as I could spend all evening truckin', I think I should probably get some sleep if I want to get some meaningful work done tommorrow. Lots of interesting things to write about this week, so as always, stay tuned to Rice Digital for my daily writing, YouTube for my weekly videos — and the Atelier MegaFeature will return next weekend! With The Davison Cup happening this weekend, I needed today purely to unwind — I'm sure you understand!

On that note, I bid you good night. Have a pleasant evening!

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#oneaday Day 940: The Davison Cup '21 https://imnotdoctorwho.moegamer.net/2021/07/17/oneaday-day-940-the-davison-cup-21/ https://imnotdoctorwho.moegamer.net/2021/07/17/oneaday-day-940-the-davison-cup-21/#respond Sat, 17 Jul 2021 23:06:26 +0000 https://imnotdoctorwho.moegamer.net/2021/07/17/oneaday-day-940-the-davison-cup-21/ After not being able to do it last year or earlier this year, today finally played host to The Davison Cup 2021 (Postponed from 2020). For the unfamiliar, the Davison Cup is a day where, usually in celebration of my birthday, my local friends and I get together and play a bunch of video games. … Continue reading #oneaday Day 940: The Davison Cup '21

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After not being able to do it last year or earlier this year, today finally played host to The Davison Cup 2021 (Postponed from 2020).

For the unfamiliar, the Davison Cup is a day where, usually in celebration of my birthday, my local friends and I get together and play a bunch of video games. I set up a big playlist of stuff, organise some rules and scoring, and for the last couple of occasions, provide a prize to the winner. This year I supplied an Evercade and a couple of cartridges I had duplicates of.

Things went very well, and it was a highly enjoyable day — sadly one of our number didn't quite make it through to the end of the day due to a stomach upset, but the remaining three of us duked it out to the bitter end, only for one to end up victorious and take home his prize.

The day included a wide variety of games, beginning with a selection of Atari arcade and 2600 classics from Atari Flashback Classics, then some selected highlights from 51 Worldwide Games, TimeSplitters 2, Super Bomberman R, Mario Golf: Super Rush, Burnout 2, BeamNG.drive and plenty more. Everyone seemed to enjoy themselves and I didn't even have to pay for dinner because it was technically my birthday celebration — even though my birthday was back in April.

The most popular games of the day included Canyon Bomber and Skydiver from the Atari arcade games in Atari Flashback Classics, Mancala and Billiards from 51 Worldwide Games, Burnout 2 (always a big hit in Crash mode), and Mario Golf's Speed Golf and Battle Golf modes. I had a feeling the latter would go down well — they're simple enough to be highly accessible, but provide enough in the way of interest to clearly be games of skill rather than just silly minigames.

I'd love to do this more often, as I enjoy the organisation and creativity of setting up the challenges for the day — I think it would work particularly well as something for a group of people to do together and either record for a YouTube video or a stream. My local friends aren't up for appearing online, sadly, otherwise I would have recorded today's challenges for a special video!

A good day had by all, then. I was certainly pleased to have hosted a successful event, and now I have lots of leftover snacks to enjoy!

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#oneaday Day 939: Addiction https://imnotdoctorwho.moegamer.net/2021/07/15/oneaday-day-939-addiction/ https://imnotdoctorwho.moegamer.net/2021/07/15/oneaday-day-939-addiction/#respond Thu, 15 Jul 2021 23:18:03 +0000 https://imnotdoctorwho.moegamer.net/2021/07/15/oneaday-day-939-addiction/ As time goes on, I'm increasingly conscious of the "addiction" that the Internet and social media has over so many people's lives. And it really is an addiction — one that's starting to frustrate and annoy me in terms of my own behaviour. I was editing some videos earlier, and I found myself painfully aware … Continue reading #oneaday Day 939: Addiction

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As time goes on, I'm increasingly conscious of the "addiction" that the Internet and social media has over so many people's lives. And it really is an addiction — one that's starting to frustrate and annoy me in terms of my own behaviour.

I was editing some videos earlier, and I found myself painfully aware that any time I had to wait for more than two or three seconds for something to process or load, I found myself reaching for my phone or opening Chrome to do the old doomscroll cycle around the only three websites that exist on the Internet any more.

And it irritates the hell out of me, because I'm sure I'm someone who used to have focus. Indeed, when engaged in the right activity, I am someone who has focus. But it just drives me nuts when I have moments like this, when I effectively can't "sit still".

I don't need information overload. I don't need to see if anyone has said anything vaguely interesting in the last minute. I don't need to do anything while my audio and video tracks are syncing up, because it takes less than a minute for them to do so and if I just concentrated on one thing at a time I would probably get a whole lot more done a lot more quickly.

Still, you know what they say — the first step is admitting you have a problem. Then the difficult part is training yourself out of that mindset.

Perhaps we'd all be best off back in the days of 16-bit computers that didn't do multitasking!

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#oneaday Day 938: Truckin' https://imnotdoctorwho.moegamer.net/2021/07/14/oneaday-day-938-truckin/ https://imnotdoctorwho.moegamer.net/2021/07/14/oneaday-day-938-truckin/#respond Wed, 14 Jul 2021 23:40:39 +0000 https://imnotdoctorwho.moegamer.net/2021/07/14/oneaday-day-938-truckin/ Spent a bit of time playing Euro Truck Simulator 2 this evening — it's a nice game to chill out with and yes, it will be making an appearance on Simmin' and Chillin' at some point, because obviously. I haven't played this game a lot over the years I've owned it, but I always have … Continue reading #oneaday Day 938: Truckin'

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Spent a bit of time playing Euro Truck Simulator 2 this evening — it's a nice game to chill out with and yes, it will be making an appearance on Simmin' and Chillin' at some point, because obviously.

I haven't played this game a lot over the years I've owned it, but I always have a good time when I do. You don't have to think too hard, you don't have to remember lots of complicated button presses… you just pick up your cargo and drive.

In some respects, I feel like it's probably the closest we're likely to get with a game concept I've had in my head for years — "what if Elite, but with lorries?" — but it doesn't really have the strategic depth of complexity of Elite. At least not in its early hours, anyway; I suspect it might get more interesting in that regard once you expand your trucking operation, hire more drivers and start making more money.

I'm also intrigued by the "World of Trucks" setup they have going on, though I haven't looked into it yet. The idea of a persistent online "world" of virtual trucking businesses is an interesting one — particularly with the "Convoy" multiplayer update the team is experimenting with right now. I wonder how much "fun" Euro Truck Simulator 2 multiplayer would be — it's not exactly either cooperative or competitive, but I suspect it might actually be rather enjoyable to go for a drive with a friend, chatting along the way.

Anyway, that's where my evening's gone — that and a nap that lasted a little longer than originally intended, but such is the way of life. I'm off to bed now. Sweet dreams of big trucks and forest fairies.

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#oneaday Day 937: Tabletop fun https://imnotdoctorwho.moegamer.net/2021/07/14/oneaday-day-937-tabletop-fun/ https://imnotdoctorwho.moegamer.net/2021/07/14/oneaday-day-937-tabletop-fun/#respond Wed, 14 Jul 2021 00:09:06 +0000 https://imnotdoctorwho.moegamer.net/2021/07/14/oneaday-day-937-tabletop-fun/ Had a chance to get together with local friends this evening for some tabletop gaming. We played two things: Flamme Rouge and Kingdomino, both of which I liked very much. Flamme Rouge is a race game based around cycling. Each player has two cycling team members — one with an emphasis on sprinting, another with … Continue reading #oneaday Day 937: Tabletop fun

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Had a chance to get together with local friends this evening for some tabletop gaming. We played two things: Flamme Rouge and Kingdomino, both of which I liked very much.

Flamme Rouge is a race game based around cycling. Each player has two cycling team members — one with an emphasis on sprinting, another with an emphasis on being something of an all-rounder — and has to reach the end first.

You achieve this by drawing cards for both your team members each turn. Draw four, pick one, put the rest back on the bottom of your deck face-up — when you reach the face-up cards, shuffle 'em up and continue.

The cards simply have movement values on them. Play a "5" and you move 5 spaces — so long as there's space for you in the destination space. Uphill and downhill segments of the course vary the movement rules slightly — you can never go further than 5 on an uphill, and you'll always go at least 5 on a downhill — and "slipstreaming" rules keep things dynamic and interesting between turns.

It's a very interesting game with pleasantly simple mechanics but an enjoyable amount of depth to it. Because the cards you use are permanently removed from the game, there's a certain amount of hand management involved — particularly because ending up at the front of the pack leaves you with "exhaustion" cards to add to your deck, which see you moving just two spaces.

It actually works quite well thematically, too; I almost won by my all-rounder being out front for most of the race and chewing up all the exhaustion cards, then overtaking him with my sprinter towards the end. Unfortunately, I didn't quite have the good cards I needed to take final victory, but I came a comfortable second. I peaked too early, I guess.

Kingdomino, meanwhile, is another simple game, but one that plays a lot more quickly than the 45-60 minute Flamme Rouge. As the name suggests, it's loosely based on Dominoes, but also has a slight whiff of Carcassonne about it.

In Kingdomino, four available "dominos" are laid out on the table in order of "value", and players take it in turns to pick one they want to take. Take the most valuable and you'll be last to pick next turn; take the least valuable and you'll go first next time.

The eventual aim is to produce a 5×5 map containing several different types of land depicted on the dominos: green livestock fields, dark green forests, yellow grain fields, brown swamps, black caves and blue lakes. At the end of the game you score points according to contiguous areas you managed to arrange in your kingdom — though in order to score any points for a land type at all there needs to be at least one "crown" tile in there. You get (number of crowns) x (number of tiles) points for each contiguous region you create — harder than it sounds!

It's a simple game and the puzzly element is fun — each new "domino" you take can only be laid so it touches either your starting tile or a matching terrain type. I really like games where you build a "map" like this, and this is an enjoyable small-scale take on the formula that is a nice quick filler game.

Definitely a good time had by all, even if I failed to win anything. But it's the taking part that counts, right?

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#oneaday Day 936: Simmin' and Chillin' https://imnotdoctorwho.moegamer.net/2021/07/12/oneaday-day-936-simmin-and-chillin/ https://imnotdoctorwho.moegamer.net/2021/07/12/oneaday-day-936-simmin-and-chillin/#respond Mon, 12 Jul 2021 22:24:18 +0000 https://imnotdoctorwho.moegamer.net/2021/07/12/oneaday-day-936-simmin-and-chillin/ I ended up putting together a "Simmin' and Chillin'" video earlier than I initially expected, but I'm glad I did; I'm pleased with how it came out and several people have commented on how much they liked the sort of structureless, "comfy" formula — so I'll definitely do more of these in the future. There … Continue reading #oneaday Day 936: Simmin' and Chillin'

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I ended up putting together a "Simmin' and Chillin'" video earlier than I initially expected, but I'm glad I did; I'm pleased with how it came out and several people have commented on how much they liked the sort of structureless, "comfy" formula — so I'll definitely do more of these in the future.

There will doubtless be some more BeamNG drive because I'm absolutely in love with that game, but over the long term expect some varied fare including PowerWash Simulator, Microsoft Flight Simulator, Euro Truck Simulator 2 and more. Actually, I think those are all the "current" sims that I own — though of course there's nothing to say I can't delve back into the mists of time and play some older stuff. That might be more a Retro Select sort of thing though.

When I first started making videos, I was concerned I wouldn't be able to "fill the gaps" with talking, and you can probably see that in some of my earlier stuff. A lot of this stems from my own social anxiety and the difficulty I have in holding down a conversation that involves "small talk" in the real world. But I've been pleased that over time I've developed the ability to keep things rolling and flowing on a video — and I think the recent BeamNG drive video is a good example of how far I've come.

By not constraining myself to just talking about the game and instead just using it as a backdrop for conversation and anecdotes, I feel quite free to ramble on about whatever I want to. Sometimes the things I talk about might be interesting, other times they might not be — but either way, this format feels like it empowers me to talk about things that I might not otherwise have a chance to chat about in a reasonably informal manner.

I still think it would work well in a stream format, so I'll give some serious consideration to timings. A couple of you have already indicated what might work well for you, and since I suspect if you're reading this you're one of the most likely people to show up to any livestreams I might do, keep your suggestions and preferences rolling in, as of course you lovely people will have "priority"!

Anyway. As tempting as it is to drive a crap car around the streets of BeamNG drive for a few hours… hmm. I think I might actually drive a crap car around for at least a little bit before going to bed, but probably not hours. But then bed, definitely totally positively absolutely…!

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#oneaday Day 935: Quiet day https://imnotdoctorwho.moegamer.net/2021/07/11/oneaday-day-935-quiet-day/ https://imnotdoctorwho.moegamer.net/2021/07/11/oneaday-day-935-quiet-day/#respond Sun, 11 Jul 2021 00:05:33 +0000 https://imnotdoctorwho.moegamer.net/2021/07/11/oneaday-day-935-quiet-day/ One whole day without comment section jackass causing any trouble — it seems the evil has truly been defeated! I won't say for sure until we're into next week, though; it may just be he needed to have a good cry and a watch or two of Joker before he is able to gather himself … Continue reading #oneaday Day 935: Quiet day

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One whole day without comment section jackass causing any trouble — it seems the evil has truly been defeated! I won't say for sure until we're into next week, though; it may just be he needed to have a good cry and a watch or two of Joker before he is able to gather himself enough to hammer away at the keyboard again. Plus all the tears he spilled on his Usborne Big Book of Logical Fallacies smudged the ink, so now he has to buy another one.

As for me, I've had a nice quiet day. Slept until noon (I didn't intend to, but I apparently needed to), did prep work for video recording I'll be doing tomorrow, had a bath, had an ice cream, pet the cats, played some BeamNG.drive, played some Final Fantasy XIV, wrote an Atelier MegaFeature article… not a bad day all round, really.

I'm having idle creative ideas again, too, that I don't know quite what I'll do with yet. Playing BeamNG.drive and PowerWash Simulator recently has made me quite like the idea of something themed around "Simming and Chilling", where I play a pointless game like either of those two and just ramble away about whatever — not necessarily the game. It could be a good opportunity to talk about some recent happenings for those who don't follow this blog, or just a chance to explore some ideas.

I feel like the idea would probably work better as a stream as I'd be able to talk to people watching rather than just rambling on to myself, but I hit my usual hesitance with this: exactly when should I do a stream if I wanted to do it live? Perhaps if and when I find the time to fiddle with this I'll do it in video form first and raise the possibility of streaming as one of the things I talk about, then people can directly indicate what they'd be up for.

Dunno if I'll get started on that this weekend as I already have a bunch of stuff pencilled in to sort out tomorrow, but we'll see. Oh, and S-Rank Patrons, I'll make time to put a wallpaper together tomorrow or in the next couple of days (depending on timings) too. For now, though, if I want to try and get up before noon tomorrow, I should probably head to bed now.

Hope you're all having a pleasant weekend!

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#oneaday Day 934: Wash it up https://imnotdoctorwho.moegamer.net/2021/07/10/oneaday-day-934-wash-it-up/ https://imnotdoctorwho.moegamer.net/2021/07/10/oneaday-day-934-wash-it-up/#respond Sat, 10 Jul 2021 00:42:05 +0000 https://imnotdoctorwho.moegamer.net/2021/07/10/oneaday-day-934-wash-it-up/ In celebration of successfully resolving our community management situation — eventually through use of the banhammer after it became extremely apparent the arrogant little sod in question wasn't listening to anything we were saying and was too busy whining about "censorship" — I bought myself a copy of PowerWash Simulator on Steam this evening. Andie … Continue reading #oneaday Day 934: Wash it up

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In celebration of successfully resolving our community management situation — eventually through use of the banhammer after it became extremely apparent the arrogant little sod in question wasn't listening to anything we were saying and was too busy whining about "censorship" — I bought myself a copy of PowerWash Simulator on Steam this evening.

Andie and I have been enjoying watching Nyanners play this for the last couple of evenings, but I looked a little further into it today and discovered that it's actually the work of FuturLab, the guys who brought the world the excellent Velocity games — some fine-ass puzzle shoot 'em up/platformers if you've never come across them before.

The folks at FuturLab are lovely people so I was more than happy to fling them fifteen quid for their latest project, which is their first to release through Steam's Early Access programme — an ideal way of a title like this being figured out and refined over time.

I already had a good feel for it from watching Nyanners play, but I can confirm, after spending the last hour and a half glued to it, it is indeed an exceedingly relaxing and satisfying game to play. I suspect it's a game that will particularly appeal to people with a certain type of brain — I feel like it tickles the satisfaction centres of my Aspie brain, for example, while Nyanners says it's good relief from ADHD — but there's definitely something just simply, primally satisfying about it.

You know when you see videos and memes that are "strangely satisfying"? PowerWash Simulator is basically that turned into game form. And I suspect it's going to be a nice thing to have on hand for stress relief from hereon!

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#oneaday Day 933: Continued community management https://imnotdoctorwho.moegamer.net/2021/07/07/oneaday-day-933-continued-community-management/ https://imnotdoctorwho.moegamer.net/2021/07/07/oneaday-day-933-continued-community-management/#respond Wed, 07 Jul 2021 22:48:20 +0000 https://imnotdoctorwho.moegamer.net/2021/07/07/oneaday-day-933-continued-community-management/ I've had a frustrating day getting Rice Digital's comment section back in order. It obviously hasn't had a lot done with it for some time, so some drastic measures were necessary — effectively we had to nuke the existing comment section and replace it with a new one, but this also provided the opportunity to … Continue reading #oneaday Day 933: Continued community management

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I've had a frustrating day getting Rice Digital's comment section back in order. It obviously hasn't had a lot done with it for some time, so some drastic measures were necessary — effectively we had to nuke the existing comment section and replace it with a new one, but this also provided the opportunity to put some much-needed moderation and rules in place.

Naturally, putting those rules in place has upset a few people, who seem to think that the comments section belongs to them and not the site. Thankfully, I think we've made it pretty clear that we don't have any patience for their bullshit, and with any luck they will turn tail and leave before long. I don't care if they get angry at being "censored", I want Rice Digital to be a pleasant place for people to hang out, and while people like that are shitting up the comments, no-one else is going to want to participate.

I really don't understand this attitude; it absolutely reeks of entitlement. A website's comment section is not a free-for-all ground for people to post whatever they want; it is part of the website itself. That means if the comment section runs the risk of undoing the good work that the actual website's content does, steps need to be taken. And we were getting to that stage; I was getting numerous direct complaints about the behaviour of several prolific commenters, so they need shutting down decisively before they do any real damage.

So I think we've done that. I suspect our poor social media manager will have some fun messages to deal with tomorrow, but she's used to it, bless her, and she takes it all in her stride. Hopefully from here we can move on in a positive direction. I'm super proud of how Rice Digital is going and of the team of writers working with me, so I absolutely will not have random jerks who think they own the place stanking up every page with their hateful garbage.

I suspect these silly little boys haven't had people tell them "no" often enough in their lives. Well, they better get used to it!

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#oneaday Day 932: Community management https://imnotdoctorwho.moegamer.net/2021/07/07/oneaday-day-932-community-management/ https://imnotdoctorwho.moegamer.net/2021/07/07/oneaday-day-932-community-management/#respond Wed, 07 Jul 2021 00:26:24 +0000 https://imnotdoctorwho.moegamer.net/2021/07/07/oneaday-day-932-community-management/ Have had three completely separate frustrating "community management" situations in various places around the Internet today, and it's just exhausting to deal with. And frustrating! I'm someone who still remembers the Internet being this great new hope for communicating with other people, and everyone feeling excited about being able to talk to people from all … Continue reading #oneaday Day 932: Community management

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Have had three completely separate frustrating "community management" situations in various places around the Internet today, and it's just exhausting to deal with. And frustrating! I'm someone who still remembers the Internet being this great new hope for communicating with other people, and everyone feeling excited about being able to talk to people from all over the world.

But today? We have people whining and complaining about every little thing, being rude to people who are interested in things that they don't like and becoming outright abusive towards people who write things that they don't agree with.

It really freakin' sucks, it does, so I'm grateful for the few places where things remain quietly respectful and friendly — like around here, or among my smaller groups of online friends in more "private" (for want of a better word, since nothing is really "private" online) situations. Doing anything in "public", though, seems to attract the very worst sort of people — even if the thing you were doing in public wasn't the slightest bit provocative or controversial.

I do want to say I'm especially grateful for those of you (and others) who show up in my YouTube comments; across a couple of years of doing things on YouTube at this point, things have never gotten out of hand in any way in my comments section — and in fact, there have been some wonderful discussions there.

Of course, the fact my YouTube videos attract double-digit views and are fairly niche-interest most of the time is probably something to do with this, but I guess that just sort of backs up what I said above — keeping things on a small scale and surrounding yourself with friends and acquaintances who love what you love is always the best way.

Anyway. Time for bed and to not think about the Internet. Have a pleasant evening!

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#oneaday Day 931: Wanting it https://imnotdoctorwho.moegamer.net/2021/07/05/oneaday-day-931-wanting-it/ https://imnotdoctorwho.moegamer.net/2021/07/05/oneaday-day-931-wanting-it/#respond Mon, 05 Jul 2021 21:14:30 +0000 https://imnotdoctorwho.moegamer.net/2021/07/05/oneaday-day-931-wanting-it/ Made it back to the gym this evening after last week being mostly procrastination. I felt a noticeably better attitude within myself this evening, too; it felt more like I "wanted" to be there, and that made the whole experience less demoralising. One thing I also think I solidified in my mind is the importance … Continue reading #oneaday Day 931: Wanting it

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Made it back to the gym this evening after last week being mostly procrastination. I felt a noticeably better attitude within myself this evening, too; it felt more like I "wanted" to be there, and that made the whole experience less demoralising.

One thing I also think I solidified in my mind is the importance of not comparing yourself with others. You are there at the gym for yourself, not to compete against anyone else, so there's no need to feel bad or frustrated if other people around you seem to be doing "better" than you are.

And, to put it more bluntly, a fat disgusting lump like me is very obviously never going to match up to the ripped dude in the vest or the girl with the nice arse and the tight trousers, so there's no point being upset about it. The reason I'm at the gym is not to one day be the ripped dude in the vest (or the girl with the nice arse, for that matter) but rather simply to feel better about myself; to ache less; to once again be able to do things I used to be able to do without thinking twice about them.

Everyone's goal at the gym is different. And that means there's no real way you can — or should — feel like you're in direct competition with each other. It's easy to slip into that mindset — notice the person on the bike next to you ramping up the difficulty and pace and it's easy to want to do that too just so you don't "lose face", for example — but in reality the other people in the gym don't give a shit about you either; they're there for themselves, too.

I think keeping that attitude in mind on future visits will help. So long as I feel satisfied in what I accomplished on any given visit, that's the important thing. And from there, successful habits form and — hopefully, anyway — improvement follows.

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#oneaday Day 930: Beam me up, Drivey https://imnotdoctorwho.moegamer.net/2021/07/04/oneaday-day-930-beam-me-up-drivey/ https://imnotdoctorwho.moegamer.net/2021/07/04/oneaday-day-930-beam-me-up-drivey/#respond Sun, 04 Jul 2021 22:53:26 +0000 https://imnotdoctorwho.moegamer.net/2021/07/04/oneaday-day-930-beam-me-up-drivey/ Been playing some BeamNG.drive since watching a Nyanners stream of it (where she refers to it as "funny car game", which makes me laugh because it's exactly the sort of thing my wife Andie would call it) and I find it an interesting experience. You may recall back in my Midtown Madness 3 video I … Continue reading #oneaday Day 930: Beam me up, Drivey

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Been playing some BeamNG.drive since watching a Nyanners stream of it (where she refers to it as "funny car game", which makes me laugh because it's exactly the sort of thing my wife Andie would call it) and I find it an interesting experience.

You may recall back in my Midtown Madness 3 video I commented on how I felt we don't really get games like that any more — games where the pure joy of playing around, often without structure, is the main point of their existence. Well, BeamNG.drive is pretty much exactly that — with even less in the way of formal structure than Midtown Madness 3 has.

For the unfamiliar, BeamNG.drive was developed as an Early Access title on Steam, initially primarily as a demonstration of a soft-body physics model that allowed for some spectacular crashes and damage modelling. I didn't follow the game in its early days, so I don't know if the detailed sim element that exists in the game now was there right from the beginning, but certainly now, it's an extremely detailed simulation of how road vehicles work.

That all ties in with the damage model in that if you knacker your car in certain places, things will happen. Nadger your front right side and your car might start pulling to the right all the time. Knock your radiator too hard and it might start leaking. Take a jump and, contrary to what the movies might tell you, your suspension will probably end up somewhere around your shoulders upon landing.

But even if you don't crash, it's a simulation. Different cars and other road-going vehicles all handle very differently from one another, and it's possible to swap various parts out in real time to see what effect they have on the vehicle's performance. And yes, you can do some ridiculous things — my favourite so far has been fitting nitrous oxide to a bendy bus, which temporarily gives it the acceleration of a mid-priced family saloon rather than, well, a bus.

In BeamNG.drive there are a number of ways to play. "Campaigns" offer a series of levels in succession where you have to complete objectives in order to score points. "Scenarios" are one-shot situations that usually, again, involve completing an objective. A free roam mode allows you to explore any of the maps in the game, or created by the community. A Time Trial feature allows you to race the clock on a variety of courses on the existing maps in whatever vehicles you please. And there's even a weird futuristic racing mode where you drive on suspended platforms high above a neon-lit city.

There's no "right" way to play BeamNG.drive. There's no progression, no persistence, no Daily Objectives, no Login Bonus, no experience level. It's just "here's a toybox that involves motor vehicles", and then you have fun as you see fit.

It's easy to come to a game like that and think "well, uh, what do I do?" — because these days we're so used to games telling us what we should be doing right from the outset. But BeamNG.drive does no such thing. It simply provides you with the tools to have fun and then leaves the actual "having fun" part up to you.

Of all things, it reminds me of the time my school friend Andrew and I got hold of the playable demo for Carmageddon and spent hours at a time playing it, doing our best to get on top of a particular rooftop and repeatedly fling our cars off it in order to make them as unrecognisable as possible. You can do exactly that in BeamNG.drive if you so desire — only now the damage model is far more amazing than we ever would have imagined back in the late '90s.

But you can also just drive for fun and take in the scenery, experiment with the performance of different cars, explore some lovingly crafted (albeit fictional) maps, take on some structured challenges or even set up your own scenarios to play around with.

It takes time to get used to having that much freedom to just play. The first time I booted up BeamNG.drive, my play session was about five minutes and largely consisted of "haha, crashy car go crunch". The next time, I played a little longer, trying out a few of the campaign levels. Then I tried some scenarios. Today, I drove around in Free Roam for like two hours. It was an absolute delight.

This, for me, is the value that PC gaming specifically holds today. I'm not generally a big one for mods in a lot of games, but BeamNG.drive is exactly the sort of game where I do enjoy exploring mods — because the whole thing is one big box of toys anyway, so why not throw a few more in there? And, as you might expect, there are many, many mods to fiddle around with at this point, whether it's new maps, new scenarios, new cars or all manner of other things.

It's a completely pointless experience at heart, but I think that's why I like it. It's Microsoft Flight Simulator for fictional cars in fictional locales, and it's fast becoming my go-to "chill-out" game when I don't want to think.

And it's 20% off on Steam right now if this sounds like fun!

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#oneaday Day 929: SlimeTippers https://imnotdoctorwho.moegamer.net/2021/07/04/oneaday-day-929-slimetippers/ https://imnotdoctorwho.moegamer.net/2021/07/04/oneaday-day-929-slimetippers/#respond Sun, 04 Jul 2021 01:28:26 +0000 https://imnotdoctorwho.moegamer.net/2021/07/04/oneaday-day-929-slimetippers/ Spent a significant proportion of today playing TimeSplitters 2, primarily to unlock a bunch of stuff ahead of people coming over to play games in a couple of weeks, but also just because I fancied it. And because it appears that when I start playing TimeSplitters 2, it is suddenly 2.30am before I have noticed … Continue reading #oneaday Day 929: SlimeTippers

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Spent a significant proportion of today playing TimeSplitters 2, primarily to unlock a bunch of stuff ahead of people coming over to play games in a couple of weeks, but also just because I fancied it. And because it appears that when I start playing TimeSplitters 2, it is suddenly 2.30am before I have noticed what has happened.

I was concentrating on the "Arcade League" and "Challenge" modes today, since that's where a lot of stuff gets unlocked — most notably game modes. These are also the quickest and most addictive parts of the game — they always push you just that little bit further in order to try and get the gold rankings, or indeed just finish the damn missions at all.

I'd forgotten how brutal Challenge mode was, but I did remember some of the Arcade League matches that gave me trouble last time around. Anything involving Duckman Drake is always infuriating but inevitably a matter of pride to beat in a satisfactory manner, while my attempts to clear the "Handyman" one up until a few moments ago brought back some fond memories of swearing at the TV back in university. There was also plenty of swearing at the TV this evening.

I think I'm satisfied with what I've managed to unlock today; I did want to unlock Handyman as a playable character, because I remember him being quite popular with my friends, but I don't know if I'm up to clearing that particular Arcade League mission — it's super hard.

Anyway, I had a thoroughly fabulous time with it, and despite the fact that it has previously appeared on the short;Play series, I suspect TimeSplitters 2 will be putting in an appearance on Retro Select at some point — perhaps sooner rather than later, since I haven't yet decided what I'm going to be recording tomorrow!

Anyway, what with it being 2.30am and all I should probably get some sleep. Hope you're all having a pleasant weekend!

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#oneaday Day 928: Good work, Sophie https://imnotdoctorwho.moegamer.net/2021/07/03/oneaday-day-928-good-work-sophie/ https://imnotdoctorwho.moegamer.net/2021/07/03/oneaday-day-928-good-work-sophie/#respond Sat, 03 Jul 2021 00:42:08 +0000 https://imnotdoctorwho.moegamer.net/2021/07/03/oneaday-day-928-good-work-sophie/ Finished off Atelier Sophie this evening. It looks like there's a fair amount of postgame to explore, but I haven't decided if I'm going to delve into that too much — I feel like I'm lagging behind a bit where I want to be on the Atelier MegaFeature as a whole, and so I'm keen … Continue reading #oneaday Day 928: Good work, Sophie

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Finished off Atelier Sophie this evening. It looks like there's a fair amount of postgame to explore, but I haven't decided if I'm going to delve into that too much — I feel like I'm lagging behind a bit where I want to be on the Atelier MegaFeature as a whole, and so I'm keen to move on to Atelier Firis. Atelier Firis is also one of the games I've been most curious about, so I'm looking forward to that one in general.

I looked up a walkthrough just to figure out how much I had left to do in Atelier Sophie, and found myself thinking that the way I'd played the game sounded much more fun than just following this rather unnecessarily detailed guide. I have no doubt that some people would have probably played through the whole game with that guide by their side the whole time, but one of my greatest pleasures with Atelier Sophie as a whole is how "organic" it all felt — and the lack of time limit allows you to truly enjoy that aspect of the game.

If you play the game to work through a checklist of things to do before you get a Platinum trophy, you're kind of playing it wrong. It's a game about enjoying the world, about enjoying hanging out with the characters and about experimenting with the mechanics. Were I not writing about the series as a whole, I'd be spending a lot more time in the company of Sophie and company after those end credits rolled — it really is a very likeable cast, and the mechanics have enough intriguing complexity about them to reward continued exploration.

But I'm happy with what I achieved. I put myself in a good position for the game's final encounters, and took down some of the optional bosses on the way to the finale. I didn't make all the available items, but I made a decent number of them — and spending a bit of time in the postgame would doubtless let me nail the others pretty easily. And all without looking at a guide once.

GameFAQs is a wonderful thing and an amazing resource that I'm astonished still exists in its mostly original form after Gamespot took it over. But the more I play and appreciate games as I get older, the more I enjoy exploring them for myself, rather than following a step-by-step guide that offers just one possible way to play — and, in the case of games like this, that is far from the only way to play.

Anyway. Journeys continue! Getting closer and closer to the end… just as I start to hear some rumblings that a new Atelier might be on the way at some point. I mean, obviously it's Ryza 3, we all knew that — it's just a matter of whether that arrives before or after I've finished the feature in its original form!

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#oneaday Day 927: Goodbye Coco https://imnotdoctorwho.moegamer.net/2021/07/01/oneaday-day-927-goodbye-coco/ https://imnotdoctorwho.moegamer.net/2021/07/01/oneaday-day-927-goodbye-coco/#respond Thu, 01 Jul 2021 20:22:16 +0000 https://imnotdoctorwho.moegamer.net/2021/07/01/oneaday-day-927-goodbye-coco/ Kiryu Coco, one of the many VTubers in the Hololive agency, "graduated" today, which, for the benefit of those of you who follow me more for retro gaming stuff than Japanese popular culture stuff, means she's stepped down from her role and said her final farewells, both to her audience and her peers. I didn't … Continue reading #oneaday Day 927: Goodbye Coco

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Kiryu Coco, one of the many VTubers in the Hololive agency, "graduated" today, which, for the benefit of those of you who follow me more for retro gaming stuff than Japanese popular culture stuff, means she's stepped down from her role and said her final farewells, both to her audience and her peers.

I didn't watch a lot of Coco's stuff during her time while she was active — since her streams were primarily subtitled Japanese with occasional English, they required concentration rather than being something you could put on in the background.

But her influence could be felt absolutely everywhere in the VTuber community. She was a trendsetter, an inspiration, someone who knew how to push the boundaries — and someone who wasn't afraid to make mistakes.

She was one of the first to recognise that there was a significant overseas audience for VTuber videos, so she catered to that audience by occasionally speaking English and providing subtitles for many of her streams.

And she was the one who pushed for Hololive to expand into English-speaking territories, and thus she played a significant role in the explosion in popularity of VTubing as both a hobby and a profession for what is likely thousands of people worldwide at this point.

I watched her entire graduation stream earlier. She had the foresight to pre-record a number of interviews with other generations of Hololive and subtitle these in advance, so she was thinking of her overseas viewers right until the end — a nice touch. The last part of her stream consisted of her performing several songs with her "genmates" from the fourth generation of Hololive talent, and it was emotional to watch — particularly seeing her comrade Towa clearly breaking down in tears partway through the performance.

When she stepped off the virtual stage for the last time at the end of her performance, the silence was deafening, and the tears flowed. The room was filled with that sort of heaviness only felt when something wonderful that you'd come to take for granted is suddenly gone, and you don't know quite how to process the situation. The same feeling you feel when a family member or beloved pet passes on, or a precious relationship comes to an end; nothing quite feels real.

The performer behind Coco isn't gone — and the Internet being the Internet, she was tracked down pretty quickly and shown a massive influx of support from Coco's fans — but it's still hard not to feel that something, someone, important died today.

To those not immersed in VTuber culture this might all sound rather strange, silly or confusing. I'd call myself a relatively casual fan of VTubers at best — I don't watch many streams live and I don't throw money at these girls nightly like some people do — but I understood the significance of what happened today, and the genuine emotion that people felt as Kiryu Coco passed from being a legend in her own lifetime into simply being a legend.

The world moves on far too fast for all of us, though. It's hard to believe that Coco had become such a beloved presence in so many people's lives in just a year and a half. Granted, she had helped people through one of the most difficult 18-month periods in recent history, but even so, it's still strange to think of her being here for such a relatively brief period of time, and then gone again.

But life moves on, whether we like it or not, and people heal. Kiryu Coco will not be forgotten, and nor will the good she did for this world.

I wish the performer behind the world's favourite shitposting dragon all the love, success and happiness in the world with whatever she ends up doing next. She created something wonderful — and I'm sure she can do it again.

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#oneaday Day 926: Steam Immunity https://imnotdoctorwho.moegamer.net/2021/06/30/oneaday-day-926-steam-immunity/ https://imnotdoctorwho.moegamer.net/2021/06/30/oneaday-day-926-steam-immunity/#respond Wed, 30 Jun 2021 22:33:20 +0000 https://imnotdoctorwho.moegamer.net/2021/06/30/oneaday-day-926-steam-immunity/ I've been pretty much immune to impulse purchasing on Steam sales for the last few times they've rolled around. A significant part of this is down to my focus on physical collecting, but I also feel like the Steam sales these days really highlight the big problem with digital platforms in general: curation (or the … Continue reading #oneaday Day 926: Steam Immunity

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I've been pretty much immune to impulse purchasing on Steam sales for the last few times they've rolled around. A significant part of this is down to my focus on physical collecting, but I also feel like the Steam sales these days really highlight the big problem with digital platforms in general: curation (or the lack thereof) and discovery.

It used to be that interesting things in the Steam sale spread virally, and before long everyone owned a copy. It's how stuff like Recettear came to be so legendary; somehow I suspect if that game were released today, it would disappear without trace, however good it is.

Part of this was down to the fact that the store was simply less crowded, and thus things that stood out in some way — the aforementioned Recettear was, I believe, the first localised Japanese doujin title to hit the platform, for example — were easier to stumble across, simply by virtue of the fact that they looked different and intriguing.

Nowadays, however, the front page of Steam is cluttered with the biggest triple-A releases that don't have particularly generous discounts on them and, in the case of the platform's "personal recommendations" feature, games that I already own on other platforms. I guess there's something to be said for the fact that Steam's algorithms correctly understand my tastes, but it wouldn't hurt for it to maybe recommend something a little off the beaten track. Something as simple as an "I already own this elsewhere" button would be helpful — I actually don't know if that's already a thing, because it certainly isn't obvious if it is.

Anyway, the main issue I find is that I'm presented with the front page of the sale and I have no idea where to go from there. The genre labels are misapplied, meaning that stuff like "adventure" includes both third-person action games and actual adventure games, to name just one annoying example. Navigation within those categories is a clumsy nightmare. And the whole thing seems to be wrapped in some sort of stupid metagame that makes it all way more confusing to navigate than it needs to be.

Steam, like many other platforms — be they digital downloads or social media — has become less and less appealing the more features they've added. The trading card and achievement features have encouraged developers to put out low-effort crap — and for people to buy it "just for the cards". The "badges" system for user reviews encourages people to write "funny" (and I use the term loosely) reviews rather than anything helpful and meaningful — or to mock reviews that do take things a bit more seriously.

The one thing I do like is the Points Shop, which allows you to customise your profile with graphics and stuff from your favourite games, but even that is flawed — navigating the catalogue is a roll of the dice at best if you're looking for something specific, and who looks at anyone else's Steam profiles anyway?

Ah well. I should be grateful that my wallet is safe from Gaben's temptations… although my lack of spending in Steam sales does tend to mean that I spend more on limited-run editions of Switch games… so I'm not sure I'm really winning anything, after all! At least my shelves are well-stocked!

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#oneaday Day 925: Mixed feelings https://imnotdoctorwho.moegamer.net/2021/06/29/oneaday-day-925-mixed-feelings/ https://imnotdoctorwho.moegamer.net/2021/06/29/oneaday-day-925-mixed-feelings/#respond Tue, 29 Jun 2021 23:02:49 +0000 https://imnotdoctorwho.moegamer.net/2021/06/29/oneaday-day-925-mixed-feelings/ I went to the gym this evening, and I'm torn between feeling pleased with myself that I got off my arse and did something vaguely good for me, and feeling demoralised at what a terrible state my body is in. It was already in a terrible state before the pandemic hit, but it's a real … Continue reading #oneaday Day 925: Mixed feelings

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I went to the gym this evening, and I'm torn between feeling pleased with myself that I got off my arse and did something vaguely good for me, and feeling demoralised at what a terrible state my body is in.

It was already in a terrible state before the pandemic hit, but it's a real mess now; I could barely manage a minute on the cross-fit things, the exercise bike was more manageable but left me drenched in sweat after what normal people would probably call "mild effort", and all the resistance training machines were hard work and, at times, mildly painful.

I think most of my frustration comes from the fact that I know I used to be in a better condition than this. I was never in great condition, no, but I was in much better condition than this. So part of me, while I was at the gym, was wondering if it was all worth it if it's this easy to let everything go to pot. While the more rational side of my brain was telling me that taking things very slowly, one step of a time, will allow me to approach and perhaps exceed how I was before.

I'm feeling demoralised because I know I need to lose weight — it's not I want to lose weight, it's I need to lose weight. But I am prone to self-sabotage and a vicious cycle that I have, to date, found it largely impossible to break free of.

Here's how it goes. I am very overweight. I have a hernia that is exceedingly painful if the slightest pressure is applied to it, or sometimes if the day has an "A" in it. I cannot get the hernia fixed unless I lose weight. I make a plan to lose weight. I attempt to follow through on it. The pain of my hernia makes me miserable. I eat as a coping mechanism to deal with being depressed. 20 GOTO 10

"Just stop eating as a coping mechanism" is obviously the clear solution, or at the very least "eat better things as a coping mechanism". But as anyone who has had any sort of contact with mental health will know, it's not that simple. Sometimes your body and mind craves things, and will not feel satisfied until it is supplied with those things that it craves. And substitutes don't work; I'm never going to fend off a chocolate craving with the disgustingness that is a chia seed pudding with cocoa in it.

It is, as the diet experts say, about making better choices. The trouble with mental health is that your brain isn't always in the best position to make sensible choices, and thus mistakes are often made.

Still, as other hypothetical people say, recognising a problem is the first step in dealing with it, so I guess it's just a case of taking things a step at a time and seeing if I can make myself feel a little bit better and more positive about myself, bit by bit. It's not easy. Some days it feels impossible. But I can only try.

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#oneaday Day 924: PLYFF - Play For Fun https://imnotdoctorwho.moegamer.net/2021/06/28/oneaday-day-924-plyff-play-for-fun/ https://imnotdoctorwho.moegamer.net/2021/06/28/oneaday-day-924-plyff-play-for-fun/#respond Mon, 28 Jun 2021 20:26:42 +0000 https://imnotdoctorwho.moegamer.net/2021/06/28/oneaday-day-924-plyff-play-for-fun/ Something occurred to me earlier today while I was reading IGN's Debbie Downer review of Mario Golf, which whinged about it not having any "replay value". Something didn't seem quite right about that as a concept, so I pondered exactly what the thought that was forming in my head was. And I think I've got … Continue reading #oneaday Day 924: PLYFF - Play For Fun

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Something occurred to me earlier today while I was reading IGN's Debbie Downer review of Mario Golf, which whinged about it not having any "replay value". Something didn't seem quite right about that as a concept, so I pondered exactly what the thought that was forming in my head was. And I think I've got it.

A lot of people seem to have lost the concept of playing something simply for the pure enjoyment of playing it. By that I mean it's sometimes quite tough to convince people to play something if they don't feel like they're going to "get something" out of it. And I don't mean something intangible like "a sense of satisfaction" or "the knowledge that they've done something that they enjoyed" — I mean literally being rewarded for doing something that should already, in itself, be its own reward.

Mario Golf does a good job of rewarding your progress through its Golf Adventure mode with level ups, money, the opportunity to buy new equipment and new courses to challenge. But once you've unlocked everything, the game is just… there. And, contrary to what the IGN review seemed to argue, this isn't a bad thing.

Sometimes it's really nice to boot up a game and know that it has no expectations for you beyond simply engaging with its mechanics and having fun. It doesn't expect you to "beat it", it doesn't place unreasonably long lists of objectives in front of you, it doesn't feature "retention strategies". It just is. It's a game that is there, comfortable in the knowledge that you'll pick it up, play it for a bit and then perhaps put it down for a while, only to return to it two, four, six months later when you fancy a quick round of golf or whatever it happens to offer.

That sort of experience isn't "a lack of replay value". That sort of experience is potentially infinite replay value — particularly when you take multiplayer into consideration. It's the way the oldest video games were designed — and it's one of many reasons that so many of them remain timeless classics to this day, while a lot of today's games feel inherently disposable.

If you ever find yourself thinking that you don't feel like playing a game because it's not showering you with experience points, levels, trophies and achievements on a regular basis… stop and take a step back for a moment. Ponder why you're engaging with this hobby. And remember that sometimes it's okay for things to just be fun and nothing else.

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#oneaday Day 923: This shouldn't be normal https://imnotdoctorwho.moegamer.net/2021/06/27/oneaday-day-923-this-shouldnt-be-normal/ https://imnotdoctorwho.moegamer.net/2021/06/27/oneaday-day-923-this-shouldnt-be-normal/#respond Sun, 27 Jun 2021 23:48:30 +0000 https://imnotdoctorwho.moegamer.net/2021/06/27/oneaday-day-923-this-shouldnt-be-normal/ I was dismayed to hear about the passing of "Near" earlier today. I'd never come across this person directly, but most of us who have had an interest in retro gaming have probably come across their work in one form or another; they played an instrumental role in getting SNES emulation in particular to the … Continue reading #oneaday Day 923: This shouldn't be normal

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I was dismayed to hear about the passing of "Near" earlier today. I'd never come across this person directly, but most of us who have had an interest in retro gaming have probably come across their work in one form or another; they played an instrumental role in getting SNES emulation in particular to the place where it is today, and had even worked on a true labour of love: a fan translation of Square's Bahamut Lagoon for SNES, which many people are playing in Near's honour this evening.

As a document which has been doing the rounds online notes, Near's passing is likely to be described as "suicide" or "taking their own life", but this isn't accurate. In what is sadly the latest of many cases of people being harassed online until they see no other option but to die, Near was the victim of the notorious website "KiwiFarms", whose community takes great delight in using the inimitable resourcefulness of people who are online all day to track down personal information and do horrible, horrible things with it.

Near was murdered by KiwiFarms. The people of KiwiFarms may not have wielded the physical murder weapon directly, but it is their fault that this happened.

As I say, I didn't know Near, I'm only learning of some of their contributions to the retro gaming community today — but I've certainly benefited from their work at one point or another. And I'm disgusted to see that this has happened. Because I've seen how easily this sort of thing can escalate… multiple times.

We've seen it happen to people in the public eye. Game developer Alec Holowka took his own life after online harassment and abuse about accusations that may or may not have been true. Whether or not they were true doesn't matter; he didn't deserve to die for anything that he'd done. But when the mob comes for you online, they're out for blood. They're only satisfied when their victim of the hour is absolutely, completely destroyed — at the very least in terms of their livelihood and personal life and, seemingly, preferably snuffing out their actual life in the process.

We saw it with YouTuber ProJared. People were alarmingly quick to jump on the bandwagon to harass him off the Internet when there was the slightest whiff of wrongdoing — so much so that his long silence while all this was going on caused me to be seriously concerned that he was going to be yet another statistic. Thankfully, he had the strength and resourcefulness of his own to be able to not only bounce back but counterattack, and today he's in a stronger position than ever.

We even saw it with Dan from Game Grumps, who is one of the most lovely people imaginable — though in this case the whole situation was a rather half-assed attempt rather blatantly fabricated by an anti-Game Grumps subreddit. Dan's method of dealing with it was admirable — just don't pay any attention to social media whatsoever. One gets the impression he was mostly oblivious to the entire thing — which is doubtless the best defence against all of this sort of shit.

But it doesn't just happen to people in the public eye. As I've mentioned a couple of times on here before, I've been a victim of this, too. A group of trolls took an interest in me a few years back and decided to not only try and drag my name through the mud, but also trawl through everything online vaguely connected to me in order to try and destroy me.

They phoned my parents, my brother, the person who owned the website I was running at the time. They contacted people on Facebook, they made webpages about me, they did everything they could to destroy me. And I won't lie, they almost succeeded; when I went to the police with an armful of evidence of what these assholes were doing to me and I was told in pretty certain terms that there was very little they could do, I nearly lost all hope.

It blew over eventually. When I stopped responding, they left me alone — and the people close to me are all good enough people to recognise that I most certainly was not what my abusers were making me out to be. And so given time, everything went back to normal. But it was scary for a time. Seriously scary. I guess I am fortunate enough that I am a relative "nobody" online in comparison to some others; there were always going to be "higher value" targets than me.

But this shouldn't be "normal". This shouldn't be something we should just accept as part of life online.

I remember when the Internet first started becoming "mainstream", and my whole family were excited by the possibilities that this brave new online frontier offered. It was a world of wonder and discovery back then — and I doubt any of us could have ever anticipated that there would be active communities of people out there whose sole "hobby" was destroying other human beings' lives, both figuratively and literally.

Sadly, I feel we're in a bit of a Pandora's Box situation. The Internet as a whole, despite local regulations, has been such an untamed wildland for so long that there's no real way that communities like KiwiFarms can ever be truly brought under control. And thus this situation will just continue if we allow it to happen.

I wish I had a suggestion or two to help us all keep safe… beyond simple "common sense" suggestions, of course. Because "common sense" doesn't seem to be enough; when I was attacked, I certainly wasn't making a point of voluntarily spreading personal information around the Internet — and yet they still got to not only me but the people closest to me, too.

Sadly, the safest option appears to simply "don't be online", which becomes a more appealing prospect day after day — while also being pretty much completely impossible for living in today's world.

Keep safe, everyone.

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#oneaday Day 922: Golf for me https://imnotdoctorwho.moegamer.net/2021/06/26/oneaday-day-922-golf-for-me/ https://imnotdoctorwho.moegamer.net/2021/06/26/oneaday-day-922-golf-for-me/#respond Sat, 26 Jun 2021 23:33:33 +0000 https://imnotdoctorwho.moegamer.net/2021/06/26/oneaday-day-922-golf-for-me/ Mario Golf arrived today! So only a day late — I was also podcasting for the first part of the day, so it didn't even matter that it didn't show up until mid-afternoon. I've spent a few hours with it this evening and I'm enjoying it a lot. I particularly like how it's deliberately not … Continue reading #oneaday Day 922: Golf for me

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Mario Golf arrived today! So only a day late — I was also podcasting for the first part of the day, so it didn't even matter that it didn't show up until mid-afternoon.

I've spent a few hours with it this evening and I'm enjoying it a lot. I particularly like how it's deliberately not trying to just do the same thing as it has done in the past — notably, it's tweaked the control scheme quite a bit from the classic "three-tap" system that previous entries in the series have used, and the new "speed golf" mechanics are super cool.

I'll talk more about the details of all this on Rice next week when I write something more in-depth, but for now, the main difference in the controls is that there's no "accuracy" tap when you're taking your swing. Instead, there are now a couple of factors in play. Once you've pressed the button once and again a second time to set power (optionally choosing to add topspin or backspin at this point depending on which button you use) the meter takes a second "swing", and during that time you can use the analogue stick to "curve" your shot.

Nothing unusual there… until you discover that golfers with better "spin" stats can actually curve their shots multiple times in different directions, allowing you to, say, curve the ball around a tree that's in the way and then bend it back in the opposite direction to get it back on course. Realistic? Probably not, but it's an interesting mechanic that works well with Mario Golf's cartoony, arcadey gameplay.

The other thing I've found interesting is the number of variations on golf that the game's "Adventure" mode provides you with. On the first course, you play pretty straightforward golf, but by the time you get to the second one you're challenged to play "cross-country golf", which tasks you with sinking the ball on a set number of holes within a limited total number of shots. And just to be awkward, this course has enormous changes in elevation with cliffs and valleys, requiring you to make use of "tornadoes" to move both you and your ball to different "levels" of the course. It's a really clever and creative use of the golf mechanics to create quite a different feeling game experience.

The third course that I've just got you challenges you to full-on Speed Golf, where you are ranked more on how quickly you got to the hole (and your number of putts) than actually how many shots you took. And there are still some other variations I'm yet to discover; "Battle Golf" sounds particularly interesting, and is teased in the game's intro sequence. (You can also play it as a one-off game right away, but I've been ploughing through Adventure mode, as it seems you unlock a bunch of stuff through that.)

Anyway, early impressions are very good, and I'll doubtless spend some more time with it in the next few days. Watch out for a full write-up on Rice Digital very soon!

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#oneaday Day 921: No golf for me... yet https://imnotdoctorwho.moegamer.net/2021/06/25/oneaday-day-921-no-golf-for-me-yet/ https://imnotdoctorwho.moegamer.net/2021/06/25/oneaday-day-921-no-golf-for-me-yet/#respond Fri, 25 Jun 2021 23:55:28 +0000 https://imnotdoctorwho.moegamer.net/2021/06/25/oneaday-day-921-no-golf-for-me-yet/ Amazon failed to deliver my copy of Mario Golf today for… some reason. "Delayed in transit", apparently, which is just non-specific enough to be completely useless information, but just specific enough to mean I can't get mad with them about it. Oh well. Hopefully it will arrive tomorrow as I was looking forward to giving … Continue reading #oneaday Day 921: No golf for me... yet

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Amazon failed to deliver my copy of Mario Golf today for… some reason. "Delayed in transit", apparently, which is just non-specific enough to be completely useless information, but just specific enough to mean I can't get mad with them about it. Oh well.

Hopefully it will arrive tomorrow as I was looking forward to giving that a go this evening and over the weekend. It's been too long since I had a Mario Golf game to enjoy, and I'm looking forward to both playing the standard game modes in this one and the new stuff it has to offer. If The Davison Cup actually comes to fruition next month — which it's looking like it should — then perhaps we can get a round or two of Speed Golf in there amid the other stuff I have planned.

My packaged copy of Crawlco Block Knockers arrived today. That's a thoroughly lovely game, and the packaging from Funbox is really nice once again. It's a simple package, consisting of simply a cardboard slipcase containing the Switch game and a soundtrack CD, but it's got nice quality artwork and gives that game the love it deserves — it really is a ton of fun.

Podcast planned for tomorrow. As noted previously, we're trying something slightly different to usual for this one so this will be something of an experimental episode. If all goes well, though, it should hopefully allow us to get together a bit more often and do mroe fun things. Assuming things go to plan, said new episode should be with you on the Monday after we record as usual, but I'll keep you posted on that.

For now, it's been a very long week so I think it's time to get some sleep and enjoy a much-needed and much-deserved lie in tomorrow morning. Hope you've all had a good week — enjoy your weekends and make sure you take some time to enjoy yourselves!

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#oneaday Day 920: DOS pixels https://imnotdoctorwho.moegamer.net/2021/06/24/oneaday-day-920-dos-pixels/ https://imnotdoctorwho.moegamer.net/2021/06/24/oneaday-day-920-dos-pixels/#respond Thu, 24 Jun 2021 21:30:36 +0000 https://imnotdoctorwho.moegamer.net/2021/06/24/oneaday-day-920-dos-pixels/ I've been meaning to set up a proper DOSBox… setup for a while now, but I got round to it over the past couple of days. And somehow, simply doing that fresh install of DOSBox has fixed one of the main issues I have with a lot of GOG's DOSBox-based releases: pixel scaling. For some … Continue reading #oneaday Day 920: DOS pixels

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I've been meaning to set up a proper DOSBox… setup for a while now, but I got round to it over the past couple of days. And somehow, simply doing that fresh install of DOSBox has fixed one of the main issues I have with a lot of GOG's DOSBox-based releases: pixel scaling.

For some reason, a lot of GOG's DOSBox titles don't scale elegantly to high resolutions, meaning you end up with horrible wonky pixels all over the place that don't do that lovely 320×200 or 640×480 art justice. I can't find what setting they've buggered up in their config files, but whatever the default setup for a fresh install of DOSBox is seems to fix it completely. So what I might start doing with my GOG games is just copying the files over into my "proper" DOSBox installation and use them from there instead. Job solved.

The reason I wanted to get this sorted was because as part of the Retro Select series, I want to cover some DOS games. There are a bunch I have very fond memories of — and a bunch I still have on my shelf, as you've doubtless seen in the background of my video introductions — so it will be nice to be able to bust them out and make use of them properly.

I was skeptical as to whether or not I could get original media to successfully install an old, boxed DOS PC game into DOSBox, but I tried it with Psygnosis' Pyrotechnica — a fun game that no-one remembers, and thus a prime candidate for a video — and it worked perfectly. And despite that game's rather stern warnings about probably requiring a boot disk to work properly, no faffing around with memory managers or Sound Blaster settings required. Living the DOS dream, for sure.

I was also excited to get Cobra Mission working without any issues whatsoever; I've been curious about that game ever since it was announced and I very much enjoyed my relatively brief exploration of it for this week's History of Lewd over on Rice Digital — I may well play a bit more, because I found it to be a genuinely interesting game.

Anyway, that's probably the most exciting thing that has happened today. Mario Golf should be coming tomorrow, so hopefully I'll have some time to play around with that, and then Chris and I are recording a podcast on Saturday.

Half-considering taking a week's break from writing a chunk of the Atelier MegaFeature this weekend as although I'm making good progress on Sophie and am in a position to write the next part I have planned, I'm also kinda tired. I'll make a decision on that over the weekend depending on how everything else goes.

Anyway. Time for an early night, I think; neither Andie nor I have been sleeping well of late, so here's hoping for a pleasant night's sleep for once.

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#oneaday Day 919: Finally revealed https://imnotdoctorwho.moegamer.net/2021/06/23/oneaday-day-919-finally-revealed/ https://imnotdoctorwho.moegamer.net/2021/06/23/oneaday-day-919-finally-revealed/#respond Wed, 23 Jun 2021 21:09:57 +0000 https://imnotdoctorwho.moegamer.net/2021/06/23/oneaday-day-919-finally-revealed/ Good evening everyone! I'm very happy to finally reveal something I've been teasing for what feels like ages because certain aspects of the launch were out of my hands. You may recall that I've been talking about doing some "retro-related" project at work for a while. Well, here it is — I present to you … Continue reading #oneaday Day 919: Finally revealed

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Good evening everyone! I'm very happy to finally reveal something I've been teasing for what feels like ages because certain aspects of the launch were out of my hands.

You may recall that I've been talking about doing some "retro-related" project at work for a while. Well, here it is — I present to you Retro Unite!

https://retrounite.wordpress.com/

(Please let me know if this doesn't work, they only turned it on today.)

I'll be working on this alongside my work on Rice Digital so updates may be a little slow until we get things rolling and completely organised (we have a social media person to put in place, for example) but yes, this is up and running now!

Retro Unite is a website that is simply about the joy of retro gaming. We'll be covering all manner of different things on the site, as you can see from what's already there. Long-term we hope to have some interviews with interesting people and coverage of some community projects, so we really hope that this will become a fun hub for retro fans to hang out at and celebrate their love of old games.

So far as staffing goes, it's a bit of a skeleton staff to begin with while we get everything in place; I'm also not 100% sure of the budget we have (if any) to begin with, but if it turns out we do have some freelance budget available I'll be sure to come a-knockin' on some of your doors to help out.

In the meantime, if you have stuff you want to announce or share and you think it'll make something interesting for Retro Unite's readers to check out, be sure to let me know. I'm already planning on using the "Video" section to feature relevant videos from around the retro gaming community rather than just our own work, so if you're working on things and would like to get them in front of a new audience, just shout. I'm always up for watching new fun stuff, too, of course!

Anyway. That's all I have to say about that for now, but check back regularly on the site for new articles and all manner of other good stuff. Hope you enjoy!

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#oneaday Day 918: Shouting into the void https://imnotdoctorwho.moegamer.net/2021/06/22/oneaday-day-918-shouting-into-the-void/ https://imnotdoctorwho.moegamer.net/2021/06/22/oneaday-day-918-shouting-into-the-void/#respond Tue, 22 Jun 2021 22:05:24 +0000 https://imnotdoctorwho.moegamer.net/2021/06/22/oneaday-day-918-shouting-into-the-void/ I'm once again feeling a tad frustrated at how difficult it is to get people to pay attention to things you actually put effort into. I see it every day, not just from my own tweets but from other people too: genuine tweets inviting people to check out something they've worked hard on get little … Continue reading #oneaday Day 918: Shouting into the void

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I'm once again feeling a tad frustrated at how difficult it is to get people to pay attention to things you actually put effort into.

I see it every day, not just from my own tweets but from other people too: genuine tweets inviting people to check out something they've worked hard on get little to no "engagement", while some lazy, mindless meme-of-the-week format gets three bajillion likes and retweets.

It is, I guess, confirmation of what we all half-jokingly say: that the vast majority of people out there on the Internet aren't interested in anything that they have to spend more than two seconds to "engage" with. If it's not an image or a GIF or a fucking TikTok video then they don't care.

As a writer — and as someone who enjoys long-form creative work including both writing and interesting videos — it's frustrating to see, because I know a whole bunch of people who work hard on what they do and don't get nearly the recognition they deserve for what they do. And that, in turn, makes me both frustrated and worried for what I do as a job.

I don't know how to "fix" this, either. It seems to be a cultural shift that has occurred gradually over the course of the last ten years or so; back when I was just blogging about any old thing a decade ago, it was relatively straightforward to get people to pay attention even to my weirdest stuff — and even in the early days of MoeGamer, I picked up a whole bunch of followers. But these days it seems that if you're not a very particular type of person online, you're simply going to "stagnate" in terms of numbers.

Which once again makes me question if social media is even worth it at all — and I'm forced to conclude that, unfortunately, it remains a necessary evil. Because even though it fucking sucks to get people to pay attention to (and, heaven forbid, share) the things you've done, it is at least still a good means of getting in touch with developers and publishers so I have things to write about. And at least those folks are grateful when they get some coverage.

I dunno. I'm grumpy after a few days of both Andie and I feeling rough and I'll probably feel better in the morning, but this evening I'm just feeling frustrated about it all.

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#oneaday Day 917: Festivities https://imnotdoctorwho.moegamer.net/2021/06/21/oneaday-day-917-festivities/ https://imnotdoctorwho.moegamer.net/2021/06/21/oneaday-day-917-festivities/#respond Mon, 21 Jun 2021 23:18:13 +0000 https://imnotdoctorwho.moegamer.net/2021/06/21/oneaday-day-917-festivities/ Been exploring some of the stuff from Steam Next Fest today — there's some really cool upcoming stuff among those demos, so I've written about a selection of them on Rice Digital. There's a roguelite magical girl shoot 'em up, a gorgeous exploration platformer with run and gun elements, and the very promising classic style … Continue reading #oneaday Day 917: Festivities

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Been exploring some of the stuff from Steam Next Fest today — there's some really cool upcoming stuff among those demos, so I've written about a selection of them on Rice Digital. There's a roguelite magical girl shoot 'em up, a gorgeous exploration platformer with run and gun elements, and the very promising classic style survival horror Tormented Souls — I have a few more queued up to take a look at soon, too.

After the wet fart that was E3 this year, it's nice to know that there are some things worth getting excited about. None of them are the sorts of things you'll ever see on "stage" (or digital equivalent thereof), but every one of these things I've written about over the past few days is infinitely more exciting than 95% of the stuff that was shown at this year's E3. (The remaining 5% is Metroid Dread and the return of Project Zero, pretty much.)

It's so, so easy to forget that there are myriad talented developers out there today doing their best to create amazing games — and an absolutely criminal number of them go overlooked and underappreciated. So it's on us, the audience, to go looking for these things and sharing them when we do find them. Many of these projects live or die on word of mouth — and it'd be a real shame to see some of them die.

So while there's still a few hours left in the Steam Next Fest, take a moment to download some demos, check 'em out and then tell all your friends about them! I'd love to hear about some of them too, so let me know if you've tried anything particularly intriguing!

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#oneaday Day 916: Recording done https://imnotdoctorwho.moegamer.net/2021/06/20/oneaday-day-916-recording-done/ https://imnotdoctorwho.moegamer.net/2021/06/20/oneaday-day-916-recording-done/#respond Sun, 20 Jun 2021 23:15:10 +0000 https://imnotdoctorwho.moegamer.net/2021/06/20/oneaday-day-916-recording-done/ Got a lot recorded today — expect Retro Select to debut this week, probably on Friday. I've been tempted to experiment a bit with YouTube's Premiere feature as a sort of happy medium between what I do and livestreaming (if you're unfamiliar, it allows you to release a video at a specific time with live … Continue reading #oneaday Day 916: Recording done

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Got a lot recorded today — expect Retro Select to debut this week, probably on Friday. I've been tempted to experiment a bit with YouTube's Premiere feature as a sort of happy medium between what I do and livestreaming (if you're unfamiliar, it allows you to release a video at a specific time with live chat while it plays for the first time), but the trouble with that is finding an optimal time to get some people to show up for it. Friday evening seems like it might be a fun time to try it out with Retro Select, but the question remains — whose Friday evening?

Anyway, doesn't really matter I guess. I got things done, and I feel satisfied, even if it ended up taking most of the day. Well, that's not quite true; we both got up very late today, so the morning was… well, it didn't exist, so I could have probably gotten more done if I'd got up earlier, but that didn't happen. It's the weekend, after all.

Retro Select feels like it's opened up a lot more avenues of things to explore that I'm very excited about. As I mentioned previously, the first two episodes cover an Xbox game and a PC Engine game — in lieu of allowing you early access to the episodes (they're rendering right now!) I can exclusively reveal that they're Midtown Madness 3 and Soldier Blade, both games that I love a great deal but that I've come to relatively recently.

I don't have a "content plan" (ugh) for Retro Select; all I plan on doing each time recording time rolls around is picking something I fancy playing, whether it's something I enjoyed back in the day, something I always wanted to try or something I just thinks looks interesting. I think the series will gradually develop into something fascinating over time — plus, as I say, I fully intend to keep "platform playlists", so if you're just interested in, say, PC Engine games, you'll be able to watch all those episodes in a single playlist.

Anyway, it's past midnight after getting all that shiz edited, so I'm going to have a sandwich and some crisps then hopefully get some sleep. Except I saw that Game Grumps are playing Uninvited, so there's no way I'm not watching that as soon as possible. Call it an accompaniment to supper or something.

Anyway, hope you all had a good weekend and the fathers out there had suitably Father's Day-esque celebrations. I bought my Dad a copy of the Falcon Collection on GOG.com; we used to love the original Falcon on Atari ST and Falcon 3 on PC in particular, so hopefully he'll get a chance to revisit and enjoy those.

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#oneaday Day 915: Braindead https://imnotdoctorwho.moegamer.net/2021/06/20/oneaday-day-915-braindead/ https://imnotdoctorwho.moegamer.net/2021/06/20/oneaday-day-915-braindead/#respond Sun, 20 Jun 2021 00:08:14 +0000 https://imnotdoctorwho.moegamer.net/2021/06/20/oneaday-day-915-braindead/ Forgot to write yesterday, apologies. I'm sure you don't mind too much. I was just kind of exhausted after the week and I've still felt exhausted today. Had a long nap in the middle of the day and I'm not sure it helped, but, well, it happened. I have a productive day planned tomorrow, though, … Continue reading #oneaday Day 915: Braindead

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Forgot to write yesterday, apologies. I'm sure you don't mind too much. I was just kind of exhausted after the week and I've still felt exhausted today. Had a long nap in the middle of the day and I'm not sure it helped, but, well, it happened.

I have a productive day planned tomorrow, though, and I'm excited to get down to it — I'm going to record the first episodes of Retro Select along with the new Atari A to Z episodes. Retro Select will doubtless cover a wide variety of different platforms in the long term, so it's going to give me plenty of scope to fiddle around with some games that I haven't spent nearly enough time with to date.

We'll be kicking off the series in its first couple of weeks with an Xbox and a PC Engine title. Both of those platforms are a bit underrepresented in online retro video stuff, so I think it will be good to have some explorations out there.

Xbox in particular I think tends to get bundled in with "oh, its games are just pretty much what's on PlayStation" — but there's a lot of really good exclusives on there, along with a bunch that are not backwards-compatible with the modern Xbox consoles. So that's one of many things I want to put some focus on with Retro Select in the long-term.

The only real issue I might have is that as time has gone on, games have gotten more complex and longer, and demanded that you spend more time with them in order to appreciate them. This has always been a thing with RPGs, of course, but there are plenty of other games for which this is true, too. I'm not going to rule out the possibility of doing multiple episodes on a game for Retro Select if I think it might be relevant, but the priority will be on highlighting a selection of interesting games and just giving them the sort of "quick look" treatment.

Anyway. That's all stuff to think about when it becomes relevant. I'm sorted on what I'm covering for the first couple of weeks, and I'm not exactly short of other stuff to play with, too. Looking forward to getting it all started — and I hope you enjoy it once it's underway!

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#oneaday Day 914: Some new ideas https://imnotdoctorwho.moegamer.net/2021/06/17/oneaday-day-914-some-new-ideas/ https://imnotdoctorwho.moegamer.net/2021/06/17/oneaday-day-914-some-new-ideas/#respond Thu, 17 Jun 2021 18:10:59 +0000 https://imnotdoctorwho.moegamer.net/2021/06/17/oneaday-day-914-some-new-ideas/ Various influences have made me want to try some new things with video — most notably the ever-excellent Rob "hellfire64" Caporetto's work on his channel. Be sure to check his work out if you haven't already — he does some wonderful stuff on a variety of oft-overlooked and underappreciated retro stuff across a whole host … Continue reading #oneaday Day 914: Some new ideas

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Various influences have made me want to try some new things with video — most notably the ever-excellent Rob "hellfire64" Caporetto's work on his channel. Be sure to check his work out if you haven't already — he does some wonderful stuff on a variety of oft-overlooked and underappreciated retro stuff across a whole host of platforms. I was just watching his piece on Bloodshot this week, and it just got me thinking "I want to do a broader range of retro stuff".

The thing that I often feel holds me back in starting new things is the sense that I've made some sort of "commitment", and that I'd be letting someone (possibly myself) down if I didn't stick to those "commitments". That's why I was hesitant to call time on things like the long playthroughs a while back — though that was ultimately for the best, I think.

Anyway, what I'm planning to do is something a little more freeform alongside the existing, established Atari A to Z series that are the channel's main attraction. I'm going to launch a new "series", for want of a better word, but that series will simply be "whatever I want, on a retro theme". I will then post that series into playlists that are both "all of the episodes of this series", and "episodes by platform", so that people who just want to watch, say, all the Mega Drive games will be easily able to watch just the Mega Drive games.

To further ensure that I don't constrain myself to a potentially restrictive format, I'm not going to brand this an "A to Z" series. Instead I think I'm going to call it "Retro Select", with the thinking being that each week I'll just, well, select something that I fancy playing for one reason or another. The channel will then have easy access to playlists called things like "Retro Select: Full Series", "Retro Select: Mega Drive", "Retro Select: PC Engine" and suchlike for easily tracking down the platforms you're most interested in — or just watching the whole lot.

I'm gonna stick with the "intro/Let's Play" format that I do on my other series because, frankly, that format minimises the actual amount of work I have to do on each episode besides recording it — you all know how busy I keep myself, so being able to do fun things like this without it ending up feeling like "work" is super-important!

short;Play will continue as an occasional thing when there's perhaps something a bit more recent I want to show off, but it won't be a regular thing. Retro Select is something I feel I can make on a regular basis without adding too much pressure to myself, though, and I think it'll be fun to expand the range of platforms I'm covering without any real constraints.

Chris and I are also in talks about a revamp of the podcast, too. You'll likely see the fruits of those discussions in a few weeks' time, so please look forward to that, also!

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#oneaday Day 913: Cooling off https://imnotdoctorwho.moegamer.net/2021/06/16/oneaday-day-913-cooling-off/ https://imnotdoctorwho.moegamer.net/2021/06/16/oneaday-day-913-cooling-off/#respond Wed, 16 Jun 2021 21:40:26 +0000 https://imnotdoctorwho.moegamer.net/2021/06/16/oneaday-day-913-cooling-off/ It's been a little bit cooler today — as I type this it's raining outside, bringing some blessed relief to the relentless, uncomfortable heat of the last few days. I suspect the heat will be back with a vengeance before long, but for now I can at least enjoy this somewhat. The sound of falling … Continue reading #oneaday Day 913: Cooling off

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It's been a little bit cooler today — as I type this it's raining outside, bringing some blessed relief to the relentless, uncomfortable heat of the last few days. I suspect the heat will be back with a vengeance before long, but for now I can at least enjoy this somewhat.

The sound of falling rain is one of my favourite ambient noises. I've had a particular appreciation for this ever since Cub Scout and school camps back when I was at primary school; I remember finding the sound of rain on the tents being rather comforting if I was finding it difficult to get to sleep, which I inevitably was, because I always find it difficult to get to sleep.

It's a sound effect I always appreciate in a video game, too, particularly if there's a nice stereo spread on the ambience. I've been known to deliberately hang out in rainy areas in some games just to soak up (no pun intended) some of that pleasing sound.

Attempting to reproduce the sound of rain artificially (through an "ambience" app for phone or similar) never quite has the same effect, because I think an important part of the experience is the environment, too. I'm particularly enjoying the rain outside the window right now because it's accompanied by a nice cool breeze — it's not too cold, and it's pleasant to feel after the blazing heat of the last few days.

Anyway, I don't really have a particular point on that subject, it just struck me as something to write about while I was here. Hope you've all had a pleasant Wednesday and that the weather isn't treating you too badly where you are!

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#oneaday Day 912: Nintendo hmm https://imnotdoctorwho.moegamer.net/2021/06/15/oneaday-day-912-nintendo-hmm/ https://imnotdoctorwho.moegamer.net/2021/06/15/oneaday-day-912-nintendo-hmm/#respond Tue, 15 Jun 2021 22:36:21 +0000 https://imnotdoctorwho.moegamer.net/2021/06/15/oneaday-day-912-nintendo-hmm/ Nintendo's eagerly anticipated Direct from E3 2021 was today and… it was okay. There were some nice reveals — most notably a 2D Metroid game that has apparently been in development hell for a long time, which is cool to see, and Project Zero 5 getting ported to modern systems — but the whole thing … Continue reading #oneaday Day 912: Nintendo hmm

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Nintendo's eagerly anticipated Direct from E3 2021 was today and… it was okay. There were some nice reveals — most notably a 2D Metroid game that has apparently been in development hell for a long time, which is cool to see, and Project Zero 5 getting ported to modern systems — but the whole thing left me rather underwhelmed.

I certainly didn't come away thinking that they'd "saved" E3, as some people have been arguing. The fact that people were saying that at all is more an indictment of how moribund the other offerings this year have been — and things haven't gotten any better since, with what could have been a cool and interesting Bandai Namco stream ending up being 5 minutes on a game that no-one really gives much of a toss about.

The one thing you can say in Nintendo's favour is that they didn't forget to show the games, and they didn't waste time having some anonymous suit coming on stage and spouting business garbage.

They showed quite a lot games, in fact. It's just… I'm kind of finding it hard to get excited about the increasing number of "remasters" we're getting these days.

Being able to play Super Monkey Ball again will be cool, I guess, but I've already played Super Monkey Ball. And Advance Wars… while it'll be great to see that series back, I'm not big on the new art style for the units; Advance Wars always felt like a series that should have stuck resolutely with pixel art. But times change, I guess.

It'll be nice to have all the Danganronpas (except Ultra Despair Girls, annoyingly) in one place, particularly with the stupid prices V3 goes for these days, but that's not exactly an E3-worthy "big reveal".

I guess the best thing to do with Nintendo's presentation is look at not necessarily what all this means right now, but what it potentially means for the future.

A Project Zero 5 rerelease means there could be more Project Zero games in the future — or just some more enhanced reimaginings like Project Zero 2 got, that would be neat. (An official localised release of the fourth one would be great, too.)

A new Cruisin' game is a high-profile acknowledgement that the arcade racer is far from dead.

And the aforementioned remasters of Advance Wars potentially open the door for new games in the series in the future, which I don't think anyone would complain about.

So like I say… I wasn't super-impressed by Nintendo's offering this year, but I wouldn't necessarily say I was particularly disappointed either. I just think they've done much, much better in the past — and I suspect the ongoing COVID situation probably has a lot to do with why this year's lineup was so relatively weak.

Anyway, here's hoping for some actually exciting news to come from the "show floor" (not that there is one this year) because otherwise E3 as a whole has been pretty much a bust for 2021.

Roll on Tokyo Game Show, I say!

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#oneaday Day 911: Suffer like G did https://imnotdoctorwho.moegamer.net/2021/06/14/oneaday-day-911-suffer-like-g-did/ https://imnotdoctorwho.moegamer.net/2021/06/14/oneaday-day-911-suffer-like-g-did/#respond Mon, 14 Jun 2021 23:46:09 +0000 https://imnotdoctorwho.moegamer.net/2021/06/14/oneaday-day-911-suffer-like-g-did/ Finished the Resident Evil 2 remake this evening, and I really enjoyed it. (I also appreciate the fact that finishing one character's second playthrough story opens up the other one without you having to play through the "A" scenario again.) I'm really impressed with what a good job they did on this. It's a game … Continue reading #oneaday Day 911: Suffer like G did

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Finished the Resident Evil 2 remake this evening, and I really enjoyed it. (I also appreciate the fact that finishing one character's second playthrough story opens up the other one without you having to play through the "A" scenario again.)

I'm really impressed with what a good job they did on this. It's a game with triple-A production values that doesn't forget what makes games interesting — art style, personality and, more than anything, never forgetting that it's a video game.

Resident Evil 2 isn't a "cinematic experience". It has some nice cutscenes along the way and the mocap and facial animation is some of the best I've seen, but as with the classic PlayStation and GameCube versions, narrative is kept to a relative minimum, and you spend the majority of your time exploring, manipulating items, avoiding or fighting enemies and just generally playing the game.

On top of that, at various points you unlock some interesting vaguely "arcadey" scenarios to play — these include a take on "The 4th Survivor" from the original release of Resident Evil 2, plus three special "The Ghost Survivors" scenarios that appear to be sort of "what if?" tales that explain who a few otherwise unexplained characters you stumble across in the main story actually are.

Structurally, then, it feels like a PS1 game. This is a good thing. Play, finish, unlock more stuff, play more, unlock more stuff, play more. Plenty of value. Plenty of reason to replay. I can see speedrunning attempts at this being quite fun — even if my first playthroughs for both Leon A and Claire B were ridiculously slow. (They always were on the PS1 version if I hadn't played for a while, too.)

The fact it plays like a modern game (in a good way) makes it much more desirable to go back and try for better ranks or unlocks, though. The clunky controls of the original Resident Evil games always made it feel like a bit of an effort to go through it all again, but Resident Evil 2 remake plays so well I'd be quite happy to zip through it again — if I wasn't also trying to get through the series as a whole. Maybe I'll return to it in the future though!

Anyway, it's a good thing. Time permitting, I'll write something on the subject tomorrow on Rice Digital, because E3 sure as hell isn't throwing up anything interesting at all to talk about.

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#oneaday Day 910: Housebound Maliciousness https://imnotdoctorwho.moegamer.net/2021/06/13/oneaday-day-910-housebound-maliciousness/ https://imnotdoctorwho.moegamer.net/2021/06/13/oneaday-day-910-housebound-maliciousness/#respond Sun, 13 Jun 2021 17:00:24 +0000 https://imnotdoctorwho.moegamer.net/2021/06/13/oneaday-day-910-housebound-maliciousness/ Been playing through the Resident Evil 2 remake this weekend, largely so I can catch up on the Resident Evil Retrospective feature I started doing over on Rice Digital. I've been struck by quite how much I like Resident Evil 2 remake — it really does demonstrate how to do one of these remakes right. … Continue reading #oneaday Day 910: Housebound Maliciousness

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Been playing through the Resident Evil 2 remake this weekend, largely so I can catch up on the Resident Evil Retrospective feature I started doing over on Rice Digital.

I've been struck by quite how much I like Resident Evil 2 remake — it really does demonstrate how to do one of these remakes right. It's revamped and modernised just enough to make it palatable to a modern audience, but remains recognisable enough in style to keep fans of the original happy. And there's enough brand new stuff in there that even those who played the original to death can enjoy it as a new game.

Basically, they've gone, "this was a good game in 1998, what if it was a good game now?" and then completely rebuilt it from scratch. Best of all, they've managed to do so without falling into the pitfalls that many other modern triple-A titles do: there's no unnecessary RPG-style mechanics; there's no obnoxious upselling of DLC (though I believe there are some costumes available) and the generous swathes of bonus content feels authentically "retro".

It's also nice to play a game that is short, too — it took me just shy of 8 hours for my Leon playthrough, which is a bit longer than the original Resident Evil 2, but still easily digestible, and I suspect my Claire playthrough will probably go quicker. At no point did the game feel like it was padding itself out for the sake of things; it felt like it was always moving forwards, but provided plenty of opportunity for exploration and discovery along the way.

In short, if you haven't tried the Resident Evil 2 remake as yet and you enjoyed the original — hell, even if you didn't enjoy the original but are fond of the series — then Resident Evil 2 remake is definitely worth your time. More on Rice Digital on the subject this week!

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#oneaday Day 909: Always physical https://imnotdoctorwho.moegamer.net/2021/06/12/oneaday-day-909-always-physical/ https://imnotdoctorwho.moegamer.net/2021/06/12/oneaday-day-909-always-physical/#respond Sat, 12 Jun 2021 22:32:04 +0000 https://imnotdoctorwho.moegamer.net/2021/06/12/oneaday-day-909-always-physical/ The limited-press houses Special Reserve and Super Rare have both announced that they're starting to do "physical-only" releases — games that will never have a digital release (supposedly, anyway) and which are exclusive to that initial print run. I like this idea, for reasons I'll get onto in a moment. But there are also a … Continue reading #oneaday Day 909: Always physical

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The limited-press houses Special Reserve and Super Rare have both announced that they're starting to do "physical-only" releases — games that will never have a digital release (supposedly, anyway) and which are exclusive to that initial print run.

I like this idea, for reasons I'll get onto in a moment. But there are also a fair few people who seem to be super mad about this, making some seriously questionable arguments against it, too. I've even seen some people go so far as to say releasing on a digital storefront (where, let's not forget, we've already seen plenty of games vanish without trace for years, often permanently) is better preservation than sticking something in a box.

For my money, I think it's great, because it solves the one big problem that a lot of indie developers making risky projects have: discovery. Release something a bit weird onto Steam or Itch, and chances are it will disappear into the depths of the flood of stuff released every day, sinking without trace unless you're fortunate enough to have made something that goes viral or becomes a meme.

Conversely, through the programmes these companies are offering, they help fund development of projects that probably wouldn't have been greenlit through conventional publishing houses, then provide a lengthy open preorder window for people to pick up a copy and devote their marketing efforts to promoting that game, making people aware of it and ensuring that copies get into the hands of reviewers ahead of launch.

The downside to this — and the source of most people's objections — is that if you weren't in that initial batch of preorders, you're not getting that game. But realistically… if you didn't buy that game on its launch weekend on Steam, Itch or wherever, were you really going to buy it anyway? It's still relatively rare that indie titles become sensations years or even months after their original launch; more often than not they're just lost.

The other reason I find the vehement objections so puzzling is because we had nearly seven hardware generations of "physical only" being the way we bought games. Games getting simultaneous physical and digital releases only started to become a thing in the mid-to-late PS3 and Xbox era — and, as I've spoken about elsewhere before, small-scale indie games ended up ghettoised into digital-only marketplaces like Xbox Live Arcade, which a lot of players assumes offered somehow "lesser" experiences.

I guess a lot has changed in the outgoing hardware generation in terms of attitude, but I've never been a big fan of "the digital future" anyway. I recognise that it's allowed a lot of creators to release things that they never would have otherwise been able to release — but as time has gone on that has become more and more of a mixed blessing. With each passing year, the market has become more and more flooded with ever-increasing piles of low-effort crap, meaning the genuinely worthwhile stuff often gets drowned.

And the media have a part to play in this, too. Compare how many column inches were spent on that fucking $8 calculator app for Nintendo Switch versus, say, the outstanding Astalon: Tears of the Earth. You can see why some indies might want to try something a bit different.

Anyway, that's my two penneth on the subject. I'll be doing what I always do with games: grabbing stuff that looks like it might be of interest, and passing up on things I know probably won't be my jam. So far as I'm concerned, this is pretty much business as usual.

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#oneaday Day 908: City centre chaos https://imnotdoctorwho.moegamer.net/2021/06/11/oneaday-day-908-city-centre-chaos/ https://imnotdoctorwho.moegamer.net/2021/06/11/oneaday-day-908-city-centre-chaos/#respond Fri, 11 Jun 2021 22:38:15 +0000 https://imnotdoctorwho.moegamer.net/2021/06/11/oneaday-day-908-city-centre-chaos/ Been playing Midtown Madness 3 a bit today; watched a couple of LGR videos on the first two and was intrigued by the third one on Xbox, even knowing it was developed by someone different to the first two. (It was actually developed by DICE, who are now, to my knowledge, known for Battlefield and … Continue reading #oneaday Day 908: City centre chaos

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Been playing Midtown Madness 3 a bit today; watched a couple of LGR videos on the first two and was intrigued by the third one on Xbox, even knowing it was developed by someone different to the first two. (It was actually developed by DICE, who are now, to my knowledge, known for Battlefield and nothing but Battlefield, if you were curious.)

I've been enjoying it a great deal and once again I've found myself struck by how very much this feels like a game of its time — something that we probably wouldn't see today.

There are numerous reasons for this; firstly, a lot of open-world racing sims these days tend to take themselves a bit too seriously, whereas Midtown Madness 3 is pure, gleefully unrealistic chaos. Pretty much every roadside object can be bashed out of the way, meaning you can improvise your own shortcuts in all sorts of places.

Secondly, it's full of "foreign" accents you probably wouldn't get away with today. The entire Paris section of the game sounds like it's an audition for the next Inspector Clouseau film and, you know what, I frigging love it.

I'm probably not supposed to say that I love that sort of thing these days, but sod it — it's funny because it's ridiculous, not because of any sort of maliciousness. The voice actors involved (one of whom sounds quite a bit like Jennifer Hale, but I don't think it's her) are clearly having an absolute blast going over the top with their silly voices, and it really adds to the comedic feel of the game.

More than anything, it's just a really fun game with an irreverent sense of humour that knows what it is, has a clear vision of what it wanted to achieve — and it achieves it. It feels like a complete, self-contained package; it doesn't feel like anything is missing or going to be patched in later or added through DLC. It's just a good game, and it's easy to forget how nice that is sometimes.

Wish I'd listened to my friend and picked this up back in the day now! Oh well. At least I can enjoy it now!

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#oneaday Day 907: Dorito Pope https://imnotdoctorwho.moegamer.net/2021/06/10/oneaday-day-907-dorito-pope/ https://imnotdoctorwho.moegamer.net/2021/06/10/oneaday-day-907-dorito-pope/#respond Thu, 10 Jun 2021 21:31:58 +0000 https://imnotdoctorwho.moegamer.net/2021/06/10/oneaday-day-907-dorito-pope/ Watched a bit of the Geoff Keighley stream earlier on. Sadly I missed the reveal of Metal Slug Tactics, which is an awesome thing to know exists nonetheless — but I found the rest of the show so excruciating after a while I had to turn it off before it finished. The trouble with shows … Continue reading #oneaday Day 907: Dorito Pope

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Watched a bit of the Geoff Keighley stream earlier on. Sadly I missed the reveal of Metal Slug Tactics, which is an awesome thing to know exists nonetheless — but I found the rest of the show so excruciating after a while I had to turn it off before it finished.

The trouble with shows like this is that they feel so false. Every time some corporate representative from a company (let's face it, from Activision) stepped out and started waffling on about delivering the quality and excellence their consumers expect from their robust content roadmap, I just wanted to wring someone's neck. None of them actually said anything; it was all just empty management speak that didn't reveal anything whatsoever.

Meanwhile, Geoff Keighley kept commenting on how he was "honoured" to feature certain indie titles in the presentation, and my only thought was — if you're that honoured to feature them, why not actually invite the developers on to talk about them? I suspect most of the developers of these "honourable" indie games would be far more interesting than Generic McGenericpants from ActiBlizzard tellling us in a flat monotone about how "the team feels passionately" about something that doesn't matter, like the supposed "story" in a competitive multiplayer shooter.

Every time I see a show like this I think about all the words I write every year about the games I love. I think about how enthusiastic the people I talk to online are about the games they enjoy. And I think about how little of that comes across in these woefully artificial corporate presentations.

I'm not saying everyone on stage needs to be a screeching, frantically gesticulating YouTuber — the prevalence of the concept of "Influencers" can eat a fucking dick — but it'd be nice to have a gaming event that remembers what a love of gaming is like, rather than feeling like a corporate quarterly all-hands meeting that no-one is really paying attention to because nothing of any real worth is actually being said. I left them behind with my last job; I don't need them in my entertainment!

Ah well. I wasn't expecting much from the presentation and as such I wasn't really disappointed. As always, the most interesting news tends to show up when you least expect it.

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#oneaday Day 906: All the hours https://imnotdoctorwho.moegamer.net/2021/06/09/oneaday-day-906-all-the-hours/ https://imnotdoctorwho.moegamer.net/2021/06/09/oneaday-day-906-all-the-hours/#respond Wed, 09 Jun 2021 18:37:29 +0000 https://imnotdoctorwho.moegamer.net/2021/06/09/oneaday-day-906-all-the-hours/ One frustrating thing about the human brain (or possibly just my brain, I don't know) is the fact that the number of things it feels like it wants to do appears to be inversely proportional to the likelihood of doing any of them. One can refer to this phenomenon as "analysis paralysis" and it rears … Continue reading #oneaday Day 906: All the hours

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One frustrating thing about the human brain (or possibly just my brain, I don't know) is the fact that the number of things it feels like it wants to do appears to be inversely proportional to the likelihood of doing any of them.

One can refer to this phenomenon as "analysis paralysis" and it rears its ugly head in all manner of situations.

Playing a board game and have several different options on how to proceed? Why not agonise over it for a good ten minutes while your tablemates get increasingly frustrated and/or drunk.

Feel like playing a video game? Great! But which one? You don't want to start playing one and end up feeling like you "should" be playing a different one for some vague, amorphous reason that doesn't really make any sense.

Want to read a book? Fabulous! See above.

Go outside and do something? Sure, but there's all these things you could be doing inside, and you're not doing any of them right now.

The eventual result is inevitably the same: staring into space, inner monologue caught in a constant loop of "But if I…", nothing actually getting done, depression, death. Maybe not the last one. Hopefully, anyway.

I constantly catch myself doing this and it's hard to break out of, because noticing that you're doing it is just the first step. In order to break out of the cycle you not only have to recognise that the cycle is taking place, but also take decisive action: pick something to do, and damn well go and do it, sod what anyone else (or the rest of your brain) thinks.

"I don't know what to do" becomes "I should do something" becomes "I think I might…" and finally, with any luck, "I am definitely going to go and…" — at which point it is best to stop thinking altogether and simply go do whatever went in that last ellipsis.

At times like this, I also find it's best to eliminate distractions once you're doing the thing you decisively decided to dedicate your time to. Put the phone away, somewhere out of reach. Make sure you have a drink and/or snacks on hand if applicable. Get comfortable. Open/close windows and turn on heating/air conditioning as required. Focus on that thing. Enjoy it. Embrace it.

You don't need to do anything else (except maybe empty the dishwasher, it's been like that for three days) — just dedicate your time to doing that one thing rather than panicking over all the things you think you "could" or "should" be doing instead.

I'm off to go and take my own advice having just caught myself doing the perpetual doom cycle of Twitter, email, Discord for more minutes than I'd care to mention. Sophie is calling; we've got monsters to bash and I have ingots to make. Lots of ingots.

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#oneaday Day 905: Lovely Day https://imnotdoctorwho.moegamer.net/2021/06/08/oneaday-day-905-lovely-day/ https://imnotdoctorwho.moegamer.net/2021/06/08/oneaday-day-905-lovely-day/#respond Tue, 08 Jun 2021 18:47:54 +0000 https://imnotdoctorwho.moegamer.net/2021/06/08/oneaday-day-905-lovely-day/ [Before I forget, S-Rank Patrons, I'll have a wallpaper for you by the end of the week. I've been quite busy getting all manner of other things done but I haven't forgotten about you!] "Ooh, it's a lovely day today, innit?" says some hypothetical middle-aged woman conversing over her fence to her neighbour in that … Continue reading #oneaday Day 905: Lovely Day

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[Before I forget, S-Rank Patrons, I'll have a wallpaper for you by the end of the week. I've been quite busy getting all manner of other things done but I haven't forgotten about you!]

"Ooh, it's a lovely day today, innit?" says some hypothetical middle-aged woman conversing over her fence to her neighbour in that way that never actually happens in reality, only on television.

"No," I respond in my mind, silently, because disagreeing with another human being's face when it comes to the weather is tantamount to taking a shit on their lawn right in front of them. "No, it fucking isn't a lovely day. I hate it when it's hot. I really hate it when it's hot. There's no air, it's sweaty, it's uncomfortable and I get sunstroke if I stand out in direct sunlight for more than approximately 5 seconds."

I hate this time of year. I'm pretty sure I didn't used to, though it's also entirely possible (likely) that the climate has changed considerably from the time that I "didn't used to mind" this time of year. I certainly don't remember the summers of my youth being quite so unpleasant to endure — though I do remember them being nice.

Lunchtimes on the school field doing shoulderstands with my friends because we all thought they were the best way to make yourself fart on demand (an opinion I was pleased to see Mike Wozniak shared on the recent series of Taskmaster); cold drinks with ice; Screwballs from Mr Piccadilly Whip (the name we gave to the mysterious foreign ice-cream man who showed up on the school premises every lunchtime and was completely indecipherable on the rare occasions he spoke)… ah, 'twas bliss for a young'un, so it was.

These days, of course, I'd much rather have Wet Play (not like that, filthmonger) because that means you get to stay inside, play board games or hide in the Wendy house and fiddle around with all the fake food and coins. These days, kids would probably be on their smartphones regardless of where they were — though even that is something I enjoy much more indoors than out in the blazing hot, Pete-melting sunshine that is summer in 2021.

Anyway, I am an adult now and I have an air conditioner in my bedroom. So instead of sitting here moaning I'm going to go and use it while I play Atelier Sophie. In your face, primary school me.

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#oneaday Day 904: Dreaming https://imnotdoctorwho.moegamer.net/2021/06/07/oneaday-day-904-dreaming/ https://imnotdoctorwho.moegamer.net/2021/06/07/oneaday-day-904-dreaming/#respond Mon, 07 Jun 2021 21:30:09 +0000 https://imnotdoctorwho.moegamer.net/2021/06/07/oneaday-day-904-dreaming/ Did not sleep at all well last night. Woke up roughly every two hours having had peculiarly vivid dreams — and it was one of those situations where the dreams seemed to pick up where they left off when I fell asleep again. So on the one hand it was sort of interesting and enjoyable … Continue reading #oneaday Day 904: Dreaming

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Did not sleep at all well last night. Woke up roughly every two hours having had peculiarly vivid dreams — and it was one of those situations where the dreams seemed to pick up where they left off when I fell asleep again. So on the one hand it was sort of interesting and enjoyable in a strange kind of way, but on the other, I really didn't sleep well at all and as such failed to get up early and go to the gym like I intended. Try again tomorrow — I would have gone this evening, but that tiredness is really catching up with me now so I figure it's probably best to get an early night and attempt to "recalibrate" somewhat.

Dreams are funny things. I feel like as I've got older they've gotten more vivid. I remember as a kid and a teenager being fascinated by the subject and doing my best to "force" myself to dream about something by thinking about it really hard before going to sleep — and inevitably failing, of course. I don't remember dreaming a lot when I was young, but as I got older, I definitely started experiencing it more.

Some I remember for a long time after the fact; others I forget almost immediately. I've forgotten most of the details about last night's, but I vividly remember the recurring dreams I have about it being the day I have to move house and I haven't packed anything except a couple of boxes of knick-knacks; bookshelves and the like are all still absolutely full of "stuff".

I think probably the strangest one I've had on more than one occasion is where I was on the London Underground and all set to have sex with someone, but I was unable to go through with the act because I didn't have the sheet music for it. Evidently some residual performance anxiety going on there… in more ways than one.

Some of these dreams have recurred so often I find myself wondering if they're actually memories. I often recall being back at school and deliberately avoiding my music teachers when they were expecting me to attend things like the school orchestra and suchlike. I know that didn't happen, because I was a committed member of the school music department until I left, but these dreams have happened so often they almost feel like false memories. Perhaps I should remember to practice the piano more often to fend those specific ones off.

Anyway. Dreams are interesting. One day I'll finish the piece of creative writing I've had stuck in my head since the age of about 15 about a girl with the power to enter the world of dreams. That is, if I can ever find time amid all the other things I want to do! Never enough hours in the day… and apparently never enough years in your life, either.

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#oneaday Day 903: Arcade action https://imnotdoctorwho.moegamer.net/2021/06/06/oneaday-day-903-arcade-action/ https://imnotdoctorwho.moegamer.net/2021/06/06/oneaday-day-903-arcade-action/#respond Sun, 06 Jun 2021 23:32:34 +0000 https://imnotdoctorwho.moegamer.net/2021/06/06/oneaday-day-903-arcade-action/ Yesterday I was in town, primarily for an eye test, but I also wanted to take a moment to check out a new place that has recently opened: Nu Game Arcade, found on the top floor of the Marlands Centre in Southampton, where a crappy phone repair shop used to be. The place isn't particularly … Continue reading #oneaday Day 903: Arcade action

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Yesterday I was in town, primarily for an eye test, but I also wanted to take a moment to check out a new place that has recently opened: Nu Game Arcade, found on the top floor of the Marlands Centre in Southampton, where a crappy phone repair shop used to be.

The place isn't particularly big or chock-full of machines, but it's clearly something that's being run by enthusiasts, and it has some nice stuff in there. At the time I visited, there was a working Space Invaders machine (albeit one which appeared to be running a bootleg version called Space War, in which you could enter your name for the high score) along with a Neo Geo MVS containing Puzzle Bobble and Metal Slug, a NAOMI machine running Guilty Gear XX, Street Fighter… somethingorother, possibly an Alpha?, one of the more recent Tekken games, plus full-size Point Blank and Chase HQ 2 cabinets.

There's no entry fee, unlike some other arcades; all the machines simply need 50p to play, giving the whole thing a pleasantly old-school experience. Some might baulk at paying 50p to play a Space Invaders bootleg, but honestly that cabinet is a frigging antique now, so it's worth it for the sheer novelty value.

The highlight of my visit was very much Chase HQ 2, which I had no idea existed. Well, I mean, I knew Chase HQ 2 existed for home computers, but it turns out that was not the same thing as arcade Chase HQ 2 — I believe it may have been one of those "home-only" sequels to arcade titles.

Chase HQ 2, meanwhile, comes in a full sit-down cabinet with a force-feedback steering wheel and features roughly PS2/Dreamcast-era graphics, including the one and only Nancy in glorious FMV form. The game actually plays just like the original Chase HQ but with fancier graphics; despite the environments being full 3D, you're still railroaded down a specific route and your "steering" simply moves you from one side to another on the road rather than actually "turning". I am 100% fine with that.

It was great to play Point Blank, too; I used to love that game back on the PlayStation and judging by my excellent performance on the arcade version, I haven't lost my touch. I did find it quite amusing to look at; I always have it in my mind that light-gun shooters had absolutely massive displays and thus aren't anywhere near the same if you play them on a dinky CRT back at home, but the screen in the Point Blank machine was probably about the same size as the telly I had when I was at university. The force feedback guns were pretty great, though.

Apparently there's another arcade elsewhere in Southampton that offers an hour of unlimited play for £9.95 — I'll have to check that out next time I'm in town. But I'll definitely be paying Nu Game Arcade another visit; although its selection is relatively limited, the games they do have are absolute corkers, and I'm sure their selection will change and improve over time.

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#oneaday Day 902: Thank you! https://imnotdoctorwho.moegamer.net/2021/06/05/oneaday-day-902-thank-you/ https://imnotdoctorwho.moegamer.net/2021/06/05/oneaday-day-902-thank-you/#respond Sat, 05 Jun 2021 10:10:30 +0000 https://imnotdoctorwho.moegamer.net/2021/06/05/oneaday-day-902-thank-you/ Hello everyone! I'd like to say a big thank you to everyone supporting me through this page right now, because once again you've been a big help in renewing my WordPress subscription for MoeGamer. If you're following me primarily for my Atari A to Z work, MoeGamer is my site where I write things; initially … Continue reading #oneaday Day 902: Thank you!

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Hello everyone! I'd like to say a big thank you to everyone supporting me through this page right now, because once again you've been a big help in renewing my WordPress subscription for MoeGamer.

If you're following me primarily for my Atari A to Z work, MoeGamer is my site where I write things; initially the site focused exclusively on Japanese games, which are one of my main passions, but over time it expanded to cover a wide variety of other things including retro titles.

While I'm not posting as much on it as I used to thanks to my day job at Rice Digital consuming the majority of my creative energy each day, there are still over two thousand posts on there covering a wide variety of different games and cultural phenomenon — plus, of course, it's also the home of my ongoing Atelier MegaFeature, the most comprehensive exploration of Gust's long-running Atelier series that you'll find anywhere on the Internet.

In other words, while I'm not as active on MoeGamer as I used to be, maintaining it remains important because it still gets an impressive number of visitors per day looking for information on specific things — plus it's an archive and portfolio of my own creative work from over the course of the last seven years and counting, as well as the main means through which I have developed my own skills of research, explanation, expression, observation and criticism.

It is, to put it simply, very important to me — and a big part of why and how I'm doing what I do now.

So thank you very much for helping me keep it up and running. It means a great deal to me — and I hope you continue to enjoy the work I do, whichever aspect of it you enjoy the most!

If you're yet to check out MoeGamer for yourself, here's a few links you might be interested to explore:

The main page 

The "All Games" page listing everything I've covered 

The "Cover Games" page listing all the in-depth features I've done 

The Atelier MegaFeature 

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#oneaday Day 901: Yagerhole https://imnotdoctorwho.moegamer.net/2021/06/04/oneaday-day-901-yagerhole/ https://imnotdoctorwho.moegamer.net/2021/06/04/oneaday-day-901-yagerhole/#respond Fri, 04 Jun 2021 21:09:13 +0000 https://imnotdoctorwho.moegamer.net/2021/06/04/oneaday-day-901-yagerhole/ Inadvertently went down an interesting rabbit-hole earlier. At lunchtime I decided to play a couple of OG Xbox games just for the hell of it, and one of them was Yager, a game I've never played before but remember a lot of people liking back in the day. With good reason, as it turns out; … Continue reading #oneaday Day 901: Yagerhole

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Inadvertently went down an interesting rabbit-hole earlier. At lunchtime I decided to play a couple of OG Xbox games just for the hell of it, and one of them was Yager, a game I've never played before but remember a lot of people liking back in the day. With good reason, as it turns out; I'm looking forward to exploring that one further.

While I was playing Yager, though, I found myself thinking "hmm, Yager [for the devs share the name with the game] did something else, didn't they… what was it?" It was Spec Ops: The Line, a game which I thought was quite interesting, if perhaps a little overrated by chin-stroking navel-gazers of the day.

But then I noticed something else. I figured that Yager had just been quiet since Spec Ops: The Line, but I discovered they'd been working on a free-to-play game over on the Epic Games Store (boo hiss, whatever, I don't give a shit) called The Cycle — and it actually sounded rather interesting.

The Cycle describes itself as a "PvEvP" game, and it's kind of sort of an offshoot of the battle royale genre. The difference is that the sole aim is not to dispatch the other players; it's to score as many victory points as possible. And a significant number of victory points are acquired through doing things in the environment such as mining minerals, setting up gas refineries, collecting items and hunting monsters.

I've had little to no interest in battle royale games to date, but something about this concept really tickled my fancy, so I gave it a download earlier, played through the tutorial and enjoyed a match. And you know what, it seems to be pretty damn good.

I could do without all the "battle pass" bullshit that is de rigueur for this sort of game, but they do have to make money somehow, and that is at least a mildly less obnoxious means of getting people to cough up than energy bars and gacha. The base game seems enjoyable, though — and the sort of thing I can see myself playing off and on.

I don't know how much variety the game has in the long term, but I'm certainly intrigued to try it out at least a few more times in the near future. And if it sounds interesting to you too, give it a shot — it's free, after all!

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#oneaday Day 900: My cat has the right idea https://imnotdoctorwho.moegamer.net/2021/06/03/oneaday-day-900-my-cat-has-the-right-idea/ https://imnotdoctorwho.moegamer.net/2021/06/03/oneaday-day-900-my-cat-has-the-right-idea/#respond Thu, 03 Jun 2021 23:08:31 +0000 https://imnotdoctorwho.moegamer.net/2021/06/03/oneaday-day-900-my-cat-has-the-right-idea/ My cat is presently asleep. She is sitting on the back of the sofa, happily napping while I type this. She has the right idea. I am pretty tired. Despite there being a bank holiday this week, it feels like it's been a long and somewhat exhausting week. I can probably attribute that to feeling … Continue reading #oneaday Day 900: My cat has the right idea

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My cat is presently asleep. She is sitting on the back of the sofa, happily napping while I type this. She has the right idea.

I am pretty tired. Despite there being a bank holiday this week, it feels like it's been a long and somewhat exhausting week. I can probably attribute that to feeling a bit unwell earlier in the week, but still. It will be a relief to reach the end of tomorrow intact and be able to enjoy the weekend.

I believe my wife Andie is having some friends over for a barbecue this weekend, but I can generally get away with just lurking and popping my head out when food is ready. I've got some videos I want to record this weekend — which may or may not include Evercade stuff if I'm feeling up to that on top of the weekly Atari stuff — and some games to play, plus of course the next part of the Atelier MegaFeature for MoeGamer.

I'm also attempting to set up a new installment of The Davison Cup to enjoy with my local friends. For a few years, this was my chosen method of celebrating my birthday, featuring a day-long tournament filled with games from over the ages. It's the main means I developed a strong fondness for a number of games I didn't expect to like as much as I do — most notably RealSports Soccer on the Atari 2600 and the arcade version of Canyon Bomber. Both of them are killer fun in multiplayer.

Getting people together is a bit of a pain these days, though, because several members of our group have children. With enough advance notice, we should be able to make it happen, though. After all, we got four out of the five of us together to play board games on Tuesday, so how hard can it be…?

Famous last words.

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#oneaday Day 899: Variety Showcase https://imnotdoctorwho.moegamer.net/2021/06/02/oneaday-day-899-variety-showcase/ https://imnotdoctorwho.moegamer.net/2021/06/02/oneaday-day-899-variety-showcase/#respond Wed, 02 Jun 2021 21:43:13 +0000 https://imnotdoctorwho.moegamer.net/2021/06/02/oneaday-day-899-variety-showcase/ As the weeks pass by, I find myself feeling more and more keen to start making Evercade A to Z videos again — but at the same time, I don't want to overload myself by committing to too many things each week. As I've noted before, having a job I actually like now means that … Continue reading #oneaday Day 899: Variety Showcase

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As the weeks pass by, I find myself feeling more and more keen to start making Evercade A to Z videos again — but at the same time, I don't want to overload myself by committing to too many things each week. As I've noted before, having a job I actually like now means that I have a lot less "downtime" to be able to work on personal projects, and thus taking on too much is a sure-fire route to burnout.

I do want to pick up on the Evercade videos, though, so I've decided: at the very latest, I will kick off the series again once I have my Evercade VS. Since that will have a permanent place hooked up to my TV rather than having to faff around with HDMI cables (and sometimes charging cables, depending on whether I remembered to charge the handheld beforehand) it will be a lot easier to just slap in a cartridge and record, whereas at the minute the slight faffing required to set things up for recording makes it feel like a lot more effort than it actually is.

I mean, I know that it's not actually any real effort to hook the Evercade up to the TV — I've even already attached the mini-HDMI cable to my HDMI switchbox setup, so it's literally just a case of plugging it in. That's why I say at the very latest I'll continue the Evercade A to Z series when the VS arrives. Right now I'm just… I don't know, in a sort of funny mood about things. It's probably the heat or something and the general sense of tiredness and lethargy which comes with all that; it makes the slightest inconvenience (like, say, having to untangle the HDMI cord) feel like a massive issue.

I'm rambling. Blame that on the heat as well. But anyway, if there's one thing to take away from this post, it's that Evercade A to Z will be back… at some point. By November at the latest. Possibly sooner.

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#oneaday Day 898: Headache watch and space missions https://imnotdoctorwho.moegamer.net/2021/06/01/oneaday-day-898-headache-watch-and-space-missions/ https://imnotdoctorwho.moegamer.net/2021/06/01/oneaday-day-898-headache-watch-and-space-missions/#respond Tue, 01 Jun 2021 23:01:22 +0000 https://imnotdoctorwho.moegamer.net/2021/06/01/oneaday-day-898-headache-watch-and-space-missions/ Headache seems to have pretty much subsided today, which means I probably don't have brain cancer or anything, which is nice. I really do think it's just the heat; it's been extremely hot and sunny for the last few days — unpleasantly so. In fact, driving back from my friend's house this evening, I was … Continue reading #oneaday Day 898: Headache watch and space missions

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Headache seems to have pretty much subsided today, which means I probably don't have brain cancer or anything, which is nice. I really do think it's just the heat; it's been extremely hot and sunny for the last few days — unpleasantly so. In fact, driving back from my friend's house this evening, I was struck by the feeling that in the summer months, we'd probably all be a lot more productive if we slept through the day and worked in the cool breeze of a summer evening.

But anyway.

Yes, I went to a friend's house this evening, what with us being allowed to for the moment. With all the scaremongering in the media about crazy new virus variants, I suspect we'll probably end up in another lockdown sooner or later, so we decided to take the opportunity to see each other for the first time since… last September, I think we worked out it was.

We played a tabletop game called "The Crew: The Quest for Planet Nine", which proved to be a big hit with everyone. Thematically, it's a game about performing missions in space to track down a legendary mystery planet, but mechanically it's bollocks all to do with that; it's a trick-taking game where each "mission" tasks players around the table with accomplishing particular things — usually taking a trick containing a particular specific card.

The interesting twist is that some of the "tasks" you have to complete require you to take low-numbered cards, which means you need to win a trick but also ensure that the "bad" card is in there. Thankfully, the game is a cooperative affair with strict rules on limited communication with one another, so it's all about working together to ensure that everyone is able to play the optimal cards for any given situation.

As the game progresses, additional mechanics are layered atop the basic formula, such as having to complete the tasks in a particular order, with prerequisites or with limitations on who is allowed to do what. In all, there's a "campaign" of 50 missions of increasing complexity — but the game is highly replayable by virtue of the fact its simple card-based nature means it's different every time you play.

I enjoyed it a lot! It was just the sort of reasonably lightweight yet also a bit thinky game that is perfect for a summer's evening. Hopefully we'll get the chance to try it again at some point in the near future… assuming we're still allowed to see other human beings by the Tuesday after next!

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#oneaday Day 897: Bank holiday https://imnotdoctorwho.moegamer.net/2021/05/31/oneaday-day-897-bank-holiday/ https://imnotdoctorwho.moegamer.net/2021/05/31/oneaday-day-897-bank-holiday/#respond Mon, 31 May 2021 22:44:17 +0000 https://imnotdoctorwho.moegamer.net/2021/05/31/oneaday-day-897-bank-holiday/ Headache hasn't completely gone away, which is frustrating. I've managed to sort of dull it with regular doses of drugs throughout the day, but it hasn't gone away yet. Hopefully a good night's sleep (if that happens tonight — it didn't last night!) will sort me out by the morning. I think it's probably a … Continue reading #oneaday Day 897: Bank holiday

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Headache hasn't completely gone away, which is frustrating. I've managed to sort of dull it with regular doses of drugs throughout the day, but it hasn't gone away yet. Hopefully a good night's sleep (if that happens tonight — it didn't last night!) will sort me out by the morning.

I think it's probably a combination of dehydration and just the heat in general. It's suddenly got really hot and sunny here after a period of weather best described as "extremely variable" — we're talking ice storms one minute, blazing sunshine the next, followed by gale-force winds. For the last few days, it's just been really hot and airless, though, and I think I've been hit fairly hard by it; I do not do well with hot weather at the best of times.

Still, I haven't been completely incapacitated, at least. Managed to play a bunch of Atelier Sophie today, as well as a couple of other things I fancied fiddling around with and will likely do "something" with very soon — be that videos on my channel or some form of writing. We'll see.

For now, I prescribe myself a nice cold glass of milk, an air-conditioned bedroom and the soothing voice of a relaxing VTuber to fall asleep to — I'm thinking maybe Finana Ryugu from Nijisanji EN today, since she has distinctly Hololive Ina-esque comfy vibes, only with a greater obsession with custom computer keyboards.

Anyway, hope your weekend and/or Monday has been less of a headache (literally) than mine; back to normal tomorrow, so watch out for Atari A to Z on YouTube and the usual fun stuff on Rice Digital! Good night!

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#oneaday Day 896: Sunday https://imnotdoctorwho.moegamer.net/2021/05/30/oneaday-day-896-sunday/ https://imnotdoctorwho.moegamer.net/2021/05/30/oneaday-day-896-sunday/#respond Sun, 30 May 2021 20:07:39 +0000 https://imnotdoctorwho.moegamer.net/2021/05/30/oneaday-day-896-sunday/ I have an absolutely raging headache this evening for some reason. I feel like I have sunstroke despite not having really been outside all day and it is exceedingly painful, so this may not be the most coherent and/or long post I've ever written — just to warn you! My parents came to visit today, … Continue reading #oneaday Day 896: Sunday

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I have an absolutely raging headache this evening for some reason. I feel like I have sunstroke despite not having really been outside all day and it is exceedingly painful, so this may not be the most coherent and/or long post I've ever written — just to warn you!

My parents came to visit today, which was nice — we've not had the opportunity to see one another for a long time what with all the lockdown shenanigans. My mum managed to convince my dad to hand over his complete collection of Page 6/New Atari User magazines, so I've got all those to go through at some point — looking forward to it!

Made the mistake of looking on Twitter a little while ago only to find not one but two separate toxic gaming arguments raging on for no real reason whatsoever. I closed the tab and didn't look any further — I'm really not in the mood for that shit today. I swear, if all the people who spent all their time being mad about something tangentially video game related spent that time actually playing video games instead, everyone would be a whole lot happier.

As for me, I got through one of my favourite bits of Final Fantasy XIV in my New Game Plus run earlier — The Final Steps of Faith, home to one (well, three) of the most spectacular pieces of music Soken has ever given us. That's still an incredible "final" battle that brings that particular chapter of the story to a close, and it was good to experience it in context once again. Just a little more and I can get into Stormblood again — and once I clear the base Stormblood story I'll be into stuff that is all-new to me! Looking forward to that.

Trying to work out if this headache is particularly conducive to any sort of gaming this evening. I have already popped some paracetamol and the temptation to just go lie in bed is enormous, but it's only 9pm. Maybe something nice to eat will help.

Anyway, hope you've had a good weekend — and for those of you who have tomorrow off too (like me!) I hope you have a good holiday Monday!

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#oneaday Day 895: Crying Game https://imnotdoctorwho.moegamer.net/2021/05/29/oneaday-day-895-crying-game/ https://imnotdoctorwho.moegamer.net/2021/05/29/oneaday-day-895-crying-game/#respond Sat, 29 May 2021 21:19:53 +0000 https://imnotdoctorwho.moegamer.net/2021/05/29/oneaday-day-895-crying-game/ Played through Sumire today; this is a game that caught my attention back during the Steam Game Festival a while back, and I was looking forward to trying the full thing. Turns out my first impressions were correct — this is a very wonderful, very sad game. I'll write a more detailed article on the … Continue reading #oneaday Day 895: Crying Game

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Played through Sumire today; this is a game that caught my attention back during the Steam Game Festival a while back, and I was looking forward to trying the full thing. Turns out my first impressions were correct — this is a very wonderful, very sad game.

I'll write a more detailed article on the subject over on Rice in the week, but suffice to say for now that if you enjoy story-centric games that pretty consistently tug on the heartstrings throughout, Sumire is a must-play. Beautiful visuals, understated but emotional music and an excellent script — it really is absolutely wonderful.

The basic concept is that you play the eponymous heroine, who is a young girl struggling with her current life situation. Her parents seem to be splitting up, she's lost the person she thought was her best friend, and she's in love with someone she feels to be far beyond her reach. More than anything, though, she misses her grandmother, and is haunted by constant dreams of said grandmother wanting to tell her something, but never finding out what.

What follows is a side-scrolling adventure game in which Sumire attempts to have "the perfect day", in conjunction with a mysterious flower she meets early in the story. The flower encourages her to do all the things that she has wanted to do for a while, but has been too afraid to or felt like she wouldn't be able to — these range from reaching some sort of resolution with the former best friend to getting one last chance to see her grandmother.

As you progress through the story, you're presented with a number of opportunities to make choices and perhaps help others out. Sumire's "karma" is tracked as you do so, and the combination of this karma value and the people she's helped out at the end of the game determines the ending. What's interesting is that the karma thing isn't always entirely straightforward; you know that you need to lie to help someone, but is it right to do so?

The whole thing is absolutely dripping in this wonderful sense of melancholy, which might not sound like something you'd want to immerse yourself in for three hours — but as anyone who has played a good "nakige" will attest, sometimes it's healthy and even desirable to play something that you know is going to make you cry. And indeed, for a good half of my Sumire playthrough — possibly more — there were genuine tears rolling down my cheeks.

Anyway, as I say, more on this over on Rice in the week. In the meantime, if this is the sort of experience you're up for in your games — I know it's not everyone's cup of tea — then I strongly recommend Sumire. Just make sure you're prepared to deal with the consequences.

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#oneaday Day 894: PC Unique https://imnotdoctorwho.moegamer.net/2021/05/28/oneaday-day-894-pc-unique/ https://imnotdoctorwho.moegamer.net/2021/05/28/oneaday-day-894-pc-unique/#respond Fri, 28 May 2021 22:34:17 +0000 https://imnotdoctorwho.moegamer.net/2021/05/28/oneaday-day-894-pc-unique/ I don't play console games on PC — even if the PC versions are supposedly "superior" (and by that, people usually mean "run at a better frame rate" and little else). There are a number of reasons for this — the lack of physical versions being a major one, and the fact that games designed … Continue reading #oneaday Day 894: PC Unique

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I don't play console games on PC — even if the PC versions are supposedly "superior" (and by that, people usually mean "run at a better frame rate" and little else). There are a number of reasons for this — the lack of physical versions being a major one, and the fact that games designed for consoles first often end up being buggy messes when ported to PC.

For me, the PC has the same value it had back in the late '90s — the fact that it plays host to a number of experiences that you can't get anywhere else. Back in the '90s, those experiences were things like strategy games and simulations… and the same is actually true today, too — though more and more popular titles are starting to show up on other platforms, these days, particularly the Switch.

Where the PC, for me, truly shines is in the more experimental side of things. I spent a bit of time playing BeamNG.drive this evening, since it was on sale on Steam — and while I've barely scratched the surface of it, I can see it being something highly entertaining over the long term through a combination of its developers continually working on it, and the community contributing too. It's the kind of thing that just wouldn't really work on console — and that, for me, is what PC gaming is all about.

The lines are a lot blurrier these days than they once were, what with the plateau in overall "power" today's computers and gaming systems are reaching. But those lines are still there to a certain extent; there are some experiences that just feel more "right" on the PC — and those are the games I keep a gaming-capable PC up and running for.

Well, that and 18+ visual novels… but those tend not to be too taxing on the ol' hardware!

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#oneaday Day 893: Very Solid https://imnotdoctorwho.moegamer.net/2021/05/27/oneaday-day-893-very-solid/ https://imnotdoctorwho.moegamer.net/2021/05/27/oneaday-day-893-very-solid/#respond Thu, 27 May 2021 21:59:48 +0000 https://imnotdoctorwho.moegamer.net/2021/05/27/oneaday-day-893-very-solid/ The Evercade VS Founder Edition went up for preorder today, and did very well, by all accounts. By virtue of having a certain degree of "behind the scenes" access, I am privy to a certain amount of more specific information which I won't be sharing for now — but suffice to say it's been a … Continue reading #oneaday Day 893: Very Solid

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The Evercade VS Founder Edition went up for preorder today, and did very well, by all accounts. By virtue of having a certain degree of "behind the scenes" access, I am privy to a certain amount of more specific information which I won't be sharing for now — but suffice to say it's been a very happy day at Evercade HQ, and I suspect once preorders go live for the regular editions of the console tomorrow they'll be even happier.

I've said multiple times that the Evercade's launch last year was, in many ways, considerably more successful than the PlayStation 5 and Xbox Series launches. Sure, PS5 and Xbox may well have done better numbers-wise, but in terms of goodwill and community-building, Evercade has been hard to beat.

And if we look at what each platform is primarily known for, the picture's even clearer; PS5 is known for being The Console You Can't Buy; Xbox Series is known as The Game Pass Machine; Evercade is known for having a passionate team of people working hard on it and doing their best to preserve some games that we haven't seen for 30 or more years in some cases.

It's no surprise that the Founder Edition did so well today — and it doesn't seem like a scalper situation, either, even with the Founder Edition being a limited-run affair.

And while the Evercade is an emulation-based device rather than a fancy-pants FPGA affair, after an exceedingly negative experience attempting to preorder the Analog Pocket a while back, I absolutely know where my loyalties lie. Particularly as collecting for the Evercade involves buying a couple of £15 cartridges every few months rather than attempting to track down working original carts for obsolete systems… or just loading up an Everdrive, but where's the fun in that?

Anyway. If you're at all interested in what the Evercade has to offer, Funstock still has a few Founder Edition bundles available — and these are very good value, since they come with two controllers, the link cable required to connect the handheld to the console and use it as a controller, and six game cartridges. Check it out here.

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#oneaday Day 892: Do something https://imnotdoctorwho.moegamer.net/2021/05/26/oneaday-day-892-do-something/ https://imnotdoctorwho.moegamer.net/2021/05/26/oneaday-day-892-do-something/#respond Wed, 26 May 2021 21:09:01 +0000 https://imnotdoctorwho.moegamer.net/2021/05/26/oneaday-day-892-do-something/ Having one of those evenings where depression threatens to set in and brings with it that most frustrating of things: analysis paralysis. The fear that if you start doing something, it will somehow be the "wrong" thing and you'll regret it. Even if the things you are contemplating doing are all, without fail, things you … Continue reading #oneaday Day 892: Do something

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Having one of those evenings where depression threatens to set in and brings with it that most frustrating of things: analysis paralysis. The fear that if you start doing something, it will somehow be the "wrong" thing and you'll regret it. Even if the things you are contemplating doing are all, without fail, things you will enjoy.

This is such a weird thing when you think about it. Why on Earth would you deliberately make the choice to do nothing when given the choice between multiple things, all of which you know you'd like? Of course, making the choice to do nothing under these circumstances is rarely deliberate, which is the problem, really; if we could all just easily discard the stupid options without giving them a moment's thought, we'd probably all be doing a whole lot better.

Still, as the cliche goes, admitting there's a problem is an important first step, so I'm hoping by writing this down out of sheer frustration it will spur me on to actually go and do something enjoyable. It's starting to get a bit late, so maybe I'll go play some retro games in bed on the Evercade. In fact, yes, that sounds like a smashing idea. Decision made! Easy.

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#oneaday Day 891: Brrrlllerrgh https://imnotdoctorwho.moegamer.net/2021/05/25/oneaday-day-891-brrrlllerrgh/ https://imnotdoctorwho.moegamer.net/2021/05/25/oneaday-day-891-brrrlllerrgh/#respond Tue, 25 May 2021 22:39:18 +0000 https://imnotdoctorwho.moegamer.net/2021/05/25/oneaday-day-891-brrrlllerrgh/ I don't know if there's something in the air, or if it's just "one of those times of year", or if the shitty weather is doing something, but I've been feeling kinda crappy both mentally and physically of late. I feel stressed out and tired — neither of which are due to work, thankfully, which … Continue reading #oneaday Day 891: Brrrlllerrgh

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I don't know if there's something in the air, or if it's just "one of those times of year", or if the shitty weather is doing something, but I've been feeling kinda crappy both mentally and physically of late. I feel stressed out and tired — neither of which are due to work, thankfully, which is a nice change — and I keep feel like I'm waiting for something to be "over" or "finished".

I guess I could be thinking about the whole pandemic situation, of course, but honestly that hasn't been bothering me too much up until this point, so I don't think it's that. I feel like it's just one of those natural ebbs and flows that one's life seems to undergo as time passes; biorhythms or some other such (possible) nonsense.

Trouble is, given that these feelings of vague dissatisfaction and occasional panic are so ill-defined, it's difficult to feel like there's anything I can really do about them other than just sort of ride it out, and minimise contact with things that might make things worse. Like, you know, the Internet.

Time to go get some sleep, I think; didn't get to sleep until quite late last night, so I suspect that's part of why I'm feeling a bit crap today. Here's hoping things improve!

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#oneaday Day 890: Thordan Down https://imnotdoctorwho.moegamer.net/2021/05/25/oneaday-day-890-thordan-down/ https://imnotdoctorwho.moegamer.net/2021/05/25/oneaday-day-890-thordan-down/#respond Tue, 25 May 2021 00:26:12 +0000 https://imnotdoctorwho.moegamer.net/2021/05/25/oneaday-day-890-thordan-down/ Was in a bit of pain and feeling a bit miserable this evening, so decided to play something I didn't need to think about too much. Final Fantasy XIV may not be the first thing that springs to mind for some people when I talk about games that you don't need to think about too … Continue reading #oneaday Day 890: Thordan Down

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Was in a bit of pain and feeling a bit miserable this evening, so decided to play something I didn't need to think about too much. Final Fantasy XIV may not be the first thing that springs to mind for some people when I talk about games that you don't need to think about too much, but I'm still playing through my New Game Plus run ahead of getting into stuff that is all-new to me — post-launch Stormblood stuff, followed by the entirety of Shadowbringers.

I'd been sort of holding Final Fantasy XIV at arm's length because I know how easy it is to get wrapped up in it, and how good Heavensward's story is in its final hours certainly isn't helping matters. I managed to beat the base Heavensward story this evening, however; I'd forgotten quite how excellent that whole "finale" (I use the term loosely) sequence was — and how much it's teasing things that will, I guess, only come to fruition come Endwalker.

This is clearly a game that's had its narrative thought about over the long term given how much stuff was teased even back in A Realm Reborn. I'm intrigued to see how the whole story arc wraps up with Endwalker, because supposedly after the base game of that is done and dusted, we'll be into an all new "main story". At this point I'm wondering what form that might take, but not having any Shadowbringers context means I'm very much in the dark when it comes to possibilities.

Anyway, I enjoyed my evening and found finishing off the base Heavensward game in my New Game Plus run to be relaxing and enjoyable, which is exactly what I was hoping to get out of the experience. Now to head to bed and hopefully feel a bit better in the morning. Hope you've had a pleasant evening!

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#oneaday Day 889: Productive weekend https://imnotdoctorwho.moegamer.net/2021/05/23/oneaday-day-889-productive-weekend/ https://imnotdoctorwho.moegamer.net/2021/05/23/oneaday-day-889-productive-weekend/#respond Sun, 23 May 2021 22:04:14 +0000 https://imnotdoctorwho.moegamer.net/2021/05/23/oneaday-day-889-productive-weekend/ Got a lot done today! The nice thing about cutting back to just three videos a week for the moment is that when I need to get two weeks' worth done in advance, it doesn't feel like a massive effort. And with both sets of parents coming to visit us next weekend, I needed to … Continue reading #oneaday Day 889: Productive weekend

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Got a lot done today! The nice thing about cutting back to just three videos a week for the moment is that when I need to get two weeks' worth done in advance, it doesn't feel like a massive effort. And with both sets of parents coming to visit us next weekend, I needed to get two weeks' worth done in advance!

Got some fun stuff coming up on the various series, including some games I've always meant to try but, for one reason or another, never got around to. Probably the "biggest" one of those is on the Atari ST, and you'll see it the week after next! I ended up having an absolute blast with it, and regretting that I hadn't tried it sooner. I'm expecting a fair few slaps for not trying it sooner when I reveal what it is!

Also on the agenda was the Atari 5200 version of Star Raiders, which is indeed an almost infinite number of times better than the 2600 version. I still prefer the 8-bit computer version purely for how much more straightforward the keyboard controls are, but you can make Star Raiders 5200 work on a controller without having to do anything too fancy. It feels like Star Raiders, which the 2600 version failed to do, so that's all that matters.

This week I've got plenty of interesting things to write about. The Resident Evil 2 remake, Nijisanji EN's debuts, some retro stuff and doubtless some other things that have temporarily slipped my mind. For now, though, I'm going to pay attention to my cat, who is seemingly desperate for me to go to bed, make myself a crisp sandwich and try to get up at a sensible hour in the morning. The other parts of that list shouldn't be a problem, but we'll see how that latter step goes…

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#oneaday Day 888: Doing it Wrong https://imnotdoctorwho.moegamer.net/2021/05/23/oneaday-day-888-doing-it-wrong/ https://imnotdoctorwho.moegamer.net/2021/05/23/oneaday-day-888-doing-it-wrong/#respond Sun, 23 May 2021 00:30:56 +0000 https://imnotdoctorwho.moegamer.net/2021/05/23/oneaday-day-888-doing-it-wrong/ One of the things that annoys me the most about social media these days — out of many things that annoy me about social media these days — are people who come and yell at you for enjoying things "wrong". If you've known me for a while, you'll know that the Ar Tonelico games are … Continue reading #oneaday Day 888: Doing it Wrong

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One of the things that annoys me the most about social media these days — out of many things that annoy me about social media these days — are people who come and yell at you for enjoying things "wrong".

If you've known me for a while, you'll know that the Ar Tonelico games are incredibly important to me. They were a hugely influential factor in influencing my gaming tastes today, along with my desire to develop specialist knowledge in that particular part of the games industry. They are also amazing games that deserve a rerelease.

Which is why I'm sure you can appreciate when someone comes along and whinges at me for not having a particular problem with the dodgy localisation Ar Tonelico 2 had — which I don't; that game shone regardless of the issues with the text — I am not going to have any patience with them. I've taken to simply not responding to these people any more; they go right on the mute list. If my first interaction with you is you bellowing at me that I'm enjoying something "wrong", then I have absolutely no desire to interact with you further.

In the case of Ar Tonelico 2, I recognise that the localisation has issues and wasn't NISA's best work. But ultimately it doesn't really matter. It absolutely doesn't. Ar Tonelico 2 is still an amazing game that made me laugh and cry — and it inspired me to learn more about a whole bunch of things. It's a big part of the reason I'm here typing this right now. And for someone to try and devalue that experience because they don't like the localisation is kind of a bit shit, really.

A friend of mine firmly believes that original-language versions of works and localised versions of works should be treated as distinctly separate products — and I agree 100% with that. If official localisations — which, remember, will have been approved by the original creators in 99.9% of cases — aren't to your liking, then the original versions are still out there. Oh, you don't speak Japanese? Then learn. You claim to know enough to know that the official localisation is "inaccurate", so put your money where your mouth is and play it in Japanese, then let the rest of us enjoy our English versions in peace.

Or do what I do and play with Japanese voices and English subs, then when you recognise a disparity between the two you can raise an eyebrow and go "huh, interesting" and perhaps make a mental note to talk about the distinction between the two versions if you're writing or making a video about it — and then think no more about the matter as you continue to enjoy it. Here's an example of me doing just that when I wrote about Criminal Girls ages ago.

In this instance, both the term "punishment" and "motivation" are perfectly acceptable for the scene, because while the actions you're performing are effectively BDSM-style punishments, the end result is an increase in the characters' motivation levels — otherwise why would they learn skills from it?

This never used to be an issue for anyone, and I sort of hate that the Internet has made it an endlessly tedious topic that comes up any time an English version of a Japanese game is released. It really makes it difficult to publicly express enthusiasm and passion sometimes, because there's always some Billy No-Mates ready to come in and "actually" all the joy out of life.

Well fuck off Billy No-Mates, I will continue to enjoy things as I — and plenty of other people who don't waste their time on the Internet all day — see fit.

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#oneaday Day 887: RPD https://imnotdoctorwho.moegamer.net/2021/05/21/oneaday-day-887-rpd/ https://imnotdoctorwho.moegamer.net/2021/05/21/oneaday-day-887-rpd/#respond Fri, 21 May 2021 23:22:30 +0000 https://imnotdoctorwho.moegamer.net/2021/05/21/oneaday-day-887-rpd/ Played a couple of hours of Resident Evil 2 Remake this evening, and am pleased to see so far that it appears to live up to the positive reception it had when it first released: it feels like a Resident Evil game while simultaneously also feeling pleasantly modern. I am particularly pleased to see that … Continue reading #oneaday Day 887: RPD

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Played a couple of hours of Resident Evil 2 Remake this evening, and am pleased to see so far that it appears to live up to the positive reception it had when it first released: it feels like a Resident Evil game while simultaneously also feeling pleasantly modern.

I am particularly pleased to see that the way in which you use items to solve puzzles and manipulate objects in close-up is still present; this feels like an important part of the "survival horror" era of Resident Evil, and it just wouldn't be Resident Evil 2 without it.

I'm not going to talk too much about the game right now as I'll be writing about it on Rice Digital as part of the ongoing Resident Evil Retrospective I'm doing over there, but suffice to say that it's been a good time so far — and I'm also very impressed with its performance on a base PS4, too; I wasn't expecting it to run quite so smooth and slickly, but it really does look great.

Instead, I thought I'd share a story about the original Resident Evil 2 from back when it originally came out. It's not a story with any real point to it and it's probably only interesting to me, but it's an important part of why Resident Evil 2 is such a fond memory for me.

Resident Evil 2 came out just in time for a long, hot summer while my friends and I were enjoying our time in post-compulsory education. After a year of studying for our A-Levels — and with another year ahead of us still to go — we were, of course, pretty keen to let our hair down in the summer holidays.

As it happened, my parents had gone away for a trip to the States to go and see my brother. It was my first time "home alone", and of course I did some things I regret that I got into a lot of trouble for, but that's a story for another time perhaps. The majority of that summer holiday was spent in the company of a couple of good friends who were pretty much as nerdy about gaming as I still am.

When Resident Evil 2 came out, we all picked it up, and since my house was becoming the default place to hang out, become intoxicated, eat Pot Noodles and play video games, that was the venue for us playing it a whole bunch.

As a tangent, I'll just point out at this stage that some weeks prior to the incident I'm about to describe, another friend had helpfully informed me that I "say the word 'cock' like a porn star". This led to the word "cock", being said like a porn star, becoming something of an unofficial greeting, term of endearment and general-purpose mildly offensive word between most of our friendship group.

Which leads us to the Resident Evil 2 incident. Our friend Ed had gone to bed as he hadn't been able to take the Frogger marathon we'd enjoyed earlier in the evening. Naturally, we left an active metronome outside his door to see how long it would take for him to notice. (Quite a while, as I recall… at least until we put the bell on.) My other friend Woody and I, however, we had been drinking, and we were up for some zombie action.

We began a Claire A playthrough. And after some initial laughing at the dialogue — "that guy's a maniac! Whhhhhy'd he bite me?!" — we settled into a routine of saying nothing but "COCK" to one another in the aforementioned style of a porn star. (If you want to recreate it for yourself, say the word "cock" while throwing your head back, placing a strong emphasis on the "oh" phoneme and a slight pause before concluding with the "ck")

This continued for approximately two hours as we played through most of Resident Evil 2 for the umpteenth time. To this day, I still have no idea why we started doing this, nor why it continued for quite that long. But it remains an oddly special memory to me, even though it's absolute complete and utter nonsense — and thus whenever I think of Resident Evil 2 on the PS1, I think of "Cock! Cock! Cock!"

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#oneaday Day 886: Things cats can tell you're doing, even if they're in another room https://imnotdoctorwho.moegamer.net/2021/05/20/oneaday-day-886-things-cats-can-tell-youre-doing-even-if-theyre-in-another-room/ https://imnotdoctorwho.moegamer.net/2021/05/20/oneaday-day-886-things-cats-can-tell-youre-doing-even-if-theyre-in-another-room/#respond Thu, 20 May 2021 22:12:35 +0000 https://imnotdoctorwho.moegamer.net/2021/05/20/oneaday-day-886-things-cats-can-tell-youre-doing-even-if-theyre-in-another-room/ Opening a fridge Opening a packet of sandwich ham, chicken, turkey or related meats Making a sandwich Opening a bottle of milk Picking up a packet of treats Being sad Being lonely Wanking Having a poo Sitting or lying on a bed Joining a Teams call Sitting down for dinner Staying up too late Trying … Continue reading #oneaday Day 886: Things cats can tell you're doing, even if they're in another room

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  • Opening a fridge

  • Opening a packet of sandwich ham, chicken, turkey or related meats

  • Making a sandwich

  • Opening a bottle of milk

  • Picking up a packet of treats

  • Being sad

  • Being lonely

  • Wanking

  • Having a poo

  • Sitting or lying on a bed

  • Joining a Teams call

  • Sitting down for dinner

  • Staying up too late

  • Trying to sleep

  • Sleeping in too late

  • Trying to get up

  • I could go do any one of those things right now, in a room on the other end of the house to the cats, and within a few seconds I would have at least one cat staring at me. Which makes some of the things on that list more awkward than others.

    And I wouldn't change it for anything!

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    #oneaday Day 885: Stuck in the mud https://imnotdoctorwho.moegamer.net/2021/05/19/oneaday-day-885-stuck-in-the-mud/ https://imnotdoctorwho.moegamer.net/2021/05/19/oneaday-day-885-stuck-in-the-mud/#respond Wed, 19 May 2021 21:49:09 +0000 https://imnotdoctorwho.moegamer.net/2021/05/19/oneaday-day-885-stuck-in-the-mud/ Every so often when I feel like watching something nicely chilled out, I turn to Squirrel's channel on YouTube. For the unfamiliar, Squirrel is a softly-spoken Brit who plays a lot of simulation games; I first became aware of him back around the time Microsoft Flight Simulator (the new one) came out, but have been … Continue reading #oneaday Day 885: Stuck in the mud

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    Every so often when I feel like watching something nicely chilled out, I turn to Squirrel's channel on YouTube. For the unfamiliar, Squirrel is a softly-spoken Brit who plays a lot of simulation games; I first became aware of him back around the time Microsoft Flight Simulator (the new one) came out, but have been exploring some of his other stuff.

    Just recently I happened to catch a vid of his on a game called SnowRunner, which I thought looked interesting. SnowRunner is the third in a series of games that also includes SpinTires and MudRunner, and it's a game about offroading. I'd previously played SpinTires a bit and found it interesting but ultimately a bit directionless, but what I saw of SnowRunner in Squirrel's video looked thoroughly interesting — there very much seemed to be a solid "game-like" structure in there along with all the driving very slowly through mud.

    Interestingly, I happened to catch Squirrel's video on the subject literally the same day SnowRunner stopped being an Epic Games Store exclusive and released its Steam and console versions.

    So I picked it up and gave it a go this evening, and found it remarkably enjoyable. It strikes a great balance between having a simulation "feel" to it and providing the accessibility of a modern console game — I nabbed it on PC, as it's had enough updates to make a physical edition fairly useless… and besides, it very much "feels like a PC game", if you get me. And the hint of that interesting structure I saw in Squirrel's video turned out to be exactly what I hoped: plenty of incentive to explore the game's beautifully crafted world in a variety of different vehicles, some varied objectives to accomplish and a nice feeling of progression as you play.

    So far I haven't done all that much; I've helped rebuilt a bridge by delivering some metal and wood to the building site, and I've unlocked my own personal garage, where I can purchase and upgrade my various vehicles. I also drove very slowly to a scenic waypoint on top of a nearby mountain, got stuck in a swamp and fell off a cliff, landing on my tailgate, nose pointing straight up, completely trapped against a tree. Delightful.

    I like having a game like this on hand, because it definitely feels like a great "I just want to chill out and relax" sort of game. Retro games often fill that void for me, but sometimes you're in the mood for something relaxing, but modern. SnowRunner definitely fits that bill — and with the sheer amount of "stuff" there is in that game, I don't think I'm going to exhaust what it has to offer any time soon!

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    #oneaday Day 884: Walkabout https://imnotdoctorwho.moegamer.net/2021/05/18/oneaday-day-884-walkabout/ https://imnotdoctorwho.moegamer.net/2021/05/18/oneaday-day-884-walkabout/#respond Tue, 18 May 2021 20:26:25 +0000 https://imnotdoctorwho.moegamer.net/2021/05/18/oneaday-day-884-walkabout/ Got up a bit late to go for a walk this morning, so went for one this evening instead. And while I was wandering around — unconnected to any sort of technology, as I've developed a taste for on my last few excursions — I found myself thinking "hmm, this sort of looks like Center … Continue reading #oneaday Day 884: Walkabout

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    Got up a bit late to go for a walk this morning, so went for one this evening instead. And while I was wandering around — unconnected to any sort of technology, as I've developed a taste for on my last few excursions — I found myself thinking "hmm, this sort of looks like Center Parcs".

    For the unfamiliar, Center Parcs is a series of holiday villages scattered around Europe. I believe they're originally Dutch, but there are several here in the UK, and the last few times Andie and I have actually "been on holiday" as opposed to "having a few days off", we've gone to one of them.

    Center Parcs' defining feature is that they're plonked right in the middle of a forest, which means your accommodation is surrounded by trees, to get anywhere you have to walk down pleasant roads that are lined with trees and other natural vegetation, and the whole place feels very "natural"; even inside the main plaza of the place, which houses a bunch of shops and restaurants, there are a lot of plants growing, and the place is heated and humidified to a pleasantly tropical-esque environment without being overbearing.

    The reason why I was thinking about this was that one of the things I like the best about going to Center Parcs is just being in the forest. I could easily spend a week there and not actually do anything — just enjoy hanging out, relaxing and being in the forest. And while I was walking across the Common this evening, struck by how much the tree-lined path I was walking down resembled similar experiences I'd had at Center Parcs, I found myself pondering why it nonetheless felt different.

    I think it's the fact that when you're at Center Parcs, you know you're on holiday. You know that you have no commitments; you know that when you reach your destination, something nice is going to happen. You're going to do an activity you enjoy, or you're going to eat some nice food, or you're going to get back to your accommodation and relax for a while.

    Conversely, while I was walking down the aforementioned foresty paths on the Common, I knew that when I reached my destination I was going to have to get in my car, fight the traffic just to turn around and get back home, and then when I was back at home I'd have to go to bed at a reasonable time so I can be up in a timely manner for work in the morning. I mean, none of that is especially bad — particularly as I enjoy my work now, obviously — but still, that simple addition of commitments, however seemingly minor, means that you're not free to just "enjoy".

    Perhaps it's a matter of having a different mindset; enjoying things in the moment, rather than thinking about what comes next. It's usually not an issue for me while I'm, say, enjoying a game — so while I'm out and about I should just try and concentrate on the pleasant sensations of being among the trees and nothing else. I'll work on it!

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    #oneaday Day 883: I turned off Trophies https://imnotdoctorwho.moegamer.net/2021/05/17/oneaday-day-883-i-turned-off-trophies/ https://imnotdoctorwho.moegamer.net/2021/05/17/oneaday-day-883-i-turned-off-trophies/#respond Mon, 17 May 2021 22:10:26 +0000 https://imnotdoctorwho.moegamer.net/2021/05/17/oneaday-day-883-i-turned-off-trophies/ I've had somewhat mixed feelings about Trophies and Achievements in the years since they were introduced, but in the last day, I decided to turn off Trophy notifications on PS4. I've been playing lots of Switch games — which obviously don't have Trophies or Achievements — and I've actually found the Trophies I've been getting … Continue reading #oneaday Day 883: I turned off Trophies

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    I've had somewhat mixed feelings about Trophies and Achievements in the years since they were introduced, but in the last day, I decided to turn off Trophy notifications on PS4. I've been playing lots of Switch games — which obviously don't have Trophies or Achievements — and I've actually found the Trophies I've been getting in the Resident Evil games I've been playing on PS4 to be extremely obtrusive.

    I think part of the problem I have with them is that they're trying desperately to be "witty" but it just comes across as having some little gremlin on your shoulder giggling and spouting the most inane pop culture references every time you do something vaguely noteworthy. When I defeated a humanoid leech in Resident Evil Zero using fire-based attacks? "Got a light, bud?". Stomp on a zombie head for the first time? "Dead, Dead, Deadski". Try and push a heavy thing with Rebecca? "I'm a Medic, Not a Bodybuilder".

    I know not all Trophies are like this, but something in me just found these Trophies in particular so utterly cringeworthy that I just can't be arsed to engage with them. They were actively obnoxious and pulled me out of the atmosphere of the game; I know Resident Evil games are inherently rather silly at heart — particularly once you've cleared a first playthrough — but while I'm enjoying that first playthrough I don't need the aforementioned giggling gremlin trying to be funny while I'm doing stuff.

    So I turned him off. And I'm enjoying the peace!

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    #oneaday Day 882: Magic Pants https://imnotdoctorwho.moegamer.net/2021/05/16/oneaday-day-882-magic-pants/ https://imnotdoctorwho.moegamer.net/2021/05/16/oneaday-day-882-magic-pants/#respond Sun, 16 May 2021 22:06:21 +0000 https://imnotdoctorwho.moegamer.net/2021/05/16/oneaday-day-882-magic-pants/ Can't remember if I mentioned this before, but I'm trying to get into a good habit of going for a walk each morning before work, just to get a bit of exercise, get my body working and hopefully eventually build up a bit of stamina. I really like the local Common as a place to … Continue reading #oneaday Day 882: Magic Pants

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    Can't remember if I mentioned this before, but I'm trying to get into a good habit of going for a walk each morning before work, just to get a bit of exercise, get my body working and hopefully eventually build up a bit of stamina. I really like the local Common as a place to walk around, so I'm planning to head over there most mornings, walk around for a while and then head back, have breakfast and start work.

    I actually started this process last week, but very quickly ended up with a winning combination of chafed thighs and blisters on both my heels. Andie suggested getting some cycling shorts to help with the former, so I've done that. And it appears that purchasing a pair of cycling shorts is not an entirely straightforward experience — for men, anyway; I don't know if it's the same for women.

    I've ended up with a pair of breathable pants with a big absorbent pad that goes under your arse and balls to catch all the sweat. It's primarily designed to cushion your squishy bits when sitting on a bicycle saddle, but its absorbent nature also suggests to me that it will counteract "swamp ass" to a certain degree, which will be nice. As a larger gentlemen, I tend to be a tad prone to getting a sweaty crack if I go walking for a bit, and it can be uncomfortable after a short period.

    So long as it helps with the chafed thighs, I'll be happy; chafed thighs are spectacularly uncomfortable and I've always been a bit prone to them, even when I was a bit lighter. One time at university I remember walking back from a friend's house to my own home after a heavy night out drinking and getting chafing so bad it actually bled. That made for a horrifying sight when I took my trousers off, I can tell you. Thankfully, that was a good 20 years ago and hasn't happened since, but, well, obviously you will understand that I'm in no hurry to allow that to happen again.

    I'm intrigued to try these magic pants out tomorrow morning, and see if they have any impact on my overall "comfort" level while going out for a walk. If they do, I might consider getting a few more pairs. If not, well, I'm only £15 down (cycling shorts are expensive — these were some of the cheaper ones!), and I needed some new pants anyway.

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    #oneaday Day 881: Magazines > Internet https://imnotdoctorwho.moegamer.net/2021/05/15/oneaday-day-881-magazines-internet/ https://imnotdoctorwho.moegamer.net/2021/05/15/oneaday-day-881-magazines-internet/#respond Sat, 15 May 2021 21:47:01 +0000 https://imnotdoctorwho.moegamer.net/2021/05/15/oneaday-day-881-magazines-internet/ Those who have been reading for a while will recall that I've been getting back into magazines recently. I ordered a bunch of retro mags (as in, actually old magazines) from eBay a while back, and I also subscribed to the modern Retro Gamer magazine. And you know what, I've been really enjoying reading these … Continue reading #oneaday Day 881: Magazines > Internet

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    Those who have been reading for a while will recall that I've been getting back into magazines recently. I ordered a bunch of retro mags (as in, actually old magazines) from eBay a while back, and I also subscribed to the modern Retro Gamer magazine. And you know what, I've been really enjoying reading these magazines — a lot more than reading websites.

    As it happens, I don't really read big gaming websites at all any more. Since around 2010 or so, when many of them seemed to establish an actively adversarial relationship with their readership, I just haven't really enjoyed reading many of them; add clickbait into the equation and I have no real desire to support many of them any more. I don't need to go to them for news, reviews are churned out with little real care in order to hit an embargo date, and opinion pieces… well, the less said about those, the better in most cases.

    You could level some of those criticisms — or similar ones, anyway — at magazines, of course. Magazines have got things wrong before; magazines on store shelves need to do something to make you read them (though delightfully, Retro Gamer has clean, text-free subscriber-only covers that highlight the gorgeous artwork they use each issue); and sometimes reviewers don't have nearly enough space to talk about something complex.

    But there's something different there that I really like; I think it's the distinct separation between the people writing the magazine and the audience. It's an unspoken agreement that the people writing the magazine are the ones "in charge" in this interaction, and the audience, in turn, trusts them to provide accurate and/or entertaining information.

    With a magazine, there's no articles that you feel have been written purely to bait people into getting angry in the comments; indeed, there are no comments at all. It sounds like a stupidly obvious thing to say, but the fact that you finish reading a magazine article and then have no opportunity to get tempted into reading what some illiterate, angry teenager has to say about something the writer never actually said in the article… oh, it's bliss, it is, it really is.

    Plus the simple fact that the magazine is a tangible, physical object inherently makes me value it — and its contents — a lot more. I've lost count of the number of times I've been distracted by the noise of your average webpage these days — particularly as autoplaying video ads seem to be becoming more and more pervasive on big sites — and I absolutely hate reading things for too long on either a phone or tablet screen.

    The one benefit the Internet has is that it brings people together. I wouldn't have met most of you people reading this if the Internet wasn't a thing — indeed, many of you even know me because of my writing for websites; something that I still do to this day. You will probably have noticed if you've been around as long as I have, though, that the vibe I have on the sites that I work on is distinctly magazine-inspired rather than anything else; that is absolutely deliberate due to my own personal preferences, and actually sitting down with some magazines for the first time in years is reminding me exactly why I have those preferences.

    That was a ramble with no real point, huh? But anyway. Subscribe to Retro Gamer or something, it's worth it. And they probably have some sort of offer on right now, they usually do.

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    #oneaday Day 880: 30 to go https://imnotdoctorwho.moegamer.net/2021/05/14/oneaday-day-880-30-to-go/ https://imnotdoctorwho.moegamer.net/2021/05/14/oneaday-day-880-30-to-go/#respond Fri, 14 May 2021 23:27:15 +0000 https://imnotdoctorwho.moegamer.net/2021/05/14/oneaday-day-880-30-to-go/ Counting up the number of games on Atari Flashback Classics left to go in Atari A to Z Flashback, it seems I have "just" 30 left! I mean, at the rate of one a week that's still a significant chunk of a year left to go, but it feels like I'm getting close to the … Continue reading #oneaday Day 880: 30 to go

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    Counting up the number of games on Atari Flashback Classics left to go in Atari A to Z Flashback, it seems I have "just" 30 left! I mean, at the rate of one a week that's still a significant chunk of a year left to go, but it feels like I'm getting close to the end.

    I don't think there's too many more two player-only titles I'll have to torment my wife with from hereon, either; I think there's a couple of M Network sports games that are two-player only, but most of the other Atari sports titles actually have single-player options, I believe.

    Got a few ones I've been looking forward to covering coming up soon. Sprintmaster (or Sprint Master, depending who you talk to) is this weekend, then after that there's the 2600 and 5200 versions of Star Raiders. Star Raiders (on the Atari 8-bit) is one of my favourite games of all time, so getting the opportunity to play variations on it two weeks in a row will be thoroughly pleasant. I anticipate the 5200 version may be a little awkward with the simulated keypad in Atari Flashback Classics, but with the ability to map certain keypad controls directly to the controller, I'm sure we'll figure something out.

    When I started these video projects, I had no idea I'd stick with them as long as I have, but they've become part of the "routine" now; they're a project I enjoy working on, and I can think of far worse ways I could be spending my time! Of course, the 8-bit and ST series are arguably projects with no end, but the nice thing about Atari A to Z Flashback is that it does have an end, it does have a point where I can say "yep, I'm absolutely 100% done, and I have a finished product I'm proud of".

    I'm already making plans for some sort of finale sequence — the fact that Yars' Revenge is the last game in the collection means that the delightfully awful Kid Stuff record will almost certainly make some sort of appearance. Then I'll have to find something else to fill my third weekly slot with! Or I could take a little break…

    Nah.

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    #oneaday Day 879: Tired https://imnotdoctorwho.moegamer.net/2021/05/13/oneaday-day-879-tired/ https://imnotdoctorwho.moegamer.net/2021/05/13/oneaday-day-879-tired/#respond Thu, 13 May 2021 22:26:43 +0000 https://imnotdoctorwho.moegamer.net/2021/05/13/oneaday-day-879-tired/ I'm tired. Tired of the noise of everyday life, tired of shouting into the void that is social media, tired of general existence. I'm not sure I'd describe what I'm feeling as "depression", but there's a certain… I don't know, "emptiness" there that is frustrating. Because I don't know what to do about it. I … Continue reading #oneaday Day 879: Tired

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    I'm tired. Tired of the noise of everyday life, tired of shouting into the void that is social media, tired of general existence. I'm not sure I'd describe what I'm feeling as "depression", but there's a certain… I don't know, "emptiness" there that is frustrating. Because I don't know what to do about it.

    I mean, I'm enjoying what I do, greatly. I'm proud of the work I put out. The numbers are going up, suggesting that I'm doing something right. But there just feels like there's something… "missing". And I tend to blame how Twitter — probably social media in general — has changed over the course of the last decade and a bit.

    When I first joined Twitter, it was a place to hang out, chat, enjoy yourself. It was fun. I had friends there. I met new people through there and got to know them — hell, technically I met my wife there. I'd share pieces of writing I'd done, I'd talk about them with friends, it was enjoyable.

    These days, it really does feel like shouting into a void sometimes. I make a point of sharing stuff that I've done that I think is interesting, enjoyable or otherwise of interest to the people who follow me, and there's just… silence. I'm not blaming anyone reading this, I hasten to add, because I know a significant number of you are great about sharing, commenting, talking about things — I'm simply talking more generally.

    When I look at a tweet from someone sharing some vapid nonsense about nothing in particular and it gets thousands upon thousands of comments, likes, retweets and whatever, it's frustrating. I don't care so much about the numbers, since they're ultimately meaningless. But sometimes I kind of think it would just be nice to hear something as simple as a "hey, nice job", "that was interesting" or "I enjoyed that".

    I know I'm not the only one who feels like this — at least one of you following me has commented something along similar lines before. It's just been weighing on my mind a bit recently; with how connected we all supposedly are in this day and age, it feels surprisingly difficult to actually, you know, connect with someone over something you've done.

    Maybe I should just start a TikTok and shout at video game boxes or something.

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    #oneaday Day 878: Vaxxed https://imnotdoctorwho.moegamer.net/2021/05/12/oneaday-day-878-vaxxed/ https://imnotdoctorwho.moegamer.net/2021/05/12/oneaday-day-878-vaxxed/#respond Wed, 12 May 2021 22:35:53 +0000 https://imnotdoctorwho.moegamer.net/2021/05/12/oneaday-day-878-vaxxed/ Got my first COVID-19 vaccine today. I'm a Pfizer boi, if you were curious. I seem to have been mostly free of side-effects, though my arm is aching and feeling very "heavy" right now and I did have a little nap earlier. (The latter wasn't necessarily vaccine-related; I just felt like a nap.) I seem … Continue reading #oneaday Day 878: Vaxxed

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    Got my first COVID-19 vaccine today. I'm a Pfizer boi, if you were curious. I seem to have been mostly free of side-effects, though my arm is aching and feeling very "heavy" right now and I did have a little nap earlier. (The latter wasn't necessarily vaccine-related; I just felt like a nap.) I seem to have escaped headaches and feeling "ill", though — for the moment at least.

    I was impressed with the efficiency of the operation at the local health centre. They had incoming cars organised nicely, people split into different queues and a couple of separate "pods" operating simultaneously. There was a constant stream of people coming in, having their initial assessment/talk with the nurse, then heading in for the jab itself, and at no point was there any real waiting around for more than a couple of minutes at a time. In fact, the longest wait I had was the 15 minutes after the jab where they tell you to go sit in a room and do nothing just in case you keel over dead or something.

    Thankfully, I have not keeled over dead, with the only slightly adverse effects being what I've already described. The injection itself also felt kind of like a bit of a non-event; I barely even felt anything. I'm not complaining, mind; I'm rather uneasy around medical stuff at the best of times, with said uneasiness increasing the more "serious" stuff is around — I'm terrified of the prospect of having an operation, for example, even though I know I'll need one at some point to fix my hernia.

    Thankfully, all the staff at the centre did a great job of setting me (and indeed everyone else) at ease, and by the time the injection itself happened it was just… not a big deal at all. "You ready?" the nurse said. "Yep," I said. "It's done," she said. And that was that.

    Anyway. That's a notable step back towards normality, I guess. Got another one to look forward to in a while, then I'll be all vaxxed up. Hurrah.

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    #oneaday Day 877: Daily Cup https://imnotdoctorwho.moegamer.net/2021/05/11/oneaday-day-877-daily-cup/ https://imnotdoctorwho.moegamer.net/2021/05/11/oneaday-day-877-daily-cup/#respond Tue, 11 May 2021 23:59:20 +0000 https://imnotdoctorwho.moegamer.net/2021/05/11/oneaday-day-877-daily-cup/ I competed in the Trackmania Daily Cup today, largely by accident. I just happened to be playing around 6pm BST, which is when the Daily Cup qualifiers start, and then managed to set a time, which put me into a match. I did not win, but I had a lot of fun! The Daily Cup … Continue reading #oneaday Day 877: Daily Cup

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    I competed in the Trackmania Daily Cup today, largely by accident. I just happened to be playing around 6pm BST, which is when the Daily Cup qualifiers start, and then managed to set a time, which put me into a match. I did not win, but I had a lot of fun!

    The Daily Cup in Trackmania is a scheduled daily competition that takes place on the featured Track of the Day. During the qualifying stage, you simply set a time in the usual "time attack" format, then this is used to match you with players of a similar-ish skill level. Once the qualifying period is over, you can then join the main Daily Cup match if you want to — there's no obligation to, of course.

    The Daily Cup match unfolds differently from the usual Trackmania multiplayer format. Instead of having a set amount of time to record the best possible lap time with as many retries as you want, the Daily Cup is a straight-up race to the finish across numerous rounds. After the first round, the four drivers in last place are eliminated until there are 16 drivers left. I'm not sure what happens after that because I didn't get that far. I survived a good 6 or 7 rounds though!

    It was really fun, and the more "organised" nature of it felt like a proper "sporting" event in contrast to the rather more casual nature of regular multiplayer. The difference between having a formally organised match as part of a local league versus a casual kickabout on a Sunday afternoon, I guess.

    Anyway, it was a fun way to enjoy Trackmania, so if you happen to be online at the right time, I can highly recommend jumping in and giving it a go!

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    #oneaday Day 876: Morning Constitutional https://imnotdoctorwho.moegamer.net/2021/05/10/oneaday-day-876-morning-constitutional/ https://imnotdoctorwho.moegamer.net/2021/05/10/oneaday-day-876-morning-constitutional/#respond Mon, 10 May 2021 22:02:48 +0000 https://imnotdoctorwho.moegamer.net/2021/05/10/oneaday-day-876-morning-constitutional/ I successfully managed to get up considerably earlier than my usual "five minutes before work starts" this morning, and went over to the Common to have a walk. I'm going to start trying to do this every day, because I am majorly unfit after the last year — not that I was particularly fit in … Continue reading #oneaday Day 876: Morning Constitutional

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    I successfully managed to get up considerably earlier than my usual "five minutes before work starts" this morning, and went over to the Common to have a walk. I'm going to start trying to do this every day, because I am majorly unfit after the last year — not that I was particularly fit in the first place, but I've been feeling uncomfortably unfit of late.

    I could, of course, get up early and go to the gym — but right now, to be honest, I feel like I want a bit more of a gentle start to get back into the rhythm of things. The gym can come later — plus going for a walk is free and gets you out in the fresh air, which can be quite nice first thing in the morning.

    I made a deliberate choice for said walk to involve no technology whatsoever, too. I didn't have headphones on listening to music, I wasn't tracking my distance done with RunKeeper, I kept my phone in my bag on silent so I didn't even think about it. I wanted to just enjoy the relative peace of the morning on the Common — and it was a very pleasant experience. I hesitate to call it "relaxing" because I was exerting myself a little with the walking, but it was certainly nice.

    As I've said numerous times before on here, a lot of the challenge in making positive changes for yourself is in establishing new habits and finding ways to avoid your own "resistance" to change. By positioning these walks as something pleasant to do first thing in the morning — which I'd only be wasting sleeping otherwise — I hope I can establish them as a helpful and somewhat healthy part of my daily routine. But I guess time will tell in that respect!

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    #oneaday Day 875: A quick look at Demon's Tier https://imnotdoctorwho.moegamer.net/2021/05/09/oneaday-day-875-a-quick-look-at-demons-tier/ https://imnotdoctorwho.moegamer.net/2021/05/09/oneaday-day-875-a-quick-look-at-demons-tier/#respond Sun, 09 May 2021 23:12:38 +0000 https://imnotdoctorwho.moegamer.net/2021/05/09/oneaday-day-875-a-quick-look-at-demons-tier/ At the time we did our podcast on action roguelikes, I already had a copy of Demon's Tier+ on the way from Limited Run Games, but it hadn't yet arrived. Now it has, so I thought I'd spend a little while playing it this evening just for the sake of providing some initial impressions. It's … Continue reading #oneaday Day 875: A quick look at Demon's Tier

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    At the time we did our podcast on action roguelikes, I already had a copy of Demon's Tier+ on the way from Limited Run Games, but it hadn't yet arrived. Now it has, so I thought I'd spend a little while playing it this evening just for the sake of providing some initial impressions.

    It's good! If you listened to the podcast already you'll know this already, but it really is good. Simple and accessible, yet a good level of challenge on offer to keep things interesting. A nice variety of enemy types, each of which need to be dealt with in different ways. Some absolutely lovely pixel art, both for the characters and the bosses in particular. And a soundtrack that sounds like a Squaresoft game from 1992. Genius.

    There's an interesting risk versus reward thing going on where you accumulate currency as you go, and this currency is required to unlock new characters or purchase upgrades — but if you die in the dungeon, you drop it all. You then have one chance to make it back to the point where you died to retrieve your stash, otherwise it's gone forever. And the only way to actually keep your loot is to either escape from the dungeon with a magic rope, or clear the "tier" you're currently exploring.

    The twin-stick shooter format works well with this. There's a relatively deliberate pace to the blasting rather than it being super-frantic, and there's some fun special abilities to make use of. The "dodge" move — actually more of a block, from what I've seen so far — is especially helpful in boss battles when they get a bit bullet hell-y. And oh they do.

    So far I'm impressed! It's a nice "coffeebreak" sort of action roguelike, with individual runs not taking very long at all, making it eminently friendly to those times when you just feel like you want to play something, but nothing too complicated. I'm sure I'll be coming back to it quite frequently!

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    #oneaday Day 874: Late Night https://imnotdoctorwho.moegamer.net/2021/05/09/oneaday-day-874-late-night/ https://imnotdoctorwho.moegamer.net/2021/05/09/oneaday-day-874-late-night/#respond Sun, 09 May 2021 01:16:12 +0000 https://imnotdoctorwho.moegamer.net/2021/05/09/oneaday-day-874-late-night/ I accidentally stayed up until 2AM playing Atelier Shallie. I wanted to see if I could finish my second playthrough today. As it turns out, no I couldn't, but I did make an impressive amount of progress this evening. There'll be a new part of the Atelier MegaFeature based on my experiences so far with … Continue reading #oneaday Day 874: Late Night

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    I accidentally stayed up until 2AM playing Atelier Shallie. I wanted to see if I could finish my second playthrough today. As it turns out, no I couldn't, but I did make an impressive amount of progress this evening. There'll be a new part of the Atelier MegaFeature based on my experiences so far with my second playthrough at some point tomorrow, then I should finally beat the whole thing once and for all in the next couple of days.

    My copy of the Atelier Mysterious Trilogy DX pack hasn't yet arrived from Play-Asia so I'm not in too much of a rush to leave Atelier Shallie behind, but I don't want to drag things out too much — if only because I'm sure I'll run out of things to say and ways to present them at some point! I'm having a lot of fun with the game still, though, and I'm curious to see how the "True" ending will wrap up the Dusk trilogy — will there be some sort of "conclusiveness" to it all, or will it be left open for a future "Lulua, but Dusk" sort of fourth-installment situation? (That's a rhetorical question; don't spoil me if you know.)

    I'm looking forward to the Mysterious games as, like Dusk, they're part of the series that I know very little about right now. And unlike Dusk, they're not installments that seem to get talked about all that much — which is a shame, as the little I do know of them makes them sound rather interesting.

    Getting into the Mysterious games also feels like a significant milestone, and that the finish line is in sight. I know in practice there's still six games left to go (Sophie, Firis, Lydie & Suelle, Nelke, Ryza, Ryza 2) but I feel like we're nearly there. Maybe we'll even make it before the inevitable Ryza 3 happens! We'll see.

    Anyway. I didn't mean to stay up this late as there's stuff I want to get done tomorrow. So with that, adieu, sleep well, have a pleasant weekend!

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    #oneaday Day 873: Zero Knowledge https://imnotdoctorwho.moegamer.net/2021/05/07/oneaday-day-873-zero-knowledge/ https://imnotdoctorwho.moegamer.net/2021/05/07/oneaday-day-873-zero-knowledge/#respond Fri, 07 May 2021 22:34:18 +0000 https://imnotdoctorwho.moegamer.net/2021/05/07/oneaday-day-873-zero-knowledge/ Making good progress through Resident Evil Zero so far, though I'm finding that it's oddly exhausting to play. Not that it's not enjoyable, mind — it's that it involves a surprising amount more brainpower than a lot of modern games. As I wrote in my piece on the subject over on Rice today, Resident Evil … Continue reading #oneaday Day 873: Zero Knowledge

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    Making good progress through Resident Evil Zero so far, though I'm finding that it's oddly exhausting to play. Not that it's not enjoyable, mind — it's that it involves a surprising amount more brainpower than a lot of modern games.

    As I wrote in my piece on the subject over on Rice today, Resident Evil Zero absolutely has its roots in classic adventure games — and I'm talking properly old-school adventure games of the text parser era, not just point-and-clickers. Limited inventory space? Yep. Ability to drop items? Yep. Often find yourself running around the same five rooms over and over in the hope of being struck by inspiration on what to do next? Absolutely yep.

    With so many modern games making real effort to lead you by the hand through their narrative without really putting up much resistance — a lot of titles these days are more tests of endurance and patience than skill or intelligence — it's actually rather refreshing how often Resident Evil Zero has been making me genuinely think. Not about the narrative, of course; it's Resident Evil and is, of course, absolutely delightful B-movie nonsense. But in terms of what I spend my time doing in the game.

    Who will I send ahead to scout out the next area? Who should carry what? Should I take Billy and Rebecca together or go separately? Can I afford to spend some ammunition on these enemies, or should I just trust in my abilities to get around them? Do I need to go that way? Is it safe to open that door? Is this thing I've been carrying around ages really useless or have I just not found what I'm supposed to use it on yet? Should I still find the giant spiders genuinely horrifying at the age of 40?

    It's good stuff, but after a long hard day and a couple of hours battling through the mansion basement, it's time for a little break, I think. I've not challenged today's Trackmania Track of the Day, after all, so I think it's probably about time I took a look at that…

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    #oneaday Day 872: Shaving off the seconds https://imnotdoctorwho.moegamer.net/2021/05/06/oneaday-day-872-shaving-off-the-seconds/ https://imnotdoctorwho.moegamer.net/2021/05/06/oneaday-day-872-shaving-off-the-seconds/#respond Thu, 06 May 2021 23:01:30 +0000 https://imnotdoctorwho.moegamer.net/2021/05/06/oneaday-day-872-shaving-off-the-seconds/ I love Trackmania, and I'm really enjoying the new one. I'm glad that I stumped up the whopping £8 for the "standard" access, because I think I'm having the most fun with the "Track of the Day" mode, wherein a submission from the community is reviewed and rated by the community, then picked for a … Continue reading #oneaday Day 872: Shaving off the seconds

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    I love Trackmania, and I'm really enjoying the new one. I'm glad that I stumped up the whopping £8 for the "standard" access, because I think I'm having the most fun with the "Track of the Day" mode, wherein a submission from the community is reviewed and rated by the community, then picked for a whole day's racing in both single player and multiplayer. When it's all over, you can keep the track, even if you don't subscribe for another year of standard or club access afterwards.

    I really enjoy playing these courses multiplayer, as there's a real sense of camaraderie as everyone tries to make it around together. And with the huge variance in skill level throughout the Trackmania playerbase, there's a fun feeling of having the opportunity to hang out with the "big boys" and perhaps get some ideas from them, while still having fun yourself.

    Yes, I have never come anywhere near close to winning a Trackmania multiplayer match; in today's Track of the Day efforts, I came 53rd out of 60. But it didn't matter; as I noted in my video the other day, Trackmania has always been a game where, more than anything, it is fun just to participate. It's ridiculously fun to drive around these crazy tracks, develop your skills and simply feel yourself improving — even if those improvements don't let you get anywhere near the top of the leaderboards.

    For the last few days, a quick spell on Trackmania has become a bit of a daily routine; it's nice having a regular activity like this to do, and feeling like you're sharing it with other people, even if people are mostly too busy racing to chat. (That said, my experience so far with the Trackmania community is that they are thoroughly pleasant and more than willing to help each other out while simultaneously engaging in healthy competition — even if you tell someone how to complete a track more efficiently, they still need to be able to do it, after all!)

    I bet it'd be a fun game to stream, though as always I have a few reservations — not least of which would be the fact that I wonder if people seeing a "Trackmania stream" would be expecting someone who is good at Trackmania! I know I'd certainly enjoy watching someone fumbling their way through though — maybe I'll give it a go sometime.

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    #oneaday Day 871: Musicstalgia https://imnotdoctorwho.moegamer.net/2021/05/05/oneaday-day-871-musicstalgia/ https://imnotdoctorwho.moegamer.net/2021/05/05/oneaday-day-871-musicstalgia/#respond Wed, 05 May 2021 21:22:16 +0000 https://imnotdoctorwho.moegamer.net/2021/05/05/oneaday-day-871-musicstalgia/ I wonder what it is that makes you so specifically attached to the music you listened to growing up — to such an extent in some cases that you find stuff that came later actively distasteful. I was listening to Mansun's Attack of the Grey Lantern earlier — an album that I grew up with … Continue reading #oneaday Day 871: Musicstalgia

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    I wonder what it is that makes you so specifically attached to the music you listened to growing up — to such an extent in some cases that you find stuff that came later actively distasteful. I was listening to Mansun's Attack of the Grey Lantern earlier — an album that I grew up with — and I was struck with how good it was, and how I enjoyed listening to it in the car on Spotify just as much as I once enjoyed listening to it on my CD player in my bedroom.

    In contrast, there's not a lot of today's popular music I would even be able to name, let alone pick something I actually like from. Trends in popular music have been headed in a direction I'm not a big fan of for probably about 20 years or so at this point, so some time in that period I decided to just tune out completely, enjoy what I liked from back in the late '90s — and pick out some selected bits and bobs from the lesser-known side of things from around the world, such as J-pop, idol music, J-Rock and other such things.

    Mind you, now that I put that down on paper, that might just be what I always did anyway. While it was fashionable to like "indie music" — which really came to prominence in the late '90s — I tended to make a deliberate choice to listen to stuff that was less on the "chart toppers" side of things and more selected from things that I either found cool and interesting, or that my friends had recommended to me. On occasion, some of that cool stuff found its way into the charts, but for the most part, the indie music scene — or what tended to get referred to as such, anyway — was about sleepers that you could feel suitably smug about knowing and liking when no-one else did.

    But I think there's something else there, too. The time in your life that you get into music is inevitably one of the most defining periods of your life: adolescence. It's at that time of your life that you truly start to define who you are, what your outlook on life is, what your core attitudes, opinions, ideas and ambitions are. All of those things can change over time, of course — they certainly have in my case — but since adolescence is such an important time of life when you truly start to nail these things down for the first time, you tend to make positive associations in your mind with the things you were experiencing at the time you were busily defining yourself.

    I primarily got into indie music because I fancied a girl called Stacie, and she recommended the compilation "Shine 7" to me. From there, I found some artists I like and branched out from there, picking up some of their albums — interspersed with the albums of artists I'd maybe heard once or twice on the radio and found quite striking. There was a bit of a balancing act there, though; if I heard something on the radio too much I'd never want to hear it ever again. Radio 1's obsession with the Red Hot Chilli Peppers throughout the early years of the new millennium is the main reason I cannot listen to that band at all ever again. And to those thinking "just turn it off" — we had the radio on on the school bus every morning. There was no "turning it off". B97! A better music mix for Bedford!

    I never did get off with Stacie, I should probably add, even despite getting really drunk at a party and trying quite hard for someone who had been suffering with social anxiety for his whole life up until this point but had never known what it was called or that it was a thing. My friends called me "non-pulling Stacie freak" for several weeks afterwards. Good times.

    But I digress. Several times. I had a point somewhere in all that, but I'm not sure what it was. Oh well.

    Listen to your old favourite music; you'll probably find you still like all of it.

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    #oneaday Day 870: Resident... EEEEEEVIL https://imnotdoctorwho.moegamer.net/2021/05/04/oneaday-day-870-resident-eeeeeevil/ https://imnotdoctorwho.moegamer.net/2021/05/04/oneaday-day-870-resident-eeeeeevil/#respond Tue, 04 May 2021 22:22:49 +0000 https://imnotdoctorwho.moegamer.net/2021/05/04/oneaday-day-870-resident-eeeeeevil/ Someone (I'm not sure who, since there was no gift note on it) bought me Resident Evil 7 for my birthday, so I figured it was probably high time I checked out the series as a whole. Back in the ol' PlayStation and Dreamcast days, I used to rather like the series, but to my … Continue reading #oneaday Day 870: Resident... EEEEEEVIL

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    Someone (I'm not sure who, since there was no gift note on it) bought me Resident Evil 7 for my birthday, so I figured it was probably high time I checked out the series as a whole.

    Back in the ol' PlayStation and Dreamcast days, I used to rather like the series, but to my shame I've never played Resident Evil 4 or any of the other ones that came after that — and I've found it rather hard to go back to the old ones because the control schemes were horrid back in the day, and feel even worse now we're all even more accustomed to proper analogue control.

    So I decided to nab myself copies of all the PlayStation 4 releases, since they were all pretty cheap on Amazon. Call it a birthday present to myself or something — plus it's always nice to have the entirety of a series on a single platform.

    I've spent a few hours playing Resident Evil Zero this evening. I know that's not necessarily the best place to start, but it is one of the pre-Resident Evil 4 games in the series that I've never played through to completion — or indeed very far past the initial "train" section. I've been enjoying the experience quite a bit, as this is a type of game we don't really get these days outside of the indie sphere. (Caveat to that statement: I haven't played Resident Evil 7 yet, so I have no idea what sort of game that is and how it compares to the more "action-oriented" installments.)

    Specifically, I've been enjoying the amount of lateral thinking involved, particularly in terms of inventory management and getting puzzles solved between the two playable characters. It's genuinely satisfying to figure things out for yourself, and for the most part in a lot of modern games, that actual aspect of "puzzle solving" is largely absent. Just something as simple as having to go into your inventory and choose "use" on an item rather than the game taking care of it for you is a forgotten art — though the Resident Evil series has always been good enough to automatically use items like keys when it's blatantly obvious what they're for.

    I remember the first time I played Devil May Cry on the mistaken assumption that it would be a Resident Evil-like game — as many of us assumed back when it first came out — and being disappointed that you didn't need to manually use inventory items to solve puzzles. And I've disliked the whole "you have the right item, so just interact with the right hotspot to use it automatically" idea ever since; while having to use your inventory is undeniably clunky, there's just something much more satisfying about doing it yourself. You feel like you solved the puzzle, rather than the game solving it for you.

    And talking of puzzles, I miss survival horror games with gratuitously stupid, incongruous puzzles to solve under critical circumstances. To finish the first part of Resident Evil Zero, you have two maths puzzles to solve while under a strict time limit. Dumb? Absolutely. But I love it.

    Part of the reason I've been playing this this evening is that I'm considering doing some sort of lengthy, ongoing feature over on Rice Digital about the series, as part of the hype surrounding Resident Evil Village's release. Seems as good a time as any to dive into the series in depth, and I may as well do it for the day job while it's relevant!

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    #oneaday Day 869: The Oblivion Diaries IV https://imnotdoctorwho.moegamer.net/2021/05/03/oneaday-day-869-the-oblivion-diaries-iv/ https://imnotdoctorwho.moegamer.net/2021/05/03/oneaday-day-869-the-oblivion-diaries-iv/#respond Mon, 03 May 2021 21:57:22 +0000 https://imnotdoctorwho.moegamer.net/2021/05/03/oneaday-day-869-the-oblivion-diaries-iv/ Played a bit more Oblivion this evening and I'm once again being reminded of how much I missed out on by playing it in an "achievement whore" style when it first came out. The game is infinitely more enjoyable if you just let it unfold organically and see what happens — you'll stumble across quests, … Continue reading #oneaday Day 869: The Oblivion Diaries IV

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    Played a bit more Oblivion this evening and I'm once again being reminded of how much I missed out on by playing it in an "achievement whore" style when it first came out. The game is infinitely more enjoyable if you just let it unfold organically and see what happens — you'll stumble across quests, dungeons, treasure and all sorts of things, and you'll inevitably get yourself into situations where something as simple as ensuring you have enough money to stock up on resources is an adventure in itself.

    This evening I did a quest I've never seen before, which involves a mage who had been experimenting with a magical amulet that would allow him to explore his own dreams. Unfortunately, he messed something up somewhere, meaning he got stuck in his dream. Naturally, it's up to you to go and sort things out, because what could possibly go wrong.

    What then unfolds is a completely unique dungeon with a series of interesting puzzles and challenges quite unlike anything else in the rest of the game. You have a "Test of Perception", where you need to avoid traps that are hidden in plain sight; a "Test of Patience" where you need to decipher a scroll written in runes in order to solve some puzzles; a "Test of Courage" that involves diving deep into a seemingly endless pit of water; and a "Test of Resolve" that is a straightforward battle against a couple of beasties.

    It occurred to me while playing through this section that, while The Elder Scrolls is most certainly a triple-A series, the way it's put together is the polar opposite to a lot of other triple-A games. What I mean by this is that a lot of modern triple-A games take great pains to ensure that you see everything in one way or another — they either do this by adopting a linear "interactive movie" format, or in the case of open world titles, littering your map with markers right from the outset so you can see exactly where you need to go to see everything.

    The reason for this is simple: triple-A games are expensive to make, and the creators of those games want to ensure that the budget wasn't wasted. What's the point in spending a bajillion dollars on a lovingly rendered scene if no-one ever sees it?

    Oblivion takes the exact opposite approach to this. It buries cool stuff in the middle of nowhere, makes it dependent on you talking to one of its many generic NPCs at the right time, and often makes it challenging to get through if you haven't prepared accordingly. The parts where it gets a bit weird and experimental are by far its best bits — and you can easily miss them. One might argue that the entirety of Shivering Isles falls into this category, since you can quite easily forget about the mysterious door that leads you to the expansion for several hundred hours of gameplay.

    And Shivering Isles is genuinely awesome; even in the depths of my "I don't like Bethesda games" feelings, I still thought Shivering Isles was great. But I feel like that's a story for another time… I still have plenty to do in Cyrodiil, from the looks of things!

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    #oneaday Day 868: Let Me Axe You https://imnotdoctorwho.moegamer.net/2021/05/02/oneaday-day-868-let-me-axe-you/ https://imnotdoctorwho.moegamer.net/2021/05/02/oneaday-day-868-let-me-axe-you/#respond Sun, 02 May 2021 21:10:10 +0000 https://imnotdoctorwho.moegamer.net/2021/05/02/oneaday-day-868-let-me-axe-you/ My copy of the Henk Nieborg/Bitmap Bureau project Battle Axe arrived the other day, and I've been giving it a few shots over the last few days. It really is an excellent game — and in some respects not quite what I expected. In a good way. For the unfamiliar, Battle Axe is an arcade-style … Continue reading #oneaday Day 868: Let Me Axe You

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    My copy of the Henk Nieborg/Bitmap Bureau project Battle Axe arrived the other day, and I've been giving it a few shots over the last few days. It really is an excellent game — and in some respects not quite what I expected. In a good way.

    For the unfamiliar, Battle Axe is an arcade-style game designed to evoke distinct feelings of nostalgia for around about the 16-bit era of gaming — specifically, it looks (and plays) like a lost Neo Geo game. In it, you take on the role of one of three characters as you fight your way through several fantasy-themed top-down levels, rescuing hostages, battling enemies and destroying enemy generators.

    Each character has their own distinct "feel". Iolo the druid has the most powerful shots, for example, while Fae the "Drizzt, but female" character has the fastest melee attacks. All three characters can attack up close or at range — and you'll need to use both abilities throughout the game, especially during boss encounters.

    Lazy critics have described Battle Axe as "Gauntlet meets Golden Axe", and this is not really an apt comparison. If anything, it's closest in execution to something like Shock Troopers on Neo Geo — but it has its own distinct feel all of its own. Fluid, responsive combat, satisfying visual and audible feedback and plenty of goodies to grab along the way — it really is one of the best arcade games that never existed.

    And one thing I particularly love about it is that it's been very much designed with home play in mind. You have no continues; you just have to play as far as you can get before you run out of lives. And if you don't beat the game? Well, tough luck; you better go back and try again. Some might argue this is a cheap way of adding longevity, but if you really want to wuss out and/or just see what the later stages look like, there is an easy mode to play — plus there's also a separate "Infinite Mode" to enjoy, as well as a New Game+ option that presumably unlocks after you beat the arcade mode once.

    So far Battle Axe has been a real pleasure to play. Some pillock online somewhere is probably whining about it being "too short" or "not having enough content" or "needing updates", but this really is one of the most unashamedly complete-feeling, self-contained games I've played in a long time. Bitmap Bureau are masters of what they do — just look at Xeno Crisis if you need further proof beyond Battle Axe — and they have done the unthinkable in the modern age: they've put out a game that is finished. And I love it!

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    #oneaday Day 867: Mania https://imnotdoctorwho.moegamer.net/2021/04/30/oneaday-day-867-mania/ https://imnotdoctorwho.moegamer.net/2021/04/30/oneaday-day-867-mania/#respond Fri, 30 Apr 2021 23:08:48 +0000 https://imnotdoctorwho.moegamer.net/2021/04/30/oneaday-day-867-mania/ No-one told me a new TrackMania game came out last year. Indeed, from what I can tell, I don't think Ubisoft really told anyone that a new TrackMania came out last year either — though as always with TrackMania, there seems to be a small but dedicated community who engage with the game fully and … Continue reading #oneaday Day 867: Mania

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    No-one told me a new TrackMania game came out last year. Indeed, from what I can tell, I don't think Ubisoft really told anyone that a new TrackMania came out last year either — though as always with TrackMania, there seems to be a small but dedicated community who engage with the game fully and keep it constantly lively and interesting to play.

    If you've never come across TrackMania before, it's an arcade-style racer with a strong emphasis on time trials. Tracks are typically very short form, with most taking less than a minute to get from start to finish, and are full of increasingly ridiculous stunts and obstacles as you progress through the game.

    TrackMania's big attraction over the years has been its included track editor and the ease with which you can share your creations. This has led to a thriving multiplayer scene where no two sessions will ever be quite alike, simply thanks to the sheer number of custom tracks there are available online.

    Developer Nadeo have experimented a bit with the formula over the years. TrackMania United, which was a real high point for the series, featured a variety of different environments, each with their own unique cars. TrackMania 2, meanwhile, sold each environment as a separate game that could bolt on to the others if you so desired. And this new TrackMania is free to play.

    Don't run away screaming, though; they've actually handled this quite nicely. What you get for your zero up-front cost is access to the game, the simple version of the track editor, the 25 seasonal tracks (which are updated every, well, season) and the "Arcade" mode, which features a rotating selection of player-created tracks, changing every few hours. This is more than enough to have an enjoyable TrackMania experience in both single player and multiplayer, particularly if you're a more casual fan. Oh, and the super-fun hotseat local multiplayer mode is present and correct in the free version, too.

    If you want to take things a little further, you can buy a year of Standard access for about eight quid. This gives you all the free stuff, plus the ability to play the curated "Track of the Day" mode in both single and multiplayer mode, plus the ability to join any of the myriad player-run "club" servers, which tend to be themed around a particular type of track. In this way, if you're in the mood for a particular type of experience, you can go in search of it rather than hoping it shows up in Arcade mode.

    If you're super serious about TrackMania, you can buy Club access for a year for about 25 quid, or three years for 50 quid. This lets you create your own clubs, run your own "rooms" on either Nadeo/Ubisoft's servers or your own dedicated servers, run private events and all sorts of other benefits. This is basically the "full" TrackMania experience that you get when you buy the earlier games, only this time around it's a subscription.

    TrackMania actually kind of makes sense as a subscription, because it's always been a "live" game that is updated regularly, and maintaining those servers isn't free. This approach allows the most active players to continually support the game over the long term, while those who just want to pop in and enjoy a quick race now and again can do so without having to make any sort of commitment.

    Anyway, I've been greatly enjoying the new version so far, so if you're a fan of previous TrackMania titles I'd encourage you to check it out — the multiplayer modes are lively and fun, and there's already a huge variety of custom tracks to enjoy. This one will be in my gaming rotation for quite some time, I feel!

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    #oneaday Day 866: Another year older https://imnotdoctorwho.moegamer.net/2021/04/29/oneaday-day-866-another-year-older/ https://imnotdoctorwho.moegamer.net/2021/04/29/oneaday-day-866-another-year-older/#respond Thu, 29 Apr 2021 22:58:22 +0000 https://imnotdoctorwho.moegamer.net/2021/04/29/oneaday-day-866-another-year-older/ Happy birthday to me! I think I've probably heard from a lot of you already today, so if so, thank you very much for the birthday wishes. It's been a nice, albeit a fairly unremarkable day. It was a working day, so I got on with some stuff for the day job, then this evening … Continue reading #oneaday Day 866: Another year older

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    Happy birthday to me! I think I've probably heard from a lot of you already today, so if so, thank you very much for the birthday wishes.

    It's been a nice, albeit a fairly unremarkable day. It was a working day, so I got on with some stuff for the day job, then this evening Andie and I had a veritable feast of Japanese food — we actually ordered a bit too much so we've got a little left over for tomorrow's lunch, which will be nice.

    Things don't feel super different now that I'm 40, and with the day job being in a good place one of the main things in my life that was stressing me out and making me unhappy is behind me. That's not to say I don't have days where stress, depression and anxiety strike like never before, of course — you never can really shake them off altogether — but I don't wake up in the morning dreading the day ahead any more, which is nice.

    I've had some nice presents; couple of video games, a book I was interested in exploring and an Amazon Alexa Echo thingy with a screen that I am looking forward to having a proper fiddle around with. Birthday money from numerous sources has been spent on fun things, don't you worry.

    So while it's been a quiet birthday, I can't say it's been a bad one. And that's good; I've always been of the opinion that one's birthday should be a completely sacrosanct time of the year, so it always smarts a bit if something bad happens on it, as I've experienced a couple of times in the past.

    Thankfully, none of that this year. At three minutes to midnight, I can go to bed satisfied that my first day of being "over the hill" has been a perfectly respectable one.

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    #oneaday Day 865: Life in 4K https://imnotdoctorwho.moegamer.net/2021/04/28/oneaday-day-865-life-in-4k/ https://imnotdoctorwho.moegamer.net/2021/04/28/oneaday-day-865-life-in-4k/#respond Wed, 28 Apr 2021 22:26:51 +0000 https://imnotdoctorwho.moegamer.net/2021/04/28/oneaday-day-865-life-in-4k/ We got a new TV and soundbar setup today. After several ultimately failed attempts to fix our old "nice TV", Andie eventually gave up and bought a lovely up-to-date replacement for the living room, and the cheapo model I bought a while back has now been relegated to bedroom duty. For the curious, we got … Continue reading #oneaday Day 865: Life in 4K

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    We got a new TV and soundbar setup today. After several ultimately failed attempts to fix our old "nice TV", Andie eventually gave up and bought a lovely up-to-date replacement for the living room, and the cheapo model I bought a while back has now been relegated to bedroom duty.

    For the curious, we got a Samsung Q60T TV with an HW-Q800T soundbar — there was an offer at the retailer we got them from to get this normally £500 soundbar for £300 off, so we thought we'd replace the £50 Currys own-brand one we had while we were on.

    Both things are a massive improvement on what we had before; I wasn't expecting them to both be quite as good as they actually are. The TV has a beautifully crisp, clear picture (that is noticeably better than the cheapo Hitachi TV I bought a while back) and plays nice with Windows in 4K, which the previous TV did not for some reason. The soundbar, meanwhile, has a hell of an "oomph" to it, with some impressive presence, deep bass and nice virtual surround effects.

    I'm super impressed so far, and I'm looking forward to experiencing lots of things in what feels like a "new" way. The soundbar has really shown its capabilities with music in particular — high-quality tracks from Spotify actually sound noticeably clearer, fuller and richer — so I'll doubtless be listening to a lot more music while I'm working during the daytime.

    I don't really have any devices that support 4K other than the PC, but 1080p output from the Switch looks lovely and I've had zero issues connecting things up to it so far. Hopefully this TV lives a long and happy life — it will certainly be loved!

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    #oneaday Day 864: White girl YouTubers https://imnotdoctorwho.moegamer.net/2021/04/27/oneaday-day-864-white-girl-youtubers/ https://imnotdoctorwho.moegamer.net/2021/04/27/oneaday-day-864-white-girl-youtubers/#respond Tue, 27 Apr 2021 21:57:12 +0000 https://imnotdoctorwho.moegamer.net/2021/04/27/oneaday-day-864-white-girl-youtubers/ My wife watches a lot of "white girl YouTubers", and they annoy me. I've been trying to determine exactly why they annoy me, because it annoys me that they annoy me so much — and also I don't want to be unfair to my wife when she puts up with me watching Gawr Gura in … Continue reading #oneaday Day 864: White girl YouTubers

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    My wife watches a lot of "white girl YouTubers", and they annoy me. I've been trying to determine exactly why they annoy me, because it annoys me that they annoy me so much — and also I don't want to be unfair to my wife when she puts up with me watching Gawr Gura in the bath and Amelia Watson talking nonsense.

    I think my main issue with them is just that there seems to be very little actual creativity on display.

    There's one channel she watches where the gist of things appears to be "I'm pregnant, and this is my boyfriend", and hundreds of thousands of people watch those videos. Another has a British girl eating toast who I can't help feeling sorry for, because her family almost certainly hate her for constantly having a camera on while she's doing inane bullshit. And another starts every video promising a "very exciting video" before spending half an hour talking about three pairs of not very interesting trousers.

    Vlogging has been a thing for a while, of course, so I can't get too mad about that side of things. (Although the "very exciting video" woman is genuinely excruciating to listen to.) What I do genuinely get annoyed about, though, is the number of videos that fall into one of the following categories:

    • 5 Minute Crafts is a Terrible YouTube Channel, Let's Give Them Exposure by Watching Their Videos and Laughing At Them

    • I Only Ate One Type of Food For a Week in the Mistaken Assumption That Someone Would Find It Interesting

    • I Watched a TikTok Video That Did Well, So I'm Doing It in a YouTube Video to Try and Get Some of That Sweet Viral Attention

    • I Hate Everything, So Let's Watch a Video About Something I Hate and Laugh At It

    • Someone Said Something Mildly Stupid on Twitter and/or Instagram, so Here's a 40-Minute Video Explaining What an Awful Person They Are

    And what compounds the problem is that all of these videos are inevitably edited with the same annoying memes that every vaguely large YouTuber uses — the Spongebob "Three Hours Later" cards; the use of Kevin MacLeod's Local Forecast, officially the most overused piece of music in existence; the use of the X-Files theme for something vaguely "mysterious" (that actually isn't mysterious); the use of Wii music to show "lol we r nerdy".

    I get that certain things are popular and seem to "work" for the YouTube algorithm, but I find it mentally exhausting to see and hear the same things over and over from myriad different "content creators". And that really is what they're doing; they're churning out mindless "content" that will be forgotten about within a day, rather than doing anything that has been created with leaving any sort of lasting impact in mind — or, indeed, with any sort of individuality about it.

    That doesn't sit right with me. We're better than that. At least we should be.

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    #oneaday Day 863: The Oblivion Diaries III https://imnotdoctorwho.moegamer.net/2021/04/26/oneaday-day-863-the-oblivion-diaries-iii/ https://imnotdoctorwho.moegamer.net/2021/04/26/oneaday-day-863-the-oblivion-diaries-iii/#respond Mon, 26 Apr 2021 21:20:29 +0000 https://imnotdoctorwho.moegamer.net/2021/04/26/oneaday-day-863-the-oblivion-diaries-iii/ One thing I've been meaning to try in more games for a while is something a friend has long advocated for when playing open-world games: turn off the minimap. As it happens, Oblivion doesn't have a minimap, and as such by fiddling around with the game, I'm getting the chance to try out this philosophy … Continue reading #oneaday Day 863: The Oblivion Diaries III

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    One thing I've been meaning to try in more games for a while is something a friend has long advocated for when playing open-world games: turn off the minimap. As it happens, Oblivion doesn't have a minimap, and as such by fiddling around with the game, I'm getting the chance to try out this philosophy of open-world gaming — and I like it.

    The trouble with minimaps is that they encourage you to stare at them. You end up spending all your time looking at the minimap and the markers on it rather than actually paying any attention to the world around you. You'll inevitably end up trying to take "straight lines" to the nearest markers you need to get to, and you'll usually miss some of the more interesting, well-crafted parts of the world in the process. This isn't always the case, of course — Final Fantasy XIV strikes a nice balance between the minimap being useful and navigating by sight being important — but in Oblivion it really drives home how much more immersive things are if you're actually looking where you're going.

    It's beneficial in the long term, too. If you need to get somewhere quickly, it's much better to be able to navigate by visual landmarks than attempting to parse a 2D map into 3D. It gives you a much better sense of where things are in relation to one another — especially helpful in towns — and just helps the whole "worldbuilding" thing feel a whole lot better.

    Plus it encourages you to go on adventures and get into mischief. My most fun times in Oblivion so far have involved just following a path, then seeing something that looks interesting and going to see what it is. You don't get any of that if you're staring at a minimap or, worse, fast travelling everywhere. And then I would never have won a fight by allowing a wolf to hurl itself off a slope too steep for itself, leading to it dying from fall damage rather than a killing blow from me. Marvellous.

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    #oneaday Day 862: The Oblivion Diaries II https://imnotdoctorwho.moegamer.net/2021/04/25/oneaday-day-862-the-oblivion-diaries-ii/ https://imnotdoctorwho.moegamer.net/2021/04/25/oneaday-day-862-the-oblivion-diaries-ii/#respond Sun, 25 Apr 2021 22:03:58 +0000 https://imnotdoctorwho.moegamer.net/2021/04/25/oneaday-day-862-the-oblivion-diaries-ii/ Spent a while playing some more Oblivion today, and I've found myself doing something I always thought I should go back and do — just wander around the world and get into misadventures rather than trying to "tick things off a list". When I first played Oblivion, Achievements were new and exciting, so naturally I … Continue reading #oneaday Day 862: The Oblivion Diaries II

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    Spent a while playing some more Oblivion today, and I've found myself doing something I always thought I should go back and do — just wander around the world and get into misadventures rather than trying to "tick things off a list".

    When I first played Oblivion, Achievements were new and exciting, so naturally I wanted to pursue them. So I ended up fast travelling from place to place, romping through the various Guild questlines for the Achievements, and leaving it at that.

    Doing that killed not only my enthusiasm for Oblivion, but enthusiasm for Achievements too. So I don't recommend it. Instead, doing what I've been doing this time around is a lot more fun.

    Specifically, I've been eschewing fast travel altogether and walking manually from place to place, deciding whether or not I want to take detours for dungeon delving along the way. (I usually do.) This also means that I stumble across the small settlements you probably otherwise wouldn't see, and many of these have their own little questlines going on.

    A particular highlight today was one where I found a village with what appeared to be an invisible person tilling his field. I thought the game had bugged out for a moment — it is a Bethesda game, after all — but no, there was a whole entertaining little questline about restoring this village back to visibility.

    I've also found that impromptu dungeon delving tends to provide a good means of raising skills without needing to "grind". As a mage, dungeons provide plenty of opportunity to cast a variety of spells for both exploration and combat.

    I'm wondering if developing some weapon skills might be worthwhile in the long term though. Combat spells have been plenty up until now, but the last dungeon I delved into had some goblins who seemed a fair bit tougher.

    Anyway. That's a decision to make another day. I am enjoying my renewed enthusiasm for exploring this game — I feel like it's yet another case of returning to something well after its original release being a good approach. Maybe one day in 20 years I'll like Skyrim…

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    #oneaday Day 861: The Oblivion Diaries I https://imnotdoctorwho.moegamer.net/2021/04/24/oneaday-day-861-the-oblivion-diaries-i/ https://imnotdoctorwho.moegamer.net/2021/04/24/oneaday-day-861-the-oblivion-diaries-i/#respond Sat, 24 Apr 2021 16:17:13 +0000 https://imnotdoctorwho.moegamer.net/2021/04/24/oneaday-day-861-the-oblivion-diaries-i/ Once again, I have found that returning to something I had felt somewhat "meh" about for quite some time with the benefit of the additional knowledge and experience I have accumulated over time has caused me to appreciate it a great deal more than when I first tried it. In this case, as will probably … Continue reading #oneaday Day 861: The Oblivion Diaries I

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    Once again, I have found that returning to something I had felt somewhat "meh" about for quite some time with the benefit of the additional knowledge and experience I have accumulated over time has caused me to appreciate it a great deal more than when I first tried it.

    In this case, as will probably be obvious from some of my recent posts, it's The Elder Scrolls IV: Oblivion. I didn't hate this game by any means, but back when it was a bit more "current" I achievement-whored my way through both it and Shivering Isles, and that kind of soured me on Bethesda games for quite a while afterwards. (That and I don't like the Fallout setting, and I find Skyrim's relentless brownness exhausting.)

    Returning to it after enjoying Amelia Watson's recent streams has been a lot of fun, though — and as a result of some of the work I've done on various games for my various projects, I'm now seeing it in a new light. Specifically, I'm seeing it in terms of being a successor to the classic Ultima format of computer role-playing games, in that you get plonked into a big ol' world, given a broad objective that you should probably complete at some point if you can be bothered, and are then invited to wander off in whatever direction you want.

    I'm thinking particularly of the earlier Ultima games here; as the series progressed, it became more narrative-centric, but still maintained a significant degree of freedom. Oblivion — and indeed The Elder Scrolls in general — has never made characterisation and storytelling a particular high point, and this has always been a big black mark against it for me. But returning to it now with this new outlook, I can appreciate it a lot more.

    Oblivion is a game in which you go about your business and you aren't an especially important person in the game world; you're just one of many people wandering around and doing your thing. I mean, sure, you can become the Hero of Kvatch pretty early on, close shut the jaws of Oblivion and all that good stuff, but so far I haven't touched any of that whatsoever and I'm having a lovely time. Instead, I'm enjoying just wandering around the world, exploring dungeons I come across, gathering loot and practicing my spells.

    I'm playing as a pure mage this time — all my major skills are spell and alchemy-related. I've never played an Elder Scrolls game like this before, as I've always felt being able to take a bit of punishment and hit things with sharp objects was important, but I've been enjoying it so far. I've especially been enjoying the added strategy that being able to summon a skeleton to "tank" for me while I sneak up behind enemies and freeze their bollocks off brings to the table; it's certainly a lot more enjoyable than Oblivion's wafty melee combat.

    But yeah. As I've been playing, I've been getting those strong Ultima vibes, and I feel like I'm "getting" something about this game that I never really understood before — perhaps because my sole experience with Ultima had been Ultima Underworld, which is a rather different beast in many ways. That lack of characterisation and the severe lack of voice actors is unfortunate, but after a while it doesn't matter too much; as with living life in the real world, the people you have only passing contact with on your journey are of little real importance in the grand scheme of things; they're a means to an end.

    In other words, it's very much a case of approaching Oblivion with an open mind as to what it offers as to what you think it "should" be offering, and you'll have a much better time with it.

    With that in mind, I'll be revisiting my Oblivion adventures every so often here as I try a bunch of things — for the first time in some cases. Now, maybe just another dungeon or two…

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    #oneaday Day 860: Perfect Imperfection https://imnotdoctorwho.moegamer.net/2021/04/23/oneaday-day-860-perfect-imperfection/ https://imnotdoctorwho.moegamer.net/2021/04/23/oneaday-day-860-perfect-imperfection/#respond Fri, 23 Apr 2021 22:50:34 +0000 https://imnotdoctorwho.moegamer.net/2021/04/23/oneaday-day-860-perfect-imperfection/ PC players are mad that the new version of Nier Replicant doesn't run properly at 144Hz and doesn't support 21:9 ultrawide displays, just like they're mad at every other console-first game that has had a questionable port to PC. Meanwhile, I'm over here having deliberately picked up an Xbox 360 copy of Oblivion to revisit … Continue reading #oneaday Day 860: Perfect Imperfection

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    PC players are mad that the new version of Nier Replicant doesn't run properly at 144Hz and doesn't support 21:9 ultrawide displays, just like they're mad at every other console-first game that has had a questionable port to PC.

    Meanwhile, I'm over here having deliberately picked up an Xbox 360 copy of Oblivion to revisit it after enjoying Amelia Watson's recent streams so much — safe in the knowledge that yes, it is indeed the inferior version to the PC release, but I (1) like it more and (2) didn't need to do anything special to make it run.

    There are numerous reasons for (1). Firstly and most simply is that the first time I played Oblivion, it was on Xbox 360, and it was gobsmacking at the time. It was one of the first games you could boot up and feel like we'd taken a significant step forward in terms of gaming tech. I have fond memories of my time spent playing the Xbox 360 version, and thus revisiting the game on Xbox 360 just made the most sense for me — because it would provide the same experience I once had.

    There are doubtless people out there who would argue that I "should" want the "definitive" experience from a game like Oblivion, but I've never really felt that way. When looking back on stuff like this, I like to remember how it existed when it was current and enjoy it as I enjoyed it back then. In that regard, Oblivion is still an impressive game many years after its original release — particularly when you regard how early in the Xbox 360's life it came out.

    This is true for stuff that goes further back, too. I'm not into emulating PS1, PS2, Gamecube, Wii and the like at super high resolution and full widescreen support — because again, that's not how I remember those games. On top of that, I tend to find the bigger the disparity between the original release date of a game and the tech you're running to make it look its "best", the more absurd a game looks. A lot of PS1 games deliberately worked within the constraints of the system's low resolution and limited polygon count, for example, and buffing those up to HD resolutions just looks weird to me.

    "Oh, but you can mod PC ga–" Don't care. Do not care. Actually, that's not 100% true; I do care when it comes to older stuff like Doom and Wolfenstein 3D — the Castlevania Total Conversion for Doom was amazing — but the more recent a game is, the less likely I am to want to piss around with mods for it. A friend of mine started up a Minecraft server recently; he promptly installed literally 800 mods on it which caused the game clients to take more than ten minutes to load the game and my enthusiasm for ever playing it completely evaporated.

    Again, this ties in somewhat with wanting to experience the game as it was originally created, and as I remember it. The jank is part of the Elder Scrolls experience, and modding everything "broken" out of it means it's not really Oblivion any more. I'm not interested in that, just as I'm not interested in modding characters into Smash, modding nude patches into games with pretty ladies or indeed pretty much anything today's mod scene comes up with. This isn't to say I don't respect the amazing work modders do under often difficult circumstances — it's just not how I'm interested in experiencing my games.

    So I think my tastes in this regard can safely be summed up as a pursuit of imperfection. Perhaps it has something to do with the fact I grew up with an Atari ST, a system that usually came off worst against its main rival the Amiga when it came to games, and thus I've always had a certain inherent tolerance for "imperfect" versions of games.

    But also, I see arguments about frame rates on Twitter when you could be talking about infinitely more interesting things and I just think… yeah, I'm happy how I am, thanks.

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    #oneaday Day 859: Counting down https://imnotdoctorwho.moegamer.net/2021/04/22/oneaday-day-859-counting-down/ https://imnotdoctorwho.moegamer.net/2021/04/22/oneaday-day-859-counting-down/#respond Thu, 22 Apr 2021 21:26:48 +0000 https://imnotdoctorwho.moegamer.net/2021/04/22/oneaday-day-859-counting-down/ Big Evercade announcement tomorrow at 2pm BST. You can catch it at this link — they're doing a YouTube Premiere: https://www.youtube.com/watch?v=fdUEBPScfGk I already know what this announcement is, but I'm not giving anything away. It's pretty damn awesome, though, and I'm happy to have had the opportunity to play my own small part in this … Continue reading #oneaday Day 859: Counting down

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    Big Evercade announcement tomorrow at 2pm BST. You can catch it at this link — they're doing a YouTube Premiere: https://www.youtube.com/watch?v=fdUEBPScfGk

    I already know what this announcement is, but I'm not giving anything away. It's pretty damn awesome, though, and I'm happy to have had the opportunity to play my own small part in this whole project since starting my new gig.

    It really is kind of astonishing what the Blaze team have managed to achieve in just a year — they're a small group of dedicated, hard workers who have managed to successfully release a brand new console in the middle of a global pandemic, and in the same year as the new-generation consoles from Microsoft and Sony too. And honestly, with both the PS5 and Xbox Series series being wet farts in terms of exciting features and games, the Evercade genuinely was my favourite console launch of last year.

    Tomorrow's announcement is an important moment for the platform — though there are still some other exciting things waiting in the wings to be revealed later in the year. I know what most of these are too, but again, I can't tell you anything right now, I'm afraid! Just suffice to say for now that this platform's going to be sticking around for a while, and that even more exciting times are coming.

    On that note, I'm going to go play my new Jaleco Collection 1 and Piko Interaction Collection 2 cartridges in bed! What better way to end a day?

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    #oneaday Day 858: Cat bothering https://imnotdoctorwho.moegamer.net/2021/04/21/oneaday-day-858-cat-bothering/ https://imnotdoctorwho.moegamer.net/2021/04/21/oneaday-day-858-cat-bothering/#respond Wed, 21 Apr 2021 22:46:18 +0000 https://imnotdoctorwho.moegamer.net/2021/04/21/oneaday-day-858-cat-bothering/ As I write this, I am being bothered by a cat. Specifically, I am being bothered by Patti, who is quite frequently the most bothersome of cats, but I wouldn't want her any other way at this point. It's part of her personality, and I'm absolutely convinced that she is communicating various things to us … Continue reading #oneaday Day 858: Cat bothering

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    As I write this, I am being bothered by a cat. Specifically, I am being bothered by Patti, who is quite frequently the most bothersome of cats, but I wouldn't want her any other way at this point. It's part of her personality, and I'm absolutely convinced that she is communicating various things to us when she bothers us like this; right now I'm pretty sure she wants me to go to bed so she can cosy up around our feet like she normally does, then inevitably "go long" at about 3 in the morning, also like she normally does.

    Having pets is one of the absolute best things, and I've known this pretty much all my life, having grown up with two wonderful cats and, prior to having Patti and Meg (and our dearly departed Ruby before Patti), a succession of delightful rats.

    Pets bring a wonderful sense of comfort to a house that can sometimes feel overly quiet during times like the ones we've been enduring for more than a year now, and pets always have a kind ear to listen to your problems. Sure, they might not be able to help much directly, but they will at least listen to you and never judge you for the things you say. They'll judge you for all manner of other things, mind, but never the things you say.

    And because Patti is such a precious friend to us both, that's why I don't get mad at her when she bothers me repeatedly… or claws the shit out of my chair. Which are both things she has done in the last five minutes while I type this.

    I should probably go to bed to keep her quiet.

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    #oneaday Day 857: Virtual pleasantries https://imnotdoctorwho.moegamer.net/2021/04/20/oneaday-day-857-virtual-pleasantries/ https://imnotdoctorwho.moegamer.net/2021/04/20/oneaday-day-857-virtual-pleasantries/#respond Tue, 20 Apr 2021 21:35:23 +0000 https://imnotdoctorwho.moegamer.net/2021/04/20/oneaday-day-857-virtual-pleasantries/ I know it's not something everyone enjoys, but personally I'm so glad that VTubers have become such a widespread thing. With a few notable exceptions, I consistently find that I enjoy watching VTubers do general streaming and YouTube stuff more than "real" people — though you still can't beat a good specialist for specific subject … Continue reading #oneaday Day 857: Virtual pleasantries

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    I know it's not something everyone enjoys, but personally I'm so glad that VTubers have become such a widespread thing. With a few notable exceptions, I consistently find that I enjoy watching VTubers do general streaming and YouTube stuff more than "real" people — though you still can't beat a good specialist for specific subject matter like, say, retro gaming or something like that.

    Which got me wondering: at the moment, most VTubers tend to be variety entertainers with something of an emphasis on reasonably current gaming — either big names or, more commonly, indie darlings. I wonder if we'll get to a point where we'll see "specialist" VTubers focusing on more specific subject matter — like a retro gaming VTuber or something like that. There's probably an argument to be made that some VTubers like Inugami Korone err on the retro side of things already, but they're still mostly variety streams, just with a slight weighting in one direction of another.

    Quite possibly the issue is that specialist subject matter, outside of breakout cases that become inexplicably popular or hit the magic formula in the YouTube algorithm, tends not to do numbers as big as those seen in "general interest" fields. For every person who knows their stuff about obscure Commodore 64 games, there are approximately five hundred generic white girls who only ate food they saw on TikTok for a week — and the generic Live Laugh Lovers are the ones with the hundreds of thousands of subscribers.

    In a way that makes the person who knows their stuff about obscure Commodore 64 games all the more precious because they're not beholden to the whims of what is likely quite a fickle audience and can instead focus on their own thing — but it's doubtless something that is on the mind of anyone considering getting into VTubing.

    VTubing is not an easy or cheap field to get into if you're serious about doing it, after all — sure, you can download VRoid Studio and Wakaru to get started for free, but if you want to look like something other than a relatively generic 3D model with minimal tracking, you're going to need to commission art and rigging as well as investing in equipment that makes your on-screen movements much more natural. And that naturally means a lot of people who have made that investment will want to increase the likelihood that they see some sort of return on said investment — which of course leads to them favouring more general-interest streams and videos.

    I don't really have a point here and certainly don't feel I personally have the talent (or technical knowledge) to become some sort of amazing retro gaming specialist VTubing star — but I do think it would be interesting to see such a thing at some point. And I think that eventually we will actually see that — look at how YouTube videos and streaming have broadened as forms of media over the years, after all.

    As the tech — both hardware and software — becomes more accessible, I suspect we'll see more and more people stepping up to give VTubing a try, and wanting to make themselves stand out through specialisms. It may even empower some people who have always shied away from making videos or doing streams because they're worried about appearing on camera, despite having the knowledge or talent to be able to make something work — and that'd be wonderful to see.

    In the meantime, it's not as if we're short on VTubers to enjoy already — I suspect there's someone to suit most moods at this point. With that in mind, I'm off to watch Ame be bad at Oblivion some more. Good night!

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    #oneaday Day 856: A Certain Roguish Charm https://imnotdoctorwho.moegamer.net/2021/04/19/oneaday-day-856-a-certain-roguish-charm/ https://imnotdoctorwho.moegamer.net/2021/04/19/oneaday-day-856-a-certain-roguish-charm/#respond Mon, 19 Apr 2021 21:39:02 +0000 https://imnotdoctorwho.moegamer.net/2021/04/19/oneaday-day-856-a-certain-roguish-charm/ New podcast! Sorry it's been so long, but you know how things get when you start a new job — particularly when it's a new job that you actually enjoy. We specifically made some time to sit down and talk about this subject, though, because there's a bunch of games we've been playing that made … Continue reading #oneaday Day 856: A Certain Roguish Charm

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    New podcast! Sorry it's been so long, but you know how things get when you start a new job — particularly when it's a new job that you actually enjoy. We specifically made some time to sit down and talk about this subject, though, because there's a bunch of games we've been playing that made us want to chat about it.

    It was a good excuse to revisit a lot of these games, too. Some of them I haven't played for probably 5 or more years, and many of them have improved in those intervening years. Others are pretty "timeless" and will always be good, but it was nice to explore them again while researching for the show — and while recording footage to include with the video version!

    I'm looking forward to trying Demon's Tier+ when it arrives; I haven't got it yet, though. I think it's on the way from Limited Run, but it hasn't arrived as yet. I've learned to be patient with these things — it's not as if there's any shortage of other things to play, after all! And I have about five or six things coming from various limited press houses, so one day there's just going to be a flurry of packages and I will love it.

    Anyway, hope you enjoy the new podcast!

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    #oneaday Day 855: Podweekend https://imnotdoctorwho.moegamer.net/2021/04/18/oneaday-day-855-podweekend/ https://imnotdoctorwho.moegamer.net/2021/04/18/oneaday-day-855-podweekend/#respond Sun, 18 Apr 2021 23:03:22 +0000 https://imnotdoctorwho.moegamer.net/2021/04/18/oneaday-day-855-podweekend/ New episode of The MoeGamer Podcast coming tomorrow. This time around we're talking action roguelikes — and in true MoeGamer Podcast tradition, we're (mostly) going a bit off the beaten track to talk about some that perhaps aren't quite so well-known, or which were maybe popular a few years ago but have fallen off the … Continue reading #oneaday Day 855: Podweekend

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    New episode of The MoeGamer Podcast coming tomorrow. This time around we're talking action roguelikes — and in true MoeGamer Podcast tradition, we're (mostly) going a bit off the beaten track to talk about some that perhaps aren't quite so well-known, or which were maybe popular a few years ago but have fallen off the radar since then.

    It's a bit sad how that happens with perfectly good games sometimes. In a couple of cases, in preparation for this episode, I picked up a few action roguelikes that I hadn't played for a few years and discovered that since their initial Early Access period, when I originally played them, they had become even better, even more enjoyable games than they once were.

    This, for me, represents the fundamental problem with the "games must be updated regularly and as often as possible" culture a lot of gamers seem to favour, particularly on the PC platform. It can sometimes feel like there's not a good time to jump on board with a game because there's always "the next big update" just around the corner — and, of course, the threat of negative Steam reviews that say nothing more than "dead game" or "abandoned by dev". It's like no-one wants to accept that something can be "finished" any more.

    This seems to be a particular issue with this type of game. Lots of these games release through Early Access and often stay in that state for several years. In some cases, the games never make it out of Early Access; one game that I didn't talk about in the episode, but which is a good example of this, is Neverinth. This was an immensely promising looking action roguelike that makes use of weighty stamina-management combat, and I was really looking forward to seeing what its "finished" state would be.

    Trouble is, it was never finished, and the developer has completely stepped away from it now due to family commitments. Don't get me wrong, I'm not blaming him at all for that — he should absolutely put the wellbeing of himself and the people around him first — but it's a shame that Neverinth will forever be left in a state where people consider it to be "abandoned" and "dead". And it particularly smarts because Neverinth was looking so great. But oh well; these things happen — and Neverinth is at least in a playable state, so you can enjoy it for a good few hours before running into the digital equivalent of a bunch of scaffolding over the abyss.

    In some cases, I get it. Deep Rock Galactic, which is one game I talk a bit about on the podcast, does regular substantial updates because it's an online multiplayer game with a persistent progression system, and those regular substantial updates keep the players coming, which makes the game continually worth playing. Over the course of 34 major updates in the last three years or so, the game has built a thriving community of players, many of whom have hundreds or thousands of hours in the game to their name. Without those regular new additions, many of those players would have reached a point where they felt like they'd "finished" the game and wouldn't come back.

    Here's the thing, though; it doesn't really matter if you "finish" a game and never come back. This never used to be a problem, and indeed there are plenty of genres where it still isn't a problem. But there are certain types of game, it seems, where people seem to expect to be able to play forever, and have a regular influx of new stuff to enjoy. That's not practical or feasible for every game out there — and I have to say, I really feel for those devs who end up feeling trapped into having to continually update a ten year old game just because some Steam reviewers might start whining otherwise.

    Well, I'm going to go play some Turrican now. That game's finished, and it's still keeping me busy!

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    #oneaday Day 854: Golden Force https://imnotdoctorwho.moegamer.net/2021/04/17/oneaday-day-854-golden-force/ https://imnotdoctorwho.moegamer.net/2021/04/17/oneaday-day-854-golden-force/#respond Sat, 17 Apr 2021 23:12:26 +0000 https://imnotdoctorwho.moegamer.net/2021/04/17/oneaday-day-854-golden-force/ Spent a bit of time playing a game called Golden Force this evening. I'd seen this pop up in Amazon recommendations a few times, then a few people I knew happened to mention it, so I thought I'd give it a shot — at under £25 for a cartridge copy on Switch I was more … Continue reading #oneaday Day 854: Golden Force

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    Spent a bit of time playing a game called Golden Force this evening. I'd seen this pop up in Amazon recommendations a few times, then a few people I knew happened to mention it, so I thought I'd give it a shot — at under £25 for a cartridge copy on Switch I was more than happy to give it a chance.

    For some reason I had it in my head that it was an open-structure 2D platformer in the Shantae mould, but it's actually a level-based platformer/beat 'em up type-thing that is seriously challenging, but rather rewarding — particularly once you get your head around some of its mechanics.

    There are four playable characters; I haven't determined if there's much of a different between them yet, but each of them are able to attack with a combo, do a launcher attack, do a dash attack sideways or straight upwards (which can also be used to get around) and slide. They can also do a charged "crush" attack that will bash enemies off in a direction of your choice — assuming you don't kill them with the power of the blow, that is.

    Each level has a number of hidden items, Super Mario style, and getting to these is a case of both exploring the level thoroughly and getting the hang of various mechanics. There's one in the second stage, for example, that requires you to launch an enemy into it to grab it, and another one that I couldn't figure out how to get without taking damage from falling into a pit — something to do with the upwards air-dash, I suspect.

    These hidden items are used to upgrade the characters' combos and maximum health, and you also collect coins throughout the levels — with more coins exploding out of enemies the higher your combo count is. Coins can be used for temporary items such as power-ups that can be triggered at will, or an instant respawn to give you a second chance in a tricky stage.

    I've only played three stages so far but they've been a lot of fun, and the boss fight you do in the intro sequence suggests there's going to be some fun boss encounters along the way, too. There's nothing much in the way of story, but given that the game is very much going for a sort of "32-bit era arcade" feel, that doesn't really matter too much; it's simply a fun game that I probably wouldn't have tried had a few people not mentioned it in passing to me recently, so thank you to those who did!

    Doubtless I'll have more to say on that soon, but suffice to say for now that I'm glad I picked it up, and as an arcadey-style game it's something fun to have on the go when I'm in the mood for some action rather than having to think too hard. Always good to have something like that ready to go!

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    #oneaday Day 853: Like a hurricane https://imnotdoctorwho.moegamer.net/2021/04/17/oneaday-day-853-like-a-hurricane/ https://imnotdoctorwho.moegamer.net/2021/04/17/oneaday-day-853-like-a-hurricane/#respond Sat, 17 Apr 2021 00:18:06 +0000 https://imnotdoctorwho.moegamer.net/2021/04/17/oneaday-day-853-like-a-hurricane/ I've been playing some Turrican this evening, thanks to the Turrican Flashback compilation from Inin games. To my shame as someone who grew up with European microcomputers, I've never actually played Turrican before, so this was a new experience for me — though I was already familiar with its historical significance and how well-received it … Continue reading #oneaday Day 853: Like a hurricane

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    I've been playing some Turrican this evening, thanks to the Turrican Flashback compilation from Inin games. To my shame as someone who grew up with European microcomputers, I've never actually played Turrican before, so this was a new experience for me — though I was already familiar with its historical significance and how well-received it was back in the day.

    For the unfamiliar, Turrican is typically the go-to example of the "Euro-platformer" in that it has vast, explorable levels — though the exits are usually pretty straightforward to find. It obviously draws a certain amount of influence from Metroid, but there are also elements of shoot 'em ups in there, too, particularly with regard to how the power-ups work.

    It is, like many games from the period, an example of a game where developers were still very much figuring things out. In Turrican's case, the people behind it apparently had not realised the importance of invincibility frames and hitstun in action games, meaning you have to play it quite a bit differently from similar Japanese games from the period. Once you get your head around the fact that if you start taking damage from something, you will keep taking damage from it until you get out of its way, it provides an enjoyable experience — but you have to make that adjustment first!

    I've been particularly enjoying the level designs, which have a nicely labyrinthine feel without feeling overly complex and impossible to navigate, and, of course, Chris Huelsbeck's excellent tracker soundtrack. Rather pleasingly, the Turrican Flashback compilation includes the Amiga versions of both Turrican and Turrican II (as well as the Mega Drive's Mega Turrican and the Super NES' Super Turrican) — it's quite rare to see home computer games in compilations like this, so I hope we see a bit more of this in the future!

    I got a fair distance through the game earlier, but didn't make it to the end. I'm looking forward to trying again, though — I think I would have enjoyed this game back in the day and it still holds up rather well today aside from the aforementioned issues!

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    #oneaday Day 852: Challenge accepted https://imnotdoctorwho.moegamer.net/2021/04/15/oneaday-day-852-challenge-accepted/ https://imnotdoctorwho.moegamer.net/2021/04/15/oneaday-day-852-challenge-accepted/#respond Thu, 15 Apr 2021 21:56:19 +0000 https://imnotdoctorwho.moegamer.net/2021/04/15/oneaday-day-852-challenge-accepted/ I did miss yesterday, I thought I had. Apologies! I was very tired and collapsed into bed before I realised. Anyway — something fun to share with you today. I've mentioned before how much fun it is when I get developers of the games I cover on Atari A to Z showing up in my … Continue reading #oneaday Day 852: Challenge accepted

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    I did miss yesterday, I thought I had. Apologies! I was very tired and collapsed into bed before I realised.

    Anyway — something fun to share with you today. I've mentioned before how much fun it is when I get developers of the games I cover on Atari A to Z showing up in my YouTube comments and giving some insights about what they worked on. Today, I received a message on a whole new level. You can see said message here: https://www.youtube.com/watch?v=uyUMC3e8Xkk 

    For context, the author of that clip is Simon Hunt, the creator of the Atari 8-bit games Diamonds and Dan Strikes Back, both of which I've previously covered on Atari A to Z. During my Dan Strikes Back video, I made reference to the fact that Hunt once intended to make a third Diamonds game, but never got any further than designing a title screen. I also jokingly challenged what members of the Atari community actually watched my channel to see if they could pick up from Hunt's idea and develop something.

    The last thing I expected was for anyone to accept this light-hearted challenge — let alone for it to be Hunt himself. And yet here we are; apparently at some point in 2021, we will finally see the third Digger Dan game that never happened — and it is, at least indirectly, because of me.

    Pretty cool, huh?

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    #oneaday Day 851: Close shut the jaws https://imnotdoctorwho.moegamer.net/2021/04/13/oneaday-day-851-close-shut-the-jaws/ https://imnotdoctorwho.moegamer.net/2021/04/13/oneaday-day-851-close-shut-the-jaws/#respond Tue, 13 Apr 2021 22:36:10 +0000 https://imnotdoctorwho.moegamer.net/2021/04/13/oneaday-day-851-close-shut-the-jaws/ Those who know me reasonably well will know that I don't have a lot of time for Bethesda games these days. I attribute this to a few things. Firstly: frustration at the fact I inevitably spent more time dicking around with mods for Morrowind than actually playing it — which in turn led to the … Continue reading #oneaday Day 851: Close shut the jaws

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    Those who know me reasonably well will know that I don't have a lot of time for Bethesda games these days. I attribute this to a few things.

    Firstly: frustration at the fact I inevitably spent more time dicking around with mods for Morrowind than actually playing it — which in turn led to the "if you need 200 mods to make it fun, it's not worth playing" philosophy I adopt today.

    Secondly, I achievement-whored my way through Oblivion, making what should have been a fun, open experience into a complete chore. That one's on me.

    Thirdly, I played Skyrim for 40 hours, realised I wasn't actually enjoying myself, couldn't name a single character or tell you what the story was about, and never looked back.

    However, just recently I've discovered a way that I can enjoy Bethesda games: enjoy them through the eyes of a VTuber. Specifically, enjoy them through the eyes of Amelia Watson, whose enjoyably chaotic, attention-deficit playthrough is a consistent(ly frustrating) delight to observe.

    She's someone who is good at just playing with Oblivion. And there's a lot to play with in Oblivion. She's the sort of person who inadvertently breaks games, does things "wrong" but still successfully, and just seems to have a thoroughly lovely time whether she's getting repeatedly caught in a physics-based trap or hurling her horse off a cliff just to see what happens.

    It seems that Oblivion — rather than Skyrim, interestingly — is proving popular among some VTubers, because VShojo's new addition Veibae has been playing it too, and her highlights video was very entertaining.

    I am all for this, because Oblivion's 2006 jank (yes, Oblivion really is that old, as I discovered to my dismay last night) is somehow much more entertaining than anything a bit more recent, while still actually looking quite good in certain circumstances. And if anything, it's actually kind of making me want to revisit it at some point just to piss around a bit. I don't know if I'll follow through on that at any point — I did play it to death back when I achievement whored it, and the things that have always bugged me about Bethesda games still bug me — but it might be nice to have on hand at some point.

    On Xbox 360, of course. Yes, I know I could get it looking super-nice and smooth on PC, but my memories of that game will always involve early-era Xbox 360 jank!

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    #oneaday Day 850: Headache https://imnotdoctorwho.moegamer.net/2021/04/12/oneaday-day-850-headache/ https://imnotdoctorwho.moegamer.net/2021/04/12/oneaday-day-850-headache/#respond Mon, 12 Apr 2021 21:54:52 +0000 https://imnotdoctorwho.moegamer.net/2021/04/12/oneaday-day-850-headache/ Pounding headache this evening. A couple of hours of Deep Rock Galactic with my friends probably didn't help, but we manage to actually get together so rarely that I don't like to turn down multiplayer sessions with them — especially when they occur on the spur of the moment as they did tonight. So it's … Continue reading #oneaday Day 850: Headache

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    Pounding headache this evening. A couple of hours of Deep Rock Galactic with my friends probably didn't help, but we manage to actually get together so rarely that I don't like to turn down multiplayer sessions with them — especially when they occur on the spur of the moment as they did tonight. So it's off to bed for me in a moment, I feel!

    I've been finding myself frequently in the mood for retro games of late, and I've been very grateful for the Evercade, as it allows me to just sit back and enjoy something without having to browse through a zillion ROMs. Don't get me wrong, I'm really glad I set up my PS Classic the way it is, but I've taken to deliberately loading up my Evercade with a single cartridge and going upstairs with it, thereby "limiting" myself to only exploring the games on that cartridge. It encourages me to focus on and appreciate the games on that cart rather than jumping back and forth all over the place, never settling on anything.

    I've said this before, but that, I think, is the real strength of the Evercade. Curated collections of classic games are a great way to celebrate the wonderful experiences that classic consoles had to offer — and with all the unease over the fate of the PSP, Vita and PS3 right now, it's nice to be able to return to stuff from an age where all that simply wasn't an issue.

    I've once again been enjoying going back to some Atari Lynx games I used to enjoy in my youth, and it's a genuine pleasure to return to some of these. They look absolutely wonderful on the Evercade's handheld screen, and I even have a soft spot for them blown up to 720p on the TV! I still absolutely suck at Checkered Flag, though; some practice is clearly in order!

    So with that, then, I think it's time to take some paracetamol, get into bed and enjoy some Lynx games. Sounds like a plan.

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    #oneaday Day 849: Exploring a lost age through rude words https://imnotdoctorwho.moegamer.net/2021/04/11/oneaday-day-849-exploring-a-lost-age-through-rude-words/ https://imnotdoctorwho.moegamer.net/2021/04/11/oneaday-day-849-exploring-a-lost-age-through-rude-words/#respond Sun, 11 Apr 2021 11:19:09 +0000 https://imnotdoctorwho.moegamer.net/2021/04/11/oneaday-day-849-exploring-a-lost-age-through-rude-words/ Did you know that, despite the closure of Twitpic, the site you used to have to use to share images on Twitter, you can still access the images on there? You just have to put an identifying code after the URL and you get right to them. The format is https://twitpic.com/[id] In lieu of anything … Continue reading #oneaday Day 849: Exploring a lost age through rude words

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    Did you know that, despite the closure of Twitpic, the site you used to have to use to share images on Twitter, you can still access the images on there? You just have to put an identifying code after the URL and you get right to them. The format is https://twitpic.com/[id]

    In lieu of anything more meaningful to do today, I thought I would see if there were any images assigned to rude words. And there are! Let's have a look at some of them.

    https://twitpic.com/shit – seems like your average "look, I'm in a restaurant and my friends are already bored with me playing with my new smartphone" picture. From the look of that upholstery, I reckon that's an Indian restaurant. And judging by the atrocious image quality, I reckon this was taken on an early iPhone.

    https://twitpic.com/cock – This image is captioned "Ffffd", which looks like the noise that ugly baby is making.

    https://twitpic.com/balls – This lady has almost certainly either just bought her first Mac, or stepped into an Apple Store for the first time. Photo Booth's novelty wears off very quickly.

    https://twitpic.com/twat – This is some sort of home-made cake (likely some sort of variant on a Swiss roll from the look of things) that is presumably supposed to be paying homage to something — perhaps Windows Defender. It doesn't look like much, but I bet it tastes good.

    https://twitpic.com/cunt – "Hey, I took this amazing photo from the top of a building! You won't believe the view!" "Oh, cool, did you share it online? What's the URL?" "Uh, well…"

    https://twitpic.com/muff – This man has just installed Mac OS X Leopard on his Mac and is feeling moderately pleased about the fact the upgrade process worked, but still feels a sense of crushing loneliness inside that will never truly go away.

    https://twitpic.com/glans – The Glans family are off on holiday, it seems (I hope they remembered to pack their helmets), and have loaded their car up inside their garage, from the look of things. I find myself intrigued as to what "Jack" keeps in the wooden case in the background.

    https://twitpic.com/sperm – And we conclude with what was presumably someone's birthday haul. I'm going to go ahead and assume that these were professionally wrapped for a female recipient. The caption is "And her gifts from her daddy and me", so I think we can probably safely assume that no sperm was involved. At least I hope not.

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    #oneaday Day 848: Eat them up yum yum https://imnotdoctorwho.moegamer.net/2021/04/10/oneaday-day-848-eat-them-up-yum-yum/ https://imnotdoctorwho.moegamer.net/2021/04/10/oneaday-day-848-eat-them-up-yum-yum/#respond Sat, 10 Apr 2021 21:15:55 +0000 https://imnotdoctorwho.moegamer.net/2021/04/10/oneaday-day-848-eat-them-up-yum-yum/ I like Pac-Man 99 a lot. I've enjoyed all of the Switch "battle royale take on classic arcade game" titles so far, but I think Pac-Man 99 is my favourite. One of the things it highlights is something that continually impresses me when it comes to online games, which is the fact it's actually kind … Continue reading #oneaday Day 848: Eat them up yum yum

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    I like Pac-Man 99 a lot. I've enjoyed all of the Switch "battle royale take on classic arcade game" titles so far, but I think Pac-Man 99 is my favourite.

    One of the things it highlights is something that continually impresses me when it comes to online games, which is the fact it's actually kind of amazing that at any given moment, you can find a bunch of people who all want to do the same thing. In the case of Pac-Man 99, within the space of about 15 seconds or so, you can track down 98 other people who want nothing more than to play some Pac-Man at that given moment. Which is something that makes me smile.

    I've won one game of Pac-Man 99 so far, and I came a very close second in a match earlier today. As with both Tetris 99 and Super Mario 35, though, it's a game in which taking part is the real fun. The very nature of the game means that every session is a bit different, and you can never quite predict whether this one is going to be the one, or if this is, instead, the one where you find yourself on the receiving end of one of those bastard red Pac-Men.

    I really like the additional Namco themes they added as optional extras. I must confess as a big fan of classic Namco, I happily stumped up the £24.99 for all the themes and the offline modes immediately, because the previous modern Pac-Man games have always been games I like to return to over and over again — and this is no exception. The main 99-player battle mode is a ton of fun, but the score attack and time attack modes feel like a nice twist on the Pac-Man Championship Edition formula, too, so they're fun if I'm in the mood for something a bit different.

    Plus I can make the whole thing look like Metro-Cross. Or The Legend of Valkyrie. Or Wonder Momo. What a retro delight! I love it.

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    #oneaday Day 847: Teasers https://imnotdoctorwho.moegamer.net/2021/04/10/oneaday-day-847-teasers/ https://imnotdoctorwho.moegamer.net/2021/04/10/oneaday-day-847-teasers/#respond Sat, 10 Apr 2021 00:07:45 +0000 https://imnotdoctorwho.moegamer.net/2021/04/10/oneaday-day-847-teasers/ Another week comes to an end! I've retired to bed while Andie has been attempting to fix our old TV. She successfully replaced the LED strip that had gone but there's a dodgy connection somewhere that's making the menus go all squiffy. I've left her to it as there's not much I can do right … Continue reading #oneaday Day 847: Teasers

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    Another week comes to an end! I've retired to bed while Andie has been attempting to fix our old TV. She successfully replaced the LED strip that had gone but there's a dodgy connection somewhere that's making the menus go all squiffy. I've left her to it as there's not much I can do right now!

    This weekend I'm going to get a bit of recording done, and next weekend we should be recording a new MoeGamer Podcast, all being well. It should be a fun discussion — we both have lots to bring along and talk about, and it's given me a good reason to revisit some games I haven't played for ages, which is nice! Find out more soon!

    I have another Secret Project to work on now too. I'm dying to talk more about these but can't just yet. And the other retro-related project I've previously mentioned is almost ready to launch — that one will be particularly fun, so I hope you'll all stop by and support that when it's up and running. Again, more to share on that very soon!

    For now, sleep, I think. I feel like it is well deserved! Expect a new Atelier article and Atari A to Z Flashback over the weekend — the latter may be a little late as I've been a tad behind schedule. But it'll be this weekend for sure!

    Anyway. Hope you all had a good week, and that you have a pleasant weekend to look forward to.

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    #oneaday Day 846: Blarghle https://imnotdoctorwho.moegamer.net/2021/04/08/oneaday-day-846-blarghle/ https://imnotdoctorwho.moegamer.net/2021/04/08/oneaday-day-846-blarghle/#respond Thu, 08 Apr 2021 22:35:52 +0000 https://imnotdoctorwho.moegamer.net/2021/04/08/oneaday-day-846-blarghle/ Not really sure what to write about this evening. My brain appears to have just sort of shut down. I tend to find out that the best thing to do under these circumstances is just start writing and see what comes out. If it's coherent, great. If it's not, well, I hope you all have … Continue reading #oneaday Day 846: Blarghle

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    Not really sure what to write about this evening. My brain appears to have just sort of shut down. I tend to find out that the best thing to do under these circumstances is just start writing and see what comes out. If it's coherent, great. If it's not, well, I hope you all have a good laugh at it or something.

    Been a good day at work today. Wrote about Pac-Man 99 (which I love) and Delicious! Pretty Girls Mahjong Solitaire (which I also love) and finished off another Super Secret project which I've been working on. I've had a few of these Super Secret projects recently and they're a ton of fun; I'm looking forward to being able to talk about them a bit more!

    Had a session of Deep Rock Galactic with friends this evening. That game is always a good time; nice and varied, and multiplayer with friends really makes it shine. Pleasingly, though, it's actually enjoyable in single-player, too; the "drone" the game equips you with is capable of defending you while you take on objectives, and can be upgraded in a similar fashion to your various weapons.

    It sounds like we're going to try and play some multiplayer Grim Dawn at some point. I haven't really spent any time with this game previously, but as an action RPG from the folks behind Titan Quest I know it should be a good time. We've all been meaning to try it for a while and have just never gotten around to it for one reason or another; we're likely going to give it a shot on the weeks when one of our Deep Rock Galactic brigade isn't able to join us.

    Well, that's something all about today. Nothing particularly exciting or out of the ordinary has happened, that's the trouble. Some games I ordered a while back arrived — the beautiful Strictly Limited edition of Coffee Talk finally showed up, as well as copies of Collar x Malice Unlimited and whatever the first fandisc of Code: Realize is called. I figured I'm enjoying the main game, so might as well check out the rest of it too.

    Now I'm off to bed. Think I fancy a sandwich. I just need to try and make one without my cats noticing that I've opened the fridge.

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    #oneaday Day 845: Twilight https://imnotdoctorwho.moegamer.net/2021/04/07/oneaday-day-845-twilight/ https://imnotdoctorwho.moegamer.net/2021/04/07/oneaday-day-845-twilight/#respond Wed, 07 Apr 2021 21:02:53 +0000 https://imnotdoctorwho.moegamer.net/2021/04/07/oneaday-day-845-twilight/ I'll have more to share on this when the game is actually out on the 14th, but I just wanted to give a shout-out to Tasomachi: Behind the Twilight, a lovely exploration-centric, combat-free platformer that I became aware of during the last Steam Game Festival. I've been playing a review copy recently and I'm thoroughly … Continue reading #oneaday Day 845: Twilight

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    I'll have more to share on this when the game is actually out on the 14th, but I just wanted to give a shout-out to Tasomachi: Behind the Twilight, a lovely exploration-centric, combat-free platformer that I became aware of during the last Steam Game Festival.

    I've been playing a review copy recently and I'm thoroughly enamoured with it. There are a couple of things about it that PC snobs will probably whinge about in terms of options, but in terms of artistry and game design, this is a very lovely game.

    In Tasomachi, you play Yukumo, a young girl whose airship breaks down in a mysterious misty valley. Having to ditch in a tree by a small riverside settlement, she discovers that the area has been overrun by a strange "twilight fog", and only the influence of the nearby Sacred Trees can dispel it. Moreover, all the human inhabitants of the area seem to have vanished completely, leaving behind only the cat-like Nezu tribe.

    Tasomachi is a collectathon platformer in which your primary goal is to acquire items called "Source of the Earth". These are scattered all over the place in the various "open world" town areas, of which there are three in total (plus a sort of "base" area). Some need special abilities to acquire, others are simply hidden in plain sight, requiring you to do some deft platforming to reach them.

    In order to acquire Yukumo's three special abilities, you'll have to complete the Sacred Tree Shrines, which are self-contained areas in which you need to complete platforming puzzles. Later in the game, you can optionally return to these in order to take on some tougher challenges, or you can simply focus on exploring the town areas.

    It's a beautifully presented game and plays really nicely, with responsive controls and plenty to explore. It also appears to be pleasantly brief; you can probably blast through the whole thing in an afternoon or two, and that feels like a good length. Open-world, exploration-centric games don't have to take you the rest of your life to beat; "player retention" be damned.

    Anyway, there'll be more on this over on Rice Digital next week when the game actually releases. In the meantime, if it sounds interesting, be sure to give it a look and add it to your wishlist — and keep your fingers crossed for a console port; I'd love to see a physical Switch version.

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    #oneaday Day 844: Sharing is caring https://imnotdoctorwho.moegamer.net/2021/04/06/oneaday-day-844-sharing-is-caring/ https://imnotdoctorwho.moegamer.net/2021/04/06/oneaday-day-844-sharing-is-caring/#respond Tue, 06 Apr 2021 22:50:02 +0000 https://imnotdoctorwho.moegamer.net/2021/04/06/oneaday-day-844-sharing-is-caring/ I often think about leaving social media (specifically Twitter) behind completely, but end up not doing so on the grounds that I "need" it to promote my work. However, as the days go on, I find myself increasingly questioning that side of things. How much does it really help? I say this because I make … Continue reading #oneaday Day 844: Sharing is caring

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    I often think about leaving social media (specifically Twitter) behind completely, but end up not doing so on the grounds that I "need" it to promote my work. However, as the days go on, I find myself increasingly questioning that side of things. How much does it really help?

    I say this because I make a point of highlighting and sharing all the interesting stuff I've been up to each and every day, and yet despite having a few thousand followers, I get maybe a few likes and retweets at most — and a very occasional reply.

    Then you look at some vapid bullshit someone has shared and see it has thousands of likes and retweets, or see people arguing in endless quote-tweet back-and-forths, and it just doesn't really seem worth the effort.

    People, it seems, are much more willing to share negative things than positive things. And I make a point of not writing or publishing things about how much something sucks or why everyone who likes a thing is a bad person because [slacktivism cause of the week].

    On top of that, you're much more likely to get "engagement" (ugh) from people who are reacting negatively to something. Remember the piece I wrote a little while ago about the end of the PlayStation 3, Vita and PSP eras? I got an angry quote tweet in response to that article from someone demanding to know why he should buy a PS5. (I said absolutely nothing whatsoever about the PS5 in the article, aptly demonstrating that he most certainly had not read even the headline, let alone the actual text itself.)

    It just doesn't feel worth it sometimes. And I find myself increasingly wondering if what little benefit there is from keeping Twitter around is worth the stress it causes. Unfortunately, that seems to be something that is a little hard to quantify.

    Oh well!

    In the meantime, you (yes, you) can help. Give me a hand by giving the stuff I write and share a like and a retweet; I post 'em on the hour throughout most of the day and evening, UK time. Quote tweet with your own thoughts. Share of your own volition. It would be massively helpful.

    Another suggestion that I've found quite effective for myself: next time you feel yourself getting tempted to quote tweet some 12 year old whining about some bullshit in a gacha game that doesn't matter, force yourself to find a writer, video producer, artist, musician or some other creative type that you actually like, then make a point of sharing one of their things instead of the negative thing.

    If everyone did that, social media would be a much nicer place. I can dream.

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    #oneaday Day 843: A great invention https://imnotdoctorwho.moegamer.net/2021/04/05/oneaday-day-843-a-great-invention/ https://imnotdoctorwho.moegamer.net/2021/04/05/oneaday-day-843-a-great-invention/#respond Mon, 05 Apr 2021 20:22:38 +0000 https://imnotdoctorwho.moegamer.net/2021/04/05/oneaday-day-843-a-great-invention/ Our local Tesco has just incorporated one of the most significant technological advancements (or perhaps you might look on it as a deliberate regression) that I've ever seen — self-checkouts that don't have a scale on the bagging platform, so they never come out with an "unexpected item in bagging area" or "please bag your … Continue reading #oneaday Day 843: A great invention

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    Our local Tesco has just incorporated one of the most significant technological advancements (or perhaps you might look on it as a deliberate regression) that I've ever seen — self-checkouts that don't have a scale on the bagging platform, so they never come out with an "unexpected item in bagging area" or "please bag your item" error. You still need someone to approve you for a Red Bull, but it's progress if nothing else.

    I'm surprised it's taken this long for somewhere to cotton on to the fact that this was probably a good idea. "Unexpected item in bagging area" has been a (not particularly funny) joke for many years at this point, and I can only imagine how irritating it must have been for the Tesco employees continually having to clear such errors day in, day out. I mean, it was certainly irritating for the customers, so imagine having to deal with that annoyance all day. Retail workers have my eternal respect.

    The other thing that I thoroughly approve of is that while there's still an annoying voiceover (which I understand is necessary both for people who are hard of vision and for informing the shop staff that they need to intervene for instances such as the aforementioned Red Bull approval) it's not quite as annoying as it used to be. The old self-checkouts used to smugly note "All of your Tesco points add up!" whenever you scanned your Clubcard, which I found inexplicably irritating any time I heard it. Now they just say "Clubcard accepted", which is much better.

    My irritation at "all of your Tesco points add up" is purely irrational, but it stems from the fact it's a completely redundant statement. Of course they all add up, that's what a cumulative count of points does. And the fact it says this after you've scanned your Clubcard means that it's not even effective as a means of incentivising you to use your Clubcard — you know, like someone going "if you remember to scan that, all of your Tesco points will add up before you know it" — because you've already scanned your Clubcard and thus are extremely familiar with the fact that all of your Tesco points do, indeed, add up.

    Sorry. I get mad just thinking about it. But now it doesn't do it any more. So even with all the chaos and insanity of the world in 2021, I can at least take comfort in the fact that my experience every time I go to "little Tesco" to pick up milk and/or a Meal Deal is now marginally less annoying than it used to be. Every cloud and all that.

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    #oneaday Day 842: Duolingad https://imnotdoctorwho.moegamer.net/2021/04/04/oneaday-day-842-duolingad/ https://imnotdoctorwho.moegamer.net/2021/04/04/oneaday-day-842-duolingad/#respond Sun, 04 Apr 2021 23:49:49 +0000 https://imnotdoctorwho.moegamer.net/2021/04/04/oneaday-day-842-duolingad/ After a long time away, I fired up Duolingo for a look the other day and was rather dismayed to discover that its free version has become an absolutely ad-riddled nightmare — and its subscription fee to remove said ads (as well as the ridiculous "you can only make five mistakes before you have to … Continue reading #oneaday Day 842: Duolingad

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    After a long time away, I fired up Duolingo for a look the other day and was rather dismayed to discover that its free version has become an absolutely ad-riddled nightmare — and its subscription fee to remove said ads (as well as the ridiculous "you can only make five mistakes before you have to wait several hours" system) is rather expensive.

    This is disappointing, because I would previously have recommended Duolingo as a great way to get started in developing confidence with a language. The actual course content is still very good, and the way the app works is solid and slick — it's just the relentless bombardment of ads after literally every question is kind of offensive, particularly when they all autoplay with their sound turned on.

    Duolingo's mission is a solid one and I want to recommend them, but at £12 a month it's much pricier than Memrise — who I haven't looked at recently, but who I previously actually liked slightly more than Duolingo — and it doesn't feel great to feel forced into paying that because of obnoxious advertising.

    I get the need for subscription fees, but I despise the manipulative behaviour that typically surrounds them. Duolingo's "annoy people so much they'll pay up" approach is one that is seen quite often, but by far the most widespread one is the practice of a service offering a subscription for "[reasonable price] per month", only to reveal when you've gone through all the steps of signing up that it was not, in fact, a monthly fee and is, instead, a large annual subscription.

    Memrise is doing this right now, as it happens. "50% off subscriptions!" they say. "Just £2.92 a month!" Right next to this is the actual monthly price, which is £8.99; the "£2.92 a month" figure comes from the annual subscription, which is £34.99 right now. (That's actually not a terrible price, as it happens… hmm. No! Don't fall for it.)

    Anyway. I get the need for these services to make money — I'm a little surprised Duolingo held on as long as it did with its formerly generous free offering — but I just wish they wouldn't be such arses about asking for it!

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    #oneaday Day 841: Titty matching https://imnotdoctorwho.moegamer.net/2021/04/03/oneaday-day-841-titty-matching/ https://imnotdoctorwho.moegamer.net/2021/04/03/oneaday-day-841-titty-matching/#respond Sat, 03 Apr 2021 21:00:17 +0000 https://imnotdoctorwho.moegamer.net/2021/04/03/oneaday-day-841-titty-matching/ I'll have a proper writeup/review over on Rice Digital later this week (embargoes and all that) but I don't mind mentioning here in private that I've been playing eastasiasoft's upcoming release of Delicious! Pretty Girls Mahjong Solitaire for Switch a whole bunch recently and really enjoying it. For the unfamiliar, this is a mahjong solitaire … Continue reading #oneaday Day 841: Titty matching

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    I'll have a proper writeup/review over on Rice Digital later this week (embargoes and all that) but I don't mind mentioning here in private that I've been playing eastasiasoft's upcoming release of Delicious! Pretty Girls Mahjong Solitaire for Switch a whole bunch recently and really enjoying it.

    For the unfamiliar, this is a mahjong solitaire with anime boobies, and that's about it, but the whole thing just hangs together really nicely and I've always liked it a lot, right from its original PC release. The Switch version is something I'd actually been hoping to see for quite some time, and it seems eastasiasoft has developed quite a cosy relationship with Zoo Corporation so we can expect more stuff like this in the future, too.

    Zoo Corporation is a company that I find oddly fascinating. Their first video game release was BreakThru! for Super NES, which is a version of the SameGame formula that is misattributed to Tetris creator Alexey Pajitnov on its packaging. Over the years, they've put out a lot of erotic visual novels under their Norn, Miel, Cybele and Yumesta labels, along with… medical prescription software. Now there's a portfolio for ya.

    The various casual games which we've had in the last few years over here in the west are mostly loosely based on the erotic visual novels in one way or another — Delicious! Pretty Girls Mahjong Solitaire, for example, makes use of the characters from a selection of games from Zoo's various nukige imprints. Up until recently, that original source material hadn't been localised, but it seems an outfit called Cherry Kiss Games got the license to localise pretty much all of them a while back, so we're starting to see a few more of them now.

    I haven't looked into them yet and I'm not in a particular rush — I tend to prefer eroge over nukige — but it's nice to be able to check out where these characters originated if you so desire. Or if you just enjoy playing mahjong solitaire while they change into a variety of increasingly saucy outfits, you can just do that too.

    Anyway, it's been a nice quiet day here today; I hope you've all had a pleasantly restful weekend so far. Think we're going to have a nice roast dinner to celebrate Easter tomorrow, so that's something to look forward to. For now, I'm heading back to bed to play some more Atelier and/or Code:Realize!

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    #oneaday Day 840: Bank Holiday https://imnotdoctorwho.moegamer.net/2021/04/02/oneaday-day-840-bank-holiday/ https://imnotdoctorwho.moegamer.net/2021/04/02/oneaday-day-840-bank-holiday/#respond Fri, 02 Apr 2021 23:06:12 +0000 https://imnotdoctorwho.moegamer.net/2021/04/02/oneaday-day-840-bank-holiday/ It's a public holiday here in the UK today, so I've had the day off work and the wife has had some friends over. Social anxiety permitting, I spent a little time with them, a little napping anxiously and a lot of time playing Atelier Shallie, which I'll publish the first article about over on … Continue reading #oneaday Day 840: Bank Holiday

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    It's a public holiday here in the UK today, so I've had the day off work and the wife has had some friends over. Social anxiety permitting, I spent a little time with them, a little napping anxiously and a lot of time playing Atelier Shallie, which I'll publish the first article about over on MoeGamer tomorrow!

    I've been impressed with Atelier Shallie so far. It's recognisably Atelier, but there's also a fair amount that feels significantly different to what has come before, even in the Dusk series. Probably most notable is Hayato Asano taking a lead role on the soundtrack, as he has a very distinctive sound to his work — anyone who has spent any time with Blue Reflection or Nights of Azure will attest to this.

    Rather delightfully, since I absolutely adore both of those soundtracks, Atelier Shallie's score sounds like a mix of both Blue Reflection and Nights of Azure at various times — or perhaps it's more accurate to say that Blue Reflection and Nights of Azure sound like Atelier Shallie, given their respective release dates.

    One of my favourite things about Asano's work is what I've come to think of as "Phantasy Star piano"; I believe I make this association because it sounds a bit like the plinkyplonky ethereal piano in Phantasy Star Online's forest zone. Listen to this… then listen to this and you'll maybe see what I mean. (Listen to this for good measure while you're on.) It certainly gives Atelier Shallie a very distinctive feel to it that I like a great deal, so I'm looking forward to the eventual "Music of Atelier" article on this one.

    Anyway, 'tis late so I should get some sleep. Got some recording to do this weekend, and plenty more alchemy to get done as well! Hope you have a great Easter weekend, regardless of whether or not you'll be stuffing yourself with chocolate, and take good care of yourselves!

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    #oneaday Day 839: Swooning Maiden https://imnotdoctorwho.moegamer.net/2021/04/01/oneaday-day-839-swooning-maiden/ https://imnotdoctorwho.moegamer.net/2021/04/01/oneaday-day-839-swooning-maiden/#respond Thu, 01 Apr 2021 21:44:03 +0000 https://imnotdoctorwho.moegamer.net/2021/04/01/oneaday-day-839-swooning-maiden/ I started an otome game last night. After not being sure which one to go for, I put it to the vote on Twitter, and Code:Realize won out, so Code:Realize is what I've started. (The other options were Collar x Malice and Piofiore: Fated Memories). I don't really know much about any of these games … Continue reading #oneaday Day 839: Swooning Maiden

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    I started an otome game last night. After not being sure which one to go for, I put it to the vote on Twitter, and Code:Realize won out, so Code:Realize is what I've started. (The other options were Collar x Malice and Piofiore: Fated Memories).

    I don't really know much about any of these games because I've kept myself deliberately in the dark in terms of plot — I knew I wanted to play them someday, just had never gotten around to it. Now I've started… well, I think I might be about to develop a real otome game problem if this is the sort of delightfully ridiculous nonsense I can expect from other games.

    In Code:Realize you play Cardia, a beautiful young woman who may or may not be dead, and who has a precious stone called a Horologium embedded in her chest. For some reason, Cardia's skin and blood are severely toxic, meaning that any time anything vaguely biological touches her bare skin, it burns and eventually melts; she demonstrates this rather memorably in the game's opening scene, where Queen Victoria's Royal Guards are attempting to capture her, and a dog gets its face melted right off when it attempts to bite her.

    Not to worry, though, because before long Cardia is rescued by the one and only Arsène Lupin, legendary gentleman thief, and his friend Impey Barbicane (star of Jules Verne's From the Earth to the Moon). Upon escaping to London, Cardia comes into contact with Victor Frankenstein, who has been falsely accused of an act of terrorism, and I believe at various other points in the story you meet up with Herlock Sholmes (not a typo, he's from Maurice Leblanc's stories about Lupin), the count of St. Germain and Abraham Van Helsing.

    Effectively what we're looking at here is a frigging literature fanservice visual novel, and I am 100% all about this. I know this is a not at all uncommon approach in other otome titles, either; I'm aware of several that unfold in a similar quasi-Victorian steampunk setting with characters drawn from both literature and history, and I applaud that. Absolutely wonderful.

    Anyway, I haven't played that far as yet so there's not much else I can speak about for now. It's definitely going to make for some interesting bedtime reading, though!

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    #oneaday Day 838: Boom Boom Boom https://imnotdoctorwho.moegamer.net/2021/03/31/oneaday-day-838-boom-boom-boom/ https://imnotdoctorwho.moegamer.net/2021/03/31/oneaday-day-838-boom-boom-boom/#respond Wed, 31 Mar 2021 20:13:42 +0000 https://imnotdoctorwho.moegamer.net/2021/03/31/oneaday-day-838-boom-boom-boom/ I started Fitness Boxing 2 yesterday. I previously spent a bit of time with the previous one but I'd heard some good things about the new one, so thought I may as well be up to date. I've decided to focus on this for exercise for the moment, because as much as I like Ring … Continue reading #oneaday Day 838: Boom Boom Boom

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    I started Fitness Boxing 2 yesterday. I previously spent a bit of time with the previous one but I'd heard some good things about the new one, so thought I may as well be up to date.

    I've decided to focus on this for exercise for the moment, because as much as I like Ring Fit Adventure — and it really is good — a significant number of the exercises in that game are actively painful or impossible to perform with a hernia, so I'm not really capable of using it to its full potential. Hopefully there will come a day where I will be able to enjoy it properly, but there's still way too much work to do before that happens.

    For the unfamiliar, Fitness Boxing 2, like its predecessor, is developed by Imagineer and published by Nintendo. It's primarily an exercise game, but it's dressed up in the trappings of a rhythm game — it just so happens that the movements you do in order to hit notes in the rhythm game are different types of punch. That and the versions of "real" songs in the game (which include such delights as the Village People's YMCA and Katy Perry's Hot and Cold) are all hilariously dodgy MIDI cover versions; the original songs created specifically for the game are much better, however.

    Later, the game also introduces steps and dodges, but since it relies entirely on two handheld Joy-Cons to detect all your movements, the accuracy of these can be a little iffy. Thankfully, one of the things they changed for Fitness Boxing 2 over the original is introducing the option to either completely skip all those moves altogether, or simply automatically rate you as "Perfect" when they show up and trust you to be honest enough to actually do the moves. These features, to be honest, were a huge selling point, as although the "point" of Fitness Boxing is to exercise rather than score lots of points, it's still frustrating to do things and not get the "credit" you feel you deserve for doing them.

    The game is structured around daily workouts, which incorporate an optional warmup stretch section followed by a low-intensity, relatively short workout, one or more high-intensity, long workouts, another low-intensity short workout and finally some cooldown stretches. On top of these, you can also pick any of the routines you've unlocked in the game and perform them at your leisure if you want to get a bit of extra time in — or just practice some of the routines that you've found a bit more challenging.

    There's a good structure to each routine. They all start very simple, gradually introducing new additions to the final combo one or two at a time, then challenge you to perform the full combo multiple times in succession. In the shorter routines you'll typically do one set of combos in orthodox stance then another in southpaw, while in the longer routines you'll tend to do two of each. The ebb and flow of the pace means that it never feels overwhelming, even for those of us whose muscles have all but wilted away during lockdown, and it all feels like it provides a nice balance of challenge and accessibility.

    Also if you're a weeb you can now turn the voices in Fitness Boxing 2 to Japanese while keeping the text in English, which is nice. And you can still dress up all the trainers as you see fit.

    This is good; this is what I wanted from it. All I need to do now is try to keep this up a few times a week — maybe even daily. We'll see how things go. I was certainly satisfied with how today's session went; I've got that combination of satisfying and painful post-workout ache in my arms right now, and I'm always quite pleased to feel that. It's like some tangible proof that you did something — though I'm wondering if I will regret it in the morning!

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    #oneaday Day 837: Mental Fatigue https://imnotdoctorwho.moegamer.net/2021/03/30/oneaday-day-837-mental-fatigue/ https://imnotdoctorwho.moegamer.net/2021/03/30/oneaday-day-837-mental-fatigue/#respond Tue, 30 Mar 2021 21:23:56 +0000 https://imnotdoctorwho.moegamer.net/2021/03/30/oneaday-day-837-mental-fatigue/ I'm feeling mentally exhausted right now, and I really wish I could shake it off because it's making daily life rather tiresome. On the one hand, the fact that it's making me specifically want to avoid things that cause me anxiety — most notably social media — is probably a good thing. On the other, … Continue reading #oneaday Day 837: Mental Fatigue

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    I'm feeling mentally exhausted right now, and I really wish I could shake it off because it's making daily life rather tiresome. On the one hand, the fact that it's making me specifically want to avoid things that cause me anxiety — most notably social media — is probably a good thing. On the other, though, it's making me fidgety, restless and at times outright panicky.

    One of the reasons I'm so nostalgic for ages gone by when it comes to things like gaming and magazines and the like is because it reminds me of simpler, happier times. I think back to, say, my time in sixth form, and all I had to think about was what was happening in the here and now. The Internet existed, but it was an activity in its own right that you did at a particular time during the day (always after 6pm, lest you incur the wrath of the parents paying the phone bill) and as such it didn't interfere with your thoughts throughout the day. It was just another thing you did.

    I've often pondered what the happiest time in my life was, and I'm pretty sure it was that specific period of time when I was at sixth form. I was studying the things I wanted to study and that I was passionate about, I had good friends who I got to spend a lot of time with, and anyone who had once caused me grief at school was long gone, because inevitably they were the ones who had gone into vocational qualifications or directly into jobs after compulsory education rather than spending another two years in a school they hated.

    Sixth form was a carefree time. We'd go to lessons (except General Studies; I didn't attend a single class for that in two years and got an A in the final exam), we'd hang out in the art room, we'd buy bacon and cheese baguettes from the recreation centre bar on the other side of the school car park.

    If we had two or more free periods in a row, we'd walk into town (or bundle into someone's car, once we all started passing our driving tests) and pay a visit to "Richie" at the local computer shop, and my friends would inevitably peer pressure me into buying a game for PlayStation or N64 that I was probably going to buy anyway. Then we'd have a bacon and cheese puff and a Belgian bun from The Baker's Oven, head back to school and wait for the day to be over, at which point we'd go home, play computer games, listen to music, read magazines and perhaps even do some homework.

    At no point during that process did the prospect of being anxious about the behaviour of people on the other side of the planet ever enter any of our minds. At no point were we in a situation where our mind would quasi-paralyse us, making us wonder what we "should" be doing at any given moment, inevitably settling on something and vapid and wasteful as reading the idle thoughts of complete strangers. And at no point did I ever find myself thinking "I wish things were different". (Well, that's not quite true. But wishing I'd confessed my feelings to any of the umpteen girls I fancied during that period is an altogether different matter, and we all have regrets in that regard, I'm sure.)

    I don't really know how to cope with "modern life" right now. It's not something you can easily just switch off from; you can't just "go back" to how things used to be. Or maybe you can; maybe it is just a matter of self-discipline and redirecting unhelpful thoughts in another direction and prompting yourself to do something productive rather than wasting brainpower and mental energy on things that ultimately don't really matter.

    And anyway, I can't completely ignore the few good things that modern life has brought me. It's brought me new friends who I wouldn't have otherwise been able to meet. It's been responsible for a significant part of my somewhat chequered career history. It's helped me express myself and explore my passions. So it's not all bad.

    I just wish you could get rid of the bad bits a bit more easily.

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    #oneaday Day 836: Mystery solved https://imnotdoctorwho.moegamer.net/2021/03/29/oneaday-day-836-mystery-solved/ https://imnotdoctorwho.moegamer.net/2021/03/29/oneaday-day-836-mystery-solved/#respond Mon, 29 Mar 2021 21:55:52 +0000 https://imnotdoctorwho.moegamer.net/2021/03/29/oneaday-day-836-mystery-solved/ Anxiety and depression were hitting pretty hard earlier, so I thought what could possibly be better for my mental state than a crime thriller? Yes, I decided to polish off what I had left of Root Film, and remarkably, despite a few tears during the end credits (if you know, you know) I came out … Continue reading #oneaday Day 836: Mystery solved

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    Anxiety and depression were hitting pretty hard earlier, so I thought what could possibly be better for my mental state than a crime thriller? Yes, I decided to polish off what I had left of Root Film, and remarkably, despite a few tears during the end credits (if you know, you know) I came out of the whole thing feeling a bit better about everything.

    I'm glad Root Film turned out so well. Root Letter was a vastly underappreciated visual novel/adventure hybrid modelled after late '90s Japanese PC games in structure, and while Root Film leans a bit harder on the visual novel side of things, it still has enough classic adventure DNA in it to make it feel like a distinct experience.

    I'm a particular fan of the "Max Mode" confrontations that tend to form the conclusions to the main parts of the story. These are, quite simply, situations where you need to present the right pieces of evidence at the right time to get the full story out of a witness (or suspect) but the way they're presented with such flair and drama is exactly the sort of thing I live for in video games. They're very different from Root Letter's take on "Max Mode", but they work just as well as a means of bookending the major "cases" — or at least major breakthroughs in the cases.

    As someone who is generally terrible at figuring out mysteries ahead of time, Root Film kept me guessing most of the way through, though I did notice a few things before the cast did. I actually got one particular core mystery "right" early on, but from the wrong angle; to say any more would be a spoiler, so I will refrain from doing so.

    All in all, I really loved it. It's a shame there aren't multiple endings like there were in Root Letter, but the structure of the game didn't really lend itself to having alternative conclusions; plus there's an argument to be made for the game's following of a linear path being for legitimate artistic reasons. Again, to talk too much about exactly why would spoil things from the late game so, again, I will refrain.

    Now I need to figure out what visual novel to get underway next! Piofiore arrived today (which my wife immediately dubbed "Contains Men with Hats") so I'm curious about that, but I also have a heap of other titles on my shelves… plus I never finished off all the routes in Nurse Love Syndrome either.

    For now, sleep is probably the correct answer, but I'll make a decision on that front tomorrow!

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    #oneaday Day 835: I'm a Pretty Maiden https://imnotdoctorwho.moegamer.net/2021/03/28/oneaday-day-835-im-a-pretty-maiden/ https://imnotdoctorwho.moegamer.net/2021/03/28/oneaday-day-835-im-a-pretty-maiden/#respond Sun, 28 Mar 2021 21:42:58 +0000 https://imnotdoctorwho.moegamer.net/2021/03/28/oneaday-day-835-im-a-pretty-maiden/ Finally followed through on something I've been meaning to do for ages today: I ordered a bunch of otome games with the intention of… well, something. At the very least playing all of them and, time permitting, writing something about them somewhere. I've played a few otome games in the past — Sweet Fuse was … Continue reading #oneaday Day 835: I'm a Pretty Maiden

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    Finally followed through on something I've been meaning to do for ages today: I ordered a bunch of otome games with the intention of… well, something. At the very least playing all of them and, time permitting, writing something about them somewhere.

    I've played a few otome games in the past — Sweet Fuse was my introduction to the genre, as I've explained elsewhere — but I've always been meaning to check out some of the "modern classics" that have come west. With the excitement over the upcoming release of BUSTAFELLOWS (the devs get genuinely upset if you don't write it in all capitals) I thought it was high time I put my money where my mouth is, support these games that we need to see more of over here, and now I'm looking forward to some quality narrative action.

    Specifically, to begin with, I've picked up Collar x Malice, Code: Realize and Piofiore, all of which I've heard good things about. I also have London Detective Mysteria on my shelf from a while back, and it's entirely possible I have some others hoarded from a while back, too.

    Aside from the BUSTAFELLOWS hype, the other thing which convinced me that now might be a good time to do this is that I'm coming towards the end of Root Film, and it's been really enjoyable to have a mystery story to enjoy before bed. I talked a while back about visual novels as bedtime reading and for one reason or another I fell a bit off that — but I'm going to make it a thing again.

    Root Film is more adventure game than visual novel, but it's still a narrative-centric experience, and the way it's presented makes it a very good "bedtime game". Plus I think Andie has been enjoying what she's seen of it too, which is always a bonus.

    Root Film is great, incidentally, if you hadn't picked up on that already. It's very much worth your time, as is its predecessor Root Letter. Both of them seem destined for relative obscurity, but everyone I know who has played them loved them — including me. So if you're after a solid mystery or two to solve, add 'em to your collection when you have a chance. Do it for Magari.

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    #oneaday Day 834: Into the Underworld https://imnotdoctorwho.moegamer.net/2021/03/28/oneaday-day-834-into-the-underworld/ https://imnotdoctorwho.moegamer.net/2021/03/28/oneaday-day-834-into-the-underworld/#respond Sun, 28 Mar 2021 00:46:52 +0000 https://imnotdoctorwho.moegamer.net/2021/03/28/oneaday-day-834-into-the-underworld/ Started playing Hades today. I'm late to the party, I know, but I'd been waiting for the inevitable physical release, and now that's a thing. Even better, it seems that the physical release is a completely up to date version that didn't require any additional downloads. Lovely. I'm actually thinking this might be a good … Continue reading #oneaday Day 834: Into the Underworld

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    Started playing Hades today. I'm late to the party, I know, but I'd been waiting for the inevitable physical release, and now that's a thing. Even better, it seems that the physical release is a completely up to date version that didn't require any additional downloads. Lovely.

    I'm actually thinking this might be a good approach to physical releases in the future. Release the game on its release date digitally so people who want to play it immediately can do so, then how back the physical release until all the DLC and patches are done. Voila, preservation problem solved.

    Anyway! Hades is very good. I'm sure you know this already as it was one of the most well regarded games of last year. But I can indeed confirm it is good.

    One of the things I've been impressed with is the humour. I was concerned it was going to be slightly insufferable ironic Western humour, but thankfully that is not the case. It's a wry look at Greek mythology, yes, but it's respectful and never feels cynical. It does a great deal to humanise a lot of the divine figures involved along the way, making them all very likeable for different reasons.

    I really like the game structure too. Battling your way through a series of discrete self-contained combat encounters works really well, and distinguished the game from Diablo wannabes. The lack of XP grinding and equippable loot helps with this, too; it keeps the game pacy and fun.

    I played for a couple of hours earlier and am looking forward to trying more. I'm sure I'll have more to say when I've spent some more time with it!

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    #oneaday Day 833: Another week down https://imnotdoctorwho.moegamer.net/2021/03/26/oneaday-day-833-another-week-down/ https://imnotdoctorwho.moegamer.net/2021/03/26/oneaday-day-833-another-week-down/#respond Fri, 26 Mar 2021 22:56:31 +0000 https://imnotdoctorwho.moegamer.net/2021/03/26/oneaday-day-833-another-week-down/ Another week gone by, and another month pretty much gone by, too. Time seems to be flying oddly quickly right now — perhaps it's because I'm actually enjoying the things I'm doing on a day-to-day basis. I am finally starting to feel a bit "trapped" in the house after many, many months of "yeah, this … Continue reading #oneaday Day 833: Another week down

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    Another week gone by, and another month pretty much gone by, too. Time seems to be flying oddly quickly right now — perhaps it's because I'm actually enjoying the things I'm doing on a day-to-day basis. I am finally starting to feel a bit "trapped" in the house after many, many months of "yeah, this is all right, really" but it's nothing I can't really cope with, and it's not as if I have nothing to occupy myself while I'm here anyway.

    Did everyone see the "Evercade VS" teaser earlier? More details are coming next month on the 23rd but it's been fun to see the excitement and speculation over it so far. It looks like it's going to be a good year for retro gaming!

    And that got me thinking, earlier. At the other end of the gaming spectrum, what on Earth happened to the PlayStation 5 and Xbox Series X? I've heard pretty much nothing about either ever since they launched. Well, that's a lie, Xbox Series X owners can't shut up about Game Pass (and some were even trying to argue it was the solution to the preservation issue the other day, which is just too ridiculous a prospect to even attempt to argue against) but PlayStation 5? I've seen no hype or excitement for anything whatsoever.

    I suspect both Microsoft and Sony are feeling like they may have rushed the two consoles out somewhat hastily in order to cater to a market that wasn't really there — and, I guess, a developer and publisher community that isn't really there, either. And the continued shortage of both parts and assembled consoles isn't helping matters, either; in some places I know it's still hard to get hold of one of the new systems.

    The only thing on PS5 that has piqued my interest even slightly is Neptunia ReVerse, but I'm already behind on Neptunia games so I can wait a little while to play another remake of the first one. Most of the developers I'm personally interested in seem to favour the Switch — and the Switch seems to be the place to go for limited-run stuff, as well, with some limited-press houses doing exclusively Switch stuff, and a lot of the most interesting stuff either having a Switch option at the very least, or in many cases being a Switch-only affair. Things have changed a lot since Limited Run Games first started doing this!

    Anyway, those are the fairly unstructured thoughts that have been on my mind today. I'm having a nice quiet weekend with Atelier Shallie and Root Film this weekend as I've already got next week's videos prepped and ready to go. Even better, my wife has finished upgrading our toilet so the house no longer resembles a war zone and we can poo in comfort. Always a bonus.

    Anyway, I hope you've all had a good week and have a pleasant, relaxing weekend to look forward to.

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    #oneaday Day 832: Jumpcut https://imnotdoctorwho.moegamer.net/2021/03/25/oneaday-day-832-jumpcut/ https://imnotdoctorwho.moegamer.net/2021/03/25/oneaday-day-832-jumpcut/#respond Thu, 25 Mar 2021 23:01:57 +0000 https://imnotdoctorwho.moegamer.net/2021/03/25/oneaday-day-832-jumpcut/ I think I've figured out why jumpcuts on YouTube videos bother me so much — aside from them just being shit editing. It's because they completely destroy the normal form of speech and turn anything someone is saying into a relentless, endless string of words with no real beginning and no real end. To put … Continue reading #oneaday Day 832: Jumpcut

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    I think I've figured out why jumpcuts on YouTube videos bother me so much — aside from them just being shit editing. It's because they completely destroy the normal form of speech and turn anything someone is saying into a relentless, endless string of words with no real beginning and no real end.

    To put it another way, it turns an entire 20-minute YouTube video into a single sentence. Aside from just being a bit crap, this bothers me specifically because it hits my autistic brain right in a place where it hurts: I get incredibly anxious if I feel like someone is just talking "at" me and not giving me a place to say anything.

    While I'm obviously not expected to "reply" to a YouTube video, the relentless, never-ending pace of someone jumpcutting every single breath out of their video creates exactly the same feeling of anxiety in me as if I'm speaking to someone who won't let me get a word in edgeways. I hate it. It's actively unpleasant to be around.

    Aside from that, I just really don't see the point. It makes the people who do it less likeable and less "human". It looks terrible to see people flicking around from position to position. It looks absolutely ridiculous when they do it in the middle of a sentence — and yes, people do indeed do this. And surely, from a practical perspective, it must make a ridiculous amount of additional work to edit — unless these people have some sort of magic automatic jumpcutting software or whatever. Which is probably not beyond the realm of possibility.

    Regardless of the reasoning behind it, you won't catch me jumpcutting, and you will find me actively avoiding video creators who make excessive use of it. Thankfully the few channels I do actively follow steer clear of this sort of thing — perhaps because most of the people I follow are closer to my age and older.

    Grumble, grumble, somethingsomething TikTok generation, get off my lawn you little shits.

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    #oneaday Day 831: Shallie-la-la https://imnotdoctorwho.moegamer.net/2021/03/24/oneaday-day-831-shallie-la-la/ https://imnotdoctorwho.moegamer.net/2021/03/24/oneaday-day-831-shallie-la-la/#respond Wed, 24 Mar 2021 23:07:31 +0000 https://imnotdoctorwho.moegamer.net/2021/03/24/oneaday-day-831-shallie-la-la/ Got around to making a start on Atelier Shallie this evening, and so far I'm very impressed. Obviously I'll talk a lot more about it in the coming weeks as I cover it in the Atelier MegaFeature on MoeGamer, but first impressions are very positive indeed. The thing that has struck me more than anything … Continue reading #oneaday Day 831: Shallie-la-la

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    Got around to making a start on Atelier Shallie this evening, and so far I'm very impressed. Obviously I'll talk a lot more about it in the coming weeks as I cover it in the Atelier MegaFeature on MoeGamer, but first impressions are very positive indeed.

    The thing that has struck me more than anything else is how much it feels like a new Atelier Iris game in terms of structure and mechanics. A whole ton of Atelier Iris' best bits have been brought back for Shallie, including the Burst meter, the ability to stun (or "break", as it's known here) enemies and a structure built around earning enough points to progress to the next main narrative beat.

    The latter aspect looks to be one of the more interesting parts of the game, as it's dynamic and responsive… kind of. Ostensibly it presents you with objectives to accomplish according to how you've been behaving in the game — have lots of fights, you'll get more combat-related objectives, that sort of thing — but realistically it's a matter of "do this thing a certain number of times and then a specific objective will come up". It's still cool, though, and means that the game feels less like working through a checklist and more like being rewarded for doing the stuff that you're doing anyway.

    The main reason people outside the Atelier fandom take an interest in Shallie is the fact that it lacks a time limit. In fact, it appears to completely lack a date and time system altogether — which is fine, because without a time limit, it would feel a bit redundant. Instead, you can take all the time you want to explore, gather materials, fight monsters and interact with your friends — which is great. Personally I have no problem with the time-limited Atelier games, but it's nice to have a change in format, particularly after how most of Atelier Escha & Logy was fairly rigidly structured.

    Atelier Shallie also marks a shift to what I assume is the "modern modern Atelier style" of presentation, where rather than exploring dungeons from fixed camera angles, you instead have an over-the-shoulder view, coupled with larger fields whose maps you can't see in their entirety initially. This is very similar to what Atelier Lulua would go on to do in 2019, so I wouldn't be surprised if all the games in between Shallie and Lulua follow a similar means of doing things. I'll have to wait and see, I guess!

    In fact, a fair amount of Atelier Shallie feels quite a bit like Atelier Lulua. I'm pretty sure one of the main characters did what I have known up until this point as Lulua's iconic "salute" animation; I suspect it's only a matter of time before at least one person does the nervous "finger circles" animation, which is adorable.

    It's great to see how many previous Dusk characters return in Shallie. So far I've only run into Linca, but if the intro video is anything to go by I'm expecting to see Ayesha, Escha and Logy at the very least, and I suspect there will be others too; it just wouldn't be a Dusk game without Wilbell, after all.

    Anyway, after an hour or two of play earlier I'm having a good time and I'm looking forward to writing about it. There'll be an article on Escha & Logy's music this week, then the first Shallie article will follow the week after.

    We're getting there!

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    #oneaday Day 830: Original Creators https://imnotdoctorwho.moegamer.net/2021/03/23/oneaday-day-830-original-creators/ https://imnotdoctorwho.moegamer.net/2021/03/23/oneaday-day-830-original-creators/#respond Tue, 23 Mar 2021 23:05:54 +0000 https://imnotdoctorwho.moegamer.net/2021/03/23/oneaday-day-830-original-creators/ Over the last… year or so I guess? I've started to get a lot more people randomly showing up in the comments of my videos on YouTube — and of those commenters being the original creators of the games I cover. Most recently I had Simon Hunt, author of Diamonds and Dan Strikes Back, show … Continue reading #oneaday Day 830: Original Creators

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    Over the last… year or so I guess? I've started to get a lot more people randomly showing up in the comments of my videos on YouTube — and of those commenters being the original creators of the games I cover. Most recently I had Simon Hunt, author of Diamonds and Dan Strikes Back, show up, and previously I've had one of the authors of Time Bandit for Atari ST, someone behind an Atari User listing and probably a couple of others I've forgotten along the way, too.

    It's a real delight any time this happens, and any time the Internet threatens to overwhelm you with its rancid, sewage-filled nature, it's worth remembering that the same tech that allows 12-year olds to go "on god my oomf fixed this pedo's art /gen" and inexplicably be taken seriously by someone also allows people to connect in ways that we would have never dreamed possible a decade or two back.

    When I was first playing Diamonds on my Atari 8-bit, I loved it, but I never would have imagined that one day its creator would be sending me a message saying how nice it was to see me enjoying his game many years after its original release — and indeed admitting that he was never very good at his own game in the case of Dan Strikes Back.

    That's pretty awesome. And, as I say, as sites like Twitter slip deeper and deeper into a foul-smelling, rancid trash fire, it's worth remembering that the Internet is a much, much bigger place than social media might make it seem sometimes. In fact, as time goes on, it's feeling more and more like social media is just that weird side of town where the general public inexplicably seems to enjoy hanging out, even though it's a complete shithole. As in real life, the real value is in curating smaller, more specialist communities and enjoying the company of people who aren't blithering idiots.

    To put it another way, I'd much rather be hanging out at the local Atari users' group than standing on a street corner smoking and drinking Special Brew until I vomit in the gutter.

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    #oneaday Day 829: Guilty or Innocent https://imnotdoctorwho.moegamer.net/2021/03/22/oneaday-day-829-guilty-or-innocent/ https://imnotdoctorwho.moegamer.net/2021/03/22/oneaday-day-829-guilty-or-innocent/#respond Mon, 22 Mar 2021 23:53:57 +0000 https://imnotdoctorwho.moegamer.net/2021/03/22/oneaday-day-829-guilty-or-innocent/ You know the bit in Transformers the Movie where they're in that "court" and there's the big rotating head thing that growls "guilty" or "innocent", then drops people in the pit of death if they're innocent? That's Twitter, and it fucking sucks. Those of you who have been following me for a while will be … Continue reading #oneaday Day 829: Guilty or Innocent

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    You know the bit in Transformers the Movie where they're in that "court" and there's the big rotating head thing that growls "guilty" or "innocent", then drops people in the pit of death if they're innocent? That's Twitter, and it fucking sucks.

    Those of you who have been following me for a while will be well aware of my longstanding frustration with social media, and particularly its tendency towards public shaming. This has been a thing for a long time now. In fact, I vividly recall having a fair few arguments with people I knew who were inexplicably in favour of it in probably about 2012-2013 or so — I'm not friends with them any more, thankfully — and it's only gotten worse as the years have rolled on.

    The recent fiasco with Dan from Game Grumps should be the last straw for a lot of people. In the space of literally about half an hour, we had a Reddit post (which, it turns out, contained fabricated or at the very least misattributed evidence) talking about Dan sleeping with a groupie a few years back, and this escalated via Twitter into "Dan is grooming minors and is a paedophile". And I'm not exaggerating; it really was in the space of half an hour that all this happened.

    Thankfully, in this instance it's gone away almost as quickly as it erupted, partly because the original instigator of the situation stepped up and basically said "whoops, I didn't mean this to happen" (yes you fucking did) but if Dan has any sense, he'll sue the fuck out of the little shit who started this whole thing off.

    I feel strongly about this sort of thing because I've been on the receiving end of it. In the grand scheme of things, I'm pretty much an Internet nobody in comparison to someone like Dan. But I've still suffered the consequences of a band of trolls latching on to something I said (in this instance, the fact that I said I enjoyed My Little Pony: Friendship is Magic) and then using that as an excuse to kick off a coordinated harassment campaign.

    And I mean harassment. I'm not talking a few mean tweets. I'm talking spreading my name around accusing me of being a paedophile. I'm talking phoning my family members and people I worked with at the time to make horrible accusations. I'm talking stalking me on every social media account I had. In my case, I hadn't even done anything even vaguely "wrong"; I was just a target for some bored losers online who wanted to try and ruin someone's life.

    The difference with the Dan situation is, of course, that when you're someone of at least a reasonable amount of note online, these sort of accusations can potentially destroy your career. We saw it happen with ProJared — who thankfully bounced back after comprehensively tearing down pretty much everything that was thrown at him — and thankfully, this whole incident this time around has ended before it really got rolling.

    It saddens me a bit that I've seen people I know participating in the whole thing this time around. I'm really disgusted with how quickly people went for blood, and I can't help but worry about the fact this keeps happening. Ultimately it ends up being bad for the people who are the real victims of actual wrongdoing — because eventually, no-one will believe them.

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    #oneaday Day 828: Your Own Mind https://imnotdoctorwho.moegamer.net/2021/03/21/oneaday-day-828-your-own-mind/ https://imnotdoctorwho.moegamer.net/2021/03/21/oneaday-day-828-your-own-mind/#respond Sun, 21 Mar 2021 22:17:05 +0000 https://imnotdoctorwho.moegamer.net/2021/03/21/oneaday-day-828-your-own-mind/ One of the things that people seem most hesitant to do these days is to make their own mind up about things — particularly when it comes to opinions on popular media. To simplify the model, some people find themselves in the role of "opinion leaders", and people who follow those opinion leaders take said … Continue reading #oneaday Day 828: Your Own Mind

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    One of the things that people seem most hesitant to do these days is to make their own mind up about things — particularly when it comes to opinions on popular media.

    To simplify the model, some people find themselves in the role of "opinion leaders", and people who follow those opinion leaders take said opinion leaders' opinions at face value without taking the time to think critically for themselves.

    This has, to an extent, always been an issue in one form or another. I vividly remember back in the '80s and early '90s taking the word of magazine reviewers as absolute gospel, for example, and yet in more recent years I've come to the conclusion that modern video game reviews are, for the most part, completely and utterly useless to me.

    The reason I'm bringing this up now is that I've just finished a recording session for Atari A to Z. One of the games I was covering was, supposedly, a hot pile of garbage that had no redeeming value whatsoever — at least, if the reviews both at the time of its original release and a little later (early 2000s) were to be believed.

    But then I played it… and while it had its limitations — it was still an Atari 2600 game, after all — there was actually a lot to like about it. And I'd go so far as to say that calling it "bad" would be doing it a massive injustice. You might not like it, you might find it boring or you might simply find it unappealing, sure… but from a technical standpoint, this game was pretty much flawless.

    And herein lies the problem we've always had with video game criticism specifically: the fact that the "opinion leaders" (or wannabe opinion leaders) out there are still obsessed with making judgements of "quality" on something that is fundamentally subjective. Bad games absolutely do exist, sure… but there's a limit to what you can reasonably call "bad" before you're crossing over into "I just don't like this" territory. Which is quite a different territory, let me tell you.

    Anyway. It's always a pleasant surprise when I cover something I'd been led to believe would be a pile of old toss, and it actually turns out to be rather enjoyable. You can find out what it is in a couple of weeks' time on Atari A to Z Flashback!

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    #oneaday Day 827: 200MB of Keyboard Power? https://imnotdoctorwho.moegamer.net/2021/03/20/oneaday-day-827-200mb-of-keyboard-power/ https://imnotdoctorwho.moegamer.net/2021/03/20/oneaday-day-827-200mb-of-keyboard-power/#respond Sat, 20 Mar 2021 22:55:44 +0000 https://imnotdoctorwho.moegamer.net/2021/03/20/oneaday-day-827-200mb-of-keyboard-power/ Reading these old Atari magazines is interesting for a variety of reasons, but one that continually stands out to me is how different today's hardware is… and not necessarily in a good way! This evening, for example, I was looking for a way to reassign the function keys on my wireless keyboard. It's a Logitech … Continue reading #oneaday Day 827: 200MB of Keyboard Power?

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    Reading these old Atari magazines is interesting for a variety of reasons, but one that continually stands out to me is how different today's hardware is… and not necessarily in a good way!

    This evening, for example, I was looking for a way to reassign the function keys on my wireless keyboard. It's a Logitech keyboard I've had for a few years at this point, but I've hit the "why did no-one think this was a terrible idea" turn-off-your-PC button accidentally too many times to want to keep going as is. (Patti also hit it once during a work meeting. Thank heavens for the quick startup time of SSDs is all I can say!)

    Eventually, I came across the apparent solution: download an application called Logitech Options, which allows you to change the settings for your wireless Logitech devices. I downloaded it, and was surprised to discover it was two hundred megabytes in size. This is obviously small fry to today's lightning-fast broadband speeds to download, but why on earth is a piece of software designed to change a few settings two hundred megabytes?

    Even as (relatively) recently as the Windows 95/98 era, software that Made Things Happen with hardware could fit on a single 1.44MB disk, often with some bonus goodies thrown in there too — and if you look back to the systems being covered in the issues of Monitor and Page 6 that I've been reading recently, you're dealing with computers that had 1MB of RAM at the absolute most — more commonly somewhere between 48K and 512K depending on if it was an 8- or 16-bit machine.

    What's amusing to me, given the ridiculous size of that Logitech Options application (which didn't even do what I wanted in the end — it would only let me swap my two mouse buttons over and nothing else) is that back in those early 8-bit days in particular, programmers were absolute masters of cramming useful things into tiny amounts of memory. It wasn't at all uncommon to see type-in listings act as programs that you would run then keep in the computer's memory while you were doing other things — and on all but the most low-end machines you'd be able to do everything you normally would with the computer with this little extra bit of software sitting somewhere in your 64K (or whatever) of RAM.

    A good example is the "TYPO" software pioneered by (if I remember rightly) Antic magazine, which was subsequently also used by Page 6 here in the UK. TYPO was, as the name suggests, a program to help ensure that you were typing things in correctly — in this case while typing in program listings in BASIC from magazines. You'd load and run TYPO and it would sit in memory, then as you typed it would flash up letter codes at the top of the screen when you finished writing a line. If the two-character code matched the one printed in the magazine, you'd typed it in right. If it didn't, you needed to check it. Simple. Effective. Took up so little memory you could type in a full BASIC listing with it resident and be able to run the program flawlessly afterwards.

    Two hundred megabytes for an application that lets me swap my mouse buttons over? What, exactly, happened?

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    #oneaday Day 826: Progress https://imnotdoctorwho.moegamer.net/2021/03/20/oneaday-day-826-progress/ https://imnotdoctorwho.moegamer.net/2021/03/20/oneaday-day-826-progress/#respond Sat, 20 Mar 2021 02:15:36 +0000 https://imnotdoctorwho.moegamer.net/2021/03/20/oneaday-day-826-progress/ It's 2AM and I finally polished off Atelier Escha & Logy's second playthrough, so expect a writeup over the weekend. I'm glad I made the effort for the second run — I'll write more about this over the weekend, but I was concerned the two runs would be too similar to one another, but there … Continue reading #oneaday Day 826: Progress

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    It's 2AM and I finally polished off Atelier Escha & Logy's second playthrough, so expect a writeup over the weekend. I'm glad I made the effort for the second run — I'll write more about this over the weekend, but I was concerned the two runs would be too similar to one another, but there was enough different to make it worthwhile. Perhaps not to the same degree as Mana Khemia 2, but definitely worthwhile — and the True ending was a good payoff.

    Escha & Logy took a while to get through fully, though not because I wasn't enjoying it. It just happened to hit around the time when I was starting to get more busy with the new job and figuring a bunch of things out. Now it's over and done with I can hopefully take a bit of time to get "ahead of schedule" on Atelier Shallie, too — this is another title I'm particularly interested to explore, as the conclusion to the Dusk series, plus the Atelier game from the "modern" era where they decided to ditch the time limits again.

    I've also got Root Film to play, which I'm absolutely loving, and even better, I can justify playing that for work. If you enjoy visual novel/adventure game hybrids, Root Film is absolutely fantastic; it definitely lives up to the underappreciated and largely unknown original Root Letter, which I'm glad about — I just hope it sees enough success for us to see more "Kadokawa Mysteries" in the future!

    It's interesting they seem to have ditched their original plan, though, which was to have a cast of "virtual actors" play different roles in multiple games. I wonder what happened to that? It's not a super big deal, as Root Film's characters are a delight, but it would have been an interesting twist on things.

    Anyway, as I say, it's 2AM and I'm feeling less than coherent, so time to sleep, I think! Hope you all have a good weekend.

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    #oneaday Day 825: Furry friends https://imnotdoctorwho.moegamer.net/2021/03/18/oneaday-day-825-furry-friends/ https://imnotdoctorwho.moegamer.net/2021/03/18/oneaday-day-825-furry-friends/#respond Thu, 18 Mar 2021 22:30:50 +0000 https://imnotdoctorwho.moegamer.net/2021/03/18/oneaday-day-825-furry-friends/ I love having cats. I absolutely loved having a cat growing up, and having two cats now is one of the best things about the life we live at the moment. And having been stuck indoors for so long, we've been able to spend a lot of time with them both, which it's very obvious … Continue reading #oneaday Day 825: Furry friends

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    I love having cats. I absolutely loved having a cat growing up, and having two cats now is one of the best things about the life we live at the moment. And having been stuck indoors for so long, we've been able to spend a lot of time with them both, which it's very obvious they appreciate.

    It does make me worry a bit that they won't like it if and when Andie and I have to go back to work, though with the way things are that is a long way off — and all being well in my case, I'll be able to do my work from home the vast majority of the time. For now, we can just enjoy their company.

    I love how all of our cats have showed their own personality over time. Our dearly departed Ruby, who is still sadly missed, was very friendly and a little clingy at times; we think she might have had something wrong with her eyesight, so she often liked to have some "support" any time she was getting down from something. On one memorable morning, she somehow found herself stuck on the roof of our extension with no idea how to get down, so we (well, I'll be honest, Andie) had to get up the ladder and help her down, all before either of us had got ready for work.

    Meg, meanwhile, is rapidly turning into Garfield. She's lazy, she enjoys food out of the fridge — she knows the sound of the fridge door opening and comes asking for food without fail — and this evening we caught her eating a bit of pasta that had fallen on the floor. I strongly suspect if we put a lasagne in front of her she'd devour it.

    At the same time, though, she is an incredibly caring, kind cat. Any time either of us are feeling low, she will come and sit with us and keep us company. Earlier this evening, she led me into the bedroom so that we could spend some time just chilling and hanging out on the bed. And we'll often wake up in the night to find that she has snuck in to cuddle up against one of us.

    As for Patti… well, Patti is a law unto herself. Since she was apparently "abandoned" before she was taken in by the shelter we got her from, we suspect that she never really learned how to "cat" properly, and as such has developed her own way of doing a lot of things. She's a very vocal cat who enjoys talking to us, she is fond of tapping us in the face in the mornings — she knows what my alarm sounds like and comes to wake me up if I don't respond to it — and she will do absolutely anything for treats.

    I love them dearly, and I hope we enjoy many more years of happiness with them. I know that one day we'll have to say goodbye to them just as we had to say goodbye to Ruby — well before her time — and that sometimes makes me a bit sad, but that shouldn't mean I can't make the most of their company now and love them for all they're worth. Because they both love us a great deal; we can feel it. And it's the absolute best feeling.

    The post #oneaday Day 825: Furry friends appeared first on I'm Not Doctor Who.

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    #oneaday Day 824: Monitor https://imnotdoctorwho.moegamer.net/2021/03/17/oneaday-day-824-monitor/ https://imnotdoctorwho.moegamer.net/2021/03/17/oneaday-day-824-monitor/#respond Wed, 17 Mar 2021 22:44:49 +0000 https://imnotdoctorwho.moegamer.net/2021/03/17/oneaday-day-824-monitor/ Halfway through typing this post for the first time, Patreon's web page just inexplicably disappeared, losing everything I had written. I will now attempt to recall what I just wrote! Anyway. Ten new magazines arrived today — ten issues of Monitor magazine, the official publication of the unofficial nationwide Atari users' club. I had it … Continue reading #oneaday Day 824: Monitor

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    Halfway through typing this post for the first time, Patreon's web page just inexplicably disappeared, losing everything I had written. I will now attempt to recall what I just wrote!

    Anyway.

    Ten new magazines arrived today — ten issues of Monitor magazine, the official publication of the unofficial nationwide Atari users' club. I had it in my head that Monitor was an Atari publication for some reason, so I was interested to discover that its origins were similar to Page 6. As far as I'm aware, Monitor never hit the newsstands, though, while Page 6 quickly outgrew being a "club magazine" within a matter of issues.

    In terms of what's in the issues, it's the usual mix of stuff for the period: short games of reviews that don't really tell you all that much, reviews of "serious" software that are a bit more comprehensive, plus programming tips and tricks — many of which look like black magic to a modern audience.

    Looking back on that latter aspect of things in particular always impresses me, because it was actually reasonably widespread knowledge at the time. You had to know that stuff, because there were no real "shortcuts" to achieving those tasks as there are today. Even something as simple as changing the font of the on-screen text involved redefining data in the computer's memory a byte at a time rather than just clicking "change font".

    Whenever I look back on this stuff, I find myself wondering if anyone knows how to program modern computers in that way — or indeed if it's even possible to access the guts of a modern computer in the same way. I suspect not; the reason a lot of programming in the 8-bit era in particular worked the way it did was because the hardware was standardised within a platform — one 800XL was the same as any other (perhaps with some minor differences in revisions over time) and so it was possible to do thing like establish a "memory map" of which bits of the computer's memory did what.

    Sure, today's machines are a whole lot easier to use, and the Internet allows us to do pretty much anything we'd care to think of with our computers. But I also sort of miss that feeling of directly interacting with a machine in that way — even if it's just through a bit of tentative POKE action in BASIC. I still remember that if you poke 1 into location 752, you hide the cursor; the number you poke into location 82 defines where the left margin on the screen is; and if you poke 0 into location 559, you turn the screen display off. That's about it!

    Perhaps I'll learn something from all these old mags yet.

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    #oneaday Day 823: Diggin' Dwarves https://imnotdoctorwho.moegamer.net/2021/03/16/oneaday-day-823-diggin-dwarves/ https://imnotdoctorwho.moegamer.net/2021/03/16/oneaday-day-823-diggin-dwarves/#respond Tue, 16 Mar 2021 21:01:10 +0000 https://imnotdoctorwho.moegamer.net/2021/03/16/oneaday-day-823-diggin-dwarves/ Been playing a bit more Deep Rock Galactic both with friends and solo recently, and I like it a lot. The procedural generation side of things makes it a whole lot more appealing than more "static" co-op games such as Vermintide and Left 4 Dead, and the varied objectives keep things interesting, too. There's also … Continue reading #oneaday Day 823: Diggin' Dwarves

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    Been playing a bit more Deep Rock Galactic both with friends and solo recently, and I like it a lot. The procedural generation side of things makes it a whole lot more appealing than more "static" co-op games such as Vermintide and Left 4 Dead, and the varied objectives keep things interesting, too.

    There's also a good sense of progression that just feels like it offers you more options rather than making you "better", which is ideal for a group of players who can't necessarily play the game the same amount as one another over time — no-one gets "left behind" as such, they just have fewer ways to supplement their basic abilities.

    I'm particularly impressed with the fully destructible levels. I've played several missions recently where victory was determined by just saying "fuck it" to finding an "easy" way to an objective, and instead tunnelling through a wall. It's not always the most efficient approach — particularly when playing solo, as I found out to my cost earlier this evening — but it's impressive that it's even an option. Plus sometimes digging off in a random direction can net you some goodies — though it's worth remembering that this isn't Minecraft.

    You need to play quite a lot before you start unlocking some of the interesting sounding progression mechanics and longer challenges in the game — but I think that makes a lot of sense, since all of those are geared towards people who are taking the game semi-seriously. For more casual players, it's dead easy to just boot up the game, pick a mission type and jump in — with missions generally lasting 20-30 minutes each (maybe a little more if you're playing solo), you can have a decent amount of fun and feel like you've achieved something even if your available time to play is relatively limited.

    I think that's why it's resonated with our group of friends so well — we all have very different schedules and commitments, and this caters to most of us in one way or another. I'm glad I jumped on board with it, because I'd been skeptical to begin with — we've left a trail of abandoned multiplayer games in our wake. This one seems to be sticking for the moment, though, so I'm looking forward to playing a bit more.

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    #oneaday Day 822: A Thank You https://imnotdoctorwho.moegamer.net/2021/03/15/oneaday-day-822-a-thank-you/ https://imnotdoctorwho.moegamer.net/2021/03/15/oneaday-day-822-a-thank-you/#respond Mon, 15 Mar 2021 22:09:58 +0000 https://imnotdoctorwho.moegamer.net/2021/03/15/oneaday-day-822-a-thank-you/ Remembered to update the Patrons list at the end of videos this week and noticed that a few people have said their farewells, which is perfectly fine, of course, but serves as a good prompt for me to talk about something that has been weighing on my mind since starting the new job. And that … Continue reading #oneaday Day 822: A Thank You

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    Remembered to update the Patrons list at the end of videos this week and noticed that a few people have said their farewells, which is perfectly fine, of course, but serves as a good prompt for me to talk about something that has been weighing on my mind since starting the new job.

    And that is that I'm extremely grateful for your continued support, even though I'm not producing as much "patron-supported" stuff as I was in previous months. MoeGamer is updating once or twice a week right now, and I've cut back video production to three Atari A to Z videos a week and nothing else.

    Full disclosure: anxious old me has actually felt a bit "guilty" for cutting back that much, even though I know that with the time, effort and brainpower required for the new dayjob I simply don't have the energy to do things as I was previously of an evening. I was only able to be as prolific as I was back when I was working the old day job because that role bored the pants off me; it frequently left me with large chunks of downtime that I could fill with my own projects, so rather than sitting around twiddling my thumbs during particularly boring working days, that's exactly what I did — supported by a bit of extra time in the evening when required.

    I've actually considered closing this Patreon down a couple of times since starting the new gig due to this "guilt", but this is where I'm particularly grateful for your continued support. Because I think all of you who are still here recognise some things that I sometimes forget: firstly, that despite the fact I'm doing less in the way of patron-supported projects, it doesn't mean that I'm doing no patron-supported projects. And secondly, the costs associated with said projects don't just relate to creating new stuff: they also relate to keeping all the old stuff online.

    I'm genuinely proud of what I've been able to create with MoeGamer over the course of more than half a decade. I believe I've brought some much-needed attention and in-depth analysis to a wide variety of games that don't get the recognition they deserve — and that stuff should stay online, particularly as those games get older and run the risk of being "lost" to selective history.

    With all the material on MoeGamer, that reached a point where it was starting to cost money to keep online quite some time ago — and even if I never wrote anything else for the site ever again (which is not my intention, I hasten to add!) it would still cost money to host all those past features, articles, interviews and everything else.

    That's what I'm especially grateful for. Because although I'm not in a position to be able to hammer out an article every day for MoeGamer any more, that doesn't diminish the value of the stuff that is already there. And because you're still here, you recognise and understand that — and I very much appreciate that. On top of that, you recognise and understand that I am still doing worthwhile things — even if I sometimes forget that myself!

    So thank you for that. I really appreciate it — and I hope you continue to enjoy both what I manage to get up on MoeGamer and YouTube, as well as the stuff for my day job too. And for those who follow me for the retro stuff rather than the overlooked and underappreciated Japanese stuff, rest assured that my day job will be incorporating a lot more retro stuff very, very soon — Technical Things are happening before I can start playing my role, so it'll likely still be a few weeks, but I look forward to revealing what I'm up to there, too. Please look forward to it!

    Anyway, sorry for the incoherent ramble; I hope it at least made some degree of sense. And thank you again for your support. It is greatly appreciated.

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    #oneaday Day 821: YouTube is weird https://imnotdoctorwho.moegamer.net/2021/03/14/oneaday-day-821-youtube-is-weird/ https://imnotdoctorwho.moegamer.net/2021/03/14/oneaday-day-821-youtube-is-weird/#respond Sun, 14 Mar 2021 22:56:06 +0000 https://imnotdoctorwho.moegamer.net/2021/03/14/oneaday-day-821-youtube-is-weird/ Through various combinations of circumstances, I found myself on a Reddit threat discussing why Game Grumps don't use their old "cartoon-style" heads on their thumbnails any more, instead using actual photographs of themselves combined with imagery from the games they're playing. The answer, as anyone who has spent any time watching YouTube will know, is, … Continue reading #oneaday Day 821: YouTube is weird

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    Through various combinations of circumstances, I found myself on a Reddit threat discussing why Game Grumps don't use their old "cartoon-style" heads on their thumbnails any more, instead using actual photographs of themselves combined with imagery from the games they're playing.

    The answer, as anyone who has spent any time watching YouTube will know, is, of course, "the algorithm". Supposedly thumbnails with actual faces in them get more views — or at least get pushed in front of more people than more straightforward thumbnails do — which is why we end up with pages and pages of people doing Macaulay Culkin impressions on their videos, even if they're clearly uncomfortable doing so. I mean, not to pick on the guy, but all you have to do is look at RGT 85's videos to see someone who really doesn't seem to want to be plastering his face over everything he does. Can you spot the ones where he copy-pastes stock photos of himself?

    Trouble is, as frustrating as it is to see this sort of thing at times stifling creativity, it obviously works, otherwise people wouldn't be doing it. And you can actually see it in the viewing figures on the Grumps' videos; the videos with their actual faces are often pushing a million views or more, while the ones without tend to be 500k and under.

    Annoyingly, I've even noticed this on a channel as small as my own. Anything I've done where my own face is the thumbnail — such as the Q&A videos and the recent channel update — has had about double the usual viewing figures I get for a typical video. Which, naturally, makes me wonder if I should be doing something like that a bit more often.

    Trouble is, I rather like the consistency of presentation the Atari A to Z videos and other series have on the channel right now, and to suddenly start adding my gurning fizzog to them would feel a bit strange. I can't deny that it's tempting to try an experiment with some video thumbnails, though. We shall see.

    Anyway, just thought I'd ramble briefly on that subject as I found it vaguely interesting. Hope you've had a good weekend and any mothers among you have had a pleasant Mothering Sunday (in the UK). Back to the grindstone again tomorrow!

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    #oneaday Day 820: Disturbed https://imnotdoctorwho.moegamer.net/2021/03/13/oneaday-day-820-disturbed/ https://imnotdoctorwho.moegamer.net/2021/03/13/oneaday-day-820-disturbed/#respond Sat, 13 Mar 2021 22:41:02 +0000 https://imnotdoctorwho.moegamer.net/2021/03/13/oneaday-day-820-disturbed/ Early night didn't really work out last night — there was a nasty storm which kept knocking the power out, which kept both of us and the cats awake, so a restful sleep was not had. I don't feel too bad though, as I managed to have a decent lie-in this morning at least, and … Continue reading #oneaday Day 820: Disturbed

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    Early night didn't really work out last night — there was a nasty storm which kept knocking the power out, which kept both of us and the cats awake, so a restful sleep was not had. I don't feel too bad though, as I managed to have a decent lie-in this morning at least, and got a decent amount of stuff done today. Andie had her first dose of the vaccine, too, and has been mostly all right aside from an occasional bruised, tingly feeling in her fingers. I don't know when mine will be yet. 

    Tomorrow I'm going to bang out a few more videos and enjoy some video games. Andie is going to tile some more of the toilet. And I suspect Patti the cat will have learned nothing from the fact she just got her claws stuck in the back of my chair and repeat the process tomrrow, because she is an idiot. An adorable idiot, yes, but still an idiot nonetheless.

    For now, I think it's time for bed with perhaps a few arcade games before sleep, perhaps another flip through ACE magazine, which I've read cover-to-cover now and enjoyed greatly — still waiting for the bunch of eBay purchases from the other day to arrive — and hopefully a slightly more restful sleep this evening! The storm outside seemed to have passed by the morning, so hopefully tonight will be more peaceful.

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    #oneaday Day 819: Early night https://imnotdoctorwho.moegamer.net/2021/03/12/oneaday-day-819-early-night/ https://imnotdoctorwho.moegamer.net/2021/03/12/oneaday-day-819-early-night/#respond Fri, 12 Mar 2021 21:44:27 +0000 https://imnotdoctorwho.moegamer.net/2021/03/12/oneaday-day-819-early-night/ Feel like absolute crap this evening, so am probably going to get an early night. As I mentioned on Twitter earlier, this week's Atelier article will be out over the weekend as I had a few things I wanted and/or needed to take care of this evening first. Been struggling a bit of late with … Continue reading #oneaday Day 819: Early night

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    Feel like absolute crap this evening, so am probably going to get an early night. As I mentioned on Twitter earlier, this week's Atelier article will be out over the weekend as I had a few things I wanted and/or needed to take care of this evening first.

    Been struggling a bit of late with anxiety and depression, as you may have noticed. Hopefully a nice quiet weekend will help a bit with some of that — I'm planning to record a few Atari episodes, read some magazines if they arrive by then and just chill out with some favourite video games — and some new stuff that might soon become favourite video games.

    For now, I hope you've had a pleasant week and that you have at least a tolerable weekend ahead of you. I'm gonna go lie down and hope I feel a bit less zombified and sad — not a great combination, let me tell you — in the morning. Ta-ta!

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    #oneaday Day 818: Escape https://imnotdoctorwho.moegamer.net/2021/03/11/oneaday-day-818-escape/ https://imnotdoctorwho.moegamer.net/2021/03/11/oneaday-day-818-escape/#respond Thu, 11 Mar 2021 23:09:54 +0000 https://imnotdoctorwho.moegamer.net/2021/03/11/oneaday-day-818-escape/ I've been feeling crazy anxious for the last few days, so I've been deliberately stepping back from most forms of social media for a bit. It's one of those times where I feel like I'm not getting a ton from it, so all I'm doing is scheduling a bunch of posts for people to check … Continue reading #oneaday Day 818: Escape

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    I've been feeling crazy anxious for the last few days, so I've been deliberately stepping back from most forms of social media for a bit. It's one of those times where I feel like I'm not getting a ton from it, so all I'm doing is scheduling a bunch of posts for people to check out, and then not looking at it for the rest of the day. Seems to be working just fine to me.

    I'm not sure what's triggered this latest bout of anxiety — but then as I've established over the years, there doesn't really need to be a "cause" as such. It's certainly not work, because I'm having a good time, people like me and I seem to be doing a job that pleases the people who are "above" me — I think it's just a general sense of stress about life in general, and things like Andie being ill recently. She thought she had COVID briefly, but thankfully a recent test came back negative, so we're in the clear.

    I've not been sleeping well, which is part of the problem. Getting to sleep has always been difficult for me because I have a tendency to "ruminate", as the technical terminology has it. Lying in bed with your eyes shut trying not to think about anything, it turns out, is the absolute perfect time for your brain to think about absolutely everything at once and overwhelm you, rather than performing the desired shutdown sequence. I do tend to get to sleep eventually, but it often takes quite a long time — and as I think I've mentioned recently, I've been kind of beset by strange dreams in recent weeks. On the one hand, those dreams are quite interesting; on the other, they're not exactly conducive to good quality rest.

    I'm hoping the whole "disconnecting" thing will help if I mantain it for a little while — presently I'm somewhat in the stage where I'm feeling a bit "lonely" for not looking at what everyone is up to, but hopefully that will pass. And people have various means of getting hold of me if they really need to.

    On that note, it's time to attempt to get some rest again… tomorrow is Friday, so it's the end of another week, at least!

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    #oneaday Day 817: Going, Going... Gone https://imnotdoctorwho.moegamer.net/2021/03/10/oneaday-day-817-going-going-gone/ https://imnotdoctorwho.moegamer.net/2021/03/10/oneaday-day-817-going-going-gone/#respond Wed, 10 Mar 2021 21:14:39 +0000 https://imnotdoctorwho.moegamer.net/2021/03/10/oneaday-day-817-going-going-gone/ I didn't get the job lot of 37 games magazines in eBay because some fucker sniped me in the last ten seconds. To be fair, I was trying to do the same to them, too — I just blew my bid load far too early. My own fault. To make myself feel better, I spent … Continue reading #oneaday Day 817: Going, Going... Gone

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    I didn't get the job lot of 37 games magazines in eBay because some fucker sniped me in the last ten seconds. To be fair, I was trying to do the same to them, too — I just blew my bid load far too early. My own fault. To make myself feel better, I spent the money I was going to spend on that one lot on some individual items — it's fewer in total, but it's still about 15 or so magazines, so should be plenty for me to enjoy.

    Plus, as an added bonus, ten of those magazines are ones I've never actually read before, whereas the job lot of 37 was pretty much all stuff we owned back in the day — the job lot was all Page 6 and Atari User, whereas the ten I haven't seen before are all Monitor magazine, which I've never even seen before, let alone read in detail. I knew of its existence — they used to advertise in both Page 6 and Atari User — but I've never seen a real issue. Now I'll have ten of them to enjoy!

    Some magazines that I'd love to add my collection are going to be real "holy grails", I think; I've been looking around for issues of PC Player, the short-lived but beautifully produced magazine my brother launched, but have seen no sign of them anywhere. It's kind of understandable; each issue of that magazine was a goddamn work of art, since my brother and his team approached it with the distinct idea that they wanted to create something more akin to a coffee table book than a conventional glossy periodical. It makes sense that people who still have copies probably want to hold on to them!

    This is going to be a fun little "project" of sorts, I think; the nice thing about magazines is that it's clear and easy to accomplish collecting "goals" since unless you're collecting currently running publications, there's a definite end point. With games, however, since most platforms have absolutely massive libraries, it's difficult — and probably not desirable — to obtain a "complete" collection.

    Anyway. Further reports when more of the mags have arrived — and I've been continuing to enjoy my one issue of ACE in the meantime.

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    #oneaday Day 816: Ace Reading https://imnotdoctorwho.moegamer.net/2021/03/09/oneaday-day-816-ace-reading/ https://imnotdoctorwho.moegamer.net/2021/03/09/oneaday-day-816-ace-reading/#respond Tue, 09 Mar 2021 20:45:58 +0000 https://imnotdoctorwho.moegamer.net/2021/03/09/oneaday-day-816-ace-reading/ The first of what will likely become a decent magazine collection over time arrived today — an issue of Advanced Computer Entertainment (better known as ACE) magazine from 1990. ACE is a magazine I used to really enjoy reading, because it was a multi-format magazine that was always enthusiastic and interested in new developments in … Continue reading #oneaday Day 816: Ace Reading

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    The first of what will likely become a decent magazine collection over time arrived today — an issue of Advanced Computer Entertainment (better known as ACE) magazine from 1990.

    ACE is a magazine I used to really enjoy reading, because it was a multi-format magazine that was always enthusiastic and interested in new developments in gaming technology. And it's only become more interesting to return to over time, as many of those exciting developments ended up never happening — or ended up being a bit poop. Stuff like the Konix Multisystem, which would have been amazing if it existed… or the Philips CDi, which, well, I'm sure you all know about that by now.

    Mostly, though, it's been a pleasure to read an actual magazine again. Reading PDFs on a tiny phone screen — or even a tablet — absolutely is not the same experience at all, and thus I'm convinced that my plan to collect some of these magazines, particularly issues that were either important to me or which I've never read before, is a solid one. And this issue in particular has been interesting — there's an article about Pixar from before anyone knew who Pixar was, for example, talking about the rendering software they'd been working on.

    All this is actually part of a broader plan I have to spend less time on the Internet in general, because the Internet is really stressing me out at the minute for various reasons. And it doesn't have to be that way; I don't have to engage with it at all. So if I provide myself with alternative things that I enjoy engaging with that aren't Internet-based, that will get me into the habit of not picking up by phone and doomscrolling, or whatever else might end up stressing me out.

    And why magazines? Well, because they're great to read on the toilet, obviously. If I take a magazine into the toilet instead of my phone, I can read something enjoyable rather than the garbage of the Internet — and perhaps learn (or remind myself of) something from video game and computing history in the process. Sounds like a win-win to me.

    I've been outbid on that collection of 37 magazines on eBay I was looking at, but there are still about 20 hours to go on it. I think I'll do myself a bit of last-minute sniping tomorrow… I would like to get my hands on those, as it'll be a nice kick-start to a collection! Just need to find somewhere to put them now… hmm.

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    #oneaday Day 815: Peculiar Confrontation https://imnotdoctorwho.moegamer.net/2021/03/08/oneaday-day-815-peculiar-confrontation/ https://imnotdoctorwho.moegamer.net/2021/03/08/oneaday-day-815-peculiar-confrontation/#respond Mon, 08 Mar 2021 20:17:25 +0000 https://imnotdoctorwho.moegamer.net/2021/03/08/oneaday-day-815-peculiar-confrontation/ Been having a fair bit of trouble sleeping lately — on top of the difficulty actually falling asleep in the first place, which I've suffered from for as long as I can remember, I've been troubled by particularly vivid, strange dreams of late, too. I'm not sure I'd describe them as "nightmares" as such, since … Continue reading #oneaday Day 815: Peculiar Confrontation

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    Been having a fair bit of trouble sleeping lately — on top of the difficulty actually falling asleep in the first place, which I've suffered from for as long as I can remember, I've been troubled by particularly vivid, strange dreams of late, too. I'm not sure I'd describe them as "nightmares" as such, since none of them have been outright terrifying or anything, but they have all, at least, been rather odd.

    Last night was one such example. The actual details of what was happening escape me somewhat, but I know that in the dream, I'd done something to piss off a powerful person. The powerful person was a criminal of some description, but he was one of those sorts of criminals who had somehow attained a certain amount of "legitimacy" through some means or other; I think he was a filmmaker or something.

    Anyway, I'd done something wrong, and I'd been forced into having a "meeting" with this individual (and, by extension, his gang of cronies). I knew that attending this meeting would almost certainly result in me getting hurt or worse, but not attending would potentially lead to dire circumstances, too. So I was in the corridors of this pub where I was supposed to be meeting with the person in question, and I was with some people I know — their exact identities have been lost to my subconscious — and the appointed hour was approaching. Somehow we'd got lost, though, and it was looking increasingly unlikely that I'd make it to the meeting on time.

    I eventually did, though, and the meeting was an uncomfortable experience. The individual I had supposedly "wronged" was reasonably polite, but also condescending, and I remember feeling absolute blind fury at him — as well as the knowledge that if I let that anger out, things wouldn't end well for me. I remember him showing me his latest film, and it was absolute garbage. It involved a Cessna aircraft that was on fire at one point.

    Then I woke up, not having a clue what I'd supposedly done wrong or indeed how the whole situation resolved itself, if at all. And, going by past experience with my subconscious, I doubt I can expect a satisfying continuation any time soon.

    Oh well!

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    #oneaday Day 814: Print collection https://imnotdoctorwho.moegamer.net/2021/03/07/oneaday-day-814-print-collection/ https://imnotdoctorwho.moegamer.net/2021/03/07/oneaday-day-814-print-collection/#respond Sun, 07 Mar 2021 14:56:05 +0000 https://imnotdoctorwho.moegamer.net/2021/03/07/oneaday-day-814-print-collection/ I think I might start collecting old games magazines. I used to absolutely love reading games mags back in the day, and I have missed those days for many, many years. I've thought about doing this for quite a long time now, but the main thing that has put me off is the fact that … Continue reading #oneaday Day 814: Print collection

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    I think I might start collecting old games magazines. I used to absolutely love reading games mags back in the day, and I have missed those days for many, many years. I've thought about doing this for quite a long time now, but the main thing that has put me off is the fact that you inevitably end up having to do things "piecemeal", and it can end up being a bit expensive.

    But then two things got me thinking. Firstly, I found a job lot of 37 Page 6, Atari User and Monitor magazines on eBay, which I've placed a bid on. Secondly, collecting things piecemeal is actually rather desirable, because then you're more likely to enjoy each individual thing in its own right, rather than just acquiring bundles of stuff for the sake of having it.

    Looking on eBay, the magazines I'm most interested in collecting — Page 6, Atari User, ACE, Zero, The One, PC Zone and PC Player — are mostly around the same price as buying a brand new magazine these days. Therefore you can look at the acquisition of these old publications as just being the same as going down the newsagents to get the latest month's issue back in the day. Look at it that way and it doesn't seem quite as daft a prospect.

    The other thing is that having some magazines on hand provides the scope for some interesting videos. Classic Gaming Quarterly, one of the people who inspired me to start making videos in the first place, has often done "readalong" videos where he looks back over old magazines, and that's something I think would be fun to explore.

    Anyway. If you happen to have any old games mags and you want to send them my way, do let me know. The ones mentioned above are my priorities, but I'm interested in pretty much anything from the '80s/'90s era in particular.

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    #oneaday Day 813: Shut Out the Noise https://imnotdoctorwho.moegamer.net/2021/03/06/oneaday-day-813-shut-out-the-noise/ https://imnotdoctorwho.moegamer.net/2021/03/06/oneaday-day-813-shut-out-the-noise/#respond Sat, 06 Mar 2021 20:56:00 +0000 https://imnotdoctorwho.moegamer.net/2021/03/06/oneaday-day-813-shut-out-the-noise/ Had one of those days where the whole Internet felt like it was being negative today, so I've been mostly "offline", and deliberately stopping myself from doing shit like looking at my phone and whatever. It's good to do that now and then; it's a nice reminder that sometimes, it really is just okay to … Continue reading #oneaday Day 813: Shut Out the Noise

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    Had one of those days where the whole Internet felt like it was being negative today, so I've been mostly "offline", and deliberately stopping myself from doing shit like looking at my phone and whatever. It's good to do that now and then; it's a nice reminder that sometimes, it really is just okay to sit back and enjoy things without worrying what other people think.

    I do find myself wondering how we can possibly get out of the "rut" that online discourse is in, though. Negativity is the default these days, it seems, and if you say that you like something you're much more likely to get a hundred people telling you how wrong and gay you are for liking that thing rather than anyone backing you up and saying "yeah, that thing was pretty all right".

    Trouble is, from social media's perspective, negativity breeds "engagement" — and as we've established pretty firmly by this point, "engagement" doesn't have to be a positive thing, hence the existence of clickbait and hatebait. All that matters is that you got eyes on a page and fingers a-clickin' — how the owners of those eyes and fingers actually end up feeling is completely irrelevant so far as "engagement" metrics are concerned.

    Normal people shouldn't care about this; it's something I wish that marketers didn't have to care about either, but certainly your average member of the public shouldn't be thinking about how they get more "engagement" on their "content". Trouble is, they are; that's why you get 12 year olds posting provocative nonsense on Twitter in the hopes that they'll be quote-tweeted by adults telling them to stop being twats; that's why there are endless "discussions" over matters like lolicon and the like that never actually discuss anything; that's why people argue in quote-tweets rather than replies (or the lost art of private messages). It's all about that precious engagement.

    Today is a day where I have felt precisely no need for "engagement" whatsoever. So I took myself out of it all, ate some nice food and played Atelier. And it was nice. I might do the same again tomorrow! I can recommend it.

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    #oneaday Day 812: Many Games to Play https://imnotdoctorwho.moegamer.net/2021/03/05/oneaday-day-812-many-games-to-play/ https://imnotdoctorwho.moegamer.net/2021/03/05/oneaday-day-812-many-games-to-play/#respond Fri, 05 Mar 2021 20:04:11 +0000 https://imnotdoctorwho.moegamer.net/2021/03/05/oneaday-day-812-many-games-to-play/ It's one of those "embarrassment of riches" periods right now so far as gaming is concerned. There's a bunch of great titles just around the corner, Persona 5 Strikers came in today, and I finally snagged a copy of Super Mario All-Stars for Switch before it's not available any more and the scalpers jack the … Continue reading #oneaday Day 812: Many Games to Play

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    It's one of those "embarrassment of riches" periods right now so far as gaming is concerned. There's a bunch of great titles just around the corner, Persona 5 Strikers came in today, and I finally snagged a copy of Super Mario All-Stars for Switch before it's not available any more and the scalpers jack the price up to ridiculous proportions.

    I'm planning on doing a bit of recording this weekend — sticking to the Atari A to Z schedule and nothing else for now is working well so far — but this evening I think I'm going to take some time to just chill and play some games without worrying about writing them, video capture, anything like that. And I think the games I will be playing are some Mario goodtimes; I haven't played Super Mario 64 for many, many years, I never played Super Mario Sunshine much back in the day and I've never played Super Mario Galaxy. So I wonder where I should begin…?

    I'll probably also play some Persona 5 Strikers at bedtime, too; the wife watched me play all of the original Persona 5 (that's largely why it took me over a year to beat the damn thing!) so she'll probably appreciate the new game. And even if she doesn't (she will) I'm looking forward to seeing how Persona plus action RPG looks. Sounds like a winning combination to me.

    I hope you've all had a good week and have a nice relaxing weekend ahead of you. Thanks as always for all your support; S-rank folks, I'll have a wallpaper done for you sometime this weekend!

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    #oneaday Day 811: Oh, Amy https://imnotdoctorwho.moegamer.net/2021/03/04/oneaday-day-811-oh-amy/ https://imnotdoctorwho.moegamer.net/2021/03/04/oneaday-day-811-oh-amy/#respond Thu, 04 Mar 2021 21:51:05 +0000 https://imnotdoctorwho.moegamer.net/2021/03/04/oneaday-day-811-oh-amy/ I've been really enjoying revisiting the classic '90s era visual novels for the History of Lewd column over on Rice Digital. It's something I've been meaning to do for ages, and now I have a good reason/excuse to. And I'm discovering lots of interesting things. Amy's Fantasies, which I covered today, turned out to be … Continue reading #oneaday Day 811: Oh, Amy

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    I've been really enjoying revisiting the classic '90s era visual novels for the History of Lewd column over on Rice Digital. It's something I've been meaning to do for ages, and now I have a good reason/excuse to. And I'm discovering lots of interesting things.

    Amy's Fantasies, which I covered today, turned out to be particularly interesting — a lot more so than I initially assumed it would be, too. And, looking around the Internet while I was doing a bit of research, I seem to be one of the few people who have actually written something about this game and attempted to do anything vaguely meaningful with it.

    In fact, one of the only other pieces I found written about it I shall now quote in its entirety, verbatim. No, they did not use any paragraphs.

    Amy's Fantasies is another one of the Japanese hentai games like Dangerous Toys which contains a lot of explicit sexual content but not a whole heap of actual gameplay. It's best suited to bottom crawlers who rarely venture outside into the real world so unless you consider yourself a creepy old man, then you easily skip this one and have a conversation with an actual woman. The story here is your typical Japanese nonsense, and follows Emi, a high school student who falls in love with her step brother. When she's about to tell him of her feelings, debt collectors show up and the step brother disappears. Now, Emi has to find him so she can tell him about her true feelings for him. However, along the way, Emi finds she has another person inside her, the rather more adventurous Amy who has all sorts of complex desires and who wants to explore them all. What follows is a sort of interactive graphic novel which is mostly concerned with telling a story as it lacks puzzles and with the player not really required to do much at all. If you are looking for a bit of cartoon smut to bring your own fantasies to life, then this will probably get your pulse racing. There are plenty of dodgy schoolboy fantasy scenes to encounter, along with enough cheap romance and cheesy characters to keep a soap opera going for years. The visuals are strange, with some amusingly bad designs for the characters but really there is little of interest here to anyone looking for anything other than cheap titillation, so walk on by this one and find yourself a real game.

    It will probably not surprise you to learn that everything written in this piece can be found out from the game's marketing material, and nothing that is not written in that blurb is discussed. In fact, given that the game's marketing material is arguably inaccurate in reflecting what the game is actually about, it only makes pieces like this all the more transparent — they just wanted to get a cheap jab in at the expense of people interested in eroge.

    I'm not going to stick my neck out and say Amy's Fantasies was any great masterpiece or anything like that, but it was certainly interesting, and definitely worthy of discussion — discussion better than whatever that is above. This era of eroge in particular is massively under-discussed online — so I'm doing my best to rectify that a little bit!

    If you have any particular suggestions for things I should check out (preferably stuff on Asenheim, or which is easy to get running on modern machines!) then do let me know!

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    #oneaday Day 810: 2.0 Down... Again https://imnotdoctorwho.moegamer.net/2021/03/04/oneaday-day-810-2-0-down-again/ https://imnotdoctorwho.moegamer.net/2021/03/04/oneaday-day-810-2-0-down-again/#respond Thu, 04 Mar 2021 00:33:06 +0000 https://imnotdoctorwho.moegamer.net/2021/03/04/oneaday-day-810-2-0-down-again/ Finally finished the original A Realm Reborn storyline on my Final Fantasy XIV New Game+ run. Will likely write about it over on Rice Digital for the columns this week — but suffice to say for now that I enjoyed the experience, and Castrum/Praetorium were good fun solo. Not especially challenging — though I did … Continue reading #oneaday Day 810: 2.0 Down... Again

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    Finally finished the original A Realm Reborn storyline on my Final Fantasy XIV New Game+ run. Will likely write about it over on Rice Digital for the columns this week — but suffice to say for now that I enjoyed the experience, and Castrum/Praetorium were good fun solo. Not especially challenging — though I did actually take a bit of damage in some of the last fights — but enjoyable to battle through by oneself.

    Final Fantasy XIV remains such an interesting game to me for a variety of reasons. I've just had a completely narrative-centric experience with it off and on for the last few weeks, and that's the complete opposite of what I was doing towards the end of my time with it first time around; the endgame grind was real back then, and while the social aspect of things helped keep you sane while it was going on, there was no getting away from the fact it was still a case of doing the same things over and over again.

    I mean, that's still true to a certain extent, but there's also a lot more game to get through before you get to that point — and even then, the nice thing about Final Fantasy XIV is you can quite reasonably stop at any of the main narrative milestones — the end of a X.0 release and the end of an X.5 patch cycle, usually, though the latter tends to have a cliffhanger leading into the next expansion — and feel like you've had a "complete" experience.

    But then there's the mixed blessing of the fact that everything in Final Fantasy XIV has some sort of narrative context, so you'll probably find yourself wanting to do more challenging things just so you can resolve some story threads. This was a particular issue back in the days of the original Binding Coil of Bahamut raid cycle, which features some of the best narrative in the 2.X cycle of Final Fantasy XIV, but also some of the most monstrously difficult fights imaginable, even with the gradual nerfing of them over time. I got largely carried through the grand finale of it shortly before Heavensward released, and it was still surprisingly challenging.

    Of course, with the "undersized party" option, you can now run stuff at a much higher level than it would normally restrict you to, opening up the possibility of, say, soloing Coil as a level 80 character with top-notch gear. (I don't know if it's possible in my current level 70 state, but I might give it a go before I move on to Heavensward's main scenario in my New Game+ run.)

    Anyway. This is all stuff to ponder in future installments of The Returner over on Rice Digital, so I'll refrain from saying too much more. Suffice to say I'm having a good time for the moment, though — and even doing the unsynced stuff I'm starting to get a decent feel for how Samurai plays properly once again. It's a very active DPS class that puts out lots of damage, so I'm looking forward to developing a bit more mastery over it now I'm through the relative cakewalks that was A Realm Reborn in New Game+!

    Off to bed for me now, though; Castrum and Prae both took me nearly an hour each to solo, and I don't regret a thing — but I am, however, tired! So sleep claims me. Have a pleasant evening!

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    #oneaday Day 809: VR Theatre https://imnotdoctorwho.moegamer.net/2021/03/02/oneaday-day-809-vr-theatre/ https://imnotdoctorwho.moegamer.net/2021/03/02/oneaday-day-809-vr-theatre/#respond Tue, 02 Mar 2021 20:46:04 +0000 https://imnotdoctorwho.moegamer.net/2021/03/02/oneaday-day-809-vr-theatre/ I played through Project Lux this evening. I've been meaning to do so for a while, so I thought I'd finally just sit down and take the hour and a bit needed to enjoy it in its entirety. I'm going to write more about the experience over on Rice Digital tomorrow, but for now I … Continue reading #oneaday Day 809: VR Theatre

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    I played through Project Lux this evening. I've been meaning to do so for a while, so I thought I'd finally just sit down and take the hour and a bit needed to enjoy it in its entirety. I'm going to write more about the experience over on Rice Digital tomorrow, but for now I thought you might like some initial impressions.

    For the unfamiliar, Project Lux is a virtual reality visual novel. The concept is that you are in a courtroom of the future as a member of the jury, and you are being given the opportunity to "relive" the memories of an individual who has been accused of murder.

    Said individual was a government worker who had been tasked with approaching Lux, a young woman who lived by herself and worked as an artist. In the world of Project Lux, the vast majority of humanity has outfitted itself with electronic brains and remains almost perpetually plugged into "cyberspace", so Lux is seen as something of an anomaly — and potentially valuable for reasons that become apparent later in the narrative.

    You witness the agent's attempts to get to know Lux, and his encouragement of her artistic talents in various ways. Lux, in turn, creates a number of works of art that are seemingly well-received by her adoring digital fans, and so things progress. To say much more would be a spoiler — as I say, the whole thing is only about an hour long, with two possible endings — so I'll leave it at that for now.

    What's interesting about Project Lux is that it doesn't feel like any other kind of story-centric game I've played before. In fact, given that it's a largely passive experience, it's more akin to watching a theatrical production than anything else — except rather than sitting in the audience from afar, your viewpoint is from the perspective of one of the two participant characters.

    Lux herself has been lovingly motion captured and is well acted (in Japanese), so it's not just a case of watching a mannequin flapping her lips at you. You're watching someone actually doing a genuine performance, and it's fascinating. And interestingly, the nature of the narrative addresses certain aspects of the limitations typically placed on oneself while enjoying a VR experience — particularly in one of the endings, which is very clever.

    I'd like to see more stuff like this. It's probably expensive to produce and a lot of people baulk at paying over a few quid for something that's only an hour long, but I'd still love to see more. It's a potentially fascinating new medium of creative expression.

    Now I'm intrigued to see how Tokyo Chronos, which I believe is a more substantial VR VN, handles things. Think I need to give my head a bit of a break from VR first though!

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    #oneaday Day 808: Diggin' Dwarves https://imnotdoctorwho.moegamer.net/2021/03/01/oneaday-day-808-diggin-dwarves/ https://imnotdoctorwho.moegamer.net/2021/03/01/oneaday-day-808-diggin-dwarves/#respond Mon, 01 Mar 2021 23:09:29 +0000 https://imnotdoctorwho.moegamer.net/2021/03/01/oneaday-day-808-diggin-dwarves/ Been playing some Deep Rock Galactic with friends for the past couple of evenings — we finally found a game that all of us are actually interested in playing. I'm impressed, but also a little surprised — this game is apparently three years old, and yet for some reason it only appears to have come … Continue reading #oneaday Day 808: Diggin' Dwarves

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    Been playing some Deep Rock Galactic with friends for the past couple of evenings — we finally found a game that all of us are actually interested in playing.

    I'm impressed, but also a little surprised — this game is apparently three years old, and yet for some reason it only appears to have come to prominence relatively recently. I wonder if this is another case of Among Us, where something becomes popular well after its original release after an article or video in the right place at the right time.

    Anyway, if you've not come across Deep Rock Galactic the concept is relatively straightforward. As a space dwarf with a completely unidentifiable accent, you are tasked with completing an endless string of dangerous subterranean missions of various types. Sometimes you might be retrieving alien eggs; others you might simply be mining for specific resources; others still you might be setting up pipelines between drilling equipment and an on-site refinery rocket.

    There are four character classes to play, each with their own distinctive loadout that contains primary and secondary weapons, some sort of "traversal" device, and a special weapon of some description. In my case, I've been playing the Engineer class, for example, so in true Engineer tradition he has a shotgun, a grenade launcher and the ability to built gun turrets — plus his traversal ability allows him to create platforms.

    The game features procedurally generated levels so even two of the same type of mission in succession don't play identically, and the fully deformable, destructible terrain means that you can often cut your own path to your objectives. One of the classes, the Driller, actually specialises in this.

    The game doesn't present you with constant all-out action — at least not on the levels we've been playing on so far — but rather has a nice pace of allowing you to get stuff done, occasionally punctuated by "swarms" of enemies that you have to deal with. In traditional co-op first-person shooter tradition, completing certain objectives also brings on hordes of enemies before you can proceed — in the pipeline-building missions, for example, you have to hold off enemies and repair your pipes while you're pumping the resources back into your refinery rocket.

    The whole thing has a nice vaguely low-poly look to its environments, coupled with nicely stylised characters and pleasant use of colour. The voice acting is beyond dreadful, but thankfully this is a game about mechanics rather than story, so you can get used to things pretty quickly! Most importantly for a game like this, it plays well — the first-person controls are responsive and work well, and some nice additions to the usual formula such as the ability to grab and climb ledges make getting around pretty straightforward in most instances.

    Crucially for our particular group, who tend to play sporadically at best, there is progression in the game, but it's not the sort of progression where the longer you play the more ridiculously powerful you get. Rather, you unlock perks and can upgrade your weapons with a few additional benefits — but none of these are game-breakingly powerful. As such, if any of us decide that we want to play a bit on our own, we don't risk leaving the others behind in terms of progression; each mission is what it is on its own terms.

    I'm impressed so far. I'll be interested to see if it holds our interest in the long term, but signs are good so far.

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    #oneaday Day 807: Asia English https://imnotdoctorwho.moegamer.net/2021/02/28/oneaday-day-807-asia-english/ https://imnotdoctorwho.moegamer.net/2021/02/28/oneaday-day-807-asia-english/#respond Sun, 28 Feb 2021 19:50:01 +0000 https://imnotdoctorwho.moegamer.net/2021/02/28/oneaday-day-807-asia-english/ After complaining about Play-Asia's taxy shipping charges yesterday, I happened to have a look over there today and the "duty paid" options seem to have disappeared completely. This, of course, runs you the risk of being dinged for customs charges when they arrive (plus their obnoxiously expensive "administration fee" they inevitably charge when this happens) … Continue reading #oneaday Day 807: Asia English

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    After complaining about Play-Asia's taxy shipping charges yesterday, I happened to have a look over there today and the "duty paid" options seem to have disappeared completely. This, of course, runs you the risk of being dinged for customs charges when they arrive (plus their obnoxiously expensive "administration fee" they inevitably charge when this happens) but at least it means you're not paying literally double the ticket price!

    As such, I… may have ended up ordering a couple of things. Specifically, I ordered the upcoming Nintendo Switch version of the Atelier Mysterious Trilogy DX versions — I knew there'd be a DX release before I got to them, despite the fact I own them all on PS4 already — as well as the Switch packaged release of the first five Grisaia: Phantom Trigger visual novels. I have a nice boxed copy of the first two Phantom Triggers from Kickstarting them, but I was hoping there'd be a Switch release like this — this also suggests that the subsequent volumes will get a cartridge release, too, which makes me happy; having the entirety of Grisaia on physical media is something I'm excited about. (And at some point I absolutely, definitely will get around to The Eden of Grisaia!)

    Asian English releases are great… assuming you don't mind paying a bit extra. Sometimes you get a few nice little bonuses like manuals or charms or whatever, but usually you're just paying for the fact you've got a packaged version. That's fine by me, to be honest; as I've talked about numerous times, I place considerably greater value on things that I have on my shelf than which are lost in my download lists, so I'm more than happy to pay a bit extra for the privilege. Plus hopefully it helps send a positive message to the developers and publishers who are doing these releases, of course.

    It's a bit of a shame more of these don't make it to western markets, but at least the option exists for a packaged version of a game with English support, even if a western publisher or localiser doesn't pick something up. I suspect it also saves those western publishers a lot of hassle; I can't even begin to imagine what might have happened if Bullet Girls Phantasia had fallen into the hands of Polygon et al.

    Anyway, my Switch shelves continue to get new additions, and I don't see that changing any time soon. I'm yet to see anything that makes me want to rush out and buy a PS5 — and outside of that Neptunia thing and Final Fantasy XVI I don't really see that situation changing much, because a lot of the devs I like are already pretty firmly entrenched in the Switch ecosystem.

    On that note, it's time to go play some games. Hope you've all had a fine weekend!

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    #oneaday Day 806: Small Effects https://imnotdoctorwho.moegamer.net/2021/02/27/oneaday-day-806-small-effects/ https://imnotdoctorwho.moegamer.net/2021/02/27/oneaday-day-806-small-effects/#respond Sat, 27 Feb 2021 20:53:54 +0000 https://imnotdoctorwho.moegamer.net/2021/02/27/oneaday-day-806-small-effects/ We're starting to see some of the effects of Brexit here and there — most notably for me in the case of ordering video games. Any of the shops run by Reef Entertainment — which means NISA Europe and Idea Factory International over here — are now quoting prices without tax, then sticking said tax … Continue reading #oneaday Day 806: Small Effects

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    We're starting to see some of the effects of Brexit here and there — most notably for me in the case of ordering video games. Any of the shops run by Reef Entertainment — which means NISA Europe and Idea Factory International over here — are now quoting prices without tax, then sticking said tax on at the end of the transaction. Things are often ending up a bit more expensive than they used to be as a result.

    Play-Asia has had intermittent issues, too. For a while, Play-Asia offered a helpful shipping service that took care of customs and duty fees, and it wasn't noticeably more expensive than just the regular shipping option until recently… when it starting adding an amount of "tax" that, in some cases, exceeded the actual value of the item being ordered! (I can only assume that tax was also being charged on the shipping or something.) I just ordered something from them and that didn't happen — but the "duty paid" option also wasn't available, so I don't know if they've sorted things out or if they've just quietly removed the "duty paid" option altogether.

    I don't really understand the ins and outs of Brexit, but I do know a lot of companies — particularly those based in the UK — have been struggling quite a bit to continue catering to an international customer base. Reef had to outright stop shipping to the EU altogether for a while, and I know of at least a couple of other distributors who have been having similar issues.

    I know "I have to pay a bit more for my video games" is the very height of first-world problems, but for me it is the first and most obvious sign I've seen of what Brexit is doing… and it doesn't fill me with confidence. What else is going to become (perhaps prohibitively) expensive in the near future? I guess we'll have to see. Brexit has just sort of quietly slipped through while the whole pandemic thing has been going on; I think people who haven't noticed will be in for a bit of a rude awakening when ol 'Rona is no longer occupying the majority of the collective consciousness!

    The post #oneaday Day 806: Small Effects appeared first on I'm Not Doctor Who.

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    #oneaday Day 805: Friday night again https://imnotdoctorwho.moegamer.net/2021/02/26/oneaday-day-805-friday-night-again/ https://imnotdoctorwho.moegamer.net/2021/02/26/oneaday-day-805-friday-night-again/#respond Fri, 26 Feb 2021 23:22:45 +0000 https://imnotdoctorwho.moegamer.net/2021/02/26/oneaday-day-805-friday-night-again/ It's another one of those weeks that feels like it's just flown by! Can't believe we're at the weekend again already. But here we are! It's been a pretty good week, all told. I'm pleasantly tired and feel pretty satisfied with what I've accomplished this week. Going to record a few videos this weekend and … Continue reading #oneaday Day 805: Friday night again

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    It's another one of those weeks that feels like it's just flown by! Can't believe we're at the weekend again already. But here we are!

    It's been a pretty good week, all told. I'm pleasantly tired and feel pretty satisfied with what I've accomplished this week. Going to record a few videos this weekend and hopefully finally knock out that first playthrough of Atelier Escha & Logy; it's taken me a while, not because I haven't been enjoying it — quite the contrary! — but simply because I've been keeping incredibly busy.

    It's a good busy, though. I'm really enjoying what I'm doing over at Rice, and hopefully the readers are enjoying it too. I've got some interesting plans for articles in the coming weeks, though some of them will take a bit of… "coordination", for want of a better word.

    The retro project I've teased a few times is coming closer to fruition, too, so I'm looking forward to kicking that off in earnest — it should be a good time, especially for those of you who follow me for retro stuff as opposed to Japanese stuff!

    Anyway. Time to sink into bed, play a few video games and get some nice rest. Hope you've all had a decent week too!

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    #oneaday Day 804: This cross-gen period sucks https://imnotdoctorwho.moegamer.net/2021/02/25/oneaday-day-804-this-cross-gen-period-sucks/ https://imnotdoctorwho.moegamer.net/2021/02/25/oneaday-day-804-this-cross-gen-period-sucks/#respond Thu, 25 Feb 2021 22:55:24 +0000 https://imnotdoctorwho.moegamer.net/2021/02/25/oneaday-day-804-this-cross-gen-period-sucks/ I'm really loathing this particular cross-gen period, because I don't remember it ever being quite as frustrating in the past. I suspect that was, in most cases, because the jump in technology from one gen to the next was significant, meaning that each new gen would leap straight to brand-new, unique experiences rather than having … Continue reading #oneaday Day 804: This cross-gen period sucks

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    I'm really loathing this particular cross-gen period, because I don't remember it ever being quite as frustrating in the past. I suspect that was, in most cases, because the jump in technology from one gen to the next was significant, meaning that each new gen would leap straight to brand-new, unique experiences rather than having the awkward mishmash we have now. But with the incremental upgrade that the new Xbox and PS5 are over their immediate predecessors, we're seeing more and more things that I most certainly don't want to see more of.

    The latest example is today's announcement that Final Fantasy VII Remake is getting a PS5 version. Of course it is; it makes perfect sense — particularly as the next episodes (whenever they show up) will be "next-gen" games. What is obnoxious about this, however, is that they've also announced that there will be a new episode involving fan-favourite character Yuffie — and that this new stuff will not only be PS5-exclusive, but will also require a separate DLC purchase.

    So once again we find ourselves in a situation where there is no "definitive" version of a game. This feels doubly egregious in the case of a game like Final Fantasy VII Remake, which is a remake of an existing game. A complete remake, mind, not just an HD upscale, but shoehorning in DLC like this feels a little… off — particularly as those who jumped on board with the game when it came out won't be able to access the new episode unless they've been lucky enough to upgrade to a PS5. And then only if they buy the new DLC.

    It's good that there's a free upgrade programme from PS4 to PS5 — though the unavoidable fact that you upgrade from a disc copy on PS4 to a digital version on PS5's miniscule hard drive is a bit poop, however much of a "necessary evil" it may be — but realistically speaking, that new Yuffie stuff should be part of that new version from day one if it's going to be a thing at all.

    It's easy to be cynical about the business-centric approach of modern gaming, particularly as Sony's State of Play today was preceded by some fairly convincing reports that they're going to be shuttering or at least "winding down" the widely beloved Japan Studio — and it always disappoints me to see stuff like this.

    At the same time, I remain grateful that there are still plenty of developers and publishers out there doing great work — and that they care about not only games in the here and now, but the preservation of those games for the future, too. If we're not careful there's going to be multiple generations of games that we end up losing — while stuff from 30 or 40 years ago remains just as fresh and accessible as it was the day it was released.

    A sobering thought. And a solid reminder of why I haven't bought a triple-A game for a very long time.

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    #oneaday Day 803: A little better https://imnotdoctorwho.moegamer.net/2021/02/24/oneaday-day-803-a-little-better/ https://imnotdoctorwho.moegamer.net/2021/02/24/oneaday-day-803-a-little-better/#respond Wed, 24 Feb 2021 23:23:41 +0000 https://imnotdoctorwho.moegamer.net/2021/02/24/oneaday-day-803-a-little-better/ Feeling a bit better today. Some reasonable quality rest helped, as did the fact that the day was relatively uneventful. Got some stuff done, got some stuff ready to make my life easier tomorrow, had a chance to relax — job's a good 'un. Tomorrow's The History of Lewd piece on Rice Digital should be … Continue reading #oneaday Day 803: A little better

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    Feeling a bit better today. Some reasonable quality rest helped, as did the fact that the day was relatively uneventful. Got some stuff done, got some stuff ready to make my life easier tomorrow, had a chance to relax — job's a good 'un.

    Tomorrow's The History of Lewd piece on Rice Digital should be a good one — I played through all of Three Sisters' Story today, a game I haven't played for a good 20+ years or so. I'd forgotten how genuinely good it was — particularly after revisiting Ring-Out!!, which was just as uncomfortable an experience as I remembered it being back in the day.

    Three Sisters' Story represents a few things I'd love to see modern independent developers make a bit more of: firstly, homage to the PC-98 era of visuals, which is just gorgeous, and secondly, visual novels that play like adventure games. We do still get a few of these — with notable examples being Root Letter, the Ace Attorney series and the upcoming Root Film — but for the most part, visual novels these days tend to be mostly passive. There's nothing wrong with that in itself, but the illusion of "gameplay" in adventure-style visual novels definitely adds something special to the mix.

    I'll talk more about this tomorrow, but Three Sisters' Story also sticks in my mind for being an eroge that ends up punishing you if you blindly charge into too many erotic scenes. There are some you can get away with over the course of the narrative — and some that are mandatory — but there are also several along the way where if you think with your dick rather than your head and heart, you'll get yourself into trouble later. And I mean later; the consequences of careless sexual encounters don't become apparent until the very end of the game!

    I remember really respecting Three Sisters' Story for this back in the day, and I still respect it greatly for it now. To be fair, the game provides you with plenty of clues as to what the "right" thing to do in terms of the story should be, so if you go "wrong" you really only have yourself to blame. But it's still cool to see a narrative-based title follow through so conclusively on the consequences of your actions like that.

    Anyway, I'm getting into things I want to talk about tomorrow now, so stop by Rice Digital for another installment in The History of Lewd and I'll tell you a lot more!

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    S-RANK PATRONS READ THIS! Q&A questions wanted! https://imnotdoctorwho.moegamer.net/2021/02/24/s-rank-patrons-read-this-qa-questions-wanted/ https://imnotdoctorwho.moegamer.net/2021/02/24/s-rank-patrons-read-this-qa-questions-wanted/#respond Wed, 24 Feb 2021 22:45:59 +0000 https://imnotdoctorwho.moegamer.net/2021/02/24/s-rank-patrons-read-this-qa-questions-wanted/ Hello! Bit late with this one I know, but posting earlier in the month didn't seem to get a lot of response until I poked people so I thought I'd just post it late instead 🙂 It's Q&A time again! I'd like to record another Q&A video this weekend, so I need your questions! Post … Continue reading S-RANK PATRONS READ THIS! Q&A questions wanted!

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    Hello! Bit late with this one I know, but posting earlier in the month didn't seem to get a lot of response until I poked people so I thought I'd just post it late instead 🙂

    It's Q&A time again! I'd like to record another Q&A video this weekend, so I need your questions! Post them in the comments below and I'll answer them in a video that will likely come out next Monday.

    Questions can be on absolutely anything as always — doesn't have to be gaming related. So hit me with some stuff that will get me thinking and I look forward to coming up with some answers this weekend!

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    #oneaday Day 802: Flagging https://imnotdoctorwho.moegamer.net/2021/02/23/oneaday-day-802-flagging/ https://imnotdoctorwho.moegamer.net/2021/02/23/oneaday-day-802-flagging/#respond Tue, 23 Feb 2021 20:59:47 +0000 https://imnotdoctorwho.moegamer.net/2021/02/23/oneaday-day-802-flagging/ Sorry I forgot to write yesterday. Well, I didn't forget so much as didn't have the energy to; I've been sleeping like absolute crap of late, and so after I finished work yesterday I pretty much collapsed straight into bed and didn't do anything else for the rest of the evening. I'm feeling slightly better … Continue reading #oneaday Day 802: Flagging

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    Sorry I forgot to write yesterday. Well, I didn't forget so much as didn't have the energy to; I've been sleeping like absolute crap of late, and so after I finished work yesterday I pretty much collapsed straight into bed and didn't do anything else for the rest of the evening. I'm feeling slightly better this evening, but not by a lot. At least I'm here, though!

    I'm feeling mildly frustrated with some of my friends right now. For ages during lockdown we've been saying that we should play some stuff online, and lots of suggestions have been put forward, but none have come to fruition. The closest we've come to actual agreement is Minecraft, which we all enjoyed playing together a few years back, and I'd certainly be up for playing again.

    The trouble is, the one who would be running the server is absolutely, stubbornly insistent that he won't play vanilla, unmodded Minecraft, and to make matters worse the modpack he insists on using features over 200 mods, requires more than 8GB of RAM to even load up and even then takes more than ten minutes to even load the game application from an SSD, then another five minutes to actually load from the menu screen into a world. And to make matters worse, some irritating bug somewhere in the whole hideous process means that you can't join a multiplayer game without first joining and then leaving a single-player game, which means a grand total of about 20-25 minutes just getting the game started.

    The attraction for me with how we used to play Minecraft was the fact that you could boot it up in a matter of seconds, log into the server and just hang out, explore, see what everyone had been up to, and if nothing in particular was going on or you realised you weren't really in the mood, you hadn't really wasted any time.

    With all this mod bullshit, it wastes nearly half an hour just getting the damn thing up and running — and when you're in there it's needlessly overcomplicated with all the stuff that's been added. I also strongly suspect that the member of our group who has the weakest PC specs — who is also one of the people most enthusiastic about playing Minecraft again — won't even be able to start the damn thing up at all due to a lack of available RAM.

    I get that the friend who has been setting all this up has gone to a lot of effort to get the game running the way he wants it to run, but the fact he simply won't see how much frustration it's causing others — and how it fundamentally misses the point of what we actually want to get out of these play sessions — is winding me up something rotten at the minute. I don't care how he plays in his own free time, but when it comes to something we all do together, to be perfectly honest I'd much rather just have some sort of "lowest common denominator" arrangement.

    I'm probably just grumpy from lack of sleep. And I'm sure we'll have a good time once it's all up and running properly — if that ever happens. But it's frustrating me a ton right now — particularly as getting this group to do anything is like pulling teeth at the best of times, let alone in the middle of lockdown.

    Anyway. Time to detach from the Internet and go play some Atelier, I think.

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    #oneaday Day 801: Infuriating Patterns https://imnotdoctorwho.moegamer.net/2021/02/21/oneaday-day-801-infuriating-patterns/ https://imnotdoctorwho.moegamer.net/2021/02/21/oneaday-day-801-infuriating-patterns/#respond Sun, 21 Feb 2021 12:37:01 +0000 https://imnotdoctorwho.moegamer.net/2021/02/21/oneaday-day-801-infuriating-patterns/ My wife watches a lot more "mainstream" YouTubers than I do — the most mainstream I go are LGR, ProJared and Game Grumps and with the possible exception of the latter, all of those are a fraction of the size of some of the channels she watches. And yet I like them all a lot … Continue reading #oneaday Day 801: Infuriating Patterns

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    My wife watches a lot more "mainstream" YouTubers than I do — the most mainstream I go are LGR, ProJared and Game Grumps and with the possible exception of the latter, all of those are a fraction of the size of some of the channels she watches. And yet I like them all a lot better than the big, successful ones because they don't do things that drive me nuts.

    I've been thinking about precisely why a lot of those bigger YouTubers drive me nuts and I've come to the conclusion that it essentially comes down to patterns. As someone with Asperger Syndrome, I am naturally predisposed to spot patterns, and sometimes they can be comforting, but at other times they can be absolutely infuriating.

    For some reason, patterns that relate in any way to something "social" — be that the way people behave on social media, the way people interact with one another in reality or the way people put themselves across on video — are the things that consistently drive me the most nuts whereas, say, let me spot patterns in video games and I'll be happy until the end of time.

    With that in mind, here is a non-comprehensive list of things that big YouTubers do consistently that drive me absolutely bonkers because I can spot the patterns of when they do them — and thus am able to predict with a near-100% success rate when they're going to use them.

    • Kevin McCloud's "Local Forecast". The most overused piece of royalty-free music of all time. Any time a YouTuber wants to suggest that they are going shopping, or doing something mundane, or waiting for something to happen, they will use this piece. And I fucking hate it every time I hear it because it's just such a lazy shorthand.

    • The X-Files theme. The X-Files was a genuinely awesome show in the '90s, but now its theme song is, once again, lazy YouTuber shorthand — this time for something "mysterious" or "unexplained" happening, even when that "mysterious" or "unexplained" happening is completely mundane and incredibly dull. Which it usually is.

    • Spongebob timecards. The Internet's inexplicable obsession with Spongebob Squarepants is best exemplified by the sheer number of YouTubers who relentlessly use these — and nothing but these — to indicate the passage of time.

    • The Metal Gear Solid "!" noise. You're surprised, or there's something surprising that you've just revealed. It doesn't need a sound effect. Or if it does, please pick another one. Please.

    • Jumpcuts. Just breathe. It's okay. Everyone breathes. You don't need to cut out every time you take a breath. It feels more natural if you leave them in. If you take the scissors so ruthlessly to your own footage that you make your entire 20-minute video into one never-ending run-on sentence, that's a problem.

    • Use of Nintendo sound effects to indicate "safe nerdiness". We get it, you're nerdy, geeky and lol so random, but in a completely non-threatening way. I don't need to hear a Mario coin sound every time you put something down on the table, or the Wii Shop theme every time you open your fridge. Also the Wii is two console generations old.

    • White girls trying desperately to sound like black girls. One of the YouTubers my wife watches has a painful habit of yelling "IN THE TRAYUSH" like a stereotypical sassy black woman any time she doesn't like something, and it just makes me cringe every time. Particularly because said YouTuber is one of those ones who doesn't seem to like anything, so pretty much everything goes IN THE TRAYUSH.

    • Pitch-shifting or fucking with audio levels to emphasise points or take the piss. This is pretty self-explanatory. There's one YouTuber in particular that my wife watches who deliberately clips the mic any time she's making some sort of "aside" and it always makes me want to take that microphone and jam it somewhere unpleasant. Double negative points if pitch-shifting and/or audio clipping is combined with a cheap, poor-quality "fisheye lens" video effect.

    I mean… there must be a reason all these things (and plenty more that I've doubtless forgotten about) are used so consistently and relentlessly by not just one YouTuber, but so many of them. And, as noted above, I fully recognise the fact that the reason I find these things so upsetting and frustrating is likely because of my Asperger's. But at the same time, I can't help but feel these people with millions of subscribers should also really probably be showing a bit more in the way of creativity rather than using the same old stock music, sound effects and production trickery than everyone else.

    Or perhaps those YouTubers' audiences genuinely like the predictable side of things; perhaps they're eagerly awaiting the next IN THE TRAYUSH, clipped mic moment or Spongebob timecard. In which case I should probably just acknowledge the fact that I'm not the target audience for most of these things, go on my way and continue doing things the way I like to do them.

    It's just fun to complain sometimes, so long as you don't make too much of a habit of it!

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    #oneaday Day 800: A Day https://imnotdoctorwho.moegamer.net/2021/02/20/oneaday-day-800-a-day/ https://imnotdoctorwho.moegamer.net/2021/02/20/oneaday-day-800-a-day/#respond Sat, 20 Feb 2021 22:38:24 +0000 https://imnotdoctorwho.moegamer.net/2021/02/20/oneaday-day-800-a-day/ I feel like today was kind of "wasted", since I spent a lot of it in an anxious haze for no real reason. I was going to get some recording done, but I just couldn't get my brain focused enough. At least I've done the research and everything, so I'm good to go to get … Continue reading #oneaday Day 800: A Day

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    I feel like today was kind of "wasted", since I spent a lot of it in an anxious haze for no real reason. I was going to get some recording done, but I just couldn't get my brain focused enough. At least I've done the research and everything, so I'm good to go to get the vids done tomorrow — I was just originally hoping to have them done today.

    I could kind of tell it was going to be that kind of day first thing this morning. I woke up at a reasonable time, but still felt tired so I went back to sleep for a bit. My mind was then awash with a recurring bad dream I have — I hesitate to call it a "nightmare" because of how relatively mundane it is — in which I am moving house, but I have spectacularly failed to pack almost anything up ready to actually move it somewhere else. (This is a situation I have actually been in on a couple of occasions, but thankfully not to the degree seen in the dream.)

    I'm sure that dream must "mean" something, particularly as it's one that recurs so frequently, but today it was enough to put me properly "on edge" for a lot of the day, though the anxiety didn't really hit until mid-afternoon. Thankfully, I did at least get a bit of time to play Qute's awesome Natsuki Chronicles on PS4, which I'll be writing about on Rice Digital this coming week, but aside from that… nah. My damn brain is doing that thing it does.

    With that in mind, I'm going to go try and get some actually restful sleep tonight. Here's hoping!

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    #oneaday Day 799: Bedtime RPG recommendations wanted! https://imnotdoctorwho.moegamer.net/2021/02/19/oneaday-day-799-bedtime-rpg-recommendations-wanted/ https://imnotdoctorwho.moegamer.net/2021/02/19/oneaday-day-799-bedtime-rpg-recommendations-wanted/#respond Fri, 19 Feb 2021 21:21:01 +0000 https://imnotdoctorwho.moegamer.net/2021/02/19/oneaday-day-799-bedtime-rpg-recommendations-wanted/ Need to decide on a new bedtime RPG having successfully beaten Final Fantasy V last night! I'm a little torn in a few different directions. Do I play something I played back in the day and loved, but perhaps haven't revisited for a long time? Do I play something I've played before, but never beaten? … Continue reading #oneaday Day 799: Bedtime RPG recommendations wanted!

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    Need to decide on a new bedtime RPG having successfully beaten Final Fantasy V last night! I'm a little torn in a few different directions.

    Do I play something I played back in the day and loved, but perhaps haven't revisited for a long time?

    Do I play something I've played before, but never beaten?

    Or do I try something completely new?

    I have a lot of RPGs on my PlayStation Classic in the bedroom, so all three are options. I'm very, very tempted to revisit Final Fantasy Tactics for the first time in many, many years, but I'm also conscious that there are loads of other great PS1- and SNES-era RPGs that I'm yet to try even once.

    I'm going to mull it over while I go and have a bath. In the meantime, if any of you have any particularly strong opinions about PS1- and SNES-era RPGs that you think are an essential play — and which preferably might be at least reasonably fun to watch. For "reasonably fun" you can use the fact my wife enjoyed watching me play FFV while she was faffing on her phone before sleep, but also managed to fall asleep moments before the grand finale and thus completely missed me laying the smack down on Exdeath with gratuitous use of Gil Toss and Bahamut.

    So yeah. Suggestions welcome. You have about an hour or so! Hit me!

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    #oneaday Day 798: Where did the week go? https://imnotdoctorwho.moegamer.net/2021/02/18/oneaday-day-798-where-did-the-week-go/ https://imnotdoctorwho.moegamer.net/2021/02/18/oneaday-day-798-where-did-the-week-go/#respond Thu, 18 Feb 2021 21:32:17 +0000 https://imnotdoctorwho.moegamer.net/2021/02/18/oneaday-day-798-where-did-the-week-go/ Seems I missed another day. I honestly don't really know where this week has gone — it seems to have absolutely flown by for some reason. I guess it's a side-effect of keeping particularly busy on a daily basis — you kind of stop noticing the passage of time quite so much because you're not … Continue reading #oneaday Day 798: Where did the week go?

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    Seems I missed another day. I honestly don't really know where this week has gone — it seems to have absolutely flown by for some reason. I guess it's a side-effect of keeping particularly busy on a daily basis — you kind of stop noticing the passage of time quite so much because you're not clockwatching! Either way, apologies.

    I've mostly been blasting through GalGun Returns this week so I could write some guides for Rice Digital, and I'm mostly done with that now — I haven't collected all the girls' profiles or unlocked Underwater mode yet, but that's probably going to be a project for my personal time. I still have stuff in GalGun Double Peace and 2 to go back and get at some point, too!

    Now that's done and dusted I should have a bit more time to devote to stuff like Atelier again. I've been kind of falling behind a bit on Atelier Escha & Logy in the last couple of weeks, but I should hopefully be able to bang out at least one playthrough within the next few days. Whether or not I'll manage a second runthrough with Logy remains to be seen, but I would like to do that if possible!

    Damien from Nintendo Life actually reached out and asked me if I was still free to do reviews. I politely declined. I didn't say why, but after seeing their travesty of a Gal*Gun Returns review — and the hostility from certain parts of their community in the comments — I'm in no particular hurry to have anything else published there. Not that I'd have time to play anything for review there right now anyway — as noted above, I am managing to keep myself crazy busy during the day!

    And I'm enjoying it. That's the important thing. This is my job now, and I hope it stays that way. I'd be happy just doing this until further notice — but there's also always the potential that it can lead on to certain other things I'd also be interested in, too. I'm still in that slight phase of unease where I'm worrying that it all might be pulled out from under me at a moment's notice, but hopefully that won't happen… this time. Without going into details, let's just say that the situation is, in theory at least, less "volatile" than previous places I've worked.

    Anyway, it doesn't do to worry about such things at half past nine in the evening. I'm going to go and have a chicken sandwich, an Oreo hot chocolate (made in the Tassimo machine, and delicious) and probably get an early night. I might even beat Final Fantasy V this evening if I remember to equip Ribbons on everyone before I fight Stupid Giant Space Tree this time.

    Anyway. Hope you've had a good day and are looking forward to the weekend. The days and weeks all seem to blend into each other right now, but we're all slowly but surely making progress towards… something or other. Hang in there in the meantime!

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    #oneaday Day 797: Not sure what happened to Monday https://imnotdoctorwho.moegamer.net/2021/02/16/oneaday-day-797-not-sure-what-happened-to-monday/ https://imnotdoctorwho.moegamer.net/2021/02/16/oneaday-day-797-not-sure-what-happened-to-monday/#respond Tue, 16 Feb 2021 19:27:26 +0000 https://imnotdoctorwho.moegamer.net/2021/02/16/oneaday-day-797-not-sure-what-happened-to-monday/ Title. I really don't — it just sort of came and went and it appears to have completely obliterated itself from my memory, hence the fact I forgot to write something for you all yesterday! Oh well. It happens. Anyway, this evening I've posted the update vid on YouTube to say there's no other videos … Continue reading #oneaday Day 797: Not sure what happened to Monday

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    Title. I really don't — it just sort of came and went and it appears to have completely obliterated itself from my memory, hence the fact I forgot to write something for you all yesterday! Oh well. It happens.

    Anyway, this evening I've posted the update vid on YouTube to say there's no other videos this week, and on MoeGamer I need to give myself a bit of time with Fur Fighters before I write about Fur Fighters for the Bizarre Creations MegaFeature. I might spend a couple of articles on this one as it appears to be quite a substantial game, but expect something tomorrow or Thursday at the earliest, as I've barely had time to sit down with anything for the last few days, let alone things I want to write about!

    Nothing especially exciting happened today aside from me keeping myself busy. Besides work stuff over at Rice, I descaled the Tassimo machine and unclogged the bathtub. Now I'm going to play some Fur Fighters and then collapse into bed!

    Hope you've had a pleasant Tuesday!

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    #oneaday Day 796: Back to the Old Ways https://imnotdoctorwho.moegamer.net/2021/02/14/oneaday-day-796-back-to-the-old-ways/ https://imnotdoctorwho.moegamer.net/2021/02/14/oneaday-day-796-back-to-the-old-ways/#respond Sun, 14 Feb 2021 21:43:05 +0000 https://imnotdoctorwho.moegamer.net/2021/02/14/oneaday-day-796-back-to-the-old-ways/ I was a little disappointed to discover today that a site I had previously been freelancing for — one where the editor-in-chief had specifically given me assignments because they wanted to get away from non-specialists writing about games and offending their audience — has gone back to its old ways. Specifically, they published a review … Continue reading #oneaday Day 796: Back to the Old Ways

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    I was a little disappointed to discover today that a site I had previously been freelancing for — one where the editor-in-chief had specifically given me assignments because they wanted to get away from non-specialists writing about games and offending their audience — has gone back to its old ways.

    Specifically, they published a review of Gal*Gun Returns written by the guy who kicked off this whole issue in the first place — and neither he, nor the editor in chief, have apparently learned a thing from the experience. I am beyond disappointed in them.

    In fact, you know what, fuck it, I'm not going to pussy-foot around this in a private blog for patrons, because I probably shouldn't speak about it in "public": Nintendo Life published a Gal*Gun Returns review by PJ O'Reilly, the guy who did such a terrible job reviewing Gun Gun Pixies a while back, and who prompted this extremely well-received post on MoeGamer. And it's like the whole of the last year, where I received a ton of supportive and grateful comments from Nintendo Life readers after I reviewed Japanese games with a level head, never happened at all.

    I'm pretty disgusted with the Nintendo Life crew for this, but unfortunately not all that surprised. I guess hatebaiting the "disgusting weebs" gets more clicks than actually providing inclusive, friendly and well-informed coverage. Just gives me more incentive to do good work in a place that actually welcomes people who are interested in this kind of thing.

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    #oneaday Day 795: Bumper Episode Incoming https://imnotdoctorwho.moegamer.net/2021/02/13/oneaday-day-795-bumper-episode-incoming/ https://imnotdoctorwho.moegamer.net/2021/02/13/oneaday-day-795-bumper-episode-incoming/#respond Sat, 13 Feb 2021 22:08:06 +0000 https://imnotdoctorwho.moegamer.net/2021/02/13/oneaday-day-795-bumper-episode-incoming/ Chris and I recorded a new episode of The MoeGamer Podcast today and it is, without a doubt, our most packed show yet. This is down to the fact that we had a lot to talk about — not just because we haven't had the chance to catch up for a while, but also because … Continue reading #oneaday Day 795: Bumper Episode Incoming

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    Chris and I recorded a new episode of The MoeGamer Podcast today and it is, without a doubt, our most packed show yet. This is down to the fact that we had a lot to talk about — not just because we haven't had the chance to catch up for a while, but also because today's topic is something deeply, deeply near and dear to our hearts.

    The new episode is on the subject of "first level music", also covering things like the music that plays in the first area of a more "open" game, or the first battle theme you hear in an RPG, that sort of thing. We each had ten great examples to bring to the table, and it just didn't feel right to cut our discussion short. So we went on for a long, long time!

    There's a real mix of games from the east and the west, new and old; game music is a real area where both Chris and I can flaunt our own specialist, specific knowledge and tastes, and I think you'll really enjoy the show when it comes out on Monday.

    Of course, I have the enormous job of editing this damn thing first, but we'll cross that bridge when we come to it.

    I hope you'll all give the show a listen when we get it published on Monday; I think there's something for everyone in there — and we had an absolute blast putting it together.

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    #oneaday Day 794: Exhaustion https://imnotdoctorwho.moegamer.net/2021/02/12/oneaday-day-794-exhaustion/ https://imnotdoctorwho.moegamer.net/2021/02/12/oneaday-day-794-exhaustion/#respond Fri, 12 Feb 2021 21:44:48 +0000 https://imnotdoctorwho.moegamer.net/2021/02/12/oneaday-day-794-exhaustion/ The wife and I are both absolutely knackered. I think we've both either got or had "something" over the course of the last week — it's obviously not the 'rona (largely because we haven't been anywhere or seen anyone, also it's not the right symptoms) but it's knocked us both around a bit for a … Continue reading #oneaday Day 794: Exhaustion

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    The wife and I are both absolutely knackered. I think we've both either got or had "something" over the course of the last week — it's obviously not the 'rona (largely because we haven't been anywhere or seen anyone, also it's not the right symptoms) but it's knocked us both around a bit for a few days.

    Still, the working week is over now and the only commitment I have this weekend is recording and editing an episode of The MoeGamer Podcast with my good friend Chris, and that isn't a "work" commitment at all — particularly with the subject matter we've got lined up.

    Don't forget I'll be taking next week off from posting videos aside from an update video announcing that I'll be taking next week off from posting videos (aside from an… you get it) — I'll be back with, at the very least, Atari A to Z, Atari ST A to Z and Atari A to Z Flashback the following week. Still undecided on Evercade right now. We'll see how I feel next weekend.

    Aside from podcasting, this weekend will be spent in the company of GalGun Returns and Atelier Escha & Logy, which I need to beat a playthrough of sharpish! (I think I'm nearly there, I just haven't quite managed it yet.) GalGun Returns is definitely a worthy investment of your time if you've been considering it, as is HuniePop 2, which I mentioned the other day.

    All in all, while it's been a tiring week, it's been a satisfying and enjoyable week, too. I'm going to sleep well tonight, I'm sure. Assuming I don't have a cat on my face for 80% of the night like sometimes happens.

    Anyway, hope your respective weeks have been at the very least acceptable, and that you have a nice weekend to look forward to. Take care of yourselves as always!

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    #oneaday Day 793: Anxious https://imnotdoctorwho.moegamer.net/2021/02/11/oneaday-day-793-anxious/ https://imnotdoctorwho.moegamer.net/2021/02/11/oneaday-day-793-anxious/#respond Thu, 11 Feb 2021 23:35:09 +0000 https://imnotdoctorwho.moegamer.net/2021/02/11/oneaday-day-793-anxious/ I'm having an evening of anxiety. As is often the case, it stems from a small error of judgement that absolutely is not a big deal when thinking about it rationally. But the thing about anxiety is that it's not rational. It tends to blow things massively out of proportion, even when they absolutely do … Continue reading #oneaday Day 793: Anxious

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    I'm having an evening of anxiety. As is often the case, it stems from a small error of judgement that absolutely is not a big deal when thinking about it rationally. But the thing about anxiety is that it's not rational. It tends to blow things massively out of proportion, even when they absolutely do not matter.

    I won't go into details on said mistake — largely because it's already been resolved with no ill-effects, which should give you an idea of how minor it was — but I detest that my brain works this way. I go into full-on "fight or flight" mode over something that I can neither attack physically nor run away from, and it's exhausting — particularly because the anxiety is inevitably at its worst as the day comes to an end and I would want to get to sleep.

    I'm now somewhat hesitant to go to bed because I know I'll just lie awake thinking about what has already been fixed and panicking about "what if?" scenarios. But it's probably best to just go do it, sleep it off, and tomorrow is another day and all that.

    Have a nice evening!

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    #oneaday Day 792: Sleep is for the normal people https://imnotdoctorwho.moegamer.net/2021/02/10/oneaday-day-792-sleep-is-for-the-normal-people/ https://imnotdoctorwho.moegamer.net/2021/02/10/oneaday-day-792-sleep-is-for-the-normal-people/#respond Wed, 10 Feb 2021 22:03:17 +0000 https://imnotdoctorwho.moegamer.net/2021/02/10/oneaday-day-792-sleep-is-for-the-normal-people/ I've been absolutely exhausted all day today. I don't think I'm sleeping particularly well at the minute. It's not due to any particular sort of "stress", I don't think — though I think I had been giving the things I talked about yesterday more thought and brainspace than I might have initially thought — but … Continue reading #oneaday Day 792: Sleep is for the normal people

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    I've been absolutely exhausted all day today. I don't think I'm sleeping particularly well at the minute. It's not due to any particular sort of "stress", I don't think — though I think I had been giving the things I talked about yesterday more thought and brainspace than I might have initially thought — but I'm just knackered. After work today I just went upstairs and lay down for a few hours. It was both nice and a huge waste of time, because I don't think I actually managed to get to sleep.

    Still, at least in the current situation it doesn't matter too much if I wake up a little bit late, since I have precisely zero commute to worry about. That was always one of the things that stressed me out the most with the previous day job; the commute was short, but a huge pain in the arse, and the company was the sort of place that would complain if you walked in the door at the start of your scheduled work hours, rather than being already sat at your desk ready for a busy day of pointless conference calls.

    My current working day starts at 9am, and that's nice and comfortable. I typically wake up around 8-8.30am anyway (earlier if Patti the cat is hungry and tapping me in the face to inform me of this fact) so that gives me a nice little while to get some breakfast, have a coffee, take my pills and at least attempt to wake up a little bit before I have to start actually using my brain for things.

    I'm still knackered though. Feels like it should be the weekend again already, but nope! Few more days to go yet. Hang in there with me!

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    #oneaday Day 791: Decision https://imnotdoctorwho.moegamer.net/2021/02/09/oneaday-day-791-decision/ https://imnotdoctorwho.moegamer.net/2021/02/09/oneaday-day-791-decision/#respond Tue, 09 Feb 2021 19:22:31 +0000 https://imnotdoctorwho.moegamer.net/2021/02/09/oneaday-day-791-decision/ I've come to a decision, and announced it publicly over on MoeGamer. For your convenience, I will also add it here for your information. TLDR: Scaling back on everything that isn't the day job. Not stopping anything completely. For the immediate future, expect two "big" articles on MoeGamer per week (covering the two currently running … Continue reading #oneaday Day 791: Decision

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    I've come to a decision, and announced it publicly over on MoeGamer. For your convenience, I will also add it here for your information.

    TLDR: Scaling back on everything that isn't the day job. Not stopping anything completely. For the immediate future, expect two "big" articles on MoeGamer per week (covering the two currently running MegaFeatures) and three videos on YouTube (Atari A to Z, Atari ST A to Z, Atari A to Z Flashback). Much of the stuff I would have been doing on MoeGamer each week I'm now doing at Rice Digital, so please be sure to check in there every day! Thank you!


    Hello everyone, just a relatively quick one today, as I wanted to update you on a few things.

    As you'll know if you've been paying attention recently, I have a new day job working over at Rice Digital as the editor. It is, not to put too fine a point on it, a dream job. I spend my days getting paid to write things, make videos and go through other people's work with a virtual red pen. I hope those of you who have stopped by have enjoyed what I've been doing over there — there's plenty more to come!

    Taking on that role has led me to think carefully about a few things, though, so I wanted to outline exactly what I've been pondering recently — and let you know what that means for my "passion projects" around the Internet.

    The short version is, quite simply, that I don't intend to stop doing what I'm doing, but I do intend to scale things back a bit. Initially I thought just scaling back YouTube would be enough — indeed, I mentioned as much to Patrons the other day — but with the amount of stuff I'm doing for Rice each day I think I need to dial it back slightly on MoeGamer as well.

    The main reason for this is that I don't want my passion projects to feel like a chore or an obligation on top of my work throughout the day. I love writing, and I especially love writing about games. I'm absolutely thrilled to have taken on a position where I get paid to do what I love — it's been a long time coming — and thus I don't want to put myself in a situation where I end up resenting something that I enjoy by giving myself too much to do at a time.

    This is only becoming an issue now because of that job change. In my previous day job, where I was bored out of my mind for at least 85% of each working day, I could make the time to work on MoeGamer and even YouTube during the frequent moments of "downtime" every day. And I did! Now, however, I'm working a job I'm genuinely enthusiastic and excited about — and that means I'm keeping myself busy for the entire working day… and sometimes a little beyond, I must confess!

    With that in mind, since MoeGamer and my own YouTube channel are the things I do in my free time, those are the things that need to scale back somewhat. There won't be any substantial changes to the way I do things — I still intend to focus on deep dives into overlooked and underappreciated games — but there'll just be a little less of it; specifically, here on MoeGamer there won't be daily "big articles" for the moment. Instead, I'm going to focus on the larger projects I have underway. Right now, that means the Atelier MegaFeature and Fatal Rewind: A Bizarre Creations Retrospective.

    Focusing on these larger projects means I can take the pressure off myself to find something new to write about every day — something which I already have to do over at Rice! — and instead focus on doing what I think I do best: multi-part, in-depth analysis of things that deserve more attention, perhaps peppered with other occasional bits and pieces as I have the time and energy.

    Alongside this, I've been looking at YouTube and determining what best to do over there. While I enjoy everything I do over there, there are some clear "winners", and that's the three Atari A to Z series. short;Play in particular doesn't pull particularly big numbers unless I play something with tits in it — or something which has crossover interest with the Atari A to Z viewers, such as the recent Rescue on Fractalus remake. And while Evercade A to Z is a good way to showcase the games on the various platforms, it's essentially duplicating some of the stuff I've done here on MoeGamer in a different format.

    As such, short;Play is going to take a break for an indefinite amount of time — perhaps with occasional one-off episodes as I find things I particularly want to show on video — while Evercade A to Z… I haven't quite decided yet. I will either press pause on Evercade A to Z or the Evercade articles here on MoeGamer… or perhaps both.

    As I think about this right now as I type, it occurs to me that it might make a bit more sense to pause the articles and continue with the videos, since the Evercade A to Z series, again, has some crossover with the Atari audience who make up the bulk of the visitors to my channel. But at the same time I am trying to reduce my own workload somewhat.

    Anyway. Here's the plan. There are several steps.

    • Next week all video series will take a one-week break, except for The MoeGamer Podcast, which we're recording a new episode of over the weekend. I will post a video announcing this break over on YouTube just so no-one wonders why I've suddenly disappeared.

    • From right now I will commit to a Monday and a Friday article on MoeGamer — Monday for Fatal Rewind and Friday for Atelier. (Depending on how busy my working Friday is I reserve the right to push the week's Atelier article to the weekend!)

    • From the week after next YouTube will feature Atari A to Z, Atari ST A to Z and Atari A to Z Flashback, plus possibly Evercade A to Z if I have the time and/or energy. short;Play will be taking a break. At some point in the near future, one of the Atari A to Z series will take a break and be replaced with an Atari Jaguar-centric series.

    • From right now you can find my daily writing about Japanese games and popular culture over at Rice Digital, and on Rice Digital's YouTube channel. Please subscribe, follow and all that good stuff! I'll be sharing Rice Digital stuff via Twitter each day, too, so if you have the time to give me a few clicks (and reads and views!) that would be much appreciated.

    • From an indeterminate point in the future that is yet to be agreed I'll be beginning work on a brand-new retro-centric project as part of the day job, so the retro stuff I'm no longer posting here will end up there instead, where I get paid to do it!

    This is a lot of words to say "I think I'm overworking myself" and I apologise if any of it sounds like I'm making excuses. I'm super-proud of what I've achieved both on MoeGamer and on YouTube — and now on Rice, too — and I'm forever grateful to all the people who stop by every single day and have helped to make my pet projects a big success, at least in my eyes. But sometimes you just need to say "whoa, chill out a bit".

    So that's what I'm going to do! Thank you for your time and understanding — and thank you for all your support over the years MoeGamer has been running. It's that support that has helped keep me going — and me keeping going is what allowed me to finally end up in this dream job.

    In short, this is not the end, by any means — my stuff will just be a bit more spread out between a few different places now. But you'll likely find there's at the very least the same amount of stuff to read and videos to watch each week — and probably even more! That sounds like a win for you; it's definitely a win for me.

    Once again, thanks for your understanding — and I hope you continue to enjoy my work for a long time to come.

    Pete Davison

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    #oneaday Day 790: A week of lewd https://imnotdoctorwho.moegamer.net/2021/02/08/oneaday-day-790-a-week-of-lewd/ https://imnotdoctorwho.moegamer.net/2021/02/08/oneaday-day-790-a-week-of-lewd/#respond Mon, 08 Feb 2021 23:28:44 +0000 https://imnotdoctorwho.moegamer.net/2021/02/08/oneaday-day-790-a-week-of-lewd/ Both HuniePop 2 and GalGun Returns are out this week! It's a good week for fans of saucy games. I intend to do something with both of them, but I haven't quite decided what and when as yet. GalGun is out on Friday so I will likely time something to coincide with that, while HuniePop … Continue reading #oneaday Day 790: A week of lewd

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    Both HuniePop 2 and GalGun Returns are out this week! It's a good week for fans of saucy games. I intend to do something with both of them, but I haven't quite decided what and when as yet. GalGun is out on Friday so I will likely time something to coincide with that, while HuniePop 2 was out today, so I'll probably do something tomorrow.

    There will likely be both writing and video involved! I'm very excited to play both because they've both been a long time coming, and they will both offer delightfully distinct experiences from one another. HuniePop 2's brash humour will be fun to return to, while Gal*Gun's light-hearted lewd is always a pleasure. And, going on past experience with both series, both are very mechanically solid, too.

    Truly, it is one of those "embarrassment of riches" periods of time, and I'm 100% here for it. Let's have some happy lewd fun!

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    #oneaday Day 789: Pondering https://imnotdoctorwho.moegamer.net/2021/02/07/oneaday-day-789-pondering/ https://imnotdoctorwho.moegamer.net/2021/02/07/oneaday-day-789-pondering/#respond Sun, 07 Feb 2021 21:42:31 +0000 https://imnotdoctorwho.moegamer.net/2021/02/07/oneaday-day-789-pondering/ Been pondering over the weekend what I might do with the Rice Digital YouTube channel. As with most things to do with the site, I'm being largely left to my own devices, which is nice, but I do want to try and make good use of it. The channel has a decent number of subscribers … Continue reading #oneaday Day 789: Pondering

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    Been pondering over the weekend what I might do with the Rice Digital YouTube channel. As with most things to do with the site, I'm being largely left to my own devices, which is nice, but I do want to try and make good use of it.

    The channel has a decent number of subscribers but view counts have been very low for a long time — primarily because of the fact that the channel hasn't posted anything regularly for ages. I don't really pay a lot of attention to YouTube "trends" in terms of viewing figures and suchlike, so I would assume it will take a little while to build up momentum again. While that's going on, I guess it's a decent time to experiment.

    I enjoyed putting together the "readings" of articles that I did for the last few days last week, and they're not too much work; generally speaking, I was capturing footage to take screenshots from anyway, so I didn't have to set a lot of time aside to record new stuff aside from the voiceover. Editing for them is a relatively simple case of slapping some footage together with the ol' creative eye for what fits with what is being talked about, plus some nice transitions and titles. I can bang one of them out in a couple of hours, not including writing the article in the first place.

    I'm wondering if some gameplay/let's play stuff would be enjoyable for the community, though. And if so, what would be good to showcase? GalGun would make a lot of sense for obvious reasons, but I've also done a fair bit of GalGun-related stuff recently so I don't want to overdo it. I'm thinking perhaps experimenting with some fun weird stuff — Hakoniwa Explorer Plus on Switch springs to mind, since I think that will likely appeal to the audience. Then once Root Film, Kowloon High-School Chronicle and Gal*Gun release later, I can do stuff around those, too.

    Don't mind me, I'm just thinking out loud — but if there's any particular type of thing you'd like to see over at Rice Digital's YouTube channel, do let me know! I am exceedingly open to bright ideas right now.

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    #oneaday Day 788: Scaling back a little https://imnotdoctorwho.moegamer.net/2021/02/06/oneaday-day-788-scaling-back-a-little/ https://imnotdoctorwho.moegamer.net/2021/02/06/oneaday-day-788-scaling-back-a-little/#respond Sat, 06 Feb 2021 14:41:54 +0000 https://imnotdoctorwho.moegamer.net/2021/02/06/oneaday-day-788-scaling-back-a-little/ Been thinking a bit since I started the new Rice Digital gig (and some surrounding stuff that I can't talk about yet) and I think I need to scale the "hobby" projects back a little bit. Not a huge amount, but a little bit. So I'm going to do that — I wanted you all … Continue reading #oneaday Day 788: Scaling back a little

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    Been thinking a bit since I started the new Rice Digital gig (and some surrounding stuff that I can't talk about yet) and I think I need to scale the "hobby" projects back a little bit. Not a huge amount, but a little bit. So I'm going to do that — I wanted you all to be the first to know, but I'll put up a video announcing these changes shortly.

    As the fact I'll be announcing this via video suggests, I'm going to scale back a little on the YouTube front. Based on the videos I do which get the most views, comments, likes and all that sort of thing, the Atari stuff is all staying. It seems to be what people like the most, and what makes me stand out the most. At some point I would like to swap one of the series for a Jaguar series (and perhaps a Lynx series?) but I think keeping it to three series a week will help keep me sane.

    That means that, for the moment at least, I'm going to wind down short;Play and the Evercade videos. I enjoy doing both, but they're the ones that are probably the most time-consuming to put together — and also the ones that get the least attention, particularly in the case of short;Play.

    Part of the reason for this is the fact that I've started doing some videos over on the Rice Digital YouTube channel, and some of the things I'll be able to do over there can effectively "replace" short;Play. The difference is that I'll be able to legitimately put them together during the working day rather than having to squeeze them into my weekends as I do at the moment.

    Another part of the reason is that as part of my work with Rice, we'll be doing… something to do with retro gaming. We're still working out exactly what, which is why I can't talk about it as yet, but I can tell you it will be retro-related. And, as you might expect, whatever I end up doing there will be able to replace the Evercade stuff I'm doing on my own channel, among other things.

    Here are the things that I intend to stay the same:

    • Three Atari A to Z series a week: Atari A to Z, Atari ST A to Z, Atari A to Z Flashback. Either when I finish Flashback (which is still a way off) or when I feel like it, one of these series will be replaced with Atari Jaguar A to Z.

    • The MoeGamer Podcast will continue as is, likely on a monthly-ish schedule. Chris and I have next weekend pencilled in for our next recording session.

    • MoeGamer will continue as is, with something on there each day, plus posts to announce each new video. Having to spend a bit less time on videos means potentially more time to prepare MoeGamer stuff in advance, which will help me out a lot. Evercade coverage will continue on MoeGamer.

    Hope that's all clear, and hope you all understand — I have to prioritise the things I'm being paid a salary to do, but I also don't want to abandon things I've worked hard on, so hopefully this strikes a good balance.

    Thanks for your understanding!

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    #oneaday Day 787: Arcade Action https://imnotdoctorwho.moegamer.net/2021/02/05/oneaday-day-787-arcade-action/ https://imnotdoctorwho.moegamer.net/2021/02/05/oneaday-day-787-arcade-action/#respond Fri, 05 Feb 2021 22:04:51 +0000 https://imnotdoctorwho.moegamer.net/2021/02/05/oneaday-day-787-arcade-action/ I'm in the mood for some arcade-style games this evening, I think. The PlayStation Classic has been getting some good use for this, since there are some great arcade ports for PS1 — particularly puzzle games. Most of you reading this probably know about my fondness for Puchi Carat and other Taito titles. There are … Continue reading #oneaday Day 787: Arcade Action

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    I'm in the mood for some arcade-style games this evening, I think. The PlayStation Classic has been getting some good use for this, since there are some great arcade ports for PS1 — particularly puzzle games.

    Most of you reading this probably know about my fondness for Puchi Carat and other Taito titles. There are a few others I'm fond of — Ballistic is one I rather like, primarily because its Japanese version, Puzz Loop, was in our university student union coffee shop — home of the best curly fries in the world — a good 20+ years ago. A friend and I used to enjoy playing on the machine while we waited for the aforementioned fries and triple-shot espressos that would get us through a morning of Dr William Drabkin's lectures on Baroque-era harmonic progressions and "horn chords".

    Magical Drop III is another favourite, though one I discovered much more recently. The PS1 version of this is excellent and very true to the arcade original, plus it comes with a bunch of neat bonus stuff as well.

    Puzznic is one I've not spent a lot of time with but I've always found it interesting. I might actually spend some time with that one this evening, now that I'm thinking about it.

    I always used to get Puzznic and Plotting mixed up. I think they're actually both Taito games, and they both came out on the Atari ST. Puzznic got a PS1 port, though, while Plotting didn't. (I think it might be in one of the Taito Legends collections on PS2, though — I'll have to check.) Plotting was a weird one — I never quite got my head around it as a kid, but I always thought the art and animation was cute. Perhaps one to return to on Atari ST A to Z at some point.

    Anyway, on that note, I think it's time to go play one or more of these games for a nice peaceful evening! It's been a long and tiring but satisfying week, and I'm very much looking forward to a pretty chilled out weekend. I hope you also have a good weekend!

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    #oneaday Day 786: KFCrisps https://imnotdoctorwho.moegamer.net/2021/02/04/oneaday-day-786-kfcrisps/ https://imnotdoctorwho.moegamer.net/2021/02/04/oneaday-day-786-kfcrisps/#respond Thu, 04 Feb 2021 21:14:06 +0000 https://imnotdoctorwho.moegamer.net/2021/02/04/oneaday-day-786-kfcrisps/ I tried some KFC-flavoured crisps today. They did not taste like KFC, but they were pretty nice — sort of a spicy chicken flavour, as you might expect. I've seen a few people going nuts for these on social media, so I bought a multipack from the local Tesco earlier. They're all right; nothing amazing, … Continue reading #oneaday Day 786: KFCrisps

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    I tried some KFC-flavoured crisps today. They did not taste like KFC, but they were pretty nice — sort of a spicy chicken flavour, as you might expect. I've seen a few people going nuts for these on social media, so I bought a multipack from the local Tesco earlier. They're all right; nothing amazing, but I certainly don't regret buying them or anything.

    My copy of Sengoku Rance arrived from MangaGamer today. I'm impressed! Not only does it have a lovely old-school "hinged" big box (I don't know if "hinged" is the right word, but the lid is attached to the bottom and it opens like a book) but it also has a 78-page full colour manual in slightly-bigger-than-A5 size. It's quite the thing of beauty, and I'm delighted to have it on my shelf. I would have been happy with another DVD case like Rance 5D and VI came in, but they really went the extra mile for this one. Here's hoping Rance Quest Magnum gets the same treatment.

    And finally in not-particularly-interesting things that happened today, volume 5 of Don't Toy With Me, Miss Nagatoro finally arrived. I believe that brings me up to date with the series; volume 6 looks like it's out in March and features Nagatoro with cat ears on the front cover, so I will most certainly be picking that up.

    Aside from getting a bunch of cool stuff done over on Rice Digital today (check out my History of Lewd piece on Casual Romance Club and my look at the Steam Game Festival highlights!) it's been a relatively uneventful day. Contemplating going to sit in bed to play some PlayStation games, but I also need to play some Atelier Escha & Logy. Oh, the decisions!

    Anyway. Hope you've had a pleasant day. Take care of yourselves, as always!

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    #oneaday Day 785: A Job Well Done https://imnotdoctorwho.moegamer.net/2021/02/03/oneaday-day-785-a-job-well-done/ https://imnotdoctorwho.moegamer.net/2021/02/03/oneaday-day-785-a-job-well-done/#respond Wed, 03 Feb 2021 22:13:42 +0000 https://imnotdoctorwho.moegamer.net/2021/02/03/oneaday-day-785-a-job-well-done/ Busy day today! I got a lot done and did some Good Things at work which seem to have gone down well, so that's all very exciting. There are more interesting things in the pipeline too that I'm looking forward to talking about — sorry to keep teasing on this but I don't know 100% … Continue reading #oneaday Day 785: A Job Well Done

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    Busy day today! I got a lot done and did some Good Things at work which seem to have gone down well, so that's all very exciting. There are more interesting things in the pipeline too that I'm looking forward to talking about — sorry to keep teasing on this but I don't know 100% when they're going to happen so I just occasionally have to let a bit of the ol' excitement out without spoiling anything.

    I'm sure the "honeymoon period" will pass at some point but right now I'm having a blast. I'm getting paid a good wage to do what I love, and being given the freedom and trust to approach it the way I feel I should be approaching it. This is not a situation I should probably be surprised about experiencing when pushing 40 years of age, but it's something of a first for me, I have to confess. I hope I keep feeling that way.

    Andie attempted to repair our broken TV yesterday and mostly succeeded… mostly. She successfully swapped out the faulty LED strip and got the screen lighting up properly again, but something we knocked while taking the thing apart has caused a few pixels of lines at the extreme left of the display. They're barely noticeable — particularly if you're not looking for them, or if you're doing something in 4:3, such as, say, playing PS1 games — but it's a bit of a shame we weren't able to get the thing back in 100% working order.

    It was — is — a nice TV, so we've replaced my 40" TV that was probably pushing 15 years old at this point (and still doing just fine) with the 55" almost-working-perfectly TV in the bedroom. That means we now have a 55" TV in both the living room and bedroom. Extravagant? Perhaps, but if we've got 'em we might as well use them. Now we just need to figure out where to put the 40" model. I have joked about mounting it vertically in the toilet so one could play Tate-mode arcade games while having a poo, but that really would be extravagant now, wouldn't it?

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    #oneaday Day 784: Tuesday Night Ramblings https://imnotdoctorwho.moegamer.net/2021/02/02/oneaday-day-784-tuesday-night-ramblings/ https://imnotdoctorwho.moegamer.net/2021/02/02/oneaday-day-784-tuesday-night-ramblings/#respond Tue, 02 Feb 2021 22:14:22 +0000 https://imnotdoctorwho.moegamer.net/2021/02/02/oneaday-day-784-tuesday-night-ramblings/ I find it quite interesting that my Q&A videos always do relatively well on YouTube — I mean, in terms of viewing figures we're still talking double figures rather than anything grander, but you all know I'm perfectly content with that. But those double-figure figures are noticeably higher than a lot of the other things … Continue reading #oneaday Day 784: Tuesday Night Ramblings

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    I find it quite interesting that my Q&A videos always do relatively well on YouTube — I mean, in terms of viewing figures we're still talking double figures rather than anything grander, but you all know I'm perfectly content with that. But those double-figure figures are noticeably higher than a lot of the other things I do, and I find that intriguing.

    What exactly could be causing that? Do people naturally gravitate towards Q&A videos? Is it the fact they're the only videos with my actual face in? As someone who has never had a ton of self-confidence in their own appearance, I honestly find it quite difficult to believe it's that, but I've also seen the advice that you should put "yourself" in your thumbnails, so perhaps there is something to it — particularly given how many other YouTube creators out there do it.

    Trouble is, I have a format for my thumbnails right now and I rather like the consistency of them. I've made some minor tweaks to the short;Play and Podcast format ones, but I've always rather liked the simple and to-the-point nature of the various A to Z video thumbnails. "This is a video about Atari," they say, "and specifically this game". Would my gurning fizzog overlaid atop that nice simple layout really make more people come and watch those videos?

    I do wonder sometimes, but I also don't want to experiment and disrupt what I've come to think of as the "sanctity" (for want of a better word) of the series that I'm most proud of and how I present them.

    Ultimately, as I say, I don't mind too much. I look at YouTube like this: if I was giving a talk on old Atari games in the local village hall and twenty people turned up to listen, I'd be ecstatic. I'm not in this to be "famous"; I do it 'cause I enjoy it.

    But that doesn't stop me wondering how doing things a little differently might affect things! 🙂

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    #oneaday Day 783: Q&A for January 2021 https://imnotdoctorwho.moegamer.net/2021/02/01/oneaday-day-783-qa-for-january-2021/ https://imnotdoctorwho.moegamer.net/2021/02/01/oneaday-day-783-qa-for-january-2021/#respond Mon, 01 Feb 2021 22:47:59 +0000 https://imnotdoctorwho.moegamer.net/2021/02/01/oneaday-day-783-qa-for-january-2021/ I'm feeling a bit under the weather this evening — something has disagreed with my stomach a bit so I'm in a bit of pain. So I'll just share this with you for now, even though it went up on YouTube earlier — it's this month's Q&A video! Thank you to everyone who sent some … Continue reading #oneaday Day 783: Q&A for January 2021

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    I'm feeling a bit under the weather this evening — something has disagreed with my stomach a bit so I'm in a bit of pain. So I'll just share this with you for now, even though it went up on YouTube earlier — it's this month's Q&A video!

    Thank you to everyone who sent some questions in, you provided some fun things to talk about! Let's do it again next month!

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    #oneaday Day 782: Don't Toy With Me https://imnotdoctorwho.moegamer.net/2021/01/31/oneaday-day-782-dont-toy-with-me/ https://imnotdoctorwho.moegamer.net/2021/01/31/oneaday-day-782-dont-toy-with-me/#respond Sun, 31 Jan 2021 20:57:43 +0000 https://imnotdoctorwho.moegamer.net/2021/01/31/oneaday-day-782-dont-toy-with-me/ Read through vol. 4 of the Don't Toy With Me, Miss Nagatoro manga on the toilet earlier, and I really like how this series is developing — particularly in the more subtle ways. The development of the relationship between "Senpai" and Nagatoro is really quite touching to see happen — but also the way Senpai … Continue reading #oneaday Day 782: Don't Toy With Me

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    Read through vol. 4 of the Don't Toy With Me, Miss Nagatoro manga on the toilet earlier, and I really like how this series is developing — particularly in the more subtle ways.

    The development of the relationship between "Senpai" and Nagatoro is really quite touching to see happen — but also the way Senpai perceives the world changes, too. In the first volume, he comments that he "doesn't remember" the faces of people that he hates, and indeed throughout the first volume no characters other than him or Nagatoro have fully-defined faces; everyone else has the sort of "hentai protagonist" look with no eyes or hair over where their eyes would be.

    Things gradually change as time goes on, though. Nagatoro's friends — and rivals — enter the picture as the narrative progresses. In the very first frames of the first volume, these characters, too, are represented as faceless people who Senpai presumably "hates"… but by the middle of the third volume we're seeing them almost as clearly as we do Nagatoro. They tease Senpai much like Nagatoro does, but over time it seems there's some genuine affection there — even if their flirtatiousness is likely just for fun rather than serious. What's interesting is how Nagatoro inevitably reacts to it; her feelings are plain to see.

    Doubtless this is going to be one of those series where the "will they, won't they" will be dragged out for all eternity, but so far the gradual development of the various relationships has been a delight to see. I've got a copy of vol. 5 on the way so I'll be interested to see where things go — and I fully intend to follow this one as far as it goes!

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    #oneaday Day 781: Revisiting https://imnotdoctorwho.moegamer.net/2021/01/30/oneaday-day-781-revisiting/ https://imnotdoctorwho.moegamer.net/2021/01/30/oneaday-day-781-revisiting/#respond Sat, 30 Jan 2021 22:48:45 +0000 https://imnotdoctorwho.moegamer.net/2021/01/30/oneaday-day-781-revisiting/ Spent a bunch of time playing Mighty Gunvolt Burst this evening after my Limited Run copy showed up the other day. I think it's important to make time to revisit stuff you enjoyed in the past sometimes; it's often tempting to feel like you should be always moving "forwards" in the things you enjoy, never … Continue reading #oneaday Day 781: Revisiting

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    Spent a bunch of time playing Mighty Gunvolt Burst this evening after my Limited Run copy showed up the other day.

    I think it's important to make time to revisit stuff you enjoyed in the past sometimes; it's often tempting to feel like you should be always moving "forwards" in the things you enjoy, never looking back at the stuff you've beaten in the past. I really enjoyed coming back to Mighty Gunvolt Burst this evening, even though it's something I've already written about recently.

    I've found this to be particularly true when I feel like I've developed a much better understanding of… something in the intervening years. I know my knowledge and respect for certain aspects of gaming is very different to how it was even ten years ago, so revisiting stuff from back then is sometimes interesting… and it only gets better when I go back and explore things from my childhood with the eyes of an adult. There are a lot of things that really hold up to a second viewing — and a lot of things to appreciate.

    The same is true for any form of media, I'm sure. If I wasn't already filling my day with lots of things to do it'd be interesting to spend some time revisiting favourite TV shows and movies from years ago too, but I never really seem to find the time to do that! Did they sneak a few hours out of the day when we weren't looking at some point in the last 20 years…?

    Anyway. Time for bed (and Final Fantasy V) I think. Things to record tomorrow and I am going to attempt to get out of bed before noon to get them done! I'm not promising that will actually happen, but good intentions are a first step.

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    #oneaday Day 780: Satisfaction https://imnotdoctorwho.moegamer.net/2021/01/29/oneaday-day-780-satisfaction/ https://imnotdoctorwho.moegamer.net/2021/01/29/oneaday-day-780-satisfaction/#respond Fri, 29 Jan 2021 23:08:30 +0000 https://imnotdoctorwho.moegamer.net/2021/01/29/oneaday-day-780-satisfaction/ S-Rank Patrons! Last chance to get your questions in for the January Q&A! Click here for details. Another week is over, and it kind of feels like it's flown by! I've got lots done, achieved some things I'm pleased with and have some things I'm genuinely excited about in the cooker. So far I think … Continue reading #oneaday Day 780: Satisfaction

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    S-Rank Patrons! Last chance to get your questions in for the January Q&A! Click here for details.

    Another week is over, and it kind of feels like it's flown by! I've got lots done, achieved some things I'm pleased with and have some things I'm genuinely excited about in the cooker. So far I think it's safe to say that 2021 is off to a much more pleasant start than I ever expected, so I have to express some gratitude for that — both to people who have stuck by me during more difficult times (which I'm sure there will be more of in the future) and those who have, directly or indirectly, helped me get where I am now.

    This evening has only been slightly blighted by a mild case of the shits that appears to have passed now, so I can't complain too much. Hopefully it wasn't anything to do with the Nandos we treated ourselves to this evening. I blame my new work colleagues; no-one would shut up about bloody Nandos on the end-of-week social chat, so I came away wanting a Nandos.

    Nothing much planned for this weekend. Going to get a few videos recorded so I don't have to worry about any the following weekend (which Chris and I have pencilled in for a new podcast recording session) but other than that? Not a lot. I suspect Atelier and Final Fantasy will be involved at the very least.

    Anyway. I hope all of you reading this have had a pleasant week, or at the very least a tolerable one — that's all we can really ask for right now, I feel. I know there's no real end in sight to the weirdness the world has been stuck in, but we'll all get through this, I'm sure. There's always video games to distract yourself with in the meantime!

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    #oneaday Day 779: Shitpost Allergy https://imnotdoctorwho.moegamer.net/2021/01/28/oneaday-day-779-shitpost-allergy/ https://imnotdoctorwho.moegamer.net/2021/01/28/oneaday-day-779-shitpost-allergy/#respond Thu, 28 Jan 2021 22:56:20 +0000 https://imnotdoctorwho.moegamer.net/2021/01/28/oneaday-day-779-shitpost-allergy/ S-Rank Patrons, don't forget to get your questions in for the January Q&A! Click here for details. A friend (who is among the readers of this 'ere blog!) noted earlier that he was concerned that he had lost his sense of humour… but realised that he was simply allergic to shitposts. I kind of feel … Continue reading #oneaday Day 779: Shitpost Allergy

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    S-Rank Patrons, don't forget to get your questions in for the January Q&A! Click here for details.

    A friend (who is among the readers of this 'ere blog!) noted earlier that he was concerned that he had lost his sense of humour… but realised that he was simply allergic to shitposts. I kind of feel the same way.

    While sometimes it can be amusing to just post something silly, there are so many people on the Internet these days who make it a defining part of their identity that it loses their impact. And the real problem is that there are a lot of people out there who think they are hilarious comedians, when in fact they're just recycling tired old jokes for the umpteenth time.

    You just have to look at any Twitter trend when it comes up. Browse through the latest tweets and you'll find hundreds, possibly thousands, of people making the same "jokes". This is particularly true when it comes to a universally hated person — someone like Piers Morgan or Donald Trump — but it also happens around events, too. You see the same GIFs, the same tired old "this you?" responses, the same old clown pictures. It's tiresome.

    Some might argue that this side of the Internet has developed as a new twist on the way we communicate, and perhaps it has. But I can't help but feel like it loses a lot of the nuance and expressiveness of language if everyone is posting the same Shrek "this is going in my cringe compilation" image macro.

    Perhaps I'm just too old for this shit. Or perhaps it really isn't funny. I don't know. But if you've ever found yourself feeling like you might be allergic to shitposts… rest assured that you most certainly aren't alone!

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    #oneaday Day 778: Quiet Day https://imnotdoctorwho.moegamer.net/2021/01/27/oneaday-day-778-quiet-day/ https://imnotdoctorwho.moegamer.net/2021/01/27/oneaday-day-778-quiet-day/#respond Wed, 27 Jan 2021 23:46:04 +0000 https://imnotdoctorwho.moegamer.net/2021/01/27/oneaday-day-778-quiet-day/ S-Rank Patrons, don't forget to get your questions in for the January Q&A! Click here for details. I decided to have a quiet day on MoeGamer today as I had a very busy day at the day job, and worked a little later than normal to get something out of the way that I'd been … Continue reading #oneaday Day 778: Quiet Day

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    S-Rank Patrons, don't forget to get your questions in for the January Q&A! Click here for details.

    I decided to have a quiet day on MoeGamer today as I had a very busy day at the day job, and worked a little later than normal to get something out of the way that I'd been meaning to do for a couple of days. It was already getting a bit late by the time I finished, so I just wanted to sit and relax. Hope you don't mind! You got a video at least!

    Two super-fun pieces up on Rice today, though — firstly, a bit about the upcoming Root Film, which is a game I'm very excited for, and secondly, a big interview with the ever-lovely Matt Papa from Inti Creates on the subject of Gal*Gun's tenth anniversary. If you have a sec to go enjoy those and perhaps share them that would be very much appreciated! Good viewing figures help me look good — and confirm to my new employers that hiring me was indeed the correct decision.

    I dove back in to Final Fantasy XIV this evening, since I have a good idea for an ongoing column about it. Ongoing columns are good! Regular content so I don't have to rack my brains every week for inspiration. I'll write more about this in the first installment of the new column (which I'm planning for Friday or Monday, haven't decided yet) but I've been giving the game's "New Game Plus" mode a try; this is a really nice idea, which allows you to replay the entire main scenario quest at your current level, letting you re-experience the story as it was first time around, but without any need for grinding, gearing up and all that sort of thing.

    You can even run the dungeons single-player unsynced if you want to, and I won't lie, it's exceedingly satisfying to use the Samurai job's super-powerful hit to flatten bosses in a single blow. You don't get any meaningful rewards for running New Game Plus — not that the quest rewards for the main scenario would likely be any use to you by the time you'd be making use of New Game Plus — so it's purely a means of revisiting the story. After several years away, it's exactly what I both needed and wanted; I wasn't relishing the idea of starting a brand new character.

    Anyway, I'm going to be limiting my Final Fantasy XIV time to probably twice a week so I still have time to do other stuff. I'll definitely play on Wednesday evenings, as that's when the wife and our guildmates do stuff together online, and perhaps one day of each weekend, too. We'll see. I have little to no intention of taking the game "seriously" again, but I do want to see the Shadowbringers story and enjoy some of the new stuff. So I'm looking forward to that.

    Now, though, it's time for bed — as tempting as it is to see quite how far through A Realm Reborn's main quest I can get in a single evening! For reference, after an evening's play, I'd cleared up to the point where you run Sastasha, Tam-Tara and Copperbell, so that's the equivalent of playing up to about level 18 or so. Without the need to grind, I should be able to plough through the various storylines and enjoy them at a good pace, which will be nice.

    But yeah. Bed now. Perhaps with a touch of Final Fantasy V before sleep…

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    #oneaday Day 777: Delicious Girls https://imnotdoctorwho.moegamer.net/2021/01/26/oneaday-day-777-delicious-girls/ https://imnotdoctorwho.moegamer.net/2021/01/26/oneaday-day-777-delicious-girls/#respond Tue, 26 Jan 2021 23:10:36 +0000 https://imnotdoctorwho.moegamer.net/2021/01/26/oneaday-day-777-delicious-girls/ S-Rank Patrons, don't forget to get your questions in for the January Q&A! Click here for details. I've been playing Food Girls recently because I want to write something about it for Rice, MoeGamer or both. It's been an interesting experience so far — and surprisingly compelling despite the extremely simplistic gameplay. It's very much … Continue reading #oneaday Day 777: Delicious Girls

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    S-Rank Patrons, don't forget to get your questions in for the January Q&A! Click here for details.

    I've been playing Food Girls recently because I want to write something about it for Rice, MoeGamer or both. It's been an interesting experience so far — and surprisingly compelling despite the extremely simplistic gameplay. It's very much a stat-building visual novel/dating sim type thing rather than an actual management sim, but there are enough interesting decisions to make so that it doesn't feel entirely like you're just going through the motions.

    Back up a sec. If you're not sure what Food Girls is, it's a Taiwanese game where you play the role of a business consultant who agrees to help out a struggling street market. You work with three particular business owners — who all happen to be cute girls — in an attempt to make their shops more profitable and popular, and are tasked with ensuring they make rent each week, pass the business evaluations and, as the story progresses, successfully fend off some more sinister influences that are attempting to mess things up.

    I haven't finished my first playthrough as yet — the game unfolds over three months of game time, and I'm two months in — but I'm already quite attached to the characters. The three main girls are a lot of fun, but the supporting cast are all rather lovely, too. Their personalities are helped along a great deal by some excellent use of Live2D to animate their sprites, and while the whole thing is only partially voice acted (in Japanese) the performers do a good job of reflecting these girls' personalities.

    The whole thing is a bit rough round the edges and was obviously developed on the cheap, but it's one of those games where you can feel like there's real passion involved. The people behind this might not have had the budget or resources to be able to fully realise what they wanted to do, but they had a damn good go at it and put out something they could be proud of. Interestingly enough, this is something of a recurring theme in Food Girls' narrative. Write what you know and all that.

    Anyway, as I say, there'll be something about this somewhere very soon, so keep an eye out for it! It's definitely worth talking about, but I want to at least finish a playthrough before I pen something properly. Likely in the next day or two!

    The post #oneaday Day 777: Delicious Girls appeared first on I'm Not Doctor Who.

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    #oneaday Day 776: The Returner https://imnotdoctorwho.moegamer.net/2021/01/25/oneaday-day-776-the-returner/ https://imnotdoctorwho.moegamer.net/2021/01/25/oneaday-day-776-the-returner/#respond Mon, 25 Jan 2021 22:39:44 +0000 https://imnotdoctorwho.moegamer.net/2021/01/25/oneaday-day-776-the-returner/ S-Rank Patrons, don't forget to get your questions in for the January Q&A! Click here for details. I may have re-subbed to Final Fantasy XIV. I've actually been considering doing it for a while — more as a social thing than anything, given the current situation — but I also had the bright idea of … Continue reading #oneaday Day 776: The Returner

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    S-Rank Patrons, don't forget to get your questions in for the January Q&A! Click here for details.

    I may have re-subbed to Final Fantasy XIV. I've actually been considering doing it for a while — more as a social thing than anything, given the current situation — but I also had the bright idea of using it as a source for a regular column over on Rice Digital. Said column can combine the latest news about the game along with my experiences as a "Returner" (FFVI reference fully intended) who has been away from the game for a few years at this point.

    I'm particularly interested to check out a few of the things geared towards people like me, such as the "New Game Plus" mode that was added a while back. I haven't seen a lot of discussion about this, but from what I understand it provides a means of replaying main scenario quests from Heavensward onwards — they're apparently revamping A Realm Reborn considerably before adding it, since there was a noticeable jump in production values and overall quality of pacing once Heavensward arrived.

    There's also a fair few things I'd be up for trying again; I always enjoyed attempting to solo Palace of the Dead, for example, so I'll likely try that again, plus that's a good source of experience for levelling. I also quit before Heaven-on-High, the second Deep Dungeon, was added, so that will be all new to me.

    And while I'm not in a hurry to come into contact with MMO elitists again, I think I just have to accept that they're part and parcel of the territory with this sort of game, and deal with it. I can at least be a decent person and hopefully set a better example — plus, hey, it makes for some fun "war stories" sometimes, anyway.

    I'm going to limit my time on the game to maybe one or two "scheduled" sessions per week, though. I don't want it taking away from other things I want to do, so I'm going to treat it as if it were, say, a regular gaming session with friends on a weekly basis rather than something to consume my life with. We'll just have to see how that goes!

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    #oneaday Day 775: Narcissism as the Cure for Insomnia https://imnotdoctorwho.moegamer.net/2021/01/24/oneaday-day-775-narcissism-as-the-cure-for-insomnia/ https://imnotdoctorwho.moegamer.net/2021/01/24/oneaday-day-775-narcissism-as-the-cure-for-insomnia/#respond Sun, 24 Jan 2021 22:12:43 +0000 https://imnotdoctorwho.moegamer.net/2021/01/24/oneaday-day-775-narcissism-as-the-cure-for-insomnia/ I don't know how many other "content creators" (ugh) do this, but I'm quite fond of watching my own videos back, and in particular I find them quite good to fall asleep to. I realise this may sound like I'm boring myself to sleep, but actually it's more about the… familiarity, I guess? I remember … Continue reading #oneaday Day 775: Narcissism as the Cure for Insomnia

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    I don't know how many other "content creators" (ugh) do this, but I'm quite fond of watching my own videos back, and in particular I find them quite good to fall asleep to.

    I realise this may sound like I'm boring myself to sleep, but actually it's more about the… familiarity, I guess? I remember the experience of playing the game and of recording the video, but not necessarily the details, so playing one of them back gives me the feeling that I don't need to actually watch it, but I can just listen to what I was talking about, accompanied by the sounds of the game. I've been told by others I have a fairly soothing voice, so I guess I'm just experiencing that for myself!

    It's kind of strange to think about, though. I used to despise my own voice. When I was a kid, my parents used to get me to record my piano exam pieces onto cassette for my grandparents, which I didn't have a problem with, but I always loathed having to record the introductions for them… and I hated listening back to them even more.

    I think it was mostly my accent I didn't like… or perhaps what I felt was something of a lack of an accent. I thought I sounded weird when I was talking, and listening to myself now, that side of my voice which I disliked — which I'm struggling to truly define — has definitely softened a great deal. Or perhaps I'm simply more tolerant of myself. I'm not conscious of having deliberately changed anything about the way I talk since childhood, but I'm certainly a lot happier to listen to myself now than I once was!

    Anyway, having uploaded ten new videos to YouTube today, now I have just the thing to fall asleep to this week, and I can do it in the name of checking them over, too! Watch out for them over the course of the next couple of weeks.

    The post #oneaday Day 775: Narcissism as the Cure for Insomnia appeared first on I'm Not Doctor Who.

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    #oneaday Day 774: Groovin' https://imnotdoctorwho.moegamer.net/2021/01/24/oneaday-day-774-groovin/ https://imnotdoctorwho.moegamer.net/2021/01/24/oneaday-day-774-groovin/#respond Sun, 24 Jan 2021 00:18:51 +0000 https://imnotdoctorwho.moegamer.net/2021/01/24/oneaday-day-774-groovin/ Getting really into Groove Coaster Wai Wai Party!!!! now, ever since I discovered the trick to playing rhythm games on the television and getting the same "I'm playing an instrument!" feeling as I do when playing them on handhelds. It's weirdly simple, really: simply put the controller down on a flat surface and play it … Continue reading #oneaday Day 774: Groovin'

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    Getting really into Groove Coaster Wai Wai Party!!!! now, ever since I discovered the trick to playing rhythm games on the television and getting the same "I'm playing an instrument!" feeling as I do when playing them on handhelds.

    It's weirdly simple, really: simply put the controller down on a flat surface and play it more like a keyboard instrument rather than relying on your thumbs. If you're anything like me, your fingers are more responsive and reactive than your thumbs are, so it's easier to hit things in time.

    You will also want to learn how to play according to the sound of the music rather than the on-screen markers, and also learn how to tune out the sound of your own fingers banging on the controller. The latter in particular is weirdly distracting, so you absolutely must maintain some Zen-like focus in listening to the music and not the noises that are happening in the room.

    I'm surprised I hadn't discovered this little trick sooner, as I've tended to eschew a lot of rhythm games on the big screen precisely because none of them quite recreated the same feeling Project Diva F on the Vita gave me. But now… now, with Groove Coaster I am well and truly feeling it. I have also discovered that Hard mode on Groove Coaster is absolutely "my level" — I can S-rank a couple of songs, but I have room for improvement on a lot of them.

    In most cases, it's simply a case of learning the songs a bit better, since most of them are relatively new to me — though there are a couple that have very fast note patterns that I need to figure out a reliable means of hitting. At least with Groove Coaster's flexible control scheme, you have the scope to do them with both hands rather than expecting one hand or finger to move at a ridiculous velocity.

    I can perform pretty reliably on the Kemono Friends theme and Kizuna Ai's performance of AiAiAi, though, so that's an important milestone already. I sense the tracks from Darius are going to give me a bit of grief for a while though!

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    #oneaday Day 773: The Gallery https://imnotdoctorwho.moegamer.net/2021/01/22/oneaday-day-773-the-gallery/ https://imnotdoctorwho.moegamer.net/2021/01/22/oneaday-day-773-the-gallery/#respond Fri, 22 Jan 2021 20:09:54 +0000 https://imnotdoctorwho.moegamer.net/2021/01/22/oneaday-day-773-the-gallery/ S-Rank Patrons, don't forget to get your questions in for the January Q&A! Click here for details. Another week over and done with! And I concluded it with a victory at the weekly team "social hour" on Teams, where we were playing the Pictionary-esque Drawasaurus, but with video game names. Here are a few highlights … Continue reading #oneaday Day 773: The Gallery

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    S-Rank Patrons, don't forget to get your questions in for the January Q&A! Click here for details.

    Another week over and done with! And I concluded it with a victory at the weekly team "social hour" on Teams, where we were playing the Pictionary-esque Drawasaurus, but with video game names. Here are a few highlights from the session. The first two are my excellent work.

    I think we all nailed the essence of the things we were supposed to be referencing!

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    #oneaday Day 772: Feeling It https://imnotdoctorwho.moegamer.net/2021/01/21/oneaday-day-772-feeling-it/ https://imnotdoctorwho.moegamer.net/2021/01/21/oneaday-day-772-feeling-it/#respond Thu, 21 Jan 2021 22:29:21 +0000 https://imnotdoctorwho.moegamer.net/2021/01/21/oneaday-day-772-feeling-it/ S-Rank Patrons, don't forget to get your questions in for the January Q&A! Click here for details. Definitely "feeling it" now; I'm feeling pretty zonked out this evening, so I'm looking forward to the upcoming weekend. I think I might have to make it a nice quiet one with little to no commitments — I … Continue reading #oneaday Day 772: Feeling It

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    S-Rank Patrons, don't forget to get your questions in for the January Q&A! Click here for details.

    Definitely "feeling it" now; I'm feeling pretty zonked out this evening, so I'm looking forward to the upcoming weekend. I think I might have to make it a nice quiet one with little to no commitments — I have a couple of Evercade vids I didn't manage to get recorded last weekend, but they won't take too long, so I'll get them out of the way and then spend the rest of the time chilling out, I think.

    I don't want to describe it as "stress" because I've had stress and this doesn't feel that way. Although I guess it may just be a different sort of stress — a feeling of being kind of overwhelmed and not sure what to make of the situation in which you find yourself. I've spoken before about the worry that something might be "too good to be true" and that is, of course, hard to shake — but more than anything I think it's just a feeling that I need to adjust, get into the groove of things and realise that yes, what I've been hoping would happen really is genuinely happening!

    I don't mean to be vague but that really is the best way of describing how I'm feeling right now! It's all a bit overwhelming and tiring, but it's not upsetting me because I know the reasons for it are all positive. It's quite an odd feeling in many ways, and I'm sure it will pass — but if I seem a bit "absent" at any point, there's your explanation!

    I'm off to play some PlayStation in bed and drink hot chocolate. Pretty sure those things will help.

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    #oneaday Day 771: New Starters https://imnotdoctorwho.moegamer.net/2021/01/20/oneaday-day-771-new-starters/ https://imnotdoctorwho.moegamer.net/2021/01/20/oneaday-day-771-new-starters/#respond Wed, 20 Jan 2021 22:26:13 +0000 https://imnotdoctorwho.moegamer.net/2021/01/20/oneaday-day-771-new-starters/ The overall company where I'm working now has been going through a bit of a hiring spree lately from the sound of things, and I had a chat with the latest person to join the team earlier. He was genuinely hyped up to be a part of everything, and it was just a delight to … Continue reading #oneaday Day 771: New Starters

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    The overall company where I'm working now has been going through a bit of a hiring spree lately from the sound of things, and I had a chat with the latest person to join the team earlier. He was genuinely hyped up to be a part of everything, and it was just a delight to see; while I tend to be the sort of person who finds getting visibly excited to be rather difficult, his externally presented feelings are what I've been feeling on the inside for the last week or so.

    Things have been going well so far, and there are a lot of interesting and exciting projects for me to work on in the pipeline besides just keeping the site ticking along. I'm especially looking forward to getting involved with some retro gaming-related work, and hopefully there will be something to talk about in that regard very soon; you folks will likely be among the first to know about it once we get things up and running!

    It all still doesn't quite feel real just yet, and there's a little bit in the back of my mind that worries about all this being suddenly snatched away from me at the worst possible moment. It's happened to me before, after all — hello USgamer — so I can't help but worry a bit. But I should stay positive; I'm having a good time at the moment, I actually genuinely like the people I work with rather than simply tolerating their presence, and what I've been doing so far seems to be appreciated by the people who matter. So hopefully there's nothing I should be worrying about!

    Fingers crossed, eh. It'd be nice to finally feel settled before I turn 40!

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    #oneaday Day 770: Sleepy https://imnotdoctorwho.moegamer.net/2021/01/19/oneaday-day-770-sleepy/ https://imnotdoctorwho.moegamer.net/2021/01/19/oneaday-day-770-sleepy/#respond Tue, 19 Jan 2021 22:10:44 +0000 https://imnotdoctorwho.moegamer.net/2021/01/19/oneaday-day-770-sleepy/ S-Rank Patrons, don't forget to get your questions in for the January Q&A! Click here for details. The last week and a bit is starting to catch up with me a bit! It's been a whirlwind of new activity and new people and I'm just starting to feel it a bit, I think. Not in … Continue reading #oneaday Day 770: Sleepy

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    S-Rank Patrons, don't forget to get your questions in for the January Q&A! Click here for details.

    The last week and a bit is starting to catch up with me a bit! It's been a whirlwind of new activity and new people and I'm just starting to feel it a bit, I think. Not in a bad or stressful way — it's just I'm feeling a tad tired this evening and the temptation to go zonk out in bed is significant.

    To be far, it's already 10pm so there'd be nothing wrong with going to do that right now. There's nothing in particular I want to achieve for the rest of this evening, so I think it'd be perfectly acceptable to go sit in bed, play Final Fantasy V for an hour or so and then go to sleep.

    I have to say, it's a pleasant novelty to feel this sort of satisfied tiredness after the working day. I feel like over the years I've had a lot more in the way of "I can't wait for this to be over" sort of situations, but right now I'm actually looking forward to each new day and what it brings — and there are even more exciting things ahead that I haven't had the opportunity to start on yet.

    I suspect in the long term I'm going to have to carefully find a good "balance" between the different aspects of my life in order to remain sane and satisfied with everything! But for now, things seem to be going quite nicely indeed, thank you very much. And I'm very grateful for that; I know not everyone is in such a fortunate position, least of all as the world is going through what it's been going through for some time now.

    I don't really have anything more coherent to say right now, I'm afraid; I think my brain may have already preceded me up the stairs and gone to bed already!

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    #oneaday Day 769: Companions https://imnotdoctorwho.moegamer.net/2021/01/18/oneaday-day-769-companions/ https://imnotdoctorwho.moegamer.net/2021/01/18/oneaday-day-769-companions/#respond Mon, 18 Jan 2021 23:12:43 +0000 https://imnotdoctorwho.moegamer.net/2021/01/18/oneaday-day-769-companions/ Working at home for so long has given me more of an appreciation for my cats than ever before. The both of them are absolutely magnificent creatures, and I love them to bits. Meg, the older of the two — and possibly the mother or sister of our dearly departed Ruby — has been doing … Continue reading #oneaday Day 769: Companions

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    Working at home for so long has given me more of an appreciation for my cats than ever before. The both of them are absolutely magnificent creatures, and I love them to bits.

    Meg, the older of the two — and possibly the mother or sister of our dearly departed Ruby — has been doing well recently; the vet had been nagging us to put her on a diet as she'd been putting on a fair amount of weight, so we've been trying carefully controlled portions of a specific diet food… and it's been working for her. She's lost a lost of weight and seems much happier and healthier now. She's a lot more playful than she was; it's a good job I overcame my fear of being bitten and/or scratched by cats some time ago!

    The reason for overcoming that fear is Patti, the younger of the two, who we picked up from the local shelter when Meg was pining for Ruby after we lost her. Patti was a tiny little thing when we first got her but she's grown to be enormous. She doesn't pig out on food like Meg does if we let her, so she's just big rather than fat; I think she might actually be slightly bigger than Meg down. She's definitely at least five times the idiot, and very fond of flying, biting leaps to demonstrate affection. I learned quite quickly after we got her that these are nothing to be afraid of.

    The pair of them are wonderful companions, excellent listeners and an enormous source of comfort. Occasionally the thought crosses my mind that we won't be together forever, and that makes me a bit sad, but the important thing is to enjoy the love and companionship we share right now. I cannot imagine life without these little buggers now, and I hope — no, I'm pretty sure I know — we make them as happy as they make us.

    Get off my desk, Patti, I need to click a thing with the mouse and you are in the way.

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    #oneaday Day 768: Knuckling Down https://imnotdoctorwho.moegamer.net/2021/01/17/oneaday-day-768-knuckling-down/ https://imnotdoctorwho.moegamer.net/2021/01/17/oneaday-day-768-knuckling-down/#respond Sun, 17 Jan 2021 21:35:04 +0000 https://imnotdoctorwho.moegamer.net/2021/01/17/oneaday-day-768-knuckling-down/ S-Rank Patrons, don't forget to get your questions in for the January Q&A! Click here for details. Got a fair bit done today. Have been kind of feeling a bit dazed and confused for the last couple of days what with all the chaos of settling in to the new job. Doesn't quite feel real … Continue reading #oneaday Day 768: Knuckling Down

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    S-Rank Patrons, don't forget to get your questions in for the January Q&A! Click here for details.

    Got a fair bit done today. Have been kind of feeling a bit dazed and confused for the last couple of days what with all the chaos of settling in to the new job. Doesn't quite feel real yet, but I'm sure that feeling will pass! I do know that I'm looking forward to getting stuck in this week — having spent a significant proportion of last week meeting the other people I'm working with (via video chat) this week I can really knuckle down and focus on things. And I've got some great ideas ready to go — plus some stuff to get my team working on too.

    As I've mentioned elsewhere, MoeGamer and YouTube will not be going anywhere! MoeGamer will continue (and probably emphasise) its focus on stuff that has passed people by, been out for a while or is outright retro, while my work at Rice Digital will focus a lot more on slightly more "current" stuff — though that isn't to say there's no scope for looking at some "classics" along the way. Either way, each site will have its own distinct feeling about it, and I hope you'll follow along with both!

    In other news, I finished reading through the three Atari books by Jamie Lendino, focusing on the 2600, the Atari 8-bit range and the ST range. Of the three, I think the ST one was probably the most comprehensive, but all three were pretty good. I do have to admit, by the end of the 2600 one I was thinking to myself "I could have written this and probably picked a more interesting selection of games", but all three books were enjoyable nonetheless. It's a slight shame that they were all written from an American perspective, as the Atari experience in Europe had some notable differences — plus that's what I grew up with — but I guess that's something there's always scope for me to explore at some point in the future!

    Aside from that, not much to report. I've left the house approximately once over the course of the last seven days, not that this is anything unusual in the current situation. I have set up my living room nicely for both work and recording things, though; today I spent several hours making use of said setup to record videos and it works well, so I'm pleased about that. I have a few more ideas to tidy things up a bit — most notably the rats' nest of HDMI cables that are crying out for some switchboxes — but for now I'm happy with how things are laid out for both my professional and my personal life!

    Anyway. My brain's kind of fried so I'll sign off there. S-Rank Patrons don't forget to leave your questions on the post I linked at the top, and everyone have a lovely evening!

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    #oneaday Day 767: Progress! https://imnotdoctorwho.moegamer.net/2021/01/16/oneaday-day-767-progress/ https://imnotdoctorwho.moegamer.net/2021/01/16/oneaday-day-767-progress/#respond Sat, 16 Jan 2021 16:01:08 +0000 https://imnotdoctorwho.moegamer.net/2021/01/16/oneaday-day-767-progress/ Weighed myself this morning and I've apparently lost about 2.5kg since last week. I'm going to go ahead and attribute at least some of that to natural variation from day to day — along with the fact that you usually lose a decent chunk in your first week of dieting in earnest — but that's … Continue reading #oneaday Day 767: Progress!

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    Weighed myself this morning and I've apparently lost about 2.5kg since last week. I'm going to go ahead and attribute at least some of that to natural variation from day to day — along with the fact that you usually lose a decent chunk in your first week of dieting in earnest — but that's still something to be very happy about. I'm not counting on progress like that every week, but it's definitely a good start.

    Counting the calories hasn't proven to be too difficult, particularly because both Andie and I are doing it, and we've managed to find a number of things that we actually like eating that are well within our respective calorie "limits" for the day. We've had some nicely varied lunches and dinners, we can still enjoy a sandwich (we both love a sandwich) and there are even nice treats that we can fit into our daily allowance, which means neither of us feel like we're really missing out on anything.

    The key, as I've seen with all sorts of different diets I've tried over the last few years, is planning ahead and trying not to be too impulsive. Figure out what you're going to eat for your main meals each day, then you can plan the rest of your day around that. If you know what your dinner is going to take out of your allowance, you can figure out whether or not you can squeeze that chocolate bar or cake in. If you're sensible, you probably can, and given how much we both like chocolate bars and cakes, that's a good thing.

    It's still early days but I'm feeling positive about this — and with my general mood improved thanks to the new job and all manner of other things, I'm feeling pretty good in general. It's a nice change. Here's hoping things continue that way for a long time to come.

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    S-RANK PATRONS READ THIS! Get your questions in for the January 2021 Q&A! https://imnotdoctorwho.moegamer.net/2021/01/16/s-rank-patrons-read-this-get-your-questions-in-for-the-january-2021-qa/ https://imnotdoctorwho.moegamer.net/2021/01/16/s-rank-patrons-read-this-get-your-questions-in-for-the-january-2021-qa/#respond Sat, 16 Jan 2021 15:56:08 +0000 https://imnotdoctorwho.moegamer.net/2021/01/16/s-rank-patrons-read-this-get-your-questions-in-for-the-january-2021-qa/ Hello! I've really enjoyed doing the last couple of Q&A videos so I'd love to get some more questions from you all — particularly those of you I don't see in the comments all that much! I'm planning to record the next Q&A video towards the end of the month — likely the weekend of … Continue reading S-RANK PATRONS READ THIS! Get your questions in for the January 2021 Q&A!

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    Hello! I've really enjoyed doing the last couple of Q&A videos so I'd love to get some more questions from you all — particularly those of you I don't see in the comments all that much!

    I'm planning to record the next Q&A video towards the end of the month — likely the weekend of the 30th — so get your questions in before then by leaving a comment on this post.

    You can ask anything… within reason, obviously! If you'd like to see some specific parts of my game collection, just say so. If you'd like me to attempt to capture my cats on camera, I can probably make that happen. Or if you just want to ask my opinion on something that you haven't seen me cover on the channel or on MoeGamer, that's all good too.

    Get your questions in before January 30th by leaving a comment on this post. I'll leave this as a Sticky post on the Patreon page so if you can't think of anything now and just want to come back later, just stop by https://patreon.com/petedavison and it should be right there for you.

    Thanks for your support, and I'm looking forward to some great questions!

    The post S-RANK PATRONS READ THIS! Get your questions in for the January 2021 Q&A! appeared first on I'm Not Doctor Who.

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    #oneaday Day 766: Success https://imnotdoctorwho.moegamer.net/2021/01/15/oneaday-day-766-success/ https://imnotdoctorwho.moegamer.net/2021/01/15/oneaday-day-766-success/#respond Fri, 15 Jan 2021 23:59:23 +0000 https://imnotdoctorwho.moegamer.net/2021/01/15/oneaday-day-766-success/ First week at the new gig done and dusted, and I've had a good time. Like, a properly good time, not just what you say when you start a new job in a tedious office and you really don't give a shit about your work or any of the people you find yourself in contact … Continue reading #oneaday Day 766: Success

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    First week at the new gig done and dusted, and I've had a good time. Like, a properly good time, not just what you say when you start a new job in a tedious office and you really don't give a shit about your work or any of the people you find yourself in contact with on a daily basis. Nope, a proper good time. I've done some good work, I've had appreciation and compliments for my good work and I work with some great people. So thumbs up to that; here's hoping it all continues to be happy and lovely.

    I'm ready for the weekend though! I feel like I've been more "actively engaged" in my work this week than I have been for most of last year, which makes for a satisfying feeling at the end of the day, but also a need for a nice rest! I'm still finding time to get MoeGamer and YouTube stuff done, though; although in the same field as the day job now, there's enough "different" about those two things to make them still feel like they're just "things I like doing" rather than "obligation". Which is nice. Hopefully that will continue; there's always that little voice in the back of my head saying "doing what you love for your job is a sure-fire way to start hating that thing", but I just slap that motherfucker down. He don't know shit about ass.

    This weekend, I'm planning to do a bit of recording. It'll be a good opportunity for some further tests of my new living room setup, which is much more comfortable for both writing and making videos. I will also get a wallpaper and Q&A post done for S-Rank Patrons! In fact, I'll get that done first before I do anything else tomorrow morning. (Or more likely afternoon. I suspect we will be having a nice long lie-in tomorrow.)

    Anyway. Time for bed, hot chocolate and Final Fantasy V. Hope you've all had a good week. And if you haven't? Well, now it's over. Enjoy your weekend!

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    #oneaday Day 765: Liquid Fire https://imnotdoctorwho.moegamer.net/2021/01/14/oneaday-day-765-liquid-fire/ https://imnotdoctorwho.moegamer.net/2021/01/14/oneaday-day-765-liquid-fire/#respond Thu, 14 Jan 2021 22:04:07 +0000 https://imnotdoctorwho.moegamer.net/2021/01/14/oneaday-day-765-liquid-fire/ Final Fantasy V is a lot harder than I remember! Granted, I haven't played it a ton in the past, but I have gotten a little further than the point I'm currently at in my bedtime playthroughs… and I'm sure I don't remember the bosses being as tough as they've been in this run! "Tough" … Continue reading #oneaday Day 765: Liquid Fire

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    Final Fantasy V is a lot harder than I remember! Granted, I haven't played it a ton in the past, but I have gotten a little further than the point I'm currently at in my bedtime playthroughs… and I'm sure I don't remember the bosses being as tough as they've been in this run!

    "Tough" might not be quite the right word, because I've been managing to make it through the encounters by fiddling around with the Job system. This is certainly something that was absolutely necessary to do in Final Fantasy III but I was always under the impression that Final Fantasy V handled things a little more elegantly in this regard. Or perhaps I'm simply using an inelegant solution to a problem, and there's also an elegant one out there.

    The best example is the boss I just beat: Liquid Fire. With the lineup I'd been playing with up until that point — Knight, Berserker, Sorcerer, Summoner — I'd been getting through random encounters just fine without any difficulty, but the boss absolutely obliterated everyone… except the Sorcerer, who took very little damage from the boss' fire attacks but was also completely incapable of hitting it in anything other than its "humanoid" form. This meant that once you got it into its "whirlwind" or "hand" forms, which seemingly require magic damage of some description to get it to morph back into "humanoid", the fight was impossible to win with just the Sorcerer left standing.

    So my solution? Get in there with a party of four Sorcerers, one of which had previously spent some time as a Black Mage and another of which had previously spent some time as a Summoner. It worked; they took very little damage as Sorcerers, but were still able to dish out damage in the forms you apparently can't hit with physical attacks. It was satisfying when I finally beat the boss, but I couldn't help but wonder if what I'd just done counted as "cheesing" it somewhat.

    I guess it doesn't really matter. If it works, it works, huh?

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    #oneaday Day 764: Settling In https://imnotdoctorwho.moegamer.net/2021/01/13/oneaday-day-764-settling-in/ https://imnotdoctorwho.moegamer.net/2021/01/13/oneaday-day-764-settling-in/#respond Wed, 13 Jan 2021 22:27:25 +0000 https://imnotdoctorwho.moegamer.net/2021/01/13/oneaday-day-764-settling-in/ Settling in to the new job nicely now. Getting to know people and enjoying the fact that although the company as a whole is one of a reasonable size, there's none of the "big corporate" feel that frustrated me so much at the last place. We have meetings and conference calls, but they last for … Continue reading #oneaday Day 764: Settling In

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    Settling in to the new job nicely now. Getting to know people and enjoying the fact that although the company as a whole is one of a reasonable size, there's none of the "big corporate" feel that frustrated me so much at the last place. We have meetings and conference calls, but they last for two or three minutes. No-one wastes their time reading out project management tools; it's just a quick and efficient "hello everyone, anyone got anything that everyone else needs to know?" before letting everyone go on their way.

    Anyway. I shall refrain from talking further about that for now because that's not why any of you are here. Suffice to say for now that things are going well and — hopefully — this will be a good thing for me in the long term. Fingers crossed.

    I posted a full playthrough of one of my all-time favourite adventure games over on YouTube today. Rise of the Dragon is one of the first DOS PC games I remember playing, and it's one that I'm pretty sure most of my family got involved with — I certainly remember playing it with my brother, and it would be unlike my mother not to get stuck in to an adventure game of some sort. I also remember playing it with my school friends.

    I find it quite amusing how short it is. I remember us getting stuck for weeks at a time on it, though I do remember beating it — I have an oddly vivid memory of my friend Ed and I shouting "I AM BAHUMAT" [sic] at one another, in reference to the game's finale sequence. I do not, however, remember successfully beating the "arcade" sequences in the game before; I'd normally just die deliberately five times so you can skip them, but on the video I actually cleared them both legitimately.

    I'll have to revisit Heart of China, the other game from the same people using the same engine, at some point. I definitely beat that one back in the day, too, though I don't remember it nearly as well as I do Rise of the Dragon for some reason. I do remember thinking Nurse Kate was hot though.

    Anyway. It may not be late, but I think it is bedtime. Hope you've all had an acceptable Wednesday; now we're all halfway through the week, hooray! S-Rank Patrons, I haven't forgotten about you — I've been a little distracted getting settled in to the new day job though 🙂

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    #oneaday Day 763: Jobby https://imnotdoctorwho.moegamer.net/2021/01/12/oneaday-day-763-jobby/ https://imnotdoctorwho.moegamer.net/2021/01/12/oneaday-day-763-jobby/#respond Tue, 12 Jan 2021 22:40:30 +0000 https://imnotdoctorwho.moegamer.net/2021/01/12/oneaday-day-763-jobby/ Been enjoying Final Fantasy V as the bedtime game for the past few days. I've started this game lots of times but never really gotten further than a few hours into it, so I'm curious to see how things go. So far I'm enjoying it a lot; I particularly appreciate how the Job system is … Continue reading #oneaday Day 763: Jobby

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    Been enjoying Final Fantasy V as the bedtime game for the past few days. I've started this game lots of times but never really gotten further than a few hours into it, so I'm curious to see how things go. So far I'm enjoying it a lot; I particularly appreciate how the Job system is rewarding a willingness to go into a situation with perhaps an unconventional lineup of combatants — indeed, for a boss fight last night, I was really struggling with my "default" early-game lineup of Knight, Thief, White Mage and Black Mage, but then I changed everyone to Knight and absolutely obliterated said boss.

    I suspect things will get easier and party lineups can be more flexible as the game progresses. The trouble in the early game is that you're so lacking in HP that mages can maybe take one or two hits before they're dead, making them a little impractical; however, I did spend enough time earning job levels on them that I can cast some fun spells while on other Jobs now, which is nice.

    Thus far the world has been interesting to explore, and it gets you right in there with a selection of vehicles to fiddle around with and access various different areas. It suffers a little from NES-era Final Fantasy syndrome, where you're expected to pootle around the world you can access until you stumble across something potentially interesting — but one could argue that has always been an important part of early top-down RPGs. I know certainly since taking a look at the early Ultima games and their knockoffs such as Questron I've come to appreciate or at least understand the way some of the earlier Final Fantasy games and their ilk do things.

    Mostly I'm looking forward to showing Andie things like Gilgamesh in their original context; as a Final Fantasy XIV devotee, she's been in contact with a lot of stuff from early Final Fantasy games through that title's numerous homage sequences, but not seen many of them in their original context. I have to confess there are a number of things I'm curious about, too; I've somehow managed to remain mostly unspoiled on the majority of Final Fantasy V's plot so I'm intrigued to see where it goes in the long term.

    And on that note, it's time for a mug of hot chocolate and a bit more grinding. A pleasant evening to ya!

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    #oneaday Day 762: That New Beginning https://imnotdoctorwho.moegamer.net/2021/01/11/oneaday-day-762-that-new-beginning/ https://imnotdoctorwho.moegamer.net/2021/01/11/oneaday-day-762-that-new-beginning/#respond Mon, 11 Jan 2021 21:52:33 +0000 https://imnotdoctorwho.moegamer.net/2021/01/11/oneaday-day-762-that-new-beginning/ I'll say this again at the end, but please keep quiet about everything mentioned in this post until I've announced things publicly tomorrow. Thank you for your understanding! All righty, here's the deal with my new job: starting today (well, likely with the first visible "result" tomorrow) I'm the Site Editor of Rice Digital — … Continue reading #oneaday Day 762: That New Beginning

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    I'll say this again at the end, but please keep quiet about everything mentioned in this post until I've announced things publicly tomorrow. Thank you for your understanding!

    All righty, here's the deal with my new job: starting today (well, likely with the first visible "result" tomorrow) I'm the Site Editor of Rice Digital — https://ricedigital.co.uk.

    If you're not familiar with Rice Digital, this is a site that is focused on Asian video games and popular culture, emphasis on the games side of things. Rice has always had a store attached to it that typically sells limited editions of PQube's games, but the scope beyond that has varied somewhat over the years. Right now they've got preorders for the upcoming Gal*Gun Returns and Root Film; in the past, they've also done various bits of merchandise, figures and the like, and I believe the plan is to head back in that direction at some point.

    Anyway. My role is on the editorial side of things. Aside from the store, Rice is a site with things to read on it! It's been largely "leaderless" for a few months but has been doing steady traffic thanks to a talented bunch of freelancers who have been keeping news stories and features flowing in the absence of anyone actually steering the ship. I will be taking charge of that rowdy bunch and writing a bunch of my own stuff, with a mind to carving out the site a nice, distinctive online identity as a place where people can go to find good-quality writing, news stories, interviews and other interesting stuff that relates to Japanese and Asian video games and broader popular culture.

    I had several meetings today where we talked about various ways in which we can potentially achieve that, so I've now got to figure out ways to make those work and see how things go. As such, the overall "format" of the site is likely to be somewhat in flux while we get certain things established, but we already nailed down some interesting ideas in our initial meetings today, and I have plenty more brewing at the back of my mind. Long-term, hopefully I'll be expanding into doing some video work also — both fronting it and working with the freelancers to ensure we have some stuff to offer the audience.

    This shouldn't affect MoeGamer and my work on YouTube, since the purpose of MoeGamer and the purpose of Rice Digital are both quite different from one another, despite sharing a subject area. The people in charge are well familiar with what I do — indeed, it's one of the main reasons they hired me — and have said that things should be absolutely fine to continue as they are; I'll just obviously have to ensure that things I'm doing in one place aren't cannibalising the other. I don't see that being a problem, however; if anything the two will support one another well. Obviously I will let you all know if anything is likely to change, but signs are positive right now. So thumbs up for that.

    With all that in mind, I encourage you all to follow Rice Digital in your… reading things of choice, follow them on social media (which I won't be in charge of, as there's a Person For That) and check in every so often to see what the team and I have been up to. I should be starting to edit and post some things on the site from tomorrow, so watch out for my name — and be a good Internet citizen and like, comment, share and all that other gubbins so I get to make numbers go up and the people who pay me money like me more.

    Last thing: I haven't publicly announced this yet — I'll likely do so tomorrow — so please don't say anything "out in the open" (on Twitter etc.) about this as yet. Once I've shared the news publicly on Twitter, it's all good, but until then, keep shtum if you please!

    Once again, a big thank you for all your support; as I mentioned above, the work I've been doing on MoeGamer and YouTube has played a big role in getting me to this position — and your ongoing support of what I do in those places has been a big motivating factor in holding myself to a high standard and putting out work that I'm genuinely proud of. In a very real sense, you've all helped me get this potentially ideal day job — now I just have to jump in and seize this opportunity firmly so I can prove myself to the money men!

    A sincere thanks; couldn't have done it without you all.

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    #oneaday Day 761: End of Another Weekend https://imnotdoctorwho.moegamer.net/2021/01/10/oneaday-day-761-end-of-another-weekend/ https://imnotdoctorwho.moegamer.net/2021/01/10/oneaday-day-761-end-of-another-weekend/#respond Sun, 10 Jan 2021 22:26:42 +0000 https://imnotdoctorwho.moegamer.net/2021/01/10/oneaday-day-761-end-of-another-weekend/ It's the end of another weekend, and tomorrow is a bit of a "new beginning" for me in a number of ways. Hopefully 2021 in general will mark a bunch of "new beginnings"; I've been saying I want to achieve fresh starts in a whole variety of areas for a long time, and so far … Continue reading #oneaday Day 761: End of Another Weekend

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    It's the end of another weekend, and tomorrow is a bit of a "new beginning" for me in a number of ways. Hopefully 2021 in general will mark a bunch of "new beginnings"; I've been saying I want to achieve fresh starts in a whole variety of areas for a long time, and so far I have a reasonably good feeling about this year being a good one in which to do just that.

    So far the diet has been going smoothly. Carefully planning out calorie usage each day means I can enjoy myself while still being sensible, and the few areas where I've managed to shave off a few calories (the Tassimo coffees vs. Nespresso lattes, for example) are really helping. When I feel up to it, I'll incorporate some exercise in there, too, as I'm certain that will help, also. Other things on my mind first, though!

    I'm pleased with the PlayStation Classic setup I've managed to achieve so far. I've got a wide selection of games from a ton of platforms on there, including Neo Geo, which the system appears to emulate beautifully. The Neo Geo ROM set I have seems to have a number of games that just don't work, unfortunately, but a lot of these games are notoriously temperamental, so it's not altogether surprising. I'm sure I'll be able to figure something out with the troublesome ones at some point — even if it means finding a more up-to-date set of ROM dumps.

    Other stuff works perfectly. I did try Atari 8-bit and Philips G7000/Magnavox Odyssey 2 earlier, but I can't find a way of mapping keyboard commands to the joypads, so I think those are probably out of the question for the moment. I'm sure hooking up a USB keyboard will work, so I might investigate that at some point. For now, there's plenty of other stuff to be getting on with!

    To put the thing through its paces, I've unofficially adopted Final Fantasy V as a bedtime game. It's a Final Fantasy I've never actually beaten but always been curious about, plus it's something Andie will be interested in, since there have been a bunch of FFV references in Final Fantasy XIV to date. When I'm done with that, I've got a whole host of RPG goodness stored on there just waiting to go — stretching right back to the NES, but with a fine selection of titles that I never got the opportunity to try on the original PlayStation back in the day taking pride of place. (Plus a few I loved playing back in the day, too — there's several I'm keen to revisit with more mature eyes.)

    Feeling reasonably good right now, then. A bit nervous about tomorrow, but I'm sure there's nothing to be worried about! S-Rank Patrons, I'll have a new wallpaper and a Q&A prompt post up for you very soon — watch out for them in the next couple of days and/or when I remember to do them!

    Enjoy the rest of your weekend, and stay safe as always.

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    #oneaday Day 760: Rip and Tear https://imnotdoctorwho.moegamer.net/2021/01/10/oneaday-day-760-rip-and-tear/ https://imnotdoctorwho.moegamer.net/2021/01/10/oneaday-day-760-rip-and-tear/#respond Sun, 10 Jan 2021 00:34:32 +0000 https://imnotdoctorwho.moegamer.net/2021/01/10/oneaday-day-760-rip-and-tear/ Been fiddling around with the PlayStation Classic today and think I've got the whole "adding new stuff to it and customising things" pretty much sorted. I got an OTG adapter and a 128GB flash drive, and all seems to be working fine with those; 128GB is more than enough for most things I want to … Continue reading #oneaday Day 760: Rip and Tear

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    Been fiddling around with the PlayStation Classic today and think I've got the whole "adding new stuff to it and customising things" pretty much sorted. I got an OTG adapter and a 128GB flash drive, and all seems to be working fine with those; 128GB is more than enough for most things I want to do with the system for now, since it is enough space to store complete(ish) libraries for most pre-PlayStation platforms, and plenty more room for PS1 games.

    I've been sorting out disc images for a bunch of PS1 games this evening, including a variety of things that I always wanted to play back in the day but was never able to — primarily thanks to the fact that a lot of them didn't cross the pond from North America to Europe. Given how pricey some of these games are — and the fact that you're always rolling the dice a bit with preowned CD-based games — this seems like the best means of enjoying these games right now.

    I've been impressed with how easy Project Eris, RetroArch and EmulationStation have been to use once the initial setup was done with. I had an initial hiccup with Project Eris being unable to add new PlayStation games — format your flash drive in exFAT format, not NTFS as the documentation says, to fix this — but now all seems to be working perfectly smoothly.

    One thing I do want to experiment with is whether or not home computer emulation will also work on this thing. There's no reason why it shouldn't, but hooking up a USB keyboard would be a bit of a faff. I need to investigate whether it's possible to map controller buttons to keyboard inputs on home computer platforms — I'm sure it's possible to, but I just haven't tried it yet. Once I figure that out, there'll be some 8- and 16-bit micro goodness going on that flash drive, too, I'm sure.

    The cool thing about this is that I'm effectively making an enormously portable little gizmo that is absolutely rammed to the rafters with every retro game you could think of. I've argued against this when talking about the Evercade and I do still believe curated collections are a much better means of celebrating retro games, but having one device with a huge library available at the touch of a button is certainly convenient, I won't lie. I'm picturing it being particularly useful if we're ever allowed to go and visit friends again; with just one device, we'll all be able to play a whole bunch of games that we used to love on a variety of platforms, without having to switch lots of cables around. That will be super-fun.

    That and I'll be able to play all my dream RPGs in bed. Looking forward to that. Question now is: where to begin…?

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    #oneaday Day 759: A Quiet Evening https://imnotdoctorwho.moegamer.net/2021/01/08/oneaday-day-759-a-quiet-evening/ https://imnotdoctorwho.moegamer.net/2021/01/08/oneaday-day-759-a-quiet-evening/#respond Fri, 08 Jan 2021 22:19:33 +0000 https://imnotdoctorwho.moegamer.net/2021/01/08/oneaday-day-759-a-quiet-evening/ In celebration of the last day of my (now previous) day job, the wife and I had a bit of a quiet evening tonight. We had a nice Marks & Spencers curry box and played some The Adventures of Willy Beamish, then we have a fairly relaxed weekend ahead of us. Our desire for a … Continue reading #oneaday Day 759: A Quiet Evening

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    In celebration of the last day of my (now previous) day job, the wife and I had a bit of a quiet evening tonight. We had a nice Marks & Spencers curry box and played some The Adventures of Willy Beamish, then we have a fairly relaxed weekend ahead of us.

    Our desire for a quiet evening together meant that there was no Atelier Ayesha piece today, but instead I'll post one tomorrow, as aforementioned wife is busy doing Final Fantasy XIV things for most of the weekend so I have plenty of time to write and record. It'll be the first test of my new living room setup for recording, too, so that will be interesting.

    I also spent a significant proportion of today installing "Project Eris" on the PlayStation Classic that my brother got us for Christmas. Normally I'm not big on modding these mini consoles and prefer to keep them stock, but the PlayStation Classic is renowned as being a great multi-purpose emulation platform, so I've loaded it up with a bunch of ROMs and now we have every retro game we could ever want easily accessible in the bedroom. Which is nice! I've got a bigger flash drive and an OTG cable coming tomorrow so I can use it to its full potential; the bigger flash drive will allow for more larger games (like actual PlayStation games) while the OTG cable allows you to run said flash drive off the USB power port rather than the controller port, meaning you can play two-player games again.

    Anyway. More on that another time, I'm sure. I start my new job next week — a little more on that once I'm settled in and ready to talk about what I'm up to! For now, I hope you all have a pleasant weekend. I'm certainly planning to.

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    #oneaday Day 758: Rearrangement https://imnotdoctorwho.moegamer.net/2021/01/07/oneaday-day-758-rearrangement/ https://imnotdoctorwho.moegamer.net/2021/01/07/oneaday-day-758-rearrangement/#respond Thu, 07 Jan 2021 23:12:22 +0000 https://imnotdoctorwho.moegamer.net/2021/01/07/oneaday-day-758-rearrangement/ I've rearranged my living room setup somewhat. Gone is the coffee table which used to play host to my computer keyboard, mic stand and (when I'm recording) tripod holding the camera, replaced with a slightly smaller wheeled table that is about a thousand times more comfortable to sit at and use. I have actual legroom … Continue reading #oneaday Day 758: Rearrangement

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    I've rearranged my living room setup somewhat. Gone is the coffee table which used to play host to my computer keyboard, mic stand and (when I'm recording) tripod holding the camera, replaced with a slightly smaller wheeled table that is about a thousand times more comfortable to sit at and use. I have actual legroom now, I can sit back on the sofa while recording, and the slightly raised height of the table over the coffee table feels way more ergonomic. I made a good choice.

    It's nice when little things like this make you happy. This is a small change to my daily living situation, but with how much time I spend in the living room playing games, writing things and looking at the Internet, this is going to have a positive impact on me. I'll be giving it a go with recording a few videos over the weekend; the only thing I'm not totally convinced about at the moment is the fact that, by virtue of it being a wheeled table rather than something sitting on the floor, it's a bit more prone to "jiggling" around if I'm typing or using the mouse, and that could potentially be a pain with recording facecam for the videos. But camera stabilisation is a thing, so it's entirely possible it won't be a problem — that's partly why I want to record some stuff at the weekend.

    There's also a nice little "tablet holder"-type thing at the back of it, which means I'll be able to make good use of my tablet, perhaps as a secondary display for the computer while recording or streaming. Plus the fact it's a bit smaller means I'm less likely to cover it with junk, which will make my wife happy. I call that a win all round, really; between my new pair of slippers and my new table, 2021 is getting off to a fine start so far!

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    #oneaday Day 757: Madness https://imnotdoctorwho.moegamer.net/2021/01/06/oneaday-day-757-madness/ https://imnotdoctorwho.moegamer.net/2021/01/06/oneaday-day-757-madness/#respond Wed, 06 Jan 2021 23:51:02 +0000 https://imnotdoctorwho.moegamer.net/2021/01/06/oneaday-day-757-madness/ Not really sure what to say after the chaos that apparently unfolded in the US earlier. These are strange and scary times we live in, for sure. I encourage everyone reading this to stay safe, and don't be afraid to just get the hell off the Internet if it all becomes a bit too much. … Continue reading #oneaday Day 757: Madness

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    Not really sure what to say after the chaos that apparently unfolded in the US earlier. These are strange and scary times we live in, for sure. I encourage everyone reading this to stay safe, and don't be afraid to just get the hell off the Internet if it all becomes a bit too much. Nobody would blame you right now.

    It's peculiar to think that we're almost certainly living in a period of time that will be of historical significance in the future. Between the Coronavirus pandemic and the political upheaval in the US — not to mention all manner of other things going on all over the world — 2020 (and, judging by today, 2021) are going to be years that people study for years to come. It's fascinating, but also slightly horrifying.

    Anyway. I'm not sure there's much I can say right now that won't sound flippant, so, as I say, I encourage all of you — American or not — to stay safe, stay sane and do whatever you need to do to put yourself in a good place mentally right now. If that means signing up for a Japanese eShop account and downloading Rod-Land, then so be it.

    Now, if you'll excuse me, I'm off to find some Japanese eShop credit…

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    #oneaday Day 756: I'm Doing It https://imnotdoctorwho.moegamer.net/2021/01/06/oneaday-day-756-im-doing-it/ https://imnotdoctorwho.moegamer.net/2021/01/06/oneaday-day-756-im-doing-it/#respond Wed, 06 Jan 2021 00:48:14 +0000 https://imnotdoctorwho.moegamer.net/2021/01/06/oneaday-day-756-im-doing-it/ First couple of days of calorie-counting have gone just fine. I actually haven't found myself craving things anywhere near as much as I expected to coming off the Christmas binge — and I suspect at least some of that is down to making a few choices that might seem a bit counterintuitive when it comes … Continue reading #oneaday Day 756: I'm Doing It

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    First couple of days of calorie-counting have gone just fine. I actually haven't found myself craving things anywhere near as much as I expected to coming off the Christmas binge — and I suspect at least some of that is down to making a few choices that might seem a bit counterintuitive when it comes to dieting. I guess it remains to be seen if they actually work.

    One thing I did was deliberately swap out sugar-free Pepsi Max for full-sugar Pepsi. Now, they say that you shouldn't drink your calories, but I've actually felt… weirdly better after a couple of days of drinking these in moderation (and counting the calories) rather than just glugging through a bunch of sugar-free stuff each day. Ideally, I'd drink plenty of water — and I do intend to work on that — but I've suspected for a while that artificial sweeteners perhaps aren't the greatest thing for you, and that they perhaps don't entirely agree with me. Sugar isn't great for you either, of course — but if you have it in moderation and account for it in the rest of your diet it's arguably more "natural" than whatever the heck Aspartame really is.

    One of the reasons I've done this is because I can often feel satisfied after a simple drink. I remember reading in a few places a while back that on many occasions where you think you're feeling "hungry", you're actually feeling thirsty. And if glugging a 140-calorie can of Pepsi means I don't scarf down 500 calories worth of cake or crisps, I call that an improvement.

    We've also replaced our Nespresso machine with a Tassimo recently. Andie's wanted one of these for a while, so with some Christmas vouchers we finally picked one up, and it makes really nice coffees. Notably, because it uses some sort of "creamer pods" rather than requiring you to warm or froth milk manually, the amount of calories a Tassimo latte has is literally half what having one made with milk and a Nespresso pod is. And the Cadbury hot chocolate pods are both tasty and considerably less in calories than making "proper" hot chocolate, too. So those are all means of shaving off some calories, too.

    On top of all that, we're going to try the odd meal replacement shake — not as a strict following of a meal replacement diet, but rather as another means of carefully controlling calories. Again, chugging a 200-calorie meal replacement shake is better than gorging on croissants — though the nice thing about doing things this way is that if I do fancy a croissant at some point, so long as I account for it in my daily countings, I can have one or two.

    Anyway. Early days yet. We'll see how I feel in a week or two, but for now I'm feeling quite positive. Here's hoping it work in the long term!

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    #oneaday Day 755: Strange Connections https://imnotdoctorwho.moegamer.net/2021/01/04/oneaday-day-755-strange-connections/ https://imnotdoctorwho.moegamer.net/2021/01/04/oneaday-day-755-strange-connections/#respond Mon, 04 Jan 2021 23:37:21 +0000 https://imnotdoctorwho.moegamer.net/2021/01/04/oneaday-day-755-strange-connections/ I learned something today: that M2, the folks who have become so well-known for their excellent modernisations of classic retro games (particularly shooters) are also responsible for the excellent E-Mote animation system used in, among other things, Sayori's Nekopara and Love³ visual novels. (This also explains why it put in a surprise appearance in the … Continue reading #oneaday Day 755: Strange Connections

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    I learned something today: that M2, the folks who have become so well-known for their excellent modernisations of classic retro games (particularly shooters) are also responsible for the excellent E-Mote animation system used in, among other things, Sayori's Nekopara and Love³ visual novels. (This also explains why it put in a surprise appearance in the Sega Ages Herzog Zwei release on Switch a while back.)

    I'm not sure how I never knew this before, given that there's a press release on their site that dates back to 2013. But the credits of Nekopara vol. 4, which I finished off this evening, are the first time I remember seeing them directly credited for the engine — and yes, it's the same M2; their logo was right there in the credits.

    If you're unfamiliar with E-Mote, it's a Live2D-esque engine that allows 2D art to be manipulated in a "3D-like" style. This allows for smooth animation of otherwise static artwork, allowing for transitions between gestures, movement beyond simply sliding the image around, and generally much more expressive characters without needing to switch to fully polygonal models. Sayori from Neko Works is the undisputed master of this engine, since the animation and movement in both the aforementioned Nekopara and Love³ is some of the most impressively natural I've ever seen in a visual novel, but a few other devs have made use of it, too — I've seen it used in visual novels from Qureate, for example, and M2 even used it themselves in the tutorial screens for Herzog Zwei, as noted above.

    This may not be big news to you (or news at all — it's entirely possible that I simply just missed it over the years!) but it's something that makes me happy for reasons I can't quite pin down. I think it's the feeling of "coming together" that it represents; M2 make modern ports of retro games that I love, but they're also responsible for one of the most significant pieces of tech in modern visual novels — which I also love. How many other devs out there can boast quite such a diverse portfolio?

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    #oneaday Day 754: Good Intentions https://imnotdoctorwho.moegamer.net/2021/01/04/oneaday-day-754-good-intentions/ https://imnotdoctorwho.moegamer.net/2021/01/04/oneaday-day-754-good-intentions/#respond Mon, 04 Jan 2021 00:41:26 +0000 https://imnotdoctorwho.moegamer.net/2021/01/04/oneaday-day-754-good-intentions/ You may recall a while back I had an abortive attempt at counting calories for weight loss and all that. Then Christmas happened, so it all felt a bit pointless. But now it's the new year, which is the obligatory time to at least try and make things vaguely better for yourself, so from tomorrow … Continue reading #oneaday Day 754: Good Intentions

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    You may recall a while back I had an abortive attempt at counting calories for weight loss and all that. Then Christmas happened, so it all felt a bit pointless. But now it's the new year, which is the obligatory time to at least try and make things vaguely better for yourself, so from tomorrow I'm going to be trying the whole calorie-counting thing again. I'm also going to try and get some more regular exercise in because my back and knees are absolutely killing me and I suspect it's mostly from lack of activity during lockdown.

    I'm going to start off exercising with Fitness Boxing I think, rather than Ring Fit Adventure. Ring Fit is good — and a genuinely fun game to boot — but I think the full-body thing is a bit much for me to jump right into with the state I'm in right now. Fitness Boxing, meanwhile, starts a bit more gently and also requires a lot less space, so in the early days of developing good habits that will help with motivation.

    If anyone reading this has picked up Fitness Boxing 2 and knows if it has any worthwhile additions over the original, do please let me know; Misty already let me know that it's mostly an incremental upgrade that adds a very welcome ability to remove specific exercises from routines if you so desire, but if anyone has any detailed thoughts and experiences to share I'd love to hear them.

    It's off to bed with me now. New podcast episode tomorrow — please look forward to it!

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    #oneaday Day 753: Looking Forward https://imnotdoctorwho.moegamer.net/2021/01/03/oneaday-day-753-looking-forward/ https://imnotdoctorwho.moegamer.net/2021/01/03/oneaday-day-753-looking-forward/#respond Sun, 03 Jan 2021 00:08:59 +0000 https://imnotdoctorwho.moegamer.net/2021/01/03/oneaday-day-753-looking-forward/ Podcast recording day today — Chris and I have a good chat about the games we're looking forward to playing in the new year. I was a little concerned I wouldn't have much to talk about because initially I wasn't sure I could even name that many games that were coming out in 2021 — … Continue reading #oneaday Day 753: Looking Forward

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    Podcast recording day today — Chris and I have a good chat about the games we're looking forward to playing in the new year. I was a little concerned I wouldn't have much to talk about because initially I wasn't sure I could even name that many games that were coming out in 2021 — but as it turns out, we had plenty to talk about, even without delving into our respective backlogs too much.

    There are lots of exciting games coming up over the course of just the next few months, so I'm excited to explore them in detail, along with continuing to explore the wonderful world of retro gaming. And the concept of "retro" gaming is expanding more and more as we move onwards into yet another generation of consoles — so that's pretty exciting. It's certainly giving a whole bunch of stuff I have fond memories of from 20 years ago or so a whole new lease on life.

    I'm also excited about starting Atelier Escha & Logy, and Nekopara vol. 4 has been as charming as you'd expect so far. Will try and polish that off over the course of the next couple of days so I can give it the write-up it deserves — then onwards to more Atelier and even more "Bizarre" lands. Good stuff. I'm feeling positive about this new year; it just remains to be seen whether I can keep up that energy, I guess!

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    #oneaday Day 752: Happy New Year! https://imnotdoctorwho.moegamer.net/2021/01/01/oneaday-day-752-happy-new-year/ https://imnotdoctorwho.moegamer.net/2021/01/01/oneaday-day-752-happy-new-year/#respond Fri, 01 Jan 2021 01:37:02 +0000 https://imnotdoctorwho.moegamer.net/2021/01/01/oneaday-day-752-happy-new-year/ Did I miss a day? I didn't think I had, but I think I had. Oh well. I'll figure it out. Either way, a very happy new year to you all! Insert usual platitude about 2020 being a very tough year for us all here. It has, but it's also been a year of opportunities … Continue reading #oneaday Day 752: Happy New Year!

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    Did I miss a day? I didn't think I had, but I think I had. Oh well. I'll figure it out. Either way, a very happy new year to you all!

    Insert usual platitude about 2020 being a very tough year for us all here. It has, but it's also been a year of opportunities in some strange and interesting ways, too. I certainly won't be missing 2020, but I also achieved a whole bunch despite everything else that was going on, so I can't complain too much. I certainly wasn't hit hard by the whole pandemic thing in the same way that some people were, so I should be thankful for that.

    Tomorrow will be a quiet day on the site; there'll be an Evercade A to Z video and a brief public Happy New Year message, then I'll post the next Atelier MegaFeature piece on Saturday again. Normal business should resume thereafter!

    We made it, everyone. Rest well tonight, and face the new year full of piss and vinegar or something. Having drank a large bottle of raspberry lemonade Hooch this evening (I'm a classy chick, me) I certainly have the "piss" part covered.

    Happy new year — and thank you, as always, for all your support throughout 2020 and beyond.

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    #oneaday Day 751: Coming Soon https://imnotdoctorwho.moegamer.net/2020/12/29/oneaday-day-751-coming-soon/ https://imnotdoctorwho.moegamer.net/2020/12/29/oneaday-day-751-coming-soon/#respond Tue, 29 Dec 2020 23:21:44 +0000 https://imnotdoctorwho.moegamer.net/2020/12/29/oneaday-day-751-coming-soon/ I've got plans for another big feature coming soon. I'll likely put it under the "MegaFeatures" section of the site, but it won't take as long to get through as the Atelier one, and the nature of the games involved mean I can run it alongside the Atelier stuff easily. It's something I've been meaning … Continue reading #oneaday Day 751: Coming Soon

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    I've got plans for another big feature coming soon. I'll likely put it under the "MegaFeatures" section of the site, but it won't take as long to get through as the Atelier one, and the nature of the games involved mean I can run it alongside the Atelier stuff easily. It's something I've been meaning to do for a while, and I'm finally in a decent position to do it.

    I love Bizarre Creations' work, and my recent acquisition of (and subsequent loss of) an original Xbox reminded me quite how much. So I think it's high time I gave them some love — going right back to their earliest days as Powerslave Developments and Raising Hell Software, onwards through their surprisingly arcadey Formula One games for PlayStation 1 and into their most well-known work: the Metropolis Street Racer/Project Gotham series.

    There are plenty of interesting games to talk about along the way, and not just driving games, either; the team's first few games were action games for various 8- and 16-bit platforms — including a couple of memorable titles for Psygnosis — and they also put together the rather fun third-person shooter The Club, and even a James Bond game shortly before their demise at the hands of Activision.

    I'm going to kick this off in the new year because it feels odd to start something like this right before we roll over into a new year, but expect some ongoing pieces on the subject in the very near future, beginning with Combat Crazy on the Commodore 64, and eventually ending up with James Bond: Blood Stone for PS3 and Xbox 360. I think it's going to be a lot of fun!

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    #oneaday Day 750: Ayesha Done https://imnotdoctorwho.moegamer.net/2020/12/29/oneaday-day-750-ayesha-done/ https://imnotdoctorwho.moegamer.net/2020/12/29/oneaday-day-750-ayesha-done/#respond Tue, 29 Dec 2020 00:38:57 +0000 https://imnotdoctorwho.moegamer.net/2020/12/29/oneaday-day-750-ayesha-done/ Now I finished Atelier Ayesha. I like the fact that it keeps going after you beat the "main" story; it allows you to use all of your remaining time to try and hoover up as many events as you want, and pursue the character-specific endings. I managed to get two of them knocked out — … Continue reading #oneaday Day 750: Ayesha Done

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    Now I finished Atelier Ayesha. I like the fact that it keeps going after you beat the "main" story; it allows you to use all of your remaining time to try and hoover up as many events as you want, and pursue the character-specific endings. I managed to get two of them knocked out — Regina and Wilbell — so I'm pleased with that; there are at least three others, to my knowledge, some of which require some tough fights, so which may be best saved for a New Game Plus run.

    I really enjoyed that game. Obviously there will be a lot more words on it on MoeGamer very soon, but I'm already starting to see why the Dusk trilogy is so well-regarded. Its atmosphere is altogether unique, and the juxtaposition of its core melancholy with the typical positivity of Atelier is very effective.

    It's on to Escha & Logy next, which I know is an absolute favourite of many diehard Atelier fans, so I'm very curious to see what it has to offer. Soundtrack-wise, Ayesha's final boss theme "MARIA", which I shared yesterday, is going to take some beating, but I'm really looking forward to exploring it.

    Other stuff to do in the meantime, though! Now Ayesha's out of the way, I think I'm going to plough through Nekopara vol. 4 before starting Escha & Logy, because I'm keen to get that done and written about. And with the New Year imminent, I should probably think about some sort of "game of the year" arrangement too, huh? Well, we'll cross that bridge when we come to it!

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    #oneaday Day 749: Tick https://imnotdoctorwho.moegamer.net/2020/12/28/oneaday-day-749-tick/ https://imnotdoctorwho.moegamer.net/2020/12/28/oneaday-day-749-tick/#respond Mon, 28 Dec 2020 00:07:11 +0000 https://imnotdoctorwho.moegamer.net/2020/12/28/oneaday-day-749-tick/ Finished Atelier Ayesha this evening. Well, I finished the main story, anyway; the game keeps going until its time limit is up, allowing you the opportunity to try and clear up as many outstanding tasks as possible in order to unlock as many endings as you can. I've done the "hard" bit now though; the … Continue reading #oneaday Day 749: Tick

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    Finished Atelier Ayesha this evening. Well, I finished the main story, anyway; the game keeps going until its time limit is up, allowing you the opportunity to try and clear up as many outstanding tasks as possible in order to unlock as many endings as you can. I've done the "hard" bit now though; the main scenario is fully resolved.

    And whew. What a journey. While the Atelier series — particularly in its more recent incarnations — is known as being wholesome and pleasant, I was expecting the Dusk series to start piling on the emotion a bit. In contrast with the Arland series, which is all colourful and nice throughout, the Dusk series — or, more specifically, Ayesha, which is the only one I've played so far — has this wonderfully melancholic feeling throughout where you know something is just… wrong. The world is "wrong" somehow. And there doesn't seem to be anything that anyone can do about it; there's just some sort of tragedy around the corner, waiting to happen.

    Said tragedy for humanity doesn't happen during Atelier Ayesha, but Ayesha does have her own personal tragedy to deal with: the disappearance of her sister, and the worry that if she's too long about her investigations, she really will never see her again. There are some wonderful scenes throughout the game where Ayesha catches a brief glimpse of her sister's "astral form" but has it snatched away before she's really able to process anything, and for the entire duration you can tell that, as positive as Ayesha is, she's keeping herself busy so that she doesn't have a complete breakdown from the emotional trauma.

    Those emotions, those feelings, all of that — they all come out in the final boss theme. I won't spoil the details of the encounter for those who haven't yet played the game or who don't know the narrative, but I will share a link to the music: https://www.youtube.com/watch?v=EVcc16o0SaY 

    Absolutely incredible stuff. This wonderfully moving theme is now second only to Blue Reflection's incredible finale, which still brings me to full-on tears every time I hear even the first few notes of it. Gust's sound team are something else, man.

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    #oneaday Day 748: Upcoming Plans https://imnotdoctorwho.moegamer.net/2020/12/27/oneaday-day-748-upcoming-plans/ https://imnotdoctorwho.moegamer.net/2020/12/27/oneaday-day-748-upcoming-plans/#respond Sun, 27 Dec 2020 00:41:12 +0000 https://imnotdoctorwho.moegamer.net/2020/12/27/oneaday-day-748-upcoming-plans/ So now that Christmas is over and done with I can think about what I want to achieve between now and the end of the year, and perhaps into the start of the new year, too. Here's what I've got on my "To Do" list so far: Finish Atelier Ayesha. I'm nearly there; can probably … Continue reading #oneaday Day 748: Upcoming Plans

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    So now that Christmas is over and done with I can think about what I want to achieve between now and the end of the year, and perhaps into the start of the new year, too. Here's what I've got on my "To Do" list so far:

    • Finish Atelier Ayesha. I'm nearly there; can probably get that polished off tomorrow.

    • Record another two weeks' worth of all my regular series; I'll spread that through my week off so I don't have to rush. I already have two weeks in the can — it'll be nice to be a month ahead of schedule though.

    • Record at least a couple "adventure game specials", one of which will be Rise of the Dragon, which I know how to zip through in less than two hours. I haven't decided on a good name for this occasional feature yet; maybe it doesn't need one and "adventure game special" is good enough. Tentative other episodes for that include the Brok prologue demo thing, and perhaps one or more of the old Legend games, though I haven't beaten any of them before.

    • Play through and write about Nekopara vol. 4.

    • Figure out how I want to handle Jaguar videos in the new year, now I've got the GameDrive all set up and ready for action.

    Plenty to think about, for sure — and hopefully in the new year I'll have more time and be in a better frame of mind to think about a lot of these things. There's a lot I can get done in this week off though, particularly as our region entered "Tier 4" lockdown today, meaning we're not really supposed to go out at all if possible. Might as well make the most of government-mandated stay-at-home orders, huh?

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    #oneaday Day 747: Adventuring https://imnotdoctorwho.moegamer.net/2020/12/26/oneaday-day-747-adventuring/ https://imnotdoctorwho.moegamer.net/2020/12/26/oneaday-day-747-adventuring/#respond Sat, 26 Dec 2020 02:33:02 +0000 https://imnotdoctorwho.moegamer.net/2020/12/26/oneaday-day-747-adventuring/ Playing Brok yesterday got me in the mood for some adventure gaming, so after today's Christmas celebrations were over with (by which I mean "we ate our meal" — it was just me and Andie this year thanks to the whole pandemic thing) I had a rummage through my GOG.com library for some classics, and … Continue reading #oneaday Day 747: Adventuring

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    Playing Brok yesterday got me in the mood for some adventure gaming, so after today's Christmas celebrations were over with (by which I mean "we ate our meal" — it was just me and Andie this year thanks to the whole pandemic thing) I had a rummage through my GOG.com library for some classics, and settled on a trilogy of games I haven't played through before: Steve Meretzky's Spellcasting series. These are three pretty racy illustrated text adventures from Legend Entertainment, which makes use of their hybrid point-and-click/text parser interface also found in Eric the Unready, which is a game I played a lot back in the day.

    Spellcasting is a noteworthy series for its wry sense of humour — much of which still remains oddly pertinent today — and the ability to switch it between "Naughty" and "Nice" mode, with the former featuring some rather suggestive scenes plus the ability to bang your way through several members of the cast. (There's no explicit imagery, mind; most of it is implied or, at most, written in lurid prose.) This isn't just mindless smut, however; much like Meretzky's previous games Leather Goddesses of Phobos, there's a solid adventure to be had here, too; already I've seen both some interesting puzzles and a well-crafted, believable world that continues to go about its business as you stand in the middle of it all, somewhat bewildered.

    I'm not far in yet, but I have been enjoying a bit of casual exploration this evening. Perhaps I'll make this a game I do an "Adventure Special" on at some point — as I mentioned previously, a few people have indicated interest in seeing some more adventure game videos on YouTube at some point after previous episodes on games like Uninvited and Jinxter. We'll see! If I'm going to do some, now's the time, after all!

    Anyway, it's 2:30am. I hope you all had a lovely Christmas and that you can have a suitably relaxing day tomorrow. Sleep off all that Christmas dinner, stuff yourself with terrible snack foods and prepare yourself for the arrival of a new year. We can do it!

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    S-RANK PATRONS READ THIS! Last call for December 2020 Q&A! https://imnotdoctorwho.moegamer.net/2020/12/26/s-rank-patrons-read-this-last-call-for-december-2020-qa/ https://imnotdoctorwho.moegamer.net/2020/12/26/s-rank-patrons-read-this-last-call-for-december-2020-qa/#respond Sat, 26 Dec 2020 02:26:14 +0000 https://imnotdoctorwho.moegamer.net/2020/12/26/s-rank-patrons-read-this-last-call-for-december-2020-qa/ Just a reminder to S-Rank folks that you can still submit your questions this evening. I'm going to record the next Q&A over the weekend so fire away with whatever you want! I'll take all the questions in comments on this post and from the last announcement post. Remember, you can ask me absolutely anything! … Continue reading S-RANK PATRONS READ THIS! Last call for December 2020 Q&A!

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    Just a reminder to S-Rank folks that you can still submit your questions this evening. I'm going to record the next Q&A over the weekend so fire away with whatever you want! I'll take all the questions in comments on this post and from the last announcement post.

    Remember, you can ask me absolutely anything! It can be about Atari, it can be about modern games, it can be about whatever you like. It doesn't even have to be about video games, it doesn't have to be about anything I've covered on the site or on YouTube — it can be whatever you want. I reserve the right to veto anything too overly personal or which might cause any sort of… "issue", but I'm pretty open to whatever you want to ask. If you want a look around my game shelves or at some limited editions, or to see an old computer or console in action, that can probably be arranged.

    You can ask more than one question if you want, too. Just keep it reasonable! 🙂

    Fire away! I'll put regular reminders in the daily posts if you don't have time to think of something now. I look forward to your Qs so I can A them good and proper!

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    #oneaday Day 746: InstiGator https://imnotdoctorwho.moegamer.net/2020/12/25/oneaday-day-746-instigator/ https://imnotdoctorwho.moegamer.net/2020/12/25/oneaday-day-746-instigator/#respond Fri, 25 Dec 2020 02:13:49 +0000 https://imnotdoctorwho.moegamer.net/2020/12/25/oneaday-day-746-instigator/ S-RANK PATRONS: Get your questions in for December Q&A at https://www.patreon.com/posts/s-rank-patrons-q-45110887 or see the pinned post on https://patreon.com/petedavison/posts Merry Christmas! I'll have a proper Christmas message for you all tomorrow as I technically haven't had my Christmas Eve sleep yet, so it's still Christmas Eve. The reason I stayed up late is because I was … Continue reading #oneaday Day 746: InstiGator

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    Merry Christmas! I'll have a proper Christmas message for you all tomorrow as I technically haven't had my Christmas Eve sleep yet, so it's still Christmas Eve.

    The reason I stayed up late is because I was investigating the recently released "Prologue" chapter to a game called Brok: The InvestiGator. I'll have a full writeup on this next week, but I did want to throw out a quick recommendation now.

    Brok is the work of Fabrice Breton, aka COWCATgames, the person who did the console versions of the lovely pixel art games Riddled Corpses, Xenon Valkyrie and that other one from the same developer that I can't remember the name of. Demon's Tier?

    When not doing great ports, Breton works on adventure games that are clearly passion projects. Brok has been in the works for a while, but its playable prologue (about 3 hours worth of gameplay!) released recently, so I was keen to check it out. Breton describes it as a fusion of point and click adventure and beat 'em up, and those are two of my favourite things.

    And it really works. The adventure side is most prominent, as you might expect, but the beat 'em up side is solidly implemented and enjoyable. It occurs during times when you choose a more aggressive solution to a problem — but there's usually a "brains" approach you can take too.

    Brok unfolds in a sci-fi vision of the future, but the twist is all the characters are anthropomorphic animals. The titular hero is an alligator, hence the pun in the title. The world is filled with pollution called the Haze, and societal inequality has escalated to where the "Drumers" of society live the high life in domed cities, while "Slumers" have to make the best of a decaying world.

    There's plenty of interesting characterisation and a ton of emotional engagement. The case you work in the prologue is intriguing, and there are lots of optional things to discover. I won't spoil any of them for now, but if you enjoy the sort of investigative game where you have to gather clues and then effectively "show your working" in a final interrogation, you'll love this.

    This game is going to be very special, though I know Breton has struggled to get the press to pay attention to it so far. I'll be doing my bit after the Christmas break, and I encourage you to check our the free prologue yourself in the meantime — it's really good. You can get it on GOG or Steam, I believe (I'm writing on my phone, otherwise I'd provide a more convenient link for you!)

    Anyway. That was my Christmas Eve. Hope you all have a wonderful day tomorrow!

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    #oneaday Day 745: Take Me To New York https://imnotdoctorwho.moegamer.net/2020/12/24/oneaday-day-745-take-me-to-new-york/ https://imnotdoctorwho.moegamer.net/2020/12/24/oneaday-day-745-take-me-to-new-york/#respond Thu, 24 Dec 2020 00:36:57 +0000 https://imnotdoctorwho.moegamer.net/2020/12/24/oneaday-day-745-take-me-to-new-york/ S-RANK PATRONS: Get your questions in for December Q&A at https://www.patreon.com/posts/s-rank-patrons-q-45110887 or see the pinned post on https://patreon.com/petedavison/posts Having a peculiar issue with the new Xbox. It works fine for the most part, but there's one specific environment in Project Gotham Racing that it won't load: the New York – Central Park map. I went … Continue reading #oneaday Day 745: Take Me To New York

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    Having a peculiar issue with the new Xbox. It works fine for the most part, but there's one specific environment in Project Gotham Racing that it won't load: the New York – Central Park map. I went out and bought a second copy of the game today (it's 50p) in the hopes that would fix the issue, but nope — exact same problem in the exact same place. Very strange!

    I'm hoping this doesn't indicate some sort of DVD drive issue. It seems the Xbox I have is equipped with one of the crappy Thomson drives the initial models came with, though it hasn't shown any indication of fault other than this issue in Project Gotham, so I'm hoping it's just a random little bug. I've bought a DVD lens cleaner for the first time in about twenty years to see if giving the laser a little scrub will help. Fingers crossed! Worst comes to worse, I should be able to replace the drive — though it seems Xbox drives have a few peculiarities about them that mean you can't just swap in a regular old drive that would normally go in a PC without a bit of extra effort. But we'll cross that bridge when we come to it.

    Aside from that, it seems to be working fine. I ripped a bunch of CDs to it last night and that had no problems — if the drive was failing, it would likely display a "dirty disc" error at least once, based on my past experiences with the platform — and the other games I have seem to work fine, so I've ordered a few more. I'm eyeing up a complete library of Xbox-exclusive stuff in the long term — that's only about 90 games or so if Wikipedia is accurate, so it's well within reach. Plus then there's the multiplatform games that run better or look nicer on Xbox too; will likely pick some of them up as well.

    All in all, aside from the aforementioned issue, I'm very happy with it. Been meaning to grab one for ages now, so it's nice to finally have it. Here's hoping it lives a long and happy life!

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    #oneaday Day 744: Quick Delivery https://imnotdoctorwho.moegamer.net/2020/12/23/oneaday-day-744-quick-delivery/ https://imnotdoctorwho.moegamer.net/2020/12/23/oneaday-day-744-quick-delivery/#respond Wed, 23 Dec 2020 00:34:18 +0000 https://imnotdoctorwho.moegamer.net/2020/12/23/oneaday-day-744-quick-delivery/ Rather remarkably, I ordered an Xbox Advanced SCART cable from eBay yesterday and it arrived today. Evidently the seller was feeling some Christmas spirit, because I did leave them a message asking if it was possible to get it sent out before Christmas and that I'd pay more for shipping if necessary, but they just … Continue reading #oneaday Day 744: Quick Delivery

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    Rather remarkably, I ordered an Xbox Advanced SCART cable from eBay yesterday and it arrived today. Evidently the seller was feeling some Christmas spirit, because I did leave them a message asking if it was possible to get it sent out before Christmas and that I'd pay more for shipping if necessary, but they just did it, no questions asked. What a fine human being that person is.

    Anyway, I'm now fully equipped with OG Xbox and I've spent a fair bit of this evening fiddling with it. I've been playing some Project Gotham and ripping a few CDs for the custom soundtrack feature — the latter was always one of my favourite things about the original Xbox and I was sad when the 360 didn't really latch onto the concept in the same way. There's something wonderful about playing games — mostly driving games, because it always felt faintly sacrilegious to do it with other types of game — with your own music, particularly if you pick tracks that are either completely inappropriate for the game in question, or at least are not the sort of thing you typically hear in that type of game. I was always a fan of playing driving games with dramatic orchestral soundtracks, for example; it made those races seem that much more important.

    As I don't have many CDs left these days — a few years back Andie and I both got rid of most of our CDs by sending them to Music Magpie — the discs I'm ripping are all game soundtracks, but that's still going to be fun, I think. I'm picturing racing in Project Gotham to the Corpse Party soundtrack and it's a very appealing prospect. Still a little while to go yet, though!

    I've also been making a wishlist of Xbox exclusives (and "better on Xbox" games) to pick up, so there are likely going to be a lot of new acquisitions in the very near future. Some of these exclusives I've never heard of, so I'm looking forward to finding out more about them — particularly if they were things that never got much love back in the day. I've already spotted a fair few intriguing titles like that.

    Anyway, I've got a few more CDs to rip before bed, so I'll wish you all a good night. Not long until Christmas now — I hope you all have the opportunity for at least a bit of time off. We all need it!

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    #oneaday Day 743: The Waiting Game https://imnotdoctorwho.moegamer.net/2020/12/21/oneaday-day-743-the-waiting-game/ https://imnotdoctorwho.moegamer.net/2020/12/21/oneaday-day-743-the-waiting-game/#respond Mon, 21 Dec 2020 22:55:22 +0000 https://imnotdoctorwho.moegamer.net/2020/12/21/oneaday-day-743-the-waiting-game/ S-RANK PATRONS: Get your questions in for December Q&A at https://www.patreon.com/posts/s-rank-patrons-q-45110887 or see the pinned post on https://patreon.com/petedavison/posts My OG Xbox arrived today. Unfortunately I didn't notice with the dispatch note that CEX were unable to ship an Advanced SCART cable with it, so at the moment it looks like ass on the big TV. … Continue reading #oneaday Day 743: The Waiting Game

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    My OG Xbox arrived today. Unfortunately I didn't notice with the dispatch note that CEX were unable to ship an Advanced SCART cable with it, so at the moment it looks like ass on the big TV. Composite is not pretty; I've officially been spoiled by RGB. Still, I think I've managed to track down a suitable replacement from elsewhere — the only question now is whether or not it will arrive before Christmas chaos. I hope it does; I'm keen to play some stuff like Dead Or Alive 2 Ultimate and its ilk over the holidays.

    At the same time, I happened to be online when a retailer indicated that they were putting the Jaguar GameDrive up for sale. This, if you're unfamiliar, is a cart that you can slap a microSD card in, load up with Jaguar ROMs and enjoy to your heart's content. With the price of Jaguar games seemingly rising quite a bit, this is the most practical way to enjoy the system right now — particularly since most of the games that were commercially released have been effectively "abandoned" and placed on archive.org, and modern homebrew stuff can easily be distributed as downloadable ROMs. The GameDrive itself is pricey, but it pays for itself when you look how much individual carts go for. There's even talk of supporting images of Jaguar CD games at some point.

    So far as the Jaguar goes, I intend to use the GameDrive as a means of exploring the Jaguar's library, then anything I find myself particularly enjoying I'll look into acquiring an actual copy of. I will do a Jaguar series at some point; not sure how that's going to work right now, since the end of Atari A to Z Flashback is still a fair way off and I don't really want to add anything extra on top of what I'm doing right now. Perhaps either the 8-bit or ST series can take a break for a bit, since there's no real "end" to either of those — or perhaps I can do some sort of alternating or rotating schedule. We'll see. I haven't got the thing yet and I don't know how long it'll take to get here! I do have some spare microSD cards, though — I'm glad I kept them now!

    Anyway. Fingers crossed all these fun times arrive in the next day or two, because it'd be nice to have a holiday filled with retro gaming goodness. I have time off from the day job from Thursday until the new year, so here's hoping they're here by then at least!

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    #oneaday Day 742: I AM BAHUMAAAAAAT https://imnotdoctorwho.moegamer.net/2020/12/21/oneaday-day-742-i-am-bahumaaaaaat/ https://imnotdoctorwho.moegamer.net/2020/12/21/oneaday-day-742-i-am-bahumaaaaaat/#respond Mon, 21 Dec 2020 00:35:26 +0000 https://imnotdoctorwho.moegamer.net/2020/12/21/oneaday-day-742-i-am-bahumaaaaaat/ I've been enjoying watching ProJared struggle through Rise of the Dragon on Sega CD recently (which I learned was ported by Game Arts, of all people) so I thought I'd download my GOG copy and see how much I remembered. Two hours later, I'd finished it, and the only bits I didn't remember were the … Continue reading #oneaday Day 742: I AM BAHUMAAAAAAT

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    I've been enjoying watching ProJared struggle through Rise of the Dragon on Sega CD recently (which I learned was ported by Game Arts, of all people) so I thought I'd download my GOG copy and see how much I remembered.

    Two hours later, I'd finished it, and the only bits I didn't remember were the parts where you literally just have to sit around waiting for something to happen. It's so strange how gaming has evolved over time; back when this game first came out, I remember it taking us weeks to beat for one reason or another, but yep… this evening I ploughed through the whole thing in two hours, done and dusted. I might have to do a video of it soon, since I know a few people have been requesting some adventure game playthroughs!

    Anyway, regardless of its extremely short length, I'll always have fond memories of Rise of the Dragon. It's one of the first games I remember playing on an MS-DOS PC instead of the Atari STs we'd been using up until that point, and the Ad-Lib FM synthesis soundtrack is particularly iconic to me. Specifically, the Ad-Lib FM synthesis soundtrack being piped through a couple of tiny, unpowered speakers that came with our MS-DOS PC. I believe it was a 386 of some description, if I remember correctly, though my Dad, who worked for IBM for many years, had previously made use of an old XT (I think?) for a few things. Either way, the jump to 386 power, 256-colour VGA graphics and Sound Blaster Pro-compatible music and sound was a huge leap over what previous computers had given us.

    But I also remember the game being rather striking, too. There had been adventure games on the Atari ST — including some of LucasArts' earlier work — so I was familiar with games that made an effort with storytelling by this point. But I'd never seen something that felt quite so "grown up" as Rise of the Dragon did. It was gritty, it was violent, it was gory and it had (implied) sexytimes. (Said implied sexytimes were, sadly, removed from the Sega CD version.) But it also had character and personality; the people in the game felt like actual characters rather than game mechanics, and you found yourself rooting for protagonist William "Blade" Hunter and his girlfriend Karyn.

    On top of that, the setting was compelling. I don't know if I'd quite describe it as "cyberpunk", since there's not the usual aspect of body modification and transhumanism in there, but it was definitely an interesting, cynical — and, in 2020, depressingly convincing — depiction of what the mid-21st century might look like. Some things never change; some things change a great deal. Some things they got right — the subtle touch of literally every foodstuff in the game being manufactured by the same company is an even more cutting piece of satire today than it was in 1990 — and a few things they got hilariously wrong. In one scene, you're provided some evidence on a VHS tape, your VidPhone has a rotary dial and a typewriter keyboard, and upon examining it, the narrator proudly proclaims that it can broadcast a black-and-white image at "approximately eight frames per second".

    The only weak point of the game is the atrocious "arcade" sequences that crop up in more action-packed parts of the story, but I suspect that developer Dynamix knew these were bobbins, since they allow you to skip them after you fail them five times. (Unfortunately this is not the case on the Sega CD version; you've got to tough it out until you beat them!)

    All in all it was a thoroughly pleasant evening. And you can insert some sort of joke about a 30-year old MS-DOS game running better than Cyberpunk 2077 here if you really want to.

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    #oneaday Day 741: Teeing Off https://imnotdoctorwho.moegamer.net/2020/12/20/oneaday-day-741-teeing-off/ https://imnotdoctorwho.moegamer.net/2020/12/20/oneaday-day-741-teeing-off/#respond Sun, 20 Dec 2020 01:38:07 +0000 https://imnotdoctorwho.moegamer.net/2020/12/20/oneaday-day-741-teeing-off/ Recorded a bunch of videos today, including one on Dreamcast golf game Tee Off. This is one of my all-time favourite games, but I haven't had a copy in my collection for many years. For whatever reason, I haven't really made Dreamcast collecting a priority over the last few years, but I think that might … Continue reading #oneaday Day 741: Teeing Off

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    Recorded a bunch of videos today, including one on Dreamcast golf game Tee Off. This is one of my all-time favourite games, but I haven't had a copy in my collection for many years. For whatever reason, I haven't really made Dreamcast collecting a priority over the last few years, but I think that might have to change.

    If you're unfamiliar, Tee Off is a game developed by a company known as Bottom Up, and published by Acclaim in the West. It's quite similar in execution to Sony's Everybody's Golf series, but I always felt it had a much stronger arcade-style feel. It feels very "Sega" thanks to big on-screen numbers, slick, smooth presentation and a colourful sense of fun.

    My absolute favourite thing about it, though, is the soundtrack; it sounds like something out of Sonic Adventure. That's something I found striking back in the day, and I still absolutely adore it today. No arcade-style golf game has quite matched it in this regard since.

    Interestingly, it also features a full separate mode based on Japanese croquet. In cyberspace. I love it. Watch out for a short;Play video coming soon!

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    #oneaday Day 740: Getting There https://imnotdoctorwho.moegamer.net/2020/12/19/oneaday-day-740-getting-there/ https://imnotdoctorwho.moegamer.net/2020/12/19/oneaday-day-740-getting-there/#respond Sat, 19 Dec 2020 01:22:53 +0000 https://imnotdoctorwho.moegamer.net/2020/12/19/oneaday-day-740-getting-there/ S-RANK PATRONS: Get your questions in for December Q&A at https://www.patreon.com/posts/s-rank-patrons-q-45110887 or see the pinned post on https://patreon.com/petedavison/posts We've made it to another weekend, folks — the last one before Christmas, in fact, which feels like something of an achievement this year. 2020 is nearly over! Not that 2021 is immediately going to be magically … Continue reading #oneaday Day 740: Getting There

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    We've made it to another weekend, folks — the last one before Christmas, in fact, which feels like something of an achievement this year. 2020 is nearly over! Not that 2021 is immediately going to be magically better or anything, but at least things seem to be moving in the right direction as time goes on. We shall have to wait and see what happens with… everything.

    This weekend I'm going to be doing some recording. I had a bunch of stuff all planned out, but I happened to see a tweet announcing that Fractalus, a remake of Atari 8-bit classic Rescue on Fractalus, has finally reached its 1.0 release, so I'm going to squeeze that in for a short;Play video. I freaking love Rescue on Fractalus, and this ambitious remake, which has been ten years in the making, was put together with input from several of the original developers. I had a quick go earlier and was very impressed; it provides an experience remarkably close to what the cover art of the original 8-bit release promised!

    There'll be some Dreamcast stuff in the coming weeks, too, now that I'm getting a few games for it. Had a couple of attempts at Sega Rally 2 earlier, but something about the disc keeps causing the console to reset. Perhaps a minor scratch or nick somewhere; I'll give it a  (careful) clean and try it again over the weekend. Both Tee Off and Tokyo Highway Challenge seem to work fine, so it appears to be a Sega Rally 2 think, not a Dreamcast thing. Hopefully. That poor old Dreamcast is a temperamental little beast, but I do love it so.

    I'm hoping my original Xbox will arrive over the weekend, too, as I'm getting a bit of a hankering to play some of the games I've picked up recently, and to see how they look through RGB SCART and upscaled. I think I've figured out where I can squeeze the damn thing into the increasingly crowded space around my TV, too, so that's something.

    The day job is starting to wrap up some projects now, too. I have an irritating bit of Photoshopping to do before I have my Christmas holidays from Thursday next week, but other than that, most things are in hand, and I can enjoy my time off without guilt. And then, not long after that, I get to start my new gig, too. Exciting times.

    Anyway, hope you've all had a bearable week. Take care of yourselves and have a pleasant weekend.

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    #oneaday Day 739: Old Favourites https://imnotdoctorwho.moegamer.net/2020/12/18/oneaday-day-739-old-favourites/ https://imnotdoctorwho.moegamer.net/2020/12/18/oneaday-day-739-old-favourites/#respond Fri, 18 Dec 2020 00:07:28 +0000 https://imnotdoctorwho.moegamer.net/2020/12/18/oneaday-day-739-old-favourites/ S-RANK PATRONS: Get your questions in for December Q&A at https://www.patreon.com/posts/s-rank-patrons-q-45110887 or see the pinned post on https://patreon.com/petedavison/posts I've spent the evening playing Dreamcast games, because two old favourites from "back in the day" arrived in the post today: Tee Off by Bottom Up, and Tokyo Highway Challenge (aka Tokyo Xtreme Racer or Shutokou Battle) … Continue reading #oneaday Day 739: Old Favourites

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    I've spent the evening playing Dreamcast games, because two old favourites from "back in the day" arrived in the post today: Tee Off by Bottom Up, and Tokyo Highway Challenge (aka Tokyo Xtreme Racer or Shutokou Battle) from Genki. After a bit of fiddling with my slightly temperamental Dreamcast — it briefly stopped outputting sound, then only output sound through the right stereo channel — everything was as it should be, and I was happily reliving some gaming experiences that I probably haven't had for nearly 20 years or so.

    Tee Off remains one of my favourite golf games; it's just a wonderfully arcadey golf game, though it highlights the fact that more recent golf titles like Everybody's Golf are a hell of a lot more forgiving on the timing front. I love everything about this game, though; the simple but slick presentation, the fun course designs, the variety of options (including a "sci-fi croquet" variation!) and, of course, its wonderful music. If you've ever wanted to play a golf game that sounds like Sonic Adventure, I urge you to pick up a copy of Tee Off.

    Tokyo Highway Challenge is one of those games that I remember picking up in spite of mediocre reviews from publications at the time. Something about that game really resonated with me; I was especially fond of its "point battle" mechanic for racing rivals, where it's all about draining fighting-game style health bars by staying in the lead rather than actually completing a set number of laps or checkpoints. Those who enjoy RPG-style power creep, but with cars, will be in heaven, too — this is a grind-heavy racing game all about making incremental upgrades to your ride and gradually challenging more and more powerful opponents.

    I've got a copy of Metropolis Street Racer on the way, too, but that hasn't arrived yet. I'm looking forward to revisiting that one, though; I absolutely adored that back in the day, and its all-original soundtrack is the stuff of legends.

    I'm having a lovely time right now, and not a bug-ridden triple-A title or next-gen console in sight!

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    #oneaday Day 738: The New Xbox https://imnotdoctorwho.moegamer.net/2020/12/16/oneaday-day-738-the-new-xbox/ https://imnotdoctorwho.moegamer.net/2020/12/16/oneaday-day-738-the-new-xbox/#respond Wed, 16 Dec 2020 23:41:11 +0000 https://imnotdoctorwho.moegamer.net/2020/12/16/oneaday-day-738-the-new-xbox/ Having picked up a few things I wanted with some Christmas money from generous parents and in-laws, I thought I'd grab something I'd been meaning to get for a while with what was left. And that something is an original Xbox. There are many things I regret getting rid of in a moment of weakness … Continue reading #oneaday Day 738: The New Xbox

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    Having picked up a few things I wanted with some Christmas money from generous parents and in-laws, I thought I'd grab something I'd been meaning to get for a while with what was left. And that something is an original Xbox.

    There are many things I regret getting rid of in a moment of weakness when I was attempting to appease my first wife many years ago. (There are many reasons she's an ex; this is one of them!) A beautiful copy of Castlevania: Symphony of the Night for PS1. Complete-in-box copies of both Lunar: Silver Star Story and Lunar 2. And solid collections of games for a variety of platforms, including PS2, Dreamcast, original Xbox and more. And while I've rectified some of those mistakes in more recent years — though I still lack Castlevania and Lunar 2 — there are still holes in my collection that didn't need to be there.

    I'm not sure why it's taken me so long to get back on the Xbox train, because over the last couple of days in particular I've found myself enormously nostalgic for Microsoft's original "do not drop on children" beast. And I think it's something to do with the fact I often find myself rooting for the underdog when it comes to gaming hardware. Because unlike the generation which followed it, the original Xbox was very much trailing behind Sony's offering, despite being technically superior in a number of ways. And this was also the days when there were meaningful exclusives on a platform — exclusives that had a distinct "feel" to them rather than them just being "you can only get this generic-looking open-world Western game on one of these two near-identical consoles".

    Part of the reason for thinking back so fondly on the Xbox and its library of exclusives, I've come to realise, is the Sega connection. I commented to my podcasting partner in crime Chris earlier that I got a similar vibe from the original Xbox that I do from the Dreamcast, and he pointed out that that is perfectly understandable; in many ways, the original Xbox is the "Dreamcast 2" that we never got. Not only were there a bunch of cool Sega exclusives on the system, but supposedly people who worked on the Dreamcast-based NAOMI arcade hardware also contributed to the Xbox's tech.

    So it's time to start building up that collection again. Xbox games are crazy cheap right now — perhaps even cheaper than their PS2 counterparts in many cases — because, for one reason or another, nobody seems to want them. Now, you might think this is strange in a world where Microsoft fanboys are constantly praising the modern Xbox platforms' backwards compatibility. But actually, only about 40 of the original Xbox's games are "backwards compatible" on modern Xbox platforms (Xbox One onwards) due to the way the system works.

    The reason for this is that it's not just a case of putting the disc in and loading it; the original disc works as a "key" that allows you to download an updated version of the original game that has been recompiled for the newer platforms. The internal architecture — particularly with regard to processors — is so different between the OG Xbox and the modern ones that this is, apparently, necessary.

    So why have they only done 40 of them? Surely a game system that plays four generations of games with no caveats would be a massive selling point for them? Well, yes, it would be — but the difficulty with many of these titles is licensing. Since they're effectively "re-releasing" these backwards compatible titles by recompiling them and making them available for download, any licensing contracts that applied to the original releases are likely no longer valid. You'll notice among the list of 40 games that there are very few that feature licensed music, or where music was a particular focus. No Jet Set Radio Future. No Grand Theft Auto games. No Need for Speed. No racing games at all, in fact, from what I can make out.

    And not just because of music, either. OutRun 2 is nowhere to be seen, because it had the Ferrari license. Sega GT 2002 isn't there because of car licensing. Project Gotham Racing and its sequel aren't there, presumably for the same reasons. Most of the list consists of either first-party games, or a very safe list of games that you'd expect to see there bearing licensing shenanigans in mind — plenty of Star Wars and Tom Clancy games. The stuff that it's worth renewing the license on because they have timeless commercial appeal, in other words.

    With all this in mind, I feel vindicated in purchasing an original Xbox. There's a substantial library of great games for this platform that is worth exploring. I think there's just under a hundred genuine exclusives for the system, plus a bunch of other games where the Xbox version is preferable to the PS2 or Gamecube versions for one reason or another. And, outside of special cases like the legendary Steel Battalion, none of them are especially expensive. So I think I might have a new project to pursue…

    Do you have any favourite original Xbox games that you think I should check out? Let me know if so, and I'll look out for them.

    The post #oneaday Day 738: The New Xbox appeared first on I'm Not Doctor Who.

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    S-RANK PATRONS READ THIS! It's Q&A time! https://imnotdoctorwho.moegamer.net/2020/12/16/s-rank-patrons-read-this-its-qa-time/ https://imnotdoctorwho.moegamer.net/2020/12/16/s-rank-patrons-read-this-its-qa-time/#respond Wed, 16 Dec 2020 18:11:56 +0000 https://imnotdoctorwho.moegamer.net/2020/12/16/s-rank-patrons-read-this-its-qa-time/ Finally got around to remembering to do this. All right, folks, it's time for you to submit some questions! I've pencilled in the weekend after Christmas (the 27th/28th) to record the answers to this, so please ask me whatever you like in the comments on this post by December 26 at the latest. Remember, you … Continue reading S-RANK PATRONS READ THIS! It's Q&A time!

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    Finally got around to remembering to do this. All right, folks, it's time for you to submit some questions! I've pencilled in the weekend after Christmas (the 27th/28th) to record the answers to this, so please ask me whatever you like in the comments on this post by December 26 at the latest.

    Remember, you can ask me absolutely anything! It doesn't have to be about video games, it doesn't have to be about anything I've covered on the site or on YouTube — it can be whatever you want. I reserve the right to veto anything too overly personal or which might cause any sort of… "issue", but I'm pretty open to whatever you want to ask. If you want a look around my game shelves or at some limited editions, or to see an old computer or console in action, that can probably be arranged.

    You can ask more than one question if you want, too. Just keep it reasonable! 🙂

    Fire away! I'll put regular reminders in the daily posts if you don't have time to think of something now. I look forward to your Qs so I can A them good and proper!

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    #oneaday Day 737: Figuring Out Flippers https://imnotdoctorwho.moegamer.net/2020/12/15/oneaday-day-737-figuring-out-flippers/ https://imnotdoctorwho.moegamer.net/2020/12/15/oneaday-day-737-figuring-out-flippers/#respond Tue, 15 Dec 2020 23:09:29 +0000 https://imnotdoctorwho.moegamer.net/2020/12/15/oneaday-day-737-figuring-out-flippers/ I've been spending a fair amount of time with Pinball FX 3 over the last few days. A Christmas present of a Nintendo eShop voucher led me to download all the Zen tables, so I now have a decent selection to fiddle around with — so far I've done the best on the "Mars" table, … Continue reading #oneaday Day 737: Figuring Out Flippers

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    I've been spending a fair amount of time with Pinball FX 3 over the last few days. A Christmas present of a Nintendo eShop voucher led me to download all the Zen tables, so I now have a decent selection to fiddle around with — so far I've done the best on the "Mars" table, which appears to be nicely beginner-friendly, though the "Sorcerer's Lair" table you get as a freebie is also quite good in this regard.

    Playing earlier today, I actually noticed a distinct improvement in my play. "Shoot this lane," the game said, and after two or three misfires I actually successfully managed to shoot that lane. Prior to this I'd been playing pinball very "reactively", simply hitting the flippers when I kind of sort of thought the ball was in the right place, but today I got the distinct feel that I instinctively knew where on the flipper I'd need to flip the ball in order to get it going in particular directions.

    I'm not perfect by any means — any sort of momentum prior to flipping the ball still messes with my ability to calculate these things — but I feel like I've made a distinct improvement. I'm still a long way off being able to confidently "complete" one of these tables, but it's satisfying to feel like I'm better than I was. Hopefully that will demonstrate itself in my scores.

    Trying to figure out how I want to write about Pinball FX 3, because I certainly do want to. I'll definitely do some sort of general overview of the program, but so far as individual tables go I'm not sure I quite have the specialist knowledge required to comment on them effectively as yet. At the same time, there may also be some value in a layman's view of all these different tables — anyone coming to Pinball FX 3 for the first time will be presented with a wide variety of options and have little to no idea where to start, after all!

    Anyway, I'll mull it over. In the meantime, off to bed with Flip Grip in hand for me… there's time for a round or two of Mars before I sleep, I'm sure!

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    #oneaday Day 736: Atari Jank https://imnotdoctorwho.moegamer.net/2020/12/14/oneaday-day-736-atari-jank/ https://imnotdoctorwho.moegamer.net/2020/12/14/oneaday-day-736-atari-jank/#respond Mon, 14 Dec 2020 23:17:58 +0000 https://imnotdoctorwho.moegamer.net/2020/12/14/oneaday-day-736-atari-jank/ I've been playing some Jaguar this evening, and I'm feeling good about my purchase. This is an interesting system for sure, and while it's irrefutable that many of the games (particularly the 3D ones) pale in comparison with what the PS1 and Saturn offered, there's an absolutely unique feel to Jaguar-exclusive games that is quite … Continue reading #oneaday Day 736: Atari Jank

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    I've been playing some Jaguar this evening, and I'm feeling good about my purchase. This is an interesting system for sure, and while it's irrefutable that many of the games (particularly the 3D ones) pale in comparison with what the PS1 and Saturn offered, there's an absolutely unique feel to Jaguar-exclusive games that is quite unlike anything on any other platform.

    I've been pondering exactly what that unique aspect might be, and I think it's a distinctly "old-fashioned" feel to a lot of the games. I don't mean that as a pejorative, either; I mean that the Jaguar feels like a platform that provides similar sorts of experiences to what we had on '80s home computers, only with somewhat more up-to-date technology. I've been playing Hover Strike this evening, and it feels rather like something I would have played on the ST, albeit with marginally better graphics. Cybermorph is much the same way, and the other game I got with my eBay bundle, Sensible Soccer, was available on the Atari ST!

    It's hard to nail down exactly what constitutes this distinctive feel, but it most certainly stands out when compared to other types of game on other platforms. I think it's a sense that there's just a little more complexity to the experience; a feel that it's designed less as a fast-action arcade-style experience, and more as something that almost has a more "sim" feel at times.

    At least part of this is down to the controller. The Jaguar's numpad on the controller allows for a certain amount of flexibility a more conventional controller doesn't offer, but the nature of its design means that its functions are best left for things you don't need to press quickly. In Hover Strike, for example, you use the numpad to target things and fire missiles, and the game is designed in such a way that you can do those things from a distance. In many ways, it seems a lot of Jaguar game designers were well aware of the machine's limitations, and so rather than designing games that were unplayable due to the system's dodgy frame rate when doing 3D, they instead worked within those limitations and designed the game to accommodate the technical shortcomings. It's rather interesting — though those technical shortcomings are also likely the reason so many people bounce off the system.

    I'm bidding on a couple of Jag carts on eBay and holding out for the (supposedly soon-ish) release of the Jaguar GameDrive, as the latter will allow easy access to both most of the commercially available games and the more modern homebrew efforts. I'll likely start doing some coverage in earnest of the games on the system in both written and video form once that's all sorted — though I already have an article in mind for now, so I might post that tomorrow. We'll see!

    Anyway. Enough of that for now, it's time to go play pinball in bed. Have a pleasant evening!

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    #oneaday Day 735: Refreshed https://imnotdoctorwho.moegamer.net/2020/12/14/oneaday-day-735-refreshed/ https://imnotdoctorwho.moegamer.net/2020/12/14/oneaday-day-735-refreshed/#respond Mon, 14 Dec 2020 02:15:38 +0000 https://imnotdoctorwho.moegamer.net/2020/12/14/oneaday-day-735-refreshed/ As I hoped, today was another nice quiet day with no commitments. I spent a lot of the early day playing Atelier Ayesha, and Warriors Orochi 3 kept me hooked until nearly 2AM. Me and that game, we're going to have a long and fruitful relationship, I feel. I'm officially counting down until I leave … Continue reading #oneaday Day 735: Refreshed

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    As I hoped, today was another nice quiet day with no commitments. I spent a lot of the early day playing Atelier Ayesha, and Warriors Orochi 3 kept me hooked until nearly 2AM. Me and that game, we're going to have a long and fruitful relationship, I feel.

    I'm officially counting down until I leave the current day job now, which is exciting, and I even have a few days off over Christmas to use up the last of my holiday. I broke the news to work on Friday and they all seemed fine with it; as I think I said back then, it will be nice to leave a job behind on good terms for once rather than because I was treated poorly in some way.

    I've not had the best luck with jobs in the past. Teaching nearly killed me, but I was worried going into it that it would be a bad idea. Beyond that, I struggled to pin down what I wanted to do; I get a bit of a mental block any time I look at job listings because they're always written in such impenetrable, meaningless corporatespeak these days that it's impossible to glean any meaningful information from them. All the opportunities I've had to date are those I've come across via other means… and I'm grateful for all of them, even if many of them ended badly.

    Anyway, I'm hoping this new job will be the start of something great. I'll tell you all a bit more about it once I'm settled in! For now, I better get some sleep before I kick off one of those final weeks!

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    #oneaday Day 734: Zero Commitments https://imnotdoctorwho.moegamer.net/2020/12/13/oneaday-day-734-zero-commitments/ https://imnotdoctorwho.moegamer.net/2020/12/13/oneaday-day-734-zero-commitments/#respond Sun, 13 Dec 2020 01:56:22 +0000 https://imnotdoctorwho.moegamer.net/2020/12/13/oneaday-day-734-zero-commitments/ I had a day of doing absolutely nothing useful whatsoever today — I finished off Warriors Orochi 2 on Xbox 360 and made a start on Warriors Orochi 3 Ultimate on PlayStation 4. I enjoyed the former a lot, but the latter is on a whole other level. I'll doubtless write some things about both … Continue reading #oneaday Day 734: Zero Commitments

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    I had a day of doing absolutely nothing useful whatsoever today — I finished off Warriors Orochi 2 on Xbox 360 and made a start on Warriors Orochi 3 Ultimate on PlayStation 4. I enjoyed the former a lot, but the latter is on a whole other level. I'll doubtless write some things about both in the very near future, but suffice to say for now that Warriors Orochi 3 is one of those games that provides enough stuff to do to fill a lifetime.

    The first two Warriors Orochi games had a fun progression system that encouraged you to use a variety of characters, but the third looks like it rewards sticking with particular characters for a while, as there are a lot of things you can build up on an individual character. Experience level, a "promotion" system whereby you reset your character's level from 100 to 1 and get a bonus, weapon compatibility, skill proficiency, weapon abilities, items, bonds with allies… bliss. This is DRPG level of character and party progression, only in a hack-and-slash. Exactly what I want from a Warriors game — and I'd argue that this game specifically is pretty close to my ideal Warriors game in terms of progression and structure. At least that's my first impression.

    The narrative aspect is interesting, too. After Warriors Orochi and its sequel followed directly on from one another, Warriors Orochi 3 unfolds after the cataclysmic arrival of the gigantic Hydra, which kills pretty much everyone (save for three plucky heroes, conveniently) and obliterates the parallel world that the Warriors Orochi series has been unfolding in so far. What then transpires is a time-travelling tale where the surviving three heroes go back to key events after the Hydra's arrival and change history. They then take the people they save back to the "present", with the ultimate aim being to assemble an enormous army of badasses from the world of Warriors Orochi and be able to take down the Hydra once and for all.

    This is a really neat structure that provides a clear long-term goal to aim for; the "prologue" mission to the game is basically the final boss, except you have absolutely no chance of winning whatsoever. Any time you return to your camp, the final boss is just outside the gates, so technically you can go back and get your ass kicked any time you want, but the majority of the game involves figuring out the tangled timelines and ensuring everything is in place to ensure the survival of important characters.

    Anyway. Early days so far, but I'm really enjoying it so far. It's 2AM and I could happily play a lot more, but it would probably be unwise to. Also Patreon seems to think that this post is "promoting a raffle" using some sort of auto-detection routine that is clearly broken. I don't know what it took from the above to make it think that I was promoting a raffle, but, dear Patreon robots, I most certainly am not. Thank you.

    Hope you've had a pleasant Saturday. Onwards to an equally useless Sunday!

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    #oneaday Day 733: Where Did the Week Go? https://imnotdoctorwho.moegamer.net/2020/12/11/oneaday-day-733-where-did-the-week-go/ https://imnotdoctorwho.moegamer.net/2020/12/11/oneaday-day-733-where-did-the-week-go/#respond Fri, 11 Dec 2020 23:32:08 +0000 https://imnotdoctorwho.moegamer.net/2020/12/11/oneaday-day-733-where-did-the-week-go/ I was wandering around in the kitchen just before sitting down to write this, and thinking about what I might write, when the post I wrote called "Weekendend" popped into my head. It felt like I wrote that post yesterday, when in fact I wrote it at the beginning of the week — indeed, as … Continue reading #oneaday Day 733: Where Did the Week Go?

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    I was wandering around in the kitchen just before sitting down to write this, and thinking about what I might write, when the post I wrote called "Weekendend" popped into my head. It felt like I wrote that post yesterday, when in fact I wrote it at the beginning of the week — indeed, as the weekend was ending. This whole week has just disappeared into a void, and I don't really know why!

    Perhaps it's the excitement and nervousness over the new position. I'm looking forward to that, but as with any change of job there's plenty of worrying to go with it! Current day job is aware that I'm leaving now, though, so that's a weight off my mind — it was all very cordial and nice, so I intend to keep it that way before I depart. It'll be nice to leave a job under circumstances under my own control for once — thinking back over my past career, I've regrettably not had the opportunity to do that all that often for one reason or another, which perhaps accounts for my general uneasiness regarding anything to do with employment.

    Perhaps it's just been a fairly unremarkable but relatively enjoyable week. I've been having fun with Pinball FX 3 over the course of the last few days, and my new Atari Jaguar showed up today, so I've been having a bit of a play with that, too. Cybermorph is more fun than I remember. I'm definitely looking forward to the GameDrive becoming available as a practical means of expanding my library a bit, though — Jaguar games are a bit pricey, so sticking a bunch of them on a GameDrive would appear to be the way forward. That said, there are a few I definitely want to own "legit" copies of — it'll likely have to be a case of picking those up gradually over several months rather than in a big armful from CEX, though!

    This weekend I'm going to have a nice quiet one. As I mentioned previously, I have several weeks' worth of videos ready to go, so I can afford to take a weekend completely for myself. (Aside from the stuff for $5+ Patrons I've promised!) Not that I resent recording the videos or anything — on the contrary, I love it — but sometimes it's just nice to have a weekend where you can think "I have absolutely nothing I have to do today".

    Anyway, that weekend starts with a good night's sleep. So I will bid you farewell for now, thank you for your support, and wish you a pleasant weekend also. Have a good one!

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    #oneaday Day 732: Good News https://imnotdoctorwho.moegamer.net/2020/12/10/oneaday-day-732-good-news/ https://imnotdoctorwho.moegamer.net/2020/12/10/oneaday-day-732-good-news/#respond Thu, 10 Dec 2020 22:20:40 +0000 https://imnotdoctorwho.moegamer.net/2020/12/10/oneaday-day-732-good-news/ I'm going to be a bit vague here for the moment, but I wanted to share some good news with you all: I've got a new job! I'm starting in mid-January, so I've already put my notice in at my current day job. At present I'm not going to share any more information than that, … Continue reading #oneaday Day 732: Good News

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    I'm going to be a bit vague here for the moment, but I wanted to share some good news with you all: I've got a new job! I'm starting in mid-January, so I've already put my notice in at my current day job. At present I'm not going to share any more information than that, but I did want you kind people to be among the first to know, since you've listened to me complaining often enough. Thank you for that.

    It's all been a bit of a whirlwind that happened over the course of the last couple of days, so I'm still reeling a bit from the reality of it. I'm looking forward to having a nice quiet weekend to process all of it — I have enough videos in the bag at the moment that I don't "need" to do anything this weekend, so I'm going to take some time to unwind, enjoy myself and figure things out! $5 Patrons, I'll get the wallpaper I owe you done at that time, too, so watch out for that. I'll also put up the post for this month's Q&A video over the weekend, too, so keep an eye out for that as well.

    This is a nice way to finish the year. Well, something good had to happen in 2020, didn't it? Fitting that it would be at the very last moment. Here's hoping that things continue to get better for all of us; we could all use a bit of a "lift", I suspect.

    Anyway, this seems like a good time to thank you all once again for your support, and I hope you're all able to enjoy some sort of pleasant news in the latter days of this accursed year too.

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    #oneaday Day 731: Ptwingtingtingting https://imnotdoctorwho.moegamer.net/2020/12/10/oneaday-day-731-ptwingtingtingting/ https://imnotdoctorwho.moegamer.net/2020/12/10/oneaday-day-731-ptwingtingtingting/#respond Thu, 10 Dec 2020 00:06:39 +0000 https://imnotdoctorwho.moegamer.net/2020/12/10/oneaday-day-731-ptwingtingtingting/ I had a bit of a hankering to play some pinball this evening for some reason, so I downloaded Zen Studios' Pinball FX 3 for Switch. I used to like the original Pinball FX on Xbox 360, but haven't really followed it since, so I was intrigued to check it out. Right now you get … Continue reading #oneaday Day 731: Ptwingtingtingting

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    I had a bit of a hankering to play some pinball this evening for some reason, so I downloaded Zen Studios' Pinball FX 3 for Switch. I used to like the original Pinball FX on Xbox 360, but haven't really followed it since, so I was intrigued to check it out. Right now you get two tables for free: the ever present Sorcerer's Lair and Fish Tales by Midway.

    Pinball FX has always been an interesting series in that it kind of straddles the line between "pinball sim" and "video game pinball". Most of Zen's original tables have features that wouldn't be possible — or would be very expensive to implement — on a real table, while the licensed tables they have in there are loving recreations of classic tables. Apparently they've even tweaked the physics specifically for the "real" tables to give them a more authentic feel, while the "video game" tables remain with their classic physics for an arcadey feel.

    It seems like an interesting package so far, and there are a lot of different tables to choose from. It can potentially get a bit pricey if you shell out for all of them, but in practice you'll probably want to pick up a pack or two to begin with and see how well you get on with those tables, rather than filling out your entire collection right away. Analysis paralysis is a thing, after all.

    I haven't bought any extra tables yet; if any of you reading this are familiar and have any table recommendations I'd love to hear them! In the meantime, I'm going to go try the game in vertical mode with the Flip Grip in bed… that sounds like it would be a fun time!

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    #oneaday Day 730: Blaze Fielding's Powerful Thighs https://imnotdoctorwho.moegamer.net/2020/12/08/oneaday-day-730-blaze-fieldings-powerful-thighs/ https://imnotdoctorwho.moegamer.net/2020/12/08/oneaday-day-730-blaze-fieldings-powerful-thighs/#respond Tue, 08 Dec 2020 23:51:55 +0000 https://imnotdoctorwho.moegamer.net/2020/12/08/oneaday-day-730-blaze-fieldings-powerful-thighs/ I've spent a bit of time finally (bare) knuckling down to playing some Streets of Rage 4 over the last few days since recording some footage for the podcast, and I'm super-impressed with it. It's one of the most immaculately designed games I've ever played — clearly put together with absolute love, tested thoroughly and … Continue reading #oneaday Day 730: Blaze Fielding's Powerful Thighs

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    I've spent a bit of time finally (bare) knuckling down to playing some Streets of Rage 4 over the last few days since recording some footage for the podcast, and I'm super-impressed with it. It's one of the most immaculately designed games I've ever played — clearly put together with absolute love, tested thoroughly and paced absolutely perfectly.

    It feels like Streets of Rage, but it looks beautifully modern. It offers a challenge so perfectly tuned I found myself progressing through the game and finding health items exactly when I needed them. It provides varied and interesting encounters through clever use of stage gimmicks and enemy combinations. In all, it's the love letter to the series everyone wanted it to be, and mature Blaze is super-hot.

    I'm seriously impressed. As Chris noted on the recent podcast, it manages to pull all this off without feeling the need to artificially pad itself out with RPG elements and other such bits and bobs — there are unlockables, some of which are tied to your total lifetime score, but there's no "grinding" required to just be able to get through the game. In fact, the default mode focusing on a single stage at a time rather than a full arcade-style run from start to finish is a masterstroke; it allows you to just take your time enjoying the game, then later you can return to favourite stages or indeed tackle the whole thing in old-school arcade style.

    I'll write something in more depth about it on MoeGamer when I've spent a bit more time with it — I haven't finished one playthrough just yet — but if you're a 16-bit beat 'em up fan and you haven't played this yet, I urge you to jump on it at the earliest opportunity!

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    #oneaday Day 729: Rough https://imnotdoctorwho.moegamer.net/2020/12/07/oneaday-day-729-rough/ https://imnotdoctorwho.moegamer.net/2020/12/07/oneaday-day-729-rough/#respond Mon, 07 Dec 2020 22:13:07 +0000 https://imnotdoctorwho.moegamer.net/2020/12/07/oneaday-day-729-rough/ As predicted, I was not particularly well today. Thankfully I didn't have a lot of stuff I needed to do — on the day job side of things, everything was pretty quiet aside from a couple of tasks I managed to knock out pretty quickly, and on podcast days such as today all I do … Continue reading #oneaday Day 729: Rough

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    As predicted, I was not particularly well today. Thankfully I didn't have a lot of stuff I needed to do — on the day job side of things, everything was pretty quiet aside from a couple of tasks I managed to knock out pretty quickly, and on podcast days such as today all I do is upload and publish the podcast so it gets an appropriate amount of attention. (If you haven't checked out the new episode yet, be sure to do so — we had a blast recording this one!)

    A day of mostly rest has helped a bit, as has overconsumption of Mr Kipling apple pies (which we accidentally discovered our cat Meg likes after she attacked a foil case with great enthusiasm after we'd finished) and chilling out with Atelier Ayesha. Hopefully I'll feel a bit better tomorrow, but I'm not too worried, really; everything feels like it's winding down ahead of Christmas right now, so I don't anticipate there being much to worry about with the day job for the next few weeks. I've also managed to book off Christmas Eve until the new year to have some free time, so that will be nice — even if Christmas this year will be something of a humble, quiet affair at home rather than an opportunity to see family.

    Right, on that note, I'm going to go sit in bed and try to figure out how to get good at Xeno Crisis. I don't anticipate much success with my fuzzy ill head, but it's worth a try!

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    #oneaday Day 728: Weekendend https://imnotdoctorwho.moegamer.net/2020/12/06/oneaday-day-728-weekendend/ https://imnotdoctorwho.moegamer.net/2020/12/06/oneaday-day-728-weekendend/#respond Sun, 06 Dec 2020 22:23:46 +0000 https://imnotdoctorwho.moegamer.net/2020/12/06/oneaday-day-728-weekendend/ Busy weekend this weekend due to it being a podcast weekend, but everything got done on time and the episode should be with you all tomorrow. S-Rank Patrons, watch out for the next monthly Q&A post and your new wallpaper in the next couple of days — I haven't had time to get those set … Continue reading #oneaday Day 728: Weekendend

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    Busy weekend this weekend due to it being a podcast weekend, but everything got done on time and the episode should be with you all tomorrow.

    S-Rank Patrons, watch out for the next monthly Q&A post and your new wallpaper in the next couple of days — I haven't had time to get those set up as yet.

    For now, I think I'm probably just going to go to bed. I have one of those horrible "fuzzy head" instances that isn't quite a headache, but which leaves you feeling just a bit dazed and dopey. Probably a cold coming on or something. It is nearly half ten, after all, which is a perfectly respectable time for a 39-year old man to go to bed, isn't it? Even if he likes video games?

    I don't have a lot else to report from the weekend, I'm afraid, since as I say, the vast majority of the time has been taken up with podcast recording and editing! It's a monster of an episode, though, and both Chris and I had a lot of fun putting it together. We hope you enjoy it!

    For now, though, I bid you good night, and I wish you better health than I apparently have right now.

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    #oneaday Day 727: Christmas Present https://imnotdoctorwho.moegamer.net/2020/12/05/oneaday-day-727-christmas-present/ https://imnotdoctorwho.moegamer.net/2020/12/05/oneaday-day-727-christmas-present/#respond Sat, 05 Dec 2020 23:28:04 +0000 https://imnotdoctorwho.moegamer.net/2020/12/05/oneaday-day-727-christmas-present/ I, err, may have bought myself an Atari Jaguar. I found a good deal on eBay that came with the console, RGB SCART cable, power adapter and three games (one of them boxed) for just a little over what CEX charges for a "discounted" unit by itself. I'm not necessarily going to collect for Jaguar … Continue reading #oneaday Day 727: Christmas Present

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    I, err, may have bought myself an Atari Jaguar. I found a good deal on eBay that came with the console, RGB SCART cable, power adapter and three games (one of them boxed) for just a little over what CEX charges for a "discounted" unit by itself.

    I'm not necessarily going to collect for Jaguar — the games are quite expensive, but not prohibitively so — but I am initially going to pick up a "GameDrive" for it when it becomes available again from AtariAge. This is your standard "SD card in a cart" solution for the Jaguar, and most of the ROMs from the commercially available games for the Jag back in the day are readily available via either archive.org or Atarimania, so I can load that up with pretty much the full library, then decide if I actually want to collect boxed copies of the games I find myself particularly enjoying.

    The reason I went for the Jaguar is because although I know it's an absolute disaster of a system, it's an interesting one. It was Atari's last-ditch attempt to see success in the console market after enjoying repeated failures with everything other than the 2600, so it's intriguing to see exactly what they were trying at the time. Plus there's a bunch of cool games on it — some of which are like "big brothers" to a number of Lynx games, which I'm excited to explore.

    The other reason is that Jaguar emulation doesn't appear to have really gone anywhere from the sound of things, so a lot of these games are potentially at risk of being "lost" for anyone who doesn't have real hardware. I think it'll be interesting to give them another chance via video and/or written stuff — I feel an Atari Jaguar A to Z series somewhere in my future. Then I can see how bad Kasumi Ninja really is — and how good Alien vs. Predator is, too. And, of course, whatever the fuck Trevor McFur in the Crescent Galaxy is.

    That should hopefully arrive before Christmas, but the GameDrive units are currently unavailable, so I'm going to have to wait on that. Probably just as well, since they're a bit pricey, but at about $180 (£130ish) for access to the Jaguar's complete library, that feels like money well spent when the games are still going for £30+ each.

    Expect more Thoughts when I have my mitts on this dumbass system. I'm looking forward to playing with it!

    The post #oneaday Day 727: Christmas Present appeared first on I'm Not Doctor Who.

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    #oneaday Day 726: Checkpoint https://imnotdoctorwho.moegamer.net/2020/12/04/oneaday-day-726-checkpoint/ https://imnotdoctorwho.moegamer.net/2020/12/04/oneaday-day-726-checkpoint/#respond Fri, 04 Dec 2020 22:57:22 +0000 https://imnotdoctorwho.moegamer.net/2020/12/04/oneaday-day-726-checkpoint/ We made it to the end of another week, everybody. And I'm pleased to report that today seemed to remain mostly free of mishaps after they apparently all decided to visit me yesterday. I have been feeling a bit under the weather today, but I think that can probably mostly be attributed to the fact … Continue reading #oneaday Day 726: Checkpoint

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    We made it to the end of another week, everybody. And I'm pleased to report that today seemed to remain mostly free of mishaps after they apparently all decided to visit me yesterday. I have been feeling a bit under the weather today, but I think that can probably mostly be attributed to the fact I'm feeling pretty stressed out and fed up.

    At least Christmas is pretty much sorted. With the whole virus situation, we're not really in a position to be able to go anywhere, so it'll be a quiet one here at home. Presents have been ordered and sent to their relevant locations, and my parents have kindly provided us with some money to spend on presents "from them", so I'm currently contemplating what to do with my half of the money. A little voice that I probably shouldn't listen to is telling me to buy an Atari Lynx or Jaguar on eBay. I have not yet decided if I am going to pay any attention to it.

    Anyway, Chris and I will be recording a podcast this week. It'll be a sort of "roundup of the year"-style affair like we've done in previous years, so we'll be talking about the stuff we've played this year that we found particularly striking. In the absence of a month of MoeGamer Awards on the site this year, this will be a good opportunity to celebrate some of the games I've been particularly enjoying, both within and outside the Atelier series. It should be a fun discussion, so watch out for it on Monday, all being well.

    In the meantime, I've been enjoying Atelier Ayesha this evening. It's got a noticeably different vibe to the Arland games that I'm really appreciating, plus a fun battle system, fun progression and plenty of cute girls. Exactly what I need, like all the time. For now, though, I think it's time to head to bed with a sandwich and a glass of milk, attempt to figure out BMX on California Games on the Evercade while watching Classic Game Room, then sleep until midday tomorrow. That sounds nice.

    Hope you've all had a week that has been at the very least tolerable. Not long to go until the symbolic moment that we can kick 2020 out the door for good — even if it doesn't change anything immediately in practice, it'll feel good to have made it through.

    The post #oneaday Day 726: Checkpoint appeared first on I'm Not Doctor Who.

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    #oneaday Day 725: Reverse https://imnotdoctorwho.moegamer.net/2020/12/03/oneaday-day-725-reverse/ https://imnotdoctorwho.moegamer.net/2020/12/03/oneaday-day-725-reverse/#respond Thu, 03 Dec 2020 20:46:33 +0000 https://imnotdoctorwho.moegamer.net/2020/12/03/oneaday-day-725-reverse/ Ever have a day that feels like it's the inverse of yesterday? I thought yesterday was a reasonably good day, all told. I was satisfied with my work on the site and YouTube; my annoying day job boss actually thanked me for doing something (which is cause for celebration); I paid off my car; I … Continue reading #oneaday Day 725: Reverse

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    Ever have a day that feels like it's the inverse of yesterday?

    I thought yesterday was a reasonably good day, all told. I was satisfied with my work on the site and YouTube; my annoying day job boss actually thanked me for doing something (which is cause for celebration); I paid off my car; I went to the gym; I got my new capture card up and running; I got a new tyre for my newly paid-off car, which I've been meaning to do for ages. Generally speaking, it felt like a decent, if relatively unremarkable day.

    This morning, when coming down stairs, I trod on a staple, which embedded itself quite deeply into my foot. Then Microsoft Teams decided that "my organisation has removed this device" (some may not see this as a bad thing, including me) so I rebooted my work computer to see if that resolved the issue, only to discover I was unable to log into the entire computer at all. I then spent most of the rest of the day trying to fix said issue, during which time I developed both a headache and a stomachache that were significant enough to make me not want to do anything for a while. Ultimately, it wasn't a terrible day or anything, but the amount of things went wrong just felt like some sort of "payback" for yesterday being a vaguely tolerable day.

    Ah well. It's nearly over now, I've done all my Christmas shopping and I'm about to go and sit in bed to play Atelier Ayesha. Things could be worse.

    The post #oneaday Day 725: Reverse appeared first on I'm Not Doctor Who.

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    #oneaday Day 724: Counting Up https://imnotdoctorwho.moegamer.net/2020/12/02/oneaday-day-724-counting-up/ https://imnotdoctorwho.moegamer.net/2020/12/02/oneaday-day-724-counting-up/#respond Wed, 02 Dec 2020 22:36:30 +0000 https://imnotdoctorwho.moegamer.net/2020/12/02/oneaday-day-724-counting-up/ Every so often, I like to remind myself how much I've managed to achieve over the course of the last six-and-a-bit years since my unceremonious departure from the professional games press. The easiest way to do this is with numbers. For example, I can look at MoeGamer and see that I've posted 1,851 things on … Continue reading #oneaday Day 724: Counting Up

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    Every so often, I like to remind myself how much I've managed to achieve over the course of the last six-and-a-bit years since my unceremonious departure from the professional games press. The easiest way to do this is with numbers.

    For example, I can look at MoeGamer and see that I've posted 1,851 things on the site. Not all of these are full articles — 593 are video showcases — but I'm pleased with that number, particularly bearing in mind that I started taking the site more seriously in 2016. Those 1,200-ish posts cover over 500 different games in varying degrees of detail. I'm definitely pleased with that.

    The numbers that occasionally cause me to step back and feel quite satisfied with myself are on YouTube, though. While I still have a small number of subscribers and a small view count per video, there are now over 900 videos on my channel. Not all of those have been published — there's some stuff I started and never got around to making into something properly — but if you'd told me a couple of years back when I was idly thinking "I should do something with my YouTube channel" that by the end of 2020 I'd have made nearly a thousand videos, I probably wouldn't have believed you.

    I love what I do, and it's valuable to me. Doing creative things every day nourishes my soul and helps prevent me from falling into the bleak feelings that this accursed year is doing its best to inflict on everyone. And I'm enormously grateful that so many of you are along for the ride. Thank you!

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    #oneaday Day 723: Exhaustion https://imnotdoctorwho.moegamer.net/2020/12/01/oneaday-day-723-exhaustion/ https://imnotdoctorwho.moegamer.net/2020/12/01/oneaday-day-723-exhaustion/#respond Tue, 01 Dec 2020 21:21:00 +0000 https://imnotdoctorwho.moegamer.net/2020/12/01/oneaday-day-723-exhaustion/ As this wretched year draws to a close, I'm feeling absolutely drained, for a variety of reasons — and I'm sure most of you reading this are, too. I'd like to thank you all once again for your support of what I do here; it's very much appreciated, especially during times like this. And especially … Continue reading #oneaday Day 723: Exhaustion

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    As this wretched year draws to a close, I'm feeling absolutely drained, for a variety of reasons — and I'm sure most of you reading this are, too. I'd like to thank you all once again for your support of what I do here; it's very much appreciated, especially during times like this. And especially during times when, say, my capture card decides to go kaputt, like it did yesterday.

    I thought WordPress had gone kaputt today, too, when the backend wp-admin interface seemed to be forcing me into using their dreadful "Calypso" interface, but thankfully it seems this was an unintentional bug that has since been fixed. Being denied access to the excellent behind-the-scenes tools in wp-admin would probably push me over the edge into moving to self-hosted WordPress instead of the convenience of WordPress.com. They may live for now, however.

    It's probably time to start thinking about getting Christmas presents for people soon. I have no idea what to get anyone this year. Not that I generally have much in the way of inspiration any year — I'm often one of those people who takes the "oh, they like [x], I'll get them something tangentially related to [x]" approach to gift-giving — but this year it seems particularly tricky to think of what anyone might actually want. A normal life, probably, but unfortunately there's not a great deal I can do about that!

    Ah well. Only a month until 2020 is out of the door, and then, of course, the arrival of 2021 will mark an immediate return to complete normality and a generally wonderful existence for everyone, won't it? That'll be nice. Something to look forward to!

    I know, I know. At least we get presents in the meantime.

    The post #oneaday Day 723: Exhaustion appeared first on I'm Not Doctor Who.

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    #oneaday Day 722: Time for an Upgrade https://imnotdoctorwho.moegamer.net/2020/11/30/oneaday-day-722-time-for-an-upgrade/ https://imnotdoctorwho.moegamer.net/2020/11/30/oneaday-day-722-time-for-an-upgrade/#respond Mon, 30 Nov 2020 20:46:36 +0000 https://imnotdoctorwho.moegamer.net/2020/11/30/oneaday-day-722-time-for-an-upgrade/ My Elgato Game Capture HD died today. It was working fine yesterday, but the mini-USB port seems to have given up the ghost. It's still picking up enough power for the HDMI passthrough to work, meaning I can still use my consoles, but it's not talking to my computer at all. Lucky I just finished … Continue reading #oneaday Day 722: Time for an Upgrade

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    My Elgato Game Capture HD died today. It was working fine yesterday, but the mini-USB port seems to have given up the ghost. It's still picking up enough power for the HDMI passthrough to work, meaning I can still use my consoles, but it's not talking to my computer at all. Lucky I just finished recording a month's worth of new videos, then, huh? Though this does mean I won't be able to take screenshots for a few days.

    I do have another device on the way. The fact that my Game Capture HD used a mini-USB port should tell you that it was a fairly dated piece of tech that was already end-of-line when I bought it (for relatively cheap) so I think it's had a good run, particularly given the heavy use it gets. I've bought a new HD 60 S+ model from Amazon, since they're currently doing a "pay it off in bits with no interest" plan, meaning I can get it by Thursday for £35 (for the next 5 months) instead of nearly £200. So that's all good — though as with any unexpected expense of this kind, it's something I could have done without, particularly at this time of year.

    Still, it'll be an upgrade. The HD 60 S+ model does 4K passthrough, so if and when I ever upgrade to something that actually supports 4K, I'll be able to enjoy it at full resolution. It also captures at 1080p and 60 frames per second rather than the 1080p and 30 frames per second the dearly departed one did, so that will mean better video quality for console stuff as well as anything I capture on my PC. That will be nice.

    Ah well. These things happen. I guess you know where your kind contributions are going this month, then! 🙂

    The post #oneaday Day 722: Time for an Upgrade appeared first on I'm Not Doctor Who.

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    #oneaday Day 721: EARLY ACCESS - November 2020 Q&A! https://imnotdoctorwho.moegamer.net/2020/11/29/oneaday-day-721-early-access-november-2020-qa/ https://imnotdoctorwho.moegamer.net/2020/11/29/oneaday-day-721-early-access-november-2020-qa/#respond Sun, 29 Nov 2020 23:32:46 +0000 https://imnotdoctorwho.moegamer.net/2020/11/29/oneaday-day-721-early-access-november-2020-qa/ I've got a few things I want to get on with this evening, so I thought I'd give you all an early look at the new Q&A video that will be going live tomorrow as today's post! Thank you to all the S-Rank patrons who submitted questions, and I'll be putting up a new post … Continue reading #oneaday Day 721: EARLY ACCESS - November 2020 Q&A!

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    I've got a few things I want to get on with this evening, so I thought I'd give you all an early look at the new Q&A video that will be going live tomorrow as today's post! Thank you to all the S-Rank patrons who submitted questions, and I'll be putting up a new post inviting you to send me some more questions once we're actually into December.

    It's been a fun month — not necessarily out there in the big wide world, but certainly in terms of getting stuff done. I enjoyed making this video, so I hope you'll join me in helping to make some more in the coming months!

    Thank you as always for all your support. <3

    The post #oneaday Day 721: EARLY ACCESS - November 2020 Q&A! appeared first on I'm Not Doctor Who.

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    #oneaday Day 720: On Camera https://imnotdoctorwho.moegamer.net/2020/11/29/oneaday-day-720-on-camera/ https://imnotdoctorwho.moegamer.net/2020/11/29/oneaday-day-720-on-camera/#respond Sun, 29 Nov 2020 01:41:14 +0000 https://imnotdoctorwho.moegamer.net/2020/11/29/oneaday-day-720-on-camera/ Recorded the first Q&A video today — thanks to everyone who sent in questions. I was worried that I wouldn't be able to talk enough to make a substantial video but I ended up being able to go on for 20 minutes or so — you all made me think, which is nice! I'd like … Continue reading #oneaday Day 720: On Camera

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    Recorded the first Q&A video today — thanks to everyone who sent in questions. I was worried that I wouldn't be able to talk enough to make a substantial video but I ended up being able to go on for 20 minutes or so — you all made me think, which is nice! I'd like to keep trying this for the next few months at least, so in early December I'll put up another "submit your questions" post for S-rank patrons to join in on, and it'd be lovely to see a few more of you jump in with some ideas if you have a moment or two to spare.

    The Q&A video itself will be out on Monday, and it will be public. I'm hoping it'll be something that people find fun and enjoyable on the channel to go along with the game-specific videos — and it might bring a few more people in the direction of this Patreon too, you never know! We shall see, I guess.

    Most of today (well, the afternoon; we got up very late) has been spent recording stuff. I already have two weeks' worth of stuff in the can ready to edit, but since Chris and I have planned to get a podcast done next weekend, I figured I'll get some more episodes ready to go so I can take a bit of pressure off myself. I say "pressure"; I love it really, you know that.

    I'll be recording some more stuff tomorrow because several of the things I did today ended up being rather substantial videos in their own right. Tomorrow should be a bit "lighter" though; there's two Atari Flashback Classics to record, plus two Lynx classics on Evercade, then I'm well ahead of schedule on videos!

    Thanks as always for all your support; answering the Q&As reminded me what awesome people I have following me and supporting my work, so I just want you all to know how much I really do appreciate your faith in me.

    The post #oneaday Day 720: On Camera appeared first on I'm Not Doctor Who.

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    #oneaday Day 719: Mute https://imnotdoctorwho.moegamer.net/2020/11/28/oneaday-day-719-mute/ https://imnotdoctorwho.moegamer.net/2020/11/28/oneaday-day-719-mute/#respond Sat, 28 Nov 2020 00:39:50 +0000 https://imnotdoctorwho.moegamer.net/2020/11/28/oneaday-day-719-mute/ Much as I hate it, I've discovered the one advantage of using Microsoft Teams for interminable work meetings: when your annoying boss says something irritating and infuriating, you can yell at them all you want with your mic muted to get at least some of that stress out. For real, though, I'm getting really sick … Continue reading #oneaday Day 719: Mute

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    Much as I hate it, I've discovered the one advantage of using Microsoft Teams for interminable work meetings: when your annoying boss says something irritating and infuriating, you can yell at them all you want with your mic muted to get at least some of that stress out.

    For real, though, I'm getting really sick of it. My boss is of the "control freak" variety, and absolutely loves to find things to pick us up on that we're doing wrong. She repeatedly changes our "processes" in what feels like a deliberate attempt to confuse us, and on more than one occasion (today being one of them) has told us specifically to do one thing, then complained at us for doing it exactly as she told us to do it.

    Unfortunately, no-one is willing to stand up and say "can you not" for one reason or another. Last time I attempted to "push back" (as obnoxious corporate parlance has it) on an unreasonable request — very politely, I might add — I ended up getting pulled aside and saying it was unacceptable. My sin? Saying that we had a heavy workload at that time and thus it wasn't the best timing to introduce one of her many new processes to confuse matters.

    She gets in the way of so much stuff. The aggressively garbage pieces of software that we have to use on a daily basis are entirely her fault. The unnecessary degree of micromanagement we have to put into what should be a very simple job is her fault. And the frustration my whole team feels on a pretty regular basis is her fault. It's a real pain, and there's nothing that can be done about it aside from gritting one's teeth and just getting on with it.

    That's the reality of "adult life", I suppose. But that doesn't mean it doesn't suck balls!

    The post #oneaday Day 719: Mute appeared first on I'm Not Doctor Who.

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    LAST CALL for Q&A Questions! https://imnotdoctorwho.moegamer.net/2020/11/28/last-call-for-qa-questions/ https://imnotdoctorwho.moegamer.net/2020/11/28/last-call-for-qa-questions/#respond Sat, 28 Nov 2020 00:30:31 +0000 https://imnotdoctorwho.moegamer.net/2020/11/28/last-call-for-qa-questions/ Hello! Get your questions in before tomorrow if you want me to answer something in a Q&A video, because I'll be recording it tomorrow. Leave your questions in a comment either here or (preferably) on this post and I'll look forward to answering them!

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    Hello! Get your questions in before tomorrow if you want me to answer something in a Q&A video, because I'll be recording it tomorrow.

    Leave your questions in a comment either here or (preferably) on this post and I'll look forward to answering them!

    The post LAST CALL for Q&A Questions! appeared first on I'm Not Doctor Who.

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    #oneaday Day 718: Lynx Up https://imnotdoctorwho.moegamer.net/2020/11/26/oneaday-day-718-lynx-up/ https://imnotdoctorwho.moegamer.net/2020/11/26/oneaday-day-718-lynx-up/#respond Thu, 26 Nov 2020 21:13:27 +0000 https://imnotdoctorwho.moegamer.net/2020/11/26/oneaday-day-718-lynx-up/ The Evercade Lynx cartridges are here! It's not an exaggeration to say that I've been really looking forward to these. The Evercade already has a ton of stuff that is unique to its library, but these really are a scoop — to my knowledge, these have never been rereleased on modern platforms, so it's the … Continue reading #oneaday Day 718: Lynx Up

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    The Evercade Lynx cartridges are here! It's not an exaggeration to say that I've been really looking forward to these. The Evercade already has a ton of stuff that is unique to its library, but these really are a scoop — to my knowledge, these have never been rereleased on modern platforms, so it's the first time gems like Blue Lightning and Gates of Zendocon have been officially seen for many years.

    The first cartridge has some interesting stuff on it, too. The cartridge as a whole is the work of Songbird Productions, who not only picked up the rights to a number of Lynx games from back in the day, they also developed a number of their own games a little after the console's main lifespan, some of which are included as part of the first Lynx cartridge for Evercade. I haven't delved deep into many of them yet, but there are some exciting and ambitious titles to explore among them.

    I'm really glad I jumped on board with the Evercade right as it began. The library is now 14 cartridges strong, with a significant number of absolute gems scattered across them. There aren't any of the cartridges where there's nothing I like on them — I even like at least one thing on both the Interplay carts, which are by far everyone's least favourite — and there's something for every mood at the minute… though some people have noted it would be nice to see a few more long-form games like RPGs on the system at some point.

    I'm happy with the way it's going right now though; the current lineup provides pick-up-and-play fun times in a variety of styles (plus there are a few RPGs on the Piko Interactive collection!) and, with the addition of the two Lynx carts, a truly unique experience that you can't get anywhere else (outside of emulation, obviously, but that doesn't count).

    If you have a gamer in your life and you're struggling to think of a great gift for them for the holidays, consider an Evercade. It'd be great to see this awesome handheld continue to go from strength to strength.

    The post #oneaday Day 718: Lynx Up appeared first on I'm Not Doctor Who.

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    #oneaday Day 717: Snap https://imnotdoctorwho.moegamer.net/2020/11/26/oneaday-day-717-snap/ https://imnotdoctorwho.moegamer.net/2020/11/26/oneaday-day-717-snap/#respond Thu, 26 Nov 2020 00:34:26 +0000 https://imnotdoctorwho.moegamer.net/2020/11/26/oneaday-day-717-snap/ My microphone stand broke today. It had been looking like it was going to go for a while, but when I went to record some stuff earlier, it broke completely. I've ordered a new one that will be here tomorrow, but that's still a bummer — it had been a loyal friend for the last … Continue reading #oneaday Day 717: Snap

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    My microphone stand broke today. It had been looking like it was going to go for a while, but when I went to record some stuff earlier, it broke completely. I've ordered a new one that will be here tomorrow, but that's still a bummer — it had been a loyal friend for the last couple of years, but it had also seen some fairly heavy use and wasn't very expensive, so I'm not surprised it decided to give up the ghost eventually.

    With this in mind, a few upcoming videos will have slightly different-quality audio due to me using the tie clip mic I normally use for my intro videos for the gameplay. This shouldn't be a huge issue, but I just thought I'd let you know! The mic that went in the stand itself is fine (aside from its USB port being loose, meaning I have to mount it upside down for the cable to stay in) so as soon as I get the new stand I'll be back to normal, but a couple of upcoming Evercade A to Z and Atari A to Z Flashback episodes will have the different audio. (I don't want to say "worse" because I've always been pleasantly surprised at the audio quality of that little tie clip mic!)

    Anyway, situations like this are why I'm especially grateful for your kind donations. If you were curious, the ad experiment has been reasonably successful, too; while I certainly wouldn't describe what I've made in the last couple of weeks as a "fortune" by any means, in the long term if traffic stays the way it is, ad income could potentially pay for things like hosting or other subscriptions needed to keep things ticking along. So that's good; hopefully the ads haven't been too intrusive for any of you, and as I said when I put them in, please let me know if you happen to see anything inappropriate or that gets in the way.

    Thursday tomorrow, and I'm crossing my fingers that's the day the two Lynx cartridges for the Evercade arrive! They're on the way, so hopefully tomorrow will be the day — I'm just in the mood to revisit some of those classics.

    Have a pleasant evening!

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    #oneaday Day 716: Quantum Pretty https://imnotdoctorwho.moegamer.net/2020/11/25/oneaday-day-716-quantum-pretty/ https://imnotdoctorwho.moegamer.net/2020/11/25/oneaday-day-716-quantum-pretty/#respond Wed, 25 Nov 2020 00:36:34 +0000 https://imnotdoctorwho.moegamer.net/2020/11/25/oneaday-day-716-quantum-pretty/ I haven't quite finished it yet, so not sure when a writeup will be coming, but since I'm feeling quite tired and a little lacking in inspiration, I thought I'd share a few more screenshots of Quantum Theory, the third-person shooter for Xbox 360 and PlayStation 3 developed by the creator of Project Zero/Fatal Frame. … Continue reading #oneaday Day 716: Quantum Pretty

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    I haven't quite finished it yet, so not sure when a writeup will be coming, but since I'm feeling quite tired and a little lacking in inspiration, I thought I'd share a few more screenshots of Quantum Theory, the third-person shooter for Xbox 360 and PlayStation 3 developed by the creator of Project Zero/Fatal Frame.

    This game has really impressed me with its sense of style throughout. The majority of the game is set in the "organic Gothic" tower I mentioned the last time I wrote about this, but there have been a couple of sequences set in the "real" world that provide a nice contrast between the (ruined) world of humanity and the otherworldly weirdness inside the tower.

    I've always been kind of fascinated by these sorts of "organic" designs, but I also find them rather unsettling. I suspect this feeling is entirely deliberate on the part of the designers; and with Makoto Shibata's background? Well, unsettling horror was always going to be a part of this somewhere, wasn't it?

    Were you to believe the Internet at large (including some "professional" reviews), this "looks like a PS2 game". 1) that would be nothing to be ashamed of, given some of the beautiful games on that platform, and 2) no.

    The sense of style and the intriguing story has kept me playing far longer than Gears of War ever did. It helps that, as noted last time, the actual game structure is rather different to Gears of War, even if the primary mechanics that you interact with the game through are very similar.

    Anyway, I think I'm approaching the end of this so should have it polished off in the next day or two. That means a writeup coming soon — and I've already recorded a short;Play video on the subject for the near future, too. Haven't edited that yet, though, so it won't be this week.

    Play more games that everyone hates! They're full of surprises.

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    #oneaday Day 715: In the Dark https://imnotdoctorwho.moegamer.net/2020/11/24/oneaday-day-715-in-the-dark/ https://imnotdoctorwho.moegamer.net/2020/11/24/oneaday-day-715-in-the-dark/#respond Tue, 24 Nov 2020 00:10:24 +0000 https://imnotdoctorwho.moegamer.net/2020/11/24/oneaday-day-715-in-the-dark/ S-Rank patrons: Don't forget to get your questions in for the November 2020 Q&A. Click here for details. You've got until November 28. There's been a noticeable upswing in negativity and general bleakness recently — not just in my own head, but online, too. Ridiculous, pointless arguments and drama on social media really seem to … Continue reading #oneaday Day 715: In the Dark

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    S-Rank patrons: Don't forget to get your questions in for the November 2020 Q&A. Click here for details. You've got until November 28.

    There's been a noticeable upswing in negativity and general bleakness recently — not just in my own head, but online, too. Ridiculous, pointless arguments and drama on social media really seem to be getting out of hand — in the last few days we've had a bunch of pointless bullshit over both Persona 5 and Animal Crossing, of all things — and everyone just seems to be emotionally exhausted.

    I mean, I'm not really surprised; I'm even feeling a bit of the ol' fatigue and I was one of the first people to welcome the "lockdown" situation with open arms, since it's not as if I really go out and do anything most of the time, anyway. But somehow, the whole "go out, don't forget your mask, make sure you plan ahead and don't do anything you don't need to, also you're probably not going to see your friends for a very long time" has been starting to feel… I don't know if "oppressive" is the right word, but it's certainly weighing heavily on everyone.

    The trouble with people taking out their frustration and aggression online is that it cuts off that one potential source of relief from lockdown frustration and loneliness. If you can't go out and hanging out online is undesirable, what are you supposed to do for some sort of meaningful contact with other people that won't send one or the other of you into an apoplectic rage? Beats me; I was never any good at this stuff before this whole situation started.

    Oh well. Just gotta be British about this. Keep on keeping on, stiff upper lip and all that. It's not as if I don't have lots of things to do that don't require leaving the house. It'd just be nice to live in a world that felt a bit more "normal". But I suspect that's not happening for a little while yet.

    Hang in there! And get some sleep; that's what I'm off to do right about now.

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    #oneaday Day 714: Recuperation https://imnotdoctorwho.moegamer.net/2020/11/22/oneaday-day-714-recuperation/ https://imnotdoctorwho.moegamer.net/2020/11/22/oneaday-day-714-recuperation/#respond Sun, 22 Nov 2020 21:51:26 +0000 https://imnotdoctorwho.moegamer.net/2020/11/22/oneaday-day-714-recuperation/ S-Rank patrons: Don't forget to get your questions in for the November 2020 Q&A. Click here for details. You've got until November 28. Didn't get quite as much done as I wanted to today as I'm really struggling to shake this pain off this weekend, but I did manage to get six videos recorded and … Continue reading #oneaday Day 714: Recuperation

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    S-Rank patrons: Don't forget to get your questions in for the November 2020 Q&A. Click here for details. You've got until November 28.

    Didn't get quite as much done as I wanted to today as I'm really struggling to shake this pain off this weekend, but I did manage to get six videos recorded and ready to go, so I should be satisfied with that. I think I've resolved with myself that I'll record the remaining four I wanted to get done during the week at times when I'm bored with the day job. I get bored a lot with the day job, so I can probably be a lot more productive on my various projects if I turn "bored time" into "me time" rather than "sleep time" — as much as it is nice to go back to bed after the frustratingly daily "Morning Catch Up Call".

    My trouble is that I tend to think of things in "all or nothing" terms. Because I wanted to get ten videos done this weekend, "only" having done six feels like I've "failed" somehow, even though I've actually accomplished over half of what I wanted to do, and I have the whole week to catch up on those remaining four. The strange way the human mind works and all that. We are, for sure, a curious and flawed species.

    Anyway, it's not quite bedtime yet so rather than stressing about whether or not I feel up to recording any more this evening (I do not, but my brain is trying to tell me that I "should") I think I'm going to settle down with a nice bit of Warriors hack-and-slash to chill out for a bit, and hopefully I'll feel a bit better in the morning. If not, yum yum painkillers I guess!

    Hope you've all had a pleasant weekend!

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    #oneaday Day 713: Day of Rest https://imnotdoctorwho.moegamer.net/2020/11/22/oneaday-day-713-day-of-rest/ https://imnotdoctorwho.moegamer.net/2020/11/22/oneaday-day-713-day-of-rest/#respond Sun, 22 Nov 2020 00:56:45 +0000 https://imnotdoctorwho.moegamer.net/2020/11/22/oneaday-day-713-day-of-rest/ S-Rank patrons: Don't forget to get your questions in for the November 2020 Q&A. Click here for details. You've got until November 28. Was going to do a bunch of recording today, but after recording all the intros I was still feeling some of the pain I was suffering from last night, so decided to … Continue reading #oneaday Day 713: Day of Rest

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    S-Rank patrons: Don't forget to get your questions in for the November 2020 Q&A. Click here for details. You've got until November 28.

    Was going to do a bunch of recording today, but after recording all the intros I was still feeling some of the pain I was suffering from last night, so decided to take it easy for the rest of the day. I have filled my day with enjoying the first few hours of Atelier Ayesha, and a bit of grinding (and actual story progress) in Warriors Orochi 2.

    Obviously I'll have much more to say about Atelier Ayesha a little way down the road, but I like what I see so far. It feels authentically Atelier, but it also feels noticeably different to the Arland series. Among other things, the atmosphere of the whole thing is completely different, which is unsurprising given the whole "Dusk" concept in this trilogy, but it's a nice change. Subtle, but definitely appreciated — and the trademark Atelier wholesomeness is definitely still there, too, albeit with a tad more melancholy this time around.

    The alchemy system is very different this time around. Well, that's not quite accurate, I guess; it actually feels like it's blending elements from a few sources. There's some basic principles from Arland's systems there, plus Mana Khemia's "add one ingredient at a time" thing, where things happen based on the order you put things in the pot, plus the beginnings of what would become Atelier Lulua's elemental affinity system for producing effects on the final item. It's very interesting; I haven't quite got my head around all of it yet, but it's still early days so far.

    Meanwhile, Warriors Orochi… well, you probably know how I feel about Warriors games by now. I was initially a little disappointed at how similar Warriors Orochi 2 is to its predecessor, but the more I play, the more its differences become apparent. I mean, it's still quite similar, but the new stories, new combinations of characters, new objectives, new abilities and new modes keep things interesting; I tried one of the "Dream Mode" stages earlier today, which provides you with a predefined team of three and challenges you to complete a fairly lengthy scenario. It was a good time.

    Mostly, though, the core addictive quality that I discovered in my original video playthrough of Warriors Orochi is present and correct here. The objective-based unlocking of abilities that can then be globally applied remains, and the weapon fusion aspect remains absolutely essential to powering up your characters. In my progress this evening, I crossed a definite power boundary from "these officers are a bit tough" to "IT'S TIME TO SET LU BU ON FIRE", which is always a satisfying moment. And the nice thing is that because the abilities are global unlocks and the characters are mixed up in the various modes, beginning a new Story Mode campaign never feels like you're having to start over completely from scratch.

    I want to cover Warriors Orochi 2 and other Warriors games in more detail at some point, but Warriors Wednesday was too much work. Perhaps I'll just do some occasional articles when I feel I have something to say, much like I did with Dynasty Warriors 8 Xtreme Legends Definitive Edition a while back.

    Anyway. The pain seems to have mostly passed so I'm going to have a sandwich and get some sleep, then hopefully I'll get some recording done tomorrow. Today has been pleasantly chilled, aside from putting up with said pain, so I'm ready to get stuff done tomorrow for sure!

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    #oneaday Day 712: Pain https://imnotdoctorwho.moegamer.net/2020/11/21/oneaday-day-712-pain/ https://imnotdoctorwho.moegamer.net/2020/11/21/oneaday-day-712-pain/#respond Sat, 21 Nov 2020 00:04:09 +0000 https://imnotdoctorwho.moegamer.net/2020/11/21/oneaday-day-712-pain/ Suffering a fair bit of pain from my hernia this evening, so forgive me if this is short and/or incoherent! We've reached the end of another week. Everything is all sort of blurring into one at the moment; it seems like just yesterday that I was complaining "why is it only Monday" to my wife, … Continue reading #oneaday Day 712: Pain

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    Suffering a fair bit of pain from my hernia this evening, so forgive me if this is short and/or incoherent!

    We've reached the end of another week. Everything is all sort of blurring into one at the moment; it seems like just yesterday that I was complaining "why is it only Monday" to my wife, and here we are at the end of another week. I guess that's a good thing, maybe? Although it's not as if there's particularly anything worth waiting for right now… nothing with a concrete date, anyway. At least, it doesn't feel that way; those excited for the next-gen consoles have doubtless been eagerly awaiting their release, but I'm just not feeling the hype at the minute.

    This weekend and next I'll be recording some videos to get in the can ready for the next few weeks. Don't forget that if you're an S-Rank Patron you can submit your questions for the inaugural and experimental Q&A video at the end of the month — drop by this post and leave a comment there (not here!) if you want to take part. There's been a few great questions so far but it'd be nice to have a few more — if you've already submitted one, feel free to drop another one!

    Anyway. I think it's about time I went and lay down and howled in pain for a bit. This will pass, so long as I can convince my cats not to step on it for an hour or two. That's the most challenging bit.

    Have a pleasant evening!

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    #oneaday Day 711: On Fleet https://imnotdoctorwho.moegamer.net/2020/11/19/oneaday-day-711-on-fleet/ https://imnotdoctorwho.moegamer.net/2020/11/19/oneaday-day-711-on-fleet/#respond Thu, 19 Nov 2020 23:44:35 +0000 https://imnotdoctorwho.moegamer.net/2020/11/19/oneaday-day-711-on-fleet/ Twitter's been rolling out its new "Fleets" thing over the last few days. I usually use Web Twitter, but earlier I decided to install the Twitter app on my phone and see if there was any value to Fleets whatsoever. There is not. At least, not for me. I scrolled through all the "Fleets" that … Continue reading #oneaday Day 711: On Fleet

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    Twitter's been rolling out its new "Fleets" thing over the last few days. I usually use Web Twitter, but earlier I decided to install the Twitter app on my phone and see if there was any value to Fleets whatsoever.

    There is not. At least, not for me. I scrolled through all the "Fleets" that were currently available to me, and they were all, without fail, utterly vapid nonsense that served absolutely no purpose whatsoever. On top of that, the interface for them is such a blatant ripoff of Instagram's equally pointless "Stories" feature that I'm surprised there hasn't been any sort of legal shenanigans.

    I uninstalled the Twitter app less than five minutes after I installed it. Web Twitter on mobile has not, thankfully, been infected by this nonsense yet.

    This is grumpy old man moaning, I know, but one of the things I used to value about Twitter was how it was a fairly lightweight, simple, straightforward approach to social media. It was originally pitched as a "microblogging" site, after all — a place where people would post short, 140-character things about what they were up to. Fairly vapid in itself, one might argue, but as people started to use it, it became clear that it was possible to have conversations and even form friendship groups.

    Now, if we look at Twitter today, people often argue that it's the worst possible platform on which to have a meaningful discussion, and I pretty much agree with that. Twitter was built as a platform to, basically, chat with people, and nothing more. You'd post a thing, someone might reply, that was that. Over time, we started to get "retweets" (which, if you're a relative newcomer to Twitter, were originally implemented by someone actually copy-pasting another tweet, writing "RT @username:" in front of it and having about 5 characters left to comment) that started to dilute the original point of the platform… and this was just the beginning of the colossal mess the whole platform is now, with its constant attempts to force a non-chronological timeline on you, the constant barrage of ads and the focus on "engagement metrics" and "amplification" rather than, you know, talking to people.

    Fleets is just another sign that Twitter has completely lost sight of what it was originally for — and what a lot of people on the platform wish they could still use it for. Doubtless money was involved — I suspect it won't be long before we start seeing "Promoted Fleets" — and no real care or attention was given to the actual userbase.

    But you know what they say… if you're not paying for something, you're not the customer; you're the product. That, regrettably, feels more and more obvious every day!

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    #oneaday Day 710: Bringing It Back https://imnotdoctorwho.moegamer.net/2020/11/19/oneaday-day-710-bringing-it-back/ https://imnotdoctorwho.moegamer.net/2020/11/19/oneaday-day-710-bringing-it-back/#respond Thu, 19 Nov 2020 00:56:39 +0000 https://imnotdoctorwho.moegamer.net/2020/11/19/oneaday-day-710-bringing-it-back/ S-Rank patrons: Don't forget to get your questions in for the November 2020 Q&A. Click here for details. You've got until November 28. Those of you active on social media recently may have seen that all of USgamer's staff has been laid off, presumably with the intention of either closing the site altogether or leaving … Continue reading #oneaday Day 710: Bringing It Back

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    S-Rank patrons: Don't forget to get your questions in for the November 2020 Q&A. Click here for details. You've got until November 28.

    Those of you active on social media recently may have seen that all of USgamer's staff has been laid off, presumably with the intention of either closing the site altogether or leaving it as some sort of click farm in the long term. Either way, I'm not shedding any tears over it; while working at that place was literally a dream come true when I first started, the way I was treated by former editor-in-chief Jeremy Parish in particular — culminating with me being made redundant on my birthday so he could hire his friends instead of that British twat who liked anime games — has left me with a sour taste in my mouth ever since.

    However, that's not to say that I achieved nothing of note at USgamer. I feel like my time there really helped me establish both my voice as a writer, and my specialist knowledge. It helped me understand the things I wanted to pursue and learn more about — and ultimately, although the circumstances were unpleasant, it led me to create MoeGamer, and that is why some of you are here reading this right now.

    I looked over the archives of USgamer today (side note: their site navigation is completely broken and it appears no-one has noticed for the last six years) and discovered that I posted well over a thousand articles during my time there. Most of those were news stories and, as such, probably aren't worth preserving, but there were a significant number of reviews and feature articles that I had written. I spent a bit of time earlier today downloading and preserving all of these, because with the future of the site completely unknown, there's every chance that they will just disappear one day.

    So I'm going to preserve some of them myself. Some things aren't particularly relevant any more, as they were written in response to particular happenings or periods in the games industry, but others are timeless — and it's those articles that I'm going to republish on MoeGamer over the course of the coming weeks and months.

    There's a bunch of these articles that I'd completely forgotten I'd written. I'll leave some as a surprise for you for when I republish them, but one of the ones I was most pleased to discover was a detailed breakdown of my whole "find the good" philosophy that I've always adopted on MoeGamer. I had totally forgotten that this was actually based on an established theory of criticism — specifically, John Updike's personal rules of literary criticism, which he published in his 1975 collection of prose Picked-Up Pieces. They (still) make a lot of sense, and are broadly applicable to any form of creative media.

    Anyway, keep an eye out for these republished articles in the coming weeks; they'll likely be tagged in their own section of the site under the "From the Archives" heading, which also includes articles from MoeGamer's less focused "1.0" incarnation (2014-2016) as well as a number of columns I wrote for a defunct site known as Games Are Evil.

    I may have been completely ghosted by all of USgamer's former staff — reviews editor Mike Williams, who helped launch the site alongside me back in 2013, name-checked literally everyone who had ever worked on the site except me in his farewell piece — but I'll be damned if the blood, sweat and tears I poured into that site over my time there is going to go to waste. Our creations in the digital realm are all too fragile, and all too easily lost to things that are nothing to do with you. So I can at least ensure that some of the work I'm proud of lives on!

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    #oneaday Day 709: Success! https://imnotdoctorwho.moegamer.net/2020/11/17/oneaday-day-709-success/ https://imnotdoctorwho.moegamer.net/2020/11/17/oneaday-day-709-success/#respond Tue, 17 Nov 2020 22:59:15 +0000 https://imnotdoctorwho.moegamer.net/2020/11/17/oneaday-day-709-success/ S-Rank patrons: Don't forget to get your questions in for the November 2020 Q&A. Click here for details. You've got until November 28. Atelier Lulua is down for the count — and I even managed to get all of the endings in a single run, too. The wonders of games without time limits. I was … Continue reading #oneaday Day 709: Success!

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    S-Rank patrons: Don't forget to get your questions in for the November 2020 Q&A. Click here for details. You've got until November 28.

    Atelier Lulua is down for the count — and I even managed to get all of the endings in a single run, too. The wonders of games without time limits. I was correct yesterday — all I needed to do was 1) make better armour and 2) make bigger bombs. Specifically, fire bombs. Last boss is weak to fire, and was actually kind of a pushover with the right party lineup and preparation. But I guess that's always what Atelier's been about, really!

    Anyway, it's on to the Dusk series next. I'm not starting that tonight because it's getting a bit late already, but I'm excited to finally make it this far. I know the three Dusk games — and Escha & Logy in particular — are favourites of a lot of people, so I've been very curious to check them out for the longest time, and now I can do so with that lovely all-in-one cartridge that Play-Asia did a while back. I know nothing about the Dusk games besides some of the character designs, so I'm looking forward to exploring them.

    Given that I'm a bit ahead of schedule (I've still got two Atelier Meruru articles in me), I might make some time to play through a couple of shorter things in the meantime, too. As I've noted recently, I've been playing both Dead Rising and Quantum Theory, and I think both are full of interesting things worth writing about. I'm also going to look into Capcom's Lost Planet series soonish (as soon as my 360 copy of Lost Planet Colonies arrives, specifically) as I know that's got a lot of cool things to investigate. Chris and I are also tentatively planning some sort of "seventh generation Capcom" or "Japanese shooters" episode of the podcast in the near future, too, so all of the above fit right in with all that.

    Anyway. Andie and I seem to be coming down with something — not the dreaded 'rona, I don't think, but an annoying cold — so I'll leave that there for now and bid you good night. Have a pleasant evening!

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    #oneaday Day 708: Nearly There! https://imnotdoctorwho.moegamer.net/2020/11/17/oneaday-day-708-nearly-there/ https://imnotdoctorwho.moegamer.net/2020/11/17/oneaday-day-708-nearly-there/#respond Tue, 17 Nov 2020 00:52:14 +0000 https://imnotdoctorwho.moegamer.net/2020/11/17/oneaday-day-708-nearly-there/ I thought I was going to beat Atelier Lulua this evening but the final boss absolutely wiped the floor with me. Whoops. Guess I need to spend a little bit of time doing some endgame crafting, huh? I'm in two minds about the final boss being the most difficult thing in a game. It all … Continue reading #oneaday Day 708: Nearly There!

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    I thought I was going to beat Atelier Lulua this evening but the final boss absolutely wiped the floor with me. Whoops. Guess I need to spend a little bit of time doing some endgame crafting, huh?

    I'm in two minds about the final boss being the most difficult thing in a game. It all kind of depends on the overall structure of the game in question. If it's a linear thing where the final boss is literally the final thing you do in the game, then fine; in situations like RPGs, where there are often lots of optional things to do, it's sometimes nice to have a final boss that you can overpower relatively easily simply by virtue of having prepared properly.

    I mean, I guess in this case I can probably still achieve that by crafting some better items/equipment, but still. It's a little frustrating to get wiped out repeatedly — particularly as in one instance it obliterated my team before I could do anything. But we can learn from this experience! I have learned that I need to increase the speed of my team to ensure they act first, bump up their resistances and preferably make them immune to having the item command sealed, because that absolutely gimps the alchemist characters in the party. Such as, you know, the protagonist.

    I don't really have a point. It's after midnight, though, so I should probably stop trying for now and give it another shot tomorrow, huh?

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    #oneaday Day 707: Finding the Good https://imnotdoctorwho.moegamer.net/2020/11/16/oneaday-day-707-finding-the-good/ https://imnotdoctorwho.moegamer.net/2020/11/16/oneaday-day-707-finding-the-good/#respond Mon, 16 Nov 2020 00:33:27 +0000 https://imnotdoctorwho.moegamer.net/2020/11/16/oneaday-day-707-finding-the-good/ S-Rank patrons: Don't forget to get your questions in for the November 2020 Q&A. Click here for details. One thing I've always said about my work on MoeGamer is that I make a specific effort to "find the good" in pretty much everything I play. It's extremely rare that I come across a game with … Continue reading #oneaday Day 707: Finding the Good

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    S-Rank patrons: Don't forget to get your questions in for the November 2020 Q&A. Click here for details.

    One thing I've always said about my work on MoeGamer is that I make a specific effort to "find the good" in pretty much everything I play. It's extremely rare that I come across a game with absolutely no redeeming features whatsoever — and I tend to take the attitude that if it exists, it's probably important to someone, even if that someone is just the creator.

    With this in mind, I came to Quantum Theory on Xbox 360, a third-person shooter from the director of Fatal Frame. This is a title that has a woeful Metascore, but which both Chris and I have always found intriguing for one reason or another. And, as you'll know very well if you've been following my work for a while, a low Metascore is often reason for me to check something out rather than avoid it like the plague — particularly now games like this can be picked up for pocket change.

    I'm a few hours into the game now, and, as you might expect, I'm having a much better time than the reviews from when it first came out might suggest. Coming at it with an awareness of gaming history and a decent understanding of mechanics, too, I'm seeing things that it's doing that were ignored or written off back when it was first reviewed.

    Most notably, I'm keenly aware of the fact that it is not, as many reviewers claimed, a Gears of War clone. Yes, the base mechanics are suspiciously similar to Epic's popular title — right down to including the "roadie run" and the sticky cover — but the structure is very different. In practice, it functions in an almost arcadey manner — you work your way from room to room, dispatching all the enemies there, before moving on. There's an almost "rail shooter" feel to it at times, in that enemies come from various places around the stage, and you need to use your observational skills to deal with them, prioritise your targets and keep yourself safe.

    I finished for the evening just at the point where a new mechanic is introduced: a sidekick character called Filena, who you can basically "throw" at enemies for a melee attack, and use in combination attacks and suchlike. You get a very brief preview of how this will all work in the game's introductory mission, but from this point on it looks like it's going to be a standard part of gameplay.

    I'm looking forward to exploring the game further — and the knowledge that it's the work of Makoto Shibata just makes it all the more interesting to me. It's very obviously one of those games from the period when a lot of Japanese devs and publishers were trying to "appeal to the West" — but it's also got plenty of interesting, unique things about it, and I think it got a pretty raw deal back in the day. So, when I've had time to plough through it, I will do my bit to rectify that situation!

    Anyway, for now, it's bedtime. Should polish off Atelier Lulua tomorrow, all being well — I'm pretty sure I've got my save file primed for all the possible endings, so looking forward to seeing the various conclusions!

    Hope you've all had a good weekend. Speak soon! Or not. You know what I mean. Just being conversational. Anyway. Bye.

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    #oneaday Day 706: Brain-Eatin' Zombie Bastards https://imnotdoctorwho.moegamer.net/2020/11/14/oneaday-day-706-brain-eatin-zombie-bastards/ https://imnotdoctorwho.moegamer.net/2020/11/14/oneaday-day-706-brain-eatin-zombie-bastards/#respond Sat, 14 Nov 2020 23:59:28 +0000 https://imnotdoctorwho.moegamer.net/2020/11/14/oneaday-day-706-brain-eatin-zombie-bastards/ S-Rank patrons: Don't forget to get your questions in for the November 2020 Q&A. Click here for details. Been playing a bit of Dead Rising on and off recently, and I feel like, as with so many other games from that period, I'm appreciating it a lot more than I did back when it first … Continue reading #oneaday Day 706: Brain-Eatin' Zombie Bastards

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    S-Rank patrons: Don't forget to get your questions in for the November 2020 Q&A. Click here for details.

    Been playing a bit of Dead Rising on and off recently, and I feel like, as with so many other games from that period, I'm appreciating it a lot more than I did back when it first came out. I think it's testament to how much I've learned about game design, mechanics and whatnot that I can go back to these games that, for one reason or another, I bounced off a bit "back in the day" and have a lot more fun with them.

    As with most stuff along these lines, I'll write more about Dead Rising on MoeGamer when I've spent a bit more time with it, but so far I'm very much appreciating its curious take on New Game Plus. This was actually a common point of contention when it originally came out, and I don't recall any game handling its saving in quite the same way since. I guess there's an argument for roguelikes with persistent progression having an element of what Dead Rising did, but I certainly can't think of many games with fixed content that encourage you to New Game Plus it before you've even finished it once.

    On the offchance you're unfamiliar, here's how it works. In Dead Rising, you earn "PP" (hehe) or "Prestige Points" for all sorts of things — small quantities through combat and much larger quantities for major achievements such as defeating bosses, discovering and rescuing survivors and reaching particular milestones in your kill count. PP is just another term for experience points; as you gain PP, you fill a meter, and when this fills, protagonist Frank goes up a level. Unlike an RPG, however, there isn't a flat increase to his stats with every level up; instead, with each level up you get a random improvement to one thing: attack power, run speed, throw distance, inventory space, maximum health or the skills you're able to use.

    The intention behind the system is for you to see how far you can get through the game until you either fuck up the main story (which you can do by taking too long over its various objectives) or die, at which point you can either load your most recent (and only) save, or you can save Frank's current status — level, stats, available skills — and delete your progress through the story. At this point, you start the game again, only more powerful than first time around. And in theory, it gradually gets easier, both as Frank grows in power with each "reset", and as you learn important things about the game and its world.

    For example, after my most recent fuck-up, I learned where the maintenance tunnels key is, which allows you to use a variety of shortcuts around the game's mall setting. Next time I start over (with my now level 20 Frank) I can make a beeline straight for that key as soon as I have the free time to do so, and start using those shortcuts right away. It's an interesting twist on the memorisation required for certain arcade-style games — and in fact, there's a fair bit of arcade DNA of various descriptions throughout Dead Rising. This shouldn't be surprising, given that it's from Capcom, but it's one of those things that I wouldn't have spotted back in 2006, but am very aware of now. Besides my own work, I have my conversations with Chris on the podcast to thank for my keen awareness of this sort of thing these days.

    Anyway, I have plenty more playthroughs to do before I make it through the whole game, I suspect, so it'll be a little while before I write this one up. I'm certainly finding it to be an intriguing, experimental game, though, and am looking forward to picking it apart further.

    Hope you're all having a good weekend so far. I'm going to get some recording done tomorrow, even though I still have a couple of episodes still ready to go from my week off a while back. Have a pleasant evening!

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    #oneaday Day 705: Next-Gen? https://imnotdoctorwho.moegamer.net/2020/11/14/oneaday-day-705-next-gen/ https://imnotdoctorwho.moegamer.net/2020/11/14/oneaday-day-705-next-gen/#respond Sat, 14 Nov 2020 01:00:46 +0000 https://imnotdoctorwho.moegamer.net/2020/11/14/oneaday-day-705-next-gen/ S-Rank patrons: Don't forget to get your questions in for the November 2020 Q&A. Click here for details. I've found the launch of this new generation of games consoles quite interesting and a little disappointing to watch. With America getting both PS5 and Xbox Series X/S/whatever the other day and Europe catching up on things … Continue reading #oneaday Day 705: Next-Gen?

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    S-Rank patrons: Don't forget to get your questions in for the November 2020 Q&A. Click here for details.

    I've found the launch of this new generation of games consoles quite interesting and a little disappointing to watch. With America getting both PS5 and Xbox Series X/S/whatever the other day and Europe catching up on things next week, these systems are finally getting into people's hands.

    And… I've heard absolutely nothing about any games that people are playing. There's a few people on my Twitter timeline who have the new systems, but all I've seen from them is a few oohs and aahs about loading times and the like, but that's about it. Where's the excitement over the new games?

    I think there are a couple of significant problems stopping there being any real game-related excitement. Firstly, these new consoles feel like a much more incremental update over the previous generations than pretty much any other "next-gen" launch. While both the new platforms can run stuff faster and smoother… there's not a ton of stuff that has that obvious "wow factor" any more. The "wow factor" had already worn off a bit by the PS3-PS4 transition, and it's really noticeably absent this time around. The jump from SD to HD was much more significant than the jump from 1080p to 4K… at least partly because it's already possible to get 4K out of some of the "last-gen" systems.

    Second, and perhaps more significantly, is the absolutely moribund lineup of launch titles for both systems. While you all know my tastes aren't exactly "mainstream" when it comes to gaming, I find it difficult to see much among the current launch lineups for either platform that truly qualifies as a "must-have" — particularly as pretty much all of the big-names are cross-generation titles anyway. This latter situation will, I'm sure, resolve itself over the coming months when we start seeing more "B-tier" titles and some exclusives… but at the moment I am, to be perfectly honest, not seeing the appeal of either PS5 or Xbox at present.

    That will all change when visual novel and RPG developers start jumping on board, of course… but I'm actually questioning if that will ever happen at this rate. Sony has destroyed the trust it had with Japanese developers over the course of the last couple of years, and Microsoft has consistently failed to make any impact whatsoever on the Japanese market with any of its consoles, outside of a few shmups and RPGs on the 360 (which, in the latter case, ended up with enhanced, expanded versions on PS3 some time later in most cases). With Switch being in such a strong position, I can see a lot of those developers and publishers happily staying with Nintendo for now… which I'm 100% fine with.

    Anyway, we'll see. It's too early to write either of the consoles off, of course, but I'll be interested to see how long it takes for them to pick up any sort of momentum with anyone other than the "people who only play Call of Duty and sports games" crowds. I'm in no hurry to pick up either, though… and my wallet is thanking me for that!

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    S-RANK PATRONS Read This! Get your Q&A questions in! https://imnotdoctorwho.moegamer.net/2020/11/14/s-rank-patrons-read-this-get-your-qa-questions-in/ https://imnotdoctorwho.moegamer.net/2020/11/14/s-rank-patrons-read-this-get-your-qa-questions-in/#respond Sat, 14 Nov 2020 00:46:59 +0000 https://imnotdoctorwho.moegamer.net/2020/11/14/s-rank-patrons-read-this-get-your-qa-questions-in/ As noted the other day, I'm going to kick off a monthly Q&A video thing as an experiment this month, and you fine folks in the S-Rank get to ask me stuff. Please leave your questions in the comments on this post. I'll put reminders on the usual blog posts each day so you don't … Continue reading S-RANK PATRONS Read This! Get your Q&A questions in!

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    As noted the other day, I'm going to kick off a monthly Q&A video thing as an experiment this month, and you fine folks in the S-Rank get to ask me stuff. Please leave your questions in the comments on this post. I'll put reminders on the usual blog posts each day so you don't forget if you can't think of anything now.

    You can ask me absolutely anything (within reason) so feel free to drop me some questions about the games I'm playing, my collection, my cats, what I get up to other than gaming and writing, my life, my history — absolutely anything. (Naturally I reserve the right not to answer if something is on dodgy ground with regard to personal information etc, but otherwise pretty much anything goes.)

    I'll aim to record the Q&A video on the weekend of the 28th of November and put it out by Monday the 30th at the latest. That means you've got a couple of weeks to come up with some fun things to ask!

    Leave your questions in the comments on this post by November 28, 2020. Thank you, and I'm looking forward to (hopefully) getting some interesting things to talk about!

    The post S-RANK PATRONS Read This! Get your Q&A questions in! appeared first on I'm Not Doctor Who.

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    #oneaday Day 704: A Few Small Changes https://imnotdoctorwho.moegamer.net/2020/11/13/oneaday-day-704-a-few-small-changes/ https://imnotdoctorwho.moegamer.net/2020/11/13/oneaday-day-704-a-few-small-changes/#respond Fri, 13 Nov 2020 00:11:36 +0000 https://imnotdoctorwho.moegamer.net/2020/11/13/oneaday-day-704-a-few-small-changes/ Hello everyone! Welcome to the two newcomers today, too; your presence is much appreciated! Just wanted to let you know a few things I'm going to be experimenting with. First up, I already talked about this on Twitter earlier, but for the benefit of those who aren't on there or didn't see my thread, I'm … Continue reading #oneaday Day 704: A Few Small Changes

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    Hello everyone! Welcome to the two newcomers today, too; your presence is much appreciated!

    Just wanted to let you know a few things I'm going to be experimenting with.

    First up, I already talked about this on Twitter earlier, but for the benefit of those who aren't on there or didn't see my thread, I'm running a small-scale experiment with ads on MoeGamer. Don't panic; when I say "small-scale" I mean small-scale; I'm allowing them only on specific parts of the site that happen to be the pages that have the most traffic — usually people coming from Google looking for info on Magicami DX or Honey Select Unlimited. The way I look at it, the amount of traffic those pages get could potentially raise a bit of money for the site — which in turn can be invested back into the site in various ways. The more self-sufficient, the better.

    I've made it a point of pride to highlight MoeGamer's ad-free nature in the past so I feel a little guilty doing this, but everyone I've spoken to already has been supportive of this idea so far. To clarify: ads will only be running on "Pages" right now rather than "Posts". That means you won't see ads on articles themselves, or on the front page, or anything like that. There may be ads appearing at the bottom of "hub pages" for games or features now, though. As I write this, they haven't showed up yet, but I don't know how long it takes for them to switch on.

    I'm going to let this run for a week or so and see how things go. If I can get some meaningful data from it that will help me figure out potentially how much income they could bring in per month, I'll see if it's worth continuing them. If they suck or get in the way or too many people complain, I'll get rid of them. But I figure I'm potentially denying myself some valuable income that can be invested directly back into the site, so I want to see how true that is. Thanks for your understanding on this!

    Secondly, I was looking back over the "Patrons Only" videos I did a while back (check the YouTube playlist if you missed out on these back when they were current) and remembered that I quite enjoyed doing them. Now that I've cut back a little on other video commitments (most notably long, ongoing playthroughs), I want to start doing something along those lines again, and I thought something that involved you good people would be enjoyable for everyone: a regular (probably monthly) Patrons Q&A!

    My plan for this would be to provide a specific thank-you by name (or handle) to all the A-Rank Patrons for that month, and provide the S-Rank Patrons the opportunity to ask questions, make requests and the like. I've been wanting to provide an additional benefit for those kind enough to support at S-Rank tier for a while, and this seems like a good opportunity.

    The way I'd do this is that I'd put up an S-Rank-exclusive post early in the month inviting you to post questions in the comments. I'm not sure if there's a way to "sticky" a post on Patreon, but I'd likely put a reminder on subsequent posts so people remember it's there. Then when the end of the month rolls around, I'll gather together all the questions and make a video that answers them. It gives me something interesting to do, and it provides you lovely lot the opportunity to engage a bit more directly with me. There's a lot of you lurking out there and it'd be nice to hear more from some of you! (Obviously no pressure if you don't want to.)

    The video itself would then be public, so everyone would be able to hear the interesting questions you came up with, and the A-Rank patrons can be thanked publicly also. That, in turn, will hopefully bring a few more people in the direction of this Patreon and we can all be one big happy nerdy family together.

    It's getting late now so I won't set this up today, but I'll probably put up the first post like this at the weekend, then aim to do the first video towards the end of November. Then if that goes well we can make it a monthly thing and have a bit of fun together. Watch this space!

    The post #oneaday Day 704: A Few Small Changes appeared first on I'm Not Doctor Who.

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    #oneaday Day 703: All Good Things https://imnotdoctorwho.moegamer.net/2020/11/11/oneaday-day-703-all-good-things/ https://imnotdoctorwho.moegamer.net/2020/11/11/oneaday-day-703-all-good-things/#respond Wed, 11 Nov 2020 22:57:51 +0000 https://imnotdoctorwho.moegamer.net/2020/11/11/oneaday-day-703-all-good-things/ This is my fault for saying something vaguely nice about Stadia yesterday, wasn't it? Fucking Google. If you're not sure why I'm annoyed, check out this patronising PR-speak-filled thread from Google Photos' product lead: https://twitter.com/dflieb/status/1326586058289471491 Essentially, from June next year, Google Photos will no longer allow its users to back up their photos and videos … Continue reading #oneaday Day 703: All Good Things

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    This is my fault for saying something vaguely nice about Stadia yesterday, wasn't it? Fucking Google.

    If you're not sure why I'm annoyed, check out this patronising PR-speak-filled thread from Google Photos' product lead: https://twitter.com/dflieb/status/1326586058289471491

    Essentially, from June next year, Google Photos will no longer allow its users to back up their photos and videos on an unlimited basis for free; you'll be limited to 15GB of storage, or whatever you choose to upgrade your Google One storage account to. For the unfamiliar, at present if you allow Google Photos to upload "high quality (compressed)" versions of your images and videos, they don't count against any of your existing storage limit, making it a fantastic means of backing media up with only a tiny loss in quality.

    This setup has been ideal for me as I've been working on various projects; I can take screenshots and videos without worrying about taking up too much space, because I know I can just back them up online and then pull them back down again if it turns out I need them. With this change, I'll have a hard cap on this — even if I pay up for the additional storage (which I actually already am — it's not much per month for 100GB, but that won't last long when videos are involved).

    I understand that this would have probably happened sooner or later; the old adage about things being too good to be true is, unfortunately, one of the things that is always true. This is a real bummer, though; it's one of many instances where Google appears to be deliberately making one of their offerings significantly worse rather than better.

    It does make me wonder about the future of other services, though. How long before we have a hard limit on how much you can upload to YouTube, for example…?

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    #oneaday Day 702: I Tried Stadia And It Wasn't Shit https://imnotdoctorwho.moegamer.net/2020/11/10/oneaday-day-702-i-tried-stadia-and-it-wasnt-shit/ https://imnotdoctorwho.moegamer.net/2020/11/10/oneaday-day-702-i-tried-stadia-and-it-wasnt-shit/#respond Tue, 10 Nov 2020 23:37:25 +0000 https://imnotdoctorwho.moegamer.net/2020/11/10/oneaday-day-702-i-tried-stadia-and-it-wasnt-shit/ It's not what I want from gaming — emphatically so, for numerous reasons I'll talk about in a moment — but in terms of performance, it was actually pretty impressive. I had Panzer Dragoon Remake running at a solid 60fps at 1080p (my TV will do 4K, but I have Windows set to 1080p because … Continue reading #oneaday Day 702: I Tried Stadia And It Wasn't Shit

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    It's not what I want from gaming — emphatically so, for numerous reasons I'll talk about in a moment — but in terms of performance, it was actually pretty impressive. I had Panzer Dragoon Remake running at a solid 60fps at 1080p (my TV will do 4K, but I have Windows set to 1080p because 4K was proving to be more trouble than it was worth in terms of my existing software) and there didn't appear to be any particularly discernible latency, lag, dropped frames or anything; there was some mild artifacting here and there, but I think that was mostly due to a sequence being video rather than real-time footage. All in all, it was actually rather impressive from a tech perspective.

    Let me rewind a moment. Why was I trying Stadia in the first place? Well, because I have a YouTube Premium membership, and if you have a YouTube Premium membership, you can currently claim a Stadia bundle with a controller and a Chromecast Ultra (£90 worth) for free. And I haven't paid for that YouTube Premium membership because I got that for free as a "gift" from Google to make up for the fact that they ditched their actually-good music service Google Play Music in favour of the not-anywhere-near-as-good YouTube Music. Effectively I'm getting a Chromecast Ultra (which is something I actually do want) for the price of a month's Google Play Music/YouTube Music subscription. Which is nice.

    My brief foray this evening confirmed that Stadia is definitely not what I want from gaming long-term, though. I do not like its pricing model. Stadia Pro gives you access to actually quite a decent selection of "free" games right from the get-go… but the caveat is, much like PlayStation Plus, if you cancel your subscription you lose access to all of those games. I would much rather they follow a model similar to Xbox's "Games With Gold" (do they still do that in an age of Game Pass?) or the Humble Monthly bundles, where you have to be signed up for a particular month to get access to specific things, but once you have access to said things you can keep them, even if your subscription lapses.

    The bigger issue for me, however, is not really owning anything. Stadia's storefront has new releases up for the same price as brand new games — Assassin's Creed Valhalla is £59.99 — and for that price, I'm really not happy with just having access to the ability to stream that game for as long as Stadia lasts, or as long as Ubisoft decides they want to offer it on Stadia… or for as long as Google decides it can be on their platform. I have the same hesitation about digital purchases of that price, but at least in that situation you can download and back up the game in most cases — that way if it does happen to go kaputt on the live servers, you've still got a playable copy. (Unless it's Darkspore. Fuck EA.)

    At the moment, I can perhaps see the value of Stadia for trying out the "Pro" games ahead of picking up an actual copy for PC or console, but there's no way I would ever spend actual money on a game on that platform. It's just antithetical to everything I value about gaming, and the important memories I come to attach to various experiences I have. It turns a game into just another form of content to consume rather than something to be savoured, experienced, appreciated. And I'm not a fan of that.

    But in terms of tech, Stadia isn't shit. Which is something, I suppose.

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    #oneaday Day 701: Appreciation for Times Gone By https://imnotdoctorwho.moegamer.net/2020/11/09/oneaday-day-701-appreciation-for-times-gone-by/ https://imnotdoctorwho.moegamer.net/2020/11/09/oneaday-day-701-appreciation-for-times-gone-by/#respond Mon, 09 Nov 2020 22:44:55 +0000 https://imnotdoctorwho.moegamer.net/2020/11/09/oneaday-day-701-appreciation-for-times-gone-by/ Our recent podcast on the PlayStation 2 really highlighted for me the fact that as gaming moves on, I become more and more concerned about a few things — the transient nature of a lot of digital experiences, the acceptance of unfinished products being released and fixed later as the norm, and the lack of … Continue reading #oneaday Day 701: Appreciation for Times Gone By

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    Our recent podcast on the PlayStation 2 really highlighted for me the fact that as gaming moves on, I become more and more concerned about a few things — the transient nature of a lot of digital experiences, the acceptance of unfinished products being released and fixed later as the norm, and the lack of care over the ideas of preservation and true backwards compatibility.

    I think the latter is of greatest concern to me. Backwards compatibility is constantly being hyped as a big feature for the new Xbox platforms, but that's not what it is at all. You don't put in a previous generation disc and just run a game; you put in that disc, download something that has been recompiled to work on the new architecture, then run that emulated version. If, for whatever reason, that recompiled version is no longer available to download, then that original disc you have becomes useless… unless, of course, you still have the old hardware.

    There's another consideration here, too; since backwards compatibility being handled like this effectively means that the games are being "re-released", after a fashion, that means they're subject to all the licensing shenanigans that comes with any re-release of an old game — and this is a particular problem when it comes to music. A significant number of original Xbox and Xbox 360 games aren't backwards compatible on the newer model Xbox systems because they had licensed music, and that music hasn't been re-licensed for a re-release. And it's unlikely to ever be re-licensed in a lot of cases.

    While it's all very nice in principle, I can't help but feel if you really care about old games on previous generation platforms, your best bet is keeping hold of (or acquiring) those old systems — or modern recreations of said systems, such as what Analogue and Polymega offer. They haven't really reached the era we're talking about as yet… but I'm sure its time will come at some point in the future.

    In the meantime, I think I might invest in an original Xbox at some point… and perhaps a spare 360! And, of course, keep enjoying the fact that I can stick a PS2 game in the drive and it just loads, with no Internet connection required…

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    #oneaday Day 700: Hard Work! https://imnotdoctorwho.moegamer.net/2020/11/08/oneaday-day-700-hard-work/ https://imnotdoctorwho.moegamer.net/2020/11/08/oneaday-day-700-hard-work/#respond Sun, 08 Nov 2020 23:26:18 +0000 https://imnotdoctorwho.moegamer.net/2020/11/08/oneaday-day-700-hard-work/ Spent the day editing the new episode of The MoeGamer Podcast, which will be with you all tomorrow morning. It was a beast to edit thanks to all the footage required for the video version, but it'll be a good one for you to enjoy — we're saying a big "happy birthday" to the PlayStation … Continue reading #oneaday Day 700: Hard Work!

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    Spent the day editing the new episode of The MoeGamer Podcast, which will be with you all tomorrow morning. It was a beast to edit thanks to all the footage required for the video version, but it'll be a good one for you to enjoy — we're saying a big "happy birthday" to the PlayStation 2 the only way we know how. By talking at great length about it!

    S-Rank Patrons, I'll have a new wallpaper for you in the next couple of days or so. I've been wanting to get the podcast out of the way first and to be honest the changeover of months completely kind of passed me by! We're already fast approaching mid-November and the end of this accursed year. Although with things the way they are, I'm not sure 2021 is likely to be any better than this one… at least for the first few months, depending on how various things go. But oh well; stiff upper lip and all that. We will endure, or whatever.

    Finished Mad Rat Dead this evening and was very pleased with the whole experience. I'll have a writeup for it tomorrow. There doesn't appear to be anything that unlocks after you beat it besides the ability to replay any level in pursuit of the "S+" rankings — which, to be fair, is challenge enough in itself — but the main story was enjoyable, interesting and thought-provoking, and the game design was fascinating. As I say, more on all that tomorrow.

    Got some of those Capcom games I mentioned arriving this week — specifically the Lost Planet games I don't already have, since I already have Dead Rising, its sequel and whatever the Dead Rising 2 spinoff was. Off the Record? I've also got Dark Void, which always sounded vaguely interesting but I know nothing about. All of these cost about 50p each so I'm more than happy to take a chance on them!

    Anyway, I'm worn out after that day of editing. Time to go relax in bed with some retro games, I think… then back to the day job grindstone again tomorrow. Boo. At least my "office" (aka our back room) will look a bit nicer, since the wife has spent the last two days painting and wallpapering it. She still is, in fact, but hopefully she doesn't have too much more to do!

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    #oneaday Day 699: Capcom 360 https://imnotdoctorwho.moegamer.net/2020/11/07/oneaday-day-699-capcom-360/ https://imnotdoctorwho.moegamer.net/2020/11/07/oneaday-day-699-capcom-360/#respond Sat, 07 Nov 2020 23:00:25 +0000 https://imnotdoctorwho.moegamer.net/2020/11/07/oneaday-day-699-capcom-360/ As I've noted a few times of late, I've been developing a bit of an interest in looking back over the libraries of the Xbox 360/PlayStation 3 generation, and grabbing a bunch of games that I never got around to — or never thought to try — back when they were current. It's a great … Continue reading #oneaday Day 699: Capcom 360

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    As I've noted a few times of late, I've been developing a bit of an interest in looking back over the libraries of the Xbox 360/PlayStation 3 generation, and grabbing a bunch of games that I never got around to — or never thought to try — back when they were current. It's a great time to do this, since 360 games in particular are incredibly cheap (subject to the caveats mentioned yesterday) and PS3 titles, while marginally more expensive, are still firmly in "pocket change" territory.

    I've been particularly interested in exploring Capcom's output on Xbox 360, primarily as a result of enjoying watching Game Grumps' playthrough of Dead Rising. This is a game that I had back in the day, played for a bit and didn't get that far with, then moved on to something else. My save file was still on my 360 hard drive; the date on it was 2006. Ouch.

    As a casual little side project, I'm going to be taking a look at some of these games when I get some time/the opportunity to. I'm particularly interested in Dead Rising and Lost Planet specifically, but I know there were another few interesting Capcom titles from that period that are probably worth giving a look to as well. If you have any recommendations, let me know!

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    #oneaday Day 698: A Non-Exhaustive List of the Perceived Value of Old Games, As Judged by the Condition of Second-Hand Games I've Picked Up Over the Years https://imnotdoctorwho.moegamer.net/2020/11/06/oneaday-day-698-a-non-exhaustive-list-of-the-perceived-value-of-old-games-as-judged-by-the-condition-of-second-hand-games-ive-picked-up-over-the-years/ https://imnotdoctorwho.moegamer.net/2020/11/06/oneaday-day-698-a-non-exhaustive-list-of-the-perceived-value-of-old-games-as-judged-by-the-condition-of-second-hand-games-ive-picked-up-over-the-years/#respond Fri, 06 Nov 2020 21:30:13 +0000 https://imnotdoctorwho.moegamer.net/2020/11/06/oneaday-day-698-a-non-exhaustive-list-of-the-perceived-value-of-old-games-as-judged-by-the-condition-of-second-hand-games-ive-picked-up-over-the-years/ I think the title is fairly self-explanatory. Let's get going. Xbox 360 – During my brief time working at Game a few years, it wasn't at all unusual to receive Xbox 360 trade-ins that looked like they'd been sat on, shat on, used as an ashtray and fed to someone's dog. Manuals are usually missing … Continue reading #oneaday Day 698: A Non-Exhaustive List of the Perceived Value of Old Games, As Judged by the Condition of Second-Hand Games I've Picked Up Over the Years

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    I think the title is fairly self-explanatory. Let's get going.

    Xbox 360 – During my brief time working at Game a few years, it wasn't at all unusual to receive Xbox 360 trade-ins that looked like they'd been sat on, shat on, used as an ashtray and fed to someone's dog. Manuals are usually missing and are often water-damaged or dog-eared if they are present. Discs are often scratched and cases often broken. Generally speaking, the more popular the game was in its heyday, the worse the condition second-hand copies will be in.

    Atari 2600 – Typically found without boxes and instructions, and with labels worn or peeling off. Atari 2600 cartridges could survive a direct hit from a thermonuclear missile and still work, and it seems like a lot of people were both willing and eager to put that to the test.

    PlayStation – A roll of the dice. Sometimes you'll get a jewel case in absolute immaculate condition; other times it'll be chipped, scratched, missing its manual and generally fairly abused. Not uncommon for the actual inlays and disc to be in reasonable condition, but for the case to be scratched to shit.

    PlayStation 2 – A step up from Xbox 360, but not by much. Manuals still often missing and you take your chances when you discover whether or not the disc is scratched — particularly if it's a game on one of the old "blue CDs" — though once again the lesser-known games tend to be kept in better condition. Unless they were Simple Series games or anything by Phoenix Interactive, in which case you might want to break out the antibacterial wipes before letting them near your PlayStation.

    Dreamcast – For such a widely beloved console, people don't take great care of its games. This is partly the fault of the incredibly brittle, fragile plastic cases they had here in the UK — though the discs are usually in reasonable condition. Manuals are often missing, though Dreamcast manuals were rarely particularly good anyway.

    Nintendo Wii – Considering the popularity and ubiquity of this console for a while, it's impressive that many of the second-hand games you can pick up tend to be in reasonably good condition. Manuals are often present, discs are in decent shape and the white cases — which you might expect to show considerable evidence of grubby fingers — tend to be in fairly good condition for the most part, too.

    PlayStation 3 – Variable in condition, but consistently much better than their Xbox 360 counterparts. Manuals are usually present, and Blu-Rays are the Atari 2600 cartridges of the optical disc world in terms of durability, so it's rare to find one in poor condition. More popular games might have battered cases, but for the most part PS3 games are in a reasonably good state.

    PlayStation 4 – Generally in reasonable nick, with the usual caveat that more popular games tend to come in worse condition. PS4 games tend not to do manuals, so there's not really anything to lose, and see my previous comment on Blu-Ray durability; any dodgy condition will likely mostly be seen in the case more than anything.

    Nintendo Wii U – Like the Wii, but with shinier discs and fewer manuals, since this was around the age we stopped getting manuals. If you're lucky you might have a poster-style instructions sheet. The games themselves are always in good nick though.

    Xbox – The original Xbox's relative obscurity means that people tended to take reasonably good care of its games. Cases and discs tend to be in good condition, and manuals are often present. As with other platforms, more popular games tend to be found in worse condition, but lesser-known platform exclusive stuff can be found in great nick for reasonable prices.

    Nintendo Switch – There's nothing to really lose or damage here, so Switch games are generally in excellent condition if you happen to grab a second-hand one. Good luck finding second-hand copies of the truly "collectible" games from limited-press companies, though.

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    #oneaday Day 697: Lockdown https://imnotdoctorwho.moegamer.net/2020/11/06/oneaday-day-697-lockdown/ https://imnotdoctorwho.moegamer.net/2020/11/06/oneaday-day-697-lockdown/#respond Fri, 06 Nov 2020 00:24:44 +0000 https://imnotdoctorwho.moegamer.net/2020/11/06/oneaday-day-697-lockdown/ We're officially "locked down" again. It hasn't felt particularly different, to be perfectly honest, largely because we haven't gone anywhere or indeed needed to go anywhere. I did wake up this morning feeling like absolute garbage, though, and wondering if I had, in fact, caught the dread virus, but it turns out I was just … Continue reading #oneaday Day 697: Lockdown

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    We're officially "locked down" again. It hasn't felt particularly different, to be perfectly honest, largely because we haven't gone anywhere or indeed needed to go anywhere. I did wake up this morning feeling like absolute garbage, though, and wondering if I had, in fact, caught the dread virus, but it turns out I was just some combination of exhausted and/or dehydrated. A glug of water and a good nap sorted me out good and proper. That's a relief.

    I'm not normally one for hypochondria like that; the only reason I did find myself wondering was that Andie stopped by a friend's house yesterday to lend him a stepladder, and while she was there he got a message from his boss that someone at his workplace had tested positive for COVID. With the caveat that I don't know how long it takes for symptoms to show themselves, hopefully that doesn't mean that he — or indeed Andie or I — have picked it up.

    As I said a while back, I'm actually fairly convinced that both Andie and I had it before it was recognised as "a thing". Back in the early part of the year, both of us were suffering a lot with "dry, unproductive coughs", as I believe medical terminology has it, and the situation was absolutely exhausting us. Thankfully we both recovered, though if reports are to be believed of lingering side effects such as tiredness, we may have been left with some "souvenirs" — if indeed we had it in the first place.

    Scary times, for sure. But at least it's easy enough to stay safe in this day and age. There aren't many things you really need to leave the house for these days — unfortunately one of them is my prescription, which I'm going to need to go and collect pretty soon. Should probably get that out of the way sooner rather than later!

    Take care of yourselves and be safe!

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    #oneaday Day 696: Arcade Fun https://imnotdoctorwho.moegamer.net/2020/11/04/oneaday-day-696-arcade-fun/ https://imnotdoctorwho.moegamer.net/2020/11/04/oneaday-day-696-arcade-fun/#respond Wed, 04 Nov 2020 23:28:48 +0000 https://imnotdoctorwho.moegamer.net/2020/11/04/oneaday-day-696-arcade-fun/ I was made aware of the AtGames "Legends" range of arcade devices today and I sort of want one. For the unfamiliar, you can find out more about them on the official website at https://www.atgames.net/arcades/ This model, the Legends Gamer Pro, is the model I think I'm most interested in. It comes with the double … Continue reading #oneaday Day 696: Arcade Fun

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    I was made aware of the AtGames "Legends" range of arcade devices today and I sort of want one. For the unfamiliar, you can find out more about them on the official website at https://www.atgames.net/arcades/

    This model, the Legends Gamer Pro, is the model I think I'm most interested in. It comes with the double arcade stick you see above, includes a trackball and also has the core of the system: a console that comes preloaded with 150 games, plus access to the Internet to download or stream more. (From the look of things, it seems like it'll be streaming initially, but "download to own" will become a thing later. The preloaded games are… preloaded, though, so this thing isn't just a streaming box a la Stadia.)

    The lineup of preloaded games is good, too. There's a lot of Taito stuff on there, which hasn't seen a rerelease for a while, and my beloved Rod-Land is also present and correct. There are also some console games on there, too, which is interesting to see. All of these games are licensed, too, so this isn't a dodgy ROM box — though I believe it is possible to load your own stuff in there via various means, too.

    My main hesitation is the fact that AtGames has a bit of a variable reputation when it comes to stuff like this; some of their stuff is very good, while other bits and pieces are rubbish. I do like the idea of that lovely big arcade console, though, and, to be honest, seeing a trackball in the middle there is one of the most exciting things I've seen in gaming for a long time, haha.

    It also looks like it might be fiddly to get hold of. At present, AtGames isn't listing any UK-specific retailers, so I'd have to get it from a French store in all likelihood. And the price they're looking to charge equates to about £300, which is considerably more than it costs over in the US — by like £100+.

    It looks cool though. I won't be rushing to preorder one — especially while it's so pricey for Europe — but I will definitely be keeping an eye on things. And if nothing else, the presence of all those Taito games gives me a certain amount of hope that we'll eventually see them on Evercade, because it suggests that they're willing to play ball with a lot of their older stuff. We shall see!

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    #oneaday Day 695: All Quiet... For Now https://imnotdoctorwho.moegamer.net/2020/11/03/oneaday-day-695-all-quiet-for-now/ https://imnotdoctorwho.moegamer.net/2020/11/03/oneaday-day-695-all-quiet-for-now/#respond Tue, 03 Nov 2020 23:23:21 +0000 https://imnotdoctorwho.moegamer.net/2020/11/03/oneaday-day-695-all-quiet-for-now/ As it happens, today hasn't been too bad. There's been the usual self-important "GO OUT AND VOTE!"-type posts on social media, but the actual… ranty, ravey side of things seems to have been relatively calm for today. That or I've finally outfoxed the Twitter algorithm and completely blocked all trace of political nonsense with artists … Continue reading #oneaday Day 695: All Quiet... For Now

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    As it happens, today hasn't been too bad. There's been the usual self-important "GO OUT AND VOTE!"-type posts on social media, but the actual… ranty, ravey side of things seems to have been relatively calm for today. That or I've finally outfoxed the Twitter algorithm and completely blocked all trace of political nonsense with artists who draw anime boobies very well. Either way, things have been fine.

    I suspect tomorrow will likely be another matter altogether, but exactly what form that will take remains to be seen. It doesn't really bear thinking about right now, though, so that's the last on the matter from me for now, anyway. As I said yesterday, if you just want a nice, calm, kind, chill place to hang out, you can always stop by MoeGamer, my YouTube channel or the Discord and just enjoy some gaming good times. I recommend it; them video game things are pretty fun.

    I'm reviewing Touhou Spell Bubble for Nintendo Life shortly. I submitted the review today — not sure when it's going to be published as yet, but hopefully soon. It's a really good game if you ever enjoyed Puzzle Bobble and didn't get turned off the formula by the zillion clones on the App Store/Google Play. Touhou Spell Bubble is actually made by Taito themselves, so you can very much think of it as a new Puzzle Bobble game — and the new mechanics involved, which are based around musical elements, are really fun. The only weak point is the localisation, which is dogshit, but anyone who has been following the Touhou series for any period of time will already be perfectly familiar with completely nonsensical translated dialogue. This is at least a step up from machine-translated gibberish. And, as I note in my review, the mechanics are the star here anyway.

    I've got another review pending, but I haven't received the code for it as yet and indeed can't remember the title offhand. It appears to be a premium spin-off from a mobile game I'm not familiar with, so it remains to be seen exactly what I can expect from it! Could be interesting; could be a flaming pile of garbage. Watch this space for some initial thoughts!

    Anyway, for now I think it's time to head to bed, play some Evercade and not think about anything even vaguely America-related. Good luck US folks; I suspect regardless of however things go, there's a rocky road ahead!

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    #oneaday Day 694: Nope https://imnotdoctorwho.moegamer.net/2020/11/03/oneaday-day-694-nope/ https://imnotdoctorwho.moegamer.net/2020/11/03/oneaday-day-694-nope/#respond Tue, 03 Nov 2020 00:15:22 +0000 https://imnotdoctorwho.moegamer.net/2020/11/03/oneaday-day-694-nope/ I'm really not looking forward to US election day tomorrow. I suspect the day will be filled with speculation and doomsaying, and then when the (I suspect inevitable) result occurs, there's going to be a real mess. At least online there will be, anyway; the vast majority of the people who claim they will "riot" … Continue reading #oneaday Day 694: Nope

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    I'm really not looking forward to US election day tomorrow. I suspect the day will be filled with speculation and doomsaying, and then when the (I suspect inevitable) result occurs, there's going to be a real mess. At least online there will be, anyway; the vast majority of the people who claim they will "riot" should things not go their way in the polls probably aren't the sort of people inclined to actually leave their houses to do anything productive, anyway. Being a Twitter activist is much easier!

    I'll be doing my best to provide some distractions for those who need it. Remember there's nearly two thousand articles on MoeGamer now, covering more than 500 games, so why not sit back and read a bit? Or enjoy a marathon of my videos? Or indeed, pop by the Discord and say hi. I've always said "no politics" on the Discord, so I will be strictly enforcing that tomorrow — not that I suspect I'll need to enforce it with you lovely folks (and the fact everyone is a bit quiet in there at the best of times!). Everyone deserves a nice quiet space with a bit of sanity to it all, and I'm damn well going to provide it.

    One thing I will say in all seriousness: regardless of how invested you are in the results tomorrow, I urge you to take care of yourself first and foremost. It will be tempting to stay glued to the news to see what is happening, and to jump into arguments on social media with people trying to stir things up. I'm not saying don't do any of those things, but please do make a point of stepping away for a completely clean, social media and news-free break for a little while every so often. Play a game, read a MoeGamer article, watch a video, pet a cat. Decide if looking at what is going on is going to be a net positive or negative for your mental wellbeing — and act accordingly. I don't want to see anyone burn themselves out!

    We're in tough times already and I suspect regardless of what happens tomorrow, even more challenges lie ahead. Just be sure to take care of yourself — and remember it's okay to take a break. It's times like this that arcade games were made for!

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    #oneaday Day 693: Cool Car, Bro https://imnotdoctorwho.moegamer.net/2020/11/01/oneaday-day-693-cool-car-bro/ https://imnotdoctorwho.moegamer.net/2020/11/01/oneaday-day-693-cool-car-bro/#respond Sun, 01 Nov 2020 19:40:33 +0000 https://imnotdoctorwho.moegamer.net/2020/11/01/oneaday-day-693-cool-car-bro/ I've been in the mood for various bits of non-RPG nonsense between Atelier sessions of late, and one that I've been meaning to give a go for quite some time is Spy Hunter on the PlayStation 2. I fired it up for the first time last night and man that game is super-fun. Most of … Continue reading #oneaday Day 693: Cool Car, Bro

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    I've been in the mood for various bits of non-RPG nonsense between Atelier sessions of late, and one that I've been meaning to give a go for quite some time is Spy Hunter on the PlayStation 2. I fired it up for the first time last night and man that game is super-fun.

    Most of you reading this are likely familiar, but on the offchance you aren't, Spy Hunter began as an early '80s arcade game that unfolded from a top-down perspective and saw you driving a tricked-out, heavily secret agent car along endless roads while listening to the theme from Peter Gunn in an attempt to take down enemy vehicles and score lots of points. It was monstrously difficult, impressively speedy and a lot of fun — and had some decent ports over the years, too. I have particularly fond memories of the Atari 8-bit version, for reasons that are likely obvious.

    2001's Spy Hunter for PS2, however, is both a sequel and reboot. It transplants the top-down gameplay to a third-person 3D perspective, and challenges you to race through a series of missions, each of which feature various objectives to accomplish besides simply making it to the end. These vary from destroying specific targets to sticking GPS tags on things and collecting "Satcom" items; most objectives besides a mission's primary objective are completely optional, but subsequent missions are only unlocked if you've completed sufficient objectives in total.

    The game handles really nicely. It's got a super-fun arcadey driving model, and the weapons controls are integrated simply but effectively. There's a touch of auto-aim and lock-on to keep things straightforward when hitting targets, and important objectives are highlighted with big flashing Sega arcade-game style reticles just to make sure you don't miss them. The only thing I do find a little tricky is the placement of some of the Satcom items; they often require the use of a jump ramp, and said jump ramps are often a little fiddly to hit at the right angle and speed. That's why they're optional objectives though, I guess, and after you've learned a stage by running through it a few times, hitting all these ramps as well as your other objectives will doubtless become second nature.

    There are two other PS2 Spy Hunter games after this first one — the third of which stars Dwayne "The Rock" Johnson, since there was originally intended to be a tie-in movie — and apparently another complete reboot on Vita and 3DS from 2012. I have all the PS2 ones… judging by a little bit of time with this first one, I'm going to enjoy exploring them!

    And yes, the Peter Gunn theme is present and correct.

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    #oneaday Day 692: Small World? https://imnotdoctorwho.moegamer.net/2020/10/31/oneaday-day-692-small-world/ https://imnotdoctorwho.moegamer.net/2020/10/31/oneaday-day-692-small-world/#respond Sat, 31 Oct 2020 23:12:51 +0000 https://imnotdoctorwho.moegamer.net/2020/10/31/oneaday-day-692-small-world/ With lockdown going ahead from next Thursday (for four weeks, supposedly… I'll believe that when I see it) I thought I'd take a trip down to CEX and bag a few bargains. I came back with an armful of Xbox 360 and PS2 games for less than twenty quid, and it turns out there was … Continue reading #oneaday Day 692: Small World?

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    With lockdown going ahead from next Thursday (for four weeks, supposedly… I'll believe that when I see it) I thought I'd take a trip down to CEX and bag a few bargains. I came back with an armful of Xbox 360 and PS2 games for less than twenty quid, and it turns out there was quite the interesting little number in there.

    At £8, Red Ninja: End of Honor for PS2 was the most expensive game I picked up today, but I thought it looked interesting and I had a very vague memory of having read something about it at some point. I'd never played it, though, and knew absolutely nothing about it. I thought I'd give it a shot, though.

    Looking it up online later, I discovered that this game was actually Senran Kagura creator Kenichiro Takaki's first game as designer, which naturally intrigued me a great deal. This actually wasn't the reason I vaguely knew Red Ninja, but I found it interesting what a small world the games industry can be sometimes.

    I spent a couple of hours this evening playing through the game's first mission. Mechanically the game is rather clunky, particularly with regard to camera controls, but it's an intriguing stealth 'em up with some very cool ideas. The most notable of these is the game's use of a "tetsugen" wire as its main weapon; this can have either a blade or a heavy weight attached to the end of it before flinging it at an enemy, and you can then Libble Rabble any of their friends who show up before ripping it back out of them and slicing a few important bits off in the process.

    It's actually been quite pleasant to play a game with a rigid, linear, level-based structure; it occurs to me that it feels like I haven't played something like that for quite some time, and it's nice to have a sense of "focus" rather than the constant fear that you might be "missing things". It's certainly not a perfect game by any means, but it's interesting to look at as Takaki's first game. And if you were wondering, yes, his love of the female posterior is very much present and correct in this game.

    I'll likely record a short;Play video on Red Ninja at some point in the near future, so watch out for that, and if I feel inclined to play the whole thing through (I believe it's about 6-10 hours or so in total, which is certainly achievable) I'll give it a proper writeup on MoeGamer. Definitely a pleasing discovery, for sure!

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    #oneaday Day 691: Locking Down Again? https://imnotdoctorwho.moegamer.net/2020/10/30/oneaday-day-691-locking-down-again/ https://imnotdoctorwho.moegamer.net/2020/10/30/oneaday-day-691-locking-down-again/#respond Fri, 30 Oct 2020 23:15:28 +0000 https://imnotdoctorwho.moegamer.net/2020/10/30/oneaday-day-691-locking-down-again/ It looks like we're heading for a second full "lockdown" here in the UK — if reports are to be believed, starting as soon as next Wednesday. This is a bit of a bummer for numerous reasons, though with how relatively infrequently I go out anyway it won't be a huge deal for me. Mostly … Continue reading #oneaday Day 691: Locking Down Again?

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    It looks like we're heading for a second full "lockdown" here in the UK — if reports are to be believed, starting as soon as next Wednesday. This is a bit of a bummer for numerous reasons, though with how relatively infrequently I go out anyway it won't be a huge deal for me.

    Mostly it's frustrating. The rise in COVID cases here and the need for this second lockdown goes to show that a significant number of people just aren't taking things seriously. And I'm not talking about the government here (although there's plenty to blame them for — the Times report claims their "Eat Out to Help Out" scheme contributed significantly to an increase in COVID cases, to name but one!) — I'm talking about Joe Public.

    Throughout this entire pandemic situation, we've seen numerous people acting selfishly, clearly not believing that there's anything to worry about; that there's no need for them to follow the rules that most of us agree to abide by for the benefit of everyone. We've seen overflowing beaches, jam-packed shopping centres and mass "protests" in the name of batshit crazy conspiracy theories… and it all just adds to the risk and, ultimately, the mess we're in now.

    At this point, it looks like until there's a reliable vaccine that can be given to everyone, this is just going to continue, because people don't seem to be able to be trusted. That's a dangerous line of thinking, of course, because that way lies extreme societal restrictions, and no-one wants that. But until there's a reliable method of making the population immune, it just feels like this is going to go on forever. And even when that vaccine does arrive, there are plenty of people out there who are going to refuse to take it because… I don't know, Bill Gates or some bullshit.

    Oh well. As I say, it's not a vast adjustment to my lifestyle, though with this in mind I may actually take a trip out of the house this weekend to go have a look around the local CEX for some preowned goodness. It might be the last opportunity I get for a while, after all!

    Ahhh. Someday we'll look back on this and laugh.

    The post #oneaday Day 691: Locking Down Again? appeared first on I'm Not Doctor Who.

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    #oneaday Day 690: Reboot https://imnotdoctorwho.moegamer.net/2020/10/30/oneaday-day-690-reboot/ https://imnotdoctorwho.moegamer.net/2020/10/30/oneaday-day-690-reboot/#respond Fri, 30 Oct 2020 00:13:27 +0000 https://imnotdoctorwho.moegamer.net/2020/10/30/oneaday-day-690-reboot/ As you might have been able to tell, I have not done at all well on the whole calorie-counting thing of late. Unfortunately I tend to find myself heading for "comfort food" when I'm feeling depressed, and I've been feeling pretty dang depressed of late. I fully intend to "reboot" myself this weekend and kick … Continue reading #oneaday Day 690: Reboot

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    As you might have been able to tell, I have not done at all well on the whole calorie-counting thing of late. Unfortunately I tend to find myself heading for "comfort food" when I'm feeling depressed, and I've been feeling pretty dang depressed of late. I fully intend to "reboot" myself this weekend and kick things off in earnest again from Monday. Until then, I'm going to just take the pressure off myself for the end of the week and clear my head a bit.

    Been pondering a few ideas recently. I've mentiond a few times that I want to do more "video articles" — i.e. readings of my MoeGamer articles, allowing me to bring them to the YouTube audience, who might not be aware of my site or interested in reading lots of words for one reason or another. I've been mulling over ways to do this of late, and I see a couple of options: a weekly "digest" (which I could call something like "Radio MoeGamer") that compiles all the week's articles into a single video with timestamps/chapter markers, or individual videos for each article.

    Both have pros and cons, but both would probably end up being roughly the same amount of work in total. And since I record footage for the purposes of taking screenshots already, the only real addition to what I'm doing would be actually recording the audio of the article.

    I've done individual videos for individual articles in the past, and that would probably make things easiest to find. But I do also quite like the idea of a (potentially) weekly "show" that talks about a variety of stuff. It would be an interesting and fun contrast to the other stuff on the channel.

    With so many videos in the can from my week off from the day job, I might experiment a bit this weekend. Watch this space!

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    #oneaday Day 689: Community https://imnotdoctorwho.moegamer.net/2020/10/29/oneaday-day-689-community/ https://imnotdoctorwho.moegamer.net/2020/10/29/oneaday-day-689-community/#respond Thu, 29 Oct 2020 00:03:20 +0000 https://imnotdoctorwho.moegamer.net/2020/10/29/oneaday-day-689-community/ Just a quickie this evening as I'm tired. A bit of a request, actually, for those in the know about such things. I'm interested in getting my stuff read, seen, watched, whatever by a few more people, and I figured the best way of going about that would be to join some relevant communities. The … Continue reading #oneaday Day 689: Community

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    Just a quickie this evening as I'm tired. A bit of a request, actually, for those in the know about such things.

    I'm interested in getting my stuff read, seen, watched, whatever by a few more people, and I figured the best way of going about that would be to join some relevant communities. The added benefit of that, of course, is that if I have dedicated communities to spend time in, I'll spend less time doomscrolling on social media, and that will be a net positive for everyone.

    I'm primarily looking for communities interested in the retro side of things — Atari-specific if possible — and forums by preference. I'm not a huge fan of Discords as a discussion format, though that seems to be the direction most communities have gone in these days.

    I'm already a member of AtariAge, so that's one biggie off the list. If any of you know any other good retro gaming communities — especially if they're UK-centric — that it might be good to get involved with, please let me know. Even if they're on Facebook. I can brave Facebook if there are nice people who like talking about old computers there.

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    #oneaday Day 688: Morning https://imnotdoctorwho.moegamer.net/2020/10/28/oneaday-day-688-morning/ https://imnotdoctorwho.moegamer.net/2020/10/28/oneaday-day-688-morning/#respond Wed, 28 Oct 2020 09:12:59 +0000 https://imnotdoctorwho.moegamer.net/2020/10/28/oneaday-day-688-morning/ Good morning. Apologies for the slightly late post, but our Internet went down at home last night right before I was going to post this, and I really didn't feel like writing on my phone as I was tired. So here we are! I'm back at the day job. And rather than feeling refreshed after … Continue reading #oneaday Day 688: Morning

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    Good morning. Apologies for the slightly late post, but our Internet went down at home last night right before I was going to post this, and I really didn't feel like writing on my phone as I was tired. So here we are!

    I'm back at the day job. And rather than feeling refreshed after my week off, I'm feeling pretty terrible. That week of working on projects I actually wanted to work on really highlighted to me how incompatible I feel with the "corporate" life. Not that I didn't know this already, but it feels particularly profound this time around, and it's frustrating.

    Yesterday, like every Tuesday, was a day almost completely filled with conference calls. I didn't say anything on any of them because I had nothing to say. I barely listened to any of them because they had nothing to do with me. And yet I was expected to be there. I guess I should count myself fortunate that my employer isn't one of those ones that expects you to pointlessly be on video chat for such situations, but it still wasted almost my entire day and left me feeling completely drained and unmotivated.

    This was further compounded in the afternoon by our team's leader calling us to talk about a new "process" which was utterly pointless, could be better served with a simple fix that would take less than two minutes rather than the 45+ minutes she spent farting around with our piece of shit online tools and which no-one felt comfortable actually objecting to because we "must respect the process" otherwise it is "dangerous". (It is not dangerous.)

    I need out. But right now it just doesn't feel possible to escape in a "safe" way. The only companies that appear to be hiring consistently are big corporations, and swapping one instance of corporate life for another isn't going to solve the issue. I need to work somewhere where I feel like I'm doing something worthwhile and something that I actually care about — or even better, doing my own thing completely and being able to make a living from it.

    It could be far worse, I know. I've experienced far worse. I've been in situations where I've been bullied out of jobs and treated like crap by the people I worked for. None of that is happening here, thankfully. I should probably be grateful. But I can't ignore the toll that this is still taking on my mental health.

    While being in the depths of depression isn't the best time to be productive about this, when I clear my head a bit I think it's time I started actively looking around for alternatives to my current situation, because I don't feel I can go on like this.

    If you know anyone hiring, let me know? 🙂

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    #oneaday Day 687: Let It Be https://imnotdoctorwho.moegamer.net/2020/10/27/oneaday-day-687-let-it-be/ https://imnotdoctorwho.moegamer.net/2020/10/27/oneaday-day-687-let-it-be/#respond Tue, 27 Oct 2020 00:31:39 +0000 https://imnotdoctorwho.moegamer.net/2020/10/27/oneaday-day-687-let-it-be/ Over the last three and half hours, an argument has been raging in the official Evercade Discord server over whether or not the latest firmware update "broke" a device that effectively allows you to use your own SD cards with the Evercade. There have been some extremely harsh and unpleasant words spewing forth from the … Continue reading #oneaday Day 687: Let It Be

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    Over the last three and half hours, an argument has been raging in the official Evercade Discord server over whether or not the latest firmware update "broke" a device that effectively allows you to use your own SD cards with the Evercade. There have been some extremely harsh and unpleasant words spewing forth from the people who had invested in this device, and a complete unwillingness to consider why a small company like Blaze might not want to make it easy for people to make use of such a device.

    The standard go-to argument in favour of devices like the one in question is "because homebrew". But the fact is, these devices are also used for widespread piracy. And with a platform like Evercade, which is reliant on the support of the companies it manages to secure licenses with, that's a huge problem. Whether or not the device in question can be used for homebrew development is beside the point, really; the fact it indisputably also enables piracy is something that could potentially put future licensees off supporting the platform.

    Mostly I've just sort of watched in bewilderment as a small number of people got really, really angry that the handheld console that has always been marketed as having fully licensed, official, curated collections of games rather than being a simple ROM machine does not, in fact, want to encourage the use of any device which might turn it into another ROM machine. We've had people yelling about "China" and "censorship" and all manner of other absolute nonsense, and it would be hilarious if it wasn't so very, very depressing.

    On the one hand, I get it. A new device appears, it's cool to see what can be done with it. On the other, Evercade has been pretty clear about exactly what and who it's for from the outset, so I don't really understand the need for supposed "homebrew" developers to get their pants in a bunch over this. After all, becoming an official developer for the platform is a simple matter of emailing Blaze, or coding something for one of the emulated platforms on Evercade and then going via a group like Mega Cat Studios.

    For the most part, the people yelling about this haven't been making themselves seem like the sort of "customer" anyone would be in a great hurry to support. And I wouldn't be surprised at all if, by tomorrow morning, they appear to have been quietly ejected from the Discord. I certainly wouldn't miss them.

    People, eh? Why do they have to ruin everything?

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    #oneaday Day 686: Comatose https://imnotdoctorwho.moegamer.net/2020/10/25/oneaday-day-686-comatose/ https://imnotdoctorwho.moegamer.net/2020/10/25/oneaday-day-686-comatose/#respond Sun, 25 Oct 2020 21:43:32 +0000 https://imnotdoctorwho.moegamer.net/2020/10/25/oneaday-day-686-comatose/ I played through The Coma today. It's maybe about 5-6 hours in total, which I tend to feel is the optimum length for the type of game it is. It didn't feel like it outstayed its welcome at all, and I enjoyed the experience as a whole. Its sequel Vicious Sisters is a considerably more … Continue reading #oneaday Day 686: Comatose

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    I played through The Coma today. It's maybe about 5-6 hours in total, which I tend to feel is the optimum length for the type of game it is. It didn't feel like it outstayed its welcome at all, and I enjoyed the experience as a whole. Its sequel Vicious Sisters is a considerably more polished game in many ways, but it's super-interesting to see where it all started. While Vicious Sisters doesn't require knowledge of The Coma to appreciate — I played it first — it is a direct follow-up. I'll be interested to revisit it now I have the context of the first one.

    I like horror games. I'm not particularly big on blood, gore, violence and that sort of thing, but I do very much appreciate that horror games these days tend to be the natural evolution of the adventure game genre for one reason or another. I guess the core "solving a mystery" aspect fits well with the horror theme — and if you get into supernatural horror, said mystery can be super weird and cool!

    I especially like horror games that aren't about fighting. The Coma and its sequel are good examples, as is Corpse Party. For me, horror becomes immediately less scary if you can fight back. There are exceptions, of course — the violence is pretty core to the Silent Hill games, for example, particularly the second — but I tend to find "spooky scary things" and "I'm a badass with a rocket launcher" don't gel super-well together. Or, rather, that's not quite true; I've enjoyed many a Resident Evil in my day. But they don't feel like "horror" in the same way as something like The Coma or Corpse Party. Perhaps it's the distinction between "monster movie" and "horror" or something. I don't know. I haven't studied it in detail, but I like to think about such things.

    Anyway, The Coma was a good time, and now I have something suitably spooky to write about for Halloween week. As I say, I might try and bang out a replay of Vicious Sisters this week too — particularly as I got the "bad" ending back when I reviewed it — but that'll all depend on time, motivation and… well, just those two things, really.

    Hope you've all had a good weekend! Back to the grindstone tomorrow. Booooo!

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    #oneaday Day 685: Spookums https://imnotdoctorwho.moegamer.net/2020/10/25/oneaday-day-685-spookums/ https://imnotdoctorwho.moegamer.net/2020/10/25/oneaday-day-685-spookums/#respond Sun, 25 Oct 2020 00:05:49 +0000 https://imnotdoctorwho.moegamer.net/2020/10/25/oneaday-day-685-spookums/ Halloween is coming up, and I haven't played a spooky game yet this year. I think I'll probably try and bang out The Coma and a replay of its sequel over the course of the next few days, so I have something spooky to write about on MoeGamer for the week of Halloween. There's also … Continue reading #oneaday Day 685: Spookums

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    Halloween is coming up, and I haven't played a spooky game yet this year. I think I'll probably try and bang out The Coma and a replay of its sequel over the course of the next few days, so I have something spooky to write about on MoeGamer for the week of Halloween. There's also the short;Play video of Mad Rat Dead coming up; that isn't really "horror" as such, but it's definitely got some… weirdness going on.

    I haven't played the first The Coma game yet, but I enjoyed the second. Those who have been following along will recall that I reviewed it for Nintendo Life a while back — you can check it out here. It was an enjoyable, very stylish horror game that told an interesting story and managed to feel a bit different from your average horror game. Part of that was it being Korean rather than the more common Western or Japanese takes on the genre, but also things like the side-on perspective and the overall structure really worked well for it.

    If you're interested in The Coma and its sequel, it's worth noting that Play-Asia have a double-pack of them available for Switch — you can grab 'em here. If you decide to grab it, do it through this link; that's my Play-Asia affiliate link for it. It won't cost you anything extra but if enough people do it it'll help the site out a bit.

    I'm going to start making use of a few more of these around MoeGamer — likely on the game pages, to provide people an easy means of buying the games I write about — as that is something that seems to have worked out well for other people I know with minimal inconvenience, and without the obtrusiveness of banner or popup ads and the like. I'll also look into other sites that offer affiliate programmes such as Humble; it's an avenue I haven't really explored yet, but as I say, I know several people who have made good use of them.

    Anyway. Expect something on The Coma hopefully in the next week or so, and the sequel if I manage to get through it again. I said a while back that I might do a video playthrough of one or both, but doing that considerably increases the time it takes to get through them, so I'm probably not going to have time to do that, unfortunately. Plus as short-form horror games, I'm kind of in favour of letting people discover some things for themselves, anyway 🙂

    For now, though, time for bed, I think. The spookums begin tomorrow!

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    #oneaday Day 684: All Done! https://imnotdoctorwho.moegamer.net/2020/10/23/oneaday-day-684-all-done/ https://imnotdoctorwho.moegamer.net/2020/10/23/oneaday-day-684-all-done/#respond Fri, 23 Oct 2020 22:46:24 +0000 https://imnotdoctorwho.moegamer.net/2020/10/23/oneaday-day-684-all-done/ I got it all done, and before the weekend, too. That leaves a weekend free for just sitting back, relaxing and enjoying some video games. I haven't had a good Atelier Lulua session for a few nights, so I'm going to spend some time with that before I head off to sleep this evening, I … Continue reading #oneaday Day 684: All Done!

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    I got it all done, and before the weekend, too. That leaves a weekend free for just sitting back, relaxing and enjoying some video games. I haven't had a good Atelier Lulua session for a few nights, so I'm going to spend some time with that before I head off to sleep this evening, I think.

    I have spent a little time with Mad Rat Dead over the last couple of days; there's a short;Play coming up on it soon, and I've played a bit more today. For some reason I got my copy a bit early from NISA's European store; the official release date isn't until the 30th, but I'm not complaining; the game works and this gives me the opportunity to get the aforementioned video ready in time for the week of release! Nice. Not often I get to be "timely".

    For the uninitiated, Mad Rat Dead is a platformer from Nippon Ichi with a bit of a twist — it's all rhythm-based. If you think Crypt of the Necrodancer as a side-scrolling platformer, you'll be partway there, but as you might expect the shift in perspective means a shift in gameplay focus, too. Rather than strategically engaging foes in rhythmic combat, here you're rhythmically negotiating rather perilous environments that, in some cases, would be a pain to get across in a regular platform game, let alone one where you're expected to keep to the beat!

    So far the story has provided hints of being pleasingly fucked up, which I was sort of hoping for. The guy behind this is the same dude who made the Yomawari games (which I haven't played, but know a little about) and so I was counting on there being a bit more than meets the eye to what is going on — and that most certainly seems to be the case so far. I can't really say too much more at this point as I'm only a short way into the narrative. But expect something about it all on MoeGamer on the near future — as well as a look at the opening stages on short;Play next week.

    Aside from that, I've been enjoying the new Evercade cartridges. Tanglewood is a pleasantly chilled out time and Xeno Crisis is the complete opposite. Plus it's a genuine pleasure to be playing Dizzy games again — even if they're not exactly the versions I remember. Mind you, I still have copies of the versions I remember, so it's actually nice to see the NES versions and how they differ from the home computer versions.

    Right then! Lulua is calling, so I will bid you farewell, and wish you all a lovely weekend.

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    #oneaday Day 683: Off Track https://imnotdoctorwho.moegamer.net/2020/10/22/oneaday-day-683-off-track/ https://imnotdoctorwho.moegamer.net/2020/10/22/oneaday-day-683-off-track/#respond Thu, 22 Oct 2020 21:53:33 +0000 https://imnotdoctorwho.moegamer.net/2020/10/22/oneaday-day-683-off-track/ Today was not quite as productive as I was hoping. I spent a significant proportion of the day waiting for a call back from someone, and not getting started on recording until pretty late in the day because I didn't want my phone going off in the middle of a session! Ah well. This simply … Continue reading #oneaday Day 683: Off Track

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    Today was not quite as productive as I was hoping. I spent a significant proportion of the day waiting for a call back from someone, and not getting started on recording until pretty late in the day because I didn't want my phone going off in the middle of a session! Ah well. This simply reminds me of the many, many reasons I completely avoid interacting with people via the telephone whenever possible.

    And while I've only finished recording two more videos (so far, I might try and squeeze one or two more in before bed) I have done the research and recorded the intros for eight more, so all I need to do is record the gameplay for those eight videos and I'm all good. And I have several days to do that!

    Haven't found the time to look too much into the Intellivision stuff I was talking about a few days back as yet, but a bit of reflection on it told me that I don't necessarily have to hurry on this. The Amico itself isn't out until next April, after all, and while it would be nice to have something up and ready to go sooner rather than later — to be part of the whole pre-release "building excitement" thing, particularly as Intellivision itself is getting rolling on that now — there's no rush. On top of that, that's something I can gradually work on during/after my normal working days and release when there's something to show. Getting ahead of schedule on my planned videos, meanwhile, is the perfect thing to do during this week off from the day job. So that's the focus for now!

    I'm mostly justifying this to myself. You don't care, I'm sure. Anyway, that's the situation! And with that update provided, it's time to go and enjoy a late-night bagel, a late-night (decaf) coffee and consider whether or not I can be arsed to record anything else this evening. Have a pleasant night!

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    #oneaday Day 682: On Track https://imnotdoctorwho.moegamer.net/2020/10/21/oneaday-day-682-on-track/ https://imnotdoctorwho.moegamer.net/2020/10/21/oneaday-day-682-on-track/#respond Wed, 21 Oct 2020 21:44:28 +0000 https://imnotdoctorwho.moegamer.net/2020/10/21/oneaday-day-682-on-track/ I got the five videos I hoped I'd get done recorded today, so I'm on schedule to achieve everything I want to do this week. There's still editing to do — plus all my usual writing — but I should be good to get everything done. It's amazing how well-motivated it's possible to be when … Continue reading #oneaday Day 682: On Track

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    I got the five videos I hoped I'd get done recorded today, so I'm on schedule to achieve everything I want to do this week. There's still editing to do — plus all my usual writing — but I should be good to get everything done. It's amazing how well-motivated it's possible to be when you're doing something you actually want to do — even if that thing you want to do is hard work in itself.

    I'm proud of what I do, and I've said numerous times around the place that I genuinely wish I could make it my full-time occupation. I don't know if that will ever happen, but I do know my work — particularly on the written side of things — has been attracting more attention than ever before over the course of this last year, and even the average number of views on my videos has been up considerably over the course of the last few weeks. Those are steps in the right direction — as I frequently note, I don't do this "for the numbers", but if I do ever want to make a "career" out of this, if it's possible, then a decently sized audience is a good starting point if nothing else!

    Anyway. Enough reflecting on things that may never happen; I'm enjoying what I'm doing right now, and as I've said before, continuing to do it as my main "hobby" — besides gaming itself — most certainly keeps me sane amid the crushing, soul-destroying tedium of modern adult life. I'm extremely grateful that people like you (yes, you) are coming along for the ride and enjoying my stuff — and delighted that more and more people seem to be stopping by every day. I'm sincerely looking forward to finally completing a big project like Atari A to Z Flashback or the Atelier MegaFeature and being able to go "look, this is what I've been working on, I hope you enjoy it from start to finish". The sense of satisfaction I anticipate feeling at that moment will be worth more than anything.

    Anyway, the new Evercade carts are here, so I think I know what I'm doing before sleep tonight…

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    #oneaday Day 681: Happy Tuesday https://imnotdoctorwho.moegamer.net/2020/10/20/oneaday-day-681-happy-tuesday/ https://imnotdoctorwho.moegamer.net/2020/10/20/oneaday-day-681-happy-tuesday/#respond Tue, 20 Oct 2020 23:45:39 +0000 https://imnotdoctorwho.moegamer.net/2020/10/20/oneaday-day-681-happy-tuesday/ I got up pretty late today, so I was worried I wasn't going to be super-productive. Instead I've managed to record ten full videos today (five Atari A to Z, five Atari A to Z Flashback) so I'm feeling pretty pleased with myself. I was delighted to discover that a game I was dreading covering … Continue reading #oneaday Day 681: Happy Tuesday

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    I got up pretty late today, so I was worried I wasn't going to be super-productive. Instead I've managed to record ten full videos today (five Atari A to Z, five Atari A to Z Flashback) so I'm feeling pretty pleased with myself.

    I was delighted to discover that a game I was dreading covering on the series — RealSports Baseball for 2600 — is actually a hilarious experience due to some of the very worst AI I've ever seen. I mean, on the one hand, I can understand it because of the 2600's limitations, but the sheer idiocy of the computer opponent in that game should be the stuff of legends. You'll see in a few weeks when the video goes up!

    My loose plan for the rest of the week is to try and get five more episodes of all the current series in the can. On top of what I've already done, that means five episodes of Atari ST A to Z, short;Play and Evercade A to Z left to go, which is very much doable. Ten in a day is definitely doable, as today showed, but to give me a bit more time to do other stuff I think I'm going to just record five at a time on Wednesday, Thursday and Friday; that will leave me free to write, play Atelier Lulua and do some other bits and bobs, too.

    Tomorrow's non-writing, non-video job is to attempt to clear all the cat shit out of our little outsidey bit, which is not going to be a fun job. Hopefully that will decrease the number of irritating little midges that keep finding their way into the house, though — we'll see.

    Anyway, satisfied with all that I've achieved today, now I am off to bed. Have a good evening!

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    #oneaday Day 680: Quacks of Quedlinburg https://imnotdoctorwho.moegamer.net/2020/10/19/oneaday-day-680-quacks-of-quedlinburg/ https://imnotdoctorwho.moegamer.net/2020/10/19/oneaday-day-680-quacks-of-quedlinburg/#respond Mon, 19 Oct 2020 22:51:09 +0000 https://imnotdoctorwho.moegamer.net/2020/10/19/oneaday-day-680-quacks-of-quedlinburg/ This evening we actually managed to get a group of friends together to play a board game — something we haven't done for a good six weeks or so. With what looks like another full lockdown looming, we wanted to take the opportunity to actually socialise, so we did — at admirably short notice, which … Continue reading #oneaday Day 680: Quacks of Quedlinburg

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    This evening we actually managed to get a group of friends together to play a board game — something we haven't done for a good six weeks or so. With what looks like another full lockdown looming, we wanted to take the opportunity to actually socialise, so we did — at admirably short notice, which is very unusual for this group of friends.

    Anyway. The game we played was called The Quacks of Quedlinburg. I'd not heard of it before, but I haven't really been keeping up on board game news for a while now as there's seemed little point; with how infrequently we were all able to meet up, my collection felt very much like it was going to waste and I actually got rid of a good few of them. I still have a fair number of what I consider to be "essentials" though. But I digress.

    The Quacks of Quedlinburg is a push-your-luck game about drawing potion ingredients out of your bag and hoping you don't add too many "cherry bombs". If the value of your cherry bombs exceeds 7 in a round, your potion explodes and you're put at a bit of a disadvantage come the "evaluation" phase and are only able to claim income or victory points; conversely, if you wisely choose to hold off adding more ingredients, you're able to claim both victory points and income, the latter of which can be used to add more ingredients to your bag, thereby "diluting" it and making it a little less likely you draw a cherry bomb.

    The specific ingredients each have their own functions, some of which play off other ones, and there are a variety of different "books" detailing ways the different colours work, meaning each playthrough of the game can be a little bit different from the last. Mechanically, it's pretty simple — there's a lot of luck involved — but there are some interesting decisions to be made, particularly with regard to which ingredients to buy between turns, and whether or not you should keep pushing your luck, bearing in mind the odds of drawing something that will cause an explosion.

    I really enjoyed it; there was enough mechanical interest to keep everyone engaged and occupied, it played quickly and no-one ever felt they were running away with the victory at any point. There are obviously plenty of different strategies and approaches depending on the ingredients you have available, and it is immensely satisfying when your combinations of ingredients work well together.

    All in all, I'm looking forward to playing it again; hopefully we'll get another opportunity soon!

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    #oneaday Day 679: Bip Boop for Two https://imnotdoctorwho.moegamer.net/2020/10/19/oneaday-day-679-bip-boop-for-two/ https://imnotdoctorwho.moegamer.net/2020/10/19/oneaday-day-679-bip-boop-for-two/#respond Mon, 19 Oct 2020 00:25:37 +0000 https://imnotdoctorwho.moegamer.net/2020/10/19/oneaday-day-679-bip-boop-for-two/ Spent some time recording some two-player gameplay for some upcoming Atari A to Z Flashback episodes today. Given the general uselessness of my friends even before the whole pandemic started, I've taken to recruiting my wife Andie to help with this. Andie is very helpful and supportive with this, but I always feel a bit … Continue reading #oneaday Day 679: Bip Boop for Two

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    Spent some time recording some two-player gameplay for some upcoming Atari A to Z Flashback episodes today. Given the general uselessness of my friends even before the whole pandemic started, I've taken to recruiting my wife Andie to help with this.

    Andie is very helpful and supportive with this, but I always feel a bit bad when I ask her to play something she obviously doesn't enjoy. Thankfully, both games we recorded today were a ton of fun, and we were pretty evenly matched. It's always nice when this happens — and it always makes me look on the game in question more fondly as a result.

    The games in question today were Outlaw and Pong Sports, aka Video Olympics. I've never really played Outlaw all that much in the past, but it's super-fun in two player. The single-player target shooting variations are a bit dry and boring, but in two player it's a blast, with a variety of different ways to play.

    I really like Pong Sports, too. While it's essentially little more than what you'd get on one of those standalone Pong consoles from the '70s, the fact all these games are together in one place and support up to four players makes it really fun. I also really like the variants that unfold from a "side" view and have gravity — the "Basketball" game may not really resemble actual basketball but it sure is fun!

    It's always nice to (re)discover old games like this that really do hold up today. I've talked a bit before about "The Davison Cup" I liked to hold around my birthday (before the current nonsense happened), where I'd invite some friends over and we'd play a tournament of many and varied multiplayer games — including a bunch of Atari 2600 stuff. Next time we manage to do this — assuming that ever happens — these two are definitely going to be part of it.

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    #oneaday Day 678: Many Years in Arland https://imnotdoctorwho.moegamer.net/2020/10/17/oneaday-day-678-many-years-in-arland/ https://imnotdoctorwho.moegamer.net/2020/10/17/oneaday-day-678-many-years-in-arland/#respond Sat, 17 Oct 2020 22:26:00 +0000 https://imnotdoctorwho.moegamer.net/2020/10/17/oneaday-day-678-many-years-in-arland/ Been spending most of today playing Atelier Lulua, and I'm a big fan. As I mentioned briefly the other day, the game has something of a feel of Atelier Iris about it, and that feeling is only getting stronger the further I go and the more the game opens up. Specifically, I'm getting the feeling … Continue reading #oneaday Day 678: Many Years in Arland

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    Been spending most of today playing Atelier Lulua, and I'm a big fan. As I mentioned briefly the other day, the game has something of a feel of Atelier Iris about it, and that feeling is only getting stronger the further I go and the more the game opens up.

    Specifically, I'm getting the feeling I got from the first Atelier Iris where there was a main plot that I should probably go and do at some point, but a lot of the appeal came from dropping in on my favourite shopkeepers and seeing what was going on with them, or doing some sidequests that were ultimately of little importance to the main narrative, but which still had some nice interactions between the characters to enjoy as a reward.

    Thus far I've been enjoying seeing Lulua getting to know Totori and Mimi, and Totori having grown very gracefully into full adulthood. There's none of the sense of "exhaustion" she has in Atelier Meruru, and she manages to radiate a sense of responsibility and trustworthiness without sacrificing her natural gentleness — and indeed it seems that over the years her confidence in showing her playful side has grown somewhat, too. This is especially apparent any time we see her interacting with Mimi, who is, as always, a delight.

    An interesting aspect of Atelier Lulua is that a significant proportion of it involves figuring things out for yourself from clues rather than being told explicitly what to do next. I really like this, as it fits well with the way the narrative has been going so far, and adds something of a "puzzle" feeling to the game as a whole. There are also lots of optional objectives with very worthwhile rewards, so the game has been keeping me busy and very happy for the 12 hours or so I've been playing so far.

    Looking forward to writing about it, but there's a little while to go before that happens yet!

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    #oneaday Day 677: It is Friday https://imnotdoctorwho.moegamer.net/2020/10/16/oneaday-day-677-it-is-friday/ https://imnotdoctorwho.moegamer.net/2020/10/16/oneaday-day-677-it-is-friday/#respond Fri, 16 Oct 2020 22:39:01 +0000 https://imnotdoctorwho.moegamer.net/2020/10/16/oneaday-day-677-it-is-friday/ Calories: 2025/2040 Now it's Friday. Today wasn't too bad, actually. Had to endure the usual Friday morning conference call — which included us trying to convince our superior across the Channel that the thing she was asking us to do was impractical bullshit and a complete waste of time, which is always fun, since she's … Continue reading #oneaday Day 677: It is Friday

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    Calories: 2025/2040

    Now it's Friday. Today wasn't too bad, actually. Had to endure the usual Friday morning conference call — which included us trying to convince our superior across the Channel that the thing she was asking us to do was impractical bullshit and a complete waste of time, which is always fun, since she's 1) stubborn and 2) French (which are essentially the same thing in my experience). After that, there were a few lightweight projects to finish off and then I was pretty much done by early afternoon.

    Which left me plenty of time to write today's piece on MoeGamer. I was sort of dreading writing about Atelier Totori's plot, since its kind of freeform, event-based nature makes it a bit trickier to analyse than some other narrative games, but I ended up bashing out 4,000 words on the subject, so evidently I found my groove somewhere along the way. It took several hours — meaning by the time I'd finished there wasn't a lot of time to just settle down and relax for some games, unless I stay up unnecessarily late… which is always an option — but I was satisfied with the end result.

    This weekend, since I have the coming week off, I actually am going to take it reasonably easy, since I have a whole week ahead of me to get some videos done. I'm probably going to fill most of my time with Atelier Lulua, but I've had the good fortune to get a beta version of the upcoming Evercade firmware update, so I'll spend some time fiddling around with that, too.

    I can confirm that the nitro no longer gets stuck on Top Racer, if nothing else — that and Mega Drive games no longer get cut off behind the screen bezel. Those two updates alone are wonderful. Not sure when the new update will be live, but it sounds like it will be pretty soon, so if you're an Evercade person, keep an eye out for it.

    Anyway. Time to sit in bed and… well, maybe play some Top Racer, actually, since I've kind of had a bit of an itch for it lately. And definitely looking forward to Top Racer 2 on the new Piko cart… even if that's a fair way off yet.

    Have a pleasant Friday evening!

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    #oneaday Day 676: It's Not Friday https://imnotdoctorwho.moegamer.net/2020/10/15/oneaday-day-676-its-not-friday/ https://imnotdoctorwho.moegamer.net/2020/10/15/oneaday-day-676-its-not-friday/#respond Thu, 15 Oct 2020 21:47:08 +0000 https://imnotdoctorwho.moegamer.net/2020/10/15/oneaday-day-676-its-not-friday/ Calories: Takeaway. 'Nuff said I've spent a significant proportion of today thinking it was Friday… or perhaps just hoping it was Friday. It is not, however, Friday, which means I have Friday to endure before the weekend comes… but then I do have a full week off from the day job, which I am looking … Continue reading #oneaday Day 676: It's Not Friday

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    Calories: Takeaway. 'Nuff said

    I've spent a significant proportion of today thinking it was Friday… or perhaps just hoping it was Friday. It is not, however, Friday, which means I have Friday to endure before the weekend comes… but then I do have a full week off from the day job, which I am looking forward to very much.

    I think I've been feeling like it's Friday because I finished a project at work today and was very glad to see the back of it. Without going into too much detail, it was one of those annoying "cross-corporate" things where our company (the smaller one) had to bend over backwards and do everything the big company we were collaborating with demanded, lest they slam down their Corporate Fist of Bullshit on us. I hate that shit. I hate corporate life in general, but I especially hate this sort of shit.

    Anyway, it's all taken care of now, so hopefully nothing more to worry about in that regard. If there is, well, for the next week it ain't my problem so I don't care.

    Loose plans for the week off are to get a bunch of videos done and put together a "pilot" site for the Intellivision-related project I was talking about the other day. Still undecided on whether it's something that it will be practical to pursue, but nothing wrong with putting together something preliminary and seeing what happens! I'll share it with you fine folks when there's something to look at.

    Have a pleasant Fr-… err, Thursday evening.

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    #oneaday Day 675: Lulua! https://imnotdoctorwho.moegamer.net/2020/10/14/oneaday-day-675-lulua/ https://imnotdoctorwho.moegamer.net/2020/10/14/oneaday-day-675-lulua/#respond Wed, 14 Oct 2020 22:57:11 +0000 https://imnotdoctorwho.moegamer.net/2020/10/14/oneaday-day-675-lulua/ Calories: 1978/2040Ring Fit? NoWater consumption: OK I've played a few hours of Atelier Lulua: The Scion of Arland over the last couple of evenings and I'm very impressed so far. You can tell it's a game from nearly a decade after its previous installments, but it also feels nicely true to the previous Arland games … Continue reading #oneaday Day 675: Lulua!

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    Calories: 1978/2040
    Ring Fit? No
    Water consumption: OK

    I've played a few hours of Atelier Lulua: The Scion of Arland over the last couple of evenings and I'm very impressed so far. You can tell it's a game from nearly a decade after its previous installments, but it also feels nicely true to the previous Arland games in a lot of ways… although Keina's new voice actress is taking a bit of getting used to.

    I'm actually feeling a surprising amount of Atelier Iris vibes in this one. I mean, hell, there's even a character called Mana who is obviously a lot more than she seems, and there's a lot more "mysticism" going on. Plus I get the impression there's going to be a greater sense of going on a "journey" than some of the others — though both Totori and Meruru have this to a certain extent.

    Lulua herself is a charming character. Judging purely by the artwork of her I'd seen, I was expecting someone rather meek and shy, but she's actually charmingly tomboyish at times, overexcitable, reckless and obsessed with curry. A perfect Atelier protagonist in that she combines all these personality traits with being one of the most beautiful fictional women on the planet. They did well with this one.

    I haven't delved far enough into things to really get to grips with the mechanics as yet, but the alchemy system appears to have an interesting "elemental balance" system going on rather than the "effect" bars from the previous three games, and the battle system brings back stun and knockback mechanics from the Atelier Iris games, which I'm delighted about. There's also a super-fun "Interrupt" mechanic which isn't quite the same as the support attack system from previous games, but instead allows alchemist characters to jump in and fling bombs around outside of their normal turn order. It's a lot of fun, and I sense the battles will get quite hectic as the game progresses.

    So far I'm well and truly charmed, then. It's a bit of a shame this game got overshadowed by Ryza, but I also understand; people would have found it much easier to latch on to a new subseries than the fourth installment in a decade-old trilogy. If you're curious, though, don't sleep on Atelier Lulua; it doesn't really require knowledge of the previous Arland games, but there is plenty of series fanservice to enjoy if you have played them. I'm finding it particularly pleasing going straight from the old Arland games into this one — the reappearance of somewhat more minor characters such as Piana from Atelier Totori and them having a much more important role is a delight.

    Haven't met Rorona, Meruru or Totori as yet, but I'm looking forward to it. And I still don't know who Lulua's dad is. If indeed she has one and is not some sort of magical creation. I'm ruling nothing out at this point.

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    #oneaday Day 674: Unexplored Territory https://imnotdoctorwho.moegamer.net/2020/10/13/oneaday-day-674-unexplored-territory/ https://imnotdoctorwho.moegamer.net/2020/10/13/oneaday-day-674-unexplored-territory/#respond Tue, 13 Oct 2020 22:54:32 +0000 https://imnotdoctorwho.moegamer.net/2020/10/13/oneaday-day-674-unexplored-territory/ Calories: 2032/2040Ring Fit? NoWater intake: Below average Finished off my replay of Atelier Meruru: The Apprentice of Arland this evening, which means I'm back into unexplored territory for the Atelier series next. I'm taking on Atelier Lulua next, despite it not technically being the "next" in the overall series; I thought it would make more … Continue reading #oneaday Day 674: Unexplored Territory

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    Calories: 2032/2040
    Ring Fit? No
    Water intake: Below average

    Finished off my replay of Atelier Meruru: The Apprentice of Arland this evening, which means I'm back into unexplored territory for the Atelier series next. I'm taking on Atelier Lulua next, despite it not technically being the "next" in the overall series; I thought it would make more sense to do the Arland games as a coherent unit, even if one of them was added much later. (I was quite interested and impressed to see that they patched a very brief Atelier Lulua teaser into the end of Atelier Meruru though — that's commitment to continuity.)

    I know absolutely nothing about Atelier Lulua, so I'm looking forward to giving it a try. Somehow I have managed to remain unspoiled on a lot of things about it — including who Lulua's father is, if Rorona is her mother. I suspect the answer won't be the obvious one, but I guess we'll have to wait and see!

    I was satisfied with the ending I got in Atelier Meruru — for those in the know, I got the "Finally, As Planned" ending. I was pretty close to getting "Witch's Tea Party," which builds off that one, but I just ran out of time to fulfil the final conditions. I did remember to sell everything in Meruru's inventory before the final day this time, though, so next time I play (and I probably will — the nice thing about the Arland games is that they're short enough to make replays practical) I'll have nearly half a million Cole to start with.

    Anyway. That's how I spent my evening. That and fighting the WordPress Block Editor, but that's a tale for another day. For now, I think I need to sleep!

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    #oneaday Day 673: Reaction https://imnotdoctorwho.moegamer.net/2020/10/12/oneaday-day-673-reaction/ https://imnotdoctorwho.moegamer.net/2020/10/12/oneaday-day-673-reaction/#respond Mon, 12 Oct 2020 21:42:42 +0000 https://imnotdoctorwho.moegamer.net/2020/10/12/oneaday-day-673-reaction/ Calories: 2124 – 136 (exercise) = 1988/2040Ring Fit? YepWater consumption: Not great, but working on it The wife has been watching a fair few "commentary channels" on YouTube of late. I enjoyed one of them, Joinen, for a while, but over time it's become increasingly clear that the vast majority of these channels are just … Continue reading #oneaday Day 673: Reaction

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    Calories: 2124 – 136 (exercise) = 1988/2040
    Ring Fit? Yep
    Water consumption: Not great, but working on it

    The wife has been watching a fair few "commentary channels" on YouTube of late. I enjoyed one of them, Joinen, for a while, but over time it's become increasingly clear that the vast majority of these channels are just churning out the same thing over and over again. And, in the process, they're actually ending up doing pretty much something they spend the majority of their time criticising: creating mindless "content" rather than anything particularly original.

    If you're unfamiliar with the "commentary channel" concept, it's pretty simple. The YouTuber in question watches a YouTube video, stopping every so often to describe their thoughts on it. It's like trying to watch a movie with that one insufferable friend who is always asking questions while you're trying to enjoy yourself, but instead of a movie with a worthwhile story, spectacular cinematography and a stirring musical score, it's a YouTube video full of jumpcuts, screeching voiceovers and time-lapse shots of hands doing things that aren't particularly interesting.

    Beloved of the commentary channel host are YouTube channels such as "5 Minute Crafts" and "Troom Troom", all of which are transparently clickbaiting content farms pushing out a bunch of pointless crap multiple times a day purely to harvest advertising revenue rather than provide anything of actual value to society. These channels often have millions of subscribers and obscene numbers of daily views — and the sad thing is, I can't help but think a significant proportion of them probably come from commentary channel hosts and their audiences.

    Joinen is by no means the only offender in this regard, but he's the one I'm most familiar with, so he's the one I can talk about. When I first started watching his videos, I thought he did some interesting stuff from around the Internet as a whole — he looked at trends on social media, on Reddit, in memes and all that sort of thing. But since he has very obviously switched over to being a "Twitch-first" sort of entertainer, he appears to be beholden to the whims of his audience — and what his audience apparently wants to see is three things on constant, never-ending rotation. Those things are 1) Troom Troom is shit, 2) Girls' games online are weird and gross, and 3) This thing is weirdly sexist.

    I don't really get it. One video highlighting the absurdity of these content farm channels was enough to give me the idea of what they're up to and how shit they are. But Joinen and others like him seem to just constantly do the same thing — watch a Troom Troom/5 Minute Crafts/whatever video and complain about it every few seconds. It just gets old very quickly. I don't know, perhaps there's a sort of "comfortable familiarity" thing going on, but as soon as I noticed this pattern in Joinen's work, I drifted away from watching him and haven't really been back since.

    For me, I think this highlights the main reason why I refuse to classify the things that I do online as "content". As soon as you starting considering anything you create to be "content" rather than a series of individual creative works with worth on their own merits, you devalue them and relegate them to be yet more things you do that no-one looks at. People need to value what they do more and take more pride in it, rather than churning out endless "content" just because they feel like they have to — even if they're not making a living from what they do, or even monetised at all!

    A blogger friend of mine makes solid videos on anime series, but every time he puts something out he feels the need to apologise for not making enough "content". I tell him off for it every time and he understands what I'm saying, but he still does it.

    Ah well. I'm sure someone out there could complain that I'm "just doing gaming videos and articles" or whatever, and that is, of course, true; ultimately nothing any of us does really matters in the grand scheme of things. But at least I'm having a good time and constantly learning new things rather than feeling obliged to bitch about the same YouTube channel week after week after week after week…

    Or perhaps I'm just a grumpy old man. That's probably the more likely explanation.

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    #oneaday Day 672: Production Complete https://imnotdoctorwho.moegamer.net/2020/10/11/oneaday-day-672-production-complete/ https://imnotdoctorwho.moegamer.net/2020/10/11/oneaday-day-672-production-complete/#respond Sun, 11 Oct 2020 22:11:33 +0000 https://imnotdoctorwho.moegamer.net/2020/10/11/oneaday-day-672-production-complete/ Yeah, remember how I said I was going to take it easy a bit this weekend and maybe only make a week's worth of videos? That didn't happen, I recorded two weeks' worth, because why not. That then means I can use my week off to get super ahead of schedule, which will be nice. … Continue reading #oneaday Day 672: Production Complete

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    Yeah, remember how I said I was going to take it easy a bit this weekend and maybe only make a week's worth of videos? That didn't happen, I recorded two weeks' worth, because why not. That then means I can use my week off to get super ahead of schedule, which will be nice. Plus I was having fun!

    I haven't done editing yet, but that's something I can crack on with when things are quiet with the day job in the daytime… which they often are. I need to try and get out of the habit of napping in the daytime when things are boring/quiet/there's nothing to do, because it's not productive and probably not a helpful habit to train myself into. Bed is so nice though… particularly when I'm rudely ejected from it early in the morning to talk to people I really don't feel like talking to every bloody day.

    Anyway! Positivity. Lost track of calories today so wrote it off for now; back on the straight and narrow again tomorrow, though. I've stocked up on diet-friendly snacks, which will help matters, and I'm getting into quite a good habit of drinking plenty of water, which I'm sure will be beneficial in the long term — if not necessarily for weight loss specifically then just for general health purposes, anyway.

    Just a week to survive through and then I can enjoy that blissful week off… and fill it with projects and work I actually want to be doing. I might start experimenting with some ideas for that Intellivision project I mentioned yesterday — again, no guarantee that it will be going anywhere, but there's no better time than a week off to fiddle around with stuff like that and see if it might be practical.

    On that note, I should bid you a good night. Up early to talk to the aforementioned people I can't be arsed to talk to every bloody morning tomorrow… and then the drab tedium of the daily grind. But, as always, there are video games to enjoy at the end of it all — and I've got plenty of articles and videos lined up to hopefully entertain you all in the coming week, too.

    Hope you've had a good weekend — good night!

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    #oneaday Day 671: Pondering Possible Plans https://imnotdoctorwho.moegamer.net/2020/10/10/oneaday-day-671-pondering-possible-plans/ https://imnotdoctorwho.moegamer.net/2020/10/10/oneaday-day-671-pondering-possible-plans/#respond Sat, 10 Oct 2020 23:38:24 +0000 https://imnotdoctorwho.moegamer.net/2020/10/10/oneaday-day-671-pondering-possible-plans/ No stats today, as I gave myself a "day off". I haven't gone crazy or anything, but I've had a good week and I just fancied treating myself. Anyway. I was pondering things earlier, prompted somewhat by a conversation between my good friend and podcasting partner Chris Caskie where we were both bemoaning "next-gen bullshit" … Continue reading #oneaday Day 671: Pondering Possible Plans

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    No stats today, as I gave myself a "day off". I haven't gone crazy or anything, but I've had a good week and I just fancied treating myself.

    Anyway.

    I was pondering things earlier, prompted somewhat by a conversation between my good friend and podcasting partner Chris Caskie where we were both bemoaning "next-gen bullshit" like the grumpy old (gamer) men we are. And, through a convoluted mental process I can't quite explain, after Chris wandered off into the woods to clear his head, I found myself browsing the information about the upcoming Intellivision Amico system.

    For the unfamiliar, the Intellivision Amico is a new console from the current rights holders of the Intellivision brand, which includes famous video game composer Tommy Tallarico. I haven't looked into the full details as yet, but I understand the previous rights holders (who released the Intellivision Lives! compilation as well as preserving a number of historical documents and other information) have subsequently been rebranded as Blue Sky Rangers, but they are collaborating with Tallarico and co, who are now known as Intellivision Entertainment.

    The Amico is a system designed around some admirable principles. Its games are intended to cost between $2.99 and $9.99 for downloadable versions (and $30 for a physical release with some sort of "special features" that haven't been announced yet) and must be ad-free, microtransaction-free and family-friendly. They must contain a single-player component and are preferably designed for people in the same room to play together. And they must make use of the system's unique features.

    The standout feature of the console is its controller. This is a chunky iPod-style device with a touchscreen and a clickwheel at the bottom; it looks very much like a modernised version of the classic Intellivision controller. Pleasingly, we've already had confirmation that players will also be able to download an app to their phone and use that as an additional controller. The controller features buttons, the aforementioned clickwheel (which appears to be both turnable and pressable), a touchscreen, built-in coloured LED lights and motion sensors, allowing for a variety of different control options. They charge wirelessly by simply resting them in the "bed" on top of the console, or can also be plugged in via USB-C.

    The system will cost $250 at launch, and come with six games; five of these have been confirmed as Skiing, Shark! Shark!, Astrosmash, Cornhole and Farkle, several of which are updated remakes of games from the original Intellivision platform with new presentation but similar gameplay. A bunch of games have already been confirmed to be in development, too, with Tallarico estimating that the library will be balanced as roughly 20% updates of classic Intellivision games, 20% completely original games, 20% sports and recreation, 20% tabletop/card games and 20% educational titles.

    What's interesting about the Amico is that it's not designed to be super-amazing technology that wows everyone with its stunning visuals or anything like that, but the hardware does appear to be built like a brick shithouse, and from what Tallarico and co are saying, they want this system to last. In other words, they really do want it to be more like a classic console from the '80s than a modern setup — the only difference is that the games will primarily be distributed digitally and downloaded either to the system's internal memory or a microSD card.

    Now, it's easy to pooh-pooh this system and write it off as another Ouya, but I think there's definite potential for something interesting here. For starters, this isn't an Android box running crappy free-to-play bullshit on your television; it's its own thing. Secondly, it's been designed as a premium product rather than a piece of plastic crap. And thirdly, even with how successful the Switch has been, no-one, not even Nintendo, has really tackled the "family-friendly, people playing in the same room" market since the original Wii; everyone is too afraid of mobile.

    So I'm wondering a few things. Firstly, if the system is worth investing in and exploring, since I think there is potential for a variety of unique experiences in its library — including new takes on old classics. And secondly, if there would be a market for a website that provides information on the system, its games, and news surrounding it.

    What I've idly thought of this evening is a site that, in the run-up to Amico's launch, offers a couple of things: news announced by the company, and nostalgic looks back at the original Intellivision's library. Once the system launches, the site would then transition into a source of information on the games available for the platform including a variety of different types of information, corresponding to the various audiences that this thing is supposedly for. I'm thinking:

    • Basic concept of the game

    • The content (i.e. exactly how "family-friendly" it is) — similar to the info my brother's old site "What They Play" (RIP) offered

    • The basics of how to play it

    • Its connections to classic games (where applicable)

    • A more detailed writeup on how the game plays, the interesting things it's doing etc.

    • No review scores, just information and a personal perspective, perhaps gameplay videos etc

    This is something I'm vaguely interested in pursuing myself, because as far as I can make out, there are no "Amico websites" out there at the minute. I mean, with the thing launching in April of next year, that's not altogether surprising, but this could potentially be an opportunity to get in early on something that could be really interesting and rewarding to be part of.

    I have a number of hesitations, however.

    • Does the broader Internet audience actually want this?

    • Is Amico going to succeed — i.e. is this something worth pursuing in the first place?

    • How can I establish myself quickly as a reliable source of information on the platform — and someone that the Intellivision Entertainment team might want to work with directly?

    • Do I have the time to do this alongside my other projects and my day job?

    • What do I do about funding?

    The latter one is a bit of a key question, because while I could just set up another WordPress site and get started that way without spending anything, immediately having a domain name and a (preferably ad-free) site ready to launch whenever I'm good and ready would be much more preferable for a variety of reasons — most notably from a credibility perspective, so far as your average, less "gaming-savvy" Internet denizen might be concerned; your average non-gamer, I feel, is probably more likely to trust something.com than something.wordpress.com.

    Since I would rather the site be ad-free, crowdfunding would appear to be the logical way to go — but what approach? Donations? (Can't rely on those.) Patreon? (Need to provide meaningful rewards, something I worry a lot about already with what I do here!) Kickstarter? (I tend to perceive that as being for projects bigger than "make a website", though I could be wrong)

    One possible option is to set up the site on a free WordPress setup and just not hit the "launch" button to make it available to the public initially. Then, when I have a bunch of stuff prepped and ready to go, I can launch a preview of the site to use as something to go "hey, this is what I want to do" to prospective crowdfunders/donors/whatever.

    I dunno. These are nothing more than idle musings at the moment, but it does strike me as an interesting possibility for the future — and with plenty of time until Amico's launch, it would seem to make sense to get something prepped and ready ahead of time. I hasten to add that even if I do decide to pursue this, I have absolutely no intention of abandoning either MoeGamer or my retro-centric projects on YouTube, because I know one (or both) of those are the reason why you're here reading this in the first place!

    Just thought I'd share with you all. Don't any of you go stealing my ideas now — not that I think any of you would. 🙂

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    #oneaday Day 670: End of Another Week https://imnotdoctorwho.moegamer.net/2020/10/09/oneaday-day-670-end-of-another-week/ https://imnotdoctorwho.moegamer.net/2020/10/09/oneaday-day-670-end-of-another-week/#respond Fri, 09 Oct 2020 20:11:07 +0000 https://imnotdoctorwho.moegamer.net/2020/10/09/oneaday-day-670-end-of-another-week/ Calories: 2143 – 80 from exercise = 2063/2040Ring Fit? NoWater intake: OK Slightly over on the calorie goal today but I was really hungry. I'm not going to guilt-trip myself about it, but I am going to be honest about it — and if I know I'm going to go over, I'm taking care to … Continue reading #oneaday Day 670: End of Another Week

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    Calories: 2143 – 80 from exercise = 2063/2040
    Ring Fit? No
    Water intake: OK

    Slightly over on the calorie goal today but I was really hungry. I'm not going to guilt-trip myself about it, but I am going to be honest about it — and if I know I'm going to go over, I'm taking care to pick something that won't take me a lot over. 100 calories of sweet chilli rice crackers is better than 400 calories of Pop-Tarts, after all.

    Anyway, it's Friday, traditionally the day when everyone flops down in a chair in their living room and makes that noise your Grandad used to make all the time. It hasn't been a super-exhausting or stressful week workwise, but with both Andie and I shaking off some form of non-specific "not feeling well", it's not been a super-pleasant one, either. Thankfully Andie seems to be over it now and I seem to be following her pattern a couple of days at most behind her, so I'm hoping I'll feel a bit more fresh over the weekend.

    With another "lockdown" looking imminent, Andie is paying her mother a visit this weekend, leaving me free to make some videos. Good job, too, since after tomorrow's Atari A to Z Flashback I'm out of stockpiled episodes. I might take it relatively easy and just make episodes for a single week rather than the two at a time I normally do; next weekend marks the beginning of a full week off for me, and I'm going to spend a good chunk of it recording and getting ahead of schedule on videos.

    It remains painfully slow progress on videos, but I am pleased with what I'm achieving, and I seem to be getting a lot more new viewers and commenters recently than I have done in the past. I've done some minor rebranding on my channel to make it a bit clearer what I do, mostly consisting of the new trailer you may have already seen (watch it at https://www.youtube.com/watch?v=DNpsaRjXcHg if you haven't) and the new channel art you can see in all its glory here:

    This new art, I think, sums up what I'm all about, since it incorporates all the things that are important to both me and my channel. We've got the various games I've covered in the regular series in the background, we've got The MoeGamer Podcast there, and we've got mascot Midori reppin' as usual. If you're wondering about the layout, the text is positioned so that it appears nicely in the "banner" form of the channel art on PC, mobile and tablet, and the broader image will be seen if anyone visits my channel on a Smart TV, if indeed anyone ever does that rather than going via another Internet-connected device. (I know I've certainly never used the "apps" on my TV, but then I do have my PC hooked up to it, so there's no point.)

    Anyway. Hope you've had a good week and you have a pleasant weekend ahead of you. I'm going to chill out with some Fuel on PS3, I think; I'm enjoying that game a lot, and with its ridiculous scale I can see it becoming a go-to chill-out game for me at some point. Doubtless a short;Play video on the subject will follow soon, so watch out for that!

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    #oneaday Day 669: Lustrous https://imnotdoctorwho.moegamer.net/2020/10/08/oneaday-day-669-lustrous/ https://imnotdoctorwho.moegamer.net/2020/10/08/oneaday-day-669-lustrous/#respond Thu, 08 Oct 2020 22:19:57 +0000 https://imnotdoctorwho.moegamer.net/2020/10/08/oneaday-day-669-lustrous/ Net calories: 2129 – 127 from exercise = 2002/2040Ring Fit: Yep (127 cal)Water intake: Not bad, could be better I'm really impressed with Star Ixiom, the sequel to Star Luster, as you can probably tell from my writeup today. I've been playing through the Command mode this evening because the Conquest mode is just a … Continue reading #oneaday Day 669: Lustrous

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    Net calories: 2129 – 127 from exercise = 2002/2040
    Ring Fit: Yep (127 cal)
    Water intake: Not bad, could be better

    I'm really impressed with Star Ixiom, the sequel to Star Luster, as you can probably tell from my writeup today. I've been playing through the Command mode this evening because the Conquest mode is just a little too daunting right now, and it's really interesting how the missions in Command provide practical examples of how various strategic options will work.

    The mission I've spent most of the evening on and took lots of attempts turned out to be a lesson in "acceptable losses". You're given a relatively small area to play with, two bases and two planets, and a whole mess of Galaga on the way to mess shit up. You lose if your ship is destroyed, if both the bases are destroyed or if both the planets are damaged. You do not, however, lose if one of each of the bases and the planets are destroyed, so depending on your own strategery and efficiency at picking off Galaga from a distance, you can get away with sacrificing some of the things you're supposed to be protecting in the name of the greater good.

    War is, as they say, hell.

    The more I play, the more I notice cool little things about it, too. It was already apparent that the Galaga behaved differently from the Battura, but it becomes very apparent in this mission that the Galaga are especially prone to flying right at your ship and causing damage by smashing into it. Given the way the original Galaga game worked, this is, of course, entirely appropriate.

    I'm definitely going to do a short;Play video on this in the very near future. It's too good not to celebrate a bit more! Watch out for it in the coming weeks.

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    #oneaday Day 668: Three Day Report https://imnotdoctorwho.moegamer.net/2020/10/07/oneaday-day-668-three-day-report/ https://imnotdoctorwho.moegamer.net/2020/10/07/oneaday-day-668-three-day-report/#respond Wed, 07 Oct 2020 21:26:35 +0000 https://imnotdoctorwho.moegamer.net/2020/10/07/oneaday-day-668-three-day-report/ Calorie goal: 2000/2040 (-40)Ring Fit?: NopeWater consumption: Yuri Nation So, I know it's only been three days since I started focusing on counting calories for (hopefully) some weight loss, but I'm feeling positive so far. I haven't found it too difficult to stick to the calorie goal — though I do tend to find myself … Continue reading #oneaday Day 668: Three Day Report

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    Calorie goal: 2000/2040 (-40)
    Ring Fit?: Nope
    Water consumption: Yuri Nation

    So, I know it's only been three days since I started focusing on counting calories for (hopefully) some weight loss, but I'm feeling positive so far. I haven't found it too difficult to stick to the calorie goal — though I do tend to find myself getting a bit peckish by this time in the evening, so I should probably save some calories for an evening snack — and I don't feel like I've been having to "miss out" on anything, so long as I look carefully at what I'm about to eat.

    That, essentially, is all any diet is, really: looking at the things you're about to stick in your mouth and determining whether or not it's actually a good idea to stick it in your mouth or not. That's what she said, I know, I know. But I'm keen to see whether what I've been doing for the last few days will have a noticeable result, because I know it really works for some people — YouTuber Larry Bundy Jr. is an incredibly inspirational example — and I'm curious to know if I need to make any further "adjustments" beyond simply spreading out those calories across the day.

    It's when things get more complex, annoying and inconvenient that I find myself struggling with diets. When a diet requires you to make overly convoluted recipes just to avoid the things you're not "allowed" — or, worse, requires you to eat some sort of revolting astronaut food — then that's when I tend to find myself losing motivation, feeling frustrated and getting depressed by the whole thing.

    Conversely, right now I've been enjoying pretty much what I want, just in a bit more moderation than I would do under "normal" circumstances. I've also been making a point of drinking a lot more water (both lightly flavoured and "plain") and I've found that drinking bottles of mineral water is a good way for me to manage that. Mineral water is also much better than the grotty, hard shit that comes out of our taps, too — and it's not even especially expensive. Plus it seems mineral water bottles are fully recyclable these days, too, so any objections one might have about it being a waste of plastic can be overcome with this information.

    I dunno. It's early days yet, as I say, but at the moment I'm feeling reasonably positive. I haven't yet incorporated Ring Fit Adventure into my daily routine because both Andie and I are coming off the back of some illness (not COVID, we don't think) that knocked us both around a bit, so I haven't felt up to pushing myself while I've been spending significant parts of my morning feeling exhausted and dizzy. Once I put that in there, I'll have a few extra calories to enjoy, even — or just a bigger deficit.

    Anyway. I'll report more on progress when I have a better idea as to whether or not there has been any progress. For now, I'm off to bed!

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    #oneaday Day 667: Soulless https://imnotdoctorwho.moegamer.net/2020/10/06/oneaday-day-667-soulless/ https://imnotdoctorwho.moegamer.net/2020/10/06/oneaday-day-667-soulless/#respond Tue, 06 Oct 2020 21:31:19 +0000 https://imnotdoctorwho.moegamer.net/2020/10/06/oneaday-day-667-soulless/ I watched a great video earlier. Here it is. Don't worry, it's safe for work/parents/children/whatever. https://www.youtube.com/watch?v=AIxY_Y9TGWI  This video, by focusing on the music side of things, wonderfully sums up why corporate life drives me crackers. It's all so insincere and pointless. None of it matters. And yet the people involved seem to feel the need … Continue reading #oneaday Day 667: Soulless

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    I watched a great video earlier. Here it is. Don't worry, it's safe for work/parents/children/whatever. https://www.youtube.com/watch?v=AIxY_Y9TGWI 

    This video, by focusing on the music side of things, wonderfully sums up why corporate life drives me crackers. It's all so insincere and pointless. None of it matters. And yet the people involved seem to feel the need to role-play it being important. I seriously doubt any of them really give a shit though.

    It's not just working corporate life that this stuff infests, though; it's everyday life. The stuff Tantacrul shows us in that video is just as true for advertising as it is for internal corporate videos. Mindless, soulless, pointless. Nonsensical. Irrelevant statement. That's why we believe something that is nothing to do with the irrelevant statement we just vomited out.

    I appreciated that video, though. Modern corporate music had been bugging me for a while, but I had been struggling to express exactly what it was about it that bugged me. Tantacrul is an actual musician, so he was able to explain the musical clichés that go into making this nonsense. And now I'm in two minds as to whether or not this music is going to annoy me more or less now I know exactly what it's doing!

    You have to laugh, really, don't you. The alternative doesn't seem to help.

    EDIT: I had the info all ready and then forgot to add it!

    Calories: 2020/2040 (-20)
    Ring Fit?: No (give me time)
    Water intake: Pissing like Niagara Falls

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    #oneaday Day 666: Some Atari Lynx Favourites https://imnotdoctorwho.moegamer.net/2020/10/05/oneaday-day-666-some-atari-lynx-favourites/ https://imnotdoctorwho.moegamer.net/2020/10/05/oneaday-day-666-some-atari-lynx-favourites/#respond Mon, 05 Oct 2020 21:24:06 +0000 https://imnotdoctorwho.moegamer.net/2020/10/05/oneaday-day-666-some-atari-lynx-favourites/ I was actually going to post this last night when I was somewhat lacking in inspiration, but here we are now. Before anything else, though: Calorie goal: 2023/2040 (-17)Ring Fit?: NoWater intake: About 2L See? Told you I was going to keep myself honest. Anyway. Some favourite Atari Lynx games, some of which are on … Continue reading #oneaday Day 666: Some Atari Lynx Favourites

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    I was actually going to post this last night when I was somewhat lacking in inspiration, but here we are now. Before anything else, though:

    Calorie goal: 2023/2040 (-17)
    Ring Fit?: No
    Water intake: About 2L

    See? Told you I was going to keep myself honest. Anyway. Some favourite Atari Lynx games, some of which are on the way to the Evercade soon, and some of which I hope we see on there eventually! I used to have a Lynx and I regret selling it during a moment of fiscal tightness… though judging by the state of the Game Gear I own I doubt it would still be going strong without a bit of TLC.

    Anyway!

    Turbo Sub

    I guess you'd call this a game vaguely akin to Space Harrier, but it unfolds from a first-person perspective. You're piloting a sub that can also, apparently, fly, and stages alternate between above-water blastathons and underwater avoidathons. In the latter stages, you can collect crystals that allow you to purchase powerups and extra lives between levels.

    This game was a real showcase of the Lynx's hardware scaling capabilities, and is still a lot of fun today. Apparently there was an arcade version of this, too, with the Lynx port coming several years later; I never knew this back in the day. It was just "that kick-ass scaling game" for the Lynx!

    Steel Talons

    This isn't a particularly fondly regarded Lynx title, but I loved this back in the day. I was a big fan of the arcade machine, which had realistic helicopter controls (cyclic and collective pitch levers!) and was an early polygonal 3D blaster. The Lynx actually does a very valiant effort of recreating the arcade experience, albeit in low resolution. It's a fun, if fairly simple, game.

    Electrocop

    This game still wows me today by how it makes use of the Lynx's sprite scaling to create a convincing 3D environment where you can run left and right (with convincing parallaxing on the floor) and "in" and "out" of the screen. It's actually an interesting game, too, involving negotiating maze-like levels, blasting enemies and hacking computers to open locked doors. One of the platform's more ambitious efforts, for sure — and great music.

    Checkered Flag

    There weren't a ton of good racers on the Lynx. This one was probably the best of them — and it was a great one. While at the time I bemoaned the fact that it didn't have hills — those who have been watching Atari A to Z for a while will recall that young Pete had an obsession with Racing Games With Hills — I recognised it as a really solid, enjoyable and challenging Pole Position-alike. I bet this would have been great in multiplayer, but did you know anyone else with a Lynx?

    Gates of Zendocon

    Probably the best blaster on the Lynx, this game takes you through a wide variety of stages with some really interesting and unusual enemy and obstacle patterns. One level you might be fighting off predictable waves of enemies; in another, shooting your way through organic… "things"; in another still, blasting a path through abandoned scrap metal. Ton of fun, lots of variety — and, again, great music.

    The latter of these three are coming to Evercade later in the year, which I'm super-excited about. The first two I'd love to see at some point but I don't know what the licensing situation is with them. Fingers crossed, though; a couple of companies seem to have been hoovering up rights for classic Lynx games, so hopefully these are among them. We'll see!

    Anyway, with more that 2L of water inside me I really need a piss now, so I'll bid you farewell for the evening. Have a good night!

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    #oneaday Day 665: IMPORTANT: Changing currency to GBP https://imnotdoctorwho.moegamer.net/2020/10/05/oneaday-day-665-important-changing-currency-to-gbp/ https://imnotdoctorwho.moegamer.net/2020/10/05/oneaday-day-665-important-changing-currency-to-gbp/#respond Mon, 05 Oct 2020 08:46:34 +0000 https://imnotdoctorwho.moegamer.net/2020/10/05/oneaday-day-665-important-changing-currency-to-gbp/ Morning all, a "business" post today — I've updated my Patreon account to be in GBP rather than USD. Fees have been going up for international transactions meaning that I haven't been seeing as much of your kind donations as I should have been, and hopefully switching to GBP will fix that. This shouldn't affect … Continue reading #oneaday Day 665: IMPORTANT: Changing currency to GBP

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    Morning all, a "business" post today — I've updated my Patreon account to be in GBP rather than USD. Fees have been going up for international transactions meaning that I haven't been seeing as much of your kind donations as I should have been, and hopefully switching to GBP will fix that.

    This shouldn't affect anything for any of you existing Patrons — please let me know if you encounter any issues — but if you're in the UK, switching your pledge to my new tiers will save us both conversion fees. I've simply switched my tiers from $1 and $5 to £1 and £5, so that does mean any of you wishing to switch currency will pay a tiny bit more for equivalent tiers (£1 is about $1.30 right now, £5 is $6.47), but that should be counterbalanced by the saving in currency conversion fees, which is 2.5%.

    You don't have to change if you don't want to, but if you do it allows me to take home a bit more of your kind donations each month rather than losing it to fees.

     

    To avoid any additional conversion fees for the both of us, I suggest that those of you in the UK change to your local currency. For those of you who would like to switch your currency you can follow these steps:

    1. On Patreon.com, hover over your avatar in the top right of your screen.

    2. Click Manage memberships.

    3. Find this page, and click Edit.

    4. Under Currency, choose your preferred currency.

    5. Click Update to save your settings.

    Thanks for your understanding — I'll reiterate, you don't need to do anything, but if you wish to or are able to update your pledge to the new tiers that would be much appreciated!

    Shout if you have any questions!

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    #oneaday Day 664: Keeping it Honest https://imnotdoctorwho.moegamer.net/2020/10/03/oneaday-day-664-keeping-it-honest/ https://imnotdoctorwho.moegamer.net/2020/10/03/oneaday-day-664-keeping-it-honest/#respond Sat, 03 Oct 2020 20:59:41 +0000 https://imnotdoctorwho.moegamer.net/2020/10/03/oneaday-day-664-keeping-it-honest/ I've been trying for a little while to kickstart myself back into some sort of weight loss routine, but it hasn't really been working for me. I haven't put enough "pressure", for want of a better word, on myself, and as such I've just found myself thinking "ah, this won't hurt, I'll just get back … Continue reading #oneaday Day 664: Keeping it Honest

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    I've been trying for a little while to kickstart myself back into some sort of weight loss routine, but it hasn't really been working for me. I haven't put enough "pressure", for want of a better word, on myself, and as such I've just found myself thinking "ah, this won't hurt, I'll just get back on it soon".

    No more! Probably. From Monday (I'm giving myself tomorrow to eat all the tasty things I bought yesterday, haha) I'm going to make an honest effort at this. And in order to ensure I keep said honest effort honest, I'm going to record relevant bits of information in this 'ere blog each day, even if they're not directly relevant to what I feel like talking about.

    At the very least each day I'm going to record my calorie consumption; I'm using MyFitnessPal to record my calorie intake as well as a recommended number of calories per day. I'm also going to try and force myself into a habit of doing a bit of Ring Fit Adventure every day. It doesn't have to be a lot, but I can build that up over time, and doing just a little bit every day will surely help — as well as burning a few calories. Where I do remember to do Ring Fit Adventure, I'll record how long I did it for and the calories burned in that period.

    I'll also record weight loss each week. I'm not going to provide exact weights because that's just a step too embarrassing at the moment, just the amount I've lost using Monday as a starting point. That should hopefully allow me to track things nicely over time using this blog as well as MyFitnessPal.

    Doing something positive starts with good intentions. And I feel adding that little bit of extra "pressure" on myself to do this properly will help me out somewhat. So I hope you'll support me in this endeavour!

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    #oneaday Day 663: Lust for the Stars https://imnotdoctorwho.moegamer.net/2020/10/02/oneaday-day-663-lust-for-the-stars/ https://imnotdoctorwho.moegamer.net/2020/10/02/oneaday-day-663-lust-for-the-stars/#respond Fri, 02 Oct 2020 23:01:46 +0000 https://imnotdoctorwho.moegamer.net/2020/10/02/oneaday-day-663-lust-for-the-stars/ I'm pleased that so many people have been discovering the joy of Star Luster recently. It really is one of my favourite Evercade titles. And I'm pleased to say that I've managed to secure a copy of its PS1 sequel Star Ixiom — that should hopefully arrive in the next few days, so I'll be … Continue reading #oneaday Day 663: Lust for the Stars

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    I'm pleased that so many people have been discovering the joy of Star Luster recently. It really is one of my favourite Evercade titles. And I'm pleased to say that I've managed to secure a copy of its PS1 sequel Star Ixiom — that should hopefully arrive in the next few days, so I'll be sure to do a short;Play episode on that at some point in the near future, as well as a writeup on MoeGamer.

    I've been spending a bunch of time recording footage for the games we'll be talking about on the upcoming episode of The MoeGamer Podcast. As an EXCLUSIVE REVEAL, just for you, I can confirm that we will be talking about 3D arcade racers — a genre which, when you look at it in a bit more detail, is actually really several different genres that tend to get bundled together. I'll explain on the podcast.

    Anyway, recording footage for the games I intend to talk about has led me to a few interesting conclusions:

    • Burnout 2 is best Burnout
      – The people who made Microsoft Flight Simulator made some really cool games in the past
      – I like offroad games a lot more than I thought I did
      – Rockstar used to make games, not microtransactions

    There's a few clues to some of the games I'll be educating Chris on in those conclusions, plus more to come, too. I'm looking forward to the discussion — it should be a fun one. For now, I'm still trying to shake off whatever lurgy I've got right now, so I should probably hit the hay for the evening. Have a lovely weekend!

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    #oneaday Day 662: Recovering https://imnotdoctorwho.moegamer.net/2020/10/01/oneaday-day-662-recovering/ https://imnotdoctorwho.moegamer.net/2020/10/01/oneaday-day-662-recovering/#respond Thu, 01 Oct 2020 22:56:35 +0000 https://imnotdoctorwho.moegamer.net/2020/10/01/oneaday-day-662-recovering/ I've been not well for the last few days. I can't really pin down what I'm not well "with" — it's not the global death plague, at least, I'm pretty sure — but it has left me feeling… not quite "present", if that makes any sense. The kind of feeling where you're just sort of … Continue reading #oneaday Day 662: Recovering

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    I've been not well for the last few days. I can't really pin down what I'm not well "with" — it's not the global death plague, at least, I'm pretty sure — but it has left me feeling… not quite "present", if that makes any sense. The kind of feeling where you're just sort of drifting along, everything feels a bit "not quite real" and you feel perpetually woozy.

    It's not especially pleasant, but at least it has coincided with a period of work where not a lot is going on so I have been able to sleep it off a bit without feeling particularly guilty. And in a couple of weeks I have a full week's holiday to look forward to — housebound, of course — so things aren't too bad on that front.

    Still, even with my cotton wool-filled head I've managed to get some stuff done. I recorded some footage for some games we'll be talking about on The MoeGamer Podcast this weekend, and even managed to hammer out four thousand words on my first playthrough of Nurse Love Syndrome. So that's something, at least!

    Anyway, I think it's time to get some more rest in the hope I feel a bit better in time for the weekend. We've got a fun show lined up for you all, so I hope you enjoy it — and I hope I'm not too zombified for the recording session!

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    #oneaday Day 661: White Robes https://imnotdoctorwho.moegamer.net/2020/09/30/oneaday-day-661-white-robes/ https://imnotdoctorwho.moegamer.net/2020/09/30/oneaday-day-661-white-robes/#respond Wed, 30 Sep 2020 23:20:47 +0000 https://imnotdoctorwho.moegamer.net/2020/09/30/oneaday-day-661-white-robes/ Finally got a "good" ending in Nurse Love Syndrome (plus a "normal" and a "bad" on the same route) and whew, that was an emotional rollercoaster, for sure. If I have the energy, I'll be writing some words about it on MoeGamer tomorrow. I've been really impressed with the two Nurse Love visual novels — … Continue reading #oneaday Day 661: White Robes

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    Finally got a "good" ending in Nurse Love Syndrome (plus a "normal" and a "bad" on the same route) and whew, that was an emotional rollercoaster, for sure. If I have the energy, I'll be writing some words about it on MoeGamer tomorrow.

    I've been really impressed with the two Nurse Love visual novels — particularly the fact that they are very different from one another. Nurse Love Addiction, which is actually the second of the two games, but the first to get localised if I remember rightly, started relatively sedately but got increasingly ridiculous (in a highly entertaining way) as it progressed, while Nurse Love Syndrome is rather more down-to-earth from what I've experienced so far.

    One thing that both of them are absolutely masterful at is creating a feeling of dread and unease in the reader, though. This isn't dread and unease in the same way as horror, either; I'm talking about somewhat more mundane and relatively "everyday" feelings of mistrust, a lack of self-confidence, impostor syndrome and how all these things can escalate in your mind well beyond where they "should" be able to. Nurse Love Syndrome in particular is painfully relatable in terms of the severe impact struggling at work can have on one's mental health and even perception of reality — something that, unfortunately, I have all too much first-hand experience of.

    I'm still pretty staggered by the calibre of voice actors in these two games, as well. In Nurse Love Syndrome, for example, we have Kana Asumi (best known to me as Blanc in the Neptunia series) in the leading role, plus Asami Imai (Noire in Neptunia, Ikaruga in Senran Kagura, Kurisu in Steins;Gate) as another one of the major characters, Yumi Hara (Yumi from Senran Kagura) as a character whose role got considerably expanded from the PSP original, and Eri Kitamura (Homura from Senran Kagura, Cordelia from Atelier Rorona and Totori) as another main heroine. All of these voiceover artists were already very well established by the game's original release in 2011, so it's impressive to see them all in a relatively niche interest visual novel.

    Anyway. There's a lot more to talk about with regard to this fascinating visual novel, and having only really seen one set of endings now (plus the "Gatekeeper" ending I mentioned the other day) I've barely scratched the surface of the truths that are there to be discovered. And this is obviously one of those visual novels where you won't have the whole picture until you've seen everyone's storylines through to completion. So I'm looking forward to diving deeper!

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    #oneaday Day 660: Bounty https://imnotdoctorwho.moegamer.net/2020/09/29/oneaday-day-660-bounty/ https://imnotdoctorwho.moegamer.net/2020/09/29/oneaday-day-660-bounty/#respond Tue, 29 Sep 2020 23:18:39 +0000 https://imnotdoctorwho.moegamer.net/2020/09/29/oneaday-day-660-bounty/ I've received three separate Play-Asia packages over the course of the last two days. I guess everything all became ready for shipping at the same time or something, because these were all orders made at very different times! Here are the goodies in question. From left to right, we have It's a Wonderful Life, the … Continue reading #oneaday Day 660: Bounty

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    I've received three separate Play-Asia packages over the course of the last two days. I guess everything all became ready for shipping at the same time or something, because these were all orders made at very different times!

    Here are the goodies in question. From left to right, we have It's a Wonderful Life, the Clannad spinoff featuring Tomoyo (from what I remember of the anime, best girl); Maitetsu, the loli train girls game; Moero Crystal H, which hopefully you all know about already; and Murder by Numbers, a fun looking adventure game in which you solve puzzles through the medium of Picross.

    All of these are going to get some coverage at some point, though obviously I don't know exactly when — especially as all of these are pretty substantial affairs. Recent Nintendo Life reviews have left me with more half-finished games than I care to have, so I'm going to try and polish those off first. Conveniently, both of those are also things I'd like to write about in more depth on MoeGamer, so expect some musings on Undead Darlings and Moero Crystal H in the coming weeks/months/whenever.

    I finally reached an ending in Nurse Love Syndrome earlier. It is what is known as the "Gatekeeper" ending — in other words, an ending which basically goes "come back later". These are usually implemented in a visual novel when there are pieces of information that the author really wants you to know before seeing that specific ending — but they are, at least, endings in themselves.

    There are a lot of endings in Nurse Love Syndrome. There are, I think, six main heroines who have distinct "routes" — though the narrative is structured that they crisscross a bit. Each heroine has at the very least three endings — Good, Bad and Normal — with several having multiple bad and at least one "Sudden" ending; the latter in particular is something I'm a little nervous about, as this VN has already put me through the emotional wringer more than anything else in recent memory. Love it.

    Anyway, I'm on track for an actual ending now, so on either Thursday or early next week I'll have an initial writeup on what I've experienced so far plus, like with Nurse Love Addiction, some in-depth analysis on the other routes, too. I love writing about visual novels, but it's quite a time-consuming process that makes my brain work hard! Nothing like a good mental workout now and then though, eh?

    Anyway, I'm not 100% well at the minute so I should probably try and get some decent sleep tonight. Watch out for short;Play and Waifu Wednesday tomorrow, and thanks as always for your continued support.

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    #oneaday Day 659: Headache https://imnotdoctorwho.moegamer.net/2020/09/28/oneaday-day-659-headache/ https://imnotdoctorwho.moegamer.net/2020/09/28/oneaday-day-659-headache/#respond Mon, 28 Sep 2020 20:51:43 +0000 https://imnotdoctorwho.moegamer.net/2020/09/28/oneaday-day-659-headache/ I've got a raging headache this evening, so I'm off for an early night shortly. Apologies if I am less than coherent! Undead Darlings review was squared away earlier. It hasn't gone live today because I'm not in charge of the posting schedule, but suffice to say for now that if you enjoy zombie girls, … Continue reading #oneaday Day 659: Headache

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    I've got a raging headache this evening, so I'm off for an early night shortly. Apologies if I am less than coherent!

    Undead Darlings review was squared away earlier. It hasn't gone live today because I'm not in charge of the posting schedule, but suffice to say for now that if you enjoy zombie girls, dungeon crawling and interesting mechanics, you should definitely pick that one up. Unfortunately, this is one of those games where the deadline was too tight to be able to beat the whole game before I wrote a review, so I'm going to continue playing it in my own time and provide a more comprehensive writeup (or three) on MoeGamer once I'm 100% done.

    Hopefully the game will get some sort of limited run release in the near future, as I'd love to have a copy of it on my shelf. The developers seem interested in such a prospect — particularly after what a long-term labour of love it's been — so hopefully we'll see that happen. The fact it's published by Sekai gives me hope in that regard, too.

    In other news, Genshin Impact is out now and I mostly lost interest as soon as I learned it's an online free-to-play game with gacha elements. I'll probably still give it a look just because it's the New Hotness and I do like the look of it, but honestly, I don't really have a lot of space in my life for that kind of game right now. I'm still playing Magicami a bit, but as a mobile game that's something you can just check in on for a few minutes each day and grind a bit while you're doing something else, advancing the story when you feel like getting a bit more invested. Genshin Impact, meanwhile, is caught in that weird limbo between single-player game and online game, and that always ends up feeling like a rather hollow experience for me.

    Ah well. Not as if I need anything else to be getting on with. I'm ploughing through Atelier Meruru to stay ahead of schedule, plus I have Moero Crystal H and Undead Darlings to polish off, and I think I'm finally near an ending for Nurse Love Syndrome too.

    For now, though, I need to lie down and not have this headache. Have a lovely evening!

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    #oneaday Day 658: Rhythmic Waggling https://imnotdoctorwho.moegamer.net/2020/09/27/oneaday-day-658-rhythmic-waggling/ https://imnotdoctorwho.moegamer.net/2020/09/27/oneaday-day-658-rhythmic-waggling/#respond Sun, 27 Sep 2020 21:28:04 +0000 https://imnotdoctorwho.moegamer.net/2020/09/27/oneaday-day-658-rhythmic-waggling/ I made a new channel trailer, because the old one wasn't quite accurate any more, and I'd been wanting to do something a bit more "creative" with the channel trailer for a while. I'm pretty pleased with how it came out. I think it's pretty representative of what I do on YouTube these days! 🙂 … Continue reading #oneaday Day 658: Rhythmic Waggling

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    I made a new channel trailer, because the old one wasn't quite accurate any more, and I'd been wanting to do something a bit more "creative" with the channel trailer for a while.

    I'm pretty pleased with how it came out. I think it's pretty representative of what I do on YouTube these days! 🙂

    Please feel free to share as you see fit. The video is unlisted, but shareable/embeddable etc.

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    #oneaday Day 657: Pro Subscription https://imnotdoctorwho.moegamer.net/2020/09/26/oneaday-day-657-pro-subscription/ https://imnotdoctorwho.moegamer.net/2020/09/26/oneaday-day-657-pro-subscription/#respond Sat, 26 Sep 2020 21:52:49 +0000 https://imnotdoctorwho.moegamer.net/2020/09/26/oneaday-day-657-pro-subscription/ Well, last night I heard that one of the services I make quite heavy use of — IFTTT, or If This Then That — has decided to switch to a subscription model, and, worse, rather than simply making it so that the subscription offers additional benefits, they've rather cheekily decided to completely gimp their "free … Continue reading #oneaday Day 657: Pro Subscription

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    Well, last night I heard that one of the services I make quite heavy use of — IFTTT, or If This Then That — has decided to switch to a subscription model, and, worse, rather than simply making it so that the subscription offers additional benefits, they've rather cheekily decided to completely gimp their "free forever" basic account.

    For the unfamiliar, IFTTT is a service that allows you to set up various conditional statements to automate things. You say "If this thing happens, then that thing should happen too". Examples that I use include "If it's 12:00pm, then post a tweet promoting my Patreon" and "If there's a new feed item from [website X], then post a link to that article to my Discord". It's really incredibly useful, particularly if you're doing anything where a social media presence would be helpful.

    Well, at least it was incredibly useful. As of October 7, IFTTT's "free forever" account will limit you to creating three "applets". Three. That means three "if this then that" statements, and no more. If you have any more than that, the rest will be "archived" and unable to be used until you archive one of your three active ones to make space. To put this in context, at present I have 31 applets running — a bunch of timed ones throughout the day to auto-tweet promotional and introductory messages linking to MoeGamer and my YouTube channel, plus a few of the aforementioned ones that integrate with Discord.

    If I don't pay up, I'll lose all but three of those. Now, granted, IFTTT has generously offered a "pay what you want" subscription until October 7, allowing you to fix your monthly price — so long as it's at least $1.99 — but it still feels a bit like being extorted here. I'll probably end up paying $1.99 just because those applets — and the ability to make more as required — are useful, but the situation leaves a bit of a sour taste in my mouth.

    I understand why they're doing this, of course. IFTTT was one of those services where it seemed impossible to figure out how they were possibly making any money, since there didn't appear to be any ads on the site or any existing membership or donation options. And as the site has doubtless become more popular over the years, I imagine its overheads have gone up and up to deal with bandwidth requirements and suchlike. So I understand why they might want to ask some of their userbase to give something back.

    And I'd be fine with it if they'd handled this differently. If they'd kept their "free forever" (their term, which is why I keep repeating it) account exactly as it was, then simply offered the new features for the Pro account — essentially a means of making applets much more complex and flexible, ideal for power users — then I would have been fine with it. Instead, they completely gimped the free account, making it next to worthless, then made the only option to "upgrade" provide a bunch of features that your average user probably won't need.

    I've seen several services and pieces of software do this over the last few years. The PlayStation VR video player, Littlstar, started charging a subscription fee a while back, for example — and rather cheekily offered a limited-time one-off purchase option for an extortionate $40 as an alternative. The fact that this was coming was never made clear, and with the way console software updates work, there is no means of downgrading to a previous version. The video downloading software that I used to extract YouTube videos to include in the podcast quietly updated itself without telling me, so there is now a limit of 30 downloads per day without paying, too.

    It's reasonable to ask people to pay for things, particularly things that have taken time and effort to create. But suddenly charging for something that used to be free, with little to no indication that such a requirement was coming, is pretty unreasonable. We're burdened with subscription after subscription these days, and it really makes me miss the days of buying a piece of software and just being able to get on with things!

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    #oneaday Day 656: Trusted https://imnotdoctorwho.moegamer.net/2020/09/25/oneaday-day-656-trusted/ https://imnotdoctorwho.moegamer.net/2020/09/25/oneaday-day-656-trusted/#respond Fri, 25 Sep 2020 22:37:23 +0000 https://imnotdoctorwho.moegamer.net/2020/09/25/oneaday-day-656-trusted/ A publisher approached me with some interesting news yesterday. It's embargoed until tomorrow morning at 5am BST (about five and a half hours from the time I'm typing this), so I can't tell you what it is right now, but it's something I'm very happy about. And I'm also very happy that said publisher trusted … Continue reading #oneaday Day 656: Trusted

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    A publisher approached me with some interesting news yesterday. It's embargoed until tomorrow morning at 5am BST (about five and a half hours from the time I'm typing this), so I can't tell you what it is right now, but it's something I'm very happy about. And I'm also very happy that said publisher trusted me with the information enough to give me the opportunity to have something ready for when the embargo dropped.

    It's taken a few years to build up to a position where this sort of thing happens, but it's a sign that I've developed a solid reputation at least among certain quarters of the Internet. I'm never going to be a "big name" and I'm not trying to be — I know very well that the stuff I cover is primarily of interest to a specific audience (which I would primarily sum up as "people a bit like me") but it's still pretty neat when a publisher who very much aligns with my own values and my audience gets in touch like this.

    There's always the potential for this to lead to interesting things in the future, too, whether that be access to preview or review copies, the opportunity to interview interesting people or simply being given an occasional shout-out.

    Anyway. As I say, there's not much more I can say right at this second, but if you can wait five and a bit hours, keep an eye on MoeGamer for some news that should be of interest to at least some of you reading this, and I hope it makes your kokoro go doki-doki or something.

    Have a lovely evening!

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    #oneaday Day 655: Relief https://imnotdoctorwho.moegamer.net/2020/09/24/oneaday-day-655-relief/ https://imnotdoctorwho.moegamer.net/2020/09/24/oneaday-day-655-relief/#respond Thu, 24 Sep 2020 21:54:58 +0000 https://imnotdoctorwho.moegamer.net/2020/09/24/oneaday-day-655-relief/ Annual appraisal day at work today, and it went fine. I complain about my day job a lot, but I'm good at it, and people still seem to think I'm good at it if I literally spend half the working day asleep and still get everything I need to do done. So who am I … Continue reading #oneaday Day 655: Relief

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    Annual appraisal day at work today, and it went fine. I complain about my day job a lot, but I'm good at it, and people still seem to think I'm good at it if I literally spend half the working day asleep and still get everything I need to do done. So who am I to argue?

    I feel mildly guilty. Not enough to really want to push myself in the daily grind — there isn't really much to "push myself" with, which is part of the problem, really — but enough that I was stressing myself out a bit about this appraisal just in case anyone "noticed" (I don't know how they would have) that I had been tired, bored, disillusioned and prone to sleeping through entire conference calls. Then I thought, well, if they don't want me to sleep through conference calls, they shouldn't have so many of the fucking things, should they? And they shouldn't be so fucking boring.

    I always feel the "self-appraisal" aspect of yearly appraisals is kind of pointless. Who in their right mind is going to rate themselves anything other than "satisfactory"? Give yourself top marks and you set yourself up for a fall — or just look like an arrogant asshole. Give yourself anything below the satisfactory mark and you're just asking for trouble. Unless, of course, you like the idea of increased scrutiny, in which case go nuts, I guess.

    It reminds me of one of my least favourite bits of secondary school — the periods towards the end of term where we had to write our "profiles" that would end up in our reports. Inevitably, it would consist of an entire hour of a whole class bored to tears writing "This term, I have learned [all the things we have learned]" in our neatest handwriting and hoping it went through the carbon copy paper properly. That or hoping that no-one scratched an "invisible" cock on our top sheet when we weren't looking, only for it to become terrifyingly clear on both the teacher's and the parent's carbon copies beneath.

    Okay, maybe there's no covert dick-drawing in the adult workplace — or if there is, I'm almost certainly working somewhere far too boring for any of that to go on — but the whole "insincere attempt to look like we're self-reflecting" thing remains the same, and I'm never sure what it actually achieves other than leaving a paper trail to say why everyone's salaries went up at a fraction of a percent of the rate of inflation this year. Or something.

    Anyway. Nothing to worry about now for another year. I am, apparently, Doing a Good Job. I'll take it.

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    #oneaday Day 654: Zombie Gals https://imnotdoctorwho.moegamer.net/2020/09/23/oneaday-day-654-zombie-gals/ https://imnotdoctorwho.moegamer.net/2020/09/23/oneaday-day-654-zombie-gals/#respond Wed, 23 Sep 2020 23:48:56 +0000 https://imnotdoctorwho.moegamer.net/2020/09/23/oneaday-day-654-zombie-gals/ Got a new assignment for Nintendo Life, and it's a game I've had my eye on for a while since its various attempts at Kickstarter funding and eventually being picked up by Sekai Games: Undead Darlings. It's also not embargoed so I can blab a bit about my first impressions here, since I started playing … Continue reading #oneaday Day 654: Zombie Gals

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    Got a new assignment for Nintendo Life, and it's a game I've had my eye on for a while since its various attempts at Kickstarter funding and eventually being picked up by Sekai Games: Undead Darlings. It's also not embargoed so I can blab a bit about my first impressions here, since I started playing it this evening!

    For the uninitiated, Undead Darlings is a hybrid of dungeon crawler and dating sim, with the emphasis mostly on the dungeon crawling. It's a very different type of dungeon crawler to something like Moero Crystal H, though, in that it's not really about character progression and customisation, but rather about scavenging loot, making your way through interesting environments and figuring out when you reckon you're tough enough to take on the area's preset encounters.

    The game's setting sees you waking up in the midst of a zombie apocalypse, and your childhood friend from next door, Pearl, appears to have turned into a zombie. Well, she's partly turned into a zombie, anyway; she's undead, but she hasn't lost her humanity. As luck would have it, your father appears to be a completely batshit insane mad scientist who may or may not have been responsible for the whole zombie apocalypse in the first place, and he's left a trail of clues for you to go and find the cure he left somewhere for safekeeping.

    This evening, I played through the first dungeon, which is set in a police station. Your task here is to meet up with Pearl's cousin Jordan (also a zombie), find some clues to the safe place where the cure had been left, and figure out the code to the place it is locked inside. This mostly involves scouring two floors of grid-based dungeon crawling, looking for events, grabbing loot and fighting off enemies.

    There are a few twists on the usual formula, though. Firstly is a distinctly survival horror-inspired aspect where you only have very limited inventory space, and your weapons have a set amount of durability before they break and become scrap. This isn't the end of the world (no pun intended), because scrap can be used to repair other weapons or expand your inventory capacity, but you do need to be a little bit careful — there are no shops in a zombie apocalypse, so you're completely dependent on the loot you find in the dungeons. Fortunately, this all respawns and is randomised each expedition.

    Secondly, the combat has a strong emphasis on exploiting weaknesses to build up a multiplier, and then using this multiplier to amplify the effectiveness of an action — be that an attack, a spell, an item or even the Defend command. In some cases, the elements that enemies are "weak" against (i.e. that build up the multiplier) are also the ones they take the least damage from, so you have to hit them a few times with the "correct" element, then use the multiplier built up to unleash a neutral-element attack against them. It adds an interesting layer of strategy, particularly when you consider the "Macro" system, where you can program preset sequences of commands for your party to perform, usually with the intention of setting off much more powerful Combo skills.

    Limited inventory space can make healing a bit tricky, so to that end there are a few things to help you out: firstly, any time you find treasure, you get a small HP and SP heal, and secondly, if you find one of the optional events between the protagonist and the girls, those all conclude with a full heal — plus the opportunity to develop your affinity with them, of course, which not only affects endings but also their combat effectiveness.

    So far outside of some truly atrocious voice acting (which thankfully you can mute in favour of a text-only presentation) and some occasionally questionable difficulty balancing on the "standard" level, I've been having a good time with this and am looking forward to sinking some more time into it. It's a stylish, distinctive game that I'm glad was finally able to see the light of day, and it seems like it's been designed with real care rather than simply slapping together a visual novel component with a half-assed dungeon crawler engine.

    I'm particularly impressed with the presentation of the dungeons themselves; rather that simply being fairly static tilesets, they've been designed like real places. The "walls" in the police station aren't just regular old walls — there are desks, piles of files, folding screens, plants and all manner of other things. It really makes a huge difference in making it feel like a believable environment, and has been a real highlight so far.

    Anyway. That's out on the 28th, I think, so you may want to give that a look when it appears. Hopefully with the long road to release the developers will want to commemorate it with a proper packaged release at some point, but as always I'm sure we'll have to wait and see in that regard!

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    #oneaday Day 653: Far Away https://imnotdoctorwho.moegamer.net/2020/09/22/oneaday-day-653-far-away/ https://imnotdoctorwho.moegamer.net/2020/09/22/oneaday-day-653-far-away/#respond Tue, 22 Sep 2020 22:34:44 +0000 https://imnotdoctorwho.moegamer.net/2020/09/22/oneaday-day-653-far-away/ I'm sure things will go back to "normal", whatever that is, eventually, but today's been one of those days where it feels a long way off. And, to be honest, I sort of find myself going back and forth on whether or not a return to what we had before the whole COVID-19 pandemic is … Continue reading #oneaday Day 653: Far Away

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    I'm sure things will go back to "normal", whatever that is, eventually, but today's been one of those days where it feels a long way off. And, to be honest, I sort of find myself going back and forth on whether or not a return to what we had before the whole COVID-19 pandemic is actually desirable.

    Chief among this is, of course, the idea of working from home. My mental state is up and down a bit on this, because while I very much appreciate the increased flexibility and freedom it provides, it's also frustrating to feel like your professional life is "invading" your personal life. (This only really applies if you're not a particular fan of your job, of course; if you're legitimately doing something you enjoy, in my experience, you'll have no problem with this — see: any time I was working on a gaming website in the past!)

    Out and about, I certainly don't have a particular problem with keeping a distance from people, and I don't even especially mind wearing a mask, although as a glasses-wearer I am yet to find a means of wearing a mask that doesn't steam said glasses up.

    Obviously it would be great if we could go back to a world where there wasn't a great "unknown" hanging in the air all the time — something that may or may not kill us — but in other regards, I wonder what the world will actually look like after this is all over. Assuming it is ever all over, which presumably it will be at some point!

    Ah well. At least I'm not short of reasons to stay indoors…

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    #oneaday Day 652: Early Access - Evercade A to Z Pilot https://imnotdoctorwho.moegamer.net/2020/09/21/oneaday-day-652-early-access-evercade-a-to-z-pilot/ https://imnotdoctorwho.moegamer.net/2020/09/21/oneaday-day-652-early-access-evercade-a-to-z-pilot/#respond Mon, 21 Sep 2020 20:59:28 +0000 https://imnotdoctorwho.moegamer.net/2020/09/21/oneaday-day-652-early-access-evercade-a-to-z-pilot/ Hello everyone! Since this is all edited and published and ready to go, I thought I'd share it with you: it's the first episode of Evercade A to Z, which I'll be publishing on Friday. The series will, as the name suggests, explore the variety of games that are available for Blaze's wonderful little Evercade … Continue reading #oneaday Day 652: Early Access - Evercade A to Z Pilot

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    Hello everyone! Since this is all edited and published and ready to go, I thought I'd share it with you: it's the first episode of Evercade A to Z, which I'll be publishing on Friday. The series will, as the name suggests, explore the variety of games that are available for Blaze's wonderful little Evercade retro gaming platform that launched earlier this year.

    Rather than following the A to Z format as with the Atari 8-bit and Atari ST series, I'm instead going to pick one game from each of the currently available cartridges (at the time of recording) and give it the showcase treatment. When the new cartridges come later in the year, I'll slot them into the existing cycle when they would come up as if they'd always been there. That way I get to play some Atari Lynx games on camera for you a bit sooner! 🙂

    Hope you enjoy. Not a radical departure from the Atari A to Z format or anything, I know, but this seems to work for me and people seem to like it — plus I enjoy making them! — so who am I to complain?

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    #oneaday Day 651: Pride in One's Work https://imnotdoctorwho.moegamer.net/2020/09/20/oneaday-day-651-pride-in-ones-work/ https://imnotdoctorwho.moegamer.net/2020/09/20/oneaday-day-651-pride-in-ones-work/#respond Sun, 20 Sep 2020 21:32:42 +0000 https://imnotdoctorwho.moegamer.net/2020/09/20/oneaday-day-651-pride-in-ones-work/ I've just finished editing the 10 videos I've put together this weekend, and I'm pleased with what I've put together. I haven't made any radical changes to format or anything, but I'm pleased with everything about these videos — the interesting subject matter, the things I talked about and the introduction of some new stuff. … Continue reading #oneaday Day 651: Pride in One's Work

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    I've just finished editing the 10 videos I've put together this weekend, and I'm pleased with what I've put together. I haven't made any radical changes to format or anything, but I'm pleased with everything about these videos — the interesting subject matter, the things I talked about and the introduction of some new stuff.

    I'm going to make an effort to put out as much stuff as possible at 60fps from now on. I started the oldest Atari A to Z videos at 60fps then switched to 30 because I was running into some disk space issues; that's not really a problem now, plus the beefed-up processor I got a while back makes rendering 60fps marginally less time-consuming than it was previously. And the results are worth it; 60fps retro gaming videos look lovely. I'm by no means a "frame rate person", but there is something inherently pleasant about seeing smooth, slick retro stuff looking as smooth and slick as it did on original hardware.

    I have a slight bottleneck in this regard in that the Elgato Game Capture HD device I use for capturing console footage is incapable of capturing 1080p at 60fps. This isn't a problem for the new Evercade stuff I'm doing, since the Evercade outputs at 720p and thus can be captured at 60fps no problem, but for anything on, say, Switch or PS4, I'm capped at 30fps. This isn't a huge problem, but it would be nice to improve that at some point. Perhaps I'll set the acquisition of a new capture device as a donation goal or something.

    I'm pleased with how the Evercade videos came out. Since the games in question are old anyway, upscaling the footage from 720p to 1080p 60fps has little to no impact on quality, which means lovely crisp, clear, smooth footage of Ninja Golf. And, err, some other games eventually, too. But mostly Ninja Golf and Star Luster for now.

    I'm calling the Evercade series "Evercade A to Z" to fit in with the other retro-themed stuff I do, but I'm not going to be strictly following an A to Z format. Instead, I'm going to do something similar to how I'm handling the launch lineup on MoeGamer: take a game from each cart, cycle around, rinse, repeat. That means when the four new carts come out later this year I can easily slot them into the cycle without having to wait ages to make a video about any of the games on them.

    Exciting times ahead, to be sure. But for now, it's back to the humdrum old day job tomorrow, so I should probably get some sleep to be… "fresh" for the morning. Sigh.

    Oh well. At least I feel like I've achieved something worthwhile this weekend, even if the daytime of my weekdays is filled with a complete and utter sense of the meaninglessness of human existence.

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    #oneaday Day 650: In the Studio https://imnotdoctorwho.moegamer.net/2020/09/19/oneaday-day-650-in-the-studio/ https://imnotdoctorwho.moegamer.net/2020/09/19/oneaday-day-650-in-the-studio/#respond Sat, 19 Sep 2020 23:52:08 +0000 https://imnotdoctorwho.moegamer.net/2020/09/19/oneaday-day-650-in-the-studio/ Recorded a bunch of stuff today — a bit more left to do tomorrow, but it's nearly 1AM now so I should probably go to bed, as much as it is tempting to pull a late-nighter. Got some really interesting stuff coming up soon on Atari A to Z, probably my favourite of which is … Continue reading #oneaday Day 650: In the Studio

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    Recorded a bunch of stuff today — a bit more left to do tomorrow, but it's nearly 1AM now so I should probably go to bed, as much as it is tempting to pull a late-nighter.

    Got some really interesting stuff coming up soon on Atari A to Z, probably my favourite of which is Chris Crawford's unusual social simulation Gossip, which may or may not have been released back in the day. We had a version in our Big Box of Disks for the Atari 8-bit, but we had a lot of things we weren't supposed to have in our Big Box of Disks, so that doesn't necessarily mean it ever actually got released.

    I'll spare you the details of Gossip for now — watch the video when it comes out in a couple of weeks! — but suffice to say it's the sort of overly ambitious nonsense that I feel really defined the Atari 8-bit era. It's fascinating to return to now — and I sure as hell understand what it's going for a lot more than I did back in the day. It also helps that the version I recorded from today was actually a completed version rather than a beta version which never quite worked properly.

    I'm doing a couple of pilot Evercade episodes, too. Those will fit right in with what I'm already doing and can be produced in a similar amount of time. It'll also provide some variety to the retro stuff. For now, I'll keep the seventh generation underdogs in with short;Play since that's where they fit best for the minute, but perhaps that's worth spinning off into its own series at some point.

    Ah, I enjoy creating. Oh for infinite time and money to do it to my heart's content rather than crushing my soul for five days a week… But oh well. Think of it as a reward. Just… keep thinking of it as a reward…!

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    #oneaday Day 649: Ideas and Inspiration https://imnotdoctorwho.moegamer.net/2020/09/18/oneaday-day-649-ideas-and-inspiration/ https://imnotdoctorwho.moegamer.net/2020/09/18/oneaday-day-649-ideas-and-inspiration/#respond Fri, 18 Sep 2020 22:11:33 +0000 https://imnotdoctorwho.moegamer.net/2020/09/18/oneaday-day-649-ideas-and-inspiration/ Gotta be honest, watching a bunch of the Hololive gals' stream archives over the last few days has been inspiring me quite a bit. I mean, it's not as if I'm short of things to do right now between MoeGamer and my video series, but I'm feeling a certain amount of… I don't know, I … Continue reading #oneaday Day 649: Ideas and Inspiration

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    Gotta be honest, watching a bunch of the Hololive gals' stream archives over the last few days has been inspiring me quite a bit. I mean, it's not as if I'm short of things to do right now between MoeGamer and my video series, but I'm feeling a certain amount of… I don't know, I guess "creative energy" is the best way to describe it.

    I've been thinking about other things I might want to do with video, as with the way I work that would be the easiest side of things to add a bit to, especially now I've hit pause on the long playthroughs, which frees up a lot of time and energy.

    I have several ideas brewing in this regard, and they're all in the similar "single episode showcase" format that currently seems to work well for me on my channel, which would keep things nice and consistent. I don't know if I'm going to do all of these as their own separate thing or fold them into other things, but here's a list of the ideas I've got bubbling away right now.

    • Atari A to Z Flashback-style series with the Activision Anthology on PS2. I plan to do this right after Atari A to Z Flashback is finished. There's still a fair way to go on that — we're at 87 out of 150 at the time of writing, with a couple more in the can and ready to go — but that's an all but certain happening, because those Activision 2600 games are super cool. (Also they really need a modern rerelease, but today's Activision doesn't seem to really give a shit any more.)

    • Atari A to Z Flashback-style series with the Intellivision Lives! collection on PS2. I don't know the Intellivision at all well, having not grown up with it — I don't think I ever even saw one in the '80s, though apparently it did come out here — but I'm fascinated by the ambition of the games on it. While I'll run into a few of the same issues I've had with Atari A to Z Flashback — mostly two player-only games — I feel like I've kind of figured out the best and easiest way to handle that now, so this is something that could run pretty smoothly.

    • A companion/complementary series to my Evercade writeups on MoeGamer, showing the games actually in action. My only slight hesitance with this is that a few of the games from the Evercade's launch lineup still have some peculiar issues with video capture — usually with the audio, so this isn't an insurmountable issue by any means — but I'm quite enthusiastic about this idea, as the Evercade is a platform I absolutely adore and want to continue showing my support for in various ways.

    • Some sort of celebration of the underdog games of the seventh generation, as Chris and I have been talking about on the podcast recently. This would include both retail titles that sold and/or reviewed poorly (or were ignored, as is the case with the majority of the Wii's library that doesn't have Mario on the cover) as well as digital-only games from XBLA and PSN that are still accessible, and perhaps even some bigger names that are worth revisiting from a more "modern" perspective. In some ways, I feel this could probably be folded into short;Play, and I enjoy the "pot luck" nature of producing those episodes on a whim. But on the other hand I quite like the idea of having more "focused" series with a clear intent behind them.

    I'm still also trying to get my head around the idea of streaming, but I'm not 100% sure how I might be able to make that work in a practical way at a time when the people who might be interested in watching me would be able to watch me. I'm still mulling it over, though, so thank you to those who kindly responded with some feedback to my survey a while back. If you haven't already, you can take a moment to do so here.

    Anyway, those are the ideas I have rattling around in my head at the moment. I might try a few "pilots" this weekend, since Andie is away seeing her mother and I have plenty of free time to record some episodes. But we'll see! Keeping myself busy at least keeps my mind out of bleak places, which is important right now.

    As always, thanks for all your support, and I hope you have a thoroughly pleasant weekend — or as much as is possible right now, anyway.

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    #oneaday Day 648: Crystal Clear https://imnotdoctorwho.moegamer.net/2020/09/17/oneaday-day-648-crystal-clear/ https://imnotdoctorwho.moegamer.net/2020/09/17/oneaday-day-648-crystal-clear/#respond Thu, 17 Sep 2020 19:48:03 +0000 https://imnotdoctorwho.moegamer.net/2020/09/17/oneaday-day-648-crystal-clear/ It's here! My Moero Crystal H review is live on Nintendo Life. Please go check it out!  I'm excited about this review for a number of reasons. Firstly, it's simply a great game that I'm very happy I had the opportunity to write about. Secondly, and probably most significantly, it's a sign of a certain … Continue reading #oneaday Day 648: Crystal Clear

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    It's here! My Moero Crystal H review is live on Nintendo Life. Please go check it out! 

    I'm excited about this review for a number of reasons. Firstly, it's simply a great game that I'm very happy I had the opportunity to write about. Secondly, and probably most significantly, it's a sign of a certain amount of… "progress", I guess you'd call it.

    For those of you who don't know, I was one of the founding members of USgamer.net. When that site first launched, it was envisioned as a place where its writers would each focus on their particular specialisms, allowing the audience to come along and gravitate towards their favourite writers — the people who gave them what they wanted to read about. All was well for a while; I wrote about interesting Japanese arcade games, RPGs and visual novels, Jaz Rignall wrote about racing games, Mike Williams wrote about big stompy robots… and so on. All was good.

    Unfortunately, as tends to be the case with writing intended to bring in the ad revenue, the suits decided that wasn't a sustainable model, so a couple of things happened. Firstly, the site shifted away from its more "article-based" model with personal specialisms to a traditional news-and-reviews site. Secondly, Jeremy Parish was brought on board to be the site's editor-in-chief.

    Parish is a respected figure in the industry, but I found him exceedingly unpleasant to work with. He frequently belittled my opinions, insisted on having "approval" over every news article I wrote, and on more than one occasion tried to chew me out for things that I actually hadn't done — the most memorable of which was the time I mocked other sites' coverage of Lightning's "boob jiggle" in Lightning Returns, instead focusing on my actual hands-on impressions of the game I'd had from the Eurogamer Expo. He (wilfully?) misunderstood what I was doing as actually covering boob jiggle and nothing else, thereby making it clear he hadn't actually read the article he was so mad about. I had to have uncharacteristically stern words with him over that one.

    The reason MoeGamer exists relates to all this. Those of you who have been following me for a while may recall a notorious review of Hatsune Miku Project Diva F for PlayStation 3 written by a freelancer, in which said reviewer referred to the game (which, as anyone who has played it will know, is incredibly wholesome and pleasant) as "bringing the creep factor overseas" and described its audience as "degenerates". My colleague Cassandra and I took great umbrage at this, and the result was the launch of MoeGamer's spiritual predecessor: my column JPgamer, which afforded me a weekly opportunity to once again talk about the games that, in the early days of the site, I had helped build a solid reputation for.

    That Miku review hurt a significant part of the audience, because my previous work had shown that USgamer was a lot more friendly to the otaku audience than pretty much any other site around at the time — this was when ragebaiting audiences by insulting them and the games they liked was just starting to get popular — and said otaku audience, quite rightly, felt somewhat betrayed by this. So the first installment of my JPgamer column provided an opportunity to show that no, this wasn't what USgamer was all about, and that yes, there absolutely was a place for the otaku audience to call home here. Because I wanted it too.

    The reason why I bring all this up is that while I managed to cover most of the things I wanted to in JPgamer, Parish specifically forbade me from covering the first installment in the Genkai Tokki series, Monster Monpiece. He didn't like the ecchi artwork, so no-one else was allowed to talk about it either. When I say I was forbidden from talking about it, I absolutely mean it; I couldn't even post news stories talking about its release date, or about how it was a pleasant surprise such a niche-interest sort of game — it is, at heart, a collectible card game with really solid mechanics, if you never played it — had ended up localised.

    I stuck to Parish's rules to the letter for a quiet life, but I can't help but feel my eventually being laid off from USgamer "so that the site could have an all-American team" (the reason I was actually given… on my birthday, no less) was at least partly a result of him seeing me somehow as a "risk". I mean, we couldn't possibly have "his" site sullied with games he didn't like now, could we? Better to get the perverted Englishman with his dangerous, perverted audience out the door and bring on board some sycophants who will never question his judgement.

    Sigh. But anyway.

    Now we fast forward to today and here I am posting a review of the official English localisation of the third Genkai Tokki game, Moero Crystal. And giving it a glowing review, too. While I do genuinely feel that it's an absolutely excellent game and would encourage those of you who enjoy good dungeon crawlers (and don't mind a healthy dose of ecchi) to check it out, I also can't help but see the publication of this review as something of a victory over a frustrating aspect of my professional past.

    I'm still upset and bitter about the way I was treated at USgamer; I feel I had a promising career (with said promise backed up by site stats and audience engagement) cut short because of all this nonsense. I suspect that if I ever meet Parish in person, I will probably at the very least want to punch him right in the dick for his role in quite literally ruining a significant part of my life, and playing a huge part in the mental health issues I deal with on a daily basis today.

    But at least I can enjoy this small victory for now. Which, in these troubled times, is something to celebrate, at least.

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    #oneaday Day 647: Mission Accomplished https://imnotdoctorwho.moegamer.net/2020/09/16/oneaday-day-647-mission-accomplished/ https://imnotdoctorwho.moegamer.net/2020/09/16/oneaday-day-647-mission-accomplished/#respond Wed, 16 Sep 2020 21:04:31 +0000 https://imnotdoctorwho.moegamer.net/2020/09/16/oneaday-day-647-mission-accomplished/ Review safely squirrelled away; the embargo is up tomorrow, so with any luck it will actually go live tomorrow. It's not a "big" game as such, but I'm not sure offhand what other major releases are around right now, so it might actually go live on time for once. I mentioned this recently, but I … Continue reading #oneaday Day 647: Mission Accomplished

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    Review safely squirrelled away; the embargo is up tomorrow, so with any luck it will actually go live tomorrow. It's not a "big" game as such, but I'm not sure offhand what other major releases are around right now, so it might actually go live on time for once.

    I mentioned this recently, but I definitely think it's time to take a Twitter break for a bit again. While, as I mentioned, the weekend of HololiveEN's launch was thoroughly lovely, the last few days have been a torrent of negativity and whataboutery and all manner of other stuff I really don't have the patience or indeed the mental wellbeing to deal with at the moment. And, thinking about it, most of the positivity surrounding Hololive was actually on YouTube rather than Twitter — although seeing people sharing fanart on Twitter has been nice; I picked up some nice Amelia pics for today's post.

    I'm not going to make a big deal about not being around, and indeed there will still be posts going up on the MoeGamer account — the daily promotional posts will continue and I'm going to be better about remembering to "Buffer" a random selection of posts to show up throughout the day, as those always get a nice number of eyes on them, but I've deleted the Twitter app from my phone and am going to make a distinct effort to avoid using it on the computer. It's just not being good for me right now.

    Different people have different experiences with the platform, I know, but I've tried numerous strategies to escape the sides of it that I don't like — including both the "drown it out with art" approach that a lot of people advocate, along with mass unfollowing sprees — and it's still a source of considerable anxiety for me. It's silly to keep doing that to myself, so for now at least, balls to it; there are plenty of other means of getting in touch with me.

    A few people I know say the Instagram community is nice, but I never really know what to post on there, since it has no link handling and its obvious emphasis on images or short videos. Plus the seeming necessity to load up every post with a zillion hashtags for any chance of getting seen just seems enormously tiresome, particularly on mobile.

    I suspect I'm just not built for today's Internet. We had a good run, but these days I just want to get on with writing my words and making my videos; arguing with strangers or seeing the stupidest of stupid takes thrust into my face is not (and never has been) a desirable part of my life.

    Anyway! Hope you're doing well. Have a pleasant evening, and look out for my review on Nintendo Life tomorrow… hopefully! 🙂

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    #oneaday Day 646: Loose End https://imnotdoctorwho.moegamer.net/2020/09/15/oneaday-day-646-loose-end/ https://imnotdoctorwho.moegamer.net/2020/09/15/oneaday-day-646-loose-end/#respond Tue, 15 Sep 2020 21:52:27 +0000 https://imnotdoctorwho.moegamer.net/2020/09/15/oneaday-day-646-loose-end/ I'll level with you, reader, I'm not 100% sure what to write about today, so I'm going to do one of those stream of consciousness posts where I just start typing and see what happens. My Switch controller ran out of battery, y'see, so I couldn't keep on doing what I was doing, so I … Continue reading #oneaday Day 646: Loose End

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    I'll level with you, reader, I'm not 100% sure what to write about today, so I'm going to do one of those stream of consciousness posts where I just start typing and see what happens. My Switch controller ran out of battery, y'see, so I couldn't keep on doing what I was doing, so I thought I might as well do this while I thought about it.

    There's been a lot of very silly takes on social media today, mostly attempting to ride the tails of the English Hololivers' sudden explosion in popularity. This is kind of frustrating because, as I said the other day, the whole debut day for the Hololive English girls was remarkable in that it was a rare instance of everyone involved being happy, filled with joy and appreciating something all together. The "hot take" machines weren't paying any attention to it, what with it being a relatively niche interest thing, and so everyone was just free to enjoy things as they saw fit.

    Today? We've had people trying to connect Western vTuber fandoms to bigotry and Nazism, paedophilia, sexual assault, groomers and all manner of other disgusting shit. This is really getting extremely tiresome, because it's a seemingly endless cycle; something new and exciting that people are genuinely happy for comes along, and the miserable bastard brigade have to come along and declare how it's "problematic" for everyone and you should probably feel ashamed for some reason because they said so.

    Well, balls to all that. Once again, I find myself drifting noticeably away from any meaningful discourse on Twitter, and the temptation to just abandon it entirely raises its head once again. I might take another self-enforced break from the platform temporarily, because once again I can feel the never-ending negativity causing obvious cracks in my mental state. It's not healthy, and I hate it — particularly at a time like now, when there are people who want to be unconditionally enthusiastic and happy about something they're enjoying.

    Anyway, that ended up being more of a rant than I intended it to be, but there you go. Have a lovely evening!

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    #oneaday Day 645: My Lips are Sealed https://imnotdoctorwho.moegamer.net/2020/09/14/oneaday-day-645-my-lips-are-sealed/ https://imnotdoctorwho.moegamer.net/2020/09/14/oneaday-day-645-my-lips-are-sealed/#respond Mon, 14 Sep 2020 23:59:24 +0000 https://imnotdoctorwho.moegamer.net/2020/09/14/oneaday-day-645-my-lips-are-sealed/ Ahhhh. Kind of champing at the bit to talk about the game I'm playing for my current Nintendo Life assignment, but embargoes. I know there's no real way of the people who enforce such things knowing that I'm talking about it (unless they happen to be Patrons, which I'm pretty sure they aren't) but still. … Continue reading #oneaday Day 645: My Lips are Sealed

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    Ahhhh. Kind of champing at the bit to talk about the game I'm playing for my current Nintendo Life assignment, but embargoes. I know there's no real way of the people who enforce such things knowing that I'm talking about it (unless they happen to be Patrons, which I'm pretty sure they aren't) but still. I like to be careful.

    The reason I want to talk about this game is because it's fantastic. I was planning on playing it anyway, but I've been absolutely glued to it since I got my review code the other day — and not just because the embargo is up on Thursday and I want to get as far through as possible before actually writing something about it.

    Suffice to say that besides my Nintendo Life review on it, there will also be some substantial words written about it on MoeGamer in the very near future, likely as a multi-part feature running alongside the continuing Atelier MegaFeature. (I don't feel too bad having not started my replay of Atelier Meruru yet, since I'm a little ahead of schedule on the articles, making it an ideal time to get stuck right in to [REDACTED].)

    Anyway. Those of you who might have spoken to me privately will already know what it is I am talking about, and others of you might be able to figure it out anyway, but suffice to say… it's good. Real good. Real good. And I look forward to my review almost certainly ending up at the top of the Metacritic list for the game, haha.

    Anyway. Sorry for the gratuitous tease, but I wanted to let out a bit of that frustration and you were nearby. Apologies for that. I'm off to bed now. Have a lovely evening!

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    #oneaday Day 644: The Morning After https://imnotdoctorwho.moegamer.net/2020/09/13/oneaday-day-644-the-morning-after/ https://imnotdoctorwho.moegamer.net/2020/09/13/oneaday-day-644-the-morning-after/#respond Sun, 13 Sep 2020 21:47:21 +0000 https://imnotdoctorwho.moegamer.net/2020/09/13/oneaday-day-644-the-morning-after/ I stayed up until after 3AM watching the HololiveEN girls' debuts last night, and I don't regret a thing. It was really interesting to immerse myself in a side of online culture that I haven't explored before, and I have to say, I rather liked it. I mentioned yesterday how the whole experience was just … Continue reading #oneaday Day 644: The Morning After

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    I stayed up until after 3AM watching the HololiveEN girls' debuts last night, and I don't regret a thing. It was really interesting to immerse myself in a side of online culture that I haven't explored before, and I have to say, I rather liked it.

    I mentioned yesterday how the whole experience was just pleasantly positive, with no-one complaining or whining or trying to one-up one another; it was just a bunch of people who had turned out to watch animated 2D women do things. And everyone was having a thoroughly lovely time, even during Amelia Watson's acid trip of a debut stream, which was one of the most bizarre things I think I've ever sat through in my life.

    Today, the girls were getting started on some of their "real" streams, and I caught a couple. Calli and Kiara had a joint stream (hosted by Calli) where they were talking about her music, her inspirations and suchlike, and Kiara was driving the shippers wild. Those two have an excellent dynamic together that I hope we see more of; Kiara in particular is a natural entertainer, and Calli, while clearly still suffering some nerves — at least partly as a result of her potato PC meaning the visual side of her performance could have been a little smoother — most certainly has considerable talents to share with us. Not least of which are her rapping skills, which I encourage you to check out in this shockingly catchy number here: https://www.youtube.com/watch?v=5y3xh8gs24c

    Ina then did an art stream which was wonderfully chilled out and relaxing. She has an incredibly soothing voice and manner about her, and she's become a real favourite of a lot of people thanks to this thoroughly lovely personality. She's also a hell of an artist too, cranking out some decent quality sketches of four of the HololiveEN girls in less than an hour.

    I don't know how much time I'll find myself spending watching these girls in the long term, but I feel like if they ever end up streaming in the daytime while I'm working the day job, they'll prove a rather pleasant distraction from the ever-present tedium. The thing I find with streamers in general is that I usually don't want to spend time just watching them — ideally, they'd be on while I'm doing something else that doesn't require much brainpower.

    Unfortunately, with the way my Aspie brain works, this means that gaming is usually out, because dividing my attention between two things that I enjoy engaging with actually makes me extremely anxious. So it's probably going to be restricted to times when I actually have the freedom to sit down and watch without "guilt", or those times when I'm doing something utterly mindless. Or perhaps trying to sleep.

    We'll see. For now, I'm very much impressed with the girls' first steps, and I wish them every success.

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    #oneaday Day 643: All Hail Hololive https://imnotdoctorwho.moegamer.net/2020/09/12/oneaday-day-643-all-hail-hololive/ https://imnotdoctorwho.moegamer.net/2020/09/12/oneaday-day-643-all-hail-hololive/#respond Sat, 12 Sep 2020 22:23:12 +0000 https://imnotdoctorwho.moegamer.net/2020/09/12/oneaday-day-643-all-hail-hololive/ It was the official debut of the English-speaking Hololive crew today, also known as "HoloMyth" thanks to the fact that they're all based loosely on mythological creatures, figures or concepts. At the time of writing, I'm eagerly awaiting Amelia Watson's stream at midnight my time, and have really enjoyed what I've caught of Mori Calliope … Continue reading #oneaday Day 643: All Hail Hololive

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    It was the official debut of the English-speaking Hololive crew today, also known as "HoloMyth" thanks to the fact that they're all based loosely on mythological creatures, figures or concepts. At the time of writing, I'm eagerly awaiting Amelia Watson's stream at midnight my time, and have really enjoyed what I've caught of Mori Calliope (Death), Takanashi Kiara (chic… I mean PHOENIX), Ninomae Ina'nis (priestess of the Ancients… plus tentacles) and Gawr Gura (SHARK).

    All of them had a relatively formulaic, structured stream, but this worked well, as it gave them an opportunity to talk a bit about themselves (or their characters, at least) as well as show off their Live2D models, their ability to speak multiple languages, their own personal creative projects and their musical talents. By the end of each girl's hour-long stream, everyone had a pretty decent idea of what to expect from each of them, along with an idea as to what their upcoming streams would involve.

    I don't watch a lot of streams as a general rule, as I've noted here before, but the Hololive girls are filled with such infectious personality that I feel like I'm probably going to spend at least some time checking their stuff out. I am, obviously, probably most interested in their gaming streams, but Ina'nis is doing a drawing stream tomorrow that I think will be interesting to check out — she's done some of the promo art for the group and has already proven herself to be rather talented in that regard.

    I'm still not 100% sure I "get it", but I certainly like these girls a great deal already, and am interested to see if they can keep my attention over time. Hololive is a huge phenomenon out East, and I'm interested to see quite how much it catches on in English-speaking territories.

    If nothing else, these streams have been a wonderful escape from the negativity, doomsaying, cynicism and outright nastiness of the rest of the Internet for an hour at a time. Each one has been an injection of pure happiness, which is exactly what we all need right now. And that alone makes what these girls are doing worthwhile.

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    #oneaday Day 642: Totori Down https://imnotdoctorwho.moegamer.net/2020/09/12/oneaday-day-642-totori-down/ https://imnotdoctorwho.moegamer.net/2020/09/12/oneaday-day-642-totori-down/#respond Sat, 12 Sep 2020 01:07:53 +0000 https://imnotdoctorwho.moegamer.net/2020/09/12/oneaday-day-642-totori-down/ I beat Atelier Totori tonight, and did much better than my first time through! First time, I managed to just about scrape the Normal ending, but didn't even see the "final boss" of the game. This time I not only saw it, I beat it — and even got a character-specific ending. (Melvia's, in this … Continue reading #oneaday Day 642: Totori Down

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    I beat Atelier Totori tonight, and did much better than my first time through! First time, I managed to just about scrape the Normal ending, but didn't even see the "final boss" of the game. This time I not only saw it, I beat it — and even got a character-specific ending. (Melvia's, in this case, which I'm happy with — I messed up Mimi's events along the way so would have gone for hers otherwise.)

    I'll obviously be writing more about this in the near future, but Atelier Totori is a really interesting game in that structurally it almost resembles an old-school Western RPG as much as anything else. You're moving around a map, taking specific amounts of time to get places, and things happen at certain times. There are things around the world that will absolutely definitely beat the shit out of you if you don't go in properly prepared (aforementioned final boss being one of them, but he is the least of your worries if you want to see everything in the game!) and tons of interesting secrets to discover.

    I mentioned in my recent features on Atelier Rorona how that game has a much more freeform, non-linear structure than its immediate predecessors, and this is even more true in the case of Atelier Totori, which essentially says "you have three years to achieve this one thing, get on with it" and then invites you to approach said task however you see fit.

    Getting the "True" ending, which involves fulfilling the conditions for all the other endings simultaneously, seems like an enormous challenge, but one I'm keen to take on at some point. The nice thing about the Arland games is that a single playthrough is short enough that it doesn't feel like a huge effort to go through again, particularly since you can carry equipment and money over to your next playthrough.

    I'm a little ahead of schedule now, so I'm going to have to take a little time away from Atelier to tackle a new Nintendo Life assignment in the coming days. It's a game I'm looking forward to exploring — and one I was going to play anyway at some point — but it's embargoed for the minute so that's all I can say for now!

    Anyway, it's 2AM. Time to sleep, I think!

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    #oneaday Day 641: Reboot https://imnotdoctorwho.moegamer.net/2020/09/11/oneaday-day-641-reboot/ https://imnotdoctorwho.moegamer.net/2020/09/11/oneaday-day-641-reboot/#respond Fri, 11 Sep 2020 00:08:36 +0000 https://imnotdoctorwho.moegamer.net/2020/09/11/oneaday-day-641-reboot/ I was pondering my own mental health earlier, as I often do. And there are some things I need to try and do. First, I need to figure out what has happened to my attention span with regard to things that I don't particularly want to do. I'm trying to determine whether my atrocious attention … Continue reading #oneaday Day 641: Reboot

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    I was pondering my own mental health earlier, as I often do. And there are some things I need to try and do.

    First, I need to figure out what has happened to my attention span with regard to things that I don't particularly want to do. I'm trying to determine whether my atrocious attention span right now is due to going stir crazy at home, if it's due to the medication I take for anxiety (which anecdotal reports seem to suggest can affect one's attention span at least temporarily) or if it's a combination of many and varied factors. I suspect the latter; I've been taking the meds for a while and thus I feel like I'd have probably noticed this a bit sooner if it was just them causing issues.

    Secondly, I need to figure out how to just… cope with day to day life. Realistically, I need my day job for the moment, and however much I find myself not enjoying it, trying to "avoid" it, as I have been to a certain extent, is not going to help matters; in fact, it will probably create problems in the long term. This side of things is something I can at least do something reasonably concrete about.

    One of the reasons my day job frustrates me is because it's boring and easy, which makes me not want to fart around with it. Which means I end up putting things off for hours and hours without really achieving anything productive or helpful in the meantime. So, clearly what I need to do is simply take the boring and easy things and bash them out as quickly as possible as one of the first things I do in the day. That way, they're done, and I potentially have the rest of the day to do whatever I want to do, since I'm working from home and there's no-one to check up on me.

    When you're talking about the irrationality of mental health, all this is, of course, much easier said than done, but recognising an issue is an important first step in being able to deal with it. So I'm going to do my best to start looking at things… if not positively, then at least a bit more practically from tomorrow morning, and we'll see how things go.

    There's always Magicami, Atelier and Olympic video games to distract me for a little while if it all gets a bit much, after all.

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    #oneaday Day 640: Next-Gen Unhype https://imnotdoctorwho.moegamer.net/2020/09/09/oneaday-day-640-next-gen-unhype/ https://imnotdoctorwho.moegamer.net/2020/09/09/oneaday-day-640-next-gen-unhype/#respond Wed, 09 Sep 2020 21:56:21 +0000 https://imnotdoctorwho.moegamer.net/2020/09/09/oneaday-day-640-next-gen-unhype/ I'm almost certain we'll discuss this on the MoeGamer Podcast at some point, but the thoughts are fresh in my mind right now, so I thought I'd pop them down on paper with no real organisation. I'm not excited for "next-gen". I've said this before, but this is the most not excited for "next-gen" I've … Continue reading #oneaday Day 640: Next-Gen Unhype

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    I'm almost certain we'll discuss this on the MoeGamer Podcast at some point, but the thoughts are fresh in my mind right now, so I thought I'd pop them down on paper with no real organisation.

    I'm not excited for "next-gen". I've said this before, but this is the most not excited for "next-gen" I've been in the history of next-gens.

    My reasoning behind this is that the things people seem to be getting excited about are the absolute antithesis to the things I like about gaming. The main case in point at the time of writing is the recent reveal of the Xbox Series S — a smaller, lighter, 1440p version of the next-generation Xbox with no disc drive and a 512GB SSD. Everyone seems super-hyped about this because 1) it's launching at $299, which seems eminently reasonable for a new console and 2) something about Xbox Game Pass.

    I don't like Xbox Game Pass, and it kind of baffles me why so many people are so thoroughly on board with it. And I'm not just saying this to be contrary; I have fresh memories in my mind of how vociferous the resistance to "not actually owning your games" has been in the past when, for example, games have ended up delisted from various digital storefronts. Hell, in the last week we've had people chewing out Nintendo for the Super Mario 3D All-Stars collection no longer being available after March of next year.

    So what's different about Game Pass? I guess it's "cheaper" in that you pay less up front and have access to all the games you want from their catalogue rather than paying more, once, for a single game. But I'm not convinced that's necessarily a good thing, for several reasons. Firstly is the obvious one: stop paying, you no longer have access to any of the games.

    Secondly is perhaps more of a concern when we think about how few people already bother to play their games all the way through. With a vast, ever-growing catalogue of new experiences to try on Game Pass, people are going to be even less likely to see things through to their respective conclusions, which means 1) said people are going to miss out on some fabulous finales, and 2) developers and publishers are going to do their best to implement "retention strategies" in order to keep people playing.

    Because the business model for Game Pass pays out to developers and publishers according to play time, it's in companies' interests to put out one, continuously updated game that never ends, a la Fortnite or its ilk. Throw in some microtransactions on top of it and they have the potential to make even more money atop whatever they get out of Game Pass. EA signed up to make their EA Access catalogue part of Xbox Game Pass today, and you can be damn sure they'll be on the front line of implementing this bullshit with anything even vaguely online-centric.

    Game Pass does have value in that it's a risk-free way to try things out without buying them… but that used to be what demos were for, and older demos often provided unique experiences to the full game. Plus how many people do you think are going to find something on Game Pass that they like and then buy it if they already have access to it? Not many, I'd wager.

    On top of all that, the meagre 512GB SSD the Xbox Series S comes with means that deleting games to make room for new ones will be an absolute necessity. And I suspect not many people will bother to redownload something they consider themselves "done" with if something new and shiny is just a click away.

    I don't like the direction things are going, and I don't like how bafflingly positive people have been about all this, given, as I say, past criticisms of digital distribution models. Sony has some work to do in order to convince me next-gen is worth jumping in on. And I suspect the various limited run companies are going to be very busy in the coming years, too.

    I don't like to be negative about what should be an exciting time, but frankly, most of what I've seen about the new generation of consoles fills me with worry rather than anticipation. I hope I'm wrong.

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    #oneaday Day 639: Olympian Effort https://imnotdoctorwho.moegamer.net/2020/09/08/oneaday-day-639-olympian-effort/ https://imnotdoctorwho.moegamer.net/2020/09/08/oneaday-day-639-olympian-effort/#respond Tue, 08 Sep 2020 22:41:07 +0000 https://imnotdoctorwho.moegamer.net/2020/09/08/oneaday-day-639-olympian-effort/ Since covering Winter Games on Atari A to Z recently, I've been delving into the recent history of official Olympic games on various platforms — primarily the Xbox 360 at this point, but I have a copy of the currently Asia-only Tokyo 2020 Switch game on the way for tomorrow, too. I'm finding myself reminded … Continue reading #oneaday Day 639: Olympian Effort

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    Since covering Winter Games on Atari A to Z recently, I've been delving into the recent history of official Olympic games on various platforms — primarily the Xbox 360 at this point, but I have a copy of the currently Asia-only Tokyo 2020 Switch game on the way for tomorrow, too.

    I'm finding myself reminded how much I enjoy these games, and how they have a definite appeal, particularly in this era of very long games. Each of these Olympic Games… err, games… provides a short, simple, self-contained collection of Things to Do that are fun. And while there's some overlap between versions, each package does offer its own distinct, unique twist on things to keep things interesting.

    Currently, I'm playing Vancouver 2010 from Eurocom and Sega, and having a really nice time. They did a great job with the atmosphere on this one; there's some fantastic sound design on some events, with the ski jump being a particular highlight. The range of events is a little limited, but such is the nature of the Winter Olympics to a certain degree.

    The game as a whole offers a bit of longevity, though; besides the "Training" mode (which is actually pretty much a "Compete in One Event" mode, given that it has leaderboards) there's the main Olympic mode, plus a Challenge mode that tasks you with taking on the various events with additional conditions to fulfil while you're doing your snowy, icy thing. On some of the skiing events, for example, you have to either avoid or crash into snowmen; some ski jump events have you attempting to land at specific distances; several events have "average speed" challenges to tackle. It's fun. And, despite this being a point of criticism for a lot of reviewers, I actually like the fact there's no long-term "career" mode. It's a pick up and play game. Sit down, play with some skis, snowboards and skates until you've had enough, then go do something else. No commitment, still fun. I like it.

    I'm intrigued to check out the Tokyo 2020 game as it sounds like it has a fun character creator and makes some interesting decisions in the name of making it a better video game rather than an accurate simulation of The Olympics That Never Were. More on that in the near future, though — and perhaps some sort of "Olympic Supertest" in the slightly more distant future. I have a few more official Olympic games to collect first though!

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    #oneaday Day 638: Job Satisfaction https://imnotdoctorwho.moegamer.net/2020/09/07/oneaday-day-638-job-satisfaction/ https://imnotdoctorwho.moegamer.net/2020/09/07/oneaday-day-638-job-satisfaction/#respond Mon, 07 Sep 2020 23:32:45 +0000 https://imnotdoctorwho.moegamer.net/2020/09/07/oneaday-day-638-job-satisfaction/ I'm pleased with the upcoming videos I've got on the way. The fact that I got so many done in a big batch felt good, and I feel like they cover some interesting subject matter, too — including both a few well-known titles and, of course, some lesser-known stuff too. I enjoy what I do … Continue reading #oneaday Day 638: Job Satisfaction

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    I'm pleased with the upcoming videos I've got on the way. The fact that I got so many done in a big batch felt good, and I feel like they cover some interesting subject matter, too — including both a few well-known titles and, of course, some lesser-known stuff too.

    I enjoy what I do a great deal — and, more to the point, I actually feel like I do a pretty good job at it, both in terms of my written work and my video work.

    The latter in particular is something i'm especially pleased with; a few years back I would never really have considered doing what I did when I started Atari A to Z– let alone showing my face on video rather than providing audio-only commentary. It's help me develop a certain degree of confidence in myself; as I've noted numerous times on these pages, I am not someone who is especially self-confident, and I have particular difficulty making small talk with people I don't know particularly well (or indeed at all) and, on top of that, I have all sorts of body image issues that cause me varying degrees of anxiety.

    Making videos has helped with that to a certain degree. I still don't like what I see when I look in the mirror — and I know I need to make an effort to do something about that — but, for some reason, I'm not ashamed of seeing my face on video, nor am I ashamed of hearing my voice.

    That last one is a big deal. I used to hate my voice. I didn't even like it all that much when I regularly appeared on the Squadron of Shame SquadCast, the old podcast I did 10+ years ago, but I especially hated it when I was a kid. There are various reasons for that, but I guess they were insecurities that it was possible to get past. That and having a good microphone helps more than you can possibly imagine; getting something that gives your voice a bit of "presence" (mostly through a bit of body to the bass end of things) makes a world of difference.

    I'm just sort of rambling now, I'm aware. But I just wanted to say thanks for continuing to support what I do, and for believing in it. I'm muddling my way through all this without any real long-term plan, and I'm enjoying it along the way. I wish I could make enough money from doing this to make it my full-time job — but for now at least, it's a means of directing my energy, and my enthusiasm for the things that have always been important to me.

    Knowing that there are some lovely people following along on this journey with me is a wonderful feeling, so thank you for being here. Tell your friends!

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    #oneaday Day 637: Doomscrolling https://imnotdoctorwho.moegamer.net/2020/09/06/oneaday-day-637-doomscrolling/ https://imnotdoctorwho.moegamer.net/2020/09/06/oneaday-day-637-doomscrolling/#respond Sun, 06 Sep 2020 14:41:10 +0000 https://imnotdoctorwho.moegamer.net/2020/09/06/oneaday-day-637-doomscrolling/ I learned this term the other day. It describes that state of mind where all you're doing is scrolling through social media, looking for something to get upset about. You're not necessarily consciously looking for something to get upset about — you might tell yourself that you're looking for something "interesting" to engage with — … Continue reading #oneaday Day 637: Doomscrolling

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    I learned this term the other day. It describes that state of mind where all you're doing is scrolling through social media, looking for something to get upset about. You're not necessarily consciously looking for something to get upset about — you might tell yourself that you're looking for something "interesting" to engage with — but, in practice, you are, nine times out of ten, looking for something to get upset or angry about.

    Now I know there's a word for this, I feel increasingly conscious of it, and I've found myself deliberately wanting to avoid social media for the last few days. This is, of course, a double-edged sword — hanging back from social media makes it difficult to talk to people (particularly if you're also hanging back from Discord because the servers you've hung out on in the past are also proving to be prone to this) but it also means you'll almost certainly get a lot more done, and not waste hours of your life getting upset and angry about things that don't matter.

    I often think it'd be nice to just close my Twitter account altogether, but the fact is it's an important source of people actually finding and sharing my work — as well as making new contacts, which often leads to interesting things. So I don't feel like I can abandon it altogether, which kind of sucks.

    That said, what I can do is try and curtail my doomscrolling. Put my phone out of reach when I'm doing something else. Break the habit of just clicking through Twitter, Discord, Reddit when my mind is idling. Get more shit done. Perhaps even go so far as to set myself some specific "Twitter hours" when I sit down and "do my social media" for the day. That is, after all, how we used to handle email. Six o'clock and cheap rate phone calls would roll around, we'd log on to CompuServe, check our emails, respond to any that needed responding to, then hang up.

    Ah, simpler times. Perhaps there's some value in trying to recapture that.

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    #oneaday Day 636: The Tragedy of Sports Games https://imnotdoctorwho.moegamer.net/2020/09/05/oneaday-day-636-the-tragedy-of-sports-games/ https://imnotdoctorwho.moegamer.net/2020/09/05/oneaday-day-636-the-tragedy-of-sports-games/#respond Sat, 05 Sep 2020 22:57:29 +0000 https://imnotdoctorwho.moegamer.net/2020/09/05/oneaday-day-636-the-tragedy-of-sports-games/ A mildly interesting thought occurred to me while I was buttering my bagel five minutes ago. (No, that's not a euphemism). And that is that sports games are not what they used to be. This might sound blindingly obvious, but let me talk you through my thought process. I've been revisiting quite a lot of … Continue reading #oneaday Day 636: The Tragedy of Sports Games

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    A mildly interesting thought occurred to me while I was buttering my bagel five minutes ago. (No, that's not a euphemism). And that is that sports games are not what they used to be.

    This might sound blindingly obvious, but let me talk you through my thought process.

    I've been revisiting quite a lot of sports games through the Atari A to Z Flashback series in particular, and I tend to dread the prospect of them, but actually end up quite enjoying a lot of them. In the case of 2600 games, this is often because the games in question only bear a passing resemblance to the sport they're supposedly simulating and are instead designed as "fun video games".

    But that's not all. Recently on Atari ST A to Z, I covered Epyx's Winter Games, and I was reminded how much I liked that series of games back on the Atari 8-bit and ST. And this evening, on a whim I decided to boot up Vancouver 2010, the official video game of the 2010 Winter Olympics. I had a blast with it!

    I even — don't tell anyone — had a good time with at least one installment of FIFA back in the day. Specifically, the World Cup '98 incarnation on the N64, which I picked up as part of my failed attempts to "get into football" and fit in a bit better with my peers. World Cup '98 was, again, just a fun video game — albeit one that bore rather more of a resemblance to the game of football than Championship Soccer on 2600 did.

    In recent years, it feels like the sports games, particularly those that have become annualised, have lost sight of the things that made games like the NHL series on the Mega Drive great — they were fun video games first and foremost; the kind of thing you could throw on when you had friends over, and you'd have a great time trash-talking and competing against one another.

    These days, the sports games are their publishers' cash cows. Not only do they release versions with marginally incremental improvements each year — along with the odious "Legacy Edition" practice they've been doing on Switch, which I won't get into now — but they riddle the damn things with microtransactions. FIFA has its Ultimate Team mode, for example, which is a fun idea in theory until you consider quite how much money you could end up investing in it if you decide to take it seriously. And one of the basketball games in recent years attracted a ton of controversy for featuring a casino mode. What happened to, y'know, basketball?

    I dunno. These games don't feel like they're about getting a few friends over to have some fun any more; like so many other things, it feels like they're more about trying to assert your dominance online, brag about your "achievements" (when said achievements more than likely actually mostly came about from throwing your money at things) and then quietly buy the next, near-identical game the following year because no-one will play the old one online any more.

    I really enjoyed my brief time with Vancouver 2010 this evening. It's a fun, simple, arcade-style winter sports game that I can see being immensely fun with multiple players involved. If hanging out in person ever becomes a thing again, I'm definitely going to give it a shot with some friends — along with some of the other Olympics games I've found myself collecting for 50p a pop in recent months!

    You won't catch me buying any of the modern sports games, though. For me, they represent the very worst of the modern games industry — and they don't even look like fun video games that anyone can pick up any more!

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    #oneaday Day 635: Correct Choice https://imnotdoctorwho.moegamer.net/2020/09/04/oneaday-day-635-correct-choice/ https://imnotdoctorwho.moegamer.net/2020/09/04/oneaday-day-635-correct-choice/#respond Fri, 04 Sep 2020 23:50:34 +0000 https://imnotdoctorwho.moegamer.net/2020/09/04/oneaday-day-635-correct-choice/ Been super productive today! Got a whole bunch of videos recorded and ready to edit, and I'm pleased with the variety of stuff covered in them. I'm already feeling that the decision to drop long playthroughs for now was very much the right one; working on the videos today without the "weight" of several hours … Continue reading #oneaday Day 635: Correct Choice

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    Been super productive today! Got a whole bunch of videos recorded and ready to edit, and I'm pleased with the variety of stuff covered in them.

    I'm already feeling that the decision to drop long playthroughs for now was very much the right one; working on the videos today without the "weight" of several hours of FFIII looming over me was very pleasant indeed. I could focus on each individual game without worrying about having to rush or anything like that, and it was nice.

    As I noted in my video the other day, I'm not ruling out the idea of returning to long playthroughs in the future — some of my favourite videos are from previous long playthroughs, particularly in the Project Zero and Split/Second series. For now, though, I'm pretty convinced I've made the right decision.

    Off to bed now. Gonna get all this stuff edited tomorrow, and then I'll be well ahead of schedule on things, which is a nice feeling. Hope the end of your respective weeks are good, and you have a pleasant weekend to look forward to!

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    #oneaday Day 634: Peaceful Day https://imnotdoctorwho.moegamer.net/2020/09/03/oneaday-day-634-peaceful-day/ https://imnotdoctorwho.moegamer.net/2020/09/03/oneaday-day-634-peaceful-day/#respond Thu, 03 Sep 2020 22:00:54 +0000 https://imnotdoctorwho.moegamer.net/2020/09/03/oneaday-day-634-peaceful-day/ I've had a pleasantly peaceful day today. I haven't given myself too much to do, made some free time for myself, and still got some stuff done. Notably, I got all my research done ready for another batch of Atari A to Z videos, so I can spend tomorrow getting well ahead of schedule on … Continue reading #oneaday Day 634: Peaceful Day

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    I've had a pleasantly peaceful day today. I haven't given myself too much to do, made some free time for myself, and still got some stuff done. Notably, I got all my research done ready for another batch of Atari A to Z videos, so I can spend tomorrow getting well ahead of schedule on those, and perhaps putting some other things together, too.

    Spent some more time with Magicami DX, too. Enjoying that a lot, actually, though it's a shame that the mobile version doesn't seem to work yet — I'd love to be able to play it on the toilet. They are aware of the issue, at least, so that should be all sorted soon. In the meantime, the browser version works perfectly fine and, more importantly, the gyaru character has now joined my party, so all is very well in the world of Magicami.

    Getting nicely ahead of schedule on Atelier, too, which is nice after the last few PS2 installments ran a little longer than I expected! I've got a few more Atelier Rorona articles in me, and in the meantime I'm partway through Atelier Totori and doing much better than my first playthrough! I finished the first "half" of the game approximately two in-game years ahead of schedule, so at present I'm able to run around pretty freely working on relationships, events and crafting shiny pieces of equipment for as many of the characters as I can. Not sure if I'll get the True ending or not — the True ending requirements in Atelier Totori are very strict and challenging! — but so long as I haven't messed anything up beyond repair so far, and I don't think I have, I might have a shot at it. We'll see.

    Continuing to enjoy Nurse Love Syndrome, too. I can't tell if I've ended up on a "route" or not as yet — or indeed if this VN even has discrete "routes", but I assume it does — but I'm finding it thoroughly compelling, with an extremely likeable cast of characters and an almost painful sense of relatability with regard to feeling somewhat "out of your depth" in the workplace. More on that when I've finished a single playthrough, though.

    Tomorrow will be a day for making videos and writing, then I'll see how I feel over the weekend. Might be nice to just have a couple of days completely off, but we'll see how restless I'm feeling 🙂

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    #oneaday Day 633: Collapse https://imnotdoctorwho.moegamer.net/2020/09/02/oneaday-day-633-collapse/ https://imnotdoctorwho.moegamer.net/2020/09/02/oneaday-day-633-collapse/#respond Wed, 02 Sep 2020 19:33:05 +0000 https://imnotdoctorwho.moegamer.net/2020/09/02/oneaday-day-633-collapse/ It's the end of my working week now; I have the next couple of days off. I was hoping to take the whole week off, but something something important projects high priority blah blah blah. Oh well. Two days is better than no days. As I contemplate the free time ahead of me, I'm suddenly … Continue reading #oneaday Day 633: Collapse

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    It's the end of my working week now; I have the next couple of days off. I was hoping to take the whole week off, but something something important projects high priority blah blah blah. Oh well. Two days is better than no days.

    As I contemplate the free time ahead of me, I'm suddenly overcome with a feeling akin to exhaustion. I don't think I'm necessarily physically exhausted, but I feel mentally exhausted. And I'm not 100% sure why; I wouldn't say I've been especially stressed or anything of late. My conjecture is that my dissatisfaction with my day job is, in itself, proving to be a bit stressful, and the prospect of being away from that for a few days is providing something of a release of tension that has been steadily building up over the course of the last few… weeks, months, whatever it is.

    And so it is that I find myself at 8.30pm, strongly contemplating going to bed. It feels like a bit of a waste, though. Perhaps I need to neck a nice cup of coffee or something — there are lots of things I could be doing (that I actually want to do, more to the point), so I just need to shake off the mental fog that threatens to descend and actually get on with something I enjoy for now. Time for oneself is precious; no sense in wasting it worrying about literally nothing.

    With that in mind, I'm off to get a coffee and, in all likelihood, play some Atelier Totori. Hope your week is going well!

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    #oneaday Day 632: For My Father https://imnotdoctorwho.moegamer.net/2020/09/01/oneaday-day-632-for-my-father/ https://imnotdoctorwho.moegamer.net/2020/09/01/oneaday-day-632-for-my-father/#respond Tue, 01 Sep 2020 17:05:39 +0000 https://imnotdoctorwho.moegamer.net/2020/09/01/oneaday-day-632-for-my-father/ This is set to come out as tomorrow's episode of short;Play, but I was excited to share it early with those of you following along on here. My parents are among you kind Patrons, and since my Dad was very interested in seeing the new Microsoft Flight Simulator in action, I thought I'd give him … Continue reading #oneaday Day 632: For My Father

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    This is set to come out as tomorrow's episode of short;Play, but I was excited to share it early with those of you following along on here. My parents are among you kind Patrons, and since my Dad was very interested in seeing the new Microsoft Flight Simulator in action, I thought I'd give him (and the rest of you) an early look.

    Enjoy the flight… and don't worry, I do notice that I left my flaps extended eventually.

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    #oneaday Day 631: Busy Holiday! https://imnotdoctorwho.moegamer.net/2020/09/01/oneaday-day-631-busy-holiday/ https://imnotdoctorwho.moegamer.net/2020/09/01/oneaday-day-631-busy-holiday/#respond Tue, 01 Sep 2020 00:21:49 +0000 https://imnotdoctorwho.moegamer.net/2020/09/01/oneaday-day-631-busy-holiday/ Bank holiday today, so I had a day off from the day job. Part of my day was taken up with ferrying the wife and her friends to the station ahead of their Final Fantasy XIV Free Company trip to Brighton, so I didn't get it entirely to myself, but I did manage to get … Continue reading #oneaday Day 631: Busy Holiday!

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    Bank holiday today, so I had a day off from the day job. Part of my day was taken up with ferrying the wife and her friends to the station ahead of their Final Fantasy XIV Free Company trip to Brighton, so I didn't get it entirely to myself, but I did manage to get a bunch of stuff recorded, including the next two weeks' worth of Atari A to Z videos, and one episode of short;Play. That leaves one episode of short;Play and two episodes of Final Fantasy Marathon to polish off by the end of the week (ideally, anyway) — and since I have Thursday and Friday off, that shouldn't be too much of a problem.

    I must confess I'm actually considering retiring the Final Fantasy Marathon series. Although I feel like the complete marathon is a noble goal that I do want to accomplish, at the same time it's also the most time-consuming and tiring of all the video series that I do right now, at the current rate I'm going it's going to take literally years, and right now I'm not enjoying it all that much. I've always found Final Fantasy III a bit of a drag anyway, and at the moment I'm feeling more "obliged" to play it than that I "want" to play it. This is obviously a bit of a problem.

    The other thing is that the series hasn't achieved what I hoped it would: I was hoping that recognisable names like the Final Fantasy games would bring more people to the channel, and then they'd discover the other stuff I do, but in practice it's actually ended up being the other way around — people come to my channel for the interesting and weird stuff, particularly the Atari games. I guess that makes sense; there are almost certainly thousands of Final Fantasy videos out there, however much I might put my own twist on them with stuff like my silly voice acting and whatnot, whereas explorations of Atari games are rarer by virtue of the fact that Atari systems (2600 aside) were always less popular than the machines that "won" their respective generations.

    In other words, people are coming to my channel for something unique, rather than being attracted by something they could (in theory) see somewhere else. So with that in mind, it's starting to feel a bit like a waste of time and energy to continue with the Final Fantasy videos, when they take up so much time and energy in my recording sessions. I feel like I'd rather spend that being able to get further ahead of schedule, or doing some more ambitious short;Play episodes like the one I recorded earlier tonight.

    I don't know. I'll mull it over throughout the week and decide soon. I know there are a couple of regular viewers of the Final Fantasy videos — and when I get relatively few views like I do, those individuals can be precious — but for the sake of my own energy levels it's something I definitely need to ponder. I'd much rather take the time to be doing stuff that I'm truly enthusiastic about than stuff that is starting to feel like a bit of a drag.

    Anyway! That aside, hope you've had a pleasant Monday. Back to the day job for a couple of days for me tomorrow, then Thursday and Friday off to do things I want to do. Can't wait. For now, sleep (and possibly Nurse Love Syndrome) is calling.

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    #oneaday Day 630: Makin' Ladies https://imnotdoctorwho.moegamer.net/2020/08/29/oneaday-day-630-makin-ladies/ https://imnotdoctorwho.moegamer.net/2020/08/29/oneaday-day-630-makin-ladies/#respond Sat, 29 Aug 2020 21:08:04 +0000 https://imnotdoctorwho.moegamer.net/2020/08/29/oneaday-day-630-makin-ladies/ As promised, I spent a significant proportion of today playing with Koikatsu to get a feel for the possibilities of the character creator, and a brief bit of time in the Studio. Both are very similar to Honey Select — the Studio app in particular is pretty much identical to Studio NEO from the Honey … Continue reading #oneaday Day 630: Makin' Ladies

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    As promised, I spent a significant proportion of today playing with Koikatsu to get a feel for the possibilities of the character creator, and a brief bit of time in the Studio. Both are very similar to Honey Select — the Studio app in particular is pretty much identical to Studio NEO from the Honey Select expansion — so it was fun to see what a difference the change in art style made from its more realistic counterpart.

    The results of my day's work can be seen here:

    I'm kicking around an idea in my head for a yuri VN based in an office, and figured out some preliminary character profiles earlier. Then I went into Koikatsu and tweaked things in the character creator until I felt like their respective "looks" went with the personalities and backgrounds I'd established for each of them. Then I plonked them into Studio and got them to pose. I'm pleased with the result, though I want to fiddle around a bit more with the myriad lighting options, since Koikatsu allows everything from the hard lines seen in this image to softer, more subtle transitions between light and shadow.

    At some point in the very near future I'll experiment with making some actual character sprites using Koikatsu and seeing if they'll import into Visual Novel Maker. There's no reason why they shouldn't, of course — it's just a matter of if they look any good or not. And once I've got those basic assets in place, that's a brand new creative project I can throw myself into when I'm feeling at a loose end, as increasingly infrequent as that is these days.

    Anyway, Koikatsu gets a hearty thumbs up from me right now. I haven't touched the main game mode at all and I'm already having a blast. This is what these pieces of software are really all about.

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    #oneaday Day 629: Honey Select, But Anime https://imnotdoctorwho.moegamer.net/2020/08/28/oneaday-day-629-honey-select-but-anime/ https://imnotdoctorwho.moegamer.net/2020/08/28/oneaday-day-629-honey-select-but-anime/#respond Fri, 28 Aug 2020 22:28:59 +0000 https://imnotdoctorwho.moegamer.net/2020/08/28/oneaday-day-629-honey-select-but-anime/ I picked up a copy of Koikatsu Party earlier. Well, more accurately I paid for a copy on Steam to assuage my conscience and then downloaded a pre-patched, modded version of the Japanese original, since there's more stuff in it. If you're unfamiliar, Koikatsu is exactly as the title suggests: it is Honey Select Unlimited, … Continue reading #oneaday Day 629: Honey Select, But Anime

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    I picked up a copy of Koikatsu Party earlier. Well, more accurately I paid for a copy on Steam to assuage my conscience and then downloaded a pre-patched, modded version of the Japanese original, since there's more stuff in it.

    If you're unfamiliar, Koikatsu is exactly as the title suggests: it is Honey Select Unlimited, but anime. In other words, it has the in-depth character creation and excellent Studio app from Honey Select, but eschews the more "realistic" art style in favour of anime cel-shading. And it looks lovely.

    I haven't played with it enough to really have anything worth sharing yet, but I'm looking forward to fiddling with it some more. I haven't yet decided if Midori and Yumi will get an "upgrade" — I'm rather attached to their Custom Maid 3D 2 incarnations — but we'll have to see how things go. In the meantime, I'm interested to see if Koikatsu's output is sufficient to make convincing visual novel sprites, since I have a few ideas in that regard rattling around in my head, and a lack of art assets is always the thing I find the biggest roadblock in putting something together.

    I have Monday off as a public holiday, so I'm going to spend the weekend chilling out, playing with Koikatsu (and doubtless some Flight Simulator as well) and just having fun, then I'll get the next couple of weeks' worth of videos done on Monday. I also have Thursday and Friday off from the day job that week, too, so that will be nice.

    For now, after not sleeping too well last night, I think it's off to bed with me!

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    #oneaday Day 628: Virtual Connections https://imnotdoctorwho.moegamer.net/2020/08/27/oneaday-day-628-virtual-connections/ https://imnotdoctorwho.moegamer.net/2020/08/27/oneaday-day-628-virtual-connections/#respond Thu, 27 Aug 2020 21:00:20 +0000 https://imnotdoctorwho.moegamer.net/2020/08/27/oneaday-day-628-virtual-connections/ Been feeling kind of… I don't know, lonely I guess, lately, but I've been drawing some comfort from the visual novels I've been enjoying. This particularly struck me with Nurse Love Syndrome, the precursor (but not "prequel" or anything) to Nurse Love Addiction, which I'm currently ploughing through for my bedtime reading. There's something about … Continue reading #oneaday Day 628: Virtual Connections

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    Been feeling kind of… I don't know, lonely I guess, lately, but I've been drawing some comfort from the visual novels I've been enjoying.

    This particularly struck me with Nurse Love Syndrome, the precursor (but not "prequel" or anything) to Nurse Love Addiction, which I'm currently ploughing through for my bedtime reading. There's something about that specific work's writing that really draws the reader in and makes them feel included — and this is further supported by the excellent characterisation and voice acting, courtesy of some big names like Yumi Hara, Eri Kitamura and Asami Imai.

    In particular I'm finding myself thoroughly enamoured with the character Yamanouchi, who in the context of the game is a more experienced nurse than the protagonist (who is fresh out of nursing school) and her senpai (who has been there for a year). Yamanouchi is a charming, somewhat tomboyish woman who speaks in Kansai dialect (or, in the English localisation, the usual "drawl" that this is translated into) and is the sort of person who makes you feel happy just by being in the same room.

    Yamanouchi is frank and honest with our protagonist, and someone who puts across a wonderful "older sister" vibe without going down the "ara ara, oneechan" route. She's someone you'd want in your life just because she puts across the impression of being easy to talk to, supportive and kind, but also not afraid to give you some friendly "tough love" if you need it.

    I'm actually not taking aim for her "route" in Nurse Love Syndrome right away because I also like the senpai character, but I'm very much looking forward to seeing what makes this charming young woman tick. I suspect there's going to be a lot of interesting things to discover, but we'll have to wait and see!

    Anyway, on that note, I think I'm going to go sit in bed and enjoy some time with my nurse friends. Have a pleasant evening!

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    #oneaday Day 627: Time Out https://imnotdoctorwho.moegamer.net/2020/08/26/oneaday-day-627-time-out/ https://imnotdoctorwho.moegamer.net/2020/08/26/oneaday-day-627-time-out/#respond Wed, 26 Aug 2020 22:14:26 +0000 https://imnotdoctorwho.moegamer.net/2020/08/26/oneaday-day-627-time-out/ The wife is away for a week next week hanging out with Final Fantasy XIV friends, so I've also taken a few days off from the day job. The Monday is a bank holiday anyway, but I've also taken the Tuesday and the Wednesday off. I was hoping to get the whole week, but my … Continue reading #oneaday Day 627: Time Out

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    The wife is away for a week next week hanging out with Final Fantasy XIV friends, so I've also taken a few days off from the day job. The Monday is a bank holiday anyway, but I've also taken the Tuesday and the Wednesday off. I was hoping to get the whole week, but my team leader, who believes that every day is "ooh, manic, absolutely manic, we're rushed off our feet" even when there is so little to do that I can literally sleep through half of it, is panicking over some upcoming projects, so I said I'd take the two days (plus the bank holiday) and see how things went.

    I don't have anything in particular planned for the days off, but it will be nice to just have some guilt-free time to do whatever I want to do. Catch up on Atelier, make some progress on Nurse Love Syndrome, play some Evercade games, record some videos, chill out with Microsoft Flight Simulator — all the usual stuff, just without the gnawing feeling that I should probably at least attempt to look like I'm busy, even if there is absolutely nothing to do.

    I've been enjoying Microsoft Flight Simulator a fair bit recently. I haven't done anything super-substantial with it as yet, but given its nature, it is best approached as something of a "software toy" rather than something with any real objective. There are the regular Landing Challenges and some additional navigation trials to complete, but otherwise it's literally just do what you want to do, so long as it is in an aeroplane. In the last couple of days, I have flown over my village, followed the accurate, correct road system to the town where I went to school and landed in the car park of said school. (Said school is not modelled with 100% accuracy, it's built from the procedurally generated buildings due to being a low-detail area, but it was still recognisable enough to land there, even if the Technology block appeared to have become a shoe shop.)

    I haven't tried all the aircraft yet but I'm already developing some favourites. I'll always have a soft spot for the trusty Cessna 152, of course, since I've been flying that since the Atari ST version of Flight Simulator II (the 8-bit version was a Piper Cherokee, if I remember correctly) but I'm very much enjoying the Savage Cub, if only for the fact it causes air traffic control to append the word "Savage" to your callsign, making for some delightful silliness. Savage FARTS, cleared for takeoff and all that. My only issue with the Cub is braking a bit too hard on landing and causing the stupid thing to go arse over tit, but I'm sure I'll figure that out eventually. The frankly terrifying acceleration from a dead stop when taking off is more than enough to make up for any difficulty actually bringing the thing to a halt.

    Anyway. Couple more days of this week to make it through, then a nice super-long "weekend" to enjoy. Looking forward to it already. Hope the rest of your respective weeks are tolerable!

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    #oneaday Day 626: New Screen of Not-Death https://imnotdoctorwho.moegamer.net/2020/08/26/oneaday-day-626-new-screen-of-not-death/ https://imnotdoctorwho.moegamer.net/2020/08/26/oneaday-day-626-new-screen-of-not-death/#respond Wed, 26 Aug 2020 08:23:24 +0000 https://imnotdoctorwho.moegamer.net/2020/08/26/oneaday-day-626-new-screen-of-not-death/ So I bought a new TV. Repairing the old one was — and still is — a possibility, but with the amount of time it was going to take for parts to arrive thanks to the age of old TV, I preferred to just replace it. I'm impressed by quite how much the prices of … Continue reading #oneaday Day 626: New Screen of Not-Death

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    So I bought a new TV. Repairing the old one was — and still is — a possibility, but with the amount of time it was going to take for parts to arrive thanks to the age of old TV, I preferred to just replace it.

    I'm impressed by quite how much the prices of these things have come down. I paid over a thousand quid for the one that's just broken, whereas my new one, which is better, was less than £350. The new one is 4K and has a brighter, more vibrant picture, whereas with the old one I suspect I was paying for the Samsung brand. (The new one is a Hitachi, which is not nearly as prestigious, but if these things are going to crap out after five years I don't want to drop a grand on them every time!)

    I was especially impressed with Argos' service. I ordered the TV and it arrived the same day, within about three hours of me ordering. I could have gone to collect it and have it immediately, but we weren't sure if it would fit in my car, so we dropped an extra four quid and got it delivered. Fantastic service, would do again.

    So yeah. I've entered the 4K age. Not that I actually possess anything that outputs 4K (apart from my PC, but I don't really want to set that to 4K as I doubt anything would run that well at that resolution with my current setup!) but still. I am ready for a bold new, tiny-pixeled future!

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    #oneaday Day 625: Tech Frustrations https://imnotdoctorwho.moegamer.net/2020/08/24/oneaday-day-625-tech-frustrations/ https://imnotdoctorwho.moegamer.net/2020/08/24/oneaday-day-625-tech-frustrations/#respond Mon, 24 Aug 2020 21:32:47 +0000 https://imnotdoctorwho.moegamer.net/2020/08/24/oneaday-day-625-tech-frustrations/ Don't you love how technology has a mind of its own, and decides to break at the least convenient moment? Okay, in this instance it hasn't exactly "broken" — not completely, anyway — but it has decided to start playing up just as I spent a bunch of money on new computer parts. It's my … Continue reading #oneaday Day 625: Tech Frustrations

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    Don't you love how technology has a mind of its own, and decides to break at the least convenient moment? Okay, in this instance it hasn't exactly "broken" — not completely, anyway — but it has decided to start playing up just as I spent a bunch of money on new computer parts.

    It's my TV. My TV is about 6 years old now — which apparently is the lifespan you can expect from tech these days — and I've always rather liked it, despite never, ever, ever using its "smart features". It's a 55-inch Samsung with an LED display, it does 1080p, it looks nice and it fits nicely in the space it has available.

    It's also started displaying a dark, hazy stripe across the middle of the screen. It's not distorting or corrupting the picture or anything, it's just noticeably less bright than the rest of the screen. And once you're aware it's there, you can't help but keep noticing the damn thing.

    It's not the end of the world or anything, and Andie is going to try replacing the internal ribbon cable to see if that helps matters, but chances are I'm going to have to pick up a new TV at some point soon. Thankfully, prices have come down considerably since I acquired this one; less thankfully, that still means at the very least £350 or so for an equivalent model to mine. Right after I have, as I say, spent about that much on new computer parts.

    Oh well. At least Microsoft Flight Simulator runs nicely now.

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    #oneaday Day 624: Not What Cessnas are For https://imnotdoctorwho.moegamer.net/2020/08/23/oneaday-day-624-not-what-cessnas-are-for/ https://imnotdoctorwho.moegamer.net/2020/08/23/oneaday-day-624-not-what-cessnas-are-for/#respond Sun, 23 Aug 2020 23:32:43 +0000 https://imnotdoctorwho.moegamer.net/2020/08/23/oneaday-day-624-not-what-cessnas-are-for/ I upgraded my processor and motherboard today. (Well, Andie did. She is better at fiddling around with electronics than me.) It was a painless process, so naturally I had to test it out with some Microsoft Flight Simulator. It was the reason for the upgrade, after all! It runs way better. No more stuttering! Frame … Continue reading #oneaday Day 624: Not What Cessnas are For

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    I upgraded my processor and motherboard today. (Well, Andie did. She is better at fiddling around with electronics than me.) It was a painless process, so naturally I had to test it out with some Microsoft Flight Simulator. It was the reason for the upgrade, after all!

    It runs way better. No more stuttering! Frame rate is a little variable at times, but that's expected for this sort of software, plus my video card is a few years old now. That'll be the next upgrade, then, but not for a few months.

    In the meantime, I thought I'd share some pictures from pissing about in the simulator this evening. These are all taken at Medium detail level, if you were curious.

    I flew into London to see how my new specs would cope with a "busy" area, and the answer is "just fine". I'm a little below 30fps there, but it's still perfectly playable.

    One of the best things about Microsoft Flight Simulator is the combination of Active Pause, which causes your aircraft to stop dead wherever it is, and the Drone Camera, which can be freely positioned. Wanky artsy photos ahoy! This is my Cessna, as seen from the roof of the Tower of London.

    I attempted to fly under Tower Bridge, but discovered in the process that Microsoft Flight Simulator appears to treat this as an entirely solid object, even if you turn crashes off. Consequently, my Cessna became a boat for a short period.

    Undeterred, I tried again. This can be filed under "photos taken moments before disaster".

    I then slewed the Cessna up to 20,000 feet, because that's what you do in Flight Simulator. I managed to get down to a safe altitude without ripping the wings off or anything.

    By fortunate happenstance, my slewing north of London had put me in the vicinity of the small airstrip near where my parents live, so I landed there. I then taxied onto the road and decided to drive the Cessna into the village to see if I could find my parents' house.

    It is indeed possible to drive a Cessna on British country roads, though do take care not to send your wings slicing through someone's lounge windows.

    Since the ground detail is based on satellite photography, bits of road that are obscured by a canopy of trees can prove troublesome. I got a little lost here.

    But I safely found my way home just in time for my Mum to put the kettle on. Okay, the house is wrong and the detail is blurry as all hell, but I wasn't expecting anything more for a little rural village like this. The fact that there was just enough detail to pick out my parents' driveway and the cars sitting there is impressive enough to me.

    I sent out a drone to survey the surroundings and discovered on the day the satellite photography for this area was taken, someone from the local gliding club was obviously up in the sky. Now they are immortalised in the texture for this field.

    And we close with a nice aerial shot of where I grew up. This is fun!

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    #oneaday Day 623: Saturday, What a Day https://imnotdoctorwho.moegamer.net/2020/08/22/oneaday-day-623-saturday-what-a-day/ https://imnotdoctorwho.moegamer.net/2020/08/22/oneaday-day-623-saturday-what-a-day/#respond Sat, 22 Aug 2020 22:40:35 +0000 https://imnotdoctorwho.moegamer.net/2020/08/22/oneaday-day-623-saturday-what-a-day/ I say that as my title, but it's been relatively uneventful. I played some Atelier Rorona, recorded a podcast with Chris, recorded some footage ready to include in said podcast tomorrow, and now I'm sitting here considering going to bed. I have also taken a chance on a new retailer that I haven't used before, … Continue reading #oneaday Day 623: Saturday, What a Day

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    I say that as my title, but it's been relatively uneventful. I played some Atelier Rorona, recorded a podcast with Chris, recorded some footage ready to include in said podcast tomorrow, and now I'm sitting here considering going to bed.

    I have also taken a chance on a new retailer that I haven't used before, but which I found reasonably good reports for online. After enjoying Nurse Love Addiction so much (and now starting to enjoy Nurse Love Syndrome, too) I decided I wanted to pick up Kogado Studio's other Switch visual novel Yumeutsutsu. Play-Asia had an Asia-English version a month or two ago, but it seems it was very limited in quantity and is no longer available. It seems this version is still available via NintendoSoup, however.

    NintendoSoup is a peculiar website, in that it's both an online store that sells quite hard-to-find stuff (a lot of Asian imports, for example) and a traditional gaming site that some people don't seem to find all that reliable when it comes to the news. Judging by a look at some Reddit threads and a few other reviews, though, their store seems to be legit enough — the main comment is that their shipping can be a bit slow at times, and is especially likely to be slow during the current COVID-19 situation.

    Still, that's fine with me, because they do free worldwide shipping and I'm in no hurry to read Yumeutsutsu — I would just rather like to have it on my shelf. So when it comes, it comes — along with all the other outstanding limited-run stuff from various boutique publishers I have waiting to arrive, too! (I ordered fault milestone one from Limited Run Games today, too.)

    Ah, gaming. How easily you part us from our cash. Not that there's a whole lot else worth spending money on right now anyway!

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    #oneaday Day 622: Evercadification https://imnotdoctorwho.moegamer.net/2020/08/21/oneaday-day-622-evercadification/ https://imnotdoctorwho.moegamer.net/2020/08/21/oneaday-day-622-evercadification/#respond Fri, 21 Aug 2020 21:38:32 +0000 https://imnotdoctorwho.moegamer.net/2020/08/21/oneaday-day-622-evercadification/ Chris and I are recording a podcast tomorrow. It'll be the first of probably several episodes we do on the subject of the Evercade handheld, and it's going to be a ton of fun to talk about this system, its cartridges and the myriad unusual games contained therein. Amid all the cynicism about modern gaming, … Continue reading #oneaday Day 622: Evercadification

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    Chris and I are recording a podcast tomorrow. It'll be the first of probably several episodes we do on the subject of the Evercade handheld, and it's going to be a ton of fun to talk about this system, its cartridges and the myriad unusual games contained therein.

    Amid all the cynicism about modern gaming, it's nice to have a system that is just so suffused with enthusiasm and positivity. This is a system about celebrating games — and not just the games that we've all played a thousand times over in all the Sega Mega Drive collections that have been released over the years. The games that, in some cases, have never seen a rerelease — certainly not outside Japan.

    We'll talk more about this on the podcast itself (which should be out on Monday, all being well) but one of my favourite things about the Evercade is discovering things I've never heard of, and finding out that they're wonderful experiences that I wish I'd known about sooner. So far, this has happened pretty reliably with everything on the Namco cartridges in particular — Star Luster, Warpman and Dig Dug II are particular favourites of mine now, and there are still plenty, plenty more games from the various collections that I'm yet to explore even a little bit!

    I'm super-hyped for the two Lynx collections in particular. I love the dear old Lynx and I regret selling mine a few years back — even if I'm certain its LCD probably wouldn't have survived until now. To finally have a way to enjoy these games through an official rerelease will be just lovely — and there are some games among those collections I've never played before, too, so that will be exciting.

    Anyway, as I say, we're recording tomorrow, I'll be editing on Sunday and the new episode should be out on Monday. If you've found any particular highlights from the library, be sure to let us know, too!

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    #oneaday Day 621: Up Up and Away https://imnotdoctorwho.moegamer.net/2020/08/20/oneaday-day-621-up-up-and-away/ https://imnotdoctorwho.moegamer.net/2020/08/20/oneaday-day-621-up-up-and-away/#respond Thu, 20 Aug 2020 22:49:44 +0000 https://imnotdoctorwho.moegamer.net/2020/08/20/oneaday-day-621-up-up-and-away/ Flight Simulator arrived! I spent much of the day installing it from its 10 DVDs (and then the 16GB download it also needed), but it is now safely installed on my computer and ready to fiddle around with at a moment's notice. So far I've taken a thoroughly unprofessional flight from Southampton Airport (my local … Continue reading #oneaday Day 621: Up Up and Away

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    Flight Simulator arrived! I spent much of the day installing it from its 10 DVDs (and then the 16GB download it also needed), but it is now safely installed on my computer and ready to fiddle around with at a moment's notice.

    So far I've taken a thoroughly unprofessional flight from Southampton Airport (my local airport) to the tiny grass airstrip in the village where my parents live. I didn't crash or anything, though the Cessna I was flying was getting battered around a bit while I was up in the air — I guess it was a bit windy. The whole thing took about an hour and, in theory, was rather boring, but I enjoyed myself.

    It was fun looking out the window and trying to identify the areas I was flying past — I subsequently discovered you can turn on on-screen "city markers" to assist with sightseeing — and, when I finally set down on the grass strip, it was also enjoyable getting out the Drone Camera and flying off into the village proper to try and find my parents' house. I think I found it, though the detail is a little lacking in rural areas like this, so it was only a rough approximation; by contrast, my own house is completely recognisable — you can even see the big tree on my driveway and our extension out back!

    My PC is only around the "recommended" specs for Flight Simulator (as opposed to the "optimum" specs) so it doesn't run amazingly on my machine. There's a bit of stuttering when it's streaming stuff in as you reach new areas — particularly if you're low to the ground — but once you're in flight things work perfectly fine. I have to play on "Medium" detail, but it still looks very nice indeed. And, having grown up with earlier versions of Flight Simulator, I'm very much accustomed to janky performance at times. I still just marvel at the fact it does what it does so well.

    It's exciting to live in an age where something we looked forward to back in Flight Simulator 5 is finally a reality. A fun gimmicky feature in FS5, which was the first of the series to feature texture-mapped graphics based on satellite photographs, was the fact that you could zoom the "map" out so far that you could see the whole Earth from space. The game didn't model the whole Earth in detail — in areas where there was "no" scenery it simply had a generic patchwork texture — but the fact you could zoom out that far and the, in theory, go anywhere on Earth was an exciting possibility. Now, it's finally here; the whole world really is in this game, and you can go anywhere.

    I'll write more or make some videos or something in the near future; I need to spend a bit more time with it first of all to get my head around everything it's doing. The daily Landing Challenges are fun, though!

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    #oneaday Day 620: Still No Skies https://imnotdoctorwho.moegamer.net/2020/08/19/oneaday-day-620-still-no-skies/ https://imnotdoctorwho.moegamer.net/2020/08/19/oneaday-day-620-still-no-skies/#respond Wed, 19 Aug 2020 18:41:16 +0000 https://imnotdoctorwho.moegamer.net/2020/08/19/oneaday-day-620-still-no-skies/ Still no Microsoft Flight Simulator. The package is in Southampton, but has not yet arrived at my door. It has apparently been "on the way" from the Southampton mail centre to the delivery office about ten minutes away from here since 4am this morning, so I'm not sure what it's been doing in the meantime. … Continue reading #oneaday Day 620: Still No Skies

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    Still no Microsoft Flight Simulator. The package is in Southampton, but has not yet arrived at my door. It has apparently been "on the way" from the Southampton mail centre to the delivery office about ten minutes away from here since 4am this morning, so I'm not sure what it's been doing in the meantime. Whatever the reason, looks like I'm waiting another day. Oh well!

    In the meantime, I've been watching a bunch of videos of various different types, and thought I'd share a couple of interesting channels with you now. These two channels come at the "sim" thing from two completely different angles, but they're both highly entertaining in their own right. They're both pretty popular, so you may well already be familiar with them, but humour me; I'm a fairly recent convert to them both.

    First up is Squirrel, whose channel you can find by clicking here. Squirrel bills his channel as "the home of simulation", and indeed he's a busy boy — not only does he do a lot with various incarnations of Flight Simulator (including the most recent one, which he's done some very impressive and helpful videos on) but he also explores other varieties of simulator, too, most notably trucking and train simulators.

    Squirrel's videos are all rather long as the majority of them see him playing through a particular scenario in real time. In the case of flight simulators, this means flying from one place to another; likewise, in the case of train simulators, this means travelling a real-life route on the in-game train. His videos are relaxing and enjoyable to watch and listen to, and a good choice for if you're the sort of person who enjoys having something on "in the background" while you work, or if you're trying to fall asleep or something.

    And in stark contrast to all that, there's Airforceproud95, whose channel you can find by clicking here. Airforceproud95's channel mainly focuses on amusing shenanigans that happen in Flight Simulator multiplayer, particularly session where players are attempting to play with "realistic" takeoff, landing and control tower procedures. Needless to say, given the nature of online gaming — even in something that is perceived to be pretty "serious", like Flight Simulator — things often do not go entirely to plan, and there are plenty of hilarious happenings.

    It helps if you have at least a passing understanding of what takeoff and landing procedures are supposed to be before watching some of Airforceproud95's videos, but most people can probably appreciate the absurdity of dropping a Cessna with a failed engine from 200,000 feet just to see what happens, or seeing a valiant attempt to land a plane that is much too large on one of the smallest runways in the world.

    I really appreciate there are so many people out there making so many different types of entertainment, regardless of what you're into. And while I wait for my copy of Flight Simulator to show up, these fine chaps are certainly making me feel a little less impatient to get into the air myself!

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    #oneaday Day 619: Still Waiting to See My House From Here https://imnotdoctorwho.moegamer.net/2020/08/18/oneaday-day-619-still-waiting-to-see-my-house-from-here/ https://imnotdoctorwho.moegamer.net/2020/08/18/oneaday-day-619-still-waiting-to-see-my-house-from-here/#respond Tue, 18 Aug 2020 23:03:37 +0000 https://imnotdoctorwho.moegamer.net/2020/08/18/oneaday-day-619-still-waiting-to-see-my-house-from-here/ Microsoft Flight Simulator did not arrive today, but it is in the country, according to tracking, and it has also left Heathrow. I'm hoping that means it will be here tomorrow. In the meantime, I've installed my new SSD ready for that 150GB monster and am looking forward to a few pleasure flights. In the … Continue reading #oneaday Day 619: Still Waiting to See My House From Here

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    Microsoft Flight Simulator did not arrive today, but it is in the country, according to tracking, and it has also left Heathrow. I'm hoping that means it will be here tomorrow. In the meantime, I've installed my new SSD ready for that 150GB monster and am looking forward to a few pleasure flights.

    In the meantime, I polished off Nurse Love Addiction tonight, and am very much feeling like I picked the "best" order for the routes. I mean, chances are I'd feel that way regardless of the order I picked them because you end up with the same total amount of information, but wrapping things up with the wholesome ending provided by Kaede, played by Asami Imai, very much felt like the best possible conclusion to everything that had come before. More on that… possibly on Thursday over on MoeGamer.

    You may also have seen that I've set up a dedicated Visual Novels page on MoeGamer. Since I'm writing about my experiences with the things I'm reading, and these are ending up as multi-part features, I figured I might as well collect all the specifically visual novel-related features together in one place so people can easily access them. This includes both specific Cover Game features that happen to be on VNs, and stuff like my recent coverage of Nurse Love Addiction.

    I like writing about visual novels, as it brings back fond memories of English studies in an earlier life. Yes, I was one of those weirdoes who actually enjoyed writing essays for the most part, both at school and onwards into university. I don't necessarily go into an article about a visual novel with a particular hypothesis or "title" in mind in the same way that one would with an academic essay, but my thought process while writing often ends up feeling the same way. Whatever the specifics of it, I enjoy it.

    And while said articles may well "spoil" the story (in the same way an essay about a work of fiction "spoils" that narrative by necessity), I find that writing about what I've just experienced is a good way to process everything. I found Itsuki's route in Nurse Love Addiction a whole lot more striking after writing about it helped me figure out a few things, for example!

    I think my VN articles are probably the clearest example of why I never regard what I'm doing on MoeGamer as "writing reviews". I'm not there to offer a buyer's guide or say whether or not something is "good"; I'm there to explore the things that I personally found interesting, and to analyse them in depth. Hopefully they're interesting to those who have no intention of or who are unable to experience the original media, and also provide some food for thought for those who have experienced the narratives themselves. And for those who don't worry about "spoilers" — such people do exist, I know a few — perhaps these writeups might also convince them to explore some of these narratives and experience the emotions therein firsthand, because doing so is very different to just reading about them.

    Anyway, I'm rambling. Should probably hit the hay. Fingers crossed that I'll be able to take to the skies tomorrow evening!

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    #oneaday Day 618: I Can See My House From Here https://imnotdoctorwho.moegamer.net/2020/08/17/oneaday-day-618-i-can-see-my-house-from-here/ https://imnotdoctorwho.moegamer.net/2020/08/17/oneaday-day-618-i-can-see-my-house-from-here/#respond Mon, 17 Aug 2020 22:50:29 +0000 https://imnotdoctorwho.moegamer.net/2020/08/17/oneaday-day-618-i-can-see-my-house-from-here/ Microsoft Flight Simulator is out tomorrow, and hopefully I should have my 10-disc packaged copy in my hands if it makes it here from Germany in time. (I've also bought a new SSD, because the damn thing takes up 150GB and I need my existing two for system stuff, ROM collections and video editing!) One … Continue reading #oneaday Day 618: I Can See My House From Here

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    Microsoft Flight Simulator is out tomorrow, and hopefully I should have my 10-disc packaged copy in my hands if it makes it here from Germany in time. (I've also bought a new SSD, because the damn thing takes up 150GB and I need my existing two for system stuff, ROM collections and video editing!)

    One thing I've seen from a few videos I've been watching is that this is pretty much the first iteration of Flight Simulator where you can literally go and find your actual house. In past installments, you might have been able to fly somewhere near it — or if you were proficient with scenery editors, perhaps even plonk your own custom house down somewhere — but in this one, you can actually go and find your real house and buzz it in the aircraft of your choice. Or, as most people seem to be doing, making use of the excellent "Drone Camera" in order to check things out in a bit more detail without the risk of crashing. Rather delightfully, you can pause the sim in the air, fling your drone out of the window and go look at things while your plane just hangs around up in the sky.

    One of the first things I think I'm going to try in the sim is to take off from Southampton airport, find my house here in Southampton, then see if I can "VFR" it to my parents' house back in East Anglia. I'm interested to see if stuff like the road network is modelled in enough detail for me to be able to follow the route I would drive to go visit them — and conveniently, the village in which my parents live has an airstrip, so I can even go and land before buzzing their house with the drone camera. I just probably won't be taking an airliner on this trip, since I'm not sure the owners of aforementioned airstrip would appreciate a 747's presence.

    But then that's the beauty of a simulation like this; if I wanted to do something ridiculous like attempt to land a 747 in the village where I grew up, I can do just that.

    Hmm, now I'm tempted. Airliners look complicated, though; might just stick to the good ol' reliable Cessna to begin with!

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    #oneaday Day 617: Permanent Record https://imnotdoctorwho.moegamer.net/2020/08/16/oneaday-day-617-permanent-record/ https://imnotdoctorwho.moegamer.net/2020/08/16/oneaday-day-617-permanent-record/#respond Sun, 16 Aug 2020 22:38:53 +0000 https://imnotdoctorwho.moegamer.net/2020/08/16/oneaday-day-617-permanent-record/ One thing I've always found rather interesting and satisfying about visual novels is one of their most "game-like" features: the fact that as you proceed through them, you unlock things. Usually, it's nothing more than the images you've seen and the pieces of music you've heard over the course of the story, but it still … Continue reading #oneaday Day 617: Permanent Record

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    One thing I've always found rather interesting and satisfying about visual novels is one of their most "game-like" features: the fact that as you proceed through them, you unlock things. Usually, it's nothing more than the images you've seen and the pieces of music you've heard over the course of the story, but it still provides a nice sense of satisfaction to "collect everything".

    I like this because it's not something you really do with other forms of narrative media, outside of video games, obviously. Or, at least, the medium itself doesn't provide this sort of "permanent record" for you.

    You can mark the pages in a book where your favourite scenes are, but the book doesn't do that for you. You can skip to your favourite line in a movie, but the Blu-Ray or streaming service doesn't do that for you. You can put your favourite song on loop, but the CD or music software doesn't do that for you.

    You can, however, follow a favourite character's route through to completion in a visual novel and then be provided with a fine selection of event scenes that you can revisit at your leisure. In the case of eroge, you can typically re-experience erotic scenes by themselves. And you can often watch just the endings again.

    It's this sense of gradually building up something of a "scrapbook" of your experiences that makes me feel a curious sense of attachment to every visual novel I've ever seen through to completion — and why I always find it remarkably difficult to delete them from my hard drive if I need to make space!

    I know that I can just read the visual novel again to unlock all the stuff again — or just download a clear file — but there's something about that first time, that complete collection that you assembled yourself through your commitment to enjoying the story, that will always be special.

    I'm feeling that with Nurse Love Addiction right now. Two more endings to go!

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    #oneaday Day 616: Weekend Again https://imnotdoctorwho.moegamer.net/2020/08/16/oneaday-day-616-weekend-again/ https://imnotdoctorwho.moegamer.net/2020/08/16/oneaday-day-616-weekend-again/#respond Sun, 16 Aug 2020 00:05:15 +0000 https://imnotdoctorwho.moegamer.net/2020/08/16/oneaday-day-616-weekend-again/ Evening all. Just a quick reminder — if you're yet to fill out my survey about Twitch streaming, I'd really appreciate it if you can take a couple of minutes to answer a few quick questions. Click here to do just that! I've been recording most of today so I don't have much of note … Continue reading #oneaday Day 616: Weekend Again

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    Evening all. Just a quick reminder — if you're yet to fill out my survey about Twitch streaming, I'd really appreciate it if you can take a couple of minutes to answer a few quick questions. Click here to do just that!

    I've been recording most of today so I don't have much of note to share, I'm afraid. I did discover that the Atari 5200 version of Millipede is an absolutely fabulous version, however, so I'll be spending a lot more time on that in the Atari Flashback Classics collection in the not too distant future!

    I also recorded an hour and a half of Carrier Command: Gaea Mission for an upcoming short;Play. I didn't intend it to be quite that long, but I wanted to demonstrate the entire "island capture" process, and it turns out I'm not very good at that game yet. I think I came away from the session with a better understanding of how to approach it, though!

    I'm really looking forward to Microsoft Flight Simulator showing up on (hopefully) Tuesday. I found a channel on YouTube that specialises in sims, and has been showing off a bunch of stuff about Microsoft Flight Simulator, presumably either from a review copy or the alpha/beta builds that you could sign up to be a part of. The whole thing looks pretty gobsmacking, and those fond of past iterations' realism will be in absolute heaven with this one. Here's a particularly interesting video about how abusing the weather systems in the game can allow you to "take off" without actually moving. 

    Tomorrow, my parents are dropping by to say hi, since you're allowed to do that in the quasi-lockdown state the country is presently in. We'll be having a nice roast dinner, and then I have some Final Fantasy III to record in the evening, so it should be a pleasant but busy Sunday.

    Hope you all have a good weekend. Make sure you take some time to chill out and relax!

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    #oneaday Day 615: Feedback needed https://imnotdoctorwho.moegamer.net/2020/08/14/oneaday-day-615-feedback-needed/ https://imnotdoctorwho.moegamer.net/2020/08/14/oneaday-day-615-feedback-needed/#respond Fri, 14 Aug 2020 21:16:35 +0000 https://imnotdoctorwho.moegamer.net/2020/08/14/oneaday-day-615-feedback-needed/ Hello everyone! Just a quickie today — can I please ask you to pop on over to this survey on MoeGamer about streaming possibilities and fill it out when you have a sec? Thank you. I've been fiddling around a bit with OBS and Streamlabs today and figured out how to do things that people … Continue reading #oneaday Day 615: Feedback needed

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    Hello everyone! Just a quickie today — can I please ask you to pop on over to this survey on MoeGamer about streaming possibilities and fill it out when you have a sec? Thank you.

    I've been fiddling around a bit with OBS and Streamlabs today and figured out how to do things that people tend to expect from streams — most notably things like facecam and chat windows. I'd been holding off looking into this because I thought it was complicated, but it turns out it wasn't.

    With that in mind, I'm interested in giving streaming a go at some point, but want to establish what it is that people might want to see, and what times might work for people. You lot, as my most generous, kindest, most lovely supporters, are the people whose opinions I value the most, so if you're the sort of person inclined to drop in on streams — or if you might drop in on a stream that I'm doing — then please take a couple of minutes to fill out the survey. It'll be really helpful for me to make some decisions.

    Besides the time question, the other thing I'm interested in knowing is what people might want to see me stream. At the moment I have a sort of idle thought of two sessions a week — one Atari A to Z-themed, so looking through some classic (and not so classic) games on old Atari platforms (likely emulated for simplicity's sake); and one MoeGamer themed, covering more modern stuff or perhaps the things I'm playing to write about at any given time.

    I was also toying with the idea of a "chillout and chat" sort of stream, where I play something that doesn't demand a ton of concentration on the viewer's part — Test Drive Unlimited and/or Microsoft Flight Simulator were the two main things I had in mind — where the main thing is to just hang out and talk about stuff rather than necessarily try to achieve anything specific in a game.

    If you have any thoughts, please make them known, and I'll look further into getting this all set up and scheduled (well in advance — it'd be nice to have people actually turn up) once I've got a few responses from the survey.

    Thank you in advance for your help!

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    #oneaday Day 614: Counting On It https://imnotdoctorwho.moegamer.net/2020/08/13/oneaday-day-614-counting-on-it/ https://imnotdoctorwho.moegamer.net/2020/08/13/oneaday-day-614-counting-on-it/#respond Thu, 13 Aug 2020 21:07:34 +0000 https://imnotdoctorwho.moegamer.net/2020/08/13/oneaday-day-614-counting-on-it/ The wife and I have really been struggling with anything even vaguely diet-related during lockdown. We were on keto just before everything went to shit, and that was going reasonably well for me (but not for my wife, who was hardly seeing any results); then we decided to try and take the Slimming World Approach, … Continue reading #oneaday Day 614: Counting On It

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    The wife and I have really been struggling with anything even vaguely diet-related during lockdown. We were on keto just before everything went to shit, and that was going reasonably well for me (but not for my wife, who was hardly seeing any results); then we decided to try and take the Slimming World Approach, but without going to the meetings (because there weren't any at the time) but found motivation for that non-existent.

    Now I've switched to simple calorie-counting, at least partly inspired by "Guru" Larry Bundy Jr. on YouTube, who has lost a frankly astronomical amount of weight over the course of the last year or so, purely by following a "CICO" (Calories In, Calories Out) model. In other words, the good, old-fashioned, proven "calorie deficit" thing, where you ensure that your daily intake of calories is below a particular baseline corresponding to your base metabolism, and doing so should ensure that the weight drops off naturally.

    I'm only a few days into following this seriously so far so can't speak for the long-term commitment, but a few things are definitely working for me. Firstly, and probably most importantly, is the fact that I'm logging things using MyFitnessPal (which is a lot more annoying with "PLEASE UPGRADE TO PREMIUM!" ads than I remember it being, but I'll deal) and thinking carefully about what I want to eat or drink.

    Secondly, following a simple calorie plan means that nothing is really off-limits, which is one of the main things I always found difficult about both Slimming World and keto in particular. In Slimming World, not much is off-limits, but there are still things you need to avoid where possible. And in keto, so much is off-limits thanks to the need to restrict your carbs.

    Today, meanwhile, I had a Wispa earlier and a fried chicken burger for dinner and am still within my calorie goal for the day. I bought some cereal earlier, too, because my God I've missed cereal. I always used to think of cereal as "the boring breakfast", but since deliberately depriving myself of it for quite some time, I'm now craving it. Bring on the Choco Shreddies and the Crunchy Nut Corn Flakes — in carefully measured portions, of course.

    So it remains to be seen if this will work in the long term, but recording my calorie intake daily and my weight fluctuations on a regular basis are, so far, proving to be good habits to get into. Now if it was just a little less damn hot here, I might be able to motivate myself to do some Ring Fit Adventure again without melting into a puddle of stale-smelling sweat. It did rain for a little while here earlier, but it's still pretty monstrously hot in the house.

    Anyway, that's your life update for today. I'm off to sit in bed to enjoy the air conditioning and play some Atelier Rorona. Because after the emotional ordeal that was writing that Nurse Love Addiction piece on MoeGamer today, I think I need something with a bit of joy in it!

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    #oneaday Day 613: Openness https://imnotdoctorwho.moegamer.net/2020/08/12/oneaday-day-613-openness/ https://imnotdoctorwho.moegamer.net/2020/08/12/oneaday-day-613-openness/#respond Wed, 12 Aug 2020 22:12:17 +0000 https://imnotdoctorwho.moegamer.net/2020/08/12/oneaday-day-613-openness/ Howdy, all. Apologies for the overly personal post on MoeGamer today; that's normally something I'd just share here, but I felt it was important to share with those who aren't Patrons, as I want to get some of these feelings out there. Just stewing away isn't going to help anything; having a good old rant … Continue reading #oneaday Day 613: Openness

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    Howdy, all. Apologies for the overly personal post on MoeGamer today; that's normally something I'd just share here, but I felt it was important to share with those who aren't Patrons, as I want to get some of these feelings out there. Just stewing away isn't going to help anything; having a good old rant doesn't necessarily help anything easier, but at least it makes it clear to people that you're struggling a bit when they otherwise might not have noticed.

    I know all I really need to do is just suck it up and get on with the day job, but it's been one of those times lately where it just feels like everything is piling up on top of me, trying its best to suffocate me. And when that happens, rational, sensible thinking tends to go out the window, at least in the moment.

    I wish there was an easy answer. I've come inches away from scoring two jobs I would absolutely love in the last few months, only to have them snatched away at the last minute purely due to my geographical location. And that's not something I can really do anything about; my wife and I own our house here, and uprooting to go somewhere else would be a major hassle — not to mention the fact it would also require Andie to get a new job too.

    It's a pity, though, because both of those jobs would have been an ideal fit for me. I won't go into full details for now just in case, but suffice to say they were both involved with games, and both with companies I have a lot of time for. Maybe something else will come of them in the future; the second opportunity at least led to a small bit of paid freelance writing, so that's better than nothing, at least.

    I'll probably feel a bit better if and when this heatwave ever breaks. Right now, though, I'm just too hot to want to do anything, particularly if it's something that already bores the pants off me. At least I can go and sit in the aircon every so often if I need to, and there's usually at least one cat there enjoying it whenever I do so.

    Normal business will resume tomorrow; I just needed to get all that out there today. Thanks for understanding.

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    #oneaday Day 612: Half the Internet is Down? https://imnotdoctorwho.moegamer.net/2020/08/11/oneaday-day-612-half-the-internet-is-down/ https://imnotdoctorwho.moegamer.net/2020/08/11/oneaday-day-612-half-the-internet-is-down/#respond Tue, 11 Aug 2020 20:33:48 +0000 https://imnotdoctorwho.moegamer.net/2020/08/11/oneaday-day-612-half-the-internet-is-down/ I don't know what broke, where, when or how, but a significant proportion of the Internet appears to be inaccessible today. It happened right in the middle of me downloading a bunch of Atelier soundtracks, too, so I'm annoyed. What's quite interesting about this is that it appears not to be a localised ISP issue … Continue reading #oneaday Day 612: Half the Internet is Down?

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    I don't know what broke, where, when or how, but a significant proportion of the Internet appears to be inaccessible today. It happened right in the middle of me downloading a bunch of Atelier soundtracks, too, so I'm annoyed.

    What's quite interesting about this is that it appears not to be a localised ISP issue as this sort of thing usually is. It's not affecting all websites, and judging by things I've seen people saying on Twitter, it appears to be affecting people all over the world, not just in a specific area.

    But it's not affecting everyone or everything. Sites I was unable to access from our home Internet connection were working fine from my wife's VPN connection to her workplace, for example, so I can't really explain it, largely because I don't really have much understanding of the black magic that makes the Internet actually work on such a large scale. I'm still kind of impressed it works at all, especially considering the sort of people who hang out on it.

    Oh well. I guess I'll have to wait until tomorrow to continue downloading soundtracks. I did manage to acquire the official Atelier jazz arrangement album "Cadena", though, which is delightfully smooth. More on that another time, though.

    Back to Atelier Rorona for me now!

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    #oneaday Day 611: Boiling In My Skin https://imnotdoctorwho.moegamer.net/2020/08/10/oneaday-day-611-boiling-in-my-skin/ https://imnotdoctorwho.moegamer.net/2020/08/10/oneaday-day-611-boiling-in-my-skin/#respond Mon, 10 Aug 2020 21:37:51 +0000 https://imnotdoctorwho.moegamer.net/2020/08/10/oneaday-day-611-boiling-in-my-skin/ I'm having real difficulty dealing with this heatwave. I don't like it when it's hot at the best of times, but right now it feels so incredibly airless and sweaty that it's actually making me feel quite anxious — like the world itself is trying its best to suffocate me. I know that's nonsense, of … Continue reading #oneaday Day 611: Boiling In My Skin

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    I'm having real difficulty dealing with this heatwave. I don't like it when it's hot at the best of times, but right now it feels so incredibly airless and sweaty that it's actually making me feel quite anxious — like the world itself is trying its best to suffocate me.

    I know that's nonsense, of course, but it's not making it any easier to deal with — nor is it particularly conducive to a productive day of work. I've spent most of today in our bedroom where our air conditioning unit is — but at least I've had the chance to start my Atelier Rorona DX playthrough, which I've been looking forward to.

    That game is a pleasure to play at the best of times, but add in carried over New Game Plus equipment that successfully took down the Iron Giant last time I played and there's a delightfully enjoyable sense of romping through what the game has to offer, while being able to take aim at some of the more challenging long-term goals. I'm going for the Pie ending this time, since I've never done that before.

    After beating Battleship, I also decided to give Carrier Command: Gaea Mission a go. This is a game whose existence I find absolutely fascinating, because it was a completely unexpected sequel to a game I used to play on the Atari ST. And so far it feels remarkably true to the original game — though since I'm playing the story-driven Campaign mode, it's a more directed experience that doesn't sacrifice mechanical depth. Which is good, because I was never any good at Carrier Command.

    If you're unfamiliar with Carrier Command — rest assured, there'll be more on this in some form soon — then the concept is pretty simple. You have an aircraft carrier and so do your enemies. You need to get rid of the other aircraft carrier. In order to do this, you'll need to capture a series of islands and put them to use producing supplies and defending your territory. Rather than being a straight-up strategic game, however, Carrier Command allows you to take direct control of the "Manta" aircraft and "Walrus" amphibious vehicles your carrier plays host to, allowing you to take out the enemy units defending the islands as you see fit. And being by Bohemia Interactive (of Arma fame), this isn't a linear shooter; all the environments are completely open, allowing you to approach your targets as you see fit, including kamikazeing a Walrus off the top of a cliff into the middle of an enemy army in the valley below if you feel like it.

    Gaea Mission adds a cool sci-fi aesthetic to the whole thing that was more implied than actually present in the original game, and the addition of a narrative to the campaign mode provides both incentive to progress and a good excuse for the game to teach you how all its various mechanics work. I'm already looking forward to playing more.

    For now, though, I need to go and sit back in front of the cold air-blowing machine, lest I melt into this sofa. Be well, everyone!

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    #oneaday Day 610: Collecting Seventh-Gen https://imnotdoctorwho.moegamer.net/2020/08/09/oneaday-day-610-collecting-seventh-gen/ https://imnotdoctorwho.moegamer.net/2020/08/09/oneaday-day-610-collecting-seventh-gen/#respond Sun, 09 Aug 2020 23:10:49 +0000 https://imnotdoctorwho.moegamer.net/2020/08/09/oneaday-day-610-collecting-seventh-gen/ Today, among other things, I beat Battleship for the Xbox 360. If you're unfamiliar, this was a 2012 release developed by Double Helix and published by Activision. And it was based on a movie, because the early 2010s featured a whole string of movies being made for things that didn't really need movies. Like, you … Continue reading #oneaday Day 610: Collecting Seventh-Gen

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    Today, among other things, I beat Battleship for the Xbox 360. If you're unfamiliar, this was a 2012 release developed by Double Helix and published by Activision. And it was based on a movie, because the early 2010s featured a whole string of movies being made for things that didn't really need movies. Like, you know, long-time beloved pen-and-paper grid-reference guessing game Battleship.

    As you might expect, Battleship was summarily panned on its original release for being what seemed like a monumentally stupid idea. However, given that it was super-cheap in my local CEX recently — as most seventh-generation games are right now — I decided to pick it up and give it a go.

    I had a genuinely good time with it. It's not an amazing game by any means, but it's also certainly not "33 on Metacritic" bad. The first-person shooter segments are decent enough — though they lack somewhat in enemy variety — and the tactical ship combat is simplistic, but a nice addition to the overall gameplay. Given that the whole thing has just six levels and is over in about 4 hours (unless you replay on higher difficulty levels or attempt to track down the four hidden "pegs" in each level, because early 2010s games also needed pointless collectibles) I can understand why some people might have baulked at paying £40 for it.

    Pay 50p for it, however? I'm there. And this raises something interesting about the game collecting phenomenon: as time goes on, the "value" of games changes significantly, both in terms of how much you can expect to pay for something, and how you might perceive its overall quality.

    One of my biggest bugbears about modern online gaming discourse is how much mumbling there is about how x game "isn't worth $20" or y game is "more like a $5 game". These sorts of discussions say nothing interesting whatsoever about what the game is actually like to play, whether there's any value to the narrative, whether it does anything particularly interesting or, indeed, if it's actually worth picking up.

    Take the money thing out of the equation altogether, which the ridiculous cheapness of second-hand seventh-generation games does right now, and you can enjoy pretty much any game on its own merits, without thinking about something silly like an "hours to dollars" ratio.

    Battleship is a fun game. It brought to mind some pleasant memories of mid- to late-'90s PC games. And I don't regret spending a few hours on experiencing it.

    I'll likely write something about it on MoeGamer tomorrow. It's way off my usual remit, I know, but as you've probably noticed over the course of the last six years or so said remit has expanded quite a bit from the early days. Because gaming is a fascinating and broad medium, and it's always interesting to explore things a little outside your usual wheelhouse now and again — you might just find yourself liking them!

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    #oneaday Day 609: Melting https://imnotdoctorwho.moegamer.net/2020/08/08/oneaday-day-609-melting/ https://imnotdoctorwho.moegamer.net/2020/08/08/oneaday-day-609-melting/#respond Sat, 08 Aug 2020 23:03:08 +0000 https://imnotdoctorwho.moegamer.net/2020/08/08/oneaday-day-609-melting/ It's so hot here right now. Insert the usual disclaimer about it almost certainly being more hot elsewhere in the world, but here in the UK we don't really know what air conditioning is and certainly don't have it as a standard fixture in our houses. (My wife and I did have the foresight to … Continue reading #oneaday Day 609: Melting

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    It's so hot here right now. Insert the usual disclaimer about it almost certainly being more hot elsewhere in the world, but here in the UK we don't really know what air conditioning is and certainly don't have it as a standard fixture in our houses. (My wife and I did have the foresight to get a portable-ish unit for our bedroom last summer, though, and it was possibly the best appliance purchasing decision we've ever made.)

    Andie's been up in the loft thinking about putting some boards down so we can use a bit more of it for storage, but it turns out the loft is like an absolute oven right now — hot enough to actually make the whole upper floor of the house significantly warmer if we leave the hatch open. So that plan is going to wait until it cools off a bit.

    We had an attack of flies earlier. Apparently they really, really wanted the salmon we had for dinner. And not just a few, there were massive swarms in our kitchen. I've never seen them be like that for fish before. We managed to get them out of the house, however, and the cats ate at least a couple of them. We now have no more flies in the house than would be considered "normal" for a summer evening in Britain.

    I mentioned yesterday that I'm going to be covering the Danmachi game for Nintendo Life, so I've been getting stuck into that today. It seems like a lot of fun so far — and a good entry point to the series — but I suspect the mechanical and structural depth will show itself a lot later, as it's fairly simple so far. From what I can tell, there's an "Extra" mode that unlocks after playing through the main story that I suspect is going to be a bit more freeform and feature dating sim elements rather than a linear narrative, but that remains to be seen. I am only a few hours in, and it's certainly been satisfying and enjoyable to play so far — just not super-complex. Which is fine.

    Since I need to blast through that in a week, I'm going to head to bed and play it for a bit in our aforementioned air-conditioned bedroom. S-Rank Patrons, I hope you enjoy this month's wallpaper, and all of you — thank you, as always, for all your support, especially during these weird times.

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    #oneaday Day 608: It is Done! https://imnotdoctorwho.moegamer.net/2020/08/07/oneaday-day-608-it-is-done/ https://imnotdoctorwho.moegamer.net/2020/08/07/oneaday-day-608-it-is-done/#respond Fri, 07 Aug 2020 23:21:29 +0000 https://imnotdoctorwho.moegamer.net/2020/08/07/oneaday-day-608-it-is-done/ Mana Khemia 2: Fall of Alchemy is finally down for the count, after nearly 80 hours. That was quite the ride, and a lesson to me never to assume that all games in a series will be "quite short" just because some of the later ones are! With it being after midnight here, I'm going … Continue reading #oneaday Day 608: It is Done!

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    Mana Khemia 2: Fall of Alchemy is finally down for the count, after nearly 80 hours. That was quite the ride, and a lesson to me never to assume that all games in a series will be "quite short" just because some of the later ones are!

    With it being after midnight here, I'm going to save my writeup on the subject for tomorrow, so apologies for those who were hoping for a long read today. May I direct you in the direction of yesterday's 4,500 words on Nurse Love Addiction if you haven't enjoyed it already?

    I have a busy weekend ahead of me. Nintendo Life have asked me to review Is It Wrong to Try and Pick Up Girls In a Dungeon: Familia Myth – Infinite Combate (Danmachi hereafter) so I'll need to get stuck into that for the majority of the weekend. Not that I'm complaining — I was interested to check this game out anyway, though I hadn't preordered it as other stuff was higher priority for me.

    I decided to pass on today's Limited Run Games release of the Grandia HD Collection. While I would like a copy to have on my shelf, the price they have it up for plus their extortionate shipping to Europe means it's actually cheaper for me to buy copies of the original PS1 and Dreamcast games, even though the former in particular is relatively pricey. That does mean I miss out on the Japanese voice acting in Grandia, sadly, but I'll probably live. I can always play that patched ISO that's floating around the Internet if I really feel that strongly about it!

    Anyway, with my heart full of that unique combination of joy and sadness that only finishing a really long character-centric RPG can provide you with, it is off to bed with me now. Watch out for the new Mana Khemia 2 article tomorrow, and S-Rank Patrons, I'll get your wallpaper done tomorrow, too.

    Have a pleasant evening, and onwards into the weekend!

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    #oneaday Day 607: Another Fine Evening https://imnotdoctorwho.moegamer.net/2020/08/07/oneaday-day-607-another-fine-evening/ https://imnotdoctorwho.moegamer.net/2020/08/07/oneaday-day-607-another-fine-evening/#respond Fri, 07 Aug 2020 00:06:39 +0000 https://imnotdoctorwho.moegamer.net/2020/08/07/oneaday-day-607-another-fine-evening/ Hello everyone. Not a lot to report today; I'm nearing the end of Mana Khemia 2, but I may have to delay the next part of the feature just to polish it off before I write about it. I want to do this properly, after all! S-rank Patrons, your new wallpaper will be coming in … Continue reading #oneaday Day 607: Another Fine Evening

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    Hello everyone. Not a lot to report today; I'm nearing the end of Mana Khemia 2, but I may have to delay the next part of the feature just to polish it off before I write about it. I want to do this properly, after all!

    S-rank Patrons, your new wallpaper will be coming in the next couple of days when I find some time to put it together, so please watch out for that!

    And if you were wondering about the incident I talked about yesterday, I'm pleased to report that my friend went directly to their workplace and explained the situation, and the workplace supported them fully. They even promised to get their legal team involved if the offending tweets were not removed. Result! Just goes to show that for all we might complain about our day jobs, sometimes it does help to have Big Corporate on your side. Perhaps.

    Anyway, that's about all I have to report for today, aside from the fact that I treated myself to some goodies from Play-Asia earlier — specifically the Switch version of Maitetsu: Pure Station (which only got a physical release in Asia) and the upcoming Switch release of Clannad spinoff Tomoyo After CS, which apparently has a whole RPG alongside the visual novel stuff.

    I guess at some point I should probably get around to that lovely Kickstarter edition of Clannad I've been proudly displaying on my shelf for several years now, huh? I have a few more nurses to love before I can even think about that, though…

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    #oneaday Day 606: Stay Safe https://imnotdoctorwho.moegamer.net/2020/08/05/oneaday-day-606-stay-safe/ https://imnotdoctorwho.moegamer.net/2020/08/05/oneaday-day-606-stay-safe/#respond Wed, 05 Aug 2020 23:39:11 +0000 https://imnotdoctorwho.moegamer.net/2020/08/05/oneaday-day-606-stay-safe/ A friend of mine got "doxxed" today. If you're unfamiliar with the word, this means that trolls found his personal details and spread them around online with malicious intent. Specifically, they found out my friend's real name, the city in which they live and their workplace, and proceeded to tweet at said workplace with vile … Continue reading #oneaday Day 606: Stay Safe

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    A friend of mine got "doxxed" today. If you're unfamiliar with the word, this means that trolls found his personal details and spread them around online with malicious intent. Specifically, they found out my friend's real name, the city in which they live and their workplace, and proceeded to tweet at said workplace with vile accusations of paedophilia.

    Regrettably, I have been through something similar. It was back in 2011, I believe. One evening I logged on to Twitter only to discover a torrent of abuse in my mentions from people referring to me as a "paedophile". Over the course of the next couple of hours, I received several emails and phone calls from family members and friends informing me that someone had been in contact with them — usually by phone — making these vile accusations in person.

    It was a frightening, horrifying experience at the time, but a bit of rational thinking after the fact uncovered the truth behind the whole attack: why it happened, how it happened, and how to avoid it happening again.

    In my case, I was attacked because I had stated publicly that I enjoyed the then-new My Little Pony: Friendship is Magic animated series. This, believe it or not, was enough to pick me out as a prospective target for the troll group in question, and their modus operandi was — and apparently still is, if it's the same group — to spread horrible accusations online. It has been the same case for my friend; the trolls in question don't actually believe they really are a paedophile — they just have a vendetta against people who are interested in anime, and some heated online debates my friend was involved in earlier today was enough to paint a target on his back. 

    Accusations of paedophilia are one of the most potentially damaging things you can level at someone. I talked a bit about why that is the case in my article on Destructoid's review of Valkyrie Drive from a few years back — check out that piece here if you haven't read it before. Suffice to say that the choice of this particular accusation is very deliberate on the part of the troll groups — it's an accusation with a heavy emotive charge; one that makes people angry and irrational, and, regrettably, not all that likely to pursue the truth. Instead, with social media being the way it is, those angry people will then proceed to spread the lies further and further — assuming they gained any traction in the first place, which they sometimes don't.

    In my case, my family and friends were located as a result of publicly available personal information I had online — specifically, in the WHOIS record of a domain I owned at the time. Working outwards from that information, the trolls tracked down my Facebook and Twitter accounts, my WordPress blog, the website and contact details of my brother, my parents' contact details, the website I was running at the time while I was between jobs and the contact details of the person who owned said website. I am fortunate in that I was unemployed at the time, otherwise I have little doubt they would have tracked down my workplace, too, as they have done with my friend today.

    I went to the local police with all the evidence of harassment I had, and reported the matter to Twitter. The police listened to my concerns, but ultimately weren't able (or willing?) to do anything, and the most Twitter did was suspend my old username, because the trolls had hijacked it to post vile shit in my name when I had attempted to "hide" from them while panicking.

    Ultimately it all blew over with no permanent damage — though I believe there's still a page out there somewhere that highlights nothing more than just how stupid the whole thing was. But it was terrifying at the time, and I completely understand how my friend feels when they say they are fearing for their life and livelihood right now.

    As a "survivor" of this sort of attack, I have a few recommendations for those who think they might need them. This shouldn't be something anyone has to worry about, but unfortunately the Internet is an untamed wasteland of festering sewage rather than the brave new frontier of knowledge that was promised back in the late '90s. Anyway:

    • Don't list your workplace online unless you absolutely have to for some reason. Even then, question if you really have to. I have not mentioned my place of work anywhere online, I closed down my LinkedIn account without updating it when I got my current job, and have not even mentioned it to close friends online in any sort of context that could find its way out into public.

    • If you have a domain name or website, pay that little extra to hide your details. My entire incident stemmed from me cheaping out on my web hosting. Pay the couple of extra quid a month to hide your details and replace them with some generic company name and address.

    • Do not engage or respond to the trolls. They are trying to get a reaction and hoping that your stress, frustration, anger and fear will get the better of you, leading to you doing or saying something they can take further advantage of. Shut down all possible avenues of communication as much as possible. Report and block the instigators. Explain the situation to your friends in a private environment such as email or Discord. Private or deactivate your social media accounts if you need to. But do not engage.

    • Explain the situation to family and friends. It can be embarrassing to talk about given the nature of the accusations, but explain the situation to anyone you think they might go after. Your family and friends know you much better than some random idiot on the Internet. Who do you think they are going to believe?

    • Remember that the situation is inevitably less serious than it appears. In the heat of the moment, this can be easy to forget. But in the case of my friend's incident earlier today, the "evidence" the doxxers compiled and shared was nothing more than an archive of their Facebook page, their spouse's Facebook page, and two Steam accounts. None of these "proved" anything whatsoever.

    I hope none of you reading this ever have to go through this experience, as it's a really unpleasant thing to deal with. It is an unfortunate reality of certain parts of the Internet, however, so I hope the above advice and support proves helpful should you find yourself needing it.

    Stay safe out there!

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    #oneaday Day 605: Cheap Crap https://imnotdoctorwho.moegamer.net/2020/08/04/oneaday-day-605-cheap-crap/ https://imnotdoctorwho.moegamer.net/2020/08/04/oneaday-day-605-cheap-crap/#respond Tue, 04 Aug 2020 23:49:51 +0000 https://imnotdoctorwho.moegamer.net/2020/08/04/oneaday-day-605-cheap-crap/ I've mentioned a few times recently about how great it is that the outgoing seventh generation of consoles has entered "games for 50p" territory. You can pick up an armful of Xbox 360, PS3 and Wii games for pocket change these days, and it's a great opportunity to try out some things that you didn't … Continue reading #oneaday Day 605: Cheap Crap

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    I've mentioned a few times recently about how great it is that the outgoing seventh generation of consoles has entered "games for 50p" territory. You can pick up an armful of Xbox 360, PS3 and Wii games for pocket change these days, and it's a great opportunity to try out some things that you didn't want to spend £40-50 on back in the day.

    One thing that I've been really enjoying doing is picking up games that reviewed especially poorly and giving them a go. These are the games that are really cheap now — and if my experiences with some of the supposed garbage from the PS2 era is anything to go by, there are some surprisingly enjoyable experiences to be had among them.

    Over the last couple of days, I've been enjoying Double Helix and Activision's Battleship, based on the movie of the pen-and-paper game. Yes, that was a thing that happened, though I suspect most people have probably forgotten by now. The Xbox 360/PS3 game got absolutely panned back in the day for being, on paper, a stupid idea that is nothing to do with the essence of Battleship. (Interestingly, there was also a companion Wii and 3DS game that was more of a turn-based strategy-affair; this ended up being much more well-received, but by virtue of its host platforms wasn't talked about nearly as much.)

    If you've never come across Battleship, here's the gist. Aliens have emerged from… somewhere under the sea, and are causing trouble in the Hawaiian archipelago. As silent-but-named protagonist Cole Mathis, it's your job to play a leading role in the obliteration of said enemy forces from the archipelago before they're able to solidify their position and set their sights on the wider world.

    The plot doesn't really matter. I assume it ties in with the movie (which I haven't seen), but it really doesn't matter, because this is a game about, well, gameplay. You control Mathis from a first-person perspective and are able to do all the things you'd expect to be able to do in a console first-person shooter from 2012: you can walk, sprint, crouch, jump and look down your iron sights. You can carry two guns at once, plus up to four grenades. Different guns are more or less effective against different enemy types. And yes, since your foes are aliens, you can loot their bodies and use their own weapons against them — the most commonly seen is an enormously satisfying chaingun-like affair.

    The big mechanical twist in Battleship is that you're on an island, and the ships of your fleet are all around you. With a tap of the left bumper, you can call up a strategic map to move your ships around. If you put them in marked strategic spots, you become able to call in bombardments from the sea, which can help even the odds in tricky encounters. But you also need to make sure that those ships stay safe — because the aliens have ships, too. As such, you'll need to move your ships around to engage the enemy fleet and keep it under control while also achieving your objectives on the ground.

    This actually works really well. While you're in the first-person part of the game, there are constant readouts of your ships' status on screen, as well as an activity feed of what they're up to. Audible radio chatter also keeps you up to date on the situation, so you know when you need to switch to the strategic view and take action. Coolest of all, though, is the fact that you can actually look out to sea from the island you're on, and see the ships moving around and fighting.

    Some interesting depth is added by the fact that defeated enemies in the first-person segment drop "wild cards", which can be used in the strategic view. Some of these apply upgrades to your ships, such as increased attack or defensive power or wider radar range. Some of them provide an immediate benefit, such as an instant repair. And the most fun is the "Ship Control!" (with an exclamation mark) card, which allows you to take direct control of a specific ship's guns and fling everything you have at their current target, with a hefty damage boost to help you sink your enemy's battleship.

    None of this is super-complex — the "ship control" sequences are especially simplistic, but enjoyable enough regardless — but the combination of everything is enough to keep things interesting and varied, and as a result I've been having a genuinely good time with the game.

    I understand the whole thing is only about four hours long, but then I paid a couple of quid for it, so that doesn't really bother me in the slightest. Full writeup (and possibly a short;Play video) coming up soon on MoeGamer.

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    #oneaday Day 604: Emotional Release https://imnotdoctorwho.moegamer.net/2020/08/03/oneaday-day-604-emotional-release/ https://imnotdoctorwho.moegamer.net/2020/08/03/oneaday-day-604-emotional-release/#respond Mon, 03 Aug 2020 22:21:50 +0000 https://imnotdoctorwho.moegamer.net/2020/08/03/oneaday-day-604-emotional-release/ Okay, I've been carrying this around all day and haven't been able to actually talk about it with anyone, so I'm just going to splurge it out here. Spoilers for Nurse Love Addiction ahead — stop reading here if you plan on playing it yourself! Skip ahead to after the "block quote" section to avoid … Continue reading #oneaday Day 604: Emotional Release

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    Okay, I've been carrying this around all day and haven't been able to actually talk about it with anyone, so I'm just going to splurge it out here. Spoilers for Nurse Love Addiction ahead — stop reading here if you plan on playing it yourself! Skip ahead to after the "block quote" section to avoid spoilers.

    All right. So, as you know, I've been reading Nurse Love Addiction at bedtime lately. I figured it'd be a good choice — cute, pink, pastel-coloured romantic visual novel about a bunch of gay nursing students. And indeed so far it has been. Well, it was until partway through my reading session last night.

    For a bit of context, the lead character Asuka is a bit of an airhead, as female VN protagonists often tend to be. The early hours of the story see her affections flitting around somewhat between her sister and the two girls she finds herself grouped up with during her nursing training. There's Itsuki the rather forthright, overly honest young woman (who is also a not-particularly-secret otaku and doujin game developer) and Sakuya, the "princess"-like character, who is calm and refined, but is dealing with a sickly parent who keeps demanding her attention and dragging her away from her studies.

    Itsuki and Sakuya are in a relationship with one another. Early in the visual novel, Asuka witnesses an intimate kiss between the pair of them when they think no-one is watching, and starts to Feel Things as a result. A little later, when Itsuki and Sakuya have a serious falling out with one another — to such a degree that Itsuki moves out of the dormitory room she was living in with Sakuya — Asuka starts to find herself even more confused about what is going on. On the one hand, she wants things to go back to normal. On the other, she can't deny that she definitely has feelings for Sakuya.

    Eventually, the school festival rolls around. At Teito Nursing Academy, the first-years are responsible for running the whole thing, because the second- and third-years are all busy with their studies. Asuka and Sakuya have some disagreements over what their group should put on as an attraction, but eventually reach a compromise by running a "nurse cafe", whose gimmick is that they take their patrons' blood pressure along with their order, and provide those with high blood pressure with a low-sugar menu.

    Anyway, this is all besides the point. After the festival day is over, Asuka heads up to the school rooftop because she received a note from Sakuya to meet her there. Sakuya follows along a little while after, and, long story short, she kisses Asuka. Asuka has no idea what to do with this information, particularly as Sakuya departs shortly afterwards having left some cryptic words with her.

    Asuka also doesn't get much time to think it over, because a moment later, she is stabbed in the stomach by an unknown assailant apparently wearing a nurse uniform. And we, the audience, get to witness and experience this in excruciating detail, with a gory event image and some very graphic descriptions of what Asuka is thinking and feeling as she feels her life slipping away.

    She wakes up what feels like a moment later, only to discover that her sister found her collapsed on the rooftop and she has since been asleep for a full day. There is also no trace of any stab wound anywhere on her body, leaving her understandably confused as to what actually happened and what was a delusion, a dream… or something else altogether.

    I was kind of floored by this bizarre but undeniably effective and emotionally devastating curveball the game threw me. I was not expecting this sort of thing at all — largely because I'd not read anything about the game beforehand, and the most I'd heard is that some bits of it were "a bit weird".

    And I won't lie, it kind of left me a bit freaked out — but in a way that I enjoy. I haven't played a visual novel that did this to me for quite some time — Grisaia was probably the last to deliver such an effective gutpunch — but I'm excited to be experiencing something like this again. Even if it's making me a bit hesitant to read the next chapters!

    Spoilers end!

    Anyway, yeah, Nurse Love Addiction is quite a ride. I can't wait to read more. In fact, I think that's what I'm going to go and do right now. Wish me… luck?

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    #oneaday Day 603: Productivity https://imnotdoctorwho.moegamer.net/2020/08/02/oneaday-day-603-productivity/ https://imnotdoctorwho.moegamer.net/2020/08/02/oneaday-day-603-productivity/#respond Sun, 02 Aug 2020 22:01:48 +0000 https://imnotdoctorwho.moegamer.net/2020/08/02/oneaday-day-603-productivity/ It's been a pretty productive weekend, even though I had to cram pretty much everything I wanted to do into today rather than spread it across the whole weekend. I've got another two episodes of all the Atari A to Z series in the can, along with two more short;Play features and two more Final … Continue reading #oneaday Day 603: Productivity

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    It's been a pretty productive weekend, even though I had to cram pretty much everything I wanted to do into today rather than spread it across the whole weekend. I've got another two episodes of all the Atari A to Z series in the can, along with two more short;Play features and two more Final Fantasy Marathon episodes. I haven't managed to squeeze in an Around the Network post on MoeGamer, but I'll do one of those tomorrow during the inevitable downtime from the day job.

    I'm going to try and get into the habit of doing Ring Fit Adventure each day, too. It doesn't have to be a lot each day, but I feel like in the long term that would be a healthy habit to get into. I've determined that there's enough space in my bedroom to do it — we have a Switch dock up there thanks to my wife also having a Switch — so that means I can work out with the air conditioning on, and without having to move furniture around. Now it's just a case of actually motivating myself to do it. And, as with so many things, that's just a case of forming a healthy habit and sticking to it.

    Ring Fit Adventure is fun, which helps. The core gameplay of the "Adventure" mode works really well, and I love the idea of your "hotbar" of combat skills consisting entirely of exercise moves, with their "elements" corresponding to what kind of move they are. What was the last RPG you played where enemies could be weak to yoga?

    To make this work, I need to establish a time of day that I try and do it at, every day. I'm a bit torn on this. Common sense says that first thing in the morning after getting up would be a sensible choice, but I already find it quite difficult to haul myself out of bed in the morning anyway, and I doubt knowing a workout is waiting for me would help inspire that. On the other hand, an invigorating workout might be just the thing I need to get me going first thing in the morning, so perhaps that's worth a try.

    Last thing at night is also a possibility, but I don't think that's a good idea, as it's all too easy to just go "ah, it's too late" or "I'm too tired" by that point and skip it. Or perhaps lunchtime? But then I don't want to end up resenting it for eating into my "free" time in the middle of the day.

    I'll have to try some different approaches. Tomorrow seems like as good a time as any to give it a go, so let's see how this unfolds!

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    #oneaday Day 602: Tired https://imnotdoctorwho.moegamer.net/2020/08/02/oneaday-day-602-tired/ https://imnotdoctorwho.moegamer.net/2020/08/02/oneaday-day-602-tired/#respond Sun, 02 Aug 2020 00:10:50 +0000 https://imnotdoctorwho.moegamer.net/2020/08/02/oneaday-day-602-tired/ I'm really tired. It is 1am, so that's partly understandable, but part of it stems from the fact that I had the first alcoholic drinks I've had for… probably several years this evening. Andie had some friends over for a barbecue, so I thought I'd indulge and have a couple. All it seems to have … Continue reading #oneaday Day 602: Tired

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    I'm really tired. It is 1am, so that's partly understandable, but part of it stems from the fact that I had the first alcoholic drinks I've had for… probably several years this evening. Andie had some friends over for a barbecue, so I thought I'd indulge and have a couple. All it seems to have achieved, though, is making me tired and a bit depressed, so I'm not in any great hurry to guzzle down the leftovers.

    It's strange how your attitude changes towards things like this over the years. At university, I drank a lot because it was the thing to do, and because it (usually) ended up creating funny stories in one way or another.

    My favourite is still the time my friend went running off at high (drunken) speed ahead of me and disappeared completely… then ten minutes later I got a call from his phone. I answered. It was not my friend's voice.

    "Can you come and pick your friend up?" the girl on the other end of the phone asked, slightly slurring herself, too. "We're in the Charcoal Grill. We found him in a bush."

    Completely unsurprised to hear that the reason I couldn't find my friend was because he'd leapt into a bush outside Safeway and then couldn't get back up again without assistance, I agreed to go and pick him up. I was going to get a chicken burger for the walk home from the Charcoal Grill anyway.

    These days, though, I have no desire to have an evening like that. I've got better things to do — and perhaps more importantly, better things to spend my money on. We all must have spent an obscene amount of money on alcohol at university, and that was twenty years ago. It must be even worse now.

    Anyway, yeah. No more drinking for me, I think. Sorry this isn't more of a misspelled mess of a drunken blog post, but 1) I don't feel drunk and 2) I'm just melancholy and tired more than anything else.

    Off to bed, then. Videos to make tomorrow, and I'd like to be at least vaguely awake to do all that! Hope your Saturday has been pleasant.

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    #oneaday Day 601: Bedtime Reading https://imnotdoctorwho.moegamer.net/2020/07/31/oneaday-day-601-bedtime-reading/ https://imnotdoctorwho.moegamer.net/2020/07/31/oneaday-day-601-bedtime-reading/#respond Fri, 31 Jul 2020 22:50:25 +0000 https://imnotdoctorwho.moegamer.net/2020/07/31/oneaday-day-601-bedtime-reading/ My plan to indulge in a little light reading thanks to visual novels before going to sleep has proven to be a good one so far. I'm enjoying Nurse Love Addiction a great deal and, as I suspected there would be, there's a lot more substance to the narrative and characterisation than the rather whimsical … Continue reading #oneaday Day 601: Bedtime Reading

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    My plan to indulge in a little light reading thanks to visual novels before going to sleep has proven to be a good one so far. I'm enjoying Nurse Love Addiction a great deal and, as I suspected there would be, there's a lot more substance to the narrative and characterisation than the rather whimsical title might suggest.

    I will, of course, write about it in detail on MoeGamer when I've finished it — depending on how divergent the routes/endings are, there may be several articles in it — but for now, suffice to say that it combines a pleasant bit of Cute Girls Doing Cute Things with some surprisingly harrowing real-world considerations. This isn't a sanitised, super cute and/or pervy look at being a nurse; this is about the real things that trainee nurses have to learn to deal with — and how people sometimes get things wrong.

    I can understand why this title is well-regarded now, and why it ended up with a packaged release for Switch via Limited Run Games. I'm also very glad that I picked it up, particularly since the package — which is named Nurse Love Obsession — also includes the other game in the series, Nurse Love Syndrome. (Technically Nurse Love Syndrome came first back in the PSP days, but I believe Nurse Love Addiction was released in the West first — plus the two are mostly unrelated aside from the subject matter, from what I understand.)

    It's often quite a while between visual novels for me, but any time I actively engage with one I'm reminded what a thoroughly pleasant sense of closeness and intimacy they provide with their cast of characters — even in titles that aren't relationship-centric or which don't feature sexual content. The core cast of four young women in Nurse Love Addiction are a close-knit bunch, and by riding along with protagonist Asuka (and making occasional decisions on her behalf) you get a real sense of how fondly they regard each other. More than that, you feel included. It's nice.

    Anyway, with another week over, I'm off to go read a chapter or two before sleeping. Andie's got some friends coming over for a barbecue tomorrow, so I'll need to conserve some mental energy for having three-dimensional people in the near vicinity.

    Hope you've all had a good week. Take care of yourselves in these difficult times!

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    #oneaday Day 600: A Little Longer... https://imnotdoctorwho.moegamer.net/2020/07/30/oneaday-day-600-a-little-longer/ https://imnotdoctorwho.moegamer.net/2020/07/30/oneaday-day-600-a-little-longer/#respond Thu, 30 Jul 2020 22:55:45 +0000 https://imnotdoctorwho.moegamer.net/2020/07/30/oneaday-day-600-a-little-longer/ Mana Khemia 2: Fall of Alchemy is taking a little longer than anticipated! I was hoping I might be able to have the whole thing polished off by tomorrow, but I've still got a bit of a way to go in Raze's route, then the "Extra" route at the end for the "true" ending. Rather … Continue reading #oneaday Day 600: A Little Longer...

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    Mana Khemia 2: Fall of Alchemy is taking a little longer than anticipated! I was hoping I might be able to have the whole thing polished off by tomorrow, but I've still got a bit of a way to go in Raze's route, then the "Extra" route at the end for the "true" ending. Rather than doing something silly like staying up super-late several nights in a row, though, I'm going to take my time over it and when it's done, it's done. It's not like I'm on a deadline or anything, and I have something worthwhile to write about it tomorrow anyway, even if it's not the analysis of Raze's complete narrative I was hoping to do.

    It seems I was somewhat mistaken in my initial assessment of Atelier games being "generally quite short" (i.e. about 20 hours, which is short for an RPG). I'm now pushing 60 hours in Mana Khemia 2; the first Mana Khemia was about 45 hours, and Atelier Iris 3 was 50 hours or so. At least I know the Arland games, which are coming up after Mana Khemia 2 is done and dusted, actually are fairly short because they're intended to be replayed a few times!

    I am absolutely loving my time with the series, though, and I'm glad I set off on this bizarre journey to cover all of them — well, all the Western-released ones, anyway. It's fascinating to see the series evolve over time as Gust experiments with various mechanics and structures. They're an iterative developer; they build on things that work, and cast aside stuff that didn't work. But, importantly, they have the confidence to try things, which is pretty damned impressive when they're pushing these games out on an annual basis.

    It will be interesting to see how Atelier Lulua fits into all this. I'll be covering that as part of the Arland games rather than in release order; for those unfamiliar with the series, Lulua was a fourth part to the Arland "trilogy" that was released considerably later than the other three parts. I'm anticipating that there will be some substantial mechanical differences, but it will be good to experience the story while the previous three Arland games are fresh in my mind.

    Anyway, that's all stuff to worry about soon! Tomorrow I'll be writing about Mana Khemia 2's excellent New Game Plus mode, then banging out the last few chapters and the Extra mode next week. I've got videos to record over the weekend, and a barbecue to consume, too. Busy busy busy!

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    #oneaday Day 599: Late Night Ramblings https://imnotdoctorwho.moegamer.net/2020/07/30/oneaday-day-599-late-night-ramblings/ https://imnotdoctorwho.moegamer.net/2020/07/30/oneaday-day-599-late-night-ramblings/#respond Thu, 30 Jul 2020 01:40:30 +0000 https://imnotdoctorwho.moegamer.net/2020/07/30/oneaday-day-599-late-night-ramblings/ The "real world" feels increasingly distant with every passing day. I'm finding it harder and harder to care about the day job, because every day it feels a little less real, a little less important. This is probably not a great state to be in, but I also doubt I'm alone in feeling like this … Continue reading #oneaday Day 599: Late Night Ramblings

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    The "real world" feels increasingly distant with every passing day. I'm finding it harder and harder to care about the day job, because every day it feels a little less real, a little less important. This is probably not a great state to be in, but I also doubt I'm alone in feeling like this right now.

    Still, at least I've been getting things done. The Atelier feature is going well, today's article about Steam and visual novels was very well received, and outside of my continuing dissatisfaction with my "professional" life, things are all right, I guess.

    I've been enjoying collecting Xbox 360 and PS3 games lately, since as I've said recently, they are ridiculously cheap right now. It's payday on Friday, so I will probably nip to town over the weekend and come back with another armful of goodies to add to the shelves.

    Right now I'm enjoying Test Drive Unlimited, as I talked a bit about on the podcast, and I also made a start on Warriors Orochi 2 today. It's essentially Warriors Orochi: Xtreme Legends, but I'm happy with that! There are some interesting new progression mechanics and a bunch of new characters, so I'm looking forward to exploring it in more detail. In the absence of Warriors Wednesday, I'll certainly write about the experience!

    Bit disjointed tonight I know, but it's late; Mana Khemia 2 kept me up! I should probably sleep now though. Thank you as always for indulging me!

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    #oneaday Day 598: New Game Plus https://imnotdoctorwho.moegamer.net/2020/07/28/oneaday-day-598-new-game-plus/ https://imnotdoctorwho.moegamer.net/2020/07/28/oneaday-day-598-new-game-plus/#respond Tue, 28 Jul 2020 21:58:26 +0000 https://imnotdoctorwho.moegamer.net/2020/07/28/oneaday-day-598-new-game-plus/ Mana Khemia 2: Fall of Alchemy has one of the most enjoyable New Game Plus modes I've played through for a while, because it finds a good balance between letting you carry stuff over and still providing some meaningful things to do. Plus Ulrika and Raze's storylines are completely different from one another, so you … Continue reading #oneaday Day 598: New Game Plus

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    Mana Khemia 2: Fall of Alchemy has one of the most enjoyable New Game Plus modes I've played through for a while, because it finds a good balance between letting you carry stuff over and still providing some meaningful things to do. Plus Ulrika and Raze's storylines are completely different from one another, so you really are getting two games in one here (plus the extra bit at the end when you've done them both).

    For the uninitiated, Mana Khemia 2: Fall of Alchemy allows you to carry over all your recipes, items, records of things you've previously crafted and money to a new playthrough, but character progression is reset. Or rather, since you're playing a completely different set of characters when you do your second playthrough, they simply start from scratch.

    There's a key difference, though. As you'll know if you read my feature on the game's progression mechanics, Mana Khemia 2, like its predecessor, doesn't use a standard "XP and levels" system. Instead, you unlock "cards" in a character's "Grow Book" by crafting items, then use AP earned through combat (and through a couple of other means) to unlock abilities on those cards — these can either be stat boosts, specific skills or improvements to innate abilities.

    Because the New Game Plus mode carries over all your recipes and a record of what you crafted in your first playthrough, you'll find most of the cards are unlocked at the start of your second run, meaning you just need to get some AP in your pocket to buff up your stats quite significantly. And, chances are, you'll have some good armour left over from that first playthrough, too — though you'll still have to craft weapons for each of the characters, since those are unique to each individual.

    In other words, the New Game Plus still provides meaningful things for you to do, but demands less of your time. It also provides a few nice little bonuses along the way, too, such as an NPC that allows you to change the battle music (including selecting tracks from the first Mana Khemia if you so desire) and a shop that allows you to spend AP on fruit that permanently increases stats if you do ever find yourself maxed out progression-wise.

    I'm pretty sure this has been my favourite Atelier game so far, which is why it's such a crying shame it never came to Europe. I'm glad I got a copy when I did, though; as PS2 drifts further into the world of "retro", prices are creeping up!

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    #oneaday Day 597: Different Worlds https://imnotdoctorwho.moegamer.net/2020/07/27/oneaday-day-597-different-worlds/ https://imnotdoctorwho.moegamer.net/2020/07/27/oneaday-day-597-different-worlds/#respond Mon, 27 Jul 2020 23:13:25 +0000 https://imnotdoctorwho.moegamer.net/2020/07/27/oneaday-day-597-different-worlds/ Earlier today, I read a thing about Ghost of Tsushima by someone who obviously doesn't play any games outside of the triple-A sector, and I found it quite eye-opening how differently this person feels about gaming than I do. It's Paul "Mr Biffo" Rose's piece that he published today: https://www.digitiser2000.com/main-page/review-ghost-of-tsushima-ps4  I'm not saying Biffo's wrong … Continue reading #oneaday Day 597: Different Worlds

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    Earlier today, I read a thing about Ghost of Tsushima by someone who obviously doesn't play any games outside of the triple-A sector, and I found it quite eye-opening how differently this person feels about gaming than I do. It's Paul "Mr Biffo" Rose's piece that he published today: https://www.digitiser2000.com/main-page/review-ghost-of-tsushima-ps4 

    I'm not saying Biffo's wrong or anything, I hasten to add — having not played Ghost of Tsushima, I can't comment beyond that — but I just find it interesting how differently people can feel about what is ostensibly the same medium when coming at it from completely different ends of the spectrum.

    I guess it's the same with any creative medium. Consider music, for example; there are people who are passionately into pop, rock, reggae, hip-hop and all manner of other subdivisions. When you get into "classical" music, you have people who are especially interested in the Baroque period, the Classical period, the Romantic period, 20th century experimental work and all manner of other things. There's no real reason why gaming shouldn't be the same way.

    I suppose the closest comparison would probably be film, in that film is a medium where we also have the distinction between big-budget blockbusters designed to make lots of money, and small-scale artistic endeavours made to fulfil a creator's need to create. And, of course, everything in between.

    It's easy to get a bit frustrated when you read or hear things from people who are outside your particular "area" of the medium you're interested in, but it's always important to remember that one man's trash is another man's treasure and all that. I have precisely zero desire to play The Last of Us Part II, for example, while the piece I referred to here at the start made out it was an unprecedented masterpiece of storytelling.

    Coming from the other angle, I've found Mana Khemia 2 to be one of the most fascinating games I've played in a long time from a narrative perspective, but I'm probably not going to get someone who focuses exclusively on the big releases of the hour to jump on board with a PS2 game from 2009. (Although I would hope that they'd at least consider reading my coverage of it!)

    Anyway, I don't really have a point other than acknowledging that we should all think about where our own priorities lie, and consider that not everyone's priorities are the same. In fact, it's more interesting that way; I've talked a lot previously about how I don't really enjoy engaging with negativity, so in a way it was refreshing to read something that heaped so much praise on the current big games — as well as offering some sensible criticism where appropriate.

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    #oneaday Day 596: Inti Creates, We Yell Enthusiastically About Them https://imnotdoctorwho.moegamer.net/2020/07/25/oneaday-day-596-inti-creates-we-yell-enthusiastically-about-them/ https://imnotdoctorwho.moegamer.net/2020/07/25/oneaday-day-596-inti-creates-we-yell-enthusiastically-about-them/#respond Sat, 25 Jul 2020 22:31:52 +0000 https://imnotdoctorwho.moegamer.net/2020/07/25/oneaday-day-596-inti-creates-we-yell-enthusiastically-about-them/ New podcast in the can today! It should be with you on Monday. This time around, besides the usual news and "what we've been playing" talk, we talk a bit about one of our favourite developers: Inti Creates. Chris knows a bit more about their earlier years than I do — particularly the Mega Man … Continue reading #oneaday Day 596: Inti Creates, We Yell Enthusiastically About Them

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    New podcast in the can today! It should be with you on Monday. This time around, besides the usual news and "what we've been playing" talk, we talk a bit about one of our favourite developers: Inti Creates. Chris knows a bit more about their earlier years than I do — particularly the Mega Man Zero and ZX games, while as you may recall I've done extensive features on GalGun Double Peace, GalGun 2 and various other games from this excellent developer in the past.

    As is my usual routine on a "podcast weekend", I've spent the evening recording footage for the games we talked about that I have easy access too, and it's reminded me quite how astonishingly good many of their games are. I'm especially enamoured with Mighty Gunvolt Burst, which is an absolutely masterful piece of platforming joy, and I'm intrigued to spend some more time with Dragon Marked for Death in the near future. Then of course there's the aforementioned Gal*Gun games, which have always been a delight; I hope we get more of those in the future!

    It was a really enjoyable podcast, so thanks as always to my good friend Chris for providing some good company and conversation, and I hope you all enjoy our ranting and raving about the things we love when the episode releases on Monday!

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    #oneaday Day 595: Games Without Purpose https://imnotdoctorwho.moegamer.net/2020/07/25/oneaday-day-595-games-without-purpose/ https://imnotdoctorwho.moegamer.net/2020/07/25/oneaday-day-595-games-without-purpose/#respond Sat, 25 Jul 2020 01:02:16 +0000 https://imnotdoctorwho.moegamer.net/2020/07/25/oneaday-day-595-games-without-purpose/ After beating Mana Khemia 2: Fall of Alchemy earlier, I decided to chill out for the rest of the evening with some Test Drive Unlimited. I'll be writing about this in detail on MoeGamer sometime soon, but I wanted to talk about one specific aspect that I've found especially appealing. Test Drive Unlimited, if you're … Continue reading #oneaday Day 595: Games Without Purpose

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    After beating Mana Khemia 2: Fall of Alchemy earlier, I decided to chill out for the rest of the evening with some Test Drive Unlimited. I'll be writing about this in detail on MoeGamer sometime soon, but I wanted to talk about one specific aspect that I've found especially appealing.

    Test Drive Unlimited, if you're unfamiliar, is a 2006 open-world driving game in which the core appeal is the fact that you can buy and drive a wide variety of cool cars from many different manufacturers. The Test Drive series' unique selling point since its inception on 16-bit home computers has always been the fact it makes a real effort to make you feel like you're really sitting in these luxurious vehicles — and ever since I played Test Drive 2: The Duel on Atari ST, I found myself wishing that I didn't have to worry about actual racing, and could instead just drive around a world and explore it.

    Of course, I also recognised that the technology of the time probably wasn't up to the job. Test Drive 3: The Passion made a brave attempt, but was ultimately a bit of a mess. Test Drive Unlimited, however, which came out some sixteen years later, absolutely nails what I always wanted from the series: while there are races and other events in which to compete, you can also just drive around and enjoy yourself. In fact, in order to unlock all the game's content, you'll need to do that. Unlocking the ability to purchase and ride motorbikes, for example, is dependent on you having driven to each and every of the car dealerships in the game, and the only way to find the events in which to compete and earn money for your car collecting addiction is to, you guessed it, drive around.

    There is a fast travel system, where you can instantly warp to anywhere you've previously visited, but in order to unlock somewhere for fast travel, you need to drive there first. And doing so is a lot of fun; this evening, I did little more than drive around the game's virtual recreation of O'ahu to take a grand tour of the car dealerships, but I really enjoyed the experience. The varied scenery, the different road systems, the unique challenges that flinging a Lotus Esprit around these roads presented with me as I explored.

    While I did have a "goal" in mind while playing tonight, I've had quite a few sessions where I've done nothing more than just drive, because it's enjoyable to do so. And sometimes it's lovely to have a game like that; a game where what you do doesn't really matter, but it's fun to engage with regardless. If you're in need of a good way to relax and unwind, I recommend finding a game that works like this for you!

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    #oneaday Day 594: Surprise https://imnotdoctorwho.moegamer.net/2020/07/24/oneaday-day-594-surprise/ https://imnotdoctorwho.moegamer.net/2020/07/24/oneaday-day-594-surprise/#respond Fri, 24 Jul 2020 00:20:21 +0000 https://imnotdoctorwho.moegamer.net/2020/07/24/oneaday-day-594-surprise/ I've been unable to work the day job today for reasons I won't go into for now, so I've been able to do a bit of catching up on Mana Khemia 2: Fall of Alchemy. If things are still tits-up tomorrow morning, I'll hopefully be able to finish off my Ulrika playthrough and be able … Continue reading #oneaday Day 594: Surprise

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    I've been unable to work the day job today for reasons I won't go into for now, so I've been able to do a bit of catching up on Mana Khemia 2: Fall of Alchemy. If things are still tits-up tomorrow morning, I'll hopefully be able to finish off my Ulrika playthrough and be able to write about it. Then Raze's playthrough should go a whole lot faster with all the New Game+ carry-overs. Hopefully!

    I'm really loving this one. Ulrika is one of my favourite Atelier protagonists to date because she just captures that teenage spirit perfectly. She flipflops between being aggressively rebellious and full of determination — and it's interesting watching her personal journey over the course of the year in which the story unfolds. She definitely enjoys some personal growth along the way, and it's been a real pleasure to stand alongside her while it's been happening.

    This sort of experience is why I love the games I do — be they RPGs, strange hybrids like the later Atelier games or pure visual novels. There's just something about the level of intimacy you feel with characters in these games that I rarely find in cinematic-style Western games. I'm not entirely sure of the exact reason for this — art style is definitely a part of it, but there's definitely something about the writing, too. Perhaps it's the fact that dialogue in RPGs and VNs is, unsurprisingly, written more like text in a book, whereas cinematic-style games are, equally unsurprisingly, composed like a movie.

    There's probably something to ponder a little deeper there at some point. Suffice to say for now that with the end of Ulrika's route looming ahead of me, I'm starting to get that feeling I get with games I really love — a feeling that I don't want to leave these characters behind, because they've become "friends".

    All the Atelier games I've played so far have been very good for this, but I feel like the two Mana Khemia games have been particularly special in this regard. It's probably the more intimate, constant setting of the school that helps; there's a sense that you really are living a life alongside these characters, rather than going on a journey with them. You get to admire them at their most mundane as well as their most ridiculous, and that allows you to develop a feeling of attachment to their more relatable qualities.

    Anyway, I'm rambling now. It's twenty past one in the morning and I should probably sleep. It'd be a bad idea to read a chapter or two of Nurse Love Addiction before I sleep, wouldn't it…?

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    #oneaday Day 593: Ooh, Nurse https://imnotdoctorwho.moegamer.net/2020/07/22/oneaday-day-593-ooh-nurse/ https://imnotdoctorwho.moegamer.net/2020/07/22/oneaday-day-593-ooh-nurse/#respond Wed, 22 Jul 2020 23:04:46 +0000 https://imnotdoctorwho.moegamer.net/2020/07/22/oneaday-day-593-ooh-nurse/ I've been enjoying Nurse Love Addiction so far. As I noted a few days back, I've been trying to make some time for some "bedtime reading" in the form of visual novels, and thought I'd start with this one thanks to its recent Limited Run Games release on Switch. I'm too early to write anything … Continue reading #oneaday Day 593: Ooh, Nurse

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    I've been enjoying Nurse Love Addiction so far. As I noted a few days back, I've been trying to make some time for some "bedtime reading" in the form of visual novels, and thought I'd start with this one thanks to its recent Limited Run Games release on Switch.

    I'm too early to write anything too substantial on the subject, but so far it seems like a thoroughly charming yuri story with a small cast and some absolutely wonderful artwork; the sort of imagery that, if you have the slightest hint of synaesthesia in your brain (as I suspect I do) will fill your mouth with a "rich" flavour.

    The story concerns the antics of student nurse Asuka, who came to nursing school in order to "follow a star" she believes she saw in childhood. Her younger sister also came with her — she's the more responsible one — and the story so far has concerned Asuka's attempts to settle in to the course and overcome her rather low self-confidence and self-esteem issues.

    It's been a very pleasant time so far. From what I understand — without details or spoilers — I believe things get a little "odd" later on, but I don't know how. For now, there's been a really nice mix of characters, a relatable protagonist and an interesting story that has set up all sorts of interesting threads to poke at in the coming chapters.

    Also Asami Imai is in it, and she's one of my favourite seiyuu, so there's that too. The temptation to follow her character's "route" first is enormous… but then all the other characters are adorable in their own ways too… oh, decisions, decisions!

    Watch me end up with a Bad End now… at least I've saved at all the decision points!

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    #oneaday Day 592: Is the Xbox 360 "Retro"? https://imnotdoctorwho.moegamer.net/2020/07/21/oneaday-day-592-is-the-xbox-360-retro/ https://imnotdoctorwho.moegamer.net/2020/07/21/oneaday-day-592-is-the-xbox-360-retro/#respond Tue, 21 Jul 2020 23:19:58 +0000 https://imnotdoctorwho.moegamer.net/2020/07/21/oneaday-day-592-is-the-xbox-360-retro/ I have difficulty thinking of the HD consoles (and the Wii) as "retro", but I feel like we're fast approaching the time where these devices have the requisite nostalgia value needed to be considered thus. I've been playing a bit of Test Drive Unlimited for the last couple of days, because I felt like a … Continue reading #oneaday Day 592: Is the Xbox 360 "Retro"?

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    I have difficulty thinking of the HD consoles (and the Wii) as "retro", but I feel like we're fast approaching the time where these devices have the requisite nostalgia value needed to be considered thus.

    I've been playing a bit of Test Drive Unlimited for the last couple of days, because I felt like a nice summery driving game, and that game most definitely qualifies. I was a little surprised to note that it carries a copyright date of 2006, which is fourteen years ago.

    Of course, there are plenty of ways in which that game looks a bit dated — most notably the character models… and the fact that the online servers haven't been… err… online for the last eight years — but I'm having a lot of fun playing it, and having a hard time thinking of it as an "old game".

    And yet, it's three years older than the Western release of Mana Khemia 2, which I'm currently playing through for the Atelier MegaFeature on MoeGamer. PlayStation 2 is, I think most people would agree, definitely retro — and so going purely on "time" alone, Xbox 360 must surely be thus, too.

    Ultimately it doesn't really matter, of course. It's just an interesting thing to ponder. People getting nostalgic for the first generation of HD consoles in the same way that us slightly older folk are nostalgic for 8- and 16-bit pixel art feels like a bit of a milestone for gaming.

    If nothing else, it does mean that Xbox 360 and PS3 games are absolutely cheap as chips right now, so if you haven't been down to your local used game emporium lately, I can highly recommend going down there with a big bag to pick up all of those games you didn't want to spend £40 on fifteen years ago… because most of them are now between 50p and £3. That's certainly what I'm going to be doing to celebrate this month's payday!

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    #oneaday Day 591: 112 Video Games https://imnotdoctorwho.moegamer.net/2020/07/20/oneaday-day-591-112-video-games/ https://imnotdoctorwho.moegamer.net/2020/07/20/oneaday-day-591-112-video-games/#respond Mon, 20 Jul 2020 22:05:54 +0000 https://imnotdoctorwho.moegamer.net/2020/07/20/oneaday-day-591-112-video-games/ I acquired a copy of Space Invaders for Atari 2600 today, and have been playing a bit. It's a good version of Space Invaders — certainly very addictive! — but the thing I find amusing about it is that it has a hundred and twelve different game modes. For those unfamiliar with the Atari 2600, … Continue reading #oneaday Day 591: 112 Video Games

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    I acquired a copy of Space Invaders for Atari 2600 today, and have been playing a bit. It's a good version of Space Invaders — certainly very addictive! — but the thing I find amusing about it is that it has a hundred and twelve different game modes.

    For those unfamiliar with the Atari 2600, the limitations of the console meant that most games didn't have the kind of "main menu" we tend to expect from a game today. Instead, different ways to play were stored as different "game numbers" that changes the rules of play somewhat.

    For example, in Space Invaders, you have versions where it plays normally, where the shields move, where the enemy missiles move more erratically and where the aliens are invisible except for a moment after you hit them. Then you have more versions where there are combinations of those variables. And then, in the case of Space Invaders, there are all those versions all over again for two players playing together. Two players alternating turns. Two players sharing control of a single ship. Two players taking it in turns to fire a single shot from the same ship. And so on.

    In total, there are, as noted above, 112 different combinations of all these factors available on that one cartridge — which, as you can imagine, made for wonderful marketing back in the day. Imagine picking up a game box for the Atari 2600 that proudly boasted, as it did, "112 Video Games". All of which are Space Invaders.

    Usually, in order to access one of these specific modes of play, you press the "Game Select" switch on the 2600 repeatedly until the number of the game you want appears on screen. Atari was clearly aware that 112 variations would present a bit of a problem to some people, so they actually implemented a system where you could skip through the numbers more quickly by pressing the Game Select and Game Reset buttons at the same time — the latter, when pressed by itself, normally begins a game.

    Me? I like Game 1. Although I did come perilously close to maxing out the score at 9999 earlier, so perhaps I need to graduate to something a bit more challenging!

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    #oneaday Day 590: Bedtime Reading https://imnotdoctorwho.moegamer.net/2020/07/19/oneaday-day-590-bedtime-reading/ https://imnotdoctorwho.moegamer.net/2020/07/19/oneaday-day-590-bedtime-reading/#respond Sun, 19 Jul 2020 21:30:59 +0000 https://imnotdoctorwho.moegamer.net/2020/07/19/oneaday-day-590-bedtime-reading/ I have a big ol' backlog of visual novels, and playing through a few short ones recently (that you'll be reading about shortly on MoeGamer!) has got me in the mood to enjoy some more. So I'm going to try and reinvent my bedtime routine a bit — and incorporate what I do there with … Continue reading #oneaday Day 590: Bedtime Reading

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    I have a big ol' backlog of visual novels, and playing through a few short ones recently (that you'll be reading about shortly on MoeGamer!) has got me in the mood to enjoy some more. So I'm going to try and reinvent my bedtime routine a bit — and incorporate what I do there with what I write about alongside the main Cover Game/MegaFeature stuff on MoeGamer.

    For starters, I have a bunch of Switch visual novels that have been sitting around waiting for me to engage with for a while — including some classics like Little Busters and Yu-No as well as the recently Limited Runned Nurse Love Obsession double-pack of yuri funtimes. Beyond that, I want to look into getting a tablet that I can stream stuff from my PC to. I like playing visual novels on the big screen, but practically speaking, when I'm up and about I tend to find myself playing games with more "active engagement". Bedtime, meanwhile, is a fine time to read — so rather than watching the same old YouTube videos or whatever, I figured I may as well make a start on some of these things cluttering up my backlog.

    The question is… where to start? I have quite a selection to choose from, and I don't really want to pick something that incorporates too many in the way of "adventure game" elements, so I suspect something like AI: The Somnium Files is probably out from what little I know of it. I reckon either the aforementioned Little Busters or the two Nurse Love Obsession games are probably as good a place as any to get started,so you know what? I'm going to go and start reading right now.

    Hope you've all had a lovely weekend! Tomorrow is another drab, dull Monday, but we'll get through it with the power of friendship or something. That or I'll sleep until midday having pretended to do something useful that took up all morning. Err, forget I said that.

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    #oneaday Day 589: "Flying the Aeroplane" https://imnotdoctorwho.moegamer.net/2020/07/17/oneaday-day-589-flying-the-aeroplane/ https://imnotdoctorwho.moegamer.net/2020/07/17/oneaday-day-589-flying-the-aeroplane/#respond Fri, 17 Jul 2020 23:59:10 +0000 https://imnotdoctorwho.moegamer.net/2020/07/17/oneaday-day-589-flying-the-aeroplane/ My Dad isn't a gamer, although he was the one who brought a lot of the Atari computers and their games into our household. One piece of software — which he insists "isn't a game" — that he was always very attached to, though, was Flight Simulator, originally in the form of subLOGIC's Flight Simulator … Continue reading #oneaday Day 589: "Flying the Aeroplane"

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    My Dad isn't a gamer, although he was the one who brought a lot of the Atari computers and their games into our household. One piece of software — which he insists "isn't a game" — that he was always very attached to, though, was Flight Simulator, originally in the form of subLOGIC's Flight Simulator II for Atari 8-bit and Atari ST, then later through various incarnations of Microsoft Flight Simulator from version 4.0 onwards on DOS and Windows PCs.

    I wouldn't say I got super into Flight Simulator as a kid, but my Dad did take the time to teach me how to fly the virtual Cessna and Learjet in the Atari ST version. As a result, I grew up with actually a rather solid understanding of how a real plane handles, even if I couldn't tell you a lot about the actual science behind it.

    "Flying the aeroplane", as my Dad referred to settling down for an evening of taking on some real-time flights in various version of Flight Simulator, was thus something I became very accustomed to as a kid. My Dad clearly enjoyed it both as an opportunity to sit down, relax and do something he liked, but it's also an educational experience, since the whole thing is not only built on a realistic flight model, it also incorporates realistic navigation aids, instrument flight rules and all manner of other good stuff.

    I've been following the development of the upcoming brand new version of Microsoft Flight Simulator on and off for a little while. This is actually the first new Flight Simulator release since 2006 — although that previous installment, Flight Simulator X, did get a major overhaul to release on Steam back in 2014 — and it looks like it has the potential to be pretty spectacular.

    It's also noteworthy because the market for flight sims on PC is nowhere near as visible as it used to be — back in the late '90s and early '00s, flight sims were the de facto showcase pieces for a new PC, whereas now it tends to be first-person shooters and open-world games. That said, enthusiasts have been quietly continuing to do their thing away from the eyes of the general public for a while, and besides Flight Simulator X, there are also numerous other titles such as Prepar3D and X-Plane out there doing something similar.

    The other day, I caught the tail end of the Steam sale, and happened to see the Steam version of Flight Simulator X for a fiver. I haven't bought a PC game for ages, as you all know I'm much more of a fan of collecting, so tend to favour console games. But Flight Simulator X is a uniquely PC experience — even if the new version is also eventually coming to Xbox One — so I let that "unwritten rule" slide this time, especially for a fiver.

    I haven't spent a lot of time with Flight Simulator X as yet, but the little time I have spent with it has brought back some fond memories of spending time with my Dad in front of the Atari ST and later, our MS-DOS and Windows 95/98 PCs, learning to "fly". And besides that, it turns out that yes, indeed, he was right; it is an excellent way to just sit down, chill out, relax and leave your worries behind for a little while. (Until you crash. But if you're doing it right that doesn't happen.)

    I preordered the 10-disc physical version of the new Flight Simulator yesterday. While I don't have any fancy joysticks, throttle controllers and all that gubbins, I can see myself enjoying an occasional flit through the skies when I just fancy a bit of quiet time to myself — and to be honest, since I grew up using the numeric keypad controls on the Atari ST version of Flight Simulator II, controlling the experience with the keyboard is absolutely the most nostalgic way to play for me!

    In the meantime, I'll be occasionally enjoying Flight Simulator X for the odd flight here and there. And I look forward to showing my Dad the new version when my parents are next able to come visit me amid the chaos of the world today!

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    #oneaday Day 588: Video Computer System https://imnotdoctorwho.moegamer.net/2020/07/16/oneaday-day-588-video-computer-system/ https://imnotdoctorwho.moegamer.net/2020/07/16/oneaday-day-588-video-computer-system/#respond Thu, 16 Jul 2020 22:29:49 +0000 https://imnotdoctorwho.moegamer.net/2020/07/16/oneaday-day-588-video-computer-system/ I'm pleased to report that the 2600 I talked about a few days ago is up and running! A cheap power lead and RF cable from eBay — plus a game of course — got the old boy fired up and, after a quick dust of the cartridge slot, working perfectly. Here he is in … Continue reading #oneaday Day 588: Video Computer System

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    I'm pleased to report that the 2600 I talked about a few days ago is up and running! A cheap power lead and RF cable from eBay — plus a game of course — got the old boy fired up and, after a quick dust of the cartridge slot, working perfectly.

    Here he is in his new pride of place, just behind the Atari XE:

    And here's the game I got for testing purposes: Imagic's Cosmic Ark. I'd never played this before so I figured start my collection as I mean to go on: with something weird!

    Cosmic Ark is kind of sort of the sequel to Atlantis, which is a game I liked a lot back on the Atari 8-bit. Mechanically it's a pretty simple game, but it's very addictive.

    I'm actually quite impressed with the quality of the video signal from the 2600. Obviously it's no RGB SCART, but for an RF connection it's perfectly respectable — and considerably better than the very noisy signal I get from the Philips G7000/Odyssey 2.

    Well, time to get collecting, I guess!

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    #oneaday Day 587: Space Invaders https://imnotdoctorwho.moegamer.net/2020/07/15/oneaday-day-587-space-invaders/ https://imnotdoctorwho.moegamer.net/2020/07/15/oneaday-day-587-space-invaders/#respond Wed, 15 Jul 2020 22:03:57 +0000 https://imnotdoctorwho.moegamer.net/2020/07/15/oneaday-day-587-space-invaders/ I've been playing a bit of the Atari 8-bit version of Space Invaders recently. This was actually my first ever contact with Space Invaders and, for those unaware, it is a very inaccurate port of Taito's classic. The invaders look different, there are no bases to hide behind, there's a weird rocket ship at the … Continue reading #oneaday Day 587: Space Invaders

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    I've been playing a bit of the Atari 8-bit version of Space Invaders recently. This was actually my first ever contact with Space Invaders and, for those unaware, it is a very inaccurate port of Taito's classic. The invaders look different, there are no bases to hide behind, there's a weird rocket ship at the side of the screen that the invaders emerge from… and I love it.

    I'd always believed that this was a pretty fondly regarded version of Space Invaders, but looking at a few comments from over the last ten years or so it seems that it most certainly is not — primarily for its inaccuracy. Thing is, though, that inaccuracy is precisely why I like this version of Space Invaders. I like it more than the arcade original — perhaps because it was my own first contact (no pun intended) with the game, but also because it offers something unique and distinctive rather than just trying to ape the arcade experience as closely as possible on hardware of the time.

    I guess the argument against that is that if you're going to do that, you probably shouldn't call it Space Invaders, but, well, the concept of the game is the same, and the basic mechanics — bases to hide behind aside — are identical. So what if it looks different? I'd much rather play a bunch of different versions of Space Invaders, each of which have their own unique idiosyncrasies, than a bunch of near-identical versions.

    I seem to be in the minority for this viewpoint, but that's nothing new, is it? 🙂

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    #oneaday Day 586: Dysfunctional https://imnotdoctorwho.moegamer.net/2020/07/14/oneaday-day-586-dysfunctional/ https://imnotdoctorwho.moegamer.net/2020/07/14/oneaday-day-586-dysfunctional/#respond Tue, 14 Jul 2020 23:38:56 +0000 https://imnotdoctorwho.moegamer.net/2020/07/14/oneaday-day-586-dysfunctional/ My favourite RPG casts are the ones that act as something of a dysfunctional family. And Ulrika's group in Mana Khemia 2: Fall of Alchemy is one of the finest groups of idiots I've ever had the pleasure to go adventuring with. You've got Ulrika, who has enthusiasm and vigour aplenty, though it's often somewhat … Continue reading #oneaday Day 586: Dysfunctional

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    My favourite RPG casts are the ones that act as something of a dysfunctional family. And Ulrika's group in Mana Khemia 2: Fall of Alchemy is one of the finest groups of idiots I've ever had the pleasure to go adventuring with.

    You've got Ulrika, who has enthusiasm and vigour aplenty, though it's often somewhat misdirected. There's her best friend Chloe, who is absolutely terrible at magic, and tends to end up cursing people when she's practising her "incantations". There's Pepperoni, a huge musclebound beastman who thinks he's a tiny fairy. There's Goto, who is… I have no idea, but he appears to possess a small red ball and/or an animal mascot costume. And there's Enna, who seems to be the most relatively normal of the group, but may or may not have been abused by his sister (who is a member of the game's other playable cast) to such a degree that she literally stole his name from him.

    What a group. It's a delight to spend time with them, and something of a markedly different feel to what Mana Khemia: Alchemists of Al-Revis provided. There was certainly dysfunction there, too, but most players would almost certainly find themselves gravitating towards a specific character that they particularly liked. You know, like liked. That's how I ended up going for Jess' ending.

    In Mana Khemia 2: Fall of Alchemy — at least in the case of Ulrika's route, since I can't speak for Raze's yet — it's not quite that simple. None of these characters are particularly people I feel like I would want to "end up with" in the same way that Vayne and Jess getting together just felt "right", but all of them are absolutely fascinating in their own right, and I want to see their respective stories through to their conclusions.

    Thankfully, Mana Khemia 2: Fall of Alchemy adopts a slightly different approach to its predecessor; in the first game, you could only complete the last "episode" of one character's personal quests in order to lock in their ending, whereas in Mana Khemia 2 you can complete all the quests, and the ending you get is determined by whoever you speak to first in the game's final chapter. That makes it much easier to make a save just before the final dungeon and be able to see everyone's conclusion.

    Anyway, that's something to concern myself with a bit later; I still have a fair way to go. This one's going to take a little longer to cover fully than the previous Atelier games, but we'll take things as they come — no need to rush; I'm in this for the long haul!

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    #oneaday Day 585: The Joy of The Lynx's Big Pixels https://imnotdoctorwho.moegamer.net/2020/07/13/oneaday-day-585-the-joy-of-the-lynxs-big-pixels/ https://imnotdoctorwho.moegamer.net/2020/07/13/oneaday-day-585-the-joy-of-the-lynxs-big-pixels/#respond Mon, 13 Jul 2020 22:21:48 +0000 https://imnotdoctorwho.moegamer.net/2020/07/13/oneaday-day-585-the-joy-of-the-lynxs-big-pixels/ I never really appreciated it to this degree back in the day, but the Atari Lynx has an absolutely delightful aesthetic if you blow its visuals up to "TV size". It turns out that the Atari Lynx's look and feel is exactly what a significant number of modern indie developers think all retro games look … Continue reading #oneaday Day 585: The Joy of The Lynx's Big Pixels

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    I never really appreciated it to this degree back in the day, but the Atari Lynx has an absolutely delightful aesthetic if you blow its visuals up to "TV size". It turns out that the Atari Lynx's look and feel is exactly what a significant number of modern indie developers think all retro games look like. So I thought I'd share a few favourite examples with you today.

    Here's Checkered Flag, a Pole Position-esque racing game that many consider to be a highlight of the system. While it may lack undulating roads — which disappointed me a great deal back in the day! — it has some great courses and a wonderful sense of speed.

    Here's California Games, a game I never owned my own copy of, but which was the first thing I ever saw running on a Lynx. I don't love the game, but it's a good showcase of what the system can do, and I'm looking forward to revisiting it when the Evercade resurrects a significant proportion of the Lynx's library later this year.

    Here's an intro screen from Electro Cop, noteworthy for both its big chunky font and the detailed background, even at that low a resolution.

    Here's part of the intro to Gates of Zendocon, showing that hardware sprite scaling off a treat!

    And here's an in-game shot of Gates of Zendocon (with a little unwanted input from NVidia in the corner). I love the way this one looks and, again, am looking forward to revisiting it on Evercade.

    I never played Ms. Pac-Man on Lynx back in the day because I always felt the system was "better" than simple arcade games. With retrospect, I can now recognise that the system was absolutely perfect for simple arcade games, even if it lacked a little in screen resolution compared to the original!

    Here's Ninja Gaiden, a bold attempt to bring the arcade-style belt-scrolling beat 'em up to Lynx — actually a cracking good game.

    Here's first-person shooter Turbo Sub, probably one of the smoothest moving, slickest games on the system — and a fabulous blaster to boot.

    Here's surprisingly detailed World War I air combat sim Warbirds, which had a good flight model and a variety of missions to take on — although they were all heavily dogfight-based.

    And here's gratuitous Wonderboy ripoff Viking Child, one of the most sluggish platformers in existence — but actually a decent game if you can deal with its snail-like pace!

    A lot of these are coming back in the two Atari Lynx Collection cartridges for Evercade later in the year, but I'd love to see Turbo Sub and Warbirds make a comeback too — those were some real favourites back in the day.

    In the meantime, I can at least enjoy them in all their giant-pixel glory thanks to emulation!

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    #oneaday Day 584: Scheduling https://imnotdoctorwho.moegamer.net/2020/07/12/oneaday-day-584-scheduling/ https://imnotdoctorwho.moegamer.net/2020/07/12/oneaday-day-584-scheduling/#respond Sun, 12 Jul 2020 23:13:25 +0000 https://imnotdoctorwho.moegamer.net/2020/07/12/oneaday-day-584-scheduling/ I've taken a bit of time this weekend to get ahead of schedule on videos so I can focus on Mana Khemia 2: Fall of Alchemy for the majority of my free time. I've been getting a little behind on it for one reason or another, not because I'm not enjoying it — quite the … Continue reading #oneaday Day 584: Scheduling

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    I've taken a bit of time this weekend to get ahead of schedule on videos so I can focus on Mana Khemia 2: Fall of Alchemy for the majority of my free time. I've been getting a little behind on it for one reason or another, not because I'm not enjoying it — quite the contrary — but because I've been giving myself a bit too much to do, I think!

    Still, it's all good now, and the day job is likely to be pretty quiet for a little while too, so all should be well from this week. I'm hoping they're not going to try and push to get people back in the office yet, what with the easing of some of the restrictions here in the UK; I suspect before long we'll likely be back to full-on lockdown, because the British public has shown on plenty of occasions already that they can't really be trusted even during a global pandemic!

    I'm not sure why some companies are so dead-set on getting people back into the office anyway. If the lockdown period has demonstrated anything, it's that employees who don't do anything "physical" can do their job entirely from a home office. Granted, there's always the productivity question, then — and I know I'm certainly a prime example, because my motivation is at an absolute minimum right now — but that is often an issue whether or not you're on the "official premises" for your job. I'd be feeling bored, miserable and dissatisfied if I was sitting in the office — likely more so, in fact, because I wouldn't be able to easily step away for a few minutes and play a game or something.

    Ah well. What will be will be and all that; we just have to take each day as it comes right now. And enjoy your time when it's possible to do so!

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    #oneaday Day 583: 1050 Back From the Dead https://imnotdoctorwho.moegamer.net/2020/07/11/oneaday-day-583-1050-back-from-the-dead/ https://imnotdoctorwho.moegamer.net/2020/07/11/oneaday-day-583-1050-back-from-the-dead/#respond Sat, 11 Jul 2020 23:57:54 +0000 https://imnotdoctorwho.moegamer.net/2020/07/11/oneaday-day-583-1050-back-from-the-dead/ Can't remember if I mentioned this here before, but the Atari 1050 disk drive that I thought was dead — and which I was rather sad about, since it was the Atari 1050 I grew up with — is no longer dead. I did a bit of reading online and asked the AtariAge forums and … Continue reading #oneaday Day 583: 1050 Back From the Dead

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    Can't remember if I mentioned this here before, but the Atari 1050 disk drive that I thought was dead — and which I was rather sad about, since it was the Atari 1050 I grew up with — is no longer dead. I did a bit of reading online and asked the AtariAge forums and the recurring advice was "clean the head", so I… got Andie to clean the head. (I trust her more with delicate electronics than me!)

    I'm pleased to report that I once again have a fully functional Atari 8-bit system with 1050 disk drive. I am just missing a SpartaDOS X cartridge, so unfortunately I can't access any of the stuff on the four volumes of "Pete's Disk" right now — which is a shame, as they had a bunch of magazine type-ins on them, along with some of my own programming experiments — but aside from that, most of the 30+ year old disks I have seem to be working just fine!

    Sadly, attempts to rescue some of the old, knackered joysticks didn't go so well; my Spectravideo and Konix joysticks all appear to have at least one worn-out microswitch so they don't move in certain directions, and what I believe is actually an Atari 7800 joystick doesn't move at all. (The fire buttons work, though.) Thankfully, I still have the Monster arcade-style joystick I got a while back, so that fulfils all my needs for now… plus I'm pretty sure I have a Zipstik and a Wico Commander(?) somewhere that both work if I happen to ever see another human being ever again.

    Emulation is great — particularly for practical purposes like video capture and screenshots — but nothing beats the real thing when you just want to sit down and play something, so I'm very happy everything's back in full working order!

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    #oneaday Day 582: Shelved https://imnotdoctorwho.moegamer.net/2020/07/10/oneaday-day-582-shelved/ https://imnotdoctorwho.moegamer.net/2020/07/10/oneaday-day-582-shelved/#respond Fri, 10 Jul 2020 22:59:03 +0000 https://imnotdoctorwho.moegamer.net/2020/07/10/oneaday-day-582-shelved/ We finally got the new shelves up in the living room, so the wife and I have been spending some time filling them up. The layout of things might change as I acquire more stuff — part of the reason for adding these new shelves was to have some room to expand — but for … Continue reading #oneaday Day 582: Shelved

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    We finally got the new shelves up in the living room, so the wife and I have been spending some time filling them up. The layout of things might change as I acquire more stuff — part of the reason for adding these new shelves was to have some room to expand — but for now I think we've got things looking rather nice.

    As such, I thought you might like to take a look!

    Here's the main bulk of the new shelves. I've moved the handhelds and their games over here, and the rest of the shelves are used for "display" purposes. My various Senran Kagura bits and pieces, which was previously squeezed into a space half this width, now has plenty of space to breathe.

    Here's the wall many of you may have seen before. I've now got a lot more room to expand those parts of the library that are most likely to expand — Wii, Switch, PS4 and perhaps a bit more PS2.

    And here are the shelves above the sofa, now entirely used to display various limited editions and big-box games, plus a few books that look nice on the shelf like the Zelda Hyrule Historia and Final Fantasy XIV's Encyclopaedia Eorzea.

    I love how all this looks! I really am out of space when all this lot is full, though!

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    #oneaday Day 581: Growth! https://imnotdoctorwho.moegamer.net/2020/07/09/oneaday-day-581-growth/ https://imnotdoctorwho.moegamer.net/2020/07/09/oneaday-day-581-growth/#respond Thu, 09 Jul 2020 13:25:01 +0000 https://imnotdoctorwho.moegamer.net/2020/07/09/oneaday-day-581-growth/ Well, I'm very excited to announce that as of today — the 9th of July 2020 — MoeGamer has already exceeded last year's views. Here's proof! You all know that I don't do this for the numbers, but that doesn't mean I'm not happy when the numbers go up! I'm an RPG fan, after all; … Continue reading #oneaday Day 581: Growth!

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    Well, I'm very excited to announce that as of today — the 9th of July 2020 — MoeGamer has already exceeded last year's views. Here's proof!

    You all know that I don't do this for the numbers, but that doesn't mean I'm not happy when the numbers go up! I'm an RPG fan, after all; enjoying numbers getting bigger is in our blood.

    Anyway, with that in mind, I just wanted to say a big thank you to all of you who have taken the next step beyond just reading and perhaps sharing MoeGamer articles and my YouTube videos, and who have helped me invest in things to keep the site up and running and full of interesting stuff to read!

    It really is super-appreciated, and it means a lot to me that my little passion project that I started out of frustration and disillusionment clearly means something to people other than myself. As a writer, it's always nice to know that people are reading your work; as someone interested in gaming history, it's a pleasure to know that the things that are important to me are important to others, too.

    MoeGamer is such a major part of my life now that it most definitely isn't going anywhere, but I'm continually grateful for everyone who has helped it become what it is over the course of the last six years. I love doing what I do, and I hope that comes across!

    Thank you again.

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    #oneaday Day 580: Limited Run https://imnotdoctorwho.moegamer.net/2020/07/08/oneaday-day-580-limited-run/ https://imnotdoctorwho.moegamer.net/2020/07/08/oneaday-day-580-limited-run/#respond Wed, 08 Jul 2020 21:27:47 +0000 https://imnotdoctorwho.moegamer.net/2020/07/08/oneaday-day-580-limited-run/ Limited Run Games' press conference was today, and they've announced a great lineup of stuff coming soon. If you want to see the full list, you can find it at  https://limited-run-games.myshopify.com/blogs/news/lrg3-2020. There's a lot of things I'm excited about on this list — packaged releases of the Castlevania Anniversary Collection and the excellent Mighty Gunvolt … Continue reading #oneaday Day 580: Limited Run

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    Limited Run Games' press conference was today, and they've announced a great lineup of stuff coming soon. If you want to see the full list, you can find it at  https://limited-run-games.myshopify.com/blogs/news/lrg3-2020.

    There's a lot of things I'm excited about on this list — packaged releases of the Castlevania Anniversary Collection and the excellent Mighty Gunvolt Burst, to name just two, but one of the greatest things is that Shantae is making a comeback. Yes, the original Game Boy Color game — the one that commands astronomical prices on the second-hand market these days, and where you're probably getting a reproduction cart anyway. (Okay, LRG's version says up-front that it's a reproduction, but it's still a nice "official" way to get hold of a packaged copy of Shantae for Game Boy.)

    Even better, both the original Shantae and Shantae: Risky's Revenge are getting packaged releases for Nintendo Switch. This means that the entire Shantae series will be available on one console, which I know doesn't really matter in the grand scheme of things, but always makes me very happy when it happens. And Shantae is one of those series that just feels right on Switch.

    Other highlights include the Grandia HD Collection — had a feeling this would get a limited-press packaged version — Ys Origin for Switch and the mysterious River City Girls 0 from WayForward. All of these are coming in the next couple of months, frustratingly for my wallet — but I'm damned if I'm missing out on a complete Shantae collection if nothing else!

    Packaged releases of games are alive and well and, as I've said before, the whole "limited run" thing provides the potential for everyone's library of games on modern systems to be quite different to each other. While that may frustrate completionists who want a "full library" for a console, realistically that hasn't been an option for a good few console generations now! I think at this point I'd much rather celebrate my favourite games by proudly displaying them on my shelf rather than picking things up just for the sake of it.

    I realise I say all this after I pondered getting into 2600 collecting yesterday — but even in that case, I'm primarily interested in tracking down some interesting or unusual games rather than the same things I can just boot up Atari Flashback Classics to play. A collection should, to my mind anyway, be an expression of your own personal interests and passions rather than shelves upon shelves of things you've never played and probably won't.

    Anyway, I see Ys Origin is up for order today, I believe, so I guess it begins already…

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    #oneaday Day 579: 2600 Collecting https://imnotdoctorwho.moegamer.net/2020/07/08/oneaday-day-579-2600-collecting/ https://imnotdoctorwho.moegamer.net/2020/07/08/oneaday-day-579-2600-collecting/#respond Wed, 08 Jul 2020 00:05:35 +0000 https://imnotdoctorwho.moegamer.net/2020/07/08/oneaday-day-579-2600-collecting/ I'm considering getting into Atari 2600 collecting. This is probably something to do with all the Classic Game Room I've been rewatching lately, but I have actually had a 2600 Jr. lurking around the house minus a power and RF cable for quite some time now. I've finally ordered the bits I need to (hopefully) … Continue reading #oneaday Day 579: 2600 Collecting

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    I'm considering getting into Atari 2600 collecting. This is probably something to do with all the Classic Game Room I've been rewatching lately, but I have actually had a 2600 Jr. lurking around the house minus a power and RF cable for quite some time now. I've finally ordered the bits I need to (hopefully) get it up and running — and if it does work, then I might start a 2600 collection.

    The 2600 is a really interesting system to me, for several reasons. One, because it lasted so long on the market, even amid technologically superior competition. And two, because its early days represented a time when developers didn't really know what a video game was, and thus just experimented with a bit of everything to see what worked and what didn't.

    While it is simple enough to explore the system's library through emulation, there's something eminently pleasant about the physical aspect of taking a single-game cartridge and plugging it into an actual system. Plus I kind of like the way Atari 2600 cartridges look stacked up on a shelf.

    Not sure if this will go anywhere as yet, but it's definitely something I'm considering. The cables and bits to get the 2600 up and running should hopefully arrive in a couple of days, so I'll keep you posted as to whether or not it actually works!

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    #oneaday Day 578: Stress https://imnotdoctorwho.moegamer.net/2020/07/06/oneaday-day-578-stress/ https://imnotdoctorwho.moegamer.net/2020/07/06/oneaday-day-578-stress/#respond Mon, 06 Jul 2020 21:57:53 +0000 https://imnotdoctorwho.moegamer.net/2020/07/06/oneaday-day-578-stress/ I'm tired out and stressed. And worst of all (not really, I'm exaggerating for comic effect) I haven't had any time to make any progress in Mana Khemia 2: Fall of Alchemy. It's been a stressful few weeks at the day job, is the main reason. Thankfully, that should be coming to an end tomorrow … Continue reading #oneaday Day 578: Stress

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    I'm tired out and stressed. And worst of all (not really, I'm exaggerating for comic effect) I haven't had any time to make any progress in Mana Khemia 2: Fall of Alchemy.

    It's been a stressful few weeks at the day job, is the main reason. Thankfully, that should be coming to an end tomorrow (the stress, not the day job) so hopefully I'll be able to relax a bit. I feel like I need a break from obligations that I have absolutely no interest or feeling of investment in. But such is the way of the modern world; we're all stuck with those things.

    I have, at least, spent this evening getting up to date on a few things including the next couple of weeks of videos, plus I've finally done something I've been meaning to do for a long time: revamping my outros for both Atari A to Z and MoeGamer to be shorter and more to the point. They're now a simple list of thank-yous to you, dear Patrons; none of that "call to action" nonsense or whatever.

    I was hoping to squeeze some Mana Khemia 2 in this evening, but it's already 11pm so I should probably go to bed for now — particularly as I'll almost certainly spend at least a bit of time playing Evercade games and watching Classic Game Room.

    Hopefully I'll be feeling a bit better tomorrow. I do not like being stressed out. It sucks, particularly if you're already someone stricken with anxiety. But as they say, this, too, will pass.

    Hope you're having a pleasant evening, and with any luck I'll be able to talk to you with a bit more of a smile on my face tomorrow!

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    #oneaday Day 577: A Classic https://imnotdoctorwho.moegamer.net/2020/07/04/oneaday-day-577-a-classic/ https://imnotdoctorwho.moegamer.net/2020/07/04/oneaday-day-577-a-classic/#respond Sat, 04 Jul 2020 23:24:01 +0000 https://imnotdoctorwho.moegamer.net/2020/07/04/oneaday-day-577-a-classic/ I'm rewatching some episodes of Mark Bussler's Classic Game Room, a YouTube series that has been a big inspiration and influence on my own work. I haven't watched them for a while, but I'm delighted to say I'm enjoying these old episodes just as much as the first time I saw them. I think the … Continue reading #oneaday Day 577: A Classic

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    I'm rewatching some episodes of Mark Bussler's Classic Game Room, a YouTube series that has been a big inspiration and influence on my own work. I haven't watched them for a while, but I'm delighted to say I'm enjoying these old episodes just as much as the first time I saw them.

    I think the thing I like most about Bussler's work — and the aspect I've tried to incorporate into my own — is the fact that he gives things a proper chance. Many modern reviewers tend to cynically write off stuff like Atari 2600 games as being too dated to be enjoyable, but Bussler always actually plays the game a decent amount and never writes it off — even in the case  of games that clearly have very few redeeming features!

    Bussler's rather deadpan style of delivery probably isn't for everyone — it took a while for me to get used to it when I first started watching his stuff — but now I find his work super entertaining and oddly comforting to watch.

    It's a shame Bussler isn't doing Classic Game Room any more, but he definitely had a good run as one of the very first gaming YouTube — and he seems a lot happier working on his other creative projects now rather than battling YouTube's dreaded "algorithm".

    Anyway, just wanted to give a shout out to another creator who is a big inspiration for me. And if you like your retro stuff and have never watched Classic Game Room? Take some time to enjoy his old videos; they're all still online and well worth your time.

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    #oneaday Day 576: That The World May Be Mended https://imnotdoctorwho.moegamer.net/2020/07/03/oneaday-day-576-that-the-world-may-be-mended/ https://imnotdoctorwho.moegamer.net/2020/07/03/oneaday-day-576-that-the-world-may-be-mended/#respond Fri, 03 Jul 2020 23:54:14 +0000 https://imnotdoctorwho.moegamer.net/2020/07/03/oneaday-day-576-that-the-world-may-be-mended/ I've been playing some Demon's Souls. Those who have known me for a while will know that I've had several attempts at playing Souls games and have never ended up sticking with them. Just recently, I started watching a playthrough of Dark Souls III and thought "you know what, it's probably time I tried again". … Continue reading #oneaday Day 576: That The World May Be Mended

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    I've been playing some Demon's Souls. Those who have known me for a while will know that I've had several attempts at playing Souls games and have never ended up sticking with them. Just recently, I started watching a playthrough of Dark Souls III and thought "you know what, it's probably time I tried again".

    I feel a bit more confident in approaching these games now; I've learned a lot about game mechanics and design over the course of the last few years — both through my own "studies" for MoeGamer and through discussion with others, particularly my podcast co-host Chris — and I strongly believe that understanding the philosophy behind the design of the Souls games is critical to truly appreciating and enjoying them.

    I've played about seven hours of Demon's Souls over the course of the last two days so… well, you be the judge as to whether or not it's resonated with me this time. And yes, I deliberately started with Demon's Souls because it's been on my shelf for a very long time, and I have the feeling in my head that I "should" play it first for whatever reason. (I have also ordered the PS4 Dark Souls triple pack, since there was a good deal on that on Amazon, so even if I don't play these games a ton, I've got pretty much the definitive versions on hand to bust out whenever I feel like it.)

    So yes. So far I feel like I'm definitely appreciating it more — though I do find myself wondering if I'd be feeling different playing a melee character. I'm playing a Royal at the moment and concentrating on ranged magic; perhaps in the Dark Souls games I'll experiment with a character that gets a bit more up-close and personal to compare and contrast.

    Anyway, I'll probably write something about my experiences on MoeGamer at some point — perhaps a new occasional Delving Into series, or something akin to The Zelda Diaries from a while back. Either way, I'll definitely have things to say very soon!

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    #oneaday Day 575: Subconscious https://imnotdoctorwho.moegamer.net/2020/07/03/oneaday-day-575-subconscious/ https://imnotdoctorwho.moegamer.net/2020/07/03/oneaday-day-575-subconscious/#respond Fri, 03 Jul 2020 12:06:39 +0000 https://imnotdoctorwho.moegamer.net/2020/07/03/oneaday-day-575-subconscious/ Had a very strange experience this morning while attempting to wake up: I actually, legitimately felt "trapped" in a dream. I've had vivid dreams before, but this felt like something a bit different: it felt like I "had" to achieve something before I would be "allowed" to wake up. My memories of the dream are … Continue reading #oneaday Day 575: Subconscious

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    Had a very strange experience this morning while attempting to wake up: I actually, legitimately felt "trapped" in a dream. I've had vivid dreams before, but this felt like something a bit different: it felt like I "had" to achieve something before I would be "allowed" to wake up.

    My memories of the dream are somewhat disjointed, as memories of dreams tend to be. But I recall fleeing from… something through some alleyways in a modern-day city, then at some point the perspective changed to the final battle between a group of adventurers and what was presumably the villain of the piece.

    The villain defeated the adventurers with ease, but they did not slump to the floor, dead; instead, they simply froze in place, unable to do anything. It was at this point I realised that I was looking at a diorama of sorts; the adventurers and the villain alike were miniatures in some sort of elaborate small "stage", and I was outside of the situation, looking in.

    For a while, I didn't know what to do. Nothing seemed like it would resolve this situation. It appeared like I would be trapped forever; I knew I was dreaming, and I knew that I should wake up, but I couldn't.

    But then something happened: the "wizard" figurine of the party was holding a staff of sorts, with a kind of "fan" arrangement atop it, and within the middle of that fan was an orb. That orb started glowing and flashing, and after a moment I instinctively knew what I needed to do was to reach out, hold that orb between my thumb and forefinger and squeeze.

    I felt a "click", like I was pressing a button beneath some sort of malleable surface, so I held it down. Light intensified around me, and I knew that everything was going to be all right. I don't know exactly what happened next and how the situation was resolved, because that's the point I woke up.

    You never get any decent "closure", do you? Still, I feel oddly happy to have successfully made it out of that particular trial my subconscious apparently set for me!

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    #oneaday Day 574: The Reality of Cyberbullying https://imnotdoctorwho.moegamer.net/2020/07/02/oneaday-day-574-the-reality-of-cyberbullying/ https://imnotdoctorwho.moegamer.net/2020/07/02/oneaday-day-574-the-reality-of-cyberbullying/#respond Thu, 02 Jul 2020 20:27:06 +0000 https://imnotdoctorwho.moegamer.net/2020/07/02/oneaday-day-574-the-reality-of-cyberbullying/ I was saddened to hear today that a popular World of Warcraft streamer, known variously as "Byron" and "Reckful", had taken his own life after what appeared to be some long-term instances of cyberbullying — culminating with some real unpleasantness surrounding a rather public proposal. I didn't know Reckful (as we shall refer to him … Continue reading #oneaday Day 574: The Reality of Cyberbullying

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    I was saddened to hear today that a popular World of Warcraft streamer, known variously as "Byron" and "Reckful", had taken his own life after what appeared to be some long-term instances of cyberbullying — culminating with some real unpleasantness surrounding a rather public proposal.

    I didn't know Reckful (as we shall refer to him hereafter) or his body of work, but from what I've seen he was widely beloved, and an instrumental part of building up a significant community surrounding World of Warcraft streaming. As I type this, various memorial events are going on in-game to commemorate him, and tributes have been pouring in. He will be missed, it seems — but the people who drove him to this will likely feel no remorse nor face any sort of justice.

    "Cyberbullying" is a ridiculous word that stems from the '90s tendency to slap "cyber-" in front of anything vaguely related to technology — but it's absolutely a real thing, and it can be devastating. You can meme and joke all you like about "just look away, just turn the screen off", but for a lot of people it's simply not that easy. Sometimes just seeing something online briefly can be enough to make that thing stay with you — even if it's one negative thing out of a thousand positives.

    I know this because it's something I feel on occasion, and I have, regrettably, experienced cyberbullying on several past occasions. It has had a profoundly negative impact on me every time it has happened, and each and every time, no-one responsible ever faced any sort of justice for what they did — nor would they have done if I had taken more severe steps.

    By far the most serious instance was back in 2011 or so. I'd become interested in the My Little Pony: Friendship is Magic show after hearing about it and watching a few episodes on Netflix. I enjoyed what I'd watched and I found it fascinating how it made use of a lot of anime-style tropes and techniques; I also found it particularly pleasant to be able to enjoy a piece of media based almost exclusively around messages of positivity and happiness.

    I made the mistake of admitting that I enjoyed this show while, apparently, the "wrong" people were watching. Said people were a group known as the "GNAA", who I subsequently discovered were a somewhat notorious troll group. This was more than just a few mean comments online, however.

    This was them flooding my Twitter notifications with accusations of being a paedophile. This was them phoning my family with these accusations. This was them phoning the owner of the website that I was running at the time with these accusations. This was having no escape whatsoever from what appeared to be a very concerted effort to completely ruin my life. And why? Because I liked an animated TV show.

    I went to the police, armed with lots of evidence. They were unable to do anything, particularly because it was a very "international" case. I reported the incident to Twitter. Nothing came of it. Ultimately I just had no choice but to go completely dark on social media for a while, removing my accounts and just "disappearing" for a while.

    I was an absolute state. I was terrified for my wellbeing. I didn't know what to do. Serious things that I would have regretted following through on crossed my mind. It made the Internet — which had been, up until this point, a place I very much enjoyed hanging out, talking with friends and sharing the things important to me — a frightening, unwelcoming place that I didn't really want to be a part of any more.

    Thankfully, I had the support of my then-partner (and now wife) Andie at the time, and family and friends who, while they perhaps didn't understand what was going on, were more inclined to believe me than some rando calling them out of the blue with horrible accusations. If I hadn't had that support network in place, I shudder to think of what would have happened; I suspect I probably wouldn't be here any more.

    Subsequent instances of cyberbullying thankfully were nowhere near as serious as this; they were essentially ongoing targeted harassment by two separate people who never managed to get any sort of "traction" — but in both instances, it still hurt a great deal, and had a profoundly negative impact on my mental health.

    It still frustrates me that there was no "closure" in any of these instances; no justice, no reassurance for me, nothing.

    Cyberbullying is real. It's not about "growing a thicker skin" or "learning to deal with the Internet". No-one should have to put up with any sort of shit like this, and for people to gleefully drive those struggling with mental health to suicide — as has happened a regrettably large number of times in just the last five years alone — is just shameful.

    Rest in peace, Reckful. You will clearly be missed by many people who loved you a great deal — and by people who never knew you too, from the look of things — and I hope you've found peace, wherever you are now.

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    #oneaday Day 573: Setback https://imnotdoctorwho.moegamer.net/2020/06/30/oneaday-day-573-setback/ https://imnotdoctorwho.moegamer.net/2020/06/30/oneaday-day-573-setback/#respond Tue, 30 Jun 2020 15:52:50 +0000 https://imnotdoctorwho.moegamer.net/2020/06/30/oneaday-day-573-setback/ As predicted, there was indeed a setback to the opportunity that looked like it was coming my way — but it's not entirely doom and gloom. Essentially, the problem was that the job in question is a long way from me — like, not practically commutable long — but could have easily been done from … Continue reading #oneaday Day 573: Setback

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    As predicted, there was indeed a setback to the opportunity that looked like it was coming my way — but it's not entirely doom and gloom.

    Essentially, the problem was that the job in question is a long way from me — like, not practically commutable long — but could have easily been done from home, with occasional visits to the office for meetings, events and suchlike. The guy I'd been dealing with was all for me working this way, particularly as during the pandemic most people there have been doing this anyway, but sadly their CEO is pretty dead-set against people not working in the office for the majority of their time.

    This is silly, of course, given that so many businesses have shown they can operate very effectively with a home-based workforce during this whole situation — but, well, if you can't move the big boss man, you can't move the big boss man.

    This would have been a great opportunity, but it's doubly frustrating because our boss at the day job is being absolutely insufferable right now. She's continually making up new "procedures" and constantly complaining at us when we don't follow the rules she's decided we should be following on a whim. She's a complete control freak, and she's only been getting worse over the course of the last year or so.

    I wouldn't mind if these procedures actually added any benefit to our daily working life, but all they do is create work that isn't necessary for what we do — as evidenced by the fact we've been more than capable of doing our job for years at this point without her latest hobby-horse getting involved. But anyway. That's a complaint for another day.

    The "not all bad news" part of what's happened is that there may be some sort of freelance opportunity to still get involved — and in the long-term, that may be able to convince the CEO to bring me on board more permanently. It's not a sure-fire thing by any means, but it's a start — and it'll be a bit of extra pocket money if nothing else.

    With this in mind, I still can't give details, I'm afraid — I'm actually going to have to sign an NDA to discuss the potential freelance stuff further, so this will probably be the last you'll hear of it for now — but suffice to say it's bad news… but not the worst possible news. I'm upset, but there's still hope.

    Better than nothing, I guess. Now to drown my sorrows in Mana Khemia for the evening.

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    #oneaday Day 572: Frustration https://imnotdoctorwho.moegamer.net/2020/06/29/oneaday-day-572-frustration/ https://imnotdoctorwho.moegamer.net/2020/06/29/oneaday-day-572-frustration/#respond Mon, 29 Jun 2020 22:39:43 +0000 https://imnotdoctorwho.moegamer.net/2020/06/29/oneaday-day-572-frustration/ It looks like I may have been a bit hasty in hoping for some exciting news coming soon, as I had some follow-up news today that was rather disappointing. It's not completely beyond hope — yet, anyway — but this is the main reason I didn't want to give any details about the shenanigans going … Continue reading #oneaday Day 572: Frustration

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    It looks like I may have been a bit hasty in hoping for some exciting news coming soon, as I had some follow-up news today that was rather disappointing. It's not completely beyond hope — yet, anyway — but this is the main reason I didn't want to give any details about the shenanigans going on behind the scenes.

    It's frustrating, because over the course of the last few months — both before and during the pandemic — I've come so annoyingly close to achieving something that I really want to achieve, and it's just been kind of snatched away at the last minute. It's doubly annoying because it's not anything that I can really do something about — it's entirely down to another person who, triple annoyingly, hasn't been directly involved in the situation in question.

    I'm sorry to be vague, but I'm going to hold fire on the details until I know one way or the other which way things are going. Don't worry though, it's nothing "bad" — it's something that, if it happened, would be very, very good for me; the disappointment and frustration is coming from the potential for the thing not to happen, if that makes sense, rather than trying to avoid an unpleasant situation. So that's something.

    So I'm okay, but I can't pretend I haven't had a bit of a "low" day today. I'm just going to have to take things as they come, though, and if good things happen, good things happen; if they don't, I'm no worse off than when I started. That's probably the healthiest way to look at this, right?

    In the meantime, I hope you've enjoyed the latest episode of the MoeGamer Podcast and my review of The Coma 2: Vicious Sisters over at Nintendo Life. If you haven't read the latter in particular do please give it a click — getting my stuff read means greater possibility of more paid work in the future, and it'd be nice to have something go well.

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    #oneaday Day 571: Handheld Fun https://imnotdoctorwho.moegamer.net/2020/06/28/oneaday-day-571-handheld-fun/ https://imnotdoctorwho.moegamer.net/2020/06/28/oneaday-day-571-handheld-fun/#respond Sun, 28 Jun 2020 21:35:27 +0000 https://imnotdoctorwho.moegamer.net/2020/06/28/oneaday-day-571-handheld-fun/ I thought about this when I first started looking at Atari Flashback Classics on Switch — long before I started the Atari A to Z Flashback series, in fact — but old Atari 2600 games make brilliant handheld games, and the Evercade has only made this all the more obvious. Most of these games are … Continue reading #oneaday Day 571: Handheld Fun

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    I thought about this when I first started looking at Atari Flashback Classics on Switch — long before I started the Atari A to Z Flashback series, in fact — but old Atari 2600 games make brilliant handheld games, and the Evercade has only made this all the more obvious.

    Most of these games are designed for quick play sessions. Those that aren't based around a lives mechanic are usually limited to the very specific (with good reason) two minutes and sixteen seconds, while those that are based on lives are generally so monstrously difficult that a single playthrough probably won't last more than two minutes and sixteen seconds, at least when you're starting out.

    These short play sessions make it easy for the game to have an addictive quality, because it's practically no time commitment to have "just one more" go — and playing a bunch of games in rapid succession generally allows you to see marked and noticeable improvement, easily measured by your score or progress through the game's levels. Perfect for when you want to while away a few minutes rather than hours.

    So far I've been especially enjoying the Atari 2600 version of Missile Command (which I think I might like better than the Atari 8-bit/5200 and arcade versions) and the Atari 7800-exclusive Food Fight. I haven't delved into Centipede yet, but I'm pretty sure that will have a very similar effect on me.

    Toilet breaks will never be the same again!

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    #oneaday Day 570: Almost Done? https://imnotdoctorwho.moegamer.net/2020/06/27/oneaday-day-570-almost-done/ https://imnotdoctorwho.moegamer.net/2020/06/27/oneaday-day-570-almost-done/#respond Sat, 27 Jun 2020 22:20:13 +0000 https://imnotdoctorwho.moegamer.net/2020/06/27/oneaday-day-570-almost-done/ I think we're almost at the end of the home renovations my wife has been doing for the past while during lockdown. She's put new floors down in the main hallway and the upstairs landing, replaced the grotty old carpet on the stairs with a nice runner, and put a bunch of pictures we've had … Continue reading #oneaday Day 570: Almost Done?

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    I think we're almost at the end of the home renovations my wife has been doing for the past while during lockdown. She's put new floors down in the main hallway and the upstairs landing, replaced the grotty old carpet on the stairs with a nice runner, and put a bunch of pictures we've had lying around for ages up.

    Here's some wide-angle photos if you were curious:

    Here's the hallway and staircase, looking into my wife's study/office in the background. Admire my promotional Atari Lynx poster over the radiator.

    Here's a look up the stairs, where we've finally found a place to put a bunch of the wallscrolls and posters from JAST USA I've had lurking around for ages. And an instructional guide on how to hook up your new Super Nintendo Entertainment System, of course.

    We've not really had anywhere to put Gear for ages, so I'm glad to finally have her back where she belongs: on display. Excuse the mess in the room behind — that is my "work from home" office at the moment and has also been a bit of a rubbish receptacle for my wife's shenanigans! Clean-up is on the agenda for when everything is definitely positively finished.

    And finally, a shot from the top of the stairs looking down. Again, excuse the crap on the carpet; we'll hoover when we stop making mess!

    It's all looking very nice indeed and my wife has been working incredibly hard on it. The only remaining "big job" for now is to put up the rest of the shelves in the living room, but we're not doing that until Ikea deliver the brackets we need to actually put them up. That'll be a couple of weeks from now, so expect some more pics then!

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    #oneaday Day 569: Zonked Out https://imnotdoctorwho.moegamer.net/2020/06/26/oneaday-day-569-zonked-out/ https://imnotdoctorwho.moegamer.net/2020/06/26/oneaday-day-569-zonked-out/#respond Fri, 26 Jun 2020 22:12:00 +0000 https://imnotdoctorwho.moegamer.net/2020/06/26/oneaday-day-569-zonked-out/ I'm kind of knackered and not really sure what to write about today, so I'll just ramble away and see if anything coherent comes out. To be honest, I'm kind of champing at the bit to talk about the thing I teased yesterday, but as I say, I don't want to jinx anything. I'll be … Continue reading #oneaday Day 569: Zonked Out

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    I'm kind of knackered and not really sure what to write about today, so I'll just ramble away and see if anything coherent comes out.

    To be honest, I'm kind of champing at the bit to talk about the thing I teased yesterday, but as I say, I don't want to jinx anything. I'll be able to share a bit more about all that… soonish, though, likely in the next few weeks or so. The possibilities are making it extra hard to care about the day job right now, I won't lie — but I'm hanging in there for now.

    I'm certainly in no great hurry to go back to the office. The day job sent around a huge document full of "guidelines" for those returning to work at the beginning of July (a cohort I am not among, thankfully — it's initially just specific volunteers) that include all manner of ridiculousness like one-way systems, special techniques for going through doors, limitations on going to the toilet and all manner of other stuff.

    I mean, I say it's all ridiculous, but in the context of the whole pandemic thing it sort of makes sense… to a certain point, anyway. I kind of feel like if you need to put that many restrictions and unnatural, inconvenient routines in place to get people back in the office, then it's probably not quite time to get people back in the office just yet.

    People have proven themselves perfectly capable of working from home over the course of the last… however long it's been now, so I don't see any particular reason why we need to rush people back. But no; it seems the company isn't even willing to entertain the possibility of having people working from home more permanently when (if?) this is all over. Seems a bit silly to me, but this is probably why I don't run a company.

    Anyway. Not something I need to worry about too much right now — and it might not be something I need to worry about at all. We'll have to wait and see. I'm sorry for "vaguebooking", but as I say, I'm trying to be a bit cautious in my enthusiasm! Just keep your fingers crossed for me next Thursday, let's say.

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    #oneaday Day 568: Good News? https://imnotdoctorwho.moegamer.net/2020/06/25/oneaday-day-568-good-news/ https://imnotdoctorwho.moegamer.net/2020/06/25/oneaday-day-568-good-news/#respond Thu, 25 Jun 2020 23:33:41 +0000 https://imnotdoctorwho.moegamer.net/2020/06/25/oneaday-day-568-good-news/ I don't want to jinx anything by talking about it too much for now, but I might have some good news on the employment front soon. We'll have to wait and see, but Discussions have been Happening. That's all I'll say for now, but suffice to say if this comes to anything it'll be very … Continue reading #oneaday Day 568: Good News?

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    I don't want to jinx anything by talking about it too much for now, but I might have some good news on the employment front soon. We'll have to wait and see, but Discussions have been Happening. That's all I'll say for now, but suffice to say if this comes to anything it'll be very exciting, and I'll be very happy.

    In the meantime, I found some time to enjoy some more Mana Khemia 2 this evening. It's a lot of fun so far. I've only completed two chapters of Ulrika's route so far, but I'm anticipating that Raze's route will have a markedly different feel to it. Ulrika's is pleasantly silly, and appears to be escalating in that regard with each passing chapter, and I am all about it.

    I've been finding the combat a bit more challenging so far, too, which is good. The game ties character progression mostly to crafted items as in the previous game, with the exception of HP and SP, which go up naturally every few battles. Thus far staying on top of the crafting has still made for some fairly challenging battles rather than overpowering the party, giving the whole thing a nice sense of balance — there's also an optional Hard mode for those who want the game to put up even more of a fight, too, so it seems at some point Gust took criticisms that some of the Atelier Iris games and Mana Khemia were a touch on the easy side to heart.

    The characterisation is great, and it's been a delight to see how some returning characters from the first Mana Khemia have grown since the first installment. I'm looking forward to seeing how the whole thing develops — and how Ulrika and Raze's stories eventually intertwine, because presumably that's going to happen.

    Anyway, that's a fair way off for now. Digging what I've played to date though!

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    #oneaday Day 567: Project Shelf https://imnotdoctorwho.moegamer.net/2020/06/24/oneaday-day-567-project-shelf/ https://imnotdoctorwho.moegamer.net/2020/06/24/oneaday-day-567-project-shelf/#respond Wed, 24 Jun 2020 21:47:15 +0000 https://imnotdoctorwho.moegamer.net/2020/06/24/oneaday-day-567-project-shelf/ We braved a trip to Ikea today, hoping to get all the necessary accoutrements to complete the plan colloquially known as Project Shelf, more formally known as Pete Uses Most of the Available Walls in His House For Shelves with The Intention of Filling Them with Gaming Paraphernalia and Miscellany, Mostly Games. It's our wedding … Continue reading #oneaday Day 567: Project Shelf

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    We braved a trip to Ikea today, hoping to get all the necessary accoutrements to complete the plan colloquially known as Project Shelf, more formally known as Pete Uses Most of the Available Walls in His House For Shelves with The Intention of Filling Them with Gaming Paraphernalia and Miscellany, Mostly Games. It's our wedding anniversary on Sunday, so we've spent some of the money from our respective parents on this project as well as my wife's hallway renovations, which are now pretty much complete.

    I normally hate going to Ikea, but I have to say, going at 8pm in the middle of a virus pandemic is quite pleasant, because there's hardly anyone there. Result. Doing my bit for the British (and the Swedish) economy.

    We were, I'd say, about 80% successful, largely because Ikea's website has been a broken piece of shit for the last few months and thus we weren't able to properly check stock of the things we wanted. We managed to get most of the things we'll need, with the crucial exception of the brackets to hold the shelves in place; we were, however, able to order those, but they won't arrive for another couple of weeks.

    Still, I'm looking forward to the finished result; I really, really like my "library" of games that I currently have, and having a little more space both to expand and to spread out some of the things that are currently a bit crammed in will be very nice indeed. In particular, I'm looking forward to having some dedicated space to display the Evercade and its games, as well as some of the limited editions I've had to squeeze in a bit more tightly than I would perhaps like to.

    Expect some photographs of the finished project when it's all done and dusted… likely in a couple of weeks' time, but perhaps sooner depending on if and when Ikea are able to deliver those brackets!

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    #oneaday Day 566: Heatwave https://imnotdoctorwho.moegamer.net/2020/06/23/oneaday-day-566-heatwave/ https://imnotdoctorwho.moegamer.net/2020/06/23/oneaday-day-566-heatwave/#respond Tue, 23 Jun 2020 22:29:09 +0000 https://imnotdoctorwho.moegamer.net/2020/06/23/oneaday-day-566-heatwave/ It's so hot here right now. I don't like it. I haven't liked the heat for a good few years now — though I remember being a bit more fond of it when I was younger. Ah, youth, and all that. Spring and summer have definitely got hotter over the course of my life. I … Continue reading #oneaday Day 566: Heatwave

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    It's so hot here right now. I don't like it. I haven't liked the heat for a good few years now — though I remember being a bit more fond of it when I was younger. Ah, youth, and all that.

    Spring and summer have definitely got hotter over the course of my life. I remember some pleasantly balmy summers when I was a kid, but I also remember it being considered quite unusual and worthy of note when we would have a "heat wave". Nowadays, it feels like we're confronted with the same "hottest summer since records began" stories every year, and it becomes increasingly unpleasant to even contemplate going outside.

    We bought a portable air conditioner a while back and stuck it in our bedroom. It's probably the greatest investment we've ever made. Were it not for the fact that it's incredibly noisy, I'd be a strong advocate for putting them all over the house. Including in the toilet, which is like a bloody oven at this time of year.

    Still, even with lockdown supposedly "easing" over here from the beginning of next month (let's see how long that lasts if the virus cases start spiking again) it's not as if I have any real particular desire to go out and do anything outside. It might be nice to go and see my friends — though they were hardly ever available to do anything fun at the best of times, so this whole situation hasn't been much of a change.

    Anyway, just felt like moaning about that. I'm off to sit in the air-conditioned bedroom and play retro games until I fall asleep!

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    #oneaday Day 565: Fall of Alchemy https://imnotdoctorwho.moegamer.net/2020/06/22/oneaday-day-565-fall-of-alchemy/ https://imnotdoctorwho.moegamer.net/2020/06/22/oneaday-day-565-fall-of-alchemy/#respond Mon, 22 Jun 2020 23:33:16 +0000 https://imnotdoctorwho.moegamer.net/2020/06/22/oneaday-day-565-fall-of-alchemy/ Started Mana Khemia 2: Fall of Alchemy today and am already enjoying it a lot. There are certain aspects of the game so far where I can feel it just sort of straining to become what the Arland series would become, but it's also its own distinct, unique thing, too. The characters are already shaping … Continue reading #oneaday Day 565: Fall of Alchemy

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    Started Mana Khemia 2: Fall of Alchemy today and am already enjoying it a lot. There are certain aspects of the game so far where I can feel it just sort of straining to become what the Arland series would become, but it's also its own distinct, unique thing, too. The characters are already shaping up to be some of my favourites so far; Ulrika is what I regard as a proper Atelier protagonist, which I feel like we didn't really have throughout the Iris series (with the possible exception of Viese), so it's a pleasure to have a ditzy, enthusiastic young girl in the leading role once again.

    Interested to see how the two routes play out in Mana Khemia 2. They're already shaping up to be quite different with occasional crossovers, even just looking at my limited experience with the first chapter. It appears that one group focuses on combat studies, while the other focuses on alchemy, though I imagine there'll be a bit of both in each route — there certainly has been in Ulrika's so far.

    There's also some pleasing fanservice for the first Mana Khemia in there, too. The group's homeroom teacher from the first game is now the principal of the academy, and is not doing a very good job of it. Flay, the "perpetual student" playable character from the original, is now a teacher, as is Tony, the secondary antagonist for much of the early stages of the first game. It's interesting to watch these two in particular apply their personalities to a "professional" life — though with Al-Revis in the state it's in at the start of Mana Khemia 2, "professional" may not be quite the best word!

    Looking good so far, then. I'll be archiving my gameplay on YouTube again (primarily for my own purposes so I can refer back to footage and take screenshots if required), so if you want to see what the game's all about feel free to check out the videos. First one should be going up tomorrow.

    Hope you've had a pleasant Monday! It is Monday, right? I'm losing track…

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    #oneaday Day 564: Another Week Ended https://imnotdoctorwho.moegamer.net/2020/06/21/oneaday-day-564-another-week-ended/ https://imnotdoctorwho.moegamer.net/2020/06/21/oneaday-day-564-another-week-ended/#respond Sun, 21 Jun 2020 22:08:02 +0000 https://imnotdoctorwho.moegamer.net/2020/06/21/oneaday-day-564-another-week-ended/ I've had a never-ending stream of farts today. I blame the whole tin of beans I had with breakfast. I'm sure they never affected me like this when I was younger, but now… I feel like a single can could probably propel me around for the entire day if I let it. Anyway. It's the … Continue reading #oneaday Day 564: Another Week Ended

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    I've had a never-ending stream of farts today. I blame the whole tin of beans I had with breakfast. I'm sure they never affected me like this when I was younger, but now… I feel like a single can could probably propel me around for the entire day if I let it.

    Anyway. It's the end of another week once again, and I've had a fairly productive weekend. I got the next two weeks' worth of videos done and dusted today, and managed to plough through all of The Coma 2 yesterday, as I noted. I'm very tempted to boot up Mana Khemia 2 just to have a "quick look" at it, but it's nearly 11pm and I know for a fact at this point that a "quick look" at an Atelier game will almost certainly last for several hours.

    For the next couple of short;Play videos I looked at Ion Fury and Dungeon of the Endless for Switch — these have both recently had nice packaged releases, and I've been looking forward to playing Ion Fury for ages. I was not disappointed at all; it feels just like a classic Build Engine game, which I'm delighted about. I appear to have completely forgotten how to play Dungeon of the Endless effectively, however; I make a real mess of things in the video! Clearly some more practice is required.

    As you can tell, I'm not super-coherent this evening. I've worked on a lot today, so I should probably get some rest ahead of another stimulating week working the day job from home. Ah well. At least I have writing my The Coma 2 review for Nintendo Life to look forward to, as well as all the daily goodness on YouTube and MoeGamer — please look forward to it, and have a pleasant night!

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    #oneaday Day 563: Mission Accomplished https://imnotdoctorwho.moegamer.net/2020/06/21/oneaday-day-563-mission-accomplished/ https://imnotdoctorwho.moegamer.net/2020/06/21/oneaday-day-563-mission-accomplished/#respond Sun, 21 Jun 2020 00:47:53 +0000 https://imnotdoctorwho.moegamer.net/2020/06/21/oneaday-day-563-mission-accomplished/ Well, I successfully managed to beat The Coma 2: Vicious Sisters in a single day. Took a little over 11 hours in total — very respectable for a horror game. Sadly, I discovered too late that I missed a key item required for the "best" ending and saved after it would have been possible to … Continue reading #oneaday Day 563: Mission Accomplished

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    Well, I successfully managed to beat The Coma 2: Vicious Sisters in a single day. Took a little over 11 hours in total — very respectable for a horror game. Sadly, I discovered too late that I missed a key item required for the "best" ending and saved after it would have been possible to go back for it. To be fair to the game, this "final save point of no return" is literally right at the end of the game, so it's my own fault for not being thorough. Guess I'll just have to play it again sometime — and I probably will if and when a physical edition becomes available.

    It was very enjoyable and the developers were correct: I didn't feel like I was missing any critical information having not played the first The Coma. I'm definitely going to play the first The Coma now, of course — might make something nice to cover around Halloween this year, just planning ahead! — and replaying The Coma 2 immediately after playing the first one might not be a terrible idea. I can get "Ending A" then.

    I might even do a Let's Play of the two games and release the episodes for those throughout October. Spooky season and all that. Would there be interest there? If so, I can get started on that now and have it ready well ahead of time.

    Anyway, after that much horror gaming in one day, I think I need to head off for what will probably be a very strange sleep. Hopefully I will wake up in the normal world tomorrow!

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    #oneaday Day 562: Gettin 'Er Done https://imnotdoctorwho.moegamer.net/2020/06/19/oneaday-day-562-gettin-er-done/ https://imnotdoctorwho.moegamer.net/2020/06/19/oneaday-day-562-gettin-er-done/#respond Fri, 19 Jun 2020 22:51:48 +0000 https://imnotdoctorwho.moegamer.net/2020/06/19/oneaday-day-562-gettin-er-done/ I was right not to stay up and try to finish Mana Khemia last night — there was a good five or six hours more to go! I managed to bang it out this evening and finish the narrative writeup though, so that game is done and dusted a little earlier than I thought. Next … Continue reading #oneaday Day 562: Gettin 'Er Done

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    I was right not to stay up and try to finish Mana Khemia last night — there was a good five or six hours more to go! I managed to bang it out this evening and finish the narrative writeup though, so that game is done and dusted a little earlier than I thought.

    Next up is Mana Khemia 2: Fall of Alchemy, which is one of the few games in this series that didn't get a European release. Instead, I was fortunate enough to be able to grab a copy for $40 CAD about ten years ago upon a visit to Canada to see some friends who I haven't spoken to for about five years. Fortuitously, prior to this incidence of drifting apart, I had "borrowed" their NTSC PS2 specifically in order to play Mana Khemia 2.

    At the time, I was getting big into the Ar Tonelico series, and picked up Mana Khemia 2 on the recommendation of the person who got me into Ar Tonelico. (A different person to the aforementioned friends.) I didn't know anything about the Atelier series then, and indeed my copy of Mana Khemia 2 has been shrink-wrapped since I picked it up all that time ago, because I'd been saving it until I beat the previous Mana Khemia. (And, as it turns out, the Atelier Iris series.)

    Until tonight, in fact, because I just wanted to make sure that NTSC PS2 I "borrowed" about ten years ago (and which the original owners are probably not getting back now) worked properly, along with the aforementioned copy of Mana Khemia 2.

    It does. I had a momentary scare when everything was coming out green through the RGB SCART cable I've been using that was supposed to be compatible with NTSC systems, but a quick dip into the system settings and changing the output from Y/Pb/Pr to RGB fixed the issue nicely. So Mana Khemia 2 will be getting underway shortly — looking forward to it! I'll record and archive my playthrough on the YouTube channel again so if you want to see what it's all about, you can — since I'm recording for the purposes of taking screenshots anyway, I might as well share the videos! Plus I believe Mana Khemia 2 can be a bit pricey these days — if you can't afford to add it to your own collection, you can at least experience some of it vicariously!

    First up, though, I've got to bash out The Coma 2 for Nintendo Life this weekend, plus record my usual weekly videos. I'm keeping busy, for sure — and I wouldn't have it any other way. The work I do for MoeGamer and YouTube really does help keep me sane during even my bleakest hours, so once again, a sincere thank you for supporting anything I do — it really means a lot.

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    #oneaday Day 561: Early(ish) Night https://imnotdoctorwho.moegamer.net/2020/06/18/oneaday-day-561-earlyish-night/ https://imnotdoctorwho.moegamer.net/2020/06/18/oneaday-day-561-earlyish-night/#respond Thu, 18 Jun 2020 22:27:17 +0000 https://imnotdoctorwho.moegamer.net/2020/06/18/oneaday-day-561-earlyish-night/ Been absolutely exhausted today, so while it is tempting to stay up until the wee hours trying to finish Mana Khemia: Alchemists of Al-Revis, I think I'm going to hit the hay and hopefully feel a bit more refreshed tomorrow. That does mean that the next part of the Atelier MegaFeature, focusing on Mana Khemia's … Continue reading #oneaday Day 561: Early(ish) Night

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    Been absolutely exhausted today, so while it is tempting to stay up until the wee hours trying to finish Mana Khemia: Alchemists of Al-Revis, I think I'm going to hit the hay and hopefully feel a bit more refreshed tomorrow. That does mean that the next part of the Atelier MegaFeature, focusing on Mana Khemia's narrative, likely won't be tomorrow, but it should be out by Monday at the latest.

    I've got another Nintendo Life assignment coming up too: Korean horror game The Coma 2. I have the first one on my shelf and, to my shame, haven't gotten around to it as yet, but according to the developers the second one stands completely by itself with just some "nods" to the original for those who enjoyed it. It's also apparently only about 8 hours long, so I'm hoping I can bang it out over the weekend and get the review squared away. Please look forward to it!

    I'm in retro heaven right now between the Evercade and the PC Engine Mini, so expect a lot more of that stuff in the meantime because a lot of it is easy to get a feel for and be able to put together some interesting articles fairly quickly. And there's a hell of a lot of games between those two systems to cover!

    Exciting times. But for now, hopefully non-exciting sleep. Good night!

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    #oneaday Day 560: Welcome Peashy mk. 3 https://imnotdoctorwho.moegamer.net/2020/06/17/oneaday-day-560-welcome-peashy-mk-3/ https://imnotdoctorwho.moegamer.net/2020/06/17/oneaday-day-560-welcome-peashy-mk-3/#respond Wed, 17 Jun 2020 23:33:34 +0000 https://imnotdoctorwho.moegamer.net/2020/06/17/oneaday-day-560-welcome-peashy-mk-3/ Pour one out, if you please, for Peashy mk. 2, who served me well for a very long time indeed, both through her first incarnation and her subsequent motherboard, processor and graphics card upgrades. Yesterday's "incident" led to the decision that some major surgery was required: not only did the power supply need replacing, but … Continue reading #oneaday Day 560: Welcome Peashy mk. 3

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    Pour one out, if you please, for Peashy mk. 2, who served me well for a very long time indeed, both through her first incarnation and her subsequent motherboard, processor and graphics card upgrades. Yesterday's "incident" led to the decision that some major surgery was required: not only did the power supply need replacing, but I was long overdue a new case, too.

    Pay your last respects to the old Peashy, if you please:

    If you're wondering, the 1up.com and "gaming" stickers on the side came from a long-defunct social media service called GetGlue, which sprang up around the time of the mobile social apps boom. I used to rather enjoy GetGlue, because it provided a fun means of following and talking about topics — plus their big gimmick was that if you acquired enough "badges" (I forget exactly how — as I recall it was somewhat akin to "Foursquare for entertainment" in that you "checked in" to things) they would send you some physical stickers.

    The Green Heart, meanwhile, came from Cyberdimension Neptunia: 4 Goddesses Online.

    And here's Peashy's new look — a sleek black monster in a Corsair case with a power button that works (the primary reason I thought it was probably time to get a new case) and a power supply that doesn't blow the fuse of any plug you put into it. Thankfully there doesn't appear to have been any damage to actual system components, which is a relief; everything got back up and running very quickly.

    If you're wondering how we rescued her so quickly, we're fortunate enough to have a decent PC parts supplier about 15 miles from us, and they're open for click and collect orders. I ordered last night, got a notification this morning and picked up the parts this lunchtime, then Andie put it together while I had some lunch. She was very impressed with how easy the Corsair case made the build process — absolutely nothing went wrong at all, which as those who have built PCs in the past will tell you, is a rarity to be treasured!

    Anyway, it's an expense I would rather not have had to… expend upon, but it's done now, and that should hopefully keep the ol' girl up and running for some time to come yet!

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    #oneaday Day 559: RIP Peashy mk. 2 https://imnotdoctorwho.moegamer.net/2020/06/16/oneaday-day-559-rip-peashy-mk-2/ https://imnotdoctorwho.moegamer.net/2020/06/16/oneaday-day-559-rip-peashy-mk-2/#respond Tue, 16 Jun 2020 21:28:54 +0000 https://imnotdoctorwho.moegamer.net/2020/06/16/oneaday-day-559-rip-peashy-mk-2/ My computer gave up the ghost this evening. We had some sort of power surge, and it appears to have fried my power supply — thankfully, it seems to just be the power supply and nothing else, but we had a lot of "fun" trying to diagnose the issue and blowing the fuses in every … Continue reading #oneaday Day 559: RIP Peashy mk. 2

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    My computer gave up the ghost this evening. We had some sort of power surge, and it appears to have fried my power supply — thankfully, it seems to just be the power supply and nothing else, but we had a lot of "fun" trying to diagnose the issue and blowing the fuses in every kettle lead we had in the process.

    I can't imagine a life without computers, but dear God if I don't fucking hate what we now know as "the PC" sometimes. I think back to the good old days of the dear Atari 8-bit and ST, and they either worked or they didn't. (Well, okay, the ST's myriad compatibility issues depending on what day of the week it was were a bit silly, but you could learn to live with them.)

    In my experience though? PCs break for seemingly no reason. One morning you'll try and turn it on and it just goes "nah". In the last couple of years I've had my computer forget it had a hard drive, forget it had an operating system, refuse to display things properly and, as we stand now, refuse to turn on altogether. It's immensely frustrating, because you don't realise how much of your life sits on those little no-longer-beige boxes until you're suddenly confronted with the possibility that you might not be able to access their contents any more. PC Master Race my arse.

    With any luck, it is just the power supply and not a fried motherboard or any other components. The various tests Andie and I ran this evening would appear to suggest that is the case, but we'll have to wait and see. Hopefully I'll be able to collect some components from our local(ish) computer emporium tomorrow and give them a go, and all being well that should get Peashy mk. 2 up and running again. It's not as if I'm spending a lot of money right now what with not going out or driving to work, but it's still £100 I could have done without having to spend!

    Oh well. It is what it is.

    Thankfully, I got everything I wanted to achieve out of the way before this happened tonight! "Normal service" may be disrupted for a day or two, however, so please understand if… things are a bit more sporadic than usual! 🙂

    Anyway, as irritated as I am right now, there's nothing else I can do at the moment, so I guess there's nothing for it but to sit in bed and play retro games. Oh no!

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    #oneaday Day 558: Needing a Break https://imnotdoctorwho.moegamer.net/2020/06/15/oneaday-day-558-needing-a-break/ https://imnotdoctorwho.moegamer.net/2020/06/15/oneaday-day-558-needing-a-break/#respond Mon, 15 Jun 2020 22:39:27 +0000 https://imnotdoctorwho.moegamer.net/2020/06/15/oneaday-day-558-needing-a-break/ I think I might take another short break from… probably social media in general for the most part, aside from private messages. I saw a message from Matt Papa at Inti Creates earlier that resonated somewhat with me. He was talking about how he had gone cold turkey on Twitter in an attempt to improve … Continue reading #oneaday Day 558: Needing a Break

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    I think I might take another short break from… probably social media in general for the most part, aside from private messages.

    I saw a message from Matt Papa at Inti Creates earlier that resonated somewhat with me. He was talking about how he had gone cold turkey on Twitter in an attempt to improve his mental health, and in an attempt to reintegrate it into his life, he had felt himself just starting the old routine of endlessly scrolling, refreshing, all that sort of thing, over and over again… and I know that this is something I do.

    Right now, this is not a healthy thing to be doing when you're already feeling a bit bleak and depressed, because there is no escape from the bleakness out there. There are better, more fun ways to be spending one's time — and with everything as it is right now, the bleakness is stifling a lot of real conversations that people might want to have that are nothing to do with The Current Troubles.

    It's not that people are actively "silencing" others — it's more a noticeable feeling that a lot of people just don't want to talk in public right now. And I get it. I completely understand. But all that leaves is a mire of misery that you can wallow in… or that you can turn your back on, walk away from and have a more pleasant few days.

    With that in mind, I won't be actively checking "public" social media for the next few days because I just need to tune out for a bit. You can still send me a DM private message or leave a comment on MoeGamer, YouTube or anywhere else you happen to see me — and of course I'll still be posting on MoeGamer and YouTube in the meantime — but I'm otherwise going "dark" for a bit. Much needed.

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    #oneaday Day 557: Handheld Memories https://imnotdoctorwho.moegamer.net/2020/06/14/oneaday-day-557-handheld-memories/ https://imnotdoctorwho.moegamer.net/2020/06/14/oneaday-day-557-handheld-memories/#respond Sun, 14 Jun 2020 22:40:08 +0000 https://imnotdoctorwho.moegamer.net/2020/06/14/oneaday-day-557-handheld-memories/ I've honestly not had a ton of time to spend with my new Evercade as yet, but the little time I have spent with it has been oddly reminding me of when I used to play my Atari Lynx as a kid. This is a compliment, by the way — and entirely appropriate, considering that … Continue reading #oneaday Day 557: Handheld Memories

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    I've honestly not had a ton of time to spend with my new Evercade as yet, but the little time I have spent with it has been oddly reminding me of when I used to play my Atari Lynx as a kid. This is a compliment, by the way — and entirely appropriate, considering that two cartridges' worth of Lynx games are on the way for the system.

    I think it's something to do with the combination of the games that are on the system and their overall aesthetic and feel… and perhaps a touch of the actual physicality of the device, too. The Evercade is a nice-looking system with some of the loveliest physical controls I've had the pleasure of using for a while — the D-pad in particular is beautiful — but it's also a £50 handheld made in China, meaning it also has a few little idiosyncrasies that give it a certain amount of character… just like the dear old Lynx.

    Thankfully, the screen is better than the Lynx — LCD technology has come a long way — but the overall "feeling" the system gives me is similar. It's a system I pick up when I'm in the distinct mood for a particular type of experience. While there are alternative avenues to play most of the stuff I have for Evercade — primarily through emulation — there's something… very distinct about playing it on that handheld. And I like it a lot.

    Expect plenty of Evercade games coverage in the coming weeks, because this system is going to be keeping me company when the day job bores me!

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    #oneaday Day 556: Start Your (PC) Engine https://imnotdoctorwho.moegamer.net/2020/06/13/oneaday-day-556-start-your-pc-engine/ https://imnotdoctorwho.moegamer.net/2020/06/13/oneaday-day-556-start-your-pc-engine/#respond Sat, 13 Jun 2020 21:42:57 +0000 https://imnotdoctorwho.moegamer.net/2020/06/13/oneaday-day-556-start-your-pc-engine/ Chris and I recorded a great podcast today — one where we both had a lot to say and felt passionately about the subject matter. The main topic of the show is, as always, the primary attraction, in which we talk about the games on the PC Engine Mini and its local variants, but we … Continue reading #oneaday Day 556: Start Your (PC) Engine

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    Chris and I recorded a great podcast today — one where we both had a lot to say and felt passionately about the subject matter.

    The main topic of the show is, as always, the primary attraction, in which we talk about the games on the PC Engine Mini and its local variants, but we also have a good conversation about Phantasy Star Online 2, 51 Worldwide Games and a lot of other things besides. It was just what I needed for a bit of distraction from the endless bleakness out in the world, so thanks Chris, once again, for not only being a great podcasting partner, but a great friend too.

    I spent a lot of this afternoon recording some footage of the games we talked about — including some from the PC Engine Mini that I hadn't tried yet. I'm very taken with the Bonk/PC Genjin games, as bizarre as they are, and of course that system is absolutely rammed to bursting point with incredible shoot 'em ups. Not all of which are monstrously difficult, even; I got a long way through Star Parodier while recording footage without needing a single continue.

    The PC Engine Mini is easily my favourite of all the mini consoles that have come out to date. While there's some great stuff on the Nintendo Classic systems and the mini Mega Drive also has some great titles — including a few that haven't been seen for a long time, like Alisia Dragoon — the PC Engine Mini is just rammed with such joyful Japanese exuberance that I can't help but smile ever time I just boot the damn thing up and hear that jolly menu music.

    If you've been on the fence about these mini consoles, this one, more than any other, is a solid investment — especially if, like me, you don't know the PC Engine as a platform all that well.

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    #oneaday Day 555: Yearning for Normality https://imnotdoctorwho.moegamer.net/2020/06/12/oneaday-day-555-yearning-for-normality/ https://imnotdoctorwho.moegamer.net/2020/06/12/oneaday-day-555-yearning-for-normality/#respond Fri, 12 Jun 2020 22:28:03 +0000 https://imnotdoctorwho.moegamer.net/2020/06/12/oneaday-day-555-yearning-for-normality/ 2020 has been, as many people have commented already, absolute shit. For so many reasons. I've been doing my best to shake off any unpleasant, negative feelings for the most part — as I've previously talked about, the whole "lockdown" thing initially was absolutely fine with me, as I'm more than happy to do my … Continue reading #oneaday Day 555: Yearning for Normality

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    2020 has been, as many people have commented already, absolute shit. For so many reasons. I've been doing my best to shake off any unpleasant, negative feelings for the most part — as I've previously talked about, the whole "lockdown" thing initially was absolutely fine with me, as I'm more than happy to do my thing independently — but as time goes on, it seems that things are just getting worse and worse, not better.

    The chaos surrounding the race relations situation in America has been bleeding over into this country quite significantly. Public places are being defaced, things are being destroyed, creative works are being removed from public circulation… it's all starting to get a bit scary, to be perfectly honest. As I saw one person on Twitter say the other day, "that's the point", and I sort of get that… but for someone who has always done his best to keep his head down, get on with things, be a generally decent sort of person to anyone he comes into contact with and, you know, not be a racist… I don't really know how to react.

    I honestly don't know what the end outcome of everything happening right now is going to be, and in some ways I feel like I don't want to know. There are already some things happening that are setting dangerous precedents, and I don't know if the people who are fighting for what is an inherently just cause realise what some of the long-term, unintentional side effects of the current situation are going to be.

    I guess all we can do is wait and see, really. With each passing day it feels like it's getting harder to remember what a "normal" life was like. And I don't like it.

    Thank heavens for video games, I guess.

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    #oneaday Day 554: Opposite Directions https://imnotdoctorwho.moegamer.net/2020/06/11/oneaday-day-554-opposite-directions/ https://imnotdoctorwho.moegamer.net/2020/06/11/oneaday-day-554-opposite-directions/#respond Thu, 11 Jun 2020 23:58:51 +0000 https://imnotdoctorwho.moegamer.net/2020/06/11/oneaday-day-554-opposite-directions/ I'm left strangely underwhelmed by all the PS5 stuff so far. With every new supposed "innovation" in gaming tech I find myself drifting further and further away from the mainstream — not from gaming itself, because there are still people out there making things that people like me enjoy, but from the supposedly "exciting" part. … Continue reading #oneaday Day 554: Opposite Directions

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    I'm left strangely underwhelmed by all the PS5 stuff so far. With every new supposed "innovation" in gaming tech I find myself drifting further and further away from the mainstream — not from gaming itself, because there are still people out there making things that people like me enjoy, but from the supposedly "exciting" part.

    I mean, consider the things I'm most excited about right now. My new PC Engine CoreGrafx Mini. My Evercade. The fact that I'm playing through a series of RPGs and massively enjoying the installments that came out in the mid-2000s. Has modern gaming completely left me behind?

    Well, no, because there's still a ton of stuff that I enjoy. It's just not the stuff that gets big online streaming reveals to millions of people. And that's why it's important to talk about, to celebrate, to explore in detail. Because while you can bet every big site will have fifty clickbait "How to [x] in Spider-Man: Miles Morales" guide articles on their front page the moment that game launches, who's going to be writing about… well, I don't know, because nothing from the more "niche interest" end of the spectrum has been announced or confirmed for PS5 as yet!

    Anyway, this isn't to get down on people who enjoyed the PS5 reveal or who are excited for what it showed off. I just find it interesting how much my tastes and priorities have changed over the years. While I once would have been there on the virtual front row for a new console reveal, oohing and aahing with the best of them… today I find myself much more enamoured with the older systems, the less powerful platforms and the lower-budget end of the market — because for my tastes, anyway, that's where all the truly interesting stuff is going on.

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    #oneaday Day 553: Game Night https://imnotdoctorwho.moegamer.net/2020/06/10/oneaday-day-553-game-night/ https://imnotdoctorwho.moegamer.net/2020/06/10/oneaday-day-553-game-night/#respond Wed, 10 Jun 2020 22:30:20 +0000 https://imnotdoctorwho.moegamer.net/2020/06/10/oneaday-day-553-game-night/ I'm having a great time with 51 Worldwide Games, and I haven't even jumped online to compete against other people yet. The package is a lot of fun just for single-player competition against the computer — which, it turns out, is a great way to learn these games and start to figure out some good … Continue reading #oneaday Day 553: Game Night

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    I'm having a great time with 51 Worldwide Games, and I haven't even jumped online to compete against other people yet. The package is a lot of fun just for single-player competition against the computer — which, it turns out, is a great way to learn these games and start to figure out some good strategies — and also for local multiplayer, either on a single TV or with multiple Switches.

    Since it seems that a fair few people have actually picked this up and are enjoying it, I've been wondering if there was any sort of semi-organised multiplayer community appearing for it. I haven't seen any sign of one as yet, so I'm trying to think of the best way to get one up and running.

    At present I'm thinking a Discord would be the obvious choice, with channels for each of the games so people could discuss how to play, strategies and best ways to learn, plus at least one "looking for players" channel where people can hook up and get some online matches going.

    I'd set it up myself right now, but I'm not sure 1) if anyone would join and 2) if I want the responsibility of managing a community. That said, I'd say the average breed of person who is playing 51 Worldwide Games is probably a world apart from trashtalking battle royale fans… probably, anyway.

    I dunno. I'll mull it over. In the meantime, if you're reading this and are interested in competing on a smaller scale, let me know and we'll see if we can organise something!

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    #oneaday Day 552: It's Nearly Here https://imnotdoctorwho.moegamer.net/2020/06/10/oneaday-day-552-its-nearly-here/ https://imnotdoctorwho.moegamer.net/2020/06/10/oneaday-day-552-its-nearly-here/#respond Wed, 10 Jun 2020 10:49:58 +0000 https://imnotdoctorwho.moegamer.net/2020/06/10/oneaday-day-552-its-nearly-here/ Hello folks, sorry I've been a bit sporadic in terms of timing here lately, my mental health has taken a bit of a nosedive recently and it's been making it a bit difficult to remember and focus on things. I'll try and do better though; this blog helps kind of "centre" me throughout the day … Continue reading #oneaday Day 552: It's Nearly Here

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    Hello folks, sorry I've been a bit sporadic in terms of timing here lately, my mental health has taken a bit of a nosedive recently and it's been making it a bit difficult to remember and focus on things. I'll try and do better though; this blog helps kind of "centre" me throughout the day at times, or, more commonly, helps me process the day I've had, since I usually end up writing it last thing at night!

    Anyway. Positivity! My Evercade has shipped and should (hopefully) be with me tomorrow. I'm really looking forward to getting started on some coverage for this — I'd like MoeGamer to become a reliable, helpful source of information about this system and the games available for it, so expect plenty of articles!

    The company also announced their next cartridge today: it's an Oliver Twins collection, featuring a selection of the classic Codemasters programmers' finest console titles, including several Dizzy games. Like most of the other Evercade cartridges, this is not the most obvious choice to go for, but dang if it isn't an interesting choice! Dizzy games are a British institution, and being able to easily revisit a bunch of them on a modern system will be really cool.

    Would have perhaps been nice to see some home computer versions as well as the console games, but it looks like Evercade hasn't looked into computer emulation as yet, only consoles. Give it time! There could always be an Oliver Twins Collection vol. 2, after all!

    Anyway. Expect a first look at the system tomorrow, followed by some articles about the specific games and cartridges as I get to them. Bookmark https://moegamer.net/evercade to stay up to date!

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    #oneaday Day 551: Core Graphics https://imnotdoctorwho.moegamer.net/2020/06/08/oneaday-day-551-core-graphics/ https://imnotdoctorwho.moegamer.net/2020/06/08/oneaday-day-551-core-graphics/#respond Mon, 08 Jun 2020 20:09:54 +0000 https://imnotdoctorwho.moegamer.net/2020/06/08/oneaday-day-551-core-graphics/ I haven't had a lot of time to sit down with the PC Engine CoreGrafx Mini yet, but the little time I have spent with it so far has been enormously positive. There's a host of… weird games on there that I'm really enjoying checking out — and I'm extremely delighted to have an official … Continue reading #oneaday Day 551: Core Graphics

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    I haven't had a lot of time to sit down with the PC Engine CoreGrafx Mini yet, but the little time I have spent with it so far has been enormously positive. There's a host of… weird games on there that I'm really enjoying checking out — and I'm extremely delighted to have an official copy of Parasol Stars that I can play any time. (Still kind of want an Atari ST version too, though.)

    I haven't "dared" explore the Japanese side of the system so far as yet as it's a bit intimidating! Realistically speaking, I know that not all of the games are going to be incomprehensible — Snatcher is probably out of reach, sadly, but at least it's there if my Japanese does happen to improve in the future — but it's still just a bit daunting to look at all the stuff there and think "uh… where to begin?"

    I guess the answer, really, is just to dive in to each and every thing, see what it is and see how I get along with it. Doubtless I'll discover some new favourites along the way — even from my limited experiences so far, I already know that I want to spend a lot more time with Chew Man Fu, for example!

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    #oneaday Day 550: That Monday Feeling https://imnotdoctorwho.moegamer.net/2020/06/08/oneaday-day-550-that-monday-feeling/ https://imnotdoctorwho.moegamer.net/2020/06/08/oneaday-day-550-that-monday-feeling/#respond Mon, 08 Jun 2020 20:05:36 +0000 https://imnotdoctorwho.moegamer.net/2020/06/08/oneaday-day-550-that-monday-feeling/ I've had a bit of a rough day mental health-wise today. Trouble is, it doesn't really feel "right" to talk much about it right now what with All The Other Shit Going On in The World Right Now. However, All The Other Shit Going On in The World Right Now is part of what's contributing … Continue reading #oneaday Day 550: That Monday Feeling

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    I've had a bit of a rough day mental health-wise today. Trouble is, it doesn't really feel "right" to talk much about it right now what with All The Other Shit Going On in The World Right Now.

    However, All The Other Shit Going On in The World Right Now is part of what's contributing to it all, I think. I am not a smart man when it comes to Things Going On in The World, and I have a tendency to want to believe that most of the time, human beings are "all right" and generally do the right thing. When I get reminded that no, there are still significant portions of humanity who are not "all right" and who do not generally do the right thing… well, it sounds strange to say, but it stresses me out.

    I realise this is a ridiculous thing to say when people out there are getting injured and dying for their causes, and I 100% accept that. But, to be perfectly honest, that is about the limit of my being able to process everything that is happening. I'm exhausted, mentally and physically. I don't know what to do, I don't know if I should do anything, I get frustrated at the online noise about it, then I get frustrated at myself for being frustrated at the noise when it is actually over something important for once rather than a Californian undergrad Social Sciences student's hobby horse of the hour.

    I dunno. I flipped some money at itch for their enormous 740+ charity indie game bundle the other day, and I've had a good laugh at One Angry Gamer for his "Traitors of America" list. It was particularly amusing to see everyone from all "sides" of the Internet to come together and laugh at his idiocy, but it's also a bit depressing to see, say, The Joy of Sticks on YouTube — one of the calmest, most pleasant folks out there — getting thumbs downs on his Atari ST videos for acknowledging the situation in the world.

    The Internet is dumb. I think I'm going to spend the rest of the evening having a bit of peace and quiet if at all possible, and hopefully wake up a bit more ready to face the world tomorrow.

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    #oneaday Day 549: A Good Day of Gaming https://imnotdoctorwho.moegamer.net/2020/06/06/oneaday-day-549-a-good-day-of-gaming/ https://imnotdoctorwho.moegamer.net/2020/06/06/oneaday-day-549-a-good-day-of-gaming/#respond Sat, 06 Jun 2020 22:50:41 +0000 https://imnotdoctorwho.moegamer.net/2020/06/06/oneaday-day-549-a-good-day-of-gaming/ I decided to give myself a bit of a day "off" today, so I've had a nice day of just kicking back, relaxing and playing some stuff I felt like playing. As it happens, it's all stuff I'll end up writing about at some point anyway, but I mean I put aside immediate commitments today … Continue reading #oneaday Day 549: A Good Day of Gaming

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    I decided to give myself a bit of a day "off" today, so I've had a nice day of just kicking back, relaxing and playing some stuff I felt like playing. As it happens, it's all stuff I'll end up writing about at some point anyway, but I mean I put aside immediate commitments today to enjoy it!

    Specifically I've been enjoying two recent arrivals: 51 Worldwide Games for Nintendo Switch, which is exactly what I hoped it would be — with rather more sassiness from the plastic minifig "hosts" than I expected! — and the PC Engine Coregrafx Mini.

    The latter is something I've been looking forward to for a while, because the PC Engine/Turbografx 16 is a big black spot in my gaming knowledge. The system wasn't especially well-known over here in the UK thanks to the fact it only got an extremely limited release after the platform's relative failure in North America, so it's always something I've sort of admired from afar; I remember reading about this mystical "PC Engine" and its CD-ROM add-on when I used to read the magazine Advanced Computer Entertainment (or ACE), and always wanted a go on one. But I've never really had the chance — outside of emulation — up until this adorable little gizmo.

    As a result, I don't know a lot of PC Engine/Turbografx games at all. While once this would have been reason for me to go "well, why on Earth would I want one then?", these days that fills me with a great deal of excitement. What possibilities lie ahead of me? What can I look forward to? What have I been missing out on all these years?

    Naturally, I spent a significant portion of time playing Ys Book I & II, which I'm already familiar with. Although in my defence, I haven't played the PC Engine version before, which means I haven't bathed in the majesty of the CD soundtrack, which sounds remarkably like a late '80s mixtape in the best possible way. Love it.

    Anyway, there will be PC Engine coverage on MoeGamer in the very near future. Please look forward to it!

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    #oneaday Day 548: Keeping the Lights On https://imnotdoctorwho.moegamer.net/2020/06/05/oneaday-day-548-keeping-the-lights-on/ https://imnotdoctorwho.moegamer.net/2020/06/05/oneaday-day-548-keeping-the-lights-on/#respond Fri, 05 Jun 2020 11:31:33 +0000 https://imnotdoctorwho.moegamer.net/2020/06/05/oneaday-day-548-keeping-the-lights-on/ Hello Patrons! An important "thank you" to all of you today, because today is the day that the yearly bills have to be paid for MoeGamer, and you've all made doing that a whole lot easier. So thank you for that; you've helped keep the lights on for another year. I'm going to have to … Continue reading #oneaday Day 548: Keeping the Lights On

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    Hello Patrons! An important "thank you" to all of you today, because today is the day that the yearly bills have to be paid for MoeGamer, and you've all made doing that a whole lot easier. So thank you for that; you've helped keep the lights on for another year.

    I'm going to have to think about expanding or rejigging the way I do things at some point, because on my current plan I'm starting to run out of storage space — I'm currently at 78% of capacity. The next plan up on WordPress is twice the price per year but offers more than ten times the storage space plus a bunch of additional features, so that would be nice. It's a bit out of my price range at present, however — even with your generous assistance! Maybe give your game-loving friends a nudge to help me out, eh? 🙂 (Joking. Mostly. Although I certainly wouldn't complain.)

    The alternative, of course, is to migrate MoeGamer from WordPress.com to a self-hosted WordPress.org installation. This is probably the most cost-effective approach in the long run, but it's a bit more of a challenge to stay on top of maintenance and updates if you do that. I've had a few dodgy experiences with self-hosted WordPress in the past — particularly with spammers compromising the site — so I'm a little hesitant to do that, especially as WordPress.com's general level of support and reliability is so good. And especially because migrating everything that is on MoeGamer.net today — posts, pages, media — will be a big ol' pain, too!

    Anyway, that's all stuff for Future Pete — a much later Future Pete than the one that has been in the most recent Atari A to Z videos — to worry about. For now, I want to say once again, a big and hearty thank you for believing in what I do enough to want to support it. You're the best!

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    #oneaday Day 547: Goodness https://imnotdoctorwho.moegamer.net/2020/06/04/oneaday-day-547-goodness/ https://imnotdoctorwho.moegamer.net/2020/06/04/oneaday-day-547-goodness/#respond Thu, 04 Jun 2020 23:44:47 +0000 https://imnotdoctorwho.moegamer.net/2020/06/04/oneaday-day-547-goodness/ Lots of lovely things due to come through the post very soon indeed. There's the Evercade, of course, which I've mentioned a few times and am extremely eager to get hands-on with; there's the PC Engine CoreGrafx Mini or whatever it's called over here, which Amazon now estimates will be here on Saturday, and, of … Continue reading #oneaday Day 547: Goodness

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    Lots of lovely things due to come through the post very soon indeed. There's the Evercade, of course, which I've mentioned a few times and am extremely eager to get hands-on with; there's the PC Engine CoreGrafx Mini or whatever it's called over here, which Amazon now estimates will be here on Saturday, and, of course, there's Game of the Year, 51 Worldwide Games, aka Clubhouse Games.

    The latter should be here tomorrow and I'm looking forward to it a great deal. I enjoy tabletop play, for sure, but with things as they are right now getting together with friends isn't an option — and with two (and possibly a third at some point soon) of my regular tabletop gaming friends rather inconsiderately having children, that's something of a rarity even when the world isn't being swept by a global pandemic and worldwide protests.

    The fact that 51 Worldwide Games incorporates a bunch of "classics" rather than anything modern and new is appealing, to be honest; while I do enjoy a lot of modern tabletop games, many of them play for an extremely long time and have a tendency to get overcomplicated, particularly from a components perspective. I think I've mentioned Gloomhaven on here before, which is a beautifully produced game, but has approximately six billion components, takes three hours to set up and even longer to play and consequently became exhausting and not fun as a result. Backgammon, meanwhile, you need a couple of dice, some tokens and a board and you're away.

    I'm actually quite interested in getting to know how to play some classics a bit better, because getting the hang of some of these games with simple to learn, hard to master rules might help me out with the mental block I have concerning strategic thinking in more complex games. If I'm not having to think about tons of overlapping mechanics and referring back to the rulebook and can instead concentrate on some simple but broadly applicable mechanics, I feel like I'll probably be able to get a much better feel for things. But we'll see.

    Either way, I'm genuinely looking forward to 51 Worldwide Games a great deal — so hopefully I'll be able to report back with some first impressions tomorrow!

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    #oneaday Day 546: Squeeze My Ring https://imnotdoctorwho.moegamer.net/2020/06/03/oneaday-day-546-squeeze-my-ring/ https://imnotdoctorwho.moegamer.net/2020/06/03/oneaday-day-546-squeeze-my-ring/#respond Wed, 03 Jun 2020 22:39:44 +0000 https://imnotdoctorwho.moegamer.net/2020/06/03/oneaday-day-546-squeeze-my-ring/ After quite a while of it being unavailable through anyone other than price-inflating eBay scalpers, I managed to score a copy of Ring Fit Adventure for Switch. It arrived today, so I gave it a go for the first time. Having not really done any exercise since the pandemic started, it was a bit of … Continue reading #oneaday Day 546: Squeeze My Ring

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    After quite a while of it being unavailable through anyone other than price-inflating eBay scalpers, I managed to score a copy of Ring Fit Adventure for Switch. It arrived today, so I gave it a go for the first time.

    Having not really done any exercise since the pandemic started, it was a bit of a challenge to get moving again, but it was satisfying to genuinely feel the game working different areas of my body — and as you progress more options open up.

    I'm most intrigued by the "game" aspect of it, though, as this has a ton of potential to keep things interesting compared to the rather dry and clinical exercise games we've had in the past. Well, I mean, Wii Fit had some fun minigames, but everyone knew that the exercises that actually had an impact were the "boring" muscle and yoga exercises.

    Ring Fit Adventure, though; it integrates actual exercises into a game-like scenario. So far it appears to follow a structure whereby you jog on the spot to proceed through a level, "squeezing" the ring controller to blast out an attack in the direction you're pointing it (mostly used for breaking targets and obstacles) or laying it "flat" in front of you and squeezing it to do a jetpack-type jump thing to clear gaps or reach aerial goodies.

    The bulk of the muscle exercises then come when you encounter an enemy, at which point you engage in a turn-based battle against them. You pick a move from those you have available, each of which corresponds to an exercise, then perform a series of repetitions of that exercise to deal damage. After that, during the enemy's turn, you squeeze the ring controller against your abs to "brace yourself" and reduce the damage you take. You then repeat the process until either you or the enemy run out of life.

    You can't just perform one single exercise over and over, either; each one has a "cooldown" (usually just a single turn, at least at the early stage I'm at) before you can use it again, so you'll need to alternate at least two different exercises in most fights. Thankfully, so far there has seemingly been no need to do all the exercises available, so if there are some you struggle with, you can leave them out of your routine until you're feeling a bit more confident, flexible or whatever.

    Once you finish a fight or level, you're rewarded with experience points, which level up your attack and defense stats and I believe unlock new "moves" a little later. As you progress, your total time exercising is totted up and the game can even read your heart rate using the IR camera on the Joy-Con. Clever stuff.

    I was sweaty and sore after my first routine today, but I'm going to stick with it. It's easy to set up and the "game" aspect makes it feel entertaining rather than just something you feel like you "should" do. Plus it's all drenched in that trademark Nintendo good humour, supportiveness and polish, which goes a long way towards making it something you'll want to engage with over the long term.

    Anyway. Further reports on that as progress dictates, but I'd say we're off to a good start, sore knees aside!

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    #oneaday Day 545: Rekindling https://imnotdoctorwho.moegamer.net/2020/06/02/oneaday-day-545-rekindling/ https://imnotdoctorwho.moegamer.net/2020/06/02/oneaday-day-545-rekindling/#respond Tue, 02 Jun 2020 22:31:00 +0000 https://imnotdoctorwho.moegamer.net/2020/06/02/oneaday-day-545-rekindling/ I did something I thought I wouldn't do today — I took my mostly dormant Facebook account and decided to actually add some people I know as friends, with a mind to maybe starting to use it a little bit again. I've been pretty rigorous about who I've chosen to add, mind — just people … Continue reading #oneaday Day 545: Rekindling

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    I did something I thought I wouldn't do today — I took my mostly dormant Facebook account and decided to actually add some people I know as friends, with a mind to maybe starting to use it a little bit again. I've been pretty rigorous about who I've chosen to add, mind — just people who are actual, honest to goodness, real-life friends and family members.

    The reason I did this is that after a number of years of being without a Facebook account, it's become all too apparent that a lot of people I know do not venture beyond those "walls" when hanging out with other people online. I take stuff like Twitter, Google Hangouts, Discord and the like for granted because I use them all as part of my daily routine, but not everyone is as "connected" as that — nor do they want to be, nor should they have to be.

    So with that in mind, rather than mourning how I don't talk to some people any more or haven't heard from [x] for a while, I thought I'd take a proactive step and actually put myself in a position where I can be reached more easily for those people who don't venture outside of Facebook. And it's been extremely pleasant to have a lovely warm welcome back from a lot of people, many of whom I haven't spoken to for years at this point. It's like we can just pick back up where we left off.

    I probably picked a bad time to come back to Facebook what with everything in the world being… as it is right now, but sometimes the desire for human contact overrides irrational thought.

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    #oneaday Day 544: Curator https://imnotdoctorwho.moegamer.net/2020/05/31/oneaday-day-544-curator/ https://imnotdoctorwho.moegamer.net/2020/05/31/oneaday-day-544-curator/#respond Sun, 31 May 2020 22:57:02 +0000 https://imnotdoctorwho.moegamer.net/2020/05/31/oneaday-day-544-curator/ Did you know I have a Steam Curator page? You can find it at http://store.steampowered.com/curator/26024701/ if you want to follow it or see what's there. I actually could do with updating some stuff on it — I've tried to ensure that all the stuff I put on there are things that I've covered on MoeGamer … Continue reading #oneaday Day 544: Curator

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    Did you know I have a Steam Curator page? You can find it at http://store.steampowered.com/curator/26024701/ if you want to follow it or see what's there.

    I actually could do with updating some stuff on it — I've tried to ensure that all the stuff I put on there are things that I've covered on MoeGamer at one point or another, but to be honest, I often forget about it for periods before getting around to updating it again.

    It came to the forefront of my mind today because one of the nice things about having a Curator page is it makes it super-easy for developers and publishers to offer you games to cover. I picked up one that looked interesting today and played it through — turned out it was a great experience. You'll see the full writeup for that one on Tuesday; as a teaser, it's a new game from the folks who made Deep Space Waifu, but it's a rather different sort of game for them!

    Stuff that gets offered to me through Steam Curator is either super interesting or complete garbage in my experience. Thankfully, I've had a lot more of the former than the latter come to my attention — and I tend to make a point of simply not accepting the stuff that is obviously Stolen Art Hentai Puzzle #357 and things like that. That means I can devote some time and attention to the intriguing-looking stuff — which in many cases doesn't get a lot of attention from the various forms of the media.

    Always good to have things that make you "distinct" after all, isn't it?

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    #oneaday Day 543: Soul of Rebirth https://imnotdoctorwho.moegamer.net/2020/05/31/oneaday-day-543-soul-of-rebirth/ https://imnotdoctorwho.moegamer.net/2020/05/31/oneaday-day-543-soul-of-rebirth/#respond Sun, 31 May 2020 00:25:31 +0000 https://imnotdoctorwho.moegamer.net/2020/05/31/oneaday-day-543-soul-of-rebirth/ Today I finally polished off Final Fantasy II's postgame scenario, Soul of Rebirth. The video for that will be up on Friday — it's rendering right now otherwise I'd share it with you all now! Soul of Rebirth was a bit of an ordeal. I enjoyed it on the whole, but it was a stiff … Continue reading #oneaday Day 543: Soul of Rebirth

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    Today I finally polished off Final Fantasy II's postgame scenario, Soul of Rebirth. The video for that will be up on Friday — it's rendering right now otherwise I'd share it with you all now!

    Soul of Rebirth was a bit of an ordeal. I enjoyed it on the whole, but it was a stiff challenge that was very daunting at the outset thanks to the wildly varied position I'd left all the characters in.

    For the unfamiliar, Soul of Rebirth takes the four characters that died as part of FFII's main story and gives them an adventure in the afterlife to complete. The state they were in when they died in the main game are the state they're at when you get them in Soul of Rebirth — and the enemies you're fighting are pretty much "end of the main game" standard, so you're going to take some beats to begin with.

    In FFII, taking beats is one way to progress, of course, but you also need to make an effort to train all your peeps in an appropriate way. In the main game, every character is pretty much a blank slate from the outset; in Soul of Rebirth, however, you're basically taking "half-finished" characters and polishing them up to be able to take on some stuff challenges.

    The whole thing very much has the feel of a dungeon crawler; it's light on story but big on carefully managing your resources to delve ever deeper into a lengthy dungeon, with powerful bosses along the way to test your skills — plus plenty of random encounters to gradually exhaust you too.

    It won't be to everyone's taste — much as Final Fantasy II as a whole isn't — but I'm glad I stuck it out and made it to the end. I feel a real sense of achievement for having cleared that.

    Onto FFIII next!

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    #oneaday Day 542: Life as an ARKS https://imnotdoctorwho.moegamer.net/2020/05/29/oneaday-day-542-life-as-an-arks/ https://imnotdoctorwho.moegamer.net/2020/05/29/oneaday-day-542-life-as-an-arks/#respond Fri, 29 May 2020 21:34:23 +0000 https://imnotdoctorwho.moegamer.net/2020/05/29/oneaday-day-542-life-as-an-arks/ I spent a fair bit of time in Phantasy Star Online 2 today figuring out what's what. And I spent a pleasing amount of time just pissing about in the game as well as doing actual progression-related stuff. There were a few notable things that happened. Firstly, I happened to be in the Shopping area … Continue reading #oneaday Day 542: Life as an ARKS

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    I spent a fair bit of time in Phantasy Star Online 2 today figuring out what's what. And I spent a pleasing amount of time just pissing about in the game as well as doing actual progression-related stuff.

    There were a few notable things that happened. Firstly, I happened to be in the Shopping area when a "live concert" was set to go off, so I managed to catch space idol Quna doing a performance. This is actually really neat; while you're standing in the area, you can hit a button to get a properly directed "cutscene" version of her song, or you can just hang out and act like an idiot in front of the stage. Or, as most people did, a bit of both. There's also a physics-based ball game in front of the stage, so you can waste some time competing against a rando to knock this ball into one of the two nearby coloured goals for… no reward whatsoever besides your own personal satisfaction. Love it.

    Staying for Quna's song provides you with a buff that lasts quite a while. Plus, when she's finished, you can actually type "ENCORE" and if enough people do that, she comes back out for another song. Very cool.

    As her performance finished, I received a notification that an "Urgent Quest" was underway. These are quests that only show up at specific times of day for short periods of time, and it just so happened that it was one I needed to progress in the currently running "Wedding Event", so I jumped in.

    It was a ton of fun, and the kind of multiplayer I actually enjoy — no obligation to do things directly with others or competitiveness, but a whole bunch of people in the same area all working towards a common goal. I think there was a full 12 of us in the quest at once, all doing our best to take down as many enemies as possible as quickly as we could — and making a beeline for the various special events any time they happened.

    Of particular note in that regard was the occasional appearance of Nyau (presumably a distant relation of Myau from the original Phantasy Star) who goads you into a pointless fight then accidentally opens interdimensional portals to bring unspeakable horrors tumbling out while attempting to escape.

    Really enjoying the game so far… aside from the horrendous lag on the lobby ship during peak hours. I'm sure that'll settle down with time, though, and the actual in-game action is smooth and slick as anything. So I feel like I'll be spending quite some time in this game!

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    #oneaday Day 541: The Sales Tax Post https://imnotdoctorwho.moegamer.net/2020/05/29/oneaday-day-541-the-sales-tax-post/ https://imnotdoctorwho.moegamer.net/2020/05/29/oneaday-day-541-the-sales-tax-post/#respond Fri, 29 May 2020 10:10:25 +0000 https://imnotdoctorwho.moegamer.net/2020/05/29/oneaday-day-541-the-sales-tax-post/ Morning everyone! If you support a few people on Patreon, you've probably heard all this already, but for the benefit of those who haven't, I'll provide you a bit of information. From June 1, Patreon is obliged by law to add sales tax to some Patron's pledges if you're from certain locations. For some of … Continue reading #oneaday Day 541: The Sales Tax Post

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    Morning everyone! If you support a few people on Patreon, you've probably heard all this already, but for the benefit of those who haven't, I'll provide you a bit of information.

    From June 1, Patreon is obliged by law to add sales tax to some Patron's pledges if you're from certain locations. For some of you, this won't affect you; for others, you may already be paying a form of sales tax (such as VAT in the UK), so nothing will change.

    Patreon will be providing full details of the affected regions in an email to you all from June 1 onwards, but I wanted to give you all a heads-up that this is coming. If you're in one of the affected regions, this may result in a small increase to your pledge amount in line with your local sales tax rate.

    Don't worry about this too much! Sales tax in the US ranges from 4% to 11%, so on a $5 pledge, this will mean about 20-55 cents in tax added at most — not much at all. Patreon estimates that less than half of all Patrons will be affected, and the amount involved will be very small. And if you live outside one of the affected regions — which Patreon will be providing further details of in their email to you on June 1 — nothing happens at all!

    Not everything on Patreon is taxable, however, and thus creators have been encouraged to classify what each tier "means" in terms of value. "General support" is not taxable, for example, as nothing is actually being sold — it's effectively a donation — but things like exclusive content (these blog posts) and digital goods (monthly wallpapers) are in some circumstances. I've done my best to classify the benefits to minimise the impact to those of you in the affected areas.

    Thanks in advance for your understanding. All this is a legal requirement (well, more accurately, a variety of international legal requirements) that Patreon are required to follow in line with local tax laws based on the "buyer's" location but, as I say, it shouldn't affect too many of you that much.

    Have a pleasant Friday, and apologies to be the bearer of… fairly "meh" news 🙂

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    #oneaday Day 540: ARKS https://imnotdoctorwho.moegamer.net/2020/05/27/oneaday-day-540-arks/ https://imnotdoctorwho.moegamer.net/2020/05/27/oneaday-day-540-arks/#respond Wed, 27 May 2020 22:52:14 +0000 https://imnotdoctorwho.moegamer.net/2020/05/27/oneaday-day-540-arks/ Well, after a very long wait, Phantasy Star Online 2 is finally here for English-speaking audiences — officially this time, none of that South-East Asia shenanigans — and I've spent a fair portion of today playing it. I'll be writing something more substantial on the subject on MoeGamer soon (possibly tomorrow, taking a look at … Continue reading #oneaday Day 540: ARKS

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    Well, after a very long wait, Phantasy Star Online 2 is finally here for English-speaking audiences — officially this time, none of that South-East Asia shenanigans — and I've spent a fair portion of today playing it.

    I'll be writing something more substantial on the subject on MoeGamer soon (possibly tomorrow, taking a look at "my first day" and the history of the game) but suffice to say for now that I'm thoroughly enamoured with it.

    It suffers a little from that "online game that has been up for a while" issue, whereby the moment you log on you are bombarded with about a zillion things you can do, but if you take the time to focus on what you're doing, work your way through what are clearly intended to be the introductory, tutorial quests and features, you'll soon figure out what's going on.

    Mechanically and structurally, it's not super-complex or difficult to get into, but there is plenty of depth there — and in contrast to cooldown-based online RPGs, there's a strong emphasis on skill and timing. The combat is enormously satisfying, and feels very true to the original Dreamcast version; after hitting so many Perfect Attacks in the last six hours or so I feel like I'm going to be seeing that red circle in my sleep tonight!

    If you happen to want to jump in and go on some space adventures with me, I'm on Ship 1 under the player ID "MoeGamer", so you should be able to find me that way. Alternatively, shoot me a DM via some means (here, Twitter, Discord) and we can arrange a time to meet up and hit Rappies in the head with pointy sticks.

    I feel like I'm going to have to control myself with this game; it has the potential to be a real life-devourer, I can feel it now!

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    #oneaday Day 539: Pleasant Tuesday https://imnotdoctorwho.moegamer.net/2020/05/26/oneaday-day-539-pleasant-tuesday/ https://imnotdoctorwho.moegamer.net/2020/05/26/oneaday-day-539-pleasant-tuesday/#respond Tue, 26 May 2020 23:04:33 +0000 https://imnotdoctorwho.moegamer.net/2020/05/26/oneaday-day-539-pleasant-tuesday/ Today has been rather enjoyable. I made four videos — the four I hoped to make today — and spent a bit of time with Mana Khemia: Alchemists of Al-Revis. My cat Patti is presently having a fight with a spider and almost winning, though the spider is doing a surprisingly good job of surviving … Continue reading #oneaday Day 539: Pleasant Tuesday

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    Today has been rather enjoyable. I made four videos — the four I hoped to make today — and spent a bit of time with Mana Khemia: Alchemists of Al-Revis. My cat Patti is presently having a fight with a spider and almost winning, though the spider is doing a surprisingly good job of surviving some fairly solid beatdowns from Patti's paws. As I type this, it seems to have escaped into a box, and Patti doesn't quite know how to deal with this. I think she's just waiting for it to come out.

    I'd mention the VG247 situation, but you don't really need me to tell you again how fundamentally broken modern games journalism is, do you? Particularly with a site like VG247, which has become the lowest of the low, tabloid-style clickbait bullshit over the course of the last few years. And to think I used to refer to that site as a reliable source of information when I did my daily "rounds" of gaming media.

    Anyway. Tomorrow's plan is to record one Final Fantasy Marathon episode — two if I'm feeling energetic — and from there to put in some more Mana Khemia time. I'm well over halfway through the game now, I believe, which means I'm well ahead of schedule in terms of things to write about it; this is a good situation to be in, so I'm going to take full advantage of my time off this week to keep this "head start" going. And don't forget if you want to follow my playthrough, I've been uploading commentary-free recordings of my play sessions over on YouTube; scroll down to the front page of my channel to find the playlist if you're interested. Or, y'know, just click here.

    I'm really enjoying Mana Khemia. It looked like it might be very similar to Atelier Iris 3: Grand Phantasm when I started playing it, but over time it's really distinguished itself with plenty of unique mechanics and structural features. I continue to be pleasantly surprised and delighted by how continually creative and interesting the Atelier series is, even in its relatively early days. And I look forward to the day when I can say yes, I have the most comprehensive coverage of the series on the Internet. Hell, I probably have that now — for the PS2 era, at least!

    Anyway. Time to hit the sack. Another fine day awaits tomorrow, and the drudgery of the day job seems far away right now, which is exactly what I was hoping for from this time off!

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    #oneaday Day 538: Coming Attractions https://imnotdoctorwho.moegamer.net/2020/05/25/oneaday-day-538-coming-attractions/ https://imnotdoctorwho.moegamer.net/2020/05/25/oneaday-day-538-coming-attractions/#respond Mon, 25 May 2020 23:00:26 +0000 https://imnotdoctorwho.moegamer.net/2020/05/25/oneaday-day-538-coming-attractions/ I'm enjoying putting together the new short;Play series, as it's opened up the opportunity for me to talk about… well, pretty much any game I feel like, to be perfectly honest, and without any commitment to do a full playthrough on camera or anything like that. I enjoyed Warriors Wednesday and I am still enjoying … Continue reading #oneaday Day 538: Coming Attractions

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    I'm enjoying putting together the new short;Play series, as it's opened up the opportunity for me to talk about… well, pretty much any game I feel like, to be perfectly honest, and without any commitment to do a full playthrough on camera or anything like that. I enjoyed Warriors Wednesday and I am still enjoying the Final Fantasy Marathon, don't get me wrong, but Atari A to Z has taught me that having a variety of things week on week is enjoyable — both for me and for the audience.

    Coming up in the next few weeks on short;Play, I'll be bringing you a video on A Valley Without Wind, which I've been loving my recent revisit of, and also an all-time favourite of the "golden age of shareware" — Blake Stone: Aliens of Gold. Neither of these would have really fit into previous series formats, but the flexibility of short;Play means that they're both ideal for inclusion — interesting games, largely underappreciated, and which I feel passionately about. A natural extension of the written work I do on MoeGamer — and in many cases, I'll end up writing about the things I cover on short;Play over on MoeGamer too, since there are things I can say in writing that I can't "in the moment" while demonstrating a game on video… and things that will occur to me while recording a video that won't necessarily spring immediately to mind while I'm writing.

    Anyway, continue to expect short;Play episodes on Wednesdays for the foreseeable future. I've been fairly productive on the first day of my week off, with two Atari A to Z episodes and two short;Play episodes recorded; tomorrow I'm going to take care of two Atari ST A to Z and two Atari A to Z Flashback episodes, then that leaves plenty of time later in the week to continue my slog through Final Fantasy II's challenging postgame scenario!

    It's a shame the Evercade didn't turn up this week — it sounds like units will be shipping for us here in the UK starting next week, or perhaps the very tail end of this week at the earliest — but I'll definitely find a way to cover it and its launch lineup in depth even if I'm back on the clock at the day job, don't you worry!

    Anyway, I hope you enjoy the new videos when they drop; they're rendering right now, so I'll probably share them as "early access" for you lovely Patrons in the next couple of days or so if you'd like to see them a bit early! For now, I'm off to play a bit of Phantasy Star in bed.

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    #oneaday Day 537: Growth https://imnotdoctorwho.moegamer.net/2020/05/24/oneaday-day-537-growth/ https://imnotdoctorwho.moegamer.net/2020/05/24/oneaday-day-537-growth/#respond Sun, 24 May 2020 22:48:27 +0000 https://imnotdoctorwho.moegamer.net/2020/05/24/oneaday-day-537-growth/ Took a quick look at the stats earlier today, and rather pleasingly it looks like if things continue at the current rate, MoeGamer will have had continual growth ever since its launch in 2014. To put it another way, we're less than halfway through the year and 2020 has already exceeded half of last year's … Continue reading #oneaday Day 537: Growth

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    Took a quick look at the stats earlier today, and rather pleasingly it looks like if things continue at the current rate, MoeGamer will have had continual growth ever since its launch in 2014.

    To put it another way, we're less than halfway through the year and 2020 has already exceeded half of last year's numbers. This is awesome, and I'm really happy that people are continuing to stop by to see what I'm up to and what I'm writing about.

    Of course, there are reliable traffic magnets in there — my articles on the pornographic games Honey Select Unlimited and Hilzartov Fairy have been drawing people in daily ever since I posted them, probably largely because I'm one of the few sites out there to have actually covered them — but there are people stopping by every day for one reason or another. And that's really nice to see.

    I often mention that I don't do this for the numbers or anything like that and, since MoeGamer isn't ad-supported in any way, the actual numbers don't really matter beyond raising awareness of what I'm actually doing. But, as a writer, it's definitely satisfying to see more and more people coming by year-on-year to read my thoughts on various games — and it makes me feel like I'm doing something right.

    I've never made a particular effort to search engine-optimise MoeGamer because I strongly believe that does horrible things to the readability of writing — and besides, the way Google ranks things nowadays isn't that simple anyway. I promote my stuff on Twitter and Facebook, but I don't do any huge marketing pushes or anything. I believe this is what people in the business call "organic" somethingorother. And, honestly, it's the type of people I'd rather have hanging around — people who came by because they were interested or intrigued by something, and found some articles, videos and/or podcasts to lose themselves in for a while.

    I've never been about clickbait — even though the few occasions I've written response pieces to hot-button issues of the hour have brought in goodly amounts of people — and I absolutely 100% refuse to participate in the odious practice of hatebaiting. While it may bring people to your door in droves, they're all angry. And that's not fun at all.

    I'd much rather have a few cool people stopping by to say hi, talk about some unusual games and have some fun. And that's what I have right now! And it's good.

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    #oneaday Day 536: Renovations https://imnotdoctorwho.moegamer.net/2020/05/23/oneaday-day-536-renovations/ https://imnotdoctorwho.moegamer.net/2020/05/23/oneaday-day-536-renovations/#respond Sat, 23 May 2020 23:36:50 +0000 https://imnotdoctorwho.moegamer.net/2020/05/23/oneaday-day-536-renovations/ Those of you who have listened to the most recent episode of The MoeGamer Podcast will know that chez MoeGamer has been undergoing some renovations recently. My wife Andie, dissatisfied with the (admittedly horrible) carpet in our hallway and the (not actually that bad) wallpaper she put up in the same hallway decided to completely … Continue reading #oneaday Day 536: Renovations

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    Those of you who have listened to the most recent episode of The MoeGamer Podcast will know that chez MoeGamer has been undergoing some renovations recently. My wife Andie, dissatisfied with the (admittedly horrible) carpet in our hallway and the (not actually that bad) wallpaper she put up in the same hallway decided to completely obliterate… well, almost everything. She bought an angle grinder and everything. I don't really know what that is aside from the fact it looks and sounds terrifying.

    Anyway, it started off like this:

    She wanted to see if there was a banister underneath the dividing wall in our hallway. There wasn't. But then there was a big hole in the wall, so of course she had to remove it entirely. (Emphasis on "she" — I've been staying well out of the way, as I am a total liability with anything vaguely DIY-related.)

    Patti did not know what to make of all this nonsense going on. She seems to like having the "hole" to look through, though.

    Then the carpet came up and the sanding started. Sanding is noisy. Very noisy. I had the door shut and it still gave me a headache. Patti hid under the bed while this was going on. Meg didn't give a shit.

    And finally, today it was all finished! Well, the stairs, anyway. We're going to run a "runner" carpet down the middle to cover up that different-coloured bit (it looks like that's what used to be there, anyway) and Andie's going to paint the walls to replace the wallpaper (that she chose) that she's decided she hated.

    It'll look really nice when it's done, so thumbs up for all her hard work — I know I certainly couldn't do all that without going absolutely insane. I'm looking forward to seeing the finished product!

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    #oneaday Day 535: The Character That Defines Me https://imnotdoctorwho.moegamer.net/2020/05/23/oneaday-day-535-the-character-that-defines-me/ https://imnotdoctorwho.moegamer.net/2020/05/23/oneaday-day-535-the-character-that-defines-me/#respond Sat, 23 May 2020 23:22:04 +0000 https://imnotdoctorwho.moegamer.net/2020/05/23/oneaday-day-535-the-character-that-defines-me/ Hello folks! Just realised I forgot yesterday — apologies. I think the relief of finally getting some annoying projects from the day job done just in time for me week off got to me; I kind of flopped down with some video games and just sort of zoned out for the evening. Nothing wrong with … Continue reading #oneaday Day 535: The Character That Defines Me

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    Hello folks! Just realised I forgot yesterday — apologies. I think the relief of finally getting some annoying projects from the day job done just in time for me week off got to me; I kind of flopped down with some video games and just sort of zoned out for the evening. Nothing wrong with that!

    Today I wanted to share with you a piece that I wrote a while back, and which has finally been published over on the lovely Normal Happenings blog. Matthew, who runs the blog, has taken a bit of a step back from active blogging to focus on his other creative passions, but is making a point of publishing every single post from the ambitious "The Characters That Define Us" collaborative project that he helped put together.

    There have been some great posts up until now — go check out https://normalhappenings.com and browse through the front page to see what's been going on. And then check out my own post at  https://normalhappenings.com/2020/05/23/nepgear-the-character-that-defines-pete-from-moegamer/ to round off your visit!

    The piece is themed around Nepgear, but it's actually a fairly comprehensive history of how I got to where I am now, for better or worse. Nepgear is a super-important character to me specifically, but it's important to acknowledge the massive impact that the things I'm into now have had on me — on my personal wellbeing, my mental health and my creativity.

    While there are many days where I get frustrated with all sorts of things, one thing I can rely on is that my hobbies, my interests and my passions will always be there for me — and that's an enormous comfort. I'm grateful for everyone who has come along for the ride with me over the years — and yep, I'm talking about you, dear reader.

    I hope you enjoy the piece. It's a long, personal commentary, but it felt good to write — and I hope it helps you get to know me a bit better!

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    #oneaday Day 534: Nearly Holiday https://imnotdoctorwho.moegamer.net/2020/05/21/oneaday-day-534-nearly-holiday/ https://imnotdoctorwho.moegamer.net/2020/05/21/oneaday-day-534-nearly-holiday/#respond Thu, 21 May 2020 21:04:19 +0000 https://imnotdoctorwho.moegamer.net/2020/05/21/oneaday-day-534-nearly-holiday/ Nearly time for a week off! Unfortunately, it looks like with shipping the way it is right now, my Evercade probably isn't going to arrive in time for me to do some uninterrupted coverage next week — but rest assured, there'll be plenty of that when it finally does arrive! I've already caught "evercade" being … Continue reading #oneaday Day 534: Nearly Holiday

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    Nearly time for a week off! Unfortunately, it looks like with shipping the way it is right now, my Evercade probably isn't going to arrive in time for me to do some uninterrupted coverage next week — but rest assured, there'll be plenty of that when it finally does arrive! I've already caught "evercade" being one of my key search terms on MoeGamer, so hopefully I'll be able to provide some comprehensive information for those who are looking for this.

    In the meantime, I'm planning what to do with my time off. Mana Khemia will, of course, feature heavily — I actually haven't played it for a couple of days as I was thoroughly engrossed in A Hat in Time — and, of course, all the usual videos. For an upcoming short;Play I'm going to look at a game I recently booted up for the first time in probably about eight or nine years: A Valley Without Wind.

    If you've never come across this game, it's a fascinating experimental piece that combines action RPG, procedurally generated open-structure 2D platforming and strategic citybuilding. In many ways, it's a glorious mess; it's also incredibly compelling and very addictive, and I've been really enjoying refreshing my memory on how to play it. (It also has a sequel, which is also very good and maintains the first game's experimental weirdness with something of a different mechanical focus, so count on that showing up in a few weeks, too.)

    As I mentioned on Twitter a few days back for those who follow me there, I've decided that as part of the Atelier MegaFeature I'm going to revisit the Arland games and give them the same treatment — the Arland feature I did last year spent just one article on each game, and with the context I have now having played the Atelier Iris games and, by the time I get back to Arland, the Mana Khemia games, I have a lot more to talk about in terms of how the series has evolved.

    That's going to be a while off yet — and obviously it's going to make the overall MegaFeature a bit longer — but it's going to be worth it in the long term. I already have something in the region of 35,000 words about Atelier on my site, making my coverage probably some of the most comprehensive online. If you have any Atelier fan friends, feel free to send them my direction!

    Anyway. One more day of work to get through, then a nice weekend followed by a lovely week off. I can do this!

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    #oneaday Day 533: Furious Anger? https://imnotdoctorwho.moegamer.net/2020/05/20/oneaday-day-533-furious-anger/ https://imnotdoctorwho.moegamer.net/2020/05/20/oneaday-day-533-furious-anger/#respond Wed, 20 May 2020 23:34:30 +0000 https://imnotdoctorwho.moegamer.net/2020/05/20/oneaday-day-533-furious-anger/ Probably the strangest sight I saw today was a guy getting really angry about the fact the Atari Lynx had an option to flip its screen over and play "left-handed" — a feature that the Evercade team have been experimenting with implementing in their upcoming Lynx collections. I'm not entirely sure why the guy got … Continue reading #oneaday Day 533: Furious Anger?

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    Probably the strangest sight I saw today was a guy getting really angry about the fact the Atari Lynx had an option to flip its screen over and play "left-handed" — a feature that the Evercade team have been experimenting with implementing in their upcoming Lynx collections.

    I'm not entirely sure why the guy got so furious as English was not his first language and thus his explanation was not the clearest. But from what I made out, he was, for some reason, upset that Atari had included this entirely optional feature when every other console ever had had the D-pad on the left and the buttons on the right. Left-handed people had always played like that, he reasoned, so why should the Lynx be different?

    Well, the Lynx isn't different, it just has the option to flip it around, so I remain baffled as to why this chap got into such a rage with everyone on the Evercade Discord, who were all politely trying to explain why this feature was present, and how it being completely optional meant that there was absolutely no need to get angry about it.

    I guess this is another side of things you see elsewhere that defy reason — people who object to the presence of Easy modes in video games, for example. Sometimes these options can be a huge benefit from an accessibility perspective, and the presence of said options doesn't mean you have to use them. That is, after all, what the word "option" implies.

    Oh well. Every day people find strange and unusual ways to confuse and disappoint me!

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    #oneaday Day 532: Crazy Cat People https://imnotdoctorwho.moegamer.net/2020/05/19/oneaday-day-532-crazy-cat-people/ https://imnotdoctorwho.moegamer.net/2020/05/19/oneaday-day-532-crazy-cat-people/#respond Tue, 19 May 2020 23:12:05 +0000 https://imnotdoctorwho.moegamer.net/2020/05/19/oneaday-day-532-crazy-cat-people/ My wife Andie and I are, it's fair to say, Crazy Cat People. We have no intention of having any kids, and our two cats mean absolutely everything to us. We talk to them, we believe they are communicating with us in considerably more depth than they probably are, and they are an incredibly important … Continue reading #oneaday Day 532: Crazy Cat People

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    My wife Andie and I are, it's fair to say, Crazy Cat People. We have no intention of having any kids, and our two cats mean absolutely everything to us. We talk to them, we believe they are communicating with us in considerably more depth than they probably are, and they are an incredibly important part of our lives.

    At times like this, pets are a good thing to have, regardless of how much of a Crazy [x] Person you are. Pets are good company. And I've always seemed to manage to draw out the best in cats I've spent any degree of time with; both of our cats Meg and Patti are very attached to me and frequently follow me from room to room while I'm doing things. When I'm not well or having a rest in bed, one of them (usually Meg) will come and lie on the bed with me as if she's "looking after" me. And Patti taps me in the face every bloody morning at about 6am.

    It's been funny and heartwarming to see both of their personalities develop over time. Meg has become very much like Penny, the cat I grew up with; she's very expressive and communicative, enjoys having some time to herself but is also very loving and caring at exactly the right moment. Patti, meanwhile, is enthusiastic about everything and loves to talk. She's also prone to hiding if there's any sort of situation she's not sure about — usually loud noises.

    We suspect Patti never really "learned" how to be a cat properly. All the shelter we got her from knew was that she was abandoned — they didn't even know what her original name was. From the way she behaves, it seems like she didn't get all the early "socialisation" a young cat needs in order to know exactly how to do certain things; she's not incapable of anything, it's just more that she's sort of found her own way of living her life, and as a result she doesn't always seem quite "right", particularly when she's stretched out to three times her normal length on the landing, curving her spine backwards and looking at you upside-down with a face that just says "what?"

    We love them both dearly, and we still love our dear departed Ruby, too; she has a photo in pride of place atop the television unit so we never forget her — not that I think we could anyway.

    Cats are great. Next time there's a global pandemic keeping us all in the house, get a cat.

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    #oneaday Day 531: The Clubhouse https://imnotdoctorwho.moegamer.net/2020/05/18/oneaday-day-531-the-clubhouse/ https://imnotdoctorwho.moegamer.net/2020/05/18/oneaday-day-531-the-clubhouse/#respond Mon, 18 May 2020 22:12:57 +0000 https://imnotdoctorwho.moegamer.net/2020/05/18/oneaday-day-531-the-clubhouse/ I'm unironically looking forward to Clubhouse Games, 51 Worldwide Games or whatever you want to call it. I'm genuinely not exaggerating when I say it is actually one of my most anticipated games for a long time. The reason for this is that I spent a lot of time on the Nintendo DS version, which … Continue reading #oneaday Day 531: The Clubhouse

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    I'm unironically looking forward to Clubhouse Games, 51 Worldwide Games or whatever you want to call it. I'm genuinely not exaggerating when I say it is actually one of my most anticipated games for a long time.

    The reason for this is that I spent a lot of time on the Nintendo DS version, which was also known as Clubhouse Games in the States, and 42 All-Time Classics in Europe. I wrote about it here, in fact.

    42 All-Time Classics was that perfect breed of handheld game: something that you could pick up and play for a few minutes at a time, or spend several hours thoroughly absorbed in. The substantial single-player offering took you through all of the different games on offer in various ways, giving you the opportunity to learn how to play through the substantial included rulebooks, and practice your skills against computer opponents of varying difficulty.

    A big highlight of the experience was the fact that it supported DS Download Play, meaning only one person needed a cartridge in order to host up to 8 other players… so long as they had their own DS or 3DS, of course. The nice thing about the new Switch game is that it will support local play on the TV, meaning that many of these games can be enjoyed with a friend from the comfort of the sofa.

    Of course, some games obviously won't work like this — most notably anything that requires you to "hide" things such as a hand of cards from your opponent, but in these cases the game supports multiple Switches and even offers a free downloadable app for players who don't own their own copy of the full game to join in the fun — much like Namco did with Pac-Man Vs. in the Switch Namco Museum bundle, and very much a spiritual successor to the DS Download Play option from the older game.

    I'm also very interested in some of the games included in the collection. There are some intriguing and unusual picks in there, including some traditional games that you don't see adapted to video games very often — stuff like Nine Men's Morris and Hare and Hounds. Plus I think I've decided I would like to learn how to actually play Backgammon. I think I can actually remember the rules now; just need to understand how to effectively play now!

    If anyone else reading is picking up a copy of this when it launches in early June, I'd be more than happy to host some regular "game nights" where we can get together and enjoy some virtual tabletop fun. I know dear Chris, as noted on the podcast, is very much looking forward to getting hammered and playing Connect Four, and I'm sure there are plenty more games we can all enjoy too. So say the word if you fancy it!

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    #oneaday Day 530: Pod https://imnotdoctorwho.moegamer.net/2020/05/18/oneaday-day-530-pod/ https://imnotdoctorwho.moegamer.net/2020/05/18/oneaday-day-530-pod/#respond Mon, 18 May 2020 00:19:19 +0000 https://imnotdoctorwho.moegamer.net/2020/05/18/oneaday-day-530-pod/ New podcast coming… well, actually, it should already be up by the time you read this. It's on the subject of our favourite RPG battle systems from over the years — a subject we've explored before, but one we're always happy to return to. The MoeGamer Podcast is one of the most enjoyable things I … Continue reading #oneaday Day 530: Pod

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    New podcast coming… well, actually, it should already be up by the time you read this. It's on the subject of our favourite RPG battle systems from over the years — a subject we've explored before, but one we're always happy to return to.

    The MoeGamer Podcast is one of the most enjoyable things I do with Stuff Online. Chris and I have a good dynamic, I feel, and our areas of expertise complement one another nicely. I'm glad to see that of all the stuff I post on YouTube, the podcast always tends to do the best. Good job, too, 'cause it takes the most time to edit!

    I know I could just do an audio podcast and people would probably be happy with that, but I like to go the extra mile — plus I feel our discussions are complemented well by visual aids. Gaming is a visual medium, after all!

    Anyway, I'm really pleased with the current episode, so I hope you all enjoy it. And if you haven't listened and/or watched before, why not make this one your first episode?

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    #oneaday Day 529: Red Curry https://imnotdoctorwho.moegamer.net/2020/05/16/oneaday-day-529-red-curry/ https://imnotdoctorwho.moegamer.net/2020/05/16/oneaday-day-529-red-curry/#respond Sat, 16 May 2020 23:36:31 +0000 https://imnotdoctorwho.moegamer.net/2020/05/16/oneaday-day-529-red-curry/ I've spent probably the best part of the last couple of decades looking for a red chicken tikka masala. This might sound like a strange thing to be searching for but it, like so many bizarre and pointless quests, stems from nostalgia. Specifically, in this case, nostalgia for my university days, when getting together with … Continue reading #oneaday Day 529: Red Curry

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    I've spent probably the best part of the last couple of decades looking for a red chicken tikka masala.

    This might sound like a strange thing to be searching for but it, like so many bizarre and pointless quests, stems from nostalgia. Specifically, in this case, nostalgia for my university days, when getting together with friends for a curry and some video games on the N64 was a frequent occurrence. I used to have red chicken tikka masalas on those occasions, and in recent years I simply haven't been able to find one.

    I don't really know what's different about a red chicken tikka masala, but I know it's better than the low-rent butter chicken knockoffs that most local curry houses seem to fob people off with. They don't taste right. And they're yellow. Chicken tikka masala should be red.

    I'm not sure how, why and when this started to be a thing. I remember red chicken tikka masala being the default chicken tikka masala back when I was at university, regardless of where we ordered from. Or perhaps all the places on the "student street" that housed all the takeaways we frequented just all happened to do it in the same way, and they're the ones who are all wrong.

    Anyway. Tonight I successfully found a red chicken tikka masala, and thus I am very happy. For bonus points and added nostalgia, it is from the takeaway that my friend Sam and I once serenaded at about 2 o' clock in the morning after a night on the piss (and of failing to have any courage whatsoever at Going On The Pull) to the tune of S Club Party.

    "Maaaaanziiiiiiilssss… Indian takeawaaaaaay! Maaaaaanziiiiilllls, gonna buuurn your arrssse!"

    So how's your lockdown going, everyone? My brain isn't unravelling at all!

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    #oneaday Day 528: Why Do I Do This To Myself https://imnotdoctorwho.moegamer.net/2020/05/16/oneaday-day-528-why-do-i-do-this-to-myself/ https://imnotdoctorwho.moegamer.net/2020/05/16/oneaday-day-528-why-do-i-do-this-to-myself/#respond Sat, 16 May 2020 01:08:14 +0000 https://imnotdoctorwho.moegamer.net/2020/05/16/oneaday-day-528-why-do-i-do-this-to-myself/ I don't know why I do this to myself… but sometimes when I cover an older game, I like to look back on reviews from the time when it was originally released, just to kind of take the temperature of how it was received by the more "mainstream" side of things. I inevitably end up … Continue reading #oneaday Day 528: Why Do I Do This To Myself

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    I don't know why I do this to myself… but sometimes when I cover an older game, I like to look back on reviews from the time when it was originally released, just to kind of take the temperature of how it was received by the more "mainstream" side of things. I inevitably end up wanting to throw something through my screen in frustration at the terrible articles I find myself reading, but looking at some Mana Khemia: Alchemists of Al-Revis reviews today got me thinking.

    We give today's games press a lot of shit — and rightfully so, in many cases. But, looking back on some of this crap, it's hard to deny that, generally speaking, and sociopolitical grandstanding aside… things are generally quite a bit better than they were a decade or two ago, at least in terms of some reviewers (not all, sadly) actually putting in a bit of effort to 1) spend some time with the game and 2) do some research.

    Look outside of the commercial mainstream press, of course, and you're much more likely to find some genuinely good quality writing about games. I follow and hang out online with a lot of people who are very good at what they do, and none of them are "professionals".

    Here's 1up.com's review of Mana Khemia from 2008, for example. Just over 500 words for a 40+ hour game. The actual content of the review speaks about nothing beyond what you see within the first couple of hours of the game. It does not address the game's context as part of the Atelier series. It goes into no detail about either the combat or alchemy mechanics. It describes the plot as "familiar" and "easy to swallow" without examining any of it or describing any details whatsoever. And it refers to the characters as "generic" without elaborating on whatever the hell that means — and after teasing the fact that your initial companions are "a quiet bookworm with pink hair and a feisty half-girl/half-cat monstrosity", which makes them sound pretty interesting to me.

    (Also, Jess is absolutely, positively neither quiet nor a bookworm, leading me to believe that the reviewer's assessment of her is based entirely on her appearance in the opening credits, where she says nothing because there is no dialogue in the opening credits — because they're opening credits — and where she happens to be sitting at a desk reading a book. But then I probably shouldn't expect anything more from someone who admits in the first paragraph to "mashing the X button to speed up the text" rather than paying attention to the narrative.)

    Oh, and they also moan about the English voice acting, apparently completely unaware that the very good original Japanese voice track is right there on the disc for anyone's enjoyment — something that PS2-era NIS America was actually very good about including in most of their releases.

    This is far from the only review of Mana Khemia that has issues like this, and… I dunno, it feels weird. I used to look up to these websites and the people who wrote for them, but then back when I was reading them, I tended not to be looking up information on weird late-era PS2 RPGs that came out two years after the Xbox 360 launched. I was looking up information on whatever the prettiest new brown game featuring bald space marines was. Ahh, good times.

    As I often argue on MoeGamer and my video series, though, a good or otherwise interesting game is timeless, and just because Mana Khemia was slapped with some mediocre, low-effort reviews back in the day doesn't mean it can't be enjoyed now. In fact, I'd argue it's easier to enjoy it now, because you divorce it entirely from the context in which it was released and examine it purely on its own terms — and as an installment in the series it forms part of.

    It's just a bit of a shame that games like this are forever branded with low ratings on Metacritic, and thus rarely talked about, analysed or otherwise celebrated. Oh well, only one thing to do then, huh…?

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    #oneaday Day 527: Deferred Gratification https://imnotdoctorwho.moegamer.net/2020/05/14/oneaday-day-527-deferred-gratification/ https://imnotdoctorwho.moegamer.net/2020/05/14/oneaday-day-527-deferred-gratification/#respond Thu, 14 May 2020 22:57:31 +0000 https://imnotdoctorwho.moegamer.net/2020/05/14/oneaday-day-527-deferred-gratification/ Preorders for the new Shantae game open tomorrow. Of course I'm there. After regretting not jumping on the original Limited Run releases of Risky's Revenge and Pirate's Curse, I've made a point of picking up anything Shantae-related immediately. That's not all that's on the horizon though. I'm currently awaiting my Limited Run order of Streets … Continue reading #oneaday Day 527: Deferred Gratification

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    Preorders for the new Shantae game open tomorrow. Of course I'm there. After regretting not jumping on the original Limited Run releases of Risky's Revenge and Pirate's Curse, I've made a point of picking up anything Shantae-related immediately.

    That's not all that's on the horizon though. I'm currently awaiting my Limited Run order of Streets of Rage 4, for one, and in late May/early June I should be receiving copies of Dungeon of the Endless and 51 Worldwide Classics for Switch. Looking forward to the latter in particular; 42 All-Time Classics was legitimately one of my favourite Nintendo DS games.

    Oh, I got turned down for a review code for the first time in ages today. I'm not mad or anything, devs and pubs have the right to choose who they give freebies to, but I did find the phrasing of their response rather odd — "after reviewing your content, we have determined not to issue a review code at this time". It sounded like a frigging job application response.

    Oh well. The game was SuperMash, if you're curious, so don't expect any coverage of that any time soon. I like the idea of the game, but not to the tune of £15 at my own expense. I'll give it another look sometime if it's in an eShop sale or something.

    Anyway, aside from that, as you know, I'm still eagerly awaiting my Evercade. There's going to be a ton of interesting things to talk about with that; I can't wait!

    Better sleep now. One more day until the weekend. Hopefully we'll be recording a podcast this weekend, so please look forward to that! For now, farewell.

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    #oneaday Day 526: Ensemble Cast https://imnotdoctorwho.moegamer.net/2020/05/13/oneaday-day-526-ensemble-cast/ https://imnotdoctorwho.moegamer.net/2020/05/13/oneaday-day-526-ensemble-cast/#respond Wed, 13 May 2020 22:21:50 +0000 https://imnotdoctorwho.moegamer.net/2020/05/13/oneaday-day-526-ensemble-cast/ Ah, man. I'm really enjoying Mana Khemia, and a big part of that is the ensemble cast. There's a really "tight-knit" feeling to the central group of characters that is thoroughly in keeping with the school setting; it really does feel like you're hanging out together at this school for alchemy wizards, getting to know … Continue reading #oneaday Day 526: Ensemble Cast

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    Ah, man. I'm really enjoying Mana Khemia, and a big part of that is the ensemble cast. There's a really "tight-knit" feeling to the central group of characters that is thoroughly in keeping with the school setting; it really does feel like you're hanging out together at this school for alchemy wizards, getting to know everyone.

    A big part of this is actually through non-verbal stuff. In Mana Khemia's alchemy system, for example, while you (as protagonist Vayne) are crafting things, various characters can be seen getting up to all sorts of mischief around the workshop while you try and concentrate. This is partly a mechanical thing — Mana Khemia's alchemy system features a timed button press mechanic, and these animations are designed to distract you from it — but the ways the different characters behave are all so well and truly in keeping with their personalities that I can't help but just enjoy them charging around, doing handstands and taking ill-advised "tastes" from the alchemy cauldron.

    It's an interesting change of pace after the three Atelier Iris games, too. While all three Atelier Iris games featured some sort of potentially world-ending threat by the end of them — and this threat became clear by partway through the narrative — Mana Khemia, so far, feels rather more mundane. I suspect this may well change by the end of the story and I'm fully prepared for that, but at the moment it's just about schoolkids who happen to be good at making stuff in cauldrons. And the most inappropriate school nurse that has ever been seen in a piece of Japanese popular media.

    I'm into the game's second "year" now, and its fifth chapter; I believe there are something like twelve chapters altogether, and multiple endings. I haven't yet decided if I'm going to cheese the multiple endings by being careful about the order in which I'm doing things and making a tactical save… that would be the sensible thing to do in terms of getting the game done efficiently, of course, but I also just kind of want to play the game and enjoy focusing on whoever becomes my favourite character.

    I also don't really know who will end up being my favourite character yet, because they all have their own very different charms. We shall have to see!

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    #oneaday Day 525: 10 Days to Retro Joy https://imnotdoctorwho.moegamer.net/2020/05/12/oneaday-day-525-10-days-to-retro-joy/ https://imnotdoctorwho.moegamer.net/2020/05/12/oneaday-day-525-10-days-to-retro-joy/#respond Tue, 12 May 2020 22:28:04 +0000 https://imnotdoctorwho.moegamer.net/2020/05/12/oneaday-day-525-10-days-to-retro-joy/ If it wasn't already clear, I'm very much looking forward to the Evercade device from Blaze. For the unfamiliar, this is a new handheld that runs on its own proprietary cartridges, each of which contains a collection of games. It's a system designed specifically for those who enjoy collecting packaged games, as each cartridge is … Continue reading #oneaday Day 525: 10 Days to Retro Joy

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    If it wasn't already clear, I'm very much looking forward to the Evercade device from Blaze. For the unfamiliar, this is a new handheld that runs on its own proprietary cartridges, each of which contains a collection of games. It's a system designed specifically for those who enjoy collecting packaged games, as each cartridge is numbers and the intention is clearly to allow owners to build up a complete "library" of titles for the platform.

    It remains to be seen whether the thing will be enough of a hit to go the distance — but the nice thing about it is that even if it doesn't, the launch lineup of 10 cartridges includes 123 games (if I counted correctly) and that is an astonishing range of games to come out of the gates with. Then on top of that, later in the year we'll have a cartridge collecting "new old games" Xeno Crisis and Tanglewood plus, excitingly, two Atari Lynx collections.

    I'm super excited about the latter two. I have exceedingly fond memories of the Atari Lynx and very much regret selling the one I had during a moment of weakness, mental instability and/or desire to please my ex-wife. (I forget which. Probably all of the above.) Between the two cartridges already announced, almost all of my favourite games from the system are already coming to Evercade — and judging by the number of people who are hyped up about these releases in general, hopefully there will be some more. Lynx games have never been rereleased on any platform, you see, unlike Super NES, Sega Mega Drive and Atari 2600 games, which we've seen many times over in many console generations at this point!

    I'm also intrigued to try some Atari 7800 games, of which there are a few on the two Atari Collection cartridges. I've never had a chance to give an Atari 7800 a go and have always been intrigued by this strange device with reasonably nice graphical capabilities (for an 8-bit Atari console) and horrendous sound.

    But then there's all the other cool stuff, too; the Mega Cat Studios cartridge, which features a variety of modern indie games, and the Piko Interactive cartridge, which includes a variety of retro classics that haven't seen many (or any) rereleases over the years — and some that never got released in the first place. It's all very exciting.

    All being well, I should have one in my hands by the end of next week, and I intend to write a bit about each and every game for the thing on MoeGamer over time. So please look forward to that!

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    #oneaday Day 524: Back to School https://imnotdoctorwho.moegamer.net/2020/05/11/oneaday-day-524-back-to-school/ https://imnotdoctorwho.moegamer.net/2020/05/11/oneaday-day-524-back-to-school/#respond Mon, 11 May 2020 22:44:26 +0000 https://imnotdoctorwho.moegamer.net/2020/05/11/oneaday-day-524-back-to-school/ As you'll have seen if you've been keeping an eye on my YouTube channel, I'm getting a reasonable distance into Mana Khemia: Alchemists of Al-Revis now. I'm really enjoying it; it's got a lot of Atelier Iris 3: Grand Phantasm about it — which is good, because I liked that game a lot — but … Continue reading #oneaday Day 524: Back to School

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    As you'll have seen if you've been keeping an eye on my YouTube channel, I'm getting a reasonable distance into Mana Khemia: Alchemists of Al-Revis now. I'm really enjoying it; it's got a lot of Atelier Iris 3: Grand Phantasm about it — which is good, because I liked that game a lot — but it's also got its own distinct feel.

    And the cast is brilliant. I jokingly referred to this as "anime Harry Potter" the other day and I kind of stand by that — even with its narrative going off in its own direction and its focus being distinct. The reason I feel like this is because of the character dynamics going on; we've got a gradually expanding central cast of loveable idiots (who are all idiots for different reasons) and a thoroughly loathsome villain.

    Or perhaps I should say "antagonist"; Tony's role in Mana Khemia very much feels like that of Draco Malfoy in Harry Potter. He's one of the most unpleasant people you'll ever encounter and he does some absolutely reprehensible things, but he feels just slightly too incompetent to ever really be a "big bad". We'll see where that goes. Either way, it felt really good to kick the snot out of him at the end of Chapter 4.

    And, as you'll see when I post my Gameplay Archive video tomorrow, I was having enough fun this evening to play it for nearly 4 hours non-stop without realising. Gotta love it when that happens!

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    #oneaday Day 523: Lazy Sunday https://imnotdoctorwho.moegamer.net/2020/05/10/oneaday-day-523-lazy-sunday/ https://imnotdoctorwho.moegamer.net/2020/05/10/oneaday-day-523-lazy-sunday/#respond Sun, 10 May 2020 14:14:39 +0000 https://imnotdoctorwho.moegamer.net/2020/05/10/oneaday-day-523-lazy-sunday/ We're taking it mostly easy today. Andie's done a bit of plastering and sanding, but I think she's pretty much spent, so the rest of the day is going to be chilling out and enjoying ourselves. I'm going to play some more Mana Khemia — which, if you weren't aware, I've been archiving my play … Continue reading #oneaday Day 523: Lazy Sunday

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    We're taking it mostly easy today. Andie's done a bit of plastering and sanding, but I think she's pretty much spent, so the rest of the day is going to be chilling out and enjoying ourselves. I'm going to play some more Mana Khemia — which, if you weren't aware, I've been archiving my play sessions for over on my YouTube channel.

    Check down the bottom of the front page for commentary-free gameplay videos — and if you're doing any video projects that need some footage from any of the games I've recorded gameplay for, feel free to use some of mine. A brief credit or a link back to MoeGamer.net or my YouTube channel would be appreciated, but I'm not going to insist on it or anything 🙂

    I joined the official Evercade Discord server yesterday. It's refreshing to see an online space filled with people who seem to be honestly enthusiastic rather than keen to pick fault with everything. It's just people who are honestly excited for a highly intriguing new retro gaming system that I can't wait to get my hands on. Here's hoping I get mine towards the start of the "release window" — I'm thinking it should be fairly likely, since the change from a "release date" to a "release window" was largely down to potential issues getting the systems out to distributors, and FunStock (from whom I ordered) are Evercade, so that should be fine. Hopefully.

    I really hope so, in fact, since I've booked the week after release off from the day job so I can spend some serious time with the system to write about it and perhaps make some videos. I figure that the games on those various collections are all worth exploring not just from the perspective of being games available for Evercade, but simply as retro titles in their own right. As such, my aim is to cover all of the games on all of the carts in their own individual articles over time; we'll see how plausible that is!

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    #oneaday Day 522: Site Updates https://imnotdoctorwho.moegamer.net/2020/05/08/oneaday-day-522-site-updates/ https://imnotdoctorwho.moegamer.net/2020/05/08/oneaday-day-522-site-updates/#respond Fri, 08 May 2020 23:33:35 +0000 https://imnotdoctorwho.moegamer.net/2020/05/08/oneaday-day-522-site-updates/ Andie's been doing noisy DIY today so I wasn't able to record any videos or anything. I did, you'll hopefully have seen already, get the next part of the Atelier MegaFeature out the door, and also did a bit of site tinkering for my own personal gratification, and got two things done that I've been … Continue reading #oneaday Day 522: Site Updates

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    Andie's been doing noisy DIY today so I wasn't able to record any videos or anything. I did, you'll hopefully have seen already, get the next part of the Atelier MegaFeature out the door, and also did a bit of site tinkering for my own personal gratification, and got two things done that I've been meaning to get sorted for a while.

    Firstly, I did a minor tweak to the All Games page which means each game now has a super-short blurb attached to it, too. Some of these are serious, others are written in the style of a late '90s British gaming magazine's front cover subheadings. You'll be able to tell which are which. This was more work than it sounds, because it involved going through every single game page in the database (of which there's over 400 or so now) and adding a short Excerpt. But it's done now, and I'm already in the habit of adding one for new titles, too. So that's good!

    Secondly, I set up the "infrastructure" ready for covering the Evercade once I have it in my hands. I fully intend on covering every single game that is available for that device — I have the "All-In" bundle plus the Technos Collection 1 cartridge on preorder — so I wanted to get things set up ahead of time. You can get a sneak peek at https://moegamer.net/evercade but obviously there's nothing there apart from the pages for the individual cartridges as yet. The intention is to turn all those game titles into links as I write something about each of them, so ultimately I should end up with probably the most comprehensive coverage of the Evercade and its games on the Internet.

    Anyway, all that taken care of, I think I'm going to get some sleep and have a nice lie-in tomorrow. Take care of yourselves and have a lovely weekend!

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    #oneaday Day 521: Hat Girl https://imnotdoctorwho.moegamer.net/2020/05/07/oneaday-day-521-hat-girl/ https://imnotdoctorwho.moegamer.net/2020/05/07/oneaday-day-521-hat-girl/#respond Thu, 07 May 2020 23:21:39 +0000 https://imnotdoctorwho.moegamer.net/2020/05/07/oneaday-day-521-hat-girl/ Andie got me A Hat in Time for Switch for my birthday, and I've been playing it in bits recently. I really like it so far — even if the Switch port is, as expected for an Unreal Engine game, a little janky. Since the game is supposed to be an homage to collectathon platformers, … Continue reading #oneaday Day 521: Hat Girl

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    Andie got me A Hat in Time for Switch for my birthday, and I've been playing it in bits recently. I really like it so far — even if the Switch port is, as expected for an Unreal Engine game, a little janky. Since the game is supposed to be an homage to collectathon platformers, I just chalk up any performance issues (which have not, I should say, made gameplay a problem at any point) to an attempt to pay tribute to the N64 with more than just the design and gameplay.

    I'll write more about the game on MoeGamer when I've beaten it, but I'm really impressed with it so far. Hat Girl's movements are so fluid and natural throughout the game; you never, ever feel like you're fighting against animations, but everything she does flows absolutely beautifully into each other, regardless of what you're doing, and that gives the game a delightful, free-flowing feeling as a result. Just exploring the levels is a joy; it's not at all unusual to find yourself completely ignoring the objective you're supposed to be pursuing in favour of just leaping around like a crazy person.

    I really dig the weird vibe it's got going on, too. Hat Girl is completely shrouded in mystery and never says a word, but the way she gets embroiled in all manner of stupidity around the various worlds of the game has a very "childish" feel — in a good way. By that, I mean that the game as a whole feels like an exploration of the concept of childish curiosity, and how children tend not to be inherently "good" or "evil", because they're still shaping the way they look at the world. Hat Girl does some obviously good things throughout her adventures — but she's also a little shit at times, too, and I really appreciate that.

    I'm looking forward to playing more of the game over time. The objective-based nature of the game — think Super Mario 64's stars — means it's fun and easy to just dip in for a level or two, or sit down for a more protracted session if you have some more time on your hands. Since Andie will be doing some noisy DIY tomorrow that will preclude me from recording some videos, I have no doubt that I'll spent at least some of my Friday in the company of this adorable little hat brat.

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    #oneaday Day 520: Breaking https://imnotdoctorwho.moegamer.net/2020/05/06/oneaday-day-520-breaking/ https://imnotdoctorwho.moegamer.net/2020/05/06/oneaday-day-520-breaking/#respond Wed, 06 May 2020 21:31:58 +0000 https://imnotdoctorwho.moegamer.net/2020/05/06/oneaday-day-520-breaking/ I can feel my mental health drifting towards breaking point. I'm not specifically upset with the lockdown situation, but I am completely fed up with how futile my day job feels right now. I've reached a point where I'm regretting not volunteering for furlough at 80% pay when it was offered, but I'm too late … Continue reading #oneaday Day 520: Breaking

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    I can feel my mental health drifting towards breaking point. I'm not specifically upset with the lockdown situation, but I am completely fed up with how futile my day job feels right now. I've reached a point where I'm regretting not volunteering for furlough at 80% pay when it was offered, but I'm too late to do that now.

    The last couple of days online have been… unpleasant, too. The "discussion" that I alluded to yesterday has been continuing today, and I've seen some extremely unpleasant behaviour from people who really should know better. And, of course, no-one is listening to one another on the matter; everyone is just bellowing into the void, absolutely convinced that they are "right", and that everyone who disagrees are varying degrees of awfulness.

    I'm really tired of this. I enjoy interacting with people via social media and Discord a lot of the time, but it's exhausting when things become overwhelmingly negative. I write what I do and I make the videos I do because I want to share the enjoyment and value I get from gaming with other people; others, it seems, want nothing more than to tear down anything they don't "like", usually for ill-informed reasons.

    I hasten to add nothing bad has happened as a result of anything I've specifically posted anywhere; I'm just tired of seeing people I care about having to defend themselves from online assholes. I feel empathy for them, and I swear more often than not I end up feeling worse than they do!

    Anyway, I've requested a week off at the end of the month. A week "off" during this lockdown may not seem smart, but, well, I'm unlikely to be going anywhere on an actual holiday at this rate, and I just need a break to relax, rest and recharge a bit. Plus, all being well, I'll have the Evercade in my hands by then, so I'll be able to use that week to prepare a whole host of good stuff about that device and the games available for it, which I'm looking forward to a great deal.

    Just gotta make it there first…

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    #oneaday Day 519: Looking Forward to the Past https://imnotdoctorwho.moegamer.net/2020/05/05/oneaday-day-519-looking-forward-to-the-past/ https://imnotdoctorwho.moegamer.net/2020/05/05/oneaday-day-519-looking-forward-to-the-past/#respond Tue, 05 May 2020 23:02:09 +0000 https://imnotdoctorwho.moegamer.net/2020/05/05/oneaday-day-519-looking-forward-to-the-past/ I considered writing something about the whole localisation drama today, but realistically only one thing needs to be said: if the original writer says "yeah, that's cool" with regard to a localisation, then that should be the end of the discussion. Don't be a dick. Especially not to people who work their asses off to … Continue reading #oneaday Day 519: Looking Forward to the Past

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    I considered writing something about the whole localisation drama today, but realistically only one thing needs to be said: if the original writer says "yeah, that's cool" with regard to a localisation, then that should be the end of the discussion. Don't be a dick. Especially not to people who work their asses off to bring international entertainment to our living rooms. (I'm pretty sure no-one reading this would be a dick about such things, I hasten to add; this is more of a general comment.)

    Anyway. I thought I'd talk about something a bit more positive: how I'm looking forward to the upcoming deluge of retro and retro-inspired stuff coming our way!

    Streets of Rage 4 is out now and appears to have been mostly well-received by people. I have a Limited Run copy on the way at… some point, so I won't be playing it until I have my copy, but I'm glad it sounds like everything went well with it. That's very exciting to see a classic series resurrected like this — particularly with the talent involved, and the inclusion of the knowing nods to longtime enthusiasts.

    Secondly, the Evercade's release date creeps ever closer. I know there was a bit of a kerfuffle recently over Joe from Game Sack giving the device a bit of a negative review when everyone else had been very positive — including the notoriously picky tech-heads at Digital Foundry — but I'm not particularly concerned. I will judge the device for myself when it finally arrives — and I also feel like Joe has been quite negative about quite a few things recently, ever since Dave left Game Sack. At least he puts across that impression on Twitter; I must confess I haven't really felt inclined to watch any Game Sack vids since Dave departed, even though Dave often said things I disagreed with!

    Thirdly, I picked up a copy of the Mega Drive Classics collection for Switch with some birthday money. I already had this on PS4, but had been contemplating grabbing it on Switch for a while — the prospect of Mega Drive classics on the go is too much to pass up on. Even though, you know, we're not actually going anywhere right now. I can play Streets of Rage 2 in bed if I so desire, which is all that matters.

    There's so much cool stuff happening in gaming, both in terms of brand new stuff and resurrections of old stuff. It saddens me to see so many people who claim to be gaming enthusiasts wasting so much of their time complaining and hurling abuse at people on Twitter when they could be enjoying any one of what is, at this point, probably hundreds of thousands of different possible experiences.

    Well, I've certainly got better things to do. Like Mana Khemia, which I'm enjoying a lot! New gameplay vid for that tomorrow, along with a new episode of short;Play. Please enjoy, and take good care of yourselves as always.

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    #oneaday Day 518: Atelier Potter https://imnotdoctorwho.moegamer.net/2020/05/04/oneaday-day-518-atelier-potter/ https://imnotdoctorwho.moegamer.net/2020/05/04/oneaday-day-518-atelier-potter/#respond Mon, 04 May 2020 21:34:42 +0000 https://imnotdoctorwho.moegamer.net/2020/05/04/oneaday-day-518-atelier-potter/ Started Mana Khemia this evening, and man if this game doesn't want to be anime Harry Potter. I'm not complaining, mind — it's just amusing how blatant it is in places. We have the leading man with a mysterious past. We have a female companion who's quite bright, albeit a bit lacking in common sense. … Continue reading #oneaday Day 518: Atelier Potter

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    Started Mana Khemia this evening, and man if this game doesn't want to be anime Harry Potter. I'm not complaining, mind — it's just amusing how blatant it is in places. We have the leading man with a mysterious past. We have a female companion who's quite bright, albeit a bit lacking in common sense. We have another companion who's dim but charming. And within the first few minutes of Harr… err, Vayne's time at Al-Revis, the "evil" students are trying to recruit him.

    Of course, this is all just the setup and I have no doubt things will continue in a different direction from hereon. Thus far I've played through the first three "weeks" of the game and have enjoyed what I've seen so far. It's taken a lot from Atelier Iris 3: Grand Phantasm and put it in a game with a different structure and a very interesting progression mechanic. But more on that when we actually get to it for the Cover Game feature.

    I'm going to start archiving my gameplay sessions with this on YouTube, so if you want to "watch along" as I play (commentary-free, unedited) then you'll be able to do that from… tomorrow, probably, whenever this initial video finishes rendering and uploading. I'll a section and a playlist to the channel front page so you can easily find it.

    For now, after yesterday's late night, which I've been suffering for a bit today, I think it's time to head to bed. Hope your Monday was tolerable.

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    #oneaday Day 517: Three Down! https://imnotdoctorwho.moegamer.net/2020/05/04/oneaday-day-517-three-down/ https://imnotdoctorwho.moegamer.net/2020/05/04/oneaday-day-517-three-down/#respond Mon, 04 May 2020 01:00:16 +0000 https://imnotdoctorwho.moegamer.net/2020/05/04/oneaday-day-517-three-down/ Atelier Iris 3: Grand Phantasm is down for the count. That was a 50-hour Atelier game; I wasn't quite expecting that, but I'm still ahead of schedule so all good! The ending was supremely satisfying and I'm very happy with it. Next up is Mana Khemia: Alchemists of Al-Revis, a game that I actually didn't … Continue reading #oneaday Day 517: Three Down!

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    Atelier Iris 3: Grand Phantasm is down for the count. That was a 50-hour Atelier game; I wasn't quite expecting that, but I'm still ahead of schedule so all good! The ending was supremely satisfying and I'm very happy with it.

    Next up is Mana Khemia: Alchemists of Al-Revis, a game that I actually didn't know was part of the mainline Atelier series until relatively recently. I've been looking forward to this one for some reason; I don't know a lot about it, but I do know it's quite well-regarded, and I like the art and character designs.

    Been pondering something this evening while I was polishing off the Atelier Iris 3 finale. At the moment, I'm recording my full playthroughs and backing them up to Google Drive so I can easily retrieve both footage and/or screenshots any time I might need to make use of them in the future. I'm thinking that starting with Mana Khemia (and perhaps retroactively with the three Atelier Iris games that I recorded in their entirety) I might back these up and publish them on YouTube. I don't plan on making a big deal of them, editing them (other than aspect ratio correcting 4:3 footage to its correct proportions, since my capture card records in 16:9 regardless) announcing them or anything, but I thought having a "gameplay archive" on the channel might be nice.

    There are a few reasons for this. Firstly, previous gameplay videos I've posted have had decent views over time, so doing this might bring some new people to the channel and encourage them to check out my more produced stuff. Secondly, those reading the Cover Game/MegaFeature articles will be able to have a look at how the game plays. Thirdly, it's a bit easier to keep YouTube organised with playlists and suchlike, so if I need to return to some footage, I can find it easily.

    As I say, I'm not planning on doing any real editing on these, so that means in some footage there might be long breaks while I go and help my wife with something, have a poo or look something up on GameFAQs. I'm in two minds as to whether to try and catch these and cut them out; my first inclination is to not bother, since that would just be making more work for myself, but we'll see.

    Like I said, I'm planning on starting to do this with Mana Khemia, but if you would like me to try and make some sense of my Atelier Iris 1, 2 and 3 footage, do let me know!

    Now I'm off to bed. I just played Atelier Iris 3 for four hours straight without realising. Well, you gotta finish the job when you're on the home straight, right?

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    #oneaday Day 516: Enthusiasm https://imnotdoctorwho.moegamer.net/2020/05/02/oneaday-day-516-enthusiasm/ https://imnotdoctorwho.moegamer.net/2020/05/02/oneaday-day-516-enthusiasm/#respond Sat, 02 May 2020 23:36:58 +0000 https://imnotdoctorwho.moegamer.net/2020/05/02/oneaday-day-516-enthusiasm/ I'm pretty stoked about short;Play. I've recorded a few more episodes recently, and I can feel my energy being high through them. It's really enjoyable to be able to play something I love and talk about it as I give the grand tour. I think this is going to end up being one of my … Continue reading #oneaday Day 516: Enthusiasm

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    I'm pretty stoked about short;Play. I've recorded a few more episodes recently, and I can feel my energy being high through them. It's really enjoyable to be able to play something I love and talk about it as I give the grand tour. I think this is going to end up being one of my favourite series to produce; now it just remains to be seen if I can convince people to watch it!

    I've not done a great job of interacting with other YouTubers as yet, because I've been taking some time to build up my subscriptions list a bit. I had a chat with Marc from The Joy of Sticks (an ST YouTuber) the other day and he gave some good recommendations, so I'll be trying to hang out in their comment sections a bit more. Hopefully that will lead to some good "networking" or whatever.

    Obviously I'll continue doing stuff whatever, but I've had a number of people come to me and say that it's a shame I don't get more views/subscribers from what I do… so, well, I evidently need to be more proactive in making that happen! I'm going to have to start setting aside a bit of time each day to hang out with bloggers and YouTubers, I think; as MoeGamer's growth over the last few years has shown, it really is all about getting other people involved.

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    #oneaday Day 515: The Explorer Update https://imnotdoctorwho.moegamer.net/2020/05/02/oneaday-day-515-the-explorer-update/ https://imnotdoctorwho.moegamer.net/2020/05/02/oneaday-day-515-the-explorer-update/#respond Sat, 02 May 2020 00:51:05 +0000 https://imnotdoctorwho.moegamer.net/2020/05/02/oneaday-day-515-the-explorer-update/ It's 1:45am on a Friday night/Saturday morning in the middle of a global pandemic, so of course I'm revamping my website's navigation. I've been meaning to update the top menu on MoeGamer for a while now; it's been getting a bit busy and cluttered for my liking, and this is especially apparent on mobile, where … Continue reading #oneaday Day 515: The Explorer Update

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    It's 1:45am on a Friday night/Saturday morning in the middle of a global pandemic, so of course I'm revamping my website's navigation.

    I've been meaning to update the top menu on MoeGamer for a while now; it's been getting a bit busy and cluttered for my liking, and this is especially apparent on mobile, where it's a pop-open menu that expands to astronomical proportions.

    So I've ditched most of it, and instead replaced it with https://moegamer.net/explore/, which provides easy access to all the site's regular features, columns and various bits and bobs I've done over the years.

    There's still a bit I want to do to tidy up. I might remove all the individual Cover Game entries from the top menu, since you can quickly access all the Cover Game features from https://moegamer.net/cover-games/ and there are banners in the sidebar anyway, and I might try and find a way to clean up the Videos menu a bit, though it's probably helpful to be able to navigate right to the videos of a specific game. I might set up some pages and just have a single "Videos" link in the top menu similar to how Explore works for articles right now.

    I'll decide on all that tomorrow, though; I think I've done enough work for this evening! For now, bed; tomorrow, video-making, website tinkering and video games!

    Hope you've all had a good week. Stay safe!

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    #oneaday Day 514: Early Access - short;Play https://imnotdoctorwho.moegamer.net/2020/04/30/oneaday-day-514-early-access-shortplay/ https://imnotdoctorwho.moegamer.net/2020/04/30/oneaday-day-514-early-access-shortplay/#respond Thu, 30 Apr 2020 23:58:35 +0000 https://imnotdoctorwho.moegamer.net/2020/04/30/oneaday-day-514-early-access-shortplay/ Hello! It's late and I'm tired, and I just happened to have this video ready, so please enjoy some Early Access to next Wednesday's short;Play video! This time around, we're looking at the action-arcade-puzzler Cyber Protocol for Wii U, a gorgeous little game with some interesting mechanics and a strong emphasis on forward planning. If … Continue reading #oneaday Day 514: Early Access - short;Play

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    Hello! It's late and I'm tired, and I just happened to have this video ready, so please enjoy some Early Access to next Wednesday's short;Play video! This time around, we're looking at the action-arcade-puzzler Cyber Protocol for Wii U, a gorgeous little game with some interesting mechanics and a strong emphasis on forward planning.

    If you have a moment to watch, like and/or share this week's short;Play video on Snack World: The Dungeon Crawl Gold (don't share the above vid yet, please), that would be lovely! I'm enjoying adopting this format for more recent, non-Atari games, so it'd be great to see some more people watching. These things take time, I know, but if you have the opportunity to help me out a bit, I'll… I don't know, send you non-infectious virtual hugs and kisses or something.

    Anyway. Hope you're all doing well. It's nearly the weekend! Just Friday to survive. We can do this!

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    #oneaday Day 513: Another Year Older https://imnotdoctorwho.moegamer.net/2020/04/30/oneaday-day-513-another-year-older/ https://imnotdoctorwho.moegamer.net/2020/04/30/oneaday-day-513-another-year-older/#respond Thu, 30 Apr 2020 00:00:55 +0000 https://imnotdoctorwho.moegamer.net/2020/04/30/oneaday-day-513-another-year-older/ It was my birthday today! I think, all things considered, I had probably the best day I could have possibly had under the circumstances. I had a day off work, I got some great presents from my wife (A Hat in Time for Switch, and a book of official piano arrangements of various Super Mario … Continue reading #oneaday Day 513: Another Year Older

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    It was my birthday today! I think, all things considered, I had probably the best day I could have possibly had under the circumstances. I had a day off work, I got some great presents from my wife (A Hat in Time for Switch, and a book of official piano arrangements of various Super Mario tunes), lots of money and vouchers from various friends and family members… and a ton of extremely kind, supportive messages from people who enjoy my work.

    I'm feeling pretty humbled by that latter aspect in particular. I often say that I do what I do with MoeGamer and YouTube primarily because I simply love doing it, and that remains absolutely true — I take satisfaction from and pride in my work, and would do even if no-one at all was reading or watching it. But today the incredibly kind messages of gratitude and support, the even kinder gifts from a few people and the generally pleasant atmosphere that just surrounded my whole day… Well, I don't think I could ask for anything more, really.

    It's back to work tomorrow… well, working from home, anyway. It's nice to be approaching a return to the inevitable grindstone with a pleasant feeling in my brain; the sensation that what I do matters not just to me, but to others too. I'd like to thank all of you reading this in particular for having enough faith in me and what I do to show your support in a direct, concrete fashion — and as MoeGamer starts another year on the Internet, I hope I will continue to inform, entertain and intrigue you!

    Thank you.

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    #oneaday Day 512: Gradual Evolution https://imnotdoctorwho.moegamer.net/2020/04/28/oneaday-day-512-gradual-evolution/ https://imnotdoctorwho.moegamer.net/2020/04/28/oneaday-day-512-gradual-evolution/#respond Tue, 28 Apr 2020 21:00:16 +0000 https://imnotdoctorwho.moegamer.net/2020/04/28/oneaday-day-512-gradual-evolution/ I really enjoy looking back at old games magazines and, to a somewhat lesser extent, websites. Magazines in particular I have a lot of nostalgia for, because they're a part of everyday life that just doesn't really exist any more; browsing the latest argument on Twitter on your phone while dropping a deuce isn't quite … Continue reading #oneaday Day 512: Gradual Evolution

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    I really enjoy looking back at old games magazines and, to a somewhat lesser extent, websites. Magazines in particular I have a lot of nostalgia for, because they're a part of everyday life that just doesn't really exist any more; browsing the latest argument on Twitter on your phone while dropping a deuce isn't quite the same as flipping through a glossy magazine for so long you get toilet-seat imprint on your bum cheeks.

    One thing I find interesting is how much games writing has improved over the years. Looking back at some of these particularly old magazines, I'm kind of astonished by the general level of the writing therein — and the fact that I used to idolise the people who wrote these articles as something to aspire to.

    I won't name names or be too mean, because I suspect a lot of the issues with early writing about computers in general — games in particular — was because the medium was still in its formative years, and people weren't quite sure how to write about them. It's interesting to see how different publications took different approaches — one back in the Atari ST era, for example, made the main body of its article pretty much a paraphrasing of the game manual (right down to including weirdly specific information about key commands) while another from the same period was probably overly critical, rarely rating anything over about 70% or so and picking holes in the strangest of things.

    It's improved since the advent of the Internet and gaming websites too, though… in some areas, anyway. When I research games from the PS1-PS2 era and look back at articles written at the time, I'm often a bit disappointed to come across hastily written reviews that demonstrate very little apparent familiarity with the game in question — even from writers who, I know, were lauded as being the best in the business at the time. This side of things, regrettably, is still a reality of modern commercial games journalism, primarily due to the daily churn and the tight timeframes involved with everything — but there are plenty of people out there who have figured out how to analyse and discuss gaming in much more depth than we were ever able to in the past. These people are mostly enthusiast writers, but there are a few at smaller, profit-making sites who are able to make this work.

    I hope it doesn't sound too arrogant of me to say that I'm very happy with what I do, because when I look at some of my own work, I can definitely feel satisfied and confident that, in technical and analytical terms, I feel like I've surpassed the people I idolised as a child. It's just a shame there's not really any money — or indeed jobs that aren't already doled out incestuously to members of the in-crowd clique, of course — in commercial games writing any more, huh?

    Oh well. I intend to keep on keeping on for as long as I'm able to, so I thank you, very deeply, for your continued support.

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    #oneaday Day 511: Early Access: short;Play https://imnotdoctorwho.moegamer.net/2020/04/27/oneaday-day-511-early-access-shortplay/ https://imnotdoctorwho.moegamer.net/2020/04/27/oneaday-day-511-early-access-shortplay/#respond Mon, 27 Apr 2020 23:26:52 +0000 https://imnotdoctorwho.moegamer.net/2020/04/27/oneaday-day-511-early-access-shortplay/ Planning to release this on Wednesday as the first installment of a new series! As I mentioned the other day, the intention behind this series is not to be a long-running, episodic Let's Play, but rather something similar to Atari A to Z, only for modern games. In other words, that means I'll be following … Continue reading #oneaday Day 511: Early Access: short;Play

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    Planning to release this on Wednesday as the first installment of a new series! As I mentioned the other day, the intention behind this series is not to be a long-running, episodic Let's Play, but rather something similar to Atari A to Z, only for modern games.

    In other words, that means I'll be following a similar format: an introduction telling you a bit about the game, its context, its history and background (where available) followed by some gameplay demonstration. The difference from Atari A to Z is that I'm probably going to try and avoid going in completely blind to the games I cover on this series; I want these videos to act as a "tour" of the game in question, showing you what's interesting about it, the things you can do in it and all that sort of thing. If I've never played the damn thing before recording the video that doesn't really work!

    Anyway. I've got the first couple of episodes of this lined up and ready to go, and I'll be having a good old think about what else to cover in future episodes. The nice thing about this series is that it's a flexible format — one week I can cover a slice of a long-term, narrative-centric game; another I can look at, say, a cool snooker sim or something. Plus when Sega hurry up and release G-LOC on Switch, you can bet your ass I'll be doing a video on that for sure — that was probably my favourite, most-played arcade game as a kid!

    Anyway. I'm off work for two days now to enjoy my birthday, but that doesn't mean I don't need sleep. Hope you enjoy the video, and when it's officially released on Wednesday if you can indulge me with the usual YouTube shenanigans (like, comment, subscribe if you're not already, and sharing with your social media friends if you're feeling particularly generous) that would be very much appreciated!

    For now, I bid you good night, and I hope the week is good to you.

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    #oneaday Day 510: Keeping Busy https://imnotdoctorwho.moegamer.net/2020/04/26/oneaday-day-510-keeping-busy/ https://imnotdoctorwho.moegamer.net/2020/04/26/oneaday-day-510-keeping-busy/#respond Sun, 26 Apr 2020 23:55:24 +0000 https://imnotdoctorwho.moegamer.net/2020/04/26/oneaday-day-510-keeping-busy/ I've had a productive weekend! I've recorded and edited two Atari A to Z videos, two Atari ST A to Z videos, two Atari A to Z Flashback videos, two episodes of Final Fantasy Marathon and two episodes of the new short;Play series. Well, okay, as I type this I have the last Final Fantasy … Continue reading #oneaday Day 510: Keeping Busy

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    I've had a productive weekend! I've recorded and edited two Atari A to Z videos, two Atari ST A to Z videos, two Atari A to Z Flashback videos, two episodes of Final Fantasy Marathon and two episodes of the new short;Play series. Well, okay, as I type this I have the last Final Fantasy Marathon video to finish off (it's currently matching audio to video, so rather than sit around waiting for it I thought I'd write this instead) but I'm nearly done!

    It feels good to get stuff done. Or at least it does when the stuff you get done is the stuff you want to get done. Compare to the busywork of your average day job (not just mine) which tends to hold little in the way of personal satisfaction unless you've been very lucky enough to land in a vocation that matches your interests… and, yeah.

    I guess the key is trying to get yourself in the mindset of feeling that sort of satisfaction from your daily tasks and the things you don't really want to do. Some form of positive reinforcement is probably key there; "if I finish [x] I'll reward myself with [y]". This is, of course, a remarkably simplistic way of looking at this sort of thing, but it turns out that in a lot of cases we human beings are remarkably simplistic creatures of habit, and sometimes all it takes to motivate you a bit is the knowledge that a packet of Wine Gums or a bit of time to [censored] is waiting for you. Maybe. Possibly.

    I do know that I already don't feel like getting up tomorrow morning. But at least it's only one day of work, then two days completely to myself (at home, obviously) to enjoy my birthday celebrations (by myself… well, with my wife and cats, obviously) and whatever the hell I want to do for those 48 hours.

    But ah well. Right now it is Sunday night (well, early Monday morning) and I should probably get to sleep. After this video's done…

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    #oneaday Day 509: Coming Up https://imnotdoctorwho.moegamer.net/2020/04/25/oneaday-day-509-coming-up/ https://imnotdoctorwho.moegamer.net/2020/04/25/oneaday-day-509-coming-up/#respond Sat, 25 Apr 2020 23:44:48 +0000 https://imnotdoctorwho.moegamer.net/2020/04/25/oneaday-day-509-coming-up/ Recorded a bunch of videos today, including some first attempts at the new idea I talked about the other day. I've gone with "short;Play" for the title because it sums up what the series is all about, plus the gratuitous misuse of a semicolon pays tribute to all the games and visual novels I've played … Continue reading #oneaday Day 509: Coming Up

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    Recorded a bunch of videos today, including some first attempts at the new idea I talked about the other day. I've gone with "short;Play" for the title because it sums up what the series is all about, plus the gratuitous misuse of a semicolon pays tribute to all the games and visual novels I've played over the years that have done similarly.

    The first two episodes of short;Play will be on Snack World: The Dungeon Crawl Gold and Cyber Protocol. I've got those pencilled in for the Wednesday slot; if I have time to record and edit, I'd like to start doing article "readings" on Mondays too, but that will depend on me being organised

    I have two Final Fantasy episodes to record tomorrow so I'll see how I'm doing after they're done.

    Exciting times! Feeling quite inspired at present, which is just as well, because I have plenty of time on my hands right now!

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    #oneaday Day 508: Engaging https://imnotdoctorwho.moegamer.net/2020/04/24/oneaday-day-508-engaging/ https://imnotdoctorwho.moegamer.net/2020/04/24/oneaday-day-508-engaging/#respond Fri, 24 Apr 2020 22:13:38 +0000 https://imnotdoctorwho.moegamer.net/2020/04/24/oneaday-day-508-engaging/ One of the best things I did for MoeGamer was take some time to hang out with other WordPress bloggers, read their stuff and leave some comments. I've made some good friends in this way and had a lot of fun… and I'm sure it's helped MoeGamer, too. I'm pretty sure I need to start … Continue reading #oneaday Day 508: Engaging

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    One of the best things I did for MoeGamer was take some time to hang out with other WordPress bloggers, read their stuff and leave some comments. I've made some good friends in this way and had a lot of fun… and I'm sure it's helped MoeGamer, too.

    I'm pretty sure I need to start doing the same on YouTube if I want to grow by more than a trickle. Trouble is, making some time to engage with the YouTube community is even more time-consuming than making sure to read people's blogs — I read pretty quick, whereas a video's a video — so I often find myself struggling to get started, or, more commonly, going back to old favourites who are, at this point, much too big to pay any attention to any comments I might leave.

    There are exceptions of course; I know one such example is reading this right now, and I'm grateful for your support! I think probably the best approach is to set aside a specific bit of time each day, watch maybe one or two videos and make a point of leaving a comment on them. If I can get into the habit of doing that — as I have done with the WordPress Reader — then that will probably be a good thing!

    Well, maybe. Worth a try, anyway, and it'd be nice to "meet" some new people in the midst of all the worldly chaos right now, too!

    If you have any fun, decent, small-scale YouTube channels you think I should make an effort to reach out to — people who enjoy conversations in their comments — then do please feel free to let me know. They can be retro or modern; the majority of my channel is retro right now, but I have some plans in motion for a little more modern stuff that I'm going to start experimenting with this very weekend!

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    #oneaday Day 507: Staycation https://imnotdoctorwho.moegamer.net/2020/04/23/oneaday-day-507-staycation/ https://imnotdoctorwho.moegamer.net/2020/04/23/oneaday-day-507-staycation/#respond Thu, 23 Apr 2020 21:56:12 +0000 https://imnotdoctorwho.moegamer.net/2020/04/23/oneaday-day-507-staycation/ I got a couple of days off next week — my day job gives me an extra day's holiday each year for both my work anniversary and my birthday, and conveniently those both fall in April, so I tend to take them together. You might wonder if there's any point taking holiday in the middle … Continue reading #oneaday Day 507: Staycation

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    I got a couple of days off next week — my day job gives me an extra day's holiday each year for both my work anniversary and my birthday, and conveniently those both fall in April, so I tend to take them together.

    You might wonder if there's any point taking holiday in the middle of a worldwide pandemic that has us all shut in our homes, but to that I say absolutely and emphatically yes. While I don't have a problem with the "being shut in at home" part, I am very much starting to feel a strong sense of existential despair at the complete and utter pointlessness of my day job. It pays the bills and is easy, but that's sort of the problem — it's also boring, tedious and frustrating. It doesn't challenge me. And when my brain starts feeling that way about something, it kind of doesn't even want to bother starting things that are going to be annoying to do.

    Don't get me wrong, I get what I have to do done, always, but mustering up the motivation to even care a little bit right now is just not something that's happening. So I'm counting on the couple of completely free days next week to relax, get my mind back in order and try to settle back in to the situation — this whole business is going to be lasting a while, after all, so I should probably try and approach things a little more positively.

    On the plus side of all this, I have plenty of time to work on MoeGamer and other bits and pieces during the day, so it's not a complete loss! Going back to the office when all this is over is probably going to be a challenge…

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    #oneaday Day 506: More Dungeon Crawlin' https://imnotdoctorwho.moegamer.net/2020/04/22/oneaday-day-506-more-dungeon-crawlin/ https://imnotdoctorwho.moegamer.net/2020/04/22/oneaday-day-506-more-dungeon-crawlin/#respond Wed, 22 Apr 2020 22:04:30 +0000 https://imnotdoctorwho.moegamer.net/2020/04/22/oneaday-day-506-more-dungeon-crawlin/ I've been playing a bunch more Snack World: The Dungeon Crawl Gold and while I'm not quite ready to talk about it on MoeGamer — I want to try and get to whatever the "endgame" is before I do that — I do want to spend a bit of time enthusing about it here! My … Continue reading #oneaday Day 506: More Dungeon Crawlin'

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    I've been playing a bunch more Snack World: The Dungeon Crawl Gold and while I'm not quite ready to talk about it on MoeGamer — I want to try and get to whatever the "endgame" is before I do that — I do want to spend a bit of time enthusing about it here!

    My initial assessment of the game as a Diablo clone wasn't quite on the money; while its randomly generated dungeons and loot-grabbing certainly conjures up visions of Blizzard's classic series, there's also a strong amount of Monster Hunter in there, too — or, at least, having never played one, what I understand Monster Hunter to be all about.

    This means that a lot of the loot you find is not necessarily equipment with increasingly large numbers in various categories, but instead various bits of crap that can subsequently be cobbled together into all manner of different things — usually armour and "style gear" (equippable items that affect your appearance rather than your stats) — or used to upgrade the "jaras" (weapons, shields and "rechargeable consumables") that you gradually acquire over time.

    The interesting thing about Snack World's crafting and upgrading is that it isn't just about making things more powerful. Arguably more important is making the items more flexible; upgrading an item generally unlocks a new colour scheme for it, and colour is one of the several ways you can meet the "daily trends" along with brand and overall style. Wearing an ensemble that meets the daily trend means you're much more likely to find rare item drops, and also defeating an enemy with a weapon that is the same colour as them will also increase the item drop rate.

    Weapons also have "banes", which means they're strong against specific types or colours of enemies, and the game mercifully minimises micromanaging this side of things by having both a helpful "auto-equip" option based on the enemies you will encounter in any given quest, and an even more helpful "quick weapon switch" button in combat, automatically giving you the optimal tool for dispatching the foe you're currently locked on to. There's a lot of helpful visual feedback, too; when switching to a particular weapon, any enemies on screen that have a weakness to that weapon will react through a speech bubble ranging from "huh?" (mild weakness) to "OH NO!!!" (extreme vulnerability), allowing you to see at a glance which targets to prioritise.

    I'm having a ton of fun so far, and a brief stint in multiplayer the other night was really enjoyable. If anyone else other than my podcasting partner in crime Chris happens to be playing this underappreciated little gem, be sure to let us know and we can crawl some dungeons together sometime!

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    #oneaday Day 505: Indoors https://imnotdoctorwho.moegamer.net/2020/04/21/oneaday-day-505-indoors/ https://imnotdoctorwho.moegamer.net/2020/04/21/oneaday-day-505-indoors/#respond Tue, 21 Apr 2020 22:51:32 +0000 https://imnotdoctorwho.moegamer.net/2020/04/21/oneaday-day-505-indoors/ How you all holding up? I've been feeling a bit bleak today. Not really because of the whole quarantine situation — though the way I felt did mean that I had no desire whatsoever to leave the house and go to the shop for a few bits and pieces — but just… generally, really. Now … Continue reading #oneaday Day 505: Indoors

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    How you all holding up? I've been feeling a bit bleak today. Not really because of the whole quarantine situation — though the way I felt did mean that I had no desire whatsoever to leave the house and go to the shop for a few bits and pieces — but just… generally, really.

    Now and then, I get reminded of the fact that I'm no longer surrounded by a lot of people that I thought were lifelong, always-supportive friends. Today was one of those days; there wasn't really any specific trigger as such, but I just happened to see some conversations online between some people I used to count among my circle of friends, and I missed certain aspects of times gone by.

    A significant number of people pretty much ghosted me when I was laid off from USgamer. No-one said why; no-one attempted to bring up anything I might have done wrong; I was just suddenly "excommunicated". And the people in question weren't even necessarily part of the games press, either; there were folks I used to chat to online every single day who suddenly went radio silent.

    Part of this is doubtless down to political differences. Many of the people who stopped talking to me, I've discovered, are now leaning pretty hard on the "overzealous leftie" side of things, seemingly preferring to talk about politics of various types more than pretty much anything else. Meanwhile, I was sick of politics talk more than half a decade ago — particularly surrounding gaming culture — and made no secret of that fact.

    The stupid thing, though, is that despite not wanting to spend my days cancelling people on Twitter for wrongthink, I too am pretty left-leaning, judging by every political compass test I've ever taken. I mean, I'm almost totally apathetic towards politics, but the few things I do feel strongly enough to have an opinion on put me firmly on the left. And yet… what? I don't know.

    I think that's the most frustrating thing. When friendships fizzle out seemingly overnight and you don't know the reason for it — and no reason is forthcoming — it's kind of depressing. It's been over five years at this point, though; I should probably learn to let go, as much as I do honestly believe a lot of these people — at least, the versions of these people I knew five or more years ago — would very much enjoy what I'm doing now with both MoeGamer and YouTube.

    And thankfully, even as I've lost people, I've made many new friends, some of whom have been through the exact same experience as what I've just described. So they know, all too well, and in many ways some of those new friends have been more supportive and helpful to me than they might be aware of.

    If you're reading this, you're almost certainly one of them, so thanks for being there. And if you need anyone to listen to you during these strange times, know that I'm here, too; I can't promise good advice, but I can promise a receptive set of ears and eyes.

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    #oneaday Day 504: I Want Your Suggestions! https://imnotdoctorwho.moegamer.net/2020/04/20/oneaday-day-504-i-want-your-suggestions/ https://imnotdoctorwho.moegamer.net/2020/04/20/oneaday-day-504-i-want-your-suggestions/#respond Mon, 20 Apr 2020 15:12:37 +0000 https://imnotdoctorwho.moegamer.net/2020/04/20/oneaday-day-504-i-want-your-suggestions/ I've been kicking around an idea for a new video series, and I was hoping I could get some input from you lovely people on what to call it. Essentially, it would be a similar format to Atari A to Z, but for more recent/current games. It would consist of a bit of opening background … Continue reading #oneaday Day 504: I Want Your Suggestions!

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    I've been kicking around an idea for a new video series, and I was hoping I could get some input from you lovely people on what to call it.

    Essentially, it would be a similar format to Atari A to Z, but for more recent/current games. It would consist of a bit of opening background to the game in question, where there is stuff to say, followed by a 20-30 minute "guided tour" of a typical play session, highlighting how the game plays and some interesting things about it.

    It wouldn't be a pre-scripted video but it wouldn't quite be a Let's Play either, in that it won't be an ongoing walkthrough of the whole game; rather, it would be a slice of the game that would allow people to decide if it looks like something that might appeal to them. I'm not planning on making it a definitive "review" or anything like that, because 1) I tend not to do that anyway and 2) different people have different tastes; rather I want to provide a quick tour of what you can expect from the game, from the perspective of someone who has spent some time with it (but not necessarily beaten it).

    I don't know what to call this series. I want to give the series as a whole some sort of distinctive title so it can tie all the episodes together. I don't want to call it "Quick Look" because people will assume that's ripping off Giant Bomb, and likewise I don't want to go with "WTF Is…" or anything too similar, because that was TotalBiscuit's thing, may he rest in peace.

    Something along those lines would probably work, though. I'm just coming up short on title ideas right now. Once I figure out a name for the series — perhaps with your help! — I'll probably try and pop this series in the weekly Wednesday slot formerly occupied by Warriors Wednesday.

    So fire away! No idea is too stupid at this point. Think about something you'd be happy sharing with friends; "oh, have you seen the episode of [title] by Pete Davison, he talks all about that game".

    I await an empty comments section with eager enthusiasm! 🙂

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    #oneaday Day 503: A Recovery https://imnotdoctorwho.moegamer.net/2020/04/19/oneaday-day-503-a-recovery/ https://imnotdoctorwho.moegamer.net/2020/04/19/oneaday-day-503-a-recovery/#respond Sun, 19 Apr 2020 23:53:02 +0000 https://imnotdoctorwho.moegamer.net/2020/04/19/oneaday-day-503-a-recovery/ I've been pleased to see ProJared very much getting back into the swing of things of late; he's been gradually starting to do more and more things ever since he put all the drama over him to bed last year, but it's mostly been Twitch streams; I'm not a huge fan of Twitch generally because … Continue reading #oneaday Day 503: A Recovery

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    I've been pleased to see ProJared very much getting back into the swing of things of late; he's been gradually starting to do more and more things ever since he put all the drama over him to bed last year, but it's mostly been Twitch streams; I'm not a huge fan of Twitch generally because I'm never around at the time the people I might want to watch are streaming, and I find stream archives to be full of obtrusive shout-outs, thank-yous and stuff like that.

    Just recently, he's been starting to do traditional Let's Plays again, and I'm really happy about that. He's basically starting over from scratch, though, as he doesn't have an editor or indeed anyone working for him any more after the whole debacle — and fair play to him, he's doing his best to take it all on himself rather than relying on anyone else while he continues to "rebuild". Of course, there's no longer the magical text-based banter from "Miss Editor", but I'm sure once he feels comfortable with what he's doing there'll be some fun stuff in there — and in the meantime, of course, it's nice to just be able to enjoy some games with him again.

    Why do I care? Well, mostly because ProJared is probably the reason I actually got into watching Let's Plays in the first place. I came to him via a rather convoluted route that started with Classic Gaming Quarterly, came via LGR and a few other people, and I eventually landed on his main channel. I decided to watch a few videos on his gameplay channel — and I found myself enjoying them a lot, particularly during quiet periods at the day job.

    In fact, I found myself enjoying them so much that I decided I wanted to start trying to do them myself. ProJared's older work is a huge inspiration on what I've been doing with YouTube for the last couple of years; I found myself very much enjoying his chilled out, honest, open and conversational style — it was certainly a far cry from the stereotypical screaming Let's Players I'd had in mind before I started exploring YouTube in detail a while back.

    Even in the midst of the nonsense that went on with him, I respected his work and how much it had inspired me, so I've always striven to adopt a similar — though not identical — style to what I do with my Let's Play-style stuff on YouTube. It does my heart good to see him back doing this sort of thing again, and I hope he's finally been able to leave all the unpleasantness behind him.

    The hate mobs of the Internet are a scourge of the modern age. I sincerely hope no-one close to me ever has to suffer such abuse.

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    #oneaday Day 502: The Problem with Multiplayer https://imnotdoctorwho.moegamer.net/2020/04/18/oneaday-day-502-the-problem-with-multiplayer/ https://imnotdoctorwho.moegamer.net/2020/04/18/oneaday-day-502-the-problem-with-multiplayer/#respond Sat, 18 Apr 2020 23:58:16 +0000 https://imnotdoctorwho.moegamer.net/2020/04/18/oneaday-day-502-the-problem-with-multiplayer/ I'm playing a fair bit of Snack World: The Dungeon Crawl Gold when I'm not knee-deep in Atelier Iris 3 — it's a lovely palate-cleanser, and when I've spent some more time with it I'll write about it in more detail on MoeGamer for sure. One thing that's come to mind though is how I … Continue reading #oneaday Day 502: The Problem with Multiplayer

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    I'm playing a fair bit of Snack World: The Dungeon Crawl Gold when I'm not knee-deep in Atelier Iris 3 — it's a lovely palate-cleanser, and when I've spent some more time with it I'll write about it in more detail on MoeGamer for sure.

    One thing that's come to mind though is how I have somewhat mixed feelings about multiplayer components. On the one hand, I love the idea of all the "community" stuff in Snack World: it has a lot in common with stuff like Animal Crossing in terms of customisation, chat and all that fun stuff, plus the ability to do quick chat and emotes without having to type things in.

    On the other, it's a game that I feel is probably best experienced with friends, and a brief look at the online the other day didn't fill me with confidence that there would even be anyone to play with without making a specific date to get together and do something. That may just be the time I played; I haven't tried again since.

    Thankfully, Snack World is plenty substantial in the single-player department, so if you never touch multiplayer you're not missing out on a huge amount — but there are still aspects you'll never see, such as the "Traveler" feature, where characters you've previously played with occasionally show up in your town and can even be hired as AI-controlled party members.

    I'll have to look into whether or not there are any communities still going for this game; it'd be nice to enjoy it to the fullest, because it's a really fun game. At the very least, all being well, my podcasting partner in crime Chris and I will hopefully be giving it a go tomorrow evening, so we'll both at least get to try it!

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    #oneaday Day 501: An End https://imnotdoctorwho.moegamer.net/2020/04/17/oneaday-day-501-an-end/ https://imnotdoctorwho.moegamer.net/2020/04/17/oneaday-day-501-an-end/#respond Fri, 17 Apr 2020 23:05:41 +0000 https://imnotdoctorwho.moegamer.net/2020/04/17/oneaday-day-501-an-end/ The last of my grandparents — my father's mother, or "Nan D" as we tended to know her — passed away this evening. It sounds as if it was at least partly expected, though perhaps not quite so soon. We don't know the details as yet, but apparently she hadn't quite been herself for a … Continue reading #oneaday Day 501: An End

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    The last of my grandparents — my father's mother, or "Nan D" as we tended to know her — passed away this evening. It sounds as if it was at least partly expected, though perhaps not quite so soon. We don't know the details as yet, but apparently she hadn't quite been herself for a little while, so it sounds like it probably wasn't related to the pandemic situation.

    I'm not sure how to feel about it, really. A family member passing is always a sad event, to be sure, but I'd not had many opportunities to see her for quite a long time now. I guess in some regards this is a good thing, because it allows me to look back on my fond memories with her — mostly the time when she was living in her old house, next door but one to my mother's parents — rather than anything more negative or sad, but even so; with the world being the way it is right now we unfortunately can't really give her a proper send-off and say goodbye.

    Well, I guess we can, really. I'm doing it right now. That's one of the nice things about the modern age; you can share the things you want to say — or indeed the fact that you're not quite sure what to say, as I'm feeling right now — regardless of the distance between you and the people you're sharing your thoughts with.

    Goodbye, Nan. I think that's all I really want to say right at this exact moment. Rest well; you deserve the peace, and you will be missed.

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    #oneaday Day 500: Catharsis https://imnotdoctorwho.moegamer.net/2020/04/16/oneaday-day-500-catharsis/ https://imnotdoctorwho.moegamer.net/2020/04/16/oneaday-day-500-catharsis/#respond Thu, 16 Apr 2020 12:28:25 +0000 https://imnotdoctorwho.moegamer.net/2020/04/16/oneaday-day-500-catharsis/ One of the main tools I have to use in my day job is a flaming garbage fire of suck, but our team's procedures are so entrenched in the stupid pile of shit that there's no point in even attempting to talk about all the things that are wrong with it. So I thought in … Continue reading #oneaday Day 500: Catharsis

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    One of the main tools I have to use in my day job is a flaming garbage fire of suck, but our team's procedures are so entrenched in the stupid pile of shit that there's no point in even attempting to talk about all the things that are wrong with it. So I thought in an attempt to provide myself with some sort of catharsis, I would list all the things that are wrong with it here instead. This probably won't mean anything to any of you, but it'll make me feel better, at least.

    Okay. Here we go.

    Hi [redacted], I just wanted to raise an important issue: the fact that [redacted] is a colossal pile of garbage and should be cast in the trash as soon as possible, along with its useless developers. Here are all the things that are wrong with it, and that will almost certainly never be fixed:

    • The stupid pile of crap doesn't fit on any monitor I've ever used it with. Horizontal scrolling is a huge no-no in web design. This is amateur-level stuff. Add some — any — CSS to make it responsive, or at the very least fit on a normal-resolution monitor.

    • The "Generation" page, which is supposed to export the content we work on, fits on the screen so badly that the labels for the options tickboxes at the side of the screen are actually underneath all of the tickboxes instead of next to them. As in, all the tickboxes are blank and unlabeled, then there's a list of labels.

    • Talking of "Generation", if I export a project that amounts to one title field and a short piece of copy (about 20 words or so), the resulting file should not be thirty megabytes — so big that it doesn't fit through the dumbass "File Transformer" application to turn it into something actually usable.

    • Also talking of "Generation", is it too much to ask that [redacted] can actually export things in the format we need it to? Having to export it, delete things from the resulting zip file to make it small enough, run it through "File Transformer" then finally import it to our CMS is the most cumbersome nonsense I've ever seen.

    • You keep complaining that we don't respond to the comments from various locales on the projects. This is because 1) there are no notifications when new comments are added, 2) the button that indicates there are comments if you do happen to look at the right page at the right time is presented in bright yellow on white and 3) the specific comments are indicated by a small dot that is literally 4 pixels wide, which you will only see if you are looking at one of the 300 pieces of content that make up a single project.

    • If my login times out due to it taking a while to complete a task, I would like to resume where I left off after logging in, rather than being informed that my "MySearch has expired" or that the "edition is not found".

    • If I click a "generate email" button to send a message to people, I expect it to 1) actually generate an email, 2) actually send it to people and 3) actually include the correct information rather than requiring me to trawl through pages of pointless information looking for a GUID then copy and paste it manually into an Outlook message (having run it through the "Swapping Tool" to generate specific links for each locale, of course!)

    • Putrid green, white and grey is not a nice colour scheme.

    • Please read a book on UI and/or UX.

    • Please ditch this atrocious software and hire someone who knows what they are doing to develop something that is actually designed for what we are doing with it.

    • [REDACTED] IS SHIT

    Thank you for indulging me there. I feel slightly better. Until tomorrow, anyway. Back to the grindstone, I guess.

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    #oneaday Day 499: Pinching a Meme https://imnotdoctorwho.moegamer.net/2020/04/16/oneaday-day-499-pinching-a-meme/ https://imnotdoctorwho.moegamer.net/2020/04/16/oneaday-day-499-pinching-a-meme/#respond Thu, 16 Apr 2020 01:13:26 +0000 https://imnotdoctorwho.moegamer.net/2020/04/16/oneaday-day-499-pinching-a-meme/ Thought I'd steal a meme from Twitter as a prompt for today's post. You can find the original here. HyperX, whoever they are, wanted to know the first games people played in various genres. I thought I'd list them and elaborate a bit. Feel free to share your lists in the comments! 🥇 First/Third Person-Shooter: … Continue reading #oneaday Day 499: Pinching a Meme

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    Thought I'd steal a meme from Twitter as a prompt for today's post. You can find the original here.

    HyperX, whoever they are, wanted to know the first games people played in various genres. I thought I'd list them and elaborate a bit. Feel free to share your lists in the comments!

    🥇 First/Third Person-Shooter: Wolfenstein 3D

    I'd played 3D games prior to this — most notably the Mercenary series on Atari 8-bit and ST platforms — but so far as actual first-person shooters go, I was there pretty much from the beginning. Wolfenstein 3D was the first I played; I also played the Catacomb games quite early on, too.

    So far as my personal tastes go, I love '90s style single-player first-person shooters — stuff like Doom and the Build engine games. I also very much like the modern Shadow Warrior games. Call of Duty can suck a fat one, though.

    ⚔ MOBA: League of Legends

    I played this for a few minutes and knew I was not going to get along with it. I tried Dota 2 and felt the same, but even more strongly. I tried Heroes of the Storm with friends, and fared a little better, but didn't like it enough to want to pursue it further. MOBA is not a genre for me. Multiplayer in general isn't, in fact. I get frustrated when people are mean. And people are mean a lot in competitive multiplayer. And in cooperative multiplayer. You'd think being mean was antithetical to the concept of cooperative multiplayer, but no. That's another story though.

    🛡 RPG: The Temple of Apshai Trilogy

    I didn't have a bloody clue what was going on in this game when I played it as a kid. The concept of RPGs was completely alien to me. The first RPG I played and understood was Final Fantasy VII, many years later! Now I'm a diehard fan of the genre.

    🔮 MMO: Everquest

    I was absolutely fascinated by the idea of Everquest, though I found that the actual expectation didn't live up to my expectations. I had no idea what to expect when I finally got the damn thing working on my old clunker of a PC and a dial-up connection, so I played it completely "wrong".

    I'd roleplay my character making grunts and noises in /say chat while I was fighting, much to the amusement of people around me; I didn't understand the whole "level-stratified" structure of the world, so took it as a personal challenge to make it to the next town over without dying (and succeeded) rather than stabbing rats outside the city gates for 16 hours; and I had no idea what I was "supposed" to be doing without a central narrative to follow.

    Later dives into the genre (World of Warcraft, Final Fantasy XI, Star Wars: The Old Republic, Final Fantasy XIV) went much better, largely thanks to having people who knew what they were doing showing me the ropes!

    🎶 Rhythm: Bust-a-Groove

    Amazing game. Well, amazing music; gameplay-wise it doesn't quite hold up as the central competitive mechanic is fairly flawed, but I'll always have a soft spot for this game.

    This game also taught me that Japanese and PAL PlayStations run at different speeds, even when both playing a PAL game. I was playing against my friend Woody, who was making a real hash of things, and insisted it was "my PlayStation" that was the problem. He was so convinced of this that he cycled seven miles back to his house to get his PlayStation (and then seven miles back again) to prove it. He was right.

     

    ♟ Strategy: Legionnaire

    Another game I fired up for the first time as a kid and had absolutely no idea what was going on. This was a very early strategy game for Atari 8-bit by (I think) the legendary Chris Crawford, and I did not know how to play it at all. I did, however, like the scrolling map and the thumping sound effects.

    First strategy game I played and vaguely understood was the original Command & Conquer. I've never been good at strategy games, but I did manage to beat Command & Conquer on the GDI side, as well as nuke my friend Ed a few times on networked PlayStation games.

    🥊 Fighting: International Karate

    This game is evidence of how differently fighting games were back in the very early days of home computer gaming. There were no life bars, no special moves, just you against a friend with an eight-directional joystick and a single fire button, with every direction (and every direction with the fire button pressed) doing something different.

    To this day, I don't really understand how the mechanics of this work — i.e. how it determines who "wins" — but I always liked the graphics and the animations in this one at least.

    So what are your "firsts"?

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    #oneaday Day 498: Good Intentions https://imnotdoctorwho.moegamer.net/2020/04/15/oneaday-day-498-good-intentions/ https://imnotdoctorwho.moegamer.net/2020/04/15/oneaday-day-498-good-intentions/#respond Wed, 15 Apr 2020 00:19:12 +0000 https://imnotdoctorwho.moegamer.net/2020/04/15/oneaday-day-498-good-intentions/ The whole coronavirus thing basically put paid to our dieting plans that we were following a while back, since we weren't able to reliably get hold of the things we needed to follow it properly. But after a few weeks of going "ah, fuck it", I think we're going to try and make a new … Continue reading #oneaday Day 498: Good Intentions

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    The whole coronavirus thing basically put paid to our dieting plans that we were following a while back, since we weren't able to reliably get hold of the things we needed to follow it properly. But after a few weeks of going "ah, fuck it", I think we're going to try and make a new start from next week onwards — i.e. eating all the crap we have left in the house before getting back "on track", as it were.

    I'm going to start trying to get a bit of exercise done again. I was hoping to bag a copy of Ring Fit Adventure for Switch, but it seems to be sold out absolutely everywhere except price-gouging scalpers on eBay and Amazon Marketplace, so balls to that for now. I have Fitness Boxing for Switch, and that was good fun, if a little limited.

    I feel I need it. While I've said numerous times I don't have a problem being stuck in the house, I can feel myself getting pretty lethargic, and I sometimes wake up with a bad back in the morning. I know at least part of this is becoming an old fart (I'm 39 at the end of the month!) but I could probably make life a bit easier on my poor, creaking, suffering body.

    Anyway. That's the plan. Next week, draw a line, get started on some degree of… well, I don't know if you'd call it "normality", but back on track with the things we wanted to achieve, anyway.

    For now, maybe a crisp sandwich… 🙂

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    #oneaday Day 497: Good Weekend https://imnotdoctorwho.moegamer.net/2020/04/14/oneaday-day-497-good-weekend/ https://imnotdoctorwho.moegamer.net/2020/04/14/oneaday-day-497-good-weekend/#respond Tue, 14 Apr 2020 00:56:24 +0000 https://imnotdoctorwho.moegamer.net/2020/04/14/oneaday-day-497-good-weekend/ It's been a good long weekend. I've got most of the way through Final Fantasy VII Remake, so I can get right back on the Atelier Iris 3 train once I'm done there, and I also got a bunch of videos edited and ready to publish over the course of the next couple of weeks. … Continue reading #oneaday Day 497: Good Weekend

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    It's been a good long weekend. I've got most of the way through Final Fantasy VII Remake, so I can get right back on the Atelier Iris 3 train once I'm done there, and I also got a bunch of videos edited and ready to publish over the course of the next couple of weeks.

    Plus, today, I got to play a shoot 'em up about blasting the clothes off cute girls. I'd say that's been a pretty productive few days, all told — and I didn't even have to leave the house.

    Tomorrow it's back to the day job (from home) and it's my beloved Tuesday morning full of conference calls, so I'll be taking most of those from my bed as usual. I am very much not in a "work" state of mind right now, but perhaps I'll feel a bit more productive in the morning. I'm not counting on it, particularly with the soul-sapping nature of the aforementioned calls!

    I have a couple more days off towards the end of the month — my day job gives us "free" days off for both our birthdays and our work anniversary, and it just so happens that both of those fall within April for me, so I get a nice couple of days to myself on the 28th and the 29th. Yes, I did indeed deliberately pick a Tuesday to take off, the reasons for which should be abundantly clear by now…!

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    #oneaday Day 496: 23 Hours https://imnotdoctorwho.moegamer.net/2020/04/13/oneaday-day-496-23-hours/ https://imnotdoctorwho.moegamer.net/2020/04/13/oneaday-day-496-23-hours/#respond Mon, 13 Apr 2020 00:23:07 +0000 https://imnotdoctorwho.moegamer.net/2020/04/13/oneaday-day-496-23-hours/ It's 1.15 am again and I'm now 23 hours deep into Final Fantasy VII Remake. I am loving it. Having been imagining what a "remake" of this game would look like pretty much ever since the original was current, I can say with confidence that this isn't what I expected — but I am very … Continue reading #oneaday Day 496: 23 Hours

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    It's 1.15 am again and I'm now 23 hours deep into Final Fantasy VII Remake. I am loving it. Having been imagining what a "remake" of this game would look like pretty much ever since the original was current, I can say with confidence that this isn't what I expected — but I am very glad they did what they did.

    It kind of baffles me a bit that some people are getting genuinely furious about Square Enix "not respecting the source material" due to the changes and additions to the story, but I can't get on board with that argument. What we have here is a considerably more fleshed out exploration of what was an interesting but rather brief part of the original. It has some nice foreshadowing for what is to come — which, of course, people who knew the original will be ready for — as well as some unexpected elements.

    I particularly like how you feel a much better sense of "context" of Midgar itself in terms of how things connect together. It would have been cool to spend a bit more time topside, but FFVII's story was always about the slums and the fact that those living atop the plates were the great untouchables, living a life of luxury while everyone beneath struggled to get by.

    The Wall Market sequence was a particular highlight. I was delighted to see that they very much did everything you expect from Wall Market in Final Fantasy VII a wonderful amount of justice, and the additional characters who helped push things along were fantastic. The Honey Bee Inn sequence is a bit different from what it once was, but the new one is a lot of fun and entirely in keeping with the tone of things.

    As I said before: this is a new game that just happens to hit a bunch of the same story beats as Final Fantasy VII. It is not the original Final Fantasy VII. And thus it should be enjoyed and experienced on its own merits… which are considerable.

    Anyway. Enough blabbering on, I need to get some sleep. Hope you've all had a good Easter weekend!

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    #oneaday Day 495: Life Indoors https://imnotdoctorwho.moegamer.net/2020/04/11/oneaday-day-495-life-indoors/ https://imnotdoctorwho.moegamer.net/2020/04/11/oneaday-day-495-life-indoors/#respond Sat, 11 Apr 2020 22:30:47 +0000 https://imnotdoctorwho.moegamer.net/2020/04/11/oneaday-day-495-life-indoors/ Quite a few people seem to be going a bit stir crazy with the quarantine, lockdown, whatever you want to call it. I'm finding it a little hard to understand, since I'm having a thoroughly pleasant time — particularly on workdays! I appreciate that some people have a much harder time doing their job from … Continue reading #oneaday Day 495: Life Indoors

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    Quite a few people seem to be going a bit stir crazy with the quarantine, lockdown, whatever you want to call it. I'm finding it a little hard to understand, since I'm having a thoroughly pleasant time — particularly on workdays!

    I appreciate that some people have a much harder time doing their job from home, and some people thrive on social interactions… but the way I've always looked at it, home should be a place where you are comfortable and content and where you want to spend time when you have no other commitments.

    Some people aren't lucky enough to have a home like that, I know. I've had a couple of occasions in my life when the place I called "home" was not a happy place for one reason or another, and it would absolutely suck to be caught in such a situation. Thankfully, I'm not in a place like that any more, and I'm very much appreciating the time I get to spend with my wife, my cats, my writing and my hobbies.

    I wonder how many of the people complaining right now will be right back to complaining that they "never have any time to do anything" when the nation's doors open up once again?

    Me, I played Final Fantasy VII Remake for over 5 hours today, as well as getting a couple of videos recorded. I'm quite happy right now, thanks!

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    #oneaday Day 494: Further Adventures in Midgar https://imnotdoctorwho.moegamer.net/2020/04/11/oneaday-day-494-further-adventures-in-midgar/ https://imnotdoctorwho.moegamer.net/2020/04/11/oneaday-day-494-further-adventures-in-midgar/#respond Sat, 11 Apr 2020 00:05:27 +0000 https://imnotdoctorwho.moegamer.net/2020/04/11/oneaday-day-494-further-adventures-in-midgar/ Spent a lot more time playing Final Fantasy VII Remake today; I'm now about 10 hours into it. To give you an idea of how much more substantial this is than the original, that puts me at the point after Cloud has just walked Aerith home for the first time, and it's looking like I'm … Continue reading #oneaday Day 494: Further Adventures in Midgar

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    Spent a lot more time playing Final Fantasy VII Remake today; I'm now about 10 hours into it. To give you an idea of how much more substantial this is than the original, that puts me at the point after Cloud has just walked Aerith home for the first time, and it's looking like I'm about to have another "sidequest central" area.

    The game looks set to alternate between these sort of "hub" areas where you take on smaller sidequests, and lengthy sequences of plot-critical stuff that is relatively linear. During the plot-critical stuff, there are no sidequests to distract you, which is a good choice; there are, however, some of those aforementioned "Discoveries" I talked about yesterday, which it turns out aren't just for getting to know characters better — they also do things like highlighting optional treasures that you might not want to miss. In one sequence, for example, they led to the Choco-Mog summon materia, which is as much of a delight as you might expect.

    Aerith is great. I'm not sure how I feel about her protesting very sweetly that she isn't a princess that needs treating gently, and then lets out a "Shit!" when she's having trouble climbing up something, but the combination of gentleness and sass she has going on has always appealed to me, ever since the original.

    Probably the highlight for me so far, though, is how much more fleshed out the other Avalanche members are. There are some fantastic sequences involving them with some genuinely hilarious dialogue. The "I'm really sorry about your ass" sequence springs immediately to mind here.

    Anyway, I played until 1am, so I should probably get some sleep now! Doubtless there will be more of this tomorrow, but I'll probably make some time for Atelier Iris 3 too… probably…

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    #oneaday Day 493: Remake https://imnotdoctorwho.moegamer.net/2020/04/10/oneaday-day-493-remake/ https://imnotdoctorwho.moegamer.net/2020/04/10/oneaday-day-493-remake/#respond Fri, 10 Apr 2020 00:20:34 +0000 https://imnotdoctorwho.moegamer.net/2020/04/10/oneaday-day-493-remake/ Spent four hours with Final Fantasy VII Remake this evening and it's confirmed several things I suspected about it. Firstly, that although it is rooted in love and respect for the source material, it is best to treat it as a whole new game. After all, we're talking about something that is expanding what was … Continue reading #oneaday Day 493: Remake

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    Spent four hours with Final Fantasy VII Remake this evening and it's confirmed several things I suspected about it.

    Firstly, that although it is rooted in love and respect for the source material, it is best to treat it as a whole new game. After all, we're talking about something that is expanding what was five hours of the original game at most into a 35+ hour game. That means there's a lot of new stuff. New areas to visit, new characters to interact with, new storylines, new setups for various situations, new contexts for events you might be familiar with.

    Secondly, the mechanics represent a blend of all the best bits of more recent Final Fantasy games — specifically, XII, XIII and XV in particular. It works really well, and it sidesteps a lot of the commonly cited issues people tend to bring up when talking about those particular installments. The combination of XV's rhythmic basic attacks with XIII's Active Time Bar management and XII's somewhat more "open" structure is pretty great; combat is pacy and interesting, and it's especially enjoyable when you're managing multiple characters. The first boss battle in the Mako Reactor remains a great showcase of this.

    Thus far I'm coming towards the end of chapter 3, which is where Cloud and company arrive home in the Sector 7 slums. This is expanded considerably over some fairly brief, exposition-centric scenes in the original; there are six sidequests to take on, for example, and accomplishing all these gives you the opportunity to pursue a "discovery" — in this case, spending a bit of time with Tifa "off the clock", as it were.

    Rather nicely, rather than expecting you to wander all over the map looking for people who might have quests for you, starting a chapter immediately unlocks the sidequests (except for those with prerequisites), so you always know exactly where to go. And the game does a great job of making the random NPC chatter as you wander around react to what you've been doing. They've really done a great job here.

    I'm going to spend some more time with it over the long weekend — but I haven't forgotten about Atelier, don't you worry yourself!

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    #oneaday Day 492: Dungeon Crawlin' Fools https://imnotdoctorwho.moegamer.net/2020/04/09/oneaday-day-492-dungeon-crawlin-fools/ https://imnotdoctorwho.moegamer.net/2020/04/09/oneaday-day-492-dungeon-crawlin-fools/#respond Thu, 09 Apr 2020 18:40:57 +0000 https://imnotdoctorwho.moegamer.net/2020/04/09/oneaday-day-492-dungeon-crawlin-fools/ I gave Snack World: The Dungeon Crawl – Gold a quick go earlier, as I wanted something I could have a quick bit of fun with over lunch before settling down with something more substantial over the coming long weekend. And I'm thoroughly enamoured with it already! As Chris noted on our recent podcast, Snack … Continue reading #oneaday Day 492: Dungeon Crawlin' Fools

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    I gave Snack World: The Dungeon Crawl – Gold a quick go earlier, as I wanted something I could have a quick bit of fun with over lunch before settling down with something more substantial over the coming long weekend. And I'm thoroughly enamoured with it already!

    As Chris noted on our recent podcast, Snack World is a wonderfully silly, post-modern setting that pokes fun at pretty much everything, and does a fine line in puns that rival Final Fantasy XIV in terms of their frequency and ferocity.

    What I wasn't expecting was for the gameplay to have a certain amount in common with Final Fantasy XIV, too, despite being more of a Diablo-style action RPG. Combat is a little more measured and timing-based than Blizzard's classic, and of particular note are the visible telegraphs that enemies put out for their various attacks. This side of things really culminates in the boss battles, which feature strong elements of pattern recognition and understanding how to "do mechanics". Appropriate for a game with a multiplayer element!

    I haven't played far in the game as yet, but I'm thoroughly charmed, and intend on dipping in and out of it over time. I'll write something up on it when I've got a bit more of a feel for what's going on — there are seemingly lots of very interesting mechanics to figure out in here!

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    #oneaday Day 491: Burst Chain https://imnotdoctorwho.moegamer.net/2020/04/08/oneaday-day-491-burst-chain/ https://imnotdoctorwho.moegamer.net/2020/04/08/oneaday-day-491-burst-chain/#respond Wed, 08 Apr 2020 21:39:45 +0000 https://imnotdoctorwho.moegamer.net/2020/04/08/oneaday-day-491-burst-chain/ I'm having a real blast with Atelier Iris 3 (and, pleasingly, I'm getting through it nicely ahead of schedule, too, as I still have at least a couple of Iris 2 articles I want to post!) — I'm really glad I've finally got around to playing these. Iris 3 does something that I absolutely love … Continue reading #oneaday Day 491: Burst Chain

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    I'm having a real blast with Atelier Iris 3 (and, pleasingly, I'm getting through it nicely ahead of schedule, too, as I still have at least a couple of Iris 2 articles I want to post!) — I'm really glad I've finally got around to playing these.

    Iris 3 does something that I absolutely love in RPGs — putting a layer of deliciously "video game" abstraction atop the battle mechanics, making it highly enjoyable to engage with, whether you're fighting bosses or just grinding through random enemies.

    The highlight for me is the "Burst Chain" system, whereby hitting enemies adds to a meter at the bottom of the screen, and filling this up then whacking the enemy as many times as possible before it either runs out or you kill everything results in experience and money bonuses. Pretty much every action you take, be it normal attack, physical skill or spell, hits more than once, so there are various ways of building up both the Burst meter and the Chain bonus — getting to grips with the different ways of doing this makes each battle feel like a puzzle to be solved.

    And the characters are great, too. I'm absolutely 1,000% in love with Nell, but that's a discussion for a whole other day, I think. Now to figure out how to juggle playing this and FFVII Remake…

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    #oneaday Day 490: Long-Awaited https://imnotdoctorwho.moegamer.net/2020/04/08/oneaday-day-490-long-awaited/ https://imnotdoctorwho.moegamer.net/2020/04/08/oneaday-day-490-long-awaited/#respond Wed, 08 Apr 2020 18:36:37 +0000 https://imnotdoctorwho.moegamer.net/2020/04/08/oneaday-day-490-long-awaited/ Final Fantasy VII Remake arrived today. That's a surreal feeling — a game that several of my friends and I hoped would one day happen is finally reality. Perhaps not in exactly the form we imagined when we were teenagers, but if the excellent demo was anything to go by, I'm looking forward to getting … Continue reading #oneaday Day 490: Long-Awaited

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    Final Fantasy VII Remake arrived today. That's a surreal feeling — a game that several of my friends and I hoped would one day happen is finally reality. Perhaps not in exactly the form we imagined when we were teenagers, but if the excellent demo was anything to go by, I'm looking forward to getting stuck into it. Conveniently, there's a 4-day weekend coming up for Easter, so I may get some time in with it then.

    I'm a little hesitant to jump in, because although I'm tremendously excited about it, I'm also enjoying Atelier Iris 3 a lot, and I don't want to fall off that wagon. I'm also in two minds as to whether or not I should record my FFVII Remake playthrough with the intention of publishing it alongside old-school FFVII in the Final Fantasy Marathon when I eventually get that far. Or perhaps I can just play it again when the time comes; the rate I'm going with that series, it'll be a long time before I get to FFVII anyway!

    But anyway. I've been steering clear of spoilers, I haven't read anything about the game (aside from friend of MoeGamer Matt Sainsbury's comments promoting his glowing review on DigitallyDownloaded.net) and I nearly didn't even try the demo. I'm glad I did, though; it gave me confidence that I'm going to have a good time with the Remake.

    Now to find 100GB from somewhere…

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    #oneaday Day 489: Have a Good Meeting! https://imnotdoctorwho.moegamer.net/2020/04/07/oneaday-day-489-have-a-good-meeting/ https://imnotdoctorwho.moegamer.net/2020/04/07/oneaday-day-489-have-a-good-meeting/#respond Tue, 07 Apr 2020 22:59:43 +0000 https://imnotdoctorwho.moegamer.net/2020/04/07/oneaday-day-489-have-a-good-meeting/ "Have a good meeting." That's what Skype for Business says every time my heart sinks and I join a conference call that I know is largely irrelevant to me, in which I inevitably won't say anything whatsoever, and which causes my very soul to leak out of my ears a tiny little dribble at a … Continue reading #oneaday Day 489: Have a Good Meeting!

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    "Have a good meeting." That's what Skype for Business says every time my heart sinks and I join a conference call that I know is largely irrelevant to me, in which I inevitably won't say anything whatsoever, and which causes my very soul to leak out of my ears a tiny little dribble at a time.

    I hate meetings, whether they're in person or online. I don't like dealing with people. I especially don't really like listening to other people drone on about things I don't give a shit about. And my Tuesdays at the day job involve literally an entire morning of conference calls like this.

    We open with the "Good Morning Call", which is over an hour of a bored-sounding Frenchman slowly going through our (awful) project management tool and reading everything out. And after that, we have individual business segment meetings, in which a bored-sounding Frenchman slowly goes through our (awful) project management tool and reads out the parts that are relevant to the business segment managers we have on the call. Then we have the meeting to update the regional representatives for whom we do stuff, in which a bored-sounding Frenchman slowly goes through the "Weekly Call" notes from our (awful) project management tool and whoever's name appears at the top of the slide has to read out what it says.

    It's utterly soul-destroying, pointless and a complete waste of time, but there's a silver lining while we're all working from home: today I slept through this entire parade of bullshit. I set my alarm for five minutes before the start time of each one, joined the call, made sure I wasn't needed to talk about anything in particular (I never am, except in the last one) and then just napped through each of them, accompanied by my cats and a nice warm duvet.  I then had a thoroughly productive afternoon, very much refreshed from the morning's activities. 

    I could get used to this working from home lark.

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    #oneaday Day 488: Reprehensible https://imnotdoctorwho.moegamer.net/2020/04/07/oneaday-day-488-reprehensible/ https://imnotdoctorwho.moegamer.net/2020/04/07/oneaday-day-488-reprehensible/#respond Tue, 07 Apr 2020 17:00:35 +0000 https://imnotdoctorwho.moegamer.net/2020/04/07/oneaday-day-488-reprehensible/ My review of Disaster Report 4: Summer Memories for Switch went live today on Nintendo Life — you can check it out at  https://www.nintendolife.com/reviews/nintendo-switch/disaster_report_4_summer_memories. As always, if you have a moment to give it a click and show there's a "market" for coverage of lesser-known games on more mainstream sites, please do so! One interesting … Continue reading #oneaday Day 488: Reprehensible

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    My review of Disaster Report 4: Summer Memories for Switch went live today on Nintendo Life — you can check it out at  https://www.nintendolife.com/reviews/nintendo-switch/disaster_report_4_summer_memories. As always, if you have a moment to give it a click and show there's a "market" for coverage of lesser-known games on more mainstream sites, please do so!

    One interesting thing came up, looking at the comments. (I know, I know, don't) A couple of people mentioned Push Square's review of the game, which rated it 3/10, seemingly primarily on the grounds that there is the option to act like a reprehensible asshole at numerous points throughout the game.

    Thing is; that's sort of the point of Disaster Report 4: it's a game about the human response to a crisis, and how some people approach a situation like that keen to help everyone, while others, regrettably, take the opportunity to let loose and act like the asshole they've always wanted to be. Or perhaps they just see an opportunity to see what it's like to be a complete shit; everyone else is already suffering, after all; it can't hurt, can it?

    That's not a reason to mark the game down, though, in my eyes. I find this side of Disaster Report 4 fascinating. You most certainly come into contact with more than your fair share of assholes over the course of the game's main narrative, so it's fitting that you have the option to be one too. I didn't in my playthrough, because I find it legitimately difficult to play a game with moral choices as a "bad" person, and some of the options you get in Disaster Report 4 are really bad. But I appreciate the option being there.

    In fact, I'm sorely tempted to do a playthrough on video where I simply attempt to be the biggest, most reprehensible asshole there ever was to walk the streets after a major earthquake. I'm genuinely curious to see what effect it has on the story — if any.

    If there's any interest in that, let me know! It's not as if I'm short of time right now, and Warriors Wednesday is coming to a (perhaps temporary) close this week, so…

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    #oneaday Day 487: Community Management https://imnotdoctorwho.moegamer.net/2020/04/06/oneaday-day-487-community-management/ https://imnotdoctorwho.moegamer.net/2020/04/06/oneaday-day-487-community-management/#respond Mon, 06 Apr 2020 15:45:57 +0000 https://imnotdoctorwho.moegamer.net/2020/04/06/oneaday-day-487-community-management/ I'm grateful that I've never really had to deal with any major issues in the community surrounding the work that I do. I think this is — hopefully, anyway — due to the fact that my work itself sets certain expectations, and makes it clear that I have no patience for anyone who is going … Continue reading #oneaday Day 487: Community Management

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    I'm grateful that I've never really had to deal with any major issues in the community surrounding the work that I do. I think this is — hopefully, anyway — due to the fact that my work itself sets certain expectations, and makes it clear that I have no patience for anyone who is going to be a dick about things. That doesn't mean people can't have fun, of course, but it means that people can't be a dick.

    A friend of mine runs a reasonably active, moderately sized Discord server. A while back, there was a user there who frequently caused trouble, often getting into arguments and becoming disproportionately angry towards people who really didn't deserve any ire at all, let alone the amount of rage he was flinging at them. He left once, then asked to come back. He left again, then asked to come back. Then he left again, and my friend told him that this was it; if he asked to come back again, he would be refused.

    Right now, he's in my friend's DMs trying to guilt-trip him into taking him back into the server. The guy in question has pretty severe autism and clear anger management issues, but is unwilling to do anything about them despite the fact that he recognises they are both a problem. Instead, he prefers to offload his problems onto others and blame them for him lashing out. It's a difficult situation for my friend, who doesn't want to come across as being mean or discriminatory towards someone suffering with genuine, rather strong mental health issues, but the conversation in the server since this guy has left has been much lighter, more pleasant and more open.

    People who were hesitant to speak up now discuss things without fear of being shouted down without provocation. People (for the most part, anyway) respectfully discuss their opinions without putting others down. And while disagreements still happen, they're generally resolved pretty quickly rather than being constantly brought up as ongoing grudges.

    I don't envy my friend for having to deal with this, particularly as I know he's much too nice to just block the dude and be done with him. But I'm also glad — and grateful — that people like you lovely lot have never given me any trouble; and in exchange, I hope I've never given you any grief either! Thanks for that!

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    #oneaday Day 486: An Embarrassment of Riches https://imnotdoctorwho.moegamer.net/2020/04/06/oneaday-day-486-an-embarrassment-of-riches/ https://imnotdoctorwho.moegamer.net/2020/04/06/oneaday-day-486-an-embarrassment-of-riches/#respond Mon, 06 Apr 2020 15:29:38 +0000 https://imnotdoctorwho.moegamer.net/2020/04/06/oneaday-day-486-an-embarrassment-of-riches/ Dang. We really do live in an amazing age of video games. I'm just looking back over the things I've written about on MoeGamer and Nintendo Life recently, and the sheer breadth of experiences it's possible to have these days continually astounds, astonishes and delights me. I love it. Just recently, I've been playing the … Continue reading #oneaday Day 486: An Embarrassment of Riches

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    Dang. We really do live in an amazing age of video games. I'm just looking back over the things I've written about on MoeGamer and Nintendo Life recently, and the sheer breadth of experiences it's possible to have these days continually astounds, astonishes and delights me. I love it.

    Just recently, I've been playing the Psikyo shooters, Atelier Iris, Disaster Report 4, Dead or School, SeaBed, NinNinDays and numerous others. And they're all things I'm very happy I've spent my time with.

    I want to revel in the wonderful experiences I'm able to have while the whole "pandemic lockdown" thing is in effect. I can flit off and explore myriad other worlds, some of which are dark and depressing and others of which are vibrant and full of life. I can experience stories ranging from the silly to the heart-wrenching via the utterly mundane; I can meet characters I love, loathe and love to loathe. I can step into the shoes of someone else; someone who can leave the house for reasons other than buying cheese; someone whose life has meaning, and who is able to make the world better for others, simply by existing in some cases.

    Video games are fantastic. And right now is the perfect time to enjoy them. So I'm doing just that!

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    #oneaday Day 485: Taihen Desu https://imnotdoctorwho.moegamer.net/2020/04/05/oneaday-day-485-taihen-desu/ https://imnotdoctorwho.moegamer.net/2020/04/05/oneaday-day-485-taihen-desu/#respond Sun, 05 Apr 2020 23:01:11 +0000 https://imnotdoctorwho.moegamer.net/2020/04/05/oneaday-day-485-taihen-desu/ Finished Disaster Report 4: Summer Memories today, including its lengthy epilogue chapter (which I assume was DLC at one point). What a marvellous, wonderful, janky old mess of a game that is. I'll be penning a review of it for Nintendo Life in the next couple of days along with a more lengthy analysis on … Continue reading #oneaday Day 485: Taihen Desu

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    Finished Disaster Report 4: Summer Memories today, including its lengthy epilogue chapter (which I assume was DLC at one point). What a marvellous, wonderful, janky old mess of a game that is. I'll be penning a review of it for Nintendo Life in the next couple of days along with a more lengthy analysis on MoeGamer, but suffice to say if you can get over some of the worst graphics performance I've ever seen on a home console, there's an absolutely fascinating experience to be had here.

    It's probably the fact that I've absolutely binged it over the last couple of days, but I feel like it's one of those games that sticks with you. I keep thinking about it when I'm not playing it, and its atmosphere is such that it makes you grateful to remain safe — especially at times like this, with the world undergoing a disaster of a completely different kind at the moment.

    It's also an example of a kind of game I really like: one that truly allows you to feel like you're immersing yourself in another culture. There are quite a few games out there that make you feel like you're "living the Japanese life", but I've never played one like this, where you're a normal person in Japan under circumstances that are anything but "normal". That said, the game does drive home that Japan, as a nation, has developed the ability to respond to disasters in a timely, efficient manner — and that in some cases, people see a massive, deadly earthquake almost as more of an inconvenience than anything they should actually be terrified about!

    Having beaten the game and been teased by the epilogue with a number of characters and side stories I didn't encounter or resolve in my main playthrough, I'm tempted to go through it again, but not just yet; I need to get back to Atelier Iris 3: Grand Phantasm! Perhaps I'll consider a "New Game Plus" video series at some point in the future, using the knowledge I picked up on this first playthrough to see exactly what I can achieve in a second time around.

    Or just to be a complete bastard instead of the nicey-nice goody-two-shoes I was in this run. Although I'm not sure I can actually bring myself to do that. I went in to the game with the full intention of seeing what would happen if I was "bad" but something about witnessing the initial disaster right at the beginning of the game just made me think "err… maybe I'll help people out a bit".

    Anyway. Time for bed, for dreams of earthquakes, perhaps.

    $5 Patrons, I've received this month's payments now, so a wallpaper will be heading your way in the next couple of days!

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    #oneaday Day 484: Gardening https://imnotdoctorwho.moegamer.net/2020/04/05/oneaday-day-484-gardening/ https://imnotdoctorwho.moegamer.net/2020/04/05/oneaday-day-484-gardening/#respond Sun, 05 Apr 2020 10:08:55 +0000 https://imnotdoctorwho.moegamer.net/2020/04/05/oneaday-day-484-gardening/ Andie and I were out in the garden today, doing some gardeny things. Specifically, we were shovelling up all the cat shit the cats have left in their "catio" and laying down some… underlay-type stuff to prevent the whole thing getting overgrown with grass (and hopefully prevent further "shit in wrong place" incidents). I do … Continue reading #oneaday Day 484: Gardening

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    Andie and I were out in the garden today, doing some gardeny things. Specifically, we were shovelling up all the cat shit the cats have left in their "catio" and laying down some… underlay-type stuff to prevent the whole thing getting overgrown with grass (and hopefully prevent further "shit in wrong place" incidents).

    I do not like gardening. I never have. I like being out in nature, but I don't like getting up close with nature, be it flora or fauna. I think most of this is to do with the fact that I don't really like getting dirty, or stung, or bitten, or scratched or anything like that. And gardening tends to be something where most or all of these things happen on a regular basis. On top of that, you also get sweaty. I really don't like getting sweaty.

    I can't deny the appeal of accomplishing something and making things look good, however. It now looks pretty good outside — certainly better than the overgrown mess it was before. But now I just want to sit down and play some video games… so I'm going to do just that, with some Disaster Report 4.

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    #oneaday Day 483: Figuring it Out https://imnotdoctorwho.moegamer.net/2020/04/04/oneaday-day-483-figuring-it-out/ https://imnotdoctorwho.moegamer.net/2020/04/04/oneaday-day-483-figuring-it-out/#respond Sat, 04 Apr 2020 23:21:34 +0000 https://imnotdoctorwho.moegamer.net/2020/04/04/oneaday-day-483-figuring-it-out/ I checked to see how far off course I've gotten with the day numbering on this, and it's actually a little closer than I thought: I started doing daily posts on December 4, 2018, which was 488 days ago. This post is currently labelled Day 483. So I can probably get things back in order … Continue reading #oneaday Day 483: Figuring it Out

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    I checked to see how far off course I've gotten with the day numbering on this, and it's actually a little closer than I thought: I started doing daily posts on December 4, 2018, which was 488 days ago. This post is currently labelled Day 483. So I can probably get things back in order if I do a couple of posts a day until we "catch up".

    I know you all probably don't really care all that much, but I have Asperger's, remember so these things take on greater importance than they probably should do! Plus if you're doing some sort of numbered "challenge" like this (not that I have an end goal or anything) it's nice to at least make sure you're being accurate about things.

    My calculations would seem to indicate that if I do two posts a day until Thursday, I'll be all square and "correct" again, so I'm going to make an effort to do that — likely one in the morning, one in the evening. If nothing else it'll be a nice personal challenge to myself to figure out multiple things to write about in a day! Besides… all the… other… writing I do each day…

    Uh, anyway. It's twenty past midnight and I should probably go to bed. I've hammered out a bunch of videos this evening and Andie and I have the joy of cleaning up a bunch of cat shit tomorrow. So that will be fun. I will follow it with more Disaster Report 4, though, which feels like both the best and worst possible game to be playing with the world in the state it is.

    Hope you're having as good a weekend as it's possible to have without leaving your house! As someone who makes a point of not leaving his house all that much… I can confirm it's possible to have a very good weekend without going anywhere. Get on that backlog!

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    #oneaday Day 482: Catching Up https://imnotdoctorwho.moegamer.net/2020/04/03/oneaday-day-482-catching-up/ https://imnotdoctorwho.moegamer.net/2020/04/03/oneaday-day-482-catching-up/#respond Fri, 03 Apr 2020 23:51:56 +0000 https://imnotdoctorwho.moegamer.net/2020/04/03/oneaday-day-482-catching-up/ I seem to have inadvertently missed a couple of days; hearty apologies for that! I've been keeping myself busy what with doing the day job from home and getting stuck right in to Atelier Iris 3: Grand Phantasm in the evenings, so evidently I got distracted somewhere along the line. I've also got a new … Continue reading #oneaday Day 482: Catching Up

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    I seem to have inadvertently missed a couple of days; hearty apologies for that! I've been keeping myself busy what with doing the day job from home and getting stuck right in to Atelier Iris 3: Grand Phantasm in the evenings, so evidently I got distracted somewhere along the line.

    I've also got a new assignment for Nintendo Life: Disaster Report 4, which has no embargo so I can talk about it! Woo.

    I'll do a proper writeup on Disaster Report 4 on MoeGamer alongside my Nintendo Life review as usual, but two things have become very apparent during my first play session this evening: 1) this game runs like crap on Switch — and like, actual crap, not "boo, it's 30fps on Switch when it's 60fps on PS4 — and 2) it doesn't matter, because I sat and played this for 4 hours solid without realising, I was having such an interesting time with it.

    I've never played a Disaster Report game before so I didn't really know what to expect at all. I don't know how representative this one is of the series as a whole, but it's a fascinating blend of sort of survival horror without the "horror" bit — at least, without the "scary monsters and gore" bit, anyway; there are still genuinely horrifying moments — with adventure game. I've never seen a game with quite so many different dialogue options at critical story junctures. Or a game with quite as many toilets, for that matter, since there's a bit of lightweight "needs management" going on as you play, though not to an obtrusive degree.

    It's one of those games that leaves you wondering "what if…?" when you reach the conclusion to a particular section, so I'll be interested to replay it. I'm probably going to pick up a boxed copy of this at some point; whether it's on Switch (so I can continue from the save I'm using at the moment) or on PS4 (where it'll run better… hopefully, anyway) remains to be seen. As I say, after a while the dodgy frame rate simply ceased to matter to me because the general experience was so enjoyable.

    Anyway. I'll be getting stuck into that some more over the weekend. I hear about 15-20 hours for a playthrough, so hopefully I can bash that out reasonably quickly and be able to get back to Atelier Iris 3, which I am loving. But more on that another time!

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    #oneaday Day 481: Gratitude https://imnotdoctorwho.moegamer.net/2020/04/01/oneaday-day-481-gratitude/ https://imnotdoctorwho.moegamer.net/2020/04/01/oneaday-day-481-gratitude/#respond Wed, 01 Apr 2020 18:42:41 +0000 https://imnotdoctorwho.moegamer.net/2020/04/01/oneaday-day-481-gratitude/ I feel I haven't mentioned lately how grateful I am for all of you who have made the choice to support me and my work here on Patreon. I know for most people on the Internet, committing to even a dollar a month for the sake of someone else is a lot to ask, particularly … Continue reading #oneaday Day 481: Gratitude

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    I feel I haven't mentioned lately how grateful I am for all of you who have made the choice to support me and my work here on Patreon.

    I know for most people on the Internet, committing to even a dollar a month for the sake of someone else is a lot to ask, particularly in a world where the widespread belief is that most things — if not everything — should be free. And so I'm continually touched by the fact that there are a bunch of you kind enough to slip me varying amounts of your hard-earned each and every month.

    MoeGamer and Atari A to Z aren't my job. I'd love it if they were, but they're not. However, that doesn't mean I don't take them seriously. When I "rebooted" MoeGamer back in March of 2016, I made a commitment to myself: to produce something that I would be proud to call my own, and which would be something a bit different from the million and one other "me too" (not that kind of Me Too) gaming sites out there.

    And I'm not talking about the big commercial sites, either — though a lot of them have become practically indistinguishable from one another over the years. No; I'm talking about the small-scale operations run by people who wish they were working for IGN or Gamespot or whoever — the sites churning out news article after news article day after day in an attempt to attract those who, for one reason or another, fell out with the big names of the biz.

    I've done the daily news cycle. It's fun and it's always changing, but it has little in the way of lasting value. Something I wrote one day and was particularly pleased with would be pushed off the front page by the next, likely never to be seen again. Reviews and features tend to have something of a longer tail — they're the things that tend to come up in Google search results when you're looking for something — but can still easily be lost.

    That's why I decided to do what I do now with both MoeGamer and Atari A to Z: to write and produce videos that can be enjoyed any time. I make a deliberate attempt to "date" my articles as little as possible — where it's unavoidable for context's sake, the little phrase "at the time of writing/recording" is a godsend — in the hope that people will stop by maybe today, maybe tomorrow, maybe in five years from now, and find something that they find interesting.

    I don't focus a lot of viewing figures, but I do keep an eye on them every so often. And it always pleases me to see the disparity between the number of specific visitors and the number of page views: it suggests to me that people stopping by for a visit are sticking around and looking at other things. That's super-cool, particularly as I do a lot of things in multiple parts.

    At the time of writing (see) there are 1,463 posts on MoeGamer, 412 of which are videos, 226 of which are Atari A to Z videos.

    Each and every one of them is something that I'm glad I've shared with the world, because they've allowed me to express my feelings about the things that are important to me — not something that always comes easily to one On The (non-ZX) Spectrum — as well as provide what is hopefully some helpful, interesting or at least entertaining information about a wide variety of games and visual novels, many of which don't get anywhere near the attention or love they deserve.

    I'm super-grateful to all of you for supporting me in that. It's become something that's really important to me, and having people who believe in what I do or at the very least want to show some appreciation for my efforts is very welcome.

    A sincere thank you, to all of you. And I hope you continue to enjoy what I do.

    (Making this post public, as looking over it, these are thoughts I want to share more broadly. Thank you!)

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    #oneaday Day 480: Ten Years Ago... https://imnotdoctorwho.moegamer.net/2020/04/01/oneaday-day-480-ten-years-ago/ https://imnotdoctorwho.moegamer.net/2020/04/01/oneaday-day-480-ten-years-ago/#respond Wed, 01 Apr 2020 08:23:59 +0000 https://imnotdoctorwho.moegamer.net/2020/04/01/oneaday-day-480-ten-years-ago/ Looking back at "yesterday's" post from ten years ago made me think it might be interesting to look back at a few more things and see how much stuff has changed in the last decade. Today, ten years ago, I was contemplating the matter of "celebrity", and how the world of nerdy pursuits had its … Continue reading #oneaday Day 480: Ten Years Ago...

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    Looking back at "yesterday's" post from ten years ago made me think it might be interesting to look back at a few more things and see how much stuff has changed in the last decade.

    Today, ten years ago, I was contemplating the matter of "celebrity", and how the world of nerdy pursuits had its own celebrities who would doubtless be completely unknown to people outside of our circle of interests.

    Interestingly, the specific example I had at that time was Wil Wheaton, who I described as an "admirable human being" on the grounds that he was "not a dick". It's a little disheartening to think that the last time I saw Wheaton do anything, he was blocking anyone and everyone on Twitter because they didn't like how much of an unpleasant person he'd become; he'd become the very definition of what used to be his own credo: "Don't Be a Dick".

    I was also determined to write a novel. Technically I've achieved this a few times now — though only one has been self-published, and I'd like to revamp that in some way to make it a bit more accessible and/or affordable. I have done it though; this isn't to say I don't want to do it again, or make something more of it… but as with everything, it's all a matter of time.

    Well, you may say, you have ample time on your hands right now. And that might be true — although I'm still working the day job from home, I might add — but I'm managing to keep myself surprisingly busy, and I think that's a big part of why stir craziness hasn't set in just yet.

    My wife Andie heard that it may be getting on for September before she and her colleagues go back to work "properly", depending on the situation, and she wasn't at all happy about that. Me, I'm delighted, to be perfectly honest; I don't have to sit in a soul-destroying office environment, and any time I'm at a loose end with nothing to do — or just bored — I can go and do something else. Which is, y'know, nice.

    I'll look back on a few more of these decade-old posts in the next few entries; in the meantime, if you want to read my old ramblings, don't forget you can do so at https://imnotdoctorwho.moegamer.net.

    Have a lovely day!

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    #oneaday Day 479: Unnormality https://imnotdoctorwho.moegamer.net/2020/03/31/oneaday-day-479-unnormality/ https://imnotdoctorwho.moegamer.net/2020/03/31/oneaday-day-479-unnormality/#respond Tue, 31 Mar 2020 20:49:26 +0000 https://imnotdoctorwho.moegamer.net/2020/03/31/oneaday-day-479-unnormality/ I'm still in a bit of a mindset where the whole COVID-19 situation feels… strangely unreal. Sometimes you can look outside and it's as if nothing is happening — although for the most part it's rather quieter and more peaceful than it would be under "normal" circumstances. Then you get a reminder of it all: … Continue reading #oneaday Day 479: Unnormality

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    I'm still in a bit of a mindset where the whole COVID-19 situation feels… strangely unreal. Sometimes you can look outside and it's as if nothing is happening — although for the most part it's rather quieter and more peaceful than it would be under "normal" circumstances.

    Then you get a reminder of it all: the bare shelves in the shops; the people queueing six feet apart just to get into the local convenience store; the almost palpable sense of mistrust in the air. It's a strange time to be alive, for sure.

    You never can predict these things. I was thinking the other day that if I'd told the "me" from ten years ago — a "me" who was having a particularly bad time in his life — that in ten years' time, Donald Trump would be president of the United States, Boris Johnson would be prime minister of the UK and we'd all be strongly advised to stay inside our houses due to a global pandemic of a virus that may or may not be deadly according to how "vulnerable" you are (and occasionally, completely disregarding that, from the sound of things)… I would have probably laughed. It would have been a welcome laugh at that time in my life, too.

    Looking back at my daily blogging from "today" ten years ago, it seems I was writing about being shit at strategy games. Ten years later, I am still shit at strategy games, and no-one has been able to successfully offer any sort of helpful advice at improving.

    Ah well. The more things change, the more they stay the same, or something.

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    #oneaday Day 478: Mistaken Beliefs https://imnotdoctorwho.moegamer.net/2020/03/30/oneaday-day-478-mistaken-beliefs/ https://imnotdoctorwho.moegamer.net/2020/03/30/oneaday-day-478-mistaken-beliefs/#respond Mon, 30 Mar 2020 13:15:57 +0000 https://imnotdoctorwho.moegamer.net/2020/03/30/oneaday-day-478-mistaken-beliefs/ Do you have any weird beliefs that you've come to just sort of accept in your mind? I'm not talking about ideological stuff, I'm talking about stupid little things that, somehow, you become totally convinced of over the years — usually because you haven't received any evidence to the contrary. Perhaps because it's impossible to … Continue reading #oneaday Day 478: Mistaken Beliefs

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    Do you have any weird beliefs that you've come to just sort of accept in your mind? I'm not talking about ideological stuff, I'm talking about stupid little things that, somehow, you become totally convinced of over the years — usually because you haven't received any evidence to the contrary. Perhaps because it's impossible to do so!

    I have a few of these, but the one that sticks in my mind the most is this:

    Toast doesn't stay warm for as long as it did when I was a kid.

    There's no rational reason for this to be true in any way. If it was true, that would suggest a fundamental shift in the laws of physics, or at the very least a shift in the average ambient temperature of an average family home. But no; I'm absolutely convinced that toast does not stay warm for as long as it did when I was a kid.

    It's entirely possible that this is nostalgia goggles talking, of course; fond memories of sitting around the kitchen table with my family (and cat, who was inevitably sitting on the heating vent, hoping something tasty would be dropped for her) and having a nice breakfast. But no, I'm absolutely, 100% convinced that when I had toast at home, it stayed warm rather than going cold almost immediately after removing it from the toaster.

    Maybe I've been toasting wrong for my entire adult life and my parents actually had some secret technique. Maybe the toaster I grew up with — which lasted a very long time, since I believe it was already fairly old when I first became aware of it — was actually some sort of crazy powerful monstrosity rather than today's energy-efficient devices.

    Whatever the reason, I believe that toast stayed warmer longer when I was a kid.

    Enjoy your day!

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    #oneaday Day 477: Brown Rising https://imnotdoctorwho.moegamer.net/2020/03/29/oneaday-day-477-brown-rising/ https://imnotdoctorwho.moegamer.net/2020/03/29/oneaday-day-477-brown-rising/#respond Sun, 29 Mar 2020 00:51:08 +0000 https://imnotdoctorwho.moegamer.net/2020/03/29/oneaday-day-477-brown-rising/ Game Grumps put out the first part of a Dead Rising 3 playthrough earlier. I found it quite entertaining, but man if it didn't confirm everything I suspected about that game… and provide a good reminder as to why I have very little interest in big-budget triple-A Western open world games any more. I've only … Continue reading #oneaday Day 477: Brown Rising

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    Game Grumps put out the first part of a Dead Rising 3 playthrough earlier. I found it quite entertaining, but man if it didn't confirm everything I suspected about that game… and provide a good reminder as to why I have very little interest in big-budget triple-A Western open world games any more.

    I've only played the first Dead Rising; it was ages ago, I never beat it and I got quite frustrated with its weird mechanics and structure. I played it back around the time it first came out though; I consider that to be a period of time when I wasn't studying games quite as intently as I do these days, so I feel if I went back to it today I'd probably appreciate it a lot more. I did actually pick up a super-cheap copy a while back, so I might actually do that.

    But I digress. For me, Dead Rising was always about the inherent absurdity of zombie movies. They're dumb. They're ridiculous. And Dead Rising not only embraced the typical absurdity from '70s and '80s horror movies, it really added to it with things like the ability to dress up the main character in ridiculous ways and fight with all sorts of crazy weapons.

    More significantly for my observations today, the whole thing is drenched in colour, providing a nice juxtaposition between the happy, welcoming primary colours of the mall in which the game is set, and the horrific things which are going on. It's really effective because of this.

    Dead Rising 3, though, is that special kind of brown that a lot of Western games — particularly from a few years back — seem to be covered with. The opening is too dark to see much, and when you get out into the sunlight, it's just drab, drab, drab.

    A lot of this is intentional, of course; Dead Rising 3 came out around the time The Walking Dead was really hitting its stride, and bleak zombie stuff was fashionable. But for me it just seems to so fundamentally miss the point of what made Dead Rising great that it might as well not be the same series. It's all a self-consciously diverse cast of characters yelling at each other and saying "fuck", plus a bit of extreme violence for good measure.

    The one hint of old-school Dead Rising that is in there is the weapon combo system, whereby upon finding blueprints you can affix two weapons together to make something ridiculous. But there didn't seem to be any real joy in using these items; it's just another thing to hit zombies with.

    There's the usual emergent comedy that comes from open world gameplay coupled with a solid physics engine, but that isn't enough to carry a game; after a while you start to crave a bit of structure. And certainly the early missions in Dead Rising 3 seem to very much follow the Western open world game mould of following icons on a minimap, then following a waypoint on your HUD — all those design aspects that leave you unable to actually appreciate a game's setting because you're spending all your time following little blips.

    I don't know. Maybe it is actually super-satisfying to play and I'm the one who's missing the point here — I do intend to watch more of the series and see how it develops — but it just reminded me of how far my tastes have deviated away from big-name, big-budget stuff these days. And, to be honest, given how much fun I'm having with the PS2 Atelier games right now… I don't think I'd have it any other way!

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    #oneaday Day 476: Always Questionable https://imnotdoctorwho.moegamer.net/2020/03/27/oneaday-day-476-always-questionable/ https://imnotdoctorwho.moegamer.net/2020/03/27/oneaday-day-476-always-questionable/#respond Fri, 27 Mar 2020 19:09:24 +0000 https://imnotdoctorwho.moegamer.net/2020/03/27/oneaday-day-476-always-questionable/ I find it fascinating to look back over old games magazines and even websites. In the former case, it's largely a nostalgia thing; it reminds me of the good old days when you'd go out and buy the latest issue of your favourite magazine each month, keen to devour it in detail (inevitably on the … Continue reading #oneaday Day 476: Always Questionable

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    I find it fascinating to look back over old games magazines and even websites. In the former case, it's largely a nostalgia thing; it reminds me of the good old days when you'd go out and buy the latest issue of your favourite magazine each month, keen to devour it in detail (inevitably on the bog in my case) and explore the cover-mounted floppy disk or CD.

    What I've become a bit more keenly aware of recently, though, is that particularly back in the early days, writing about games was… an inexact science. A lot of people — professionals, even — really weren't actually very good at it at all. It wasn't at all unusual to read an article in something like, say, ST Action (which is probably the worst offender from my recent revisits of such publications) and discover that the entire review was largely paraphrased stuff from the manual, or what keys did what, with maybe a paragraph in a boxout reserved for the reviewer's actual opinion.

    There are exceptions, of course. Atari User featured strong content for those interested in doing more with their microcomputer than "just" gaming — a common desire back in the 8-bit days in particular. And Page 6 magazine, which my brother, father and I all wrote for at various times, excelled at long-form reviews and features — particularly on specialised subjects. I understand now why my father was so exacting about immaculate standards of spelling, punctuation, grammar, phrasing and solid arguments before even thinking about submitting a final piece. The bar may have been set pretty low by some publications, but that didn't mean it wasn't worth clearing it by a significant margin!

    But when it was bad… man, it was really bad. At least part of it was undoubtedly down to cramming things in to fit a word count and page layout, but I've seen a lot of articles that really aren't terribly helpful or even interesting from back in the day. And this actually extended into at least part of the Web era, too; just recently, I've been looking back at reviews of the Atelier Iris games from when it originally came out, and been surprised to see some pretty dodgy articles that, in a lot of cases, get fundamental facts wrong; I saw more than one claiming it was a Nippon Ichi game, for example.

    It's easy to look back on this stuff with the benefit of hindsight, though. The world of video games is one where the craft of writing about it has had to develop at the same breakneck pace as the technology itself, and people haven't always been able to keep up. Unfortunately, the direction a lot of mainstream coverage has gone these days — while often technically proficient — isn't necessarily super-helpful either, albeit in an entirely different way.

    Oh, and just to make sure: I'm not saying the way I choose to do things is the "right" or "best" way by any means, nor that I'm in any way superior to those who have done this for a living at various points in the medium's history. I just find it fascinating to look back and see how far we've come… and, well, how far we still have to go. Perhaps in a slightly different direction!

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    #oneaday Day 475: Escape https://imnotdoctorwho.moegamer.net/2020/03/26/oneaday-day-475-escape/ https://imnotdoctorwho.moegamer.net/2020/03/26/oneaday-day-475-escape/#respond Thu, 26 Mar 2020 23:37:11 +0000 https://imnotdoctorwho.moegamer.net/2020/03/26/oneaday-day-475-escape/ I had to go in to the office today; my computer wasn't accepting my Remote Desktop connection, so something was evidently wrong. When I showed up, it turned out a Windows update had gone wrong and my computer had forgotten that it had a hard drive, but a quick reboot solved things, as it usually … Continue reading #oneaday Day 475: Escape

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    I had to go in to the office today; my computer wasn't accepting my Remote Desktop connection, so something was evidently wrong. When I showed up, it turned out a Windows update had gone wrong and my computer had forgotten that it had a hard drive, but a quick reboot solved things, as it usually does. Unfortunately a quick reboot is not something you can do from afar.

    I thought it would feel stranger to be out and about in the midst of this supposed "lockdown" but there were still cars on the road (albeit less than usual, making my commute to work much less stressful) and even people out walking for some exercise. There were occasional reminders of what was going on, though: people queueing six feet apart outside Tesco Express just to go in, empty car parks, darkened buildings.

    Andie thought she might have caught the virus earlier as she was feeling crappy, coughing a lot and having a bit of difficulty breathing, but realistically there aren't many opportunities that she could have had to pick it up. We suspect that she's having an unfortunately timed cold or perhaps a chest infection; she's asthmatic, so those things also cause a bit of difficulty breathing at times. Nothing serious though; she's fine now, and whatever it is/was doesn't seem to match the symptoms of the virus, but of course we'll be keeping a close eye on things just to be safe.

    On that note, it's Friday tomorrow, so a few days of complete "freedom" at home await. With any luck Chris and I will be recording a new MoeGamer Podcast on Saturday, so look forward to that coming up early next week. In the meantime, I'm off to bed!

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    #oneaday Day 474: Live! https://imnotdoctorwho.moegamer.net/2020/03/25/oneaday-day-474-live/ https://imnotdoctorwho.moegamer.net/2020/03/25/oneaday-day-474-live/#respond Wed, 25 Mar 2020 22:59:51 +0000 https://imnotdoctorwho.moegamer.net/2020/03/25/oneaday-day-474-live/ Well, what do you know? After my complaints yesterday, my review of SeaBed went live! You can read it here:  https://www.nintendolife.com/reviews/switch-eshop/seabed1  I was really impressed with this. I'd been aware of it in passing for a while because I remember some people I follow being quite enamoured with it and excited that it was getting … Continue reading #oneaday Day 474: Live!

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    Well, what do you know? After my complaints yesterday, my review of SeaBed went live! You can read it here:  https://www.nintendolife.com/reviews/switch-eshop/seabed1 

    I was really impressed with this. I'd been aware of it in passing for a while because I remember some people I follow being quite enamoured with it and excited that it was getting a localisation, but it seemed doomed to remain a niche-interest, digital-only, PC-exclusive visual novel. I'm really delighted that it's had a Switch release and that I've had the opportunity to praise it publicly on a decently sized commercial website… because it really does deserve it.

    I'm also delighted that eastasiasoft, who have been putting out a bunch of really cool physical releases for a while now, have put together a lovely packaged release of SeaBed for Switch, with a very affordable limited edition. You can find it on Play-Asia.

    I'm going to write something more in-depth about SeaBed on MoeGamer tomorrow, because a thousand words for a review is nowhere near enough to dissect and analyse this one — it's a super-interesting one. So that will be tomorrow's article!

    Anyway. I'm off to bed. Hope everyone's "quarantine" is going OK. We're all good here at the moment — I got my games, my cats, my wife and enough food to keep us going for a bit, so there's not a lot else I need really!

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    #oneaday Day 473: Clickety Click https://imnotdoctorwho.moegamer.net/2020/03/24/oneaday-day-473-clickety-click/ https://imnotdoctorwho.moegamer.net/2020/03/24/oneaday-day-473-clickety-click/#respond Tue, 24 Mar 2020 22:53:48 +0000 https://imnotdoctorwho.moegamer.net/2020/03/24/oneaday-day-473-clickety-click/ I'm a little frustrated. My next review still hasn't gone live on Nintendo Life — the embargo date for its coverage was the 19th (last Thursday) and I busted my ass finishing it ahead of schedule so I could make any edits if necessary… but still, nothing. This is doubly frustrating because I know that … Continue reading #oneaday Day 473: Clickety Click

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    I'm a little frustrated. My next review still hasn't gone live on Nintendo Life — the embargo date for its coverage was the 19th (last Thursday) and I busted my ass finishing it ahead of schedule so I could make any edits if necessary… but still, nothing.

    This is doubly frustrating because I know that the localisers of the game in question, Fruitbat Factory, are quite excited to read my review, and I'll also be complementing said review with a piece on MoeGamer too, because I ended up feeling rather strongly about it. In a good way.

    My frustration stems not just from the fact that something I spent time on hasn't yet been published, nor from the fact I feel like it's letting down a group of enthusiastic localisers that I'm keen to stay on the good side of — but because the reasons for it not being published feel… rather transparent.

    If you look at the front page of Nintendo Life right now, there's a lot of Animal Crossing. There are guides, there are news stories, there's a review somewhere in there… it's the latest example of a big release getting a zillion articles written about it because clickety clickety click. And with the thing I covered — SeaBed — being a niche-interest visual novel… well, that obviously gets pushed right down the priority list, since Nintendo Life appears to operate on a model where they limit the number of things they publish per day, particularly reviews.

    Don't get me wrong, I understand the reasons this has happened; I just feel a bit bad for Fruitbat Factory, who have been eagerly awaiting some coverage of their new release! I also can't complain too much, because Nintendo Life are actually covering SeaBed at all in the first place… plus out of every outlet I've ever freelanced for, they are by far the most prompt people to pay up I've ever encountered!

    But anyway. SeaBed is amazing. If you're in the market for a thoroughly compelling, lengthy read, SeaBed is an absolutely superb kinetic novel with some of the most mature writing I've seen — and an excellent localisation. So pick it up. And when (if?!) my review actually goes live, be sure to give it some views and show that people want to read this sort of thing… preferably in a timely manner! 🙂

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    #oneaday Day 472: Lockdown https://imnotdoctorwho.moegamer.net/2020/03/23/oneaday-day-472-lockdown/ https://imnotdoctorwho.moegamer.net/2020/03/23/oneaday-day-472-lockdown/#respond Mon, 23 Mar 2020 20:47:49 +0000 https://imnotdoctorwho.moegamer.net/2020/03/23/oneaday-day-472-lockdown/ Well, we're officially locked down. Well, okay, we're not quite locked down, but it's as near as dammit. From this evening onwards, we apparently are not allowed to leave our homes except for "essential shopping, as infrequently as possible", one form of outdoor exercise per day, any medical need and "essential" work. (This means not … Continue reading #oneaday Day 472: Lockdown

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    Well, we're officially locked down. Well, okay, we're not quite locked down, but it's as near as dammit.

    From this evening onwards, we apparently are not allowed to leave our homes except for "essential shopping, as infrequently as possible", one form of outdoor exercise per day, any medical need and "essential" work. (This means not you, GameStop… not that we actually have you here, but whatever.)

    This is an interesting time to be living through, for sure. As I mentioned a few days ago, I feel oddly calm about the whole situation, despite the risks — and last night's realisation that I may have actually already had this thing probably helps with that — and that allows me to sort of observe what's going on with a certain amount of curiosity.

    And, of course, frustration that people not taking the situation seriously means that we have to have Big Daddy Boris tell us all that we're grounded. I wonder if this will have any impact on the stupid shop situations; I went to Tesco earlier to go and pick up a prescription and the toilet paper shelves were completely bare. Like, not a single pack there. We presently have eight and a bit rolls left. I may have to ration my poos. Unthinkable.

    Anyway. That's what's going on. Outside of that, hopefully tomorrow I should have another article going live on NintendoLife — it was originally supposed to go live on Friday, but they wanted to clickbait the shit out of Animal Crossing, so it's been pushed back several days, much to my frustration (and my considerable apologies to poor old localisers Fruitbat Factory, who are quite keen to see the review!).

    But hopefully it absolutely definitely probably should happen tomorrow, and regardless of whether it does or not, I'll also be writing about the work in question on MoeGamer tomorrow, too.

    On that note, I guess we better lock the doors or something. Have a happy quarantine!

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    #oneaday Day 471: Did I Have It? https://imnotdoctorwho.moegamer.net/2020/03/22/oneaday-day-471-did-i-have-it/ https://imnotdoctorwho.moegamer.net/2020/03/22/oneaday-day-471-did-i-have-it/#respond Sun, 22 Mar 2020 23:33:45 +0000 https://imnotdoctorwho.moegamer.net/2020/03/22/oneaday-day-471-did-i-have-it/ I'm wondering if I've already had coronavirus, COVID-19, whatever you want to call it. A few months back, I had a pretty unpleasant few days with a dry, "non-productive" cough and general feelings of… unwellness. It was something that went around a bit and didn't quite feel like a normal cold or the flu. The … Continue reading #oneaday Day 471: Did I Have It?

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    I'm wondering if I've already had coronavirus, COVID-19, whatever you want to call it.

    A few months back, I had a pretty unpleasant few days with a dry, "non-productive" cough and general feelings of… unwellness. It was something that went around a bit and didn't quite feel like a normal cold or the flu.

    The reason I'm wondering this is that some people seem to think that coronavirus has actually been around since about January or so, and that the current pandemic is the result of not taking the potential threat seriously. Whether that's a conspiracy theory or not, I don't know, but the supposed timeline would certainly match up.

    I guess it doesn't really matter now, what with the measures in place right now and Our Illustrious Leader Boris warning that stricter measures will become necessary if people don't start taking the situation a bit more seriously.

    It's going to be strange to look back on this time when it's all over. It's also strange to think that we have no idea how long this situation is going to last. I'm pretty fine with the necessary measures right now, to be honest — as I've noted previously, it's not especially a huge change to my lifestyle generally, since I'm not big on going out and socialising anyway. I guess I might feel differently in a few weeks… or months.

    Ah well. Not worth worrying about right now. And now I have a cat sitting on me, so I'd better pay her some attention. Hope you had as pleasant a weekend as possible under the circumstances!

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    #oneaday Day 470: Support Yer Local https://imnotdoctorwho.moegamer.net/2020/03/21/oneaday-day-470-support-yer-local/ https://imnotdoctorwho.moegamer.net/2020/03/21/oneaday-day-470-support-yer-local/#respond Sat, 21 Mar 2020 23:51:33 +0000 https://imnotdoctorwho.moegamer.net/2020/03/21/oneaday-day-470-support-yer-local/ There has, for obvious reasons, been a lot of discussion over "panic buying" and people "stockpiling" things due to uncertainty over how long this whole pandemic thing is going to last. And, indeed, if you head on down to your local big-name shop (Tesco Express in our case) you'll find empty shelves, stressed-out employees and, … Continue reading #oneaday Day 470: Support Yer Local

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    There has, for obvious reasons, been a lot of discussion over "panic buying" and people "stockpiling" things due to uncertainty over how long this whole pandemic thing is going to last. And, indeed, if you head on down to your local big-name shop (Tesco Express in our case) you'll find empty shelves, stressed-out employees and, more than likely, signs politely informing customers that they really should think about not being dickheads to retail workers.

    I popped over to the shop Andie and I affectionately refer to as "Funny Shop" earlier. Funny Shop is your proper traditional British local convenience store, packed with a random assortment of crap — including the kind of sweets you probably haven't seen since the '90s — and, generally speaking, far fewer customers than your average Tesco Express.

    They also had both toilet roll and bread, which Tesco Express is notably lacking right now. I guess when "panic buying" people just go straight for the big-name stores and don't think to support local little family-run franchises. Well, I know where I'm going when I need some more bits and pieces — it'll take some of the pressure off the poor folks at Tesco and it'll support the local community. Double whammy of win, no?

    I hope retail workers end up acknowledged as some of the real heroes of these trying times. Having worked retail several times in my life, I feel their pain right now… and they absolutely should be drawing a much more substantial salary than minimum hourly wage for what they're having to put up with!

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    #oneaday Day 469: The "Greats" https://imnotdoctorwho.moegamer.net/2020/03/20/oneaday-day-469-the-greats/ https://imnotdoctorwho.moegamer.net/2020/03/20/oneaday-day-469-the-greats/#respond Fri, 20 Mar 2020 23:07:07 +0000 https://imnotdoctorwho.moegamer.net/2020/03/20/oneaday-day-469-the-greats/ Among gamers of a certain age, I feel like the PS2 is a greatly beloved system… but strangely, I also feel like there are a lot of specific games for that platform that don't get talked about with the same fondness as similar titles from the PS1 era. I'm particularly thinking of RPGs here. Speak … Continue reading #oneaday Day 469: The "Greats"

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    Among gamers of a certain age, I feel like the PS2 is a greatly beloved system… but strangely, I also feel like there are a lot of specific games for that platform that don't get talked about with the same fondness as similar titles from the PS1 era.

    I'm particularly thinking of RPGs here. Speak to anyone who grew up with the PS1 and at least one of them will wax lyrical about how much they loved stuff like Grandia, the Final Fantasies (including Tactics), Legend of Dragoon, Lunar and all manner of others. But speak to that same person about the PS2 and, despite the fact that PS2 plays host to some amazing games, you're unlikely to hear much about anything other than FFX (certainly not FFX-2) and maybe FFXII now everyone's admitted it's actually good.

    I wonder why that is? Stuff like the Atelier Iris games and Ar Tonelico appear to be the nichest of niche-interest, while I feel like they would have been celebrated as all-time greats if something roughly equivalent had come out back in the PS1 era.

    I did wonder if it was to do with the fact that the PS2's library is vast, and thus a lot of things simply fell between the cracks, never to be seen again. But the PS2's North American library (according to Google) is 1,850 titles strong, compared to 1,300 for PS1; that's a reasonable difference, but not huge.

    Perhaps it's to do with changes in gaming culture. But then the PS1 was when Sony started its big push to make gaming "cool" with stuff like Wipeout and its appearances at the Ministry of Sound and suchlike, so I feel like it's not that either.

    Was it the shift to "triple-A"? I don't think so, because I don't feel like what we know today as "triple-A" really established itself until the following generation with the Xbox 360 and PS3.

    What, then? I do wonder. Still, at least it means there's a huge amount of overlooked and underappreciated stuff to explore, even 20 years after the console first showed its face. And that's 100% fine with me!

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    #oneaday Day 468: Misguided Anxiety https://imnotdoctorwho.moegamer.net/2020/03/19/oneaday-day-468-misguided-anxiety/ https://imnotdoctorwho.moegamer.net/2020/03/19/oneaday-day-468-misguided-anxiety/#respond Thu, 19 Mar 2020 23:18:07 +0000 https://imnotdoctorwho.moegamer.net/2020/03/19/oneaday-day-468-misguided-anxiety/ Over the years, I've noticed one thing about my own anxiety: it's usually about the stupidest things. Here we are right now in the middle of a genuine crisis — a global pandemic — and I don't really feel anything about it. Sure, it'd suck to actually get struck down with Corona-chan, but I'm not … Continue reading #oneaday Day 468: Misguided Anxiety

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    Over the years, I've noticed one thing about my own anxiety: it's usually about the stupidest things. Here we are right now in the middle of a genuine crisis — a global pandemic — and I don't really feel anything about it. Sure, it'd suck to actually get struck down with Corona-chan, but I'm not losing any sleep over it; with my lifestyle, I think it's fairly unlikely at this point, unless we're unfortunate down at Tesco Express.

    I wonder why this is? Anxiety is a bitch at the most inconvenient of times, and yet the one time you'd think I would/should be anxious… nothing. This has been a bit of a pattern for me; if something genuinely bad is happening, I'm usually the one who will want people to calm down a bit and look at things rationally. Sometimes I even find myself getting frustrated at people getting overly hysterical… much as I'm getting pretty fed up with all the "panic buying" going on right now. Couldn't get a loaf of sliced bread earlier, and the running joke that is toilet roll remains nowhere to be seen.

    I think my frustration stems from the fact that I can see how people are being stupid in situations like this. In the case of the bread in particular, there's absolutely no point in stocking up on bread because it goes off. Toilet roll… maybe there's a case for stockpiling, but it's simply inconsiderate to do so. Other things… buy what you need, leave what you don't for someone else.

    I wonder how long this is all going to last… and if it does look like lasting a while (which it might… I've heard the figure "12 weeks" going around today) if people will chill the fuck out a bit before it's all over. I certainly hope so. Because this eerie calm in my heart probably won't last forever!

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    #oneaday Day 467: Housebound Day 2 https://imnotdoctorwho.moegamer.net/2020/03/18/oneaday-day-467-housebound-day-2/ https://imnotdoctorwho.moegamer.net/2020/03/18/oneaday-day-467-housebound-day-2/#respond Wed, 18 Mar 2020 22:40:48 +0000 https://imnotdoctorwho.moegamer.net/2020/03/18/oneaday-day-467-housebound-day-2/ Second full day of working from home today, and it's not too bad at all. I mean, obviously as anyone else working from home will doubtless have realised already, maintaining your focus on a tedious day job when you're surrounded by all your home comforts can be a challenge, but other than that, it's perfectly … Continue reading #oneaday Day 467: Housebound Day 2

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    Second full day of working from home today, and it's not too bad at all. I mean, obviously as anyone else working from home will doubtless have realised already, maintaining your focus on a tedious day job when you're surrounded by all your home comforts can be a challenge, but other than that, it's perfectly doable. In fact, I kind of hope we'll have the opportunity to continue working from home after this whole thing blows over… but I doubt that will happen. We'll see.

    As for the other side of the whole "social distancing" thing — i.e. not being able to go out and do stuff — it hasn't really bothered me all that much, because to be perfectly honest I tend not to go out and do stuff a lot anyway. I reached a point a good few years back now where I realised I never had any fun going "out" to the pub or clubs or whatever, so I stopped, and I haven't regretted it. I don't waste my money on drinks I'll probably chunder back up the next morning, which of course means more money available for video games!

    The only thing I'm really missing out on is our supposedly fortnightly board gaming evenings, but given that those have been extremely sporadic and prone to short-notice cancellation ever since two of our number foolishly went and procreated, it honestly doesn't feel like much of an adjustment there, either.

    I'm sure I'll go stir crazy before long, but I have plenty of things here at home with which to keep myself occupied until that happens!

    Make sure you take good care of yourselves, too, and try not to be too anxious; all this will pass before long, and it will be nothing more than a rather unusual memory!

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    #oneaday Day 466: WFH https://imnotdoctorwho.moegamer.net/2020/03/17/oneaday-day-466-wfh/ https://imnotdoctorwho.moegamer.net/2020/03/17/oneaday-day-466-wfh/#respond Tue, 17 Mar 2020 23:02:21 +0000 https://imnotdoctorwho.moegamer.net/2020/03/17/oneaday-day-466-wfh/ First full day working from home today. Wasn't too bad, although it does make one realise 1) how little "offices" are needed today and 2) how little you generally get done on an average workday. I definitely won't complain about being able to endure my weekly gauntlet of Tuesday morning conference calls from bed, however. … Continue reading #oneaday Day 466: WFH

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    First full day working from home today. Wasn't too bad, although it does make one realise 1) how little "offices" are needed today and 2) how little you generally get done on an average workday. I definitely won't complain about being able to endure my weekly gauntlet of Tuesday morning conference calls from bed, however.

    I wonder how long all this stuff going on with the pandemic right now is going to last. There are a lot of jokes going around about how introverted nerds have been mastering "social distancing" (why does it need a fancy name?) for many years now… but, y'know, as an introverted nerd I am genuinely kind of appreciating the opportunity to be able to do my day job from a comfortable environment, and without having to interact directly with other people.

    It won't last, of course, so I'm going to make the best of what is, rationally speaking, a fairly bad situation for the world as a whole to be in. Every cloud has a silver lining and all that; I know I certainly don't miss my morning commute, which isn't long, but it is annoying.

    Plus I get to hang out with my cats while I work, which is something to be celebrated!

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    #oneaday Day 465: Chaos https://imnotdoctorwho.moegamer.net/2020/03/17/oneaday-day-465-chaos/ https://imnotdoctorwho.moegamer.net/2020/03/17/oneaday-day-465-chaos/#respond Tue, 17 Mar 2020 08:54:33 +0000 https://imnotdoctorwho.moegamer.net/2020/03/17/oneaday-day-465-chaos/ You always feel like reports of people around the world behaving like morons are exaggerated… but then you witness it for yourself, and you lose a bit of faith in humanity. This whole pandemic thing is quite worrying… not for the disease itself, but for the way people are behaving. The most major issue by … Continue reading #oneaday Day 465: Chaos

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    You always feel like reports of people around the world behaving like morons are exaggerated… but then you witness it for yourself, and you lose a bit of faith in humanity.

    This whole pandemic thing is quite worrying… not for the disease itself, but for the way people are behaving. The most major issue by far has to be the panic-buying; I went over to our local Tesco the other day and saw a middle-aged woman walking out with three huge packs of toilet paper from the already mostly depleted stock; no-one needs twenty-seven rolls of toilet paper at that short notice.

    I went again yesterday and happened to overhear some of the Tesco employees quite openly expressing their understandable frustration with people decimating their shelves. And this is just a tiny little local Tesco Express; I shudder to think what the larger stores are having to deal with.

    Panicking doesn't help anyone, and acting in an inconsiderate manner just makes matters worse. I like to try and believe that I'm someone who can assume the best intentions from people, but it feels like it gets harder and harder to do that every day.

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    #oneaday Day 464: VN Day https://imnotdoctorwho.moegamer.net/2020/03/15/oneaday-day-464-vn-day/ https://imnotdoctorwho.moegamer.net/2020/03/15/oneaday-day-464-vn-day/#respond Sun, 15 Mar 2020 22:44:29 +0000 https://imnotdoctorwho.moegamer.net/2020/03/15/oneaday-day-464-vn-day/ I've spent pretty much the whole day reading the visual novel that I'm reviewing for Nintendo Life this week. I was concerned I wouldn't have the time to make it all the way through, but I'm pretty close to the end now, so all is good. It's been quite a while since I spent this … Continue reading #oneaday Day 464: VN Day

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    I've spent pretty much the whole day reading the visual novel that I'm reviewing for Nintendo Life this week. I was concerned I wouldn't have the time to make it all the way through, but I'm pretty close to the end now, so all is good.

    It's been quite a while since I spent this much coherent time immersed in a long VN, but this one has really been a pleasure. It's been quite hard work, too; as an "NVL-style" (full screen of text) visual novel there's a lot more reading in one go than those that take the "ADV" (dialogue box) approach, and that requires a certain amount of mental fortitude to maintain your attention — but the quality of the writing and the narrative in this one is such that I've been thoroughly immersed.

    Some of you will already be familiar with the VN in question (which is embargoed until Thursday, hence my not mentioning it by name) as it's a Switch port of a game that came out on PC a while back, but this is my first encounter with it. I remember its original release being a moderately big deal (for a VN, anyway) for various reasons; hopefully it will see some success in its Switch incarnation, too, since the Switch is such a lovely platform to play VNs on, whether you want to see them on the big screen or go for the truly immersive reading experience of playing in handheld mode on headphones.

    Anyway. I should hopefully polish that off tomorrow evening, which means I can get back on track for my own projects! You can expect some more detailed writeups for Dead or School and NinNinDays on MoeGamer this week, as I reviewed both for Nintendo Life last week, and there's plenty of scope for more to talk about with both. And the VN I'm on about here will also have a detailed write-up, too, as there's a lot to pick apart which simply won't be possible to explore in a thousand-word review!

    Anyway. I'm off to bed. I still have to go into work tomorrow, though it'll be a ghost town as most people are being encouraged to work from home. Since I and one of my teammates don't have the facility to do that, however, we have to go in still. Yay. Still, a quiet office probably means not a lot will be going on, which will be nice.

    Hope you had a fine weekend!

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    #oneaday Day 463: Some Good Advice https://imnotdoctorwho.moegamer.net/2020/03/15/oneaday-day-463-some-good-advice/ https://imnotdoctorwho.moegamer.net/2020/03/15/oneaday-day-463-some-good-advice/#respond Sun, 15 Mar 2020 00:09:17 +0000 https://imnotdoctorwho.moegamer.net/2020/03/15/oneaday-day-463-some-good-advice/ I happened to stumble across this image earlier today, and it struck a bit of a chord with me: I've not come across this quote before, nor have I ever consciously thought about it — but it's spot on. One thing I do think about quite a bit when I write is the "sound" of … Continue reading #oneaday Day 463: Some Good Advice

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    I happened to stumble across this image earlier today, and it struck a bit of a chord with me:

    I've not come across this quote before, nor have I ever consciously thought about it — but it's spot on. One thing I do think about quite a bit when I write is the "sound" of what I write; I tend to write in the style of speech. Not necessarily my own speech, mind, because I don't speak like I'm making some sort of grand proclamation all the time (however much my wife would like to convince me that I am a "posho") but… as if I'm reading it out loud, I guess. Making a presentation. That sort of thing.

    It's for this reason that I've found my articles often find themselves making for good videos with minimal adjustments to the actual words. Because I've already written them in a manner that could be spoken aloud in most cases — unconsciously, usually — they translate perfectly well into the video format.

    On a related note, I recorded a bunch of videos today and I've come to a bit of a decision: since I'm doing quite a lot of video per week at the moment, have all my MoeGamer stuff and now occasional Nintendo Life freelance assignments, I'm going to retire Warriors Wednesday at the end of the current playthrough of Warriors All-Stars. Not that I care about numbers, but it's always been my least-performing series; the majority of the people who come to my channel are there for Atari A to Z, it seems so that's certainly not going anywhere!

    I'm not going to immediately replace it with anything, either; I just want to take a little bit of pressure off myself. I normally record two episodes of everything in one go, and cutting back on Warriors Wednesday will allow me to free up at least an hour and a half of time to do other things, which would be very welcome right now! Among other things, it will provide me with some more time where I could do some more "video articles", which I'd like very much to do some more of; I was particularly pleased with my 198X one from a little while back, so more stuff in that mould for sure!

    Anyway. It's Saturday night ramblings; I should probably go to sleep so I can spend tomorrow cramming in the visual novel I need to review for Nintendo Life next week! And perhaps even finding some time to actually play Atelier Iris 2… who knows?!

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    #oneaday Day 462: I Can Talk About It https://imnotdoctorwho.moegamer.net/2020/03/13/oneaday-day-462-i-can-talk-about-it/ https://imnotdoctorwho.moegamer.net/2020/03/13/oneaday-day-462-i-can-talk-about-it/#respond Fri, 13 Mar 2020 14:49:33 +0000 https://imnotdoctorwho.moegamer.net/2020/03/13/oneaday-day-462-i-can-talk-about-it/ Finally! My review of Studio Nanafushi's Dead or School is out on Nintendo Life! You can read it at this link; please do so, share it around as much as you can and say hi in the comments — it's really helpful to show the site that there's an audience for coverage of this sort … Continue reading #oneaday Day 462: I Can Talk About It

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    Finally! My review of Studio Nanafushi's Dead or School is out on Nintendo Life! You can read it at this link; please do so, share it around as much as you can and say hi in the comments — it's really helpful to show the site that there's an audience for coverage of this sort of game.

    http://www.nintendolife.com/reviews/nintendo-switch/dead_or_school

    This game has excited me a great deal. I'd had my eye on it for a while — I actually bought the Early Access version on Steam in a sale ages ago, but never got around to trying it — but wasn't expecting it to be as good as it was. As it stands, this is a game that had me absolutely glued to my Switch for nearly a week non-stop — and not just because I had a deadline. I was simply having a wonderful time with it.

    A thousand words isn't much, though, so there's a lot about this game I wasn't able to say in this review. With that in mind, I'll be doing a much more in-depth article on MoeGamer early next week, where I look at the game in its broader context and go into a bit more depth on its various mechanical aspects.

    For now, be a sweetie and give the review a click — and if the game sounds like fun, it's out today on PS4 and Switch, including a packaged release here in Europe!

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    #oneaday Day 461: Patreon Panic https://imnotdoctorwho.moegamer.net/2020/03/13/oneaday-day-461-patreon-panic/ https://imnotdoctorwho.moegamer.net/2020/03/13/oneaday-day-461-patreon-panic/#respond Fri, 13 Mar 2020 08:06:22 +0000 https://imnotdoctorwho.moegamer.net/2020/03/13/oneaday-day-461-patreon-panic/ I've seen some rumblings this morning about "Patreon banning all Japanese-style art" and just wanted to say a couple of important things about it: please don't panic and fly off the handle based on a random Twitter screencap and please don't punish the creators you support for Patreon's business decisions (if, on the off-chance, any … Continue reading #oneaday Day 461: Patreon Panic

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    I've seen some rumblings this morning about "Patreon banning all Japanese-style art" and just wanted to say a couple of important things about it: please don't panic and fly off the handle based on a random Twitter screencap and please don't punish the creators you support for Patreon's business decisions (if, on the off-chance, any of this turns out to be true).

    Both of these are extremely important.

    It is super-easy for misinformation to spread, particularly on Twitter, and it pays to maintain a healthy skepticism any time something obviously wrong and stupid appears to raise its head. If Patreon is discriminating against creators who do things relating to Japanese-style art (which most people are interpreting as "anime") then that's obviously a bad thing, but until we hear any sort of official word on the matter, I would encourage you to keep an eye on the situation, but not make any sort of knee-jerk reaction.

    Secondly, many creators rely on Patreon as a primary income stream. I'm fortunate (well, kind of) in that I have a day job through which I can support myself, and my Patreon income is additional pocket money I can use to invest into my site, but there are plenty of creators out there using Patreon as their primary source of money coming in each month. If you quit Patreon over these rumours — as I've already seen some people do, though thankfully no-one among you lovely people — then you're punishing the creators you support more than Patreon themselves.

    Patreon isn't perfect. But at the moment, it's the most well-known platform for creators to crowdfund ongoing support for their work; people are hesitant to trust other platforms such as SubscribeStar for various reasons and I completely understand that. Just please remember you're supporting creators more than Patreon themselves.

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    #oneaday Day 460: Done! https://imnotdoctorwho.moegamer.net/2020/03/12/oneaday-day-460-done/ https://imnotdoctorwho.moegamer.net/2020/03/12/oneaday-day-460-done/#respond Thu, 12 Mar 2020 00:53:24 +0000 https://imnotdoctorwho.moegamer.net/2020/03/12/oneaday-day-460-done/ I beat the game! 100% completion, too. Well, of the main story content and optional sidequests, anyway; there's a thing where you can fight all the bosses again at various levels that I didn't go too deep into, but that at least provides an "endgame" of sorts if you need one. I wasn't sure I … Continue reading #oneaday Day 460: Done!

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    I beat the game! 100% completion, too. Well, of the main story content and optional sidequests, anyway; there's a thing where you can fight all the bosses again at various levels that I didn't go too deep into, but that at least provides an "endgame" of sorts if you need one.

    I wasn't sure I was going to make it before the deadline, but here I am. That leaves me free to finish and polish the review tomorrow and have it submitted and ready to go well in time for the embargo lifting on Friday. Then you can all find out what I've been talking about if you hadn't already figured it out.

    I checked with Damien at Nintendo Life and he's also cool with me writing stuff about games I cover for them on my own site, so there'll probably also be some more in-depth thoughts on it either on Friday or early next week.

    I really enjoyed this game! Looking forward to sharing it with you all very soon. Now I'm off to bed!

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    #oneaday Day 459: Non-Stop https://imnotdoctorwho.moegamer.net/2020/03/11/oneaday-day-459-non-stop/ https://imnotdoctorwho.moegamer.net/2020/03/11/oneaday-day-459-non-stop/#respond Wed, 11 Mar 2020 00:42:40 +0000 https://imnotdoctorwho.moegamer.net/2020/03/11/oneaday-day-459-non-stop/ The last couple of days have been pretty much non-stop gaming on the game I talked about yesterday. I have a deadline, y'see (Friday!) and I'm one of those old-fashioned sorts of people who likes to play something through to completion before writing a review. I got this from my brother; he used to insist … Continue reading #oneaday Day 459: Non-Stop

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    The last couple of days have been pretty much non-stop gaming on the game I talked about yesterday. I have a deadline, y'see (Friday!) and I'm one of those old-fashioned sorts of people who likes to play something through to completion before writing a review. I got this from my brother; he used to insist that everyone on EGM and OPM (and, I believe, PC Zone before that) finished the games they were covering before writing about them.

    This is super-important, as far as I'm concerned, though I also suspect it doesn't happen all that much, judging by a lot of reviews I've read around the place. The rapid, daily churn of the gaming news cycle means that there simply isn't time for a full-time staffer to be able to bang out a 40+ hour game as well as doing all the other things they're supposed to be doing. Which, of course, is why we end up with garbage reviews where people rabbit on about things that offend them rather than saying anything meaningful about the game beyond its first half an hour.

    The game I'm currently playing has been rewarding my commitment. There have been some really wonderful moments in the later stages that I simply wouldn't have seen if I'd decided to play just the first couple of hours (at most) and call it a day. And so I'm very glad that I'm doing a thorough job; hopefully that will be reflected in my review when it shows up.

    Anyway, my eyes are going a bit squiffy and I have to go back to work tomorrow so I'd better head to bed!

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    #oneaday Day 458: Game Day https://imnotdoctorwho.moegamer.net/2020/03/10/oneaday-day-458-game-day/ https://imnotdoctorwho.moegamer.net/2020/03/10/oneaday-day-458-game-day/#respond Tue, 10 Mar 2020 01:46:29 +0000 https://imnotdoctorwho.moegamer.net/2020/03/10/oneaday-day-458-game-day/ I've spent almost the entire day playing the game I'm reviewing for Nintendo Life next, and dear lord is it exceptional. Not from a technical standpoint, no; it's janky, the cutscenes look like ass and the framerate tanks in more complex environments. Nor from a narrative perspective; the very premise is kind of stupid, though … Continue reading #oneaday Day 458: Game Day

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    I've spent almost the entire day playing the game I'm reviewing for Nintendo Life next, and dear lord is it exceptional. Not from a technical standpoint, no; it's janky, the cutscenes look like ass and the framerate tanks in more complex environments. Nor from a narrative perspective; the very premise is kind of stupid, though to the game's credit it absolutely runs with it and has total commitment.

    No; this is just a game clearly designed with love. The creators love what they've created. They love designing games. They love throwing surprises in the player's path. They love providing opportunities for the base mechanics to be used in interesting, creative and absolutely delightful ways.

    It saddens me a bit that the combination of technical jank and… certain assumptions some people will make about it probably means hardly anyone is going to play this. But you better believe it's going to get a glowing review from me, because it absolutely deserves it.

    Once again, sorry for the vagueness, but it's embargoed so I probably shouldn't even be saying what I've said here! You won't have long to wait to find out the full truth, though! Watch this space!

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    #oneaday Day 457: The Hell is an Azoth https://imnotdoctorwho.moegamer.net/2020/03/08/oneaday-day-457-the-hell-is-an-azoth/ https://imnotdoctorwho.moegamer.net/2020/03/08/oneaday-day-457-the-hell-is-an-azoth/#respond Sun, 08 Mar 2020 23:09:45 +0000 https://imnotdoctorwho.moegamer.net/2020/03/08/oneaday-day-457-the-hell-is-an-azoth/ I started Atelier Iris 2: The Azoth of Destiny and I'm officially declaring an S-rank Cute Girls Emergency Situation. This is Viese, the female lead. This is Noin, who introduces herself to male protagonist Felt by kicking him right up the arse for being an idiot. And this is Mitsue, who appears to be a … Continue reading #oneaday Day 457: The Hell is an Azoth

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    I started Atelier Iris 2: The Azoth of Destiny and I'm officially declaring an S-rank Cute Girls Emergency Situation.

    This is Viese, the female lead.

    This is Noin, who introduces herself to male protagonist Felt by kicking him right up the arse for being an idiot.

    And this is Mitsue, who appears to be a shopkeeper of some description, but the fact she has a bust figure suggests she may be of some importance.

    Well, I think it's safe to say that I'm 100% on board.

    I really like the art style to this one so far. The sprites and backdrops are pretty similar to Eternal Mana, but the character bust figures really seem to be playing up the "90s anime" feel a lot. And I am all for that.

    Not much more I can say just yet, but… well, first impressions are very good!

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    #oneaday Day 456: Vagueness https://imnotdoctorwho.moegamer.net/2020/03/08/oneaday-day-456-vagueness/ https://imnotdoctorwho.moegamer.net/2020/03/08/oneaday-day-456-vagueness/#respond Sun, 08 Mar 2020 01:12:22 +0000 https://imnotdoctorwho.moegamer.net/2020/03/08/oneaday-day-456-vagueness/ I've started looking at the next game I'll be doing a review of for Nintendo Life. Owing to embargo shenanigans, I won't name it or give much in the way of specific details, but I will say that it's really, really frigging good — like, way better than I expected it to be. It's also … Continue reading #oneaday Day 456: Vagueness

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    I've started looking at the next game I'll be doing a review of for Nintendo Life. Owing to embargo shenanigans, I won't name it or give much in the way of specific details, but I will say that it's really, really frigging good — like, way better than I expected it to be.

    It's also a bit rough around the edges in a few ways, but these days I tend to find that that sort of thing gives something a certain degree of charm rather than being something to be put off by. It's a game that I think may well have been done a bit on the cheap, but that doesn't mean that it has, in any way, sacrificed its sense of style. In fact, it's one of the most stylish, visually distinct games I've played for quite a while.

    Suffice to say, I booted it up for a quick go earlier and didn't stop until over two hours later, I was having such a good time. It's always a real pleasure to encounter something like this: something that you just want to play, enjoy and engage with for hours on end. So yes, I'll be putting a decent amount of time into this before penning some words for Nintendo Life, for sure — and I'm looking forward to doing so.

    Sorry I can't be more specific, but you only have about a week to wait before you can find out exactly what it is I'm talking about!

    A week? Shit, better play a bit more…

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    #oneaday Day 455: Done! https://imnotdoctorwho.moegamer.net/2020/03/07/oneaday-day-455-done/ https://imnotdoctorwho.moegamer.net/2020/03/07/oneaday-day-455-done/#respond Sat, 07 Mar 2020 02:02:33 +0000 https://imnotdoctorwho.moegamer.net/2020/03/07/oneaday-day-455-done/ I beat Atelier Iris: Eternal Mana. The last boss is tough! There's also some postgame content that I've explored a bit, but I'm not going to go crazy with it; the superboss is ridiculous, so I'm probably not going to bother with that. You can go back and fight the final boss again for a … Continue reading #oneaday Day 455: Done!

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    I beat Atelier Iris: Eternal Mana. The last boss is tough! There's also some postgame content that I've explored a bit, but I'm not going to go crazy with it; the superboss is ridiculous, so I'm probably not going to bother with that. You can go back and fight the final boss again for a different ending though, so I'm going to do that tomorrow just for completion's sake, then we're all done!

    Not before time, too. I actually have a couple more Nintendo Life assignments coming up. Both are embargoed so I can't talk a lot about them, obviously — and even though this blog is private, I'm going to refrain from naming the games just in case — but they're both games that are very intriguing indeed. In fact, I already had the physical version of one of them on preorder anyway, so now I just get to play it a bit early!

    One is a yuri visual novel; the other is an open-structure 2D platformer. That's all I'm going to say for now; the reviews in question should be up on the 19th and the 13th respectively, so I'm fairly pushed for time on both — especially as they're both quite long! With this in mind, I've taken a couple of days off from the day job to put some real time into both — alongside the usual stuff you can expect from MoeGamer, of course!

    And we're recording a podcast tomorrow too. Oh, it's nice to be busy, isn't it…? Isn't it?

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    #oneaday Day 454: Milestone https://imnotdoctorwho.moegamer.net/2020/03/05/oneaday-day-454-milestone/ https://imnotdoctorwho.moegamer.net/2020/03/05/oneaday-day-454-milestone/#respond Thu, 05 Mar 2020 23:03:29 +0000 https://imnotdoctorwho.moegamer.net/2020/03/05/oneaday-day-454-milestone/ I should beat Atelier Iris: Eternal Mana tomorrow. I'd go for it tonight, but after an emotionally exhausting couple of days, I don't think I quite have the mental fortitude to give it the attention it deserves this evening. I'm prepped and ready to go for the final dungeons, though, so it should be a … Continue reading #oneaday Day 454: Milestone

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    I should beat Atelier Iris: Eternal Mana tomorrow. I'd go for it tonight, but after an emotionally exhausting couple of days, I don't think I quite have the mental fortitude to give it the attention it deserves this evening. I'm prepped and ready to go for the final dungeons, though, so it should be a pretty straight line to the finish.

    With this in mind, I'm not sure if the final Atelier Iris: Eternal Mana piece will be tomorrow or not, as I want to prioritise actually beating the whole game before writing about the narrative as a whole, funnily enough. It will definitely be either tomorrow evening or over the weekend, though, so keep an eye out for it then.

    I've really enjoyed this game. I'm glad I finally got to it, because it's a really excellent, unusual, memorable and engaging RPG with some wonderful characters, a great setting and a variety of interesting stories. Plus its non-linear "feel" — even if the main narrative is still strictly linear — makes it interesting to explore, since it always feels like there's something going on everywhere in the world.

    I'm definitely excited to see where things go next from here, so you better believe I'm jumping right into the second Atelier Iris once I'm done here!

    For now, though, bed. Have a pleasant evening!

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    #oneaday Day 453: Relief https://imnotdoctorwho.moegamer.net/2020/03/04/oneaday-day-453-relief/ https://imnotdoctorwho.moegamer.net/2020/03/04/oneaday-day-453-relief/#respond Wed, 04 Mar 2020 23:08:07 +0000 https://imnotdoctorwho.moegamer.net/2020/03/04/oneaday-day-453-relief/ As pretty much any one of you could have probably predicted, today wasn't nearly as bad as I'd built it up to be in my mind. But that's the thing about anxiety disorders — particularly if you combine them with something that interacts with them, such as Asperger's — they don't make you think particularly … Continue reading #oneaday Day 453: Relief

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    As pretty much any one of you could have probably predicted, today wasn't nearly as bad as I'd built it up to be in my mind. But that's the thing about anxiety disorders — particularly if you combine them with something that interacts with them, such as Asperger's — they don't make you think particularly rationally. And, as such, that makes you terrified of things that are probably quite mundane.

    It doesn't really change the fact that the over-the-top rules of corporate life stress me out quite a bit, but at least now I guess I have some sort of confirmation that they're not something one really "needs" to worry about too much.

    I'll be honest, it felt like a weight off my shoulders after it was all over earlier today. Perhaps now I can focus a bit more on things that actually matter. Thank you all for your understanding and putting up with my irrational, anxiety-induced freakouts, and normal business will promptly resume.

    $5+ Patrons, I'll get you your wallpaper for this month once payments have cleared. This'll be the arrangement from now on so I don't find myself in a mad panic at the end of the month to think of something to do, and the notification of receiving payment will be my reminder to sort it out 🙂

    Anyway. I think I'm going to go to bed now… hopefully for a more restful night's sleep than last night.

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    #oneaday Day 452: No. https://imnotdoctorwho.moegamer.net/2020/03/03/oneaday-day-452-no/ https://imnotdoctorwho.moegamer.net/2020/03/03/oneaday-day-452-no/#respond Tue, 03 Mar 2020 14:12:44 +0000 https://imnotdoctorwho.moegamer.net/2020/03/03/oneaday-day-452-no/ I'm having a bad day today. I discovered this morning that a day I took off sick last week because my hernia was causing me excruciating pain and nausea was enough to trigger an "absence management" meeting tomorrow. This discovery caused me to immediately burst into tears at work, and I really do not want … Continue reading #oneaday Day 452: No.

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    I'm having a bad day today. I discovered this morning that a day I took off sick last week because my hernia was causing me excruciating pain and nausea was enough to trigger an "absence management" meeting tomorrow. This discovery caused me to immediately burst into tears at work, and I really do not want to have to deal with this.

    I don't want to have to deal with it because I'm furious at the stupid sickness policy here, whereby they have some indecipherable "rolling year" system, in which it appears if you are ill more than a couple of times, you will seemingly never get paid sick leave ever again, and in which every soul-destroying, pointless "Return to Work" interview you have to do when you get back from a day off unfolds in exactly the same way, reminding you that you are somehow a bad and awful person for daring to take any time off to make sure you are healthy. (All this makes the "do not come in to work if you think you have coronavirus" email that went around today seem pretty rich.)

    I don't want to have to deal with it because how furious I am about all this makes me feel like I'm probably going to say or do something I will regret. I utterly despise being put in unfair situations and feeling picked on, and this most certainly seems to qualify; not one of the days I have taken off sick since being here has been non-genuine — and while there have been a few sick days in the last year, I wouldn't say "a lot", and there was a full five months where I took no time off whatsoever. Yet here I am, finding myself feeling like I'm being punished for being genuinely, legitimately ill.

    I hate it. Absolutely hate it. All this is just adding to the considerable anxiety I already deal with each and every day, and to be honest, all it makes me want to do is head to my doctor and get signed off for a week or two. But at the same time I'm worried that will, in itself, cause its own problems. It might make a statement, though.

    I have an appointment to discuss it with the doctor on Thursday, which is later than I would have liked. I'm either going to have to grit my teeth and deal with this meeting tomorrow, or find some way to avoid it.

    I'm really not built for corporate life.

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    #oneaday Day 451: Living Up to Expectations https://imnotdoctorwho.moegamer.net/2020/03/02/oneaday-day-451-living-up-to-expectations/ https://imnotdoctorwho.moegamer.net/2020/03/02/oneaday-day-451-living-up-to-expectations/#respond Mon, 02 Mar 2020 23:15:41 +0000 https://imnotdoctorwho.moegamer.net/2020/03/02/oneaday-day-451-living-up-to-expectations/ I'm so happy the Final Fantasy VII Remake demo turned out so well. I was legitimately, genuinely impressed by so much of it — more so than I've felt impressed by any game for a very long time, even notoriously "impressive" ones such as The Witcher 3 and the like. As I noted in my … Continue reading #oneaday Day 451: Living Up to Expectations

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    I'm so happy the Final Fantasy VII Remake demo turned out so well. I was legitimately, genuinely impressed by so much of it — more so than I've felt impressed by any game for a very long time, even notoriously "impressive" ones such as The Witcher 3 and the like.

    As I noted in my piece today on MoeGamer, Final Fantasy VII is an incredibly important game for me. I associate it with what was probably the happiest time in my whole life: the period when I was at sixth form — out of compulsory education, into studying the things that personally interested me, and just living for the moment without worrying about the future.

    That period of time was so happy for me because it's one of the few periods where I felt well and truly completely accepted for who I was. The friendships I built and developed during that time were extremely close ones, and the experiences I shared with those friends, while mostly pretty mundane, are ones that I'll always remember. That 36-hour Final Fantasy VII binge was definitely one such experience — and one of the reasons why I will always have such fond memories of that game.

    It was a time when it was exciting to explore new games; a time before the Internet made jaded old cynics of us all; a time when we could all just be enthusiastic and passionate about things without feeling obliged to play devil's advocate, or be contrary just for the sake of it. It was a good time. It was a time where I bought a lot of games and discovered some all-time favourites — I just wish I still had some of them, but you can blame the collapse of my first marriage for the loss of most of them. That's another story though, of course.

    For sure, while the modern age brings us many conveniences and many amazing things — and the means to express ourselves more freely than ever — if I had the opportunity to go back to then… I'd absolutely take it.

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    #oneaday Day 450: The Hardest Part of Self-Promotion https://imnotdoctorwho.moegamer.net/2020/03/01/oneaday-day-450-the-hardest-part-of-self-promotion/ https://imnotdoctorwho.moegamer.net/2020/03/01/oneaday-day-450-the-hardest-part-of-self-promotion/#respond Sun, 01 Mar 2020 22:29:41 +0000 https://imnotdoctorwho.moegamer.net/2020/03/01/oneaday-day-450-the-hardest-part-of-self-promotion/ One thing I've noticed over the course of the last few years — running MoeGamer, doing YouTube, running this Patreon — is that the hardest part of self-promotion is doing it to people you know directly. The people you are, in theory at least, closest to. There are two parts to this. The first is … Continue reading #oneaday Day 450: The Hardest Part of Self-Promotion

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    One thing I've noticed over the course of the last few years — running MoeGamer, doing YouTube, running this Patreon — is that the hardest part of self-promotion is doing it to people you know directly. The people you are, in theory at least, closest to.

    There are two parts to this. The first is definitely a "me" problem, which is that I feel way more self-conscious asking close friends and particularly family to check out my stuff than I do promoting it to strangers or acquaintances on the Internet. I'm not sure why this is, as I'm genuinely proud of what I do… but I guess it just feels like I don't want to "bother" them or something. This is, of course, stupid, because I know my family in particular supports me and what I do… I just… I don't know, really. Sometimes it feels oddly difficult to say "hey, did you know I've done over 210 videos on old Atari stuff, at least some of which you might be interested in?"

    The second part… is a little less easy to deal with and understand. I'm growing increasingly frustrated with the people who are supposedly my closest friends having absolutely nothing to say when I share something I've worked on with them — and I don't share just any old thing, mind you; I share things that I know they'll be interested in. I even dedicated an Atari A to Z video to one of my friends, because it was on the subject of a game we'd both talked about a lot in the past. But… nothing. Not even a "sure, I'll give that a watch later" acknowledgement — even if they had no intention of giving it a watch later.

    I don't really know why this is, and I don't want to express my frustration at them because I'm not sure it'll really achieve anything. It'd just be nice to have a bit of acknowledgement from the people who are supposedly closest to me, y'know?

    Still, I can at least take heart from the fact that even if the people I've known for 20+ years appear to take no interest in the things I'm most passionate about and proud of, at least I've made some great new friends by doing this. And those people are kind enough to enjoy what I do, have interesting conversations with me and share my joy in creating stuff. So thank you to those of you who I have gotten to know a bit better over the course of the last few years — you are very much appreciated, believe me.

    Anyway, enough Sunday night maudlin nonsense; I better get to bed. Back to the ol' grindstone tomorrow, fun fun fun. Still, I think I'm getting near the end of Atelier Iris: Eternal Mana, so hopefully I should be able to wrap that up in the next couple of days. Something to look forward to!

    Enjoy what's left of your weekend, and I'll speak to you all soon.

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    #oneaday Day 449: Productive! https://imnotdoctorwho.moegamer.net/2020/03/01/oneaday-day-449-productive/ https://imnotdoctorwho.moegamer.net/2020/03/01/oneaday-day-449-productive/#respond Sun, 01 Mar 2020 20:55:20 +0000 https://imnotdoctorwho.moegamer.net/2020/03/01/oneaday-day-449-productive/ Got a decent amount done this weekend. Two episodes of Final Fantasy Marathon, one of Warriors Wednesday (already had one in the can), six episodes of Atari A to Z of various descriptions and the podcast I mentioned yesterday, which will probably be out next Monday, I believe. Not bad going! It's nice when you … Continue reading #oneaday Day 449: Productive!

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    Got a decent amount done this weekend. Two episodes of Final Fantasy Marathon, one of Warriors Wednesday (already had one in the can), six episodes of Atari A to Z of various descriptions and the podcast I mentioned yesterday, which will probably be out next Monday, I believe. Not bad going!

    It's nice when you get into a groove and feel like you're getting things done. It's easy to fall into unhealthy habits like staring repeatedly at the same websites over and over hour after hour, day after day; I've caught myself several times this weekend doing just that, but being conscious of the fact you're doing it helps you to break that habit somewhat.

    Well, maybe not break the habit, but at least get yourself out of the situation at the time. Which is a start, at least. The process to changing your overall behaviours begins with recognising the things that you actually want to change, and making those changes with small steps.

    As you might have noticed, I've been a bit down recently, and my creative stuff has been helping me take my attention away from the darker thoughts. I think I need to make some fundamental changes in the longer term, though; I'm looking for a new day job. There's just too much frustrating me about my current place, and a bit of research indicates that I'm also being quite significantly underpaid for what I do. So that sucks!

    Of course, The Dream is always to be able to do what I love for a living, but that's still a long way off. In the meantime, I can make other changes like this… let's hope something good comes of it.

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    #oneaday Day 448: Saturday https://imnotdoctorwho.moegamer.net/2020/02/29/oneaday-day-448-saturday/ https://imnotdoctorwho.moegamer.net/2020/02/29/oneaday-day-448-saturday/#respond Sat, 29 Feb 2020 22:43:56 +0000 https://imnotdoctorwho.moegamer.net/2020/02/29/oneaday-day-448-saturday/ Ah, I forgot to write again yesterday. It's getting late here so I'll give you two posts tomorrow to make up for it. Don't say I'm not good to you. (Just say that my brain won't let me rest easy until I'm "up to date". Blame the Asperger's or something.) I've been getting some videos … Continue reading #oneaday Day 448: Saturday

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    Ah, I forgot to write again yesterday. It's getting late here so I'll give you two posts tomorrow to make up for it. Don't say I'm not good to you. (Just say that my brain won't let me rest easy until I'm "up to date". Blame the Asperger's or something.)

    I've been getting some videos done today; two more episodes of both Final Fantasy Marathon and Warriors Wednesday are in the can, and I have planning for six more episodes of Atari A to Z ready to record intros and footage for tomorrow.

    I'm also recording an appearance on a podcast that is not my own tomorrow morning! A chap reached out to me a while back (around the time of the Gun Gun Pixies palaver, I think) and said he wanted to record a show on the subject of the game. We've got things sorted and are recording tomorrow. I don't know his show and site well, but if you want to check it out, you can do so at  https://onecontrollerport.com/ — not sure when the show I'm going to be on will go out, but I'll keep you posted!

    As for this evening, I've eaten Japanese food (the sushi was good, the steamed pork buns were great, the yakisoba was… all right) and now I think I'm probably going to go to bed for some much-needed sleep. Or possibly stay up until an obscene hour reading a visual novel or playing shoot 'em ups. One or the other. Maybe both.

    Hope you have a fine weekend!

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    #oneaday Day 447: I Dunno Much About Art, But I Know What I Like (Mildly NSFW) https://imnotdoctorwho.moegamer.net/2020/02/27/oneaday-day-447-i-dunno-much-about-art-but-i-know-what-i-like-mildly-nsfw/ https://imnotdoctorwho.moegamer.net/2020/02/27/oneaday-day-447-i-dunno-much-about-art-but-i-know-what-i-like-mildly-nsfw/#respond Thu, 27 Feb 2020 22:35:16 +0000 https://imnotdoctorwho.moegamer.net/2020/02/27/oneaday-day-447-i-dunno-much-about-art-but-i-know-what-i-like-mildly-nsfw/ I've been following a bunch of Japanese artists lately, partly in an attempt to drown out the never-ending morass of whining and complaining from Western Twitter, but also because I like seeing gorgeous artwork of pretty girls. I thought today I'd share a few pieces from a couple of artists I've found particularly striking recently, … Continue reading #oneaday Day 447: I Dunno Much About Art, But I Know What I Like (Mildly NSFW)

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    I've been following a bunch of Japanese artists lately, partly in an attempt to drown out the never-ending morass of whining and complaining from Western Twitter, but also because I like seeing gorgeous artwork of pretty girls.

    I thought today I'd share a few pieces from a couple of artists I've found particularly striking recently, and encourage you to share and support their work using the links I provide at the end. I reiterate: none of this artwork is mine; support the original artists! I embed them as simple images here because Patreon's blog editor is a bit limited and doesn't do inline tweet embeds.

    First up is Ichino Yuyu, who immediately caught my attention with their beautiful use of flat shading in pale colours. It gives their work an incredibly distinctive look, and works wonderfully with their sharp, inked lineart.

     https://twitter.com/yuyu_d/status/1230326266626113537 

    There's a kind of "pop art" vibe to pieces like this that I really, really like — but the attention to detail is incredible, too. Through minimal use of colour, Yuyu has really given the impression of the girl above being caked in sweat or rain.

     https://www.pixiv.net/en/artworks/66493029 

    This seems to be just one of several styles that Yuyu experiments with, too; check their Pixiv account and you'll find a variety of colourful works, including both fanart and original compositions such as this maid. Even in this more elaborately shaded piece, however, there's still an element of that "dream-like" quality from the other pieces — look particularly at the vague, blurred, overexposed background. Lovely.

    The other artist I've found especially striking recently is Ogata Tei, whose work features incredibly rich use of colour and shading, and an almost palpable feeling of substance and body to their human figures. Here's a great example:

     https://twitter.com/ogatatei/status/1231107584905449472 

    Tei also seems to have a fascination with girls who have wet hair, so most of their work features girls who are getting out of the shower, or who have been swimming, or for one reason or another have straggly wet hair. It's a good look that Tei is able to capture very well — and not something you see explored all that often.

     https://twitter.com/ogatatei/status/1227355219454939136 

    The other thing that Tei is very good at is intricately detailed lingerie. The detailing on the lace in this piece is absolutely second to none; it draws the eye and makes it so you can practically feel the texture just by looking at it.

    If you want to see more of what these artists have been up to, check them out using these details:

    Ichino Yuyu on Twitter:  https://twitter.com/yuyu_d
    Ichino Yuyu on Pixiv:  https://www.pixiv.net/en/users/68864 

    Ogata Tei on Twitter:  https://twitter.com/ogatatei
    Ogata Tei on Fantia:  https://fantia.jp/fanclubs/4082 

    Enjoy! And feel free to share any favourite artists you're a particular fan of.

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    #oneaday Day 446: Relevance https://imnotdoctorwho.moegamer.net/2020/02/26/oneaday-day-446-relevance/ https://imnotdoctorwho.moegamer.net/2020/02/26/oneaday-day-446-relevance/#respond Wed, 26 Feb 2020 22:43:12 +0000 https://imnotdoctorwho.moegamer.net/2020/02/26/oneaday-day-446-relevance/ Every so often, I'm struck with the satisfying feeling that gaming really has matured as an art form — and the thing that drives this home more than anything else is that in any given week, I can be playing things from 40 years ago and things from this week, and they're all still enjoyable … Continue reading #oneaday Day 446: Relevance

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    Every so often, I'm struck with the satisfying feeling that gaming really has matured as an art form — and the thing that drives this home more than anything else is that in any given week, I can be playing things from 40 years ago and things from this week, and they're all still enjoyable in one way or another. Okay, your mileage may vary somewhat when it comes to the really retro stuff — pre-NES for most people — but certainly speaking for myself, I love gaming from all eras.

    The fact that I'm so thoroughly captivated with Atelier Iris: Eternal Mana, which is about 15 years old at this point, is testament to this fact. While there are certain aspects of the game that we don't really "do" any more — most notably the isometric perspective built from 2D art in exploration sequences — the game as a whole still feels fresh and relevant, and very much its own distinct thing compared to its peers that are ostensibly in the same genre.

    Or how about the Psikyo shooters I've just started exploring? Those mostly date back to the late '90s, yet likewise these remain highly enjoyable even today; in fact, some might argue the Switch ports are a better way to experience these than their original incarnations thanks to their customisability and tweaks to the interface.

    Gaming is so incredibly rich and diverse — and has been for decades at this point — that it makes me a bit sad when anyone says that they are "bored" of it. At this point, we have more than 40 years of history to explore at any given moment, with much of it easily accessible by anyone with an Internet connection and a modest computer — and modern developers continuing to experiment, push boundaries and refine established formulae in new and creative ways.

    Given all that, if you still can't find something to entertain you, I can't help but feel a bit sorry for you!

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    #oneaday Day 445: Unwelcome News https://imnotdoctorwho.moegamer.net/2020/02/25/oneaday-day-445-unwelcome-news/ https://imnotdoctorwho.moegamer.net/2020/02/25/oneaday-day-445-unwelcome-news/#respond Tue, 25 Feb 2020 13:27:26 +0000 https://imnotdoctorwho.moegamer.net/2020/02/25/oneaday-day-445-unwelcome-news/ It'd be nice to be able to just get on with things in your life, wouldn't it? Without having to worry about expenses, maintaining things and all that sort of thing. Sadly, life rarely works that way. Our house has a fairly shitty extension built on the back — we didn't do it, it was … Continue reading #oneaday Day 445: Unwelcome News

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    It'd be nice to be able to just get on with things in your life, wouldn't it? Without having to worry about expenses, maintaining things and all that sort of thing. Sadly, life rarely works that way.

    Our house has a fairly shitty extension built on the back — we didn't do it, it was there when we bought the place. We've suspected it was pretty shit for quite a while, but with the recent storms we've had we've confirmed that: it has a leaky roof in several places. Not a major leak or anything, thankfully, but enough to damage the ceiling and wall a bit. So we're going to have to figure out what to do about that.

    The most straightforward option is, of course, to just fix the roof. The extension itself, although a bit shoddy, isn't structurally unsound or anything; it just looks like it was done on the cheap (and possibly without planning permission).

    But then this might provide a bit of an opportunity to revamp things a bit; we're going to get some quotes for both fixing the roof and completely rebuilding the extension, with the latter option likely involving borrowing a bit more against the value of our house, which has gone up considerably since we first bought it.

    I don't really understand financial things so this is one of those times when I'm grateful for my wife's ability to keep her head screwed on (most of the time) when dealing with stuff like this. And I guess I know what I'm putting Patreon money aside for for the next little while! So, um… if you have any friends who might want to support me and my work, give 'em a nudge, eh? 🙂

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    #oneaday Day 444: Weird Dreams https://imnotdoctorwho.moegamer.net/2020/02/24/oneaday-day-444-weird-dreams/ https://imnotdoctorwho.moegamer.net/2020/02/24/oneaday-day-444-weird-dreams/#respond Mon, 24 Feb 2020 09:14:53 +0000 https://imnotdoctorwho.moegamer.net/2020/02/24/oneaday-day-444-weird-dreams/ I'm not sleeping super-well right now; I suspect this relates to the somewhat elevated level of anxiety I've been feeling for the past few months. Last night was particularly bad, though rather than just a general feeling of "I didn't sleep very well", I can at least point to the fact that I had a … Continue reading #oneaday Day 444: Weird Dreams

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    I'm not sleeping super-well right now; I suspect this relates to the somewhat elevated level of anxiety I've been feeling for the past few months. Last night was particularly bad, though rather than just a general feeling of "I didn't sleep very well", I can at least point to the fact that I had a strange, seemingly anxiety-induced dream that left me feeling absolutely exhausted.

    The beginning of the dream is somewhat vague. I was in some sort of house or flat or something; I don't think it was my "Manor of Sleep" that I've previously discussed, but it could well be a different part of that building that I haven't explored (or remembered) before.

    The important thing is that it was some sort of communal place, rather than something that was just "mine". I feel like it was the aftermath of some sort of gathering or party or the like. And I really needed a piss.

    I opened a door and walked right in. I knew that there would be people in there who were naked, so I walked right through without looking to either side; I knew that a friend from school who I haven't spoken to for nigh on twenty years was there, and he was shouting "I'm naked!" while lying on a bed with a similarly nude woman, but I didn't look; I couldn't see them. I just walked through and onward into what was apparently an en-suite bathroom.

    I don't remember actually using the bathroom; the next thing I recall is entering the kitchen and a naked man with a moustache yelling at me that I "broke the baby code". I ignored him, so he just stood there, furious and nude, as I attempted to wash my hands.

    The sink was sunken into a worktop that was both much too high and much too deep, making it almost impossible to reach without stretching or standing on something. It was surrounded by dirty pots and pans that I took great care not to touch, but when I rested my arm on the counter — unavoidable due to its sheer depth — I discovered that the whole thing was coated with what appeared to be cooking oil, and the sleeve of the leather jacket I was wearing became completely covered.

    Beyond that, I don't really remember any other details, but I do know the experience was oddly terrifying, upsetting and anxiety-inducing; I woke up feeling like I hadn't had any rest at all, and feeling particularly uneasy about the day to come. So far no-one has yelled at me for "breaking the baby code", but the day is young!

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    #oneaday Day 443: Onward! https://imnotdoctorwho.moegamer.net/2020/02/23/oneaday-day-443-onward/ https://imnotdoctorwho.moegamer.net/2020/02/23/oneaday-day-443-onward/#respond Sun, 23 Feb 2020 22:16:37 +0000 https://imnotdoctorwho.moegamer.net/2020/02/23/oneaday-day-443-onward/ Another weekend nearly over! Boo. Still, today has been nice and relaxing, at least, and I'm probably going to get at least another hour or so of Atelier Iris in before bed. There was no PATRONS ONLY! video this weekend because I didn't really have the time or energy to put one together, and also … Continue reading #oneaday Day 443: Onward!

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    Another weekend nearly over! Boo. Still, today has been nice and relaxing, at least, and I'm probably going to get at least another hour or so of Atelier Iris in before bed.

    There was no PATRONS ONLY! video this weekend because I didn't really have the time or energy to put one together, and also I'm having a bit of a rethink. These videos haven't been watched by all that many people in total — likely because their base potential audience is already very limited — but I have enjoyed doing various random things, talking to the camera, repairing the ST and that sort of thing.

    As such, having experimented with the format a bit with PATRONS ONLY! I think I might just say that I'll do occasional one-off videos of this type on the main channel for everyone to enjoy. If anyone has an issue with that or would particularly like PATRONS ONLY! to continue as a patrons-only thing, please speak now or forever hold your peace! And if you want to remind yourself of the things we've done to date, I assembled all the past PATRONS ONLY! videos into an unlisted playlist here:  https://www.youtube.com/playlist?list=PLqmqFDuRsOsc7ennbfigVjYDU3HVFTX4D 

    Taking these sort of… "general purpose" videos public provides the scope to do things like unboxing videos of limited editions, collection tours and all that sort of thing, and I think those sorts of videos might help provide a bit of variety to the channel. It'll be fun! As I say, though, if you do feel particularly strongly that you would like these videos to continue in some form as a patrons-exclusive thing, please let me know. This blog and the monthly wallpapers for S-rankers are, of course, not going anywhere, so don't worry about that!

    Anyway, back to Atelier Iris for me; I wonder if I'll manage to get a Chronolex made before I go to bed this evening…?

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    #oneaday Day 442: Five Hundred and Something Hours https://imnotdoctorwho.moegamer.net/2020/02/23/oneaday-day-442-five-hundred-and-something-hours/ https://imnotdoctorwho.moegamer.net/2020/02/23/oneaday-day-442-five-hundred-and-something-hours/#respond Sun, 23 Feb 2020 00:38:18 +0000 https://imnotdoctorwho.moegamer.net/2020/02/23/oneaday-day-442-five-hundred-and-something-hours/ We're back! The show was actually very good, especially considering it was an amateur/community production; the quality of the acting was all excellent, it was well cast and the girl who played Mimi had the most incredible arse you ever did see. And knew it. I enjoyed the show, too. I knew nothing about it … Continue reading #oneaday Day 442: Five Hundred and Something Hours

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    We're back! The show was actually very good, especially considering it was an amateur/community production; the quality of the acting was all excellent, it was well cast and the girl who played Mimi had the most incredible arse you ever did see. And knew it.

    I enjoyed the show, too. I knew nothing about it going in apart from the fact that a while back it was one of those shows that tended to attract oddly obsessive fans, so I wasn't sure what to expect. The story felt a little convoluted and confusing at times — looking at the show's history, it seems it used to be even more so during its developmental stages — and it was incredibly long in the first half, but it wrapped things up quite nicely in the second half. Although the ending felt like a bit of a cop-out. Perhaps I just want people to suffer.

    I kind of miss the theatre a bit. I was part of the university Theatre Group back at… well, university, and we had some wonderful times, both in our full-scale productions and during our weekly improvisation club. (We also tended to go out and get absolutely obliterated immediately after the latter, so that was always fun, too. Rest in peace, Kaos.) I never did a musical — the university musicals group "Showstoppers" was the sworn enemy of Theatre Group — but I always had a great time with whatever shows I was involved with.

    The first show I was part of was a production of Macbeth, back when it was fashionable to make everything look like The Matrix. We made it look like The Matrix and it actually ended up as an incredibly stylish production that went way over budget. From there I did a couple of shows that went to Edinburgh — Turgenev's A Month in the Country, which we performed in the botanical gardens, and Alan Ayckbourn's Round and Round the Garden, which we did in a theatre — as well as directing a delightfully shambolic production of Twelfth Night, and wearing a ridiculous amount of makeup in a new translation of Pierre Marivaux's L'Epreuve.

    I'm not sure I have the time or energy to involve myself with such things with all the stuff I have going on now, but those times make for some good memories, and tonight was a nice reminder of that.

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    #oneaday Day 441: Late Again https://imnotdoctorwho.moegamer.net/2020/02/22/oneaday-day-441-late-again/ https://imnotdoctorwho.moegamer.net/2020/02/22/oneaday-day-441-late-again/#respond Sat, 22 Feb 2020 14:34:57 +0000 https://imnotdoctorwho.moegamer.net/2020/02/22/oneaday-day-441-late-again/ I forgot to write last night, apologies for that! I was kind of exhausted though, so after getting the latest Atelier Iris feature out the door on MoeGamer.net, I just wanted to collapse into bed and sleep. So I did! We're heading off shortly to go eat Chinese food and then go see my sister-in-law … Continue reading #oneaday Day 441: Late Again

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    I forgot to write last night, apologies for that! I was kind of exhausted though, so after getting the latest Atelier Iris feature out the door on MoeGamer.net, I just wanted to collapse into bed and sleep. So I did!

    We're heading off shortly to go eat Chinese food and then go see my sister-in-law perform in Rent. I've never seen Rent, but I usually quite enjoy musicals, so it should be all right. I'd probably enjoy it more if I wasn't feeling quite so tired, though. I'd definitely enjoy it more if we didn't have to drive for more than an hour to get to the part of the country where she is but, well, it is what it is.

    Next week, I should hopefully be getting my copies of the Psikyo Shooting Stars Collection for Switch, so count on some coverage of those. I'd like to cover all of the games in there, so I'll probably devote most of the non-Atelier time on the site to those; there's a fair few to cover. I'm planning on doing something similar when the Evercade releases… which, unfortunately, we learned the other day, has been pushed back to the end of May due to the danged coronavirus delaying work in the factory where it's being produced. Oh well. Can't be helped.

    I've actually reached out to Evercade to see if there's anything we might be able to work on ahead of the release to help build some interest in the system, but haven't heard anything back yet. Dreamer Pete would love them to send me a review system and cartridges, but I'm aware I'm no Metal Jesus Rocks, so I'm not counting on or expecting anything! Can't hurt to try, though; I have a good relationship with the folks at PQube (especially after my interview with them a while back) so it's worth a shot.

    Anyway. Better get ready to go out. Will write again when I get back this evening. Hope you have a pleasant Saturday!

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    #oneaday Day 440: The Crossing https://imnotdoctorwho.moegamer.net/2020/02/20/oneaday-day-440-the-crossing/ https://imnotdoctorwho.moegamer.net/2020/02/20/oneaday-day-440-the-crossing/#respond Thu, 20 Feb 2020 22:25:31 +0000 https://imnotdoctorwho.moegamer.net/2020/02/20/oneaday-day-440-the-crossing/ I watched today's Animal Crossing Nintendo Direct and… I still don't get it. Not for lack of trying, mind; I played both Wild World on the DS and New Leaf on the 3DS and got some enjoyment out of them, but I tired of both very quickly, and find it difficult to understand exactly what … Continue reading #oneaday Day 440: The Crossing

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    I watched today's Animal Crossing Nintendo Direct and… I still don't get it.

    Not for lack of trying, mind; I played both Wild World on the DS and New Leaf on the 3DS and got some enjoyment out of them, but I tired of both very quickly, and find it difficult to understand exactly what it is that has people so hyped up for a new one.

    The most common thing I've seen people say is that it's a "comfy" experience. And I can understand that; it's nice to have something you can just relax with and not feel like it's assaulting your senses or making you think too much. For me, though, I still need a certain something in my "comfy" experiences; games like the Atelier series and Nippon Ichi Software's Destiny Connect (which I'm currently playing on my lunch breaks at work) provide that, whereas Animal Crossing always felt like work; like an obligation.

    I guess when you boil it down it's really not all that different from grinding in an RPG or something; you do something repetitively in order to acquire various rewards, then you use those rewards to acquire other, perhaps more tangible rewards. The difference between Animal Crossing and an RPG is that those tangible rewards are things like wallpaper, haircuts, furniture, whereas in an RPG your tangible rewards tend to be things that make bigger numbers pop up in fights.

    Note that I'm not saying Animal Crossing is "bad" or anything like it; I just feel like I've never really managed to latch on to the core appeal of the series, despite giving it a fairly substantial go on two separate occasions. I ended up feeling like there were lots of things in the game that were nice to look at, but getting frustrated that there wasn't a lot you could really "do" with them. And I 100% did not understand what the multiplayer mode was for besides appearing in a friend's town, looking around then buggering off again. Perhaps that is all it actually is for.

    Anyway. Regardless of my own personal feelings on Animal Crossing as a whole, I'm glad that the Direct went well and seems to have been very positively received by those who have a better understanding of the series than I do. People seem super-hyped for the new one, and that's great; I know this Switch version has been keenly anticipated for a long time now, so it's wonderful to see that it looks like living up to everyone's expectations.

    I probably won't pick it up when it releases in March, but I'll definitely be interested to hear some stories from those who do. I always enjoy hearing about experiences from outside my own personal area of expertise and taste, as it just highlights to me what a wonderfully broad and welcoming medium modern gaming is; there really is something out there for everyone.

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    #oneaday Day 439: The Right Tools https://imnotdoctorwho.moegamer.net/2020/02/19/oneaday-day-439-the-right-tools/ https://imnotdoctorwho.moegamer.net/2020/02/19/oneaday-day-439-the-right-tools/#respond Wed, 19 Feb 2020 23:49:33 +0000 https://imnotdoctorwho.moegamer.net/2020/02/19/oneaday-day-439-the-right-tools/ I think I've talked about this before, but I'm struggling for inspiration today so I'll talk about it… possibly again. It always baffles me how companies can have proprietary tools and software built for them… and that said software is some of the hottest, stinkiest garbage you will ever find out there. I've encountered this … Continue reading #oneaday Day 439: The Right Tools

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    I think I've talked about this before, but I'm struggling for inspiration today so I'll talk about it… possibly again.

    It always baffles me how companies can have proprietary tools and software built for them… and that said software is some of the hottest, stinkiest garbage you will ever find out there.

    I've encountered this on numerous occasions. When I worked in the commercial games press, every CMS I used was a complete sack of crap, because for some reason most of these sites refuse to use an off-the-peg solution such as WordPress. Why? Fuck knows; there's really very little reason to use a bespoke solution these days, what with WordPress and its competitors being enormously expandable and customisable.

    At my current day job, I encounter this on a daily basis. Without getting too much into the details, my work primarily consists of managing the localisation of various bits and pieces. I don't actually do the localisation myself; I do, however, get the content out of the place where it's supposed to be, send it off to the actual localisers, then put it back where it should be.

    This should be a simple process, you would think. Export content -> send to localisers -> receive back from localisers -> import content.

    Do you want to know what our actual process is?

    Copy US content to UK field -> Manually correct US spellings -> Export content -> Manually copy HTML line by line into an Excel spreadsheet to compare variations on the content and see what we might be able to share -> Manually copy HTML line by line into a new XML file with completely proprietary tagging system to prepare for "localisation management" software -> Import to "localisation management" software -> Break something -> Fix it -> Copy content into web-based tool so it turns XML into HTML rendering that the preview in the "localisation management" software can actually display, since it doesn't have an appropriate XML interpreter -> Use Inspect Element to copy HTML output -> Copy HTML output into "HTML Beautifier" so it doesn't look like unreadable shit -> Copy HTML output from HTML Beautifier into preview field of localisation management software -> Find something wrong -> Correct XML -> Have to do the whole bloody process to generate the preview again -> Copy CSS from web-based preview tool -> Paste CSS into new "library" in the localisation management software -> Export all the shit I just imported in a completely different XML format to send to the localisers -> Receive back from localisers -> Import XML -> Correct the mistakes the localisers inevitably made with variable names etc -> Export content from localisation management software in some indecipherable format that generates 300 files across approximately 15MB even for the smallest page update -> Run indecipherable output through "File Transformer" to turn it back into the content format we originally exported approximately three weeks ago -> Import content back to main CMS

    This is stupid. And yet it's one of those processes that is apparently so ingrained, so entrenched in the people who have been there longer than me that there doesn't appear to be an alternative; our boss gets super-pissy if we don't follow "the procedure", even if it's obviously a colossal waste of time, energy and motivation.

    It drives me absolutely bonkers, because it's so obviously stupid, and yet people seem unwilling to acknowledge this. Why? Fuck knows. It's one of many reasons I feel I'd be much happier making a living from doing my own thing in my own way… but, well, in the meantime, I gotta pay the bills.

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    #oneaday Day 438: Drafts https://imnotdoctorwho.moegamer.net/2020/02/18/oneaday-day-438-drafts/ https://imnotdoctorwho.moegamer.net/2020/02/18/oneaday-day-438-drafts/#respond Tue, 18 Feb 2020 23:48:59 +0000 https://imnotdoctorwho.moegamer.net/2020/02/18/oneaday-day-438-drafts/ Talking with fellow writers, it always surprises me how differently different people approach the writing process. My approach is to sit down, decide something to write about, then write it. And, barring extenuating circumstances, I don't stop until it's done. There are exceptions to this rule, such as writing something longer than can reasonably be … Continue reading #oneaday Day 438: Drafts

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    Talking with fellow writers, it always surprises me how differently different people approach the writing process.

    My approach is to sit down, decide something to write about, then write it. And, barring extenuating circumstances, I don't stop until it's done. There are exceptions to this rule, such as writing something longer than can reasonably be done in a single sitting, but for the most part, I sit down, think of something to write about, then write about it.

    Sounds pretty simple, right? And yet I know quite a few people who don't write in this way. I know quite a few people who seem to have fragmented thoughts that manifest themselves in the form of half-written posts and drafts that, in some cases, are nothing but a title. Or, in one memorable case, just the word "Mo" with no context or indication of what it might have once been about. I feel like we'll never know, given that said draft dates back to 2016.

    This isn't to say anyone is "right" or "wrong", of course; with something inherently creative such as writing it's always best to approach the task in the way you feel most comfortable with. Some people work best when they focus on a single thing at once; others work best with a more scattershot approach, picking at various tasks until each of them, gradually, one by one, get finished.

    I just always find it interesting to hear how other people approach things, having always done things the same way for as long as I can remember. Respect to those of you who can have 70+ drafts on the go and not feel a crippling sense of guilt!

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    #oneaday Day 437: '50s Fun https://imnotdoctorwho.moegamer.net/2020/02/17/oneaday-day-437-50s-fun/ https://imnotdoctorwho.moegamer.net/2020/02/17/oneaday-day-437-50s-fun/#respond Mon, 17 Feb 2020 22:39:41 +0000 https://imnotdoctorwho.moegamer.net/2020/02/17/oneaday-day-437-50s-fun/ Since my post the other day about The Goon Show, I've been revisiting a bunch of '50s and '60s BBC radio comedy shows, including more Goons, and also another favourite of my family's, Round the Horne. Both shows remain fascinating to me, because they are both the perfect example of what radio as a medium … Continue reading #oneaday Day 437: '50s Fun

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    Since my post the other day about The Goon Show, I've been revisiting a bunch of '50s and '60s BBC radio comedy shows, including more Goons, and also another favourite of my family's, Round the Horne.

    Both shows remain fascinating to me, because they are both the perfect example of what radio as a medium had to offer — particularly in a time where not every household had a television. Both are fantastic examples of how vividly talented performers can conjure an almost visual image in your mind using nothing but their voices; both are wonderful examples of how a creative format can produce something truly memorable.

    And dear lord, they are both dirty. As a kid, I had a vague idea of some of the more scatological references — it's hard not to notice Major Bloodnok's gastrointestinal problems in The Goon Show, for example — but in the last few days, I've been reading up on a few bits and pieces about both The Goon Show and Round the Horne, and it seems like both shows were able to slip a hell of a lot past the BBC higher-ups. Although in the case of Round the Horne in particular, there are suggestions that the BBC higher-ups were very much in on the joke, and more than happy to skirt the boundaries of what would be considered "decent".

    I've learned a lot I didn't previously know. I didn't know that Grytpype-Thynne's habitual insult of "Charlie", for example, is actually an abbreviation of the rhyming slang for what is considered to be one of the most offensive words in the English language, even today — or indeed that Grytpype's name was a reference to one's bumhole, though in retrospect I should have figured that one out much sooner.

    And in the case of Round the Horne, I learned that the flagrantly homosexual characters Julian and Sandy (who, let's remember, were on the radio at a time when it was still illegal to engage in homosexual activity here in the UK) were not, as I'd originally believed, speaking a strange nonsense language, but in fact a real form of cant slang known as Polari. This was used among the homosexual community — and numerous other groups besides, including those in showbusiness and the criminal underworld — prior to the reforms brought about by the Sexual Offences Act of 1967 as a means of communicating without attracting any… unwanted attention.

    There are some aspects of these shows that wouldn't fly today — particularly some extremely racist caricatures performed without shame by the cast of The Goon Show… though at the same time it's also worth noting that the show had a black man (Ray Ellington) performing musical interludes on the show every week. Ellington often made cameo appearances in the main show, too — inevitably playing some sort of racist stereotype and seemingly genuinely having a lot of fun doing so.

    It was a different time, for sure. A better time? Probably not; society has made a lot of progress since then in a lot of ways. But when you bear in mind the context in which these shows were originally recorded… they were truly cutting-edge. And as time goes on, it kind of becomes more and more awe-inspiring to me that these shows not only existed in the first place, but remain relevant to a certain degree even today.

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    #oneaday Day 436: Evercade https://imnotdoctorwho.moegamer.net/2020/02/16/oneaday-day-436-evercade/ https://imnotdoctorwho.moegamer.net/2020/02/16/oneaday-day-436-evercade/#respond Sun, 16 Feb 2020 23:06:21 +0000 https://imnotdoctorwho.moegamer.net/2020/02/16/oneaday-day-436-evercade/ I mentioned this on Twitter the other day, but I thought I'd talk about it a little here, too: I preordered an Evercade. More accurately, I preordered the "All-In" edition, which comes with the system, a carrying case and 9 cartridges, which is all but one of the ones that will be available at launch. … Continue reading #oneaday Day 436: Evercade

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    I mentioned this on Twitter the other day, but I thought I'd talk about it a little here, too: I preordered an Evercade. More accurately, I preordered the "All-In" edition, which comes with the system, a carrying case and 9 cartridges, which is all but one of the ones that will be available at launch. (The 10th was originally set to release a little later, but the overall release date was pushed back slightly. At least I think that's what happened.)

    I'm really excited about this system. If you've not come across it before, it's a new dedicated gaming handheld from a company called Blaze (who are part of the group that is made up of PQube, Rice Digital and Funstock Retro) specifically geared towards retro gaming. And it's clearly been designed by people who know what gaming colllectors and retro enthusiasts want.

    Lovely packaged versions of games with manuals? Check. No Internet connectivity, which means no necessity to download patches or updates to games? Check. Pleasantly chunky physical media that is satisfying to handle and put in the system? Check. Ability to connect to a TV to enjoy these old classics on the big screen? Check.

    And perhaps most importantly… stellar lineup of games? CHECK.

    There's a really impressive launch lineup for this beast. Companies like Atari, Data East, Namco and numerous others are on board — and, delightfully, we're seeing some games among their respective collections that aren't just the same things we always see rereleases of. The Atari collections, for example, rather than simply being another Atari Flashback release, contain Atari 7800 titles for the first time — including the legendary Ninja Golf.

    Interestingly, they've chosen to provide the console versions of the games in most cases, because they fit the device's screen a bit better. Arcade games are supposedly coming a bit later, but for now, the games are primarily geared towards a 4:3 landscape display.

    So why's the screen 16:9? For flexibility, of course. The wider screen allows later games that use this aspect ratio to use the full screen — and devices that have an unconventional screen size, such as the Atari Lynx, can also be accommodated by this display. And, as I mentioned in yesterday's Patrons Only video, the Evercade is also going to be bringing back Atari Lynx games in an official capacity for the first time… ever, I think.

    I'm really looking forward to this device, and you better believe there will be lots of articles about it on MoeGamer once it's in my hands! There's more than 100 launch games to get through, after all, so that should keep me busy when I'm not playing Atelier games, shouldn't it…?

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    #oneaday Day 435: PATRONS ONLY! #23 - Gauntlet: The Third Encounter https://imnotdoctorwho.moegamer.net/2020/02/15/oneaday-day-435-patrons-only-23-gauntlet-the-third-encounter/ https://imnotdoctorwho.moegamer.net/2020/02/15/oneaday-day-435-patrons-only-23-gauntlet-the-third-encounter/#respond Sat, 15 Feb 2020 21:40:00 +0000 https://imnotdoctorwho.moegamer.net/2020/02/15/oneaday-day-435-patrons-only-23-gauntlet-the-third-encounter/ The recent announcement that the upcoming Evercade handheld will have Atari Lynx cartridges got me interested in revisiting some old Lynx games… and, as it happens, some kind soul has archived the entire set of official Lynx ROMs over on archive.org. So I thought I'd revisit Gauntlet: The Third Encounter, a favourite from back in … Continue reading #oneaday Day 435: PATRONS ONLY! #23 - Gauntlet: The Third Encounter

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    The recent announcement that the upcoming Evercade handheld will have Atari Lynx cartridges got me interested in revisiting some old Lynx games… and, as it happens, some kind soul has archived the entire set of official Lynx ROMs over on archive.org.

    So I thought I'd revisit Gauntlet: The Third Encounter, a favourite from back in the day. Join me!

    The post #oneaday Day 435: PATRONS ONLY! #23 - Gauntlet: The Third Encounter appeared first on I'm Not Doctor Who.

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    #oneaday Day 434: To Be This Good... https://imnotdoctorwho.moegamer.net/2020/02/14/oneaday-day-434-to-be-this-good/ https://imnotdoctorwho.moegamer.net/2020/02/14/oneaday-day-434-to-be-this-good/#respond Fri, 14 Feb 2020 23:29:44 +0000 https://imnotdoctorwho.moegamer.net/2020/02/14/oneaday-day-434-to-be-this-good/ Every so often, I contemplate current gaming, and how incredible it would sound to young me. Not for the reasons you might think, either; the most recent thing that has got me thinking this way is the existence of the Sega Ages collection on Nintendo Switch. Think about it. Back in the '90s it would … Continue reading #oneaday Day 434: To Be This Good...

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    Every so often, I contemplate current gaming, and how incredible it would sound to young me. Not for the reasons you might think, either; the most recent thing that has got me thinking this way is the existence of the Sega Ages collection on Nintendo Switch.

    Think about it. Back in the '90s it would have been absolutely unthinkable for Sega to be making Nintendo their primary platform. If you'd told someone in the playground that you'd be able to play Alex Kidd, Wonder Boy in Monster Land, Thunder Force IV, Gain Ground, Virtua Racing, Out Run and numerous others on a Nintendo console, they would have laughed at you and probably given you a "dead arm".

    But here we are today. I can fire up my Switch and, within seconds, be playing any of the above, or Space Harrier, or Phantasy Star, or Fantasy Zone and… soon, hopefully, G-LOC Air Battle.

    I'm particularly looking forward to G-LOC as it was an absolute favourite arcade game growing up. Any time we went to the seaside — which was the only time you'd see a gaming arcade here in the UK — I would absolutely always want to play on G-LOC with its awesome hydraulic cabinet and its extortionate (to my Dad) asking price of 50p per credit.

    And G-LOC isn't really a game I've had much opportunity to revisit over the years, either; the home ports of it at the time were mostly pretty crap, particularly on the home computers, and the arcade version was, for a long time, a bit dodgy in MAME. It mostly works fine now… but it'll still be nice to have an official version to enjoy for the first time in… well, ever, really.

    Gaming's come a long way. But it brings me a certain amount of comfort that so many of these games remain relevant after twenty or thirty years or more… and that companies like Sega are so willing to celebrate them in the best way possible.

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    #oneaday Day 433: Go On https://imnotdoctorwho.moegamer.net/2020/02/13/oneaday-day-433-go-on/ https://imnotdoctorwho.moegamer.net/2020/02/13/oneaday-day-433-go-on/#respond Thu, 13 Feb 2020 23:53:11 +0000 https://imnotdoctorwho.moegamer.net/2020/02/13/oneaday-day-433-go-on/ I've had quite a few chats with my podcasting partner Chris Caskie about British comedy, so this post is primarily for him — but I thought it'd be something a bit different to talk about today. I've been listening to some episodes of The Goon Show over the last few days, one of which can … Continue reading #oneaday Day 433: Go On

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    I've had quite a few chats with my podcasting partner Chris Caskie about British comedy, so this post is primarily for him — but I thought it'd be something a bit different to talk about today.

    I've been listening to some episodes of The Goon Show over the last few days, one of which can be heard in the YouTube video above. I haven't heard many of these since my childhood, when my parents would put one of our many, many cassettes containing various episodes on in the car whenever we were taking a long journey.

    For the unfamiliar, The Goon Show was a BBC radio programme that ran between 1951 and 1960, and it's widely regarded as one of the pioneers — if not the pioneer — of modern, alternative and surreal comedy. And listening back to it today for the first time in probably more than 20 years… yeah. It's still got that magic.

    Most of that magic comes from the incredible cast, which mostly consists of Harry Secombe, Peter Sellers and Spike Milligan. Sadly, none of them are with us any more, but they each left their own lasting legacy on culture in general — and, with The Goon Show, on comedy in particular.

    The Goon Show's genius is that it's utterly nonsensical, surreal, chaotic and frequently shambolic — it's not at all uncommon to hear Secombe, Sellers and Milligan all corpsing their way through their scenes — and yet it somehow manages to stir the imagination in incredible ways. This comes about through a combination of Sellers and Milligan's superhuman capacity for producing hilarious and memorable characters using nothing but their voices — Secombe was always a bit of a one-trick pony, but this was embraced rather than hidden by making him the recurring protagonist — and the BBC Radiophonic Workshop's wonderful and creative use of sound effects, which in their own way were revolutionary and trendsetting.

    If you've never come across The Goon Show, it's doubtless something that might take a bit of getting used to, as it is a particular brand of glorious, joyful nonsense that we just don't seem to get in quite the same form any more. Every episode comes across as everyone involved simply having an absolutely fabulous time and focusing on that side of things rather than trying to be "perfect".

    I think we can probably all learn something from that; love what you do and throw yourself into it with passion and enthusiasm. It doesn't need to be perfect, it doesn't need to be professional — in fact, if it's neither of those things, it often ends up having much more heart and soul than something that has been polished to a fine sheen.

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    #oneaday Day 432: The Return of the SquadCast https://imnotdoctorwho.moegamer.net/2020/02/13/oneaday-day-432-the-return-of-the-squadcast/ https://imnotdoctorwho.moegamer.net/2020/02/13/oneaday-day-432-the-return-of-the-squadcast/#respond Thu, 13 Feb 2020 00:12:24 +0000 https://imnotdoctorwho.moegamer.net/2020/02/13/oneaday-day-432-the-return-of-the-squadcast/ I was pleased to discover today that at some point in the near past I had remembered to back up all of the episodes of The Squadron of Shame SquadCast, which is a podcast I used to be part of quite a while back. The podcast — and the Squadron — have since scattered to … Continue reading #oneaday Day 432: The Return of the SquadCast

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    I was pleased to discover today that at some point in the near past I had remembered to back up all of the episodes of The Squadron of Shame SquadCast, which is a podcast I used to be part of quite a while back. The podcast — and the Squadron — have since scattered to the four winds for various reasons, but I was glad to rediscover these episodes.

    So I've put them online! You can find them all in a handy playlist over on SoundCloud here:  https://soundcloud.com/moegamer/sets/the-squadron-of-shame-squadcast 

    A bit of background for those unfamiliar.

    I'm quite old. As such, I was around for the beginning of the Internet, and the gradual growth of various pre-social media community sites. One of those — which my brother launched and was in charge of, as it happens — was 1up.com, which was essentially an online counterpart to Ziff Davis' Electronic Gaming Monthly and other gaming magazines.

    1up.com had a very strong community aspect; every user had their own MySpace-style profile, the ability to blog, and the ability to start and join "clubs" with communal message boards. There were also more traditional forums.

    One of the forums was dedicated to the various podcasts 1up.com hosted. I frequented that forum quite a bit since, as my brother regularly appeared on the podcast, I listened to the show a lot. One day, the guys — my brother, Garnett Lee and Luke Smith, as I recall — were talking about the concept of "the pile of shame"; all those games you've bought and never got around to playing. They agreed that before the next episode, they'd all try a game that none of them had gotten around to yet: Tim Schafer's Psychonauts.

    As it happened, none of them managed to do it. But we on the forum thought it was a good idea, so we picked it up and ran with it. And thus the Squadron of Shame was born, effectively acting as something of a "gaming book club", where members would play through the same thing at the same time, then discuss it together on the forums.

    When 1up went through some… changes (which involved merging all the specialist forums into obnoxious NeoGAF-style "Games" and "Not Games" forums) there were some problems. People who weren't used to the Squad's "walls of text" (which used paragraphs and pictures and everything) got a bit abusive. So we jumped ship. It was around then that the podcast was born.

    The podcast kept the "book club" spirit alive, at least for its initial run of 29 episodes. We'd all play a game, then we'd get together and talk about it. Later episodes took a more topic-based approach as this was a little more friendly to everyone's schedules, but we still took the time to cover a few specific, very special games such as Katawa Shoujo and Deadly Premonition.

    I was the editor of the podcast because I knew how to use GarageBand and Logic — for the early part of the show, I was working for Apple, so I had had training in both — and because I did a decent, thorough job of it. The sound quality is noticeably worse than anything today, mind; the reason for this is the fact that back in 2008, people got a bit sniffy if a podcast episode weighed in at more than 100MB, so with the amount of time we typically rambled on for, I typically had to cut the bitrate down quite a bit to save everyone's bandwidth! Well, that and everyone had radically different microphone setups; I tended to have to do what I could with what I had.

    I enjoyed being a part of the show. I was a little intimidated by all the smart, confident people participating alongside me, but I always appreciated how they gave me the opportunity to speak about the things that were important to me, and how they respected my editing skills. It's quite interesting to listen back to some of these shows and hear a very different Pete to the one you hear now in The MoeGamer Podcast and my YouTube videos.

    Unfortunately, the podcast and the community eventually fell apart. Katawa Shoujo was the beginning of the end, really; it led to two of our number deciding that they weren't comfortable being associated with it due to the sexual content — despite the fascinating story behind the game's development being seemingly tailor-made for the Squad to discuss — and from there we kind of just lost steam after a few more episodes. It also didn't help that this roughly coincided with the uptick in obnoxious and overbearing political posturing online, with a few of our number regrettably jumping on that bandwagon.

    I remained resolute in my refusal to get involved with that sort of thing and my desire for things to just carry on how they had been quite comfortably up until that point — any sort of conflict stresses me out immensely — and I ended up with some former friends making quite unpleasant (and untrue) assumptions about me. I knew around then that that really was it; the end of an era.

    It's sad how it all came to an end, and the loss of some of those friends is something that still kind of cuts deep and upsets me. But the surviving podcast episodes are a reminder of happier and simpler times, before today's endless and pointless Twitter arguments, before anyone knew what "woke" meant, before everyone felt the endless need to prove what a "good" person they supposedly are. A time when everyone was just happy to sit back, chill out and enjoy some casual conversation about games.

    I miss those times. But at least I can enjoy some of the best moments once again — and you can too.

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    #oneaday Day 431: PATRONS ONLY! #22 - Convincing James May Impression https://imnotdoctorwho.moegamer.net/2020/02/11/oneaday-day-431-patrons-only-22-convincing-james-may-impression/ https://imnotdoctorwho.moegamer.net/2020/02/11/oneaday-day-431-patrons-only-22-convincing-james-may-impression/#respond Tue, 11 Feb 2020 15:51:09 +0000 https://imnotdoctorwho.moegamer.net/2020/02/11/oneaday-day-431-patrons-only-22-convincing-james-may-impression/ Have you seen that TV show where James May takes a thing apart and then puts it back together again? I did that, but with an Atari ST, and without taking everything out of it. And I videoed the whole process. The results were pleasing!

    The post #oneaday Day 431: PATRONS ONLY! #22 - Convincing James May Impression appeared first on I'm Not Doctor Who.

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    Have you seen that TV show where James May takes a thing apart and then puts it back together again? I did that, but with an Atari ST, and without taking everything out of it. And I videoed the whole process. The results were pleasing!

    The post #oneaday Day 431: PATRONS ONLY! #22 - Convincing James May Impression appeared first on I'm Not Doctor Who.

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    #oneaday Day 430: Repair Shop https://imnotdoctorwho.moegamer.net/2020/02/10/oneaday-day-430-repair-shop/ https://imnotdoctorwho.moegamer.net/2020/02/10/oneaday-day-430-repair-shop/#respond Mon, 10 Feb 2020 21:50:19 +0000 https://imnotdoctorwho.moegamer.net/2020/02/10/oneaday-day-430-repair-shop/ Been thinking about how to fix up that "new" Atari STE I got… or the one I had from before. Here are the problems that need solving: The STE I had from before has a knackered joystick port. This is a common problem that can be fixed by resoldering the connections on the joystick ports, … Continue reading #oneaday Day 430: Repair Shop

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    Been thinking about how to fix up that "new" Atari STE I got… or the one I had from before.

    Here are the problems that need solving:

    • The STE I had from before has a knackered joystick port. This is a common problem that can be fixed by resoldering the connections on the joystick ports, which are actually on the keyboard's PCB. Unfortunately we don't have a suitably delicate soldering iron — though my wife reckons she can borrow one from someone at work.

    • The "new" STE I have acquired doesn't boot Rod-Land for some reason, showing corrupted graphics and three bombs. Three bombs indicates an "address" error, which, depending on who you ask, can mean something is wrong with the RAM or the floppy drive, or both, or perhaps something different altogether.

    There are a few possible solutions, none of which are guaranteed at this point:

    • Solder the joystick connections on the "old" STE. This is a well-established fix, but potentially risky — plus, as I say, it requires us to borrow a soldering iron with a bit more precision than the one we have here.

    • Swap out the RAM from the "old" STE to the "new" one to see if that fixes the problem. Getting the RAM out isn't a huge problem since STEs used easily removable SIMMs, much like DOS/Windows PCs, but opening the STE up does involve taking out lots of screws — and swapping RAM from one to another requires that to be done for two machines. There's also no guarantee this will fix the problem.

    • Swap out the floppy drive from the "old" STE to the "new" one. Exactly the same considerations as above… plus I'm not 100% sure how "swappable" those floppy drives are. There's no reason why they shouldn't be… but again, there's no guarantee this will fix things.

    • Swap the keyboard PCBs between the two machines — I know the joystick port on the "new" one works, so this is probably the simplest solution, and the most likely to work without the potential of anything messing up. The only downside is the "new" STE has much more yellowed keys than the "old" one. If I really felt strongly about that, I could always swap all the keycaps over. There's also the possibility that the joystick ports in the "new" one could fail in the same way as the "old" one, at which point soldering either or both of them will become necessary.

    Computers are never straightforward, are they? Still, at least when you're dealing with hardware from this era, you tend to be dealing with actual, relatively easily identifiable, physical problems rather than the sort of seemingly indecipherable issues you have to deal with today. You can look at a knackered ST and tell what is wrong by looking at it in most cases, whereas if your PC doesn't boot, it could be any one of a thousand different things. Believe me, I know, all too well!

    Well, whatever we decide, we'll give it a try later this week. I might even try to be brave and do it myself, but we'll see! 🙂

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    #oneaday Day 429: Weekend End https://imnotdoctorwho.moegamer.net/2020/02/09/oneaday-day-429-weekend-end/ https://imnotdoctorwho.moegamer.net/2020/02/09/oneaday-day-429-weekend-end/#respond Sun, 09 Feb 2020 23:31:22 +0000 https://imnotdoctorwho.moegamer.net/2020/02/09/oneaday-day-429-weekend-end/ Sunday night. Time for the inevitable putting-off-going-to-bed routine that is inevitably counter-productive because one has to get up on Monday morning regardless of how late one goes to bed on Sunday night, and thus it's probably better to get marginally more sleep. I've calmed down a bit since Friday, but I'm still not feeling great. … Continue reading #oneaday Day 429: Weekend End

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    Sunday night. Time for the inevitable putting-off-going-to-bed routine that is inevitably counter-productive because one has to get up on Monday morning regardless of how late one goes to bed on Sunday night, and thus it's probably better to get marginally more sleep.

    I've calmed down a bit since Friday, but I'm still not feeling great. I'm going to try and see the doctor this week, not necessarily to get signed off or anything, but just to talk about how I've been feeling and see if there's anything different I can try — perhaps a change in dosage of meds or something. I don't really want what I felt like on Friday to happen again, and just running away from the situations that trigger those sorts of feelings — the most extreme form of which is just quitting work — isn't a practical option in the slightest, unfortunately.

    Anyway, it's been a good weekend, aside from oversleeping this morning. Chris and I recorded a great new podcast episode on beat 'em ups that should be with you tomorrow sometime, and I'm getting stuck in to Atelier Iris for the first stage of the MegaFeature. I've actually been playing Iris sort of on the back burner for a little while now, but I can devote more time and attention to it now. It's unfortunate that there's not an easy way I can take it to work to enjoy on lunchtimes — I have to wait until the Switch games before that's something I'll be able to do.

    I hope you've had a good weekend, and I hope your week goes well. I know a lot of people seem to have been having a rough time recently for one reason or another and, experiencing my own rough period, I can completely empathise and sympathise. Stay strong; February is typically a shitty time of year, but it passes. Also the new volume of Interspecies Reviewers is out next week, so you can look forward to that if nothing else!

    Anyway. G'night.

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    #oneaday Day 428: Belt Scrolling https://imnotdoctorwho.moegamer.net/2020/02/09/oneaday-day-428-belt-scrolling/ https://imnotdoctorwho.moegamer.net/2020/02/09/oneaday-day-428-belt-scrolling/#respond Sun, 09 Feb 2020 01:58:54 +0000 https://imnotdoctorwho.moegamer.net/2020/02/09/oneaday-day-428-belt-scrolling/ Chris and I recorded a new episode of The MoeGamer Podcast today. It's going to be on the subject of beat 'em ups. We were going to talk about both retro and modern titles, but we spent so long talking about older games that we're going to save the modern talk for a future episode! … Continue reading #oneaday Day 428: Belt Scrolling

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    Chris and I recorded a new episode of The MoeGamer Podcast today. It's going to be on the subject of beat 'em ups. We were going to talk about both retro and modern titles, but we spent so long talking about older games that we're going to save the modern talk for a future episode!

    In preparation for editing tomorrow — and to save myself a bit of time — I've been recording a bunch of footage of the games we talked about this evening. It's been really interesting to play a bunch of these games in rapid succession and see how differently different games do things — and how experimental some of these games are. Sengoku on Neo Geo is really weird, for example — and I'm not 100% sure I like it — but Sengoku III on the same platform is a completely different beast — and I'm 100% sure I like that one!

    It's been nice to revisit a few favourites and discover some new ones. Probably most notable in this latter regard is the Denjin Makai series, which Chris is all about and I'd never heard of. Now I have heard of it, however, I'm a big fan; it's exactly the sort of ridiculous I really like, and it has some fantastic playable characters to enjoy. I'll probably have to write something more substantial about these on MoeGamer when I've spent a bit more time with them and found out a bit more about them.

    Anyway, it should be a good episode. Tomorrow is editing day… but with it being 2AM now, I should probably go to bed. Have a lovely weekend!

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    #oneaday Day 427: Struggling https://imnotdoctorwho.moegamer.net/2020/02/07/oneaday-day-427-struggling/ https://imnotdoctorwho.moegamer.net/2020/02/07/oneaday-day-427-struggling/#respond Fri, 07 Feb 2020 21:57:03 +0000 https://imnotdoctorwho.moegamer.net/2020/02/07/oneaday-day-427-struggling/ I'm struggling a bit at the minute. I had an anxiety attack at work this afternoon that was so bad it made me want to go to the doctors and get signed off sick immediately. Unfortunately (or thankfully?) they weren't able to make an appointment for me at 4.30pm on a Friday afternoon, so I … Continue reading #oneaday Day 427: Struggling

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    I'm struggling a bit at the minute. I had an anxiety attack at work this afternoon that was so bad it made me want to go to the doctors and get signed off sick immediately. Unfortunately (or thankfully?) they weren't able to make an appointment for me at 4.30pm on a Friday afternoon, so I wasn't able to really sort anything out. But I'm starting to feel increasingly like I need to take some time for myself, away from the things that are stressing me out (none of which are my creative endeavours, I should hasten to add — they are a safe haven for me), so that I can get my head into a somewhat more… functional place.

    Only trouble is, I'm kind of scared to do so. I've mentioned previously about my workplace's somewhat overbearing attitude towards sickness absence, and I kind of feel like they won't necessarily be super-supportive of mental health issues. This is probably the anxiety talking, of course — they may well, in fact, be super-supportive of such things — but right now I am a bundle of paranoid nerves, absolutely terrified of everything that goes on at work. When, rationally speaking, I know there is nothing going on that I should be terrified about; I'm still doing the things that are asked of me to a good standard, and there are still things I'm able to do that, say, my line manager isn't able to do.

    But I feel crazy stressed. I don't think it's necessarily work itself that's causing it — although I suspect being a bit bored and frustrated may have contributed to it — but the workplace does not feel like a particularly healthy environment for me to be when I'm feeling like this. I'm worried that someone is going to "pick up" on something or other, and I'll end up snapping at them or saying something stupid that will make things worse.

    I'll see how the weekend goes. I have my "coping with worry" workshop tomorrow morning, and I'll try and make a doctors' appointment first thing next week, if only to just talk about things and get their opinion on whether or not I should have some time off. I can't keep going like this though.

    In the meantime, I'm going to try and have a pleasant weekend; we're recording a new podcast tomorrow, so that should take my mind off things.

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    #oneaday Day 426: Idea! https://imnotdoctorwho.moegamer.net/2020/02/07/oneaday-day-426-idea/ https://imnotdoctorwho.moegamer.net/2020/02/07/oneaday-day-426-idea/#respond Fri, 07 Feb 2020 00:00:30 +0000 https://imnotdoctorwho.moegamer.net/2020/02/07/oneaday-day-426-idea/ One of the challenges I face running MoeGamer as a solo operation is coming up with things to write about each day, particularly as I prefer not to write too many news or opinion pieces. I mean, there's no shortage of games to write about… but I still need the time to actually play the … Continue reading #oneaday Day 426: Idea!

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    One of the challenges I face running MoeGamer as a solo operation is coming up with things to write about each day, particularly as I prefer not to write too many news or opinion pieces. I mean, there's no shortage of games to write about… but I still need the time to actually play the games and get experience with them to write about them!

    It's with this in mind that I've experimented with various ongoing feature formats over the last few years. I've had another idea that I'm planning to start experimenting with soon, particularly as I'll be wanting to devote my attention to Atelier from now on.

    My idea is Genre Guides. What I'm thinking of doing here is breaking down broad categories — shooting, fighting, driving, that sort of thing — into specific subgenre, then composing an article looking at the history of that genre, providing some notable examples from my own experience and linking to relevant articles elsewhere on MoeGamer. I'll also update and expand on these pieces over time as I cover more relevant games so that they can really become a useful and/or interesting resource for people interested in exploring very specific types of game.

    I may well be seeking some suggestions on specific genres soon! I've started putting together a list already but these sorts of things are always better with several perspectives. So once I think I've listed everything I want to do — each of which will correspond to one Genre Guide article — I'll share that with you lot and see if you have any further ideas.

    Anyway, that's the plan for now! I'll probably kick this off next week alongside some Atelier stuff, so please look forward to it!

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    #oneaday Day 425: I Got A Package https://imnotdoctorwho.moegamer.net/2020/02/05/oneaday-day-425-i-got-a-package/ https://imnotdoctorwho.moegamer.net/2020/02/05/oneaday-day-425-i-got-a-package/#respond Wed, 05 Feb 2020 20:15:13 +0000 https://imnotdoctorwho.moegamer.net/2020/02/05/oneaday-day-425-i-got-a-package/ The name on the letter said, "Mary"… Wait, no, no it didn't. It looked like this, although with less pixelated address information: What could it be? It's Atari goodness, is what it is! This first item goes with the Go-Moku/Renju game I covered a while back. I don't know how to play Bridge, but perhaps … Continue reading #oneaday Day 425: I Got A Package

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    The name on the letter said, "Mary"…

    Wait, no, no it didn't. It looked like this, although with less pixelated address information:

    What could it be?

    It's Atari goodness, is what it is! This first item goes with the Go-Moku/Renju game I covered a while back. I don't know how to play Bridge, but perhaps I can learn with this!

    I never actually played this game. As I recall, it's a port of the NES game, rather than the arcade machine. There was an attempt to port the arcade game a bit later, but I don't think it was very good.

    The Turtles box felt suspiciously heavy, so I wondered if it still had some goodies in it. Sadly, it seems the Panini stickers were long gone… but there were a bunch of mysterious other disks in there. They look like shareware or public domain software or something; the front one appears to be a Spectrum emulator for the Atari ST.

    Indy! Sadly, it's not the good Last Crusade game — the point-and-click adventure — but I've always been curious to try this one.

    Celebrity-endorsed sports games are not a new thing! Here we have "the Great White Shark" himself endorsing a golf game from Gremlin.

    It's not all games; there's some programming and productivity stuff in here too. I don't know if I'll ever use this, but it's cool to have.

    There are two packs like this; they look like the sort of package that came with the computer as a bundle. The cardboard case comes with full manuals for each title, plus another cardboard folder containing the floppy disks.

    This is an interesting mix of stuff; STAC is an adventure game creation package that I was always interested to look at. Not sure what "Prince" is. A quick glimpse at Atarimania suggests it might be a strategy game I probably won't understand.

    Here's the second of these two packs, focusing on productivity software.

    Here's some educational stuff. I have quite a few of the educational packages I grew up with and that my Dad reviewed, so I thought it might be interesting to look at some more. These appear to be Atari-published, and might have been bundled with a computer.

    This isn't a blurry photo; the inlay for that game is actually that badly printed. If you look at the "Atari ST" text at the top, you can see that the yellow print is misaligned with the rest of it, making the whole thing look like one of those old 3D glasses images. I have no idea what the game is.

    Paranoia about viruses truly got started in the 16-bit era. Here's a delightful bit of software designed to profit from that panic.

    I don't know virus history, but I thought this list on the back of the package was interesting as a historical record of some of the things 16-bit computer owners had to worry about!

    Here's Yogi's Great Escape, which I covered on Atari ST A to Z a while back. Now I have a legitimate copy!

    And some other Hanna-Barbera stuff from Hi-Tec, too. I'm interested to try these; their quality seems to vary quite a bit, judging by the two Yogi Bear games I've played to date.

    Apparently this game is monstrously difficult, so you can look forward to me being terrible at it in the near future!

    And then finally, the star of the show: a slightly dusty, slightly yellowed 1040STE, which I'm hoping has joystick ports in a better state than my existing STE.

    Where did all this stuff come from? It came from Luke over at Hundstrasse, who got in touch with me on Discord the other night and asked if I wanted some stuff he was either going to throw out or donate to a computer museum. Of course I said yes, and it will most certainly be put to good use!

    Luke is a member of the WordPress community and a fellow gaming enthusiast. He's a particular Resident Evil fan, and has done some incredibly in-depth comparisons of the various versions of each installment available — among plenty of other things, of course! — so be sure to give his blog a follow and drop him a nice comment.

    A sincere thank-you to Luke for the kind donation — and if any more of you have any crap you think I might like that you want to offload on me, do be sure to get in touch and I'll happily help you clear out your loft… wife (and space) permitting 🙂

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    #oneaday Day 424: Times A-Changin' https://imnotdoctorwho.moegamer.net/2020/02/04/oneaday-day-424-times-a-changin/ https://imnotdoctorwho.moegamer.net/2020/02/04/oneaday-day-424-times-a-changin/#respond Tue, 04 Feb 2020 23:10:49 +0000 https://imnotdoctorwho.moegamer.net/2020/02/04/oneaday-day-424-times-a-changin/ I've already mentioned this on both Twitter and MoeGamer but it bears repeating: I'm extremely pleased that the commercial, mainstream publication Nintendo Life has changed its tune with regards to niche-interest games, be they complex shoot 'em ups or sexually provocative anime-style games. In case you missed all this: they've decided to hire freelance, specialist … Continue reading #oneaday Day 424: Times A-Changin'

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    I've already mentioned this on both Twitter and MoeGamer but it bears repeating: I'm extremely pleased that the commercial, mainstream publication Nintendo Life has changed its tune with regards to niche-interest games, be they complex shoot 'em ups or sexually provocative anime-style games.

    In case you missed all this: they've decided to hire freelance, specialist writers to cover the games in question rather than relying on their staff writers or regular contributors. In doing so, they will hopefully avoid the rather large disconnect there has been in the past with regard to some games, where a critic who had no intention whatsoever of engaging with a title on its own terms or with any consideration of its target audience would treat it unfairly and, at times, borderline offensively.

    I've been arguing for the necessity of specialist writers for ages now, so it's good to see a publication experimenting with this approach. Whether or not this will go anywhere in the future remains to be seen, but for now I'm pleased to see it happening at all — both with my Prison Princess review today, and some recent shoot 'em up reviews, which have been looked at by someone who obviously knows the genre extremely well. (His reviews are, for me, a little too anal, to be honest, but I know some shmup fans are extremely picky about all sorts of seemingly miniscule aspects of the games in question, so he's a good pick, I feel!)

    If you can do me a big favour when you have a moment and give my review a click, share it around, and perhaps send a supportive message to @NintendoLife on Twitter — or even leave a comment on the article, that would be great. For as much as it's fun to rag on the stupid things the games press does… it's arguably even more important to celebrate and show gratitude when things are done the right way. So let's do that!

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    #oneaday Day 423: Play 198X https://imnotdoctorwho.moegamer.net/2020/02/03/oneaday-day-423-play-198x/ https://imnotdoctorwho.moegamer.net/2020/02/03/oneaday-day-423-play-198x/#respond Mon, 03 Feb 2020 22:17:48 +0000 https://imnotdoctorwho.moegamer.net/2020/02/03/oneaday-day-423-play-198x/ You know how sometimes you do something and immediately afterwards you look at the fruits of your labours and think "yeah, I'm really pleased with that". That was me with this video on 198X, which I recorded almost immediately after writing and publishing the article on it today. I hadn't really heard of 198X prior … Continue reading #oneaday Day 423: Play 198X

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    You know how sometimes you do something and immediately afterwards you look at the fruits of your labours and think "yeah, I'm really pleased with that". That was me with this video on 198X, which I recorded almost immediately after writing and publishing the article on it today.

    I hadn't really heard of 198X prior to this weekend, when my brother mentioned it to me and we sat and played it through together. It left a real impression on me immediately, so I played it through again today, and its impact hadn't diminished at all. In fact, having had some time to reflect on the things I'd seen and experienced in the game, I think it might have been more effective as a piece of art.

    Anyway. I knew I wanted to write about it, and I knew I wanted to make a video on it. So I did. And I'm very happy with the result — particularly the video. I'm not sure what it is; I think I'm just quite satisfied with my delivery in this one, and think it fits well with the tone of what I'm talking about and the themes of the game in question.

    198X isn't going to be for everyone, but it's a game that ended up being quite special to me, so I'm glad the work I produced relating to it is something I'm very satisfied and happy with. I hope you enjoy it.

    Unrelated: $5+ Patrons, I owe you a wallpaper, I know; it's coming soon! I just haven't had time to put one together as yet.

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    #oneaday Day 422: Some Atari A to Z Favourites: Season One https://imnotdoctorwho.moegamer.net/2020/02/02/oneaday-day-422-some-atari-a-to-z-favourites-season-one/ https://imnotdoctorwho.moegamer.net/2020/02/02/oneaday-day-422-some-atari-a-to-z-favourites-season-one/#respond Sun, 02 Feb 2020 21:56:37 +0000 https://imnotdoctorwho.moegamer.net/2020/02/02/oneaday-day-422-some-atari-a-to-z-favourites-season-one/ For no particular reason, I feel like going through some personal favourite Atari A to Z videos and sharing them with you all. Because Patreon is stupid and doesn't let you embed YouTube videos in the body of a post, click on the link in the text below the thumbnail to go to the video … Continue reading #oneaday Day 422: Some Atari A to Z Favourites: Season One

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    For no particular reason, I feel like going through some personal favourite Atari A to Z videos and sharing them with you all. Because Patreon is stupid and doesn't let you embed YouTube videos in the body of a post, click on the link in the text below the thumbnail to go to the video page on YouTube to watch it! And if you've never watched an Atari A to Z video before… why not make today your first time?

    These are all from the first "season" of Atari A to Z, which is where I was still getting my bearings a bit, and before I'd figured out the current format and camera setup I have now. As such, these are all just gameplay footage with voiceover. I still have a soft spot for many of these videos, though, hence today's celebration.

    Bruce Lee is one of my favourite Atari 8-bit games, and it still holds up really well today. It's an unusual combination of beat 'em up and platformer, with some tricky environmental traversal puzzles.

    I played Juice long before I ever played QBert for the first time and thus have very fond memories of it! Of course, now I recognise it as a shameless QBert ripoff… but for my money, the more varied level layout still makes it a superior game.

    I never, ever beat a level of Pharoah's Curse when I was a kid, but when revisiting it for the series, I finally did so! Life goal: achieved. Well, okay, maybe not, but I was still pleased.

    Yoomp! is a great example of what the Atari 8-bit is capable of when in the hands of a talented modern programmer. Genuinely impressive stuff.

    And finally… the creator of  Zeppelin, known today as Cathryn Mataga, followed me on Twitter after I posted this video. I don't understand half the shit she tweets about — she seems to be super-into ham radio or something — but I was still honoured!

    How about you? What are some of your favourites from what I've covered to date?

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    #oneaday Day 421: Prison Princess Teaser https://imnotdoctorwho.moegamer.net/2020/02/02/oneaday-day-421-prison-princess-teaser/ https://imnotdoctorwho.moegamer.net/2020/02/02/oneaday-day-421-prison-princess-teaser/#respond Sun, 02 Feb 2020 21:00:08 +0000 https://imnotdoctorwho.moegamer.net/2020/02/02/oneaday-day-421-prison-princess-teaser/ So I mentioned the other day that I'm writing about Prison Princess for Nintendo Life… I thought for today's post (or perhaps one of two posts today — I still need to catch up some more) I'd share a few screenshots that will perhaps give you an idea why I, rather than Angry Scotsman, was … Continue reading #oneaday Day 421: Prison Princess Teaser

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    So I mentioned the other day that I'm writing about Prison Princess for Nintendo Life… I thought for today's post (or perhaps one of two posts today — I still need to catch up some more) I'd share a few screenshots that will perhaps give you an idea why I, rather than Angry Scotsman, was recruited to cover this one.

    The two princesses are pretty awesome. I believe each was designed by a different artist; they contrast nicely, and in more than just looks, too.

    The game is a point-and-click adventure, which is actually quite unusual to see these days, particularly from Japan. Rather than having fully animated sprites, though, the girls simply "appear" in various locations around the room in various poses according to what they're doing or looking at.

    If you like bums, you'll enjoy this game.

    I mean, really enjoy this game. These timed puzzle sequences where the princesses are attempting to accomplish something are fully animated with the full glory of Live2D.

    I love Live2D. Whoever invented it needs a knighthood or something.

    Lewd bits aside, the game is actually pretty good. I'd say it's quite short, but it's a point-and-click adventure, so 4 hours is actually quite long when you consider you can blast through a King's Quest or equivalent in 90-120 minutes in most cases. Assuming you know what you're doing.

    Anyway, I'll refrain from talking too much about the game now as I have to save something for the review! Thought you might want to see some screens, though.

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    #oneaday Day 420: The Meme Number https://imnotdoctorwho.moegamer.net/2020/02/02/oneaday-day-420-the-meme-number/ https://imnotdoctorwho.moegamer.net/2020/02/02/oneaday-day-420-the-meme-number/#respond Sun, 02 Feb 2020 00:04:49 +0000 https://imnotdoctorwho.moegamer.net/2020/02/02/oneaday-day-420-the-meme-number/ Forgot to write yesterday, didn't I? Sorry about that. And sorry in advance for any misspellings and typos in this post; I'm away for the weekend and using a laptop I don't usually use, and it turns out the keyboard on it is absolutely atrocious. Lots of keys simply aren't responding unless you really give … Continue reading #oneaday Day 420: The Meme Number

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    Forgot to write yesterday, didn't I? Sorry about that. And sorry in advance for any misspellings and typos in this post; I'm away for the weekend and using a laptop I don't usually use, and it turns out the keyboard on it is absolutely atrocious. Lots of keys simply aren't responding unless you really give them a bit of a hammering — apparently this computer really doesn't like punctuation.

     In fact, you know what, fuck it, I'm typing the rest of this on my phone. And I hate typing on my phone, so you know it must be bad if I'm doing it in preference to using the dodgy keyboard on this laptop!

    It's a shame, it was a freebie from the mother-in-law, who didn't need it any more, and specs wise it's a bit better than my now ageing laptop with its dodgy trackpad. I guess now we know why she wanted to get rid of it, huh.

    I'll catch up on the "missing" day tomorrow; I know none of you reading this likely mind if I miss a day, and I believe we established a while back that I've buggered up the numbers at some point anyway… but you have to understand, it's a matter of pride at this point!

    I'm actually quite impressed I made it to 420, haha, blaze it, etc… obviously this is a far cry from the 2141 days I did on my old public blog, but eh. I like to think this one has a truly select audience.

    I'll go into a bit more detail soon, but some of you may be wondering what I'm covering for Nintendo Life. It's a recent eShop release for Switch called Prison Princess, and it's a point and click adventure with lovely art.

    It's also a bit lewd, which is presumably why Nintendo Life didn't want to have to deal with another shitstorm by Captain Puritan calling everyone perverts or paedophiles or something. I fully intend to address this fact positively in the review I'm writing;   

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    #oneaday Day 419: Did I... Make a Difference...? https://imnotdoctorwho.moegamer.net/2020/01/30/oneaday-day-419-did-i-make-a-difference/ https://imnotdoctorwho.moegamer.net/2020/01/30/oneaday-day-419-did-i-make-a-difference/#respond Thu, 30 Jan 2020 23:39:18 +0000 https://imnotdoctorwho.moegamer.net/2020/01/30/oneaday-day-419-did-i-make-a-difference/ Well, now, here's an interesting thing. You remember a while back when Nintendo Life reviewed Gun Gun Pixies and wrote an offensive, insulting article that belittled anyone who might be interested in the game? Remember how I stood up against that, and got a decent amount of support for it — as well as a … Continue reading #oneaday Day 419: Did I... Make a Difference...?

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    Well, now, here's an interesting thing.

    You remember a while back when Nintendo Life reviewed Gun Gun Pixies and wrote an offensive, insulting article that belittled anyone who might be interested in the game? Remember how I stood up against that, and got a decent amount of support for it — as well as a few insults and a Twitter block from the writer of the article?

    Today I received this DM from Damien McFerran, the director of Nintendo Life. I've cut off the last bit because it talks about specific details I'm not going to share right now… but you can get the gist:

    "We're looking to change our approach with Japanese/anime games on Nintendo Life."

    I've… got to applaud this, really. I mean, it's quite a long time since the whole Gun Gun Pixies incident, but for whatever reason Damien here has been reflecting and has evidently thought their past way of doing things hasn't been working for one reason or another.

    I haven't been back to Nintendo Life since said Gun Gun Pixies incident, so I don't know if there have been any more situations like that — though I would have thought I'd see them blow up on social media if they had — but there must be some reason for this.

    I'm not so arrogant as to assume I'm the sole reason for this… but I suspect what happened back then is at least something to do with this — and the fact that Damien has reached out to me to cover something with his new philosophy in mind says quite a bit, I think.

    Well then. I just wanted to share that, because I think it's pretty cool. And, assuming all goes to plan, you'll see my name at least once on Nintendo Life in the near future! (Don't worry, though, MoeGamer's not going anywhere!)

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    #oneaday Day 418: Quick Turnaround https://imnotdoctorwho.moegamer.net/2020/01/29/oneaday-day-418-quick-turnaround/ https://imnotdoctorwho.moegamer.net/2020/01/29/oneaday-day-418-quick-turnaround/#respond Wed, 29 Jan 2020 22:51:49 +0000 https://imnotdoctorwho.moegamer.net/2020/01/29/oneaday-day-418-quick-turnaround/ EDIT: Sorry, correct link this time — I had to reupload to fix an audio issue! If the video doesn't appear for you immediately, check back in a few minutes — it's still processing as I type this. Today's Coffee Talk video was primarily an experiment for myself to see how quickly I could turn … Continue reading #oneaday Day 418: Quick Turnaround

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    EDIT: Sorry, correct link this time — I had to reupload to fix an audio issue! If the video doesn't appear for you immediately, check back in a few minutes — it's still processing as I type this.

    Today's Coffee Talk video was primarily an experiment for myself to see how quickly I could turn around an article into a "feature"-style video — i.e. a reading of an article with appropriately accompanying footage. Turns out I can do it pretty quickly — I could have probably actually done this the same day I wrote the article if I'd been that way inclined.

    I'm not going to make any promises that I'll be doing this for every article going forward, but I'd like to do it more often, as it's a means for my more "structured" stuff to get seen by people who prefer to watch and/or listen than read. Getting it done efficiently is reliant on one simple thing that I've changed recently: the fact that when I'm sitting down to play something I know I'm going to write about, I record it. All of it. Then I immediately back it up to Google Photos, which saves a good (albeit compressed) 1080p copy of it that I can retrieve if and when I need it, and then I can delete the raw recording files off my SSD if I need the space.

    I take the Google Photos step because if you allow them to compress your footage (which is roughly equivalent to what YouTube does to it, so not ideal for very "busy" modern games, but fine for older stuff or things with less movement) you literally have unlimited online storage. This means that I can keep a complete archive of footage from the things I play, so that when I want to talk about it on, say, a podcast, or a video about a more general topic, I can search for relevant footage in my backup and reuse it as necessary.

    I wish I'd thought of this sooner; besides allowing me to make videos more easily, it's also great for taking screenshots. Rather than having to carefully time pressing the screenshot button for when something cool happens — literally impossible to do on PS4, if you've ever tried it, but fine on PC and Switch in most cases — I can simply record a bunch of footage and then pick out the exact frame that something cool happens to use as a screenshot.

    This is going to be my default method of working going forward, and hopefully it means you'll see a wider variety of videos as time goes on — assuming I make time to produce them. Like I say, I'm making no promises for the moment… but let's just say I have some "infrastructure" in place now! 🙂

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    #oneaday Day 417: Meme Time https://imnotdoctorwho.moegamer.net/2020/01/28/oneaday-day-417-meme-time/ https://imnotdoctorwho.moegamer.net/2020/01/28/oneaday-day-417-meme-time/#respond Tue, 28 Jan 2020 23:41:39 +0000 https://imnotdoctorwho.moegamer.net/2020/01/28/oneaday-day-417-meme-time/ Seems to be some sort of meme going around on Twitter right now where you make two avatars using a particular Picrew creator, one of which is your "persona", and one of which is your "person". Well, far be it from me not to join on a pointless trend that provides the opportunity to dress … Continue reading #oneaday Day 417: Meme Time

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    Seems to be some sort of meme going around on Twitter right now where you make two avatars using a particular Picrew creator, one of which is your "persona", and one of which is your "person". Well, far be it from me not to join on a pointless trend that provides the opportunity to dress up an avatar… remember the mobile game I wrote about last week?

    All right then, here we go:

    Persona:

    Not a bad approximation of Midori, considering the parts available! Very happy with that.

    And person:

    Yes, I had to MS Paint a beard on because there weren't any beard parts. Also I'm much fatter than that. I do have a black vest, though. It's very comfortable.

    If you want to have a play for yourself, check out the Picrew creator in question at  https://picrew.me/image_maker/186583  — I will not be held responsible for how much time you waste on Picrew as a whole, however! That shit be addictive…

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    #oneaday Day 416: Tweaks and Tinkering https://imnotdoctorwho.moegamer.net/2020/01/27/oneaday-day-416-tweaks-and-tinkering/ https://imnotdoctorwho.moegamer.net/2020/01/27/oneaday-day-416-tweaks-and-tinkering/#respond Mon, 27 Jan 2020 21:19:46 +0000 https://imnotdoctorwho.moegamer.net/2020/01/27/oneaday-day-416-tweaks-and-tinkering/ Made a minor little addition to MoeGamer's menus today: under Articles > Features there's now a "Mini-Features" section to collect together loosely related sets of articles that aren't a full-on Cover Game feature, but do belong together for some reason. So far I've collected together my articles on Skipmore and Stranga Games' titles, since people … Continue reading #oneaday Day 416: Tweaks and Tinkering

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    Made a minor little addition to MoeGamer's menus today: under Articles > Features there's now a "Mini-Features" section to collect together loosely related sets of articles that aren't a full-on Cover Game feature, but do belong together for some reason. So far I've collected together my articles on Skipmore and Stranga Games' titles, since people might want to read about all that stuff at the same time.

    I'm pleased at the response to the Fairune videos so far; people seem to have liked them. Good, because there's a couple more on the way — and after that I'll probably do video versions of the Stranga Games articles, too. I think I've mentioned this before, but I've also got voiceovers recorded for video versions of the Shade feature from a while back — I just need to actually record some footage to go with the talking now!

    I'm still coughing like an old man but I think I'm over the worst now. Going to drug myself up again this evening and hope I feel a bit better in the morning. I am very tired of this shit now. I have things to do, and wanting to go to bed at 9pm is not helping me get them done!

    Ah well. I suppose it could be worse. Probably. Anyway. Time for bed, I think.

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    #oneaday Day 415: On-Time Sunday Post https://imnotdoctorwho.moegamer.net/2020/01/26/oneaday-day-415-on-time-sunday-post/ https://imnotdoctorwho.moegamer.net/2020/01/26/oneaday-day-415-on-time-sunday-post/#respond Sun, 26 Jan 2020 21:57:42 +0000 https://imnotdoctorwho.moegamer.net/2020/01/26/oneaday-day-415-on-time-sunday-post/ I've spent the day today playing a game called Coffee Talk. I can't talk much about it right now as it's under embargo until (checks) Tuesday, but there'll be something about it on MoeGamer then. I will say for now that if you liked VA-11 HALL-A for both its unusual method of interaction and storytelling … Continue reading #oneaday Day 415: On-Time Sunday Post

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    I've spent the day today playing a game called Coffee Talk. I can't talk much about it right now as it's under embargo until (checks) Tuesday, but there'll be something about it on MoeGamer then. I will say for now that if you liked VA-11 HALL-A for both its unusual method of interaction and storytelling and its glorious '90s-style pixel art, you'll definitely like this too.

    I've done very little else this weekend because of frequent painful coughing fits making me, you know, not want to do anything other than sit on the couch and play video games. I'm not relishing going back to work tomorrow — though if I spend the day coughing like I've been coughing today, maybe I'll get sent home. That would be a desirable outcome were it not for the dumbass corporate bureaucracy I'd have to deal with upon my return. But whatever.

    Coming up this week, we've got more LAMUNATION!, the aforementioned Coffee Talk, a shoot 'em up that is a spiritual successor to Castle of Shikigami and… and… some other stuff, too. Plus, of course, plenty of Atari funtimes and goodness for those of you who are hanging around for that! We've got an Atari ST game that is particularly special to me coming up this week, so please look forward to that.

    Anyway, I'm going to attempt to get some sleep if I can lie down without my throat doing a weird rattly tickly annoying thing that makes me cough. Here's hoping I can shake this off soon and/or I don't have Coronavirus.

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    #oneaday Day 414: Belated Saturday Post https://imnotdoctorwho.moegamer.net/2020/01/26/oneaday-day-414-belated-saturday-post/ https://imnotdoctorwho.moegamer.net/2020/01/26/oneaday-day-414-belated-saturday-post/#respond Sun, 26 Jan 2020 08:43:09 +0000 https://imnotdoctorwho.moegamer.net/2020/01/26/oneaday-day-414-belated-saturday-post/ Morning folks. Don't think there's going to be a PATRONS ONLY! video this weekend, I'm afraid; I've had a bit of a relapse on the whole "being ill" front and feel like absolute garbage. I spent most of yesterday either howling in pain or crying with frustration, which is a lot of fun, so that's … Continue reading #oneaday Day 414: Belated Saturday Post

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    Morning folks. Don't think there's going to be a PATRONS ONLY! video this weekend, I'm afraid; I've had a bit of a relapse on the whole "being ill" front and feel like absolute garbage. I spent most of yesterday either howling in pain or crying with frustration, which is a lot of fun, so that's why you didn't hear from me then.

    I'll be okay eventually. Today I feel… I don't know if "better" is the right word, but it feels like progress towards being better at least. The trouble I've been having is an unfortunate interaction between several things that are wrong with me; I won't bore you with the details right now, but let's just say that it's not been happy funtimes at all.

    I'm going to have a nice relaxing day today. I have no commitments whatsoever and I'm ahead of schedule on video production, so I can just chill out with some nice games and do very little. So that's exactly what I plan to do. And here's hoping that the amount of Lemsip I'm filling my system with will eventually shake off the most irritating part of this sickness!

    Well, it's that or I have the Chinese death virus. Hopefully it's not that, though.

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    #oneaday Day 413: You Can Do It https://imnotdoctorwho.moegamer.net/2020/01/25/oneaday-day-413-you-can-do-it/ https://imnotdoctorwho.moegamer.net/2020/01/25/oneaday-day-413-you-can-do-it/#respond Sat, 25 Jan 2020 00:32:35 +0000 https://imnotdoctorwho.moegamer.net/2020/01/25/oneaday-day-413-you-can-do-it/ Having now played through all three of Stranga Games' short-form horror adventures Just Ignore Them, My Big Sister and Red Bow (writeup on the former coming next week) — I have to say I feel quite inspired. These are clearly one-man passion projects where Stranga (or "Nathan", apparently) had a vision for what he wanted … Continue reading #oneaday Day 413: You Can Do It

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    Having now played through all three of Stranga Games' short-form horror adventures Just Ignore Them, My Big Sister and Red Bow (writeup on the former coming next week) — I have to say I feel quite inspired. These are clearly one-man passion projects where Stranga (or "Nathan", apparently) had a vision for what he wanted to achieve, didn't let his ambitions run away with him, and successfully accomplished what he wanted.

    There's a clear progression from Just Ignore Them to My Big Sister and onwards to Red Bow; of the three, I think My Big Sister is probably my personal favourite, but it's obvious that he spent time refining his craft and taking on board feedback between each of the three games.

    I'll talk more about Just Ignore Them in my full write-up next week, but oddly enough, this is probably the most inspiring of the three in that Stranga freely admits he was mostly "winging it" when writing it — something I know I certainly do a whole lot with both fiction and non-fiction pieces! It's the most clunky, cumbersome and full of holes of the three, but in some respects that makes it feel like the most charming and soulful of them all; a guy decided he wanted to make a horror game that paid homage to some of his favourite games of all time, and he successfully did that.

    And these games may be short, but the dude made them by himself — and they're available on pretty much every modern platform now. That's pretty cool, and proof that if you really set your mind to something, you can achieve pretty sweet things.

    He's never going to make a million from any of these games — but I bet he can sit back, look at them and feel a great sense of satisfaction with what he's achieved. And I have to respect that.

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    #oneaday Day 412: SPLUTTER https://imnotdoctorwho.moegamer.net/2020/01/23/oneaday-day-412-splutter/ https://imnotdoctorwho.moegamer.net/2020/01/23/oneaday-day-412-splutter/#respond Thu, 23 Jan 2020 21:10:04 +0000 https://imnotdoctorwho.moegamer.net/2020/01/23/oneaday-day-412-splutter/ STILL ILL. Well, this is probably unsurprising, since I posted about being ill this morning, but… yeah. Still ill. Possibly worse. Covered in Vicks Vapo-Rub (which my cat Meg appears to be frightened of) and drowning in Lemsip. Unpleasant. Still, I got an article out, but I'm definitely going to bed now. Hopefully if I'm … Continue reading #oneaday Day 412: SPLUTTER

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    STILL ILL. Well, this is probably unsurprising, since I posted about being ill this morning, but… yeah. Still ill. Possibly worse. Covered in Vicks Vapo-Rub (which my cat Meg appears to be frightened of) and drowning in Lemsip. Unpleasant.

    Still, I got an article out, but I'm definitely going to bed now. Hopefully if I'm well enough there'll be a substantial feature on LAMUNATION! tomorrow; if not I'll try and post that over the weekend. I've also got an article in the last (well, actually first; the last I have to cover) of Stranga Games' short-form horror adventures in me, too, though I need to actually beat that first and I'm not sure my brain is up to point-and-click puzzling right now.

    Sorry these posts have been a bunch of moany old crap lately; I'll try and be a bit more positive, as dwelling on the negative clearly isn't doing me any good — either physically or mentally!

    With that in a mind, here is a picture of my cat Patti doing her best to convince us that she is not, in fact, a cat, and is, in fact, an Eldritch abomination from beyond time and space.

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    #oneaday Day 411: Early Night https://imnotdoctorwho.moegamer.net/2020/01/23/oneaday-day-411-early-night/ https://imnotdoctorwho.moegamer.net/2020/01/23/oneaday-day-411-early-night/#respond Thu, 23 Jan 2020 07:45:03 +0000 https://imnotdoctorwho.moegamer.net/2020/01/23/oneaday-day-411-early-night/ Sorry for the lack of post yesterday, I was in bed by about 7pm feeling like absolute garbage. I slept until about 5am this morning, and I don't feel any better today. But here I am at work trying to be a good little cog in the corporate machine because I'm not "allowed" to be … Continue reading #oneaday Day 411: Early Night

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    Sorry for the lack of post yesterday, I was in bed by about 7pm feeling like absolute garbage. I slept until about 5am this morning, and I don't feel any better today. But here I am at work trying to be a good little cog in the corporate machine because I'm not "allowed" to be ill any more for some indeterminate period of time.

    Ugh. Sorry, I won't keep harping on about this, but it is one of the things really heavily weighing on my mind at the moment, and everything is sort of feeding into each other. The anxiety and depression make my physical symptoms worse, which makes me feel worse, particularly if I feel like I might be ill enough to take a sick day. And on days like today when I've dragged myself in despite being in bed probably being the best option… well, you can add a touch of bitterness to that mix, too.

    A friend of mine recently took a job where he only has to work part-time and can do a lot of that from home. While I'm sure he's not earning the same as me, particularly on a part-time salary, I'm certainly envious of him — as he seems to be so much happier than he was when he was working full-time for a company he despised. I don't despise my company, but I do despise the corporate culture. This is a more general problem rather than something specific to this place, though.

    Well, only two more days to go this week, at least, and then a free weekend. I'm even ahead of schedule on all my videos so I don't even need to make any time for recording. I think I'm going to be having a very relaxing weekend. Assuming I don't cough up my entire lung first.

    Have a happy Thursday!!!!!

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    #oneaday Day 410: Flagging https://imnotdoctorwho.moegamer.net/2020/01/22/oneaday-day-410-flagging/ https://imnotdoctorwho.moegamer.net/2020/01/22/oneaday-day-410-flagging/#respond Wed, 22 Jan 2020 00:10:13 +0000 https://imnotdoctorwho.moegamer.net/2020/01/22/oneaday-day-410-flagging/ I'm really flagging a bit in terms of motivation for… you know, everyday life outside of the things that I actually want to spend my time doing. I'm having real trouble shaking off the cold and the cough that I had for most of my week off, and I'm feeling utterly miserable and unmotivated when … Continue reading #oneaday Day 410: Flagging

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    I'm really flagging a bit in terms of motivation for… you know, everyday life outside of the things that I actually want to spend my time doing. I'm having real trouble shaking off the cold and the cough that I had for most of my week off, and I'm feeling utterly miserable and unmotivated when I get up at 6.30 in the morning to go to a job I feel completely apathetic about. All of this is making me feel depressed and stressed, which is causing the physical symptoms to stick around, which… you get the idea. Round and round and round.

    These feelings have been kind of festering in my head for a while. There are two specific occurrences that I think kicked it off, and I've never been the same since either of them. One of them is an understandable "trigger"; the other might sound stupid, but it definitely had an effect on me.

    The first was the passing of our cat Ruby in an accident on the road. This was back in November 2018, but it hit me hard, and I think I've subconsciously made the association between the journey to and from work and remembering that horrible phone call where I found out she'd died. Sometimes I'll be driving home, and I'll remember how I felt that day; how I was driving home as fast as I could, crying my eyes out; how I felt that evening, seeing her lying there, lifeless; how hard it was to say goodbye to someone I loved so much, but who had spent far too little time in my life.

    I haven't felt the same since her passing. Patti, who we got last February to help alleviate both Meg's loneliness and the hole left in our hearts by Ruby leaving us, has helped a great deal — particularly because I'm absolutely convinced that Ruby's spirit is present in that silly black cat, just from her mannerisms and the way she is sometimes. But I still miss Ruby herself; I miss her a great deal, and I still feel bad not being there for her, not being able to do anything to prevent what happened. I can't let go. There's still an emptiness inside me.

    The second — and this will sound absolutely dumb after what I've just said — was all our seats being moved around at work. I used to have a lovely seat in a corner by a window, with no-one behind me. I repeat: I'm absolutely 100% aware that this sounds like a stupid thing to trigger depressive episodes… but it definitely had an impact. The reason? When I was in that old seat, I felt like I could be more "free". I felt like I could be myself. I felt like when things got quiet and/or boring, I could occupy myself and no-one would be any the wiser. I'm a firm believer in the concept that the freedom to be unproductive when you need or want to actually makes you more productive overall. I'm certainly feeling that way now; my present seat is literally right in the middle of the office, on the aisle down the middle, and I absolutely hate it. I constantly feel like I'm being watched — and this feeling certainly isn't helped by things like the company's stupid sickness policy. I find it demotivating rather than encouraging.

    Obviously I'm not saying that I was completely unproductive when I had my nice corner seat where no-one was watching me — but I felt much more relaxed and at ease while I was there. I got on with my actual work, I achieved it quickly and to a good standard — and then I got on with the things that were important to me rather than the company. An ideal situation, really. Now I feel like I need to be much more "careful" about this sort of thing, because while WordPress looks convincingly like something I'd be doing as part of my job anyway, doing something like Photoshopping a YouTube thumbnail would be harder to explain away!

    It's hard to understand this. You'd think being in a position where you "need" to be more obviously doing your job would motivate you more, but it's had the precise opposite effect on me, to a point where I find a whole bunch of things about daily life actively annoying. The software tools are shit, the people I work with care far too much about things that don't matter and even people's daily routines make me irritable. I just don't like being there, and I want to be somewhere, anywhere else.

    I don't know how to fix this, or even if it's possible. It's frustrating, because there's no "escape" from it, no easy way out. Changing jobs almost certainly won't help, because I know that I'd just end up feeling the same somewhere else — and besides, job hunting is something that stresses me out to a massive degree anyway.

    Oh well. Apologies to unload like this, but perhaps talking about it to the amorphous masses online will help me process it all a bit better. Catharsis and all that.

    The post #oneaday Day 410: Flagging appeared first on I'm Not Doctor Who.

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    #oneaday Day 409: EARLY ACCESS: Shade - A Brief History https://imnotdoctorwho.moegamer.net/2020/01/20/oneaday-day-409-early-access-shade-a-brief-history/ https://imnotdoctorwho.moegamer.net/2020/01/20/oneaday-day-409-early-access-shade-a-brief-history/#respond Mon, 20 Jan 2020 15:29:52 +0000 https://imnotdoctorwho.moegamer.net/2020/01/20/oneaday-day-409-early-access-shade-a-brief-history/ Not making this live for a few weeks yet (hence the lack of proper thumbnail) as I want to prepare all the parts of the feature before posting, but I thought I'd share the first video adaptation of my recent MoeGamer articles on Shade's games Gun Gun Pixies and Bullet Girls Phantasia. Hope you enjoy! … Continue reading #oneaday Day 409: EARLY ACCESS: Shade - A Brief History

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    Not making this live for a few weeks yet (hence the lack of proper thumbnail) as I want to prepare all the parts of the feature before posting, but I thought I'd share the first video adaptation of my recent MoeGamer articles on Shade's games Gun Gun Pixies and Bullet Girls Phantasia. Hope you enjoy!

    I'm trying to make time to do more of this style of video as I go along, and also making sure I record (and back up) plenty of game footage to use for them, rather than finding myself wanting to make a video about, say, a massive RPG and realising I don't have any footage from any point before the ending.

    This is a bit of a change to my workflow and required a bit of creative thinking — largely thanks to a lack of hard drive space! — but recording play sessions and immediately backing the footage up to Google Photos seems to be working nicely for me right now. When I come to do some video versions of the Atelier MegaFeature later in the year we'll see how well that works out! 🙂

    Anyway, in the meantime… Shade!

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    #oneaday Day 408: Avoidance https://imnotdoctorwho.moegamer.net/2020/01/20/oneaday-day-408-avoidance/ https://imnotdoctorwho.moegamer.net/2020/01/20/oneaday-day-408-avoidance/#respond Mon, 20 Jan 2020 00:52:35 +0000 https://imnotdoctorwho.moegamer.net/2020/01/20/oneaday-day-408-avoidance/ It's back to the day job tomorrow. Boo! Illness aside, I've had a nice week off, and in the end I got everything on my "definitely want to do" list done, and actually most of the things in my "ideally want to accomplish" list, too. So that's cool. Today actually ended up being one of … Continue reading #oneaday Day 408: Avoidance

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    It's back to the day job tomorrow. Boo! Illness aside, I've had a nice week off, and in the end I got everything on my "definitely want to do" list done, and actually most of the things in my "ideally want to accomplish" list, too. So that's cool.

    Today actually ended up being one of my most productive days. I was mostly free of distractions, so I managed to get five episodes of Warriors Wednesday recorded, along with the voiceover and footage I need to put out a Fairune video, hopefully tomorrow evening.

    The amount of enjoyment I've had from a week where I was pretty much completely free to just be creative cannot be overestimated. It drives home the ever-present rift between things we want to do and that we enjoy doing… and the things we have to do.

    I attended the first session of a 12-week course on dealing with worry and anxiety on Saturday. I was both slightly reassured and disappointed by the number of people who cited work-related issues as leading causes of anxiety for them. Even when they know they have what is technically a "good" job, like I do.

    It's enough to make you wonder why we put ourselves through this. Well, the answer is "because we don't really have an option", of course. We don't work, we don't get paid. We don't get paid, we can't buy food, pay for our accommodation, and we certainly don't have anything left over to be able to enjoy the things we love.

    It just sucks that seemingly for so many people, "work" means "something I really don't want to do, and that I'm just doing for the money". I feel like it doubly sucks for me, having had a job I actually wanted to do in the past, and having had it snatched away from me without warning.

    I don't hold many grudges, but five years later, I'm still upset about that, and the people responsible for making that happen will forever remain on my Shit List.

    At least I know I'm not the only one feeling dissatisfied with day-to-day life, I guess. That's small comfort, though. And thus here I am at 12:45am, putting off going to bed because I don't want to get up in the morning and have to go to work.

    As much as I wish I could avoid it forever, though, I know the longer I put it off the worse I'll feel in the morning. So I guess it's time to go!

    I hope you had a great weekend and that Monday morning isn't too bad to you!

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    #oneaday Day 407: PATRONS ONLY! #20 - Pool Paradise https://imnotdoctorwho.moegamer.net/2020/01/19/oneaday-day-407-patrons-only-20-pool-paradise/ https://imnotdoctorwho.moegamer.net/2020/01/19/oneaday-day-407-patrons-only-20-pool-paradise/#respond Sun, 19 Jan 2020 01:01:35 +0000 https://imnotdoctorwho.moegamer.net/2020/01/19/oneaday-day-407-patrons-only-20-pool-paradise/ Another Patrons-exclusive playthrough of some PS2 silliness today — this time in the form of Archer Maclean's Pool Paradise: International Edition. Sorry the sound quality's a bit poop — the separate audio recording I normally do for Let's Play vids cut off after a couple of minutes for some reason (perhaps I accidentally hit a … Continue reading #oneaday Day 407: PATRONS ONLY! #20 - Pool Paradise

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    Another Patrons-exclusive playthrough of some PS2 silliness today — this time in the form of Archer Maclean's Pool Paradise: International Edition. Sorry the sound quality's a bit poop — the separate audio recording I normally do for Let's Play vids cut off after a couple of minutes for some reason (perhaps I accidentally hit a keyboard shortcut or something) so you're getting the glory of my phone's shitty microphone! Fun. Still audible, at least! 🙂

    Anyway. Thanks as always for all your support, and I hope you enjoy!

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    #oneaday Day 406: Ticklist https://imnotdoctorwho.moegamer.net/2020/01/17/oneaday-day-406-ticklist/ https://imnotdoctorwho.moegamer.net/2020/01/17/oneaday-day-406-ticklist/#respond Fri, 17 Jan 2020 23:14:37 +0000 https://imnotdoctorwho.moegamer.net/2020/01/17/oneaday-day-406-ticklist/ I've got a fair amount done during this week I've had off from the day job. Let me just take stock of things, so I can see it in black and white in front of myself, because I think I need to see it spelled out for me: Finished playing all the main routes in … Continue reading #oneaday Day 406: Ticklist

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    I've got a fair amount done during this week I've had off from the day job. Let me just take stock of things, so I can see it in black and white in front of myself, because I think I need to see it spelled out for me:

    • Finished playing all the main routes in LAMUNATION! (just After Story left to go now)

    • Wrote about Kamiko

    • Wrote about Horizon Chase Turbo

    • Wrote about My Big Sister

    • Wrote about how much I love Katrielle Layton

    • Wrote an in-depth article about one of LAMUNATION!'s narrative routes

    • Published an Atari A to Z video on Viro-Mania

    • Published an Atari ST A to Z video on Pengy

    • Published a Warriors Wednesday Video

    • Recorded and published a new Final Fantasy Marathon video

    • Recorded four new episodes of Atari A to Z Flashback

    • Recorded four new episodes of Atari ST A to Z

    • Recorded four new episodes of Atari A to Z

    That's a decent amount of stuff for a week's work, right? So why does my brain fixate on the things that I haven't done yet — the additional episodes of Warriors Wednesday and Final Fantasy Marathon that I want to get done, the voiceovers and footage I wanted to get sorted for some Fairune videos and some footage I wanted to record for some video versions of my Shade articles?

    I mean, I still have two more full days before I have to go back to the daily grind of the day job. And yet I find myself wracked with increasing feelings of anxiety; that I somehow haven't made the maximum possible use of the time I had available to me.

    It didn't help that I was ill at the beginning of the week, of course. And it doesn't help that I'm not enjoying the day job much at the moment, either. In fact, the prospect of going back is actually filling me with a feeling that is something akin to "dread", but I know I have to go back, because I have to pay bills and annoying adult shit like that. As much as I'd like every week to be like this week — perhaps without the "being ill" part — I am, sadly, a few thousand dollars a month short of that being possible.

    I'm attending some sort of counselling… anxiety… thing tomorrow morning. It's a group session, which I'm not super-thrilled about, but I'm willing to give it a chance and see if it helps. The person I spoke to about it a while back seemed to think it was one of their more effective forms of treatment… but we'll see. I wonder if it will be treating the symptoms rather than the cause.

    Oh well. Sorry for the incoherent ramble; the ol' noggin's just not in a very good place right now. Which is why I'm grateful for the opportunity to escape into, say, a ridiculous blue-sky soda-pop world filled with pretty girls and traditional fizzy drinks. Perhaps that's what I should spend the rest of the evening doing.

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    #oneaday Day 405: Unique Collections https://imnotdoctorwho.moegamer.net/2020/01/17/oneaday-day-405-unique-collections/ https://imnotdoctorwho.moegamer.net/2020/01/17/oneaday-day-405-unique-collections/#respond Fri, 17 Jan 2020 00:14:31 +0000 https://imnotdoctorwho.moegamer.net/2020/01/17/oneaday-day-405-unique-collections/ Something Chris and I talked about on a recent episode of the MoeGamer Podcast (I forget exactly which one, otherwise I'd link it) was the fact that, with the advent of the limited-run "boutique" publisher in the last generation of gaming hardware or so, it is no longer really possible or desirable to have a … Continue reading #oneaday Day 405: Unique Collections

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    Something Chris and I talked about on a recent episode of the MoeGamer Podcast (I forget exactly which one, otherwise I'd link it) was the fact that, with the advent of the limited-run "boutique" publisher in the last generation of gaming hardware or so, it is no longer really possible or desirable to have a "complete collection" of games for a single platform.

    I mean, with several thousand games available for the PS2 alone, I'd argue that hasn't been particularly easy or practical to do for a long time now anyway, but the fact that a lot of games are now released as either "get 'em while they're hot" or digital-only means that people are more likely to have completely unique collections of games, rather than everyone having the same old predictable things as each other.

    In some respects, this can be a bit of a pain; I'm still salty that I didn't really get into Shantae until well after Limited Run Games had published both Risky's Revenge and Pirate's Curse for PS4 — though I did at least manage to snag Pirate's Curse for Switch, which is fine by me because everything is better on Switch and all that. If you get into something late and you missed the limited print run… well, you're pretty much out of luck, unless you want to pay exorbitant prices to eBay scalpers, and I refuse to do that on principle.

    On the other hand, though, I think this is neat, because it encourages people to be individuals, and to express themselves through their game collections. If you have gaming enthusiast friends over and they look through your collection, do you have games that will make people go "hmm, I never heard of that, what is it?" I have loads of titles like this — not all of them are limited-run affairs, of course, but a goodly proportion are, and that excites me.

    I'm not 100% sure why, to be honest, because I'm not going to sell my collection and I don't have anyone to "pass it on" to in the event of my untimely (or indeed timely) demise… but I just like knowing that I have this stuff. It's a symbol of the things that are important to me; of how I've spent a significant portion of my life; of friends I've made along the way; of experiences I've had, and experiences I'm still yet to have.

    I don't really have a point with which to conclude this other than "games are pretty cool". So I guess we'll leave it at that!

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    #oneaday Day 404: Case Closed https://imnotdoctorwho.moegamer.net/2020/01/15/oneaday-day-404-case-closed/ https://imnotdoctorwho.moegamer.net/2020/01/15/oneaday-day-404-case-closed/#respond Wed, 15 Jan 2020 14:21:01 +0000 https://imnotdoctorwho.moegamer.net/2020/01/15/oneaday-day-404-case-closed/ I'm delighted to announced to anyone who cares that I have successfully fought a "Parking Charge Notice" issued by a private parking company and got myself out of having to pay £100. I thought this was going to be much more of a pain in the arse than it actually ended up being, and I'm … Continue reading #oneaday Day 404: Case Closed

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    I'm delighted to announced to anyone who cares that I have successfully fought a "Parking Charge Notice" issued by a private parking company and got myself out of having to pay £100. I thought this was going to be much more of a pain in the arse than it actually ended up being, and I'm thankful for that. I really didn't want to have to waste my time assembling evidence packs and taking photographs and potentially even going to court.

    Here's the full story, for anyone interested.

    Back in… October, I think it was, I went to our local post office delivery office to pick up a parcel I hadn't been home to receive. Said delivery office shares a site with a local gym, and apparently — I didn't know this at the time — a specific part of the car park is managed by a private parking company known as Premier Park. This part of the car park, despite being closest to the customer door of the delivery office, is supposedly for gym members only, and is enforced by automatic number-plate recognition (ANPR) cameras tracking people coming and going.

    Not being aware of any of this at the time — I had mistakenly assumed the whole car park was for both the post office and the gym, like a sane, rational person would — I had parked in the "forbidden" zone and, as luck would have it, a long queue at the delivery office and a customer whingeing and complaining at the front of it meant I was stuck there for 15 minutes — five minutes longer than the statutory "grace period" parking companies are supposed to provide you with when it comes to issuing these parking charge notices.

    Eventually, I picked up my package and went about my business. Over a month later, I received the parking charge notice through the post, informing me that I would have been liable for a £60 charge if I'd paid it within 14 days of the infraction, but was now liable for £100. Notice that I said the notice arrived over a month after the supposed infraction, meaning that the (still outlandishly expensive) £60 charge was never actually an option for me.

    Incensed, I attempted to phone up the parking company to shout at someone, only to discover that they're one of those companies that seemingly doesn't actually have any human employees, and thus it's impossible to speak to anyone. So, unwilling to part with £100 for the convenience of picking up a package, I decided to do some research online.

    As often happens with incidents of this nature, I ended up on the Money Saving Expert forums — specifically, this thread, which explains exactly what you should do in exactly the situation in which I found myself.

    The process is essentially thus:

    • Do not admit you were driving, deny keeper liability and take any opportunity you can to discredit the parking charge notice — in my case, this was easy, since it arrived well outside of the statutory 14 days required for ANPR-enforced cases.

    • If they deny your initial appeal, get a "POPLA" code and appeal directly to POPLA with as much detail as possible. At this point you generally win on technicalities such as signs not adequately indicating the parking terms and conditions in a way that is visible from a vehicle entering the car park. If my appeal hadn't been upheld at the first stage as it was, I would have definitely won here on these grounds.

    • If they send debt collectors after you, write a sternly-worded refusal to pay and accuse them of harassment.

    • If you end up having to go to court, you'll probably win, because most of the legal system and government in this country thinks that private parking companies are the worst kind of money-grabbing scum, and thus will do anything to give them a swift punch in the balls.

    Thankfully, I only had to do the first step here, and I received acknowledgement that they had upheld my appeal. They evidently knew that they had fucked up this time, and thus I don't have to pay £100.

    This feels pretty good. But I would also encourage you all to be wary of this sort of thing in the future! The appeal process doesn't always run this smoothly, from what I can gather — so take great care to avoid these "managed" car parks wherever possible!

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    #oneaday Day 403: Nearing Normality https://imnotdoctorwho.moegamer.net/2020/01/14/oneaday-day-403-nearing-normality/ https://imnotdoctorwho.moegamer.net/2020/01/14/oneaday-day-403-nearing-normality/#respond Tue, 14 Jan 2020 23:15:13 +0000 https://imnotdoctorwho.moegamer.net/2020/01/14/oneaday-day-403-nearing-normality/ I think I'm finally over the worst! I did some recording earlier today and only descended into a couple of coughing fits, and said coughing fits don't hurt as much as they did a couple of days ago. So I reckon I should be good to go to get a bunch of stuff done from … Continue reading #oneaday Day 403: Nearing Normality

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    I think I'm finally over the worst! I did some recording earlier today and only descended into a couple of coughing fits, and said coughing fits don't hurt as much as they did a couple of days ago. So I reckon I should be good to go to get a bunch of stuff done from tomorrow onwards. I might not get everything I hoped to do done in this week off, but I should at least get my "bare minimum" list of things done. Which will be nice.

    I got three Atari A to Z videos done today. I've got three more I'd like to get in the bag, which shouldn't be too much of a problem. Then I have at least two episodes of Warriors Wednesday I'd like to record (ideally more) — and thankfully I have one all ready to fire off tomorrow, so I don't have to rush recording one in the morning, along with at least two more episodes of Final Fantasy Marathon. I'll be happy to get one done in that case, however, since we're doing long episodes with Final Fantasy II to try and get 'er done in a reasonable total timeframe.

    On top of that, I'm hoping to get some more "feature" videos done, too. Specifically, I want to get some done on Fairune and Kamiko, and I've also been preparing some video versions of the recent Shade feature on Gun Gun Pixies and Bullet Girls Phantasia. I just need to record some footage for those; the voiceover recording is already done, so hopefully that shouldn't take too long. I wonder how much "Intensive Drilling" footage I can get away with on YouTube, heh. "Not for kids", indeed.

    And alongside all that, of course, I still need to continue ploughing through LAMUNATION!, which is proceeding at a good pace, and preparing for the kick-off of the Atelier MegaFeature. Busy, busy, busy, for sure! But you know I love it — it's times like this, though, that I really wish I could devote my full time to what I do. One step at a time, though; Patreon has already seen a bit of growth this month, which is great to see — thank you and hello to any new Patrons, by the way, your contributions are very much appreciated! — so you know, things are moving in a nice direction.

    I'm just trying not to think about the things I've been stressing out over. I'll deal with those when this week off is over and done with. And hopefully I'll find I've been stressing out over nothing, as I usually do.

    Anyway. Thanks as always for bearing with me through my illness, and I'll see you around tomorrow!

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    #oneaday Day 402: PATRONS ONLY! #19 - Return to Apshai https://imnotdoctorwho.moegamer.net/2020/01/13/oneaday-day-402-patrons-only-19-return-to-apshai/ https://imnotdoctorwho.moegamer.net/2020/01/13/oneaday-day-402-patrons-only-19-return-to-apshai/#respond Mon, 13 Jan 2020 17:02:13 +0000 https://imnotdoctorwho.moegamer.net/2020/01/13/oneaday-day-402-patrons-only-19-return-to-apshai/ I emerge from my deathbed to bring you a nice chilled out bit of Temple of Apshai for your enjoyment! The treasure hunting is disastrous and I cough a lot, but I had a good time. I hope you do too!

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    I emerge from my deathbed to bring you a nice chilled out bit of Temple of Apshai for your enjoyment! The treasure hunting is disastrous and I cough a lot, but I had a good time. I hope you do too!

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    #oneaday Day 401: Mending https://imnotdoctorwho.moegamer.net/2020/01/12/oneaday-day-401-mending/ https://imnotdoctorwho.moegamer.net/2020/01/12/oneaday-day-401-mending/#respond Sun, 12 Jan 2020 22:38:20 +0000 https://imnotdoctorwho.moegamer.net/2020/01/12/oneaday-day-401-mending/ No vlog today, I'm afraid, because I'm still not well. I am feeling a little better though, so I hope a good night's sleep will have me fighting fit by the morning, as I have lots of things I want to achieve this week. All being well, I'm going to get a bunch of episodes … Continue reading #oneaday Day 401: Mending

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    No vlog today, I'm afraid, because I'm still not well. I am feeling a little better though, so I hope a good night's sleep will have me fighting fit by the morning, as I have lots of things I want to achieve this week.

    All being well, I'm going to get a bunch of episodes for each of the YouTube series done, carry on with playing through LAMUNATION! ready to write about it, play more Atelier Iris ready for the MegaFeature kicking off, and get some more "scripted" videos done. I'm probably going to adapt the recent articles on the Fairune games into videos, because I really enjoyed those and I think they're games worth celebrating both in writing and in video.

    The remodelling has been continuing today. You know when you sit in a room and you get a really strong vibe that you've been there before? We seem to have inadvertently done that with our spare room. I'm not exactly sure what room I'm strongly reminded of when I'm in there, but there is definitely somewhere I've been before that looks a lot like how we've laid it out now. Strange. Deja vu, I guess?

    Anyway, I need some sleep; here's hoping I'm feeling better by the morning. Send me some Curagas or something!

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    #oneaday Day 400: SNUFFLE BLERGH etc https://imnotdoctorwho.moegamer.net/2020/01/11/oneaday-day-400-snuffle-blergh-etc/ https://imnotdoctorwho.moegamer.net/2020/01/11/oneaday-day-400-snuffle-blergh-etc/#respond Sat, 11 Jan 2020 23:27:14 +0000 https://imnotdoctorwho.moegamer.net/2020/01/11/oneaday-day-400-snuffle-blergh-etc/ What with feeling like I was coming down with something yesterday, it turns out I was correct to not attempt the 2.5-3 hour drive to go visit my parents as I had originally intended. Because I have indeed come down with something and it really sucks. I think it's just a bad cold rather than … Continue reading #oneaday Day 400: SNUFFLE BLERGH etc

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    What with feeling like I was coming down with something yesterday, it turns out I was correct to not attempt the 2.5-3 hour drive to go visit my parents as I had originally intended. Because I have indeed come down with something and it really sucks.

    I think it's just a bad cold rather than anything more debilitating, but it's uncomfortable and unpleasant. Still, I've been fairly relaxed today and hopefully I'll feel a bit better in the morning if I get a decent night's sleep.

    Andie has spent the majority of the day remodelling the spare room; I'm sleeping in there tonight so I 1) don't give her the plague if I haven't already 2) don't keep her awake with my old man cough and complaining and 3) can starfish in the bed as much as I want.

    The remodelled room looks great, and it's fixed a couple of problems we've been trying to solve for ages: how we might be able to squeeze some more space for video games in the living room, since the existing shelves are getting a bit full, and what to do with the ample collection of board games I have that don't get played that often because my local IRL friends all had kids and became boring. Short version: the board games are now upstairs in the spare room, leaving a decent amount of wall space free to put more video game shelves in as and when we need to. Hooray!

    We watched Metal Jesus' new game room tour video earlier, and we both liked the idea of a handheld display shelf — MJ has all his handhelds on special stands as "display" pieces, so we might try and do something like that. He also showed the genius idea that is putting individual cables in individual labelled ziplock bags… why the hell didn't I think of this before my Cable Box of Doom (you know what I mean, we all have one) got into quite such a state? Coulda woulda shoulda and all that.

    Anyway. Haven't got much "productive" done today due to illness, but I have a whole week ahead of me to enjoy, so I don't feel bad. Hopefully I'll feel a bit better in the morning so I can get a bit more stuff done and perhaps a vlog if I feel up to it. In the meantime, though, I think it's probably time to hit the hay. Thanks for all your support this week, and I hope you enjoy the new feature on LAMUNATION!

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    #oneaday Day 399: Snuffle https://imnotdoctorwho.moegamer.net/2020/01/10/oneaday-day-399-snuffle/ https://imnotdoctorwho.moegamer.net/2020/01/10/oneaday-day-399-snuffle/#respond Fri, 10 Jan 2020 23:55:13 +0000 https://imnotdoctorwho.moegamer.net/2020/01/10/oneaday-day-399-snuffle/ I've got a week off from the day job now, so naturally I've come down with something. I'm full of snot, coughing like an old fart and feeling a bit headachey and dizzy. What fun! Still, I guess it is, in some ways, better to get ill when you're in a position to actually get … Continue reading #oneaday Day 399: Snuffle

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    I've got a week off from the day job now, so naturally I've come down with something. I'm full of snot, coughing like an old fart and feeling a bit headachey and dizzy. What fun!

    Still, I guess it is, in some ways, better to get ill when you're in a position to actually get some rest rather than when you're supposed to be going to work. My day job has an irritatingly "corporate" approach to illness absence, where you have to do pointless "Return to Work" interviews and sign forms every time you're off, regardless of the reason, and if you're ill more than x times in y indeterminate period (I say this because the definitions of y in particular don't appear to have any rhyme or reason whatsoever) then you have to have a soul-crushing meeting with HR.

    Trouble is, this sort of practice appears to be common in most corporate places these days; companies are more concerned with "managing absence" than the actual welfare of their employees. It's frustrating, it's demoralising and leads to the phenomenon known as "presenteeism", where people show up to work when they really shouldn't, do a bad job and infect half the office with plague in the process.

    I don't know how to avoid this though. I feel like looking for a new job won't solve the issue because, as I say, this sort of thing appears to be pretty common, unfortunately. As such, I could potentially find myself in a new job with the exact same situation.

    The stupid thing is I'm not even taking the piss with being ill; I only call in when I'm genuinely not up to going in, and yet I still feel I'm being punished for it. It actually makes me feel worse, because it makes me anxious, and anxiety can exacerbate physical ailments too.

    Oh well. Probably best not to think about this bullshit while I have a week off. Perhaps one day I'll make enough from my writing and/or videos to pack in the day job altogether — that'd be nice, wouldn't it? I think we're a long way off that yet. But it's nice to imagine, anyway.

    Better get some sleep. Here's hoping I don't feel quite so wretched in the morning.

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    #oneaday Day 398: Coming Up https://imnotdoctorwho.moegamer.net/2020/01/09/oneaday-day-398-coming-up/ https://imnotdoctorwho.moegamer.net/2020/01/09/oneaday-day-398-coming-up/#respond Thu, 09 Jan 2020 23:18:21 +0000 https://imnotdoctorwho.moegamer.net/2020/01/09/oneaday-day-398-coming-up/ With any luck, we'll kick off the LAMUNATION! Cover Game feature tomorrow, though this is dependent on me getting some answers to some interview questions back from Meru of Love Lab. If she hasn't got back to me tomorrow, we'll have to postpone that to next week, which isn't the end of the world, but … Continue reading #oneaday Day 398: Coming Up

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    With any luck, we'll kick off the LAMUNATION! Cover Game feature tomorrow, though this is dependent on me getting some answers to some interview questions back from Meru of Love Lab. If she hasn't got back to me tomorrow, we'll have to postpone that to next week, which isn't the end of the world, but I would like to get started on writing about it.

    In the meantime, I've been starting to get "infrastructure" together ahead of the Atelier MegaFeature, and I can provide you, dear Patrons, with an exclusive early look at the all-new MegaFeature hub page. Check it out here: https://moegamer.net/megafeatures/atelier/

    Obviously there's not a lot there yet, but that's roughly what it's going to look like, perhaps with the addition of a gallery or some videos down at the bottom, much like I do with the individual game pages now. I've slotted in the Atelier Arland Trilogy games already, since I covered those last year and Lulua is on the schedule for this time around, and spaces are prepped, ready and waiting for the various different subseries.

    I'm going to handle the MegaFeature as if it's a series of Cover Game features for each subseries. That means there'll be a new banner and backdrop for each one, but all of them will be collected together on the MegaFeature page. The MegaFeature page itself is set to full-width by sacrificing the right-hand sidebar; this hopefully gives the whole thing a somewhat "grander" look and makes it clear that this is a Big Deal.

    I'm really looking forward to getting stuck into this! I'm already playing the first Atelier Iris and absolutely loving it, so I can't wait to explore the rest of this series, however long it takes! And hopefully by the end of it all, we should have one of the most comprehensive looks at the (localised) Atelier series on the Internet. Won't that be a thing?

    Anyway. In the meantime, fingers crossed Meru gets back to me overnight, 'cause I'm also champing at the bit to write about LAMUNATION! — but as I say, that may end up pushed to next week. It's coming, though!

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    #oneaday Day 397: Shedding the Kilos https://imnotdoctorwho.moegamer.net/2020/01/08/oneaday-day-397-shedding-the-kilos/ https://imnotdoctorwho.moegamer.net/2020/01/08/oneaday-day-397-shedding-the-kilos/#respond Wed, 08 Jan 2020 13:50:56 +0000 https://imnotdoctorwho.moegamer.net/2020/01/08/oneaday-day-397-shedding-the-kilos/ I'm not well today, so you get an early entry, so to speak. I've been suffering with an annoying combination of stomach-related ailments since last night, which you probably don't need to know the details of but I'm going to give them anyway. I have a hernia. It is uncomfortable most of the time and … Continue reading #oneaday Day 397: Shedding the Kilos

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    I'm not well today, so you get an early entry, so to speak. I've been suffering with an annoying combination of stomach-related ailments since last night, which you probably don't need to know the details of but I'm going to give them anyway.

    I have a hernia. It is uncomfortable most of the time and occasionally painful. When it gets painful, it also causes… well, there's no real nice way to say this, but a certain degree of gastric distress. That makes me more uncomfortable and annoyed and depressed, and basically the whole thing feeds into each other and gets inordinately frustrating.

    After having an unpleasantly painful evening last night, I took today off. I feel a bit better now; I still feel like I might throw up, but at least it's not super-painful any more.

    The annoying thing about all this is that I can't get it treated… yet. Because I'm a fat cunt, they won't fix the hernia because it would be very likely that it would just come back. So I needed to lose a lot of weight in order to even be considered for that treatment. And I mean a lot — we're talking in the region of about 8 stone or 50kg.

    This has been going on for a while. Shortly before Christmas 2018, Andie and I started with Slimming World again; it was a programme we'd both had success with before, but for some reason this time we found it hard to maintain motivation. I think we just ended up getting bored of the things we had to eat, and how unlike "real" food Slimming World "versions" of classic dishes often ended up being. "Eat this, it's almost as good as bread!" …no it isn't.

    So about a month back, the pair of us decided to give the keto diet a go. For the unfamiliar, this is a diet where you scale back your daily net carbohydrates to about 20g or less, and get the majority of your energy from fat. This puts your body in a condition called "ketosis", where instead of burning carbohydrates for energy, it burns fat instead — essentially, you're deliberately not putting carbs in there so your body has no choice but to burn fat for energy.

    While, as with any kind of diet, there are limitations on what you can eat, I'm finding the restrictions places upon you during a keto diet to be fairly manageable in that I can still eat a lot of things that I like. Bacon: good. Oily fish: good. Nuts: good (hehe). Meat with fat on: good. I'm missing sugar a bit (stevia and erythritol are not great substitutes for various reasons) and occasionally I'd like nothing more than a big plate of chips, but for the most part, I'm doing fine — and presumably as a side-effect of all this, I've found my appetite has gone right down, too, which is a symptom I wasn't expecting to address, but it's effective nonetheless.

    I weighed myself this morning, and in the month since we started, I've lost 10kg, which is about one and a half stone. I'm really pleased with this; at this rate, I might actually get where I "need" to be within six months… assuming progress continues like this, of course. There's always the risk of weight loss plateauing after a while, but the theory behind keto is sound, and I have a lot of fat to burn, so hopefully this will continue.

    I'm not relishing my "reward" for all this, as I'm utterly terrified of hospitals and specifically surgery, but hopefully no longer having to live in daily discomfort will be worth it in the long term. I guess we'll have to wait and see.

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    #oneaday Day 396: Daily Inkling - Twenty-Four Seven https://imnotdoctorwho.moegamer.net/2020/01/07/oneaday-day-396-daily-inkling-twenty-four-seven/ https://imnotdoctorwho.moegamer.net/2020/01/07/oneaday-day-396-daily-inkling-twenty-four-seven/#respond Tue, 07 Jan 2020 10:20:19 +0000 https://imnotdoctorwho.moegamer.net/2020/01/07/oneaday-day-396-daily-inkling-twenty-four-seven/ Do you like to write? Then you should be following Normal Happenings, who posts regular daily writing prompts called "Inklings". They always get me thinking, so I like to indulge every now and then. (Also I'm part of the site's year-long "The Characters That Define Us" collaboration, so follow along for that, too!) Anyway, here's … Continue reading #oneaday Day 396: Daily Inkling - Twenty-Four Seven

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    Do you like to write? Then you should be following Normal Happenings, who posts regular daily writing prompts called "Inklings". They always get me thinking, so I like to indulge every now and then. (Also I'm part of the site's year-long "The Characters That Define Us" collaboration, so follow along for that, too!)

    Anyway, here's today's prompt:

     

    “Twenty-Four Seven”

    Write 24 talking points between current you and you from seven years ago. Consider teaching yourself something you’ve picked up since then.

    This sounds like a challenge! Me from seven years ago would be me in January 2013… which was leading up to a fairly turbulent time in my life, to be honest, so this is probably gonna get a bit personal. But oh well. In for a penny and all that.

    1. Don't take happiness for granted.

    Okay, January 2013 Pete. Things are a bit… wobbly right now. In a few months, you're going to get what feels like the opportunity of a lifetime; your former boss Jaz Rignall is going to reach out to you and invite you to be part of the launch of USgamer, Eurogamer's American spinoff site. It will seem like a dream come true — and, for a while, it will be.

    But don't take that for granted.

    A year later, this opportunity will be taken from you, through no fault of your own. There will be nothing you can do about it. It will suck. But…

    2. Dark times can be inspirational.

    January 2013 Pete, you've already been through some dark times circa 2010, so you probably know this already, but it bears repeating: dark times can bring the greatest inspiration. What is going to happen next year will suck, there's no two ways about it, but it will also inspire you to create something that is entirely your own, and that you can be proud of.

    3. Be true to yourself.

    The situation that will arise next year could probably be avoided if you put your head down and parrot the corporate line rather than using your platform to represent an underappreciated viewpoint — since, although no-one has specifically said this at any point, it's fairly obvious from a 2020 perspective that you were pushed out because of your willingness to give time and attention to Japanese games that are treated poorly by the rest of the mainstream press.

    But it won't feel good to deny yourself, and the audience that you build who respect you for being true to yourself won't appreciate that, either.

    4. Some people just won't like you. They don't matter.

    As much as you'd like to get along with everyone, there will be people out there who just don't get along with you. This is often through no fault of your own, and incidents can arise with no real provocation. It will suck to encounter these situations, but remember that people who barely know you and have no respect for you should not have any influence over your life whatsoever. They do not matter. Do not give them any attention.

    5. Some people do like and respect you. They do matter.

    It's easy to feel alone in this modern age, even when you have an active online social life. But know that the things you do — and the things that you're going to do — are going to touch the lives of others, and they are going to appreciate that. You're going to make some lifelong friends by being true to yourself, and that is something you need to focus on when times get challenging.

    6. You have Asperger's.

    You know how you've been struggling to understand how to deal with social situations for pretty much your whole life, forever getting trapped in your own head, overanalysing circumstances and often talking yourself out of taking social risks? Yeah, that's Asperger Syndrome, and a few years down the line you'll recognise this for what it is. It will explain a lot of things about yourself and make you feel a bit better about some parts of your personality you currently don't like all that much.

    7. If you get a bad vibe from a situation, get out.

    A while after your departure from USgamer, you're going to find yourself with a job at an energy company. You will get a very bad vibe from your initial impressions, and this bad vibe will prove to be entirely justified as you systematically get bullied out of your role by a manager that doesn't understand or respect mental health issues, and a corporate culture more concerned with following arbitrary, universally applied rules than the actual welfare of its employees. Get out before this happens.

    8. Day jobs are boring, but this can be a blessing in disguise.

    Most of the daily duties in the day jobs of this world could probably be accomplished with two- or three-hour workdays, making for a lot of tedious downtime that can easily weigh down on your mind. However, if you're discreet, you can also make use of this tedious downtime for things you actually want to do. Maybe not playing games or making videos, but writing stuff looks like work!

    9. Engaging with the community will make people want to enjoy your work.

    You can write and make videos all you want, but if you don't get your online "face" known around the community, no-one will have any real reason to check out any of your stuff. Follow some blogs and channels that you enjoy, leave some likes and some comments, make some friends. It'll really pay off over time.

    10. YouTube is fun!

    Save up a bit of money and grab yourself some capture hardware and a decent microphone. Making YouTube videos about games is a lot of fun.

    11. Podcasting is fun!

    And while you have that microphone, you might as well start doing some podcasting again, too. You don't need to hide behind other people; you are capable of leading a show.

    12. Upgrading your motherboard and CPU will have a bigger effect on Final Fantasy XIV's framerate than upgrading your graphics card.

    You're not playing it yet, but when you do, you'll thank me for this advice.

    13. Friendships wax and wane.

    There are people in your life right now who feel like they'll always be there. They, unfortunately, won't be — and you won't understand why. That is just sometimes how it is. Conversely, however, there are also people you haven't met yet who will become very important to you. These things have a way of balancing themselves out.

    14. Don't have kids.

    Your friends who have kids will become boring and never want to do anything. Do not have kids. Enjoy your life, because God knows you've struggled enough already.

    15. Don't buy a zillion board games.

    Related to the above: your friends who you play board games with will have kids and become boring, making a significant proportion of your large collection fairly pointless to keep around because they need a minimum of three players.

    16. Sell board games on BoardGameGeek, not eBay.

    It's much easier and quicker.

    17. 2014 onwards is going to suck for certain parts of media discussion.

    Certain happenings in 2014 will prove to be a tipping point for public trust in the mainstream media. Even if you do not get involved, you will still somehow get dragged into all this by association and proxy, and it's entirely possible you'll lose friends over it. It will suck, but remain true to yourself and prove yourself to be someone with integrity and honesty, and you'll get through it and probably make some new friends in the process.

    18. Personal writing has much greater value than corporate media pieces.

    Related to the above: you're already drifting away from the mainstream media having been extremely frustrated with their bad attitude over the Mass Effect 3 ending debacle, but I'll just confirm that you're doing the right thing here. You'll get much more out of reading personal accounts by individual bloggers than heavily edited, word-counted articles on corporate sites.

    19. Be a force for positivity, not negativity.

    I know I've said that a lot of things are going to suck — and they are. But the best way to battle negativity is positivity. There's going to be a lot of negativity around in the coming years; it's going to become fashionable, even. Do your part to stand out by focusing on the positive rather than the negative.

    20. Twenty-four is a lot of things to put on a list.

    When you think it sounds like a good idea to write a list consisting of 24 items, bear in mind that it will probably take a bit longer than you think it might.

    21. Go to Digitiser Live.

    You won't know what I'm talking about for a good few years yet, but when the opportunity arises, take it. You won't regret it, even though the prospect of it will be scary.

    22. Buy that book of Nier: Automata piano scores before it gets expensive.

    That's right, there's going to be a new Nier game — bet you never thought that would happen! When you see the piano score book become available, snatch it up before it becomes extremely expensive.

    23. Get cats.

    You already know this is a good idea, but just do it.

    24. Keep writing.

    It will bring you consistent happiness, relief, catharsis, entertainment, joy and the opportunity to make new friends. Never stop.

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    #oneaday Day 395: Old Mags - Atari User, January 1988 https://imnotdoctorwho.moegamer.net/2020/01/06/oneaday-day-395-old-mags-atari-user-january-1988/ https://imnotdoctorwho.moegamer.net/2020/01/06/oneaday-day-395-old-mags-atari-user-january-1988/#respond Mon, 06 Jan 2020 14:36:14 +0000 https://imnotdoctorwho.moegamer.net/2020/01/06/oneaday-day-395-old-mags-atari-user-january-1988/ I like reading old magazines. Ideally I like reading their old paper-based incarnations, but archives such as the one found at Atarimania make an acceptable and discreet substitute. I thought I'd go through the January 1988 issue of Atari User (Vol. 3, No. 9) and see if there was anything interesting to comment on for … Continue reading #oneaday Day 395: Old Mags - Atari User, January 1988

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    I like reading old magazines. Ideally I like reading their old paper-based incarnations, but archives such as the one found at Atarimania make an acceptable and discreet substitute. I thought I'd go through the January 1988 issue of Atari User (Vol. 3, No. 9) and see if there was anything interesting to comment on for today's post. Why? Because I'm a bit bored and this sounds like it might be fun.

    We kick off with this bizarre story that Atari apparently got into trouble for recommending against trying to "enhance" the play experience of the Atari 2600 and XEGS by making use of "excess use of imaginary backgrounds or special effects". The ad also included a disclaimer that different children have different abilities to differentiate between fantasy and reality. I feel like this is a discussion we're still having today — somewhat futilely in my experience.

    Right beneath that, we have a story about the Atari 8-bit games Nightmares and Little Devil by Red Rat Software being refused distribution in France and Italy as well as by what was, at the time, one of the biggest computer and gaming distributors in the UK. The reason? They have "occult connotations". You think we have problems today?

    This ad is weirdly charming for its rather British refusal to refer to an established genre as "shoot 'em up". I say, Barrington, I would bally well love a go on that new "shoot them up" from Tynesoft, it looks jolly fun! Mirax Force was quite neat, as I recall, but pretty difficult. It had digitised speech, which was probably its main selling point.

    Oh, what do you know? There's a review of Mirax Force in that very issue. It scores a perfect 10 for both graphics and "playability", with 9s for sound and value for money, providing an overall score of 9. The review itself actually isn't too bad compared to some others from the era — it does at least say what it's doing well, but the fact it's crammed into half a page makes the whole thing feel a bit "rushed". Such was the nature of magazine reviews, however… unlike modern online reviews, you really did have a finite amount of space!

    This thing is something else. I actually had a go with one back in the day and it's as stupid as it looks. Billed as "a real alternative to the joystick", what this actually is is an arrangement of 17 clicky buttons, 8 of which equate to the 8 directions of a digital joystick, and the outer 8 of which are the same directions with the fire button pressed down. There's also a solo fire button in the middle. It's an interesting idea, but required both hands to use effectively and was not particularly practical for… well, anything, really. Only £18.85 though!

    With the release of the XEGS (essentially a 65XE with a detachable keyboard, meaning it could be used as a "console") Atari re-issued a bunch of classic cartridge games. In this feature, Neil Fawcett looks back at what were already considered to be retro games in 1988. To be fair, all these games have stood the test of time very well — and the Atari ports of them are all great.

    Another interesting advert and a relic of a bygone age; an advertisement for an "Owners Club", with regular magazines plus benefits such as pen pals, public domain software and all manner of other stuff. The age of the Internet has made this sort of thing all but redundant, but it always makes me smile to see ads like this in the old magazines.

    Back in the day, if you had a bit of hardware that didn't work on your computer, did you moan and complain and leave one-star Amazon reviews? Did you fuck; you wrote your own drivers, such as this mouse driver for Atari 8-bit by Simon Miller, composed in machine code and usable in BASIC programs.

    Talking of the XEGS, Atari User's resident techhead Andre Willey pulled one apart for you to admire. Look at all the chips and sockets and colour sub-carrier crystals!

    One thing I find particularly fascinating about Atari User is that its cover feature each month tended not to be a commercial piece of software, but rather one of the BASIC or machine code listings you could type in to get yourself some free games or other software. This month, the top spot goes to Submarine Hunter by Nick Pearce, a simple "depth charge" shoot 'em up that I recall being pretty competent. You'll notice that the pages for this game are some of the only pages of the issue to appear in full colour, too! Game of the Month was serious business.

    Here's another relic of a lost age: programming tutorials. Every microcomputer in the '80s shipped with BASIC either in ROM or on a cartridge, and thus learning to program was regarded as something that pretty much everyone would try their hand at at one point or another. This, of course, led to repeated "first steps"-style ongoing features at regular intervals, such as this one from Len Golding.

    This was one of my favourite regular features in Atari User: complete, functional, useful programs that used just five lines of BASIC code. It was seriously impressive quite how much developers could get done in so little code.

    This is an interesting section; rather than providing purely theoretical programming tutorials, the Computing in ACTION! section provides practical examples of how you might make use of BASIC programming techniques in "the real world", as it were. This month, it's a cocktail generator, which suggests ingredients for you to mix together — without mixing "the grape and the grain" — for various creative beverages.

    I always thought this was cool; while Page 6 and Atari User were rivals — they were the only two Atari 8-bit magazines on the newsstands — they always advertised each other. Page 6 eventually took over Atari User in its latter years, rebranding itself as New Atari User.

    And to close things off, here's the back cover advert for those two "banned" games from the news section; the cynical might argue that this is all a big publicity stunt, but remember the Satanic Panic very much was a thing with media that appealed to young people. You can't really blame Red Rat for making use of the stupidity of the situation as a marketing point!

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    #oneaday Day 394: Doing This https://imnotdoctorwho.moegamer.net/2020/01/05/oneaday-day-394-doing-this/ https://imnotdoctorwho.moegamer.net/2020/01/05/oneaday-day-394-doing-this/#respond Sun, 05 Jan 2020 23:02:57 +0000 https://imnotdoctorwho.moegamer.net/2020/01/05/oneaday-day-394-doing-this/ I'm yet to polish off LAMUNATION! but that's going pretty well, so out of curiosity I made a start on the first Atelier Iris game for PlayStation 2. I absolutely love it already, and this trilogy is definitely going to be part of the upcoming Atelier MegaFeature. At this point I may as well just … Continue reading #oneaday Day 394: Doing This

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    I'm yet to polish off LAMUNATION! but that's going pretty well, so out of curiosity I made a start on the first Atelier Iris game for PlayStation 2.

    I absolutely love it already, and this trilogy is definitely going to be part of the upcoming Atelier MegaFeature. At this point I may as well just go the whole hog and throw Mana Khemia in there as well… we'll see how things go!

    I'm appreciating how much of the "modern Atelier" it feels like there is in Atelier Iris, though it simultaneously very much feels like its own thing. Unlike the Arland games onwards, which are as much strategic time management games as they are RPGs, Atelier Iris is a relatively traditional RPG at its heart — though with a few interesting twists here and there.

    These twists mostly relate to its relatively small, "local" scale. There's a lot of action centring around a small community that the protagonist arrives at early in the game, and a bunch of optional mechanics involving providing shop owners with ingredients to synthesise new items to add to their menus. And like its (rough) contemporaries in the Ar Tonelico series, synthesis isn't a purely mechanical thing — there's some fun characterisation, particularly when it comes to the grumpy magic shop owner Veola.

    It's good to see Pamela early on, too, and she's still very much the Pamela we've come to know and love in later installments.

    So yeah. We're doing this. And I already have fun plans in mind for interesting ways to present the MegaFeature on the site. And conveniently, I have a week off the week after this coming one, so I can start getting some things ready! How about that?

    Anyway. Before that happens, I do have a week at the day job, so I probably better get some sleep before the early starts to pay the bills and all that shit. Hope you all had a great weekend!

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    #oneaday Day 393: PATRONS ONLY! #18 - New Year https://imnotdoctorwho.moegamer.net/2020/01/04/oneaday-day-393-patrons-only-18-new-year/ https://imnotdoctorwho.moegamer.net/2020/01/04/oneaday-day-393-patrons-only-18-new-year/#respond Sat, 04 Jan 2020 21:29:34 +0000 https://imnotdoctorwho.moegamer.net/2020/01/04/oneaday-day-393-patrons-only-18-new-year/ First vlog of the new year! Just some ramblings about what's coming up for MoeGamer, YouTube and Atari A to Z, plus my own hopes for the community and suchlike. Thanks, as always, for all your support — and for consistently being the side of online interactions that I always want to celebrate!

    The post #oneaday Day 393: PATRONS ONLY! #18 - New Year appeared first on I'm Not Doctor Who.

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    First vlog of the new year! Just some ramblings about what's coming up for MoeGamer, YouTube and Atari A to Z, plus my own hopes for the community and suchlike. Thanks, as always, for all your support — and for consistently being the side of online interactions that I always want to celebrate!

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    #oneaday Day 392: Drama Llama https://imnotdoctorwho.moegamer.net/2020/01/03/oneaday-day-392-drama-llama/ https://imnotdoctorwho.moegamer.net/2020/01/03/oneaday-day-392-drama-llama/#respond Fri, 03 Jan 2020 14:13:42 +0000 https://imnotdoctorwho.moegamer.net/2020/01/03/oneaday-day-392-drama-llama/ I honestly have to wonder if human beings have some sort of inexplicable, natural tendency to gravitate towards drama. Particularly online. Because I'm struggling to think of the last community I've been a member of that wasn't, at one form or another, rocked by utterly pointless drama that served no purpose whatsoever. I say this … Continue reading #oneaday Day 392: Drama Llama

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    I honestly have to wonder if human beings have some sort of inexplicable, natural tendency to gravitate towards drama. Particularly online. Because I'm struggling to think of the last community I've been a member of that wasn't, at one form or another, rocked by utterly pointless drama that served no purpose whatsoever.

    I say this as a Discord server that I'm a member of — not the rather quiet and peaceful MoeGamer one, I might add — has erupted into a couple of people yelling at one another for frankly rather unclear reasons, leaving everyone else not really feeling like they want to talk "normally" lest the nonsense spill out and derail further discussions.

    I have no idea what caused this because everyone only talks about it in vague terms. At least one of the people involved has the unfortunate complication of self-pitying victim complex and the tendency to fly off into a rage whenever anyone points out that he might have contributed to the situation with his attitude. It makes it difficult to resolve and move past.

    It's a colossal waste of time for everyone involved, and said people involved tend not to think about the broader consequences, which is that other people might no longer feel comfortable in what had, up until that point, been a place they enjoyed hanging out.

    This is by no means exclusive to the online sphere, sadly. I'm sure at one point or another most of you reading this have probably had the misfortune of coming into contact with "office politics" — it's exactly the same sort of thing there. I've lost more than one job by being caught in the crossfire from this bullshit, where people just inexplicably decided to start treating their peers like absolute crap, making the environment unpleasant for everyone in the vicinity, not just those directly involved with the drama in question.

    Perhaps you grew up in a small town or village, like I did. It happens in small local communities like that, too; I remember hearing all sorts of "he said, she said" stories from my parents when I was a young 'un — though in most cases there, everyone involved was generally old enough to know better than to linger on pointless nonsense. I recall the Village Pantomime often having a bunch of people all complaining about one another, though.

    I do my best to not get involved with stuff like this, but it's a big ol' bummer when it involves communities or spaces that I've previously considered to be pleasant or "safe" places to hang out. I hope this latest episode in particular peters out soon, otherwise I think I'll be finding other places to chat with friends during quiet moments!

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    #oneaday Day 391: I Want to Go Back to Bed https://imnotdoctorwho.moegamer.net/2020/01/03/oneaday-day-391-i-want-to-go-back-to-bed/ https://imnotdoctorwho.moegamer.net/2020/01/03/oneaday-day-391-i-want-to-go-back-to-bed/#respond Fri, 03 Jan 2020 07:48:07 +0000 https://imnotdoctorwho.moegamer.net/2020/01/03/oneaday-day-391-i-want-to-go-back-to-bed/ Morning. Sorry I'm already sucking at keeping up to date with these — a fine start to 2020, I must say! In my defense, I'm stressed, anxious, tired and fed up, and as anyone who has suffered any combination of those things will know, it's easy to let things slide when you let your brain … Continue reading #oneaday Day 391: I Want to Go Back to Bed

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    Morning. Sorry I'm already sucking at keeping up to date with these — a fine start to 2020, I must say! In my defense, I'm stressed, anxious, tired and fed up, and as anyone who has suffered any combination of those things will know, it's easy to let things slide when you let your brain get into such a condition — even things that you want to do.

    Anyway. I'm here now, having got out of bed at 6.45am to discover "World War III" trending on Twitter. You ever get the feeling where waking up just doesn't feel like it's worth it? Yeah, that.

    It doesn't really help that outside of the things I enjoy doing — MoeGamer, videos and that sort of thing — daily life is kind of feeling a bit meaningless and empty right now. I'm sure this is a pretty familiar feeling to anyone in full-time employment, but I'm feeling especially conscious of it right now. I'm the sort of person who likes to feel like he's working towards something rather than just… working, but it feels like the majority of jobs out there — not just my own, which, as I've said a few times before, is actually relatively good in the grand scheme of things — are endless busywork with no real "end goal" in sight. You're never "finished".

    I guess that's a good thing, because if you are "finished" then you probably wouldn't have a job any more, but still. Sometimes it just feels like you're getting up, going out and doing stuff just for the sake of it.

    Well, in those cases I guess you just have to think of the paycheck and all the nice things that can buy you, huh?

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    #oneaday Day 390: New Year's Patreonours https://imnotdoctorwho.moegamer.net/2020/01/01/oneaday-day-390-new-years-patreonours/ https://imnotdoctorwho.moegamer.net/2020/01/01/oneaday-day-390-new-years-patreonours/#respond Wed, 01 Jan 2020 13:29:13 +0000 https://imnotdoctorwho.moegamer.net/2020/01/01/oneaday-day-390-new-years-patreonours/ Making this a public post because I thought it might be nice to share it a bit more widely, for reasons that will probably become apparent! Hello! Happy new year! Thank you, once again, to everyone who has supported my efforts in exploring, preserving and analysing overlooked, underappreciated and retro games over the course of … Continue reading #oneaday Day 390: New Year's Patreonours

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    Making this a public post because I thought it might be nice to share it a bit more widely, for reasons that will probably become apparent!

    Hello! Happy new year! Thank you, once again, to everyone who has supported my efforts in exploring, preserving and analysing overlooked, underappreciated and retro games over the course of the last year (and more, in some cases!) — and welcome to those of you who have never stopped by my Patreon page before. Do please check out the main profile page if you haven't already — it explains a lot more about who I am and what I do.

    Anyway, for this official first post of 2020, I wanted to highlight the creators that I've thrown my support behind on this 'ere platform, because you might be interested in checking out their work, too!

    In the order that they appear on my active memberships page, then…

    CheapShowA wonderfully anarchic comedy podcast from the delightfully creative minds of Paul Gannon and Eli Silverman, with occasional guest appearances from fine folks such as Paul "Mr Biffo" Rose, Stuart "ashens" Ashen and many more. Gannon and Silverman are clearly committed to making the most entertaining show they possibly can, and are very obviously great friends; this comes across in the amazing chemistry they have, which often sees them yelling insults at one another during episodes in the same way that one does with only one's very closest friends.

    CheapShow is, in its own words, all about getting the very best out of the very worst, and delves into the charity shops, the bargain bins, the discount stores, the jumble sales, the bazaars and car boot sales of the world in order to find the treasure among the trash.

    Expect plenty of doot-doodoo-doo-doot sauce reports, discussions of Cheap Eats, the official League of Snacks (and crisps) plus, of course, Eli's Country Urban Noodle Testlab Kitchen. People love noodles, all right? It's a fact of CheapShow you're going to have to learn to fuckin' accept. Check out CheapShow here. 

    Paul RoseMr Biffo here was a defining influence on a generation of British teens who were interested in video games, thanks to his delightfully offbeat Digitiser pages on teletext. In recent years, Biffo has been flexing his creative muscles with a variety of projects, including the wonderfully bizarre Mr Biffo's Found Footage and, of course, the return of the Digitiser brand as written articles, full-length TV-style shows on YouTube and, most recently, hilarious "minis" on YouTube. Biffo is a constant inspiration who always wants to push himself further — too far, sometimes, one might argue — and is more interested in expressing his own creativity and offbeat sense of humour than appealing to a particular "market".

    Digitiser as a "brand" (such as it is) has evolved somewhat from just covering video games to more broad nostalgia and grown-ups being free to indulge in childish, imaginative play. You often come away from a modern episode of Digitiser Minis on YouTube not being quite sure what you just watched, but well aware that you had a very good time while your brain was being systematically melted. It's the craziness of early '90s Saturday morning children's television for the over-30s… or perhaps more accurately, the over-30s who have never shown any desire whatsoever to grow up. Find Biffo on YouTube here. 

    Rob CaporettoKnown as "hellfire64" on YouTube, Rob is an enthusiastic and knowledgeable retro gamer who specialises in 8-bit home computer platforms — particularly, as his username suggests, the Commodore 64. His Beyond the Scanlines series of videos provide well-researched documentary-style presentations about games or series that he finds particularly noteworthy or interesting — not necessarily the biggest or most famous names out there, but for me, that's precisely what makes Beyond the Scanlines worthy of note itself.

    Rob's been a tremendously supportive presence on my Atari A to Z project in particular, so I was glad to throw my support behind his own work. He clearly throws a huge amount of dedication and passion into it, so if you have the slightest interest in retro microcomputers, I urge you to give him a follow. Find Rob on YouTube here.

    The Well-Red MageMoses at The Well-Red Mage and his veritable army of contributors are doing their absolute best to genuinely redefine what a large-scale, collaborative video game site should be all about. Much like MoeGamer, Red and the team don't necessarily cover the latest or the greatest games — but that's what makes their coverage consistently interesting and a pleasure to read.

    Red is also immensely supportive of the enthusiast gaming blogger community; many of his contributors are drawn from around the WordPress community at large, and he runs frequent donation drives where anyone throwing their support behind The Well-Red Mage can nominate a particular creator for Red to support in exchange.

    The Well-Red Mage's recent site redesign looks lovely, and it's clear the whole team are in this for the long haul. I wish them every success, and we need more fine folks like them out here. Pay them a visit! 

     

    Liana KerznerLiana has been kind enough to support some of my work in the last year, particularly my piece on MoeGamer about how we need to get better at talking about sex. I've always enjoyed every conversation I've had with her, and she was also good enough to put me in touch with Lori and Corey Cole, creators of the Quest for Glory series, so I could pick their brains about their upcoming new Hero-U project. You can read that interview here!

    Liana provides commentary on gaming and popular culture via her YouTube channel, and is presently putting the finishing touches to her new series called BOSSFIGHT, which is about video game myths. She's an insightful, knowledgeable commentator who is able to respect a variety of viewpoints while expressing her own opinions with confidence and without shame — and she's often what feels like a lone voice of sanity in the more mainstream side of the modern gaming sphere online. Check out her YouTube channel here. 

    I'd also like to give a shout-out to Matthew of Normal Happenings, who is no longer accepting Patreon donations, but who has been kind enough to support my work here on the platform even after he stopped taking his own income here. Matt is a wonderfully supportive presence in the WordPress community, and now we're in 2020, his most ambitious collaborative project, The Characters That Define Us, will be kicking off very soon! I'm a part of this, and it's going to be fascinating to see it unfold over the course of the coming year.

    If you're a writer, Normal Happenings also plays host to daily writing prompts known as Daily Inklings, so if you're ever struggling for something to write about, be sure to check the archives — these are starting up again soon after the site's ambitious redesign, so subscribe to get your daily inspiration!

    That's everyone for now, then; I do shift my Patreon pledges around every so often according to my own financial circumstances and if there are any other creators that I particularly want to support at any time, but at the time of writing, these are the people I'm currently pledged to. Do please check out what they do — they all do fantastic work and deserve both plenty of success and your support.

    Once again, happy new year, and thank you for your support as we move into 2020.

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    #oneaday Day 389: Happy New Year! https://imnotdoctorwho.moegamer.net/2020/01/01/oneaday-day-389-happy-new-year/ https://imnotdoctorwho.moegamer.net/2020/01/01/oneaday-day-389-happy-new-year/#respond Wed, 01 Jan 2020 12:22:32 +0000 https://imnotdoctorwho.moegamer.net/2020/01/01/oneaday-day-389-happy-new-year/ It was New Year's Eve last night, and I was so caught up in all the excitement that I forgot to post! No, actually, I was recording a video playthrough of Neighbours for Atari ST and then waiting three hours for a Chinese takeaway, and somewhere in that lengthy process I forgot. Apologies. Oh well, … Continue reading #oneaday Day 389: Happy New Year!

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    It was New Year's Eve last night, and I was so caught up in all the excitement that I forgot to post! No, actually, I was recording a video playthrough of Neighbours for Atari ST and then waiting three hours for a Chinese takeaway, and somewhere in that lengthy process I forgot. Apologies. Oh well, that means I can say "happy new year" to you twice today!

    It's 2020. As usual, it doesn't really feel any different as yet, and it probably won't be especially different. Here in the UK we have the nonsense that is Brexit to look forward to, led by the government we apparently voted for despite everyone I know saying that we wanted them out, and beyond that? Who the hell knows. Or cares, really! I predict that everyone will make a lot of noise over Brexit and then it either won't happen at all (as with a lot of things our country tries to do) or it won't really affect anything that normal people notice in the slightest. We shall see, I guess.

    Anyway, I'm not going to make any particularly grand resolutions or anything because they're mostly a waste of time, but one thing I am going to make a specific effort to do is to both avoid and avoid responding to the more ridiculous bad takes on Twitter. The whole "quote tweet to shame" thing is really getting out of hand, and I want to ensure I have no part in it whatsoever; it's having a really unpleasant effect on online discourse, and in most cases it has the exact opposite effect to what you probably intend by it. So I intend to continue my work on MoeGamer and Atari A to Z with positivity, enthusiasm and passion.

    $5 Patrons, I'll get you a New Year's wallpaper today since I don't have work at the day job to endure! Everyone else, I'll give you another post later to make up for missing last night.

    Thank you as always for your ongoing support of what I do; it really, genuinely means a ton, and absolutely does mean that I'm able to develop my projects beyond what I'd be able to do by myself. As we enter this new year and I have all sorts of things I want to do, I'm very conscious of that… and extremely grateful. Thank you so much for standing by me and what I do.

    And happy new year! I hope 2020 is a good one for you.

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    #oneaday Day 388: Dark Night https://imnotdoctorwho.moegamer.net/2019/12/30/oneaday-day-388-dark-night/ https://imnotdoctorwho.moegamer.net/2019/12/30/oneaday-day-388-dark-night/#respond Mon, 30 Dec 2019 07:52:07 +0000 https://imnotdoctorwho.moegamer.net/2019/12/30/oneaday-day-388-dark-night/ Anxiety has been kind of through the roof recently; not really sure why, but it was enough to get me to want to get back in touch with the local counselling service a week or two back. In late January, I'm starting some sort of "course" that will hopefully be helpful; I'm skeptical and nervous … Continue reading #oneaday Day 388: Dark Night

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    Anxiety has been kind of through the roof recently; not really sure why, but it was enough to get me to want to get back in touch with the local counselling service a week or two back. In late January, I'm starting some sort of "course" that will hopefully be helpful; I'm skeptical and nervous about it, because it's a group session, but I guess we'll have to see. Sometimes you need to try new things.

    In the meantime, something — which I can only assume to be said anxiety — has been causing very strange, vivid (in the moment), quite upsetting and often rather "angry"-feeling dreams. Like most dreams, they tend to fade once I'm up and about, but they leave something of a lingering impression and aren't the best way to start the day.

    Last night's was particularly weird. The details are already hazy and fuzzy and what I do remember didn't make any sense. I remember being in a situation where I was getting along very well with someone — like, potential intimate relationship well — but, before things escalated into anything intense, I told them that I needed to admit something to them. That "something" was that I was already in a relationship, but I wasn't able to get that far; they quickly became irrational and unreasonable. And I forget how, but the situation rapidly escalated into me fleeing for my life while a significant number of people I knew from my past were chasing me with fury in their eyes; I didn't want to find out what would happen if they caught me.

    Several peculiar things stick in my mind about this: firstly, the fact that I'm quite conscious that, despite people I know being involved in the situation, I wasn't myself in the dream; I was inhabiting someone else's body… consciousness… whatever. I can't tell who, but I know it wasn't myself; I didn't recognise myself, and I was conscious of the fact I wasn't "in the right place", as it were. I can't even tell if it was male or female, but I do know that the person who was the trigger for the whole situation was male, so I can only assume I was either a woman or a gay/bi man.

    The other bizarre thing was how it was all resolved, because thankfully it was resolved before I woke up rather than leaving things hanging with fury and fear in the air.

    I resolved the situation through time travel. Specifically, I travelled back in time to earlier in the day and prevented a mug from being broken, and for some inexplicable reason that ensured the whole situation didn't arise in the first place. What was perhaps even more odd was the fact that when I travelled back in time, I felt like I was back in my own body and consciousness again, almost as if the events weren't related at all. But something inside told me that they were.

    Brains are weird, huh?

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    #oneaday Day 387: PATRONS ONLY! #17 - SABOTEUR DEAD MISSION FAILURE https://imnotdoctorwho.moegamer.net/2019/12/29/oneaday-day-387-patrons-only-17-saboteur-dead-mission-failure/ https://imnotdoctorwho.moegamer.net/2019/12/29/oneaday-day-387-patrons-only-17-saboteur-dead-mission-failure/#respond Sun, 29 Dec 2019 23:00:37 +0000 https://imnotdoctorwho.moegamer.net/2019/12/29/oneaday-day-387-patrons-only-17-saboteur-dead-mission-failure/ Been enjoying Saboteur! and its sequel on Switch recently — we talk more about this on The MoeGamer Podcast tomorrow, but I thought I'd treat you all to a bit of exclusive gameplay for this week's Patrons Only! video. Hope you had a smashing Christmas and, as always, thank you so much for your ongoing … Continue reading #oneaday Day 387: PATRONS ONLY! #17 - SABOTEUR DEAD MISSION FAILURE

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    Been enjoying Saboteur! and its sequel on Switch recently — we talk more about this on The MoeGamer Podcast tomorrow, but I thought I'd treat you all to a bit of exclusive gameplay for this week's Patrons Only! video.

    Hope you had a smashing Christmas and, as always, thank you so much for your ongoing support.

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    #oneaday Day 386: Mission Accomplished https://imnotdoctorwho.moegamer.net/2019/12/29/oneaday-day-386-mission-accomplished/ https://imnotdoctorwho.moegamer.net/2019/12/29/oneaday-day-386-mission-accomplished/#respond Sun, 29 Dec 2019 00:28:20 +0000 https://imnotdoctorwho.moegamer.net/2019/12/29/oneaday-day-386-mission-accomplished/ Video done! Looking forward to posting this one, I'm really pleased with how it came out. Next I need to record a bunch of Gun Gun Pixies and Bullet Girls Phantasia footage to go with the "readings" of the other articles, but hopefully that shouldn't take too long. I think I will leave that until … Continue reading #oneaday Day 386: Mission Accomplished

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    Video done! Looking forward to posting this one, I'm really pleased with how it came out. Next I need to record a bunch of Gun Gun Pixies and Bullet Girls Phantasia footage to go with the "readings" of the other articles, but hopefully that shouldn't take too long. I think I will leave that until another time though; it's now half-past midnight and I'm pretty tired. I probably shouldn't mess up my sleep schedule a couple of days before going back to work, huh?

    Anyway. Putting this video together has me very excited for the coming year in creative things. I say this a lot, but I absolutely love writing and making videos; it's always been a big part of my life but I'd say in the last couple of years specifically, those things have become my main hobby and the things that I'm more passionate and enthusiastic about than anything else out there.

    As we approach the New Year, I'd just like to say another heartfelt "thank you" to those who believe in what I do enough to want to support it here on Patreon. It really is massively appreciated, and believe me, your money is very well spent on a variety of things to write and make videos about, or equipment with which I can do those things.

    New vlog coming tomorrow if I'm not too exhausted. Now I'm off to sleep, and hope that I don't have quite as weird dreams as I had last night!

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    #oneaday Day 385: Hello! https://imnotdoctorwho.moegamer.net/2019/12/28/oneaday-day-385-hello/ https://imnotdoctorwho.moegamer.net/2019/12/28/oneaday-day-385-hello/#respond Sat, 28 Dec 2019 22:52:03 +0000 https://imnotdoctorwho.moegamer.net/2019/12/28/oneaday-day-385-hello/ I missed yesterday, didn't I? I got kind of distracted recording videos and found myself up until about 2.30am. Consequently I didn't get up until well after midday today, and then I was recording an episode of The MoeGamer Podcast with Chris earlier. That's getting edited tomorrow and should be with you on Monday to … Continue reading #oneaday Day 385: Hello!

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    I missed yesterday, didn't I? I got kind of distracted recording videos and found myself up until about 2.30am. Consequently I didn't get up until well after midday today, and then I was recording an episode of The MoeGamer Podcast with Chris earlier. That's getting edited tomorrow and should be with you on Monday to round out the decade nicely.

    I'm currently working on some of those promised "scripted" videos. Right now I'm putting together some video versions of the recent Cover Game feature I did on the Shade games, Gun Gun Pixies and Bullet Girls Phantasia. As I type this, I'm putting together a video on the history of Shade (and, by extension, Quintet) which, naturally, necessitated capturing a bunch of ActRaiser, Soul Blazer, Illusion of Gaia, Terranigma and The Granstream Saga footage. I now want to spend all night playing all of them at once. But needs must and all that! I'll definitely be returning to them, though; they're a fascinating bunch of games.

    Not looking forward to going back to the day job on Monday. I might have to take a bit of holiday in January to properly unwind; I've not had a particularly huge Christmas break so it might be nice to have a few days I can enjoy without any other sort of commitments. We'll see. Certainly writing stuff and making videos is very much keeping me sane right now; they're both things I enjoy doing massively, so they will both continue to be a major part of my life in 2020!

    Anyway. I'm gonna crack on with this video and if I remember before I go to bed I'll grace you with another post to "catch up" later this evening! Hope you're having a pleasant break… assuming you've had one. And if you happen to work retail over this hellish period… I can only doff my hat and say "I'm very, very sorry".

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    #oneaday Day 384: Boxing Day https://imnotdoctorwho.moegamer.net/2019/12/26/oneaday-day-384-boxing-day/ https://imnotdoctorwho.moegamer.net/2019/12/26/oneaday-day-384-boxing-day/#respond Thu, 26 Dec 2019 22:57:19 +0000 https://imnotdoctorwho.moegamer.net/2019/12/26/oneaday-day-384-boxing-day/ So here it is, that day after Christmas where everyone sits around full of food, refusing to do anything particularly useful (and why should they?) and — hopefully at least — enjoying their Christmas presents in good company with leftovers from the previous day. That's pretty much what we've been doing today. Andie's been playing … Continue reading #oneaday Day 384: Boxing Day

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    So here it is, that day after Christmas where everyone sits around full of food, refusing to do anything particularly useful (and why should they?) and — hopefully at least — enjoying their Christmas presents in good company with leftovers from the previous day.

    That's pretty much what we've been doing today. Andie's been playing the Switch game I got her for Christmas, which is the new Layton puzzle adventure — it looks like a lot of fun, and Katrielle Layton is super-cute, so that's a pleasant bonus. Meanwhile, I've been playing a bit of LAMUNATION! along with more Saboteur! and its sequel; all told, a pretty pleasant day.

    Andie's doing the parental duty and going to visit her mother tomorrow, so I have a day and a bit to myself to record some videos and write some articles. I have nothing against Andie's mother and she has nothing against me, but we needed someone to stay home and look after the cats, so that is my official role. I'd only have ended up sitting in the corner playing Switch games if I'd gone along anyway, because, as we all know by now, I am Bad at Small Talk for Legitimate Psychological/Medical Reasons.

    It's been a pretty low-key Christmas, but that's always the nicest kind, to be honest; no stress, no obligations, no panicking over 300-part meals not being timed to the absolutely perfect second. Just a few nice days to relax and enjoy oneself without having to think about all the boring, annoying and/or upsetting things in the world.

    Once again, I hope you've had an equally pleasant holiday period!

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    #oneaday Day 383: Christmas Day https://imnotdoctorwho.moegamer.net/2019/12/26/oneaday-day-383-christmas-day/ https://imnotdoctorwho.moegamer.net/2019/12/26/oneaday-day-383-christmas-day/#respond Thu, 26 Dec 2019 00:59:25 +0000 https://imnotdoctorwho.moegamer.net/2019/12/26/oneaday-day-383-christmas-day/ Okay, technically speaking it's not Christmas Day any more because it's 1AM, but I've been sitting up playing Saboteur! and its sequel for the last few hours, so I'm sure you'll forgive me. It's been a good day. I didn't have a ton of presents because I'm 38 and thus tend to get money from … Continue reading #oneaday Day 383: Christmas Day

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    Okay, technically speaking it's not Christmas Day any more because it's 1AM, but I've been sitting up playing Saboteur! and its sequel for the last few hours, so I'm sure you'll forgive me.

    It's been a good day. I didn't have a ton of presents because I'm 38 and thus tend to get money from people, but I had a few cool things — most notably on the gaming front I had Bubble Bobble 4 Friends from Andie and Fire Emblem: Three Houses from my brother and his family. I've been playing the former a fair bit today and, outside of one absolutely rage-inducing boss, it's been a lot of fun. Fire Emblem I'm saving until I have time to give it the attention it deserves; I'll probably do a feature on it at some point in the near future.

    It's been nice and peaceful. Andie and I decided to have Christmas on our own this year, so we just had a nice (keto friendly) roast for our lunch and… well, I didn't need to eat anything else for the rest of the day, to be frank! For most of the rest of the time we've just been chilling out; I recorded and edited a few bits and pieces for videos to publish in the new year and, as previously mentioned, played a bunch of Saboteur! and its sequel — look forward to some writeups and videos on that very soon, as they're fascinating games I'd love to talk about.

    Anyway, it's pretty late, so I should probably sleep. I hope you all had a wonderful Christmas and that you have a bit of a chance to relax before getting back to the daily grind of work, school or whatever it is you do. I'm certainly going to make the most of my break!

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    #oneaday Day 382: Christmas Eve https://imnotdoctorwho.moegamer.net/2019/12/24/oneaday-day-382-christmas-eve/ https://imnotdoctorwho.moegamer.net/2019/12/24/oneaday-day-382-christmas-eve/#respond Tue, 24 Dec 2019 23:17:32 +0000 https://imnotdoctorwho.moegamer.net/2019/12/24/oneaday-day-382-christmas-eve/ It's Christmas Eve! Well, it's not far off Christmas Day as I type this. I am in bed, and I have a bit of a stomachache that I've been suffering all evening, but I probably won't die. I had to work today. I'd forgotten what a miserable experience it is to work over the festive … Continue reading #oneaday Day 382: Christmas Eve

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    It's Christmas Eve! Well, it's not far off Christmas Day as I type this. I am in bed, and I have a bit of a stomachache that I've been suffering all evening, but I probably won't die.

    I had to work today. I'd forgotten what a miserable experience it is to work over the festive period, so I'm going to book Christmas off for next year as soon as my holiday allowance renews, I think. Thankfully I don't have to go back until next Monday now, and we also have New Year's Day off, so there's at least a bit of time off to enjoy.

    We're having a nice quiet Christmas at home this year, likely with some visits to the respective parental units in the near future. It will be nice to just be able to relax and not have to worry about anything; we've even got a pleasant keto-friendly Christmas dinner prepped and ready to go for tomorrow.

    Anyway, I need to sleep and shake off this stomachache so I'll call that there for now. May your days be merry and bright or whatever, and I hope you all have a wonderful day tomorrow!

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    #oneaday Day 381: Saboteur! https://imnotdoctorwho.moegamer.net/2019/12/23/oneaday-day-381-saboteur/ https://imnotdoctorwho.moegamer.net/2019/12/23/oneaday-day-381-saboteur/#respond Mon, 23 Dec 2019 23:49:59 +0000 https://imnotdoctorwho.moegamer.net/2019/12/23/oneaday-day-381-saboteur/ I happened to stumble across something interesting on the Switch eShop recently — and I really do mean stumble, because I hadn't read anything about it anywhere online. It's a game called Saboteur!, and it's apparently an official remake of a supposedly classic ZX Spectrum game — so official, in fact, that the original creator … Continue reading #oneaday Day 381: Saboteur!

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    I happened to stumble across something interesting on the Switch eShop recently — and I really do mean stumble, because I hadn't read anything about it anywhere online.

    It's a game called Saboteur!, and it's apparently an official remake of a supposedly classic ZX Spectrum game — so official, in fact, that the original creator Clive Townsend was responsible for it.

    This is no straight remake, mind; while the opening section of the game is pretty much a note-for-note remake of the ZX Spectrum original, once you beat this part — which would have ended the game in its original incarnation — a whole other section opens up, complete with dialogue, puzzles, object manipulation and all sorts of new mechanics. But still presented like it's a Spectrum game.

    This is a fascinating game. I'm about a third of the way through the new section on the lowest difficulty right now; there are nine difficulty levels, each of which make a fairly significant difference to the overall structure of things by adding a lot more locked doors and switches to manipulate as well as making the enemies stronger and time limits tighter. I'm definitely going to continue exploring it, as I'm having a lot of fun with it — and when I'm done, there's a sequel, too.

    I'll save detailed thoughts for when I've played the game in more detail, but suffice to say if you're at all interested in one of the earliest examples of a Western-developed stealth game with elements of open-structure 2D platforming, you'll want to give Saboteur! a look.

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    #oneaday Day 380: Read and Listen https://imnotdoctorwho.moegamer.net/2019/12/22/oneaday-day-380-read-and-listen/ https://imnotdoctorwho.moegamer.net/2019/12/22/oneaday-day-380-read-and-listen/#respond Sun, 22 Dec 2019 22:05:01 +0000 https://imnotdoctorwho.moegamer.net/2019/12/22/oneaday-day-380-read-and-listen/ Hello! I already shared this over on MoeGamer as part of the weekly Around the Network update, but thought I'd mention it here too: I'm trying to get back into the habit of doing more "scripted" videos as well as the weekly Let's Plays. I really enjoy doing the Let's Plays and they provide me … Continue reading #oneaday Day 380: Read and Listen

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    Hello! I already shared this over on MoeGamer as part of the weekly Around the Network update, but thought I'd mention it here too: I'm trying to get back into the habit of doing more "scripted" videos as well as the weekly Let's Plays.

    I really enjoy doing the Let's Plays and they provide me with a whole new way to appreciate the games that I'm playing, even if no-one is watching (which thankfully, they are!) but I've been meaning to do some more "readings" of articles from MoeGamer for a long time now. So with a bit of time to spare this weekend, I recorded a bunch of recent one-shot articles as audio, and I'm going to spend some time putting them together into videos to trickle out in the coming weeks. And from there, make it more of a regular thing, all being well.

    I enjoy putting these together because it's a different kind of creative challenge. Let's Plays are a challenge in a sort of "improvisatory" nature, as you need to think of things to say while you're playing; they're very reactive. Meanwhile, doing something scripted means that you need to look at things from a whole new perspective. Instead of saying things to match what's happening on screen, you instead need to find material to put on the screen to match what's being said. Or at the very least to complement it.

    This is something I've had a lot of fun with in the past and haven't made enough time for recently. So expect more "MoeGamerTV Features" videos such as the one above going forward, likely on Sundays or Mondays depending on how I can schedule things; I hope you enjoy them!

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    #oneaday Day 379: Bombastic https://imnotdoctorwho.moegamer.net/2019/12/21/oneaday-day-379-bombastic/ https://imnotdoctorwho.moegamer.net/2019/12/21/oneaday-day-379-bombastic/#respond Sat, 21 Dec 2019 21:36:41 +0000 https://imnotdoctorwho.moegamer.net/2019/12/21/oneaday-day-379-bombastic/ Something a little different for this week's patrons-only video: I thought I'd dig into my PS2 library and have a little fiddle around with something I've never tried before! Here's Bombastic, the follow-up to Devil Dice.

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    Something a little different for this week's patrons-only video: I thought I'd dig into my PS2 library and have a little fiddle around with something I've never tried before! Here's Bombastic, the follow-up to Devil Dice.

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    #oneaday Day 378: MoeGamer 2.75 https://imnotdoctorwho.moegamer.net/2019/12/21/oneaday-day-378-moegamer-2-75/ https://imnotdoctorwho.moegamer.net/2019/12/21/oneaday-day-378-moegamer-2-75/#respond Sat, 21 Dec 2019 00:49:51 +0000 https://imnotdoctorwho.moegamer.net/2019/12/21/oneaday-day-378-moegamer-2-75/ I like having ideas that make me feel like I'm "upgrading" the site somewhat. I've done this a couple of times previously. "MoeGamer 2.0", which is the basis for the site as you see it today, launched in 2016 and brought with it the Cover Game format. I was frustrated with the state of modern … Continue reading #oneaday Day 378: MoeGamer 2.75

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    I like having ideas that make me feel like I'm "upgrading" the site somewhat. I've done this a couple of times previously.

    "MoeGamer 2.0", which is the basis for the site as you see it today, launched in 2016 and brought with it the Cover Game format. I was frustrated with the state of modern games journalism — no change there, then — and wanted to try doing something a bit different. It inspired me greatly.

    "MoeGamer 2.5", meanwhile, launched about a year later, and saw me adding the "All Games" pagealong with Hub Pages for each and every game I covered on the site that collect together all the articles I've written about them, Cover Game features in chronological order where applicable, plus other information such as gameplay videos, Let's Play series and screenshots. This is one of my favourite upgrades to the site, as it makes it super-easy to find articles about specific things. If you've never tried it, check out the All Games link in the header menu, go to https://moegamer.net/all-games or, if you're browsing on a computer, pick a game from the right-hand sidebar.

    Just recently, I've been getting a bit of an itch to tweak a few things here and there, too. They're relatively minor changes this time around and some are only partially implemented so far, but I wanted to introduce them to you today as "MoeGamer 2.75"

    First up is pretty simple: you may have noticed a short while back I added Index and Index By Date pages. These are fairly self-explanatory: Index is a straight alphabetical list of every post on the site, while Index by Date is the same, but chronologically, with the most recent at the top.

    Second is also pretty simple: I had a little fiddle with the CSS and added a nice border around posts with a drop shadow to make them stand out a bit. I also made the box for the headline section semi-transparent so you can see the bottom bit of the featured image through it now, too; I did this primarily because under the old setup, the visual joke on the featured image for The Vanishing Point Award wasn't visible. Whoops.

    Third is something it's going to take a little longer to fully implement, but I think it'll work well: it's the addition of a banner and navigation to the top of Cover Game articles. This not only makes them stand out more, it also makes it easier for people coming in partway through to navigate forwards and backwards between the "chapters" without having to go back to the Hub Page. It also gives a better idea of what a Cover Game feature is, for those unfamiliar… plus I simply think it looks quite nice:

    I have a lot of posts to go through to add that to, but I plan on working on that a bit at a time as well as making this standard practice going forward. It may not be the most whizzbang and exciting new feature, but I'm pleased with it! 🙂

    Anyway. Weekend. Time to go and melt into bed for about 12 hours. Have a good one!

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    #oneaday Day 377: Help Me Pick Cover Games! https://imnotdoctorwho.moegamer.net/2019/12/18/oneaday-day-377-help-me-pick-cover-games/ https://imnotdoctorwho.moegamer.net/2019/12/18/oneaday-day-377-help-me-pick-cover-games/#respond Wed, 18 Dec 2019 15:44:01 +0000 https://imnotdoctorwho.moegamer.net/2019/12/18/oneaday-day-377-help-me-pick-cover-games/ Hello there! Let's get interactive! I've got a few plans for next year already: I'll be doing LAMUNATION! in January, followed by the Atelier Dusk series and Atelier Ryza, but for after those are done with I want to know some of the things you'd particularly like to see some in-depth coverage on in the … Continue reading #oneaday Day 377: Help Me Pick Cover Games!

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    Hello there! Let's get interactive!

    I've got a few plans for next year already: I'll be doing LAMUNATION! in January, followed by the Atelier Dusk series and Atelier Ryza, but for after those are done with I want to know some of the things you'd particularly like to see some in-depth coverage on in the coming year.

    I have a lot of games on the ol' backlog just queueing up to be covered, so I've selected a bunch that I'm probably most interested in covering sooner rather than later. These are mostly games that I've had on my shelf for a while and have been meaning to get around to for a long time… with a few more recent titles that I feel inclined to have reasonably high priority.

    Please vote for the ones you're most interested to learn more about — you can pick more than one if you like.

    If there's something you think I might be interested in that I haven't mentioned here, be sure to leave a comment below with your suggestions; I have a substantial collection at this point, so I may already have a copy! Likewise, if you're not sure what any of these are but are intrigued by the title, feel free to ask questions in the comments, too.

    And rest assured that there'll be plenty of smaller stuff explored in and around the major projects of the year as always!

    In no particular order… well, okay, in the order they occurred to me:

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    #oneaday Day 376: Countdown to Christmas https://imnotdoctorwho.moegamer.net/2019/12/17/oneaday-day-376-countdown-to-christmas/ https://imnotdoctorwho.moegamer.net/2019/12/17/oneaday-day-376-countdown-to-christmas/#respond Tue, 17 Dec 2019 23:54:15 +0000 https://imnotdoctorwho.moegamer.net/2019/12/17/oneaday-day-376-countdown-to-christmas/ Not long until the holiday season is well and truly upon us. I just have this week of work to survive (two more days of which are long days, boo), followed by a day and a half next week… and then a bit of peace and quiet. Andie and I are having Christmas here this … Continue reading #oneaday Day 376: Countdown to Christmas

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    Not long until the holiday season is well and truly upon us. I just have this week of work to survive (two more days of which are long days, boo), followed by a day and a half next week… and then a bit of peace and quiet.

    Andie and I are having Christmas here this year. It will be nice to just be able to relax without all the usual familial obligations. Not that there's anything wrong with those — I think I probably wrote last year about how I actually still rather enjoy Christmas with the family out of nostalgia's sake more than anything — but sometimes it is also nice to just be able to chill out, safe in the knowledge that you have absolutely no commitments whatsoever.

    It will be a nice break. The end of this year has been… tumultuous. Not for any real specific reason from a personal perspective, though as I noted in the vlog at the weekend, my mental health has taken a bit of a hit over the last few months in particular. I'm talking more broadly; I know quite a few people who have been suffering for various reasons, and the political state of the country has a lot of people very uneasy, too. Me, I still don't really understand it all and suspect that despite all the chest-beating and roaring that things will probably just muddle along the way they always do.

    I'm planning on just having a nice time over the holidays, doing as little as possible. I've got games to play, things to write, videos to make, and I will probably continue with all of those things over the festive period, since I'm here. It's a shame I don't have more time off — I used all my holiday earlier in the year, but it resets in January — but I'll take what I have and I intend to make the most of it!

    In the meantime, I'm secure in the knowledge that I've got all the Christmas shopping done, it's payday on Friday and we've got a nice little Christmas bonus in that pay packet. Of course, January will bring with it the return to the grindstone, but for now that seems a long way off and thus not worth worrying about too much.

    That and I'm playing Lamunation! ready for coverage in the new year. And dear lord that VN is a fever dream and a half. Really looking forward to writing about it… though getting something coherent out of my head about it is going to be a challenge, I feel! 🙂

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    #oneaday Day 375: What a Mess! https://imnotdoctorwho.moegamer.net/2019/12/16/oneaday-day-375-what-a-mess/ https://imnotdoctorwho.moegamer.net/2019/12/16/oneaday-day-375-what-a-mess/#respond Mon, 16 Dec 2019 23:34:22 +0000 https://imnotdoctorwho.moegamer.net/2019/12/16/oneaday-day-375-what-a-mess/ Been idly following this whole Gematsu-Niche Gamer spat today and I'm super-glad I'm out of this side of things in the business. For the unfamiliar, earlier on today, Gematsu's Sal Romano questioned where Niche Gamer was sourcing some of their stories from, when he knew full well that he had broken the stories in question. … Continue reading #oneaday Day 375: What a Mess!

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    Been idly following this whole Gematsu-Niche Gamer spat today and I'm super-glad I'm out of this side of things in the business.

    For the unfamiliar, earlier on today, Gematsu's Sal Romano questioned where Niche Gamer was sourcing some of their stories from, when he knew full well that he had broken the stories in question. Although many of Gematsu's news stories consist of maybe a paragraph of introductory text followed by a copy of a press release, it's important to note that Romano (who runs Gematsu pretty much solo, I believe) puts in a lot of work sourcing and translating Japanese press releases as well as the stuff that typically makes the rounds to Western journos.

    Further investigation revealed that this had been going on since at least 2015 or so, and Niche Gamer's bossman blamed it on a "ghost writer" who had since been terminated rather than actually owning up to the situation. It was a no-win situation, of course, with Niche's reputation taking a hit either way, but at least an honest apology and acknowledgement of the problem would have scored a few brownie points with people.

    Looking back on my time on the news shift, this sort of thing unfortunately isn't all that uncommon; very little "games journalism" on the news side of things involves actual journalism. A lot of it is rewording press releases and a lot of it is putting your own spin on stories from other places. The key thing is that you need to provide something actually unique rather than just changing a few words around: some editorialisation, some commentary, some context, some history.

    I used to be pretty good at this, even on the slowest of slow news days, and indeed during my time at GamePro I was specifically complimented for my stories (quite a few of which were interesting things I spotted via social media that other sites hadn't picked up on) being a strong source of traffic for the site; sadly not enough to prevent parent company IDG closing the bloody place down, of course, but at least the site's failure wasn't my "fault"!

    When I knew that I was going to have to depart USgamer thanks to being laid off, I started MoeGamer with a clear vision and intention in mind: I was not ever going to be a "news site". I'd seen all too many hobbyist bloggers trying to copy the Kotaku-style news churn and just not get anywhere; there was absolutely no point in it. And, as we can see with today's situation, when complacency creeps in, mistakes can be made that can cause significant problems.

    That's why MoeGamer has never been about "timely", short-form, reactive content; it's always been about "timeless", in-depth, long-form articles. A good game is a good game forever, so it doesn't matter about when I write about it. I'm not chasing traffic, I'm not breaking stories; I'm writing about games that interest me or that are significant in some way or another. Sometimes these are brand new games — such as the current feature on Pokémon — and sometimes they're years, even decades old. This ties in with the Atari A to Z project, too; those games are twenty to thirty years old in many cases, but they're still just as interesting and relevant today.

    The other advantage of this is that it forces me to be original and unique. I can't fake what I do. I can't plagiarise what I do, because it relies on personal experiences and individual research. I'm super proud of that side of what I do, and on days like today it really makes me feel pretty good about the work that I do. I don't wish that to sound arrogant or anything, but… yeah. After seeing the ongoing arguments today I'm happy that I'm well out of it doing my own thing in my own distinctive way.

    I hope Romano gets some sort of "justice" out of this; I'm not talking necessarily in a legal sense, but he works his ass off breaking a variety of Japanese gaming-related news, so I hope his hard work is appropriately acknowledged. And while I don't wish ill on Niche Gamer — Brandon over there has had kind words to say to me in the past, so I know there's at least some good in there! — I hope this situation causes them to take a very thoughtful look at how they do things from hereon.

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    #oneaday Day 374: PATRONS ONLY! 15 https://imnotdoctorwho.moegamer.net/2019/12/15/oneaday-day-374-patrons-only-15/ https://imnotdoctorwho.moegamer.net/2019/12/15/oneaday-day-374-patrons-only-15/#respond Sun, 15 Dec 2019 15:20:08 +0000 https://imnotdoctorwho.moegamer.net/2019/12/15/oneaday-day-374-patrons-only-15/ It's time for another vlog, in which I talk about talking therapies, yet more manga… and the value I've been getting out of recording these, even if only a few of you watch them!

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    It's time for another vlog, in which I talk about talking therapies, yet more manga… and the value I've been getting out of recording these, even if only a few of you watch them!

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    #oneaday Day 373: Saturday https://imnotdoctorwho.moegamer.net/2019/12/14/oneaday-day-373-saturday/ https://imnotdoctorwho.moegamer.net/2019/12/14/oneaday-day-373-saturday/#respond Sat, 14 Dec 2019 23:13:45 +0000 https://imnotdoctorwho.moegamer.net/2019/12/14/oneaday-day-373-saturday/ Remember when the original Phantasy Star Online wouldn't allow you to type the word "Saturday" because it had "turd" in the middle of it? Well, that pretty much sums up how today started. I woke up late, in a terrible mood, not really feeling I could cope like anything even vaguely strenuous to my mental … Continue reading #oneaday Day 373: Saturday

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    Remember when the original Phantasy Star Online wouldn't allow you to type the word "Saturday" because it had "turd" in the middle of it? Well, that pretty much sums up how today started. I woke up late, in a terrible mood, not really feeling I could cope like anything even vaguely strenuous to my mental wellbeing.

    Thankfully, not long after I awoke, it was time to record a new episode of The MoeGamer Podcast, and that cheered me up considerably. I always have a wonderful time talking about games with my good buddy and podcasting partner Chris Caskie, so I'm forever thankful to him for keeping me sane on a pretty regular basis. I hope I occasionally do the same for him.

    The rest of the day consisted of playing some Horizon Chase Turbo (which we'll be talking about at length on the podcast) and finishing off Pokémon Sword and Shield's postgame story (which we'll also be talking about at length on the podcast) followed by reading a bit of the How Heavy Are the Dumbbells You Lift? manga, which released this week and arrived on my doorstep yesterday. (Literally, the Amazon delivery person didn't bother to put it through the letterbox or leave a calling card; I only happened to find it because I'd received a notification that it had been "handed to resident" when in fact it had just been left behind a flower pot. But oh well.)

    So far the Dumbbell manga appears to be remarkably close to the anime… or I guess technically it's the other way around, since despite the English manga coming out now, it preceded the anime in its original Japanese incarnation. Even a lot of the weird stylistic stuff the anime did, such as randomly switching to what I tend to think of as "exaggerated shounen style" during moments of particularly exaggerated reactions to something, are present in the manga — though Machio doesn't appear to be quite as ridiculously huge on paper as he was on screen.

    I've been up and down a bit on this new keto diet. It's definitely working — I've lost a decent amount of weight already, and we haven't been doing it long — but I'm feeling days when I'm a bit lacking in energy. We picked up some vitamin and mineral supplements this week which will hopefully help alleviate those issues in the short term, then apparently over the longer period your body just "adjusts" naturally to all this, so it gets easier. Which is good.

    One positive thing I've noticed about it so far is that my appetite is considerably decreased from what it has been in the past — and that appetite, combined with a tendency to "stress eat" or "comfort eat" during periods of anxiety and depression (which are quite frequent) is one of the main contributing factors to the mess my body is in. Not long after starting this diet, however, I found that having a chia seed pudding (not as disgusting as it sounds) in the morning followed by some sausage and eggs at work keeps me pretty topped up until mid-to-late afternoon in terms of food, and even then I'm not super-hungry for the most part. I don't find myself desperate for dinner or anything — I am, to be honest, happy with a nice pack of almonds or something until a little later in the evening.

    So that's all going well. I look forward to seeing the appropriate numbers continue to go down, particularly once I manage to get myself back to the gym. I meant to do it this week, but I was feeling a little too exhausted both emotionally and physically, so I figured it best to continue adjusting to this new diet and how my body processes it. I'm definitely going to give it a go on Monday, though, and I'm hoping the combination of Dumbbell and Plus-Sized Elf, both of which are health-conscious manga with helpful advice within, will provide me with some much-needed motivation. I also bought myself some noise-cancelling headphones so hopefully I can blot out the obnoxious music the gym pipes in at all times and listen to something actually enjoyable while doing whatever I do!

    As you might have surmised, I didn't quite feel up to vlogging today, but I'll make some time to do it tomorrow, probably before I get cracking on editing the new podcast episode.

    Hope you're having a good weekend! Take care out there.

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    #oneaday Day 372: New Day https://imnotdoctorwho.moegamer.net/2019/12/13/oneaday-day-372-new-day/ https://imnotdoctorwho.moegamer.net/2019/12/13/oneaday-day-372-new-day/#respond Fri, 13 Dec 2019 22:19:56 +0000 https://imnotdoctorwho.moegamer.net/2019/12/13/oneaday-day-372-new-day/ It would be easy to blather on about the election result, but I'm not going to do that. Things didn't go the way I hoped, and there's nothing that can be done about that. So time to move on and make the best of things because whingeing online never got anything done for anyone. Instead, … Continue reading #oneaday Day 372: New Day

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    It would be easy to blather on about the election result, but I'm not going to do that. Things didn't go the way I hoped, and there's nothing that can be done about that. So time to move on and make the best of things because whingeing online never got anything done for anyone.

    Instead, let's look forward to the future. I had an assessment with a local counselling service today; I've previously spent some time with them having one-to-one online therapy, which I found quite helpful, but which I found it a little too easy to get distracted from thanks to, you know, the Internet. This time around, the person I had the assessment with suggested I attend a course on managing anxiety which starts in late January; this sounds like it might be quite a good idea and while I'm not too thrilled about it being a group thing rather than a one-to-one thing, it's good to step outside your comfort zone once in a while.

    To be honest, the social anxiety side of things hasn't been bothering me too much for a while. That's not to say it's not there or anything, mind you; I still can't do small talk, I still don't want to spend time with people I don't really know and I'd much rather sit at home in the dark than "go out". I think I'm just a bit more… accepting of it, I guess. That and I actually think some of the stuff I've been doing — on YouTube particularly — have helped me accept myself as I am a little bit more; to recognise that I have something to offer and that people appreciate both that thing which I have to offer and me as a person.

    I still have a long way to go, of course. My anxiety is still such that one little negative thing happening in a day can ruin the whole day for me, and I really wish that didn't happen sometimes. It's a massive waste of time. I know this, but my brain still does it.

    Oh well. Let's see where the new year takes us. We've already started making some positive changes with this new diet — which I feel like might be sustainable — so here's hoping improvements to mental health will follow, too.

    Now time to enjoy the weekend!

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    #oneaday Day 371: Quest for the Crown https://imnotdoctorwho.moegamer.net/2019/12/12/oneaday-day-371-quest-for-the-crown/ https://imnotdoctorwho.moegamer.net/2019/12/12/oneaday-day-371-quest-for-the-crown/#respond Thu, 12 Dec 2019 22:50:26 +0000 https://imnotdoctorwho.moegamer.net/2019/12/12/oneaday-day-371-quest-for-the-crown/ I really enjoyed making today's Atari A to Z video on King's Quest. As I noted, a few people had been asking if I'd do full playthroughs of adventure games, so I decided to jump in with this one — one that I knew reasonably well already, if not completely comprehensively. It made for a … Continue reading #oneaday Day 371: Quest for the Crown

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    I really enjoyed making today's Atari A to Z video on King's Quest. As I noted, a few people had been asking if I'd do full playthroughs of adventure games, so I decided to jump in with this one — one that I knew reasonably well already, if not completely comprehensively.

    It made for a long video, of course, but I don't think that's the cardinal sin that it once was — particularly when it comes to "Let's Play"-style content. When putting this together, I specifically had in mind similar examples such as Danny's various Sierra playthroughs on the Game Grumps channel (all 2-3 hours each, several of which do the whole game in a single episode) — and I thought about how I like to enjoy stuff on YouTube.

    For me, there are three main times that I watch YouTube rather than doing something else: when I'm bored, when I'm having a meal or when I'm trying to get to sleep. When I'm bored, I'll watch whatever; it's at this time I'm most likely to discover new stuff as I idly click around or, more commonly, look at links between channels or check out specific friends of channels that I already follow. When I'm having a meal, I typically want something about 20-30 minutes in length, so things like episodes of Good Mythical Morning or LGR's stuff generally works pretty well.

    When I'm trying to get to sleep, though, that's when the long videos (or the long series) come in. I find it quite relaxing to fall asleep to the sound of someone gently enjoying a game that isn't too strenuous — something like an adventure game, a strategy game or an RPG. With this in mind, I particularly appreciate it when videos err on the longer side, as it means I can enjoy one thing without being constantly interrupted with pre-roll ads (no adblock on Chromecast!), credit sequences or whatever.

    Related to this, I've been told by more than one person that my voice is calming, soothing and relaxing, and I'd be inclined to agree with that somewhat. I used to hate listening to my own voice, but since starting to do a lot more podcasting and video-making, I've actually come to quite appreciate what I do; as narcissistic as it might sound, I have been known to watch my own videos. More than once, even. This is down to a combination of pride in what I've created, and the fact that I actually enjoy them for myself.

    I've even fallen asleep to my own voice on more than one occasion. Make of that what you will.

    Anyway, if you don't stay awake for the full two and a half hours of King's Quest, I hope I at least gave you a relaxing time! And there are more long videos coming up, too; the next couple of Final Fantasy Marathon videos are pretty beefy so we can get through the remaining stuff in the game in a reasonably timely fashion, and I'm sure this won't be the last adventure game I do a full playthrough of.

    As always, thanks for your support! I can see the King's Quest video is already doing reasonably well (comparatively speaking, obviously — my channel is still tiny!) so thanks if you've taken the time to watch even some of it.

    Now it's off to bed… and hoping that we don't wake up in the morning with an even more disastrous government than we've been enduring for the past God knows how long… sadly, exit polls make it look like this is rather likely, but we'll see!

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    #oneaday Day 370: An AI Adventure https://imnotdoctorwho.moegamer.net/2019/12/11/oneaday-day-370-an-ai-adventure/ https://imnotdoctorwho.moegamer.net/2019/12/11/oneaday-day-370-an-ai-adventure/#respond Wed, 11 Dec 2019 09:13:18 +0000 https://imnotdoctorwho.moegamer.net/2019/12/11/oneaday-day-370-an-ai-adventure/ Recently, I've become quite fascinated by the idea of AI-generated texts. My first real encounter with this — outside of much earlier attempts such as ELIZA and its various clones in the '80s — was with Talk to Transformer, which is a ton of fun to play with. Today, though, I was informed of the … Continue reading #oneaday Day 370: An AI Adventure

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    Recently, I've become quite fascinated by the idea of AI-generated texts. My first real encounter with this — outside of much earlier attempts such as ELIZA and its various clones in the '80s — was with Talk to Transformer, which is a ton of fun to play with. Today, though, I was informed of the existence of AI Dungeon, an attempt to allow you to play an AI-generated piece of interactive fiction.

    Here are the results of my initial adventure; anything with a ">" before it is me; everything else came from the AI.

    You are Pierre, a wizard living in the kingdom of Larion. You have a staff and

     a spellbook. You finish your long journey and finally arrive at the ruin you've

     been looking for. You look around and see that it's not much different than

     when you left it years ago. The only thing is now there's a large group of orcs

     standing outside the ruins

    > look at orcs

    You turn to face the orcs who stare back at you with their big red eyes. They

     all start moving forward towards you.

    "What do you want?"

    They don't answer right away. Instead they all move together as one

    > read spellbook

    You quickly grab the book off the ground and begin reading through it. It seems

     like it has a lot of information on magic spells. You find a few pages about

     fireballs, but nothing else. You try some other spells, but nothing comes to

     mind

    > cast fireball on orcs

    You raise your hand up into the air and fire a fireball at the orcs. The fireball

     explodes into flames, causing them to scream out in pain. A few of them run

     away from the explosion, while others just stand there looking scared

    > talk to orcs

    The orcs slowly approach you. "We need help". One says.

    "I'm sorry," you say. "But we can't go any further".

    "Why not? We're not bad people".

    > ask orcs about help

    "Can I get you anything?"

    "No".

    "Well then, good luck".

    > enter ruin

    You walk down a long corridor that is filled with rubble and broken furniture.

     You see several torches illuminating the room. There is also a door here, which

     you open and step inside. Inside the room is dark except for two candles burning

     in a small altar

    > examine altar

    You notice a large piece of parchment lying on the floor. You pick it up and

     read:

    Dear friend,

    I am writing this letter because I know you will be able to help me. My name

     is Kivan, and I live in the city of Nalin

    > look at candles

    You look at the candles and see that they are glowing red hot. They seem very

     bright and burning.

    > take candles

    You take the candles and put them over your head. You feel cool air blow over

     your face. This feels nice, so you continue to use the candles until you hear

     a voice call out to you.

    > listen to voice

    You turn around and see a man wearing a hooded cloak standing before you. He

     looks older than you would expect someone to be, but he still looks quite handsome.

    "Hello," he says. "My name is Prince Valanar".

    > ask valanar about himself

    "Prince Valanar, my father was killed by an orc raiders. I was only nine years

     old at the time".

    > ask valanar about orcs

    "Yes, orcs".

    > ask valanar about the city of Nalin

    "Nalin is a great city. It's home to many noble families, and its citizens are

     kind and generous".

    > give parchment to Valanar

    "Here".

    > ask Valanar about parchment

    "This is a letter to my son, Pierre".

    > tell Valanar I am not his son

    "Oh, no. I'm sure you must think of yourself as such".

    > leave ruins

    You walk along the path leading to the ruins. You pass a group of soldiers patrolling

     the area. They look bored, but they don't make too much noise. You pass another

     group of soldiers patrolling the path ahead of you. They look bored, but they

     don't make too much noise either

    > continue on path

    You continue walking along the path. Eventually you come across a large structure

     made entirely of stone. It is made of white marble and is taller than most houses

     in the village. On top of the building sits a tall statue of a knight holding

     a lance and shield

    > enter structure

    You climb up onto the roof of the structure and peer inside. It appears to be

     a library, though bookshelves line the walls. Books cover almost every surface,

     including tables and chairs. Most of the books are in ancient languages, but

     there are also some modern ones

    > read books

    You carefully search through the shelves of books. You find a couple of interesting

     books, but none of them interest you. You decide to search through the rest

     of the bookshelves. As you do so, you notice a small wooden box sitting on a

     table nearby

    > look inside box

    You open the box and pull out a small leather pouch. Inside the pouch is a silver

     ring. It is a ring engraved with a cross.

    > wear ring

    You put the ring on your finger and press it against the side of your nose. You

     breathe deeply and close your eyes. Suddenly, you feel a sharp pain shoot through

     your nose. You gasp and drop the ring

    > examine ring

    You stare at the ring in disbelief. It seems like it should hurt, but it doesn't.

     Instead, you feel slightly nauseous. You try to wipe the taste off your tongue,

     but it is difficult. You begin to shake violently and vomit

    > cast healing spell

    You quickly cast a healing spell on yourself. The effects last for a few minutes,

     but eventually you calm down. When you regain consciousness, you realize that

     you are back in the forest. A large tree has fallen from the sky and landed

     right next to you

    > look at tree

    You look at the tree and see that it is dead. You wonder if it fell due to bad

     weather or something similar. You can't remember now. You look around and see

     a large group of soldiers marching towards you. They all appear tired and hungry

    > talk to soldiers

    You approach one of the soldiers and speak to him. He nods in response and speaks

     to you in a language you recognize as Common. He tells you that he is part of

     the army sent to capture you

    > ask soldiers why they want to capture me

    The soldier replies that they need to capture you so they can interrogate you.

    > ask soldiers why they want to interrogate me

    The soldier replies that they want to question you about the whereabouts of a

     certain book.

    > ask soldier about book

    The soldier tells you that they need to know where the book is so they can get

     it back.

    > ask soldier which book they are looking for

    The soldier tells you that they are looking for a book called 'The Book Of Shadows'.

    > tell soldier I will find the book for them

    You nod and say goodbye to the soldier before leaving the forest.

    > inventory

    Your equipment consists of:

    Ring – Silver

    A dagger – Steel

    An iron sword – Iron

    A Leather pouch containing several gold coins

    You arrive at the gates of the city of Nalin. There are two guards standing outside.

     One of them looks tired and hungry

    > talk to guards

    You approach the guard who looks tired and hungry. He asks you what you want

     and you explain that you would like to speak to someone who can help you find

     the book.

    > ask guards about book

    The guard tells you that he knows nothing about the book, but he thinks that

     it might be somewhere near the town of Rask.

    > ask guard about Rask

    The guard says that he knows nothing about Rask either, but he thinks that it

     might be somewhere near the town of Varsakken.

    > ask guard how to get to Varsakken

    The guard tells you that he knows nothing about Varsakken either, but he thinks

     that it might be somewhere near the town of Ligruv.

    > enter city

    You enter the city of Nalin. You see a large crowd gathered around a huge statue

     of a giant. The people seem very excited by this event. You wonder if they are

     celebrating something important

    > ask crowd about what is happening

    They all start speaking at once. Some of them are very excited, while others

     are very nervous.

    > look at statue

    You look at the statue and notice that it is covered in blood. You don't understand

     what is going on, but you assume that it must be some sort of great victory.

    > ask crowd about statue

    Everyone starts talking at once. Most of them are very excited, while others

     are very nervous.

    > go to tavern

    You walk into the tavern and sit down. The bartender greets you warmly. She tells

     you that she is glad to see you again. She then begins telling you about her

     life and the history of the tavern.

    > listen to bartender

    She tells you that the tavern was originally built by an elf named Eirik. After

     his death, the tavern became owned by another elf named Jarlaxle. In time, Jarlaxle

     died and the tavern passed to another elf named Kivan

    > ask bartender about Kivan

    The bartender tells you that Kivan is the owner of the tavern. He also mentions

     that he is currently traveling through the wilderness and hasn't been seen since

     yesterday morning.

    > ask bartender about The Book of Shadows

    The bartender tells you that the book is located in the basement of the tavern.

    > thank bartender

    You thank the bartender and leave the tavern.

    > enter tavern basement

    You enter the basement of the tavern. You hear a lot of noise from within. You

     begin to panic. What could possibly be going on?

    > search for The Book of Shadows

    You search the basement and you find nothing. You realize that you are trapped

     inside the tavern. You quickly run out of the tavern and try to call for help.

    > look around

    You look around and see no one nearby. You decide to return to your room.

    > go to sleep

    You wake up in the night and you are still unable to contact anyone. You decide

     to go back to your room.

    > leave room

    You head back to your room and lock yourself in. You think about what happened

     last night and you realize that you were right. It seems that you are trapped

     in the tavern. You hope that you can escape soon.

    > call for help

    You call for help and you hear a voice coming from outside. You open the door

     and you see a man dressed in black clothes. He has a long beard and wears a

     hooded cloak. He looks very scary.

    > talk to man

    You tell him that you need help escaping. He tells you that he doesn't know anything

     about such things, but he will try to help you.

    > ask man about The Book of Shadows

    He tells you that he doesn't know anything about the book, but he thinks that

     it might be somewhere near the town of Rask.

    At this point the game crashed and I was unable to input any more commands. But I have to say — I was well and truly intrigued!

    Give it a go for yourself at  http://www.aidungeon.io/ 

    The post #oneaday Day 370: An AI Adventure appeared first on I'm Not Doctor Who.

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    #oneaday Day 369: Whoosh https://imnotdoctorwho.moegamer.net/2019/12/11/oneaday-day-369-whoosh/ https://imnotdoctorwho.moegamer.net/2019/12/11/oneaday-day-369-whoosh/#respond Wed, 11 Dec 2019 08:24:34 +0000 https://imnotdoctorwho.moegamer.net/2019/12/11/oneaday-day-369-whoosh/ I had barely a free moment to write last night, so apologies for the lateness! My parents stopped by for a flying visit after work, then immediately after that I was off to see some friends and play some board games. (They all got to drink mulled wine and eat mince pies, but I did … Continue reading #oneaday Day 369: Whoosh

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    I had barely a free moment to write last night, so apologies for the lateness! My parents stopped by for a flying visit after work, then immediately after that I was off to see some friends and play some board games. (They all got to drink mulled wine and eat mince pies, but I did not partake due to the whole keto thing. Also I don't really like mulled wine and mince pies, so I didn't mind too much.)

    We played a game of Betrayal at House on the Hill, a game I like very much indeed. It's a game that begins as a cooperative exploratory game where you gradually reveal a randomly generated map of a spooky old house, but at some point in this initial phase a "haunt" will begin, at which point all of your characters become possessed and play out a scene from the mansion's past — usually with fatal consequences.

    This latter part of the game is interesting because it's asymmetrical. There's always at least one "traitor" who has distinct objectives to the rest of the players, and at this point the game becomes a competitive affair, one team against another.

    There are a lot of haunts in the base game, with even more added in the Widow's Walk expansion. All play very differently from one another; the one we played last night was a riff on Cluedo, where we had to retrieve items and establish alibis in various rooms around the house before 1) the police arrived or 2) the actual murderer got us. We failed, primarily due to problem number 2. The murderer had a chainsaw, could not be killed and, upon his first encounter with me, wrenched my "blood dagger" out of my arm, leaving me in excruciating pain and extremely vulnerable to being eviscerated.

    The mechanics of the game are simple and straightforward; the beauty of the game is that they're incredibly flexible. In some respects they're similar to the mechanics of a tabletop roleplaying game, in that a lot of things are resolved by "success rolls" based on your stats, and unique mechanics crop up only as and when they are needed.

    I'm a big fan of the game. The only unfortunate thing about it is that if a player is killed early (as one of our number was) they, in most cases, have literally nothing to do for the rest of the game, which is always a shame. Still, it's kind of unavoidable in a game where there is genuine peril for the participant characters, I guess!

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    #oneaday Day 368: Making the Most https://imnotdoctorwho.moegamer.net/2019/12/10/oneaday-day-368-making-the-most/ https://imnotdoctorwho.moegamer.net/2019/12/10/oneaday-day-368-making-the-most/#respond Tue, 10 Dec 2019 00:01:06 +0000 https://imnotdoctorwho.moegamer.net/2019/12/10/oneaday-day-368-making-the-most/ For various reasons, every three weeks I have a two-hour lunch break at the day job and have to stay an hour later than usual. Recently, I've been spending those two hours relaxing in a local coffee shop and playing some Switch, but today I decided to try doing something different: popping home and seeing … Continue reading #oneaday Day 368: Making the Most

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    For various reasons, every three weeks I have a two-hour lunch break at the day job and have to stay an hour later than usual. Recently, I've been spending those two hours relaxing in a local coffee shop and playing some Switch, but today I decided to try doing something different: popping home and seeing if I could squeeze in a quick video recording session.

    Turns out I could! This is excellent news, as it means I can now get more done… at least every three weeks or so, anyway. Today's lunch break was ample time to be able to record an episode of Warriors Wednesday and still have time to eat, nip to the shop and be back at work before I needed to be. So that's pretty good. With that in mind, I'm going to start trying to make "productive" use of these two-hour lunch breaks when I can — getting ahead of schedule on some video series would be very beneficial, as it'll free up other times for me to get on with the other commitments I've made to myself.

    I like making "discoveries" like this. It's a satisfying feeling when you successfully optimise your time somewhat — especially if it means you can spend more time doing the things you love doing. While I don't love the late finishes at work, I could certainly get used to having 5 days in a row where I have plenty of time to get stuff recorded ahead of schedule for various series! I might even be able to find some time to do more "reading" videos, then — there's a lot of articles I've written in the past couple of months in particular that it would be cool to make a video for, for the benefit of those who are "exclusively YouTube" and haven't paid MoeGamer a visit.

    Anyway, I'm sure I'll figure something fun out to do with all this extra time. Watch this space!

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    #oneaday Day 367: PATRONS ONLY! #14 https://imnotdoctorwho.moegamer.net/2019/12/08/oneaday-day-367-patrons-only-14/ https://imnotdoctorwho.moegamer.net/2019/12/08/oneaday-day-367-patrons-only-14/#respond Sun, 08 Dec 2019 23:24:49 +0000 https://imnotdoctorwho.moegamer.net/2019/12/08/oneaday-day-367-patrons-only-14/ EDIT again: This should be working now! Sorry about that! Time for another vlog! Today I talk a bit about the new diet Andie and I are following, and a little about Inio Asano's manga A Girl on the Shore, which I think I need to read again immediately before I try and compose any … Continue reading #oneaday Day 367: PATRONS ONLY! #14

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    EDIT again: This should be working now! Sorry about that!

    Time for another vlog! Today I talk a bit about the new diet Andie and I are following, and a little about Inio Asano's manga A Girl on the Shore, which I think I need to read again immediately before I try and compose any further thoughts about!

    $5 Patrons, I owe you a wallpaper; now this month's payments have come through, I'll get on that this week. I have a busy couple of evenings early in the week but I'll get something to you as soon as I can!

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    #oneaday Day 366: Epic Adventure https://imnotdoctorwho.moegamer.net/2019/12/07/oneaday-day-366-epic-adventure/ https://imnotdoctorwho.moegamer.net/2019/12/07/oneaday-day-366-epic-adventure/#respond Sat, 07 Dec 2019 23:52:57 +0000 https://imnotdoctorwho.moegamer.net/2019/12/07/oneaday-day-366-epic-adventure/ I've spent a lot of today recording the next couple of episodes of Final Fantasy Marathon for YouTube. They're long episodes (a little over 2 hours each) because I wanted to make a significant amount of progress — plus some quick mental calculations in my head last night led me to believe that at my … Continue reading #oneaday Day 366: Epic Adventure

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    I've spent a lot of today recording the next couple of episodes of Final Fantasy Marathon for YouTube. They're long episodes (a little over 2 hours each) because I wanted to make a significant amount of progress — plus some quick mental calculations in my head last night led me to believe that at my current pace, it's going to take about six years for the "project" as a whole to be completed. Probably more, since the games get longer as time goes on.

    I very much want to go through with this as I really enjoy both Final Fantasy and the recording of these videos, but I'm conscious of the amount of time it takes to get through them. Unfortunately, with my current life and working situation, there really isn't a way I can do it any quicker along with all the other things that I want to do — and those "other things" are probably more important to me, as Final Fantasy Marathon was always intended as a fun little side project.

    Going forward, I think we'll just take things as they come. If we need a long episode to get through a long dungeon, we'll do that. If we need to take a year to get through one game, we'll do that. I'm in no rush to get this "finished", as it were; I'm just conscious of things like the slightly turbulent atmosphere surrounding YouTube right now, as well as things like the MMOs — what state will they be in by the time I get to them?

    Probably best not to worry about it. This is all for fun and a hobby right now, after all. As I've said numerous times, I would love to make it my full-time job, but that needs a few more Patrons before it's a thing I could even contemplate a little bit — so I do what I can when I can for the moment.

    Speaking of which, the fact it's now 23:52 as I type this means that I'm probably going to leave this week's PATRONS ONLY! vlog until tomorrow, so watch out for that then!

    Hope you're having a good weekend and Christmas shopping hasn't been too stressful.

    The post #oneaday Day 366: Epic Adventure appeared first on I'm Not Doctor Who.

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    #oneaday Day 365: A Year? https://imnotdoctorwho.moegamer.net/2019/12/06/oneaday-day-365-a-year/ https://imnotdoctorwho.moegamer.net/2019/12/06/oneaday-day-365-a-year/#respond Fri, 06 Dec 2019 23:38:06 +0000 https://imnotdoctorwho.moegamer.net/2019/12/06/oneaday-day-365-a-year/ So, I've apparently been doing this daily post thing for a year! Actually, slightly more than that, because I looked back and it seems I started this on December 4th last year, so I've obviously buggered up the numbers somewhere. I'm not going through 365+ posts trying to fix that though, so, well, we'll call … Continue reading #oneaday Day 365: A Year?

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    So, I've apparently been doing this daily post thing for a year! Actually, slightly more than that, because I looked back and it seems I started this on December 4th last year, so I've obviously buggered up the numbers somewhere. I'm not going through 365+ posts trying to fix that though, so, well, we'll call it a year from today, huh.

    On this day last year, I was writing about how much pain I was in because of my hernia, and talking about losing some weight so I can hopefully get it treated. Unfortunately I haven't been able to make a ton of progress on that, because both Andie and I got pretty demotivated with Slimming World thanks to anxiety, stress and depression, so we both fell off the wagon pretty hard.

    We have started a new diet, though, and we're going to see how this goes for us. We've decided to give the keto plan a go; this is a high-fat, low-carb diet where you deliberately put your body in a state known as "ketosis" — it's nothing scary, despite the frightening-sounding name; it just means that your body starts burning fat for energy rather than carbohydrates. And since most of the weight you carry around consists of energy stored as fat, that's exactly what you want your body to be doing if you want to lose weight.

    I've had a go at low-carb diets before, specifically Atkins, but I didn't get on all that well with it. At least part of this was because I was trying to do it by myself at the time and, as they say, these things are always easier if you have someone to share the experience with. With both Andie and I working on the same diet, it's easier for both of us to be strict and keep to what we're supposed to be eating.

    It's only been a couple of days so far, but I'm feeling like it's something I'll be able to do. One of the things I missed the most on Slimming World was the pleasure of fatty foods like nice cuts of meat, butter and that sort of thing. On the keto plan, those make up the majority of your food intake, so you can enjoy stuff like bacon, pork chops and the like without guilt — you just need to make sure that you complement them with appropriate, non-starchy (i.e. green) vegetables in order to make sure that you're getting enough fibre. And drink lots of water, obviously.

    We've also learned of the questionable joy of chia pudding, which is a jar of milk with some chia seeds in it; leave it a little while and it goes goopy, roughly the consistency of tapioca or rice pudding, and can then be consumed for a surprisingly filling breakfast. You can add cocoa, vanilla essence and sugar-free syrup to make it actually taste of something, too; this is an ongoing experiment for us to see what works well.

    Thankfully, we're spending Christmas at home by ourselves this year, so we can take complete control of our Christmas dinner and not be tempted by either of our respective mothers' excellent roast potatoes — verboten on keto — and hopefully still have something nice.

    The one side effect is that for the first few days — and possibly a couple of weeks — you are a bit prone to something known as "keto flu" while your body adjusts to this "new" way of doing things. Consequently, it's a good idea not to overexert yourself, as you might find yourself a bit low on energy or feeling the "brain fog" a bit, so that probably means a temporary pause to my gym activities. Once I know I've set the appropriate dip switches in my body, though, I can get back to it — and supposedly, this diet is actually good for energy levels in the long term, so I should (hopefully) see improved performance.

    We'll see. I know a few people who have had some success with this, so I'm intrigued to see if it actually works. And perhaps one day I'll have shed enough weight to actually get my guts put back in the place they're supposed to be. That would be nice!

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    #oneaday Day 364: Asia English https://imnotdoctorwho.moegamer.net/2019/12/05/oneaday-day-364-asia-english/ https://imnotdoctorwho.moegamer.net/2019/12/05/oneaday-day-364-asia-english/#respond Thu, 05 Dec 2019 22:15:03 +0000 https://imnotdoctorwho.moegamer.net/2019/12/05/oneaday-day-364-asia-english/ I find the growth of "Asia English" releases kind of fascinating, because it's gradually becoming a synonym for "niche interest, limited run". I say this after Play-Asia announced earlier today that they had opened preorders for a physical release of the Atelier Dusk Trilogy for Switch — something that Koei Tecmo fans have been clamouring … Continue reading #oneaday Day 364: Asia English

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    I find the growth of "Asia English" releases kind of fascinating, because it's gradually becoming a synonym for "niche interest, limited run".

    I say this after Play-Asia announced earlier today that they had opened preorders for a physical release of the Atelier Dusk Trilogy for Switch — something that Koei Tecmo fans have been clamouring for for quite some time now.

    One small snag for some people: it's $89.99, which seems like a lot of money for a relatively no-frills physical release. However, it's important to remember what this package is offering: three separate, distinct games that are all fairly substantial in terms of content and length, and which will almost certainly be at least $29.99 when they're released digitally in January. They might even be more than that; I believe the Arland Trilogy was about £34.99 per game when it released, so if Dusk is priced similarly, that $89.99 is actually a reasonable saving.

    I've grabbed a copy because I'm one of the people who has been asking Koei Tecmo for a physical release of these games for some time now. I have all the original PS3 versions on my shelf, but knowing that the enhanced and expanded "Plus" versions are out there, I've been holding off playing them. And to date, only one of the "Plus" versions has had a packaged release: Atelier Shallie, which is the last of the trilogy.

    I understand why some people might baulk at the idea of $89.99 for "one" packaged release, but do bear in mind what you're getting for that price in this case.

    I feel like the price might also reflect the fact that this is always going to be a niche-interest limited run for people like me who try to avoid digital-only whenever possible, and that's why I say Asia English releases are kind of feeling like that pokey little shop down a dark alleyway that only a few people know about, but where you can find some of the coolest stuff imaginable.

    Asia English has, to date, been a way to get around overzealous censorship of titles like Omega Labyrinth (and I imagine Bullet Girls Phantasia wouldn't have gone down well either) as well as a means of acquiring English language releases that, for one reason or another, Western arms of publishers don't feel will sell well over here.

    And maybe they won't. Which is why I'm grateful that Asian publishers appear to have no qualms about releasing something that may only sell a few hundred or thousand copies. It means I can keep my shelves well-stocked with games that I like — and over time, that collection will become increasingly unusual and unique when compared to other people with more mainstream tastes in games!

    So, well, it looks like I'll have a copy of the Atelier Dusk Trilogy on my shelf towards the end of January. Just in time to write about it!

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    #oneaday Day 363: Quite a Reach https://imnotdoctorwho.moegamer.net/2019/12/04/oneaday-day-363-quite-a-reach/ https://imnotdoctorwho.moegamer.net/2019/12/04/oneaday-day-363-quite-a-reach/#respond Wed, 04 Dec 2019 23:06:40 +0000 https://imnotdoctorwho.moegamer.net/2019/12/04/oneaday-day-363-quite-a-reach/ Nearly ten years ago, I was not in a good place. My first marriage had come to an end, I had lost my job and I had been forced to confront the truth that I had "failed" at life. I was mortified at how badly I had messed things up, and at how I'd had … Continue reading #oneaday Day 363: Quite a Reach

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    Nearly ten years ago, I was not in a good place. My first marriage had come to an end, I had lost my job and I had been forced to confront the truth that I had "failed" at life. I was mortified at how badly I had messed things up, and at how I'd had to move back home with my parents.

    In retrospect, all of those things worked out for the best. I'm in a much better position now — not perfect by any means, but better — and my parents helped me out of a pinch that, not to put too fine a point on it, could easily have been the end of me.

    During that dark period, I tended to spend a lot of time locked away in my room. I'd interact with people I knew on social media or through blogging, but otherwise I wouldn't come out all that much.

    At some point during the original #oneaday project, I met a young woman who called herself Ms Vee. She was a fascinating person to me; she was one of the most open and honest people I'd ever spoken to, and she'd tell me in great detail about the "swinging" lifestyle she and her boyfriend were into.

    She was also a gaming enthusiast. And when Halo: Reach came out, she wanted me to play it with her and her friends.

    I was never a huge Halo fan. I've never really gotten into the extended lore and stuff, and I don't find the overarching plot particularly interesting. But I have had some fun with the multiplayer over the years, especially when playing with friends. In fact, Halo multiplayer of various descriptions is one of the few online games I've stuck with for more than a day or two.

    Sensing an opportunity for a new distraction from the black pit of despair that was my life at that time, I picked up a copy. I actually found myself rather enjoying the campaign, but by far my fondest memories of Reach are all about those multiplayer sessions I spent with Ms Vee and her friends. Sadly she sort of disappeared from the Internet one day and I have no idea where she went; I miss her quite a bit, as she was a great friend to me in a time of need.

    Why am I telling you all this? Well, Halo: Reach came out on PC yesterday. I was going to ignore it, until I saw quite a few of the people I enjoy chatting to on Twitter posting enthusiastically about it. Then, out of curiosity, I happened to look it up on Steam: £6.99. (It's part of the Master Chief Collection, which you can either buy as a bundle and get all the component games as they're released on PC, or buy them individually.)

    For £6.99, I was happy to see if it still had that magic; and, moreover, £6.99 is firmly within "impulse purchase" territory for my local friends. We're rarely able to get together to play tabletop games any more due to various circumstances, so online provides a means for us to do something together with relatively minimal time commitments required. And the advent of Discord means that we can chat and mess around while playing almost like we were in the room together.

    I think I convinced them to pick up copies, which is great, but none of them were available to play this evening. So I fired it up for a quick go myself; I remember when Reach originally released that I enjoyed just having a bit of a blast in the Rumble Pit playlists, even though I was never particularly good at it.

    It's still fun. I still like it a lot. And playing Halo at 60fps feels slightly odd!

    I'm also struck by quite how much variety there is in this single game: no additional DLC, season passes or whatever required (unless you count the complete Master Chief Collection package) — just a wide variety of different games ranging from simple deathmatch to elaborate esports-style affairs, all designed to be accessible and enjoyable to newcomers, but providing plenty of depth and challenge for those willing to put the time and effort in.

    I don't know how much I'll end up playing Reach on PC, but for £6.99 just a couple of fun sessions a month with friends will make it well worth that small outlay.

    If you want to play, feel free to add me on Xbox Live — I'm "sonicfunkstars". Or you can probably also add me via Steam too: https://steamcommunity.com/id/angryjedi/

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    #oneaday Day 362: The World of Work https://imnotdoctorwho.moegamer.net/2019/12/03/oneaday-day-362-the-world-of-work/ https://imnotdoctorwho.moegamer.net/2019/12/03/oneaday-day-362-the-world-of-work/#respond Tue, 03 Dec 2019 21:34:46 +0000 https://imnotdoctorwho.moegamer.net/2019/12/03/oneaday-day-362-the-world-of-work/ I remember when I was coming towards the end of secondary school, and lots of talk turned to "The World of Work". It was never just "getting a job" or "working", it was always "The World of Work". Some twenty years later, I feel like my initial reactions to this phrase — to cringe — … Continue reading #oneaday Day 362: The World of Work

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    I remember when I was coming towards the end of secondary school, and lots of talk turned to "The World of Work". It was never just "getting a job" or "working", it was always "The World of Work". Some twenty years later, I feel like my initial reactions to this phrase — to cringe — was somewhat accurate.

    I've been pretty disillusioned by "The World of Work" ever since I joined it, and I know I'm not the only one. If it's not being treated like crap by past places of employment, it's being subject to interminably pointless wastes of time like conference calls and meetings, or being made to feel like you did something wrong because you woke up one morning and have the uncontrollable vomity shits. "Return To Work" meeting, go fuck yerself.

    I don't like to complain too much, though, because all things considered, my present place of work isn't particularly bad. I get paid a reasonable amount, don't get bothered too much ("Return To Work" meetings aside) and am reasonably good at what I do. I just don't enjoy it, feel any pride in it or any passion for it whatsoever. But I suspect that would be the case wherever I was.

    When I consider the cases of several of my friends of late, I feel both lucky and a little despondent that The World of Work is such a universally shitty place to spend the majority of your days. If it's not being so tied up with work that you have little time (or energy) for yourself, it's being treated like crap by the people who are supposed to be encouraging you and nurturing your talents.

    One friend in particular has had a real crappy time of it of late. He's been working a job that he's good at and has been underpaid for for quite some time. He's asked for a pay rise several times and been turned down, so he decided to look for another job. Last week, he successfully got another job, and handed in his notice today, at which point he was royally screwed out of his expected notice period and basically told to be out the door by the end of the week. You know, just before Christmas and New Year, one of the most expensive times of year for most people.

    It really bums me out to see people treated this way — people who I know deserve better.

    I'm still kind of at a loss as to how and why this happens. It appears to be human nature to treat your "direct reports" (ugh) like shit the moment you have a little bit of power. I can see that this is almost certainly counterproductive, since breeding resentment is a sure way to find yourself either with completely unmotivated workers, or without any workers whatsoever. And yet I've seen it time after time at this point.

    It's times like this that I wish I had the resources and the wherewithal to do something for myself and be able to draw a reliable, living income from it. There are probably possibilities for what I could do in that regard, but it takes time and money to get established with everything I might be able to do.

    Plus, frankly, I'm kind of afraid of the prospect. So, it seems, I will continue to be a less-than-enthusiastic denizen of The World of Work for the foreseeable future.

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    #oneaday Day 361: My New Favourite Thing https://imnotdoctorwho.moegamer.net/2019/12/03/oneaday-day-361-my-new-favourite-thing/ https://imnotdoctorwho.moegamer.net/2019/12/03/oneaday-day-361-my-new-favourite-thing/#respond Tue, 03 Dec 2019 09:08:29 +0000 https://imnotdoctorwho.moegamer.net/2019/12/03/oneaday-day-361-my-new-favourite-thing/ I spent all of yesterday absolutely convinced that I'd already written this post, and ended up forgetting to actually write it. Oops. Oh well. While I was bored at the day job, I was browsing through a channel on YouTube that I've developed quite a fondness for. Said channel is called Dead Parrot, and is, … Continue reading #oneaday Day 361: My New Favourite Thing

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    I spent all of yesterday absolutely convinced that I'd already written this post, and ended up forgetting to actually write it. Oops. Oh well.

    While I was bored at the day job, I was browsing through a channel on YouTube that I've developed quite a fondness for. Said channel is called Dead Parrot, and is, from what I can determine, an official distribution source for a variety of excellent British comedy shows, including Peep Show, Black Books and The Peter Serafinowicz Show.

    Dead Parrot has also done a bunch of original content, though, with seemingly their most well-known stuff being a short series called YouTube Comment Reconstructions. Here, arguments from YouTube comment sections are overdramatically acted out by a pair of very British actors in some beautifully directed pieces of black and white film.

    I absolutely love these, because I'm a big fan of juxtaposition used as a comic device. The severity and the seriousness of the overall aesthetic and tone clashes wonderfully with the absolute absurdity of the arguments that are being made, and the fact that the scenes mostly consist of two middle-aged men reading out arguments that teenage girls made to one another in the heat of the moment just leads to absolutely delightful scenes of hilarity.

    I love it. There's an example above; the whole playlist is here if you want a good giggle.

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    #oneaday Day 360: Bleakend https://imnotdoctorwho.moegamer.net/2019/12/01/oneaday-day-360-bleakend/ https://imnotdoctorwho.moegamer.net/2019/12/01/oneaday-day-360-bleakend/#respond Sun, 01 Dec 2019 21:30:40 +0000 https://imnotdoctorwho.moegamer.net/2019/12/01/oneaday-day-360-bleakend/ I've not had a great weekend, to be perfectly honest. I didn't sleep particularly well last night, being wracked with anxiety and panic attacks, and those continued through a lot of today. I ended up going back to bed to try and calm myself down a bit; I feel a bit better now, but it … Continue reading #oneaday Day 360: Bleakend

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    I've not had a great weekend, to be perfectly honest. I didn't sleep particularly well last night, being wracked with anxiety and panic attacks, and those continued through a lot of today. I ended up going back to bed to try and calm myself down a bit; I feel a bit better now, but it has consumed the best part of the weekend.

    I did at least finish the main story of Pokémon and get four episodes of Atari A to Z Flashback recorded, though, so that's something. I was hoping to get a bit more done, but I guess sometimes your body and brain just needs you to chill out, relax and take some time to release some tension.

    I'm still feeling a bit on edge, to be frank, but hopefully I'll be feeling a bit better tomorrow. It's just a bit annoying to have wasted the vast majority of the weekend with feeling like this. Oh for a couple of extra days off.

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    #oneaday Day 359: PATRONS ONLY! #13 https://imnotdoctorwho.moegamer.net/2019/12/01/oneaday-day-359-patrons-only-13/ https://imnotdoctorwho.moegamer.net/2019/12/01/oneaday-day-359-patrons-only-13/#respond Sun, 01 Dec 2019 21:27:40 +0000 https://imnotdoctorwho.moegamer.net/2019/12/01/oneaday-day-359-patrons-only-13/ Apologies, I thought I scheduled this to post yesterday but actually got the date wrong! Whoops. Here it is now, originally recorded/written on Saturday. Not entirely sure where today has gone… I don't feel like I accomplished very much! Still, I guess sometimes it's sort of nice to just have a day where you chill … Continue reading #oneaday Day 359: PATRONS ONLY! #13

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    Apologies, I thought I scheduled this to post yesterday but actually got the date wrong! Whoops. Here it is now, originally recorded/written on Saturday.

    Not entirely sure where today has gone… I don't feel like I accomplished very much! Still, I guess sometimes it's sort of nice to just have a day where you chill out and don't do anything especially productive. And at least I managed to get a thing recorded for all you lovely people.

    Have a pleasant weekend!

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    #oneaday Day 358: All The Things She Said https://imnotdoctorwho.moegamer.net/2019/11/28/oneaday-day-358-all-the-things-she-said/ https://imnotdoctorwho.moegamer.net/2019/11/28/oneaday-day-358-all-the-things-she-said/#respond Thu, 28 Nov 2019 12:00:10 +0000 https://imnotdoctorwho.moegamer.net/2019/11/28/oneaday-day-358-all-the-things-she-said/ I've been listening to t.A.T.u this morning after an offhand comment on Twitter about the fact there was originally supposed to be an anime based on Lena Katina and Julia Volkova at some point in the past. How odd. Anyway, this impromptu listening session reminded me that I actually unironically enjoyed t.A.T.u's music when it … Continue reading #oneaday Day 358: All The Things She Said

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    I've been listening to t.A.T.u this morning after an offhand comment on Twitter about the fact there was originally supposed to be an anime based on Lena Katina and Julia Volkova at some point in the past. How odd.

    Anyway, this impromptu listening session reminded me that I actually unironically enjoyed t.A.T.u's music when it first came out, but it was one of those things that, at the time, I wasn't sure if I was "supposed" to like. And I think my changing attitude there is probably the biggest change I've gone through since my childhood and teenage years.

    This was always a thing with music. At my school, you were judged by your musical tastes. One day, I went and bought Oasis' Definitely Maybe from the local record shop because lots of my friends were talking about it, and it seemed that liking Oasis made you marginally more socially acceptable. Trouble was, I bought Definitely Maybe literally a day before (What's the Story?) Morning Glory came out, exposing me as the ill-informed loser that I was.

    Thinking back, though, I already had hints of my current "fuck what everyone else thinks" attitude back then. I bought a number of albums that most certainly weren't "cool" at the time, but which I thought I might like and, it turned out, in most cases I did. (In contrast, while I quite enjoyed Oasis, I certainly didn't find their music life-changing in the way I had been led to believe it would be.) I bought things based on things I'd heard on the radio and enjoyed; I bought things where I'd enjoyed a video I'd seen on TV; I bought things where I fancied the lead singer.

    I bought t.A.T.u's first album because lesbian schoolgirls in the rain. And I was pleasantly surprised when the actual music on said album was exactly my sort of thing: tuneful, emotional, dramatic. I listened to that album a lot back in the day, but I don't think I ever told anyone I had it.

    Today, I've been reading up on the rather turbulent story behind the band, including the question over whether or not the pair of them were actually gay or not (seemingly not, though they both claim to support people loving whoever they want to love) and an apparent ongoing off-on-off-on feud between the pair of them. It's been interesting to explore. And, today, of course, I feel like I'm much more able to talk about this sort of stuff, whatever other people might think of t.A.T.u and their music.

    That's one thing that's definitely improved over time — both for me, and for the world at large. Shame about all the other things that are so massively and obviously worse! 🙂

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    #oneaday Day 357: Push It https://imnotdoctorwho.moegamer.net/2019/11/28/oneaday-day-357-push-it/ https://imnotdoctorwho.moegamer.net/2019/11/28/oneaday-day-357-push-it/#respond Thu, 28 Nov 2019 11:43:25 +0000 https://imnotdoctorwho.moegamer.net/2019/11/28/oneaday-day-357-push-it/ I've been slacking a bit in my gym routine recently due to various instances of being ill, but I went last night and had what I felt like was a pretty good session. I deliberately decided to try and push myself a bit, particularly on the exercise bike, and it felt quite satisfying. There's always … Continue reading #oneaday Day 357: Push It

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    I've been slacking a bit in my gym routine recently due to various instances of being ill, but I went last night and had what I felt like was a pretty good session. I deliberately decided to try and push myself a bit, particularly on the exercise bike, and it felt quite satisfying.

    There's always a bit of a balance you have to find when it comes to this sort of thing. When pushing yourself further than usual, there's a distinct possibility you might not be able to do quite as much as when you're going more "casually", and indeed that was the case last night. While I can happily do half an hour of pretty casual cycling on the exercise bike, I managed ten minutes with a bit more intensity last night. I didn't feel too bad, though; I felt like I'd achieved something. And I think trying to push myself like that a little more often is the way to improve rather than just plateau.

    I need to get my eating habits in order though. Andie and I took a break from Slimming World a while back because we were both feeling demotivated and kind of sick of the stuff you end up eating on that, but we're both still trying to be reasonably good. Operative word: trying. We're not as bad as we used to be, but we're also not particularly eating in a way that is conducive to losing weight, though.

    If nothing else, I'm planning for a bit of a "reset" when the new year rolls around. Get into new, good habits — or re-establish old ones — and sort things out as much as possible. I'm also going back to the local counselling service to see if they can help at all; my mental health has been all over the shop of late, so having some means of hopefully stabilising it a bit will be worthwhile and helpful.

    I've got this nagging sense in my head that I want… something to be "over", finished with, done. But there's nothing that really can be "over", finished with, done. It's just the ongoing challenge that is everyday existence in this modern world. I long for simpler, happier times.

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    #oneaday Day 356: Shelf https://imnotdoctorwho.moegamer.net/2019/11/26/oneaday-day-356-shelf/ https://imnotdoctorwho.moegamer.net/2019/11/26/oneaday-day-356-shelf/#respond Tue, 26 Nov 2019 22:29:13 +0000 https://imnotdoctorwho.moegamer.net/2019/11/26/oneaday-day-356-shelf/ I'm not a hugely super-organised person in my everyday life, as the "ring of chaos" (as my wife occasionally refers to it) around where I typically sit on the sofa will attest. But I do enjoy and appreciate some nicely organised shelves. Those of you who have been following for a while will doubtless have … Continue reading #oneaday Day 356: Shelf

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    I'm not a hugely super-organised person in my everyday life, as the "ring of chaos" (as my wife occasionally refers to it) around where I typically sit on the sofa will attest. But I do enjoy and appreciate some nicely organised shelves.

    Those of you who have been following for a while will doubtless have seen my game shelves at least once by now. Well, by no means anywhere near as impressive, but already giving me a thoroughly pleasant sense of happiness when I look at it, is my fledgling manga shelf.

    It occurred to me while stowing away this small collection that one of the things I particularly enjoy about being a collector of physical media is simply how pleasing a well-organised set of anything vaguely uniform looks when on a shelf. And I'm pretty sure manga publishers know this; look at all those spines.

    Each series has its own distinct look that makes it immediately identifiable without even reading the title. Each series has a distinct colour scheme, logo design, use of fonts and pattern that makes it nice to look at by itself, but lovely to look at when there's more than one there. Look at those Monster Musume volumes. Look at Komi Can't Communicate.

    In some respects this is probably both dangerous and manipulative, because it encourages people (like me, I guess) to want to expand their collections in order to improve the way they look on the shelf, and to derive satisfaction from "complete" (or at the very least expansive) sets of various series.

    But in others, it's also showing understanding of the sort of person who might be interested in following a manga series over the long term. It'd be irksome if every volume of Don't Toy With Me, Miss Nagatoro had a different form factor, for example — although just blame that on Nagatoro herself and it would actually be rather thematically appropriate — so publishers appear to take care to keep the various volumes of their series consistent over the years — far more so than various editions of Western books.

    I've had those two volumes of Fruits Basket for probably more than ten years at this point, for example, and yet if I were to walk into a manga shop today to try and expand or complete that set, they'd still look like that. Compare and contrast with a popular Western series like Harry Potter or His Dark Materials and, if you left a few years between volumes, you might well find yourself with a radically different looking book on yourself that doesn't "fit" with the earlier volumes. Whether or not this bothers you, of course, is down to your own personal tastes and character!

    Anyway. Manga. I'm pleased with what I've got so far, and after payday rolls around I'm going to pick up a few more bits and bobs — the second volume of Interspecies Reviewers and more Plus-Sized Elf are definitely first on the list, but I also have a few other series and one-offs that I'm interested in reading, too. This is an exciting (kind of) new world for me to explore, and I'm feeling great enthusiasm for it right now… so doubtless more photos of this shelf will follow in the future 🙂 Thank you for indulging me and my Aspergers!

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    #oneaday Day 355: Contemplating the Web https://imnotdoctorwho.moegamer.net/2019/11/25/oneaday-day-355-contemplating-the-web/ https://imnotdoctorwho.moegamer.net/2019/11/25/oneaday-day-355-contemplating-the-web/#respond Mon, 25 Nov 2019 14:02:40 +0000 https://imnotdoctorwho.moegamer.net/2019/11/25/oneaday-day-355-contemplating-the-web/ I read a news article on the BBC this morning where World Wide Web creator Sir Tim Berners-Lee attacked the UK's Conservative party over a recent bit of controversy. During a recent leaders' debate ahead of the upcoming General Election, one of the party's Twitter accounts had apparently rebranded itself "Factcheck UK", suggesting that it … Continue reading #oneaday Day 355: Contemplating the Web

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    I read a news article on the BBC this morning where World Wide Web creator Sir Tim Berners-Lee attacked the UK's Conservative party over a recent bit of controversy. During a recent leaders' debate ahead of the upcoming General Election, one of the party's Twitter accounts had apparently rebranded itself "Factcheck UK", suggesting that it was some sort of official fact-checking service for the claims made at said debate — when, of course, it was nothing of the sort.

    "What the Conservative Party has done is obviously a no no. That's amazingly blatant," said Sir Tim.

    And it is. And this got me thinking… as the man credited with creating what we know the World Wide Web as today… what does he think of what the modern Internet had become?

    As it happens, the BBC had already got there before me. Speaking in March of this year, Sir Tim said that he felt the Web was in a "downward plunge to [a] dysfunctional future", and that this needed to be stopped, perhaps through programmes such as Contract for the Web, which he played a part in creating.

    Trouble is, the Web seems to be a bit of a Pandora's Box at this point; its lid has been left open for so long now that it's impossible to put everything back inside the box, and any attempts to regulate it in any way will inevitably be met with resistance. Said regulation would probably be unenforceable anyway.

    It's hard to argue with Sir Tim's concerns, though, of which he has three main ones:

    • malicious activity such as hacking and harassment

    • problematic system design such as business models that reward clickbait

    • unintended consequences, such as aggressive or polarised discussions

    All of these are things that are very much in evidence today, and just sort of accepted as part of everyday life. While actual hacking remains a relatively unusual occurrence for most people to come into contact with — by "actual hacking" I mean something beyond someone getting hold of your password and posting offensive things on your Facebook page — few can argue that harassment is very much part of the modern Internet.

    And not just in the way that it is most commonly argued, either. While I'm not denying that harassment against specific groups does exist — it absolutely does — there's also lots of it going on under the guise of "activism" and "progressiveness". Just yesterday I saw someone participating in a "controversial food opinions" thread on Twitter — lightweight, throwaway fluff, by anyone's measure — and then get extremely publicly dragged over hot coals by a variety of people for saying that he didn't like Indian food and didn't understand why it was so popular. His words, which were pretty straightforward — and which I don't personally agree with, but I understand where he's coming from — made it pretty clear what he was talking about, yet numerous people took the opportunity to use this as evidence of racism.

    This ties in with clickbait, too. I've seen numerous examples of deliberately provocative content presented by commercial websites deliberately followed up by the writers complaining about "how much harassment they received" — when they knew full well that people were going to respond negatively to their Hot Take of the Day when they posted it. It's manipulative and deceptive… and people fall for it every time. It drives me nuts to see.

    And then, of course, we have the most difficult to define one; his third point about "unintended consequences". It's difficult to establish exactly how this happened, given that the Web was always intended as an open marketplace of ideas, ideologies and opinions. But as time has passed — and over the last decade in particular, I'd say — people have set up camp in very specific areas, erected fortifications and made it a lot more difficult to exchange ideas and interact with one another. Aggression is the default response to disagreement; many people feel that they have free reign to insult and belittle people with whom they disagree, and this further poisons overall discourse online, because it makes people less willing to share their ideas — and less willing to discuss and help one another understand them.

    It's not all bad, of course, The modern Web allows people to express themselves as never before, and have an important outlet for the things that mean something to them. At this point I can't imagine what sort of life I'd be leading if I didn't have my various creative projects to use as an outlet… though I also can't help but think that if the Internet wasn't a thing in the first place, there's a lot of stress and anxiety I wouldn't have come into contact with at all.

    In summary, I can entirely understand why Sir Tim might feel a bit… disappointed in what his creation would go on to become. It's like seeing your kid grow up to be a delinquent… only instead of one kid, there's several billion of them.

    Bleak? Maybe. But I'm feeling hugely anxious today so just wanted to offload some random thoughts. Thank you for listening!

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    #oneaday Day 354: Productivity https://imnotdoctorwho.moegamer.net/2019/11/24/oneaday-day-354-productivity/ https://imnotdoctorwho.moegamer.net/2019/11/24/oneaday-day-354-productivity/#respond Sun, 24 Nov 2019 22:08:28 +0000 https://imnotdoctorwho.moegamer.net/2019/11/24/oneaday-day-354-productivity/ I have recorded… counts ten videos this weekend. Two Atari A to Z, two Atari ST A to Z, two Atari A to Z Flashback (one of which went out yesterday), two Warriors Wednesday and two Final Fantasy Marathon. I have had a blast doing so, even if it is both time-consuming and tiring. It's … Continue reading #oneaday Day 354: Productivity

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    I have recorded… counts ten videos this weekend. Two Atari A to Z, two Atari ST A to Z, two Atari A to Z Flashback (one of which went out yesterday), two Warriors Wednesday and two Final Fantasy Marathon. I have had a blast doing so, even if it is both time-consuming and tiring.

    It's amazing how productive you can be when you actually enjoy what you're doing… and how demoralising it can be when you're stuck somewhere having to do things that you don't really want to do, that you can't really feel the benefit of doing and that sometimes you don't entirely feel like you get the recognition you're sometimes due.

    Don't get me wrong, I've said on numerous occasions that I don't hate the day job; I'm actually rather grateful that it's not worse than it is, and that I can get things done to a good standard in a reasonably short timeframe, allowing me enough time during many working days to be able to actually get some posts done on the sly.

    But I don't love it. It's a chore. It's not something I look forward to getting up for every morning. I'll reiterate: I'm not at a point where I dread getting up for it every morning, like back when I was teaching, or when I worked for SSE, but I am at a point where getting out of bed feels like just another installment in a long and interminable series of… something that simply isn't going anywhere. A series with no entertainment or cultural value along the way; it's just sort of there. Like Eastenders, only with less murder and adultery, and the world's most boring Christmas special.

    Still, as I say, I shouldn't be too mad about it, because it keeps me paid each month, with enough money left over to be able to do some of the things that I want to do — and then, of course, you wonderful people help me out by providing me some very welcome pocket money with which I can further explore those things through investing in new hardware, software and whatnot.

    I can't pretend after weekends like this that it's not nice to dream, though. I remember how much I enjoyed getting out of bed in the morning to work on USgamer and GamePro; it was something that I genuinely loved doing, much as I genuinely love doing what I do now with MoeGamer and Atari A to Z. Wouldn't it be amazing to be able to do that every day? If I can be this productive over two days of a weekend, imagine how much I could get done if I had the whole week available to me!

    Still, it remains just a dream for now. One that I don't know whether or not it will ever be achieved; this sort of thing often feels like it's up to the whims of fate and destiny more than it is up to the time and effort you put in yourself. So sometimes you just have to keep plugging away and hope for the best!

    So that's what I'll keep doing.

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    #oneaday Day 353: PATRONS ONLY! #12 - Parking Fees and Manga https://imnotdoctorwho.moegamer.net/2019/11/23/oneaday-day-353-patrons-only-12-parking-fees-and-manga/ https://imnotdoctorwho.moegamer.net/2019/11/23/oneaday-day-353-patrons-only-12-parking-fees-and-manga/#respond Sat, 23 Nov 2019 22:04:00 +0000 https://imnotdoctorwho.moegamer.net/2019/11/23/oneaday-day-353-patrons-only-12-parking-fees-and-manga/ Hello everyone! On time this week, here's your weekly vlog thingummy wotsit. Hope you enjoy. And if you know anyone who works for a private parking company (I'm not convinced anyone actually does; it didn't actually appear to be possible to speak to a real person when I tried earlier) please give them a swift … Continue reading #oneaday Day 353: PATRONS ONLY! #12 - Parking Fees and Manga

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    Hello everyone! On time this week, here's your weekly vlog thingummy wotsit. Hope you enjoy. And if you know anyone who works for a private parking company (I'm not convinced anyone actually does; it didn't actually appear to be possible to speak to a real person when I tried earlier) please give them a swift kick in the nadgers for me. Thank you muchly!

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    #oneaday Day 352: Over the Worst? https://imnotdoctorwho.moegamer.net/2019/11/22/oneaday-day-352-over-the-worst/ https://imnotdoctorwho.moegamer.net/2019/11/22/oneaday-day-352-over-the-worst/#respond Fri, 22 Nov 2019 22:21:55 +0000 https://imnotdoctorwho.moegamer.net/2019/11/22/oneaday-day-352-over-the-worst/ I wouldn't say I'm 100% better — I still feel a bit queasy every so often — but I'm not constantly on the edge of throwing up like I was yesterday. So that's a bonus. Work wasn't particularly challenging or stressful; I mean, it could have been due to a few shirty emails but Ill … Continue reading #oneaday Day 352: Over the Worst?

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    I wouldn't say I'm 100% better — I still feel a bit queasy every so often — but I'm not constantly on the edge of throwing up like I was yesterday. So that's a bonus. Work wasn't particularly challenging or stressful; I mean, it could have been due to a few shirty emails but Ill Pete correctly recognised that the things the people in them were complaining about were nothing to do with him, and thus they weren't worth stressing out over in any way whatsoever. So a pretty quiet Friday on that front then.

    Nothing in particular planned this weekend, and Andie isn't well so I doubt she'll want to do anything either. Consequently I plan to make videos, write stuff, pet cats, read manga, play Pokémon and just generally have a nice relaxing time doing the things I want to do. You know, what a weekend should be. I had the option of going over to a friend's house to play more Gloomhaven tomorrow evening but I don't think I can face any more of that game just yet. I may reconsider depending on how much I get done throughout the day and if I feel in any way sociable.

    For now, I think yet more much-needed sleep, and hopefully feeling refreshed in the morning. I hope you all have a good weekend!

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    #oneaday Day 351: Back to Bed https://imnotdoctorwho.moegamer.net/2019/11/21/oneaday-day-351-back-to-bed/ https://imnotdoctorwho.moegamer.net/2019/11/21/oneaday-day-351-back-to-bed/#respond Thu, 21 Nov 2019 21:06:22 +0000 https://imnotdoctorwho.moegamer.net/2019/11/21/oneaday-day-351-back-to-bed/ Well, disappointingly I'm not really feeling any better after a day of mostly rest (and Pokémon) so I find myself once again in bed rather early. I hope I feel better tomorrow; no form of being ill is fun, but an upset stomach is one of the least fun there is. Still, it's nearly the … Continue reading #oneaday Day 351: Back to Bed

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    Well, disappointingly I'm not really feeling any better after a day of mostly rest (and Pokémon) so I find myself once again in bed rather early. I hope I feel better tomorrow; no form of being ill is fun, but an upset stomach is one of the least fun there is.

    Still, it's nearly the weekend, which means I can look forward to recording some videos, which I always have a lot of fun doing. And with the Bullet Girls Phantasia main feature now done and dusted, I can concentrate on thinking about what I'm going to write about Pokémon. 

    I think I mentioned this a little while ago, but just in case I didn't, my plan for the immediate future is to do Pokémon and the MoeGamer Awards throughout December, then move on to a visual novel called Lamunation, and after that spend some time with Atelier — both the Dusk trilogy and Ryza.

    I'm squeezing Lamunation in because Meru from Love Lab was kind enough to provide a review copy, and she's an extremely positive presence in the localisation space who I'm keen to support. If you're not familiar, her outfit Love Lab localised both Bullet Girls Phantasia and Love³ — and did so absolutely fantastically in both instances — so of course I'm more than happy to show some support for one of their most major projects ever.

    I don't know a lot about Lamunation aside from the fact it involves cute girls, traditional Japanese soda and doubtless some sort of amusing weirdness. I'm looking forward to it.

    Anyway, I'm going to try and get some sleep now and hope my stomach behaves itself enough for me to feel like a human being rather than a vomit demon tomorrow.

    Take care of yourselves and have a lovely evening!

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    #oneaday Day 350: Suffering https://imnotdoctorwho.moegamer.net/2019/11/21/oneaday-day-350-suffering/ https://imnotdoctorwho.moegamer.net/2019/11/21/oneaday-day-350-suffering/#respond Thu, 21 Nov 2019 14:15:51 +0000 https://imnotdoctorwho.moegamer.net/2019/11/21/oneaday-day-350-suffering/ Good morning, apologies for the lack of update yesterday, but I went to bed at approximately 8pm and slept for a very long time, pausing only to be violently sick at approximately 6am this morning. So that was nice. Evidently I am Not Well. I think the worst has passed now, at least; I don't … Continue reading #oneaday Day 350: Suffering

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    Good morning, apologies for the lack of update yesterday, but I went to bed at approximately 8pm and slept for a very long time, pausing only to be violently sick at approximately 6am this morning. So that was nice. Evidently I am Not Well.

    I think the worst has passed now, at least; I don't feel like any of my insides are going to explode or produce any further vile eructations (at least, beyond the usual ones) so I'm just left feeling like I haven't really had all that much rest, despite the main reason that I went to bed early last night being that I felt like I hadn't been getting enough sleep lately.

    Another early night tonight, I guess. And at least in the meantime I have the time to do some writing and get some videos sorted. And then tomorrow is Friday, so there's only one day to survive even if I still feel a bit crappy in the morning. Let's be thankful for small mercies, I guess.

    Today I'm probably going to try and do the Bullet Girls Phantasia narrative writeup since I have time on my hands, and I'm also probably going to start doing some writeups of some manga that I've been reading lately, as manga and/or anime are, as I've said a few times previously, areas that I've been interested to branch out into for a while. I just finished reading the first volume of Interspecies Reviewers (which I think might be getting an anime in the near future) so that seems like something fun to tackle.

    Anyway, I'm going to dose myself up with drugs and try to figure out if I'm too cold or too hot now, which is proving to be something of a challenge. Here's hoping I'm better later/tomorrow! Have a lovely day.

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    #oneaday Day 349: #ThankYouPatrons https://imnotdoctorwho.moegamer.net/2019/11/20/oneaday-day-349-thankyoupatrons/ https://imnotdoctorwho.moegamer.net/2019/11/20/oneaday-day-349-thankyoupatrons/#respond Wed, 20 Nov 2019 00:31:04 +0000 https://imnotdoctorwho.moegamer.net/2019/11/20/oneaday-day-349-thankyoupatrons/ It's officially #ThankYouPatrons day here on Patreon (well, okay, we're half an hour over here in the UK, but my video had to render and upload), so I thought I'd post a special video to mark the occasion. This post and video are public, so please feel free to share them if you so desire. … Continue reading #oneaday Day 349: #ThankYouPatrons

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    It's officially #ThankYouPatrons day here on Patreon (well, okay, we're half an hour over here in the UK, but my video had to render and upload), so I thought I'd post a special video to mark the occasion. This post and video are public, so please feel free to share them if you so desire.

    I say everything I want to in the video, but it bears repeating: thank you so much for your continued support, whether it's through your generous donations here on Patreon or via other sources, or simply through likes, comments, RTs and shares on social media. I love you all and I intend to keep doing this for a very long time!

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    #oneaday Day 348: Dangerous (Or Brilliant) Discovery https://imnotdoctorwho.moegamer.net/2019/11/19/oneaday-day-348-dangerous-or-brilliant-discovery/ https://imnotdoctorwho.moegamer.net/2019/11/19/oneaday-day-348-dangerous-or-brilliant-discovery/#respond Tue, 19 Nov 2019 00:01:43 +0000 https://imnotdoctorwho.moegamer.net/2019/11/19/oneaday-day-348-dangerous-or-brilliant-discovery/ As the title suggests, I have discovered something that is either dangerous or brilliant; I haven't quite decided which, really. Well, okay, both are a bit of an exaggeration, but I have discovered that Switch games that aren't particularly heavy on the action — like, say, turn-based RPGs or visual novels, two of my favourite … Continue reading #oneaday Day 348: Dangerous (Or Brilliant) Discovery

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    As the title suggests, I have discovered something that is either dangerous or brilliant; I haven't quite decided which, really.

    Well, okay, both are a bit of an exaggeration, but I have discovered that Switch games that aren't particularly heavy on the action — like, say, turn-based RPGs or visual novels, two of my favourite types of game — are absolutely ideal to play on the exercise bike at the gym. As such, my last couple of sessions have been accompanied by Pokémon Sword, which has been a fine way to take my mind off the inherently repetitive and boring activity of riding the exercise bike.

    This is good. If you can make "time go faster", then you can get more done. I've been finding Pokémon so compelling that I didn't look at the clock on the bike at all until I was almost done today. I was starting to flag a bit by then (as were my Pokémon, who had been facing a fairly stiff series of challenges) but I pushed through to the end, and it felt good.

    Now, if only I had a steady stream of turn-based RPGs and visual novels to play on Switch to keep me occupied at the gy– hold on a minute!

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    #oneaday Day 347: PATRONS ONLY! #11 https://imnotdoctorwho.moegamer.net/2019/11/17/oneaday-day-347-patrons-only-11/ https://imnotdoctorwho.moegamer.net/2019/11/17/oneaday-day-347-patrons-only-11/#respond Sun, 17 Nov 2019 12:48:50 +0000 https://imnotdoctorwho.moegamer.net/2019/11/17/oneaday-day-347-patrons-only-11/ Hello, dear Patrons! Today I am using you as a guinea pig. I hope you don't mind! 🙂

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    Hello, dear Patrons! Today I am using you as a guinea pig. I hope you don't mind! 🙂

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    #oneaday Day 346: Late Night https://imnotdoctorwho.moegamer.net/2019/11/17/oneaday-day-346-late-night/ https://imnotdoctorwho.moegamer.net/2019/11/17/oneaday-day-346-late-night/#respond Sun, 17 Nov 2019 01:18:56 +0000 https://imnotdoctorwho.moegamer.net/2019/11/17/oneaday-day-346-late-night/ Good evening! I was going to present you with a PATRONS ONLY! video tonight, but it's taking a while to render and I want to go to bed, so you can have it tomorrow instead. I have been playing a lot of Pokémon. It is very good and I'm extremely gratified to see lots of … Continue reading #oneaday Day 346: Late Night

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    Good evening! I was going to present you with a PATRONS ONLY! video tonight, but it's taking a while to render and I want to go to bed, so you can have it tomorrow instead.

    I have been playing a lot of Pokémon. It is very good and I'm extremely gratified to see lots of my friends enjoying it too. It's especially great to see this after all the negativity and other bullshit that has surrounded the game in the run-up to its launch, and it's absolutely wonderful to see all the trolls well and truly put in their place by how much people are having a good time with it.

    Lots, lots, lots more to say about it, but I'll save that for when we start looking into it in depth on MoeGamer after we're done with Bullet Girls Phantasia next week.

    Now, it's very late and I would like to sleep, so I am going to sleep! Good night, and sweet Dynamax dreams.

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    #oneaday Day 345: Coming Up https://imnotdoctorwho.moegamer.net/2019/11/15/oneaday-day-345-coming-up/ https://imnotdoctorwho.moegamer.net/2019/11/15/oneaday-day-345-coming-up/#respond Fri, 15 Nov 2019 11:19:56 +0000 https://imnotdoctorwho.moegamer.net/2019/11/15/oneaday-day-345-coming-up/ I've mentioned previously that next up on MoeGamer after I've finished covering Bullet Girls Phantasia (which will probably be early next week because I want to do one more article about the narrative in general) I'll be moving on to Pokémon because I'm increasingly intrigued by this game, especially now that it's out and people … Continue reading #oneaday Day 345: Coming Up

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    I've mentioned previously that next up on MoeGamer after I've finished covering Bullet Girls Phantasia (which will probably be early next week because I want to do one more article about the narrative in general) I'll be moving on to Pokémon because I'm increasingly intrigued by this game, especially now that it's out and people appear to be having a blast with it as the haters gradually crumble into dust.

    After that, I was going to jump into Atelier Ryza, but Meru from Love Lab Japan reached out this morning and offered me a review code for their latest localisation project: a visual novel called Lamunation!, which sounds thoroughly charming, adorable and silly, so I'm going to try and squeeze that in either alongside or immediately after Pokémon.

    Lamunation! appears to be a comedy visual novel that incorporates commentary on aspects of the modern world such as social media, as well as including a thoroughly adorable cast of characters, all themed around popular Japanese carbonated beverages. I have no idea what to expect going in, to be perfectly honest, but I like the art, the concept sounds highly entertaining and it'll be nice to tackle a pure visual novel again.

    Lamunation! is out on Steam on November 22, and Love Lab is working to bring it to various other platforms too. The Steam version is all-ages but there will be a free 18+ patch available; the off-Steam versions will be offered in full 18+ format by default from the sound of things.

    Just wanted to give you a heads-up! It sounds like fun, so I'm looking forward to diving into it when I get the time.

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    #oneaday Day 344: Never Enough Hours https://imnotdoctorwho.moegamer.net/2019/11/14/oneaday-day-344-never-enough-hours/ https://imnotdoctorwho.moegamer.net/2019/11/14/oneaday-day-344-never-enough-hours/#respond Thu, 14 Nov 2019 23:07:51 +0000 https://imnotdoctorwho.moegamer.net/2019/11/14/oneaday-day-344-never-enough-hours/ There are never enough hours in the day, are there? It feels like something always needs to fall by the wayside in order for you to accomplish the things you'd actually like to accomplish. I guess someone wiser than me would probably say understanding and working your life around that concept is what being an … Continue reading #oneaday Day 344: Never Enough Hours

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    There are never enough hours in the day, are there? It feels like something always needs to fall by the wayside in order for you to accomplish the things you'd actually like to accomplish. I guess someone wiser than me would probably say understanding and working your life around that concept is what being an adult is all about, but I'm childish and frustrated about such things.

    This week I've been feeling it particularly keenly. I feel like I've had a lot to say in the writing I've done — I'm particularly pleased with today's piece on Bullet Girls Phantasia — but whenever I have a lot to say, it takes a while to research and write… which means by the time I've finished all that gubbins it is, as it is now, 11pm.

    While I have no particular moral objections to continuing to do things this late — specifically, going to the gym, which is the thing that has been falling by the wayside a bit this week — my body does indeed object, since I have to be out of the door by 7am to go to work, and that means hauling my flabby carcass out of bed by 6.30 at the latest.

    Oh well. It's not as if the gym will stop being there if I have a couple of days where I've had other priorities. I'll try and make it there tomorrow and over the weekend at the very least, and have a bit of a "fresh start" next week; I haven't been feeling my best physically this week anyway, so perhaps a rest and a reboot will do me a bit of good.

    For now, bed is calling. Hope you enjoy the Bullet Girls Phantasia piece. Just, uh, maybe don't read it at work.

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    #oneaday Day 343: Fryup https://imnotdoctorwho.moegamer.net/2019/11/13/oneaday-day-343-fryup/ https://imnotdoctorwho.moegamer.net/2019/11/13/oneaday-day-343-fryup/#respond Wed, 13 Nov 2019 23:08:03 +0000 https://imnotdoctorwho.moegamer.net/2019/11/13/oneaday-day-343-fryup/ My mother in law bought us an air fryer the other day… well, technically she bought it for my wife as a birthday present, but we're both benefiting. I haven't actually tried using it as yet, but I've been pretty impressed with the food that comes out of it so far. We've tried cooking bits … Continue reading #oneaday Day 343: Fryup

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    My mother in law bought us an air fryer the other day… well, technically she bought it for my wife as a birthday present, but we're both benefiting.

    I haven't actually tried using it as yet, but I've been pretty impressed with the food that comes out of it so far. We've tried cooking bits of chicken (both on and off the bone) as well as "chips" (after a fashion) and they've all come out really well without the distinctive greasy sloppy oiliness of a regular old fryer.

    I've been particularly impressed with the meat, actually. (That's what she said, I know, I know.) All of the cuts of chicken we've tried cooking in there have come out cooked perfectly through, and retaining plenty of juicy moisture. I generally find chicken a bit dull and bland, especially if it's been cooked to bone dryness, but the stuff the air fryer has produced so far has been very tasty.

    I'm interested to see what else is possible using it, or how it can be incorporated into the preparation of more complex dishes. So far we've only done simple things, but I suppose there's no reason you can't use it to cook the meat that is going to go into a curry or something like that, then finish the sauce off on the hob. I don't know. I'm no cook. I chuck stuff in a pot that I think might taste nice and sometimes it does. (Sometimes it doesn't, too, but if I feel that might be likely to happen I'm usually just cooking for myself.

    So, well, early impressions seem to indicate that if you've been hungry for another bulky gadget to take up what little worktop space you had left in your kitchen, an air fryer is a good choice. (A slow cooker is also an excellent investment, but that's another matter entirely.)

    Well, you think of something interesting to write for 343 days then!

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    #oneaday Day 342: Darkness Drawing In https://imnotdoctorwho.moegamer.net/2019/11/12/oneaday-day-342-darkness-drawing-in/ https://imnotdoctorwho.moegamer.net/2019/11/12/oneaday-day-342-darkness-drawing-in/#respond Tue, 12 Nov 2019 16:04:59 +0000 https://imnotdoctorwho.moegamer.net/2019/11/12/oneaday-day-342-darkness-drawing-in/ I both love and hate this time of year. I like the short days, because I'm a big fan of night-time in general, and I especially like night-time when it's cold and snowy; the kind of environment that makes everything outside look a bit like it's not quite real. However, at the same time, I … Continue reading #oneaday Day 342: Darkness Drawing In

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    I both love and hate this time of year. I like the short days, because I'm a big fan of night-time in general, and I especially like night-time when it's cold and snowy; the kind of environment that makes everything outside look a bit like it's not quite real.

    However, at the same time, I won't pretend it's not at least a little depressing to be leaving the house in the morning when it's dark, and returning home when it's also dark. Not that I spend a great deal of time out in the sunshine anyway, but just the bit of daylight you can get on a drive home can be invigorating after a day under the fluorescent lights of the office.

    It's also a pain in the arse when you leave the house in the morning and have forgotten it often gets a bit cold in the night, necessitating a bit of scrapey-scrapey action on the windscreen of one's car before being able to go anywhere. Especially if you have left the house without anything warm. Ice is cold.

    There's something oddly "festive" about it all though. I associate the early darkness with things from my childhood, like going out carol singing with my mother and the "main characters" of the village I grew up in. I remember wrapping up warm, walking through the village streets and feeling a profound sense of relief and gratitude when someone invited us inside for a mince pie — even though I never really liked mince pies all that much.

    I guess on the whole I have slightly more positive feelings about it than negative ones, as I always quite look forward to this time of year rolling around for some reason. And now we're in November I consider it just about okay to start thinking of Christmas being "soon"!

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    #oneaday Day 341: Catch-Up https://imnotdoctorwho.moegamer.net/2019/11/12/oneaday-day-341-catch-up/ https://imnotdoctorwho.moegamer.net/2019/11/12/oneaday-day-341-catch-up/#respond Tue, 12 Nov 2019 08:41:38 +0000 https://imnotdoctorwho.moegamer.net/2019/11/12/oneaday-day-341-catch-up/ Good morning! I forgot to write yesterday, apologies. I was playing Bullet Girls Phantasia and I was getting really into the story, so kind of lost track of time! I've still got a little way to go on that so there'll probably be a piece specifically about the sexy elements this week (because there's some … Continue reading #oneaday Day 341: Catch-Up

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    Good morning! I forgot to write yesterday, apologies. I was playing Bullet Girls Phantasia and I was getting really into the story, so kind of lost track of time! I've still got a little way to go on that so there'll probably be a piece specifically about the sexy elements this week (because there's some interesting stuff to talk about there, relevant to some articles I've posted recently) followed by a bit about the story next week.

    As I've noted previously, I'm also interested in resurrecting the New Game Plus video series to play through some postgame content because there's a lot to do there and I'm actually quite keen to do it — I just don't want to drag on the feature for too long.

    There's a really satisfying sense of progression, and it's clear that playing through just Normal difficulty is only going to allow you to see a fraction of the power level you'll be able to attain by the end of the postgame. So watch out for that in the near future!

    Next up, as I've said, will be Pokémon. I'm a relative newbie to Pokémon having only played a bit of Red and Gold back in the day, and all through the main story of Moon, so I'm interested to come at it from that perspective — and with Sword and Shield being something of a "fresh start" for the series in many ways, I think it's going to be cool to explore.

    I'm also keen to do Pokémon for another reason: to counter the massive negativity that has been boiling over about it recently. I understand that longtime fans are upset over the lack of National Dex, but the behaviour of a lot of people who are disappointed in what they perceive Sword and Shield to be lacking has been absolutely disgusting. I've seen a lot of really unpleasant, abusive tweets being thrown around along with outright lies about the game (someone actually tried to convince the Internet that the game had no battle backgrounds yesterday… that went about as well as you can expect) — though I was heartened to see how much traction the #ThankYouGameFreak hashtag mustered in a very short space of time over the weekend.

    The game is in urgent need of some quality analysis that looks at what the game is actually doing rather than what it is not doing or "how bad the trees look" or whatever. I'm looking forward to it and can't wait for Friday to give it an initial shakedown!

    Anyway. Better do some work… or rather, prepare for an entire morning of pointless conference calls. More to come later today. Have a lovely day!

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    #oneaday 340: PATRONS ONLY! #10 - The Anxiety Epidemic https://imnotdoctorwho.moegamer.net/2019/11/10/oneaday-340-patrons-only-10-the-anxiety-epidemic/ https://imnotdoctorwho.moegamer.net/2019/11/10/oneaday-340-patrons-only-10-the-anxiety-epidemic/#respond Sun, 10 Nov 2019 17:30:18 +0000 https://imnotdoctorwho.moegamer.net/2019/11/10/oneaday-340-patrons-only-10-the-anxiety-epidemic/ Bit of a serious one today. I'll leave the things I say in the video to hopefully speak for themselves!

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    Bit of a serious one today. I'll leave the things I say in the video to hopefully speak for themselves!

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    #oneaday Day 339: Into the Gloom https://imnotdoctorwho.moegamer.net/2019/11/09/oneaday-day-339-into-the-gloom/ https://imnotdoctorwho.moegamer.net/2019/11/09/oneaday-day-339-into-the-gloom/#respond Sat, 09 Nov 2019 22:54:46 +0000 https://imnotdoctorwho.moegamer.net/2019/11/09/oneaday-day-339-into-the-gloom/ Good evening everyone! Hope you've had a pleasant Saturday. I've been out all day so I haven't had a chance to record a PATRONS ONLY! vlog as yet, nor have I had time to do a wallpaper for $5+ Patrons. Those are jobs for tomorrow, though, so please look out for them! What have I … Continue reading #oneaday Day 339: Into the Gloom

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    Good evening everyone! Hope you've had a pleasant Saturday. I've been out all day so I haven't had a chance to record a PATRONS ONLY! vlog as yet, nor have I had time to do a wallpaper for $5+ Patrons. Those are jobs for tomorrow, though, so please look out for them!

    What have I been up to today? Well, I've been visiting some local friends that I don't get nearly enough opportunities to hang out with these days, largely owing to two of them having children and our group collectively being quite disorganised with regard to this sort of thing. We usually manage to get together for at least a couple of our birthdays each year, though, and with two of the birthdays in question falling quite close to one another this time of year, now's the time!

    Most of our day was spent playing Gloomhaven. I don't love this game, but I had a lot more fun with it than I usually do today by playing a different character class. I do find it quite exhausting to play, though; individual scenarios run quite long, and it also takes quite a long time to resolve individual rounds, but the mechanics themselves are neat, there's a lot of variety and the "legacy"-esque components are cool.

    For the unfamiliar, Gloomhaven is a tabletop strategy game vaguely akin to classic dungeon crawlers such as Games Workshop's HeroQuest series and, perhaps more closer comparison, Descent: Journeys in the Dark. Players collectively choose from an initially limited selection of character classes and build a deck with which they can move and take actions throughout each scenario. The game can be played as one-shot scenarios, but the system is really built for a large, evolving campaign somewhat inspired by tabletop roleplaying.

    The campaign is the thing I have mixed feelings about, and I can't quite make up my mind if it's the actual campaign itself that is inelegant, or if it's just the fact that we don't get together to play very often. Either way, I don't feel a lot of attachment to the characters I play, I don't care about the unfolding story and everything just seems a bit arbitrary, particularly as, taking the rules as written, there's nothing stopping you getting into a perilous, deadly cliffhanger at the end of a scenario and then just popping back to town to buy some new equipment before you resolve it in the next.

    Within the scenarios, the game has some neat systems. Rather than using dice or flat stats, the deck you build consists of cards with "top" and "bottom" abilities. Each turn, you pick two cards, and can use the top of one and the bottom of another. Generally speaking, top abilities are attacks or other active abilities, while bottom abilities (heehee) are movement-related — though there are exceptions to both. There's also an initiative value on each card; when everyone reveals the actions that they are going to take, they also pick one of the two initiative values, then everyone goes in order — including the monsters that have inevitably appeared as part of the scenario.

    There's no "dungeon master" or "evil wizard" player required for Gloomhaven; the monsters work using some rudimentary, fixed rules combined with a deck of cards for each type of creature that defines specific behaviours. This allows some variety in how they act as well as some unique abilities for different types of foes, which is neat; there are some really creative, thematically appropriate abilities in there, too, such as tentacly Lovecraftian "deep terrors" being unable to move, but having a huge range on their attacks, or crazed cultists occasionally exploding when you defeat them.

    As I say above, the thing I find exhausting about Gloomhaven is that each round of play takes quite a long time, particularly if there are a lot of monsters. If you're playing with a large group of player characters, it can take quite a long time to do anything, and the general pace of play is quite slow anyway — the fact that you need to expend cards to simply move, even through empty rooms, means things can drag on a little bit. On the micro level, this means it can be a while before you get to do anything on any given turn, and on the macro level it means even just one scenario can take several hours to resolve.

    It's a game I want to like very much as in theory it should be exactly my sort of thing. But the whole thing just feels a little too clunky for me, causing my mind to wander a bit while playing. Interestingly, there is a digital version in the works; it's currently in Early Access on Steam, so I wonder how much this might resolve the issues I have with the tabletop game. Although then we run into the issue I typically have with board game adaptations on computer — I often end up asking myself why I wouldn't just play something that had been specificially designed as a CRPG.

    Ah well. We had a good day, and we got in some time with Mario Tennis Aces and Super Smash Bros at the end of the evening, too, so that was neat. Banjo and Kazooie are super fun!

    Anyway. Bit of gaming now before bed, then, as I say, PATRONS ONLY! and wallpaper to follow tomorrow. Have a pleasant rest of your Saturday!

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    #oneaday Day 338: Outer Limits https://imnotdoctorwho.moegamer.net/2019/11/09/oneaday-day-338-outer-limits/ https://imnotdoctorwho.moegamer.net/2019/11/09/oneaday-day-338-outer-limits/#respond Sat, 09 Nov 2019 01:09:54 +0000 https://imnotdoctorwho.moegamer.net/2019/11/09/oneaday-day-338-outer-limits/ I've been watching ProJared play through The Outer Worlds and while I've confirmed it's not a game I have any interest in playing myself — it all looks far too "Bethesda" for me in exactly the ways I'm not very fond of — I've been rather enjoying his playthrough. Jared is entertaining — and I'm … Continue reading #oneaday Day 338: Outer Limits

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    I've been watching ProJared play through The Outer Worlds and while I've confirmed it's not a game I have any interest in playing myself — it all looks far too "Bethesda" for me in exactly the ways I'm not very fond of — I've been rather enjoying his playthrough.

    Jared is entertaining — and I'm glad he's managed to pick himself back up after the debacle earlier in the year — but it's also quite interesting to watch someone else play a game, see how they handle things and be able to analyse what is going on as a "spectator" rather than an active participant. It is, of course, also a way to vicariously experience a game that you're curious about, but perhaps which you're not sure if you'd actually want to play yourself.

    The Outer Worlds makes good use of its setting — and I'm glad it's not just traipsing around planets that are basically Skyrim (or perhaps more accurately, Fallout) in space — but I do feel like I'm getting a little tired of the cynical, dystopian future stuff that tends to go hand in hand with this type of game. The Outer Worlds' anti-corporate message feels a bit heavy-handed at times; its repeated use of characters who blindly parrot "the company line" is a joke that gets old quite quickly, and from what I've seen so far the writing on the whole just doesn't seem to have the same kind of thoughtfulness from Obsidian's early work.

    It's one of those dystopias where pretty much everyone you meet is an awful person, too, and not in an entertaining way; they're just dislikeable. This makes it kind of hard to care about what is going on. The only vaguely nice character I've seen so far is the companion Parvati, who a lot of people seem to fixate on for this reason. She just hasn't shown herself to be super-interesting as yet, beyond being quite pleasant company; she suffers a little from predictable responses to situations.

    I respect what the game is going for, and it certainly seems to be one of the better applications of Bethesda-style open-world adventuring I've seen for a while. It just doesn't seem to fix the overall sense of drabness that always seems to suffuse this kind of game, and which I find extremely offputting when I compare it to the vibrant colours and energetic nature of the Japanese games I particularly enjoy.

    Still, like I say, I am having fun with the playthrough that Jared is putting himself through, and I'm glad that the game seems to have turned out well for those who were looking forward to it. Me, though? Yeah, I don't think I can look back at this point! Bring on the cute, colourful girls!

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    #oneaday Day 337: Poképete https://imnotdoctorwho.moegamer.net/2019/11/07/oneaday-day-337-pokepete/ https://imnotdoctorwho.moegamer.net/2019/11/07/oneaday-day-337-pokepete/#respond Thu, 07 Nov 2019 09:06:19 +0000 https://imnotdoctorwho.moegamer.net/2019/11/07/oneaday-day-337-pokepete/ I realise at this point I've completely gone off the rails with regard to the titles I was intending to cover at the start of the year, but I guess that's the beauty of being independent, solo and not tied to the daily churn of the mainstream games press — as interesting topics come up, … Continue reading #oneaday Day 337: Poképete

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    I realise at this point I've completely gone off the rails with regard to the titles I was intending to cover at the start of the year, but I guess that's the beauty of being independent, solo and not tied to the daily churn of the mainstream games press — as interesting topics come up, I can change what my focus is and explore things as they become particularly relevant.

    With that in mind, I'm actually leaning somewhat towards covering Pokémon Sword/Shield after I'm done with Bullet Girls Phantasia. I was originally considering Atelier Ryza next, but I know I'll be looking at the Atelier Dusk trilogy in January or February of next year, so I'm not sure I want to have too much Atelier in rapid succession. That said, recently I was pondering doing a "Trails -> something else -> Trails" cycle in order to plough through that series, so maybe it won't be so bad.

    The reason Pokémon is on my mind is because it's obviously a big series with a lot to talk about, and Sword and Shield look like being the most significant revamp for a very long time. This, of course, has made a lot of people angry for various reasons, and that means there are almost certainly interesting things to explore and talk about. I also have the perspective of someone who hasn't played a ton of Pokémon over the years to bring to the table, so my outlook on things is a little different from a jaded old veteran who's been playing since Red and Blue.

    I also think that there are a lot of potentially very cool things to write about with regard to the new games. There will be a lot of words written about them elsewhere on the Internet, but I doubt there'll be a lot in the way of in-depth analysis; it'll more than likely mostly be clickbait news stories and "guide content". I feel I can provide something interesting and unique that actually picks apart these games' various components in detail.

    I also know that I do want to play Pokémon, and that it's a big game that will take a lot of time to be able to engage with fully. With the way I tend to tackle games these days, it's tough to juggle multiple large, sprawling titles at the same time, so if I know I'll be actually covering Pokémon I'll feel less… "guilty" about playing it?

    Basically since you fine people are good enough to support me and the work I do, I guess I wanted to ask if you'd have any particular problem with that. MoeGamer, for the most part, typically focuses on overlooked and underappreciated games, and I doubt Pokémon will be either. Previously, I have covered Final Fantasy XIV and XV, however, and I don't think anyone would call either of those overlooked.

    To clarify, I'm not ditching Ryza — I might even do it after Pokémon and hang the consequences of doing that then Dusk immediately after one another if no-one has any issue with that! — I'm just trying to prioritise. Pokémon feels like something best experienced while the community is at its most active.

    If you have any particular thoughts one way or the other on this, let me know and I'll bear them in mind!

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    #oneaday Day 336: Late-Night Updates https://imnotdoctorwho.moegamer.net/2019/11/07/oneaday-day-336-late-night-updates/ https://imnotdoctorwho.moegamer.net/2019/11/07/oneaday-day-336-late-night-updates/#respond Thu, 07 Nov 2019 00:40:23 +0000 https://imnotdoctorwho.moegamer.net/2019/11/07/oneaday-day-336-late-night-updates/ Few quick things because it's half midnight and I'm tired! The book I mentioned yesterday is now available for sale in paperback and eBook format. You can grab a copy here. I've also set up a Bookstore page on MoeGamer with links to all the books I've put out so far — I've got a … Continue reading #oneaday Day 336: Late-Night Updates

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    Few quick things because it's half midnight and I'm tired!

    1. The book I mentioned yesterday is now available for sale in paperback and eBook format. You can grab a copy here. I've also set up a Bookstore page on MoeGamer with links to all the books I've put out so far — I've got a few more books lined up to release at some point, so they'll be added to this page when they're set up and ready to go. No promises when right now as I just put these together when I find some time and/or motivation!

    1. $5+ Patrons, I haven't forgotten about your wallpaper, I just seem to have found myself oddly busy in the evenings of late so haven't had time to put something together. I'll get you something on Friday in all likelihood.

    1. It rained really hard tonight. My cats did not like it. It has now stopped. Naturally, it was at its heaviest while I was putting the bin out.

    1. Today I learned about "ARE YOU OKAY?!" and Buster Wolf, so I will be investigating that in Smash shortly. I'm long overdue another look at Smash; I haven't played it for a good while despite buying the Fighter's Pass a while back.

    1. I snuck an Atelier gag into my currently rendering Atari ST A to Z video, released tomorrow. The crossover between my two "audiences" may be minimal, but for the couple of people who do straddle both camps, I hope you spot and enjoy it!

    1. I'm going to bed now. Good night!

    ARE YOU OKAY

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    New Book Available! https://imnotdoctorwho.moegamer.net/2019/11/06/new-book-available/ https://imnotdoctorwho.moegamer.net/2019/11/06/new-book-available/#respond Wed, 06 Nov 2019 08:27:32 +0000 https://angryjedi.wordpress.com/?p=22647 Hello! Just a quickie for those who don't follow MoeGamer or support me on Patreon, the latter of which is the new home of my #oneaday ramblings. I've put a new book out! It's a properly formatted version of one of the stories I wrote for sort-of-but-not-quite NaNoWriMo a few years back, so it's not … Continue reading New Book Available!

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    Hello! Just a quickie for those who don't follow MoeGamer or support me on Patreon, the latter of which is the new home of my #oneaday ramblings.

    I've put a new book out! It's a properly formatted version of one of the stories I wrote for sort-of-but-not-quite NaNoWriMo a few years back, so it's not brand new — but for those of you who were interested in having an actual copy of one of my stories that you can enjoy at your leisure… now you can.

    The book is available from Blurb's bookstore in either paperback or PDF (ebook) format.

    20191105_232625

    The story is loosely based on my own experiences in the classroom — though with a large amount of dramatic license — and, looking back on it some six years or so after I originally wrote it, it's a good reflection of how that ordeal made me feel and thus quite personally important to me.

    I don't make a ton of profit on each one — such is the nature of self-publishing — but every little helps, and said profits help me continue to do what I love: write! So thank you in advance if you happen to buy a copy — I'm planning on putting together my other not-NaNoWriMo stories into books in the same way, so please keep an eye out for those.

    Pick up your copy of Special Measures here. And be sure to stop by Patreon if you want to sign up for daily #oneaday posts while helping support my other work on the Web!

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    #oneaday Day 335: Book! https://imnotdoctorwho.moegamer.net/2019/11/05/oneaday-day-335-book/ https://imnotdoctorwho.moegamer.net/2019/11/05/oneaday-day-335-book/#respond Tue, 05 Nov 2019 23:37:23 +0000 https://imnotdoctorwho.moegamer.net/2019/11/05/oneaday-day-335-book/ I got the proof copy of the novel I talked about a few days ago today. I'm really pleased with it, particularly given that I went for the "economy" option on the paper, what with it being nothing but text. The book, which I originally wrote as a sort-of-not-really-NaNoWriMo project back in November of 2013, … Continue reading #oneaday Day 335: Book!

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    I got the proof copy of the novel I talked about a few days ago today. I'm really pleased with it, particularly given that I went for the "economy" option on the paper, what with it being nothing but text.

    The book, which I originally wrote as a sort-of-not-really-NaNoWriMo project back in November of 2013, is loosely based on my time as a classroom teacher, though thankfully I never had to deal with a situation quite as serious as that of my protagonist. It was an experiment in telling a story from multiple third-person character-centric perspectives, and perhaps something of an exercise in empathy as a result — as well as a way of processing and dealing with some of my own memories.

    Having re-read it recently, I was rather pleased with how it all came out, so with some minor edits and formatting (hopefully I haven't missed anything major) it's now a paperback book.

    I'm not expecting to sell many (any?) copies of this, but tomorrow I'll look into getting it made available for sale via Blurb's own storefront and Amazon for anyone who might be interested. From there, I've got a couple more stories like this that I'd like to assemble into books, too — mainly for my own vanity's sake, but also just in case anyone is interested in reading them.

    For now, admire the shiny pictures and I'll keep you posted on availability once I know what's going on!

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    #oneaday Day 334: What Happened to Music Videos? https://imnotdoctorwho.moegamer.net/2019/11/04/oneaday-day-334-what-happened-to-music-videos/ https://imnotdoctorwho.moegamer.net/2019/11/04/oneaday-day-334-what-happened-to-music-videos/#respond Mon, 04 Nov 2019 23:52:57 +0000 https://imnotdoctorwho.moegamer.net/2019/11/04/oneaday-day-334-what-happened-to-music-videos/ Every time I go to the gym and happen to catch a glimpse of the endless cycles of music videos playing on the TVs dotted around the place… I have to wonder exactly what happened to the art of the music video. Here's one I saw today:  https://www.youtube.com/watch?v=zCsMwgXy6vU  And it's far from the only one … Continue reading #oneaday Day 334: What Happened to Music Videos?

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    Every time I go to the gym and happen to catch a glimpse of the endless cycles of music videos playing on the TVs dotted around the place… I have to wonder exactly what happened to the art of the music video.

    Here's one I saw today:  https://www.youtube.com/watch?v=zCsMwgXy6vU 

    And it's far from the only one I've seen like this. It seems a common approach for music videos — or perhaps more specifically, music videos for electronic dance music acts — is to put out something that looks like the first piece of coursework from someone who is just getting their head around motion graphics and animated typography for the first time.

    I mean, I guess there might be a certain value to this type of video in that it encourages people to sing along… but then you have the paradox that not a lot of electronic dance music is particularly designed for singing along to. That and the fact that in the circumstances where it might be desirable to get people singing along — like, say, in a club — the video probably won't be playing anyway. (Or will it? I think it's literally been a good 15 years since I've been inside a nightclub. And I mean that; it has been a good 15 years.)

    It's just a bit sad, though, really; I have a hard time not thinking of songs with lyrics as having a "story" of sorts, and seeing the creative potential for providing a visual depiction of or accompaniment to that story going to waste in favour of a simple karaoke video is a bit disappointing, especially when I consider some of the amazing music videos I grew up with.

    But, well, I guess it's just one of many ways that the media landscape has changed considerably over the years. I salute you, artsy fartsy music video; you will be missed.

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    #oneaday Day 333: November Novella 2019 https://imnotdoctorwho.moegamer.net/2019/11/03/oneaday-day-333-november-novella-2019/ https://imnotdoctorwho.moegamer.net/2019/11/03/oneaday-day-333-november-novella-2019/#respond Sun, 03 Nov 2019 23:45:51 +0000 https://imnotdoctorwho.moegamer.net/2019/11/03/oneaday-day-333-november-novella-2019/ I know I said I wasn't going to share this until I was done with it, but it's very late and I've just spent a bit of time working on it… so, well, as a… treat(?) you can see the first chapter of what I've been writing for not-NaNoWriMo so far. I tend to do … Continue reading #oneaday Day 333: November Novella 2019

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    I know I said I wasn't going to share this until I was done with it, but it's very late and I've just spent a bit of time working on it… so, well, as a… treat(?) you can see the first chapter of what I've been writing for not-NaNoWriMo so far.

    I tend to do creative writing in quite an "improvisatory" manner, so I don't always have a long-term goal in mind for the stories I write. I have an interesting concept in mind for this one, though, so I'm interested to see where my imagination takes it over the course of the next month. In the meantime, I hope you enjoy this teaser! (Excuse any weird formatting, this was copied over from a Google Doc, so I'm not sure if it'll do paragraphs and stuff correctly.)

     

      “I’m bored.”

      “You’re always bored.”

      “Well, you try living like this.”

      It’s been like this for a while now. I can’t seem to find anything that entertains her for more than a few minutes at a time.

      It really is just my luck to be lumbered with the one restless spirit that doesn’t seem to have some grand piece of unfinished business left to resolve before she can move on. Instead, she’s just… well, restless. She can’t sit still. She always wants to be doing something, seeing something, talking about something. And these desires are fundamentally incompatible with the sort of person I am.

      Let me back up a little, since you’re probably already confused.

      Last week, I was the one who was bored. I’d finished all of my outstanding essays and for some reason I didn’t feel like sitting indoors all day as I normally would. The walls of my room felt like they were closing in on me a bit, so I decided to take a bit of a trip.

     Nothing grand, mind. You think I can afford to actually go somewhere exciting on a student loan? Don’t be ridiculous; I caught the bus to Portswood.

      Portswood isn’t an exciting place, but it is student central. Not only are there lots of student houses and flats there, there are also a lot of takeaways, charity shops and dodgy-looking hairdressers. It’s somewhere you can go to burn an hour or two without too much difficulty, and not spend much money in the process.

      This time around, I’d found myself wandering down beyond the main shopping street and towards the area that mostly consisted of grotty pubs and clubs. Tucked away down here next to a questionable pizza place I’d never quite had the courage to order from was a little bookshop that had always looked intriguing. I’d never been in there, but I’d always meant to. So I decided to stop thinking and start doing for once.

      The shop had a charming old-school bell on its door, jingling away cheerfully as I walked into the pokey little establishment. I was immediately hit with the distinctive smell of musty old books — an aroma I’d always been rather fond of.

      It reminded me of my parents’ bookshelves; shortly before I’d left for university and after they’d paid an impromptu visit to famous “town of books” Hay-on-Wye — the first of many, as it would transpire — they’d become rather taken with collecting old hardback editions of novels from some of their favourite authors. Over time, our hallway had gradually and subtly taken on the scent of an old library; while I didn’t get around to reading any of the books in question myself before I left home, I’d always been an enthusiastic reader, and the musty smell of old paper brought me a certain amount of comfort.

      There didn’t seem to be anyone around in the bookshop, and it was silent inside apart from the ticking of an antique clock that was hanging on the wall. There was a strange atmosphere about the place; it wasn’t unpleasant, but it was a little unusual. It occurred to me how rare it was in this modern age for one to be able to stand in complete silence — or, well, near-silence, anyway; tick, tick, tick — and I just stood motionless for a good few minutes, drinking in the calm and letting it infuse into my soul.

      I looked around. The place was well-kept, but clearly had too much stock to fit into its limited square footage. The shelves were packed to such a degree it was actually quite hard to pull an individual volume out without the rest of the shelf coming with it, and there were stacks of hardbacks on the floor next to each bookcase. It was clean, though; there didn’t seem to be a hint of dust anywhere, so whoever owned this place evidently took pride in it, however chaotic it might be.

      As I wondered what sort of person that “whoever” might be, I heard creaking floorboards and footsteps from somewhere other than the shop’s carpeted main room. They sounded like they were approaching, but also as if they were in no hurry to get here. I admired how trusting the apparent proprietor was; if I’d really wanted to, I could have probably escaped with an armful of volumes by this point.

      “Hello,” came a kindly voice, finally disturbing the near-silence as the curtain behind what appeared to be the sales desk silently moved aside to reveal a man who I estimated to be in his early sixties. He reminded me a little of my dearly departed grandfather, and thus I immediately warmed to him. “I’m sorry, I was out the back. Can I help you find anything?”

      “Just looking,” I said.

      “You’re a student?”

      “Yes.”

      “We don’t get many of you lot in here. Most of you go to that place up the road.”

      “Well, they are cheap.”

      The proprietor chuckled. I wasn’t wrong; September Books, as the “place up the road” was called, had an agreement with the university to stock everything from the various course’s reading lists; the university subsidised them a certain amount and, in exchange, they got some regular, reliable business from students and staff alike. The books were cheap and they pretty much always had what you were looking for, which was why most students went there.

      I wasn’t looking for anything in particular, though, which was why I was at this place. I wasn’t lying, I really did just want to look.

      “Let me know if there’s anything in particular you’re after,” the proprietor said, seeing me looking around. “Fiction’s on that wall, non-fiction on the other.”

      “Where do you get all these?” I asked, admiring both the apparent age and good condition of many of the volumes. They looked old but immaculate.

      “Donations, mostly,” he said, smiling. “Old folks die and their kids don’t want to deal with something as old-fashioned as books, so they just pass ‘em on. I’m not complaining.”

      I nodded. The rapidly advancing technology of the modern world had made books — physical media in general — feel like an obsolete relic of the past to many people. Why would you fill your limited living space with bulky objects when you could just download the complete works of Shakespeare — or that trashy book about kinky sex everyone seemed to be into — onto your phone?

      I had a phone — I wasn’t that much of a Luddite — but I still enjoyed having books around. I didn’t have a lot of room for them in my present accommodation, but I’d curated a small collection of publications that were either important to me or required reading for my course. In some cases, the latter had even become the former, which was always gratifying. In others, I’d never wanted to touch the book in question ever again after I no longer needed it for my studies, but I still kept it around for some reason; it felt like it was part of my life that I should acknowledge, even if I didn’t like what it represented. Damn you, Martin Heidegger and your interminable ramblings.

      A thick, leather-bound hardback with nothing written on the spine caught my attention for some reason. I reached up for it and, holding back its peers that very much wanted to come with it, pulled it out from the shelf.

      This, as it turns out, may have been a mistake.

      “What are you doing?” she asks.

      “What does it look like I’m doing?” I retort, acidly.

      “I said I was bored!”

      “Only boring people get bored.”

      “You say that every time. It’s boring. You’re boring.”

      I put down my pen and turn to look at her.

      “What do you actually want from me?”

      She smiles sheepishly.

      “I don’t really know.”

      “Well, that’s just great, isn’t it? Surely you have something in mind if you’re so incredibly bored. What would you rather be doing right now?”

      She pouts a little.

      “There’s not a lot I can do, really, is there? What with being dead and all.”

      I sigh.

      “All right, what would you rather I was doing right now?”

      I’d come to understand this somewhat. Her being “bored” actually meant that she wanted me to do something or other. Break the routine. Go outside. Talk to someone. Something that she could watch.

      These were not things I generally wanted to do all that much at the best of times but, well, I guess it doesn’t hurt to go a little out of your comfort zone now and again. Sometimes you even learn something.

      She ponders a moment, then breaks into a broad grin.

      “I want to see you go out and get pissed and try to pull!”

      And sometimes… well, sometimes you don’t.

    The post #oneaday Day 333: November Novella 2019 appeared first on I'm Not Doctor Who.

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    #oneaday Day 332: PATRONS ONLY! #9 https://imnotdoctorwho.moegamer.net/2019/11/02/oneaday-day-332-patrons-only-9/ https://imnotdoctorwho.moegamer.net/2019/11/02/oneaday-day-332-patrons-only-9/#respond Sat, 02 Nov 2019 20:32:05 +0000 https://imnotdoctorwho.moegamer.net/2019/11/02/oneaday-day-332-patrons-only-9/ The other day, a bunch of people told me I should try Azur Lane. So I tried Azur Lane. I also tried Samsung's "DeX" software which allows you to use your PC as a "second screen" for your phone — and thus capture footage from mobile games fairly easily. A successful experiment all round, I'd … Continue reading #oneaday Day 332: PATRONS ONLY! #9

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    The other day, a bunch of people told me I should try Azur Lane. So I tried Azur Lane. I also tried Samsung's "DeX" software which allows you to use your PC as a "second screen" for your phone — and thus capture footage from mobile games fairly easily.

    A successful experiment all round, I'd say.

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    #oneaday Day 331: Nap Time https://imnotdoctorwho.moegamer.net/2019/11/01/oneaday-day-331-nap-time/ https://imnotdoctorwho.moegamer.net/2019/11/01/oneaday-day-331-nap-time/#respond Fri, 01 Nov 2019 21:41:23 +0000 https://imnotdoctorwho.moegamer.net/2019/11/01/oneaday-day-331-nap-time/ It's 9.40pm and I'm strongly considering going to bed. It has been a long week; not for anything particularly negative, thankfully — just quite tiring for various reasons, plus I'm definitely trying to shake off a cold. I did achieve most of the things I wanted to, though. I got a bit of creative writing … Continue reading #oneaday Day 331: Nap Time

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    It's 9.40pm and I'm strongly considering going to bed. It has been a long week; not for anything particularly negative, thankfully — just quite tiring for various reasons, plus I'm definitely trying to shake off a cold.

    I did achieve most of the things I wanted to, though. I got a bit of creative writing done today, even, and I'm excited to continue with that — I think I've had a nice idea in that regard. I'm not going to share that for now, though; perhaps when it's done. This one's just for me for the moment!

    I don't think I have any huge commitments for the weekend, either, which will be nice. That means plenty of time to make videos, write things and play video games — sounds pretty perfect to me.

    Now, as tempting as it is to while away the evening playing Freedom Planet or Bullet Girls Phantasia, I can already feel my eyelids getting heavy so I genuinely might just go to bed! Ah, the joys of being old.

    Hope you have a great weekend!

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    #oneaday Day 330: All Hallows https://imnotdoctorwho.moegamer.net/2019/10/31/oneaday-day-330-all-hallows/ https://imnotdoctorwho.moegamer.net/2019/10/31/oneaday-day-330-all-hallows/#respond Thu, 31 Oct 2019 23:46:35 +0000 https://imnotdoctorwho.moegamer.net/2019/10/31/oneaday-day-330-all-hallows/ It's been a completely unremarkable Halloween for me, aside from the one wacky zany funster at work who dressed as a ghoul and hid in the lift first thing in the morning. He was lucky to not get clobbered. I'm fending off a cold right now. Andie has it in earnest and I felt it … Continue reading #oneaday Day 330: All Hallows

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    It's been a completely unremarkable Halloween for me, aside from the one wacky zany funster at work who dressed as a ghoul and hid in the lift first thing in the morning. He was lucky to not get clobbered.

    I'm fending off a cold right now. Andie has it in earnest and I felt it coming on somewhat last night, but I've been mostly okay today… until I got back to the apparent plague-pit my home is at present. I really don't want to get ill again… not only is it uncomfortable and annoying, but it's also a massive pain in the arse when it comes to work, too, because, being Corporate, you have to do the whole "Return to Work" interview thing every frigging time you're off. Yes, that includes when you have one day off for a cold or whatever.

    This seems counter-productive. I know the intention is to "manage absence" and whatnot, but I can't help but feel I'd rather people who were coughing their guts up just stayed at home rather than feeling obliged to come in and spread their germs around the office. What we do isn't the slightest bit "important" in the grand scheme of things, so one person taking the time to get themselves better isn't going to mess anything up. But blah blah needs of the business, whatever.

    I'm really not cut out for corporate life, but it pays the bills.

    Been re-reading some more of my old fiction today and I'm going to try and put some more books together. It's also having the effect I hoped it would, which is that it's stirring the desire to do some creative writing in my head somewhat. Conveniently, it's November tomorrow, which is the traditional month for people to try and write a novel for NaNoWriMo, so I might give it another shot this year.

    I normally don't formally participate in NaNoWriMo when I do this; I just use November as a suitable timeframe in which to try and write something, and challenge myself to write at least a thousand words a day. It usually ends up being more, because I have a bit of a habit of getting into a "flow" when I'm doing creative writing. Plus a thousand words is, like, nothing to me these days!

    Well, if nothing else it'll be a way to fill those quiet, boring periods at work. Now for the hard bit… thinking of a concept!

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    #oneaday Day 329: Pixie Team, Roll Out https://imnotdoctorwho.moegamer.net/2019/10/30/oneaday-day-329-pixie-team-roll-out/ https://imnotdoctorwho.moegamer.net/2019/10/30/oneaday-day-329-pixie-team-roll-out/#respond Wed, 30 Oct 2019 23:45:08 +0000 https://imnotdoctorwho.moegamer.net/2019/10/30/oneaday-day-329-pixie-team-roll-out/ I finally beat all of Gun Gun Pixies' endings this evening. This is not at all necessary in order to enjoy the game, as it literally means playing through the whole game six times (albeit ensuring you meet the conditions for a different ending each time, which is pretty simple to do) but I'm glad … Continue reading #oneaday Day 329: Pixie Team, Roll Out

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    I finally beat all of Gun Gun Pixies' endings this evening. This is not at all necessary in order to enjoy the game, as it literally means playing through the whole game six times (albeit ensuring you meet the conditions for a different ending each time, which is pretty simple to do) but I'm glad I did it: the "Confidential" ending that unlocks after you've seen all the individual endings is a delightfully charming way to close off the whole thing. So that is now done and dusted!

    (It took about 45 hours in total, if you were curious; my first playthrough was the majority of that, as I was extremely thorough tracking down coins and information pickups; all other playthroughs were done with dialogue skip on and just focusing on mission objectives.)

    On a completely unrelated note, I've been going back over some of my old stuff that I used to post on my personal blog which this Patreon blog has replaced. Specifically, I was having a look over some creative writing I did for a few sort-of-but-not-really NaNoWriMo attempts; I posted a bit more of a story each day for about a month. Ultimately the whole thing came out to roughly "light novel" length.

    I read through the entirety of one of these stories earlier and actually rather enjoyed it, so I'm putting it together into a book. I've been arranging it all and making it look nice today and I've ordered a proofing copy to evaluate, so hopefully that will be here soon. If all looks good with that, I'll put it up for sale for those who might be interested in reading some of my fiction, and I'll work on getting other similar projects self-published in this manner too.

    I'm putting the book together using Blurb, the same company who do The MoeGamer Compendium, but since this is a smaller, novel-format paperback it will be a lot cheaper.

    I'll keep you posted on how it looks and when I'll have it up for sale. I'm quite excited about this! Again, I'm doing it mostly for my own amusement and satisfaction — and to have a hardcopy of a project I was ultimately quite pleased with — but if anyone wants their own copy they will be available for you to (hopefully) enjoy!

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    #oneaday Day 328: Morning https://imnotdoctorwho.moegamer.net/2019/10/30/oneaday-day-328-morning/ https://imnotdoctorwho.moegamer.net/2019/10/30/oneaday-day-328-morning/#respond Wed, 30 Oct 2019 08:26:34 +0000 https://imnotdoctorwho.moegamer.net/2019/10/30/oneaday-day-328-morning/ Good morning! Apologies for the lack of post yesterday, I was exhausted and by the time I got into bed and realised I'd forgotten to write anything, I was in no position to get back up again. Then I slept right through my alarm this morning. Fun. I did manage to get some time to … Continue reading #oneaday Day 328: Morning

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    Good morning! Apologies for the lack of post yesterday, I was exhausted and by the time I got into bed and realised I'd forgotten to write anything, I was in no position to get back up again. Then I slept right through my alarm this morning. Fun.

    I did manage to get some time to spend with Bullet Girls Phantasia last night, though, and I'm enjoying it a lot. I get the impression it might have quite a bit more depth to it than I initially anticipated, too, which is awesome. That does mean it may take me a little longer than I thought to cover, but that's all good — I want to make sure I do a proper job, as always.

    So far, Bullet Girls Phantasia appears to be a third-person arena-based shooter with considerable amounts of loot, a variety of very satisfying (and very different-feeling) weaponry and the enjoyable juxtaposition of modern-day schoolgirls with heavy weaponry fighting off orcs. I've only beaten the first chapter so far so I'll be interested to see how things develop, but I've enjoyed what I've played so far — and it's been a nice challenge, too.

    I'm particularly impressed with the depth of the progression and equipment systems. Characters have an experience level, with experience being awarded after each mission, but they also have "material slots" where they can equip various gems to provide passive bonuses in various areas; a skill tree for permanent upgrades (albeit with the ability to reset your assigned points at any time between missions if you want to respec) and a huge amount of equippable lingerie with various passive benefits. Then you can also purchase and upgrade weapons, and equip each girl with three of them.

    The weapons are a highlight, as they range from slow-firing powerful projectiles such as rocket launchers to various bullet-based implements of death. The fantasy aspect also frees up the game to have fantastic weaponry, too, such as the "Magicite" one character wields, which effectively act as magical grenades where you need to use splash rather than direct damage to defeat enemies.

    Loving it so far, then, and from the perspective of my in-depth look at Shade it's an interesting inversion of Gun Gun Pixies' formula. While that game emphasised the narrative and focused less on its mechanical aspects, Bullet Girls Phantasia feels like it's the other way around. It's not that the narrative isn't there, I hasten to add, but there seems to be a much stronger emphasis on replaying missions for loot, experience and other rewards rather than simply romping through a linear story.

    More to come!

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    #oneaday Day 327: Point 'n' Click https://imnotdoctorwho.moegamer.net/2019/10/28/oneaday-day-327-point-n-click/ https://imnotdoctorwho.moegamer.net/2019/10/28/oneaday-day-327-point-n-click/#respond Mon, 28 Oct 2019 23:41:20 +0000 https://imnotdoctorwho.moegamer.net/2019/10/28/oneaday-day-327-point-n-click/ I've been watching a bunch of Game Grumps episodes recently where Danny goes solo and plays old Sierra adventure games. They've been great to fall asleep to because Danny is a chill dude at the best of times, and when he doesn't have the bundle of chaotic energy that is Arin next to him, he's … Continue reading #oneaday Day 327: Point 'n' Click

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    I've been watching a bunch of Game Grumps episodes recently where Danny goes solo and plays old Sierra adventure games. They've been great to fall asleep to because Danny is a chill dude at the best of times, and when he doesn't have the bundle of chaotic energy that is Arin next to him, he's especially comfy to listen to. (I don't have a problem with Arin, I hasten to add; I just find the contrast kind of fascinating!)

    Danny's playthroughs of various …Quest games remind me of the fond regard in which I hold the point-and-click adventure game genre — and indeed its immediate predecessor, Sierra's "3D Animated Adventure Game" subgenre, which combined a text adventure's parser with the animated graphics of what would become point-and-click adventures.

    I also find these games quite fascinating from a modern perspective, since they highlight how differently we handle games as players these days. I remember having games like King's Quest and The Black Cauldron for literally years and never finishing them, yet if you know exactly what you're doing in each of them they're maybe 1-2 hours, tops. These days, I suspect that pretty much everyone who plays a game like this will almost immediately refer to a walkthrough if they find themselves getting stuck, which means these games won't last very long at all for modern audiences.

    Is that a bad thing, though? I don't know. It's certainly a different way of enjoying games to how we used to, and I have to say I kind of miss the feeling of really having no clue whatsoever as to what to do next, and having no other option but to make a save game with the name "stuck" and come back to it later. Or perhaps talk to a friend about it and discover that yes, literally the only thing you were missing was closing one specific door so you could find the bunch of keys stuck in the lock on the back of it. Damn you, Day of the Tentacle.

    It might be interesting to revisit some of these games sometime and deliberately resist using a walkthrough at all. It might make for an interesting video series. Some of these games I'll be able to get through partially from memory; others that I've never played before (notable examples being the Leisure Suit Larry and Police Quest games, along with the later Space Quests) I'll have the challenge of attempting to drag myself through them for the first time.

    Hmm. The more I think about this, the more I like the idea of it. I might have to try and find some time to experiment with this idea!

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    #oneaday Day 326: PATRONS ONLY! #8 https://imnotdoctorwho.moegamer.net/2019/10/28/oneaday-day-326-patrons-only-8/ https://imnotdoctorwho.moegamer.net/2019/10/28/oneaday-day-326-patrons-only-8/#respond Mon, 28 Oct 2019 02:00:01 +0000 https://imnotdoctorwho.moegamer.net/2019/10/28/oneaday-day-326-patrons-only-8/ Hello! Sorry this is a day late, but here it is anyway! Featuring some recent arrivals and a bit of discussion of some of my favourite horror titles from over the years.

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    Hello! Sorry this is a day late, but here it is anyway! Featuring some recent arrivals and a bit of discussion of some of my favourite horror titles from over the years.

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    #oneaday Day 325: Slight Delay https://imnotdoctorwho.moegamer.net/2019/10/26/oneaday-day-325-slight-delay/ https://imnotdoctorwho.moegamer.net/2019/10/26/oneaday-day-325-slight-delay/#respond Sat, 26 Oct 2019 17:48:07 +0000 https://imnotdoctorwho.moegamer.net/2019/10/26/oneaday-day-325-slight-delay/ Hello folks! Just a quickie to say that due to various circumstances (being tired, getting up late, recording a podcast today) both Atari A to Z Flashback and the weekly PATRONS ONLY! episode will be delayed until tomorrow. I figure I'd rather be able to put the proper amount of time and attention into them … Continue reading #oneaday Day 325: Slight Delay

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    Hello folks! Just a quickie to say that due to various circumstances (being tired, getting up late, recording a podcast today) both Atari A to Z Flashback and the weekly PATRONS ONLY! episode will be delayed until tomorrow. I figure I'd rather be able to put the proper amount of time and attention into them than rush them out today because of my own arbitrarily set schedule. Hope you don't mind!

    The other reason is that I've had the rare opportunity to have some "real life" friends over for the first time in ages. You may recall me complaining about never being able to get anyone to do anything any more, so I thought I would jump at this opportunity while someone who doesn't normally suggest this sort of thing suggested it! We'll be playing some board games in all likelihood, perhaps punctuated with some video games if I can convince the attendees in question. It shouldn't be too hard.

    Anyway, just wanted to update you in case any of you were wondering where the usual "Saturday" things were. Watch out for them tomorrow, and for a brand new episode of The MoeGamer Podcast on Monday.

    Hope you're having a lovely weekend. We're not; our washing machine just broke. FFFFUUUUU

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    #oneaday Day 324: Time to Sleep https://imnotdoctorwho.moegamer.net/2019/10/25/oneaday-day-324-time-to-sleep/ https://imnotdoctorwho.moegamer.net/2019/10/25/oneaday-day-324-time-to-sleep/#respond Fri, 25 Oct 2019 21:04:26 +0000 https://imnotdoctorwho.moegamer.net/2019/10/25/oneaday-day-324-time-to-sleep/ I'm absolutely knackered for some reason. It hasn't been a hugely stressful week or anything, but I'm just feeling completely drained, so I'm going to get a relatively early night, I think. I'm super-pleased with the positive response to today's Gun Gun Pixies piece so far. I wasn't sure quite how to start, but once … Continue reading #oneaday Day 324: Time to Sleep

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    I'm absolutely knackered for some reason. It hasn't been a hugely stressful week or anything, but I'm just feeling completely drained, so I'm going to get a relatively early night, I think.

    I'm super-pleased with the positive response to today's Gun Gun Pixies piece so far. I wasn't sure quite how to start, but once I did get into a flow, the things I wanted to say just kept coming. That's always a nice feeling — and I've already had one person reach out privately and say I'd sold them on it. That's super-cool.

    Tomorrow Chris and I are recording a new episode of The MoeGamer Podcast. It should be a really fun one! I think this is probably going to be one where I'm the one who learns a lot, so I'm excited for our discussion… though I need to make a bit of time for some research and refresher courses before we record I think!

    I realised earlier today that I apparently miscalculated with my scheduling and don't appear to have an Atari A to Z Flashback video ready for tomorrow. Depending on what time I manage to haul myself out of my tomb tomorrow morning, I may have time to get one done before we record, but if there isn't one… that's why! No particular excuse, I just planned badly. Oops. Please understand.

    Anyway, on that note, I can feel my eyes getting heavy — it's only 10pm, what is this — so I'm going to try and get some sleep so I can wake up vaguely refreshed tomorrow. Hope you have a good Friday night and that your weekend is suitably relaxing and/or pleasant.

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    #oneaday Day 323: The Bigger It Is... https://imnotdoctorwho.moegamer.net/2019/10/24/oneaday-day-323-the-bigger-it-is/ https://imnotdoctorwho.moegamer.net/2019/10/24/oneaday-day-323-the-bigger-it-is/#respond Thu, 24 Oct 2019 22:34:25 +0000 https://imnotdoctorwho.moegamer.net/2019/10/24/oneaday-day-323-the-bigger-it-is/ Isn't it odd how, despite the fact that the Internet is bigger than it's ever been, and continues to grow each and every day… it somehow feels a lot smaller than it did back when it was shiny and new? This is how I feel, anyway, even if you don't agree. But I often find … Continue reading #oneaday Day 323: The Bigger It Is...

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    Isn't it odd how, despite the fact that the Internet is bigger than it's ever been, and continues to grow each and every day… it somehow feels a lot smaller than it did back when it was shiny and new?

    This is how I feel, anyway, even if you don't agree. But I often find myself very conscious of the fact that I, like many other people, tend to just default to "the rotation" of a few sites over and over rather than exploring the many weird, wonderful and dark places the Internet has to offer.

    I remember back in the late '90s when we were all just starting to get up and running with dial-up Internet via service providers like AOL and CompuServe, and computer and gaming magazines would have specific features each month on what websites were worth visiting. I remember PC Zone highlighting a variety of interesting early modding sites and community forums… and Escape providing a comprehensive listing of where to find free pornography. (Out of curiosity, I checked to see if Persian Kitty still exists the other day… and it does! It even looks pretty much the same as it did back in 1997, albeit with a few more ads and some sort of cam site attached to it now.)

    At that time, the Internet was exciting; you'd hear from someone that it was possible to, say, read a full classic book for free, so you'd go and check that out. You'd be lured in with ambitious promises of "virtual tours" of various locations, only to discover it was little more than a gallery of grainy JPEGs. And occasionally, you'd catch a glimpse of the earliest days of people using the Internet to express themselves freely through creative writing; something we all take for granted today.

    It's a bit sad to me that a lot of that wonder is gone, and trawling around the grand loop of those same few sites you check every day without really caring what's on any of them has become the default for a lot of people.

    That said, the one time I do feel like I break out of this cycle somewhat is when I have the WordPress Reader open in front of me, and I have the opportunity to check out all the amazing things my talented friends and acquaintances have been doing lately. And finding a cool new blog to follow gives me just a hint of that old wonder that used to be a regular occurrence.

    Perhaps we should all make a bit more of an effort to explore the Internet as a whole a bit more. There are many strange and wonderful things out there, after all!

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    #oneaday Day 322: Around and Around https://imnotdoctorwho.moegamer.net/2019/10/23/oneaday-day-322-around-and-around/ https://imnotdoctorwho.moegamer.net/2019/10/23/oneaday-day-322-around-and-around/#respond Wed, 23 Oct 2019 23:00:36 +0000 https://imnotdoctorwho.moegamer.net/2019/10/23/oneaday-day-322-around-and-around/ After my initial playthrough of Gun Gun Pixies took approximately 25 hours, I wasn't sure that I was going to go through it again to get the other five endings. You have to play through the whole story mode again and fulfil a specific requirement to unlock each ending, after all, so I wasn't sure … Continue reading #oneaday Day 322: Around and Around

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    After my initial playthrough of Gun Gun Pixies took approximately 25 hours, I wasn't sure that I was going to go through it again to get the other five endings. You have to play through the whole story mode again and fulfil a specific requirement to unlock each ending, after all, so I wasn't sure I had 1) the time or 2) the inclination to do that, particularly as there aren't any major changes to the story aside from a few optional scenes.

    Well, uh, as of this evening I've got three out of the six endings done, including the "trickiest" one with the most exacting requirements, and I'm already about a third of the way through a fourth playthrough. In other words, I think this is probably happening. I'm invested. I like these characters. I want to see each of their short scenes at the end of the game. You don't "get" anything for this aside from a CG unlocked in the gallery — being a Switch game, there are no trophies or achievements, of course — but I'm enjoying the simple purity of just trying to see everything the game has to offer.

    I'm also tantalised by the fact that there's a mystery "???" event at the bottom of the event library list, underneath where all the endings are. This suggests to me that there is some sort of "final" or "true" ending for seeing everything else, so I'm curious to see exactly what form that takes.

    Thankfully, as you can probably surmise from the fact I'm already a third of the way through a fourth playthrough, each playthrough does not take 25 hours. On my first runthrough I was extremely thorough. On subsequent plays, you do not have to do this. In fact, you do not have to do this on your initial runthrough if you don't want to but… you know what, I'll talk more about this in the actual feature on the game, but it's interesting to me; let's leave it at that for now.

    One of the things I respect about Compile Heart (and Shade, in this instance) is that they're not afraid to experiment and do things unconventionally. Gun Gun Pixies certainly falls into that category, making for a game that some people will almost certainly bounce off hard, but which I'm having a lot of fun with.

    More to come!

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    #oneaday Day 321: Trails https://imnotdoctorwho.moegamer.net/2019/10/22/oneaday-day-321-trails/ https://imnotdoctorwho.moegamer.net/2019/10/22/oneaday-day-321-trails/#respond Tue, 22 Oct 2019 09:34:43 +0000 https://imnotdoctorwho.moegamer.net/2019/10/22/oneaday-day-321-trails/ Forgive me for thinking out loud a bit in this post, but I'd also welcome any thoughts you might have on this! I want to cover Falcom's The Legend of Heroes: Trails of [[x]] series on MoeGamer. However, at the time of writing, this covers six games, each of which are 100+ hours each. Were … Continue reading #oneaday Day 321: Trails

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    Forgive me for thinking out loud a bit in this post, but I'd also welcome any thoughts you might have on this!

    I want to cover Falcom's The Legend of Heroes: Trails of [[x]] series on MoeGamer. However, at the time of writing, this covers six games, each of which are 100+ hours each. Were I do to a "Trails" Cover Game feature, it would likely take several months if not the whole year to complete.

    I'm not necessarily opposed to this, but I also like having a bit of variety from feature to feature, so what I'm considering is tackling the series one game at a time over the long term, perhaps alternating with other games.

    So what the schedule might look like is something like Trails in the Sky -> something else -> Trails in the Sky: SC -> something else -> Trails in the Sky the 3rd -> something else -> Trails of Cold Steel -> something else -> Trails of Cold Steel II -> something else -> Trails of Cold Steel III.

    I don't want to leave too long between installments because I understand one of the core appeal elements of the series is its interconnected nature. At the same time I don't want either me or my readers to get "burnt out" on Trails. It's an important series to a lot of people, so I want to do it justice — plus I feel like taking each game one at a time will be an opportunity to take it on its own merits rather than everything blurring into one continuous lump. I don't know how different the various games within each series are from one another — I know Trails in the Sky and Trails of Cold Steel are significantly different due to being a hardware generation apart on their original release — but I feel like this will probably be the best approach.

    If you have any thoughts on the best way to do this — or on what you'd like to see from some in-depth Trails coverage — I'll happily hear them! I'm not promising doing this any time soon, but I do want to acknowledge the fact that multiple people have asked me if/when I will take on this series, and the fact that I absolutely want to!

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    #oneaday Day 320: Adulting https://imnotdoctorwho.moegamer.net/2019/10/21/oneaday-day-320-adulting/ https://imnotdoctorwho.moegamer.net/2019/10/21/oneaday-day-320-adulting/#respond Mon, 21 Oct 2019 22:55:06 +0000 https://imnotdoctorwho.moegamer.net/2019/10/21/oneaday-day-320-adulting/ One thing about me that I think is part of my Asperger's is the fact that I find doing "adult" things quite difficult and scary. I'm not talking about "adult" in the sexual sense, I hasten to add; I'm talking about functioning as a normal adult human being in the regular world. A lot of … Continue reading #oneaday Day 320: Adulting

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    One thing about me that I think is part of my Asperger's is the fact that I find doing "adult" things quite difficult and scary. I'm not talking about "adult" in the sexual sense, I hasten to add; I'm talking about functioning as a normal adult human being in the regular world.

    A lot of the things that I find difficult or scary are related to my anxiety. I don't like phoning people, for example, and if there's one positive thing to be said for the modern Internet-connected world, it's that it's actually rather rare you need to phone someone any more. Even if, instead, you typically end up stuck in a hell of a text chat with some minimum-wage robot who doesn't speak English very well and copy-pastes all their responses to you.

    But then there's other things that I don't have any rational reason to find particularly scary or difficult, but for one reason or another I just put up a mental "block" against doing them. Doing anything related to car maintenance is one of those things, particularly dealing with my tyres. My tyre pressure light had been on for a few days and I'd been putting off dealing with it. Part of this was because there was always someone using the air thing at the petrol station whenever I actually thought about doing it, but also I have an irrational fear of overinflating my tyres and blowing them up or something. This is something that, I believe, is literally impossible to do with modern air thingies so long as you set the correct initial value, but it still worries me.

    The flipside of this, of course, is that when I successfully do accomplish something as mundane as pumping all my tyres up and making that annoying light go out… I feel like I've scored a significant "victory" of sorts. I've achieved something. I've acted like a normal human being for once.

    Not anything to be particularly proud of, I know, but every little thing like this that I notice helps me to understand myself a bit better.

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    #oneaday Day 319: Check Out? https://imnotdoctorwho.moegamer.net/2019/10/20/oneaday-day-319-check-out/ https://imnotdoctorwho.moegamer.net/2019/10/20/oneaday-day-319-check-out/#respond Sun, 20 Oct 2019 22:33:10 +0000 https://imnotdoctorwho.moegamer.net/2019/10/20/oneaday-day-319-check-out/ Ever wished you could just "check out" from existence for a few days? This used to be something you could actually do by going on holiday far away from your computer, the television and all that sort of thing, but thanks to the never-ending march of technological advancement, it's actually very difficult to "escape" things … Continue reading #oneaday Day 319: Check Out?

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    Ever wished you could just "check out" from existence for a few days? This used to be something you could actually do by going on holiday far away from your computer, the television and all that sort of thing, but thanks to the never-ending march of technological advancement, it's actually very difficult to "escape" things these days.

    I'm really feeling the need right now. It's been a really crappy week for a lot of people. I had a shit week at work, all corners of the UK retro gaming community on Twitter appear to be having a "who can be the most intolerant wanker" competition, Octav1us Kitten is a (justifiably) emotional wreck after a copyright troll kicked the shit out of her YouTube channel, Mr Biffo (of Digitiser fame) and his wife were in a car crash (and thankfully got away with "just" a few injuries rather than anything worse) while on their honeymoon… and doubtless some other shit happened elsewhere, too.

    Also the never-ending saga of toss that is Brexit continues, not that I have ever particularly given a shit about that… I just want it over one way or another now, to be perfectly honest.

    I'm just at a point where I feel like I need time on another planet or something. Far away from all this. Far away from the constant anger that seems to permeate everything in the world — not just the "serious" stuff like politics any more, either, but the things that are supposed to be fun, like video games.

    I do my best to try and remain positive, and to make MoeGamer and my YouTube channel the sort of places where people who want a little haven of calm and positivity might want to hang out. I think I do a pretty good job at that, but I won't pretend it's not incredibly exhausting sometimes.

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    #oneaday Day 318: PATRONS ONLY! #7 https://imnotdoctorwho.moegamer.net/2019/10/19/oneaday-day-318-patrons-only-7/ https://imnotdoctorwho.moegamer.net/2019/10/19/oneaday-day-318-patrons-only-7/#respond Sat, 19 Oct 2019 18:56:02 +0000 https://imnotdoctorwho.moegamer.net/2019/10/19/oneaday-day-318-patrons-only-7/ It's that time again when I talk awkwardly to a camera in the hope that at least one person is listening. Got a few interesting things to show you this time around, including what I consider to be a massive eBay victory.

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    It's that time again when I talk awkwardly to a camera in the hope that at least one person is listening. Got a few interesting things to show you this time around, including what I consider to be a massive eBay victory.

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    #oneaday Day 317: What Happened to Friday? https://imnotdoctorwho.moegamer.net/2019/10/19/oneaday-day-317-what-happened-to-friday/ https://imnotdoctorwho.moegamer.net/2019/10/19/oneaday-day-317-what-happened-to-friday/#respond Sat, 19 Oct 2019 18:53:53 +0000 https://imnotdoctorwho.moegamer.net/2019/10/19/oneaday-day-317-what-happened-to-friday/ I think I forgot to write something yesterday, didn't I? Apologies for that. This week has been long and stressful and exhausting and to be perfectly honest I got home and just fell asleep for several hours! I then got up, wrote yesterday's MoeGamer article and published Final Fantasy Marathon for the day… then went … Continue reading #oneaday Day 317: What Happened to Friday?

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    I think I forgot to write something yesterday, didn't I? Apologies for that. This week has been long and stressful and exhausting and to be perfectly honest I got home and just fell asleep for several hours! I then got up, wrote yesterday's MoeGamer article and published Final Fantasy Marathon for the day… then went back to bed and didn't wake up until noon today.

    Evidently I needed the rest.

    Oh well. Sometimes it happens, and it's usually best to listen to your body when it tells you such things, because pushing yourself too hard is a a sure route to burnout, and burnout doesn't help anyone. (Capital-B Burnout does, however, because it's a fantastic series. But that's not what we're talking about.)

    So what have I been up to today? Not a great deal, to be honest; I've sort of drifted through in a bit of a "meh" haze, but I did manage to get this week's Atari A to Z Flashback video up as well as a new vlog (which is coming shortly after this post as "today's" entry) so it hasn't been a complete waste of time.

    I was hoping to get some videos recorded, but I don't really feel like I have the energy at the moment, so I think I might just sit and play some Gun Gun Pixies for an hour or two, then hit the gym in the late evening. Videos can wait until tomorrow when I feel a bit more refreshed.

    Hope your weekend has been pleasant so far!

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    #oneaday Day 316: Expected Nope https://imnotdoctorwho.moegamer.net/2019/10/17/oneaday-day-316-expected-nope/ https://imnotdoctorwho.moegamer.net/2019/10/17/oneaday-day-316-expected-nope/#respond Thu, 17 Oct 2019 10:35:33 +0000 https://imnotdoctorwho.moegamer.net/2019/10/17/oneaday-day-316-expected-nope/ I didn't get that job I've been dancing around discussing recently, so I guess I can talk about it a bit more now! Before I go on, I want to say that I'm not upset or mad or anything; for reasons that are probably already clear, I was expecting things not to work out, but … Continue reading #oneaday Day 316: Expected Nope

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    I didn't get that job I've been dancing around discussing recently, so I guess I can talk about it a bit more now! Before I go on, I want to say that I'm not upset or mad or anything; for reasons that are probably already clear, I was expecting things not to work out, but the fact I got an interview and it was such a positive experience was a nice confidence boost, plus it may well pave the way to a future relationship that will help out the work I do on both MoeGamer and Atari A to Z. We'll see.

    The job was to be the site editor and social media manager for both Rice Digital and Funstock Retro. These are two sites that are part of the software company PQube, with the former focusing on localised Japanese video games and related popular media/merchandise, while the latter concentrates on retro games.

    Both have shops attached; Rice Digital is responsible for a number of nice limited editions over the last few years — not just from PQube themselves — while Funstock's interesting new product right now is known as the Evercade, a pretty neat-looking handheld (and TV-connectible) retro gaming device with collectible cartridges containing officially licensed games from Namco, Atari, Technos Japan and modern indie developers. (I kind of want one. If anyone wants to buy me one for Christmas I certainly wouldn't complain.)

    The job wouldn't have related to the e-commerce side of things; it would have been taking care of the actual content. PQube set up Rice and Funstock's sites to be their own independent outlets that just happened to be attached to a localisation company; they don't shout about the connection between them and make a point of not using them as "marketing" as such — they cover stuff from their rivals, and, like I do on MoeGamer, try and engender a positive atmosphere surrounding these games and retro gaming products rather than indulging in popular cynicism and schadenfreude.

    Essentially, running those two sites would have meant that I would have pretty much got to do what I do with MoeGamer and Atari A to Z on a fully professional basis, which would have been extremely cool — although I don't know what that would have meant for MoeGamer and Atari A to Z themselves, particularly given the main reason I didn't get the job: the distance, and the time and money it would have cost to get to and from the office.

    I live in Southampton, which is on the south coast of the UK; the job was in Letchworth, which is about a hundred miles away from here. It would have been at least a two hour commute, probably more given that a portion of that commute would have been on one of the country's busiest roads: the dreaded M25 London orbital motorway. During the application and interview process, we had some discussions about the possibility of remote working or sharing my time between the office and home, but sadly this was not a possibility for one reason or another.

    I understand completely; it's good to have people all in the same place to work together, though a job like this is one that could have been performed perfectly well remotely. It's a shame that wasn't an option, as if I'd have been able to do the whole thing remotely, I would have probably been able to ditch my car and save myself a lot of money each month.

    In some ways, I'm a little relieved; I wasn't looking forward to the possibility of that commute, even if it was only a few days each week. Doing it every day simply wouldn't have been practical, mostly because of how much it would have cost in petrol and wear on my car. The actual time I wouldn't have minded too much, because I have a mountain of audiobooks, podcasts and music I could have listened to, and on past occasions when I had a long commute (only 50 miles last time around) I actually quite enjoyed that period of solitude and reflection.

    The main thing I was worried about, though, was that the amount of time it would have taken up travelling would have probably meant I would have had to either scale back or quit my creative projects completely. And that would have been disappointing; I've worked hard to make what I've made to date and while in some respects I've still got a long way to go in terms of growth (particularly here on Patreon) it would be a shame to have to put all that aside temporarily or permanently.

    Still, the whole thing was a nice confidence boost. The folks at PQube reiterated that I was a very strong candidate and they specifically noted that my willingness to stand up for them over the recent Nintendo Life/Gun Gun Pixies debacle was something they were especially grateful for. So that's good. It would have been cool to say a Twitter spat played a significant role in getting me a job, but I guess it's not to be.

    On the flip side of all this, I'm frustrated with my current day job right now for reasons I won't go into. All I'll say for now is that recent events have been playing havoc with my anxiety, the fact I'm prone to stress and my Asperger's, and it just kind of makes me want to run and hide. But, well, here I am still; it pays the bills if nothing else.

    Now, if I could only make my creative endeavours a full-time thing, that would solve all my problems! Maybe. Oh well. That's not happening for now, anyway — though the fact you lot reading this keep me in new games, website expenses and other bits and pieces each month is very much appreciated, I'd like to reiterate.

    Back to the grindstone for now…

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    #oneaday Day 315: Ugh https://imnotdoctorwho.moegamer.net/2019/10/16/oneaday-day-315-ugh/ https://imnotdoctorwho.moegamer.net/2019/10/16/oneaday-day-315-ugh/#respond Wed, 16 Oct 2019 23:05:04 +0000 https://imnotdoctorwho.moegamer.net/2019/10/16/oneaday-day-315-ugh/ It's been a horrible day today, for a variety of reasons. I had a shitty day at work that left me feeling like absolute crap; I won't go into specific details, but it's the first time in quite a while I feel like my Asperger's has let me down, and it left me feeling like … Continue reading #oneaday Day 315: Ugh

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    It's been a horrible day today, for a variety of reasons.

    I had a shitty day at work that left me feeling like absolute crap; I won't go into specific details, but it's the first time in quite a while I feel like my Asperger's has let me down, and it left me feeling like a total failure of a human being for most of the rest of the working day. Rationally speaking what happened ultimately doesn't matter and I'm sure everyone (except me) will have probably forgotten about it by tomorrow, but it still made me feel like crap, particularly as I'm already in a bit of a shitty place mental health-wise.

    I've witnessed a bunch of real unpleasantness among the retro gaming community on Twitter recently, including bullying and harassment of several people, and culminating with the thoroughly pleasant and entertaining Octav1us posting a tearful video about how terrified she is after being on the receiving end of what can only be described as copyright harassment via YouTube's stupid systems.

    And my Dad's best friend passed away today. I didn't know Bob that well, but I met him a few times and he was always a wonderful, joyful man with a kind and funny word to say. Plus he helped me get my first car. I know how important he was to my parents — particularly once they managed to reconnect after many years thanks to Friends Reunited, of all things, remember that? — so it's upsetting to think of them grieving over someone who was so important to them. Rest in peace, Bob; you will be greatly missed.

    All in all, a pretty shit day. I think I just need to shut down for the night and hope there's one hell of a "reboot" in the morning.

    Hope your day has been better.

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    #oneaday Day 314: Legacy https://imnotdoctorwho.moegamer.net/2019/10/15/oneaday-day-314-legacy/ https://imnotdoctorwho.moegamer.net/2019/10/15/oneaday-day-314-legacy/#respond Tue, 15 Oct 2019 23:13:51 +0000 https://imnotdoctorwho.moegamer.net/2019/10/15/oneaday-day-314-legacy/ A few of us managed to get together for the first time in about three months to play some board games this evening. Well, board game; we got one round of Pandemic Legacy in before it was time to head home, but that's all good; we managed to actually beat the July scenario, though it … Continue reading #oneaday Day 314: Legacy

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    A few of us managed to get together for the first time in about three months to play some board games this evening. Well, board game; we got one round of Pandemic Legacy in before it was time to head home, but that's all good; we managed to actually beat the July scenario, though it was a close-run thing.

    I've talked about Pandemic Legacy before in past posts, but for the benefit of those who've never come across it before, allow me to explain what it's all about, and I'll minimise spoilers this time around.

    For the uninitiated, a "Legacy" board game is one intended to be played a finite number of times, changing somewhat each time you play. In the case of Pandemic, the game is split into twelve "months" (which can be played up to twice each if you fail the scenario the first time around), each of which adds something interesting to the game mechanics and setup.

    Pandemic, in its original incarnation, is a game about finding cures for diseases while managing their spread around the globe. It's a cooperative game, in which multiple players with unique abilities work together in an attempt to collect sets of coloured cards, manage the amount of disease cubes on the board and prevent "outbreaks" — diseases "overflowing" from their current location into surrounding areas.

    Pandemic Legacy begins exactly like this in its January scenario, but by the end of that, strange things start to happen. They're small, gradual changes at first, but as you progress through the game additional mechanics and possibilities that might have seemed useless in earlier months suddenly become very, very relevant. You start getting a lot more things to think about in a single session, and strategies that you used in the early months have to be rethought completely with the later months' additions in mind.

    I'm being vague because I don't want to spoil things for those interested in giving it a try. Part of the fascination with the game is seeing how it evolves over time, because when something happens to the game, it's permanent. If a character gets wounded or killed, they are wounded or killed forever — in the latter case, you tear up their character card so they can't be used again. If you unlock special abilities, you stick those onto cards or character sheets so they can always be used. If a city falls to disease, you put a sticker on the board and it's fallen forever. You get the idea.

    Once you've played through all twelve months of the game, you'll have ended up with a very different game to the one you started with. It's still possible to play the "December" scenario once you've beaten (or failed!) it, but there's no turning back to the mechanics and objectives of previous months.

    It's a really great game that is constantly exciting and full of discovery. Its actual mechanics are simple to pick up and understand, too, so it's a good game to play with family or perhaps people who haven't come across tabletop gaming much in the past. And the way the "Legacy" rules work mean that even if you start playing with inexperienced tabletop newbies, the additional mechanics are added at a slow, gradual rate so as not to overwhelm said newcomers.

    All in all, it's a really great game, and I'm looking forward to seeing what the subsequent months have in store for us. We're officially halfway through the overall campaign now, and we're not doing too badly! Can we save the world? I doubt it, but we'll have fun giving it a go.

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    #oneaday Day 313: Jump Cut https://imnotdoctorwho.moegamer.net/2019/10/14/oneaday-day-313-jump-cut/ https://imnotdoctorwho.moegamer.net/2019/10/14/oneaday-day-313-jump-cut/#respond Mon, 14 Oct 2019 22:59:48 +0000 https://imnotdoctorwho.moegamer.net/2019/10/14/oneaday-day-313-jump-cut/ As I type this, my wife Andie is upstairs watching some beauty/fashion YouTuber called Annalise somethingorother, and she really irritates me. (The YouTuber, not Andie. Andie is pretty good.) I've been trying to figure out exactly why this YouTuber in particular is so irritating, and I think I've got to the bottom of it. It's … Continue reading #oneaday Day 313: Jump Cut

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    As I type this, my wife Andie is upstairs watching some beauty/fashion YouTuber called Annalise somethingorother, and she really irritates me. (The YouTuber, not Andie. Andie is pretty good.)

    I've been trying to figure out exactly why this YouTuber in particular is so irritating, and I think I've got to the bottom of it. It's actually a combination of things.

    Firstly, she's one of the myriad YouTubers who endlessly use jumpcuts for no apparent reason. I still do not understand this. I find it difficult to believe that people have so much difficulty stringing more than one sentence together that they need to edit each and every sentence together like this.

    Secondly, a side-effect of this is that her sentences never fucking end. The video has been going for about five minutes now and I haven't heard a single "comma", let alone a "full stop". She just talks and talks and talks and the sentence never ends and it's just exhausting to listen to and I can't deal with it because… you get the idea.

    Thirdly, this is seemingly just how she talks, because she has an annoying habit of taking breaths in really weird parts of a sentence. This brings back memories of primary school, where the class idiot (who I won't name, because I'm sure he grew up to be a fine example of manhood) would rabbit on about absolute bullshit for hours at a time, occasionally even taking a breath in the middle of a word. (The word "vid-gasp-eo" always sticks in my mind for some reason. I even remember the context; we were trying to get to sleep in our Year 6 school camp tent, and he would not shut the fuck up about Predator.)

    Fourthly, she uses the word "extra" too much. As in, "this is so extra". I don't know what that means. I think it's bad, but I can never be sure. "Extra" sounds like it should be a good thing. I like it when you get extra ice-cream.

    Fifthly, all she bloody does (like 90% of the beauty/fashion vlogger community, from what I can make out) is buy a bunch of shit from Wish.com and then whinge about how it's all shit. Yes, of course it is, lovey, you bought it from Wish.

    I mean, I'm sure you could complain about a lot of things about me on YouTube, so I probably shouldn't complain too much. All I do is play old games and talk about them, after all. But at least I know how to end a sentence, and I don't abuse the humble jump cut.

    Except in that one video where I did it for fun, of course. Can you find it?

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    #oneaday Day 312: Into Apshai https://imnotdoctorwho.moegamer.net/2019/10/13/oneaday-day-312-into-apshai/ https://imnotdoctorwho.moegamer.net/2019/10/13/oneaday-day-312-into-apshai/#respond Sun, 13 Oct 2019 21:44:03 +0000 https://imnotdoctorwho.moegamer.net/2019/10/13/oneaday-day-312-into-apshai/ I won an eBay auction for The Temple of Apshai Trilogy on Atari 8-bit today. Very soon I should be the proud owner of a boxed copy of this hard-to-find and often quite expensive game, and I only had to pay £8.50 for it. The only catch? The fact that the seller isn't sure if … Continue reading #oneaday Day 312: Into Apshai

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    I won an eBay auction for The Temple of Apshai Trilogy on Atari 8-bit today. Very soon I should be the proud owner of a boxed copy of this hard-to-find and often quite expensive game, and I only had to pay £8.50 for it.

    The only catch? The fact that the seller isn't sure if the disk in the box is actually The Temple of Apshai Trilogy or not. But to be honest, that actually doesn't matter to me; the main thing I wanted from this transaction was the box and, more importantly, the documentation.

    You see, the Dunjonquest series, of which The Temple of Apshai Trilogy is a part, is a fascinating one; it combines elements of tabletop roleplaying and computer gaming to produce something that was entirely unique to the technological limitations of the 8-bit era.

    I'll talk more about this when I cover The Temple of Apshai Trilogy on Atari A to Z — because you better believe I'm covering it if I've got an actual copy of it! — but the gist is that the Dunjonquest engine is based on Dungeons & Dragons to such a degree that you can directly "port" characters from one to the other. In other words, you can manually enter your stats from a tabletop Dungeons & Dragons campaign into The Temple of Apshai Trilogy to play your character in that game, or you can play a bit of The Temple of Apshai Trilogy and then write down all your stats and use them in a tabletop Dungeons & Dragons game.

    The more fascinating part for me, though, is how the "role-playing" side of things is handled. The actual computer-based side of The Temple of Apshai Trilogy handles things like moving, exploring, fatigue, inventory management and combat, while the "Book of Apshai" included in the box supports what you do with things like treasure and room descriptions.

    Essentially everything in The Temple of Apshai Trilogy is numbered, so when you enter room [x] or pick up treasure [y], you refer to the book and read that relevant passage. The room descriptions in particular provide you with valuable clues that will help you track down hidden treasures and secret doors, while the treasure descriptors help you discover exactly what it is that you found in that last chest you opened.

    I remember liking The Temple of Apshai Trilogy as a kid, but not really understanding it, because I didn't really "get" RPGs until Final Fantasy VII. Also we only ever had a pirate copy, so we didn't have any of the documentation to go with it. As such, I'm really looking forward to finally playing the game as it was intended to be played — and to be able to have you fine folks along for the ride!

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    #oneaday Day 311: PATRONS ONLY! #6 https://imnotdoctorwho.moegamer.net/2019/10/12/oneaday-day-311-patrons-only-6/ https://imnotdoctorwho.moegamer.net/2019/10/12/oneaday-day-311-patrons-only-6/#respond Sat, 12 Oct 2019 18:16:32 +0000 https://imnotdoctorwho.moegamer.net/2019/10/12/oneaday-day-311-patrons-only-6/ On today's vlog we talk about picking your battles and how you fight those battles, then take a look at a couple of recent pickups I'm excited to delve into. As always, thank you for your kind support — and if there's anything you'd like me to explore in these videos in the future as … Continue reading #oneaday Day 311: PATRONS ONLY! #6

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    On today's vlog we talk about picking your battles and how you fight those battles, then take a look at a couple of recent pickups I'm excited to delve into.

    As always, thank you for your kind support — and if there's anything you'd like me to explore in these videos in the future as a special Patrons Only exclusive — be it game, book, magazine, piece of software, whatever — please do feel free to let me know!

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    #oneaday Day 310: IGNORE HIM https://imnotdoctorwho.moegamer.net/2019/10/11/oneaday-day-310-ignore-him/ https://imnotdoctorwho.moegamer.net/2019/10/11/oneaday-day-310-ignore-him/#respond Fri, 11 Oct 2019 22:07:26 +0000 https://imnotdoctorwho.moegamer.net/2019/10/11/oneaday-day-310-ignore-him/ This video feels curiously relevant today. I've noticed with increasing frequency that, rather than ignoring things that are wilfully stupid and very obviously, deliberately provocative, people are responding to them. The intention is presumably to show how intelligent the person is and how they wouldn't ever fall for anything so stupid, but in fact it … Continue reading #oneaday Day 310: IGNORE HIM

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    This video feels curiously relevant today.

    I've noticed with increasing frequency that, rather than ignoring things that are wilfully stupid and very obviously, deliberately provocative, people are responding to them. The intention is presumably to show how intelligent the person is and how they wouldn't ever fall for anything so stupid, but in fact it tends to have the opposite effect; it just spreads the original stupidity further, and the cycle perpetuates.

    As I type this, Twitter is currently a-boilin' at a YouTuber apparently notorious for such things having put out a particularly dumb video on the subject of Dragon Quest XI. Rather than just leaving this person be to fester in silence, however, the well-oiled outrage machine has fired itself up and is now — much to the YouTuber's delight, I'm sure — spreading the video far and wide, ostensibly so they can say how stupid it is.

    This doesn't work. To people who are chasing clout, chasing numbers, it's that old "any publicity is good publicity" thing. And it's the same thing as the "hatebait" that commercial websites put out. If you can post something so inflammatory it makes everyone want to come to your site/profile/video and leave a comment, you've won — even if those comments are all swear words, exhortations for you to kill yourself and all the other joys of the modern Internet. If you got someone to click, you won; you got your ad revenue. It doesn't matter how. Moreover, the "engagement" you got from that inflammatory post moved you up a tier or two in "the algorithm", be it Twitter's or YouTube's.

    The only winning move is not to play. Unfortunately, it seems that human nature makes it impossible to resist.

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    #oneaday Day 309: Writer's Room https://imnotdoctorwho.moegamer.net/2019/10/10/oneaday-day-309-writers-room/ https://imnotdoctorwho.moegamer.net/2019/10/10/oneaday-day-309-writers-room/#respond Thu, 10 Oct 2019 23:29:16 +0000 https://imnotdoctorwho.moegamer.net/2019/10/10/oneaday-day-309-writers-room/ Today's post is inspired by a Daily Inkling from Normal Happenings, a thoroughly pleasant site about appreciating everyday life, a blog I support here on Patreon, and a place where I'll be taking part in a hugely ambitious collaborative project next year! The prompt reads thus: As a writer, is there a particular room where … Continue reading #oneaday Day 309: Writer's Room

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    Today's post is inspired by a Daily Inkling from Normal Happenings, a thoroughly pleasant site about appreciating everyday life, a blog I support here on Patreon, and a place where I'll be taking part in a hugely ambitious collaborative project next year!

    The prompt reads thus:

    As a writer, is there a particular room where you live that inspires your best work?

    I'm not sure I have a simple answer to that. I do most of my writing in my living room simply by virtue of the fact that that is where my computer is, but the living room is also probably the room I most readily associate with being "home". It's where I spend the majority of my time when I'm here: it's where we eat dinner, watch TV, movies and YouTube, and where I play games. My cats like to hang out here (both of them are asleep in here right now, both in extremely odd positions) and it is, as it should be, a focal point of the house.

    But is it conducive to writing? Perhaps. By virtue of the fact that it's the room where all my "toys" are (with the exception of those in my "retro room") there is plenty of inspiration to be had here, particularly when I'm writing material for MoeGamer or deciding on subjects for video projects. My only real bugbear with it is that it's not the most comfortable place to sit and write for long periods; I sit on a sofa and my keyboard is on a coffee table, which isn't ideal for good posture. (I've been considering investing in one of those "kneeling chair" things; anyone ever used one?)

    I'd actually like to do a bit more writing in the aforementioned "retro room" upstairs, but it's not quite optimally set up to do so right now. I have a laptop up there, but I don't love typing on the laptop because its keyboard is a bit crap. I could always attach an external keyboard to it, I guess, but I haven't gotten around to sorting that out.

    One thing I have found is that if I'm writing things "by hand" I like to do it in that room. A while back when I was having a course of therapy, one of the things my therapist suggested was to write things down when my head felt like it was getting "full" of negative thoughts and emotions that were causing me to ruminate. I found the process quite helpful and should probably get back into the habit of doing that, having been feeling a bit low recently; there's also just something quite pleasing about writing things just for yourself in a lovely notebook. I bought some really nice notebooks specifically for that purpose. No you can't read them.

    So in answer to the question… no, I'm not sure if there is necessarily a specific room in which I produce my best work, but I do know there are ideal environments. I find it very difficult to concentrate if other people are in the room, for example; I become paranoid that they are watching me write and are judging my thoughts as they spill out of my mind onto the page. Somehow this is much more scary than actually finishing a post and spooging it out into the world in a "finished" state for people to read in its entirety; I'm not entirely sure why, but I certainly prefer solitude and privacy while I'm writing.

    This doesn't necessarily have to mean a lack of people, though. When I had a long period of unemployment a few years back, I used to deliberately go to a local coffee shop with my laptop to write as I enjoyed the environment. I'd tend to have headphones on and "tune out" the other members of the public around me while doing so, and just enjoy relaxing somewhere other than my home, in my own little world, just me and the words.

    Oh, fuck writing on phones though. That shit isn't good wherever you do it.

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    #oneaday Day 308: Chain Letter https://imnotdoctorwho.moegamer.net/2019/10/09/oneaday-day-308-chain-letter/ https://imnotdoctorwho.moegamer.net/2019/10/09/oneaday-day-308-chain-letter/#respond Wed, 09 Oct 2019 23:28:30 +0000 https://imnotdoctorwho.moegamer.net/2019/10/09/oneaday-day-308-chain-letter/ It's weird how stupid things tend to go in cycles. Earlier today, it occurred to me that some of the pointless nonsense that happens on Twitter is essentially an evolution of the good old "chain letter" that was a thing back when people first started getting email addresses — and which was sent through the … Continue reading #oneaday Day 308: Chain Letter

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    It's weird how stupid things tend to go in cycles.

    Earlier today, it occurred to me that some of the pointless nonsense that happens on Twitter is essentially an evolution of the good old "chain letter" that was a thing back when people first started getting email addresses — and which was sent through the actual post before we all got electronic and hyper-connected.

    If you're unfamiliar, a chain letter is simply something designed to be copied and shared as much as possible. In the "good old" days, it made use of emotionally manipulative tactics or superstition to guilt or scare the recipient into passing it on to other people; these days they tend to carry with them the promise of online social capital, colloquially referred to in the ever-evolving vernacular of the Internet as "clout" these days.

    In the email days, chain letters typically involved some sort of urban myth "you won't believe this" story — the Buzzfeed bullshit of its day — followed by some sort of exhortation to pass this on to [x] number of friends or [y] unpleasant thing will happen to you. Today, on Twitter, the latter part tends to be missing, but instead the content itself is usually designed to be emotionally manipulative in some way, usually using completely arbitrary criteria to sort people into categories.

    The most popular types right now are the "what does your birth month/star sign say about you" variety, where the composer of the tweet makes up some sort of arbitrary descriptor for every month/star sign, then encourages people to quote-tweet it and pass it around. The result is usually a timeline filled with people going "omg, I'm October I can't believe I'm bad in bed" or "yes, this is correct, I'm December, I don't like Sword Art Online".

    There's an argument to be made that this sort of thing on Twitter is inherently less harmful than the email chain letters of yore in that they're obviously stupid and in most cases aren't attempting to spread misinformation; contrast with the endless "virus warning" emails most of us probably got back in the early 2000s, which were all, without fail, completely fabricated in an attempt to induce panic in those less computer-literate.

    But there are also arguments to be made that this sort of thing is feeding Twitter's algorithms and causing it to consider certain types of content to be "higher quality" under its own opaque criteria, and thus more likely to be pushed into people's feeds or otherwise promoted. As it happens, this is the same argument as to why you shouldn't argue with people in quote tweets; rather than making yourself look like the heroic type standing up to the idiot with the wrong opinion, you're just providing said idiot with that all-important "engagement", which tells Twitter's bots behind the scenes that idiot's posts are "important" and should be promoted more.

    Social media was much more fun before all this "algorithm" nonsense. Remember when Twitter and Facebook were simple chronological lists of things that people you actually knew had posted, and actual decent conversations happened?

    Hmm, I'm not 100% sure that last bit ever happened… perhaps I imagined it all!

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    #oneaday Day 307: Dealing https://imnotdoctorwho.moegamer.net/2019/10/08/oneaday-day-307-dealing/ https://imnotdoctorwho.moegamer.net/2019/10/08/oneaday-day-307-dealing/#respond Tue, 08 Oct 2019 22:15:45 +0000 https://imnotdoctorwho.moegamer.net/2019/10/08/oneaday-day-307-dealing/ I've had a rough day mental health-wise. Nothing in particular has caused this; I just get like this every so often. It feels like everything is piling up on top of me, burying me, suffocating me, and because I'm buried, I feel like I can't be heard if I try and call out for help. … Continue reading #oneaday Day 307: Dealing

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    I've had a rough day mental health-wise. Nothing in particular has caused this; I just get like this every so often. It feels like everything is piling up on top of me, burying me, suffocating me, and because I'm buried, I feel like I can't be heard if I try and call out for help.

    I've been hanging in there though. Some kind people did bother to talk to me earlier on social media, which I'm extremely grateful for (especially as some of you are here!) and I've been trying to focus on positive things. As such, I finally managed to polish off the last of the Senran Kagura feature this evening, which means after one last Senran-themed Waifu Wednesday tomorrow (let me know if you have any requests!) I can move on to other things.

    As previously noted, I'm going to be looking at Shade's recent games Gun Gun Pixies and Bullet Girls Phantasia. I'm actually sort of half-tempted to throw Orphen for PS2 in there, too, because that's a Shade game, and also has the dubious honour of (I think) being the first ever game I played on (someone else's) PS2. I remember enjoying it, and I also remember reviews at the time not liking it very much… maybe I've been following my current habits longer than I realise!

    Anyway. Gun Gun Pixies and Bullet Girls Phantasia are definitely on the docket, and I'll look in to how practical Orphen might be, or perhaps cover that another time since that has some interesting cultural context, what with it being based on a series of works across various forms of Japanese popular media.

    Anyway, despite satisfaction at getting the Senran Kagura feature done, I'm still feeling a bit low so I think it's probably time to retire for the night. Here's hoping tomorrow is a brighter day. Thanks as always for your support, and good night!

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    #oneaday Day 306: The Long Tail https://imnotdoctorwho.moegamer.net/2019/10/07/oneaday-day-306-the-long-tail/ https://imnotdoctorwho.moegamer.net/2019/10/07/oneaday-day-306-the-long-tail/#respond Mon, 07 Oct 2019 15:48:37 +0000 https://imnotdoctorwho.moegamer.net/2019/10/07/oneaday-day-306-the-long-tail/ I must confess something: I still don't really "get" streaming. More specifically, I really don't get why people would want to get into streaming. This is, I feel, probably a generational thing — although it might not be, because I know several people around my age who are doing the streaming thing. I get the … Continue reading #oneaday Day 306: The Long Tail

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    I must confess something: I still don't really "get" streaming. More specifically, I really don't get why people would want to get into streaming.

    This is, I feel, probably a generational thing — although it might not be, because I know several people around my age who are doing the streaming thing.

    I get the idea of it — the fact that you are "performing live" for an audience that is watching at (roughly) the same time you are doing things means that you can interact directly with the people who support your work. And that's kind of cool when it comes to small communities of friends, or wanting to share a special event with someone. I've run streams on the occasions when I've done charity events such as Extra Life, and it's always been fun to be able to talk to different people I know who pop in at various different times — in some cases, that's the only time I've seen them "on the Internet", as it were, so it's a nice, novel new way to interact with them.

    It's when people start to get hung up on the idea of trying to make a "career" out of it that I find myself scratching my head a bit. When you start out streaming, you're setting specific times to "perform", often without an existing fanbase who will show up for what you're doing. You're asking people to take time out of their day to come and watch you play a video game and listen to you talk about it. And it kind of baffles me how new streamers get anyone to show up at all, to be perfectly honest. The few times I've explored Twitch, I know I've been completely daunted by the sheer amount of stuff that is available to watch right now, and I have no idea where to start — or why I should bother hopping in a stream with very few or even no viewers! (I don't even consider viewing busy streams, because the chat function, at that point, becomes completely useless, so I might as well be watching a video on demand.)

    I think one of the things I'm not a big fan of is how "disposable" a streaming session feels. It's a transient moment — something that can only be experienced while it is current — and after that, it is irrelevant. Even more permanent records of streaming sessions like archives and highlight reels don't fix this, because so much of a streamer's typical activity appears to be along the lines of "you had to be there" — watching the chat, hearing the reactions live and so on. Also I get very bored of donation fanfares, subscription jingles and shout-outs to people in the chat; if I'm watching someone else play a game, I just want to hear their commentary.

    Personally speaking, I prefer to create things that are more timeless, that can be enjoyed by anyone at any time; pieces of work that have a "long tail". And I think I succeed at that; every day, I have people liking, commenting on and sharing articles and videos I wrote or posted months or years ago because none of them are designed to be time-sensitive — they're hopefully entertaining and/or informative, of course, but for me I try to specifically avoid something only being relevant for a particular period. It's why I don't like writing opinion pieces too often, despite them being consistent sources of massive traffic. Opinion pieces are inherently transient.

    Couple all that with the increasingly Byzantine systems that Twitch seems to continually put in place and the never-ending hunt for subscribers and donors and whatever else you're supposed to bang on about all the time, and it all just seems like a lot of busywork — usually for little to no gain — leaving you little time to actually enjoy the games you're streaming. While it's cool to share games you like, sometimes you just want to enjoy them for yourself, by yourself, you know?

    I don't get it. And this isn't an attempt to put streamers down or anything — I know a lot of people who work hard on their Twitch channels — but I just don't get it.

    Maybe I just haven't found the right streamer for me yet. I didn't used to like the Let's Play format until I found a few performers that "clicked" with me, either. I think in the case of streaming I'm just resistant to being beholden to someone else's schedule rather than being able to do what I want when I want! 🙂

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    #oneaday Day 305: Don't Let Me Be Misunderstood https://imnotdoctorwho.moegamer.net/2019/10/06/oneaday-day-305-dont-let-me-be-misunderstood/ https://imnotdoctorwho.moegamer.net/2019/10/06/oneaday-day-305-dont-let-me-be-misunderstood/#respond Sun, 06 Oct 2019 22:06:40 +0000 https://imnotdoctorwho.moegamer.net/2019/10/06/oneaday-day-305-dont-let-me-be-misunderstood/ I think my favourite games to write about are those that people have, for one reason or another, made assumptions about and decided not to explore in further depth. I'm not just talking about fanservicey games that make people go "oh no, boobs", but also games that people choose not to engage with because they … Continue reading #oneaday Day 305: Don't Let Me Be Misunderstood

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    I think my favourite games to write about are those that people have, for one reason or another, made assumptions about and decided not to explore in further depth. I'm not just talking about fanservicey games that make people go "oh no, boobs", but also games that people choose not to engage with because they believe them to be "bad" or suchlike.

    Gun Gun Pixies is shaping up to be one of those games. I recognise and understand completely why some people will bounce off this one, because it's a really, really odd hybrid of different genres and its most mechanics-centric aspects are probably its weakest sections… but goddamn if it isn't a fascinating piece of experimental nonsense.

    I've long taken the belief that there are very few truly irredeemably bad games in the world. There are games that a lot of people don't "get", games that a lot of people don't enjoy… but for the most part, I like to take the approach that if something exists, someone out there who played a role in its creation is probably proud of it, and, moreover, there is someone else out there who bought it and is very happy with it. With that in mind, it always feels a bit disrespectful to call something "bad"; by extension, you're calling both the work of the person who was proud of the thing "bad", and the tastes of the person who bought it and enjoyed it "bad", too.

    Gun Gun Pixies isn't bad. It's bold, it's creative, it has rough edges and there are definitely things it could do better. But I am really, really, really looking forward to picking this apart and writing about it, because it's a goddamn fascinating experiment. And I'm delighted that Shade and Compile Heart got a chance to make it in the first place… and that PQube took a chance in localising it and bringing it West.

    Coming up in the next week will be the Senran Kagura Peach Ball writeup to finish off that Cover Game feature, then we'll be launching into a Shade double-bill with Gun Gun Pixies and Bullet Girls Phantasia. The games aren't related directly at all, but they do have the developer in common — and that developer has an interesting history. I can't wait to dive in.

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    #oneaday Day 304: PATRONS ONLY! #5 - Let's Play Hitfilm Express https://imnotdoctorwho.moegamer.net/2019/10/05/oneaday-day-304-patrons-only-5-lets-play-hitfilm-express/ https://imnotdoctorwho.moegamer.net/2019/10/05/oneaday-day-304-patrons-only-5-lets-play-hitfilm-express/#respond Sat, 05 Oct 2019 22:52:32 +0000 https://imnotdoctorwho.moegamer.net/2019/10/05/oneaday-day-304-patrons-only-5-lets-play-hitfilm-express/ Hello everyone! Here's this week's vlog, featuring a look at the video editing software I make use of on a regular basis… plus a special guest appearance from Patti, who decided she wanted to help, too. Have a lovely weekend!

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    Hello everyone! Here's this week's vlog, featuring a look at the video editing software I make use of on a regular basis… plus a special guest appearance from Patti, who decided she wanted to help, too.

    Have a lovely weekend!

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    #oneaday Day 303: Fun Fun Pixies https://imnotdoctorwho.moegamer.net/2019/10/04/oneaday-day-303-fun-fun-pixies/ https://imnotdoctorwho.moegamer.net/2019/10/04/oneaday-day-303-fun-fun-pixies/#respond Fri, 04 Oct 2019 23:31:23 +0000 https://imnotdoctorwho.moegamer.net/2019/10/04/oneaday-day-303-fun-fun-pixies/ Out of curiosity, I took a quick gander at Gun Gun Pixies over the course of the last couple of lunchtimes at work. I haven't got very far yet and, as I've mentioned a couple of times, I'm planning on covering it in detail alongside Bullet Girls Phantasia after Senran Kagura, but I thought I … Continue reading #oneaday Day 303: Fun Fun Pixies

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    Out of curiosity, I took a quick gander at Gun Gun Pixies over the course of the last couple of lunchtimes at work. I haven't got very far yet and, as I've mentioned a couple of times, I'm planning on covering it in detail alongside Bullet Girls Phantasia after Senran Kagura, but I thought I might as well give a few brief first impressions!

    I had no real idea what to expect going in other than "tiny girls vs giant girls". That is indeed a part of things, but one thing I'm already quite enamoured with is the fact that the game appears to be as much an environmental puzzle as it is a third-person shooter. In fact, so far it's actually been more of an environmental puzzle than a third-person shooter, since so far the shooting has been extremely simple and largely simply a trigger to move the story on.

    Where the puzzling stuff comes in is in how you traverse the various rooms in which you find yourself, and how you reach the "Picoins" that are scattered around the place. These are all clearly visible from a distance and there's a handy "free camera" that you can pan all around the room (and take screenshots with) to hunt down ones you're missing; this latter option also freezes the action so you can survey the environment at will without pressure.

    Inevitably, the Picoins are hidden in awkward places like on top of high shelves or hidden behind and inside things. The Pixies are pretty agile so they can jump pretty high (and far if they get a dashing start) but they do have their limits, so you have to plan your routes carefully.

    Alongside the Picoins, there is also "information" to find around the various rooms, largely in the form of objects you can walk up to and search, which triggers a discussion between Bee-tan and Kame-pon. These are all quite entertaining and give the game a slight "adventure game" feel — with the twist that you are in control of a tiny character exploring a normal-sized environment.

    I've enjoyed what I've played so far, and I'm looking forward to exploring it further. The game has Compile Heart's trademark charm all over it, but the gameplay is a bit different from what one might usually expect from them — it's not an RPG, in other words!

    More words to come on that soon — and $5+ Patrons, you're due a wallpaper, so I should be able to find some time for that this weekend.

    Hope you all had a good week, and if you didn't… I hope you have a good weekend at least!

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    #oneaday Day 302: Over the Worst https://imnotdoctorwho.moegamer.net/2019/10/03/oneaday-day-302-over-the-worst/ https://imnotdoctorwho.moegamer.net/2019/10/03/oneaday-day-302-over-the-worst/#respond Thu, 03 Oct 2019 22:29:18 +0000 https://imnotdoctorwho.moegamer.net/2019/10/03/oneaday-day-302-over-the-worst/ Think I'm over the worst of the plague. I'm certainly coughing a lot less, though I still have that annoying sort of "fuzzy head" feeling that is the result of a combination of having a cold and taking a lot of Lemsips over the course of the day. Oh well. At least it's bedtime now, … Continue reading #oneaday Day 302: Over the Worst

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    Think I'm over the worst of the plague. I'm certainly coughing a lot less, though I still have that annoying sort of "fuzzy head" feeling that is the result of a combination of having a cold and taking a lot of Lemsips over the course of the day. Oh well. At least it's bedtime now, so I can sleep it off.

    I heard back from yesterday's interview today: apparently I'm in a very strong position, but my proposal for remote working might be a "challenge". They are apparently doing some more interviews on Monday, after which we'll have an idea of what's going on; in the meantime they asked me for some proposals as to what I might be able to make work. We'll have to see if those are any good!

    Even if said proposals end up coming to nothing or the whole thing proves to be unworkable, this has proven to be a very positive experience for me. This has been a job that I spotted myself, not through an agency, applied to, got shot straight to the interview stage for and apparently did extremely well in the interview for, too. Most of the signs surrounding this are pointing to this being an opportunity I should seize if at all possible — with my only hangup being the lengthy and expensive commute that would be necessary for (x) days a week.

    I've had regrets from not seizing opportunities like this in the past. When I got hired by GamePro back in 2011, I had also been offered a position at a software company in London called Feral Interactive. At the time, this was a company that specialised in Mac ports of games, but since that time — they're still around — they've moved into various console ports of things. That would have been a job I'd have been very good at, since it was creative — I'd have been writing stuff like product copy and blog posts — but I ultimately bottled out at the last minute because of the requirement to live in London. I often find myself wondering what would have happened if I'd taken that option instead of GamePro; while I enjoyed my time at GamePro, it unfortunately led to a bit of a dead end in numerous ways, whereas if I'd taken the opportunity with Feral, I'd quite possibly still be working there right now.

    I dunno. All this might be a moot point if they decide to hire someone else after Monday's interviews. But like I say, the whole thing has done wonders for my confidence — and given me a great deal of faith that in certain aspects of life that are important to me, I am going about things the right way.

    I can't remember if I've given any details on all this as yet, so I'm being deliberately vague for now. Regardless of outcome, I'll reveal everything once things are resolved one way or the other! Please, err, look forward to it or something?

    Now I'm going to bed to sleep off this cold once and for all… go read my Senran Kagura feature in the meantime, I worked hard on it!

    The post #oneaday Day 302: Over the Worst appeared first on I'm Not Doctor Who.

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    #oneaday Day 301: Big Day https://imnotdoctorwho.moegamer.net/2019/10/02/oneaday-day-301-big-day/ https://imnotdoctorwho.moegamer.net/2019/10/02/oneaday-day-301-big-day/#respond Wed, 02 Oct 2019 21:11:47 +0000 https://imnotdoctorwho.moegamer.net/2019/10/02/oneaday-day-301-big-day/ I'm feeling a bit better today, thankfully. Still not 100%, but with any luck this will have all passed by tomorrow. I hope so, anyway, because I don't fancy enduring a day at work with this plague. Anyway, for those who have been following along, today was the day of my interview. I'm always hesitant … Continue reading #oneaday Day 301: Big Day

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    I'm feeling a bit better today, thankfully. Still not 100%, but with any luck this will have all passed by tomorrow. I hope so, anyway, because I don't fancy enduring a day at work with this plague.

    Anyway, for those who have been following along, today was the day of my interview. I'm always hesitant to speak too positively of these things in case nothing comes of them, but I will say that I enjoyed the conversation I had with the people involved, and the whole thing was a very positive experience. Whether or not anything comes of it remains to be seen — but if it does, I will be very, very happy indeed, let's just put it that way.

    I'll provide some further details when I know what the outcome was! But suffice to say for now that I came away from the experience feeling that it hadn't been a complete disaster, that I hadn't done anything desperately stupid, and that I could absolutely do the job that was being presented to me. So it's a case of "wait and see", now, I guess.

    I've spent the remainder of the day polishing off Senran Kagura Burst Re:Newal in preparation for writing it up tomorrow. I'm really impressed with the DLC campaigns — Yumi's does a great job of tying a lot of backstory together, and Miyabi's has certainly started intriguingly; I'll be finishing it off tomorrow before I write things about it.

    Playing through Burst Re:Newal only cements my feeling that yes, this absolutely is one of my all-time favourite series. I adore these girls, whether they're fighting for their lives or cooking each other's clothes off, and I well and truly believe that Senran Kagura is something truly special — certainly far more than just a simple, silly bit of ecchi funtimes. If that's all it was, it wouldn't have endured for eight years and counting, after all.

    Here's hoping the series gets the grand finale it deserves if and when 7even ever decides to show its face!

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    #oneaday Day 300: With a Whimper https://imnotdoctorwho.moegamer.net/2019/10/01/oneaday-day-300-with-a-whimper/ https://imnotdoctorwho.moegamer.net/2019/10/01/oneaday-day-300-with-a-whimper/#respond Tue, 01 Oct 2019 21:08:56 +0000 https://imnotdoctorwho.moegamer.net/2019/10/01/oneaday-day-300-with-a-whimper/ Well, 300 daily (mostly) posts in the bag, and not a lot of fanfare to mark the occasion, I'm afraid! I'm still ill, though thankfully I'm much better than I was this morning, so hopefully I will be all well and good on the morrow. I better be, because I have an interview! I'm very … Continue reading #oneaday Day 300: With a Whimper

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    Well, 300 daily (mostly) posts in the bag, and not a lot of fanfare to mark the occasion, I'm afraid! I'm still ill, though thankfully I'm much better than I was this morning, so hopefully I will be all well and good on the morrow.

    I better be, because I have an interview! I'm very excited about this, though I know from bitter experience not to get my hopes up too much. But I have had very positive vibes about this right from the start, so I'm interested to see how it all goes and what ends up happening. If it all comes to fruition, I'll find myself with what is pretty much a dream job, which will be a wonderful position to be in.

    I don't yet know what that might mean for my various projects including MoeGamer and the like, but we'll cross that particular bridge when we come to it. For now, please wish me luck for about 10am UK time tomorrow… and please also send me healing wishes to shake off this horrible plague!

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    #oneaday Day 299: Blerrrgh https://imnotdoctorwho.moegamer.net/2019/09/30/oneaday-day-299-blerrrgh/ https://imnotdoctorwho.moegamer.net/2019/09/30/oneaday-day-299-blerrrgh/#respond Mon, 30 Sep 2019 20:51:28 +0000 https://imnotdoctorwho.moegamer.net/2019/09/30/oneaday-day-299-blerrrgh/ Hello! I'm ill,  and typing this on my phone from bed, so please excuse any typos or weird mistakes I do not wish to be ill,  particularly with exciting things happening on Wednesday that I need to prepare for. But, well, here we are. I've got away with not being ill for a while. My … Continue reading #oneaday Day 299: Blerrrgh

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    Hello! I'm ill,  and typing this on my phone from bed, so please excuse any typos or weird mistakes

    I do not wish to be ill,  particularly with exciting things happening on Wednesday that I need to prepare for. But, well, here we are.

    I've got away with not being ill for a while. My hernia hasn't even been bothering me too much of late — although my coughing today has put a bit of strain on it — so I was probably "due" a bit of grossness. Fun.

    Anyway, apologies this isn't a happier or more interesting post for today, but I just need to sleep. Please look forward to Atari A to Z tomorrow though, it's one of my favourite episodes to date!

    Night night. COUGH COUGH CHOKE SPLUTTER WHEEZE

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    #oneaday Day 298: Bath Time https://imnotdoctorwho.moegamer.net/2019/09/29/oneaday-day-298-bath-time/ https://imnotdoctorwho.moegamer.net/2019/09/29/oneaday-day-298-bath-time/#respond Sun, 29 Sep 2019 22:56:38 +0000 https://imnotdoctorwho.moegamer.net/2019/09/29/oneaday-day-298-bath-time/ When was the last time you had a bath? I'm not saying you stink or anything, I'm asking when was the last time you actually took a bath rather than a shower? I've kind of rediscovered baths in the last couple of years, after many years of always taking showers instead. It's one of those … Continue reading #oneaday Day 298: Bath Time

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    When was the last time you had a bath? I'm not saying you stink or anything, I'm asking when was the last time you actually took a bath rather than a shower?

    I've kind of rediscovered baths in the last couple of years, after many years of always taking showers instead. It's one of those things that I think I developed a weird mindset about growing up — I associated baths with early childhood and then being "old enough" to take a shower instead, so I somehow thought that taking a bath was a childish thing to do; not the sort of thing a "grown up" did.

    This is nonsense, of course, since baths are designed with grown-ups in mind (although maybe not fat people like myself) so I'm not entirely sure how and why I developed that mindset. There's also the companion mindset that "baths are for girls", as exemplified by that one episode of Friends where the girls catch Chandler taking a bath and mock him mercilessly for it.

    What's not to like, though? You can lie down and relax, and being in water feels really nice. I used to be a bit scared of hot water, but over time I've developed quite a taste for a hot bath that makes you "tingle" a bit. It was especially nice this evening after a gym session; a nice way to relax after some activity and an easy way to get the stank off before bed.

    A pleasant end to a fairly unremarkable weekend, then. But at least there's an exciting weekend coming up, as I mentioned in yesterday's vlog… more on that soon!

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    #oneaday Day 297: PATRONS ONLY! #3 https://imnotdoctorwho.moegamer.net/2019/09/28/oneaday-day-297-patrons-only-3/ https://imnotdoctorwho.moegamer.net/2019/09/28/oneaday-day-297-patrons-only-3/#respond Sat, 28 Sep 2019 22:56:48 +0000 https://imnotdoctorwho.moegamer.net/2019/09/28/oneaday-day-297-patrons-only-3/ Good evening! Here you are, five minutes before midnight, so still technically on time! This is a bit of a quick and dirty vid (not like that) so if there's anything you'd like to find out a bit more about, feel free to drop me a comment or message and I'll happily show anything you … Continue reading #oneaday Day 297: PATRONS ONLY! #3

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    Good evening! Here you are, five minutes before midnight, so still technically on time! This is a bit of a quick and dirty vid (not like that) so if there's anything you'd like to find out a bit more about, feel free to drop me a comment or message and I'll happily show anything you like in more detail in a future episode! 🙂

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    #oneaday Day 296: Before and After https://imnotdoctorwho.moegamer.net/2019/09/28/oneaday-day-296-before-and-after/ https://imnotdoctorwho.moegamer.net/2019/09/28/oneaday-day-296-before-and-after/#respond Sat, 28 Sep 2019 15:49:34 +0000 https://imnotdoctorwho.moegamer.net/2019/09/28/oneaday-day-296-before-and-after/ Morning! I forgot to write anything yesterday, didn't I? Allow me to make it up for you now, then there'll be a vlog coming later for "today's" post. Andie and I have been doing some "house work" today. For quite some time, we've been meaning to sort out the media unit in the living room … Continue reading #oneaday Day 296: Before and After

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    Morning! I forgot to write anything yesterday, didn't I? Allow me to make it up for you now, then there'll be a vlog coming later for "today's" post.

    Andie and I have been doing some "house work" today. For quite some time, we've been meaning to sort out the media unit in the living room where most of the games consoles live. It's also where I record my videos, and where my PC lives.

    For quite some time, it's been a pretty chaotic, jumbled mess of cables, as seen in this "before" shot.

    I mean, it did the job, but there were cables sticking out everywhere and it wasn't very tidy. It was easy to lose cables that you needed down the back, and there was a bit too much stuff crammed into not quite enough space.

    Down the back of the TV itself was a nightmarish mass of eldritch tentacles, all tangled up in one another, just waiting for that one time you really need one specific cable, and find it's been devoured by the Great Old Ones.

    So, the first thing to do was to get everything out of the damn thing and give it a good clean. Lots of dust, as you can probably imagine!

    This is all the stuff that came out from around the TV: two PS2s, a PS3, a PS4, a PSVR setup, an Xbox 360, a Wii, a Wii U, a SNES, a SNES Classic, a Mega Drive, an N64 and a Dreamcast. Plus various Chinese boxes to connect old shit to new shit.

    AFter giving everything a good clean, we reassembled and rearranged the stuff in there so it was spread out a bit more nicely. Consoles that can be easily emulated for video capture purposes — SNES, Mega Drive, N64 in a pinch — are moving to my "retro room" upstairs so they can be enjoyed on my CRT, and that leaves more room for everything else to spread out a bit and have a bit more room for itself.

    The Wii, PS3, Xbox 360 and PS4 get the slots under the TV as the latter three in particular can benefit from a bit of ventilation.

    The Wii U, Dreamcast and PS2s go down the side. And then, down at the bottom — we're really pleased with this…

    All the cable chaos (a necessary evil with this much kit) is confined to one little compartment, and we've used Velcro sticky things to mount all the Chinese boxes and capture units to the underside of that shelf to make a cool little "rack" of places to plug things in. Much neater than having multiple little boxes sliding around all over the shop.

    So that was today's job! In the vlog I'll post later today (I really need a shower before I appear on video for anyone) I'll give you a more detailed tour of the setup and my game shelves in here, too. Please look forward to it! See you soon!

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    #oneaday Day 295: Relief https://imnotdoctorwho.moegamer.net/2019/09/26/oneaday-day-295-relief/ https://imnotdoctorwho.moegamer.net/2019/09/26/oneaday-day-295-relief/#respond Thu, 26 Sep 2019 22:38:15 +0000 https://imnotdoctorwho.moegamer.net/2019/09/26/oneaday-day-295-relief/ Annual appraisals at the day job today. As noted the other day, I was feeling extremely anxious about this, perhaps at least partly because my overall mental health hasn't been the best lately, and also I'm keenly aware that I've been quite bored at said day job — though trying not to let it show! … Continue reading #oneaday Day 295: Relief

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    Annual appraisals at the day job today. As noted the other day, I was feeling extremely anxious about this, perhaps at least partly because my overall mental health hasn't been the best lately, and also I'm keenly aware that I've been quite bored at said day job — though trying not to let it show!

    As a little bit in the back of my mind suspected it would, everything went absolutely fine. So that's that anxiety over and done with for another year. I'm glad. But I still hate this sort of thing; it feels like being back at school, and that kinda sucks. I guess it's a necessary evil of sorts, and it's something that happens in pretty much every place of work in my experience… I just don't like that feeling of being "judged". Still, at least it's not as harsh as teaching observations where a "satisfactory" performance was literally not considered to be… well, satisfactory.

    The upside of the appraisal process is that it leads to pay rises in the new year, and that's happening. I don't know how much or exactly when yet — or, indeed, even if I'll be there by the new year, as I've discussed recently, but that remains to be seen! — but it's happening. Which is good.

    I'm also likely to be changing my working hours along with the rest of my team; there are some terrible roadworks on, like, the only major road that leads to our place of work, and starting an hour earlier in the morning means we can miss the traffic that builds up by the time of our normal start. So, assuming HR don't complain, very soon we'll all be working from 7.30 until 4.30. I'm not relishing the idea of the early start, but the early finish will be pleasant; it'll feel like there's much more of the evening free to enjoy when I get home, which will (hopefully) outweigh the annoyance of getting up at an ungodly hour of a morning.

    Now all that stress has passed for another year, I think it's time to go and have a lie down and hopefully enjoy a peaceful sleep!

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    #oneaday Day 294: Strength UP+ https://imnotdoctorwho.moegamer.net/2019/09/25/oneaday-day-294-strength-up/ https://imnotdoctorwho.moegamer.net/2019/09/25/oneaday-day-294-strength-up/#respond Wed, 25 Sep 2019 23:40:28 +0000 https://imnotdoctorwho.moegamer.net/2019/09/25/oneaday-day-294-strength-up/ Last month — almost to the day, as it happens — I took a photo of myself. You may not see it, as it is a photograph of me in my pants. And while I am more than happy to record podcasts and video commentary without trousers on (hey, I always keep what's visible decent!), … Continue reading #oneaday Day 294: Strength UP+

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    Last month — almost to the day, as it happens — I took a photo of myself. You may not see it, as it is a photograph of me in my pants. And while I am more than happy to record podcasts and video commentary without trousers on (hey, I always keep what's visible decent!), I draw the line at sharing my revolting fat body with… well, most people.

    No, this was primarily for me. Not for my own enjoyment, you understand; while I do genuinely quite enjoy reading my own articles and watching my own videos, looking at myself in my pants is not something I do unless I have to. The reason I did this was with the intention of taking more pictures every so often to see if I'd see any visible changes as a result of both the Slimming World diet I'm sort of following (motivation is proving challenging for both Andie and me) and my gym regime, which I am still following.

    I took another photo today. I was a little disappointed to see that… well, I couldn't really see any obvious differences. It wasn't soul-crushing or anything, though, for two main reasons: firstly, Andie commented that she could see a difference the other day (and it's always easier for other people to notice such things than it is for yourself) and secondly, I can quantify my own increase in strength in numerous areas, proving that the gym has been effective over the course of the last 8 weeks or so.

    When using the machines at the gym now, I'm using much heavier weights than I was when I started. If I'm feeling particularly spicy, I'm also able to do 5 sets instead of 3 at that heavier weight, though not on everything. I can also manage about 20 minutes (or possibly more) of light cardio on the exercise bike as a warm-up to the strength training without feeling completely exhausted; YouTube videos and anime episodes are a good way to pass the time there.

    I've noticed particular improvements in my abdominal muscles, which I was hesitant to work too hard on due to my hernia, and my legs. My legs are actually the one part of me I'm already reasonably happy with, because since they have to carry the considerable bulk of my top half around, they're already pretty strong. But even there I'm able to challenge heavier weights.

    I've seen smaller but still noticeable improvements on my arms, shoulders and chest. In all those cases, I feel comfortable lifting slightly heavier weights than when I started, though the difference isn't as large as with the abdominal and leg machines. I'm still a bit too scared to do a proper bench press with a barbell because of all the stories I've read of people getting pinned underneath the bar, but I should probably give that a go at some point; I reckon I could probably handle the bar (which is about 20kg, I believe) at this point. One day I'll muster up the courage to give it a try, preferably in some sort of safety rack so I don't have to talk to a stranger and get them to spot me.

    So it's going pretty well in that regard. I feel stronger and… I'm not sure if fitter is the right word, because I still clearly have a lot to work on, but it's definite, obvious, quantifiable progress. And that makes me feel a bit less bad that the weight loss hasn't been going super-well; while exercise doesn't necessarily directly affect weight loss, it can carry various benefits that can assist with weight loss, such as kickstarting your metabolism. (I learned that from How Heavy Are The Dumbbells You Lift?, yes I did)

    I'm certainly going to keep at it. I'm kind of curious to see what I can achieve with some long-term commitment. I have no intention of getting particularly buff or anything, but it's interesting to challenge yourself now and again.

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    #oneaday Day 293: Routine https://imnotdoctorwho.moegamer.net/2019/09/24/oneaday-day-293-routine/ https://imnotdoctorwho.moegamer.net/2019/09/24/oneaday-day-293-routine/#respond Tue, 24 Sep 2019 23:38:06 +0000 https://imnotdoctorwho.moegamer.net/2019/09/24/oneaday-day-293-routine/ Something that, over the years, I've found to frustrate me a great deal is when people get stuck in routines that are weird, annoying or unproductive. To be perfectly honest, this is where a lot of my frustrations with my current day job come from. I'm not going to share details — largely because they're … Continue reading #oneaday Day 293: Routine

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    Something that, over the years, I've found to frustrate me a great deal is when people get stuck in routines that are weird, annoying or unproductive. To be perfectly honest, this is where a lot of my frustrations with my current day job come from.

    I'm not going to share details — largely because they're quite dull, not that that has ever stopped me from writing about something on here! — but suffice to say that the work we do is so set in its ways now that it feels like it would be impossible to convince the people who have been there longer than me to try something differently.

    Which is annoying, because anyone can see that the way we do things is stupid. We had a conference call with our US counterparts a few weeks back, where one of our team demonstrated what we had to do, and I could practically see their bewildered faces as she demonstrated the myriad hoops we have to jump through to do something that should, in theory, be pretty simple: sending text off for translation, then putting that text in the right place for the right countries.

    Part of the trouble is something I think I've mentioned before, which is our reliance on proprietary tools. Every place I've worked that has had tools built specifically for them has ended up with these stupid, pointless procedures, because inevitably the tools end up being used for something they weren't designed for in the first place. In our case, we are using a tool that was originally designed for managing the localisation of email messages — a function it performed with one of the most hideous, unintuitive interfaces I've ever seen, I might add — for localising web pages, which is entirely different.

    There are better solutions out there more suitable for the job at hand. But at this point making use of them would require a complete shake-up of everything a significantly sized team of people does on a daily basis. So I just have to grit my teeth and get on with it!

    Doesn't mean I can't have a good whinge now and again, though. It's therapeutic. Thank you for indulging me!

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    #oneaday Day 292: Anxiety https://imnotdoctorwho.moegamer.net/2019/09/23/oneaday-day-292-anxiety/ https://imnotdoctorwho.moegamer.net/2019/09/23/oneaday-day-292-anxiety/#respond Mon, 23 Sep 2019 23:39:42 +0000 https://imnotdoctorwho.moegamer.net/2019/09/23/oneaday-day-292-anxiety/ I've been dealing with a lot of anxiety today. It's probably a lot of things all piling up and exploding like fireworks in my brain, but it's made for quite an unpleasant day living inside my own brain. It doesn't help that it's annual appraisal time at the day job, too, which always riddles me … Continue reading #oneaday Day 292: Anxiety

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    I've been dealing with a lot of anxiety today. It's probably a lot of things all piling up and exploding like fireworks in my brain, but it's made for quite an unpleasant day living inside my own brain. It doesn't help that it's annual appraisal time at the day job, too, which always riddles me with impostor syndrome by the bucketload. Still, although I'm bored a lot, I'm not doing a bad job (I don't think, anyway!) so there shouldn't be anything to complain about. Doesn't stop me worrying though.

    These feelings are why I make a point of working on MoeGamer and my videos every day. Those are things that, when I work on them, I feel both satisfied and confident. They are mine, they're not answering to anyone else — and despite that, there are people enjoying them. Such as you, you lovely person, you.

    It's important to have something like that in your life, I think. Going through your day perpetually anxious about never being good enough or never doing enough is no way to live. It's good to push yourself and ask yourself if you can do better, of course, but getting yourself into a mindset where you never feel like you're good enough doesn't help.

    I'm saying this as much to myself as to anyone else right now. I'm feeling anxious and stressed, and I would like it to go away now please. Hopefully a good sleep will help!

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    #oneaday Day 291: Epic Talk https://imnotdoctorwho.moegamer.net/2019/09/23/oneaday-day-291-epic-talk/ https://imnotdoctorwho.moegamer.net/2019/09/23/oneaday-day-291-epic-talk/#respond Mon, 23 Sep 2019 00:17:02 +0000 https://imnotdoctorwho.moegamer.net/2019/09/23/oneaday-day-291-epic-talk/ New MoeGamer Podcast coming tomorrow! Chris and I talked at great length on a variety of subjects, and it was a real blast. I'm really pleased with how some of the discussions turned out — we had a particularly good one on the subject of Senran Kagura, just in time for the series' eighth birthday … Continue reading #oneaday Day 291: Epic Talk

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    New MoeGamer Podcast coming tomorrow! Chris and I talked at great length on a variety of subjects, and it was a real blast. I'm really pleased with how some of the discussions turned out — we had a particularly good one on the subject of Senran Kagura, just in time for the series' eighth birthday today, and for the currently running Cover Game feature.

    The upcoming episode doesn't have a "main" topic as such, because there were a lot of news stories that we wanted to cover and talk about. This led to some very interesting discussions, though, so we hope you enjoy it. I especially hope you enjoy it as it took all day to edit and came out to over two and a half hours in length, our longest show to date!

    Now it's back to the grindstone of the day job again tomorrow, so I should probably get some sleep as it's 1:15 am. I actually finished editing much earlier in the evening, but, you know, Super Metroid. And yes, we talk a bit about that on the podcast…

    Anyway. That should be available on YouTube and Soundcloud tomorrow at some point whenever it uploads — it's busy rendering right now. Please look forward to it, and thank you, as ever, for all your support!

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    #oneaday Day 290: PATRONS ONLY! #3 https://imnotdoctorwho.moegamer.net/2019/09/21/oneaday-day-290-patrons-only-3/ https://imnotdoctorwho.moegamer.net/2019/09/21/oneaday-day-290-patrons-only-3/#respond Sat, 21 Sep 2019 21:43:18 +0000 https://imnotdoctorwho.moegamer.net/2019/09/21/oneaday-day-290-patrons-only-3/ Hello! Here's another one of them vlog things, where I talk about this week's happenings and take you on a brief tour of an interesting old book I have in my collection!

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    Hello! Here's another one of them vlog things, where I talk about this week's happenings and take you on a brief tour of an interesting old book I have in my collection!

    The post #oneaday Day 290: PATRONS ONLY! #3 appeared first on I'm Not Doctor Who.

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    #oneaday Day 289: Re:Newal https://imnotdoctorwho.moegamer.net/2019/09/20/oneaday-day-289-renewal/ https://imnotdoctorwho.moegamer.net/2019/09/20/oneaday-day-289-renewal/#respond Fri, 20 Sep 2019 23:22:10 +0000 https://imnotdoctorwho.moegamer.net/2019/09/20/oneaday-day-289-renewal/ I finished the Hanzou arc of Senran Kagura Burst Re:Newal tonight, so I'll have a writeup on that part of the story in the next few days. I'm podcasting over the weekend so I might not have time to write it then, but definitely by the end of Monday at the latest. I think this … Continue reading #oneaday Day 289: Re:Newal

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    I finished the Hanzou arc of Senran Kagura Burst Re:Newal tonight, so I'll have a writeup on that part of the story in the next few days. I'm podcasting over the weekend so I might not have time to write it then, but definitely by the end of Monday at the latest.

    I think this might have ended up as my favourite Senran Kagura game. I love all of them, as is probably clear at this point, but returning to the decidedly bleak tone of the original is a nice change from everyone being friends and getting into shenanigans. I am, however, expecting 7even to mark a return to this style, given the teaser at the end of Peach Beach Splash, so I'm looking forward to that.

    I'll talk more about all this in my proper writeup, but I really appreciate the various changes they've made to the gameplay. The addition of visible attack telegraphs is fantastic, as it allows you to dodge, block and parry much more strategically than in past games. It also makes the Hanzou finale Orochi fight really cool and dramatic as you're weaving in and out of all manner of crazy attacks — that whole stage's reimagining is absolutely fantastic.

    I very much appreciate the clear progression and how the passive skills you learn through the Yin and Yang levels apply regardless of how you're playing. Getting that "dealing damage heals you" bonus from maxing out Yin makes playing Frantic on Hard much less risky — and I sense it's going to be extremely useful in the Daidouji fight, which I haven't cleared yet.

    The addition of the Secret Growth Medicine to level up characters without grinding is great, too. You still have to collect it, so there's a certain amount of grinding in that regard — plus the only way to level up Yin and Yang is through playing in Frantic and Transformed status respectively — but you don't have to grind for simple experience level any more, which is a welcome change, and makes it much easier to get all the girls up to max level.

    And it's just a really good beat 'em up. The strikes have real weight and impact to them, the special attacks are satisfying, the enemies are varied and interesting, the characters all play very differently to one another, and the one-on-one battles against the other characters are a genuine thrill. The final Asuka-Homura showdown in the Hanzou arc was like something out of a shounen anime — all coloured energy blasts flying around the screen while the pair of them shout at each other and a nice Japanese lady sings about… something or other. (I can't find the lyrics to Rinne anywhere!) And I love the Burst system; finishing off a fight with the Burst super move is so satisfying.

    So yeah. Loving it much more than I expected; I thought being a remake of a game I'd already played would dampen the enjoyment for me somewhat, but it's actually been a fantastic experience — plus it's a good few years since I played Burst anyway! Looking forward to writing about it. Watch out for the first of (probably) two pieces on it soon!

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    #oneaday Day 288: Whew https://imnotdoctorwho.moegamer.net/2019/09/20/oneaday-day-288-whew/ https://imnotdoctorwho.moegamer.net/2019/09/20/oneaday-day-288-whew/#respond Fri, 20 Sep 2019 00:06:10 +0000 https://imnotdoctorwho.moegamer.net/2019/09/20/oneaday-day-288-whew/ What a crazy couple of days. I think things are finally settling down again at last, but man. I did not expect the massive reaction I got for my response to that Gun Gun Pixies review. The last two days have been crazy good traffic for MoeGamer, with yesterday being 1.5x the number of people … Continue reading #oneaday Day 288: Whew

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    What a crazy couple of days. I think things are finally settling down again at last, but man. I did not expect the massive reaction I got for my response to that Gun Gun Pixies review. The last two days have been crazy good traffic for MoeGamer, with yesterday being 1.5x the number of people who showed up for We Need To Get Better at Talking About Sex, and today about matching that piece.

    And, as I noted yesterday, just three negative responses. That's quite an impressive ratio when dealing with something vaguely controversial — but, I won't lie, it is very nice to feel like you're on the "right" side. And I'm baffled that "we should respect each other's tastes, even if they don't match" is somehow one of the most surprising and controversial takes of 2019; my blogger friend Lethargic Ramblings (who wrote a great piece on Celeste and mental health recently, go read it!) has also been fending off people with bizarre viewpoints today. I swear some people want to be contrary just for the sake of it.

    I've had a busy evening so I haven't had a ton of time for gaming, so I'm not sure I'll be able to get a Senran Kagura Burst Re:Newal piece up tomorrow, but we'll see. I'm thinking about splitting that particular part of the feature into (at least) two anyway — one focusing on Hanzou, one on Hebijo — and I'll definitely be able to clear the Hanzou story tomorrow evening.

    Super Metroid hasn't been helping. Having for some reason held off playing this for years, I'm now thoroughly invested. I have no idea how far through I am, but I'm enjoying it a lot and I spent my whole lunchtime at work today exploring the depths of Zebes. Fantastic stuff.

    Anyway. One more day to survive this week, then it's a podcast weekend! Chris and I will be doing another news-centric episode similar to what we did around E3, this time focusing on stuff like TGS and the recent(ish) Nintendo Direct. Lots to talk about, for sure.

    Bedtime for me now, though. Although Zebes is calling…

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    #oneaday Day 287: Sleep Calls https://imnotdoctorwho.moegamer.net/2019/09/18/oneaday-day-287-sleep-calls/ https://imnotdoctorwho.moegamer.net/2019/09/18/oneaday-day-287-sleep-calls/#respond Wed, 18 Sep 2019 23:08:28 +0000 https://imnotdoctorwho.moegamer.net/2019/09/18/oneaday-day-287-sleep-calls/ I'm pretty exhausted — physically, mentally and emotionally. Yesterday's post on MoeGamer, it seems, resonated with a whole fucking load of people, and my Twitter notifications have been absolutely on fire all day. It's a good kind of exhausted, though; out of all the reactions to my piece, I've had just three negative responses. One … Continue reading #oneaday Day 287: Sleep Calls

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    I'm pretty exhausted — physically, mentally and emotionally. Yesterday's post on MoeGamer, it seems, resonated with a whole fucking load of people, and my Twitter notifications have been absolutely on fire all day.

    It's a good kind of exhausted, though; out of all the reactions to my piece, I've had just three negative responses. One from the original writer of the piece I was responding to, who seems to think that a call to not be a dick to people is "childish" (after having spent all day throwing a tantrum about my article). One from someone with 4 followers on Twitter, who I blocked months ago for being a cunt and a stalker. And one from someone who whined half-heartedly about "rape culture" and then collapsed into a small puddle of lactose-free milk.

    Meanwhile, the article in question has had thousands of people viewing it, thousands more (or probably the same people) liking and retweeting it on Twitter, and even some people coming privately to me for advice or saying that they want to follow me to "learn from me". I'm honestly kind of humbled by these latter things in particular; I'm just a dude with a blog about games he likes!

    I hasten to add that I don't wish to come across like I'm bragging about this; I am mostly just pleased that something I've written has actually touched a lot of people in a positive way… almost, almost universally. It's brought a lot of people together — even people I might not expect in some cases — and it's just generally been a rather positive, if overwhelming experience.

    I think I need to go to bed now and not look at the Internet for a bit!

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    #oneaday Day 286: Not This Again https://imnotdoctorwho.moegamer.net/2019/09/17/oneaday-day-286-not-this-again/ https://imnotdoctorwho.moegamer.net/2019/09/17/oneaday-day-286-not-this-again/#respond Tue, 17 Sep 2019 23:31:59 +0000 https://imnotdoctorwho.moegamer.net/2019/09/17/oneaday-day-286-not-this-again/ I don't like writing things like I posted earlier today. Or, rather, I don't like feeling like I should have to write things like I posted earlier today. There are a number of reasons for this. First and foremost is the fact that it's frustrating to be in a position where I'm having to say … Continue reading #oneaday Day 286: Not This Again

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    I don't like writing things like I posted earlier today. Or, rather, I don't like feeling like I should have to write things like I posted earlier today.

    There are a number of reasons for this. First and foremost is the fact that it's frustrating to be in a position where I'm having to say the same things I've been saying for nearly ten years at this point. Things haven't improved in the games press at all; if anything, they're worse. It doesn't seem like "respect other people's tastes, even if they don't correspond with your own" should be a controversial take, but, judging by a couple of incredibly rude responses I got earlier (which were thankfully vastly outnumbered by positive reactions) it is for some people.

    Those negative responses lead me on to the second reason I don't like having to write things like I wrote today: the fact that, while I feel like it's important to say these things, and that the fact I am fortunate enough to have a platform, however small, gives me the opportunity to say them… they trigger my autistic anxiety something chronic.

    I'm going to point you in the direction of this excellent post by autistic teacher Pete Wharmby for more detail, but quite simply, dealing with autism means being stressed a lot of the time. It also means that one's interests are very important to oneself, and seeing them being attacked is quite distressing. Being attacked for making a reasonable argument and a request for civility is very distressing. It's not an exaggeration to say that a single comment from a random nobody can completely ruin a good proportion of my day, even if other comments have been supportive and kind.

    Thankfully, I recognised some danger signs earlier, and removed myself from a situation that would cause further stress, but it still caused me anxiety, and even though I'm glad I made the post — especially as it's had such a positive response, including from many Twitter users and bloggers who don't normally engage visibly with my work — I still feel a bit uneasy and wary that someone is going to attack me or do something unpleasant because of it.

    What a silly way to be, no? I took great pains to ensure that my piece wasn't insulting or offensive in any way, and thought I made a perfectly reasonable plea to common sense. Numerous responses that I've had from people today suggest to me that my initial feelings about it were correct. But I'm still kind of scared. I'm still kind of frustrated. I'm still kind of angry and upset.

    This sort of post shouldn't be necessary. Unfortunately it still is. And while that is the case, even though it can cause me discomfort, unease and fear at times, I will continue to use the platform I have — however small it may be compared to some — to speak up, proudly, when situations like this arise. The people who really need to hear my words may, more often than not, be the ones least likely to actually listen — but if I can bring just one person a bit of comfort and support, and make them feel less alienated and less alone for the interests they're passionate about when they find them derided and insulted by people with large audiences… it's worth doing.

    Thanks for all your support today. It's time to go and get some sleep and try to forget about all this nonsense for the night.

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    #oneaday Day 285: Back To It https://imnotdoctorwho.moegamer.net/2019/09/16/oneaday-day-285-back-to-it/ https://imnotdoctorwho.moegamer.net/2019/09/16/oneaday-day-285-back-to-it/#respond Mon, 16 Sep 2019 23:27:09 +0000 https://imnotdoctorwho.moegamer.net/2019/09/16/oneaday-day-285-back-to-it/ No word from possible new job yet. I will chase them up if I don't hear anything back by partway tomorrow. I want to seem keen but not too pushy. All those things you think about when you are both applying for a new job and in a new relationship. Although to be perfectly honest, … Continue reading #oneaday Day 285: Back To It

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    No word from possible new job yet. I will chase them up if I don't hear anything back by partway tomorrow. I want to seem keen but not too pushy. All those things you think about when you are both applying for a new job and in a new relationship. Although to be perfectly honest, throughout my entire life I have always done both of those things a little "unconventionally".

    It was back to the day job today. It wasn't too bad, as before I left on my week off we'd got all the high-priority pain in the arse jobs out of the way, and thus I returned to a pretty quiet office. I am knackered though; did not sleep at all well last night for some reason, so I'm hoping tonight is a bit better.

    I started playing Super Metroid earlier. I am having a good time! This is a game — well, series, really — that I've never explored at all aside from a little bit of time with the NES installment. I'll definitely be writing something about it soon, depending on how long it is. The SNES app on the Switch is definitely revitalising my interest in some of the 16-bit classics. I'm especially keen to dive into Demon's Crest in more detail… man, that is a beautiful game.

    Sorry, I'm all fragmented thoughts this evening, but as previously noted I'm knackered. I will do my best to be a bit more coherent for you tomorrow! In the meantime, have a pleasant evening.

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    #oneaday Day 284: Hoping https://imnotdoctorwho.moegamer.net/2019/09/15/oneaday-day-284-hoping/ https://imnotdoctorwho.moegamer.net/2019/09/15/oneaday-day-284-hoping/#respond Sun, 15 Sep 2019 23:48:16 +0000 https://imnotdoctorwho.moegamer.net/2019/09/15/oneaday-day-284-hoping/ So… remember that potential job I mentioned? I applied for it today. I kid you not, literally ten minutes later I got a reply saying that I'd be "perfect" — I absolutely wasn't expecting even a response on a Sunday, let alone such an enthusiastic one! — but, predictably, questioning whether the distance thing would … Continue reading #oneaday Day 284: Hoping

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    So… remember that potential job I mentioned? I applied for it today. I kid you not, literally ten minutes later I got a reply saying that I'd be "perfect" — I absolutely wasn't expecting even a response on a Sunday, let alone such an enthusiastic one! — but, predictably, questioning whether the distance thing would be an issue.

    Naturally, it would be an issue, but this is also 2019, and there are plenty of people who work jobs remotely from home and perhaps go in to their actual "workplace" fairly infrequently. After all, I've worked several jobs like that over the last few years; most notably GamePro and USgamer, but also some of the stuff I've done in-between has been home-based, too.

    I guess it depends how traditional the company is about this sort of thing — and how much they want me. I haven't had a response to my explanation of the situation — and the things I'm hoping for — as yet, but I wasn't expecting an immediate one. (Well, actually, the pessimist side of my brain was, and it was expecting that immediate response to be "well, fuck off then"… but thankfully that hasn't happened at least.)

    Instead, I imagine my proposals are the sort of thing that would have to be discussed by people in charge to see what is workable. And I'm fine with that.

    To be honest, it's very pleasant to be in a situation where I'm applying for a job because I want to rather than because I have to. This is, to be perfectly honest, not really a situation I've been in before, as I've not had the best of luck with employers over the years. I was made redundant from my very first job after a year there, my second one gave me a nervous breakdown and things haven't exactly been rosy ever since; my current day job, as much as I complain about it being boring, is the most stable employment I've had in the last 20 years.

    The upside of this arrangement, then, is that if everything falls through because I live a hundred miles away from my potential workplace, I haven't lost anything. The downside, of course, is that this job sounds great, and I think I'd enjoy it a lot more than what I'm doing now — so if everything falls through because I live a hundred miles away from my potential workplace, it'd still be a bit of a bummer. But I have to focus on that upside; I'm in a good position right now, and the (apparent) strength of my application hopefully puts me in a good place to negotiate, too.

    We'll see. Keep your fingers crossed for me, dear reader.

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    #oneaday Day 283: PATRONS ONLY! #2 https://imnotdoctorwho.moegamer.net/2019/09/14/oneaday-day-283-patrons-only-2/ https://imnotdoctorwho.moegamer.net/2019/09/14/oneaday-day-283-patrons-only-2/#respond Sat, 14 Sep 2019 20:00:18 +0000 https://imnotdoctorwho.moegamer.net/2019/09/14/oneaday-day-283-patrons-only-2/ It's that time again! This week's vlog features some heartfelt words about Rod-Land as well as some musings about a possible job opportunity. Hope you enjoy! Be sure to let me know if there's anything you'd like to see me talk about or show you in future episodes of this series. Also, look how stable … Continue reading #oneaday Day 283: PATRONS ONLY! #2

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    It's that time again! This week's vlog features some heartfelt words about Rod-Land as well as some musings about a possible job opportunity.

    Hope you enjoy! Be sure to let me know if there's anything you'd like to see me talk about or show you in future episodes of this series.

    Also, look how stable that CRT image is in the background! My new phone's camera is pretty sweet!

    Thank you as always for your support!

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    #oneaday Day 282: Week Off Final Progress Report https://imnotdoctorwho.moegamer.net/2019/09/14/oneaday-day-282-week-off-final-progress-report/ https://imnotdoctorwho.moegamer.net/2019/09/14/oneaday-day-282-week-off-final-progress-report/#respond Sat, 14 Sep 2019 00:19:20 +0000 https://imnotdoctorwho.moegamer.net/2019/09/14/oneaday-day-282-week-off-final-progress-report/ Well, today is the last day of my "holiday" — Saturday and Sunday are just a normal weekend, then it's back to the grind of the day job on Monday. Boo, hiss, etc. Anyway, I thought I'd take stock of what I've achieved this week just so I feel better about the things I've managed … Continue reading #oneaday Day 282: Week Off Final Progress Report

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    Well, today is the last day of my "holiday" — Saturday and Sunday are just a normal weekend, then it's back to the grind of the day job on Monday. Boo, hiss, etc.

    Anyway, I thought I'd take stock of what I've achieved this week just so I feel better about the things I've managed to get done. This week I have:

    • Researched and recorded intros for 23 Atari A to Z videos
      – Recorded gameplay for 8 of those Atari A to Z videos (one published already)
      – Researched, recorded intros and recorded gameplay for 5 Atari ST A to Z videos
      – Recorded and edited five videos for Warriors Wednesday, taking us to the conclusion of Warriors Orochi
      Recorded four episodes of Final Fantasy for the Final Fantasy Marathon series
      – Posted all my usual articles on MoeGamer

    Tomorrow I'm going to try and record probably five Atari A to Z Flashback videos, then that will be all my personal goals for this week accomplished. Pretty pleasing, and a good indicator of how productive I could be if I was doing this thing full time.

    On that subject, I saw an interesting job listing come up this week. It's for a job that would be absolutely ideal for me: it's a site editor and community manager job for a UK-based website that specialises in Japanese games and retro stuff. No, it isn't MoeGamer.

    The job sounds absolutely fantastic in terms of what it's asking and I'm going to apply for it, but I have three main hesitations over it. Firstly, I predict that its salary will probably be well under what I'm on now and almost certainly lacking the corporate benefits I currently enjoy. Secondly, I don't know what working a job like this would mean for MoeGamer and my YouTube work. Thirdly, and probably most significantly, it's two and half hours away from where I live. And "just moving" isn't an option, since my wife works around here, we own our house rather than rent it and… well, we don't want to move!

    Still, this is 2019, so it doesn't hurt to enquire as to whether or not the job can be performed remotely — particularly for an Internet-based job like this — so I'm still going to apply with this in mind. My current day job is absolutely fine but it's boring and occasionally frustrating, so it certainly doesn't hurt to idly pursue other opportunities while I'm in a position of stability. Nothing ventured and all that.

    Anyway. It's 1:20am and I'm tired after a very late gym session, so I'll say good night for now. Look out for both Atari A to Z Flashback and your PATRONS ONLY! exclusive vlog tomorrow. Have a lovely evening!

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    #oneaday Day 281: Week Off Progress Report #4 https://imnotdoctorwho.moegamer.net/2019/09/12/oneaday-day-281-week-off-progress-report-4/ https://imnotdoctorwho.moegamer.net/2019/09/12/oneaday-day-281-week-off-progress-report-4/#respond Thu, 12 Sep 2019 23:28:08 +0000 https://imnotdoctorwho.moegamer.net/2019/09/12/oneaday-day-281-week-off-progress-report-4/ Productive day today! Got writing done first, then set myself some reasonable expectations for what I wanted to achieve video-wise: five Atari ST A to Z videos. And I did it! Five videos are now recorded and ready for editing, featuring an interesting mix of games ranging from a dodgy Yogi Bear platformer to one … Continue reading #oneaday Day 281: Week Off Progress Report #4

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    Productive day today! Got writing done first, then set myself some reasonable expectations for what I wanted to achieve video-wise: five Atari ST A to Z videos. And I did it! Five videos are now recorded and ready for editing, featuring an interesting mix of games ranging from a dodgy Yogi Bear platformer to one of Brian Fargo's earliest projects with Interplay.

    On the whole, I've been reasonably pleased with what I've managed to accomplish in this time off so far. The week has, as always, gone by much too quickly for my liking, but at least I don't feel like I've wasted it. Getting ahead of schedule on these various projects takes a bit of the (self-inflicted) pressure off me and allows me to focus on specific things, and that's something I felt like I needed to do.

    In the meantime, I've spent some more time with Senran Kagura Burst Re:Newal and I'm loving it. Nowhere near far enough for a full writeup this week, but I'll put some solid time in over the weekend and see how far I get. In the meantime, I might have a play around with the Diorama feature for a light-hearted article tomorrow; the Diorama is a lot of fun, but I've never really played around with it that much. No time like the present!

    Successfully hit the gym tonight, and I lost a bit of weight for Slimming World too. All in all, a pretty good Thursday, all things considered.

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    #oneaday Day 280: Week Off Progress Report #3 https://imnotdoctorwho.moegamer.net/2019/09/11/oneaday-day-280-week-off-progress-report-3/ https://imnotdoctorwho.moegamer.net/2019/09/11/oneaday-day-280-week-off-progress-report-3/#respond Wed, 11 Sep 2019 21:43:40 +0000 https://imnotdoctorwho.moegamer.net/2019/09/11/oneaday-day-280-week-off-progress-report-3/ Didn't do too badly today, despite the distractions of an eye test in the morning (£130 for the test and new glasses, ugh… but after fifteen years or so, these glasses aren't quite doing the trick any more) and having to give Andie a lift to and from the dentist. In total I managed to … Continue reading #oneaday Day 280: Week Off Progress Report #3

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    Didn't do too badly today, despite the distractions of an eye test in the morning (£130 for the test and new glasses, ugh… but after fifteen years or so, these glasses aren't quite doing the trick any more) and having to give Andie a lift to and from the dentist.

    In total I managed to get seven Atari A to Z videos recorded and ready to edit. I haven't actually edited them yet because the research and recordings are the time-consuming bits, but I might try and get them all prepped and ready to go so I don't have to think about them.

    Tomorrow I already have an Atari ST A to Z video in the pipe ready to go, so I can do pretty much whatever — I might split my time between researching some Atari ST videos (there are so few games beginning with Y or Z!), recording some more Atari A to Z and getting a bit more Final Fantasy Marathon done. I actually have another Final Fantasy Marathon video ready to edit for Friday, so again there's no pressure there, but it'd be nice to get ahead of schedule on all my video series.

    I also took some time to get started on Senran Kagura Burst Re:Newal today and I'm very much in love! I nearly didn't bother picking this one up because it's "just" a remake of the 3DS version, which I already liked very much. I was also initially a bit grumpy that it wasn't a remake that used the original's old-school brawler-style 2.5D gameplay, but having now played it a bit, I can confirm that this is probably the best refinement of the series' fighting formula to date. It's smooth and slick, and there are a bunch of mechanical refinements (most notable among which are visible telegraphs of enemy moves, Final Fantasy XIV-style) that make it a real pleasure to play.

    It's odd going back to the beginning of this story now I know all these characters so well! I'm intrigued to see how much — if any — retconning is going on, since the theorycrafters out there believe that Burst Re:Newal tells the story of Burst from the series' second timeline's perspective rather than the original's first timeline. But my head hurts just thinking about how all that works, so I'm also just going to take it on its own terms.

    And Ikaruga's theme still sounds like Phantom of the Opera, which is the most important thing.

    Anyway. Tired out after a busy day, so I'm going to skip the gym and get an early night tonight, I think. Have a pleasant evening!

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    #oneaday Day 279: Week Off Progress Report #2 https://imnotdoctorwho.moegamer.net/2019/09/10/oneaday-day-279-week-off-progress-report-2/ https://imnotdoctorwho.moegamer.net/2019/09/10/oneaday-day-279-week-off-progress-report-2/#respond Tue, 10 Sep 2019 23:14:39 +0000 https://imnotdoctorwho.moegamer.net/2019/09/10/oneaday-day-279-week-off-progress-report-2/ I was reasonably productive today! I'd originally intended to spend the day recording gameplay for Atari A to Z, but decided to rearrange things a bit and ended up recording six episodes of Warriors Orochi instead. That takes me to the end of that game, finally, so watch out for the grand finale in… well, … Continue reading #oneaday Day 279: Week Off Progress Report #2

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    I was reasonably productive today! I'd originally intended to spend the day recording gameplay for Atari A to Z, but decided to rearrange things a bit and ended up recording six episodes of Warriors Orochi instead. That takes me to the end of that game, finally, so watch out for the grand finale in… well, in six weeks, I guess. Please also look forward to me being absolutely on top of my cringeworthy pun video naming game with tomorrow's episode.

    Warriors Orochi weighs in at 59 episodes in total. That's a lot, but I'm glad I saw it through from start to finish. As I talk a bit about at the end of the final episode, the video series was as much an excuse for me to play a game I'd always been interested in as it was to (hopefully) entertain people. I've found since starting both MoeGamer and my video work that having a sense of "structure" to my hobbies really works for me; it allows me to focus on something and enjoy it to the fullest rather than jumping around from thing to thing without really engaging properly — something that I very much used to suffer from.

    Okay, I still buy a lot more games than I'm playing at any one time, but I see them as investments for the future at this point: I have plenty of games to keep me in both videos and things to write about for the foreseeable future, all of which are pleasingly off the beaten track rather than the stuff everyone already knows about.

    I have an eye test tomorrow so I'm up early, then I'm going to spend the day doing Atari A to Z stuff and probably cracking on a bit with Senran Kagura Burst Re;Newal, which I haven't started yet. I think I will set more realistic expectations for myself — while it would be lovely to get 23 episodes of Atari A to Z in the bag this week (and probably possible?) I think it's probably better to take aim for 5-10 at most, like I'm intending to do for the ST and Flashback series. So that's the plan for now.

    And with that, once again, I have a cat hassling me to go to bed, so I'd better be off. Have a lovely evening!

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    #oneaday Day 278: Week Off Progress Report #1 https://imnotdoctorwho.moegamer.net/2019/09/09/oneaday-day-278-week-off-progress-report-1/ https://imnotdoctorwho.moegamer.net/2019/09/09/oneaday-day-278-week-off-progress-report-1/#respond Mon, 09 Sep 2019 22:56:04 +0000 https://imnotdoctorwho.moegamer.net/2019/09/09/oneaday-day-278-week-off-progress-report-1/ I got a fair amount done today. Not quite as much as I wanted to as there were some unforeseen circumstances that I won't go into now, but still a fair amount. Specifically, I managed to get 23 Atari A to Z videos researched, planned and short intros recorded for each. I didn't get to … Continue reading #oneaday Day 278: Week Off Progress Report #1

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    I got a fair amount done today. Not quite as much as I wanted to as there were some unforeseen circumstances that I won't go into now, but still a fair amount. Specifically, I managed to get 23 Atari A to Z videos researched, planned and short intros recorded for each. I didn't get to the actual gameplay side of things — I'm going to get a bunch of that done tomorrow — but I'm pleased I got that much done.

    My S-rank goal for this week is to get Atari A to Z done up to Z (it was so nice last time I did this, as I could just trickle out releases for a long time) or, at minimum, get 5-10 episodes done; get Warriors Wednesday recorded up to the end of Warriors Orochi (not that far now); get at least 5-10 each of Atari ST A to Z and Atari A to Z Flashback done; and make some significant progress on the Final Fantasy Marathon.

    Alongside that, of course, I've got stuff to write for MoeGamer and this blog, so I should be keeping myself busy!

    Is it too ambitious? I don't know; I can get a lot done in a week if I really put my mind to it — plus this would give me a good idea of how much I can achieve if I can ever attain that perpetually out of reach dream of being able to do this stuff as my full-time job — but any progress is good progress, and this is stuff I really enjoy doing.

    I'll keep you posted as the week progresses. Now, my cat Patti is suggesting I should go to bed — or at least pay attention to her — so I'd better sign off for now!

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    #oneaday Day 277: Week Off! https://imnotdoctorwho.moegamer.net/2019/09/08/oneaday-day-277-week-off/ https://imnotdoctorwho.moegamer.net/2019/09/08/oneaday-day-277-week-off/#respond Sun, 08 Sep 2019 23:37:33 +0000 https://imnotdoctorwho.moegamer.net/2019/09/08/oneaday-day-277-week-off/ Hello! Housekeeping point first of all: apologies for any confusion, but I accidentally left this month's wallpaper post accessible to all Patrons rather than just for $5+ Patrons. I've made an edit to the post explaining the situation, but on the off-chance you see this first, I'm leaving the Senran Kagura wallpaper there for now … Continue reading #oneaday Day 277: Week Off!

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    Hello! Housekeeping point first of all: apologies for any confusion, but I accidentally left this month's wallpaper post accessible to all Patrons rather than just for $5+ Patrons. I've made an edit to the post explaining the situation, but on the off-chance you see this first, I'm leaving the Senran Kagura wallpaper there for now rather than taking it away from people who might have already seen it, and I'll do something new exclusively for $5+ Patrons tomorrow so you still get an additional benefit.

    Anyway, that aside I'm about ready to head to bed after a day of Peach Beach Splash and a late-night gym session. I have the next week off from the day job, so I'm going to make good use of it to get ahead of schedule on videos, write some articles, play some games and just generally chill out. It's been a busy few weeks with more than a few stresses (both inside work and out) so I'm happy to just have a bit of time to unwind.

    I'm nearly done with Peach Beach Splash so you can expect a writeup on that tomorrow or Tuesday at the latest, then it'll be on to Burst Re;Newal after that. Knowing some of the things I know now having played Peach Beach Splash, I'm interested to see how this retconning of the series' beginning works in narrative terms. I guess we'll have to wait and see!

    Hope you enjoyed the vlog  yesterday. I enjoyed making it! Like I say, I'll give that a shot for at least the next few weeks as I have a few bits and bobs I want to show you all and things I want to talk about, but it remains to be seen whether I still have things to talk about in the long term! I guess if I can write something nearly every day for five years I can probably find something to talk about to camera once a week, huh?

    Anyway, my brain is melting so I'm going to bed. Have a lovely evening!

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    #oneaday Day 276: PATRONS ONLY! #1 https://imnotdoctorwho.moegamer.net/2019/09/07/oneaday-day-276-patrons-only-1/ https://imnotdoctorwho.moegamer.net/2019/09/07/oneaday-day-276-patrons-only-1/#respond Sat, 07 Sep 2019 15:50:35 +0000 https://imnotdoctorwho.moegamer.net/2019/09/07/oneaday-day-276-patrons-only-1/ Hello everyone, I thought I'd try something a bit different for you all this week: a weekly "vlog" of sorts. I'm not going to make any sort of grand promises to do this regularly or over the long term as it will depend how practical it is to keep doing it… but sitting down in … Continue reading #oneaday Day 276: PATRONS ONLY! #1

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    Hello everyone, I thought I'd try something a bit different for you all this week: a weekly "vlog" of sorts. I'm not going to make any sort of grand promises to do this regularly or over the long term as it will depend how practical it is to keep doing it… but sitting down in front of a camera and talking rubbish for a bit isn't that much of an effort, to be perfectly honest, so I can probably make this happen regularly if people enjoy it!

    I just thought it might be an interesting experiment and a means of talking about a few bits and pieces that aren't worth an article, but which I want to spend more than a Tweet on — stuff like recent pickups and that sort of thing.

    I also take you on a brief tour of my "retro room" where all the Atari computers live!

    Hope you enjoy. Thanks for your support, as always.

    $5 Patrons, I owe you a wallpaper — watch out for it in the next couple of days.

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    #oneaday Day 275: A New Timewaster https://imnotdoctorwho.moegamer.net/2019/09/06/oneaday-day-275-a-new-timewaster/ https://imnotdoctorwho.moegamer.net/2019/09/06/oneaday-day-275-a-new-timewaster/#respond Fri, 06 Sep 2019 10:30:09 +0000 https://imnotdoctorwho.moegamer.net/2019/09/06/oneaday-day-275-a-new-timewaster/ I was made aware of a wonderful new timewaster today — Talk to Transformer, which is a website that allows you to type in a "prompt" and then get it completed by an artificial intelligence routine. As a demonstration, the next few paragraphs of this post will be composed by it. I would have to … Continue reading #oneaday Day 275: A New Timewaster

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    I was made aware of a wonderful new timewaster today — Talk to Transformer, which is a website that allows you to type in a "prompt" and then get it completed by an artificial intelligence routine. As a demonstration, the next few paragraphs of this post will be composed by it.

    I would have to say that I feel particularly good about this timewaster. If it is even possible to be so pleased about something, that makes the whole effort worth.

    A couple of years ago (the timewaster is a bit more new than that) I was on an airplane, listening to Radiohead's first album, "OK Computer." I've enjoyed that album immensely – I remember I was listening, and at one point, Thom Yorke said, "I don't want to sing, I want to just write music and just listen." And he kept singing for two hours; the flight from New York to Seattle was long, and we were waiting to cross the Atlantic.

    Then again, his best lyrics are often the hardest ones to compose. In that moment, I listened, for several hours, to music written by Kanye West and had my life transformed. I felt my mind and life were being enriched. My music, in turn, changed my life. And my life, in turn, changed the world.

    By writing poetry, we invite your imagination. It might, at times, be frightening. It might be liberating. Or, as I say, it might not even be possible. But that's the beauty of it. The best poetry is as a conduit. It allows your intellect to go through the ideas you want to explore on the page. We're all capable of doing this; it just takes a little more time. It's an act of imagination that takes so much mental power, but in fact can have many positive effects on our lives. After all, our experience of the world consists of our experience of what's written on a page.

    It's no secret that I am a huge fan of poetry. I started writing poetry in second grade, with the hope of writing my own work of poetry.

    Gloriously bizarre, isn't it? It sort of makes sense if you just casually read it, but is obviously complete and utter nonsense if you try and figure out what it's trying to say. It's interesting that it seems to draw from a wide variety of sources, though; refresh the same "prompt" several times and you can get very different results inspired by everything from business emails to explicit erotic fiction.

    It kind of reminds me of a writing exercise I've done on a number of occasions in the past. I was first introduced to it as part of my degree-level English studies in the Creative Writing module. It's called "Freewriting".

    The essence of Freewriting is that you just sit down with a bit of paper (or a blank document — though I always felt it worked better if you were actually hand-writing it), set a stopwatch or countdown timer for ten minutes, and then just write, non-stop, without looking and what is spewing forth from your mind into your pen, until that time expires.

    The results can be very interesting, as they vary very much according to your mental state at the time. Sometimes pure creativity will flow out; sometimes incoherent nonsense; sometimes observations of the environment around you. It can be a good means of getting stuff off your chest, and because you're doing it just for yourself, you have no obligation for it to be "good" or even "readable" — but sometimes it can form the basis of something you can flesh out a little bit more.

    Creativity is interesting, and seeing a machine try to understand this mysterious process is pretty fascinating! Why not confuse your friends and family by composing all your emails via Talk to Transformer today?

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    #oneaday Day 274: Gamer Motivation https://imnotdoctorwho.moegamer.net/2019/09/05/oneaday-day-274-gamer-motivation/ https://imnotdoctorwho.moegamer.net/2019/09/05/oneaday-day-274-gamer-motivation/#respond Thu, 05 Sep 2019 08:24:53 +0000 https://imnotdoctorwho.moegamer.net/2019/09/05/oneaday-day-274-gamer-motivation/ I enjoy taking surveys that analyse things like the way your mind works and your motivations. As such, I was interested to see this post by Angie from Backlog Crusader, who provided both a link to a survey about "Gamer Motivation" as well as some prompt questions to analyse the results a bit more. That … Continue reading #oneaday Day 274: Gamer Motivation

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    I enjoy taking surveys that analyse things like the way your mind works and your motivations. As such, I was interested to see this post by Angie from Backlog Crusader, who provided both a link to a survey about "Gamer Motivation" as well as some prompt questions to analyse the results a bit more.

    That sounds like fun! Let's do it! I'll be back in a moment after I've done the survey.

    (Time passes.)

    1. What were your results? Share the link, headline, and the two motivation model graphs you received.

    Here are my results. 

    I'm apparently "spontaneous, independent, deeply immersed and creative".

    The first chart doesn't want to show for some reason, but here's my "secondary motivation" chart:

    2. How do you feel about your survey results?

    Pretty accurate. Fantasy, story and discovery are top of the heap, as you might expect from my work, with things like challenge, strategy and playing with others a low priority for me. I'm happy with that.

    3. Which category is the most accurate and least accurate?

    I think the "Destruction" score is a bit high, particularly as the survey's definitions say that means I'd gravitate towards stuff like Call of Duty and Battlefield! Don't get me wrong, I do enjoy blowing things up — particularly in shoot 'em ups and more old-school first-person shooters — but it's by no means a high priority. It's just something I do if it's there.

    Meanwhile, my "Creative" score at 90%… well, I think we all know that's pretty accurate. Whether it's exploring the game world and what interactive possibilities it offers, or spending ages customising a character I will then spend 50+ hours staring at the back of… yeah, I like this side of things.

    4. Are there any major exceptions to your typical gaming motivations?

    I'm not normally super-big on challenging games, but sometimes I get the urge to take on something a bit more difficult than my normal fare. Usually this is when I'm already super-invested in an RPG and decide I'd like to take on its superboss(es); in most cases that comes as a natural part of ongoing progression rather than necessarily wanting to jump into something that is immediately hard, though.

    5. Do any of these motivations carry over to your non-gaming life? If so, how?

    Creativity is absolutely a driving force in my day-to-day life, as is hopefully obvious by this point. I get quite frustrated if I don't manage to meet my own expectations, and I enjoy experimenting with different styles of article and video — or covering subject matter I haven't explored before.

     6. Which games in your experience best satisfy your gaming motivations and how do they compare to the “suggested games” list from the questionnaire’s follow up page?

    Hmm. Not great. Especially considering I ticked the "Niche" option for the game recommendations, because as we all know, I prefer lesser-known, underappreciated stuff.

    I did enjoy Dragon Age II when I played it — a lot more than many other people did, in fact — but it's by no means an all-time favourite, and I've seriously soured on BioWare over the years. There also isn't a single Japanese game in this list, despite the survey asking me for (and recognising) several favourite games and games I'd enjoyed playing recently.

    I want to highlight Life is Strange in that list; while this is something that I, in theory, should have enjoyed a great deal, what with it being a story-heavy game with emotional themes and cool fantasy powers… the more I think about it, the more I feel like I kind of disliked it. I found Chloe to be one of the most loathsome characters I've had the misfortune of being stuck with for five episodes of an adventure game, I found the game's transparent and hamfisted attempts to highlight modern social issues kind of insulting, and the ending of the whole thing was exceedingly unsatisfying. I obviously don't begrudge anyone their enjoyment of this game; I just came away rather unimpressed!

    Also, Mass Effect: Andromeda? N-no. Just no.

    As for stuff that does satisfy my particular urges? Well, most of the stuff I've given Cover Game features to on MoeGamer! Xenoblade Chronicles. Senran Kagura. Hyperdimension Neptunia. Blue Reflection. Atelier. And many more. You hopefully know me by now 🙂

    So that's that! If you want to take the survey yourself, hit up this link. And be sure to add your favourite games to the recommendation engine at the end; that way, it should, in theory, get better over time!

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    #oneaday Day 273: Direct to the Past https://imnotdoctorwho.moegamer.net/2019/09/04/oneaday-day-273-direct-to-the-past/ https://imnotdoctorwho.moegamer.net/2019/09/04/oneaday-day-273-direct-to-the-past/#respond Wed, 04 Sep 2019 23:34:27 +0000 https://imnotdoctorwho.moegamer.net/2019/09/04/oneaday-day-273-direct-to-the-past/ I watched most of tonight's Nintendo Direct at the gym this evening. Unfortunately the gym's Wi-Fi is pretty shit so I had to reload the stream literally every two minutes, so I'm sure I missed a few little snippets here and there, but I caught most of it. It was a pretty strong presentation all … Continue reading #oneaday Day 273: Direct to the Past

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    I watched most of tonight's Nintendo Direct at the gym this evening. Unfortunately the gym's Wi-Fi is pretty shit so I had to reload the stream literally every two minutes, so I'm sure I missed a few little snippets here and there, but I caught most of it.

    It was a pretty strong presentation all round, and if there's one thing I could take away from it, it is that Nintendo is serious about acknowledging not just its own past, but gaming's past in general.

    This is obviously most apparent in the long-expected Super Nintendo app for Nintendo Switch Online, which I'm happy to finally see become a reality, but also in the fact that we're getting rereleases of Deadly Premonition, Tokyo Mirage Sessions #FE and Xenoblade Chronicles. I'm not sure I'll bite on these when they come out unless they have some sort of significant extra content as I already own them all on their original platforms, but it's great that a new generation will be able to enjoy these titles, as they're all fantastic.

    Biggest surprise of the event for me had to be Deadly Premonition 2; as much of a cult hit as the original was, I didn't expect it to ever get a sequel. Mind you, the stuff SWERY has been working on since then has been well-received — particularly The Missing, which I still need to try at some point — and so it's probably given publishers a bit more confidence in him and made him seem like less of a risky prospect. He's also become quite well-known on social media in both Japanese- and English-speaking parts of the Internet, whereas when Deadly Premonition originally came out it was still early days for interacting with each other online in general, so he wasn't as much of a "household name", if that's the right term for him.

    It was cool to see some more Pokémon, too; Pokémon Masters is getting me nicely in the mood for Sword and/or Shield, and the features shown off tonight looked cool. I love that there's a Currydex now — if you needed any further proof that the Galar region is heavily Britain-inspired, there it is!

    Even Animal Crossing looked vaguely interesting this time around. The addition of a crafting component immediately adds more of a "game" element to it, whereas in past installments I've always struggled to see the point of anything. Being able to actually collect materials and craft things from them adds a feeling of "progression" to the game that previous installments have always felt like they were lacking to me personally; I know I'm in a minority on this, however! Still doubt I'll pick it up as I've been burned twice on buying into Animal Crossing hype at this point, but we'll see what people have to say when it eventually releases. My wife will almost certainly grab it, so I might grab a glimpse over her shoulder while she plays.

    One thing that did strike me during the presentation is what a massive waste of time the chat function for any sort of large-scale livestream is. I don't know why YouTube has it turned on by default, because it's just a wall of constantly moving text that you never have time to read, and most of it is people spamming emotes or going "DON'T CARE" anyway. Hardly meaningful discussion!

    Anyway, that aside, it was a strong showing from Nintendo, and it looks like the rest of the year is going to be good for them — and onward into 2020. The Switch really is going from strength to strength; it's like a repeat of the good old Wii days, with Nintendo having the least powerful hardware but some of the most interesting and exciting games out there!

    Enough excitement for today. Time to sleep! Have a pleasant evening!

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    #oneaday Day 272: I've Done That Much? https://imnotdoctorwho.moegamer.net/2019/09/03/oneaday-day-272-ive-done-that-much/ https://imnotdoctorwho.moegamer.net/2019/09/03/oneaday-day-272-ive-done-that-much/#respond Tue, 03 Sep 2019 22:48:47 +0000 https://imnotdoctorwho.moegamer.net/2019/09/03/oneaday-day-272-ive-done-that-much/ As part of a conversation about developing your confidence to "speak" (i.e. with your voice) online, I happened to look back over my YouTube channel and I was astonished to discover that I've uploaded over 500 videos at this point. Not all of these have been published yet (30+ of them are for the beginning … Continue reading #oneaday Day 272: I've Done That Much?

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    As part of a conversation about developing your confidence to "speak" (i.e. with your voice) online, I happened to look back over my YouTube channel and I was astonished to discover that I've uploaded over 500 videos at this point. Not all of these have been published yet (30+ of them are for the beginning of my Final Fantasy XI run in the Final Fantasy Marathon, which is a long way off publication yet!) but that's still a pretty impressive number… and I had no idea!

    I've really enjoyed getting a feel for what I want to do with YouTube. The "Let's Play" format that I spend most of my time doing may not be the most fashionable way of doing things any more, but I'm slowly but surely building up a thoroughly pleasant audience of supportive people who seem to enjoy what I do very much. I even got a "shout-out" from fellow Atari ST-related creator The Joy of Sticks earlier this week, which was really exciting and nice to see.

    Creating cool things online really is about networking, even for antisocial bastards like me. You can create things in a vacuum all you want and there's a certain amount of satisfaction to be drawn just from the act of creating. But there really is something special about knowing that the things you do are actually "reaching" other people and affecting their lives in positive ways — even if it's just through simple entertainment or informing.

    I digress. I was talking about developing self-confidence. While I'm still an anxious, nervous, depressed wreck in reality, I actually feel pretty confident with both my written and video content these days. I feel I've naturally settled into distinctive styles for both, and my complete lack of desire to be at the centre of any sort of drama or clickbait controversies gives me something that sets me apart from a lot of other stuff around today, too.

    It's something that's come with experimentation and practice, though, and I'm glad I listened to people when they had things to say to encourage me. Probably the most noteworthy of these was my wife suggesting I should appear on camera in my videos rather than simply being a disembodied voice. I was extremely nervous and hesitant to do this as I'm not a big fan of my own appearance and I've always been afraid of mean comments about it — you know what the Internet is like.

    But I gave it a shot anyway, and I feel all my videos have been much better since I started doing that, even if my actual camerawork has sometimes been less than optimal. (Hey, I'm doing the best with the equipment and environment I have available to me!)

    If you're yet to check out my stuff on YouTube, please do take some time to have a look when you have a moment. I'm especially proud of my three Atari A to Z series, which look at Atari 8-bit, Atari ST, Atari 2600, Atari 5200 and Atari arcade games; I take great pride in researching these as well as providing some anecdotes from my own experience where applicable, and I love showing off stuff from those home computers that don't get nearly as much love as stuff like the C64 and Spectrum. Atari was such a defining influence in my life that I'm happy to have the opportunity and the capability to celebrate it in some way.

    Anyway. As always, thanks for being kind enough to take a look at what I do and supporting it. I hope it's abundantly clear by now that I love creating stuff, and I love expressing my passion and joy for the things that are important to me, so it means the world to me that people want to come along for the ride. And I'm not planning on stopping any time soon!

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    #oneaday Day 271: Monday Again https://imnotdoctorwho.moegamer.net/2019/09/02/oneaday-day-271-monday-again/ https://imnotdoctorwho.moegamer.net/2019/09/02/oneaday-day-271-monday-again/#respond Mon, 02 Sep 2019 19:38:03 +0000 https://imnotdoctorwho.moegamer.net/2019/09/02/oneaday-day-271-monday-again/ I'm doing a bit better today, thankfully. I didn't really want to find myself falling into the black pit I was in a few weeks ago; that's a really frustrating and unproductive place to be, so I'm glad I've managed to shake off the negative thoughts I've been feeling. The fact that I'm less than … Continue reading #oneaday Day 271: Monday Again

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    I'm doing a bit better today, thankfully. I didn't really want to find myself falling into the black pit I was in a few weeks ago; that's a really frustrating and unproductive place to be, so I'm glad I've managed to shake off the negative thoughts I've been feeling.

    The fact that I'm less than a week away from a week off is helping me stay positive, I think. I'm looking forward to this time off — I have nothing specific planned for it, but like last time I took a week like this, I'm going to take the opportunity to get ahead of schedule on a bunch of stuff like videos so I can concentrate on other things when I'm back at work.

    Oh, I've also been contemplating the possibility of some sort of weekly vlog exclusively for you patrons. Vlogging is not something I've done before, but doing the intros for my various videos (particularly the Atari A to Z ones) has given me a bit of confidence at speaking to camera, so I might give it a shot during my week off. If that's something you might be interested in seeing on a regular basis, let me know — I could use the reassurance! 🙂

    I'm also greatly enjoying Peach Beach Splash, as always because of its characters. I'm in the middle of the Crimson Squad story at the time of writing, and their tales of attempting to secure new work by becoming "NewTube" stars are consistently hilarious. I love those girls. Love them.

    Anyway, with that in mind, I'm off to go play some more of that very game, then hit the gym a bit later. I hope you have a pleasant evening!

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    #oneaday Day 270: Remembering https://imnotdoctorwho.moegamer.net/2019/09/01/oneaday-day-270-remembering/ https://imnotdoctorwho.moegamer.net/2019/09/01/oneaday-day-270-remembering/#respond Sun, 01 Sep 2019 22:38:21 +0000 https://imnotdoctorwho.moegamer.net/2019/09/01/oneaday-day-270-remembering/ I won't lie, I've had a bit of a rough weekend mental health-wise. The reason for this is the news I mentioned yesterday: the untimely death of independent game developer Alec Holowka after unproven accusations of sexual misconduct. The reason this bothers me so much is that I feel like it could easily have been … Continue reading #oneaday Day 270: Remembering

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    I won't lie, I've had a bit of a rough weekend mental health-wise.

    The reason for this is the news I mentioned yesterday: the untimely death of independent game developer Alec Holowka after unproven accusations of sexual misconduct.

    The reason this bothers me so much is that I feel like it could easily have been me. Not because of the sexual assault allegations, I hasten to add, but because I've been through a similar case of being abandoned by people I thought were my friends.

    I've talked about the story of the end of my career in the professional games press numerous times at this point, but it still hurts five years later, as it had such a huge impact on my life and overall wellbeing that it's hard to let go of it, particularly when things remind me of what happened.

    Before I continue, I hasten to add that I am by no means attempting to equate my experiences to that of Alec Holowka over the past few days. I am simply saying that in another timeline, I could see myself having been driven to despair just as he was.

    For those unfamiliar, the end of my time in the games press occurred on my birthday in 2014. I received an email out of the blue from Rupert Loman, head honcho of Gamer Network, the parent company of USgamer, where I was working at the time, and their more well known, well established cousin Eurogamer.

    The email was simple and to the point. It informed me that the decision had been made (without me) to proceed with USgamer with an all-American staff. I had originally been brought on board to populate the site with content during my daytime, meaning that Americans would have something new to read on USgamer by the time they woke up, thanks to me.

    I did a good job. I covered a wide variety of topics, not just those of personal interest to me, but I also made a point of having a unique voice and perspective — and over time, my contributions resulted in USgamer being regarded as both a reputable, reliable news source and a site that was friendly to games that often found themselves treated unfairly by other sites out there.

    But all that was thrown out of the window that day. I was cast out of my dream job for reasons that I still believe were spurious; I'm all but certain it was because I didn't participate in modern "progressive" culture — or, as we now know it, that side of the media that is perpetually offended about one thing or another.

    The reason I believe this is that before I'd even left the site completely, editor Jeremy Parish brought on board two of his sycophantic cronies, both of whom played a part in undoing a lot of the goodwill I'd generated with parts of the community often not well represented by the press.

    But this side of things isn't why Holowka's passing reminds me of bad times; it's what happened alongside all this.

    To put it simply, I lost a lot of friends pretty much overnight. None of them were publicly distancing themselves from me as Holowka's friends did over the last few days, but I was still abandoned by people that I once spoke to on a daily basis, and had even met in person a few times.

    People I used to podcast with. People I started out working alongside. People I just liked. So many of them turned their backs on me, and have not, to date, ever reached out to see how I'm doing. Not one of them has stopped by MoeGamer or YouTube and said "good job" or even attempted to start a discussion.

    I've made a lot of new online friends since, thankfully, but sometimes it's hard not to feel very alone, particularly at times like this. I'm thankful that I was just "ghosted" rather than "cancelled" as Holowka was, but it's still not a pleasant experience to have gone through, and I freely admit that even my experiences led my mind to dark places on occasion.

    I'm not going to preach to anyone here about how to live their lives or anything; I just wanted to take a moment to express how the events of the last few days have made me feel, and what they've reminded me of.

    Thanks for listening, and may tomorrow be a better day for everyone.

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    #oneaday Day 269: A Sobering Reminder https://imnotdoctorwho.moegamer.net/2019/08/31/oneaday-day-269-a-sobering-reminder/ https://imnotdoctorwho.moegamer.net/2019/08/31/oneaday-day-269-a-sobering-reminder/#respond Sat, 31 Aug 2019 21:05:04 +0000 https://imnotdoctorwho.moegamer.net/2019/08/31/oneaday-day-269-a-sobering-reminder/ Earlier today, Eileen Holowka announced via Twitter that her brother Alec — an independent game developer best known for his work on titles such as Aquaria and Night in the Woods — had passed away, likely as a result of suicide. For those who hadn't been following the story, Holowka was the latest in a … Continue reading #oneaday Day 269: A Sobering Reminder

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    Earlier today, Eileen Holowka announced via Twitter that her brother Alec — an independent game developer best known for his work on titles such as Aquaria and Night in the Woods — had passed away, likely as a result of suicide.

    For those who hadn't been following the story, Holowka was the latest in a seemingly ever-growing list of people who had been targeted by what has come to be known as "cancel culture" — an odious trend online that sees accusations being made against a person, then the broader community uniting in a witch-hunt against them to dredge up (and in some cases, fabricate) further accusations designed to ensure the individual in question is never able to work, have a relationship and/or show their face ever again.

    In this instance, Holowka had been accused of sexual misconduct, and like a number of other instances like this, the baying mob of social media had been quick to pillory him before he'd had any opportunity to defend himself — or indeed for there to have been any time to ascertain as to whether or not the accusations made against him had any truth behind them.

    It's fashionable these days to say that you should "believe survivors" of abuse, and it's important that these people feel listened to and able to share their stories with the appropriate people without fear of reprisal or retaliation. But herein lies the problem: any time these accusations come up, they're always aired on Twitter rather than taken to the appropriate authorities who might be able to investigate them further and take legal action as necessary.

    The reasoning behind this? Cancel culture. The alleged victims of such incidents want to feel like they are able to take down their supposed abuser in a very loud, very public manner. And if you were to take such accusations to the police, everything would unfold quietly, well out of the public eye in most circumstances. No drama there; no opportunity to demonstrate how strong and brave you are.

    And the problem with this, of course, is that the court of public opinion (typically held on Twitter, as I've said) has no laws, no obligations to follow due process, no requirement to see evidence. There are certain situations where just the word of someone is taken at face value, and the supposed perpetrator's guilt is decided immediately. At which point their "sentence" is carried out: perpetual, never-ending harassment; personal relationships being poisoned; family and friends being turned against them; financial security and employment being whipped out from beneath them. And, in what I've regrettably learned has actually been several tragic cases at this point, this can ultimately end in death.

    I'm sickened and disgusted that this sort of thing is still happening, and the problem appears to be worsening rather than getting better.

    Sorry this isn't a cheerier post for the weekend, but this has actually made me rather angry and upset, and I think it's important to talk about.

    Please don't be part of cancel culture.

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    #oneaday Day 268: S10+ Thoughts https://imnotdoctorwho.moegamer.net/2019/08/31/oneaday-day-268-s10-thoughts/ https://imnotdoctorwho.moegamer.net/2019/08/31/oneaday-day-268-s10-thoughts/#respond Sat, 31 Aug 2019 00:16:48 +0000 https://imnotdoctorwho.moegamer.net/2019/08/31/oneaday-day-268-s10-thoughts/ I've been using my new Samsung Galaxy S10+ for a little while now, and I really like it. I was a bit concerned that it might come preloaded with a bunch of Samsung bloatware and it sort of does — I had to give it quite a stern talking to to get rid of something … Continue reading #oneaday Day 268: S10+ Thoughts

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    I've been using my new Samsung Galaxy S10+ for a little while now, and I really like it. I was a bit concerned that it might come preloaded with a bunch of Samsung bloatware and it sort of does — I had to give it quite a stern talking to to get rid of something called "MirrorLink" every time I wanted to charge it up in my car, for example — but it's easy enough to disable the stuff you don't want and get it working the way you want it to.

    This has been the main benefit of Android that I've found since I switched from iOS after my iPhone 4S. I'm not big into like "hacking" your phone and doing crazy shit with it (mine isn't even rooted) but I appreciate the slightly greater level of control that Android affords you… and the fact it's a bit more inclined to tell you what is actually going on.

    One thing I noticed with Apple products in general the last time I used them is that in the never-ending pursuit of user-friendliness, they made a point of simply not telling you stuff. A Mac might be doing something, but good luck getting it to tell you what. Your phone might save a file, but good luck finding it. This might have gotten better in the last few years, but it was offputting; I like to know what my computers and computer-like devices are up to.

    Of course, this is an issue all around computing at the minute. Windows is getting bad for it too, with its "something went wrong" error messages and the like; since everyone uses computers now, it seems a lot of hardware and software manufacturers like to appeal to the lowest common denominator in terms of technical knowledge. Which I suppose isn't so bad; it'd just be better if it was a bit easier to get a bit more information.

    But I digress. I like the phone. I haven't used a ton of its features, but then I don't really need to. It seems to run smoothly, access the Internet reliably, connect to my car's Bluetooth without issue, and the camera is lovely.

    The camera was the main reason I bought it, to be honest. I nearly went with whatever the Huawei with the nice camera is, but several reviews I'd seen had suggested steering clear of Huawei in general while the whole trade ban or whatever it is continues, so, with O2 offering the S10+ at a total of £200 cheaper than it normally would be over the complete term of the contract, it seemed like a good choice.

    There are technically five cameras. I don't really know why, but there are. From what I understand, each side has at least two so you can create blurred-background "bokeh" effects by basically taking a picture of the background with a blurry lens and taking a picture of the foreground with a focused lens. Or something. The back camera also has a third lens for wide-angle shots, which is pretty neat.

    The back camera(s) are also capable of shooting slow motion video, which is a lot of fun. Super-slow motion can only shoot 0.4 or 0.8 seconds of video (slowed down, obviously) but it looks really cool if you time it right, while normal slow motion can, I believe, go indefinitely. It's not something I'll likely use all that much, but it's fun for the odd silly message to send on WhatsApp.

    The thing that I mainly wanted to use the camera(s) for — shooting video — is great. The quality is noticeably better than my old phone (you might have noticed in more recent Atari A to Z videos) and even the microphone quality is better. Not quite enough to eliminate my desire to use the lavalier mic when speaking to the camera, but pretty good.

    Anyway, I'm pleased with it, and glad I signed my soul over to the Devil for another fixed-term contract. Hopefully the device will last the duration!

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    #oneaday Day 267: INPUT BOSS$ https://imnotdoctorwho.moegamer.net/2019/08/29/oneaday-day-267-input-boss/ https://imnotdoctorwho.moegamer.net/2019/08/29/oneaday-day-267-input-boss/#respond Thu, 29 Aug 2019 21:12:17 +0000 https://imnotdoctorwho.moegamer.net/2019/08/29/oneaday-day-267-input-boss/ Hello! Over the weekend, Chris and I will be recording a new episode of The MoeGamer Podcast, and we decided we'd do something lighthearted and fun after last time's fairly academic discussion! Specifically, we were interested in talking about some of our favourite boss encounters (be they regular or final — though final bosses are … Continue reading #oneaday Day 267: INPUT BOSS$

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    Hello! Over the weekend, Chris and I will be recording a new episode of The MoeGamer Podcast, and we decided we'd do something lighthearted and fun after last time's fairly academic discussion!

    Specifically, we were interested in talking about some of our favourite boss encounters (be they regular or final — though final bosses are probably an episode of their own!) and I thought it might be fun to involve you fine people if you feel like it.

    So if you have a particularly memorable boss encounter you'd like us to mention in the show, drop me a comment below with a few thoughts, and we'll do our best to talk about them during recording. Then the new show will follow on Monday, all being well!

    Hope you're having a lovely evening. I'm about to settle down for an hour of Peach Beach Splash before a pre-bed gym session. I wish there were more hours in the day!

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    #oneaday Day 266: Getting People Talking https://imnotdoctorwho.moegamer.net/2019/08/28/oneaday-day-266-getting-people-talking/ https://imnotdoctorwho.moegamer.net/2019/08/28/oneaday-day-266-getting-people-talking/#respond Wed, 28 Aug 2019 23:58:26 +0000 https://imnotdoctorwho.moegamer.net/2019/08/28/oneaday-day-266-getting-people-talking/ You hopefully know me by now, dear reader; I have no particular desire to be any form of "famous", be it "Internet famous" or "actually famous". In fact, the prospect brings me a great deal of anxiety — especially given the "cancel culture" we presently live in. There are times, though, that I'm glad I … Continue reading #oneaday Day 266: Getting People Talking

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    You hopefully know me by now, dear reader; I have no particular desire to be any form of "famous", be it "Internet famous" or "actually famous". In fact, the prospect brings me a great deal of anxiety — especially given the "cancel culture" we presently live in.

    There are times, though, that I'm glad I have a platform, and I'm glad I have the opportunity to use it to actually do something good. That has very much been the case in the last week since I published my article We Need To Get Better At Talking About Sex.

    Those who have been following me for a while will know that I've long been dissatisfied with the way the mainstream games press treats Japanese games with sexual content, be that content fully explicit or simply fanservice. I've expressed those frustrations on numerous occasions, but no time I've attempted this has hit home as well as my article last week.

    This time around, though, something's been different. People have been listening. People outside of the particular subculture who are continually concerned and annoyed by this have been listening, too. And there's a lot of agreement; moreover, there's a lot of people thinking that I'm somehow brave or otherwise doing something remarkable for speaking up about this.

    One such example is Liana Kerzner's video which I've linked above. Liana, if you're unfamiliar, is a sex-positive feminist commentator who has, over the course of her career, worked in television, the commercial games press and YouTube. Her current YouTube work is particularly interested in, in her words, "improving the dialogue around video games" — something sorely needed — and explores a variety of topics, including politics and mental health, among other things, as they relate to both gaming and feminism.

    Liana was kind enough to devote an entire video to my article, as she found it worthwhile and noteworthy. She praised me for having the courage to speak up about something like this, and reassured me that the things I said had value.

    I won't lie, I'm both flattered and incredibly moved (I may have had a little cry earlier) that someone with a way bigger following than I do would do something like this for an article mostly written out of frustration. But more than that, I'm glad it's got people talking — and people outside of "preaching to the choir" territory, too, as will be abundantly clear from how Liana doesn't know how to pronounce "eroge", bless her!

    I find it particularly noteworthy that in the week since I published this piece, I haven't had any negative or unpleasant comments, either — and I was expecting some, believe me. But no; I've had one just plain weird comment that I still don't really understand, and a parade of supportive and grateful comments from people who have been similarly frustrated about this topic, but felt, for whatever reason, unable or unwilling to speak up.

    I just want to share one comment I received today as an example:

     

    “the fact that emotional intimacy often brings with it the desire to be physically intimate, too. And, I can’t emphasise this enough, that is very much OKAY!”

    This bit honestly moved me to tears. I’ve been so confused for my whole life about the validity of physical intimacy (thanks Catholicism), and while I’d kinda grasped at this idea earlier, I’m so happy to know that my feelings are normal.

    I successfully touched someone with my writing, reassured them that something which had clearly worried them for a long time was, in fact, normal, healthy and perfectly okay, and seemingly generally made their day a bit better. That… feels pretty good.

    I hasten to add that I don't wish to come across as if I'm bragging here; I genuinely think this stuff is important, and I'm glad that, for once, I've had the opportunity to make a difference, however small it might be in the grand scheme of things. But I got people talking. And that's good.

    Thank you to everyone who has been kind enough to support my work in general and this piece specifically; it really means a lot.

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    #oneaday Day 265: Going Hard https://imnotdoctorwho.moegamer.net/2019/08/27/oneaday-day-265-going-hard/ https://imnotdoctorwho.moegamer.net/2019/08/27/oneaday-day-265-going-hard/#respond Tue, 27 Aug 2019 23:13:49 +0000 https://imnotdoctorwho.moegamer.net/2019/08/27/oneaday-day-265-going-hard/ I went pretty hard at the gym this evening, so I'm absolutely knackered. I'm pleased I pushed myself a bit more than usual, though; although being super-sweaty is gross, it's also extremely satisfying when you know it's the result of actually making some effort rather than just, you know, existing. There's nothing worse than just … Continue reading #oneaday Day 265: Going Hard

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    I went pretty hard at the gym this evening, so I'm absolutely knackered. I'm pleased I pushed myself a bit more than usual, though; although being super-sweaty is gross, it's also extremely satisfying when you know it's the result of actually making some effort rather than just, you know, existing.

    There's nothing worse than just sitting there sweating and not really being sure why you're sweating, other than the fact you're a fat bastard who should have made better life choices at numerous points along the route to where he is now. But oh well. Hindsight is 20/20 and all that.

    Anyway, I'm rambling because my head is swimming with post-exercise endorphins and the enjoyment of the piece of toast I just had (seriously, toast is, like, the best) so I apologise I don't really have anything more meaningful to say right now, but I just want to have a shower and collapse into bed!

    Oh, I did start Peach Beach Splash. It is a lot of fun. Also super-gay. Like, even more than usual for Senran Kagura. I am going to enjoy this.

    Good night!

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    #oneaday Day 264: New Territory https://imnotdoctorwho.moegamer.net/2019/08/26/oneaday-day-264-new-territory/ https://imnotdoctorwho.moegamer.net/2019/08/26/oneaday-day-264-new-territory/#respond Mon, 26 Aug 2019 23:15:32 +0000 https://imnotdoctorwho.moegamer.net/2019/08/26/oneaday-day-264-new-territory/ I sat down and spent a good few hours polishing off every last story in Senran Kagura Bon Appétit today ahead of writing about it on MoeGamer, so finally, at last, I'm ready to move on to the next game. And I'm excited about this, because it's a game I've had on my shelf for… … Continue reading #oneaday Day 264: New Territory

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    I sat down and spent a good few hours polishing off every last story in Senran Kagura Bon Appétit today ahead of writing about it on MoeGamer, so finally, at last, I'm ready to move on to the next game.

    And I'm excited about this, because it's a game I've had on my shelf for… (checks) two years now! And I've been meaning to jump into it ever since I got it, but for one reason or another, I have never gotten around to it.

    The game in question is Senran Kagura Peach Beach Splash, which I'm greatly looking forward to because, like Bon Appétit, it's something a bit different from Senran Kagura's norms. I actually have no real idea what to expect from it, because like with most things I know I'm going to cover at some point, I've deliberately not read anything about it, not watched any videos, not even looked at many screenshots of it. I'm going in as blind as it's possible to be in this modern age, and that delights and excites me.

    There's another reason I'm quite glad that I've left it this long to jump in, too, and that's the fact that we live in the Age of Updates. The Peach Beach Splash I'll be playing from tomorrow onwards will likely be somewhat tweaked, refined and improved from the version that was originally released, and that means I'll have a perspective on it that launch day reviews won't have. In theory, at this point, two years after release, I should be getting pretty much the optimal Peach Beach Splash experience — but I guess we'll have to wait and see about that!

    Anyway, I don't know how long Peach Beach Splash is so I'm going to make no grand promises as to when my article(s) on the subject will appear… but know that I'm working on it, and I'm really genuinely excited! 🙂

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    #oneaday Day 263: Sleep = Productivity https://imnotdoctorwho.moegamer.net/2019/08/25/oneaday-day-263-sleep-productivity/ https://imnotdoctorwho.moegamer.net/2019/08/25/oneaday-day-263-sleep-productivity/#respond Sun, 25 Aug 2019 22:53:37 +0000 https://imnotdoctorwho.moegamer.net/2019/08/25/oneaday-day-263-sleep-productivity/ I've been much more productive today; I managed to record all the videos I wanted to get recorded, so now I just have to edit them. And that shouldn't take too long, so I'll probably get 'em all out of the way tomorrow so I don't have to think about them. I thought today was … Continue reading #oneaday Day 263: Sleep = Productivity

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    I've been much more productive today; I managed to record all the videos I wanted to get recorded, so now I just have to edit them. And that shouldn't take too long, so I'll probably get 'em all out of the way tomorrow so I don't have to think about them.

    I thought today was going to be a repeat of yesterday as it was hot, sunny and sweaty all day. Partway through the day I just decided to head upstairs and sit in bed with the aircon on while playing Senran Kagura Bon Appetit, but after a while I felt my eyes getting heavy, so I thought I'd lie down for a nap.

    I woke up at 6pm. It was a good nap. And, once I got up and had some dinner, I managed to plough through all the things I wanted to achieve without any difficulty, analysis paralysis or other forms of mental anxiety whatsoever. Just goes to show, then, that if you're struggling to maintain your focus (or indeed achieve any sort of focus in the first place)… you should probably have a nap!

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    #oneaday Day 262: Where Did the Day Go? https://imnotdoctorwho.moegamer.net/2019/08/24/oneaday-day-262-where-did-the-day-go/ https://imnotdoctorwho.moegamer.net/2019/08/24/oneaday-day-262-where-did-the-day-go/#respond Sat, 24 Aug 2019 22:27:40 +0000 https://imnotdoctorwho.moegamer.net/2019/08/24/oneaday-day-262-where-did-the-day-go/ I'm not sure where today's gone! We got up quite late, because Saturday, then took our cat Meg to the vet for her annual vaccinations, then Andie went off to Pride for the day. (I remained at home because I don't like crowds, I hasten to add; I hope those celebrating had a great time!) … Continue reading #oneaday Day 262: Where Did the Day Go?

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    I'm not sure where today's gone! We got up quite late, because Saturday, then took our cat Meg to the vet for her annual vaccinations, then Andie went off to Pride for the day. (I remained at home because I don't like crowds, I hasten to add; I hope those celebrating had a great time!)

    I'd intended to be productive today and make a bunch of videos, but somehow I only managed two Atari A to Z Flashback episodes. That's better than nothing, I guess — and I beat level 2 of Adventure for the first time ever! — but I was hoping to get a bit more done.

    I don't really know what happened either; I think it was just the general heat and sun that was kind of exhausting today, even though I was indoors. I'm in the UK, remember, so air conditioning isn't really a thing (except in our  bedroom, which we bought a portable unit for — one of the best investments we ever made!) and thus in the summers we've been having for the last few years, it's easy to just fall into a sweaty, heat-induced haze. And I guess that's what happened today, because before I knew it Meg was badgering me for dinner — it was six o clock. That cat's internal clock is faultless.

    Anyway. It's a long weekend so my mostly wasted day doesn't make me feel too bad, as I have two more days to get things done. And then a whole week off in a couple of weeks!

    I also had a great gym session this evening where I pushed myself a bit harder than usual, and I've done a good job on eating well today. So the day hasn't been a complete write off.

    That's that then. I hope you've had a good day!

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    #oneaday Day 261: Relief https://imnotdoctorwho.moegamer.net/2019/08/23/oneaday-day-261-relief/ https://imnotdoctorwho.moegamer.net/2019/08/23/oneaday-day-261-relief/#respond Fri, 23 Aug 2019 22:06:13 +0000 https://imnotdoctorwho.moegamer.net/2019/08/23/oneaday-day-261-relief/ It's the end of the week at last… and here in the UK we have a long weekend ahead of us for the August bank holiday. I feel like I really need it; this week has been kind of exhausting! Now that the week is over, I feel like everything has just sort of "caught … Continue reading #oneaday Day 261: Relief

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    It's the end of the week at last… and here in the UK we have a long weekend ahead of us for the August bank holiday. I feel like I really need it; this week has been kind of exhausting!

    Now that the week is over, I feel like everything has just sort of "caught up" to me a bit and I'm feeling kind of overwhelmed. I'm really glad that I posted my "We Need To Get Better At Talking About Sex" piece, along with a detailed exploration of Love³ and I'm even more glad that both of them seemingly got people talking… but man, getting even a bit of attention on you is kind of exhausting!

    I am, however, pleased to say that I've not had any sort of negative attention from this, as I was slightly fearful I might have. I remember on one previous occasion I made a comment under a Kotaku article objecting to the way they had portrayed something or other — I forget what it was now, as to be honest I've tried to blot it out of my memory — and I subsequently received a ton of very unpleasant replies and messages. I am thankful that this hasn't happened this time around, even if I did kick the hornet's nest a little by posting my Love³ in the replies to both Kotaku and Nathan Grayson's tweets sharing Grayson's obnoxious article.

    No; thankfully I've had nothing but pleasant comments from those who have actually said something, and a lot of "silent support" (likes, shares, retweets) from people who evidently feel I said what needed to be said. This feels pretty good. I'm under no illusions that I'm any sort of "big-shot" at this point, I hasten to add, but I do really appreciate that some people feel that my words carry some sort of weight — and that I said things that were worth saying.

    I always struggle with whether or not I should speak up on occasions like this, for a variety of reasons: whether it's even worth perpetuating the "culture war" that gaming has been embroiled in for nearly a decade now; whether my points actually have any merit to them; and, of course, whether any of it actually matters. There's always some sort of "bigger issue" that people are supposed to care about; right now it's the whole situation going on with the Amazon rainforest.

    At some point, though, I tend to think you have to say "well, which of these can I actually do something positive about?" And, well, here we are. I did something positive where I could make a noticeable, tangible difference. I spoke up in support of people I saw who had been hurt. And if I made a few people feel a bit less alone in the things they like and the things they pour their time, money, effort and passion into… so much the better. The little things are important too; they're the things that keep us all sane in trying times.

    Now I think I need a very long lie down! Have a lovely weekend, everyone.

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    #oneaday Day 260: Good Morning https://imnotdoctorwho.moegamer.net/2019/08/23/oneaday-day-260-good-morning/ https://imnotdoctorwho.moegamer.net/2019/08/23/oneaday-day-260-good-morning/#respond Fri, 23 Aug 2019 08:55:24 +0000 https://imnotdoctorwho.moegamer.net/2019/08/23/oneaday-day-260-good-morning/ Good morning! Apologies for the lack of post yesterday, but it was after midnight by the time I finished that epic Senran Kagura music post — which you can check out here, and please do, as I really enjoyed putting it together — so I just wanted to go to bed! I didn't even have … Continue reading #oneaday Day 260: Good Morning

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    Good morning! Apologies for the lack of post yesterday, but it was after midnight by the time I finished that epic Senran Kagura music post — which you can check out here, and please do, as I really enjoyed putting it together — so I just wanted to go to bed! I didn't even have time to go to the gym. Ah well; I'll make up for it this weekend.

    I've had a pretty good week, which is nice. I've had nothing but a positive response to my piece about "We Need To Get Better At Talking About Sex", and that article actually exceeded the previous day's views before I'd even written anything yesterday! It's always nice when you write something that resonates with people, and a lot of new followers and readers have showed up as a result.

    A few of those new followers even seemed to assume that my Twitter account was representing a larger website than MoeGamer actually is, and were rather surprised when I gave them a personal response and indicated that no, it really is just me working on all this. That's kind of flattering, really; I'm proud of what I've created over the course of the last five years, and to have someone mistake it for something a larger team of people had put together gives me a nice shot of self-confidence.

    So yeah! This is all good stuff, and I'm happy with how the week has gone. I need to cling on to times like this, and think back to them on those occasions when I find myself feeling low. There are things I'm good at, there are things I do that people appreciate, and I can be proud of how I enjoy, appreciate and express my passion for my hobbies.

    I'm looking forward to the upcoming long weekend, though; I feel I deserve a nice long lie-in tomorrow morning!

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    #oneaday Day 259: And Relax https://imnotdoctorwho.moegamer.net/2019/08/21/oneaday-day-259-and-relax/ https://imnotdoctorwho.moegamer.net/2019/08/21/oneaday-day-259-and-relax/#respond Wed, 21 Aug 2019 19:37:37 +0000 https://imnotdoctorwho.moegamer.net/2019/08/21/oneaday-day-259-and-relax/ Whew. I've been quite pleased with the response to some recent articles over on MoeGamer; I'm glad that people have been taking them in the spirit that they were intended, and that people think they are things worth talking about. I'm stepping away from the Internet for the evening to resist the inevitable cycle of … Continue reading #oneaday Day 259: And Relax

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    Whew. I've been quite pleased with the response to some recent articles over on MoeGamer; I'm glad that people have been taking them in the spirit that they were intended, and that people think they are things worth talking about. I'm stepping away from the Internet for the evening to resist the inevitable cycle of refreshing and watching for "social media points", but I do appreciate everyone who has taken the time to say a kind word or share the things I've posted recently.

    I'm pretty tired out today. It wasn't an especially late one last night, but I didn't sleep all that well; I was plagued by bad dreams, though frustratingly I wasn't able to remember any of them when I woke up, so I couldn't even attempt to parse what my unconscious was dredging up. That's always the most frustrating; I much prefer it when I can remember at least some details of my dreams, even if they were bad ones, because I can search them (usually in vain) for meaning. Not so last night, though; the sole effect they had was to make me feel exhausted when I woke up, and a dull stomachache for most of the morning didn't help my mood either.

    Still, I'm feeling a bit better now aside from general tiredness, so I'm going to play some games then hit the gym before bed, I think; I didn't have time to go to the gym yesterday so I'm keen to get "caught up", as it were. Or at least go and lift some heavy things while watching anime.

    Thanks again for all your support and kind words; much appreciated! I hope you have a pleasant evening 🙂

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    #oneaday Day 258: Something About Rings https://imnotdoctorwho.moegamer.net/2019/08/20/oneaday-day-258-something-about-rings/ https://imnotdoctorwho.moegamer.net/2019/08/20/oneaday-day-258-something-about-rings/#respond Tue, 20 Aug 2019 22:31:39 +0000 https://imnotdoctorwho.moegamer.net/2019/08/20/oneaday-day-258-something-about-rings/ We played the Lord of the Rings Living Card Game this evening, or whatever it's called. My friend Tim has been enthusing about this for a while and has clearly spent about a zillion pounds on expansions and boosters for it, so we thought we'd give it a go for a bit of a change. … Continue reading #oneaday Day 258: Something About Rings

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    We played the Lord of the Rings Living Card Game this evening, or whatever it's called. My friend Tim has been enthusing about this for a while and has clearly spent about a zillion pounds on expansions and boosters for it, so we thought we'd give it a go for a bit of a change.

    Despite my general distaste for Lord of the Rings, I found the game rather enjoyable, if quite similar to the Warhammer Quest card game I picked up a while back. It's a good co-op game, and I can see how it would work well as a solo affair, too, which is typically how Tim has played it in the past.

    Mechanically it's reasonably simple. Each quest is split into three distinct phases, during which you have to attain a certain amount of "progress points" in order to clear the phase. Standing in your way are a series of locations and enemies, each of which have an associated "threat" value, which acts as a buffer against your attempts to make progress. Defeating the enemies and "exploring" the locations allows you to remove this threat and make it easier to progress; conversely, you can, in some cases, just leave them be if you think you're in a position to be able to brute-force your way through.

    Each round of the game is split into several parts. Firstly, each player in turn spends the resources that their "hero" cards generate on purchasing new cards from their hand and putting them into play. The various cards can either be allies (who fight alongside your initial three heroes), attachments (which affix to a hero or ally in order to boost their capabilities in some way) or events (which have an immediate effect) and can either affect you or the other players around the table — this is a cooperative game, so there's no "backstabbing" involved here.

    After that, each player takes it in turn to assign heroes and allies to making progress on the quest. If they do this, they are "exhausted", so are unable to participate in combat except under certain specific circumstances. What you're aiming for as a team is to attain enough progress points to clear the phase of the scenario plus any additional accumulated threat from enemies and locations; the trouble is that you don't know exactly how much additional threat you'll need to contend with, because it's not until after everyone has committed heroes and allies that additional "encounter" cards are drawn.

    Following this, there's combat. There are some rules that determine whether or not enemies who have appeared attack specific players that I won't get into now, but mostly this is a numbers game: attacker's attack power minus defender's defense power equals damage taken. Enemies attack first, then your heroes and allies get to attack.

    After that, the round resolves, exhausted cards are refreshed (except under certain specific circumstances, such as the spider web Gimli was caught in for pretty much the entire adventure) and you continue like this until either everyone is dead or the scenario is clear.

    I'm sure part of the fun of the game comes from building decks to challenge the various adventures, but Tim had built us some good decks so we could just play this evening. They worked well, and I don't really understand how to build a "good" deck in games like this anyway, so I was happy to have that particular responsibility taken away from me!

    So yeah. I had a good time; the Lord of the Rings subject matter really didn't matter all that much — it doesn't offend me or anything, it just bores me a bit — and there was a mechanically solid, interesting game at its core. I don't know if we'll be playing it again as a group — there are lots of other things we want to play, including continuing our Pandemic Legacy campaign — but I certainly wouldn't object if we were to give it another shot.

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    #oneaday Day 257: Da-Ga-Shi https://imnotdoctorwho.moegamer.net/2019/08/19/oneaday-day-257-da-ga-shi/ https://imnotdoctorwho.moegamer.net/2019/08/19/oneaday-day-257-da-ga-shi/#respond Mon, 19 Aug 2019 23:06:41 +0000 https://imnotdoctorwho.moegamer.net/2019/08/19/oneaday-day-257-da-ga-shi/ I've been watching Dagashi Kashi recently, having discovered that Funimation actually had the first season subbed and accessible to Europe, while Crunchyroll has the second. This obviously isn't an ideal situation as it means being signed up to two streaming services, but there are things I want to watch on both anyway, so, well, whatever. … Continue reading #oneaday Day 257: Da-Ga-Shi

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    I've been watching Dagashi Kashi recently, having discovered that Funimation actually had the first season subbed and accessible to Europe, while Crunchyroll has the second. This obviously isn't an ideal situation as it means being signed up to two streaming services, but there are things I want to watch on both anyway, so, well, whatever.

    I might do a full writeup on Dagashi Kashi on MoeGamer when I've finished watching the second season; I've been wanting to write a bit more about anime for a while, and a lot of the people who follow my blog on WordPress are anime enthusiasts who are also interested in games, rather than the other way around, so it'd be something nice to do for them. But for now, I thought I'd dump a bunch of thoughts here, exclusively for you, dear Patrons!

    In short, I've really been enjoying it. I knew that I would, and I hadn't put off watching it for so long because I didn't want to watch it or anything; I simply hadn't made time for anime for ages. Having "broken the seal" a few weeks back with How Heavy Are The Dumbbells You Lift? along with some of this season's short-form stuff to watch at the gym while I do some warm-up cardio, I thought I'd delve into something a bit more substantial that had finished running — i.e. something that I'd be able to binge if I wanted to.

    I wasn't really sure what to expect. I knew that both Hotaru and Saya were going to appeal to me for different reasons, but I didn't know what their actual personalities and voices would be like. Neither of them disappointed; Hotaru is just the right side of crazy to be endearing, while Saya is just the most wholesome character I've seen for a very long time. Prime girlfriend material. Kokonotsu doesn't know a good thing when it's right under his nose, but such was always the way in anime.

    One thing I've been really appreciating about it is how it emphasises completely mundane activities (mostly eating dagashi snacks) using completely over-the-top shounen-style animations and special effects. This is the sort of thing that only works in anime, and it's something Dagashi Kashi absolutely runs with, particularly in its first season.

    I haven't finished watching the second season yet but I found it a bit curious that they went to a short-form structure. Thankfully it hasn't hurt the characterisation or narrative too much, and even the slight shift in art style that I remember seeing some people criticise hasn't been too jarring.

    This has been a great anime to watch over the summer. Its lazy, mundane, laid-back attitude has been the perfect accompaniment to days where you don't want to do outside into the blazing hot sunshine — but the whole thing has plenty of stuff to "say", too. The characters are well-crafted and demonstrate some depth and development over time, there's a sense of narrative progression, even though not a lot really "happens", and the whole thing is just a damn good time.

    I'm interested to see how the second season continues and wraps up, and I know this is going to be one of those shows I miss after it's over!

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    #oneaday Day 256: Late Night Muscles https://imnotdoctorwho.moegamer.net/2019/08/18/oneaday-day-256-late-night-muscles/ https://imnotdoctorwho.moegamer.net/2019/08/18/oneaday-day-256-late-night-muscles/#respond Sun, 18 Aug 2019 23:46:14 +0000 https://imnotdoctorwho.moegamer.net/2019/08/18/oneaday-day-256-late-night-muscles/ I thought I'd try something different in the coming week; previously I'd thought going to the gym first thing in the morning before work would be good — and it has been — but for the last couple of days I've also been rather enjoying going last thing at night. The advantages of doing it … Continue reading #oneaday Day 256: Late Night Muscles

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    I thought I'd try something different in the coming week; previously I'd thought going to the gym first thing in the morning before work would be good — and it has been — but for the last couple of days I've also been rather enjoying going last thing at night.

    The advantages of doing it late in the evening are numerous. It's quiet, I have unlimited time and no pressure to get on with things so I can experiment a bit if need be, it's quite a pleasant atmosphere, and it puts me in a nice frame of mind to get some sleep afterwards. The main drawback is the reason I started going in the mornings in the first place: it takes up part of my precious evening, which I do like to try and reserve for doing the things I really want to do.

    I might have been thinking about this all wrong, though. Having been going for… what is it, about three weeks now? I'm at a stage where I feel like I actually want to go to the gym; I'm enjoying it, I'm starting to feel (if not see) the benefits, and it's feeling less like an obligation I have to "get out of the way" before I can enjoy myself.

    So for this week, I'm going to forego the early morning gym sessions in favour of hitting the  gym last thing at night before I go to bed. I'm interested to see how I feel after a week of this pattern, and which one I end up preferring.

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    #oneaday Day 255: Bread https://imnotdoctorwho.moegamer.net/2019/08/17/oneaday-day-255-bread/ https://imnotdoctorwho.moegamer.net/2019/08/17/oneaday-day-255-bread/#respond Sat, 17 Aug 2019 22:45:49 +0000 https://imnotdoctorwho.moegamer.net/2019/08/17/oneaday-day-255-bread/ One of the great injustices of the world — and proof if proof were needed that there either is no God, or if there is, he's an arse — is the fact that bread makes you fat. Bread is great. I love bread. Well, specifically, I love white bread, which is the one that especially … Continue reading #oneaday Day 255: Bread

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    One of the great injustices of the world — and proof if proof were needed that there either is no God, or if there is, he's an arse — is the fact that bread makes you fat.

    Bread is great. I love bread. Well, specifically, I love white bread, which is the one that especially makes you fat, but as with most things in this life that make you fat, it's the one that tastes the most delicious.

    One of my favourite things to eat is just white bread, either toasted or untoasted, with just a bit of margarine (or butter if I'm feeling extravagant and/or can be bothered to get the damn stuff into a spreadable condition) — nothing else. I remember a common jokey "threat" when I was little being "if you don't eat [x], you can live on bread and water". You know what? I think I probably would have been okay with that.

    Well, water is kind of dull so I might have attempted to negotiate to have milk instead of water, because the only thing I love as much (possibly more than) bread is milk. But milk also makes you fat, because of course it does, so in fact it appears that living on a diet of nothing but bread and milk would actually end up making you look like you were rather more well-fed than you actually were.

    Everything in moderation and all that. But damn, I frigging love bread.

    This has been your less-than-deep late night Saturday evening thoughts. Good night!

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    #oneaday Day 254: I Love Writing https://imnotdoctorwho.moegamer.net/2019/08/16/oneaday-day-254-i-love-writing/ https://imnotdoctorwho.moegamer.net/2019/08/16/oneaday-day-254-i-love-writing/#respond Fri, 16 Aug 2019 23:53:26 +0000 https://imnotdoctorwho.moegamer.net/2019/08/16/oneaday-day-254-i-love-writing/ Today is one of those days where I really remember why I love what I do. Researching today's introductory Senran Kagura piece provided me with one of those eminently pleasant situations where I was researching things and constantly finding out things I didn't know and which delighted me. I love it when this happens, particularly … Continue reading #oneaday Day 254: I Love Writing

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    Today is one of those days where I really remember why I love what I do. Researching today's introductory Senran Kagura piece provided me with one of those eminently pleasant situations where I was researching things and constantly finding out things I didn't know and which delighted me. I love it when this happens, particularly when it's with a series I thought I already knew quite well!

    For me, the thing that surprised me the most was the fact that Senran Kagura's scenario writer was also involved with 428: Shibuya Scramble, two Fire Emblem games and Chaos Rings, among other things. That certainly explains a few things — most notably the depth of characterisation and backstory in the series as a whole — but more than anything, it was just one of those wonderful moments where you feel everything slotting into place and connecting nice and neatly.

    I was going to go to the gym this evening because I was too tired to head there this morning. It's now nearly 1am, though, because I really enjoyed writing that piece. So I should probably go to bed. Chris and I are recording a MoeGamer Podcast this weekend, so please look forward to that on Monday!

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    #oneaday Day 253: Ploughing Ahead https://imnotdoctorwho.moegamer.net/2019/08/15/oneaday-day-253-ploughing-ahead/ https://imnotdoctorwho.moegamer.net/2019/08/15/oneaday-day-253-ploughing-ahead/#respond Thu, 15 Aug 2019 23:17:51 +0000 https://imnotdoctorwho.moegamer.net/2019/08/15/oneaday-day-253-ploughing-ahead/ Whew! With Love³ written up today on MoeGamer, I think I'm up to date on commitments I've made to other people for the moment, which means I can start catching up on the commitments I made to myself! That means kicking off the new Cover Game feature on Senran Kagura tomorrow (likely with a general … Continue reading #oneaday Day 253: Ploughing Ahead

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    Whew! With Love³ written up today on MoeGamer, I think I'm up to date on commitments I've made to other people for the moment, which means I can start catching up on the commitments I made to myself!

    That means kicking off the new Cover Game feature on Senran Kagura tomorrow (likely with a general introductory post, as I'm still revisiting Bon Appetit and loving it) and then onwards to lots of other fun things in the near future.

    I also happened to glance at my YouTube channel earlier and spotted that I've done a hell of a lot more Atari A to Z videos than I'd realised! There are now over 50 just of the 8-bit games, approaching 50 ST games and 31 games from the Atari Flashback Classics collection covered. Not bad going… and there's plenty more where that came from!

    I enjoy all the stuff I do on YouTube, but I think the three Atari A to Z series are my favourite to produce. They're also the ones that tend to get the most views and comments, which is always rewarding to see. I don't have any intention of giving up the other stuff I'm doing on the channel — primarily because I'm enjoying doing them just for myself, as with most other things I do — but it's really nice to see that people have an interest in the games I grew up with that don't get talked about as much as stuff on, say, the Spectrum and C64.

    I've also had some really kind comments on some of the videos I've posted of late, which makes me feel very happy indeed. It's easy to start feeling like you're shouting into a void sometimes when you're doing creative stuff on the Internet, but just an occasional voice that says "hey, good job, I enjoyed that" helps make it feel all the more worthwhile.

    Plus you folks are lovely too, of course. Ahh. I'm feeling quite pleasant this evening, for once. Going by recent history, I should probably enjoy this while it lasts…!

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    #oneaday Day 252: Impostor Syndrome https://imnotdoctorwho.moegamer.net/2019/08/14/oneaday-day-252-impostor-syndrome/ https://imnotdoctorwho.moegamer.net/2019/08/14/oneaday-day-252-impostor-syndrome/#respond Wed, 14 Aug 2019 22:11:37 +0000 https://imnotdoctorwho.moegamer.net/2019/08/14/oneaday-day-252-impostor-syndrome/ Today's post was inspired by a Daily Inkling posted by Normal Happenings. You can find it — and plenty more writing prompts — here. Matt asks us: Do you deal with Impostor Syndrome, the concept of assuming you are unworthy of your accomplishments and will be exposed as a fraud? Short version: Yes, but not … Continue reading #oneaday Day 252: Impostor Syndrome

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    Today's post was inspired by a Daily Inkling posted by Normal Happenings. You can find it — and plenty more writing prompts — here.

    Matt asks us:

    Do you deal with Impostor Syndrome, the concept of assuming you are unworthy of your accomplishments and will be exposed as a fraud?

    Short version: Yes, but not as much as I used to, and only under certain circumstances.

    For me, impostor syndrome is something that primarily rears its head when I'm doing something that isn't 100% what I "want" to be doing. In other words, I tend to find that I don't fall foul of it when I'm working on stuff like MoeGamer and YouTube — even though there are plenty of things I want to improve and learn more about over time, and my whole creative process with those is one of constant discovery and experimentation — but rather, I feel it at… a significant proportion of other times, including my daily work and… well, general daily life, to be perfectly honest.

    Rationally speaking, I know that I'm good at my day job. I have specialist knowledge that my immediate superior doesn't have, making me valuable and useful to have around. I don't get involved in drama and office politics; I just generally keep my head down. But as I wrote in my anxiety and depression post recently, I worry sometimes that this is "not enough". Questions come up in my head, and they don't always have answers.

    Should I be talking more to the people around me? Should I be trying to socialise more with work people outside of work? I don't want to do either of those things, not because any of the people I work with are especially unpleasant, but because I've been severely burned by getting too "close" with people I've worked with on previous occasions. (Nothing sordid, I hasten to add; just a case of being rather too trusting and thinking people were actual friends when in fact they were absolute bastards.)

    I worry about the frequent occasions I get bored, too. I worry that having nothing to do and being bored — usually because I've got stuff out of the way quickly — makes me look bad, and I hate asking people for things to do, particularly if I have to ask them several times, which I usually do. But then I look at the people around me who are just as bored and frustrated with what they do at times and I wonder if I'm worrying over nothing.

    In my personal life, I struggle with impostor syndrome when dealing with anything "official", particularly if it's stuff I don't understand like insurance or financial matters. I worry that anyone I have to deal with under those circumstances will recognise that I don't know what I'm doing and will take advantage of me. I'm pretty sure that I have been taken advantage of on a number of occasions because of this, which doesn't help my own anxiety over such matters. But again, there are things you need to be able to do as a (mostly) functional adult, so I do my best to try and tough it out when possible.

    This even extends as far as interpersonal relationships. I can be with people I've known and loved for a long time — friends and family — and find myself at a loss for words because I worry about something I say making me look stupid. Perhaps this isn't quite impostor syndrome in the same way as other things — it's more social anxiety and/or Asperger's — but it still stems from a basic lack of confidence in myself; the fear that I'll be seen as someone who is incapable of doing basic things like, say, having a conversation.

    So yes. I do suffer with impostor syndrome. Just… not necessarily at the times you might expect someone like me to!

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    #oneaday Day 251: You're Not a Marketer https://imnotdoctorwho.moegamer.net/2019/08/13/oneaday-day-251-youre-not-a-marketer/ https://imnotdoctorwho.moegamer.net/2019/08/13/oneaday-day-251-youre-not-a-marketer/#respond Tue, 13 Aug 2019 22:37:32 +0000 https://imnotdoctorwho.moegamer.net/2019/08/13/oneaday-day-251-youre-not-a-marketer/ You're not a marketer. You're not an advertiser. You're a person. Okay, someone like me who runs a Patreon page may well be a bit more of a marketer than your average social media user, but even then, I try to make an effort to talk like a human being. I mention this because I've … Continue reading #oneaday Day 251: You're Not a Marketer

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    You're not a marketer. You're not an advertiser. You're a person.

    Okay, someone like me who runs a Patreon page may well be a bit more of a marketer than your average social media user, but even then, I try to make an effort to talk like a human being.

    I mention this because I've seen a few people recently talking about conversations they've had on Twitter, and referring to them as things like "engagement" and "interaction" with their "content". These people aren't really "creating" anything; at most they're posting images they found on Google Image Search with a bit of the obligatory "remember this?" stuff going on. And there's nothing inherently wrong with that, but there's no need to refer to it as "content", nor any need to carefully monitor the "engagement" you've had with your "audience". Sometimes you're just sharing a cool thing with your friends.

    This sort of thing always kind of bugs me a bit, as it dehumanises people. Not just those who are actually working on creative projects, but also those who apparently want to look like they're working on creative projects. I don't go on social media because I want to "engage" and "interact", I do so because I want to chat with people, maybe ask some questions. I don't "create content", I write stuff.

    I think all this is an extension of my massive distaste for business-speak that I've previously spoken about on these very pages. Business-speak is a mess of weasel words intended to hide the fact that no-one is actually saying anything of any substance whatsoever, and there's really no need for that sort of thing to cross into people's private life and hobbies.

    In your private life and hobbies, it pays to be open and honest about the things you enjoy and want to share with friends and family, and to be able to speak about them with genuine enthusiasm. The second you start using overly formal words to describe simple concepts, you're putting up walls, attempting to elevate yourself above everyone else and, in the process, making yourself look extremely insincere.

    So stop fuckin' talking like a suit-wearing bellend and just be, like, a person, k? Or, err, something. Big mood. mfw. lol. And other things the kids say.

    </grump>

    I'm going to bed!

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    #oneaday Day 250: Azeroth https://imnotdoctorwho.moegamer.net/2019/08/12/oneaday-day-250-azeroth/ https://imnotdoctorwho.moegamer.net/2019/08/12/oneaday-day-250-azeroth/#respond Mon, 12 Aug 2019 21:34:05 +0000 https://imnotdoctorwho.moegamer.net/2019/08/12/oneaday-day-250-azeroth/ Apparently World of Warcraft Classic is launching soon. I have no intention of playing it, but I do have some very fond memories of playing World of Warcraft at various points throughout its relatively early lifetime: specifically, up through Wrath of the Lich King. My first encounter with World of Warcraft was when my friend … Continue reading #oneaday Day 250: Azeroth

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    Apparently World of Warcraft Classic is launching soon. I have no intention of playing it, but I do have some very fond memories of playing World of Warcraft at various points throughout its relatively early lifetime: specifically, up through Wrath of the Lich King.

    My first encounter with World of Warcraft was when my friend Tim invited me to try and get in on the beta he'd applied for. He was a big fan of the Warcraft series in general, though I wasn't particularly familiar with it the time (and still am not, really; real-time strategy has never been "my" genre) but the concept sounded interesting. I'd also had some good times with Final Fantasy XI previously, so I knew that MMOs could be a cool experience.

    During the beta, we both played some Tauren characters and explored around the Thunder Bluff area, completing quests and fighting monsters. It was an enjoyable experience, and I have fond memories of just being part of that world at the time.

    I don't recall if we actually started playing immediately when the game launched, but I do remember having a packaged copy of it, complete with a manual (remember them?) and an incredibly lengthy install procedure. Tim and I would play together and kept rough pace with one another because we tended to "role-play" our characters; we were playing on an RP server, and thus we tended to spend more time acting out scenes and exploring our characters' backstories than actually playing the game. Consequently, it took a very long time for either of us to reach the original level cap, and the majority of our gameplay was in the open world rather than in the instanced dungeons and raids.

    At various other points, I revisited the game during both the Burning Crusade and Wrath of the Lich King days. In the latter, I took the experience quite seriously and made some good progress, finally making it to the level cap though never actually participating in any true endgame content. One thing I was particularly pleased with, though, was the fact that I successfully managed to map the entire world as it existed in Wrath of the Lich King era well before I was "supposed" to be in places like Icecrown; I proudly displayed the title I attained as a result because it was actually quite a significant achievement to have done that.

    Interestingly, a lot of my enjoyment of World of Warcraft came from the fact I didn't really understand the conventions of MMO structure despite having played Final Fantasy XI and a lot of WoW up until that point. I'd just been sort of exploring my way around, fighting enemies and completing quests rather than trying to grind out instances or anything like that… and I can't help but feel I had a much more fun experience than I would have had if I'd played "properly".

    Of course, modern World of Warcraft is a very different game from what it once was, and World of Warcraft Classic is an option to deliberately go back to those good(?) old days… but I think my time with that type of game has passed. I'm not ruling out a return to Final Fantasy XIV at some point — indeed, it'll be part of my Final Fantasy Marathon on YouTube at some point in the distant future, as will Final Fantasy XI — but I think World of Warcraft, for me, now best exists as a happy memory that I don't try and return to.

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    #oneaday Day 249: Tired https://imnotdoctorwho.moegamer.net/2019/08/11/oneaday-day-249-tired/ https://imnotdoctorwho.moegamer.net/2019/08/11/oneaday-day-249-tired/#respond Sun, 11 Aug 2019 22:05:40 +0000 https://imnotdoctorwho.moegamer.net/2019/08/11/oneaday-day-249-tired/ I'm tired. I think the last few weeks are catching up with me a bit. I don't mean the gym stuff — that's actually been invigorating and inspiring me somewhat, so I'm definitely going to keep that up — but rather the mental health issues I've been dealing with of late. I feel I'm somewhat … Continue reading #oneaday Day 249: Tired

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    I'm tired. I think the last few weeks are catching up with me a bit. I don't mean the gym stuff — that's actually been invigorating and inspiring me somewhat, so I'm definitely going to keep that up — but rather the mental health issues I've been dealing with of late. I feel I'm somewhat over the worst right now, but there are still plenty of things pinging around inside my head that I'm anxious or depressed about, and some of them aren't the sort of things that can be easily banished or "fixed".

    Still, I am at least finding myself looking "forward" somewhat rather than feeling completely trapped in the "bubble" I found myself talking about a little while back. It's often when I'm at my lowest that I feel the most inspired as a creator… and I'm pretty sure this is a fairly common thing. When you feel bad, you want to express your feelings somehow, even if the specific feelings you want to express aren't the "negative" ones that are bringing you grief.

    To that end, I had great fun recording some videos yesterday and earlier today, helping me get ahead of schedule on several of my ongoing series. Of particular note for me were the Final Fantasy videos, which I'm really enjoying recording as I love the game and I'm delighting in telling some stories, commenting on the game and doing some terrible voice acting; and also an Atari ST A to Z video I recorded on Uninvited earlier today. I've not played that before, but I was thoroughly immersed in what I was doing; it was great fun. Even if I couldn't get it to save my game.

    As I've noted elsewhere, I'm slightly behind "schedule" on Cover Game features, so the site is still rocking the The Expression: Amrilato colours right now. This week, at the very least I'll have the introduction to the next Cover Game feature up by the end of Friday, and, depending on progress, perhaps something else too. I'm also still ploughing (no pun intended) through LOVE³ -Love Cube- and really enjoying it, so I'm currently prioritising that, as I'm keen to give that an in-depth writeup when I'm done.

    Thanks to all of you for sticking by me through difficult times. It's really nice to feel like people have your back and want to help me continue to do the things I love doing. So thanks for that.

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    #oneaday Day 248: Frankness https://imnotdoctorwho.moegamer.net/2019/08/10/oneaday-day-248-frankness/ https://imnotdoctorwho.moegamer.net/2019/08/10/oneaday-day-248-frankness/#respond Sat, 10 Aug 2019 23:32:01 +0000 https://imnotdoctorwho.moegamer.net/2019/08/10/oneaday-day-248-frankness/ I was pondering something interesting this evening, and it was prompted by my continuing playthrough of LOVE³. Specifically, it was prompted by the way that game's first full-on H-scene made me feel, and how that inspired me to immediately go and write a section of my upcoming article about the game. The thing is, the … Continue reading #oneaday Day 248: Frankness

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    I was pondering something interesting this evening, and it was prompted by my continuing playthrough of LOVE³. Specifically, it was prompted by the way that game's first full-on H-scene made me feel, and how that inspired me to immediately go and write a section of my upcoming article about the game.

    The thing is, the reason why I found that particular H-scene so personally impactful is… well, the sort of thing you normally keep private to yourself. But when you're contemplating a work for which one of the core appeal elements is the erotic content, surely it behooves anyone writing about it to actually examine that erotic content in the same way as narrative, characterisation and suchlike?

    There's seemingly an assumption that anything sexually explicit is somehow a "lesser" form of media, art, whatever. It's why eroge get swept under the rug when many of them address a lot of the commonly cited issues with video game narratives, particularly when it comes to sexuality and related matters. And it's why the term nukige bothers me so much, as I wrote about the other day.

    I feel it's important for people to feel like they can be open and honest about this sort of thing, since if you're reading a sexually explicit visual novel or playing a sexually explicit game, at least part of the reason you're there is pretty obvious. With that in mind, my upcoming article about LOVE³ will, I promise, be honest, open and unashamed, and I fully intend to continue treating erotic content in this way as I continue.

    To be honest, I've always wanted to handle things this way in one form or another and I think, up until now, I haven't done too bad a job. I think I can do more, though, and there is one person in particular I want to acknowledge for being a bit of an inspiration in this regard: Infernal Monkey. (He doesn't read this as he's not a Patron. I don't think.)

    If you've never come across Infernal Monkey's blog, check it out at  https://infernalmonkey.com/ — though be aware that it is very NSFW.

    Infernal Monkey reviews onaholes. If you don't know what an onahole is, it's a male sex toy; specifically, something you stick your knob in and jiggle it around until you reach an appropriately happy ending. Some of them are simulated vaginas; some of them are things that are designed to just feel nice while looking abstract or nondescript; some have gimmicks or attempt to simulate more of a "full-body" experience. Infernal Monkey reviews them all, and he does so frankly, honestly and in more detail than anyone else I know on the Internet.

    Let's face it, if you're a gentleman and you want something nice to pop your willy in of an evening, you want to know you're getting something worthwhile, since these things aren't cheap. Sites like Infernal Monkey's are valuable because they provide the perspective of a real person on a subject that not a lot of people are willing to talk about particularly openly.

    With that in mind, I figured it was high time we stopped pussy-footing around erotic content in visual novels and started being honest about it. Yes, I'm still going to take great pains to explain how and why the sexual scenes are sometimes (often!) an integral part of eroge narratives, as (still) best exemplified by the Grisaia series, but I'm also going to acknowledge and celebrate the fact that these scenes are, in many cases, quite simply enjoyable in a way that, again, people aren't often willing to talk about openly.

    There are a lot of bad things to say about life in 2019, but the willingness and receptiveness of a lot of people to talk about sexual matters is not one of them. Sex is pretty great, and thus there shouldn't be any shame in talking about media that celebrates that.

    Also play LOVE³. It's great. And super-hot.

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    #oneaday Day 247: Bits and Pieces https://imnotdoctorwho.moegamer.net/2019/08/09/oneaday-day-247-bits-and-pieces/ https://imnotdoctorwho.moegamer.net/2019/08/09/oneaday-day-247-bits-and-pieces/#respond Fri, 09 Aug 2019 14:08:20 +0000 https://imnotdoctorwho.moegamer.net/2019/08/09/oneaday-day-247-bits-and-pieces/ I normally like to come into these posts with a vague idea of something specific to talk about, but today my mind just has a few bits and pieces floating around in it, so you'll hopefully excuse the somewhat stream-of-consciousness format. As if that's anything different to usual. First up, for those interested, the gym's … Continue reading #oneaday Day 247: Bits and Pieces

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    I normally like to come into these posts with a vague idea of something specific to talk about, but today my mind just has a few bits and pieces floating around in it, so you'll hopefully excuse the somewhat stream-of-consciousness format. As if that's anything different to usual.

    First up, for those interested, the gym's been going well. I've only overslept one morning and had to miss my session, and other days I've been there by 7am and able to get in a 45-60 minute workout before I head off to work. I've been mostly concentrating on weight training rather than cardio as I enjoy it more, though I do do a short exercise bike session to begin each day as a warmup.

    I'm starting to develop a feel for what I'm capable of, and even already feeling a bit stronger in some cases. I find leg exercises somewhat easier than upper body exercises, so I think I enjoy a number of the leg exercises a bit more, but I'm also getting a feel for using free weights (mostly dumbbells at the moment) for certain upper body exercises rather than relying on machines, and I'm quite liking that, too.

    I feel like I'm too weedy to bench even just the bar in the scary downstairs bit of the gym at the moment, so I've been getting a feel for the exercise with dumbbells. I know it's not quite the same thing, but I feel like doing this will help me gradually build up my strength and endurance. I can already feel a difference, and that's encouraging — not that I really had anywhere to go but up from my starting fitness level!

    So that's all good. What else did I want to talk about? New Nintendo NES games? They look pretty cool, especially that Vice: Project Doom one, but as always the complainers are out in force in Nintendo's comments section because it's not the games they want. Close tab.

    Oh, and an update for MoeGamer probably wouldn't go amiss, either; I haven't had a chance to really get stuck into the Senran Kagura games I want to cover for the next Cover Game feature as yet, but that is absolutely still coming soon, likely beginning next week with an introduction and recap of what we've seen so far, and continuing on with in-depth looks at Peach Beach Splash, Burst Re;Newal, Bon Appetit and Peach Ball. Not necessarily in that order.

    I don't know how long this will take, but as you'll recall after attempting (and failing) to squeeze five Project Zero games into a month last year, my Cover Game format is now a bit more flexible rather than adhering to a strict monthly schedule! So it'll start "when it's ready" and continue "as long as it needs to". But the former will be "very soon" and the latter will hopefully be around the month-long mark.

    Also before I get back into full Senran Kagura mode (it's been way too long!) I want to finish Neko Works' LOVE³, because it's adorable and hot and it deserves some attention. I'll try and polish that one off over the weekend and have some thoughts on that next week.

    Anyway. It's nearly the weekend and having had a fairly busy week at the day job, I'm currently in a position where the projects I'm working on are in the hands of other people. There's still two and a half hours to go until hometime, but it's also that sort of downhill, Friday afternoon cruise now where all you really have to do is wait for the clock to hit 5.30 so you can go and have dinner and play video games. I'm sure I'll find a way to fill the time somehow!

    Once again, thanks as always for your continued support of my various projects (and welcome to the couple of new Patrons who have showed up recently!). It's really appreciated.

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    #oneaday Day 246: Ring Ring https://imnotdoctorwho.moegamer.net/2019/08/08/oneaday-day-246-ring-ring/ https://imnotdoctorwho.moegamer.net/2019/08/08/oneaday-day-246-ring-ring/#respond Thu, 08 Aug 2019 22:09:53 +0000 https://imnotdoctorwho.moegamer.net/2019/08/08/oneaday-day-246-ring-ring/ New phone (Samsung Galaxy S10+, if you were curious) seems pretty good. I haven't tried taking many photos or video with it yet, but I've been enjoying its basic features, its design and its general slickness at doing everything. I'm particularly enamoured with the features the built-in camera app offers. Previously, I'd been using OpenCamera, … Continue reading #oneaday Day 246: Ring Ring

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    New phone (Samsung Galaxy S10+, if you were curious) seems pretty good. I haven't tried taking many photos or video with it yet, but I've been enjoying its basic features, its design and its general slickness at doing everything.

    I'm particularly enamoured with the features the built-in camera app offers. Previously, I'd been using OpenCamera, as that provided a lot more features than the stock camera app on my old OnePlus, but Samsung's camera app appears to offer all sorts of fun things to do, including manual settings for things like shutter speed and whatnot, allowing much more control over how your pictures come out.

    There are also two slow-motion modes on the video camera, which I'm already absolutely fascinated with, even if I haven't quite figured out the timing to make them work effectively just yet. The Super-Slow Motion mode is the best, even if it only allows you to shoot 0.4 or 0.8 seconds of video at a time (which is then slowed to an incredibly satisfying crawl — particularly if any sort of liquid is involved) and so I've been spending rather more time than is probably healthy playing with that today.

    I'll be shooting some video and taking some photos over the weekend, so I'll be sure to share the results then.

    Oh, and $5 Patrons, I haven't forgotten your wallpaper; I just haven't gotten around to doing it yet. I was hoping I might be able to import Midori and Yumi into Custom Order Maid 3D 2 to use that game's more advanced Studio features, but so far I haven't had any luck with that. I'll get you something in the next couple of days, promise!

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    #oneaday Day 245: Ge https://imnotdoctorwho.moegamer.net/2019/08/07/oneaday-day-245-ge/ https://imnotdoctorwho.moegamer.net/2019/08/07/oneaday-day-245-ge/#respond Wed, 07 Aug 2019 21:48:14 +0000 https://imnotdoctorwho.moegamer.net/2019/08/07/oneaday-day-245-ge/ Fellow enthusiasts of Japanese games will doubtless be familiar with the suffix "-ge". Short for geimu (game), it's a shorthand method of describing various types of interactive entertainment, usually according to things like subject matter and quality. Some of these are quite helpful; eroge is probably the most well-known, and is a useful term to … Continue reading #oneaday Day 245: Ge

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    Fellow enthusiasts of Japanese games will doubtless be familiar with the suffix "-ge". Short for geimu (game), it's a shorthand method of describing various types of interactive entertainment, usually according to things like subject matter and quality.

    Some of these are quite helpful; eroge is probably the most well-known, and is a useful term to describe games that feature (but are not exclusively about) erotic content — that said, as that qualifier there probably suggests, it is a term that is often misunderstood to be a catch-all term for any sort of pornographic game, when in fact it's a bit more nuanced than that.

    Likewise, utsuge and nakige are two interesting distinctions to make, with the former describing games that are deliberately depressing or tragic, and the latter literally meaning "crying game", distinguishing itself from utsuge by the fact they tend to have a somewhat happier or more positive ending.

    There are two I'm really not a fan of, though. One is kusoge, which literally means "shit game". For me, this is an unhelpful term in that it presupposes a game's quality before you go into it, because inevitably it's used in a context of someone who is about to "try out a kusoge" for the sake of making people laugh at it. As those who have been following me for a while will know already, I don't like doing this; over the years I've discovered that many of my absolute favourite experiences are those which have not had particularly positive critical receptions, and so I find going in to something with the assumption that it is a kusoge is not a good mindset for how I like to approach things.

    The other is nukige; this is typically used to describe video games (or most commonly, visual novels) in which the emphasis is on the sexual content rather than a story. This is something of a simplification of matters, of course, but I tend to find that it's a term that is applied much too broadly for my liking, with a number of interesting games with compelling stories written off as nukige and, as a result, sometimes putting people off exploring them at all. If eroge is misunderstood by the general gaming public, nukige is misunderstood by people with a bit more specialist knowledge.

    This particularly springs to mind as I explore Neko Works' latest visual novel Love Cube, which I'm enjoying a great deal. This is typically described as a nukige, and for sure it looks like there's going to be a lot of sex in it. This is fine, but that doesn't preclude it from telling an interesting story, and indeed in the first few hours of Love Cube, it's mostly about the narrative setup, character introductions and emotional engagement. I won't lie; some of this early material has had me choked up on more than one occasion, which is the last thing I expected from what I had been led to believe was a nukige. You see how making these assumptions isn't always helpful?

    Anyway, I still have plenty more of Love Cube to play, but suffice to say for now that it is definitely up to Neko Works' previous standard in terms of storytelling and characterisation — and as I noted the other day, Ishikei's art is absolutely to die for. I'll have a full write-up on MoeGamer as soon as I've seen it through, so watch out for that then; in the meantime, if you're in the mood for a fun, romantic and genuinely amusing harem story, Love Cube is definitely worth your time.

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    #oneaday Day 244: Upgrade https://imnotdoctorwho.moegamer.net/2019/08/06/oneaday-day-244-upgrade/ https://imnotdoctorwho.moegamer.net/2019/08/06/oneaday-day-244-upgrade/#respond Tue, 06 Aug 2019 22:22:07 +0000 https://imnotdoctorwho.moegamer.net/2019/08/06/oneaday-day-244-upgrade/ I'm getting a new phone tomorrow as I've been due an upgrade for a while but haven't taken it. Also I've been pretty happy with the OnePlus 3T I've been using for the last… while, too — it's been a good phone, it has a decent camera and it's even been pretty good for shooting … Continue reading #oneaday Day 244: Upgrade

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    I'm getting a new phone tomorrow as I've been due an upgrade for a while but haven't taken it. Also I've been pretty happy with the OnePlus 3T I've been using for the last… while, too — it's been a good phone, it has a decent camera and it's even been pretty good for shooting the bits of video I've been doing on YouTube.

    But I had a look at what was available today and it seems that phone camera technology in particular has advanced quite a bit in the last few years. It now seems to be fashionable to have multiple lenses for different purposes, with some allowing you to do "depth map" shots to create defocused "bokeh" effects, others having wide angle lenses and all manner of other fun stuff.

    I was hoping to continue with the OnePlus range, since the latest OnePlus phone was apparently very good, but it's been out of stock on the several occasions I looked at it. I then looked at a couple from Huawei, which had very good reviews on their initial release, but following the shenanigans on the trade ban or whatever it is, most have been updated to say "don't buy this" on the grounds that you won't be able to count on access to things like Google services and even the OS in the near future.

    So I plumped for a Samsung Galaxy S10+, which had some pretty stellar reviews a few months back. The Samsung Galaxy S10 5G was also available, but it was more expensive and 5G isn't really a thing yet and probably won't be for a while. Plus there was an effective £200 off the normal cost of the handset for the S10+, which put the monthly cost down to a manageable level very similar to what I was paying for the OnePlus rather than creeping up with each upgrade as it usually does.

    I should be getting the new phone tomorrow and I'm quite excited to give it a go. Mobile phones are one of the more boring gadgets out there, so far as I'm concerned, but having something that does the things you expect it to but a bit better than your previous model is worthwhile.

    I'm sure I'll have plenty to report when I've put it through its paces a bit!

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    #oneaday Day 243: Who is Ishikei? https://imnotdoctorwho.moegamer.net/2019/08/05/oneaday-day-243-who-is-ishikei/ https://imnotdoctorwho.moegamer.net/2019/08/05/oneaday-day-243-who-is-ishikei/#respond Mon, 05 Aug 2019 22:01:41 +0000 https://imnotdoctorwho.moegamer.net/2019/08/05/oneaday-day-243-who-is-ishikei/ One of the interesting issues I occasionally bump up against when covering the sort of things I cover is the fact that a lot of Asian creators operate under pen names and keep the details of who they really are rather private. I respect that wherever possible; you'll notice in my recent interview with the … Continue reading #oneaday Day 243: Who is Ishikei?

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    One of the interesting issues I occasionally bump up against when covering the sort of things I cover is the fact that a lot of Asian creators operate under pen names and keep the details of who they really are rather private. I respect that wherever possible; you'll notice in my recent interview with the writer of The Expression: Amrilato, I only refer to them by their pen name and don't use gendered pronouns. (That latter one is primarily because, to be perfectly frank, I wasn't entirely certain if they were male or female and didn't want to offend!)

    In certain circumstances, there are little nuggets of information that are interesting to include, however. I find the fact that Nekopara creator and artist Sayori is female rather interesting, for example — particularly as she hails from China, a culture even more restrictive than that of traditional Japan — and from a bit of cursory research today it appears that Ishikei, artist for Neko Works' new visual novel release Love Cube and apparently one of the most prolific doujinshi artists out there, might be female too.

    I say "might" because I'm not sure. I've seen Ishikei referred to as "he" in numerous locations, including on Fakku, where several of their works are published in both digital and hardcopy format. But I also found an imgur gallery that seemed pretty convinced that Ishikei is a woman, as well as several threads around the place being quite excited about discovering that, again, supposedly, Ishikei is a woman.

    This is particularly intriguing in the case of Love Cube because there's a character in it who appears to be either a self-insert for Ishikei or an homage to them… assuming Ishikei actually is female. It's a character who is reclusive and shrouded in mystery, yet widely respected as one of the best hentai manga artists out there, and even gets referred to as "sensei" in the same way that Ishikei does.

    Trouble is, I'm not entirely sure how to find out one way or the other for absolutely certain without feeling like I'm getting a bit intrusive. Ishikei is actually on Twitter, so in theory I could just ask (in Japanese) but that, obviously, would be an extremely rude thing to do. I could also ask Fakku, but given that they refer to Ishikei as "he" on their website I probably can't count on an authoritative answer there. I do have someone on Twitter looking into the Japanese Internet for me, but who knows if they'll manage to find a definitive answer!

    I don't suppose any of you lot reading this happen to know, do you…? 🙂

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    #oneaday Day 242: Dark Tendency https://imnotdoctorwho.moegamer.net/2019/08/04/oneaday-day-242-dark-tendency/ https://imnotdoctorwho.moegamer.net/2019/08/04/oneaday-day-242-dark-tendency/#respond Sun, 04 Aug 2019 16:19:12 +0000 https://imnotdoctorwho.moegamer.net/2019/08/04/oneaday-day-242-dark-tendency/ It's strange how negative things seem to all happen at the same time. It's enough to make someone think that there might be something to things like "fate", "destiny", astrology and the like. In just the last 24 hours or so, I've had my own struggles with depression and anxiety flaring up particularly badly, and … Continue reading #oneaday Day 242: Dark Tendency

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    It's strange how negative things seem to all happen at the same time. It's enough to make someone think that there might be something to things like "fate", "destiny", astrology and the like.

    In just the last 24 hours or so, I've had my own struggles with depression and anxiety flaring up particularly badly, and alongside that someone I very much like and respect has been dealing with the passing of a family member, a blogging comrade and friend discovered his mother has terminal cancer, there have been two appalling mass shootings in the United States and God knows what else is going on. It's hard not to feel sometimes like there's something at work making all the bad things happen at the same time.

    Still, the most we can do at times like this is pull together and try to get on with things as we always have done. That's why I've been getting stuck into making videos today, and I'll be writing, writing, writing throughout the week as normal. In chaotic, scary, difficult times, it's important to have that one little bit of stability you can cling onto, whatever it might be.

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    #oneaday Day 241: Blackout https://imnotdoctorwho.moegamer.net/2019/08/04/oneaday-day-241-blackout/ https://imnotdoctorwho.moegamer.net/2019/08/04/oneaday-day-241-blackout/#respond Sun, 04 Aug 2019 15:14:21 +0000 https://imnotdoctorwho.moegamer.net/2019/08/04/oneaday-day-241-blackout/ Howsitgoin doooods. Apologies for the lack of post yesterday, but I wasn't feeling too hot; my head felt a bit foggy and I felt a bit dizzy, so I went for a lie down around 9pm and fell asleep. Evidently I needed a rest. I was up reasonably bright and early this morning, though, so … Continue reading #oneaday Day 241: Blackout

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    Howsitgoin doooods. Apologies for the lack of post yesterday, but I wasn't feeling too hot; my head felt a bit foggy and I felt a bit dizzy, so I went for a lie down around 9pm and fell asleep. Evidently I needed a rest. I was up reasonably bright and early this morning, though, so I've managed to get some stuff done — there's some more I want to achieve by the end of the day, but there's still plenty of time to do that.

    I've been pleased with the response to a few things I've written recently — both my depression/anxiety piece and my final piece on The Expression: Amrilato that I posted on Friday have both been read by a lot of people and the latter in particular has been shared quite widely. That's always a really nice feeling, and it's especially nice when you see someone you interviewed sharing a piece you wrote and (I think, anyway, I'm going off Google Translate) saying that they found it interesting to see some non-Japanese perspectives on their work.

    This sort of thing reminds me one of the many reasons why I keep doing this. My main reason has always been — and probably always will be — because I love doing it. But knowing that your writing has reached out and touched someone is a pretty nice feeling, too. This is why I like to try and keep the tone of the things I write as positive and inclusive as possible, because that leads to other people feeling good about the things I write as well as myself.

    I'm not here to develop a reputation as a "harsh critic" or whatever; I honestly don't understand why anyone would desire that reputation for themselves. Rather, I'm here to have a good time with experiences I enjoy — and hopefully to share at least some of the joy I've experienced along the way with the people who read my work and watch my videos.

    Thanks as always for bearing with me through difficult times.

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    #oneaday Day 240: Weekend https://imnotdoctorwho.moegamer.net/2019/08/02/oneaday-day-240-weekend/ https://imnotdoctorwho.moegamer.net/2019/08/02/oneaday-day-240-weekend/#respond Fri, 02 Aug 2019 22:14:21 +0000 https://imnotdoctorwho.moegamer.net/2019/08/02/oneaday-day-240-weekend/ Thanks for bearing with me today. I realise that today's mental health post on MoeGamer was the sort of thing I'd typically confine to these more private posts… but I wanted to talk about it, and I wanted it to be seen by people. It's certainly been seen; I've had a huge spike in views … Continue reading #oneaday Day 240: Weekend

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    Thanks for bearing with me today. I realise that today's mental health post on MoeGamer was the sort of thing I'd typically confine to these more private posts… but I wanted to talk about it, and I wanted it to be seen by people.

    It's certainly been seen; I've had a huge spike in views today. Evidently I wrote something that people could relate to, or at least wanted to read. Which is… good? I guess? I'd be happier if it was something a bit more positive, but one of the important things about mental health is that not enough people feel comfortable talking about it, so if I've done just a little bit to show it's okay to talk about those things, I'm glad.

    I'm feeling pretty exhausted. I missed the gym this morning because I overslept and didn't feel like rushing around; I was intending to go this evening instead, but a general sense of mental exhaustion has left me feeling a bit lethargic. I'll probably go at some point over the weekend to make up for it. A day of resting my muscles will probably do me a bit of good anyway.

    As for this weekend, it should be a quiet one, which should give me a bit of time to get ahead of schedule on videos, then I'm intending to get stuck into the new Neko Works visual novel Love Cube (which I think is pretty short, so I should be able to romp through quickly and write something about next week, hopefully) and also back into the Senran Kagura groove ahead of the next Cover Game feature.

    I'm hanging in there. I'm not exactly what I'd describe as "okay" right now, but I'm hanging in there and surviving. Thanks to those of you who have sent kind messages of support today.

    I hope you have a lovely weekend.

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    #oneaday Day 239: What's Next? https://imnotdoctorwho.moegamer.net/2019/08/01/oneaday-day-239-whats-next/ https://imnotdoctorwho.moegamer.net/2019/08/01/oneaday-day-239-whats-next/#respond Thu, 01 Aug 2019 09:07:29 +0000 https://imnotdoctorwho.moegamer.net/2019/08/01/oneaday-day-239-whats-next/ Let's focus on more positive things, then. I said that MoeGamer and my videos bring me joy and meaning, so let's concentrate on what's next in those regards! First up, $5 Patrons, I'll get you a new wallpaper within the next few days — likely over the weekend. Second up, I've got one more article … Continue reading #oneaday Day 239: What's Next?

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    Let's focus on more positive things, then. I said that MoeGamer and my videos bring me joy and meaning, so let's concentrate on what's next in those regards!

    First up, $5 Patrons, I'll get you a new wallpaper within the next few days — likely over the weekend.

    Second up, I've got one more article about The Expression: Amrilato to post, but I'm waiting on some interview responses from SukeraSparo via MangaGamer, so I'm not sure when that will happen, since MangaGamer's staff has been at a number of conventions recently. I'll chase it up if I haven't heard anything by tomorrow.

    Given the slightly up in the air nature of that last part of the feature on The Expression: Amrilato, I'm thinking about moving on and just posting that piece whenever it eventually happens. It'll ultimately end up categorised correctly on the Hub Page for The Expression: Amrilato, it'll just miss out on some time featured on the front page. Or I might leave it featured there anyway; it's not like there's a rule that all the featured content needs to be from the same game or series, I've just stuck to that so far.

    Moving on to what? Well, I'm pretty sure that the next feature I've got in me is Catching Up with Senran Kagura, which is something I've been putting off for a long time, but the recent release of Peach Ball made me want to actually get off my bum and cover the games I haven't written about yet. Specifically, those are Bon Appetit, Peach Beach Splash, Burst Re:Newal and Peach Ball. Senran Kagura is a perfect "summer series" so now is the time, I'd say.

    In the near future, I have a number of things in mind that I'd like to cover, both drawn from recent releases and slightly older stuff that I've had on my shelf for a while. I haven't "prioritised" these or anything yet, but these are the ones that are at the forefront of my mind when I think about "what's next?"

    • Dragon Star Varnir

    • Date a Live

    • Super Neptunia RPG

    • Dark Rose Valkyrie

    • Song of Memories

    • Worldend Syndrome

    • Death Mark

    • Unlimited SaGa

    • Trinity Universe

    I've been thinking about all these games for a while; some I want to cover because they're recent releases, some I want to explore because they've been on my shelf for a while, and some are ones I just think will be interesting to talk about.

    This is by no means a comprehensive list of what I intend to cover, mind; I may well find myself changing my mind on what's next depending on my mood and what comes out! If you have anything you're particularly interested in me exploring as a Cover Game feature, though, do please feel free to let me know — last year's Project Zero feature ended up being so detailed and thorough because of Patron feedback, so please do speak up if I happen to offhandedly mention anything you'd like to hear more about.

    Anyway, I should probably get some day job work done. Thank you once again for your support, and I'll speak to you soon.

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    #oneaday Day 238: Variable https://imnotdoctorwho.moegamer.net/2019/08/01/oneaday-day-238-variable/ https://imnotdoctorwho.moegamer.net/2019/08/01/oneaday-day-238-variable/#respond Thu, 01 Aug 2019 08:13:29 +0000 https://imnotdoctorwho.moegamer.net/2019/08/01/oneaday-day-238-variable/ Sorry, forgot to write yesterday. Too much Custom Order Maid 3D 2. I was expecting to do a quick runthrough of its main features, assuming it would be almost identical to Custom Maid 3D 2 with some minor additions, but instead… well, this happened and before I knew it it was midnight. Whoops. I am … Continue reading #oneaday Day 238: Variable

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    Sorry, forgot to write yesterday. Too much Custom Order Maid 3D 2. I was expecting to do a quick runthrough of its main features, assuming it would be almost identical to Custom Maid 3D 2 with some minor additions, but instead… well, this happened and before I knew it it was midnight. Whoops.

    I am having… a bit of a variable time in terms of wellbeing right now, I'll be honest.

    On the one hand, I'm pleased that I'm managing to stick to my new early-morning routine of getting up by 6.30am at the latest (ideally earlier… though that doesn't always happen) and going to the gym. At the time of writing, I've been to the gym every weekday morning since last Monday. I'm at the point where I'm actually quite enjoying myself there. It helps, of course, that I watch some short-form anime such as Magical Senpai, Why the Hell Are You Here, Teacher!? and Are You Lost? while I'm doing cardio and have How Heavy Are the Dumbbells You Lift? opening theme Onegai Muscle on loop while I'm doing weight training, but I'm also just… quite enjoying it. Who'd have thought it?

    On the other hand, I'm feeling very down right now. Depression and anxiety are really doing their best to do a number on me, frequently giving me feelings of bleak frustration and stress over nothing in particular. I'm feeling somewhat bored and unfulfilled at my day job — largely exacerbated by these feelings — but I'm also frustrated because I know that 1) it's a good job and 2) if I go somewhere else I'll almost certainly end up feeling this way there, too.

    I'm just trying to focus on the things I love doing, which are making videos and writing stuff for MoeGamer. Those things consistently make me happy, satisfied and creatively fulfilled, so even if I'm feeling dissatisfied with the rest of my life to a degree that it's making me feel bad for quite a lot of the time, I can rely on those things to bring me joy when I have the opportunity to work on them.

    With that in mind, I thank you all once again for your ongoing support and for believing in what I do enough to want to help me out. It really means a lot.

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    #oneaday Day 237: Tower of Dreams https://imnotdoctorwho.moegamer.net/2019/07/30/oneaday-day-237-tower-of-dreams/ https://imnotdoctorwho.moegamer.net/2019/07/30/oneaday-day-237-tower-of-dreams/#respond Tue, 30 Jul 2019 08:21:54 +0000 https://imnotdoctorwho.moegamer.net/2019/07/30/oneaday-day-237-tower-of-dreams/ I wrote back in December about a series of recurring dreams I'd had about what Project Zero 3 made me think of as my own personal "Manor of Sleep". Last night I had a dream where I was reminded of another recurring "setting" — I believe this one is completely separate from the "Manor", but … Continue reading #oneaday Day 237: Tower of Dreams

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    I wrote back in December about a series of recurring dreams I'd had about what Project Zero 3 made me think of as my own personal "Manor of Sleep". Last night I had a dream where I was reminded of another recurring "setting" — I believe this one is completely separate from the "Manor", but given dream logic, I can't rule out the possibility that they're connected somehow.

    The Tower of Dreams, as I'll call it, has a fairly opulent-looking — if somewhat dated — lower floor. It's all rich red carpets, wood panelling and ornate staircases. I actually don't really know the specifics of what is on the ground floor, because in my dreams I inevitably find myself going upstairs. It feels somewhat like a hotel, but as you'll see, I'm pretty sure that it isn't.

    Ascending the stairs leads to a balcony that overlooks the majority of the ground floor's main hall, and a corridor runs around what appears to be the perimeter of the building. Every so often, there are a few stairs up and the corridor opens up into an area with several rooms coming off it; these areas remind me strongly of the halls of residence I lived in in my first year of university, and indeed on some occasions I've opened one of these doors and found my university room behind them.

    I'm usually in a hurry when I'm passing through this part of the Tower, for some reason, so I tend not to stop and look in any more detail at what's going on in these "flats". Eventually, I find myself coming to an elevator. I get in and ride it to the 18th floor — which I believe is the top of the building. For some reason, every time I ride this lift I feel like I have something I urgently need to do before it arrives at its destination; the exact task varies from visit to visit, but suffice to say they are typically not the sort of things one would want to be caught doing in a lift.

    Last night, when I reached the 18th floor I was planning to immediately ride the elevator back down again, but two thuggish-looking men got in. One of these men bore an uncanny resemblance to someone I knew back in secondary school; I wouldn't necessarily describe him as a "bully", but he had a bit of a reputation for being a hardnut, so I tended to keep my distance. As such, I decided that spending 18 floors of descent in a lift with them might not be safe, so I disembarked, and thankfully they stayed in the lift and departed.

    The 18th floor of the Tower is very different from the opulence of the ground floor. It's akin to a council estate block of flats; all raw concrete, open-air balconies and unwelcoming-looking front doors with chipped, faded paint. The unusual thing about it is that one side of it appears to be completely covered with glass, looking out onto a steep slope covered with dry, dead grass and small rocks.

    There's another elevator in this glass wall. It's likewise almost entirely made of glass, though its floor is opaque. Stepping into it reveals something unusual: it doesn't work in the way you'd typically expect an elevator to operate — in other words, it doesn't go up and down. Rather, it seems to operate more like a train; it follows a track, ascending the hillside visible beyond the glass wall of the 18th floor and gradually picking up speed as it continues its journey.

    I don't actually know where this elevator ends up, as I either wake up before it gets there, or I simply don't remember. But last night was my first visit there for quite some time, and it left something of an impression on me; so much so that it almost felt like I was actually remembering something rather than just dreaming it.

    I wonder what it's all about? The unconscious is a mysterious place, for sure.

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    #oneaday Day 236: Drowning https://imnotdoctorwho.moegamer.net/2019/07/29/oneaday-day-236-drowning/ https://imnotdoctorwho.moegamer.net/2019/07/29/oneaday-day-236-drowning/#respond Mon, 29 Jul 2019 19:20:54 +0000 https://imnotdoctorwho.moegamer.net/2019/07/29/oneaday-day-236-drowning/ I watched this video by Kate, aka Esperdreams, earlier. It was a difficult watch, but I really appreciated the fact that she made it. It's a Let's Play of a game called Drowning, which is a pretty simple and straightforward "walking simulator", but Kate's commentary really adds a considerable amount of meaning to the whole … Continue reading #oneaday Day 236: Drowning

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    I watched this video by Kate, aka Esperdreams, earlier. It was a difficult watch, but I really appreciated the fact that she made it.

    It's a Let's Play of a game called Drowning, which is a pretty simple and straightforward "walking simulator", but Kate's commentary really adds a considerable amount of meaning to the whole experience — because the way she describes things makes it look as if the game was written specifically for her.

    Drowning is a story about living with depression. It's a candid look at the way someone suffering with depression feels about life; how they perceive the world, themselves and other people. It's extremely accurate. Much of Kate's commentary relates to how she felt similarly to the game's narrator in her teenage years, and how she has been able to learn and grow from those experiences since then. And, I have to say, I related to most of the narrator's commentary — and Kate's story, too.

    As a "game", Drowning isn't terribly interesting, as most walking simulators aren't. However, Kate's Let's Play of it here, where she uses it as a prompt to talk about her own experiences and explore her feelings with the viewer, gives me a new appreciation for what this type of game might actually be "for".

    It's a long video, but it's worth watching all the way through. Kate's story is all too familiar these days, sadly, and in its entirety it's something that anyone living with depression will be able to relate to — and anyone who knows someone living with depression absolutely should listen to and perhaps be able to understand their friend or family member a bit better.

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    #oneaday Day 235: Habit https://imnotdoctorwho.moegamer.net/2019/07/28/oneaday-day-235-habit/ https://imnotdoctorwho.moegamer.net/2019/07/28/oneaday-day-235-habit/#respond Sun, 28 Jul 2019 23:51:04 +0000 https://imnotdoctorwho.moegamer.net/2019/07/28/oneaday-day-235-habit/ Well, we're about to start another week. Last week I successfully managed to make it to the gym every weekday, which I'd say is well on the way to establishing a new habit. This week will be crucial in cementing this routine as a healthy new habit. Although as I type this I'm not feeling … Continue reading #oneaday Day 235: Habit

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    Well, we're about to start another week. Last week I successfully managed to make it to the gym every weekday, which I'd say is well on the way to establishing a new habit.

    This week will be crucial in cementing this routine as a healthy new habit. Although as I type this I'm not feeling overly enthusiastic about the idea of going to work tomorrow, I am at least, surprisingly, looking forward to hitting the gym.

    When I'm being… sedentary, I never really feel like exercise is something I enjoy, but any time I hit the gym I remember that I actually quite like it and find it satisfying. Well, specifically, I enjoy the strength training side of things; I still don't really like cardio, primarily because my stamina is so poor that it's the most exhausting, painful part. (I know that probably means it's the bit I should work on the most, but eh)

    I don't know if I get what I'd describe as a particular "high" from the gym as some people describe, but I definitely feel a sense of satisfaction when my muscles are aching and stiff. It's like your body saying "yes, you achieved something, and here's the proof".

    I anticipate over the long term I'll also feel the satisfaction of improving and getting stronger. I have a long way to go; just the standard bench press bar is too heavy for me right now, but I'm sure I'll be able to work on that!

    And I have the cute girls of How Heavy Are The Dumbbells You Lift to motivate me, too. How could I go wrong? 

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    #oneaday Day 234: Sigh https://imnotdoctorwho.moegamer.net/2019/07/27/oneaday-day-234-sigh/ https://imnotdoctorwho.moegamer.net/2019/07/27/oneaday-day-234-sigh/#respond Sat, 27 Jul 2019 08:38:12 +0000 https://imnotdoctorwho.moegamer.net/2019/07/27/oneaday-day-234-sigh/ Siiiiiigh. Anyway. Today Chris and I are recording a new episode of The MoeGamer Podcast, and we're going to be talking about arcade racers. This should be an interesting discussion, as it's a genre that I've had a lot of time for over the years, and which Chris has always enjoyed but doesn't know a … Continue reading #oneaday Day 234: Sigh

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    Siiiiiigh.

    Anyway. Today Chris and I are recording a new episode of The MoeGamer Podcast, and we're going to be talking about arcade racers. This should be an interesting discussion, as it's a genre that I've had a lot of time for over the years, and which Chris has always enjoyed but doesn't know a ton about. We're not aiming for a super-comprehensive discussion or anything, rather to celebrate some of our favourites from over the years — and, where applicable, why they are noteworthy in some way.

    I love me a good arcade racer. I have done ever since Pole Position on the Atari 8-bit, which I think was probably my first ever encounter with them. We had (well, I still have!) an original cartridge copy of Pole Position for the 8-bit, which apparently was extremely expensive and difficult to track down for my parents, even back in the '80s but my brother really wanted it. Here it is:

    The cardboard boxes of these old Atari games get a bit weathered over time — even if they've been taken care of, as these have — but it's still cool to have them. They're an interesting relic of a different time; you'll notice that the cartridge and the manual are both considerably smaller than the box, but they are all that is contained in that massive package! Moreover, there's an insert in the box clearly designed to hold a cassette rather than a cartridge, so I'm not sure exactly what Atari was smoking when they designed these.

    Mind you, if you have any familiarity with '80s Atari, you'll know that 1) they probably were smoking something and 2) they were not good at the more practical side of things like, you know, marketing their home computers.

    I'm looking forward to our discussion later. All being well, it should be live on Monday as it usually is after a podcast recording session. We hope you enjoy the show when it releases!

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    #oneaday Day 233: Doomed https://imnotdoctorwho.moegamer.net/2019/07/27/oneaday-day-233-doomed/ https://imnotdoctorwho.moegamer.net/2019/07/27/oneaday-day-233-doomed/#respond Sat, 27 Jul 2019 08:22:54 +0000 https://imnotdoctorwho.moegamer.net/2019/07/27/oneaday-day-233-doomed/ Oh, Bethesda. Bethesda, Bethesda, Bethesda. How do you fuck up Doom, of all things? Well, I think we all already know the answer to that: you place intrusive online-dependent DRM in all its console ports, including the one specifically designed to be taken on the go to, say, places that you don't have a stable … Continue reading #oneaday Day 233: Doomed

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    Oh, Bethesda. Bethesda, Bethesda, Bethesda. How do you fuck up Doom, of all things?

    Well, I think we all already know the answer to that: you place intrusive online-dependent DRM in all its console ports, including the one specifically designed to be taken on the go to, say, places that you don't have a stable Internet connection.

    Weirdly, there are some people defending this. I posted a tweet on the subject last night and there were people wilfully misunderstanding what I said about it as well as saying things like "just use a mobile hotspot".

    Yes, you can just use a mobile hotspot, but that's not exactly an ideal solution — particularly if you're somewhere that doesn't have a good data signal. Which is still quite a few places here in the UK. Or what about if you're going on a trip and you're on a plane that doesn't have Wi-Fi, as many still don't? If you'd downloaded Doom ahead of your trip and hadn't had the foresight to start it up once beforehand at home (which is not something you should need to do with a 25-year old game) then you literally wouldn't be able to play it, because the game requires you to sign in to Bethesda's stupid servers at least once.

    For a game. With no. Online. Features. Not even multiplayer!

    Whenever I wonder if I should step back into the triple-A space just to see what's going on, situations like this remind me that I'm quite happy where I am. Doom from 1993 isn't a triple-A game, obviously, but Bethesda are a triple-A publisher, and so this sort of ridiculous behaviour can be expected in most of their titles. As such, I have no interest in supporting them whatsoever.

    Still, at least this whole situation has resulted in some amusing memes, for once; generally I tire of topical memes within less than five minutes, but these made me chuckle.

     https://twitter.com/balmut_/status/1154860181064491015 

     https://twitter.com/qazimod/status/1155019820724883456 

     https://twitter.com/grisevg/status/1155018226406961157 

     https://twitter.com/BradicalPrime/status/1155019883274371073 

    Now, I think, an hour or two of Lapis x Labyrinth, which fired up the moment I put it in my Switch, didn't require any updates and doesn't need to be connected online for anything…

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    #oneaday Day 232: The Labyrinth Life https://imnotdoctorwho.moegamer.net/2019/07/25/oneaday-day-232-the-labyrinth-life/ https://imnotdoctorwho.moegamer.net/2019/07/25/oneaday-day-232-the-labyrinth-life/#respond Thu, 25 Jul 2019 14:05:40 +0000 https://imnotdoctorwho.moegamer.net/2019/07/25/oneaday-day-232-the-labyrinth-life/ Apparently the upcoming Omega Labyrinth Life is getting a worldwide release! Sadly, the English version is only coming in downloadable format, but that's definitely better than nothing — plus with things the way they are today, you should never say there'll never be a physical release, courtesy of one of the various limited-run boutique publishers … Continue reading #oneaday Day 232: The Labyrinth Life

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    Apparently the upcoming Omega Labyrinth Life is getting a worldwide release! Sadly, the English version is only coming in downloadable format, but that's definitely better than nothing — plus with things the way they are today, you should never say there'll never be a physical release, courtesy of one of the various limited-run boutique publishers these days.

    What's quite interesting about this announcement is that D3 Publisher also confirmed the PS4 version will be significantly "toned down" from the Switch edition — to such a degree that it has a different title. The Switch version, which incorporates all the available content (including lewd happy funtimes) is Omega Labyrinth Life, while the PS4 version — which cuts out a lot of the illustrations, "touching" event scenes and something about a rock-paper-scissors minigame — is known as Labyrinth Life.

    I'm quite surprised to see this seemingly coming West officially, given the amount of trouble its predecessor Omega Labyrinth Z had with bodies such as the Video Standards Council here in the UK. A cynic would say that this quiet download-only release is intended to bypass any potential outrage — and they may well be right — but it's still a pleasant surprise to see this series finally make it West in an official capacity.

    For those unsure as to why you should care about this lewd RPG, note the pedigree behind it: it's developed by Matrix Software who, among other things, have previously given us rather marvellous experiences including The Adventures of Alundra on PS1, Dragon Quest spinoff Torneko: The Last Hope, the 3D remakes of Final Fantasy III, Groove Coaster and plenty more besides. The company was born from former members of Climax Entertainment (Shining in the Darkness, Shining Force, Landstalker, Runabout) and Telenet Japan (Valis, Cosmic Fantasy) so they very much know what they are doing… both in terms of RPGs in general and with cheeky, lewd games!

    I believe Play-Asia has an Asian English version of Omega Labyrinth Life available, but there may well be a waiting list to get hold of a copy of that at this point — plus that'll be more expensive than the downloadable release. It's a series I'm interested in checking out, though, particularly as I spoke out strongly against the VSC's decision to ban Omega Labyrinth Z, so I'll have to have a more thorough investigation into my options come release day: August 1.

    Regardless: happy boobs!

    The post #oneaday Day 232: The Labyrinth Life appeared first on I'm Not Doctor Who.

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    #oneaday Day 231: HOT https://imnotdoctorwho.moegamer.net/2019/07/24/oneaday-day-231-hot/ https://imnotdoctorwho.moegamer.net/2019/07/24/oneaday-day-231-hot/#respond Wed, 24 Jul 2019 21:59:00 +0000 https://imnotdoctorwho.moegamer.net/2019/07/24/oneaday-day-231-hot/ IT'S SO BLOODY HOT. This is stating the obvious for a lot of you, I'm aware, but we don't really "do" hot here in Britain. Which is sort of surprising, really, because I can't remember the last time we didn't have a blazing hot summer with seemingly daily news reports proclaiming it to be the … Continue reading #oneaday Day 231: HOT

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    IT'S SO BLOODY HOT. This is stating the obvious for a lot of you, I'm aware, but we don't really "do" hot here in Britain. Which is sort of surprising, really, because I can't remember the last time we didn't have a blazing hot summer with seemingly daily news reports proclaiming it to be the "hottest day since records began" or something along those lines.

    The reason we don't really "do" hot here in Britain is that air conditioning is seen as a luxury rather than a necessity, but I'm really starting to think we're getting to a stage where that needs to change. And it is changing in some areas; most new cars these days seem to come with air conditioning, which is great, and portable air conditioners (such as the one we have in our bedroom after finding last year's heat intolerable) are much more affordable than they once were.

    It's still hard to deal with, though — particularly when you go to those places that don't have air conditioning. You know, like outside. It's surprisingly difficult to spend a whole day without going outside at all, even for someone as socially inept as myself, and thus it's nigh impossible to have a day where you're not exposed to the bastard sun at all.

    I've had a bit of a headache for the past few days and I'm pretty sure the heat and/or the sun is to blame. Thankfully both the gym and my office have air conditioning, so my exposure is pretty minimal. I kind of wish we could all just hibernate until the autumn though.

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    #oneaday Day 230: You Suck https://imnotdoctorwho.moegamer.net/2019/07/23/oneaday-day-230-you-suck/ https://imnotdoctorwho.moegamer.net/2019/07/23/oneaday-day-230-you-suck/#respond Tue, 23 Jul 2019 09:59:45 +0000 https://imnotdoctorwho.moegamer.net/2019/07/23/oneaday-day-230-you-suck/ Some mildly NSFW images ahead! I love sexy comics, be they full-on hentai doujinshi or just stuff that is unashamed to depict adult content as a natural part of the story. Today I discovered a particularly delightful one that I wanted to share with you: it's called You Suck, and you can read it at … Continue reading #oneaday Day 230: You Suck

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    Some mildly NSFW images ahead!

    I love sexy comics, be they full-on hentai doujinshi or just stuff that is unashamed to depict adult content as a natural part of the story. Today I discovered a particularly delightful one that I wanted to share with you: it's called You Suck, and you can read it at https://yousuck.sexy 

    You Suck is the work of a creator called Josh Lesnick, and is intended to be a "sex positive comic about two dorky perverts, one of whom is a succubus".

    Over the course of the 250 pages available so far (all of which I've read this morning!) the comic tells the story of Anna, a thoroughly likeable chubby ginger who is frustrated that her boyfriend won't bang her. Said relationship comes to an end when she finds the boyfriend in question being ridden like a horse by a succubus in an alleyway, but for some reason the succubus ends up taking a liking to Anna, and the pair strike up a rather peculiar friendship.

    The way the story depicts Anna forgiving Izobel (as the succubus comes to be known) for her apparent indiscretions and earnestly attempting to communicate with her is really heartwarming to see. And in turn, Izobel's attempts to satisfy Anna's obvious frustration by kidnapping guys for her to have sex with… well, her heart's in the right place, even if her means are questionable. (The comic does take pains to point out that it "simplifies things" for dramatic and comedic purposes, and highlights the importance of mutual consent, for anyone concerned about such things!)

    I particularly like how Anna is depicted as being prone to the sort of baser desires that are normally assumed to be the exclusive domain of men — and at the same time, most of the men seen throughout the comic are shown to be easily reduced to a gibbering, compliant wreck when the possibility of sex presents itself. Actually, no, that's not necessarily an accurate description; Lesnick's description of the comic as "sex positive" is probably the most accurate way to describe it. Everyone involved is very much into the opportunity to get down and dirty.

    I love the art, too. The whole thing looks like it's been drawn in biro, and particularly emotive scenes almost have the appearance of Lesnick being overcome by emotion and the art "deteriorating" as a result. Expressions become exaggerated and escape the boundaries of faces, shapes become more vague and the art as a whole becomes more abstract. Don't mistake this for Lesnick being a bad artist, mind; there are a number of scenes throughout (typically the ones where Anna is engaging in something particularly filthy) where the art is immaculate and beautiful.

    There's plenty of good humour, too. I love how the succubus language is based on a series of triangles and a significant proportion of it is apparently up to the listener's interpretation. I adore how any penises depicted throughout the comic have little smiley faces on the end and react as their own independent entities to anything that is… going on. And Anna's obsession with dad rock — and Izobel's subsequent parroting of lyrics with a broken accent — is just wonderful.

    I believe the comic is still running at the time of writing. I've given it a bookmark, and look forward to reading more. If you think you might enjoy something sex-positive with good humour, do be sure to give it a look yourself!

    The post #oneaday Day 230: You Suck appeared first on I'm Not Doctor Who.

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    #oneaday Day 229: Good Morning https://imnotdoctorwho.moegamer.net/2019/07/23/oneaday-day-229-good-morning/ https://imnotdoctorwho.moegamer.net/2019/07/23/oneaday-day-229-good-morning/#respond Tue, 23 Jul 2019 05:34:09 +0000 https://imnotdoctorwho.moegamer.net/2019/07/23/oneaday-day-229-good-morning/ Apologies for missing yesterday; I was a bit distracted by recording things followed by the immensely addictive game I found myself playing after that — there'll be a full writeup on that particular subject on MoeGamer later today, so watch out for that. It is presently 6.30am. I am quite tired, but to my surprise … Continue reading #oneaday Day 229: Good Morning

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    Apologies for missing yesterday; I was a bit distracted by recording things followed by the immensely addictive game I found myself playing after that — there'll be a full writeup on that particular subject on MoeGamer later today, so watch out for that.

    It is presently 6.30am. I am quite tired, but to my surprise I haven't been finding it too difficult to get up early in order to get to the gym or the swimming pool each morning. I'm actually finding myself quite looking forward to the morning sessions — I've found this on a few previous occasions, too. When I'm not actively going to the gym, I tend to associate exercise with negative things such as being out of breath and in pain, but when I am, there's definitely something to be said for the endorphine rush of pushing yourself a bit.

    I'm also taking a bit of a different approach to what I've done on previous gym visits. Following some of the advice in the anime How Heavy Are the Dumbbells You Lift? I'm concentrating on strength training, simply using a bit of cardio at the start of each session to warm up. And I'm using weights that are light enough to feel reasonably "easy", but with more repetitions in an attempt to build up muscle endurance. Machio said that this is a good way to increase your metabolism, after all, so I'm interested to see if he's right!

    But yeah; there's something almost primally satisfying about working your various bits and feeling them doing things that they don't normally get the opportunity to do during a boring day at work. Feelings of stiffness and soreness almost feel like a badge of honour, and I find that even if your body hasn't changed shape — which it won't have done with the three sessions at the gym I've had so far! — having that ongoing, lingering feeling of having pushed yourself a bit makes you feel weirdly "buff".

    A pretty good way to start the day, then. Certainly worth getting up early for!

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    #oneaday Day 228: Shambolic Entertainment https://imnotdoctorwho.moegamer.net/2019/07/21/oneaday-day-228-shambolic-entertainment/ https://imnotdoctorwho.moegamer.net/2019/07/21/oneaday-day-228-shambolic-entertainment/#respond Sun, 21 Jul 2019 22:25:41 +0000 https://imnotdoctorwho.moegamer.net/2019/07/21/oneaday-day-228-shambolic-entertainment/ So, Digitiser Live then! It was a great show. Everything I hoped for. Authentically shambolic in the style of the YouTube show, paying homage to the things people loved about the Teletext pages, and doing things that only really "worked" in the live arena. Rewind a moment for those unfamiliar. Digitiser was a daily games … Continue reading #oneaday Day 228: Shambolic Entertainment

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    So, Digitiser Live then!

    It was a great show. Everything I hoped for. Authentically shambolic in the style of the YouTube show, paying homage to the things people loved about the Teletext pages, and doing things that only really "worked" in the live arena.

    Rewind a moment for those unfamiliar. Digitiser was a daily games magazine that ran on the UK's Teletext service from 1993 until 2003. If you want to know a bit more about its history, I wrote a piece about it back when Digitiser: The Show was first a thing last year. Check it out here.

    The show opened with "Pac-Man for Real", featuring several of the cast members charging around the hall attempting to recover balls that had been strategically scattered around the audience. It was a hilarious piece of visual comedy, but it was almost as amusing to see how exhausted everyone involved was once they got on stage properly — especially once host Paul "Mr Biffo" Rose started admonishing them for peaking too early.

    Once the show got underway, there was plenty of the usual banter between the main cast Biffo, Larry Bundy Jr, Octav1us and Paul Gannon. (Original cast member GameplayJenny departed amicably at some point in the last year; there was apparently no bad blood, she just didn't want to do it any more!) Biffo took a moment to address the fact that people have repeatedly been accusing him of looking like a "fat, old Charlie Brooker" in his comment section for a while now. There were visual aids and everything.

    The show featured a mix of on-stage action and prerecorded material appearing on a big screen; transitions between sections featured one of these latter components, and several of them incorporated audience participation. A particular highlight among these was what initially appeared to be a respectful retrospective on the life and works of David Braben, creator of Elite and the Raspberry Pi, but this devolved into short order into the song "David Braben Did a Poo", sung to the tune of Camptown Races. It was a seriously bizarre feeling to be in a theatre of 400+ people all singing "Did a poo all night! Did a poo all day! David Braben did a poo, doo-dah-doo-dah-day!"

    Biffo brought back a few sequences from Digitiser: The Show including quiz Mockety Moc!, which was just as shambolic as when it was on video — and the best thing about sections like this was the fact that Biffo and co have set such an expectation of everything they do going wrong somehow that any mistakes they might happen to make just feel like part of the act. It was the same when the videos playing in the background between sections locked up, froze or just flat-out didn't play; it was honestly impossible to tell whether it was an actual mistake, or if the whole thing was planned that way. And it was wonderful.

    One particularly entertaining segment opened with a terrifying slideshow of Sonic vore fanart that someone (Biffo) had had to collect from around the Internet, and this was then followed by a pair of contestants having to identify which pieces of Sonic fanfiction that were being read out were real (spoiler: they all were).

    Another involved Cheap Show's Eli Silverman dressed as Mario (occasionally going "eeee!" in an apparently unsuccessful attempt to channel Charles Martinet) inviting Paul Gannon and Larry Bundy Jr to smell the contents of various pipes. Because it wouldn't be Digitiser without Gannon getting some grief and Bundy retching.

    The whole thing is such a chaotic, surreal blur in my mind that it's honestly difficult to pick out highlights… but it was a wonderful end to what, as I discussed yesterday, was a fantastic day. Everyone involved — whether cast, crew or audience — seemed to have a fantastic time, and I'm so happy it was a big success. As shambolic as their end products might often seem to be, Biffo and co all really work hard on producing brilliantly entertaining work for people to enjoy — and they don't always get the credit and appreciation they deserve.

    I hope they all feel great about yesterday, though, because it was as sure a sign as I've ever seen that Digitiser is here to stay, and Biffo and his friends have fans who genuinely love them.

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    #oneaday Day 227: Digitiser Live - A Thank You https://imnotdoctorwho.moegamer.net/2019/07/21/oneaday-day-227-digitiser-live-a-thank-you/ https://imnotdoctorwho.moegamer.net/2019/07/21/oneaday-day-227-digitiser-live-a-thank-you/#respond Sun, 21 Jul 2019 00:34:16 +0000 https://imnotdoctorwho.moegamer.net/2019/07/21/oneaday-day-227-digitiser-live-a-thank-you/ These posts are normally for Patrons only, but I've left this one public because I want the people involved to be able to read it, on the off-chance they actually see this. I just got back from Digitiser Live in London (and the Chunky Fringe event beforehand) — I'm not going to talk specifically about … Continue reading #oneaday Day 227: Digitiser Live - A Thank You

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    These posts are normally for Patrons only, but I've left this one public because I want the people involved to be able to read it, on the off-chance they actually see this.

    I just got back from Digitiser Live in London (and the Chunky Fringe event beforehand) — I'm not going to talk specifically about those events right now because it's 1am and I want to go to bed. I did, however, want to mention some things while they're still fresh in my mind and heart, so here we go.

    I wanted to extend a huge thank-you to everyone involved in the events today for creating such a wonderfully welcoming, positive place for people to enjoy themselves. It felt like a complete escape from the negativity and nonsense of the rest of the world, and I'm sure I'm not the only one who felt remarkably refreshed to be in such an environment — off the Internet and among real people with whom they have something in common.

    I've mentioned before that I have monstrous social anxiety that can probably mostly be attributed to my Asperger's. The prospect of attending events where there are lots of people is pretty terrifying to me, and even more so if it's not just random people, but also people that I greatly respect.

    I am, in other words, not the sort of person who finds it easy to strike up conversations with random strangers — even if I know that stranger and I will probably get along — and nor am I particularly confident in responding to people initiating some sort of interaction with me. This, as you can probably imagine, is generally why I shy away from events like this.

    Digitiser host and lead creative type Paul "Mr Biffo" Rose was aware that there were people feeling like this — I wasn't the only one — and encouraged them to come along anyway, promising an experience that they wouldn't regret. Bold words indeed, but having followed Rose on Twitter for a while — particularly since he got Digitiser: The Show and various related paraphernalia up and running — I knew that if there was one thing you could count on him for, it was sincerity and honesty.

    Digitiser Live had previously sold out, but some more tickets became available. I was still not sure if I was going to be "up to" going, but my wife Andie encouraged me to buy two tickets — one for me, and one for a friend (if any of my local friends happened to be available, which they weren't) or for her if no-one else was able to come with me. I did so.

    The day approached and, as I noted yesterday, I was a bit nervous about the prospect.

    I knew that there would be things there that I was interested in, and people that I wanted to meet. I knew that there was a portion of the show in which I might be able to show off some of the old Atari hardware I love so much (sadly, random selection meant that I didn't get this opportunity in the end — but more on that in a moment!). And I knew that, based on the Digitiser YouTube videos — both the full-length Digitiser: The Show and the more regular short-form content they've been putting out recently — I would enjoy Digitiser Live.

    But I also knew myself. I knew that when confronted with a room of unfamiliar people, I tend to clam up and not want to talk to anyone. I knew that if I didn't take an opportunity to speak to someone I admire, I'd regret it, but that would almost certainly happen anyway. And I knew that would sully the experience of the day a bit.

    But while I was at Chunky Fringe ahead of Digitiser Live, something in my brain told me that it was probably safe to come a little bit further out of my comfort zone than I do normally. Paul Gannon, host of the Cheap Show podcast, Digitiser cast member and perpetual whipping boy for Biffo, was in attendance selling Cheap Show magazines and various bits and pieces. As Chunky Fringe was coming to an end and Gannon was preparing to leave to go and get ready for the evening's show, I decided to take a chance: I spoke to him.

    And nothing bad happened. I had the opportunity to shake him by the hand, tell him I enjoyed his work and thank him for the entertainment. It was a brief interaction, but I can't underline enough what a massive deal my being able to do this was. My knees were trembling before and afterwards… but once it was done, I didn't regret it. And I knew that I was in a place where it would be safe to try that again.

    If you're the sort of person who can just happily chat away to others regardless of whether or not you know them, you might not understand what a big deal this is. But for someone with social anxiety and/or Asperger's, even a simple interaction like this takes a huge mental "wind-up" — and often that very process can discourage you from taking that last step at all, as you start to visualise all the ways it could possibly go wrong, or in which you make a fool of yourself.

    I still have in my mind the time I attended PAX and, by chance, met Don Woods, the father of the adventure game; I embarrassed myself by being a gibbering, nervous wreck and my friends I was there with gave me some light-hearted ribbing about it afterwards. This was several years before I'd been formally diagnosed with Asperger's, before you judge my friends too harshly; today I can look back on the situation and both understand it and see the funny side to a certain degree, but the memory still sticks with me a bit when situations like this present themselves.

    I knew that after Digitiser Live was over in the evening, Biffo and the other cast members were planning to spend some time in the venue bar to meet fans, sign autographs and that sort of thing. Biffo had been kind enough to offer some positive, personal encouragement to me on Twitter, so I was hoping that I'd be able to meet him in person, shake him by the hand and thank him for this whole crazy phenomenon that culminated in today's event. After I didn't get picked for the "Antiques Roadshow" segment in the show itself, I was also keen to track down cast member Octav1us and show her the Atari 400 I'd brought with me, because I felt like she'd probably be the one who would appreciate it the most, given her interest in old microcomputers.

    Despite my earlier positive interaction with Gannon, I was still nervous. I wasn't quite sure how I'd approach either of them; that initial "approach" is always the most difficult part for me, as I always worry that I'll be intruding on people, interrupting them doing things that they'd rather be doing and just generally being a nuisance. And I had plenty of time for my mind to stew this over, since Biffo and co were busy doing the "get out" for the performance before heading to the bar.

    My wife Andie went out for a smoke while we were waiting, and when she came back she told me that Octav1us was outside. Something in my mind told me that this was a "now or never" moment — accurate, as it happened, since they were just about to leave for the night. (The "get out" had actually taken so long that the bar was already closed by the time they finished!) Again, I remembered the positive, supportive and safe atmosphere I felt like I'd been in all day, and managed to summon up the confidence to approach Octav1us, thank them for their contributions to the day and the entertainment their work on YouTube has brought me, and show them my Atari 400 so the poor beast hadn't had a wasted trip.

    Once again, nothing bad happened. I had a nice chat with Octav1us for a few minutes, we discussed the Atari 400 and its keyboard and laughed about what a nightmare it must have been learning to program on stuff like the ZX81 and the original Spectrum with their horrid keyboards. (The Atari 400 also originally had a horrible membrane keyboard — ostensibly so it would be suitable for children and protected against spillages — but pretty much everyone who owned one paid their local computer shop to replace this with a "typewriter-style" set of physical keys.)

    Buoyed by "success", I decided to seek out Biffo, since I'd seen on Twitter that he was somewhere in the corridors of the venue. Sure enough, I found him, had the opportunity to shake his hand and he even knew who I was when I introduced myself.

    The only person from the main Digitiser Live cast I wasn't able to find before we left was Larry Bundy Jr, which was a pity as I wanted to show him some appreciation for his complete shamelessness on stage, but suffice to say by this point I feel like I would have probably also been able to speak to him without anything awful happening.

    As I noted above, none of this may sound like a big deal to you if you're the sort of person who can just walk up to someone and talk to them, but I am not and have never been that person. That's why these small events, as insignificant as they probably were to the other parties involved, were very much appreciated, and I'm sure will become valuable memories for me.

    As such, I specifically want to thank Biffo, Octav1us and Gannon for taking the time to speak with me and make me feel welcome — and more broadly and generally, I want to thank everyone involved with both Chunky Fringe and Digitiser Live for creating such a lovely, positive, welcoming, safe-feeling atmosphere for the whole day.

    It really means a lot to me that not only did I have a great day of entertainment, I also felt able to do things I'm not normally able to. And so, while the day's events and excitement were fresh in my head, I wanted to say a public "thank you" to these people.

    Thank you, everyone; you made my day.

    The post #oneaday Day 227: Digitiser Live - A Thank You appeared first on I'm Not Doctor Who.

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    #oneaday Day 226: Hopes and Fears https://imnotdoctorwho.moegamer.net/2019/07/19/oneaday-day-226-hopes-and-fears/ https://imnotdoctorwho.moegamer.net/2019/07/19/oneaday-day-226-hopes-and-fears/#respond Fri, 19 Jul 2019 11:10:41 +0000 https://imnotdoctorwho.moegamer.net/2019/07/19/oneaday-day-226-hopes-and-fears/ Tomorrow, I'm doing something rather unusual: I'm going to a day of activities that celebrate the YouTube rebirth of a daily Teletext games magazine that ran from 1993 to 2003. The "publication" (if that's the right word) in question is Digitiser, which you may recall I wrote a bit about back when creator Paul "Mr … Continue reading #oneaday Day 226: Hopes and Fears

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    Tomorrow, I'm doing something rather unusual: I'm going to a day of activities that celebrate the YouTube rebirth of a daily Teletext games magazine that ran from 1993 to 2003. The "publication" (if that's the right word) in question is Digitiser, which you may recall I wrote a bit about back when creator Paul "Mr Biffo" Rose first put out his new Digitiser "TV show" on YouTube.

    Since the initial run of Digitiser: The Show, Rose and company have been experimenting with various other formats as well as preparing for a possible second season of the show. In the meantime, there's tomorrow's Digitiser Live event, which unfolds in the evening and is complemented in the daytime by a fan-organised event known as "Chunky Fringe", which features various panels and exhibitors with a connection to Digitiser, Biffo and/or Teletext.

    I'm both excited and nervous about going to this. I have struck up something of a casual acquaintance with Biffo on Twitter as well as throwing him some Patreon support for the last few months, so I'm keen to meet him and shake his hand, along with those of the other cast members Paul Gannon, Octav1us and Larry Bundy Jr — all of whom are creators I respect greatly.

    At the same time, the prospect of doing exactly this fills me with terror and dread. I worry about making a complete idiot of myself or somehow offending someone, even though the latter part in particular is especially unlikely. But these are people who, if I have the opportunity to make an impression, I want to make a good impression. And so, riddled with social anxiety as I am, I am very nervous about saying and doing the right thing.

    Of course, there's no guarantee I'll have the opportunity to even get close to any of them, so this may all be a moot point. Regardless, I'm looking forward to the day despite my anxiety, and I'm sure I'll provide you all with a full report in the very near future!

    If you happen to be anywhere near the UK and able to get to the outskirts of London tomorrow, a few tickets are still available. Grab one here.

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    #oneaday Day 225: Pray for KyoAni https://imnotdoctorwho.moegamer.net/2019/07/18/oneaday-day-225-pray-for-kyoani/ https://imnotdoctorwho.moegamer.net/2019/07/18/oneaday-day-225-pray-for-kyoani/#respond Thu, 18 Jul 2019 16:23:31 +0000 https://imnotdoctorwho.moegamer.net/2019/07/18/oneaday-day-225-pray-for-kyoani/ I was shocked and saddened to hear this morning that Kyoto Animation, better known colloquially as KyoAni, had been the victim of an arson attack. As I type this, 33 people have been confirmed dead, with many more injured, missing or in critical condition. The motive for the attack remains unknown right now. I'm not … Continue reading #oneaday Day 225: Pray for KyoAni

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    I was shocked and saddened to hear this morning that Kyoto Animation, better known colloquially as KyoAni, had been the victim of an arson attack. As I type this, 33 people have been confirmed dead, with many more injured, missing or in critical condition. The motive for the attack remains unknown right now.

    I'm not going to talk too much about the specifics of this incident, as the story is still developing. I did want to acknowledge it, however, as it's a devastating blow to Japanese popular media — and, hell, popular media in general.

    On the offchance you're unfamiliar with KyoAni, they're an anime studio who, since 2003, have been putting out a pretty consistent string of widely beloved anime, ranging from adaptations of Key's classic visual novels Air, Kanon and Clannad to series like Lucky Star and K-On!!, which played a significant part in defining modern anime in general, and the "slice of life" genre specifically.

    The studio is particularly noteworthy for the fact that its employees are all salaried rather than paid per frame on a freelance basis. This allowed the company to both develop a distinctive "house style" that is immediately recognisable, and for its animators to be able to focus on the quality of each frame rather than rushing to produce as much work as possible in a short period of time.

    In other words, they were a studio doing a great amount of good — and, unlike the disagreements that tend to spring up over most popular media, I don't know a single person who ever had a bad thing to say about a KyoAni production.

    The company was not especially large, so it's entirely possible that it will be unable to recover from an attack of this magnitude. That hasn't stopped people from rallying around to gather support, however; American licensing company Sentai Filmworks set up a GoFundMe page that has raised nearly three quarters of a million dollars in less than a day at the time of writing, and various people have pointed out that KyoAni has an online shop where you can buy high-definition digital pictures. If you'd like to support those affected by this tragedy, these appear to be the two best (or at least easiest) ways to do so right now. That and, as always, buying official KyoAni products such as anime and merchandise.

    I'm saddened and disappointed by this news, and anything further I might be able to say feels a bit futile; nothing will bring those 33 people back or heal the countless injured, and KyoAni will never be the same after this — if it even survives at all. But it has, at least, been encouraging to see how many people wanted to offer their support and condolences after this horrific tragedy; small comfort for those affected, perhaps, but a reminder that not everyone in the world is as reprehensible a creature as the one responsible for this attack.

    The post #oneaday Day 225: Pray for KyoAni appeared first on I'm Not Doctor Who.

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    #oneaday Day 224: Melted https://imnotdoctorwho.moegamer.net/2019/07/17/oneaday-day-224-melted/ https://imnotdoctorwho.moegamer.net/2019/07/17/oneaday-day-224-melted/#respond Wed, 17 Jul 2019 22:32:24 +0000 https://imnotdoctorwho.moegamer.net/2019/07/17/oneaday-day-224-melted/ I don't really know what to write today. My brain is pretty much melted from a combination of the heat throughout the day, the current tedium at the day job and working hard on various creative projects — as well as continuing to flex my language-learning muscles with The Expression: Amrilato, which has really ramped … Continue reading #oneaday Day 224: Melted

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    I don't really know what to write today. My brain is pretty much melted from a combination of the heat throughout the day, the current tedium at the day job and working hard on various creative projects — as well as continuing to flex my language-learning muscles with The Expression: Amrilato, which has really ramped up the difficulty with its "study" sessions!

    I went swimming this morning. It was good. I think I can make this a habit… or at least I would have done had the pool not suddenly decided that three days a week they were going to open a little bit later than they were going to when I first started attending. It's not the end of the world, since as I noted yesterday I signed up to the gym — and even if I hadn't, I can still get a decent half hour's swimming in if I get changed quickly — but it is a little annoying.

    Still, that's established what will hopefully become a routine now: I'm intending to go to the gym on Monday, Tuesday and Thursdays, and to the pool on Wednesdays and Fridays. I'll then take the weekends off. That should get me into a decent rhythm of doing a variety of different things, hopefully giving most of my battered, broken old body a much-needed workout in the process.

    It's a new episode of How Heavy are the Dumbbells You Lift? today. I'm going to watch that — and probably an episode of Dagashi Kashi before bed tonight, since anime before sleep seems to have been working well to relax me for the past few days. Plus the former has been, as you can see, pretty motivational!

    Apologies I don't have anything more meaningful to write about, but it's been just a sort of "eh" day, really. Hopefully tomorrow will be…  tolerable at the very least!

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    #oneaday Day 223: Old Stuff https://imnotdoctorwho.moegamer.net/2019/07/16/oneaday-day-223-old-stuff/ https://imnotdoctorwho.moegamer.net/2019/07/16/oneaday-day-223-old-stuff/#respond Tue, 16 Jul 2019 22:20:48 +0000 https://imnotdoctorwho.moegamer.net/2019/07/16/oneaday-day-223-old-stuff/ Last time I visited my parents, I nabbed a few old Atari-related books. I'll probably do something a bit more detailed with them on Atari A to Z at some point — either an article about them or perhaps a video "reading" of bits of them. I find looking back over these old books and … Continue reading #oneaday Day 223: Old Stuff

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    Last time I visited my parents, I nabbed a few old Atari-related books. I'll probably do something a bit more detailed with them on Atari A to Z at some point — either an article about them or perhaps a video "reading" of bits of them.

    I find looking back over these old books and magazines fascinating, because they really highlight how computer use has changed over the years. Back in the early days of Page 6 magazine, a publication which my father, my brother and I all contributed to at one time or another, it was seemingly expected that most people who purchased a home computer would at least dabble in programming, for example; this was understandable, given that BASIC was readily accessible either via a cartridge or built into the system's ROM in later model Atari 8-bits.

    It went further than that, though. Magazines included type-in listings that you could copy into your computer and save to disk or cassette, then have some "free" software in exchange for your hard work (and purchasing the magazine in the first place). For me, this was always a highly enjoyable activity, and is probably the reason I can type so well today. I absolutely loved typing these things in and ending up with something I could make use of on my computer; it was second only to actually having built the program yourself.

    In the case of games and applications built in BASIC, these listings had an important secondary function: they were things you could study in order to learn various techniques. Much like one of the most effective ways of learning a new language is to immerse yourself in it as much as possible (hello, The Expression: Amrilato), programming rewards those with the confidence to poke around a bit, fiddle around and attempt to adapt things they think they understand to their own requirements.

    I was never particularly good at programming, but I was at least competent enough to put together some basic (no pun intended) things using the old Atari computers. I vividly recall being very proud I made a (rather crap) treasure hunting game, for example — and much of what I needed to create that I learned from studying various type-in listings.

    Machine code was another matter entirely. People who could program in assembly language or raw machine code back then are still like gods to me. I don't understand how anyone can possibly work like that. But, again, it was something that was kind of taken for granted back then; if you wanted your computer to do something that BASIC was a bit too slow to handle, you'd use machine code. Sometimes the aforementioned magazines even published entire machine code games and applications, the listing for which would produce a bootable floppy disk or cassette just like the ones you'd go out and buy in a shop. This is still kind of incredible to me.

    I really want to talk about this some more, but I'm wondering what the best way to do it might be. Perhaps some videos showing off the books and their contents, interspersed with some footage of me attempting some of the exercises and listings therein? I dunno.

    Whatever I end up doing with these, looking back over these old books and magazines reminds me of why computers and gaming excited me in the first place. It's because I'm a massive nerd.

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    #oneaday Day 222: No, Seriously, Onegai Muscle https://imnotdoctorwho.moegamer.net/2019/07/15/oneaday-day-222-no-seriously-onegai-muscle/ https://imnotdoctorwho.moegamer.net/2019/07/15/oneaday-day-222-no-seriously-onegai-muscle/#respond Mon, 15 Jul 2019 21:49:30 +0000 https://imnotdoctorwho.moegamer.net/2019/07/15/oneaday-day-222-no-seriously-onegai-muscle/ Well, I watched How Heavy Are the Dumbbells You Lift? again. (Or, more accurately, its first two episodes again.) And today I found myself signing up for the gym. It helps that the day job provides a half-price corporate membership for the year (although that's still a fair bit) but if I make sure I … Continue reading #oneaday Day 222: No, Seriously, Onegai Muscle

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    Well, I watched How Heavy Are the Dumbbells You Lift? again. (Or, more accurately, its first two episodes again.) And today I found myself signing up for the gym. It helps that the day job provides a half-price corporate membership for the year (although that's still a fair bit) but if I make sure I go reasonably often for at least a few months, it'll be worthwhile.

    And y'know what, I'm feeling pretty motivated right now, for once. Motivation to exercise is something that seems to come and go with me; when it comes, it really comes (and when it goes, it buggers off for years at a time), but I've never really managed to effectively combine it with weight loss. The last time I got "into" exercise I ended up running a 10k. I was still fat, and it took me a long time to finish, but I finished it; I have the medal to prove it.

    This time around, I'm following a weight loss program with regard to food and feeling motivated to exercise. This, to me, sounds like a winning combination — though of course thanks to past experience I know all too well that things don't happen overnight.

    I'm feeling pretty good about the prospect right now, anyway. We'll see how I feel if/when I manage to get myself out of bed in time for a morning workout tomorrow… and when I remember how achey your first gym session after umpteen months inevitably makes you!

    But I'll do it for Hibiki. And Ayaka. And Akemi. And the other ones who haven't been in the anime yet.

    SIDE CHEST

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    #oneaday Day 221: Onegai Muscle https://imnotdoctorwho.moegamer.net/2019/07/14/oneaday-day-221-onegai-muscle/ https://imnotdoctorwho.moegamer.net/2019/07/14/oneaday-day-221-onegai-muscle/#respond Sun, 14 Jul 2019 21:45:13 +0000 https://imnotdoctorwho.moegamer.net/2019/07/14/oneaday-day-221-onegai-muscle/ I've not watched any anime for ages — not because I haven't wanted to, but simply because I haven't been making time for it. I decided to be decisive and change that last night, and the anime I picked for my triumphant return to the medium was this season's currently airing How Heavy are the … Continue reading #oneaday Day 221: Onegai Muscle

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    I've not watched any anime for ages — not because I haven't wanted to, but simply because I haven't been making time for it.

    I decided to be decisive and change that last night, and the anime I picked for my triumphant return to the medium was this season's currently airing How Heavy are the Dumbbells You Lift? — a show about a cute girl who, upset to be putting on weight (but oblivious to her lifestyle factors that were making this happen) decides to join a local gym with a certain sense of trepidation.

    I'm in love. There are only two episodes released so far at the time of writing, but I'm already feeling a bit like I want to do something kind of unprecedented for me: I want to re-watch those two episodes I've already seen, I enjoyed them so much. It's a wonderful blend of comedy and fanservice, and it's utterly charmed me so far.

    Not only that, but I found the educational content of the show to actually be rather inspirational — so much so that I've found myself looking up opening times and costs for my local gym, and am strongly considering joining up to complement my early-morning swimming sessions that I'm hoping to make more of a habit this coming week. It may help, of course, that the more educational sections of the show — most notably those that demonstrate the exercises and how they might be beneficial — are needlessly erotic in the best possible way.

    Popular media is a wonderful means of inspiring people to do things — whether it's learning an instrument, making new friends, getting fit or simply being a better person. I'm already feeling that How Heavy are the Dumbbells You Lift? is going to be a favourite anime from this season — and people who watch a lot more than I do are always saying that this season is the strongest they've seen for a long time!

    Will it top that glorious season we had Gabriel Dropout, Interviews with Monster Girls and Miss Kobayashi's Dragon Maid all in one go, though? That remains to be seen, but I think I've flipped the switch in my head that has made me excited to find out now…

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    #oneaday Day 220: Above and Below https://imnotdoctorwho.moegamer.net/2019/07/14/oneaday-day-220-above-and-below/ https://imnotdoctorwho.moegamer.net/2019/07/14/oneaday-day-220-above-and-below/#respond Sun, 14 Jul 2019 01:05:19 +0000 https://imnotdoctorwho.moegamer.net/2019/07/14/oneaday-day-220-above-and-below/ One of my local friends had a rare occasion of actually being free at a weekend, so we managed a short-notice evening of board gaming. The game of choice tonight was Above and Below, a new acquisition by one of our number that I'd not heard of before. Above and Below is a kind of … Continue reading #oneaday Day 220: Above and Below

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    One of my local friends had a rare occasion of actually being free at a weekend, so we managed a short-notice evening of board gaming. The game of choice tonight was Above and Below, a new acquisition by one of our number that I'd not heard of before.

    Above and Below is a kind of hybrid game: it incorporates both Euro-style worker placement gameplay with the "storytelling" component of titles like SMERSH and Arabian Nights. Interestingly, it doesn't go super-hard on either of these things, making for an interesting game that isn't too heavy, but has a nice variety of things going on.

    The concept of Above and Below is that you are attempting to rebuild your village after it was destroyed by barbarians. In order to do this, you have to gather resources, earn money, expand your population and build structures. On top of all that, though, there's also a network of caves beneath the village which you can go and explore; successful explorations open up underground areas to colonise, in which you can then build "outposts" to extend your village beneath the ground as well as on the surface.

    Each round, you ultimately have the option to take up to as many actions as you have available villagers. Each player takes one action with one or more villagers, then play passes around the table until everyone has had a turn. The actions include harvesting materials from structures that produce them, constructing new buildings by paying the appropriate cost, recruiting new villagers, labouring for a small amount of additional income, and exploring the caves.

    Most of that is fairly self-explanatory and typically Eurogamey; there's no real direct player interaction and you building your village is pretty much group solitaire, though there is the option to mess with other players a little bit by purchasing buildings from the communal pool that someone else might have wanted, or acquiring villagers with particularly potent skillsets.

    Where things get interesting is in the exploration aspect. Upon taking two or more villagers into the caves, you draw a "cave card" and roll a die. The cave card tells you which passage you need to read from an encounter book according to your die roll. Each encounter consists of some flavour text — which presents a variety of weird and wonderful situations, and really rewards those willing to put a bit of "oomph" into their delivery — and generally provides two options on how to proceed.

    These options will either take you to another passage in the encounter book or ask you to make an "explore check". This involves rolling one die per villager who is participating in the exploration, then consulting their token to see how many "lanterns" you score with them according to the die roll. For example, a low-skilled villager might only score one lantern if you roll a three or higher, while a more valuable villager might provide you with three lanterns if you roll four or more, and guarantee a single lantern by providing you one if you roll one or higher.

    Passing an explore check is a simple matter of acquiring enough lanterns to meet the difficulty level requested — an "explore 3" check requires three lanterns, for example. Many of the options provide two possible outcomes: one for a small number of lanterns, one for a larger number. Generally speaking — though not always — the larger number of lanterns results in a bigger reward, and if it's impossible to acquire that many through just rolling, you can "exert" your villagers to earn additional lanterns, but they'll be injured in the process, putting them out of action for the following round unless you have a potion to give them.

    At the end of the game, you earn points for a variety of things: a flat rate per building constructed, a gradually increasing range of points for the different types of resource you can harvest, and various bonus points from the specific buildings you constructed. Some buildings simply give you a flat amount of bonus points, others give you bonus points per something — per building, per villager, per specific resources.

    It was an enjoyable game that plays quickly and has the potential to be quite different each time you give it a shot. I like it a lot more than other, similar games because there's not so much reliance on, say, knowing the deck of cards like in Agricola, and the variety of ways to score points at the end of the game means that there are multiple possible strategies you can employ along the way. You need to pick one pretty quick, though; there are only seven rounds in the game, and those pass by alarmingly quickly!

    Unlike in other games where time is tight — such as the aforementioned Agricola — I didn't find this frustrating, however, because there wasn't an obvious "perfect play". Agricola pisses me off because there is a perfect play — fill up your farm board and have some good point-scoring cards to go with it — and there never seems to be enough time to achieve both of those things. Here, however, it's a simple case of "do as well as you can within the time available", and that makes things much more interesting. It also makes the final scoring a lot of fun, since you can never quite predict who is going to win — the people I thought were going to take the bottom spots (me and my friend Tim) actually ended up taking the top two!

    It's a good time then. Hopefully it'll hit the table a few more times, because it's that delightfully rare thing: something we all seemed to enjoy.

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    #oneaday Day 219: A Handy Tip To Make Twitter More Bearable https://imnotdoctorwho.moegamer.net/2019/07/13/oneaday-day-219-a-handy-tip-to-make-twitter-more-bearable/ https://imnotdoctorwho.moegamer.net/2019/07/13/oneaday-day-219-a-handy-tip-to-make-twitter-more-bearable/#respond Sat, 13 Jul 2019 00:08:17 +0000 https://imnotdoctorwho.moegamer.net/2019/07/13/oneaday-day-219-a-handy-tip-to-make-twitter-more-bearable/ I was thinking recently about what, exactly, made Twitter annoying to participate in, and I came to the conclusion that one of the biggest problems was the Retweet function. The reason for this is that the Retweet function causes stuff to be thrown into your feed that you didn't ask for. More often than not, … Continue reading #oneaday Day 219: A Handy Tip To Make Twitter More Bearable

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    I was thinking recently about what, exactly, made Twitter annoying to participate in, and I came to the conclusion that one of the biggest problems was the Retweet function.

    The reason for this is that the Retweet function causes stuff to be thrown into your feed that you didn't ask for. More often than not, people will retweet deliberately contentious stuff so that they can get into an argument with someone and win Internet Points for saying "the right things" for whatever group they're trying to impress.

    You can turn off retweets on Twitter, but you have to do so for each individual person you follow; there didn't seem to be a blanket means of simply turning off retweets altogether.

    However, I refused to believe that no-one out there had ever thought it might be nice to cut down on this particular source of noise, so I did a bit of investigating. And I found the first helpful Lifehacker article I've ever seen — not only that, but the actual advice in this one is probably the first time a Lifehacker article can be vaguely accurately described as a "hack" in the programming sense.

    Lifehacker is a Gawker publication, so I don't really want to give them any traffic. As such, I'll share the tip with you right here and you can enjoy it without supporting the Gawker machine.

    You need to be using Chrome to do this… I think, anyway. In theory any browser with a developer console that can execute instructions in immediate mode should work, but Chrome definitely works.

    Step 1: Go to your Twitter following page at https://twitter.com/following

    Step 2: Wait for all the profiles to load. This can take a little while if you follow a lot of people. Scroll down the page to verify everything has loaded.

    Step 3: Hit F12 to open the Developer Console. Down towards the bottom of this panel, click the "Console" option.

    Step 4: Copy and paste this code into the console window and hit Return.

    a=Array.prototype.slice.call(document.querySelectorAll("div.ProfileCard-content div.dropdown"));a.forEach(function(e) {e.querySelector("button").click(); e.querySelector("li.retweet-off-text button").click(); }) 

    Like the loading of profiles, this will also take a moment. When it finishes, retweets will be turned off for everyone you follow, so you can then selectively re-enable if there are those you do want to see retweets from. Or just leave them turned off altogether and enjoy the novelty of a timeline that sometimes stays completely silent for five minutes or more at a time! Bliss.

    While you're on, if you haven't already, also mute the words  suggest_recycled_tweet_inline and suggest_activity_tweet in your account settings to stop seeing other people's Likes on your timeline.

    And with that, Twitter is (mostly) usable again! Enjoy!

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    #oneaday Day 218: Quantification https://imnotdoctorwho.moegamer.net/2019/07/11/oneaday-day-218-quantification/ https://imnotdoctorwho.moegamer.net/2019/07/11/oneaday-day-218-quantification/#respond Thu, 11 Jul 2019 10:48:17 +0000 https://imnotdoctorwho.moegamer.net/2019/07/11/oneaday-day-218-quantification/ While I was in the pool this morning (yes, I made it again), I found myself thinking about quantification and gamification. My trigger for this thought was contemplating whether or not I should count how many lengths I swam in the half an hour I had available before I had to leave for work, and … Continue reading #oneaday Day 218: Quantification

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    While I was in the pool this morning (yes, I made it again), I found myself thinking about quantification and gamification. My trigger for this thought was contemplating whether or not I should count how many lengths I swam in the half an hour I had available before I had to leave for work, and ultimately I decided that no, I didn't need to; that wasn't why I was here.

    Today, we're encouraged to quantify and gamify almost everything in our lives. Step counters on our phones check to see if we've been active enough. Websites provide experience points and achievements for engaging with their content. And, of course, social media, for many, is spent in the never-ending pursuit of higher numbers of likes and shares.

    Quantifying things can, at times, be valuable. It's helpful to know, for example, how many people a particular surgeon has killed (preferably zero), or how many civilian facilities a bomber pilot has destroyed (likewise). It's also helpful if you're trying to train for something specific; if you're hoping to run a marathon, for example, you'd want to see how long it takes you to run various distances so you can track your improvement in speed and endurance as time goes on.

    But that doesn't mean we need to attach numbers to absolutely everything. I deliberately chose not to count my lengths in the swimming pool this morning because all I'm trying to do is simply something vaguely active. How "well" I do at that is irrelevant; I'm not trying to get better (at least not right now) — I'm just trying to do something.

    It's easy to lose sight of that today in a world filled with jobs that constantly demand you meet "KPIs", likes and shares on social media corresponding to the amount of value people feel they should place on your opinion and a society that, in general, seems to think that you should never be satisfied and happy with who you are right now.

    In some respects, it's good to constantly strive to improve. But sometimes you just need a break from the pressure, and to be able to do something just for the sake of it. At those times, you need to ignore all the numbers and just lose yourself in whatever you're doing. And enjoy it!

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    #oneaday Day 217: Success https://imnotdoctorwho.moegamer.net/2019/07/10/oneaday-day-217-success/ https://imnotdoctorwho.moegamer.net/2019/07/10/oneaday-day-217-success/#respond Wed, 10 Jul 2019 09:45:12 +0000 https://imnotdoctorwho.moegamer.net/2019/07/10/oneaday-day-217-success/ I made it! I was in the pool by 7.25am this morning, got in a good half an hour or so of swimming, then made it to work on time. This is, it seems, a thing I will be able to do — even if the pool's timetable was slightly wrong and they actually open … Continue reading #oneaday Day 217: Success

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    I made it! I was in the pool by 7.25am this morning, got in a good half an hour or so of swimming, then made it to work on time. This is, it seems, a thing I will be able to do — even if the pool's timetable was slightly wrong and they actually open at 7.30am on three of the five weekdays. And if their lockers are non-refundable — albeit thankfully only 10p.

    The pool itself was enjoyably nostalgic, and reminded me a bit of the community pool where I grew up, which was on my secondary school campus. It obviously hasn't been particularly "renovated" for a long time — though it's all in good condition — and has some gloriously retro signs on the wall emphasising the expectation that there will be no "bombing" or "petting" during your time in and around the pool. I haven't seen a sign saying "no petting" since I was still at school, I don't think.

    I enjoyed the swim. I'm not an especially strong swimmer and I'm very slow, but I don't really mind; I'm not doing this to be especially "athletic", I'm simply doing it as a means of getting moving a bit more and having some early-morning relaxation ahead of the working day. And it works; when I'm swimming, I tend to find that my mind gradually empties and the whole sensation is pleasingly anxiety-free, which for someone as naturally anxious as myself is an absolute delight.

    Swimming up and down is boring, but it's a good time to sort things out in your head. I found myself composing the opening to articles, practising Esperanto and all manner of other things while I tuned out of the situation and ran on autopilot. So by the time I was finished it felt as much like I'd had a mental workout as well as a (very mild) physical one.

    I'm going to try and make this a habit… although finding a 10p every day is going to be a pain in the bum given how little I tend to use cash these days!

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    #oneaday Day 216: Partial Success https://imnotdoctorwho.moegamer.net/2019/07/09/oneaday-day-216-partial-success/ https://imnotdoctorwho.moegamer.net/2019/07/09/oneaday-day-216-partial-success/#respond Tue, 09 Jul 2019 08:06:52 +0000 https://imnotdoctorwho.moegamer.net/2019/07/09/oneaday-day-216-partial-success/ Well, I didn't quite make it to the pool this morning… but I did successfully manage to get up considerably earlier than I have been up until now, so I count that as a partial success. I nearly got up in time to go to the pool, but then that last snooze of my alarm … Continue reading #oneaday Day 216: Partial Success

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    Well, I didn't quite make it to the pool this morning… but I did successfully manage to get up considerably earlier than I have been up until now, so I count that as a partial success. I nearly got up in time to go to the pool, but then that last snooze of my alarm apparently knocked me out for more than half an hour rather than ten minutes. Whoops. Oh well, I'll try again tomorrow; the mind was willing and the intentions were pure, but the body was just slightly unwilling.

    I do actually feel a bit better for getting up a bit earlier. I wouldn't say I feel especially bright-eyed and alert or anything, but I do think I feel marginally better than I normally do at this time in the morning. Which is nice.

    I'm feeling a little frustrated today, though; I'm feeling oddly conscious of the fact that I never seem to be able to get beyond 25 patrons on this 'ere site. I've been bouncing back and forth between about 20 and 25 for quite a long time now, with that initial 20 representing a wonderful "core" of people who have supported me for a long time now. If you're one of those people, an extra-special big thank you for what you do!

    That last 5 seem to come and go at various points every month, though. I know from my own Patreon habits that people often shift their pledges around every so often so they have the opportunity to support more creators than they otherwise would — and thus it's nothing personal or anything I've done "wrong" when they go elsewhere — it's just a bit of a shame that the growth of this page seems to have stagnated a little bit, with people coming and going at seemingly roughly the same rate.

    MoeGamer itself is doing great, mind you; the last three years have seen incredible growth in both views and visitors, with most visitors sticking around to read more than one thing, which is wonderful to see. I'm not sure if we're going to beat last year's record (which was the site's best year ever to date) but we're certainly on track for similar performance at the very least.

    Those who have been following for a while will know that I'm not generally one to care about figures; I'd be doing this even if no-one was reading, because I simply love the act of writing, and putting together my pieces for MoeGamer lets me enjoy my favourite hobby on a much deeper level. But it would be nice to know I have a few newcomers to my work now and again, and perhaps some people who feel inclined to support independent, ad-free games writing. It would be super-cool to be able to afford some stuff like rarer games, more obscure consoles I don't own (coughTurbografxcough) or better video capture hardware, for example.

    With that in mind, dear patron, a humble request: if you particularly enjoy something on MoeGamer, please do share it, whether it's a simple retweet on Twitter, a quote tweet with a comment or using one of the "Share" buttons that are at the bottom of each post. It really does make a world of difference; a simple tweet helps a lot, and a single link on Reddit or a specialist forum typically sees my views and visitors for the day absolutely explode. Plus it's always nice to see new faces in the comment section. (So long as they're not, y'know, dicks.)

    There are now over a thousand articles on MoeGamer, most of which have been crafted to be "timeless", i.e. you can refer to them at any point in time rather than them being particularly tied to then-current happenings. (This is why I make a point of not being a news site, and keeping "topical" opinion pieces to a minimum!) If there's anything from the archives that you particularly enjoyed, or a writeup on a favourite game, do please share it with friends and family so we can continue to grow.

    Thanks for your time and your continued support! I really do appreciate it, and I'm constantly humbled that there are so many people of you already who think my work is worth pledging to support. I hope you have a pleasant Tuesday, and with any luck tomorrow's post will start with some sort of enthusiasm about getting into the swimming pool 🙂

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    #oneaday Day 215: Noodle Time https://imnotdoctorwho.moegamer.net/2019/07/08/oneaday-day-215-noodle-time/ https://imnotdoctorwho.moegamer.net/2019/07/08/oneaday-day-215-noodle-time/#respond Mon, 08 Jul 2019 23:10:46 +0000 https://imnotdoctorwho.moegamer.net/2019/07/08/oneaday-day-215-noodle-time/ I am yet to find a satisfying Asian-style pot noodle that purports to be low fat, low calorie and/or miscellaneously "healthy" that doesn't end up smelling and tasting like bile. This is a real bummer, because I absolutely love good Asian noodles — we've just recently started to be able to get Nissin Cup Noodle … Continue reading #oneaday Day 215: Noodle Time

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    I am yet to find a satisfying Asian-style pot noodle that purports to be low fat, low calorie and/or miscellaneously "healthy" that doesn't end up smelling and tasting like bile.

    This is a real bummer, because I absolutely love good Asian noodles — we've just recently started to be able to get Nissin Cup Noodle over here, and those are delicious. Unfortunately, with how oily the particularly delicious noodles tend to be, they're not a brilliant fit when one is attempting to lose weight.

    I continually get suckered in by the promise of such delicious bounty as chicken laksa, penang beef and Thai red curry, but every time they're distinctly… I can't really think of any word for it other than biley or vomity. I don't mean in terms of flavour; often the flavour is vaguely acceptable, although the smell is often pretty awful. Rather, I mean that on the way down, they kind of feel quite like I'd imagine them on the way back up again; a sort of burny sensation that isn't especially pleasant.

    And when I say the flavour is "vaguely acceptable", I really mean that; not one of these noodle pots has come close to replicating the authentic experience of enjoying any of the aforementioned dishes, all of which I'm a big fan of in their super-unhealthy takeaway form. But I guess it was ever thus for "healthy" foods that attempt to replicate something else; to get rid of those calories and that fat, you're inevitably ditching the things that made it delicious in the first place.

    But I say no more! No longer shall I fall for your noodly wiles, Naked Noodle and Kabuto Noodles! I know you're shit! Give me a good Pot Noodle (not authentic Asian) or Nissin Cup Noodle (more authentic Asian) any day and hang the consequences, I say!

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    #oneaday Day 214: Productivity https://imnotdoctorwho.moegamer.net/2019/07/07/oneaday-day-214-productivity/ https://imnotdoctorwho.moegamer.net/2019/07/07/oneaday-day-214-productivity/#respond Sun, 07 Jul 2019 23:44:09 +0000 https://imnotdoctorwho.moegamer.net/2019/07/07/oneaday-day-214-productivity/ I've had a productive weekend! Over the last two days, I've managed to get seven full videos done (three episodes of Final Fantasy Marathon, two episodes of Warriors Wednesday and two episodes of Atari ST A to Z). I'm feeling quite pleased with myself, especially because planning things like this means I'm ahead of schedule … Continue reading #oneaday Day 214: Productivity

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    I've had a productive weekend! Over the last two days, I've managed to get seven full videos done (three episodes of Final Fantasy Marathon, two episodes of Warriors Wednesday and two episodes of Atari ST A to Z).

    I'm feeling quite pleased with myself, especially because planning things like this means I'm ahead of schedule on all my video work, meaning I can devote the next weekend to a new episode of The MoeGamer Podcast. (We're likely going to be talking about the SNK Anniversary Collection in detail, so if there's anything you'd particularly like us to discuss about that, let us know!)

    I've been experimenting with different camera and microphone setups — Andie bought a fancy webcam because she wanted to try streaming, so I gave it a go for recording facecam footage during gameplay. Unfortunately it didn't really offer any benefits over my current setup where I record facecam with my phone camera and audio using my podcasting mic, but I wanted to at least give it a shot.

    I'm pleased with the upcoming episodes of Atari ST A to Z. Because my Atari ST packaged collection is the most substantial of all my Atari stuff, I have plenty of opportunities to examine the physical components that make up various ST releases. It's been a delight to rediscover things like glossy MicroProse manuals and the endearing bizarreness of ERE Informatique/Exxos' work — and I'm very happy to be able to show them off in these videos, as I believe this aspect helps set the Atari A to Z videos apart from being "just" Let's Plays.

    I realised I released this week's Atari A to Z Flashback video out of order; it was supposed to be Sprint 2, but I apparently temporarily forgot my alphabet. I blame the Esperanto. Sprint 2 will now be next weekend, and hopefully I will find some time to record some two-player gameplay of Atari Soccer in the near future, too, as I've had to skip that one until a convenient time to make Andie play it with me 🙂

    Anyway, it's been a good weekend. My intention was to get up early tomorrow and try to go swimming, but it's nearly 1am so I'm not sure that's going to happen tomorrow. I'd like to try and kick off that "new habit" this week, though, so I will at least attempt to get up early tomorrow. If not, Tuesday for sure!

    Hope you've all had a good weekend. Take care!

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    #oneaday Day 213: Stylush https://imnotdoctorwho.moegamer.net/2019/07/07/oneaday-day-213-stylush/ https://imnotdoctorwho.moegamer.net/2019/07/07/oneaday-day-213-stylush/#respond Sun, 07 Jul 2019 00:20:05 +0000 https://imnotdoctorwho.moegamer.net/2019/07/07/oneaday-day-213-stylush/ I bought a stylus for my Switch today. (Well, yesterday, but it arrived today.) The reason for this is that I discovered at work that Super Mario Maker 2 only works using touch controls when you play it in handheld mode. This isn't a problem as such, since the interface is clearly designed for touch … Continue reading #oneaday Day 213: Stylush

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    I bought a stylus for my Switch today. (Well, yesterday, but it arrived today.) The reason for this is that I discovered at work that Super Mario Maker 2 only works using touch controls when you play it in handheld mode.

    This isn't a problem as such, since the interface is clearly designed for touch interfaces, but I haven't smeared my disgusting fingers over my Switch's screen yet and I was somewhat hesitant to start. So I ordered a stylus.

    I've used a capacitive touchscreen stylus before and wasn't all that impressed. It was a reasonably nice pen-shaped thing, but the actual end that you touched the screen with was this horrible squishy rubber with far too much "give" in it — so much that you usually ended up tapping the plastic of the "pen" on the screen itself, which I'm sure would eventually lead to scratches and marks.

    A bit of shopping around indicated that there are better options, however; the most well-regarded stylus products on Amazon had a microfibre tip, so I thought I'd give one of those a go.

    The difference is immense. It's actually incredibly pleasurable to use. I found myself deliberately playing with Mario Maker's level editor in handheld mode just so I could use the stylus more, so pleasurable was the feeling. It honestly felt like I was holding a paintbrush in my hand and was smoothly sweeping it across a canvas; as someone who generally derives great pleasure from "tactile" activities like this, it pushed all my buttons, and actually motivated me on to finish building a level I'd started a few days ago; doing so felt good on a primal, sensory level while I was doing it, and, of course, actually finishing off the level and uploading it (after a good hour of trying to clear it and tweaking the difficulty accordingly!) was even more satisfying.

    If you fancy giving it a shot for yourself, here's the details. 2WD-2XT-81H

    Be warned: it's quite tough… but also note that I can clear it, and I am not especially good at Super Mario!

    Given how much enjoyment I've had out of this new-found liking for using a stylus, you can probably count on some more Mario Maker levels in the near future. Watch this space!

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    #oneaday Day 212: Small Talk https://imnotdoctorwho.moegamer.net/2019/07/05/oneaday-day-212-small-talk/ https://imnotdoctorwho.moegamer.net/2019/07/05/oneaday-day-212-small-talk/#respond Fri, 05 Jul 2019 08:45:15 +0000 https://imnotdoctorwho.moegamer.net/2019/07/05/oneaday-day-212-small-talk/ One of the key characteristics of Asperger's — at least in most people I've encountered who have it, along with my own experience — is an inability to make "small talk". In my case, I actually find small talk actively uncomfortable, even cringeworthy at times. What I mean by small talk is those conversations that … Continue reading #oneaday Day 212: Small Talk

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    One of the key characteristics of Asperger's — at least in most people I've encountered who have it, along with my own experience — is an inability to make "small talk". In my case, I actually find small talk actively uncomfortable, even cringeworthy at times.

    What I mean by small talk is those conversations that people have for no other reason than to fill the silence. At my workplace, for example, every conference call tends to start with asinine conversations about the weather or what people are doing at the weekend or whatever. No-one really gives a toss what each other is saying; they're just saying things for the sake of it.

    I think the reason this makes me uncomfortable is because it's communication without clear purpose; or, well, no. I know the purpose — to fill silence — but I don't understand the purpose. Consequently, in a situation that would generally demand small talk, I will either remain completely silent or, on a rare occasion where I have a bit of confidence, blurt out something awkwardly, inevitably fail to get the exact reaction I anticipated and promptly clam right up again.

    As you might imagine, this makes me not a ton of fun to go out to restaurants with, to be waiting for a bus with or to have a long car journey with. Thankfully, most of the people with whom I would typically do those activities know me well enough to understand that if I'm quiet or silent, I'm not being cold or rude, I'm just not in a particular position to be able to adequately process the apparently meaningless conversation unfolding in front of me.

    There's a self-confidence issue here, too. When conversation does start to take on a bit more structure and move past small talk, I find it quite difficult to spot cues and provide my own contribution to a discussion. In the time where I "wind up" to give a response — which is often quite a lengthy process in my head — I often second-guess the things I'm planning to say and end up talking myself out of saying anything at all, worrying about coming across as stupid, ill-informed or somehow inadequate.

    All these reasons are why I tend to avoid one-on-one social situations, online voice chat and the like… and why it surprises (and pleases!) me that I'm able to cope with this enough to produce a podcast with a good friend on a semi-regular basis. That "good friend" bit is probably super-important.

    It's not you, it's most definitely me!

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    #oneaday Day 211: Word of Mouth https://imnotdoctorwho.moegamer.net/2019/07/04/oneaday-day-211-word-of-mouth/ https://imnotdoctorwho.moegamer.net/2019/07/04/oneaday-day-211-word-of-mouth/#respond Thu, 04 Jul 2019 23:24:35 +0000 https://imnotdoctorwho.moegamer.net/2019/07/04/oneaday-day-211-word-of-mouth/ I've seen several posts from my writer comrades on WordPress recently that have something in common: they find themselves contemplating the value of critics, the obligations and responsibilities that professional critics have, and whether or not that "professional" side of things is truly representative of various forms of media today. From my perspective, although I've … Continue reading #oneaday Day 211: Word of Mouth

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    I've seen several posts from my writer comrades on WordPress recently that have something in common: they find themselves contemplating the value of critics, the obligations and responsibilities that professional critics have, and whether or not that "professional" side of things is truly representative of various forms of media today.

    From my perspective, although I've worked as one of those professional critics in the past, I personally don't particularly ascribe value to the work of professional critics today. In fact, I'd even go so far as to say I actively avoid the work of professional critics today. This isn't down to any of the accusations that sometimes get thrown around — "paid reviews" and the like — but quite simply because in terms of the media I'm interested in, the gulf between how professional critics approach things and how I approach things has become too wide.

    Conversely, I now tend to make my media decisions based on a few factors. Top of the heap is quite simply whether or not I instinctively feel like the work in question is something I will enjoy. I know my tastes pretty well by this point, and I haven't steered myself wrong on many occasions in the past. I don't look at reviews of something that catches my attention; I just pick it up and make my own mind up before looking anything else up on it. If I'm writing about it, I'll write about it before I read anyone else's work on it — with the exception of anything I stumble across during research, and there I'll tend to emphasise factual articles and interviews over opinion pieces and reviews.

    After that, I'll tend to seek out the thoughts of people I know and whose opinions I typically respect, even if they don't always line up exactly. I enjoy the work of people who give things a chance even if they're popularly regarded as "bad"; I wrote a while back about this being a particular reason I enjoy Game Grumps' work on YouTube, but it also applies to people I have a bit more of a personal connection to, such as bloggers I know on WordPress or people I've encountered on Twitter, Discord and the like.

    And that's about it. I don't give a damn what the Metacritic score of something is, or whether [x] publication gave it [y] score. For me, scores are meaningless, and have been for a while; some of my favourite games of all time have sub-60 Metacritic scores, which is regarded by some as a kiss of death, but I just don't care. I support what I enjoy, and I'll continue to tell people about the experiences I've had, and the interesting things I've learned while finding out more about the sources of those experiences.

    This is why I don't consider the things I write on MoeGamer to be "reviews" as such — although one thing I've learned from interacting with the broader anime blogging community is that the definition of "review" varies somewhat from person to person, with not everyone regarding it as "judgemental piece with score at the end" — and why I don't think I'd even really describe myself as a "critic" in the same way that writers for the big sites of the day do.

    I just write about games. I play them, I take the time to find out more about them, I occasionally have the good fortune to be able to talk to the people who made them… and then I write about them.

    I love what I do!

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    #oneaday Day 210: Funk https://imnotdoctorwho.moegamer.net/2019/07/03/oneaday-day-210-funk/ https://imnotdoctorwho.moegamer.net/2019/07/03/oneaday-day-210-funk/#respond Wed, 03 Jul 2019 08:31:02 +0000 https://imnotdoctorwho.moegamer.net/2019/07/03/oneaday-day-210-funk/ I feel like I'm suffering somewhat from post-holiday depression. Rather than feeling super-refreshed from my time away, I'm actually feeling kind of exhausted, and at several points over the last couple of days I've felt somewhat on the verge of tears for no apparent reason. Not a great place to be in. I think it's … Continue reading #oneaday Day 210: Funk

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    I feel like I'm suffering somewhat from post-holiday depression. Rather than feeling super-refreshed from my time away, I'm actually feeling kind of exhausted, and at several points over the last couple of days I've felt somewhat on the verge of tears for no apparent reason. Not a great place to be in.

    I think it's probably just culture shock at going from a whole week of being able to do whatever I wanted in a pleasant environment to being back in mundane old, boring old reality.

    It's kind of frustrating when my brain works in this way because my day job isn't a bad one or anything — indeed, I'd probably go so far as to say it's the best one I've ever had — but when I start feeling like this, all the little frustrating things about it start to mount up and become incredibly irritating. But I shall save discussion of those things for another day; no-one from my work reads this, so that's not a problem, but one of the annoying things is that the things which frustrate me are so specific to my job that my complaining about them probably wouldn't mean anything to anyone except one of my colleagues! Oh well.

    As I mentioned the other day, I think it's just a matter of getting back into the rhythm of things and establishing some new habits. It didn't help that I ended up going to bed a bit early last night because I wasn't feeling particularly well, and subsequently I ended up sleeping a little later than intended, waking up at the time I'd normally aim to be leaving for work.

    From next week, I'm going to make a concerted effort to try and get up much earlier than I need to, and to start going for a morning swim. This will hopefully achieve a few things: improve my mental state of a morning (and in general), allow me to feel like I've "done" something before the working day starts, get some much-needed exercise and enjoy some daily relaxation in the water. (Judging from my time in the pool on holiday last week, I think it's good for my skin, too, which is a bonus.)

    It is, of course, going to be a major effort to haul my ass out of bed in the morning in time to do this, but I think it'll be a positive thing overall. Check back on Monday to see how I got on!

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    #oneaday Day 209: Early Access: Final Fantasy Marathon https://imnotdoctorwho.moegamer.net/2019/07/03/oneaday-day-209-early-access-final-fantasy-marathon/ https://imnotdoctorwho.moegamer.net/2019/07/03/oneaday-day-209-early-access-final-fantasy-marathon/#respond Wed, 03 Jul 2019 08:21:50 +0000 https://imnotdoctorwho.moegamer.net/2019/07/03/oneaday-day-209-early-access-final-fantasy-marathon/ Hello! Today I'm giving you, dear Patrons, early access to a new project that will be kicking off "officially" on Friday: the Final Fantasy Marathon, which I've previously teased with my Final Fantasy XI videos. Now I'm finally ready to kick off for real, so here's the first episode, featuring the PSP version of Final … Continue reading #oneaday Day 209: Early Access: Final Fantasy Marathon

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    Hello! Today I'm giving you, dear Patrons, early access to a new project that will be kicking off "officially" on Friday: the Final Fantasy Marathon, which I've previously teased with my Final Fantasy XI videos.

    Now I'm finally ready to kick off for real, so here's the first episode, featuring the PSP version of Final Fantasy. I'm quite happy with how this turned out, and I'm really looking forward to continuing my way through the rest of the series in this manner. It'll take a LONG time to get through everything, but it's something I've been wanting to do for the longest time, and there's no time like the present!

    I hope you enjoy the first episode, and check back on YouTube every Friday for the latest.

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    #oneaday Day 208: Back to Work https://imnotdoctorwho.moegamer.net/2019/07/02/oneaday-day-208-back-to-work/ https://imnotdoctorwho.moegamer.net/2019/07/02/oneaday-day-208-back-to-work/#respond Tue, 02 Jul 2019 09:04:43 +0000 https://imnotdoctorwho.moegamer.net/2019/07/02/oneaday-day-208-back-to-work/ I'm back at work today. Boo! The adjustment hasn't been quite as horrendously harsh as I expected it to be, but I do have a bit of a headache and would rather be in bed right now. Patti decided that I should wake up at 5.30am though, so my sleep from that point onwards was … Continue reading #oneaday Day 208: Back to Work

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    I'm back at work today. Boo! The adjustment hasn't been quite as horrendously harsh as I expected it to be, but I do have a bit of a headache and would rather be in bed right now. Patti decided that I should wake up at 5.30am though, so my sleep from that point onwards was rather broken, to say the least; Patti likes to "tap" me in the face, and she knows how to open doors, so I can't just shut her out of the room. (For recent followers, Patti is my cat, not my wife. My wife could sleep through the Apocalypse.)

    After my holiday, I'm feeling reasonably inspired in a few regards. Both Andie (my actual wife) and I had been struggling a bit with our slimming efforts prior to going away, but I think a week of being reasonably free and easy with what we want to eat has probably got a lot of the frustration out of our system, hopefully meaning that we'll find it a bit easier to get back "on plan" for the foreseeable future. Of course, we'll almost certainly have gained weight in the meantime, but we're seeing this week's session as a fresh start and a new beginning rather than any sort of "failure".

    My time in the pool at Center Parcs also made me feel like I want to do some more swimming generally. Since I prefer to keep my evenings as free as possible to work on MoeGamer, make videos and enjoy some games, my goal is to get up and go swimming before work. There's a pool just around the corner from my house that does early morning sessions from 7.15am, meaning I could swim for 30-45 minutes before work, so I'd like to do that. My big barrier to doing that is the fact that I find it very difficult to get up before I absolutely have to in the morning, regardless of whether or not I'm being harassed by a cat (which I usually am).

    As I wrote a long while back, though, this sort of thing is all about establishing good habits. Good habits can be difficult to get going with, but once you establish them, the longer you keep them up the harder they become to break. I just need to make that initial "push" to get going in the first place, then I can very much see myself making (possibly daily) swimming part of my weekday routine.

    This is all good intentions rather than actual good things right now, though, so I'll be sure to keep you posted on my progress in an attempt to keep me honest!

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    Welcome! https://imnotdoctorwho.moegamer.net/2019/07/01/a-brief-update/ https://imnotdoctorwho.moegamer.net/2019/07/01/a-brief-update/#respond Mon, 01 Jul 2019 09:25:09 +0000 https://angryjedi.wordpress.com/?p=22632 Hello everyone! It's been a long time since an update on this blog, I know, and there likely won't be many (any?) more after this, but it will remain up for those who wish to read of my experiences over the course of the beginning of the decade. I wanted to drop by to let … Continue reading Welcome!

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    Hello everyone! It's been a long time since an update on this blog, I know, and there likely won't be many (any?) more after this, but it will remain up for those who wish to read of my experiences over the course of the beginning of the decade.

    I wanted to drop by to let anyone still following here know a few things: firstly, remember that I'm updating my other site MoeGamer pretty much every day with a variety of detailed features about video games both modern and retro. There are over a thousand articles on the site covering more than 300 different games at the time of writing, and I still have lots to write about. I hope you'll join me in celebrating the overlooked and underappreciated games from over the years.

    Secondly, I have a YouTube channel up and running now, and putting out a reasonably regular stream of video content. At present it's primarily themed Let's Plays, covering old Atari 8-Bit and ST games, the Warriors series of games on consoles (Warriors Orochi specifically at the time of writing) and some other bits and pieces as and when I find time and/or the inclination to put them together. Drop by and subscribe here.

    Thirdly, my aforementioned YouTube channel and my Soundcloud page play host to a regular(ish) podcast that I record with my good friend Chris Caskie, a wonderfully talented artist and writer who you should support and commission! On the podcast, we discuss recent happenings in gaming and what we've been playing recently before moving on to a themed topic for the episode. So far we've covered everything from music that gives you what I like to call "the goosebump effect" to the Sonic the Hedgehog series, and we've had some great discussions as a result. For those who miss the good old days of the Squadron of Shame SquadCast, this should scratch that itch. Check out a full list of the episodes to date over on MoeGamer, including links to subscribe via YouTube, Soundcloud, RSS and iTunes.

    Finally, I've started keeping a #oneaday daily blog again! This time around, however, it's going to be a little more "private" and exclusive; I'm hosting it on my Patreon page rather than here on WordPress. For the unfamiliar, Patreon is a service where content creators can get paid for what they create by generous patrons contributing a certain amount per month, and it's a great way of funding creative projects of various descriptions.

    MoeGamer has become a passionate hobby and a huge part of my life since I started really taking it seriously a couple of years back, and in order to keep it up and running there are various expenses: a WordPress premium account, a domain name, podcast hosting on Soundcloud, equipment for recording videos, hardware to keep my computer fighting fit and, of course, the games, accessories and consoles I actually write about. Patreon helps make a small dent in those expenses at the moment, but I'd love to attract some more people to help out and allow me to expand the site and its ambitions further in 2019.

    For just $1 a month, you can both help me out and get access to my daily blog posts if those were/are something you enjoy. (And for $5 a month, you get the blogs and a monthly wallpaper featuring MoeGamer mascots Midori and Yumi!) You'll also get access to my private invite-only Discord server if you use that service and would like to hang out with me and other like-minded people.

    Even if you think the stuff I cover on MoeGamer or YouTube might not be your jam, I encourage you to check them out — you might be pleasantly surprised at the breadth of stuff I've covered to date. And even if this content is still not your thing, I hope you'll consider supporting my personal passion projects in exchange for simply once again being able to read my personal musings on life, love and dreams about poo.

    If you'd like to join up and help out, click here to check out my Patreon page and show your support. And I'll try, once again, to think of something interesting to write about each day!

    Thanks for your time!

    Updated July 1, 2019

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    #oneaday Day 207: Good to Be Home https://imnotdoctorwho.moegamer.net/2019/06/30/oneaday-day-207-good-to-be-home/ https://imnotdoctorwho.moegamer.net/2019/06/30/oneaday-day-207-good-to-be-home/#respond Sun, 30 Jun 2019 22:47:02 +0000 https://imnotdoctorwho.moegamer.net/2019/06/30/oneaday-day-207-good-to-be-home/ It's good to be back. I had a thoroughly pleasant time on my holiday and the subsequent visit to my family, but it's very nice to be back in my own house, using my own computer and my own television, and being harassed by my own cats. (Those who watch my YouTube work will probably … Continue reading #oneaday Day 207: Good to Be Home

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    It's good to be back. I had a thoroughly pleasant time on my holiday and the subsequent visit to my family, but it's very nice to be back in my own house, using my own computer and my own television, and being harassed by my own cats. (Those who watch my YouTube work will probably be familiar with Patti by now; she's "helping" me as I write this.)

    I'm glad I had the foresight to take tomorrow off work. It's a tired old gag to say that you need a holiday from your holiday when you take a break like this, but it's really true! It's good to have a bit of time to re-adjust, re-calibrate yourself to normality and get yourself back in the right mindset for the return to humdrum, mundane old everyday life.

    Still, I've got lots of fun things to enjoy on my last Monday of freedom — besides Super Mario Maker 2, which I'll be writing about this week, my Kickstarter copy of Bloodstained: Ritual of the Night came in, Super Neptunia RPG should be arriving tomorrow and MangaGamer kindly provided me with a review copy of The Expression: Amrilato, which will be the basis for the next Cover Game feature.

    Now I think I need to go sleep in my own bed for a bit! Back to relative normality tomorrow, I guess!

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    #oneaday Day 206: Switch, On https://imnotdoctorwho.moegamer.net/2019/06/29/oneaday-day-206-switch-on/ https://imnotdoctorwho.moegamer.net/2019/06/29/oneaday-day-206-switch-on/#respond Sat, 29 Jun 2019 23:12:00 +0000 https://imnotdoctorwho.moegamer.net/2019/06/29/oneaday-day-206-switch-on/ The Switch has really been showing its value over the course of the last week or so. While we were away at Center Parcs, it provided the facility to both play games and watch YouTube videos on the television (albeit from behind Center Parcs' extremely strict "family-friendly" Internet filter, which forces Restricted Mode on YouTube … Continue reading #oneaday Day 206: Switch, On

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    The Switch has really been showing its value over the course of the last week or so. While we were away at Center Parcs, it provided the facility to both play games and watch YouTube videos on the television (albeit from behind Center Parcs' extremely strict "family-friendly" Internet filter, which forces Restricted Mode on YouTube and thus denies access to a good 95% of the content) and over the last couple of days with my family, it's provided a means for me to escape when the number of people around me gets a bit overwhelming, as well as a way for us to do something together with games like Super Smash Bros. and Mario Kart 8.

    "This'd be perfect for Switch" is something of a mantra for Chris and I on the MoeGamer Podcast, but there really are a ton of great games that absolutely are perfect for Switch: pick-up-and-play affairs that you can dip into or spend a more protracted amount of time with.

    The recent release of Super Mario Maker 2 is a perfect example. There are a multitude of ways to play this game, including the single-player story mode (which I may have blitzed through, but which is nonetheless pretty substantial), the online "Course World" facility to search and download levels, the "Endless Challenge" mode where you get a stock of lives to see how many randomly selected online levels you can survive, the online multiplayer (which I haven't tried) and, of course, building your own stuff.

    Each of these modes is suitable for different situations. The levels in Story Mode are pretty short and relatively easy to clear, making them great for a quick session. Course World can throw up whatever you want, from an impressive auto-playing level to a monstrously difficult challenge that will have you gnashing your teeth. Endless Challenge can stop and start as you please, and likewise online multiplayer, and building a course is something you can easily spend hours on if you want to.

    And this is just one of many fantastic games you can enjoy wherever you want. There are a ton of things that wind me up about modern, always-connected, never-more-than-two-feet-from-a-screen life… but having easy access to great games (that aren't mobile games) isn't one of them.

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    #oneaday Day 205: Mario Makin' https://imnotdoctorwho.moegamer.net/2019/06/28/oneaday-day-205-mario-makin/ https://imnotdoctorwho.moegamer.net/2019/06/28/oneaday-day-205-mario-makin/#respond Fri, 28 Jun 2019 22:37:09 +0000 https://imnotdoctorwho.moegamer.net/2019/06/28/oneaday-day-205-mario-makin/ Hello everyone! Sorry there wasn't a full-length article on MoeGamer today, but we spent a fair amount of today travelling (and stuck in traffic) and the remainder of the day has been spent being sociable with my family. Business will return to normal as of Monday, when we should be back at home with our … Continue reading #oneaday Day 205: Mario Makin'

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    Hello everyone! Sorry there wasn't a full-length article on MoeGamer today, but we spent a fair amount of today travelling (and stuck in traffic) and the remainder of the day has been spent being sociable with my family. Business will return to normal as of Monday, when we should be back at home with our cats, ready to face the trials and tribulations of life once again — hopefully refreshed from our time off!

    I had the foresight to get my copy of Super Mario Maker 2 delivered to my parents' house instead of my own, so I've been able to give that a bit of a look today. Early impressions are very positive indeed — I've had a play with the course maker, the story mode and a couple of uploaded levels and had a lot of fun with each.

    The course maker is mildly less intuitive than the original Wii U version simply by virtue of the fact that if you're playing it on a TV, you're no longer "drawing" things with the touchscreen, but I imagine that intuitive aspect returns if playing using the Switch in handheld mode — particularly if you have a stylus suitable for capacitive touchscreens. I did manage to knock up a quick course earlier and get it uploaded — I enjoyed the challenge of putting together one of the "objective-based" levels rather than the usual "get to the end", and this sort of thing will probably be my main focus with any levels I create.

    I'm looking forward to seeing how the community takes to this new game. Despite being on such a niche platform, the original Super Mario Maker brought a community of people together to create some absolutely extraordinary things, so I have no doubt the same will be true of this game. I guess we'll have to wait and see!

    There will, of course, be a proper writeup on MoeGamer next week when I get back onto a normal schedule. In the meantime, I hope you're all having a thoroughly pleasant weekend, and I will, as ever, speak to you soon!

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    #oneaday Day 204: On Tha Gleen https://imnotdoctorwho.moegamer.net/2019/06/27/oneaday-day-204-on-tha-gleen/ https://imnotdoctorwho.moegamer.net/2019/06/27/oneaday-day-204-on-tha-gleen/#respond Thu, 27 Jun 2019 22:48:25 +0000 https://imnotdoctorwho.moegamer.net/2019/06/27/oneaday-day-204-on-tha-gleen/ Today's main activity was Adventure Golf, better known as crazy golf or miniature golf, depending on your preferred nomenclature. This was good fun! I don't play minigolf very often, but I always enjoy it when I do, even though my putting skills leave something to be desired. It's difficult applying my knowledge of golf games … Continue reading #oneaday Day 204: On Tha Gleen

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    Today's main activity was Adventure Golf, better known as crazy golf or miniature golf, depending on your preferred nomenclature.

    This was good fun! I don't play minigolf very often, but I always enjoy it when I do, even though my putting skills leave something to be desired. It's difficult applying my knowledge of golf games to the real world! You don't have a handy grid with moving lines showing inclines in the real world, okay?

    The minigolf course here at Elveden Forest is pretty neat — it's on an actual island in the middle of the lake we went boating on yesterday, and the island itself is heavily wooded, so the whole course is beneath a pleasantly shady canopy of trees. This is good, because today was a brightly sunny day — not overly hot and nicely breezy, but still the sort of weather that would probably burn and/or give you sunstroke if you spent too long out in it.

    After the golf, we spent some time lounging in the pool again. There's a really nice little pool as part of the overall complex called the "Lagoon Pool", which appears to be salted water. It's thoroughly pleasant to relax in, and really good for floating aimlessly around in. It's also probably the closest I'll get to an anime-style "hot spring" over here in the UK.

    Tomorrow we have to be out of our accommodation by 10am, so we're going to have some breakfast, pack up then spend a couple of hours enjoying the pool before we leave. Then it's off to my parents' place for a kind of "second holiday" — it'll be the first time pretty much the whole Davison clan has been in one place for quite some time, so it'll be good to see everyone, including my brother and his family.

    S'pose I should probably get some sleep then!

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    #oneaday Day 203: Predictable Lonely Island Quote https://imnotdoctorwho.moegamer.net/2019/06/27/oneaday-day-203-predictable-lonely-island-quote/ https://imnotdoctorwho.moegamer.net/2019/06/27/oneaday-day-203-predictable-lonely-island-quote/#respond Thu, 27 Jun 2019 00:13:44 +0000 https://imnotdoctorwho.moegamer.net/2019/06/27/oneaday-day-203-predictable-lonely-island-quote/ Fun day today. Disappointingly, we discovered that the owls we were hoping to see are, for some reason, not available right now, so we decided that we'd do something else we'd been considering instead: taking an electric boat out on the lake for half an hour and having an enjoyable drift around. I mentioned yesterday … Continue reading #oneaday Day 203: Predictable Lonely Island Quote

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    Fun day today. Disappointingly, we discovered that the owls we were hoping to see are, for some reason, not available right now, so we decided that we'd do something else we'd been considering instead: taking an electric boat out on the lake for half an hour and having an enjoyable drift around.

    I mentioned yesterday that I enjoy being in or on the water, so this boat trip was very enjoyable. Being an electric boat, there wasn't a lot to think about; all you had to do was use a joystick to steer left and right, press a button to choose between very slow and quite slow, and flip a little switch to choose between forwards and backwards.

    Our half hour on the lake was thoroughly pleasant. The lake itself is fairly small, so half an hour was enough to do a good three laps of it, but each time we got to see some slightly different things — mostly various types of bird, to be honest, including Canada geese, mallard ducks and moorhens — as well as admiring the bravery of those people crazy enough to do the zipline over the lake. I did a zipline once when I was a Cub Scout, if I remember correctly, and it was fun; even if I wasn't too heavy for it as I am now, I'm not sure I'd do it today!

    We followed up our little boat trip with a late lunch at The Pancake House, which appears to be a fixture in all the Center Parcs sites. Here, you can get Dutch or American-style pancakes with a variety of sweet and savoury toppings, and they're always delicious. Andie went for a Mexican-inspired one today, while I went for a "Dutch Apple" one with baked apple slices, sultanas, cinnamon sugar, whipped cream, ice cream and toffee sauce. Very, very good indeed.

    Tomorrow we're probably going to go and play some minigolf and spend some time in the pool. And eat cake. This week is going by far too quickly for my liking, but I think we're making the most of the opportunity to relax!

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    #oneaday Day 202: Elemental https://imnotdoctorwho.moegamer.net/2019/06/25/oneaday-day-202-elemental/ https://imnotdoctorwho.moegamer.net/2019/06/25/oneaday-day-202-elemental/#respond Tue, 25 Jun 2019 22:40:23 +0000 https://imnotdoctorwho.moegamer.net/2019/06/25/oneaday-day-202-elemental/ I strongly believe that if you were to compare me to an "average" 38-year old man (if such a thing exists), I would have almost certainly spent a greater amount of time contemplating what my elemental resistances would be than most people. It's still something that kind of fascinates me, though, along with applying RPG … Continue reading #oneaday Day 202: Elemental

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    I strongly believe that if you were to compare me to an "average" 38-year old man (if such a thing exists), I would have almost certainly spent a greater amount of time contemplating what my elemental resistances would be than most people.

    It's still something that kind of fascinates me, though, along with applying RPG statistics to real-life situations in general. (A few years back, I pondered how much various amounts of HP would hurt, for example) So let me work through my theory with you all today!

    First up, I'm weak against fire. There's no real question about that. I mean, obviously everyone burns up if exposed to too much fire, but I'm talking in more abstract terms. My least favourite weather and environmental conditions all involve being too hot, so I have a natural aversion to heat, which in turn leads me to believe I would probably be particularly weak against fire if I found myself in a magic-rich environment.

    For strengths, I feel I have two. First up, from the more conventional spectrum of magical elements, I feel water would be a strength of mine. Time at the pool today reminded me that I feel totally at peace and relaxed when I'm in water. I just love floating around and being in water. I'm not a particularly strong swimmer or anything, but I just feel a certain affinity with water. On the many, many occasions where I've contemplated what magic spells I'd like to be able to cast, I often gravitate towards healing magic, which is typically associated with the water element.

    My second elemental strength is from a wider spectrum of elements, as seen in some Japanese role-playing games: it's wood. I guess if you were to go with the conventional earth, wind, fire, water model, it would come under earth, but I've certainly played numerous games where wood was considered its own element, so wood it is. The reason for this is simple: once again, I feel an affinity for wooded areas. While I don't spend a great deal of time outside, if I do have to spend time outside, my natural choice for somewhere to hang out and just be among nature would be in a forest.

    It's fortunate, then, that I'm spending a week in the depths of a forest with an excellent swimming pool then, huh?

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    #oneaday Day 201: Au Naturel https://imnotdoctorwho.moegamer.net/2019/06/24/oneaday-day-201-au-naturel/ https://imnotdoctorwho.moegamer.net/2019/06/24/oneaday-day-201-au-naturel/#respond Mon, 24 Jun 2019 21:33:49 +0000 https://imnotdoctorwho.moegamer.net/2019/06/24/oneaday-day-201-au-naturel/ Well, we're here in the blissful depths of Elveden Forest, sitting in our pleasant (if slightly warm) apartment that overlooks part of the nearby golf course. We've had a good dinner, seen three deer, a peacock and more squirrels than I can count, and things are generally pretty good. We're now relaxing in aforementioned apartment … Continue reading #oneaday Day 201: Au Naturel

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    Well, we're here in the blissful depths of Elveden Forest, sitting in our pleasant (if slightly warm) apartment that overlooks part of the nearby golf course. We've had a good dinner, seen three deer, a peacock and more squirrels than I can count, and things are generally pretty good.

    We're now relaxing in aforementioned apartment with various items of electronic entertainment, enjoying the pleasant feel of unwinding without commitment.

    Tomorrow will be time for, at the very least, some time in the excellent "Subtropical Swimming Paradise" they have going on here, and perhaps some of the other activities we had planned too. We'll see! We have no schedule, no itinerary, no commitments, and it's wonderful.

    Here is a picture of a peacock.

    Have a pleasant evening, everyone!

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    #oneaday Day 200: Holiday Time! https://imnotdoctorwho.moegamer.net/2019/06/24/oneaday-day-200-holiday-time/ https://imnotdoctorwho.moegamer.net/2019/06/24/oneaday-day-200-holiday-time/#respond Mon, 24 Jun 2019 09:13:38 +0000 https://imnotdoctorwho.moegamer.net/2019/06/24/oneaday-day-200-holiday-time/ Can't believe I technically missed my 200th day of this daily blogging funtimes. I was busy playing Breath of the Wild, though, so hopefully you'll excuse my tardiness. I'm really looking forward to this time away, even if I miss my cats terribly already. My mother-in-law is looking after them, but she's not been too … Continue reading #oneaday Day 200: Holiday Time!

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    Can't believe I technically missed my 200th day of this daily blogging funtimes. I was busy playing Breath of the Wild, though, so hopefully you'll excuse my tardiness.

    I'm really looking forward to this time away, even if I miss my cats terribly already. My mother-in-law is looking after them, but she's not been too well recently so we had to take them to her rather than her house-sit while we're away. She thinks she might actually come back down here and house-sit if she starts to feel a bit better, though; she's already much better than she was, apparently, so that's good.

    We have nothing concrete planned for the holiday as yet. Center Parcs' main attraction is its  Plaza (the eponymous "Center" [sic]) which houses a bunch of shops and an awesome swimming pool. We will doubtless be spending a lot of time in said pool, and if the weather's nice there's a few outdoor activities we'd like to do too, including electric boats, minigolf and looking at owls. My mother-in-law has specifically provided us with some anniversary money for us to go and look at the owls, so we're going to go and look at the owls. The owls are really cool, to be fair.

    Aside from that, there will be a lot of lazing around, not thinking about our respective day jobs, and playing of Nintendo Switch. Then when the week is over I get to go see my parents and my brother's family, all together for the first time in ages. So that will be nice!

    Anyway, I'll still be "connected" while I'm away, so feel free to drop me a comment or a message if you want to say hi, and updates on MoeGamer and here will continue as normal-ish. I can't guarantee something every day on MoeGamer, but I have a few things lined up!

    Time to get set and leave, then! See you on holiday!

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    #oneaday Day 199: Preorder Bonanza https://imnotdoctorwho.moegamer.net/2019/06/22/oneaday-day-199-preorder-bonanza/ https://imnotdoctorwho.moegamer.net/2019/06/22/oneaday-day-199-preorder-bonanza/#respond Sat, 22 Jun 2019 21:32:04 +0000 https://imnotdoctorwho.moegamer.net/2019/06/22/oneaday-day-199-preorder-bonanza/ I mentioned a few days ago that I've had a crazy amount of preorders all suddenly come to fruition at pretty much the same time (or at least the last couple of weeks) so I thought I'd take the opportunity to share some new acquisitions with you all! Some of these I've mentioned or written … Continue reading #oneaday Day 199: Preorder Bonanza

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    I mentioned a few days ago that I've had a crazy amount of preorders all suddenly come to fruition at pretty much the same time (or at least the last couple of weeks) so I thought I'd take the opportunity to share some new acquisitions with you all! Some of these I've mentioned or written about already; others are prepped and ready for future coverage on MoeGamer.

    Here's the total "haul" that has arrived over the course of the last couple of weeks… and I have a few more outstanding that should be arriving soon, too! Here's what I've got so far, though: Lapis x Labyrinth by NIS, Dragon Star Varnir by Compile Heart, Death Mark by Experience and WorldEnd Syndrome by Arc System Works and TOYBOX.

    Lapis x Labyrinth first. This comes in a lovely box with a nice slipcase for the outside. The only other NISA limited edition I've had to date is the SNK 40th Anniversary Collection, but that was pretty nice too. I'd prefer a box with a lid rather than flaps, but I'm not so picky that this upsets me or anything!

    And here's the complete goodness contained within: two lovely art prints (one of the mayor, one of the witch — conveniently both high up on my "favourite characters" lists), a poster of the key art, the game itself, an artbook presented in the style of a "photo album" and a soundtrack CD rather delightfully called "Dango Beats". (For the unfamiliar, a lot of Lapis x Labyrinth is themed around the visual motif of dango — most notably the "stack" of characters you take into each dungeon.)

    The soundtrack is a single CD. I'm not sure offhand if it's a complete soundtrack — I think it might be — but the important thing is that the FEVER!! track is there, and that's all that really matters.

    The artbook isn't super-long, but it is very nicely presented and charmingly written by the Mayor herself. I particularly like that the Witch's top unique selling point is that she has a cute hat. Because she does indeed have a cute hat. (And a nice ass.)

    Next up is WorldEnd Syndrome, brought to Europe by PQube. This comes in a similar "Day One Edition" to Our World is Ended, featuring a glossy cardboard outer case that contains…

    …the game and an artbook. This isn't supposed to be a super-fancy collector's edition or anything — it's the same price as just a normal game — so the artbook is a really nice bonus, especially considering it's quite thick.

    This, along with Our World is Ended, seems to be a game that PQube very much believes in, so the heartfelt gratitude at the front of the artbook is nice to see. There's also the usual warning about spoilers, so I didn't explore the book too thoroughly.

    I did have a quick skim through, though, and found the concept art section towards the back rather eye-catching. I love seeing sketches like this, even if it does make me feel woefully inferior.

    Next up is Death Mark, which came out a while back in the US, but only released here recently. This is the first release from Aksys Games' new European store, which appears to be operated by the same company that runs both NISA Europe and Idea Factory International Europe's respective stores.

    This one's a nice "box set" that comes with the game, a lovely velvety hardback artbook (with removable "CAUTION SPOILERS" tag) and a soundtrack CD in a nice cardboard rather than plastic sleeve. Oh, and a temporary tattoo, if you yourself feel the need to brand yourself with what is presumably the Death Mark. (But only for a little while.)

    The soundtrack CD has just 10 tracks. I haven't listened to it yet so I'm not sure what to expect from this! I do love this kind of sleeve, though; it really sets albums like this apart from those in conventional jewel cases.

    And finally on to Dragon Star Varnir. Apparently IFI ran into issues with Sony a while back and had to start distributing their limited editions with the game packed separately from the rest of the goodies, so here's the game!

    I'm really looking forward to this one. If Death end re;Quest was anything to go by, IFI is really getting a feel for darker fare, and this one sounds delightfully messed up. Also check out the amount of PEGI content descriptors there!

    Inside the main box (which is lovely and glossy), we have a steelbook case to put the game in, an artbook, a soundtrack CD and a mysterious envelope…

    The soundtrack CD lists its tracks inside the inlay rather than on the back. I wasn't aware that Motoi Sakuraba worked on the soundtrack for this one, but there he is! (For the unfamiliar, Sakuraba's work encompasses most of Camelot's Mario sports games and Golden Sun, along with much of tri-Ace's work and numerous arrangements for Super Smash Bros. Quite the pedigree — and proof that Idea Factory and Compile Heart have been consistently moving up in the world over the course of the last decade, if they can attract someone like this to their project. As someone who's been with them since the original Neptunia (and I own a copy of Trinity Universe, which I'm looking forward to trying one day!), this is delightful to see.

    What of that mysterious envelope, though? While tempting to leave it sealed, I collect stuff to enjoy rather than just have, so you better believe I cracked it open. It contains these large, glossy, tarot-style cards depicting what I assume are the main characters of Dragon Star Varnir. Which means I can stare at them guiltily whenever I end up feeding them to a dragon or whatever you do in that game… eesh. I'm scared to start!

    Anyway, that's that for now. I'm hoping my Kickstarter copy of Bloodstained will arrive before I leave, but it's not looking too likely. There'll also be a copy of Super Neptunia RPG in the near future, but I'm not sure exactly when that'll show up.

    Good times are ahead, for sure… both for me, and for you, since you better believe all these are getting writeups on MoeGamer in the future!

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    #oneaday Day 198: Limited Rare https://imnotdoctorwho.moegamer.net/2019/06/21/oneaday-day-198-limited-rare/ https://imnotdoctorwho.moegamer.net/2019/06/21/oneaday-day-198-limited-rare/#respond Fri, 21 Jun 2019 15:50:58 +0000 https://imnotdoctorwho.moegamer.net/2019/06/21/oneaday-day-198-limited-rare/ YouTuber Metal Jesus Rocks has an interesting video today on the interesting case of the rarest, most expensive PS4 game there is: Poop Slinger, which sold just over 80 copies before promptly disappearing and shooting up in value to $500+ on eBay. This case raises some interesting questions and considerations about modern collecting. When we … Continue reading #oneaday Day 198: Limited Rare

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    YouTuber Metal Jesus Rocks has an interesting video today on the interesting case of the rarest, most expensive PS4 game there is: Poop Slinger, which sold just over 80 copies before promptly disappearing and shooting up in value to $500+ on eBay.

    This case raises some interesting questions and considerations about modern collecting. When we talk about collecting for older platforms — particularly those with relatively small total libraries, such as the Nintendo 64 — people often say that they're taking aim for a "complete collection". And, with a bit of time, dedication and money, this is something that is possible to achieve. I don't know anyone personally who has completed a platform collection, but I've watched videos and read articles by people who have.

    With our current generation of systems in particular, that dream of having a "complete collection" doesn't appear to be something that is going to be possible or practical any more. I mean, even leaving the matter of download-only games aside, there are now so many limited-run releases that I seriously doubt there will be anyone out there in the future who has a "complete" PS4 or Switch collection. (Xbox One remains to be seen; I don't see a lot of limited-run Xbox One releases, but that may just be because I don't really follow that platform because I don't own one!)

    Is this a problem? If you're the sort of obsessive type who needs to have a "complete" collection to feel fulfilled, then perhaps… but take a look at the game MJR is showing off in this video and ponder whether it — currently a less-than-$5 downloadable title — is something you actually want in your collection. I know I certainly don't.

    But then this is always a consideration, isn't it? When going for a complete collection for a platform, you're going to be deliberately seeking out some dross for the sake of collecting it. I'm sure there are plenty of SNES collectors out there who are proud to have a copy of Captain Novolin on their shelves, for example. Hell, I've bought a bunch of PS2 games that had poor reviews or sold poorly — though, of course, in many cases there I've actually found them to be surprisingly enjoyable in their own right when taken on their own merits.

    The main reason I can think of that you might want a copy of Poop Slinger in your packaged game collection is because it's an interesting story. And one that some people think isn't quite over yet; there are all sorts of theories as to whether or not the whole thing was an elaborate publicity stunt by someone like Limited Run Games, or if the tale of the distributor going bankrupt was a lie just so they could artificially inflate the price of this "rare" game when selling it on eBay.

    I can certainly live without a copy, though, that's for sure!

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    #oneaday Day 197: Ready for a Holiday https://imnotdoctorwho.moegamer.net/2019/06/20/oneaday-day-197-ready-for-a-holiday/ https://imnotdoctorwho.moegamer.net/2019/06/20/oneaday-day-197-ready-for-a-holiday/#respond Thu, 20 Jun 2019 15:16:17 +0000 https://imnotdoctorwho.moegamer.net/2019/06/20/oneaday-day-197-ready-for-a-holiday/ I am so ready for my holiday next week. Between the online stupidity I mentioned in the previous post and some frustration at work, I'm very, very ready for a break, some time away, some relaxation and some time with my family. The especially frustrating thing about the things that are… well, frustrating me is … Continue reading #oneaday Day 197: Ready for a Holiday

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    I am so ready for my holiday next week. Between the online stupidity I mentioned in the previous post and some frustration at work, I'm very, very ready for a break, some time away, some relaxation and some time with my family.

    The especially frustrating thing about the things that are… well, frustrating me is that they're not really things that can be "resolved" easily. I can't magically make people be nicer on the Internet — I can just try and set a decent example as much as possible. And so far as my work frustrations go, the annoying thing there is that they relate to specifics of my job that are so specific, even if I were to complain about them to someone they wouldn't have a clue why they're irritating me. Oh well.

    Anyway. After the sour taste of the recent Twitter bullshit, I'm getting rid of the Twitter app on my phone again and using BlockSite to stop me being tempted to look back there again. I don't need to know when there's some new shitstorm. I just want to focus on the things I enjoy… the reason I keep wanting to poke my head in is that cutting myself off like this makes me feel a little starved for conversation at times.

    With that in mind, may I remind all you lovely Patrons that you are very welcome over in the MoeGamer Discord any time! It's not super-active at the moment but it would be lovely to see some more of you there. You should have access already if you're a Patron, but if you don't, let me know and I can send you an invite link.

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    #oneaday Day 196: Shame, Shame, Shame https://imnotdoctorwho.moegamer.net/2019/06/20/oneaday-day-196-shame-shame-shame/ https://imnotdoctorwho.moegamer.net/2019/06/20/oneaday-day-196-shame-shame-shame/#respond Thu, 20 Jun 2019 15:10:19 +0000 https://imnotdoctorwho.moegamer.net/2019/06/20/oneaday-day-196-shame-shame-shame/ Occasionally I ponder about attempting to return to making social media working for me. I actually had a go recently; I hopped back on Twitter, switched my notifications to only show messages from people I follow and who follow me, muted everyone I still wanted to follow but who always seemed to be starting shit … Continue reading #oneaday Day 196: Shame, Shame, Shame

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    Occasionally I ponder about attempting to return to making social media working for me. I actually had a go recently; I hopped back on Twitter, switched my notifications to only show messages from people I follow and who follow me, muted everyone I still wanted to follow but who always seemed to be starting shit in the timeline.

    For a while, it seemed to be working… okay. Not perfectly, but okay. Then today I happened to log in while Kirk McKeand from once-popular video game blog VG247 was lashing out at critics of his self-professed "extremely bad" interview with Yakuza creator Toshihiro Nagoshi.

    I've stumbled across McKeand a few times, and every time I have, he's always come across as an arrogant, argumentative piece of shit who would rather insult people than admit he is wrong. This time around, he was being particularly obnoxious; while I thankfully didn't get anything hurled my way this time around (I somehow ended up blocked despite not actually speaking with him) I did happen to catch him insulting the appearance and gaming tastes of someone I'm acquainted with — one of those critics of his atrocious interview.

    McKeand never seems to face any consequences for his behaviour, either; as a contributor to a commercial site like VG247, he should be held accountable for the way he interacts with potential audience members, but this never seems to actually occur. And he is by no means the only member of the current commercial games press who acts like this; he and his peers proudly brag about how many thousands (literally) of people they've blocked for dumb reasons.

    Now, as a former member of the commercial games press, I know how much shit games journalists can get, and I know how frustrating and upsetting it can be to get dogpiled for something you wrote. However, acting like a high-and-mighty bully is not a good way to get over this or look like the bigger, better man. Spouting shit like "hur, you write about games you like to jack off to" is immature and inaccurate. Posting photos of people and implying unpleasant things about them is deeply unpleasant behaviour. In short, acting like Kirk McKeand does is not a way to get you or your publication taken seriously.

    Seeing this whole thing unfold has left a deeply unpleasant taste in my mouth. I think we can call this tentative attempt to see if I can actually have a decent conversation on Twitter in 2019 an abject failure, and frankly I'm thiiiiis close from just deleting my account altogether to remove any temptation to try again.

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    #oneaday Day 195: My Cat's Breakthrough https://imnotdoctorwho.moegamer.net/2019/06/19/oneaday-day-195-my-cats-breakthrough/ https://imnotdoctorwho.moegamer.net/2019/06/19/oneaday-day-195-my-cats-breakthrough/#respond Wed, 19 Jun 2019 14:20:31 +0000 https://imnotdoctorwho.moegamer.net/2019/06/19/oneaday-day-195-my-cats-breakthrough/ My cat Meg had a major breakthrough recently: she's started coming upstairs again. This might not sound like a huge deal, but since we got her new friend Patti a while back, she had been refusing to come upstairs at all. We assume that this was mostly down to the fact that when we first … Continue reading #oneaday Day 195: My Cat's Breakthrough

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    My cat Meg had a major breakthrough recently: she's started coming upstairs again.

    This might not sound like a huge deal, but since we got her new friend Patti a while back, she had been refusing to come upstairs at all. We assume that this was mostly down to the fact that when we first introduced Patti, we restricted her to the upstairs (initially just one room) to allow the pair to adjust to one another. As such, Patti had the opportunity to make upstairs "hers", while Meg was naturally hesitant to enter what suddenly appeared to be another cat's territory.

    There's also the fact that when we did actually allow them to see one another face-to-face, they weren't very friendly with one another. Meg would respond to the sight of Patti with hissing and growling, and Patti would often launch herself at Meg. Over time, this behaviour lessened a bit at a time until now, where we're at a stage where I feel reasonably confident in saying they like having each other around — even if neither of them will admit that.

    Now they'll quite happily occupy the same room as one another without incident, and I've seen both of them initiating sniffing sessions of each other's faces and arseholes. While this is considered rude in human society, among cats it appears to be the equivalent of asking each other if you saw the new Game of Thrones last night or something.

    There's still an occasional bit of hissing and scrapping, but despite the noise they both make, they never seem to be serious fights, and I think they're more attempts to play than anything else. In other words, I think they're finally getting along.

    This is good, because we were really worried about Meg after her former Ruby passed away last November. Although Meg would often give Ruby grief in the same way she does to Patti now, it was clear they liked each other a lot and enjoyed having one another around. (We think they may even have been related, which just made Ruby's passing all the more heartbreaking.) Meg was noticeably depressed when she was on her own, particularly on days when both Andie and I had to go to work and leave her alone for the day.

    It looks like she's in a much better mental state now, though, which is great. Of course, just as we get to this phase, we're going to head off on holiday for a week and leave the pair of cats in the care of my mother in law… but I'm sure they'll be fine!

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    #oneaday Day 194: FEVER!!! https://imnotdoctorwho.moegamer.net/2019/06/17/oneaday-day-194-fever/ https://imnotdoctorwho.moegamer.net/2019/06/17/oneaday-day-194-fever/#respond Mon, 17 Jun 2019 22:51:45 +0000 https://imnotdoctorwho.moegamer.net/2019/06/17/oneaday-day-194-fever/ I've spent the evening playing Lapis x Labyrinth. As you'll know if you've listened to the brand new MoeGamer Podcast (out today!), this is a game I've come to absolutely adore since picking it up on a whim when two friends separately commented on how much they'd been enjoying it. Chris and Flame — thanks! … Continue reading #oneaday Day 194: FEVER!!!

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    I've spent the evening playing Lapis x Labyrinth. As you'll know if you've listened to the brand new MoeGamer Podcast (out today!), this is a game I've come to absolutely adore since picking it up on a whim when two friends separately commented on how much they'd been enjoying it. Chris and Flame — thanks!

    I'm not going to do a full writeup on the game until I've beaten it properly, as it's a game that gradually unveils its hidden depths the further you progress, and I feel there's still a decent amount left to go. I've cleared I think six of the main dungeons now, and each clear has unlocked a new method to progress and power yourself up. There are a wide variety of ways to customise how the game plays according to how you enjoy it, and no obligation to do things you don't want to do.

    I'm having the most fun playing as the Witch at present. She's a powerful fighter that has an interesting combo where she cycles through a series of elemental spells, the last of which is a slow-moving fireball that passes through walls and obliterates anything in its path. Since Lapis x Labyrinth is a game about not getting hit in order to keep your combo up, her ranged abilities are a significant help in this regard. Plus she's a cutie with cat ears.

    There's something so, so fundamentally satisfying about this game. I might even go so far as to say on a primal level, this is one of the most satisfying games I've ever played. I'm not talking about narrative payoff or anything like that — while there is a story that gradually reveals itself, the mechanics are the star here — but rather a simple feeling while playing that I am having a good time and I want more, more, more.

    Perhaps best of all, as we mention on the podcast, it achieves this addictive, intoxicating quality without resorting to underhanded tactics like "fun pain"; this is pure fun, yet for those who want to truly master the game's mechanics, there's a lot to engage with and practice here, too.

    As I say, I'm saving a full writeup until I've at the very least beaten the main game, but in the meantime rest assured that if you're after something a bit different — and incredibly satisfying — then Lapis x Labyrinth is well worth your time.

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    #oneaday Day 193: Edit Station One https://imnotdoctorwho.moegamer.net/2019/06/16/oneaday-day-193-edit-station-one/ https://imnotdoctorwho.moegamer.net/2019/06/16/oneaday-day-193-edit-station-one/#respond Sun, 16 Jun 2019 23:25:31 +0000 https://imnotdoctorwho.moegamer.net/2019/06/16/oneaday-day-193-edit-station-one/ Podcast editing is all done! I started a little later than usual but still managed to get everything wrapped up before the end of the day, so that's great. I hope you enjoy tomorrow's episode — it's a fun roundup of the stuff that caught our eyes at E3, and I think we had some … Continue reading #oneaday Day 193: Edit Station One

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    Podcast editing is all done! I started a little later than usual but still managed to get everything wrapped up before the end of the day, so that's great. I hope you enjoy tomorrow's episode — it's a fun roundup of the stuff that caught our eyes at E3, and I think we had some really interesting discussions along the way.

    For me, now begins the countdown to holiday time! The wife Andie and I have just one full week of work to survive until we have some blissful time off — I have a week and a day, while she has a couple of weeks. We're going away to foresty holiday park Center Parcs for the first week, then visiting my parents over the weekend — my brother and the rest of his family are also visiting for the first time all together in… I don't know, actually, a very long time! (My brother, for those unaware, lives in California, which is on a whole other continent to where both my parents and I live, so we don't get to see him as often as we'd like.)

    I took the following Monday off just so I have a day to myself after the holiday and the visit and everything else. Recovery time! Some time off from being "on holiday", if you like. Andie, meanwhile, has most of the following week off to enjoy the new Final Fantasy XIV expansion Shadowbringers, which I'm going to try very hard to remain unspoiled on, as I intend on playing through all of Final Fantasy XIV's main story as part of my upcoming Final Fantasy Marathon series of videos. That is a long way off yet, so there will certainly be even more story than exists at the launch of Shadowbringers by the time I get there, so when I do finally get to that point I'll be able to offer some honest, hopefully unspoiled reactions to what happens.

    As I've mentioned before, I'll be posting on MoeGamer as normal this week and probably queueing some stuff up for while we're away rather than posting "live", but I won't kick off a new Cover Game feature until after I'm back from the trip. That way, I can give it my full attention.

    I'm pondering what should come next. I've shared with you the things that I'm very interested in covering — that in many cases I've had in the queue for a long while — but there are also some interesting things that have come up recently that I think are worthy of multi-part deep-dive coverage.

    Chief among these is not a particularly "big" game or anything, but I think it's something that there's potentially a lot to explore in: The Expression: Amrilato, which eagle-eyed readers will note is the game that MangaGamer have had trouble with bringing to Steam recently. The VN as a whole is, according to the chap from MangaGamer I spoke with recently, "between 10-30 hours depending on how much you engage with the 'study' side of things" — so I thought it might be interesting to err on the upper side of that and see if I can actually learn some Esperanto from a video game. I think that'd be pretty cool.

    The reason I think The Expression: Amrilato is an interesting case for a Cover Game feature is precisely because it's not particularly well-known, but it has the potential to be very valuable for more reasons than one. There are a number of ways in which it can be explored, too: there's the narrative, themes and characterisation of the overall experience to explore, but on top of that there's how it treats the use of Esperanto as part of its narrative, and its distinct component that aims to actually educate the player in how this language works.

    Either way, Cover Game feature or not, I'll be writing about The Expression: Amrilato in the very near future, so please watch out for that.

    Right. I've had a long day, so I should probably sleep so I can be vaguely bright-eyed and bushy-tailed for this "last" week of work. Who am I kidding, I feel like walking garbage of a morning even if I go to sleep at 9pm. All-night Lapis x Labyrinth session, anyone…?

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    #oneaday Day 192: Triple Threat https://imnotdoctorwho.moegamer.net/2019/06/16/oneaday-day-192-triple-threat/ https://imnotdoctorwho.moegamer.net/2019/06/16/oneaday-day-192-triple-threat/#respond Sun, 16 Jun 2019 16:12:45 +0000 https://imnotdoctorwho.moegamer.net/2019/06/16/oneaday-day-192-triple-threat/ Forgot to post one of these yesterday, apologies! The reason for that was… well, no, the excuse I'm choosing to use is that my good friends Chris and Joe joined me for an epic-length recording session in which we explored our thoughts on the E3 that has just passed us by. Hopefully the episode will … Continue reading #oneaday Day 192: Triple Threat

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    Forgot to post one of these yesterday, apologies! The reason for that was… well, no, the excuse I'm choosing to use is that my good friends Chris and Joe joined me for an epic-length recording session in which we explored our thoughts on the E3 that has just passed us by. Hopefully the episode will be available for you to watch and/or listen to tomorrow, so please look forward to it!

    With the topic of the podcast in mind, I'll refrain from talking too much about my own personal E3, but suffice to say there are a lot of cool things that were announced or confirmed that I'm very excited about. Oddly enough, several of these announcements related to things I already own in one form or another, but there ain't no way I'm going to miss out on a physical copy of the excellent Freedom Planet or Blaster Master Zero for Switch.

    I'm ecstatic about both the Trials of Mana remake and the Collection of Mana. I've preordered the limited physical release of the latter from Square Enix's store; if you have the slightest interest in this, I recommend getting in early, as this will likely be your only chance to own a copy of Seiken Densetsu 3 — that which is now known as Trials of Mana — in English, in packaged format.

    There's plenty more to explore in the podcast itself, so please look forward to its release tomorrow! It's one of our best (and longest!) yet! 🙂

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    #oneaday Day 191: "Gamer Christmas" https://imnotdoctorwho.moegamer.net/2019/06/14/oneaday-day-191-gamer-christmas/ https://imnotdoctorwho.moegamer.net/2019/06/14/oneaday-day-191-gamer-christmas/#respond Fri, 14 Jun 2019 22:47:04 +0000 https://imnotdoctorwho.moegamer.net/2019/06/14/oneaday-day-191-gamer-christmas/ I read somewhere earlier — it might have been Penny Arcade? — that this time of year is sometimes referred to as "Gamer Christmas". Given the amount of preorders that have arrived on my doorstep in the last week alone — with a few more on the way in the coming weeks — I get … Continue reading #oneaday Day 191: "Gamer Christmas"

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    I read somewhere earlier — it might have been Penny Arcade? — that this time of year is sometimes referred to as "Gamer Christmas". Given the amount of preorders that have arrived on my doorstep in the last week alone — with a few more on the way in the coming weeks — I get it!

    In just the last few days I've received my limited edition copy of Death Mark for Switch, fresh from Aksys Games' new UK store (which appears to be under the Reef Entertainment umbrella, same as NISA Europe and Idea Factory International), Lapis x Labyrinth for Switch, Worldend Syndrome for Switch, Dragon Star Varnir for PS4 and… probably some others I've forgotten! Before that, there was Kotodama from PQube for Switch, and at the end of the month there's Super Mario Maker 2.

    It is, as they say, a Good Time to Be a Gamer.

    Now I've got to figure out what I'm going to be covering next! Kotodama and Lapis x Labyrinth are both thoroughly interesting, and I'll definitely write something about them both, though whether or not it will be a full Cover Game feature is something I haven't decided yet. Worldend Syndrome looks like it'll be a really good time, and definitely Cover Game feature-worthy, and likewise for Dragon Star Varnir. I'm keen to jump on both of these relatively soon rather than leave them sitting on my shelf for too long.

    After today's news surrounding MangaGamer's new release, I'm also going to make a point of writing about The Expression: Amrilato in the very near future. That will be a fascinating game to explore, since it aims to not only tell a touching yuri story, but also educate the reader in the real-life language of Esperanto, too. MangaGamer and the original developer seem very pleased with what they've produced, and it's certainly an extremely intriguing prospect.

    Ah, it's good to have lots of choices! I don't think I'm ever going to run out of things to write about at this rate…

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    #oneaday Day 190: Iron Giant https://imnotdoctorwho.moegamer.net/2019/06/13/oneaday-day-190-iron-giant/ https://imnotdoctorwho.moegamer.net/2019/06/13/oneaday-day-190-iron-giant/#respond Thu, 13 Jun 2019 22:34:42 +0000 https://imnotdoctorwho.moegamer.net/2019/06/13/oneaday-day-190-iron-giant/ I finally finished recording my New Game Plus run of Atelier Rorona DX this evening! That's a weight off my mind, as it was taking a while to get through, but I finally made it. Did I get the ending I wanted? You'll have to wait and see when the video is released tomorrow! Unfortunately, … Continue reading #oneaday Day 190: Iron Giant

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    I finally finished recording my New Game Plus run of Atelier Rorona DX this evening! That's a weight off my mind, as it was taking a while to get through, but I finally made it. Did I get the ending I wanted? You'll have to wait and see when the video is released tomorrow!

    Unfortunately, the camera I use to record my ugly mug inexplicably stopped recording after 59 seconds for some reason, so there's no facecam for this final episode. That's a bit of a bummer, as, not to spoil anything, but there were a few "firsts" for me in this finale that it would have been nice to be able to show my reactions for. Oh well. You'll have to settle for my voice! Hey, if it's good enough for channels with millions of subscribers like Game Grumps, then it's good enough for me. For now. 🙂

    I mention this at the end of the video, but this brings New Game Plus as a video series to a close for the immediate future. I'm going on holiday at the end of the month, and I'm going to give myself some Fridays off from making videos in the meantime. When I get back, I'm going to kick off the Final Fantasy marathon, which I'm very excited about doing! In the meantime, Warriors Wednesday and the three Atari A to Z series will continue, as will all the usual stuff on MoeGamer.net, of course!

    New Game Plus, as I think I noted previously, will probably return as a series of articles that give me the opportunity to explore new game plus and postgame content at a bit more of a leisurely pace than requiring weekly video uploads. I'm not ruling out a return to the videos at some point, but frankly I need a bit of a break from having to juggle too many things at once!

    Anyway. I hope you enjoy the Atelier Rorona finale when it releases tomorrow, and beyond that the Final Fantasy Marathon when it kicks off in early July. In the meantime, thanks as always for your continued support, and please continue to enjoy my other work on YouTuber and MoeGamer 🙂

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    #oneaday Day 189: Think https://imnotdoctorwho.moegamer.net/2019/06/12/oneaday-day-189-think/ https://imnotdoctorwho.moegamer.net/2019/06/12/oneaday-day-189-think/#respond Wed, 12 Jun 2019 12:55:52 +0000 https://imnotdoctorwho.moegamer.net/2019/06/12/oneaday-day-189-think/ Those of you who have been following a while may recall that I had some therapy a while back. While I have mixed feelings about its effectiveness — primarily due to it being delivered via text chat online rather than face-to-face appointments — there are a few things that I learned, reinforced or otherwise made … Continue reading #oneaday Day 189: Think

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    Those of you who have been following a while may recall that I had some therapy a while back. While I have mixed feelings about its effectiveness — primarily due to it being delivered via text chat online rather than face-to-face appointments — there are a few things that I learned, reinforced or otherwise made a point of trying to remember over the course of the period I spent undertaking the program.

    Probably chief among those things was the idea of setting up some sort of mental checkpoint before allowing things to "get to me" too much. This is an important means of controlling incoming thoughts and feelings — particularly "negative" ones such as sadness and anger — so that they don't overwhelm you all at once, and it's something that I've often struggled with. Hell, I still do, to be perfectly honest, and it requires often exhausting mental effort to keep it up even bearing the strategy in mind… but it's an effort worth making.

    The checkpoint asks a simple question before allowing the incoming thoughts into the depths of my brain: "does this matter?" If the answer is yes — and the incoming thought can provide a convincing reason why it matters to me, here and now — then I allow the thought through. If the answer is no, I turn it away, remaining aware that it might try to "cross the border" again at another time in the near future, perhaps in disguise.

    When you make a point of being rigorous with your incoming thoughts like this, it's surprising how many of them you can turn away. There are a lot of things that don't matter. There are a lot of things that it isn't worth getting sad or angry over. Sometimes they still manage to sneak through, of course, but if you recognise those feelings and know what to look out for if they return at a later date, you can better equip yourself to send them packing the next time they come around.

    I feel like life probably shouldn't be such an ongoing, constant mental battle with oneself, but unfortunately with the way we all live our lives today, it's hard to avoid — short of disconnecting entirely from the Internet and the media. Which is not really an option for most people.

    Still, you can make that battle easier by closing doors that don't need to be open and restricting the potential flow of incoming thoughts and feelings. It's your life, your mind and your own sanity, and it's worth taking assertive control over now and again.

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    #oneaday Day 188: This Meeting Could Have Been an Email https://imnotdoctorwho.moegamer.net/2019/06/11/oneaday-day-188-this-meeting-could-have-been-an-email/ https://imnotdoctorwho.moegamer.net/2019/06/11/oneaday-day-188-this-meeting-could-have-been-an-email/#respond Tue, 11 Jun 2019 09:04:17 +0000 https://imnotdoctorwho.moegamer.net/2019/06/11/oneaday-day-188-this-meeting-could-have-been-an-email/ Every Tuesday and Friday at my work, we have a "Good Morning Call". Sounds pleasant, doesn't it? A nice way to get remote teams together and have a nice chat over a coffee and croissant or something. No. The Good Morning Call is possibly the ultimate example of a plague on modern workplaces: endless, needless, … Continue reading #oneaday Day 188: This Meeting Could Have Been an Email

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    Every Tuesday and Friday at my work, we have a "Good Morning Call". Sounds pleasant, doesn't it? A nice way to get remote teams together and have a nice chat over a coffee and croissant or something.

    No. The Good Morning Call is possibly the ultimate example of a plague on modern workplaces: endless, needless, pointless meetings.

    Ostensibly, the Good Morning Call is intended for our team and our overseas colleagues to catch up on the various projects that we're working on, but in practice what it tends to turn into is an hour or more of us listening to one person drone on and on as they simply read out what our online project management tool says. Anything that does get discussed tends to be a conversation between our overseas colleagues, who are all in the same office anyway.

    I get that organisation is important, but so much time is wasted in meetings and conference calls these days — not just at my place of work, but pretty much everywhere. And it's one of those things I don't really understand; how did this happen? I don't know anyone who likes, enjoys or finds these meetings and conference calls valuable. I don't know anyone who would be sorry if they stopped being a thing. Even the people in charge of them seem bored shitless… so why are we doing them again?

    Still, at least it's not as bad as the meetings I had to suffer while working at energy company SSE. Company policy dictated that each of those must begin with a "Safety Moment", which was where someone in the meeting explained something that made them "think about safety". (This usually ended up being someone whingeing about drivers on the road on the way to work.) SSE was obsessed with health and safety to a fault; you actually got reprimanded if you didn't hold the handrail going up stairs, so it's unsurprising their meetings would incorporate such mandatory asininity.

    Oh, that and colouring in. On one particularly memorable occasion at SSE, we had a residential weekend that was ostensibly a conference, but at which we spent a significant portion of the time colouring in a poster about, you guessed it, safety.

    I guess things could be worse.

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    #oneaday Day 187: Rain https://imnotdoctorwho.moegamer.net/2019/06/10/oneaday-day-187-rain/ https://imnotdoctorwho.moegamer.net/2019/06/10/oneaday-day-187-rain/#respond Mon, 10 Jun 2019 22:43:57 +0000 https://imnotdoctorwho.moegamer.net/2019/06/10/oneaday-day-187-rain/ As I type this, it's raining outside. I can hear the drops pattering on the roof of our "catio", the structure we have out the back of our house so our cats can go "outside" without actually going out into the big wide world where it's dangerous. (For those unaware, we lost a beloved companion … Continue reading #oneaday Day 187: Rain

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    As I type this, it's raining outside. I can hear the drops pattering on the roof of our "catio", the structure we have out the back of our house so our cats can go "outside" without actually going out into the big wide world where it's dangerous. (For those unaware, we lost a beloved companion on the road outside our house last November, so this was a direct response to that; neither Meg nor Patti seem to mind too much, even if Meg does enjoy sneaking out of the front door when it's open sometimes.)

    I love the rain, or more specifically hearing the rain. It's a soothing, relaxing sound that always brings me a feeling of peace and deep relaxation. It reminds me of some fond memories, and also just provides me with something to listen to when things are otherwise silent. It's not a regular noise that you tune out after a while; it's a constantly interesting sound that is never quite the same from moment to moment. It rises and falls in its tempo, pitch and volume; sometimes it's gentle, sometimes it's aggressive, sometimes it's barely perceptible.

    I'm not sure when, how or why I started feeling this way about the rain. One of the memories it brings back to me is of the few occasions I went camping as a child — a couple of times with the Cub Scouts, and once in my final year of primary school. (In the latter case, I didn't take a shit for a week because I was too afraid of getting bum AIDS from the public toilets on the campsite, so the subsequent constipation sullies an otherwise pleasant memory. But I digress.)

    Yes, the sound of rain reminds me of being under canvas, trying desperately to get to sleep while my brain was rattling with excitement for the "It's a Knockout" competition that was to take place the following day, or annoyance with Christopher Smith for singing gibberish songs until well after midnight. "Doyget, doyget sannnds". Why do I remember this shit? I'm sure I could fit something useful in the memory space that is taking up.

    But yes, anyway. Rain is good. Rain is relaxing. Rain is probably my favourite weather condition, assuming I am either inside or in possession of something to protect me from it. It's neither too hot nor too cold; it makes a pleasant noise; and it provides an altogether invigorating feeling of "new beginnings".

    I wonder what tomorrow will bring?

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    #oneaday Day 186: New Funtimes https://imnotdoctorwho.moegamer.net/2019/06/09/oneaday-day-186-new-funtimes/ https://imnotdoctorwho.moegamer.net/2019/06/09/oneaday-day-186-new-funtimes/#respond Sun, 09 Jun 2019 23:22:44 +0000 https://imnotdoctorwho.moegamer.net/2019/06/09/oneaday-day-186-new-funtimes/ Been playing a couple of fun new games over the last couple of days: Kotodama: The 7 Mysteries of Fujisawa and Lapis x Labyrinth. Both will be getting writeups on MoeGamer in the near future, but I thought I'd provide a few exclusive initial impressions right here for those curious! Kotodama This one intrigued me … Continue reading #oneaday Day 186: New Funtimes

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    Been playing a couple of fun new games over the last couple of days: Kotodama: The 7 Mysteries of Fujisawa and Lapis x Labyrinth. Both will be getting writeups on MoeGamer in the near future, but I thought I'd provide a few exclusive initial impressions right here for those curious!

    Kotodama

    This one intrigued me because it's the first game that PQube has actually developed (in collaboration with Japanese dev Art Co. Ltd, who previously worked on Gunpey and, err, Britney's Dance Beat). Consequently, I was keen to support it even if it turned out to be bobbins, but thankfully that is not the case; I'm really enjoying it so far.

    Kotodama is a fusion of visual novel and puzzle game, with emphasis on the former. If you've played something like Purino Party, you'll have a rough idea of what to expect, though rather than being a comedic, ecchi affair like Purino Party was, the underlying story here is actually rather serious. I'll spare you the details for now in case you're interested in checking it out for yourself!

    The puzzle sequences represent the main character making use of his power of kotodama — the power of words — to uncover the layers of lies within an individual's heart, and discover the truth within. This is accomplished through a tile-matching puzzler, though rather than following either the Bejeweled or Puzzle & Dragons mould, this time around it's an unusual system where clicking a tile sends it shooting up to the top of its column and subsequently shoving everything down into the gap it created.

    It takes a little getting used to, but once you get into the rhythm of things, it's really satisfying. The whole "power of words" thing comes in via the visual novel segments; as you learn various key words by asking the right questions at the right times, you earn experience for the different "colours" (which roughly correspond to emotions and feelings such as love, "fire", tears, greed and the like) and, with enough experience in a particular colour, you level it up and make it more effective at filling the meter that determines your completion of the stage.

    They also double as a means of determining whether or not you've actually managed to figure out the complete truth of a particular chapter; if you reach the end of a chapter and haven't found all the keywords, chances are you missed something!

    The story is really cool and mysterious, with some surprisingly weighty themes. And both boys and girls get nearly naked in the puzzle sequences. A winning combination.

    Lapis x Labyrinth

    This is the new one from Nippon Ichi Software, and with the troubles they're having at the moment, I wanted to support it — particularly as I heard from at least two people I trust (both of whom are Patrons, I believe — thanks, guys!) that it's a good time.

    Lapis x Labyrinth is a very odd game that positions itself as an RPG, but it's really more of an arcade game with a sense of persistent progression. In simple terms, you proceed through a series of 2D side-scrolling "dungeons" beating up enemies and collecting loot, but the focus is on generating combos and high scores rather than surviving particularly difficult challenges.

    Score more points, get more gold. Get more gold, get more upgrades. Get more upgrades, score more points. Repeat. It's a deliciously addictive affair that I'm having a ton of fun with so far… and I absolutely adore the art style, combining adorable cutesy chubby chibis with an oddly strong feeling of sexiness. I am very into the Necromancer.

    Anyway, as I say, I'll be doing detailed writeups of both of these on MoeGamer in the near future. I don't know if either of them will get the Cover Game treatment — it depends how much there is to talk about, I guess! — but they'll both definitely get some words of appreciation when I've spent a bit more time with them both.

    And now it's nearly half past midnight, so I should probably go to bed rather than attempting to unravel the Mystery of the White Wolf… but Honoka's undies are so cute…

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    #oneaday Day 185: Upcoming Break https://imnotdoctorwho.moegamer.net/2019/06/08/oneaday-day-185-upcoming-break/ https://imnotdoctorwho.moegamer.net/2019/06/08/oneaday-day-185-upcoming-break/#respond Sat, 08 Jun 2019 22:02:00 +0000 https://imnotdoctorwho.moegamer.net/2019/06/08/oneaday-day-185-upcoming-break/ Hello folks! Hope you're all well. Just wanted to let you know that in the last week in June, I'm going on holiday for a week. The wife and I are off to Center Parcs, which, for those unfamiliar, is a thoroughly pleasant little holiday village in the depths of a forest with lots of … Continue reading #oneaday Day 185: Upcoming Break

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    Hello folks! Hope you're all well. Just wanted to let you know that in the last week in June, I'm going on holiday for a week. The wife and I are off to Center Parcs, which, for those unfamiliar, is a thoroughly pleasant little holiday village in the depths of a forest with lots of nice (and expensive) things to do while you're there.

    While tempting to continue "working" while I'm there, I'm going to allow myself a bit of time off from both MoeGamer and YouTube during the week. You lovely Patrons will still get your daily posts here on Patreon, but I'll be leaving the site and the channel to their own devices for the week.

    I'm going to try and get some stuff done in advance so I can just schedule it for that week, so that shouldn't be a problem — I just wanted to let you all know in advance just in case I did suddenly appear to go a bit quiet and you wondered what happened!

    With that in mind, I'm also not going to start a new Cover Game feature until I get back from the holiday. In the intervening weeks, I'm going to see if I can zip through and get the other endings in Our World is Ended and perhaps write one more piece on how all those characters' arcs truly conclude, but everything else will be one-offs or parts of the various Delving Into series.

    $5 Patrons, I'm also aware I haven't done a wallpaper for you this month yet! I'll get cracking on that in the next day or two, so please watch out for that very soon.

    I hope you're all having a thoroughly pleasant weekend! Mine has been pretty good so far. I have the joy of a trip to the tip tomorrow to get rid of some old chairs and a huge bag of grass cuttings, but other than that I intend to spend my time playing games, making videos, petting cats and maybe talking to my wife a bit if, you know, she deserves it or anything. (She'll be playing Final Fantasy or My Time at Portia if I ignore her anyway, so she'll be all right.)

    Enjoy the rest of your Saturday!

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    #oneaday Day 184: Daily Inkling - Among the Stars https://imnotdoctorwho.moegamer.net/2019/06/07/oneaday-day-184-daily-inkling-among-the-stars/ https://imnotdoctorwho.moegamer.net/2019/06/07/oneaday-day-184-daily-inkling-among-the-stars/#respond Fri, 07 Jun 2019 14:59:54 +0000 https://imnotdoctorwho.moegamer.net/2019/06/07/oneaday-day-184-daily-inkling-among-the-stars/ [I recently decided to become a Patron of Normal Happenings, since Matthew there has been a consistently supportive and positive voice in the blogging community at large, and has always been very kind to me. This post is inspired by one of his regular "Daily Inklings" posts, which are simple writing prompts designed to provide … Continue reading #oneaday Day 184: Daily Inkling - Among the Stars

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    [I recently decided to become a Patron of Normal Happenings, since Matthew there has been a consistently supportive and positive voice in the blogging community at large, and has always been very kind to me. This post is inspired by one of his regular "Daily Inklings" posts, which are simple writing prompts designed to provide the stimulus for the reader's own creative work.]

    As a kid, I dreamed of the stars. I found the idea of outer space, alien planets and the exploration of things far beyond our humdrum everyday world to be fascinating.

    I knew that this was just pure fantasy, however; I knew that space travel in the modern day and age was expensive, physically demanding, extremely dangerous and you didn't even end up going anywhere interesting. I never really had the childish ambition to "become an astronaut" because I knew from an early age that it was something that only a select few could do — and probably a select few Americans at that. As a nerdy, clumsy, physically inept young British boy, I knew that I was never going to get there.

    It didn't stop me dreaming, however. I enjoyed reading non-fiction books about space and other planets. I loved science-fiction stories, whether they were TV shows, movies or novels. I remember being very proud that I read some of Isaac Asimov's novels as a kid, because they always looked and felt like "grown-up books"; they were the stuff my parents read.

    And, of course, I loved using the computer to indulge this fantasy, whether it was through the structured play of an actual game set in space, or something more creative.

    In the former instance, I particularly appreciated any game that allowed me to fly a spaceship from a first-person perspective or at the very least provided a convincing "simulation". I loved Star Raiders and its sequel on the Atari 8-bit; on the ST, meanwhile, I had a lot of time for titles like Starglider II, Enterprise, Starflight and Space Rogue, all of which gave me the feeling of being in command of my own ship and travelling to far-flung, exotic locales to… well, usually to pick up minerals rather than anything more interesting, but digging up rocks is infinitely more enjoyable on an alien planet than in the British countryside, as lovely as the latter can be sometimes.

    In the latter case, I was strongly drawn to Jeff Minter's ColourSpace "light synthesiser" on the Atari ST. For the unfamiliar, this was a piece of software designed to allow you to play with light and colour. Moving the mouse around and clicking the button would create various coloured effects, and there were numerous controls you could fiddle with to change the patterns that were generated, the colours that were used and various increasingly psychedelic features.

    One of the things I loved about ColourSpace was that it included not only the ability to simulate a starfield, but also a background image that resembled a starship cockpit. I would spend hours at a time playing with this combination of things coupled with the various light-synthesis options, playing out a narrative in my head that usually ended with the catastrophic destruction of my spacecraft. (The various colour-cycling options that ColourSpace provided were eminently suitable for simulating the cockpit flashing with hundreds of warning lights!)

    There was no "objective" here, no end goal and, looking back on it, the fact it usually ended with my "death" was a bit bleak, but I loved it. I loved this means of expressing myself, and I feel like the fact it was specifically in space rather than just against a black backdrop was a key part of the whole experience.

    Hmm. May have to dig out that ColourSpace disk this evening and see if it still has the same magic…

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    #oneaday Day 183: Stadihahahahahaha https://imnotdoctorwho.moegamer.net/2019/06/07/oneaday-day-183-stadihahahahahaha/ https://imnotdoctorwho.moegamer.net/2019/06/07/oneaday-day-183-stadihahahahahaha/#respond Fri, 07 Jun 2019 08:23:59 +0000 https://imnotdoctorwho.moegamer.net/2019/06/07/oneaday-day-183-stadihahahahahaha/ Hello! Sorry about yesterday. I was absolutely convinced I'd already written a post yesterday, but it turns out I was just remembering the previous day. Evidently all the days are melting into one another. Never mind eh. Anyway, now seems like a good time to talk about Google Stadia, which revealed a bunch of new … Continue reading #oneaday Day 183: Stadihahahahahaha

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    Hello! Sorry about yesterday. I was absolutely convinced I'd already written a post yesterday, but it turns out I was just remembering the previous day. Evidently all the days are melting into one another. Never mind eh.

    Anyway, now seems like a good time to talk about Google Stadia, which revealed a bunch of new information yesterday. Remember, this is the thing that some people were arguing was going to be the "future of gaming".

    Here are some facts and my thoughts.

    It's launching in November of this year. Attempting to hit the Christmas rush is… theoretically a good idea, but I feel there's something inherently less exciting about something that doesn't actually have any real dedicated hardware. Also releasing in November means it's going up against Pokemon. Good luck with that!

    There will be a "starter pack" available for £119, which includes a controller, a Chromecast Ultra and a three-month subscription to the "Stadia Pro" service, which allows 4K/60fps video… assuming you have the 35Mbps+ connection required to make this work. Again, this feels rather expensive for what it is… perhaps it's just me. The Chromecast is a nice device, but you can pick one of those up by itself for £30 or less; presumably the "Ultra" offers something extra (4K?) but given how cheap TV sticks are these days, this feels like a lot of money for not very much.

    The controllers will be available separately for £59 in 2020. Hahahaha. Get real. I know controllers have been creeping up in price for the last couple of generations, but £60 is insane.

    Stadia Pro will cost £8.99 a month, and will not include all the games in the library. This is, I think, the most hilarious thing. The biggest potential selling point of Stadia during the "conjecture" period was the possibility of a Netflix-style gaming library, where you could just click on a new release and immediately be playing it. But it seems that's not going to happen; while some games will be included as part of the subscription, new releases will have to be "bought" separately, meaning you're paying for something and ending up not owning either a physical or digital copy of it.

    There will be a free option. You'll be limited to 1080p and 30fps using this free account, which removes two of the main selling points from the initial announcement. Presumably you also won't have access to any of the included "subscription" games, meaning you'll have to buy anything you want to play. Individual pricing for games hasn't been announced, but they better be cheaper than full download or packaged releases of games, since, to reiterate, you're paying to not own anything.

    Some big names are on board. Games confirmed include Doom, Destiny 2, Final Fantasy XV, Rise of the Tomb Raider, Assassin's Creed Odyssey and The Division 2. Boooooring… and all games that have been out for a while, more to the point. Neither Activision (Overwatch) or Epic (Fortnite) have signed up to the platform, meaning that, at the time of writing, two of the most popular games in the world are not available on Stadia.

    The system will have the ability to search YouTube for relevant content, and for you to see what your friends are doing while you're playing. No. I already get distracted by notification spam on modern consoles; I really don't need picture-in-picture of my friend playing a totally different game when I'm trying to concentrate on something. Searching for relevant YouTube content is potentially interesting… but it does also sort of encourage behaviour where people don't try to discover things for themselves, and instead go straight to YouTube to get the solutions. Also video guides suck; bring back text!

    To summarise, there are some interesting ideas here, but I don't see it working, at all — and I sincerely hope that people don't support this. I'd perhaps be more receptive to the idea if the subscription offered a complete "Netflix of games" type situation, but asking people to buy games on top of a subscription fee is just laughable… not to mention it is one of the many reasons OnLive, an earlier attempt to do pretty much exactly all this, failed miserably.

    As I've mentioned before, my biggest concern with Stadia is that if it takes off, it will normalise the non-ownership of games, and that's a serious concern for preservation and archival. I'd much rather the games of the world be distributed across a wide variety of collectors' libraries than centralised with one single corporation… plus a centralised streaming solution means that games can easily be removed from existence when, say, a licensing deal expires, or even a newer version of an existing game releases.

    You know me, I don't normally like to be overly negative about things, but there is absolutely nothing desirable about Stadia for me, and I hope it is a miserable flop. If successful, it has the potential to do irreversible damage to the gaming medium, and I want no part of that. Thankfully, with all the bizarre and stupid decisions that seem to have been made during development, the likelihood of that happening seems to have gotten significantly less… and I have to say, I'm happy about that.

    This is probably the last I'll say about Stadia, since so far as I'm concerned, it doesn't exist from this point onwards. I will continue to support the things I believe in!

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    #oneaday Day 182: Switched On https://imnotdoctorwho.moegamer.net/2019/06/05/oneaday-day-182-switched-on/ https://imnotdoctorwho.moegamer.net/2019/06/05/oneaday-day-182-switched-on/#respond Wed, 05 Jun 2019 16:29:04 +0000 https://imnotdoctorwho.moegamer.net/2019/06/05/oneaday-day-182-switched-on/ It's been true for a while now, but it bears repeating: Nintendo is absolutely killing it right now, from a variety of different perspectives. We have an excellent console that plays well whether you have it hooked up to a TV or take it on the go with you; granted, it's not as powerful as … Continue reading #oneaday Day 182: Switched On

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    It's been true for a while now, but it bears repeating: Nintendo is absolutely killing it right now, from a variety of different perspectives.

    We have an excellent console that plays well whether you have it hooked up to a TV or take it on the go with you; granted, it's not as powerful as its peers, but as someone who's never particularly cared about framerate and is more interested in cool design than fancy graphics, that doesn't bother me at all.

    We have access to a growing library of retro titles, both as part of the online service subscription and as individually sold games on the eShop. If you ever wanted a portable Neo-Geo, the Switch is the place to be.

    And we have some absolutely fabulous-looking games coming up.

    The prompt for this post was today's Pokemon Nintendo Direct event, which showed a bunch of new footage from the upcoming games, due out on November 15 this year. (Methinks Nintendo will have a happy Christmas.) The game looks wonderful, with expansive Dragon Quest-style field exploration, giant Pokemon kaiju battles, four-player cooperative raids and some super-cute girls. I've not been a big Pokemon fan over the years, but I enjoyed Moon and I'm definitely on board with this one.

    But that's not all. At the end of the month we have Super Mario Maker 2, which I'm starting to overflow with excitement for. I really, really enjoyed the Wii U original but didn't play it nearly as much as I perhaps should have; it will be great to see the format get another chance at success, and this time with a much broader, larger userbase to draw from. And if this one's a success, who knows — maybe we'll one day see my real dream: Zelda Maker.

    It's such a wonderful time to be interested in video games. Sure, there are things you could complain about, but when the "good" is so good, why would you want to?

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    #oneaday Day 181: Tolerance https://imnotdoctorwho.moegamer.net/2019/06/04/oneaday-day-181-tolerance/ https://imnotdoctorwho.moegamer.net/2019/06/04/oneaday-day-181-tolerance/#respond Tue, 04 Jun 2019 09:51:15 +0000 https://imnotdoctorwho.moegamer.net/2019/06/04/oneaday-day-181-tolerance/ Tolerance for flaws is, so far as I'm concerned, an admirable trait — whether we're talking about tolerating flaws in actual people, or in "things" such as creative works or products. Tolerating imperfections makes you more accepting, kinder, more empathetic and just generally a nicer person, in my experience; the people I most enjoy talking … Continue reading #oneaday Day 181: Tolerance

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    Tolerance for flaws is, so far as I'm concerned, an admirable trait — whether we're talking about tolerating flaws in actual people, or in "things" such as creative works or products. Tolerating imperfections makes you more accepting, kinder, more empathetic and just generally a nicer person, in my experience; the people I most enjoy talking about games with, for example, are the ones who tolerate the flaws in their favourite games, seeing past them to the enjoyable and wonderful things that lie beyond.

    It seems like an increasingly rare trait these days, sadly; I've lost count of the number of times I've seen a user review for a video game declare it "literally unplayable" because it dropped below 60fps at some point, or didn't support their sausage-like ultrawide monitor, or something like that. The reality of the situation is that yes, it's a shame that the game doesn't (insert complaint here), but when you notice an issue like this… take a step back and ponder whether it really impacts your experience and makes it impossible to enjoy. And if it does, consider whether or not you might not be setting unrealistic expectations for everything to be perfect.

    Our World is Ended, the current Cover Game on MoeGamer, is a good example of this. The English text is full of typos and minor grammatical errors, which is a bummer for a text-centric game like a visual novel… but it hasn't affected my enjoyment at all, and it isn't relevant to the emotional engagement and investment I've felt in the whole experience. Thinking rationally about what a mammoth undertaking it must be to translate a visual novel of this size and complexity, I'm not surprised at all that the editing process must have been a nightmare — and maybe even cut some corners along the way, since localiser-publisher PQube isn't exactly a huge outfit.

    I'm obviously not talking about tolerating things that actually are broken here. A game that doesn't work properly is worthy of complaining about. A situation like Fallout 76, where people were not provided with what they were promised, is worthy of complaining about. A situation like Diablo III's original launch, where the game actually was literally unplayable for a considerable amount of time — you couldn't log in or start the game! — is very worthy of complaining about! But something that is ultimately a minor hiccup to your overall enjoyment of something? Consider carefully whether you'd rather spend your time enjoying the thing you already spent your money on, or complaining about it.

    In an ideal world, everything we buy would be absolutely perfect, with no problems and nothing to complain about. But we don't live in an ideal world; not even close. And so you can make a choice: you can be perpetually unhappy about the imperfections of literally everything, because nothing is perfect; or you can develop tolerance and acceptance, and perhaps even embrace those flaws and imperfections for their quirky charms.

    I made my choice a long time ago!

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    #oneaday Day 180: The Darkest Timeline https://imnotdoctorwho.moegamer.net/2019/06/03/oneaday-day-180-the-darkest-timeline/ https://imnotdoctorwho.moegamer.net/2019/06/03/oneaday-day-180-the-darkest-timeline/#respond Mon, 03 Jun 2019 16:21:35 +0000 https://imnotdoctorwho.moegamer.net/2019/06/03/oneaday-day-180-the-darkest-timeline/ Ever wonder if we're actually living on the darkest timeline? It's a bit of a common joke, I know, but each day it feels increasingly plausible. I was watching some YouTube videos earlier and happened to come across one by "Wood", from the channel BeatEmUps. I'd never watched any of his own content before, but … Continue reading #oneaday Day 180: The Darkest Timeline

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    Ever wonder if we're actually living on the darkest timeline? It's a bit of a common joke, I know, but each day it feels increasingly plausible.

    I was watching some YouTube videos earlier and happened to come across one by "Wood", from the channel BeatEmUps. I'd never watched any of his own content before, but had come across Wood numerous times on The Game Chasers' channel. The video was named "I have depression. i need your help". YouTube recommended it to me today for some reason; I didn't notice until after the fact that it was actually from back in March.

    In the video, Wood described how he had been living with anxiety and depression for most of his life — in his case, largely brought on by a childhood in which he suffered physical and emotional abuse by his parents. The video was primarily to announce a livestream during which he was hoping to raise money for a number of different mental health charities, but as part of his explanation to camera, he also talked a bit about the abuse both he and his girlfriend had been suffering, purely because some people out there didn't like him, and thus felt he didn't "deserve" to have a Patreon account, affiliate links, sponsorship deals and suchlike — you know, the means through which a content creator like Wood is able to actually make his passion into his job.

    Hearing that this was happening, I found myself wondering how on Earth anyone could behave that way; how on Earth anyone could consider it in the slightest bit appropriate to decide someone wasn't worthy of making a living doing what they enjoy. Unfortunately, I must also confess that many instances of witnessing "boy who cried wolf" situations online led me to want to actually see some evidence of him suffering what he had described — but in this instance, it didn't take long to find some abuse in the comments.

    I don't know Wood or his content, as I mentioned above, but he always comes across as a thoroughly pleasant person with a good sense of humour. The raw honesty of his video touched a nerve, and I found myself wondering just what is wrong with people to get him into the emotional state he was in during recording.

    Between instances like this, abuse I've suffered myself online (including some from ex-colleagues as well as from organised troll groups) and the generally miserable state of the world in 2019, it's hard not to feel like we really are in that darkest timeline.

    Question is, how do we escape it?

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    #oneaday Day 179: Edit Man https://imnotdoctorwho.moegamer.net/2019/06/02/oneaday-day-179-edit-man/ https://imnotdoctorwho.moegamer.net/2019/06/02/oneaday-day-179-edit-man/#respond Sun, 02 Jun 2019 23:17:43 +0000 https://imnotdoctorwho.moegamer.net/2019/06/02/oneaday-day-179-edit-man/ Whew. It's taken nearly 12 hours to edit this next episode of The MoeGamer Podcast, so I hope you all enjoy it! The reason it took so long is that I was recording a lot of my own footage for it rather than relying on YouTube. This was primarily because I absolutely love the games … Continue reading #oneaday Day 179: Edit Man

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    Whew. It's taken nearly 12 hours to edit this next episode of The MoeGamer Podcast, so I hope you all enjoy it! The reason it took so long is that I was recording a lot of my own footage for it rather than relying on YouTube. This was primarily because I absolutely love the games we were talking about, so it was a thinly-veiled excuse to play them some more and be productive at the same time.

    I enjoy podcast editing and always have. I have a habit of setting pretty high expectations for myself and then realising quite a lot down the line that I've made a lot of work for myself, but I enjoy that work; it's fun and creative, and an opportunity to both develop and show off my skills.

    In the case of the Squadron of Shame podcast that I was part of some time ago (quite a long time ago now, actually!) I made a point of providing both .mp3 and enhanced AAC podcasts with chapter markers and relevant artwork. Today, with The MoeGamer Podcast, I treat the show primarily as a video rather than a piece of audio, so that means including plenty of appropriate footage so it can be enjoyed visually as well as just listening to it. (I do, of course, also provide the Soundcloud version so those who, say, want to listen to it in their car can also enjoy it!)

    I'm sure my workflow in Hitfilm Express (my weapon of choice) is woefully inefficient compared to some other people, and choosing to make the podcast a video experience rather than just pure audio makes it take a lot longer than just slapping some audio together… but I enjoy what I do and every time I finish an episode I feel like I've achieved something worthwhile and meaningful. I hope you enjoy it too!

    And if you're yet to explore it for yourself… well, here's a handy playlist for you!  https://www.youtube.com/playlist?list=PLqmqFDuRsOsekZU13NE6IDXVBFu__41MX 

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    #oneaday Day 178: Puzzling! https://imnotdoctorwho.moegamer.net/2019/06/02/oneaday-day-178-puzzling/ https://imnotdoctorwho.moegamer.net/2019/06/02/oneaday-day-178-puzzling/#respond Sun, 02 Jun 2019 13:55:33 +0000 https://imnotdoctorwho.moegamer.net/2019/06/02/oneaday-day-178-puzzling/ Hello! Chris and I had a great discussion of puzzle games yesterday for The MoeGamer Podcast, and you can expect this episode to caress your lugholes sometime tomorrow, all being well. I love me some puzzle games, as you may be able to tell from the Puzzler Essentials articles on my site. It always kind … Continue reading #oneaday Day 178: Puzzling!

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    Hello! Chris and I had a great discussion of puzzle games yesterday for The MoeGamer Podcast, and you can expect this episode to caress your lugholes sometime tomorrow, all being well.

    I love me some puzzle games, as you may be able to tell from the Puzzler Essentials articles on my site. It always kind of bummed me out a bit that the puzzle game genre has become the fare of "disposable" mobile games, particularly those rammed with microtransactions, but there's still definitely a market for standalone puzzlers — even with packaged releases. Puyo Puyo Tetris, Soldam and Crystal Crisis (which I will probably pick up next month as I've already spent way too much on games this month!) definitely prove that for sure.

    I'm really glad we had the discussion on the podcast, as it provided a good excuse to revisit some old favourites — and to discover some new ones, too. I'm particularly pleased that I discovered Taito's Landmaker, which is a largely unknown but seriously cool game that is absolutely worth exploring if you ever get the chance. The PS1 version has two completely separate game modes that have a very different look and feel to them, with only the core mechanics in common. I really like it and will definitely be revisiting it (and probably writing about it) sometime soon.

    Anyway, I hope you've had a good weekend. I'll see you later today for Sunday's actual post; technically this is Saturday's, since I got distracted by all the puzzling! Occupational hazard, I guess…

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    A Big Thank You! https://imnotdoctorwho.moegamer.net/2019/05/31/a-big-thank-you/ https://imnotdoctorwho.moegamer.net/2019/05/31/a-big-thank-you/#respond Fri, 31 May 2019 08:31:15 +0000 https://imnotdoctorwho.moegamer.net/2019/05/31/a-big-thank-you/ I renewed my WordPress hosting today… it was the last day to take advantage of a 20% off coupon, so I renewed a few days earlier than I "needed" to, but the 20% off means that a month of Patreon contributions at their current level pretty much covers the entire expense! With that in mind, … Continue reading A Big Thank You!

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    I renewed my WordPress hosting today… it was the last day to take advantage of a 20% off coupon, so I renewed a few days earlier than I "needed" to, but the 20% off means that a month of Patreon contributions at their current level pretty much covers the entire expense!

    With that in mind, I'd like to say a huge and sincere "thank you" to everyone who has supported this site, whether you're a new Patron or you've been around these parts for ages.

    As I often note, I work on MoeGamer for the pure pleasure of writing about games (and as an excuse to experience a wide variety of games, too!) — but the fact that people are willing to support the site and help it continue to grow and improve is honestly rather humbling.

    From the bottom of my heart, thanks for helping me continue to do what I love. People like you make the world a better place!

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    #oneaday Day 177: Temptation https://imnotdoctorwho.moegamer.net/2019/05/31/oneaday-day-177-temptation/ https://imnotdoctorwho.moegamer.net/2019/05/31/oneaday-day-177-temptation/#respond Fri, 31 May 2019 08:01:02 +0000 https://imnotdoctorwho.moegamer.net/2019/05/31/oneaday-day-177-temptation/ Hoo boy. Limited Run has a pair of games I'm extremely very interested in today… but I find myself umming and ahhing over whether or not I can justify spending that much. Although Limited Run's prices aren't altogether unreasonable, their shipping fees do sting quite a bit — I tend to have to pay a … Continue reading #oneaday Day 177: Temptation

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    Hoo boy. Limited Run has a pair of games I'm extremely very interested in today… but I find myself umming and ahhing over whether or not I can justify spending that much. Although Limited Run's prices aren't altogether unreasonable, their shipping fees do sting quite a bit — I tend to have to pay a minimum of $15 on top of the price of the games in order to get them delivered. The perils of living in Europe.

    The two games on offer are both visual novels, and both titles that I hoped would see some sort of hardcopy at one point or another.

    The first is The House in Fata Morgana, which I don't know a ton about other than the fact that a lot of people seem to consider it as something of a modern classic. From what I understand, it concerns exploring the lives of a number of different people and then tying all the stories together in some way or other. It's got a deliciously dark, Gothic, brooding atmosphere about it, and everyone I know who has played it has said it's a fantastic experience. My main hesitation here is that I picked up the PC version from GOG a while back — though I believe this release actually has some extra content over the original.

    The second is London Detective Mysteria, which is an otome game featuring bishounen versions of characters like Sherlock Holmes and his contemporaries. This game was particularly noteworthy to me as the last major project Brittany "Hatsuu" Avery worked on at Xseed before she left, and it was clear that it was a title she felt passionately about. (Well, those who are familiar with Hatsuu will know that there weren't any of her previous projects she didn't feel passionate about, but this seemed to be a particular highlight!)

    These are both games I've had my eye on with a mind to covering on MoeGamer at some point in the future, since they're both interesting and unusual visual novels that are fondly regarded by those who have played them. Thus I find myself very tempted by both of them… but… ooh… $105 is a lot of money… and I have hosting costs to pay this month!

    I have six hours to decide as I type this. That will keep my mind occupied during a boring day at work, if nothing else! If you have any friends feeling generous (if you're reading this, you've done plenty already!), please feel free to point them in the direction of this page or my Ko-Fi :3

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    #oneaday Day 176: The Fog https://imnotdoctorwho.moegamer.net/2019/05/30/oneaday-day-176-the-fog/ https://imnotdoctorwho.moegamer.net/2019/05/30/oneaday-day-176-the-fog/#respond Thu, 30 May 2019 10:12:31 +0000 https://imnotdoctorwho.moegamer.net/2019/05/30/oneaday-day-176-the-fog/ I'm having a bit of a tough time of it mental health-wise at the moment. I think it's a combination of factors — the intermittent pain I suffer from my hernia, the fact my weight loss goals are proving more challenging to achieve than on previous attempts, the fact that I'm kind of tired and … Continue reading #oneaday Day 176: The Fog

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    I'm having a bit of a tough time of it mental health-wise at the moment. I think it's a combination of factors — the intermittent pain I suffer from my hernia, the fact my weight loss goals are proving more challenging to achieve than on previous attempts, the fact that I'm kind of tired and bored at work… it's all sort of combining together to create a mental fog that is hard to lift.

    Of course, as anyone who has dealt with mental health issues such as anxiety and depression will know, there doesn't necessarily need to be a particular "trigger" for these things to manifest themselves. Sometimes you just have a bad day; a bad week; a bad month; a bad year.

    I'm doing my best to keep myself busy and to keep my mind occupied, as that usually seems to be the best way for me to deal with periods like this. I'm enjoying the things I'm writing about and the things I'm making videos for — as always, though, I just wish I had a bit more time (and money) to achieve everything that I'd like to achieve. Unfortunately the world doesn't quite work that way, and so I have to tolerate the other bits in order to be able to do the things I enjoy!

    Ah well. Andie and I are going on holiday in just under a month's time, so that will be nice — an opportunity to get away from it all. I'm looking forward to it. Perhaps some time away from everything will provide a good opportunity to clear my head a bit!

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    #oneaday Day 175: The Lost Art of the Progress Bar https://imnotdoctorwho.moegamer.net/2019/05/30/oneaday-day-175-the-lost-art-of-the-progress-bar/ https://imnotdoctorwho.moegamer.net/2019/05/30/oneaday-day-175-the-lost-art-of-the-progress-bar/#respond Thu, 30 May 2019 08:22:49 +0000 https://imnotdoctorwho.moegamer.net/2019/05/30/oneaday-day-175-the-lost-art-of-the-progress-bar/ What happened to progress bars? I miss them. Specifically, I miss having an idea of how long something is going to take. Instead, what we get is bullshit like this: Or this: Or this: None of these are helpful. All they do is show that "something" is supposedly happening, but not how long it is … Continue reading #oneaday Day 175: The Lost Art of the Progress Bar

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    What happened to progress bars? I miss them. Specifically, I miss having an idea of how long something is going to take. Instead, what we get is bullshit like this:

    Or this:

    Or this:

    None of these are helpful. All they do is show that "something" is supposedly happening, but not how long it is taking or even if the "something" has frozen up along the way. I'm sure we've all encountered a situation where you're stuck looking at one of these, unsure if the process is actually stuck or bugged, or if it's just taking an inordinately long time.

    These are a development of this type of progress bar, which today I learned is called a "marquee" progress bar:

    Indeed, if you look at Microsoft's own documentation on this control, they do indeed intend for it to be used in a way that "shows activity, but does not indicate what proportion of the task is complete".

    This is a minor complaint in the grand scheme of things, I know, but when my office coffee machine is better at displaying its progress through a task than a powerful computer, I feel like there might be something a little bit wrong somewhere!

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    #oneaday Day 174: How Not to Sound Like a Business-Speaking Twat https://imnotdoctorwho.moegamer.net/2019/05/28/oneaday-day-174-how-not-to-sound-like-a-business-speaking-twat/ https://imnotdoctorwho.moegamer.net/2019/05/28/oneaday-day-174-how-not-to-sound-like-a-business-speaking-twat/#respond Tue, 28 May 2019 13:06:26 +0000 https://imnotdoctorwho.moegamer.net/2019/05/28/oneaday-day-174-how-not-to-sound-like-a-business-speaking-twat/ Further to the previous post, I thought I'd share a handy (somewhat tongue-in-cheek) guide to some common substitutions you can make in order to make your business emails sound like they are written by a human being rather than an algorithm. These are all based on personal experience. In no particular order… I refer to… … Continue reading #oneaday Day 174: How Not to Sound Like a Business-Speaking Twat

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    Further to the previous post, I thought I'd share a handy (somewhat tongue-in-cheek) guide to some common substitutions you can make in order to make your business emails sound like they are written by a human being rather than an algorithm. These are all based on personal experience.

    In no particular order…

    • I refer to… -> Remember when…

    • I shall -> I'll

    • myself -> me, I (depending on context)

    • yourself -> you

    • revert to -> get back to, reply to, undo

    • loop in -> include, forward to

    • email chain -> thread

    • please do not hesitate to -> feel free to

    • at the earliest opportunity -> soon

    • gentle reminder -> reminder

    • Kind regards -> thanks, cheers

    • Good morning -> Hi, hello

    • annual leave -> holiday, vacation, away

    • communication, correspondence -> email

    • feedback -> thoughts, feelings, opinions, ideas

    • many thanks -> thanks, cheers

    • enquiries, queries -> questions

    • procure, purchase -> buy

    • breakdown in communication -> (s)he didn't tell you/no-one told me

    • somewhat surprised -> what the fuck are you doing

    • a little concerned -> no, seriously, what the actual fuck

    • meeting -> waste of everyone's time, possibility of food

    • conference call -> waste of everyone's time over larger geographical area, BYO food

    • colleague -> that person from Accounts I can't remember the name of

    • resource -> person, people

    • apologies -> sorry

    • action -> do

    • there has been an error -> I made a mistake

    • there has been a small error -> I made a big mistake

    • challenging -> awful, bad, crap, horrible

    • (any acronym) -> just write the full thing out you lazy bastard

    I'm sure there are plenty more I haven't thought of! What are some of your least favourites?

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    #oneaday Day 173: Business Bugbears https://imnotdoctorwho.moegamer.net/2019/05/28/oneaday-day-173-business-bugbears/ https://imnotdoctorwho.moegamer.net/2019/05/28/oneaday-day-173-business-bugbears/#respond Tue, 28 May 2019 10:36:04 +0000 https://imnotdoctorwho.moegamer.net/2019/05/28/oneaday-day-173-business-bugbears/ One of the most frustrating things about the modern world is how "work" works. I'm not sure how a lot of these conventions have come to be in place, but all of them seem counter-productive. I have two bugbears in particular that I run into on a pretty much daily basis at my day job. … Continue reading #oneaday Day 173: Business Bugbears

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    One of the most frustrating things about the modern world is how "work" works. I'm not sure how a lot of these conventions have come to be in place, but all of them seem counter-productive.

    I have two bugbears in particular that I run into on a pretty much daily basis at my day job.

    First is the matter of interminable meetings and conference calls. Thankfully, most of the time at my day job we have conference calls rather than meetings, but it's still tough to get anything useful done while someone is droning on in your ear about something you don't care about and/or which isn't relevant to you and your team. This morning I've been on Skype from 9.30am until now. It is now 11.30am. I haven't done any actual work yet.

    I don't necessarily have a problem with the idea of getting together to discuss things that are important, but 90% of our conference calls involve someone just reading out the things in our project management tool, which is something we all look at on a daily basis anyway. There's really no need to waste everyone's time, energy and sanity on this nonsense, but it appears to be something that is assumed to be a "necessity" in the modern business world.

    Which brings me on to my second point: business-speak. No-one writes emails like an actual human being any more (except me, apparently). It's never "Sure thing, I'll do that when I have a sec", it's always "Thank you for your email. I shall endeavour to action this at the earliest opportunity. Kind regards."

    There's the argument for "politeness" here, but there's also a point where "politeness" becomes "painful insincerity". It generally crosses over with people who use the word "myself" instead of "me" or "I". I make a point of writing things in plain English, regardless of who I'm sending a message to. I'm not rude or inappropriately casual or anything, I'm just… human.

    It'd be nice to be able to change these cultural things from the inside out, but I fear they're too ingrained into corporate culture these days to be able to make any sort of meaningful impact. Still, at the very least I can continue writing email messages like a human being rather than a robot.

    Kind regards,
    Peter J. E. Davison BA (Hons.) PGCE

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    #oneaday Day 172: Lost for Words https://imnotdoctorwho.moegamer.net/2019/05/27/oneaday-day-172-lost-for-words/ https://imnotdoctorwho.moegamer.net/2019/05/27/oneaday-day-172-lost-for-words/#respond Mon, 27 May 2019 22:23:36 +0000 https://imnotdoctorwho.moegamer.net/2019/05/27/oneaday-day-172-lost-for-words/ I find myself a bit at a loss for words this evening. I'm not really sure why; I think it's a general feeling of winding down after a pretty pleasant long weekend, coupled with a certain amount of uneasiness over the recent political happenings over here in the UK. I won't pretend to understand the … Continue reading #oneaday Day 172: Lost for Words

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    I find myself a bit at a loss for words this evening. I'm not really sure why; I think it's a general feeling of winding down after a pretty pleasant long weekend, coupled with a certain amount of uneasiness over the recent political happenings over here in the UK. I won't pretend to understand the latter at all, because political stuff generally goes right over my head, but regardless… I feel somewhat uneasy.

    But it's not really worth worrying about. It is what it is, and all we can do now is sit back and wait and see what happens, really. In the meantime, there are plenty of ways in which I can occupy my mind, and I'm taking full advantage of them. I've been greatly enjoying Team Sonic Racing, as you'll be able to tell from my writeup over on MoeGamer today, and of course I'm continuing to enjoy Final Fantasy XI.

    I'm also thoroughly invested in Our World is Ended. The whole thing is shaping up to be a bit longer than I anticipated so I probably won't finish the Cover Game feature off this week, but I'm making good progress so far. It's been a really interesting visual novel so far, however, and I've reached that point where the ensemble cast is now so well-established in my mind that I'm going to be sorry to say goodbye to them when the end eventually comes. I'm intrigued to see where things end up and how the various endings are different, however.

    The game "ranks" your choices as you play, and my current "top 3" are Tatiana, Asano and Girl A, making it look most likely I'll get one of their endings, but things can change quite significantly with just a single choice. It'll be interesting to investigate quite how different they be with a subsequent fast forward-powered playthrough, but that's a way off yet!

    Anyway. I should probably go to bed and try not to think too hard about anything complicated. Back to work tomorrow… then only a few weeks until an actual proper holiday! Looking forward to it.

    Hope you all had a pleasant weekend.

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    #oneaday Day 171: The Davison Cup 2019 https://imnotdoctorwho.moegamer.net/2019/05/26/oneaday-day-171-the-davison-cup-2019/ https://imnotdoctorwho.moegamer.net/2019/05/26/oneaday-day-171-the-davison-cup-2019/#respond Sun, 26 May 2019 16:10:24 +0000 https://imnotdoctorwho.moegamer.net/2019/05/26/oneaday-day-171-the-davison-cup-2019/ Hello! Sorry I'm late but as mentioned I was busy most of yesterday and pretty tired by the end of it all, but here's a summary of what happened, should you be interested. The Davison Cup is an event I've run for the last few years around my birthday as an excuse to get my … Continue reading #oneaday Day 171: The Davison Cup 2019

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    Hello! Sorry I'm late but as mentioned I was busy most of yesterday and pretty tired by the end of it all, but here's a summary of what happened, should you be interested.

    The Davison Cup is an event I've run for the last few years around my birthday as an excuse to get my local friends together to play a variety of video games they otherwise probably wouldn't explore. This isn't just the stuff I cover on MoeGamer — which is mostly single-player anyway, and thus not particularly suitable for an event like this — but also retro stuff, perhaps on obscure platforms, or perhaps part of collections such as Atari Flashback Classics.

    It's a fairly relaxed affair, but we do keep score and I even had a prize for the winner this year: an "Ultimate Gin & Tonic" set. So here's how it all went down.

    The competitors this year were me, who you hopefully already know; Sam, who was my housemate in my first year of university and who used to play a lot of games with me, but has since become a family man; Tom, who was also at university with me, but who I didn't really get to know a bit better until later; and James, who is slightly older than us, and a high-powered lawyer who was very much in need of a break from his 5.30am-10pm days he's been suffering for the past little while.

    We all play games to varying degrees in our free time, but as a general rule we tend to assume Tom is the most skilful, I am the most experienced, Sam's performance varies according  to what he's playing, and James is typically the butt of all our jokes, despite the fact that he's pretty good at a few select games like Street Fighter II.

    The day began with three games on the Philips G7000 Videopac Computer, including notorious Pac-Man clone Munchkin, inventive shoot 'em up Satellite Attack and the two-player deathmatch Gunfighter.

    Sam performed the best in Munchkin with a strong attempt on his first of three, with everyone else unable to beat him. Tom, meanwhile, found an excellent strategy in Satellite Attack, which is to eschew shooting altogether and simply use your ship's shields to set off chain reactions. I, meanwhile, won the Gunfighter mini-tournament thanks to my understanding of the animation lock while firing.

    After that, it was on to some retro Atari games courtesy of Atari Flashback Classics, beginning with Pong. Tom brought this one home, with me and James following close behind. We followed this up with RealSports Soccer, a ridiculous game that we always have a lot of fun with. Sam won this one, though despite the fact he is good at football in real life, this game demands… rather different skills.

    Next up was 2600 classic Combat, where we played the "Invisible Tanks" variant. Despite some consternation over the fact that if you back someone into a corner it's easy to repeatedly shoot them over and over, I squeezed out a victory here. We followed this up with the simple but addictive arcade title Canyon Bomber, which proved to be a lot more popular with the group than I expected — considering it's a one-button game about nothing more than timing, I wasn't expecting it to be liked all that much, but everyone had a great time with it, and likewise with the similar but much more challenging Skydiver that we followed it up with.

    Onward into the NES era for the next few games. We began with the classic Donkey Kong, which I attained the best score, followed by Pro Wrestling, which none of us understood in the slightest, but in which James managed to secure a convincing victory. Next up was Donkey Kong Jr., in which I had a terrible first showing and Sam went on to win.

    After that, we played the original Mario Bros., which it was clear some people had never come across before, believing Super Mario Bros. to be the first Mario Bros. game. Everyone had a good time with this, though, with Sam squeaking out a victory.

    Next up was Street Fighter II, which I expected Tom to win, but instead he lost to James in the final round of the mini-tournament. Tom did, however, win the Super Mario Kart mini-tournament, with James left out in the cold.

    After that, it was onwards to the PS1 era with Super Puzzle Fighter, a game which I've always really enjoyed but never been all that good at. Tom came out on top here, while I was victorious in the losers' playoffs.

    We followed this up with a longstanding favourite: Crash mode in Burnout 2 on PS2. I was victorious here thanks to a particularly spectacular final round, while Tom managed not to come last despite scoring precisely zero in the first round.

    Next up was a bit more in-car action thanks to OutRun 2006 Coast 2 Coast's Heart Attack mode, in which you have to both race and perform the tasks your demanding girlfriend is presenting you with as you drive. James managed to come out on top here; being familiar with his wife, I'm not altogether surprised about this.

    We followed this with State of Emergency on PS2, a chaotic "riot 'em up" with a hugely enjoyable "Chaos" mode in which you simply have to survive and score as many points as possible. Tom was victorious here thanks to his discovery of the endless points pinatas that were the Corporations' security forces, but I came a close second.

    Next up was Crazy Taxi, where Sam managed to come in first despite all of us being extremely rusty when it came to things like Crazy Boost and Limit Cut. I attained a respectable second place, though none of our scores were anything like that which we could achieve back in the good old days.

    We were starting to get a bit short on time by this point, having broken for a curry dinner, so unfortunately we didn't quite get through everything I wanted to, but some classics from the Wii U era were a good way to close out the evening, beginning with the coin pusher-esque game from Wii Party, in which Sam was victorious; Mario Chase in Nintendo Land, in which I embarrassed myself by being caught within 15 seconds; and finally the Fronks-flicking Islands game in Game & Wario in which I managed to eke out a victory after a turbulent scoreboard throughout the entire match.

    A great day was had by all, and everyone thought it was a good selection of games. There was only one duffer we gave up on — Maze Action on PS2, which I don't hate as much as everyone else did, but I can certainly understand why people found it a bit challenging to engage with! — and everything else proved very popular.

    Another successful Davison Cup, I'd say, and a well-deserved victory for Tom in the end.

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    #oneaday Day 170: Long Weekend https://imnotdoctorwho.moegamer.net/2019/05/24/oneaday-day-170-long-weekend/ https://imnotdoctorwho.moegamer.net/2019/05/24/oneaday-day-170-long-weekend/#respond Fri, 24 May 2019 22:54:05 +0000 https://imnotdoctorwho.moegamer.net/2019/05/24/oneaday-day-170-long-weekend/ It's a long weekend here in the UK thanks to the second of our two public holidays throughout May. I'm looking forward to it, both to take a rest from the mental noise of daily life, and for the event taking place tomorrow! Tomorrow I'm having a (month-late) birthday celebration in the way that I've … Continue reading #oneaday Day 170: Long Weekend

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    It's a long weekend here in the UK thanks to the second of our two public holidays throughout May. I'm looking forward to it, both to take a rest from the mental noise of daily life, and for the event taking place tomorrow!

    Tomorrow I'm having a (month-late) birthday celebration in the way that I've marked the occasion for the last few years: The Davison Cup. This is a(n increasingly rare) opportunity to get my local friends together to play some video games, eat some snacks, drink some beer and just have some fun.

    I typically like to make The Davison Cup an opportunity to expose these guys to some games that they may not have tried, or may not have felt the inclination to explore over the years. To that end, the games that will form part of the overall "tournament" run the gamut from Atari 2600 games (courtesy of Atari Flashback Classics on Switch) to more recent titles. There are, of course, some established classics in there too — Mario Kart 8, Nintendo Land, Street Fighter 2 — but there's also some games that I've been itching to get them to try for ages, like Boom Street (aka Fortune Street).

    I'm looking forward to the event tomorrow, and I'm just hoping none of them lame out and suddenly have to go home in the middle of the day, as unfortunately happened last year. This is a rare opportunity for all of us to recapture a part of our (increasingly distant) youths, and I don't want anything to spoil that!

    Anyway. Off to bed now. I need to be on my A-game tomorrow. Or I might let my friends win. We'll see. 🙂

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    #oneaday Day 169: Giving Things a Chance https://imnotdoctorwho.moegamer.net/2019/05/23/oneaday-day-169-giving-things-a-chance/ https://imnotdoctorwho.moegamer.net/2019/05/23/oneaday-day-169-giving-things-a-chance/#respond Thu, 23 May 2019 15:03:50 +0000 https://imnotdoctorwho.moegamer.net/2019/05/23/oneaday-day-169-giving-things-a-chance/ A little while back, I noted that since the whole ProJared fiasco recently (which seems to still be unfolding with layer after layer of pointless drama that really does not need to be in the public eye at this point) I'd been seeking alternative gaming-related YouTube entertainment, and had settled on GameGrumps. After watching a … Continue reading #oneaday Day 169: Giving Things a Chance

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    A little while back, I noted that since the whole ProJared fiasco recently (which seems to still be unfolding with layer after layer of pointless drama that really does not need to be in the public eye at this point) I'd been seeking alternative gaming-related YouTube entertainment, and had settled on GameGrumps.

    After watching a bunch of their videos, I think I've nailed down one of the main reasons why their work appeals to me — aside from the by turns childish, absurdist and completely surreal humour, hurled good-natured insults that remind me of gaming sessions with my friends and frequent bursting into song, obviously. That is that they give games a chance, honestly and genuinely. At least that's the impression I've had to date, anyway.

    Look over their list of past games and you'll see a bunch of stuff that is commonly considered shovelware, particularly on Nintendo platforms such as Wii and Switch. But these guys make an honest go of playing these games, engaging with them properly rather than writing them off immediately — and the results can be enormously entertaining, particularly in the case of things like quiz show and board game adaptations.

    This kind of puts a whole new spin on a lot of these games. While playing something like Ultimate Board Game Collection on Wii by yourself would be a fairly saddening thing to do (not that this would stop me, since I picked up a copy for 50p after watching the Grumps' videos!) it becomes an entirely different experience when it's a "spectator sport". Same for the various digital adaptations of shows such as Wheel of Fortune, Jeopardy! and their ilk.

    This sort of game is best enjoyed with others. But GameGrumps' videos demonstrate that this doesn't necessarily mean actually having someone on hand to play it with you in the same room — though that would obviously be ideal. Rather, you can enjoy the experience of observing people playing it together and interacting with one another, and it can be a whole lot of fun, even when it's two "real" people and an AI.

    Alongside this, I really appreciate them giving stuff that doesn't often get a fair look a chance. Just recently I've been watching their playthrough of House Party, a notorious release from a while back that, if you believe the things the mainstream press wrote about it, was entirely about getting your dick out and harassing women. Turns out that while you can indeed get your dick out and harass women in it, that is a quick route to a "game over". Rather, the game is actually a pretty interesting first-person adventure game, complete with plenty of "moon logic" puzzles.

    Is it "good"? Matter of opinion; I actually rather like the look of it. Is it horrific, misogynistic filth that will destroy society? No; it's a dumbass game that involves varying degrees of deviousness to convince the characters (including the dudes) to get (fairly explicitly) sexy with you. I would not have known what this game was about if I had gone entirely by what the mainstream press had said; instead, I appreciate that the Grumps bothered to engage with it so comprehensively and honestly, offering their own critique on various questionable situations they find themselves in throughout the game where appropriate, and quite genuinely having a good time at others.

    It's easy to be a YouTuber (or writer!) who plays "bad" games and takes the piss out of them. It takes much more effort, honesty, intelligence, charisma and chemistry to honestly engage with them and provide an entertaining experience both for yourselves and your audience. GameGrumps absolutely nail that formula, and I guess that's why they have millions of subscribers. I'm glad I finally joined them.

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    #oneaday Day 168: Never-Ending Adventures https://imnotdoctorwho.moegamer.net/2019/05/22/oneaday-day-168-never-ending-adventures/ https://imnotdoctorwho.moegamer.net/2019/05/22/oneaday-day-168-never-ending-adventures/#respond Wed, 22 May 2019 22:50:28 +0000 https://imnotdoctorwho.moegamer.net/2019/05/22/oneaday-day-168-never-ending-adventures/ I've added a bunch of new Final Fantasy XI videos to the unlisted playlists if you're interested in following my adventures! I'd recorded a bunch of footage (12 episodes worth to be exact!) and had been putting off editing and uploading them, but it's finally done. You can check out the playlist at https://www.youtube.com/playlist?list=PLqmqFDuRsOsfx1Hov1I6YS50_3WgFtLKQ — … Continue reading #oneaday Day 168: Never-Ending Adventures

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    I've added a bunch of new Final Fantasy XI videos to the unlisted playlists if you're interested in following my adventures! I'd recorded a bunch of footage (12 episodes worth to be exact!) and had been putting off editing and uploading them, but it's finally done.

    You can check out the playlist at https://www.youtube.com/playlist?list=PLqmqFDuRsOsfx1Hov1I6YS50_3WgFtLKQ — as before, please don't share this publicly just yet. 

    Thus far, my playthrough takes us up into the mid level 40s, and we're almost done with the base game's main story. I've had a few diversions, though, most notably to go and unlock Dancer and find some of its special equipment — these quests come with some cool background lore, so they're worth doing.

    Now I'm up to date on uploads, I can get playing and recording again. We're also not far off the end of Atelier Rorona on New Game Plus, so once that's done I can kick off the actual Final Fantasy marathon in earnest. Looking forward to it! In the meantime, I hope you enjoy this "early access" look at my FFXI playthrough. 

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    #oneaday Day 167: Solitary Enjoyment https://imnotdoctorwho.moegamer.net/2019/05/21/oneaday-day-167-solitary-enjoyment/ https://imnotdoctorwho.moegamer.net/2019/05/21/oneaday-day-167-solitary-enjoyment/#respond Tue, 21 May 2019 23:40:33 +0000 https://imnotdoctorwho.moegamer.net/2019/05/21/oneaday-day-167-solitary-enjoyment/ I log in to Twitter maybe once or twice a week now just to see if anyone has tried to reach me via mentions or direct messages. (No-one ever has, leading me to question a bit why I even leave the account open at all.) Whenever I do so, I always happen to catch a … Continue reading #oneaday Day 167: Solitary Enjoyment

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    I log in to Twitter maybe once or twice a week now just to see if anyone has tried to reach me via mentions or direct messages. (No-one ever has, leading me to question a bit why I even leave the account open at all.) Whenever I do so, I always happen to catch a quick glimpse of the main timeline, and it never looks like a place I want to be any more.

    Whether it's the recent YouTuber drama or whatever sparked some arguments over lewd games this evening, I just don't care any more. It's not worth getting involved in these things, because it takes time away from the thing that is more important to me: enjoying my hobby.

    I originally joined Twitter because it was a good place to meet like-minded people and talk about my hobby, but in the last couple of years that aspect has all but vanished. And it's not just from the anger and outrage mobs; also contributing to the overall "noise" level are the endless memes that take something that might have once been enjoyable before squeezing every possible drop of joy out of it by completely oversaturating the timeline with questionable attempts at humour.

    A few examples I can think of offhand: I used to like Garfield, The Simpsons and Shrek. Now I never want to see any of them ever again, because the Internet has ruined all of them for me. And it never seems to be in the name of saying anything meaningful; these memes don't mean anything, they're not communicating a message. They're just… I don't know what they are. But they certainly don't add anything to my enjoyment of things.

    Since stepping back from Twitter, I suspect permanently this time, I've been struck by how nice it is to be able to just enjoy things. There's no pressure to conform to a popular opinion, or to put people who say stupid things on blast. What, really, does that achieve? You're never going to meet that person and they're never going to change their mind based on what you say, so what, really, is the point?

    I get quality interactions with people who are interested in the things I'm interested in through my blog comments, through private chats and through emails. I am in control of those things; I can "switch off" from any of them any time, it's not a looming, constantly present spectre like social media is.

    And when I do "switch off" from them, which is frequently, I can just sit back and enjoy something at my own pace. It's lovely.

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    #oneaday Day 166: Extended Material https://imnotdoctorwho.moegamer.net/2019/05/20/oneaday-day-166-extended-material/ https://imnotdoctorwho.moegamer.net/2019/05/20/oneaday-day-166-extended-material/#respond Mon, 20 May 2019 12:58:56 +0000 https://imnotdoctorwho.moegamer.net/2019/05/20/oneaday-day-166-extended-material/ For me, one of the great pleasures of discovering a new creator that you enjoy is when you decide to look at their work a little more broadly and discover that they've been doing far more things that you like than you might have initially realised. I mentioned the other day that I'd been enjoying … Continue reading #oneaday Day 166: Extended Material

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    For me, one of the great pleasures of discovering a new creator that you enjoy is when you decide to look at their work a little more broadly and discover that they've been doing far more things that you like than you might have initially realised.

    I mentioned the other day that I'd been enjoying the Game Grumps' work on YouTube, and I'd quickly become aware of the other projects the two presenters Arin Hanson and Dan Avidan had been working on — most notably the musical acts Starbomb and Ninja Sex Party. Today I've been checking both of these projects out, and really enjoying myself.

    Ninja Sex Party is a comedic musical duo consisting of Avidan and his friend Brian Wecht, aka Danny Sexbang and Ninja Brian respectively. Avidan performs vocals, while Wecht is on keyboard. In the vein of other musical comedy acts, the pair are very much playing a role; "Sexbang" is, as you might expect, an oversexed guy who thinks he's better than everyone (and specifically better than Brian), while Brian is uncommunicative and occasionally homicidal.

    Their songs consist of '80s-inspired rock and synthpop numbers, usually about sex or sexuality in some way, and typically involving jokes at Brian's expense. They're not just a gimmicky joke act, however; the songs themselves are incredibly catchy and entertaining as well as having humorous, often relatable lyrics. "No Reason Boner" from the duo's debut album "NSFW" will be a particular highlight for most men.

    Starbomb, meanwhile, consists of Avidan and Wecht with the addition of Hanson. Their songs consist of video game and anime parodies, typically though not exclusively making use of hip-hop and modern rock sounds. Hanson and Avidan take the lead on the vocals this time around, with Hanson displaying his genuinely impressive rapping skills while Avidan provides the more melodic sections of each piece.

    Once again, Starbomb's work consists of pieces that are genuinely enjoyable, listenable pieces of music first and foremost, entertaining parodies second. Particular highlights from what I've heard so far include "Filling in the Name Of", a Rage Against the Machine-inspired rant from the perspective of the long Tetris piece, who is fed up of people just using him, and Vegeta's Serenade, a spectacular Dragon Ball Z-inspired, Meat Loaf-style power ballad where Vegeta tries his best to sing a love song to his wife without mentioning Goku, and fails miserably.

    If you need a bit of silly, nerdy humour in your life, I encourage you to check out both Ninja Sex Party and Starbomb. It's great to find some musical comedy that doesn't forget about the "musical" part.

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    #oneaday Day 165: How It's Meant to be Played https://imnotdoctorwho.moegamer.net/2019/05/19/oneaday-day-165-how-its-meant-to-be-played/ https://imnotdoctorwho.moegamer.net/2019/05/19/oneaday-day-165-how-its-meant-to-be-played/#respond Sun, 19 May 2019 11:02:24 +0000 https://imnotdoctorwho.moegamer.net/2019/05/19/oneaday-day-165-how-its-meant-to-be-played/ One thing I often find myself contemplating when enjoying an older game is how it's "supposed" to be played. As a general rule, I avoid using save states in emulators for anything other than picking up where I left off in a game that allows infinite continues anyway (see: Castlevania) and I certainly won't use … Continue reading #oneaday Day 165: How It's Meant to be Played

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    One thing I often find myself contemplating when enjoying an older game is how it's "supposed" to be played. As a general rule, I avoid using save states in emulators for anything other than picking up where I left off in a game that allows infinite continues anyway (see: Castlevania) and I certainly won't use them to cheese my way past a difficult section of game.

    What about games where there are systems in place seemingly designed to allow you to cheese your way past difficult bits, though? I'm thinking specifically about old shareware games like Wolfenstein 3-D, Commander Keen and the like here.

    Back when I first played these games when they were "current", I took full advantage of the save systems. In the process, though, I made the score and lives systems of the game completely irrelevant, because I'd never see a "Game Over" — I'd simply reload when I died so I didn't lose anything.

    Just recently, however, I've discovered the appeal of playing these games in a more "arcade" style. That means starting the game and playing until you run out of lives, purely to see how far you can get. No saving, no quicksaving, no cheesing, no cheat codes — just a pure test of your skill and endurance.

    And you know what? I'm finding it really fun. Old first-person shooters like Wolfenstein 3-D and Blake Stone: Aliens of Gold (an underappreciated classic that I really, really like) really have a new level of enjoyment when there's that additional pressure to perform and attempt to get a high score, and in playing like this you make things like the secret rooms and the collectible treasure much more relevant than they would be in a run where you're spamming the Quicksave button every few seconds.

    Ultimately, it's kind of nice that these games have the option to play in both ways. Save-scumming means that anyone can eventually get to the end of the game, while the presence of old-school mechanics like score and lives mean that those who want to enjoy the game in a different way still can, too.

    Give it a try sometime, you might enjoy it!

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    #oneaday Day 164: Castlevania is Hard https://imnotdoctorwho.moegamer.net/2019/05/19/oneaday-day-164-castlevania-is-hard/ https://imnotdoctorwho.moegamer.net/2019/05/19/oneaday-day-164-castlevania-is-hard/#respond Sun, 19 May 2019 10:57:11 +0000 https://imnotdoctorwho.moegamer.net/2019/05/19/oneaday-day-164-castlevania-is-hard/ Topic. No seriously. I mean, I always knew of the early Castlevania series being notoriously challenging (not always for entirely the right reasons) but having been spending quite a bit of time with the first game over the course of the last few days, I can confidently say that yes, indeed, Castlevania is hard. Despite … Continue reading #oneaday Day 164: Castlevania is Hard

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    Topic.

    No seriously. I mean, I always knew of the early Castlevania series being notoriously challenging (not always for entirely the right reasons) but having been spending quite a bit of time with the first game over the course of the last few days, I can confidently say that yes, indeed, Castlevania is hard.

    Despite occasional bouts of flaming rage at it (the fourth block nearly killed me) I've been enjoying a bit of a challenge. It's a satisfying game to progress in, and one that it'd be cool to say that I've actually beaten eventually. I don't know if I'm ever going to get there, but I'm certainly going to keep trying! Into the fifth block now, so only a few levels left to go… but man, everything hits really hard in the late game! Also those jumpy hunchback fleamen bastards can go fuck themselves.

    I'm coming for you, Dracula! Just, uh, just give me a bit of time, please…

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    #oneaday Day 163: Dracul https://imnotdoctorwho.moegamer.net/2019/05/17/oneaday-day-163-dracul/ https://imnotdoctorwho.moegamer.net/2019/05/17/oneaday-day-163-dracul/#respond Fri, 17 May 2019 23:12:50 +0000 https://imnotdoctorwho.moegamer.net/2019/05/17/oneaday-day-163-dracul/ The Castlevania Anniversary Collection is out now. Of all the compilations Konami has been working on, this is the one I've been most interested in, as I don't know the Castlevania series that well but I've always had a good time with every one I've played. I'll post some more detailed thoughts next week (likely … Continue reading #oneaday Day 163: Dracul

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    The Castlevania Anniversary Collection is out now. Of all the compilations Konami has been working on, this is the one I've been most interested in, as I don't know the Castlevania series that well but I've always had a good time with every one I've played.

    I'll post some more detailed thoughts next week (likely as a new Delving Into series as I explore it as a whole) but so far my impressions of the bundle are very good.

    The emulation appears to be exemplary — though I'd expect nothing less from M2 — and there's a good range of features, including the ability to watch and record replays, save progress, tweak the display, add graphic borders and suchlike. It would have perhaps been nice to have the option to play with the fancy sound chip from the JP version of Castlevania III, but I'll live.

    I've been playing the first Castlevania a fair bit this evening but ran into a bit of a wall at the end of stage 12 so I've put it aside for now. Should probably get some sleep anyway! I'm looking forward to exploring this series in much more detail very soon… and I'm sure there's a Castlevania podcast somewhere in our future too!

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    #oneaday Day 162: Up n Down https://imnotdoctorwho.moegamer.net/2019/05/16/oneaday-day-162-up-n-down/ https://imnotdoctorwho.moegamer.net/2019/05/16/oneaday-day-162-up-n-down/#respond Thu, 16 May 2019 23:37:53 +0000 https://imnotdoctorwho.moegamer.net/2019/05/16/oneaday-day-162-up-n-down/ As longstanding readers will know, I've been making an effort to try and lose some weight since before Christmas, primarily so I can get my hernia treated without the risk of it coming back. It's been going… variably. The overall trend is downwards, which is good, but I've been struggling a bit with motivation over … Continue reading #oneaday Day 162: Up n Down

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    As longstanding readers will know, I've been making an effort to try and lose some weight since before Christmas, primarily so I can get my hernia treated without the risk of it coming back.

    It's been going… variably. The overall trend is downwards, which is good, but I've been struggling a bit with motivation over the last few weeks, which have made my results be a bit up and down.

    There are two real reasons behind this. First is the fact that I quite simply get cravings for things that aren't at all healthy, and it's tough to ignore them when they come along. The second is boredom and other negative emotions.

    I tend to eat when I'm bored, depressed or stressed. I've been feeling all three of those things at the day job recently — I hasten to add that there's nothing specifically wrong with the job itself or the people there, I'm just having a bit of a low ebb mentally — and that leads me to want to do stuff like buy the delicious flapjacks that the canteen offers. I fucking love flapjacks.

    Andie and I did a "big shop" after Slimming World this evening, though, and stocked up on some stuff that should make for suitable snacks if I find myself feeling bleak during the day. Hopefully that will help matters somewhat!

    Now I just need to break the mental funk that's been causing all this and try to get back on track. 

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    #oneaday Day 161: Too Much Offense https://imnotdoctorwho.moegamer.net/2019/05/15/oneaday-day-161-too-much-offense/ https://imnotdoctorwho.moegamer.net/2019/05/15/oneaday-day-161-too-much-offense/#respond Wed, 15 May 2019 13:16:37 +0000 https://imnotdoctorwho.moegamer.net/2019/05/15/oneaday-day-161-too-much-offense/ Representation in video games is a hot topic these days. It's absolutely great that more and more games are providing examples of different types of leading characters — different genders, races and sexualities are all getting increasing amounts of positive representation, particularly in the indie sphere and productions from smaller developers and publishers (including Japanese … Continue reading #oneaday Day 161: Too Much Offense

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    Representation in video games is a hot topic these days. It's absolutely great that more and more games are providing examples of different types of leading characters — different genders, races and sexualities are all getting increasing amounts of positive representation, particularly in the indie sphere and productions from smaller developers and publishers (including Japanese outfits) — though of course there's still further steps that could be taken.

    However, one unfortunate side-effect of this growing trend for representation is the increasing likelihood that someone is going to get offended about something, and use the idea of representation as a crutch to prop up their argument. Today it is the turn of Chris Plante from Polygon, who is upset that the mutants in Rage 2 have cleft lips, suggesting that the game and its developers are indirectly calling him a freak because of this particular design choice.

    I get the idea of his argument, but this feels like yet another example of just getting offended for the sake of being offended. He even notes in his article that Bethesda have been making a point of making one of these characters in particular something of a "mascot" character for Rage 2, even going so far as to include a figure of him in the special edition of the game. This is a bit of a confused message; are these mutants "freaks" (Plante's words) or fondly regarded mascots along the lines of Borderlands' Claptrap (also Plante's words)?

    On a related note, Mike Fahey of Kotaku (a man who, let's not forget, has a tattoo of Etna from Disgaea) got upset about current Cover Game Our World is Ended recently because there's a middle school-age character in there who he thinks is unreasonably sexualised.

    What he failed to point out in his pearl-clutching was that the character in question is a child genius, and thus much of the interesting humour and dialogue surrounding her comes from the juxtaposition between her maturity and intelligence in some regards, and her utter childishness in others, as well as the fact that prior to her first on-screen appearance — she's only heard through voice chat in the game's early hours — she deliberately misrepresents herself as someone that she isn't. The game's characters also make a point of repeatedly pointing out that if you find her in any way sexy or want to do anything obscene to her, you would get arrested, beaten up or worse.

    And let's not even get into the "depiction is not endorsement" angle. That's so obvious it should go without saying at this point.

    We've been through this before; there's one reason and one reason only that these outrage-bait articles get published: hateclicks. I don't even know (or really care) if these writers are actually offended over the things they're writing about; what I do know is that they're cynically using the Internet's habit of dogpiling anything vaguely "wrongthink" in order to secure clicks and advertising revenue for themselves. Even if they just attract someone to make an angry comment on these articles, they've already got your click; it doesn't matter if you agree with them or not.

    Offense for the sake of offense hurts real representation, because it makes people more cynical and less likely to listen when something that actually needs drawing attention to or criticising comes up. It's "boy who cried 'wolf!'" syndrome, and it's getting to a point where it's really holding us back from meaningful and interesting conversations.

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    #oneaday Day 160: More Pandemic Legacy Spoilers https://imnotdoctorwho.moegamer.net/2019/05/15/oneaday-day-160-more-pandemic-legacy-spoilers/ https://imnotdoctorwho.moegamer.net/2019/05/15/oneaday-day-160-more-pandemic-legacy-spoilers/#respond Wed, 15 May 2019 00:05:15 +0000 https://imnotdoctorwho.moegamer.net/2019/05/15/oneaday-day-160-more-pandemic-legacy-spoilers/ We had another game of Pandemic Legacy this evening. If you're planning to play this, don't read this post! Part of the fun of a Legacy game is not knowing what's coming next. Today we had our first full mission where the red disease "CodA" had been replaced by "The Faded" who are, let's face … Continue reading #oneaday Day 160: More Pandemic Legacy Spoilers

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    We had another game of Pandemic Legacy this evening. If you're planning to play this, don't read this post! Part of the fun of a Legacy game is not knowing what's coming next.

    Today we had our first full mission where the red disease "CodA" had been replaced by "The Faded" who are, let's face it, zombies. CodA was already incurable; its mutation into the obligatory zombie virus means that it's untreatable now, too, and any player character starting their turn in the same city as some zom… Faded will find themselves injured with a permanent scar. Take too many scars (usually taking a third when you already have two) and your character is permanently dead, out of the game. Lose all the characters with special abilities and you have to play as civilians, who have no abilities beyond the basic actions.

    Today's mission was a challenging one. It looked like it was going well for a while, with the blue and yellow diseases eradicated particularly quickly thanks to the "positive" mutations we'd upgraded them with from previous victories. The black disease proved a bit more troublesome to deal with, however, and meanwhile Asia was building up with Faded until it pretty much reached breaking point; several locations burst their seams with outbreaks on multiple occasions, ultimately leading to our defeat.

    There are ways to deal with the Faded, but they require a very different strategy to how you deal with the "normal" diseases in Pandemic. When the opportunity to build military bases and roadblocks first presented itself a few games ago, we didn't really see the point; now, however, both of those things are becoming very important for isolating the main "Faded" region — currently just East Asia — and ensuring the virus doesn't spread to the rest of the world. Despite our failure, we managed to keep it reasonably contained this time around, so we'll have another chance next time.

    I really like how this game is building up. It's not necessarily making itself more complex from a rules perspective, but the addition of subtle new mechanics and ways of having to cope with situations means that it now "feels" quite different from the early hours of the campaign — but at the same time, it still feels authentically "Pandemic".

    We're about halfway through the complete "season" now and I'm very intrigued to see how things develop from here. There are still lots of little boxes and windows to open… and I'm sure there's some surprises waiting somewhere, too!

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    #oneaday Day 159: New Entertainment https://imnotdoctorwho.moegamer.net/2019/05/13/oneaday-day-159-new-entertainment/ https://imnotdoctorwho.moegamer.net/2019/05/13/oneaday-day-159-new-entertainment/#respond Mon, 13 May 2019 23:50:17 +0000 https://imnotdoctorwho.moegamer.net/2019/05/13/oneaday-day-159-new-entertainment/ After the recent… happenings, Andie and I were left wanting for some game-related YouTube content to enjoy, so I decided to check out quite a large, popular channel that I've heard the name of on a number of occasions, but never actually investigated: Game Grumps. I'm not sure why I hadn't checked these guys out … Continue reading #oneaday Day 159: New Entertainment

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    After the recent… happenings, Andie and I were left wanting for some game-related YouTube content to enjoy, so I decided to check out quite a large, popular channel that I've heard the name of on a number of occasions, but never actually investigated: Game Grumps.

    I'm not sure why I hadn't checked these guys out before. I think I probably had some assumptions and prejudices in my mind based on the fact that they were a large YouTube channel (several million subscribers), and also their attachment to the Dream Daddy visual novel project. I have nothing against Dream Daddy itself as I haven't actually played it, but I had built up a certain amount of mild resentment towards those people who were declaring it as something new and revolutionary when, as we all know, Japanese devs have been doing romance-centric visual novels (including ones featuring male-on-male relationships) for a very long time now. Game Grumps, having had something to do with the project (I forget the specifics), got caught in the crossfire of my ire.

    Anyway, the long and short of it is that they're very entertaining. They're two dudes with an enjoyably irreverent attitude about everything, and a penchant for behaving in a distinctly childish manner thoroughly unbecoming of someone in their thirties. In other words, I very much approve.

    Their content covers a pretty broad variety of things. They do Let's Plays as a pair — which is great fun, particularly when they're playing shovelware or highly competitive multiplayer games — and they're not afraid to cover weird stuff that no-one else would bother with. I've enjoyed their look at the Intellivision Lives! collection on PS2, for example — that's a compilation I'm fully intending to investigate in detail at some point in the future.

    Besides the Let's Play stuff, they also do a show called the "Ten-Minute Power Hour", where they get in front of the camera and do… something. Something usually vaguely craft-related that has plenty of potential for visual humour. So far I've seen them do acrylic pouring, cheese sculpting and making cardboard robot suits, and the atmosphere in these videos is just so infectiously joyful and childish that I've very much fallen in love with their work already.

    And best of all, since they've been doing this shit for years now, I have a whooooole ton of videos to enjoy!

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    #oneaday Day 158: Good Conversation https://imnotdoctorwho.moegamer.net/2019/05/12/oneaday-day-158-good-conversation/ https://imnotdoctorwho.moegamer.net/2019/05/12/oneaday-day-158-good-conversation/#respond Sun, 12 May 2019 23:15:07 +0000 https://imnotdoctorwho.moegamer.net/2019/05/12/oneaday-day-158-good-conversation/ We recorded another episode of The MoeGamer Podcast this weekend, and all being well it should be with you all to enjoy tomorrow sometime, depending on how long it takes to render and upload! I've been really enjoying doing this podcast. It reminds me of the "good old days" back before the Internet turned to … Continue reading #oneaday Day 158: Good Conversation

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    We recorded another episode of The MoeGamer Podcast this weekend, and all being well it should be with you all to enjoy tomorrow sometime, depending on how long it takes to render and upload!

    I've been really enjoying doing this podcast. It reminds me of the "good old days" back before the Internet turned to complete garbage, when my friends and I from the "Squadron of Shame" would convene semi-regularly for our discussions of various topics and specific games.

    For the uninitiated, the Squadron of Shame was essentially a "gaming book club" of sorts. It span off from a discussion on a 1up Yours podcast from 1up.com and eventually became its own, surprisingly popular thing. We started a podcast towards the end of 1up.com's "first phase" of life — before it became a hollow shell of what it used to be, rather than before it closed altogether — and it was a highlight of my online "social calendar".

    Sadly, for various reasons, all the members of the Squad have drifted apart over the course of the last ten years or so — which kinda bums me out a bit, because what I do with MoeGamer is exactly the sort of thing most of the Squad would have been into — but I'm left with both some fond memories, and some skills and experience that I've been able to carry forward into the new podcast.

    I'm particularly grateful to my podcasting partner in crime, Chris, who has been consistently enthusiastic and dedicated to the cause of the podcast ever since we thought we'd just "try it out" more than a year ago now. I think we've got a pretty neat show, and I hope you enjoy it too!

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    #oneaday Day 157: Late Night Adventuring https://imnotdoctorwho.moegamer.net/2019/05/12/oneaday-day-157-late-night-adventuring/ https://imnotdoctorwho.moegamer.net/2019/05/12/oneaday-day-157-late-night-adventuring/#respond Sun, 12 May 2019 11:18:06 +0000 https://imnotdoctorwho.moegamer.net/2019/05/12/oneaday-day-157-late-night-adventuring/ Think I forgot one of these yesterday, apologies. The reason is Final Fantasy XI. It is not an excuse, it is a simple explanation! I'm glad I chose to delay my coverage of Final Fantasy XI until I'd made further progress through it, because I'm having an absolute blast working through the story and levelling … Continue reading #oneaday Day 157: Late Night Adventuring

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    Think I forgot one of these yesterday, apologies. The reason is Final Fantasy XI. It is not an excuse, it is a simple explanation!

    I'm glad I chose to delay my coverage of Final Fantasy XI until I'd made further progress through it, because I'm having an absolute blast working through the story and levelling content so far. From around level 30 or so, things really start to accelerate — you start gaining access to a variety of new areas and some of the expansion stories kick off, so there's a very strong feeling of the world really opening up and providing you the opportunity to go in lots of different directions.

    It's addictive. But what I'm finding is not that it's addictive in the same sense as other MMOs, whose addictive nature is often at least partially tied to their social nature. No, in FFXI, because I'm soloing everything, the addictive quality is the same as that I get from… a regular old RPG. It's really quite wonderful.

    People often claim FFXI is "outdated" in many ways, citing the fact that its original incarnation very much followed the Everquest mould as evidence that it is borderline obsolete at this point. But having now spent a good quantity of hours on it, I can emphatically disagree with that; Final Fantasy XI in 2019 is simply a great Final Fantasy game that can be enjoyed yourself. It just so happens that you have to play it online, and that there are other people around.

    I'll talk more about this when we do the full Cover Game feature, but the fact that the game was specifically designed as a spiritual successor to the NES/Famicom-era Final Fantasy games — particularly III — becomes more and more evident as you progress. We have the relatively vague "figure out exactly what is expected of you" instructions and dialogue of those games. We have non-linear dungeons in which navigating your way through is as much a challenge as fighting off their fearsome denizens. And we have all manner of delightful and charming sidequests that can reward you with access to significant new game features, content and all manner of other goodies.

    I've reached a significant moment in my own playthrough now: the city of Jeuno, which is the "neutral" city outside of the main "three nations" that provide the initial setup for the game. From here, the Chains of Promathia storyline kicks off, which is supposedly one of the best in the game, and we start getting more and more significant challenges for our missions. There's also a number of the advanced jobs that can be unlocked once you get to Jeuno, too; I currently have my eye on Dancer, but it seems that achieving that might involve an itsy-witsy bit of time travel. Because Final Fantasy.

    Anyway, I'm still having a great time, and don't forget that as Patrons, you can exclusively enjoy my playthrough so far with this playlist:  https://www.youtube.com/playlist?list=PLqmqFDuRsOsfx1Hov1I6YS50_3WgFtLKQ — a reminder, please don't share this link with anyone!

    I'll release this to the public "in context" as part of the Final Fantasy Marathon video playthrough project I'm intending to kick off after Atelier Rorona is done, but for now, you can feel free to enjoy what I've been getting up to in semi real-time! 🙂

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    #oneaday Day 156: Salem https://imnotdoctorwho.moegamer.net/2019/05/10/oneaday-day-156-salem/ https://imnotdoctorwho.moegamer.net/2019/05/10/oneaday-day-156-salem/#respond Fri, 10 May 2019 08:33:31 +0000 https://imnotdoctorwho.moegamer.net/2019/05/10/oneaday-day-156-salem/ I thought I should follow up on yesterday's post given what's been going down. For those unaware, there was some Internet drama yesterday concerning YouTuber ProJared, someone whose content I have always enjoyed greatly — and someone who I have cited as an inspiration for my own video work on more than one occasion. I … Continue reading #oneaday Day 156: Salem

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    I thought I should follow up on yesterday's post given what's been going down.

    For those unaware, there was some Internet drama yesterday concerning YouTuber ProJared, someone whose content I have always enjoyed greatly — and someone who I have cited as an inspiration for my own video work on more than one occasion. I have no connection with him — I just like his work, enjoyed his style and have followed what I thought was the good role model he exemplified in terms of content creation.

    Let's not get into the specific details because I'm not a tabloid and I don't have first-hand knowledge of the situation, but suffice to say that some pretty unpleasant allegations have come out about Jared, supposedly with a lot of evidence. As a result, Jared hasn't been seen on social media since yesterday, his channels haven't updated with the usual schedule of videos and the former creative collective of which he was a part, NormalBoots, has severed ties with him. NormalBoots supposedly knew about these allegations since the beginning of April due to an unsolicited email they received, but they have only made a public statement now since the whole thing blew up.

    Jared's actions, if true, are stupid and inexcusable, and assuming the evidence that has been presented is actually real, it looks disappointingly likely that the allegations are true. This is all a big "if", though; I'm immediately skeptical of anything the Internet immediately proclaims to be an unequivocal, unarguable truth, particularly when it results in an immediate dogpile on someone that a lot of people have clearly held a grudge against for a long time now.

    The reason this is hitting a bit close to home for me right now is that I've been on the receiving end of exactly the sort of harassment campaign I've seen Jared suffering since yesterday… and I know for 100% fact that I didn't do anything.

    Back in 2013, I suddenly received a message on Twitter accusing me of being a paedophile. This subsequently escalated to increasing numbers of people filling my Twitter mentions, Facebook comments and blog comments with accusations; I even ended up with an Encylopedia Dramatica entry about me.

    Where it got really scary was when I started getting messages from friends, colleagues and family telling me that they had been receiving phone calls making accusations and threats about me. My parents and brother received such calls, and so did the owner of a site named Games Are Evil that I was running at the time. The harassers had tracked down people connected to me via a combination of the WHOIS data for websites I owned, and social media posts.

    There was, of course, no evidence, because I hadn't actually done anything wrong. You want to know where these accusations came from in the first place? Because I had publicly stated that I was an adult-age man who enjoyed the TV show My Little Pony: Friendship is Magic. That was it. That was literally it. Someone explained to me that the group responsible for the harassment, known as the GNAA (don't look that up), had a habit of picking out random people interested in that show and attempting to smear them as a paedophile. Why? For the lulz.

    I went to the police with a mountain of evidence. They told me they couldn't do anything. So all I could do was ride out the storm, close what social media accounts I could and lay low until things blew over. They eventually did, but it made the Internet a traumatic and scary place to be for a while, and I'm not sure I ever quite recovered from the experience, which is why I'm rather uneasy interacting directly with strangers online today.

    The reason why the ProJared situation makes me so uncomfortable is because it seems to be unfolding in a very similar manner. There are people flooding his comments sections and mounting organised campaigns to deplatform him, and it seems pretty apparent that someone at Twitter has a beef with him, since he quickly lost his "Verified" badge (supposed to be nothing more than an indicator that the Twitter account for a public figure is who they say they are — but which appears to be treated more as an "Endorsement" badge by Twitter these days) and on top of that, there was a Twitter Moment highlighting the whole horrible situation, which I found incredibly distasteful.

    The difference in Jared's case is that there appears to actually be evidence that he has engaged in wrongdoing… though ultimately that evidence is still just a bunch of pictures on the Internet. If the accusations are true, this "trial" should be going through legal channels, not through the kangaroo court of public opinion… but as ever, people would much rather start tearing the flesh from someone the moment they smell blood than follow appropriate, fair procedures to ascertain innocence or guilt… and to get actual justice for those wronged.

    To clarify: if Jared has done the things that he is accused of having done, I am heartbroken, upset and disgusted, and hope the victims see justice done. I am steering clear of his content until (if?) the full truth comes out. But I cannot and will not be part of any kind of torches-and-pitchforks attempt to destroy both a man's livelihood and his very life based on some social media posts.

    To be frank, given what I know of Jared's mental health, I'm somewhat concerned he might not actually survive this. I'm not talking about his career, which is almost certainly over at this point. I'm talking about his literal life. I really hope I'm wrong about that.

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    #oneaday Day 155: Don't Meet Your Heroes https://imnotdoctorwho.moegamer.net/2019/05/09/oneaday-day-155-dont-meet-your-heroes/ https://imnotdoctorwho.moegamer.net/2019/05/09/oneaday-day-155-dont-meet-your-heroes/#respond Thu, 09 May 2019 10:45:16 +0000 https://imnotdoctorwho.moegamer.net/2019/05/09/oneaday-day-155-dont-meet-your-heroes/ I stopped in on Twitter earlier to post a quick update and check messages, and was quickly confronted with some unpleasant news that has left me with a bit of a bad taste in my mouth. It's pure Internet drama and I don't really want anything to do with it, but I also feel like … Continue reading #oneaday Day 155: Don't Meet Your Heroes

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    I stopped in on Twitter earlier to post a quick update and check messages, and was quickly confronted with some unpleasant news that has left me with a bit of a bad taste in my mouth. It's pure Internet drama and I don't really want anything to do with it, but I also feel like working through some thoughts on "paper" might help my addled brain process it all somewhat.

    You may recall that a while back I cited a YouTuber named ProJared (aka Jared Knabenbauer) as something of an inspiration for my video work in particular. Today he released a statement indicating that he and his wife Heidi would be divorcing. I had no idea that there were problems there, and indeed just recently my wife Andie and I watched through their "couple" playthrough of visual novel Asagao Academy; it was a delightfully wholesome watch that I enjoyed a great deal.

    Everything I've seen on the subject so far is hearsay and Internet gossip, but there are several recurring accusations: Heidi claims that Jared was abusive and adulterous; supposedly Jared cheated on Heidi with another YouTuber named "Commander Holly" (who either was or is married to someone Jared knows, and has clearly been a friend of Jared for many years, as he often names RPG characters after her); and allegedly Jared sent inappropriate pictures of himself to fans via Snapchat.

    At this point, I don't know how much of this is true — or indeed if any of it is true. The one fact of the matter is that Jared and Heidi are divorcing. The information regarding Heidi and Holly appears to be very much he-said-she-said right now, and frankly that stuff is no-one's business but their own. And as for the inappropriate images, the few that I've seen shared could be anyone. It wouldn't be the first time that someone has had fake images circulated in order to discredit them… but equally, it is also possible that they are real. (EDIT: I've since seen a couple more that look very much like him, lending some credence to this particular accusation, which is really unfortunate.)

    I'm struggling to know whether or not I actually care or if I should care. One thing I do know is that I feel extremely uncomfortable seeing the "witch hunt" play out right now, with Jared suffering a torrent of abuse via all forms of social media, including the comments on his videos. Having been on the receiving end of cheating on more than one occasion, I don't like to feel that someone I like and respect might have been involved in that sort of behaviour… but I also know how much the Internet likes to jump on people the moment they smell blood. Particularly if there are past grievances involved.

    It seems a lot of people interested in jumping on Jared right now are fans of the YouTuber JonTron, who was once part of the "NormalBoots" collective alongside Jared and a number of others. JonTron left the group (supposedly voluntarily) shortly after a high-profile incident in which he made some ill-advised comments regarding race on a debate stream, and since Jared tends to err on the "progressive" side of things (albeit without being the sort of perpetually offended outrage machine typically associated with that ideology) it seems he was at least partly blamed for JonTron being driven out.

    Frankly, I don't really care about that side of the drama, because that's all it is: drama; the sort of "celebrity" gossip you'd find in a bottom-tier tabloid rag, only involving Internet personalities rather than people more broadly recognised in popular culture. What I do care about is someone I like and respect perhaps not being the person I thought they were — but at the same time feeling bad for the hailstorm of abuse they're enduring right now.

    Suffice to say, my feelings on the matter are somewhat complicated, particularly as I'm aware that Jared has struggled with numerous mental health and self-esteem issues that I could very much relate to… and I find myself once again feeling quite grateful that 1) I'm a relative "nobody" in terms of broader Internet culture, and 2) I've never done anything that anyone might want to dig up and destroy me with.

    TL;DR – feels bad, man

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    #oneaday Day 154: Live Service https://imnotdoctorwho.moegamer.net/2019/05/08/oneaday-day-154-live-service/ https://imnotdoctorwho.moegamer.net/2019/05/08/oneaday-day-154-live-service/#respond Wed, 08 May 2019 15:59:18 +0000 https://imnotdoctorwho.moegamer.net/2019/05/08/oneaday-day-154-live-service/ I'm not generally a big fan of modern-day PC Gamer, but there was an interesting article over there today that I think is worth discussing. The gist of it was that the expectation modern games have set is that there will be a continual drip-feed of new content beyond launch, and that when players don't … Continue reading #oneaday Day 154: Live Service

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    I'm not generally a big fan of modern-day PC Gamer, but there was an interesting article over there today that I think is worth discussing. The gist of it was that the expectation modern games have set is that there will be a continual drip-feed of new content beyond launch, and that when players don't get this they get pissy and companies' precious bottom lines suffer.

    I don't deny that this is an issue, but where I take slight issue with the article is the implication that it is a universal problem. Once again, we have an example of a publication considering that the big-budget, triple-A side of things is representative of the entire industry, both from a development/publisher perspective and a player/consumer's perspective.

    I'm not a fan of live service games (with the possible exception of MMOs, which are something of a special case); I'm of the belief that you buy a game, you play it, you set it aside when you're done, you move on, you perhaps revisit it another time if you feel like it for one reason or another. When I see the end credits roll and/or complete everything a game has to offer (the two are not necessarily the same thing, as any good RPG fan will tell you!) I have zero further expectations. I don't need or want anything else. I'm done. Finished. Time to move on.

    And for the vast majority of games I play these days, that's exactly what I get. Sometimes there is some DLC available, but it tends to be cosmetic content, "cheat" items or perhaps an additional dungeon or two. Very rarely is it anything meaningful; much of Death end re;Quest's DLC was free, and I don't feel it added anything particularly worthwhile to the game. I mean, I didn't hate the new dungeons or anything, but it felt like stuff that had been slotted in after the fact, and didn't develop the main point of the game beyond what you got on the disc. I wouldn't have missed it if it wasn't there, meaning that if I want to revisit Death end re;Quest in [x] years' time when the PSN servers are no longer serving up PS4 content, I won't miss it then either.

    In the triple-A space, though, we have games that you outright can't play if you're not connected to the Internet. We have games that "expire". We have games that are unrecognisable from their original forms. We have games that, in their packaged versions, are all but unusable without substantial patches. This absolutely is a problem, but it's not the fault of the players.

    No-one asked for this. Gaming enthusiasts showed resistance to this sort of thing when EA first tried its "Online Pass" nonsense in the mid-360/PS3 era, and continued to criticise exploitative DLC practices, microtransactions and the seeping in of free-to-play and mobile-style retention and monetisation models into full-price packaged releases. Even the Fortnite kiddies didn't ask for this, either; they simply grew up in a world where this shit had, somehow, become normalised, and thus didn't know things could be any different.

    The solution to all this seems simple — release a game and be done with it — but it involves greedy companies cutting off a significant source of revenue; the PC Gamer article cites the example of EA, who are now making more money per annum from fewer released games when compared to half a decade ago. Why would they give that up to make people happy? Making people happy doesn't make the cash money. Not directly, anyway.

    And besides, if Steam reviews are anything to go by, being "done" with a game won't necessarily make people happy, anyway; at this point, there are countless user reviews of games that developers have decided they're done with that claim the game is "abandoned" or "dead". This is the end result of these expectations that have apparently been set; of the Fortnite kiddies being confronted by something with a definitive "end". An oddly alien concept to some, but one we really need to recapture.

    I've said it before, I'll say it again: live services and continual updates represent a real crisis for game preservation and archival. What good is a packaged hardcopy of something if it has gigabytes of additional or modified content over and above what is on the disc in order to work as intended or expected?

    Thankfully, as I say, the vast majority of games that I enjoy seem to be relatively immune to this side of things, but I can't pretend I don't worry about this sort of thing seeping down from the "big boys" to the smaller developers and publishers. Something's gotta give sooner or later.

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    #oneaday Day 153: Slight Change of Plans https://imnotdoctorwho.moegamer.net/2019/05/07/oneaday-day-153-slight-change-of-plans/ https://imnotdoctorwho.moegamer.net/2019/05/07/oneaday-day-153-slight-change-of-plans/#respond Tue, 07 May 2019 08:56:08 +0000 https://imnotdoctorwho.moegamer.net/2019/05/07/oneaday-day-153-slight-change-of-plans/ I might have been a bit hasty! I think Final Fantasy XI is going to take a bit longer to get through than I anticipated, so I'm going to postpone the Cover Game feature for a bit until I'm further through it and look like being a bit closer to the end. Apologies for jumping … Continue reading #oneaday Day 153: Slight Change of Plans

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    I might have been a bit hasty! I think Final Fantasy XI is going to take a bit longer to get through than I anticipated, so I'm going to postpone the Cover Game feature for a bit until I'm further through it and look like being a bit closer to the end. Apologies for jumping around all over the place, but I want to make sure I do the best job possible on this one, as it's such an interesting game — and one that is very special to me.

    I'm still planning to do it this year, but it's on hold until I'm further through the main story. For context, I'm only about halfway through the base game's main story so far; after that there are the Rise of the Zilart, Chains of Promathia, Treasures of Aht Urhgan, Wings of the Goddess and Seekers of Adoulin expansion storylines to do, as well as Rhapsodies of Vana'diel, so I think I may have been a little ambitious in thinking I could plough through it all in a month — particularly as I'm recording most of my playthrough for future publishing on YouTube!

    Instead, for the next feature, I'm going to pull something out of leftfield: a recent release from PQube called Our World is Ended. This is an interesting-sounding visual novel with more than a touch of Steins;Gate about it. I was immediately intrigued by the concept and I really like the art style, so I'm looking forward to exploring it a bit more. Plus it's on Switch, so I can get an hour or so of gameplay in every lunchtime at work as well as in the evenings, which is always an added bonus.

    Once again, apologies for jumping around, but when it comes to my flagship features I want to make sure I can do the best job possible — and on the timeframe I rather hastily decided I would never be able to do justice to the sprawling behemoth that is Final Fantasy XI!

    In the meantime, if you want to keep yourself occupied for a good few hours, put yourself to sleep or whatever, I've put a bunch of videos from my playthrough up in Unlisted mode in an Unlisted playlist, so you can check them out right now here: https://www.youtube.com/playlist?list=PLqmqFDuRsOsfx1Hov1I6YS50_3WgFtLKQ — please don't share these right now, but feel free to enjoy them at your leisure! There are 12 episodes of varying length up already, and four more being uploaded later tonight, so they should keep you busy and give you a good look at how Final Fantasy XI's early game unfolds. Bookmark the playlist if you want to follow my playthrough in semi-real time, and when I finally get towards the end of it all, I'll bring out the Cover Game feature.

    Thanks for your understanding! 🙂

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    #oneaday Day 152: Run Down https://imnotdoctorwho.moegamer.net/2019/05/06/oneaday-day-152-run-down/ https://imnotdoctorwho.moegamer.net/2019/05/06/oneaday-day-152-run-down/#respond Mon, 06 May 2019 14:06:48 +0000 https://imnotdoctorwho.moegamer.net/2019/05/06/oneaday-day-152-run-down/ Feeling a bit run down at the moment, probably mostly due to not feeling all that well. As I noted a little while ago, my hernia has been giving me some grief over the last few days. Normally if I have a morning of agony, it goes away for a few weeks and doesn't bother … Continue reading #oneaday Day 152: Run Down

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    Feeling a bit run down at the moment, probably mostly due to not feeling all that well. As I noted a little while ago, my hernia has been giving me some grief over the last few days. Normally if I have a morning of agony, it goes away for a few weeks and doesn't bother me, but this time around it seems to be sticking around and providing a pretty consistent sense of discomfort — not really outright pain as such, but enough to be irritating and exhausting.

    I'm thankful for the fact that there have been so many opportunities for long weekends recently via a combination of time off that I'd booked and public holidays. I am less thrilled about the fact that any time I am too much in pain to go in to the day job, I have to do a guilt-tripping "Return to Work" interview upon my return, which seems to serve pretty much no purpose other than for me to point out that yes, I have an ongoing condition that occasionally precludes me from doing anything; no, there isn't really anything I can do about it right now until I lose a bit of weight; and yes, I am losing weight.

    I understand why it happens, of course; it's an attempt to nip "sickies" in the bud, and heaven knows I pulled a few sickies in my earlier years — particularly when I worked in teaching, and some days the stress and depression simply proved too much to confront — but when it's a situation like this, it just feels like you're being punished for something beyond your control. I absolutely hate this sort of injustice — well, okay, "injustice" might be a strong word, since they haven't actually done anything to me… but every time I have to be off, I'm concerned that I'll be given some sort of bollocking for not being well. One of many ways the modern world sucks, I guess, but it is a problem entirely of our own creation.

    How I long for the ability to work for myself, setting my own hours and expectations, and not having to follow any sort of Policy and Procedure manual. Bit of a pipe dream for what I want to do right now, unfortunately, but those of you who are kind enough to be in a position to read this, you at least allow me to have a bit of pocket money with which I can enjoy myself each month — so a sincere thank you for that. (Also, tell your friends.)

    I've got articles to write and videos to record, so hopefully a bit of productivity will make me feel a bit better. I hope you have a pleasant Monday!

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    #oneaday Day 151: Video Musings https://imnotdoctorwho.moegamer.net/2019/05/04/oneaday-day-151-video-musings/ https://imnotdoctorwho.moegamer.net/2019/05/04/oneaday-day-151-video-musings/#respond Sat, 04 May 2019 22:40:36 +0000 https://imnotdoctorwho.moegamer.net/2019/05/04/oneaday-day-151-video-musings/ Hey folks! Been thinking a bit today, and in the near future I'm going to make a few changes to video having been "experimenting" a bit with format over the last little while. The long and short of it is that I'm a little concerned I'm taking on just a tiny bit too much at … Continue reading #oneaday Day 151: Video Musings

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    Hey folks! Been thinking a bit today, and in the near future I'm going to make a few changes to video having been "experimenting" a bit with format over the last little while. The long and short of it is that I'm a little concerned I'm taking on just a tiny bit too much at one time, so I'm going to rethink how I do things somewhat. Here are my thoughts.

    First up, Atari A to Z is staying right where it is, in all three of its incarnations. That is, by far, my favourite video project and also the one that gets the most views and responses. You know me, I'm not super-big on metrics or anything, but it's clear that of the people who are stumbling across my channel, a significant majority of them are interested in the Atari content. Which is great! I'm always happy to share the good word of Atari with everyone.

    Warriors Wednesday is also something I'm going to continue with primarily as a "vanity" project; I enjoy the Warriors games a ton, and having a suitable excuse to spend time with them each week means that I'm inclined to… well, spend some time with them. I'm having a blast with Warriors Orochi, and I'm excited to explore the other installments once I'm done with that.

    New Game Plus hasn't worked quite as well as I hoped. I enjoyed the Project Zero series, but the Rorona playthrough has been a bit of a slog to record rather than just play. As such, I'm going to finish the Rorona playthrough and then give New Game Plus a rest for a bit… at least in video form.

    What I am going to do, however, is launch an occasional New Game Plus series of articles, where I either talk specifically about postgame content in games I've previously played, or make an effort to go back and explore postgame content in games I've seen the end credits of but not taken things any further. That seems like a more practical way of doing this — though I'm not ruling out some video playthroughs of the other Project Zero games at some point, since I know Ken will enjoy those if no-one else! 🙂

    Likewise Sunday Driving and Sunday Shooting are a little redundant given that I have the "Essentials" series on MoeGamer. From this week, I'm going to retire these series for now and perhaps do video versions of some of the Essentials articles — you may have noticed some readings of the Death end re;Quest Cover Game feature on the channel recently, and I really enjoy recording and editing those, so I'd like to do more of them.

    Finally, as I've mentioned previously, I'm going to do a Final Fantasy marathon on video, because there are still some Final Fantasies I've never played, several I want to revisit and some that I want to draw particular attention to. This will kick off when the Rorona series finishes.

    At present, I'm planning on doing all the mainline FF games (including X-2, XIII-2 and Lightning Returns as well as XI and XIV's main storylines) but I'm contemplating making this a truly comprehensive marathon by attempting to incorporate spinoffs as well. There are a few titles for which this probably won't be practical — DS and 3DS games specifically, although there are emulation solutions out there, I just haven't explored them yet — as well as some that are tough to track down. Even if I'm emulating, I like to own the games I'm playing. I haven't decided if I'll go through with this yet, but it would be an interesting prospect, for sure.

    With regard to the earlier games, I'll likely play the PSP remakes over the NES originals simply because I like them better; for IV I'll likely play the PSP version (with The After Years, which I've never tried). For V, I'm not sure; I have the PSone version but the load times are a bit poo. VI is easy; I have a SNES mini, so I can just play the version on there. And I still have original copies of all the others and/or remakes for modern systems — I'd play FFXHD over FFX, for example, because the PAL version of the PS2 version was arse, and I'd play FFXIITZA over original FFXII because… well, it's just better.

    There you go! Shop talk. As I say, New Game Plus will continue until I beat Rorona as I don't like leaving things unfinished, but after that things will change a little bit. Please look forward to it!

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    #oneaday Day 150: Pictures of Cats https://imnotdoctorwho.moegamer.net/2019/05/03/oneaday-day-150-pictures-of-cats/ https://imnotdoctorwho.moegamer.net/2019/05/03/oneaday-day-150-pictures-of-cats/#respond Fri, 03 May 2019 22:43:46 +0000 https://imnotdoctorwho.moegamer.net/2019/05/03/oneaday-day-150-pictures-of-cats/ It's Friday night and I'm tired, so here are some pictures of cats. The Internet still likes cats, right? This is Meg being smug. This is Patti, not remembering what shape a cat is supposed to be. This is Meg in a box. This is Patti next to a different box. This is Meg deciding … Continue reading #oneaday Day 150: Pictures of Cats

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    It's Friday night and I'm tired, so here are some pictures of cats. The Internet still likes cats, right?

    This is Meg being smug.

    This is Patti, not remembering what shape a cat is supposed to be.

    This is Meg in a box.

    This is Patti next to a different box.

    This is Meg deciding the box is a good place to have a nap.

    This is Patti being a lion. Or possibly yawning.

    This is Meg on her "shelf" in the catio.

    And up top there is Ruby, who sadly departed this world last November. There isn't a day goes by that I don't miss her, but I'm pretty sure she was happy while she was with us, especially if this picture is anything to go by. I hope she's sleeping peacefully and knows how much love I still feel for her.

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    #oneaday Day 149: Bad Day https://imnotdoctorwho.moegamer.net/2019/05/02/oneaday-day-149-bad-day/ https://imnotdoctorwho.moegamer.net/2019/05/02/oneaday-day-149-bad-day/#respond Thu, 02 May 2019 23:54:28 +0000 https://imnotdoctorwho.moegamer.net/2019/05/02/oneaday-day-149-bad-day/ Sorry there was no full article today on MoeGamer; I've had a pretty miserable day, all told. I woke up feeling a bit crappy, and just as I was leaving for work I felt the unfortunately familiar sensation of my hernia being particularly… aggressive. I turned back, went home and went back to bed to … Continue reading #oneaday Day 149: Bad Day

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    Sorry there was no full article today on MoeGamer; I've had a pretty miserable day, all told. I woke up feeling a bit crappy, and just as I was leaving for work I felt the unfortunately familiar sensation of my hernia being particularly… aggressive. I turned back, went home and went back to bed to ride out the pain as usual.

    Normally it goes away after about an hour or so, but there's been a bit of a dull ache all day today, which hasn't been especially conducive to either happiness or productivity. Now I'm back in bed again, hoping I wake up to a more pleasant day tomorrow.

    Getting older (and consequently more prone to shit like this) sucks! I recommend against it. If you have the opportunity to remain forever young, take it! 

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    #oneaday Day 148: Rise of the Chains of Treasures of Seekers https://imnotdoctorwho.moegamer.net/2019/05/01/oneaday-day-148-rise-of-the-chains-of-treasures-of-seekers/ https://imnotdoctorwho.moegamer.net/2019/05/01/oneaday-day-148-rise-of-the-chains-of-treasures-of-seekers/#respond Wed, 01 May 2019 08:50:59 +0000 https://imnotdoctorwho.moegamer.net/2019/05/01/oneaday-day-148-rise-of-the-chains-of-treasures-of-seekers/ With how much I'm enjoying getting the videos recorded for FFXI as I've mentioned recently, I think I'm going to go ahead and do a full written feature on FFXI as the next Cover Game on MoeGamer. I know I said I wanted to finish off Grisaia, but since I'm playing FFXI right now for … Continue reading #oneaday Day 148: Rise of the Chains of Treasures of Seekers

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    With how much I'm enjoying getting the videos recorded for FFXI as I've mentioned recently, I think I'm going to go ahead and do a full written feature on FFXI as the next Cover Game on MoeGamer. I know I said I wanted to finish off Grisaia, but since I'm playing FFXI right now for the purposes of recording videos, this seems like an ideal time to post some immediate reactions.

    FFXI is an interesting game to cover because it is a mainline Final Fantasy game, but also an MMORPG. This sounds obvious, but the latter aspect has doubtless put a lot of people off trying it — particularly with how notoriously time-consuming and grind-heavy it was back in its early days. What I'd like to do with the Cover Game feature is highlight how the game is in 2019 as someone interested in playing a Final Fantasy game, rather than an MMORPG. I'll cover the game's history and interesting multiplayer-centric features where I can, of course, but the feature will primarily be written from the perspective of someone who just wants to enjoy what is supposedly one of the best Final Fantasy stories out there.

    In other words, this is in line with what I'm recording the videos for, anyway. I don't have any real intention of getting into endgame stuff, maxing all jobs or whatever — I just want to get through the main story, and get a decent understanding of the game along the way. While the FFXI purists out there will doubtless be more than happy to inform me that I'm doing something "wrong" or whatever, the fact is that you can essentially play pretty much all of the game as a solo player today, and as such there's a lot more of a feel of being able to "play your way" — particularly when compared to FFXIV, in which there is very obviously a "right" way to do most things.

    Hopefully the feature will provide an interesting read — and perhaps even inspire some of you to give the game a shot for yourself if you've never tried it!

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    #oneaday Day 147: No Thanks https://imnotdoctorwho.moegamer.net/2019/04/30/oneaday-day-147-no-thanks/ https://imnotdoctorwho.moegamer.net/2019/04/30/oneaday-day-147-no-thanks/#respond Tue, 30 Apr 2019 22:07:49 +0000 https://imnotdoctorwho.moegamer.net/2019/04/30/oneaday-day-147-no-thanks/ I briefly logged into Twitter earlier to see if I'd had any messages or mentions — I still get a few, so it's worth poking my head in occasionally — and the first thing I saw on my timeline (which, naturally, had reverted to the stupid "Top Tweets" view since I hadn't logged on for … Continue reading #oneaday Day 147: No Thanks

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    I briefly logged into Twitter earlier to see if I'd had any messages or mentions — I still get a few, so it's worth poking my head in occasionally — and the first thing I saw on my timeline (which, naturally, had reverted to the stupid "Top Tweets" view since I hadn't logged on for a while) was someone I follow having to defend herself against accusations of racism because of a YouTube video she made about one of Mortal Kombat 11's endings.

    Needless to say, I haven't missed this. I have not missed the feeling of anxiety that Twitter brought (past tense) me; I have not missed the feeling of walking on eggshells any time you express an opinion; I have not missed the thought police patrolling for wrongthink; and I have definitely not missed the memes.

    Memes are an important part of Internet culture and can often be amusing, but Twitter ends up being the place where they all go to die. One person posts something that is vaguely funny, then everyone has to get a piece of the action, posting their own variation on it. And after not very long at all (my patience and tolerance had worn down to a matter of minutes by the time I decided to take an extended break) they become extremely tiresome, because after a while you realise that it's just a bunch of people not actually saying anything worthwhile, just copying one another in an attempt to say the "right" things to get noticed, shared, liked, whatever.

    The same is true for the outrage crowd, too. Those crying "racist" at the person I mentioned above were all following the exact same playbook. Their replies were indistinguishable from one another; there was no individuality there, no personality. Someone being willing to engage, discuss and debate was a rarity worthy of note and gratitude; but for the most part, it was all about the snarky comments, the passive-aggressive quote tweets and, again, trying to be seen to be saying the "right" thing to get noticed, shared, liked, whatever.

    As I say, I don't miss it. So I don't see myself coming back "properly" any time soon. I'll leave the MoeGamer account open to share my stuff and check messages very occasionally, but Twitter is no longer a social tool I have any desire to make use of whatsoever — nor do I "need" it, seemingly. My traffic stats for MoeGamer and my videos have been no different regardless of whether or not I'm actively engaging with Twitter. And more importantly, my life and mental health have been considerably better since I decided to step away.

    There are plenty of other ways to reach me if you do want to talk, after all! You're looking at one of them right now. 🙂

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    #oneaday Day 146: Birthday Greetings https://imnotdoctorwho.moegamer.net/2019/04/30/oneaday-day-146-birthday-greetings/ https://imnotdoctorwho.moegamer.net/2019/04/30/oneaday-day-146-birthday-greetings/#respond Tue, 30 Apr 2019 00:56:54 +0000 https://imnotdoctorwho.moegamer.net/2019/04/30/oneaday-day-146-birthday-greetings/ It was my birthday today! I'm 38. That's nearly 40, which I presume is an age by which you are supposed to have "grown up" somewhat, but I'm in no particular rush, nor do I feel any particular need to. "Grown ups" are boring. Several of my local friends are "grown ups". They're always complaining … Continue reading #oneaday Day 146: Birthday Greetings

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    It was my birthday today! I'm 38. That's nearly 40, which I presume is an age by which you are supposed to have "grown up" somewhat, but I'm in no particular rush, nor do I feel any particular need to.

    "Grown ups" are boring. Several of my local friends are "grown ups". They're always complaining about having to deal with their children, or their perpetually packed schedules and the fifteen holidays a year they seem to go on. And they rarely seem to have any fun. I say "rarely" rather than "never" because we do at least manage to get them to do things occasionally, but it's becoming an increasingly infrequent occurrence. In fact, one of these friends ducking out at the last minute made the difference between the weekend just gone being a quiet one and its originally intended purpose of lots of enjoyable group-based gaming. Oh well, at least Chris and I got a great podcast recorded instead!

    So yeah. I may be a year older, but as with most recent years, I really don't feel it. Honestly I feel like mostly the same person I was at university, and that was nearly twenty years ago at this point. That is, I think, the most surreal part of the ageing process — things that feel like they are still in the recent past are now half your life or more away. I think this is why I struggle a bit with my friends being "grown ups" — the friends in question were the people I hung out with at university, so it remains difficult to adjust to a life in which we can't just do fun things on a whim at the drop of a hat. Well, I usually can, but I appear to be the exception.

    I can't be too upset with getting older. Being a bit older has put me in a position where I am reasonably financially secure, and able to enjoy the things I love without guilt over spending money on them. This, in turn, allows me to enjoy those things in new and varied ways. MoeGamer and YouTube are two prime examples; besides technology and Internet speeds not being what they are now back when I was at university, I simply wouldn't have had the resources to be able to do what I do now. The fact I am able to is something I am grateful for.

    And of course, I am grateful for your support and friendship. As I noted over on MoeGamer earlier today, this marks the fifth anniversary since the site's first post, and it's become an important part of my life ever since that day five years ago. And while I do still feel some bitterness and resentment from how my past career in games journalism was snatched from me without provocation or warning, had I remained part of the commercial press I would not have had anywhere near the freedom I have now to do what I do.

    So here's to being a little bit older, not even a tiny bit wiser… and as independent as ever. Thanks for your support, and here's to many more years. 

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    #oneaday Day 145: Sneak Peek https://imnotdoctorwho.moegamer.net/2019/04/29/oneaday-day-145-sneak-peek/ https://imnotdoctorwho.moegamer.net/2019/04/29/oneaday-day-145-sneak-peek/#respond Mon, 29 Apr 2019 01:56:36 +0000 https://imnotdoctorwho.moegamer.net/2019/04/29/oneaday-day-145-sneak-peek/ It's nearly 3AM as I've been editing the new episode of the podcast all day and then playing some Dragon Marked for Death with Chris this evening, so you'll forgive me if I don't have a lot of words left in me! I thought now might be a good time to give you a sneak … Continue reading #oneaday Day 145: Sneak Peek

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    It's nearly 3AM as I've been editing the new episode of the podcast all day and then playing some Dragon Marked for Death with Chris this evening, so you'll forgive me if I don't have a lot of words left in me!

    I thought now might be a good time to give you a sneak peek at the Final Fantasy XI funtimes we have ahead of us at some indefinite point in the future. Note that this is an MMO, and as such it will almost certainly end up being a long series, with long individual episodes!

    Still, over the course of these nearly two hours (I know, I know… I totally lost track of time while playing, I was enjoying myself so much!) you should be able to get a basic feel for what the game is all about, and eventually there are all sorts of exciting adventures to be had!

    But every journey begins with a single step and all that… 

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    #oneaday Day 144: Video Games are Great https://imnotdoctorwho.moegamer.net/2019/04/27/oneaday-day-144-video-games-are-great/ https://imnotdoctorwho.moegamer.net/2019/04/27/oneaday-day-144-video-games-are-great/#respond Sat, 27 Apr 2019 23:48:13 +0000 https://imnotdoctorwho.moegamer.net/2019/04/27/oneaday-day-144-video-games-are-great/ How great video games are. What a wonderful medium it is, and how much pleasure it brings me to have been present for so much of its evolution, development and advancement. I say this as I'm riding the emotional high from beating Sonic Forces, which I'll be writing up on MoeGamer next week. Taking this … Continue reading #oneaday Day 144: Video Games are Great

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    How great video games are. What a wonderful medium it is, and how much pleasure it brings me to have been present for so much of its evolution, development and advancement.

    I say this as I'm riding the emotional high from beating Sonic Forces, which I'll be writing up on MoeGamer next week. Taking this journey through the complete Sonic series has also been a journey through a significant part of gaming history, stretching right back to the 16-bit era all the way to the present and beyond. Along that journey, even though it was with just one series focusing on one main character (and his friends), it's a real pleasure to see how creators have done their best to experiment, try new things, make things better.

    Your opinion may, of course, vary on whether things have really gotten "better" over time — there are certainly a lot of ways in which they can be argued to have lost their way a bit, and this excellent, long video by Accursed Farms details just one way in which certain parts of the business have definitely gotten worse — but, on the whole, I find myself thinking "gosh, I'm really glad I got into video games" more often than I think "I wish I'd never got into video games". (I don't actually think I've ever thought the latter, to be honest, though I have said out loud that an all-streaming future will be the point at which I jump off the bleeding edge and become a purely "retro" gamer.)

    Games have consistently brought me joy over the years. They've kept me company when I was lonely, sad or anxious; they've helped bring me together with new people and give me something to talk about. They've provided an outlet for my creativity and a hobby that extends far beyond just playing the games; I do what I do on MoeGamer and YouTube because I love it.

    This was all rather gushing, wasn't it? But Sonic Forces' ending was pretty great, and I just came away from the whole thing thinking "I love video games". So I thought that might be a fine thing to write about!

    Now it's time for bed. I have a podcast to edit tomorrow!

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    #oneaday Day 143: Write-Off https://imnotdoctorwho.moegamer.net/2019/04/27/oneaday-day-143-write-off/ https://imnotdoctorwho.moegamer.net/2019/04/27/oneaday-day-143-write-off/#respond Sat, 27 Apr 2019 18:12:26 +0000 https://imnotdoctorwho.moegamer.net/2019/04/27/oneaday-day-143-write-off/ Ugh. Yesterday was the very definition of a complete write-off. I woke up in the morning suffering the excruciating pain my hernia occasionally causes me, requiring me to call in sick to work (and almost certainly have to "explain" on my return why this day off sick just happened to be immediately before the weekend … Continue reading #oneaday Day 143: Write-Off

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    Ugh. Yesterday was the very definition of a complete write-off. I woke up in the morning suffering the excruciating pain my hernia occasionally causes me, requiring me to call in sick to work (and almost certainly have to "explain" on my return why this day off sick just happened to be immediately before the weekend and two holiday days… I hate Policy and Procedure) and causing me to desire nothing more than to return to bed.

    Andie went out early to go to the doctors, then, likewise not feeling all that well (albeit for different reasons) also returned to bed. This was at about 9am or so. When we awoke, it was 4.30 in the afternoon.

    Normally when I have a lie-in, my body naturally doesn't let me laze around any longer than about midday at the latest. Yes, that's still pretty lazy, but sometimes it's just nice to not have to deal with the morning. 4.30, though? I haven't slept in that late since the very depths of my 2010 depression shortly after my first wife left me and I wasn't really sure how to deal with… well, anything, really.

    Thankfully, today has been marginally more normal in terms of bodily timekeeping and I haven't been suffering in pain, so I haven't messed up my body clock any more than it undoubtedly already is, but still. It threw my schedule right off, hence the lack of post yesterday. Apologies! But here we are.

    Anyway. I hope you had a better Friday than I did, and that your Saturday has been pleasantly refreshing so far.

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    #oneaday Day 142: The Royal https://imnotdoctorwho.moegamer.net/2019/04/25/oneaday-day-142-the-royal/ https://imnotdoctorwho.moegamer.net/2019/04/25/oneaday-day-142-the-royal/#respond Thu, 25 Apr 2019 08:20:51 +0000 https://imnotdoctorwho.moegamer.net/2019/04/25/oneaday-day-142-the-royal/ I've seen a bit of complaining and cynicism over the upcoming release of Persona 5 Royal recently, and honestly, I can't get on board with it. Why? Because I'd much rather expanded, enhanced versions of games were done this way than via DLC. Those of you who have been following me for a while will … Continue reading #oneaday Day 142: The Royal

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    I've seen a bit of complaining and cynicism over the upcoming release of Persona 5 Royal recently, and honestly, I can't get on board with it. Why? Because I'd much rather expanded, enhanced versions of games were done this way than via DLC.

    Those of you who have been following me for a while will know that I'm becoming increasingly interested in the topic of game preservation, and a significant obstacle to that is the culture of "post-launch support" that has developed over the course of the latter half of last generation and all of this generation. To put it simply, if you buy a physical copy of a game today, in a significant number of cases, that disc becomes mostly worthless after a while thanks to the sheer volume of patches, additional content and DLC added after release.

    Post-launch support is seen as a good thing by the broader gaming community today, with people praising companies like Capcom for adding in Bloody Palace mode to the new Devil May Cry, or Sony for adding a new "Survival Mode" and challenges to Days Gone. (In the latter case, this additional content was announced before the release of the game!) And in some respects, it's good to see companies wanting to make their game the best it possibly can be.

    But… shouldn't that be done before launch? Particularly when we're talking about game modes that have been an established part of the series for a while now (Devil May Cry) or what essentially amounts to difficulty settings (Days Gone)? This may not seem relevant right now, but consider a few years down the line when the PS4 is a "retro" system. Will Sony's servers still be up and serving these patches and DLC? If not, you'll be stuck with a disc that doesn't contain the "full" game as people experienced it today.

    In some cases, this is worse than others. Probably the most worthless physical edition out there right now is the original release of Final Fantasy XV, which has undergone such radical changes and additions since its original launch that it is almost unrecognisable. Not only that, but the version on the disc was buggy as shit, requiring a large Day One patch to even make the damn thing work properly in the first place. In this instance, the release of the later Royal Edition made perfect sense… though I've still held fire on that, since at the same time as announcing that, they also announced that there would be more DLC. Hopefully we'll get a proper "Ultimate Edition" at some point that includes absolutely everything.

    And this is why I'm not mad at Persona 5 Royal. Everything I've heard about it suggests that it adds a significant amount to the base game, much as Persona 3 FES did for Persona 3, or Persona 4 The Golden did for Persona 4. That additional content hasn't been released piecemeal; it's all being provided in one big lump, and on a disc to boot. This means that said additional content won't be lost in the great digital void; it can be archived and preserved. And that's important.

    If you don't want to support this model, that's absolutely fine. Persona 5 in its base form still exists, and looks like it may well be coming to Switch. Once Persona 5 Royal releases, OG Persona 5 will probably be pretty cheap, for PS4 at least. And it's still a great game. But for those who enjoyed it and want more, I'd much rather companies take the P5R approach than piecemeal DLC and Season Passes.

    I realise I'm in the minority on this right now, but I think some people need to consider the bigger, more long-term picture.

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    #oneaday Day 141: Fantastic https://imnotdoctorwho.moegamer.net/2019/04/24/oneaday-day-141-fantastic/ https://imnotdoctorwho.moegamer.net/2019/04/24/oneaday-day-141-fantastic/#respond Wed, 24 Apr 2019 22:00:16 +0000 https://imnotdoctorwho.moegamer.net/2019/04/24/oneaday-day-141-fantastic/ I think I'm going to do it: I'm going to "run" a Final Fantasy marathon. And unlike most marathons, I'm going to include the MMOs. I already have experience of XIV and know that the main storyline for that is beatable in about the same amount of time as a "normal" RPG, but XI is … Continue reading #oneaday Day 141: Fantastic

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    I think I'm going to do it: I'm going to "run" a Final Fantasy marathon. And unlike most marathons, I'm going to include the MMOs. I already have experience of XIV and know that the main storyline for that is beatable in about the same amount of time as a "normal" RPG, but XI is a bit of a dark spot for me. I've played it several times over the years but never really got very far; I do know that its incarnation today is considerably easier and quicker than it was back when I played semi-actively, so it shouldn't be nearly as much of a timesink as it used to be.

    I've actually wanted to see XI's story through for the longest time, because it's apparently really very good, especially once you get into Rise of the Zilart and beyond. It seemed a bit impractical for the longest time, however, what with how party-centric the game used to be. It was built after the Everquest rather than World of Warcraft mould, after all, so there was a strong focus on parties fighting things that would absolutely flatten a solo player.

    Now, however, probably the biggest benefit to solo players is the addition of the "Trust" system. Using this, you can cast spells to summon "alter egos" — effectively copies of NPCs from throughout the main story — and they can be your party members. Most people seem to think that you can solo 99% of FFXI as it exists today using only Trusts, with only the "grand finale" to the storyline — the final battle of the Rhapsodies of Vana'Diel storyline — proving difficult for some.

    As such, this means you can effectively now play FFXI like a "normal" RPG, with the fact that the Trust characters are all characters you meet and interact with in the game world only adding to this feeling. With this in mind, it's my intention to include a playthrough of FFXI's storyline up to at the very least the conclusion of the Chains of Promathia storyline, which seems to be pretty widely regarded as a particular high point. I'm not going to get involved in endgame stuff or heavily grind-heavy content — though the nature of the game means that there'll be a certain amount of grinding along the way anyhow — but I would like to see why people say the story is so good.

    The reason I'm mentioning this now is that I'm conscious how old FFXI is. I know it's still enjoying a surprisingly healthy player base for a game of its age, but one day it won't exist any more. And if I haven't seen it through by then, I know I will regret it. So I'm going to make a start on recording this sooner rather than later; I won't publish it until the appropriate point in my complete marathon, however long that takes, but I'm going to get started now so there's no chance of Vana'Diel going up in smoke while I'm still pootling around Final Fantasy V or so.

    If you lovely Patrons are interested, I can always put the videos up as Unlisted so you can watch them well ahead of when they'll actually be released; let me know if you're curious to see FFXI in 2019 in action! Otherwise, I'll simply start "banking" episodes and put them out at the appropriate point in the complete marathon.

    I'm excited! This is an endeavour I've been meaning to undertake for many years now, and with the game in its current state, it feels like it might finally be practical. Watch this space for updates… and in the meantime I'm thinking about kicking off the marathon proper with Final Fantasy I (likely the PSP version) very soon.

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    #oneaday Day 140: A Selection of Weird and Arbitrary Things in Gaming That I've Always Found Inexplicably Pleasing https://imnotdoctorwho.moegamer.net/2019/04/23/oneaday-day-140-a-selection-of-weird-and-arbitrary-things-in-gaming-that-ive-always-found-inexplicably-pleasing/ https://imnotdoctorwho.moegamer.net/2019/04/23/oneaday-day-140-a-selection-of-weird-and-arbitrary-things-in-gaming-that-ive-always-found-inexplicably-pleasing/#respond Tue, 23 Apr 2019 16:33:24 +0000 https://imnotdoctorwho.moegamer.net/2019/04/23/oneaday-day-140-a-selection-of-weird-and-arbitrary-things-in-gaming-that-ive-always-found-inexplicably-pleasing/ I've brought this up on the podcast a few times, but I thought I'd attempt to compile a list of some of the minor, largely incidental things in gaming that I have found inexplicably pleasing over the years — and primarily in my early years. Why? Because I still have half an hour of work … Continue reading #oneaday Day 140: A Selection of Weird and Arbitrary Things in Gaming That I've Always Found Inexplicably Pleasing

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    I've brought this up on the podcast a few times, but I thought I'd attempt to compile a list of some of the minor, largely incidental things in gaming that I have found inexplicably pleasing over the years — and primarily in my early years. Why? Because I still have half an hour of work and I'm bored.

    • Lives displays that say "[name] x [number]" – I don't know why this really caught my attention back in the 16-bit days, but I really liked it, actually specifically seeking out games (usually platformers) that had this as a UI convention. I think it stemmed from the first time I played Sonic the Hedgehog, and I saw it as one of the things that distinguished Japanese console games from the Western computer games I'd typically been playing up until that point.

    • Health bars that change colour then "drain" – For example, a health bar that starts yellow and indicates damage by a chunk of it turning red, then draining to its lower current level. Probably the most commonly seen example of this is in fighting games, with Street Fighter II probably being the first time I saw it. I particularly like it in non-fighting game contexts, however.

    • Health bars that animate smoothly – Related to the above, only this time when I think about this, I'm specifically thinking about City of Heroes (RIP) and its lovely, smoothly animating, sparkling HP, MP and XP bars in the corner of the screen.

    image via MMOs.com, obviously

    • Health bars with coloured layers – I apparently have a thing for health bars. I first saw this back at university in Shining Force II, which I was playing vicariously through my friend Sam, who was obsessed with it and delighted to discover he could re-enjoy it through emulation. I was especially pleased to see Kingdom Hearts make use of it, too.

    • Boss health bars that say "BOSS" in big letters – See above.

    • Constantly visible XP bars – If you're making an action RPG or MMO and you don't have a gradually filling XP bar on screen at all times keeping the player motivated, what on Earth are you doing?

    • Stripy skies – Another holdover from my having home computers at home rather than consoles. The graphical trickery required to produce a background with a gradient effect was something i respected and appreciated, and thus I tended to "like" games with stripy skies more than those without. MiG-29M Superfulcrum was better than its predecessor because it added a stripy sky. And was also a better game.

    • 2D platform games with hills – I've discussed this on Atari A to Z before. This was another "computer vs console" thing for a while, though later Atari ST platformers started incorporating smooth hills rather than "steps".

    • Racing games with hills – Apparently I also have a thing for hills. But when you'd grown up with resolutely flat "vanishing point" racers such as Pole Position and The Great American Cross-Country Road Race, you too would be excited when something like Continental Circus or OutRun took you on a veritable roller-coaster ride.

    • Use of "1P" and "2P" instead of "Player 1" and "Player 2" or "1up" and "2up" – This stems from the fact that I didn't get a lot of chances to visit arcades in my youth, since here in the UK they're very much a seaside thing. The computer games I played at the time, if they included a "player marker" at all, tended to say "Player 1" or "1up", whereas arcade games (I'm typically thinking of Konami beat 'em ups) would use "1P". I automatically liked any computer or console game that used "1P" slightly more than one that did not.

    • Ridiculously elaborate status panels that take up half the screen – Today, I understand why these were typically incorporated into home computer versions of arcade and console games — to keep the frame-rate up by only requiring a smaller "viewport" for the action to unfold in — and, by extension, why we don't see them today… but I kind of miss them. They were an opportunity for the game's graphic designer to let rip with a bit of creativity, even when all you really needed was a score and lives display.

    • Games that have dramatic, pounding music while you're setting options – G-LOC. I'm thinking of G-LOC. Part of the reason I liked that game in the arcades was simply the music that played while you were choosing your difficulty level. It really got you in the mood!

    • Games that have some sort of time-of-day mechanic, particularly if it's quasi real-time – I'm primarily thinking of Rise of the Dragon here, which I really liked the time management aspect of, but I've always had a soft spot for any game that has a clock prominently on screen for some reason.

    I'm sure there's plenty more, but these are the ones that spring immediately to mind. In most cases, I'm not sure why I like these aspects… I just know that I did back then, and I still do!

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    #oneaday Day 139: Long Weekend https://imnotdoctorwho.moegamer.net/2019/04/23/oneaday-day-139-long-weekend/ https://imnotdoctorwho.moegamer.net/2019/04/23/oneaday-day-139-long-weekend/#respond Tue, 23 Apr 2019 07:54:49 +0000 https://imnotdoctorwho.moegamer.net/2019/04/23/oneaday-day-139-long-weekend/ Good morning! Sorry I missed last night, I was up until 1am finishing off Sonic Lost World, which I will be writing about later today. Yes, I know this isn't really an excuse, given that I had the whole rest of the day to potentially write something, but, well, I didn't. So here we are! … Continue reading #oneaday Day 139: Long Weekend

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    Good morning! Sorry I missed last night, I was up until 1am finishing off Sonic Lost World, which I will be writing about later today. Yes, I know this isn't really an excuse, given that I had the whole rest of the day to potentially write something, but, well, I didn't. So here we are!

    It's another four day week at the day job from today. Yesterday was a bank holiday here in the UK, as was last Friday, so we had a thoroughly pleasant four-day weekend. Well, it wasn't complete rest and relaxation, as my mother-in-law was visiting, as I noted in the previous post, but she's not really a hassle to have around and she often tends to do helpful and productive things around the house and garden for us, so her visits are always appreciated. Now our "catio" has some very nice-looking plants in pots!

    Andie also fitted a cat flap to the back of our house so the cats can come and go from the house to the catio as they please. Patti, being a cat who clearly hasn't really been outside before we had her, is still extremely nervous of not being in the house, so she hasn't made use of it yet, but I was surprised and delighted to see Meg immediately knowing what to do with it, and over the course of the day clearly making use of it several times without prompting. Evidently she's had one before, presumably at the house she lived in before we had her.

    Having the cat flap in will be good for Meg, as I always felt a bit guilty leaving her shut in the house while we're both out, but it's been necessary for her safety and our own peace of mind ever since we lost Ruby last November. I still miss her so much and don't want anything to happen to either Meg or Patti if we can possibly prevent it. Meg still likes to try and sneak out of the front door occasionally, but she seems to have mostly accepted how things are, and even seems to like the catio now it's a bit sunnier. Patti, meanwhile, as I say, doesn't really "get" outside just yet, but she's always curious to follow Meg whenever she goes out.

    After this week, I have a three day work week next week, as I have both Monday and Tuesday off for both my birthday and my employment anniversary. It's going to be weird going back to "full-time" at this rate!

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    #oneaday Day 138: My Cat is a Tsundere https://imnotdoctorwho.moegamer.net/2019/04/22/oneaday-day-138-my-cat-is-a-tsundere/ https://imnotdoctorwho.moegamer.net/2019/04/22/oneaday-day-138-my-cat-is-a-tsundere/#respond Mon, 22 Apr 2019 00:37:07 +0000 https://imnotdoctorwho.moegamer.net/2019/04/22/oneaday-day-138-my-cat-is-a-tsundere/ My cat Meg is a tsundere. I've always suspected this to a certain degree, but the last couple of days have proven it beyond all measure. My mother-in-law is presently visiting, and this has caused our newer cat Patti to spend the last day and a half hiding. She's very confident with me and Andie … Continue reading #oneaday Day 138: My Cat is a Tsundere

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    My cat Meg is a tsundere. I've always suspected this to a certain degree, but the last couple of days have proven it beyond all measure.

    My mother-in-law is presently visiting, and this has caused our newer cat Patti to spend the last day and a half hiding. She's very confident with me and Andie now, but she's not very good with strangers and tends to try and stay out of sight.

    Longstanding readers will recall that Meg and Patti have been having a somewhat strained but vaguely tolerant relationship up until this point, with sightings of one another usually accompanied by a bit of hissing and occasionally one launching themselves at the other (usually Patti launching herself at Meg). This would, naturally, suggest to the casual observer that they do not like one another.

    However, Patti has a tendency to follow Meg around at a distance, particularly if she goes outside, so it's quite clear that she wants to try and be friends. And for the last day and a half, while Patti has been in hiding, Meg has very obviously been looking for Patti and been a bit out of sorts.

    In other words, Meg is putting up a grumpy front but clearly actually holds some sort of feelings of vague affection for Patti. Further evidence of her tsundereness can be seen in her behaviour towards us — sometimes she just likes to go and sit somewhere quiet where she won't be bothered, while at others she'll come and demand affection or simply appreciate a bit of attention.

    I know that what I'm describing here is not unusual at all for cat behaviour, but I just find it quite amusing that Meg's tsundere tendencies have been at an all-time high over the course of the past couple of days. Maybe there's hope for the pair of them yet.

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    #oneaday Day 137: To Do List https://imnotdoctorwho.moegamer.net/2019/04/20/oneaday-day-137-to-do-list/ https://imnotdoctorwho.moegamer.net/2019/04/20/oneaday-day-137-to-do-list/#respond Sat, 20 Apr 2019 23:55:10 +0000 https://imnotdoctorwho.moegamer.net/2019/04/20/oneaday-day-137-to-do-list/ I'm having one of those times where there are lots of things I think I'd really like to do, and I'm not sure I have time to do all of them! Well, no, that's not quite accurate. I probably do have time to do them, but it's more a matter of scheduling things so I … Continue reading #oneaday Day 137: To Do List

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    I'm having one of those times where there are lots of things I think I'd really like to do, and I'm not sure I have time to do all of them!

    Well, no, that's not quite accurate. I probably do have time to do them, but it's more a matter of scheduling things so I don't end up spreading myself too thin either in terms of workload or actually distributing the things that I create!

    One of the things I'd like to do — and in fact have been meaning to do for probably a decade or more at this point — is a Final Fantasy marathon. I've been enjoying ProJared's Let's Plays of Final Fantasy I and III just recently, and it's making me want to go back and revisit the old games — and finally finish the ones I've never finished, like V and VI! I also think it'd be a fun long-term project, but at present I already have a number of those on the go and don't want to overload either myself or my audience.

    What I might end up doing is actually make a start on recording for this, but not publish it immediately. That way when I find myself wanting for content, I can kick it off and hopefully have a bunch of episodes in the bank ready to go. Or maybe one day I'll just say "fuck it" and start it anyway. Seriously, I have got the Final Fantasy fever right now.

    Another thing which might be a little more practical and less long-term (well… kinda) is a twist on an old video series I used to do called Bearded Backlog. In that series, I used to pick something I'd never played from my Steam library, give it a shot for about half an hour or so and decide whether or not I felt like continuing with it. I'm thinking I might return to that… only with PS2 games. I have a whole bunch of PS2 games in my collection that I'm yet to give a go, and this might be a fun way of tackling them.

    Oh, so many ideas, so little time. I'm just kicking around thoughts at the moment; neither of these are necessarily going to happen (at least not immediately!) but if you're especially interested in either one of them then I can probably look into making them happen sooner rather than later!

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    #oneaday Day 136: My Favourite https://imnotdoctorwho.moegamer.net/2019/04/18/oneaday-day-136-my-favourite/ https://imnotdoctorwho.moegamer.net/2019/04/18/oneaday-day-136-my-favourite/#respond Thu, 18 Apr 2019 23:34:13 +0000 https://imnotdoctorwho.moegamer.net/2019/04/18/oneaday-day-136-my-favourite/ The PS2 is my favourite console of all time. I've gone back and forth on whether I really think this, because for sure there are lots of games I absolutely love on other platforms. The PSP-Vita-PS4-Switch era has been pretty consistently strong for RPGs, for example, so those platforms will always have a special place … Continue reading #oneaday Day 136: My Favourite

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    The PS2 is my favourite console of all time.

    I've gone back and forth on whether I really think this, because for sure there are lots of games I absolutely love on other platforms. The PSP-Vita-PS4-Switch era has been pretty consistently strong for RPGs, for example, so those platforms will always have a special place in my heart… but there's just something absolutely magical about the PlayStation 2 that I love, making it my favourite console to collect games for, and my favourite to bust out and play something on.

    I think a big part of that is its simplicity compared to that which came after. There's no online fluff, no user profiles, no downloadable content… it's just a simple device for playing games. You put in a disc, you play a game. That's it.

    What's more, the lack of digitally downloadable content meant that there were less obvious "strata" of games than there are now. I mean, sure, you could still tell the difference between a game from a big, affluent studio and something made on the cheap by a group of enthusiasts, but there was less of a feeling of… I don't know if I want to use the word "inferiority" to refer to cheap, digital-only games because there are many out there that are absolutely magnificent games, but the fact that every game was, in effect, treated "equally" on the PS2 in terms of packaging and physical presence is something I like very much indeed.

    While the PS2 was part of the last generation where PAL vs NTSC made a difference — with NTSC inevitably being superior in most cases — one thing from PlayStation Europe that I like more than the American approach is the uniformity to game spines. For those unfamiliar, PS2 game spines over here are all the same: white background, black text in a clear, sans-serif font. (Platinum rereleases are the exception; they have a black background with silver text.)

    A lot of people seem to dislike this, from a casual Google search, but I absolutely love it. It gives the PS2 library a look of classy consistency — and is part of how I consider all "tiers" of games from the era to have had equal treatment. A low-budget Simple Series release looks the same on a shelf as a bigger budget title; everything has an equal opportunity to grab your attention.

    I've been talking about "tiers" a bit here, but another nice thing about the PS2 era is that there was much less disparity between what we now know as "triple-A" and lower-budget games. Sure, there was still a difference — particularly later in the console's lifespan — but it was less obvious. EA, for example, tended to flex its financial muscles with licensed soundtracks more than anything — making them a copyright nightmare to record and stream these days, incidentally — but the other aspects of their games' presentation wasn't necessarily significantly superior to something put out by a quirky little Japanese studio.

    Basically, the long and short of it is that I can walk up to my PS2 shelf, pick pretty much anything at random and know I'm going to have an enjoyable time. I can walk into a CEX and happily wander out a few minutes later with an armful of random stuff that cost me pocket change to acquire. And even the more exciting, expensive and rare stuff doesn't break the bank to get hold of — Rule of Rose aside, of course.

    The only thing I wish were different about this wonderful platform is its region-locking. There are a number of games that didn't come to Europe that I'd really like to play, but right now it's a case of hooking up an NTSC PS2 (which I thankfully have one of), emulating or getting hold of a chipped system. I haven't taken the plunge with the latter option as yet, but it's quite appealing, if only so I can play all of Xenosaga without having to swap cables around!

    Anyway. I love ya, PS2; you've provided good times for nearly 20 years now, and I suspect there are many more still yet to come. I salute you.

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    #oneaday Day 135: Deluxe Mini Monster Retro Joystick Quick Impressions https://imnotdoctorwho.moegamer.net/2019/04/17/oneaday-day-135-deluxe-mini-monster-retro-joystick-quick-impressions/ https://imnotdoctorwho.moegamer.net/2019/04/17/oneaday-day-135-deluxe-mini-monster-retro-joystick-quick-impressions/#respond Wed, 17 Apr 2019 22:43:26 +0000 https://imnotdoctorwho.moegamer.net/2019/04/17/oneaday-day-135-deluxe-mini-monster-retro-joystick-quick-impressions/ I got an early birthday present today: a Deluxe Mini Monster Retro Gaming Joystick. This is essentially an arcade stick made from Sanwa parts (which are good) which hooks up to retro systems that use the old-school 9-pin "Atari" joystick ports. That means pretty much any '80s home computer, be it Atari 8-bit, Atari ST, … Continue reading #oneaday Day 135: Deluxe Mini Monster Retro Joystick Quick Impressions

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    I got an early birthday present today: a Deluxe Mini Monster Retro Gaming Joystick. This is essentially an arcade stick made from Sanwa parts (which are good) which hooks up to retro systems that use the old-school 9-pin "Atari" joystick ports. That means pretty much any '80s home computer, be it Atari 8-bit, Atari ST, Atari 2600, C64, Spectrum (with Kempston interface), Amiga, Sega Master System and probably plenty of others.

    In other words, it's a modern joystick for old computers and consoles, allowing you to enjoy the latter without wondering whether or not your 30+ year old joysticks are going to remember how a fire button works this time you plug them in. Well, after you've put it together, anyway. (Or got your more technically minded wife to put it together for you!)

    I spent about 10-15 minutes with it earlier just to make sure it worked and, aside from the 9-pin extension cable they provided being rubbish (it kept popping out from the stick's interface port on the back — thankfully I had another cable that remains secure) it is a glorious piece of kit for retro gaming.

    As those in the know might expect, the Sanwa parts for the stick make for an incredibly responsive control device with a lovely "click" to it, and the small size of the unit makes it suitable for either having on the desk in traditional arcade stick style, or held in your lap like an old-school joystick — though you will need both hands owing to the buttons and stick being separate, arcade-style.

    One of the most interesting things about it — besides its very existence! — is that it has two buttons. Those of you who know your retro systems will be aware that your standard Atari-style joystick only has a single fire button, so what's with that second one? Well, it works in conjunction with a little switch on the back of the unit — turn this on and "up" on the stick gets mapped to that second button, allowing you to use it as a jump button in old-school platform games that require you to push up to jump, perhaps because they have something like "shoot" or "use item" mapped to the fire button.

    Pushing up to jump isn't a massive problem on a stick that is already nicely responsive, but having the option to use a button instead is absolutely marvellous, and I'm looking forward to trying it out with some games that, historically, I've found a bit awkward due to their "up to jump" controls.

    I'll post some more thoughts and perhaps a video in the near future, but suffice to say for now that if you're into your retro home computers (and some consoles), this is a very worthwhile investment.

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    #oneaday Day 134: Pandemic Legacy Spoilers https://imnotdoctorwho.moegamer.net/2019/04/17/oneaday-day-134-pandemic-legacy-spoilers/ https://imnotdoctorwho.moegamer.net/2019/04/17/oneaday-day-134-pandemic-legacy-spoilers/#respond Wed, 17 Apr 2019 00:28:12 +0000 https://imnotdoctorwho.moegamer.net/2019/04/17/oneaday-day-134-pandemic-legacy-spoilers/ If you're planning to play the board game Pandemic Legacy Season One and don't want to be spoiled, you may want to skip this post! 🙂 You have been warned. I'm mildly impressed with the group of friends I occasionally have the opportunity to play board games with — and I mean occasionally now that … Continue reading #oneaday Day 134: Pandemic Legacy Spoilers

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    If you're planning to play the board game Pandemic Legacy Season One and don't want to be spoiled, you may want to skip this post! 🙂 You have been warned.

    I'm mildly impressed with the group of friends I occasionally have the opportunity to play board games with — and I mean occasionally now that two of them have kids and have, in the process, become the most boring and/or tired people in the world. The reason I'm impressed is that we've managed to stick with a single game for several sessions and consistently finish playthroughs of it on a weeknight, which with previous campaign-based titles has always been a bit of a challenge.

    Anyway. The game in question is Pandemic Legacy, Season One, a game I've had on my shelf for a long time, but which up until recently I had only played the first scenario through with my wife. At the time of writing, we've now finished the first five "months" of the game and are looking forward to seeing the rest of the campaign through to its conclusion.

    If you've never played Pandemic, it's a cooperative strategy game in which a team of players, each controlling a character with a unique ability that benefits the entire group in some way, work together to try and discover cures for four deadly diseases that are sweeping the globe. The way in which this is done is treated in a rather abstract manner — it's about collecting sets of coloured cards — but aside from this aspect, the game is heavily thematic, with the majority of its mechanics depicting how the team fights back against the diseases… and how the diseases resist attempts to defeat them.

    If you've never played a legacy game, meanwhile, the gist is that you're supposed to play a complete campaign of multiple games — between 12 and 24 in the case of Pandemic Legacy. Over the course of this campaign, permanent changes are made to the game. New rules are added to the book, new mechanics are added to the possible actions players can take, new pieces are added to the available components and new objectives are added.

    Some of these additions are fixed according to what point in the campaign you're at; others are only added according to your actions, either positive or negative. For example, successfully eradicating a disease in a single play session allows you to apply a positive mutation to it in all future sessions, making it easier to deal with; conversely, allow a city to outbreak because it has too much disease in it and it will begin to panic, with increasingly negative consequences occurring as the panic level rises.

    So far, the basic mechanics of Pandemic have evolved gradually, initially with one of the four diseases that could not be "cured" like the other three. From here, this continued to mutate so that it couldn't be treated, only quarantined, and in our most recent missions it has evolved further so that its victims become "Faded" — essentially zombies — who pose a serious threat to any players who start their turn in the same location as these unfortunate individuals.

    As the disease mutated, so too did the array of available actions we had on offer, as well as the characters we could put in our team. Initially we gained the ability to quarantine areas to temporarily prevent the disease intensifying or causing an outbreak in an area, and subsequently we have gained the opportunity to build military bases and set up roadblocks to help minimise the impact of any outbreaks which might occur, increasingly likely as they seem.

    The nice thing about the additions so far is that the game doesn't feel like it's become more complicated as such, there's just more for you to do — and because the "zombie" disease behaves a bit differently to the others, we have to adjust our strategies a bit accordingly, too. Whereas once we could leave the Medic character in a heavily disease-stricken area to clean up a bit when his turn rolled around, now it's unsafe to do so if Faded are around, since it is indeed possible for characters to be permanently "Lost" if they're caught in the wrong place at the wrong time once too many — and before that, they suffer permanent "scars" that have a negative impact on their game mechanics!

    Thus far things haven't been too difficult — we've only lost one game in the campaign to date, and that was mostly down to a seriously unfortunate run of bad luck — but it's clear the challenge factor is ramping up gradually. I feel like now we're roughly around the halfway point of the campaign, things are going to get a lot more difficult — but there's still a lot of boxes, envelopes and flaps to open so I'm very intrigued to see what happens in the coming missions.

    And when we get to the end, there's apparently a second "season", too! I'm definitely on board. Pun genuinely not intended.

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    #oneaday Day 133: Back to Work https://imnotdoctorwho.moegamer.net/2019/04/15/oneaday-day-133-back-to-work/ https://imnotdoctorwho.moegamer.net/2019/04/15/oneaday-day-133-back-to-work/#respond Mon, 15 Apr 2019 16:26:58 +0000 https://imnotdoctorwho.moegamer.net/2019/04/15/oneaday-day-133-back-to-work/ Back to work today. Hasn't been as hellish as I was expecting; I was kind of getting myself into a bit of an anxious mess towards the end of yesterday evening. What if I'd forgotten how to do my job? What if I'd inadvertently done something wrong that had been discovered in my absence, and … Continue reading #oneaday Day 133: Back to Work

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    Back to work today. Hasn't been as hellish as I was expecting; I was kind of getting myself into a bit of an anxious mess towards the end of yesterday evening. What if I'd forgotten how to do my job? What if I'd inadvertently done something wrong that had been discovered in my absence, and I got in trouble or fired?

    Naturally, neither of these things happened and today was a mundane work day just like any other. As I have done on many occasions in the past, however, I found myself wondering what life would be like if our work day was half the length. I'm sure I'm not the only person with an office job who has long periods of "dead air" where there's seemingly nothing to do. Wouldn't it be better to have a shorter work day where there's more of an emphasis on getting important things done rather than casually ambling your way through your to-do list when you feel like it, staring into space when you don't?

    Or would the same thing just happen on a shorter timeframe? If we had a four-hour workday, would two hours of that be taken up by "dead air"? That would be a bit more palatable in terms of boredom, at least, but not necessarily any more productive.

    I dunno. In my (admittedly relatively limited) experience with jobs like this over the years, it just always feels like a significant proportion of the workday is just… "being at work" for the sake of being at work. And that doesn't seem like it really benefits anyone.

    Still, I guess it's better than that time I worked a 12-hour shift in retail and knackered my feet for several months afterwards. So I should probably be grateful for the boredom!

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    #oneaday Day 132: The Review Isn't the Be-All and End-All https://imnotdoctorwho.moegamer.net/2019/04/14/oneaday-day-132-the-review-isnt-the-be-all-and-end-all/ https://imnotdoctorwho.moegamer.net/2019/04/14/oneaday-day-132-the-review-isnt-the-be-all-and-end-all/#respond Sun, 14 Apr 2019 21:24:05 +0000 https://imnotdoctorwho.moegamer.net/2019/04/14/oneaday-day-132-the-review-isnt-the-be-all-and-end-all/ I don't write reviews. I've made a point of not calling anything I write on MoeGamer a "review" because that term has become extremely loaded and brings with it a whole mess of expectations and conventions that I don't feel are especially helpful. And I kind of wish that the broader Internet community would understand … Continue reading #oneaday Day 132: The Review Isn't the Be-All and End-All

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    I don't write reviews. I've made a point of not calling anything I write on MoeGamer a "review" because that term has become extremely loaded and brings with it a whole mess of expectations and conventions that I don't feel are especially helpful. And I kind of wish that the broader Internet community would understand a few things: 1) not every piece of writing that is about a specific creative work is a "review", and 2) a review is not the only means of exploring a creative work, and in academic terms is probably one of the least desirable ways to do so.

    What I say here of course hinges on your definition of what a "review" is, so here's mine. I'm going by what I grew up understanding a "review" to be, a piece of knowledge I primarily developed from games magazines, but which was also supported by magazines about other subjects (such as music and movies) and TV shows.

    A review, to me, is a piece of writing (or otherwise "composed" form of media, such as a scripted audio or video clip) that, above all else, casts some form of judgement about its subject. In the case of gaming, a review is typically framed as a piece of buying advice: is this game worth you spending your money on?

    The supporting evidence for the answer to that question can be technical (does this game work as intended?), artistic (is this game successful at exploring the themes it attempts to tackle?), completely personal (did the reviewer like it?) or, increasingly these days, sociopolitical (is this game inclusive/exclusionary?) but the end result is always the same: some form of judgement as to whether or not the work is "worth it", be "it" your time or your money, depending on the form the work takes.

    The trouble with this question, and particularly attempting to quantify an answer to it, is that everyone's tastes are different. If you say "no, this is not worth buying", then there will be someone out there who disagrees — someone who did buy it, thinks that it was worth buying, and consequently finds the review less than useful as a result. I say this with confidence as I am typically that someone.

    There's an argument to be made, of course, that if they've already bought the thing they don't "need" the review, and this is sort of what I'm getting at. A review, by my definition, typically assumes people are reading it from a position of not owning the thing and perhaps being completely unfamiliar with the thing. What about those people who do own the thing and who are already familiar with it, and want to find out a bit more about it? What do they get?

    Not much, under the current model. Sure, you might get a few clickbait guides and news stories about whatever the big game of the day is in order to maximise those SEO hits, but in terms of more in-depth, serious analysis? Not a whole lot. And that, I think, is something we're sorely missing — writers aren't delivering it, and readers aren't demanding it.

    You may well ask why writers should deliver it if readers aren't demanding it, but with anything like this there's always the possibility that readers aren't demanding something because they don't know they want it. If you've never had something, you don't know you want it again, after all.

    And it seems there are people who want this kind of thing. The things I post about games tend to be long after their original release and that initial desire for "buying advice", and come from the perspective of having played the game extremely thoroughly, preferably to full completion, Platinum Trophy or whatever. And, where possible, I avoid making subjective value judgements about whether the game is "good" or "bad", because I've seen more than enough examples over the years to know that my "good" is not necessarily the same as your "good", and vice versa.

    There's also precedent in other media, too. Look at academic literary and film criticism. Typically speaking, an essay written about a work of literature does not conclude with something along the lines of "this was quite boring, 7/10" (even if it's Tristram Shandy, which is very boring — but deliberately so, which is part of its twisted, awful genius); likewise, a piece of academic writing about the history of film doesn't knock points off for the special effects from a 1960s movie being a bit janky compared to today's CG. It doesn't award "points" at all.

    I'm not so grandiose and arrogant as to declare myself an academic scholar of video games or anything, but when I write something I do make a point of trying to both contemplate the work from a "timeless" perspective, and likewise write something that will remain timeless. I have articles that I'd be more than happy to show people in 20 years' time that talk about some of the games I think are interesting and/or are of historical significance; contrast that with anyone who, say, contributed to the original Nier's 67 rating on Metacritic, all of whom now look extremely foolish given the widespread appreciation and understanding of that series and its creator.

    Let's see more writing about games; less writing about whether or not you should buy games.

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    #oneaday Day 131: Bacon https://imnotdoctorwho.moegamer.net/2019/04/14/oneaday-day-131-bacon/ https://imnotdoctorwho.moegamer.net/2019/04/14/oneaday-day-131-bacon/#respond Sun, 14 Apr 2019 12:13:38 +0000 https://imnotdoctorwho.moegamer.net/2019/04/14/oneaday-day-131-bacon/ I thought I'd write about bacon today. Bacon is one of those things that the Internet has turned into an annoying meme, but for those who eat meat there's little denying the considerable pleasures that bacon has to offer. The reason I bring it up is that I think I've discovered the greatest bacon I've … Continue reading #oneaday Day 131: Bacon

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    I thought I'd write about bacon today. Bacon is one of those things that the Internet has turned into an annoying meme, but for those who eat meat there's little denying the considerable pleasures that bacon has to offer.

    The reason I bring it up is that I think I've discovered the greatest bacon I've ever put in my mouth. It's the Woodside Farms brand of bacon, exclusive to Tesco. Andie happened to bring some home from her trip away, and it was so delicious we immediately went out and bought some more.

    I think the reason it tastes so good is that it's a little bit saltier than your average cheap own-brand bacon you get from a supermarket, and that means it's absolutely packed with flavour — so much so that you almost don't need sauce with it. Almost. It's not a proper bacon sandwich without HP sauce. It also crisps up super-well when you fry it, giving a nice bit of crunch to whatever final form you give it, be it a sandwich or a full English.

    Bacon is one of those things that I get oddly… I'm not sure if "nostalgic" is the right word, but it certainly gets the old brain cells firing. I associate the smell and taste of bacon with morning breakfasts back home with my parents, since a bacon sandwich was typically a regular weekend treat (as it often is in my house now!) but there are also other memories attached, too — memories that aren't necessarily ones I particularly want to go back to. When I was going through a particularly tough period in my life shortly after my first wife left me, I wrote a surprisingly emotionally harrowing piece about making a bacon sandwich. A fine example of writing as an "outlet" for emotions there, I think.

    So yeah. I don't really have a point, other than the fact that bacon is pretty cool and has always been a part of my life. And this particularly delicious bacon we've had recently reminded me of that. Meat-eaters, next time you're in the vicinity of a Tesco, be sure to pick some up; you won't be disappointed.

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    #oneaday Day 130: Cat Update https://imnotdoctorwho.moegamer.net/2019/04/12/oneaday-day-130-cat-update/ https://imnotdoctorwho.moegamer.net/2019/04/12/oneaday-day-130-cat-update/#respond Fri, 12 Apr 2019 23:21:58 +0000 https://imnotdoctorwho.moegamer.net/2019/04/12/oneaday-day-130-cat-update/ Thought you might be curious about how my two cats are getting on. Those who have been following for a while will recall that we used to have two cats, but one very sadly passed away towards the end of last year. The survivor, Meg, seemed to be very lonely, so we decided that we … Continue reading #oneaday Day 130: Cat Update

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    Thought you might be curious about how my two cats are getting on. Those who have been following for a while will recall that we used to have two cats, but one very sadly passed away towards the end of last year. The survivor, Meg, seemed to be very lonely, so we decided that we should get her a new friend. A while back, we found a lovely black cat called Patti, and welcomed her into our family.

    Patti was introduced to us as a rather shy cat who was prone to having "accidents", and thus would probably require more litter trays than normal. Neither of these things have proven to be true.

    We suspect that Patti might have been a bit younger than originally suggested to us by the shelter, as she is very "kitten-like" in her behaviour. She is a little shy around new or unfamiliar people, but she certainly isn't shy around me and Andie, enjoying spending the night on our bed and having an unfortunate tendency to wake us up at about 5.30 in the morning demanding attention and/or breakfast.

    She also likes to bite. Not in a particularly aggressive way, but she will give you a nip if she wants some attention, or if she's feeling particularly playful. Initially, this would make me flinch every time, but I've actually sort of become used to it now, as I know it doesn't hurt. (The accompanying claws do tend to leave marks, but they don't hurt either!)

    Patti settled into her new home very quickly, which is great. She and Meg are having some difficulty establishing their relationship or understanding how to interact with one another, however. Sightings of one another tend to result in hissing, and Patti is rather fond of launching herself at Meg at high speed, which naturally makes Meg somewhat defensive.

    However, I'm pretty convinced that Patti is doing this out of a desire to be playful rather than aggression. This is pretty obvious given the rest of her behaviour, both towards us and towards Meg.

    She seems to want to know where Meg is all the time, and it's clear that she actually wants to try and be friendly. Meg initially wasn't having any of this, but over time she's been allowing her to get closer and closer. She still can't get close — yet, anyway — but they will now both happily occupy the same room and be able to see each other without wanting to attack one another. This is progress!

    Meg's behaviour has shown a positive improvement, too. She seems less lonely, and I think that they're ultimately going to get along well. While Meg is still quite defensive, she's already starting to exhibit some of the behaviours she used to show when Ruby was still with us.

    They'll get there. And in the meantime we enjoy the company of both of them!

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    #oneaday Day 129: Early Access, No. 5 https://imnotdoctorwho.moegamer.net/2019/04/12/oneaday-day-129-early-access-no-5/ https://imnotdoctorwho.moegamer.net/2019/04/12/oneaday-day-129-early-access-no-5/#respond Fri, 12 Apr 2019 11:45:49 +0000 https://imnotdoctorwho.moegamer.net/2019/04/12/oneaday-day-129-early-access-no-5/ Ah, whoops, I was doing so much stuff yesterday I forgot to do this! Apologies. Here's another Early Access vid for you: the fourth and final part of the Death end re;Quest Cover Game Feature "reading". I've managed to be super-productive over the course of the last few days, which has made me feel a … Continue reading #oneaday Day 129: Early Access, No. 5

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    Ah, whoops, I was doing so much stuff yesterday I forgot to do this! Apologies. Here's another Early Access vid for you: the fourth and final part of the Death end re;Quest Cover Game Feature "reading".

    I've managed to be super-productive over the course of the last few days, which has made me feel a bit better about what felt like the "lack" of stuff I did in the first week of my holiday. (There actually wasn't a lack of stuff I did in that first week; I was finishing off Death end re;Quest for the last part of the feature, as well as staying up to date on video series!)

    Let's take stock of what I've managed to do, then. Bear in mind my primary goal was to get ahead of schedule on videos so that I can concentrate on playing stuff and writing articles. As such, I'm not including my usual daily content for MoeGamer here, just the specific "extra" stuff I did during my holiday.

    So far (with more to come):

    • 19 Atari A to Z videos

    • 7 Atari ST A to Z videos

    • 6 episodes of Warriors Wednesday

    • 6 "article reading" videos

    • 1 episode of New Game Plus (going up today, going to try and record at least one more today)

    • 2 episodes of Sunday Shooting

    Not bad going, and I still have a few days left to squeeze in a few more bits and pieces, though Chris and I are recording a podcast tomorrow, so Sunday will mostly be spent editing that. As such, today is probably the last "full" day I'll get to make sure I'm ahead of schedule. So my plan for today is to record one or two more New Game Plus episodes (they take a while due to the nature of the game), a bunch of Atari A to Z Flashback and perhaps some Sunday Shooting if there's time.

    I've enjoyed having the free time to get all this done, and it makes me feel like it would be wonderful to do this full time. Sadly, that's a far-off dream, but at least I have time to indulge in my passions at least some of the time even when I'm working the day job!

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    #oneaday Day 128: Early Access No. 4 and Future Planning https://imnotdoctorwho.moegamer.net/2019/04/10/oneaday-day-128-early-access-no-4-and-future-planning/ https://imnotdoctorwho.moegamer.net/2019/04/10/oneaday-day-128-early-access-no-4-and-future-planning/#respond Wed, 10 Apr 2019 12:37:23 +0000 https://imnotdoctorwho.moegamer.net/2019/04/10/oneaday-day-128-early-access-no-4-and-future-planning/ Good morning! It's 1:15pm. This is a much more reasonable time at which to be writing, so I can be a little more coherent today. First up, here's another "early access" look at an upcoming video: the third part of the Death end re;Quest feature "reading". Anyway, the main thing I wanted to talk about … Continue reading #oneaday Day 128: Early Access No. 4 and Future Planning

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    Good morning! It's 1:15pm. This is a much more reasonable time at which to be writing, so I can be a little more coherent today.

    First up, here's another "early access" look at an upcoming video: the third part of the Death end re;Quest feature "reading".

    Anyway, the main thing I wanted to talk about today was the planning for the upcoming features on MoeGamer. We've kicked off this year with some strong, interesting things to cover, but they've been quite demanding in terms of time and energy! Consequently, I'm thinking that before I dive into anything else particularly huge, I would like to go back and "finish" a couple of features that remain slightly in limbo from previous years.

    First up, I'd like to finish off the Sonic the Hedgehog feature. I was really pleased with how this was going, but I had to cut it short as I was still trying to stick to a monthly schedule for the Cover Game features at the time before the combination of Evenicle and Project Zero made me think that would probably not be a good idea to continue!

    Anyway, I left off the Sonic feature at Sonic Unleashed, which means there's still a number of games I'd like to cover: Sonic Generations, Sonic Colours, Sonic Lost World, Sonic Forces and, most significantly, Sonic Mania. I say "most significantly" because the release of Sonic Mania Plus was actually the reason I started the Sonic feature in the first place, and then I ended up never actually getting to it.

    So if it's acceptable to everyone, I'd like to polish that off over the course of the next few weeks — the relatively "light" nature of Sonic games will give me an opportunity to take a bit of a breather after the one-two punch of emotional heavy going that was 428: Shibuya Scramble and Death end re;Quest! If anyone has any violent objections to me doing this, please let me know; otherwise I don't like leaving things unfinished, so getting this will give me a pleasant feeling of "closure".

    After that, I've had The Eden of Grisaia and the Grisaia spinoff games on the back burner for a long time now, and I'm itching to see how that story ends. So after finishing off the Sonic games, I'd like to take on that next. Again, if anyone has any violent objections to that, please let me know.

    Beyond that, however, things are significantly more open. I just had a glance over my shelves and picked out all the games I might want to do a Cover Game feature on, and there's one hell of a lot of them. There's even more in my digital libraries, but I haven't counted those games for the moment.

    There will now follow a non-comprehensive list of games I already own that I might like to do a Cover Game feature on in the near future. Note that this does not mean I'm definitely going to cover all of these, but they're all stuff I picked up specifically because I thought there might be some substantial features to write about them. This list does not include upcoming titles that I'm probably-definitely going to pick up and cover, like Date a Live and Dragon Star Varnir, and in a number of cases several titles could be combined into a single feature. I'd very much like to do a Suda51 feature concluding with Travis Strikes Again, for example.

    If any titles particularly stand out to you that you'd really like me to write about at some point, please let me know in the comments. Titles in bold are ones that I already want to try and do sooner rather than later, i.e. sometime this year.

    All right! Let's list! Everyone loves a list, right? In no particular order, but sorted by platform…

    PS2

    • Rogue Galaxy

    • Mana Khemia

    • Atelier Iris

    • La Pucelle Tactics

    • Makai Kingdom

    • .hack

    • Xenosaga

    • Zone of the Enders

    • Unlimited SaGa

    PS3

    • 3D Dot Game Heroes

    • Agarest

    • Atelier Dusk

    • The Guided Fate Paradox

    • The Awakened Fate Ultimatum

    • Eternal Sonata

    • Drakengard 3

    • Final Fantasy XIII

    • Mugen Souls

    • Star Ocean: The Last Hope

    • Tears to Tiara II

    • Trinity Universe

    PS4

    • Atelier Mysterious

    • Dark Rose Valkyrie

    • Anima: Gate of Memories

    • Bullet Girls Phantasia

    • Chaos;Child

    • Steins;Gate Zero

    • Demon Gaze II

    • Final Fantasy XII

    • .hack G.U.

    • Kingdom Hearts

    • Nights of Azure 2

    • Senran Kagura Peach Beach Splash

    • Tokyo Twilight Ghost Hunters

    • Tokyo Xanadu+

    • Utawarerumono

    • White Day

    • The Witch and the Hundred Knight (and sequel)

    • Ys VIII

    Vita

    • Akiba's Beat

    • Criminal Girls 2

    • Danganronpa

    • Deception

    • Grand Kingdom

    • Lost Dimension

    • Superdimension Neptunia vs. Sega Hard Girls

    • Moe Chronicle

    • Mary Skelter Nightmares

    • Operation Abyss/Operation Babel

    • Stranger of Sword City

    • Psycho-Pass: Mandatory Happiness

    • Mind Zero

    • Trails of Cold Steel

    • Trillion: God of Destruction

    • Tokyo Tattoo Girls

    • Valkyrie Drive: Bhikkuni

    • Xblaze: Code Embryo

    PSP

    • Dissidia Final Fantasy (and duodecim)

    • Fate/Extra

    • Final Fantasy Tactics

    • Popolocrois

    • Tactics Ogre

    • Valkyrie Profile

    Wii

    • Baroque

    • Cursed Mountain

    • Final Fantasy Crystal Chronicles

    • Fragile Dreams

    • No More Heroes

    • Sakura Wars

    • Trauma Center/Team

    Wii U

    • Bayonetta

    • Devil's Third

    • Tokyo Mirage Sessions

    • Wonderful 101

    • Xenoblade Chronicles X

    Xbox 360

    • El Shaddai

    • Enchanted Arms

    • Earth Defense Force

    • Infinite Undiscovery

    • Lost Odyssey

    • Lost Planet

    • Resonance of Fate

    • Shadows of the Damned

    • Tales of Vesperia

    Switch

    • Fallen Legion

    • God Wars

    • Labyrinth of Refrain

    • The Lost Child

    • Octopath Traveller

    • Shining Resonance Refrain

    • The Legend of Zelda: Breath of the Wild

    • Travis Strikes Again

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    #oneaday Day 127: Early Access, No. 3 https://imnotdoctorwho.moegamer.net/2019/04/10/oneaday-day-127-early-access-no-3/ https://imnotdoctorwho.moegamer.net/2019/04/10/oneaday-day-127-early-access-no-3/#respond Wed, 10 Apr 2019 02:32:46 +0000 https://imnotdoctorwho.moegamer.net/2019/04/10/oneaday-day-127-early-access-no-3/ What's that? 3.30am? Oh. Whoops. I've been enjoying myself making and editing more videos today, getting ahead of schedule on Warriors Wednesday this time. For the remainder of this week I hope to do similar for my other various series so I can always have something ready to go even if I find myself a … Continue reading #oneaday Day 127: Early Access, No. 3

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    What's that? 3.30am? Oh. Whoops.

    I've been enjoying myself making and editing more videos today, getting ahead of schedule on Warriors Wednesday this time. For the remainder of this week I hope to do similar for my other various series so I can always have something ready to go even if I find myself a bit short on time of an evening for whatever reason!

    Anyway, I didn't quite realise it had got so late as I really enjoy fiddling around with video. So I better go to bed! But not before I share an exclusive sneak peek at the upcoming second part of the Death end re;Quest video feature, this time taking a look at how the game delivers its narrative.

    I'll try and write something a bit more substantial a bit earlier tomorrow, haha. Good night!

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    #oneaday Day 126: Early Access No. 2 https://imnotdoctorwho.moegamer.net/2019/04/09/oneaday-day-126-early-access-no-2/ https://imnotdoctorwho.moegamer.net/2019/04/09/oneaday-day-126-early-access-no-2/#respond Tue, 09 Apr 2019 00:37:05 +0000 https://imnotdoctorwho.moegamer.net/2019/04/09/oneaday-day-126-early-access-no-2/ Today I have prepped 19 videos for publishing! Specifically, I've prepared all of the Atari 8-bit Atari A to Z videos up until the next time around for Z. It feels really good to get ahead of schedule and have something so "concrete" and productive done. There's still a whole bunch of stuff I want … Continue reading #oneaday Day 126: Early Access No. 2

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    Today I have prepped 19 videos for publishing! Specifically, I've prepared all of the Atari 8-bit Atari A to Z videos up until the next time around for Z. It feels really good to get ahead of schedule and have something so "concrete" and productive done. There's still a whole bunch of stuff I want to achieve before the end of my holiday, but this is a big milestone down that will take some of the pressure off for the next 19 Tuesdays.

    After all that, as you might imagine, I'm pretty knackered so apologies if I don't have a lot else to say right now… I need my bed!

    I did, however, want to keep my promise and provide you with an exclusive early look at an upcoming video. I've had a few requests to make video versions of MoeGamer's Cover Game features, and I've wanted to get back into doing that for some time now, too. So I thought my most recent feature on Death end re;Quest would be an ideal time to give that a shot. So here's the first part. This will be going up to the public next Monday.

    Not only will this type of video provide followers of MoeGamer with a new way to enjoy the features, it'll also open them up to people who only follow my work on YouTube. Neat!

    Moving forward, I'd like to keep up with my ongoing "Let's Play" series, perhaps with a few refinements and tweaks here and there, and aim to have one "scripted" or "reading" video like this per week. We'll see how things go!

    Now I'm off to bed for a looooong sleep before another long day of Being Creative tomorrow!

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    #oneaday Day 125: Early Access, No. 1 https://imnotdoctorwho.moegamer.net/2019/04/07/oneaday-day-125-early-access-no-1/ https://imnotdoctorwho.moegamer.net/2019/04/07/oneaday-day-125-early-access-no-1/#respond Sun, 07 Apr 2019 23:26:36 +0000 https://imnotdoctorwho.moegamer.net/2019/04/07/oneaday-day-125-early-access-no-1/ I'm going to publish this video tomorrow, but I thought I'd give you a Patreon-exclusive sneak peek. I've been planning to get back to do some "readings" of my articles for ages but have never quite found the time or inclination to do so. But I have always enjoyed doing them; complementing my written/spoken words … Continue reading #oneaday Day 125: Early Access, No. 1

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    I'm going to publish this video tomorrow, but I thought I'd give you a Patreon-exclusive sneak peek.

    I've been planning to get back to do some "readings" of my articles for ages but have never quite found the time or inclination to do so. But I have always enjoyed doing them; complementing my written/spoken words with game footage is a good way to reinforce the things I'm talking about and perhaps demonstrate a few things non-verbally, too.

    I figured this week would be as good a time as any to have another fiddle, so here we go. There are a few more of these to follow over the course of the next few days; they'll be published on Mondays on YouTube over the next few weeks so in some cases you'll be seeing stuff a month early!

    We kick off with a reading of my article on Laughing Jackal's unusual puzzle shooter OMG Zombies, which I liked a lot more than I expected to. Hope you enjoy!

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    #oneaday Day 124: Progress https://imnotdoctorwho.moegamer.net/2019/04/06/oneaday-day-124-progress/ https://imnotdoctorwho.moegamer.net/2019/04/06/oneaday-day-124-progress/#respond Sat, 06 Apr 2019 23:38:14 +0000 https://imnotdoctorwho.moegamer.net/2019/04/06/oneaday-day-124-progress/ It's the weekend of my first week of holiday… and to be perfectly honest, I haven't quite managed to achieve as much as I hoped I would in this free time. Except, thinking about it, I have achieved a fair bit already. Today I recorded a massive amount of content for Atari A to Z … Continue reading #oneaday Day 124: Progress

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    It's the weekend of my first week of holiday… and to be perfectly honest, I haven't quite managed to achieve as much as I hoped I would in this free time.

    Except, thinking about it, I have achieved a fair bit already. Today I recorded a massive amount of content for Atari A to Z as well as two Sunday Shooting videos, and throughout the week I've been well ahead of schedule on all my various video series as well as keeping up with articles, finishing Death end re;Quest and getting the writeups for that all done too.

    I think the reason I'm feeling a little dissatisfied is that I hoped I'd be more ahead of schedule by now… but the fact is, there was a lot I needed to get done before I could do that.

    Now, however, I have the freedom to record a bunch of stuff well in advance as well as contemplate what's next on MoeGamer. This is what I've been excited about. I'm excited to see just how much stuff I can get done given "limitless" (kinda) free time. I still have a full week off work, so I'm sure there's plenty I can do.

    Tomorrow's goal is to finish off the Atari A to Z stuff I was recording today (I've been preparing from H right up to Z) as well as get cracking on getting ahead of schedule on my series like Warriors Wednesday, New Game Plus and Sunday Shooting. Plus Atari ST A to Z and Atari A to Z Flashback too, of course.

    I sometimes ponder whether I've given myself too much "work" to do… but the fact is, I really enjoy it. This is my hobby; this is what I've chosen to do with my free time. And I love it. If only I could spend all day every day doing it. Then I'd really be in heaven.

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    #oneaday Day 123: As re;Quested https://imnotdoctorwho.moegamer.net/2019/04/06/oneaday-day-123-as-requested/ https://imnotdoctorwho.moegamer.net/2019/04/06/oneaday-day-123-as-requested/#respond Sat, 06 Apr 2019 01:10:06 +0000 https://imnotdoctorwho.moegamer.net/2019/04/06/oneaday-day-123-as-requested/ I finished Death end re;Quest this evening, and in the process of doing my final writeup on it I realised that this had been a great example of a game that really engages the brain on multiple levels. There's the mechanical aspect, which starts off pretty straightforward but demands a bit more care and attention … Continue reading #oneaday Day 123: As re;Quested

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    I finished Death end re;Quest this evening, and in the process of doing my final writeup on it I realised that this had been a great example of a game that really engages the brain on multiple levels.

    There's the mechanical aspect, which starts off pretty straightforward but demands a bit more care and attention as you progress. I was particularly pleased that you can't just "overpower" the game, even in a New Game Plus run; although you can keep levelling beyond 99, you only get 5HP per level after that, and all the stats have a hard cap of 999 anyway, so there's an inherent limit to potential power. It's all about how you use it.

    Then there's the narrative aspect, which I wrote more about today. The more I think about this, the more I like it. There are layers upon layers there, with a lot of musing on the nature of existence and the feelings we can attach to fictional characters and the experiences we have in fictional worlds.

    It's definitely one of Compile Heart's most solid games to date in all its aspects, so if you're after an unusual, thoughtful and very enjoyable RPG with a strong touch of horror and mystery about it, I can highly recommend taking that journey.

    $5+ Patrons, I'll get you some Death end re;Quest themed wallpaper tomorrow! 🙂

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    #oneaday Day 122: NOH8 https://imnotdoctorwho.moegamer.net/2019/04/05/oneaday-day-122-noh8/ https://imnotdoctorwho.moegamer.net/2019/04/05/oneaday-day-122-noh8/#respond Fri, 05 Apr 2019 00:50:07 +0000 https://imnotdoctorwho.moegamer.net/2019/04/05/oneaday-day-122-noh8/ I watched an interesting panel earlier from a MAGfest of a few years back, where several YouTubers I enjoy discussed and shared some of the worst comments they'd received, both on and off YouTube. It was both extremely entertaining and rather sad. I've been fairly fortunate over the years in that I haven't had that … Continue reading #oneaday Day 122: NOH8

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    I watched an interesting panel earlier from a MAGfest of a few years back, where several YouTubers I enjoy discussed and shared some of the worst comments they'd received, both on and off YouTube. It was both extremely entertaining and rather sad.

    I've been fairly fortunate over the years in that I haven't had that many obnoxious commenters. There have been a couple, to be sure, but when I say "a couple" I literally mean that — I can think of just two specific examples, neither of whom have bothered me for a while now.

    And it's not a matter of not getting commenters either — I'm fortunate enough to see a few people in my Likes and comment sections on a fairly regular basis, some of whom I've come to think of as actual friends. This is certainly a far cry from what was shown off on this panel — and given said panel was a good few years back now, I suspect it's only gotten worse since then.

    I feel extremely grateful that I don't have to deal with this, because I know I'd find it extremely upsetting. Whether the reason I don't have to put up with this is because I'm a relatively small scale creator or because I set appropriate expectations with the tone and style of my content, I'm not entirely sure. I just know that so far as avoiding comment hate goes… I seem to be doing something right for the moment!

    Long may it continue, eh.

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    #oneaday Day 121: Getting The Giggles https://imnotdoctorwho.moegamer.net/2019/04/03/oneaday-day-121-getting-the-giggles/ https://imnotdoctorwho.moegamer.net/2019/04/03/oneaday-day-121-getting-the-giggles/#respond Wed, 03 Apr 2019 15:44:16 +0000 https://imnotdoctorwho.moegamer.net/2019/04/03/oneaday-day-121-getting-the-giggles/ An exclusive behind-the-scenes video for you today, as I share with you the trials and tribulations I went through while attempting to prepare tomorrow's Atari ST A to Z video. I haven't had "the giggles" like that for a long time, and while it was mildly annoying to not be able to get through the … Continue reading #oneaday Day 121: Getting The Giggles

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    An exclusive behind-the-scenes video for you today, as I share with you the trials and tribulations I went through while attempting to prepare tomorrow's Atari ST A to Z video.

    I haven't had "the giggles" like that for a long time, and while it was mildly annoying to not be able to get through the things I wanted to say, it was a uniquely joyful experience that I haven't had for quite some time. It was actually rather nostalgic.

    There are two real reasons for this, both relating to my time at secondary school. The first was simply that my friends and I used to enjoy quietly and non-disruptively messing around in classes that we found quite easy or weren't particularly engaged with. To that end, we tended to have a "Rough Book" on hand, in which we'd doodle and draw cartoon strips, many of which got extremely offensive in nature. On more than one occasion, the stuff we'd been drawing (usually involving giant cocks) got to be so hilarious that we'd uncontrollably get the giggles, usually attracting the attention of the teacher in the process. Thankfully she never found out exactly what it was we were laughing at.

    The second involves the Klik and Play game my friends and I made while we were in sixth form. This involved a fair amount of voice acting, and every recording session was an absolute delight, because no-one was able to get through more than one line at a time without pissing themselves laughing or deliberately doing something to throw the others off. It made these recording sessions take about ten times longer than they needed to, but we knew that going in; it was an opportunity to spend some time together laughing and enjoying ourselves.

    Today's fit of the giggles was entirely by myself, which I guess could be seen as a bit sad, but hey, at least I was entertaining myself, and I hope you enjoyed sharing in that moment with me!

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    #oneaday Day 120: Legacy https://imnotdoctorwho.moegamer.net/2019/04/02/oneaday-day-120-legacy/ https://imnotdoctorwho.moegamer.net/2019/04/02/oneaday-day-120-legacy/#respond Tue, 02 Apr 2019 23:29:13 +0000 https://imnotdoctorwho.moegamer.net/2019/04/02/oneaday-day-120-legacy/ I've owned a copy of board game Pandemic Legacy for some time now, but have only just recently started actually playing it with my semi-regular board gaming friends. And we've been having a great time so far. For the unfamiliar, a "Legacy" board game is one that you are intended to play multiple times over … Continue reading #oneaday Day 120: Legacy

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    I've owned a copy of board game Pandemic Legacy for some time now, but have only just recently started actually playing it with my semi-regular board gaming friends. And we've been having a great time so far.

    For the unfamiliar, a "Legacy" board game is one that you are intended to play multiple times over a long period, making permanent changes to the game as you go. And when I say "permanent", I mean permanent — you apply stickers to the board and cards, you tear up cards that are no longer relevant, you scratch off things to reveal secret things, you open sealed boxes and all manner of other exciting stuff. Over time, the game experience gradually changes so that it is still recognisable as the thing that it is based on, but now has a variety of other interesting elements that are at least partially the result of the way you and your friends have played.

    Pandemic, meanwhile, is a game themed around the outbreak of disease around the globe. Working as a team, players must make use of their characters' special abilities to collect sets of cards, discover cures for the four diseases, treat outbreaks and ensure the world doesn't get overrun or fall into anarchic panic. I'm sure you can imagine how the "Legacy" elements build on this: disease mutations, cities falling into chaos after epidemics, the military getting involved… it's all very exciting.

    So far my friends and I have played as far as March in the in-game year, and already a number of interesting elements have entered the mix. I'm loathe to spoil to many of these lest you want to play the game for yourself — the surprise really is part of the fun — but suffice to say, there's a really cool feeling of an ongoing "story" of your efforts to fight back against these deadly diseases, as well as a gradual escalation of both overall complexity and difficulty.

    I shudder to think how chaotic December's games are going to get… things have been going reasonably well so far, but a lot can change in a month…!

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    #oneaday Day 119: Content ID https://imnotdoctorwho.moegamer.net/2019/04/01/oneaday-day-119-content-id/ https://imnotdoctorwho.moegamer.net/2019/04/01/oneaday-day-119-content-id/#respond Mon, 01 Apr 2019 22:34:29 +0000 https://imnotdoctorwho.moegamer.net/2019/04/01/oneaday-day-119-content-id/ I generally don't run into a lot of issues with YouTube, probably because I'm a small hobbyist creator doing things for fun. However, one consistently irritating issue I run into when it comes to putting The MoeGamer Podcast together is the dreaded Content ID. For those unfamiliar with YouTube parlance, Content ID is the automated … Continue reading #oneaday Day 119: Content ID

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    I generally don't run into a lot of issues with YouTube, probably because I'm a small hobbyist creator doing things for fun. However, one consistently irritating issue I run into when it comes to putting The MoeGamer Podcast together is the dreaded Content ID.

    For those unfamiliar with YouTube parlance, Content ID is the automated system whereby certain companies are able to automatically determine when you have used their material in a video, be it audio or video material. It's actually a rather clever system, because it is able to identify copyrighted content the moment the video becomes available.

    The trouble with Content ID is that it doesn't bear Fair Use in mind — such as, say, the use of content in a podcast to discuss. You can appeal a Content ID issue, but this is a lengthy process, and when you're trying to get something released today, it's really not helpful.

    Actually, a lot of the time, Content ID isn't even a major issue when it does come up. More often than not if I do get a hit, it means the owner of the original footage just has the option to monetise my content — in other words, having the option to put an ad on it and getting revenue instead of me. Since my YouTube vids aren't monetised anyway, I'm fine if companies want to do this.

    However, where problems arise is when the companies in question decide to respond to Content ID issues by simply blocking your video from being played anywhere in the world, effectively making the time you spent rendering and uploading it time completely wasted. So far I've had that issue twice: once a while back with a Pokemon advert, and today with some footage from Apple's recent event where they announced Apple Arcade.

    When this happens it's incredibly annoying, because there's no way to know it's going to happen until after you've rendered and uploaded your video, a process which takes a very long time when we're talking about a 2.5 hour podcast!

    All this is a longwinded way of saying sorry, the video version of the new podcast will be up in a few hours! Blame Apple!

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    #oneaday Day 118: Blind https://imnotdoctorwho.moegamer.net/2019/03/31/oneaday-day-118-blind/ https://imnotdoctorwho.moegamer.net/2019/03/31/oneaday-day-118-blind/#respond Sun, 31 Mar 2019 22:11:53 +0000 https://imnotdoctorwho.moegamer.net/2019/03/31/oneaday-day-118-blind/ [After-the-fact note: This was all before the Great 2019 ProJared Controversy.] I finished watching ProJared's playthrough of Doki Doki Literature Club today. Even if you've experienced the game for yourself, I'd encourage you to give it a watch; it really reinforces what I said recently about him being an exemplary Let's Player. The reason I … Continue reading #oneaday Day 118: Blind

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    [After-the-fact note: This was all before the Great 2019 ProJared Controversy.]

    I finished watching ProJared's playthrough of Doki Doki Literature Club today. Even if you've experienced the game for yourself, I'd encourage you to give it a watch; it really reinforces what I said recently about him being an exemplary Let's Player.

    The reason I say this is that Doki Doki Literature Club had the dubious honour of becoming something of a "meme game" shortly after its release, much like Undertale did. Jared, meanwhile, went in completely blind and refused to look up any information beforehand… And the series was all the better for it.

    With anything that becomes a meme like DDLC did, there's inevitable backlash and cynicism after a while. And that's unfortunate, because watching it back, DDLC actually does a lot of interesting things really, really well, both in terms of its overall structure and the subject matter it explores.

    This is one of several reasons I've been keen to step back from social media somewhat. The experience of so many things will be enhanced beyond measure by not having teenage edgelords memeing them into oblivion at every opportunity. Or at least not seeing those teenage edgelords memeing them into oblivion!

    With this in mind, I'm excited to give Undertale a go in a year or two… 🙂

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    #oneaday Day 117: Distance https://imnotdoctorwho.moegamer.net/2019/03/30/oneaday-day-117-distance/ https://imnotdoctorwho.moegamer.net/2019/03/30/oneaday-day-117-distance/#respond Sat, 30 Mar 2019 23:34:39 +0000 https://imnotdoctorwho.moegamer.net/2019/03/30/oneaday-day-117-distance/ Stepping back from Twitter once again has been a good decision. And I feel like it might "stick" this time, because I'm feeling a whole bunch of interesting things that I haven't felt before on previous occasions when I've taken a Twitter break. The most significant of these is probably the fact that the prospect … Continue reading #oneaday Day 117: Distance

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    Stepping back from Twitter once again has been a good decision. And I feel like it might "stick" this time, because I'm feeling a whole bunch of interesting things that I haven't felt before on previous occasions when I've taken a Twitter break.

    The most significant of these is probably the fact that the prospect of Twitter now causes me anxiety. Now, this is not a good thing in and of itself, but it is a sign that I recognise what a bad influence that site can be on one's life and mental wellbeing.

    To explain what I mean, I have poked my head in on Twitter a couple of times on the last week, but only to see if I had any mentions or direct messages. I had a few, and no-one wanted to shout at me. Great. However, the moment I saw the main timeline, I felt an odd sensation somewhat akin to panic, weirdly, and I knew that I just wanted to get out of there as soon as possible. The tab was closed and I didn't even look at anything anyone had posted. I didn't want to know.

    The other thing is that stepping back from Twitter allows one to put things into perspective somewhat. On Twitter everything is a massive deal, the worst thing that ever happened, literally killing people or something along those lines. And it's easy to get swept up in that hysteria — and it is hysteria — every time something mildly inconvenient happens. However, take a step back and think about the things that you're considering getting angry about, and almost a perfect ten times out of ten I can guarantee that they're probably not worth getting angry about — because there's nothing you can do about them, because they don't really affect you all that much, because there are infinitely better, more productive and more fun things you could be doing with your time.

    I watched a video on YouTube earlier by someone I occasionally enjoy commentary on recent happenings by, because although he's an active participant in social media, he recognises when people are being silly. His most recent video highlighted an excellent example of this, and he still had people in his comments saying how wrong he was, "well actually"-ing and all that good stuff. When I was fully engaged with Twitter, I might have been right there with them; having not actively engaged with the site for several weeks now, I understand what he's saying and why.

    So outside of daily posts promoting my content, channel, book and that stuff, you won't be seeing me around Twitter for the discernible future. There are plenty of means to get in touch with me, though! You can leave a comment or use the contact form on MoeGamer, you can leave a comment here on Patreon, you can send me a message through Patreon, or you can hit me up on Discord if you have that.

    Twitter has become a negative influence in my life, and I don't need it. So out the window it goes — as a means of social interaction, anyway.

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    #oneaday Day 116: Freedom https://imnotdoctorwho.moegamer.net/2019/03/30/oneaday-day-116-freedom/ https://imnotdoctorwho.moegamer.net/2019/03/30/oneaday-day-116-freedom/#respond Sat, 30 Mar 2019 10:17:36 +0000 https://imnotdoctorwho.moegamer.net/2019/03/30/oneaday-day-116-freedom/ Good morning! I was so excited to finally be free of the day job for two weeks last night that I forgot to post here. Apologies. Well, here I am now. So what are my plans for this first weekend of freedom? Well, a few things to do today. I have an Atari A to … Continue reading #oneaday Day 116: Freedom

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    Good morning! I was so excited to finally be free of the day job for two weeks last night that I forgot to post here. Apologies. Well, here I am now.

    So what are my plans for this first weekend of freedom? Well, a few things to do today. I have an Atari A to Z Flashback video to get up (which might be a bit later than usual because it's a slightly fiddly one to record), a podcast to record with Chris that will hopefully be with you all on Monday, and, of course, some games to play. I'm closing in on the end of Death end re;Quest now, so hopefully I will have that finished in the next couple of days and be ready to write about the story.

    Beyond that, anything goes! Well, not literally anything, obviously, there are of course societal and legal restrictions and obligations in place, but aside from those boring realities, I'm fully intending to take full advantage of this two weeks off to do plenty of fun and creative things around the website and YouTube channel. I hope you enjoy whatever I come up with!

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    #oneaday Day 115: Stop interrupting me https://imnotdoctorwho.moegamer.net/2019/03/28/oneaday-day-115-stop-interrupting-me/ https://imnotdoctorwho.moegamer.net/2019/03/28/oneaday-day-115-stop-interrupting-me/#respond Thu, 28 Mar 2019 13:22:01 +0000 https://imnotdoctorwho.moegamer.net/2019/03/28/oneaday-day-115-stop-interrupting-me/ One of the things I find most annoying about a lot of modern — particularly ad-supported — content on the Web is how keen it is to interrupt you while you're in the middle of something. I was looking at a site for some instructions on something or other earlier — I forget exactly what, … Continue reading #oneaday Day 115: Stop interrupting me

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    One of the things I find most annoying about a lot of modern — particularly ad-supported — content on the Web is how keen it is to interrupt you while you're in the middle of something.

    I was looking at a site for some instructions on something or other earlier — I forget exactly what, since the experience ended up being more about the annoying factors than the actual content — and I was immediately interrupted by a cookie popup, which took me to a separate page where I couldn't read the article when I attempted to close it rather than clicking "accept". Once I went back, accepted the cookies and started reading the article, a video started playing at the top of the page. Then, after I'd stopped this, halfway through me reading the actual text, the page faded out and a sign "boinged" into place inviting me to subscribe to the site's mailing list. I closed the tab and looked for the information elsewhere.

    This is an extreme example, but it seems to happen quite a bit, particularly with "advice" blogs and tech support sites. Elsewhere, we have things like Wikia's (sorry, "Fandom's") autoplaying videos, which not only are not affiliated directly with the wikis they appear on, but often get information wrong. (Look at the page for Ann Takamaki from Persona 5, for example; the video calls her "Ann Tensei", which is not a mistake someone maintaining a Shin Megami Tensei wiki would make!) Or one particular, specific annoyance, which is articles interrupting the flow of their own text with "You May Also Like…" links, sometimes before the writer has even gotten to the point. News sites (even ones one might typically believe to be "reputable") appear particularly prone to this, but I've seen some game sites do it too.

    With all this in mind, it's no wonder that the average Internet user is assumed to have the attention span of a particularly hyperactive house fly. To me, it speaks volumes as to the lack of faith a site has in its content if it's already trying to direct people elsewhere even before the reader has finished looking at the thing they're currently looking at.

    Maybe I'm just being an old fart, but I'm sure I'm not the only one who would like to settle down to read something without being interrupted now and again!

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    #oneaday Day 114: Two more days https://imnotdoctorwho.moegamer.net/2019/03/27/oneaday-day-114-two-more-days/ https://imnotdoctorwho.moegamer.net/2019/03/27/oneaday-day-114-two-more-days/#respond Wed, 27 Mar 2019 17:27:26 +0000 https://imnotdoctorwho.moegamer.net/2019/03/27/oneaday-day-114-two-more-days/ First up, I see we have a new Patron! Welcome! Pull up a chair, I'm delighted you're here; thank you for your support. Now, onto today's largely unstructured ramblings that only you dear Patrons get to enjoy. My brain has already checked out and is on vacation, even though there's still two full days of … Continue reading #oneaday Day 114: Two more days

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    First up, I see we have a new Patron! Welcome! Pull up a chair, I'm delighted you're here; thank you for your support.

    Now, onto today's largely unstructured ramblings that only you dear Patrons get to enjoy.

    My brain has already checked out and is on vacation, even though there's still two full days of the day job ahead of me before my blissful two weeks of time off. While it's been wandering through happy places that don't involve fighting terrible pieces of proprietary software doing things they were never designed for, I've been pondering exactly what I'm going to be doing during those days off.

    For those who haven't been following, I have two full weeks off starting on Monday. My wife Andie is off gallivanting with some Final Fantasy XIV friends for a significant proportion of that time, and I am house/catsitting. I actually rather enjoy a "staycation" like this, as it allows me to get on with things I want to do rather than things I have to do.

    So far I've determined that, besides the usual daily posts on MoeGamer, I'm going to get well ahead of schedule on all my video series. It will be good to get Atari A to Z in particular prepped ahead of time, because I've already pencilled in a whole bunch of games I want to cover, and I'm kind of champing at the bit to get started on those, but it will be very helpful for me to get a few weeks' worth of my more time-consuming series in the bag, too.

    I'm also going to do what I've said I'd get back to doing for quite some time now, which is making some videos that are "readings" of articles. These are surprisingly time-consuming to produce despite resulting in shorter videos — largely due to the necessity of capturing specific pieces of footage rather than just a single play session — but I always like the results I end up with.

    I think I'm going to focus on making some video versions of the Cover Game features first, as I feel their particularly long-form nature will make for a nice "documentary-style" presentation, but if anyone has any particular past content from MoeGamer they'd like to see in video form, please do let me know. I'm currently casually planning these to go out on Mondays, as presently I don't have a regular video feature on that day — the podcast does typically go out on a Monday, but the schedule for that is irregular due to Chris and I being available (and not exhausted) at varying times!

    I've also been really eager to do some more experimenting with Visual Novel Maker as I haven't really had a chance to touch it since my initial feature on it a while back. I really want to bring the "Gamecast" back in some form, but perhaps less in its original format and more as simply an ongoing opportunity for me to indulge in some creative writing with these characters I've created. After all, we have the actual podcast now, so the Gamecast can be free to be whatever it wants to be. I dunno. We'll see!

    Then I'm sure there'll be some games to play somewhere in all that, too…!

    Anyway. Two more day job days to survive first… wish me luck.

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    #oneaday Day 113: Resonance https://imnotdoctorwho.moegamer.net/2019/03/27/oneaday-day-113-resonance/ https://imnotdoctorwho.moegamer.net/2019/03/27/oneaday-day-113-resonance/#respond Wed, 27 Mar 2019 00:03:44 +0000 https://imnotdoctorwho.moegamer.net/2019/03/27/oneaday-day-113-resonance/ It's weird how certain things resonate in your memory, even if you haven't really thought about them for ages. This happened to me most recently with the video I've prepared for Thursday's episode of Atari ST A to Z, which is on the subject of Microdeal's isometric adventure Airball, one of the earlier titles I … Continue reading #oneaday Day 113: Resonance

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    It's weird how certain things resonate in your memory, even if you haven't really thought about them for ages.

    This happened to me most recently with the video I've prepared for Thursday's episode of Atari ST A to Z, which is on the subject of Microdeal's isometric adventure Airball, one of the earlier titles I remember owning and playing for the ST back in the day, and a monstrously difficult affair I never really got anywhere with.

    Revisiting it recently, I discovered that 1) I'm still not very good at Airball and really have absolutely no idea what you're supposed to do in it and 2) Airball inexplicably "means" a lot to me.

    I've been trying to pin down exactly why I feel that way. I don't believe I associate it with a particularly important moment in my life, or a specific event, or anything like that. There's just something… indescribable about it that really means something to me.

    Perhaps it's the music? Airball has great music. The compositions throughout the game aren't especially complicated and use one of the most cliched chord progressions in the world, but those pieces of music have stuck with me ever since I played that game for the first time back in the '80s. There have been times when I've been doing things that vaguely remind me of Airball, and snippets of the music have come into my head, unbidden, even though the last time I played Airball before recording the game footage over the weekend was probably nearly thirty years ago.

    Or perhaps it's the atmosphere? This is something I talk a bit about in the video, so please look forward to that. Suffice to say for now that Airball has a really interesting atmosphere about it. Its story is absolutely dumb as shit, but that doesn't stop it being an unusually atmospheric and emotionally engaging game for the Atari ST.

    Or perhaps it's just a cool game that I've enjoyed revisiting. Whatever the reason, Airball means a lot to me, and you get to see me revisit it for the first time in a very long while on Thursday! I hope you enjoy.

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    #oneaday Day 112: You're The Inspiration https://imnotdoctorwho.moegamer.net/2019/03/25/oneaday-day-112-youre-the-inspiration/ https://imnotdoctorwho.moegamer.net/2019/03/25/oneaday-day-112-youre-the-inspiration/#respond Mon, 25 Mar 2019 23:57:46 +0000 https://imnotdoctorwho.moegamer.net/2019/03/25/oneaday-day-112-youre-the-inspiration/ (After-the-fact note: This was written before the Great ProJared Controversy of 2019. I stand by what I said here, because it's how I felt at the time, and however one might feel about his alleged behaviour, I can't deny that his professional work inspired me to create.) This is a topic I will doubtless revisit … Continue reading #oneaday Day 112: You're The Inspiration

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    (After-the-fact note: This was written before the Great ProJared Controversy of 2019. I stand by what I said here, because it's how I felt at the time, and however one might feel about his alleged behaviour, I can't deny that his professional work inspired me to create.)

    This is a topic I will doubtless revisit fairly often, but today I wanted to talk about a creator that has inspired me, and who has had quite an influence on at least certain aspects of my work — specifically, the video side of things.

    I'm referring to a chap called ProJared, who is a gaming YouTuber that both my wife Andie and I very much enjoy watching. He used to have a channel where he did more "scripted" videos and is apparently most well-known for his "one minute review" series. I actually thought the latter was among the weakest of his scripted content, but then I generally prefer longer stuff anyway — hence the fact my own videos tend to err on the longer side. (People often say that they put Let's Plays on as "background noise" — the wife and I certainly do while we're falling asleep — so long videos are great for that.)

    Anyway, Jared's main channel has been largely defunct for quite some time now. I'm not sure of the reasons behind this, but from what I understand it is down to personal and mental health issues that are no-one's business but his own. He has, however, been ramping up both his streaming and Let's Play efforts on his second channel, ProJared Plays, and over time I've actually found myself enjoying this content more than his scripted stuff. This surprised me, because when I first stumbled across his channel, I thought I'd prefer his more "produced" content, but actually the opposite has ended up being true.

    Jared is an exemplary Let's Player, so far as I'm concerned. He's passionate, he's friendly, he reacts like a human being rather than a screeching teenager, and he manages to pull off that incredibly difficult balancing act between being progressive and inclusive and not being an incredibly obnoxious twat about it. His Let's Plays include the audience in what he's doing (he refers to things that are going on by saying "we" rather than "I", a habit that I've subconsciously picked up while recording Let's Plays, but am quite happy to keep) and he has a great sense of humour about everything he does.

    I also greatly respect him for taking on a variety of games that are a bit off the beaten track rather than just going for either the popular games or "streamer bait". Some of the first videos I saw of his were his explorations of the old Gold Box Dungeons and Dragons games for PC, as well as an almost entirely forgotten Westwood D&D production for Turbografx, of all things, called Order of the Griffon. But it's not all old stuff; he often tries out newer indies and visual novels, and is a particular fan of both narrative-centric stuff and scary games.

    You're probably building up something of a picture of why I like him, huh.

    Anyway, Jared has been a big inspiration for me. When I was pondering what to do with YouTube that would be something unique rather than just rehashing other content in a different medium, his Let's Plays were extremely influential in me developing a style that I was comfortable and confident in, and that you've hopefully seen me grow into over the course of the series that I've been experimenting with.

    I've tried to follow suit with his friendly, audience-inclusive style of presentation and I've received a few kind comments saying that my videos remind the viewers in question of good old days sitting around playing games with friends, which was exactly the sort of vibe I was going for, so I'm really happy about that.

    I'm not trying to ape ProJared by any means — I can only dream of his viewer counts! — but I wanted to acknowledge that he has been a great inspiration and a strong influence on me. And perhaps encourage you to check out his work if you haven't enjoyed it for yourself! His recent playthrough of a cooperative Super Mario World ROMhack with his "Miss Editor" (who is as much a personality-packed part of his videos as he is at this point, despite only ever appearing as disembodied text during videos) has been a particular highlight, but there's a whole lot of goodness to be found among his past work, too. If you want a really good giggle, check out his "Mario Go Fish" drinking game and the following two absolutely hammered Minecraft videos. (All three are collected in one convenient playlist here.)

    You're not reading this, Jared, but thanks. Not just for giving me some great ideas, but for continually entertaining me, even when I've had difficult days, weeks, months. There have been times where your videos have really helped me out of a dark place. So I'm proud to count you among the growing list of people who have influenced and inspired my work.

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    #oneaday Day 111: Five Days https://imnotdoctorwho.moegamer.net/2019/03/24/oneaday-day-111-five-days/ https://imnotdoctorwho.moegamer.net/2019/03/24/oneaday-day-111-five-days/#respond Sun, 24 Mar 2019 23:01:04 +0000 https://imnotdoctorwho.moegamer.net/2019/03/24/oneaday-day-111-five-days/ Five days until a blissful two weeks of freedom! Yes, after this next week is over I've got two whole weeks off from the day job, which will be blissful. I don't hate my day job or anything, but like most jobs, it is frequently exceedingly boring, and with my mood having been a bit … Continue reading #oneaday Day 111: Five Days

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    Five days until a blissful two weeks of freedom!

    Yes, after this next week is over I've got two whole weeks off from the day job, which will be blissful. I don't hate my day job or anything, but like most jobs, it is frequently exceedingly boring, and with my mood having been a bit low recently this boredom hasn't exactly been conducive to making me cheer up a bit.

    I'm not doing anything particularly specific during the two weeks off. My wife Andie is going away for some of the time to go and meet up with some Final Fantasy XIV friends — one of whom is coming from abroad — and I'm on cat-sitting duty. Which is fine by me — to be honest, more often than not, a "holiday" at home is absolutely wonderful, because you can just do the things you want without having to worry about the things you have to do. Unless you booked holiday specifically to do something, obviously.

    I'm going to use the time productively rather than sitting around in my pants (well, there will probably be a fair amount of sitting around in my pants, because the things I want to do are not necessarily incompatible with sitting around in one's pants) because there's lots of stuff I want to get done for the site and for YouTube. I may be bored in my day job, but I've been feeling super fired up about my various projects just recently, so this couple of weeks off will be an ideal opportunity to get a bunch of stuff prepared and ready to go.

    Specifically, I'm hoping to prepare a whole bunch of videos for the coming weeks so the YouTube channel can pretty much take care of itself, and then alongside that I will, of course, be doing plenty of writing. I'm also going to assemble some more books, too; I'll be "announcing" Volume 1 officially tomorrow and I'm aiming to have Volume 2 ready for the end of next month. Then Volume 3 will follow, covering 2018, and after that I might have a few smaller collections to put together, too.

    With regard to Volume 2, I will probably be leaving out the Grisaia feature, because I haven't yet played through The Eden of Grisaia and I would kind of like to collect all the Grisaia stuff together, perhaps into one single standalone book. This would make a certain amount of sense, as the Grisaia stuff is very long — the current article on Yuuji is 10,000 words by itself, for example! I have The Eden of Grisaia (and the various spinoff games) pencilled in to cover in the next few months, as it's high time I put that series to bed, but I've been waiting for the right opportunity to do it "properly".

    Anyway. Before all that I have a week of work to survive, so wish me luck!

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    #oneaday Day 110: Pickups https://imnotdoctorwho.moegamer.net/2019/03/24/oneaday-day-110-pickups/ https://imnotdoctorwho.moegamer.net/2019/03/24/oneaday-day-110-pickups/#respond Sun, 24 Mar 2019 01:08:17 +0000 https://imnotdoctorwho.moegamer.net/2019/03/24/oneaday-day-110-pickups/ I went out to our local CEX earlier today — CEX is a nationwide chain of second-hand video game shops, for those unaware and/or American — in the hope that I might find a copy of Lost Sphear I had seen a few weeks back. Chris (of podcast fame) had reminded me that Lost Sphear … Continue reading #oneaday Day 110: Pickups

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    I went out to our local CEX earlier today — CEX is a nationwide chain of second-hand video game shops, for those unaware and/or American — in the hope that I might find a copy of Lost Sphear I had seen a few weeks back.

    Chris (of podcast fame) had reminded me that Lost Sphear had only seen a very limited physical release direct from Square Enix, so a copy out in the wild was something worth nabbing — particularly as it was only £22, which is cheap as chips for a boxed Switch game.

    I wasn't anticipating it still being there as the last time I went into that CEX must have been a month or two back, but as fortune would have it, it was still there! I guess it's a game that was just a little too obscure for your average CEX-goer to pick up and go "ooh, I'll 'ave that". Anyway. I now have a copy of Lost Sphear, which is nice.

    I took the opportunity to grab a bunch of cheap stuff for older platforms too, and came away with an armful of goodies for just £30 in total. Besides Lost Sphear, I nabbed Dead Rising, Dead Rising 2, Dark Sector and The Club for Xbox 360, and International Cue Club 2, Smash Court Tennis Pro Tournament, Primal, Pipe Mania, Tourist Trophy, Fighting Fury, Gottlieb Pinball Classics and Fantavision for PS2. Most of these were 50p. Bargain.

    Can't do that with your fancy-pants Google Stadia now, can you?

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    #oneaday Day 109: The Gated Community, Part 2 https://imnotdoctorwho.moegamer.net/2019/03/22/oneaday-day-109-the-gated-community-part-2/ https://imnotdoctorwho.moegamer.net/2019/03/22/oneaday-day-109-the-gated-community-part-2/#respond Fri, 22 Mar 2019 10:42:34 +0000 https://imnotdoctorwho.moegamer.net/2019/03/22/oneaday-day-109-the-gated-community-part-2/ I was actually talking about "the good old days" of pre-social media Internet communities before I got distracted, wasn't I? Let's revisit that. I've already talked about my earliest experiences with the "gaming community" as being on CompuServe's GO GAMERS forum. I guess my next encounter with them would have been 1up.com, a site which … Continue reading #oneaday Day 109: The Gated Community, Part 2

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    I was actually talking about "the good old days" of pre-social media Internet communities before I got distracted, wasn't I? Let's revisit that.

    I've already talked about my earliest experiences with the "gaming community" as being on CompuServe's GO GAMERS forum. I guess my next encounter with them would have been 1up.com, a site which my brother was in charge of from its launch onwards and for several years afterwards.

    1up.com is defunct now, but it was very ahead of its time in a lot of ways. Besides the articles from the staff, it allowed each and every user their own personal homepage to set up how they saw fit, and as part of this homepage every user had the opportunity to post a blog. This was, I think, my earliest encounter with blogging, and although I'd previously done some professional writing work for PC Zone and Official Nintendo Magazine at this point, this was probably the first time I'd written purely for pleasure about games since firing up AtariWriter on the 130XE and printing out my own "reviews" of games I'd been playing on our Epson-compatible Star dot-matrix printer, the noise of which used to mildly terrify me.

    User homepages were just part of the 1up.com puzzle though. The site also played a leading role in establishing the format of gaming podcasts thanks to its long-running 1up Yours show, which I even appeared on a couple of times. And as a companion to the podcast, there was a forum specifically for discussing matters relating to "1up Radio" — the podcast and surrounding projects, such as the later video-based 1up Show.

    The 1up Radio boards became a spiritual home for me. The people there were intelligent, articulate and wordy. People liked to discuss things in depth and detail, with a respectful tone even when there were disagreements, and at one point the community here even collectively established a project to continue an aborted features on the podcast: the exploration of our collective Piles of Shame, the games we'd bought but had never gotten around to finishing or even playing in some cases.

    A loose collective quickly became a more organised group known as The Squadron of Shame, and we took on "missions" in a sort of "book club" format; we'd pick a game together, then play it through at the same time, posting our thoughts in a dedicated thread on the 1up Radio forums. We often got a shout-out on the podcast for continuing the work the podcast hosts hadn't been able to find the time for, and in the process each of us discovered some interesting games. Among other things, my early time with The Squadron of Shame was my first encounter with the Project Zero/Fatal Frame series.

    One of the best things about the Squad and, more broadly, the Radio boards, was that we had a little corner of the Internet to call our own. The platform-specific boards on 1up.com were full of the usual fanboy arguments, but the Radio boards were different. The population was, on the whole, older and more mature in attitude; people liked to talk and discuss rather than make drive-by statements. It was an eminently pleasant place to hang out.

    Then one day, everything changed. Someone behind the scenes decided that it would be a good idea to merge all the 1up.com boards — of which there were probably 15-20 or so? — into just two: "Games" and "Not Games". I'm sure you can imagine what happened next, as the 12-year old fanboys were suddenly thrown into the pit with intelligent people in their 20s and 30s. Chaos. Absolute chaos.

    The first Squad mission we attempted after this great "merge" was Psi-Ops on PS2. The person who posted the initial "briefing" post on the forum, as always, went into detail about the game, why it had been chosen and some bits and pieces about its history. The first response? Some moron complaining about a "massive fucking wall of text". We knew then that this was no longer a good place to host our discussions; throwing everyone into the same pool forces the lowest common denominator to become default.

    The story of the Squad continues further from there, but the important thing here is that our best years were during the period where we were part of a clearly "gated" community. We had our own space in which we felt safe and able to discuss things in the manner that we found interesting and enjoyable. When that was taken away from us, that was, in many ways, the beginning of the end — though we struggled on for a number of years across various platforms beyond this.

    It's increasingly difficult to find spaces like that these days. Forums like NeoGAF and Resetera still follow the "Games/Not Games" formula rather than making more sensible subdivisions, and the overzealous, draconian moderation on the latter in particular makes it an undesirable place to go and hang out anyway.

    For me, setting up MoeGamer was an important means of me being able to express myself about the things that are important to me in a way that I am comfortable and confident with. I'm extremely happy to welcome people into that space, and I've made some good friends in the process. But I'm still aware that it's not quite the same as those pleasant days of our nice, quiet "gated community" away from the noise and chaos of the broader gaming public. I don't think those days are ever coming back while social media continues to be a thing, and that makes me a bit sad — but at least I still have those fond memories!

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    #oneaday Day 108: The Future of Gaming? God, I Hope Not https://imnotdoctorwho.moegamer.net/2019/03/21/oneaday-day-108-the-future-of-gaming-god-i-hope-not/ https://imnotdoctorwho.moegamer.net/2019/03/21/oneaday-day-108-the-future-of-gaming-god-i-hope-not/#respond Thu, 21 Mar 2019 11:23:32 +0000 https://imnotdoctorwho.moegamer.net/2019/03/21/oneaday-day-108-the-future-of-gaming-god-i-hope-not/ So Google announced Stadia recently, and tech enthusiasts have been tripping over themselves to be the first to declare it "the future of gaming". I really hope it isn't. Past experience with tech such as OnLive and PlayStation Now suggests that it probably won't be. But the risk factor is significantly higher now than it … Continue reading #oneaday Day 108: The Future of Gaming? God, I Hope Not

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    So Google announced Stadia recently, and tech enthusiasts have been tripping over themselves to be the first to declare it "the future of gaming".

    I really hope it isn't. Past experience with tech such as OnLive and PlayStation Now suggests that it probably won't be. But the risk factor is significantly higher now than it has been. And if it somehow does end up being the future of gaming… well, that's where I jump off from staying "current", and start to fill out my collections for past generations.

    For the uninitiated, Stadia is a platform that allows you, through any web browser and theoretically any Web-connected device, to stream video games. That means no downloads, no installing, no patching, just click on a game and start playing. The game itself runs on Google's hardware — which they claim is more powerful than the current PS4 Pro and Xbox One X combined — and the video output is streamed back to you, in glorious 4K 60fps HDR and all those numbers and acronyms that only people more interested in tech than content care about.

    It's a good idea on paper. A standardised platform will be good for triple-A developers in particular, who would be able to focus on making one version of their game work really well rather than three or four, and no-one will be left out in the cold because they don't have the latest iteration of a particular hardware platform. So long as your Internet connection is up to the job of streaming 4K 60fps HDR video, of course. And for many people at the moment, that's a big "if".

    There are so many problems I have with this, though — chief among them being the idea of ownership. With a streaming service, you don't own anything, you're renting at best. And as such, you're even more at the mercy of publishers, licensing agreements and all manner of other bullshit than we already are with the digital marketplace. Want to play this game which the license for the cars used in has already expired? Tough luck, it's gone. Want to play that game in which a Japanese voice actor got into trouble for being caught with cocaine? Sorry, we had to remove it. Want to play Scott Pilgrim vs. The World? Never heard of it!

    Meanwhile I can go to my PS2 shelf right now, pull down OutRun 2006: Coast 2 Coast and play it. Hm. Score one for the physical generation.

    The physical matter is a big deal to me. I value games as possessions as much as the experiences I have with them. I've long been a proponent of the idea of "crystallised memories" — the idea that physical possessions can be embodiments of experiences that were important to you. And for me, this is true whether it's an indirect association — the object makes you think of something tangentially related to it — or a direct one where you remember specific things you did with that specific object.

    One might argue that placing importance on this side of things leads to hoarding, and perhaps that's true for some people. But I only keep hold of those things that are genuinely important to me. Over the years, I've ditched lots of things that I just… "had". But the games in my collection? I have associations with important memories for pretty much each and every one on my shelf, and they are not things I want to abandon. With "the streaming future", that significant and important part of my hobby would be denied to me in future years.

    There's also the question of disposability. Few can deny that music and movie streaming services have very much found a place in modern society… but even the most ardent enthusiasts of these services acknowledge that they devalue the individual works and make them far more disposable.

    Music is particularly prone to this. When was the last time you sat down and actually listened to a full album from start to finish? (For me, it was February 11 of this year) Probably not for a while. Chances are you've picked and chosen your favourite tracks from several thousand albums and added them to your "chillout" or "motivational" playlists, then put them on while you're trying to get things done. They're just background noise rather than something to be appreciated on their own merits. And this isn't even getting into how much harder the streaming world has made it for musicians to make a living from what they do.

    When I buy a game, it's because I look forward to the experience I will have with it. I've mentioned before that I specifically add games to my collection not to particularly try and be "complete" or anything, but because they are things I am interested in experiencing and writing about. I buy a game with the intention of experiencing it to its fullest; things I buy with Cover Game features in mind in particular are games that I know I'm going to be playing from start to finish, no questions asked.

    I make an investment in these games. Even if I have no intention of playing a new acquisition immediately, it's an investment for the future. It has value. I've specifically chosen to bring it into my life, and as such I intend to make the most of it.

    With a streaming service, I have none of that sense of "attachment". It becomes more of a case of "what do I feel like today?" and picking from a huge list. And I feel this, ultimately, will discourage people from seeing games through to their conclusion — something that the industry as a whole already struggles with, hence the rise of odious "games as a service" practices that aim to keep people invested (both in terms of time and money) in the long term. Because even if you're just paying a flat rate to access all of Stadia's content — and the details of this haven't been announced yet — you can bet your billy-o that EA and its ilk will still be ramming their games full of microtransactions. In fact, they'll have even more incentive to do this if they're competing for a slice of subscription fees rather than getting people to buy new copies of games at launch.

    Thankfully, there is a certain amount of hope here. In both the music and movie sectors, the physical markets may be smaller, but they still exist — and even cater specifically to those who place importance on physical versions. Vinyl, a format once thought completely dead, is making a comeback. CDs are often cheaper than digital albums. Alternative methods of physical distribution such as USB devices and Blu-Ray discs are being explored.

    Similarly, the gaming industry is responding. There will be a physical version of Cuphead — a previously digital-only game — on Switch, and if Nintendo has any sense, more like this will follow. "Boutique" limited-run publishers are thriving. Niche publishers put out affordable, high-quality limited editions that celebrate their new releases. And, talking to people online, I'm not the only person who still likes holding a new game in their hands rather than just clicking "download" — or, worse, "stream".

    The future of gaming? Not if I have anything to say about it.

    The post #oneaday Day 108: The Future of Gaming? God, I Hope Not appeared first on I'm Not Doctor Who.

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    #oneaday Day 107: The MoeGamer Compendium, Volume 1 https://imnotdoctorwho.moegamer.net/2019/03/20/oneaday-day-107-the-moegamer-compendium-volume-1/ https://imnotdoctorwho.moegamer.net/2019/03/20/oneaday-day-107-the-moegamer-compendium-volume-1/#respond Wed, 20 Mar 2019 10:07:10 +0000 https://imnotdoctorwho.moegamer.net/2019/03/20/oneaday-day-107-the-moegamer-compendium-volume-1/ Morning folks! Couple of things to share with you today. Firstly, you may have received an email about upcoming changes to Patreon. Apparently there has been the usual misinformation and rage flying around about this elsewhere on the Internet (having ignored Twitter completely for a week now, I have remained blissfully unaware) but I wanted … Continue reading #oneaday Day 107: The MoeGamer Compendium, Volume 1

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    Morning folks! Couple of things to share with you today.

    Firstly, you may have received an email about upcoming changes to Patreon. Apparently there has been the usual misinformation and rage flying around about this elsewhere on the Internet (having ignored Twitter completely for a week now, I have remained blissfully unaware) but I wanted to reassure you all that the proposed changes will have no impact on either me or you.

    Patreon already takes a cut of what you kindly pledge to me — that's how they operate as a business, they're not a charity! — and thus if I see any changes at all to my income, they will be minor at best, particularly as a small creator without any large reward tiers. Likewise, you kind Patrons shouldn't see any changes either; your continued support is very much appreciated, and is always invested into something that will be useful for my projects, be it equipment, software, operating costs or simply new games to cover!

    Short version: nothing to worry about here.

    Right! Onto the second, far more exciting thing. And that is that The MoeGamer Compendium, Volume 1 is now available, including a compilation of the Cover Game features from 2016! My proof arrived much earlier than anticipated and I'm very happy with it, so it is my great pleasure to announce that it is now available to purchase at this link. I will be officially announcing and promoting this more actively starting next week, but feel free to share the link with anyone you know who may be interested.

    The book is available in softcover and hardcover imagewrap variants, as well as a PDF electronic version. Here's a look at the hardcover version:

    It's a weighty old tome — about a kilogram, to be exact. I won't lie, it's extremely satisfying to hold that in my hands and recall that it represents just a fraction of what I've created over the course of the last few years.

    The hardcover version has a matt imagewrap on the outside. There was the option of creating one with a removable dustjacket, but that would have bumped the cost up a bit — and since it's a substantial book already I didn't want to get too extravagant.

    Here's the back cover. It has an ISBN and everything. It's a real book!

    Inside, you'll find each "chapter" begins with a colour page like this, featuring some artwork from the game or series in question. Since the book is primarily a collection of the feature articles, do note that these are the only pictures! While I'd have loved to make a fully illustrated book, that would have bumped up both the page count and the cost considerably.

    Instead, the main content is presented in this nice readable font that I think looks rather pleasant. The articles themselves are mostly unchanged from their original form on MoeGamer, though in the case of those that made heavy use of references to images and video, I've made some minor edits to make them fit with the text-only format. I also haven't included the RPG Maker MV feature from 2016, since the majority of that consisted of image-heavy tutorials. Perhaps at some point in the future I'll expand my RPG Maker content and do a full, illustrated book on just that.

    And here's evidence that it is indeed a chonker. 394 pages of chonk, to be exact, and something I'm very excited to have on my shelf. As with most things I do, I've primarily done this for my own gratification — and as a means of having a nice "hard copy" of my work should, God forbid, anything happen to WordPress or MoeGamer — but I'm very happy to make it available to you fine folks and the broader general public. I'm not expecting to sell many (any?!) copies but the option is there — plus the small profit I make on each book is another way you (and perhaps your friends and family!) can support my work on MoeGamer and Atari A to Z.

    Thank you, as always, for your kind support! There will be more of these books coming in the very near future to cover 2017, 2018, 2019 (when it's over!), regardless of how this one sells, and perhaps some other collections of articles too. If there's anything on the site you might be interested in seeing collected together into a book, please let me know — now I've got the basic template set up it's pretty straightforward to put more together.

    The post #oneaday Day 107: The MoeGamer Compendium, Volume 1 appeared first on I'm Not Doctor Who.

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    #oneaday Day 106: The Gated Community, Part 1 https://imnotdoctorwho.moegamer.net/2019/03/19/oneaday-day-106-the-gated-community-part-1/ https://imnotdoctorwho.moegamer.net/2019/03/19/oneaday-day-106-the-gated-community-part-1/#respond Tue, 19 Mar 2019 14:01:06 +0000 https://imnotdoctorwho.moegamer.net/2019/03/19/oneaday-day-106-the-gated-community-part-1/ You know what I miss from "the good old days" of The Internet? (And by that, I mean "the pre-social media age") Clearly demarcated communities. I'm going to talk a bit about my past experiences with these over the course of the next few posts. Nowadays this sort of thing isn't a fashionable thing to … Continue reading #oneaday Day 106: The Gated Community, Part 1

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    You know what I miss from "the good old days" of The Internet? (And by that, I mean "the pre-social media age") Clearly demarcated communities. I'm going to talk a bit about my past experiences with these over the course of the next few posts.

    Nowadays this sort of thing isn't a fashionable thing to say and brings forth accusations of "echo chambers" and suchlike, and to be sure there's a certain amount of truth to those words. But I have far more fond memories of being a member of various "gated" communities rather than the messy, free-for-all that is modern social media. Sadly, this seems to be an age long gone.

    My first experience with online interactions was via online service CompuServe, which I discovered the other day is still sort of around in the form of a pleasingly simple, straightforward and rather retro home page. These interactions on CompuServe took a few forms: there was the real-time "CB Simulator", which was an early incarnation of real-time chat. There were the forums, which is where I spent the majority of my time. And there was email, which I mostly used to try (and fail) to hook up with girls I'd met in the CB Simulator, all the time conscious that I was sharing a single email address with my parents.

    The gaming forum on CompuServe, GO GAMERS, was a fun hangout — although in retrospect I don't remember doing a ton of interacting with others there. Instead, I'd spend a lot of my time downloading shareware and freeware that previously I'd have had to rely on magazine cover disks and the local shareware library to get copies of.

    I did have one significant interaction, though: I met a guy whose name is now lost to the mists of time (I want to say Clayton something?) who claimed to be from renowned shareware publisher Apogee, and he was on the hunt for fan-created levels for Wolfenstein 3-D that could be included in an upcoming expansion pack. I'd recently got into Wolfenstein editing, and had been discussing level design and editor software in the forum. Long story short, this guy offered me $200 for my levels. I talked it over with my parents, and they didn't see any particular danger — the guy wasn't asking for any unreasonable personal details or anything, and besides, we had clear records of all of my communications with him should anything untoward happen.

    To be honest, I wasn't expecting anything to come of this particular interaction, but I was happy to take a chance on it. I sent him my pack of ten levels and waited. He thanked me, then there was nothing for a little while.

    Then a few months later, I got a package in the post. Contained within were three floppy disks: one containing a copy of the full registered version of Wolfenstein 3-D (which I actually didn't own at the time — all my levels had been created for the shareware version!) and two that held the "Super Upgrades" expansion he'd been telling me about. As well as that, there was a cheque for $200. I attempted to cash it and it was indeed real.

    $200 is a lot of money to a secondary school kid. It did not, however, take long for my friends to convince me to spend it on video games. A fool and his money and all that.

    All of the above is irrefutable proof that I'm technically a professional game developer. All thanks to GO GAMERS, may it rest in digital peace.

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    #oneaday Day 105: Off the Beaten Track https://imnotdoctorwho.moegamer.net/2019/03/18/oneaday-day-105-off-the-beaten-track/ https://imnotdoctorwho.moegamer.net/2019/03/18/oneaday-day-105-off-the-beaten-track/#respond Mon, 18 Mar 2019 13:47:07 +0000 https://imnotdoctorwho.moegamer.net/2019/03/18/oneaday-day-105-off-the-beaten-track/ Something occurred to me the other day that… I think I'd always known, but for one reason or another, it came into sharp focus while I was writing an article. Have you noticed that, when looking back to gaming eras such as the PS1 and PS2 in particular, the games that tend to attract the … Continue reading #oneaday Day 105: Off the Beaten Track

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    Something occurred to me the other day that… I think I'd always known, but for one reason or another, it came into sharp focus while I was writing an article.

    Have you noticed that, when looking back to gaming eras such as the PS1 and PS2 in particular, the games that tend to attract the most excitement and interest among wannabe gaming historians and retro collectors tend to be the ones that were a little more obscure, perhaps a little more clunky, perhaps a big bit "weird"?

    Part of the reason for this is that a lot of the "big name" well-known games from those ages have been rereleased several times over the years — franchises like Final Fantasy and Metal Gear Solid are prime examples — but it's also down to the fact that a lot of the lesser-known games simply didn't have a lot of time and attention devoted to them in the press of the period… and the Internet wasn't around for the community to pick up the slack.

    Somehow, though, many of these games have endured and become cult classics or highly prized on the collector's market, and I think that's cool. Well, maybe not the "collector's market" bit; it's nice to be able to afford things sometimes! But more importantly, it's also a good reminder of why I started doing what I'm doing with MoeGamer, and indeed before that with my JPgamer column on USgamer… and before that with my work on Games Are Evil.

    The vast majority of the games I cover on MoeGamer — particularly the Cover Game features — are deliberately chosen because they don't get a lot of column inches devoted to them in the current commercial press. The reasons for this are many and varied, the most likely being that there simply isn't time to cover every game out there, and the EA, Ubisoft and Activision games of the world are always going to pull in more ad impressions than some peculiar RPG. Their audiences are inherently larger, which means more readers for coverage, which means more ad revenue for commercial sites. It makes business sense, but it doesn't do a lot to paint a broad picture of this era of gaming from a historical perspective.

    The realisation I came to is that what I'm doing now is basically what some people are still doing today with relatively unheard-of PS1 and PS2 games: finding experiences that are somehow interesting, unusual, creative or otherwise fascinating, and celebrating them regardless of their perceived "status" in the industry. We live in an era now where there are distinct "tiers" of game releases, different people have different tastes, and a game selling ten million copies doesn't necessarily mean that it's either "good" or universally appealing; it just means it's a blockbuster.

    That's why I get fired up and excited about what I do. There aren't many places out there writing about the things I do in the amount of depth I do. And while my audience may be small in comparison to some other destinations on the Web — I'm a one-man show, remember, with the exception of Chris' excellent contributions to the podcast — I like to think I'm doing my little bit to highlight some unusual, off-the-beaten-track experiences now rather than twenty years down the line… which hopefully means people won't be stuck having to pay £80 for a copy of [insert obscure RPG here]!

    If nothing else, people stop by literally every day to read about Honey Select Unlimited on MoeGamer, so there's always that…

    The post #oneaday Day 105: Off the Beaten Track appeared first on I'm Not Doctor Who.

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    #oneaday Day 104: New Acquisitions https://imnotdoctorwho.moegamer.net/2019/03/17/oneaday-day-104-new-acquisitions/ https://imnotdoctorwho.moegamer.net/2019/03/17/oneaday-day-104-new-acquisitions/#respond Sun, 17 Mar 2019 18:12:28 +0000 https://imnotdoctorwho.moegamer.net/2019/03/17/oneaday-day-104-new-acquisitions/ My parents stopped by to visit today. We haven't seen them for a while, so it was nice to catch up, particularly now they're doing a lot better than when we saw them around Christmas. (They are also reading this, so be nice!) My Dad was good enough to brave the loft at my childhood … Continue reading #oneaday Day 104: New Acquisitions

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    My parents stopped by to visit today. We haven't seen them for a while, so it was nice to catch up, particularly now they're doing a lot better than when we saw them around Christmas. (They are also reading this, so be nice!)

    My Dad was good enough to brave the loft at my childhood home and attempt to retrieve a few additional bits of software that I thought was still lurking somewhere or other. Specifically, I knew that there were a few MicroProse titles for Atari ST that it would be nice to have hold of, plus a few games that I knew we once had that seemed to be missing from the collection they brought down last time they came to visit.

    Well, he found three full boxes of stuff:

    The contents included both PC (DOS and Windows 3.1/95-era) games and software, plus most of the ST stuff I'd correctly assumed was still lurking somewhere or other. Here are a few highlights:

    Here's a DOS-era PC game from Accolade that I remember being very interested in because it was sort of "illicit" thanks to its stomach-churning horror imagery. I liked the game itself, too; I just never really got anywhere with it, though judging by the graph paper in the box, I'd at least attempted to at some point.

    This was one of my favourite games back in the day: Space Rogue by Origin. This was an interesting combination of space sim and role-playing game, the likes of which I haven't really seen since. The space sim was full-on 3D polygons, including navigation, combat and flying through warp gates to get from sector to sector, while the role-playing game section was presented like its contemporaries from the Ultima series, using a combination of top-down tile-based graphics and text.

    One thing I absolutely adored about Origin's games was that they always came with a bunch of "in-character" stuff that could help you immerse yourself in the game world. Here, for example, is a promotional flyer for the galaxy's hottest new arcade game, Hive! And yes, you can actually play Hive! as part of Space Rogue.

    The manual for Space Rogue was presented as an actual manual for the spaceship you spent the duration of the game in, annotated with comments from the ship's previous owner, plus added coffee stains here and there.

    Here's another beast of a package: Spectrum Holobyte's Flight of the Intruder, the sequel to their popular F-16 simulation Falcon. Flight of the Intruder was based on a novel which, conveniently, was included as part of the game package.

    Also, when I say "remember manuals?" I'm not referring to the little pamphlets you used to get with PS2 games. I'm talking about beasts like this one. Spiral bound! Over a hundred pages!

    The heaviest package among today's acquisitions is undoubtedly A320 Airbus, a game about flying an A320 Airbus. Well, "game" kind of undersells it a bit; this is a realistic flight simulator in the Flight Simulator mould, only with a particular emphasis on commercial flight, and including some game-like structure where it evaluates your performance in handling various situations.

    Much of the bulk comes from the collection of high altitude enroute charts and a book of ILS approach charts, both of which are genuinely useful during gameplay for navigation and setting up landing approaches.

    The bulk of that manual shouldn't be underestimated though. Look at the state of that. Beautiful, high-quality coated paper and a glossy front cover. Delicious. This wasn't a MicroProse game, but you could generally expect this sort of quality from their titles too — very much a feeling of these games being "premium" titles for grown-ups.

    Despite the thickness, the A320 Airbus manual is actually kept rather readable with large print and broad line spacing. This helps make what could be an extremely daunting game seem a little more approachable.

    And the final highlight for today has to be ERE International's Teenage Queen, a strip poker game for Atari ST that was my second ever encounter with lewd games, following Artworx's imaginatively titled Strip Poker for Atari 8-bit.

    Teenage Queen, like most strip poker games at the time, followed a slight twist on five-card draw poker and saw you facing off against an anonymous opponent designed by artist Jocelyn Valais. Valais worked on a few titles in the 16-bit computer era, but seemed to disappear off the face of the planet following Infogrames' simple digital adaptation of Beauty and the Beast.

    Teenage Queen became somewhat legendary for a couple of reasons: firstly, all the "spectaculor" images for the heroine's various states of undress were stored in unprotected .pi1 image files on the disk, allowing you to make use of the popular graphics program Degas Elite (for which .pi1 was its native format for 320x200x16 colour low-resolution images) to simply ogle to your heart's content without having to play all that pesky poker.

    The second was that once you got the young lady in the nip, she carried on playing, until this happened:

    Oh no! She was a robot all along! Oh well. Given the advances in technology in that regard in recent years, I don't think that would stop a lot of people I know.

    Aaaanyway… having now found a home for these new acquisitions plus the other goodies in those boxes, my upstairs "study" now looks like this from various angles:

    On the left we've got big-box PC stuff, both 3.5" floppy disk and CD-ROM. Across the top shelf from the middle onwards we have some Atari 8-bit stuff and then some Microsoft Windows stuff I couldn't find any other home for over on the far right. The other stuff you may well have seen before if you've been following me for a while; on that middle shelf we have a NES and a few games, a Saturn (sans cables or controllers), a Game Gear with a knackered speaker and partially buggered screen and an old digital camera. Then over on the far right we have my collection of Philips Videopac games for the G7000.

    Here's a better view of the Videopac stuff, plus my cool Pong poster signed by Nolan Bushnell. That turned up in the post one day while I was working on GamePro; I can't remember why, because this was long after Atari had tried to "reboot" Pong on PS1. Perhaps it was just some sort of goodwill gesture from a PR company. Either way, I like it.

    Here's what's on the desk: an Atari 520ST with two floppy drives (one single-, one double-sided), a Philips G7000, a Sony Trinitron TV-monitor, and an Atari 130XE with two disk drives and a tape deck. The tape deck currently lacks a power cable, but the two disk drives work. Also apparently some cat ears from somewhere.

    And here's the shelf at the side of the room. This is all Atari ST stuff, mostly games, but there are a few cool bits of software in there, like the various releases of the Replay sound sampling software and some music sequencing packages such as Steinberg Pro-24. I also chose to keep all the beautiful Psygnosis boxes together up the top there.

    And panning left a bit, here's the majority of the big-box ST games collection. Plenty of old favourites I still enjoy booting up there — and some new acquisitions today that I'm really looking forward to revisiting for the first time in a good few years.

    The post #oneaday Day 104: New Acquisitions appeared first on I'm Not Doctor Who.

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    #oneaday Day 103: ACIDised https://imnotdoctorwho.moegamer.net/2019/03/16/oneaday-day-103-acidised/ https://imnotdoctorwho.moegamer.net/2019/03/16/oneaday-day-103-acidised/#respond Sat, 16 Mar 2019 23:32:18 +0000 https://imnotdoctorwho.moegamer.net/2019/03/16/oneaday-day-103-acidised/ At the time of writing, Humble Bundle is hosting a cracking deal for a bunch of really cool audio and music production software — it's on for three and a bit more days as I type this. The highlight of this package is, for me, ACID Pro 7, the not-quite latest version of a piece … Continue reading #oneaday Day 103: ACIDised

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    At the time of writing, Humble Bundle is hosting a cracking deal for a bunch of really cool audio and music production software — it's on for three and a bit more days as I type this.

    The highlight of this package is, for me, ACID Pro 7, the not-quite latest version of a piece of software I used to absolutely love using. Originally published by Sonic Foundry, who was later absorbed into the Sony empire, the software is now published under the Magix brand alongside a number of other former Sony creative packages including the well-regarded Vegas video editor.

    ACID, in its various incarnations, is what is known as a DAW, or Digital Audio Workstation. That's a fancy term for a software package that facilitates the production of music using MIDI, recorded audio or a combination of both. A typical DAW incorporates the ability to both record and arrange MIDI and audio sequences, then output the resulting mix to a final file that can then be burnt to CD if you're stuck in the '90s like I am, or turned into a standalone audio file if you're a normal person.

    ACID's strength has always been in its audio handling; the earlier versions of the software, if I remember correctly, didn't do anything with MIDI at all, meaning they were primarily useful if you were interested in sequencing samples. If you ever had a play with the eJay software that first appeared in the late '90s, the earliest versions of ACID provided a step up from that, with a much fuller suite of features for manipulating samples in various ways, including pitch-shifting, time-stretching, adding real-time effects and all manner of other exciting things.

    Despite its added complexity over more "casual" solutions such as eJay, another real strength of ACID has always been its accessibility and flexibility. There is a lot that the software can do if you know your way around a DAW, but at the same time it's not so daunting that a beginner can't put something together remarkably quickly. At its heart, ACID is a drag-and-drop program — drag a sample from the bin at the bottom into the timeline, and voila, you're on your way to producing the next floor-filler at Kaos. Maybe not. (I'm not sure Kaos is even still there.)

    Today, I acquired a new SSD for my computer intended primarily for media projects, so my video editing stuff will be on there rather than cluttering my main system SSD from now on. I picked up the ACID bundle from Humble, and have also found a good 30+ CD-ROMs filled with samples that I had from the early '00s, mostly published under the eJay branding, as it happens.

    I haven't sat down for a fiddle with ACID Pro 7 as yet, but having copied most of those CDs (the ones that have survived, anyway — a few of them have become unreadable) to my current system, I'm looking forward to bashing out some new silliness. Making ridiculous tracks with ACID helped keep me sane in 2003 while I was training to be a teacher, and even earlier than that was a highlight of some time I spent with my school friends.

    I'm looking forward to rekindling those feelings of creativity and joy that this software used to bring me — and to the fact that these sample CDs I have are now so old that they probably now qualify as being "cool" again. Sweet.

    Will I share any of my creations? Hmm. We'll see! 🙂

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    #oneaday Day 102: Breaking the Curse of the Modern Internet https://imnotdoctorwho.moegamer.net/2019/03/15/oneaday-day-102-breaking-the-curse-of-the-modern-internet/ https://imnotdoctorwho.moegamer.net/2019/03/15/oneaday-day-102-breaking-the-curse-of-the-modern-internet/#respond Fri, 15 Mar 2019 09:40:07 +0000 https://imnotdoctorwho.moegamer.net/2019/03/15/oneaday-day-102-breaking-the-curse-of-the-modern-internet/ "Do you remember when the Internet wasn't made up of six websites, each of which were made up of screenshots from the other five?" That's a comment I saw someone leave a little while back — ironically on Twitter, which is the main prompt for this discussion today — and it kind of struck a … Continue reading #oneaday Day 102: Breaking the Curse of the Modern Internet

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    "Do you remember when the Internet wasn't made up of six websites, each of which were made up of screenshots from the other five?"

    That's a comment I saw someone leave a little while back — ironically on Twitter, which is the main prompt for this discussion today — and it kind of struck a chord with me. What happened?

    Internet use has definitely changed over the years, and not just because of technology. When I was a teen, "using the Internet" was a special treat that you got to do when no-one needed to make a phone call, and when no-one else in the family needed to use the computer. I'd have half an hour or an hour to spend on CompuServe (and later, the Web) before being unceremoniously booted off to go and do something else. I made the most of that 30-60 minutes; I had some enjoyable interactions with people, downloaded some interesting files and even, on one memorable occasion, made $200 for some Wolfenstein 3-D levels.

    When I was at university, it was still the tail-end of the dial-up days, and so my use of the Internet was pretty similar; it was something you had to make an effort to go and use when you wanted or needed to, not this constant, looming presence that pervaded everything else you did. Yes, some of that use was pretty asinine — fond memories of dumb old Flash animations and sites like Hamsterdance — but it was a form of entertainment like any other. Spend some time with it as your main activity, then turn it off, put it away and do something else. (Perhaps involving the things you had downloaded during your Internet session!)

    Even the early "always on" broadband days still kind of worked like this; it was just a bit more convenient. Despite now having access to the Internet at the click of a button, it was still just a tool to be used as and when necessary or desired, not the be-all and end-all of existence. There were sites I would read when I felt like it, things I'd stumble across that people had told me about, interesting hyperlinks I'd follow. But it still wasn't the compulsion it is now; during idle moments, I wouldn't just "have a look" to see if anyone had sent me an email in the last five minutes.

    I was resistant to social media for quite some time. I recall all my friends getting very excited about Facebook, but I didn't join until a good year or two after it had started to get fashionable. I was away in the States visiting my brother, and setting up a Facebook account seemed like a good way to share the photographs I'd been taking while I was over there. I was just getting to grips with a new camera, so it was nice to be able to show everyone the cool things I'd been taking pictures of and the photography techniques I'd been experimenting with.

    I was likewise resistant to Twitter; I couldn't see the point. I didn't jump on Twitter until 1up.com, a place where I'd previously found a number of like-minded gamers, pretty much collapsed in on itself and our "squad" was left without a home. At the time, Twitter seemed like as good a place as any.

    What I didn't notice until it was too late was how much Twitter in particular comes to monopolise your Internet time, with many people now seemingly seeing it as the whole Internet. (I don't use Facebook any more, but from what I understand, this is a widespread feeling there, too, particularly among the older generation.) People would spend all day on Twitter waiting to jump on things they disagreed with, and the art of "public shaming" began. I was immediately uncomfortable with this and had a number of disagreements with friends over it, but I was seemingly in the minority.

    Now I feel like we're at a point where Twitter isn't even especially useful for one of the main things that people claim you "need" to use it for. In terms of my own work, a relative minority of views come from Twitter, because my attempts to promote it get so lost in the other noise that, more often than not, other people simply don't notice it — or don't want to click away from the latest Internet slapfight they're involved with. Instead, I've seen a number of people I know, like and respect resorting to posting images and memes simply because those inevitably generate more "engagement" such as likes and retweets — but what's the point? It's the digital equivalent of holding up a picture of a girl in a swimsuit and everyone applauding.

    I want to break this habit; it's unhealthy. I hate myself a little bit every time my hands are idle and they immediately grab my phone as an unconscious, automatic response. I know there's a lot of interesting stuff out there on the Internet still, and getting bogged down in the depressing, infuriating mire that is social media prevents you from enjoying all that fascinating stuff. So aside from my usual scheduled shares of MoeGamer and Atari A to Z content, I'm taking another step back from Twitter for a bit. I feel good every time I do this, and I feel like I should try and stick with it. Perhaps then I can rediscover the things that are cool about the Internet rather than despairing for the state of humanity every time I log on.

    Or maybe things really are that bad and Twitter is just the perfect microcosm of Internet culture at large. In which case the temptation to just pull the plug is enormous!

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    #oneaday Day 101: Book! https://imnotdoctorwho.moegamer.net/2019/03/14/oneaday-day-101-book/ https://imnotdoctorwho.moegamer.net/2019/03/14/oneaday-day-101-book/#respond Thu, 14 Mar 2019 14:31:38 +0000 https://imnotdoctorwho.moegamer.net/2019/03/14/oneaday-day-101-book/ I've been trying to figure out a good way to get a "hardcopy" of some of the writing I've worked on for some time, and the most convenient, usable service I've found to date is Blurb. Blurb isn't necessarily the cheapest or the best solution for self-publishing, but they have a good set of tools … Continue reading #oneaday Day 101: Book!

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    I've been trying to figure out a good way to get a "hardcopy" of some of the writing I've worked on for some time, and the most convenient, usable service I've found to date is Blurb.

    Blurb isn't necessarily the cheapest or the best solution for self-publishing, but they have a good set of tools and previous proofs I've ordered from them have looked nice. What I haven't really been able to figure out was a particularly cost-effective way of archiving stuff in bulk. I'm quite wordy, you see, and that tends to fill quite a few pages.

    Probably the main issue is that in previous attempts I've been trying to create a "coffee table" type of book with lots of images and colour, when in fact the long-form nature of my writing is better suited to a more… "normal" book. So I've done an experiment and formatted all the 2016 Cover Game feature articles into one of these more "normal" books, with a splash of colour here and there for interest. It came out at 394 pages, and that was skipping the RPG Maker MV feature, which was very image-heavy and not really appropriate for a text-centric book.

    I'm interested to see how this will come out. Blurb take quite a while to print and send out proofs, so I should hopefully have something to share by about the 26th or so. After that, if there's interest, I can put hardcopies and ebook versions up for sale, just in case you want me on your shelf! (If you don't, that's fine, too; I'm mostly doing this so I have a more "permanent" copy of some of the things I've written.)

    Anyway, just wanted to share that, and I'll let you know how it comes out when I receive my proof.

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    #oneaday Day 100 https://imnotdoctorwho.moegamer.net/2019/03/13/oneaday-day-100-2/ https://imnotdoctorwho.moegamer.net/2019/03/13/oneaday-day-100-2/#respond Wed, 13 Mar 2019 23:04:46 +0000 https://imnotdoctorwho.moegamer.net/2019/03/13/oneaday-day-100-2/ Well, here we are, a hundred consecutive days of my personal ramblings for your entertainment. Kind of, anyway. I know I had a few "accidents" along the way, but I do believe we're fully up to date right now. It's been a… contemplative few days, to say the least, partly prompted by Biffo's post from … Continue reading #oneaday Day 100

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    Well, here we are, a hundred consecutive days of my personal ramblings for your entertainment. Kind of, anyway. I know I had a few "accidents" along the way, but I do believe we're fully up to date right now.

    It's been a… contemplative few days, to say the least, partly prompted by Biffo's post from yesterday and a subsequent video that he and his Digitiser compatriots put out today (Patron-exclusive for now, but it'll be public on Friday) on the subject of why they all do what they do.

    I shan't spoil the entire contents of Biffo's video as I'd very much like it if you watched it on Friday, but a key point in the discussion was the use of creativity as a "coping mechanism". Specifically, creativity as a means of staving off mental health issues. Everyone involved in Digitiser had been touched by mental illness of one form or another to varying degrees, and every one of them had found solace in doing something that they love.

    Needless to say, I can relate. And I've always been that way; I recognise that now, even though I only really became aware of what depression and anxiety even were when I went to university, and only got a formal diagnosis of Asperger's a couple of years back. I've always used creativity of one form or another as a means of staving off the darkness, be it writing game reviews and stories as a kid (some things never change), writing a diary, making music (both with real instruments and electronically), podcasting, blogging and, most recently, working on MoeGamer and YouTube.

    However tiresome a day might be, however difficult it might be to deal with stresses and anxieties that the brain of someone like me amplifies about a thousand times from what they actually are… I always have that to look forward to. I always have things that I can do that I can look forward to. I always have something to write about, a video to publish. And that is something I think I will always have, regardless of whether or not anyone is reading it; regardless of whether or not anyone is supporting it via various means. (I am, of course, extremely grateful to those of you reading this, since it means that you do support it — so thank you, sincerely, from the bottom of my heart!)

    I don't really have a point to make. I think I just wanted to reiterate to myself why I do what I do, and how it's quite nice to feel like I'm not the only person who works that way. Numbers can give a nice stroke to the old ego, but ultimately personal fulfilment is much more important.

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    #oneaday Day 99: Why Creators Create https://imnotdoctorwho.moegamer.net/2019/03/12/oneaday-day-99-why-creators-create/ https://imnotdoctorwho.moegamer.net/2019/03/12/oneaday-day-99-why-creators-create/#respond Tue, 12 Mar 2019 23:07:43 +0000 https://imnotdoctorwho.moegamer.net/2019/03/12/oneaday-day-99-why-creators-create/ Mr Biffo of Digitiser (who I am a Patron of here on Patreon) posted an interesting (and slightly sad) article earlier, on the subject of creating things for people to enjoy. Biffo was concerned, among other things, that he was spreading himself too thin between his Digitiser 2000 website, which was originally intended as an … Continue reading #oneaday Day 99: Why Creators Create

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    Mr Biffo of Digitiser (who I am a Patron of here on Patreon) posted an interesting (and slightly sad) article earlier, on the subject of creating things for people to enjoy.

    Biffo was concerned, among other things, that he was spreading himself too thin between his Digitiser 2000 website, which was originally intended as an attempt to recapture the magic of Digitiser on Teletext, and his new YouTube channel, where he has been greatly enjoying putting together both his full-length "Digitiser: The Show" episodes and his more recent short-form content.

    Biffo's concerns stem from something all content creators tend to bang their heads on at some point, which is whether or not you're doing something "for the numbers", or if you're doing it "for the love". At some point you need to contemplate whether what you're doing is a business or a hobby, because increasingly in this oversaturated modern world of free expression, it seems impossible to do both.

    Treat something as a hobby and you run the risk of stagnating in terms of "growth"; yes, you may well get a loyal core audience and be incredibly grateful for them, but there often seems to be something of a "glass ceiling", as Biffo describes it. I sometimes feel a bit like this with what I do — my projects are much smaller scale than the various forms of modern Digitiser are, but I still find myself struggling to reach simple milestones like, say, breaking $100 a month here on Patreon.

    Treat something as a business, however, and you risk sucking all the joy out of it, making it become "just a job", and in the worst case scenario something you absolutely hate. This is something we regrettably see every day with professional games journalists, who increasingly seem to churn stuff out with absolute resentment for their audience (who, in turn, become defensive, and thus the whole cycle continues to worsen) and professional YouTubers, who it seems we're increasingly seeing suffering from complete burnout and exhaustion.

    "It gives me respite from what I do for a living, it's a place where I have creative freedom, and I probably wouldn't want to rely on it for the entirety of my income," writes Biffo of his various Digitiser projects. "I think that would place too much pressure on it, and mean I'd end up tailoring my content for views. And I've never really been one for watering down my own voice."

    I feel exactly the same way. The reason I enjoy doing what I do so much at the moment is the creative freedom I have, and the fact that I'm not beholden to things like embargoes, publication schedules and the whims of a prissy, stick-up-the-arse editor-in-chief who won't allow me to cover certain games that there's a proven hunger for fair coverage of because they offend his delicate little sensibilities and might make him look bad to his super-rad hyper-woke little friends.

    Ahem, sorry, got a bit off the point there. Anyway, yes. I do what I do because I enjoy it. My day job isn't unpleasant, but it is boring, totally bereft of creativity and fairly soulless, and as such the time I get to work on MoeGamer, YouTube and Atari A to Z is precious to me. I know that if I was in a position where I needed to tailor all those projects' content to clickbait views, I wouldn't be nearly as happy, and thus I'm thankful for the freedom I have.

    Of course, that doesn't mean I wouldn't immediately jack in my day job if I won the lottery. Were I to suddenly find myself with "fuck you" money, I would most certainly quit the day job, and devote more time to these creative projects. With the money to be self-sufficient, however, I'd be free to continue doing what I do now, the way I do now; I'd just have the time to do it more, and better.

    Ah well. It's nice to dream sometimes, isn't it. Go tell a favourite creator (it doesn't have to be me!) that you appreciate what they do today, because sometimes it's just nice to hear a simple "I enjoyed that, thank you".

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    #oneaday Day 98: A Non-Comprehensive List of Minor Annoyances https://imnotdoctorwho.moegamer.net/2019/03/11/oneaday-day-98-a-non-comprehensive-list-of-minor-annoyances/ https://imnotdoctorwho.moegamer.net/2019/03/11/oneaday-day-98-a-non-comprehensive-list-of-minor-annoyances/#respond Mon, 11 Mar 2019 11:27:26 +0000 https://imnotdoctorwho.moegamer.net/2019/03/11/oneaday-day-98-a-non-comprehensive-list-of-minor-annoyances/ Good morning. Here is a non-comprehensive list of minor annoyances. #relatable People who won't write emails like normal human beings People who ask you if you're doing the thing you've been doing for the last two hours The fact that the Internet has conditioned me to mentally add "…and so have I" any time I … Continue reading #oneaday Day 98: A Non-Comprehensive List of Minor Annoyances

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    Good morning. Here is a non-comprehensive list of minor annoyances. #relatable

    • People who won't write emails like normal human beings

    • People who ask you if you're doing the thing you've been doing for the last two hours

    • The fact that the Internet has conditioned me to mentally add "…and so have I" any time I see the words "The time has come", regardless of context

    • Masterchef

    • YouTube jumpcuts

    • That thing where you're carrying a cup of coffee and you don't bang it on anything, but it still goes "bloop" and splashes out of the top of it, seemingly in defiance of normal physics

    • Needing a poo but having a sore bum

    • Software tools that have been built for a specific purpose, but are infinitely worse than off-the-peg more general solutions that do the same thing

    • Twitter

    • Verification emails that don't come through immediately

    • Notifications

    • Notifications on sites that really don't need a notification system (hello, Netflix)

    • That particular breed of pop-up ad that only appears when you've scrolled halfway down an article

    • Wikia changing its name to "Fandom" and trying to make out it's some sort of legitimate journalistic source when in fact, aside from the fan-made content, it's just clickbait garbage

    • Buzzfeed's continued existence

    • Having an itch that won't go away

    • Dry skin

    • The fact that the PS4's "wake up from sleep" sequence takes longer than a cold boot of the Nintendo Switch

    • Monday

    • Tuesday

    • Wednesday

    • Thursday

    • Friday

    • Sunday evening

    • The fact that however much you tidy up, it will always get untidy again within a matter of minutes, particularly if you're depressed

    • Not knowing how to end lists

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    #oneaday Day 97: Glitched https://imnotdoctorwho.moegamer.net/2019/03/11/oneaday-day-97-glitched/ https://imnotdoctorwho.moegamer.net/2019/03/11/oneaday-day-97-glitched/#respond Mon, 11 Mar 2019 01:02:08 +0000 https://imnotdoctorwho.moegamer.net/2019/03/11/oneaday-day-97-glitched/ Really enjoying Death end re;Quest so far; it's got a nice blend of plot and gameplay that is keeping me thoroughly invested in what's going on so far. The challenge factor is starting to ramp up a bit, too, and overall the game is feeling a lot more balanced than some of Compile Heart's previous … Continue reading #oneaday Day 97: Glitched

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    Really enjoying Death end re;Quest so far; it's got a nice blend of plot and gameplay that is keeping me thoroughly invested in what's going on so far.

    The challenge factor is starting to ramp up a bit, too, and overall the game is feeling a lot more balanced than some of Compile Heart's previous work, which would often tend to get to a point where you were immensely overpowered quite easily — that or you got completely flattened by an enemy way higher level than you. Thus far in this, there seems to have been a nice gradual incline in difficulty, easing you into making better use of the game's various mechanics as you progress without bombarding you with tutorials.

    This is quite an interesting aspect, actually; there are a few mechanical elements that the game doesn't tell you a lot about, simply that they exist, and what you do with that information is up to you. Probably of chief importance among these is the element system, which works in a sort of "triangle" fashion. Moon beats Sun, Sun beats Star, Star beats Moon. And by "beats" I mean "does significantly more damage, to the degree of several thousand more points of damage per hit".

    There's another aspect to that part, too, though, which is the fact that some enemies can counter actions by characters of an element they're strong against. Not every enemy does this, because it would get exceedingly annoying if they did, but once you spot it happening, you need to do something about it. This is a much better implementation of a sort of "reaction" system from the enemies than the Order Break system in Omega Quintet — or at least, I should say, a little more understandable. After a while you sort of instinctively understood when you'd suffer an Order Break in Omega Quintet, even if you couldn't describe exactly how. Here, the conditions are a bit more clear.

    The story is ramping up now, too. The horror aspects are increasing, and the Bad Ends are getting more… bad. Some are relatively short text sequences that effectively say "you fucked up, that was a stupid thing to do", but in those instances it was usually pretty obvious which one the "right" option was. But there have been a couple where the Bad End route actually led to a surprisingly substantial block of narrative — albeit one that ended with violence, death and Game Over.

    Anyway. Lots more to write on this in the coming weeks, and I'm looking forward to it. For now, that game has kept me up until 1AM, so I should probably sleep. It is a school night, after all…

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    #oneaday Day 96: HOW ARE YOU I'M FINE THANK YOU AIIIEEEE https://imnotdoctorwho.moegamer.net/2019/03/10/oneaday-day-96-how-are-you-im-fine-thank-you-aiiieeee/ https://imnotdoctorwho.moegamer.net/2019/03/10/oneaday-day-96-how-are-you-im-fine-thank-you-aiiieeee/#respond Sun, 10 Mar 2019 01:09:08 +0000 https://imnotdoctorwho.moegamer.net/2019/03/10/oneaday-day-96-how-are-you-im-fine-thank-you-aiiieeee/ I'll be writing more on this in the coming weeks, but I've been really enjoying the games in the SNK Anniversary Collection so far. As I noted in my piece on MoeGamer on Friday, it's been a real pleasure to discover some SNK games that aren't Neo Geo games and that aren't fighting games. As … Continue reading #oneaday Day 96: HOW ARE YOU I'M FINE THANK YOU AIIIEEEE

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    I'll be writing more on this in the coming weeks, but I've been really enjoying the games in the SNK Anniversary Collection so far.

    As I noted in my piece on MoeGamer on Friday, it's been a real pleasure to discover some SNK games that aren't Neo Geo games and that aren't fighting games. As good as SNK fighting games are, fighting games are one of my least favourite genres — with a few notable exceptions — and thus I'd rather see other stuff from a company with such a long history.

    I've been especially intrigued by some of SNK's early shoot 'em ups, of which there are several in the collection. Thus far I've been particularly enjoying Bermuda Triangle and its sequel World Wars. Both of these have an interesting power-up system where you build up a bar, and at various points on the bar all your weapons increase in power. You also have the ability to aim your air to air guns in 8 directions, though your air to ground bombs always drop in front of you.

    Athena and Alpha Mission supposedly drew inspiration from RPGs for their power-up systems, and it's clear that games like Bermuda Triangle and World Wars followed suit. Following these conventions in disparate genres is starting to give me a feel for a very distinctive sense of identity that SNK's pre-Neo Geo games have, and I like it!

    I also have to give mad props to the games that make early use of digitised or synthesised speech. Fantasy's opening dialogue of "How are you?" "I'm fine, thank you! AAAIIIIEEEEEE!!" is right up there with "ON THE GLEEN!" from Neo Turf Masters for me now.

    Anyway. I'll be exploring each of these games in a series of articles in the coming weeks, and possibly in some videos too. Please look forward to it!

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    #oneaday Day 95: Octopath Archival https://imnotdoctorwho.moegamer.net/2019/03/08/oneaday-day-95-octopath-archival/ https://imnotdoctorwho.moegamer.net/2019/03/08/oneaday-day-95-octopath-archival/#respond Fri, 08 Mar 2019 09:57:26 +0000 https://imnotdoctorwho.moegamer.net/2019/03/08/oneaday-day-95-octopath-archival/ There's been a bit of consternation today over what appears to be an Octopath Traveller prequel… because it's only being released on mobile. While some people — as always — have been getting irrationally, over-the-top angry about this, I can understand the discontent to a certain degree. It's not because I blindly dislike mobile games … Continue reading #oneaday Day 95: Octopath Archival

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    There's been a bit of consternation today over what appears to be an Octopath Traveller prequel… because it's only being released on mobile.

    While some people — as always — have been getting irrationally, over-the-top angry about this, I can understand the discontent to a certain degree. It's not because I blindly dislike mobile games per se — longtime readers of MoeGamer will recall a fair amount of coverage on Granblue Fantasy, Fate/Grand Order, Girls' Frontline and Dragalia Lost — but instead it's primarily down to the "impermanence" of these games: the fact they can't be archived and enjoyed in the years to come.

    Okay, we haven't yet come to a point where a big, high-profile game like Granblue Fantasy has reached its "end" and closed down, and it's entirely possible that Cygames and co will figure out some sort of solution for people to still be able to enjoy the games offline once the servers go down. It's not without precedent; I think it was Konami who, a few months back, took one of their mobile games offline but allowed its players to download all the data and continue enjoying it at their leisure. We talked about it on the podcast.

    One potential issue with this, of course, is that with the way mobile games are structured and monetised, an "offline" version would need rebalancing somewhat to be more friendly to offline play. The successful games like the aforementioned are all successful because they're pretty friendly to free-to-play players, but there's still little denying that you can get yourself a significant advantage (or at least the chance at a significant advantage) if you pay up. How would that work if there's no means of paying any more? The game would have to be more generous with its "premium" currency, or simply provide alternative means of acquiring characters and other content that would typically be part of the gacha system.

    And then you have the question of how that game is actually archived for future generations. Let's say some sort of disaster hits Apple and/or Google and their respective app stores are no longer available. On Android, this isn't so much of a problem because you can just sideload .apk files to install anything, but on iOS, as far as I'm aware, it's impossible without jailbreaking. Who will be responsible for maintaining these archives? Will the original creators allow their games to be distributed in this manner long after they've washed their hands of them? These are questions we don't yet know the answers to.

    I think the reason why this is a big deal this time around is that it's a direct prequel to a commercially available game for which there is an archivable physical release on a non-mobile platform. This means that 20-30 years from now, someone will (hopefully) still be able to play Octopath Traveller, but might not be able to enjoy its prequel. That'd be a real shame; it's like putting an expiry date on art, and it's something I feel is happening more and more in gaming these days between post-launch updates, patches, DLC and all manner of other stuff.

    And I don't see it getting better; people seem invested in going further in this direction rather than resisting it, all because of "convenience". I really hope this doesn't end up biting us in the ass in the future.

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    #oneaday Day 94: Dystopia https://imnotdoctorwho.moegamer.net/2019/03/08/oneaday-day-94-dystopia/ https://imnotdoctorwho.moegamer.net/2019/03/08/oneaday-day-94-dystopia/#respond Fri, 08 Mar 2019 08:48:41 +0000 https://imnotdoctorwho.moegamer.net/2019/03/08/oneaday-day-94-dystopia/ Chatting with my dear friend and podcasting buddy Chris the other day, it became all too apparent that we are most certainly living in the sort of futuristic dystopia all manner of fiction has been trying to warn us about for decades at this point. Next month, the UK is supposedly introducing measures to prevent … Continue reading #oneaday Day 94: Dystopia

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    Chatting with my dear friend and podcasting buddy Chris the other day, it became all too apparent that we are most certainly living in the sort of futuristic dystopia all manner of fiction has been trying to warn us about for decades at this point.

    Next month, the UK is supposedly introducing measures to prevent under-18s from accessing adult content online, with the "solution" in place apparently taking the form of an ISP-level block for sites that don't conform to the rules, and the rules in question involving consumers having to "prove" their age in some form or another — possibly through having to purchase a £5 "pass" from an actual physical store. I'm sure that's a conversation everyone is looking forward to.

    Of course, like so many "doom and gloom" stories, I question whether or not this is going to happen — I'm still skeptical as to whether the dreaded "Brexit" is actually going to happen at all, on that note — but it's depressingly plausible in this age we live in. We live in an age of surveillance that would make George Orwell blush; an age where people get arrested and prosecuted for stupid YouTube videos, an age where beat cops will seize everything from butter knives to legitimate tools "just in case" they are used as weapons, and where "liking" an innocuous-seeming limerick that someone else wrote on social media will bring the police to your doorstep.

    We also live in an age where advertisements on bus stops encourage you to "use your phone to interact!"; where every TV programme starts with an official hashtag; where the Twitter account of a deceased comic book legend is used to promote a mediocre superhero movie; where everything must be "shared", otherwise you're doing your life wrong.

    Some of these things have been fun in the past, but over time it's hard not to become cynical about them, particularly when you start to recognise the true intentions behind some of them. But there doesn't seem to be a whole lot we can do about them; that is just the direction that society appears to have chosen to move in, and all those of us who don't like it can really do is either fall in line, or choose not to engage. I tend to choose the latter under most circumstances.

    The post #oneaday Day 94: Dystopia appeared first on I'm Not Doctor Who.

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    #oneaday Day 93: Beyond the "Known" https://imnotdoctorwho.moegamer.net/2019/03/06/oneaday-day-93-beyond-the-known/ https://imnotdoctorwho.moegamer.net/2019/03/06/oneaday-day-93-beyond-the-known/#respond Wed, 06 Mar 2019 23:26:25 +0000 https://imnotdoctorwho.moegamer.net/2019/03/06/oneaday-day-93-beyond-the-known/ I happened to "overhear" a conversation on Twitter earlier, such as you do, among some retro gaming enthusiasts. The question posed was something along the lines of "which of these is your favourite: Super Mario Bros. or Super Mario Bros. 3?" There was, of course, plenty of discussion of the matter, but my immediate reaction … Continue reading #oneaday Day 93: Beyond the "Known"

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    I happened to "overhear" a conversation on Twitter earlier, such as you do, among some retro gaming enthusiasts. The question posed was something along the lines of "which of these is your favourite: Super Mario Bros. or Super Mario Bros. 3?"

    There was, of course, plenty of discussion of the matter, but my immediate reaction to it was, I must confess… "I don't really care".

    To clarify, I'm not saying that I dislike either Super Mario Bros. or Super Mario Bros. 3 at this point. Quite the opposite, actually; I very much enjoy both games. My response was more to the discussion itself; this feels like one of many questions that has been discussed many, many times over and over, and it's just not a very interesting one.

    Everyone knows by this point that Super Mario Bros. was revolutionary, and that Super Mario Bros. 3 was the perfection of the NES platformer formula. Any time I see something like this — or indeed, say, a respected games writer reveals that a "secret project" is something like a "deep dive into Super Mario Bros. 3", I just can't help but feel a bit bad for the thousands of other games out there that don't get discussed nearly enough. It's as if music critics only discussed Beethoven, or if literary critics only discussed Shakespeare. I'm sure that happens, but in each of these cases, the respective media are much broader than just a single, well-known example.

    This is partly what I've always tried to do with MoeGamer. With only a few exceptions — I covered Final Fantasy XV because I was excited for it, and I think it was a noteworthy and interesting game to talk about — I've deliberately tried to explore these lesser-known games in the same amount of depth that the Super Mario Bros. 3s of the world get on a regular basis. Because they're absolutely worth it.

    Okay, some of these games may not be innovative or genre-defining, or anything like that. But there are tons of fascinating things to delve into, discuss and contemplate. I've consistently felt since… probably the PS2 era, perhaps even earlier… that the most interesting games are the ones that people aren't talking about. It's why the first PS2 game I bought was Shadow of Memories, not whatever the "big" games around its launch were. It's why my PS4 library doesn't have any triple-A games in in (except, arguably, Nier: Automata, FFXV and maybe The Last Guardian). And why you're almost certainly never going to see a modern EA game on MoeGamer.

    To reiterate: I'm not saying the more well-known experiences don't have any value, or aren't worth talking about at all. What I am saying, however, is that I wish a few more people would talk about a few more different games… both from a modern and from a retro perspective.

    Oh well. I'm doing my bit, anyway! 🙂

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    #oneaday Day 92: By re;Quest https://imnotdoctorwho.moegamer.net/2019/03/05/oneaday-day-92-by-request/ https://imnotdoctorwho.moegamer.net/2019/03/05/oneaday-day-92-by-request/#respond Tue, 05 Mar 2019 23:43:06 +0000 https://imnotdoctorwho.moegamer.net/2019/03/05/oneaday-day-92-by-request/ I'll be starting the full Cover Game feature on this later this week, but I thought I'd give you fine Patrons some first impressions on Death End re;Quest, since I've been playing it for the past few evenings and am now about 9 hours in, coming to the end of the second main chapter. Idea … Continue reading #oneaday Day 92: By re;Quest

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    I'll be starting the full Cover Game feature on this later this week, but I thought I'd give you fine Patrons some first impressions on Death End re;Quest, since I've been playing it for the past few evenings and am now about 9 hours in, coming to the end of the second main chapter.

    Idea Factory's Galapagos studio has always been a bit experimental, as we've seen with games like Fairy Fencer F (which incorporated some interesting fighting game-esque mechanics such as launchers and pursuit moves into the Neptunia combat engine) and Omega Quintet (which had a gloriously batshit battle system emphasising showmanship over all else), and I'm pleased to report that Death End re;Quest very much continues that tradition, in terms of mechanics, structure and overall themes.

    I will, of course, discuss the narrative, themes and characterisation in detail in the Cover Game feature, but suffice to say so far that the combination of isekai, techno-horror, urban legends, conspiracy theories and Japanese ghost stories is proving to be an intoxicating blend that I like very much. It's a really interesting melange of genres, and the divide between the "game" and "real" world you can switch between at will allows you to explore various aspects.

    I'm early in the game so far so I suspect the structure will open up somewhat later on, but I'm also finding it interesting to play a Compile Heart RPG that isn't hub-based; instead, Death End re;Quest has an interconnected world divided into zones, and each of the main chapters so far (remember, I'm only just at the end of the second main chapter) seems to revolve around clearing one main, large dungeon. This involves a combination of navigating through the environment in the game world, finding key items (that are, at times, literally keys; at others, event triggers) and, when you run into a seemingly impassable obstacle, switching over to the "real world" for the protagonist not in the game to do some investigation.

    It's interesting to play an RPG that has immediate visual novel-style "bad ends", but that's what you get in this game. Thankfully you can save during dialogue sequences as well as at save points, so it's a very good idea to do that just before you make one of the choices that come up over the course of the game! That said, there's actually some incentive to seek out the bad endings, since an "episode list" in the game rewards you with money and items for seeing the various events, including the bad endings.

    So far I'm really enjoying it. It's both pleasingly familiar as a Compile Heart game and something a bit different from their usual fare, and I'm very much looking forward to seeing how it develops over time. I'd been looking forward to this for a while now, and I'm glad that it hasn't been a disappointment!

    Watch out for the first part of the Cover Game feature later this week on MoeGamer.

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    #oneaday Day 91: Farewell, Keith Flint https://imnotdoctorwho.moegamer.net/2019/03/04/oneaday-day-91-farewell-keith-flint/ https://imnotdoctorwho.moegamer.net/2019/03/04/oneaday-day-91-farewell-keith-flint/#respond Mon, 04 Mar 2019 17:40:56 +0000 https://imnotdoctorwho.moegamer.net/2019/03/04/oneaday-day-91-farewell-keith-flint/ Earlier today, I was immensely saddened to hear of the passing of Prodigy frontman Keith Flint from apparent suicide. He was just 49 years old; that's no age to go at. I won't go over the usual platitudes that are usually shared at times like this because they've doubtless already been heard all over the … Continue reading #oneaday Day 91: Farewell, Keith Flint

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    Earlier today, I was immensely saddened to hear of the passing of Prodigy frontman Keith Flint from apparent suicide. He was just 49 years old; that's no age to go at.

    I won't go over the usual platitudes that are usually shared at times like this because they've doubtless already been heard all over the Internet several times already today; instead, I'll simply say that I hope he has found peace far away from this troubled world.

    I did, however, want to mention exactly what his music meant to me, and thus what his lasting legacy will be for me personally. Because it was a surprise to me that I even got into it in the first place.

    Growing up, I wasn't really sure how to develop the "right" opinions about music. My parents mostly approved of me listening to classical music because I was studying piano (and later clarinet and saxophone) and presumably thought this would be a good influence, but as a youngster I craved something that would help me relate a little more to my peers. But what?

    The first album I ever bought was Definitely Maybe by Oasis, who were super-cool at the time. Unfortunately I purchased this album literally the day before (What's the Story?) Morning Glory came out, so that didn't help my cool points at all. This is not relevant to the story as a whole, but it's a fun detail that I can look back on and laugh at now.

    I wasn't big on electronic music of any variety at the time. This was partly due to a fundamental dislike of music that didn't really have much of a "tune" to it, and also, again, partly down to my parents' influence. They didn't like it, so I felt like I probably shouldn't look into it. (I'd like to clarify at this point that I don't resent my parents' tastes in music whatsoever and indeed there's a lot of stuff that they like that I now like; most of what I describe here is my own childish assumptions about how to develop my own tastes!)

    There were two things that changed my thinking on electronic music, though. The first was my first girlfriend Anna, or more specifically her father Richie. Richie was cool. I wasn't familiar with this. I thought my Dad was pretty awesome in various ways (and indeed still do) but Richie was cut from a different cloth to my Dad. He listened to modern music, for one, and specifically he listened to electronic dance music. His daughter wasn't embarrassed to be interested in the same music as him, either, so through a combination of various "Ibiza" albums heard in the car while getting lifts back from various school parties (at which we absolutely were not underage drinking, nosirree) and the music we would typically make out to, I started to understand the appeal of electronic music.

    The second was a school trip — I forget where to, but I do remember that for one reason or another, I ended up sitting next to my classmate and namesake Peter. I was never quite sure how I felt about Peter; sometimes we'd get along, sometimes we wouldn't. He wasn't cool, but I'm pretty sure I was even less cool than he was. One time the cool kids in our year tried to arrange A Fight between the pair of us after school. Neither of us attended. He's a furry now.

    But I digress. While I was sitting next to Peter, in an uncharacteristic display of willingness to socialise, I asked what he was listening to on his Sony Discman. It turned out to be the single "Breathe" by Prodigy. He invited me to listen. I did. I was absolutely blown away by it; that single was the next CD I bought after that school trip.

    From there, I decided to check out the rest of Prodigy's back catalogue, including The Prodigy Experience and Music for the Jilted Generation. I found myself really enjoying both, once again feeling like I'd discovered something that I'd been missing out on, that I was beginning to understand something that had remained out of reach.

    Those albums were CDs that I regularly put on all the way through my time at university. They accompanied through late-night essay-writing sessions, through parties-for-no-reason held at various people's houses and flats, and just through life in general. While most of those tracks aren't things that you could "hum", they're all incredibly memorable tracks that, over time, became important to me; meaningful. Not for any particular reason, mind — they just became associated with a time in my life where, for a brief period, I was truly, unconditionally happy.

    I think I will bust out those albums for the first time in quite a while this evening in honour of Keith. Rest in peace, sir; you and your friends made quite the impression on me during an exciting and scary period in my life, and I'll be forever grateful for those good times.

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    #oneaday Day 90: Shoot, Shoot, Shoot! https://imnotdoctorwho.moegamer.net/2019/03/04/oneaday-day-90-shoot-shoot-shoot/ https://imnotdoctorwho.moegamer.net/2019/03/04/oneaday-day-90-shoot-shoot-shoot/#respond Mon, 04 Mar 2019 01:05:11 +0000 https://imnotdoctorwho.moegamer.net/2019/03/04/oneaday-day-90-shoot-shoot-shoot/ This weekend Chris and I recorded a new episode of The MoeGamer Podcast, and it's a good one that I'm excited to share with you all! It's currently rendering the video version as I type this, so that should be ready by the morning, and the upload should hopefully be done by lunchtime or so. … Continue reading #oneaday Day 90: Shoot, Shoot, Shoot!

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    This weekend Chris and I recorded a new episode of The MoeGamer Podcast, and it's a good one that I'm excited to share with you all!

    It's currently rendering the video version as I type this, so that should be ready by the morning, and the upload should hopefully be done by lunchtime or so. There will, of course, be a post on MoeGamer to share the episode when it's up.

    The episode is on the subject of horizontally scrolling shoot 'em ups, a longstanding favourite genre of mine — though, as I discuss on the show, one that I kind of discounted as something of a "lesser" experience for a good few years during the late 8-bit and early 16-bit computer eras.

    It's kind of interesting to me how things like this have ended up in the long run. I vividly recall games magazines complaining about games being "just another shoot 'em up" well into the 1990s, but now, the shoot 'em up is absolutely a beloved — if somewhat niche-interest — genre that is very well-regarded and respected.

    Okay, some of the "just another shoot 'em ups" that were released throughout the 8- and 16-bit eras really were worthy of just being dismissed, but I have a funny feeling that there are a lot more interesting games that I passed up on in those periods than I might have originally given them credit for.

    Oh well, no time like the present to investigate, is there? You can count on some of that investigation occurring through a combination of the Shmup Essentials column on MoeGamer, and the Atari A to Z videos on YouTube. Besides some of the favourites I discuss on the upcoming podcast, I'm sure there's plenty of cool games just waiting for me to discover…

    For now, though, I think it's bedtime. It's 1am; after finishing off the podcast earlier I thought I'd have a quick go at Death End Re;Quest just to say that I've at least started it, and I'm thoroughly interested in what's going on with it. But more on that another time.

    Hope you had a pleasant weekend, and that Monday is good to you!

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    #oneaday Day 89: It's Finally Done! https://imnotdoctorwho.moegamer.net/2019/03/03/oneaday-day-89-its-finally-done/ https://imnotdoctorwho.moegamer.net/2019/03/03/oneaday-day-89-its-finally-done/#respond Sun, 03 Mar 2019 13:28:53 +0000 https://imnotdoctorwho.moegamer.net/2019/03/03/oneaday-day-89-its-finally-done/ Whew. Good mo… afternoon. Late again, I know, but what are you gonna do. My lateness today is due, once again, to 428: Shibuya Scramble, which I have now absolutely positively and totally 100% completed with all of its weird secret content. Be sure to check out this week's feature on the game to find … Continue reading #oneaday Day 89: It's Finally Done!

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    Whew. Good mo… afternoon. Late again, I know, but what are you gonna do.

    My lateness today is due, once again, to 428: Shibuya Scramble, which I have now absolutely positively and totally 100% completed with all of its weird secret content. Be sure to check out this week's feature on the game to find out a bit more over on MoeGamer.

    So what's next? Well, I've got a podcast to edit first of all, so that's today's job. Chris and I are having a good (and long!) chat about horizontally scrolling shoot 'em ups, a genre we both absolutely adore, so please look forward to that, first of all. Then after that if I have any time remaining this evening I'm going to make a start on the next Cover Game feature which, as I've previously noted a few times, is Idea Factory's Death End Re;Quest, a game I've been very excited to look into for quite some time now.

    Further updates as events warrant later today — and $5+ Patrons, I'll get a wallpaper done for you today, too!

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    #oneaday Day 88: No Progress https://imnotdoctorwho.moegamer.net/2019/03/01/oneaday-day-88-no-progress/ https://imnotdoctorwho.moegamer.net/2019/03/01/oneaday-day-88-no-progress/#respond Fri, 01 Mar 2019 15:29:37 +0000 https://imnotdoctorwho.moegamer.net/2019/03/01/oneaday-day-88-no-progress/ On my old #oneaday blog, I posted more articles than I'd like somewhat upset and frustrated at the state of the modern games press. And, it seems, we haven't gone anywhere since that time. If anything, things are getting worse. Eurogamer recently published its review of Koei Tecmo's new fighting game Dead or Alive 6. … Continue reading #oneaday Day 88: No Progress

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    On my old #oneaday blog, I posted more articles than I'd like somewhat upset and frustrated at the state of the modern games press. And, it seems, we haven't gone anywhere since that time. If anything, things are getting worse.

    Eurogamer recently published its review of Koei Tecmo's new fighting game Dead or Alive 6. As anyone who has been gaming for a while will know, Dead or Alive is a series that has always proudly, unashamedly been about being heavily stylised, delightfully fluid, over the top ridiculous and sexy. It's long had a significant cast of female characters, each of whom have a good amount of characterisation, backstory and unique personality traits, but of course, the one thing that everyone has wanted to focus on ever since the series' inception is the jiggly boob physics.

    Right from early Dead or Alive games, there was a setting in the menu to alter boob physics from "vaguely realistic within the constraints of the technology" to "absolutely, hilariously ridiculous". It has always been part of the series. And it has always been nothing more than a bit of fun, complementing the feeling of "sexiness" that the series has always deliberately sought out with both its male and its female characters.

    So of course, in Eurogamer's review, this is a massive problem that makes the game "embarrassing" to play, "icky", "grim" and other such childish words. This, of course, completely fails to take into account the fact that this is what fans of the series have come to expect, even demand from Dead or Alive at this point. And you know what? It's fine! It's absolutely fine.

    The usual argument against this sort of thing — it happens to Senran Kagura as well — is that it's creepy, borderline pornography. However, this is a stupid argument; pretty much anyone who is in a position to play Dead or Alive or Senran Kagura is doubtless also in a position to be able to get on the Internet, where there is a literally limitless amount of porn through which you can indulge your carnal fantasies. Including, should you so desire, porn of video game characters. Even the ones you might think there really shouldn't be porn of. Yes, even that one.

    In other words, someone buying Dead or Alive is doing so because they like Dead or Alive. They like the way it plays. They like its unique mechanics, such as the multi-level stages with destructible scenery and the countering system. They like the cinematic presentation. They like the characters. They like the competitive scene. Hell, some people might even like the complicated, poorly told and largely unfathomable story, never an especially strong point of fighting games but an area in which Team Ninja has at least always made an effort.

    I know that if I buy Dead or Alive 6 — and I might well do that, since it's a fighting game series I've always had a good time with without feeling overwhelmed by complicated mechanics — I will be doing so because of all of these reasons. Not because I want to crack one off over Kasumi's thighs, as glorious as they are.

    I'm disappointed that this is still where we're are. We've made no progress since all this started at the start of the decade, and in many ways things have become far, far worse. Sites that I once used to respect and go to for my daily gaming news have completely fallen out of my rotation because I simply can't respect the moral grandstanding they churn out on a daily basis.

    I wouldn't mind if they acknowledged these "problematic" games in their entirety. But inevitably when you get a review that opens by calling a game "embarrassing", you can count on the reviewer not having engaged with it on anything other than the most superficial of levels. And so, knowing that, I cannot take anything else that writer writes seriously — moreover, despite publications being made up of individual writers rather than a homogeneous mass, I cannot take that publication seriously, either, because that article presumably (hopefully) went through an editorial process at some point. (And if it didn't, even less reason to respect that publication!)

    Right. That's enough of that for now, I don't want to get too hung up on this, but I did want to acknowledge it. And, with that in mind, I also wanted to thank you for, through your kind contributions, continuing to support MoeGamer and my work to engage with these games as intended.

    Let's have a good day.

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    #oneaday Day 87: Network Connectivity https://imnotdoctorwho.moegamer.net/2019/03/01/oneaday-day-87-network-connectivity/ https://imnotdoctorwho.moegamer.net/2019/03/01/oneaday-day-87-network-connectivity/#respond Fri, 01 Mar 2019 15:10:19 +0000 https://imnotdoctorwho.moegamer.net/2019/03/01/oneaday-day-87-network-connectivity/ Apologies for the late post, folks, for once it wasn't my fault. Last night we were suffering some weird network connectivity issues that for some reason allowed me to upload to YouTube without difficulties, but which broke pretty much every other site on the Internet — even after the uploads were completed, so it wasn't … Continue reading #oneaday Day 87: Network Connectivity

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    Apologies for the late post, folks, for once it wasn't my fault. Last night we were suffering some weird network connectivity issues that for some reason allowed me to upload to YouTube without difficulties, but which broke pretty much every other site on the Internet — even after the uploads were completed, so it wasn't those monopolising the connection.

    Anyway, I'm here now. And it's been a pretty horrible day so far; I woke up with one of my occasional bouts of dull pain in my stomach and I knew I was in for a bad morning. For those unaware, I've been struggling with a hernia for a little while now (and, as with many ongoing complaints like this, quite possibly much longer than I'd realised) and occasionally it flares up of a morning. It begins with a dull pain in my stomach then gradually escalates to excruciating agony for about 30-60 minutes or so, during which the best thing to do is take some painkillers and lie on my back screaming for a bit.

    During this time, I can actually see and feel the damn thing sticking out well beyond where it's supposed to be, and when it dies down my stomach feels "normal" again. I do not recommend any of this; it's like being in Alien without any of the fun bits.

    I've been to see about getting this treated, but I need to lose some weight before it can be treated with minimal risk of it simply coming back again. This was the main thing that triggered Andie and I starting Slimming World again this time around, and we've been seeing some success so far — I got my award for losing 1.5 st in total since just before Christmas last night, so things are moving along at a decent pace. I still have a fair way to go before the stupid thing is no longer at risk of almost immediately coming back if I do get it treated, though, so I'm going to have to continue suffering like this on occasion indefinitely for now. And when the time does come for treatment, I have to confront my crippling fear of hospitals and surgery! Fun. But we'll cross that bridge when we come to it.

    To reassure anyone feeling hypochondriac (or whatever the right word is) on my behalf, don't worry, none of this is life-threatening or anything, it's just extremely irritating and painful, and just something I have to live with for now.

    Bodies suck. Take good care of yours.

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    #oneaday Day 86: Confidence is a Preference https://imnotdoctorwho.moegamer.net/2019/02/28/oneaday-day-86-confidence-is-a-preference/ https://imnotdoctorwho.moegamer.net/2019/02/28/oneaday-day-86-confidence-is-a-preference/#respond Thu, 28 Feb 2019 00:01:00 +0000 https://imnotdoctorwho.moegamer.net/2019/02/28/oneaday-day-86-confidence-is-a-preference/ I've been feeling… I don't know if "confident" is quite the right word for it, because confidence is not a super-familiar feeling to me, but I've certainly been feeling a bit "different" just recently. I think probably the most clear example I've seen of this is that I quite happily sent two online trolls packing … Continue reading #oneaday Day 86: Confidence is a Preference

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    I've been feeling… I don't know if "confident" is quite the right word for it, because confidence is not a super-familiar feeling to me, but I've certainly been feeling a bit "different" just recently.

    I think probably the most clear example I've seen of this is that I quite happily sent two online trolls packing this week without particularly breaking a sweat. (It took just four letters to get rid of the one today, in fact, but perhaps that's a story for another day.) Normally this sort of situation would fill me with anxiety and leave me wondering if I'd done the "right" thing (even if I obviously had) but this week? No, I've been feeling… kind of feisty, if I'm honest.

    I'm trying to pin down exactly what's caused this because it seems like something I might want to explore if I want to develop my confidence further. There are a couple of possible factors at play here.

    Firstly is that I've been having some therapy recently. I've found myself questioning its value a bit as it unfolds exclusively online via text chat and I feel that there's something a little more "weighty" to a face-to-face interaction, but it's with qualified people from the local health service who know what they're talking about, and it's got me thinking about a few things in a few different ways.

    Secondly is a simple change to what I've been doing with my work online; as you may well have noticed if you follow my video work, I've been actually appearing on video now rather than just being a disembodied voice. While I quite like the disembodied voice approach, my wife has been assuring me for a while that it would be a good idea to appear "on camera" so people can get a better idea of who is talking to them. I know there are certainly a few content creators out there whose work I enjoy at least partly because of their "facecam" (ProJared is a particularly good example, though a good part of his appeal also comes from "Miss Editor") so, after a bit of consideration about exactly how to do it, I decided to experiment a bit.

    And to my surprise, I found myself actually enjoying it and being proud of what I'd created, rather than filled with a sense of revulsion at seeing myself on screen. I have things I can work on, certainly, but I actually feel quite at ease and "natural" both talking to the camera to introduce a video, and as a "facecam" during gameplay. And I think it's made my videos better as a result. And, in turn, thinking that has made me feel a bit better about myself, too.

    Perhaps it's a bit of both of those things. Either way, this is a positive development, even if it is just a small one. Here's hoping I can continue to find productive and fun ways to work on my issues!

    The post #oneaday Day 86: Confidence is a Preference appeared first on I'm Not Doctor Who.

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    #oneaday Day 85: Nostalgia Bomb https://imnotdoctorwho.moegamer.net/2019/02/27/oneaday-day-85-nostalgia-bomb/ https://imnotdoctorwho.moegamer.net/2019/02/27/oneaday-day-85-nostalgia-bomb/#respond Wed, 27 Feb 2019 01:19:53 +0000 https://imnotdoctorwho.moegamer.net/2019/02/27/oneaday-day-85-nostalgia-bomb/ One of the main reasons I started the Atari A to Z series was to indulge the sense of nostalgia I've had pretty much all my life. Even when I was a bright-eyed twentysomething at university for the first time (well, all right, maybe not the "bright-eyed" bit) I was nostalgic for the Atari games … Continue reading #oneaday Day 85: Nostalgia Bomb

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    One of the main reasons I started the Atari A to Z series was to indulge the sense of nostalgia I've had pretty much all my life.

    Even when I was a bright-eyed twentysomething at university for the first time (well, all right, maybe not the "bright-eyed" bit) I was nostalgic for the Atari games and software I grew up with. And revisiting it again now, at the age of 37, and being able to share it with people… that's really awesome.

    This week's Atari ST A to Z video is really special to me. I didn't really think anything of it when I started making it; I just needed a "W" game. But between recording it and editing it this evening, yes, I've come to realise that this game in particular really means a lot to me. (It meant enough for me to actually play the whole thing through from start to finish on video!) And I'm not entirely sure why; it's a good game that I enjoy playing now and that I enjoyed playing back in the day, but I don't believe I associate any real specific memories with it.

    Perhaps it's just a reminder of good times with family. I had my various struggles growing up, as anyone does, but on the whole my home life was pretty content and comfortable. And I think this game is just one that I associate with that general feeling of "home".

    What's the game? Well, here's a "rendering in progress" teaser… if you don't recognise it, you'll have to wait until Thursday to find out for sure!

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    #oneaday Day 84: Sy nc https://imnotdoctorwho.moegamer.net/2019/02/26/oneaday-day-84-sy-nc/ https://imnotdoctorwho.moegamer.net/2019/02/26/oneaday-day-84-sy-nc/#respond Tue, 26 Feb 2019 09:53:15 +0000 https://imnotdoctorwho.moegamer.net/2019/02/26/oneaday-day-84-sy-nc/ Graaah. After all that video footage recording over the weekend, I've been having a few frustrations with it… and annoyingly, I suspect it's to do with the software that I have, up until now, used without issue. I've been using the video editing software Hitfilm Express to produce my videos for a while now. It's … Continue reading #oneaday Day 84: Sy nc

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    Graaah. After all that video footage recording over the weekend, I've been having a few frustrations with it… and annoyingly, I suspect it's to do with the software that I have, up until now, used without issue.

    I've been using the video editing software Hitfilm Express to produce my videos for a while now. It's a great piece of software with some excellent compositing features; the latter aspect, if you're unfamiliar, is especially good for overlaying titles, special effects and suchlike, allowing you to use Photoshop-esque "layers" to arrange things as you see fit, then integrate them with some existing footage. For my purposes, it's been great for titles, little visual jokes and integrating "facecam" footage.

    However, with the latest update to Hitfilm Express, there appear to be some audio-video sync issues that weren't there before. The footage I import from my camera drifts out of sync with the audio I record on my microphone, making it very difficult to do the "facecam" stuff. It's not completely impossible thanks to the magic of editing, but it's not especially practical.

    I'm going to try Sony Vegas this evening, which a number of people have recommended, and see if that helps. That's paid rather than free (Hitfilm Express is free, which is another reason I like it!) but if it does the job better I might have to switch! Thankfully there's a free trial I can evaluate it with.

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    #oneaday Day 83: Proper Preparation Prevents Poor Performance https://imnotdoctorwho.moegamer.net/2019/02/24/oneaday-day-83-proper-preparation-prevents-poor-performance/ https://imnotdoctorwho.moegamer.net/2019/02/24/oneaday-day-83-proper-preparation-prevents-poor-performance/#respond Sun, 24 Feb 2019 23:57:51 +0000 https://imnotdoctorwho.moegamer.net/2019/02/24/oneaday-day-83-proper-preparation-prevents-poor-performance/ Well, I didn't QUITE get everything done that I wanted to this weekend… but I certainly made a significant dent in my "to do" list. I was hoping to get at least two weeks' worth of videos done over the course of the weekend and I almost managed it, just not quite. I could have … Continue reading #oneaday Day 83: Proper Preparation Prevents Poor Performance

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    Well, I didn't QUITE get everything done that I wanted to this weekend… but I certainly made a significant dent in my "to do" list.

    I was hoping to get at least two weeks' worth of videos done over the course of the weekend and I almost managed it, just not quite. I could have used my time a little bit more effectively yesterday, but today was pretty on-point.

    So here's what I have achieved this weekend:

    • Recorded introductions to camera and game footage for four Atari A to Z videos
      – Recorded introductions to camera and game footage for four Atari ST A to Z videos
      – Recorded introductions to camera for four Atari A to Z Flashback videos
      – Recorded introductions to camera for one Sunday Driving, two Warriors Wednesday and two New Game Plus videos
      – Recorded game footage for one Sunday Driving
      – Recorded game footage for two Warriors Wednesday

    Not bad, huh? Of course, that all needs editing, but with the nature of what I do the actual editing process doesn't take too long right now. (Rendering is a another matter, mind you!)

    I was hoping I might get the gameplay footage for the A to Z Flashback and New Game Plus videos done as well, but it's five to midnight and I feel I might be pushing my luck starting something else right now, especially given it's a workday tomorrow.

    I actually have two full weeks off from the day job at the start of April… I'm really looking forward to this because you better believe I'm going to make full use of that time to get some cool stuff done on MoeGamer and a ton of awesome videos ready for you to enjoy.

    For now, sleep beckons!

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    #oneaday Day 82: Research, Research, Research! https://imnotdoctorwho.moegamer.net/2019/02/24/oneaday-day-82-research-research-research/ https://imnotdoctorwho.moegamer.net/2019/02/24/oneaday-day-82-research-research-research/#respond Sun, 24 Feb 2019 00:27:18 +0000 https://imnotdoctorwho.moegamer.net/2019/02/24/oneaday-day-82-research-research-research/ One of the most pleasurable parts of what I do for my various creative projects is research… and sadly, this is one side of things that it's abundantly clear a lot of professional writers in the commercial press seemingly don't bother to engage with a lot of the time. I am fascinated by the history … Continue reading #oneaday Day 82: Research, Research, Research!

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    One of the most pleasurable parts of what I do for my various creative projects is research… and sadly, this is one side of things that it's abundantly clear a lot of professional writers in the commercial press seemingly don't bother to engage with a lot of the time.

    I am fascinated by the history of video games, and so it's always a pleasure to write one of my historical retrospective pieces for a MoeGamer cover feature, and now that I've tweaked the format of Atari A to Z to have an introductory "piece to camera" before the gameplay starts, I've been adding some more substantial research to the mix there, too, rather than just raw, unfiltered gameplay impressions.

    My favourite thing about research is that sometimes you come across connections that surprise and delight you. Just today, I discovered that you can actually trace a direct line between the things I'm covering on Atari A to Z and the things I cover on MoeGamer, and that made me unfeasibly happy. I won't spoil exactly what that connection is just yet… you'll find out in a few weeks. Puyo Pop Fever is involved.

    Research may be time-consuming and it may be frustrating when you run into a "dead end", as sometimes happens — particularly when you're dealing with lesser-known stuff, or things from an era before the Internet. But when you make these connections and have the opportunity to share what you've discovered with the people who enjoy your work… it's a feeling like no other. Getting someone to go "huh, I never knew that" is one of my absolute favourite things, and I'm hoping there will be at least a few of those moments in the coming weeks!

    For now, though, I've kept myself up until half past midnight researching old Atari 8-bit games, so I probably better get some sleep if I want to record all the videos I have planned for tomorrow! Sweet dreams…

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    #oneaday Day 81: A Revamp https://imnotdoctorwho.moegamer.net/2019/02/22/oneaday-day-81-a-revamp/ https://imnotdoctorwho.moegamer.net/2019/02/22/oneaday-day-81-a-revamp/#respond Fri, 22 Feb 2019 17:15:00 +0000 https://imnotdoctorwho.moegamer.net/2019/02/22/oneaday-day-81-a-revamp/ If you're on Twitter, you may well have seen earlier that I'm making a bit more of a push to get my "Atari A to Z" project seen. To that end, the @AtariAtoZ Twitter account will be much more active alongside @MoeGamer, so do please follow that if you're not already doing so. To go … Continue reading #oneaday Day 81: A Revamp

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    If you're on Twitter, you may well have seen earlier that I'm making a bit more of a push to get my "Atari A to Z" project seen. To that end, the @AtariAtoZ Twitter account will be much more active alongside @MoeGamer, so do please follow that if you're not already doing so.

    To go along with that update, I've revamped my Patreon page to better reflect the breadth of things I'm up to at the moment, as well as showcasing my video work. The content I'm creating now has gone well beyond MoeGamer's original remit… and I'm loving every minute of what I'm doing. Even actually appearing "in person" on camera, which is not something I ever thought I'd say! But then I used to hate my voice, too.

    Since this is a major revamp to these pages, I'd like to ask you a favour, dear Patrons; if you can share my profile link around the place a bit and let people know what I've been up to, that would be absolutely wonderful. Please also point people in the direction of my two Twitter accounts, my YouTube page, MoeGamer.net and atariatoz.wordpress.com.

    Word of mouth is such a massively important part of getting noticed these days; people are a lot more inclined to trust things that their friends and acquaintances share online than some faceless corporation or someone they've never heard of. So anything you can do to help out a bit is very much appreciated — even if it's just clicking "Like" on a video or two on YouTube.

    If you want some links to copy and paste directly, here, for your convenience:

    MoeGamer: https://moegamer.net
    Atari A to Z: https://atariatoz.wordpress.com
    My YouTube channel: https://www.youtube.com/channel/UCaUNt3XWVlWfslXbqM7_vkQ

    A sincere thank you, as ever, for supporting my work however you can; it means the world to me that I can do what I love and have people show their genuine appreciation for it. It makes me genuinely happy in a world that feels increasingly hopeless with each passing day!

    But let's not get maudlin. It's nearly the weekend! What are your gaming plans for the coming days?

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    #oneaday Day 80: Whoops, I Did It Again https://imnotdoctorwho.moegamer.net/2019/02/22/oneaday-day-80-whoops-i-did-it-again/ https://imnotdoctorwho.moegamer.net/2019/02/22/oneaday-day-80-whoops-i-did-it-again/#respond Fri, 22 Feb 2019 09:34:19 +0000 https://imnotdoctorwho.moegamer.net/2019/02/22/oneaday-day-80-whoops-i-did-it-again/ Morning! I went and forgot to do a second post yesterday, didn't I? So, well, today's the day to catch up, I guess. In my defense, it was a busy evening last night. I got home, had stuff to write up, had a video to make and had to head out to Slimming World, even … Continue reading #oneaday Day 80: Whoops, I Did It Again

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    Morning! I went and forgot to do a second post yesterday, didn't I? So, well, today's the day to catch up, I guess.

    In my defense, it was a busy evening last night. I got home, had stuff to write up, had a video to make and had to head out to Slimming World, even in the knowledge that with the chaotic week I've had, I would almost certainly have gained weight. (I had, but not as much as I thought I might, so that's good!)

    Still, last night wasn't all bad; I had the opportunity to discover the wonder that is Devil Engine, a new shoot 'em up published by Dangen Entertainment. This game is Western-developed, but clearly by someone who absolutely knows all about classic shoot 'em ups from days gone by, particularly the 32-bit era. It's an amazing game and if you enjoy a great blast, you'll definitely want to give it a look — check out my full piece over on MoeGamer if you want to know more.

    Today, the plan is to survive the day job as always, then this evening there'll be a writeup on 428: Shibuya Scramble for your delectation, focusing on its main narrative. Then next week we'll finish off the complete Cover Game feature with a look at the "post-game" content and unlockables, after which we'll be moving on to Death End Re;Quest, which I should hopefully be receiving today!

    Thanks for your understanding, patience and support! Next week will be a better week. I hope 🙂

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    #oneaday Day 79: Late Night https://imnotdoctorwho.moegamer.net/2019/02/21/oneaday-day-79-late-night/ https://imnotdoctorwho.moegamer.net/2019/02/21/oneaday-day-79-late-night/#respond Thu, 21 Feb 2019 08:50:40 +0000 https://imnotdoctorwho.moegamer.net/2019/02/21/oneaday-day-79-late-night/ Good morning! For once a late post isn't my fault — Patreon was throwing 503 errors at me when I went to post last night, so I was unable to publish this then. Okay, it may well have been my fault for attempting to publish at 1:30 in the morning, but that's actually what I … Continue reading #oneaday Day 79: Late Night

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    Good morning! For once a late post isn't my fault — Patreon was throwing 503 errors at me when I went to post last night, so I was unable to publish this then.

    Okay, it may well have been my fault for attempting to publish at 1:30 in the morning, but that's actually what I wanted to talk about today.

    I've come to associate late nights with beating video games. Which makes a certain amount of sense when you think about it; given that the daytime tends to hold "adult" responsibilities (boo) the most likely time a vaguely normally functioning member of society will finish a game is last thing at night. Particularly if you're me, and you don't like to leave a story "hanging" when it's become pretty obvious that you're almost at the end.

    Such was the case last night with 428: Shibuya Scramble. I started playing the last time block of the game after dinner, and knew that, more likely than not, I was going to beat the game that evening. Or, more specifically, I felt that with the knowledge I was on the last chapter, I was going to make a specific effort to see it through to the end that evening, however long it took.

    I love endings and finales, particularly those in Japanese games, because if there's one thing Japanese devs are great at, it's a good finale. Whether it's a spectacular final boss fight in an RPG or just a culmination of all the narrative paths as in 428: Shibuya Scramble, there's something about the last few hours of a narrative-centric Japanese game that will just keep me playing until the small hours.

    In the case of 428: Shibuya Scramble, the finale sequence was interesting in that it was by far the most "complex" of all the chapters in terms of making choices and having to jump back and forth between characters in order to clear "Keep Outs". There are even two more playable protagonists in this finale sequence who have just been supporting characters up until this point — and just to further add to the complexity, if you get a Bad End in this final chapter, you do not get a hint as to what you did wrong, unlike in the rest of the game. And there are a lot of Bad Ends in the final chapter!

    Ultimately I managed to unravel the mystery and clear the game, however, even apparently managing to get the "true" ending first time rather than just the normal ending. There are a bunch of other endings and unlockables, though, so I will be exploring those before my time with the game is over. I'm especially interested to see the additional scenario that was composed by the creators of Fate/stay night.

    I'll be writing more about the main narrative of the game (additional content notwithstanding) either today or tomorrow on MoeGamer, so watch out for that. In the meantime, if you're yet to experience this unusual, chaotic masterpiece, I can highly recommend the experience!

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    #oneaday Day 78: Vanity Project https://imnotdoctorwho.moegamer.net/2019/02/20/oneaday-day-78-vanity-project/ https://imnotdoctorwho.moegamer.net/2019/02/20/oneaday-day-78-vanity-project/#respond Wed, 20 Feb 2019 01:05:33 +0000 https://imnotdoctorwho.moegamer.net/2019/02/20/oneaday-day-78-vanity-project/ One thing I've never been quite sure about being "acceptable" when it comes to creativity is enjoying your own work. I know there are plenty of people out there who, having put something out there for people to enjoy, promptly want nothing more to do with it. And I can understand that! However, I've never … Continue reading #oneaday Day 78: Vanity Project

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    One thing I've never been quite sure about being "acceptable" when it comes to creativity is enjoying your own work.

    I know there are plenty of people out there who, having put something out there for people to enjoy, promptly want nothing more to do with it. And I can understand that!

    However, I've never really fallen into that category for as long as I can remember. When I was a kid, I used to enjoy reading stories I'd written and looking at pictures I'd drawn; when I was at university I added musical compositions to this; now, I enjoy reading back over articles I've written and watching videos I've made.

    Part of this is the attitude I think I've always taken towards creativity: most of the way through my life, I've treated creativity as something that is, at its core, quite selfish. I don't mean that in a bad way, despite the negative connotations to that word. Rather, I mean that I've always treated creativity as something to be enjoyed, and an act of creating something that I want to enjoy myself.

    And that's what I still do to this day! Everything I make is something that I enjoy myself. As I type this, I'm re-watching my Atari ST A to Z series, and I often read back over the 800+ articles on MoeGamer to bring back fond memories or revisit some favourite games.

    Arrogant and prideful? Perhaps. But I feel like it works out all right in the long run. Creating stuff I enjoy has helped bring me closer together with people I get along with. Because it turns out they like the stuff I create too. And that's a really pleasant bonus to an activity I already enjoy.

    So thanks for indulging me, I guess!

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    #oneaday Day 77: Neeeeooooowwww PKKKHHHH https://imnotdoctorwho.moegamer.net/2019/02/18/oneaday-day-77-neeeeooooowwww-pkkkhhhh/ https://imnotdoctorwho.moegamer.net/2019/02/18/oneaday-day-77-neeeeooooowwww-pkkkhhhh/#respond Mon, 18 Feb 2019 23:36:13 +0000 https://imnotdoctorwho.moegamer.net/2019/02/18/oneaday-day-77-neeeeooooowwww-pkkkhhhh/ I covered ancient Atari arcade game Canyon Bomber on Atari A to Z Flashback this weekend just gone (see attached video) and goddammit, I am absolutely hooked on that stupid game. It is the very essence of simple purity in game design: one button, three chances to fail before it's all over. But my God … Continue reading #oneaday Day 77: Neeeeooooowwww PKKKHHHH

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    I covered ancient Atari arcade game Canyon Bomber on Atari A to Z Flashback this weekend just gone (see attached video) and goddammit, I am absolutely hooked on that stupid game.

    It is the very essence of simple purity in game design: one button, three chances to fail before it's all over. But my God I love it. I have one go, and then I just have to have another one… and then another… and then another! Back in the old days of Atari magazines, we used to refer to this as the "just one more go" quality, and indeed this is by far the most potent example of it I think I've experienced since Geometry Wars 2. (For clarity, I played Canyon Bomber for the first time long after I played Geometry Wars 2 for the first time; I am well aware of the considerable age gap between them.)

    Canyon Bomber is so formidable in the addiction terms because of the variety of different goals you can set for yourself, even within the context of such simplistic mechanics. You can play to beat the other player — be they computer- or human-controlled. You can play to beat your own high score — though you should take note that the other player can easily stymie your attempts in this regard! In the modern Atari Flashback Classics incarnation of Canyon Bomber, you can play to move up the global leaderboards. Or you can attempt the seemingly impossible: to clear the screen.

    This latter option is what I'm finding so incredibly addictive. I get so close so often that it must be possible… it must. But I can't do it. I just can't. Whether it be an ill-timed thumb spasm or just general incompetence… I cannot clear that screen. (And, for that matter, I cannot beat my own high score… I have no idea how I scored 433 points.)

    But I'm going to keep trying. Maybe just one more try before bed… one more… one more…

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    #oneaday Day 76: Day of Disaster https://imnotdoctorwho.moegamer.net/2019/02/17/oneaday-day-76-day-of-disaster/ https://imnotdoctorwho.moegamer.net/2019/02/17/oneaday-day-76-day-of-disaster/#respond Sun, 17 Feb 2019 23:24:29 +0000 https://imnotdoctorwho.moegamer.net/2019/02/17/oneaday-day-76-day-of-disaster/ It's been "one of those days" today, and I'm pretty glad it's over. I came downstairs this morning to get ready to do my usual weekend stuff for MoeGamer and YouTube, and was confronted by a message I hadn't seen for a few months at this point, helpfully informing me that my computer couldn't find … Continue reading #oneaday Day 76: Day of Disaster

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    It's been "one of those days" today, and I'm pretty glad it's over.

    I came downstairs this morning to get ready to do my usual weekend stuff for MoeGamer and YouTube, and was confronted by a message I hadn't seen for a few months at this point, helpfully informing me that my computer couldn't find a boot device.

    The last time I saw this message, I bought an SSD and installed Windows on it, and this solved the problem. Apparently not quite well enough, however, because it appears that my old hard drive, which was still in the computer just in case I needed anything off it, was the one that had the Windows Boot Manager on it. And when this apparently gave up the ghost completely sometime last night or this morning, it took the ability to boot with it.

    Fury. Nothing makes me frustrated and angry more than a computer that doesn't work for no apparent reason. Particularly when things just keep going wrong after an initial disaster. And today, shortly after we determined that yes, there was indeed a serious problem here, I pressed the Power button on the case, something went "snap" and the button didn't come out again, meaning it was now impossible to turn the computer on or off using that button.

    Great.

    Fortunately, through a team effort between me and Andie, we managed to diagnose the problems and jury-rig a solution. Andie managed to pull the actual switch part of the button out of the case and "mount" it outside the case so it's usable again now, while I did some digging online about how to set up a Windows Boot Manager on a drive that doesn't have one.

    If you ever find yourself in the same situation, the "Method 2" on this page worked perfectly up until the final step, after which "BillyBigun"'s second answer on this page finished the job nicely without having to reinstall Windows or reformat my SSD. Relief.

    Pour one out for that old 1TB hard drive, though, we've been through some shit together, and now it's finally time for it to rest.

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    #oneaday Day 75: Caturday https://imnotdoctorwho.moegamer.net/2019/02/16/oneaday-day-75-caturday/ https://imnotdoctorwho.moegamer.net/2019/02/16/oneaday-day-75-caturday/#respond Sat, 16 Feb 2019 23:34:16 +0000 https://imnotdoctorwho.moegamer.net/2019/02/16/oneaday-day-75-caturday/ Just a brief one today as I've been out most of the day and I'm pretty tired. However, I'm delighted to introduce you to the newest member of our household, Patti! I think it's fair to say that she's settled in quite nicely so far. Meg isn't quite sure what to make of the situation … Continue reading #oneaday Day 75: Caturday

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    Just a brief one today as I've been out most of the day and I'm pretty tired.

    However, I'm delighted to introduce you to the newest member of our household, Patti!

    I think it's fair to say that she's settled in quite nicely so far. Meg isn't quite sure what to make of the situation yet, so we haven't let them come directly face to face so far. I think she'll be okay though.

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    #oneaday Day 74: The Good Kind of Downward Trend https://imnotdoctorwho.moegamer.net/2019/02/15/oneaday-day-74-the-good-kind-of-downward-trend/ https://imnotdoctorwho.moegamer.net/2019/02/15/oneaday-day-74-the-good-kind-of-downward-trend/#respond Fri, 15 Feb 2019 10:28:40 +0000 https://imnotdoctorwho.moegamer.net/2019/02/15/oneaday-day-74-the-good-kind-of-downward-trend/ Slimming World is going pretty well so far. Another 2.5lb off last night, which puts me very nearly at a stone and a half in total lost since I started back in December. I'm not anticipating seeing a huge loss this week (or even a loss at all) as Andie and I had a celebratory … Continue reading #oneaday Day 74: The Good Kind of Downward Trend

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    Slimming World is going pretty well so far. Another 2.5lb off last night, which puts me very nearly at a stone and a half in total lost since I started back in December.

    I'm not anticipating seeing a huge loss this week (or even a loss at all) as Andie and I had a celebratory "treat" pizza for Valentine's last night, and I'm seeing friends this weekend and there will probably be takeaway involved. I can be "good" for the rest of the week, though, and I've even had weeks like this in which I've still lost weight, so I'm not too worried.

    In fact, I'm not too worried in general, really, because something like slimming is all about the big picture over the long term. As long as there is a downward trend over that long term, all is good; a maintain or even a gain in a single week doesn't matter in that context, so long as you then do something about it and get "back on track".

    If you're looking to lose weight and you haven't explored Slimming World as yet, I can highly recommend it. I've had considerable success with it in the past, and it's good in that it's a diet that doesn't "limit" you too much. Okay, you still have to take care with how much in the way of sugar, fat and suchlike you have, but the way this is calculated — through "Syns" and "Healthy Extras" — is simple and easy to work out, rather than having to constantly count calories and suchlike.

    If you want to see how much of a positive impact my last time around on Slimming World had on me, check out my open letter to the consultant of my group at the time from 2015. This letter actually got pretty widely shared, and I'm doing my best to recapture that feeling this time around. My life is in a better place now, so hopefully things will continue to go in the right direction! Here's hoping.

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    #oneaday Day 73: Valentine https://imnotdoctorwho.moegamer.net/2019/02/15/oneaday-day-73-valentine/ https://imnotdoctorwho.moegamer.net/2019/02/15/oneaday-day-73-valentine/#respond Fri, 15 Feb 2019 10:16:53 +0000 https://imnotdoctorwho.moegamer.net/2019/02/15/oneaday-day-73-valentine/ Busy evening yesterday, so this kind of slipped my mind, apologies! As usual, two today to make up for it 🙂 It was Valentine's Day yesterday. Technically this is a one of several "anniversaries" for Andie and I but we tend not to do anything particularly "special" these days. I bought her a little present, … Continue reading #oneaday Day 73: Valentine

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    Busy evening yesterday, so this kind of slipped my mind, apologies! As usual, two today to make up for it 🙂

    It was Valentine's Day yesterday. Technically this is a one of several "anniversaries" for Andie and I but we tend not to do anything particularly "special" these days. I bought her a little present, she bought me a pizza. Fair exchange, I say!

    Valentine's used to be a super-big deal to me, and also quite embarrassing at times. I wasn't the sort of person who tended to receive any Valentine's cards as a younger lad, and the few times I did send secret Valentines, people tended to know it was me immediately. On one particular occasion, I sent a Valentine to someone I didn't even particularly like; I'm not entirely sure why, but I think it was to avoid having to admit who the person I actually did like at the time was. Bizarre logic when you think about it, but oh well. Young love and all that.

    Probably the most embarrassing Valentine I sent was back in university, when I actually tried my hand at writing some poetry. I actually don't think I did too bad with the compositions, but I also didn't keep any copies of them because after sending them I was exceedingly embarrassed by them. Also it didn't work. But oh well. I tried.

    Ultimately I came to realise that there's no real point putting all the pressure on one single day a year if you're hoping to develop a meaningful relationship with someone. When it happens, it happens naturally and often when you least expect it. And when that happens, explore it, appreciate it, treasure it — even if it takes your life down an unexpected path!

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    #oneaday Day 72: Direct to You https://imnotdoctorwho.moegamer.net/2019/02/13/oneaday-day-72-direct-to-you/ https://imnotdoctorwho.moegamer.net/2019/02/13/oneaday-day-72-direct-to-you/#respond Wed, 13 Feb 2019 23:29:16 +0000 https://imnotdoctorwho.moegamer.net/2019/02/13/oneaday-day-72-direct-to-you/ I meant to watch the Nintendo Direct while it was on earlier. But then I forgot, because Dynasty Warriors 8. I will now watch the archive and react to it "live" for you. First up, we have Mario Maker for Switch! This is great news. Mario Maker was fantastic on Wii U, and it deserves … Continue reading #oneaday Day 72: Direct to You

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    I meant to watch the Nintendo Direct while it was on earlier. But then I forgot, because Dynasty Warriors 8. I will now watch the archive and react to it "live" for you.

    First up, we have Mario Maker for Switch! This is great news. Mario Maker was fantastic on Wii U, and it deserves a second chance on a platform people actually bought. This is a full-on "sequel" too, not just a port. I'll be interested to see how it controls without the stylus of the Wii U GamePad, as just being able to "draw" stuff on that was great. It looks like we have a few new tilesets along the way, including Super Mario 3D World graphics, albeit only playing in 2D. June 2019. Bring it on!

    Next up, some "Nintendo Switch headlines".

    First, Marvel Ultimate Alliance 3 on Switch. Ten to fifteen years ago I would have cared, since I played this kind of game (Baldur's Gate Dark Alliance was a favourite) quite a lot with friends locally. Now? It's a pain to get people together, and these games just aren't fun if you play with randoms online. Not to me, anyway. Still, it's good to see a classic franchise back again.

    Next up, Box Boy + Box Girl. Apparently this is a critically acclaimed puzzle game series, but I've never heard of it. It looks moderately interesting, but it looks a bit "generic indie game" so I probably won't be exploring this one when it comes out unless it is something really exceptional.

    Super Smash Bros. 3.0 update coming soon. Joker will apparently be released by April, which isn't that far away now. Would be nice to know what the other DLC characters are going to be… or just a hint, anyway.

    Captain Toad: Treasure Tracker is getting a free update with two-player co-op, and paid downloadable content with 18 new levels. This was a cool game on Wii U, but I haven't bought it on Switch because I'd already had my fill. Good to see it getting some more support though — it's a great game!

    Bloodstained: Ritual of the Night shown off, and it's looking beautiful. Can't wait for this one. Looks like some really interesting stuff being done with the 3D visuals — reminds me of Nier: Automata in places. And there's character customisation! Looking forward to playing with that — I was a Kickstarter backer. Coming this Summer.

    Dragon Quest Builders 2 next. I haven't played the first one yet, but Andie played it all the way through and enjoyed it. Having now gained a bit of experience with Dragon Quest, I might bite on this one. Oh, and the 2D retro-style map looks absolutely lovely! They know what they're doing. July 12th.

    Dragon Quest XI on Switch. We knew this was coming, but not when. I'm looking forward to playing this, but will probably save it until after I play the earlier ones. I must finish V at some point! Oh, huh, you can play the game in 16-bit style 2D, and the Switch version has the orchestrated soundtrack and Japanese voices as an option. That's cool. Looks like this really will be the Definitive Edition, like they're calling it. Puff-puff. Coming this Autumn.

    Disney Tsum Tsum Festival. Could be a fun party game, but again, I don't get the opportunity to play with local friends often enough to make this worthwhile. That said, the puzzle game in there looks like a ton of fun. Coming later this year.

    Starlink: Battle for Atlas. Star Wolf is coming to this game in a new update this Spring. Interesting they're still pushing this, I thought it hadn't done very well. I think I'd rather see a new Star Fox game.

    A "heartfelt fantasy adventure" with lovely 2D art and cute 2D graphics. Rune Factory 4 Special, a remaster for Switch! I'm up for this. I've never played a Rune Factory game as yet, but I am very much into this. Coming later this year. Rune Factory 5 is also in development, but no specifics shown yet.

    Oninaki, a new action RPG from the developers of I am Setsuna, published by Square Enix. This is very pretty, with a nice high-contrast toon-shaded style and a contrast between "light" and "dark" worlds. Looks like a combination of action RPG hack and slash and monster-collecting funtimes. Coming Summer 2019.

    Yoshi's Crafted World. We already know a fair bit about this game, but it's nice to see new footage. The aesthetic is really lovely; it's like Little Big Planet running at more than 25fps. And hopefully with better jumping. Demo version available right now as you read this! Releasing March 29th.

    Fire Emblem: Three Houses. This was supposedly the main point of this presentation for a lot of people. I don't know Fire Emblem at all so I have no real investiment in this, but I'm curious to see it, as people seem to be excited about it. The visuals are really nice, with some cool anime cutscenes and some really nice character models. Apparently you start as a mercenary and move on to becoming a "teacher" of tactics at the Officer's Academy. The "three houses" of the title refer to the three houses of the academy, each associated with one of the three kingdoms that make up the game's setting.

    I like the art style of this one a lot more than previous Fire Emblem games I've seen in that the characters don't all stand as if they've shat themselves, and they have feet. Gameplay-wise, it looks like Fire Emblem with gorgeous graphics, which is something I'm pretty up for, to be perfectly honest. This might be the game to get me into the series, particularly as it combines strategy RPG gameplay with some "raising" mechanics, which looks like a cool combination — as well as a replayable one. I just hope it isn't a DLC-fest. Coming July 26.

    New Tetris game! 99 players. 1 winner. It's Tetris 99. Or, as other people on the Internet are calling it, Tetris Battle Royale. It's a free download for Nintendo Switch Online members, and should be out right now. Definitely going to give this a look.

    Dead by Daylight. Don't care. I know some people like this on PC though. Performance looks at bit dodgy on Switch from the current footage, but it's not coming out until Autumn.

    Deltarune for Switch. Still haven't played Undertale, so this doesn't mean a lot to me, but people are really excited about it. The version coming to Switch is the "Chapter 1" release that came out a while back for PC. Coming Feb 28 for free, though subsequent chapters will not be free!

    Next up, Daemon x Machina, which looks super cool. It's getting some limited-time missions on eShop called Prototype Misions that will allow you to try out some of the mechanics and loadouts. There will be four in total to begin with, and the team are seeking feedback from players via an email survey, so if you give it a shot, be sure to let them know what you think. The full game is coming this Summer.

    GRID Autosport coming to Switch. I like the GRID series despite generally not being a big "realistic racer" fan; GRID has always struck quite a nice balance between arcade and realism. Hopefully the Switch version will perform a little better than the trailer when it releases in Summer 2019.

    Hellblade: Senua's Sacrifice. Not a game I know a lot about, but I believe it was quite well received. Doesn't look super-appealing to me, but if the price is right I might check it out.

    Mortal Kombat 11. Not really interested, but I know fighting game aficionados who are into it.

    Unravel two. Indie puzzle platformer. March 22. Not for me.

    Assassin's Creed III Remastered. A remaster of the Assassin's Creed game that no-one liked. Includes all DLC and Assassin's Creed Liberation.

    Final Fantasy VII coming on March 26. Sweet.

    Chocobo's Mystery Dungeon coming March 20. Awesome! I love the Wii version.

    Final Fantasy IX available now. VIII remains doomed to forever be in limbo.

    After that flurry of announcements, we have a cool-looking anime-style cyberpolice game with mechs and other cool stuff. And a great soundtrack. It looks very much like a Platinum game, and seems to have an interesting emphasis on cooperative gameplay, presumably with either an AI companion or maybe another player? Visual style is absolutely gorgeous, with super-cool character design and a gorgeous "dystopian future" setting with mechs and monsters.

    Yep, it's a Platinum game, Kamiya is working on it. Astral Chain, coming 30th August. Probably. YES. I am all about that. Give it to me.

    On the subject of PlatinumGames, Bayonetta 3 is still happening. No footage or further details though.

    Finally, we have a frigging gorgeous-looking reimaginging of The Legend of Zelda: Link's Awakening, featuring art that is strongly reminiscent of that in the old Game Boy and Super NES manuals for the intro cutscene, and a Pikmin-esque in-game aesthetic with tons of tilt-shift and a rather "toy-like" feel. No specific date for this yet, just "2019". But we get to hear Marin sing, which brings my heart joy. Also that game is 26 years old. Fuck me.

    And that's my fragmented thoughts on the Direct as it happened. Well, all right, not exactly as it happened, but I was typing this as I was watching it, so as near as dammit.

    On the whole, I enjoyed that! Lots of things to be excited about, some things I didn't think I'd be excited about that I actually am (Fire Emblem!) and some cool surprises. I rate it good out of 10. But I'm not going on Twitter again this evening, because someone will be whingeing about it.

    And on that note, good night!

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    #oneaday Day 71: Internetainment https://imnotdoctorwho.moegamer.net/2019/02/12/oneaday-day-71-internetainment/ https://imnotdoctorwho.moegamer.net/2019/02/12/oneaday-day-71-internetainment/#respond Tue, 12 Feb 2019 23:31:35 +0000 https://imnotdoctorwho.moegamer.net/2019/02/12/oneaday-day-71-internetainment/ Over the last year and a bit, I've come to appreciate "YouTubers" more than I have done in the past. Hell, I'm at a point where I'd almost count myself in that category — at least I would if I did videos with more than double-digit view figures. But I'm cool with that; I have … Continue reading #oneaday Day 71: Internetainment

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    Over the last year and a bit, I've come to appreciate "YouTubers" more than I have done in the past.

    Hell, I'm at a point where I'd almost count myself in that category — at least I would if I did videos with more than double-digit view figures. But I'm cool with that; I have a nice group of people in the comments and I feel that aspect is more likely to go away the "bigger" you get.

    Despite "getting" the medium a bit more than I have done in the past, I don't follow a lot of what I would describe as "big" YouTubers. Yes, I follow some of the more popular and successful — or at least well-regarded — gaming YouTubers, including LGR, The Game Chasers, Game Sack, Game Dave and ProJared, but I tend not to foray into super-popular territory like PewDiePie and the like. I have nothing in particular against PewDiePie, having never watched one of his videos, but what I know of his work also doesn't really appeal, either; I like the channels I've listed above for their "mature" take on gaming and their focus on more retro titles.

    However, one exception to my "popular YouTubers" trend was a channel I came across entirely by chance, and indeed had no idea was even popular the first time I encountered it. That channel is Rhett and Link's Good Mythical Morning, a show that has kind of evolved through a variety of different formats over the years, but which has always provided an extremely "welcoming" and inclusive feel, regardless of whether you're watching a video for the first time or if you're a longtime devoted fan.

    For the unfamiliar, Good Mythical Morning is — in its current form, at least — a daily show of about 15-20 minutes in length in which Rhett and Link, the two hosts, discuss something enjoyable mundane and meaningless, usually with some form of entertaining (and completely unscientific) "experiment" or game to complement what they are talking about. This might be seeing what happens if you leave various items in bleach for a month, or attempting to determine what a chocolate-covered household object is while blindfolded and using only your mouth.

    The thing I like about Good Mythical Morning is that it provides a much-needed escape from the world — and one you can just sit back and enjoy rather than having to engage directly with it. They're never topical, they're never offensive, they're never political — but far from feeling like this is an oversanitised corporate affair, Rhett and Link always put across a very genuine feeling of friendship with one another, with their crew and with the viewer. You're being invited in to enjoy something dumb and silly with them, with no commitments or obligations; the only thing they want from you is for you to enjoy yourself.

    The main Good Mythical Morning show is complemented by Good Mythical More, which is a more freeform, unstructured show that typically builds on what is in the main episode of the day, Saturday show Let's Talk About That, in which Rhett and Link are effectively "interviewed" by their producer Stevie about the things they have got up to that week, and Ear Biscuits, the duo's long-form podcast in which they talk about more weighty, adult issues — but still without setting foot into controversial, politically charged or even topical territory.

    Andie and I both enjoy all these shows, which is great; it's always nice to find something that we both like. Good Mythical Morning typically accompanies our dinner in the evening, and we often fall asleep to an Ear Biscuits episode. Since we both started watching Rhett and Link's work, it's hard not to think of them as people we "know" at this point; it's a much more close, intimate relationship than you typically have with an entertainer, and it's a very pleasant feeling.

    I'm sure not everyone will get along with their particular style of humour — especially when they get into more "gross-out" territory, but even there it's pretty tame and not offensively gross; it's just "oh, wow, I can't believe they did that" territory.

    If all that sounds like fun, be sure to check out their channels I linked above; you might just find yourself falling in love like we did!

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    #oneaday Day 70: Doragon https://imnotdoctorwho.moegamer.net/2019/02/11/oneaday-day-70-doragon/ https://imnotdoctorwho.moegamer.net/2019/02/11/oneaday-day-70-doragon/#respond Mon, 11 Feb 2019 22:59:55 +0000 https://imnotdoctorwho.moegamer.net/2019/02/11/oneaday-day-70-doragon/ Miss Kobayashi's Dragon Maid is, it seems, coming back for a second season! I am delighted at this news. Dragon Maid hails from the last season of anime I was actually organised enough to watch things as they were being broadcast (or at least to follow them week by week) and it was a great … Continue reading #oneaday Day 70: Doragon

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    Miss Kobayashi's Dragon Maid is, it seems, coming back for a second season! I am delighted at this news.

    Dragon Maid hails from the last season of anime I was actually organised enough to watch things as they were being broadcast (or at least to follow them week by week) and it was a great season all round. Between Dragon Maid, Interviews with Monster Girls and Gabriel Dropout, I had a lot of fun — and at least two of those shows have proven to be consistently popular with the fan communities of the Internet ever since. (Interviews with Monster Girls never seems to get quite so much love, but I thought it was probably the most interesting of the three in a number of regards.)

    But anyway! Dragon Maid. If you've never watched it before, most of the information you need to know is in the title. Miss Kobayashi is a sad thirtysomething whose life is going nowhere in particular and is just sort of trudging along day by day, much as many of you reading this doubtless are. (I know I am!) However, one day she is surprised to discover a dragon at her door who is insisting on coming to live with her and be her maid. It seems that one night, she got extremely drunk and ended up saving the life of this dragon, who had been injured, and thus said dragon (named Tohru, or Tooru, depending on whose Romanisation you go by) decided that she really needed to repay this life debt.

    The remainder of the series concerns Tohru's attempts to work as Kobayashi's maid, though of course, being a dragon (and a rather energetic one at that) she's not quite sure how to do the whole "human" thing properly. As the series progresses, we're introduced to a number of other dragons, all of whom are based on mythological figures, and they all have their own distinct (and rather unexpected) personalities.

    In the first season, a couple of characters went a little underused, particularly Elma, who is a favourite of several people I know. Here's hoping that this second season allows her a little more time in the spotlight. And, of course, plenty more yuri goodtimes.

    I'm really looking forward to this new season. There's no real details yet other than the fact it's coming, but hopefully we can look forward to it later this year. And who says none of the good anime ever get renewed for a second run?

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    #oneaday Day 69: Nice https://imnotdoctorwho.moegamer.net/2019/02/11/oneaday-day-69-nice/ https://imnotdoctorwho.moegamer.net/2019/02/11/oneaday-day-69-nice/#respond Mon, 11 Feb 2019 00:32:57 +0000 https://imnotdoctorwho.moegamer.net/2019/02/11/oneaday-day-69-nice/ Well, it's been a productive weekend, all told. Obviously the most significant news is that we've secured a new cat, which means that next weekend we'll have a new addition to our "family" as well as — hopefully, anyway — a new friend for Meg, who has been quite lonely for quite a while now. … Continue reading #oneaday Day 69: Nice

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    Well, it's been a productive weekend, all told.

    Obviously the most significant news is that we've secured a new cat, which means that next weekend we'll have a new addition to our "family" as well as — hopefully, anyway — a new friend for Meg, who has been quite lonely for quite a while now. I hope they get along; we took a blanket from the shelter with the new cat's scent on, and Meg has had a good sniff several times now without getting upset or anything, so that's a positive first step.

    Aside from that, I've been doing some experimenting with video, as I mentioned previously. I've been fiddling around with the best ways to introduce videos "to camera", as it were, and then setting up a "Game Face" cam for while I'm playing. I never really know if I'm "supposed" to be doing anything particularly interesting while I'm playing, but I have found that knowing the camera is there helps me imagine that I'm talking to the audience a bit better. I can do things like make sidelong glances, react to things visually as well as audibly, and just generally have a good time.

    And I've been quite surprised what a good time I actually have had with it! I was concerned that it might feel painfully awkward — and indeed, I feel like if I was doing this with someone else in the room, it would feel painfully awkward, since I don't even like having phone conversations with anyone else present, let alone recording videos or podcasts — but, much like I've come to enjoy recording myself speaking on these videos, I can already understand the appeal of appearing on camera as well as doing voiceovers.

    Well, I guess it remains to be seen how my readers and viewers will respond to the videos as they start coming out. Today's Split/Second video was an experiment and had a few issues that I've already corrected for some subsequent vids, so watch out for those later in the week. And I'm sure I'll refine the format over time.

    Will the new cat (or indeed Meg) appear in the videos, however? I'm sure that will happen at some point or another… but we'll have to wait and see!

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    #oneaday Day 68: Successful Mission https://imnotdoctorwho.moegamer.net/2019/02/09/oneaday-day-68-successful-mission/ https://imnotdoctorwho.moegamer.net/2019/02/09/oneaday-day-68-successful-mission/#respond Sat, 09 Feb 2019 19:49:04 +0000 https://imnotdoctorwho.moegamer.net/2019/02/09/oneaday-day-68-successful-mission/ Last weekend, we attempted to find a new companion for Meg, our surviving cat who has seemed to be very lonely since her friend (and possibly daughter) Ruby passed away last November. We were not successful. This weekend, we tried again… and I think, I think we've done it! We went out with the intention … Continue reading #oneaday Day 68: Successful Mission

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    Last weekend, we attempted to find a new companion for Meg, our surviving cat who has seemed to be very lonely since her friend (and possibly daughter) Ruby passed away last November. We were not successful.

    This weekend, we tried again… and I think, I think we've done it!

    We went out with the intention of looking at a very majestic-looking ginger tom called Roman, who was listed as being suitable for housing with other cats. Unfortunately, we got there and discovered that he hadn't finished being assessed for this aspect of his personality at the time he'd been listed, and sadly he would not be able to live in a house with another cat. A real pity, as he looked like a good boi. Still, I'm sure he'll get snapped up before long.

    We happened to look at the other animal shelter in the area, and there was a cat listed who was suitable for living with other cats. Her listing noted that she "has occasional accidents" (i.e. shits in places she shouldn't) but was otherwise healthy and well, so we thought we'd go on down and have a look at her.

    She's adorable. She was very shy — she's only just moved into the main cattery at the shelter, so she's still in that "adjustment" period — but she was very excited about getting some attention and fuss when we had a chance to meet her properly. She seemed extremely friendly, breaking into a loud purr and rolling over as soon as Andie and I started giving her a bit of petting, and I think we both fell in love pretty much immediately.

    We had to have a bit of a discussion with the shelter about whether the "catio" we've built out the back of the house to prevent the cats from roaming (and hopefully preventing accidents like that which took Ruby from us happening again) would be suitable for Patti, the potential new arrival, but it seemed like things would be OK. Patti had apparently been abandoned, so there weren't many details available about her, but the shelter's initial assessments of her suggested she was probably more of a house cat anyway, so that should be absolutely fine.

    So now all we have to do is wait — she's just recently had "the chop" and as such is still on some pain medication, so they need to keep an eye on her for a couple of days yet. But all being well, by next weekend we should once again be a two-cat household… and keeping our fingers crossed that Meg gets along with the new arrival!

    Expect pictures.

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    #oneaday Day 67: The Missing Day https://imnotdoctorwho.moegamer.net/2019/02/09/oneaday-day-67-the-missing-day/ https://imnotdoctorwho.moegamer.net/2019/02/09/oneaday-day-67-the-missing-day/#respond Sat, 09 Feb 2019 19:41:11 +0000 https://imnotdoctorwho.moegamer.net/2019/02/09/oneaday-day-67-the-missing-day/ Did I not write something yesterday? I was sure I did somehow. Absolutely convinced. But apparently I did not. My apologies. Oh well, let's catch up, then! I've been enjoying making videos way more than I thought I ever would, so at the urging of my wife, I've taken a "next step" and invested in … Continue reading #oneaday Day 67: The Missing Day

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    Did I not write something yesterday? I was sure I did somehow. Absolutely convinced. But apparently I did not. My apologies. Oh well, let's catch up, then!

    I've been enjoying making videos way more than I thought I ever would, so at the urging of my wife, I've taken a "next step" and invested in a couple of bits and pieces to allow me to do a bit more. Specifically, I've bought a lavalier mic, which allows me to record pieces to camera without having to block out my face with my large podcast mic and boom arm, and a mount for the tripod we have that allows me to put my phone into it. My phone records pretty good quality video footage aside from the sound quality, so combining it with the lavalier mic means I can appear "on camera" a bit more. Which will be nice. Hopefully.

    To be honest, the reason I haven't looked into this a bit sooner is because I'm kind of nervous about it! I'm not a big fan of the way I look and as soon as you put yourself "out there" on a video, you invite anyone to come along and say mean things to you.

    But then I thought about it: I used to feel that way about my voice, but in a couple of years of making videos now (and several years of making podcasts prior to that) I've actually come to quite like my voice, and I've even had a few compliments from people about it. That has helped give me a bit of confidence — so much so that I now make a whole bunch of videos each week without even thinking about the sound of my voice being "embarrassing". Perhaps appearing on camera will be the same way after a while.

    Only one way to find out then: to do it! You'll be seeing the first of these tomorrow on this week's episode of Sunday Driving, and I'll be tweaking and fiddling around with the format and layout a bit over the course of a few other videos very soon. It's not a huge amount more faff to get the room set up to record me as well as the game, so I may as well experiment a bit and see how things go. If it doesn't work or if my visage shatters too many phone screens, I can always just slink back into the darkness again.

    Anyway. That's that. That's what I've spent at least part of today doing. For what else I spent today doing… well, you'll have to wait for the next post, coming very soon!

    The post #oneaday Day 67: The Missing Day appeared first on I'm Not Doctor Who.

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    #oneaday Day 66: Thunderstone https://imnotdoctorwho.moegamer.net/2019/02/07/oneaday-day-66-thunderstone/ https://imnotdoctorwho.moegamer.net/2019/02/07/oneaday-day-66-thunderstone/#respond Thu, 07 Feb 2019 13:30:42 +0000 https://imnotdoctorwho.moegamer.net/2019/02/07/oneaday-day-66-thunderstone/ I said the other night that I'd talk a bit about Thunderstone "tomorrow" and then promptly didn't! Allow me to rectify that forthwith. Thunderstone (or, more accurately, Thunderstone Advance) is a tabletop game for 1-5 players. There have been numerous releases over the years, most of which can be combined together to create an overall … Continue reading #oneaday Day 66: Thunderstone

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    I said the other night that I'd talk a bit about Thunderstone "tomorrow" and then promptly didn't! Allow me to rectify that forthwith.

    Thunderstone (or, more accurately, Thunderstone Advance) is a tabletop game for 1-5 players. There have been numerous releases over the years, most of which can be combined together to create an overall "custom" experience; it is a deckbuilding game, so most sets consist almost exclusively of cards, and in each individual playthrough you only use a certain selection of cards from the available pool, making for a great deal of variety.

    The set I have is loosely based on Monte Cook's Numenera RPG setting, but no prior knowledge of the setting, stories or characters are required to enjoy the game. Many of the other Thunderstone sets have their own themed setup, but the common mechanics and card layouts mean they can be freely combined as you see fit.

    Thematically, Thunderstone is a game about defeating monsters in a dungeon, with the ultimate aim being to defeat a powerful foe called a "Thunderstone Bearer". You accomplish this by engaging in one of two different activities on each of your turns: visiting the village, or delving into the dungeon.

    Each turn, you draw a hand of six cards from your deck. The available cards consist of heroes, weapons (which must be equipped on heroes to be useful), items, spells and villagers. Most cards have a "gold" rating on them, and when you visit the village this is the main thing you'll want to be paying attention to.

    At the start of the game, you choose a selection of all the aforementioned cards to lay out on the village board. Each card has a price, and on a village turn you can use up to the amount of gold you have on the cards in your hand to purchase something. This is then put on your discard pile and added to your deck that way; when you reach the bottom of the discard pile and reshuffle your deck, the new card will then be in the mix.

    Delving into the dungeon also involves making strategic use of your hand of cards. In order to defeat a monster, you must accumulate enough attack power using your hand and the abilities on the cards therein, while taking into account the "darkness level" of the dungeon area you are hoping to defeat a foe from. Banish the darkness with enough torches or light-emitting items and there is no attack penalty; if any darkness remains, the penalty gets more severe according to how deeply in the dungeon your foe is ensconced.

    Defeating a monster rewards you with experience point tokens, which can either be spent for one-off boons or used to level up hero cards, and victory points, which are how you win once the Thunderstone bearer has either been defeated or escaped the dungeon.

    The interesting thing about the different cards comes in the form of their various abilities, some of which favour the village, others the dungeon. Certain cards have others as prerequisites, while others allow you to draw extra cards on that turn. Eventually, as in most deckbuilding games, what you're aiming for is a suitably "trimmed" deck where you are unlikely to draw the fairly feeble starter cards and instead have a flexible collection of cards; a "destroy" mechanic allows you to permanently remove cards from your hand, sometimes against your will!

    The monsters are all grouped into various categories and levels, and each has a distinct "theme" to how you fight them. Some generally inflict some sort of penalty on you before you start fighting (such as having to discard or even destroy a card you might have been relying on); others require that you do certain types of damage to defeat them; others still might only be defeatable under very specific circumstances, such as dealing exactly 8 points of damage.

    The game systems are simple and easy to understand, with most of the depth coming from the combinations of cards and how you apply them to various situations. It's quick to play, even with a lot of players, and a nice blend of mechanics and theme that will satisfy both those who like beating up monsters and those who like stroking their chin thoughtfully about possible strategies to outplay everyone else at the table.

    For the most part, the game isn't directly competitive, but there are various ways in which you can affect the other players. Some heroes are specifically designed to make monsters harder to defeat for other players, for example, while simply purchasing the last of a particular item or defeating a monster another player had their eye on can potentially throw their whole strategy off.

    It's a lot of fun and I'd like to play it a bit more often. Now it's hit the table for the first time in a while and we all enjoyed it, hopefully we'll have another chance soon.

    The post #oneaday Day 66: Thunderstone appeared first on I'm Not Doctor Who.

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    #oneaday Day 65: A Nap and a Scramble https://imnotdoctorwho.moegamer.net/2019/02/06/oneaday-day-65-a-nap-and-a-scramble/ https://imnotdoctorwho.moegamer.net/2019/02/06/oneaday-day-65-a-nap-and-a-scramble/#respond Wed, 06 Feb 2019 23:29:50 +0000 https://imnotdoctorwho.moegamer.net/2019/02/06/oneaday-day-65-a-nap-and-a-scramble/ A quiet day on MoeGamer today, and apologies for that; normally I'd post a Waifu Wednesday on Wednesday, but I was still absolutely exhausted after last night, so when I got home I just had a nap for a few hours, and then invested the rest of my evening into 428: Shibuya Scramble. The first … Continue reading #oneaday Day 65: A Nap and a Scramble

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    A quiet day on MoeGamer today, and apologies for that; normally I'd post a Waifu Wednesday on Wednesday, but I was still absolutely exhausted after last night, so when I got home I just had a nap for a few hours, and then invested the rest of my evening into 428: Shibuya Scramble.

    The first article on this delightfully unusual game will be up on Friday, providing a bit of an introduction and some historical, cultural context as to where it came from. In subsequent weeks I'll look in more detail at various aspects of the game, because there's a hell of a lot to talk about! If you enjoy the idea of a visual novel being as much of a narrative "puzzle" as it is a pure interactive narrative, then it's definitely a game you should check out. The whole twisted, tangled five-way story gets increasingly complicated to unravel as the game progresses, and it's very satisfying when you manage to usher everyone safely on to the next hour.

    I'll talk more about this when I write about it on MoeGamer, but I'm really delighted with how much influence it takes from anime-style games in its presentation, despite consisting almost exclusively of still photographs with a bit of full-motion video here and there. Probably the most notable aspect of this is the presence of several deliberately exaggerated characters, many of whom make use of heavily stylised facial expressions and body language; despite being real actors they're not "realistic", and that's part of their appeal.

    What this means for the game in broader terms is that it's an absolute delight to just post a bunch of screenshots without providing any context, so I will close off today by doing just that.

    See? A delight. More to come.

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    #oneaday Day 64: Longer Than Anticipated https://imnotdoctorwho.moegamer.net/2019/02/06/oneaday-day-64-longer-than-anticipated/ https://imnotdoctorwho.moegamer.net/2019/02/06/oneaday-day-64-longer-than-anticipated/#respond Wed, 06 Feb 2019 01:33:17 +0000 https://imnotdoctorwho.moegamer.net/2019/02/06/oneaday-day-64-longer-than-anticipated/ Urgh. Thought I'd be home earlier than this, but… well. Rewind a bit. I was out at a local friend's place this evening for one of what used to be our regular board gaming meetups. These have since become extremely irregular since two of our number had at least one child, and it was just … Continue reading #oneaday Day 64: Longer Than Anticipated

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    Urgh. Thought I'd be home earlier than this, but… well.

    Rewind a bit. I was out at a local friend's place this evening for one of what used to be our regular board gaming meetups. These have since become extremely irregular since two of our number had at least one child, and it was just three of us this evening. We played Thunderstone, which, if it was a little earlier, I would talk a bit about, because it's a cool game. Maybe tomorrow.

    However, after the game concluded, there was a certain amount of drinking from the parties present who were not me. And when said present parties drink, they become not boisterous and rambunctious, but rather up for a good old-fashioned political, philosophical debate. The sort of thing that, generally speaking, is total anathema to me in conversational terms; I spend time and effort actively avoiding that sort of discourse online due to the amount of unpleasantness that generally surrounds it, so I certainly really don't relish the prospect of having it in a real-life situation where I can't escape it.

    Well, I tell a lie; I did kind of escape it; I'd had the foresight to take my Switch with me, so I just played some Dynasty Warriors 8 Xtreme Legends Definitive Edition while they debated whether or not one of them was rich enough to "do something" about global warming, whether they were worried about the world maybe possibly ending at some point in the next 50 years and some other bits and bobs that I completely tuned out for.

    I know some of this stuff is "important", but I just can't bring myself to care any more, I'm afraid. I've been so bombarded with overtly political messages online for the last few years that I now just put up a "shield" any time such discussions come up, and I don't want to engage. The prospect of engaging with such discussions actively causes me anxiety. I don't begrudge my friends the opportunity for a good debate — they're both the kind of people who have always enjoyed debates like this, the weirdoes — but it's not an activity in which I feel like I can participate in, especially when the matters under discussion just don't matter to me.

    I spend enough time and effort worrying about trying to keep myself if not happy then at least vaguely sane. That is a delicate balancing act at the best of times, so I really don't have the energy for anything more. I care about myself and the things close to and important to me. My wife. My cat. My family. My friends. Video games. Music. Writing. Creativity. And that's about it.

    And that's enough for me, to be honest.

    The post #oneaday Day 64: Longer Than Anticipated appeared first on I'm Not Doctor Who.

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    #oneaday Day 63: On the Turn https://imnotdoctorwho.moegamer.net/2019/02/05/oneaday-day-63-on-the-turn/ https://imnotdoctorwho.moegamer.net/2019/02/05/oneaday-day-63-on-the-turn/#respond Tue, 05 Feb 2019 00:14:05 +0000 https://imnotdoctorwho.moegamer.net/2019/02/05/oneaday-day-63-on-the-turn/ The weather's starting to warm up again a little bit. Not that we've been hit with cold weather to anything like the same degree as parts of the US, but it's still been chilly for this part of the world. On my drive home tonight, the temperature was about 10 degrees C, which is a … Continue reading #oneaday Day 63: On the Turn

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    The weather's starting to warm up again a little bit. Not that we've been hit with cold weather to anything like the same degree as parts of the US, but it's still been chilly for this part of the world.

    On my drive home tonight, the temperature was about 10 degrees C, which is a perfectly comfortable temperature so far as I'm concerned. I take the piss out of British weather and its tendency towards being "eehhhhh" rather than anything particularly dramatic, but honestly? I prefer it when it's grey, dull and unremarkable — not too hot, not too cold, not too wet. I don't even mind it being wet if I'm inside and can enjoy the soothing sound of raindrops without getting drenched.

    It's still pretty damn cold in the mornings, though, and that's making getting up somewhat challenging. I've temporarily suspended my early morning Fitness Boxing sessions just because it's so fricking freezing in the morning that it's really unpleasant and uncomfortable to get up at that hour. Okay, I warm up pretty quickly once the workouts are underway, but I feel I'd be better and more motivated once there's a little more warmth first thing in the morning. Or at least not any icy chill, even if we put the heating on!

    The only downside to grey, drab weather is that it tends to bring with it a bit of a grey, drab mood. Not necessarily depression or anything, just a general feeling of apathy, perhaps slight discontent. At least with the snow the other day that was something vaguely out of the ordinary — though as noted, it unfortunately wasn't enough to get any of us out of work… though on the flipside it also wasn't bad enough to mean any of us got stuck at work, either. Every cloud and all that.

    The first "MoeGamer Music" article is now live on MoeGamer courtesy of my shiny new stereo, and it was a lot of fun (if quite time-consuming!) to write. Watch out for more of these in the near future. Don't forget to check out the latest episode of The MoeGamer Podcast, too, for in-depth, intelligent discussion about all things gaming. This week, we say "Death to Metroidvania!"

    On that note, I better get to bed. Hope you had a pleasant evening. Good night1

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    #oneaday Day 62: Diabolical https://imnotdoctorwho.moegamer.net/2019/02/04/oneaday-day-62-diabolical/ https://imnotdoctorwho.moegamer.net/2019/02/04/oneaday-day-62-diabolical/#respond Mon, 04 Feb 2019 00:04:48 +0000 https://imnotdoctorwho.moegamer.net/2019/02/04/oneaday-day-62-diabolical/ Good evening! I hope you've had a good weekend. Most of mine consisted of recording and editing podcasts, but I enjoy that so that's all good. It's a shame we weren't able to sort out a new cat or two, but we'll just have to keep trying there. This evening, my podcast co-host Chris and … Continue reading #oneaday Day 62: Diabolical

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    Good evening! I hope you've had a good weekend. Most of mine consisted of recording and editing podcasts, but I enjoy that so that's all good. It's a shame we weren't able to sort out a new cat or two, but we'll just have to keep trying there.

    This evening, my podcast co-host Chris and I had a thoroughly enjoyable time playing Diablo III on Switch. The more I play this console version, the more it just feels right on a console with an analogue controller. One of the things that always bugged me about Diablo on PC was how clunky and cumbersome it was to move out of the way of something like an area-effect marker or an incoming projectile, but when you're playing with a controller, that completely ceases to be an issue. Boss fights that were hard for all the wrong reasons when played with a mouse become much more enjoyable on console. Delightful.

    Diablo III's core gameplay loop remains satisfying and fun. Kill things, make bar get bigger until other numbers get bigger and bar resets, pick up shinies, equip shinies, watch other numbers get bigger. At its core, it's getting into "Skinner box" territory, but the difference between Diablo and a shitty mobile game that showers you with experience points just for tapping on your florist five times a day is that Diablo expects a certain amount of skill and knowledge, and isn't just an "idle" or a "tapper" game. (Insert some pithy comment about Diablo Immortal here.)

    Diablo is enjoyable because — particularly in its third incarnation — it combines the things people like about munchkin-centric RPGs (in which your primary concern above all else is making bigger numbers) with some honest to goodness arcade-style action: power-ups, combo bonuses, the whole "more fun with friends" angle. Although on the surface, Diablo appears to take itself very seriously, and indeed plays host to some quite detailed lore, the "Adventure" mode which makes up the meat of the game for most players these days understands that some people don't care about all that nonsense and just want to punch the intestines out of a variety of hideous monsters.

    There are a few things I wish could be tweaked slightly about the experience — most notably, I wish the music was more interesting, as Russell Brower's rather ambient soundtrack doesn't do much to stand out. This is fine in the narrative-centric story mode, but in the distinctly more arcadey Adventure mode it would be awesome to have some music with a bit more "oomph" to it — something Castlevania-esque would be sweet. But oh well. You can't have everything.

    I also particularly like the "seasonal play" concept, where, if you choose to engage with it, the game is relevant for a specific period of time, and there are clear objectives for you to pursue and be rewarded with cool stuff. Blizzard's use of Achievements has always been very good, particularly in its RPGs, and Diablo III makes great use of these and similar types of awards to motivate you and encourage you to try various different ways to play.

    In our session today (and slightly beyond), I went from level 21 to level 50 and had a thoroughly good time. The delightful ridiculousness of the Paragon levels awaits. I shall enjoy grinding away for a bit while this season continues.

    The post #oneaday Day 62: Diabolical appeared first on I'm Not Doctor Who.

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    #oneaday Day 61: Audiophile https://imnotdoctorwho.moegamer.net/2019/02/02/oneaday-day-61-audiophile/ https://imnotdoctorwho.moegamer.net/2019/02/02/oneaday-day-61-audiophile/#respond Sat, 02 Feb 2019 22:55:30 +0000 https://imnotdoctorwho.moegamer.net/2019/02/02/oneaday-day-61-audiophile/ See, I told you I'd be back later! Even with Patreon being down for half of the day. Anyway. Yes. In the previous post, I noted that I had acquired a new stereo. I wanted to talk about that a bit today. I'm not sure exactly what triggered me wanting to have a standalone stereo … Continue reading #oneaday Day 61: Audiophile

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    See, I told you I'd be back later! Even with Patreon being down for half of the day.

    Anyway. Yes. In the previous post, I noted that I had acquired a new stereo. I wanted to talk about that a bit today.

    I'm not sure exactly what triggered me wanting to have a standalone stereo again — likely a combination of Techmoan, nostalgia and frustration with the fact that when I "upgraded" my car a year or so back, I didn't realise that said "upgrade" would actually remove the CD player I'd become so accustomed to having. That and the knowledge that I have a whole bunch of cool soundtrack CDs from various limited edition games that I don't always remember to rip, and which if I do remember to rip, often get lost in the ever-growing morass of my Google Play Music library.

    This, along with various discussions that have happened over the course of the last few years about how music has become a lot more "disposable" in this age of streaming and YouTube, made me have a sudden desire to have a setup in my house where I could just… enjoy music. Preferably not as background noise while I was doing something else, either — somewhere that I could enjoy music just for its own sake.

    This is something I used to do when I was younger. I had a stereo in my room, and I used to enjoy playing my CDs and cassettes, much as any teenager at the time did. Sure, sometimes I'd blast something motivational or aggressive while I was swearing at my Maths homework, but at other times I'd simply stick some music on to relax to, to enjoy for its own sake — be it popular things, stuff I'd decided to "take a chance" on (some things never change) or classical music my parents thought that I "should" be listening to as an aspiring musician.

    Active listening, as I tend to think of it, is not something I've done very much over the last few years, simply because the way our modern digital music libraries are set up doesn't really encourage that. Why would you listen to a whole album from start to finish when you can pick and choose your favourite tracks, set up playlists and instantly skip the songs you don't like so much?

    Well… I decided I kind of missed that. And the result was this.

    For those of you who haven't seen this room before, this is my "study" upstairs in my house. It's primarily intended as a room to look at and go "ooh, old shit" in, but everything that is set up there is fully functional, including the computers, the Philips G7000, and the NES. The old Pong clone machine isn't hooked up to anything, but I have no doubt that still works, too.

    The latest addition is the big, black, ugly, '90s style boombox monstrosity in the middle. This is, I am told, an "LG LOUDR CM4360 230 W Home Audio System with Bluetooth, CD, Radio Boom Box – Black", and I bought it because it had good reviews and wasn't very expensive. It lacks a DAB tuner and a cassette deck, but I can get DAB radio (or Internet streaming equivalents) piped to it via Bluetooth, and I'm not sure any stereos come with cassette decks any more. I don't actually have any audio tapes here with me, but I do know there's a huge bag of them in the wardrobe of my parents' spare room (which used to be my room) — not coincidentally, this is also where I found the NES, to my great surprise, a few months back.

    It's a relatively no-frills system in terms of functionality — no clock, sleep timer, alarm, anything like that, but for what I intend to use it for none of that was necessary. I just needed something that played music, and played it well. And ooh, dear me, does it ever play music well.

    My Dad taught me from a young age to always be skeptical about the quoted wattage of audio systems, particularly all-in-one units like this, and as such I question whether this is really a 230W system, but it's most definitely pretty powerful, with a really good bass end on it. This additional power — whether or not it is actually what it says it is — is what convinced me to spend a few extra quid over a cheap Argos thing; those tended to be quoted around 10W, just to put the difference in context.

    There's a selection of equaliser presets rather than a full-control equaliser, but I don't really know how to use one of those anyway, so I'm fine with that. Most reviews I read recommended just sticking it on the "Bass" setting and everything sounded great, so I tried that earlier and I can confirm the tracks I tested it with did indeed sound great.

    One thing I'm going to be doing as a new challenge for myself in the coming weeks is writing a bit more specifically about soundtracks. I have all these CDs from various limited editions just begging to be listened to a bit more, so I'm keen to investigate them more than I already have done, and find some good ways to write about them, appreciate them and understand them more. Plus it's a good excuse to revisit some favourite tracks — and perhaps give a bit more of a chance to ones I typically skip.

    If you're curious, from left to right there, we have the Corpse Party: Blood Drive soundtrack CD "Songs of the Dead"; the Cyberdimension Neptunia: 4 Goddesses Online soundtrack; the Dark Rose Valkyrie soundtrack (man, I really should actually play that sometime soon, I'm super-curious about it); the Drakengard 3 soundtrack (likewise); "Diggin' in the Carts", which is a disc of music from 8- and 16-bit Japanese systems; the GalGun 2 soundtrack (which reminds me, the GalGun: Double Peace soundtrack is lurking somewhere, I should find that); the Hyperdimension Neptunia U: Action Unleashed soundtrack; "Elements of The Last Story", which I actually don't think I've ever listened to, but man that was a good game; the Megadimension Neptunia V-II soundtrack; the Megatagmension Blanc + Neptune vs. Zombies soundtrack; the MeiQ: Labyrinth of Death soundtrack; "Nararock Festival", which is the soundtrack to Senran Kagura: Peach Beach Splash; "Songs of the Verse Maidens", which is the Omega Quintet soundtrack (hidden gem alert, both in game and music terms); then various Senran Kagura soundtrack sets including Shinovi Versus, Deep Crimson, Bon Appetit, Estival Versus and Burst Re:Newal; the impressive four-disc Song of Memories soundtrack set; the Superdimension Neptune vs Sega Hard Girls soundtrack (a Nep game I should really get around to sometime); the Trillion: God of Destruction soundtrack and, finally the Valkyrie Drive: Bhikkuni soundtrack.

    Hey, what can I say, I know what I like.

    I'm going to add to this collection over time, perhaps with seeking out some interesting or unusual CDs and building up a small but well-formed collection of favourite game soundtracks. If anyone has any good recommendations (preferably ones that won't break the bank!) I'll happily hear them.

    So that's my new stereo. Exciting!

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    #oneaday Day 60: Oops https://imnotdoctorwho.moegamer.net/2019/02/02/oneaday-day-60-oops/ https://imnotdoctorwho.moegamer.net/2019/02/02/oneaday-day-60-oops/#respond Sat, 02 Feb 2019 13:36:49 +0000 https://imnotdoctorwho.moegamer.net/2019/02/02/oneaday-day-60-oops/ So in attempting to catch up from my "delayed" day I inadvertently forgot to do the "real" post for the day in the evening. Once again, 428: Shibuya Scramble is to blame. I can say with some confidence that I need to follow habits and patterns as much as possible in order to be productive. … Continue reading #oneaday Day 60: Oops

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    So in attempting to catch up from my "delayed" day I inadvertently forgot to do the "real" post for the day in the evening. Once again, 428: Shibuya Scramble is to blame.

    I can say with some confidence that I need to follow habits and patterns as much as possible in order to be productive. As such, I'm going to do my very best to get these posts out at at least a similar time each day, if not the same time every day. Well, actually, not really anything that strict; I'm simply going to ensure that I don't leave them as the last thing I need to do in the whole day, because that way means that I will inevitably forget them, get into bed, perhaps think about them briefly before falling asleep, then wake up in the morning going "oh, shit".

    Oh well. I'm here now. And I will be here again later today. Before I go to bed. Probably.

    Today was going to be a fun day in which we went to look at new cats as potential companions for Meg, but sadly literally all of the cats at the shelter have been reserved, including the pair of lovely boys we'd had our eye on. This was extremely disappointing and a bit upsetting, but at least we know all of those cats have gone to a (hopefully) happy home. We'll just have to keep a close eye out for further possibilities, and take good care of Meg in the meantime.

    The rest of the plan for today consists of podcasting, video games and, assuming it arrives, setting up my new stereo. But I'll talk a bit more about that later today after it's actually come. In the meantime, have a thoroughly pleasant weekend.

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    #oneaday Day 59: Delayed Again https://imnotdoctorwho.moegamer.net/2019/02/01/oneaday-day-59-delayed-again/ https://imnotdoctorwho.moegamer.net/2019/02/01/oneaday-day-59-delayed-again/#respond Fri, 01 Feb 2019 07:52:16 +0000 https://imnotdoctorwho.moegamer.net/2019/02/01/oneaday-day-59-delayed-again/ Another slightly delayed post! Apologies. At least I remembered to do the monthly wallpaper before the end of the actual month! Once again, it was a thoroughly compelling video game that distracted me from remembering to post last night — in this case, upcoming Cover Game subject, 428: Shibuya Scramble. I don't want to give … Continue reading #oneaday Day 59: Delayed Again

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    Another slightly delayed post! Apologies. At least I remembered to do the monthly wallpaper before the end of the actual month!

    Once again, it was a thoroughly compelling video game that distracted me from remembering to post last night — in this case, upcoming Cover Game subject, 428: Shibuya Scramble.

    I don't want to give too much away that I'll be writing about in the Cover Game feature starting next week, but suffice to say for now that 428: Shibuya Scramble is one of the most interesting visual novels you'll ever play, from a variety of perspectives: its narrative composition, its mechanics and its presentation.

    For the unfamiliar, 428: Shibuya Scramble is a multi-perspective visual novel in which you follow the events surrounding five very different characters over the course of 10 hours in a single day. Each character's storyline has its own distinct personality — and we're talking wildly divergent here, ranging from hard-boiled cop thriller to psychological horror via slapstick comedy — but they all intertwine in various ways over the course of the complete meta-narrative, and in fact taking advantage of the ways in which each of these characters have a direct or indirect impact on each other is key to progressing through the game.

    Probably the most striking aspect of the game's presentation is that it's all done using photographs and a small amount of full-motion video. The photographs are heavily stylised, making heavy use of motion blur and depth-of-field effects, and there are also some clear anime influences at work along the way, too.

    But we'll go into much more detail about all that starting next week! Suffice to say for now that if you've been pondering whether this is worth picking up, the answer is an emphatic yes.

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    #oneaday Day 58: Upcoming Features https://imnotdoctorwho.moegamer.net/2019/01/31/oneaday-day-58-upcoming-features/ https://imnotdoctorwho.moegamer.net/2019/01/31/oneaday-day-58-upcoming-features/#respond Thu, 31 Jan 2019 00:02:30 +0000 https://imnotdoctorwho.moegamer.net/2019/01/31/oneaday-day-58-upcoming-features/ Well, with the Atelier feature over and done with, it's time to start thinking about what's next! Next up on the schedule is 428: Shibuya Scramble, which I was originally intending to cover first this year, but then Koei Tecmo were kind enough to provide some review copies of the Atelier DX games, so I … Continue reading #oneaday Day 58: Upcoming Features

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    Well, with the Atelier feature over and done with, it's time to start thinking about what's next!

    Next up on the schedule is 428: Shibuya Scramble, which I was originally intending to cover first this year, but then Koei Tecmo were kind enough to provide some review copies of the Atelier DX games, so I thought I should get something written up about those sooner rather than later.

    428 is a visual novel that makes use of photographs and full-motion video rather than hand-drawn art or computer graphics. Consequently, it's got a really interesting sense of style about it, not to mention some intriguing mechanics and structure. Certainly lots to talk about with that one.

    After that, I've got a few new arrivals vying for my attention. Compile Heart's Death End Re;Quest is a game I'm very interested to explore for a variety of reasons, so that will definitely be covered sooner rather than later, and my limited edition of Song of Memories arrived today, too, and that's something I've been looking forward to for some time.

    For older stuff I'm keen to explore, I'd like to do a Suda51 feature that has the recent Travis Strikes Again as a final focal point; this would likely involve his adventure games The Silver Case and its sequel I've forgotten the name of, Flower, Sun and Rain and the two No More Heroes games besides Travis Strikes Again itself. Suda's work is not something I'm massively familiar with so far, so this will be a good opportunity to explore some of it with a clear focus.

    For even older stuff, I'm determined to check out Unlimited SaGa, a game I hated when I originally tried it when it was current, but whose concept has become thoroughly fascinating to me in more recent years. The idea of a console-based RPG taking significant ideas from pen and paper/tabletop RPGs is most intriguing — and the soundtrack's amazing, too.

    There's heaps of other stuff too. I have two Senran Kagura games I'd like to cover — Burst Re:Newal and Peach Beach Splash — as well as a veritable plethora of games stretching right back to the PS1 era… possibly the SNES era.

    One thing's for sure, I'm not going to be short of material for a long time yet.

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    #oneaday Day 57: Not the Good Kind of Day Off https://imnotdoctorwho.moegamer.net/2019/01/29/oneaday-day-57-not-the-good-kind-of-day-off/ https://imnotdoctorwho.moegamer.net/2019/01/29/oneaday-day-57-not-the-good-kind-of-day-off/#respond Tue, 29 Jan 2019 23:37:12 +0000 https://imnotdoctorwho.moegamer.net/2019/01/29/oneaday-day-57-not-the-good-kind-of-day-off/ I had today off from work. Not for fun reasons, unfortunately; I had it off (hehe) because of a relatively brief but unpleasant period of agonising pain, and subsequent exhaustion meaning I slept until about 2pm. I'm not going to preach at anyone to take care of themselves because I sure as hell haven't, but… … Continue reading #oneaday Day 57: Not the Good Kind of Day Off

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    I had today off from work. Not for fun reasons, unfortunately; I had it off (hehe) because of a relatively brief but unpleasant period of agonising pain, and subsequent exhaustion meaning I slept until about 2pm.

    I'm not going to preach at anyone to take care of themselves because I sure as hell haven't, but… well, do try and take care of yourself. Because I can say from painful experience that having things happen to you that are more than likely entirely your own fault is a very frustrating feeling, particularly when you're writhing around in pain as the end result.

    Oh well. At least it gave me the chance to get some apparently much-needed rest, gather my thoughts, watch some YouTube vids, play some Dynasty Warriors 8 Xtreme Legends Definitive Edition, finish Ace Combat 7, publish some YouTube videos and still have time to be a bit depressed. Winner. At least I guess the day was a net "productive" of sorts, even if I wasn't actually at my job earning money. I'm secretly quite glad, because Tuesday is the day we have about 3 hours of utterly pointless conference calls in the morning, so I wasn't really looking forward to that anyway. Still, the aforementioned agonising pain is not a price I would choose to pay in order to get out of said utterly pointless conference calls.

    Back to work tomorrow, and onward through the week it is. Some interesting-looking cats have come up on the website of one of the local animal shelters, so we just need to try and figure out how we might be able to have a chance at them before they get snapped up by someone else. But that's something to worry about tomorrow.

    For now, I think it's probably time to go back to bed. Or maybe a quick bit of hack and slash funtimes before that…

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    #oneaday Day 56: This Month in Gaming Magazines: ACE Issue 4 https://imnotdoctorwho.moegamer.net/2019/01/28/oneaday-day-56-this-month-in-gaming-magazines-ace-issue-4/ https://imnotdoctorwho.moegamer.net/2019/01/28/oneaday-day-56-this-month-in-gaming-magazines-ace-issue-4/#respond Mon, 28 Jan 2019 18:58:02 +0000 https://imnotdoctorwho.moegamer.net/2019/01/28/oneaday-day-56-this-month-in-gaming-magazines-ace-issue-4/ I thought this might be an interesting occasional feature to have on here. I love old gaming magazines, and I still love reading them today. The temptation to try and start collecting them is enormous, but 1) I don't really have anywhere to put them and 2) it's a surprisingly pricey hobby. So I'll stick … Continue reading #oneaday Day 56: This Month in Gaming Magazines: ACE Issue 4

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    I thought this might be an interesting occasional feature to have on here. I love old gaming magazines, and I still love reading them today. The temptation to try and start collecting them is enormous, but 1) I don't really have anywhere to put them and 2) it's a surprisingly pricey hobby. So I'll stick with PDFs for now!

    Today we're taking a look at the January 1988 issue of Advanced Computer Entertainment, or ACE for short. As per magazine publishing conventions of the time, this issue was most likely released in December (it even says Christmas on the cover) but for the purposes of this feature, I'm just going to take the cover date as "this month".

    The cover promises a bunch of goodies, with a particular focus on Christmas stocking-fillers such as compilation disks and cassettes, and the "big releases" of the Christmas period, including Incentive's Driller, EA's Skate or Die and MicroProse's F-19 Stealth Fighter.

    The "Editorial" column in magazines is a bit of a lost art these days, replaced by never-ending Opinion pieces. The Editorial section, meanwhile, felt like the staff of the magazine — usually the editor — welcoming you to the latest issue, drawing attention to the things they found particularly noteworthy and interesting, and what they were most proud of.

    In the case of this issue, ACE introduced something that would become a fixture in the magazine for many years to come: The Pink Pages. This was an honest attempt to provide a full-on "consumer guide" to home computers, providing an overview of information on 12 different home computers, a selection of consoles and 50 games the team particularly recommended, complete with bite-size mini-reviews. The pages also played host to a free readers' classified ads section, which became quite popular over time for everything from people seeking penpals to those hoping to buy, sell and trade hardware and software.

    This was quite an interesting time for computer and gaming hardware — as the cover notes, the magazine was multi-format, and covered both the 8- and 16-bit systems of the time, as well as a few console titles. Being a British magazine, the majority of the emphasis was given to the computer systems, since consoles didn't "catch on" quite as much over here until probably the PS1 era — but there were also often some interesting pieces looking at unconventional, lesser-known hardware from overseas such as the FM Towns, Sam Coupe and NEC's PC-XX range.

    Here's an interesting nugget from the news pages: the arrival of Digital Audio Tape, positioned as a contender for CD-ROM's throne in terms of data storage. ACE tells us that a DAT can hold up to 1.2 gigabytes, which they rather charmingly describe as "the equivalent in memory terms of just under 75 million ZX81s (with the RAM pack)". Nice.

    ACE considered DAT to be a particularly attractive prospect due to the difficulty of finding read-write CD-ROM drives at the time. Ultimately CD-ROM and its writeable/rewriteable versions would win the format war due to it being accepted as the "standard" for both computer software and audio, but DAT was an exciting prospect for many. One of many dead formats that failed to make a sufficient impact, though.

    This is an interesting clipping on a subject that is still a hot topic today — a little too much so, some might say. In 1988, there was still something of a belief that women and girls "needed" their own specific games rather than them being able to enjoy the same stuff the boys lusted over. There were still a number of women in the industry at the time despite its perception as a boys' club, and the case study ACE cites here is Magnetic Scrolls head honcho Anita Sinclair, who was 25 at the time.

    Sinclair believed about 25% of the audience for Magnetic Scrolls' games — which were primarily text adventures supported by beautiful graphics — were women. She believed that "women make better adventurers than men" and, contrary to what a lot of people would like to have you believe these days, did not believe that her sex had hampered her career in any way. She also did not have positive things to say about "games for girls" from the era, referring to Infocom's romantic interactive fiction title Plundered Hearts as "one of the worst games ever written".

    Speculative features can be quite fun. This one looks forward from 1988 to 1992 (easy now, farseer) and ponders what the "games of the future" — and the systems of the future — might look like.

    Writer Andy Wilton postulated that the 16-bit systems such as the ST and Amiga would really come into their own, citing the 68000 processor's ability to produce "unbelievable solid 3D graphics at high speed". Looking beyond the filled 3D polygons of 1988 and beyond, Wilton believed that the next steps were ray tracing — something which graphics cards now are only just starting to get into — and the use of fractals to produce realistic textures. In the long-term, it would be the latter that was experimented with first — particularly for the modelling of landscapes — but neither of these technologies really caught on to a significant degree.

    Wilton also showed how far we'd already come by this point, demonstrating a variety of different ZX Spectrum games that went from a static, single-screen affair to a full, filled 3D polygonal title. Back then, the sky seemed like the limit — and the sort of stuff we take for granted today was the stuff of dreams.

    The Supertest, as some magazines called it, was a staple part of late '80s/early '90s video game magazines in the UK — and in magazines such as ACE, which were kind of about computerised, nerdy lifestyle as much as they were about games themselves, you'd find features on stuff like keyboards. Several of the popular computers at the time — most notably the Atari ST — were equipped with MIDI interfaces, or at least had accessories available that would allow them to play host to MIDI controllers, and as such some sort of keyboard was quite a popular computer accessory, since we didn't have access to built-in MIDI synthesis like the PCs of today do.

    An interesting trend of the era was the fact that a significant number of magazines played host to substantial columns devoted to the adventure game/interactive fiction genre. These writers, who typically wrote under a pseudonym such as Pilgrim (seen here), Brillig (Page 6) and Rouloc (Atari User), would focus on a single game or two at a time and provide in-depth coverage, perhaps in the form of a review, or perhaps in the form of some help with a particularly challenging game's most tricky puzzles.

    It's a great example of something we've lost in the modern games press: true genre specialists. These adventure game columns may have only been a page or two in each issue, but they — and the people behind them — became a beloved part of magazine culture.

    And here's how ACE's reviews worked. Unfolding over the course of anywhere between a quarter of a page and a double-page spread, they typically focused on a "lead" platform for the review, and, in the case of the larger, longer reviews, provided a bit of commentary on what the other platforms had to offer, too.

    ACE's unique aspects to their reviews were their completely unnecessary 1,000 point rating scale, and perhaps more notably, their "Predicted Interest Curve", which aimed to quantify what the reviewer thought the longevity of the game might be — and whether it was something with a bit of a learning curve, or something that was immediately striking and enjoyable. In the case of Bubble Ghost here, we can see that reviewer Pete Connor believed the game started quite strong, but that people would come to enjoy it more over the course of their first hour with it. After that, interest would probably decline after the first day due to its relatively short length, but it remained reasonably fun to return to.

    A flawed system, for sure, but an interesting twist on the usual Sound/Graphics/Playability scores other magazines tended to make use of.

    And here's that cover feature on compilation packs, explicitly positioned as a "buyer's guide" — consumer advice, rather than artistic criticism. This was pretty much the default way that reviews and other coverage were handled in magazines of the time — the reviewers would make their judgements on things, and that, in turn, would help people to decide whether or not the games were worth buying.

    Of course, you had to trust the reviewer's opinion for these "guides" to be truly useful, but even if you didn't, they could still be a helpful means of simply learning what was available at the time — we didn't have the Internet then, remember, so finding out what had come out recently was either a case of looking at magazines or paying your local software shop a visit.

    At least you could be sure the reviewers of the era wouldn't be ramming criticisms of toxic masculinity and the like down your throat at every opportunity.

    Ah, now here's a lost art form: the POKE. Only really a thing on the 8-bit machines, which all tended to come with a built-in BASIC interpreter, "POKEs" were short BASIC programs that you'd type in before starting a game in order to cheat. They worked by storing particular values in specific memory locations — memory locations that the game happened to call upon in order to, say, figure out how many lives you start with, how much damage you take and all that sort of thing.

    The equivalent today would be downloading a piece of "trainer" software or perhaps using a hex editor on a save file. It's not quite the same, though… not to mention it's rather frowned upon, particularly if you're playing online!

    And finally, we close off with the back page — which, again, was something of a tradition for most games magazines of the time, though the exact implementation varied from publication to publication. It often incorporated gossip that wouldn't really fit in the news section, or perhaps something comedic — many magazines actually created their own special characters purely to "host" the back page. You'd typically also find an advertisers' index, allowing you to quickly find an advert you wanted to see — not as unthinkable as that might sound today, since "adverts" in a magazine like this also included mail order companies that were good places to get affordable software and hardware — and a brief summary of what we could expect from the next issue, since by the time this one hit newsstands, the team would already be well into working on it.

    This was a whistle-stop tour of a particular edition of ACE; there's plenty more besides what we looked at here. If you'd like to read the full issue, Atarimania has an excellent archive of PDF magazines (primarily focusing on Atari, but incorporating some multiplatform magazines like ACE) right here.

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    #oneaday Day 55: Productivity https://imnotdoctorwho.moegamer.net/2019/01/27/oneaday-day-55-productivity/ https://imnotdoctorwho.moegamer.net/2019/01/27/oneaday-day-55-productivity/#respond Sun, 27 Jan 2019 23:46:02 +0000 https://imnotdoctorwho.moegamer.net/2019/01/27/oneaday-day-55-productivity/ One trait I have that I both appreciate and despise is the fact that when I get miserable, one of my possible responses is simply to throw myself into doing things that I enjoy in the hope that I can at least stave off the misery, if not banish it completely. In other words, I … Continue reading #oneaday Day 55: Productivity

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    One trait I have that I both appreciate and despise is the fact that when I get miserable, one of my possible responses is simply to throw myself into doing things that I enjoy in the hope that I can at least stave off the misery, if not banish it completely.

    In other words, I am at my most productive when I am at my bleakest. I've produced the writing I'm most consistently proud of when I've been at my lowest ebb, and this weekend, after a week where I've felt more depressed and anxious than I have for a long time, I made approximately three weeks' worth of videos which are now happily churning away and filling up my hard drive, ready to be uploaded tomorrow morning and published over the course of… well, the next three weeks.

    I occasionally have a slight crisis of confidence, wondering if I should bother keep doing what I'm doing. But then I look at how much I've managed to produce this weekend, and how much I enjoyed doing it, and I think that yes, yes, I probably should carry on doing what I'm doing — even if it's just for myself. Because, to paraphrase that Japanese lady on Netflix everyone is obsessed with right now, it brings me joy.

    I'm not in this to get e-famous or anything like that. I'm happy to do what I do and have a few people genuinely appreciate it, and be able to chat with me as friends about it. And that's what I've got right now. It's good. I like it a lot. And I intend to keep at it for as long as it is practical!

    One significant achievement this weekend is that I finally recorded the first "Z" video of Atari A to Z (to be published in a few weeks), which means in recording terms I've completed one whole cycle around the alphabet, finding a game for every letter on the Atari 8-bit! That's exciting and satisfying, and I'm looking forward to the next time around. I'll run out of "X" games eventually, as there really aren't very many of them, but most of the other letters have a pretty solid selection of games available for me to pull from. If you happen to have any particular requests, be sure to let me know!

    Here's hoping the coming week is a bit more positive in outlook than this one has been. Although given the resulting productivity over the course of this weekend, perhaps I should be hoping for it to be as miserable as possible…

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    #oneaday Day 54: The Hunt Begins https://imnotdoctorwho.moegamer.net/2019/01/26/oneaday-day-54-the-hunt-begins/ https://imnotdoctorwho.moegamer.net/2019/01/26/oneaday-day-54-the-hunt-begins/#respond Sat, 26 Jan 2019 21:56:49 +0000 https://imnotdoctorwho.moegamer.net/2019/01/26/oneaday-day-54-the-hunt-begins/ We went looking for a new friend for Meg today, now that the "catio" out the back of the house is pretty much finished. (It still needs a bit of "furnishing", but the actual structure is complete.) Unfortunately, we didn't meet with much success at either of the animal shelters we went to. The first … Continue reading #oneaday Day 54: The Hunt Begins

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    We went looking for a new friend for Meg today, now that the "catio" out the back of the house is pretty much finished. (It still needs a bit of "furnishing", but the actual structure is complete.)

    Unfortunately, we didn't meet with much success at either of the animal shelters we went to. The first place we tried was local RSPCA shelter The Stubbington Ark, which is where we originally got Meg and Ruby from. Their website had listed a few pairs of cats who were apparently good with other cats, and there was one pair in particular I was very much hoping would still be available. Sadly, I think we arrived literally just after someone who reserved them! Still, judging by the amount of goodies she was purchasing along with reserving them, I'd say they were most definitely going to a happy home where they would be spoiled rotten.

    The second place we went to was not somewhere we'd visited before — it was the local Blue Cross Rehoming Centre. They didn't have very many cats in at the time of our visit — just three black ones, who had possibly come from the same place. They were all very nice cats, but it seemed as if they were looking for a home where they could be by themselves. There was also a very proud-looking cat called Toby in a room all to himself, but he was still being assessed, I believe, so he wasn't up for adoption at the time. We did, however, register our interest with the shelter so hopefully they will get in touch with us when a suitable cat (or pair of cats) comes in that we might be able to adopt.

    It was a shame to have a mostly wasted trip, and it made both Andie and me a bit sad. Having to talk about Ruby's passing made us both upset all over again that we'd lost her, and the fact that we know Meg is clearly pining for company in the daytime makes it all the harder. Still, we want to do this properly, and we don't want to rush into anything. We want to make sure any friend we try to introduce to Meg is going to have as happy a life as I hope she has had so far — and as I'm sure Ruby had before we lost her.

    It's going to take a bit of time, but we'll find her — and us — the perfect companion, I'm sure. We just have to keep looking.

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    #oneaday Day 53: Finally the Weekend https://imnotdoctorwho.moegamer.net/2019/01/25/oneaday-day-53-finally-the-weekend/ https://imnotdoctorwho.moegamer.net/2019/01/25/oneaday-day-53-finally-the-weekend/#respond Fri, 25 Jan 2019 23:33:12 +0000 https://imnotdoctorwho.moegamer.net/2019/01/25/oneaday-day-53-finally-the-weekend/ This week has been really, really long for some reason. It's weird how that happens sometimes. I mean, logically speaking, one day cannot be longer or shorter than another (and I'm talking about the day as a 24-hour period, not in terms of "hours of sunlight") — but it's strange how sometimes time absolutely flies … Continue reading #oneaday Day 53: Finally the Weekend

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    This week has been really, really long for some reason.

    It's weird how that happens sometimes. I mean, logically speaking, one day cannot be longer or shorter than another (and I'm talking about the day as a 24-hour period, not in terms of "hours of sunlight") — but it's strange how sometimes time absolutely flies past, while others it drags on and on and on and on.

    Sometimes it's just a particular part of the day that drags on and on and on and on. Back at secondary school, my friends and I were absolutely convinced that German lessons lasted at least twice as long as any other lesson, despite being exactly the same length. I didn't even particularly hate German or anything — it just always seemed to drag on.

    In fact, so frequently did we feel that German lessons distorted time that I successfully managed to pull off what I thought was quite an entertaining piece of comedy at the time, by setting the countdown timer on my Casio digital watch to the same time that it was right then, making it look like the clock was actually running backwards. I successfully bamboozled my friends with this piece of comedy genius for, ooh, about five minutes or so. (Ten minutes in German Lesson Time, obviously.)

    This week it has been dragging on and on and on. As you may have surmised from some other posts, I've been having a bit of a bad week in terms of mental health, and it really sucks. It saps the motivation to do anything, it saps the energy to interact with others like a normal human being and it makes frustrating things infinitely more frustrating than they would otherwise be. And when you feel like this at work rather than at school, you're supposed to act like an adult and just suck it up rather than drawing Edlock Holmes cartoons in your "rough book" and leaving offensive post-it notes stuck to the wall.

    Still, it's the weekend now, and I can enjoy it. I'm going to record some videos, and hopefully Andie and I will be going to look at cats to see if we can find a new friend for Meg. Other than that, I will be doing as little as possible, and I intend to make the most of a bit of freedom to do absolutely nothing.

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    #oneaday Day 52: Meaning https://imnotdoctorwho.moegamer.net/2019/01/24/oneaday-day-52-meaning/ https://imnotdoctorwho.moegamer.net/2019/01/24/oneaday-day-52-meaning/#respond Thu, 24 Jan 2019 23:25:58 +0000 https://imnotdoctorwho.moegamer.net/2019/01/24/oneaday-day-52-meaning/ When you're having a bit of a low ebb, as I am at present, it's good to have something you can hold on to and enjoy, even in your darkest moments. Something that reminds you that things are okay, and that not everything is bleak and terrible. What I'd consider to be my three main … Continue reading #oneaday Day 52: Meaning

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    When you're having a bit of a low ebb, as I am at present, it's good to have something you can hold on to and enjoy, even in your darkest moments. Something that reminds you that things are okay, and that not everything is bleak and terrible.

    What I'd consider to be my three main hobbies — video games, writing and music — have always been that to me. The latter two have always provided me with a good "outlet" to express myself in various ways, even during times where I can't quite vocalise exactly what it is that I want to say or get across to other people… and the former, well, it's simply always entertained me, always provided me with an "escape", always given me something to focus on when the alternative is dwelling on negative thoughts that have no real rhyme, reason or even cause to them.

    This evening, despite having had one of of my worst weeks for depression and anxiety for a long time, I find myself sitting here in absolute wonder at the breadth of experiences it's possible to have in gaming — and that I've been quite happily enjoying week after week for quite some time now.

    This evening I played some Ace Combat 7 in VR — more on that on MoeGamer tomorrow, because I have a lot to say about it — and earlier, I played some Atari Flashback Classics, wrote about Atelier Meruru and published a video on Rick Dangerous. Every one a completely different experience; every one something that I value greatly, especially during times like this. (Yes, even Rick Dangerous, with its dickish level design.)

    I have a ton of great games on my shelves. I've written about a wide variety of fantastic games on MoeGamer and made videos about them on YouTube. There are a number of new releases coming up that I'm extremely excited about, as well as stuff I've owned for ages that I'm finally going to get around to writing about this year.

    A while back, when I wrote about how video games probably saved my life on more than one occasion, I wasn't joking. Even when my brain is utterly convinced that times are rubbish, as it has been for the last week or so, there's always a new world I can escape into, where I can achieve great things, where I can be the hero, where I can be someone I'm not, where I'm far away from things that I worry about that I don't need to worry about.

    Well, that's how my evening has been. Now I'm going to bed. Good night!

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    #oneaday Day 51: Aerial Aces https://imnotdoctorwho.moegamer.net/2019/01/23/oneaday-day-51-aerial-aces/ https://imnotdoctorwho.moegamer.net/2019/01/23/oneaday-day-51-aerial-aces/#respond Wed, 23 Jan 2019 23:20:14 +0000 https://imnotdoctorwho.moegamer.net/2019/01/23/oneaday-day-51-aerial-aces/ Inspired by how good Ace Combat 7 is, I've decided to take a closer look at the entire series (well, the mainline series at the very least) over the long term. I already own physical copies of 3, 4, 5, Zero, 6 and 7 and a digital copy of Assault Horizon (which isn't technically a … Continue reading #oneaday Day 51: Aerial Aces

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    Inspired by how good Ace Combat 7 is, I've decided to take a closer look at the entire series (well, the mainline series at the very least) over the long term.

    I already own physical copies of 3, 4, 5, Zero, 6 and 7 and a digital copy of Assault Horizon (which isn't technically a "mainline" one, I know, but still) and today I ordered copies of the first and second games for PS1.

    During a bit of casual research into the series, I was extremely surprised to discover the sad tale of what happened to Ace Combat 3: Electrosphere here in the West. If you've ever complained about the localisation process in current games… man, you know nothing, I have to say!

    Electrosphere originally shipped in Japan on two CDs and unfolded over the course of 52 missions. There were branching paths that resulted in one of six different endings, anime cutscenes and dialogue between missions as well as extensive in-mission dialogue.

    By contrast, the localised version for the West shipped on one CD and only had 36 missions. The vast majority of the plot had been cut or changed considerably, all the cutscenes were gone and most of the dialogue was missing. Namco apparently never gave an official reason for this, but it's likely down to a combination of lower-than-expected sales for Ace Combat 2 and the then-imminent arrival of the PlayStation 2. In other words, Namco didn't see spending the money on a full localisation of what was then a very ambitious, large-scale game as worthwhile.

    Namco has apparently officially refused to do a "re-localisation" project of Ace Combat 3 due to the time and expense it would require — some of the development team were reportedly quoted as saying porting the entire Japanese content of the game would be more work than remaking Ace Combat 4, 5 and Zero combined. However, certain members of Project Aces have also indicated that if there is sufficient organised interest, it may be something they will take into consideration. With how well Ace Combat 7 has done, perhaps it's time to start making some noise about it — particularly now Tales of Vesperia Definitive Edition is on shelves after some never thought it would happen!

    Anyway, in the meantime, there is a fan translation out there called Project Nemo, which apparently released a full patch for the game in 2016 and has been continuing to tweak and refine it since. If (or more likely when) I get to Electrosphere in the overall exploration of the series, I'll definitely be giving it a look for sure.

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    #oneaday Day 50: Fifty https://imnotdoctorwho.moegamer.net/2019/01/23/oneaday-day-50-fifty/ https://imnotdoctorwho.moegamer.net/2019/01/23/oneaday-day-50-fifty/#respond Wed, 23 Jan 2019 00:38:40 +0000 https://imnotdoctorwho.moegamer.net/2019/01/23/oneaday-day-50-fifty/ 50 already! And I've only slipped up in terms of daily posts a few times. Not bad going. Still a long way off my previous record of 2,549, but every journey, single step and all that. I find it helpful to have somewhere to post more random, unstructured thoughts. MoeGamer has become such a great … Continue reading #oneaday Day 50: Fifty

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    50 already! And I've only slipped up in terms of daily posts a few times. Not bad going. Still a long way off my previous record of 2,549, but every journey, single step and all that.

    I find it helpful to have somewhere to post more random, unstructured thoughts. MoeGamer has become such a great hobby for me, but the way I've set it up means that it never feels quite "right" to post anything too personal on there. I mean, obviously I write about my experiences with games from my own perspective — I'm talking more about stuff happening outside of gaming.

    Having a focus is good, and it's helped bring me greater joy from this hobby that I've had fun with since a very young age. As I grow older, I feel more and more pleased that I have something that I can really immerse myself in and appreciate — particularly as the world outside seems to be falling to bits piece by piece every day. Don't worry, I'm not going to get "political" or anything — I generally want to stay as far as possible away from all that crap — but it's exhausting to see all the stuff happening out there sometimes. And thus I find it immensely valuable to have some sort of "haven" to escape to.

    With your support, I've been able to expand all my projects far beyond what I originally imagined when I set up MoeGamer. And I have no intention of slowing down! A sincere thank you for all your support and kind words, and I hope you continue to enjoy what I do.

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    #oneaday Day 49: 300 Subscriber Celebration https://imnotdoctorwho.moegamer.net/2019/01/21/oneaday-day-49-300-subscriber-celebration/ https://imnotdoctorwho.moegamer.net/2019/01/21/oneaday-day-49-300-subscriber-celebration/#respond Mon, 21 Jan 2019 17:20:11 +0000 https://imnotdoctorwho.moegamer.net/2019/01/21/oneaday-day-49-300-subscriber-celebration/ I passed 300 subscribers on YouTube! This is a teeny tiny milestone, I know, but it's still a milestone, so I'm going to celebrate it — particularly as I feel like it's the first real milestone I've reached since starting to do YouTube stuff on a more regular basis. Thank you to those of you … Continue reading #oneaday Day 49: 300 Subscriber Celebration

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    I passed 300 subscribers on YouTube! This is a teeny tiny milestone, I know, but it's still a milestone, so I'm going to celebrate it — particularly as I feel like it's the first real milestone I've reached since starting to do YouTube stuff on a more regular basis.

    Thank you to those of you who are subscribed and who have been kind enough to watch, like and/or comment on my videos. It is very much appreciated. Much like MoeGamer, I do the stuff I do on YouTube because I enjoy it, and because it's an enjoyable way for me to keep a record of the experiences I've had with a variety of games, but it's heartwarming to know that other people are watching and enjoying them.

    With that in mind, I wanted to share a few personal favourites from the channel that you may or may not have previously seen. Patreon's silly blog editor won't let me embed the videos directly, so you'll have to click the links to see them.

    Going from oldest to newest…

    The Squadron of Shame – Trailer 1: This was the first thing I ever posted on YouTube back in 2007, and an experiment with video editing software. I was working for Apple at the time, so I was fiddling around with iMovie to see what I could do with it, and this was the result. Dated and low-res now, yes, but it summed up what the Squad was about — and makes me a bit sad that none of those guys save maybe one or two have spoken to me for several years now. But that's something to rant about another day, I feel.

    Bearded Backlog – 1000 Amps: This was one of my first experiments with doing "Let's Play"-style content. I still quite like the concept — pick something I haven't played before, give myself 20-30 minutes to determine whether it's worth continuing with, profit. It was a good excuse to check out some Humble Bundle acquisitions from over the years.

    Unprovoked: I may have come to loathe Rockstar games for various reasons, but one can't argue with the fun that can be had in Grand Theft Auto V's movie-making mode. This was one of a few videos I made that I very much enjoyed the end result of.

    MoeGamerTV – Kana Little Sister: An early experiment with doing a "reading" of an article from MoeGamer. I'd like to get back to doing more of these; the tentative aim is to try and get some out on at least a few Mondays every so often!

    MoeGamerTV: Sword Art Online – Re:Hollow Fragment: An early scripted video, not a reading of an article this time. I was quite pleased with how this came out.

    MoeGamerTV: Final Fantasy XIV: Stormblood, and the MMO as Musical Theatre: I really liked the concept for this article that later became a video. Making this video was pretty much what spurred me on to get a better microphone, and you'll see a noticeable increase in audio quality from this point on.

    The MoeGamer Podcast: Pilot Episode – Sega, Sega, Sega: The beginning of a new era! I used to really enjoy podcasting, so I was very much Up for It when my good friend Chris suggested we should try and do one together. I enjoyed our first episode — and indeed enjoy revisiting it — and feel we've really found our groove since.

    MoeGamerTV: Shantae and the Pirate's Curse: To date the only MoeGamer Cover Game feature I've successfully managed to make a complete set of companion videos for. I was pleased with how most of these came out, and Pirate's Curse is my favourite Shantae game, so here we are.

    The First Auto-Runner?: I'd been trying to think of a way to celebrate my love of all things Atari for the longest time… and then it occurred to me. Video would be a great means of showing off some old favourites to people who perhaps hadn't seen them before — and also a great excuse for me to check out some games I'd never tried before. It all started here, with Aztec Challenge.

    A Fighting Game for Scrubs Like Me: Slightly different from a regular Let's Play but still ad-libbed, in this video I went in with an argument I wanted to make, and attempted to put it across to the audience. Something I might try again at some point in the future when there's something I feel strongly enough about.

    My Brother's Girlfriend's Father: I like this one just for the fact I feel I got a nice balance of nostalgia and commentary. I absolutely suck at the game, but I enjoyed telling the story of how I first encountered it.

    The MoeGamer Podcast: Episode 11 – Shadow of Silent Probotectravania in Time. Also Asterix: One of my favourite episodes of the podcast, in which we talk all about Konami without descending into the usual "fuck Konami" stuff you see around the Internet. This was a really enjoyable discussion.

    The Definition of Insanity: I think this is my favourite video on the channel. There was so much pain and suffering that went into this play session, and I was pleased with the editing. I don't normally heavily edit or adorn my playthrough footage, but in this instance I feel like it deserved some special treatment to reflect my rapidly declining mental state throughout.

    Hope you enjoyed these and/or any others you've been kind enough to watch! There's plenty more where that came from… I've settled into a good schedule to get them done now, so I intend to keep on going as I am for the minute, since I'm enjoying myself so much.

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    #oneaday Day 48: My Cat is Sad https://imnotdoctorwho.moegamer.net/2019/01/20/oneaday-day-48-my-cat-is-sad/ https://imnotdoctorwho.moegamer.net/2019/01/20/oneaday-day-48-my-cat-is-sad/#respond Sun, 20 Jan 2019 22:48:12 +0000 https://imnotdoctorwho.moegamer.net/2019/01/20/oneaday-day-48-my-cat-is-sad/ My cat is sad, and it's making me sad. It may also be the case that I am sad, and I am, as a result, ascribing human emotions to my cat. But I choose to believe that she is sad. Regardless of whether or not she actually is sad, she's definitely been acting a little … Continue reading #oneaday Day 48: My Cat is Sad

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    My cat is sad, and it's making me sad.

    It may also be the case that I am sad, and I am, as a result, ascribing human emotions to my cat. But I choose to believe that she is sad. Regardless of whether or not she actually is sad, she's definitely been acting a little out of the ordinary recently, and that makes me worry about her.

    When we got Meg, she had clearly always been with Ruby, who passed away in November after an accident. We're still not to this day sure if Meg was actually Ruby's mother or not, but we suspect that may have been the case. Meg seemed to cope reasonably well after Ruby passed on, though it was clear she was looking around, wondering where her former companion had been.

    She also watched us while we buried Ruby in the garden, so I think she knew what was going on; we saw her sitting on Ruby's grave on more than one occasion, and while this was probably a coincidence, again I like to think this was Meg going to see her departed friend.

    Just recently, Andie has been building a "catio" on the back of our house. This is an enclosure that we'll be able to let Meg out into without her (hopefully, anyway) being able to get out and roam anywhere that she might get into an accident. I suspect Meg is better at taking care of herself than Ruby was — Ruby's eyesight was quite bad, for example — but we still don't want to take any chances.

    I'm not sure how Meg is going to take to this. She doesn't roam very far, but she does like to go out, torment the neighbours' dog and have a shit in someone else's garden. I think the building work has stressed her out a bit, which is why she's been behaving a bit out of sorts, but I suspect she's also feeling lonely — she's become quite "clingy" over the course of the last couple of months, always wanting to be in the same room as both of us whenever possible, even more than she already did. And with us both out at work for most of the day on weekdays, she's left by herself in the house with no company, feline or otherwise, and I think that's starting to take its toll a bit.

    As such, now the "catio" is pretty much done — aside from various accoutrements inside to make it more interesting and fun for Meg, such as platforms for her to (not) jump on and a scratching post for her to (not) sharpen her claws on — we think we're going to seriously look out for a new playmate for her. The fact we've built the catio means that we're able to seriously show that we understand the circumstances under which we lost Ruby, and that we want to prevent that happening again, so hopefully that will stand us in good stead with the local adoption places.

    The challenge now is in finding a cat up for adoption who is okay with other cats. And then introducing them to Meg. But that's a bridge we'll have to cross when we come to it!

    For now, we're doing our best to take care of Meg and let her know she is very much loved by both of us, and that we'll do everything we can to keep her safe and make her happy.

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    #oneaday Day 47: Skies Unknown https://imnotdoctorwho.moegamer.net/2019/01/20/oneaday-day-47-skies-unknown/ https://imnotdoctorwho.moegamer.net/2019/01/20/oneaday-day-47-skies-unknown/#respond Sun, 20 Jan 2019 01:00:18 +0000 https://imnotdoctorwho.moegamer.net/2019/01/20/oneaday-day-47-skies-unknown/ I'm going to write more about this on MoeGamer soon, but I thought I'd share some initial thoughts about Ace Combat 7. Short version: it's fantastic. It's Ace Combat for the latest generation of consoles, and it's a beautiful thing. Namco hasn't tampered with the formula too much, and that's very pleasing indeed; it feels … Continue reading #oneaday Day 47: Skies Unknown

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    I'm going to write more about this on MoeGamer soon, but I thought I'd share some initial thoughts about Ace Combat 7.

    Short version: it's fantastic. It's Ace Combat for the latest generation of consoles, and it's a beautiful thing. Namco hasn't tampered with the formula too much, and that's very pleasing indeed; it feels like a proper Ace Combat game, which after Assault Horizon is exactly what everyone wanted and needed.

    What do I mean by a "proper Ace Combat game"? Well, I mean real world jet fighters participating in a futuristic war. I mean going up against terrifying, impossible in the real world "superweapons". I mean insanely dramatic music. And I mean a thing showing up on your radar as "unknown" being a very scary thing indeed.

    In many ways, Ace Combat does for flight sims what Metal Gear does for "soldier" games. It's grounded in real things and has an actual message about the real world to deliver to us, but it does so through exaggerated, comic book-style action with heroes and villains, triumph and tragedy, alliances and betrayals.

    I won't go into too many details about the plot for now, but suffice to say it takes you through some enjoyable twists and turns, and keeps you in your toes. There are some memorable characters in there too; Ace Combat hasn't always emphasised characterisation, but it started making a few moves in this direction from 5 onwards with the while Wardog/Razgriz squadron, and it's doing some interesting things here.

    It has to be said, it looks absolutely gorgeous, too. While Unreal Engine makes the PS4 fans run in overdrive as always, it's worth it for the magnificent visuals and its excellent sense of speed. The weather effects, the big new addition to this installment, are particularly cool – – there's one terrifying mission where you're flying through a thunderstorm, and yes, you can indeed get struck by lightning.

    I'm probably about halfway through the campaign so far and am having great fun. I'm looking forward to how it all winds up — Ace Combat games tend to have absolutely amazing finales, and going by how things have been so far, this one is likely to be no exception!

    Now, I've been playing it all evening so I should probably get some sleep… Trigger out.

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    #oneaday Day 46: New Acquisitions https://imnotdoctorwho.moegamer.net/2019/01/19/oneaday-day-46-new-acquisitions/ https://imnotdoctorwho.moegamer.net/2019/01/19/oneaday-day-46-new-acquisitions/#respond Sat, 19 Jan 2019 00:24:20 +0000 https://imnotdoctorwho.moegamer.net/2019/01/19/oneaday-day-46-new-acquisitions/ It was a good day for new game acquisitions today, as a few preorders showed up all at the same time! First up was Senran Kagura Burst Re;Newal (or however it's punctuated) — I preordered this ages ago and decided to hang on to it even after the unfortunate news that Sony had started tampering … Continue reading #oneaday Day 46: New Acquisitions

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    It was a good day for new game acquisitions today, as a few preorders showed up all at the same time!

    First up was Senran Kagura Burst Re;Newal (or however it's punctuated) — I preordered this ages ago and decided to hang on to it even after the unfortunate news that Sony had started tampering with vaguely sexual game content. The actual cut content isn't something that was especially important to me, so I was keen to continue my physical Senran Kagura collection; it would have just felt wrong to not have one of the games in the series on my shelf — particularly after making a point of getting Bon Appetit from Limited Run Games a while back! Plus Marvelous Europe's limited editions are always really good, so I jumped on board primarily for that. I haven't cracked it open yet; watch out for a post on that subject soon.

    Secondly was Travis Strikes Again for Nintendo Switch. Now, I don't really know the No More Heroes series at all despite owning both for Wii — they're games I picked up during Game's Troubles a few years back because they were cheap and I had heard they were good. I did, however, want to support Travis Strikes Again's physical release because its one of several games recently that I feel is doing a good thing — the digital version is cheaper, but the physical version, costing the price of a "normal" game, comes bundled with the Season Pass, providing access to all the post-launch content.

    Now, I'd rather Season Passes and post-launch content weren't a thing, to be perfectly honest — just finish your fucking games before you release them, this was not a problem for six console generations — but if I have to put up with this bullshit, I'd rather it was handled like this, rather than the more common approach of having to buy the game and then having to spend the same amount of money again if I want all the stuff that wasn't ready to put on the disc when it actually released. And it sounds as if Travis Strikes Again's additional content is going to be a lot of fun, so I look forward to trying that. Eventually. Perhaps as a whole No More Heroes feature one month!

    The final game that arrived today was Ace Combat 7 for PS4. I've been idly looking forward to this for a while, but I got very excited about it in about the last week or so after reminding myself of how good the older games were. Actually, specifically it was hearing some of the music that someone shared that made me want it; really good music has a habit of doing that, and Ace Combat has always had amazing soundtracks.

    I've spent most of the evening playing Ace Combat and I'm delighted to report it's wonderful. It's an Ace Combat game brought right up to date for the latest generation of consoles, blending the familiar arcadey air combat of the earlier games with some gorgeous graphics and spectacular weather effects. The latter actually play quite an important role in the gameplay now — you can use cloud cover to your advantage, but in doing so your canopy gets wet and eventually freezes up if you spend too much time in there; in other missions, you might have to deal with turbulence (normally while you're attempting to "thread the needle" somewhat); in others still, the weather is simply used for impressive atmospheric (no pun intended) effect.

    There'll be more about all these games on MoeGamer in the very near future, but for now having been feasting on Ace Combat all evening I should probably go to bed…

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    #oneaday Day 45: Stepping Back and Forward https://imnotdoctorwho.moegamer.net/2019/01/17/oneaday-day-45-stepping-back-and-forward/ https://imnotdoctorwho.moegamer.net/2019/01/17/oneaday-day-45-stepping-back-and-forward/#respond Thu, 17 Jan 2019 23:17:03 +0000 https://imnotdoctorwho.moegamer.net/2019/01/17/oneaday-day-45-stepping-back-and-forward/ Good evening. How are you, dear reader? I've… been better. I've been struggling a bit with anxiety and depression recently. I'm not entirely sure what, specifically, has triggered it recently — I suspect it is lingering emotional side effects from ever since Ruby passed away — but it's been quite bad over the course of … Continue reading #oneaday Day 45: Stepping Back and Forward

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    Good evening. How are you, dear reader? I've… been better.

    I've been struggling a bit with anxiety and depression recently. I'm not entirely sure what, specifically, has triggered it recently — I suspect it is lingering emotional side effects from ever since Ruby passed away — but it's been quite bad over the course of the last couple of weeks in particular.

    Thankfully I find throwing myself into the stuff I do for my videos and MoeGamer at home helps to stave these feelings off somewhat, and it's hard to stay sad when the main games you're playing are Atelier games. But you can't be playing Atelier games (or writing about Atelier games) at all hours of the day, so occasionally some of those bleak feelings sneak in.

    It doesn't help that my day job has been a bit quiet and boring lately. Things will likely pick up quite soon, but as I'm sure most people will be able to relate to, if you get out of a "rhythm" of doing something and perhaps fall into bad habits, it's hard to get that mojo and enthusiasm back. I'm sure I'll get there eventually, though. Hopefully.

    One positive thing to counterbalance all this — and something that's made me feel a bit better this evening — is that the Slimming World programme is working for both me and Andie once again. I lost 2.5 lb this week, which means I've now lost a stone in total since starting, which is a satisfying feeling. It's even more satisfying knowing that we're saving money on food by doing "proper shops" each week rather than piecemeal (and takeaways), and that we're getting into good habits with "proper cooking". Although since getting a slow cooker for Christmas, the vast majority of our meals for the last few weeks have been slow cooked. Not that this is a bad thing at all; slow cooked food is goooooood.

    I'm already feeling positive effects, too; I'm having less difficulty getting to sleep because I'm less uncomfortable, just generally "getting around" feels like less of an effort and, err, my trousers keep falling down. Okay, that last one may not be a "positive" per se (particularly when I keep having to hold them up at work when walking from my desk to the coffee machine and vice versa!) but it's certainly a helpful reminder that something positive I am doing for myself is actually having an effect.

    Andie and I both have tomorrow off work; Andie is going to try and finish our "catio" for our cat Meg, and I am on hand in case she needs me to be taller than her at any point — she's fitting the roof tomorrow, so it's entirely possible some height will be required!

    When I am not required, I intend to be writing about Atelier Totori and placing Ace Combat 7. Because oh man am I in the mood for some Ace Combat right now. But I think that's probably a topic for another day! So I'll save it.

    Hope you've had a pleasant day and that your mind is in a nicer place than mine has been recently.

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    #oneaday Day 44: The Right Tools https://imnotdoctorwho.moegamer.net/2019/01/16/oneaday-day-44-the-right-tools/ https://imnotdoctorwho.moegamer.net/2019/01/16/oneaday-day-44-the-right-tools/#respond Wed, 16 Jan 2019 16:01:24 +0000 https://imnotdoctorwho.moegamer.net/2019/01/16/oneaday-day-44-the-right-tools/ I've spent most of my afternoon swearing at one of several proprietary software tools I have to make use of in my day job… and it just makes me wonder — not for the first time — how and why companies end up thinking using such crap is a good idea. Since my experience over … Continue reading #oneaday Day 44: The Right Tools

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    I've spent most of my afternoon swearing at one of several proprietary software tools I have to make use of in my day job… and it just makes me wonder — not for the first time — how and why companies end up thinking using such crap is a good idea.

    Since my experience over the last few years has primarily been in content management of various descriptions, what I'm talking about here primarily applies to content management and localisation systems, but I'm sure someone from another sector that is heavily reliant on software will have their own horror stories.

    It seems like there's some sort of perception that in order to be "legitimate" you need to produce your own software, or at least butcher the hell out of an established tool until it's barely recognisable from its original form, runs like garbage and is more of a pain than it's worth to make use of. And, I have to wonder, with so many great "off the peg" solutions available these days — many of which are free or open-source — why?

    Prior to starting MoeGamer, I worked on a number of different sites, all of which except one made use of their own proprietary content management system… or in a couple of cases, a tool that was emphatically Not Right for the Job. The one which used an established CMS used WordPress, a package with which I'm intimately familiar (MoeGamer is built on it, and prior to that I was using it for my personal blog) and respect a great deal. All the others were, not to put too fine a point on it, absolute crap.

    I think the worst one I used was one of those "Not Right for the Job" situations. It was during my time at energy company SSE — one of the most awful periods of my life from a mental health perspective, but that's probably a story for another day for those who don't already know it. Initially, they made use of a tool called "Ektron", albeit a version that had been extensively modified and tweaked over the years. Ektron was shit in the first place, but all the various plugins and extensions that had been bolted onto it meant that it ran at a snail's pace as well as being a pain in the arse to use. Want to just edit a page? Good luck finding the piece you want to modify when literally every paragraph on that page (sometimes every individual sentence) is its own separate piece of content.

    While I was at SSE, the company was in the process of changing over to a new CMS and revamping their website. At the time I joined, they'd already been at it for four years, and by the time I left they still hadn't finished. They'd literally hired out a whole building off their main site to try and get it up and running. And you know what? The new software (Oracle WebCenter Sites, if I remember rightly) was also a big pile of shit that also made use of this inexplicable "fragment your content as much as possible" model.

    I guess there must be a reason for companies making use of such seemingly ill-designed tools, but I'm buggered if I know what it is. I say keep it simple, stupid!

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    #oneaday Day 43: Oversleep https://imnotdoctorwho.moegamer.net/2019/01/15/oneaday-day-43-oversleep/ https://imnotdoctorwho.moegamer.net/2019/01/15/oneaday-day-43-oversleep/#respond Tue, 15 Jan 2019 09:38:11 +0000 https://imnotdoctorwho.moegamer.net/2019/01/15/oneaday-day-43-oversleep/ I failed in my habit-establishing today. I either slept through my alarm or just fell asleep again. Either way, my body was apparently telling me I needed to rest a bit more. So I did. I'm not going to let this discourage me, however. Establishing new habits takes time and willpower, and there will be … Continue reading #oneaday Day 43: Oversleep

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    I failed in my habit-establishing today. I either slept through my alarm or just fell asleep again. Either way, my body was apparently telling me I needed to rest a bit more. So I did.

    I'm not going to let this discourage me, however. Establishing new habits takes time and willpower, and there will be failures along the way. And that's fine; failures are part of those challenges, and when they're failures that don't really affect anyone or let anyone down, I don't mind them too much. (Failures where I do feel like I've let other people down, meanwhile… I will dwell on those for weeks, months, years afterwards.)

    I've been up and down fairly wildly in terms of mental health and overall emotional wellbeing recently, but today I'm feeling reasonably positive. I'm pleased with how the latest episode of The MoeGamer Podcast came out, I'm enjoying the things I'm writing about and I'm making my best efforts to improve myself in a few ways, both physically and mentally. There will continue to be struggles, I'm sure, but for today at least, I don't feel too bad. Aside from the usual desire for the working week to be shorter, but I don't think that's particularly unusual for anyone to be feeling at this time on a Tuesday.

    I spent some time recording some new Atari ST A to Z videos last night, including a number of games that I haven't tried before — Quartz by Paul Shirley was a particular highlight, and you should see that later this week. I've also been playing a bunch of games on the Atari Flashback Classics collection and found myself worryingly addicted to Pool Shark, which is a stupid game, but an entertaining one. Sometimes stupid is good. Sometimes stupid is ideal for playing on the toilet. Sometimes you want to keep playing stupid until you achieve some sort of arbitrary goal like, say, potting all the balls in the space of 30 seconds. (I did it. Eventually.)

    Later today, we've got a new Atari A to Z video and an article about a long-awaited (by me, anyway) sequel to an RPG/visual novel/life sim hybrid I liked a lot when I played it a few years back. And more Atelier Meruru… God, I love that game.

    In the meantime, I have a working day to get through, so wish me luck with that, and I hope you have a good day!

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    #oneaday Day 42: Soft https://imnotdoctorwho.moegamer.net/2019/01/14/oneaday-day-42-soft/ https://imnotdoctorwho.moegamer.net/2019/01/14/oneaday-day-42-soft/#respond Mon, 14 Jan 2019 10:53:07 +0000 https://imnotdoctorwho.moegamer.net/2019/01/14/oneaday-day-42-soft/ I feel like I've developed something of an appreciation for virtual costume design quite recently. I mean, I've always appreciated a character with a good, interesting design, but just recently I feel like I've been enjoying a particular appreciation of how a character dresses: as a means of that character expressing who they are, their … Continue reading #oneaday Day 42: Soft

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    I feel like I've developed something of an appreciation for virtual costume design quite recently.

    I mean, I've always appreciated a character with a good, interesting design, but just recently I feel like I've been enjoying a particular appreciation of how a character dresses: as a means of that character expressing who they are, their role in the story, the themes of the story and all manner of other things.

    There are simpler ways to enjoy costumes too, however, and I've been feeling these things quite acutely recently.

    I'm quite a "tactile" person, for want of a better description. I enjoy the sensation of touching things, feeling their texture and perhaps how they "move" if they're a container of some sort. I'm particularly fascinated with very soft textures; if I find something that is particularly pleasing to the touch in this regard, I'll often spend a very long time idly touching it in various ways. It's why I enjoy petting my cat so much; she is very soft.

    I believe all this is something to do with being "on the spectrum", as it were, although I believe sensitivity to touch relating to autism more commonly manifests itself as an aversion to touching things or being touched, so I don't know. I don't pretend to understand it all. All I know is soft thing good.

    Which is why I like Meruru from Atelier Meruru so much.

    Meruru's design is pleasing to me in so many ways. And although there's little doubt that she's an attractive, cute girl, the things I feel about her when I look about her aren't sexual; they primarily relate to her costume, and the tactile feelings I've just described.

    I find it very easy to imagine how different parts of Meruru's costume feel. Particular highlights for me include the silvery-white corset that forms the front of her dress, and the inside of her cape. I imagine the corset as feeling like soft satin (in certain artwork and the in-game 3D models, it appears to have a slight "shine" to it, which emphasises this feeling) and the cape lining as being extremely smooth silk — the kind of silk that you touch and your fingers just glide across, sending shivers down the spine in some cases.

    I also like her boots, but not in a particularly "I want to touch them" sort of way, I just think the way they look suit her very well.

    To reiterate, the things I'm describing here are not sexual in nature; I'm not saying that if Meruru was real I'd feel an uncontrollable urge to grope her, because come on now. I just find the way she's depicted to be a particularly, oddly strong stoke to the fires of the imagination, particularly with regard to an aspect of sensory perception that appears to be quite sensitive in me.

    This is probably more than you needed to know about me, but it struck me this morning, and I thought it was vaguely interesting. Please continue to go about your day!

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    #oneaday Day 41: Sweaty https://imnotdoctorwho.moegamer.net/2019/01/14/oneaday-day-41-sweaty/ https://imnotdoctorwho.moegamer.net/2019/01/14/oneaday-day-41-sweaty/#respond Mon, 14 Jan 2019 07:33:48 +0000 https://imnotdoctorwho.moegamer.net/2019/01/14/oneaday-day-41-sweaty/ Yep, late again. In my defense, I was editing a new episode of The MoeGamer Podcast all yesterday so… that's not really an excuse, I know! Apparently I need to take my own post about establishing habits to heart a little more… Speaking of habits, though, I've been doing well at hauling my considerable arse … Continue reading #oneaday Day 41: Sweaty

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    Yep, late again. In my defense, I was editing a new episode of The MoeGamer Podcast all yesterday so… that's not really an excuse, I know! Apparently I need to take my own post about establishing habits to heart a little more…

    Speaking of habits, though, I've been doing well at hauling my considerable arse out of bed of a morning and ploughing through a Fitness Boxing routine. And while I hesitate to say I'm "enjoying" it, because exercise, it's certainly quite satisfying to get through a complete routine and not be dead.

    I find exercise most satisfying when there's a bit of "stiffness" afterwards. Not… that kind of stiffness, but, you know, muscle stiffness. Before any exercise junkies jump in at this point and say "you should be stretching", I am stretching (it's part of the Fitness Boxing routine), I am just also extremely unfit! The stiffness, for me, is a physical manifestation of my effort; it reminds me that I did something I didn't have to do, but which will ultimately (hopefully) be good for me.

    As I've been progressing through the software, the workouts have been gradually getting more complex. I quite like the way the workouts are paced; it seems that they tend to follow a set routine that goes something like this: Stretches > Short (5 min ish), easy workout you've done before > Long (10+ min), moderate workout perhaps introducing one new move > Long, challenging workout, perhaps again introducing one new move > Short, easy workout you've done before > Stretches > Done. By doing this you get a mix of the familiar and stuff that pushes your "limits" a bit; at present, the "easy" workouts tend to be simple punches, while the more difficult ones incorporate dodging of various types — ducking, dodging to the side and weaving to the side.

    The punches are fine. The area I need to work on a bit is evidently my legs. The ducks and side dodges are killer on the legs. Since I'm a big fella, my legs have to work pretty hard just to hold me up, so getting them to do things other than holding me up is a significant challenge. Not impossible by any means, but a challenge, certainly. It also doesn't help that I have a bit of an ache in my left knee at times, and bending it in the "wrong" way can sometimes provoke that somewhat. Perhaps I should invest in one of those oh-so-flattering knee supports; I don't know how effective they are.

    Anyway, it's going reasonably well so far. At the moment, I'm establishing a routine of getting up early every weekday to do Fitness Boxing, then taking the weekend off so I can enjoy a bit of a lie-in. This feels eminently doable; as I said the other day, it's just a case of estabishing that habit.

    Now if I can just do the same to remember to write these posts on the correct day! Sigh. Oh well. I guess I'll see you again later today! 🙂

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    #oneaday Day 40: Chook Chook SNARRRK https://imnotdoctorwho.moegamer.net/2019/01/12/oneaday-day-40-chook-chook-snarrrk/ https://imnotdoctorwho.moegamer.net/2019/01/12/oneaday-day-40-chook-chook-snarrrk/#respond Sat, 12 Jan 2019 12:50:52 +0000 https://imnotdoctorwho.moegamer.net/2019/01/12/oneaday-day-40-chook-chook-snarrrk/ I finally got around to replacing my Atari 8-bit's dead 1050 disk drive, which means the system is fully functional again. I was sad to see the 1050 die, as it was the original model I'd grown up with, so it was like an old friend. I was also reminded quite how much I'd missed … Continue reading #oneaday Day 40: Chook Chook SNARRRK

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    I finally got around to replacing my Atari 8-bit's dead 1050 disk drive, which means the system is fully functional again.

    I was sad to see the 1050 die, as it was the original model I'd grown up with, so it was like an old friend. I was also reminded quite how much I'd missed the noise that old disk drives make — for me, it's an important part of the old computer experience, and one that, sadly, you don't really get to experience with emulation. (That said, I believe ST emulator STEEM does have a "simulated disk drive" noise, but it's not quite the same!)

    I dunno, it's a weird thing that I don't expect more modern gamers to understand, really, given how quiet today's consoles are. But I've always drawn peculiar comfort from the sound of disk drives through the ages, and this love stretches right back to the 8-bit era. The only disk drive noise I didn't like was that of the Atari 810; that actually used to frighten me as a child, because coupled with that drive's hideous gaping maw and its alarmingly industrial red activity lights, I found the whole thing a bit disturbing. The 1050, however… I came to associate that chook chook SNARRRK noise with good times, happy times; whenever I heard it, I knew that something I enjoyed was going to follow.

    This is why I've liked certain consoles over the years for the strangest of reasons. People mock the Dreamcast's noisy GD-ROM drive today, but I loved it; it reminded me of the trusty old 1050. Likewise, I like it when I can hear the drive reading on systems like the PS2 and Wii — the original Wii has a particularly good drive noise.

    The things you come to draw comfort from over the years are strange and wonderful, aren't they?

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    #oneaday Day 39: Meruru, Meru, Meruru, Meru, baaa baaa baba baaaaa https://imnotdoctorwho.moegamer.net/2019/01/12/oneaday-day-39-meruru-meru-meruru-meru-baaa-baaa-baba-baaaaa/ https://imnotdoctorwho.moegamer.net/2019/01/12/oneaday-day-39-meruru-meru-meruru-meru-baaa-baaa-baba-baaaaa/#respond Sat, 12 Jan 2019 10:29:15 +0000 https://imnotdoctorwho.moegamer.net/2019/01/12/oneaday-day-39-meruru-meru-meruru-meru-baaa-baaa-baba-baaaaa/ Talking of old habits, man, I sure am sucking at remembering to do this, huh? I think I need to establish myself a routine for remembering to do this too, preferably not "shit something out at 2am because I forgot" as I occasionally did with my old blog! Anyway, my "excuse" this time is that … Continue reading #oneaday Day 39: Meruru, Meru, Meruru, Meru, baaa baaa baba baaaaa

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    Talking of old habits, man, I sure am sucking at remembering to do this, huh? I think I need to establish myself a routine for remembering to do this too, preferably not "shit something out at 2am because I forgot" as I occasionally did with my old blog!

    Anyway, my "excuse" this time is that after a long and quite tedious week at work, I sat down and played some Atelier Meruru. And, well, I frigging love Atelier Meruru. Don't get me wrong, I love Atelier Rorona and Atelier Totori too, but there's something really special about Meruru. I am now understanding why the Atelier fans I know tend to highlight it as a particularly good part of the Arland trilogy.

    I'll obviously write more about the details of Meruru when we get to it in the current Cover Game feature on MoeGamer, but suffice to say for now that it takes all the interesting and fun bits from Rorona and Totori and wraps them in an immensely satisfying game structure with an adorable protagonist and some wonderful supporting characters.

    Meruru herself is an absolute delight. I've always had a soft spot for the "spunky princess is bored with being a princess" archetype, and she inhabits that role perfectly without feeling like a trope. She's friendly, she's pleasant, she cares for her friends and she's a bit of a nosey bugger too.

    Most importantly though, she gets things done. More than the previous two Atelier games in the Arland subseries, in Meruru your actions have a very obvious effect. Areas outright change in response to the tasks you complete: buildings appear, forests are cleared out and become farmland, old ruins become a formidable fort. It's incredibly satisfying to see the world evolve and change as a direct result of what you do; it gives you that real sense that although Meruru is a thoroughly personable protagonist, she's also quite an "important" one who is able to achieve things like this. This is a marked shift from Rorona and Totori, both of whom very much had to sort of "prove themselves" to the world over the course of their respective adventures.

    But enough ranting, otherwise I won't have a Meruru article left to write in a couple of weeks! Have a wonderful weekend, and I'll be back… uh, later today 🙂

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    #oneaday Day 38: Old Habits Die Hard https://imnotdoctorwho.moegamer.net/2019/01/10/oneaday-day-38-old-habits-die-hard/ https://imnotdoctorwho.moegamer.net/2019/01/10/oneaday-day-38-old-habits-die-hard/#respond Thu, 10 Jan 2019 10:17:48 +0000 https://imnotdoctorwho.moegamer.net/2019/01/10/oneaday-day-38-old-habits-die-hard/ I'm attempting to establish a new habit. I don't know if I will be successful, but today was a successful first step. I mentioned back when I talked about new year's resolutions that besides eating a bit better by following the Slimming World plan, I also wanted to try and be a little more active, … Continue reading #oneaday Day 38: Old Habits Die Hard

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    I'm attempting to establish a new habit. I don't know if I will be successful, but today was a successful first step.

    I mentioned back when I talked about new year's resolutions that besides eating a bit better by following the Slimming World plan, I also wanted to try and be a little more active, and with that in mind I decided to pick up Fitness Boxing for Switch. I'd previously had some success with Wii Fit and EA Sports Active, so I thought I'd give this one a shot — the fact it required less setting up than EA Sports Active in particular was rather appealing, and I enjoyed the demo.

    Anyway, the habit that I'm attempting to establish is to get up early and do a Fitness Boxing workout first thing in the morning before breakfast, before a shower and before going to work. I've heard from numerous people that doing an early morning workout is supposedly a good way to give yourself energy for the rest of the day (though right this second I'm not quite feeling it!) and so I wanted to give it a try.

    I've been wanting to get up earlier for a while. The habit I need to break is letting my alarm go off and snoozing it until literally the last possible minute before I need to get up and go to work. I may have trouble getting to sleep at night, but for some reason in the morning I seem to have no difficulty whatsoever. In fact, even this morning despite getting up earlier than usual I was still later than I intended because I fell asleep after my first alarm… and had a very odd dream in the process, but that's a story for another day.

    I know that getting up early in the morning is a good thing, particularly if it allows you to do things you wouldn't have time to do otherwise, or that would interfere with your "free" time in other ways. I could keep getting up at the same time I have been and do my Fitness Boxing workouts in the evening, but that takes up a chunk of the evening I'd rather spend writing and/or gaming. This way, I get to do something positive first thing in the morning then have my whole evening free to whatever I want (or need) to.

    I actually used to get up super early in the morning back when I was working in teaching. Of course, part of this was necessity, since I was working in a school 35 miles away from where I lived, but I managed to train myself into the habit of getting up early enough that I could watch a full-length episode of Alias on DVD before leaving the house to face the day. So I'm pretty sure I can get myself into the habit of getting up early enough to do a 35-minute workout before heading to my work that is just a couple of miles from my current house. At least it doesn't mean getting up at 5am.

    Anyway, this is the intention. Who knows if I'll be able to stick to it? We'll see, though. We'll see!

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    #oneaday Day 37: Giving the People What They Want https://imnotdoctorwho.moegamer.net/2019/01/09/oneaday-day-37-giving-the-people-what-they-want/ https://imnotdoctorwho.moegamer.net/2019/01/09/oneaday-day-37-giving-the-people-what-they-want/#respond Wed, 09 Jan 2019 17:05:31 +0000 https://imnotdoctorwho.moegamer.net/2019/01/09/oneaday-day-37-giving-the-people-what-they-want/ Inspired by Irina over at I Drink and Watch Anime, I thought it high time I took a look at the search terms that are bringing people to MoeGamer. At least, that was the plan. Turns out that the search results bringing people to the site are all rather boring (albeit thankfully to the point … Continue reading #oneaday Day 37: Giving the People What They Want

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    Inspired by Irina over at I Drink and Watch Anime, I thought it high time I took a look at the search terms that are bringing people to MoeGamer.

    At least, that was the plan. Turns out that the search results bringing people to the site are all rather boring (albeit thankfully to the point and relevant to what I write!), and there aren't even any funny or awkward questions in there to share. Shame. I used to get some real crackers on my old personal blog, but that was because I wrote about any old bullshit day after day (much like I'm doing here, in fact, funny that), and thus I would get a selection of results that can be best described as "eclectic", ranging from "why teaching sucks" to "monster cock". 42 people found my old blog by searching for "erect penis". Good work.

    The whole "optimising for search engines" thing kind of annoys me these days, because it's so flagrantly transparent when sites do it. Imagine there's a TV show you want to watch — let's say, I don't know, Game of Thrones or something. You don't know what time it's airing and you don't have any streaming services, so you head to Google and type in something like "what time is Game of Thrones on?" Before you get any information direct from the source, there will be approximately 76 pages of tabloid-style garbage all with the headline "What time is Game of Thrones on? What channel does Game of Thrones air on? How can I watch Game of Thrones? Everything you need to know about Game of Thrones tonight. Game of Thrones." And I don't click on any of them when that happens.

    This is also why video game sites publish "guide content" these days (with very similar "question" headlines), and why bigger sites like IGN have "wikis" set up for every game in their database. I say "set up"; they have a blank page ready to be filled in for everything in their database, but so far as Google is concerned, that counts as a relevant page about the game in question — so if you're looking for information on a semi-obscure title, good luck trawling through all these empty pages before you actually find any helpful information.

    This is also why video game sites publish "reviews in progress" of big games on release day. They need to get a page up that has /call-of-duty-review/ in its URL, even if they haven't finished (or indeed played) the game. It's part of clickbait… and once again, I don't click on it.

    I'm not sure at what point I became so cynical about commercial online content, but given the existence of numerous "Saved You a Click" Twitter accounts, it seems I am not the only one. And all this is why you will only ever see simple and clear headlines on MoeGamer that — hopefully at least — give you a good idea of what it is you are about to read. (Patreon teasers are another matter, mind you. You'll hopefully forgive me for that at least.)

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    #oneaday Day 36: Imaginative Play https://imnotdoctorwho.moegamer.net/2019/01/08/oneaday-day-36-imaginative-play/ https://imnotdoctorwho.moegamer.net/2019/01/08/oneaday-day-36-imaginative-play/#respond Tue, 08 Jan 2019 14:37:24 +0000 https://imnotdoctorwho.moegamer.net/2019/01/08/oneaday-day-36-imaginative-play/ Playing around with Honey Select Unlimited Extend yesterday reminded me in many ways of how I used to play with toys growing up. Obviously I'm not talking about the explicit sex scenes or anything; I am, instead, referring to the Studio NEO app and the Honey Unlimited Studio software that came before it. These pieces … Continue reading #oneaday Day 36: Imaginative Play

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    Playing around with Honey Select Unlimited Extend yesterday reminded me in many ways of how I used to play with toys growing up.

    Obviously I'm not talking about the explicit sex scenes or anything; I am, instead, referring to the Studio NEO app and the Honey Unlimited Studio software that came before it. These pieces of the overall Honey Select experience are nothing if not pure, true digital dollhouses — they provide you with a selection of environments, some "dolls" to play with (bonus: you get to design them yourself!) and no objective whatsoever besides letting your imagination run riot.

    When I was a kid, I liked to spend any time that I wasn't playing video games with toys that stoked the imagination — toys that allowed you to set up some sort of situation, and then explore it somehow. I was particularly fond of anything that had lots of "bits" that you could arrange in various ways to create dioramas; I'd try and imagine how those components would come together, how they might move, how they might interact and what their "story" might be.

    A favourite of mine was a set of toys called Manta Force. This consisted of three main playsets: the large Manta Force "mothership", which contained a variety of air, sea and land vehicles along with little figures to put in them; the Red Venom "mothership" for the "bad guys", which was very much along the same lines, and the Manta Force Battle Fortress, which was the most interactive of the three, featuring targets you could fire discs at to catapult vehicles and people off platforms, working guns of various sizes and a pleasing sense of "solidity". I never owned Red Venom, but both the original Manta Force and the Battle Fortress had enough "Venom" figures to allow you to set up a few villainous situations.

    When I played with Manta Force, I'd get down on the floor with it and play with it "up close". I'd try to imagine the vehicles life-size, like I was right there with the little coloured figures that represented Manta Force's air, sea and land specialist troops. I'd make sounds, I'd make up stories, I'd perform dialogue. I must have looked like a right cock. But I enjoyed myself.

    Despite this, some part of me was always slightly aware that I was playing with a toy; this stuff wasn't real, I couldn't really get into the ship and see things from the perspective of the little spacemen and, as much as I wanted to, I couldn't really fly, drive or dive in the smaller vehicles. I wished that there was a way I could shrink myself down and play in "their world", but I couldn't. So I made do.

    Now, here's where stuff like Honey Select comes in. While I'm not quite "inhabiting" that world in full 3D like I really want to, I am afforded the opportunity to get up much more close and have much more control than I would have done with my childhood toys. I can move my viewpoint wherever I want, I can pose the characters however I want, I can imply whatever interactions I like by placing them in various circumstances.

    In short, when I fire up Studio NEO or Honey Unlimited Studio before it, I'm finally able to pretty much realise those dreams I had when I was a kid. Okay, I'm playing with pretty girls rather than spacemen, but really, the context doesn't matter all that much; the thing I enjoyed with my childhood toys wasn't sci-fi spacemen pewpewpew, it was the simple joy of expressing myself and exploring my imagination. Don't tell anyone, but I actually kind of envied the female friends I had as a kid; I always sort of liked the idea of toys like Barbie as they were prime material for imaginative play. But I also know that if I'd had Barbies as a boy in the '80s, I would have been beaten up at school even more than I was already, so it's probably for the best.

    Oh well. I can make up for it now with my digital dolls. And I'm certain I will!

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    #oneaday Day 35: Collection Pondering https://imnotdoctorwho.moegamer.net/2019/01/07/oneaday-day-35-collection-pondering/ https://imnotdoctorwho.moegamer.net/2019/01/07/oneaday-day-35-collection-pondering/#respond Mon, 07 Jan 2019 17:16:59 +0000 https://imnotdoctorwho.moegamer.net/2019/01/07/oneaday-day-35-collection-pondering/ A little while back, I decided that, as much effort as it would be to get started, I wanted to catalogue my game collection. So I fired up Google Sheets and got underway. You can take a look for yourself here. I'm glad I did this. I find it interesting and satisfying to look at. … Continue reading #oneaday Day 35: Collection Pondering

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    A little while back, I decided that, as much effort as it would be to get started, I wanted to catalogue my game collection. So I fired up Google Sheets and got underway. You can take a look for yourself here.

    I'm glad I did this. I find it interesting and satisfying to look at. I'll probably add some more data to it at some point — such as whether I've played, beaten and/or written about the game already, and, since this only covers physical releases at present, I might think about some means of including digital titles too. Digital games are people too!

    I enjoyed putting together the "analysis" tab, too, even if it's largely pointless. It's interesting to see how my collection has naturally developed over the years, and where my priorities have clearly been.

    For those who don't care to look at the sheet directly or aren't able to where they are, here are a few facts about my collection:

    • I have a total of 1,077 physical copies in my collection at the time of writing. Assuming I haven't forgotten to add anything I've picked up recently!

    • The platform I have the most individual games for in physical form is PS2, with 216 titles at the time of writing (20.06% of my collection). This is closely followed by the Atari ST, with 183 (16.99%).

    • The platforms I have the fewest games for are Game Boy and Game Boy Color, with two each.

    • The most popular genre in my collection is the RPG (not including DRPGs, ARPGs and SRPGs, with 171 titles, making up 15.88% of the collection. If you include DRPGs, ARPGs and SRPGs, this figure goes up to 258, or 23.96% of the total collection. Nearly a quarter RPGs of various descriptions! That sounds like me.

    • My Atari 8-bit library of physical games only consists of 16 games… but this isn't counting the mountains and mountains of pirated floppy disks I have, each of which have five or six games on them along with a bunch of utilities and other pieces of software. The situation is same for the ST, though we have a lot more "legal" copies of games on that platform as my brother got them as review copies.

    • Of the current generation, PS4 has been my favoured system to date, with 65 games. Switch is on the way up with 26 physical releases acquired since I got the system last Christmas, and with Sony being dickheads about ecchi content now, most of the time I will be picking the Switch versions of Japanese games wherever possible.

    • From the previous generation, PS3 is currently beating out Xbox 360. I have a few duplicates between these two systems, because the PS3 versions were typically expanded from the Xbox 360 releases. Eternal Sonata is a good example. Each system has a selection of good exclusives, however; interesting RPGs on PS3, shoot 'em ups on 360.

    • I have no Saturn games despite technically owning a Saturn. This is because I have no idea where the controller, power cable and TV cables are for the Saturn, so it is mostly a display piece in my "retro room" at present. I should probably get it up and running sometime.

    • I own all of the Atelier games released physically to date except (Shallie Plus on Vita) despite, before this month on MoeGamer, having only ever played Rorona and Rorona Plus.

    • The copy of Shadow of Memories I still own today is the first game I ever bought for my own PS2.

    • I own copies of the first games I ever played on SNES (Super Mario World), PS1 (Ridge Racer) and PS2 (Orphen: Scion of Sorcery).

    • Five of the SNES games I own now are the same cartridges I had growing up, though the boxes and manuals are long gone as I used to keep the cartridges in the SNES carry case. I've only added Top Gear and Top Gear 2 to that collection since.

    • The most expensive and/or valuable game I own is probably Fire Emblem: Path of Radiance. Other noteworthy games in this regard include Metal Gear Solid: The Twin Snakes (GCN), Vib-Ribbon (PS1), the original .hack series (PS2), the Shadow Hearts series (PS2) and Project Zero: Maiden of Black Water (Wii U).

    • That last point has reminded me that I picked up Koudelka on PS1 a while back and forgot to add it to the list, so now all the figures I've quoted are slightly off. I probably better finish there then before I drive myself insane…

    The post #oneaday Day 35: Collection Pondering appeared first on I'm Not Doctor Who.

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    #oneaday Day 34: Caught Up https://imnotdoctorwho.moegamer.net/2019/01/06/oneaday-day-34-caught-up/ https://imnotdoctorwho.moegamer.net/2019/01/06/oneaday-day-34-caught-up/#respond Sun, 06 Jan 2019 11:19:37 +0000 https://imnotdoctorwho.moegamer.net/2019/01/06/oneaday-day-34-caught-up/ Well, here we are! I'm getting this done now so I don't forget again. Hello. How are you? Today's plan is to get a couple more videos done to pepper throughout the week — I like to pre-prepare video as much as possible so I don't find myself in a rush to make something on … Continue reading #oneaday Day 34: Caught Up

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    Well, here we are! I'm getting this done now so I don't forget again. Hello. How are you?

    Today's plan is to get a couple more videos done to pepper throughout the week — I like to pre-prepare video as much as possible so I don't find myself in a rush to make something on the day I'm "supposed" to publish it, since the nature of it means you can't just shit something out in the same way as you can with writing — and then settle down for an extended Atelier Totori session. I can probably beat it this weekend if I try, I just need to stop getting distracted by other things like the aforementioned Atari Flashback Classics. But you know how it is.

    My wife is currently in the process of building a "catio"; a sort of lean-to structure out the back of our house that will form an enclosure for our cat Meg (and perhaps a friend-not-yet-met for her) that still allows her to be "outside", but safe and secure from the dangers of the roads. As I've mentioned a couple of times previously, the sudden passing of our beloved Ruby back in November hit both of us hard, so we want to do everything possible to keep Meg safe — and to have some suitable evidence that this is a safe haven for cats were we to head out to try and recruit her a new companion.

    Aside from all that, it's a quiet weekend ahead — something we both need after heading back and forth across the country for the Christmas and New Year break. I hope you're having a pleasant weekend too, dear reader, and that the return to the first full week of work in the new year isn't too traumatic for those of you in employment!

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    #oneaday Day 33: Catching Up https://imnotdoctorwho.moegamer.net/2019/01/06/oneaday-day-33-catching-up/ https://imnotdoctorwho.moegamer.net/2019/01/06/oneaday-day-33-catching-up/#respond Sun, 06 Jan 2019 11:10:12 +0000 https://imnotdoctorwho.moegamer.net/2019/01/06/oneaday-day-33-catching-up/ You know, on more than one occasion yesterday I thought "I really should remember to do my blog", and then I went and just… didn't do it. I don't really have a better excuse than that. Well, I sort of do, I guess; yesterday was quite a busy day, what with an appointment in the … Continue reading #oneaday Day 33: Catching Up

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    You know, on more than one occasion yesterday I thought "I really should remember to do my blog", and then I went and just… didn't do it. I don't really have a better excuse than that.

    Well, I sort of do, I guess; yesterday was quite a busy day, what with an appointment in the morning, videos to record, edit and upload, articles to write and games to play. It's still not a good excuse, but it is a sort of excuse. So, well, apologies for that; you will get two posts today as suitable recompense, since you can't fudge the dates on Patreon to make it look like I actually posted this yesterday all along and you just didn't see it.

    So what is there to update? Hmm. Well, the main thing is that I've already launched my new Atari A to Z series, delving into the 150 games that make up the Atari Flashback Classics collection on Switch. I'm just going through the games in the order they are presented on the game's menu, so that means all the arcade titles will be first, followed by the 2600 and 5200 games that comprise the bulk of the library.

    There's a lot of reviews of Atari Flashback Classics that have mumbled and groaned about these games "not holding up" today… but one thing occurred to me yesterday while I was playing Sprint 2 on the toilet: these games are absolutely perfect for handheld play, making the Nintendo Switch an ideal platform for this collection.

    I'm serious. Your average timed 2600 game lasts for a standard duration of two minutes and sixteen seconds — if you were wondering why such an odd number, it's because this amount of time is 2^13 frames at 60Hz, which the original American 2600 systems would have been operating at. This duration was calculated by Atari's boffins to be that "sweet spot" for arcade games where punters wouldn't get frustrated at their game being over too quickly, and equally people waiting in line wouldn't get fed up of waiting their turn. In the words of Joe Decuir, who played a key role in the development of the 2600, the Atari 8-bit computers and Commodore's Amiga, "2:16 is long enough to have fun without being exhausting. Sometimes there would be others waiting their turn to play. Plus, the Arcade operator would want more quarters… In the case of a home machine, it doesn't overtax a parent's patience. 'Mom, wait until I finish this game.'" Now you know.

    But I digress. The short average duration of a 2600 game or early Atari arcade game makes it perfect for handheld play, because although the Switch does play host to plenty of long-duration, "big" games, sometimes you just want to pick up the system to play for a few minutes. Sometimes you don't want to play a shitty tablet game that bombards you with requests for microtransactions every level, or ads, or crap like that. Sometimes you just want two minutes and 16 seconds of pure game. And that's what you get.

    On top of that, the delightfully big, chunky graphics of 2600 games mean that there's no squinting at the screen in handheld mode to understand what's going on. Everything (well, almost everything) is immediately understandable and clear, so long as you know how to play the game, so you can just get on with enjoying it.

    Of course, some people will continue to be flat-out resistant to these games, believing them to be "too old" or whatever, but eh. I'm more than happy with this collection, and it's a particular delight having it on Switch ready for both solo play on the go and multiplayer tabletop action at a moment's notice.

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    #oneaday Day 32: Friendship Frustration https://imnotdoctorwho.moegamer.net/2019/01/04/oneaday-day-32-friendship-frustration/ https://imnotdoctorwho.moegamer.net/2019/01/04/oneaday-day-32-friendship-frustration/#respond Fri, 04 Jan 2019 17:28:33 +0000 https://imnotdoctorwho.moegamer.net/2019/01/04/oneaday-day-32-friendship-frustration/ I apologise in advance for the somewhat self-indulgent post ahead, but, well, you're reading my daily personal blog, so a certain amount of this is to be expected, surely! I've become increasingly frustrated and disillusioned over the past few years with the one thing no-one tells you about "growing up": the fact that, over time, … Continue reading #oneaday Day 32: Friendship Frustration

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    I apologise in advance for the somewhat self-indulgent post ahead, but, well, you're reading my daily personal blog, so a certain amount of this is to be expected, surely!

    I've become increasingly frustrated and disillusioned over the past few years with the one thing no-one tells you about "growing up": the fact that, over time, you will probably lose most of your friends, and the ones you do manage to maintain become impossible to get hold of or do anything with.

    To be honest, it's hard not to take that personally sometimes, even though I know in many cases it's down to different people various having busy, demanding jobs or a family that demands their attention. I just get to feeling like sometimes it would be nice to have someone go out of their way to do something enjoyable with you rather than doing the same old thing day after day. I'm aware how selfish that might sound — but I'm not asking for favours or anything here; often it's just simple requests to socialise that get stonewalled.

    I noted yesterday that I was hoping to get some local friends involved with recording some videos for Atari Flashback Classics on Switch. Earlier today I raised the possibility, with a detailed, enthusiastic explanation of what I was proposing and why. So far I've had no response from three out of the four, and one rather blunt rejection because it "doesn't interest them". Despite us having had successful and enjoyable gaming days together in the past.

    This is frustrating. Yes, this is more of a "favour" than a simple request to hang out in that it will help me produce something, but it's still something that should be fun and enjoyable as well as an opportunity to socialise. To be outright rejected apparently without a great deal of consideration… frankly it kind of hurts a bit, although I do accept that the feelings of anxiety it causes may well be brought on at least slightly by the fact I forgot to take my anti-anxiety medication this morning.

    You know something… interesting? Out of all the people I'd regard as "close" friends, very few of them support what I do on MoeGamer, on Atari A to Z or on Videopac Games, even where it is relevant to their interests. I'll often enthusiastically share something I've written or recorded with them and hear absolutely nothing back, whether as a direct response or as a comment on the article/video… and they don't do social media so they can't do something as simple as a share or a like that would help me out at minimal inconvenience to themselves. I've got to the point where I don't really want to share my stuff, the things I'm most proud of, to my closest friends because their apparent total lack of interest in it is rather demoralising. 

    All this is a massive bummer, of course, particularly when it concerns a project where it would be really useful to have people nearby to collaborate with. But on the other hand, it also makes me even more grateful for those of you who are kind enough to be reading this — those of you who have supported me; those of you who do believe in and appreciate what I do; those of you who understand how important my hobbies and interests are to me, particularly as someone who suffers considerably from social anxiety and consequently finds a lot of "normal" activities a rather daunting prospect.

    So thank you for that. And apologies for venting. I will remember to take my pills tomorrow and hopefully my brain will be churning a little less. Have a lovely Friday night.

    The post #oneaday Day 32: Friendship Frustration appeared first on I'm Not Doctor Who.

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    #oneaday Day 31: Flashback https://imnotdoctorwho.moegamer.net/2019/01/03/oneaday-day-31-flashback/ https://imnotdoctorwho.moegamer.net/2019/01/03/oneaday-day-31-flashback/#respond Thu, 03 Jan 2019 11:04:28 +0000 https://imnotdoctorwho.moegamer.net/2019/01/03/oneaday-day-31-flashback/ It may sound strange, but one of my most anticipated new games that is currently winging its way to me is Atari Flashback Classics for Switch. For the uninitiated, this is a compilation of 150 old Atari games, encompassing arcade releases, Atari 2600 games and, for the first time in a bundle like this, Atari … Continue reading #oneaday Day 31: Flashback

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    It may sound strange, but one of my most anticipated new games that is currently winging its way to me is Atari Flashback Classics for Switch.

    For the uninitiated, this is a compilation of 150 old Atari games, encompassing arcade releases, Atari 2600 games and, for the first time in a bundle like this, Atari 5200 games. I already own the first two volumes of Atari Flashback Classics on PS4, but having all of these games plus a bunch more readily available on Switch is something I'm very excited about. You can find out more about the package here on Atari's site.

    Firstly, I'm simply excited about these games because I love revisiting ancient classics. The 2600 was just slightly before my time, so I always find it interesting to check out the games that led to the experiences I grew up with on the Atari 8-bit. The Atari 5200, meanwhile, was effectively a consolised version of the Atari 8-bit computer range (although not quite so much as the later XEGS, which literally was an Atari 8-bit computer designed to more closely resemble a console) and as such has a number of games that outright are games I grew up with. And it's always cool to see arcade-perfect ports of both classics and lesser-known titles.

    Secondly, I'm excited to cover the package in an Atari A to Z series of videos alongside my 8-bit and ST episodes. Thus far I've seen relatively limited coverage of the package online, and the majority of it is surface-level "these games are old and don't hold up very well" criticism that doesn't appear to be making much of an effort to engage with them. Sure, some of those games don't hold up very well, but in those cases they weren't much good in the first place. (see: Basic Math) Meanwhile, there are a bunch of games that do hold up extremely well, particularly if you have the opportunity to play them with a friend.

    This latter aspect may make the video production process a little more challenging, as for titles like Combat and company, it will be important to have someone alongside me playing along rather than simply playing the game solo. I will do my best to try and rope someone into helping out, however, and I think there's scope for a lot of fun to be had. Last time I hosted a "gaming day" for my local friends, some of the most popular games on the agenda were the Atari 2600 titles — particularly RealSports Soccer, which even the most vociferous football haters among us had a blast with thanks to its unusual and highly entertaining mechanics.

    Sadly for my European readers, Atari Flashback Classics for Switch doesn't appear to be getting a release in our home territory — PQube, who distributed the previous bundles for Xbox One and PS4, haven't been approached by Atari this time around for whatever reason — so I've had to import a copy from the States. And the physical release seems to be oddly limited, too, so I had to source one from a seller on eBay rather than a regular retailer. Still, it's on the way now, and for those who don't mind going digital, apparently it's straightforward enough to set up a US eShop account, too.

    Anyway. This should be with me sometime this month (hard to be precise with mail from overseas — though apparently the package is already in the UK, according to tracking) so please look forward to my videos on it… because I'm really looking forward to making them!

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    #oneaday Day 30: In the Wilderness https://imnotdoctorwho.moegamer.net/2019/01/02/oneaday-day-30-in-the-wilderness/ https://imnotdoctorwho.moegamer.net/2019/01/02/oneaday-day-30-in-the-wilderness/#respond Wed, 02 Jan 2019 09:58:20 +0000 https://imnotdoctorwho.moegamer.net/2019/01/02/oneaday-day-30-in-the-wilderness/ The more I play The Legend of Zelda: Breath of the Wild, the more I think there's actually a lot of interesting things to say about it that I haven't seen talked about all that much. To put it another way, I know I said a few days ago that I probably wouldn't give it … Continue reading #oneaday Day 30: In the Wilderness

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    The more I play The Legend of Zelda: Breath of the Wild, the more I think there's actually a lot of interesting things to say about it that I haven't seen talked about all that much.

    To put it another way, I know I said a few days ago that I probably wouldn't give it a Cover Game feature… but I'm starting to feel like I might. It's a significant and noteworthy game for a number of reasons, and I feel like I might want to talk about it in depth.

    It's also a massive game, however, so it'll take me a while to get through it to a stage where I'd be happy to write about it in detail, so at present if I do go through with it at all, I think it'll be the third Cover Game feature of the year, falling roughly in the March period. In the meantime, I need to plough through the rest of the Arland games and I've pretty firmly decided that I want to cover 428: Shibuya Scramble as the second feature of the year.

    It really is a fantastic time to be a fan of gaming. There are so many wonderful titles around to enjoy at the moment… but I have to say, having put off playing them for year after year for one reason or another, I am really enjoying the Atelier Arland games. I'm impressed that a series of games that are, by this point, nearly ten years old hold up so well today. Yes, there are aspects of them that might seem a little dated in places (and with Atelier Rorona having been remade after Totori and Meruru, the series finds itself in the curious position of having its first installment be probably the most mechanically refined) but that most certainly doesn't stop them from being very, very interesting and enjoyable games.

    In fact, I find myself constantly surprised and delighted that we're in a period where games from so many different generations of hardware still feel fresh and relevant as more than just "retro curios"… and where we have easy access to most of these games without having to make significant financial outlays. It's been a continual joy to explore the PS2 library in particular; PS2 games make up the largest part of my collection by a significant margin, and there are loads of games on those shelves that I'd love to cover in detail. Also, for the most part, they're cheap as all hell; while there are a few more expensive outliers (Rule of Rose is still the most pricy and elusive) for the most part you generally won't have to pay more than £20 for a PS2 game at the absolute maximum; more often than not you'll be paying single-digit prices, with lesser known, obscure or extremely common titles often retailing for 50p.

    If you find yourself ever getting frustrated about the more idiotic aspects of the modern games industry — lootboxes, season passes, excessive DLC, constant updates, design-by-committee — then it's worth remembering this. All these amazing games from past generations are still out there — and there are still a bunch of developers operating today with distinctly "old-school" sensibilities, too.

    I'm delighted to be a gaming enthusiast in 2019. And I can't wait to share some more of that enthusiasm with you in the coming months.

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    #oneaday Day 29: Resolutions https://imnotdoctorwho.moegamer.net/2019/01/01/oneaday-day-29-resolutions/ https://imnotdoctorwho.moegamer.net/2019/01/01/oneaday-day-29-resolutions/#respond Tue, 01 Jan 2019 20:47:31 +0000 https://imnotdoctorwho.moegamer.net/2019/01/01/oneaday-day-29-resolutions/ You're supposed to make resolutions for the new year, but I haven't really done so for the past few years. No-one particularly takes them seriously and you only have yourself to blame if you break them, which isn't necessarily a good motivator. Now, if you were to share those resolutions on the Internet, on the … Continue reading #oneaday Day 29: Resolutions

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    You're supposed to make resolutions for the new year, but I haven't really done so for the past few years. No-one particularly takes them seriously and you only have yourself to blame if you break them, which isn't necessarily a good motivator.

    Now, if you were to share those resolutions on the Internet, on the other hand, so people can keep you honest? Well then!

    1. I will eat better.

    I'm not sure if this is "cheating" or not because Andie and I are already technically doing this (although the Christmas-New Year period has been… variable) but… yes, in 2019, I will eat well, lose weight and do my best to sort that particular aspect of my life out. Because I know it's self-inflicted, but it still bothers me a lot. So while I'm feeling motivated to do something about it… I should do something about it.

    2. I will exercise more.

    These are proper cliches so far, huh? Well, I do want to get some more exercise because besides simply being overweight, I'm tired of feeling exhausted anytime I do anything vaguely physically strenuous. I don't think I'm going to join a gym or anything though, at least not immediately; I will likely do some combination of walking (which I enjoy) and perhaps making use of either Wii Fit U or the new Fitness Boxing for the Switch. I tried the demo of the latter the other day and it seems quite good.

    3. I will avoid the unhealthy side of social media.

    I've talked about this a bit in the past, but I need to make sure that I specifically avoid the aspect of social media that is just itching to start a fight over the most stupid stuff. If someone decides they want to be a dick? Mute, block, disengage. The tools are there to not have to deal with nonsense, and there has not been a single instance I can think of where engaging with someone being a twat has made me feel better.

    4. Maintain my positivity.

    One of my favourite things about MoeGamer and my other projects — and something that I feel distinguishes what I do from a lot of other content creators out there — is the fact that I make a specific effort to remain positive. I describe it as "finding the good" — looking for the redeeming features in even things that have had a poor critical reception. I'm yet to find anything completely irredeemable, and in fact more often than not I've found great enjoyment from things that have been declared "bad" by others.

    I fully intend to unapologetically maintain my positive outlook, celebrating the games I've found worthy of highlighting on the site for one reason or another. You won't see a "WORST [X] GAMES EVER!!" on MoeGamer or my YouTube channel any time soon.

    5. Do more music.

    I finally got my piano tuned now the room it's in isn't freezing cold, so I need to make some time to play it more. Specifically, I need to make some time to practice things rather than just playing a few things every so often. Doubtless this blog will help keep me honest… I'll try and share some things every now and then!

    6. Return to studying Japanese.

    I need to get back into this. I'm going to try and use the textbooks I've acquired rather than rely on Memrise and Duolingo, because although those two services are good and I've learned a lot with them, they don't go into enough depth about grammar and the like. I want to have a good understanding of the language as a whole, not just memorise and recognise key phrases.

    Well, I think that'll do for now. What are your resolutions for the coming year?

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    #oneaday Day 28: End of the Year https://imnotdoctorwho.moegamer.net/2018/12/31/oneaday-day-28-end-of-the-year/ https://imnotdoctorwho.moegamer.net/2018/12/31/oneaday-day-28-end-of-the-year/#respond Mon, 31 Dec 2018 22:11:15 +0000 https://imnotdoctorwho.moegamer.net/2018/12/31/oneaday-day-28-end-of-the-year/ I was annoyed and upset yesterday. Today I'm feeling a bit better, because I had a fiddle around with the audio I recorded with Woody and it was by no means unsalvageable. Okay, it's still kind of shit quality, but rather than sulking about it, I thought I'd just embrace what I did have, and … Continue reading #oneaday Day 28: End of the Year

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    I was annoyed and upset yesterday. Today I'm feeling a bit better, because I had a fiddle around with the audio I recorded with Woody and it was by no means unsalvageable.

    Okay, it's still kind of shit quality, but rather than sulking about it, I thought I'd just embrace what I did have, and the result was… well, go have a listen.

    Anyway. That's that. Now it's the last day of 2018 and indeed the final hours of said day, so I believe it's obligatory in blogging to do some sort of "roundup" post contemplating what went on in the last year. So let's do that.

    In no particular order, here are Things That Happened in 2018:

    MoeGamer turned four years old.

    I'm pleased with this. MoeGamer has been a passion project since I was unceremoniously given the boot from USgamer, and I'm delighted with what I've been able to build it into. 2018 has been its best year yet, and things are only going to get better from hereon. I'm happy with the site's core format (with a few minor tweaks, which I've already talked about previously) and I'm really looking forward to the games I'll be covering in the new year.

    I got back into podcasting.

    My friend Chris and I had been knocking around the idea of a podcast for a while, and 2018 was the year we finally went through with it. I used to really enjoy podcasting, but regrettably, most of the friends I used to podcast with seem to no longer think I exist or am worth talking to. (At least one of them has become a complete asshole, too, so I think I'm better off without him, frankly.) Look forward to more episodes of the show in the new year!

    I held down a job.

    I started 2017 in a rather unsteady employment situation. The freelance work I'd been relying on since leaving USgamer (and nearly having a nervous breakdown after working for the horrendous, horrendous company that is energy company SSE) had dried up, so I was in a bit of a desperate situation. Thankfully, I managed to find a company willing to take a chance on me… and I've been there ever since. Even better, they seem to think I'm doing a good job, which is nice. This is a huge load off my mind… although it does take time away from the things I really want to do, like MoeGamer, Videopac Games and Atari A to Z! Still, I can't complain too much…

    I re-established contact with some old friends.

    Woody, with whom I did the most recent podcast episode, is someone I knew at school, and someone whose friendship I have always truly valued. He's someone with whom I feel at ease and with whom I can be myself, and I think that probably comes across in the podcast despite the shitty audio. I hadn't kept in contact with Woody much for a few years — at least partly due to his desire to stay well away from social media! — but WhatsApp Messenger allowed me to pick up where we left off in our friendship… accompanied by fart and poo videos from our mutual friend Matt.

    I played Dragon Quest for the first time.

    I figured out a way to cover lengthy series over the long term with the "Delving Into" series, and played through both Dragon Quest IV and most of Dragon Quest V. I've kind of fallen off the wagon a bit with how much I tried to pack into the end of the year, but I'll be getting back to the Delving Into series in the new year, finishing off Dragon Quest V and moving on to the subsequent installments over time.

    I had to confront and accept the fact that time passes and things change.

    I don't want to go into too much detail here, but, well, let's just say as we all get older, we all have to deal with certain realities. People — friends, family, loved ones — who you'd taken for granted as being a constant presence in your life… there might come a reminder that you can't always rely on that forever. Thankfully, the "scares" we encountered in this regard seemed to… if not get completely "resolved", then things are certainly moving in a good direction. And in the meantime, there was one of the aforementioned Delving Into articles linked above that helped me process some of the things I was feeling at the time. I'll leave you to determine which one.

    We lost a beloved friend.

    Ruby's passing hurt me deeply and I'm still feeling the effects today. There's not a lot more I can say about this aside from the fact that I miss her every day… and her not being here any more makes the time I get to spend both with Meg (my cat) and Andie (my wife) all the more precious. We all have to deal with loss at some point in our lives… but you shouldn't forget about the people (and cats) who are still there for you.

    I established some solid formats for my YouTube channel.

    My viewer figures may be low, but I enjoy what I do. The combination of podcasting and themed Let's Plays is working well for me, and I intend to support that further with some "readings" of articles in the new year. I'm going to set aside Saturdays for video production purposes and try to prepare a bunch of stuff in advance. A sense of organisation has really helped with MoeGamer in general, so it can only be a good thing for the YouTube channel too. Speaking of which…

    I launched two more creative/historical projects.

    I grew up with Atari computers and a Philips G7000 Videopac Computer (aka Magnavox Odyssey 2) and I've been wanting to find some means of celebrating these for some time now. I eventually settled on themed Let's Plays for the Atari games as a means of showing what both the 8- and 16-bit Atari computers had to offer, and a dedicated site for the Videopac games. I'm going to try and make much more of the latter in particular in the new year, and continue with the Atari A to Z videos as I'm really enjoying making them.

    This almost certainly isn't everything of note, but as I sit here at 10pm on New Year's Eve, it's everything that occurs to me. Contemplating stuff like this at times like this is a good opportunity to take stock of what is really important. And thinking about it this way, it's easy to see that some of the things that have stressed me out the most this year are… completely irrelevant. So it would probably make sense to try and cut those stressors out of my life as much as possible in 2019, huh?

    Anyway. I'll wish you all happy new year properly tomorrow… but for now I'll just say I hope you all have a pleasant New Year's Eve, whatever you happen to be doing (even if it's "nothing", like me) and that you are able to say either a fond farewell or a saucy "good riddance" to 2018, depending on how things have gone for you.

    Happy new year, everyone. And thanks once again for your support.

    The post #oneaday Day 28: End of the Year appeared first on I'm Not Doctor Who.

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    #oneaday Day 27: Frustration https://imnotdoctorwho.moegamer.net/2018/12/30/oneaday-day-27-frustration/ https://imnotdoctorwho.moegamer.net/2018/12/30/oneaday-day-27-frustration/#respond Sun, 30 Dec 2018 23:49:28 +0000 https://imnotdoctorwho.moegamer.net/2018/12/30/oneaday-day-27-frustration/ I'm annoyed with myself. I took the time to go and see my friend to record a special episode of the podcast today and… I kind of messed up a bit. Instead of recording our conversation with my nice mic that I normally use for the podcast and videos — and which I'd gone to … Continue reading #oneaday Day 27: Frustration

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    I'm annoyed with myself.

    I took the time to go and see my friend to record a special episode of the podcast today and… I kind of messed up a bit. Instead of recording our conversation with my nice mic that I normally use for the podcast and videos — and which I'd gone to the trouble to bring with me — it seems I inadvertently used my laptop's shitty inbuilt mic instead. As a result, the conversation is audible, but the quality is pretty crap.

    Essentially, complacency is to blame; my computer at home is set up to use my nice mic by default, so changing the input device when recording in Audacity simply didn't occur to me during this session. Rookie, stupid mistake that I am kicking myself for. You can bet your ass that I won't make that mistake ever again, however!

    This is a bummer, as we had an entertaining nostalgia-fest about growing up gaming, our changing attitudes towards gaming over the years, and all manner of other things. However, with the crappy sound, the whole thing simply isn't up to the standards I've set for myself on the MoeGamer Podcast and on my online media channels in general, and I don't think I'd be entirely happy putting it out as is.

    Oh well. Nothing that can be done about it now, and it's not as if this is the last time I'll see that friend (I hope; please don't die, Woody) so if the worst comes to the worst we can always revisit the topics at a later time. And in the meantime, I'm at least going to see if there's anything I can do with the audio; if people are interested but I'm still not happy with the sound quality, I can always do a Patrons-exclusive "rough and ready" episode or something, just be aware of what I've described above!

    Ah well. Mistakes happen, often at the worst of times. This ultimately isn't an especially important mistake in the grand scheme of things, but it's still upset and frustrated me a bit, given that I'd been looking forward to getting this done.

    Well, like I say, I'll see what I can do with the audio when I get home. Something may be salvageable. We'll have to wait and see! Apologies to those of you who were looking forward to something interesting and unusual…

    The post #oneaday Day 27: Frustration appeared first on I'm Not Doctor Who.

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    #oneaday Day 26: Breath of the Wild https://imnotdoctorwho.moegamer.net/2018/12/30/oneaday-day-26-breath-of-the-wild/ https://imnotdoctorwho.moegamer.net/2018/12/30/oneaday-day-26-breath-of-the-wild/#respond Sun, 30 Dec 2018 00:54:53 +0000 https://imnotdoctorwho.moegamer.net/2018/12/30/oneaday-day-26-breath-of-the-wild/ Andie bought me Breath of the Wild for Christmas, as I believe I've mentioned already, so I thought I'd fire it up and give it a bit of a shot today. I came away very impressed with the experience. I've spent the last couple of years thinking I don't really like open-world games all that … Continue reading #oneaday Day 26: Breath of the Wild

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    Andie bought me Breath of the Wild for Christmas, as I believe I've mentioned already, so I thought I'd fire it up and give it a bit of a shot today.

    I came away very impressed with the experience.

    I've spent the last couple of years thinking I don't really like open-world games all that much, when in fact a few hours with Breath of the Wild today made it pretty abundantly clear that I don't like Western open-world games all that much.

    I've been over this on the podcast a few times, but the main problem I have with them — primarily if they unfold from a first-person perspective — is the sheer feeling of "weight" to movement. And I don't mean this in a "weighty, satisfying combat" sort of way — I mean it's a real chore simply to move around in a lot of cases.

    Rockstar games are a prime offender in this. In many open world games, I really enjoy moving around on foot in preference to faster forms of travel — it enables you to seek out interesting viewpoints and perhaps find a few secrets here and there. But in Rockstar games the physics on the player character are so painfully exaggerated — or perhaps they're just "realistic", and that's the problem — that it's just a chore to get around sometimes.

    In Breath of the Wild, the controls are delightfully responsive. Push a direction, Link goes that way. Walk into a wall, Link will try to climb it. And he can climb most walls. This gets around one of my main frustrations I had with games like Skyrim and The Witcher 3: knowing the place you want to get to is on the other side of the big-ass mountain that is right in front of you, but not having the ability to actually climb that mountain and get over it, necessitating a long and irritating orbit of the base, hoping to find a pathway. In Breath of the Wild, assuming you've got enough stamina or can find suitable ledges to rest on on the way up, you can simply climb up the cliff face and hop down the other side if necessary.

    Although this brings up another interesting point: although I'm early in the game so far, at no point have I felt that is necessary, because simply navigating around the world "as intended" makes so much sense. There are plenty of landmarks and pieces of interesting scenery to navigate by — there's even a "Pro" mode where you remove the minimap and compass if you so desire — and the game's core gimmick, the "Sheikah Slate", allows you to easily set waypoints by line of sight, not just by dropping pins on a map. Delightful.

    The game also nicely sidesteps the "map covered in dots" thing that Ubisoft games in particular tend to run afoul of, but is also evident in Rockstar games, titles like Horizon: Zero Dawn and even The Witcher 3. Rather than the game world feeling like a checklist of things to do, in Breath of the Wild you appear to discover things naturally and organically. Yes, there is a "main quest" to follow that takes you to various different places, but in the often long journeys between main story beats, there's plenty to see and do just by going "I wonder what that is" and discovering something interesting.

    I also really like the special "Rune" abilities. You unlock several of these quite early on, allowing you to create climbable icy pillars in bodies of water, manipulate metallic objects using metallic fields, freeze something in time for a few seconds and build up kinetic energy ready to release it when its time unfreezes, and summon both spherical and cube-shaped bombs. Between these abilities — and there's a few more still to unlock, I believe — your options for getting around and manipulating the environment are considerably more interesting than in many other games of this type, and they allow for some creative solutions to problems.

    In one situation, for example, I was coming up on a group of Bokoblins around a camp fire. Rather than rushing in with one of my rather fragile weapons swinging, I noticed a metallic crate nearby, grabbed it with the magnetic rune, then simply "swept" all the Bokoblins off the top of the cliff they were camping on, removing any need for me to actually fight them conventionally. While it is possible to get into situations like that in Skyrim with some creative use of magic items, in Breath of the Wild you have the capability to set up entertaining incidents like this pretty much from the outset.

    I'll provide a more detailed write-up on MoeGamer when I've played a bit more (or, more likely, actually beaten it) — I doubt I'll do a full Cover Game feature on it as it's not exactly a game that "needs" any more attention than it's had to date, but I'm definitely having a real blast with it so far, and I approve of it heartily as my Christmas present.

    Now, I better get some sleep. Fingers crossed my friend(s) will be available for podcasting tomorrow… we shall see!

    The post #oneaday Day 26: Breath of the Wild appeared first on I'm Not Doctor Who.

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    #oneaday Day 25: The Christmas After Christmas https://imnotdoctorwho.moegamer.net/2018/12/28/oneaday-day-25-the-christmas-after-christmas/ https://imnotdoctorwho.moegamer.net/2018/12/28/oneaday-day-25-the-christmas-after-christmas/#respond Fri, 28 Dec 2018 23:59:40 +0000 https://imnotdoctorwho.moegamer.net/2018/12/28/oneaday-day-25-the-christmas-after-christmas/ Greetings from somewhere other than where these posts usually come from! Yes, I'm bringing this to you live from my parents' place and my childhood home; having spent Christmas itself with my in-laws, we've come to see my family for the "post-Christmas" festivities. I say "festivities"; what I really mean is "a nice bit of … Continue reading #oneaday Day 25: The Christmas After Christmas

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    Greetings from somewhere other than where these posts usually come from!

    Yes, I'm bringing this to you live from my parents' place and my childhood home; having spent Christmas itself with my in-laws, we've come to see my family for the "post-Christmas" festivities. I say "festivities"; what I really mean is "a nice bit of peace and quiet".

    Incidentally, the "away from home" nature of this post and the next few mean that I will be typing at least some of these on my phone. The Patreon phone app is a laggy piece of crap so I apologise in advance for any spelling or layout issues.

    Anyway. As I was saying, I am away from home. Or back home, however you choose to interpret those words.

    I've come to appreciate the peace and quiet of the country village I grew up in a lot more as I've got older. I'm not sure I'd actually want to live here again as it takes a long time for services we take for granted in towns to arrive here — I can't remember offhand if they have fibre optic Internet here yet, for example, and forget about lazy man's services such as Deliveroo — but it's definitely nice to spend a few days here now and again.

    I appreciate the portability of the Switch on trips like this, too. Not only can I play it in handheld mode, it's a simple matter to bring the whole dock with me and play it on the TV, so I don't have to be away from the games I'm playing and that I want to cover once the New Year gets underway.

    I've spent the evening eating good food and playing Atelier Totori, and I imagine much of tomorrow will be spent in a similar fashion. With any luck on Sunday I'll be meeting up with an old friend to record a special episode of the podcast, but this isn't a sure thing just yet. We'll see.

    For now I better get some sleep in the eerie silence of the country, although at least I can count on my cat Meg to break the peace by having a noisy wash or scratch every so often.

    Good night!

    The post #oneaday Day 25: The Christmas After Christmas appeared first on I'm Not Doctor Who.

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    #oneaday Day 24: My Gaming/Capture/Retro Setup https://imnotdoctorwho.moegamer.net/2018/12/27/oneaday-day-24-my-gaming-capture-retro-setup/ https://imnotdoctorwho.moegamer.net/2018/12/27/oneaday-day-24-my-gaming-capture-retro-setup/#respond Thu, 27 Dec 2018 15:41:42 +0000 https://imnotdoctorwho.moegamer.net/2018/12/27/oneaday-day-24-my-gaming-capture-retro-setup/ No-one has actually specifically asked me about this, but I know it's a popular subject that people like to find out more about, so I'd like to take the opportunity to outline the various boxes and wires I have under my TV for everyday gaming and video/screenshot capture. At present, I have fourteen consoles around … Continue reading #oneaday Day 24: My Gaming/Capture/Retro Setup

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    No-one has actually specifically asked me about this, but I know it's a popular subject that people like to find out more about, so I'd like to take the opportunity to outline the various boxes and wires I have under my TV for everyday gaming and video/screenshot capture.

    At present, I have fourteen consoles around my living room TV:

    • Nintendo Switch
      – Sega Dreamcast
      – Super Nintendo
      – Wii (softmodded)
      – SNES Classic Mini
      – Wii U
      – Xbox 360 (old-style casing, but the model that didn't RROD/had HDMI)
      – Two PS2s (one PAL, one US NTSC)
      – Nintendo 64
      – Sega Mega Drive
      – PlayStation 3
      – PlayStation 4 (with PSVR)
      – PSTV

    I'm probably going to make some changes to this in the new year; most notably, I think the 16-bit consoles are going to move upstairs into my "retro room" which is currently dominated by Atari computers and the Philips G7000 Videopac. There's also an NES up there, and the TV monitor I use those on is small but works beautifully — it's an old-school Trinitron, so still pretty much the best of the best you can get in terms of CRT quality.

    However, even with the Mega Drive and the SNES going upstairs, you'll still notice that there are a lot of systems there, and TVs only have so many HDMI ports. I also make a specific effort with my setup to avoid plugging SCART cables directly into the TV as much as possible as the quality is not very good.

    Rather than having HDMI switchboxes, the core of my setup is my Elgato Game Capture HD (Amazon). This is the slightly older model that only does 30fps capture (and is compatible with older versions of Windows) but it works absolutely fine. It's powered by a USB cable that runs to my TV — my TV has two USB ports that carry power — and has an HDMI output (that runs to the TV) and an HDMI input (which I simply swap to the relevant cable according to what system I want to play or capture).

    Pro-tip here: label your HDMI cables if you have a lot of them. You'll thank yourself later.

    Anyway, so the basic idea is that I decide what I want to play or capture and simply plug in the appropriate HDMI cable, then I'm away. The Game Capture HD does HDMI passthrough as long as it is powered via USB, so there's no need to run the Game Capture software. As such, as well as allowing easy capturing from consoles that have no built-in capture facilities, it's also simply an easily accessible HDMI port.

    With most HD consoles, that's all you need to get started. There are a few additional hookups required for certain specific cases, however, so let's look at those.

    This bad lad is an HDMI splitter, and you'll need one of these if you want to capture footage from either a PlayStation 3 or a PSTV. You can also use it to capture from a PS4 without having to turn off the HDCP setting.

    What this box actually does is take a single HDMI input and split it into two HDMI outputs. That's not what most people use it for, however: a side effect of the splitting process is that it strips out the pesky HDCP copy protection that is carried out from the PSTV and PS3, normally preventing you from capturing footage from these devices.

    There are many different models of this available; I simply went for a cheap one with good reviews that you can find on Amazon here. It's powered by USB, so again my TV powers this, and it's simple and straightforward to use — just plug and play.

    Next, if you, like me, wish to avoid using the SCART port on your TV (if indeed you even have one), you'll need some sort of upscaling device to connect older SD consoles to your shiny new TV. There are cables that can simply convert the signal, but to get the best possible picture you'll want to use some sort of upscaling device.

    Many retro gamers swear by the Japanese FrameMeister devices, but these are extremely expensive, costing as much as a brand new console in many cases. They do output a fantastic picture, but they require a fair amount of setting up and fiddling with to get going in the first place.

    The device pictured here is a cheap and cheerful upscaler I picked up, once again, from Amazon. It takes a SCART input and outputs to HDMI in a number of different resolutions up to and including 1080p. I've found it to work absolutely perfectly for my purposes, providing minimal input lag and an excellent quality picture. Some 50Hz PAL games can "judder" a little bit, but I think this is mostly down to shoddy programming in a lot of cases rather than a problem with the device. For PS2 in particular it outputs a beautiful quality image — here's an example.

    There's an additional piece to the puzzle you'll want to include if you really want the best possible picture from SCART-capable consoles, and that's an RGB SCART cable. These provide the best possible quality output from the console, and thus upscaling this to 1080p gives you the best possible picture at the best possible resolution. I have RGB SCART cables for my PlayStation 2, Mega Drive and Super NES, and I got them all from Retro Gaming Cables. They're seemingly expensive for what they are, but they're well worth the outlay if you're serious about getting a good picture.

    One additional thing you may want if you're using an original Wii is a device such as this, which simply plugs into the back of the Wii to provide an HDMI output instead of composite or component. It's by no means essential, but I found it a bit more convenient than running it through the upscaler.

    Altogether, that's everything you might need to capture from both SD and HD consoles if all you want to do is capture gameplay and/or screenshots. If you want to record commentary, however, there are a few additional bits and pieces you might need. Most significant of these is a microphone.

    You can use a microphone on a gaming headset if you want, but for the best possible quality you'll want some sort of dedicated microphone. I use the Marantz Pod Pack 1 setup (Amazon), which comes with a USB microphone and a boom arm. I also added a pop shield to put in front of the microphone to prevent plosive sounds from making loud bassy noises on recordings. These are all much of a muchness; you can even make one yourself by stretching some tights over a coat hanger if you're feeling really cheap.

    The Pod Pack 1 setup is very cheap for what it provides. The microphone quality is excellent and the boom arm is nice and stable. My only slight objection is that the microphone is too heavy to stand "upright" on the end of the stand, but it works absolutely fine "upside down" so I just use it that way now instead.

    One issue you may run into when recording some consoles with commentary is that they don't have the facility to connect a headset and listen to the game audio. This forces you to mute or turn down the audio on the TV while you are recording, meaning you can't fully enjoy the game. I needed a solution that would allow me to listen to games on systems such as Xbox 360 and PlayStation 2 while I was recording, and the simplest way to do that was to get a device that would let me connect headphones to my TV. Apparently TVs simply do not have headphone jacks any more.

    Anyway, I came across this device on Amazon which takes an optical input and converts it to an analogue signal through either a 3.5mm headphone jack or red and white phono cables. There's no amplifier in the device, so the audio output on headphones isn't super loud, but it's definitely sufficient to let you get immersed in the game while recording.

    And if you're lazy like me (or just don't like switching optical cables around because they're a pain in the arse) you may also want this thing:

    This was yet another Amazon find, of course — by the way, none of the Amazon links in this post are affiliate links or anything, if you were wondering — and simply takes one optical input and splits it into three optical outputs. It needs powering via a 5V DC adapter, which is provided, so you'll need a spare electrical socket — you might be able to get away with powering it via USB, but I haven't tried that.

    So there you have it. The reason I have so many cables under my TV, but this setup allows me to record anything with ease, switch between systems and enjoy them either through my speakers or on headphones. I hope this has been of some help and/or interest to those of you interested in optimising your gaming setup!

    The post #oneaday Day 24: My Gaming/Capture/Retro Setup appeared first on I'm Not Doctor Who.

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    #oneaday Day 23: Boxing Day Sales https://imnotdoctorwho.moegamer.net/2018/12/27/oneaday-day-23-boxing-day-sales/ https://imnotdoctorwho.moegamer.net/2018/12/27/oneaday-day-23-boxing-day-sales/#respond Thu, 27 Dec 2018 01:01:59 +0000 https://imnotdoctorwho.moegamer.net/2018/12/27/oneaday-day-23-boxing-day-sales/ I got a bit of money for Christmas as well as a rather generous bonus from work, so I've treated myself to a few things that are now on the way. First up is the Atari Flashback Classics pack for Switch, which is a compilation of the three separate Atari Flashback Classics releases for PS4 … Continue reading #oneaday Day 23: Boxing Day Sales

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    I got a bit of money for Christmas as well as a rather generous bonus from work, so I've treated myself to a few things that are now on the way.

    First up is the Atari Flashback Classics pack for Switch, which is a compilation of the three separate Atari Flashback Classics releases for PS4 and Xbox One. The third volume of these was released alongside the Switch version and, I was excited to see, incorporated some Atari 5200 games for the first time… including the good version of Star Raiders! At last! No longer do I have to suffer the indignity of the 2600 version. (Not that the 2600 version is bad, I should probably add, but the 5200/Atari 8-bit version is infinitely superior.)

    This package proved to be a bit of an ordeal to get, because for some inexplicable reason Atari doesn't appear to have arranged any sort of distribution in Europe. PQube handled the first two volumes of Atari Flashback Classics on PS4 and Xbox One, which I already own, but they had nothing to do with either volume 3 or the Switch release, so my only option was to import.

    Easy enough these days, you might think — just pop on Amazon or something and get an American copy shipped over. Uh-uh. Amazon was out of stock and most other big American retailers wouldn't ship to the UK. I was beginning to think I was never going to get my hands on this — and, of course, with the decline in likelihood came an enormous increase in the amount that I really wanted it.

    Thankfully, I found a copy on eBay, and the seller even promised to ship to the UK for free, which was extraordinarily generous of him. I won the auction and ended up paying a little more than the standard retail price of the package, but probably less than shipping fees to the UK from a US retailer, so I haven't really lost out. I just have to wait for it to arrive now. Looking forward to it.

    NIS Europe had a Boxing Day sale, too, where a number of their slightly older titles (or games that, you get the impression, they wanted to shift a few more copies of) had some generous discounts, so I grabbed Fallen Legion and God Wars for Switch, both of which are games I'm interested in writing about on MoeGamer at some point in the near future. NIS Europe's online store also tends to ship super-fast, too, so I should have those within a day or two.

    I grabbed a couple more Philips G7000 Videopac games, too, as I intend to knuckle down and get properly stuck into my Videopac Games project in the new year. I forget the exact names offhand, but one is a bit like Star Raiders (i.e. a first-person perspective space sim) and the other is a side-on shoot 'em up that is very well regarded. Looking forward to giving those a go.

    And finally, I snagged Diablo III for Switch, as I've been wanting to try the console versions of this for some time now, and having Diablo III on the go is just too appealing a prospect to pass up on. I tried it out this evening with my podcasting partner Chris, and we had a wonderfully smooth experience with it. Looking forward to exploring that further in the coming weeks and months — Diablo III is very much one of those "evergreen games" like I wrote about on MoeGamer earlier today, so I'm sure this will be a regular part of my rotation, particularly with how easy it is to get multiplayer up and running.

    Anyway. Schedule and posting regularity will still be a bit wobbly for the next few days as I'm off to go and see my parents this coming weekend, but things should be back to normal by the new year at the latest.

    I hope you've enjoyed your leftovers, and those of you who have to go back to work between now and the new year… you have my sympathies!

    Merry Christmas, once again, everyone.

    The post #oneaday Day 23: Boxing Day Sales appeared first on I'm Not Doctor Who.

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    #oneaday Day 22: Christmas Day https://imnotdoctorwho.moegamer.net/2018/12/27/oneaday-day-22-christmas-day/ https://imnotdoctorwho.moegamer.net/2018/12/27/oneaday-day-22-christmas-day/#respond Thu, 27 Dec 2018 00:50:33 +0000 https://imnotdoctorwho.moegamer.net/2018/12/27/oneaday-day-22-christmas-day/ Hello! This is being published late because I wrote it in a note on my phone and then forgot to actually copy it into this 'ere blog. Whoops. Merry Christmas everyone! I hope you've all had an excellent day. Mine was quiet and relatively uneventful, but fun enough. I had some nice presents (including Zelda … Continue reading #oneaday Day 22: Christmas Day

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    Hello! This is being published late because I wrote it in a note on my phone and then forgot to actually copy it into this 'ere blog. Whoops.

    Merry Christmas everyone! I hope you've all had an excellent day. Mine was quiet and relatively uneventful, but fun enough. I had some nice presents (including Zelda for Switch, which I've had my eye on for ages but never got around to getting) and we ate good food in good company.

    A Switch proved to be a popular Christmas present, as Andie bought herself one with some combined Christmas-birthday money a little while ago, and Andie's sister Michelle also got one for Christmas, too. That meant while we were at my mother-in-law's place for Christmas Day, there were four Switches in attendance, which was nice to see. What was even nicer to see was how easy it is to pair up Joy-Cons with another console — simply slide them on to the side of the console you want to pair them with, and it's all done. Wonderful stuff.

    We played a bit of Jackbox Party Pack 2 on Switch, which is a perfect fit for the little machine — though I was a little disappointed it's not possible to use additional Switches as your "answer terminals". For the unfamiliar, the Jackbox Party Pack games display various quizzes and challenges on the TV (or Switch display) and everyone playing makes use of a phone or tablet to play the game by connecting to a special website and entering a short code the game generates. It's a really easy to set up and extremely effective means of getting a party game rolling, and certainly a damn sight preferable to Cards Against fucking Humanity.

    I haven't tried Zelda yet, but I'm looking forward to it. Andie has indicated it's a game she'd be interested in watching, which is always a bonus as it means we can spend some time together — and now she has a Switch too she can still play some more substantial affairs while sitting on the sofa with me while I play on the TV. That's pretty cool. She picked up Valthirian Arc, which is a game I've been curious about; she seems to be enjoying it so far, which I'm pleased about.

    Anyway, it's been a long day and [editor's note: at the time of writing] we have a long drive home ahead of us. Once again, I hope you had a lovely day, and that your festivities continue into the new year.

    The post #oneaday Day 22: Christmas Day appeared first on I'm Not Doctor Who.

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    #oneaday Day 21: Christmas Eve https://imnotdoctorwho.moegamer.net/2018/12/24/oneaday-day-21-christmas-eve/ https://imnotdoctorwho.moegamer.net/2018/12/24/oneaday-day-21-christmas-eve/#respond Mon, 24 Dec 2018 13:45:42 +0000 https://imnotdoctorwho.moegamer.net/2018/12/24/oneaday-day-21-christmas-eve/ Hello everyone! It's the day before the big day. I hope you're all ready and haven't found yourselves having to brave the "last-minute" rush at the shops. Andie and I will be heading over to her mother's place this evening to celebrate Christmas Day, then we'll be coming back tomorrow evening. We're having to leave … Continue reading #oneaday Day 21: Christmas Eve

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    Hello everyone! It's the day before the big day. I hope you're all ready and haven't found yourselves having to brave the "last-minute" rush at the shops.

    Andie and I will be heading over to her mother's place this evening to celebrate Christmas Day, then we'll be coming back tomorrow evening. We're having to leave Meg by herself, so we don't want to leave her on her own for too long. (We'll be leaving her plenty of food, and something that makes noise so she doesn't get too lonely though!)

    We'll also be paying my parents a visit shortly after Christmas, and for that we'll actually be taking Meg with us, because it's for a few days rather than just overnight. We took Meg and Ruby with us to my parents' place last year and although they didn't think much of the car journey, they seemed to enjoy spending a bit of time somewhere different; Meg quickly found the comfiest spots in the house to go and hide if she didn't want company, and Ruby was pretty friendly with everyone.

    I miss Ruby, particularly at this time of year. I know rationally speaking she didn't do anything particularly "special" at Christmas, being a cat, but Christmas is a time for your whole family to be together, and thus it's hard not to think about those who aren't with us any more. Especially as it wasn't really all that long ago that we lost her. I hope she knows we're thinking of her, wherever she is now.

    I'm not anticipating any presents as hugely exciting as the Switch my parents were kind enough to get me last year, but it will be nice to just spend a bit of time with people somewhere else for a bit in that nice sort of "cosy" atmosphere a house on Christmas day provides. Andie's mum typically provides a log fire for extra cosiness, and she does a great Christmas dinner.

    Anyway. I'm going to have a nice lazy day today, likely spent mostly in the company of Atelier Totori, and I hope you all have the opportunity to get some rest too. I'll write again tomorrow, of course, but in the meantime I hope you all have a wonderful Christmas and enjoy good food, good company and great presents.

    Love you all!

    The post #oneaday Day 21: Christmas Eve appeared first on I'm Not Doctor Who.

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    #oneaday Day 20: Overtime https://imnotdoctorwho.moegamer.net/2018/12/24/oneaday-day-20-overtime/ https://imnotdoctorwho.moegamer.net/2018/12/24/oneaday-day-20-overtime/#respond Mon, 24 Dec 2018 01:50:11 +0000 https://imnotdoctorwho.moegamer.net/2018/12/24/oneaday-day-20-overtime/ I finished Atelier Rorona DX today. I'll be covering the series in detail on MoeGamer in January. I've been looking forward to revisiting this series for quite some time, as somehow I've only ever gotten to various incarnations of Rorona, never Totori and Meruru. The upside of this is that I now have a pretty … Continue reading #oneaday Day 20: Overtime

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    I finished Atelier Rorona DX today. I'll be covering the series in detail on MoeGamer in January.

    I've been looking forward to revisiting this series for quite some time, as somehow I've only ever gotten to various incarnations of Rorona, never Totori and Meruru.

    The upside of this is that I now have a pretty good understanding of how Rorona's mechanics and structure work, and as such I not only managed to bag the True ending in the main game (plus Cordelia's character ending), I also managed to successfully clear the Overtime mode that was added in Atelier Rorona Plus. (This is why this post is so late, to be frank; I was playing the game all day!)

    Atelier Rorona has always been an extremely addictive game that tickles all of the pleasure centres of my brain. We have satisfying RPG combat with a strong focus on equipment. We have interesting dungeons to explore, each with their own unique lineup of enemies, items to gather and enemies to defeat. We have a time management element. And, of course, we have cute girls.

    I didn't used to be a big fan of crafting systems in games, and I'm still not hugely enamoured with them in many games where it's not the main focus — while I appreciated the mechanical depth in Final Fantasy XIV's crafting, for example, I always felt like I'd rather be doing something else whenever I engaged with it. But in Atelier Rorona, I love it. There's a really satisfying cycle of gathering ingredients, making things with them and, as you progress, then making further things with the things you just made.

    This is taken to an extreme in the Overtime mode, where Totori and Meruru from their respective games come to "visit" after some sort of temporal accident. The only way to get them back to their correct times is to build an item called a Dragon Hourglass; in a year, Rorona's master Astrid will successfully complete one of these and be able to call Totori and Meruru home, but Rorona sets it as a bit of a challenge for herself.

    Constructing the Dragon Hourglass is a daunting task. It requires four ingredients, two of which have to be crafted, one of which is very rare indeed and one of which is a drop from probably the first powerful "boss" monster you encounter towards the end of the main game. Of the two crafted ingredients, one of these also requires another instance of the rare ingredient, so you better find a good source of them quick. (Thankfully, I discovered that one particular group of enemies on the first floor of one of the two "postgame" dungeons drops this item fairly consistently, so that saved me a lot of headaches.)

    Then there's a snag when you come to construct the Dragon Hourglass: it requires 400 MP to craft. My Rorona only had 280 MP at this point, and if you attempt to craft something without enough MP, you have a base success chance of 0%. How to get around this?

    Well, you have a few options. For one, you can carefully construct equipment specifically for crafting purposes that emphasises boosts to Rorona's MP, though you pretty much need to fill every available equipment slot with a suitable item if you take this approach, and it's not very efficient or economic.

    The other alternative is to ensure you make ingredients that have a "Success" trait attached to them. Atelier Rorona is all about Traits; these are attached to ingredients, and when you craft something, you're able to pass down up to five Traits from the ingredients to the end product. If you're clever, you'll stack different levels of the same Trait to create an even more effective "super-Trait", but the "Cost" for these is significantly higher, meaning it can only be attached to more complex items.

    The Success trait increases the base chance of success when crafting an item by a certain amount. You might well see where this is going! Yes, indeed, you basically forget all about the MP prerequisite and instead boost your chances of success as much as possible. By combining the Success lv 1 and lv 2 Traits, I formed the Beginner trait, which increased the base chance of success by 50. A 1 in 2 chance to make the correct item is better than a 0 in 1 chance… and you can, of course, always save and reload if you mess up, because those ingredients are hard and time-consuming to come by.

    Unfortunately, the game trolls you a bit at this point by helpfully informing you that the Dragon Hourglass you made wasn't quite good enough. So you have to make another one, this time using an Ancient Dragon Horn instead of just a regular old Dragon Horn. And where, pray tell, is an Ancient Dragon? Right at the bottom of the big mysterious dungeon right outside of town, of course. And beyond one of the toughest superbosses in the game… although on my playthrough I somehow managed to skip past this fight without having to take him on.

    Does the new "True Dragon Hourglass" work? Well, you'll have to finish the game for yourself to see… suffice to say, this whole quest was a lot of fun and kept me glued to the damn game for pretty much all of today. I adore Atelier Rorona and I'm looking forward to finally checking out Totori and Meruru for the first time after literally years of saying "I should really play those games sometime…"

    Watch out for the full features on these games on MoeGamer in January. Now I'd better sleep!

    The post #oneaday Day 20: Overtime appeared first on I'm Not Doctor Who.

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    #oneaday Day 19: Spellcasting! P-O-D-- wait https://imnotdoctorwho.moegamer.net/2018/12/22/oneaday-day-19-spellcasting-p-o-d-wait/ https://imnotdoctorwho.moegamer.net/2018/12/22/oneaday-day-19-spellcasting-p-o-d-wait/#respond Sat, 22 Dec 2018 22:11:04 +0000 https://imnotdoctorwho.moegamer.net/2018/12/22/oneaday-day-19-spellcasting-p-o-d-wait/ Have you listened to The MoeGamer Podcast yet? If not, you can find all the episodes to date in video form on YouTube, or in audio form on Soundcloud. Please subscribe to either or both — it really helps us out! I wanted to talk about this today because I've been doing podcasts off and … Continue reading #oneaday Day 19: Spellcasting! P-O-D-- wait

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    Have you listened to The MoeGamer Podcast yet? If not, you can find all the episodes to date in video form on YouTube, or in audio form on Soundcloud. Please subscribe to either or both — it really helps us out!

    I wanted to talk about this today because I've been doing podcasts off and on for quite a long time now, and I've always enjoyed it. This, to be honest, surprises me quite a bit — we'll get onto that a bit later.

    The first podcast I did was called Gaming with Pedwood, and it was an experiment with some old school friends. You can actually still find this online in various places, such as here on Podchaser.

    Gaming with Pedwood was inspired by our friend Ed's interest in Ricky Gervais' podcast at the time. He was rather taken with the casual, off-the-cuff format that Ricky Gervais, Stephen Merchant and Karl Pilkington had with their podcast, and suggested that we try it for ourselves next time we got together. So we did, recording three episodes on one occasion, then three more a little while later after we'd decided that yes, we'd had a good time.

    Gaming with Pedwood was a lot of fun to me because we managed to find a good balance between pissing about as old friends and saying something with some actual substance to it. I really enjoyed it when we reminisced about the games we played in school, and all of us had plenty of entertaining (if mundane) stories to tell. It was definitely a fond memory.

    The next one I did was an offshoot of a community I was once part of called The Squadron of Shame. This began as a group of people on 1up.com's "Radio" forum, attempting to continue a challenge the site's podcast hosts had set for themselves and promptly abandoned after no more than a week. The concept was simple: it was effectively a "gaming book club", in which we'd all play the same thing at the same time, then share our thoughts with one another. The podcast was a natural extension of that after 1up's community imploded.

    I enjoyed the Squadron of Shame podcasts for different reasons to Gaming with Pedwood — though they were a huge challenge to edit at times. We'd often have quite a few people involved with a single episode, and while this made for interesting and lively discussions, it also gave me huge headaches any time I had to, say, figure out where a weird noise was coming from, or try and at least make it appear that people weren't talking over one another.

    Regrettably, the other members of the Squadron of Shame have mostly left me in the dust over the course of the last few years, and I don't really know the reason why. It's upsetting and frustrating given how close we all used to be — many of us visited each other on several different occasions despite being in completely different countries, for example — but I guess this sort of thing happens. We had good times while they lasted.

    The Squadron of Shame's podcasts aren't online anywhere at the minute. I think I do still have the original mp3 files for them, so if I find a suitable place to put them you can hear what we got up to at some point in the future. They're an interesting and varied listen.

    And so we come to my current podcasting project, The MoeGamer Podcast. This was something my co-host Chris and I had discussed a few times after striking up our friendship. Chris appeared on another podcast for a short while before, to put it politely, deciding he didn't quite "mesh" with how some of his co-hosts wanted to do things, so we decided that one weekend we'd give it a go for ourselves. Sixteen episodes later we have a show that I'm pretty consistently proud of.

    The MoeGamer Podcast kind of blends elements from both of my past experiences with podcasting. It has the clear structure of the Squadron of Shame's podcasts, but the somewhat casual, laid-back style of Gaming with Pedwood. With just me and Chris, it's the smallest-scale podcast I've ever been involved with, and I think it works very well as a conversation between just two people. It's always a pleasure to record, it's fun (if time-consuming) to edit and I've learned a lot about a variety of different things since we started it.

    And so on to why I find it strange that I enjoy podcasting so much: well, I've alluded to it before, but I'm riddled with social anxiety, and find the idea of "just talking to someone" quite a daunting prospect. I am extremely anxious about being placed in a social situation with someone, and particularly wary of voice-only communications over the phone or via Internet voice chat.

    In the case of Gaming with Pedwood, this wasn't much of an issue, because we all knew each other very well and were in the same room with one another, drinking, farting and burping. In the case of the Squadron of Shame podcast, it took time and courage for me to step up to the plate and contribute, though the appreciation I got for being The Guy Who Knew How To Edit and Publish Podcasts helped give me confidence. And in the case of The MoeGamer Podcast, I'm now leading a show in collaboration with a close friend; I was extremely nervous the first time we recorded, since it was also (if I remember correctly) the first time Chris and I had ever voice chatted, but I was happy that things went so well — and they've only improved from there.

    An interesting side-effect of all the podcasting and video work I've done over the course of the last year in particular is that it's caused me to feel a lot better about my voice. I used to absolutely hate hearing my voice — a side-effect of having to record my piano exam pieces for my grandparents as a kid and my parents insisting that I gave a spoken introduction to them, I feel — but now, I actually quite like it.

    To be perfectly frank, and I'm aware how vain this sounds, I actually rather enjoy watching back my own videos and listening to our podcast episodes again and again. But then, I also enjoy reading my own articles, so I think that element of pride — or at least a desire to enjoy the things I've created myself — has always been in me to a certain degree. Given my self-esteem is rather low in other areas of my life, I think I might overcompensate a bit with the pride I take in the things I feel I'm actually quite good at!

    Still. There it is. If you've not yet listened to our podcast, check the links above to enjoy it for yourself — and share it with your friends, too! I think we've got a great show going, and I'm always happy to know that more people are listening.

    The post #oneaday Day 19: Spellcasting! P-O-D-- wait appeared first on I'm Not Doctor Who.

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    #oneaday Day 18: Last Day of Term https://imnotdoctorwho.moegamer.net/2018/12/21/oneaday-day-18-last-day-of-term/ https://imnotdoctorwho.moegamer.net/2018/12/21/oneaday-day-18-last-day-of-term/#respond Fri, 21 Dec 2018 14:26:00 +0000 https://imnotdoctorwho.moegamer.net/2018/12/21/oneaday-day-18-last-day-of-term/ It's the last day of work before Christmas! It has been a long time since I've been in education, but it's still a nice feeling to know that "we break up, we break up, we don't care if school blows up". I'm looking forward to some time off. For the first time in several years, … Continue reading #oneaday Day 18: Last Day of Term

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    It's the last day of work before Christmas! It has been a long time since I've been in education, but it's still a nice feeling to know that "we break up, we break up, we don't care if school blows up".

    I'm looking forward to some time off. For the first time in several years, I've actually got a reasonably substantial break — I'm taking all the time from the end of today onwards until the second of January as holiday, so I can enjoy the whole festive season without having to stress about work. Not that my day job is especially stressful in itself, but it's going to be nice not having to get up early and sit on conference calls I probably don't need to be on. It will also give me time to get some MoeGamer stuff done and go visit both our respective groups of parents.

    I'm sure I'll revisit the idea of the year just gone by towards New Year's Eve/Day, but it feels like an appropriate enough time to ponder what has transpired this year right now. 2018 has been a year of ups and downs to be sure, but I feel like I'm leaving the year on a pretty good note.

    I remain in gainful employment; in April, I will have been in this day job for two years, which equals my previous unbroken record of continuous employment in the same place. And, unlike the previous two examples where I reached the two year mark, I am neither beholden to the whims of retail, nor am I in an environment that causes daily damage to my mental (and probably physical) health. My day job may not be the most exciting (and I'm sticking to my unwritten rule of not mentioning exactly what it is or who it was for anywhere online, so please don't ask if you're curious!) but it pays the bills, I'm good at it and I don't see any reason to go anywhere else… particularly as I can just "switch off" from it at the end of the day and continue working on MoeGamer in my spare time.

    MoeGamer itself has enjoyed some significant growth over last year; at the start of the month, I'd already exceeded last year's view counts. Numbers aren't everything of course, but it's nice to know more and more people are enjoying what I'm doing. It'd be nice to look at getting a few more YouTube viewers in the new year — and I have a few interesting plans for video in the coming months — but writing will always be my first priority and passion.

    Health-wise, some frustration with what turned out to be a hernia has led me to finally get back on the weight loss wagon; both my wife Andie and I are, as I mentioned last week, back on the Slimming World programme, which worked extremely well for us last time around. So far I've lost a smidge over half a stone in the three weeks (four sessions) since I started, and I know from past experience that I can continue a slow but steady downward trend. I'm actually quite looking forward to being… a bit "smaller" again, as last time around I recall it did wonders for my self-esteem and also just caused me to feel physically a bit better in general.

    There have been frustrations throughout the year, chief among which are, I feel, the somewhat turbulent nature of my friendships. My local friends who have had children in the last couple of years have become increasingly difficult to pin down and actually do things with, which can be upsetting and annoying at times, but they do still make the effort now and again; it's just hard not to take it personally sometimes. We had a thoroughly pleasant evening this Tuesday just gone, though; I hope there are more of those in the new year.

    Online, I remain quite annoyed and upset at how many people who used to be close friends have pretty much abandoned me since I was let go from USgamer in 2014… but at this stage I kind of have to feel like if they weren't going to stand by me at a difficult time like that, they're not going to stand by me now, and thus perhaps weren't as good friends as I thought they were. It doesn't help that at least some of them have become well and truly entrenched in the culture of games journalism's "hatebait" trend, whereby they post ridiculous hot takes intended to draw in furious commenters, then take to Twitter to go "LOOK HOW AWFUL THESE GAMERRZ ARE".

    I don't have the time, patience or energy for that shit, and if you've been following MoeGamer you'll know I am not about clickbait at all; I don't even like posting topical, time-sensitive editorial pieces (even though they get good viewing figures) as I'd rather the site be something anyone can enjoy any piece of content from at any time — the kind of thing you'd dip into like a coffee table book.

    On the upside, since that regrettable aspect of my online friendships, I've been fortunate enough to cultivate some truly valuable relationships too. Chief among these is — and I apologise for singling you out here, sir — my good friend Chris Caskie, who co-hosts The MoeGamer Podcast with me after we'd been contemplating doing something along those lines for a while. Chris is a valued and deeply trusted friend who I speak to pretty much every day, and it's not an exaggeration to say he's helped me through some tough times as well as happily listened to me rave on about the latest games I've found particularly exciting or passion-stoking, even if he's not personally interested in them. I'm proud to call him a friend, and I'm even more proud of what we've created together with the podcast to date. Thanks, Chris.

    As the hours tick down until hometime today, I find myself mulling over what I should perhaps set my sights on for the new year. But that sounds like a subject for a whole other post to me, so I'll save it for now!

    The post #oneaday Day 18: Last Day of Term appeared first on I'm Not Doctor Who.

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    #oneaday Day 17: Cringe Factor https://imnotdoctorwho.moegamer.net/2018/12/20/oneaday-day-17-cringe-factor/ https://imnotdoctorwho.moegamer.net/2018/12/20/oneaday-day-17-cringe-factor/#respond Thu, 20 Dec 2018 11:29:17 +0000 https://imnotdoctorwho.moegamer.net/2018/12/20/oneaday-day-17-cringe-factor/ Some days, I find myself wondering what life would be like without the Internet. Obviously I wouldn't have the opportunity to do what I'm doing right now, and that would be a real shame… but there are other aspects of life where I feel it would actually be quite positive. One such area is that … Continue reading #oneaday Day 17: Cringe Factor

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    Some days, I find myself wondering what life would be like without the Internet.

    Obviously I wouldn't have the opportunity to do what I'm doing right now, and that would be a real shame… but there are other aspects of life where I feel it would actually be quite positive.

    One such area is that of humour and comedy. The Internet can, at times, be a hilarious place — but the side effect of how quickly Internet humour (particularly in the form of memes) moves is that by the time more… for want of a better word, "normal" people come across a particularly entertaining joke or meme, it's already "old news" to those of us who primarily socialise online.

    When I hear someone in reality quoting an Internet meme or referencing a joke I'd already got sick of seeing repeatedly retweeted on Twitter six weeks ago, it's hard to suppress a sort of "cringe" reflex, when in some cases this is actually a rather unreasonable response. Of course, in other cases — particularly when it's a "Brand" trying to make awkward use of a joke which heavily relied on context — that cringe factor is justified. But very often one might find that an individual not saturated in daily social media — a family member who only follows people online that they already know "in real life", for example — has no idea that the hilarious joke they saw on their Facebook feed that morning had already been well and truly through the online digestive system that is the 4chan > Reddit > Twitter > Facebook > email chains from your auntie cycle.

    It's hard to suppress that cringe reflex at times. But I feel like in some cases life might be more pleasant and amusing if I did. Some of these jokes remain funny even long after their original time of telling, after all — and why should I not be able to mutually enjoy something entertaining with another person? I mean, come on, if I can still find farts hilarious after 37 years on this Earth, I can probably find it in me to laugh when my work colleagues recite a joke from the Internet out loud, right?

    Much funny. So laugh. Wow. (Sorry.)

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    #oneaday Day 16: Seeing the Light https://imnotdoctorwho.moegamer.net/2018/12/19/oneaday-day-16-seeing-the-light/ https://imnotdoctorwho.moegamer.net/2018/12/19/oneaday-day-16-seeing-the-light/#respond Wed, 19 Dec 2018 11:43:48 +0000 https://imnotdoctorwho.moegamer.net/2018/12/19/oneaday-day-16-seeing-the-light/ I feel like I scored a personal victory last night: I helped someone who previously disliked Super Smash Bros. to enjoy Ultimate. I'm really happy about this, as it means that on the increasingly rare occasions when I'm able to get my local friends together, Smash Ultimate is now a reasonable option for us to … Continue reading #oneaday Day 16: Seeing the Light

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    I feel like I scored a personal victory last night: I helped someone who previously disliked Super Smash Bros. to enjoy Ultimate.

    I'm really happy about this, as it means that on the increasingly rare occasions when I'm able to get my local friends together, Smash Ultimate is now a reasonable option for us to suggest without any sort of "guilt". All it took was giving the person in question a brief instructional session in the controls and how they work, and he was away, suddenly coming to understand the appeal of the game after probably about a decade of not really liking it.

    I've been absolutely delighted with Smash Ultimate's multiplayer offering so far — both online and offline. I know some esports types are getting pissy about the online for some reason that I frankly can't be arsed to look into, but for my needs — and those of my immediate friends, those who I will most likely be playing with — it works extremely well.

    The only thing I'd say was definitely missing was some means of directly inviting a friend into your game, but I suspect this is more a feature of Nintendo's implementation of online services than anything else; there's no messaging feature at all, and voice chat is very much on a case-by-case basis. And while the lack of things that people consider to be "essential" to online services has drawn some criticism, I understand why Nintendo has omitted them: it's so they can keep the service as "safe" as possible, maintaining that good old family-friendly image. Without a messaging service, you can't have 12 year olds calling you a fag for not being good at Splatoon; without an invite system you can't have someone spamming you with game invites when all you want to do is play World of Light mode; without public voice chat, you don't have to listen to strangers talking unless you specifically want to opt-in to conversation.

    Anyway, I'm not here to debate the pros and cons of Nintendo's online service; it is what it is. What I do want to talk about is the two multiplayer experiences I've had over the course of the last few nights: one online, one in person.

    For our online matches, those of us who owned Switches agreed a time beforehand, and I set up a Battle Arena. This is Smash's main "custom" online mode, allowing the host to set the parameters beforehand, including whether battles are 1-on-1, free-for-all or team-based as well as the actual ruleset used in the match. Oddly, it doesn't appear that you can change these rules once the room is open, but this is presumably to prevent any sort of "griefing" in public rooms by drawing people in with a popular mode, then changing the ruleset at the last minute. We were in a private room, so that wasn't an issue; it might be nice to see the ability to change rulesets without having to start a new room in a subsequent update, but it's something you can work around easily enough.

    For voice chat, on one occasion I tried the Nintendo Switch Online app for mobile, which makes use of a "speakerphone" system that works very well. For the other, we simply all used Discord, which is well-established as being a good choice for real-time online interactions. Obviously this depends on your computer being near your Switch (or I guess you could use mobile for that too), but this wasn't an issue for any of us.

    The online experience was good. The "queueing" system works quite well — though the fact you have to leave the queue to change characters meant that a couple of us missed the opportunity to spectate a 1-on-1 match on a couple of occasions — and the actual in-game performance seemed to be very good both when I was playing someone in the States and my more local friends. There was the odd hiccup, but certainly no kind of unplayable lag — certainly a far cry from the "slow-motion" gameplay I've experienced in the Capcom Beat 'Em Up Bundle and SNK Heroines on a couple of occasions.

    As for the in-person experience, it, as you might expect as Smash's specialism, works wonderfully. It's easy to add and remove players, and having more than four participants for a basic Smash match is no longer considered a special case. The player profile system allows players to easily set up their preferred control settings and for these to be saved for future sessions, and the wide selection of characters, while potentially intimidating to new players, is full of recognisable faces.

    The five-player three-stock match we had was extremely enjoyable. I was expecting absolute chaos to unfold, but it actually ended up having a rather nice flow to it. It helped that we were playing on a massive stage — the Mother 3 one, as I recall — as this allowed us to effectively break off into smaller "sub fights" before all bundling in together when we felt like we wanted a good and proper rumble.

    Perhaps best of all, we found that "the guy who always wins at Smash" didn't win every fight he played. Yes, he did significantly better when playing as the characters he was "best" with (Link and Ganondorf) but he felt less "undefeatable" than he had been in previous installments in the series. As such, the whole thing felt much more balanced and enjoyable for everyone, which is exactly what you want from a party game.

    Now, I just need to convince everyone involved to play a bit more often and we'll be well away…

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    #oneaday Day 15: Approval Ratings https://imnotdoctorwho.moegamer.net/2018/12/18/oneaday-day-15-approval-ratings/ https://imnotdoctorwho.moegamer.net/2018/12/18/oneaday-day-15-approval-ratings/#respond Tue, 18 Dec 2018 18:52:06 +0000 https://imnotdoctorwho.moegamer.net/2018/12/18/oneaday-day-15-approval-ratings/ I caught a tweet earlier that resonated with me somewhat, and I wanted to share with you both why it resonated with me and how I think being aware of this might help me going forward. Here is the tweet: This tweet resonated pretty strongly with me because I've been aware that this is exactly … Continue reading #oneaday Day 15: Approval Ratings

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    I caught a tweet earlier that resonated with me somewhat, and I wanted to share with you both why it resonated with me and how I think being aware of this might help me going forward.

    Here is the tweet:

    This tweet resonated pretty strongly with me because I've been aware that this is exactly what I've been doing for a while, even with a sort of passing awareness that it's a harmful and unhelpful thing to do. So perhaps me putting this out here today — publicly acknowledging that this has been a thing for me, and that it's had an adverse effect on my mental health — will be at least the start of a process of growth and change in a more positive direction.

    Or perhaps it will just provide you, dear reader, with the opportunity to empathise with me, mock me for my misfortune or just get a bit of "insider insight".

    I try not to be someone who holds grudges. But there are a few people in this world who, for one reason or another, are individuals that I feel have "wronged" me, and that I do not feel able to forgive. And there are a few in particular that have led to the specific phenomenon Tim describes in his tweet above.

    I have, regrettably, found myself on the receiving end of bullying on multiple occasions in my life — starting at primary school and continuing sporadically throughout the rest of my 37 years on this planet. And one of the things I've found over the course of my life is that being bullied is oddly… "addictive", I guess is the best word.

    I'm not talking about masochism here. I don't mean that getting bullied is in some way gratifying for me… I don't think, anyway. What I'm referring to is the fact that the negative attention brought by bullying — something I do not enjoy — can sometimes lead on to more positive actions as people empathise and sympathise with you, standing beside you against the sources of that negative attention.

    This might sound ridiculous, and I have no idea if it's a widespread phenomenon or particularly unique to me, but it's definitely something I've been aware of since I was a kid. There were times when I'd deliberately go and provoke one of the people who was bullying me at primary school just so I could get punched, start crying and get the attention I apparently craved. Unproductive, I'm sure you'll agree.

    Now, the things I've encountered later in life aren't the same kind of "bullying" at all, but I've found that they feed into that same sort of addictive negative feedback loop. And part of that is that, thanks to social media, it becomes possible to "check up" on bullies to see what they're saying; to deliberately seek out their negative opinions of you and reshare them to people who will (hopefully) stand with you — even if you have them blocked, or if they have you blocked.

    I'll give three specific examples here, of varying severity. And yes, I will be naming names. Edit: I have redacted names when republishing for sake of a quieter life.

    The first is a guy named X. I don't remember how I initially came into contact with X; I think I was just on a following spree and saw that he was supposedly into anime, visual novels, gaming, all the same sorts of things as me. We didn't interact much directly, but things went along all right for a while.

    Over time, I noticed X getting considerably more negative and rude towards others — and inconsistent in his opinions, too. He'd tweet at developers, publishers and localisers excited to announce their new projects about how shit he thought their work was, and hurl abuse at anyone who showed their support for said companies.

    One day, I told him to put a sock in it. PQube were promoting their recently released Gal*Gun Double Peace, and this was both a game I was very excited for and looking forward to covering on MoeGamer. (Check it out!) X responded to PQube's promotional tweet with some whiny negativity, so I told him to just leave them alone if he wasn't interested in the game. Fair enough, surely.

    From that point on, X started hurling abuse at me on a fairly regular basis. I'd find him in my comments section (from which he got blocked). I'd find him on Twitter, where he'd passive-aggressively mention me in regard to "political" things he thought I'd be in favour of (somewhere he got it in his mind that I am an "alt-righter" despite me leaning noticeably left of centre in any test I've done) — and where I ultimately blocked him after giving him an earful one day. And I even found him in other people's comment sections; on one occasion, I left a comment on onahole reviewer Infernal Monkey's emphatically NSFW blog, only to find a reply from X whinging about my taste in games — despite neither Infernal's post nor my comment having anything to do about gaming.

    Enough was enough. I took every effort to block this hateful little troll… but still I found myself "checking up" on him every so often. And I'd always get a peculiar knot in my stomach any time I saw him badmouthing me — because it was always, always stupid, ridiculous lies. Now, speaking rationally, his tiny follower count and the fact that no-one ever replies, likes or RTs his posts on Twitter — probably because he's an insufferably Negative Nancy — means that his bitching probably won't have any impact on my audience. But it's still not a nice feeling to know someone harbours such irrational hatred for you — and for such a stupid reason.

    X is utterly unimportant in the grand scheme of things. But, regrettably, having anxiety means that you blow stupid things out of proportion. And as such, his comments would get to me — but still I'd seek them out. This is, of course, a stupid thing to do, but I've already talked about how weirdly "addictive" it was. This needs to stop now.

    The other related cases involve my former employers and colleagues at USgamer, with the main culprits being Y and, to a lesser extent, Z.

    Let me provide a bit of context here for those unaware of why I left USgamer. I wrote a variety of articles on the site. During its opening months, we were encouraged to "be ourselves" and write about our specialisms, so I wrote a lot about the Japanese games I was interested in. Over time, we received both audience feedback and an edict from on high that we should be focusing on more "ad-friendly" things, and it was around this point that Z got involved.

    From this point on, any news stories I wrote had to be run past Z before I could post them — despite his working day not starting until mine was getting close to its conclusion. Z outright forbade me from writing about certain games, with Monster Monpiece being the main one that sticks in my mind, and would also berate me for "writing about boobs and panties" when in fact I had done nothing of the sort.

    One occasion that remains particularly memorable for all the wrong reasons was while I was at the Eurogamer Expo (now "EGX") in London, covering the show single-handedly for the site. I got some time with the third Final Fantasy XIII game, Lightning Returns, and came away with quite favourable impressions of what I'd seen. Around that time, numerous other publications had been joking about the fact that the eponymous heroine apparently had considerably more pronounced "boob physics" than in previous installments, and I thought this was rather childish; as such, I wrote an article about all the interesting things Lightning Returns was doing from a mechanical perspective, with the title "Lightning's More Than Just Jiggle".

    I thought nothing of it at the time; I just thought it was an entertaining retort about the general standard of coverage the game was receiving at the time, but Z yelled at me about it — clearly having not understood the context or actually read my article at the time. It was extremely upsetting, and it made it very clear at that point that Z had it in for me.

    It was a few months later when I suddenly received an email from Q, then the head honcho of Gamer Network, the company that owns, among other things, USgamer and Eurogamer. He unceremoniously laid me off, saying that USgamer wanted an "all-American" staff instead of me as the lone Brit populating the site with interesting content "overnight"… and not long afterwards, two new writers were recruited onto the staff: Y and B, both of whom were close personal friends of Z.

    It doesn't take a particular genius to figure that one out, does it?

    Anyway, I'd worked with B previously so although I was upset at her for replacing me, I just kept my distance. Y, though, I clashed with almost immediately. The opportunity to review Atelier Rorona Plus came up during my notice period, and the editorial staff discussed it in an email thread. Y, supposedly an expert in Japanese games and RPGs, had never heard of the Atelier series and thus decided to "research" it by running a Google Images search. He noted, I quote, "it didn't take me long to find the creepiness".

    I immediately took the opportunity to cover the title, politely requesting that we have "a little less of the 'creepiness' thing, please" — particularly as during my time as USgamer I had helped establish the site as a place that was a lot more friendly to Japanese "otaku games" than many other outlets, and myself as someone who both knew what he was talking about and was willing to give these games a chance.

    From that point on, I've received sporadic abuse from Y (typically second-hand, delivered by people who think they're being helpful, so I can't really blame them) about the past things I've written. His favourite hobby horse is that I "promoted an incest porn game to people who liked The Walking Dead", which is a gross misrepresentation of the fact that I suggested a number of games with bleak, depressing themes to those who enjoyed Telltale's narrative-centric classic, and one of those games was Kana Little Sister. Anyone who has read Kana Little Sister (or indeed read my coverage) will know that, despite having explicit scenes in it, it is most certainly not "porn"… but you know how people get with this sort of thing. Sex is the great taboo in gaming, after all.

    Like with X, I found myself "checking up" on Y every so often, and was frequently dismayed to discover that he obviously namesearches himself and screenshots people who talk about him, even if he's blocked by them. Not only that, he has followers who are more than happy to do this for him, too. I found myself publicly "shamed" in this way on a number of occasions, and it was always that weird, horrible combination of nausea and addiction that I felt when it happened. And there was nothing I could do about it, either; I tried reporting Y, but without any direct insults or slurs directed at me you can't get Twitter to do anything.

    As for Z, I haven't looked at his feed at all, I'm pleased to say. I know he wrote something about me shortly after I left because MoeGamer got a bunch of referrals from his personal blog, but I never checked what it was — I was too scared, to be frank. I resent him, though, for treating me like shit while I worked under him, and for ultimately ruining my career in favour of recruiting his cronies to come and work for him. I feel he jumped at the chance to get rid of that disgusting Brit who didn't immediately scream blue murder any time a game with the slightest hint of sexualisation showed its face.

    I need to let these incidents go. As I am now, I would almost certainly kick all three of these people square in the bollocks if I ever had the misfortune to meet them face to face, and I know that is not a productive or helpful use of my time. But I want — need — to get my frustration with them out of my system. I don't really know how.

    I do know that an important step in that process is paying attention to Tim's tweet above. I don't need their approval. They are people whose opinions I do not value; people who I'd go so far as to say I legitimately despise. That's not a nice thing to say, but it's important to acknowledge, because why would you deliberately seek out the "approval" of someone you hate?

    I feel if I can find an answer to that — or, well, no. I know the answer to that — it's "you shouldn't". I feel like if I can sear that answer into my brain sufficiently, I'll be able to move on and be much happier. MoeGamer has already made me happier and more proud than anything I ever did as part of the professional games press, because it's all mine. So that should stand by itself, and none of these other people should matter.

    I need to keep telling myself that.

    The post #oneaday Day 15: Approval Ratings appeared first on I'm Not Doctor Who.

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    #oneaday Day 14: The Longest Week of the Year https://imnotdoctorwho.moegamer.net/2018/12/17/oneaday-day-14-the-longest-week-of-the-year/ https://imnotdoctorwho.moegamer.net/2018/12/17/oneaday-day-14-the-longest-week-of-the-year/#respond Mon, 17 Dec 2018 10:17:32 +0000 https://imnotdoctorwho.moegamer.net/2018/12/17/oneaday-day-14-the-longest-week-of-the-year/ It's the last working week before Christmas. Which, in my experience, tends to be the most interminably long and tedious working week of the year. It's a period of time where everyone is winding down ahead of the holiday season, most of the projects that desperately need to be done by the end of the … Continue reading #oneaday Day 14: The Longest Week of the Year

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    It's the last working week before Christmas. Which, in my experience, tends to be the most interminably long and tedious working week of the year.

    It's a period of time where everyone is winding down ahead of the holiday season, most of the projects that desperately need to be done by the end of the year have probably already been done, and, frankly, there isn't all that much point in most of us being here.

    Still, I guess on the positive side of things it means that, now that everything that needs to be done is pretty much done for the moment, it is a relatively stress-free period, which is nice. It's extremely nice in particular to not be working retail over the festive period, which I have done on a number of occasions in the past, both for GAME and for Apple.

    Both of those proved to actually be rather interesting experiences. Sure, there were times when they were hellishly busy — starting around Black Friday (which we apparently do in the UK now despite not doing Thanksgiving), then dropping off a bit before the real holiday rush started in December — but they were the sort of "challenge" that was actually quite enjoyable in a perverse sort of way.

    I liked my time at both Apple and GAME. Apple was over 10 years ago at this point (how time flies) and my memories of it are unfortunately slightly coloured by the workplace bullying I and several friends suffered towards the end of our time there, but as a working environment, it was actually quite pleasant for the most part. Apple emphasised interacting with customers like a normal human being, answering their questions and offering them advice that was appropriate to their needs, rather than that which would bring us the most revenue. And customers really appreciated that.

    GAME, meanwhile, was a relatively "relaxed" affair. There were still corporate requirements to try and push strategy guides, loyalty card memberships and warranties, of course, but the atmosphere in the store where I worked was thoroughly pleasant. It was a good crowd of people — albeit a slightly different crowd of people on each holiday season I temped there — and, once again, customers appreciated having people on hand who knew what they were talking about.

    The only part I disliked about retail was dealing with returns and trade-ins. While both Apple and GAME like to make out they have a pretty clear policy on such things, in practice it was often anything but. And saying "no" to people is unpleasant and difficult, particularly if they are dissatisfied with some aspect of the product they have bought or the service they received.

    Trade-ins were only an issue at GAME, since Apple didn't do such things, but they were a pain because they required hardware testing, checks against the database of registered stolen goods and all manner of other gubbins. In particular, trading in mobile phones always felt particularly sleazy; you'd get people coming in the store with brand new iPhones, still wrapped in the box, wanting to get cash for them — and it was hard not to feel a bit suspicious about that sort of thing. Perhaps I'm just not mercenary enough, but I always take the groundbreaking approach that you get a new phone, you use it. I guess an "upgrade" from your provider and then keeping your old phone is one way to get some quick cash though.

    Regardless of the fact I actually quite enjoyed my time in retail, I am very much glad that I'm not doing it any more. If only for the fact that I actually have the luxury of being able to book some holiday and have a blissful few days off between Christmas and the new year… I'm looking forward to that brief period of peace and relaxation, I can tell you now!

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    #oneaday Day 13: I Miss Her https://imnotdoctorwho.moegamer.net/2018/12/16/oneaday-day-13-i-miss-her/ https://imnotdoctorwho.moegamer.net/2018/12/16/oneaday-day-13-i-miss-her/#respond Sun, 16 Dec 2018 09:06:57 +0000 https://imnotdoctorwho.moegamer.net/2018/12/16/oneaday-day-13-i-miss-her/ It's already over a month since our beloved Ruby left us for the next world, and I still miss her terribly. I think I'd go so far as to say this is probably the most difficult loss I've ever had to deal with in my life to date. I've lost pets before, and it's always … Continue reading #oneaday Day 13: I Miss Her

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    It's already over a month since our beloved Ruby left us for the next world, and I still miss her terribly.

    I think I'd go so far as to say this is probably the most difficult loss I've ever had to deal with in my life to date. I've lost pets before, and it's always been a tragic, terrible experience, but there was something about Ruby in particular that felt… special.

    Perhaps it was the fact that she and her companion (possibly mother?) Meg were the first "big" pets I'd ever had for myself. Andie and I had kept rats for a few years beforehand and they had all been delightful companions to have around (despite the smell of rat piss)… but a pet like a cat is a longer-term commitment, a companion for a more significant amount of your life, and someone with whom you develop a much more intimate connection.

    In my experience with cats over the years, different cats are comfortable with varying amounts of intimacy.

    The cat I grew up with, Penelope, was a somewhat haughty cat who very much believed that she was in charge of the household — but not in a purely selfish way. On the contrary, she could often be found "taking care" of us in various ways; my parents are very fond of telling the story how, when I was a very young child, she would sit outside my bedroom if I was ill, and if I started crying, she would come and fetch my mother. In her later years, she had that unique ability cats have to know when you need some company, and she would come and spend time with you to listen to your problems.

    After Penelope passed away of old age, it wasn't long before my family decided that we didn't want to live without a cat, and so we acquired Kitty from a nearby rescue shelter. Kitty was not the name we would have given a cat, but she already knew and responded to it, so Kitty it was.

    Kitty apparently came from a home where she had been somewhat terrorised by a dog, and as such was somewhat wary when we first got her. She was particularly afraid of going outside, and seemingly rather small for her supposed age. It didn't take long for her to understand that she had found herself in a loving family, however, and quickly blossomed into a cat who liked nothing more than to jump on your lap and fall over. Even if you were a self-professed "not a cat person". She was particularly fond of demonstrating this affectionate side of herself on our local rock star Don Airey (of Deep Purple fame) whenever he came to visit.

    And Ruby… she was one of the friendliest cats I've ever come across. She adored me, and that was a wonderful feeling. Andie noted that Ruby would often come and "ask" her where I was when I wasn't yet home from work, and if I'd shut myself in the living room to record some videos, Ruby would always want to come in and join me.

    If I was sitting on the sofa (which, let's face it, I usually am), Ruby would come and sit with me, and would always arrange herself in such a way that as much of her body as possible was resting against me. This was something that she did with such frequency that I even drew reference to it in my coverage of the visual novel series Nekopara last year.

    Meg is extremely affectionate too, I have to add — and probably more so since Ruby left us — but it's hard not to miss those feelings of genuine love and warmth from someone who isn't here any more. I miss her so much, and I wish things could be different; I wish she didn't have to leave us so soon, and that I could be writing something happier right now with her softness resting against my thigh as it had done on so many other occasions.

    But it's not to be. Ruby may be somewhere else now — somewhere that I hope she's as happy as she was when she was with us — but she'll also always be with me in my heart. I'll never forget her and the love she made me feel, and I'll strive to make her proud.

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    #oneaday Day 12: The Manor of Sleep, Part 3 https://imnotdoctorwho.moegamer.net/2018/12/16/oneaday-day-12-the-manor-of-sleep-part-3/ https://imnotdoctorwho.moegamer.net/2018/12/16/oneaday-day-12-the-manor-of-sleep-part-3/#respond Sun, 16 Dec 2018 08:49:06 +0000 https://imnotdoctorwho.moegamer.net/2018/12/16/oneaday-day-12-the-manor-of-sleep-part-3/ [Good morning! I drafted this yesterday and then got distracted by some combination of cats, making videos, Super Smash Bros. Ultimate and/or Atelier Rorona. Apologies. I present it now for your delectation.] Let us continue on our journey through my own personal Manor of Sleep, with the third and final room that seems to crop … Continue reading #oneaday Day 12: The Manor of Sleep, Part 3

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    [Good morning! I drafted this yesterday and then got distracted by some combination of cats, making videos, Super Smash Bros. Ultimate and/or Atelier Rorona. Apologies. I present it now for your delectation.]

    Let us continue on our journey through my own personal Manor of Sleep, with the third and final room that seems to crop up regularly in my dreams.

    This last one is much more mundane, but it's appeared often enough in my subconscious thoughts for it to feel like it's "important".

    Whenever I visit this last room, it's always night time, and there's the feeling like the house is playing host to a party, but there's never anyone there. I'm on the ground floor, the details and layout of which are lost to the mists of the subconscious aside from what I'm about to describe, and despite knowing that something unusual is going on, I don't feel the need to go looking for people.

    Where the dream becomes vivid and memorable is just before I reach the main room in question. I round the corner of a passageway on the ground floor, and walk down a couple of steps to a slightly lower level, though not a whole new storey of the building. Then I make a left turn and open a glass door to pass into what appears to be a long, thin conservatory of sorts.

    The room has windows on all sides — even the one that connects to the corridor outside — and has covered tables down its left edge. Whenever I enter this room, these tables are always filled with various pieces of party food, but I never eat any of them. I always feel like I'm looking for someone or something when I come in here, so there's no time to eat; I never actually find them, though.

    The exterior windows look out into a somewhat overgrown garden. Attempts have obviously been made to tame it so it isn't completely unmanaged, but there's still rather more foliage out there than one might see in a well-maintained outdoor area.

    There's a piano in one corner of the room; a nice-looking but aged upright with music stacked atop it. I feel inclined to play it, but the someone or something I'm looking for is more important, so I never do.

    Ultimately I never spend particularly long in this room, but for some reason the memory of it is unusually vivid. I'm sure it all means something, but as yet I'm at a loss. I find myself constantly expecting to walk into a house in reality and discover I'm actually in "the Manor of Sleep", but I feel the terrifying toilet I described in part 1 probably means this is unlikely to happen!

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    #oneaday Day 11: Weigh-In https://imnotdoctorwho.moegamer.net/2018/12/14/oneaday-day-11-weigh-in/ https://imnotdoctorwho.moegamer.net/2018/12/14/oneaday-day-11-weigh-in/#respond Fri, 14 Dec 2018 11:10:33 +0000 https://imnotdoctorwho.moegamer.net/2018/12/14/oneaday-day-11-weigh-in/ A brief break from the Manor of Sleep today to update you on my Slimming World progress, should you be interested. It was our second week on the programme this week; our third week of attending the group. And it seems things have been going pretty well — over the course of those two weeks, … Continue reading #oneaday Day 11: Weigh-In

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    A brief break from the Manor of Sleep today to update you on my Slimming World progress, should you be interested.

    It was our second week on the programme this week; our third week of attending the group. And it seems things have been going pretty well — over the course of those two weeks, I've lost a little over half a stone already.

    This is very pleasing indeed. Based on my previous experience, the rate of weight loss tends to slow down a bit after the initial couple of weeks, but that's fine; I simply want an overall downward trend, because I often think back to how good it felt last time around when I dropped over six stone in total and could once again do things like fit into jeans, cross my legs and see my knob.

    This time around Andie and I have been making a real effort with the "speed food" you eat on the programme; for the unfamiliar, Slimming World is based primarily around the concept of "free foods" that you can eat as much of as you like per day and still maintain your weight loss. These tend to be foods that provide energy without a ton of sugar and fat, so include everything from fruit and veg to things like pasta, rice and lean meat. "Speed" foods are a subdivision of the free foods that have particularly good energy density or something; they make you feel full and provide the nutrition you need while minimising calorie, carb and fat intake.

    You're supposed to try and emphasise "speed" foods as much as you can on the programme — the ideal is apparently to try and incorporate them into each meal so that they occupy a third of your plate or more. Last time around, we struggled a bit to incorporate these in a practical manner; I, in particular, am not especially fond of a lot of vegetables, so chomping through a third of a plateful of them could sometimes feel like a bit of a chore, making meals somewhat less enjoyable.

    However, we've come across a couple of good solutions this time around: frozen fruit in "overnight oats" and vegetable soup. The latter in particular is a revelation; it turns out that in a lot of cases, the vegetables I'm not a big fan of primarily irk me due to their texture rather than their flavour, and if you turn them into unidentifiable mush, I will happily down a whole bowlful of them, especially if said soup is seasoned nicely and perhaps has a bit of "free" meat in it.

    "Overnight oats," meanwhile, if you're unfamiliar, involves getting a pot or bowl or something then creating a "layered" concoction involving 40g of oats, some fat-free yogurt and some frozen fruit. You then stick this in the fridge overnight and the fruit thaws, the yogurt sort of oozes through the gaps in the oats and the whole thing becomes… well, fruity, oaty mush, to be honest, but depending on the fruit you use, it can be very nice indeed.

    One of the good side-effects of overnight oats, I've found, is that it takes quite a long time to eat for various reasons. You probably could shovel it down yourself, but I find with the acidity of a lot of fruit, it's something I prefer to take my time over a bit more. It's supposedly good to eat things more slowly anyway, because it allows your body to have time to tell you when it's full and satisfied rather than you feeling like you need a little something extra. To have something that seemingly makes me want to eat slowly would seem to be an effective way of managing this — and it's a much more substantial breakfast than a couple of cereal bars, too.

    So anyway. That's all been going well so far. I hope the good progress continues; I'm feeling quite motivated at the moment after a long period of not being quite able to summon up the energy to get started on weight loss again. My aim is to end up feeling at least somewhat like I felt when I wrote this piece in 2015. We'll see how things go, however. Perhaps updating you all on my progress every so often will help keep me honest!

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    #oneaday Day 10: The Manor of Sleep, Part 2 https://imnotdoctorwho.moegamer.net/2018/12/13/oneaday-day-10-the-manor-of-sleep-part-2/ https://imnotdoctorwho.moegamer.net/2018/12/13/oneaday-day-10-the-manor-of-sleep-part-2/#respond Thu, 13 Dec 2018 14:18:53 +0000 https://imnotdoctorwho.moegamer.net/2018/12/13/oneaday-day-10-the-manor-of-sleep-part-2/ Ten days! A far cry off the 2,541 days I managed last time around, but every journey single step blah blah blah whatever. Don't forget if you're enjoying my ramblings here to share my Patreon page with other people and encourage them to sign up — it'd be great to get some more people reading. … Continue reading #oneaday Day 10: The Manor of Sleep, Part 2

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    Ten days! A far cry off the 2,541 days I managed last time around, but every journey single step blah blah blah whatever. Don't forget if you're enjoying my ramblings here to share my Patreon page with other people and encourage them to sign up — it'd be great to get some more people reading.

    Anyway, today I thought I'd continue my exploration of my own personal "Manor of Sleep" (which most people reading this will probably already recognise as a Project Zero 3 reference, but I thought I'd make that fact explicit just in case) that I started describing yesterday.

    We shall leave the floor of two toilets behind today and proceed up to the top floor of the house. Up a wooden staircase that leads directly to a panelled wooden door we go; the door opens with a creak, leading us into an expansive attic room that is right in the pitched roof of the house. The ceiling has exposed beams, the floor is wooden — though thankfully not rotten like the toilet of terror — and the whole thing has an oddly "dark" atmosphere. Not in a menacing or evil sort of way; it's just the sort of room that you feel like a bright light would be inappropriate in.

    The first time I recall dreaming of this room, I was actually preparing to move out of it. I don't know where I was going, but I was evidently in the process of packing up the room; some of my things were still there, but certain shelves were bare. On other occasions, my mind has visited this room while I still occupied it fully.

    From the door, there's a short, narrow passageway that is just a little wider than the doorway. On the right side are some shelves that are set into the wall; they're pretty deep. On various occasions, these have been filled with video games, scale models and character figures, and books. When I dreamed of "moving out" of the room, it was in these shelves that I'd often find things that I'd thought I'd lost — things I'd been looking for for a long time.

    The left wall opens up into the full width of the room after a short distance, and in the "alcove" created is a bed. This is quite low to the ground, but always looks extremely comfy. The duvet on it is a deep purple in colour, and the bed is always unmade, as if someone (or maybe I?) had just got out of it. The right wall, meanwhile, continues with the built-in shelves for about half of the total length of the wall, and then there is a traditional-looking work desk that is always covered with piles of hardback books.

    There's a lamp over the head of the bed. This is one memory that's a bit hazy; I can't remember exactly how this lamp is attached to anything, though the amount of light it puts out (or lack thereof) reminds me of a childhood "clip-on" reading lamp I had with a flexible neck, leading me to believe it might be one of those clipped on to another shelf.

    There's another lamp on the desk; one of those "banker"-style ones that I've always thought looked quite cool. It doesn't put out a lot of light into the room in general, but it lights up the desk and its contents very well.

    A fairly normal room so far, albeit a dimly-lit one — the only light comes from those two lamps, as there doesn't appear to be a conventional ceiling light. What makes it stand out to me in my memory is the fact that the walls aren't bare; in fact, they're all completely covered in velvet drapes — again, a deep purple in colour, adorned with gold embroidery trim. The sort of thing you'd expect to see in a stereotypical fortune teller's establishment.

    The built-in shelves on the right wall of the room also have these curtains attached; they're always tied back whenever I've seen them, but in theory it would be possible to draw the curtains and cover the contents of the shelves. Occasionally — though not every time I "visit", the shelves are also adorned with white fairy lights, which brings a welcome additional source of light into the room besides the lamp over the head of the bed.

    The floor is bare but treated floorboards, but there is a large crimson-coloured rug in the centre of the empty space. This is soft to walk on, but not deep pile by any means; it makes the room feel less like an "attic" and more homely.

    It's still an unusual, strange room, for sure, but it's one in which I feel oddly at peace. It's certainly a far cry from the terrifying portal to the poo dimension that the toilet just one floor below offered…

    The post #oneaday Day 10: The Manor of Sleep, Part 2 appeared first on I'm Not Doctor Who.

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    #oneaday Day 9: The Manor of Sleep, Part 1 https://imnotdoctorwho.moegamer.net/2018/12/12/oneaday-day-9-the-manor-of-sleep-part-1/ https://imnotdoctorwho.moegamer.net/2018/12/12/oneaday-day-9-the-manor-of-sleep-part-1/#respond Wed, 12 Dec 2018 09:28:49 +0000 https://imnotdoctorwho.moegamer.net/2018/12/12/oneaday-day-9-the-manor-of-sleep-part-1/ I've been having trouble sleeping off and on for the last few years. I suspect this is mostly related to my anxiety issues, though just recently it hasn't been so much a sense of anxiety that has been keeping me awake as simply not being particularly comfortable. A possible side-effect of this is that when … Continue reading #oneaday Day 9: The Manor of Sleep, Part 1

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    I've been having trouble sleeping off and on for the last few years.

    I suspect this is mostly related to my anxiety issues, though just recently it hasn't been so much a sense of anxiety that has been keeping me awake as simply not being particularly comfortable.

    A possible side-effect of this is that when I actually do get to sleep, I tend to have fairly vivid dreams. And, interestingly, I've found that some of them seem to be connected… or at least my brain has interpreted them as being such when I think back over them after the fact.

    I often dream of a house. I've never seen the outside of the house, but I know it's a pretty big one. I have a feeling it may be inspired by a few large country houses that I've stayed in over the years — most notably the house my friend Tim grew up in, and a house that Andie and I stayed in for (if I remember correctly) her sister's birthday one year. It's not identical to either, though, just "inspired" by.

    Different dreams have taken me to different parts of the house. I've never had a dream in which I go through the whole house, which is why I say I believe it's my brain "filling in the gaps" and connecting these dreams together rather than the dream itself explicitly stating those things. I shall attempt to assemble the "information" I know so far over the course of a few posts.

    The first dream I recall having of the house took place on its middle floor. This mostly consisted of a long corridor that ran from one side of the house to the other, with a staircase at either end. There were stairs up to the top floor at just one end of this corridor.  The floor was carpeted and the fittings fairly "modern"; despite having the feeling of a country house, on this floor there were no exposed beams or anything, just fairly plain painted walls adorned with a few pictures down one side, and at least two doors on the other.

    The two doors I can particularly remember both led to bathrooms. One of these bathrooms was perfectly normal, but for whatever reason I'd always find myself unable to get in there. Perhaps someone was in there, or perhaps I just felt "repelled" by it for some reason. This meant I would inevitably find myself drawn to the other bathroom; I don't recall that it was because of a particular need to go to the toilet or anything, I was just drawn there in this particular dream.

    The other bathroom was not normal. In contrast to the rather modern corridor, the interior of this one had a bare wooden floor that had rotted quite severely. It was the kind of floor you step on and feel like you might go right through it. And there was some sort of peculiar space-time distortion in there that meant the toilet was actually much further away than it appeared to be at first glace.

    As I approached the toilet, the floor finally gave way, splintering with a sickening crunch as a huge hole formed. I leaped back from it to prevent falling, but found myself peering into it regardless. Rather than the floor below, however, the interior of the hole appeared to contain some kind of portal; it was a swirling, violet-coloured tunnel adorned with brightly lit markings that rotated around it in a manner oddly reminiscent of a particularly distasteful 1970s lamp. The markings reminded me, oddly, of leopard-print.

    This was obviously an unusual sight in itself, but I felt a particularly threatening aura coming from the hole and knew I had to get away from it as soon as possible. I realised a dull noise that had been present since I entered the room was increasing in volume and intensity, and I was being "pulled" towards the hole by an unknown force. Meanwhile, the toilet was starting to overflow with disgusting sludge that leaked down into the hole, further solidifying my feeling that I really didn't want to see what was in there.

    I'd say I ran, but I'm pretty sure I woke up at that point, so I'm not sure if I actually did or not.

    Anyway, that's the first memory I have of this strange house in my dreams, which probably says more about me than you wanted to know. More to come.

    The post #oneaday Day 9: The Manor of Sleep, Part 1 appeared first on I'm Not Doctor Who.

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    #oneaday Day 8: Smashing! https://imnotdoctorwho.moegamer.net/2018/12/11/oneaday-day-8-smashing/ https://imnotdoctorwho.moegamer.net/2018/12/11/oneaday-day-8-smashing/#respond Tue, 11 Dec 2018 17:30:49 +0000 https://imnotdoctorwho.moegamer.net/2018/12/11/oneaday-day-8-smashing/ Yesterday was a little bit bleak, and for that I make no apologies; these posts are all about "the uncut Pete", as it were, and thus there will be an element of taking the rough with the smooth. However, I'm also conscious that nobody wants to read doom and gloom all the time, so I'll … Continue reading #oneaday Day 8: Smashing!

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    Yesterday was a little bit bleak, and for that I make no apologies; these posts are all about "the uncut Pete", as it were, and thus there will be an element of taking the rough with the smooth.

    However, I'm also conscious that nobody wants to read doom and gloom all the time, so I'll make an effort to talk about something positive today. And the first thing that comes to mind when I try and think happy thoughts right now is Super Smash Bros. Ultimate.

    I wrote on MoeGamer the other day about how I've always had slightly mixed feelings about the Super Smash Bros. games, and attributed those mixed feelings to the fact that I've never really "stuck with them" for very long. In the case of the Wii U version, this was primarily down to the relative lack of good single-player modes — this isn't to say that they were completely absent or anything, but it lacked a sense of real "structure" to what you were doing.

    Super Smash Bros. Ultimate (Smash Ultimate hereafter) addresses this common complaint very well indeed, with a wide selection of excellent single-player modes alongside its flexible multiplayer options. I've been having a lot of fun with it since release day, and in the process it's also helping me to understand and appreciate the game as a whole a bit better.

    The main feature for many people is the Adventure mode, also known as World of Light. Here, you begin with just Kirby and have to walk around a map, clearing various fights and unlocking equippable Spirits or playable fighters in the process. Each fight has its own distinct characteristics that relates to the Spirit in question, adjusting the game rules and overall "handling" of the match in various ways, forcing you to adapt to different situations and, where possible, to make good use of Spirits you already own to counter various situations.

    Much like Mario Tennis Aces' similar Adventure mode, World of Light is designed to train you how to deal with various situations in the game. Sometimes you'll be up against a foe that spams a particular move, so you need to figure out a way to get around that. On one occasion, you face a giant enemy in a stamina-based battle; they don't attack, but you have a very tight time limit, meaning you need to figure out what are the best ways to inflict a lot of damage quickly. And sometimes there will be environmental hazards to deal with alongside your opponents.

    I've so far found this to be a remarkably effective means of encouraging me to experiment with different tactics, strategies and usage of moves. There's a really satisfying sense of achievement when you clear a tough battle, and there's always a wide choice of things to do if you find yourself particularly stuck on one specific challenge.

    Outside of World of Light, I've been playing a lot of Classic mode to unlock characters. This is a conventional "arcade-style" format in which you play through a linear sequence of stages; the twist is that each character on the roster has their own "route" through the game that is broadly themed around them in terms of both opponents and rules. Ryu, for example, has a series of stamina matches against foes whose colour schemes have been chosen to make them resemble various Street Fighter II characters — Donkey Kong with green fur to represent Blanka, that sort of thing. At the conclusion of each character's Classic mode, there's a boss fight in which you take on an enemy with an actual health bar; these foes aren't just Master Hand and Crazy Hand from previous Smash games, either. Instead, there are several different bosses to take on, with the one you confront being broadly thematically appropriate to the character you've picked. Simon Belmont fights Dracula, for example, while Young Link fights Ganon. Rathalos from Monster Hunter even puts in an appearance, though I forget offhand who gets that particular pleasure as their final confrontation.

    Besides being mechanically solid, full of content and overall well-designed, the thing I'm enjoying most about Smash Ultimate is that it's just an unashamed celebration of gaming. It's ridiculous and doesn't make any sense; it's just designed to make you happy. It's one of many games where Nintendo is embracing its background as a toy manufacturer — and indeed, the very concept of Super Smash Bros. since the beginning has supposedly been a kid playing with action figures than any of this actually happening.

    As nonsensical and joyfully ridiculous as it may be, Smash Ultimate is most definitely Nintendo at play… and inviting you in for the fun, too. It's hard to recall the last game I played that was so antithetical to modern cynicism and apathy as Smash Ultimate is; whether you love or loathe actually playing it, it's hard to deny the fact that, more than anything, it wants to make everyone around it smile.

    The post #oneaday Day 8: Smashing! appeared first on I'm Not Doctor Who.

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    #oneaday Day 7: Impostor Syndrome https://imnotdoctorwho.moegamer.net/2018/12/10/oneaday-day-7-impostor-syndrome/ https://imnotdoctorwho.moegamer.net/2018/12/10/oneaday-day-7-impostor-syndrome/#respond Mon, 10 Dec 2018 11:02:22 +0000 https://imnotdoctorwho.moegamer.net/2018/12/10/oneaday-day-7-impostor-syndrome/ One of the most common mental health complaints I see people talking about these days is "impostor syndrome". The term was apparently originally defined in 1978, but, like many mental health issues, it has become much more widely recognised and understood over the course of the last few years. People are a lot more comfortable … Continue reading #oneaday Day 7: Impostor Syndrome

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    One of the most common mental health complaints I see people talking about these days is "impostor syndrome".

    The term was apparently originally defined in 1978, but, like many mental health issues, it has become much more widely recognised and understood over the course of the last few years. People are a lot more comfortable and confident talking about such issues now we have the Internet; for all we complain about our online world being full of "toxicity" and trolls, it's hard to deny the feeling of connection one can feel from being able to put something out there and hear back from people who truly understand you, even if they're thousands of miles away.

    I wouldn't say I suffer from impostor syndrome regularly, but there are occasions when it does hit me. And when it hits, it tends to hit pretty hard, bringing with it a mild to moderate feeling of anxiety. The trouble with it is, that attack of anxiety doesn't have an immediately obvious, concrete trigger, and thus it's difficult to take steps to deal with it. And, as someone who has a bit of a problem with anxiety, those anxious feelings then tend to stick around for a while.

    Ultimately I just have to try and "talk myself down", as it were. When I start feeling impostor syndrome at work, I need to tell myself that I'm not the only person who makes mistakes or doesn't understand things at times. When I start feeling impostor syndrome over my creative projects — particularly MoeGamer and my videos — I need to tell myself that my priority has always been having fun with them; I'm doing them for myself, and the fact that anyone is reading and watching them, let alone financially supporting them, is something incredibly special that I'm enormously thankful for.

    On that note, I have a sincere request, dearest Patrons. I've been hovering somewhere between $70 and $80 a month for over a year now here on Patreon, but I'm really keen to grow this page and my creative projects in general. I'd love to, at the very least, break the $100 a month mark in the new year.

    So my request is thus: if you enjoy my work, please do share it with your family and friends… and share this Patreon page, too, especially if you feel they might enjoy these daily updates alongside my work on the main site. And please feel free to tag me in when you do so! A simple share of an article on social media can lead to some interesting discussions.

    I have always believed that creators should get paid for the work they do — and this applies to me, too. I work hard on MoeGamer as a passion project, but it's something I've grown to be really proud of over the course of the last few years. Just a simple like, comment or share on social media brings me reassurance that I'm not crazy for doing what I do and being so emotionally invested in it; someone signing up to become a Patron makes me more grateful than you can possibly understand.

    Apologies if this comes across a little like e-begging, but my Patreon earnings have been yo-yoing like crazy recently and it's been bringing me a little of that impostor syndrome anxiety I've described above, off and on. So if you're able to help in your own small way, I'd greatly appreciate it… probably more than you realise!

    Thanks for listening. Getting this off my chest has helped a little. Now to try and distract myself for the rest of the day!

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    #oneaday Day 6: Mystery Solved https://imnotdoctorwho.moegamer.net/2018/12/09/oneaday-day-6-mystery-solved/ https://imnotdoctorwho.moegamer.net/2018/12/09/oneaday-day-6-mystery-solved/#respond Sun, 09 Dec 2018 13:41:19 +0000 https://imnotdoctorwho.moegamer.net/2018/12/09/oneaday-day-6-mystery-solved/ You may recall that yesterday I was somewhat bamboozled by the fact I had received a "delivery failed" notification from Amazon for my copy of Smash Bros, yet somehow the game had still arrived. Well, today I solved the mystery. I figured I'd pop along to the post office just in case someone had made … Continue reading #oneaday Day 6: Mystery Solved

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    You may recall that yesterday I was somewhat bamboozled by the fact I had received a "delivery failed" notification from Amazon for my copy of Smash Bros, yet somehow the game had still arrived.

    Well, today I solved the mystery. I figured I'd pop along to the post office just in case someone had made a terrible mistake somewhere; the worst that could happen is that I'd end up with two copies of Super Smash Bros, in which case, yay, free trade-in credit.

    Turns out the Royal Mail had messed up; while the Amazon package was delivered successfully, there were also two other packages (pictured above) which couldn't be delivered: one required a signature, and one was too big to go through the letterbox. As such, the postman had recorded the failed delivery and attached this information to the Amazon tracking; the other two packages had not come from Amazon, however. Confusion ensued.

    Doubtless you're champing at the bit to discover exactly what was in these mysterious packages that I have now retrieved. So I shall keep you in suspense no longer, dear reader.

    The white package was from CEX, our national chain of second-hand games stores. After writing my MoeGamer Awards piece the other day about collecting for the Wii U, I figured it was time to add a few more Wii U titles to my collection. The Wii U is interesting in that there aren't a huge number of games that are exclusively available for it, but those that are exclusives are well worth having. In other words, it's well within most people's reach to have a "complete" Wii U collection, of at the very least the exclusive releases; I'm probably not going to bother with the multiplatform games that also had a Wii U release, because the PS4 versions of those will be better in most cases. Also a lot of them are titles I'm not especially interested in.

    Anyway, these are four games that I was missing from my collection, and prices seem to be dropping gradually for Wii U games, so I figured I'd pick these up while they weren't terribly expensive. I anticipate in a few years Wii U's small install base and status as a "failure" will make it and its software quite sought after by collectors, so I'm trying to fill out that library now while everyone still just thinks "lol, Wii U".

    The second was from boutique publisher Strictly Limited Games who, like their more well-known counterpart Limited Run Games, release physical versions of digital-only games in strictly limited quantities. I saw a while back that they had some Vita copies of shoot 'em up Gundemoniums still available, so I snagged one. Gundemonium Recollection, a previous incarnation of this game for PC and PS3, is one of my absolute favourite shoot 'em ups, so I was very happy for the opportunity to own some sort of physical version of the game. I'm not sure offhand how Gundemoniums differs from its predecessor, but I'm interested and excited to find out.

    Well, if I can drag myself away from Super Smash Bros. that is… I'm making good progress on unlocking the roster!

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    #oneaday Day 5: The Halls are Decked https://imnotdoctorwho.moegamer.net/2018/12/08/oneaday-day-5-the-halls-are-decked/ https://imnotdoctorwho.moegamer.net/2018/12/08/oneaday-day-5-the-halls-are-decked/#respond Sat, 08 Dec 2018 17:59:34 +0000 https://imnotdoctorwho.moegamer.net/2018/12/08/oneaday-day-5-the-halls-are-decked/ Moments after I wrote that post yesterday, I thought "I'll just see if Smash has been delivered yet", only to discover a notification from Amazon that they'd attempted and failed to deliver it. Needless to say, I was extremely disappointed by this, but since the notification arrived just a few minutes before I was going … Continue reading #oneaday Day 5: The Halls are Decked

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    Moments after I wrote that post yesterday, I thought "I'll just see if Smash has been delivered yet", only to discover a notification from Amazon that they'd attempted and failed to deliver it.

    Needless to say, I was extremely disappointed by this, but since the notification arrived just a few minutes before I was going to nip home for lunch anyway, I thought I'd see if I could catch the postman and acquire the bounty he was now holding hostage.

    To my surprise, when I reached my house I discovered an Amazon package pushed through my letterbox containing a copy of Super Smash Bros. Ultimate. And a card saying that the Royal Mail had missed me. So anyway. A happy ending, if a bizarre one.

    Also Super Smash Bros. Ultimate is very good indeed, thank you very much, so I am looking forward to exploring that further over the festive period. Chris and I will also likely be talking about it in detail on the next episode of The MoeGamer Podcast, which should hopefully be in a little over a week or so, all being well. So please look forward to that! (In the meantime, catch up on our previous episodes here; we're really proud of what we've put together for this show to date!)

    Anyway. Onto the main point of today's post, which is to share how much Christmas my wife Andie has successfully festooned our house with. Here's a tree with a cock in it:

    For those curious, the cock in question is a Fleshlight-brand "Mr Limpy" big floppy cock that I bought Andie as a joke gift a few years back. And yes, just a joke; being a big floppy cock it's not… ah, "functional" as such, though I understand that some trans men make use of it as a "packer" (work it out) if they feel like they want to be particularly well-endowed. It's travelled around with us ever since, and I always like to see it in the Christmas tree. And occasionally whirl it around my head as dear Lord, is it ever gloriously stretchy and fun to swing around like a lasso.

    The tree sits at the near side of the living room; here's the other aspect, which is actually looking surprisingly bare, now that I look at it! The game shelves remain unadorned, though the ceiling has now been decorated with some shiny chain things that are pretty much as old as Andie and me. They're still holding up surprisingly well, much as I believe my parents are still in possession of a number of Christmas decorations from my childhood and even earlier.

    The TV unit is at least surrounded by fairy lights, however, which is a nice look. On the TV you see my YouTube video on Atari 8-bit classic Pharaoh's Curse, which I was checking a bit of information on while preparing another video today.

    And this is the stairway up to, uh, upstairs. It is probably the most Christmassy part of the house at the moment. Though Andie still has some decorations left, so I'm pretty sure there are going to be more adornments in various locations before the evening is through.

    Hope you're having a pleasant weekend. I am! Nothing to worry about, so I can just sit back and enjoy the grind of unlocking everyone in Smash

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    #oneaday Day 4: A Smashing Day https://imnotdoctorwho.moegamer.net/2018/12/07/oneaday-day-4-a-smashing-day/ https://imnotdoctorwho.moegamer.net/2018/12/07/oneaday-day-4-a-smashing-day/#respond Fri, 07 Dec 2018 11:29:35 +0000 https://imnotdoctorwho.moegamer.net/2018/12/07/oneaday-day-4-a-smashing-day/ It was an absolutely miserable  morning today, with torrential downpours. Not an environment particularly conducive to getting up and trying to be productive. Still, it's brightened up a bit now, and I'm in a reasonable mood today. I'm not crippled with agonising pain like I was yesterday morning, I lost 3.5lb in the first week … Continue reading #oneaday Day 4: A Smashing Day

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    It was an absolutely miserable  morning today, with torrential downpours. Not an environment particularly conducive to getting up and trying to be productive.

    Still, it's brightened up a bit now, and I'm in a reasonable mood today. I'm not crippled with agonising pain like I was yesterday morning, I lost 3.5lb in the first week of Slimming World (a little less than I hoped based on past experience, but still a good result!) and Super Smash Bros. Ultimate is out today.

    I wrote a little about my thoughts on the upcoming Super Smash Bros. Ultimate over on MoeGamer the other day, so check that out if you want to know a bit more; I won't reiterate what I said there save for the fact that I'm looking forward to trying the new game, and feel like the more substantial single-player content is going to keep me interested in it for a lot longer than previous installments.

    Last night, aside from the great weigh-in, was spent re-acquainting myself with Atelier Rorona via its recent "DX" release on Nintendo Switch. I was fortunate enough to acquire review codes for the whole Arland trilogy, so now I'm intending to cover those in January. I know I said a little while back that I wouldn't be doing a whole series in one go again, but… well, I just got £80 worth of free games on the understanding that I'd write about them, so I better write about them!

    Besides, I'm already familiar with Rorona from playing its two previous releases, the games themselves aren't super-long for a single playthrough, and if necessary they're ripe for further exploration in my New Game Plus series of videos, where I take on various titles' postgame content. Well, currently just Project Zero's postgame content, but that's the long-term intention anyway.

    I've been meaning to write about the Arland games in one form or another since their PS3 release, so it's nice to finally have a good reason and incentive to. Plus I get to have them in pleasingly "complete" editions on a handheld system — the only thing I'm a bit sad about is the fact they have no physical releases, but at least I have the original PS3 games boxed. And you never know, maybe Limited Run Games or some such boutique publisher will end up putting out a proper physical version at some point in the future. You never know!

    Rorona is a game that is special to me, but it's hard to say exactly why. I just really like its "comfy", pleasant nature; it's a pleasure to play, and all its characters are just a delight to hang out with. That said, it also has a few bittersweet memories attached to it; it was one of the last games I covered at USgamer, and a title that I clashed with my "replacement" Bob Mackey over, because Bob Mackey is a massive bellend who thinks a game having cute girls in it is "creepy". But fuck him. Positivity! Breathe.

    Anyway. I just have to survive the usual Friday tedium until this afternoon, when I can go home and enjoy being bad at Super Smash Bros. once again. I'm looking forward to exploring the new game, and no doubt there'll be some videos and/or some articles on the subject in the near future, so please look forward to that!

    I hope you have a good Friday!

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    #oneaday Day 3: A Painful Awakening https://imnotdoctorwho.moegamer.net/2018/12/06/oneaday-day-3-a-painful-awakening/ https://imnotdoctorwho.moegamer.net/2018/12/06/oneaday-day-3-a-painful-awakening/#respond Thu, 06 Dec 2018 10:50:11 +0000 https://imnotdoctorwho.moegamer.net/2018/12/06/oneaday-day-3-a-painful-awakening/ Good morning! I am feeling better now, but when I woke up this morning I was in pretty intense pain. The kind of pain that makes you feel like you want to cry, vomit and shit yourself all at once. Thankfully I only did one of those three things, and the pain eventually went away. … Continue reading #oneaday Day 3: A Painful Awakening

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    Good morning! I am feeling better now, but when I woke up this morning I was in pretty intense pain. The kind of pain that makes you feel like you want to cry, vomit and shit yourself all at once.

    Thankfully I only did one of those three things, and the pain eventually went away. In the meantime, my cat Meg was good enough to sit with me while I was writhing in agony in bed. She's pretty good like that, as was our dearly departed Ruby. I am grateful for cats; they have a reputation for being grumpy and aloof, but in my experience, they have always been wonderful companions exactly when you need them the most: when you're sad, ill, in pain or just lonely.

    Said pain was the result of a hernia I've had for a little while. Basically I woke up, got up, coughed a bit too hard and said hernia (which I've decided to name Hermann, with two N's) decided that now would be a really good time to provide a simulation of what it would be like to experience the Alien series for real. If you've never experienced the pain of feeling like your insides are about to burst out of your stomach, I do not recommend the experience.

    Annoyingly, I can't get the hernia treated right now as I'm literally too much of a fatass. Well, actually, more specifically, as I am right now, the hernia is likely to come back even if they were to treat it, with something approaching 100% likelihood. As such, I need to lose a bit of weight. This is something I've been meaning and wanting to do for ages, but incidents like this morning only go to provide additional motivation to do so.

    Those who used to follow my old blog may recall that I had some success a couple of years back with a programme called Slimming World. I lost somewhere in the region of 6 stone last time around, and it was legitimately nice to be the lightest and slimmest I'd been for a long time. I was still a fairly big guy, yes, but it was pleasant to be able to do things like cross my legs, wear jeans, sit in a chair without being uncomfortable and see my penis. Not all at the same time. Although I could have done so if I wanted to.

    Anyway, short version is, a combination of medication that gave me an absolutely voracious appetite for the shittiest foods imaginable and some severely trying times in both my personal and professional life meant that I ended up putting most of that weight back on again, which was enormously frustrating and demoralising. Still, on the upside, having done it once, I know that I can do it again because the plan you follow for Slimming World actually works. It's not a miracle or fad diet, it's just a means of encouraging you to think a bit more carefully about what you're eating and drinking.

    My wife and I joined a new Slimming World group last week, and tonight is our first weigh-in since starting. Last time around I lost a massive amount in the first week simply due to water retention or something like that, so I'm interested to see if the same happens this time around. Either way, I'm taking positive steps to try and improve myself, so hopefully you'll see further good news in this regard in these posts as time goes on.

    Wish me luck!

    The post #oneaday Day 3: A Painful Awakening appeared first on I'm Not Doctor Who.

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    #oneaday Day 2: Season of Giving https://imnotdoctorwho.moegamer.net/2018/12/05/oneaday-day-2-season-of-giving/ https://imnotdoctorwho.moegamer.net/2018/12/05/oneaday-day-2-season-of-giving/#respond Wed, 05 Dec 2018 09:08:04 +0000 https://imnotdoctorwho.moegamer.net/2018/12/05/oneaday-day-2-season-of-giving/ I haven't done any Christmas shopping yet. I haven't even really thought about it, to be honest. Christmas always seemed to be pretty straightforward as a kid. Write a letter to Santa that included a list of all the things you really wanted along with the assurance that you had "been good" (even if you … Continue reading #oneaday Day 2: Season of Giving

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    I haven't done any Christmas shopping yet. I haven't even really thought about it, to be honest.

    Christmas always seemed to be pretty straightforward as a kid. Write a letter to Santa that included a list of all the things you really wanted along with the assurance that you had "been good" (even if you were self-conscious of a particular instance of bad behaviour that had occurred relatively recently), get whatever your parents suggested as presents for other people and then sit back and wait for the bounty on Christmas morning.

    As an adult, you actually have to think about such things. Not only do you have to contemplate what people might actually want, you also have additional considerations about the things you want. Is there anything you "need" that you can palm off on other people's generosity to save you having to pay anything? Is it "too much" to ask for purely selfish, enjoyable things?

    Personally speaking, so far as presents go, I've always preferred fun things. I shan't say that I'm disappointed if I get a nice jumper or something — at least partly because my wife bought me a nice jumper a couple of Christmases ago and was worried I wouldn't like it because it was a "boring present" — but I still, at 37 years of age, prefer something that I can engage with actively… all right, play with.

    Consequently, pretty much my entire Amazon wishlist this year consists of video games. In previous years, it would have included some board games too, but since two members of my regular board gaming group have had kids and become boring people who never go out in the process, it's proven impractical to keep adding to my board game collection, and I've even started getting rid of a few.

    But video games… well, if you're reading this, of course you know it's my main passion. I'm always on the lookout for games I might like — and specifically games that I might want to write about for MoeGamer at some indefinite point in the future. Christmas is a great opportunity to acquire some stuff that is either still full price, or at the very least priced a bit higher than "impulse purchase" territory. 

    Other people, though… that can be a bit challenging. There's a certain aspect of the British national character that kind of prevents people saying directly what they want at any point… and to a certain extent, asking other people what they want, too. I realise this might sound odd given that I've already talked about writing letters to Santa and provided a link to my Amazon wishlist (pretty much the modern-day equivalent), but I know certainly with regard to my immediate family, I never really have a good idea what they want.

    My wife is typically indecisive about such things at the best of times, and it never feels quite… "right" to ask my parents and brother what they want. As such, I typically end up getting them something that I believe broadly aligns with their interests in some regard.

    I guess that's as good a way as any of handling the whole present-giving thing, and despite me saying that I haven't done any Christmas shopping yet, I know I can almost certainly blast out all the presents I might need within the space of an hour with a simple Amazon session. I just need to actually find the motivation to do that!

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    #oneaday Day 1: First Steps https://imnotdoctorwho.moegamer.net/2018/12/04/oneaday-day-1-first-steps/ https://imnotdoctorwho.moegamer.net/2018/12/04/oneaday-day-1-first-steps/#respond Tue, 04 Dec 2018 09:52:19 +0000 https://imnotdoctorwho.moegamer.net/2018/12/04/oneaday-day-1-first-steps/ Good morning! I'm going to make a proper go of this; looking back over my old blog, I used to really enjoy daily blogging, so I'm going to try and do this as regularly as possible. I also left a message over there for former followers to migrate here if they're interested… it remains to … Continue reading #oneaday Day 1: First Steps

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    Good morning! I'm going to make a proper go of this; looking back over my old blog, I used to really enjoy daily blogging, so I'm going to try and do this as regularly as possible.

    I also left a message over there for former followers to migrate here if they're interested… it remains to see if anyone will pay up to help me out in exchange for reading my ramblings, however!

    For those who are primarily here for other rewards, all these daily posts will be tagged with "blog" and "oneaday" so you can easily see them; likewise, the monthly $5+ wallpaper rewards are tagged with "wallpaper" so you can quickly and easily access all of them. Here's a handy link to access just the "wallpaper" posts.

    So, what to talk about today? Well, I may as well talk a bit about why this is a thing and why I enjoy it, since some of you reading this won't have been around for my original #oneaday project.

    The original #oneaday project started in January of 2010. I forget exactly who started the whole thing in the first place, but I became aware of it via Lauren "atheistium" Wainwright on Twitter. Lauren was working in the games journalism business at the time, and was someone whose work I enjoyed. She explained it as a means of getting people to think creatively and flex their writing muscles by writing something — anything — each and every day for a whole year. Even if you didn't think you had anything to write about. The whole point was to get you thinking about the process of writing and expressing yourself. It sounded like fun, so I joined in a little late on January 19, 2010.

    A lot of people who were initially involved — including the creator of the tag, as I recall — barely lasted out of the first month, but a small but dedicated crowd of us pushed on, with various people dropping out over the course of the year. A handful of us managed the whole year, and in 2011 I decided to take the lead in another attempt, spawning what I called The One A Day Project.

    This was a group effort where I invited people to sponsor us (for charity) in a year of blogging; I relaxed the "rules" somewhat to encourage more people to participate and this made some of the original participants who had dropped out within a few weeks very angry indeed — including, I recall, Matt "Jam_Sponge" Lees, who I thought was a massive wanker for his response at the time and, it turns out, really is a massive wanker — but this was a new year and a new beginning. Besides, if those original participants wanted input, they should have bloody lasted the whole year and played an active part in the community, shouldn't they?

    We didn't make a huge amount of money in the process, but we did raise about £175 for Cancer Research UK in the process, so that was better than nothing; far more valuable to me personally was the sense of community the whole experience provided. Everyone involved seems to have gone their separate ways now, which is a bit sad, but I had some enriching experiences along the way.

    Most notable among these was my getting to know a pleasant young woman named "Vee", who was both a talented, skilled archer and an actual bona (no pun intended) fide swinger… and very open about it. Vee helped me a huge amount in a very difficult time of my life; in 2010 my first wife and I parted ways and I ended up having to live back at home with my parents. I was in a pit of depression and anxiety, but Vee was a true friend who helped give me hope that things would be okay. She also helped me feel more comfortable and confident in talking about and expressing my sexuality — though I might add we never actually "did" anything. Unless playing Halo Reach and talking in great detail about who she'd fucked recently during co-op missions counts.

    I miss Vee.

    Anyway, as I've alluded to, blogging daily was helpful to me in more ways than one. It helped me meet new people. It helped me get to know others and to express myself. And during a particularly tough time in my life, it acted as a form of "therapy". It kept me going for 2,541 days in total; not bad considering the original objective was just 365 days.

    In 2018, I'm in a somewhat better place in my life, though I wouldn't say I'm out of the woods so far as depression and anxiety is concerned; you never really escape those things, sadly. But hopefully these posts will provide a suitable outlet when needed — and those of you reading them will hopefully enjoy getting to know me a bit better!

    Thanks for reading.

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    Let's make more of this! https://imnotdoctorwho.moegamer.net/2018/12/03/lets-make-more-of-this/ https://imnotdoctorwho.moegamer.net/2018/12/03/lets-make-more-of-this/#respond Mon, 03 Dec 2018 10:45:19 +0000 https://imnotdoctorwho.moegamer.net/2018/12/03/lets-make-more-of-this/ Hello Patrons. I'm going to start using this blog here on Patreon a bit more, and you get to join me! Lucky you! I used to run a "one a day" blog over at https://imnotdoctorwho.moegamer.net but I ended that project for various reasons after 2,541 days of non-stop blogging. It was something I enjoyed, however, … Continue reading Let's make more of this!

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    Hello Patrons. I'm going to start using this blog here on Patreon a bit more, and you get to join me! Lucky you!

    I used to run a "one a day" blog over at https://imnotdoctorwho.moegamer.net but I ended that project for various reasons after 2,541 days of non-stop blogging. It was something I enjoyed, however, and I also found it quite therapeutic to have a place where I could write about whatever I felt like and have a small but reliable audience. So that's what I'm going to start doing here.

    It'll provide you people good enough to support my work directly with an opportunity to get to know me a bit better, so please do feel free to comment, ask questions or give me some ideas about what you'd like to see me write about. It doesn't have to be gaming-related — if I happen to mention something in passing you'd like to know more about, let me know!

    I don't know if I'm going to write here every day or anything but it'd be nice to get back into that habit. As I say, it was quite therapeutic for me to be able to get the day's stresses off my chest on my old blog — plus it ended up being an interesting record of a somewhat turbulent period in my life that helped make me the person I am today, for better or worse. So I'm going to aim to provide at least a short update every day for a little while and see how things go. I hope you enjoy them!

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    What would you like to see covered? https://imnotdoctorwho.moegamer.net/2018/10/25/what-would-you-like-to-see-covered/ https://imnotdoctorwho.moegamer.net/2018/10/25/what-would-you-like-to-see-covered/#respond Thu, 25 Oct 2018 10:32:14 +0000 https://imnotdoctorwho.moegamer.net/2018/10/25/what-would-you-like-to-see-covered/ Since Project Zero is going to be the last Cover Game for the year and from January I'll be adopting the new "as long as it takes" model for titles to explore, I thought I'd take a moment to see if there were any titles I had in mind that people would be particularly interested … Continue reading What would you like to see covered?

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    Since Project Zero is going to be the last Cover Game for the year and from January I'll be adopting the new "as long as it takes" model for titles to explore, I thought I'd take a moment to see if there were any titles I had in mind that people would be particularly interested to explore. This is just to gauge interest, it's not a guarantee I will get straight to these games, but if there's a clear favourite I'll try and prioritise it. You can vote for more than one thing, and I encourage you to do so.

    Note that this isn't by any means an exhaustive list of games I'm intending to give the Cover Game treatment, just a selection of those that sprang immediately to mind that I'd like to give some love and attention to sooner rather than later! They are also in no particular order. 🙂

    If you have any other suggestions or requests, leave them in the comments and if it's practical to do so (i.e. if I already own them, or if it's practical/affordable to purchase them if not!), I'll put them into consideration.

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    Tweaking the Format https://imnotdoctorwho.moegamer.net/2018/10/18/tweaking-the-format/ https://imnotdoctorwho.moegamer.net/2018/10/18/tweaking-the-format/#respond Thu, 18 Oct 2018 08:12:33 +0000 https://imnotdoctorwho.moegamer.net/2018/10/18/tweaking-the-format/ Hello friends and kind Patrons! (You're all friends really!) It's been a while since a post here, and for that I apologise. I wanted to post some musings about the overall format of MoeGamer going forward, as I'm pondering making a few minor changes to how I do things. This was partly inspired by the … Continue reading Tweaking the Format

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    Hello friends and kind Patrons! (You're all friends really!) It's been a while since a post here, and for that I apologise.

    I wanted to post some musings about the overall format of MoeGamer going forward, as I'm pondering making a few minor changes to how I do things. This was partly inspired by the fact that Evenicle took a little longer to cover than I intended, and I'm now deep in the Project Zero/Fatal Frame series and keen to make sure I do it justice across all five installments.

    I love working on the Cover Game format. My original thinking behind it was to give a game or series that didn't typically get much attention the same treatment that mainstream sites would give a triple-A game: multiple articles over the course of a longer time period, exploring a different facet of the overall experience in each article. I think that's been working well, and thus it will definitely be continuing.

    The main thing I'm contemplating is divorcing the Cover Game format from the rigid monthly structure. I do like having a "magazine-style" format with a specific theme for each month, but since I'm not actually restricted by a physical printing or publication schedule as a real magazine would be, there's no real reason to keep to such a rigid format besides appeasing my Asperger's by making things nice and neat. (Except when things like Evenicle happen, everything gets a bit out of whack!)

    In other words, what would happen is that a Cover Game feature would take "as long as it takes" rather than forcing me to either squeeze everything from a long game or substantial series into a month — or drag out something smaller over a longer period, for that matter. It can be an interesting challenge to do the latter in particular — I was especially pleased with how much I was able to write about Ne no Kami, for example, since that's quite a short visual novel — but it's not always practical or desirable.

    So why am I talking about this now? Well, I was already planning to take December "off" from the Cover Game format as I did last year by doing a new cycle of The MoeGamer Awards, since those were a lot of fun and a good way to wrap up the year during the inevitable disruption to daily life that the holiday season brings. What I'm proposing for now is that rather than trying to rush the rest of Project Zero by the end of October (and that will be a rush if I want to play all five games — I'm only just nearing the end of a playthrough of the second game right now!) I take my time over it, with a loose commitment to having completed all of it in time for the beginning of December and the Awards posts.

    Project Zero is a series I'm keen to do justice to with my coverage — both because I like it a lot, and particularly because it's something that I've been specifically requested by one of you good people to explore and write about. But I'm not sure I'll be able to do that to my satisfaction if I try to cram three-and-a-bit more games into the next 13 days. So I'm going to ditch my originally proposed plans to cover Muv-Luv in November (which might have been a bit ambitious anyway!) and take my time over Project Zero, even if that means I end up spilling out of Spoopy October. Oh no.

    My proposed changes to the Cover Game format here won't affect the usual daily output on MoeGamer. Regular features such as Waifu Wednesday and various videos will continue — I'd also like to get back to doing video "readings" of past articles, so let me know if there's anything in particular you'd like to see videos of, be they past Cover Game features or individual articles — but the game- or series- specific features will vary in how much time they encompass in total.

    I'd like to take this opportunity to thank you all once again for continuing to support my work on MoeGamer. With the recent news over Facebook fudging its video view statistics, ultimately leading to a lot of writers being put out of work in favour of a "pivot to video" by many news organisations, we're looking at an age where the written word very much has the potential to make something of a resurgence. And while I'm not a daily news site or an attempt to compete directly with the Polygons and the Kotakus of the world — and I have no intention to ever be that — I am proud of my ongoing attempts to bring games and visual novels that don't get much respect from the mainstream press some much-needed attention and appreciation, so it means the world that there are people out there who think my work is worth supporting.

    If you have any questions or suggestions, please feel free to reach out, either here in the comments, on MoeGamer itself, on Twitter or on Discord. Thanks for reading!

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    Brief schedule update https://imnotdoctorwho.moegamer.net/2018/08/24/brief-schedule-update/ https://imnotdoctorwho.moegamer.net/2018/08/24/brief-schedule-update/#respond Fri, 24 Aug 2018 10:01:09 +0000 https://imnotdoctorwho.moegamer.net/2018/08/24/brief-schedule-update/ Hi folks! Just wanted to update you on upcoming plans for the site. I'm making reasonable progress through all the Sonic games I wanted to cover this month, but I've still managed to underestimate the amount of time I needed to cover all of them to my satisfaction — I still have quite a few … Continue reading Brief schedule update

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    Hi folks! Just wanted to update you on upcoming plans for the site. I'm making reasonable progress through all the Sonic games I wanted to cover this month, but I've still managed to underestimate the amount of time I needed to cover all of them to my satisfaction — I still have quite a few I haven't started playing yet, and I doubt I'm going to squeeze them all into a single week, even with August being five weeks long! This has been a research-heavy month — particularly pieces like the Sonic X-Treme retrospective — and so things have taken a little longer than I anticipated.

    Rather than leaving this little project unfinished — and rather than interrupting the usual flow of content, too — what I'm going to do is kick off a new Cover Game in the first full week of September as planned (it'll be Evenicle by AliceSoft/MangaGamer) but also continue to cover the remaining Sonic games without a "deadline" as such until I've got through everything I want to do. That way I can cover all the games I wanted to discuss in my exploration of the series without having to rush the last few articles and not do them justice.

    Thanks for your continued support, and I hope you continue to enjoy the articles 🙂

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    TimeSplitters hype! https://imnotdoctorwho.moegamer.net/2018/08/15/timesplitters-hype/ https://imnotdoctorwho.moegamer.net/2018/08/15/timesplitters-hype/#respond Wed, 15 Aug 2018 14:53:38 +0000 https://imnotdoctorwho.moegamer.net/2018/08/15/timesplitters-hype/ I saw the news today that THQ Nordic has acquired the rights to TimeSplitters and Second Sight, two properties by the ex-Rare devs at Free Radical, and I just had to get something down on "paper". The exact details of the deal are… well, there aren't any, to be honest, though you can perhaps infer … Continue reading TimeSplitters hype!

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    I saw the news today that THQ Nordic has acquired the rights to TimeSplitters and Second Sight, two properties by the ex-Rare devs at Free Radical, and I just had to get something down on "paper".

    The exact details of the deal are… well, there aren't any, to be honest, though you can perhaps infer some things from the press release. Interestingly, the press release describes the deal as THQ "acquiring the video game trilogy TimeSplitters" rather than the overall TimeSplitters brand… the smart money here is on an HD remaster, perhaps of the whole trilogy in one pack, and maybe followed up by a brand new game. But, as I say, there's not a lot to say beyond what has already been announced right now.

    Instead, I thought this would be a good opportunity to talk about why I like TimeSplitters so much, and why it's an absolute delight to hear the possibility that we might be seeing its return.

    TimeSplitters was one of the earliest PS2 games I had a chance to play, long before I had my own PS2. I was visiting my brother over in the States, and he had a wide selection of interesting-sounding launch games as a result of his work on Electronic Gaming Monthly and the Official PlayStation Magazine at the time. As has apparently always been my wont, I gravitated immediately towards the games that were somewhat less well-known or hyped, and so it was I found myself playing through both Shade's Orphen: Scion of Sorcery (which will probably get at least a bit of discussion on MoeGamer at some point in the future) and the original TimeSplitters.

    I enjoyed TimeSplitters so much that my brother's neighbour actually came over to complain at the constant sound of gunfire — I forget the circumstances, but for some reason I'd been left home alone at his house, and was filling the time with the PS2 and its games. My brother had a particularly formidable sound system, and anyone who has played TimeSplitters will know that it had some wonderfully meaty-sounding weapons that reverberate right through your walls and floor with the right setup. Turns out they reverberated right through the dividing wall between my brother's house and his neighbour's property. I apologised and got back to it, a bit quieter than before.

    TimeSplitters is great to me because it recaptures everything I loved about GoldenEye and Perfect Dark on the N64, without those games' poor frame rate, fuzzy visuals and dodgy character models. It was the perfect example of a game that did not take itself seriously in the slightest — a game that really knew that it was a game.

    In fact, the original TimeSplitters drew a bit of flak (no pun intended) for not really having much of a plot and just focusing entirely on the gameplay. These days, I actually think that would be something of a refreshing change, though its two follow-ups had entertainingly silly and enjoyable storylines to follow, too.

    For me, though, the real appeal of TimeSplitters was not in its main campaign mode; it was in the wealth of other stuff it offered. Multiplayer battles in which you could incorporate bots drawn from an enormous cast of characters. Challenge modes that had a distinctly "arcadey" feel to them, tasking you with accomplishing specific goals against tight time limits. Hidden bonus games the protagonist could play on his wrist-mounted computer. (Anaconda was always a particular favourite.) And a fully functional (albeit somewhat limited) map editor to create your own stages. There was so much to enjoy in each of these games that they were a near-constant fixture in the multiplayer gaming rotation of my friends and I back when we actually used to visit each other's houses on a semi-regular basis.

    I've had a copy of the original TimeSplitters on my shelf for a while and the news has prompted me to immediately order copies of 2 and Future Perfect, which I've been meaning to do for a while. And you can bet your ass if an HD collection — or perhaps even a new game — gets announced, I'll be there day one!

    In the meantime, turns out composer Graeme Norgate has all the official soundtracks for the series up on his BandCamp, so I know what I'm listening to this afternoon…

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    Positivity https://imnotdoctorwho.moegamer.net/2018/08/13/positivity/ https://imnotdoctorwho.moegamer.net/2018/08/13/positivity/#respond Mon, 13 Aug 2018 08:28:28 +0000 https://imnotdoctorwho.moegamer.net/2018/08/13/positivity/ Those of you who have known me for a while will know that I deal with a few mental health issues — specifically, a delightful cocktail of Aspergers, depression and anxiety. This lovely combination of things means that I am particularly susceptible to negativity, and an overwhelmingly negative atmosphere can leave me in a seriously … Continue reading Positivity

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    Those of you who have known me for a while will know that I deal with a few mental health issues — specifically, a delightful cocktail of Aspergers, depression and anxiety.

    This lovely combination of things means that I am particularly susceptible to negativity, and an overwhelmingly negative atmosphere can leave me in a seriously deep funk for quite some time, even going so far as to leave me barely functional for hours at a time. It sucks, but I've learned to "cope" with it over the years — and video games have certainly helped with that.

    I mention this because I feel like I'm seeing a particularly large amount of negativity across social media and even blogs of late. Ashley fans claiming they want to "murder" Sakurai for not including her as a playable character in Smash Bros. The never-ending arguments over what GamerGate "is". Ridiculous hot takes over a bad joke in the new Doom trailer. And, of course, the ever-present "unpopular opinion" threads and "Top 5 Worst X of Y" articles that always seem to be doing the rounds.

    (Unsure of the original source of this image, sorry; it just drifted across my Twitter feed this morning!)

    It's sometimes helpful to express negative emotions, and hell, I've been known to do so on more than one occasion. But it's also good to have a "haven" away from that sort of thing — a place where you can go if you just want to enjoy stuff for a change.

    I've always attempted to make MoeGamer that kind of place. My key mission for the site is to "find the good" in even games that were poorly received by press and/or public — and while it's important to acknowledge flaws where they exist, it's even more important to judge something on its own merits. If someone derives some enjoyment, satisfaction or even emotional resonance from something there is value there, even if it's popularly regarded as "bad".

    That's why I can promise you there will never be "Worst X of Y" articles on MoeGamer, nor will there be articles berating you for your tastes in games, your political opinions or anything completely arbitrary that isn't any of my business. The most negative thing I've written is "13 Reasons Why the Games Industry Needs to Stop Idolising Anita Sarkeesian", which I feel was important to write, but which unfortunately no-one who really needed to listen to… listened to. (In fact, it got me landed on a "GG Trash" Twitter list from one particularly obnoxious individual, despite me never actively participating in anything GamerGate-related. Said individual got promptly blocked, removing me from his stupid list in the process.)

    I don't want to see these things, so I don't wish to inflict them on you either. Consider this a "pledge for positivity" of sorts if you like… and if any of the feelings I describe here are familiar, I encourage you to extract yourself from environments like Twitter and Reddit that just encourage this whole cynical cycle of negativity.

    Let's make our little corner of the Internet an actually nice place to hang out.

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    My Gaming History: Part 6 - New Acquisitions https://imnotdoctorwho.moegamer.net/2018/07/27/my-gaming-history-part-6-new-acquisitions/ https://imnotdoctorwho.moegamer.net/2018/07/27/my-gaming-history-part-6-new-acquisitions/#respond Fri, 27 Jul 2018 10:05:30 +0000 https://imnotdoctorwho.moegamer.net/2018/07/27/my-gaming-history-part-6-new-acquisitions/ As I noted last time, the four years I spent at university are among some of my fondest memories, both for the time I spent with friends, and for the gaming I did at that time. One especially fond memory was picking up a PlayStation 2. I honestly have no idea how I really managed … Continue reading My Gaming History: Part 6 - New Acquisitions

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    As I noted last time, the four years I spent at university are among some of my fondest memories, both for the time I spent with friends, and for the gaming I did at that time.

    One especially fond memory was picking up a PlayStation 2. I honestly have no idea how I really managed to afford one as a student with zero income, but somehow I did, nonetheless. And while I'd spent some time exploring obscure RPGs in the PS1 era, the PS2 is when I really started getting into interesting and unusual games.

    This started right from the moment I actually picked up a PS2. It wasn't that long after launch, as I recall, and most of the high-profile launch titles didn't appeal to me for one reason or another, which may lead you to ask why I decided to pick up a PS2. It's honestly hard to explain; it's just something that happens to me now and then. I decide that I really want something for no discernible reason, and it remains on my mind until I find a way to get it. Capitalism at work, I guess.

    Anyway, the game I elected to pick up with my PS2 was a Konami title called Shadow of Memories. I knew absolutely nothing about this whatsoever and hadn't seen any reviews of it — this was also well before the age of smartphones so I couldn't just look it up while I was in the shop gazing longingly at it — but it was immediately striking and sounded interesting, so I chose it as the first PS2 title I would ever own.

    I wasn't disappointed. I'd been into story-centric games ever since I'd first started playing Sierra and LucasArts games on Atari ST and PC, and here was a game that was almost entirely story. And it presented a distinct experience to the adventure games I'd previously enjoyed; it was much less puzzle-centric, and much more focused on providing an interactive movie-esque experience with a cool structure and a compelling "time travel" premise. You can read more about it on MoeGamer if you haven't come across it previously; it's a worthy addition to any PS2 collection.

    From here, I would continue to explore a variety of weird and wonderful games whenever I had the opportunity (and the money) to grab some. And in my second year, I lived about three minutes away from the local Blockbuster, so I had the opportunity to rent a variety of different titles, too.

    I also picked up an Xbox and a Gamecube at various points over the course of those four years. Again, no real idea how I actually managed to afford those, and I don't remember a lot about the circumstances of getting the Xbox, but the Gamecube once again provides a very vivid, fond — and, these days, slightly bittersweet – memory.

    Our local gaming store was holding a midnight launch event for the Gamecube, and my friend Tim that I mentioned last time around was a pretty hardcore Nintendo fan at this point, so naturally he wanted one. Several of us went along with him to keep him company, including me; I had no real intention of actually getting a Gamecube that evening, but ended up doing so anyway. Peer pressure is a wonderful thing.

    Anyway, the memorable part of that evening was not actually the acquisition of the Gamecubes; it was the drive back. Our friend Sam, who was one of the few people we knew with a car, had graciously agreed to drive us to and from the town centre that night. For some reason, we had more people than would normally fit in his car, too, so one guy was lying across the laps of the other three in the back seat.

    Sam needed fuel on the way home, so he stopped at a late-night petrol station, tanked up, paid… and then turned right out of the petrol station to begin the journey home.

    Unfortunately what he (and the rest of us) hadn't realised was that said petrol station was on a dual carriageway, so he was supposed to turn left; turning right meant that he was now driving the wrong way down the road. Thankfully, there were no other cars around, so we remained safe and there was no accident.

    Well, that's not quite true, there was one car. A police car. Sam was hastily pulled over, and one of the policeman pulled him out, put him in the back of his car, jumped into Sam's car and rather aggressively drove us right back into the petrol station we'd just left. He then hopped back into his own car to go and give Sam and earful while we just sat in quiet bewilderment, somewhat astonished that he had apparently not noticed the four people in the back seats instead of the distinctly more legal three or fewer. Or perhaps Sam's apparent misdemeanour was higher priority.

    Sam returned to his car a few minutes later having apparently straightened the situation out. To be fair, the petrol station had no clear signs on its exit indicating that you were going back onto a one-way street, and it was situated shortly after the dual carriageway began, so I can honestly see how it was an easy mistake to make. (I've also since attempted to remember exactly where this happened, since I still live in the same city… and I can't find it!)

    Anyway, those are the stories of how I got a PS2 and a Gamecube. Evidently the memory of picking up an Xbox was somewhat less exciting and hasn't stuck with me in quite the same way… but these two proved to be very memorable for very different reasons!

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    General Updates and Whatnot https://imnotdoctorwho.moegamer.net/2018/07/22/general-updates-and-whatnot/ https://imnotdoctorwho.moegamer.net/2018/07/22/general-updates-and-whatnot/#respond Sun, 22 Jul 2018 11:11:23 +0000 https://imnotdoctorwho.moegamer.net/2018/07/22/general-updates-and-whatnot/ Hi everyone! Hope you're doing well. I'd like to kick off with a "thank you" to everyone who has been good enough to pledge to MoeGamer here on Patreon — your donations are very much appreciated, and always put to good use. Last month, I used your donations to upgrade MoeGamer to the "Premium" package … Continue reading General Updates and Whatnot

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    Hi everyone! Hope you're doing well. I'd like to kick off with a "thank you" to everyone who has been good enough to pledge to MoeGamer here on Patreon — your donations are very much appreciated, and always put to good use.

    Last month, I used your donations to upgrade MoeGamer to the "Premium" package on WordPress, which means no more ads (unless I specifically choose to put in some ads that benefit me rather than WordPress, which I'd prefer to avoid doing) as well as much more storage space for images and suchlike. The latter aspect was particularly important as I was getting very close to the limit, hence why I went for the upgrade before I reached the $100 a month "target" I'd arbitrarily set for myself.

    On that note, I'd like to thank those new Patrons who have pushed the site's monthly income up over the $80 a month mark — I'd been hovering around $75-78 or so for the longest time, so it's really nice to see some actual growth, and even nicer to know that people feel the work I do is worth me getting a bit of pocket money for.

    I'd like to remind you all that MoeGamer has a Discord server that is currently open only to Patrons and friends I've specifically invited, so do please stop by and say hi! We have bots dishing out the latest gaming news (with a focus on Japanese stuff), custom emoji, the obligatory NSFW channel and a small but thoroughly pleasant community of people to hang out with. It'd be great to see some more of you there.

    If you haven't already, be sure to connect your Patreon account to Discord to get automatically invited to the Discord server. Full instructions on how to do that can be found here.

    I'm also going to be around on the Discord a bit more than I have been because I'm taking another Twitter hiatus for a bit. Recent happenings have just been utterly draining; none of them involve me directly (apart from Bob Mackey's unprovoked attack on me a few weeks back) but it's just exhausting to be around all that noise, so I'm taking a break for a week or so (possibly more) for the sake of my mental health.

    The MoeGamer Twitter will still be posting stuff, but I won't be monitoring notifications or mentions. I do still get DM notifications, though, so if that's your preferred way of getting in touch, I can still see those messages. More reliable means of getting in touch are the contact form on my site, comments on the site, comments here and Discord messages, though.

    Do please continue to share links to the site and to the YouTube channel… I'm trying to find time whenever possible to make video versions of articles, though in the case of more complex things that require more footage it takes a bit longer! I have several Hyrule Warriors vids to complement the Cover Game articles in the pipeline, I just need to get around to making them.

    Thanks again for your continued support, and I look forward to chatting with you on the Discord.

    The post General Updates and Whatnot appeared first on I'm Not Doctor Who.

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    My Gaming History: Part 5 - Becoming an Adult https://imnotdoctorwho.moegamer.net/2018/07/13/my-gaming-history-part-5-becoming-an-adult/ https://imnotdoctorwho.moegamer.net/2018/07/13/my-gaming-history-part-5-becoming-an-adult/#respond Fri, 13 Jul 2018 14:09:26 +0000 https://imnotdoctorwho.moegamer.net/2018/07/13/my-gaming-history-part-5-becoming-an-adult/ The prospect of leaving home to go to university was both exciting and terrifying to me. Sure, there were aspects of living at home with my parents that I'd found somewhat frustrating, but on the whole I'd had a good life and been well taken care of. What stood ahead of me was a big … Continue reading My Gaming History: Part 5 - Becoming an Adult

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    The prospect of leaving home to go to university was both exciting and terrifying to me.

    Sure, there were aspects of living at home with my parents that I'd found somewhat frustrating, but on the whole I'd had a good life and been well taken care of. What stood ahead of me was a big challenge to my self-confidence… but a challenge I knew I'd have to take on sooner or later.

    I had a certain amount of time to adjust to my new environment. Since I'm a musician, I'd signed up for the pre-term orchestral course, which involved staying in one of the university's halls of residence for a week, some hardcore orchestra rehearsal, concluding with a performance of two symphonies: Shostakovich's 5th and Beethoven's 7th.

    I say I had time to adjust because this somewhat more "controlled" environment meant that I came into contact with people with whom I had at least something in common, even if that thing was music rather than gaming. I particularly hit it off with a young woman named Cat, who I got to know in the lift up to our respective rooms after deciding to myself that I was finally going to get over this perpetual anxiety and just talk to someone new. (I didn't get over it. But I still talked to her.)

    Following the orchestra course, it transpired that Cat was living in the halls of residence one building over from where I eventually ended up, so we saw a fair amount of one another. She'd come and hang out in my room and was quite happy to watch me play PlayStation titles such as Final Fantasy VIII and Point Blank, and Dreamcast games like Soul Calibur and Crazy Taxi.

    Throughout the first week of our time at university, we all got to know a few people. Besides Cat, I established that the two other boys Chris and Sam in my mixed flat were also into games to varying degrees, as was the guy named Tim who lived in the flat underneath us. Tim spent a lot of time hanging out with us because the remainder of his flat was made up of foreign students who didn't talk to him. None of us were quite sure what to make of him to begin with — this "invader" in what had quickly become a private space we all felt rather protective of — and I found myself even more confused after determining I had feelings for Cat, only to witness her getting together with Tim at the Fresher's Ball at the conclusion of our first week.

    Anyway, despite my initial difficulty in dealing with aspects of the situation — which I acknowledge was entirely my own fault for being too scared to do anything — both Cat and Tim became great, close friends of mine, and once we all moved out of halls in our second year and into shared houses instead, I spent a lot of time at their house — where, as it transpired, my flatmate Chris also ended up living.

    Tim, like me, had a Nintendo 64, so it was a pretty regular occurrence for a number of us to bundle around to his place and play some multiplayer games. We spent a great deal of time playing Mario Kart 64 (which has always been my least favourite in the series, so I enjoyed this by far the least out of all the possibilities we had on offer), GoldenEye, Perfect Dark, Diddy Kong Racing and Duke Nukem 64. And we always, always had a great time, particularly if alcohol was involved. Which it frequently was. I have especially fond memories of a four-player Perfect Dark deathmatch with the maximum number of "FistSims" bumping up the player count, causing pretty much the entire match to unfold with blurred vision thanks to that game's pathetic melee attacks.

    My former flatmate Sam had opted to live with some people from his course — Geography Becky and a few others — but spent a fair amount of time round at my house playing games. Rather than the multiplayer affairs we indulged in at Tim's house — which Sam was often a part of — when it was just the two of us we tended to play single-player titles with which it was easy to mess around. Grand Theft Auto III was a particular favourite at the time, as this was an absolutely ideal game to fire up after a boozy night at the student union, since there was just something magical about the experience of creating freeform carnage.

    The drunkenness that preceded these sessions wasn't entirely without consequence, of course, and our love of Grand Theft Auto actually had a bit of an impact on our behaviour. It didn't make us violent or anything like that, I hasten to add, before you start raising your eyebrows; rather, being drunk often encouraged us to behave like the silent protagonist in that game just doing his basic actions — running with that slightly wooden PS2-era animation; awkwardly jumping without really getting any height; falling off things and rolling around on the floor.

    On one particular occasion, Sam made a heroic leap onto my neighbour's fence as we approached my house, and unfortunately my neighbour was apparently looking out of the window at the time.

    "Oi!" came the working-class council house voice from an upstairs window somewhere. "Geddown from there! I'll call th' police on you!" Sam got down, and we went inside laughing at the ridiculous situation as obnoxiously drunk students are wont to do.

    "I'll call th' police on you" became a standard response to disagreements after this. On one particularly memorable occasion, I sent a drunken message to Sam, only I messed it up without realising it before I sent it. This was the pre-smartphone era, so it was all typed out using a keypad and thus easy to make such errors with. The eventual message read "THIS IS  POLICE. YOU ARE ARRESTED. TH" Evidently I had attempted to write "This is the police" but somehow had advanced the cursor to the end of the sentence while attempting to type "the" and consequently fucked up the rest of the message.

    As you might expect, "YOU ARE ARRESTED" also became a private joke, and was often a standard response to, say, getting beaten in Mario Kart or suchlike.

    My student days were probably the best opportunity I had to take part in some real "social" gaming with local multiplayer and shared experiences in single player games. I'm glad I had the chance to… and I'm a little sad that this sort of thing isn't a part of my life any more. But life moves on, I guess.

    The post My Gaming History: Part 5 - Becoming an Adult appeared first on I'm Not Doctor Who.

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    "Delving Into...": A New Feature https://imnotdoctorwho.moegamer.net/2018/07/11/delving-into-a-new-feature/ https://imnotdoctorwho.moegamer.net/2018/07/11/delving-into-a-new-feature/#respond Wed, 11 Jul 2018 10:20:07 +0000 https://imnotdoctorwho.moegamer.net/2018/07/11/delving-into-a-new-feature/ My monthly "Cover Game" format on MoeGamer has enabled me to do in-depth explorations of games as well as shining a spotlight on underappreciated titles… but I've still had something on my mind. Specifically, how best to handle substantial series that would be difficult to cram into a single month, particularly when I actually have … Continue reading "Delving Into...": A New Feature

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    My monthly "Cover Game" format on MoeGamer has enabled me to do in-depth explorations of games as well as shining a spotlight on underappreciated titles… but I've still had something on my mind.

    Specifically, how best to handle substantial series that would be difficult to cram into a single month, particularly when I actually have to play their component installments before I put pen to paper!

    There are a number of series that I'd love to explore in detail at some point, but squeezing them into the monthly format would prove difficult or impossible. As such, I've decided to introduce a new (hopefully regular) feature that will enable me to explore these games more gradually alongside other titles — and perhaps compile everything into a Cover Game feature once I've explored them all to my satisfaction.

    I present to you "Delving Into…"

    While I present my Cover Game features from the perspective of someone who is thoroughly familiar with the game or series in question — while in many cases I'm still playing the game up until the last article I write in a month, I always insist on beating it before I write about things like the narrative — I intend Delving Into… to be a more "immediate" response to games that I'm playing; a sort of "gaming diary", if you will, only one specifically focusing on particular series.

    In other words, a Delving Into… column will feature an outline of the progress I've made with a particular game or series, and what my thoughts on it are at that point. They aren't intended to be authoritative articles; instead, they're personal responses to my progress to date, perhaps with a more comprehensive wrap-up article (or a companion Essentials/One-Shot piece) once I've beaten an individual installment.

    The series I particularly have in mind to cover in this way are Dragon Quest, Yakuza, Trails in the Sky and Trails of Cold Steel. All of these are impractical to rush through in the name of a monthly Cover Game feature, but I desperately want to write about all of them — and, in the case of both Dragon Quest and Trails of Cold Steel, actually try them for the first time!

    I'm going to kick this off later this week with the first Delving Into Dragon Quest article looking at the progress I've made on playing Dragon Quest: Chapters of the Chosen on Nintendo DS. This has been my "bedtime game" for the last couple of weeks and I've been enjoying it a lot. I've been meaning to educate myself about Dragon Quest for some time now, and this would seem like a good time to start writing some words about it — particularly with Dragon Quest XI just around the corner.

    There are doubtless some other series that this format could work well with, too — the Warriors series springs to mind with the sheer number of games that involves! — but the titles mentioned above are likely the ones I will be focusing on to begin with.

    Please let me know what you think, and I hope you enjoy reading about my responses to these classic games I've been meaning to check out for some time now!

    The post "Delving Into...": A New Feature appeared first on I'm Not Doctor Who.

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    On Hatred, Grudges and Standing Up to Bullying https://imnotdoctorwho.moegamer.net/2018/06/30/on-hatred-grudges-and-standing-up-to-bullying/ https://imnotdoctorwho.moegamer.net/2018/06/30/on-hatred-grudges-and-standing-up-to-bullying/#respond Sat, 30 Jun 2018 14:07:29 +0000 https://imnotdoctorwho.moegamer.net/2018/06/30/on-hatred-grudges-and-standing-up-to-bullying/ I had something of an altercation earlier this week with a former colleague: one Bob Mackey, formerly of USgamer, current co-host of Retronauts and host of a Simpsons podcast. I will freely admit that I had taken an immediate dislike to Mackey due to the circumstances under which we had "met": I had been laid … Continue reading On Hatred, Grudges and Standing Up to Bullying

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    I had something of an altercation earlier this week with a former colleague: one Bob Mackey, formerly of USgamer, current co-host of Retronauts and host of a Simpsons podcast.

    I will freely admit that I had taken an immediate dislike to Mackey due to the circumstances under which we had "met": I had been laid off from USgamer (not "fired" as some people suggest, I might add) on the grounds that, in Gamer Network head honcho Rupert Loman's words, "the site wanted to move forward with an all-American staff", and Mackey was one of the two people who replaced me. There was a short crossover period where I was relegated to mostly "reposting guide" duty, the lowest of the low in terms of clickbait shit. (I am, just to remind you, a Brit; my role on USgamer had been, like my time on GamePro, to ensure there was a bunch of content on the site by the time North America woke up in my afternoon.)

    I did not know Mackey when he first arrived, though it became very apparent quickly that he and his fellow new hire Kat Bailey were close personal friends of Jeremy Parish, who by this point had taken over the editor in chief position of USgamer, shoving industry veteran Jaz Rignall completely into the background and turning the site from its original incarnation of "1up 2.0" into just another games site in the process.

    By this point, I had firmly established my reputation on USgamer as someone who gave a fair chance to a wide variety of games that didn't typically get much attention from the games press — especially Japanese games. USgamer had developed a reputation, as a result, as one of the few places that was actually friendly to otaku gamers, rather than shaming them for their interests using the sort of quasi-Feminism 101-tier arguments other sites were just starting to make use of around the same time.

    For me, I knew there was going to be a problem when the opportunity to review Atelier Rorona Plus came up. Atelier, as anyone who has played it will know, is a delightfully wholesome, comfy series that provides consistently nice experiences… yet Mackey, deciding whether or not he wanted to take it on but being unfamiliar with the series as a whole, noted that he ran a Google Image Search and found it "creepy". I immediately seized the opportunity to review the game before he did any damage to the reputation the site had built up thanks to my efforts.

    Unfortunately, after my time was up, it seems I was right to do this, as not long after I left he posted an absolutely atrocious review of Fairy Fencer F on PlayStation 3, in which the majority of his time was spent saying how much he disliked Idea Factory as a company, and the rest was filled with simply inaccurate facts about the game itself.

    Now, I don't wish to dwell too much on Mackey as he's not worth any more of my time (that and, as a Twitter follower described him the other day, "he's a hateful little fuckgoblin"), but I felt it was important to establish some context here. Because the other important thing is that Mackey is a bully. He stalks the Twitter feeds of people he doesn't like, he screenshots the things they say, he posts mocking pictures of them… even years after the fact in some cases.

    I've seen him do this with Colin Moriarty, formerly of IGN and subsequently Kinda Funny, and I discovered quite by accident that he's apparently been doing this with me, too. My sin in this most recent incident? Suggesting that someone who enjoyed the emotional, tragic experience that explored our varying attitudes to death that was The Walking Dead — a hot topic at the time I wrote the article in question — might also enjoy the emotional, tragic experience that explored our varying attitudes to death that was Kana Little Sister. The latter is, as any visual novel aficionado will know, a genuine all-time classic — but no, to Mackey it was something worthy of derision; an "underage tidy game" [sic].

    The reason I bring up this whole situation at all is not to dwell on it — well, all right, there's a bit of that, because it's been on my mind since it happened — but rather to reaffirm something that I strongly believe, and a core philosophy on which MoeGamer is designed: one should never be ashamed of the things one is emotionally invested in or entertained by. (Insert the usual "so long as they are not hurting anyone" disclaimer here.)

    MoeGamer — and, before that, my regular USgamer column JPgamer — was set up as a middle finger to people who hurled irrational hatred at Japanese games and those who enjoyed them. The original stimulus for JPgamer in the first place was a freelance reviewer for USgamer calling fans of Hatsune Miku "degenerates" and "creeps" — and it's only developed from there.

    It's super-important to believe and understand that there are people out there who are like you, who enjoy the same things as you, who can talk to you about why you find these things important. Standing up to the sort of bullying and shaming people like Mackey do is very important, because they're not trying to make anything better; all they're trying to do is ruin something you enjoy in order to make themselves feel superior.

    I have made a point, ever since I immersed myself primarily in games somewhat off the beaten track, to not judge those who are into the latest and greatest triple-A games, because that's just as silly as calling Japanese gaming fans paedophiles. Different people enjoy different things, and there is nothing to be ashamed of in that regard; the best way to stand up to bullying is not necessarily to confront it directly (though I must confess I did have some rude words to hurl at Mackey before I blocked him) but to provide substantial examples as to why the bullies are wrong — and why the people they are attempting to shame or hurt aren't alone.

    MoeGamer will always be a place of love and support for those who enjoy Japanese and Japanese-inspired games, as well as retro games, visual novels, anime, hentai, doujinshi and any related media. I'd like to make it abundantly clear that anyone who harbours any sort of hatred towards people for preconceived (and incorrect) notions about what they enjoy is not welcome.

    Bullies are the worst people. I have, regrettably, understood this for the vast majority of my life. At least now I have a bit more of an opportunity to do something about them. And if you've ever felt like you've been on the receiving end of this crap… I'd love to hear from you. Not because I want to feel like I'm right, but because I'm sure we'd get along based on our shared interests! Let's make something positive out of today's unfortunately fashionable negativity and cynicism.

    Thank you for your continued support.

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    My Gaming History: Part 4 - A Lifelong Love https://imnotdoctorwho.moegamer.net/2018/06/25/my-gaming-history-part-4-a-lifelong-love/ https://imnotdoctorwho.moegamer.net/2018/06/25/my-gaming-history-part-4-a-lifelong-love/#respond Mon, 25 Jun 2018 12:35:50 +0000 https://imnotdoctorwho.moegamer.net/2018/06/25/my-gaming-history-part-4-a-lifelong-love/ I forget the exact circumstances under which I obtained my first PlayStation, but I remember that I didn't actually buy it. Rather, it was originally my brother's console — a Japanese unit that had been hard-modded with a non-removable SCART output for use on PAL TVs, and a huge, bulky power transformer to compensate for … Continue reading My Gaming History: Part 4 - A Lifelong Love

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    I forget the exact circumstances under which I obtained my first PlayStation, but I remember that I didn't actually buy it.

    Rather, it was originally my brother's console — a Japanese unit that had been hard-modded with a non-removable SCART output for use on PAL TVs, and a huge, bulky power transformer to compensate for the difference in voltage between Japan and the UK.

    When I first came into possession of it, I had three games: Ridge Racer, Tekken and Raiden Project. Tekken was a pre-release copy on an unmarked CD and had a few bugs in it, but the other two were Japanese releases in their standard packaging. I loved all three games — and I very much miss Raiden Project, I must say, since in retrospect I feel that game was probably the birth of my love affair with modern shmups, despite my incompetence at playing them — but after a while I found myself hungry for more.

    My friends at school — yes, those same ones with whom I'd discussed Street Fighter II and its ilk at length back in the 16-bit days — all had PlayStations, too, though in their case they had official PAL models. One of my friends had heard of a technique called the "pen lid trick", however, and suggested I should try it. My Japanese PlayStation was region-locked, see, and this meant that even if I were to buy a new UK PlayStation game, I wouldn't be able to play it. Unless I either modded my console — which was a brave new world none of us would dive into until a little later — or made use of this supposed magic trick.

    For the unfamiliar, the "pen lid trick" involved getting the lid of a Bic biro or similar and using it to hold down the button at the back of the PlayStation's disc tray to trick it into thinking the lid was closed, even when it was open. Once you had set this up appropriately — a process that often involved Blu-Tac to hold it in place — you could then boot the PlayStation with a disc from its native region, watch it spin up to read the regional protection information, then, when its spinning slowed down again, quickly whip out the disc and replace it with the game you actually wanted to play.

    It actually worked, too. Okay, over time it would knacker the laser in your PlayStation's disc drive, but in the early days this was the number one method of getting both "import" (or, in my case, domestic) and pirated games to work. And as such I started to pick up some UK games.

    One of the first ones I bought was Final Fantasy VII, a game I knew very little about, but which had piqued my interest when my brother had told me about it. Supposedly it was the first game he and several of his colleagues had played that had actually elicited an emotional response… they had cried over it. A video game! Surely not. Despite my skepticism, I wanted to see for myself, so I grabbed it, booted it up and tried it.

    A good four or five hours later, I finally understood what an RPG was and why people might want to play them. I raved about it to my friends, who subsequently ended up buying their own copies. And, over the course of that summer, we each ended up playing and beating the game over and over again, such was the impact it left on us. (Yes, it made all of us cry, too.)

    My fondest memory of Final Fantasy VII comes from a period of time where my parents had gone on holiday to the States and left the teenage me home alone for the first time ever. During that period, I had an ill-advised party that I'd rather forget (it involved, among other things, blowing my Dad's speakers, leaving a large scratch on our five-figure value grand piano due to people dancing on it, breaking a rather charming cat statue and spectacularly failing to Get Off With Stacy Redman, a fact that my friend Woody took great delight in reminding me of at every opportunity for the next few months… who am I kidding, that was an awesome party) but the thing I enjoyed the most from that time was the period I spent with my friends getting quietly drunk, smoking weed, eating Pot Noodles and playing Final Fantasy VII for 36 hours straight.

    By the time this particular incident rolled around, my aforementioned friend Woody and I had both beaten Final Fantasy VII several times over, and were well familiar with things like chocobo breeding, natural materia and all that good stuff. Our friend Edd was there, too; he had also enjoyed the game but was a little less enthused about it than we were, so after an evening of playing drunken Frogger fueled by tequila (which we all discovered we didn't like very much) he went to bed, while Woody and I decided to boot up our favourite game for yet another playthrough to see how far we could get.

    We reached an agreement that we would keep one another awake and see how long we could play for without stopping, and we both remained true to our word, bashing one another over the head with sofa cushions every time our comrade appeared to be flagging. "WAKE UP!"

    I don't think we made it through the whole game in that one sitting, but we certainly had a good crack at it. I recall finally succumbing to slumber in the forest where you get the Apocalypse sword, since the music there was so hypnotic it was almost impossible to resist. Woody also passed out momentarily during the G-Bike sequence at the conclusion of the Midgar chapter, and woke up with a start demanding to know "What's an X-Walker?!" To this date, we have no idea whatsoever; we feel it may have been some sort of confused, drunken, weed-addled brain's attempt to combine the Weapon enemies, X-potions and W-item materia, though over the years we've come up with a few more outlandish theories here and there.

    I wouldn't attribute my love of JRPGs entirely to this particular incident — remember, Woody and I had already played the game through four or five times by this point — but it definitely played a part. And Final Fantasy VII in general is certainly the main reason I'm into what I'm into today, so I will be forever grateful to it for that.

    I hope the remake turns out to be good, but even if it doesn't, it won't be able to take away the magic the original still holds for me.

    The post My Gaming History: Part 4 - A Lifelong Love appeared first on I'm Not Doctor Who.

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    My Gaming History: Part 3 - Among My People https://imnotdoctorwho.moegamer.net/2018/06/13/my-gaming-history-part-3-among-my-people/ https://imnotdoctorwho.moegamer.net/2018/06/13/my-gaming-history-part-3-among-my-people/#respond Wed, 13 Jun 2018 12:40:03 +0000 https://imnotdoctorwho.moegamer.net/2018/06/13/my-gaming-history-part-3-among-my-people/ Throughout primary school, I always felt like a bit of an outsider being someone who was "into computers". I didn't enjoy a lot of things my peers were into — well, mostly playing football, though I did try a bit — and so I found myself spending a lot of time at home enjoying my … Continue reading My Gaming History: Part 3 - Among My People

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    Throughout primary school, I always felt like a bit of an outsider being someone who was "into computers".

    I didn't enjoy a lot of things my peers were into — well, mostly playing football, though I did try a bit — and so I found myself spending a lot of time at home enjoying my hobbies and interests by myself. Besides computing, this included music, but that's a whole other discussion.

    When I got to secondary school, after an initial bout of social anxiety (which I now recognise as being related to the Asperger Syndrome I've likely been dealing with for most of my time on Earth) I made some new friends. And I was delighted to discover that they liked games just as much as I did.

    This would have been around the time the Mega Drive and Super NES were becoming popular, as I recall some friendly fanboy rivalry between several of my friends — particularly once Street Fighter II came out and started playing tennis between the two platforms in terms of features getting added and expanded. (The Super NES pretty much won the whole battle so far as we were concerned primarily by virtue of its default controller having enough buttons to enjoy the game.)

    As for me, I was fascinated by everything that played games. I had a Super NES myself — though in retrospect, I never built up much of a collection for it — but I absolutely loved any time I got to go to my friend Edd's house and play on his Mega Drive, and loved it even more when my brother came home from his jobs on gaming magazines at the time with gaming hardware and import games in tow. As such, I never really became a "fanboy" of a particular platform; much like I do today, I went where the games were, and always had a good time.

    It would have been around this time that I also started getting into PC gaming. As you'll recall, prior to this point my computer gaming had been on the Atari ST and Atari 8-Bit, so switching to PC was interesting. By this point, the advent of 256-colour VGA graphics and dedicated sound cards meant that the PC was finally a superior gaming platform to its predecessors, and a wide variety of games were more than happy to show off what the maturing platform was capable of.

    I had a fair few commercial PC games, though the majority of my fondest memories from that period actually come from shareware games. Wolfenstein 3-D, Commander Keen, Doom, The Catacomb Abyss, Duke Nukem and numerous others — they're as much a part of my gaming background as anything else.

    The great thing about shareware was… well, you could share it without feeling guilty. Copies of the aforementioned games all did the rounds among my friends and I, and we'd frequently spend whole lunchtimes talking about them and attempting to get our heads around the various modding tools available for them.

    I never got on with Doom modding and anything beyond, but I absolutely loved playing with Wolfenstein 3-D's map editors. Interestingly enough, our family had signed up to CompuServe around that time for our first real online experience that wasn't a direct-dial BBS, and one day while browsing the "GAMERS" forum on the service, I was contacted by someone who was looking for new Wolfenstein levels made by fans, and apparently offering money for them.

    It sounded too good to be true but, with my parents' approval, I provided my details and sent him the ten-level episode I'd created. To my great surprise, a few months later a package arrived containing a cheque for $200 and three floppy disks, containing a full registered copy of the latest version of Wolfenstein 3-D as well as its brand new Super Upgrades expansion pack. The latter included my levels, so technically I'm a professional game designer.

    Other great memories from the time include the Lucasfilm and Sierra adventures, which I'd actually often play with my mother as a bonding activity. And because we both liked them. My mother wasn't a particularly big gamer, but she'd always enjoyed adventure games since their text-only days, and she got on well with graphic adventures. Particular favourites included the first Gabriel Knight game as well as Indiana Jones and the Fate of Atlantis, the latter of which my aforementioned friend Edd and I adapted into a veritable epic of a clumsily-drawn comic strip featuring self-insert characters in the leading roles.

    This period in the early '90s remains one of my most fondly regarded eras in gaming history. I'll always have a soft spot for the games from that period — particularly on PC, but it's been great fun catching up on the 16-bit console games from the era, too.

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    New pickups https://imnotdoctorwho.moegamer.net/2018/06/12/new-pickups/ https://imnotdoctorwho.moegamer.net/2018/06/12/new-pickups/#respond Tue, 12 Jun 2018 08:26:30 +0000 https://imnotdoctorwho.moegamer.net/2018/06/12/new-pickups/ The wife and I braved the sweltering heat over the weekend to go get Taco Bell (hey, it's still a novelty over here in the UK, don't judge us) and have a wander around town. As always when I go to town, I dropped by our local used game emporium, CEX, to see what they … Continue reading New pickups

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    The wife and I braved the sweltering heat over the weekend to go get Taco Bell (hey, it's still a novelty over here in the UK, don't judge us) and have a wander around town.

    As always when I go to town, I dropped by our local used game emporium, CEX, to see what they had on offer. And as always when I go to CEX, I came away with a bunch of games.

    I've been after a few of these for a while — most notably R-Type Final, Auto Modellista and Burnout 2 — while the others are ones I picked up primarily because they looked interesting and were cheap enough to make an impulse purchase. Link's Crossbow Training didn't come with the Zapper accessory, but I've heard from some people that it's preferable to play with just the remote and Nunchuk anyway, so we'll see how that goes. If not, I'm sure someone on eBay has one.

    Burnout 2 is a game I have very fond memories of; I think it might be my favourite installment in the series, and for the longest time I've only had the first and third games on my shelf. I always particularly liked its feeling of "coherence" — it was designed in such a way that you did a bunch of events in an area of the overall map, then had a point-to-point race to move on to the next set of events and so on. It wasn't an open-world game like the later Burnout Paradise, but this aspect of the game made it feel very much like it was taking place in a fully realised world rather than separate tracks.

    And I didn't pay more than £4 for any of them! As I've said before, PS2, Wii and PSP are all systems that are great to collect for right now, as the games are still readily available and haven't shot up in value — but they're old enough for places like CEX to want to offload them quickly.

    The Wii in particular is a system that has a bunch of really cool games on it, many of which get forgotten about amid the system's reputation as a shovelware machine. Okay, it did have a ton of shovelware, but so did the PS2. And hell, sometimes there's even some value to supposed shovelware

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    Provisional plans for the upcoming months https://imnotdoctorwho.moegamer.net/2018/06/06/provisional-plans-for-the-upcoming-months/ https://imnotdoctorwho.moegamer.net/2018/06/06/provisional-plans-for-the-upcoming-months/#respond Wed, 06 Jun 2018 09:25:46 +0000 https://imnotdoctorwho.moegamer.net/2018/06/06/provisional-plans-for-the-upcoming-months/ Hey folks! Here's what I've provisionally planned for Cover Game features up to the end of the year, though these are subject to change according to progress, timings and release dates in some cases! As usual, these will be complemented by daily articles on smaller games and visual novels, retro games and cultural phenomena as … Continue reading Provisional plans for the upcoming months

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    Hey folks! Here's what I've provisionally planned for Cover Game features up to the end of the year, though these are subject to change according to progress, timings and release dates in some cases!

    As usual, these will be complemented by daily articles on smaller games and visual novels, retro games and cultural phenomena as well as the bi-weekly podcast on YouTube.

    June: The Shantae series
    July: Hyrule Warriors Definitive Edition
    August: The Sonic the Hedgehog series
    September: Evenicle
    October: The Fatal Frame/Project Zero series
    November: Muv-Luv

    I enjoyed doing the MoeGamer Awards last December so I'm planning on doing something similar this year, too. That will also give me time to get a bit ahead of schedule for 2019, too! There are still lots of games I really want to cover in detail — it's just a case of finding time for them!

    Just off the top of my head, games I definitely want to give the Cover Game feature to in the future include the various Atelier subseries, Mary Skelter Nightmares, Senran Kagura Peach Beach Splash (and/or Burst Re:Newal), Yumina the Ethereal, Nights of Azure 2, Seinarukana, Eiyu*Senki and plenty more besides. I don't think I'll be short of things to write about for a long time yet — and the games still keep coming on a host of platforms!

    I'm also keen to do more videos, including some Let's Plays, which are somewhat more straightforward to produce than more scripted videos. With the recent release of Sorcery Saga: Curse of the Great Curry God on Steam, I'm considering giving that a playthrough (albeit on the Vita version I already own) as games with roguelike components make for good Let's Plays/streaming. I'm thinking the Let's Play format is probably more practical for me as my time zone differs a lot from most of the people who follow me online, making streaming less practical.

    On the subject of the above, If there are any games you'd be interested in watching me play through, let me know and if I have them in my collection I'll definitely consider them! I'd tend to prefer using more mechanics-centric games for this rather than narrative-heavy games or visual novels, but I'm definitely open to suggestions.

    As always, thank you for your continued support, and I'm very much looking forward to what the future holds!

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    My Gaming History: Part 2 - The 16-Bit Era https://imnotdoctorwho.moegamer.net/2018/06/05/my-gaming-history-part-2-the-16-bit-era/ https://imnotdoctorwho.moegamer.net/2018/06/05/my-gaming-history-part-2-the-16-bit-era/#respond Tue, 05 Jun 2018 09:25:28 +0000 https://imnotdoctorwho.moegamer.net/2018/06/05/my-gaming-history-part-2-the-16-bit-era/ When most people talk about "the 16-bit era" these days, they tend to be referring to the 16-bit console era — the glorious golden age that brought us the Super NES and the Sega Mega Drive. But to me, "16-bit" will always be synonymous with a slightly earlier period in gaming history: that of the … Continue reading My Gaming History: Part 2 - The 16-Bit Era

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    When most people talk about "the 16-bit era" these days, they tend to be referring to the 16-bit console era — the glorious golden age that brought us the Super NES and the Sega Mega Drive.

    But to me, "16-bit" will always be synonymous with a slightly earlier period in gaming history: that of the 16-bit computer era, where, at least in the UK, the Atari ST and Commodore Amiga battled for dominance. IBM-compatible PCs were a thing, of course, but these didn't really set themselves apart for gaming in particular until the advent of 256-colour VGA graphics; up until that happened, the PC was a poor (but expensive!) choice for gaming.

    As you might expect from a family of Atari enthusiasts, we plumped for the Atari ST rather than the Amiga, beginning with a 520ST and eventually upgrading to a 520STE with an upgrade to a mighty 1MB of RAM.

    The Atari ST and the Amiga offered distinct experiences, and it wasn't necessarily a matter of one being "better" than the other — they simply specialised in different things. Unfortunately for a gaming fan, ST versions of games tended to be somewhat inferior to Amiga versions, particularly in terms of frame rate and music — in the latter case, the ST had a PSG sound chip similar to that found in earlier hardware such as the Sega Master System, while the Amiga benefited from a custom chipset known as OCS (Original Chip Set) that provided it with its formidable graphical capabilities, as well as the four-channel 8-bit PCM sampled sound functionality that defined the distinctive audio profile of Amiga soundtracks throughout the late '80s and early '90s.

    I had a friend with an Amiga, so any time I wanted to experience the joys of its enhanced capabilities, I would go and visit him. At home, meanwhile, we had the Atari ST. Make no mistake, I certainly didn't resent our family's decision to go with this particular platform, as despite its comparative weaknesses in comparison to its main rival, it had a number of interesting benefits, including built-in hardware support for MIDI, making the ST one of the earliest examples of a "studio computer" — indeed, many popular pieces of digital audio workstation software got their start on the ST, including Emagic's "Notator" (which subsequently became Logic, now an Apple-exclusive DAW) and the well-regarded Cubase series.

    But I digress. Gaming! We got our hands on a lot of commercial Atari ST software thanks to the fact that by this point, my brother and father were both contributing to the magazine Page 6 that I talked about last time. My Dad tended to focus on productivity and education software (the latter of which I tended to be the guinea-pig for, being of about the right age for much of it at the time) as well as flight simulators, while my then-teenage brother looked at games. When I was a little older, I got in on the action, too.

    Page 6 was published on a bi-monthly basis, so every couple of months we tended to receive a huge box full of exciting things for our elite team of reviewers to tackle. I'm not sure if my brother and father knew what was coming in advance, but for me it was certainly always a thrilling surprise to crack it open and see what was on offer this time around. It was always a delight to see something like a Psygnosis game — and the sight of something from companies like U.S. Gold or Ocean tended to fill us with trepidation, since their output, particularly on the ST, was… variable. Very variable!

    I learned what gaming was in the 8-bit computer era, but it was with these 16-bit computers that I really started to understand the things I enjoyed and how to tackle a wide variety of different genres. I found myself particularly drawn to military flight simulators such as those churned out by MicroProse; while they weren't as realistic as subLOGIC's Flight Simulator II (that which later became Microsoft Flight Simulator from its PC-only third incarnation onwards), which my father was absolutely obsessed with, I adored the thrill of flinging an expensive piece of hardware around the sky, and the sense of satisfaction completing a mission successfully brought. I even went so far as to "cosplay" a fighter pilot while I played sometimes, donning a bomber jacket, a balaclava (the closest thing I had to a helmet) and a home-made "oxygen mask" made from some paper, rubber bands and a vacuum cleaner hose. I have no regrets.

    The 16-bit era was an exciting time for gaming technology, too. While we still had a lot of 2D games with beautiful sprite and background work — the Bitmap Brothers' Gods and Ocean's Elf spring immediately to mind in this regard — we were also starting to enter the age of 3D, with developers coming to terms with filled, shaded 3D polygons. Games like Argonaut Software's Starglider II, Incentive's Freescape Engine games Dark Side and Total Eclipse, and Paul Woakes' Mercenary series were all particular standouts in this regard.

    The Mercenary series was a particular highlight, in fact. Over the course of three games (and a few expansion packs), these presented some of the first examples of "open world" gameplay, with both second game Damocles and Mercenary III going so far as to provide a whole solar system to explore on foot, in the air and on four wheels. These are still great games today that are well worth exploring — particularly if you enjoy a distinctly British sense of humour.

    During this era, I also experimented with programming a little more. I'd done some simple BASIC programming on the Atari 8-bit, but during my time with the ST I became fascinated with a package named STOS (short for "ST Operating System") which, effectively, was a fancy version of BASIC with built-in support for things like sprites, backgrounds, memory-resident accessories and all manner of cool things like that. I only ever finished one game — the imaginatively titled and rather shit Zapp — but it was always satisfying to just get something happening on screen.

    STOS also went on to spawn a range of PC-based software creation tools that is still going on today — more on those another time, though.

    The magazine business around this time was something that got me very interested in writing. Besides the aforementioned Page 6, the 16-bit era saw the rise of a broad range of publications that tackled not only games, but the variety of things you could do with your home computers. Publications like ST Action focused exclusively on games, while ST Format and Atari ST User looked more broadly at productivity, music and education applications as well as pure entertainment. These magazines were all beautifully produced, glossy affairs that looked great, were bursting at the seams with interesting things to read and, in most cases, came with a cover-mounted floppy disk featuring playable demos.

    In many ways, I think of this as the beginning of a "golden age" for magazines. Publishers had developed a better idea of what the audience wanted to read in these publications, and catered directly to specific segments of that audience such as gamers, musicians, artists and suchlike. Publications had a distinctive "voice", too — you knew if you bought a copy of Zero, for example, that you'd get highly entertaining, irreverent prose, while Atari ST User took itself quite seriously.

    One favourite publication around this era was one called Advanced Computer Entertainment, or ACE for short. This was a multi-format magazine that tended to focus for the most part on cutting-edge technology, and was one of the only places I'd hear about what felt like "exotic" machines (or at least those from overseas) like the MSX, FM Towns, PC Engine and suchlike. While the magazine did have reviews, making use of a unique 1,000-point scale for their scores as well as their gimmicky "Predicted Interest Curve" graph suggesting how long the game might hold your attention for, in many cases its most fascinating content came in the form of its cover features.

    I loved reading ACE because it provided information about things I didn't hear about anywhere else — and which in some cases never came to fruition. I learned about the doomed Konix Multisystem platform through ACE, for example — one of the earliest examples of psychedelic developer Jeff Minter enthusiastically supporting a console that would never see the light of day or mainstream success — as well as ambitious plans for Philips' similarly cursed CD-i platform. On a less fun note, I also remember the magazine running a print ad for the surgical simulator Life & Death traumatising me so much that I'm still rather afraid of hospitals to this day.

    The 16-bit computer era gave us some great games, and some of the earliest examples of developers experimenting with mechanics and presentation. This was still an immature, niche industry learning what worked well and what didn't, and it was fascinating to be a part of. I still enjoy booting up my ST to play many of its games today, and proudly devote a room in my house to old Atari hardware.

    Next time, I finally enter the console age… and the PC age, too.

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    My Gaming History: Part 1 - The Atari 8-Bit Years https://imnotdoctorwho.moegamer.net/2018/05/30/my-gaming-history-part-1-the-atari-8-bit-years/ https://imnotdoctorwho.moegamer.net/2018/05/30/my-gaming-history-part-1-the-atari-8-bit-years/#respond Wed, 30 May 2018 09:03:10 +0000 https://imnotdoctorwho.moegamer.net/2018/05/30/my-gaming-history-part-1-the-atari-8-bit-years/ Hello lovely Patrons! I've been keen to provide you all with some exclusive content for a while now but been struggling to think of exactly what to do. It occurred to me last night that some of you may find an account of my history with gaming in general to be interesting, particularly as I've … Continue reading My Gaming History: Part 1 - The Atari 8-Bit Years

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    Hello lovely Patrons! I've been keen to provide you all with some exclusive content for a while now but been struggling to think of exactly what to do.

    It occurred to me last night that some of you may find an account of my history with gaming in general to be interesting, particularly as I've been involved with computer and video games since almost the beginning. I wasn't quite around for the birth of video arcades and the Atari 2600 (or at least not old enough to appreciate the latter) but I was around for some of the earliest home computers.

    In the UK, there were a number of competitors in the 8-bit home computer market, including Atari, Commodore, Sinclair, Amstrad and doubtless a few others that have been lost in the mists of time. By the time I was old enough to understand the concept of computers and computer gaming, my family was thoroughly entrenched in the Atari camp, so that was where my loyalties lay in these early years.

    Being an Atari fan was interesting and sometimes frustrating. The Atari 8-Bit range was technically superior to most of its competitors in a number of ways, but, particularly later in its life, it often missed out on versions of popular and successful games that would come to platforms like the Commodore 64 and the Sinclair ZX Spectrum. I'm not 100% sure of the reasons for this, but I imagine it was down to the size of the market; despite its early success with the 2600, Atari never seemed to be particularly good at marketing itself, and thus the C64 and Spectrum seemingly hoovered up the majority of the market share, while platforms from companies such as Amstrad, Atari and Acorn all languished in relative obscurity. Perhaps the letter "A" was cursed.

    I'm not entirely sure what led my family to pick Atari in the first place, but I do know they were loyal readers of a magazine called Page 6, which began as little more than a well-produced newsletter for a Birmingham-based Atari user group, grew into a newsstand magazine and actually somehow managed to survive into the mid-'90s in various increasingly sad-looking formats, long after even the 16-bit ST range had ceased to be relevant.

    Page 6 is a relic of a lost age — and in some ways was a defining influence for my general proficiency with computers. For those who didn't grow up with home computers in the 1980s, computer magazines were rather different from the games press of today. For starters, many of them didn't cover just games — though games-specific magazines did exist, including the medium-defining and long-lived but now sadly defunct Computer and Video Games — and instead explored computing culture in general. This included everything from new ways to use your computer — many of which we take for granted today, but which were new and exciting back then — to electronic projects, programming tutorials and, most importantly for me, type-in listings.

    Type-in listings, for the unfamiliar, were full programs that were printed in the magazine, usually written in BASIC, that you could copy into your own computer, save to disk or tape, then have a "free" piece of software to enjoy. And when I say "copy", I mean painstakingly type out each and every line one at a time, exactly as it appeared in the magazine.

    Type-in software ran the gamut from useful applications to games, and as you might expect my primary interest was in the latter. It wasn't at all unusual for publications such as Page 6 and its newsstand rival Atari User (with whom it eventually merged) to feature the "main" game program listing for the month on the front cover of their magazine, in some cases even referring to it rather presumptuously as "Game of the Year". Some of these games were excellent, some less so, but I have fond memories of all of them — and copying out those complicated listings from the magazines' tiny print did wonders for my touch-typing skills!

    Piracy was rife in the '80s. We actually had relatively few legitimate copies of games and applications, and we were by no means in an unusual situation. The majority of our software library came from a local "computer club" my father and brother attended regularly, at which, so far as I can make out, people would hang out and exchange copied disks absolutely heaving with software, often making use of then-impressive compression systems to fit multiple full titles on a single floppy disk.

    In some respects, this side of things was almost essential to the British Atari 8-bit scene in the '80s, since a lot of big-name games from Atari's native United States, where the systems were much more well-supported, simply didn't make it across the pond. This was partly due to the technical difficulties of converting 60Hz NTSC American games to the PAL 50Hz signal we used in the UK, and also simply down to the fact that the games business was not the international behemoth it is today, so it wasn't cost-effective for some companies to make their games international.

    I have incredibly fond memories of the Atari 8-Bit era, despite the fact that I've probably made it sound like a rather bleak time to be a computer nerd! I discovered some all-time favourite games that I still return to regularly today — off the top of my head, Gateway to Apshai, Necromancer, Star Raiders and literally anything from Activision are all still pure gold — and learned a lot about working with computers, even going so far as to write my own programs in BASIC at times. Okay, none of them were great, but let me off the hook a bit; I wasn't even ten years old!

    Recently, I was absolutely delighted that my parents were willing to part with our complete collection of Atari goodies that had been languishing in their loft for a good few years now, so I am once again in possession of pretty much everything that made my childhood magical. Sadly the 1050 disk drive appears to have given up the ghost, meaning there are a number of disks I can't load, but where there's a will, there's a way, as they say — devices such as the Atarimax provide modern means of loading software onto retro hardware without having to rely on fading mechanical devices and magnetic media.

    The Atari 8-bit era is what got me into computers and gaming in general — but it was the 16-bit computer era that followed that got me into writing about games. But more on that next time!

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    Discord https://imnotdoctorwho.moegamer.net/2018/05/28/discord/ https://imnotdoctorwho.moegamer.net/2018/05/28/discord/#respond Mon, 28 May 2018 18:29:36 +0000 https://imnotdoctorwho.moegamer.net/2018/05/28/discord/ Just a quickie: I added Discord rewards to both tiers, since I wanted to offer something else to those of you kind enough to give me money! You should get automatically invited to the MoeGamer Discord if you have a Discord account and have connected it to Patreon. If you have any difficulties, please let … Continue reading Discord

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    Just a quickie: I added Discord rewards to both tiers, since I wanted to offer something else to those of you kind enough to give me money!

    You should get automatically invited to the MoeGamer Discord if you have a Discord account and have connected it to Patreon. If you have any difficulties, please let me know and I can get you added manually.

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    The Weeks on MoeGamer https://imnotdoctorwho.moegamer.net/2018/05/14/the-weeks-on-moegamer/ https://imnotdoctorwho.moegamer.net/2018/05/14/the-weeks-on-moegamer/#respond Mon, 14 May 2018 09:55:54 +0000 https://imnotdoctorwho.moegamer.net/2018/05/14/the-weeks-on-moegamer/ Hello everyone! Apologies for missing this last week, it's been a strange time with public holidays and whatnot and now I'm off on a "proper" holiday for a week! (I'll still be posting stuff each day, though — I have the laptop and a number of gaming devices with me so you can't get rid … Continue reading The Weeks on MoeGamer

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    Hello everyone! Apologies for missing this last week, it's been a strange time with public holidays and whatnot and now I'm off on a "proper" holiday for a week! (I'll still be posting stuff each day, though — I have the laptop and a number of gaming devices with me so you can't get rid of me that easily!)

    As such, we've got two whole weeks to catch up on! Here's what you might have missed:

    What's in the Box: Shantae 1/2 Genie Hero Ultimate Day One Edition
    The latest physical release of the new Shantae game features some nice extras for no additional expense — here's a look at what the Ultimate Day One Edition offers.

    Switch Essentials: SkyPeace
    A game for under £2 with no microtransactions? Surely it's shit? Think again!

    Waifu Wednesday: Kurona
    A closer look at the main antagonist of the last two Gal*Gun games, the irreplaceable Kurona.

    GalGun 2: Introduction
    Kicking off a new month of Cover Game features focusing on Inti Creates' GalGun 2
    for Switch and PS4, we take a look at how the new game differs from its predecessor Double Peace.

    Requiem for a Dead Game: After Burner Climax
    After Burner Climax was a great update to a classic Sega arcade machine… but you can't get it any more! One of the earliest casualties of the digital age is still well worth checking out if you get the opportunity.

    The MoeGamer Podcast: Episode 1 – The Goosebump Effect
    I sit down with my friend Chris to discuss the latest happenings in the games biz, the games we've been playing recently and the games that give us goosebumps with their music.

    Switch Essentials: Super Mario Odyssey
    What an incredible game. You probably already know this, but it deserves a ton of love regardless. If you have a Switch, you need this game.

    Waifu Wednesday: Chiru Kondo
    We take a closer look at one of Gal*Gun 2's main heroines. This week it's the turn of the reclusive Chiru Kondo, a girl I found immediately striking and compelling.

    GalGun 2: A Strange and Sexy Little World
    We continue our GalGun 2
    exploration with a look at how the game builds a world with relatively minimal resources — by providing convincing environments, a recognisable cast of characters and plenty of background material.

    What's in the Box: Megadimension Neptunia VIIR
    Neptunia's latest adventure comes with the option one of Idea Factory International's characteristically pleasant limited editions, so here's a look at what you get.

    As I mentioned before, I'm off on holiday this week, but I'll still be covering stuff, including the continuation of our Gal*Gun 2 exploration and more. Thank you, as ever, for your continued support — and please continue to help out the site by liking, sharing, commenting and all that good stuff. It really helps, even if you're not able to make a financial contribution!

    If you could share this Patreon page with other people, that would also be just peachy. I'm up to 93% of my file storage space used, so it's getting to a point where I actually need to upgrade the site hosting now, regardless of whether or not I've reached the $100 per month target I set for myself for that to happen. At $78 per month at the time of writing, I'm close to that target, so it would be awesome to hit it.

    Anyway. Self-shilling over — I hope you have a lovely week and continue to enjoy my work! You're the best! Yes you are!

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    The Davison Cup, and Upcoming Plans https://imnotdoctorwho.moegamer.net/2018/04/30/the-davison-cup-and-upcoming-plans/ https://imnotdoctorwho.moegamer.net/2018/04/30/the-davison-cup-and-upcoming-plans/#respond Mon, 30 Apr 2018 08:46:13 +0000 https://imnotdoctorwho.moegamer.net/2018/04/30/the-davison-cup-and-upcoming-plans/ Hi folks! Been a while since a Patron-only update, I know, and I apologise for that! I thought I'd take the opportunity to share what I was up to over the weekend, and upcoming plans for the site. The Davison Cup As I've gotten older, there are fewer and fewer friends I have the opportunity … Continue reading The Davison Cup, and Upcoming Plans

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    Hi folks! Been a while since a Patron-only update, I know, and I apologise for that! I thought I'd take the opportunity to share what I was up to over the weekend, and upcoming plans for the site.

    The Davison Cup

    As I've gotten older, there are fewer and fewer friends I have the opportunity to see on a regular basis, mostly due to them having "adult" commitments like children and whatnot. I, on the other hand, have a wife, two cats and an enormous game collection, and intend to keep it that way without any sprogs to ruin my life. But I digress.

    There are four friends I see semi-regularly for fortnightly board gaming evenings. All of them are nerds to varying degrees — though interestingly, none of them are particularly Internet-literate in the sense of understanding stuff like memes, social media trends and suchlike — and all like video games. Even if one of them plays nothing but Skyrim these days.

    Last year (also around my birthday, as I recall), I decided to host a session that would both tickle their nostalgia glands where applicable as well as introduce them to some games they might not have played before. And I thought I'd make a competition out of it.

    The Davison Cup was born; a series of challenges loosely inspired by the '90s TV show GamesMaster, in which the participants compete in a variety of games from the 2600 era onwards to today in order to demonstrate Who Is The Best.

    This year I organised things to minimise console HDMI cable and disc-swapping, with dedicated rounds for Atari 2600 games (via the PS4 versions of Atari Flashback Classics), Namco arcade games (via the Switch version of Namco Museum), Taito arcade games (via Taito Legends on PS2), SNES games (well, Super Mario Kart and Street Fighter II), Neo Geo games (via Hamster's Switch ports), PS2 games, Wii and Wii U games and finally modern Switch and PS4 titles.

    This year's challenges only had three participants, unfortunately, as two of our number had prior commitments, but we still had a good time — even if we had to call things early due to one of our number having to run home and rescue his wife from their children. (And you ask why I don't want children?) Unfortunately we only managed to get as far as the PS2 round, but that was plenty to fill a good 6 hours or so!

    Things still worked well despite having an odd number of people; for two-player games we adopted a random seeding system, where two people would play against each other, and the winner would go on to confront whoever won a dice roll before the game began. For games based around high scores, this was simple enough to manage. And there was also a bonus round in which I gave everyone five minutes with the Honey Select Unlimited character creator to come up with… something, which my wife would then judge. And, uh, well…

    I was delighted to discover that the games the guys knew less well — such as the 2600 titles and some of the obscure PS2 games, like the utterly absurd BCV: Battle Construction Vehicles — proved to be the most popular by far. This is perhaps because one of our number is considerably better than the others at games like Super Mario Kart and Street Fighter II and thus the results there felt a bit like a foregone conclusion. Combat on 2600 with invisible tanks, though? I dominated!

    If you have the opportunity to do something similar with friends (and the available hardware with which to do so!) I highly recommend it. It's a great excuse to bust out bits of your game collection from all eras as well as share your passion for your hobby with people who might, as in this case, focus mostly on brand-new titles.

    Upcoming plans

    Okay, so onto what's next for MoeGamer. I have a tentative plan in place for the next few months that looks something like this:

    May: Gal*Gun 2
    June: The Shantae series
    July: Senran Kagura: Peach Beach Splash
    August: The Sonic the Hedgehog series

    Yes, that's right, August is going to be Sonic time, though with there being a whole lot of Sonic games out there I won't have time to cover all of them.

    As such, I need your help! If any of you reading this are actual fans of Sonic I'd be interested to hear which games in the series you'd regard as the most interesting — not necessarily the best, but the ones that at least try something different, regardless of whether or not they're successful.

    I'm particularly interested in the post-Dreamcast games (and primarily the console games, since handhelds aren't practical to screenshot/capture), as I have decent familiarity with the Mega Drive and Dreamcast titles in particular; I'd like to know which of the "modern Sonic" games you think might be worth checking out.

    Currently I'm interested in Sonic Generations, Sonic Colors, Sonic Lost World and Sonic Forces (as well as Sonic Mania, whose Plus version will have released just before I run this feature, hence its timing) but if there are any others you think worth a look, let me know!

    All right, that's enough for now. $5 Patrons, watch out for a wallpaper later! And, as always, thank you very much for reading and supporting my work. You are all wonderful people!

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    The Week on MoeGamer (Birthday Edition) https://imnotdoctorwho.moegamer.net/2018/04/30/the-week-on-moegamer-birthday-edition/ https://imnotdoctorwho.moegamer.net/2018/04/30/the-week-on-moegamer-birthday-edition/#respond Mon, 30 Apr 2018 08:19:18 +0000 https://imnotdoctorwho.moegamer.net/2018/04/30/the-week-on-moegamer-birthday-edition/ Hello everyone! And welcome to MoeGamer's fourth year on this Earth. Somehow, it only occurred to me last year that I share my birthday with my site, but sure enough, if you look at the first ever post on the site, you'll see the evidence there plain as day. I guess I had blotted out … Continue reading The Week on MoeGamer (Birthday Edition)

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    Hello everyone! And welcome to MoeGamer's fourth year on this Earth. Somehow, it only occurred to me last year that I share my birthday with my site, but sure enough, if you look at the first ever post on the site, you'll see the evidence there plain as day. I guess I had blotted out the negative associations with that period, as that was also when USgamer laid me off… but ultimately that led to the creation of MoeGamer, so it turned out to be a pretty neat thing, huh.

    Anyway. Here's what you might have missed last week on MoeGamer.

    The MoeGamer Podcast Pilot Episode: Sega, Sega, Sega
    My friend Chris Caskie and I have been talking about getting together to do a podcast for ages, and we finally got around to it. We were pretty pleased with the results, and we're going to try our best to make it a regular-ish thing; hopefully we'll be recording a new episode this coming weekend, all being well.

    Blue Reflection: Sounds of School Days
    I couldn't let Blue Reflection go without highlighting its wonderful and unusual soundtrack. It's one of the most distinctive scores I've heard for a long time — and the final boss theme (not in this post) made the whole finale an emotionally devastating masterpiece. Wonderful stuff — but I'd expect nothing less from Gust.

    Waifu Wednesday: Milla Maxwell
    I love Milla. I love Milla. I absolutely loved the two Tales of Xillia games, and Milla was a big part of that. I need more Milla in my life. Fortunately, as I discovered this week, she makes a guest appearance in Tales of Berseria, which I happened to pick up with some birthday money over the weekend…

    Namco Essentials: Galaga '88
    I didn't know anything about this game prior to giving it a go in Namco Museum for Switch, but now I'm a big fan. A wonderful "16-bit" adaptation of the Galaga formula, this is an underappreciated gem in Namco's back catalogue.

    Blue Reflection: Narrative, Themes and Characterisation
    Blue Reflection is a powerful game with some deep themes. It's one of the most beautiful, emotionally affecting games I've had the pleasure to experience for quite some time. Here's an in-depth exploration of how it tells its story, and the people in the cast who help make that happen.

    Four Years of MoeGamer, 37 Years of Pete
    Yes, as previously noted, it was both my birthday and MoeGamer's anniversary over the weekend, so I took the opportunity to look back over the best year the site has had to date. A sincere thank you to all of you who have helped make that happen, whether it's through simply reading, liking, commenting and sharing, or actually flipping some money my way.

    I'd like to continue growing and improving the site this year, and we're reaching a point where there are some expenses involved in doing that. Specifically, I need to pony up for a WordPress premium package for additional media storage space, and ideally I'd like to pay up for a SoundCloud account too to host audio-only versions of the podcast.

    Those of you already contributing, it's very much appreciated; please do me a favour and share this page with family and friends who you think might be interested! At $100 a month I'll pay up for the WordPress upgrade (which will also remove WordPress' ads from the site) as that's the priority right now; I'll figure out the SoundCloud stuff after that.

    Once again, thanks for your continued support, and I hope you continue to enjoy my work!

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    Upcoming Plans https://imnotdoctorwho.moegamer.net/2018/03/06/upcoming-plans/ https://imnotdoctorwho.moegamer.net/2018/03/06/upcoming-plans/#respond Tue, 06 Mar 2018 14:59:13 +0000 https://imnotdoctorwho.moegamer.net/2018/03/06/upcoming-plans/ Hi folks! Been a while since a Patron-only update so I thought I'd take a moment to share what I'm planning to work on over the course of the next few months. First up, as you've doubtless already seen, this month is all about Xenoblade Chronicles 2. This is a higher-profile sort of game than … Continue reading Upcoming Plans

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    Hi folks! Been a while since a Patron-only update so I thought I'd take a moment to share what I'm planning to work on over the course of the next few months.

    First up, as you've doubtless already seen, this month is all about Xenoblade Chronicles 2. This is a higher-profile sort of game than I typically cover on MoeGamer, but with online discussion of the game surrounding its launch dominated by all the crap over its female characters' appearance, I thought it was important to take some time to look at it in detail, because it's a fascinating game. You can follow the month's features on it here: https://moegamer.net/all-games/xenoblade-chronicles-2/

    From then on… well. I have one hell of a backlog of things I want to cover, as well as some upcoming things I definitely want to highlight. From the backlog, I wanted to take a bit of feedback from you folks — more on that in a moment, but first an outline of what's likely to be coming over the next couple of months.

    Depending on when the final release dates of these games are, I'm definitely going to be doing full Cover Game features on Gal*Gun 2 and the Shantae series as a whole, following the "Ultimate Edition" release of Shantae: 1/2 Genie Hero. The latter isn't a Japanese game, of course, but it carries more than enough Japanese influences to make it something well within MoeGamer's remit!

    Beyond that, I want to cover Senran Kagura Peach Beach Splash at some point over the summer in an attempt to be vaguely seasonal — doing so around then will also allow me to write about another Senran Kagura title around the second year anniversary of my launching of the Cover Game format! — but from there… well, there are lots of choices.

    Off the top of my head, here are some games, both old and new, that I'd like to give some in-depth coverage to. As always, these aren't necessarily games from the here and now — there are a few PS2 games in there, for example — but those which I feel are worth investigating for historical reasons, or just because I like the look of them. I'd be interested to hear from you if there are any in particular that you'd like to see some detailed articles on!

    • Nights of Azure 2

    • Blue Reflection

    • Dark Rose Valkyrie

    • Mary Skelter: Nightmares

    • Fate/Extra (and/or Fate/Extella)

    • Atelier (the Iris, Arland and Dusk trilogies in particular)

    • Xenosaga

    • Unlimited SaGa

    • Chaos;Child

    • Steins;Gate Zero

    • Demon Gaze II

    • Akiba's Beat

    • Trails in the Sky/Trails of Cold Steel

    • Ys VIII

    • Yumina the Ethereal

    • Seinarukana

    • Eiyu Senki

    There are about a bajillion more that I haven't mentioned, but these are ones that spring immediately to mind that I feel have interesting elements well worth talking about. If you're interested in me pushing any of these towards the front(ish) of my upcoming schedule, please let me know and I'll see what I can do!

    In the meantime, I'm also interested in starting to experiment with providing anime coverage. Like my gaming coverage focuses on the idea of the "late review", I'm not especially interested in trying to keep super up to date with current seasonal anime and reviewing things on an episode-by-episode basis; rather, I'd like to look back on series I've enjoyed from the recent or distant past and provide a rundown of why they're interesting and perhaps worth checking out. There's certainly not a shortage of things to talk about!

    As always, thank you for your support; it really is appreciated. MoeGamer has grown hugely over the course of the last year in particular, and people like you have been a big part of helping to make that happen. Together we can show that there's a place for a different kind of "writing about games"!

    Big love!
    Pete

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    Online Friends are Real Friends Too https://imnotdoctorwho.moegamer.net/2018/02/19/online-friends-are-real-friends-too/ https://imnotdoctorwho.moegamer.net/2018/02/19/online-friends-are-real-friends-too/#respond Mon, 19 Feb 2018 09:15:25 +0000 https://imnotdoctorwho.moegamer.net/2018/02/19/online-friends-are-real-friends-too/ Although there are many negative things one can say about the overall online experience today — particularly now we live in the age of a certain proportion of the population being perpetually offended about one thing or another — one of the best things about it for people like me is the fact it's a … Continue reading Online Friends are Real Friends Too

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    Although there are many negative things one can say about the overall online experience today — particularly now we live in the age of a certain proportion of the population being perpetually offended about one thing or another — one of the best things about it for people like me is the fact it's a lot easier to discover new friends.

    This may not sound like a big deal to some of you, but as someone who has always struggled with meeting new people and getting to know them (primarily due to, as I discovered last year, the Asperger Syndrome I've apparently been living with my whole life, and the associated social anxiety) it's a vital part of life in the 21st century.

    Twitter and other social media platforms are an important part of all this, of course, and probably the primary way people get to know one another nowadays — though Discord is becoming very popular for smaller groups to hang out more "privately". But for me, there's always been something great about getting to know people through gaming.

    My wife and I have both played a lot of Final Fantasy XIV over the years. I'm not an active player at the moment, but my wife still plays. We used to both be part of the Giant Bomb Free Company on the Ultros server, but through them we met a small group of close-knit friends from the neighbouring house in the game's housing district. It turned out that the majority of members of this Free Company, the Loose Cannons (or "LoCo" for short) were actually from the UK like us, while the Giant Bomb FC were primarily from the States.

    I actually met a number of the Giant Bomb FC on several occasions — most notably a group visit to PAX one year — but with most of them being on the opposite side of the Atlantic this is not something that could happen all that frequently, unfortunately. It was more likely that those of us from LoCo would be able to meet up a little more often.

    Or so we thought, anyway; as it transpired, it took two members of LoCo from across the pond coming to visit for us to actually get together and hang out in real life. It finally happened, though; my wife has spend much of her week off hanging out with these chaps, and I battled my own social anxiety to go join them on Saturday.

    Meetups with people you know from online can always be a challenge because you never quite know if the people you thought you had a handle on in the online sphere will be the same in reality. Thankfully, in this case, everyone was largely as I expected, and we all had a great time. Even the delightful ball of depression, anxiety and social awkwardness that is me.

    Events like this can be pretty powerful, because it reminds you that those people you're playing with, hanging out with, typing messages to and sending anime tiddies to are actually real. It can be easy to forget that sometimes — particularly, unfortunately, if tempers flare — and it's good to remember it.

    I'm still painfully awkward and largely terrified of the prospect of meeting people from online. But in my thirty-six years on this Earth, I've only really had one vaguely "bad" experience, and that was back when I was about fifteen — and wasn't even that bad, just slightly awkward. So maybe I should try and do this sort of thing a bit more often…

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    日本語が好きです https://imnotdoctorwho.moegamer.net/2018/02/07/%e6%97%a5%e6%9c%ac%e8%aa%9e%e3%81%8c%e5%a5%bd%e3%81%8d%e3%81%a7%e3%81%99/ https://imnotdoctorwho.moegamer.net/2018/02/07/%e6%97%a5%e6%9c%ac%e8%aa%9e%e3%81%8c%e5%a5%bd%e3%81%8d%e3%81%a7%e3%81%99/#respond Wed, 07 Feb 2018 09:30:04 +0000 https://imnotdoctorwho.moegamer.net/2018/02/07/%e6%97%a5%e6%9c%ac%e8%aa%9e%e3%81%8c%e5%a5%bd%e3%81%8d%e3%81%a7%e3%81%99/ You may recall over the past few months when I've talked about a couple of language learning services, specifically Duolingo and Memrise. Both are good, but I've been particularly enjoying the additional variety that the latter offers — so much so that I decided to take advantage of a 50% off annual subscription fees offer … Continue reading 日本語が好きです

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    You may recall over the past few months when I've talked about a couple of language learning services, specifically Duolingo and Memrise. Both are good, but I've been particularly enjoying the additional variety that the latter offers — so much so that I decided to take advantage of a 50% off annual subscription fees offer and sign up for a year of the service's "Pro" offering.

    While the service isn't perfect — for some reason the Pro variant of the Japanese course repeats a lot of content and seems very hesitant to actually teach me new words and phrases unless I specifically tell it to — the fact that it provides a number of different ways to learn besides that which is offered with the free account makes daily study sessions much more varied and interesting.

    So what does Pro actually offer? Well, let's take a brief look at each component.

    Besides the standard "learn new words, review those words, speed review those words" that a free account offers, another few variants on reviewing what you've learned are offered in the form of "Learn with Locals", "Difficult Words" and "Listening Skills".

    Learn with Locals is occasionally incorporated into the standard learning/review process in the form of questions that make use of a short video clip of a Japanese person saying a phrase or full sentence. Learn with Locals simply gives you an entire sequence of these questions, tasking you with either transcribing what they say or translating its meaning into English. It's a nice distinction from the dry, careful pronunciation heard elsewhere in the course, and encourages you to be mindful of things like accents and the fact that "real people" speak more quickly or blend words together.

    "Difficult Words" is essentially the same as the standard review process, but focuses on the words that you've previously struggled with — either by getting questions wrong, or using the "Show Answer" function to skip that question and remind yourself of what it should actually be. This is a good way to focus specifically on the trickier aspects rather than padding things out with things you're well familiar with.

    "Listening Skills" removes most of the reading side of things from the equation altogether in favour of either asking you to translate something you can only hear, not read, or picking the correct audio clip to match the provided meaning. Not having to get hung up on individual characters is a good way of familiarising yourself with how various words and phrases work; because, as an English speaker, Japanese text doesn't look like it has a lot to do with how it sounds, it can be good to focus on one aspect or the other.

    There are also two "bot" exercises you can do — Chatbots and Grammarbots. In both instances, these take the form of a virtual text messaging session; in the former, you're generally tasked with providing the correct responses or Japanese words for a real-world context such as asking for directions, while in the latter you're drilled on structures such as using "~か" to turn sentences into questions, or "~せん" to negate verbs. These are good, but there aren't enough of them; there only seem to be one or two of each for the whole course, so you repeat them a lot. And while Memrise is based around securing things in your long-term memory through repetition, you can have a little too much of a good thing!

    I've found that Memrise has helped my confidence with Japanese enormously. It throws you into using kanji alongside hiragana and katakana even quicker than Duolingo does, and you might be surprised how quickly you start to recognise and understand the characters. I still don't think I'd feel particularly confident writing kanji with a pen, but I am getting to a point where I can recognise the characters enough to be able to use the Japanese keyboard setting on the computer and pick the right option.

    Is Pro worth it? Hmm, I'm not sure. I don't think it's worth its full price, for sure, as the additional content offered over and above the free plan doesn't feel quite fleshed out enough. At 50% off for the year (about $30), I'm happy with what it offers, though, and I fully intend to keep up my daily studies!

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    The Late Review https://imnotdoctorwho.moegamer.net/2018/01/23/the-late-review/ https://imnotdoctorwho.moegamer.net/2018/01/23/the-late-review/#respond Tue, 23 Jan 2018 09:59:23 +0000 https://imnotdoctorwho.moegamer.net/2018/01/23/the-late-review/ If you've read my About page on MoeGamer, you'll know that one of the core philosophies behind my site is the idea of "the Late Review". Today I wanted to talk a little about that, and why I think it's important. Timely reviews have a place, of course — it's helpful for consumers to at … Continue reading The Late Review

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    If you've read my About page on MoeGamer, you'll know that one of the core philosophies behind my site is the idea of "the Late Review". Today I wanted to talk a little about that, and why I think it's important.

    Timely reviews have a place, of course — it's helpful for consumers to at least have an idea of whether or not a new release is going to appeal to them, whether it actually works as intended and whether there are any controversial issues such as lootboxes involved. But there's a significant downside to these "on release" reviews, too, primarily due to the highly competitive nature of commercial sites (and plenty of non-commercial ones too, for that matter) and their desire to be the first outlet with something up about [latest new game]: quick coverage is not always accurate, in-depth coverage, particularly when it comes to large games such as RPGs.

    There are also instances where it's simply not possible to judge a game accurately immediately on launch, either. Take the recent release of the new Dragon Ball fighting game, for example; I'm not going to pretend to know anything about that game, since I am terrible at fighting games, but even I know that putting a review of a fighting game up before you've had a chance to adequately judge the online community is not a good way of doing things… particularly when the high-profile beta test for the game brought up some significant network issues for some players.

    There's another benefit to coming to something late, too, and that is the ability to divorce the individual game from its original context, and resist comparing it to other things that are around at the same time. While sometimes this can be helpful and interesting, often it simply encourages a rather reductionist approach to criticism in which heavy emphasis is based on the comparison aspect rather than simply judging the individual game under the microscope on its own merits.

    I've been aware of this for a while, but it became particularly apparent to me when I covered the Ridge Racer series a few months back. I never played Ridge Racer 6 and 7 back on their original release because, at the time, I recalled them getting relatively mediocre reviews, primarily due to the fact that there were considered to be other, "better" games around at the same time as them. Ridge Racer 6 in particular took a beating from its contemporary Project Gotham Racing 3 despite the two games being very different styles of racer; coming to the former many years later, on the other hand, allowed me to completely disregard the latter and judge Ridge Racer 6 entirely on its own merits. And what do you know? It's a superb arcade racer that I really wish I'd played back when it was "current"!

    This matter is also interesting when it comes to games with controversial elements. Next month, as I noted in last week's roundup post, I'm intending to take a look at Inti Creates' recent output, and as part of that I decided I'd give the notorious Mighty No. 9 a go. (I know this isn't entirely Inti Creates' work, but they were still involved, so it's relevant.)

    I was unsurprised to discover that Mighty No. 9 actually isn't a bad game at all. Sure, it has a number of flaws and areas where it could be better — its performance problems in certain areas being the most glaring issue — but it turns out the game itself is playable, charming and enjoyable; these aspects just got overshadowed by the absolute dog's dinner that was made of the Kickstarter, its marketing, its community and pretty much everything surrounding it that wasn't the actual game itself. Again, it's nice to be able to divorce the game from all that and just judge it on its own merits. But more on that next month.

    Anyway, while it's sometimes nice to write about something "current", for the most part I find that the most effective analysis and criticism can be done once the initial media frenzy and hype storm has died down. And that's why I'll continue to run MoeGamer in such a way that affords me plenty of time to explore a game in its entirety before I ever put "pen to paper" about it.

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    Video: Tell Me What You Want! https://imnotdoctorwho.moegamer.net/2018/01/17/video-tell-me-what-you-want/ https://imnotdoctorwho.moegamer.net/2018/01/17/video-tell-me-what-you-want/#respond Wed, 17 Jan 2018 13:47:33 +0000 https://imnotdoctorwho.moegamer.net/2018/01/17/video-tell-me-what-you-want/ I've got some time off from the day job later this week, so I'm going to take the opportunity to do a bit more experimenting with video now I have my voice back after grappling with winter colds. I'm interested to hear what you, the people who are directly supporting the site, would like to … Continue reading Video: Tell Me What You Want!

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    I've got some time off from the day job later this week, so I'm going to take the opportunity to do a bit more experimenting with video now I have my voice back after grappling with winter colds.

    I'm interested to hear what you, the people who are directly supporting the site, would like to see more of, and as such I've set up a short survey asking for your opinions. If you have two minutes to share your ideas with me, that would be absolutely marvelous!

    You can find the survey at https://goo.gl/forms/GJlu1KEFEGlUICCn1 — please don't share the link publicly for now as I'd like to give you folks priority in terms of input on this 🙂

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    "We're Not Trying to Take Your Games Away" https://imnotdoctorwho.moegamer.net/2018/01/09/were-not-trying-to-take-your-games-away/ https://imnotdoctorwho.moegamer.net/2018/01/09/were-not-trying-to-take-your-games-away/#respond Tue, 09 Jan 2018 09:11:47 +0000 https://imnotdoctorwho.moegamer.net/2018/01/09/were-not-trying-to-take-your-games-away/ If you'd told me a few months ago that the hot new meme of 2018 would be hordes of deformed 3D Knuckles models wandering around in virtual reality quoting a low-budget Ugandan action movie at anyone and everyone who would listen, I would have probably laughed at you and said "what the fuck?" But this, … Continue reading "We're Not Trying to Take Your Games Away"

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    If you'd told me a few months ago that the hot new meme of 2018 would be hordes of deformed 3D Knuckles models wandering around in virtual reality quoting a low-budget Ugandan action movie at anyone and everyone who would listen, I would have probably laughed at you and said "what the fuck?" But this, it seems, is the world we live in. And I kind of love it.

    Unfortunately, that ever-reliable source of finger-wagging, public-shaming "games journalism" (and I use that term loosely) Polygon has elected to write a finger-wagging, public-shaming news piece on the new phenomenon, even going so far as to call it their favourite word "problematic" and actually put some pressure on the makers of VRChat to ban the meme. It's "racist", you see.

    This is just the latest in a long line of incidents where people who don't bother to do a bit of basic research into something that is going on feel like they should make sweeping moral judgements about things. Japanese games, of course, are particularly prone to getting this sort of negative attention about them, with the latest example being Xenoblade Chronicles 2.

    I posted about this recently on Twitter, but it bears exploring in a little more detail. Having spent most of the weekend playing the game, I came to the unsurprising conclusion that everyone who had been complaining about how "problematic" Pyra's outfit and figure were had not even bothered to consider her as an actual "person"; all they had done was judge her by her appearance.

    Pyra is, for those who have not played the game, an absolutely lovely person. She's kind and caring, has some nice chemistry with protagonist Rex, and is badass when she needs to be, yet also has an endearing fragility about her that makes you want to protect her — not because she's a woman, but because she's just someone without whom the world would be a darker, less happy place. She is much more than a pair of boobs.

    This is, of course, not the first time this has happened; I've previously commented on some absolutely vile reviews of the Senran Kagura and Valkyrie Drive games in which supposedly professional reviewers admit to playing less than a couple of hours of the games and write them off as mindless fanservice, completely failing to take into account any of the actual characterisation and narrative arcs throughout the games. I'm yet to play Valkyrie Drive — I'd like to cover it in detail later this year, actually — but I can speak from extensive experience with Senran Kagura that there is not a single character in that enormous cast who is not a fascinating individual in one regard or another.

    This sort of thing is why I find myself getting frustrated, and why I feel sites like MoeGamer are important. While professional, commercial sites are calling for things to be banned because they don't understand them, as in the case of Polygon and VRChat, and large communities such as ResetEra are libelling legally available titles like Criminal Girls as being "child pornography" without having any actual experience of what the game really is, we have a problem. A serious problem.

    It's easy to get angry and frustrated at this situation, and indeed I know I have done in the past. It's less than productive to lash out wildly, though, since this just causes people to be further entrenched in their positions. Instead, what I intend to put a greater focus on going forward is ensuring that MoeGamer provides ample resources for people to be able to argue against ill-informed opinions based on nothing but hearsay and superficial glances.

    There are already more than 350 articles on MoeGamer, covering over 150 games. I hope at least some of them help you find out a bit more about games that habitually get misrepresented by the supposedly "professional" side of the press, and perhaps even win an argument or two. 🙂

    Thanks, as ever, for your support.

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    Revisiting Gal*Gun: Double Peace https://imnotdoctorwho.moegamer.net/2018/01/04/revisiting-galgun-double-peace/ https://imnotdoctorwho.moegamer.net/2018/01/04/revisiting-galgun-double-peace/#respond Thu, 04 Jan 2018 09:52:02 +0000 https://imnotdoctorwho.moegamer.net/2018/01/04/revisiting-galgun-double-peace/ Good morning, dear Patrons! A happy new year to you. I hope you all had a restful holiday season and, where applicable, aren't finding the return to work or school too traumatic. I am having a lot of trouble getting up in the morning at the moment, but aside from that all is well. With … Continue reading Revisiting Gal*Gun: Double Peace

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    Good morning, dear Patrons! A happy new year to you. I hope you all had a restful holiday season and, where applicable, aren't finding the return to work or school too traumatic. I am having a lot of trouble getting up in the morning at the moment, but aside from that all is well. With me, anyway; my wife has proper full-on 'flu but I have thankfully escaped that so far.

    I'm going to try and make a bit more of an effort to make these Patron-Only updates a bit more regular in 2018, and one of the things I thought might be quite fun to do would be to look back on and revisit some of the games I've previously covered, particularly those that I find myself naturally wanting to return to.

    Generally speaking, I'm someone who plays a single game to absolute death and then sets it aside, possibly permanently. I'll generally do my best to get all endings (and perhaps a Platinum trophy) on that original playthrough, but after that I'll set it aside and probably won't return to it for quite some time, if at all. I still keep all my games, however, since I will never rule out the possibility of wanting to replay or revisit something in the far future; I still enjoy revisiting old Atari, SNES, Mega Drive, PS1 and PS2 games, after all, so there's nothing to say I won't feel the same about PS4 and Vita games in 20 years time.

    There are exceptions to this not particularly hard and fast rule, however; games that I refer to as "evergreen" games, that I always like to return to every so often, either because they're structured in such a way as to encourage replays or simply because I want to experience them again. Inti Creates' excellent Gal*Gun Double Peace, which I originally covered back in 2016, falls into the former of these two categories.

    For the uninitiated, Gal*Gun is a curious hybrid of on-rails shooter and dating sim in which you guide protagonist Houdai through a day in which he has accidentally become afflicted with an angelic popularity aura that is 32x more powerful than it was supposed to be. As his clumsy guardian angel Ekoro — the source of said accident — helpfully informs him, the effect of such a high dosage of angelic power means that unless he finds his true love by the time the aura wears off, he will end up forever alone.

    Thus begins an adventure in which Houdai has the opportunity to pursue several different girls, including one or both of his two childhood friends Shinobu and Maya (who just happen to be demon hunters), a demon named Kurona who was indirectly responsible for Ekoro messing up her shot in the first place, Ekoro herself, or indeed any of the other girls at Houdai's school, where he appears to be the only male person, student or teacher.

    There are many reasons I enjoy Gal*Gun, but probably the chief reason is the fact that it's a game that has far more depth and replayability to it than its rather silly premise might suggest. There's a substantial metagame that involves collecting profile information on all the characters you see throughout the game, for example, and on top of that just getting the "true" endings for each of the main heroines is a challenge in itself, since doing so requires that you not only score enough points in the shooting sequences, but that you also make appropriate choices when you get a number of different dialogue options.

    One of the things I like most about it is that there are no "generic" enemies. Every girl who "attacks" Houdai has a name, personality, voice, weak spot, unique appearance and, uh, set of measurements. The more you play the game, the more you'll come to recognise each girl by her appearance and name and know how to quickly deal with her. This helps you feel like you're getting to know the cast, even those members who don't play an active role in the main story.

    And that story, as silly as it is, is endearing and compelling, too. Those who enjoyed the anime Gabriel Dropout will get a particular kick out of it, since the idea of inherently infallible and incompetent apprentice angels and demons is very similar to what we saw in that series. Shinobu and Maya are well-defined characters with some depth to their depictions, too, and there's even a surprising amount of non-verbal characterisation through things like their body language, the situations in which they find themselves and their responses to the various dialogue options.

    Most of all, though, it's simply a really fun, well-designed game that I adore playing any time I boot it up. There are lots of different paths through it, lots of different ways to play — besides the main story routes, there's a "True Love" route in which you have to manipulate Houdai's stats to be appealing to the members of the extended cast you want to pursue, as well as a Score Attack mode — and a ton of longevity through the collectible profiles and numerous secrets to discover.

    It's definitely a game that I will keep coming back to time and time again… and with a sequel on the horizon, well, you can count on more Gal*Gun on MoeGamer in the near future!

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    Inspiring Creators https://imnotdoctorwho.moegamer.net/2017/12/15/inspiring-creators/ https://imnotdoctorwho.moegamer.net/2017/12/15/inspiring-creators/#respond Fri, 15 Dec 2017 17:30:02 +0000 https://imnotdoctorwho.moegamer.net/2017/12/15/inspiring-creators/ I've been looking at a lot more stuff from other reviewers and creators around the Internet over the course of the last year or so — a side effect of drifting away from the mainstream commercial press. I've previously been quite resistant to looking into "YouTubers" in particular as I had the idea in my … Continue reading Inspiring Creators

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    I've been looking at a lot more stuff from other reviewers and creators around the Internet over the course of the last year or so — a side effect of drifting away from the mainstream commercial press.

    I've previously been quite resistant to looking into "YouTubers" in particular as I had the idea in my head that they were all Let's Players trying much too hard to have "hilarious" reactions to what they were doing, spoiling the shit out of games in the process. But I've been extremely pleased to discover a number of YouTube gaming channels that overlap very nicely with both my interests, my age and my preferred style of commentary and criticism. I've also found a lot of them genuinely inspiring in terms of the way they present their content. So I thought I'd spend today highlighting some of them and why I like them!

    Most of these creators can also be supported here on Patreon; their channels have links to their Patreon pages if you want to fling them a dollar or two.

    Classic Gaming Quarterly
    This is where my "journey" began. Chris Alaimo's excellent channel updates fairly infrequently (hence the name), but when it does you can expect very well-produced videos about console launches, game libraries, game magazines, modern retro gaming hardware and a wide variety of things of interest to collectors and retro enthusiasts. Also Alaimo has a wonderfully soothing voice!

    Gaming Historian
    Norman Caruso's channel provides exhaustively researched, documentary-style featurettes about, as you might expect, the history of gaming and the games business. There are some absolutely fascinating stories among his videos, well worth exploring and spending some time digesting.

    Lazy Game Reviews
    A very long-running channel that has evolved and matured considerably since its early days, and presenter Clint Basinger is clearly very knowledgeable but friendly and approachable. This channel is a great resource for those particularly interested in the history of PC gaming, including both commercial and shareware releases from over the years.

    Pixelmusement/Ancient DOS Games
    Kris Asick's channel primarily focuses on, as its name suggests, old DOS games. The main series focuses on a variety of different games from over the years, while spinoff series Shovelware Diggers sees Kris and some of his Patrons trawling through an old CD-ROM collection of freeware and shareware titles looking for interesting games to explore.

    Classic Game Room
    The original Game Room was one of the first ever gaming-themed video shows on the Internet, and since that time has undergone a number of format changes. Today, frontman Mark Bussler treats the show more as a side project to his book, comic and art work rather than the central part of his business as it once was — you can blame the evolution of YouTube in part for that — but it's still a great watch and there is an enormous library of past episodes to watch, covering pretty much every system you can think of and a few others besides. Mark is particularly knowledgeable about very early game systems such as the Atari 2600, 5200 and 7800 along with the Colecovision, Intellivision and Magnavox Odyssey 2 (aka Philips G7000 in Europe).

    MetalJesusRocks
    Jason "Metal Jesus" Lindsey's enthusiasm for gaming and collecting is absolutely infectious, and his videos are always a good watch, whether they involve just him or are one of his frequent collaborations with other YouTubers. He has a stunning collection of computer and video games and a clear passion for the subject… though he is occasionally prone to slightly stereotypical clickbaity video titles. Don't let those put you off, however; his content is high-quality, well-produced, informative and entertaining.

    Game Sack
    Joe Redifer and Dave White's channel is another one that has been around for several years and which has considerably improved and matured over time. Their episodes cover a wide variety of gaming topics — primarily console-centric — ranging from magazines of the past through arcade ports of varying quality to favourite examples of obscure genres. Their current episodes are extremely well produced with a lot of research clearly going into them, and will particularly appeal to those who enjoy discussion of the technical aspects of retro systems and games. Plus each episode closes with an amusing (and similarly well-produced) skit.

    Game Dave
    Dave has seemingly been inactive for a while, but while you wait for him to produce something new (it's on the way, apparently!) he has a decent library of extremely high quality videos to enjoy, including some passionate exploration of obscure Famicom games and an interesting experiment in combining game reviews with an ongoing serialised narrative component. Dave clearly knows his stuff about games from many different eras, and his game room is to die for.

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    Patreon is not changing its fee structure https://imnotdoctorwho.moegamer.net/2017/12/13/patreon-is-not-changing-its-fee-structure/ https://imnotdoctorwho.moegamer.net/2017/12/13/patreon-is-not-changing-its-fee-structure/#respond Wed, 13 Dec 2017 18:54:09 +0000 https://imnotdoctorwho.moegamer.net/2017/12/13/patreon-is-not-changing-its-fee-structure/ After widespread complaints from Patrons and creators alike, Patreon has thankfully seen sense and decided not to go with its proposed changes to how it charges fees. Full details here: https://blog.patreon.com/not-rolling-out-fees-change/  This means your pledges will continue to work how they always have done, with no hidden fees or charges; pledge $1, you pay $1. … Continue reading Patreon is not changing its fee structure

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    After widespread complaints from Patrons and creators alike, Patreon has thankfully seen sense and decided not to go with its proposed changes to how it charges fees.

    Full details here: https://blog.patreon.com/not-rolling-out-fees-change/ 

    This means your pledges will continue to work how they always have done, with no hidden fees or charges; pledge $1, you pay $1. And very welcome your $1 is too!

    Thanks for those who have stuck by me during this turbulent period; it's very much appreciated. A more substantial Patrons-only update coming later this week! 🙂

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    Collection Update https://imnotdoctorwho.moegamer.net/2017/12/08/collection-update/ https://imnotdoctorwho.moegamer.net/2017/12/08/collection-update/#respond Fri, 08 Dec 2017 11:03:59 +0000 https://imnotdoctorwho.moegamer.net/2017/12/08/collection-update/ Hello! Thought I'd share something a bit happier after the stuff over the fees. I've been meaning to provide an update on my collection for some time now, and I finally remembered to take some photos last night. So let's take a look! In the header image, you can see my LE shelf (which is … Continue reading Collection Update

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    Hello! Thought I'd share something a bit happier after the stuff over the fees. I've been meaning to provide an update on my collection for some time now, and I finally remembered to take some photos last night. So let's take a look!

    In the header image, you can see my LE shelf (which is now full, so I need to find somewhere else to put any future limited edition titles, and absolutely definitely not stop buying LEs)

    On the top two shelves, we have Senran Kagura 2: Deep Crimson, Shinovi Versus, Estival Versus, Valkyrie Drive and Peach Beach Splash.

    Under that we have Hyperdimension Neptunia U: Action Unleashed, Superdimension Neptune vs Sega Hard Girls (which I'm yet to play, I must confess!), Cyberdimension Neptunia: 4 Goddesses Online and Megatagmension Blanc + Neptune vs Zombies.

    Under that there's Hyperdimension Neptunia Re;Birth 3 and 2 (1 didn't come out physically over here), Hyperdevotion Noire and Megadimension Neptunia V-II.

    And on the bottom shelf we have Dark Rose Valkyrie, Trillion God of Destruction, Fairy Fencer F: Advent Dark Force and MeiQ: Labyrinth of Death.

    My PS1 collection is pretty small, but I'm pleased with what it consists on. Vib-Ribbon, visible in the foreground, was a particular hit on my Extra Life stream a few weeks back. I'm also happy that I've re-acquired copies of Xenogears, Parasite Eve and Brave Fencer Musashi, three of my favourite PS1-era games that never got a European release. I have Lunar: Silver Star Story, too, and should probably try and track down Eternal Blue again at some point, but I anticipate that being fairly expensive.

    The PS2 shelves are the most well-stocked at the moment because the PS2 is so gloriously cheap, easy and fun to collect for right now. I haven't played a whole bunch of these as yet, but I'm really looking forward to getting stuck into them — both the short-form arcadey titles and the more substantial RPGs such as the Atelier Iris series.

    They go on and on and on! I think the PS2 is probably my favourite era of gaming, since it provides such a broad mix of different gaming experiences, ranging from sprawling RPGs to short-form shooters, party games and everything in between. There's something inherently pleasing about something like a shoot 'em up being a physical game on a disc with a manual; it makes it feel like a less "disposable" experience than many downloadable games do.

    My PS3 collection is almost what I'd regard as "complete", since I own almost every JRPG on the platform. I'm only missing a few multiplatform games, or games in which there are enhanced versions available on other systems such as Dragon's Dogma and the Disgaea series.

    I've recently started collecting for PSP. Like PS2, this is a very cheap, easy and fun platform to collect for at the moment, so I'm taking full advantage of this fact while I can. While you can indeed play PSP games on Vita in their downloadable incarnations, like I mentioned with the PS2, there's something inherently more satisfying about inserting a physical disc into the system rather than just firing it up from a menu.

    The most valuable PSP title I own there is that copy of Fate/Extra towards the left. The outer box is slightly battered but it's otherwise in good condition, and I'm pleased I managed to pick it up for less than half the price I've seen copies go for on eBay. Having enjoyed the visual novel Fate/stay night, I'm interested to explore the extended Nasuverse!

    My PS4 recently reached a notable milestone by filling a whole shelf! I'm going to have to rearrange things when I get any more PS4 titles. That or put the games I have LEs for back in their boxes, since I put the Blu-Ray cases on the shelf to make them more easily accessible and easier to show off.

    Dear old Vita. Lots of great games here. I still need to expand this collection a fair bit — though a lot of Vita games have ended up either ported to or released simultaneously on PS4, so where that option exists, I've always gone for PS4 as it's usually a superior version. Portability is nice, but better graphics, load times and frame rates are better!

    DS and 3DS are some of my least favourite platforms to collect for. I'm not really sure why, because it's not that I dislike the games on them per se, it's just that I tend to find stuff on other platforms more exciting and interesting. That said, I've still got a reasonable collection here; it just hasn't expanded very much over the course of the last couple of years.

    I've also discovered that if you look outside of games with "Super Mario" in the name, the Wii is extremely cheap to collect for — and even better, it has an absolute ton of unknown, underappreciated games, thanks in part to the system's reputation as a shovelware, party game-centric device. I'm looking forward to exploring some of these unusual and interesting games on MoeGamer in the coming months. Like the PS2, there's a nice mix of long and short-form games to play with.

    My Wii U collection is almost what I'd consider to be "complete", with only a few outstanding titles like the Kirby and Yoshi games. Here I've got all the games on the platform I'd consider to be essential purchases that are unique to the platform, or that at least have something noteworthy about them in their Wii U incarnation. Aside: I fired up my Wii U last night for the first time since Miiverse closed down, and it was oddly sad to see the main menu plaza without any Miiverse posts on it. End of an era, indeed.

    Finally for the consoles, there's the Xbox 360. Like the Wii U, I consider this collection almost complete for my purposes; I have most of the JRPGs released for the platform, and a good number of the Japanese shmup releases from Cave and others.

    Right now, my main collecting focus is on PSP and Wii, though I'm keeping an eye on Wii U games to see if I can pick up those final missing pieces. I'm also getting a Switch for Christmas, so those games will need somewhere to live when that happens! I'm really looking forward to this new system; it's a truly unique platform that promises to be a whole lot of fun.

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    Regarding Patreon's new fee plans https://imnotdoctorwho.moegamer.net/2017/12/08/regarding-patreons-new-fee-plans/ https://imnotdoctorwho.moegamer.net/2017/12/08/regarding-patreons-new-fee-plans/#respond Fri, 08 Dec 2017 09:16:03 +0000 https://imnotdoctorwho.moegamer.net/2017/12/08/regarding-patreons-new-fee-plans/ Hello everyone. I think it's important to address Patreon's recent announcement that it will be changing its fee structure on the 18th of December. For those as yet unfamiliar with the upcoming plans, please check out the official announcement here. Patreon's justification for adopting this new fee structure is to take the pressure off creators … Continue reading Regarding Patreon's new fee plans

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    Hello everyone. I think it's important to address Patreon's recent announcement that it will be changing its fee structure on the 18th of December. For those as yet unfamiliar with the upcoming plans, please check out the official announcement here.

    Patreon's justification for adopting this new fee structure is to take the pressure off creators having to handle processing fees. Currently, what happens is people pledge a certain amount each month, but I don't get all of that; a certain proportion of it gets eaten by Patreon for their fees. It's simple, it's easy to understand and it means you only pay what you pledged.

    The new approach will see Patrons paying more and Patreon making more money, but not a lot of real benefit to creators. There's a good Twitter thread by someone who actually understands economics here, so give it a read if you want to see how this affects everyone. I predict this has the potential to hurt small creators like me in particular, since I'm certainly not in favour of you having to pay more than I've asked for in my pledge tiers, and can't really afford Patrons to jump ship in protest.

    A couple of other creators, including Space Quest Historian and Kris "Pixelmusement" Asick have decided, if Patreon goes ahead with its new fee plan, to adjust their reward tiers so Patrons don't end up paying any more. This means, in my case, that $1 pledges will "reduce" to $0.63 (but you'll still pay $1 with the new fees) and $5 pledges will "reduce" to $4.51 (but again, you'll still pay $5). This seems like a fair approach, so I will be following suit if these plans go ahead; that way, none of you will have to actually pay any more than you are now.

    While there are no other real equivalents to Patreon out there — Kickstarter's upcoming Drip is looking like a convincing competitor, but hasn't launched yet — there's no sense jumping ship at the moment, not while I have a pleasingly solid base of regular (and in some cases longstanding!) Patrons.

    Rest assured we as creators on Patreon are making our discontent with this matter known, and we'll do our best to ensure that you, as our generous Patrons, continue to be treated fairly. It sucks that this even has to be an issue at all, but, well, this is how things seem to go with businesses like this.

    In the meantime, thank you to those of you who continue to support MoeGamer and my work, whether it's financially here on Patreon or simply through likes, shares, comments and suchlike on social media platforms and the site itself. We'll weather this storm together!

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    Denpa, Denpa, Denpa https://imnotdoctorwho.moegamer.net/2017/11/23/denpa-denpa-denpa/ https://imnotdoctorwho.moegamer.net/2017/11/23/denpa-denpa-denpa/#respond Thu, 23 Nov 2017 11:42:32 +0000 https://imnotdoctorwho.moegamer.net/2017/11/23/denpa-denpa-denpa/ Hi folks! I see there have been a few new Patrons recently, so a huge thank you to those of you who have decided to pledge some money towards my efforts. Every little bit makes a difference — your money is mostly spent on new games and hardware to add to my collection, which I … Continue reading Denpa, Denpa, Denpa

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    Hi folks! I see there have been a few new Patrons recently, so a huge thank you to those of you who have decided to pledge some money towards my efforts. Every little bit makes a difference — your money is mostly spent on new games and hardware to add to my collection, which I will subsequently write about, so you're directly benefiting the site with your ongoing donations. Plus you're just being awesome, which is even better.

    I've been a bit lax on these Patron-only updates for a little while so I want to try and rectify that now, beginning with a bit of a chat about some broader aspects of Japanese culture that aren't directly gaming-related but which I still find interesting.

    Specifically, today I want to talk about denpa music.

    Dempagumi Inc, photographed by Christopher Woods – Own work, CC BY-SA 4.0, https://commons.wikimedia.org/w/index.php?curid=46206160 

    I have a subscription to Google Play Music — I switched over to it from Spotify and Apple's iTunes Match when I switched from iOS to Android, because as well as a good streaming service, it also allows you to upload your songs online and access them from other devices and the Web; this means you can do stuff like stream your library at work where you might not be able to install external software like iTunes.

    Anyway, I've had a "J-Pop" playlist on Google Play Music for a while, initially consisting of just Babymetal and Kyary Pamyu Pamyu (the latter of whom I can't remember how I became aware of, but enjoy a lot). Recently, I decided to explore things a little more broadly, making use of Play Music's recommendations to find related artists and just add them to the playlist and see what they were like. In the process I came across a group called Dempagumi, Inc. and the broader phenomenon of denpa music in general.

    For the unfamiliar, denpa music is broadly defined as music that is intentionally incredibly catchy and memorable, but often nonsensical in nature, featuring off-key melodies, strange rhythms and other unconventional aspects. The term comes from "denpa", which means "electromagnetic waves", and stems from a derogatory term from people who appear to be out of touch with reality; the original form of denpa music was deliberately creepy rather than the energetic sense of excess now associated with the genre.

    The otaku subculture, as many of us know, often embraces the fact it is "out of touch" with reality, deliberately eschewing reality in favour of a happy colourful world of 2D waifus and whatnot, and consequently denpa music found quite a following among the otaku of Akihabara, even while it was spurned by mainstream J-pop. There's also a certain amount of crossover between it and video game music — a number of denpa artists have either worked on video games or produced arrange albums of popular series like Touhou, for example, and many denpa tracks incorporate elements of chiptunes and synthesised sound effects. Several albums from artist IOSYS also sound like they were recorded from a late '90s wavetable synthesis sound card such as the AWE32, which is an audio aesthetic I very much approve of.

    I've enjoyed my exploration of this peculiar genre so far; not every song or album has been what I'd describe as "good", but the same is true of any type of music. If you're interested, I'd particularly recommend checking out Dempagumi, Inc. as an introductory experience, since they're more of an idol group that draws inspiration from denpa song than an outright denpa outfit. Plus they have some really catchy songs and are a group of cute girls supposedly with otaku tendencies. What's not to like about that?

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    Work-Life Balance https://imnotdoctorwho.moegamer.net/2017/11/08/work-life-balance/ https://imnotdoctorwho.moegamer.net/2017/11/08/work-life-balance/#respond Wed, 08 Nov 2017 11:56:26 +0000 https://imnotdoctorwho.moegamer.net/2017/11/08/work-life-balance/ I must confess that outside of my 24-hour Extra Life stream from last Saturday — which you can see a summary of here, including unedited video archives — I haven't had a whole lot of time to actually play games recently! There's been a lot to do, both in "life" generally and on the site, … Continue reading Work-Life Balance

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    I must confess that outside of my 24-hour Extra Life stream from last Saturday — which you can see a summary of here, including unedited video archives — I haven't had a whole lot of time to actually play games recently! There's been a lot to do, both in "life" generally and on the site, and I've been ill, too. Twice. Tonsillitis sucks.

    Now that what are probably the most challenging of the Rance articles to write are out of the way, I can concentrate on ploughing through the rest of Rance VI ahead of writing about it towards the end of the month; a Rance 5D writeup is coming next week, meanwhile. I've already written that one — I actually composed it immediately after beating the game as I wanted to get some thoughts on paper while they were fresh in my mind.

    It's not an exaggeration to say that as a result of Rance 5D, what I've played of Rance VI so far (just under half of the main story, I believe) and what I learned while assembling the lore article, Rance has become one of my favourite series. I was ready for this possibility — I recall a former podcasting buddy enthusing about the fan translation of Sengoku Rance a few years back and his tastes have typically aligned rather nicely with mine — but I seriously wasn't expecting the setting of The Continent to have quite so much depth to it. I should know better by now that a game or series being "eroge" most certainly does not preclude it from having good writing or source material crafted with care, attention and love.

    Aside from Rance, I've been continuing to pick up PSP games, as I mentioned in the last update, and got my hands on the original PSP version of Half-Minute Hero — produced and directed by Senran Kagura's Kenichiro Takaki, fact fans. I really enjoyed the Xbox 360 and PC versions of this game and its sequel, but there's something rather lovely about the PSP version. There's a bunch of additional content that was chopped out of the later ports, too, so it's nice to play the game as originally intended.

    I'm pondering what to cover once Rance is over and done with. I have a heap of brand new stuff that is all worth talking about; presently I'm leaning towards Cyberdimension Neptunia: 4 Goddesses Online because I started it during the Extra Life stream and had a good time with the four hours I played. Plus it's been a long while since I covered something Neptunia-related!

    Thank you all once again for your continued support of MoeGamer here on Patreon; it is massively appreciated. Every day I see clickbait nonsense from commercial sites trying desperately to squeeze some ad revenue out of their audience — sometimes even trying to shame them out of using adblockers — and I'm reminded that I always wanted to do something different.

    Creators — and I'm not just talking about me here — deserve to get paid for their work, but the ad revenue-based model just isn't conducive to the production of thoughtful, well-crafted content. I'm glad there are people out there — like you! — willing to show their appreciation for and compensate those of us who want to produce something a bit different. You are the people who can help make a difference in the mess that is online media, so thank you, and please keep supporting those whose work you enjoy. <3

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    Collecting update https://imnotdoctorwho.moegamer.net/2017/11/01/collecting-update/ https://imnotdoctorwho.moegamer.net/2017/11/01/collecting-update/#respond Wed, 01 Nov 2017 10:15:55 +0000 https://imnotdoctorwho.moegamer.net/2017/11/01/collecting-update/ A lot of your generous Patreon donations go towards expanding my collection of Japanese games on a variety of platforms. For the moment, I've been taking advantage of the fact that certain platforms have extremely cheap games in order to pick up as many as possible! For those of you who are also collectors, PS2 … Continue reading Collecting update

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    A lot of your generous Patreon donations go towards expanding my collection of Japanese games on a variety of platforms.

    For the moment, I've been taking advantage of the fact that certain platforms have extremely cheap games in order to pick up as many as possible! For those of you who are also collectors, PS2 and PSP games are both dirt cheap right now, so jump in and grab some while you can.

    The nice thing I've found is that the sort of thing I'm into — overlooked, underappreciated or otherwise niche-interest Japanese games — tend to be on the cheaper side, which is nice. Many of D3 Publisher's Simple Series titles on PS2 were around the 50p mark, for example, and most PSP games I've picked up recently have been no more than about £5 tops. Bargain.

    There are a few exceptions, obviously, some of which are games I'm quite interested in grabbing. In particular, I'm quite up for snagging a copy of Fate/Extra on PSP after how much I enjoyed Fate/stay night — this is a game I've actually had my eye on for a long time, but had wanted to hold off until I was a bit more familiar with the series. At present, second hand copies of this seem to be around the £40-45 mark; still reasonable, but not quite in "impulse purchase" territory, particularly when there are a bunch of current games and VNs I want to pick up.

    My latest batch of orders haven't arrived yet but I'll be sure to share them with you when they arrive. PSP is turning out to be a ton of fun to collect for, so I'm looking forward to expanding my library further!

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    Ridge Racer PSP: Holy crap https://imnotdoctorwho.moegamer.net/2017/10/26/ridge-racer-psp-holy-crap/ https://imnotdoctorwho.moegamer.net/2017/10/26/ridge-racer-psp-holy-crap/#respond Thu, 26 Oct 2017 08:33:42 +0000 https://imnotdoctorwho.moegamer.net/2017/10/26/ridge-racer-psp-holy-crap/ I haven't spent as much time with this game as I'd like to in order to be able to give it the full "Cover Game" treatment on the main site, so I thought I'd provide some exclusive impressions to you, dear Patrons. Well, uh, I've already spoiled my main impression in the headline, but it … Continue reading Ridge Racer PSP: Holy crap

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    I haven't spent as much time with this game as I'd like to in order to be able to give it the full "Cover Game" treatment on the main site, so I thought I'd provide some exclusive impressions to you, dear Patrons.

    Well, uh, I've already spoiled my main impression in the headline, but it bears repeating again because holy crap this game is good. Like, really good. Crazy good.

    My trouble is that the PSP that exists in my mind's eye and the actual capabilities of that dear little system don't quite correspond with one another. The PSP of my imagination languishes somewhere around the PS1 in terms of performance and graphical fidelity — and indeed, some developers barely get beyond this standard — but in fact, it's capable of a lot more. A lot more.

    To put it another way, I was expecting Ridge Racer for the PSP to look and perform maybe as good as the admittedly still glorious Ridge Racer Type 4 on PS1. I would have been satisfied with that. But then I booted it up and the damn thing exceeded my expectations by a considerable margin.

    We have a game that looks to be running at a super-slick 60fps, and consistently. We have a game that incorporates lovely fancy lighting effects such as realistic sun glare and sunlight reflecting off the road surface. We have a variety of different environments and times of day, helping each track and variation thereof to have its own distinct "feel" through vibrant colours and its overall atmosphere. We have a game that is, in other words, absolutely oozing with style and overwhelming technical competence.

    Perhaps most exciting of all is that Ridge Racer for PSP treats itself as a kind of Ridge Racer's Greatest Hits, incorporating tracks from a bunch of the previous games including the original, Revolution, Rage Racer and Type 4 — there may be more, but these are what I've seen so far.

    And it plays well, too. Adopting the style of drifting introduced in Ridge Racer V on the PS2, the game has a nice smooth feeling to its control, even when using the D-pad for steering. In fact, I'd probably go so far as to say that in contrast to the later Ridge Racers on console, the D-pad is actually preferable to the PSP's dodgy analogue nub; I might feel differently if I was playing with the Vita's sticks, but since I have a physical copy I'm playing on original hardware.

    The music's great, too, covering a variety of different styles including one track that has some absolutely glorious saxophone work, which is something I'm always in favour of on a soundtrack. So far I've only played the game through the PSP's internal speakers while my wife was watching The Great British Bake-Off so I haven't quite had the full effect as yet, but I'm looking forward to breaking out the headphones and diving further in to what appears to be a lovely soundtrack later today.

    In short, if you — like me, I'm ashamed to say — have ever passed up on the PSP version of Ridge Racer but are otherwise a fan of the series, I encourage you to rectify that immediately. You will not be disappointed!

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    An embarrassment of gaming riches https://imnotdoctorwho.moegamer.net/2017/10/25/an-embarrassment-of-gaming-riches/ https://imnotdoctorwho.moegamer.net/2017/10/25/an-embarrassment-of-gaming-riches/#respond Wed, 25 Oct 2017 12:06:50 +0000 https://imnotdoctorwho.moegamer.net/2017/10/25/an-embarrassment-of-gaming-riches/ There are so many great games that have either just come out, or that are coming out very soon. I have pre-ordered most of them, and in some cases they've already arrived; they're all games that I'm keen to write about in detail on MoeGamer, so I definitely have some interesting things lined up for … Continue reading An embarrassment of gaming riches

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    There are so many great games that have either just come out, or that are coming out very soon. I have pre-ordered most of them, and in some cases they've already arrived; they're all games that I'm keen to write about in detail on MoeGamer, so I definitely have some interesting things lined up for the next few months!

    Here are the games I'm planning on covering in the near future. Let me know if there are any you'd be particularly interested to hear about sooner rather than later!

    Rance 5D and VI
    I've already set this for next month. I've beaten Rance 5D and am about halfway through Rance VI at present, which means I should be done with it by this time next month, when I'd come to write about it.

    Rance is a fascinating series of RPGs that gets pretty much no recognition outside of the existing eroge fanbase, so I'm keen to talk about it in detail and explore its history, its extensive lore and, of course, the games. Expect more Rance in the future, too, when MangaGamer finish working on Sengoku Rance and Rance Quest.

    Eiyuu*Senki
    This has been out on PS3 for a while, but JAST USA finally released the adults-only PC version today. I have a copy of the rather lovely looking physical edition on the way, so this is very much on the agenda at some point in the near future.

    For those unfamiliar, Eiyuu*Senki is a strategy RPG featuring genderbent versions of numerous historical heroes. It sounds like a lot of fun, and is supposed to be a solid game, too. Looking forward to exploring it.

    Ys VIII
    I've already covered the Ys series up to Memories of Celceta in great detail, but the first completely brand-new Ys title (i.e. not a remake or reimagining of an earlier game) for years is definitely worth exploring as its own thing. I will probably wait until the whole translation controversy is done and dusted with this one, however, since I'm keen to have the best possible experience from the outset.

    Nights of Azure 2
    I absolutely adored the first Nights of Azure, and am very excited to play its sequel. Not a lot more to say about this at present as I've been deliberately avoiding reading too much about it so I can go in fresh. I hope the music is still in the Castlevania mould.

    Blue Reflection
    The very concept of this one sounds interesting and arty, so I'm fascinated to take a peek. You take on the role of a young ballet dancer whose career is cut short by an injury, but who obtains magical powers. There's a blend of slice-of-life school days action and supernatural monster fighting RPG action, and some absolutely gorgeous art, so I'm looking forward to this.

    Senran Kagura Peach Beach Splash
    I always have time for the Senrans, particularly when they're doing something new outside of their usual hack-and-slash remit. Peach Beach Splash sounds like a really fun game, and I'm sure it will be backed up by the same delightful blend of tones and strong characterisation that I've come to love the series for.

    Mary Skelter: Nightmares
    Dungeon crawlers seem to be having a bit of a renaissance recently, but this one looks particularly interesting with its fairy tale-inspired characters, blood-splattered aesthetic and intriguing-sounding mechanics. This is another title I don't know a lot about as I've been avoiding reading too much on it, so I'm excited to go in "blind" when the time comes.

    Then of course, alongside all these games I have numerous titles on various platforms going right back to the SNES era that are well worth exploring in depth. It's going to be a busy few… years, I think!

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    Pondering physical rewards https://imnotdoctorwho.moegamer.net/2017/10/19/pondering-physical-rewards/ https://imnotdoctorwho.moegamer.net/2017/10/19/pondering-physical-rewards/#respond Thu, 19 Oct 2017 07:58:53 +0000 https://imnotdoctorwho.moegamer.net/2017/10/19/pondering-physical-rewards/ One thing I've been keen to do with MoeGamer for a while — not just with regard to Patreon, but generally — is do something "physical". Those of you who are familiar with my complete career in and around games will know that I grew up around magazines. My father, brother and I all contributed … Continue reading Pondering physical rewards

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    One thing I've been keen to do with MoeGamer for a while — not just with regard to Patreon, but generally — is do something "physical".

    Those of you who are familiar with my complete career in and around games will know that I grew up around magazines. My father, brother and I all contributed regularly to a UK Atari magazine called Page 6 (later New Atari User after it merged with its big rival), then my brother made the apparently wise decision not to go to university, and instead to jump straight into a job in magazine publishing, initially on Europress' daring experiment with a weekly games magazine, Games-X, and subsequently on Maverick Magazines' Mega Drive Advanced Gaming, PC Player and Dennis Publications' PC Zone before heading over to the States to work on EGM, OPM, 1up.com and later GamePro and Gamespot.

    I wasn't quite so lucky with my career trajectory, though I did contribute on a freelance basis to a number of publications including PC Zone and the UK's official Nintendo magazine before my later stints on GamePro and, most recently, USgamer. It is fair to say, however, that being in print is somewhat "in my blood".

    As such, to get to the point at last, one of the things I've been interested in doing with MoeGamer is finding some means of publishing at least some of my articles in a physical form — either a book or a magazine format. Self-publishing solutions are fairly widespread these days, so I've been investigating a few.

    So far, I've found two that are particularly interesting, though I think only one of them will prove to be reasonably practical. I'll share them both with you for now, though, lest you too are interested in such things.

    The one I've become aware of most recently is BlookUp, recommended by someone I follow on WordPress. This promises to "make a book of your blog" and indeed it appears to deliver on that; simply pop in your blog's details and, after a short loading break, you can easily import your content (including images and video thumbnails), tweak it as necessary and then have it laid out automatically (albeit fairly basically) into a book for you. It's a neat service with an excellent preview function, but it seems to be quite pricey for what you get, so it's not entirely practical for what I want to do, I don't think.

    The other that I'm much more interested in — but which requires a lot more work — is Blurb. This offers a really solid suite of tools for assembling self-published books and magazines of various types, and even has some downloadable software to use that doesn't suck. (Anyone who has ever used, say, proprietary CD labelling software will know how much of a crapshoot this sort of thing can be.) I've previously done an experimental book based on my Senran Kagura Estival Versus articles and it came out really beautifully in terms of quality, but again was a little pricey for what I wanted — but then I did use the highest possible quality settings.

    What I'm going to experiment with when I have a moment is Blurb's magazine option, which seems to be much cheaper. I'm interested to see what the quality and pricing is like — first impressions are that it's a lot more practical, but as with most of these things, it will depend on how many pages are involved. If it proves to be a practical option, I'll look into both selling them separately and providing them as a tier of Patreon reward, like a "subscription".

    I'll keep you posted!

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    The ever-present double standard https://imnotdoctorwho.moegamer.net/2017/10/13/the-ever-present-double-standard/ https://imnotdoctorwho.moegamer.net/2017/10/13/the-ever-present-double-standard/#respond Fri, 13 Oct 2017 08:48:15 +0000 https://imnotdoctorwho.moegamer.net/2017/10/13/the-ever-present-double-standard/ Not long after Dream Daddy, another Western-developed visual novel themed around gay men has hit Steam: Coming Out on Top. While I applaud the efforts of developers to cater to both the gay male and fujoshi crowd, I was struck by the quoted comments from the reviews on the Steam store page. Pretty solid reviews, … Continue reading The ever-present double standard

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    Not long after Dream Daddy, another Western-developed visual novel themed around gay men has hit Steam: Coming Out on Top. While I applaud the efforts of developers to cater to both the gay male and fujoshi crowd, I was struck by the quoted comments from the reviews on the Steam store page.

    Pretty solid reviews, I'm sure you'll agree, yet they leave a bit of a bad taste in my mouth. Why? Because these comments would never be made by a publication such as Rock, Paper, Shotgun or Eurogamer with regard to a visual novel or dating sim that was aimed at heterosexual men and/or homosexual women. In fact, visual novels or dating sims aimed at heterosexual men and/or homosexual women are lucky to get covered at all by mainstream publications.

    Let's take something like the Grisaia series as an example. These aren't "dating sims" as such, but they feature narrative routes that can be distinguished by which of the games' five heroines they focus on. Everything Queerty says about Coming Out on Top can also be applied to Grisaia: it is sharp and well-written, it's witty, it has believably goofy characters who show multiple facets to their personalities, and its sex scenes are incredibly hot. I still hold Grisaia up as a prime example of how 18+ versions can be superior to all-ages editions, simply because its erotic scenes are not only incredibly hot, they're also integral to character development and make a great deal of sense.

    I have to admit that while I have nothing against Dream Daddy and Coming Out on Top and, indeed, as I say, welcome the fact that hungry gay men and fujoshi are being catered to — both are underserved markets in the West — it's somewhat galling that experiences that do the exact same thing for heterosexual men and/or gay women are ignored at best, unreasonably censured as being misogynist or sexist at worst.

    The most galling thing is the fact that games like Dream Daddy and Coming Out on Top are often being hailed with ridiculous hyperbole like "the best game ever" (obviously not intended to be taken seriously, but still) and the implication that they are something new, exciting and daring, whereas the concept they are based on is nothing new. Visual novels and dating sims have been around for a long time now, even in the West, and the fact that the intended audience for many of them is heterosexual men doesn't preclude them from having excellent characters. In fact, as many long-time visual novel fans will happily tell you at great length, female characters typically get way more development and characterisation than males… though Grisaia's Yuuji is an admitted exception in this regard!

    All this is why, so far as I'm concerned, sites like MoeGamer and others who pay attention to the wider market of visual novels are important. Many of these games are great, and despite having a specific target audience, can often appeal to people outside of their core demographic through compelling narratives, witty writing and strong characterisation.

    As I've said a number of times already, I don't begrudge the success and positive reception of titles like Dream Daddy and Coming Out on Top. But I do object to the double standards on display here. I want to see good works of this type featuring heterosexual relationships celebrated and enjoying some success, too — because they're simply not at the moment.

    This is almost certainly part of the toxic culture of political correctness surrounding mainstream games coverage, where anything that can be tied to the amorphous "queer" identity must be celebrated at every opportunity, and anything that might appeal to the terrible evil white straight male (Japanese straight men also fall into this category, despite not technically being "white") must be demonised whenever possible. It sucks, and it needs to stop; everybody should be able to enjoy whatever they like and celebrate it without guilt, regardless of preferences, orientation or… well, anything, really.

    If you'd like to read some of my own work on visual novels of this type and haven't already, have some links — feel free to share, too, please!

    Grisaia
    Frontwing's incredible series about the unusual young man Kazami Yuuji and the equally remarkable young women who become his "family" of sorts.

    Ne no Kami
    A visual novel based around Shinto myths and legends, with a touch of Lovecraft and Norse mythology thrown in for good measure.

    Nekopara
    An adorable series of kinetic novels about catgirls starting a new life with their master.

    Fate/stay night
    An epic, lengthy tale (well, three epic, lengthy tales) about supernatural forces battling for the Holy Grail in modern-day Japan.

    Katawa Shoujo
    A heartwarming tale about learning to live with disabilities, and how people learn not to let themselves be defined by their shortcomings.

    School of Talent
    A story about growing up unremarkable in an environment surrounded by utterly remarkable people, and how you can form a connection with another person in that situation.

    Supipara
    A tale about rebuilding your life after a major upheaval, rediscovering the people and the things that are important to you… and determining whether or not the local witch really has your best interests at heart!

    A sincere thank you to you for your support; it's times like this where I feel like what I do with MoeGamer — and what other people I know do with their own sites, too — is all the more important, so I intend to keep celebrating these great games as much as I can, and hopefully at least a few people will pay attention along the way!

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    Getting ahead of the game https://imnotdoctorwho.moegamer.net/2017/10/12/getting-ahead-of-the-game/ https://imnotdoctorwho.moegamer.net/2017/10/12/getting-ahead-of-the-game/#respond Thu, 12 Oct 2017 12:46:05 +0000 https://imnotdoctorwho.moegamer.net/2017/10/12/getting-ahead-of-the-game/ Since Fate/stay night's coverage ended up being so close to the wire (I was still finishing off Heaven's Feel right up until the end of the month!) I decided to get started on next month's games nice and early so I'd be able to write about them in plenty of time. (This is also why … Continue reading Getting ahead of the game

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    Since Fate/stay night's coverage ended up being so close to the wire (I was still finishing off Heaven's Feel right up until the end of the month!) I decided to get started on next month's games nice and early so I'd be able to write about them in plenty of time. (This is also why I chose the Ridge Racer series for this month's coverage — aside from the fact I love it, it's also rather less time-consuming to revise, research and write about!)

    As I've noted a couple of times previously, I decided to cover MangaGamer's recent(ish) release of Rance 5D and Rance VI next month. Rance is a series that I have previously only had a passing familiarity with. I never played any of the old Japanese versions or fan translations, and my only real contact with it was with a friend I used to podcast with mentioning Sengoku Rance a few years back, and him having a lot of very positive things to say about it.

    I'll delve a bit more into what Rance is all about next month for those who are unfamiliar with it, but suffice to say for now that it's a particularly interesting series to examine because it's actually one of the longest-running series of PC games out there, especially from Japanese developers. Beginning in 1989 on NEC's PC-98 platform and later moving to Windows-based systems, Rance is nearly as old as Square's venerable Final Fantasy series, and has seen as much if not more "reinvention" over the years, taking in adventure games with RPG elements, dungeon crawlers, top-down RPGs, grand strategy games and even installments that defy easy description such as Rance 5D.

    Rance is noteworthy for having a protagonist who defies pretty much every JRPG hero convention there is. He's selfish, arrogant, generally only in things for his own benefit (or at least he takes great pains to put that impression across) and rather prone to treating people around him in a less than gentlemanly manner, even going so far as to sexually assault enemies and allies alike should the opportunity arise — but he also steps up to the plate when needed, and will use his considerable strength for others' benefit if there's something in it for him. In D&D terms he's hovering somewhere around the Chaotic Neutral mark; he certainly does things that are indisputably "evil", but likewise it's clear that there's good in him too. Sometimes.

    In other words, he's a deeply fascinating character, even if he is absolutely morally repugnant on paper. (In practice, I must confess he and the characters around him are written with such wit that it's hard to truly dislike him even as he gets up to his most questionable activities.) As such, I'm greatly looking forward to exploring him and his games in detail.

    I already beat Rance 5D and was so struck with how much I enjoyed the experience that I've already composed my article on the subject for next month. Now I'm delving into the much more substantial Rance VI and having a great time with it. I was expecting what you often get with Japanese PC games, which was a visual novel with some lightweight RPG elements, but no; this is a full-on, super-deep dungeon-crawling RPG with really interesting and creative mechanics, great characters, cool level design and some badass music.

    I can't wait to share my thoughts with you in more detail — and I will also most certainly be preordering both Sengoku Rance and Rance Quest Magnum when MangaGamer make them available!

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    Custom Cases https://imnotdoctorwho.moegamer.net/2017/10/04/custom-cases/ https://imnotdoctorwho.moegamer.net/2017/10/04/custom-cases/#respond Wed, 04 Oct 2017 22:01:48 +0000 https://imnotdoctorwho.moegamer.net/2017/10/04/custom-cases/ Those of you who have known me for a while will know that I adore having a physical collection of games. I'm by no means one of those people who's all "no physical, no buy", but where the option exists to have a physical copy, I will most definitely take a physical copy. This option … Continue reading Custom Cases

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    Those of you who have known me for a while will know that I adore having a physical collection of games. I'm by no means one of those people who's all "no physical, no buy", but where the option exists to have a physical copy, I will most definitely take a physical copy.

    This option doesn't always exist, however — and in the cases where I get review copies, I'll inevitably receive digital versions instead because those don't have to be "shipped" anywhere. So, what to do in that situation, then?

    Why, roll your own, of course.

    Okay, I'll grant you this isn't an option that is going to appeal to everyone given that it takes time, effort, expenditure and resources to do this, but I like having these things on my shelf, so if that means I have to print my own inlays and labels, so be it!

    I don't just do this to fill my shelves up for the sake of it, either; I find that having a physical copy of something is an excellent reminder that you actually own something rather than it ending up buried deep within a purchase history list, email account or Steam library. It's a nice memento of having actually played something (as in these instances, all these cases are for games I've played and enjoyed) as well as a reminder for a year or two (or more!) down the road that I might want to revisit one or two things.

    There's a more mundane, practical reason for it, too: archival and backups. In the case of something like Fate/stay night, which never got an official English release, but which has received a wide variety of patches and updates from the fan community, I'm keen to preserve those efforts in a form that I can easily show to someone else, install on a new computer in a few years' time, or just look back fondly on.

    It also, to me, instills these games with a greater sense of "value" — as soon as they become physical copies they become actual possessions rather than just something you downloaded on a whim one day. They're something to be enjoyed rather than just passively consumed.

    So how do I go about this? Well, I don't do anything particularly complicated. I simply knock up a quick case design in OpenOffice Draw (template attached to this post!) using official box art where it exists in suitably high resolution, or using other high-resolution official art that I just like the look of in other cases.

    On the spine I try to include the authentic logo where possible (and where it's readable!) otherwise I'll go for an approximation using the same fonts, colour schemes and designs. And on the back, I just use another piece of artwork; while it's tempting to mock up screenshots, blurb, system requirements and suchlike, there's really no need to, and where actual box scans exist, they're inevitably much too low resolution to print at any decent quality.

    I then print the artwork at the highest possible quality onto A4 photo paper, then trim it down to size with a guillotine. The photo paper gives a lovely glossy finish and really makes the colours shine much more than with plain paper.

    And that's how they look on a shelf alongside "real" physical editions. Pretty nice, non?

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    Dreaming on https://imnotdoctorwho.moegamer.net/2017/09/26/dreaming-on/ https://imnotdoctorwho.moegamer.net/2017/09/26/dreaming-on/#respond Tue, 26 Sep 2017 12:14:21 +0000 https://imnotdoctorwho.moegamer.net/2017/09/26/dreaming-on/ Hello, dear Patrons. I hope you're all well! I can always tell when something I've been playing has had a profound impact on me in one way or another, because I inevitably start dreaming about it. This has been the case ever since… I think Klax on the Atari Lynx, where I used to fantasise … Continue reading Dreaming on

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    Hello, dear Patrons. I hope you're all well!

    I can always tell when something I've been playing has had a profound impact on me in one way or another, because I inevitably start dreaming about it. This has been the case ever since… I think Klax on the Atari Lynx, where I used to fantasise about the female voice that went "ooh!" and "yeah!" whenever you got 4- or 5-block Klaxes, but I've been particularly conscious of it recently.

    The most notable examples of this happening in recent memory have been Final Fantasy XIV, where my dreams would largely consist of simply playing out fights I had done a hundred times already — perhaps just my mind reiterating how to do them to ensure I didn't mess them up — and, most recently, Fate/stay night, current Cover Game on MoeGamer.

    Since Fate/stay night is a pure visual novel, there's no actual "gameplay" for me to dream about, so instead I find myself imagining the characters, the settings and the things that go on in that world. Interestingly, I tend to find that these dreams aren't simply reliving the plot of the novel that I've explored to date, but rather they consist of me just spending time with the characters, hanging out and having a relatively "normal" existence with them — well, as "normal" a time as you can expect in a world where magic is real and summoned heroic spirits battle to the death over the Holy Grail, of course.

    This kind of thing going on in my subconscious is, to me, testament to the game's strong writing and characterisation more than anything. For my subconscious mind to be in a position where it is able to imagine these characters outside their normal narrative contexts and behaving in a consistent manner suggests that their depiction in the game is sufficient to give me a fully rounded picture of who they are, how they behave and what they do.

    I've found my mind particularly drawn to Saber in these dreams in preference to the other main heroines Rin Tohsaka and Sakura Matou. This isn't necessarily because Saber is my "favourite" — I like her a lot, particularly her unintentional deadpan humour seen outside of the Fate route — but she has certainly left a strong impact on me, perhaps because she's such a constant presence throughout all routes of the game, not just the one that focuses on her.

    This isn't to say I don't like the others, mind you. I'm a particular fan of Rin, since she not only embodies a number of character traits and visual tropes I like, she was actually the originator of some of them. Most notably, she's arguably the origin of the tsundere trope, and her magical skirt/Schrodinger's pantsu/grade-S zettai ryouiki combo is formidable, to say the least. And, of course, there's her defenseless anus, but, well, everyone knows about that by now, I'm sure.

    I'm on track to finish Heaven's Feel by the end of this week and get the last of the articles up on the site, then I can relax a bit! Fate/stay night has been a long journey for sure, but one I'm definitely glad I've taken; I can see why it's regarded as such a classic, and I'm now all the more disappointed it's never had an official English release!

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    Forward Planning https://imnotdoctorwho.moegamer.net/2017/09/19/forward-planning/ https://imnotdoctorwho.moegamer.net/2017/09/19/forward-planning/#respond Tue, 19 Sep 2017 08:59:32 +0000 https://imnotdoctorwho.moegamer.net/2017/09/19/forward-planning/ Hello lovely Patrons. As I continue to work my way through the substantial Fate/stay night in order to write about it this month, I find myself pondering what to cover next. Because there's a whole lot of goodness out there that is well worth looking at in great detail… as well as a whole bunch … Continue reading Forward Planning

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    Hello lovely Patrons.

    As I continue to work my way through the substantial Fate/stay night in order to write about it this month, I find myself pondering what to cover next. Because there's a whole lot of goodness out there that is well worth looking at in great detail… as well as a whole bunch of stuff on my shelves that I've been meaning to get to for the longest time!

    I have a short-ish term plan in place for the next couple of months: next month, I'm going to cover the mainline Ridge Racer series for something a little bit different to the norm — and because this is a series that doesn't get talked about too much these days. (Also, something a little more lightweight after the heavy going of Fate/stay night will be much needed!) After that, I'll be delving into MangaGamer's release of Rance, since this is a series I've been interested to look at for a while.

    Beyond that, though, there are a whole lot of possibilities — so I wanted to see if you, my Patrons, were particularly interested to see an in-depth exploration of any of the following.

    This list is a combination of games I have preordered that will be arriving soon(ish) and titles I have on my shelf that have been waiting to be played for a long time. My synopses are based purely on my pre-existing knowledge of them so I can't vouch for their accuracy! If you'd particularly like to see any of them get the Cover Game treatment, let me know. Well, let me rephrase that; I'd like to cover them all at some point, so if there are any you'd like me to get to sooner, let me know!

    Blue Reflection
    Gust's "magical girl" game, featuring beautiful graphics and a combination of "daily school life" and turn-based combat. Expect pretty girls, incredible music and a thought-provoking story.

    Nights of Azure 2
    Sequel to Gust's spectacular lesbian vampire demon 'em up that I previously covered back in January. Expect, uh, pretty girls, incredible music and a thought-provoking story.

    Senran Kagura: Peach Beach Splash
    Latest installment in Kenichiro Takaki's series about everyone's favourite ninja girls, this time offering third-person shooting action rather than the usual brawler gameplay. I know nothing about the story to this, but if there's one thing I've learned about Senran Kagura over the years, it's that no matter how ridiculous the premise, it still manages to produce a thoroughly compelling narrative full of excellent characterisation. Also, pretty girls, incredible music and a thought-provoking story.

    Ys VIII
    The first new Ys game for quite some time. I previously covered the Ys series as a whole last year, but it will be interesting to take a detailed look at the new one. There is also, of course, the promise of pretty girls, incredible music and a thought-provoking story.

    Muv Luv
    Another classic visual novel (or more accurately, series of visual novels), and a title I backed on Kickstarter. This is another title I feel is pretty much essential to explore at one point or another, like Fate/stay night, but I want to hang fire on it until the localised release is fully complete with Director's Cut patches and suchlike. I expect pretty girls, incredible music and a thought-provoking story.

    Family Project
    An older visual novel from D.O., developers of the classic Kana Little Sister. Another game designed to destroy your emotions and turn you into a sobbing wreck through tactical use of pretty girls, incredible music and a thought-provoking story.

    Yume Miru Kusuri
    I don't know a lot about this one, but I know it's a very well-regarded visual novel. I anticipate pretty girls, incredible music and a thought-provoking story.

    Seinarukana
    Successor to Aselia the Eternal (which may also be worth covering in its own right in more detail at some point), this game, like its predecessor, features a combination of visual novel and strategy RPG along with, of course, pretty girls, incredible music and a thought-provoking story.

    Yumina the Ethereal
    An unusual hybrid of dungeon-crawling RPG and visual novel, featuring a battle system themed around arguments. I don't know much about this game beyond that, but it looks really cool and I've been meaning to get to it for a while. Something something pretty girls, incredible music and a thought-provoking story.

    I'm sure there are plenty more I've forgotten offhand, but these are ones I've been thinking about for a long time now. If you're particularly interested in any of them, let me know in the comments and I can prioritise them once the next couple of months are done! Patrons' privilege. How about that.

    Thank you once again for your ongoing support of MoeGamer; I'm extremely grateful for you helping me to continue doing what I love, and your contributions are all invested in expanding my collection, improving my gear and ultimately having more stuff to write about!

    Please continue liking, commenting and sharing my articles (and videos on YouTube!) and do pass this Patreon page on to anyone you think might enjoy what I do and want to support it.

    A sincere thank you once again, and I'll speak to you all again soon!

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    The problem with post-launch support https://imnotdoctorwho.moegamer.net/2017/09/14/the-problem-with-post-launch-support/ https://imnotdoctorwho.moegamer.net/2017/09/14/the-problem-with-post-launch-support/#respond Thu, 14 Sep 2017 08:23:16 +0000 https://imnotdoctorwho.moegamer.net/2017/09/14/the-problem-with-post-launch-support/ Hello Patrons, As you may have surmised from a previous post, I am something of a games collector. I'm not the kind of collector who purely has shelves full of rare games just to look at, mind you; my games are there to be played, and I seek out rare and interesting games because they're… … Continue reading The problem with post-launch support

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    Hello Patrons,

    As you may have surmised from a previous post, I am something of a games collector.

    I'm not the kind of collector who purely has shelves full of rare games just to look at, mind you; my games are there to be played, and I seek out rare and interesting games because they're… you know, interesting.

    There's one thing that concerns me a little about modern gaming from an archival perspective, however, and that's the case of "post-launch support".

    Post-launch support, be it in the form of free content updates, paid DLC or simple patches, is a bit of a mixed blessing. On the one hand, it allows a game which perhaps had to be rushed to market to be improved and "fixed" over time. On the other, however, it makes it very difficult to determine what a "definitive" version of a game is — in other words, when that game should be archived and be in a playable state should one return to it in five, ten, twenty years.

    This, of course, wasn't a problem prior to the seventh generation of games consoles because while the Dreamcast, PS2, Xbox and Gamecube all had the capability to connect to the Internet for certain games, this functionality wasn't a fundamental part of the system's OS, and consequently it was primarily used for playing multiplayer modes online, not distributing extra content. In other words, on these platforms, the game you got in the box was the game it always had been and always would be.

    Once the subsequent generation rolled around and built its consoles around the assumption that they would always be online, however, there was a shift in thinking, particularly in the highly corporate, business-focused world of triple-A publishing. To these publishers, games were, in many cases, no longer "products" to be sold and moved on from; now they were "platforms" or "services", intended to stick around for a lot longer than the shelf life of previous generations' games, kept relevant with patches, content updates, premium customisation items and paid DLC.

    This wasn't entirely new to the seventh generation, mind you, though the idea of a game being kept relevant through patches and additional content had primarily been the domain of PC and other home computer gaming prior to that point. Expansion packs and data disks for games had been around since the 8-bit generation of computers, and PC games were getting patched long before the Internet was as widespread as it is today — though it may amuse those who came to gaming more recently to learn that you typically had to request a patch be mailed to you on floppy disk or CD rather than simply downloading it online.

    But the seventh generation's approach was a bit different.

    Expansion packs in the pre- and early-Internet eras tended to be significant affairs that were often on a similar scale to the base game. Look at Paul Woakes' The Second City for his 8-bit 3D adventure Mercenary, for example, which added a second… you know. Or, a little more recently, the expansions for the Baldur's Gate series, or the third Elder Scrolls game Morrowind — vast in size and scope, often more than doubling the size and play time of an already substantial base game.

    I became conscious how different the seventh generation's approach to additional content for games was when I downloaded the DLC for BioWare's classics Mass Effect and Dragon Age. In both cases, the content was not particularly substantial, and in the case of Dragon Age, not only did it take me less than two hours to beat, it didn't even make an attempt to integrate itself into the game in the way that, say, Throne of Bhaal slotted neatly into Baldur's Gate II.

    In cases like these, I don't feel like the DLC adds a great deal of value to the games in question, and consequently I don't mind too much if the passage of time and the death of digital storefronts means they end up lost — the games are the important bits, after all.

    Where I am a bit concerned, however, is in the case of games like Final Fantasy XV, which Square Enix has been taking an almost MMO-like approach to ever since it launched, with the game's current state being quite different to the version I wrote about on MoeGamer. The sheer amount of significant updates and DLC there is now available for this game means that, from an archival perspective, the disc I have on my shelf is pretty much worthless because it doesn't accurately reflect what the game became… and moreover, there's no way of actually archiving that version, unless at some point Square Enix decides to release a "complete edition" of the game with all the DLC and all the patches on disc.

    What also concerns me is the fact that a lot of consumers seem to be starting to expect this. Look at Steam or App Store reviews for digital-only games in particular and you'll often see people criticising games purely for "lack of updates", even when the game is quite obviously complete and working absolutely fine.

    While it can be quite cool for a game to grow, change and evolve over time, it doesn't need to be the case for every game. Something like Final Fantasy XIV needs to expand regularly by its very nature as an online game, but Final Fantasy XV doesn't. Not every game needs DLC, either, and I certainly don't need games trying to get me to download DLC before the base game is even released, as has been the case with Ys VIII and its "Adol's Adventure Essentials" pack that Atlus (who, bizarrely, neither developed nor published Ys VIII) emailed me about this week.

    The upshot of all this is that I'm enjoying collecting for older systems (particularly PS1 and PS2) a lot more than for modern systems right now, because I know those old games are always going to work just fine, even if I have to replace my console. PS3 and PS4 games, though? It's a concern for me every time I insert a disc and the first thing that happens is a patch download. That makes me wonder if these games are going to work properly in the future… but I guess on the positive side it makes me want to take extra-special care of my current consoles so I don't lose any digital content I might have downloaded for these games!

    I have no intention of stopping collecting due to this. I love having shelves full of games. It's something I'll be interested to see the long-term consequences of, however… but I guess that's not something we'll know for a long time yet.

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    Bring on the unknown! https://imnotdoctorwho.moegamer.net/2017/09/08/bring-on-the-unknown/ https://imnotdoctorwho.moegamer.net/2017/09/08/bring-on-the-unknown/#respond Fri, 08 Sep 2017 10:04:40 +0000 https://imnotdoctorwho.moegamer.net/2017/09/08/bring-on-the-unknown/ Good morning, dear Patrons! I hope you're well today. It is grey, miserable and raining here and I've had a rubbish few days for various reasons, but at least it's nearly the weekend. I picked up copies of Taito Legends and Taito Legends 2 for PS2 this week, and I've been having an absolute blast … Continue reading Bring on the unknown!

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    Good morning, dear Patrons! I hope you're well today. It is grey, miserable and raining here and I've had a rubbish few days for various reasons, but at least it's nearly the weekend.

    I picked up copies of Taito Legends and Taito Legends 2 for PS2 this week, and I've been having an absolute blast exploring them. And they got me thinking about my changing attitudes towards this sort of thing over time.

    Back when the PS2 was "current", I very much enjoyed arcade compilations, particularly the Midway Arcade Treasures series — but there was a condition: I only really felt like I truly enjoyed compilations like this where I actually remembered the games in question. Not necessarily remembering having played them, mind you; just remembering their existence, seeing them in magazines and suchlike. I found it fun to revisit games that I played in my youth — and exciting to play games that I'd always wanted to play, but for one reason or another had never had the opportunity to.

    What this meant in practice, though, was that I would tend to pass up compilations such as Taito Legends largely because the vast majority of games in the collection were titles that I wasn't familiar with for one reason or another. Perhaps they were too new — arcades were never really a big thing over here, and by the time the PS2 was around, they were all but completely dead, so it was very rare to see mid to late '90s arcade machines — or perhaps they were simply games that I'd never come into contact with. Either way, the fact that I'd look through the list of games on the back of the Taito Legends cases and think "I only remember two or three of these at most" would put me off taking the plunge.

    Nowadays, however, my outlook is completely different. Now, I relish the opportunity to try out things that I've never come across before. I absolutely love stumbling across a game that I'd previously been unaware of and discovering it's exactly the sort of thing I enjoy. And even with the titles I don't enjoy all that much, I can usually find something interesting about it, even if it's not personally to my taste.

    The individual games in the Taito Legends compilations are ripe for future articles on MoeGamer, so I'll refrain from going into too much detail here, but I wanted to highlight a few titles in particular that have stood out since I first booted up the Taito Legends discs — games that were previously unknown to me, but which became firm favourites within the space of less than five minutes each.

    First up is Puchi Carat, which I vaguely remember seeing on shelves in the PS1 era, but never played or indeed knew anything about. Turns out it's a weird combination of Breakout and Bust-a-Move, featuring patterns of gems hanging from the top of the screen which you have to break by bouncing a ball back at them. Like in Bust-a-Move, you can knock down huge chunks of gems at the same time by removing any gems that are attaching them to the ceiling of the play area, and this is how you attack your opponent in the 2-player mode.

    The main attraction in Puchi Carat is the enormous, beautifully animated character sprites that sit in the background of the play area, reacting to what you do. These are a glorious combination of late '90s anime style and pixel art, which tickles me in all my happy places, particularly when it comes to Perydot. Mmm, Perydot.

    Um, anyway. That's Puchi Carat, then, which I like so much I ordered a copy of the PS1 version to complement the arcade version in Taito Legends 2.

    Also of particular note was Cleopatra Fortune, which I realised I'd actually already recently purchased for PS1, though again I believe there are a few differences between the arcade and home versions.

    Cleopatra Fortune is an unusual falling-block puzzle game in which you clear things from the screen by either enclosing "treasure" objects completely with stone blocks, or by forming complete Tetris-style lines of the same type of object.

    It's a solid puzzle game that I like a lot, but the thing that truly tipped me over the edge from "like" to "love" was the wonderful music by Taito's sound team Zuntata. Have a listen; it's quite something.

    Between the two compilations, there's a ton of excellent games that are prime fodder for the Puzzler and Shmup Essentials columns in particular, but there are others I definitely want to find an excuse to write about too, so I anticipate there will be some sort of Taito Essentials column added to the mix in the near future!

    Anyway. I'll leave that there for now, but look out for some articles and videos relating to this Taito awesomeness in the near future. And don't waste too much time looking for Perydot artwork…

    Thanks again for all your support of what I'm doing with MoeGamer! It really is appreciated. Please continue to enjoy my articles and videos, and share them with friends, family and followers if you think they might appreciate them. And feel free to drop me a comment or message here or on MoeGamer itself; it's always great to hear from people 🙂

    Take care of yourselves and have a lovely weekend.

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    The new-look collection https://imnotdoctorwho.moegamer.net/2017/09/06/the-new-look-collection/ https://imnotdoctorwho.moegamer.net/2017/09/06/the-new-look-collection/#respond Wed, 06 Sep 2017 08:10:35 +0000 https://imnotdoctorwho.moegamer.net/2017/09/06/the-new-look-collection/ Good morning, darling Patrons, and once again, thank you for your continued support of my work on MoeGamer (and, increasing gradually, YouTube). The other week I shared the state of my collection and said that my wife and I were planning a bit of a shakeup in order to display things a bit more efficiently … Continue reading The new-look collection

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    Good morning, darling Patrons, and once again, thank you for your continued support of my work on MoeGamer (and, increasing gradually, YouTube).

    The other week I shared the state of my collection and said that my wife and I were planning a bit of a shakeup in order to display things a bit more efficiently and effectively. Well, I'm pleased to say that this particular project is now complete, so I wanted to share that with you today.

    I actually want to make a video taking a closer look at each shelf to give you the opportunity to see exactly what I have, but that will have to wait a little while. In the meantime, here are some photos!

    As you can see, the previous big black Billy bookcases have been replaced by some nice white wall-mounted shelves — still Ikea specials, this time from their Algot range of wall-mounted solutions. They're dead easy to put up and very flexible — just put up the wall strips, clip in some brackets and stick some shelves on top. Or some hooks. Or a clothing rail. Or whatever. Shelves were the main thing I was interested in, and the least deep ones on offer were a good size for putting DVD-sized game cases on.

    So, a quick tour then, ahead of a more in-depth look at what's there in a future video.

    On the far left, you'll see some short shelves displaying some limited edition packages I have. These are pretty much all from Idea Factory International and Marvelous Europe, both of whom do nice quality LEs with the sort of stuff I like having in an LE without offering them at a bank-breaking price. Your typical IFI or Marvelous LE tends to come with a soundtrack CD (my favourite addition to any LE), an artbook and "something" to display, be it a cushion cover, dakimakura cover, poster, wall scroll or set of art cards.

    From top to bottom, we have Senran Kagura 2 and Senran Kagura Shinovi Versus, then on the next shelf down there's Senran Kagura Estival Versus and Valkyrie Drive Bhikkuni.

    Then begins the IFI festival, with Hyperdimension Neptunia U, Superdimension Neptune vs. Sega Hard Girls (which I still need to play), Megatagmension Blanc + Neptune vs. Zombies and the awesome Megadimension Neptunia V-II.

    Next up are the older Neptunia titles, including Hyperdimension Neptunia Re;Birth 2 and 3 (there's no 1, since that didn't get a physical release here in Europe — boo!) along with the criminally underrated Hyperdevotion Noire.

    Under that are some non-Neptunia IFI LEs, including Trillion: God of Destruction, Fairy Fencer F and MeiQ: Labyrinth of Death, and underneath that there's Omega Quintet, Drakengard 3 and Corpse Party: Blood Drive.

    Moving across to the right we have some PC limited edition releases of visual novels, including School Days HQ, the Kickstarter edition of Clannad, JAST USA's release of Steins;Gate and School Days sequel Shiny Days. Under that we have my small but perfectly formed PS1 collection along with my ballooning PS2 lineup (which has actually expanded even further since this photo was taken).

    On the smaller set of shelves in the middle we have PS3, PSP, Vita and PS4, with a bit of room for each to expand, since the latter two in particular are still systems for which there are lots of games I want to collect. The PS3, on the other hand, I don't see my collection expanding considerably beyond what I have now; I have pretty much every localised JRPG on the system (with the exception of the Disgaeas, which I'm inclined to grab the better versions of on Vita) and that's primarily what I'm concerned with.

    In the top right we have PC games, mostly visual novels but with a few classics in there such as a pack of LucasArts adventures that I can't quite bear to part with even though I have better, more compatible versions on Steam and GOG. Under that there are DS and 3DS games, then Gamecube and Wii, then Wii U accompanied by the "Estra's Valley of Warmth" boobie mousepad that came with MeiQ, then finally Xbox 360 at the bottom.

    As I say, for those curious about specifics, I'll do a more in-depth video soon, so watch out for that!

    Here's the reverse angle of the room, showing the surviving Billy containing the bulk of my board game collection. My wife used her formidable Tetris skills to fit all of the big boxes on these shelves, then found a suitable place elsewhere in the room to put smaller titles such as card games and suchlike.

    Here's a view from the back of the room looking forward. On the left is the fireplace that my wife blocked up because it was hideous and in the way. Now it's just a wall.

    And here's the view from the couch, showing my media setup and fancy-pants new microphone for video commentary. Connected to the TV we have a PC, Xbox 360, a hacked Wii (I did this purely so I could play Trauma Team), a Wii U, two PS2s (one PAL, one US NTSC), a PS3, a PS4 and a PlayStation TV. My Mega Drive, Super NES and Atari 800XL are all upstairs in what was my "office" while I worked from home.

    So that's that! I hope you enjoyed this quick tour.

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    Pinch, punch, first of the month https://imnotdoctorwho.moegamer.net/2017/09/01/pinch-punch-first-of-the-month/ https://imnotdoctorwho.moegamer.net/2017/09/01/pinch-punch-first-of-the-month/#respond Fri, 01 Sep 2017 08:36:32 +0000 https://imnotdoctorwho.moegamer.net/2017/09/01/pinch-punch-first-of-the-month/ Hello lovely Patrons, thank you once again for your continued support of MoeGamer, and welcome to the new Patrons! It's September! The year is flying by, and a new month, of course, means a new Cover Game to explore. Over the course of the next month, we'll be taking an in-depth look at the legendary … Continue reading Pinch, punch, first of the month

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    Hello lovely Patrons, thank you once again for your continued support of MoeGamer, and welcome to the new Patrons!

    It's September! The year is flying by, and a new month, of course, means a new Cover Game to explore. Over the course of the next month, we'll be taking an in-depth look at the legendary visual novel from Type Moon, Fate/stay night.

    I've wanted to cover Fate/stay night for a long time now because I think it's in a rather fascinating situation; it's one of the few well-known "classics" of the visual novel medium that has never actually received an official localisation, with it instead being brought to the West in a strictly unofficial capacity through the efforts of dedicated fan translation groups.

    And yet, despite the original visual novel never receiving an official localisation and consequently needing a bit of effort to get up and running in English, the Fate series as a whole has gone on to become popular and influential here in the West, spawning numerous anime adaptations, video game spinoffs and, of course, recently released mobile game Fate/Grand Order.

    Fate can be a daunting franchise to get involved with, but speak to anyone familiar with it and one of the most common things you'll hear them say is "read the VN". This makes sense, as the original VN goes "from the beginning", as it were, introducing the core concepts of the series as well as key recurring characters who show up in other related works.

    And if you became familiar with Fate through those later works, discovering the original interpretation and depiction of these characters can be quite an eye-opening experience. I'll refrain from too many spoilers for now, but suffice to say those who found Illya particularly appealing in Fate/kaleid liner PRISMA ILLYA almost certainly haven't read the original VN, because OG Illya is genuinely frightening and horrific.

    I'm looking forward to writing about Fate/stay night for the next month, as it's a hugely influential work that hasn't had a lot written about it over the years. It's also a rip-roaring tale of magic and adventure in its own right, with a nice balance between slice-of-life, comedy, fantasy, horror and tragedy, and the excellent fan-made localisation makes it very approachable while maintaining its distinctively Japanese character.

    Due to the fact it never got an official release in the West, acquiring a copy can be challenging and somewhat legally questionable, so I can't point you in the direction of a specific link for now… but it's not hard to find the information and patches you need to get up and running, so if you want to read along for the next month and join the discussion, do feel free!

    Thank you once again for your continued support. It means a great deal to me.

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    Puzzler Essentials: Detonator https://imnotdoctorwho.moegamer.net/2017/08/28/puzzler-essentials-detonator/ https://imnotdoctorwho.moegamer.net/2017/08/28/puzzler-essentials-detonator/#respond Mon, 28 Aug 2017 11:51:45 +0000 https://imnotdoctorwho.moegamer.net/2017/08/28/puzzler-essentials-detonator/ Kadokawa Shoten's peculiar, abstract and downright creepy PS2 puzzler still holds up very well today.

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    Kadokawa Shoten's peculiar, abstract and downright creepy PS2 puzzler still holds up very well today.

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    The Week on MoeGamer https://imnotdoctorwho.moegamer.net/2017/08/27/the-week-on-moegamer/ https://imnotdoctorwho.moegamer.net/2017/08/27/the-week-on-moegamer/#respond Sun, 27 Aug 2017 12:05:15 +0000 https://imnotdoctorwho.moegamer.net/2017/08/27/the-week-on-moegamer/ Hello Patrons and prospective Patrons! Here's what you might have missed on MoeGamer this week. Shmup Essentials: Steel Dragon EXA look back at one of the PS2's Simple 2000 series, incorporating a port of the Raiden-like shoot 'em up Shienryu (aka Steel Dragon) and its console-specific sequel Shienryu Explosion (aka Steel Dragon Evolution). Puzzler Essentials: … Continue reading The Week on MoeGamer

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    Hello Patrons and prospective Patrons! Here's what you might have missed on MoeGamer this week.

    Shmup Essentials: Steel Dragon EX
    A look back at one of the PS2's Simple 2000 series, incorporating a port of the Raiden-like shoot 'em up Shienryu (aka Steel Dragon) and its console-specific sequel Shienryu Explosion (aka Steel Dragon Evolution).

    Puzzler Essentials: Hell Girls
    Ecchi puzzle games are making a bit of a comeback on PC, and there are some great examples out there. Hell Girls may be a little rough around the edges in places, but it's a very good time indeed.

    Stormblood: The MMO as Musical Theatre
    August's Cover Game features conclude with this in-depth look at Final Fantasy XIV's soundtrack, and how it approaches things rather differently to many other games out there. This article was also presented as a video on YouTube.

    Sonic & All-Stars Racing Transformed: Driving Into Dreams
    I friggin' love this game, and everyone else should too, particularly if you've ever thought Mario Kart's single-player offering was lacklustre. Find out why!

    PS2 Essentials: Party Girls
    Also known as  Mogitate Mizugi! Onna Mamire no THE Suiei Taikai (Fresh-Picked Swimsuits! The Swim Meet of Covered Woman), Party Girls is a delightfully silly installment in D3 Publisher's Simple 2000 series for PS2, with fun arcade-style minigames and lots of pretty girls.

    Coming up this week: a week's interlude from Cover Game features as I prepare for next month's delve into the sprawling world of Fate/stay night, plus more Shmup, Puzzler and PS2 Essentials.

    Don't forget you can follow MoeGamer on Twitter for updates on new articles as they're published (although don't try and contact me through there, as that account isn't monitored), and hit up my YouTube channel for gameplay videos and plenty of other good stuff.

    Thank you for your ongoing support, and please continue to help MoeGamer by sharing my articles and my Patreon page whenever you can. Every pledge helps expand my collection of JP games and gaming hardware, and this in turn lets me produce better content. Every dollar is very much appreciated!

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    A Tour of the Game Shelves https://imnotdoctorwho.moegamer.net/2017/08/26/a-tour-of-the-game-shelves/ https://imnotdoctorwho.moegamer.net/2017/08/26/a-tour-of-the-game-shelves/#respond Sat, 26 Aug 2017 10:47:41 +0000 https://imnotdoctorwho.moegamer.net/2017/08/26/a-tour-of-the-game-shelves/ Hi everyone! The wife and I are planning a significant revamp of our living room at some point in the near future, so the way I display my games will be changing (hopefully for the better!) — as such I thought now would be a good time to share the current state of my collection … Continue reading A Tour of the Game Shelves

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    Hi everyone!

    The wife and I are planning a significant revamp of our living room at some point in the near future, so the way I display my games will be changing (hopefully for the better!) — as such I thought now would be a good time to share the current state of my collection for those who were interested in such things!

    At present, the physical video games are stored across two Ikea Billy bookcases, one of which is shared with some board games. (There's also a third Billy just for boardgames, but that's probably a story for another day!) Our plan is to replace these with some wall-mounted shelves that will hopefully be a bit more flexible as well as providing a better way of displaying stuff like limited editions and suchlike.

    But that's for the future! We're all about the now, uh, now, so here we go.

    We begin in the top left with ol' faithful, the PS1. My collection here actually isn't as big as I'd like, because over the years I've traded a bunch of stuff in only to discover to my dismay some twenty years later that the stuff I traded is now incredibly valuable. Oh well.

    I still held on to things that were important to me at the time, though, and as such my copies of Alundra, Smash Court Tennis and the Final Fantasy series are all my originals from first time around. I've also re-acquired US copies of Brave Fencer Musashi, Parasite Eve and Lunar Silver Star Story Complete, since these were all defining influences on my gaming tastes.

    The meat of my collection today consists of my rapidly expanding PS2 library. This is because PS2 games are hella cheap right now — particularly if they're obscure, weird Japanese games, with the exception of some RPGs — and as such it's a great time to build up a collection. So I'm doing that.

    And doing that a bit more. (The fluffy thing is Cat, a toy that our dearly departed pet rats Lara, Lucy, Clover and Socks used to play with; we keep it around in their memory, along with its companion Elephant.)

    And, uh… a few more for good measure, plus some chibi Senrans that I won from Marvelous on Twitter in the first ever instance in my life of winning something in an entirely luck-based competition.

    I love my PS2 collection. I've got a few of the games everyone "has to have", of course, such as Final Fantasy X, X-2 and XII, but the majority of my collection is interesting, weird stuff that very few people have heard of.  You can expect to hear a lot more about it on MoeGamer over the next few months.

    Under that we have some big-box PC releases of visual novels, including Clannad, School Days HQ, Shiny Days and the Grisaia trilogy, which currently only has a physical version of The Fruit of Grisaia in it owing to Sekai Project being slow. (I've also got a Grisaia Complete Box on the way at some point, so that may take its place.)

    Then it's on to PS3. At this point I own nearly every JRPG released for the system, with the exception of stuff that perhaps got an enhanced (physical) release on other platforms, such as the Disgaea series. My pre-release unlabelled copy of The Witch and the Hundred Knight bugs me a bit, too, so I might nab the PS4 edition of that at some point.

    Under PS3 is PS4, ably guarded by Blanc from the limited edition of Megatagmension Blanc + Neptune vs. Zombies. I'll always buy physical releases of PS4 games where they exist, since I'm paranoid about digital copies going poof one day. (Also, physical is actually the only way to get Puyo Puyo Tetris on PS4, which pleases me somewhat.)

    Under that we've got my beloved Vita games, another library I'd like to expand considerably in the coming months and years, since it's a system that just… mmm, tickles every part of my pleasure centres. The two unmarked boxes are pre-release copies of Danganronpa and Demon Gaze, both of which I reviewed when I was still at USgamer. Again, I'll always buy physical versions of Vita games where possible.

    Next to Vita is my modest 3DS collection. I quite like the 3DS, but it isn't my favourite system, so consequently I haven't really prioritised collecting for it. If you're wondering where Senran Kagura 2 is, it's in its limited edition box.

    Under that we have the temporarily messy storage of my limited editions. I don't buy LEs for every game, but I'll generally grab ones from Idea Factory and the Senran Kagura series, since they tend to be affordable and provide some nice goodies therein. Plus they remind me of old-school big-box PC game releases, which makes me happy. There's an article in that somewhere…

    Oh, yeah, also, this is the only copy in existence of the only MoeGamer book, which republishes my Senran Kagura Estival Versus Cover Game articles in dead-tree form. I'm not sure of the legalities of selling these with all the artwork inside, so I haven't pursued producing these en masse, but as an experimental production, I was very happy with this glossy little number.

    Under the LEs we have Wii games, which I always find I have more of than I think. The Wii actually had some really cool games on it, particularly from Japanese devs, so it's well worth exploring that back catalogue if you haven't already.

    I've also got a modest Gamecube collection, as my Wii is the original model that will read Gamecube discs. That copy of Fire Emblem cost a fortune and I still haven't gotten around to playing it. I just like having it.

    Then we have Wii U. Ahh, Wii U, dear old Wii U. Truly, you were the Dreamcast of your age. I have an almost-complete library of what I consider to be "essential" Wii U games here; I think I'm only lacking Pokken, Yoshi's Wooly World, Kirby's Epic Yarn and Paper Mario.

    My DS library is small, like my 3DS library, but again there are some great games in there, including all the Ace Attorneys.

    Then we've got 360 games, a libary which I consider almost complete from a JRPG and shmup perspective — I think I'm just missing Magna Carta 2 for a complete set of JRPGs on the platform, and I have a goodly selection of region-free shoot 'em ups from Cave and other developers.

    And finally the bottom shelf is the few physical PC games and visual novels I have, along with a few anime DVDs. A couple of my visual novel cases are backups of digital versions with custom boxart I assembled because I liked them enough to want them on my shelf.

    And that's it! Apart from the retro room I'm putting together upstairs, but we'll save that for another day. Hope you enjoyed this little guided tour, and thank you once again for supporting MoeGamer.

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    PS2 Pickups https://imnotdoctorwho.moegamer.net/2017/08/19/ps2-pickups/ https://imnotdoctorwho.moegamer.net/2017/08/19/ps2-pickups/#respond Sat, 19 Aug 2017 14:20:35 +0000 https://imnotdoctorwho.moegamer.net/2017/08/19/ps2-pickups/ I was feeling a little sorry for myself after the events I described yesterday,  so with it conveniently being the weekend I decided to take a trip into town. I am an unrepentant filthy capitalist, after all, so acquiring material goods makes me feel better. I came back with a stack of PS2 games from … Continue reading PS2 Pickups

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    I was feeling a little sorry for myself after the events I described yesterday,  so with it conveniently being the weekend I decided to take a trip into town. I am an unrepentant filthy capitalist, after all, so acquiring material goods makes me feel better.

    I came back with a stack of PS2 games from my local CEX, which came to just over £15 altogether. Bargain.

    Some of these I'm well familiar with, some of them I've heard of but never played, and a few others I've never even heard of, but thought they looked or sounded interesting. So expect… something on these over the course of the next few weeks and months.

    You've probably noticed a fair bit of PS2 content on both my YouTube channel and MoeGamer recently. This is because I've been keen to do a bit more in the way of retro content, and the PS2 era is actually surprisingly underexplored in this regard; most retro specialists online tend to focus on the 8- and 16-bit eras (with perhaps some PS1, Saturn and N64 games) rather than anything later, and that's a bit of a shame.

    I think the reasoning behind this situation is the fact that 8- and 16-bit games are, in many cases, markedly different to the games we have today thanks to their more obvious technological limitations, whereas the PS2 era is pretty much where we started to see what we can think of as "modern gaming" get underway. The system was much more comfortable with 3D polygonal graphics than its predecessor, developers and publishers started to grow in size and the games in general started to get a lot more ambitious.

    The PS2 era also started to get underway as the Internet was becoming a more important part of everyone's lives, which means there are a lot of previews, reviews and interviews already online from when these games were originally released. Perhaps this makes people feel that there isn't a need for "new" content on PS2 games in 2017. But the PS2 launched nearly 20 years ago now! That's definitely "retro" or "old-school" by most people's definition.

    That old content doesn't tell the whole story, either; it tells the story of those games in their original context when they were released into an increasingly crowded marketplace, struggling for attention. And this caused a lot of titles to get passed by, particularly low-budget games such as those of D3 Publisher's Simple Series. It was the beginning of a problem that has become particularly pronounced in today's games press: the fact that there are more games out there than can be reasonably covered by even a well-staffed site.

    This led to an awful lot of games becoming incredibly obscure; sometimes deservedly so, sometimes less so. I've found it particularly fascinating to revisit the Japanese games of this era, as there are some hidden gems among them that just don't get talked about enough… or at all in some cases.

    Of course, there's some unmitigated garbage, too, but I often find there's some value in taking a look at that, too, because a developer didn't usually set out to make a stinker, and sometimes considering their intentions can be rewarding in itself, even if the game they ended up with wasn't all that fun or well put together.

    What I've found interesting, though, is that looking back at many of these games from the perspective of a modern gamer can be very different to how it would have felt to pick them up "in context" during the PS2 era. Whereas once you might have thought, say, "why on Earth would you play Energy Airforce Aim Strike! when Ace Combat 4 exists?" (I'm casting no aspersions on Energy Airfoce Aim Strike! here, since I haven't tried it yet, though Ace Combat 4 is amazing), now there's little risk in trying these games out and seeing if they do anything particularly interesting or enjoyable… because, well, they cost 50p each, and you can't even get a cup of coffee for that these days.

    So if you're into the retro thing… now's a great time to start expanding your PS2 collection with some more obscure titles, because you can get them for insanely cheap prices in most cases if you know where to look. Alternatively, if you have some PS2 games (preferably PAL region) you don't want or need any more… well, maybe let's talk, because I know a very good home for them.

    Now, let's just hope the retro collector market doesn't jack the prices up too much before I manage to track down the origins of the Oneechanbara and Earth Defense Force series…

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    A Quiet Life https://imnotdoctorwho.moegamer.net/2017/08/18/a-quiet-life/ https://imnotdoctorwho.moegamer.net/2017/08/18/a-quiet-life/#respond Fri, 18 Aug 2017 09:19:23 +0000 https://imnotdoctorwho.moegamer.net/2017/08/18/a-quiet-life/ Hello dear Patrons, I quit Twitter last night. Not for the first time, and I don't want to say for sure whether it will be the last… but for my own good, yeah, I quit. I wanted to take a moment to explain why, because I know a number of you good people follow the … Continue reading A Quiet Life

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    Hello dear Patrons,

    I quit Twitter last night. Not for the first time, and I don't want to say for sure whether it will be the last… but for my own good, yeah, I quit. I wanted to take a moment to explain why, because I know a number of you good people follow the MoeGamer account there and may find yourself wondering why, from today, it's going back to an account purely to share links to my articles and YouTube videos.

    Those of you who know me personally will know that I deal with a delightful cocktail of mental health issues including depression, anxiety and Asperger syndrome, the combination of which makes it quite hard to deal with certain situations, most notably intense, relentless negativity. (The Asperger's does, however, help with having an obsessive interest in things and desire to talk about them, mind you, so I don't resent that side of things too much.)

    Twitter has, over the last few years, stopped being fun. I originally joined (under a different account name) as a means of staying in touch with people I used to regularly chat about games with on the 1up.com forums. Over time, as my interests shifted, so too did my friendship groups and the things I liked to talk about, though gaming remained a constant presence in one form or another. My priority was always to find like-minded people with whom I could enthuse about the things I was enthusiastic about, nothing more; I wasn't interested in putting down things that I wasn't into, I most certainly wasn't interested in the growing trend for politicising gaming, and I didn't want to get embroiled in negativity.

    I don't want to get too bogged down in the politics side of things, but in some ways it's unavoidable, since my outlook in this regard is what led to me starting MoeGamer in the first place. For now, suffice it to say that I am primarily interested in writing about games themselves: their mechanics, their narratives, their aesthetics and their historical contexts.

    That latter aspect certainly sometimes involves sociopolitical aspects when they were developed partly as a response to a particular event — you can't talk about Hyperdimension Neptunia U without talking about "Gamergate", for example, at least in terms of its localisation — but the key difference between what I'm interested in writing about and what I find so utterly fatiguing on Twitter (and in the mainstream commercial press) is that I'm not passing any sort of judgement on the developers and publishers of these games, nor the people who enjoy them; I'm just interested in looking at their "meaning", and talking about why they're fascinating, inspiring or products of their time.

    I'd been growing weary of Twitter for some time, particularly since the election of Trump, which had led to a sharp rise in the amount of people trying their hardest to demonstrate that they had what they perceived to be the "correct" political views. It's not fair to blame this purely on the US election, though; this trend had been on the rise for a while, and had led to numerous incidents of "public shaming", in some cases of people I had worked with or considered friends, simply for them saying what some considered to be "the wrong thing". (In some cases, "the wrong thing" was simply stating the facts of a situation rather than passing judgement on it.)

    I've mostly escaped public censure for the things I'm into (at least to my knowledge), though I did find myself doxxed by a troll group on one occasion for nothing more than expressing an appreciation for Lauren Faust's excellent My Little Pony: Friendship is Magic (which any fan of JRPGs should watch, like, for realsies), an incident which led to me 1) abandoning my first Twitter account and 2) discovering that the UK police did not, at the time, take so-called "cyber-crime" particularly seriously, even when it concerned people finding not only my personal information but that of my friends and family, then contacting them to spread horrible, horrible lies about me.

    Last night, the main catalyst for me deciding to finally cut the cord was someone reaching out to me and accusing me of being a bad person for not addressing what they perceived to be the games industry's biggest "problems".

    I was furious and upset at their accusations, because they stemmed from a position of exactly the sort of ignorance that led me to start MoeGamer in the first place. The matter of what this person described as the "rampant sexism" of the industry, for example, is repeatedly addressed in the wide variety of articles I write about the fascinating female characters in Japanese gaming; you only have to look at the many thousands of words I wrote on the cast of visual novel series Grisaia for just one example of many.

    What I don't do on MoeGamer is write sociopolitical articles that are only tangentially related to gaming — and I have little patience for them when they crop up elsewhere, which is, I suspect, where this person's accusations came from. But that is not what MoeGamer is about, it's not what I want it to be about — and it's not, I suspect, what my readers want it to be about, either. Any time someone has reached out to express their gratitude for my work — or even, as in your cases, to actually pledge their support in a more tangible manner — it has been for my honesty, my willingness to engage with games on their own terms and to look deeply into why people are so passionate about them, rather than some sort of attempt to figure out a way in which [game X] is somehow bad for the world and everyone in it.

    To put it another way, my desire for MoeGamer in the long term is for it to be able to function as a "reference" of sorts; loosely inspired by Hardcore Gaming 101, I want people to be able to dip into my All Games list and read up on games that they find interesting, and I want them to be able to do so without being confronted with politicised articles that are only relevant to a particular time. (There are exceptions to this when I feel it is important, of course, such as my response to Destructoid's vile review of Valkyrie Drive, but I try to keep these to a minimum, and to make these articles about ongoing considerations as much as possible rather than specific concerns from a particular time.)

    So basically, this person accusing me of being a bad guy for doing what I do is what tipped me over the edge. They're not the only reason I've stepped away from Twitter, they were just the proverbial straw that broke the chocobo's back. I don't have the patience or the inclination for this any more; I don't have anything meaningful to add to these endless non-debates online, particularly to people who make their minds up beforehand and, in this person's words, "aren't interested in discussion". I am here for one reason only: to celebrate games. And getting mired in negativity on Twitter takes time and mental energy away from that mission, so it gets the chop.

    Twitter is, unfortunately, something of a necessity for anyone hoping to get their work seen, which is why I'm keeping the MoeGamer account open, but purely as a place for articles and YouTube videos to get automatically shared rather than anything else. The account will not be monitored, so don't try and respond to anything — I won't see it! (I will see comments on the site, however, so if you have something to say please feel free to leave a comment!)

    I would, however, greatly appreciate any likes, quote tweets and retweets you can offer for anything I post that you particularly enjoy, as that helps me to grow my audience, and perhaps also helps more people to discover games that they might not be aware of, which is ultimately all I'm trying to do!

    I appreciate that some of you enjoyed chatting with me on Twitter, though, so I'd like to offer you some alternative means of getting in touch if you'd like to continue talking. You can, of course, always comment on these Patron-Only posts or on MoeGamer itself, but here are some other ways to reach me:

    • Discord: Pete [MoeGamer.net]#2465
      – Email/Google Hangouts: Contact me via MoeGamer's Contact page and I'll respond via email

    You can also reach me on the following gaming networks:

    • Steam: steamcommunity.com/id/angryjedi
      – PSN: Angry_Jedi (please leave a message with your friend request so I can distinguish you from randos/bots!)
      – Xbox Live: sonicfunkstars (though I'm not active much on there!)

    Once again, thanks for your support, and I hope you understand my decision. I'm doing this primarily for my own mental health, but it will also enable me to focus more on what MoeGamer should be about. It's a project that is deeply important to me, and it means the world to me that there are people out there willing to support my work in a tangible way.

    So thank you. Sincerely. I love you a bit.

    Pete x

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    We video now! https://imnotdoctorwho.moegamer.net/2017/08/13/we-video-now/ https://imnotdoctorwho.moegamer.net/2017/08/13/we-video-now/#respond Sun, 13 Aug 2017 19:05:40 +0000 https://imnotdoctorwho.moegamer.net/2017/08/13/we-video-now/ Hello, dearest Patrons! You might have noticed a bunch of videos appearing on my YouTube channel and on the Hub Pages for games on MoeGamer recently. This is because I finally bit the bullet and invested in a video capture device — specifically the Elgato Game Capture HD, which I found a good deal on … Continue reading We video now!

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    Hello, dearest Patrons!

    You might have noticed a bunch of videos appearing on my YouTube channel and on the Hub Pages for games on MoeGamer recently. This is because I finally bit the bullet and invested in a video capture device — specifically the Elgato Game Capture HD, which I found a good deal on a refurbished package of.

    I've been having great fun over the past couple of days recording videos from various sources (primarily obscure PS2 games) and uploading them, but there's a little more to what I'm doing here, too.

    Simply put, I've come to believe that video content is an important part of what I want to achieve with MoeGamer as a whole. And by "video content" I don't necessarily mean pieces with me commentating over game footage, or me speaking directly to camera — though I'm not ruling either of those out — but definitely simple gameplay footage of the games I'm talking about, so people can see and hear how these games look, sound and play.

    MoeGamer's "mission" of sorts as expanded as my enthusiasm for the overall project has grown — and the support from generous people such as yourselves has grown with it — into a game database of sorts. What I'd like it to do is highlight interesting, unusual, overlooked and underappreciated games from throughout the ages, either those created in Japan and nearby Asian territories, or heavily inspired by the Asian way of development.

    Part of that mission involves archiving material about these games. The first (and to me, most important) step in all that consists of my writeups, which explore the history and context of the games as well as their mechanical, narrative and aesthetic aspects. But for a fully rounded picture of what makes a game tick, you need other supporting material, too: screenshots, videos, audio files and perhaps even, at some point, scans of manuals and additional physical content.

    Looking around, this would seem to be something that is particularly important to those platforms for which emulation has never quite taken off, thereby making it quite difficult to capture footage without investing in additional hardware. For some of the games I've covered — or plan to cover, as in the case of Crimson Tears seen in the attached video — there is very little or even no footage online, and that's a real shame.

    So I'm doing my bit! Expect more and more videos when I have time over the course of the coming weeks and months; at the very least, I'd like to have at least one gameplay video for each month's Cover Game going forward, and ideally one for each Hub Page. Capturing these videos is proving to be an enjoyable process, so I'm very glad I invested in the Elgato. Who knows, I might even develop the confidence to do some streaming sometime… perhaps for this year's Extra Life? We'll see!

    Anyhow. Once again, thanks for all your support; your Patreon donations were one of the things that helped make this new aspect to MoeGamer's mission happen, so I'm extremely grateful. I hope you'll continue to enjoy my content, and please, as always, feel free to share anything you find particularly interesting or noteworthy!

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    The Simple Series https://imnotdoctorwho.moegamer.net/2017/08/07/the-simple-series/ https://imnotdoctorwho.moegamer.net/2017/08/07/the-simple-series/#respond Mon, 07 Aug 2017 16:27:01 +0000 https://imnotdoctorwho.moegamer.net/2017/08/07/the-simple-series/ Hello, dear Patrons! You may have noticed on Friday that I've kicked off another of my ongoing "Essentials" series, this time for the PlayStation 2. You can expect some pretty regular content for this column going forward, as I've recently acquire a whole heap of interesting PS2 games with a mind to writing about them … Continue reading The Simple Series

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    Hello, dear Patrons!

    You may have noticed on Friday that I've kicked off another of my ongoing "Essentials" series, this time for the PlayStation 2. You can expect some pretty regular content for this column going forward, as I've recently acquire a whole heap of interesting PS2 games with a mind to writing about them — and for about 50p each, which is simply smashing. In other words, if you're a game collector, now is apparently a great time to expand your PS2 library… but not before I've grabbed everything I want to, thank you very much!

    One of my more recent discoveries thanks to someone on Twitter (I forget who, so apologies if you're reading this and I haven't acknowledged you by name) is a range of games collectively known as the "Simple Series", or more accurately in the case of their PS2 incarnations, the "Simple 2000 Series".

    Demolition Girl/The Daibijin

    The Simple Series as a whole was an initiative by D3 Publisher to put out a wide range of low-budget and budget-priced games from a wide variety of developers, initially for the PS1 and PS2 and later expanding to a couple of other platforms such as the DS and PSP. The Simple 2000 subseries was so named because all of the games in it cost 2,000 yen (about £15) and consisted of everything from straightforward adaptations of board and card games to flawed but nonetheless enjoyable experimental games such as Demolition Girl (or The Daibijin, as it was known in Japan)

    In essence, the Simple Series effectively fulfilled the function that publishers of digitally downloadable indie games do today: it provided developers with a means to get their work seen by the world, even if they weren't top-tier triple-A quality games. The low price point for these games outright acknowledged that perhaps these weren't the greatest (or maybe more accurately, the most technically impressive) games you would ever own for your PlayStation 2, but that's not really what the series was about.

    As the name suggests, the Simple Series was primarily about providing experiences that were… well, simple. Many of the earlier titles in the series in particular were straightforward adaptations of things like tennis, mahjong and suchlike — and had endearingly straightforward names like The Mahjong and The Tennis as a result. As the series progressed, however, we started to see more and more creative games developed within tight budgetary constraints, such as the aforementioned Demolition Girl, Radio Helicopter (aka The Helicopter) and numerous others.

    Radio Helicopter/The Helicopter

    One of the most interesting things about these games is that a surprising number of them actually got localised for the European market, though their names were often changed and the concept of the "Simple Series" as a whole was removed, primarily due to a number of different European publishers handling them. Outfits such as 505 GameStreet (now just 505 Games, responsible for handling some well-regarded indie games such as Assetto Corsa, Terraria and Rocket League) and Midas Interactive became known for these low-price releases, which were often perceived as low-quality shovelware at the time, particularly when compared to the big-budget releases of larger companies.

    In fact, both 505 and Midas brought across a whole host of interesting Japanese games that we probably wouldn't have seen in the West otherwise, both within the Simple Series and from the broader budget-price Japanese gaming market as a whole. This is especially interesting to consider within the broader context of the Western games business at the time; the PS2 era was around the period that Western developers were increasingly trying to make big-budget, movie-like "blockbuster" experiences, and the concept of "straight to budget" games, once a mainstay of the 8- and 16-bit home computer markets in particular, had all but ceased to exist in the West. It would come back with a vengeance (albeit in a slightly different form) once digital storefronts had become more of a thing, of course, but that wouldn't happen until the next generation of consoles and the widespread uptake of broadband Internet connections.

    What the Simple Series (and games like it) shows us, then, is a different side to an era in gaming to what is normally looked back on through nostalgia goggles. Everyone knows that the PS2-era Final Fantasy games were great, for example; everyone knows that PS2 Gran Turismo was an impressive-looking game; everyone knows that Metal Gear Solid 2 and 3 were landmark experiences. But what about those other games that were ignored at the time for not measuring up to their contemporaries in terms of technical expertise or amount of content?

    Kuri Kuri Mix/The Adventures of Cookie and Cream

    What I've found with revisiting some of these games recently is that they're a lot easier to appreciate now than they might perhaps of been "back in the day". None of them are particularly great "works of art" or anything, but what they do provide fairly consistently is a series of solid, enjoyable and worthwhile experiences that are ideal palate-cleansers between more substantial games.

    So expect a lot of these games to crop up over the course of the next few weeks and months, both from within the Simple Series and also games that are of a similar "tier", such as City Crisis and Air Ranger: Rescue Helicopter (both of which, as an ardent player of SimCopter way back when, I'm particularly excited to try).

    You can, of course, expect a selection of other games, too; coming up soon I'll have a writeup on FromSoftware's unusual co-operative puzzle platformer Kuri Kuri Mix (aka The Adventures of Cookies and Cream) and Spike's action RPG brawler roguelike… thing Crimson Tears, among a variety of others. Please look forward to it and all that.

    Once again, thank you all very much for your kind support of MoeGamer, and I'll speak to you all again soon!

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    How About Them Senrans? https://imnotdoctorwho.moegamer.net/2017/08/01/how-about-them-senrans/ https://imnotdoctorwho.moegamer.net/2017/08/01/how-about-them-senrans/#respond Tue, 01 Aug 2017 16:26:57 +0000 https://imnotdoctorwho.moegamer.net/2017/08/01/how-about-them-senrans/ I wasn't planning on doing two Patron-Only posts today — and I'm certainly not going to make a habit of it, for those concerned about their inboxes — but what with all the Senran Kagura announcements earlier it seems like a good opportunity to post a few immediate thoughts, and also to summarise what was … Continue reading How About Them Senrans?

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    I wasn't planning on doing two Patron-Only posts today — and I'm certainly not going to make a habit of it, for those concerned about their inboxes — but what with all the Senran Kagura announcements earlier it seems like a good opportunity to post a few immediate thoughts, and also to summarise what was announced for those who happened to miss the stream and/or subsequent discussion on social media.

    Quickly, then, here's what was announced and/or confirmed:

    • Senran Kagura Refle for Switch got some new video footage showing how you'll be able to interact with Asuka using the JoyCons.

    • Senran Kagura: Peach Ball was announced for Switch, but no game footage was shown. The game features the Senrans in cute animal-themed outfits and is apparently a pinball-style game of some description.

    • Senran Kagura Burst is getting a remake for PS4 in the form of Senran Kagura Burst Re:Newal. The new version reimagines Burst's 2.5D brawler gameplay in the full 3D style of Shinovi Versus and Estival Versus. First footage here.

    • Senran Kagura 7 confirmed for 2018 after being teased in Peach Beach Splash. Again, no game footage as yet, but a teaser trailer suggests a potential return to the "main plot" of Shinobi vs. youma, as well as the presence of the extended cast, who were absent from Deep Crimson.

    • Senran Kagura New Link coming to mobile, as a follow-up to New Wave. The game looks considerably technically superior to the HTML-based New Wave, with full 3D depictions of characters and battles, but details are pretty scant for now.

    On the whole, these are pretty cool announcements. I'm particularly excited about Senran Kagura 7 — and intrigued by its title, since the last Senran Kagura game to have a number in its title was 2 or Deep Crimson on 3DS, which was actually the third game to come out. By my reckoning, we have Burst, Shinovi Versus, Deep Crimson, Bon Appetit, Estival Versus and Peach Beach Splash as the first six games, suggesting even the sillier titles in the series (like Bon Appetit) are considered canonical.

    I'm especially happy about Senran Kagura 7 because, as I say above, the teaser trailer looks a bit like we'll be returning to the overall dramatic plot of ninjas vs demons that we last saw all the way back in Deep Crimson. I have nothing against the character-centric stories of the Versus series and in fact they're a big part of the series' ongoing appeal for me, but it will be nice to get the "big plot" moving again.

    Refle I have no idea what to make of right now because it's still not 100% clear to me what kind of game it is. I mean, obviously you get to hang out with Asuka and… do things to her, but the big question is why? Still, it looks like a charming enough game, and if all the visual novels I've played over the years (not to mention Summer Lesson on PlayStation VR) have taught me anything, it's that games where you get to just hang out with a character can be highly enjoyable too. Also Asuka is lovely, so there's that, too. (Why isn't this a PSVR game, though? HD rumble be damned!)

    Likewise for Peach Ball. I like pinball and I like Senrans, so this sounds like a fun time. Will there be any substance to it beyond it being Senran-themed pinball though? That remains to be seen, but if nothing else this game lends further credence to my theory that the Senrans are a strong enough ensemble cast now to transcend the style of game they originally appeared in — something which Bon Appetit and Peach Beach Splash have both ably proven, too.

    As for Burst Re:Newal, I'm very happy to get a chance to revisit where it all began, and I hope Deep Crimson gets a similar treatment in the near future. I'm a little disappointed that they haven't stuck with the 2.5D brawler format of the 3DS originals — the fact that they were essentially modern Streets of Rage-style games was a big part of their appeal to me — but the Versus series, Estival in particular, has shown that Takaki's team are pretty good at making solid, challenging 3D brawlers now, so it makes sense.

    And New Link? Hm. I tried New Wave and found it tedious and dull (not to mention indecipherable, due to it not being in English and my Japanese being rudimentary at best) but will admit it has some absolutely gorgeous art on its collectible cards. New Link sounds like it will be put together to feel a lot more like a "proper game", but it will still almost certainly be yet another free-to-play gacha-based game. That said, Granblue Fantasy and Fate/GO have both shown me that this type of game isn't automatically bad, and so I remain cautiously optimistic about this — albeit unconvinced that it will get localised, as New Wave still doesn't have an English version.

    All in all, it was a good day to be a fan of the titty ninjas. And if you're not already? Well, I got plenty of stuff for you to read and educate yourself!

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    First of Many https://imnotdoctorwho.moegamer.net/2017/08/01/first-of-many/ https://imnotdoctorwho.moegamer.net/2017/08/01/first-of-many/#respond Tue, 01 Aug 2017 08:51:43 +0000 https://imnotdoctorwho.moegamer.net/2017/08/01/first-of-many/ Hello, dear patrons. Before we begin today, I'd just like to take a moment to say a big thank you to each and every one of you; pretty much all of you reading this are long-term supporters of my work on MoeGamer, and I wanted you all to know that it's genuinely very much appreciated. … Continue reading First of Many

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    Hello, dear patrons. Before we begin today, I'd just like to take a moment to say a big thank you to each and every one of you; pretty much all of you reading this are long-term supporters of my work on MoeGamer, and I wanted you all to know that it's genuinely very much appreciated. Knowing that people enjoy my work enough to dig deep and help support it means the world to me, so from the bottom of my heart, thank you.

    All right, on to more pressing business.

    What's this all about?

    I've been feeling like I should make better use of my Patreon for some time now. Up until now, it's basically been a "tip jar" in which I don't offer anything in exchange for your generous donations other than that which I already provide on MoeGamer.

    In some ways, I was happy with that; while I firmly believe that creators should get paid for their work via means other than ad impressions, I'm not a fan of paywalling content and preventing those who are unable to pay for whatever reason from enjoying something.

    In others, though, I felt like I wanted to offer something a bit "extra" for those generous enough to support the site. Something a bit more personal and special, but which hopefully wouldn't take up too much time — I run MoeGamer alongside a day job, after all! — and be relatively straightforward to produce.

    As such, I now have two tiers of digital rewards: $1 a more per month gets you access to this feed, while $5 or more per month gets you access to this plus a special monthly wallpaper featuring site mascots Midori, Yumi and Penelope. (Not pictured below, those are the Nekopara catgirls.)

    What's this feed for?

    Anything, really! The focus will still be on video games, of course, but here I'll be posting more immediate reactions to things and updates on what's going on with the site as opposed to the more structured articles you'll find on the site itself. In the process, you can get to know me a bit better, find out what I'm up to and perhaps just have a bit of a private chat in the comments if you feel like it.

    Expect at least two of these per week, but I'll endeavour not to spam you with rubbish if there's nothing worthwhile to say!

    Okay. So, uh, what's up?

    Glad you asked! Lots of things. I have a bunch of things in the pipeline right now. Besides the things I outlined in this recent post on the site, I have some smaller bits and pieces I'm interested in covering.

    In particular, this week I'm intending to write a bit about Sega's classic arcade racer OutRun 2006 Coast 2 Coast, which I managed to track down a working PC copy of last night, and a bit about how virtual reality is bringing light-gun shooters back from the dead for the second time.

    My friend Chris also made me aware of a game called Crimson Tears for PS2 following a discussion about Ehrgeiz on PS1, which those of you of a certain age may remember was an awesome 3D fighting game that, bizarrely, also included a complete action-RPG dungeon crawler. Crimson Tears is apparently an expanded reimagining of that concept, and Chris assures me it is an underappreciated, pretty much completely unknown gem. Ideal MoeGamer fodder, in other words, so I'm looking forward to exploring that when it arrives.

    Besides that, I'm continuing to plough through Persona 5 (slowly, since my wife enjoys watching it, but she also enjoys playing Final Fantasy XIV) and Final Fantasy XII. I'm interested in writing something about the latter at some point, but with this month being devoted to Stormblood, I don't want to do too much Final Fantasy in too short a space of time! (I'm also really keen to cover the complete Final Fantasy XIII trilogy at some point, too, but holding off for now for the same reason.)

    I'd say I'm interested in writing about Persona 5, too, but I kind of feel like it's a game that's been discussed to death even by the mainstream press (albeit with some gloriously dumb hot takes) so it's not a high priority right now. Other, lesser-known and underappreciated games need some love more!

    Can I help with anything?

    Why, how generous of you to offer! Of course you can. The most helpful thing you can do is continue to enjoy, like, comment on and share my articles. I've noticed a bit of a trend on social media recently that things people disagree with or find objectionable are much more likely to get shared, so I'd like to encourage all of you to consider sharing things you enjoy or find enjoyable — not just from my site, but from all over the Web. In doing so, we can try and create a more positive atmosphere for everyone, which will be nice.

    It'd also be lovely if you could share my Patreon page with people who you think might be interested in my work. I'd love to get the monthly total up to $50, as that will cover some monthly expenses I have and allow me to plough anything beyond that into improving the site and expanding my hardware and software libraries.

    Oh, also, don't forget to share the Nekopara giveaway with anyone who might be interested. Leave a reply to the appropriate comment for the episode you (or your friend/family member/lover) want(s) to win on the Nekopara Hub Page. Closing date is this Friday!

    In the meantime, if you've got anything you want to chat about, feel free to leave a comment here, on MoeGamer or reach out to me on Twitter. I hope you all have a lovely week and I'll speak to you soon!

    Pete x

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    The Week on MoeGamer: March 19, 2017 https://imnotdoctorwho.moegamer.net/2017/03/19/the-week-on-moegamer-march-19-2017/ https://imnotdoctorwho.moegamer.net/2017/03/19/the-week-on-moegamer-march-19-2017/#respond Sun, 19 Mar 2017 18:06:15 +0000 https://imnotdoctorwho.moegamer.net/2017/03/19/the-week-on-moegamer-march-19-2017/ Hello, patrons, prospective patrons and people just looking for a convenient roundup of the week. Here's what you might have missed on MoeGamer this week! The MoeGamer GameCast, Episode 6: ZAWAZAWAZAWAMidori, Yumi, Penelope and I discuss the matter of "auteurs" in video games, and how this is a much more common phenomenon in Japanese development … Continue reading The Week on MoeGamer: March 19, 2017

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    Hello, patrons, prospective patrons and people just looking for a convenient roundup of the week. Here's what you might have missed on MoeGamer this week!

    The MoeGamer GameCast, Episode 6: ZAWAZAWAZAWA
    Midori, Yumi, Penelope and I discuss the matter of "auteurs" in video games, and how this is a much more common phenomenon in Japanese development than here in the West. We also talk a bit about the rather disturbing but awesome anime Kaiji.

    From the Archives: Birds Suddenly Appear Every Time You Are Nier
    With no apologies for the title, here's an article that I originally published on Games Are Evil back in 2012, focusing on Taro Yoko's rather wonderful Nier, the sequel to which has come out recently and which my friend Chris' wife will only refer to as "sad game".

    Ne no Kami: Love, Innocence and Ayakashi
    The big Cover Game feature for the week, we look in detail at the main narrative of Ne no Kami: The Two Princess Knights of Kyoto, with particular attention paid to the protagonist Len and her development over the course of the complete story. Ne no Kami is a thoroughly lovely yuri visual novel that you should check out if you like creative use of Japanese mythology, cute girls who love other cute girls, and a meaty, interesting story to get your teeth into.

    Wii U Essentials: Super Mario Maker
    A look back on one of the Wii U's coolest titles: a resurgence of the standalone "construction set", the likes of which we haven't really seen since the '80s and '90s.

    From the Archives: Aselia the Eternal's World Made of Words
    Another article recovered from defunct site Games Are Evil, this time looking at visual novel Aselia the Eternal from Xuse and JAST USA, and how it manages to build a thoroughly convincing fantasy world without actually allowing you to freely explore it.

    Shmup Essentials: Zangeki Warp
    Like shoot 'em ups that do things a little differently? Astro Port's Zangeki Warp combines the Gradius-style blasting of its spiritual predecessor Satazius with the point-to-point warping of FuturLab's Velocity to create something altogether rather special — and something that very much wants to kill you.

    Thank you once again for your continued support of what I'm doing with MoeGamer. Please continue to show your support by following me on Twitter, liking, sharing and retweeting my articles and also pointing family and friends in the direction of this page. Don't forget I have some new goals  in mind for various milestones of monthly donations — it'd be great to achieve at least one of them.

    I'd love for MoeGamer to help me get paid for doing what I love — and what I'm good at — so please consider a small pledge per month if you like what I'm doing, or if you can't stretch to that just some enthusiastic sharing on social media is very much appreciated!

    The post The Week on MoeGamer: March 19, 2017 appeared first on I'm Not Doctor Who.

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    Some New Goals https://imnotdoctorwho.moegamer.net/2017/03/13/some-new-goals/ https://imnotdoctorwho.moegamer.net/2017/03/13/some-new-goals/#respond Mon, 13 Mar 2017 12:21:35 +0000 https://imnotdoctorwho.moegamer.net/2017/03/13/some-new-goals/ I've set some new milestones for donations with more concrete "consequences" for meeting them. Your continued help and support is very much appreciated, and helps make MoeGamer continue its work as The Place to Be for in-depth exploration of Japanese games and visual novels — and, of course, those works inspired by the Japanese, too. … Continue reading Some New Goals

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    I've set some new milestones for donations with more concrete "consequences" for meeting them. Your continued help and support is very much appreciated, and helps make MoeGamer continue its work as The Place to Be for in-depth exploration of Japanese games and visual novels — and, of course, those works inspired by the Japanese, too.

    Here's a breakdown of the new goals.

    At $50 per month, I'll arrange some web hosting for the browser-based versions of my "podcast as a visual novel", the GameCast. This means that you'll be able to play and enjoy them online rather than having to download them, which will be much more convenient for everyone.

    At $100 per month, I'll sign up for WordPress' premium services, which will remove all ads from MoeGamer and add some additional functionality such as the ability to self-host audio and video. This means less reliance on external services such as YouTube, and more in the way of exciting multimedia articles.

    At $300 per month, I'll invest in some proper streaming and capture equipment so I'll be able to produce more video content, hopefully on a regular basis. I'll also be able to expand my collection quite considerably, exploring an even broader array of games than I do already.

    Please continue to read, enjoy and, most importantly, share the articles you enjoy on MoeGamer — and also do dip in to the other content across the site, too. You never know, you might find a new favourite to explore! Try clicking the "Anything!" button on the menu bar at the top of the site to jump right to a random article.

    MoeGamer is a passion project but I'd love to turn it into something more. I can only do that with your help! Your continued support is appreciated.

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    The Week on MoeGamer, March 13 2017 https://imnotdoctorwho.moegamer.net/2017/03/13/the-week-on-moegamer-march-13-2017/ https://imnotdoctorwho.moegamer.net/2017/03/13/the-week-on-moegamer-march-13-2017/#respond Mon, 13 Mar 2017 12:10:40 +0000 https://imnotdoctorwho.moegamer.net/2017/03/13/the-week-on-moegamer-march-13-2017/ Hello! Here's what you might have missed in the last week on MoeGamer. The MoeGamer GameCast, Episode 5: The Stacey Dooley IncidentWe talk about the BBC Three documentary "Young Sex for Sale in Japan", in which reporter Stacey Dooley made some rather bold accusations about Japan… and which a number of Japanese writers and artists … Continue reading The Week on MoeGamer, March 13 2017

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    Hello! Here's what you might have missed in the last week on MoeGamer.

    The MoeGamer GameCast, Episode 5: The Stacey Dooley Incident
    We talk about the BBC Three documentary "Young Sex for Sale in Japan", in which reporter Stacey Dooley made some rather bold accusations about Japan… and which a number of Japanese writers and artists responded rather strongly to.

    Eorzean Diary: Lonely Explorer
    Ponderings on Final Fantasy XIV's Palace of the Dead, one of the game's most unusual and interesting pieces of content.

    Ne no Kami: Exploring Shinto Myths and Legends
    First of this month's Cover Game articles, we explore how visual novel Ne no Kami: The Two Princess Knights of Kyoto makes use of Japanese mythology to form a backdrop to its action.

    Wii U Essentials: Xenoblade Chronicles X
    We look at one of the Wii U's most unusual and distinctive games — not to mention one of the most unusual and distinctive JRPGs there ever was. Xenoblade Chronicles X is a perpetually misunderstood and underrated game that is one of the console's finest titles.

    Shmup Essentials: Minus Zero
    Triangle Service's unusual "only lock-on shooting" game is a lot of fun, and a great way to while away a few minutes… or a few hours if you're anything like me and can't quite tear yourself away from just one more attempt.

    From the Archives: I Will Fly You To the Moon and Back
    A piece originally published on Games Are Evil back in 2012 that explores Freebird Games' beautiful narrative-centric adventure To The Moon.

    Episode 6 of the GameCast  was released today, too. We talk about "auteur theory", Taro Yoko, Nier Automata, Neptunia in VR and bleak anime Kaiji.

    The post The Week on MoeGamer, March 13 2017 appeared first on I'm Not Doctor Who.

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    Catching up https://imnotdoctorwho.moegamer.net/2017/03/03/catching-up/ https://imnotdoctorwho.moegamer.net/2017/03/03/catching-up/#respond Fri, 03 Mar 2017 15:47:40 +0000 https://imnotdoctorwho.moegamer.net/2017/03/03/catching-up/ Hello everyone! I've inadvertently forgotten to link a few posts on here recently, so here's a summary post of what you might have missed in the last week or two: The MoeGamer GameCast  is my new, experimental "podcast as a visual novel", featuring discussion about games, anime, criticism and the news… as well as a … Continue reading Catching up

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    Hello everyone! I've inadvertently forgotten to link a few posts on here recently, so here's a summary post of what you might have missed in the last week or two:

    The MoeGamer GameCast  is my new, experimental "podcast as a visual novel", featuring discussion about games, anime, criticism and the news… as well as a few other mysteries along the way, too. Start from the Pilot episode if you want the full story; they only take about 10-15 minutes each to play through.

    Wii U Essentials  has continued with a look at a few more fine games from the troubled console's library, including Twilight Princess HD and Super Mario 3D World.

    READ.ME  is a column I've recovered from the Internet archives courtesy of the ever-wonderful Wayback Machine. Originally published in 2012-2013, it explores a variety of visual novels and topics surrounding this unique, narrative-centric niche of gaming.

    And, of course, February's Cover Game coverage has continued with in-depth articles on Suou Amane  and Kazami Yuuji  from the Grisaia series.

    I've also added a new button on the MoeGamer menu bar to take you to a random post. Check it out; you might find yourself reading about something you'd never considered taking a look at! Click here  or click the "Anything!" button on the top menu to surprise yourself.

    The lineup for the next few months of Cover Games is as follows:

    March: Ne no Kami and Sacrament of the Zodiac, two yuri-themed visual novels from Kuro Iroduru Yomiji (localised by Sekai Project/Denpasoft) with a shared setting and characters.

    April: Nier Automata from Square Enix. Given how much I loved the original Nier, and how much I'm looking forward to this game, there ain't no way I'm not writing a ton of words about it!

    May: Xanadu Next from Falcom and Xseed, a retro action dungeon crawler with Falcom's typically deep mechanics and worldbuilding.

    Thanks once again for your continued support of long-form, positive writing about these underappreciated, often overlooked games. Please do share both the MoeGamer site and this Patreon page with your family, friends and social media followers and help show that there's still a place for this kind of coverage in a world increasingly dominated by outrage-led clickbait and hasty, kneejerk reactions!

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    Grisaia: Sachi and the Maid's Burden https://imnotdoctorwho.moegamer.net/2017/02/23/grisaia-sachi-and-the-maids-burden/ https://imnotdoctorwho.moegamer.net/2017/02/23/grisaia-sachi-and-the-maids-burden/#respond Thu, 23 Feb 2017 13:55:14 +0000 https://imnotdoctorwho.moegamer.net/2017/02/23/grisaia-sachi-and-the-maids-burden/ When we first meet Komine Sachi inThe Fruit of Grisaia, she’s introduced almost as a caricature: she plays the role of “the perfect maid” to everyone else at Mihama Academy, right down to wearing a maid outfit when she’s not in school uniform. But it doesn’t take a great deal of perceptiveness to notice her behaviour isn’t what … Continue reading Grisaia: Sachi and the Maid's Burden

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    When we first meet Komine Sachi inThe Fruit of Grisaia, she’s introduced almost as a caricature: she plays the role of “the perfect maid” to everyone else at Mihama Academy, right down to wearing a maid outfit when she’s not in school uniform.

    But it doesn’t take a great deal of perceptiveness to notice her behaviour isn’t what you’d particularly call “normal”.

    Specifically, it’s apparent pretty much from the outset that Sachi’s unusually compliant nature and tendency to take things literally is something out of the ordinary. Protagonist Yuuji isn’t quite sure what the exact problem is to begin with, but it gradually becomes clear to him as he starts to spend more time with her.

    “She resembles me,” he says at one point. “Organising her life around diligently following orders, she never allows herself to doubt them, let alone defy those who make use of her. And almost as an extension of that, her ‘private’ activities are little more than the bare minimum routines of daily existence. Looking at Sachi, I’ve been seeing myself… and the discomfort I felt was a reflection of my uncertainty about my own way of life.”

    Read the full article on MoeGamer .

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    Grisaia: Yumiko - The Girl Who Learned to Be Loved https://imnotdoctorwho.moegamer.net/2017/02/17/grisaia-yumiko-the-girl-who-learned-to-be-loved/ https://imnotdoctorwho.moegamer.net/2017/02/17/grisaia-yumiko-the-girl-who-learned-to-be-loved/#respond Fri, 17 Feb 2017 12:38:44 +0000 https://imnotdoctorwho.moegamer.net/2017/02/17/grisaia-yumiko-the-girl-who-learned-to-be-loved/ When we’re first introduced to Sakaki Yumiko in the common route ofThe Fruit of Grisaia, it’s clear that she is both troubled and likely to be trouble for protagonist Yuuji. When Yuuji first attempts to introduce himself to her, she initially tries her best to ignore him, and subsequently goes to slap him when he persists. This … Continue reading Grisaia: Yumiko - The Girl Who Learned to Be Loved

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    When we’re first introduced to Sakaki Yumiko in the common route ofThe Fruit of Grisaia, it’s clear that she is both troubled and likely to be trouble for protagonist Yuuji.

    When Yuuji first attempts to introduce himself to her, she initially tries her best to ignore him, and subsequently goes to slap him when he persists. This eventually escalates into her lashing out at him with a box cutter whenever she sees him, a fact which Yuuji’s fellow students just shrug off as being “something she does”, because they’ve all been through it too.

    Yuuji, being a certified badass, shrugs off Yumiko’s attacks without injury easily, and eventually they stop altogether, though she still proves herself to be a prickly individual who is generally unwilling to interact with others.

    Except, of course, it’s not that simple.

    Read the full article on MoeGamer .

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    Grisaia: Michiru - The Girl in the Box https://imnotdoctorwho.moegamer.net/2017/02/07/grisaia-michiru-the-girl-in-the-box/ https://imnotdoctorwho.moegamer.net/2017/02/07/grisaia-michiru-the-girl-in-the-box/#respond Tue, 07 Feb 2017 18:43:56 +0000 https://imnotdoctorwho.moegamer.net/2017/02/07/grisaia-michiru-the-girl-in-the-box/ Matsushima Michiru is one of Grisaia’s most unusual, interesting characters, initially appearing to be present primarily for comic relief, but subsequently showing herself to be a complex, fascinating character with a considerable amount of depth. We’re first introduced to Michiru in the common route of The Fruit of Grisaia, when protagonist Yuuji comes across her … Continue reading Grisaia: Michiru - The Girl in the Box

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    Matsushima Michiru is one of Grisaia’s most unusual, interesting characters, initially appearing to be present primarily for comic relief, but subsequently showing herself to be a complex, fascinating character with a considerable amount of depth.

    We’re first introduced to Michiru in the common route of The Fruit of Grisaia, when protagonist Yuuji comes across her doing vocal exercises in an empty classroom, closely followed by her practicing bellowing out stock tsundere phrases such as “i-it’s not like I’m doing this for you or anything” and “d-don’t misunderstand!”

    Already well aware by this point that his new classmates are a little on the peculiar side, Yuuji doesn’t probe too deeply into the matter, but it’s immediately obvious whenever Michiru interacts with Yuuji or her other classmates that her tsundere personality isn’t who she really is; rather, it’s a façade she’s putting up for reasons that, at the outset of the story, aren’t entirely clear.

    Read the full article on MoeGamer.

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    The MoeGamer GameCast, Episode 1 https://imnotdoctorwho.moegamer.net/2017/02/06/the-moegamer-gamecast-episode-1/ https://imnotdoctorwho.moegamer.net/2017/02/06/the-moegamer-gamecast-episode-1/#respond Mon, 06 Feb 2017 12:50:58 +0000 https://imnotdoctorwho.moegamer.net/2017/02/06/the-moegamer-gamecast-episode-1/  In this episode, Midori, Yumi, Penelope and I talk Grisaia, bonking, Ace Combat and more. You'll notice a few tweaks from the pilot episode, most notably the addition of a custom interface and font as well as some distinctive PC-98-inspired FM synthesis music. The font is the work of Style64, a North American demogroup for … Continue reading The MoeGamer GameCast, Episode 1

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     In this episode, Midori, Yumi, Penelope and I talk Grisaia, bonking, Ace Combat and more.

    You'll notice a few tweaks from the pilot episode, most notably the addition of a custom interface and font as well as some distinctive PC-98-inspired FM synthesis music.

    The font is the work of Style64, a North American demogroup for the Commodore 64 and PC. It's the same font used for MoeGamer's logo.

    The music, meanwhile, is from MusMus, a site run by a composer from Japan known simply as "watson", who rather generously releases all his work royalty-free.

    I made the interface, because I'm so 1337 pro noscope with Paint.Net. Also that's why the buttons look a bit shit.

    I'm going to aim to release one of these each Monday for at least a little while to see how practical it is. Doubtless they'll become more ambitious over time. In the meantime, I hope you enjoy Episode 1!

    Find out more and download the episode for Windows or Mac on MoeGamer .

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    Grisaia: Introduction https://imnotdoctorwho.moegamer.net/2017/01/28/grisaia-introduction/ https://imnotdoctorwho.moegamer.net/2017/01/28/grisaia-introduction/#respond Sat, 28 Jan 2017 18:49:09 +0000 https://imnotdoctorwho.moegamer.net/2017/01/28/grisaia-introduction/ Frontwing’s Grisaia series, which kicked off in 2011 with the Japanese release of first installment The Fruit of Grisaia, has come to be regarded as a particular high point for the visual novel medium. Indeed, back in 2015, the /r/visualnovels subreddit voted The Fruit of Grisaia as number one on its list of top 10 visual novels (later … Continue reading Grisaia: Introduction

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    Frontwing’s Grisaia series, which kicked off in 2011 with the Japanese release of first installment The Fruit of Grisaia, has come to be regarded as a particular high point for the visual novel medium.

    Indeed, back in 2015, the /r/visualnovels subreddit voted The Fruit of Grisaia as number one on its list of top 10 visual novels (later republished on GameFAQs), and the community still holds the game in high regard today, as evidenced by its prominent position on the subreddit’s comprehensive diagram of recommendations.

    Grisaia’s high ranking on /r/visualnovels’ list was particularly exciting to enthusiasts of the medium, as growing localisation company Sekai Project had already run a successful Kickstarter campaign to bring the whole series West in the twilight hours of 2014 and the start of 2015, potentially opening it up to a whole new audience that was perhaps less familiar with acquiring Japanese visual novels and patching them with fan translations.

    But what makes this series so remarkable? Let’s take a high-level look at it.

    Read the full article on MoeGamer .

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    Wii U Essentials: Hyrule Warriors https://imnotdoctorwho.moegamer.net/2017/01/27/wii-u-essentials-hyrule-warriors/ https://imnotdoctorwho.moegamer.net/2017/01/27/wii-u-essentials-hyrule-warriors/#respond Fri, 27 Jan 2017 13:02:58 +0000 https://imnotdoctorwho.moegamer.net/2017/01/27/wii-u-essentials-hyrule-warriors/ At the time of writing, the Wii U may be yet to play host to a brand-new, original mainline Zelda title — Breath of the Wild will be one of the last retail titles for the system — but it’s home to one of the best spin-offs the series has seen. Unlike its stablemate Super Mario, Zelda actually hasn’t … Continue reading Wii U Essentials: Hyrule Warriors

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    At the time of writing, the Wii U may be yet to play host to a brand-new, original mainline Zelda title — Breath of the Wild will be one of the last retail titles for the system — but it’s home to one of the best spin-offs the series has seen.

    Unlike its stablemate Super MarioZelda actually hasn’t seen all that many spin-offs over the years, with only Link’s Crossbow Training on Wii and the two atrocious CD-i titles springing immediately to mind. This is perhaps because Zelda is an inherently more “serious” affair than Super Mario — sure, it has its moments of levity, but it’s always been less focused on cartoon silliness and as such it would be rather strange to see perpetual protagonist Link doing things outside his normal remit such as playing tennis or golf. (That, of course, didn’t stop him making an appearance in Mario Kart 8, but that was something of an outlier.)

    That doesn’t mean that there isn’t scope for the series to explore gameplay styles outside the mainline titles’ “explore, dungeon, puzzle, boss” formula, and Hyrule Warriors is a potent proof of concept that demonstrates the ensemble cast the series has built up over the years is more than strong enough to carry a game that doesn’t focus exclusively on Link.

    Read the full article on MoeGamer .

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    Nights of Azure: Sights and Sounds https://imnotdoctorwho.moegamer.net/2017/01/25/nights-of-azure-sights-and-sounds/ https://imnotdoctorwho.moegamer.net/2017/01/25/nights-of-azure-sights-and-sounds/#respond Wed, 25 Jan 2017 20:26:45 +0000 https://imnotdoctorwho.moegamer.net/2017/01/25/nights-of-azure-sights-and-sounds/ As we’ve discussed over the course of the last few articles, Gust’s Nights of Azure has a very strong sense of its own identity, both as an individual work and as part of its developer’s catalogue. Every aspect of the game as a whole contributes to this coherent identity: its distinctly operatic, tragic Gothic narrative; … Continue reading Nights of Azure: Sights and Sounds

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    As we’ve discussed over the course of the last few articles, Gust’s Nights of Azure has a very strong sense of its own identity, both as an individual work and as part of its developer’s catalogue.

    Every aspect of the game as a whole contributes to this coherent identity: its distinctly operatic, tragic Gothic narrative; its blend of action RPG gameplay with monster-raising and character customisation; its small cast of distinctive, memorable characters.

    Perhaps the most distinguishing characteristic, however, is its overall aesthetic. While, at times, drawing inspiration from other, similar works, there’s no denying that Nights of Azure takes ownership of its own identity to create a highly distinctive work that stands out even amid the rest of Gust’s back catalogue.

    Read the full article on MoeGamer .

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    From the Archives: A Question of Genre https://imnotdoctorwho.moegamer.net/2017/01/20/from-the-archives-a-question-of-genre/ https://imnotdoctorwho.moegamer.net/2017/01/20/from-the-archives-a-question-of-genre/#respond Fri, 20 Jan 2017 14:57:21 +0000 https://imnotdoctorwho.moegamer.net/2017/01/20/from-the-archives-a-question-of-genre/ How do you describe a piece of interactive entertainment? Chances are the first thing you mention is the way it plays, or the supposed “genre” it is part of. Final Fantasy is a JRPG; Gears of War is a third-person shooter; Mario games are platformers. And this isn’t only true for mainstream games, either — even … Continue reading From the Archives: A Question of Genre

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    How do you describe a piece of interactive entertainment? Chances are the first thing you mention is the way it plays, or the supposed “genre” it is part of.

    Final Fantasy is a JRPG; Gears of War is a third-person shooter; Mario games are platformers. And this isn’t only true for mainstream games, either — even the most esoteric indie games tend to be described in terms of their mechanics. Fez is a puzzle-platformer; The Binding of Isaac is a roguelike shooter; Minecraft is an open-world building and survival sim.

    While you may then elaborate on that by describing the setting — sci-fi, fantasy, cartoonish crazytown — it’s highly likely that this is not the first thing you mention. Interactive entertainment is pretty much the only artistic medium in which we do this.

    This article was originally published on Games Are Evil in 2012 as part of the site’s regular READ.ME column on visual novels. It has been republished on MoeGamer due to Games Are Evil no longer existing in its original form.

    Read the full article on MoeGamer.

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    Wii U Essentials: Game & Wario https://imnotdoctorwho.moegamer.net/2017/01/19/wii-u-essentials-game-wario/ https://imnotdoctorwho.moegamer.net/2017/01/19/wii-u-essentials-game-wario/#respond Thu, 19 Jan 2017 15:45:00 +0000 https://imnotdoctorwho.moegamer.net/2017/01/19/wii-u-essentials-game-wario/ Originally intended as a pack-in game for the Wii U as a demonstration of the GamePad’s capabilities, Game & Wario has been considerably overshadowed by its eventual replacement Nintendo Land. But it’s a great game in its own right, both as a showcase for the Wii U GamePad and as a title that provides enormously varied quick … Continue reading Wii U Essentials: Game & Wario

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    Originally intended as a pack-in game for the Wii U as a demonstration of the GamePad’s capabilities, Game & Wario has been considerably overshadowed by its eventual replacement Nintendo Land.

    But it’s a great game in its own right, both as a showcase for the Wii U GamePad and as a title that provides enormously varied quick blasts of entertainment whenever you feel like it.

    It’s very much an old-school Nintendo game, in other words, and while it’s rather different from previous WarioWare titles, it’s an excellent addition to any Wii U owner’s library.

    Read the full article on MoeGamer.

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    Nights of Azure: Narrative, Themes and Characterisation https://imnotdoctorwho.moegamer.net/2017/01/19/nights-of-azure-narrative-themes-and-characterisation/ https://imnotdoctorwho.moegamer.net/2017/01/19/nights-of-azure-narrative-themes-and-characterisation/#respond Thu, 19 Jan 2017 00:59:57 +0000 https://imnotdoctorwho.moegamer.net/2017/01/19/nights-of-azure-narrative-themes-and-characterisation/ Nights of Azure is one of Gust’s most mechanically interesting games — particularly in how much it differs from the company’s usual output — but it also has a fascinating, ambitious narrative. Combining a deeply personal tale with a more conventional JRPG-style “save the world” narrative, the overall atmosphere of the game is very distinctive … Continue reading Nights of Azure: Narrative, Themes and Characterisation

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    Nights of Azure is one of Gust’s most mechanically interesting games — particularly in how much it differs from the company’s usual output — but it also has a fascinating, ambitious narrative.

    Combining a deeply personal tale with a more conventional JRPG-style “save the world” narrative, the overall atmosphere of the game is very distinctive and quite unlike your average JRPG, if such a thing exists. It blends drama, romance, action, horror and mystery together to create something altogether unique that is very much worth experiencing.

    And it pulls the whole thing off with such wonderful style, such a beautifully clear sense of its own identity, that you can’t help but be compelled by the tale it tells.

    Read the full article on MoeGamer.

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    Some minor behind-the-scenes updates https://imnotdoctorwho.moegamer.net/2017/01/14/some-minor-behind-the-scenes-updates/ https://imnotdoctorwho.moegamer.net/2017/01/14/some-minor-behind-the-scenes-updates/#respond Sat, 14 Jan 2017 14:52:06 +0000 https://imnotdoctorwho.moegamer.net/2017/01/14/some-minor-behind-the-scenes-updates/ Been tweaking the back-end of MoeGamer to hopefully make things a little easier to organise and find in the long run. The changes are subtle, but they'll hopefully make a difference — to me, if no-one else. You'll notice the top menu bar has expanded a bit, now with several areas. "Cover Games" lists all … Continue reading Some minor behind-the-scenes updates

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    Been tweaking the back-end of MoeGamer to hopefully make things a little easier to organise and find in the long run. The changes are subtle, but they'll hopefully make a difference — to me, if no-one else.

    You'll notice the top menu bar has expanded a bit, now with several areas. "Cover Games" lists all the games that have had the Cover Game treatment since April 2016; Essentials currently simply contains the Wii U Essentials articles I've started recently — I intend to expand this to cover other underappreciated systems in the future; One-Shots provides quick access to the one-off articles about games that were noteworthy but didn't, for one reason or another, get the Cover Game treatment.

    Perhaps the most noteworthy addition is From the Archives. Here there are presently two categories: MoeGamer 1.0 features all the articles from before April 2016 (i.e. from before I started the Cover Games approach and took a rather less organised approach to posting) while READ.ME will eventually become an archive of visual novel-centric articles from the site I used to run, Games Are Evil. Over time, I'd also like to incorporate the Swords and Zippers JRPG-centric article I had on Games Are Evil, too, though I need some alone time with the Wayback Machine before I can do that, since GrE no longer exists in its original form.

    I'm happy with how MoeGamer is coming along — that it's becoming a comprehensive resource for those interested in Japanese and Japanese-inspired games and visual novels. I still need your help, though: the contract for my most recent "day job" recently came to an end, so I'm presently without a regular source of income. It'd be great if Patreon income from the MoeGamer project was able to help fill these "gaps" when they arose, so please, dear Patrons, I encourage you to share articles that you particularly enjoy on MoeGamer — and share this Patreon page to encourage people to sign up and help support my work.

    On that note, I'm interested in hearing ideas for potential rewards I can offer for becoming a Patron, since I'm conscious I don't have any at present (aside from a credit on MoeGamer itself) and feel this may be what's stopping some people from signing up to assist. If you have any bright ideas for what a struggling, unemployed writer might be able to provide for his potential audience, please send me a message or leave me a comment.

    I'll leave you by saying yet another hearfelt "thank you" to those who have supported me and my work up until now. I hope you'll continue to support my continued efforts on MoeGamer, and help to spread the word far and wide to those who might be interested.

    Thank you, once again. Your support means more than you probably know!

    (Image source: My Girlfriend is the President, Alcot/JAST USA)

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    Wii U Essentials: The Legend of Zelda: The Wind Waker HD https://imnotdoctorwho.moegamer.net/2017/01/12/wii-u-essentials-the-legend-of-zelda-the-wind-waker-hd/ https://imnotdoctorwho.moegamer.net/2017/01/12/wii-u-essentials-the-legend-of-zelda-the-wind-waker-hd/#respond Thu, 12 Jan 2017 16:43:35 +0000 https://imnotdoctorwho.moegamer.net/2017/01/12/wii-u-essentials-the-legend-of-zelda-the-wind-waker-hd/  Any time someone claims that Nintendo’s flagship action-adventure-kinda-sorta-but-not-really RPG series The Legend of Zelda is stagnant and doesn’t try anything new, the perfect rebuttal is The Wind Waker. Originally released in 2002 to a somewhat surprised Gamecube audience that wasn’t sure what to make of its cel-shaded visuals and seafaring-heavy gameplay, The Wind Waker has subsequently proven … Continue reading Wii U Essentials: The Legend of Zelda: The Wind Waker HD

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     Any time someone claims that Nintendo’s flagship action-adventure-kinda-sorta-but-not-really RPG series The Legend of Zelda is stagnant and doesn’t try anything new, the perfect rebuttal is The Wind Waker.

    Originally released in 2002 to a somewhat surprised Gamecube audience that wasn’t sure what to make of its cel-shaded visuals and seafaring-heavy gameplay, The Wind Waker has subsequently proven itself to be a timeless classic in the series as well as one of the most interesting Zelda titles there has ever been.

    And with the HD remaster for Wii U, the definitive version of the game now exists thanks to some much needed tweaks and updates as well as full widescreen support and glorious high-resolution visuals.

    Read the full article on MoeGamer .

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    Nights of Azure: Hack, Slash... and Command https://imnotdoctorwho.moegamer.net/2017/01/11/nights-of-azure-hack-slash-and-command/ https://imnotdoctorwho.moegamer.net/2017/01/11/nights-of-azure-hack-slash-and-command/#respond Wed, 11 Jan 2017 18:01:41 +0000 https://imnotdoctorwho.moegamer.net/2017/01/11/nights-of-azure-hack-slash-and-command/ Gust, as we’ve established, is a company that doesn’t like to do things entirely conventionally. As such, it’s entirely fitting that a Gust action RPG isn’t quite what you’d normally expect from the genre. Nights of Azure is a fascinating game from a mechanical perspective in a variety of different ways. Drawing influences from a variety … Continue reading Nights of Azure: Hack, Slash... and Command

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    Gust, as we’ve established, is a company that doesn’t like to do things entirely conventionally. As such, it’s entirely fitting that a Gust action RPG isn’t quite what you’d normally expect from the genre.

    Nights of Azure is a fascinating game from a mechanical perspective in a variety of different ways. Drawing influences from a variety of sources including From Software’s popular Souls series, Falcom’s Ys franchise, monster-raising games such as Pokémon and even elements of tabletop role-playing, the whole experience is one you can easily lose yourself in.

    The result is a game that is initially surprising and baffling in roughly equal measure, but taking the time to get to know what makes the game tick really pays off in the end: it’s one of the most interesting takes on the action RPG for a long time.

    Read the full article on MoeGamer .

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    The Plan for 2017 https://imnotdoctorwho.moegamer.net/2017/01/10/the-plan-for-2017/ https://imnotdoctorwho.moegamer.net/2017/01/10/the-plan-for-2017/#respond Tue, 10 Jan 2017 14:25:47 +0000 https://imnotdoctorwho.moegamer.net/2017/01/10/the-plan-for-2017/ Hello patrons and prospective patrons! Once again, I'd like to start with, once again, a hearty thank you to those who have generously contributed to the MoeGamer project over the course of the last year. I've been delighted to see people supporting my work both financially and with social shares, and I hope that will … Continue reading The Plan for 2017

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    Hello patrons and prospective patrons!

    Once again, I'd like to start with, once again, a hearty thank you to those who have generously contributed to the MoeGamer project over the course of the last year. I've been delighted to see people supporting my work both financially and with social shares, and I hope that will continue in 2017.

    Speaking of 2017, the plan is to continue largely as I have done last year, with a single Cover Game each month — starting with Gust's Nights of Azure this month — punctuated by additional articles as and when I can fit them in.

    These additional articles will often be one-shot looks at games that I want to fit in between the Cover Game features, but starting this month I'm also beginning a new "Essentials" series. This focuses on a single underappreciated system (initially the Wii U) and highlights the unique experiences you can have on that system and not anywhere else — or, in the case of games that have subsequently become multiplatform, why the underappreciated system's version is the most interesting way to explore it.

    I'm going to make one big change, which is to incorporate more frequent updates on this Patreon page. Specifically, I'll be sharing the introduction to each article on MoeGamer here on Patreon, with a link to read the full article on MoeGamer itself. This provides another means for people to discover my articles, plus some more regular posts here on Patreon itself.

    You can help, too! Follow @MoeGamer on Twitter and like or retweet posts you find particularly enjoyable. Share MoeGamer's articles on social media such as your own Facebook, Twitter and Reddit accounts. Tell your game-loving family and friends about MoeGamer. And feel good about supporting long-form, in-depth explorations of underappreciated video games in an age of increasing attention deficit disorder!

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    2541: Farewell https://imnotdoctorwho.moegamer.net/2016/12/31/2541-farewell/ https://imnotdoctorwho.moegamer.net/2016/12/31/2541-farewell/#respond Sat, 31 Dec 2016 23:30:31 +0000 https://angryjedi.wordpress.com/?p=22583 This is my last daily post on this blog, to coincide with the last hour of the last day of 2016. I'm not going to rule out posting on here again when I feel like it, but this is the last of my daily entries. I feel that the exercise has run its course, and … Continue reading 2541: Farewell

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    This is my last daily post on this blog, to coincide with the last hour of the last day of 2016. I'm not going to rule out posting on here again when I feel like it, but this is the last of my daily entries. I feel that the exercise has run its course, and I'm definitely satisfied with what I've accomplished over the last 2,541 days.

    Why am I stopping now? Well, it's part of a broader plan I outlined a few days ago. I want to unplug and get away from the constant noise of online culture in 2016. It stopped being fun a good while ago — roughly coinciding with the rise of the outrage brigade who love nothing more than using their social media clout to shame people for enjoying "problematic" material — but it's also been becoming increasingly apparent that the reasons I've been keeping my social media accounts active for as long as I have simply don't seem to be the reasons other people keep them active.

    On previous occasions when I've considered deactivating my Facebook and Twitter accounts — Facebook in particular — the thing that has always stopped me is the thought that "oh, people won't be able to get hold of me easily, since everyone uses Facebook nowadays rather than anything else." But over time it's become apparent that while everyone does indeed use Facebook, pretty much the last thing they use it for is keeping in touch with other people. Rather, the inherent encouragement of narcissism in modern social media encourages people to post everything about their lives — or rather, everything in a heavily edited, idealised version of their lives — in an attempt to make other people feel like they should be having more fun/sex/babies/delicious meals/strong opinions about Donald Trump. And while that occasionally leads to heated debates in comment sections, it very rarely seems to lead to good conversations.

    Twitter comes at it from a different angle. I've heard Twitter described as being like going to a party where everyone is shouting things at the room in general hoping other people will come and join the conversation, and that's a fairly apt description. The particular trouble with Twitter is that its original selling point — its 140-character limit, intended to encourage people to "microblog" rather than post walls of text — isn't conducive to nuanced discussion and debate, which leads to particularly obnoxious behaviour when people of differing ideologies and/or opinions about which anime girl is hottest come into contact with one another.

    In short, I've been finding social media to be more trouble than it's worth, so I'm unplugging from the noise in the hope that those people who do value my friendship will make use of other, more private and personal means of contacting me rather than everything being aired in public. And this blog comes under that header, too.

    This blog has been valuable "therapy" for me over the course of the last few years, which have been, to say the least, rather challenging and difficult for a variety of reasons. I've faced many obstacles — some of my own creation, some by other people being colossal jackasses and my not really having any power to do anything about that — and, while I wouldn't say my life is where I want it to be in the slightest, I feel that I've grown stronger as a person as a result.

    But I feel like I need to start a new chapter. Leave behind the past, and look forward to a hopefully brighter future. It's not easy to shed emotional baggage — not to mention the physical baggage that mental stress can leave you with — but severing my ties with the past, be they social media accounts or indeed this blog, feels like the right thing to do right now.

    I'm not disappearing entirely, mind you; as I mentioned in my previous post, I still intend to keep writing weekly on MoeGamer, which will become my main place to write about games I've found particularly interesting or exciting, so I encourage you to subscribe over there if you like what I'm doing. And for more general writing, I'm starting up a weekly TinyLetter — effectively a small-scale mailing list — for personal notes to those of you who have been kind enough to show me friendship and support over the last few years. If you're interested, you can sign up for that here. (Those of you for whom I have email addresses already, I'll be taking the liberty of signing you up automatically at some point on New Year's Day; I hope you don't mind, and if you do, please rest assured that if you decide you don't want to receive my notes, you can unsubscribe easily.)

    Aside from that, though, at this point in my life I feel like broader Internet culture just doesn't hold the value it once did for me, so out the window the unnecessary crap goes for 2017. I'm not encouraging any of you to follow my lead and I'm certainly not casting any judgement on those of you who still find value in social media and Internet culture at large; I'm simply saying it's not for me, and explaining where I'll be going if you do want to find me.

    If you'd like to stay in touch more privately, please either subscribe to my TinyLetter — which you can reply to just like a normal email — or drop me a message via my Get In Touch page with your email address and/or any other contact details you'd care to share.

    For those who have supported this blog for any period of time — be you lurker or regular commenter — thank you, good night, and I wish you a happy, healthy and hearty New Year. Here's to 2017 being a better year for everyone.

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    2540: Royalty Free https://imnotdoctorwho.moegamer.net/2016/12/30/2540-royalty-free/ https://imnotdoctorwho.moegamer.net/2016/12/30/2540-royalty-free/#respond Fri, 30 Dec 2016 22:56:27 +0000 https://angryjedi.wordpress.com/?p=22558 I was surprised to discover that a device exists purely for the purpose of streaming shit music into shops. Actually, let me correct that: a device exists purely for streaming royalty-free music into shops. There's a good reason for this, of course: music in the background generally makes for a livelier, more pleasant atmosphere, but … Continue reading 2540: Royalty Free

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    I was surprised to discover that a device exists purely for the purpose of streaming shit music into shops.

    Actually, let me correct that: a device exists purely for streaming royalty-free music into shops. There's a good reason for this, of course: music in the background generally makes for a livelier, more pleasant atmosphere, but not all businesses find it practical or desirable to pay up for PRS and suchlike in order to use copyright-protected music, and as such we have the rise of the royalty-free artist and their music to fill this apparent gap in the market.

    The aforementioned device isn't, shall we say, a perfect bit of kit; the available music on offer is relatively limited, and its shuffle algorithm is so unsophisticated that it's not at all unusual to hear the same song five or more times over the course of a single hour, but it does at least perform its basic function reasonably effectively. And more to the point, through a bit of the old Stockholm Syndrome, finding yourself in an environment where this nonsense is all you are able to listen to means that after a while you might actually start liking some of these songs.

    Songs like Kady Z's Game Over.

    Or indeed Kady Z's Beautiful Disaster — apparently Kady Z, whom I had never heard of prior to actually investigating the dreadful but catchy lyrics to Game Over, is pretty much the queen of royalty-free music.

    Interestingly, of all the musical monstrosities that belch forth from the aformentioned streaming box, Kady Z's are the only ones that I seem to be able to find easily on the Internet. I'm sure the others are out there somewhere, but Game Over is the only song I've so far managed to find by Googling the one line of the lyrics I can actually remember. ("Game over, you and me, game over, finally free.")

    All this is perhaps because in particular the two songs I've mentioned above I actually don't mind all that much. As I say, that may well be the Stockholm Syndrome talking, but from a bit of additional cursory research this evening, Kady Z appears to be 1) quite attractive and 2) actually not a terrible pop artist either, seemingly drawing influences from a number of other artists including Ke$ha (most apparent in Game Over), Katy Perry and numerous other "upbeat white chick" kind of affairs.

    I wouldn't say she's a particular artist I'm going to rush out and buy all the albums of, but sometimes it's kind of nice to accidentally stumble across some reasonably inoffensive new music that's a bit outside the mainstream pop charts, which remain mostly dominated by bullshit these days — yes, I am getting old, and I'm not at all ashamed of it.

    So there you have it. Make an hour-long playlist with Game Over in it at least five times punctuated by other stuff and you, too, can experience roughly what my day has been like.

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    2539: Hipster Coffee https://imnotdoctorwho.moegamer.net/2016/12/29/2539-hipster-coffee/ https://imnotdoctorwho.moegamer.net/2016/12/29/2539-hipster-coffee/#respond Thu, 29 Dec 2016 22:05:50 +0000 https://angryjedi.wordpress.com/?p=22533 I was a little early going into town for work this morning, so I stopped for a coffee. The Starbucks I usually stop at was pretty heaving, so I went over the road to a place that has relatively recently opened but which I hadn't tried before: an apparent chain (I've seen at least two … Continue reading 2539: Hipster Coffee

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    I was a little early going into town for work this morning, so I stopped for a coffee. The Starbucks I usually stop at was pretty heaving, so I went over the road to a place that has relatively recently opened but which I hadn't tried before: an apparent chain (I've seen at least two in various parts of Southampton) called Coffee #1. And I think it's the most hipster place I've ever been in.

    If I were to say the words "hipster coffee shop" to you, picture what you think I mean for a moment. Chances are you're imagining a place with wooden floors, eclectic art lining the walls and overly familiar, jocular writing on the menu. And, of course, lots of 20-year old mean with beards and overly elaborate moustaches browsing Instagram on their iPads. And blue-haired, slightly overweight women staring morosely at their mobile phones, flipping idly through social media rather than actually talking to the person sitting across the table from them.

    Coffee #1 was exactly like this, and then some. The art on the walls seemed to have no coherent theme whatsoever, running the gamut from an enlarged diagram of how to correctly hitch a horse to a post to framed covers of Tintin comics and Tolkien novels. The furniture wasn't much better; I'm pretty sure there wasn't a single matching chair in the entire place. And this wasn't the case that you find in some coffee shops where maybe a chair breaks so they have to bring out an "emergency chair" from the back room to fill a gap; no, this seemed like a distinct effort to make everything mismatched. It was sort of impressive in a faintly insufferable sort of way.

    Coffee #1 wasn't a bad place to go for coffee by any means; the coffee itself was nice and at least came in proper mugs rather than artisanal blown glass jars or something, but the whole experience I had while I was there was just one of the place itself trying far too hard. "Look at me!" it seemed to say. "I'm quirky and kooky and wacky!" It felt like whoever had designed the chaotic aesthetic of the whole place was desperately trying to ensnare to coerce the millennial market into coming for a cup of overpriced, overly complicated coffee while taking selfies with their insufferable friends to plaster all over an Instagram feed that no-one in their right mind would give a shit about, regardless of how many cat GIFs and screenshots of the Notes page on their iPhone featuring supposedly profound "showerthoughts" they interspersed their irrepressible narcissism with.

    Entertainingly, I got the distinct impression that the staff at Coffee #1 were a little weary of the whole thing, too. The woman serving me wandered off to take a piss (in the toilet, thankfully, at least I assume that's where she went) halfway through taking my order, and the guy who appeared to be in charge looked a little flustered, to say the least. I'm not sure whether this was simply a side-effect of the Christmas rush (which I can attest to as being exhausting) or if working in an environment that practically screams "ME! ME! LOOK AT ME! LOOK HOW QUIRKY I AM!" simply fatigues the mind after a while.

    Either way, I'm not averse to going back to Coffee #1 again in the future, since the important part of its service — y'know, the coffee — was nice enough and no more obnoxiously priced than its peers. The mismatched, chaotic decor didn't even really bother me that much, despite the words I've expended describing it above — it was simply rather striking, since it was my first visit. It all just seemed like rather a lot of wasted effort — and believe me, to ensure that every single chair in your establishment doesn't match any other chair in your establishment has to take a certain amount of effort — when I can't help but feeling most people would be happy with comfy chairs, muted and relaxing decor, and perhaps some light, calming music playing in the background.

    And good coffee, of course.

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    2538: MoeGamer 2016 https://imnotdoctorwho.moegamer.net/2016/12/28/2538-moegamer-2016/ https://imnotdoctorwho.moegamer.net/2016/12/28/2538-moegamer-2016/#respond Wed, 28 Dec 2016 20:02:28 +0000 https://angryjedi.wordpress.com/?p=22414 As my time writing these posts daily draws to a close, I find myself contemplating my other site MoeGamer and the progress I've made with it this year. For those unfamiliar, MoeGamer (moegamer.net) was originally conceived as a means of continuing the work I did during my time at USgamer with my JPgamer column. JPgamer itself originally came about as the result of … Continue reading 2538: MoeGamer 2016

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    As my time writing these posts daily draws to a close, I find myself contemplating my other site MoeGamer and the progress I've made with it this year.

    For those unfamiliar, MoeGamer (moegamer.net) was originally conceived as a means of continuing the work I did during my time at USgamer with my JPgamer column. JPgamer itself originally came about as the result of a USgamer contributor's frankly atrocious review of Hatsune Miku Project Diva F in which he, among other things, described people who were into the game as "degenerates". Fellow regular staffer Cass Khaw and I were both pretty upset and annoyed at the language used in the article, so I used my inaugural JPgamer column to talk about the review, the language that had been used and why such unpleasant prejudices were apparently prevalent in the business. (I got into trouble for "throwing the contributor under the bus" for that piece, but frankly he deserved it. Insulting your audience is never cool.)

    From there, I continued to post JPgamer on a weekly basis, reporting on newly announced Japanese games and their localisation as well as Japanese-inspired games by Western developers such as HuniePop. The fact it was a regular opinion column rather than a specific format such as a review afforded me the opportunity to talk about things it might otherwise have been difficult to incorporate into USgamer's regular content schedule, and for all the bitter taste that my time working under editor Jeremy Parish left me with — particularly once I was forcibly ousted in favour of his friends Kat Bailey and Bob Mackey on the pretense that "the site wanted an all-American staff" — I was, at least, for the most part, allowed to cover what I want. (The only title I was specifically forbidden from writing about at all was Monster Monpiece, which is a silly game to lay down the law over, but the only one nonetheless.)

    My work on JPgamer revealed that there was an untapped audience out there who were hungry for coverage of Japanese games that wasn't simply of the "lol, Japan" variety or indeed, since 2013-2014 marked an explosion in the obnoxious "social justice" craze, overly obsessed with declaring everything "problematic" or "misogynist". My audience were grateful for bringing their attention to a variety of games that either didn't get any column inches on mainstream websites under the best circumstances, and which were treated with a considerable amount of unfairness and ill-informed disdain in the worst instances. I even made a number of close friends via the columns' comment sections, whom some of you will recognise from the regular comments on this site and MoeGamer.

    When I launched MoeGamer, my initial intention was to treat it somewhat like my JPgamer column, which is to say, simply covering topics and games of interest as and when they cropped up. I didn't have the time to devote to the site on a full-time basis so I couldn't turn it into a full-scale news site or anything — but nor did I want to, either. There are far too many of them out there already, with far too many, even among the mainstream commercial sites, simply parroting press releases for the most part rather than doing actual journalism. Rather, I wanted to take MoeGamer in a direction similar to how I had treated my previous writing about Japanese games: I wanted to explore games through long-form writing in which I could use my knowledge of literary, film and media theory to talk about their narrative, themes and characterisation as much as their aesthetics and mechanics. I didn't treat my articles about games as "reviews" — I instead simply approached them as one might tackle an essay: begin with a starting point and focus to explore, investigate it thoroughly before reaching a conclusion where appropriate.

    I'm pleased with some of the articles I produced during this initial period at MoeGamer, though I grant it was a period of experimentation with some pieces more successful than others. Of this initial batch, I'm most pleased with We Need to Talk About Your Sister, on D.O.'s legendary visual novel Kana Little SisterGuidebook to Another Culture, on how Steins;Gate explores Japanese culture and the concept of otakudom without prejudice; There's Not Always a Happy Ending, on how horrific visual novel Saya no Uta has no endings that can truly be called "good" but is still an intensely satisfying, enriching experience regardless; An Unavoidable Tragedy, on how Nippon Ichi's surprisingly good The Witch and the Hundred Knight turned out to be a rare example of video games exploring an honest-to-goodness classically tragic narrative; and Atelier Rorona Plus: The Nicest Game You'll Play This Summer, whose title is pretty self-explanatory.

    Earlier this year, after a bit of a hiatus, I decided to reboot MoeGamer somewhat with a mind to providing a more regular stream of content. This partly came from a simple desire to do more with the site, as I'd left it dormant for a number of months by this point, but I was also interested in trying to make something a little more out of it. Specifically, I was interested in the crowdfunding platform Patreon, and whether or not it would provide a means for me to try and earn a bit of extra pocket money from MoeGamer, allowing me to continue providing coverage in the way I wanted to without resorting to clickbait headlines and/or provocative moral crusading, both of which I'd seen the mainstream media sadly decline into over the course of the last couple of years.

    My intention was to handle MoeGamer somewhat more like a magazine. Each month would have a clear focus — a single game or series, in this case — and over the course of four weekly articles, I'd explore this focus from a variety of different perspectives. It took a couple of months to get the format nailed down, and it still varies a little according to the specific title I'm covering, but I'm pretty happy with the approach I'm taking now: first, introduce the game or series, including its historical context in relation to its peers, similar titles or inspirations; then, look at its mechanics and anything interesting it does in this regard; then, explore its narrative, themes and characterisation in detail; finally, look at its audio-visual aesthetics or any other aspects of the game which are worthy of discussion, such as alternative versions of a game, different platforms, expansions or remakes.

    Notably, an overriding philosophy that I've always had with MoeGamer is to accentuate the positive, interesting aspects of these games. Acknowledge their flaws where appropriate, sure, but don't dwell on them in the cynical, world-weary way that all too many writers do these days. I've always found it much more interesting and fun to seek out the good in even the shonkiest of games than to take the easy, low-road approach of tearing it a new one. Pointing out things that someone or something does badly is easy and often destructive; exploring the positive aspects is simply a better experience for everyone involved, at least in my book.

    So far I'm happy that I've covered a variety of different game types in this format, as well as posting some shorter, one-off articles on games that I found interesting for one reason or another — even if that reason was nothing more complex than "I liked the artwork" or "a lot of people bought this in the Steam sale this week". Since April of this year, I've covered all of the following games:

    • Senran Kagura Estival Versus (Marvelous/Xseed) — The fourth installment in Kenichiro Takaki's series of beat 'em ups about ninja girls, featuring an intoxicating blend of exaggerated sexiness and thought-provoking narrative.
    • MegaDimension Neptunia V-II (Idea Factory/Compile Heart) — The fourth mainline Neptunia game, and one of Idea Factory and Compile Heart's best RPGs to date.
    • Dungeon Travelers 2 (Aquaplus/Sting/Atlus) — A dungeon-crawling RPG that initially shot to notoriety through mainstream outlet Polygon's puritanical hand-wringing over its provocative artwork, but subsequently proved itself to be among the very best in the subgenre ever created.
    • Ys (Falcom/Xseed) — A legendary series of action RPGs that I'd been meaning to check out for the longest time and finally got around to. They're now among my favourite games of all time.
    • RPG Maker MV (Enterbrain/Kadokawa) — The latest installment in the long-running series of easy to learn but extremely powerful RPG construction kits.
    • One Way Heroics (SmokingWOLF/Spike Chunsoft) — Barely known (but brilliant) Japanese indie roguelike makes good with a complete revamp and reimagining from Danganronpa creators Spike Chunsoft.
    • Gal*Gun Double Peace (Inti Creates/PQube) — A light gun shooter-cum-dating sim that manages to be considerably more than the sum of its parts.
    • Fairy Fencer F: Advent Dark Force (Idea Factory/Compile Heart) — A huge revamp and expansion on Idea Factory and Compile Heart's earlier title Fairy Fencer F, itself an attempt to tell a more serious tale than the light-hearted Neptunia series the company is most well-known for.
    • Final Fantasy XV (Square Enix) — While a much more mainstream game than what I'd typically cover on MoeGamer, there's a lot to write about with Final Fantasy XV that I felt was well worth exploring.
    • Root Letter (Kadokawa/PQube) — A visual novel for the over-30s. Absolutely beautiful.
    • Negligee (Dharker Studio) — A short visual novel from a British (but Japanese-inspired) studio that explores both the experience of working retail and what it's like to slowly realise you're a gay girl.
    • Supipara (minori/MangaGamer) — A beautiful visual novel that tells a charming, dream-like tale that masterfully blends the magical and the mundane.
    • Delicious! Pretty Girls Mahjong Solitaire (Zoo Corporation) — Exactly what it sounds like.
    • VA-11 HALL-A (Sukeban Games) — A wonderful visual novel-cum-bartending sim by two guys from Venezuela who really love the old-school Japanese PC-98 aesthetic.

    I'm pretty happy with that for nine months' work, and I like to think that I've brought some much-needed attention and love to some games that simply don't get noticed by many outlets these days. Perhaps I've even made you aware of games that you didn't even know existed, dear reader, and if that's the case I hope you've found something to enjoy among all the titles I've covered.

    I've got a number of titles I'd like to cover on MoeGamer in the new year, including the Trails series by Falcom, Nights of Azure and a variety of Atelier games by Gust, Omega Quintet from Idea Factory and Compile Heart, and numerous others besides. While I'm under no illusions that MoeGamer is ever going to be a competitor for big mainstream sites that pump out a variety of provocative clickbait each day, I am happy with what I've created with it so far, and over time I intend to continue expanding it into a comprehensive resource full of long-form articles about a wide variety of surprising and fascinating Japanese (and Japanese-inspired) games. To put it another way, I want MoeGamer to reflect my love for the medium, and I hope others enjoy it too.

    If you enjoy what I've done with the site or simply want to support creators producing long-form, non-clickbait content, any donations to my Patreon are most gratefully received right here. I thank you kindly in advance for your generosity and readership, and hope you enjoy what I produce in the new year.

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    2537: Treasure Tracker https://imnotdoctorwho.moegamer.net/2016/12/27/2537-treasure-tracker/ https://imnotdoctorwho.moegamer.net/2016/12/27/2537-treasure-tracker/#respond Tue, 27 Dec 2016 22:08:12 +0000 https://angryjedi.wordpress.com/?p=22394 I started playing a game I've been meaning to check out for a while today: Captain Toad Treasure Tracker, a spin-off title from one of the Wii U's best games, Super Mario 3D World, and a fantastic game in its own right. For the unfamiliar, Captain Toad is based on the occasional levels in Super Mario 3D World where instead of controlling … Continue reading 2537: Treasure Tracker

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    I started playing a game I've been meaning to check out for a while today: Captain Toad Treasure Tracker, a spin-off title from one of the Wii U's best games, Super Mario 3D World, and a fantastic game in its own right.

    For the unfamiliar, Captain Toad is based on the occasional levels in Super Mario 3D World where instead of controlling Mario, Luigi, Toad and/or Princess Peach, you take on the role of Captain Toad, an intrepid explorer from the Toad race who is carrying so much crap in his backpack he can't jump. Consequently, his means of navigating levels is very different from the relatively conventional platforming of Super Mario 3D World's regular levels, and his stages tended to be rather more puzzly in nature.

    Captain Toad Treasure Tracker takes the idea of these stages and builds a whole game out of them. With each stage being formed as a three-dimensional diorama, usually in a cube shape, you need to carefully navigate Captain Toad around and rotate the camera in all directions to find hidden items and passageways as well as determine the best way to proceed.

    Captain Toad Treasure Tracker features a great deal more variety in its stages than the Captain Toad stages in Super Mario 3D World, and in true Mario game tradition there are a wide variety of unique mechanics and gimmicks that are introduced and explored in a couple of stages before being set aside before they wear out their welcome. Powerups from Super Mario 3D World put in an appearance, too, most notably the cherries which spawn a clone of your current character, which you then control simultaneously with your original one. You'll then be tasked with navigating these characters together in such a way that you do things like simultaneously press switches or proceed down two separate routes at the same time.

    In true Nintendo tradition, there are several degrees of depth that you can play the game in. At its simplest level, you can make your way through Captain Toad by simply determining the path to the star that completes the stage. Then there are three hidden gems in each stage, and finally a hidden bonus objective. Not all of these objectives need to be completed at the same time or even in a single playthrough, but they add a great deal of depth and replayability to the levels.

    Most of all, though, Captain Toad Treasure Tracker is simply an utterly charming game that doesn't have a drop of maliciousness or cynicism about it whatsoever. It's endearing, cheerful, colourful and relaxing to play, and already, after just 11 stages (out of a reported 70+) it's becoming one of my favourite Wii U games that I'm very much looking forward to getting stuck further into.

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    2536: NES Remix and the Art of Good Game Design https://imnotdoctorwho.moegamer.net/2016/12/27/2536-nes-remix-and-the-art-of-good-game-design/ https://imnotdoctorwho.moegamer.net/2016/12/27/2536-nes-remix-and-the-art-of-good-game-design/#respond Tue, 27 Dec 2016 00:13:10 +0000 https://angryjedi.wordpress.com/?p=22363 Still on a Nintendo kick at the moment. I've been playing a fair amount of NES Remix on Wii U, a rather peculiar package that consists of an enormous number of bite-size challenges based on a variety of Nintendo's old 8-bit NES games. Structurally, it's rather like a mobile game in that each level tends to take … Continue reading 2536: NES Remix and the Art of Good Game Design

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    Still on a Nintendo kick at the moment. I've been playing a fair amount of NES Remix on Wii U, a rather peculiar package that consists of an enormous number of bite-size challenges based on a variety of Nintendo's old 8-bit NES games.

    Structurally, it's rather like a mobile game in that each level tends to take less than a minute to complete, and upon completion you're graded between one and three stars, which are subsequently collected and used to unlock further challenges.

    The rating system isn't needlessly complicated, however; you get one star just for clearing the challenge, even if you ran out of lives and had to continue partway through a multi-stage task; you get two stars for clearing the challenge without using a continue; and you get three stars for clearing the challenge without using a continue and within a (hidden) par time. (You can also attain "rainbow stars" for each challenge by beating an even tighter par time, but these are purely for your own satisfaction; they don't count as extra stars as far as the game is concerned.)

    The genius of NES Remix is that it teaches you to play all of these old games as you go, and it does so without using any hand-holding tutorials whatsoever. Rather, with each of the games in the package, it starts you off with simple tasks and gradually advances you to more complex, multi-stage challenges. And once you're done with all that, the "Remix" and "Bonus" stages provide their own twists on the classic NES games in all manner of ways, perhaps by mashing up characters from one game into the levels of another, or by doing weird things with the visuals, or by making you play the game upside down or back to front.

    What NES Remix successfully does is revitalise every game it incorporates — even those which, when played in their original forms, would look a little tired and primitive now. By trimming the experience down to less than a minute rather than expecting someone to play, say, an entire round in Golf, or a complete game in Baseball, you get a feel for the solid base mechanics of these games without having to invest a lot of time in them and risk them outstaying their welcome. NES Remix instead tasks you with, to use the same examples, simply getting on the green in less than 2 hits from a variety of situations, or winning a game from its final innings.

    NES Remix is also interesting from a historical perspective to see how far we've come in certain genres. As you may have surmised from the examples I've given so far, this is particularly apparent in the sports games. Tennis, for example, requires far more split-second timing than its more modern counterparts. And while Golf features an early version of the classic "two tap" power-and-accuracy meter that many modern equivalents still use today, the lack of features such as the ability to put spin on the ball or estimate the maximum distance a given club will hit makes you realise how much we take for granted today.

    It's not just true for sports games, either. Ice Climber makes me incredibly grateful that Nintendo finally got the hang of jumping controls with the Mario series, because they certainly didn't in Ice ClimberThe Legend of Zelda will make you miss the ability to move diagonally. And Donkey Kong will make you glad that modern platform game heroes have significantly stronger knee joints and don't die if they fall more than the length of their own shins.

    As infuriating as some of these old games can be, NES Remix embraces their foibles and quirks and turns them into simple but compelling and addictive challenges that have kept me very much entertained over the last few days. And when you're done with Nintendo's oldest games, NES Remix 2 then moves onto later titles such as Super Mario Bros. 2 and 3, Metroid and Zelda II as we see a company getting more adventurous and attempting to refine their craft further.

    For some, there will be no substitute for playing the original games — perhaps even on original hardware — but NES Remix is a great way of revisiting a wide variety of Nintendo classics and having a bit of fun with them. Plus I can't help thinking it would make a hell of a great basis for group competitive play.

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    2535: A Very Nintendo Christmas https://imnotdoctorwho.moegamer.net/2016/12/25/2535-a-very-nintendo-christmas/ https://imnotdoctorwho.moegamer.net/2016/12/25/2535-a-very-nintendo-christmas/#respond Sun, 25 Dec 2016 20:25:01 +0000 https://angryjedi.wordpress.com/?p=22351 Familial duties for Christmas Day are all done and dusted, and the wife and I are back home. After giving a bit of fuss to the cats — who got an impressively large haul of gifts, because everyone likes to buy presents for cats, and cats are easy to buy gifts for — my main … Continue reading 2535: A Very Nintendo Christmas

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    Familial duties for Christmas Day are all done and dusted, and the wife and I are back home. After giving a bit of fuss to the cats — who got an impressively large haul of gifts, because everyone likes to buy presents for cats, and cats are easy to buy gifts for — my main plan for this evening is to sit down in front of the Wii U for a whole bunch of Nintendo gaming.

    I'm not entirely sure why my brain has made an unbreakable association between Nintendo games and the festive season, but I get this feeling and this desire to binge on Nintendo games every Christmas.

    I suspect it's a combination of factors, beginning with the fact that one of the most exciting Christmas presents I ever received as a child was a Super NES — the first console I'd ever owned, as up until that point we'd previously been a computer game-only household thanks to our collection of 8- and 16-bit Atari computers.

    During that Christmas, I spent a great amount of time between the three games I had at the time: Super Mario WorldStreet Fighter II and Chuck Rock. (The latter two were American imports for some reason, necessitating the use of one of those enormous and unwieldy "converter" cartridges in which you had to plug the game you wanted to play in the top, and an English game in the back.) Consequently, I have very fond memories of that Christmas, and notably, the original Street Fighter II is one of the only fighting games I've ever felt like I actually "got".

    I think it's more than that, though. I wrote yesterday about how I have generally positive associations with Christmas thanks to generally pleasant family gatherings growing up, and Nintendo as a whole prides itself on its family-friendly output. Now, to be honest, my parents were never particularly ones for playing two-player games with me — though my brother would join in when he was present — but the association is still there. First-party Nintendo games in particular are wrapped in a wonderful feeling of warmth and friendliness — a feeling that they're designed for families to gather round and enjoy themselves with, even if it's only one person playing at a time while others look on and enjoy the cartoonish silliness.

    Then there's also the fact that Nintendo games are generally very "pure" experiences that often — not always — forego ambitious, thought-provoking storytelling in favour of extremely solid gameplay, and as such are the perfect fodder for those times of year when you don't want or need to think too hard about things, such as, say, when you've eaten several tons of turkey.

    Whatever the reasoning behind it, I can't break the association between Nintendo games and the holiday season, and nor do I want to. So the remainder of my Christmas day is going to be spent in the company of Mario and all his friends.

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    2534: Christmas Cheer https://imnotdoctorwho.moegamer.net/2016/12/24/2534-christmas-cheer/ https://imnotdoctorwho.moegamer.net/2016/12/24/2534-christmas-cheer/#respond Sat, 24 Dec 2016 21:30:15 +0000 https://angryjedi.wordpress.com/?p=22334 While I've somewhat lost enthusiasm for Christmas over the last ten years or so — I used to absolutely love it as a child — one thing I am pretty grateful for is the fact that I don't recall ever having a "bad" Christmas. I mention this simply because one of the most popular stereotypes used when … Continue reading 2534: Christmas Cheer

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    While I've somewhat lost enthusiasm for Christmas over the last ten years or so — I used to absolutely love it as a child — one thing I am pretty grateful for is the fact that I don't recall ever having a "bad" Christmas.

    I mention this simply because one of the most popular stereotypes used when describing the Christmas period is that of "the inevitable family arguments" that apparently occur in many households. While I feel that the descriptions of these are often somewhat overblown and exaggerated for comedic effect in most cases, these stereotypes presumably came about for a reason.

    My Christmases growing up were fairly formulaic and predictable, but that brought them a certain sense of comfort about them. I'd wake up to find a selection of small gifts that had been snuck into a "Santa's sack" at the foot of my bed, then go downstairs for a bacon sandwich and, once I was a little older, a Bucks Fizz. After breakfast, we'd go up to the lounge and open presents — my mother usually being the one who was most enthusiastic about this part of the day, and my father urging a certain degree of restraint — before relaxing with our new acquisitions for a little while.

    After that, lunch preparations would get underway, with my mother taking the lead on things — we were a household of traditional gender roles, and also my mother is an excellent cook — and the rest of us alternating between staying well out of the way and occasionally fetching and carrying things as requested.

    Lunchtime would come, and sprouts would always be on everyone's plate, regardless of protestations, though those of us who really objected to them (such as me) would typically only have one of them, drowned in gravy to make it as inoffensive as possible. This would be followed by Christmas pudding, which would always be set aflame, and which I'd never quite work out if I actually liked or not — after 35 years of contemplation, I don't think I do — and perhaps a cheeseboard to finish.

    At some point during the day, the whole family would troop down to a local family friends' place for wine and conversation for an hour or two; this was never a formal affair, but was always pleasant, particularly if the circumstances of the rest of the year had meant that we hadn't had the time to catch up as frequently as we all might have liked to do. Then we'd return home, flop into our respective chairs and go back to enjoying our presents, mountains of snack foods and a generally relaxed, calm atmosphere.

    I don't remember a single Christmas that was blighted with arguments or troublesome political discussions, and I'm grateful for that. Perhaps these things did happen and I just don't remember them, but they couldn't have been especially traumatic for me if I can't recall them at all.

    These days, a Christmas exactly as I describe above is something that only happens once every couple of years now, since being married, we have the "one family, other family, quiet Christmas by ourselves" cycle going on. This year, we're with my in-laws, who have routines of their own very similar to those that my family have enjoyed over the years, albeit with their own little twists.

    And after a turbulent year — not to mention the chaos of working retail over the holiday period — I'm looking forward to a day where everyone, everywhere can just take some time to relax and enjoy themselves for once. At least, I hope that's what everyone, everywhere is at least going to make an effort to try and do.

    Merry Christmas.

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    2533: Future Collector's Item https://imnotdoctorwho.moegamer.net/2016/12/23/2533-future-collectors-item/ https://imnotdoctorwho.moegamer.net/2016/12/23/2533-future-collectors-item/#respond Fri, 23 Dec 2016 17:50:46 +0000 https://angryjedi.wordpress.com/?p=22292 You've probably seen me mention my friend Chris on these pages a few times. (You might even be my friend Chris, in which case hi.) Chris and I have differing opinions on a number of things, but one thing we both agree on is the importance, value and general sense of satisfaction inherent in archiving … Continue reading 2533: Future Collector's Item

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    You've probably seen me mention my friend Chris on these pages a few times. (You might even be my friend Chris, in which case hi.) Chris and I have differing opinions on a number of things, but one thing we both agree on is the importance, value and general sense of satisfaction inherent in archiving and collecting games and gaming hardware for the future.

    The other day, Chris and I were discussing Nintendo's Wii U. We're both a fan of the console and many of the games on it, and find the self-fulfilling prophecy of its "failure" rather frustrating; had people been a bit more willing to celebrate its most interesting and exciting titles rather than playing the usual "lol, Nintendo got no third party support" game things might have turned out a bit more differently. Or perhaps they might not have. Either way, it doesn't really matter; it's on the way out come March when Nintendo launches its new console, the Switch.

    Chris raised a really interesting point about the Wii U that I hadn't considered before: it is a new TurboGrafx or Neo-Geo.

    "Tiny library of mostly excellent stuff?" he explained. "Check. Very short lifespan? Check. Innovative tech that was received poorly? Check. The Wii U in general is going to be a hardcore collecting legend in 5+ years."

    NEC and SNK's consoles weren't bad at the time they were released; they were simply competing with more popular (and particularly in the Neo-Geo's case, more affordable) alternatives from Sega and Nintendo. In 2016, Nintendo finds itself in a similar position as these "second-tier" console manufacturers were in back in the 16- and 32-bit eras: the market is dominated by two more popular, more widely supported consoles (not to mention the endless sprawl of PC gaming) and is perceived as a "failure" despite having a small but beautifully formed library of games, most of which are not only excellent, but markedly distinct from the big-budget affairs that make up the frontline of the PS4 and Xbox One's respective software libraries.

    For the last few years, I've taken the attitude that, with a few exceptions — the most recent being Final Fantasy XV and Pokémon Moon — I will prioritise buying games that will more than likely be difficult to find in a year or two. (That said, old copies of Pokémon appear to absolutely skyrocket in value after a few years, so I'm certainly glad I grabbed that one, and especially glad I grabbed the apparently considerably less popular Moon variant.) Since I have an enormous backlog to get through already, I feel that the next few additions to my collection will more than likely be Wii U titles in an attempt to fill out an "essential" catalogue of games that I will be proud to keep alongside the console once it leaves the market.

    So far I've got quite a decent selection: Bayonetta 2, Hyrule Warriors, Lego City Undercover, Mario Kart 8, NintendoLand, Sonic and Sega All-Stars Racing Transformed (multi-platform, so I sort of don't really count this one, as fun as it is), Super Smash Bros., Super Mario Maker, Star Fox Guard, Star Fox Zero, Super Mario 3D World, Wii Party U, Wind Waker HD, Xenoblade Chronicles X and ZombiU. (The latter has been subsequently ported to other platforms, but the Wii U version features a unique local multiplayer mode that is a surprising amount of fun.)

    I also have digital copies of Pikmin 3 and The Wonderful 101 that I'd like to replace with physical editions at some point in the near future, and I've ordered copies of Rodea the Sky Soldier and Captain Toad Treasure Tracker. The game I'm most concerned about becoming difficult to acquire in the near future is Tokyo Mirage Sessions, so I'll likely grab that in the new year, and I think I'd also like to round out the Mario collection with Mario Tennis and Mario Party 10 at some point, too.

    At that point, I think I'll be satisfied with what I have; I don't feel the numerous Lego games (aside from Wii U exclusive Lego City Undercover) have much value due to their multi-platform, cross-generational status, and likewise for stuff like Ubisoft's dreadful but inexplicably popular Just Dance series and yet another port of the inescapable Minecraft — although I must confess I do like the idea of Minecraft making use of the GamePad's touchscreen for its interface.

    The prospect of the Wii U becoming highly collectible in the next few years is quite an exciting one, because for once, I not only have one, I have a good collection of games to go alongside it, too. It's not exciting from the perspective that I'll be able to make a lot of money from it — on the contrary; I don't intend on letting it go anywhere — but rather because it's a tangible piece of collectible history that I'll be able to look back on fondly in the future.

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    2532: Five Games You Should Get in the Steam Sale https://imnotdoctorwho.moegamer.net/2016/12/22/2532-five-games-you-should-get-in-the-steam-sale/ https://imnotdoctorwho.moegamer.net/2016/12/22/2532-five-games-you-should-get-in-the-steam-sale/#respond Thu, 22 Dec 2016 23:04:12 +0000 https://angryjedi.wordpress.com/?p=22229 Steam's Winter Sale has rolled around again! As always, there's a wealth of great games on offer. On the off-chance that you don't already own some or all of these games, here are five of my favourites that you should check out. Recettear (£2.59) I find it hard to imagine that anyone doesn't have Recettear yet, but … Continue reading 2532: Five Games You Should Get in the Steam Sale

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    Steam's Winter Sale has rolled around again! As always, there's a wealth of great games on offer. On the off-chance that you don't already own some or all of these games, here are five of my favourites that you should check out.

    Recettear (£2.59)

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    I find it hard to imagine that anyone doesn't have Recettear yet, but on the offchance you don't, here's the pitch.

    Recette is a young girl saddled with an enormous debt. Fortunately, she has a shop with which she can attempt to clear said debt by selling items to the local community, as well as through making good use of the assistance of her fairy companion Tear (actually a representative of the bank keeping an eye on her finances) and the local adventurer's guild.

    Recettear is split into two main components. Firstly, there's running the shop, which involves putting out items for people to buy, correctly answering their requests and haggling over prices. Secondly, there's a significant roguelike-esque action RPG component in which Recette can hire one of the local adventurer's guild to go into one of the nearby dungeons to fight monsters and acquire items that she can subsequently craft into more interesting items or simply sell as-is.

    The closest comparison is probably Gust's Atelier series, though there's much less of a focus on crafting in Recettear and more on the dungeon crawling and customer interaction side of things. It's one of the most charming games ever created, with a stunning localisation from the original Japanese by Carpe Fulgur, and is well worth your time.

    Steam page

    Binary Domain (£2.74)

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    An absolutely wonderful third-person shooter, Binary Domain takes Gears of War's po-faced, joyless over the shoulder cover-based shooting and ramps up the adrenaline to make something with a bunch more personality and drama about it, albeit with (arguably) a few more clunky edges to it.

    In Binary Domain you spend a lot of time shooting the shit out of robots, all of which shatter into pieces rather satisfyingly. There's a variety of upgradeable weapons to acquire over the course of your adventure, and some truly entertaining setpieces. The story is good, too, featuring a cast who are all much more interesting than the walking military stereotypes found in shooters that take themselves a bit too seriously, and the whole thing feels like it's been designed on the understanding that games are supposed to be fun.

    Steam page

    HuniePop (£1.74)

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    One of the absolute best puzzle games to be released in the last few years — hell, one of the only puzzle games to be released in the last few years that isn't a free-to-play mobile phone-based Bejeweled ripoff — and a game full of endearingly cheeky humour designed by a team who doesn't give a fuck about political correctness.

    HuniePop is ostensibly a dating sim in that you build up your stats in order to attempt to woo the various girls on the cast, but the twist is that in order to have successful dates (or "intimate" encounters) you need to indulge in some mind-bending, highly strategic puzzle-solving using a combination of your pattern-spotting skills and the items you collect throughout the dating sim gameplay.

    HuniePop is beautifully presented, highly playable, shamelessly lewd and an absolute pleasure to play.

    Steam page

    VA-11 HALL-A (£9.34)

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    VA-11 HALL-A is a brilliant visual novel-cum-bartending sim in which you take on the role of Jill, a rather ordinary young woman who lives in a cyberpunk future and tends bar in the titular drinking establishment.

    VA-11 HALL-A tells its story rather wonderfully through what it doesn't show you — since the majority of the action unfolds from Jill's perspective behind the bar, you tend to see the immediate prelude to and aftermath of important events in the game world rather than the events themselves, which allows you to develop a much more personal attachment to them by hearing firsthand accounts from people who were there.

    There's a wonderful cast of characters — effortlessly "diverse", I might add, and without making a big song and dance about it at any point, unlike its spiritual predecessor Read Only Memories, which very much wanted you to know how progressive it was at every opportunity — and a compelling story to enjoy here, all beautifully presented in the style of an old PC-98-era visual novel from Japan. Except this masterpiece was put together by a couple of dudes from Venezuela over the course of the last couple of years.

    Steam page

    Assault Android Cactus (£5.49)

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    One of the best shoot 'em ups I've ever had the pleasure of playing, Assault Android Cactus channels a variety of influences ranging from bullet hell shooters to Rare's Jet Force Gemini to create a marvelously entertaining and meticulously designed twin-stick shooter for up to four players simultaneously.

    Unfolding across some beautiful-looking dynamic levels, Cactus will challenge your shooter skills to the limit if you want to attain the best scores and grades, but the game also remains accessible to newcomers who just want to blast their way through to the end to say they've beaten it.

    The whole package is capped off with an amazing soundtrack and some brilliant old-school Sega-style "EX options" that can completely change the way the game plays, and is an absolutely essential purchase for anyone who enjoys a bit of quality arcade action.

    Steam page

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    2531: Planning to Unplug https://imnotdoctorwho.moegamer.net/2016/12/21/2531-planning-to-unplug/ https://imnotdoctorwho.moegamer.net/2016/12/21/2531-planning-to-unplug/#respond Wed, 21 Dec 2016 21:04:25 +0000 https://angryjedi.wordpress.com/?p=22197 After some discussion with my friend Chris recently — partly inspired by my recent post on mobile phone apathy — I've made the not particularly difficult decision to try and "unplug" as much as possible from the general noise of the Internet in 2017. And I'm talking about more than just stepping away from Twitter and … Continue reading 2531: Planning to Unplug

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    After some discussion with my friend Chris recently — partly inspired by my recent post on mobile phone apathy — I've made the not particularly difficult decision to try and "unplug" as much as possible from the general noise of the Internet in 2017.

    And I'm talking about more than just stepping away from Twitter and Facebook like I have done a few times in the past, as positive as those experiences turned out to be for me. I'm talking about a pretty thorough purge, and a return to a simpler, quieter life with fewer external stressors.

    You see, the allure of the Internet and its ability to connect people from all over the world has kind of worn off somewhat for me. The last few years have demonstrated that there are a significant number of people out there who are more interested in conflict, oneupmanship and narcissism than actual meaningful interaction. The fall from grace of the games press — and many game journalists' pretty much unveiled hatred of their audiences — is just one of many examples of this, but the overall negativity that infuses what feels like the vast majority of online communications these days is just proving to be more trouble than it's worth.

    I don't need that. It's not adding anything to my life — nothing good, anyway — so, I figure, why continue to put up with it? There's no need to.

    As such, starting on New Year's Day, I'm going to begin a process of unplugging as much as I possibly can. Twitter and Facebook are both going completely, since the annoyance both of those bring to my life far outweighs the benefits of both of them. More significantly, I'm planning on ditching the smartphone age in favour of an older, simpler phone that doesn't bug me every five minutes with updates and notifications. At this point, I'm strongly considering picking up a second-hand N-Gage I've seen on Amazon, since that has the added benefit of being an underappreciated and increasingly rare gaming platform as well as a phone I very much enjoyed using when I originally had one.

    I'm also going to draw my time with this blog to a close. I'm satisfied with what I've achieved here since I started, but the time has come to move on. I'm not going to give up regular writing, mind you; I'm still going to post weekly articles over on MoeGamer, since those have a clear focus, and I'm also intending to start a weekly TinyLetter as a more private, more personal substitute for my daily updates here. I'll post details on how to sign up for that towards the end of the year, so those of you who want to continue to follow what I'm up to can do so.

    I'll be keeping more personal means of communication open. My email address and Google Hangouts accounts will still be active, as will my gaming accounts on Steam, Xbox Live and PSN. But the shouting into the void that is public social media will, hopefully, become a thing of the past. It's no longer enjoyable, useful or fun, so I have no need for it.

    I'm not going to put my personal email, Google Hangouts and gaming account addresses in this post for obvious reasons, but if you are interested in staying in touch via any of these means, please feel free to drop me a line via my Contact page explaining who you are and how you know me. If we've chatted before in the past, great, no problem; if we've never spoken before, however, please do include a bit about yourself in your message.

    That's the plan, then. And I anticipate that it will lead to a happier, more peaceful and less stressful 2017 for me. At least I hope it does, anyway!

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    2530: Pokémon's World of Colour and Joy https://imnotdoctorwho.moegamer.net/2016/12/20/2530-pokemons-world-of-colour-and-joy/ https://imnotdoctorwho.moegamer.net/2016/12/20/2530-pokemons-world-of-colour-and-joy/#respond Tue, 20 Dec 2016 18:01:22 +0000 https://angryjedi.wordpress.com/?p=22171 One of the things I tend to find pretty consistently appealing about the types of RPGs I enjoy playing is the fact that they're typically set in rather colourful places, even if the stories told in those places sometimes veer into dark territory. It occurred to me during conversation with my friend Chris last night … Continue reading 2530: Pokémon's World of Colour and Joy

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    0530_001

    One of the things I tend to find pretty consistently appealing about the types of RPGs I enjoy playing is the fact that they're typically set in rather colourful places, even if the stories told in those places sometimes veer into dark territory.

    It occurred to me during conversation with my friend Chris last night that this is one of the things that I'm finding particularly enjoyable about Pokémon Moon, too. Except in Pokémon's case, it arguably goes a little further: everything about that game is designed to make the player feel like they're special, like they're valued as a human being and like they're loved.

    Although the game has its antagonists — mostly the entertainingly incompetent Team Skull this time around, who are channelling the attitudes of youths desperately trying to be "gangsta" — the emphasis is not on any great conflict. Instead, it's on your protagonist's journey across the islands of Alola, gathering Pokémon and growing in strength and confidence as a trainer.

    The way the characters interact with your protagonist is endearing and warm. You're welcomed to the game as soon as you start, and in the early stages it feels like the game is "holding your hand" but not in an obnoxious way. After a certain point, it feels like it shakes you by the hand and invites you to explore more freely, but always wants you to know that "safety" is never far away. Your achievements are recognised and celebrated, and even your Pokémon act in ways that emphasise your bond with them — "[name] endured the hit so you wouldn't be sad!" is the one that tugs at the heartstrings the most as you see them cling on to consciousness at 1HP after taking a particularly heavy blow.

    To put all this another way, Pokémon Moon is one of the most endearingly "Nintendo" games I've played for a long time. It's a game that invites all its players — regardless of their actual age — to remember the joy and wonder of being a youngster. It's a totally inclusive game that has something to appeal to everyone — and best of all, without any sense that it's either attempting to fulfil a "diversity quota" or frantically virtue signal about how progressive it is. It has cute girls and hunky boys; it has people of all manner of different skin colours; it has cool Pokémon and cute Pokémon; it has an enjoyable story and mechanical depth; and it has this all-encompassing sense that everyone involved with the project simply wanted all the end users, regardless of age, race, gender or any other characteristic that people like to divide themselves up by, to have a really nice time playing it.

    At this time of year it's exactly the sort of thing I needed to play to forget about the cold, dark nights of winter and the increasingly exhausting debacle that is Christmas.

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    2529: Mobile Phone Apathy https://imnotdoctorwho.moegamer.net/2016/12/19/2529-mobile-phone-apathy/ https://imnotdoctorwho.moegamer.net/2016/12/19/2529-mobile-phone-apathy/#respond Mon, 19 Dec 2016 19:43:09 +0000 https://angryjedi.wordpress.com/?p=22131 I've always thought of myself as something of a gadget-head, but over the last few years I've become increasingly underwhelmed and bored with those most ubiquitous of devices, the mobile phone. I remember getting my first mobile phone towards the end of my schooldays. It was a big fat Motorola thing with an extendable aerial, … Continue reading 2529: Mobile Phone Apathy

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    0529_001

    I've always thought of myself as something of a gadget-head, but over the last few years I've become increasingly underwhelmed and bored with those most ubiquitous of devices, the mobile phone.

    I remember getting my first mobile phone towards the end of my schooldays. It was a big fat Motorola thing with an extendable aerial, and I remember the most exciting thing about it was discovering that I could hold down a button to write lower-case letters in text messages, whereas I'd previously been writing in all-caps like a grandmother learning to use email for the first time. (We were all writing in all-caps like a grandmother learning to use email for the first time at the time.)

    Every year or two after that, there was the excitement of The Upgrade. I upgraded from my Motorola to a Nokia 3210, which was exciting because it had Snake on it, and everyone loved Snake, despite it being something that I'd played some 15 years earlier on my old Atari 8-bit computers. Then I upgraded to a Nokia 3330, which had Snake II on it (which was essentially Snake with mildly better graphics). These two phones were pretty similar to one another, though this was also the age that phones were getting smaller rather than bigger, so the 3330 was pleasingly compact after the relatively bulky 3210.

    After that, I went for a Sony Ericsson phone that had a colour screen and a camera. Well, I say it had a camera; actually, the camera was a separate unit you had to snap on to the bottom of it which took photos at approximately the size of a postage stamp that weren't any use to anyone. The colour screen was nice, though.

    After that, I got a phone whose make and model I can't remember, but which I think was actually one of my favourite phones of all time. It had a pretty big screen — in colour again, a reasonable quality camera and, best of all, the ability to record sounds that could subsequently be used for ringtones, message tones, alarm tones and all manner of other things. It was a lot of fun, and an early phone to support Java, too, which meant you could download games for it. And there were some decent games available, too — most notably the excellent puzzle game Lumines, which had previously been something exclusive to PSP owners.

    If I remember correctly, my next phone after that was the ill-fated Nokia N-Gage, which I picked up out of interest in its gaming capabilities. I actually ended up liking it as a phone more than a gaming device, since its vertically-oriented screen made a lot of games impractical and tricky to play, but the dedicated directional pad, the way you held it and the big, bright, clear screen made it a very comfortable personal organiser device. Sure, you looked dumb talking on it — it was notorious for its "side-talking" posture, whereby you looked like you were holding a taco up to your ear while talking on it — but I rarely talked on the phone anyway, so this simply wasn't a big issue for me. It's actually one of my most fondly remembered phones.

    I forget if I had any other phones between the N-Gage and the iPhone that I was given for free while I worked at Apple — I was working retail during the launch of the device — but none spring to mind. The iPhone, meanwhile, was actually a little underwhelming when it first launched; while its bright display and capacitive touchscreen certainly looked lovely, iOS 1.X was severely limited in what you could actually do with it. About the most interesting thing you could do with a first-gen iPhone was browse the "full" Internet rather than only WAP-enabled mobile-specific pages. (Interestingly, with responsive sites, we've now actually gone back to having mobile-specific pages, albeit with a lot more functionality than old-school WAP sites.)

    The iPhone was a bit of a watershed moment for mobile phones, though, because it's at that point that devices stopped being quite so different and unique from one another. Each and every iPhone is much like the last — perhaps a little faster, a little bigger, a little clearer, a little more lacking connection ports we've previously taken for granted — and each and every Android phone is much like the last too, except, of course, for the ones that function as inadvertent incendiary devices.

    I've had my HTC One M8 phone for over two years now. I picked it up as an upgrade from my crusty old iPhone 4 because I was bored with iOS and wanted to see what Android was like, and discovered that yes, I liked Android, though it's just as boring as iOS is. Now, even as I'm eligible for an upgrade to the newest, latest and greatest, I have absolutely no desire to investigate my options whatsoever. The M8 works fine for what I use it for, and I find most new phones virtually indistinguishable from what the M8 offers. Again, they might be a little bit faster or offer a higher resolution screen — although at the size of a mobile phone, there comes a point where resolution becomes completely irrelevant, since individual pixels are too small to distinguish — but they don't do anything new or exciting in the same way that my pre-smartphone upgrades offered.

    Each and every upgrade before the iPhone I had was genuinely thrilling, and something I wanted to show off to people. Each phone was unique from the last, and each brand offered its own particular twist on things. Now, the actual devices themselves are uninteresting and virtually indistinguishable from one another; simply a delivery medium for their operating system of choice. And operating systems aren't interesting.

    I think a big part of my growing cynicism and apathy for this particular side of technology also comes from the fact that the mobile marketplace in general just feels a bit sleazy. Ever since the world was given in-app purchases — something which I knew would be a terrible idea as soon as it was announced — we've been subjected to revolting, exploitative free-to-play garbage, ad-infested messes and all manner of other bullshit. Rather than being the cool, exciting gadgets they once were, mobile phones feel increasingly like just another way for advertisers to invade your life and snake oil salesmen to part you with your case — although what part of life isn't this way these days?

    All this is a rather long-winded way of saying that I'm in no hurry to upgrade my HTC One M8, and in fact, I've considered on more than one occasion actually "downgrading" to a feature phone rather than a smartphone. Maybe I should see how much N-Gages are going for on eBay…

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    2528: 30 Day Video Game Challenge All in One Day Because Otherwise I Won't Remember to Do the Rest of It https://imnotdoctorwho.moegamer.net/2016/12/18/2528-30-day-video-game-challenge-all-in-one-day-because-otherwise-i-wont-remember-to-do-the-rest-of-it/ https://imnotdoctorwho.moegamer.net/2016/12/18/2528-30-day-video-game-challenge-all-in-one-day-because-otherwise-i-wont-remember-to-do-the-rest-of-it/#respond Sun, 18 Dec 2016 20:10:39 +0000 https://angryjedi.wordpress.com/?p=22020 Every so often, one of those "30-day challenges" does the rounds on Twitter, Facebook and whatever, and while I'm often tempted to participate, I know that a few days in I'll probably forget all about it. So to prevent that from happening, I'm going to answer all 30 prompts from the "30 Day Video Game … Continue reading 2528: 30 Day Video Game Challenge All in One Day Because Otherwise I Won't Remember to Do the Rest of It

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    Every so often, one of those "30-day challenges" does the rounds on Twitter, Facebook and whatever, and while I'm often tempted to participate, I know that a few days in I'll probably forget all about it.

    So to prevent that from happening, I'm going to answer all 30 prompts from the "30 Day Video Game Challenge" — which most people seem to have been doing throughout December, which is nearly over, anyway — in one post because fuck convention, I do what I want because I'm a strong independent woman who don't need no man.

    All right. Let's begin.

    1. Very first video game

    Honestly hard to recall, because I grew up with gaming as part of my household. I was born in 1981 and estimate I probably started playing video games around the age of maybe 4 or 5 or so, which would mean my first video game would be one of the hundreds of pirated Atari 8-Bit games that my father and brother had acquired from the local "computer club".

    Let's go with Star Raiders, even if it wasn't, because Star Raiders is awesome and naming that as my first video game surely gets me some gaming hipster cred.

    2. Your favourite character

    I have a whole bunch of favourite characters from a variety of different franchises, so again it's hard to pick one. If absolutely pressed to name just a single one, however, I think I'd probably have to go with Estelle from Trails in the Sky. She's cute, sassy, tomboyish and immensely appealing to me in all manner of different ways, both in terms of her looks and her attitude.

    3. A game that is underrated

    The original Hyperdimension Neptunia. While its technical shortcomings are self-evident from the moment you start playing it, and it makes some baffling mechanical decisions, it's one of the most memorable games I've ever played, through a combination of its absolutely charming characterisation and those aforementioned baffling mechanical decisions.

    4. Your guilty pleasure game

    I have no guilt in enjoying any games whatsoever, regardless of their content. I guess the only one I probably wouldn't make a point of talking about in polite company would be Custom Maid 3D 2, and even then I have been known to talk about its interesting stat-raising gameplay as much as its explicit polygonal pornography.

    5. Game character you feel you are most like (or wish you were)

    I've encountered quite a few relatable characters over the course of my years in gaming. It's tempting to pick someone like Noire from the Neptunia series for her somewhat solitary tendencies, though I wouldn't describe myself as tsundere as she is. Someone like Rosangela Blackwell from the Blackwell series of adventure games from Wadjet Eye Games springs to mind; she's a writer who attempts to make the best of a difficult situation. And okay, I don't have a ghost partner with whom I put restless spirits to rest, but I did feel a certain degree of kinship with Rosa's general personality and attitude.

    6. Most annoying character

    The dude who had the "FOLLOW" marker over his head for almost the entire duration of Call of Duty: Modern Warfare 3, who got to do all the interesting things while I ran along behind him shooting predictable waves of bad guys. That was the last Call of Duty I ever played.

    7. Favourite game couple

    Gotta be someone from Grisaia here, though I'm somewhat torn between Yuuji and Amane (Amane was my own personal "best girl") and Yuuji and Yumiko (whom I felt arguably made a "better" couple). Let's say Yuuji and Amane.

    8. Best soundtrack

    Final Fantasy XIV. My enthusiasm for Square's reborn MMO may have lapsed for the moment, but I never, ever tire of its masterful soundtrack by Masayoshi Soken.

    9. Saddest game scene

    The end of To The Moon. That was the first game since the first time I played Final Fantasy VII to genuinely make me sob uncontrollably.

    10. Best gameplay

    This is near-impossible to answer because I play so many different types of games that aren't directly comparable. If we're just talking games I've played in the last year, Dungeon Travelers 2's beautiful mechanics and level design are definitely near the top of the pile.

    11. Gaming system of choice

    Again, hard to pick one, since I do a lot of gaming on a variety of different platforms. I think in terms of "platform that has the most games I want to play on it", though, it's between PS4 and Vita, with Vita having the slight edge by virtue of having been around a little longer as well as being backwards compatible.

    12. A game everyone should play

    Splatoon. It's just such an utterly joyful experience — and totally free of the arrogant elitism that often plagues online games, thanks to Nintendo's arguably overprotective approach to online interactions — that even the most staunch anti-multiplayer gamer can't fail to have a good time with this one. And then it goes and has a fantastic single-player mode with one of my favourite final bosses of all time, too. Everyone should play Splatoon, and I hope it makes a comeback on Nintendo Switch.

    13. A game you've played more than five times

    I'm assuming this means "to completion". Final Fantasy VII is the first that springs to mind (I completed this at least 10 times during the first summer I became aware of the series) but you can also throw in Gabriel Knight: Sins of the Fathers and Indiana Jones and the Fate of Atlantis, too.

    14. Current (or most recent) gaming wallpaper

    Nepgear and Uni.jpg

    15. Post a screenshot from the game you're playing right now.

    j

    (Stock screenshot, I know, but I can't be arsed to turn my PS4 on and go through the faff of getting a screenshot off it.)

    16. Game with the best cutscenes

    The big "oh shit" moment halfway through Final Fantasy Type-0 is going to take some beating this year, but Final Fantasy XV also has plenty of incredible cutscenes, too. I can't in good conscience give this one to anything but a modern Final Fantasy game.

    17. Favourite antagonist

    Metal Face from the original Xenoblade Chronicles. In the English… uh, British dub, he struck an incredible balance between being comedic and terrifying. I remember I was genuinely shocked at quite how far that game went with the brutality and unpleasantness, and Metal Face was a great figure to express your anger towards.

    18. Favourite protagonist

    I've already given "favourite character" to Estelle from Trails in the Sky, so it's only right I give this one to Nepgear. Yes, Nepgear, because she was totally the protagonist of Neptunia mk2/Re;Birth2 and I will not hear a word said against the dear girl by anyone. Also I like Nepgear because she reminds me of myself. If, you know, I was a pretty young girl with a figure to die for rather than a 30-something hairy dude.

    19. Picture of a game setting you wish you lived in

    ffxiv_22062015_005755.png

    20. Favourite genre

    RPG, no question. Honourable mentions to point-and-click adventures, visual novels and arcade-style racing games.

    21. Game with the best story

    If you count visual novels, The Fruit of Grisaia, with absolutely no hesitation.

    If you don't count visual novels, which I know some people don't, then I loved the Ys series, particularly Ys Origin. The amount of thought which had gone into the lore of that world is simply incredible, and Origin brought the legends you learn about in the first two games well and truly to life.

    Damn, now I want to play Ys Origin again.

    22. A game sequel that disappointed you

    Mass Effect 2 is the only example that springs immediately to mind. I was one of the few people who actually rather liked the clunky RPG systems of the original, so I was disappointed when felt like more of a conventional shooter, both in terms of mechanics and structure. The story was decent and I enjoyed my time with it, but not enough to want to either go back or play the sequel.

    23. Game you think had the best graphics or art style

    1399551159-atelier-rorona-artwork

    I absolutely adore the art in the Atelier series, particularly the Arland trilogy. The lovely soft lines and pastel colours project such a wonderful aura of calm about them, and that's something that's altogether much too rare in an era of increasing grimdark.

    24. Favourite classic game

    At last, a question where I can honestly put Star Raiders as my answer and know there can be no argument about it.

    25. A game you plan on playing

    Trails in the Sky SC, Trails of Cold Steel and Trails of Cold Steel II. I've only played the first Trails in the Sky, but that was enough for me to fall in love with Estelle.

    26. Best voice acting

    The original Corpse Party on PSP. This was the game that made me switch from dubs to Japanese voiceovers whenever I get the opportunity. Although the audio was in a different language to one I understood, the sheer amount of passion that the actors infused their lines with was incredible, and a big part of the reason that game had such a profound impact on me.

    27. Most epic scene ever

    Battling Bahamut in Final Coil in Final Fantasy XIV is hard to beat, if that counts as a "scene".

    28. Favourite game developer

    I'm a fan of Falcom and Square Enix's Final Fantasy team, but I've grown to adore Idea Factory/Compile Heart over the last few years, so I think it's only right to give this title to them.

    29. A game you thought you wouldn't like, but ended up loving

    Criminal Girls. I picked it up mostly out of curiosity — and partly because I'd heard people call it shit and wanted to judge for myself — but discovered to my surprise that it was a brilliant game with some inventive mechanics and a thought-provoking story.

    30. Favourite game of all time

    I haven't played it for years now, but whenever anyone asks me this question my immediate thought is always Final Fantasy VII. So it's probably that.

    Honourable mentions to Recettear, Geometry Wars 2 and Pac-Man Championship Edition DX+.

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    2527: One for One! https://imnotdoctorwho.moegamer.net/2016/12/17/2527-one-for-one/ https://imnotdoctorwho.moegamer.net/2016/12/17/2527-one-for-one/#respond Sat, 17 Dec 2016 21:10:07 +0000 https://angryjedi.wordpress.com/?p=21989 I completed my first couple of Pokémon trades over the last couple of days, giving me all three of the "starter" Pokémon from Sun and Moon to add to my Pokédex. Since Pokémon is essentially a well-disguised trading card game (and a not-at-all-disguised trading card game in its Trading Card Game format, but that's something else entirely) a key part of its appeal is working … Continue reading 2527: One for One!

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    0527_001

    I completed my first couple of Pokémon trades over the last couple of days, giving me all three of the "starter" Pokémon from Sun and Moon to add to my Pokédex.

    Since Pokémon is essentially a well-disguised trading card game (and a not-at-all-disguised trading card game in its Trading Card Game format, but that's something else entirely) a key part of its appeal is working with other players to collect the things you want to collect.

    This is an aspect of the game I always felt like I was obliged to miss out on in the earlier installments, particularly back in the Game Boy days when it was direct link or nothing. Although I had a number of friends who were big into video games, I didn't know anyone who had a Game Boy and a copy of Pokémon, so I was denied access to what I understood from the beginning to be a significant part of the experience.

    This has all changed with more recent platforms and widespread access to the Internet, meanwhile. Using Pokémon Moon's Global Trade System (GTS) I managed to find a Rowlet that someone wanted a Pokémon I had for, and subsequently I listed another Pokémon I had and indicated that I was interested in acquiring a Popplio. The first trade was immediate, since the Rowlet owner had already listed the little owl for trade, and the second trade was complete within a day. As a relative Pokémon newbie, I wasn't familiar with what is apparently a widespread Eevee trafficking market, but it seems as if evolved Eevees make for pretty reliable trade currency, so I'm probably going to have to farm some of those at some point.

    Dipping my toes into this side of Pokémon is helping me to further understand the appeal of the series. Although the main game is a single-player adventure and there's a significant amount of content to play through, both during and after the main story, a core part of the Pokémon experience as a whole appears to be the social aspect of it. And while Nintendo's heavy-handed approach to online safety and privacy means that it's literally impossible to communicate directly with another player — all communication is asynchronous, using a wide selection of preset words and phrases that auto-translate into different languages — there's still a surprisingly strong feeling of "interaction" with other players when you successfully complete something like a trade or a Festival Plaza mission.

    To be honest, I think I kind of prefer Nintendo's way of doing things online these days — at least when it comes to playing with strangers. Playing with friends is a great laugh if you get on voice chat and indulge in some light-hearted banter, but when playing with strangers, there's a fairly high probability you will run into at least one insufferable arsehole during a play session. With Nintendo's approach, said insufferable arseholes are completely neutered and will never bother you or disrupt your enjoyment of the game. Of course, with Nintendo's approach, your friends are similarly neutered, too, though chances are if you're actual friends with those people you have alternative means of communicating anyway.

    Meanwhile, my Pokémon Moon adventure is going pretty well. I'm onto the third island now with a strong team of Pokémon that cover a variety of different types, though I think I'll be needing to train up some Ground or Rock types next. I also have an outfit that I'm pretty pleased with for the moment — big love to Nintendo and Game Freak for providing the option to purchase thigh-high socks in the very first clothing shop you come to — and I feel like I'm deepening my understanding of the overall metagame with every hour I play.

    So yep. Think it's safe to say I'm in this one for the long haul.

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    2526: Quiet Weekend https://imnotdoctorwho.moegamer.net/2016/12/16/2526-quiet-weekend/ https://imnotdoctorwho.moegamer.net/2016/12/16/2526-quiet-weekend/#respond Fri, 16 Dec 2016 20:59:24 +0000 https://angryjedi.wordpress.com/?p=21970 I've been working all week, and I now have two full days — a proper weekend — to look forward to. And I am indeed very much looking forward to it. In particular, I'm looking forward to spending some more quality time with Final Fantasy XV and Pokémon Moon, both of which I've had the chance to play … Continue reading 2526: Quiet Weekend

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    0526_001

    I've been working all week, and I now have two full days — a proper weekend — to look forward to. And I am indeed very much looking forward to it.

    In particular, I'm looking forward to spending some more quality time with Final Fantasy XV and Pokémon Moon, both of which I've had the chance to play sporadically throughout the week, but not for particularly protracted periods of time due to the necessity of getting up the next day in time for work.

    I've always appreciated free time with no commitments, but nothing really makes you appreciate it quite like a week of hard work, whatever form that hard work takes — whether it's getting out of the house and doing something in exchange for money, or simply doing something useful at home.

    Although the work I'm doing is just temporary — it's the same seasonal position in retail I held last year — I'm enjoying it, and I'm noticing a few positive things about myself in the process. In particular, I'm finding it a lot easier to quite simply talk to people and feel like "part of the group". Whether this is a result of working with the same people I worked with last year and consequently not having to build new relationships from scratch, or if it's something to do with the new medication I started on about a month back, I'm not sure — it's probably a combination of those two things — but I am, on the whole, feeling uncharacteristically satisfied with certain aspects of myself at present.

    There are plenty of things I'm unsatisfied with too, of course — most notably having put a bunch of weight back on since losing a bunch with Slimming World last year, though since changing medication I have subsequently discovered part of the blame for that can be laid at the feet of the pills I was on earlier in the year — but for now I'm trying to enjoy life as much as I can. I don't doubt that in January when my temporary position comes to an end that things will get a little difficult and tight once again, but I have a few plans in place for things to do and some potential opportunities to pursue.

    It's perhaps a tiny bit early to review the whole year, though most people will probably agree 2016 has largely been a big pile of shit. That said, this last couple of months have proven to be a little better than the rest of the year, at least, so all I can really hope for at the moment is that the worst is over and that this is the start of the long climb back out of the abyss into something resembling a normal, satisfying, happy life.

    It remains to be seen what 2017 has to hold, but I'm not worrying about that too much for the moment. Right now, I have a full weekend to look forward to. And I intend to enjoy it as much as possible by doing as little as possible.

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    2525: The "Politics in Games" Thing https://imnotdoctorwho.moegamer.net/2016/12/15/2525-the-politics-in-games-thing/ https://imnotdoctorwho.moegamer.net/2016/12/15/2525-the-politics-in-games-thing/#respond Thu, 15 Dec 2016 18:13:07 +0000 https://angryjedi.wordpress.com/?p=21932 This article appeared on industry-centric gaming publication GI.biz recently, and it's fair to say it's rustled a few jimmies around the Internet. Not without good reason, it has to be said, because the arguments made therein are, quite frankly, getting into some batshit crazytown conspiracy theory territory — ironically while accusing the gaming community themselves … Continue reading 2525: The "Politics in Games" Thing

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    This article appeared on industry-centric gaming publication GI.biz recently, and it's fair to say it's rustled a few jimmies around the Internet.

    Not without good reason, it has to be said, because the arguments made therein are, quite frankly, getting into some batshit crazytown conspiracy theory territory — ironically while accusing the gaming community themselves of becoming embroiled in conspiracy theories of their own.

    The main thrust of the article — a central, flawed assumption — can be found in the first paragraph. "'Keep Politics Out Of My Games' was a snappy rallying cry," writes author Rob Fahey, "but it was never an option."

    Thing is, very few people are arguing to "keep politics out of games" completely. What people do, however, object to is the injection of politics into gaming criticism when it's unwarranted, unnecessary, obtrusive and, frankly, rather predictably dull. Mainstream outlet Polygon is perhaps the most egregious example of this; the site's reviews have become such a joke to many with their over-reliance on so-called "progressive politics" that they're the subject of frequent parody and satire. This, after all, is the site that complained about The Witcher not having enough black people in it, and a site that previewed Rock Band 4 with an article expressing how bored the author was at the PR event, and how he longed to talk to someone about politics in the Phillipines.

    Outside of the more ridiculous examples like this, passionate gamers, particularly those into smaller-scale games from Japan, have also lost patience with games being unfairly derided beneath the bulletproof umbrella that is "feminist criticism". Series such as Senran Kagura have frequently been lambasted for supposed sexism when in fact all they are is sexual, and that's not even the main point of their existence. These ill-informed critics that post lengthy screeds deriding the lengths of the characters skirts and the size of their breasts never bother to look any further than the superficial appearance of the game; they never bother to explore the games' treatment of sexuality, or of teenagers going through their own personal journeys of self-discovery, or of the series' intriguing and fascinating exploration of the concepts of "good" and "evil".

    The most recent game in the firing line for "feminist" critics is Final Fantasy XV, for two main reasons: firstly, the all-male party of playable characters, and secondly the existence of the character Cindy. The former, these critics argue, are nothing more than a male power fantasy, while the latter, they say, is nothing more than male-gaze sexualisation.

    Let's unpack both of these for a moment, if you'll forgive the digression from the original point. The main cast of Final Fantasy XV are themselves a diverse group of individuals despite all being male. Noctis is a young man who is attempting to come to terms with new-found responsibility and terrible loss; Prompto is of a similar age, but filled with youthful exuberance; Ignis is calm, mature and very much the "big brother" of the group; Gladio is the closest we get to a "male power fantasy", though it's abundantly clear he's been designed very much with female players in mind, much like his fellow cast members.

    The cast spend a lot of time not doing particularly "manly" things. They're completely incompetent when it comes to maintaining their car, for example — the game's opening sees them having broken down and having no idea what to do about it save for pushing it to the nearest garage — and in the latter hours of the story they spend an awful lot of time crying and saying how much they love each other. Ignis cooks ostentatious feasts. Prompto takes selfies like a teenage girl. And while Gladio remains stoic for a lot of the time, his obsession with Cup Noodles shows that he has a softer side too.

    As for Cindy, well. Firstly, her outfit is provocative, yes, but she lives in an area of the map where characters are constantly complaining how hot it is, so it's unsurprising she's chosen to wear something that shows a bit of skin. On top of that, she works in an enclosed space with machinery, which is likely to make things even hotter.

    But her outfit isn't even important, and judging her purely based on her appearance — as a number of self-consciously "progressive" critics have done — is quite literal objectification, failing to take into account any of her reasons for doing so and, more importantly, her importance as a character.

    Cindy is an important character in the story, and moreover, she's one of the most capable characters in the story. As a woman, she dominates the typically "masculine" world of car maintenance, putting the main cast to shame with her technical knowledge and ability to repair, retune and customise the Regalia to their specifications. Despite Prompto in particular being obsessed with her beauty, all of the guys acknowledge that she is married to her work and consequently none of them are likely to get a look in. Indeed, despite a slightly flirtatious manner at times, Cindy is all business for the most part, while the four boys of the main cast are the ones who are more likely to talk about love and their feelings. Doesn't sound very "male power fantasy" to me.

    As I say, I digress, because I don't want this to turn into a Final Fantasy XV article all of a sudden, but what I've just pointed out there hopefully demonstrates the disparity between what the self-described "progressive" types are accusing Final Fantasy XV — and numerous other games like it — of, and what is actually going on.

    The clarion call to "get politics out of my games" is not, then, a call to remove progressive themes from games at all. It is, however, a call for virtue-signalling progressive types to actually take a closer look at the media they are attempting to criticise, and acknowledge that more often than not, it's doing things a lot better than they'd care to admit. And you don't need a game to effectively go "LOOK, WE HAVE A BLACK GAY TRANSGENDER PROTAGONIST" to be truly progressive; indeed, the very best form of "diversity" is that which you barely notice until you think analytically about it after the fact.

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    2521: Super Effective https://imnotdoctorwho.moegamer.net/2016/12/14/2521-super-effective/ https://imnotdoctorwho.moegamer.net/2016/12/14/2521-super-effective/#respond Wed, 14 Dec 2016 21:57:05 +0000 https://angryjedi.wordpress.com/?p=21915 I'm continuing to enjoy Pokémon Moon. I've found myself on more than one occasion being keen to get to the end of my working day and be able to play it some more. I'm getting a feel for the shallow end of the overall metagame — most notably which types of Pokémon and attacks are strong … Continue reading 2521: Super Effective

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    I'm continuing to enjoy Pokémon Moon. I've found myself on more than one occasion being keen to get to the end of my working day and be able to play it some more. I'm getting a feel for the shallow end of the overall metagame — most notably which types of Pokémon and attacks are strong and weak against other types — and I'm also getting curious to see what a Pokémon endgame is like after you've finished the story.

    Of course, I'm a long way off the latter aspect in particular so far, since I'm still only on the second island in the game, coming up on that island's second Trial. I am making good progress on the Pokédex, however, being roughly around 30% complete on the first two islands, and I've assembled what feels like a solid team of well-leveled Pokémon that feel like they're pretty good for "general purpose" wandering around.

    With the Trials on the second island, types become a lot more important, and the game drops a few hints your way as to which types of Pokémon you might want to make sure you have on hand for the upcoming challenges. The game seems to be well-paced in that the Pokémon you can catch in an area are of a suitable level to be reasonably competitive against both the local wildlife and Trainers, so grinding doesn't seem to be too necessary unless you want to take a Pokémon you caught much earlier into the Trials. Even then, however, just making sure a low-level Pokémon is in your party while your stronger team members deal with the wild Pokémon of the area allows them to get caught up reasonably quickly, at least across the early levels.

    One thing that occurs to me — and I thought this with what little I played of and as well — is that Pokémon has quite a bit in common with MMOs these days. You don't play in a persistent shared world with other people, but many aspects of the game are similar, particularly with regard to character customisation and competitive play. Of particular note is the "fashion" feature where you can adjust your avatar's hair, makeup, eye colour and clothing and then share that avatar online through the Festival Plaza system. Your avatar can then be further customised through the text-based words and phrases they say when other players interact with them — asynchronously rather than in real-time, because this is a Nintendo game for kids, after all — and, later, you even get the opportunity to buy clothes that you see other characters wearing.

    I haven't tried the online trading and battling systems yet, but I understand they're both fairly active. The trading facility in particular is a godsend when I think back to the early games; possibly one of the things that meant I bounced off Red and Gold back in the Game Boy days was because no-one else I knew was playing any of them, and thus I had no-one to trade or battle with. Nowadays, however, trading and battling is a simple case of visiting Festival Plaza and using the appropriate options — or, for someone in the same room as you, using the excellent Quick Link feature to quickly do something together.

    Some 15 hours into the game so far, I remain curious as to whether it will hold my attention into its endgame and beyond, but I'm having a blast so far and anticipate I will continue to do so for quite some time yet.

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    2520: The Grand Tour https://imnotdoctorwho.moegamer.net/2016/12/13/2520-the-grand-tour/ https://imnotdoctorwho.moegamer.net/2016/12/13/2520-the-grand-tour/#respond Tue, 13 Dec 2016 22:10:45 +0000 https://angryjedi.wordpress.com/?p=21887 I've been watching Amazon's new "totally not Top Gear, oh wait it is really and we're not even trying to hide it" show The Grand Tour recently. So far I've watched the first three episodes and it's been a lot of fun. The show follows Top Gear's format pretty closely, usually featuring a single longer film split into two or more … Continue reading 2520: The Grand Tour

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    I've been watching Amazon's new "totally not Top Gear, oh wait it is really and we're not even trying to hide it" show The Grand Tour recently. So far I've watched the first three episodes and it's been a lot of fun.

    The show follows Top Gear's format pretty closely, usually featuring a single longer film split into two or more chunks over the course of the episode, punctuated by shorter regular features that are usually played more for laughs than anything. The longer film tends to offer a blend between Clarkson, May and Hammond's usual silly activities and some thoughts on their cars of the week, deflecting the common criticisms of Top Gear's latter years in which people accused it of not really being a car show any more.

    The longer features have been enjoyably varied so far. One week featured a hilarious sequence of Clarkson, May and Hammond attempting to complete a military exercise — in this case, the "car of the week" was used to assist them in their getaway from an eventually successful rescue mission — while another featured an attempt to recreate the "Grand Tour" of years gone by, whereby wealthy young gentlemen would travel around continental Europe in an attempt to learn more about culture and the arts. (The latter was enjoyably undermined by Hammond turning up in a noisy Dodge and repeatedly doing donuts at every opportunity while Clarkson and May drove an Aston Martin and a Rolls-Royce in an attempt to be more "refined" respectively.)

    The shorter features are a little hit and miss. "Conversation Street" — essentially a part of the show where the three talk in a rather unstructured manner similar to the "news" section of Top Gear — tends to work well, as the group has great chemistry as always, and plenty to talk about. "Celebrity Braincrash", meanwhile, ostensibly a segment where they invite a celebrity on to participate in a difficult quiz, but where the celebrities in question inevitably die in some comedically ridiculous manner on their way to the tent that plays host to the show, is a gag that kind of ran its course in the first show and would have probably been better served being replaced by something new in subsequent episodes.

    Likewise, the show's replacement for the Top Gear test track is a cool course with some entertaining gimmicks, but "The American", the show's Stig-equivalent, isn't a patch on the understated, mute hilarity of Top Gear's anonymous driver. Like Celebrity Braincrash, "The American" is a bit of a one-note joke, though thankfully in this case not one that is repeated in every episode.

    Despite its flaws, however, I've been enjoying The Grand Tour, and it's proven to be an enjoyable successor to Top Gear. I watched a few episodes of the new Top Gear with Chris Evans and Matt LeBlanc and didn't hate it, though it wasn't the same at all; the chemistry and sense of genuine friendship that Clarkson, May and Hammond had built up over the years simply wasn't there with the new cast. Fortunately, with the existence of The Grand Tour, this is no longer an issue, since those who enjoyed Top Gear's old way of doing things can now simply get more of the same.

    Some might call that unimaginative. I would call it eminently sensible on Amazon's part, and great for the people who just wanted more of the show they enjoyed without radical changes.

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    2519: Chicken-chan x Lillie, OTP https://imnotdoctorwho.moegamer.net/2016/12/12/2519-chicken-chan-x-lillie-otp/ https://imnotdoctorwho.moegamer.net/2016/12/12/2519-chicken-chan-x-lillie-otp/#respond Mon, 12 Dec 2016 22:42:46 +0000 https://angryjedi.wordpress.com/?p=21828 One of the things that attracted me to try out the new Pokémon game was the amount of fanart it was generating even before its release. The Internet, it seemed, was particularly enamoured with Lillie, a major character in the story. This animated GIF was the first time I noticed her: Said GIF is from the Pokémon anime rather … Continue reading 2519: Chicken-chan x Lillie, OTP

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    One of the things that attracted me to try out the new Pokémon game was the amount of fanart it was generating even before its release. The Internet, it seemed, was particularly enamoured with Lillie, a major character in the story.

    This animated GIF was the first time I noticed her:

    tumblr_ogslhxbqyf1vhwy42o1_500

    Said GIF is from the Pokémon anime rather than the game — and interestingly Lillie looks considerably younger in this than she does in the game and her official artwork, perhaps to ensure she is in keeping with the perpetually young Ash — but I found her immediately striking and endearing with her distinctive outfit, cute haircut and adorable reaction to Tauros. She doesn't react at all like this when the player-protagonist encounters Tauros in the games, suggesting that her anime counterpart may be depicted as a slightly different character.

    Anyway, I digress. Lillie caught my attention for some reason, initially with this GIF and subsequently with a considerable amount of fanart that started popping up around social media and suchlike.

    lillie_pokemon_pokemon_game_and_pokemon_sm_drawn_by_mei_maysroom__sample-3411f81deea614fcf976aa1afd62e77b
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    Here Lillie is seen closer to her depiction in the game, including her bag, in which she carries "Nebby", a Cosmog Pokémon that she… "acquired" for reasons that are not yet apparent with my progress in the story. This somewhat pensive pose is also more characteristic of her depiction in the game; she's shown to be a rather sensible girl who cares for Pokémon, but dislikes the world's love of Pokémon battles because the participants often end up hurt. She's constantly down on herself for not being a "proper trainer", and attaches herself to the player-protagonist when the two develop an immediate connection by chance early in the narrative

    You can play a male or female protagonist in Pokémon Sun and Moon, but with the Internet being the Internet, the fanbase of video games with Japanese origin loving a bit of yuri and the female protagonist being pretty cute in her own right, much of the fanart depicting Lillie with the game's protagonist has focused on the same-sex pairing to varying degrees.

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    The pairing is immediately appealing because the two characters are strong contrasts with one another. Lillie is blonde, pale and depicted as lacking in self-confidence, while "Chicken-chan" — so dubbed by a few people here and there owing to her silly hat — is dark-haired and shown to be curious, self-assured and more than willing to poke her nose into all manner of things. Even the way Chicken-chan walks in the games presents an air of confidence; she struts with great pride, while Lillie kind of saunters along, often looking like she's hoping no-one will notice her.

    female_protagonist_and_lillie_pokemon_pokemon_game_and_pokemon_sm_drawn_by_nicola_pixiv_21072914__sample-f2262b8dc37a5a47c28dec8f1eade25a
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    Naturally, there's a ton of fanart out there suggesting that Chicken-chan and Lillie are more than just friends, such as this lovely image that looks like it's straight out of a visual novel. And of course, there are plenty of images that take things… um… a little bit further, shall we say, but I'll leave you to investigate Rule 34 for yourself if you dare.

    cosmog_female_protagonist_and_lillie_pokemon_pokemon_game_and_pokemon_sm_drawn_by_mimikaki_men_bow__c36d04312329f17442b22da9e6b19688
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    I really adore seeing the community as a whole get so wrapped up and invested in a fictional (and, one would argue, non-canonical) relationship between two characters in this way. It's touching to see everyone "rooting" for these characters, and for so much of the artwork (explicitly lewd stuff aside, obviously) to just be so good-natured, positive and accepting that you can't help but feel good when you see it.

    I mean, obviously a lot of the appeal of the Chicken-chan x Lillie pairing is the simple fact that it's two cute girls being cute together, but in a world where particularly vocal critics are constantly complaining about the "toxic" culture of gaming, the sheer volume of high-quality fanart of this kind — and the keenness with which it's shared — is a reminder to us all that perhaps things aren't quite as bad as the world's perpetual whingers might want us to believe.

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    2518: The Pitioss Ruins https://imnotdoctorwho.moegamer.net/2016/12/11/2518-the-pitioss-ruins/ https://imnotdoctorwho.moegamer.net/2016/12/11/2518-the-pitioss-ruins/#respond Sun, 11 Dec 2016 23:06:17 +0000 https://angryjedi.wordpress.com/?p=21790 I finished Final Fantasy XV's main story earlier on. It was a spectacular conclusion, but that's not what I want to talk about today. Instead, I want to talk about the game's "secret" dungeon, the Pitioss Ruins. As you have probably surmised, spoilers are ahead, albeit not story ones, since the Pitioss Ruins is a purely mechanical challenge. … Continue reading 2518: The Pitioss Ruins

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    I finished Final Fantasy XV's main story earlier on. It was a spectacular conclusion, but that's not what I want to talk about today. Instead, I want to talk about the game's "secret" dungeon, the Pitioss Ruins.

    As you have probably surmised, spoilers are ahead, albeit not story ones, since the Pitioss Ruins is a purely mechanical challenge. I am going to talk about all the different aspects of the dungeon, though, so if you want to encounter it for yourself, look away now.

    The Pitioss Ruins are only accessible after you've finished the game, since you can't get the flying car Regalia Type-F until this point, and you need to be able to fly to reach the area of the map where the dungeon is.

    You may have noticed the area on the map earlier in the game — it's near the Rock of Ravatogh, marked as what looks like a yellow slash mark on the map. It looks like it should be an icon you can click on, but it's just part of the map. In actual fact, this yellow stroke is a small dirt airstrip on which you can land the Regalia Type-F (carefully!) before proceeding on foot towards the Pitioss Ruins, which stand proudly atop a nearby hill, looking like a deceptively small stone structure.

    Like Costlemark Tower, the Pitioss Ruins only open at night, though in this case it's through a button activating rather than the actual entrance opening up. Noctis must enter alone by hopping through a narrow gap in a metal fence, pushing the button and descending via an ancient elevator into the complex.

    The Pitioss Ruins are a pure puzzle dungeon — there are no enemies inside, meaning your only task is to explore it thoroughly and loot it of all the many treasures it has to offer. (And there are many treasures inside, including the Black Hood accessory, which allows Noctis to auto-dodge enemy attacks — immensely useful.) This does not, by any means, mean that it is a walk in the park, however; on the contrary, it took me just shy of four hours to clear it today, since it's filled with challenging, interesting and unforgiving environmental puzzles.

    The dungeon is split into several areas. You begin gently with a small area in which your task is simply to get a door open. In order to do this, you need to navigate around moving walls, hit switches to move rolling boulders out of the way and eventually smash an enormous statue to clear the way to the door.

    This is subsequently followed by a puzzle that demands careful observation of the environment, including the small details, in order to succeed. Flipping a switch activates a room that rotates around its axis, with openings at regular intervals. You have to get into one of these openings, then stand behind a small "wall" (which becomes a floor when the opening is perpendicular to the ground) and carefully fall down a small hole, avoiding spikes.

    Beyond this, there's a section with a number of platforming challenges, some of which simply require careful jumping onto stationary platforms, and others of which see you standing precariously atop spinning spiky things.

    After this there is one of the highlights of the dungeon for me. Opening a door, you discover a huge Demon Wall-esque structure rolling backwards and forwards across an enormous dark room. The front of the structure is covered with spikes, so you have to think and observe carefully to get around it. What then follows is a lengthy sequence where you climb all over and through the structure and the surrounding room in order to get out of a door at the other end of it. It's a beautifully designed sequence that makes a huge amount out of a geographically small area.

    Next up is another highlight: a section of dungeon where everything is skewed at roughly a 45-degree angle. Not only does this play havoc with your perception of perspective, it also presents the unusual traversal challenge of effectively allowing you to stand on not one flat "floor", but instead two separate faces of the blocks that make up the area. Navigating this section is a perception challenge: can you correctly recognise which areas are safe to jump to, or which you can climb up?

    Delightfully, dropping down into the next area heralds a complete change in perspective: the game temporarily becomes a side-on 2D platformer with static screens, Prince of Persia-style. This sequence is short but sweet, with some tricky jumps and a couple of mean tricks at the end.

    This is then followed by a sequence that uses a similar idea to the skewed section earlier, but in which the angle at which the level is rotated changes at various intervals. Using a huge statue at the far end of the room to orient yourself, you need to ensure you recognise which way is "up" and carefully pick your way to the statue itself, at which point you jump on its tits and it falls over, conveniently allowing you access to the next area.

    Following another climb over confusing angled floors — this time rather narrow and precarious — you find yourself back at the start of the dungeon from a different perspective, at which point you need to find a way to open the doors to the treasure and make your escape.

    I absolutely loved this dungeon. I loved it so much that I didn't even mind when I forgot to save after my first clear (the game didn't auto-save, either!) and promptly crashed the Regalia Type-F on takeoff, causing an immediate Game Over and losing four hours of progress. My second clear was much smoother since I knew what I was doing, but it still took quite a while.

    The dungeon design itself is really good. It's well paced, gradually increasing in difficulty and complexity as you proceed. There are frequent means of unlocking "shortcuts" to various sections of the dungeon, so you don't have to clear it all in one go — you can't save inside, but you can step outside, save and return to where you were using the shortcuts without too much difficulty.

    Perhaps the best thing about it is something that the team have clearly learned from masochistic platformers such as Super Meat Boy: instant respawns. Since you'll be "dying" a lot in the Pitioss Ruins — it's filled with bottomless pits and instant death spike traps — it would be a real chore to have to endure Final Fantasy XV's hefty load times every time you fucked up. Thankfully, then, you won't get a Game Over inside the Pitioss Ruins — "dying" will simply set you back to the nearest checkpoint, which may be the start of an area, or just before a particularly tricky jumping challenge later in the dungeon. Getting put back to these checkpoints is sufficient punishment to discourage messing up, but not so frustrating you want to leave the dungeon behind and never speak its name again.

    All in all, the Pitioss Ruins proved to be a spectacular piece of level design, with some Nier-level mechanical mindfuckery along the way thanks to the skewed sections and the 2D platformer part. I really enjoyed clearing the dungeon, and I have no doubt that the Black Hood will prove to be very useful in the rest of the postgame content.

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    2517: Learn as You Play https://imnotdoctorwho.moegamer.net/2016/12/10/2517-learn-as-you-play/ https://imnotdoctorwho.moegamer.net/2016/12/10/2517-learn-as-you-play/#respond Sat, 10 Dec 2016 20:52:17 +0000 https://angryjedi.wordpress.com/?p=21772 One of the most interesting things about the new Pokémon games is, I think, the online "Festival Plaza" component that allows you to indirectly communicate with other players, earn rewards and participate in communal challenges. It's also the main hub from which you can challenge other players to battles, participate in tournaments, trade with friends or random … Continue reading 2517: Learn as You Play

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    One of the most interesting things about the new Pokémon games is, I think, the online "Festival Plaza" component that allows you to indirectly communicate with other players, earn rewards and participate in communal challenges. It's also the main hub from which you can challenge other players to battles, participate in tournaments, trade with friends or random people, list Pokémon for trade or seek out specific Pokémon that you're after and a bunch of other things besides.

    In typical Nintendo fashion, all the technical side of connecting to the Internet and communicating with other people is made as painless as possible — so much so that were it not for the lengthy connection process and the message on screen that says when you're connected to the Internet, you'd think you were just playing another part of the main game. But you're not; you're in an area where every character you meet represents someone else who is playing the game somewhere in the world, and the things they say reflect things they have done and choices they have made.

    One particularly interesting aspect of the Festival Plaza is the fact that you can host "missions". These are simple minigames that usually involve running around the plaza and either talking to the correct people based on their greetings to you, or answering their questions correctly. The more points you score with correct actions, the more Festival Coins you earn, which can subsequently be used on Festival Plaza's attractions.

    What's interesting about these missions is that it's not just you playing them. Host one while you're playing online and you may well notice your "total score" increasing faster than you're contributing to it, and the number of participants rising. This is because when someone hosts a mission, other people connected to Festival Plaza at the same time receive a message and have the option to take part. Everyone who takes part gets rewards, and the higher the overall total score at the end — which can usually be inflated considerably by just a few more participants — the bigger the rewards everyone gets. It offers a nice balance of simple gameplay, light competitiveness — there's a leaderboard at the end of the mission to show who contributed the most points — and jolly cooperation. And with Nintendo's typical lack of direct communication facilities — something which I'm increasingly thankful for with the growing unpleasantness of many online playerbases — the whole thing just feels like a nice bit of fun.

    The other interesting thing about these missions is that you can learn something from them. Some of them challenge you to name the correct types of Pokémon that would be strong against another particular type, for example, while some of them challenge you to pick out people who are naming specific types of Pokémon. But these missions aren't all about the game itself; some of them are straight-up educational and seemingly developed in the interests of making people from all over the world feel a bit closer together. Of particular note are the "Language Lesson" missions in which all you have to do is find the people who are saying "hello", "goodbye" or "thank you" in a given language. You're given the set phrases to look out for in the mission information, then after that it's up to you to remember them. By the end of the couple of minutes the mission takes, you'll feel confident at saying those three phrases in another language, which is pretty neat.

    Since Pokémon is primarily aimed at kids, despite a considerable adult-age enthusiast community of competitive players, I'm not anticipating any of these missions will get into anything too deep or complicated, but they've been a nice diversion from the main game, they feel in keeping with the overall tone of the whole thing and I've learned a thing or two from them, both about Pokémon in general and a couple of foreign languages to boot.

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    2516: Alola! https://imnotdoctorwho.moegamer.net/2016/12/09/2516-alola/ https://imnotdoctorwho.moegamer.net/2016/12/09/2516-alola/#respond Fri, 09 Dec 2016 22:49:04 +0000 https://angryjedi.wordpress.com/?p=21746 When I've not been playing Final Fantasy XV, I've been giving Pokémon Moon a serious shot, as I'm determined to try and understand the obsessive appeal the series has. And I think, finally, I'm starting to "get it". Part of this is, as I described a few days ago, the fact that Sun and Moon have refined their systems and interfaces to … Continue reading 2516: Alola!

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    When I've not been playing Final Fantasy XV, I've been giving Pokémon Moon a serious shot, as I'm determined to try and understand the obsessive appeal the series has. And I think, finally, I'm starting to "get it".

    Part of this is, as I described a few days ago, the fact that Sun and Moon have refined their systems and interfaces to a level where I'm not frustrated by a lack of information any longer, although I do feel there's a certain amount of "assumed knowledge"; an understanding that many of the people who are playing this have previously played at least one Pokémon game to death. This leads to a certain amount of flailing around in the early hours as you try to figure certain things out — though pleasingly, the game does actually take the time to point out what common series abbreviations like "TM" stand for, which is something I don't recall and Y doing.

    Pokémon has evolved considerably over time. I played Red and Gold when they first came out on Game Boy, then set the series aside until and which I gave a go for a bit but didn't really feel, although there were certain aspects I did like. Chief among these was the amount of customisation there is in the game, which has really come to the forefront in the 3D installments. I'm a sucker for any game that gives me the opportunity to play a cute girl and dress her up in cute outfits, and Moon certainly hasn't been disappointing in this regard, with plenty of hair and clothing options to choose from. (I actually found myself not wanting to customise and Y's default female character because I liked her standard look so much, though I understand there was a similar situation here.)

    Moon's online feature — the Festival Plaza — is a little peculiar in that true Nintendo "no direct online interaction!" way, but it's charming, endearing and friendly in, yes, that true Nintendo way. Not only do you get the opportunity to ogle the wonderful avatar creations of other players — both from your friends list and randomly gathered from online — but you also get to interact with them in various ways. Perhaps the most appealing part of all this is the fact that it's possible to populate your online profile with a questionnaire covering all manner of different topics, and there are a wide variety of different responses you can give to the prompts — some sensible, some nonsensical. This allows players the opportunity to express themselves and their personality without the potential for unpleasantness that unfiltered direct online communication often brings with it.

    As for the main game itself, the setup has been enjoyable so far. In typical Pokémon fashion, you set out from your childhood home to have an adventure, largely prompted by the local crazy professor. Along the way you encounter a rival (who is more of a friend in this character than in some previous installments) and a recurring team of villains (who are, as usual, comedically incompetent in this installment, with the main difference being that the general populace of the Alola region knows how comedically incompetent they are rather than living in fear of them) as you seek to prove your might as a Pokémon master.

    I like the fact the structure of the game has been shaken up a bit from "get to each town, visit gym, defeat everyone in there" from the previous games. The new "trials" concept covers the same basic ground, but seems to handle things more like a traditional RPG dungeon, with objectives to complete along the way followed by a boss at the end. I'm interested to see how this develops further in the game — I'm still on the first island at present.

    I'm not yet quite sure if I'm "doing it right" with regard to my team makeup and levelling strategy, but I'm sure there are no mistakes I might make that can't be corrected with a little grinding or, if the worst comes to the worst, catching a fresh new Pokémon of a particular type. In the meantime, I'm genuinely enjoying Moon, and I'm keen to see how the game develops in its later hours.

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    2515: Life in Eos https://imnotdoctorwho.moegamer.net/2016/12/08/2515-life-in-eos/ https://imnotdoctorwho.moegamer.net/2016/12/08/2515-life-in-eos/#respond Thu, 08 Dec 2016 23:09:13 +0000 https://angryjedi.wordpress.com/?p=21729 Still plugging away at Final Fantasy XV, and still having a lot of fun. I'm now up to Chapter 8, as I eventually ran into a roadblock in Chapter 3 where part of the map where several sidequests concluded was locked off and thus I had to progress further to be able to continue. Along the way … Continue reading 2515: Life in Eos

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    0515_001

    Still plugging away at Final Fantasy XV, and still having a lot of fun. I'm now up to Chapter 8, as I eventually ran into a roadblock in Chapter 3 where part of the map where several sidequests concluded was locked off and thus I had to progress further to be able to continue. Along the way I enjoyed some spectacular story sequences, but now I'm back on the sidequest train for the moment.

    I've been very much enjoying the whole experience of Final Fantasy XV so far. While the sheer amount of sidequests and other distractions around the game world absolutely kill the pacing of the main story if you don't have the self-discipline to focus on that first and do all the other shit later, all that side content is enjoyable to do. As I noted in my first impressions a few days ago, the whole game feels like an inversion of the usual Final Fantasy formula, in which a wide variety of things are open to you from almost the very outset of the game, and you're simply able to immediately go and do whatever appeals to you the most.

    Like Xenoblade Chronicles X, an open-world RPG that had a rather similar structure, I've been enjoying how much all the side content makes the world feel like a fleshed-out, lived-in place. Through numerous sidequests — and the conversations your party members have during these quests — you learn quite a bit about the world that you might not discover if you just focused on the main story. The town of Lestallum, for example, is one with a pretty strong gender divide that has come about naturally over time; the women (who are "built", according to Gladio, who one can infer from his enthusiasm is all about the thicc girls) work the industrial jobs such as maintaining the power plant in the city, while the men run the market stalls, restaurants and shops. You might not notice this immediately if you just pay it the flying visit you do in the main scenario quests, but Holly's series of sidequests explores this side of things a bit further.

    I've enjoyed the dungeons, too. I think I've cleared them all now — with the exception of the high-level deeper levels that open up once you've completed the main story — and they've been pleasingly different from one another. Particular highlights included the Crestholme Channels, a labyrinth of sewers beneath the outskirts of the Crown City, and Costlemark Tower, a complex dungeon with a shifting layout that you have to carefully navigate your way through in order to reach the boss at the end.

    (As a side note, Costlemark Tower presently has a bug in it where sometimes if you've done things in the "wrong" order, beating the boss will not trigger the final cutscene and award you with the weapon you're supposed to get for clearing the dungeon. If this happens, exit and re-enter the dungeon, work your way back to the boss room and trigger a somewhat glitchy cutscene. You then have to fight the boss again, though the bug means that you can't target it unless you're able to trigger a Summon spell. You can, however, fling magic at it; Blizzard spells are particularly effective, so stock up on those before going in for an easy victory.)

    I think I'm just about coming to the limit of sidequests that are left to do before I'll be obliged to continue on with the main story. At about 57 hours deep in the game so far, I've already very much had my money's worth, but I'm keen to see how the story continues and concludes — and also very excited to explore what sounds like a considerable amount of post-game content.

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    2514: Ghost Train https://imnotdoctorwho.moegamer.net/2016/12/07/2514-ghost-train/ https://imnotdoctorwho.moegamer.net/2016/12/07/2514-ghost-train/#respond Wed, 07 Dec 2016 23:11:05 +0000 https://angryjedi.wordpress.com/?p=21696 A short while ago, Pac-Man Championship Edition 2 was considerably reduced in price on the PlayStation Store, so I grabbed a copy. I'm a big fan of the previous Pac-Man Championship Edition games — particularly Pac-Man Championship Edition DX, which is one of the finest arcade games ever created — but had heard mixed reviews about Championship Edition 2. Still, I … Continue reading 2514: Ghost Train

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    0514_001

    A short while ago, Pac-Man Championship Edition 2 was considerably reduced in price on the PlayStation Store, so I grabbed a copy. I'm a big fan of the previous Pac-Man Championship Edition games — particularly Pac-Man Championship Edition DX, which is one of the finest arcade games ever created — but had heard mixed reviews about Championship Edition 2. Still, I was willing to give it the benefit of the doubt.

    The first thing I'll say about Championship Edition 2 is that its big new structural addition — a so-called "adventure mode" — is total garbage. It consists entirely of time attack phases in which you have to eat sufficient dots to make a piece of fruit appear — very rarely is this the entire maze worth of dots — and repeat until you have eaten sufficient fruit to clear the stage. At the end of every block of near-identical levels is a supposed "boss fight" in which you do exactly the same thing, only with a giant ghost bashing into the background every so often.

    "Total garbage" may be an exaggeration in retrospect, as these challenges are mildly diverting, but they miss the entire point of Pac-Man Championship Edition, which is to score as many points as possible against a strict time limit.

    Fortunately, the Score Attack mode is a lot of fun, and Championship Edition 2 is a different beast from its predecessors in a number of ways.

    Firstly and most significantly, bumping into a ghost no longer immediately kills Pac-Man, unlike all the previous incarnations of the game including the previous Championship Edition installments. Instead, Pac-Man bounces off the ghost, though bumping into one several times (or once on Expert mode) causes the ghost to become "angry", which makes it speed up, chase Pac-Man and become fatal to the touch. However, sometimes it is desirable to do this, since making a ghost angry causes it to fly up in the air and out of the way for a couple of seconds, so you can deliberately provoke a ghost in order to clear a path for yourself.

    Secondly, the "ghost trains" introduced in Championship Edition DX work a little differently. There are several modes of play — the first has four ghosts wandering around, but only one of them forms a train when Pac-Man passes by a sleeping minion ghost, while the other two form up to four trains in total, one for each ghost. Unlike Championship Edition DX, minion ghosts don't join a train by a ghost passing them; they immediately wake up when Pac-Man passes by them and automatically attach themselves to one of the trains, even if it's nowhere near where the minion was. This allows you to create huge ghost trains by planning your route carefully rather than having to manipulate the ghosts AI.

    Eating a power pill works a little differently, too. Power pills only spawn on certain mazes after you've eaten a certain number of dots, and consuming one causes the ghosts and their trains to turn blue in the traditional manner. However, in Championship Edition 2 they move on set routes that are specifically marked on the maze, allowing you to predict where they are likely to go and head them off easily. Said routes tend to branch in several places in the harder mazes, so it's not as easy as it sounds, but by learning the routes and the way the ghost trains attempt to avoid Pac-Man, you can become more and more efficient.

    Oh, and ghost trains have to be consumed from their head now rather than from any point. This can be surprisingly challenging, though chomping your way through all four ghost trains in the maze, which causes both the train and Pac-Man to go flying through the air in a ridiculously overblown display of acrobatics, is immensely satisfying.

    Bombs work differently, too. Rather than blasting the ghosts up in the air for a moment as in the previous installment, bombs now send Pac-Man back to the starting point of the maze, which can be a quick means of retrieving the fruit if it's spawned and you're a long way from it. However, bombs are worth quite a few points at the end of your allotted time, so it's worth holding on to them as much as possible; more can be acquired by consuming every dot in a maze rather than just the amount required to spawn the fruit needed to progress.

    Extra lives also show up at predictable moments — every 1 million points — as collectible items in the maze, and these are worth huge points at the end of a game, so it's in your interest to collect them before progressing to the next maze. They're easily missed, so the mark of a true pro Championship Edition 2 player is going to be planning their scoring effectively so that they hit a multiple of a million points at a suitable moment to grab the extra life without inconveniencing them — and not, say, crossing the million boundary on the changeover between levels, which causes you to miss out on the opportunity to collect the extra life altogether.

    There's quite a lot to Championship Edition 2, then. Fundamentally, it's still based around Pac-Man, but it's pleasingly distinct from its predecessors and fun in its own right. It has a couple of irritating factors — most notably a lengthy, non-skippable and rather unnecessary tutorial sequence before you can play Score Attack or Adventure mode, and, of course, Adventure mode itself, which is a waste of time — but on the whole, once you get stuck in to chasing the high scores, it's a lot of fun. And, like its predecessors, it's a game you can easily spend several hours enjoying when you really have more important and interesting things to do with your life.

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    2513: Blood Rage https://imnotdoctorwho.moegamer.net/2016/12/07/2513-blood-rage/ https://imnotdoctorwho.moegamer.net/2016/12/07/2513-blood-rage/#respond Wed, 07 Dec 2016 01:30:19 +0000 https://angryjedi.wordpress.com/?p=21680 My regular gaming friends and I tried an interesting new tabletop game this evening: Blood Rage. It's a game themed around Norse mythology with a particular focus on Ragnarok, and there's a lot to like about it. Each player takes on the role of a particular faction. Each of these factions start out the same, but … Continue reading 2513: Blood Rage

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    My regular gaming friends and I tried an interesting new tabletop game this evening: Blood Rage. It's a game themed around Norse mythology with a particular focus on Ragnarok, and there's a lot to like about it.

    Each player takes on the role of a particular faction. Each of these factions start out the same, but there are various means to upgrade them over the course of the game, mostly through the hand of cards you draft at the start of each of the game's three phases. By specialising your clan in a particular way, you can take aim for big points at the end of the game, and the interesting thing is that martial dominance is not the only way to be successful at the game.

    A big part of the mythology behind the game is the idea of attaining glory through various means. You don't have to win a battle to attain glory — though it often helps — so long as the battle itself was suitably spectacular. It's eminently possible to set up your hand of cards and your clan's upgrades in such a manner as to benefit you more to lose battles than to win them — though there's something of a tradeoff here in that losing battles may end up allowing an opponent uncontested access to a useful area of the board.

    There's clearly a lot of scope for building up your forces in various ways, and indeed attempting to get as powerful as possible is one way to victory. But there are a lot of interesting balancing factors in play, too, most notably the finite resource of "Rage" that you have to expend on your various actions in each phase. Once you run out of rage, you are unable to take any more actions in that phase — not even free ones — aside from responding to the "call to battle" that transpires when a player attempts to pillage a region for its upgrade token.

    There are, however, various means of manipulating the game to your advantage. One particularly fun card I acquired early on adds no strength whatsoever to your forces in combat, but allows you to steal a rage point off the winning player if you lose the battle. Other cards allowed you to gain points when your units were destroyed, or when you reclaim them from "Valhalla" at the end of each phase. There's also a significant point bonus for any units you have in an area destroyed during the Ragnarok phase at the end of each of the game's three stages.

    We didn't finish a complete game this evening, but we got most of the way through one, and figured out enough to understand how it all works. It seems like a really cool game that I'm looking forward to trying again at some point — and it has some absolutely gorgeous miniatures included for both the various factions and the recruitable monsters you can add to your forces through the upgrade mechanics.

    If you're looking for a fun, interesting and pretty varied game with a lot of interaction between players — and rules that allow a good degree of depth without being overly complex — Blood Rage is well worth checking out. Hopefully we'll have the chance to play it some more in the new year.

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    2512: Police, Stop! https://imnotdoctorwho.moegamer.net/2016/12/05/2512-police-stop/ https://imnotdoctorwho.moegamer.net/2016/12/05/2512-police-stop/#respond Mon, 05 Dec 2016 21:49:09 +0000 https://angryjedi.wordpress.com/?p=21667 One of my many not-particularly-guilty pleasures is terrible police documentaries. Not the kind that deal with actual hard-hitting crime like murders and whatnot, but the shows that are typically on late-night TV and focus on the more mundane parts of the police force such as traffic and rail cops. I'm not sure why I enjoy … Continue reading 2512: Police, Stop!

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    One of my many not-particularly-guilty pleasures is terrible police documentaries. Not the kind that deal with actual hard-hitting crime like murders and whatnot, but the shows that are typically on late-night TV and focus on the more mundane parts of the police force such as traffic and rail cops.

    I'm not sure why I enjoy these shows so much, but I have done for quite some time. I think part of it is the fact that I've always taken a certain degree of pride in being law-abiding and resent those who get away with breaking the law — consequently, I rather enjoy seeing people who have done something wrong get into trouble.

    I get the impression from these shows that it's not particularly fashionable to be in favour of the police or of "authority" figures in general, and as such the shows themselves tend to be skewed rather more in favour of the police than the criminals. Good PR and all that. All that said, even without the inherent bias in the shows I'm pretty sure I'd find it tough to sympathise with a drug dealer or twat driving an old banger without any insurance.

    The one thing that does bug me a bit about the police depicted in these shows is their ridiculous overreliance on business-speak and jargon. It's never a car crash, it's an "RTC". It's never a house, it's a "property". And God knows what they're on about with half of the charges. "Aggravated vehicle taking?" No, mate, you nicked a car.

    These documentaries aren't going to win any awards for quality television or hard-hitting journalism, and often end in a rather unsatisfactory manner explaining just how the people the cops in the episode spent tailing managed to not get locked up for the things they clearly did, but I still find them enjoyable nonetheless. They're not something I'd find myself actively watching in favour of something else, but as something on in the background — usually while we're trying to get to sleep — they're hard to beat.

    On that note, it's an early start tomorrow so it's time to get to bed and hear Jamie Theakston explain what ANPR is for the 500th time.

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    2511: Maybe Catch Some of 'Em https://imnotdoctorwho.moegamer.net/2016/12/04/2511-maybe-catch-some-of-em/ https://imnotdoctorwho.moegamer.net/2016/12/04/2511-maybe-catch-some-of-em/#respond Sun, 04 Dec 2016 22:55:27 +0000 https://angryjedi.wordpress.com/?p=21642 I decided to give Pokémon another go with the latest installments Sun and Moon, specifically Moon, since Andie picked up a copy of Sun. I've only spent a little over an hour with it so far but already it looks as if Sun and Moon have addressed some of the things I found frustrating about the previous installments, and that, coupled with reports from friends who say … Continue reading 2511: Maybe Catch Some of 'Em

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    0511_001

    I decided to give Pokémon another go with the latest installments Sun and Moon, specifically Moon, since Andie picked up a copy of Sun.

    I've only spent a little over an hour with it so far but already it looks as if Sun and Moon have addressed some of the things I found frustrating about the previous installments, and that, coupled with reports from friends who say it's a lot more story-heavy than previous Pokémon games, makes me think I'm probably going to enjoy it a lot more.

    One of the things that always frustrated me about earlier Pokémon games was the fact that it was pretty vague about things like debuffs and suchlike. "Pikachu's attack fell!" the game would say. "How much?" I would want to know. "Does that debuff stack if the opponent keeps using the same move?" Neither of those answers were particularly forthcoming in previous installments — or if they were, I certainly didn't know where to find them.

    In Sun and Moon, however, there's a handy mid-battle status screen that allows you to see that yes, debuffs do stack, and how many times your Pokémon has been inflicted with a particular debuff. (It still doesn't tell you how much your stat has been reduced by, but you can make an educated guess as to the impact according to the levels of your Pokémon and your opponent.)

    Even better, Sun and Moon use information from the Pokédex to allow you to quickly see which moves are effective, super-effective and not very effective against your current opponent, negating the need for constant flipping back and forth between menu screens or keeping copious notes on what was weak and strong against what. Doubtless for some purists learning all this stuff was part of the appeal, but the way Sun and Moon does things is a lot more friendly to people like me who haven't invested thousands of hours in the series as a whole.

    These niggly little features aside, I'm impressed with the overall presentation of Sun and Moon, a lot more so than previous installments. While and had some reasonably nice character models, their proportions were a bit weird in comparison to the official art. In Sun and Moon, meanwhile, the characters look just like their hand-drawn counterparts and are animated well, to boot. The only sign it's running on the underpowered 3DS hardware is any time the camera gets a bit close to a character and you can see big jagged pixels on the textures.

    I'm not far enough in the story to be able to comment on it as yet, but the early introduction of the character Lillie — current darling of the fanart community, from what I can tell online — gives the story some interesting momentum right from the get-go, and the incidental characters are appealing and fun. In particular, the protagonist's mother is extremely likeable, helping to make your character's home feel a lot more… well, homely.

    I'm looking forward to seeing how it develops further; I'm going to give it a proper chance this time around, even if I am currently attempting to juggle it with Final Fantasy XV, which is monopolising most of my gaming time at present. Perhaps I'll finally understand why people go apeshit for each new Pokémon release.

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    2510: Cats https://imnotdoctorwho.moegamer.net/2016/12/03/2510-cats/ https://imnotdoctorwho.moegamer.net/2016/12/03/2510-cats/#respond Sat, 03 Dec 2016 23:20:07 +0000 https://angryjedi.wordpress.com/?p=21624 I haven't talked much about our two cats since we got them a while back, so as a break from all the Final Fantasy XV (it's pretty much all I've done today to enjoy a much-needed day off) I may as well talk about them a bit. Our cats Ruby and Meg very obviously had established personalities … Continue reading 2510: Cats

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    I haven't talked much about our two cats since we got them a while back, so as a break from all the Final Fantasy XV (it's pretty much all I've done today to enjoy a much-needed day off) I may as well talk about them a bit.

    Our cats Ruby and Meg very obviously had established personalities when we first got them. Initially we were led to believe by the people at the animal shelter that Meg, the slightly older one (and possibly the mother of Ruby, we're not sure) was shy and hesitant to trust, but she's emphatically proven that to not be the case since she's settled in. Now she's the most vocal of the two of them, making it abundantly clear when it is dinner time, but I also think of her as the more "mature" one of the two, since when she comes for some fuss she sits down and just chills out, perhaps even dozes off. That said, she does have a tendency to dribble if she's particularly happy, which I wish she wouldn't.

    Ruby, meanwhile, is a very active cat. She likes to come and bug you for fuss, and if you provide fuss, then she won't sit still. She likes to demonstrate her enthusiasm for fuss by walking back and forth over you with no regard for your personal space or anything you happen to be doing at the time. Heaven forbid you have a controller or phone in your hand at the time, because if you do and Ruby wants fuss, the thing in your hand is getting headbutted until you pay attention to her.

    Ruby also has a thing about licking people, which was initially weird but is something we've just learned to sort of tune out. Of course, to a visitor, getting licked by a cat would probably still be weird, but it's just what she does. I can't quite work out why she does it, whether it's an attempt to wash us or just because something on our hands tastes good, but, well, it seems to be a habit that is already in place and, since it's not doing anyone any harm, I'm certainly not going to try and train her out of it.

    I'm grateful for the cats' company, because they seem to appreciate us being around. I really enjoyed having the rats to sit and watch and talk to while they were still alive, and I get the same feeling from the cats. The difference is that the cats are a bit more communicative than the rats were (though all our rats were most certainly very much aware of us and knew how to look cute in order to extract treats from us) and a lot more independent. The latter aspect in particular makes it all the more pleasing when they choose to come and spend time with us; they want our company and enjoy our company, and that's a nice feeling, even if they sometimes decide to express that at inconvenient times.

    Pets are great. I loved having a cat growing up and I missed having animal companions in the years since leaving home before we finally tried our hand at keeping rats and eventually our long-awaited cats. Ruby and Meg will hopefully be with us for many years to come just yet; they're very much part of the "family" now and it's getting hard to imagine how our previous life was without them.

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    2509: Still on Chapter Three https://imnotdoctorwho.moegamer.net/2016/12/03/2509-still-on-chapter-three/ https://imnotdoctorwho.moegamer.net/2016/12/03/2509-still-on-chapter-three/#respond Sat, 03 Dec 2016 01:32:02 +0000 https://angryjedi.wordpress.com/?p=21594 I am still on Chapter Three of Final Fantasy XV, appropriately dubbed "The Open World" — the point at which the majority of the main map opens up to you and you're let loose to go and piss around doing whatever you want before progressing the main story. The fact this moment occurs so early in Final … Continue reading 2509: Still on Chapter Three

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    0509_001

    I am still on Chapter Three of Final Fantasy XV, appropriately dubbed "The Open World" — the point at which the majority of the main map opens up to you and you're let loose to go and piss around doing whatever you want before progressing the main story.

    The fact this moment occurs so early in Final Fantasy XV is a curious inversion of the usual formula for Japanese RPGs in the Final Fantasy mould. The typical format is that the game spends anywhere between 10 and 30 hours sending you on a linear quest that takes in most of the major locations around the world, conveniently introducing you to all these places and gradually providing you with increasingly unrestrictive means of transportation between them. At some point in the game — usually not long before the final confrontation and the end of it all — you are effectively given the "keys" to the world and complete freedom to explore, usually in conjunction with some particularly convenient means of getting around such as an airship.

    Not so in Final Fantasy XV. Here you're given the open world almost from the very beginning of the game, and there are a hell of a lot of things to do in it. I have been finding the myriad sidequests and hunts enormously entertaining and compelling, so much so that I haven't advanced the story beyond the party's arrival in the major town of Lestallum, and yet somehow I'm 30 hours deep in the game and past level 40 on all my characters.

    There's an argument that this kind of structure kills pacing somewhat, and it's often a bugbear of mine with open world games. But I sort of feel like it makes sense this way around: that "open world" bit at the end of older Final Fantasy games often felt a little peculiar, as the narrative was demanding that you fend off some sort of imminent disaster, and yet there you were breeding chocobos, investigating crashed planes underwater or collecting frogs to get through a forest. The narrative demanded urgency, in other words, but the gameplay discouraged it.

    In Final Fantasy XV, meanwhile, after the dramatic opening of the game, Noctis and his companions are simply out in the world, attempting to operate incognito while developing their own skills. While the Empire's invasion of Noctis' home city of Insomnia is something that needs Sorting Out at some point, the Noctis at the beginning of the game is not ready to face up to that responsibility, nor is he skilled enough or familiar enough with his unique powers to be able to simply charge in and take on a whole empire. It makes sense, then, for him to travel around the world, coming to understand it with his friends, developing relationships with people who could prove useful to know in the future, and improving his own skills in the process. The Empire will still be in Insomnia tomorrow, after all, and retaking a capital city is not the sort of thing you want to rush.

    Practically speaking, it doesn't really need all that much justification, as exploring Final Fantasy XV's world is simply fun. Today I particularly enjoyed encountering the Rock of Ravatogh, a dungeon at the far Western side of the map that is actually a landmark you can see from the far Eastern side. Yes, it's that old open-world favourite "if you can see that mountain, you can go to it" — or in this case, "if you can see that mountain with weird pointy glowy bits sticking out of it and smoke billowing out of the top, you can go to it".

    The Rock of Ravatogh, despite being an outdoor location, is treated as a dungeon rather than just a hill that you have to find your way up. This makes it a much more enjoyable, spectacular experience to climb, as it's been designed and paced to feel like a real trek up a mountain, rather than simply walking in a straight line up a sloping grass texture. There are sections where you need to avoid slipping, there are sections where you need to climb cliff faces, there are sections where you need to pick your way along perilous paths with sheer drops to one side of you. And there are some amazing views of the game world along the way, plus a great reward for making it to the very top.

    The Rock of Ravatogh is only the second dungeon I've encountered in Final Fantasy XV, but it's very different to the first, which was a series of dark, underground tunnels with scary noises behind closed doors. This gives me hope that other dungeons in the game will be similarly varied and interesting to explore; I'm looking forward to encountering them for the first time.

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    2508: The Cough of an Eighty Year Old Man https://imnotdoctorwho.moegamer.net/2016/12/01/2508-the-cough-of-an-eighty-year-old-man/ https://imnotdoctorwho.moegamer.net/2016/12/01/2508-the-cough-of-an-eighty-year-old-man/#respond Thu, 01 Dec 2016 13:03:13 +0000 https://angryjedi.wordpress.com/?p=21581 I am ill. I do not like being ill, because it is annoying and painful, particularly when it is that particular breed of "ill" somewhere between a cold and flu that causes you to feel constantly stuffed up and occasionally cough like an eighty year old smoker. Also I have the shits. It is not … Continue reading 2508: The Cough of an Eighty Year Old Man

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    I am ill.

    I do not like being ill, because it is annoying and painful, particularly when it is that particular breed of "ill" somewhere between a cold and flu that causes you to feel constantly stuffed up and occasionally cough like an eighty year old smoker. Also I have the shits.

    It is not a pleasant day to be ill, either. Andie's phone claimed it was -7C outside earlier and while I tend to take phone weather readings with a pinch of salt, the fact that it is still visibly frosty outside leads me to believe that yes, it certainly is at least a bit cold out there. Meg the cat certainly let me know that it was cold when I let her in just now.

    I have spent the morning in bed accompanied by one or both of our cats at all times. I'm always amazed at quite how well cats understand people; they know exactly when you're not feeling great, whether it's physically, mentally or both, and they know that what you often need in such situations is company and affection. Ruby, who is typically the more irritating of our two cats, rather fond of walking across your face when you're trying to do something, sat with me quietly and peacefully for most of the morning, even curling up and settling down for a bit, which is rather rare to see her do.

    I'm up now and craving nothing more than "ill person food". Specifically, I'm feeling a steak slice, nice crisps (Walkers Max!) and some chocolate might help with the doldrums of being ill, accompanied by plenty of Lemsip, of course.

    This is a singularly tedious blog post, I'm aware, as there are few things more boring than listening to someone else talk about how ill they are — I've heard enough complaints from my parents about my grandmother having such conversations with them to know this all too well — but, well, it's something to do now that I appear to have exhausted my capacity for lying in bed wheezing all morning. Now I am on the couch beneath a blanket like a homeless person while Andie puts up the Christmas tree and decorations, because now it's December, it is an acceptable time to do so.

    Time to dose up on drugs and steak slices, I think, and hopefully I'll feel a bit better tomorrow.

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    2507: Into Duscae https://imnotdoctorwho.moegamer.net/2016/12/01/2507-into-duscae/ https://imnotdoctorwho.moegamer.net/2016/12/01/2507-into-duscae/#respond Thu, 01 Dec 2016 12:45:52 +0000 https://angryjedi.wordpress.com/?p=21545 (Should have been posted last night, but I forgot to hit Publish!) A little over ten hours into Final Fantasy XV so far and I'm well and truly on board. Pro-tip: if you're finding the opening a bit slow, make an effort to not get sidetracked by sidequests and instead push the main story on at least … Continue reading 2507: Into Duscae

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    0506_001

    (Should have been posted last night, but I forgot to hit Publish!)

    A little over ten hours into Final Fantasy XV so far and I'm well and truly on board.

    Pro-tip: if you're finding the opening a bit slow, make an effort to not get sidetracked by sidequests and instead push the main story on at least until you're able to get into the Duscae region. From here, the game opens up a whole lot more and you'll have had a taste of various different experiences you can expect to see a lot more of throughout the rest of its duration.

    One thing I was very pleasantly surprised about was the discovery that Final Fantasy XV has proper dungeons. This isn't particularly unusual for a Final Fantasy game, but it is relatively unusual for an open-world RPG, to varying degrees. Games like The Witcher 3 have kinda-sorta dungeons dotted around the place, but these often tend to feel like "oh look, another cave" rather than an exciting place to explore and loot. Games like The Elder Scrolls series have hundreds of the bloody things everywhere, but are often designed in a somewhat copy-paste manner, meaning that few of them feel "special". And games like the Xenoblade series pretty much do away with dungeons altogether; Xenoblade Chronicles X did have some underground areas, but again, like The Witcher 3, they felt more like part of the scenery than a discrete experience in their own right.

    Relatively early in Final Fantasy XV's main story, you're taken to your first dungeon, and it works in traditional Final Fantasy manner: it's self-contained, it has its own music, it has secrets and branching routes to explore, and it has its own lineup of monster encounters. It felt like a significant gameplay moment to step into this place, and it was exciting and rewarding to explore. There were some surprising and interesting scripted encounters within, and the whole thing felt authentically… well, Final Fantasy.

    And I think that's part of the reason I've never really found open-world RPGs to do dungeons in a satisfactory manner for my tastes: you often end up doing exactly the same thing in them that you do out in the open world, whereas Final Fantasy XV's dungeons look set to have unique mechanics, puzzles and methods of exploration. I'm looking forward to discovering more of them.

    I think that sums up Final Fantasy XV's approach quite well, actually. It knows when to use scripted sequences effectively — dramatic confrontations, boss fights, dungeons — and when to use the more freeform, unpredictable and emergent gameplay more typically found in open world games. Purely emergent games (I'm picturing the Elder Scrolls series in particular when I use this description) often end up feeling a bit sterile and characterless because nothing has had any real soul put into it — it's all driven by mechanics. Final Fantasy XV, meanwhile, will surprise you with unscripted encounters out in the wilds (its equivalent of the random battles of yore), but also knows when would be a particularly effective time to have a monster burst through a wall or a villain to make their first appearance to make a speech and attempt to defeat you with Their Infallible New Weapon.

    I like Noctis and his friends a lot; their constant banter, while occasionally repetitive, adds a lot more personality to wandering the fields than Skyrim's mute protagonist, and by restricting the party to those four core members (and occasional guests) the conversations can flow naturally rather than having to work by triggering responses to one another as in something like Xenoblade. Already I'm feeling that core theme of "brotherhood" coming through very nicely indeed. The supporting characters are great, too, running the gamut from all-business badass (Cor) to the flamboyantly colourful and gorgeous (Cindy).

    I'm having a blast, in other words. I'm looking forward to my next day off, when I'll be able to really get stuck in.

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    2506: Fifteen https://imnotdoctorwho.moegamer.net/2016/11/29/2506-fifteen/ https://imnotdoctorwho.moegamer.net/2016/11/29/2506-fifteen/#respond Tue, 29 Nov 2016 23:28:03 +0000 https://angryjedi.wordpress.com/?p=21531 Well, it's Final Fantasy XV day and I've spent a good five or six hours playing it this evening. It's good. Real good. I haven't progressed that far in the story as yet as it's simply fun to wander around exploring, doing sidequests and listening to the soundtracks of old Final Fantasy games while the gang drive around in … Continue reading 2506: Fifteen

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    Well, it's Final Fantasy XV day and I've spent a good five or six hours playing it this evening.

    It's good. Real good.

    I haven't progressed that far in the story as yet as it's simply fun to wander around exploring, doing sidequests and listening to the soundtracks of old Final Fantasy games while the gang drive around in their car. However, I'm very much looking forward to the world opening up a bit more — I'm penned in to a relatively "small" area at the moment by barricades that prevent going more than a certain distance by road or on foot — and seeing what is out there to discover.

    Even in this fairly fenced-off starter area it's clear that it's going to be a fun ride, though. In particular, I'm very much enjoying the combat; far from being a hack-and-slash action game along the lines of something like Kingdom Hearts, it manages to blend what looks like fast-paced action with relatively strategic, cerebral combat that rewards careful positioning and exploitation of enemy resistances and weaknesses.

    And the world of Eos is one simultaneously filled with wonderment and pleasingly familiar mundanity. In the first few hours, I've spent time at a seaside resort, a motel and a truck stop, but also fought recurring Final Fantasy monsters such as goblins and flans, and run away screaming at the sight of an Iron Giant. I've hunted down groups of monsters and fished up a meal for a stray cat. And I've witnessed the devastation that Niflheim wreaked on protagonist Noctis' home city of Insomnia.

    And the music. Dear lord. I already knew that the soundtrack was going to be something special from the preview tracks I'd previously heard, but the full experience is something else. Multiple battle themes according to the context make me very happy indeed, particularly as they're all wonderfully energetic, blasting pieces full of drama and excitement. But the more incidental music is very pleasant, too, changing according to the time of day and your surroundings and, in settlements, adjusting its mix according to whether you're inside or outside.

    The whole concept of it being "a fantasy based on reality" has been pulled off very effectively so far. The world and the places you visit are all very plausible and realistic, but overlaid on the top of all that is the wonderful sci-fi/fantasy blend that Final Fantasy has been so good at for years. It really, really works as a setting, and I'm looking forward to exploring it in more depth over the coming weeks.

    For now, though, as I have an eight-hour shift to work tomorrow and I have a cold coming on, I should probably call it a night there. Probably.

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    2505: Final Fantasy https://imnotdoctorwho.moegamer.net/2016/11/28/2505-final-fantasy/ https://imnotdoctorwho.moegamer.net/2016/11/28/2505-final-fantasy/#respond Mon, 28 Nov 2016 23:31:40 +0000 https://angryjedi.wordpress.com/?p=21479 With Final Fantasy XV out tomorrow and my excitement for it at an extreme level, I've decided that I'm going to devote the next month on my other site MoeGamer to an in-depth exploration of the series as a whole. Final Fantasy as a whole may be a little outside my usual mission with MoeGamer — it is neither underappreciated nor overlooked … Continue reading 2505: Final Fantasy

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    0505_001

    With Final Fantasy XV out tomorrow and my excitement for it at an extreme level, I've decided that I'm going to devote the next month on my other site MoeGamer to an in-depth exploration of the series as a whole.

    Final Fantasy as a whole may be a little outside my usual mission with MoeGamer — it is neither underappreciated nor overlooked — but it's worth discussing nonetheless, particularly with regard to those installments along the way that are regarded less favourably.

    It's also worth discussing as it's a series with a long, interesting history, and can quite rightly be described as genre-defining alongside its longtime rival Dragon Quest.

    Mostly I want to talk about it because it's been important to me for a long time now. Nearly 20 years, in fact, which is a scary prospect, as my first encounter with the series is still absolutely fresh in my mind, as if I'd just experienced it yesterday.

    I first heard of Final Fantasy VII, my first point of contact with the series, through my brother. I had a PlayStation at the time (well, more accurately, I had a hand-me-down Japanese PlayStation that my brother left behind) but, what with it being a Japanese model, I hadn't really explored the games available for it beyond the three I already had: Ridge Racer, Tekken and Raiden Project.

    Hearing my brother describe Final Fantasy VII made me want to try it, though. I'd already had experience with story-heavy games thanks to our family's mutual love of point-and-click adventure titles from Sierra and LucasArts, but this sounded like something different; something more. Specifically, the thing that got me interested in it was the promise of a scene partway through the game where pretty much everyone who had played it ended up crying. (Said scene is now one of the most famous scenes in all of gaming, but back in '97, it was easier to remain unspoiled.)

    So, reading up on the old "disc swap" trick that allowed you to play different region games on a PlayStation, I propped my PlayStation's lid open with a biro lid and a bit of Blu-Tack and inserted the first of the three discs of my shiny new copy of Final Fantasy VII, not sure what to expect.

    I was immediately blown away by the spectacular video intro sequence that moved almost seamlessly into in-game action, with polygonal characters moving perfectly in sync with the prerendered background camera angles. (I was then slightly distracted by the rather primitive field screen character models Final Fantasy VII is now somewhat notorious for, but I quickly became accustomed to them.)

    The music drew me in. The action started right away. It was like being part of a movie. Then I got into my first battle and, having never really played an RPG before, was initially baffled. Once again, though, it didn't take me long to become accustomed, and there was no turning back from that point: the game had me well and truly in its clutches.

    I enthused about the game to my friends at school. They were initially skeptical, but it didn't take a lot of convincing to get them to give it a try. And before long, they were as obsessed with this spectacular new game as I was. We played it through together, discussing things we'd found and things we'd achieved; we'd complete it, and start over again, eager to enjoy the story all over again. We devoured guidebooks and online FAQs about the game, keen to see everything it was possible to see. And, on one particularly memorable occasion fueled by tequila and various other intoxicants, we played for 36 hours straight, my friend Woody passing out midway through the G-Bike sequence, having some very peculiar dreams and suddenly waking up demanding to know "what's an X-Walker?" (To this day, we have no idea. X-Potions? Sure. X-Walker? No clue.)

    The impact Final Fantasy VII had on me drew me to explore the rest of the series. While at the time I found the NES original a little hard to appreciate — it was just a bit too clunky in comparison to the later games — from IV onwards (or II as it was known back then thanks to the fact Final Fantasy II, III and V didn't see Western releases until many years after their NES and SNES original versions) in particular I found them to be just as compelling despite their more primitive visuals and sounds.

    These were games that told stories that resonated with me. Stories about people who rose up from humble beginnings, gathering a group of close companions and achieving something incredible. This sort of thing is seen as cliched as all hell these days, but there's a reason the standard JRPG tropes have been a thing for as long as they have: even before video games, this story structure is proven to be an effective way of telling a heroic epic.

    Even in those early days, though, I could tell that the Final Fantasy series wasn't one to rest on its laurels. While had a fairly Western RPG feel to it with its completely mute, characterless party, II introduced the series convention of having a party of predefined characters with actual personalities. III brought us the Job system for the first time. IV gave us an incredibly detailed story full of emotion. refined the Job system further. VI turned the narrative conventions of the series on its head by not really having a "main" character, instead allowing us the opportunity to spend time with an enormous ensemble cast. And so on, and so on.

    I'll talk about this in detail once I start writing the MoeGamer pieces, but Final Fantasy is a series that has constantly reinvented itself over and over again. Even in those installments that seem superficially similar (I-III, IV-VIVII-IX) there are enough unique components to each title to make them distinct from one another, and from onwards the series has enjoyed even more drastic, dramatic reinventions with each installment. And this isn't even getting into the myriad spin-off titles, many of which are even more fondly regarded than the mainline titles in the series.

    As you can tell, I'll have plenty to write about. And I'm afraid you're almost certainly going to have to put up with a lot of enthusing about XV on this here site from tomorrow onwards, too. I make no apologies for my excitement in this regard.

    Now, just a good night's sleep and a day of work between me and my first adventures in the lands of Eos. Can't wait.

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    2504: Tears of the Prophets https://imnotdoctorwho.moegamer.net/2016/11/28/2504-tears-of-the-prophets/ https://imnotdoctorwho.moegamer.net/2016/11/28/2504-tears-of-the-prophets/#respond Mon, 28 Nov 2016 00:37:55 +0000 https://angryjedi.wordpress.com/?p=21449 Reached the end of Star Trek: Deep Space Nine's sixth season this evening and despite inadvertently spoiling myself on the death of a major character some months earlier (though given Deep Space Nine's age, I'm surprised I lasted this long without spoilers!), it remained an impactful episode and an excellent season finale. I really like how Deep Space Nine developed. … Continue reading 2504: Tears of the Prophets

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    0504_001

    Reached the end of Star Trek: Deep Space Nine's sixth season this evening and despite inadvertently spoiling myself on the death of a major character some months earlier (though given Deep Space Nine's age, I'm surprised I lasted this long without spoilers!), it remained an impactful episode and an excellent season finale.

    I really like how Deep Space Nine developed. While it started as something of a "soap opera in space", which is why some people found it a little dull when compared to the galaxy-spanning adventures of Star Trek: The Next Generation, the gradual buildup of the Dominion storyline into all-out war throughout the sixth season gave the show scope to deftly and subtly readjust its focus over time.

    At the end of the sixth season, it's still recognisably distinct from the more "mobile" Star Trek series such as The Next Generation and Voyager, but the action following Sisko and his comrades into battle against the Dominion gets the action off the station often enough to keep things fresh and interesting — and Tears of the Prophets, the sixth season finale, features some spectacular space combat sequences, an area in which Deep Space Nine generally excels.

    One thing I've found particularly interesting about the show as a whole is the development of the character Gul Dukat. Initially presented as a character whose motivations and overall alignment wasn't entirely clear, he's had plenty of significant moments over the course of the series, ranging from joyful to tragedy. When he's at his lowest ebb, it's hard not to feel sorry for him, because the show certainly kicks the shit out of him, but Tears of the Prophets makes it abundantly clear why it took such pains to make us sympathise with Dukat as he lost everything he held dear.

    Dukat's losses drive him to absolute desperation. He willingly allows himself to be possessed by a Pah-Wraith, the antithesis to the "Prophets", aliens who live in the wormhole that Deep Space Nine protects. The Wraith kills [REDACTED so you don't have to suffer like I did] and apparently cuts off the connection between the Prophets and Bajor before leaving Dukat's body. We're left to see Dukat with a few regrets — most notably the death of [AHEM] — but an overall sense that he's enacted vengeance that he's satisfied with.

    This sequence — and the consequences therein — highlight another reason why I enjoy Deep Space Nine: it doesn't attempt to explain everything away with (fake but plausible) science. Oh, sure, there's plenty of traditional Star Trek technobabble throughout the series, but also there's a real sense that some things simply are unknowable and impossible to understand by humanity at its stage of development in the 24th century. The recognition and embracing of this is the basis of religion (or spiritualism at the very least) and Deep Space Nine as a whole handles this sort of thing very nicely. It also makes for some extremely dramatic moments, as metaphysical, "supernatural" things are far less predictable than those which can be explained by science.

    I'm looking forward to seeing how the series ends, and am very glad that I've finally got around to watching it all the way through for the first time. I'm even more glad that doing so is a simple matter of watching it on Netflix rather than collecting however many hundred VHS cassettes would have formed the complete run on its original release!

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    2503: What We Do in the Shadows https://imnotdoctorwho.moegamer.net/2016/11/27/2503-what-we-do-in-the-shadows/ https://imnotdoctorwho.moegamer.net/2016/11/27/2503-what-we-do-in-the-shadows/#respond Sun, 27 Nov 2016 02:19:19 +0000 https://angryjedi.wordpress.com/?p=21429 Watched a pretty great movie this evening: What We Do in the Shadows. This is a 2014 movie written by and starring Jemaine Clement (Flight of the Conchords) and Taika Waititi. It's a mockumentary film that focuses on the lives of a household of vampires that live in Wellington, New Zealand, and chronicles both the mundanity … Continue reading 2503: What We Do in the Shadows

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    Watched a pretty great movie this evening: What We Do in the Shadows.

    This is a 2014 movie written by and starring Jemaine Clement (Flight of the Conchords) and Taika Waititi. It's a mockumentary film that focuses on the lives of a household of vampires that live in Wellington, New Zealand, and chronicles both the mundanity of their daily lives and some of the more outlandish events that transpire over the course of several months.

    It's a brilliantly written, beautifully acted film, delightful in its understatedness and use of awkward humour. The mockumentary style is used effectively in a similar style to The Office — there's no commentary on the action, it's pure "fly on the wall" observation, and in presenting itself in this manner it seems oddly plausible even with the obviously supernatural nonsense going on throughout.

    The movie captures the struggle between vampires' baser urges and their desire to retain at least some of their humanity. The central characters are all rather likeable chaps despite obviously being killers, and it's all set up so that we sympathise with them. You get the real impression that they feed only out of necessity, and certainly aren't averse to befriending humans, as exemplified by the presence of "Stu", a singularly unremarkable man who works in IT that the gang all latch onto and make a pact never to feed on.

    It's not an angsty vampire movie by any means, however. There are a couple of tragic scenes that are played down to such a degree that they're almost shrugged off, and this is both amusing and representative of the rather casual attitude towards existence that those blessed or cursed with eternal life tend to hold. The movie also subverts the audience's expectations in a number of places, particularly with regard to one of the central cast members supposed nemesis, known only as "The Beast".

    It's a lot of fun, in short. It's a movie where not a lot happens — much like mockumentary TV series such as The Office didn't really have a lot going on either — but this means it can focus almost entirely on the characterisation of the central cast. In doing so, we're led to sympathise and empathise with them despite their obviously dark tendencies, and shown that a touch of humanity can show up in the strangest of places.

    Most of all, though, it's a movie that's just plain funny, whether it's the ridiculous visual gags involving the vampires' ability to fly, the overblown gore when one of them accidentally nicks a major artery while feeding and makes "a real mess in there", or the hilarious rivalry between the vampires and the werewolves, with both groups acting like silly teenagers rather than immortal beings of pure darkness.

    Highly recommended, in other words; if you get the chance to sit down and watch it, it's well worth a couple of hours of your time, even if you're not typically into horror or vampire movies. It's just some wonderfully gentle — and, at times, deliberately awkward — humour with plenty of heart, and a real feeling that everyone involved just wanted the audience to have as much fun as they did. And, for me anyway, something being produced with that kind of attitude is well worth praising and enjoying in this age of increasingly commercialised productions.

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    2502: Black Friday https://imnotdoctorwho.moegamer.net/2016/11/26/2502-black-friday/ https://imnotdoctorwho.moegamer.net/2016/11/26/2502-black-friday/#respond Sat, 26 Nov 2016 00:15:14 +0000 https://angryjedi.wordpress.com/?p=21415 Spare a thought for the retail workers of the world, who have to work on days like today. I'm still not 100% clear on where Black Friday came from — and, moreover, why it crossed the pond from America to Europe — but I have pretty mixed feelings about it on the whole. On the … Continue reading 2502: Black Friday

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    Spare a thought for the retail workers of the world, who have to work on days like today.

    I'm still not 100% clear on where Black Friday came from — and, moreover, why it crossed the pond from America to Europe — but I have pretty mixed feelings about it on the whole.

    On the one hand, it's nice to have a period of time when you know you can rely on getting low prices and decent deals on things that you might be interested in buying. In the online sector, events such as Steam sales and "Cyber Monday" deals demonstrate this clearly.

    On the other hand, compressing aforementioned low prices and decent deals into a single weekend — or, in some cases, a single day — seems a little counterproductive when it comes to brick-and-mortar operations in particular.

    An event such as Black Friday means that stores are probably going to be rammed full of people, making it a less pleasant experience for everyone shopping and significantly harder work for those people working the store who have to try and answer questions, ensure everyone gets served, keep the shop looking as presentable as possible and ensure no-one is wandering out of the door in possession of things they haven't paid for.

    At the same time, though, an event such as Black Friday may encourage people to pick up things that they otherwise wouldn't have thought to purchase or been able to purchase at their normally higher prices. I personally haven't bought anything this Black Friday — at least partly because I was working the damn thing — but if I was going to buy something like an Xbox One (the one "next-gen" console I still don't own), Black Friday would appear to be a decent time to do so.

    Like I say, mixed feelings. And if you've been out there in the rush and the chaos of people trying to get a hot deal, as I say, spare a thought for the folks who are rushed off their feet trying to make sure everyone leaves satisfied.

    Now I'm going to bed to pass out and wait for my feet to stop hurting.

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    2501: Thanksgiving https://imnotdoctorwho.moegamer.net/2016/11/24/2501-thanksgiving/ https://imnotdoctorwho.moegamer.net/2016/11/24/2501-thanksgiving/#respond Thu, 24 Nov 2016 23:22:56 +0000 https://angryjedi.wordpress.com/?p=21401 We don't really "do" Thanksgiving over here in the UK, but I thought it would be a nice thought exercise in positivity to use today's post to simply list some things I'm thankful for. There's plenty that is shit in my life at the moment, but this post is not about that. I am thankful … Continue reading 2501: Thanksgiving

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    We don't really "do" Thanksgiving over here in the UK, but I thought it would be a nice thought exercise in positivity to use today's post to simply list some things I'm thankful for. There's plenty that is shit in my life at the moment, but this post is not about that.

    I am thankful to my wife for standing by me while times have been tough, even as she had her own shit to deal with.

    I am thankful for my friends who have stuck by me through the difficult times in my life over the last few years. Some of them I speak to more often than others; some of them I see more often than others; some of them I don't speak to or see nearly as often as I'd like. I'm still thankful for all of them.

    I am thankful for my family who, likewise, has stuck by me through the trials and tribulations of the last few years. There has always been support there when I needed it, even if I didn't really know how to ask for it without feeling bad.

    I am thankful for those who read my blog, whether they're silent readers or those who reach out to talk about the things I've posted. The purpose and angle of this blog has sort of evolved over the years, but as I said yesterday, I've always found it to be a helpful outlet.

    I am thankful to video games for providing me with something to be passionate about; a medium that excites and inspires me on a daily basis. I am particularly thankful to those creators (mostly, though not exclusively, of Japanese origin) who have created works that particularly resonated with me for one reason or another; titles with which I could get emotionally invested, or titles in which the main casts became like "friends".

    I am thankful to the people I interact with online who are interested in similar things to me, who don't judge me negatively or make assumptions based on my tastes, and who are happy to be enthusiastic with me.

    I am thankful to the written word for providing me with a more reliable means of expressing myself than the spoken word.

    I am thankful that I have somehow survived all the trials I've faced to date, which gives me a small amount of hope that one day, someday, everything will finally turn out all right.

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    2500: Traditional 500-Post Pondering https://imnotdoctorwho.moegamer.net/2016/11/24/2500-traditional-500-post-pondering/ https://imnotdoctorwho.moegamer.net/2016/11/24/2500-traditional-500-post-pondering/#respond Thu, 24 Nov 2016 01:02:14 +0000 https://angryjedi.wordpress.com/?p=21392 So, post 2,500. I was going to try and write something meaningful, but then I worked a 12-hour shift (voluntarily) and now I'm knackered and my feet are killing me, so my heart's not quite in it. Still, onward we go. Occasionally in recent months I've found myself wondering if I should keep this blog … Continue reading 2500: Traditional 500-Post Pondering

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    So, post 2,500. I was going to try and write something meaningful, but then I worked a 12-hour shift (voluntarily) and now I'm knackered and my feet are killing me, so my heart's not quite in it. Still, onward we go.

    Occasionally in recent months I've found myself wondering if I should keep this blog going, and/or if so, how long for. Why am I still doing it, who is it for and am I getting anything out of the experience?

    On the whole, I think that yes, I do find it to be a valuable and helpful experience on the whole. It's a means for me to express myself to people who know me in a way that I might not find particularly easy or practical to do so in person. It's a means for me to talk about the things I love without having to worry about boring people in the same room as me — if you're not interested in something I talk about for a post or two, simply don't read it. And, of course, it's a means to continue practicing the craft of writing, not that there's a "right" way to do it. (Except for those people who insist on writing all their posts in lower-case letters. Those people are wrong.)

    There are things on here that I'm glad I've talked about, and things I wish I'd never brought up. There are good times and bad times; there are things I'm happy about and things that make me infuriated.

    More than anything, though, this blog is me. It's a record of, frankly, what has ended up being a rather turbulent period in my life, and it's been something I can focus on each day even if everything else around me might have been shit. It's been a great outlet and a good means of broaching difficult topics as well as a place where I can happily vent my feelings, good and bad, on a daily basis.

    So yes, I'm carrying on. Until when, I can't say. But 2,500 daily posts in, it kind of seems like a shame to stop now, huh?

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    2499: One Week to Go https://imnotdoctorwho.moegamer.net/2016/11/23/2499-one-week-to-go/ https://imnotdoctorwho.moegamer.net/2016/11/23/2499-one-week-to-go/#respond Wed, 23 Nov 2016 01:02:22 +0000 https://angryjedi.wordpress.com/?p=21343 Until what, you ask? Until Final Fantasy XV, of course. Regular readers will know that I don't often get hyped up about big-budget releases, but ever since I played Final Fantasy VII for the first time back in my schooldays, the mainline Final Fantasy series has been something that I cannot — will not — miss out on. And the signs … Continue reading 2499: One Week to Go

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    Until what, you ask? Until Final Fantasy XV, of course.

    Regular readers will know that I don't often get hyped up about big-budget releases, but ever since I played Final Fantasy VII for the first time back in my schooldays, the mainline Final Fantasy series has been something that I cannot — will not — miss out on. And the signs are good for XV to be an incredible installment.

    Here's a new trailer if you're not sure what the fuss is about:

    There are so many things I like about this trailer, and what it promises from the full game.

    Broadly speaking, I really like the "fantasy based on reality" idea that appears to have been the main impetus behind its design. Final Fantasy XV's game world, Eos, is based on the modern age in a believable manner — right down to your party sometimes spending downtime with their heads stuck in their respective smartphones rather than talking to one another — but incorporates classic Final Fantasy material in amongst all that. I'm a big fan of this idea; I love the concept of "supernatural crazy things happen in a world that is like ours", so I'm very much on board with Final Fantasy XV's overall setting.

    One of the things I'm most interested in is the small playable cast, which consists of just four members plus occasional guests. This is one of the smallest playable casts in Final Fantasy history, though the last time the party was this small (FFI and FFIII; you could perhaps make the argument for FFV too) the technology wasn't really there to do anything interesting with characterisation. (EDIT: descarte25 quite rightly pointed out in the comments that we've also seen small casts in X-2, XIII-2 and Lightning Returns.) Now, though, we have incredibly realistic character models doing believable things in a plausible fantasy world. And the small cast size means that everyone is going to get some exploration; no-one is going to feel like a "bonus party member" who is little more than a walking collection of stats and abilities.

    It's an interesting bunch of characters, too. Noct, while looking like one of the most emo teenagers in the entire history of the series — which is saying something in a series that features Squall Leonhart — has already shown himself across a couple of demos and an anime series to be a likeable, interesting and anything but morose protagonist with plenty of depth to his character. The fact that it is his story rather than an unlikely group of heroes who just happen to stumble into their destiny to save the world puts an interesting twist on the series' prior formula. Noct starts the game as someone unique and special, though perhaps doesn't quite know what to do with his status, and thus relies on his friends to help him through his journey.

    One of the key themes of the game as a whole is intended to be the bonds of brotherhood between the four characters in the main cast. They grew up together, fight together and live together on the road as Noct continues his journey; although the circumstances of each of them meeting, as depicted in the Brotherhood anime, were anything but natural — not least because Noct is a prince — it's clear that their mutual relationships are going to develop and deepen over the course of the adventure. The best RPGs convey a clear sense of party members being true companions, closer than family, and if Final Fantasy XV pulls it off correctly, it's going to be a memorable ensemble cast for sure.

    Outside of the story, there are a bunch of gameplay systems I'm looking forward to, too. The Ascension system looks like an intriguingly deep means of developing the four characters' abilities, for one, and the magic system, where you mix elemental energy with other items to produce all manner of different effects, looks particularly fascinating. Magic is also interesting in that it has an impact on the environment around you, too; fling a Fire spell and the surroundings will burn and become scorched; fling a Blizzard spell and everything will become coated in frost. This is not something that is normally acknowledged in role-playing games, so I'm interested to see how it fits in here.

    There look to be a wide variety of sidequests along the way, too, including Final Fantasy XII-style hunts. I'll be interested to see how deep these sidequests are; technically the Behemoth hunt in the Episode Duscae demo was a sidequest, and that had a ton of things to do along the way, including investigating the area, tracking the beast to its lair and devising a spectacular strategy to deal with it — including abilities for each character that were unique to that fight rather than simple hack and slash. While I'm not counting on all sidequests being that interesting, the designers have claimed that they've made an attempt for there not to be "filler" content ("bring me 50 pelts from the monsters on the plains!") and so hopefully this stuff will be worth doing. It remains to be seen how well they achieve this.

    That's probably enough enthusing for now, because you can bet there'll be plenty more to come next week once the game's actually in my PS4. Here's an hour-long video of some of the music from the game.

     

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    2498: Contributing Something https://imnotdoctorwho.moegamer.net/2016/11/22/2498-contributing-something/ https://imnotdoctorwho.moegamer.net/2016/11/22/2498-contributing-something/#respond Tue, 22 Nov 2016 00:26:57 +0000 https://angryjedi.wordpress.com/?p=21333 I went back to "proper" work today for the first time in quite a while. It's nothing fancy or exciting — just a seasonal retail job in our local video game emporium — but I enjoyed my time there last year and was fortunate enough to be called up to help out over the impending … Continue reading 2498: Contributing Something

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    I went back to "proper" work today for the first time in quite a while. It's nothing fancy or exciting — just a seasonal retail job in our local video game emporium — but I enjoyed my time there last year and was fortunate enough to be called up to help out over the impending holiday season.

    While retail is fairly mundane work for the most part, it is at least a nice opportunity to get out of the house, do something and actually interact with human beings, which is something I feel like I've been sorely missing for a while. Don't get me wrong, social anxiety is still present and correct, but I feel like I can usually cope better with interactions in a structured environment such as retail, where both parties involved in a conversation are there for a specific reason. The customer is there to either get some information or buy something, and I am there to provide whatever it is they are asking for, or to provide them with a suitable alternative if the thing they want isn't available.

    It can be quite rewarding, too — not financially, since retail pay remains fairly poo across the board, but in terms of knowing that you've helped someone. At this time of year in particular, a lot of people come into shops they might not normally go into wanting to buy presents, and this means that they often need advice. Well, that exhaustive knowledge of video games had to be useful for something, didn't it?

    Since I worked my first retail job — I've done several over the years — I've found that the way I communicate with customers usually puts them at ease and encourages them to trust what I am saying. I'm not sure exactly what it is — perhaps it's the fact I display genuine enthusiasm for the things I'm talking about, or perhaps my teacher training lets me explain things suitably for all levels of knowledge — but it usually seems to go down well, and I've sent many a customer on their way with a smile on their face over the course of the last few years.

    I'm not sure I'm cut out for anything more than working the floor, keeping things tidy and ringing up sales — although I guess you don't know until you're in a position to take a bit more responsibility and try it for yourself — but for now at least, this is providing both something to do and some money coming in, which is what I needed.

    What will happen to me next year is anyone's guess. But I suppose that's the holiday period covered, at least.

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    2497: The Further Adventures of Class Zero https://imnotdoctorwho.moegamer.net/2016/11/21/2497-the-further-adventures-of-class-zero/ https://imnotdoctorwho.moegamer.net/2016/11/21/2497-the-further-adventures-of-class-zero/#respond Mon, 21 Nov 2016 00:42:56 +0000 https://angryjedi.wordpress.com/?p=21293 After some further time with Final Fantasy Type-0, I'm now 100% on board with what it has to offer. It's a slow burn, to be sure — its rather drab early hours don't really sell it all that well, but by the time it's flinging Alexander, Bahamut Zero and Gilgamesh (including the correct music) around with … Continue reading 2497: The Further Adventures of Class Zero

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    0496_001

    After some further time with Final Fantasy Type-0, I'm now 100% on board with what it has to offer. It's a slow burn, to be sure — its rather drab early hours don't really sell it all that well, but by the time it's flinging Alexander, Bahamut Zero and Gilgamesh (including the correct music) around with gay abandon it's hard not to enjoy the ride.

    I'm planning a Final Fantasy month over at MoeGamer at some point in the near future, so I'll write more about this then, but I did want to comment a little on the game's tone, because it's markedly different from the mainline Final Fantasy series, and makes this abundantly clear from the outset.

    Mainline Final Fantasy games are benchmark JRPGs for many people; they're regarded as the quintessential example of "young hero gathers a band of companions and saves the world", despite a number of installments deviating from this stereotypical formula. One thing you can say with a reasonable amount of confidence, however, is that, on balance, they're optimistic affairs, all about bonds of friendship and love overcoming great evil and that sort of thing. This isn't to say that the series doesn't have its dark moments — in fact, several installments' darkest moments make up some of the most iconic and influential moments in all of gaming history — but on the whole, it's a series designed to make you feel like part of a heroic epic with all the optimism that involves.

    Type-0, meanwhile, occupies the complete other end of the spectrum. I talked a little yesterday about how it de-emphasises the role of the individual in favour of a large cast of characters, and the further you play, the more this becomes apparent. Part of Type-0's background lore is the fact that when someone dies, anyone who knew them forgets who they were, even if they were very close. This is one of many reflections the game makes on the horrors of war; a very literal interpretation of Stalin's supposed (and possibly misattributed) quote "when one dies, it is a tragedy; when a million die, it is a statistic".

    Type-0 lays it on fairly thick with its depictions of the brutality and the senselessness of war. It doesn't do so in a particularly preachy manner, however; the game's setup is such that it's fair to spend some time pondering whether anyone — including the side you're on — are the "good guys" in the conflict depicted. Instead, we simply see various horrors unfolding, both through the eyes of Class Zero on the ground, and through the distant detachment of the narrator during the documentary-style cutscenes that punctuate the main beats of the narrative as a whole.

    One particularly chilling moment comes in the aftermath of a mission late in the game, which culminates with your side in the conflict summoning Alexander as an ultimate weapon of mass destruction; in order to do so, many of your allies give up their lives as they channel their magic and life force into the summoning. The devastation that Alexander wreaks is immense, presented to you in simple, cold statistics — white text on a black screen — after the battle is over. While in the heat of the moment, Alexander's summoning is pure Final Fantasy fanservice, the realisation that the spectacular light show you just witnessed cost the lives of many people on both sides of the conflict makes you wonder whether or not it was worth it.

    I'm nearing the end of the game now, I think; just two more chapters to go. I'll be interested to see how it ends — particularly if it concludes on as bleak a note as its opening sequence, featuring a seriously wounded soldier trying his best to reach his destination with his also wounded chocobo, then finally dying, forgotten, on the streets as the conflict continues to rage around him. I'm also interested to do a second playthrough once I've beaten it once; not only are you at a more suitable level to tackle the optional "Expert Trials" on a second playthrough, there are also additional missions called "Code Crimson" which add additional details and context to the story.

    Considering Type-0 is a spinoff game in the Final Fantasy series rather than a mainline installment — and considering it originated as a Japan-only, handheld-only title — it's impressive quite how much lore has been packed into this game, all of it reviewable through an in-game encyclopaedia. You don't need to know most of it to appreciate the story, mind you; it's simply there as "additional reading" if you find it interesting. While I wasn't sure about Type-0 when I first started playing it, the longer I spend with it, the more fascinating I find this war-torn world that seems to be on a collision course with absolute disaster, so I very much welcome this additional content, particularly as some of it comes in the form of cutscenes that explain what happens to a number of minor characters along the way.

    I'll have definitely beaten it at least once by the time Final Fantasy XV rolls around; whether I'll have made it through any more of that remains to be seen, but now I'm familiar with how it all works and got to know the characters, I'm certainly up for a bit of New Game Plus.

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    2496: Type Zero https://imnotdoctorwho.moegamer.net/2016/11/19/2496-type-zero/ https://imnotdoctorwho.moegamer.net/2016/11/19/2496-type-zero/#respond Sat, 19 Nov 2016 20:34:57 +0000 https://angryjedi.wordpress.com/?p=21223 In anticipation of the imminent Final Fantasy XV — a game which I am getting increasingly desperate to play the closer its release date creeps — I decided to boot up a game I've had on my shelf for a while, but haven't really done anything with: Final Fantasy Type-0 HD for PlayStation 4. I had pretty much no … Continue reading 2496: Type Zero

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    In anticipation of the imminent Final Fantasy XV — a game which I am getting increasingly desperate to play the closer its release date creeps — I decided to boot up a game I've had on my shelf for a while, but haven't really done anything with: Final Fantasy Type-0 HD for PlayStation 4.

    I had pretty much no idea what I was in for when I fired it up for the first time. I just knew, prior to its release, that it was a well-regarded game for PSP that had previously been confined to Japan, and that people had been clamouring for a localisation for quite some time. In fact, so desperate were English speakers for an English version of the game that there was already a decent quality fan translation of the PSP version available, though in order to play that you'd need to 1) know how to "do" PSP homebrew and 2) be willing to "do" PSP homebrew.

    In other words, Final Fantasy Type-0 was a mystery to me when I first started it. After about 15 or so hours with it so far, I think I've kind of got my head around what it's all about and where it sits in relation to other Final Fantasy spinoff games — and the mainline series, for that matter.

    Type-0 (formerly Final Fantasy Agito XIII) is part of the overly ambitious Fabula Nova Crystallis series which also includes the Final Fantasy XIII games and the upcoming Final Fantasy XV (formerly Final Fantasy Versus XIII), though since the series was first conceived each of the projects kind of diverged off in its own direction — hence the name changes, abandoning the direct links to XIII — so that now they only have the loosest of thematic and stylistic connections with one another.

    That said, Type-0's mythology is quite closely related to that of Final Fantasy XIII despite unfolding in a different world, with particular regard to the existence of "l'Cie", individuals who have submitted themselves to the will of a superior entity (in FFXIII's case, powerful godlike beings called fal'Cie; in Type-0, the "peristylium" crystals that form the centrepieces of the game world Orience's various city-states) and an obligation to fulfil some grand purpose called a Focus in exchange for kinda-sorta immortality and badass magical powers. Unlike Final Fantasy XIII, you don't play l'Cie in Type-0; they're part of the backdrop of the ongoing story.

    Type-0's narrative focuses on the dominion of Rubrum and its elite training facility Akademeia. Across thirteen classes, Akademeia trains young people to become Agito, the best of the best when it comes to martial and magical prowess. Among the classes, the cream of the crop is found in Class Zero, a unit of youngsters with particularly exceptional powers that has, until the events at the start of the game, been kept somewhat secret from the rest of Akademeia.

    Class Zero is brought out of hiding and into immediate active service as Agito Cadets when the Militesi Empire invades Rubrum's capital and Akademeia itself. Against rather improbable odds — including a l'Cie — they manage to push back the imperial incursion and retake Akademeia, giving Rubrum the opportunity to pick itself up and start planning a counter-offensive. From here, Class Zero plays a leading role in helping Rubrum to expand its territory, push the Militesi Empire back and prevent them from deploying any more of their weapons of mass destruction, such as the Ultima Bomb which devastated one of the other city-states of Orience.

    If this all sounds highly political and like the setup for a strategy game such as Final Fantasy Tactics… well, you'd be wrong, technically, but there is something to that comparison, which we'll get onto in a moment.

    In actual fact, Type-0 is an action RPG in which you control a single member of Class Zero at once — accompanied by up to two of their classmates, depending on the situation — as they attempt to complete missions for Rubrum and, in between mission days, wander the dominion generally helping out and making life miserable for the Militesi Empire. Unlike mainline Final Fantasy games (with the possible exception of XII) where the emphasis tends to be on the core cast's personal stories, Type-0's plot is less about individuals and more about the ongoing conflict between Rubrum and Militesi.

    Each member of Class Zero is unique in their capabilities. Each one wields a different weapon, which all handle very differently from one another, and each one has a unique skill tree, though there is some overlap in common abilities between numerous class members. Some are better at dealing or taking physical damage, some are ranged attackers, others have particularly strong magical capabilities. Ultimately, the best approach to playing the game is to try and keep the entire squad levelled up pretty evenly, which means you're going to need to get comfortable with playing at least a few of the characters, and perhaps bring the ones you don't like so much in the AI-controlled slots so they still get some experience.

    The reason I mention Final Fantasy Tactics earlier is that the way you set up your characters in Type-0 bears more than a passing resemblance, albeit without the deep and complex Job system that Tactics has. In Tactics, each character had the ability to equip two different "Job commands" at the same time, allowing them to mix abilities and spells from two classes at the same time. In Type-0, your character has two main ability slots, up to one of which can contain a spell — though some characters can unlock an ability to equip two spells — and the other of which can contain one of their unique abilities. There's also a third ability slot dedicated to defensive magic and abilities, allowing characters to equip curative spells, protective spells or physical abilities such as blocking damage.

    In order to succeed in Type-0's missions, you ideally need a mix of different capabilities, since you'll run into enemies that are strong or weak against particular types of attacks, and sometimes you'll encounter enemies that are out of melee reach — on balconies, for example — necessitating ranged attacks. In other words, it's not simply a case of equipping all of your cadets with equipment and abilities that boosts their physical attack power as high as possible; you need to understand which ones are intended as mages, outfit them accordingly and them complement them with physical melee and ranged attackers to cover every eventuality.

    The combat system itself takes a little getting used to. You control a single character at a time, and the face buttons on the PlayStation controller are mapped to normal attack with your weapon (Square), abilities and spells (Triangle and X) and defensive abilities (Circle). You can "lock on" to enemies and keep them in sight by holding the right shoulder button, and dodge with Circle while moving.

    Notably, attacking doesn't require button-mashing; characters instead continuously attack while you hold down Square. Some characters have different moves available if you push forward or backward on the analog stick while holding square; Sice, for example, has a gap-closing leaping slash forwards when you push forward, an attack behind her when you push backwards and a standard melee combo if you just hold the button without a direction.

    The different weapons are all very… well, different, and in order to succeed with a character you need to familiarise yourself with not just the abilities you can equip, but the amount of time the character's various animations take to complete. This is because Type-0's combat is heavy on timed hits; while locked on to an enemy, they will occasionally show a weakness, usually right after an attack or if they're knocked off balance. During this time, depending on the enemy's remaining HP, your lock on reticle will turn either yellow (Breaksight) or red (Killsight), and if you land a successful hit with either a physical attack or magic while either of these is active, you'll do enormous damage, even killing the enemy immediately in the case of Killsight.

    Just hitting the attack button as soon as you see the markers isn't generally enough, however; most characters have a bit of a wind-up to their attacks, meaning if you start an attack when the marker appears, you'll probably miss the window by the time it actually impacts the enemy. Instead, you need to watch the enemy animations to anticipate when Breaksight or Killsight are going to appear, and over time you'll come to recognise how different enemy types behave in order to take maximum advantage of this feature. Pudding-type enemies, for example, rear back before they swipe at a foe; when you see them do this, dodging to the side to avoid the strike then immediately launching a forward+Square attack with most characters is a good way to hit their Killsight window perfectly every time.

    Type-0 is very much a mechanics-focused game rather than a story-centric game, which puts it somewhat at odds with the mainline Final Fantasy series, but firmly in keeping with many of the spin-off titles such as the aforementioned Final Fantasy Tactics. That's not to say the story is bad — I'm not that far in so far, but it's been a suitably dramatic "wartime epic" so far, with many of its important moments presented in an appealing "documentary" style — but rather it's a game in which its individual characters are of significantly lesser importance than the big picture.

    It's an acquired taste, in other words. I wasn't sure I was going to like it all that much when I first started playing, and indeed I know a few people who bounced off it quite quickly. However, give it some time and get to know how the combat works, and it becomes quite rewarding and satisfying. There's plenty of side content to do besides the main missions, and it's one of the most replayable Final Fantasy games I've ever seen, with a second playthrough not only seeing your Cadets at a suitable level to tackle tougher challenges, but also rewarding you with additional story material at various points.

    Give it a chance if you haven't already. It's not the best game to ever bear the Final Fantasy name, but it's a solid, interesting game in its own right that demonstrates, once again, that Square Enix isn't at all afraid to experiment and do all manner of strange, wonderful things beneath the Final Fantasy banner.

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    2495: A Step in the Right Direction https://imnotdoctorwho.moegamer.net/2016/11/18/2495-a-step-in-the-right-direction/ https://imnotdoctorwho.moegamer.net/2016/11/18/2495-a-step-in-the-right-direction/#respond Fri, 18 Nov 2016 17:42:10 +0000 https://angryjedi.wordpress.com/?p=21168 When I heard that VICE Gaming was rebranding to Waypoint, my reaction was a hearty "shrug and move on". In the past, VICE Gaming has been responsible for some truly terrible articles about games many of my friends and I are interested in, most notably the Senran Kagura series. I won't bring them up here, but suffice to say, I've written … Continue reading 2495: A Step in the Right Direction

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    When I heard that VICE Gaming was rebranding to Waypoint, my reaction was a hearty "shrug and move on". In the past, VICE Gaming has been responsible for some truly terrible articles about games many of my friends and I are interested in, most notably the Senran Kagura series. I won't bring them up here, but suffice to say, I've written many angry words in the past on the subject.

    Consequently, when I happened to see this tweet earlier, my immediate reaction was to predict yet another ill-informed, overly judgemental article about the prevalence of boobs in the game, without exploring any of the things that actually make it an interesting series. (Yes, yes, gratuitous plug for my own work there, but I've written a lot about Senran Kagura.)

    Out of curiosity — or perhaps partly to vindicate what I will freely admit was prejudice — I clicked through to the article when someone else shared it and took a look.

    Here it is.

    My goodness me.

    I was genuinely surprised to read not the usual screed about how it's a piece of misogynist filth that everyone should feel ashamed of the mere existence of, but instead a good interview with series creator Kenichiro Takaki about his philosophy towards character design, sexualised content and all manner of other things. Even more notably, the article acknowledges that Senran Kagura games are actually damn fine brawlers in their own right, and far from being simple ecchi delivery vehicles.

    I have to give some kudos to Waypoint for publishing this article, and to Patrick Klepek for writing it in the first place. I've had my differences of opinion with how Klepek covers things in the industry in recent years — like many other full-time games journos, he has often shown a significant lean towards the oft-irrational "social justice" side of the spectrum — but in this instance, he's done what he was once known for back in what many regard as "the good old days". It's a solid piece of reporting with some interesting questions and no moral high-horsing. Klepek acknowledges that Senran Kagura's sexualisation is not the sort of thing that generally appeals to him, but doesn't put it down for that; moreover, he even says that he's enjoyed playing the games after a few hours.

    The article is just plain nice to read; a breath of fresh air in the current climate. Every interview I've read with Takaki in the past has shown him to be an incredibly enthusiastic creator with a clear vision; he's someone who's passionate about his work and utterly in love with the characters he and his team have created, and this absolutely comes across in Waypoint's piece. It makes me happy. It makes me really happy to see this.

    And when I'm happy to read something, I absolutely don't mind sharing it with other people. You'll notice that I've added a direct link to the article in this piece rather than using archive.is to deprive the site of ad impressions, and this is because I firmly believe that this is the sort of thing we need to see a lot more of in the future.

    I've grown very tired of writing the same article about the shitty deal Japanese games get when it comes to the Western games press, and yet every time I see another ill-informed rant on anime girls, I feel I have to say something, because not enough other people are. I'm sure you can understand and appreciate how absolutely wonderful it is to be able to share a piece of writing about the games I enjoy so much that doesn't tear them to shreds, that doesn't brand anyone who enjoys them as some sort of sexual deviant, and that does allow a creator to celebrate both the success and popularity of their work while acknowledging that it may not be to everyone's liking.

    While VICE Gaming's past misdeeds mean that Waypoint has a lot of work to do in order to gain my trust, this article is very much a step in the right direction, and I think everyone — particularly those who have been angry about poor coverage of Japanese games in the past — should acknowledge that; hell, celebrate it, even.

    Let's see more of this in the future, please, and less of the moral crusading. Games are fun; games are thing that people get great joy from; games cater to diverse interests and tastes. The games press of recent years seems to have forgotten that somewhat, despite regularly spouting buzzwords like "diversity" (when what they actually mean in most cases is "people who aren't white" rather than true all-encompassing diversity). But seeing articles like this gives me a glimmer of hope that we might have turned a corner.

    Now we just need to see other sites follow suit — and Waypoint to continue in this manner.

    [EDIT: It did not. How naive I was.]

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    2494: Space Rogue https://imnotdoctorwho.moegamer.net/2016/11/17/2494-space-rogue/ https://imnotdoctorwho.moegamer.net/2016/11/17/2494-space-rogue/#respond Thu, 17 Nov 2016 22:57:30 +0000 https://angryjedi.wordpress.com/?p=21139 I was pleasantly surprised earlier today to see GOG.com release an elderly Origin (old-school Origin the software company, not Origin the unnecessary piece of EA bloatware) title called Space Rogue. I was particularly surprised to see Space Rogue on GOG.com, primarily because they had already released a game of the same name that had no relation to it … Continue reading 2494: Space Rogue

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    I was pleasantly surprised earlier today to see GOG.com release an elderly Origin (old-school Origin the software company, not Origin the unnecessary piece of EA bloatware) title called Space Rogue.

    I was particularly surprised to see Space Rogue on GOG.com, primarily because they had already released a game of the same name that had no relation to it — although in retrospect, given that a considerable amount of discussion around the newer game was along the lines of "hey, remember that old Origin game called Space Rogue?" I should have perhaps seen this coming. Still, it's a pleasant surprise regardless.

    I have very fond memories of Space Rogue. It was a game from the 16-bit computer era with everything that entailed, which usually meant a box packed with stuff other than the game disks. In Space Rogue's case, there was a wonderful "in-character" manual for the spaceship you pilot in the game, complete with sarcastic notes scrawled "by hand" in the margins. I really miss this kind of thing; the only place we tend to get "feelies" like this any more is in limited edition releases of games, and those tend to be considerably more expensive than standard editions.

    But I digress. Space Rogue was an interesting game for its blend of genres — part space sim, part RPG. Origin proved themselves to be masters of both over the years — with their most well-known series including Wing Commander (space sim) and Ultima (RPG) — but Space Rogue was an early example of mashing the two together, which makes it, to date, still pretty distinctive in its respective genres. Sure, titles like Star Citizen, No Man's Sky and Elite have all taken a few tentative strides in the direction of allowing you to get out of your ship and do stuff other than fly around, but none yet have captured what Space Rogue did, which was include a fully-featured "walking around" mode as well as its 3D polygonal space flight sequences.

    Details of the plot of Space Rogue elude me, though there are odd bits that I still remember. Of particular note was a lengthy sequence that I was thoroughly enamoured with as a youngster in which you play messenger boy between two sisters living on different space stations. The sequence culminates with one of the sisters throwing her arms around you and thanking you for all your hard work. I found this to be a satisfying conclusion to the episode, even presented purely in text as it was.

    I also remember the space stations having various different designs, and greatly enjoying the experience of landing on the one that looked like an aircraft carrier in space. Elite Dangerous does very good space station docking sequences, but 20 years ago, Space Rogue was my favourite.

    also remember the spaceflight sequences having a peculiar "Newtonian" movement option, in which rather than adopt the usual space sim convention of always thrusting forwards and simply turning the direction you're moving, you could spin your ship around and face one direction while moving in another, allowing you to, say, shoot enemies who were on your tail while running away from them.

    Due to technological limitations of the time, not all of the space flight sequences took place from the 3D cockpit view. Long-range navigation unfolded from a top-down map that clearly used the same engine as the on-foot segments. While relatively primitive in comparison to the 3D graphics, it gave the game a good feeling of "context" and of moving across vast distances.

    I have no idea if Space Rogue is still a good game, but I'm interested to try it again anyway. While it's not a game that ever went down in any Great Gaming History books or whatever, it's nonetheless a game I consider to be a defining experience in my youth, and as such even if it plays like a dog in 2016, I will always have a soft spot in my heart for it.

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    2493: Japan's Great Games, and Their Lack of Coverage https://imnotdoctorwho.moegamer.net/2016/11/17/2493-japans-great-games-and-their-lack-of-coverage/ https://imnotdoctorwho.moegamer.net/2016/11/17/2493-japans-great-games-and-their-lack-of-coverage/#respond Thu, 17 Nov 2016 01:02:54 +0000 https://angryjedi.wordpress.com/?p=21007 This tweet from the Editor-in-Chief of gaming news site DualShockers caught my attention earlier tonight: The Japanese gaming industry produces a ton of great games every year, and the western press systematically proceeds to ignore 95% of them. — Giuseppe Nelva (@Abriael) November 16, 2016 As regular readers will know, I'm a big fan of … Continue reading 2493: Japan's Great Games, and Their Lack of Coverage

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    This tweet from the Editor-in-Chief of gaming news site DualShockers caught my attention earlier tonight:

    As regular readers will know, I'm a big fan of Japanese games and visual novels and will frequently wax lyrical at great length on the subject of my favourite titles. Hell, I even set up a whole new website — MoeGamer — to have a convenient place to put my more in-depth commentary on games that I've found particularly interesting.

    Over the last couple of years — in particular since I started my JPgamer column on USgamer, and subsequently moved on to my MoeGamer project after I was laid off from the site — I've gotten to know a fair few "faraway friends" on the Internet thanks to a mutual love of games from Japan. And all of them — including me — feel the same way: it's sad that almost the entirety of a whole country's output gets thrown under the bus, usually in the name of "progressiveness", and usually with woefully little understanding of the works they have cast aside.

    Sure, the Final Fantasies (except XIV) and Souls games of the world still get plenty of column inches, but the rest, as Nelva points out in his tweet, is ignored at best, and treated appallingly at worst.

    I found Nelva's tweet noteworthy because it's the first time I recall seeing a member of the games press (aside from me) come out with sentiments like this, outside of sites that specifically dedicate themselves to this sort of thing. As such, I thought it worth talking about a bit, and to draw particular attention to a number of noteworthy developers, publishers and series that are well-regarded and regularly praised among players, but which receive less than stellar treatment from the press.

    Let's talk about the Vita

    Dear old PlayStation Vita. One of my favourite platforms of all time, and declared "dead" roughly every two months by some idiot who sees that there hasn't been a Call of Duty game on it since the atrocious Call of Duty: Black Ops Declassified.

    As a handheld gaming machine, Vita is never going to match the big boys in terms of power, and it doesn't need to: when you're playing something on the go, aspirations of being some grand cinematic masterpiece are largely wasted on a screen the size of an envelope. And this is why we don't get any triple-A games on the platform.

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    What we do get is an absolute shitload of Japanese games. What we do get is an absolute shitload of Japanese role-playing games — a genre frequently and erroneously declared "dead" alongside the Vita by people who don't know what they're talking about. What we also get is a bunch of visual novels and strategy games. And this is just Japan we're talking about, remember; all this is on top of all the great indie titles we get from Western developers.

    There are a number of developers out there who put out their games on Vita as their lead (or only!) platform. And if these games got any coverage, it would be plain as day to see that the Vita is far from dead; there are plenty of great new games coming out for it on a monthly basis, many of which hail from Japan.

    Let's talk about "progressiveness"

    It's the current fashion in the games press to be as "progressive" as possible. That is to say, it's fashionable to berate any games that feature attractive women or any kind of provocative, adult-leaning content as "problematic", in the hope that frequent use of that word will make these critics look somehow educated and intelligent. In practice, all it does is undermine the other big argument these people make, which is that "games need to grow up". You can have one or the other. You can treat gamers as adults and trust them to handle provocative content, or you can sanitise the medium to such a degree that everything becomes generic, inoffensive waffle.

    The ironic thing about the supposed "progressive" arguments against these games — particularly against the ones that feature attractive women — is that they completely fail to explore the game on anything other than the most superficial level. It is, quite simply, "this game has women in short skirts with big boobs, so it's bad". This isn't an exaggeration; this is a paraphrase of several Senran Kagura articles I've read from "progressive" games journalists.

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    As I've written at great length over on MoeGamer, I find it interesting that a lot of these games from Japan actually handle some pretty weighty themes throughout, and do so sensitively and enjoyably. In some cases, games, much like anime, allow creators to explore aspects of society that are still somewhat "taboo" in parts of Japan, such as homosexual relationships.

    Others set a great example by having an all-female cast, often with no mention of men or romantic entanglements whatsoever.

    Others still have a point to make with their erotic or quasi-erotic content; a while back, for example, I wrote a lengthy piece about how Criminal Girls uses its S&M-themed ecchi content to reinforce the narrative's key message about trust. Or there are works like visual novel The Fruit of Grisaia, in which its erotic content is used as part of the characterisation process, particularly when it comes to the character Amane, who is an aggressively sexual individual for reasons that become apparent later in her narrative arc.

    In damning the majority of Japan's cultural output on the grounds of "progressiveness", the self-proclaimed "progressives" are ironically missing out on some of the most progressive games out there.

    Let's talk about Falcom

    Let's talk a bit about Falcom first of all. Falcom is a developer who has been around since pretty much the dawn of gaming, with its long-running Ys series arguably playing a defining role in the modern action RPG.

    Of perhaps even greater note, meanwhile, the most recent installments in the Legend of Heroes series — Trails in the Sky and Trails of Cold Steel — are absolute masterworks in how to blend the best bits of Western and Eastern RPGs. They're well-written with excellent characterisation (though admittedly too wordy for some), they have some of the most astonishingly detailed worldbuilding I've ever seen in a game through a combination of their visuals and their texts, and they're simply great games, to boot. And yet, it's rare to hear them mentioned, even by self-professed JRPG enthusiasts in the press.

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    Why? Well, at least partly because they were on PSP and Vita as their lead platforms, though Trails in the Sky's two currently available localised chapters have made the jump to PC since then. It goes back to what we said about the Vita before; it's a self-fulfilling prophecy. If you don't cover the games, the platform withers, though at least in the case of the Trails series, there's the formidable combination of XSEED's enthusiastic social media team and plenty of fans who are more than happy to promote the series via word of mouth.

    But it saddens me that there are probably a whole lot of people out there who have no idea that these games exist, or have no idea quite how good they are. That, surely, is the press doing these games a great disservice.

    Let's talk about Neptunia

    And Idea Factory in general, while we're on.

    Idea Factory and its label Compile Heart have been very prolific over the last few years, and it's fair to say that in the twilight of the PS3 era it took a while for them to find their feet. Titles such as Trinity Universe and Hyperdimension Neptunia were very much inferior to much of the platform's other fare in technical terms, though those who played them will happily attest that they are both overflowing with charm to more than make up for their technological shortcomings.

    Unfortunately, some people have never got past a bad experience they had with a game a few years back, and seemingly outright refuse to cover new titles from a company that has grown astronomically in popularity over the last few years — and, moreover, a company that has clearly learned from its mistakes, with each new game being better than the last by a considerable margin.

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    This is most clearly demonstrated by the Neptunia series, which has gone from unknown niche-interest JRPG to full-on cultural phenomenon over the course of the last six years or so. People online love Neptunia. There's fan art everywhere, there are role-players on Twitter, there are mods for popular Steam games to insert the characters, there are people using Source Filmmaker to create their own Neptunia dioramas and videos — and, of course, there are the games, which tend to enjoy solid sales on console platforms (typically Vita, though the most recent mainline installment jumped to PS4) and then again a few months down the line when they hit PC.

    Neptunia games still aren't the most technologically advanced games on the market, but what they have always had since day one is an absolute ton of soul — not to mention the aforementioned progressiveness thanks to homosexual characters and a strongly capable all-female main cast — and something which is very much underexplored in gaming as a whole: satirical humour. Their developers know what the players want from a Neptunia game, and they provide it. And they are widely loved as a result.

    Coverage? Some idiot on Kotaku writing about how the animated Live2D character sprites in the dialogue sequences freak them out. And little else.

    I love Neptunia, as you know. But even if I didn't, it would seem very strange to me not to acknowledge something that is so popular on the Internet at large that it's frequent meme fodder. And yet that's exactly what happens with today's games press: it doesn't fit the unwritten criteria, so it doesn't get explored.

    Let's talk about overlooked games

    I played through the visual novel Root Letter recently and had a great time with it. I only knew about it because it happened to catch my eye one day when I was browsing the publisher's other works. I've barely seen a peep about it on other websites. I, meanwhile, wrote a bunch about it here.

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    In the case of Root Letter, the press can't even play the progressive booby card to refuse to cover it: Root Letter has no ecchi content whatsoever, instead adopting an art style that features hand-drawn characters and "painted" backdrops of real locations in Japan. On top of looking beautiful, it's the start of a new series from a fairly major publisher in Japan (Kadokawa) and, judging by the speed we got an English version over here, it looks likely that we're going to see the other installments shortly after their native versions, too. Not only that, it's noteworthy in that it focuses not on a group of teenagers as many other Japanese works do, but instead on a group of 33-year olds.

    Let's talk about why this happens

    We all know why this happens: clicks. What games critic has time to cover obscure Japanese games when they could be raking in the clicks by posting meaningless, needless "guide content" for Watch Dogs 2 or Call of Duty? know, I've been there, done that.

    The thing is, this approach to content strategy becomes a vicious cycle. These games remain popular at least partly because they're always plastered all over the major gaming sites, and the relentless pursuit of This Tuesday's Article On The Big Game That Came Out Last Week does damage to gaming criticism as a whole because it gives needless amounts of attention to titles that already have a ton of attention on them thanks to their astronomical marketing budgets.

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    What I'd really like to see is more sites making a specific effort to go out of their way to cover games that are a little more off the beaten track, but which still have cultural significance of some sort — whether it's the popularity of something like Neptunia, or the self-conscious maturity of Root Letter — and helping to broaden the medium for everyone. Some sites already make an effort to cover Western indie games in this regard, and while there are occasionally some questions to be asked over whether certain games would be covered if the developer and the writer weren't friends with one another, I feel it's more important to note that this is a start.

    While we're on, what I'd also like to see is a complete end to the mockery of Japanese games in the press, particularly by those who clearly have no intention of attempting to engage with a game. No-one should be mocking anyone else's taste — particularly those in positions of power as "tastemakers"; live and let live.

    The insufferable "progressive" crowd are always going on about "diversity", so what I would very much like to see is an acknowledgement of Japan in 2016 as part of that diversity. There's still a rich flow of quality games coming out of that country on a monthly basis, and as Nelva noted in that tweet that sparked off this whole entry, very few of them that don't have Souls or Fantasy in their title get a look-in. Wouldn't it be great to see that change?

    I'm not going to hold my breath, mind you. In the meantime, well, I'll do what I can with MoeGamer — so please, show your support if you like what you see.

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    2492: Fresh Meat https://imnotdoctorwho.moegamer.net/2016/11/15/2492-fresh-meat/ https://imnotdoctorwho.moegamer.net/2016/11/15/2492-fresh-meat/#respond Tue, 15 Nov 2016 21:24:59 +0000 https://angryjedi.wordpress.com/?p=20965 Fresh Meat is a show by Jesse Armstrong and Sam Bain, of Peep Show fame. Across four seasons, it concerns the lives of a houseful of university students from their initial arrival at university through to the end of their final exams. I remember watching the first few episodes of the first season and really enjoying it, but … Continue reading 2492: Fresh Meat

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    Fresh Meat is a show by Jesse Armstrong and Sam Bain, of Peep Show fame. Across four seasons, it concerns the lives of a houseful of university students from their initial arrival at university through to the end of their final exams.

    I remember watching the first few episodes of the first season and really enjoying it, but for one reason or another I never finished watching that season. More recently, however, I've been watching the complete run on Netflix and enjoying it a great deal; much like one's university life, it evolves and changes over the course of the three years/four seasons, but it manages to maintain enough coherence throughout to feel like a convincing serialised story rather than simply an episodic comedy-drama, which it could have easily turned into.

    Part of the reason for its feeling of coherence is the fact that it managed to keep its core cast together for the entire run, and said cast is an excellent lineup. All of them are flawed to one degree or another, but none of them are so far beyond redemption as to become dislikeable. On the contrary, the show frequently demonstrates that behind prominent displays of bravado, there is often someone crying for help or struggling to express themselves.

    One of the first characters we see in Fresh Meat is Greg McHugh's portrayal of Howard. His first appearance is wearing only a jumper, no trousers or underpants, and drying some dead poultry on a washing line across the kitchen using a hairdryer. It would have been easy for the show to keep Howard as a deranged character, only coming out for comedy relief or gross-out factor, but even within the first episode, we quickly see that he's been designed with a lot more thought behind him. Across the entire run, Howard actually becomes a character that it is easy to sympathise and empathise with, since in many regards he's the character who makes the biggest strides outside his comfort zone — particularly with regard to social situations and taking perceived "risks" like asking a girl he likes out — and who manages to pick himself up repeatedly after numerous setbacks.

    Zawe Ashton's portrayal of Vod is also noteworthy, as Vod initially comes across as an arrogant, dislikeable young woman with an attitude problem. Her abrasive edge doesn't dull throughout the entire run of the series, keeping her as a formidable person that most people would probably find tough to get close to, but piece by piece, we start to understand the difficulties she's endured through her life and why she has ended up as the person she is. Most people probably won't end up liking Vod as such, but we certainly understand her pretty well and can sympathise with her by the series' end.

    Kimberley Nixon's Josie subverts the "sensible girl" trope often found in series of this nature. While initially appearing to be the cast member who has it together the most among the group, Josie's character goes into a downward spiral early in the series, succumbing to a combination of alcoholism, stress and depression that sees her getting kicked off her dentistry course for drunkenly putting a drill through a woman's cheek, moving to Southampton, moving back to Manchester in the hope of a relationship with fellow cast member Kingsley, and from there seemingly repeatedly sabotaging her own potential for happiness. Outwardly, Josie is one of the most cheerful, optimistic-seeming characters, but as the show progresses, she becomes one of the most tragic figures in it.

    Joe Thomas' depiction of Kingsley initially appears almost identical to his portrayal of Simon in The Inbetweeners — mostly due to his trademark rather sardonic delivery — but over time Kingsley becomes a distinctive character in his own right. Whereas Simon was fairly aloof and detached from the idiocy of the rest of the group in The Inbetweeners, Kingsley becomes a character who consistently tries too hard and often finds himself coming a cropper as a result. His relationship with Josie is initially set up to be the "Ross and Rachel" of the show through its on-again, off-again nature, but in the latter seasons in particular it becomes clear that the two are simply not right for one another. Kingsley repeatedly puts across the impression that he desperately wants to "grow up" but isn't entirely sure how, with his attempts ranging from developing an interest in composing his own rather emo music to growing an ill-advised and rather pathetic soul patch. His desires are perhaps most explicitly demonstrated in the final season, when he gets together with an older woman and is initially ecstatic about the prospect, even when it becomes abundantly clear that she is not going to treat him well.

    Charlotte Richie's portrayal of Oregon is one of the strongest performances in the show, ironically because of how understated a lot of her delivery is. Oregon, or Melissa as she's really called, desperately wants to appear cool and it's immediately apparent from the outset that she's attempted to "reinvent" herself for university life after a privileged upbringing. She has a habit of getting drawn into positions that initially seem like a good idea at the time, but which quickly turn sour. In the first season, this is exemplified through her relationship with her English tutor Professor Shales; in the final season, we see her mount a successful campaign to become Student Union president only to be lumbered with massive debt, impending legal action and the realisation that she's little more than a "ribbon cutter" for the people who actually have power. To her credit, Oregon always tries to fight her way out of these situations and is often successful in doing so; while the adversity she encounters throughout the series is usually of her own creation — perhaps deliberately so, given the life of privilege she grew up with — she doesn't ever buckle under the pressure, and usually comes out stronger and having learned something from her experiences. Of all the characters, she's probably the least overtly "tragic" in one way or another; in many ways, she becomes the most admirable after initially being one of the biggest fakers there is.

    Finally, Jack Whitehall's depiction of J.P. largely consists of Jack Whitehall playing an exaggerated version of himself, but it really works, at least partly because J.P. is written as more than a one-dimensional "posho" laughing stock of a character. Over the course of the four seasons, we come to understand J.P. as a deeply confused, conflicted young man who doesn't understand how the world works — like Oregon, he grew up with a life of privilege, but unlike her, he initially makes no attempt to reinvent himself, instead preferring to try and solve his problems by throwing money at them. In an early episode, he learns the folly of this approach when he gets taken advantage of to a ridiculous degree by his former schoolmates, and from here his growth as a character begins. Each time he proclaims that he wants to have "a large one" or that he is desperate to be regarded as "a legend", it rings a little less true; inside, he's a man who sees his future looming ahead, but he can't see what lies beyond the veil at the end of his university life. That's a scary feeling, and not just limited to university students; J.P.'s struggle to understand how life as a whole works is something that a lot of us can relate to.

    All in all, Fresh Meat is an excellent (if occasionally mildly unrealistic) look at student life in the early 21st century. It captures both the soaring highs — the excitement of meeting new people and striking up relationships that may last the rest of your life; the nights out that seem like the most enjoyable, fun times ever — and the crippling lows — mounting debt; loneliness; the uncertainty of your (and everyone else's) future — and in the process manages to depict a collection of flawed but interesting, likeable characters as they work through one of the most turbulent periods in their respective lives.

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    2491: No, I Won't "Stop Buying Physical Video Games Already!" https://imnotdoctorwho.moegamer.net/2016/11/15/2491-no-i-wont-stop-buying-physical-video-games-already/ https://imnotdoctorwho.moegamer.net/2016/11/15/2491-no-i-wont-stop-buying-physical-video-games-already/#respond Tue, 15 Nov 2016 02:23:42 +0000 https://angryjedi.wordpress.com/?p=20916 This argument seems to crop up every so often as we move ever-onwards into the supposed "digital age", and this time around it was clumsily espoused by Damon Beres of The Huffington Post. The thrust of Beres' argument is that because digital sales are up, we should all simply stop buying physical products. "[The rise] is … Continue reading 2491: No, I Won't "Stop Buying Physical Video Games Already!"

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    This argument seems to crop up every so often as we move ever-onwards into the supposed "digital age", and this time around it was clumsily espoused by Damon Beres of The Huffington Post.

    The thrust of Beres' argument is that because digital sales are up, we should all simply stop buying physical products. "[The rise] is pretty good news for one reason in particular," he argues. "Physical video games are basically obsolete wastes of space and resources."

    I can see where he's coming from to an extent. Physical games take up space that not everyone has. If you're living in a particularly cramped apartment, for example, you may not want to devote lots of shelves to DVD-size cases when they could be better used for something else — or perhaps even abandoned entirely for those who have gone truly Spartan in their accommodation arrangements.

    But Beres' argument is flawed thanks to a few factual inaccuracies, and one absolutely honking issue, the latter of which we'll come on to in a moment.

    "You may not realise it," says Beres, "but if you're gaming on a PlayStation 4 or Xbox One, the actual disc you buy at the store doesn't really do much. Games need to be installed on your system's hard drive because the consoles can't run games directly off the Blu-Ray discs."

    False. Running games from disc is often a much more efficient use of the limited hard drive space both the PS4 and XB1 have available to them, since many games only install the most important files to the hard drive and then pull the data from the disc itself as required. There are exceptions to this rule — graphically intensive triple-A games tend to do full installs to quicken load times, for example — but the last few games I've played on my PS4 booted up straight away after putting the disc in, suggesting that the game perhaps only installed the main executable file and most frequently accessed data files and little else.

    Beres continues his argument thus: "Gaming is also more convenient when you move to a digital library. Any games you want are stored on your hard drive and boot up the moment you select them — no getting off of the couch to switch discs out."

    Also false… sort of. With entry-level PS4 and XB1 systems only having 500GB hard drives (and the Wii U having an even more pathetic 32GB straight out of the box), there is a hard limit to how many digital games you can have installed on your console at once, after which you will need to delete them and re-download them at a later date if you want to play them again. And with more substantial games weighing in around the 50GB mark, this is a long download, even on fibre-optic broadband; much longer than the time it takes to get a disc down from a shelf and put it in a slot.

    This brings us neatly onto the humdinger of the point that Beres has failed to address at all in his article: the question of archiving. At present, we have access to digital console games at the whim of Sony and Microsoft. Sure, right now we can redownload our games as many times as we want if we need to shuffle the contents of our consoles' hard drives around, but what happens in another 5-10 years when a true next generation of consoles shows up? I certainly don't believe that Sony and Microsoft are going to keep the respective digital download stores for old platforms available forever; Sony has already shuttered the PSP's PlayStation Store access, for example, forcing those who hadn't already downloaded their purchases to upgrade to a Vita or PlayStation TV if they want to keep their content. I find myself wondering how long the PS3 PlayStation Store will survive… hopefully they'll at least wait until I've played my PlayStation Plus copy of Yakuza 5.

    This is less of an issue on PC, where we're not locked into a specific storefront, despite a significant chunk of gamers choosing to make use of Valve's digital platform Steam as their default means of managing their gaming library — at least partly due to the regular deep discounts we get on even brand new titles on most digital platforms. If Steam were to shut down tomorrow, there are a wide variety of other places on the Internet where you can download the same games, be it alternative digital storefronts such as GOG.com, or even directly from developers' and publishers' websites. PC gamers are also free to back their games up onto physical media whenever they like, and PC gaming is also less subject to the "generational" issues that consoles have, since with each new iteration of the popular operating systems, there are talented developers — amateur and professional alike — dedicated to ensuring that old games continue to work on modern systems.

    With consoles, however, we don't have those failsafes in place. If PSN or Xbox Live goes down, no digital games for you. If and when those storefronts close permanently, you'd better hope you'd already downloaded everything you want to keep, otherwise it's lost forever — a potent reminder of the oft-quoted condition in most software's licensing agreements that you are not buying the software itself, merely the right to use it.

    Keep a library of discs and cartridges, however, and you can always play your games, regardless of whether you have an Internet connection or if the services in question are working correctly. Keep a library of discs and you get to archive these experiences for future generations — or indeed for yourself — to be able to enjoy ten, twenty, thirty years down the road.

    This may not be a priority for every gameplayer — the sort of person who plays nothing but yearly Call of Duty or FIFA installments is unlikely to care, for example, since they tend to play with the mindset that games are disposable experiences — but for those who value gaming as a form of creative expression, as a crafted entertainment experience or even as art will almost certainly want to keep "the games shelf" around for many years to come.

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    2490: Root Letter: Some First Impressions https://imnotdoctorwho.moegamer.net/2016/11/13/2490-root-letter-some-first-impressions/ https://imnotdoctorwho.moegamer.net/2016/11/13/2490-root-letter-some-first-impressions/#respond Sun, 13 Nov 2016 23:42:16 +0000 https://angryjedi.wordpress.com/?p=20879 Today I've been playing a bunch of Root Letter from Kadokawa Games, localised and published by PQube over here. I'm honestly surprised that I've heard pretty much jack squat about this game except press releases from the publisher, because it's turning out to be a most intriguing, enjoyable visual novel/adventure game hybrid. Root Letter's basic premise runs thus. … Continue reading 2490: Root Letter: Some First Impressions

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    Today I've been playing a bunch of Root Letter from Kadokawa Games, localised and published by PQube over here. I'm honestly surprised that I've heard pretty much jack squat about this game except press releases from the publisher, because it's turning out to be a most intriguing, enjoyable visual novel/adventure game hybrid.

    Root Letter's basic premise runs thus. 15 years ago, you were penpals with a high school girl named Aya Fumino. In total, you exchanged ten letters with one another before drifting apart, but one day, 15 years later, you discover an eleventh letter with no postmark. In this letter, Aya appears to confess to a murder, but gives no details about the crime, the victim or her current status. Understandably somewhat perturbed by this alarming discovery, you set off for her hometown with only her return address to guide you.

    Upon arriving, you find an empty plot where her house is supposed to be, and quickly discover two rather strange stories: firstly, that while the Fumino house did indeed once stand on that plot, it burned down fifteen years ago; secondly, and more disturbingly, the only person by the name of "Aya Fumino" that people in the area seem to know died twenty-five years ago from a mysterious disease.

    What unfolds from this point is a mystery story as you attempt to piece together what really happened to Aya — and, if the stories about her death are true, who the person you've been corresponding with actually is — by using her letters from 15 years ago as guidance. Using a combination of the information in the letters and evidence you gather through investigating scenes and conversing with various characters, you gradually come to figure out the identities of "Aya's" classmates, each of whom theoretically hold a piece of the puzzle, but all of whom are extremely reluctant to speak of the past, and of their classmate — the girl you knew as Aya — in particular.

    I'm roughly halfway through a first playthrough after a little over five hours, and I believe there are four discrete "routes" for the final two chapters to take, varying according to how you remember your replies to Aya's letters went at the start of each chapter. It's given me a solid idea of how the game works.

    Essentially, it's a modern take on old-school "ADV"-style visual novels such as Nocturnal Illusion in that you're given an interface and a variety of actions to perform — including moving between locations, looking at things in a location, asking characters about topics, showing items from your inventory to characters and just standing around thinking — but in practice there's generally only one "correct" option to push the story onward. At the end of most of the chapters, there's an "investigation" sequence where you interrogate someone you suspect to be one of Aya's classmates from 15 years ago, using knowledge you've obtained and physical evidence you've gathered to destroy their arguments.

    If this all sounds a bit Ace Attorney, you'd be absolutely right; the structure is very similar, with the standard wandering around exploring gameplay mirroring Ace Attorney's investigation sequences, and the interrogation sequences working much like the courtroom scenes, right down to having a limited number of chances to present the correct piece of evidence and proceed. Pleasingly, the interrogation sequences also feature some ridiculously overdramatic music that rivals Ace Attorney's classic Pursuit ~ Cornered! theme in terms of ramping up the intensity.

    One interesting mechanic the game has comes from the protagonist's nickname "Max", which comes from his apparent predilection to give things everything he's got, even when it's not strictly necessary to do so. In mechanical terms, this is represented as "Max Mode", where a meter pulses up the sides of the screen with four different divisions, each representing a particular "intensity" of comment that you want to fling at someone. The bottom of the meter represents simple statements, moving up through lightly provocative, very provocative all the way to "I can't believe you just said that". When these sequences present themselves, you have a limited amount of time to determine how intensely would be appropriate to argue the point Max is presently debating, and the meter moves seemingly unpredictably at times, making it a bit of a test of reactions as much as choosing the right option. Fortunately for those blessed with less than stellar reflexes, you don't lose a "life" if you get one of these wrong; you can simply try again.

    Thus far the story has been highly intriguing and hinted at several different directions it could (and probably will) branch off into in its final chapters. The setup is an interesting one, and it's satisfying to gradually see the truth slowly coming into focus as you progress. I have no idea what the actual "truth" is at this point, but I'm very interested to find out.

    Since this game has had so little coverage on the Internet at large, I'm going to devote some time on MoeGamer to it at some point in the near future. Whether there's enough to give it the full Cover Game treatment or if it will simply be a one-off article remains to be seen, but count on some more detailed thoughts once I've seen how the whole thing ends up.

    For now, if you've been thinking about grabbing this, I'd say do so. And if you've never heard of it and enjoyed titles like Danganronpa or Ace Attorney, you'll definitely want to give this one a go.

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    2489: Kingsglaive https://imnotdoctorwho.moegamer.net/2016/11/13/2489-kingsglaive/ https://imnotdoctorwho.moegamer.net/2016/11/13/2489-kingsglaive/#respond Sun, 13 Nov 2016 01:09:49 +0000 https://angryjedi.wordpress.com/?p=20839 I watched the Final Fantasy XV movie Kingsglaive this evening. It was pretty spectacular, and as something to get one in the mood for Final Fantasy XV it does its job admirably. Taken by itself, it's perhaps a little heavy on the action sequences and light on the justifications that link them together, but for a Final Fantasy fan such as myself, it … Continue reading 2489: Kingsglaive

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    I watched the Final Fantasy XV movie Kingsglaive this evening. It was pretty spectacular, and as something to get one in the mood for Final Fantasy XV it does its job admirably. Taken by itself, it's perhaps a little heavy on the action sequences and light on the justifications that link them together, but for a Final Fantasy fan such as myself, it was fanservice heaven.

    Unlike the previous Final Fantasy movie The Spirits Within, which wasn't based on an existing game and only had the loosest of thematic similarities to the venerable series, Kingsglaive very much knew who its primary audience was. As such, the whole thing was riddled with little nods and references to other games in the series.

    A wide shot of the Lucian city of Insomnia had a billboard for the "Bank of Spira", a reference to Final Fantasy X's world. Water-based summon Leviathan just happened to be in a giant fishtank present at a highbrow reception. One of the enemy airships inexplicably had everyone's favourite pervy octopus Ultros inside it, though sadly without a speaking role. The "demons" that the antagonists of the piece, the Empire, bring to bear on the Lucians are a dead ringer for Final Fantasy VII's Diamond Weapon. And let's not, of course, forget the presence of Knights of the Round who, after Heavensward, have now played a starring role in two consecutive Final Fantasy works as opposed to being a "secret" summon for the truly dedicated player to uncover.

    The movie did a great job of setting the scene and introducing some of the lore that is clearly going to be central to Final Fantasy XV as a whole. It's nice to see that the game is incorporating elements of both classic Final Fantasy — crystals being of paramount importance to the world's magic being the main one — and the more recent titles with modern-to-futuristic technology being in evidence.

    I'm a big fan of settings that combine technology and magic, and I think it's traditionally been a rather underexplored variant on fantasy. Sure, the idea of magic combined with the modern world has been popularised by the Harry Potter series in recent years, but it's something that is always interesting to explore, I think. There's a quote from horror game Outlast that stuck with me and that I will now probably butcher for you now: "show a man from the past technology and he will think it is magic; show a man from the present magic and he will think it is technology." This is the core of what's interesting about it, I think: if you have magic, why do you need technology, and vice versa?

    This is something I also found interesting about Shadowrun Hong Kong, which I finished earlier today. Shadowrun actually almost plays down its fantastic elements outside of some occasional references to "The Awakening", mages occasionally being among the foes that stand in your way and the fact that orks, elves and dwarves are happily wandering around in a traditionally human-only world. By de-emphasising the fantastic elements, they simply felt natural and "normal" even though they're far from reality.

    Final Fantasy has always played up its more fantastic elements, by contrast, and Kingsglaive was no exception to this rule, with a spectacular and lengthy final battle raging between the protagonist and the antagonist, set to a backdrop of gigantic summoned titans and demons smacking the shit out of each other, the foreground and background conflicts taking turns to mirror one another.

    I absolutely love this particular breed of overblown insanity and always have done. It's so fantastic and unbelievable that it becomes perfect escapism: something that literally cannot be done in reality, so becomes all the more appealing to be a part of, even if it's only as a passive observer.

    If the main game of Final Fantasy XV is half as spectacular as Kingsglaive was, I'll be very happy indeed. But since it's the centrepoint of an incredibly ambitious transmedia campaign encompassing a computer-generated move, an anime series, mobile games and then finally the damn game itself when it comes out at the end of this month, I'm anticipating something even more joyfully exuberant.

    I don't doubt the game will have its haters, as its predecessors also have. (I've given up arguing with people who can't see the good in the FFXIII series, it's just not worth the stress.) But I for one cannot wait to step into Noctis' lovingly-rendered boots and start exploring this fantastic new world, and watching Kingsglaive this evening has made the wait just a smidge more agonising.

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    2488: That Happened https://imnotdoctorwho.moegamer.net/2016/11/11/2488-that-happened/ https://imnotdoctorwho.moegamer.net/2016/11/11/2488-that-happened/#respond Fri, 11 Nov 2016 23:27:21 +0000 https://angryjedi.wordpress.com/?p=20803 Are you familiar with the subreddit /r/thatHappened? It is one of the more popular subreddits out there, devoted to posting the sort of "PLEASE LIKE AND SHARE!!" garbage that people so like to festoon their social media walls with these days. Posts that crop up on /r/thatHappened typically have a number of things in common. … Continue reading 2488: That Happened

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    Are you familiar with the subreddit /r/thatHappened? It is one of the more popular subreddits out there, devoted to posting the sort of "PLEASE LIKE AND SHARE!!" garbage that people so like to festoon their social media walls with these days.

    Posts that crop up on /r/thatHappened typically have a number of things in common.

    Firstly, they usually involve someone making a point of saying they were doing something entirely mundane, like going to school or filling their car with petrol.

    Next, they introduce another character of some description, typically a stranger, but one whom the author of the post mysteriously seems to know absolutely everything about, right down to their ethnicity, age, employment status, affluence and anything else you'd care to mention.

    Optionally, a child can be involved in the story. If a child is involved in the story, said child will be quoted saying something that no child in the world has ever said, something which can easily be discerned by the use of vocabulary or turn of phrase. Even at my most precocious growing up, when I knew what words like "floccinaucinihilipilification" and "antidisestablishmentarianism" meant (and how to spell them), I still spoke like, y'know, a kid. Kids in these stories never do, usually coming out with some sort of profound wisdom you'd normally expect to hear from a wizened old karate master or something.

    The author of the story, the character they introduced (who is inevitably a minority of some description) and/or the child will then become involved in some sort of altercation with an antagonist, who is almost definitely a white male, because as we all know white men are all literally Satan.

    The story will then go one of two ways. 1) The author, the character and/or the child will then devastate their opponent in some exaggerated manner, either physically or with razor-sharp wit. The white male(s) will then inevitably leave with their tails between their legs. Alternatively, 2) The author, the character and/or the child will suffer some sort of sexist, racist, ableist, homophobic or transphobic indignity that is so profoundly terrible that the author's immediate reaction was to post it on Facebook rather than take it to the authorities.

    In the case of 1): If the altercation took place in a public place such as a school, petrol station or coffee shop, everyone surrounding the author, the character and/or the child will then spontaneously break into applause and at least one person will be crying.

    In the case of 2): The author will blame the altercation on a major event that has happened in the news recently and will confess to be "crying right now", with bonus points if they are doing so "into [their] cereal" or some other foodstuff.

    In both cases, the author will then attempt to sign off with some sort of quasi-poetic but ultimately asinine truism and encourage everyone to Like, Comment and Share their post to "raise awareness". Said post (which is inevitably set to Public visibility, even if the author typically keeps their social media pages private) will then receive multiple thousands of Likes, Comments and Shares through the phenomenon of virality, with a significant number of people sharing it doing so blindly without bothering to ponder how exactly something quite so improbable happened, or indeed questioning the author on further details of the incident. (This was a terrible racist/sexist/ableist incident, don't you know? You can't ask questions, you might traumatise the poor soul further!)

    Once you're familiar with this template, you can spot bullshit a mile off. I encourage you to get intimately acquainted with it before clicking that "Share" button in the future. On a related note, I also encourage you to familiarise yourself with Snopes.com if you aren't already.

    That is all.

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    2487: The Utter Insignificance of You and Everything You've Ever Known https://imnotdoctorwho.moegamer.net/2016/11/10/2487-the-utter-insignificance-of-you-and-everything-youve-ever-known/ https://imnotdoctorwho.moegamer.net/2016/11/10/2487-the-utter-insignificance-of-you-and-everything-youve-ever-known/#respond Thu, 10 Nov 2016 23:23:41 +0000 https://angryjedi.wordpress.com/?p=20779 I had the great pleasure of seeing Professor Brian Cox speak at the Southampton Guildhall this evening. This isn't the sort of thing I'd generally go along to, but a friend had an extra ticket and said he would rather it went to someone in his immediate circle of friends rather than his backup list, … Continue reading 2487: The Utter Insignificance of You and Everything You've Ever Known

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    I had the great pleasure of seeing Professor Brian Cox speak at the Southampton Guildhall this evening. This isn't the sort of thing I'd generally go along to, but a friend had an extra ticket and said he would rather it went to someone in his immediate circle of friends rather than his backup list, so along I went.

    I won't pretend to have followed much (or possibly any) of the lecture as a whole, but it was an interesting and inspiring experience to be in the presence of someone so obviously knowledgeable and passionate about their work. Cox's lecture was punctuated by occasional interruptions from his podcast partner Robin Ince, perfectly timed so that just when the sciencey bits were getting a bit heavy, he was there to inject some much-needed levity into proceedings with impressions of his colleague and Brian Blessed, among others.

    Cox's lecture was on cosmology and the study of the universe, with particular emphasis on theories surrounding the Big Bang, the theoretical period of "inflation" which took place before the Big Bang that we've historically regarded as the beginning of everything — "the day with no yesterday" — and how modern theories suggest that what we understand as "our universe" might actually just be one of a potentially infinite number of "bubbles" out there in the wider context of perpetually inflating space.

    I won't bore you with the science or the mathematics — largely because I didn't understand a lot of it and can't accurately remember the rest of it — but I will share with you one thing that I found particularly impactful in his whole lecture.

    My friend Emily told me as we were going in to the lecture that she was almost hoping for a reminder of how utterly insignificant we and everyone around us actually are in the grand scheme of things; how unimportant our little blue dot is to the universe as a whole, and how little things like, say, Donald Trump being elected president of the United States really matter when you actually think about it in the context of the whole universe.

    Cox delivered on this front, acknowledging that while we are a seeming anomaly — the Fermi paradox suggesting that if there were other advanced civilisations out there, we should almost certainly have seen some sort of evidence of them by now — we are ultimately insignificant to the universe as a whole. Just one pale blue dot, as Sagan put it, a "very small stage in a vast cosmic arena".

    And yet both Sagan's quote and Cox's lecture continued beyond this point: apparent insignificance can also be interpreted as uniqueness that should be cherished and treasured. We may be just one pale blue dot, but it's our blue dot, a home we've made our own, for better or worse. And each of us may just be one individual taking up a tiny fraction of a tiny pale blue dot, but there is no-one in the world exactly like us, there never has been and there never will be. All of us, every single one of us, is precious and important in our own way, because there'll never be anyone quite like us ever again.

    "Think of the rivers of blood spilled by all those generals and emperors so that in glory and in triumph they could become the momentary masters of a fraction of a dot," said Sagan in his famous 1994 speech. "Think of the endless cruelties visited by the inhabitants of one corner of the dot on scarcely distinguishable inhabitants of some other corner of the dot. How frequent their misunderstandings, how eager they are to kill one another, how fervent their hatreds. Our posturings, our imagined self-importance, the delusion that we have some privileged position in the universe, are challenged by this point of pale light… to my mind, there is perhaps no better demonstration of the folly of human conceits than this distant image of our tiny world. To me, it underscores our responsibility to deal more kindly and compassionately with one another and to preserve and cherish that pale blue dot, the only home we've ever known."

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    2486: One and Only Post About America's New President https://imnotdoctorwho.moegamer.net/2016/11/09/2486-one-and-only-post-about-americas-new-president/ https://imnotdoctorwho.moegamer.net/2016/11/09/2486-one-and-only-post-about-americas-new-president/#respond Wed, 09 Nov 2016 15:39:02 +0000 https://angryjedi.wordpress.com/?p=20729 America elected Donald Trump, noted toupee wearer and generally unpleasant person, as their President. This is either terrifying or highly amusing — or perhaps a combination of both. I have no love for Donald Trump. He's shown himself repeatedly in both social and popular media to be a bigoted twat who frequently speaks without thinking, … Continue reading 2486: One and Only Post About America's New President

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    America elected Donald Trump, noted toupee wearer and generally unpleasant person, as their President. This is either terrifying or highly amusing — or perhaps a combination of both.

    I have no love for Donald Trump. He's shown himself repeatedly in both social and popular media to be a bigoted twat who frequently speaks without thinking, promising entirely unreasonable things and making objectionable comments about all manner of groups of people. He is not, in short, who I would have voted for as President, were I an American.

    I feel that it's worth contemplating exactly why so many people voted Trump, though, much as it was also worth contemplating why so many people voted Brexit, and why so many people voted for the Conservatives to govern the UK after seemingly widespread dissatisfaction with their previous work and particularly their former leader David Cameron.

    This article from The Guardian offers an explanation.

    Clinton’s supporters among the media didn’t help much, either. It always struck me as strange that such an unpopular candidate enjoyed such robust and unanimous endorsements from the editorial and opinion pages of the nation’s papers, but it was the quality of the media’s enthusiasm that really harmed her. With the same arguments repeated over and over, two or three times a day, with nuance and contrary views all deleted, the act of opening the newspaper started to feel like tuning in to a Cold War propaganda station. Here’s what it consisted of:

    • Hillary was virtually without flaws. She was a peerless leader clad in saintly white, a super-lawyer, a caring benefactor of women and children, a warrior for social justice.
    • Her scandals weren’t real.
    • The economy was doing well / America was already great.
    • Working-class people weren’t supporting Trump.
    • And if they were, it was only because they were botched humans. Racism was the only conceivable reason for lining up with the Republican candidate.

    How did the journalists’ crusade fail? The fourth estate came together in an unprecedented professional consensus. They chose insulting the other side over trying to understand what motivated them. They transformed opinion writing into a vehicle for high moral boasting. What could possibly have gone wrong with such an approach?

    In short, instead of allowing people to make their own mind up and encouraging them to think critically about both candidates — or the pros and cons of Brexit vs Remain, since a very similar situation unfolded with that vote — the mainstream media attempted to rely on its power over society by clearly marking one option as the "wrong" one. Trump is evil because x,y,z, Brexit is bad because a,b,c. It didn't stop there, though. It then repeatedly listed all the reasons why you would be a terrible person for voting for the "wrong" option along with all the reasons you would be an absolute paragon of virtue, ally to the oppressed and generally wonderful human being if you voted for the "correct" option.

    It may be that if you critically analysed the positions of both options, you still thought that Hillary was the right choice, and if so, great. If it had been left at that, she could have probably won. But people need to reach that conclusion naturally rather than being shepherded away by barbed wire, locked gates and signs saying "DANGER! TRUMP AHEAD". People, particularly in the age of the Internet, are curious beasts, and if you tell them they can't or shouldn't have something, that will only make it more attractive to a particular type of individual. "Why is the media so absolutely adamant that I shouldn't choose this option?" they'll think. "What are they trying to hide?"

    We are in an age of social media, where buzz and influence can be created artificially to a certain extent, but more commonly it is an organic, natural process that occurs seemingly randomly and at the bitter, twisted and above all unpredictable whims of the great Internet Gods. In this age, where everyone likes to feel like Their Opinion Matters — and where we're repeatedly told that Our Opinion Matters, even when it clearly doesn't — people really don't like to be told what to think. People really don't like to be talked down to or told that a conclusion they may or may not have reached themselves is "wrong", or that there is only one "correct" option, regardless of whether or not you personally actually think it's right for you if you take a closer look at it.

    This kind of attitude — a "journalists' crusade", as Frank puts it in his Guardian piece — leads to people feeling bitterness and resentment towards the media. We're already in a place where general trust in the media is at something of a low, so it wouldn't have taken much to push people into "spiteful" mode, where they deliberately go against whatever the media is telling them to do simply to send a very clear message: we want to make up our own minds, and fuck you for trying to tell us we're awful people for doing so. There is, of course, a certain irony in doing this causing everyone who feels that way to vote the same way, but when you only really have two practical options, there are limits to how effectively you can protest.

    "[Hillary Clinton]  was exactly the wrong candidate for this angry, populist moment," writes Frank. "An insider when the country was screaming for an outsider. A technocrat who offered fine-tuning when the country wanted to take a sledgehammer to the machine."

    Well, I'd say that sledgehammer has well and truly been taken to that machine, and a clear message has been sent. I'm not excusing the result or saying that it was the "right one", just saying what has seemingly happened from an outsider's perspective. It is pretty much exactly the same reason there is so much resistance to perceived "political correctness" — people do not like to be told how to think or feel.

    It remains to be seen whether or not this election result is ultimately "good" or "bad" for America — and the world — as a whole, but as a friend on Facebook noted, "I look forward to four years of people learning how little power the President has."

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    2485: The Value of Short Experiences https://imnotdoctorwho.moegamer.net/2016/11/09/2485-the-value-of-short-experiences/ https://imnotdoctorwho.moegamer.net/2016/11/09/2485-the-value-of-short-experiences/#respond Wed, 09 Nov 2016 01:27:31 +0000 https://angryjedi.wordpress.com/?p=20692 You know me, dear reader, I love getting my teeth into a meaty RPG as much as the next man — assuming the next man is as much of a loser as I am — but sometimes it's nice to cleanse the palate with something shorter. Perhaps even something that you can finish in a … Continue reading 2485: The Value of Short Experiences

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    You know me, dear reader, I love getting my teeth into a meaty RPG as much as the next man — assuming the next man is as much of a loser as I am — but sometimes it's nice to cleanse the palate with something shorter. Perhaps even something that you can finish in a single sitting.

    I thought this with Outlast and its DLC, which I played recently, and I've also thought it with the visual novel Negligee, which I'm going to do a writeup for on MoeGamer later this week. I also think it whenever I play games that are friendly to bite-size sessions, like arcade-style games where the emphasis is on getting better at a short, sharp experience rather than slogging your way through hundreds of levels.

    There seems to be something of an assumption among many people online these days that a game somehow lacks value if its developers don't "support" it post-release with regular updates. Now, in some cases, this makes sense — massively multiplayer games like Final Fantasy XIV would grow stale quickly if they didn't get an injection of new stuff to do now and then, for example — but in others, particularly games that are heavily story-based, there's a great deal of value in simply drawing a line under it, saying "that's it" and calling it finished.

    This clamouring for constant updates is particularly pronounced in the mobile game sector, where a lot of games seem to have designs on being "massively multiplayer" experiences anyway, even when they involve little to no actual player interaction. Google Play and App Store reviewers (and, to a marginally lesser extent, Steam reviewers) will get seriously whiny if even the dumbest of timewasters doesn't have regular updates with new levels or seasonal events or whatever — and even worse if the experience costs "too much" for what they perceive the mythical money-to-hours ratio is supposed to be — and it always bothers me a bit. Are they seriously saying that they don't want that game to ever end, that they'll be happy doing nothing but flicking birds at pigs or matching candy sweets forever? I can't imagine feeling that way. I need new and interesting things to do on a fairly regular basis; while my longstanding love affair with Final Fantasy XIV would seem to run counter to this statement, that game does at least reinvent itself with new stuff every so often, and I play other things alongside it anyway.

    Back to the original point, though: there is a great deal of value in shorter experiences that forego bloat and filler in favour of a concise but still enjoyable experience. Not everything needs to be a 50+ hour epic, at least partly because no-one has time to play all the 50+ hour epics that are already out there, let alone a new one.

    Outlast would have got exhausting and tiresome if it was any longer than it was — the main game was already skating on that boundary by the time I finished it; I much preferred the snappier DLC — and Negligee tells the story it wants to tell in less than an hour, albeit with eleven different endings to encourage replays. A game that provides an enjoyable experience without taking over your whole life is something to be celebrated, particularly when you're waiting for the next exciting thing to come over the horizon as I am right now with the imminent Final Fantasy XV. And I for one am glad that there are plenty of developers out there who don't feel the need to add unnecessary bloat to their games for the sake of an artificially inflated playtime, or a set of Achievements, or simply because the ever-whiny general public insists that £15 is "too much" for a game that is over in two hours.

    Short game developers, I salute you, and you'll always have my business in that awkward period just before a big release! 🙂

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    2484: Further Adventures in Hong Kong https://imnotdoctorwho.moegamer.net/2016/11/08/2484-further-adventures-in-hong-kong/ https://imnotdoctorwho.moegamer.net/2016/11/08/2484-further-adventures-in-hong-kong/#respond Tue, 08 Nov 2016 01:48:58 +0000 https://angryjedi.wordpress.com/?p=20660 Shadowrun Hong Kong continues to be an excellent game. The best thing about it, I think, is quite how varied the different missions are — and how the game is structured, allowing you to accept multiple missions at a time, but forcing you to focus on a single one at a time once it begins. This … Continue reading 2484: Further Adventures in Hong Kong

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    Shadowrun Hong Kong continues to be an excellent game. The best thing about it, I think, is quite how varied the different missions are — and how the game is structured, allowing you to accept multiple missions at a time, but forcing you to focus on a single one at a time once it begins. This approach helps prevent the problem a lot of Western RPGs have, where you get completely bombarded with quests and have no idea where to go and which order it is "best" to do them in, leading to an unfocused, meandering experience.

    Shadowrun Hong Kong, meanwhile, features missions that take maybe 30-60 minutes to complete, tops, each of which has its own set of objectives and mini storyline to follow through. And they're not all a matter of "go somewhere, have a fight, get out again".

    Over the course of last night and tonight, I've completed a variety of missions and no two have been alike. In one, I had to infiltrate a museum and steal the most valuable artifacts possible without tripping the alarms. In another, I had to solve a serial murder case — this had the option of concluding without combat were I to let the culprit go free. In another still, I had to disrupt the qi flow in the offices of a company that took great pride in its geomancy.

    What it kind of feels like — which is fitting, given Shadowrun's background — is a tabletop role-playing session, with discrete adventures linked together to form a campaign, each of which features its own story, evocative narration and interesting characters. Where Shadowrun differs from other games that have attempted to evoke the feeling of tabletop roleplaying sessions, however, is that it keeps things focused and trims the fat.

    It doesn't have Baldur's Gate's problem of pretty much everything being lootable, only for you to discover to your dismay that 95% of the containers in the game house identical rubbish shortswords and suits of leather armour. It doesn't have The Elder Scrolls' problem of everyfuckingthing being pick-upable, making it extremely difficult to distinguish meaningful, helpful items from pointless window dressing, particularly if, God forbid, you drop a key item in the room where you've been storing all the thousands of wheels of cheese you've been hoarding "just in case". And it doesn't have the older Dungeons & Dragons games' problem of sticking a little too rigidly to the tabletop ruleset and consequently not really taking full advantage of the benefits of playing on a computer.

    The combat in Shadowrun takes this approach, too. It doesn't overwhelm you with tactical options, but it does allow you to do things like take cover and use your weapons in a variety of different ways according to your proficiency with them. Not everyone in the party is necessarily a "combat" character, either — my protagonist, for example, is a Decker, which means she's more suited to marking targets using her knowledge of technology than actually firing a gun or going toe to toe with opponents — though I must admit, this didn't stop me from outfitting her with retractable cybernetic claws for close combat should the need ever arise. Who doesn't want to be Cyber-Wolverine?

    All in all, Shadowrun Hong Kong has been a pleasure to play so far. It's telling an interesting story and its mechanics are really solid. Its graphics are nothing special but, having grown up on Baldur's Gate and Fallout, this really doesn't bother me all that much — and, like those old classics, Shadowrun's visual shortcomings are more than made up for by its spectacularly good sound design, with excellent music complemented by ambient sound that shifts in volume and position according to where your character is standing on the map. It's incredibly atmospheric and does a great job of immersing you in the setting despite unfolding from the typically rather impersonal-feeling isometric viewpoint.

    A winner, then. And cheap in GOG.com's current sale! Grab yourself a copy now and you won't be disappointed.

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    2483: Shadows of Hong Kong https://imnotdoctorwho.moegamer.net/2016/11/07/2483-shadows-of-hong-kong/ https://imnotdoctorwho.moegamer.net/2016/11/07/2483-shadows-of-hong-kong/#respond Mon, 07 Nov 2016 02:22:23 +0000 https://angryjedi.wordpress.com/?p=20620 GOG.com has a sale going on right now; it's really rather good. Like their previous sales, they have a tiered reward system where if you complete various arbitrary tasks on the website and/or buy a couple of games, you'll get some freebies, no questions asked. This seemed like an ideal opportunity to acquire a few … Continue reading 2483: Shadows of Hong Kong

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    GOG.com has a sale going on right now; it's really rather good. Like their previous sales, they have a tiered reward system where if you complete various arbitrary tasks on the website and/or buy a couple of games, you'll get some freebies, no questions asked. This seemed like an ideal opportunity to acquire a few titles I've wanted to grab for a while, even if I didn't want to play them immediately.

    Among the titles I nabbed in the sale today were two of the new Shadowrun games: Shadowrun Hong Kong and Shadowrun Dragonfall. I've spent a bit of time with the former this evening and come away very impressed — and a little surprised.

    I'm not particularly familiar with the Shadowrun setting, but it's a concept I like: combining hacking, grime-and-neon cyberpunk with orcs, elves and magic fantasy brings together two of my very favourite things, so Shadowrun was always something I was interested in. I'd just never gotten around to checking it out.

    I went in expecting something along the lines of the old Infinity Engine role-playing games — that is to say, largely functional graphics, excellent writing, deep character and party building and a non-linear storyline in which you were free to pursue all manner of different sidequests at your leisure before deciding that yes, now was the right time to go and confront The Big Bad, whoever it was this time around.

    What I got from Shadowrun Hong Kong was… almost that, but with enough differences to the standard formula to give it a very distinct identity.

    I'll back up a moment and give you some background. In Shadowrun Hong Kong, you play a player character of your own design, who can be male or female and any of the main races found in the setting: human, ork, elf, dwarf or troll. You can then either pick a starting class or build your own by spending "Karma", the game's skill point equivalent. There are no traditional experience points or levels in Shadowrun; you simply gain Karma in varying degrees for accomplishing various tasks. Consequently, you can build some interesting characters without having to "grind" as such.

    The opening of Shadowrun Hong Kong sees you contacted by your onetime foster father Raymond Black, who urges you to come to Hong Kong to discuss something very important. When you arrive there, you're met by your adoptive sibling Duncan, an ork man that you grew up with but subsequently became estranged from following an unfortunate run-in with corporate security in your past. Your reunion is far from joyful, since Duncan doesn't quite know what to make of you having spent so much time apart from you, and before long it becomes clear that something very bad indeed is going on. A group of mercenaries that Black hired to escort you are murdered along with Duncan's superior officer Carter, and all of a sudden you're on the run, thrust into Hong Kong's seedy underbelly to wipe your old identities clean and take up the mantle of Shadowrunners: individuals who work on the fringes of society, often doing illicit deeds for whoever will pay the most. Your eventual aim is to determine what has become of Black, and perhaps to make sense of some mysterious dreams you start having shortly after the story begins.

    So far so RPG. Where Shadowrun Hong Kong diverges from what I expected is in its structure: rather than unfolding in a large open world that you can explore at will a la Baldur's Gate or the first two Fallout games, Shadowrun Hong Kong is instead mission-based. There's a "hub" area from which you can interact with NPCs, purchase equipment and accept new missions, but each of these missions are self-contained areas that combine a variety of different gameplay styles, each telling their own mini-story along the way, ultimately — I presume, anyway — combining to tell the entire narrative.

    The missions are pretty varied; none of them appear to be simple "get to point X" or "kill Y". Rather, you're often given a fairly vague objective — perhaps with some optional additional tasks along the way — and then left up to your own devices to decide how to handle it according to how you've built your character and the party you've brought with you.

    One of the first missions in the game, for example, sees you having to deliver a message from the local crime lord Kindly "Auntie" Cheng to one of her underlings, who has started to take things into his own hands a little too much. In order to get to the recipient, you can fight your way in through the guards that block the entrance (in which case you'll fail the optional "don't kill anyone" objective), or you can sneak across the rooftops, or you can hack the electronic locking system in the basement, or you can learn the keycode to another "secret" entrance. Along the way, you'll encounter a number of side objectives, including assisting a young woman who is researching qi flow in the area and retrieving a stolen credit stick from an old man who is mugged by one of your target's henchmen. Most of these side objectives can be resolved in multiple ways, too; for example, when attempting to recover the credit stick, you can fight the guy and take it by force, attempt to smooth-talk your way through the situation or use your knowledge of criminal culture (assuming you have it) to appeal to his sense of "honour among thieves".

    If and when combat does erupt, the action switches to mechanics straight out of the more recent XCOM games. Each character has a number of "action points" per round, and these can be used on moving, using items or performing various attacks with their weapons. More powerful techniques, spells or items tend to take multiple action points to perform, and some also have a "cooldown" of a number of rounds before they can be used again. There's a simple cover-and-flanking system in play, allowing you and your enemies to gain tactical advantages over one another through careful movement, and as your characters grow stronger they have more and more different abilities available to use.

    Hacking, meanwhile, results in a gloriously abstract minigame straight out of a 1990s RPG whereby you control an "avatar" of yourself in cyberspace, attempting to avoid the various security measures or brute-forcing your way through using "combat" programs if necessary. Reach your eventual destination — be it a valuable piece of data or simply the method to unlock an electronic door — and you'll have another minigame within the minigame, whereby you'll have to remember numerical combinations and then decrypt a sequence of glyphs before time runs out. And, in true cyberpunk tradition, fucking up hacking can damage your physical body, so you have to be careful.

    The whole thing is tied together by a wonderfully evocative script written by people who actually know how to write, combining vibrant, descriptive narration with believable dialogue. In many ways, it's as much a piece of interactive text-based fiction as it is an RPG or tactical strategy game; whatever it is, I really like it so far, and am looking forward to playing some more as a much-needed break from all the Palace of the Dead in FFXIV!

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    2482: Palace of the Dead: Solo Guide https://imnotdoctorwho.moegamer.net/2016/11/06/2482-palace-of-the-dead-solo-guide/ https://imnotdoctorwho.moegamer.net/2016/11/06/2482-palace-of-the-dead-solo-guide/#respond Sun, 06 Nov 2016 03:25:39 +0000 https://angryjedi.wordpress.com/?p=20553 Been soloing a bunch of Palace of the Dead in Final Fantasy XIV over the last few days, so I thought I'd assemble some tips for those who are looking to challenge it. General tips Take your time on the early floors. You want to equal or exceed the boss' level when you reach it, so clear … Continue reading 2482: Palace of the Dead: Solo Guide

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    Been soloing a bunch of Palace of the Dead in Final Fantasy XIV over the last few days, so I thought I'd assemble some tips for those who are looking to challenge it.

    General tips

    • Take your time on the early floors. You want to equal or exceed the boss' level when you reach it, so clear each floor thoroughly rather than rushing through. You can safely avoid enemies once you hit level 60.
    • Stay aware of your surroundings at all times. Most floors have patrolling monsters; keep an eye out for these and engage them in the corridors between rooms before pulling the monsters in the rooms themselves.
    • When fighting on the normal floors, DPS as hard as you can. Summoners, use Garuda-Egi. Tanks, use your DPS stance. The quicker things die, the easier a time you'll have. In most cases you'll probably want to concentrate on one enemy at a time — pull from a distance whenever possible.
    • When fighting bosses, the priority is on doing mechanics rather than DPSing as hard as possible. Summoners, get Titan-Egi to tank for you. Tanks, use your tank stance.
    • Drink potions whenever you can if you're not at full health. The last thing you want is to die to a landmine or exploding chest.
    • Save Pomanders of Serenity for floors where Auto-Heal is disabled. Most of the other floor effects aren't really anything to worry about, but Auto-Heal not working can really fuck you up.
    • Don't use Pomanders of Safety and Pomanders of Sight on the same floor because they're redundant. Safety removes all traps on the floor, and Sight allows you to see traps and thus avoid them. There's no need to use both.
    • Pomanders of Alteration are a gamble best used before you hit 60. If they spawn Mandragora-type enemies on the next floor, that's free EXP. If they spawn Mimics, however, you're in for a miserable time.
    • When using one of the transformation Pomanders, remember that you're not invincible. The Manticore may be able to kill everything in a single hit (assuming Knockback isn't disabled by a floor effect) but its HP and defense are the same as yours in your regular form.
    • Transformations are immune to Toad traps, and Pacification/Silence doesn't affect the transformation's ability. Landmines are still very dangerous, however, particularly as you can't drink a potion to heal yourself while transformed.
    • Save Pomanders of Resolution for the floor 100 boss. You'll need all three during the fight.

    Enemies to watch out for

    • Hornets, found in the 1-10 block, have Final Sting, which will do a shitload of damage if you let it go off. You can actually run away from it and avoid the damage if you get far enough away, but it's best to try and kill the hornet before this happens.
    • Slimes, found in the 11-20 block, cast Rapture if you take too long killing them. This will almost certainly kill you, so kill them as quickly as you can.
    • Gaze attacks — marked by a very obvious glowing purple eye over the enemy model while they're casting it — can be avoided completely by simply turning your back to the enemy. It's particularly important to do this when dealing with Palace Cobras (petrification), Palace Deepeyes (powerful paralysis) and Palace Pots (Mysterious Light, which causes heavy damage and Blind).
    • Morbols will show up in the 11-20 block towards the end, complete with Bad Breath attack. Run towards them for the easiest path to avoid the large cone AoE.
    • Wraiths have a huge AoE attack that causes Terror. If you can stun it, do so. Otherwise, run for dear life as soon as you see the marker appear.
    • Palace Skatenes will cause Sleep on you shortly after they cast Chirp. This isn't a huge issue, however, since you'll wake up immediately upon taking a hit.

    Boss tips

    Floor 10: Palace Deathgaze

    Pretty easy, and if you've fought basic Deathgaze-type enemies in the game you'll know what to expect. It has a heavy attack called Whipcrack that will do a chunk of damage, so pop a potion after it does this. Stormwind (a large cone AoE) and Bombination (circular AoE) can both be avoided. Aerial Blast covers the whole arena and causes Windburn (damage over time for a few seconds). It will cycle through these abilities until one or the other of you are dead.

    Floor 20: Spurge

    The Easy Way: Level to 35 or 36, pop a Pomander of Strength and a Pomander of Lust and then just go ham on Spurge and you'll probably kill it before it summons its first set of Hornets if your gear is up to snuff.

    The Proper Way: There are two main phases to this fight, and they simply cycle around and around. In the first, Spurge will twat you for a chunk of damage with Bloody Caress, then fling two circle AoE attacks at you — one around itself and one aimed at you. During this time, keep your HP topped up and wail on Spurge as much as you can. The second phase starts when Spurge moves to the side of the arena. At this point, two Hornets will spawn, and Spurge will stay in place, occasionally shooting a large linear AoE attack called Rotten Stench. Avoid Rotten Stench while knocking the Hornets down as quickly as possible — otherwise they will use Final Sting on you — before returning to the punishment on Spurge.

    Floor 30: Definitely-Not-Hydra

    Pretty easy. When it hits you with Ball of Fire or Ball of Ice, immediately move to avoid the effect of the circular area the attack causes — damage over time for Ball of Fire and slowed movement for Ball of Ice. Keep hitting it while this is going on, and try not to bait any Balls of Fire or Ice into the very middle of the arena. When Definitely-Not-Hydra moves to the centre of the arena and starts casting Fear Itself, stand inside its hitbox to avoid the attack completely. Then repeat the process.

    Floor 40: Ixtab

    Ixtab will spew void crap over the ground every so often — move out of this to avoid damage. He will then summon two Bhoots which you should kill as quickly as possible to avoid being caught in their attacks. He also has an arena-wide attack that causes Terror, often causing you to stumble into the Bhoots' area of effect if they're still up. Aside from this, not a lot else to say.

    Floor 50: Edda Blackbosom

    Pay close attention to what Edda is doing. If she uses Cold Feet, turn away to avoid its Terror effect. If she uses In Health, you'll either need to get well away from her or stand right on top of her — react quickly to the AoE marker, but you have plenty of time to get from one extreme to the other if the cast goes off. If you get hit by In Health, one of the letters on the floor will light up. The more of these lit up when she casts Black Honeymoon, the more damage you'll take. Aside from this, she's pretty straightforward. Watch out for In Sickness, which causes Disease and slowed movement; cleanse this off yourself if you can.

    Floor 60: The Black Rider

    A few things to watch out for here. Firstly, keep out of the large purple circles he drops on the ground at all cost — they cause Bleed, which deals heavy damage while you're in them. Secondly, watch out for the aether sprites he summons around the outside of the arena and don't get caught in their blasts, as these deal extreme damage. Their appearance will often coincide with his charge attack, a linear AoE marker that follows you around. While this is casting, make sure your back is to a "safe spot" away from the aether sprites to avoid being knocked into their blast radius.

    Floor 70: Big Snake Thing

    I can't remember Big Snake Thing's name, but it's a big snake thing. The most important thing to do in this fight is move Big Snake Thing out of the watery patches it drops on the ground when it casts Douse. While it is in these areas, it gains Haste, which makes it nigh-impossible to avoid Electrogenesis when it casts. Aside from this, Big Snake Thing should cause you no real difficulty.

    Floor 80: Definitely-Not-King-Behemoth

    This is a daunting fight, but fairly straightforward if you know how to handle all the mechanics. Firstly, when DNKB casts Charybdis, move well away from the AoE marker because it will drop a tornado. Said tornadoes inflict a heavy damage over time debuff if you get sucked into one, and periodically they will suck in everything around them — there'll be a very brief AoE marker to show the effective range of this when it happens, so to be safe don't be anywhere near the tornadoes. Next, when DNKB walks away from you, follow him, because he's about to use Trounce, a massive conal AoE attack that is much easier to avoid if you're right next to him. Thirdly, at around 10% HP remaining, he will begin channelling Ecliptic Meteor, and unlike the other times in the game where this happens, there's nothing to hide behind. Try and kill him before it hits, but don't worry too much if it does — it hits for about 80% of your HP, so if you're topped up before it happens, you'll be safe and free to finish him off after the attack.

    Floor 90: The Godmother

    This is a bit like the final boss of Pharos Sirius (Hard). Attack The Godmother until a red bomb spawns, at which point you should stun its Blast ability if you can and kill it as quickly as possible while avoiding the AoE markers from the untargetable smaller bombs that spawn around it. When it's down, return to wailing on The Godmother. When a blue-grey bomb spawns, hit it with an instant ability while facing The Godmother to knock it towards her. You want the blue-grey bomb's Hydrothermal Combustion ability to hit The Godmother and interrupt her ultimate attack. From here, simply repeat these two processes until The Godmother is down.

    Floor 100: Nybeth Obdilord

    Try to make sure you have three Pomanders of Resolution by the time you reach floor 100 — block 91-100 seems to throw them at you, but save them up from earlier blocks to be safe if necessary. Nybeth himself isn't too much of a threat if you take care to avoid his AoEs, particularly the large cone-shaped Doom attack. The important mechanic in this fight is the adds that he spawns at roughly 90%, 70% and 30% of his HP remaining. As soon as they appear, pop a Pomander of Resolution and use Kuribu's attack to firstly kill the enemies, and then use the ability again on their corpses to remove them permanently from the fight. Click off the transformation before you turn your attention back to Nybeth. Repeat two more times and you're home free.

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    2481: Rejected, Again https://imnotdoctorwho.moegamer.net/2016/11/05/2481-rejected-again/ https://imnotdoctorwho.moegamer.net/2016/11/05/2481-rejected-again/#respond Sat, 05 Nov 2016 02:00:36 +0000 https://angryjedi.wordpress.com/?p=20524 I did not get shortlisted for the job I mentioned the other day that I actually 1) rather wanted and 2) felt confident I would be able to do well at. I am getting really quite tired of the same old copy-paste rejection email that everywhere seems to use. "Dear [name], Thank you for your application for [insert … Continue reading 2481: Rejected, Again

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    I did not get shortlisted for the job I mentioned the other day that I actually 1) rather wanted and 2) felt confident I would be able to do well at.

    I am getting really quite tired of the same old copy-paste rejection email that everywhere seems to use. "Dear [name], Thank you for your application for [insert position here]. Unfortunately, on this occasion you have not been successful. Please have a nice life and try not to fall into a crippling pit of depression because no-one anywhere appears to want to hire you for anything, even things you have demonstrable abilities in and thus the potential to excel. Now we're going out with the normal people who have real jobs. Fuck you."

    I added the last bit, but I feel like it's implied every time I receive one of these.

    I am sick of this. Fucking sick of it. I am doing everything "right". I am following all the suggestions I read all over the Internet and hear in discussions with people. I am applying for jobs whenever and wherever I can, with preference for those positions that are directly relevant to my skills but also taking a chance on those that sound like something I might be able to do. I am updating my CV regularly, and producing tailored versions of it for different positions. I am writing covering letters that directly address the job description and person specification while making me appear like an actual human being rather than machine-generated business-speak.

    And still fucking nothing.

    I'm lucky to actually hear anything from all the places I've applied to. Most simply ignore me, leaving me wondering if I will ever actually hear from them, so I guess I should be a little bit grateful for those places that at least have the courtesy to give me a definite "no", but frankly it's hard to feel anything positive towards this whole ridiculous, demoralising and soul-crushingly upsetting process.

    I should probably just go and apply to work at my local Tesco — they're hiring, after all. But you know what? I'm absolutely sick of doing shit that is beneath what I'm capable of, what I'm qualified for and what I have demonstrable experience in. I'm sick of settling for not even second best. I am so much more. I am capable of so much more. But no-one will let me prove that to them. And that's enormously upsetting. It makes me feel like it's not even worth bothering to try.

    I just want to be recognised. Appreciated for my talents. Acknowledged as a person. But none of those things are happening, and with each passing day this continues to be true I feel more and more worthless; a waste of space contributing little to the world and apparently having no skills that anyone considers to be useful or meaningful in 2016.

    I don't know what to do. I don't see a way out of this pit. I'm trying, by God I'm trying, but the walls are smooth and slick, and there's seemingly no way to pull myself up and out. And no-one seems to be coming to throw me a rope, either.

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    2480: Too Much Information https://imnotdoctorwho.moegamer.net/2016/11/04/2480-too-much-information/ https://imnotdoctorwho.moegamer.net/2016/11/04/2480-too-much-information/#respond Fri, 04 Nov 2016 02:04:06 +0000 https://angryjedi.wordpress.com/?p=20498 I listened to Dave Gorman's audiobook Too Much Information the other day. I've been a fan of Dave Gorman's intelligent comedy ever since I first saw his shows The Dave Gorman Collection and Googlewhack Adventure. Gorman is a comedian who likes to use facts and evidence to back up the things he is talking about. In The Dave Gorman Collection, in … Continue reading 2480: Too Much Information

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    I listened to Dave Gorman's audiobook Too Much Information the other day. I've been a fan of Dave Gorman's intelligent comedy ever since I first saw his shows The Dave Gorman Collection and Googlewhack Adventure.

    Gorman is a comedian who likes to use facts and evidence to back up the things he is talking about. In The Dave Gorman Collection, in which he travelled around the world seeking out other people called Dave Gorman, he took photographs of every meeting and recorded all manner of stats about his journey. In Googlewhack Adventure, in which he sought out people who had authored Googlewhacks — two-word search terms for which there is only a single result on Google — he again took copious notes and documentary evidence of his journey.

    Too Much Information is one of Gorman's most modern works, taking a look at the modern world and the sheer amount of noise we have to put up with on a daily basis. As you can probably imagine if you've been following me for a while, this sort of thing is right up my alley.

    Gorman covers a variety of topics throughout Too Much Information, including beauty adverts with hilariously poor survey results in the small print at the bottom of the screen — one product had just 47% of its (admittedly small) sample agree that it was worthwhile — and misleading newspaper headlines. He also looks at how misinformation can spread throughout social media, and has a good rant about some of his favourite bugbears, such as "greatest hits" albums that have all-new tracks on them, and services such as Spotify assuming that we always want to be sharing everything we do with the rest of the world, even if it's listening to The Wombles.

    Too Much Information resonated with me a great deal, and it's a book well worth getting hold of in one form or another. It worked well as an audiobook, as the whole thing is written in Gorman's trademark "storytelling" style of comedy, which lends itself well to being recorded, but I can see it working just fine on paper, too.

    While you're on, if you've never had the pleasure of experiencing Dave Gorman's past work, do take the time to check out The Dave Gorman Collection, Dave Gorman's Googlewhack Adventure and his most recent series on Dave, Dave Gorman's Modern Life is Goodish. It's a style of comedy that, so far as I'm aware, is unique to Gorman, and it's particularly entertaining for those of us who enjoy facts and figures to go along with our funny words. His "Found Poems" in Modern Life is Goodish, constructed entirely of Internet comments sections, are particularly entertaining, and a good reminder of what a bizarre and ridiculous age we live in these days.

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    2479: Palace of the Dead, Solo https://imnotdoctorwho.moegamer.net/2016/11/03/2479-palace-of-the-dead-solo/ https://imnotdoctorwho.moegamer.net/2016/11/03/2479-palace-of-the-dead-solo/#respond Thu, 03 Nov 2016 02:04:13 +0000 https://angryjedi.wordpress.com/?p=20482 One of the things that had me most interested in patch 3.45 for Final Fantasy XIV was the ranking system for the Palace of the Dead dungeon I talked about yesterday. This tallies a score for you whenever you play with a fixed party (be it solo or up to four players) and thus allows you to … Continue reading 2479: Palace of the Dead, Solo

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    One of the things that had me most interested in patch 3.45 for Final Fantasy XIV was the ranking system for the Palace of the Dead dungeon I talked about yesterday. This tallies a score for you whenever you play with a fixed party (be it solo or up to four players) and thus allows you to compare your progress against other players from around the world.

    Alongside the introduction of this ranking system came a few rebalancing changes to make soloing Palace of the Dead a lot more practical than it was when it was first introduced; previously, anything above about floor 20 at a push was very difficult if you were by yourself, but now, you can theoretically go up to floor 100 and beyond if you've upgraded your gear enough and your skills are up to snuff.

    One of the things I've appreciated about Palace of the Dead since its launch was the fact that since it's largely impossible to "outgear" it — your regular gear has no meaning inside, only your Aetherpool upgrade levels, and even those are capped and synced if they're too high for the floor you're on and the level you are — you had to actually play properly. That means no cheesing mechanics, no standing in AoEs because you have enough HP to just soak them up, and swift punishment if you don't know how to play your job properly and effectively, sometimes in an unconventional party lineup.

    Today, I made it to floor 60 solo, initially using Arcanist to go as far as floor 50 (my Arcanist hadn't yet reached level 30 and thus couldn't be upgraded into Scholar or Summoner, but the experience point rewards from completing these floors were enough to get me from 23 to 30 without too much difficulty) and subsequently as Summoner.

    Arcanist/Scholar/Summoner aren't classes I've played much in the past, though I found Palace of the Dead's accelerated levelling to be quite a good way to learn how they work. In particular, levelling Arcanist to 60 without Summoner's extra Job abilities was a solid way to learn the basics of how the class worked, then upgrading to Summoner built on that foundation. I am now regretting the fact that I haven't levelled Summoner prior to today, because goddamn, that class is fun.

    The reason I picked Arcanist and Summoner to run solo is that they seemed the most naturally geared towards soloing in that they have the option of summoning a tank pet that can maintain the enemies' attention while you cover them in festering boils and fling magic at them. The tank pet doesn't get a lot of use in party play — largely because you normally have an actual human-controlled tank there that can perform the role better than an AI routine — but in Palace of the Dead, Topaz Carbuncle (Arcanist) and Titan-Egi (Summoner) have both proven invaluable, particularly when it comes to the bosses.

    And speaking of the bosses, soloing floors 1-60 today has given me a new appreciation of these fights. When tackled in a party of four, they're mostly rather easy (with the possible exception of floor 80's boss, which has been the source of many a party wipe so far), though from floor 60 onwards they do start to have some more interesting mechanics. Solo, however, they all present a pretty formidable challenge as you have to dodge their mechanics, chug potions to keep your health topped up (assuming you're not a healer) and somehow in the middle of all that find time to fling a few damaging abilities in their direction. I'm sure you can already see how helpful a tanking pet would be in this situation!

    Thus far the secret to successful soloing seems to be having decently levelled gear — currently mine is around the +64 mark, which has seen me safely to floor 60 so far, and from this point onwards the upgrades from the silver chests are less likely to fail, too, so repeated runs will eventually push it up towards +99, which I suspect will be strongly recommended to tackle floor 80 and onwards.

    According to the leaderboards on The Lodestone, no-one on Primal data centre has made it to floor 100 solo yet. I have little doubt that will probably change by tomorrow — I think someone on Reddit from another data centre had done it already — but for now it's fun taking aim for the top spot. And if I don't attain that top spot, well, at least I'll be able to say I've done it.

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    2478: All About Palace of the Dead https://imnotdoctorwho.moegamer.net/2016/11/02/2478-all-about-palace-of-the-dead/ https://imnotdoctorwho.moegamer.net/2016/11/02/2478-all-about-palace-of-the-dead/#respond Wed, 02 Nov 2016 03:16:29 +0000 https://angryjedi.wordpress.com/?p=20418 For the benefit of my Twitter friend @FinalMacstorm, who is contemplating returning to Final Fantasy XIV once he's done with Final Fantasy XV, here is everything you might want to know about Palace of the Dead, one of Final Fantasy XIV's newest pieces of content. What is it? A 200-floor dungeon with randomly generated layouts. The first 100 floors are its … Continue reading 2478: All About Palace of the Dead

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    For the benefit of my Twitter friend @FinalMacstorm, who is contemplating returning to Final Fantasy XIV once he's done with Final Fantasy XV, here is everything you might want to know about Palace of the Dead, one of Final Fantasy XIV's newest pieces of content.

    What is it?

    A 200-floor dungeon with randomly generated layouts. The first 100 floors are its "story mode"; the second 200 floors are intended to be very challenging 4-player content, and as such can only be attempted with a preformed party.

    How is it structured?

    When Palace of the Dead first launched, there were 50 floors, which you tackled in blocks of 10 at a time. Every 10th floor, there is a boss. Beat the boss and your progress is saved, allowing you to pick up from the following floor either immediately or the next time you want to challenge Palace of the Dead. On floor 50, there's a final boss — a familiar face who has been well and truly put through the wringer since you first encountered them.

    Floors 51-100 of Palace of the Dead were added today and are known as the "Hellsward" floors. They work in mostly the same way. Once you've cleared floor 50 once, you can start at floor 51 instead of floor 1 any time you reset your save data. Floor 100, again, has a final boss — this time it's Nybeth Obdilord from Tactics Ogre.

    Floors 101-200 of Palace of the Dead were also added today. They can only be entered if you start from floor 51 with a preformed, fixed party and clear all the way to floor 100 without any full-party wipes.

    What are the bosses like?

    The bosses gradually ramp up in complexity as you go deeper into the dungeon. The first boss is very simple — essentially fighting a normal Death Gaze that has a few more HP than usual. The second is a heavily simplified version of the Raskovnik fight from Sohm Al, which in turn was a simplified version of the Rafflesia fight from The Second Coil of Bahamut. The third is a slightly simplified version of the Hydra fight. Later bosses incorporate mechanics from Odin, Anchag from Amdapor Keep (Hard) and King Behemoth from Labyrinth of the Ancients. Floor 80's boss — the aforementioned King Behemoth-inspired fight — features a pretty brutal DPS check against a slowly casting, insta-wipe ultimate ability. This is arguably the most difficult boss in the first 100 floors; Nybeth is a relative walkover by comparison, though his fight does require the DPS to be on their toes to deal with frequently spawning adds.

    Is it endgame content?

    While the main rewards for Palace of the Dead are level 60 weapons — item level 235 weapons that can subsequently be upgraded to item level 255 — you can actually start it as soon as level 17. It's best to wait at least until you've reached level 50 and have cleared the sidequest dungeon Tam-Tara Deepcroft (Hard), though, because Palace of the Dead's storyline follows directly on from that dungeon's narrative.

    How does it work?

    Your level inside Palace of the Dead is different to your level outside. Upon entering for the first time, you're reset to level 1, but the experience required to level up within Palace of the Dead is considerably less than in the main game. You can reach the level cap of 60 by about floor 40 if you're reasonably diligent about killing enemies on the lower floors. Each block of floors takes about 20-30 minutes to complete depending on how quick you are.

    Your level inside Palace of the Dead can exceed your level outside Palace of the Dead, so it's a good way to "preview" how classes play once they reach level 60. Starting at floor 51 will immediately boost you to level 60 in the class you entered on while you're inside.

    When you clear a block of 10 floors, you receive experience points for your level outside Palace of the Dead, making it quite an efficient way to level classes. If you're already level 60, you will instead receive Allagan Tomestones of Poetics, Lore and Scripture, the endgame currencies used to purchase high-end equipment and quest items. If you're level 50-59, you will receive Allagan Tomestones of Poetics and experience points.

    What about gear?

    Normal gear is irrelevant in Palace of the Dead. Instead, you have an aetherpool weapon and armour, which can be upgraded by collecting silver chests scattered throughout the dungeon. The maximum the gear can be upgraded to is +99, though on the lower floors there is a cap and level sync on upgrades to prevent you being too overpowered.

    When your weapon and armour both reach +30 upgrades, you can "spend" these points to acquire an item level 235, level 60 weapon that you can use elsewhere in the game. When your weapon and armour both reach +60 upgrades, you can "spend" these points to upgrade the item level 235 weapon to an item level 255 weapon. If you allow your weapon and armour to upgrade to +90, this means you can get the i235 weapon and immediately upgrade it to i255.

    Do I have to play in a party?

    No. There are several ways to play. Firstly, entering with a matched party uses Duty Finder to seek out other people who are on the same block of floors as you and put you all together. Note that Palace of the Dead does not adhere to the usual party construction in the rest of the game, meaning it's entirely possible you may have runs with no healers, no tanks or all DPS classes. Each block is clearable with such a lineup, but you will need to make use of items as well as your abilities.

    Alternatively, you can play with a fixed party, which simply takes the party lineup you choose to start with — from going solo to a full light party of four — and registers that as your group on your save data. To continue progressing, you must take the same group of people with you on the same classes, though if you need to disband you can convert fixed party save data to matched party save data at any time.

    If you play solo, when you wipe you'll be presented with a score calculated as a combination of the highest floor you reached and the number of kills you got along with some other bits and pieces behind the scenes. Your high scores are recorded for each class, and you can also record a high score for a fixed party, too. Personal high scores can be reviewed in the game, while global high scores will be available on the Lodestone website from tomorrow.

    What items can I use?

    You can access your inventory in Palace of the Dead, so you can use any potions, elixirs and ethers that you might have collected, though note that there is a cooldown on these so you can't just chug them repeatedly. It's a good idea to hotbar your best potions as well as status-curing formulae.

    Besides these items, golden chests inside Palace of the Dead drop single-use items called pomanders, which are collected in a shared party inventory. These have a variety of different functions. Some provide buffs for individual players, others benefit the whole party by revealing the whole map, removing traps on the current floor and others still allow party members to transform into various monsters with unique special abilities.

    If you're playing with a matched party, your pomanders are lost when you clear each block of 10 floors. If you're playing with a fixed party, however, your pomander inventory is saved along with the rest of the data and will be waiting for you when you challenge the next block of 10 floors.

    What do I get out of it?

    Besides the weapons, there are hidden treasures called Accursed Hoards scattered throughout the dungeon. These can either be uncovered by chance by standing in the right place, or located using a pomander of intuition. You don't know what Accursed Hoards are until you appraise them back in Quarrymill, at which point they will be "drawn" and revealed to be whatever they are. Common items available through Accursed Hoards include fireworks and Grade IV materia. Rarer items include Grade V materia and glamour items. Super-rare items include a hairstyle and housing decorations.

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    2477: Outlast https://imnotdoctorwho.moegamer.net/2016/11/01/2477-outlast/ https://imnotdoctorwho.moegamer.net/2016/11/01/2477-outlast/#respond Tue, 01 Nov 2016 00:29:57 +0000 https://angryjedi.wordpress.com/?p=20384 It's Halloween, the perfect time to play a scary game! As such, I played through Outlast today, a game which I've been meaning to try for ages, and which my wife was kind enough to gift me a copy of. (It was 75% off for Halloween, too, so she didn't really need any convincing.) Outlast is a first-person … Continue reading 2477: Outlast

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    It's Halloween, the perfect time to play a scary game! As such, I played through Outlast today, a game which I've been meaning to try for ages, and which my wife was kind enough to gift me a copy of. (It was 75% off for Halloween, too, so she didn't really need any convincing.)

    Outlast is a first-person horror adventure game in which you have no combat capabilities. The only thing you're armed with is a camcorder, which can be used to film events (which triggers the protagonist taking notes on them) and, more importantly, see in the dark. Your camcorder has infinite battery unless you're using the night-vision, in which case it drains at an alarming rate, meaning you need to ration its use as much as possible. There are, however, batteries scattered around the game world to replenish your charge.

    In Outlast, you play the role of a journalist who received a tip-off as to mysterious, strange and downright horrible goings on at a mental asylum, once closed down but subsequently reopened by a private corporation. As these things tend to go, said private corporation puts up a charitable facade when really they're into some horrible shit, and it's your job to investigate exactly what they've been up to. I shan't spoil any more of the story specifics here, as the game is well worth playing.

    In terms of gameplay, Outlast is largely exploration-based. You don't have a map of any description, so you have to rely on your own sense of direction and the subtle environmental clues the game places around — doors left open a crack, realistic signs on walls, that sort of thing. Most of the game consists of you trying to figure out how to get through your current environment, though occasionally you are beset by sometimes naked psychopaths (seriously, there were many more cocks in this game than I was expecting) who want nothing more than to see what you look like inside-out. When the game shifts tempo in this way, it turns into something of a stealth game where you have to outwit your foes. You can't kill or even incapacitate your foes in any way, so the closest Outlast comes to "combat" is running away until you manage to get out of sight of your pursuers long enough for them to give up the chase.

    A lot of Outlast is spent crawling around in the dark, as you might expect, but the game does mix things up a bit with its environments. One particularly memorable sequence towards the end of the game sees you fumbling around outside in the dark and rain, meaning even your camera's night vision isn't a lot of help — you have to firstly figure out where you're supposed to go, and then how to get there.

    As a horror game, Outlast is pretty effective, with a menacing atmosphere throughout and jump scares used sparingly for maximum impact when they do happen. I didn't find it as outright disturbing as something like Silent Hill because it doesn't have as much of the psychological metaphor stuff going on as Konami's classics, but it's pretty creepy, and the feeling of panic when you're running away from enemies reminded me of Silent Hill: Shattered Memories, which likewise eschewed combat in favour of making you run away dramatically.

    The plot is a bit weird and it kind of felt a bit like they weren't sure whether to do a supernatural-themed story or a Resident Evil-style "big evil corporation" story, so ultimately it ended up as a bit of a mishmash of both. It worked, however, and had a suitably satisfying conclusions — and, although I'm yet to play it, most people seem to think that the DLC Whistleblower, which unfolds from the perspective of the character who sends an email to the main game's protagonist, is a superior experience with a better sense of closure. I'll have to check that out soon.

    Overall, then, I enjoyed Outlast. At only about 5 hours from start to finish, it's a game you can easily beat in a single sitting, and doing so feels like the way the game was intended to be experienced. It's a relatively unusual take on the horror genre by lacking in combat –though this style has grown in popularity in the last few years thanks to titles like Amnesia, Until Dawn and the aforementioned Silent Hill: Shattered Memories — but the lack of an attack button doesn't mean it lacks any sort of gameplay depth. Rather, it does what it does extremely well, and was a fine way to spend Halloween, so far as I'm concerned.

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    2476: The Growth of the Visual Novel https://imnotdoctorwho.moegamer.net/2016/10/30/2476-the-growth-of-the-visual-novel/ https://imnotdoctorwho.moegamer.net/2016/10/30/2476-the-growth-of-the-visual-novel/#respond Sun, 30 Oct 2016 22:54:04 +0000 https://angryjedi.wordpress.com/?p=20341 When discussing my full writeup on Supipara earlier today, it occurred to me that visual novels are in a much better place here in the West than they were even a few years ago. When I first encountered visual novels — like, first first encountered them — they were like a hidden gem of the Internet. Gorgeous Japanese pixel … Continue reading 2476: The Growth of the Visual Novel

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    When discussing my full writeup on Supipara earlier today, it occurred to me that visual novels are in a much better place here in the West than they were even a few years ago.

    When I first encountered visual novels — like, first first encountered them — they were like a hidden gem of the Internet. Gorgeous Japanese pixel art, interesting stories, memorable characters and porn, all in one happy package. Naturally, despite a number of them having been officially translated by the well-established (and still standing) JAST USA, they were mostly distributed through… shall we say, questionable means. (If I remember correctly, this was still the days of KaZaA and Limewire over dial-up, well before BitTorrent became a thing.)

    I had a lot of fun with some of these early visual novels but was never quite sure if it was "acceptable" to talk about them, what with them being widely regarded as porn first and foremost. Fortunately, a number of friends and I all discovered Parsley's wonderful True Love around the same time, and found ourselves thoroughly captivated by its wide variety of different characters, its interesting stat-based gameplay and the various mini-stories each of the game's heroines got you involved with.

    Other memorable early visual novels I encountered included Ring-Out!! which was about a young girl sold into essentially sex slavery dressed up as professional (all-lesbian) wrestling for the gratification of rich, bored playboys with nothing better to do and less-than-progressive attitudes towards women. While this game's plot was a thinly-veiled excuse to have, well, lots of lesbian wrestling in lingerie, it stuck with me long after I first played it because it presented the protagonist as a very "human" character caught up in events beyond her control, not quite sure how to deal with what was essentially a horrific situation to be caught in. There were a number of different narrative paths through the game, each of which explored what might happen if the protagonist responded to her situation in different ways. Short version, though: if ever you wanted to feel really, really bad about popping a boner over some lesbians doing lesbian things, Ring-Out!! is the game for you.

    I also quite vividly remember Three Sisters Story, because although it presented you with the opportunity to bump uglies with all three of the titular sisters over the course of the narrative, doing so would cause you to suffer the indignity of a bad ending where you didn't end up with any of them after the dramatic finale. This was surprising to me, and confirmed something I already suspected: there was a lot more going on in many of these games than excuses to display lovingly-drawn images of depraved sexual acts.

    It would be a good few years before I got back into visual novels, and Japanese games in general. I typically credit Katawa Shoujo with my current interest in Japanese popular media, despite it being largely Western-developed, and by this point, discussion of visual novels — including their lewd bits — had become much more "acceptable" to many, though still not all, people.

    After Katawa Shoujo, I decided to catch up on a number of visual novels, primarily from JAST, who were still pumping them out, and a couple from relative newcomer MangaGamer. I had a great time with many of them, and still fondly look back on a number of these titles such as the gloriously silly My Girlfriend is the President and the lengthy, emotional road trip story that is Kira-Kira!

    Visual novels still hadn't quite hit the mainstream, though, and this was disappointing to me, as here was a genre of game — no, I've often argued it's a distinct medium in its own right — that was exploring subjects and themes more traditional games typically shied away from for various reasons, whether it be concerns over the subject matter itself to simply not being sure how to make a game about people just living their life actually fun and interesting to play. I wanted more people to appreciate this fantastic medium and enjoy the stories I'd enjoyed, but it remained difficult to convince many people that they were anything more than just porn, even if I cited specific examples of how they clearly weren't.

    When I look around today, I see a very different landscape. Visual novels are everywhere on Steam, and not just from Japanese developers: these days we have works from English, American, Russian, Korean authors… authors from all over the world who want to tell their story in the distinctive way that the visual novel medium allows them to. And the genre/medium as a whole has, I feel, finally hit the mainstream.

    That's absolutely delightful to see for me, as someone who was around when they were very much an "underground" sort of experience; the growth of the visual novel sector — both adult and all-ages — has been wonderful to observe, and so long as there are great stories that people want to tell, there seems to be no shortage of new experiences to enjoy.

    There's still work to be done — most notably with regard to the distribution of adults-only titles, which can't be sold on leading digital distribution platform Steam in their uncut forms, and which some companies are selling the sexual content for separately rather than simply providing a free patch or alternative download — but for the most part, we're in a much better place than we were even a couple of years ago. And, I feel, it's only going to continue to get better from here.

    Also, buy Supipara. (Read more about why you should do this here.) I want to see the other chapters released!

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    2475: Necessary Evil https://imnotdoctorwho.moegamer.net/2016/10/29/2475-necessary-evil/ https://imnotdoctorwho.moegamer.net/2016/10/29/2475-necessary-evil/#respond Sat, 29 Oct 2016 19:06:23 +0000 https://angryjedi.wordpress.com/?p=20318 I've grown to hate money. Well, that's not quite true. I like money when I have it. I hate the feeling of anxiety it gives me when I don't have it, however, especially in situations like I'm in at the moment where I'm owed a considerable amount of money (like, over £1,000) in outstanding invoices … Continue reading 2475: Necessary Evil

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    I've grown to hate money.

    Well, that's not quite true. I like money when I have it. I hate the feeling of anxiety it gives me when I don't have it, however, especially in situations like I'm in at the moment where I'm owed a considerable amount of money (like, over £1,000) in outstanding invoices from freelance work I undertook nearly two months ago.

    It's not character-building to have no money through no fault of your own; it doesn't teach important life lessons; it just plain sucks balls.

    It's exceedingly demoralising to be strapped for cash when you know you've been working hard for your pay, and said pay is nowhere to be seen for one reason or another. It makes all the effort you've put in feel like a waste. Meanwhile salaried employees waste time on a daily basis fucking around with Fantasy Football and other such shit, secure in the knowledge that they'll get their paycheck at the same time every month, come hell or high water — particularly if they're an established employee with a decent enough track record to be considered a fixture.

    I already struggle with anxiety and depression, but when money is tight, too, I just want to bury myself in a dark place and not wake up. It makes an already difficult situation feel all the more hopeless and desperate, and I'm running out of ways to cope with it.

    I quit the job I described yesterday that didn't feel like its benefits outweighed its many drawbacks — this is not the job that owes me over £1,000, I should add; rather, it was the part-time courier work I mentioned in passing a few times recently (which subsequently ballooned to an underpaid 7-day working week). I calculated that any money I would earn from it would immediately be eaten up by expenses incurred working that job, so it's simply not worth the hassle, stress and physical discomfort it causes, particularly without any opportunity for a break.

    I feel bad turning down a source of income, but if the net profit is negligible, I'm better off staying at home, saving the wear and tear on my car, not having to pay up for fuel and having the time and energy to pursue other opportunities. That's how I'm rationalising it, anyway.

    Just have to hope one of these opportunities I currently have an application in for and my fingers crossed for actually comes to something, but it's frankly rather difficult to feel hopeful right now. I guess that at least means it will be a nice surprise if anything does happen.

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    2474: Pay Your Damn Workers https://imnotdoctorwho.moegamer.net/2016/10/28/2474-pay-your-damn-workers/ https://imnotdoctorwho.moegamer.net/2016/10/28/2474-pay-your-damn-workers/#respond Fri, 28 Oct 2016 21:12:18 +0000 https://angryjedi.wordpress.com/?p=20290 One of the things I've noticed as someone who has spent more than his fair share of time looking for suitably gainful employment is the number of employers out there who undervalue their workers, expecting them to work long hours at demanding jobs for pitiful pay — and in some extreme cases, expecting them to … Continue reading 2474: Pay Your Damn Workers

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    One of the things I've noticed as someone who has spent more than his fair share of time looking for suitably gainful employment is the number of employers out there who undervalue their workers, expecting them to work long hours at demanding jobs for pitiful pay — and in some extreme cases, expecting them to work on a voluntary basis.

    The growth in the number of jobs where the people who do all the heavy lifting (literal or metaphorical) have to act as self-employed is disheartening. It's clearly a transparent, cost-cutting measure that means employers don't have to provide workers with any kind of benefits — whether it's basic things like holiday and cover for days you can't work, or more structured benefits such as pension plans, healthcare and the like — under the pretense of being more convenient and flexible for the worker.

    The above would be more acceptable if the payouts for workers were commensurate with the amount of effort (and/or physical exertion) they have to put in, but sadly more often than not they simply aren't. What you end up with are a bunch of companies who are effectively paying their workers less than minimum wage while offering them no benefits, no National Insurance contributions, no Pay As You Earn tax deductions and little to no job satisfaction.

    At the time of writing, I'm working two assignments on a self-employed basis. One of them pays a fair wage for some honest, specialised work, so I don't mind working for them in this way at all — though I do, at times, wish they'd pay me a bit sooner and provide me with enough assignments to make it a legitimate full-time job, as that would go a long way to assuaging my presently perpetual state of anxiety. The other, I'm feeling, does not feel like it has enough benefits to outweigh the drawbacks, even though it presents the prospect of more regular income. (That said, taking into account the expenses I incur while working this latter position makes said income look even more woeful than it already is.)

    I don't know. I'm just currently feeling physically exhausted and incredibly disheartened at how things have been going for me, and I don't know the best thing to do about it. The vaguely rational part of my brain tells me that sucking it up and paying my dues is the sensible thing to do, regardless of how exhausting it is and how awful a work-life balance it affords me. But the part of me that wants to not collapse and actually have time to enjoy life — even if it's with tight purse strings — suggests that the healthy thing to do, mentally and physically, might be to nip things in the bud before I get too stressed out by the whole thing.

    Goddammit, GamePro. Why'd you have to close down? I was happy working for you. Genuinely. More happy than I've ever been working any job since. All I want is to be happy and satisfied with what I do, and to be paid a fair wage for it. With every passing day, I worry more and more that I'm never going to achieve that.

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    2473: Closing Date https://imnotdoctorwho.moegamer.net/2016/10/27/2473-closing-date/ https://imnotdoctorwho.moegamer.net/2016/10/27/2473-closing-date/#respond Thu, 27 Oct 2016 17:57:24 +0000 https://angryjedi.wordpress.com/?p=20275 It is the closing date for applications for a job I'd actually quite like tomorrow. Supposedly the closing date marks the time when said job will actually start shortlisting applicants, so no-one will have heard anything back from it yet. This particular job application sticks in my mind because the process was much more than … Continue reading 2473: Closing Date

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    It is the closing date for applications for a job I'd actually quite like tomorrow. Supposedly the closing date marks the time when said job will actually start shortlisting applicants, so no-one will have heard anything back from it yet.

    This particular job application sticks in my mind because the process was much more than the usual CV and coverletter crapshoot that 95% of positions seem to require. Rather, the application process was more of a "virtual interview", with a number of questions specifically designed to let the applicant talk about the ways their skills and experience make them eminently suitable for the job.

    This strikes me as a good way of finding someone that you would actually like to work for you, because it allows the applicant much more opportunity to talk specifics about how they think they will suit the position, and it allows the employer much more opportunity to judge the applicant through specific examples rather than the usual generic rubbish people put in cover letters about being "passionate" and "enthusiastic" about things no-one in their right mind is passionate and enthusiastic about.

    I understand why the majority of positions advertise on the big sites and simply require a CV and cover letter, mind you — with the sheer number of positions each company has to fill, it would probably be impractical to 1) design a unique questionnaire for each position and 2) have someone actually go through the answers in detail rather than simply judging on the basis of a CV and cover letter — perhaps only superficially in some cases.

    That said, the organisation that is recruiting for the position I mentioned — I'm not giving specifics just yet because I don't want to jinx anything — is not exactly a small operation, and doubtless employs hundreds of people for its various roles at the very least. And if they can find the time to produce a tailor-made questionnaire specifically for the position that I've applied for, it would be nice to see other companies following suit.

    Surely it would be for the best in the long run? It's pretty easy to lie on CVs and in cover letters, whereas if you're given specific, directed questions it's a lot harder to bullshit your way through them if you don't actually have the answers. For once, I actually felt like I had the answers to the questions and could speak from a position of confidence rather than the subservient position of self-justification that I normally feel like I'm in. That made me feel pretty good about the application — though naturally it will also make me feel pretty bad if I don't get the position, because it feels like the first good opportunity that has come my way in quite a long time.

    I would like a normal life with a normal job. Instead, I'm currently working 7 days a week for peanuts doing something mind-numbingly boring and physically tiring. But I guess I should be semi-grateful, at least: peanuts is, after all, greater than zero, and I hope — I wish more than anything — that this is only temporary, and that good things will come to me soon.

    I have to hope that, because the other possibility is becoming increasingly unbearable to contemplate.

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    2472: minori https://imnotdoctorwho.moegamer.net/2016/10/26/2472-minori/ https://imnotdoctorwho.moegamer.net/2016/10/26/2472-minori/#respond Wed, 26 Oct 2016 20:42:17 +0000 https://angryjedi.wordpress.com/?p=20237 As I've noted previously, I'm going to do a full write-up on minori's kinetic novel Supipara Chapter 1 (localised by MangaGamer — if you feel like picking it up, doing so through that affiliate link gets me a few very welcome cents) at some point in the very near future over on MoeGamer, but I have to finish reading … Continue reading 2472: minori

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    As I've noted previously, I'm going to do a full write-up on minori's kinetic novel Supipara Chapter 1 (localised by MangaGamer — if you feel like picking it up, doing so through that affiliate link gets me a few very welcome cents) at some point in the very near future over on MoeGamer, but I have to finish reading it first!

    In the meantime, I wanted to take a moment to appreciate what developer minori has done with Supipara and, I believe, with their other works, which I'm yet to familiarise myself with, but which I have bumped right up the list after getting about halfway through Supipara.

    Most visual novels fall into one of two categories.

    Novel types fill the screen with a text box and narrate everything, just like a regular novel, and images appear in the background behind the text box — usually a combination of unique images for the situation, and character sprites to depict who is present or talking. Good examples of this approach include Kana Little Sister and Kira-Kira!, both of which are highly recommended if you want some compelling, character-driven stories that will make you cry your eyes out on numerous occasions.

    Adventure types look more "gamey" in that they have a smaller text window, usually at the bottom of the screen, and for the most part they unfold from first-person perspective, with characters looking "out of the screen" at you, or, more accurately, at the protagonist. Particularly important scenes are marked by "event" images that eschew the usual perspective in favour of a unique image to depict what is going on. In adults-only visual novels, the sex scenes fall into this category, but they're also used to highlight important events in character development too.

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    minori's approach is closer to the adventure type, but with a much less game-like aesthetic, more carefully crafted and directed to appear almost more like an animated movie than a typical visual novel.

    Your typical adventure type visual novel doesn't tend to shift the perspective around too much. Characters all stand in front of the protagonist, regardless of whether they're talking to him or to each other, and they all look "out" of the screen. In Supipara, meanwhile, there's a much more dynamic approach to presentation: we get different perspectives and camera angles, mostly reflecting the protagonist looking in different directions, much as you would when interacting with real groups of people, but also to highlight important moments in conversations.

    Perhaps most notably, minori isn't afraid to show the back of characters' heads, which isn't something you'd think is particularly unusual until you notice quite how much they do it. Only then does it dawn on you that no, this doesn't normally happen; the player-protagonist is normally the centre of attention, even if they aren't being directly addressed, and it's a little strange to see characters turning away from you to address other people.

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    This adds an interesting twist to the aesthetic at times, allowing you to feel like you're "standing with" a character while another addresses the pair of you. At other times, it is used to make it feel like you're walking along behind a character, or that they've turned to leave. It's a very effective touch that makes a big difference to the overall presentation.

    And that presentation is overall absolutely stunning. Supipara is without a doubt one of the most gorgeous visual novels I've ever had the pleasure of reading, and its art is animated, too. Characters blink, mouths move, poses change in the middle of utterances. It gives the whole work a huge amount of personality and makes it enormously compelling. The characters are already well-written, but seeing them acting more "human" than simple static sprites helps make them even more adorable.

    As for the story, well, I won't spoil anything for now — at least partly because I haven't yet finished it! — but it's an interesting blend between light-hearted high school slice of life and some stranger, supernatural goings-on. It has a very pleasant tone to it with some wonderful characters and a gorgeous setting that I want to spend the rest of my life in. And irritatingly catchy music.

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    Full write-up coming soon on MoeGamer, but in the meantime, pick up Supipara with confidence — both because it's a great visual novel in its own right, but also because doing so helps fund the rest of the series' development and localisation!

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    2471: Memoirs of an Ordinary Person https://imnotdoctorwho.moegamer.net/2016/10/25/2471-memoirs-of-an-ordinary-person/ https://imnotdoctorwho.moegamer.net/2016/10/25/2471-memoirs-of-an-ordinary-person/#respond Tue, 25 Oct 2016 20:44:52 +0000 https://angryjedi.wordpress.com/?p=20224 I've been listening to some audiobooks while I've been working the past few days. I've just finished Dave Gorman's Too Much Information — a work that resonated all too well with me, given my growing frustration with the cacophonous "noise" of everyday life — and have since started on Sue Perkins' Spectacles, her memoir. One thing I've often wondered … Continue reading 2471: Memoirs of an Ordinary Person

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    I've been listening to some audiobooks while I've been working the past few days. I've just finished Dave Gorman's Too Much Information — a work that resonated all too well with me, given my growing frustration with the cacophonous "noise" of everyday life — and have since started on Sue Perkins' Spectacles, her memoir.

    One thing I've often wondered over the years is whether or not there's any perceived value in the memoirs of "ordinary people" — in other words, memoirs written by people who aren't celebrities, or even those who haven't had anything seemingly noteworthy happen to them. And I'm inclined to think that there is — after all, the best celebrity memoirs are the ones that talk not about being a celebrity, but about their childhood, or formative experiences growing up, or things that they've experienced that helped make them the person they are today. Things that are relatable to the audience; things that are relatable to "normal" people.

    There's value in having a celebrity name attached, of course: someone who enjoys Sue Perkins' TV and radio appearances is likely to pick up her memoir simply because they like her, for example. But this doesn't mean her life story is inherently more valuable than anyone else's. In fact, I'd wager a guess that there are lots of people out there who have had lives far more interesting than today's celebrities have.

    In my experience, whether or not the person whose life you are reading about is famous or not is largely irrelevant; what does, on the other hand, matter is whether or not they have interesting stories to tell.

    And, well, I don’t like to blow my own trumpet too much, but I do feel I have more than a few interesting stories to tell. My life has certainly been eventful, if nothing else. This blog has occasionally dipped into memoir-esque territory, but as an idle side project, I've started writing down some of the things I remember from my past.

    I am a normal human being. Well, as normal as anyone is these days, which is to say I’m riddled with neuroses, suffer from depression, anxiety and social anxiety—two very different, but related things.

    I digress; I am a relatively normal human being. I haven’t survived some sort of unimaginable tragedy, I haven’t had to cope with a life-threatening illness or the challenges of a physical disability and the nearest I’ve come to being involved with a famous person is working in an Apple Store at the time John Cleese came in with a black credit card, proclaiming that it could “sink a bloody battleship”. I didn’t serve him, I was just there; that’s how much of a relatively normal human being I am.

    Nonetheless, Things have happened to me, much as they have doubtless happened to you, your friends and the rest of your family. These Things may not have seemed like a big deal at the time, but if you’re anything like me, you’ll have found that the strangest things stick in your memories for many years, and it seems like quite a shame to run the risk of them, at some point, being filtered out of your mind in favour of some new and ultimately useless piece of information you picked up from Wikipedia. We live in an age full of constant noise, after all, with every piece of media around us vying for our attention and threatening to fill our minds with useless dribble that might get you lots of Likes on Facebook, but which doesn’t really compare to the fond memories of your childhood.

    My memories aren’t all fond. Some of them are downright painful or embarrassing, and some of them, to this day, still make me feel overwhelmingly negative emotions such as anger or grief. It’s healthy to share such memories, though; otherwise, they just get bottled up inside, and, over time, you run the risk of them overflowing and forcing you to, I don’t know, run naked through a shopping centre with a chainsaw in each hand singing Stairway to Heaven. Or, you know, something.

    With all that in mind, then, writing them down in some form seems like a reasonable idea.

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    2470: The Not-Games https://imnotdoctorwho.moegamer.net/2016/10/24/2470-the-not-games/ https://imnotdoctorwho.moegamer.net/2016/10/24/2470-the-not-games/#respond Mon, 24 Oct 2016 21:38:32 +0000 https://angryjedi.wordpress.com/?p=20179 There seems to be a perpetual struggle in the world of video game enthusiasts to define exactly what is and is not a game. At the head of this nontroversy is Fullbright Studios' Gone Home, a first-person interactive story where you walk around a house sans its inhabitants, piecing together a number of different plot threads scattered … Continue reading 2470: The Not-Games

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    There seems to be a perpetual struggle in the world of video game enthusiasts to define exactly what is and is not a game.

    At the head of this nontroversy is Fullbright Studios' Gone Home, a first-person interactive story where you walk around a house sans its inhabitants, piecing together a number of different plot threads scattered around the place, some of which are more explicit than others — and some of which are handled better than others. I liked Gone Home, but I felt like its "main" story — the one that lets you "finish" the game when you reach its ultimately rather mundane conclusion, despite what it has built you up to expect — was by far its weakest aspect, with much more interesting things going on through the "unspoken" stories: the bottle of whiskey hidden on top of a bookcase; the condoms in a drawer; the documents lying around the place.

    To some people, Gone Home isn't a game, much as similar games in the genre that has become semi-derisively known as "walking simulator" aren't considered games either. Dear Esther, The Stanley Parable, Everybody's Gone to the Rapture, and others like them: all too many people are far too hung up on the rather dull question of whether or not they are actually a game rather than unpacking the dense, interesting narratives that each of these experiences feature.

    For some reason, visual novels appear to largely escape this sort of discussion, despite being less interactive than a walking simulator. In your average visual novel, you click through reams of text for hours and hours and hours and occasionally make a choice. In a particular subset of the visual novel called the kinetic novel, you don't even make any choices: you just read and read and read, and then it's over with you not having actually done anything.

    Even these almost entirely non-interactive affairs don't seem to get lambasted in the same way as Gone Home and its ilk, though, despite arguably being less of a "game" than something that has a 3D engine, WSAD movement controls and mouselook. In fact, even some of the most well-regarded games in the genre — The Fruit of Grisaia is the most prominent that springs to mind — only have maybe one or two meaningful choices to make in the whole game, with each acting as a fairly transparent means of setting a flag as to which character's route you're going to follow, and whether your get their Good or Bad ending.

    I wonder why this is? Is it subject matter? No, I don't think so, because while, say, Gone Home has its narrow-minded detractors for being "progressive" — I think the statute of limitations is probably up on it by now and we can say its main story is actually about a young lesbian couple running away together — there are certainly plenty of well-regarded visual novels out there that deal sensitively with homosexuality, both male-male and female-female.

    Is it about artistic intent and the overall "honesty" of the work? Perhaps. Titles such as Everybody's Gone to the Rapture often draw ire for being "pretentious" and, while I enjoyed all of the titles I've mentioned thus far, it's kind of hard to argue with that label. Everybody's Gone to the Rapture in particular feels very much like a case of "let's make this as arty and confusing as possible" before kind of running out of steam in its final moments and getting just a bit too silly and implausible. Dear Esther suffers from a similar problem, deliberately mixing a number of different narratives together — with some randomisation in the mix, too — to try and obfuscate what the whole damn thing is actually about for as long as possible. The Stanley Parable, meanwhile, completely runs with this and knows exactly what it is doing, laughing along with the player at every opportunity, too.

    Contrast with a visual novel, such as the one I'm currently reading/playing: Supipara, by minori. Supipara is a kinetic novel: there are no choices whatsoever. Yet it's charming, compelling and addictive purely by virtue of its beautiful presentation, likeable and mysterious characters and intriguing premise that blends the mundanity of a slice-of-life tale with elements of the supernatural.

    At no point does Supipara let any part of itself run away or overwhelm the rest of it. Its supernatural elements are incorporated honestly and without attempts to obfuscate or explain them away as quickly as possible, hoping we won't notice — Life is Strange, I'm looking at you. It just is what it is, and it invites you to judge it on that basis. There's no need to critically analyse it just to understand what the fuck happened in it — though this isn't to say there isn't value in applying some literary theory to unpack the various subtexts and themes in it — and thus it can be enjoyed on a number of different levels without Dear Esther's implicit suggestion that "you must be this smart to enjoy this ride".

    I don't have an answer to the question "is [x] actually a game?" because your definition of "game" will doubtless be different from mine. Ultimately it doesn't really matter, anyway; the only thing you should be asking yourself when engaging with a piece of interactive entertainment — regardless of how interactive — is, quite simply, "is this a good use of my time?" If yes, great. If no, maybe put it down and try something else instead, while acknowledging the fact that some people might enjoy it more than you. There's really no need for the bitter arguments that have ensued since technology has allowed developers to get a bit more "artsy" with their creations.

    Supipara is great, by the way. I'm going to do a full write-up on MoeGamer in the near future once I've read the whole thing, but for now I'll say it's one of the most beautifully presented visual novels I've ever seen, has a compelling, if low-key story, and some grade-A waifus. And what more, really, do you need to have a good time of an evening?

     

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    2469: OK Google https://imnotdoctorwho.moegamer.net/2016/10/23/2469-ok-google/ https://imnotdoctorwho.moegamer.net/2016/10/23/2469-ok-google/#respond Sun, 23 Oct 2016 21:46:55 +0000 https://angryjedi.wordpress.com/?p=20165 With the courier work I've been doing for the past few days, I've been relying heavily on Google Maps for navigation around the area, and I've been discovering the benefits of voice controls — it's much easier to simply say "take me to…" and Google work it out for you than to type in a … Continue reading 2469: OK Google

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    With the courier work I've been doing for the past few days, I've been relying heavily on Google Maps for navigation around the area, and I've been discovering the benefits of voice controls — it's much easier to simply say "take me to…" and Google work it out for you than to type in a postcode using Android's cumbersome and clumsy keyboard.

    I've actually been pretty impressed with the accuracy of the voice recognition, since it even recognises non-standard words such as street names without too much difficulty, and it uses your location to make an educated guess at which one of the many Alder Roads in the world you might have actually wanted to go to. I counted only two hiccups in an entire day's work: one when it wanted to send me to Hedge End (which is the other side of the Southampton conurbation to where I was working) and one when it wanted to send me to Birmingham. Granted, one of those mistakes was pretty large, but given that it understood me on all the 50+ other occasions throughout the day, I think I can forgive it.

    I find myself wondering if voice recognition will actually become particularly widespread or accepted. Apple now includes Siri with Mac OS as well as iOS, Microsoft has Cortana in more recent revisions of its operating systems, Google seems keen to bake voice recognition into Android and all its services and even my TV will let you talk to it. The technology is certainly there and seems to work reasonably well in most cases — certainly considerably better than it did even just a few short years ago — but it's still painfully awkward to use, particularly if you're in an environment where there are other people around you. And while I've seen the benefit of being able to shout at my phone while I'm in my car, I don't see the same benefit from talking to my computer, TV or games console when its physical controls are right there and allow me to complete the task I want to complete just as quickly "manually".

    I think we're still lacking a certain degree of artificial intelligence necessary to make voice activated technology truly useful, worthwhile and ingrained in society. The aim, presumably, is to have something along the lines of Computer in Star Trek, where you can say pretty much anything to the voice activated computer and it will successfully parse what you say (within reason) and perform any task from turning the lights on to inverting the phased magnetic resonance coils into a Gaussian feedback loop. Specify parameters.

    I wonder whether that's something that is truly desirable, though. Is it really more convenient to be able to vocalise something you want your computer to do? It probably is for those who aren't as computer-literate, but then there's still a chunk of the population who don't use computers or mobile phones at all. A shrinking chunk, admittedly, but a chunk nonetheless, and I'm not sure fully voice-capable hardware — which will probably still be on the expensive end of the spectrum — will convert that sort of person into being a believer in technology.

    Still. "OK Google" helped me find my way around today, and that, at least, impressed me. Perhaps I'll discover more interesting uses of it in the future.

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    2468: Empathy https://imnotdoctorwho.moegamer.net/2016/10/22/2468-empathy/ https://imnotdoctorwho.moegamer.net/2016/10/22/2468-empathy/#respond Sat, 22 Oct 2016 20:42:00 +0000 https://angryjedi.wordpress.com/?p=20146 While I've worked a number of crap jobs over the years, one positive thing that I do feel I have taken from each and every crap job is a sense of empathy: a feeling that yes, I understand how people who do this every day have it. Consequently, I find it pretty hard to get mad … Continue reading 2468: Empathy

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    While I've worked a number of crap jobs over the years, one positive thing that I do feel I have taken from each and every crap job is a sense of empathy: a feeling that yes, I understand how people who do this every day have it.

    Consequently, I find it pretty hard to get mad at people who are just doing their job, sometimes with all manner of obstacles not of their own making in the way.

    I try and extend this attitude to everything about life, even those jobs that I haven't directly done myself; I know what it's like to have to pay your dues (and indeed am continuing to pay my own dues in the hope that something actually good will happen one day) and, as such, don't get mad when my order in a restaurant is late, or if a package doesn't arrive on time, or if someone in customer service isn't able to help me on this particular occasion.

    This doesn't mean I blindly forgive, obviously; if someone has clearly fucked up somewhere then I'd expect them to be suitably apologetic about it. But the reason for them fucking up in the first place? I might be able to understand that, whether it's working long hours, working for pay well under what you deserve for challenging, demanding work or having to meet increasingly unreasonable targets from the higher-ups in the company who are completely out of touch with the man on the figurative street.

    I like to think this is a generally positive quality in myself, and it's also one thing that keeps me hanging on when times are tough such as they are at the moment. If nothing else, I am developing "life experience", coming to understand how all manner of different people experience the world and what they have to put up with from Joe Public.

    Joe Public can be an asshole.

    Joe Public can, however, also be appreciative of someone who goes out of their way to help them, or someone who does their miserable job with a smile on their face, or someone who simply has a kind and friendly word to share.

    I try and fall into the latter category whenever possible, even when it's tough to do so. To date, my attempts have usually been successful, and even, in a couple of instances, have defused situations of high tension that have arisen for usually stupid reasons.

    I derive a small degree of comfort from the fact that every time I do this, I am helping to develop myself as a decent human being. I derive somewhat less comfort from the fact that having empathy for other people is, unfortunately, not a particularly marketable or profitable skill — at least not without expensive training to forge that raw material into something a bit more tangible.

    My faith in myself may be at an all-time low thanks to being kicked around repeatedly by all and sundry over the years, but at least I still have this to hold on to, I guess. It's something. Not much, but it's something.

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    2467: Encylopaedia Eorzea https://imnotdoctorwho.moegamer.net/2016/10/21/2467-encylopaedia-eorzea/ https://imnotdoctorwho.moegamer.net/2016/10/21/2467-encylopaedia-eorzea/#respond Fri, 21 Oct 2016 17:43:38 +0000 https://angryjedi.wordpress.com/?p=20110 I'm going to do a more detailed write-up on this over on MoeGamer when I've read and thoroughly digested everything in this massive tome, but I thought I'd give some initial thoughts here. Encylopaedia Eorzea is here! Yes, for a long time the Final Fantasy XIV team had been suggesting that a lore book might be on the cards, and … Continue reading 2467: Encylopaedia Eorzea

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    I'm going to do a more detailed write-up on this over on MoeGamer when I've read and thoroughly digested everything in this massive tome, but I thought I'd give some initial thoughts here.

    Encylopaedia Eorzea is here! Yes, for a long time the Final Fantasy XIV team had been suggesting that a lore book might be on the cards, and at FanFest last week, it was finally revealed. It was put up for sale at the start of this week and seemed to develop a waiting list very quickly; fortunately, I managed to get in early and snag a copy.

    £34.99 gets you a formidable hard-backed book over 300 pages in length, printed on gorgeous thick, parchmenty paper and presented in full colour. The book is heavy enough that it would probably do some damage if you smacked someone with it — and you all laughed at Arcanist, Summoner and Scholar's auto-attack!

    The tome as a whole is split into eight different "books", each dealing with a different aspect of Eorzean lore.

    The first, and shortest, concerns "the basics" of the planet Hydaelyn and what makes Her tick, including geography, the relationship between Hydaelyn's light and Zodiark's darkness, the Twelve gods in the Eorzean pantheon, and the basics of "aetherology" — the underlying (fictional) science of how the elements interact with one another to create life, magic and other effects.

    The second, and one of the longest, concerns Hydaelyn's history, reflecting on the world's cycle of Astral and Umbral eras, with the latter's arrival being heralded by a Calamity of some description — each elementally themed in the case of the first six, and the seventh (used as the initial story catalyst for A Realm Reborn) covering all elements in the sheer magnitude of its disaster. This book is particularly interesting because it gives some background reading on the mysterious ancient civilisations of the Amdapori, the Mhachi and the Allagans, all of whom are explored to a certain degree in the game itself. It also provides a good primer of the storyline for Final Fantasy XIV 1.0, which is no longer playable, but which is concluded through A Realm Reborn's cycle of raid dungeons, The Binding Coil of Bahamut, The Second Coil of Bahamut and The Final Coil of Bahamut.

    The third book provides a primer on the different people of Eorzea and where they came from. It only explores the playable races of Hyur, Elezen, Lalafell, Miqo'te, Roegadyn and Au Ra — those hoping for some information about the Padjali or a hint as to whether or not we'll ever see Viera in the game will have to keep theorycrafting.

    The fourth book is the longest and concerns the geography of Eorzea, including all the zones from A Realm Reborn and Heavensward as well as short look at Ala Mhigo (subject of the upcoming expansion Stormblood) and the Garlean Empire (recurring villains).

    The fifth book concerns Hydaelyn's "servants", and explores the various characters that you come into contact with throughout the game, right from the main "protagonists" the Scions of the Seventh Dawn to the recently introduced Warriors of Darkness. This section also includes information about groups involved in sidequests in the game, too, such as Hildibrand's Agents of Inquiry, the organisation NOAH who spearheaded the investigation into the Crystal Tower and a section entirely devoted to more minor NPCs such as those who served as the face of the Relic quests, and poor old Edda, who has had a rough ol' time of it both during life and in death.

    The sixth book looks at Hydaelyn's "disciplines" — in other words, the playable classes in the game. Interestingly, the book makes no mention of the base classes on which the more familiar "Jobs" are based; the focus is entirely on the higher-level incarnations of the Jobs.

    The seventh book concerns Hydaelyn's "burdens" — the various beast tribes of the realm, and the Primals associated with each of them. This section also looks a little at as-yet underexplored groups such as the gigants, as well as the eikons of the Warring Triad, which we're halfway through the story for in the game at the time of writing.

    The eighth and final book is a bestiary of monsters from around the realm, divided into the various "-kin" categories. It also incluides a look at voidsent, elementals and chimeras.

    There is a lot of information in this book, and it's presented in a clear, enjoyable to read manner. The thing I've found most beneficial about it is that it provides a good summary of the various storylines that have unfolded during the game since its launch; this is several years ago now, so it's not surprising that some details may have slipped many players' memories! The lore book acts as a good reference guide for those who may have forgotten some of the finer details.

    Above all, though, Encyclopaedia Eorzea is clear evidence that the team behind Final Fantasy XIV have built more than just a game. They've truly built a world for people to inhabit, which has its own history leading up to today, as well as many more stories yet to tell. And if you flip through it's pages, you'll understand just why so many people still like to call Eorzea home.

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    2466: Mess With the Bull, You Get the Wang https://imnotdoctorwho.moegamer.net/2016/10/21/2466-mess-with-the-bull-you-get-the-wang/ https://imnotdoctorwho.moegamer.net/2016/10/21/2466-mess-with-the-bull-you-get-the-wang/#respond Fri, 21 Oct 2016 16:32:29 +0000 https://angryjedi.wordpress.com/?p=20088 [This should have posted yesterday but didn't for some reason.] Been playing some more Shadow Warrior 2 and the more I play it, the more I like it. It's certainly quite a different experience to its predecessor in that it's not a case of "always moving forwards", like in more traditional first-person shooters. Rather, each of the … Continue reading 2466: Mess With the Bull, You Get the Wang

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    [This should have posted yesterday but didn't for some reason.]

    Been playing some more Shadow Warrior 2 and the more I play it, the more I like it.

    It's certainly quite a different experience to its predecessor in that it's not a case of "always moving forwards", like in more traditional first-person shooters. Rather, each of the missions you embark on takes place in a huge open-plan zone with lots of different routes through, around, over and under various obstacles. There's an element of light randomisation to the environments, so they're never quite the same each time you play, but there's enough "handcraftedness" about each of them that they don't feel like the rather drab, lifeless environments of something that is completely randomly generated.

    The thing that makes Shadow Warrior 2 a real joy to play is how agile protagonist Lo Wang is. He was pretty agile in the first game, but the sequel kicks it up a notch. He can double-jump, pull himself up onto ledges, sprint and "dash" a short distance in any direction, even in the air. All of these different ways of getting around make the game very much feel like a first-person character action game rather than a simple-first person shooter.

    One thing I've been really enjoying is that you can build Wang to focus on the type of gameplay you enjoy. If you particularly enjoy getting up close and personal with enemies — and with Shadow Warrior's excellent first-person melee combat, who wouldn't? — it's possible to equip him with items that boost his melee damage in exchange for some of his ranged damage. Then you can load him out with a variety of different short-range death implements, plug three attachments into each one for specialised situations — one for each element is a good start — and you have an unstoppable killing machine, particularly if you beef up his melee skills such as Sting (charge forwards, do a massive amount of damage) or Vortex (a spinning attack on the spot).

    As I noted the other day in my first impressions, Shadow Warrior strikes an excellent balance between this sort of stat-tweaking typically found in a more conventional RPG, and the pure thrills of a fast-paced first-person shooter. The lack of enemy levels means that you'll never reach a point where a rocket launcher does negligible damage to an enemy; instead, you simply start encountering more varied and fearsome foes as you progress through the game, at which point you might want to consider starting to use some of your more powerful weapons.

    You're not obliged to, though, and that's nice. If you want to play through the whole game with "Lil' Wang", his starting katana, you can. If you want to completely ignore the attachments system, you can. If you want to ignore melee combat and play it as a shooter, you can — there are plenty of different guns to enjoy. And the various unlockable skills and powers you obtain over the course of the game enable you to build Wang in a variety of different ways.

    And this isn't even touching on the script, which manages to balance laugh-out-loud humour with some genuinely dramatic moments, much as its predecessor did. It's delightful in its political incorrectness; a real thumbing of the nose to the perpetually offended who, let's face it, probably weren't ever going to play a game like this anyway. And the main story itself is compelling enough to keep you playing, with a veritable encyclopaedia of background reading available in game to flesh out the world and characters.

    Shadow Warrior has well and truly grown up. Shadow Warrior 2 is, without a doubt, one of the most enjoyable games I've played for a while, and I hope it receives the recognition — and sales — it deserves.

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    2465: Keijo!!!!!!!! https://imnotdoctorwho.moegamer.net/2016/10/19/2465-keijo/ https://imnotdoctorwho.moegamer.net/2016/10/19/2465-keijo/#respond Wed, 19 Oct 2016 13:37:42 +0000 https://angryjedi.wordpress.com/?p=20047 I watched the first episode of a new anime called Keijo!!!!!!!! today. This is an anime that I became aware of after Kotaku did one of its sadly predictable outraged articles about, dubbing it "deplorable". (After that, a number of people I know actually watched it, and had good things to say about it.) "I don’t care that … Continue reading 2465: Keijo!!!!!!!!

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    I watched the first episode of a new anime called Keijo!!!!!!!! today. This is an anime that I became aware of after Kotaku did one of its sadly predictable outraged articles about, dubbing it "deplorable". (After that, a number of people I know actually watched it, and had good things to say about it.)

    "I don’t care that it’s well-animated," writes the apparent latest "name to avoid" on Kotaku, Cecilia D'Anastasio. "I don’t care that the women have discernible personalities—no cookies for you. It is beside the point that Keijo!!!!!!!! was previously a manga. It could have died in obscurity. Now it’s on Crunchyroll."

    But what has got this angry young woman so infuriated? Well, here's the premise: Keijo is a fictional sport somewhat akin to sumo wrestling, only on platforms floating on water. The aim of a Keijo match is to be the last one standing; if you fall into the water or touch the platform with anything other than your feet, you lose. It is a contact sport, but you are only allowed to touch other competitors with either your arse or your chest. In other words, it's Dead or Alive XTreme's "Butt Battle" taken to the next level.

    Keijo!!!!!!!! is a sports anime through and through, focusing on protagonist Nozomi as she strives to realise her dreams and be the best at a sport she has come to love. Like most sports anime, there's a heavy element of exaggerated action in there, with the Keijo battles themselves incorporating all sorts of physically improbable/impossible stunts, including a girl who is so fast she can smack people in the jaw with her arse and knock them out before they even have time to react to her presence.

    I've only seen the first episode so far, but it's already clear that each of the cast members introduced are there for different reasons. Nozomi is there as the typical "underdog" that we're supposed to root for through the series, and she's a likeable, spunky character that sits well in the lead role. Besides her, we have the older woman that everyone looks up to, the "rival", the clumsy idiot, the shy one (who is inevitably going to "snap" at some point, since she was already showing signs of it when Nozomi got a bit too close for comfort in this episode) and plenty of others besides.

    There's a wide variety of different personality types on display — and a wide variety of body types, too, unusually for anime that focuses on female characters. Nozomi is relatively "normal" in stature; her best friend is small but with a formidable butt; her comrade from trials is a tall, muscular young woman and their instructor — dubbed "The Siren" — is a rather portly mature woman who would doubtless be a formidable opponent in a Keijo match; the first episode ends just as Nozomi and her classmates are preparing for their first training session with her.

    Inevitably, given the subject matter, there's a fair amount of fanservice going on, but any lingering boob or booty shots come during the Keijo matches themselves, which kind of makes sense, given that's where the "action" is, so to speak. Outside of the Keijo matches, we get to know the girls themselves and see that, so far, they all appear to be well-defined, likeable characters that I'd certainly like to know more about.

    Keijo!!!!!!!! may not be an entirely original concept — aside from the fictional sport that it's themed around, the show seems to follow the standard "sports anime" formula fairly closely — but it proceeds with style, charm and so many likeable characters that I find myself wondering quite how joyless you have to be to dub it in any way "deplorable".

    But then, if you read D'Anastasio's article you'll see that the sort of person who does think Keijo!!!!!!!! is "deplorable" isn't exactly the sort of person who seems willing to even attempt to engage with it or see what's really going on. Much easier to judge it purely on its premise than to actually do some research, after all.

    Sigh. One day we'll have "critics" who actually care about their jobs… maybe.

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    2464: The Palace of the Dead (Savage) https://imnotdoctorwho.moegamer.net/2016/10/18/2464-the-palace-of-the-dead-savage/ https://imnotdoctorwho.moegamer.net/2016/10/18/2464-the-palace-of-the-dead-savage/#respond Tue, 18 Oct 2016 23:27:29 +0000 https://angryjedi.wordpress.com/?p=20009 Final Fantasy XIV's patch 3.45 is coming in early November, and bringing with it an additional 150 floors to the game's current Deep Dungeon, The Palace of the Dead. I am excited. Palace of the Dead is a great piece of content that I'm pleased has remained popular since its launch. It flips most of the … Continue reading 2464: The Palace of the Dead (Savage)

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    Final Fantasy XIV's patch 3.45 is coming in early November, and bringing with it an additional 150 floors to the game's current Deep Dungeon, The Palace of the Dead. I am excited.

    Palace of the Dead is a great piece of content that I'm pleased has remained popular since its launch. It flips most of the conventions of MMOs on their head and provides something different for people to do, with meaningful rewards and a decent shot of experience points for those levelling alt classes.

    Palace of the Dead, in case you're unfamiliar, is a 50-floor dungeon that you tackle in blocks of 10 floors at a time, with a boss on each 10th floor. Each floor consists of a number of rooms arranged in a randomised layout, with an exit portal in one room and a resurrection gizmo in another for if things happen to go south and you don't have a healer. Both of these things are inactive at the start of a floor, so you have to kill enough enemies to turn them on before they can be used.

    Some rooms have treasure chests and occasionally monsters drop them too. These come in three different varieties: bronze chests hold consumable items such as Phoenix Downs to resurrect fallen comrades and potions to heal HP; silver chests have a chance to upgrade either your weapon or armour (with the chance getting smaller as they get more powerful) up to a maximum of +30; gold chests reward you with "Pomanders", which are items that have immediate beneficial effects such as increasing your damage, turning all enemies in the nearby vicinity into chickens or frogs, temporarily transforming you into a manticore or removing all the hidden traps on the current floor.

    In the last major patch, the Accursed Hoard was also added to Palace of the Dead; these are hidden treasures that have a chance of spawning on each floor. Standing on a spot where a Hoard is hidden reveals it, and if you successfully clear the block of 10 floors, you get one sack per Hoard you found, each of which contains a randomly drawn item from what seems like quite a large selection, ranging from the useless (fireworks) to the very useful (grade V materia) via formerly expensive glamour items.

    The thing I like about Palace of the Dead is it takes almost everything the rest of Final Fantasy XIV established in terms of gameplay and throws it out of the window. Item level doesn't matter, stats don't matter and even conventional party composition (one tank, one healer, two damage-dealers) doesn't matter. There's some variation in individual performance according to the upgrade level of your aetherpool gear (which you can only use in Palace of the Dead until it reaches its fully upgraded level of +30, at which point it can be exchanged for a level 60, item level 235 weapon that you can use in the rest of the game) and your character level in Palace of the Dead (which is different to your character level in the rest of the game; you level up at a considerably accelerated rate in the dungeon, but have to reset to 1 every time you restart from floor 1) but otherwise, how well you do in there is entirely down to how well you know how to play your class.

    It's interesting to see people realising this for the first time. You can't just ignore mechanics in Palace of the Dead because it's literally impossible to outgear it. You can't stand in area-effect attacks and soak the damage because, again, you can't outgear it. And you can't pull 30 enemies at once and hope to survive because, you guessed it, you can't outgear them. It's all about careful use of your abilities, consumable items and the Pomanders; you have to be constantly aware of the situation of both yourself and your party members, as an unfortunate mistake could lead to a wipe — and if you wipe in Palace of the Dead, you fail that set of floors immediately and have to start again from the last "checkpoint" you reached. (This is particularly heartbreaking if you reach the final boss on floor 50 with 5 Accursed Hoards in your pocket and then wipe because you forgot to pay attention to mechanics.)

    The reason I'm looking forward to Patch 3.45 is that it promises not just more of Palace of the Dead, but that its last 100 floors in particular will be very difficult. And not "very difficult" in the sense that the current Savage raids are very difficult — i.e. they get quite a bit easier if you take the time to buff up your gear level — straight up difficult in that you'll have to pay attention, dodge shit and play your class effectively, perhaps in an unconventional party formation.

    I'm interested to see quite how they're going to make it difficult. People have been clamouring for difficult ("Savage") four-player content for quite some time now, and Yoshi-P and the team specifically said during the last Live Letter that the lower 100 floors of Palace of the Dead were designed to be just that. What I find particularly interesting is that this is (hopefully) super-difficult content that you don't need to have spent ages preparing to be ready for, because your gear level when you go in doesn't matter; everyone in the entire game, assuming they have Palace of the Dead unlocked (which they can do as early as level 17 rather than having to reach the current cap of 60), has the potential to be a "world first" clear, which is something that has never happened before. Previous "world firsts" in the game were by raiders who were at the absolute top of their game with the best possible gear available, so in most cases it was fairly predictable who the acclaim would go to. With this, however, the title is anyone's.

    I'm also intrigued by the proposed ranking system and how it works, since that hasn't been explained in much detail before. We know that there will be rankings for both individuals and parties, and that rankings are stratified by class/job, but we don't know exactly what causes you to score the "points" that determine your place on the rankings. Progress through the floors is a given — the mockup leaderboards we saw during the Live Letter displayed both the floor the characters had got to and their score — but what else will contribute to it? Clear time? Damage done? Kills? Accursed Hoard finds? Treasure chests looted? All of the above?

    If they handle this properly, Palace of the Dead has the potential to become an enormously compelling metagame in its own right within the wider context of Final Fantasy XIV, not to mention a great way to learn and level alt classes that you perhaps haven't used much before. I'm very much looking forward to challenging the lower floors of this Deep Dungeon, and hope that it provides a suitable alternative to raiding for those who seek a challenge but perhaps don't have a group, have difficulty getting everyone together at the same time, or simply aren't geared enough.

    I guess we'll see soon enough! (Also, I really want to see what happens when you sit on that bench…)

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    2463: You Can't Win Them All https://imnotdoctorwho.moegamer.net/2016/10/18/2463-you-cant-win-them-all/ https://imnotdoctorwho.moegamer.net/2016/10/18/2463-you-cant-win-them-all/#respond Tue, 18 Oct 2016 01:24:18 +0000 https://angryjedi.wordpress.com/?p=19976 "You can't win them all" is one of those platitudes we hear numerous times throughout our lives. In childhood, it's used as a means of attempting to stop the inevitable crying after we lose a game against a sibling or fail to achieve something we really wanted to achieve. And in adulthood, it's used in … Continue reading 2463: You Can't Win Them All

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    "You can't win them all" is one of those platitudes we hear numerous times throughout our lives. In childhood, it's used as a means of attempting to stop the inevitable crying after we lose a game against a sibling or fail to achieve something we really wanted to achieve. And in adulthood, it's used in circumstances ranging from the loss of a job to the end of a relationship.

    And yet I feel it's a saying that a lot of people these days seem to have forgotten.

    Today I've been playing a game called Delicious! Pretty Girls Mahjong Solitaire which, as I said in my writeup on MoeGamer earlier, is exactly what it sounds like. I've been having a lot of fun with it; mahjong solitaire is one of those simple-but-challenging things that I find enormously addictive, and Delicious! certainly likes to slap you around a bit with its various tile layouts. But that's all part of the fun, as is the case with pretty much any non-free-to-play-garbage puzzle game produced since the dawn of computing: the fact that victory always seems attainable, yet is often just beyond your grasp is what makes these experiences so enjoyable, exciting and addictive.

    And yet, glancing at the Steam reviews and discussion pages, the most common complaint people seem to have about the game is that "it's too hard". The timer's too quick. The game gives you too many "unwinnable" layouts. In other words, it doesn't let you win every time. (A similar swathe of criticism was levelled at Frontwing's excellent ecchi puzzler Purino Party.)

    "Victory" is something that people the world over seem to think they have become entitled to, with the fact that whenever you're doing anything competitive, the possibility of losing is what makes it competitive in the first place. You see it everywhere: in the Delicious! forums, where players complain that they have to keep trying levels until they get it right; in Final Fantasy XIV, where people vote to abandon a duty after the first party wipe rather than helping newcomers or people who aren't as familiar with the fights; in Overwatch, where someone will rant and rave at their team if they lose, completely ignoring the fact that there's always the possibility that you are, you know, simply outmatched.

    It's hard to say exactly where this attitude comes from, but it seems firmly ingrained in society now, and repeatedly reinforced by lots of things that we do, particularly online with the growth of "gamification". "Well done!" everything seems to say, showering you with points, levels and achievements and inevitably begging you to "share" everything on social media. "You used this thing for the thing it was designed to do!"

    People often joke about school sports days that don't have winners any more, but I've seen it happen: kids getting "participation trophies" even if they did the bare minimum. I've also seen "Celebration Assemblies", in which children get certificates for everything from getting 100% on a spelling test to — I'm not joking about this — sitting still in their chair for a whole lesson. This continues into adult life, too; at work Christmas parties, there's the inevitable cringeworthy "awards" ceremony, where whatever "lol, so random" douchebag who organised the whole debacle dishes out a series of completely arbitrary awards to ensure that everyone gets recognised for something, even if that thing is "drinking lots of coffee" or "being able to spell".

    Failure is what makes experiences like games fun and exciting. If you win every time, you devalue the concept of winning until it is completely meaningless, and nothing feels worthwhile any more, which means you start to crave — or expect — more and more positive reinforcement with every passing day, and get annoyed or upset when your every whim isn't catered to, or things don't go the way you expect them to.

    Me, I've had my fair share of failure, but every time I get a TIME'S UP or NO MORE PICK [sic] I just hit the Retry button, give it my best shot and eventually I might actually succeed.

    Now, if only it were that easy to pick yourself up and start again after a repeated series of failures in life as well as games.

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    2462: I Don't Need Any More Tutorials or Updates https://imnotdoctorwho.moegamer.net/2016/10/16/2462-i-dont-need-any-more-tutorials-or-updates/ https://imnotdoctorwho.moegamer.net/2016/10/16/2462-i-dont-need-any-more-tutorials-or-updates/#respond Sun, 16 Oct 2016 21:28:27 +0000 https://angryjedi.wordpress.com/?p=19955 I was out today, making heavy use of my phone to assist with some part-time courier work I've picked up recently. At some point during the day, the Google Maps app updated, at which point it felt the need to give me a tutorial. Nothing, so far as I can tell, has changed in the … Continue reading 2462: I Don't Need Any More Tutorials or Updates

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    I was out today, making heavy use of my phone to assist with some part-time courier work I've picked up recently. At some point during the day, the Google Maps app updated, at which point it felt the need to give me a tutorial.

    Nothing, so far as I can tell, has changed in the Google Maps app since its last iteration, so quite why it felt the need to deliver an irritating and persistent tutorial is beyond me.

    Google Maps isn't the only app to do this. Pretty much any "productivity" app on mobile these days feels the need to bore you with a pointless (and often non-skippable) slideshow before you can start using it — even in the most simplistic apps.

    I get why these tutorials are put in there — it's to cater to stupid people and/or the technologically disinclined, who might not be familiar with the conventions of interface design. But they should be skippable. And if the app has clearly been on the device — and used heavily — prior to the latest update, it should automatically skip the tutorial by default.

    And while we're on, I can do without pointless, unnecessary updates, too, even though App Store, Google Play and Steam reviewers seem to think that they're essential to an app or game remaining useful and/or fun. (These people never lived through an age where your word processor came on a floppy disk, and that was it, no more updates unless you shelled out for a new version.) These people are the reason why we get stupid, idiotic revamps to things that worked perfectly well the way they did before, like Twitter and Google Hangouts.

    The latter is one I find particularly irritating, particularly in its Chrome extension incarnation. Previously, the Chrome extension was a discreet little affair that took the pop-up Google Hangouts interface from GMail and rendered it in an "always on top" version that could sit on your desktop — tucked away when you didn't need it, yet just a mouseover away when you did.

    Now, however, it's in its own separate window for no apparent reason — a window that opens up every time you start Chrome, whether or not you have new messages to read — and, presumably in an attempt to "look like Android", it has one of those annoying mobile-style "drawer" menus on the left. These are fine on mobile as they're built to be usable with a touch interface, but on the big screen they're clumsy and unnecessary. I honestly don't know why we don't still use drop-down menus any more; they may look boring, but they work. At least Mac OS still uses drop-down menus for most apps, though Office for Mac still has that horrible "Ribbon" thing at the top instead of the old-school toolbar from early versions of Office.

    Updates are fine when they add something meaningful: look at something like Final Fantasy XIV, which adds meaningful new content with every major version number update. But when they're change for change's sake — like Hangouts' new format, and Twitter's insistence on reordering your timeline even when you have repeatedly asked it not to — they're just annoying. And, moreover, that inexperienced audience the developers were hoping to capture with their tutorials will likely end up being turned off by having to "re-learn" their favourite app every few weeks.

    And don't even get me started on the three system restarts I did the other day, with a notification that there were new Windows updates available every time. At least I managed to excise the cancer that is the Windows 10 nag prompt, so I should be grateful for small victories, I guess.

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    2461: Gratuitous Self-Promotion https://imnotdoctorwho.moegamer.net/2016/10/15/2461-gratuitous-self-promotion/ https://imnotdoctorwho.moegamer.net/2016/10/15/2461-gratuitous-self-promotion/#respond Sat, 15 Oct 2016 21:33:32 +0000 https://angryjedi.wordpress.com/?p=19905 Hey, you. If you're reading this, chances are you know me in some capacity or another, either online, offline or perhaps both. You may even follow this blog on a semi-regular basis, in which case thank you very much for enduring my directionless rambling. Some of you may not be aware that I have another … Continue reading 2461: Gratuitous Self-Promotion

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    Hey, you. If you're reading this, chances are you know me in some capacity or another, either online, offline or perhaps both. You may even follow this blog on a semi-regular basis, in which case thank you very much for enduring my directionless rambling.

    Some of you may not be aware that I have another site, however; one with a bit more "structure" to its content, but also with a regular posting schedule. Some of you may already be aware of it, but perhaps haven't checked it out for a while. And some of you may already be loyal readers, in which case, again, thank you very much.

    My other site is called MoeGamer and you can find it at http://moegamer.net.

    MoeGamer has a pretty straightforward mission: to provide detailed and in-depth coverage of Japanese and Japanese-inspired games that often don't get the attention they deserve in the mainstream press — or, in the worst cases, get written off for one reason or another, usually on the grounds that they're "pervy".

    I started it as a continuation of a regular, weekly column I had when I worked as USgamer; dubbed JPgamer, the column built up an audience of regular readers who appreciated what I did for these games, which was something that many other sites didn't bother with, particularly in this age of growing and obnoxious political correctness that seems inclined to brand anything with pretty girls in as "problematic". After I was laid off from USgamer, I decided to start MoeGamer simply to continue what I was doing with JPgamer, but over the course of the last few months I've been building it into something bigger.

    Back in March of this year, I decided to reboot MoeGamer into something with a bit more structure; prior to this point, I had simply posted content on it whenever I felt like it and about whatever topics I saw fit. This meant that there were often long periods of time when I didn't post anything, and I wasn't happy with that.

    As such, my reboot of the site sees me posting on a weekly basis, with a specific focus on a "cover game" for a month-long period. Over the course of four articles, I explore these cover games from a variety of perspectives: a look at their historical context; an exploration of their mechanics; a deep-dive into their narrative, themes and characterisation; and a look at their audio-visual aesthetics. This has proven to be a good way for me to talk about each of these games in as much detail as I'd like without overwhelming readers with a single, insanely long article. (Make no mistake, this is still long-form writing, however, because I believe there's plenty of people out there still hungry for detailed writing even as the collective attention span of Internet denizens has gone right down the toilet in the last few years.)

    MoeGamer is primarily intended for existing enthusiasts of Japanese (and Japan-inspired) gaming and entertainment, but I make a conscious effort with each piece to keep things accessible to everyone without any assumed knowledge. The order in which I chose to post the articles about each "cover game" was deliberate, too: talking about a game's history gives you the opportunity to introduce it in general terms to those who aren't familiar with it, then a discussion of its mechanics gives most people an idea of whether they'd enjoy playing it. After that, an analysis of its narrative is "taking things to the next level", as it were, and finally exploring its audio-visual aesthetic provides a good opportunity to provide "further reading" with regard to its art, music and inspirations.

    In other words, don't feel like there's nothing for you on MoeGamer if you're not an existing fan of Japanese popular entertainment. I strive to make the site an informative, knowledgeable resource about some of the most interesting and underappreciated games on the market, from both yesterday and today, and hope that over the course of my articles, I can do my part to help dispel some of the unhelpful preconceptions that mainstream media perpetuates with regard to Japanese popular entertainment.

    I'm doing this as a passion project at present, but a number of readers have been generous enough to pledge their support to my work via Patreon. At present, it's a much-appreciated trickle of money each month that perhaps pays for a new game or piece of equipment, but it would be a dream come true to make enough money from MoeGamer to call it an actual job. I'm skeptical as to whether that will ever happen, but in the meantime I'm eternally grateful for each and every person who has shown their support to the site. If you like the sound of what I'm doing, please do consider pledging a small amount per month and help me keep doing what I love doing — you can do so here.

    If you can't spare any cash, that's fine, too; you can also show your support by paying the site a visit and sharing the articles you particularly enjoy with friends and family on social media. MoeGamer is not ad-supported (any ads which do appear are WordPress' work, not mine) and so remains clickbait-free, 100% guaranteed — share with confidence!

    Thanks for your time and support. I hope you enjoy the content currently on MoeGamer, and which I've got planned for the coming months.

    Here are some quick links you might be interested in:

    October 2016's Cover Game: Gal*Gun Double Peace

    Previous Cover Games

    One Way Heroics (September 2016)
    RPG Maker MV (August 2016)
    Ys (July 2016)
    Dungeon Travelers 2 (June 2016)
    Megadimension Neptunia V-II (May 2016)
    Senran Kagura Estival Versus (April 2016)

    All games covered by MoeGamer to date (including one-off articles and content from before the revamp)

    More about MoeGamer

    Moe 101: the beginner's guide

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    2460: The Continuing Adventures of Rosangela Blackwell https://imnotdoctorwho.moegamer.net/2016/10/15/2460-the-continuing-adventures-of-rosangela-blackwell/ https://imnotdoctorwho.moegamer.net/2016/10/15/2460-the-continuing-adventures-of-rosangela-blackwell/#respond Sat, 15 Oct 2016 03:37:48 +0000 https://angryjedi.wordpress.com/?p=19879 I've now completed four out of the five Blackwell games from Wadjet Eye Games, and I'm a big fan. It's been particularly interesting to come to this series so soon after playing through Life is Strange's disappointing conclusion, because although they are technically inferior, the Blackwell games' scripts are light-years ahead of Life is Strange's relatively mediocre writing. A true case of substance over … Continue reading 2460: The Continuing Adventures of Rosangela Blackwell

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    I've now completed four out of the five Blackwell games from Wadjet Eye Games, and I'm a big fan.

    It's been particularly interesting to come to this series so soon after playing through Life is Strange's disappointing conclusion, because although they are technically inferior, the Blackwell games' scripts are light-years ahead of Life is Strange's relatively mediocre writing. A true case of substance over style if ever there was one, with Blackwell's simple pixel-art graphics thoroughly winning out over Life is Strange's beautiful stylised visuals.

    The two aren't directly comparable, of course, dealing with rather different subject matter, so that's the last comparison I'm going to draw; I simply wanted to make the point that you don't necessarily need a big budget to showcase some excellent writing.

    I'm going to refrain from spoiling the plots of the Blackwell games here because I thoroughly believe that any adventure game enthusiast worth their salt should play through all five of them. I will, however, talk about the series as a whole, and how it is constructed.

    Blackwell isn't marketed as an episodic game, but it effectively is one. However, each of its five installments is completely self-contained in its own right — you simply get more out of the whole thing if you've played them in order, particularly in the case of Blackwell Deception, which features numerous callbacks to all the previous installments.

    One of the things that is interesting about the series is how it has expanded in scope and ambition as time has gone on. First game The Blackwell Legacy was relatively low-key, with only a few environments to explore, and all of them represented in rather simplistic graphics. Then as the series progressed, the scale of the stories being told expanded to more diverse locations, rendered in greater detail, though still maintaining the old VGA-resolution pixel art look.

    Alongside the growing production values for each episode, a real effort has been made to make them feel distinct from one another. Most notably, the passage of time between the episodes is handled extremely well, acknowledging advances in technology over the time period of the setting. In the first game, for example, Rosa only uses her computer for word processing. In the third (the second is set in the '60s and stars Rosa's aunt rather than Rosa herself) she can use it to check her email (and other people's email!), search the Internet and browse her perpetually "under construction" homepage. By the fourth game, she has a smartphone that can do Internet and email without having to return to her apartment.

    What's nice about this is that it has a gameplay impact as well as making the setting feel convincingly "alive". It's noticeably more convenient to do everything through Rosa's smartphone in the fourth game, compared to the combination of her notebook and apartment-bound computer in the previous installments. And in the second episode, set in the past, you have to think about things in terms of how you would have gone about them in the '60s, without the conveniences of the modern age.

    Each of the stories — and the overall "super-narrative" that they contribute to — is excellent, with Rosa and her perpetual ghostly companion Joey growing as characters significantly over the course of the games, and their relationship with one another deepening. Both of them are still masters of spitting acid at one another by the end, of course, but by then it's done with affection rather than the combination of distrust, curiosity and fear seen in the first episode.

    The games also manage to spin convincing supernatural tales without going overboard. They're believable, well-crafted and clearly have had plenty of thought put into them, with explanations for the strange goings-on trickled tantalisingly through the various stories while still maintaining some mysteries for the grand finale. And a clear effort has been made to ensure the series as a whole has a consistent mythology and setting: characters from previous games show up in subsequent ones — or perhaps their descendants in some cases — and the attentive will notice a lot of the same company names cropping up over time. Not everything is explicitly told to the player, either; many of these connections are left for the player to infer and interpret, making it all the more satisfying.

    As you can tell, I'm thoroughly enamoured by the Blackwell series, and very much looking forward to playing through the final installment in the very near future. If you're a fan of classic adventure games, I can highly recommend picking them all up. They're well worth your time and money, and Wadjet Eye Games should be commended for keeping the point-and-click adventure flag flying high and proud.

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    2459: Double Wang https://imnotdoctorwho.moegamer.net/2016/10/13/2459-double-wang/ https://imnotdoctorwho.moegamer.net/2016/10/13/2459-double-wang/#respond Thu, 13 Oct 2016 23:50:38 +0000 https://angryjedi.wordpress.com/?p=19841 Having finished Shadow Warrior yesterday, I was considering picking up its sequel, which released today. Then someone said some magic words that stopped all consideration and caused me to hit the "buy" button immediately. But let's rewind a moment to yesterday evening, while I was playing through the rest of the first game. Shadow Warrior has a skill … Continue reading 2459: Double Wang

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    0459_001

    Having finished Shadow Warrior yesterday, I was considering picking up its sequel, which released today. Then someone said some magic words that stopped all consideration and caused me to hit the "buy" button immediately.

    But let's rewind a moment to yesterday evening, while I was playing through the rest of the first game.

    Shadow Warrior has a skill system whereby double-tapping a direction and using either the left or right mouse button will perform different special moves. There's a powerful thrust attack, a "sword beam" type affair, a spin attack, a crowd-controlling stun, a healing spell and a protection spell. Because they're mapped to controls you're already using for movement and attacking, weaving them in while you're avoiding and attacking enemies is pretty straightforward.

    Hmm, I thought to myself while I was playing, contemplating the fact that Shadow Warrior had a rudimentary levelling system in place, whereby you could upgrade passive and active skills as well as your weapons by expending various currencies that you acquire through play. I wonder if a first-person Diablo would work?

    Some of you may, at this point, wish to raise Borderlands as evidence that yes, a first-person Diablo would indeed work, but I was thinking more focused on the melee angle, since that was a key part of Shadow Warrior's appeal.

    Oh well, I thought. I doubt it'll ever happen, even if it would probably be really good.

    This morning, I Googled Shadow Warrior 2 to see what press and public alike thought of it. One of the first things I saw was "Shadow Warrior 2 is first-person Diablo."

    Magic words. Bought. (And with a nice discount for owning some of developer Flying Wild Hog's other work!)

    It's not an exaggeration to call Shadow Warrior 2 first-person Diablo, either. It has loot, colour-coded by rarity. It has a variety of different weapons. It has clear ways to "build" your character. It has skill trees that you can beef up as you gain levels. It has quests. It has four-player co-op. It even has a small amount of procedural generation, but it wisely limits this to just parts of levels, so there's still very much a hand-crafted feel to the whole experience.

    So far, I actually think I like it better than Borderlands, for one very simple reason: all your level does is provide you with skill points that you can pump into your various active and passive skills. Enemies don't level up, and your stats don't scale with your level, either. This helps prevent the ridiculous situation you sometimes find yourself in in Borderlands where you fire a rocket into someone's face and it does a miniscule amount of damage. It also prevents "overlevelling", where you find yourself in a situation where enemies are providing you with so little XP that it's barely worth killing them.

    I'm undecided as to whether I like it more than the first new Shadow Warrior as yet. I'm pretty sure I do. I certainly like it very much indeed — to the degree that if I don't see it on some Game of the Year lists at year's end I'll be very disappointed — but it has quite a different structure that takes a little adjusting to coming from the previous game's tightly designed "explore, monster arena, repeat" loop, and I can see this being a bit jarring to staunch fans of the original. The levels are sprawling, open affairs more akin to something like a Deus Ex zone, with plenty to explore — and plenty of incentive to wander around even once you've completed your mission objective. This means that the pacing is a bit more variable and less controlled by design than in the previous game, though with all that said, there's still a feeling that you're moving from encounter to encounter with pressure-free time to explore in between, so that's good.

    There's also a new hub area with a couple of shops and some questgivers around, giving you a feeling of "coming home" back to base after a successful mission. There are also plenty of sidequests as well as the main story missions, so I get the impression there's a whole lot to do here.

    The game promises 70 weapons, which is more than enough, but each can be further customised by inserting up to three upgrades into them. These have many and varied effects ranging from simply increasing damage to providing elemental affinities to your shots. This is fortunate, as in true Diablo tradition, you'll often come across Superior and Elite versions of enemies throughout the levels, many of whom have specific strengths and weaknesses with regard to elemental affinities. You can equip up to eight weapons at a time, and there's nothing stopping you having eight different swords for different purposes if you want to play that way.

    Besides the weapons, you can "build" your character through attaching upgrades to your armour and powers, too. These might provide specific buffs to particular types of damage, or increased effectiveness of skills. Pleasingly for the co-op enthusiasts, there's even a multiplayer-specific equipment slot whose occupants generally buff you and your teammates with an "aura" emanating from your position. These auras can be damage increases, healing over time or defensive in nature, meaning if you really want to get into it, you can build yourself a well-balanced team that minimises its weaknesses — or simply pump as much damage as possible into each other to obliterate enemies in a matter of seconds.

    Like the first game, the weapons are solid and satisfying to use, and most of them can be used in dual-wield "akimbo" fashion with the use of an upgrade. They make good noises and they rip through enemies in satisfying fashion; of particular note here are the chainsaws and chainswords, clearly inspired by Warhammer 40,000 — they cut into enemies with such precision it feels like you could carve your name into their guts.

    Lo Wang's wit is present and correct, too, and in the same way as the previous game his jokes occasionally fall flat, and the character he has "riding along with him", much like in the first game, has some good chemistry with him, making for some amusing bickering. Plus all the usual "wang" jokes are present and correct.

    Shadow Warrior 2 is very good indeed. If you've been considering picking it up, stop. Buy it. Play it. Love it. Who wanta some Wang?

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    2458: Who Wanta Some Wang? https://imnotdoctorwho.moegamer.net/2016/10/13/2458-who-wanta-some-wang/ https://imnotdoctorwho.moegamer.net/2016/10/13/2458-who-wanta-some-wang/#respond Thu, 13 Oct 2016 02:31:36 +0000 https://angryjedi.wordpress.com/?p=19802 I finished the recent reboot of Shadow Warrior this evening, and I'm pretty astonished by quite how good that game was. I really liked the original Shadow Warrior. A contemporary of Duke Nukem 3D and running on the same engine, it followed the mould for first-person shooters of the time by having varied levels, lots of enemies, a formidable difficulty level … Continue reading 2458: Who Wanta Some Wang?

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    0458_001

    I finished the recent reboot of Shadow Warrior this evening, and I'm pretty astonished by quite how good that game was.

    I really liked the original Shadow Warrior. A contemporary of Duke Nukem 3D and running on the same engine, it followed the mould for first-person shooters of the time by having varied levels, lots of enemies, a formidable difficulty level and a 3D engine that wasn't quite up to what the designers wanted to do at times. And, of course, a protagonist that spouted silly one liners at every opportunity.

    The new Shadow Warrior is an interesting blend of old and new. There's clearly some old-school level design DNA in there, because the levels are all far from being Call of Duty-style linear corridors. The main route through each level is usually pretty obvious (and if it isn't, the game makes the next door you should go through glow) but, unusually for a modern shooter, there are plenty of opportunities to explore, leaving the main path of the level to "go and see what's over there". The game is packed with secrets of this type and is immensely rewarding for those who like to explore. There are even a number of "retro" secret areas that make use of the low-res textures from the original Shadow Warrior and flat lighting — not only do these provide pleasant fanservice for fans of the original, they also allow you to see immediately how far we've come in terms of graphics.

    And boy, new Shadow Warrior is one hell of a looker. It's absolutely gorgeous from start to finish, with beautiful lighting, excellent texture work, interesting level designs and a variety of different environments. Plus it pays homage to the original Shadow Warrior and its other Build-engine contemporaries by setting the majority of its action in "realistic", relatable locations like city streets and parks, much as Shadow Warrior, Duke Nukem 3D and Blood all did.

    The biggest surprise to me was how much I became invested in the story. In the original Shadow Warrior, again like its contemporaries, the story was largely throwaway, delivered mostly through the game's help text and short ending sequences at the conclusion of each episode. New Shadow Warrior, meanwhile, not only spins some convincing original Japanese-style mythology, it also converts protagonist Lo Wang from the admittedly amusing dirty old man he was in the original to a convincing (and younger) hero who has a genuine journey of development and self-discovery over the course of the narrative. He still spouts cheesy one-liners at every opportunity, but he does so with a certain degree of self-awareness, even giving up halfway through one at one point in the game and choosing instead to just say "fuck your mother" to the demon hordes he is attempting to dispatch at that moment.

    Gameplay-wise, new Shadow Warrior is solid, too. Here it diverges a little from old-school Shadow Warrior's formula in that you don't encounter a trickle of enemies constantly as you explore the level. Rather, new Shadow Warrior adopts a somewhat Painkiller-esque approach, splitting each level into discrete encounters that sometimes consist of several waves of enemies in succession. They're monster arenas, basically, but the level design ensures that this structure doesn't become overly tiresome; it's pretty rare you'll just be dumped in a big room with a bunch of monsters. Instead, there will usually be plenty of cover to dodge around, destructible objects with which you can do additional damage and perhaps even some secret hidey-holes where you can get an advantageous position.

    New Shadow Warrior's combat is exemplary for the genre. It doesn't overburden the player with a ton of possible weapons that all do basically the same thing (hi, Call of Duty) — instead, much like its old-school inspiration, it gradually introduces each weapon to the player one at a time over the course of several levels, until by the end of the game you're the sort of walking arsenal you were in '90s shooters, with each and every weapon having a situation in which it is useful. And the weapons feel great, to use; the shotgun is a particular highlight, having not only a satisfyingly loud noise, but the potential to blast pretty much anything into a fine paste.

    Also worthy of note is the melee combat, which plays quite a central role for much of the game. First-person melee combat is often a bit crap, consisting of flailing wildly until someone falls over — indeed, the original Shadow Warrior's swordplay was rather like this. New Shadow Warrior, meanwhile, has a convincing feel of impact to its melee combat. When fighting melee-capable enemies, they'll block and parry your attacks convincingly, forcing you to outwit them. And with the game's various skill trees that you can unlock as you progress through the game, a double tap in a direction followed by holding one of the mouse buttons will unleash one of a number of different special attacks ranging from a simple powerful sword thrust to magic-like abilities that can control crowds, heal you, send out shockwaves or protect you from damage.

    The reason the "monster arena" structure works is that it gives you time to appreciate the game's wonderful scenery and excellent level design in between fights. If the action was relentless, you wouldn't have much of an opportunity to do this, and developer Flying Wild Hog clearly knows that they've made a very pretty game. Not only that, but keeping the action to predictable "spikes" allows the player to take their time over combing the level for secrets without worrying about being attacked and potentially losing a ton of progress.

    On the whole, I'm really impressed with new Shadow Warrior. It's one of the very best single-player first-person shooters (perhaps I should say first-person action game, due to the strong focus on melee combat) I've played recently — possibly one of the best I've ever had the pleasure of playing. And in a world where the bigger budget FPS titles are increasingly bland and dull, Shadow Warrior is a breath of fresh air.

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    2457: Time Away https://imnotdoctorwho.moegamer.net/2016/10/11/2457-time-away/ https://imnotdoctorwho.moegamer.net/2016/10/11/2457-time-away/#respond Tue, 11 Oct 2016 20:57:19 +0000 https://angryjedi.wordpress.com/?p=19790 Andie and I have spent a couple of days in Bournemouth, not for any particular reason, just to "get away" from it all. I won't speak for Andie, but certainly in my case, it was much needed. I've been wracked with stress and anxiety of months now, largely due to relentless feelings of inadequacy, worthlessness … Continue reading 2457: Time Away

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    Andie and I have spent a couple of days in Bournemouth, not for any particular reason, just to "get away" from it all. I won't speak for Andie, but certainly in my case, it was much needed.

    I've been wracked with stress and anxiety of months now, largely due to relentless feelings of inadequacy, worthlessness and uselessness due to the seemingly never-ending job hunt. I've described these feelings before, but they bear repeating: I know I have so much to offer the world, and it's inordinately frustrating that it seems nigh impossible to convince the people who hold the pursestrings of that fact.

    All that said, just before we left on Monday morning, I was contacted by a recruitment consultant for a job that I feel I can do, and I also put in an application for another job that I felt quite confident about. I'm not going to get my hopes up too much for either of them, but, well, they're something at least, which is in stark contrast to the fat lot of nothing I've heard from a variety of employers for the last few months.

    The time away has been nice, though it's made me realise quite how much I carry stress in my body as well as my mind. Today in particular, I've just been absolutely exhausted, and all I've wanted to do is sleep. Quite a lot of today has been taken up with napping, to be perfectly honest, but it's been nice; Andie could evidently do with a break, too, so it's been thoroughly pleasant to be somewhere that we can just rest without having to worry about anything that we were supposed to be doing. Our only commitments each day have been getting up in time for breakfast, and getting somewhere in time for dinner service.

    The hotel we're staying at is really nice. It's got a very 1950s Art Deco feel about it — including the stereotypical Art Deco font — but it doesn't feel "old" at all. It's in good condition and clearly very modern, but the overall aesthetic of it is clearly inspired by Art Deco.

    There's a poncey restaurant here, too; on our first day, we were fortunate enough to win a £25 voucher for it, so we had dinner there last night. The restaurant, I feel, struck a good balance between the "modern cooking" that I find so unsatisfying and providing actually flavoursome, generous portions of good food. I had some scallops for a starter, an excellent burger for a main and possibly the best trifle I've ever had, ever for dessert. (The custard clearly had cream in it, there was a big dollop of clotted cream on top and there were plenty of strawberries throughout.)

    Tonight, meanwhile, we went to the hotel next door for dinner; as well as a fancy restaurant, they have a pub, so we enjoyed some hearty traditional British pub food. Even that was really good, though; I had a macaroni cheese that clearly had actual proper cheese in it rather than being a microwave jobby.

    Back home tomorrow, and while I'm not sure I'd say I'm revitalised and refreshed — I still feel pretty tired — I do feel a little more inclined to face the challenges ahead. One day at a time, I guess.

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    2456: Miku in the Clouds https://imnotdoctorwho.moegamer.net/2016/10/10/2456-miku-in-the-clouds/ https://imnotdoctorwho.moegamer.net/2016/10/10/2456-miku-in-the-clouds/#respond Mon, 10 Oct 2016 23:12:01 +0000 https://angryjedi.wordpress.com/?p=19773 I've been playing some of Hatsune Miku Project Diva X recently. I opted for the Vita version because I enjoyed the previous installments in this series the most in handheld form, and when I tried the PS4 demo version, the timing calibration was so far off that it was borderline impossible to play. So far I've been … Continue reading 2456: Miku in the Clouds

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    I've been playing some of Hatsune Miku Project Diva X recently. I opted for the Vita version because I enjoyed the previous installments in this series the most in handheld form, and when I tried the PS4 demo version, the timing calibration was so far off that it was borderline impossible to play.

    So far I've been enjoying it a great deal. It's an interesting new structure compared to previous installments in the series in that it… well, has a structure. Previous games in the Project Diva series were all business, presenting you with a list of songs and a selection of difficulty levels to try them on, gradually unlocking new songs as you completed previous ones but never really having a sense of overall "coherence" — they were pure arcade rhythm action experiences, in other words.

    Project Diva X, meanwhile, takes a much more formal structure from the outset, in effect acting as an interactive tutorial to concepts important to the game as a whole and locking off things that the player isn't "ready" for yet. Series veterans may find this a bit frustrating — though the Free Play option unlocks quite early — but newcomers to the series in particular will doubtless find it a lot more accessible, plus there's a rather charming story to tie it all together, giving the whole experience a significant injection of personality between the songs. (During the songs, one can never say that Project Diva lacked personality; in between them, however, was another matter.)

    The basic structure for Project Diva X's early game sees you (as "you") collaborating with Miku in an attempt to restore power to the various "clouds" and consequently enable Miku and her friends to remember how to perform. It's lightweight fluff, of course, but it does a good job of tying things together, and also has the added benefit of grouping songs into categories according to their overall character.

    New to Project Diva X is a gear system, where you can equip Miku or one of the other Vocaloids in various costumes and accessories, with a suitably coordinated outfit gracing you with an "aura bonus" and consequent increase to the "voltage" (score) you generate during a song. New gear is unlocked in several ways: accessories can be gained after a song if you filled the voltage bar at least once, while "modules" (full-on costumes) are acquired by successfully completing the "Chance Time" section of a song — this is accompanied by a satisfying magical girl-style transformation sequence.

    This gear system is, I imagine, what will give Project Diva X a lot of its longevity along with the addictive high-score chasing of previous installments. There's something very satisfying about unlocking new items and producing new ensembles for Miku and the gang, and there's an element of loot-whoring gameplay about the whole thing thanks to varying degrees of rarity on the items.

    On top of all this, there's a relationship-building metagame with Miku and the other Vocaloids where you can provide them with gifts and build up your affinity with each of them. This is a bit pared back from previous Project Diva games, in which you effectively hung out with the characters in their rooms and triggered various events according to what you put where, but there are still numerous special events to discover by providing the right gifts to the right Vocaloids.

    Overall, I've been enjoying Project Diva X a lot. It remains to be seen if it has the same "legs" as its enormously addictive predecessors — whether it has a decent "endgame", in other words — but so far it's been a blast, and I can confidently recommend it to any fans of rhythm action games.

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    2455: Not-So-Super Max https://imnotdoctorwho.moegamer.net/2016/10/10/2455-not-so-super-max/ https://imnotdoctorwho.moegamer.net/2016/10/10/2455-not-so-super-max/#respond Mon, 10 Oct 2016 00:44:00 +0000 https://angryjedi.wordpress.com/?p=19709 I finally got around to finishing the last episode of Life is Strange yesterday. My final feelings about the whole thing were… overall positive, but a little mixed in a number of areas. Personally speaking, I didn't feel it was the utter masterpiece most critics made it out to be; in fact, there were a number of … Continue reading 2455: Not-So-Super Max

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    I finally got around to finishing the last episode of Life is Strange yesterday. My final feelings about the whole thing were… overall positive, but a little mixed in a number of areas. Personally speaking, I didn't feel it was the utter masterpiece most critics made it out to be; in fact, there were a number of aspects in the final episode that I found fundamentally unsatisfying and downright awkward. More on those in a moment; let's talk more generally.

    SIGNIFICANT SPOILERS FOR LIFE IS STRANGE AHEAD. YOU HAVE BEEN WARNED!

    For the unfamiliar, Life is Strange is a five-part episodic adventure game series developed by French developer Dontnod and published by Square Enix. The story concerns a teenage girl named Max, who discovers that she has the ability to rewind time and, as a result, change the outcome of events that unfold around her. Her discovery of this power comes during a particularly traumatic moment: she witnesses the murder of another young woman named Chloe, who was her best friend growing up, but from whom she had grown estranged over the last few years.

    Max saves Chloe using her power to warn her of the imminent attack before it happens, and thus the story proper begins, concerning Max and Chloe rekindling their friendship with one another and subsequently investigating the disappearance of a local girl named Rachel Amber. Along the way, Max has the opportunity to make numerous decisions (and make them again if she's not happy with the immediate consequences, though after she's left the immediate area she's no longer able to reverse time) that ultimately affect the way each episode plays out, though the underlying story is relatively "fixed" in nature.

    Later in the narrative, Max gains the ability to manipulate time in a more profound way by focusing on photographs, allowing herself to "relive" an earlier moment in time — by years in some cases — and change the way things unfolded. The most significant example of this is when she travels back to her childhood with Chloe and prevents Chloe's father from leaving the house on the day when, in the "prime" timeline, he would have ended up dying in a car accident. It transpires that this single change has a significant impact on the future, with Chloe turning from the rebellious young teenager with blue hair into a tired young woman paralysed from the neck down thanks to her getting in a car accident of her own. Max ultimately reverses her meddling in this instance, reverting the timeline back to how it was before.

    The idea of choice and consequence is a key one in Life is Strange, and indeed the choices you make can have significant repercussions. Particularly important choices are presented rather dramatically by the action freezing and some throbbing, tense music playing as you're forced to select between two options, neither of which are obviously "the good one". The game uses these dramatic choices sparingly, ensuring that they have plenty of impact when they do come up; throughout the story, more minor choices affect the fates of secondary characters in various ways, though these can still be significant, with many of them ending up as matters of life and death.

    The biggest beef I have with Life is Strange is that despite all this buildup of choice and consequence being super-important, the game utterly wimps out in its final episode by implying that the right thing to do from the outset would have been… nothing at all. From the beginning of the game, Max is troubled by nightmares about a devastating tornado coming to wreck her hometown of Arcadia Bay, and in the final episode it finally happens for real, with Max suddenly being absolutely convinced (for no apparent reason, and with no real evidence) that it's her fault for meddling with time more than she should have. However, the game makes no attempt to explain quite how Max fiddling around with the lives of Arcadia Bay's residents results in a supernatural-appearing tornado that looks set to kill everyone; it mumbles something about "chaos theory" but doesn't attempt to elaborate on this in the slightest.

    Worse, the game doesn't even make any attempt to explain how Max came to have her time manipulation powers in the first place. Here, it doesn't even mumble something sotto voce, it simply doesn't address it. At all. I guess this leaves things a little open to interpretation at the end; one possible interpretation of it all could be that the whole series is one big "what if?" scenario in Max's head, with her going over the traumatic events of witnessing Chloe's murder and conjecturing what might have happened if she had intervened. This theory is undermined, however, by the fact that you're given a choice at the end of the game to either revert things back to how they were before Max saved Chloe, thereby preventing all the tornado nonsense, or to do the opposite and save Chloe at the expense of the entire town. Assuming this option is "real", we're presumably meant to accept that the events we witnessed were, in fact, real, and not all taking place in Max's mind.

    I have a few smaller beefs with the game, too, chief of which is with Chloe herself. Max sets up Chloe to be this sort of wonderful person that she's delighted to reconnect with after a long time, but Chloe's depiction in the game is as a thoroughly obnoxious, deeply dislikeable young woman who is rebelling more for the sake of rebellion than anything else. She's not set up to be sympathetic at all, and more than once I found myself wondering why Max was being so patient and understanding with her; they just didn't seem to be a good "fit" for one another at all. It's a little more understandable when we see Chloe and Max in their younger days — or in the parallel timeline where Chloe is paralysed and doesn't go through a rebellious phase — but in what we are presumably supposed to assume is the "prime" timeline, Chloe is a character I found hard to feel anything positive for, and Max's repeated attempts to "save" her just became frustrating after a while.

    Elsewhere in the writing, we have some cliched high school drama, which isn't bad in and of itself — aside from it being the usual, predictable "rich girls dislike nerdy/intelligent/arty girls" stuff we've been seeing since Clueless and Mean Girls — and some ham-fisted attempts at social commentary, usually through graffiti you find scrawled around various places. "Max is a feminazi" is the one that bugged me the most: at no point throughout the narrative do you ever get the impression that Max is an active feminist or indeed activist of any kind — she's a pretty easygoing, friendly sort of person, even to people who are shitheads towards her; the inclusion of this particular piece of graffiti felt more like an attempt to demonstrate the sort of things "bad people" in general say, using the Internet as a reference point. It was jarring and, like many things in the series as a whole, didn't seem to quite fit.

    I think probably the strangest thing was the "reveal" of who the real villain is. Throughout the story, we're set up to believe that Nathan Prescott, son of the local property tycoon and generally a little shit, is the "big bad". Indeed, the fact that him shooting Chloe in the first episode sets the whole chain of events into motion seems to confirm this. However, at the end of the fourth episode, the real villain is revealed to be Max's photography teacher Mr Jefferson, who prior to this point has demonstrated no real villainous tendencies — a fact which the writers apparently knew, as they shoehorn in an awkward "you should have seen this right from the beginning, I was dropping all the hints" conversation in the final episode that sadly doesn't actually offer any convincing evidence that yes, we should have seen this coming.

    Jefferson doesn't appear to have any particularly clear motivations for what he does, either, aside from "he wants to do bad things to young women", presumably Just Because He's a White Man. He's revealed to have been "manipulating" Nathan, but it's not explained how or why; presumably we're supposed to infer that it's something to do with Nathan's powerful family connections, though why Jefferson, a successful and celebrated artist, needs the assistance of a local property tycoon is anyone's guess. Furthermore, it's never quite explained whether the "Dark Room", in which Jefferson (and possibly Nathan?) tortured, photographed and killed young women — including Rachel Amber, the girl Max and Chloe were on the trail of — belongs to the Prescotts or to Jefferson himself, or why it's there in the first place.

    Ultimately the whole thing fell a bit flat for me in this final episode with so many unresolved plot threads, and the fact that the "right" thing to do as the last decision in the game was strongly implied to be "undo everything you've been doing for the last five episodes because Chaos Theory or something" felt like a bit of a slap in the face, particularly after the emphatic message at the start of every episode that Your Choices Have Meaningful Consequences.

    I'm aware that this all sounds quite negative, but on the whole, I'm glad I played Life is Strange and I certainly don't think it was bad. It was well shot and directed, nicely stylised and had some genuinely emotional moments throughout, but there were far too many holes and inconsistencies in it by the end for me to walk away feeling like it was an emotional, narrative masterpiece on the same level as something like The Fruit of Grisaia. It was a mid-tier narrative-centric adventure for me at best: worth playing, but with significant room for improvement, and outdone in almost every regard by quite a lot of other narrative-centric games and visual novels I could mention.

    I sincerely hope Dontnod learn from the things they could have done better with this work and wow us all with something a bit more coherent-feeling in the future; there's a firm foundation to work from here — the raggedy edges just need tidying up a bit.

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    2454: Spooks and Spectres https://imnotdoctorwho.moegamer.net/2016/10/08/2454-spooks-and-spectres/ https://imnotdoctorwho.moegamer.net/2016/10/08/2454-spooks-and-spectres/#respond Sat, 08 Oct 2016 23:45:20 +0000 https://angryjedi.wordpress.com/?p=19681 I finally got around to starting the Blackwell miniseries of adventure games this evening. These are some games that I've had in my GOG.com library for quite a while now, but have never gotten around to playing before. So far as I'm concerned, the Blackwell games have a good pedigree, as they come from Dave Gilbert's Wadjet Eye Games, … Continue reading 2454: Spooks and Spectres

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    I finally got around to starting the Blackwell miniseries of adventure games this evening. These are some games that I've had in my GOG.com library for quite a while now, but have never gotten around to playing before.

    So far as I'm concerned, the Blackwell games have a good pedigree, as they come from Dave Gilbert's Wadjet Eye Games, who produced the subject of the very first Squadron of Shame SquadCastThe Shivah. While The Shivah was a little lacking in production values (as, too, is Blackwell — at least, its first episode is, anyway; I can't yet speak for the subsequent ones) it told an interesting story and was a good adventure game to boot.

    The Blackwell series centres around protagonist Rosangela Blackwell, last of her family line. Both her aunt and her grandmother succumbed to a mysterious mental illness, and Rosa discovers that she may be at risk too. What the psychiatrists didn't know, however, is that the Blackwell family has a legacy: a ghost named Joey, who has been stuck in between this life and the next for the last forty years, and who has found himself "attached" to each generation of Blackwell women to fulfil some sort of greater purpose. Rosa is the latest to discover the existence of Joey, and is determined to get to the bottom of who he is and why he has been haunting her family.

    The Blackwell Legacy, the first installment in the series, is largely concerned with establishing the characters and the setting. Joey isn't present until a good halfway through the storyline; prior to that, we simply see life through Rosa's eyes as she learns what little there is to know of her family's mysterious apparent mental illness. Once Joey shows up, however, the story becomes much more supernatural in nature: he and Rosa team up to help restless spirits move on to the next world.

    The Blackwell Legacy opens with Rosa investigating the suicide of an NYU student. It gradually comes to light that she and two of her friends had been meddling in the occult — did these people not pay any attention to horror movies? — and consequently, two out of the group of three had ended up dead. The girl Rosa was originally sent to investigate passed on with no regrets, it seems, but one of her friends finds herself stuck between realities, unable to accept that she is dead, while the third attempted suicide and failed, ending up in the same psychiatric hospital where Rosa's aunt spent her twilight years.

    The story strikes a good balance between "real world" investigation and the supernatural; in order to help the restless spirit move on, Rosa has to research the people involved and what they were up to. The game features a cool "clues" system where Rosa makes notes of important people, places and things in her notebook, and these can then all be brought up as topics of conversation when questioning witnesses. There's also an Ace Attorney Investigations-style system whereby Rosa can "connect" pairs of these clues to produce a third clue based on her conclusion, and indeed most of the puzzles in the game revolve around doing this, then asking someone about it.

    The Blackwell Legacy was a short but enjoyable adventure that I enjoyed a lot — it certainly made me curious to see where the story goes in its subsequent installments. Its low-res pixel art with jerky scrolling brings to mind the old LucasArts games, it had some good, atmospheric music throughout and the voice acting was decent — albeit done with poor equipment and software, a criticism which could also be levelled at The Shivah. Joey is particularly prone to shouting into the mic and performing with particularly plosive plosives, for example, while other voiceovers have a great deal of background noise, presumably as a result of boosting quieter voices up in volume a bit too much.

    The game was also a bit prone to crashing to desktop — I'm not sure what it is about adventure games that make them some of the most crashy games on the planet, but I swear, of all the games that have crashed on my PC in the last few years, most of them have been adventure games — but fortunately there's an autosave system that prevents losing too much progress.

    Overall, I enjoyed The Blackwell Legacy a lot and I'm looking forward to playing its sequels. If you're a fan of classic late '90s-era point-and-clickers, you could do far worse than check it out.

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    2453: A Meeting of Generations https://imnotdoctorwho.moegamer.net/2016/10/07/2453-a-meeting-of-generations/ https://imnotdoctorwho.moegamer.net/2016/10/07/2453-a-meeting-of-generations/#respond Fri, 07 Oct 2016 22:56:55 +0000 https://angryjedi.wordpress.com/?p=19646 After a bit of fiddling around and faffing (and eventually giving up on the OSX side of things) I managed to get a 35-year old Atari 800XL talking to a modern-day Windows computer. Not only talking, but even reading and writing files back and forth. The secret to this black magic is twofold. Firstly, you … Continue reading 2453: A Meeting of Generations

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    0453_001

    After a bit of fiddling around and faffing (and eventually giving up on the OSX side of things) I managed to get a 35-year old Atari 800XL talking to a modern-day Windows computer. Not only talking, but even reading and writing files back and forth.

    The secret to this black magic is twofold. Firstly, you need a bit of kit called an SIO2PC module, which converts the signal from the Atari computer's SIO hardware — used for communicating with peripherals such as disk drives and cassette decks — into something which can be interpreted by modern systems, since SIO was a proprietary format and cable type. The SIO2PC module I had was serial-based, so I then had to run it into a modern computer using an RS232 to USB converter cable, since many computers these days don't come with serial COM ports as standard. The cable effectively sets up a "virtual" COM port via USB, tricking the serial device into thinking it's plugged into an actual serial port on the PC.

    Once you've got that bit sorted, you need some software. There are three pieces of software I've experimented with today. Firstly, SIO2OSX just didn't work at all. I don't know if I didn't set it up correctly or if the Mac simply didn't have the appropriate drivers to set up the virtual serial port — though said virtual port certainly appeared for selection — but eventually I gave up and switched to my laptop PC, which has been gathering dust for a little while now.

    Second up was Atari Peripheral Emulatoror APE for short. This Windows-based tool emulates a stack of Atari disk drives, printers and modems, allowing you to mount disk images and (theoretically, anyway) boot from them. I had trouble getting this part of the program to function correctly, but what did work was a separate application distributed as part of the APE package called ProSystem. This is a much simpler tool that allows you to either "rip" Atari disks to .ATR disk image files, or take an .ATR disk image and write it to a physical 5.25" disk to use in the Atari disk drive. While APE failed to do what it was supposed to, ProSystem had no problems whatsoever, reading from and writing to my ageing Atari 1050 disk drive with no problems whatsoever.

    The final tool I tried was AspeQt, which is still in active development. AspeQt is pretty much an open-source tool that does most of the things APE does — APE is shareware — but I found it to work much more reliably than APE for simply mounting disk images and using the PC as a "virtual disk drive" for the Atari. AspeQt also has an excellent feature that I was specifically looking for: the ability to extract individual files from .ATR disk images and save them as standalone files on the PC filesystem. It even automatically converts from ATASCII — Atari's proprietary take on the now-standard ASCII character set — to standard ASCII, meaning that files such as AtariWriter documents can be easily transferred to PC for dumping into other applications with all the requisite line breaks and suchlike intact rather than being replaced with special characters.

    My current Atari setup, then, is a bit of a kludgey mess, using ProSystem to rip and write complete disk images and AspeQt to mount and use individual files on a disk or image — ideally APE would act as an integrated solution for all of this — but it works, by God. And, boy, was it exciting to hear the 1050 snark into life when I clicked a button on my Windows PC. Just to prove it really worked, I downloaded a disk image for the AtariAge forums' current High Score Club games and wrote it to a blank disk. A few minutes later, I had a bootable floppy disk that you'd never know I'd downloaded from the Internet running on original Atari hardware. Black magic, I tell ye.

    Getting all this working opens up all manner of exciting possibilities, and I'm sure I'll be exploring them more in the coming weeks.

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    2452: Dark Cloud, Revisited https://imnotdoctorwho.moegamer.net/2016/10/06/2452-dark-cloud-revisited/ https://imnotdoctorwho.moegamer.net/2016/10/06/2452-dark-cloud-revisited/#respond Thu, 06 Oct 2016 23:20:35 +0000 https://angryjedi.wordpress.com/?p=19597 I first played Level-5's Dark Cloud midway through the PlayStation 2's lifecycle. I recall enjoying it enough to finish it, but finding it lacking in a few areas compared to some other role-playing games that were around at the time. Most of the criticisms I had of Dark Cloud were addressed by its sequel (known as Dark Chronicle here in Europe … Continue reading 2452: Dark Cloud, Revisited

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    I first played Level-5's Dark Cloud midway through the PlayStation 2's lifecycle. I recall enjoying it enough to finish it, but finding it lacking in a few areas compared to some other role-playing games that were around at the time. Most of the criticisms I had of Dark Cloud were addressed by its sequel (known as Dark Chronicle here in Europe for some reason) but, regardless, I still have fond memories of the original.

    Looking for something to fill the gap between now and Final Fantasy XV at the end of next month, I remembered that I'd bought several PS4 revamps of Level-5 games when they were part of a sale ages ago, but never booted them up. (Specifically, I got Dark Cloud, Dark Chronicle and Rogue Galaxy, the latter of which I've never played at all.) Since I played the demo of Dragon Quest Builders earlier in the week and heard it compared favourably to Dark Cloud and its sequel, I decided to fire up Dark Cloud and take another look, a good (probably) ten years or more after I played the original.

    Interestingly, having played it for a couple of hours this evening, I'm finding myself liking it a lot more than when I played it the first time around. I'm not sure if it's a matter of my tastes changing (which, although I know they have a bit, haven't drifted that far away from what I enjoyed 10+ years ago) or if Dark Cloud has just aged very gracefully, but either way, I like it a lot.

    For those who weren't around for Dark Cloud first time around for one reason or another, here's the gist. You play a teenage boy who looks a bit like a non-elfin Link in a poncho, who is a silent protagonist for the course of the adventure. In the opening moments of the game, your village is destroyed by a Dark Genie which, moments before, we saw had been unleashed on the world by an obviously evil gentleman in an M.Bison uniform and sporting a spectacular moustache. Somehow, you manage to survive through a windmill falling on top of you as you rescue your childhood friend and obvious love interest Paige from certain death.

    Awakening to find your village nothing more than a bare patch of land, you start hearing voices. Specifically, the Fairy King decides you are his chosen one, and blesses you with the magical gem Atlamillia, which apparently will enable you to rebuild the world. Conveniently, the Fairy King explains, he managed to seal away all the people and buildings of the world in magical spheres called Atla to prevent them from certain annihilation at the hands of the Dark Genie, but unfortunately this wasn't enough to stop them from being scattered all over the place, with most of them rather inconveniently rolling in to local dungeons.

    What then unfolds is a rather unusual adventure that alternates between action-RPG dungeon crawling in randomly generated maps, and a top-down building arrangement game called the Georama. The latter is sometimes described as a "sim", but it's not anything like as deep as something like ActRaiser or Dragon Quest Builders — all you have to do is find the component parts of each building, plop them down on the map, talk to the residents to figure out the right part of the map to put their building in (and which direction to face, in some cases) and then your job is done. In other words, there's no actual "management" required beyond making sure everything is in the right place, making it more of a puzzle than a simulation.

    The Georama does give the dungeon crawling a unique twist, however — as well as finding treasures that your own character can use, you're also finding people and places, and in turn these can unlock new facilities for you to make use of when you return to the surface. Once you rebuild the Odd Gaffer's Buggy, for example, he'll start selling you items. Rebuild Paige's house and her father will teach you to fish. Even seemingly incidental houses will reward you with special events and items when you complete and place them correctly.

    The Georama gameplay gives Dark Cloud an interesting sense of personality. Because you're quite literally rebuilding these people's lives from nothing, you get to know them quite well; far from being the random, anonymous NPCs you get wandering around towns in more conventional role-playing games, Dark Cloud's characters all have names and personalities. Some of them get along with one another; some of them don't (in which case you'll need to make sure their houses are far apart!).

    Meanwhile, the dungeon crawling, although action-based, has plenty of aspects to get your teeth into. Your main concern, at least early in the game, is the game of "press your luck" you play with your supplies, because not only do you have to make sure your HP don't run out, you also have to keep yourself watered and ensure that your weapon doesn't break. This latter aspect is of particularly key importance, because weapons can be customised and level up through use, meaning if you break one it can potentially be absolutely heartbreaking.

    The weapon growth and customisation system takes the place of a traditional experience and levels system. Instead, each weapon has its own level, with most capping at 5. Once they've capped, however, you can turn them into a gem that can be attached to another weapon in order to transfer some of the capped weapon's statistics and attributes. When the new weapon is upgraded, it absorbs the gem and becomes far more powerful than it would have been through just upgrading alone. Ultimately it becomes possible to construct some formidable weapons, making it all the more important that you don't inadvertently snap the blade on a passing rock monster.

    Dark Cloud is charming and enjoyable, and there are still relatively few games quite like it; even Dragon Quest Builders itself is a distinct experience, focusing more on the town-building and crafting side of things than dungeon crawling. I think I made a good choice in revisiting it, and I'm looking forward to playing some more soon.

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    2451: GTA Online: Simultaneously Amazing and Shit https://imnotdoctorwho.moegamer.net/2016/10/05/2451-gta-online-simultaneously-amazing-and-shit/ https://imnotdoctorwho.moegamer.net/2016/10/05/2451-gta-online-simultaneously-amazing-and-shit/#respond Wed, 05 Oct 2016 22:20:12 +0000 https://angryjedi.wordpress.com/?p=19568 There are few things in this world that are simultaneously quite as amazing and quite as shit as Rockstar's Grand Theft Auto Online. Every few months, I boot it up to see what's been added, and there's always been some pretty significant new content bolted on for free since I last tried. I get excited to … Continue reading 2451: GTA Online: Simultaneously Amazing and Shit

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    There are few things in this world that are simultaneously quite as amazing and quite as shit as Rockstar's Grand Theft Auto Online.

    Every few months, I boot it up to see what's been added, and there's always been some pretty significant new content bolted on for free since I last tried. I get excited to try it, maybe even actually get to try it… and then before long I remember why I'm not playing Grand Theft Auto Online all day every day.

    The most recent additions to the game — or new to me, anyway — are the Stunt races and the Motorcycle Clubs. The former provides a series of TrackMania-esque building blocks for track designers to construct physically improbable/impossible tracks using the game world as a backdrop, while the latter offers a new means of progression for small groups of up to eight players.

    I haven't yet raised enough money to purchase a hideout for a Motorcycle Club yet, which is why I was doing the Stunt Races — conveniently, there's a trigger point for one right outside my in-game apartment. And I've been having an absolute blast participating in these races, which make the best of Grand Theft Auto's exaggerated vehicle physics with lots of jumps, switchbacks, corkscrews and all manner of other funtimes — plus, of course, the inevitable playing dirty that tends to come with the territory.

    This was all absolutely great until the "host" of the session either went away from their keyboard or crashed, leaving their game logged in but not responding. Not only did this mean that we had to wait a long time between every event because the host wasn't there to manually press the "start event" button, but it also meant that at the end of one session in particular, everyone was left stuck as the results screen with no means of leaving the event or quitting back to the free-roaming mode short of completely quitting the game altogether then logging back in again. And with Grand Theft Auto V's astronomical initial load time, this is not a particularly appealing prospect.

    I've run into this problem before, and I'm surprised it hasn't been fixed. Actually, no I'm not, because Grand Theft Auto Online is still missing a variety of features that a lot of other online games have had for a very long time.

    Chief among the missing features is a "party" system whereby you and other players can form a group that sticks together, regardless of whether you're doing events or free-roam stuff. The game does keep people from the same event together if they vote to continue on to a new map, but if anyone chooses to exit to free-roam mode, they're immediately separated from all of the people they were just playing with.

    Couple this with the fact that setting up a "friends only" game is a faff and a half, involving booting up Grand Theft Auto V's single-player game, then entering Grand Theft Auto Online from there — there's no means of starting a "friends only" session once you're already in Grand Theft Auto Online — and you have an online experience that is a real mess, particularly if you want to play with friends. And for those who think what I just described isn't a particular faff, you obviously haven't endured GTAV's load times.

    It's kind of baffling how these features simply haven't been added to the game since it was launched, because I can't be the only one keenly feeling their absence. And it's frustrating, because the activities on offer in Grand Theft Auto Online are many, varied and a whole lot of fun. It's just such a monumental pain to get it working properly that I often give up out of sheer exasperation rather than wanting to stick with it.

    GTA Online should be an absolute masterpiece. And it has the potential to be just that. But short of a fundamental revamp of how the whole online functionality works, it's doomed to remain an admirably fun and varied, yet ultimately frustrating and irritating experience that, for my money at least, often ends up feeling like more trouble than it's worth.

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    2450: Original Hardware https://imnotdoctorwho.moegamer.net/2016/10/05/2450-original-hardware/ https://imnotdoctorwho.moegamer.net/2016/10/05/2450-original-hardware/#respond Wed, 05 Oct 2016 01:36:52 +0000 https://angryjedi.wordpress.com/?p=19531 Emulators are great and all, but there's something indescribably wonderful about playing old games — or using old applications — on their original hardware. I hooked up my Atari 800XL to an old-fashioned CRT TV/monitor today, attached the 1050 disk drive and booted up a few old favourites from my childhood. And it's been marvellous. … Continue reading 2450: Original Hardware

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    Emulators are great and all, but there's something indescribably wonderful about playing old games — or using old applications — on their original hardware.

    I hooked up my Atari 800XL to an old-fashioned CRT TV/monitor today, attached the 1050 disk drive and booted up a few old favourites from my childhood. And it's been marvellous.

    One thing that's struck me with the retro scene of today is that you often hear the same game names coming up time after time, and they're more often than not console titles. For my money, while the consoles of the '80s were technologically superior — most notably with regard to scrolling and sprite work, which were done in hardware as opposed to the home computers, which required extensive poking around in RAM to accomplish the same goal — the games were far, far more creative.

    I guess this is kind of a reflection of the situation we have today, where all the blockbusters come out on consoles, but the truly creative, weird indie games tend to hit PC first and perhaps consoles a bit later if we're lucky and/or the developers feel like jumping through Microsoft, Sony or Nintendo's respective hoops to publish their titles. The only difference is that home computers of today are regarded as the pinnacle of gaming technology, while the consoles represent the "affordable" option.

    One thing I find especially interesting about the Atari 8-Bit scene in particular — and I'm sure it's the same for the Spectrum and Commodore 64; I just don't know those systems nearly as well — is that some of the most creative, interesting games were put out for free(ish) as type-in listings for magazines. All Atari systems could run the programming language Atari BASIC: early models had it on a ROM cartridge, while later models had it built in so that you'd just turn the machine on and it was ready to obey your every command.

    The fact that absolutely everyone had access to this easy to learn (albeit not very efficient or speedy) programming language meant that magazines were able to publish complete programs sent in by readers or composed by staff members. Type the program listings into your computer using BASIC, save them to disk or cassette and voila: a free game or application for you!

    Because these games weren't beholden to the fickle whims of publishers — not that even commercial games were particularly restricted in this regard at the time — the authors were free to be as batshit crazy as they wanted with them. And oh, they were: some of the greatest games on the Atari are some of the most abstract, in which the answer to the question "why does that happen?" is simply "because it's more fun and interesting that way".

    Take a game called Duck Dash, published by renowned Database publication Atari User in July of 1987. This is a game in which you play a farmer (inexplicably represented by a green diamond) as he runs around his farmyard trying to gather up his ducks in preparation for Hurricane Harriet. A simple enough concept, you might think. But there are two farmer-eating spiders wandering around the farmyard. And the ground is so muddy that you dig out bottomless pits behind you with every step you take, meaning you can't retrace your steps.

    Or how about Doctor Boris, from the same publication a few months later? So confident was Atari User in the quality of this game — written entirely in BASIC — that they declared it "Game of the Year" on their front cover, promising "the ultimate challenge". In Doctor Boris you play the eponymous doctor, a recent graduate from medical school who has come to his new hospital in the North of England only to find that it's still a building site, so it's up to the good doctor to finish the building work himself. Also there are unexploded bombs scattered around the area. And your supervisor has skin so bad it is fatal to the touch. And there are radioactive skulls buried everywhere.

    Ridiculous and insane-sounding, right? Obviously. But the thing is, these games play really well. They're simple, they have clear goals, they're well designed and their rules are self-explanatory. Above all, they've been designed with fun and challenge in mind, not realism, and for this reason they've aged better than a lot of other games I could mention, even with their primitive graphics and sound, not to mention their slow initialisation routines thanks to them being written in BASIC.

    We have games that are this silly these days, of course, but when it happens today it always feels very much like they're being designed as wacky YouTube-bait — that they're trying a bit too hard to be funny. Neither Duck Dash nor Doctor Boris are trying to be funny or ridiculous; their premises and setup are pretty much irrelevant once you start playing, and the focus is entirely on providing a satisfying, enjoyable and challenging experience for the player. To put it another way, they "play it straight" rather than the whole thing being infused with the feeling that the game is going "HEY! HEY! LOOK AT ME! I'M HILARIOUS!" that you get with modern "creative" titles like, say, Shower With Your Dad Simulator and suchlike.

    Anyway. So far it's been an absolute pleasure to boot up these games — many of which are often neglected and forgotten by the broader retro scene thanks to them not being commercial releases — and I anticipate there are plenty more treasures hiding in the disk boxes full of not-at-all-pirated-games-honest that I happen to have standing by. You can probably count on hearing about a few more in the near future!

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    2449: Planning Ahead https://imnotdoctorwho.moegamer.net/2016/10/03/2449-planning-ahead/ https://imnotdoctorwho.moegamer.net/2016/10/03/2449-planning-ahead/#respond Mon, 03 Oct 2016 20:40:01 +0000 https://angryjedi.wordpress.com/?p=19509 With it being October now, I find myself pondering whether to do some creative writing this coming November as I have done for the last few years. And I think I'm going to, only this time try something a bit different. I've been meaning to check out the well-known interactive fiction creation software Twine for quite some … Continue reading 2449: Planning Ahead

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    With it being October now, I find myself pondering whether to do some creative writing this coming November as I have done for the last few years. And I think I'm going to, only this time try something a bit different.

    I've been meaning to check out the well-known interactive fiction creation software Twine for quite some time now, and this November feels like an ideal opportunity to do so. I've been having a little fiddle with it this evening in an attempt to get to grips with the basics, and I think I now know enough to be able to put together a convincing interactive story over the course of a month.

    For the unfamiliar, Twine is an open-source piece of software that allows you to create primarily text-based games with hyperlinks as a means of interaction. In simple terms, it allows you to create Choose Your Own Adventure-style experiences, though with a bit of scripting knowledge and/or making use of the macros available in the various story templates, you can create somewhat more complex affairs with conditional branches, variables and all manner of other goodies.

    Perhaps the most appealing aspect of the software for me is the fact that it's entirely text-based and consequently carries no need for you to be good at graphics or sound design — and no risk of people accusing you of being "lazy" for relying on predefined assets. Everything in a Twine game is a collaboration between the author's skill at writing and the player's own imagination. (It is possible to add graphics, sound and music to Twine games for those who see fit, but doing so feels a bit like you're missing the point somewhat.)

    Another really nice aspect of Twine is the fact that it depicts your story as a flowchart, automatically creating new branches according to the choices you offer throughout. This makes it very easy to visualise the overall flow of your story and branch it off into different routes if desired; likewise, it allows you to bring divergent paths back together pretty easily.

    I need to have a think about what sort of story I want to write and how it might be interactive — the latter being a consideration that you don't have to think about when writing linear traditional fiction! Still, I've read plenty of visual novels for "inspiration" over the years, so hopefully it won't be too difficult to come up with something; going by my previous experiences, however, the true challenge will be keeping the scale of the project in check so I don't get too overambitious and start attempting to produce something that will never be finished in a month of development!

    I'll continue experimenting in Twine in the run up to November so hopefully by the time November rolls around I'll be proficient enough in the software to produce something convincing. And then, of course, the final product will be playable by you, dear reader, should you so desire.

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    2448: Taskmaster https://imnotdoctorwho.moegamer.net/2016/10/03/2448-taskmaster/ https://imnotdoctorwho.moegamer.net/2016/10/03/2448-taskmaster/#respond Mon, 03 Oct 2016 00:12:44 +0000 https://angryjedi.wordpress.com/?p=19480 Freeview TV channel Dave is best known for being the home of endless repeats of BBC shows such as Top Gear, QI and Mock The Week, but in the last few years it's been putting out some pretty solid original programming, too. Aside from the excellent Go 8-Bit, which I've talked about previously, there's been an unscripted chat show fronted by Alan … Continue reading 2448: Taskmaster

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    Freeview TV channel Dave is best known for being the home of endless repeats of BBC shows such as Top Gear, QI and Mock The Week, but in the last few years it's been putting out some pretty solid original programming, too. Aside from the excellent Go 8-Bit, which I've talked about previously, there's been an unscripted chat show fronted by Alan Davies, which made for surprisingly compelling viewing thanks to the candid conversations that unfolded; there's currently a new series of Red Dwarf running which doesn't appear to suck; and there's a show I only discovered a few days ago called Taskmaster. It's the latter I'd like to talk about today.

    Taskmaster, one of several programmes on Dave that began as an Edinburgh Fringe production, is an unusual show in that it's set up a bit like a panel show, only it's the same "guests" each time over the course of a whole series, while the show is presented by Greg Davies playing an exaggerated version of himself, accompanied by the show's creator Alex Horne playing a meek, sycophantic version of himself, a good foil to Davies' mock arrogance. In the first series, which I'm currently watching, the lineup of guests includes Frank Skinner, Romesh Ranganathan, Tim Key, Roisin Conaty and Josh Widdicombe, who all happen to be some of my very favourite current comedians as well as regulars on the panel show circuit.

    As the name suggests, Taskmaster revolves around tasks — specifically, Davies setting his guests a series of ridiculous challenges and then acting as omnipotent judge and jury over the results. The tasks are many and varied, including identifying the contents of a pie "without breaching the pie", emptying an entire bath of water without pulling out the plug, producing a video that when played backwards appears to depict something incredible, and high-fiving a 55 year old member of the public as quickly as possible before the other contestants.

    There's a clear element of things being staged a bit — Key is usually set up to "cheat" in the challenges in one way or another, for example, while Ranganathan's shtick is to get absolutely furious at him for breaking the rules — but this doesn't hurt the show at all. Because the five guests represent such a broad spectrum of attitudes and approaches to comedy ranging from Skinner's middle-aged calmness to Conaty's energetic ditziness, the challenges can all unfold in a variety of ways. During a task in which the cast were challenged to eat as much watermelon as they could in a short amount of time, for example, Widdicombe thought things through before entering the room (and thus starting the clock) by finding a knife and spoon, then proceeding to very politely slice the melon then eat it a mouthful at a time, while Ranganathan simply picked up the melon and hurled it at the floor, shattering it into countless pieces which he then had to pick up from the floor and eat.

    The challenges are frequently physical and slapstick, but never quite cross the line into "gross-out" territory; the closest it came to genuine unpleasantness was following Ranganathan's melon-eating episode, where he ended up coughing a fair amount of it back up afterwards, but this wasn't dwelled upon. Instead, the atmosphere is very much one of a group of friends setting silly tasks for one another, knowing full well that one of them is going to cheat, one of them isn't going to be very good at it, one of them is a bit old for this shit and so on.

    It's been a real pleasant surprise to discover Taskmaster, and if you're looking for something entertaining to watch I can highly recommend it, particularly if you're a fan of Davies in full-on "Mr Gilbert" mode. You can watch it online here, though those outside the UK may need to dick around with VPNs and whatnot to convince the site that you're a proud Brit.

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    2447: Left Behind https://imnotdoctorwho.moegamer.net/2016/10/01/2447-left-behind/ https://imnotdoctorwho.moegamer.net/2016/10/01/2447-left-behind/#respond Sat, 01 Oct 2016 21:41:36 +0000 https://angryjedi.wordpress.com/?p=19457 I think one of the biggest sources of my anxiety these days is the growing feeling that I'm being "left behind" by the rest of the world thanks to the fact that everything changes so damn quickly these days… and moreover, if you don't keep up with it, you may well end up having difficulties. As I … Continue reading 2447: Left Behind

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    I think one of the biggest sources of my anxiety these days is the growing feeling that I'm being "left behind" by the rest of the world thanks to the fact that everything changes so damn quickly these days… and moreover, if you don't keep up with it, you may well end up having difficulties.

    As I type this, I'm occasionally stealing glances over to my dining room table, upon which sits an Atari 800XL and a CRT TV-monitor for which I'm currently awaiting a cable to allow the two to talk to one another. I'm excited to get the 800XL up and running not just because "woo, wow, retro", but because it formed such an integral part of my early life that it feels like a small piece of "stablity" in the turbulent waters of the modern age; a rock I can cling on to in order to avoid getting swept away.

    This might sound like an odd thing to say with regard to a 30+ year old computer that I'm not entirely sure still works (I'm pretty sure it does), but since tracking it down I've become quite interested — excited, even — in the idea of using it for various purposes other than just games. Specifically, I'm perhaps most excited to use it as a "distraction-free" means of word processing; once I get it up and running, I fully intend to fire up the old copy of AtariWriter and actually do some ol' fashioned plain text composition. (My one nod to it actually being 2016 is the addition of an "SIO2PC" cable, which will allow me to transfer files from the Atari to a PC or Mac for safekeeping rather than relying on 30+ year old floppy disks.)

    This probably sounds like a lot of effort to go to, but I'm excited because it allows me to focus on one thing rather than constantly being bombarded by the distractions that life in 2016 — and computing in 2016 — offers. Multitasking is all very well and good, but when you're trying to get anything done and Google Chrome is right there willing you to go and, I don't know, hunt for rare Pepes or something, it's sometimes hard to resist. Boot up a word processor that you have to load from disk and can't do anything else while it's running, on the other hand, and you have a situation much more conducive to Getting Shit Done, because once you've spent a couple of minutes listening to the soothing (and occasionally terrifying) sound of that disk drive snarking and zurbiting its way to your chosen program, it feels like something of a waste to then just shut it all down without actually doing anything.

    I've drifted off on a tangent a bit, but my point is fairly simple: I long for the simplicity and the single-mindedness of days gone by, and am feeling increasingly stressed out and anxious by the constant demands for attention we get from all angles these days in 2016. I've attempted to minimise my exposure to these distractions as much as possible — primarily through minimising my contact with social media, which is probably the biggest distraction of all for most people these days — but with each passing day, I feel more and more inclined to just want to shut myself in a dark room and have a bit of peace and quiet to myself.

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    2446: We've Reached Peak Idiot https://imnotdoctorwho.moegamer.net/2016/10/01/2446-weve-reached-peak-idiot/ https://imnotdoctorwho.moegamer.net/2016/10/01/2446-weve-reached-peak-idiot/#respond Sat, 01 Oct 2016 02:12:03 +0000 https://angryjedi.wordpress.com/?p=19407 At least, I hope this is peak idiot: I present to you an actual article that appeared in the actual business section of the Washington Post, which sported the headline "Is your dog's Halloween costume sexist?" No. No, your dog's Halloween costume is not sexist. It is a costume for a dog. Between this and Vice's recent monstrosity … Continue reading 2446: We've Reached Peak Idiot

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    At least, I hope this is peak idiot: I present to you an actual article that appeared in the actual business section of the Washington Post, which sported the headline "Is your dog's Halloween costume sexist?"

    No. No, your dog's Halloween costume is not sexist. It is a costume for a dog.

    Between this and Vice's recent monstrosity of an article about Forza Horizon 3, in which the writer proceeds to spend 1,500 words using the Australian setting of Forza Horizon 3 (a game about nothing more than driving pretty cars very fast around pretty scenery) as an excuse to go off on a tirade against Australian politics in general (actual specific references to the game come in just two out of the article's 13 paragraphs), it's hard to imagine if online journalism can get any worse. It's even harder to imagine exactly why there are people out there who still defend this kind of garbage.

    I've been continuing to read old back issues of Page 6, Atari User, ANALOG, Antic and ACE recently, and one thing that repeatedly strikes me whenever I read any of these magazines is that the writers know their audience because they are part of that audience. And in the case of all those magazines, that audience is computer enthusiasts; who better to write for them than fellow enthusiasts? Should be a no-brainer, surely.

    Nope; instead we get dross that reads like it was written by a recent Social Sciences graduate and which inevitably takes a negative tone of some description — usually of the "Here Are All The Reasons You Should Feel Bad for Liking the Things You Do" variety — rather than performing what, I believe, is a much more valuable function: bringing people together under the banner of the things they love, celebrating those things and perhaps teaching them some intricate, specialist details.

    Take the old Atari magazines. Every single one of these, without fail, opened its first issue with a comment from the editor about how Atari computers are far more than just the games machines that people at the time apparently assumed they were. The stated aim of Page 6, ANALOG, Antic and Atari User alike was to explore the length and breadth of titles available for the Atari computer, teaching enthusiasts new things along the way. These old magazines had type-in BASIC listings with full breakdowns of what was happening where in the program, memory maps of the computers so you could learn to program in machine code, special techniques that could elevate your programming from "eh" to "wow!" and all manner of other stuff.

    The most negative things ever got was in the editorial section, where editors would occasionally vent their spleen about Atari's repeated failures to market their own products, or about how they had been let down by industry contacts. This was always framed as an explanation of why, say, the issue didn't have a feature that readers might expect, rather than being the sole point of the article. The articles themselves were all positive in tone, often educational and far less frustrating to read than the daily garbage modern online journalists seem to be expected to churn out to order.

    Times have changed, of course. Magazines used to be published monthly or, in some cases, bi-monthly. Internet publications are expected to be updated on a daily basis, otherwise they are seen as "irrelevant" and "not up to date". With the amount of pressure on Internet writers, it's little surprise that they pluck something out of their arse that they know will "get people talking" (i.e. is contentious for one reason or another) rather than spending the time to do proper research or to enthuse about the things they are passionate about.

    There's too much negativity in the world as it is, and it's coming from all angles: both traditional media and social media. Negativity begets negativity, and the longer it goes on, the more cynical we get. We're at a stage now where many people simply don't trust the online press to cover things as an enthusiast would, and that's going to be hard to recover from. Meanwhile, the Men In Suits see outrage-bait like the articles linked above as "successes" because they bring in the clicks and consequent advertising revenue.

    Advertising impressions lie, however. An impression on an article in the commercial press doesn't mean someone liked what the author had to say. More often than not, it's the result of someone having a look at an article out of sheer disbelief that someone really wrote an article about dogs' Halloween costumes being sexist, or about how Forza Horizon 3 depicts a "better Australia than [Australians] deserve".

    I wish it were possible to just make this mess stop, and for us all to go back to a world where enthusiasts write about the things they are knowledgeable about rather than everyone, everywhere trying to make everything somehow "political". There's a time and a place for politics, and, unless you are reviewing a game that deals with political issues — either through its narrative or its mechanics — then that place is emphatically not in the games press. Certainly not in an article about a driving game; and certainly not in an article about a driving game that exists solely to revel in the sheer joy of driving.

    Also, you can dress your dog up however the fuck you like so long as you're not hurting it. Make it extra slutty, take loads of photos for Facebook and immediately unfriend anyone who whines about sexism. You don't need dickholes like that in your life.

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    2445: The Best Music of Final Fantasy XIV https://imnotdoctorwho.moegamer.net/2016/09/29/2445-the-best-music-of-final-fantasy-xiv/ https://imnotdoctorwho.moegamer.net/2016/09/29/2445-the-best-music-of-final-fantasy-xiv/#respond Thu, 29 Sep 2016 22:17:29 +0000 https://angryjedi.wordpress.com/?p=19355 Since I appear to be on a Final Fantasy XIV roll at the moment thanks to the excellent new patch, I thought I'd devote today to some of my favourite tunes from the game as a whole. I respond very strongly to music that I enjoy — so much so that any time I think about hanging … Continue reading 2445: The Best Music of Final Fantasy XIV

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    Since I appear to be on a Final Fantasy XIV roll at the moment thanks to the excellent new patch, I thought I'd devote today to some of my favourite tunes from the game as a whole.

    I respond very strongly to music that I enjoy — so much so that any time I think about hanging up my Eorzean adventurer's shoes for good, it's pretty much always the music that gets me coming back time after time. Or, if it's not the only reason, then it's certainly a leading reason as to why I keep coming back.

    So let's look at some great tracks from the game.

    "Patch 3.4 boss theme"

    I don't know if anyone knows the actual name for this theme yet, but it's an excellent one. It seemingly became tradition with A Realm Reborn that the last couple of patches in a cycle would use different boss music from the ones we had been enjoying previously, and Heavensward is continuing — or, perhaps more accurately, confirming — this tradition.

    This boss theme mixes two important themes from the game as a whole: Heroes, which we'll come to in a moment, and Penitus, which we'll also come to in a moment. To put it another way, it mashes together one of the most recognisable musical motifs from Heavensward with one of the most recognisable musical motifs from A Realm Reborn to produce a track that very much feels like a "reward" for people who have at least been playing since 2.0.

    Heroes

    This theme, played during vanilla Heavensward's final boss fight against King Thordan and Knights of the Round, brought the already exciting story of FFXIV's first expansion to a climactic head. While the fight was a bit easy even when it first launched, people still enjoy running it today just to enjoy this music and the spectacular graphical effects throughout the battle.

    Penitus

    I was already thoroughly wrapped around this game's little finger by the time I got to level 50 and was faced with the two 8-player story dungeons that wrap up vanilla A Realm Reborn's storyline, but getting into Praetorium and hearing this wonderful piece of music — snatches of which had been heard in a variety of different styles right the way through from level 1 all the way to 50 — got me absolutely hyped to see the story through to the end.

    Ultima

    And then the game goes and throws this incredible track on you for the Absolutely Definitely Last Boss, Yessirree (Not). I'll let this one speak for itself.

    Thunderer

    Ultima is followed by this little wonder featuring one of the best key changes ever. Sadly the first time you hear it, it doesn't last anywhere near long enough because everyone absolutely obliterates the Real Final Boss, Definitely Totally For Real This Time in a matter of seconds these days.

    Thankfully, Square Enix clearly knew they were on to a good thing with Thunderer, as it was reused in a couple of places — most notably in the Chrysalis trial which was added in one of the content patches, and, for many people, its most iconic appearance in Turn 5 of the Binding Coil of Bahamut, in which you fought the dread dragon Twintania, and which in the game's vanilla release acted as the "true" final boss. (Of course, this later all changed with Second and Final Coil, but still.)

    Footsteps in the Snow

    Shiva was one of my favourite Trials to be added to the game almost entirely because of this excellent piece of music that opened the fight and ran until the phase change. This music was first heard in the trailer for patch 2.4Dreams of Ice, and got everyone well and truly hyped.

    From the Ashes

    Raid dungeon The Final Coil of Bahamut was, for many players, a highlight of the game due to its fascinating story — which, unlike the narrative of A Realm Reborn itself, which span off in a different direction, followed up on how Final Fantasy XIV 1.0 ended. Turn 12, the penultimate turn, is often cited as a particular favourite by many players simply due to this unique music, which was a highly dramatic, spine-tingling take on A Realm Reborn's main theme song Answers. The whole of The Binding Coil of Bahamut had featured music based on Answers, and this track felt like it was bringing everything to a dramatic conclusion.

    Answers

    And, having mentioned Turn 12, it would be remiss of me not to mention the way Answers was used in Turn 13, the absolutely definitely positively totally final boss of the game, or at least of the raids. I present it here in context, including battle sound effects, to show how it is used in the fight itself. The incredible crescendo during Teraflare is made of goosebumps.

    I'm yet to do the new Alexander raid — my item level isn't quite high enough yet — but I understand the grand finale is suitably spectacular. T13 is going to take some topping, though.

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    2444: Wondrous Tails and the Accursed Hoard https://imnotdoctorwho.moegamer.net/2016/09/28/2444-wondrous-tails-and-the-accursed-hoard/ https://imnotdoctorwho.moegamer.net/2016/09/28/2444-wondrous-tails-and-the-accursed-hoard/#respond Wed, 28 Sep 2016 23:45:18 +0000 https://angryjedi.wordpress.com/?p=19330 Spent a bit more time with the non-story aspects of FFXIV's 3.4 patch Soul Surrender today, so here's a few thoughts with that in mind. First up, I finished my first Wondrous Tails journal, albeit rather poorly, so I have a good handle of what that's all about now. Wondrous Tails is a new weekly quest where you … Continue reading 2444: Wondrous Tails and the Accursed Hoard

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    Spent a bit more time with the non-story aspects of FFXIV's 3.4 patch Soul Surrender today, so here's a few thoughts with that in mind.

    First up, I finished my first Wondrous Tails journal, albeit rather poorly, so I have a good handle of what that's all about now.

    Wondrous Tails is a new weekly quest where you acquire a journal from the adorable young Miqo'te Khloe Aliapoh. Khloe wants to hear all about your adventures, so you agree to help her out by filling in her journal with tales of some of your exploits. You are then presented with 16 different challenges for the week, nine of which you need to clear to complete the journal.

    On the opposite page to the challenges you are to face is a 4×4 grid of blank spaces for stickers. You acquire these stickers by completing the challenges — one per challenge, though you don't get to choose which sticker you get. Fill a line in the journal and there's a reward separate from the one for completing 9 challenges. Fill two lines and there's another reward. Fill three and there's another still. These rewards are significant, at higher tiers consisting of Allagan Tomestones of Scripture, the current "top end" endgame currency, and even item level 250 armour which, while not the best in the game at the moment, is certainly pretty good.

    They are not, however, easy to accomplish, as I've discovered this week. It's not completely random chance as to whether or not you fill some lines — by helping new players complete duties for the first time, you earn "Second Chance" points, which can be used in one of two ways: firstly, to mark a completed challenge as incomplete while marking an incomplete one as complete. This effectively allows you to do something again while removing the need to do something you don't want to do. You can choose the complete challenge to make incomplete, but not the incomplete challenge to make complete. Alternatively, you can spend two Second Chance points to shuffle the entire board of seals (including the ones you've already placed) in the hope that you will get a more advantageous arrangement. In order to make three lines with nine seals, you need their placement to be absolutely perfect — a horizontal, a vertical and a diagonal. As such, it's a bit of a gamble that you can't necessarily rely on.

    I gambled and failed, ending up with no lines at all by the time I had nine seals — you can only use the shuffle option when you have between three and seven seals, so you can't just shuffle a completed board around. Still, I at least got the reward for completing the journal for the week, which is meaningful in itself, and there's always next week to try again.

    Next up, I jumped in to the randomly generated Palace of the Dead in an attempt to finish my Aetherpool weapon and get something to take the place of my outdated i210 Anima weapon until I can finish the upgrade process. New to Palace of the Dead in this patch is the addition of the Accursed Hoard, a series of hidden treasures that can only be located by using Pomanders of Intuition, which last until you unearth a piece of the Accursed Hoard. Your party banks the pieces of the Hoard until you complete the tier of the Palace that you're on, and like everything else, if you party wipes you lose them.

    Assuming you successfully completed a tier, each piece of the Hoard the party acquired will reward you with a sealed sack which must be taken to a new NPC in Quarrymill to appraise. There then follows a gacha-style appraisal sequence, during which you can anticipate how good the item you're about to get is via the animation that plays (or not!) during the appraisal sequence. There are some decent items available through this system — in my first batch of three sacks, I got a paissa minion, the expensive Thavnairian Bustier top and a firework. In the seven other sacks I acquired throughout the evening, I got more fireworks. It seems fireworks are the default "normal" draw, at least from the common bronze sacks, but there seems to be an above-zero chance of getting rare items from this, too, making Palace of the Dead a worthwhile activity for reasons other than acquiring the weapon.

    There's obviously a lot of RNG in both of these systems that I've described, and some people don't like that, preferring a predictable goal that you can take aim for and always see your progress towards. Final Fantasy XIV has always been heavily RNG-driven, however, and so these two systems, while having the potential for enormous frustration, are firmly in keeping with what we've come to expect from the game to date!

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    2443: Soul Surrender https://imnotdoctorwho.moegamer.net/2016/09/28/2443-soul-surrender/ https://imnotdoctorwho.moegamer.net/2016/09/28/2443-soul-surrender/#respond Wed, 28 Sep 2016 00:30:32 +0000 https://angryjedi.wordpress.com/?p=19282 Final Fantasy XIV patch day has come and gone, so I thought I'd share a few thoughts. I'm going to mostly talk about the Main Scenario quests in this post, so I'll put in a Read More link for those browsing the front page who don't want to accidentally see spoilers. MAIN STORY SPOILERS AHEAD! In numerous … Continue reading 2443: Soul Surrender

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    Final Fantasy XIV patch day has come and gone, so I thought I'd share a few thoughts. I'm going to mostly talk about the Main Scenario quests in this post, so I'll put in a Read More link for those browsing the front page who don't want to accidentally see spoilers.

    MAIN STORY SPOILERS AHEAD!

    In numerous ways, I think Soul Surrender is the best content patch Final Fantasy XIV has had to date. Not only does it add numerous new gameplay systems — Wondrous Tails and Adventurer Squadrons mix up the action a bit, even if the latter is fairly bare-bones at the moment — but it has, I think, one of the best sets of Main Scenario quests the game has seen for a long time.

    Soul Surrender unfolds after the events of Heavensward and its first three content patches came to an end, which is to say that the Dragonsong War is over, and the former Holy See of Ishgard has undergone a revolution and become a republic, with longtime Warrior of Light buddy Ser Aymeric in charge of keeping order. All has seemed peaceful for a while now that the Ishgardians and the dragons have successfully laid down their arms and starting the long healing process from their centuries-long conflict.

    Right on cue, then, unrest stirs elsewhere in Eorzea, as rumours once again surface of the Warrior of Darkness and his companions. Their motivations aren't immediately apparent, but the end result of the chaos that they sow is that the realm's various beast tribes have been thrown into despair, leading them to once again, out of desperation, attempt to summon their Primal gods.

    The Warrior of Light initially thwarts their scheme in the Ixali homeland of Xelphatol, just as the Ixal head honcho is in the process of finalising the process of re-summoning windy madam Garuda for the fifth(?) time since Final Fantasy XIV version 1.0. The battle at the end of Xelphatol is pretty spectacular and chaotic, with the boss actually using Summon Garuda as a move several times throughout the fight, forcing you to deal with some of Garuda's distinctive mechanics and area of effect attacks while simultaneously pummeling another boss altogether.

    Following this, rumours abound that something similarly suspicious is going on with the kobolds near O'Ghomoro in Upper La Noscea on the isle of Vylbrand. The Warrior of Light and the Scions go to investigate only to discover a Maelstrom camp mildly inflicted with chaos by the apparent presence of a kobold intruder. The Warrior of Light eventually chases this interloper down, and it turns out to be a child kobold that recognises his elders are preparing to summon Titan once again, and that this is a very bad idea indeed, particularly as numerous adult kobolds — including his parents — have been taken away, never to be seen again. The Warrior of Light and the Scions conjecture that these missing kobolds may have been killed and their remains used for ritualistic purposes in summoning Titan, but resolve to investigate rather than jumping to any conclusions.

    The Warrior of Light arrives, with the young kobold in tow, at The Navel, deep within O'Ghomoro. The ritual for summoning Titan is reaching its final stages, but has not yet been completed, but things are thrown into chaos when the young kobold spies the bodies of his parents lying motionless next to the head of his tribe and his henchmen, apparently having been used as the latest sacrifices to appease the Lord of Crags. The young kobold, completely grief-stricken and filled with absolute despair at the loss of his only family, screams out in pain, and the sound of his anguish awakens Titan once more.

    In gameplay terms, this then provided an opportunity for the game to reuse the Titan Hard Mode level 50 fight, but a severe emotional gutpunch is delivered during the battle when you see that Titan's lines — usually of the "Bow down, overdweller!" variety — have all been changed to the young kobold's various screams of anguish, with Titan's ultimate ability coinciding with the kobold screeching "WAKE UP!!!", at a complete loss as to how he can possibly handle the devastation his life has just suffered.

    The young kobold is left in the care of the Maelstrom soldiers, who promise to take care of him rather than put him to the sword, as is usually the approach taken to those "lost" to the Primals' influence. At the last moment, the young kobold regains his voice, still full of pain and grief, but starting to show that his tribe's god doesn't quite have a hold of him just yet.

    In the meantime, the Warrior of Light and the Scions are called away to Little Ala Mhigo in South Thanalan, where they hear rumours of further unrest — specifically, a suspiciously large shipment of crystals which makes the group think that another Primal summoning is imminent. Indeed, when they encounter a mysterious figure known as "The Griffin", who appears to have become a prominent individual among the Ala Mhigan refugees, and who promises that his countrymen have a "great power" hidden within them, it seems all but certain that something is amiss.

    However, the Warrior of Light and the Scions uncover the truth in short order: the shipment of crystals was not for the Ala Mhigans to attempt to summon a Primal in an ill-advised attempt to retake their homeland from the Garlean Empire. Instead, it was used as a trade with the local Amal'jaa, who apparently wanted to use it to summon their Primal Ifrit once again.

    Upon arriving at the Bowl of Embers, hoping to stop the summoning ritual, The Warrior of Light and her companions discover that the Amal'jaa have, in fact, been decimated ahead of their arrival, and waiting for them in the Bowl of Embers is not the fiery Primal Ifrit, but the Warrior of Darkness and his party of companions.

    A grand battle ensues, with both sides competing to channel their aether into one of their number who can best handle it, and eventually strike the other down. The Warrior of Darkness and his companions fight for their very lives, for they believe they are fighting to save their world — a parallel world to Hydaelyn, and one which runs the risk of being consumed not by Darkness, but by a surfeit of Light. They seek to redress the balance between the worlds, all of which are shards of what was once a greater reality, and they even gave up their corporeal lives and very souls in order to be able to travel between the worlds by means of crystals, much as the Ascians do.

    Utterly defeated by the Warrior of Light, however, both sides of the conflict are drawn into the mysterious space between worlds where Hydaelyn has previously addressed the Warrior of Light alone through the Echo. Minfilia, revealed a while back to have transcended her mortal existence and become the Voice of the Mother, speaking for Hydaelyn herself, agrees to journey back to the Warrior of Darkness' ruined world and take into herself the excess of light in an attempt to stave off the cataclysm that threatens to turn it into the antithesis of the Void, itself another of these parallel worlds that was previously consumed by Darkness.

    We're left with a number of questions. Chief among them is the matter of what The Griffin is really up to. It transpires that The Griffin the Warrior of Light and her companions met was merely a figurehead; the real Griffin is much more hesitant to show his face, but clearly has plans to retake Ala Mhigo, perhaps with the assistance of the Ascians, who never do anything for free.

    And then in the final scene we see Nero tol Scaeva, last seen after our adventures in the Crystal Tower and the World of Darkness, stumbling across some ominous-looking Allagan ruins. He claims to have finally found something. But what? The smart money is on Omega Weapon, which could well spell disaster for all of Eorzea and beyond if true. We'll have to wait and see what happens next in the final content patch for Heavensward in three months' time, at which point we should have some information about what we can expect from the new expansion.

    Exciting times for the Realm, indeed. And this is just the main story! I'm pretty certain that for me, this has been one of the best "episodes" of the game to date, and I can't wait to see how it continues.

    I haven't even touched the grand finale of Alexander, yet, and I still have plenty of other adventures to catch up on, too. There'll be plenty of time for those tomorrow, though… for now, probably time for bed for this particular Warrior of Light!

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    2442: Planning for Patch Day https://imnotdoctorwho.moegamer.net/2016/09/26/2442-planning-for-patch-day/ https://imnotdoctorwho.moegamer.net/2016/09/26/2442-planning-for-patch-day/#respond Mon, 26 Sep 2016 23:18:42 +0000 https://angryjedi.wordpress.com/?p=19245 It's Patch 3.4 for Final Fantasy XIV tomorrow, so naturally any players of the game have been poring over the patch notes, which were released in their entirety today. Different people have different priorities when it comes to MMO patches. Here's what I intend to get up to: Main scenario Whenever a new patch comes out, I … Continue reading 2442: Planning for Patch Day

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    It's Patch 3.4 for Final Fantasy XIV tomorrow, so naturally any players of the game have been poring over the patch notes, which were released in their entirety today.

    Different people have different priorities when it comes to MMO patches. Here's what I intend to get up to:

    Main scenario

    Whenever a new patch comes out, I always do the main scenario quests first, because these usually 1) unlock at least some of the new content and 2) mean that I can't be hit with inadvertent spoilers from loose lips.

    In the case of Patch 3.4, it's an exciting time for the game, since we not only get to find out a bit more about the mysterious "Warrior of Darkness" — seemingly our dark counterparts, and possibly even something to do with the character used in all the game's CG cutscenes — but we also start the run-up to the next expansion, which is set to be revealed in the not too distant future.

    The smart money is on us finally heading to Ala Mhigo in the next expansion, as it's a place that has been frequently referenced in the game lore, and which is of particular importance to Raubahn, who has been a major character in the entire storyline so far. Our visit to the Ixali region of Xelphatol in 3.4 would seem to indicate our overall "journey" heading in that direction, too, but ultimately the truth remains to be seen.

    Dungeons

    Since I'm probably going to romp through the main scenario stuff first, I'll probably complete Xelphatol first, with The Great Gubal Library (Hard) coming afterwards, since it's just a sidequest.

    I enjoy Final Fantasy XIV's dungeons, but they're always a bit too easy for my liking. This is almost certainly deliberate, as a means to make them friendly to casual players rather than hardcore raiders, but it would be nice to have some new dungeons that the majority of the playerbase don't vastly outgear the moment they step inside.

    At least if nothing else the new dungeons will provide some gear to help people "catch up" to the cutting-edge item level, and dungeon boss fights are always memorable experiences. I can't honestly say I'm hugely excited about either of the dungeons coming up in this patch, but I will reserve judgement until I see them for myself!

    Sophia, the Goddess

    A new Trial is always enjoyable, because although they're just single boss fights, they tend to be absolutely spectacular, with some of the best music and graphical effects in the game. The preview footage for the battle with Sophia looks to be no exception to this; hopefully it won't become another Sephirot, where people moan and complain every time it comes up in Trials roulette mere days after it being released. (I actually quite liked the Sephirot fight!)

    Alexander

    I've been underwhelmed by Alexander throughout the 3.x patch cycle, but then, I wasn't anticipating it to be particularly up my alley from the moment it was first announced. I'm not a big fan of steampunk and the comic relief that the Goblins generally provide in Final Fantasy XIV doesn't lend itself well to the sort of epic conflict that raids, for me, need to be truly exciting. Also the music in Alexander up until now is awful (although admittedly in keeping with the Goblin theme) and I hope to God we at least get some suitably epic music for the final battle.

    All that said, I'm particularly interested to see how the Alexander cycle ends. We were promised some sort of interesting encounter involving time manipulation, so I'm very interested to see where that goes. Beyond that, I hope the team have learned some valuable lessons from Alexander's development and the lukewarm to poor reception it has had from the player base.

    Squadrons

    This content caught my eye when it was first announced, and it's probably going to be little more than glorified Retainer Ventures — i.e. wind up a minion, send them on their way to do something off-screen for 18 hours, then check the results when they get back — but I like the idea, nonetheless, plus there's potential for it to be expanded in the future. In fact, the developers have specifically said they'd like to make it so that players' Squadron members can be taken into dungeons, so that will immediately make this stuff worthwhile.

    Wondrous Tails

    I'm intrigued by this: a randomly selected series of weekly objectives with some significant rewards on offer for completing them. What I'm most interested in is exactly what content is going to be involved with this. Are we going to see something that expects us to do Extreme difficulty trials and The Binding Coil of Bahamut at its original difficulty level? (Or, at least, not unsynced with level 60 gear and stats)?

    Mechanically speaking, Wondrous Tails sounds like a way to make old content relevant again, something which has historically been accomplished with the Relic weapon quests. Wondrous Tails is divorced from all other aspects of progression, however, so it can be tackled alongside whatever route you want to go with, be it raiding, Relic or a combination thereof.

    Palace of the Dead

    I like Palace of the Dead a lot, and it's getting some tweaks in 3.4, the exact details of which haven't been given. What I'm most looking forward to is it being extended to the full 200 floors in patch 3.45, with floor 100 being the end of its "story mode" and floors 101-200 being effectively a "hard mode". Palace of the Dead already offers some worthwhile rewards in the form of weapons; I'm interested to see what the deeper floors will offer.

    Apartments

    Since they're set to sell for just 500,000 gil, I'll likely finally get my own piece of personal housing in the form of an apartment. It's a pity you can't do gardening in them, since gardening is one of the key benefits of having either a personal or a Free Company house, but I'll enjoy having a space to call my own that I can fiddle around with and decorate.

    The onward grind

    I'm making decent progress on my Dark Knight Anima weapon, and will continue to do this throughout 3.4; hopefully the new additions to the game will make this process more varied and interesting.

    Beyond that, I've been levelling White Mage and enjoying it, so I might try my hand at a bit more healing than I have been doing in the past, though naturally gearing WHM up will have to be balanced with gearing DRK, which is still my main.

    Overall, I'm really interested to see where 3.4 takes the game, and especially interested to hear the first details of the new expansion when they finally arrive. Hopefully it won't be too much of a tease when it's revealed!

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    2441: That Racing Game I Always Wanted https://imnotdoctorwho.moegamer.net/2016/09/25/2441-that-racing-game-i-always-wanted/ https://imnotdoctorwho.moegamer.net/2016/09/25/2441-that-racing-game-i-always-wanted/#respond Sun, 25 Sep 2016 23:51:36 +0000 https://angryjedi.wordpress.com/?p=19184 The more I play The Crew, the more I like it, and the more I'm surprised that it only got middling reviews which, consequently, led to it being one of Ubisoft's lesser-known, less popular games. (Actually, I'm not at all surprised about middling reviews, because we all know how (in)accurate reviews are these days, and how … Continue reading 2441: That Racing Game I Always Wanted

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    The more I play The Crew, the more I like it, and the more I'm surprised that it only got middling reviews which, consequently, led to it being one of Ubisoft's lesser-known, less popular games. (Actually, I'm not at all surprised about middling reviews, because we all know how (in)accurate reviews are these days, and how meaningless scores are.)

    Fortunately, Ubisoft doesn't appear to have taken these middling reviews to heart and neither does the player base, as there always seem to be plenty of people online when I boot up The Crew, and its second expansion Calling All Units is due to hit in November.

    The Crew is pretty much everything I've come to want from a racing game over the years, and very few games have successfully provided for these wants so comprehensively. In fact, I'd go so far as to say that The Crew is probably the only racing game I've played that ticks pretty much every single one of the boxes in my imaginary checklist for my "dream racing game".

    First up, let's talk about the open world. I've been fascinated with the idea of open world driving games ever since I played Test Drive II on the Atari ST and wished that I could go off the predefined routes to explore. I never got to play it, but I was particularly enamoured with the idea of Test Drive III's move to open environments, as primitive as they were with their early untextured 3D polygons. Then open world racing games actually became a thing with the Midnight Club and Need for Speed Underground series — the latter of which set in place a formula for the series that it hasn't deviated from ever since.

    The Club takes the concept of an open world racing game to an extreme level, offering a world that represents the entire United States. Unlike a full-on simulator, this depiction isn't entirely true to life and is scaled down somewhat — you can drive from Key West to Miami in two minutes — but this makes sense for the purposes of fun. Real driving isn't fun, largely because it still takes a very long time to get anywhere; video game driving, however, needs to be fun to keep people interested, and to this end The Crew provides an open world that is manageable in size but packed with enough hidden bits and pieces to make it well worth exploring rather than just proceeding from mission to mission.

    The best thing about The Crew's use of a miniaturised United States as its open-world setting is that it allows for a hugely diverse landscape. There's the wasteland of Arizona. There's the swampland of the Deep South. There's the twisting, turning, tree-clad mountain roads of the central mountain states. And, of course, there are the various cities, each of which have numerous landmarks present and correct. It's a delight to drive around and a pleasure to explore in search of data uplinks and hidden car parts.

    So open-world driving is one box that The Crew ticks. What else do I want from a racing game? Well, as much as I've tried to enjoy the Gran Turismos and Forza Motorsports over the years, I came to the conclusion a while back that I'm just not a driving sim kinda guy. My taste lies with arcade-style handling a la Ridge Racer, in which it's possible to slide sideways around a corner with just a hint of a tap on the brakes.

    The Crew very much delivers in this department, and with some variety, too. Each car you get in the game can be specced out with different "classes" ranging from full stock (the basic model, no modifications) through "street" (tuned for street racing), "dirt" (more suited for rallying), "perf" (high-performance, particularly suited for street and circuit racing) and "raid" (super-strong and eminently suitable for complete offroading). Each of these specs feels very different to drive, too. The perf spec cars are fast and can pull off some impressive drifts, but don't get much air if you fly off a jump and do not do at all well if you leave the tarmac. The raid cars sit high off the ground but provide an enjoyably bumpy ride as you ignore all the roads on the map and just leap over hills at every opportunity. The dirt cars get convincingly filthy and throw up dust clouds as you power them around unpaved roads, sliding sideways around corners like a pro.

    It's not at all realistic, in other words, but at no point is it trying to be. It wants to be fun, and by God it succeeds at that. I love driving in The Crew. It's just fun to drive around the map, even without a mission. Throw in the fact that the missions are accompanied by dialogue and dramatic, cinematic-style music and you have an absolutely thrilling game.

    Which brings us on to the story aspect. The Crew's storyline is cheesy and stupid, just like The Fast and the Furious, but it's entertaining and does its job. It has some good characters including some loathsome villains, and the protagonist (played by the ever-popular Troy Baker) does a good job of deadpanning his way through some genuinely amusing lines.

    I've been hungry for a "driving game with a plot" ever since I learned of the existence of Racing Lagoon on the PS1, and endured the subsequent disappointment that it never got localised. (I understand that it was supposedly not that good in the first place, but I would have liked the opportunity to judge for myself.) Various games over the years have toyed with adding a plot — most notably EA's Need for Speed series — but they always seem incredibly half-hearted, all but abandoning any attempt at storytelling once the game gets going.

    The Crew is different, though. It keeps its plot flowing at a good pace, and you feel like you're taking part in a Fast and Furious movie. As I say, it's dumb and stupid, but it's good dumb and stupid — the sort of summer blockbuster fare that would get you munching on your popcorn as if your life depended on it. It draws you in and makes you interested, and rewards progress through the game with satisfying (and impressively realistic) cutscenes.

    Finally, there's the "RPG" aspect of the game. The one thing I always liked about Forza Motorsport and Gran Turismo was the part where you earned money and bolted bits on to your car to make it better. Where that part fell down for me was in the tuning aspect, where the game expected you to understand how cars worked in order to fine-tune all the settings to their optimal levels. Fine for true petrolheads; less good for people like me who just want to power around a course and feel cool while doing it.

    The Crew adopts an almost Diablo-esque loot system in which every event you complete in the game, big or small, rewards you with a part that you can either stock or equip on the car you're currently driving. Parts come in bronze, silver and gold variants, with the gold versions naturally being considerably better than the bronze.

    You don't need to know what a "differential" is in order to enjoy this system, though, much as you don't need to know exactly what the purpose of each piece of armour is in a loot-whoring RPG. Instead, each part simply affects one of your car's core performance stats — acceleration, top speed, braking and grip — and contributes to an overall "level" for the car. The higher your car's level, the better it is — and you can leave it at that if you so desire, or you can further customise and specialise your car by mixing and matching parts in order to emphasise a particular stat if you so desire. It's a simple but effective system that allows even non-mechanically minded people to enjoy a feeling of progress and advancement without ever having to touch a gear ratio menu.

    The Crew is marketed as an MMO but I must confess I haven't dipped my toes into the multiplayer at all as yet. The story is enjoyable enough in single player — and feels like it's been designed with single player in mind, with the possible exception of the "takedown" events, which would doubtless be much easier with four people — but it looks as if there will be more than enough things left to do in multiplayer once you reach the end of the story. It has its own "endgame", if you will, which I can't comment on with any authority just yet, but I'm interested to explore, particularly the "Summit" events that were introduced with the Wild Run expansion.

    If you haven't yet grabbed your free copy of The Crew from Ubisoft, you've got until October 11 to do so — head on over here to do so. What have you got to lose? And if you are already playing, do feel free to add me as a friend via UPlay — my tag there is "AngryJedi" — and send me a message if you want to try any aspect of the game's multiplayer; I'm keen to give it a go!

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    2440: Baffled by Food https://imnotdoctorwho.moegamer.net/2016/09/24/2440-baffled-by-food/ https://imnotdoctorwho.moegamer.net/2016/09/24/2440-baffled-by-food/#respond Sat, 24 Sep 2016 23:25:28 +0000 https://angryjedi.wordpress.com/?p=19168 Andie's been watching a show called Great British Menu, and that show frustrates me in a number of ways. Firstly, it's one of many, many shows that overuses the "Great British" thing. It's okay to just say "British" sometimes. (You definitely don't need to say it at all when talking about the "great British public". It's just "the … Continue reading 2440: Baffled by Food

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    Andie's been watching a show called Great British Menu, and that show frustrates me in a number of ways. Firstly, it's one of many, many shows that overuses the "Great British" thing. It's okay to just say "British" sometimes. (You definitely don't need to say it at all when talking about the "great British public". It's just "the public".)

    The main way it frustrates me, however, is I just don't understand the appeal of the food these people are cooking. The show claims to celebrate the "total transformation of British cuisine during the Queen's historic reign" (and they don't let you forget that, repeating it roughly eleven thousand times each episode) but all I see is food that has become less about, well, food and more about, as they put it "theatre".

    I'm a simple man when it comes to food. I like a good ham, egg and chips. I like a chilli. I like a spaghetti bolognese. I like a steak. I like a good roast dinner. Those are all good dishes that taste nice. They may be "uninteresting" to the refined palate, but they do fine by me, and more importantly, they are easily scalable according to how hungry you are and how many people you're catering for.

    The "total transformation of British cuisine during the Queen's historic reign", meanwhile, seems to be all about compressing and pureeing everything, then sticking it in a box with some dry ice underneath so the plate of food ends up resembling a rather sparsely populated '80s rock concert more than, well, a plate of food.

    One of the things the chefs on the show are fond of doing is offering "a new take on [x]". In the last episode I saw, there was "a new take on bacon and eggs", and "a new take on Eton Mess". Again, both of those things are fine as is. I certainly don't need an onion puree and an onion tuile, whatever the fuck that is, with my bacon and eggs — even if I did like onion, which I don't. And I definitely don't need my Eton Mess to be "interactive" by being hidden inside a meringue shaped like a cricket ball.

    I don't know. I'm probably just being grumpy about this, although I have had food with "theatre" and enjoyed it — when I went to the Ninja restaurant in New York, the food there was served with plenty of theatrics and dry ice, but importantly, they gave you an actually decent plate of food as well. The stuff the chefs on Great British Menu come up with looks like something you'd serve as a starter to a Spartan.

    If this is how British cuisine has transformed during the Queen's historic reign, then I'm just grateful that the local chippy is still open for business.

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    2439: Rescue on Fractalus https://imnotdoctorwho.moegamer.net/2016/09/23/2439-rescue-on-fractalus/ https://imnotdoctorwho.moegamer.net/2016/09/23/2439-rescue-on-fractalus/#respond Fri, 23 Sep 2016 18:28:19 +0000 https://angryjedi.wordpress.com/?p=19145 I'm bored, tired and ill, so aside from wheezing and feeling sorry for myself today, I distracted myself from negative thoughts by making a video about one of my favourite games of all time: Lucasfilm's Rescue on Fractalus. A lot of people tend to assume that Lucasfilm's games output began with their fabulous SCUMM-driven adventure games from Maniac … Continue reading 2439: Rescue on Fractalus

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    I'm bored, tired and ill, so aside from wheezing and feeling sorry for myself today, I distracted myself from negative thoughts by making a video about one of my favourite games of all time: Lucasfilm's Rescue on Fractalus.

    A lot of people tend to assume that Lucasfilm's games output began with their fabulous SCUMM-driven adventure games from Maniac Mansion onwards and ended with some limp-wristed Star Wars spinoffs, but they were actually pretty active in the early days of computing. Not only that, their games became known for being some of the most technologically advanced titles out there, with Rescue on Fractalus being an early example of spectacular first-person perspective flight, shooting and rescue action.

    Rather than using polygons, which were only just starting to be explored on home computers by Braben and Bell's Elite in 1984, Rescue on Fractalus, which came out earlier in the same year, made use of fractals to generate its three-dimensional landscapes. The effect was a much more "organic"-looking landscape than what we'd come to expect from polygon-based titles in their early years, and remains an impressive technological achievement considering the power of the host systems even today. Sure, it may not be perfect by modern standards — the frame rate is janky, there's a lot of pop-in, the game doesn't quite seem to know how to respond when you collide with a solid object — but when you consider this was first released to the world in 1984, I think we can forgive all these things, particularly when the game itself is so solid.

    In Rescue on Fractalus, you fly a craft called the Valkyrie down to the titular planet, whose atmosphere is so toxic it makes a Gawker publication look like a bereavement support group. A number of pilots have crash-landed, and it's your job to save them by finding them, landing nearby, waiting for them to come up and bang on your airlock door, letting them in and then speeding off on your way. This is a simple process in the early levels, but as you progress, you start having to contend with mountaintop laser cannons, kamikaze flying saucers, aliens impersonating pilots on the ground and even flying by night, necessitating even more reliance on your ship's instruments than normal.

    I loved Rescue on Fractalus back when I first played it because it provided one of the most convincing, dramatic representations of flying an advanced spacecraft that I'd ever seen. The realistic cockpit view with instrumentation, the wonderful two-channel "whistling" sound of the ship's engines — entirely unique to Rescue on Fractalus, making it instantly recognisable to hear as much as see — and the fact that the game involved more than just "point and shoot" captured my attention as a child, and it's a game I still delight in playing even today.

    But those aliens hammering on the windshield still scare the shit out of me.

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    2438: Gunslinger https://imnotdoctorwho.moegamer.net/2016/09/22/2438-gunslinger/ https://imnotdoctorwho.moegamer.net/2016/09/22/2438-gunslinger/#respond Thu, 22 Sep 2016 22:52:22 +0000 https://angryjedi.wordpress.com/?p=19119 Eager for a short palate-cleanser after polishing off Fairy Fencer F: Advent Dark Force last night, I sought the counsel of my online friends. Mr Alex Connolly was first to answer the call, suggesting Call of Juarez: Gunslinger, a game which I recall had everyone very excited a few years back, and a game which someone — possibly … Continue reading 2438: Gunslinger

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    Eager for a short palate-cleanser after polishing off Fairy Fencer F: Advent Dark Force last night, I sought the counsel of my online friends. Mr Alex Connolly was first to answer the call, suggesting Call of Juarez: Gunslinger, a game which I recall had everyone very excited a few years back, and a game which someone — possibly Mr Connolly himself — had provided me with a gift copy of at some point in the recent past.

    I have no experience with the Call of Juarez series as a whole, or with Westerns in general, but I was willing to give it a shot (no pun intended) as it had been so well-received on its original release — particularly for the amount of content it offered for its budget-tier price.

    I liked it enough to play through the whole thing today, but I was left with mixed feelings. There were some things I really, really liked about it, and a couple of things I absolutely detested.

    Let's start with the positives, chief among which is the story and the way it is handled. Presented as the recollections of ageing bounty hunter Silas Greaves, the game unfolds over the course of a series of levels punctuated by attractive cutscenes featuring the Silas of today and the companions in the saloon that he is telling his tall tale to. During gameplay, Old Silas narrates the action — with his descriptions reflecting what you're doing and the choices that you make along the way — as well as performs most of the dialogue on the cast's behalf.

    Gunslinger particularly plays with the "unreliable narrator" trope through Silas presenting alternative explanations of what happened — sometimes saying "well, I could have done this…" at which point you have to play through the hypothetical situation before it rewinds to what actually happened. Silas also posits that much of the history of the Old West as told by "dime novels" isn't quite what happened, and in fact he just happened to be present for some of the most notorious events in the region alongside the most notorious outlaws of the period. Indeed, in the game you run into everyone from Jesse James to Butch Cassidy and the Sundance Kid, though with Silas' flair for the dramatic, you can never quite be sure if he was telling the truth all the way through his story.

    Gameplay-wise, Gunslinger adopts a somewhat arcadey mould by featuring a combo system and points being awarded for kills. Kill bad guys in rapid succession and your multiplier climbs; dispatch them in ways other than just filling their torsos full of lead and you get additional base points multiplied by the multiplier. This isn't much of an issue in the story mode — though points convert directly to XP, which can unlock various passive skills that make Silas' journey a bit easier — but is brought to the forefront in the Arcade mode, where you're tasked with attaining high scores in short, narrative-free levels.

    Gunslinger's style initially appears at odds with its gameplay mechanics, because you're using Old West weaponry — six-shooters and rifles that are painfully slow to reload, breaking the "flow" of combat somewhat. Unlock a few skills, however, and you'll find things become much more fast-paced and frantic, particularly once you obtain the ability to repeatedly hammer the reload button to reload more quickly. By the end of the game there's a nice rhythm to the combat for the most part, and the story provides sufficient incentive to continue exploring.

    There are two real things I didn't like at all about Gunslinger, however. First of these was the prompt "You're straying too far from the story…" that pops up if you walk more than three feet in the "wrong" direction during a level. This is simply bad game design; the levels should be designed in such a way that the player is confined to the "story area" without feeling like they're confined. If there's open space, let them use it! This became a particular issue in the final level as the Sundance Kid bore down on Silas with a shotgun; it was impossible to get more than a few feet away from him to hide without this annoying message popping up, which also happened to break Silas out of a sprint any time it appeared, too.

    The other thing I didn't like was the dueling system, although it was stylistically appropriate for the genre. In duels, you have to move Silas' hand back and forth with the A and D keys so that it's hovering over his holster, ready for a quick draw, while simultaneously manoeuvring an erratic, drunken mouse pointer over the enemy you're facing off against. Once the enemy draws, you have a split-second to click the mouse button to draw your pistol and shoot them dead before they do the same to you. Trouble is, even with high "speed"and "focus" ratings obtained by performing the aforementioned manipulations, it often seemed to be a matter of luck as to whether Silas actually drew his gun as you expected and managed to get off a shot. Supposedly you're able to dodge the bullets that come at you in this mode, but I don't think I ever successfully achieved this; all my duels were won by what felt like dumb luck and perseverance. Perhaps there's more to it than that, but I didn't like their execution at all.

    Aside from these issues, I enjoyed Gunslinger a lot. Its story was presented in an unusual, effective manner and its levels were well designed with plenty of variety rather than all being set in drab, brown "Old West" type settings. I'm not sure whether I liked it enough to play through it again on the harder difficulties, but I'll probably check the Arcade mode out, at least. As for the mode where you can voluntarily subject yourself to more Duels? I think I'll pass!

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    2437: Ultimate Fencer https://imnotdoctorwho.moegamer.net/2016/09/21/2437-ultimate-fencer/ https://imnotdoctorwho.moegamer.net/2016/09/21/2437-ultimate-fencer/#respond Wed, 21 Sep 2016 23:23:32 +0000 https://angryjedi.wordpress.com/?p=19068 I finished up Fairy Fencer F: Advent Dark Force this evening, including getting the Platinum trophy, and I've come away thoroughly satisfied with what is possibly Compile Heart's best game to date, although it's a close-run thing between this and MegaDimension Neptunia V-II. I was particularly impressed by how much the two new narrative paths diverged from the … Continue reading 2437: Ultimate Fencer

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    I finished up Fairy Fencer F: Advent Dark Force this evening, including getting the Platinum trophy, and I've come away thoroughly satisfied with what is possibly Compile Heart's best game to date, although it's a close-run thing between this and MegaDimension Neptunia V-II.

    I was particularly impressed by how much the two new narrative paths diverged from the original Fairy Fencer F's storyline — while they involve many of the same dungeons, locales and characters, the important stuff about the story is very different indeed, right from the characters' personalities in some cases all the way to their motivations and eventual goals.

    I found the fact that the game wasn't afraid to be a bit dark to be very much in its favour. Its colourful Tsunako character designs would suggest an adventure similar in tone to the Neptunia series, but in actual fact Fairy Fencer F is lighter on the comedy, heavier on the drama and even tragedy at times. That's not to say there isn't any comedy at all — what comedy there is tends to be well-timed in order to lighten the mood after some particularly heavy exposition — but it's not the main point of it all.

    This seems to be a direction that Compile Heart is moving in with its recent releases, and one that it seems to feel comfortable with. The Neptunia series has been expressing greater confidence with storytelling as it has proceeded, too — while the first game felt a bit like a string of amusing events loosely tied together with the semblance of an overarching plot, mk2/Re;Birth2 took a much darker tone with some truly odious villains (and one of the series' most notoriously unpleasant optional endings) and Victory/Re;Birth3 had a much stronger sense that it had been composed as a complete story rather than a series of episodes. As for MegaDimension Neptunia V-II, that had its darker elements — particularly towards the end — and consequently, narratively speaking, was the most "structurally sound" of the series.

    I didn't play the original Fairy Fencer F when it came out, but I've now experienced that game's story thanks to Advent Dark Force's Goddess arc. It's clear that Compile Heart wants to experiment with more ambitious narratives, but thought, quite rightly so, that Neptunia probably wasn't the best place to do it (although that said, mk2's Conquest ending is effective precisely because it is so tonally dissonant with what you've been conditioned to expect from the rest of the series). Fairy Fencer F jumps in headfirst with a likeable cast of rogues, many of whom are a bit morally ambiguous, and which Advent Dark Force does a good job in exploring over the course of its three distinct narrative paths.

    Perhaps most striking about Advent Dark Force is that it isn't afraid to let main characters die — something that would be unthinkable in a Neptunia game, regardless of how dark the overall plot got — and it demonstrates this early on. In most of the narrative paths, which take place after a "time loop" at the end of the common route, then diverge in three very different directions, protagonist Fang seeks to atone for the deaths he directly or indirectly caused in the common route, with varying degrees of success. Each path features a different combination of characters from the complete playable cast, with some of these characters dying or even being on the "other side" in different routes.

    Of particular note is the character Sherman, who — mild spoiler, sorry — is the villain in the original Fairy Fencer F story, but in the Vile God arc he spends a significant amount of time being the protagonist in Fang's absence. In the Evil Goddess arc, meanwhile, he has a more complex role that I'll leave for you to discover.

    One of the other great things about the additional routes in Advent Dark Force is that it gives some of the "filler" characters from the original something to do. Fairy-loving scientist Harley, for example, doesn't have a whole lot to do in the original game's narrative, but in the Evil Goddess arc in particular she plays a leading role. Likewise, in both the Vile God and Evil Goddess arcs we see a lot more of the taciturn child assassin Ethel, including how she became the person she was and how it came to be that she could only communicate through the word "kill" with varying intonation.

    After having finished all three routes, I'm left with the feeling that I have when I finish a good visual novel: I have a good, solid understanding of all the characters, the situations in which they found themselves and the world which they inhabited. And, if the post-credits sequence in the Evil Goddess arc — clearly intended to be the "true" path — is anything to go by, then I have little doubt that we're going to see more of these characters in the future. I certainly wouldn't complain about more Fairy Fencer F games if it gives Compile Heart a chance to spread their wings and explore more ambitious narrative themes — particularly if the game itself is as good as Advent Dark Force ended up being.

    I'll say one more time for now: if you're still ignoring (or worse, deriding) Compile Heart games and call yourself a fan of JRPGs, you're missing out on some great experiences. Fairy Fencer F: Advent Dark Force is a good entry point to start exploring their work for yourself if you feel a little overwhelmed by the amount of Neptunia out there already; if you enjoy good, traditional JRPG stories, solid combat, wonderfully loathsome villains (one of them even does the ol' "ohohohohohoho!" beloved of '90s anime) and a colourful, immensely memorable cast of characters you can't go wrong with this one.

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    2436: Default Tone https://imnotdoctorwho.moegamer.net/2016/09/20/2436-default-tone/ https://imnotdoctorwho.moegamer.net/2016/09/20/2436-default-tone/#respond Tue, 20 Sep 2016 19:40:35 +0000 https://angryjedi.wordpress.com/?p=19029 Earlier today, I was browsing through the digital editions of the old magazines I downloaded from AtariMania and came across a short series of articles written by my Dad about "going online". This was pre-Internet "going online", however, involving a 64K Atari 800XL, a 300 baud modem and an external interface for plugging in such devices, … Continue reading 2436: Default Tone

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    Earlier today, I was browsing through the digital editions of the old magazines I downloaded from AtariMania and came across a short series of articles written by my Dad about "going online".

    This was pre-Internet "going online", however, involving a 64K Atari 800XL, a 300 baud modem and an external interface for plugging in such devices, and as such involved dialling up bulletin board services (BBSes) directly to access their information and files.

    What struck me when reading my Dad's wide-eyed wonderment at being able to phone up a computer in Birmingham, read messages and download programs (a much more cumbersome process than we take for granted today, involving downloading the program into a "buffer" and then saving it to floppy disk or cassette afterwards) was the fact that any time he mentioned interacting with other people — usually through the BBSes' approximation of a "forum", which allowed people to post and reply to short, simple text-based messages — he was struck with how pleasant, polite and enthusiastic people were. These BBSes were generally run by enthusiasts rather than professional, commercial organisations and consequently tended to attract people in a similar vein.

    Fast forward to today and I witness this somewhat sad, plaintive monologue from PR superhero Tom Ohle of Evolve PR:

    I'm with Tom here, but I'm at a loss as to how we got from the enjoyably enthusiastic experience my Dad described in these articles to a situation where the default tone on the Internet is aggressive, confrontational, cynical and negative.

    This isn't universal, of course — there are still plenty of community groups that are made up of genuine enthusiasts, and interestingly enough many of them are still centred around the Atari community — but even among such community groups you find trolls, naysayers and people who are always keen to see the negative in everything.

    This is particularly apparent in the gamer community, who are seemingly never satisfied by anything — blockbuster triple-A games are too formulaic, indie games are too weird, imported games are too "censored" — but it happens right across the Internet, make no mistake.

    It's usually explained away by the John Gabriel Greater Internet Fuckwad Theory:

    215499488_8pszr-2100x20000

    And for a while that was plausible. But it's not as simple as that any more: the rise in services such as Facebook means that people are quite comfortable being total fuckwads even with their real name attached to the nonsense they're spouting. And it seems to be the default tone these days, which is disheartening; it's actually unusual when you find a community that isn't full of complainers.

    Perhaps it's a consequence of throwing everyone from all different backgrounds all together into a melting pot, resulting in inevitable culture clash. Or perhaps the world of today really does engender negativity rather than positivity — I know that I certainly don't feel particularly happy about the way the world is these days, though my way of attempting to counter it is instead to focus on the things that I do love.

    Whatever the explanation, I feel it's sad how things have developed since those innocent days of dialling up that BBS in Birmingham and having to explain to my mother why we were on the phone for so long. I feel we've gone backwards rather than forwards, and that it's probably too late to do anything about it now.

    All an individual can do, I guess, is try their best not to be part of it.

     

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    2435: Memories: Read https://imnotdoctorwho.moegamer.net/2016/09/19/2435-memories-read/ https://imnotdoctorwho.moegamer.net/2016/09/19/2435-memories-read/#respond Mon, 19 Sep 2016 17:12:45 +0000 https://angryjedi.wordpress.com/?p=19022 I finished Read Only Memories earlier. I liked it a lot! I posted a review on Steam, but I thought I'd post it here too because I'm feeling lazy. Read Only Memories is an adventure game in the '90s mould, seeming to draw specific inspiration from titles like Snatcher and Rise of the Dragon, and set in … Continue reading 2435: Memories: Read

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    I finished Read Only Memories earlier. I liked it a lot! I posted a review on Steam, but I thought I'd post it here too because I'm feeling lazy.

    Read Only Memories is an adventure game in the '90s mould, seeming to draw specific inspiration from titles like Snatcher and Rise of the Dragon, and set in the same world as the (later, and wonderful) VA-11 HALL-A.

    On the whole, it's a great experience. The pixel art aesthetic really works for the game and has clearly been designed by people who know what good pixel art looks like. Everything about the interface, including the font, is well-designed to look like a retro adventure game, and the FM-synthesis soundtrack complements it nicely.

    Puzzles are relatively thin on the ground but in a couple of cases are more interesting than "use the thing on the thing", which is worthy of note, though the final puzzle in the game seems to play by some inconsistent rules that can lead to failure seemingly by no fault of your own.

    The story is well-written and filled with interesting characters, plus deserves note for having a number of possible solutions to various situations, though not all will lead to the "best" ending. The game encourages you to consider the consequences of your actions and the things that you choose to say, even though those consequences may not become apparent until much later. I very much liked that your behaviour over the course of the whole game affected some later events rather than choices having an immediate impact on what was going on.

    The overall plot is one of tolerance and understanding, and strikes a good balance between casting the player (whom you can name and gender as you desire, since you never see them) as an "everyman" sort of character prone to putting their foot in their mouth when confronted by groups they don't quite understand, and presenting a solid message about acceptance, learning to trust one another and personal growth.

    The only real criticism I'd level at the game is that its handling of gay and transgender characters feels a little ham-fisted, with their presence and the "reveals" of their identity seemingly being calculated to go "SURPRISE!" rather than simply blending them into the setting. Big burly, manly bartender dude? SURPRISE! Next time you meet him, he has another big hairy dude all over him calling him "hon" at every opportunity (though that said, I couldn't help but like Gus). Meet an eccentric, long-haired, bearded TV producer? SURPRISE! They're a lady! That and the presence of a non gender-specific character demonstrates just how awkward using singular "they" as a pronoun is in dialogue.

    Ultimately it doesn't hurt the overall plot at all, but these instances stick out like sore thumbs when they happen as they just don't quite feel like they're in keeping with the tone: the implication elsewhere in the plot is that society has moved beyond discrimination by gender and sexuality, and instead onto discrimination against those who are "augmented" in some way, either through cybernetics or genetic hybridisation. To specifically draw attention to gay and transgender characters in this way as the game does feels counter to this implication, which is otherwise well handled.

    This game's spiritual successor VA-11 HALL-A handles gay characters much more elegantly by them simply… just being there, no big deal, no big fuss about who they are, no sense that the game is holding you down and urging you to admire how progressive its views are.

    I played this game before the big update that adds voice acting, and if you're interested in this game, I'd encourage you to do the same. The few parts of the game that do already have voice acting (just the intro and epilogue at present) are immensely jarring with the rest of the game's presentation, and the delightful beepityboopityboop noise that dialogue makes throughout the rest of the game is a much more powerful stimulus to the imagination than a voice actor whose interpretation of the character may not match the one you have in your head after reading the text.

    Overall, Read Only Memories is a game I give a solid thumbs up. The issues I mentioned above are minor in the grand scheme of things, but hopefully the team will learn from them — and from the things VA-11 HALL-A did better, despite being produced by a different team — and produce even greater works in the future.

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    2434: Crewsin' https://imnotdoctorwho.moegamer.net/2016/09/18/2434-crewsin/ https://imnotdoctorwho.moegamer.net/2016/09/18/2434-crewsin/#respond Sun, 18 Sep 2016 22:57:19 +0000 https://angryjedi.wordpress.com/?p=18990 I've been spending some time with Ubisoft's The Crew for the last few days. I actually picked it up shortly after release but didn't play it all that much. With the recent announcement that the base game would be free throughout September (you can still claim a copy here at the time of writing) I thought I'd … Continue reading 2434: Crewsin'

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    I've been spending some time with Ubisoft's The Crew for the last few days. I actually picked it up shortly after release but didn't play it all that much. With the recent announcement that the base game would be free throughout September (you can still claim a copy here at the time of writing) I thought I'd give it another go.

    What is The Crew? Allow me to elaborate in video form, because I can.

    I'm left wondering why I didn't play The Crew more when it first released, because it occurs to me that it's what I wanted from a driving game for quite some time: the elusive ideal of the "caRPG", or an RPG with cars if you prefer less clumsy portmanteaus.

    The Crew ticks all the boxes that I wanted. For one, it has a plot that is reasonably interesting and features some characters that, while a bit cliched, occasionally have some entertaining things to say — the protagonist offhandedly complaining to his FBI handler that he really wanted a shower because he'd been in his damn car for days was a nice bit of self-reference to the fact that The Crew doesn't have any on-foot missions. The plot itself may be Fast and Furious-level nonsense, but it works in context.

    Secondly, it has a levelling system that is actually meaningful. Unlike games such as Forza Motorsport, which largely seem to have a levelling system just to show how long you've been playing, The Crew's levelling system actually works like one in a more conventional RPG — some gear is level-locked, your cars get more powerful as you level up and there's an MMO-style "endgame" once you reach the cap, further improving your abilities by getting better and better loot.

    Which brings us on to the third point. The Crew is also a loot-whoring game, which is something I never thought I'd say about a racing game, but it's true. Any activity you complete rewards you with loot, with better results giving you better gear. You get immediate feedback on whether the gear is better or worse than your current setup by means of an "item level"-like system for each of your cars, and events have recommended vehicle levels so you never tackle anything that is going to be way too difficult for you.

    In case you're still not quite convinced about The Crew secretly being an RPG, well, there are different classes of cars, too. Fullstock cars are exactly as they came out of the garage. Street cars are modified street-legal cars for road races. Dirt cars are suitable for offroading and stunts. Raid cars are powerhouses that can take a beating and dish one out too. Perf cars are extremely fast. And there's plenty more where that came from — even more with the Wild Run expansion, which adds several "extreme" specs to the list, too.

    And then there's the multiplayer, which to be honest I haven't tried all that much yet. There's a sort of passive multiplayer a la Test Drive Unlimited as you zip around the open world, occasionally passing other players by. You can queue up for PvP-specific missions. You can recruit people to help you out with story missions, which then have to be played fully cooperatively — race missions, for example, mean that your teammates just have to make sure that you win by fair means or foul, whereas missions where you have to wreck a fleeing vehicle are likely to be much easier with company.

    And on top of all that, The Crew makes driving around its vast open world interesting by 1) having some lovely scenery and 2) scattering Project Gotham-style skill challenges around the roads, tasking you with everything from slaloming around markers to simply getting as far away from your start point as possible. Each of these reward you with loot and experience, making them the equivalent of "trash" enemies in a more conventional RPG.

    I'm enjoying the game a lot. Handling is enjoyably slidey and arcadey, just how I like it, and there's a ton of stuff to do, yet enough structure to ensure that you never get overwhelmed with too many options at any one time. And it feels like the best use of Ubisoft's open-world formula to date, with plenty of hidden things to find that reward you with experience, loot and even hidden cars to uncover.

    The Crew is free for the rest of the month on PC. Be sure to claim your copy here.

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    2433: Read Only Voices https://imnotdoctorwho.moegamer.net/2016/09/18/2433-read-only-voices/ https://imnotdoctorwho.moegamer.net/2016/09/18/2433-read-only-voices/#respond Sun, 18 Sep 2016 01:33:02 +0000 https://angryjedi.wordpress.com/?p=18940 This evening, prompted by an earlier discussion on Discord, I fired up Read Only Memories for the first time. This is a game I've been meaning to play ever since I discovered it had significant connections to the wonderful VA-11 HALL-A, my love for which has been well-documented. For the unfamiliar, Read Only Memories, or ROM for short, is a retro-style pixel … Continue reading 2433: Read Only Voices

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    This evening, prompted by an earlier discussion on Discord, I fired up Read Only Memories for the first time. This is a game I've been meaning to play ever since I discovered it had significant connections to the wonderful VA-11 HALL-A, my love for which has been well-documented.

    For the unfamiliar, Read Only Memories, or ROM for short, is a retro-style pixel art cyberpunk point and click adventure/visual novel hybrid. Its emphasis is thoroughly on story rather than brain-taxing puzzles, though unlike VA-11 HALL-A it does have more substantial puzzles than determining what drink everyone wants — one where you have to reroute a taxi to end up back where it started is a particularly good one.

    Like VA-11 HALL-AROM is, at present anyway, text-based. Dialogue appears on the screen for you to read, and it is accompanied by that lovely old-school "bloobloobloo" noise that we've been hearing since the technological Dark Ages. (ROM's particular take on "bloobloobloo" specifically reminds me of Paul Woakes' Mercenary series, which is fitting because all of the dialogue in that was delivered by your somewhat sarcastic personal computer Benson.)

    I say "at present" because the team behind ROM are currently working on a significant update to the game to coincide with its PS4 and Vita release. The main addition to this new version of the game is voice acting. I was already erring on the side of thinking "oh, no" when I first heard this announcement, and then I watched the voiceover trailer.

    Oh boy. That is… not good. Not good at all. Particular anti-props to Jim Sterling for making absolutely no attempt to disguise his distinctive voice. Thankfully, the voices will apparently be optional, and recognisable, potentially contentious voices such as Sterling are seemingly mostly confined to relatively minor characters.

    My reaction to this trailer actually makes me feel a bit bad for the game, and for people who will only be playing the new version when it releases. I genuinely think that the current version with its retro sound effects and wonderful Kefka-style synthesised laughter is better than what this promises to be; adding voices to a presentation that otherwise screams mid-'90s retro gives a strong sense of dissonance to the whole affair; voices just don't fit with the aesthetic the game was going for and had already captured extremely well. And while the voices can be turned off, they'll be turned on by default, meaning that most people's first experience with it will not be with the charming retro-style presentation, but with anachronistic voice acting.

    This got me thinking about voice-over work in games in general, and how you have to be extremely careful when implementing voice acting. It's not a universal catch-all to make a game better as was once believed in the early days of the CD-ROM era. (If you don't believe me, go back and play Indiana Jones and the Fate of Atlantis and see how long it takes you to switch back to text-only mode.) With interactive entertainment now sophisticated enough to bring us both realistic-looking movie-style experiences as well as beautifully pixelated work that explicitly looks "like a computer game", it's all the more important for developers to make careful decisions about how to present their work, particularly in the latter case, where more stylised presentation typically implies that the player is going to be expected to use their imagination a bit.

    This then got my mind going off on a tangent about why I typically like to play Japanese games with English subtitles but Japanese audio. Aside from the fact that the Japanese voice acting is very often (though not always!) of a higher quality than the English dub, I feel that experiencing a game in this way allows you to enjoy the best of both worlds: you get to enjoy the additional nuance and meaning that the English translation affords while at the same time also being able to recognise and appreciate the verbal tics, non-standard speech forms and honorifics in the Japanese speech that simply aren't possible to replicate directly in English. To take an example from a recent game I've been playing, Tiara from Fairy Fencer F's attempts to seem like a "princess" are emphasised further by her use of "desu wa" rather than the more usual "desu" at the end of sentences. Likewise, you can infer things from whether male characters refer to themselves as "watashi", "ore" or "boku", or whether female characters use "watashi", "watakushi" or "uchi". Obviously everything I've said in this paragraph requires that you have a passing understanding of Japanese (and I mean passing, I'm by no means fluent!) and consequently may not apply to everyone, but that's how feel, at least.

    Ultimately my concerns about ROM probably don't matter all that much because, like I say, the option is still there to play without voices. (And they better not remove the "bloobloobloo" if you choose to play in text-only mode!) I'm just a bit worried that what the developers clearly seem to think is an "upgrade" to the game is actually significantly at odds with the audio-visual aesthetic they were going for in the first place. Not to mention the fact that the inclusion of certain cast members seems deliberately… antagonistic. But that's probably a subject for another time!

    Read Only Memories is £14.99 on Steam right now, and I'd say probably worth playing before its big new update hits.

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    2432: Still Not Doing Great https://imnotdoctorwho.moegamer.net/2016/09/16/2432-still-not-doing-great/ https://imnotdoctorwho.moegamer.net/2016/09/16/2432-still-not-doing-great/#respond Fri, 16 Sep 2016 22:32:57 +0000 https://angryjedi.wordpress.com/?p=18914 I'm still not doing all that great. And I really don't know what else I can do. The thing that is making me feel most shit and useless is the fact that I don't have a job, so I am trying my best to sort that out. I've revamped my CV multiple times, tailored cover … Continue reading 2432: Still Not Doing Great

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    I'm still not doing all that great. And I really don't know what else I can do.

    The thing that is making me feel most shit and useless is the fact that I don't have a job, so I am trying my best to sort that out. I've revamped my CV multiple times, tailored cover letters to job specifications in various ways according to advice I've read and discussed with people, attempted to put across my desire to be a valuable member of someone's team, but… nothing. Nothing at all.

    All this is conspiring to make me feel like a complete waste of space. To be perfectly honest, I've felt like this ever since USgamer kicked me to the curb with little warning the day before my birthday in 2014. Nothing quite makes you feel valued like being booted out of a job you loved and seeing your replacements half-arsedly covering the things you were passionate about in a way that is both frustrating and upsetting. (And not just for me; I've had numerous messages since I left USgamer expressing their sadness that I was no longer the site's resident Japanese games specialist.)

    I've had dribs and drabs of other jobs since. My longest ongoing gig, if you can call it that, is my current semi-regular freelance work for an e-learning company, which I can't complain too much about aside from how sporadic the work is. At least I get to work from home.

    My next longest position was with energy company SSE, and if my ejection from USgamer made me feel bad, this just made things all the worse. SSE is a company that doesn't value employees as individuals in the slightest — a common complaint with large corporations, I'm sure — and patronises everyone with primary school-level presentations and activities on Health and Safety. In the meantime, their spectacularly inefficient working processes meant it took absolutely forever to do the most simple task. It took them over two years to launch a new website thanks to their adoption of the most cumbersome, shitty piece of content management software I've ever had the misfortune to get hands-on experience with. It would often take several days to get a simple spelling mistake corrected on the existing site. And I ended up getting punished because I worked quickly and efficiently and ended up with nothing to do, which made me look like I was twiddling my thumbs doing nothing. I guess that's not how you do things in corporate culture; should have worked more slowly.

    SSE tried its very best to drain the individuality out of me — people weren't people there, they were "resource" (singular, which always bugged me almost as much as the word itself) — but I figured I should try to stay on for as long as I could to get some experience with being a content editor. That's an actual job title that I can search for, and indeed I've been applying for a number of positions in that vein.

    Nothing, though. Nothing at all. Not even a rejection in many cases. And so it is that I'm sitting here at half past eleven on a Friday night with £10 in my bank account, utterly despondent and completely out of ideas as to what else I could possibly do to make things better for myself.

    Nothing is springing immediately to mind. I guess I just have to persevere for the moment.

    That or win the lottery.

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    2431: I Also Made This https://imnotdoctorwho.moegamer.net/2016/09/16/2431-i-also-made-this/ https://imnotdoctorwho.moegamer.net/2016/09/16/2431-i-also-made-this/#respond Fri, 16 Sep 2016 00:47:37 +0000 https://angryjedi.wordpress.com/?p=18901 I made another video today in an attempt to further solidify my knowledge of Hitfilm 4 Express, and indeed to refresh my subject knowledge with regard to video editing in general, as it's one of those skills that can atrophy from non-use, particularly with how non-intuitive professional-grade programs can be. I'm still in two minds about … Continue reading 2431: I Also Made This

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    I made another video today in an attempt to further solidify my knowledge of Hitfilm 4 Express, and indeed to refresh my subject knowledge with regard to video editing in general, as it's one of those skills that can atrophy from non-use, particularly with how non-intuitive professional-grade programs can be.

    I'm still in two minds about the advent of video on the Internet and how, for young people in particular, it has taken the place of good old fashioned text Personally speaking, I'd still rather read a good article with nice screenshots than watch a video — particularly if I'm out and about on my phone and am not in a situation where listening to the audio of a video would be practical — but I'm forced to reluctantly admit that for gaming content, video does sort of make sense.

    Video games are, for the most part, a dynamic, audio-visual medium in which the way things move around the screen and the noises they make are just as important as what they look like as still images. This is more true for some genres than others — shoot 'em ups such as the two games I've covered with my videos over the past couple of days are a good example. But even in more sedate games, there's value to being able to actually demonstrate what the thing looks like in motion, how its interface works and all manner of other things. And while you could take the TotalBiscuit approach and make hour-long videos about options menus — there is value there for some people — I think the real strength in video coincides with the atrocious attention span most people have these days: short, snappy summaries of what something is all about and why you should pay attention to it.

    I don't yet know if I've nailed that format in my videos just yet, but I'm enjoying making them if nothing else. Plus insofar as creative projects go, they could potentially end up forming a "portfolio" of sorts should I find myself in a position where my video-making skills might potentially get me a job of some sort. That would be nice, wouldn't it? I'm trying not to think about it too much, but as I'm broke it's kind of constantly on my mind.

    Still, I guess this counts as a vaguely productive use of my time, and I did at least apply for two jobs earlier today, so I can say I got something done. Unfortunately none of those somethings quite pay the bills at present, but, well, doing something is better than nothing, non?

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    2430: I Made This https://imnotdoctorwho.moegamer.net/2016/09/15/2430-i-made-this/ https://imnotdoctorwho.moegamer.net/2016/09/15/2430-i-made-this/#respond Thu, 15 Sep 2016 04:19:48 +0000 https://angryjedi.wordpress.com/?p=18878 It's been a surprisingly productive day, both in terms of "things I wanted to do" and "things I had to do". I got the bit of work I had to do done, and even had time to write a hefty piece on One Way Heroics' mechanics over on MoeGamer and make a short video about Atari classic River Raid. Here's … Continue reading 2430: I Made This

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    It's been a surprisingly productive day, both in terms of "things I wanted to do" and "things I had to do". I got the bit of work I had to do done, and even had time to write a hefty piece on One Way Heroics' mechanics over on MoeGamer and make a short video about Atari classic River Raid.

    Here's said video, if you're curious.

    I wanted to take a moment to talk about making this video, as its production involved the discovery of a really fine piece of free software: Hitfilm 4 Express.

    Hitfilm 4 Express is a fully-featured non-linear video editor in the Final Cut mould, with a particular emphasis on compositing. It allows you to import media in a variety of formats — both still images and video sequences — and edit them together using an extremely professional-looking (and rather daunting!) collection of tools. Once your masterwork is complete, you can then export it to all the usual formats as well as upload it completely seamlessly to YouTube with minimal fuss.

    I'm particularly enamoured with the YouTube connectivity as my past experience with making movies using my PC has been with Windows Movie Maker, which by default exports in a horrible format that YouTube then has to spend several hours converting and optimising after you upload it. This video, meanwhile, was ready to watch mere minutes after uploading, suggesting that Hitfilm 4 Express was smart enough to encode it in the appropriate format for YouTube automatically without me having to do anything else. It even kept it in 1080p/60fps format, which is arguably a bit wasteful for a video about an Atari 2600 and 8-Bit game, but eh; YouTube viewers are picky bastards and whinge if you don't upload in the highest quality possible even if it is of practically no benefit to the source material whatsoever.

    Anyway. I've barely scratched the surface of what Hitfilm 4 Express offers so far, but I'm in love. It's a full, professional-grade package for free that can be further expanded by purchasing effects modules that plug into it — which is where they make their money. It's free software that isn't riddled with toolbars for your browser, pop-up adverts and nag screens — it's simply an excellent package that did exactly what I wanted it to with minimal fuss, albeit a little bit of reading the manual.

    On that note, probably time for bed. (If you're wondering about the posting time, Andie is working nights at the moment which means both our sleep patterns are pretty screwed. I'm taking advantage of the quiet time to Get Things Done.)

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    2429: Ads Ruin Everything https://imnotdoctorwho.moegamer.net/2016/09/14/2429-ads-ruin-everything/ https://imnotdoctorwho.moegamer.net/2016/09/14/2429-ads-ruin-everything/#respond Wed, 14 Sep 2016 10:07:27 +0000 https://angryjedi.wordpress.com/?p=18841 (This was supposed to post last night but didn't for some reason.) If anyone here is in advertising or marketing…kill yourself. It’s just a little thought; I’m just trying to plant seeds. Maybe one day they’ll take root – I don’t know. You try, you do what you can. Kill yourself. Seriously though, if you … Continue reading 2429: Ads Ruin Everything

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    (This was supposed to post last night but didn't for some reason.)

    If anyone here is in advertising or marketing…kill yourself. It’s just a little thought; I’m just trying to plant seeds. Maybe one day they’ll take root – I don’t know. You try, you do what you can.

    Kill yourself.

    Seriously though, if you are, do.

    Aaah, no, really. There’s no rationalisation for what you do and you are Satan’s little helpers. Okay – kill yourself.

    Seriously. You are the ruiner of all things good.

    Seriously.

    No this is not a joke. You’re going, “There’s going to be a joke coming.” There’s no fucking joke coming. You are Satan’s spawn filling the world with bile and garbage. You are fucked and you are fucking us. Kill yourself. It’s the only way to save your fucking soul. Kill yourself

    Planting seeds.

    I know all the marketing people are going, “He’s doing a joke…” There’s no joke here whatsoever. Suck a tail-pipe, fucking hang yourself, borrow a gun from a Yank friend – I don’t care how you do it. Rid the world of your evil fucking machinations. Whatever, you know what I mean.

    I know what all the marketing people are thinking right now too: “Oh, you know what Bill’s doing? He’s going for that anti-marketing dollar. That’s a good market. He’s very smart.”

    Oh man, I am not doing that, you fucking, evil scumbags!

    “Ooh, you know what Bill’s doing now? He’s going for the righteous indignation dollar. That’s a big dollar. A lot of people are feeling that indignation. We’ve done research – huge market. He’s doing a good thing.”

    Godammit, I’m not doing that, you scumbags! Quit putting a goddamn dollar sign on every fucking thing on this planet.

    – Bill Hicks

    It makes me feel a little bit sick inside to recall that when I was a child, I used to actually enjoy the advert breaks on commercial TV. There were ads I used to look forward to seeing, and ads that I still remember today that, to my knowledge, I only ever saw broadcast once.

    The reason this memory makes me feel a bit sick is because I look around today and look at all the damage advertising has done to so many aspects of modern life, and I'm disgusted and ashamed.

    Mobile phone games, once thought to be a true competitor to home computers and consoles, have been ruined by advertising. Creative work has been devalued to such a degree that it's now a significant risk for a developer to release anything at a price point above "free" (with in-app purchases of up to £80 a time, mind you), with ads punctuating every aspect of the game experience — or, in the worst-designed cases, actively getting in the way of what you want to do.

    Games journalism has been ruined by advertising. Earlier today I saw a link to a "review in progress" of a soccer game. The "review in progress" format is usually reserved for games that it is impossible to review based on a launch-day experience — things like MMOs or multiplayer-centric titles. But it's increasingly being used by publishers to stake a claim on all-important search engine optimisation terms and ad revenue by posting an article that includes both the game name and the word "review" in its URL — thereby attracting anyone casually Googling "[game name] review" — without having to actually do a full job of reviewing a game in the traditional sense, and lapping up the ad revenue in the process. Not only that, we have sites spamming articles about the latest, most popular games — even if the sites' verdict on said game was that it wasn't very good, as has happened with Rock, Paper, Shotgun and divisive space sim No Man's Sky — and pulling in those precious ad revenue clicks by anyone Googling the game in question.

    Online video streaming has been ruined by advertising. Earlier I was attempting to watch an episode of 8 out of 10 Cats Does Countdown — hardly the most thrilling or cerebral viewing, but I was enjoying it at the time as an accompaniment to dinner — and the ad break halfway through the programme crashed. When this happens, there is no way to skip the "broken" ad because oh no, you have to watch five minutes of adverts before you can see the rest of the programme, and if you can't watch those five minutes of ads, well then, you're not seeing the rest of the programme.

    The Internet in general has been ruined by advertising. I can't think of many sites I've been to recently that haven't had some sort of obtrusive background, auto-playing video trailer or worse, complete page takeover making the browsing experience actively unpleasant. One of the worst offenders is one of the most useful sites on the Web: Wikia, which allows users to create wikis for any topic under the sun, but which makes the site practically unusable on mobile by first loading the page in, then loading a full-page pop-over ad a couple of seconds later which you inevitably click on when you're trying to simply follow a link in the text.

    Computer software has been ruined by advertising. Whether it's Windows bugging you to upgrade or anti-virus software promising you a "free gift" that is actually just the ability to subscribe to its premium service for the same price it always is, not even in the world of productivity can you escape someone, somewhere trying to extract money from you.

    I hate, loathe and despise it, particularly when I see how demoralised it makes people who want so desperately to do things ethically, but who inevitably find themselves trampled underfoot by people with fewer scruples.

    I think I hate it most of all for what it's done to something I love, though: writing about games. There's little to no room for passion in the commercial games press today; instead, it's all "you must have [x] articles about [insert popular game name here] up by the end of the week". It does the wonderful diversity of the medium an incredible disservice, and I feel sorry for those people who, like me, are genuinely passionate about the things they enjoy, but who struggle to get heard and can't even think about making a living from what they love.

    Unfortunately, it's the world we live in now. I'm kinda with Mr. Hicks on this one.

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    2428: Seal the Vile God... For Good! https://imnotdoctorwho.moegamer.net/2016/09/13/2428-seal-the-vile-god-for-good/ https://imnotdoctorwho.moegamer.net/2016/09/13/2428-seal-the-vile-god-for-good/#respond Tue, 13 Sep 2016 04:59:59 +0000 https://angryjedi.wordpress.com/?p=18787 I finished my first playthrough of Fairy Fencer F: Advent Dark Force tonight. I completed my first playthrough, as I'm sure most people do, on the Goddess route, which is (mostly) the same as the PlayStation 3 original. Having never quite gotten around to the PS3 original, it was all new to me, so it was an … Continue reading 2428: Seal the Vile God... For Good!

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    I finished my first playthrough of Fairy Fencer F: Advent Dark Force tonight. I completed my first playthrough, as I'm sure most people do, on the Goddess route, which is (mostly) the same as the PlayStation 3 original. Having never quite gotten around to the PS3 original, it was all new to me, so it was an exciting journey to take.

    I found Fairy Fencer F  — the Goddess route, anyway — to be an interesting experience because it's by far the most "traditional" RPG that Compile Heart has put out, in that it has a spiky-haired male protagonist who goes on an Oprah-worthy journey of personal growth over the course of the entire story, a band of plucky companions that he attracts to his cause through his own charisma and personal magnetism, a plot that involves aspects of faith and religion, and a suitably climactic battle against a supernatural being at the end.

    This is in stark contrast to, say, the Neptunia series, where the overall plot is often the least important aspect of the game (though MegaDimension Neptunia V-II placed greater emphasis on the overall plot and was one of the best Neptunia games I've played as a result) and instead the main attraction is the developing relationship between the recurring cast members.

    Fairy Fencer F is ample proof that Compile Heart has what it takes to butt heads with the masters of the genre, though, at least in terms of characterisation and storytelling. Their method of interacting with the game world affords it fewer opportunities for demonstrating the sheer level of detail Falcom puts into works such as the Legend of Heroes series — Compile Heart RPGs typically flow like visual novels punctuated by dungeon crawling rather than the more free-flowing experience that is a Falcom RPG — but the game nonetheless manages to paint a convincing picture of the world in which the story takes place, and the people who make the story happen. It achieves this by taking an approach Compile Heart also adopts in many of its other games: keeping the scale of things relatively small. Fairy Fencer F features only one town and a few dungeons in its immediate (rather geographically diverse) vicinity, and consequently you get to know the area and the people in it pretty well, both through the main story and the optional interactions with incidental characters around the town and its various locations.

    Of particular note in the story as a whole is the protagonist Fang and his relationship with the two leading ladies of the piece: his fairy Eryn, with whom he constantly bickers but obviously trusts absolutely, and Tiara, whose first encounter with Fang and Eryn comes when she tricks them into drinking paralytic tea so she can steal the Fury the duo were in pursuit of. Tiara in particular demonstrates herself to be a complex character over the course of the complete narrative, and while the big "revelation" about her identity may not be a big surprise to those who have played a lot of RPGs, the story takes some very surprising twists and turns, particularly immediately leading up to the "split point" where the new version diverges into three different narrative paths.

    Also noteworthy is the game's tendency to demonstrate that people aren't necessarily always as "good" or "evil" as they might immediately appear. Indeed, one of the most squeaky-clean characters in the game turns out to be a bit of a bastard, while overtly playing for Team Evil is a noble swordsman whom Fang can eventually recruit to his cause (fail to do so and he kills himself, a shot of darkness I'm not entirely used to seeing in Compile Heart games!), a young woman who spends her free time caring for orphans using the Obligatory Big Bad Corporation's funds, and a salaryman who is only perpetrating less-than-noble deeds to care for his wife and child, whom it is clear he genuinely loves a great deal.

    This "people aren't exactly what they seem" theme is also seen to a lesser extent through Tiara, who acts like a "proper lady" — her Japanese speech is riddled with watakushi and desu wa, both of which are verbal signals that we're dealing with someone who either is "noble" or at least wants to put across the impression that they are — but is actually, as Fang puts it, "nasty" underneath. And the trope is explicitly lampshaded in the form of the character Pippin, who appears to be a strange green cat-like creature, and who constantly extols the virtues of not judging a book by its cover. Indeed, Pippin remains something of an oddball enigma right up until the very end of the game, but after a while you just start thinking of him as an odd person, not an odd green cat-like creature.

    All in all, my 50-hour first playthrough of Advent Dark Force leaves me feeling like it's Compile Heart's strongest game to date — yes, even better than the already excellent MegaDimension Neptunia V-II — and hungry for more. Fortunately, there is more — I have two more narrative routes to play through, plus a Platinum trophy to chase. I'm particularly interested to see how the two other narrative routes differ from the Goddess route — whether it's a few changed events or a complete restructuring of the story. I'm kind of expecting the latter based on what I've seen people discussing, but either way, I'm looking forward to spending more time with this great cast of characters.

    Serious talk: if you're still rejecting Compile Heart games just because they're Compile Heart games, you're missing out on some truly great RPGs. Including this one.

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    2427: 10 Atari 8-Bit Classics* https://imnotdoctorwho.moegamer.net/2016/09/12/2427-10-atari-8-bit-classics/ https://imnotdoctorwho.moegamer.net/2016/09/12/2427-10-atari-8-bit-classics/#respond Mon, 12 Sep 2016 00:21:44 +0000 https://angryjedi.wordpress.com/?p=18699 Still curious about the Atari 8-Bit? Here are 10 classic games. River Raid The 2600 version of River Raid has been whored around the place numerous times over the last few years, but the infinitely superior Atari 800 version never gets any love. While the formula remains the same — fly up the river, don't crash into … Continue reading 2427: 10 Atari 8-Bit Classics*

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    Still curious about the Atari 8-Bit? Here are 10 classic games.

    River Raid

    river-raid-1

    The 2600 version of River Raid has been whored around the place numerous times over the last few years, but the infinitely superior Atari 800 version never gets any love.

    While the formula remains the same — fly up the river, don't crash into the sides, don't run out of fuel, blast any helicopters, ships and bridges in your way — the execution is better thanks to the addition of numerous features that use the additional power the 8-Bit computers had over the 2600.

    Atari 8-Bit River Raid also had tanks, hot air baloons, jet planes that flew across the screen ignoring the river boundaries and more complex level designs. It's still a top-notch shoot 'em up today.

    Miner 2049'er

    s_miner2049er_4

    Any self-respecting Atari enthusiast will almost certainly put this game near the top of their "favourite games" list, though interestingly I didn't warm to it much first time around. Replaying it again now, however, I see its appeal — it's a well-crafted platform game with interesting environmental puzzles that never gets too complicated for its own good.

    Playing the role of renowned (and rather chubby) mountie Bounty Bob, it's your job to make your way through a uranium-infested mine in search of the nefarious Yukon Yohan. In order to do this, you need to "paint" every platform in each screen by walking over it, while simultaneously avoiding the mutant uranium beasties that prowl the platforms. But in true Pac-Man tradition, grabbing a bonus item allows you the temporary ability to turn the tables on the meanies, eliminating them from the screen and helping to clear a path for you.

    Star Raiders

    star-raiders-perfectten

    Again, the 2600 version of this has been re-released time after time, but the Atari 8-Bit version is much better. It's the original 3D space sim, essentially being a more action-oriented take on the traditional grid-and-vector-based "Star Trek" game that can be played on anything from a mainframe to a graphic calculator.

    Aliens are invading the galaxy. You need to stop them. You do this by reviewing the galactic map, determining which of your starbases are in most immediate need of attention, then warping to the aliens' location, blasting them to smithereens and then repeating the process until the galaxy is safe once again.

    Notable for being more complex than simply "point and fire", you had to manage your energy levels by determining when was (and wasn't) an appropriate time to switch on systems such as your shields and targeting computer.

    Star Raiders II

    star_raiders_ii

    Not perhaps as fondly regarded as the legendary original, I still loved Star Raiders II (originally intended to be a licensed game of the movie The Last Starfighter), because to me it kept what made the original great while improving almost every aspect of it.

    Instead of a grid-based galactic map, you now had a convincing looking solar system map and could even orbit planets. The enemies you confronted were more than just fighters that went down with a single shot, too; in one of the earliest examples of boss fights, Star Raiders II often put you up against enemy destroyers and battlecruisers, requiring you to change tactics somewhat.

    Star Raiders II also saw you going on the offensive rather than playing strictly defensively, too; when you thought you saw an opportunity, you could warp into the aliens' star system and bomb their planets in an attempt to stop their invasions once and for all.

    Oh, and you could fly your ship into the sun and the on-screen cockpit would melt.

    Ballblazer

    ballblaster

    An early Lucasfilm game, Ballblazer was a split-screen arcade sports game for one or two players. The basic premise was similar to soccer in that you had to gain possession of a ball and shoot it between the opponent's goal posts, but there was only one person on each team and the goalposts moved.

    Ballblazer made use of a convincing first-person 3D perspective using a patchwork grid effect on the ground and automatic 90-degree turns whenever you needed to face the ball. Despite its simplicity, the game was fiercely competitive, and had some fantastic music, too.

    Rescue on Fractalus

    rescue_on_fractalus_atari_us_8

    I mentioned this the other day, but I can't talk about 8-Bit classics without discussing Rescue on Fractalus, another early Lucasfilm game.

    Unfolding from a first-person in-cockpit view, you were sent down to the planet Fractalus (so named because its 3D landscape was generated using fractals) to rescue crashed pilots and fend off the evil Jaggi forces. The game was remarkably complex for its time, featuring numerous keyboard commands that made it feel like a proper simulation of flying an advanced spacecraft, and the 3D graphics were extremely impressive.

    Rescue on Fractalus was most noteworthy for its little touches: the sound of a pilot banging on your airlock door would get more and more faint if you failed to open it for him in a timely manner; if you switched your engines back on before the pilot was on board, you'd fry the poor bastard to a crisp; and occasionally on later levels, the downed pilots would turn out to be aliens that would leap up and hammer on your windshield. Absolutely terrifying… until you switched the engines back on for their benefit and watched them fry.

    M.U.L.E.

    mule_colony

    One of the finest multiplayer games of all time, and one of the finest strategy games of all time. Accessible and understandable yet filled with complexity, M.U.L.E. was — is — an absolute masterpiece.

    Marooned on the planet Proc Irata (seriously) for six or twelve months depending on the difficulty you were playing on, it was up to you to make the most of the situation by making use of the land that was granted to you and which you bought at auction. You could assign land to harvest food, energy, smithore or, on the higher levels, a "cash crop" called crystite. The type of terrain determined what type of facility a plot was most suitable for, with the river running down the middle of the map being the most abundant for food, while mountains were best for smithore.

    M.U.L.E. challenged you to combine cooperative play with competitiveness — while you were competing against three other players, all of whom could be human-controlled if you had an Atari that supported four joysticks, if you didn't all work together to ensure the colony as a whole had enough food, energy and smithore to survive the next month, you'd all be in trouble.

    The game made use of an interesting graphical depiction of negotiating prices by allowing buyers and sellers to "walk" up and down the screen to determine the prices they were willing to buy or sell at. By meeting another player — or the colony store — you could buy and sell goods as you saw fit — stockpile for later or sell for a high price right now?

    Final Legacy

    final_legacy

    A lesser-known game, this one, Final Legacy was a strategic shoot 'em up with elements of Missile Command to it, and, like many other games of the period, was the embodiment of Cold War paranoia.

    In Final Legacy, you were in charge of the good ship Legacy and were tasked with destroying the nasty horrible enemy missile bases that were pointing their nasty horrible missiles at your cities. You had to torpedo enemy ships, blast the enemy bases with your laser cannon and shoot down the missiles that inevitably got fired the moment you started attacking a base.

    Later difficulty levels added some interesting mechanics such as having to destroy "Intelligence" ships in order to find out the locations of the enemy missile bases, but mostly the game was about frantically zipping back and forth between four different screens and hoping you didn't accidentally let anyone get nuked.

    Batty Builders

    battybuilders

    Another lesser-known game, this time from the once-prolific English Software. Batty Builders saw you in the role of a builder attempting to build a wall. In order to do so, you'd have to catch bricks falling from the conveyor belt at the top of the screen, then toss them into place in the wall, all without killing yourself in the process.

    That's pretty much all there was to it, but it was enormously addictive, and is noteworthy for being one of the earliest examples of a frantic puzzle game I can remember.

    Bruce Lee

    bruce_lee_4

    An interesting and peculiar game, Bruce Lee combined elements from a number of different game types, most notably beat 'em up and platform adventure.

    As Lee, you'd have to make your way through each screen collecting lanterns. Attempting to stop you from doing so were an anonymous ninja and The Green Yamo, both of whom would pursue you around each screen with a surprising amount of simulated intelligence (or, in the case of Yamo, who could be controlled by a second player, actual intelligence), making your life miserable. Fortunately, you could deal with them by giving them a smack in the chops or a flying kick to the face, though they'd always be back.

    Bruce Lee remains one of the finest licensed games out there, thanks in part to the fact that it's not trying too hard to follow any particular movie. It's still a fun platformer today.


    * your definition of "classic" may vary, but I enjoyed all these.

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    2426: If You're Going to Play Multiplayer, FFS Stick it Out Until the End https://imnotdoctorwho.moegamer.net/2016/09/11/2426-if-youre-going-to-play-multiplayer-ffs-stick-it-out-until-the-end/ https://imnotdoctorwho.moegamer.net/2016/09/11/2426-if-youre-going-to-play-multiplayer-ffs-stick-it-out-until-the-end/#respond Sun, 11 Sep 2016 01:35:52 +0000 https://angryjedi.wordpress.com/?p=18679 I played my ten placement matches for season 2 of Overwatch's Competitive mode earlier. Nine out of those ten games featured at least one salty asshole quitting the game early because their team lost a round — both on the team I was on and on the opposing team on different occasions — and in Competitive mode, … Continue reading 2426: If You're Going to Play Multiplayer, FFS Stick it Out Until the End

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    0426_001

    I played my ten placement matches for season 2 of Overwatch's Competitive mode earlier. Nine out of those ten games featured at least one salty asshole quitting the game early because their team lost a round — both on the team I was on and on the opposing team on different occasions — and in Competitive mode, the game doesn't backfill positions with people queued up to play like it does in Quick Play; when you queue for a Competitive game, you're put into a game from the very beginning rather than immediately joining one in progress if a space is available.

    This was mildly annoying the first time it happened, but with each subsequent time it got more and more irritating. It's not only bad sportsmanship to strop off in a sulk if you're losing, it's also a major pain in the ass to the rest of your team. It would be akin to Wayne Rooney suddenly deciding that he doesn't feel like playing any more and wandering off the pitch in the middle of a football match. Except in Overwatch, the teams are only six people, so the loss of just one person is keenly and immediately felt.

    The trouble that these early leavers have is that they can't handle losing. They're unwilling to accept the possibility that the team who just "lost" could enjoy a comeback in the subsequent round — this can and frequently does happen in Overwatch, which is mostly very well balanced like that — and instead ditch the match altogether, leaving their team a man or more down and on the way to what is now pretty much a guaranteed loss rather than something that could be fought back from.

    What's particularly dumb about early leavers is that when they leave a game, the match is counted as a "loss" in their records anyway, so they're taking the worse option — a 100% chance of getting a loss versus a less-than-100% chance of getting a loss by staying and trying to help the rest of the team to a comeback.

    I sort of understand. It can be demoralising to feel like you were steamrollered by another team who perhaps genuinely were more skilled than you. But it's the very height of special snowflake syndrome to believe that you are entitled to win every game you play — perhaps these players were the kids who grew up in schools that had sports days with "participation trophies" rather than actual winners. And clawing your way to a victory when the jaws of defeat were closing on you is immensely satisfying — my favourite games of Overwatch are the ones that end up being really close, not the ones where my team smashes our opponents into the ground.

    Blizzard have penalties in place for those who leave matches early, but they're clearly not severe enough. For the Competitive scene in Overwatch to succeed, early leavers need to be actively discouraged through harsh punishments. I hope that the Overwatch team are paying attention to this problem and that it gets resolved in the next season of Competitive play.

    In the meantime, if you're an online player, do the decent thing and see your matches through to conclusion, even if they don't seem to be going all that well. As I say, you keep playing, you have a less than 100% chance of getting a loss recorded on your all-important statistics. Leave early, however, and you absolutely definitely will get that loss. So stop being selfish pricks and play your damn matches to completion.

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    2425: Life in the 8-Bit Era https://imnotdoctorwho.moegamer.net/2016/09/10/2425-life-in-the-8-bit-era/ https://imnotdoctorwho.moegamer.net/2016/09/10/2425-life-in-the-8-bit-era/#respond Sat, 10 Sep 2016 03:43:44 +0000 https://angryjedi.wordpress.com/?p=18589 I've been on a proper nostalgia trip with my old magazines and retro machine emulation recently, so I thought I'd share some memories and factoids about growing up in a household filled with home computers rather than games consoles. This post was inspired by a conversation with my friend Chris earlier today, who noted that … Continue reading 2425: Life in the 8-Bit Era

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    0425_001

    I've been on a proper nostalgia trip with my old magazines and retro machine emulation recently, so I thought I'd share some memories and factoids about growing up in a household filled with home computers rather than games consoles.

    This post was inspired by a conversation with my friend Chris earlier today, who noted that it's an area of gaming history that he's not as familiar with as the consoles of the time.

    I'm writing this from the perspective of someone who grew up with the Atari 8-Bit range of home computers. Your experiences may vary if you were a Commodore 64 or Spectrum child!

    The early machines were massive

    The Atari 400 and 800, the first models of home computer released by Atari, were absolute behemoths — the size and weight of a typewriter. The reason for this was that due to FCC regulations regarding signal leakage protection, their innards had to be encased in solid aluminium.

    This is the Atari 400.

    SONY DSC

    And this is the Atari 800.

    atari_800_closed

    There were a few differences between the two. The 400 was originally set to ship with 4K RAM and the 800 with 8K, but by the time they hit the market, the price of RAM had already come down enough to outfit them both with 8K. The 800, which had expandable memory, eventually underwent numerous upgrades to end up with a then-massive 48K of RAM.

    The 400 had a horrible membrane keyboard (which many users, including our family, replaced with mechanical keys) while the 800 had mechanical keys as standard. Both featured a then-revolutionary bit of kit called Serial Input/Output or SIO, which could be regarded as a modern precursor to USB in that it allowed the connection of multiple, automatically configuring devices to the computer. It was mostly use to connect tape decks and disk drives.

    The later machines were smaller and looked a bit nicer

    Here's the 64K 800XL, probably the most direct competitor to the Commodore 64:

    1920px-atari-800xl

    And the 128KB 130XE, whose extra power went largely unused due to it coming out pretty late in the 8-Bit life cycle; its resemblance to the 16-bit Atari ST is no coincidence.

    1920px-atari-130xe

    (Here's the ST, for comparison's sake:)

    1920px-atari_1040stf

    Early games came on cartridge

    Part of the thinking behind the early systems was that they should be as user-friendly as possible. With that in mind, the very simplest method of getting a program up and running on the 400 and 800 — and indeed all subsequent Atari 8-Bits — was to plug in a ROM cartridge, turn on the power and enjoy the instantaneous load times of the format.

    Many of the 8-Bit's earliest and most well-regarded games — most notably the excellent Star Raiders, one of the first 3D space sims, and still a great game today — came on cartridge, but eventually games got big enough that they needed to be distributed on cassette tape or 5.25" floppy disk instead.

    The 400 and 800 had four joystick ports

    …but very few games used them. However, one of the very best games on the system, Electronic Arts' highly competitive strategy game M.U.L.E., allowed for four players simultaneously. Later versions of the Atari 8-bit only had two joystick ports, so true four-player titles remained rare.

    Programming for the Atari and other 8-Bit machines was a big British industry

    A lot of the software companies that are doing proud business today — Eutechnyx (formerly Zeppelin Games), Rare (formerly Ultimate Play the Game), Codemasters (still Codemasters) and Electronic Arts began their lives in the 8-bit era, and many of them (all of the above except EA, among others) started in Britain.

    The 8-Bit era saw the birth of what we would now call the indie games industry. Single programmers or small teams of friends would assemble games in school holidays or during free time and release them on cassette at budget prices. Many would go on to become hugely popular. And many of them chose to create extremely creative titles rather than lazy copycat clones of arcade shoot 'em ups — though make no mistake, there were plenty of lazy clones around, too.

    The reason why so many people got into programming on their Atari is that when you booted it up you were straight into Atari BASIC and could start writing code straight away. Granted, BASIC wasn't the speediest language in the world, but learning it formed a great foundation for discovering more complex languages.

    Loading from tape took ages

    This can't be overstated. It's a well-known fact that loading a game from cassette took a long time, but really. It took a long time. In the case of the Atari, you'd have to ensure the system going "BURRRRRRRRR, BURRRRRRRRRR!!" over and over while the data loaded from the cassette.

    Loading from disk made a great noise

    One thing I really miss from the original 8-Bit days when using an emulator is the sound that loading things from disk made. There was this weird farting sound when the machine started up, then loading combined the whirring snark of the drive's mechanisms with a weird "BLBLBLBLBLBLBLBLBL" noise, punctuated by zurbits from the drive. I was always a bit disappointed when developers poked the appropriate memory location to make loading quieter. (And yes, "poke" actually is the technical term.)

    And of course someone's made a YouTube video featuring that noise. It's number 4 in this video:

    Magazines were a key part of the ownership experience

    Getting copies of Analog, Antic, Atari User and Page 6 each month meant that we were never short of toilet reading material. And as I noted yesterday, the articles you got in these old mags ran the gamut from in-depth technical explorations of the systems themselves (and how to harness that technology) to the sort of game reviews we're familiar with today.

    The Atari sound chip was awesome

    Commodore's SID chip gets all the love these days, but Atari's POKEY was no slouch either. Here's a selection of fine tunes from renowned composer Adam Gilmore.

    Piracy was rife

    It's a wonder we didn't kill the fledgling games industry completely in the '80s, since very few people seemed to purchase original games; I know it was certainly a rare treat in our household.

    Instead, bootleg cassette tapes and floppy disks did the rounds in the schoolyard, at workplaces and even at gatherings specifically for people to swap dodgy copies of the latest goodness. I was too young to attend at the time, but I remember my father and brother attending a local "computer club", which was the source of most of the boxes full of floppy disks I still own today.

    Interesting, for the pirates themselves, piracy was less about getting something for free and instead all about proving their worth. "Cracked" games often came with elaborate introduction sequences (typically including some great chiptune music) and made use of advanced compression technologies to fit multiple games on a single floppy disk. Today, retro enthusiasts are as keen to preserve cracked versions of games as they are originals.

    The systems weren't as powerful as consoles, but they tried hard

    Being general-purpose computers rather than dedicated games machines, the Atari 8-Bit range struggled to keep pace with the specialist machines from Sega and Nintendo, but that didn't mean developers would rest on their laurels. Particularly late in the 8-Bit's lifespan, developers were squeezing every possible ounce of graphical power they could out of the little machine's chips, and the results could be both impressive and heavily stylized. Check out Lucasfilm's games in particular, which featured full 3D fractal landscapes and detailed sprites.

    Here's strange action adventure The Eidolon, in which you travelled through time, fought mushrooms and battled rather arrogant-looking dragons:

    eidolon_4

    Here's wonderful flight sim/first-person Defender-alike Rescue on Fractalus, surprisingly one of the most terrifying games in existence for reasons I'll leave you to discover if you ever play it:

    rescue_on_fractalus_atari_us_8

    And here's the rather strange (but impressive) Koronis Rift:

    koronis_6


    I don't think it's an exaggeration to say that the 8-Bit era was probably one of my favourite times to be into computers. It was exciting, it was accessible and it felt like these machines could do anything; there was none of the cynicism or taking things for granted that we have today.

    Oh to go back, eh.

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    2424: This Month in Old Gaming Magazines, 1988 Edition https://imnotdoctorwho.moegamer.net/2016/09/09/2424-this-month-in-old-gaming-magazines-1988-edition/ https://imnotdoctorwho.moegamer.net/2016/09/09/2424-this-month-in-old-gaming-magazines-1988-edition/#respond Fri, 09 Sep 2016 00:19:51 +0000 https://angryjedi.wordpress.com/?p=18516 Since I've spent the last two days downloading approximately 40GB of old magazine scans comprising near-complete collections of ACE, Atari User, Page 6, Antic and Analog, I thought I'd look back at a few of them to see what was going on this month in the dim and distant past. Chosen entirely arbitrarily by seeing which issue of ACE had "September" … Continue reading 2424: This Month in Old Gaming Magazines, 1988 Edition

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    0424_001

    Since I've spent the last two days downloading approximately 40GB of old magazine scans comprising near-complete collections of ACE, Atari User, Page 6, Antic and Analog, I thought I'd look back at a few of them to see what was going on this month in the dim and distant past.

    Chosen entirely arbitrarily by seeing which issue of ACE had "September" on it first, I thought we'd have a look at 1988 today.

    "Games Without Frontiers", ACE issue 12

    "Once upon a time it was just you against the Galaxians," writes Andy Wilton in issue 12 of ACE. "But revolutions in communications technology are going to bring about tremendous changes in the way we play — and who we play against."

    This should be interesting.

    The article begins with a discussion of PBM (Play-By-Mail) games — as in, games you played through the postal service — which, as ridiculous as it sounds today, was once a viable means of playing multiplayer games. Obviously this style of multiplayer lends itself primarily to turn-based strategy experiences, and indeed the first example Wilton mentions is legendarily cynical backstab-o-rama Diplomacy.

    Wilton's designs for PBM are somewhat grander, though; he goes on to conjecture that "if the Royal Mail lets you run a game that's inconveniently large for a living room, why not set up a game you couldn't possibly fit in a house?" Why indeed.

    Wilton then goes on to discuss play-by-email games; indeed, this remained a viable way to play games as modern as Civilization IV until relatively recently, since the format of the email messages could be made in such a way that the computer program could decode it without any external input required. Clever, but largely irrelevant to today's constantly connected world.

    "Far more exciting things are afoot than postal or pseudo-postal games," continues Wilton. "For some time now there's been the technology to get a whole load of people playing the same computer game by means of networking." He then goes on to describe what we now know as server-based play, or taken to its natural extension, massively multiplayer online games. He does not, however, predict that one day we will have network setups specifically for games, or indeed the Internet: "for a networked game to really catch on," he writes, "the network it runs on must already be in use for other purposes. Hardware's the important factor here: setting up several machines, close together, connected with special cables, is a lot more effort than most people will go to for a game."

    Interestingly, Wilton then goes on to discuss distributed processing — the kind of thing Microsoft promised with its "Xbox Cloud" nonsense and has never quite managed to show any real evidence of. While there are noteworthy examples of distributed processing being successful — Folding@Home is a well-known example — it's yet to be leveraged for gaming.

    The article then concludes with the conjecture that the new frontier in multiplayer gaming will be using satellites. Well, plausible — a number of Japanese companies in particular experimented with satellite distribution of games — but again, it never really caught on, because the Internet became a thing.

    An interesting article through modern eyes.

    "Very Clever System", Atari User Vol. 4 No. 5

    Two issues before it was consumed by its longtime rival Page 6Atari User took the bizarre step of kicking off a series of deep-dive articles exploring not the Atari 8-Bit, nor the Atari ST… but the by then 9-year old VCS/2600 console.

    Actually, it's not quite as unusual as you might think; the 2600 actually enjoyed a lifespan that the PS3 and Xbox 360 would be proud of; indeed, article author Neil Fawcett notes that an estimated one million 2600 systems were sold in 1987, with more than a hundred thousand of those in the UK.

    Fawcett kicks off his article with an examination of how the 2600 differs from the Atari 8-Bit range of home computers. In other words, he defines what a games console is.

    "It's basically a dedicated box of electronics to be attached to your television to play games plugged into it," he writes. "You can't attach a disc drive or tape deck, nor can you type in the listings which appear in Atari User."

    On that latter point, one interesting thing about the computer magazines of the time was that in lieu of the downloadable demos or cover-mounted discs we take for granted these days, many magazines simply filled their paged with program listings that you could copy into your computer, save to floppy disk or tape and then run at your leisure. Free software — if you were willing to put the time in to type them in, of course. (Side note: I attribute my speed and accuracy of typing today to the sheer number of these listings I typed in as a kid.)

    A little disappointingly, Fawcett's article doesn't delve deep into how the 2600 itself works, though he does include an annotated diagram of its guts, for all the good that does to someone who doesn't know how electronics work. Instead, he reviews both old and then-new 2600 titles, in this case California Games from Epyx ("nice graphics and neat sound effects add a wonderful feeling of reality to each game"), Ghostbusters from Activision ("considering the 2600 is only a games system, the standard of Ghostbusters is superb"), Kung Fu Master from Activision ("The 2600 version may not be as graphically good as the arcade version, but it has the atmosphere and playability of the original") and H.E.R.O. from, again, Activision ("the best conversion of a home computer game I have seen for the VCS").

    "Adventure!", Page 6 issue 34

    Page 6 often had themed issues or at the very least cover features, and this edition was very much focused on adventure games — the kind we now tend to describe as "interactive fiction" rather than the more recognisable point and click adventures we see more of today.

    There were several type-in listings of adventure games in the issue, but the real attraction for adventure game fans was the in-depth interview with Level 9, a British software company that specialised in these games.

    When I say in-depth, I mean it; the interview goes on for seven full pages with very few images; a far cry from the obnoxious "too long; didn't read" mentality of many modern readers.

    Level 9's Pete Austin described his company's formation as being born from a love of Dungeons & Dragons. "The form of D&D that we played is very unlike that played elsewhere," he admits. "We played political D&D where, frankly, if you had to fight your way out of a situation then you had done something wrong. The basic idea was to bluff and blackmail people in the game and use political intrigue and spy techniques, that sort of thing." It's clear to see how this approach to tabletop gaming would naturally transplant itself to creating narrative-centric, text-heavy experiences that were entirely turn-based.

    The interview goes on to describe how the team at Level 9 went on to produce their own programming language called A-Code to create their games, in effect creating one of the earliest examples of a game engine, albeit a text-based one. It also describes how Level 9 had people asking for clue sheets for their games even before they were released, showing that even back in 1988, some people still wanted to get through games by fair means or foul. This is perhaps more understandable for narrative-based games such as text adventures, however.

    CES '88, Analog no. 64

    In his editorial introducing the September 1988 issue of American Atari magazine Analog, Lee Pappas notes that his 14th Consumer Electronics Show (CES — a show that still goes on today) was one of mixed emotions, in that he had "nothing to report on the 8-bit news front".

    Instead, what he discovered was a world where "the big names in software now read Nintendo or Nintendo compatible. Even Apple Mac and PC supporters were missing."

    The trouble Atari was having at the time was that its peculiar computer-console hybrid the XE Game System didn't really know what it wanted to be, and being based on already dated technology — the 16-bit computers such as the Amiga and the ST were already available by this time — it struggled to secure releases that were 1) technically impressive and 2) good.

    "Most of the games are starving for state-of-the-art graphics and just don't have the imagination that is clearly evident in the Nintendo and newer Sega products," writes Pappas. "Face it, the Nintendo and Sega don't have keyboards. In the Nintendo's case the unit is plain and boring in appearance and the controls are simple. What those have, however, are spectacular, well-thought-out programs, many of which go far beyond the shoot 'em up concept."

    True indeed. And while the Atari 8-Bit computers certainly weren't short of imaginative titles in their heyday, by this point we were well into the age of consoles — an age that we would never look back from, with one exception; PC games eventually found a way to thrive alongside their console brethren. But the dedicated, proprietary-format computer was well on the way out.

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    2423: 15 Reasons Moe is Awesome https://imnotdoctorwho.moegamer.net/2016/09/07/2423-15-reasons-moe-is-awesome/ https://imnotdoctorwho.moegamer.net/2016/09/07/2423-15-reasons-moe-is-awesome/#respond Wed, 07 Sep 2016 23:04:43 +0000 https://angryjedi.wordpress.com/?p=18453 Apropos of nothing, here are 15 reasons moe — the art of character design intended to instill empathy, sympathy and feelings of affection in the audience — is awesome. 1. Colours! It's become increasingly fashionable to use what is often mockingly referred to as a "grimdark" aesthetic these days — all dark blues, browns and greys. Moe anime and … Continue reading 2423: 15 Reasons Moe is Awesome

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    With love to The Mary Sue

    Apropos of nothing, here are 15 reasons moe — the art of character design intended to instill empathy, sympathy and feelings of affection in the audience — is awesome.

    1. Colours!

    It's become increasingly fashionable to use what is often mockingly referred to as a "grimdark" aesthetic these days — all dark blues, browns and greys. Moe anime and video games are a stark contrast to this by remembering what primary colours are and how nice they can make you feel.

    2. Characters!

    Moe anime and games tend to have deliberately exaggerated rather than realistic characters, but these exaggerated characteristics can make for highly impactful, emotional moments when they reveal their deeper secrets. And it's pretty rare to find a character in any anime who is exactly what they seem — even in the most fanservicey, perverted, filthy ecchi thing you can possibly think of.

    3. Girls!

    You want awesome female characters? Look no further. Many moe anime and games feature all-female casts running the gamut from confident, loud types to introverted, intellectual types. The whole point of many of these shows is to demonstrate that these all-girl groups are capable of doing absolutely anything from winning a local talent show to saving the universe — and they certainly don't need no man to do their thing.

    4. Story!

    Related to the characterisation issue, it's hard not to get drawn in to a moe anime or game due to the emotionally engaging stories they typically include. A core part of the "empathy" part of moe is making the audience root for the characters, and there's no better way to do this than seeing them overcoming all manner of adversity to come out on top.

    5. Mood!

    Miserable? Watch an episode of Love Live! and I defy you to still be miserable afterwards. (NB: do not apply this challenge to Clannad or Ano Hana.)

    6. Easily parsable visual language!

    (I knew I'd regret doing the "one-word heading" thing as soon as I started it.) Moe anime is easy to understand, even for beginners to Japanese media, because it makes use of such clear visual language alongside its writing. Everything from hair colour to eye shape is designed to give us an immediate understanding of a character — and perhaps subvert our expectations at a later time.

    7. Blurring gender lines!

    Here's a contentious one for you: looking at moe anime through less enlightened eyes, it would be easy to consider it somehow "girly" — compare and contrast toys "for boys" and "for girls" in the '80s and '90s for a good example of what I mean. "Boys'" toys would use muted, dark or aggressive colours whereas "girls'" toys would use bright, vivid colours. Moe is something that, according to this stereotype, should be "girly", but there's enough to appeal there to men as well as (not instead of!) women.

    8. Always something new!

    You'll never run out of moe stuff to enjoy. In fact, you'll almost certainly never be able to catch up on all the moe stuff that already exists, even if Japan in its entirety stopped producing it altogether.

    9. Music!

    Moe anime has some of the most catchy, memorable music in existence, even if you don't speak Japanese. Doubly so if it's a music-themed anime such as Love Live!

    10. Talking about stuff that doesn't normally get talked about!

    Moe anime isn't all ditzy girls blathering on about bullshit in an airheaded manner — though, of course, such examples do exist and can be enormously entertaining in their own right (hello, Yuru Yuri). Nope, sometimes moe works can deliver an emotional gutpunch by combining cute, cheerful visuals with surprisingly dark, even harrowing storylines. See The Fruit of Grisaia for a masterclass in how this is done.

    11. Community!

    The community of moe fans on the Internet is one of the most passionate, enthusiastic communities around; become a part of it and you'll always have something to talk about and someone to talk about it with.

    12. Waifus and husubandos!

    For those who like to pin their allegiance to a particular person or thing, moe as a cultural phenomenon has you thoroughly covered. Declare a waifu and/or husubando and you're making a clear but light-hearted statement about yourself. (Declaring everyone else's waifus as "shit" optional.)

    13. Cultural osmosis!

    While exaggerated media such as anime and video games can give you a somewhat distorted view, they can be a catalyst for the audience to learn more about a culture other than their own, in turn leading to greater mutual understanding.

    14. Relatability!

    Tied in with the waifu/husubando equation is the fact that most moe anime will feature at least one character that at least one member of the audience will relate to in some way or another. By extension, this can help some people feel more comfortable talking about certain issues by being able to put them in some sort of context rather than feeling like they're dealing with them alone.

    15. An international cultural phenomenon!

    Moe anime has given broader culture a lot of things to chew on — mostly with regard to character and narrative tropes. It can be particularly interesting to see people from outside Japan attempt to make use of these tropes and put their own spin on things — the wonderful visual novel VA-11 HALL-A from Venezuelan developers Sukeban Games is an excellent example of this.

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    2422: A Different Time https://imnotdoctorwho.moegamer.net/2016/09/07/2422-a-different-time/ https://imnotdoctorwho.moegamer.net/2016/09/07/2422-a-different-time/#respond Wed, 07 Sep 2016 04:16:59 +0000 https://angryjedi.wordpress.com/?p=18426 I've been doing some retro gaming stuff recently which involved trawling the AtariAge and AtariMania forums for information, and as it happened, one game I was looking for information about — the rather peculiar Pondering About Max's [sic] — linked to a scan of an old edition of New Atari User magazine, the very publication that I, my … Continue reading 2422: A Different Time

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    I've been doing some retro gaming stuff recently which involved trawling the AtariAge and AtariMania forums for information, and as it happened, one game I was looking for information about — the rather peculiar Pondering About Max's [sic] — linked to a scan of an old edition of New Atari User magazine, the very publication that I, my brother and my father all used to contribute to.

    I spent quite a while distracted by the format of the magazine, because it's a relic of a very different time indeed. New Atari User — or its former incarnation Page 6 — wasn't a games magazine per se, though coverage of the latest video game releases on Atari 8-Bit and ST formed a core part of each issue. What I found much more interesting was the inclusion of other features. I was well familiar with the Making Music with Your Atari column that my Dad used to write, as I think our whole family remembers numerous MIDI incarnations of various '60s and '70s classics blaring out from the studio at all hours of the day — but I was surprised to see quite how… specialist some of the other articles were.

    Take the issue I was looking at earlier, for example. There's a three-page feature in this issue about maths. Just maths, and how to make use of it in Atari BASIC. The article begins with an exploration of the use of the RND function in BASIC, which generates a random number between 0 and 1, expands on this by describing how using multiplication allows you to generate random numbers between 0 and much higher upper limits, and concludes by using the INT function to generate only whole numbers. This is stuff that most bedroom programmers were already familiar with, but the article then goes on to look at powers and roots, signs and absolute values, logarithms and exponentials and finally probabilities — each of which was punctuated with a short BASIC listing for you to type in on your own computer to see how the functions worked in practice. I've never seen anything quite like it.

    Elsewhere in the same issue there's four pages devoted to making the Atari 8-bit display an 80-column text screen — this was deemed exciting enough to get a mention on the front cover of the magazine, which is unthinkable these days — an in-depth exploration of the AtariLab computer-aided scientific experimentation kits, and plenty of other things besides. It really is a fascinating relic of a period in computer media that I thought I remembered pretty well, but evidently have forgotten more than a few things about over the years. Looking back on it now… I miss those times a lot.

    If you want to enjoy a bit of nostalgia — or are just curious what computer and games mags used to look like back in the early days — then AtariMania has a substantial collection of scans that you can enjoy right here.

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    2421: Go 8-Bit https://imnotdoctorwho.moegamer.net/2016/09/05/2421-go-8-bit/ https://imnotdoctorwho.moegamer.net/2016/09/05/2421-go-8-bit/#respond Mon, 05 Sep 2016 22:30:23 +0000 https://angryjedi.wordpress.com/?p=18379 A new TV show launched on well-known Freeview channel Dave this evening: Dara O'Briain's Go 8-Bit. It's a type of show we haven't seen since the days of GamesMaster, only now everyone who used to watch GamesMaster is in their 30s and 40s and enjoys knob gags. Yes, it's a show that focuses primarily on competitive computer game challenges. A … Continue reading 2421: Go 8-Bit

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    A new TV show launched on well-known Freeview channel Dave this evening: Dara O'Briain's Go 8-Bit.

    It's a type of show we haven't seen since the days of GamesMaster, only now everyone who used to watch GamesMaster is in their 30s and 40s and enjoys knob gags. Yes, it's a show that focuses primarily on competitive computer game challenges.

    A bit of cursory research reveals that it's actually an adaptation of a live show also called simply Go 8-Bit, the creation of Steve McNeil and Sam Pamphilon, who take the role of regulars on the TV incarnation. O'Briain occupies the host's chair, while McNeil and Pamphilon each have one special guest each — in the case of the first episode, topical comedian Susan Calman and England goalkeeper David James, both of whom are proud gamers in their own right. The cast is rounded out with the inclusion of journalist and podcaster Ellie Gibson, who has contributed to Eurogamer on numerous occasions in the past.

    O'Briain is a natural fit for the show's host, because his enjoyment of video games is well-documented, usually using this still-entertaining six year old clip from Live at the Apollo as evidence:

    He's proven himself to be a capable host of a variety of different shows over the past few years, ranging from the topical Mock the Week to the educational Science Club. His role on Go 8-Bit is, as you might expect, closer to the former than the latter, and for the historical and cultural context and significance of the games covered on each show, he defers to Gibson, who is the resident "expert" — she's the show's Richard Osmond to O'Briain's Alexander Armstrong, for those who watch the surprisingly addictive Pointless.

    The first episode featured a pleasingly diverse mix of titles, beginning with classic puzzler Tetris, continuing with Chuckie Egg, then on to TekkenStar Wars Battlefront (the new one) and closing proceedings with a custom version of Bust-a-Move specifically created for the show, and for use with the custom Makey Makey controller, a kit which can turn anything which conducts electricity into a game or computer controller. Since their custom version of Bust-a-Move was entitled Bust-a-Moob, the custom peripherals attached to the Makey Makey were, as you might expect, human beings — specifically, an old man with an impressive beard sporting a questionable Dr. Robotnik cosplay; an old lady with an even more questionable Chun Li cosplay; a skinny, hairy dude in his pants forming a rough approximation of Zangief; and, um, a Cher impersonator.

    The show made for genuinely enjoyable entertainment. The banter between O'Briain and the guests was amusing, and the trash-talk during the games was fun. It was also wise to focus the show around people who are enthusiastic about games but not necessarily good at them, too, because this made for some hilarious sights, such as an epic Tekken match largely decided by the old faithful sweep-kick to the shins move over and over and over again. There could be value in a show about e-sports professionals playing one another, of course, but it wouldn't be Go 8-Bit; it would be an altogether more serious affair, and a scene that is already pretty well covered by the online streaming scene rather than television.

    The show was, so far as I'm concerned, a resounding success: genuinely amusing, entertaining to watch, even for non-gamers, and just enough tidbits of gaming history to keep enthusiasts happy, too. And best of all, it wasn't trying to be cool, young, dudebro or in any way hip — it understands that a significant chunk of the gaming audience these days is over 30, perhaps because most of the people involved with it are over 30.

    It's not, by any means, an in-depth documentary about the history of gaming, but it's not trying to be — it's simply a new format of show that, as I say, we haven't really seen anything like since GamesMaster. The only thing I'd change, if anything, would be the slightly cringe-inducing big deal they make out of their rotating stage every time they spin it through 90 degrees so the players can face the game screen at the back of the stage, but that might just be me being a miserable old git.

    That aside, it was a great show, and one that I look forward to tuning in to watch each week.

    Go 8-Bit is on Dave on Thursday nights at 10pm UK time. You can find out more and watch the recently aired first episode here. (You may need to fiddle around with VPNs and whatnot if you're watching from outside the UK.)

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    2420: Gaming History and Archiving https://imnotdoctorwho.moegamer.net/2016/09/05/2420-gaming-history-and-archiving/ https://imnotdoctorwho.moegamer.net/2016/09/05/2420-gaming-history-and-archiving/#respond Mon, 05 Sep 2016 00:09:24 +0000 https://angryjedi.wordpress.com/?p=18355 At the time of writing, the copy of Launchbox on my computer is loaded with over 16,000 games across a number of different platforms ranging from the early days of computing right up until (relatively) recently with some PlayStation 1 titles. I can happily lose several hours going back through some of these games — particularly those which I … Continue reading 2420: Gaming History and Archiving

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    At the time of writing, the copy of Launchbox on my computer is loaded with over 16,000 games across a number of different platforms ranging from the early days of computing right up until (relatively) recently with some PlayStation 1 titles.

    I can happily lose several hours going back through some of these games — particularly those which I used to enjoy when I was young, and which I am now better equipped to fully understand. The advent of the Internet also means that any games which are somewhat obtuse or abstract can be researched easily, which is something we simply didn't have access to back in the '80s and early '90s — many of the games we had on home computer platforms in particular were copies of questionable origin and consequently didn't have any instructions included, and as such you had to either figure out how to do things yourself or already know how the game worked.

    Games were often simpler back then, of course, although there are plenty of examples of titles that pushed their hardware to the limits in an attempt to simulate something with a reasonable degree of accuracy — Sublogic's Flight Simulator II on the Atari 8-bit springs to mind, as does MicroProse's submarine simulation Silent Service on the same platform. Even among the simpler titles, though, there are plenty of games whose abstract goals aren't necessarily very clear, or there might be a few hidden controls on the keyboard the game doesn't explicitly tell you about — we were in the age of both "joysticks with one button" and "games without tutorials" at this point, remember.

    Playing these old games always gets me to thinking, though. While there are a number of websites out there cataloguing and in some cases even hosting dumps of these old games, is anyone doing anything more than saying "this game came out in 19xx, it was released on [platforms]?" Is anyone approaching the subject with a bit more of an eye to historical interpretation, rather than just plain cataloguing and archiving?

    Some people out there probably are already, but I feel like it's time I added my unique perspective to the mix. I feel like this every time I have a conversation with someone where I have the opportunity to bring up games like Star Raiders II and Final Legacy. I want to do something about it.

    I'm currently determining the best way to go about it, but I'm very interested in the idea of some sort of project to highlight and explore noteworthy games from history — particularly those on more (relatively) obscure platforms such as the Atari 8-bit and ST. Whether this takes the form of a website, a book (or several books), a series of videos or all of the above is something I haven't quite determined yet, but while I have some time on my hands it would be something for me to sink my teeth into and keep me occupied, much like MoeGamer has been.

    I have some thinking to do, it seems!

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    2419: Happy Anniversary, Titan Quest https://imnotdoctorwho.moegamer.net/2016/09/04/2419-happy-anniversary-titan-quest/ https://imnotdoctorwho.moegamer.net/2016/09/04/2419-happy-anniversary-titan-quest/#respond Sun, 04 Sep 2016 03:13:38 +0000 https://angryjedi.wordpress.com/?p=18325 Titan Quest Anniversary Edition is currently just £5 on Steam, and it's completely free if you own any other Titan Quest products already. You should go buy it and play it, because I have spent most of the evening doing so and I like it a whole lot. Titan Quest Anniversary Edition combines the original Titan Quest and its expansion Immortal Throne into one … Continue reading 2419: Happy Anniversary, Titan Quest

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    Titan Quest Anniversary Edition is currently just £5 on Steam, and it's completely free if you own any other Titan Quest products already. You should go buy it and play it, because I have spent most of the evening doing so and I like it a whole lot.

    Titan Quest Anniversary Edition combines the original Titan Quest and its expansion Immortal Throne into one package, cleans the whole shebang up for modern computers — the original came out in 2006, hence the "anniversary" thing — and unleashes it on the world for existing fans and newcomers alike to enjoy.

    Having never played Titan Quest, I fell into the latter category. It had just never quite appealed to me for some reason, despite it being the sort of hack and slash loot-whoring game I enjoy coupled with Greek mythology, which I was in love with as a child — and despite the game often being discussed in hushed, reverential whispers any time anyone brought it up.

    £5 for a remastered version of the game and its expansion in one complete edition was too good an offer to turn down, though, so I took the plunge and gave it a go, partly to sate my own curiosity and partly to have something to play online with my friend Chris, who had also been going back and forth about whether or not he wanted it.

    If you, like me, have never played Titan Quest, here's the deal. You play a male or female Greek person who initially has no character class. You save a farmer's horse from being eaten by satyrs, then you embark on a journey to cleanse the land of evil seemingly for no other reason than "because why not". Your character is given precisely no backstory and no real motivation to do their thing, but in this sort of game that's probably a good thing. While the lore in the Diablo games is substantial and interesting, its execution in-game leaves a lot to be desired, and in latest installment Diablo III in particular, by far the most enjoyable way to play the game is in "Adventure Mode", which dispenses with the narrative and linear structure altogether in favour of giving you freedom to go anywhere at any time to chase down various objectives.

    Titan Quest doesn't quite go that far in abandoning the traditional narrative structure — you still progress from "unknown Greek person" to "hero of legend" over the course of the game — but the plot is very much de-emphasised in favour of the excellent mechanics.

    At level 2, you unlock a "specialism" — essentially a character class with its own skill tree plus a mastery meter you need to pump skill points into in order to unlock the next "tiers" of skills. (Said meter isn't entirely useless; each point you put into it gives you a substantial increase to your base stats.) Then at level 8, you unlock another specialism and can start pumping skill points into that as well, allowing you to effectively mix and match skills from two entirely different classes to create your own custom build.

    And these classes aren't your usual warrior-thief-mage trinity, either — they're all interesting, and all present interesting combinations when combined together. All together, there is a caster type that specialises in cold and electricity; another caster that specialises in fire and earth; a close-range physical attacking type person; a highly defensive physical attacker (who can apparently do some tremendous things with shields later in the game); a tree-hugging hippy that can summon wolves, heal things and infect enemies with plague; a hunter type that is good with bows and spears; and a backstabby thiefy rogue type deal that is good at inflicting pain but not so good at taking it.

    The great thing about this system is that you can make a variety of different character types — all together, there are 36 different combinations, each of which has its own unique name. You can combine the Defense and Warfare masteries to create Conqueror, for example, which is a tank that also hits incredibly hard. Or you could combine the Earth and Nature masteries to create Summoner, a character that is able to summon a variety of different minions to do their bidding, including an earth golem, some wolves and a nymph, and be able to sit back, pelt the enemies from a distance and heal their minions as needed.

    The combat itself is fundamentally satisfying. Humanoid enemies are thrown around with satisfying ragdoll animation; birds explode in a shower of feathers; skeletons shatter into pieces. The variety of skills mean that there are a lot of different ways you can protect yourself or go on the offensive, too, and so far I haven't felt like there's a "bad" combination; with two different masteries, you can either cover the weaknesses of the first with the second, or enhance the first's strong points with the second.

    Then, of course, there's just something wonderfully enjoyable about hacking and slashing through recognisable creatures from mythology. The game appears to act as pretty much an Ancient Greece's Greatest Hits, promising confrontations with Medusa, the Hydra and numerous others over the course of the adventure — and I believe you also take a trip to ancient Egypt and China later, too, which opens up possibilities for all manner of interesting confrontations.

    I hadn't expected to like the game quite as much as I did when I booted it up for the first time. But, well, the 5 hours of playtime Steam has already recorded for me — I bought it earlier this evening — probably speaks for itself.

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    2418: The Bonds of True Friendship https://imnotdoctorwho.moegamer.net/2016/09/03/2418-the-bonds-of-true-friendship/ https://imnotdoctorwho.moegamer.net/2016/09/03/2418-the-bonds-of-true-friendship/#respond Sat, 03 Sep 2016 00:46:04 +0000 https://angryjedi.wordpress.com/?p=18190 As someone who, for the most part, tends to put narrative concerns front and centre when considering what to entertain himself with, it probably won't surprise you to hear that the main thing that draws me to my favourite genre of video game — RPGs — is not the stat-crunching mechanical goodness that goes on … Continue reading 2418: The Bonds of True Friendship

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    As someone who, for the most part, tends to put narrative concerns front and centre when considering what to entertain himself with, it probably won't surprise you to hear that the main thing that draws me to my favourite genre of video game — RPGs — is not the stat-crunching mechanical goodness that goes on behind the scenes (though good mechanics can make a game I'm already emotionally invested in even more satisfying) but the almost overwhelming sense of camaraderie and "all being in it together" that a good ensemble cast brings to the table.

    When considering narrative tropes, this sense of comradeship is regarded as "true companions" or sometimes nakama, from a Japanese word that translates to "friend" or "comrade". Indeed, if you turn the Japanese voices on in many JRPGs, you'll hear the word nakama used pretty liberally when characters are talking about their friends and travelling companions in the party; it's a contrast to another Japanese term referring to friendship, tomodachi, which is typically used when talking about friends in a more social, casual manner. To put it crudely, your nakama friends are the ones who travel with you, who will go to the ends of the earth with you, the ones who are closer than family; your tomodachi friends are the ones you go down the pub with once or twice a month and talk about girls or football.

    This sense of true companionship is, for me, what defines a great RPG story, and it's a big part of why I find solitary experiences like Skyrim and Fallout — which, mechanically at least, ought to be right up my alley — so fundamentally unsatisfying: you don't get that sense of being part of a group of people with complex and interesting relationships.

    So with that in mind, I thought I'd share some of my favourite ensemble casts from the past few years. You can probably guess at least one of them.

    Neptune and the gang

    Yup, you were right! The biggest thing that keeps me coming back to the Neptunia series time after time — and the thing that kept me persevering with the shaky first game in the series — is the wonderful sense of camaraderie between the characters.

    Interestingly, Neptunia's cast can be split into a few different elements, each of which overlap a little and which all have Neptune as their common element.

    First up, you have IF and Compa, who will always have an important place in any Neptunia fan's heart due to them being pretty much the first characters you have a meaningful conversation with in the series. IF and Compa are friends, but also a study in contrasts; IF is somewhat sullen and tsundere (with a secret otaku side) while Compa is feminine, ditzy and honest. They're good foils for one another, and with the chaotic personality of Neptune in the middle, just these three make for a good cast by themselves, and indeed a significant portion of the original Hyperdimension Neptunia consisted of just these three core cast members fighting alongside one another.

    Then you have the more well-known faces of the series, the CPUs Blanc, Noire and Vert. These were introduced in the original Hyperdimension Neptunia almost as antagonistic characters, but over time their personalities have softened somewhat, and the four of them (including Neptune) have become very close friends with one another. Once again, they work as a group because of how they contrast with one another. Noire is determined and driven to a fault, but secretly wishes for close friendships; Vert likes to play the older sister but in many ways is one of the most immature of the group, often disappearing for days at a time to indulge in her hobbies rather than doing her job; Blanc, meanwhile, despite her youthful appearance, seems calm and mature until something — it doesn't take much — attracts her ire, at which point she becomes a devastating force of fury.

    mk2 onwards introduced the sisters of the CPUs to the series, and again, they made heavy use of contrast to make them stand out from one another. Neptune's sister Nepgear, for example, is the opposite of Neptune in almost every way: she's smart where Neptune is dim; she's articulate where Neptune tends to let her mouth run away with herself; yet she's timid where Neptune is (over)confident. Blanc's twin sisters Rom and Rom contrast both with each other and with Blanc, with Rom being quiet and shy, while Ram is loud and rambunctious. And Noire's sister Uni, in her own way, contrasts with the rest of the group altogether by actually being similar to her sister — a little too similar at times, so closely does she follow in her sister's footsteps.

    All together, you have a substantial ensemble cast with a variety of contrasting character types. They often clash with one another, as contrasting personalities tend to do, but their shared hardships and common goals bring them together time after time. The particularly dark mk2/Re;Birth2 story is arguably the catalyst for their closeness, thanks to the especially unpleasant events that occur therein, but by now their relationship has grown so close that each new Neptunia game feels like being reunited with a group of old friends. It's a delight.

    The Witcher

    The Witcher series is an unusual case in that they're not party-based RPGs, but they nonetheless carry a strong sense of camaraderie, friendship and even romance between their major characters. This is helped along in part by the fact that the games are based on some already extensive pre-existing lore from the original novels, but even if you're unfamiliar with the source material, The Witcher's relationships are a real highlight of the whole experience.

    For starters, despite protagonist Geralt usually working alone for each of the games, there's a strong sense of comradeship between him and his fellow School of the Wolf witchers, some of the last remaining witchers in the world. Months or even years can pass between them seeing one another in some instances, but when they do meet up with one another, it's like no time has passed. The Witcher 3 in particular plays with this delightfully in a scene where Geralt and his witcher buddies get absolutely hammered before going to try on the fancy outfits of sorceress Yennefer, Geralt's significant other (or onetime squeeze, depending on how you've chosen to play that particular subplot out) and play with her megascope. In game terms, it's utterly irrelevant to the main plot and doesn't give you any mechanical benefits, but it's a beautifully captured moment that emphasises the fact that despite the work of witchers typically being solitary, they, too, still have need of the ties of friendship.

    Then there are the recurring characters like Dandelion the bard and Zoltan Chivay the, um, dwarf. These characters show up throughout the novels and all three games, and their relationship with Geralt is likewise one of close friendship and trust. Indeed, the bond between Dandelion and Geralt is so seemingly close that all the in-game journal entries tracking your quests are written not from Geralt's perspective or even that of an omniscient third-person non-participant narrator, but as if Dandelion is narrating Geralt's tale in the past tense to an eager audience. It's a nice touch.

    The Witcher prides itself on shades of grey, though, and this is true for Geralt's relationships, too. In The Witcher 3 in particular, Geralt will come into contact with a number of people with whom he's had dealings in the past, many of whom will seem like unquestionable friends if you're unfamiliar with their history. Yet depending on the choices you make and Geralt's subsequent actions, their relationships can take some very surprising — sometimes tragic — turns. The arc with former spymaster Dijkstra in The Witcher 3 is particularly interesting to see play out.

    The Witcher, then, definitely has an ensemble cast of the kind I find particularly appealing, even if they're not all there obediently running along behind Geralt for the whole game. In the case of The Witcher 3 in particular, it's proof positive that it's more than possible for the Western open-world RPG to pull off this sense of "true companionship" — even without a persistent party — and that Bethesda should consider trying a bit harder in this regard with future Elder Scrolls and Fallout games.

    Tales of Xillia

    Two of my favourite RPGs in recent years were Tales of Xillia and its sequel, and the strong ties between the party members in those games are what made those games special for me.

    The first Xillia had two overlapping storylines that were mostly identical apart from their very beginning and a significant chunk in the middle. The two protagonists were Jude, a somewhat idealistic young medical student who gets swept up in a series of rather peculiar events, and Milla, a mysterious young woman who claims to be the earthly incarnation of the deity Maxwell.

    The journey through the two Xillias is very long, but its epic nature works to its benefit, because it allows us to get to know the two protagonists and the party members they gather around them very well indeed. There's Jude's childhood friend Leia, who is clumsy but charming; there's butler Rowen, who turns out to be a highly regarded former general; there's the cynical mercenary Alvin who seems like a pleasant enough "big brother" type but is clearly hiding something; and there's young girl Elize, who captures the feeling of a young girl being alone in the world and finally finding people who understand her perfectly.

    Xillia's cast works because of the game's frequent use of "skits", where action stops for a moment and the party members have a quick chat about something. This might be important to the plot, or it might be seemingly irrelevant information, but all of it is essential to the characterisation of the group as a whole. In the first game in particular, Milla is the centrepiece of the group, and we come to understand the world of Rieze Maxia through her eyes, with her party members explaining and supporting her along the way. That said, Milla isn't a helpless waif by any means; on the contrary, on more than one occasion her companions have to hold her back from getting a little too inappropriate with her explorations of life among the humans.

    Xillia 2 takes an unusual step in this day and age by actually being a direct sequel to the first game. All the characters from the original make a reappearance, along with a couple of new ones — just enough to keep it feeling a bit different from the original, while still familiar and recognisable as a continuation of the same story. Interestingly, Xillia 2 introduces a new protagonist named Ludger, and for your first playthrough he's an almost entirely silent protagonist, his contributions mostly being limited to grunts and gasps. (Calm down.) There is a narrative-related reason for this that I shan't spoil for you here, but the use of a silent protagonist is also often a way of making the player feel like "they" are in the world rather than just controlling a character who isn't them.

    Regardless of the reasons for his silence, Ludger forms a suitable nucleus for the party in much the same way as Milla did in the first Xillia game, and once again we're treated to a variety of enjoyable skits on a variety of subjects, both plot-relevant and inconsequential. By the end of the two games, you really feel like you've been on a lengthy journey with a group of people who have come to be close friends.

    Persona 3 and 4

    Shin Megami Tensei purists may thumb their nose at the later installments in the Persona series, but for me the thing that made them special to me is their strong emphasis on the bonds between people.

    In both Persona 3 and 4, these bonds take many forms. They might be the bond between the protagonist and a member of an extracurricular club he attends, who gradually grows comfortable enough to open up a bit about their own concerns. Or they might be the bond between party members who come to understand one another as events start spiralling out of control around them.

    In Persona 4 this latter case is particularly true, given that the majority of the dungeons are themed around one of the characters confronting their "true self" and admitting something that they would previously rather keep quiet about for one reason or another. The game goes to some surprisingly daring places in terms of subject matter, though it also leaves a few bits and pieces just ambiguous enough for you to come to your own interpretation of what you just witnessed.

    Like Xillia, one of the biggest strengths of both Persona 3 and Persona 4 is the sheer amount of time their respective quests take — and the fact that, in both games, you can actually see how much virtual time you've spent in the world thanks to the ever-present readout of the in-game date, which also acts as a reminder that each month, you are on a tight deadline to ensure things don't go horribly wrong for someone you know.

    The sheer amount of time you spend with the characters in both Persona 3 and coupled with the game's setting in a school and its surroundings means that you really come to think of these characters as friends by the end of the game. This makes a relatively minor aspect of Persona 4's ending, where you leave on a train and see all the people whose lives you touched standing on the platform to see you off, incredibly touching and borderline heartbreaking. It is likely no coincidence that one of the most frequently heard pieces of music on the soundtrack is called Heartbeat, Heartbreak.

    The Witch and the Hundred Knight

    This is an unusual one in that it's an action RPG in which you play a distinctly non-human silent protagonist and don't actually have a party gathered around you at all times, but nonetheless it manages to have that strong sense of "true companions", with numerous characters who go through significant developmental arcs over the course of the complete narrative.

    In The Witch and the Hundred Knight, you play the Hundred Knight, a mythological creature that turned out to be a bit disappointing in the flesh. You were summoned by the witch Metallia, who lives by herself in a swamp and is pretty much a psychopath. Your stated aim at the outset of the game is to spread Metallia's swamp across the land so she is able to move freely and dominate the world — she can't go far from her swamp — but over time things become much, much more complex.

    The Hundred Knight, despite being the playable protagonist, is in many ways the least important part of the plot, though his actions do serve as the catalyst for most of the major plot beats throughout the narrative. Instead, the story is about Metallia: why she is so angry, why she is so violent — and why she is so sad. The tale itself features some gut-wrenchingly horrible moments to depict Metallia's seemingly "beyond redemption" status, but her growth as a character across the entire narrative — a process witnessed and helped along by a young cursed noblewoman called Visco, who eventually becomes very important to Metallia — and the three possible finales, none of which can be called particularly "happy", makes for a game that takes the unusual step of being an outright tragedy in terms of its narrative.

    The story works, once again, because of the close bonds between the characters. We see how horrible Metallia is at the beginning of the game, and we see how poorly she treats Visco. But we see how Visco keeps coming back for more, obviously seeing something in Metallia that others don't, and we see how Metallia, despite continuing to be foul-mouthed and aggressive, softens a little as she realises that she is developing feelings of friendship — arguably more — for this young woman cursed with the face of a dog. I shan't spoil the "bad" ending (which is actually the most significant ending, despite the game's terminology) but suffice to say the Metallia at the end of the game is a completely different person from the one at the beginning, and as the Hundred Knight, we've been there to see that whole process.

    Fairy Fencer F

    And perhaps most relevantly, given that I'm still playing through it at the moment, I was delighted to discover that Fairy Fencer F has a wonderful ensemble cast, too — and despite its aesthetic similarities to the Neptunia series thanks to artist Tsunako on character design duty, it has an overall darker tone to its stablemate, allowing for its characters to share hardships and sadness as well as good times with one another.

    Like Neptunia, FFF's cast can be split into a number of components. There's the core cast of playable characters who centre around protagonist Fang, who is initially lazy and cynical, but later turns out to be far more responsible and caring than he would care to admit. Then each of these characters has a companion fairy, who form a sub-cast of their own who are usually with their human partners, but sometimes get the chance to do things by themselves. Then there's a cast of villains, too, but without spoiling too much, let's just say that on the Goddess route, at least — the narrative path that comprised the original Fairy Fencer F, rather than one of the two new ones introduced for the PlayStation 4 version — the lines between "good" and "evil" are frequently blurred to quite a significant degree.

    An crucial moment at the midpoint of Fairy Fencer F carries more emotional weight than I've ever seen from a Compile Heart game, eschewing the company's usually breezy comedy and satire — both of which are present in Fairy Fencer F when appropriate, make no mistake — in the name of something truly awful happening as a catalyst for one of the three subsequent divergent narrative paths that follow. This moment only works because of the first half of the game, in which we get to know Fang and his ragtag group of companions very well indeed, and because of its sharp, surprising contrast with what we, the player, had been led to expect would happen at that point in the story.

    I haven't yet seen how things turn out. I can guess, but given that this game has already surprised me more than once with the direction its narrative takes — mostly with regard to how dark it gets at times — I'm not going to believe it until I actually see it. It's been an enjoyable journey so far, though, so I'm looking forward to seeing how it ends. And then seeing the other two ways in which it ends after that.

    The post 2418: The Bonds of True Friendship appeared first on I'm Not Doctor Who.

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    2417: The Steam Shmup Sale https://imnotdoctorwho.moegamer.net/2016/09/02/2417-the-steam-shmup-sale/ https://imnotdoctorwho.moegamer.net/2016/09/02/2417-the-steam-shmup-sale/#respond Fri, 02 Sep 2016 02:02:26 +0000 https://angryjedi.wordpress.com/?p=18132 There's a sale running on Steam right now, centred around shoot 'em ups in the classic mould. You can see the full list here, but here are a few selections that I can personally recommend: ESCHATOS The follow-up to Judgement Silversword (which is also worth a go, and available in a bundle with ESCHATOS) is a Raiden-style shoot 'em … Continue reading 2417: The Steam Shmup Sale

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    There's a sale running on Steam right now, centred around shoot 'em ups in the classic mould. You can see the full list here, but here are a few selections that I can personally recommend:

    ESCHATOS

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    The follow-up to Judgement Silversword (which is also worth a go, and available in a bundle with ESCHATOS) is a Raiden-style shoot 'em up (i.e. non-bullet hell) that unfolds over the course of several stages, taking you from an Earth-like planet, into space and finally into the bowels of an alien world. It's a spectacular, thrilling journey, presented in uncomplicated but nonetheless impressive 3D polygonal visuals but playing from a top-down perspective.

    ESCHATOS has a couple of ways to play depending on how complex you like your shmups. For my money, the simpler mode is actually a more enjoyable way to play — this doesn't involve any powering up of your weapons and simply requires that you defeat complete waves of enemies without missing any to build up your score multiplier. The higher the difficulty you play on, the higher the multiplier can go (and the faster it rises), so for the highest scores you need to take on the toughest challenges the game offers.

    ESCHATOS has a fantastic soundtrack, fluid graphics with some wonderful setpieces, and gameplay to die for. If you're a shmup fan, this should without question be a part of your collection.

    Deathsmiles

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    Regarded as one of Cave's more accessible bullet-hell shooters, Deathsmiles is a horizontally scrolling affair for one or two players where you take on the role of one (or two) of several different goth loli chicks, each of whom handle slightly differently. You can shoot in both directions using either a rapid-fire shot, a charged beam or a lock-on laser, and advanced players will need to learn which attack should be used for which enemy, since the scores and collectible items they yield vary according to how they were dispatched. If you're a shmup beginner, mind, you can ignore this aspect of the game completely and just try to get through the game, because that's challenging enough in itself.

    Deathsmiles has a gorgeous Gothic rock soundtrack a la Castlevania, some varied levels and some brilliant boss fights, culminating in a battle against the spectacularly named "Tyrannosatan" accompanied by Bach's famous Toccata and Fugue. There's a lot of hidden depth to the scoring system once you get your head around the bullet patterns, and variable difficulty settings that you can change on the fly between levels help give it some longevity. It's one of Cave's finest games, and well worth a look.

    Savant Ascent

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    Based around the music of electronica artist Savant, Savant Ascent casts you in the role of a masked alchemist who has to make his way up a tower to defeat the weird… thing that has manifested at the top. It's a twin-stick shooter with a twist — in each of the game's battlefields, the character can only stand in preset places, with pushing directions on the stick moving him from one to the other either by rolling or jumping between them.

    The "Story" mode in the game lasts about five minutes and is easily beaten, but the meat of the game comes in the modes that unlock afterwards. Time Attack throws you into a horde of enemies and challenges you to 1) survive and 2) complete the game as quickly as possible. Endless, meanwhile, simply tasks you with surviving for as long as possible.

    Longevity in the game comes through score attack and collectible CDs of Savant tracks, each of which unlocks a new gameplay element. What initially appears to be a very simple twin-stick shooter gradually unlocks new depths as you collect more of the CDs and progress further. It's a beautifully presented game, too, with lovely graphics and a thumping soundtrack courtesy of Savant, obviously.

    Horizon Shift

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    An interesting twist on the genre, Horizon Shift is presented in a minimalist Geometry Wars fashion, with simple controls and visuals, a thumping soundtrack and immensely challenging gameplay.

    Your job in Horizon Shift is to protect your "horizon", a line dividing the screen into two halves. Your ship can face either up or down, and you can use this ability to dodge bullets, since only bullets on the same side as your ship can destroy you. Your ship can also jump and double-jump, providing another means for avoiding projectiles on the occasions when the "horizon" disappears and requires you to face in one direction only.

    Enemies in Horizon Shift are a combination of kamikaze types that destroy part of your horizon when they hit it — meaning you'll have to jump the gaps or die — and enemies that spew bullets at you. Blasting any type of enemy builds up a chain bonus, and unleashing a smart bomb (which must also be charged by killing enemies) allows you to "bank" this chain bonus; conversely, dying loses the chain bonus altogether.

    Horizon Shift has a cool aesthetic, with simplistic visuals in the foreground and a busy but low-brightness backgrounds that evolves as you play through the game. Particularly cool (and cheesy) is the giant laughing "skull" face that dominates the background any time you're fighting a boss.

    Shmups Skill Test

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    Blend WarioWare with a shoot 'em up and you have Shmups Skill Test, a short, quick-fire game that challenges you to complete several minigames in succession, then humiliates you about your lack of skill afterwards.

    Minigames vary from the delightfully named "TANK TANK TANK TANK TANK" — in which there are lots of tanks to shoot — to one where you have to precisely shoot timebombs off the side of a rocket without blowing the rocket up, and all of them are very challenging indeed, with the possible exception of the one where you have to shoot tin cans (in space) into a giant waste-paper basket (in space) to "save the earth".

    After you're finished, you're given a breakdown of your skills, a comparison to the online average rating and your "gamer age" is calculated a la Brain Age on the Nintendo DS — the lower the better.

    This game is hard, but it has a lot of staying power thanks to a variety of minigames, online leaderboards and support for up to four-player competitive play. Plus, as its name suggests, it's actually good training for the various skills modern shmups demand of you.

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    2416: I Was Right https://imnotdoctorwho.moegamer.net/2016/09/01/2416-i-was-right/ https://imnotdoctorwho.moegamer.net/2016/09/01/2416-i-was-right/#respond Thu, 01 Sep 2016 01:44:51 +0000 https://angryjedi.wordpress.com/?p=17921 Back in 2014, when I was still somewhat raw from being let go from USgamer (hell, I still am somewhat raw from being let go from USgamer, assholes) I happened to have the misfortune to stumble across the site's review of the PlayStation 3 version of Compile Heart's RPG Fairy Fencer F, a game which combined the art of … Continue reading 2416: I Was Right

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    Back in 2014, when I was still somewhat raw from being let go from USgamer (hell, I still am somewhat raw from being let go from USgamer, assholes) I happened to have the misfortune to stumble across the site's review of the PlayStation 3 version of Compile Heart's RPG Fairy Fencer F, a game which combined the art of Tsunako (best known for her work on the Neptunia series for Compile Heart) with contributions from Final Fantasy veterans Yoshitaka Amano (concept art) and Nobuo Uematsu (music).

    The review (which you can find archived here if you're curious) struck me as doing the game a tremendous disservice, because it spent most of its time telling the readers how awful Idea Factory are in the writer's eyes — even going so far as to say they had supposedly been nicknamed "Idea Fuck" (seriously, you couldn't come up with anything better?) — and talking very little about the game.

    I wasn't happy. I hadn't played Fairy Fencer F myself at that point, but I'd played enough of Compile Heart's previous work by that point to know that, while their productions were inevitably low-budget and low-tech compared to the Final Fantasies of the world, their work consistently had a huge amount of soul to it that shone through via the writing, the character designs and their snappy, often biting use of satire and parody. They knew who their audience was, and they designed games to appeal to that audience.

    I'm using the past tense, but all this is still true two years later, the only difference being that they've jumped into the next generation of games consoles and are now making games that run at frame rates more in line with what we tend to expect from modern games.

    Anyway, I had a feeling that the Fairy Fencer F review on USgamer was unfair to the game, and playing through a substantial chunk of its new PlayStation 4 incarnation Advent Dark Force — which includes the original game, plus two extra narrative routes, all tarted up with some enhanced game mechanics such as a larger party size — I can indeed confirm that said review was not only unfair, it was also just plain inaccurate in places, too.

    Shall we pick it apart? Sure, I'm feeling petty and vindictive right now, so why not.

    "During the last console generation, we had some serious fears that the Japanese-developed RPG would soon be a thing of the past."

    Uh, no. I believe I've previously covered this in detail, but it bears saying again: JRPGs never went anywhere. However, what did happen was that the companies developing these sprawling epics didn't have the time or the resources to keep up with technology so much as some other genres that favour shorter, more focused experiences that can be designed more easily around spectacular setpieces. Consequently, they became regarded as "niche" — and developers, recognising this, started to develop for this niche rather than for the mass market.

    Said niche had considerable overlap with the otaku community, who enjoyed Japanese animation and manga for a variety of reasons — the complex, intertwining storylines; the strong characterisation; the distinctive character design; and, yes, sometimes being sexually provocative or even explicit. These were people who knew what they enjoyed in their entertainment and were willing to pay considerable amounts of money to demonstrate their love for their favourite franchises. So why not capitalise on that?

    "Thankfully, history proved our anxieties false — take a look at the 3DS' library and you'll see one of the best JRPG collections known to humankind."

    I have to take issue with this. The 3DS, while a good platform, is not the place to go if you want JRPGs. Off the top of my head, I actually can't think of all that many. Off the top of my head: Fire Emblem Awakening and FatesBravely Default, the upcoming Dragon Quest VIIMonster HunterEtrian Odyssey and… any more? Possibly a MegaTen game in there somewhere? The situation is similar even when you throw in backward compatibility with the DS, though admittedly you can add several excellent Dragon Quests and Final Fantasy III to the list in this case.

    Compare with its contemporary the Vita, which has multiple Neptunia games, Dungeon Travelers 2 (one of, if not the greatest dungeon crawler ever created), Criminal Girls, Trails of Cold Steel, Ys: Memories of Celceta, Persona 4 Golden, Stranger of Sword City, Demon Gaze, Ray Gigant, Final Fantasy X/X-2 and numerous others — not to mention backward compatibility with the PSP's astronomical library of fantastic JRPGs including the Disgaea series, all of the Final Fantasies up to IXTrails in the Sky, multiple Ys games, Persona 1, 2 and and all manner of other goodies.

    You want JRPGs, you don't buy a 3DS. You buy a Vita. (And then maybe a 3DS as well, because what JRPGs it does have are good stuff.)

    "Even in the hand-wringingest days of JRPG doom and gloom, one group managed to quietly pump out console game after console game without garnering much attention: Compile Heart, a developer that mainly specialises in role-playing experiences for the anime crowd. So why didn't we ever hail this company as saviours of this once-distressed genre? Well, their games just aren't very good."

    We've covered above why it was a natural evolution for RPG makers to court the anime crowd. The article itself covers why they tend to be low-budget experiences by noting that "Japanese developers may struggle to produce 40-60 hour RPGs with HD assets — as would any developer".

    Aren't very good, though? Hmm. I'll give you that their earlier work was of noticeably lower quality than what they're putting out now — the difference between the original Hyperdimension Neptunia and even its first sequel Hyperdimension Neptunia mk2 is astronomical — but they still had that core charm about them. They spoke to the player. They worked within their limitations.

    And, more importantly, with each and every new release, Compile Heart has improved and refined its work. Every Neptunia release has been superior to the last — they even went back and rewrote mk2 and Victory using the new Re;Birth engine on Vita and PC, and MegaDimension Neptunia V-II is a quantum leap forward for the series. A modern Compile Heart game is virtually unrecognisable from one of five years ago.

    But, sure, let's write off their whole catalogue as "not very good."

    "There's a reason their parent company, Idea Factory, is affectionately known by the nickname 'Idea Fuck' by those who understand their M.O."

    I have literally never seen this anywhere on the Internet except in this article.

    "It seems Compile Heart may be aware of their less-than-stellar reputation…"

    The people who keep buying the Neptunia series time after time — the people who cause Idea Factory International to sell out of limited editions every time a new Neptunia game comes out — would like a word with you.

    "…since their latest RPG to hit the States, Fairy Fencer F, carries two extremely well-known names: Nobuo Uematsu and Yoshitaka Amano, two men who defined the look and sound of Final Fantasy until the early '00s. Unfortunately, their material doesn't rise above Compile Heart's house style — sink some time into the game, and you wouldn't have guessed these two massive talents contributed a single song or sketch."

    I'd agree that Amano's influence isn't particularly recognisable in the game itself — but I'd also argue that the vast majority of games in the Final Fantasy series don't make particularly strong use of Amano's art, either; when it is included in the form of character portraits and suchlike, it's immensely jarring with the rest of the visual style. The PSP port of Final Fantasy II, for example, features immensely distracting character portraits in the dialogue window, in which protagonist Firion looks uncannily like Murray Crofts, the boy who used to sit behind me in Year 7 tutor group, and who was a complete wanker. Thankfully, you can turn them off.

    Uematsu's influence, however, is immediately apparent if you've ever listened to any of his work with The Black Mages or Earthbound Papas. Fairy Fencer F features numerous heavy rock numbers that are strongly reminiscent of Uematsu's work with his various bands, and each track is melodic and catchy, just like Uematsu's most well-known themes from Final Fantasy.

    "At first, I assumed the inclusion of these two greats meant Compile Hearts [sic] wanted to forge a new path with their RPGs, but Fairy Fencer F is basically indistinguishable from anything else they've produced for the PlayStation 3 — meaning it's pretty lousy."

    As I noted before, play Trinity Universe, then Hyperdimension Neptunia, then Hyperdimension Neptunia mk2, then Hyperdimension Neptunia Victory, then Fairy Fencer F, and you'll see a developer that knows how to hone and refine its style. While some might argue you should probably get it right first time rather than evolve gradually over the course of several games, Trinity Universe and Hyperdimension Neptunia aren't actually bad games in their own right, and everything that's come since has improved on what they put in place — or in some cases, like Omega Quintet, completely wiped the slate clean and started again.

    "At least Compile Heart seems to understand just what kind of game they're making. Fairy Fencer F opens with your standard RPG premise: the unassuming hero must collect X number of magic somethings to seal away some great evil. Unlike RPGs that go to great lengths to pad out their extremely basic premises with hundreds of thousands of words, Fencer F [sic] drops the basics of the plot into your lap, and doesn't feel the need to focus on elaborate lore or world-building… there's not really a story worth telling here, so Compile Heart keeps the narrative mercifully brief."

    Fairy Fencer F opens in media res with aforementioned unassuming hero Fang locked in prison for stealing food. After escaping, we flash back to three days earlier, when he pulls a "Fury" out of the ground, thus releasing the fairy within, who takes the form of a girl called Eryn. Those who draw Furies in this way form an unbreakable bond with their fairies, and said fairies come in all shapes and sizes, ranging from Eryn's adolescent appearance to giant robots, small cat-like creatures and rather overbearing matronly types.

    Eryn realises that she has few memories about her past life from before Fang pulled the Fury out of the ground, but knows the legends behind the Goddess and the Vile God, who were sealed away by the Furies after they had a great battle with one another that threatened to devastate the world. It is said that whoever collects all of the Furies — there are over a hundred of them — will be able to wake the Goddess, and whoever wakes the Goddess will be able to have one wish granted. Fang, realising he is stuck with Eryn whether he likes it or not, begrudgingly agrees to assist her in the quest for her lost memories, but the two quickly become great friends, albeit friends who bicker all the time.

    Not long after the story opens, Fang and Eryn encounter a mysterious young woman called Tiara, who initially poisons Fang with paralytic tea and makes off with the Fury he and Eryn were pursuing. She subsequently gets caught by a low-level hoodlum (who, in Compile Heart's trademark satirical style, is well aware that he is a low-level hoodlum that "always shows up at times like this") and rescued by Fang and Eryn, against their better judgement. Reluctantly forgiving her for her earlier transgression when it transpires she, too, is seeking the Furies to have a wish granted — world peace, in her case, though it becomes apparent there's something more to her than meets the eye — they team up to continue their quest.

    All this takes place in the first hour or so. Don't tell me this has a throwaway plot, particularly with some of the surprisingly emotional moments later in the narrative.

    "In terms of gameplay, Fairy Fencer F feels like a low-rent Tales of game."

    Fairy Fencer F plays nothing like a Tales of game. Tales of games feature zone-based open-world design — you can run from one end of the world to another — while Fairy Fencer F features an overall world map (much like the Neptunia games) and discrete dungeons within, some of which are story-relevant, others of which are purely for grinding or item acquisition purposes. Tales of games feature real-time action game-style combat; Fairy Fencer F features entirely turn-based combat.

    "Its battle system tries to incorporate some action-y elements, but they only serve to create the illusion of complexity. Enemy encounters work via a turn-based system, where you're given a limited range to move (without any sort of time restriction) and the chance to perform a single action."

    Yes, that is how turn-based games work. However, it does not incorporate any action-y elements whatsoever. The closest it gets is with the "launch/pursue" system of moves, where one attack knocking an enemy in the air can be made more effective if followed up by a move specifically designed for "pursuing" an airborne enemy, but there's no timed button-presses here; a launched enemy goes into slow motion so you have ample time to press the next attack button. Theoretically, you could miss it, but you'd have to be pretty much paralysed from the neck down to do so, in which case you'd probably have trouble pressing the attack button in the first place.

    "Outside of area of effect spells and abilities, your location on the battlefield doesn't really matter."

    YOU LITERALLY JUST SAID WHY YOUR LOCATION ON THE BATTLEFIELD MATTERS.

    "Attack the side or back of an enemy and you'll do the exact same amount of damage as if you attacked it from the front."

    Wrong. This system has been in place since Neptunia mk2. You're also more likely to hit an enemy's back or sides.

    "I guess it's possible to coordinate your location around enemy attacks, but since there's no way to tell their movement range, or what action they'll be taking next, the game gives no compelling reason to do anything other than attack."

    Okay. Let me explain a bit about Fairy Fencer F's battle system. Each character is a Fencer equipped with the Fury whose fairy they formed a bond with. This means you can't buy new weapons throughout the game, but you can upgrade the one you have with new moves and even give it the ability to transform into other forms.

    Damage in Fairy Fencer F has numerous different types — sword, greatsword, axe, scythe, gun, spear, glaive and knuckles — as well as elemental affinities. These all matter a great deal. Attacking an enemy with a damage type they are weak to reduces their Guard gauge — initially hidden, but the character Harley who joins your party later is able to make it visible. When the Guard gauge breaks two things happen: the enemy temporarily takes more damage from physical skills (i.e. not the combo moves you unleash when you hit "attack" and various button combinations) and magic spells, and the possibility of an "Avalanche Attack" occurs, allowing any characters who are adjacent in the turn order to get a number of "free" attacks on the enemy before taking their actual turn.

    Enemies have damage types and elemental affinities, too, and equipping each character with supplementary fairies can affect these stats significantly, to such a degree that a character could be easily one-shot if they have a negative resistance to an element an enemy specialises in, or take no damage at all if their resistance is high enough.

    As for not knowing how far enemies can move or what they're going to do, well, just like in every other RPG, you have to watch what they do for a couple of turns, then figure out the best way to deal with them.

    On top of all that, enemies can generally hit multiple characters with a single attack, so once again, your position matters — keeping your party spread out but within close enough range of each other to be able to heal/buff as necessary is essential.

    Nothing to do but attack, sure.

    "Character progression in Fairy Fencer F offers some different ways to tailor your party, though it's nothing you haven't seen before. Your team can equip Furies — think of them as Final Fantasy materia or espers — which brings them new abilities and stat boosts over time, and battles yield a resource called WP, which can be spent to upgrade parameters and buy new spells and abilities."

    This isn't quite right, either, though this is not surprising by this point. You can't equip Furies; each character's Fury is fixed. You can, however, equip fairies that you acquire from the Furies you collect, and these level up independently from the characters, increasing the stats they boost further as well as unlocking a number of passive abilities that range from adjusting the "wearer's" elemental resistances to boosting their HP at the end of combat.

    WP, meanwhile, are used to upgrade the character's Fury by boosting its base stats (physical attack and defense, magical attack and defense, range, combo length and the degree of stat boost they get while in "Fury Form", a transformed incarnation similar to Neptunia's HDD form). WP are also used to learn new combo moves (including different weapon types if desired — each Fury can transform into four different forms), physical skills and magic spells as well as passive abilities. Each character has their own unique loadout of possible abilities to learn and don't learn any passively as they level up; their development is entirely up to you. So while their endgame forms might be identical to one another from one playthrough to the next, their early game forms might be completely different.

    "It's all your standard RPG stuff, though Fairy Fencer has one interesting idea, even if it's pretty basic: once upgraded, your Furies can be placed on any location with enemy encounters, and grant these areas bonuses and penalties. I wanted to level up faster, so I stuck my Fury with a 30% experience point boost on a dungeon — though this boost also came with an effect that lowered my defense by 10%. A neat idea, but it's ultimately drowned out by Fairy Fencer F's surrounding blandness."

    This part neglects to mention that it is possible to overlap these "World Shaping" effects, as they are called, in order to potentially nullify any negative effects you might get. For example, overlap the aforementioned "EXP +30%/P-DEF -10%" with a "P-DEF +10% / M-ATK -10%" and you nullify the penalty to your defense, taking a hit to your magic attack instead. If your party is set up for physical attacks, you're all good.

    The further you progress in the game, the higher the "rank" of the Furies you obtain, too. C-rank Furies generally have one moderately good benefit and one moderately bad drawback. B-rank Furies generally have one very good benefit and one very bad drawback. A-rank Furies tend to have three effects — a combination of at least one excellent benefit and one pretty bad drawback and one other thing. S-rank Furies, meanwhile, which are understandably rare, have no drawbacks at all.

    There are some interesting "risk and reward" mechanics at play here. Do you want to boost your experience point and WP gain by a considerable amount but have all damage (taken by you and the enemy) doubled in the process? Do you think you can get through a dungeon with your physical attack skills locked? Do you think you can survive without the ability to restore your HP, or heal status effects? The Furies provide the opportunity for interesting challenges, none of which fundamentally break the game but which often demand you think about things slightly differently. And, outside of stabbing them into the ground to unlock dungeons when they first appear, their use is entirely optional, too.

    Oh, and the more you stab into the ground, the taller the secret dungeon gets, too, up to a maximum of 40 floors.

    "The biggest issue affecting Fairy Fencer F, though, has to be its astounding lack of polish. Developers have been making PS3 games for nearly a decade, so it's unclear why Compile Heart can't squeeze a good frame rate out of an RPG with assets that don't look more complex than what you'd find on the PS2."

    I'll give you this one, with a caveat. Frame rates in Compile Heart games on PS3 suck. They're outperformed by the Vita versions, for heaven's sake. However, with the PS4-based Advent Dark Force (along with its stablemates Omega Quintet and MegaDimension Neptunia V-II), this is no longer an issue, with the framerate remaining (mostly) stable at 60.

    As for this looking like a PS2 game, that's a lazy criticism. Fairy Fencer F isn't pushing lots of polygons around, but it has some interesting environments with nice background details, and the character and monster models reflect their 2D counterparts nicely. There may be a couple of PS2 games that looked on a similar standard — Dark Chronicle springs to mind — but on the whole, I think you think PS2 games looked a lot better than they actually did.

    As for the 2D art… oh, God, the 2D art. Compile Heart's games have gorgeous 2D art. Tsunako's influence on Fairy Fencer F gives it more than a passing Neptunia resemblance at times, but there's enough unique about the aesthetic to make it clear it is its own game with its own identity.

    "While Fairy Fencer relies on 2D assets to tell most of its story, it does so artlessly, sliding around body parts like the cheapest of ancient Internet Flash animation."

    Fairy Fencer F uses Live2D, a system whereby 2D artwork can be wrapped around a 3D mesh to provide very smooth animation, particularly for smaller, more subtle movements like breathing or a shake of the head. Compared to many visual novels with completely static character sprites (this isn't a criticism!), Fairy Fencer F's characters are positively lively, and their subtle animations are complemented by spot-on lipsyncing, too.

    "After playing more than 35 hours of Danganronpa 2, which understood its limited assets required a stylish approach, Fairy Fencer bored me with its lack of flair."

    Fairy Fencer F has a pretty distinctive style that admittedly overlaps somewhat with how Neptunia does things. Tsunako art + Live2D + occasional event scenes with light animation. It may not be as in-your-face "stylish" as Danganronpa (which admittedly sets a pretty high bar for distinctive game aesthetics), but it's certainly immediately recognisable and does the job without distractions and without trying too hard.

    "I'd really like Compile Heart to surprise me one of these days…"

    Then maybe don't start reviews by saying all their games aren't very good. Try going into one with an open mind. Try actually engaging with the characters and getting involved with the plot — put yourselves in the shoes of someone who would enjoy it, even if you don't, and ask yourself why they find Compile Heart's games so appealing. Because for all your moaning, they're still making games, and people are still buying them.

    "They seem pretty content to keep churning out these dull, low-budget RPGs, which usually come with a healthy does of pandering to distract players from their lack of quality and originality."

    There it is! You didn't think it'd be possible to go through an entire review of a Japanese game without whining about "pandering", did you?

    Let's not forget the target market for these games: otaku game fans, who are used to seeing heavily stylised characters in a variety of cool situations, including provocative, sexualised scenarios, like it or not. Fairy Fencer F, as it happens, is pretty light on the sexytimes, with only one early scene with Harley taking her trousers off springing to mind, and this is played for laughs and as a reference to Harley's slovenly, shameless personality rather than as wank-bank material.

    "And, in a world with so many other RPGs to play, it's hard to understand why anyone would waste their time on something as stale as Fairy Fencer F."

    Why waste your time on anything? Do you always pick the movie with the biggest budget? The most expensive thing on the menu? Read the bestselling book? No; sometimes it pays to have a look at the smaller-scale stuff out there — the indie movies, the burger joint around the corner, the novel by your friend — and you might just be pleasantly surprised if you go in with an open mind.

    "But I'll give it this: It sure gets an 'A' for alliteration."

    E for effort. Try again.

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    2415: The World Doesn't Need Any More Stock Images of Businessmen Pressing Things from Behind https://imnotdoctorwho.moegamer.net/2016/08/31/2415-the-world-doesnt-need-any-more-stock-images-of-businessmen-pressing-things-from-behind/ https://imnotdoctorwho.moegamer.net/2016/08/31/2415-the-world-doesnt-need-any-more-stock-images-of-businessmen-pressing-things-from-behind/#respond Wed, 31 Aug 2016 01:49:08 +0000 https://angryjedi.wordpress.com/?p=17888 I mean, come on. Seriously. Look at this. And this. You want more? I got more. This one's fancy. Make your own button with this one! I suggest a big red one that says "CUNT". Maybe start with "TRANSLATE"-ing the weird backwards text you're apparently reading through your Minority Report-style touchscreen. Had enough yet? No no no. … Continue reading 2415: The World Doesn't Need Any More Stock Images of Businessmen Pressing Things from Behind

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    0415_001

    I mean, come on. Seriously. Look at this.

    stock-photo-business-technology-internet-and-networking-concept-businessman-pressing-make-money-button-on-278211434.jpg

    And this.

    stock-photo-businessman-presenting-work-safety-concept-hazards-protections-health-and-regulations-388868647.jpg

    You want more? I got more. This one's fancy.

    stock-photo-businessman-press-on-digital-screen-digital-layer-effect-business-strategy-concept-302638517.jpg

    Make your own button with this one! I suggest a big red one that says "CUNT".

    stock-photo-businessman-pressing-an-imaginary-button-on-bokeh-over-dark-background-155244101.jpg

    Maybe start with "TRANSLATE"-ing the weird backwards text you're apparently reading through your Minority Report-style touchscreen.

    stock-photo-businessman-pressing-button-on-touch-screen-interface-and-select-translate-business-internet-334793183.jpg

    Had enough yet? No no no.

    stock-photo-businessman-pressing-messaging-type-of-modern-icons-with-virtual-background-246689782.jpg

    Icons!

    stock-photo-businessman-pressing-multimedia-type-of-modern-buttons-with-virtual-background-119639965.jpg

    And just to be multicultural, here's one in Arabian flavour.

    stock-photo-arabian-man-pointing-with-finger-218977159.jpg

    I'm unsure if these are more or less irritating than the ones that feature a businessman writing on something from behind.

    What's that? You want to see some? Well…

    stock-photo-yes-you-can-and-hand-holding-blue-marker-124097521.jpg

    I'm not sure that I'm taking this one's advice.

    stock-vector-doctor-writing-reduce-stress-words-in-the-air-260973932.jpg

    This one's just weird.

    stock-photo-hand-drawing-a-stairs-in-a-conceptual-image-393506284.jpg

    NO-ONE WRITES LIKE THIS.

    stock-photo-hand-writing-with-a-blue-mark-on-a-transparent-board-feedback-146554451.jpg

    Fill it up with meaningless, unrelated words, that'll make it better!

    stock-photo-hand-writing-words-on-transparent-board-116228686.jpg

    Or perhaps emphasise the point by circling it!

    stock-photo-man-hand-writing-practice-with-marker-on-transparent-wipe-board-business-internet-technology-436318330.jpg

    And let's not forget we live in the Age of Social Media when everything must be shared. SHARE NOW, PUNY HUMANS, OR WE WILL ASSIMILATE YOU. RESISTANCE IS FUTILE. OBEY THE HAND.

    stock-photo-share-your-story-hand-writing-with-black-marker-on-transparent-wipe-board-168383129.jpg

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    2414: Stranger Things https://imnotdoctorwho.moegamer.net/2016/08/29/2414-stranger-things/ https://imnotdoctorwho.moegamer.net/2016/08/29/2414-stranger-things/#respond Mon, 29 Aug 2016 19:57:54 +0000 https://angryjedi.wordpress.com/?p=17865 I watched the first episode of a new Netflix show people have been raving about recently: Stranger Things. I came away very impressed with the whole thing. Stranger Things is set in 1980s small-town America and appears to have been shot to bear more than a passing resemblance to a 1980s movie. Coming off the back of Turbo Kid, … Continue reading 2414: Stranger Things

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    0414_001

    I watched the first episode of a new Netflix show people have been raving about recently: Stranger Things. I came away very impressed with the whole thing.

    Stranger Things is set in 1980s small-town America and appears to have been shot to bear more than a passing resemblance to a 1980s movie. Coming off the back of Turbo Kid, this is something that appealed a great deal to me, and it was interesting to compare how the two works approached it. While Turbo Kid took the extremely graphic approach of violent action movies of the era, Stranger Things' first episode felt a little more like a somewhat more family-friendly movie — perhaps a PG or a 12 at most. Any violent aspects were de-emphasised in favour of depictions of close friendships between children, the adventurous souls that many '80s kids had (partly as a result of the awesome movies we had to enjoy) and the dysfunctional nature of many nuclear families.

    Stranger Things' first episode centred around the disappearance of a young boy who had… something happen to him on his way home from a game of Dungeons and Dragons with his friends. His sudden disappearance allows us the opportunity to meet his single mother and older brother as well as the more traditional (albeit extremely dysfunctional) family of one of his friends as they struggle to determine what happened to him. The local police force also gets involved, and in true small-town '80s America movie tradition, they're all seemingly lazy and incompetent, but buck their ideas up sharpish when something genuinely serious finally happens in this sleepy little town.

    There's also a touch of high school drama through the older sister of one of the central kids, who has just begun a relationship with a boy who appears to be one of the "cool" kids. In true '80s movie tradition, their relationship revolves a lot around seeing one another in secret, even though many people — including her younger brother — know exactly what they're up to. And there's a strong sense that the boyfriend is very much the sexual "aggressor" in their relationship, for want of a better word, while the sister Nancy herself is keen not to get distracted from her studies; again, this is typical of '80s movies, which often had not-so-well-hidden messages of abstinence buried in them.

    And on top of all that, there's a mysterious organisation of scientists, because there was always a mysterious organisation of scientists in '80s movies, and some sort of weird, possibly otherworldly biological horror. And a girl with apparent telekinetic powers who escaped from their clutches.

    It felt like Stranger Things was trying to cram as many '80s movie tropes as possible into its 50-minute first episode — almost too many — but it managed to do so without buckling under its own weight, and without being too self-conscious or self-referential about it. What it ended up being was a remarkably authentic-feeling slice of '80s nostalgia that offered enough intriguing little plot threads to make me very keen to see what happened next. It never felt over the top or overt with its '80s references; it was just when it was set, and everything about it supported that setting, right down to the fact it looks like it was shot on film rather than video.

    I'm looking forward to seeing where the show develops from its strong first episode. I'm expecting great things. Strange things, even.

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    2413: Dropping in on Vana'Diel https://imnotdoctorwho.moegamer.net/2016/08/28/2413-dropping-in-on-vanadiel/ https://imnotdoctorwho.moegamer.net/2016/08/28/2413-dropping-in-on-vanadiel/#respond Sun, 28 Aug 2016 21:33:55 +0000 https://angryjedi.wordpress.com/?p=17823 The first MMO I really got into was Final Fantasy XI. This was after a few previous aborted attempts including EverQuest and Ultima Online (over dial-up — not recommended, particularly EverQuest, which crashed every time I zoned) as well as slightly lesser-known titles like Dark Age of Camelot. I never stuck with the earlier games because they never quite resonated with me for one … Continue reading 2413: Dropping in on Vana'Diel

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    0413_001

    The first MMO I really got into was Final Fantasy XI. This was after a few previous aborted attempts including EverQuest and Ultima Online (over dial-up — not recommended, particularly EverQuest, which crashed every time I zoned) as well as slightly lesser-known titles like Dark Age of Camelot.

    I never stuck with the earlier games because they never quite resonated with me for one reason or another — perhaps it was their clunky interfaces or their painfully slow progression. All I know is that Final Fantasy XI, despite also having a clunky interface and painfully slow progression, managed to capture my attention for a decent period of time before I finally moved on to something else — Final Fantasy X-2, as I recall — and never went back.

    Just recently, some Final Fantasy XIV friends and I have been getting nostalgic for XI, so I thought I'd go check it out, given that it's been a number of years and several expansion packs since I last tried it. And while the game is still recognisable as what it once was — a steadfastly traditional MMO more in the EverQuest mould than the now more fashionable WoW mould — it's been considerably streamlined to make the experience much more friendly to new players and solo players. On top of that, players now have a hefty amount of options to choose from when they log in and want to decide what to do next. This is not something Final Fantasy XI was ever lacking in, but the additions and refinements that have been added to the formula over the years benefit both new players and grizzled veterans.

    Take the Fields of Valour and Records of Eminence systems, for example.

    The former sees you examining "field manuals" in each zone and taking on a training regime of your choice. Completing said regime rewards you with experience, gil and a currency called tabs that can be traded in for various benefits ranging from teleporting back to your home city — a godsend if you've been grinding several zones away, since fast travel isn't anywhere near as accessible as it is in XIV — to having temporary buffs cast on yourself.

    The latter, meanwhile, is accessed through your Quests menu and allows you to assign yourself up to 30 objectives at a time from an extremely comprehensive list of possible challenges that range from "defeat 100 enemies" to "deal 100,000 points of damage in total" via "loot 10 wind crystals from enemies". Most of these objectives are repeatable, and all reward you with experience points upon completion.

    Just the addition of these two systems, which support the existing style of play FFXI veterans will be used to, makes levelling a considerably less painful, time-consuming process. What once took weeks of grinding can now be done in a few hours — to put it in context, I played for about 2 or 3 hours earlier and made it to level 16. First time I played this took me several weeks to achieve; in several months of play I never got any further than level 30.

    It's a bit of an adjustment to go back to XI after the tightly structured gameplay of XIV. XI, by contrast, is much more freeform; there is a main storyline to follow, but it's of considerable benefit to players to go out and level up a bit first before even thinking about tackling these missions. The story can even be ignored completely if you'd rather just go out hacking and slashing monsters, unlike in XIV, where it was an integral part of overall progression by gradually unlocking game features and challenges as you went through.

    One of the best additions to XI in recent years is the Trust system, which allows you to recruit "alter-ego" versions of various NPCs from around the game world after meeting the requirements to unlock them. Once unlocked, these "alter-egos" can be summoned at any time in the field for you to party up with, effectively allowing you the ability to take on considerably stronger monsters than you would otherwise be able to tackle solo, and all but eliminating the need for standing in Valkurm Dunes for hours at a time shouting "RDM LFG" in the hope that someone would pick you up to go and kill lots of crabs with.

    One might say that the Trust system takes away from one of the key defining aspects of FFXI as a massively multiplayer online game, but in practice it's simply more convenient for many players. You still have the option to party up with other people, of course — and chances are they'll play their roles much better than the relatively limited AI of the Trust companions — but for those who prefer to play solo, Trust NPCs can form a formidable party with you once you've unlocked a few of them.

    The other interesting contrast between FFXI and FFXIV is how it handles combat. XI's combat is relatively simple in the early levels, relying mostly on your auto-attack and occasional use of Weaponskills when your TP bar hits 1000 or greater. XIV, meanwhile, is much more active, demanding that you both dodge enemy attacks with telegraphed areas of effect and keep performing your class's combo or rotations as efficiently as possible, preferably without stopping. Both are considerably slower paced than true real-time combat, striking a good balance between a turn-based feel and actually allowing the player to feel like they are in full control of their character, but XI is even slower than XIV, providing you with plenty of time to pick abilities in advance from its traditional FF-style menu system rather than XIV's hotbars.

    I've enjoyed returning to Vana'Diel so far; the experience contrasts well enough from XIV that the two games can sit quite comfortably beside one another in a gamer's collection, and the state they're both in in 2016 means that you can sit down for either a long or a short session with either and feel like you've achieved something.

    Mostly I'm wanting to play through Final Fantasy XI to see its main story content, which is supposed to be good, but the sheer amount of stuff to do in the game — it's got over ten years on A Realm Reborn, after all — is more than likely to prove a bit distracting!

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    2412: Looking Back on Three Years, Off and (Mostly) On, in Eorzea https://imnotdoctorwho.moegamer.net/2016/08/28/2412-looking-back-on-three-years-off-and-mostly-on-in-eorzea/ https://imnotdoctorwho.moegamer.net/2016/08/28/2412-looking-back-on-three-years-off-and-mostly-on-in-eorzea/#respond Sun, 28 Aug 2016 01:30:33 +0000 https://angryjedi.wordpress.com/?p=17723 With it being Final Fantasy XIV's third anniversary it's only fitting that I take a look back at the reason I've been playing it since its closed beta — and why, even though on several occasions I've felt like I might be "done" with the game, I keep on coming back, time after time. These memories are … Continue reading 2412: Looking Back on Three Years, Off and (Mostly) On, in Eorzea

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    0412_001

    With it being Final Fantasy XIV's third anniversary it's only fitting that I take a look back at the reason I've been playing it since its closed beta — and why, even though on several occasions I've felt like I might be "done" with the game, I keep on coming back, time after time.

    These memories are presented in no particular order, but it makes the most sense to start with this one.

    Knowing FFXIV was going to be something special

    I jumped into Final Fantasy XIV's closed beta after a casual discussion with a Twitter friend about Final Fantasy XI and how much I liked it despite never really getting all that far with it. Eventually I found myself with an invite to the testing period of the game, and I was immediately smitten with it. Everything about it felt Final Fantasy. The look, the feel, the music, the controls, the battles, the monsters — and yet, it had enough of its own unique identity to make it feel like far more than just series fanservice.

    Specifically, Final Fantasy XIV adopts a somewhat "dark fantasy" tone throughout, clearly heavily inspired by works such as Game of Thrones and The Witcher in places. Sure, there are still moogles and chocobos, but there are also complicated political machinations, betrayal, murder and, technically, just prior to the start of 2.0's story, apocalyptic catastrophes.

    I was immediately drawn into the world in a way that World of Warcraft never quite managed to enrapture me. NPC dialogue, although localised with more than a few liberties taken from the original Japanese, much to the chagrin of people who play with Japanese voiceovers, was beautifully written with an almost Shakespearean tone in places, blending old- and middle-English words and phrases with modern spellings to make it actually comprehensible.

    The fact that Final Fantasy XIV placed any emphasis on its main story at all — let alone to the degree that it has ended up doing so — was a unique feeling for me. Even its predecessor Final Fantasy XI's main story had felt like a side activity you did when you had done enough level grinding to be able to take on the next mission; here, the main story was tightly tied in with your character's progression: you advanced through the levels and became more powerful both in terms of mechanics and narrative, until you eventually reached level 50 and took on your most terrifying challenges yet.

    During the closed beta, I only played up to about level 20 or so, but that was enough to know that I wanted to keep playing — and to know that I wouldn't mind when the servers were wiped post-beta to prepare for the start of live service.

    Making some great friends

    My friend who had urged me to try out FFXIV was all set to assemble a Free Company — FFXIV's take on guilds — as soon as the facility became available, and many members of that free company, centred around the Giant Bomb video games website, became great friends. I even took a trip to PAX East to hang out with a bunch of them and had an absolute blast. And while I recently left said Free Company in favour of a smaller group who are more local to where my wife and I are, FFXIV's various ways of keeping in touch — as well as extra-game means of communication like Discord — mean that I'll never be far away from this band of loveable rogues.

    Castrum and Prae keeping me up until 5am

    When I reached level 50, I was proud. The only other MMO I'd ever reached the level cap in prior to that day was World of Warcraft, and I'd stopped playing shortly afterwards, as my lack of friends playing had made that game a rather lonely experience at high level — this was the days before its current Dungeon Finder system, itself inspired by FFXIV's Duty Finder.

    I'd heard the final two story dungeons, intended to be done pretty much as soon as you hit 50, were quite an experience, and so I asked the Free Company very nicely to accompany me on my first run through them. This was — and still is — the best way to run these dungeons, since they're both full of cutscenes, and running with a completely preformed party means no risk of other people running ahead and starting boss fights while you're still watching dramatic scenes.

    The experience of running Castrum Meridianum and Praetorium left such an impact on me that I immediately wrote about it on USgamer. It remains one of my fondest gaming memories to date, and it makes me a bit sad that people coming to it now will more than likely be partied up with a group of people who outgear it to such a degree that every boss fight is a complete steamrollering. Pro-tip, then — if you're just hitting 50 for the first time and you have 7 friends handy, queue up for Castrium then Prae and check the "minimum item level" option in Duty Finder in order to experience these two dungeons at their original difficulty level from shortly after launch.

    Entering the Coil

    I happened to be up and about one night when some Free Company-mates were heading into the endgame raid dungeon The Binding Coil of Bahamut. At this point, the raid had been "unlocked" because better gear than it offered was already available, and so it was there for people to run just for the experience of the unique story it offered, as well as unlocking subsequent chapters.

    Coil was a whole other level of the game for me. The encounters were much more complex, they demanded much more coordination and awareness of what was going on, and the unique story, music and enemies you fought in there made it feel like a truly "special" experience.

    Forming LoCoBomb and tackling Coil proper

    Loose Cannons, or LoCo, were Giant Bomb's neighbours in the Limsa Lominsa housing district of Mist, and they're now my new Free Company. LoCo is a tiny little group compared to the hundreds of members of Giant Bomb (many of whom are inactive players, but still) but we struck up a mutual friendship with one another, even going so far as to put together a rather casual, slapdash static for tackling The Binding Coil of Bahamut, a little later than much of the rest of the player base, but tackling it nonetheless.

    Raiding together was a great way for us to get to know one another better, and we had a lot of fun times working out way through the first four Turns until we hit our first real barrier: Turn 5.

    Toppling Twintania

    Turn 5 of Coil was originally the hardest fight in the entire game, facing a party of 8 players off against the rather angry dragon Twintania. Accompanied by the fantastic piece of music Thundererthis was a genuinely terrifying confrontation in which you really felt like you were battling against insurmountable odds.

    Twintania was our first real encounter with having to properly coordinate raid tactics thanks to now-notorious mechanics such as Divebombs and Twisters. Taking her down for the first time was an incredible feeling, only to be matched by the time we finally bested the final boss of the Second Coil of Bahamut.

    Nailing Nael

    Turn 9 of Coil — or Turn 4 of Second Coil, if you prefer — quickly took over from Turn 5 as being the hardest fight in the game, mostly due to how unforgiving it was. The fight featured a wide variety of tasty instant death mechanics and even a few sections where careless play could wipe the rest of the raid without too much difficulty.

    After a long slog through Second Coil — Turn 6 gave us a lot of grief, though the subsequent two went a little smoother — LoCoBomb persevered and were eventually victorious, however, and we still weren't sick of the two incredible boss themes Tempest and Rise of the White Raven.

    This encounter remains, to date, my favourite boss fight of all time in any game ever. Ten character levels, over a hundred item levels and one expansion later and it's still not particularly easy to clear.

    Phoenix from the Flames

    A lot of people will note that Turn 12 — Turn 3 of Final Coil — is as memorable an encounter as the grand finale Turn 13, and I'd certainly agree with that. Resolving a large number of questions surrounding what really happened at the end of Final Fantasy XIV 1.0, Turn 12 sees the party facing off against the iconic Phoenix, accompanied by this magnificent arrangement of the game's main theme Answers. I still get shivers every time I hear it. And the recent The Rising event in the game now brought it out at the perfect moment to genuinely give me goosebumps all over my body.

    The Final Witness

    The final battle in Final Coil is appropriately spectacular. It wasn't horrendously difficult by the time we got to it — each subsequent patch had increased the amount of bonus HP and damage you'd be blessed with when you went in, theoretically allowing more and more people of lesser skill and/or gear to enjoy all of Coil's story — but it was still an immensely worthy absolutely, positively, definitely final boss. And it made incredible use of Answers.

    An in-game marriage and a real-life proposal

    (if the embed doesn't work, go here to embarrass me)

    January 3, 2015: Amarysse Jerhynsson married W'khebica Qimi (now Wuckle Bunny, because no-one can spell authentic Mi'qote names properly). During this process, the player behind Amarysse Jerhynsson — yours truly — made a rather lengthy virtual speech that culminated in him proposing to the player behind W'khebica Qimi, who was sitting in her study upstairs from him at the time.

    We married in June 2015. And who says computer games are antisocial?

    Heavensward and beyond

    The first full expansion for Final Fantasy XIV was an exciting moment, as it would take us to brand new areas, see us tackling brand new dungeons and battling fierce new foes. It was everything most people hoped for, with an excellent story — to some, better even than A Realm Reborn's at times meandering narrative — and one hell of a final boss fight.

    While the long lull between Heavensward's release and the first major content patch finally arrived with us was, I feel, largely responsible for the fact that my former Free Company are no longer quite as obviously "active" (at least in public channels) as they used to be, Heavensward has, on the whole, been a great evolution of A Realm Reborn's base, even introducing a number of brand new types of content to the mix, with my favourite being the new randomly generated Deep Dungeon.

    Heavensward's raid scene hasn't appealed that much — I'm not really a fan of steampunk in general, and the narrative set up around Alexander was feeble and unmemorable compared to the majesty of Coil — but there's still been plenty of stuff to do, and as we saw with the Live Letter yesterday, there will continue to be more and more stuff to do as we start the buildup to the second full expansion, set to be revealed for the first time in October.


    It's not many games you can play almost continually for three years and still look upon fondly, but I guess anything you spend that much time in the company of eventually becomes something you really, truly can't ever let go of.

    It's hard to get this across to people who haven't been on the journey I've been on, and it probably won't be quite the same for someone who starts right now, but I stand by my nomination of Final Fantasy XIV as my Game of the Year for 2013 over on USgamer, and given the number of hours I've played, it's probably my GotY for 2014, 2015 and 2016 too.

    The post 2412: Looking Back on Three Years, Off and (Mostly) On, in Eorzea appeared first on I'm Not Doctor Who.

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    2411: Happy 3rd Birthday, FFXIV https://imnotdoctorwho.moegamer.net/2016/08/27/2411-happy-3rd-birthday-ffxiv/ https://imnotdoctorwho.moegamer.net/2016/08/27/2411-happy-3rd-birthday-ffxiv/#respond Sat, 27 Aug 2016 05:38:36 +0000 https://angryjedi.wordpress.com/?p=17721 It's 5am and I'm still up because I decided it would be a really smart thing to do to stay up and watch the beginning of the 14-hour livestream to celebrate Final Fantasy XIV's third anniversary. It's not as if I have to get up for anything in the morning, though, so it's fine. The … Continue reading 2411: Happy 3rd Birthday, FFXIV

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    soulsurrender

    It's 5am and I'm still up because I decided it would be a really smart thing to do to stay up and watch the beginning of the 14-hour livestream to celebrate Final Fantasy XIV's third anniversary. It's not as if I have to get up for anything in the morning, though, so it's fine.

    The reason why I wanted to watch at least the start of the livestream is because of the Live Letter from the development team, featuring a preview of the upcoming patch 3.4. These are always interesting and exciting, because they often reveal new game features and content, some of which ends up being a surprise to everyone.

    I'm interested to see where 3.4 goes because the story begun in Heavensward is now essentially over — patch 3.3 saw adventurers defeating the dread wyrm Nidhogg and saving Ishgard from another thousand years of war with the dragons.

    Previous patches did, however, tease the existence of dark counterparts to the player's Warrior of Light, and it looks as if 3.4 and 3.5 will concern these individuals in the run-up to whatever the next full expansion will be. (We find that out in October.)

    I'm watching a livestream with a concurrent live fan translation, so I'll just write some thoughts as I watch, then post the whole shebang in one go when it's done.

    3.4 will be called Soul Surrender and concern the aforementioned Warriors of Darkness. It will also apparently feature a great deal of lore about the planet of Hydaelyn itself, where the game takes place. It will be out on Tuesday, September 27.

    As usual, there will be new main scenario quests advancing the main storyline. It looks as if Alphinaud and Alisaie will finally be reunited after being apart for pretty much all of A Realm Reborn and Heavensward. Alisaie was the main NPC for the excellent Binding Coil of Bahamut raids in A Realm Reborn, and apparently this patch's story will make reference to Coil, even going so far as to change dialogue if you previously completed Coil. (Cue a rush on unsync'd Coil runs!)

    There will also be new Scholasticate quests. These started a couple of patches ago and sort of tailed off without any resolution, but they had potential to be interesting.

    And Hildibrand will be back. His content has been a little weak in Heavensward, lacking the custom boss fights of A Realm Reborn, but his quests have nonetheless remained amusing and well written.

    There will be some tweaks to the battle system, including recast timers being reset when restarting battles — a godsend for raiders or people trying to clear new content for the first time. The changes will also include some changes to auto-attack — Yoshi-P mentioned he wanted to make some changes here in a recent interview with Famitsu, and it looks like we're going to get the first stage of that with 3.4 — you'll no longer have to worry about character facing, just be in range of your foe. In other words, this means you can keep moving around a target without worrying about losing auto-attack damage for those periods when you're not directly facing it. Good news for bards and machinists in particular, who are perhaps more reliant on auto-attack damage than most.

    Some Extreme Primal fights will be added to the recently added Raid Finder. These Trials aren't quite full-on raids, but still have quite a lot of complexity, so it will be good to have a means to organise learning or clear parties other than Party Finder.

    The UI will have a Countdown feature added. Exactly what this does remains to be seen, but it's apparently intended to be a replacement for macros that some players used, perhaps to announce when certain abilities come off cooldowns.

    The final chapter of the Alexander raid cycle is coming this time around: Alexander, The Creator and a Savage counterpart. Last chance for them to get this right after a somewhat lukewarm reception from much of the player base.

    There's a new trial that sounds as if it will be a second member of the Warring Triad, since it's called Containment Bay P1T6, much like the previous Sephirot fight. Apparently the foe this time will be Sophia, the Goddess.

    New dungeons include Xelphatol, the Ixali homeland, and a Hard mode variant of The Great Gubal Library. Still just two rather than the three ARR got with each patch, though this isn't surprising any more.

    PvP is getting a duel mode that can be done in the Wolves' Den in a new part of the map. You'll be able to queue for dungeons while dueling, which is nice, and there will be no time limit; matches only end when someone wins or leaves the duel area.

    PvP will also get a Custom Match feature allowing two light parties to set up a clash against each other, and a Spectator mode. FFXIV's PvP is actually pretty good, so it's good to see it getting some love.

    The roguelike-esque dungeon Palace of the Dead will get an update in patch 3.45, bringing it to 200 floors total. There will be a job-specific ranking system based on a score you build up as you play. Floors 51-100 will be about the same difficulty as the current floors and bring the dungeon's story to a close. Above floor 100, things get much harder but they'll be worth many more ranking points.

    Grand Companies are getting an update after being dormant pretty much since 2.0. A new Grand Company rank will finally be available, Platoons will become available and have some sort of missions attached to them, and new gear will be available, presumably this time geared to level 60 characters.

    The Platoon system looks to have something to do with raising NPCs, and you'll be able to go into content with these NPCs from the sound of things — you can make a team of one player and three NPCs.

    A new game feature is Wondrous Tails, which involves helping a young Mi'qote girl create something by completing objectives in a book. No other details were given.

    Gold Saucer is getting an instanced Triple Triad battle hall for each data centre, allowing you to find opponents from other servers and thus expanding the minigame's scope considerably.

    RTS minigame Lord of Verminion will also be added to the Duty Finder, allowing you to queue up and find opponents that way.

    Housing updates will include the introduction of the Apartment system, presumably functioning something along the lines of Final Fantasy XI's Mog House system. It looks as if there will be a public lobby in each building as well as instanced rooms for players, and there will be 1536 apartments per server, assuming 3 buildings (one for each of the Eorzean cities) with 512 rooms each. They will cost 500,000 Gil, so much cheaper than current housing. Hopefully they won't all get bought up to be resold!

    A system called the Double Cross Hotbar will be introduced for controller players. It's intended for people who don't feel they have enough available buttons when playing with a controller and want to be quicker to get at certain abilities. You'll be able to double-tap a trigger to access the extra buttons, and it can be used in conjunction with the existing Expanded Cross-Hotbar for even more available buttons. Essentially it adds an extra 16 button slots, and you'll have the option to keep these visible on screen at all times, and adjust the transparency of the hotbar you're not using at the time to make it clear what actions you have available.

    The Double Cross Hotbar stuff looks like a great quality of life improvement for the game. Is it wrong that this is one of the things I'm most excited about? It will certainly make more complex jobs more straightforward to play with controller. Apparently Yoshi-P and his team are pretty excited about it too, as I think they spent more time showing it off than anything else in the Live Letter!

    The exploratory missions to The Diadem are getting some minor updates, including the ability to queue as a gatherer rather than having to change once you get there. It will also start dropping item level 235 gear, making it potentially worthwhile again. A brand new exploratory mission — hopefully with lessons learned from the Diadem — will come in patch 3.5.

    The new Allagan Tomestone endgame currency will be Tomestones of Scripture, and the gear they purchase is rather Sharlayan in its look, particularly the Dragoon's rather fetching robe and hat combo.

    An online status for role-players will be added. FFXIV doesn't seem to have that many RPers in my experience, but that doesn't mean they're not thete, so having a means for them to find each other will be good. You'll also be able to use hyphens in character names at last — no more errant apostrophes!

    Finally, The Rising event starts today. Last year this was an awesomely meta event in the game where you could warp out of Eorzea and visit the writers' room to meet the development staff. It was an extremely cool moment, and gave the feeling that the FFXIV team love and are grateful for their players.

    Exciting times ahead for the game, then, and I'm well and truly back on board after my short break from it. Events like this remind me why I can never quite quit it.

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    2410: Sounds of Vana'Diel https://imnotdoctorwho.moegamer.net/2016/08/26/2410-sounds-of-vanadiel/ https://imnotdoctorwho.moegamer.net/2016/08/26/2410-sounds-of-vanadiel/#respond Fri, 26 Aug 2016 00:51:53 +0000 https://angryjedi.wordpress.com/?p=17673 Talking to some of my Final Fantasy XIV friends today, I realised quite what an impact XIV's predecessor Final Fantasy XI had on me, even though I never really got that far with it in the long term. As with many other things throughout my life, the thing that has stayed with me for the longest ever since I played it … Continue reading 2410: Sounds of Vana'Diel

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    0410_001

    Talking to some of my Final Fantasy XIV friends today, I realised quite what an impact XIV's predecessor Final Fantasy XI had on me, even though I never really got that far with it in the long term.

    As with many other things throughout my life, the thing that has stayed with me for the longest ever since I played it for the first time is the music. (Incidentally, the music is, more than anything, the reason why I find I can't stay away from Final Fantasy XIV for long, even when, as I did recently, I think I'm "over it".)

    Final Fantasy XI's music is not as well known as many of the other soundtracks in the series, primarily because XI itself is not as well known as the other Final Fantasy games that have been released over the years. It's not as technically accomplished as XIV's diverse soundtrack, and it's not the work of series veteran Nobuo Uematsu (who hasn't been quite as involved with the series in more recent years) but it is nonetheless made up of a selection of rather lovely pieces of music.

    Here are a few that make me feel suitably nostalgic every time I hear them.

    This music, simply called Ronfaure after the area in which it plays, is one of my favourite pieces from Final Fantasy XIV, because it pretty much sums up the overall atmosphere of the game: vaguely melancholic and rather traditional.

    Final Fantasy XI is — at least, from what I remember — one of the more traditionally-set Final Fantasy games, with an emphasis on good old swords, shields, magic, orcs and goblins. Its soundtrack reflects this, and is a contrast to XIV's diverse track listing, which reflects the diversity of XIV's world itself.

    The first character I played in Final Fantasy XI — and the only one that ever got anywhere to date — hailed from the Federation of Windurst, and thus his starting area was Sarutabaruta, which featured this wonderfully calming piece of music to accompany your exploration.

    Sarutabaruta was a land of grassy meadows and sunshine; a thoroughly pleasant place to have a stroll, were it not for the monsters wandering here and there, of course.

    One of the things I liked most about Final Fantasy XI, even after I played World of Warcraft for the first time, was the fact that it had a battle theme. Well, actually it had several according to your progress and whether or not you were in a party, but this one was likely to be the first one you heard as you stepped out of the gates of your starting city for the first time and prepared to have the shit kicked out of you by a small bumblebee. (FFXI was an MMO designed in the EverQuest mould, in comparison to FFXIV's rough adherence to the World of Warcraft formula, and consequently was brutally difficult, particularly at low levels.)

    I always particularly liked that the battle theme for FFXI actually sounded like a Final Fantasy battle theme.

    Final Fantasy XI's character creator was simple compared to those that came in later years, but one of the things I always liked about it was that each of the several races you could play as in the game had their own "theme tune" and even had their own signature animations to show you what they were all about while you were deciding. The Mithra, FFXI's take on the catgirl, were exactly how you would expect them to be from a game designed by Japanese people, and their music reflected that nicely.

    Final Fantasy XI's group content was structured rather differently to XIV. It wouldn't be until about level 25 or so that you'd encounter your first real "boss", marked by a "Burning Circle" that you had to enter with a party of companions you'd previously gathered — no Duty Finder for you here.

    Confronting said boss was A Big Deal, in other words, which is why I can remember it vividly: battling a dragon and his Ahriman companion, accompanied by this stirring soundtrack.

    I never got far enough into the story to get properly into the expansion packs for FFXI, but I did visit some of the areas, because they were good for level-grinding.

    I think, for once, YouTube comments sum up what I feel on hearing this piece of music better than anything I could say here:

    "And here I am, 8 or 9 years later laying in bed listening to this music, wondering what ever happened to the people I considered my closest friends. Time is cruel, and one by one we each took a break from the game and never returned. If youre in a guild/ls/free company now, these will be the days that you someday look back on 😀 Dont let your friendships disappear, get on Facebook/Discord/Guildwork and keep in touch with them."

    "Makes me tear up… I miss my old ls. r.i.p. Saints"

    "comments like these make me wanna cry ;-; chemistry like this is so hard to find now. social life is so fast now"

    Quite. For all their faults, for all the assholes who play them and all the whining that inevitably goes on around them, MMOs are, at heart, about people finding and connecting with one another, then sharing unforgettable experiences together.

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    2409: Changing Perspective https://imnotdoctorwho.moegamer.net/2016/08/25/2409-changing-perspective/ https://imnotdoctorwho.moegamer.net/2016/08/25/2409-changing-perspective/#respond Thu, 25 Aug 2016 02:09:55 +0000 https://angryjedi.wordpress.com/?p=17661 I don't feel quite so bad today. This isn't to say I don't still feel fairly bad about everything in general, but I don't feel quite so bad today. I even found myself applying for some other jobs in a slightly different field to that which I've not been having much luck in so far, and the … Continue reading 2409: Changing Perspective

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    0409_001

    I don't feel quite so bad today.

    This isn't to say I don't still feel fairly bad about everything in general, but I don't feel quite so bad today. I even found myself applying for some other jobs in a slightly different field to that which I've not been having much luck in so far, and the simple act of doing that — of finding a job listing that, while not offering particularly good wages, certainly seemed to say "hey, you could do that" — helped me feel marginally more positive.

    Dealing with negativity is all a matter of perspective. The easiest thing to do when you're feeling negative is to look straight up and see everything falling down on your head as you're buried by it. And once you're buried by it, it's very difficult to get yourself out again; the cycle becomes self-perpetuating.

    Once in a while, though, you have a moment where you have the opportunity to step back and look at things from somewhere other than directly underneath them as you bear down on them. I'm speaking purely metaphorically here, of course, but looking at something from the outside — perhaps floating high above it, or from the perspective of a being that is much bigger than you are — can make things seem not quite so daunting. That huge inky blackness that was closing in threatening to bury me can become just a pile of papers on a desk — papers that can be shuffled, dealt with one at a time, even thrown away.

    I wouldn't say I'm through the worst of this particular bout of depression — these feelings of general uselessness and worthlessness aren't going to go away until I find some way I can meaningfully contribute to the world (and by that, I mean do a job I get paid a reasonable amount for on a regular basis) — but today… didn't feel quite so bad.

    I can only hope these feelings improve. I'm going to try and get some sleep now. May tomorrow be a brighter day still.

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    2408: Turn Down the Heat https://imnotdoctorwho.moegamer.net/2016/08/24/2408-turn-down-the-heat/ https://imnotdoctorwho.moegamer.net/2016/08/24/2408-turn-down-the-heat/#respond Wed, 24 Aug 2016 02:44:57 +0000 https://angryjedi.wordpress.com/?p=17642 It's hot. I don't like it when it's hot, as I may have mentioned on one or two previous occasions in the past. Actually, I'll be a tad more specific: I don't like it when it's hot and humid, which it most certainly is right now. It's the kind of hot and humid where just … Continue reading 2408: Turn Down the Heat

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    0408_001

    It's hot. I don't like it when it's hot, as I may have mentioned on one or two previous occasions in the past.

    Actually, I'll be a tad more specific: I don't like it when it's hot and humid, which it most certainly is right now. It's the kind of hot and humid where just sitting still for five minutes causes sweatiness, let alone actually attempting to do anything.

    With hot air's somewhat pesky nature of rising, too, this means that the top floor of our house is an unbearable oven of sweaty nightmares, even with fans running all day every day and the windows open at every opportunity. Except at night, to prevent cat escape scenarios, which is kind of frustrating because night-time actually seems to be the time it's the worst.

    This combined with my wife being on night shifts isn't particularly helping my sleep patterns, which are absolutely completely and utterly fucked up right now. Still, with little I "need" to wake up for on most days, I guess it doesn't really matter all that much — though contemplating that too much tends to lead to a cycle of anxiety about my continuing unemployment that keeps me awake anyway, even if it's not the temperature of the Sun in my bedroom.

    I while away these pre-dawn hours watching some TV, penning yet more job applications (as if that's going to do any good) and wondering what I should do next.

    I've even been considering my options for how to actually do some formal study to change career. I'm sure I'd be a much more attractive prospect to a potential employer with an actual Computer Science degree or similar — assuming, you know, I was going for a job in IT, which would seem to make a certain amount of sense — but the costs of pursuing such a course are prohibitively expensive, especially as from what I can make out, it seems you can't take a new Student Loan to cover a second degree's tuition fees if you already have a degree. Probably fair enough, I guess, but it does make that English and Music degree I'm stuck with feel even more like useless dead weight than it already does.

    The Open University seems like one route I could investigate, but there are still pretty high fees to deal with there along with the fact that studying a degree part-time takes a very long time indeed.

    Still. It's something to consider. I don't know. I'm feeling kind of "trapped" in my current situation at the moment, and I feel like I need to do something more drastic than "apply for lots of jobs" to be able to get out of it, since that clearly isn't working out all that well.

    3:40am probably isn't the best time to be thinking about this, though. I'd sleep on it if it wasn't so damned hot.

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    2407: Looking Again at World of Warcraft After a Good Few Years https://imnotdoctorwho.moegamer.net/2016/08/23/2407-looking-again-at-world-of-warcraft-after-a-good-few-years/ https://imnotdoctorwho.moegamer.net/2016/08/23/2407-looking-again-at-world-of-warcraft-after-a-good-few-years/#respond Tue, 23 Aug 2016 02:25:11 +0000 https://angryjedi.wordpress.com/?p=17571 I last played World of Warcraft in the Wrath of the Lich King era. I played it off and on ever since launch, to be honest, but it was Wrath of the Lich King that saw me finally get to the level cap, although looking back on my time with the game through the eyes of an experienced Final Fantasy XIV endgame player, … Continue reading 2407: Looking Again at World of Warcraft After a Good Few Years

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    0407_001

    I last played World of Warcraft in the Wrath of the Lich King era. I played it off and on ever since launch, to be honest, but it was Wrath of the Lich King that saw me finally get to the level cap, although looking back on my time with the game through the eyes of an experienced Final Fantasy XIV endgame player, I now realise that I barely scratched the surface of what WoW had to offer.

    World of Warcraft is one of those games that I consider to be part of the ill-defined, amorphous "gaming canon" — it's a game that I thoroughly believe everyone should play for at least a short time to understand what an impact it's had on the games industry as a whole: its importance to popular game design, the influence it's had on other games, and the aspects that it's drawn from its successors back into itself to evolve and adapt.

    Like most MMOs, it's fascinating to chart how WoW has changed over the years because it's virtually unrecognisable from when it first hit the market. This most recent time I've been taking a look at it represents probably the biggest change I've seen to the overall game structure and experience, and among other things it's put certain aspects of my Final Fantasy XIV experience into a broader context.

    My time with Wrath of the Lich King was spent primarily playing PvE (Player vs Environment) in the game's open world. This is still an entirely viable way to play World of Warcraft right the way through until level cap, unlike something like Final Fantasy XIV, which gates significant portions of the main story behind group content, albeit only of the most casual, straightforward variety right up until you reach the original level cap of 50.

    The pacing of WoW is also very different to Final Fantasy XIV. While Final Fantasy XIV is relatively slow-paced with an almost turn-based feel thanks to its long "global cooldown" — the period of time between which you can use most of your abilities — WoW is relatively fast-paced and frantic. This comes at a slight cost, though: whereas Final Fantasy XIV's encounters are, for my money, much more interesting thanks to their strong emphasis on dodging and being in the right place at the right time — a distinctly Japanese approach to encounter design — World of Warcraft appears to be, to my limited experience, much more about gearing up and overpowering your enemies as much as possible. There's still an element of "don't stand in the shit" at times, but not to anywhere near the same degree as Final Fantasy XIV.

    The two approaches are both valid, although the fact that it's possible to WoW-style overpower some of what used to be Final Fantasy XIV's most formidable encounters leads to a certain feeling of dissonance at times; there's always that feeling of conflict between the beautifully paced and choreographed encounter that the designers of Final Fantasy XIV put together, and the players' desire to bulldoze their way through it as quickly as possible. It's sort of a shame to see what a mockery modern groups make of fights like Garuda Extreme, although when you take this in the context of Final Fantasy XIV being a JRPG at core, it could simply be likened to the experience of level-grinding to a ridiculous degree, then steamrollering everything that once gave you grief into oblivion.

    WoW also feels a lot more "free" than Final Fantasy XIV thanks to its diminished focus on storytelling — something which I always used to regard as a bit of a drawback to Blizzard's game, but which with more seasoned eyes I can see allows it to feel much more explicitly "game-like" than Final Fantasy XIV. This may sound odd, but it's true: FFXIV very much likes to put everything in some sort of narrative context, necessitating unlocking everything manually by completing various quests, whereas modern WoW simply unlocks things automatically and organically as you level up; you can jump into a dungeon as soon as you hit level 15 without having made prerequisite progress through a questline, whereas Final Fantasy XIV brings you to your first dungeon as part of its main scenario.

    Modern WoW also features something I like very much, but which further contributes to its "game-like" feel: the Adventure Guide. This screen can be popped up at any time after level 10 and gives you suggestions of what to do next, allowing you to automatically start questlines without having to manually go to the location first, jump into dungeon queues the moment you've unlocked them, and even review strategy guides for dungeon bosses to save the tedious cries of "go watch a youtube video, noob" when a more inexperienced player enters group content for the first time.

    WoW also seems to have taken some inspiration from Final Fantasy XIV's FATE (Full Active Time Event) system in the form of its pre-expansion Invasions. These are events that occur in the open world and require the cooperation of multiple players (albeit not in an organised manner) to accomplish various challenges. WoW's Invasions are much larger in scale than FFXIV's FATEs, however; an Invasion typically encompasses an entire zone, with objectives scattered around the place, whereas FFXIV's FATEs are constrained to a smaller area.

    WoW also makes use of an incredibly elegant scaling system for these Invasions, where the monsters that appear as part of the event appear at different levels according to each player's own level. For example, I was participating in one earlier tonight as a level 12 character, so the enemies were appearing as level 12 with appropriate amounts of health and damage. Meanwhile, my friend Cat came to join me on her level 100 character, and the enemies appeared to her as level 100, with appropriately inflated amounts of health and outgoing damage. The higher-level characters still have an advantage due to better gear and a wider selection of available abilities, but it's nice that it's so simple for people of different levels to be able to cooperate on something and get meaningful rewards from it — it's a bit more elegant than FFXIV's slightly clunky Level Sync system in that you're not artifically gimping yourself to participate; the encounter gimps itself to lower-level players.

    One thing where I've felt WoW has always had the edge over Final Fantasy XIV is in terms of gear. FFXIV has a strictly vertical gear progression system, with very little in the way of variety within each tier of equipment. As you're levelling, you get a new set of gear roughly every 5 levels or so until you reach level 50, at which point a few dungeon runs will allow you to purchase gear that will take you to about level 58 before you need to replace it. Once you hit 60, there are generally two or three "tiers" of gear that are "relevant" at any one time — one that is available with the endgame currency that has no weekly cap on it, one that is available with the endgame currency that does have a weekly cap on it, and, depending on what stage in the patch cycle the game is at, one or more tiers of raid gear from either the 24-player "casual" raid or the 8-player super-difficult "Savage" raid. In other words, everyone at an equivalent gear level in FFXIV will be wearing the exact same stuff as other people playing that class, though the last set to be introduced did at least encourage the insertion of Materia for limited customisation of secondary stats.

    WoW, meanwhile, has a huge variety of gear right from the get-go. Shitty grey gear, poor white gear, slightly more exciting green gear, very exciting blue gear, mega-exciting purple gear and OMG I GOT IT Legendary gear. (And possibly some more tiers besides.) WoW throws a lot more loot at the player than FFXIV, particularly during dungeon runs, with green gear in particular taking an almost Diablo-esque approach to itemisation with prefixes and suffixes denoting variations on a particular item level's gear.

    FFXIV does have an item "rarity" system along these lines — there are white, pink, green, blue and purple items — but in practice, getting a blue item simply means that you've acquired some level-cap gear, and purple items are, so far as I know, exclusively for the grind-tastic Relic and Anima weapons at levels 50 and 60 respectively. The only items that have any real variety to them are the pink items you find in dungeons while levelling up; these have standardised basic stats for the item level, but randomised secondary stats. In practice, though, it never really feels like the secondary stats make that much difference; perhaps this will change at higher item levels, but at the moment, adding 5 points of Determination on to your armour doesn't feel like it has a big impact on how powerful you are, and this is, I feel, a real weakness of FFXIV that should be addressed in future expansions.

    Do I like one better than the other? No, I actually like them both for different reasons, and can quite feasibly see myself playing both, since they're both enjoyable and distinct experiences from one another. Oddly enough, spending a few hours playing WoW and getting to level 20 has made me appreciate the things that FFXIV does better, and also given me a certain amount of understanding as to why some players are the way they are. That doesn't excuse their behaviour at times, of course, but if you look at how they play in the context of having had previous experience with how WoW does things, certain behaviours like the desire for speedruns or overpowering encounters start to make a little more sense.

    All in all, it's been a positive experience — and if you're a lapsed WoW player who has been thinking about checking out what the game looks like in 2016, I'd encourage you to do so. The experience for new players has been made a whole lot smoother, and the whole package is significantly slicker than it once was. Plus, regardless of whether or not you bought any of the previous expansions, all WoW players now get all the expansions up to Warlords of Draenor completely free, with only the impending Legion requiring you to spend any additional money. The game as a whole seems much more friendly to short, casual sessions than it used to be, and that can only be a good thing — though naturally once you hit endgame, it doubtless won't be long before the desire to raid kicks in… and that's when things get a bit time-consuming!

    The post 2407: Looking Again at World of Warcraft After a Good Few Years appeared first on I'm Not Doctor Who.

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    2406: Getting it Across https://imnotdoctorwho.moegamer.net/2016/08/22/2406-getting-it-across/ https://imnotdoctorwho.moegamer.net/2016/08/22/2406-getting-it-across/#respond Mon, 22 Aug 2016 03:19:30 +0000 https://angryjedi.wordpress.com/?p=17521 The worst thing — well, one of the worst things, anyway — about being depressed and anxiety-wracked is the perpetual feeling that you are not getting your feelings across properly, and the companion fear that people around you are just thinking that you're "a bit down" or, at worst, being irrational and unreasonable rather than … Continue reading 2406: Getting it Across

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    0406_001

    The worst thing — well, one of the worst things, anyway — about being depressed and anxiety-wracked is the perpetual feeling that you are not getting your feelings across properly, and the companion fear that people around you are just thinking that you're "a bit down" or, at worst, being irrational and unreasonable rather than suffering from crippling bleakness and an impossible desire to wipe the slate clean and start from scratch.

    I, at least, have this blog as a means of expression as well as words I say face-to-face to people, words I write in email messages or words I say down a phone. (The latter is particularly rare, since, as those of you who know me well will already know, I do not like speaking on the phone at all.)

    So, feeling particularly bleak and hopeless as I am at nearly 4am on this stuffy, sweaty August evening, it behooves me to try and be as frank as possible within the confines of the medium.

    I am not doing so great.

    I've not been doing so great for quite a while now, partly as a result of my own meandering, directionless life and partly due to external factors I have no direct control of. But at the moment, I feel like I'm doing especially not great.

    It's true, I wrote a while back that the new meds I've been taking have had a positive effect, and I stand by that, but I'm having one of those times where I feel like everything is getting on top of me, and that's causing a domino effect of everything else in my mind to collapse, leaving me a mostly useless mess for a considerable proportion of the time.

    I quit a job I had a while back that had the possibility to be if not particularly well-paid, then certainly reasonably secure and possibly even enjoyable. I did so because I was extremely worried about my wife, who was suffering especially ill health at the time. I was a little hesitant to do so, because I was afraid that I would end up in the exact situation I am now — seemingly unable to get another job — but ultimately I knew that it was the right thing to do, and I stand by my decision.

    However, my wife, while not fully recovered as yet — still waiting on the NHS to do various bits and pieces, which will hopefully get into motion in earnest next month — is now back at work, seemingly getting on just fine with her new job, while I am reliant on erratic freelance income and sending out swathes of job applications every week that are probably never even looked at by cynical HR departments. While I know I'm not being completely useless, as I am getting work and getting it done to a good standard, there's always this feeling at the back of my mind: why?

    The question that comes after "why" varies from moment to moment. Sometimes it's asking why I didn't stick with teaching. (Because the stress of teaching in two particularly "challenging" schools was a strong contributory factor to the depression and anxiety I've been suffering since 2010.) Sometimes it's asking why I didn't fight for my USgamer job when I was unceremoniously told one morning that I didn't have it any more, sorry. Sometimes it's asking why that job had to end at all — and this one is usually accompanied by furious anger and resentment towards several people involved in the situation, whom I believe were responsible for me being shown the door. Sometimes it's asking why I couldn't just have knuckled down at SSE and been a good little corporate drone, nodding and smiling at their primary school-level Health and Safety "exercises" that they foisted on even the office staff at every opportunity. And sometimes it's asking why I made choices back at the beginning of the Millennium that now feel like massive mistakes altogether: studying English and Music, pursuing the PGCE, going into teaching.

    There aren't answers to many of those questions, and they tend to lead on to bleaker thoughts. The question about my time at SSE in particular is almost always accompanied by an exaggerated combination of flashback and imagination where I recall my traumatic last day at the company, dragged over the hot coals by an unsupportive management who just wanted to get me out of the door and wouldn't listen to anything I had to say. In reality, I yelled "fuck you" at them, stormed out and slammed the door, wishing to God I had the courage to say or do something more coherent to make my frustration known. In my imagination, I do everything from throw the phone on the table of the meeting room at my "opponents" to flipping the table, ripping the door off its hinges or smashing every computer I walk past on the way to collect my things. Each time I have this flashback-dream, it gets more intense and unpleasant, and it leaves me short of breath, panicking, begging for sleep to claim me, because it's always when I'm trying to get to sleep that my mind sees fit to dredge it up once again.

    And the bleakness these endless questions leave me with make me more vulnerable to all sorts of other things. A simple request to play some online games with friends becomes an unimaginably frustrating and infuriating slight when I can't pin anyone down due to their (rationally speaking, perfectly reasonable) commitments to family or suchlike. I have difficulty focusing on anything, feeling like I "should" be doing something, anything other than what it is I am doing at the time, and this often leads me into a cycle of just doing nothing at all.

    One of the most frustrating things is that I've fallen back into old habits with food. We stopped going to Slimming World when my wife was particularly unwell, as I was finding the weekly weigh-ins and Syn-counting an unnecessary stress on top of all the other things I was thinking about. Consequently, with little to no control over what I eat each day — plus a predisposition towards eating as a means of "self-medicating" anything from boredom to depression — I've put a bunch of weight back on again, so much so that I'm terrified of stepping on a set of scales, going back to the same Slimming World group I once attended or even trying on certain pairs of trousers.

    All kinds of adjectives float around inside my head when I reflect on myself and how I might be able to get out of the situation I'm in. Hopeless. Worthless. Useless. Failure. I know none of them are true, but when you get this far into the darkness it's hard to see the light of hope. I vacillate between burning hatred for the people who have directly or indirectly contributed to the position in which I find myself, despair that makes me want to curl up and cry for the rest of time, and guilt at all the people I feel like I've let down with my inability to have made anything worthwhile of my life by this age.

    I don't know what to do. I feel like I've exhausted all my options, tried all the things I'm supposed to try, and I don't know what's left. I'm sure in life it's pretty difficult to back yourself into a completely unwinnable situation, but I was designed in the '80s, after all; to continue the analogy, I feel like I'm in an early Sierra game and I'm finding each and every single place it's possible for King Graham to fall off something, trip over something, get crushed by something or get eaten by something. Eventually I might find the right path without tripping over Manaan's cat (yes, I know that was Gwydion, not Graham) or falling off a cliff, but right now I can't see it. And, sadly, life has no GameFAQs.

    I should probably go to bed. Reflecting on this further isn't particularly helping me, but looking back over these 1,400 words I am a little glad I put pen to paper to express these things ticking over in my mind. Perhaps someone will read them and understand me just a little better. Perhaps I'll look back on them one day and wonder what I was worrying about. Or perhaps I really am a useless waste of space with no future whatsoever? Who knows.

    Either way, bed beckons. If you read all this, thanks.

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    2405: Revisiting One Way Heroics https://imnotdoctorwho.moegamer.net/2016/08/20/2405-revisiting-one-way-heroics/ https://imnotdoctorwho.moegamer.net/2016/08/20/2405-revisiting-one-way-heroics/#respond Sat, 20 Aug 2016 20:47:28 +0000 https://angryjedi.wordpress.com/?p=17491 Upon realising that the Spike Chunsoft enhanced remake of One Way Heroics was, in fact, coming out in just three weeks' time, I decided to revisit the original game, which has long been one of my favourite takes on the roguelike genre thanks to it being quite unlike pretty much any other game I've ever played. For the … Continue reading 2405: Revisiting One Way Heroics

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    0405_001

    Upon realising that the Spike Chunsoft enhanced remake of One Way Heroics was, in fact, coming out in just three weeks' time, I decided to revisit the original game, which has long been one of my favourite takes on the roguelike genre thanks to it being quite unlike pretty much any other game I've ever played.

    For the unfamiliar, One Way Heroics places you in a randomly generated world map that continuously scrolls, like those old Super Mario World levels that everyone hated. This being a turn-based roguelike, however, One Way Heroics only scrolls when you take an action, be this moving, attacking or fiddling around with something in your inventory.

    The aim of the game is ostensibly to defeat the Demon Lord and save the remaining part of the world from being consumed by the mysterious darkness that is just out of shot on the left side of the screen. More often than not, you will fail in your task, either by yourself being caught in said mysterious darkness by miscalculating how many turns it would take you to cross the mountain range you found yourself stuck in the middle of, by dying embarrassingly to a nearby feral dog who gave you a nasty nip right in your most sensitive areas, or by forgetting you had a bag full of highly flammable (and explosive) items and then going toe-to-toe with a fire-breathing imp.

    It's not an insurmountable challenge, though. In fact, defeating the Demon Lord is more a matter of persistence than anything else; she (yes, spoiler, she's a she) appears at regular intervals throughout your journey, sticks around for a few in-game hours during which you can either attempt to do some damage or run away from her, then she disappears again for a bit. Damage you deal persists from encounter to encounter, though she does have the chance to heal a few HP and erect a few magical barriers in between your various clashes. As such, so long as you can keep yourself alive, you can eventually wear her down bit by bit rather than having to defeat her all in one go.

    Except, if you look a bit deeper into the game, defeating the Demon Lord isn't the only way to finish the game. In fact, it's arguably the easiest way to clear the game, since the other endings mostly require all manner of convoluted requirements and lucky rolls on the ol' random number generator. That said, the game's "Dimensional Vault" system does at least allow you to carry useful items over from playthrough to playthrough, so you can effectively prepare for the more complex conclusions a bit at a time, much like preparing to fight the Demon Lord, only over the course of several playthroughs instead of just one.

    The other ways to beat the game vary from defeating the Darkness itself (which requires a Holy weapon, a very rare find indeed) to reaching the End of the World at the 2000km mark. The subsequently released One Way Heroics Plus expansion also added a number of other ways to clear the game, including finding your way into a whole other dimension to discover who or what is really behind this whole creeping darkness thing, and then either surviving until the end of that dimension or defeating said ne'er do well once and for all.

    On top of all that, there are character-specific endings, too. During each playthrough, you have a chance of encountering a number of different non-player characters who, assuming you meet the prerequisite requirements to recruit them (usually some combination of cash and charisma levels) can join your party. As they fight alongside you and you meet various conditions (different for each character), they gain affection for you, and after having had three separate conversations with them, revealing their backstory and the truth about themselves — including, in many cases, why there appears to be a version of them in each and every dimension out there, more than aware of what you're up to — clearing the game gives you their unique ending on top of whichever particular finale you went for.

    These little stories that are attached to the party members are one of the most interesting things about One Way Heroics, because they elevate it above being a simple mechanics-based roguelike and give it a touch of narrative. Not enough to be obtrusive — the emphasis is still very much on preparing your character to clear the game in whichever way you deem most appropriate — but enough to give you a real feel for who these people are and what their place in the entire mystery of One Way Heroics is.

    One particularly interesting thing about them is that you can go a very long time without encountering any of them at all, and thus assume that One Way Heroics is entirely mechanics-based. Another is that their storylines are all pretty dark in tone right up until the end, which is all the more effective due to the fairly breezy tone the rest of the game has going on. I defy anyone not to shed a tear at Queen Frieda's ending in particular, though I shan't spoil it here.

    Replaying One Way Heroics over the last few days has reminded me quite how much I like this quirky little game, and I'm extremely excited to see how the new version pans out in comparison. From the looks of things, it takes the basic mechanics of the original and gives it a fresh coat of paint along with a new setting and storyline, plus a number of guest characters from other games including Danganronpa and Shiren the Wanderer.

    All being well, I'm probably going to devote next month on MoeGamer to this game, its expansion and its new version, which will be out partway through the month. It's an underappreciated gem, for sure, and one which everyone the slightest bit interested in the more unusual side of RPGs owes it to themselves to check out.

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    2404: No Man's Sky and the Case for "Games for Grown-Ups" https://imnotdoctorwho.moegamer.net/2016/08/19/2404-no-mans-sky-and-the-case-for-games-for-grown-ups/ https://imnotdoctorwho.moegamer.net/2016/08/19/2404-no-mans-sky-and-the-case-for-games-for-grown-ups/#respond Fri, 19 Aug 2016 21:18:12 +0000 https://angryjedi.wordpress.com/?p=17426 Back in the '90s, MicroProse, a software company that already produced a number of the most complex computer games on the market thanks to their near-exclusive focus on military simulators, launched a spin-off label called "MicroStyle". MicroStyle's "thing" was that they produced "games for adults". This did not mean "adult" as in "porn"; rather, it meant … Continue reading 2404: No Man's Sky and the Case for "Games for Grown-Ups"

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    0404_001

    Back in the '90s, MicroProse, a software company that already produced a number of the most complex computer games on the market thanks to their near-exclusive focus on military simulators, launched a spin-off label called "MicroStyle". MicroStyle's "thing" was that they produced "games for adults". This did not mean "adult" as in "porn"; rather, it meant games about things that — supposedly, anyway — older gamers would be interested in. No cutesy platformers with rainbow colours here; MicroStyle was all about motorbikes, fast cars and, err, Rick Dangerous, the latter of which perhaps erred a little more towards the side of cutesy platformers than its stablemates.

    The reason this largely pointless piece of gaming history trivia is at the forefront of my mind right now is due to the recently released No Man's Sky, and the bafflingly negative reaction it has received from many online commentators. I had been asking myself why there was so very much whining going on about this game, when it occurred to me, partly after a bit of reflection on my own part and partly after a discussion with my friend Chris.

    No Man's Sky is a game for grown-ups. And some people don't know how to deal with that.

    The reason I say this is that there's a very obvious dichotomy when it comes to this game between those who have sat down and spent time with it — and then, crucially, reflected on the experience — and those who take it at face value, judge it against the frankly unreasonable expectations they set for it in their head and consequently respond rather negatively towards it.

    There are two particularly good pieces on the subject of No Man's Sky that I invite you to read right now before we go any further.

    The first, from The Guardian's Keith Stuart, explores the game from the perspective of someone who grew up playing the original Elite on 8-bit computers. Stuart describes how invested he was in the virtual galaxy that Elite allowed him to explore; how he went so far as to buy a particular joystick to play it with because it looked suitably futuristic, and to make copious notes about profitable trading routes and sectors to avoid. His prose reminded me of my own youth with computer games, when I'd actually go so far as to dress up in a bomber jacket, home-made "oxygen mask" (made from a bit of cardboard and an old vacuum cleaner hose) and balaclava (the closest I could get to an actual crash helmet at the time) when playing games like F-15 Strike Eagle II and F-19 Stealth Fighter on the Atari ST. The use of imagination was key; these games were thrilling not because they presented the most impressive visual spectacles on screen, but because they truly allowed you to become someone else for a short time. The idea that you could sit down in front of your computer monitor and become a space traveller or fighter pilot was intoxicating, and even though at the time I was far too young to really understand those games properly, those experiences still stuck with me.

    Stuart describes No Man's Sky as an Elite for the modern age. He also notes that we already have an Elite for the modern age in the form of Elite: Dangerous, but makes the crucial distinction that Elite: Dangerous has gone heavily down the path of complex simulation, while No Man's Sky eschews some of the more "unnecessary" aspects of realism in favour of providing an experience that stokes the fires of the imagination.

    Stuart's piece is complemented nicely by this piece in Rolling Stone/Glixel from Star Wars novel author Chuck Wendig. Wendig describes No Man's Sky as "boring", but notes that this isn't actually a bad thing.

    "We often play games for the destination," says Wendig, "but I don't think that's why we play No Man's Sky. We play it for the journey. There is an eerie calm to this game. A utopian serenity. A pleasant, alluring boredom that draws you along the journey – but not too fast. This is sci-fi that doesn't ask you to kill, kill, kill. It asks you only to wander. To discover. To catalog your findings and sell your wares and move onto the next moon, the next space station, the next world, the next star system. All in pursuit of whatever it is you wish to pursue."

    He's absolutely right. While there is combat in No Man's Sky, it's a rare occurrence — rare enough to make every time you switch your multi-tool from mining laser to boltcaster mode feel significant. The emphasis instead is on exploration, discovery and, above all, imagination. You're given very little context or explanation for the things you are seeing in No Man's Sky, and I have a strange feeling that even if you "finish" it by reaching the end of one of the narrative paths and/or the centre of the galaxy, it still won't answer all the questions you might have.

    My friend Chris also describes it as "a game for people who like books: you have to have a bit of imagination, and have your sense of wonder still intact, and understand that there are breeds of sci-fi that aren't about action." I can't help but feel that the fact the whole game looks like an Asimov cover is entirely intentional.

    The trouble is that this style of play is the exact opposite of what a lot of younger gamers expect from their games these days. They don't expect their space sims to be quiet, contemplative, artistic affairs that minimise action in the name of cataloguing flora and fauna on diverse alien worlds. They expect their space sims to be more along the lines of the Call of Duty: Infinite Warfare trailer we saw at E3: all action, all explosions, all bodies floating off into space. And No Man's Sky isn't about that.

    I can't help but feel that the loudest complaint of all — the fact that the game isn't the synchronous massively multiplayer title that a lot of people had come to assume it would be — also ties in with this. Fundamentally, No Man's Sky is a game about being alone in a vast galaxy, and occasionally coming across traces of evidence that other people have been there before you — whether it's long-forgotten ruins, from which you can learn snippets of the various alien languages in the game, or star systems, planets and species of flora and fauna named by other players. The fact that you can't see other players flying around is entirely intentional; the game hasn't been designed in that way at all, and "true" multiplayer would add absolutely nothing to the experience other than the opportunity to be griefed by players who fancied a career in virtual space piracy.

    No Man's Sky is a game for grown-ups. Specifically, it's a game for grown-ups who grew up with games in the '80s and '90s; it realises the dream of being able to freely fly a spaceship around a vast universe, land on planets and explore them at our leisure; it gives us enough fuel to stoke the fires of our imagination, and withholds enough to allow us to let those flames flare up as much as we want; it's a game that is the exact opposite of something like Mass Effect's grand space opera, in which nothing is left to the imagination. (This isn't to put Mass Effect down, mind you; there's a place for both the quiet contemplation of No Man's Sky and the dramatic bombast of Mass Effect in this world.)

    Perhaps most tellingly, all the most interesting, thoughtful and sensible commentary on No Man's Sky has been by people over the age of 30. And the negative comments very much come across as being written by much younger people. (I obviously can't say for certain how old many of the naysayers are, but their words certainly come across as being less… seasoned, shall we say.)

    If all you can do is rant and rave about how Hello Games' Sean Murray "lied" to you about the game being multiplayer… well, then you're missing the point. Spectacularly. And you should probably go and play something else. Something with more guns in it.

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    2403: My First Dragon Quest https://imnotdoctorwho.moegamer.net/2016/08/18/2403-my-first-dragon-quest/ https://imnotdoctorwho.moegamer.net/2016/08/18/2403-my-first-dragon-quest/#respond Thu, 18 Aug 2016 20:49:12 +0000 https://angryjedi.wordpress.com/?p=17396 I had my first Dragon Quest experience recently. As a big fan of RPGs, particularly those of the J-variety, Dragon Quest was a gaping hole in my knowledge that I'd never gotten around to filling. Until now! I've been giving the DS remake of Dragon Quest IV: Chapters of the Chosen a go first of all. (Technically I've also played about … Continue reading 2403: My First Dragon Quest

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    I had my first Dragon Quest experience recently. As a big fan of RPGs, particularly those of the J-variety, Dragon Quest was a gaping hole in my knowledge that I'd never gotten around to filling. Until now!

    I've been giving the DS remake of Dragon Quest IV: Chapters of the Chosen a go first of all. (Technically I've also played about half an hour of the Game Boy Colour version of the very first game.) So far my feelings are a little mixed, but overall leaning in a positive direction, though I will happily admit I am very early in the game so far and thus haven't had an opportunity to see all its systems at work.

    From what I understand about Dragon Quest from speaking to others, its main distinction from its longstanding rival Final Fantasy is that there's less emphasis on characterisation and plot — at least as far as the main playable characters are concerned — and more in the way of mechanical and strategic depth. Thus far in my time with Chapters of the Chosen this would at least partially seem to be the case: the game features a number of different chapters focusing on an individual or small group of characters before the plot "proper" gets going in the final chapter, and these playable characters never speak a word. Nonetheless, you do get a decent sense of who they are through a combination of their character art and the way other people react to them.

    The first real chapter of the game focuses on a soldier called Ragnar who is called in by the pseudo-Scottish king to find out what's been happening to a number of children that have gone missing recently. The actual solution to this issue isn't all that complicated, but Ragnar's roughly hour-long quest acts as a good introduction to what Dragon Quest appears to be all about. There's a bit of world map wandering, a bit of dungeoneering — and Dragon Quest dungeons aren't at all linear, featuring numerous branching paths and secret areas filled with treasure — and lots and lots of fighting.

    So far so RPG, though I did find Ragnar's quest a little lacking in mechanical depth: as a straight fighter-type character, he didn't have access to any interesting abilities whatsoever and his main role in the party appeared to be exclusively confined to hitting ATTACK every turn and dealing damage. Things got mildly more interesting when he recruited a friendly Healslime called Healie into the party, but there still wasn't a lot to it.

    I understand that the "chapters" of Dragon Quest IV are primarily intended to act as an introduction to the characters and their mechanics, but starting with the barebones simplicity of Ragnar isn't the strongest of openings. Combat wasn't interesting with just Ragnar and the entirely automated Healie in the party, and boy is it frequent in Dragon Quest; for many people I can see that being a turnoff. That said, it's worth remembering that we're essentially dealing with a remake of an NES game here, where the main overhaul the DS version received was with regard to its visuals rather than mechanics.

    I'm also not one to write off a game after an hour of play, either, so I fully intend to continue my Dragon Quest adventure; I'm just hoping the characters that come after Ragnar are a bit more interesting to play, and I'm confident that once all the characters are together in one big party with the "real" protagonist, things will get a lot more interesting.

    Mixed feelings aside, it's been an interesting experience so far. It has a markedly different feel to Final Fantasies of the same era, giving it its own distinctive identity. There's a pleasant air of whimsy about the whole thing, helped along by a humorous localisation featuring lots of regional accents and dialects. And the focus on the ongoing story — as compared to the focus on the main characters as in most Final Fantasies — is a noticeable shift in perspective.

    I'm looking forward to getting to know the series a bit better. I feel it may have a slightly stronger barrier to entry than Final Fantasy, but I also know that people who love Dragon Quest really love Dragon Quest, so I'm intrigued to see what gets them so passionate about this long-running series.

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    2402: The JRPG Protagonist as a Sign of the Times https://imnotdoctorwho.moegamer.net/2016/08/18/2402-the-jrpg-protagonist-as-a-sign-of-the-times/ https://imnotdoctorwho.moegamer.net/2016/08/18/2402-the-jrpg-protagonist-as-a-sign-of-the-times/#respond Thu, 18 Aug 2016 01:54:50 +0000 https://angryjedi.wordpress.com/?p=17354 Playing Fairy Fencer F: Advent Dark Force this evening, I was struck by a thought about JRPG protagonists over the years and how they often tend to reflect some of the prevalent attitudes from the time in which they were first written. Perhaps more accurately, JRPG protagonists often tend to reflect some of the prevalent attitudes in the … Continue reading 2402: The JRPG Protagonist as a Sign of the Times

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    0402_001

    Playing Fairy Fencer F: Advent Dark Force this evening, I was struck by a thought about JRPG protagonists over the years and how they often tend to reflect some of the prevalent attitudes from the time in which they were first written.

    Perhaps more accurately, JRPG protagonists often tend to reflect some of the prevalent attitudes in the games industry rather than in society at large, but nonetheless, it is clear that things have changed somewhat over time.

    Consider the early days of JRPGs: the first Final Fantasy, the first Dragon Quest. These games featured protagonists that were silent and had no story or characterisation behind them save for "you are legendary hero". They were intended primarily to be an avatar for the player: a means for the player to put themselves inside the game, to inhabit the game world, to become that legendary hero. This reflects how many computer and video games were marketed at the time: on the basis that they allowed you to live out fantasies that were impossible — or at the very least unlikely — in reality. Where games had narration, it was in second-person; marketing materials put the emphasis on "you" rather than the name of the protagonist, if they even had one.

    Advance a few years as RPGs started getting a little more comfortable with storytelling. We have the early days of the Ys series, for example, where protagonist Adol Christin was still silent, but he had a certain amount of personality about him that could be understood through the way people reacted to and communicated with him. While the Ys games have their dark moments, the overall tone of them is rather light-hearted, being all about the joy of adventure and discovery; once again, the player was brought along for the ride, but this time, they were a companion to the protagonist rather than being the protagonist.

    As we moved into the 16-bit era, games started to become more sophisticated and the increased amount of storage capacity available to developers allowed them to be a bit more ambitious with their storytelling. From Final Fantasy IV onwards, we started to get much more well-defined characters in the main cast, and the same, too, was true for longtime rival Dragon Quest. We still had our silent protagonists — our Adols and our Links — but where our protagonists had a voice, they often had noble intentions or goals: to help people, to save the world, or sometimes simply for the joy of adventure. This overall air of positivity about many of the games of this time was a reflection of this period being regarded as something of a "golden age" for games: everyone was excited about what the 16-bit consoles could do, and as rumours started to leak out about the upcoming 32- and 64-bit offerings from Sony and Nintendo respectively, it was an exciting time to be a gamer.

    This air of positivity continued throughout the PlayStation/Saturn/N64 era, and can be seen throughout the numerous role-playing games that graced these platforms — although Nintendo's console, being cartridge-based, often got left behind due to developers having grand ambitions that often required the extensive storage capacity of CD-ROM to fully realise. At the same time, though, a hint of darkness started to creep in. With Final Fantasy VII, we had the beginning of the "moody protagonist" trope with Cloud Strife, which was subsequently continued with the sulky Squall in Final Fantasy VIII before reverting to form with Zidane and company in Final Fantasy IX. The arrival of moody, angsty heroes on the scene corresponded roughly with a sharp rise in teens expressing themselves through music and counterculture; Cloud and Squall hit the scene around the same time many of us were listening to Nirvana and contemplating slitting our wrists to Radiohead.

    That seed of darkness took root, but didn't flourish just yet. The Dreamcast and PS2 era saw a continuation of the overall air of positivity and the joy of adventure in role-playing games, with a few notable exceptions. Ryudo from Grandia 2 on Dreamcast stands out in many players' memories as being a bit different from the norm. He wasn't all "let's adventure!" like more traditional RPG heroes, but he wasn't really angsty like Cloud and Squall. His attitude erred more towards the bleaker side of things, though; he was cynical and pessimistic on many occasions, but ultimately he did the right thing. I highlight Ryudo in particular here as the starting point for an increasingly common trope we're seeing these days.

    In the PS3 era, we started to see JRPG protagonists diverge in two different directions, more often than not distinguished by gender as much as attitude. Female protagonists tended to be lively, energetic, positive and full of life, but often inexperienced or incompetent, at least at the start of their adventures — the Atelier and Neptunia girls are good examples of this — while male protagonists weren't necessarily tormented or angsty as such, but the air of cynicism which Ryudo had introduced in Grandia 2 started to become increasingly apparent with every male-fronted JRPG.

    How this connects to Fairy Fencer F is simple: protagonist Fang is a cynical, lazy lout who is primarily out for his own gratification, at least at the start of the story. As the adventure progresses, he does naturally start to think about others as much as — or even more than — himself — but his intense cynicism, his unwillingness to be bothered with anything that sounds too troublesome, feels very much like a response to prevalent attitudes in a lot of gaming today. Many people can't be bothered with anything that's difficult or troublesome; if something's supposed to take a long time they need to find the most "efficient" way, even if that's also the most boring way; and if the opportunity comes up to bypass hard work for the same rewards — paying up to skip content or get overpowered equipment, watching YouTube videos of endings — then many people will take it.

    Of course, there's a kind of delicious irony about Fang as commentary on the laziness and cynicism of many people in modern society in a game by Compile Heart, which will inevitably be hundreds of hours long and filled with lots of grinding and busywork. But given the company's history with using games as satirical works — primarily through the Neptunia series, but Fairy Fencer F has, so far, despite a darker, more serious tone, dipped its toes into satire too at times — this irony is doubtless entirely intentional, and Fang's growth as a character over the course of those hundreds of hours is symbolic of those people who aren't cynical, who are willing to put the "work" in to fully enjoy a game. His development, then, mirrors the player's own journey in many ways: breaking through the endless cynicism, laziness and grumpiness that pervades the modern online sphere to find that stepping out into the wider world is rewarding in its own way.

    Or perhaps he's just a grumpy old sod. It's nearly 3am. Humour me.

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    2401: Episodes https://imnotdoctorwho.moegamer.net/2016/08/16/2401-episodes/ https://imnotdoctorwho.moegamer.net/2016/08/16/2401-episodes/#respond Tue, 16 Aug 2016 18:29:07 +0000 https://angryjedi.wordpress.com/?p=17328 I've just finished watching the first season of a Showtime show called Episodes, which is available on Netflix. It stars Stephen Mangan and Tamsin Greig as a husband and wife writer duo who head to LA to make an American version of their successful (fictional) British sitcom Lyman's Boys, only to discover that taking a show across … Continue reading 2401: Episodes

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    I've just finished watching the first season of a Showtime show called Episodes, which is available on Netflix. It stars Stephen Mangan and Tamsin Greig as a husband and wife writer duo who head to LA to make an American version of their successful (fictional) British sitcom Lyman's Boys, only to discover that taking a show across the pond isn't an entirely straightforward affair. Along the way they become involved with a number of colourful characters, most notably a fictionalised version of Matt LeBlanc played by ol' Joey himself.

    The overall tone of the show is pretty much what you'd expect from something Greig and Mangan are involved with, and they're perfectly cast in their roles as Beverly and Sean Lincoln. LeBlanc, too, is excellent, with his characterisation being made up of a combination of the popular stereotypes about him — or rather, about his most fondly-remembered part, Joey from Friends — and a surprising amount of depth and moral ambiguity.

    The show is deeply critical of the way American TV networks and showbusiness in general do things. Initially brought to LA on the assurance that network executive "Merc" is in love with their show, Sean and Beverly subsequently discover that very little of what they've been told is true. Merc hasn't seen their show and lots of people already have their own opinions on how best to "Americanise" the whole thing. Most notable is the casting of LeBlanc in the lead role of the headmaster Lyman, who was, in the original British version, an erudite, witty, portly and middle-aged man who developed a strong bond with his young male charges and a doomed infatuation with his school's lesbian librarian. After a number of "suggestions" and changes far beyond Sean and Beverly's control, what was once called Lyman's Boys and was about a headmaster in a boys' boarding school subsequently becomes Pucks!, a show about a lacrosse coach who is in love with a not-at-all-lesbian librarian.

    Despite everything, Pucks! actually turns out to be a rather good show that test audiences respond well to, but the stress that piles on top of Sean and Beverly brings the pair of them almost to breaking point on numerous occasions. Sean's developing friendship with LeBlanc and his overactive libido leads him to consider playing away from Beverly with Morning, the much-older-than-she-looks-but-still-smoking-hot actress who plays the librarian in Pucks!, but ultimately his own sense of integrity wins out. This doesn't stop Beverly from overreacting and completely misreading the situation, however, leading to some spectacular tensions being released in the last episode of the first season.

    Episodes is effective because, for the most part, it relies on a distinctly modern British approach to situation comedy. That is to say, it errs more on the side of comedy-drama than playing out setpieces for laughs. There's an air of restraint that runs through the whole programme, which makes moments like the furious and rather incompetent fight between Sean and LeBlanc in the last episode all the more effective, because they are symptomatic of how the show depicts "the British condition" as a whole: bottling everything up inside, then releasing it in a spectacular frenzy when it all gets too much. LeBlanc even comments on this in the middle of the whole situation that he is, in part, to blame for: "Man, I can't get over how you guys fight," he says. "When we fight, it's just all 'fuck you', 'fuck you', 'no, fuck YOU'…"

    With everything I've said there, you'd probably be right to assume that Episodes isn't a show that everyone will find entirely palatable. It's rather brutally honest and plays a lot on awkward situations that some viewers might find uncomfortable to witness. It builds tension between the characters absolutely masterfully, only releasing it when it's absolutely at breaking point. And, as a critique of the falseness of showbusiness, it does its job extremely well.

    Very interested to see how the subsequent seasons go, since the first season ended on a suitably infuriating cliffhanger.

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    2400: Final Fantasy XV Delayed for All the Right Reasons https://imnotdoctorwho.moegamer.net/2016/08/15/2400-final-fantasy-xv-delayed-for-all-the-right-reasons/ https://imnotdoctorwho.moegamer.net/2016/08/15/2400-final-fantasy-xv-delayed-for-all-the-right-reasons/#respond Mon, 15 Aug 2016 11:56:13 +0000 https://angryjedi.wordpress.com/?p=17305 Final Fantasy XV was originally due to come out at the end of next month. Today, director Tabata officially confirmed the rumours that have been swirling around the Internet for the last couple of days: the game has been delayed until November 29. Tabata announced the delay in a video on the game's official YouTube channel. … Continue reading 2400: Final Fantasy XV Delayed for All the Right Reasons

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    Final Fantasy XV was originally due to come out at the end of next month. Today, director Tabata officially confirmed the rumours that have been swirling around the Internet for the last couple of days: the game has been delayed until November 29.

    Tabata announced the delay in a video on the game's official YouTube channel.

    His reasoning behind the delay was that, although the team had finally completed the "master version" of the game, meaning a version that was feature-complete and that they would be happy releasing to consumers on disc, they had already started work on some additional content and adjustments that would normally be distributed as a "day one patch" to be applied automatically when a Final Fantasy XV player had their console connected to the Internet.

    The trouble with day one patches, though, is that they're not part of that master game experience. They're not on the disc; they're reliant on an Internet connection. And while the "not everyone has an Internet connection" argument is rapidly losing steam as broadband becomes more and more affordable and ubiquitous, there's still a fundamental problem with them from an archiving perspective. In other words, if someone interested in the history of gaming were to become interested in checking out Final Fantasy XV some twenty or thirty years down the line, it's doubtful the PS4's PSN servers would still be up and running to allow them to download the patch, and as such they'd be left with an inferior — although, in this case, still complete — version to explore.

    In some cases, day one patches contain essential bug fixes that actually get the game working, meaning the game is unplayable straight from the disc. And in others, they fundamentally shake up the structure of the game — the day one patch for No Man's Sky is a good example of this latter instance. There are very few cases where they are desirable, although sometimes developers are left with no choice — if a game is rushed out of the door to meet a deadline, for example, or if in last-minute testing after the game has been duplicated several million times, a major problem is found.

    With Final Fantasy XV being such a big project, though, it seems that Tabata and his team have been given the flexibility to hold the game's release back until it meets with their high standards, however, and Tabata himself notes that he is uncomfortable with releasing a disc-based version of a game that isn't the very best version it can possibly be. He's not ruling out future patches and DLC — and the existence of a "Season Pass" for the game confirms that there are going to be a number of substantial add-ons for Final Fantasy XV — but he wants that initial day one experience to be as smooth as possible for all players around the world, regardless of whether or not they have an Internet connection or are able to download the day one patch.

    This, ladies and gents, is how you make a video game. It's what we used to expect from previous, non Internet-connected consoles, and it's something that we have lost sight of in the modern age, where attention-deficient mobile game-playing audiences bray and whine if games don't receive "updates" every two weeks, even where none are necessary. While it's disappointing that this no longer means I'll be playing Final Fantasy XV next month, I respect Tabata and his team enormously for wanting to make their game the very best it can be before it gets into the players' grubby little hands.

    I guess that means I have time to play through Fairy Fencer F: Advent Dark Force before Final Fantasy XV after all, then…

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    2399: No Man's Sky and The Game as a Pure Relaxation Aid https://imnotdoctorwho.moegamer.net/2016/08/14/2399-no-mans-sky-and-the-game-as-a-pure-relaxation-aid/ https://imnotdoctorwho.moegamer.net/2016/08/14/2399-no-mans-sky-and-the-game-as-a-pure-relaxation-aid/#respond Sun, 14 Aug 2016 22:01:28 +0000 https://angryjedi.wordpress.com/?p=17280 I've been playing a bit more of No Man's Sky this evening and I still like it a lot. It's a wonderfully dreamy, ethereal experience to play — helped partly by the wonderful electronic soundtrack that accompanies everything you do — but also because it seems to have been designed to be an experience that is pure … Continue reading 2399: No Man's Sky and The Game as a Pure Relaxation Aid

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    I've been playing a bit more of No Man's Sky this evening and I still like it a lot. It's a wonderfully dreamy, ethereal experience to play — helped partly by the wonderful electronic soundtrack that accompanies everything you do — but also because it seems to have been designed to be an experience that is pure relaxation rather than the more typical goal-driven affair that most games tend to be.

    There is no goal in No Man's Sky. Well, all right, there's one: get to the centre of the galaxy, but that's so vague as to be almost meaningless, and the important thing about playing No Man's Sky is not a desperate attempt to achieve that goal as quickly or efficiently as possible, but rather to enjoy the journey exactly as you see fit.

    Any other goals in the game are entirely of your own making and will depend entirely on how you like to play. One person's goal might be to fully scan all the planets in a system to receive the hefty payouts you get for "completing" a planetary analysis. Another's might be to produce as many warp cells as possible as quickly as possible so they can make a large number of jumps rapidly. Another's still might be to upgrade their ship, or their suit, or their multitool… it really is up to you what you want to do, and No Man's Sky offers just enough in the way of structure and mechanics to allow you to make these goals for yourself without it ever feeling like you're following a linear, prescribed path.

    It struck me while I was playing tonight that this is what the game is all about. You don't play No Man's Sky if you're a powergamer, seeking the "best" or "most efficient" way to "clear" something. You play No Man's Sky during a period of downtime, in which you want to just sit back, relax and take part in something that doesn't demand anything of you, but which has enough in the way of interactivity and structure to distinguish itself from more passive art forms.

    In many ways, it can perhaps be regarded as the natural evolution of the "walking simulator", the subgenre of first-person adventure games that focus not on puzzle solving or other aspects of "gameplay", but on storytelling and experiencing a world as if you were there. No Man's Sky differs in some substantial ways, however, the lack of a linear main narrative being the main one, but the "immersive sim" aspect of the "walking simulator" is present and correct. If you are the sort of person who enjoyed Gone Home not for the '90s teenage lesbian angst but instead for the interesting experience that was just poking around that little world the developers had created, then you might get something out of No Man's Sky, because the whole game is poking around worlds of various descriptions.

    That lack of concrete story might be an issue for some, admittedly, but for those who still have a working imagination, No Man's Sky puts it to good use by allowing you to interpret what you're seeing as you see fit. Is that abandoned outpost that's full of weird slimy gooey tentacly things a sign that something awful happened there, or is it simply a natural product of the passage of time? Are the Gek a race of entreprenurial merchants, or do they hide a darker secret, hoping to enslave the universe to their bidding? How did that planet get those curiously man-made looking pillars of rock everywhere?

    One of the most interesting questions No Man's Sky asks the player is who are you? You never see yourself in the game, and the fact that the game doesn't have multiplayer (boy, you wouldn't believe the whining that's been going on by people who apparently expected this to be an MMO) means that you don't see others like you, either. Even if you could see other players, though, there's no guarantee that they'd be exactly the same as you. Are you human? Are you Gek? Are you a construct of the mysterious Atlas? Are you something else altogether? The game doesn't answer this — at least, it hasn't in the 10 hours I've spent with it so far — and so leaves this rather important question up to the player's interpretation.

    In other words, No Man's Sky is what you make of it. If you go in expecting some sort of grand space opera with a clearly constructed story, villains to defeat and great evils to stand against, you may well be disappointed. If, however, you go in expecting a game that allows you to pretend to be a spaceman for a few hours at a time, and can extract a certain degree of joy from that simple experience, then you'll have a wonderful time.

    It's a game to relax and unwind with, not a game to "git gud" at. And I appreciate it a great deal for that. That doesn't mean that I want to play it all day every day, but it does mean that I can open it up at any time, fly around and explore a bit, and feel like I've had my money's worth. And with the tantalising possibility of future updates adding more and more interesting mechanics to the game as a whole, I can see it being a game I'll dip in and out of for a very long time indeed.

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    2398: The Many Faces of the Roguelike https://imnotdoctorwho.moegamer.net/2016/08/13/2398-the-many-faces-of-the-roguelike/ https://imnotdoctorwho.moegamer.net/2016/08/13/2398-the-many-faces-of-the-roguelike/#respond Sat, 13 Aug 2016 17:50:31 +0000 https://angryjedi.wordpress.com/?p=17216 The phrase "roguelike" has been overused to such a degree in recent memory that it's become all but meaningless as a descriptor of what a game is actually like to play, but if nothing else it acts as a suitable starting point for a discussion about how a game is constructed, what the player is … Continue reading 2398: The Many Faces of the Roguelike

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    The phrase "roguelike" has been overused to such a degree in recent memory that it's become all but meaningless as a descriptor of what a game is actually like to play, but if nothing else it acts as a suitable starting point for a discussion about how a game is constructed, what the player is expected to do in it and where its longevity comes from.

    The reason why "roguelike" itself as a term isn't particularly meaningful any more is that it's diverged into a number of discrete but related bloodlines over the years, with each offering their own particular take on being inspired by the dungeon-crawling classic. And, just as with most things, not getting on with one particular roguelike absolutely doesn't preclude you from enjoying others. In fact, this is one of the main reasons "roguelike" as a descriptor isn't useful any more, because it doesn't reflect the sheer diversity that is part of this subgenre in 2016.

    Let's take a look at the different branches.

    The traditional roguelike

    A traditional roguelike builds on the foundations of the original Rogue in a number of ways. It presents the player with a seemingly simple task to complete (usually "find the of y" or "kill the z") and a means through which to accomplish this task, usually a multi-level dungeon that is randomly generated with each playthrough, but which has the final objective down on the bottom floor.

    Traditional roguelikes don't have to be presented as ASCII text characters, but many deliberately choose to, as a key part of these games is the fact they occupy a curious middle ground between tabletop roleplaying and standard computer-based hack and slash role-playing games, and as such a key part of enjoying them is having an active imagination with which to conjure up images of what your character is up to, the strange and terrifying dangers they're having to deal with and the horrible effects that potion you probably shouldn't have drunk is having on you.

    A key aspect of traditional roguelikes is permadeath: in other words, your character dies, your save file is wiped and you have to start again. This mechanic can sometimes be circumnavigated by doing unspeakable things to your save game files, but doing so is generally — and quite rightly — regarded as cheating. In other words, if you're going to play a traditional roguelike properly, you can't just charge in with little regard for the consequences like modern hack-and-slash games, where the consequence for dying is usually little more than a portion of your gold and having to run back to where your corpse was.

    Some traditional roguelikes try and tell an unfolding story by complementing the procedurally generated content with pre-composed quests, conversations, characters and lore items. More often than not, though, a more old-school, back-of-the-tape-box approach is taken, with narrative very much taking a back seat to exploration and character development in the mechanical sense.

    One aspect where traditional roguelikes are heavily inspired by tabletop roleplaying is in the amount of freedom you're given right from character creation. You can generally pick from different races, genders and classes as well as tinker with your base stats to construct the perfect (or entertainingly flawed) character of your dreams. But that freedom often carries over into the game itself, too; many traditional roguelikes, for example, allow you to dig into the walls of the dungeon to change its layout or construct shortcuts, and the mechanics often afford the opportunity to be a little creative with your solutions to problems. A good example is the time I played Angband and ran out of torches several levels down in the dungeon, necessitating me "feeling" my way along the walls of the dungeon (by bumping into them, which reveals them on the map) until I could get back to the stairway up. This mechanic wasn't hard-coded into the game, but I was able to do it successfully thanks to the systems that are in place.

    Good examples of traditional roguelikes in my experience include the original Rogue, which is rather simple by today's standards; Nethack, which is a good entry point if you can learn to decipher the ASCII interface; Angband, which initially seems extremely complicated but gradually becomes more and more understandable once you learn a few useful keyboard commands; Tales of Maj'Eyal (formerly Tales of Middle Earth), which is a highly polished, very flexible roguelike that strikes a good balance between storytelling and dungeon crawling; and Caves of Qud, which is unusual for the genre in that it has a sci-fi theme rather than Tolkien-inspired fantasy.

    The modern Western roguelike

    Modern Western roguelikes tend to take the basic structure of the traditional roguelike and present it in a manner that has more immediacy and accessibility. Perhaps the very best example of this is the wonderful Dungeons of Dredmor, which is as brutal as any traditional roguelike but has charming 16-bit era pixel art-style graphics, a quirky soundtrack and an entertaining sense of humour. Dungeons of Dredmor does the whole permadeath thing and allows you the freedom to build custom characters with a variety of skills — some of which are very bizarre indeed — but doesn't quite offer the full freedom of a completely traditional roguelike thanks to the constraints placed on it by being presented graphically rather than abstractly.

    Sword of the Stars: The Pit is another title worth checking out. While its visuals are shockingly bad, it's an atmospheric game that, like Caves of Qud in the traditional corner, eschews the standard fantasy setting in favour of sci-fi. There's an interesting selection of character classes and skills to play with, and some enjoyable mechanics to explore and discover as you play.

    The modern Eastern roguelike

    Japan latched on to the roguelike structure at some point in the last few console generations, and Eastern developers have produced some great games that have a distinctly Japanese flavour to them while still retaining a number of the key aspects of traditional roguelikes.

    One important difference with Japanese roguelikes, however, is that they usually contain some form of persistence rather than permadeath. Death is still an inconvenience, but it rarely, if ever, necessitates going all the way back to the beginning of the game to start all over again.

    Exactly how death is handled varies from game to game. In Final Fantasy Fables: Chocobo's Dungeon for Wii, for example, dying causes you to lose all your non-banked gold and every item you were carrying except key items for the story and the equipment you had equipped at the time. You keep your experience levels and Job levels, so you can gradually "creep" forward in terms of progress, getting a bit more experience and power each time, until you can eventually just steamroller your way through by outlevelling the challenges — although a number of the bonus dungeons feature a "level sync" mechanic whereby if you're over a particular level, you're pushed back down to the maximum for that dungeon and sometimes given additional non-standard "rules" to folow.

    In ZHP for PSP, meanwhile, your character resets to level 1 each time you enter a new dungeon, regardless of whether or not you cleared the last one successfully. The twist is, any time you exit a dungeon, be it through death or successfully clearing it, your character's base level and stats increase, meaning that a "level 1" late in the game will be considerably more powerful than a "level 1" at the start of the game, particularly when you throw equipment into the mix. You still lose all the stuff you were carrying if you die, though, and to add further insult to injury your character develops a phobia of whatever killed him, causing various penalties when encountering them again until they "get over it" by successfully overcoming said challenge several times.

    One Way Heroics for PC takes another approach again. Here, there's a traditional permadeath system in effect, though you can retry the same game map by entering a specific seed on starting the game each time. There's an element of player persistence, though, depending on how well you performed, and this was subsequently expanded with the Plus version of the game. You can unlock new classes, carry items over to a subsequent playthrough and upgrade the castle where every game starts (and by extension unlock a number of different quests besides the standard one). There are also a number of named characters you'll encounter in your quests if you get far enough; once you've met them once, they'll be revealed and give you tips on the post-game score screen rather than appearing as shadowy figures. There's also a substantial meta-game in place where there's a "true" ending that can only be unlocked through some extremely convoluted processes. It's a Japanese game, for sure.

    Roguelites

    This term was, I believe, coined for Rogue Legacy, and is used to describe games that draw inspiration from traditional roguelikes but which tend to fall into markedly different genres and playstyles to the traditional turn-based top-down RPG that roguelikes usually are.

    The aforementioned Rogue Legacy was an interesting affair, with Metroidvania-style platform action RPG action coupled with persistent progression between sessions by upgrading your castle and unlocking new abilities as a result. Each character was also regarded as a descendant of the previous one, too, meaning that there was the possibility certain genetic markers could be passed on. These could affect the gameplay — the hereditary ability to jump high or do more damage is very useful, for example — while others were largely there for humour and characterisation. A colour-blind character, for example, had to do their playthrough in black and white.

    The Binding of Isaac is another well-known modern roguelite, this time combining the presentation of the original Legend of Zelda's dungeons with some dark, disgusting visual humour and Gauntlet-style shoot 'em up mechanics. While Isaac didn't have persistent progression in quite the same way as Rogue Legacy, you did unlock new items as you progressed through the game, which subsequently gave them a chance of appearing in future playthroughs rather than guaranteeing you'd have them. Collecting all these items provided a substantial metagame for Isaac, let alone the sheer challenge of actually getting to the end of the game.

    Finally for now, one of the most recent roguelites can be found in the form of Enter the Gungeon. This is a straight-up action game with randomly generated levels, but its main appeal comes from the many varied and bizarre weapons you'll pick up on each playthrough. There's also an element of persistent progression as you unlock new features using currency you earn in each playthrough; like Isaac, there's a substantial metagame in unlocking everything, though in this case, your unlocks will likely make subsequent playthroughs a bit easier to make it through.


    It's pretty fascinating how a simple title from the dawn of gaming has spawned such a diverse range of titles inspired by it to one degree or another. How many other games from those days can boast such a feat? Not that many.

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    2397: No Man's Sky https://imnotdoctorwho.moegamer.net/2016/08/13/2397-no-mans-sky/ https://imnotdoctorwho.moegamer.net/2016/08/13/2397-no-mans-sky/#respond Sat, 13 Aug 2016 00:59:04 +0000 https://angryjedi.wordpress.com/?p=17188 I dutifully downloaded No Man's Sky at 6pm this evening when it became available on Steam and, aside from a break for dinner, I have been playing it all night. It's very good indeed, with a few caveats. The first is that it is not a game for the impatient. Before you can even get off whatever … Continue reading 2397: No Man's Sky

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    I dutifully downloaded No Man's Sky at 6pm this evening when it became available on Steam and, aside from a break for dinner, I have been playing it all night.

    It's very good indeed, with a few caveats.

    The first is that it is not a game for the impatient. Before you can even get off whatever planet you get dumped on at the beginning, you have to repair a bunch of your ship's systems, which involves gathering a selection of resources, some of which are harder to find than others. (Pro-tip: zinc can be found in yellowy leafy plants, and heridium can be found in large blue-black rocky monolith-type structures. You'll thank me for those.) It took me a good half an hour of wandering around (including becoming lost in a rather labyrinthine network of caves that I mistakenly thought might be a shortcut to the heridium deposit my scanner had helpfully found for me 15 minutes' real-time walk away from the crater my spaceship had deposited itself in) before I assembled everything I needed to get going, but it was absolutely worth it; lifting off for the first time in No Man's Sky is one of those watershed moments in gaming, like coming out of the sewers for the first time in Oblivion.

    The second is that it is not a game for those who like to have their hand held, particularly in the early hours. While the ship-repairing process acts as a tutorial of sorts, the game literally starts with you waking up next to your crashed ship with absolutely no context whatsoever, and from there you have to determine exactly what you're supposed to do.

    There are supposedly three main "routes" through the game, one of which is simply "do your own thing and see what happens", so wandering around aimlessly trying to scan all the indigenous life on the planet you've found yourself on is absolutely an option, but so too is following the trail of breadcrumbs left by the mysterious "Atlas" system, which has distinctly sinister omniscient, omnipotent being undertones (and, appropriately enough, this route was apparently penned by one of the writers of Deus Ex).

    It's a game that encourages experimentation. Arrive in a new system? Scan it and see if anything shows up, then go investigate. Wander around a bit outside to dig up some minerals and perhaps even find a few alien relics that help you learn the words of various languages. Found some weird technology? Disassemble it and incorporate its components into your suit, ship or multi-tool. Found some shiny glowy things? Sell them off for vast profit at your friendly neighbourhood space station. Met a malfunctioning cyborg bartender who wants nothing more than to shake hands with you? Make sure you have more than one health point before doing so, otherwise said bar will find itself adorned with a rather obtrusive tombstone for the rest of time.

    There's a frightening degree of customisation in the game, too, though you have to balance this with your relatively limited inventory space, since upgrades for your various pieces of tech occupy valuable inventory slots or cargo space in your ship. Upgrading your multi-tool is probably the most interesting so far, because by doing this what starts as a simple short-range mining laser can become a machine gun, a plasma launcher, a grenade launcher, a shotgun, a long-range scanner, a lifeform analyser and all manner of other things besides. You even have to consider the layout of the components in your tool, because upgrades and modifications unsurprisingly work better if placed adjacent to the parts they are tweaking.

    The thing that's struck me so far is how incredibly absorbing it is. The whole game has the look of Tim White's cover art for Isaac Asimov novels, with a touch of Roger Dean here and there. The worlds you'll visit are varied and interesting, despite their randomly generated nature; there are hills, valleys, caves, seas, deserts, mountains, canyons and all manner of other landscapes to explore, and, assuming you don't piss off the local Sentinels or the indigenous life, exploring it is an enormously relaxing pleasure. Indeed, at one point this evening as I stepped out of my ship onto a tiny island, then dove beneath the ocean waves to see what lay beneath, the Zen-like atmosphere of it all made me feel more at peace than I think anything else I've had the pleasure of experiencing in recent memory. Then I started to drown, so I had to cut my underwater exploits short, but for a short period it was bliss.

    Thus far, No Man's Sky looks set to be a really interesting take on sci-fi that is a far cry from the usual "space military"-centric angle we tend to get in video games. Its dreamy, mysterious narration (all in text, no voiceovers) is written with a similar tone to Asimov novels and lends a suitable air of, appropriately enough, otherworldliness to the whole affair. I'm not sure if I've locked myself into one of the three "paths" as yet, or if that continues to be a series of choices you make as you progress through the game, but so far everything I've encountered with relation to the lore is fascinating and intriguing, and I'm looking forward to seeing where it goes. Well, I know that — the centre of the universe — but why? What happens there? Who are you, the player? Why is it so important you follow this path that has seemingly been set out for you?

    I can't answer any of those questions yet, but I'm looking forward to seeking some answers. It's early days yet, but so far this feels like the space game I always wanted to play. Fly a cool ship, land on planets, wander around, shoot stuff like a badass, become embroiled in metaphysical crazytimes, possibly find out that you/your ship/the weird thing on the cover is God or something.

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    2396: The Many Final Fantasies You Haven't Played https://imnotdoctorwho.moegamer.net/2016/08/11/2396-the-many-final-fantasies-you-havent-played/ https://imnotdoctorwho.moegamer.net/2016/08/11/2396-the-many-final-fantasies-you-havent-played/#respond Thu, 11 Aug 2016 21:56:58 +0000 https://angryjedi.wordpress.com/?p=17122 One thing that really, really bugs me about people who say they "don't like Final Fantasy" is that they're showing a spectacular lack of awareness of what the series actually is and how it has evolved over the years. I've previously remarked on how the mainline numbered series has radically reinvented itself with each installment, and … Continue reading 2396: The Many Final Fantasies You Haven't Played

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    One thing that really, really bugs me about people who say they "don't like Final Fantasy" is that they're showing a spectacular lack of awareness of what the series actually is and how it has evolved over the years.

    I've previously remarked on how the mainline numbered series has radically reinvented itself with each installment, and how it is thus dumb as hell to refuse to play any of them on the grounds that you didn't like one of them, but one aspect of the series that doesn't get brought up nearly as much is the fact that there are numerous entries outside of those main numbered entries that represent even more diversity in gameplay styles, aesthetics and overall "feel" while still remaining recognisably "Final Fantasy" at their core.

    Just off the top of my head, here are some examples — this is not, by any means, an exhaustive list, either:

    • Final Fantasy Adventure (Game Boy) — actually part of the Seiken Densetsu/Mana series if we're being picky, but it has Final Fantasy on the box in Western territories, so it totally counts. This is an action RPG a bit like the older top-down Zelda games with the addition of more explicitly RPG-style mechanics and systems such as experience points and levelling up.
    • Final Fantasy Legend I, II, III (Game Boy) — like its stablemate, this is actually part of a different series, in this case SaGa, but once again, since it has Final Fantasy on the box in Western territories, it counts as a Final Fantasy spinoff. While initially appearing fairly similar to the early Final Fantasy games in terms of mechanics, the three Final Fantasy Legend games had some rather quirky, unconventional methods of powering up your characters, including feeding monster-type characters meat, praying to the random number gods in the sky that mutants would naturally grow the stats you wanted and simply finding stat-increasing items. Their narratives also blended fantasy and sci-fi in a way that will be very familiar to fans of later Final Fantasy games in particular.
    • Final Fantasy Mystic Quest (SNES) — a simplified take on the RPG that is regarded with a certain degree of scorn by many Final Fantasy fans, Mystic Quest is a reasonably solid game in its own right with a great soundtrack, but is very easy. It was intended to be a gentle introduction to RPGs, and in that regard it succeeds admirably. Just don't go in expecting deep, complex mechanics, because there aren't any.
    • Final Fantasy Tactics (PS1, PSP, mobile) — one of the greatest games ever made, and also one of the most complex, stat-crunching monstrosities of game mechanics you'll ever encounter this side of a Nippon Ichi game. Final Fantasy Tactics takes the familiar Jobs and abilities of Final Fantasy and transplants the action to an isometric, turn-based strategic battlefield. It also ties it together with a borderline-incomprehensible but enormously ambitious plot that introduces us to the land of Ivalice, a game world that would form the backdrop for several future Final Fantasy games. Final Fantasy Tactics was subsequently followed up by a number of sequels for Nintendo handhelds.
    • Final Fantasy Crystal Chronicles (Gamecube) — a bizarre multiplayer affair in which four players had to control their characters using Game Boy Advances hooked up to a Gamecube, giving them "second screen" functionality long before the Wii U, Smartglass and Sony's cross-platform functionality with Vita and mobile. Truly cooperative, it demanded that one player carry a special item to keep a deadly "miasma" away, while the other three players fended off hordes of monsters and slowly advanced. An enormously ambitious idea somewhat hobbled by the necessity of having 1) friends, 2) friends willing to commit time to play a computer game with you, 3) friends with Game Boy Advances; I never got to play very far in it for reasons that fall somewhat into all three columns.
    • Final Fantasy Crystal Chronicles: My Life as a King (Wii) — a download-only title for Wii, this game had very little to do with the original Crystal Chronicles and instead was an interesting take on the "god game" genre. As King, you oversaw the construction of a city and the recruitment of adventurers to delve into the dungeons of your land. You didn't actually go into the dungeons with the adventurers yourself, however; you simply sent them off to do their thing and read reports of what they got up to when they returned. If they returned. Surprisingly compelling.
    • Final Fantasy Crystal Chronicles: My Life as a Darklord (Wii) — while it would have been easy to just reskin My Life as a King with a more evil theme, My Life as a Darklord is instead a tower defense title in which you, as the titular Darklord, must defend your mobile tower base from incoming enemies.
    • Final Fantasy Crystal Chronicles: The Crystal Bearers (Wii) — an action-adventure for Wii in which the enemies don't so much power up in terms of stats as you progress, but start using more advanced tactics and AI.
    • Final Fantasy: The 4 Heroes of Light (Nintendo DS) — the predecessor to the 3DS' Bravely Default, 4 Heroes of Light is a relatively conventional RPG for the DS, but does incorporate some interesting cooperative multiplayer functionality.
    • Final Fantasy Dimensions (Mobile) — a full, original, old-school Final Fantasy released on mobile episodically. To date not available anywhere but mobile, much to the chagrin of people who don't like playing games on mobile.
    • Final Fantasy Brave Exvius (Mobile) — a traditional-feeling take on Final Fantasy fused with the popular "gacha" mechanics of modern free-to-play mobile games, this game, put together by the developers of the excellent Brave Frontier, is a fine way to waste time on the toilet.
    • Mobius Final Fantasy (Mobile) — one of the most technically impressive games on mobile, this game likewise incorporates free-to-play gacha mechanics but instead focuses on a single character with some highly interactive, board/card game-style turn-based combat.
    • Chocobo Racing (PS1) — Final Fantasy Kart. What more do you need to know?

    The reason these numerous spinoffs come to mind is that I've spent a goodly portion of this evening playing one of them that I haven't mentioned above: Final Fantasy Fables: Chocobo's Dungeon for Wii. I picked this up for a couple of quid from CEX a few months back, and decided to give it a go this evening.

    It's one of the most charming games I've ever had the pleasure of playing.

    Taking on the role of a chocobo called Chocobo, you explore numerous randomly generated dungeons, fight turn-based battles against enemies, find phat lewt, get cursed by some of it, play the local moogle at card games and, when you feel like it, rescue the town of Lostime from whatever awful apocalyptic disaster caused it to disappear from the known world and everyone to forget everything that was ever important to them every time the Bell of Oblivion rings.

    I'm very early in the game so far so I'm loathe to say too much about its mechanics and story, but it's already charmed me with a combination of series fanservice (particularly in the music department) and some solid roguelike-esque gameplay. I'm looking forward to playing more, and this will doubtless be my main distraction tomorrow while I endure the long wait for No Man's Sky to finally unlock on Steam!

    The moral of this story, then, is that you (yes, you) don't hate Final Fantasy. You hate Final Fantasy VII. Or VIII. Or XII (how could you, you monster). Or XIII. Or XIV. Or "the NES ones". Or… you get the idea.

    What I'm trying to say, then, is that if you've previously written the series off in this way… don't. The series as a whole, including its non-numbered spinoffs, represents one of the most interesting and diverse selections of games out there — not to mention a great cross-section of gaming's evolution from the NES era right up until today.

    Now I'm off to go explore some more dungeons with brave little Chocobo. DONNNNNG.

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    2395: Adventures in Space https://imnotdoctorwho.moegamer.net/2016/08/10/2395-adventures-in-space/ https://imnotdoctorwho.moegamer.net/2016/08/10/2395-adventures-in-space/#respond Wed, 10 Aug 2016 22:00:55 +0000 https://angryjedi.wordpress.com/?p=17086 After feeling somewhat lukewarm to the idea of it for a while — the relentless hype train hasn't helped — I've come around to the idea of No Man's Sky, so much so that I'm now actually looking forward to it releasing on PC on Friday so I can get started on some grand space adventures. I'm … Continue reading 2395: Adventures in Space

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    After feeling somewhat lukewarm to the idea of it for a while — the relentless hype train hasn't helped — I've come around to the idea of No Man's Sky, so much so that I'm now actually looking forward to it releasing on PC on Friday so I can get started on some grand space adventures.

    I'm very interested to see how it's turned out, though I am tempering my expectations accordingly as well as intending on paying attention to the evolution of the game over its lifespan; this is a game that, several months down the line, may be very different to what it is on launch day, and that prospect is both exciting and a bit of a reflection on the modern games biz.

    The reason why I'm interested to see how No Man's Sky ends up is that the concept reminds me of some of my favourite underrated games of yesteryear, and a genre which we don't really "do" any more, and that is the Star Trek-style space sim. Star Wars-style (i.e. combat-heavy) space sims have been enjoying a bit of a resurgence in the indie space in recent years, but the more sedate pace of Star Trek-style (i.e. exploration-heavy) sims is something still largely consigned to the past, with the exception of a few 2D affairs like Starbound and Interstellaria, neither of which, I feel, particularly capture the real feeling of space travel and exploration.

    The specific games I'm thinking of when I ponder Star Trek-style space sims are the two Starflight games by Electronic Arts back in the 16-bit era. These were games where you were given a starship and pretty much told to just get on with it at the outset; there was an overarching plot to follow, but the main attraction of Starflight was the ability to just pootle around known (and unknown) space exploring solar systems and planets, then bringing goodies of various types back to home base for analysis and filthy lucre.

    No Man's Sky isn't quite the same thing as Starflight in that you appear to be piloting a single-seater ship rather than a big-ass starship, but the philosophy behind the game seems to be similar in that the emphasis is on discovery, and the main means through which you profit, progress and flourish is through exploring and finding exciting things rather than blasting anything that dares to pass through your crosshairs into a smooth pâté.

    To continue the comparison, both Starflight and No Man's Sky had/have significant planetside components in which you explore, find useful things and perhaps uncover a few mysteries along the way. I can't speak for No Man's Sky yet, but I have some fond memories of landing on planets in Starflight, then sending my all-terrain vehicle out into the wasteland to track down valuable minerals, artifacts and, if I was lucky, some specimens of life, too. Starflight's primitive graphics were enriched by some enjoyable descriptive text whenever your ground crew ran into trouble, and naturally it would be up to the crewmember you'd assigned as your medical officer to patch people up when they got back onto your ship.

    Starflight was interesting, exciting and compelling even when you weren't in mortal peril, though, and indeed a lot of the time you weren't. There was a simple joy in entering a new system for the first time only to discover that it had an abundance of planets and moons, each of which could be landed on, explored and stripped of as many valuable minerals as you could fit in your ship's cargo holds. It sounds as if this is the sort of experience No Man's Sky offers, too, and if that's the case then I'm pretty excited for it.

    Like Starflight, No Man's Sky appears to have an overarching narrative pushing you towards a "conclusion" of some sort at the centre of the galaxy, but also like its distant predecessor, you're free to just do your own thing as you see fit for the most part.

    I'll be particularly interested to see how things like encounters with alien NPCs and suchlike go in No Man's Sky, as some of these interactions were a real highlight of Starflight. Judging by this screenshot, though, it looks like I don't have much to worry about.

    Anyway. Just a couple of days to go until I can find out for sure whether No Man's Sky is actually the space sim I've been wanting to play since I didn't have a spare floppy disk to hand to save my game in Starflight on the Atari ST, so had to start again each and every time I played. No such woes await with No Man's Sky — hopefully, anyway, though doubtless day-one server issues will be A Thing — and so I'm looking forward to jumping into my Roger Dean/Asimov-inspired space odyssey and, frankly, seeing if Hello Games have managed to make an interesting game out of 18 quintillion planets or however many are supposed to be in the damn thing.

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    2394: The Witcher Adventure Game https://imnotdoctorwho.moegamer.net/2016/08/10/2394-the-witcher-adventure-game/ https://imnotdoctorwho.moegamer.net/2016/08/10/2394-the-witcher-adventure-game/#respond Wed, 10 Aug 2016 01:52:59 +0000 https://angryjedi.wordpress.com/?p=17062 Gave The Witcher Adventure Game board game a try today with the assistance of Andie; she wasn't a huge fan, but it's not really her kind of game. She stuck it out to the end, though, so I was able to get a good sense of how the whole game works. And I liked the game quite … Continue reading 2394: The Witcher Adventure Game

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    Gave The Witcher Adventure Game board game a try today with the assistance of Andie; she wasn't a huge fan, but it's not really her kind of game. She stuck it out to the end, though, so I was able to get a good sense of how the whole game works. And I liked the game quite a bit.

    The Witcher Adventure Game eschews the "easy" route the game could have taken by not being a reskin of Descent; rather than being a dungeon crawler, it's presented at a more "macro" level as Geralt the eponymous witcher, Triss the sorceress, Dandelion the bard and Yarpen the, um, dwarf explore the Continent from Novigrad to Rivia, taking on quests, battling monsters and dealing with Foul Fates that infest the regions.

    At its core, The Witcher Adventure Game is about resource management. Most quests require that you have a certain combination of "proof" tokens to complete them, and these are acquired by collecting "lead" tokens of the same colour in varying quantities according to which character you are playing. Geralt, for example, being a combat-inclined character, has a much easier job acquiring combat proof tokens, needing only 3 leads to trade in for one, whereas Triss, conversely, is better at acquiring magic, Dandelion at diplomacy, and so forth.

    The basic flow of the game, then, goes: get quest, acquire lead tokens, exchange lead tokens for proof tokens, go to quest location, complete quest. Repeat twice more to end the game, at which point whoever has the most victory points wins.

    It is, naturally, a bit more complicated than that thanks to the various obstacles that get in your way. Many quests — particularly if you're playing Geralt — involve combat, though you can still complete the quest even if you don't "win" the combat. And each main quest card also carries a number of sidequests that are optional, but worth a number of extra points each. There's also a "support" quest where you can recruit the assistance of one of your opponents; if they accept, they get 6 points in exchange for some of their resources, while you also get 3.

    Progression through the game is largely driven by each character's Development deck of cards. As one of the two actions you can take in a turn, you can draw two of these cards and keep one as an ability that you can then use from that point on when appropriate. In Geralt's case, his Development cards include potions and Signs, the witchers' take on magic spells. The early game, it seems, is about acquiring a good spread of these in order to be able to deal with difficult situations you might encounter later on.

    The cards are nicely thematic. Not only do many of them have enjoyable flavour text on them, but they work how you might expect if you've played the video games. Geralt's card for the Quen sign, for example — which, in the video games, envelops him in a magical shield for a short period — allows him to exchange dice rolls with the Sign symbol for defensive capabilities. Also, much like the first Witcher video game in particular, Geralt must brew his potions in advance to be able to use them, and must quaff them before starting combat rather than chugging away mid-battle. This makes for some interesting decisions to make, particularly if you know you're going to be dealing with multiple threats.

    The overall way the game mechanics work seems to fit nicely with the themes and feel of The Witcher as a whole, too. As a bard, Dandelion is able to enjoy a steady income of gold coins, for example, while Geralt often wanders around penniless, having to rely on other resources to get by. The Investigation cards you can draw as one of your actions often incorporate characters and groups from the video games and source novels, too; expect to be harassed by Nilfgaardians and manipulated by Dijkstra before the game is over.

    After one game, it's hard to judge the overall difficulty of the game, but the mechanics were certainly pretty straightforward to pick up and apply. The challenge of the game, I feel — particularly with more than two players — will be to determine how best to use your limited actions to maximise the amount of points you're able to attain, and how to balance powering up your character with actually making progress towards the end of the game and that all-important final score.

    I'm keen to give it a go with the full complement of four people; the varying abilities of the four characters look set to make things very interesting indeed, and if nothing else the game creates an enjoyable and engaging emergent narrative as you play through a combination of the choices you make and the flavour text on the cards.

    There's no bonking though, to my knowledge.

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    2393: The Drugs Sometimes Work https://imnotdoctorwho.moegamer.net/2016/08/08/2393-the-drugs-sometimes-work/ https://imnotdoctorwho.moegamer.net/2016/08/08/2393-the-drugs-sometimes-work/#respond Mon, 08 Aug 2016 22:52:18 +0000 https://angryjedi.wordpress.com/?p=17044 Early last year, shortly after I lost my job at raging shithole SSE for reasons at least partly linked to my depression and anxiety, I decided enough was enough and went to the doctor to seek some chemical help with my mental health issues. I was prescribed a drug called Sertraline, which I dutifully took … Continue reading 2393: The Drugs Sometimes Work

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    Early last year, shortly after I lost my job at raging shithole SSE for reasons at least partly linked to my depression and anxiety, I decided enough was enough and went to the doctor to seek some chemical help with my mental health issues. I was prescribed a drug called Sertraline, which I dutifully took for well over a year.

    I can't quite tell whether or not Sertraline had any effect; I think on the whole, it did improve my mental health somewhat — although this may well be a placebo effect — though it didn't "cure" it. There is no such thing as a magic bullet that will "cure" depression and anxiety, unfortunately; if there were, whichever drug company was able to churn it out by the ton first would doubtless become the first "megacorporation" with all the proceeds, and we'd officially be living in even more of a futuristic dystopia than we do already.

    One thing I found while on Sertraline though, and I don't know if this was the drug causing the problem or my own overactively anxious imagination, was that I had great difficulty sleeping. I'd lie awake until 3, 4 in the morning most nights, unable to get to sleep until my body was so exhausted it simply shut down. Prior to that, my brain would be rapidly darting back and forth between all manner of different thoughts — some worries, some desires, some recollections, some pure fantasies — and be far too "alert" to allow me to properly switch myself off and get some much-needed rest.

    I persevered with this for probably far longer than I should have, but eventually, once again, I decided that enough was enough, and I wanted to try something new. I'd seen some positive effects on someone (who shall remain nameless for the moment) who had exhibited similar symptoms to me at times when switching from Sertraline to another drug called Mirtazapine, so I went to my doctor armed with this knowledge and asked to switch to see how I got on.

    Like the other person, the difference was night and day. While Mirtazapine is also no "magic bullet" to completely alleviate depression and anxiety, one of the things that was bothering me the most — the inability to sleep, and the anxiety this caused — is "fixed". I can go to bed at a reasonable hour now and actually get to sleep when I choose to put my head down. Rather than constantly worrying that I don't know "how" to get to sleep — which is something that continually bothered me while I was on Sertraline, and possibly beforehand, too — I can just, you know, sleep without thinking about it, like a normal human being.

    This has made quite a difference to my overall outlook on life. Getting a decent night's sleep is important, and as soon as you start getting it again having endured a period where you haven't had it, you really appreciate it.

    Plus Mirtazapine gave me about a week of feeling perpetually stoned and having some incredibly vivid, crazy dreams, too, so if nothing else it was worth it for that experience.

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    2392: Blood and Wine https://imnotdoctorwho.moegamer.net/2016/08/07/2392-blood-and-wine/ https://imnotdoctorwho.moegamer.net/2016/08/07/2392-blood-and-wine/#respond Sun, 07 Aug 2016 19:25:08 +0000 https://angryjedi.wordpress.com/?p=17004 Finished The Witcher 3: Blood and Wine this evening. Spoilers follow! While I think, on the whole, Hearts of Stone was my favourite part of the complete opus that is The Witcher 3, Blood and Wine's main story comes a close second. Blood and Wine's effectiveness comes from its exceptional use of juxtaposition. The bright and vibrant colours of the France-inspired region of Toussaint … Continue reading 2392: Blood and Wine

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    Finished The Witcher 3: Blood and Wine this evening. Spoilers follow!

    While I think, on the whole, Hearts of Stone was my favourite part of the complete opus that is The Witcher 3Blood and Wine's main story comes a close second.

    Blood and Wine's effectiveness comes from its exceptional use of juxtaposition. The bright and vibrant colours of the France-inspired region of Toussaint contrast strongly with the rather dark main storyline, and likewise does the duchy's self-professed love of "virtuousness", pomp and circumstance clash rather a lot with how things really are.

    On a more macro scale, Blood and Wine is effective because it is so different to the rest of The Witcher 3. The lands that you're exploring aren't dirty, poverty-stricken regions in which everyone except the very richest is fighting for survival. The narrative you're following isn't something of earth-shattering importance. And the overall tone outside of the main narrative is filled with plenty of levity and even a few in-jokes here and there, though none so obtrusive as to spoil the overall atmosphere that CD Projekt Red has spent three games crafting so masterfully in the series.

    I particularly liked Blood and Wine's narrative for being a vampire-centric plot, since I'm a sucker for that sort of storyline, particularly those that humanise vampires and make them complex characters. Villain Dettlaff in Blood and Wine is most certainly a complicated character and, to be sure, he commits some truly reprehensible acts, but at the end of it all there are some very difficult decisions to make as to who is really to blame for everything that transpired, and whether things could have been done any differently.

    Blood and Wine's take on vampiric mythology reminded me quite a bit of White Wolf's classic series of role-playing games Vampire: The Masquerade (or, perhaps more accurately in The Witcher's case, Vampire: The Dark Age). We have "higher vampires" treated almost as the aristocracy of the monster world thanks to their intelligence and ability to make rational — albeit often rather emotional — decisions. Said vampires are split into clans that scattered around the world. Said vampires tend to show a more monstrous side when driven into a frenzy or provoked, and at this point display numerous supernatural abilities. And, of course, it's nowhere near as easy to get rid of a vampire as having some garlic hanging around your neck then sticking a stake through their heart.

    So effective was Blood and Wine's take on vampire mythology that I'd love to see CD Projekt Red take on the Vampire: The Masquerade franchise at some point. I have no idea whether or not that will ever happen, given that the last Vampire game that was supposed to show up — based on the World of Darkness at large, not just Vampire — became vaporware at some point a few years back, and thus the status of the license is perhaps questionable. Even without the license, though, I'd love to see CD Projekt Red tackle at the very least a Vampire-esque title.

    What might that look like? Well, I envisage something along the lines of the wonderful Vampire: The Masquerade – Bloodlines, only with a more well-realised setting thanks to the improved technology since that classic came out in 2004. I have great faith in their vision for a futuristic dystopia city in Cyberpunk 2077, but I'd love to see their take on the undead underbelly of a modern city, too. It doesn't necessarily need to be fully open-world a la Grand Theft Auto — in fact, the past few entries on this site have probably made clear I'd rather it wasn't — but there should be plenty of opportunities for The Witcher-style plot branches and decision-making, since the tabletop version of Vampire was always about shades of grey in morality and trying to balance your own dwindling Humanity against the influence the Beast had over you — as, indeed, was Bloodlines.

    Seeing Regis and Dettlaff in action in one of the climactic scenes of Blood and Wine made me very much want to play a game with their superhuman abilities — and, let's face it, even though I wasn't a big fan of The Witcher 3's combat, anything is better than the wild flailing of the original Bloodlines.

    More importantly, though, good games of Vampire are often about avoiding conflict rather than seeking out trouble; indeed, a number of the clans you are able to represent in the game have rather poor martial skills, their abilities instead lying in the ability to persuade, sweet-talk, seduce, bribe, intimidate, sneak, hack and all manner of other alternatives to baring fang and claw. And with the whole The Witcher series, CD Projekt Red has proven beyond all doubt that it is excellent at developing interesting, compelling, well-written stories in which often simply talking your way out of a perilous situation is an option on the table. That strength of the developer as a whole would lend itself well to a Vampire (or Vampire-inspired) game; perhaps one day, in my dreams, it will happen.

    For now, I think my time with The Witcher 3 has come to a close; just shy of 100 hours for the main story and both expansions, I feel I've very much got my money's worth, plus there's a whole host of things I can go back and do if I ever feel like playing it again. I'm very much glad I played it through to completion, but right now, I think it's time for a palate cleanser. C'mon down, Gal*Gun…

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    2391: You Can Go to That Mountain https://imnotdoctorwho.moegamer.net/2016/08/07/2391-you-can-go-to-that-mountain/ https://imnotdoctorwho.moegamer.net/2016/08/07/2391-you-can-go-to-that-mountain/#respond Sun, 07 Aug 2016 00:09:25 +0000 https://angryjedi.wordpress.com/?p=16962 My lukewarm feelings towards The Witcher 3's open-world nature got me thinking a bit today as I progress through the Blood and Wine expansion pack, which, unlike Hearts of Stone, suffers from some of the same issues I had with the main game: most notably the numerous distractions that the game world offered having a detrimental effect on the overall … Continue reading 2391: You Can Go to That Mountain

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    My lukewarm feelings towards The Witcher 3's open-world nature got me thinking a bit today as I progress through the Blood and Wine expansion pack, which, unlike Hearts of Stone, suffers from some of the same issues I had with the main game: most notably the numerous distractions that the game world offered having a detrimental effect on the overall pacing of the main story.

    I got thinking: is this a fundamental problem I have with open-world games in general, or is it something that seems particularly glaring with The Witcher 3? After a little reflection, I have to conclude that, for me anyway, it's the latter.

    I thought back to my time with Xenoblade Chronicles X on Wii U and how much I enjoyed exploring the vast open world that game offered — and why I think much more fondly of that game's open world than I do of The Witcher 3's.

    I think it's to do with the emphasis the game places on its different elements. In Xenoblade Chronicles X, while the main story was interesting enough, it was, oddly enough, mostly a minor distraction from the real meat of the game: exploring the planet Mira fully. The game got a fair amount of criticism for this on its original release, but I found that it worked really well. Xenoblade Chronicles X's emphasis was not on telling that single main storyline; its emphasis was firmly on making you believe that you were exploring an alien world, acting as part of a brave team of humans who were slowly finding out more about where they had ended up, and putting out the numerous fires that result when people of various backgrounds and cultures are all thrown into a rather desperate situation together with one another.

    Xenoblade Chronicles X's story, in other words, was nothing to do with those cutscenes and boss fights and whatnot; its story was your story of how you came to Mira, worked your way up through the ranks, got yourself a Skell and proceeded to become one of the leading authorities on the flora and fauna this strange and diverse planet had to offer. Along the way, you'd help out with various things that happened, and all the things you did had an impact on the world. Help someone with the preparations for building a water treatment plant, for example, and the next time you pass a big lake, said plant will be there.

    The Witcher 3, meanwhile, is the opposite type of RPG to Xenoblade Chronicles X, which I'd either describe as being mechanics-centric or featuring a quasi-emergent narrative. The Witcher 3, by contrast, has a specific story to tell. Sure, there are a number of branching points and different endings you can get based on the choices you make along the way, but the main story beats between the beginning and the end are largely similar for the most part.

    When you place this much emphasis on an ongoing story, it absolutely kills the pacing if the narrative suddenly comes to a grinding halt while the protagonist goes off and does something completely unrelated to the main plot. This was made all the more apparent to me with Hearts of Stone, which chose to focus pretty much entirely on its central plot with minimal distractions along the way, and was all the better for it. I've also been enjoying Blood and Wine a lot more by following its main plotline and minimising the number of times I get distracted by side content. I can always come back and do that side content later, anyway; after you finish the main story of The Witcher 3 and its expansions, it basically turns into the Xenoblade Chronicles X style of RPG: no clear "main" narrative to follow, just the things you choose to engage in, whatever they might be.

    I also found myself thinking why this bugged me so much with The Witcher 3 when I'll happily spend hundreds of hours grinding in a JRPG more conventional than Xenoblade Chronicles X, often putting the plot on hold in the process. And I think it's largely because, despite their reputations for strong, linear narratives, many modern JRPGs are very much mechanics-centric rather than narrative-centric. In many cases, the most time I've spent with a JRPG comes after the end credits roll, when progressing through the story no longer matters and it becomes purely about the mechanics — Compile Heart games are always particularly good for this.

    I don't know. I don't want to sound like I don't like The Witcher 3, because I absolutely, definitely do. I think it's more that The Witcher 3 received such gushing, unequivocal praise from press and public alike around its launch that I, coming to it rather late and thus free of most of the hype, am seeing the warts where a lot of people didn't — or chose to look past them.

    Or perhaps I'm just a grumpy old man who doesn't like open-world games. Who knows? Either way, I'm going to see Blood and Wine through to the end, because I absolutely want to know what happens. I do not, however, feel the same draw with The Witcher 3 to see everything and do everything that I do with something like a Compile Heart RPG — and consequently will probably put it down for good once those end credits roll — and I think I'm fine with that.

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    2390: Hearts of Stone https://imnotdoctorwho.moegamer.net/2016/08/06/2390-hearts-of-stone/ https://imnotdoctorwho.moegamer.net/2016/08/06/2390-hearts-of-stone/#respond Sat, 06 Aug 2016 01:32:58 +0000 https://angryjedi.wordpress.com/?p=16930 I finished The Witcher 3's first expansion pack Hearts of Stone this evening, and I've come away thoroughly impressed. In fact, I'd be inclined to go so far as to say that I enjoyed the tightly focused (and somewhat shorter) experience that was Hearts of Stone's main story considerably more than the main story of Wild Hunt and all its various distractions. Hearts … Continue reading 2390: Hearts of Stone

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    I finished The Witcher 3's first expansion pack Hearts of Stone this evening, and I've come away thoroughly impressed. In fact, I'd be inclined to go so far as to say that I enjoyed the tightly focused (and somewhat shorter) experience that was Hearts of Stone's main story considerably more than the main story of Wild Hunt and all its various distractions.

    Hearts of Stone benefits from not trying to be too grand in the story it tells. It concentrates largely on a single character — one Olgierd von Everic, who happens to be the initial contact to start the expansion's questline — and proceeds to weave an interesting, mysterious and thought-provoking tale with a few enjoyably Silent Hill-esque twists along the way.

    Hearts of Stone, I feel, benefits considerably from playing it the way I played it: ignoring all other sidequests I had in my journal and simply ploughing through the entirety of the main story from start to finish. Perhaps I would have felt less lukewarm about Wild Hunt as a whole if I had tackled its main scenario in this way; certainly for a good 90% of the Wild Hunt main narrative, I was considerably outlevelled for the challenges it offered, making even supposedly climactic encounters rather trivial at times. (I tried using the "enemy upscaling" option, but this led to ridiculous situations where starving wild dogs could rip me to shreds at a moment's notice rather than Geralt slicing through them like butter, and consequently turned it right back off afterwards.)

    Anyway, hard to say in retrospect; certainly I can say with confidence that the best way to play Hearts of Stone is to play through the entire main story without getting distracted along the way, since this gives it an excellent sense of pace and progression, leading to an absolutely brilliant final area that was far more interesting and enjoyable than pretty much anything in the main game.

    Hearts of Stone also fixes a few other issues I had with the main game, most notably certain instances of combat. While I got through Wild Hunt using the same old combo right the way through, Hearts of Stone had some really cool boss fights that demanded careful dodging and timing of attacks as well as observing enemy attack patterns. Some of the encounters were even vaguely puzzly; a late-game encounter with a wraith that jumps in and out of paintings proved to be particularly memorable for this reason.

    The best thing about Hearts of Stone is that it concentrates on what the whole The Witcher series has always done best: tell interesting, personal stories with bags of characterisation, filled with shades of grey morality and some agonising decisions to make. Olgierd makes an excellent central character as he's quite a piece of work, but not quite enough for him to be considered loathsome beyond redemption. On the contrary, Hearts of Stone's tale has such a driving force behind it because it's clear that there's a chance, however small, that Olgierd can find redemption and peace if only all the pieces fall into place.

    The other highlight of Hearts of Stone is Gaunter "Master Mirror" O'Dimm, whose exact role I shall refrain from spoiling for the benefit of those yet to play the expansion. Suffice to say that from his initial mysterious introduction through his occasional enigmatic appearances at various points throughout the main story, he proves to be an extremely effective character whose intentions are never entirely clear — at least until you discover the truth about him, that is, but you'll have to find that out for yourself.

    I got to the end of Wild Hunt feeling like the more I played The Witcher 3, the less I liked it; it was starting to feel a bit like a chore by the time I beat the main game, but Hearts of Stone has reinvigorated me, and now I'm very much looking forward to jumping straight in to Blood and Wine, the pastel-coloured fairy-tale adventure in the land of Toussaint that has had me so intrigued ever since I first saw how different its vivid screenshots seemed in comparison to the drab colours of the main game regions. It certainly has a lot to live up to after Hearts of Stone, mind you, so let's hope it delivers.

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    2389: Mobius Final Fantasy: Also Doing Mobile Free-to-Play Games Right https://imnotdoctorwho.moegamer.net/2016/08/05/2389-mobius-final-fantasy-also-doing-mobile-free-to-play-games-right/ https://imnotdoctorwho.moegamer.net/2016/08/05/2389-mobius-final-fantasy-also-doing-mobile-free-to-play-games-right/#respond Fri, 05 Aug 2016 00:35:43 +0000 https://angryjedi.wordpress.com/?p=16873 Square Enix is on a roll with the mobile games at the moment; a few months after Final Fantasy Brave Exvius hit the market, we find ourselves faced with a brand new free-to-play Final Fantasy game for mobile devices in the form of Mobius Final Fantasy, a game that has been shrouded in a considerable amount of mystery for a while, … Continue reading 2389: Mobius Final Fantasy: Also Doing Mobile Free-to-Play Games Right

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    Square Enix is on a roll with the mobile games at the moment; a few months after Final Fantasy Brave Exvius hit the market, we find ourselves faced with a brand new free-to-play Final Fantasy game for mobile devices in the form of Mobius Final Fantasy, a game that has been shrouded in a considerable amount of mystery for a while, but which is finally available to play for both iOS and Android devices.

    Let's get one thing out of the way first: this is a distinct experience to both Final Fantasy Record Keeper and Final Fantasy Brave Exvius, and has a very strong identity in its own right. In fact, I'd go so far as to say that despite it being based around the usual "gacha" core of drawing and upgrading cards to progress, it is one of the most distinctive, original mobile games I've ever had the pleasure of playing. And if you know how much I hate 98% of mobile games, you'll know that's high praise indeed from me.

    Mobius Final Fantasy casts you in the role of (insert your name here), who finds himself drawn through time and space to the ruined world of Palamecia, which appears to have been laid waste to by the malevolent force that is Chaos. Alongside the other "Blanks" who appeared in Palamecia alongside you, you must begin a journey to determine your worthiness to become the Warrior of Light and defeat Chaos once and for all.

    If all this sounds rather familiar, you'd be absolutely right; Mobius Final Fantasy draws heavily from the very first Final Fantasy game in terms of thematic ideas, even going so far as to include a number of characters with the same names — most notably Garland and Princess Sarah of Cornelia. It remains to be seen whether these individuals are actually the same people as in the original Final Fantasy — Palamecia was the name of the empire in Final Fantasy II, not the original, so it's entirely possible their resemblance and nomenclature is pure fanservice — but it's a nice touch if nothing else.

    Gameplay-wise, however, Mobius Final Fantasy is entirely original, although its overall aesthetic is somewhat similar to Final Fantasy XIII in terms of character and interface design.

    Playing Mobius Final Fantasy involves traversing a node-based world map, with each node housing a number of different battles and perhaps a stronger boss to fight. Most of the nodes represent your journey across the ruined world of Palamecia, but some are dungeons that have several floors to clear and sometimes even an area you can explore freely at the end. Unlike many free-to-play mobile games, after just a few short hours of gameplay, Mobius Final Fantasy opens up and starts to give you a considerable amount of freedom in where to go and what to do. There's always an obvious place you should be going next to advance the story, but in some instances you'll be presented with a path that won't open until you clear a particular quest — and you'll have to find the target for that quest yourself by exploring.

    You don't freely explore the areas (thankfully, since controlling free movement in mobile games using just a touchscreen is horrid) but rather advance from battle to battle, defeating enemies and earning rewards along the way. The emphasis, in other words, is very much on fighting.

    So it's fortunate that Mobius Final Fantasy has such a fun, interesting and original battle system. Rather than reskinning Brave Frontier as Brave Exvius did, or taking the retro approach of Record KeeperMobius Final Fantasy has its own take on how you fight. You're alone, for starters; no party members to back you up here, but you are able to take a number of different "cards" into battle, each of which has an ability attached and an elemental affinity.

    The flow of combat is relatively straightforward, though takes a little explaining. Normal attacks deal damage and also draw out elemental orbs of four out of five possible types: fire, water, earth, wind and life. Each Job can only draw three of the elemental types plus life orbs, which are drawn at a much lower chance than the others. These elemental orbs are primarily used to trigger the abilities on your cards, each of which have a requisite number of a particular element before you can unleash them.

    The card abilities have two main functions: to exploit elemental weaknesses of enemies, and to make their "Break" gauge vulnerable. This latter feature is somewhat akin to Final Fantasy XIII's "Stagger" system, whereby if you empty an enemy's gauge, they will become significantly weaker against your attacks along with being unable to hit you for a short period. If you can Break an enemy, in most cases you'll be able to press the advantage right up to victory before they're able to get back on their feet.

    But what if you don't draw the right elemental orbs to use your abilities? Well, here's the other use for them: you can absorb them, which removes them from your stock and gives you temporarily increased resistance against that element (or, in the case of life orbs, heals you). That's not the only effect, though; absorbing elemental orbs in this way shifts the balance of elements, making you less likely to draw that type from enemies for a short period and consequently more likely to draw the others. In this way, you can absorb an element an enemy is strong against, which in most cases will make you strong against the enemy's attacks, and increase the likelihood that you draw orbs suitable for unleashing abilities that will damage the enemy to a greater degree.

    I don't feel like I've explained that all that well. Let's give a practical example.

    Battle begins. You're faced with an enemy that has a wind affinity. You're playing a Ranger job, so your normal attacks will draw water, wind, earth or life orbs — no fire for Rangers.

    You attack three times, the standard amount you are able to do in a single turn. In doing so, you draw a bunch of wind orbs and a couple of earth, though not enough to use an earth ability. A wind-element enemy would be weak against earth abilities, so it's in your interest to get one up and running as soon as possible.

    The enemy attacks. You take a bit of damage, though nothing to worry about.

    For your first action, you absorb the wind orbs you drew last turn. This gives you temporarily increased resistance against wind attacks — i.e. any attacks the enemy will throw at you. It also makes you less likely to draw wind orbs for a few turns.

    For your second action, you attack. This draws enough earth orbs to attack an earth ability, which requires four orbs to use.

    For your third action, you unleash your earth ability, which causes the enemy's Break bar to turn red and become vulnerable. Your turn is over.

    The enemy attacks. You take a bit of damage again, though a bit less this time thanks to your increased wind resistance.

    Next turn, you throw out three normal attacks, which are enough to empty the vulnerable Break bar of your opponent. It enters Break status, and you get another turn as it topples to the ground. You throw out three more normal attacks, which are now significantly more effective against your downed foe, and defeat it. You win! One step closer to Warrior of Light-hood.

    What all this means for Mobius Final Fantasy is that it's by no means a glorified clicker game with boring, automated combat like so many other "card battle" games on mobile. There's depth and strategy here, but it's presented with such glorious visual panache that you can't help but be drawn in to this strange ruined world, particularly as the exciting battles are punctuated with fully voiced cutscenes (with dual audio, for those who prefer Japanese speech) and some beautiful sights.

    I'm relatively early in the game so far, and the game as it stands only features two "chapters" of the main story so far (plus a special region for grinding XP and other resources against the clock) but it's already clear that Mobius Final Fantasy is something quite special. And that's the last thing I ever expected to say about a mobile game in 2016.

    I'm very interested to see where the game goes next and how it expands on its already solid mechanics over time — and I'm invested in the story, too; I want to know whether or not this actually is Final Fantasy I's world — which is plausible, given that part of Final Fantasy I's plot dealt with Chaos creating a time loops, and "Mobius" can be used to describe the characteristic "infinite loop" symbol — and, if not, what on Earth happened to allow Chaos to ruin it as comprehensively as he did.

    Find out more about Mobius Final Fantasy at the official site; there are links to download it for iOS and Android devices there, too.

    The post 2389: Mobius Final Fantasy: Also Doing Mobile Free-to-Play Games Right appeared first on I'm Not Doctor Who.

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    2388: Two Things The Witcher 3 Didn't Need to Be https://imnotdoctorwho.moegamer.net/2016/08/03/2388-two-things-the-witcher-3-didnt-need-to-be/ https://imnotdoctorwho.moegamer.net/2016/08/03/2388-two-things-the-witcher-3-didnt-need-to-be/#respond Wed, 03 Aug 2016 22:35:41 +0000 https://angryjedi.wordpress.com/?p=16828 I've been playing a fair bit of The Witcher 3: Wild Hunt recently, and while it is certainly a very good game indeed, there are two issues with it where I feel the experience as a whole would have been better served if they… well, if they weren't there. As it happens, they're two rather major aspects … Continue reading 2388: Two Things The Witcher 3 Didn't Need to Be

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    0388_001

    I've been playing a fair bit of The Witcher 3: Wild Hunt recently, and while it is certainly a very good game indeed, there are two issues with it where I feel the experience as a whole would have been better served if they… well, if they weren't there.

    As it happens, they're two rather major aspects of the game's design as a whole, but thankfully the things that the game gets right more than outweigh the annoyances that these two particular aspects present me with. (Your mileage may, as ever, vary.)

    All right, let's jump right in then.

    1. The Witcher 3 didn't need to be an open-world game

    Here's how I play open-world games:

    • Spend first hour or so looking around, wowed in all the usual ways (wow, much draw distance, very mountain in the distance can go there, so pretty) and deliberately taking "the long way" to get to my specified destination.
    • After first hour or so, start using faster means of transportation. (Geralt's magical teleporting horse Roach, in the case of The Witcher 3)
    • After another few hours, start using fast travel points.
    • 50+ hours in, start very much resenting the fact that there are approximately 300 miles of identical-looking forest/hills/mountains between me and where I actually want to be, and naturally I haven't yet unlocked a fast travel point where I want to be yet.
    • See destination is on other side of mountain. Attempt to climb mountain. Fail. Swear. Get annoyed. Go around mountain. Discover that there was passageway not marked on map that would have saved me about half an hour of virtual travel time. Swear again.

    The fact that The Witcher 3 is an open-world game does have a few benefits, primarily that it gives you a good sense of both the geography of the various regions in which you find yourself and the scale of said regions. However, the fact remains that as with most other open-world games, there are far too many vast tracts of nothingness, and the few interesting things that are there out in the open world are throwaway distractions that become mind-numbing chores after a while.

    The Witcher 3 could have been a much tighter game with a better focus had it taken a similar approach to its two predecessors: set the action in large and interesting but self-contained and more carefully designed zones that don't have any unnecessary fluff in them. As it stands, there's a whole lot of game world in The Witcher 3 that just isn't very interesting and really doesn't need to be there.

    2. The Witcher 3 didn't need to be a role-playing game

    I'm serious! Despite the game revolving around a man with swords chopping monsters' heads off, I really don't think The Witcher 3 benefits from its RPG mechanics at all. In fact, I'd go so far as to say that they are, by far, its weakest aspect. Combat is boring and formulaic (slash, slash, slash, dodge, Igni/Aard for fire elementals, repeat has gotten me through the whole game so far), the perks you acquire when levelling up don't seem to have particularly noticeable effects, and you spend most of the game fighting the same monsters anyway, only with gradually increasing numbers next to their names, and occasionally with a few extra spikes on their backs.

    Then there's the whole dissonance thing in that protagonist Geralt is supposed to be some sort of monster-slaying badass, having survived the considerable trials of two previous games, but here he starts at level 1 again, barely able to hold his own against a drowner until he starts wearing some proper armour.

    Chuck out all the RPG elements (including equipment, since once you get one of the sets of Witcher gear you pretty much make everything else in the game completely irrelevant), I say, keep the combat if you absolutely must (for, indeed, the world of The Witcher is a violent place, and fights are inevitable at times) but make it an action game rather than an RPG.

    What The Witcher 3 gets right

    I mentioned at the start that despite these two pretty major issues I have with the game, it still manages to be an enjoyable, compelling experience. And that's because the more adventure game-type aspects of it — the dialogue, the puzzle-solving, the detective work — are outstanding. I would have been more than happy to have nothing but the main plot of Wild Hunt and maybe a couple of the Witcher Contracts, presented more as a sort of adventure game with combat. Keep the player on a tighter leash when traversing the world, remove the extraneous and unnecessary fluff, and I think it would have been a much better game.

    Ultimately all this is moot because The Witcher 3 is still an astoundingly good game that is well worth your time if you have a computer or console capable of running it, but I can't help feeling that some of that time and effort CD Projekt Red expended in making sure that there were just the right amount of trees in the south-west corner of Velen could have been better used for other purposes.

    Let's hope they learn some lessons from this game with their upcoming Cyberpunk title, which I'm very excited for, particularly as, believe it or not, there's a throwaway teaser for it in The Witcher 3's main plot.

    I've now beaten Wild Hunt's main storyline and I'm feeling like I'm probably just going to make a beeline for the two expansion main storylines without distractions along the way. I'm already at the recommended level to start the second expansion and I've only just started the first, so I feel this may end up actually being the optimal way to experience the game anyway, leaving all the side content available if I feel like just jumping back into the world at a later date to hunt some monsters.

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    2387: Parts of the Modern Age That Probably Sounded Like a Great Idea at the Time, But Which are Actually Shit https://imnotdoctorwho.moegamer.net/2016/08/02/2387-parts-of-the-modern-age-that-probably-sounded-like-a-great-idea-at-the-time-but-which-are-actually-shit/ https://imnotdoctorwho.moegamer.net/2016/08/02/2387-parts-of-the-modern-age-that-probably-sounded-like-a-great-idea-at-the-time-but-which-are-actually-shit/#respond Tue, 02 Aug 2016 17:26:38 +0000 https://angryjedi.wordpress.com/?p=16796 It's 2016! It is the distant future to someone who was born… well, any time before about 1990, I'd say. And with our dash towards the future comes unimaginable technological advancements, many of which have made the world a significantly better place. And then there are those things that sounded like they might make the … Continue reading 2387: Parts of the Modern Age That Probably Sounded Like a Great Idea at the Time, But Which are Actually Shit

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    0387_001

    It's 2016! It is the distant future to someone who was born… well, any time before about 1990, I'd say. And with our dash towards the future comes unimaginable technological advancements, many of which have made the world a significantly better place.

    And then there are those things that sounded like they might make the world a better place when they were originally suggested, but which have actually turned out to be shit.

    Here's a "best of" collection of what I think are Parts of the Modern Age That Probably Sounded Like a Great Idea at the Time, But Which are Actually Shit.

    Push notifications

    I remember when the original iPhone launched without Push notifications, and everyone who owned a Nokia N95  looked down their nose at Apple for being so backwards.

    Then came push notifications for email, which meant that you could get a little popup on screen telling you when you had new messages.

    Then came push notifications for apps, which meant that, say, calendar and task apps could remind you of things even when they weren't open.

    And then the floodgates opened.

    Now every fucking thing on your phone clamours for your constant attention all through the day and night, unless you specifically tell it not to. Games complain at you if you haven't played them for a day or two. Apps bug you to rate them. And somewhere in the middle of all this chaos, the few actually important notifications get lost.

    Fuck Push notifications.

    Software updates

    Hey, mobile phones and computers being always connected to broadband Internet is great, isn't it? It means that developers can add new functionality and fix bugs "on the fly", making your experience with their work improve over time!

    Well, yes, that's all very well and good, but I really don't need my calendar app updating three times every week, nor do I really need any new functionality adding to an app that allows me simply to send messages to my friends. I certainly don't need all my apps to "refresh" their interfaces every six months, making them completely unrecognisable from what I originally downloaded and, in many cases, significantly worse rather than better to use.

    There's a side-effect of this, too: stupid people now seem to expect constant updates of new "content" and whatnot to their apps, and complain, whine and bleat at developers if they' don't "continue to support" their work after they've finished it. You know that saying about a work of art never being finished? Pity the poor software developers', whose work in 2016 is literally never finished.

    Disposable media

    Hey! In 2016 you can watch a movie at the click of a button or listen to music you haven't bought. Great, huh?!

    Well, yes, until you take a closer look at the general population's collective attention span and realise that it is now pretty rare for anyone under the age of 25 to listen to a complete three-minute pop song from start to finish, let alone an entire album. Digital media of all types has been completely devalued by the world's ease of access to it — not to mention the ease with which anyone can produce and publish it.

    Speaking of which…

    Everyone has a voice

    Why bother watching movies or documentaries by people who have years of experience in the field and are quite happy to spend months, even years researching their work, when you can log onto YouTube and watch some dribbling dimwit with a video titled "SOMETHING like THIS??!!" bellow their ill-informed opinions all over your face? Why indeed.

    Social media

    I caught the tail end of an incredibly obnoxious programmed featuring Hugh Fearnley-Whittingstall last night where he set out to publicly shame coffee companies and Amazon for using too much cardboard. He just came across as a tosser.

    Unfortunately, this particular use of social media has become more important than its original purpose: actually socialising. And when people aren't shaming one another, the brands are getting involved with their latest #hashtagcampaign to try and get their product "trending" or "going viral" as quickly as possible.

    Git tae fuck.

    Everything

    Everything is shit. Burn it all. I'm off to go and play board games with my friends and not look at my phone.

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    2386: Final Fantasy Brave Exvius: Doing F2p Mobile Games Right https://imnotdoctorwho.moegamer.net/2016/08/01/2386-final-fantasy-brave-exvius-doing-f2p-mobile-games-right/ https://imnotdoctorwho.moegamer.net/2016/08/01/2386-final-fantasy-brave-exvius-doing-f2p-mobile-games-right/#respond Mon, 01 Aug 2016 23:28:57 +0000 https://angryjedi.wordpress.com/?p=16734 A while back, I wrote a piece on my other site MoeGamer about how free-to-play games had quietly got good. While there is, make no mistake, still a veritable flood of absolute shit being released on a seemingly daily basis, occasionally someone gets it right, and it's worth celebrating when they do. Which brings us to Final Fantasy … Continue reading 2386: Final Fantasy Brave Exvius: Doing F2p Mobile Games Right

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    0386_001

    A while back, I wrote a piece on my other site MoeGamer about how free-to-play games had quietly got good. While there is, make no mistake, still a veritable flood of absolute shit being released on a seemingly daily basis, occasionally someone gets it right, and it's worth celebrating when they do.

    Which brings us to Final Fantasy Brave Exvius, a free-to-play mobile game developed as a collaboration between Final Fantasy rights holder Square Enix and mobile game specialists Alim and Gumi.

    The astute among you will recognise the latter two as being behind Brave Frontier, one of the mobile games I had previously praised for not being a total pile of shit. Brave Frontier wasn't without its problems — most notably a lack of any real strategy in the combat thanks to a relatively limited number of things you could do — but so far as mobile free-to-play RPGs went, it was certainly one of the better ones, featuring an interesting story with some enjoyable characterisation and a wide variety of units presented in beautiful pixel art.

    FFBE, as I shall refer to it from hereon, is essentially Brave Frontier 2 with a Final Fantasy skin. And that's not a bad thing at all, because it manages to fix the few issues I had with Brave Frontier while simultaneously being a surprisingly decent Final Fantasy game in its own right.

    I'll rewind a moment for the benefit of those not already familiar with Brave Frontier and explain FFBE.

    In FFBE, you take on the role of Rain, a young and rather idealistic member of the castle knights, who appears to have some unresolved daddy issues in true Final Fantasy tradition. Rain is accompanied by his longstanding friend Laswell, who ironically seems to have gotten on with Rain's father better than Rain himself. While out on patrol, Rain and Laswell encounter some strange happenings, including a mysterious girl called Fina trapped in a crystal and a man in dark armour who appears to be up to no good.

    Unsurprisingly, the man in dark armour is indeed up to no good, and Rain and Laswell return to their home city to find it has been attacked. Their adventure then begins in an attempt to determine what the motivations of the black-clad man are and who exactly this "Fina" girl actually is.

    Gameplay has a number of components. Firstly is the metagame, where you collect various units by "summoning" them using premium currency (which the game is pretty generous about doling out for reaching significant milestones), summon tickets (which often come as rewards for logging in regularly, or as part of events) or "friend points" accumulated when making use of your friends' units. The units vary in strength and their rough power level is denoted by a "star" rating — the more stars, the more powerful, or rather, the more stars, the more potential a unit has, because in order to make it useful, you're going to have to level it up. In other words, a fully levelled two-star unit may well be a better choice than a completely unlevelled four-star unit.

    Levelling up can be accomplished in two ways: by gaining experience from participating in battle (an option that was absent in Brave Frontier) or by "fusing" it with other, unneeded units. In the latter case, you can fuse a unit with any other unit, but there are particular benefits if you fuse with an identical unit, or with a special "experience" unit, the latter providing you with significantly more experience points than a regular unit and thus being the best means of quickly levelling a character if you happen to have any on hand.

    Your party can also be equipped with weapons, armour and accessories, which improve their stats to varying degrees, and most units can also equip up to two additional Abilities above and beyond their innate abilities that they acquire as they level up. In this way, you can customise your units as you see fit according to the challenges you know you're likely to be facing, or simply munchkin them all with the best gear possible so you can steamroller your way through every encounter.

    On top of the battle units, you'll also acquire Espers a la Final Fantasy VI along the way, which can be attached to specific characters to provide them with various passive bonuses as well as a super Summon attack when a meter fills up to maximum in battle. Espers can be levelled up independently of characters, though you have to use collected materials to do this rather than just grinding, and each level awards them with Skill Points that can be used to unlock various abilities, both passive and active.

    Once you're finished fiddling with your party lineup, you can either visit a town or go into battle. Pleasingly, visiting towns is presented in traditional top-down RPG style and there are even sidequests to complete, giving a great degree of personality to the world that Brave Frontier lacked somewhat, thanks to it being entirely menu-driven. For those for whom time is money, however, there's also a quick access menu that quickly warps you around town to the important places like the shops, though in doing this you'll probably miss out on NPCs who might have useful information or quests for you.

    When you choose to go into battle, there are several different ways you can do this. You can advance the story, which presents you with a string of battles that you have to complete without stopping, punctuated by cutscenes. You can "explore" an area you previously completed the story for, which again goes into a top-down RPG-style exploration mode punctuated with random battle encounters. You can visit the Colosseum to battle monsters and earn points towards various prizes. Or you can enter the Vortex to the Farplane, which has a different special dungeon every day, plus a series of other specialised dungeons that you can unlock as you desire — one for free, additional ones for premium currency. These specialised dungeons provide a convenient means of acquiring experience points for your units, money, crafting materials or other materials needed to power up units or Espers, but the payoff is they tend to cost significantly more energy to jump into than story missions.

    Yes, there's an energy system, but like in Brave Frontier, if you manage it carefully it never becomes an issue. Following story quests tends to see you level your player up regularly enough that your energy bar rarely empties — not only does its capacity expand when you level up, but it also gets refilled to maximum — so this is the best thing to do if you're spending a bit of time with the game. Alternatively, if you know you only have a few minutes, by far the most effective use of your energy is to tackle the most difficult Vortex dungeons you can manage, as not only will this burn through your energy but it will also provide you with far more loot and experience than regular missions tend to provide in the same amount of time.

    The battle system itself is very much like Brave Frontier, with one notable exception: units have more options than just attacking or using their special Burst attack when it's charged up. Individual units can use items now, rather than you using items on your party from your omniscient overseer perspective, and each unit unlocks individual abilities as they gain levels, which are appropriate either to their Job if they're generic units or appropriate to their original incarnation if they're making a guest appearance from another Final Fantasy.

    Yes, indeed, Brave Exvius features a considerable amount of series fanservice by incorporating characters from past Final Fantasy games, and they work exactly as they should; Edgar from Final Fantasy VI has his machinist "Tools" abilities present and correct, for example, while more magically-inclined characters have plenty of magic spells to fling around to take advantage of enemies' elemental weaknesses.

    Which perhaps brings us to an obvious question: is this better than Final Fantasy Record Keeper, which is also a fanservice-heavy Final Fantasy free-to-play mobile game?

    Yes, it is. And I don't hesitate one bit when saying that.

    Record Keeper is a clunky mess of a game, with loading screens literally every time you tap a button. It's slow, sluggish, poorly optimised and generally a chore to play, and even the wonderful SNES-style pixel art depictions of every Final Fantasy from to XIV don't make up for this. Record Keeper also has no real focus; it sees you leaping around from timeline to timeline pretty much at random, attempting to act as a sort of Final Fantasy Greatest Hits but losing all sense of coherence in the process. This lack of focus also extends to its progression and collection systems, in which you collect characters, but also equipment items, and the main "fuse and improve" mechanics come with the far less interesting equipment than the characters; it's way less fun to upgrade a sword that supposedly appeared in Final Fantasy XII than it is to buff up Balthier to the max.

    Record Keeper makes nostalgia the main — no, the sole — point of its existence, and it suffers for this, particularly when it comes to the underrepresented Final Fantasies like XIV and XI. FFBE, meanwhile, uses nostalgia wisely; it just drip-feeds you classic characters without making a big deal about it, and it doesn't demand any knowledge of the previous games — if you're a Final Fantasy newcomer, you might just find that Firion is an awesome fighter, but if you know your Final Fantasy history, you'll have an understanding of where he actually came from, for example.

    FFBE, while suffering from occasional loading breaks and the requirement to be online at all times while playing, at least preloads enough stuff into memory for it not to have to load after every button press, and both in combat and when wandering around town, it's smooth as butter.

    Oh, and FFBE is also a beautiful-looking game. And a beautiful-sounding game, featuring one of the best Final Fantasy battle themes of all time. Yes, seriously. Listen.

    Basically… look, it's really good, all right? And regular readers will know I don't say that lightly about free-to-play games.

    Check it out here on Android, and here on iOS.

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    2385: What a Difference a Light Makes https://imnotdoctorwho.moegamer.net/2016/08/01/2385-what-a-difference-a-light-makes/ https://imnotdoctorwho.moegamer.net/2016/08/01/2385-what-a-difference-a-light-makes/#respond Mon, 01 Aug 2016 01:45:31 +0000 https://angryjedi.wordpress.com/?p=16689 A fairly quick one tonight as I'm suddenly very tired, but I'll make it a "Pete's RPG Maker Game Teaser" post just to make up for it, or something. I thought I'd talk a little about lighting effects, because they make a huge difference to the overall look and feel of a game (or part of a … Continue reading 2385: What a Difference a Light Makes

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    A fairly quick one tonight as I'm suddenly very tired, but I'll make it a "Pete's RPG Maker Game Teaser" post just to make up for it, or something.

    I thought I'd talk a little about lighting effects, because they make a huge difference to the overall look and feel of a game (or part of a game's setting) and can add a lot to the overall personality of something you're making.

    More than anything, lighting effects can be a huge contributing factor in ensuring your game doesn't look like "just another RPG Maker game", which is by far the most common criticism of games made with RPG Maker. Hey, you provide people with tools, they're gonna use them, sometimes lazily.

    Anyway. Yes. So far as I'm concerned, the best ways to make your game not look like "just another RPG Maker game" without actually replacing the built-in graphics is a combination of fiddling with lighting effects (and screen tints to go with them) and tweaking the user interface so it's no longer recognisable as the default RPG Maker battle system. (Of course, there's nothing wrong with just using the default bits and bobs while you're learning, but once you start feeling ambitious, it's a good idea to try and put your own personal stamp on the project, and the easiest way to do that is through careful selection of audio-visual assets.)

    So here are a few comparison screenshots of a map in the RPG Maker editor, which doesn't show lighting, and in the game itself (which also features elements of the UI).

    Here's how a security computer room looks in the editor. (The checkerboard background means there's nothing there. If you set up a parallax background, it will appear where the checkerboard is; otherwise if will simply render as black in the game.)

    Screenshot 2016-08-01 02.25.08

    And here it is in game, using a lighting plugin for adjustable, colour-able light radiuses wherever you like on your maps. Makes some really nice atmospheric effects.

    Screenshot 2016-08-01 02.26.40

    Here's a house (currently with no door, because I haven't made the inside yet) in the editor:

    Screenshot 2016-08-01 02.28.14

    And here it is in game, the simple addition of a transparent "sunbeams" overlay image giving it a bit more life:

    Screenshot 2016-08-01 02.29.04

    Here's the edge of a swamp in the editor:

    Screenshot 2016-08-01 02.27.45

    And here it is in game, featuring a moving "mist" overlay image, plus a change to the screen tint that gives it a slight purple hue as well as desaturating the colours a bit:

    Screenshot 2016-08-01 02.29.37

    Finally, here's part of a forest labyrinth in the editor:

    Screenshot 2016-08-01 02.28.27

    And here's the dramatically different presentation in game, featuring an adjusted screen tint and a tiled overlay to simulate the leaf canopy blocking out sunlight:

    Screenshot 2016-08-01 02.30.26

    I know to all the jaded pros out there it probably still looks like "just another RPG Maker game", but given that I'm mainly using this project to experiment with the software and see how easy it is to put a complete experience together, I'm happy with the twists on the standard look and feel I've got going on so far.

    More teasers in the coming weeks.

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    July 2016 patron supported https://imnotdoctorwho.moegamer.net/2016/07/31/july-2016-patron-supported/ https://imnotdoctorwho.moegamer.net/2016/07/31/july-2016-patron-supported/#respond Sun, 31 Jul 2016 23:59:00 +0000 https://imnotdoctorwho.moegamer.net/2016/07/31/july-2016-patron-supported/ Thank you so much for the support this month!

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    Thank you so much for the support this month!

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    2384: Turbo Kid: The Best '80s Movie That Wasn't Made in the '80s https://imnotdoctorwho.moegamer.net/2016/07/30/2384-turbo-kid-the-best-80s-movie-that-wasnt-made-in-the-80s/ https://imnotdoctorwho.moegamer.net/2016/07/30/2384-turbo-kid-the-best-80s-movie-that-wasnt-made-in-the-80s/#respond Sat, 30 Jul 2016 22:44:20 +0000 https://angryjedi.wordpress.com/?p=16651 After repeated exhortations of extremely enthusiastic approval from my friend Tom, I decided to watch the movie Turbo Kid this evening on Netflix. I was not disappointed. Turbo Kid is a study in contradictions. It's a movie that is a perfect recreation of 1980s action flicks, but it was made in 2015. It's not a comedy, but it's hilarious. … Continue reading 2384: Turbo Kid: The Best '80s Movie That Wasn't Made in the '80s

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    After repeated exhortations of extremely enthusiastic approval from my friend Tom, I decided to watch the movie Turbo Kid this evening on Netflix. I was not disappointed.

    Turbo Kid is a study in contradictions. It's a movie that is a perfect recreation of 1980s action flicks, but it was made in 2015. It's not a comedy, but it's hilarious. It is, at heart, simplistic and straightforward, but nonetheless compelling and thought-provoking. More than anything, though, it's terrible, but it's stunningly brilliant.

    Turbo Kid is set in the apocalyptic far-off future wastelands of the year 1997, where some awful disaster that isn't really explained (but was probably something to do with the Cold War and/or robots) has turned everything to shit. Our story centres around a nameless young boy, known only as The Kid, who was orphaned early in the post-apocalyptic period, but who has, against all odds, managed to survive in the wasteland through scavenging and keeping his childish hopes and dreams alive through vintage comics about his favourite superhero, Turbo Rider.

    Early in the movie, The Kid meets Apple, who initially seems to be a charmingly dimwitted young girl, but subsequently is revealed to be a robot, because '80s movie. Apple is dying thanks to getting hit in a skirmish, and The Kid, who after some initial reluctance to even be around her having been alone for so long, agrees to help her find some replacement parts before her "heart gauge" (rather beautifully depicted in Zelda-style pixel art on an embedded display in her wrist) runs out and she deactivates forever.

    I'll spare you the rest of the details, but suffice to say, The Kid finds himself taking on the role of Turbo Rider to the best of his capabilities, and there are plenty of ridiculous action scenes along the way, not to mention a particularly loathsome villain in the form of self-appointed wasteland baron "Zeus" — who of course has a connection with The Kid, because '80s movie.

    I was reading an article in a GamePro from a couple of years ago the other day, and someone — I forget who offhand, but I think it was someone like Tim Schafer or his ilk — made the very good point that the best comedy is made of juxtapositions, most commonly the juxtaposition of serious words with silly visuals, or vice-versa. Turbo Kid is pretty much entirely designed around this philosophy: it takes itself very seriously and never, at any point, winks knowingly at the audience to go "DIDYA SEE THAT?!". Instead, it makes use of the exact same techniques '80s action movies did to juxtapose the ridiculous with the deadly serious: terrible, extremely obvious special effects; excessive amounts of blood and gore; unnecessary swearing at the most bizarre moments; but, at heart, a rather touching story of a kid who realises he doesn't want to be alone in the world any more.

    Of particular note is the blood and gore, of which there is lots, but it's so insanely exaggerated — again, like the best worst '80s action flicks — that it's impossible to feel grossed out by it. In one scene, a man gets his face thrust into the spinning blades of a blender. In another, someone gets his guts pulled out by them being attached to the back wheel of a bicycle (in this particular post-apocalyptic future, everyone rides pedal bikes — which sort of makes sense, when you think about it, as fuel would eventually run out). In the climactic battle scene, the dismembered torso and legs of two other enemy grunts become firmly lodged on the head of a third enemy. And, of course, Turbo Rider/Kid's unique gadget is a device on his wrist that immediately causes anyone it is pointed at to explode into a fine red paste.

    Turbo Kid really benefits from being written and constructed as an '80s action flick, without any fourth wall-breaking self-awareness going on. In being designed this way, it provides commentary on how desensitised to violence we are these days — many of the more gory scenes in the film would likely have got the movie banned as a "video nasty" back in the '80s — while at the same time pointing out how far popular culture has supposedly come in the last 30+ years. Or you can look at it another way: it can be interpreted as a fond look back at the '80s, when not all entertainment was expected to have some sort of socially aware "message" behind it (with the possible exception of children's cartoons, which tended to lampshade these messages extremely obviously) and it could sometimes just be about many boys' childish fantasies: the ability to point at a bad guy and have them explode into goo.

    If you have an hour and a half to spare, then, be sure to check out Turbo Kid on Netflix. If you grew up in the '80s and/or you enjoyed Far Cry: Blood Dragon (which is a similarly hilarious but loving homage to the more ridiculous side of '80s popular media), you will very much appreciate what it has to offer.

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    2383: Fencing with Fairies https://imnotdoctorwho.moegamer.net/2016/07/30/2383-fencing-with-fairies/ https://imnotdoctorwho.moegamer.net/2016/07/30/2383-fencing-with-fairies/#respond Sat, 30 Jul 2016 00:47:57 +0000 https://angryjedi.wordpress.com/?p=16626 Doubtless I'll be writing about this in more detail at some point in the near future over on MoeGamer, but while it's still new and fresh I thought I'd give some initial impressions on Fairy Fencer F: Advent Dark Force, Compile Heart's latest PS4 release. FFF:ADF, as I will refer to it hereafter, is a Neptunia Re;Birth-style reimagining of the PlayStation … Continue reading 2383: Fencing with Fairies

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    Doubtless I'll be writing about this in more detail at some point in the near future over on MoeGamer, but while it's still new and fresh I thought I'd give some initial impressions on Fairy Fencer F: Advent Dark Force, Compile Heart's latest PS4 release.

    FFF:ADF, as I will refer to it hereafter, is a Neptunia Re;Birth-style reimagining of the PlayStation 3 game Fairy Fencer F. It includes the whole story of the original game, updated and expanded with all-new mechanics, plus a whole bunch of brand new content as well, making for what looks to be an absolutely sprawling mammoth of a JRPG that I'm very much looking forward to sinking my teeth into.

    For the uninitiated, FFF:ADF casts you in the role of Fang, a lazy asshole who we're introduced to as he's been locked in prison for stealing bread. Three days earlier, it transpires, Fang pulled a legendary sword known as a Fury out of the ground, and thus found his fate inextricably intertwined with the adorably cute but rather headstrong fairy Eryn. Fang, wanting nothing more than a good meal and a warm bed, finds himself rather hastily recruited into a quest to find all 100 other Furies scattered around the world and use the power of the Fairies within to wake up the Goddess and prevent some sort of horrible catastrophe from occurring.

    FFF:ADF follows Compile Heart's usual RPG formula fairly closely. Town scenes are menu-based and allow you to visit a number of different locations to purchase and sell items or just chat with NPCs. As you progress through the game, more facilities become available in town.

    When you leave town, you'll likely be entering one of the game's dungeons, which are filled with enemies you can see wandering around the map, and perhaps an event and/or a boss fight to complete.

    Striking an enemy with your weapon while you're in the field — a challenge made significantly easier than in the Neptunia series by the simple addition of a visual and auditory cue when you're in range to connect a hit — allows you to get the jump on an enemy; mistiming it or letting an enemy run into your back, conversely, lets them ambush you.

    Combat initially appears similar to the Neptunia series but there's a few twists on the basic formula. For starters, characters only begin with a basic attack rather than a multi-hit combo. Multi-hit combos can be unlocked later — and they include fighting game-style techniques such as launching and juggling enemies — but initially the bulk of your damage will probably come from your special skills, which are further subdivided into weapon skills and magic spells.

    The thing that's looking most interesting about FFF:ADF at this early stage is its progression system. Whereas Neptunia's character progression was completely linear — though once you unlocked abilities you could customise your characters to a minor degree, and Megadimension Neptunia made more of this by making different weapons capable of different combos — in FFF:ADF you earn WP ("Weapon Points") through combat, which can then be spent on unlocking abilities, buffing stats and activating passive skills. In practice, there's probably a "right" order to unlock things in — and if previous Compile Heart RPGs are anything to go by, you'll probably unlock everything by the time you're through — but it's nice to at least feel like you have some options.

    Other cool features include a battle system that allows up to six party members at a time, which will hopefully make for some interesting encounters later in the game — I only have two characters at present! Neptunia's Challenge system is back, too, providing you with useful stat boosts in exchange for completing various tasks.

    It's early days yet, but FFF:ADF looks like Compile Heart's most polished title to date; there's none of the weird screen tearing from Omega Quintet and, so far, none of the frame drops of Megadimension Neptunia, and the 2D art (courtesy of Neptunia artist Tsunako) is as gorgeous as ever.

    I'm looking forward to seeing what this game has to offer; everything I've heard from people who have already played it makes me feel like it's going to be a really solid JRPG, and I'm excited to see what other gameplay features I'll be fiddling around with as I progress further.

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    Another big thank you! https://imnotdoctorwho.moegamer.net/2016/07/29/another-big-thank-you/ https://imnotdoctorwho.moegamer.net/2016/07/29/another-big-thank-you/#respond Fri, 29 Jul 2016 01:25:32 +0000 https://imnotdoctorwho.moegamer.net/2016/07/29/another-big-thank-you/ Hello Patrons! I hope you've been enjoying my work on MoeGamer over the last few months; with the Ys: Sights and Sounds article published today, that's now four full months of following my new "cover games" format, with a few tweaks along the way. You may have noticed that with Ys I shifted slightly from … Continue reading Another big thank you!

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    Hello Patrons!

    I hope you've been enjoying my work on MoeGamer over the last few months; with the Ys: Sights and Sounds article published today, that's now four full months of following my new "cover games" format, with a few tweaks along the way.

    You may have noticed that with Ys I shifted slightly from the fixed article formats I followed for Senran Kagura, Megadimension Neptunia and Dungeon Travelers 2. This was partly to make the things I write seem less formulaic, and also, in my opinion, represents a better means of splitting up the things I want to talk about across the several articles.

    Probably the biggest change from before is making the first piece each month cover the historical context of the game rather than putting this in the same piece as a discussion of the game mechanics, as to a certain extent introducing a game or series requires talking about its historical context anyway. By extension, discussion of game mechanics are now in their own dedicated post, and in the case of series like Ys, this affords the opportunity to talk about how the way the games actually play has evolved over time.

    You may have also noticed an article about the wonderful cyberpunk visual novel VA-11 HALL-A sneak in; I'm going to start adding a few one-shot posts like this alongside the month-long coverage of the Cover Game as a means of talking about certain topics with a little more immediacy rather than waiting for the following month to post something. Me posting a one-off article about a game doesn't preclude it from getting the full Cover Game treatment at some point down the road, but to minimise the possibility of me repeating myself too much, I'll try and leave at least a few months in between this happening.

    So what's coming up? Well, next month you can expect an in-depth look at something that isn't a game at all, but rather a piece of software that will help you to make your own games: Degica and Kadokawa's RPG Maker MV. Over the course of the month, we'll look at the history of the RPG Maker series and its numerous incarnations over the years as well as the new and exciting features MV has brought to the table. For those of you interested in getting your hands dirty with amateur game development, this coverage will include some tutorials and handy links, too!

    In the near future, you can also expect at least one article on the subject of the recently released rail shooter from Inti Creates and PQube Games, Gal*Gun Double Peace, too. It really is a very unusual game indeed, and, of course, due to its subject matter, it's something that the mainstream gaming press completely ignores at best and refuses to take even a little bit seriously at worst. It is, however, well worth your time; despite the hilarious premise, it is both a solid rail shooter and an interesting take on dating sims, with some fun characters and an absolute ton of unlockable and collectible content to keep you busy for a long time.

    I'll also do my best to try and remember to post updates to you lovely backers a bit more often, too; your support is very much appreciated, particularly as the missus and I have been struggling a bit with financial matters recently due to her long-term sickness keeping her out of work for a good few months and my reliance on erratic freelance income. Your pledges have helped take a bit of the edge off these trying times, so a thousand thank yous for that.

    Do please point family and friends in the direction of MoeGamer and this Patreon page if you think they might be interested in my work and the things I cover, and know that I am extremely grateful to those of you kind enough to think my work is worth a bit of change each month. You make the time and effort that goes into putting these posts together all the more worthwhile.

    Here's to many more months of moe moe kyun kyun~ or something. <3 you all!

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    2382: A Tease https://imnotdoctorwho.moegamer.net/2016/07/28/2382-a-tease/ https://imnotdoctorwho.moegamer.net/2016/07/28/2382-a-tease/#respond Thu, 28 Jul 2016 23:18:23 +0000 https://angryjedi.wordpress.com/?p=16601 Since I've just spent a bit of time painstakingly stitching together the various screens that make up the maps for one of my as-yet unrevealed game's "worlds", I thought I'd take the opportunity to tease said game a little by sharing said stitch. Here we go, then: This isn't the complete map as yet, though … Continue reading 2382: A Tease

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    Since I've just spent a bit of time painstakingly stitching together the various screens that make up the maps for one of my as-yet unrevealed game's "worlds", I thought I'd take the opportunity to tease said game a little by sharing said stitch.

    Here we go, then:

    mapstitch.png

    This isn't the complete map as yet, though most of the south to southeasterly portions are now done. There's a fair bit to do in the north and the west of the map, and then I can finally start making some events to go on it. And building dungeons! Fun times ahead.

    I decided early on to make the game non-scrolling and instead move screen to screen in a somewhat old-school fashion. This has proven to mostly be beneficial to my overall efforts of putting things together, because it means I can tackle it in small chunks rather than being overwhelmed by the prospect of creating an interesting scrolling map. It's also been a challenge, however, to ensure that the player can't wander off the side of one screen and find themselves on the next embedded in a wall. Fortunately, the very act of stitching the map above together has helped me to spot any such glaring errors and fix them easily.

    To design this map, I did a simple old-school adventure game-style map on paper first, using a square for each screen or "room" and lines to indicate connections between rooms. Then I numbered each of the boxes, since RPG Maker numbers the maps you create, and the plugin I'm using for automatic transitions when you walk off the side of a screen is dependent on these numbers, before finally tackling it a bit at a time. In order to finish this "world" I'll need to get up to map number 125; as of the stitch above, I've reached 84, so things are flowing along quite nicely so far.

    I had a rough concept in mind for the overall map when I started, though it's evolved a bit as I've been putting it together. I'm trying to give things a vaguely realistic scale rather than the skewed, exaggerated scale seen in RPGs with a "world map" screen; to put it another way, it's more a Zelda approach to an overworld than a Final Fantasy, though the gameplay uses a separate turn-based battle screen rather than Zelda's action RPG-esque combat.

    As I've mentioned a couple of times, this is just one of several worlds players will visit in the game. Each world is going to have a slightly different style of play about it: this one has the aforementioned Zelda-style overworld with discrete dungeons to complete; another is going to be a Resident Evil-inspired haunted mansion kind of affair with plenty of puzzles; a third will be a more linear sci-fi world; a fourth will place emphasis on character interactions and narrative rather than combat; and the final world, which you'll only be able to enter once the previous four have been completed… well, that's a secret!

    As a great man once said, please look forward to it.

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    2381: Awareness is Half the Battle https://imnotdoctorwho.moegamer.net/2016/07/28/2381-awareness-is-half-the-battle/ https://imnotdoctorwho.moegamer.net/2016/07/28/2381-awareness-is-half-the-battle/#respond Thu, 28 Jul 2016 00:07:46 +0000 https://angryjedi.wordpress.com/?p=16583 Remember a few days ago I wrote about my own particular take on "creative block"? Turns out the simple act of explicitly acknowledging the fact I'm aware of this issue with my own attention span has helped me to do something about it. In the times when I've been working on my RPG Maker MV project, I've … Continue reading 2381: Awareness is Half the Battle

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    Remember a few days ago I wrote about my own particular take on "creative block"?

    Turns out the simple act of explicitly acknowledging the fact I'm aware of this issue with my own attention span has helped me to do something about it.

    In the times when I've been working on my RPG Maker MV project, I've been considerably more productive than I have been in the past, with far less staring into space and far more in the way of map-making. The current map count for the project now stands at 72, which means I'm well over halfway to assembling the first of the five "worlds" in the game, which is also likely to be the most complex and largest, and so a good idea to get out of the way first. (I know I'm well over halfway because I've mapped out what I want the final overall map to look like on paper, and numbered each of the individual "rooms".)

    I've also found this awareness to be very helpful when doing actual work rather than just pissing around with RPG Maker. I've finally had some freelance work start flowing in again, and I've been managing to sit down and concentrate on it enough to get it done efficiently and in plenty of time to submit for the deadline without having to do a last-minute rush on everything. (Even when I did a last-minute rush, I always got stuff in on time, mind you; it was just rather more stressful than it really needed to be.)

    Whether this new way of thinking will stick around — and, for that matter, if it's anything to do with the new anti-anxiety drugs I'm on, which have just about stopped making me feel perpetually stoned now, thankfully — remains to be seen, but I'm going to take full advantage of it while it's here, and maybe even get a creative project or two actually finished. That'd be something, eh?

    Incidentally, I'm not quite ready to reveal the full extent of my RPG Maker MV project as yet, since its very nature is something I'd like to keep as a bit of a surprise for some of my friends. Over the coming weeks as things start to come together, though, you can expect a few teasers of what I've been up to. I will, however, say up front that I've mostly been using RPG Maker MV's stock art resources with it (albeit with some lovely lighting effects courtesy of a wonderful plugin), because that always seems to be something that people whinge about with RPG Maker projects, even those just done for "fun" like this one. I am hoping, however, that the story, the writing, the characters and the humour in it will more than make up for my own lack of artistic talent and consequent reliance on provided art resources.

    There's also going to be some great music in it; some of it stock RPG Maker tracks (RPG Maker MV's provided music is seriously way too good not to include at least some of it!) and some provided by members of the RPG Maker community. If I'm feeling particularly adventurous, I might even compose some of my own work for it, but let's take things one step at a time, shall we…?

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    2380: Gal*Gun: Deeper Than You Think https://imnotdoctorwho.moegamer.net/2016/07/27/2380-galgun-deeper-than-you-think/ https://imnotdoctorwho.moegamer.net/2016/07/27/2380-galgun-deeper-than-you-think/#respond Wed, 27 Jul 2016 02:12:15 +0000 https://angryjedi.wordpress.com/?p=16548 Lightgun and rail shooters generally aren't regarded as particularly deep and meaningful experiences for the most part, and this is fine; after all, sometimes all you want to do is hold a plastic gun in your hand (or aim a crosshair) and blow seven shades of shit out of everything walking your way. Sometimes, though, … Continue reading 2380: Gal*Gun: Deeper Than You Think

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    Lightgun and rail shooters generally aren't regarded as particularly deep and meaningful experiences for the most part, and this is fine; after all, sometimes all you want to do is hold a plastic gun in your hand (or aim a crosshair) and blow seven shades of shit out of everything walking your way.

    Sometimes, though, these games go the extra mile and provide a surprising amount of depth beneath the facade of mindless blasting. Nintendo's Star Fox series has been a good example of this in the rail shooter genre since Star Fox 64, with its complex scoring and medals system, and Gal*Gun: Double Peace does something similar for the (lightgun-less) lightgun shooter genre. Which may surprise you.

    Gal*Gun's wrapper mechanics are that of a dating sim — a proper, full-on, stats-based one like True Love rather than the games that get called "dating sims" but are actually just visual novels with romantic themes. The protagonist has statistics determining his intelligence, athleticism, fashion style and lewdness, and these can be adjusted over the course of a playthrough either by taking girls into the "Doki Doki Field" and poking them until they emit some extremely suggestive moans, or by purchasing items between stages. The difference between the two approaches is that while purchasing items allows you to choose the stats you raise (or lower, if you need to) so long as you have the ability to pay for it, taking girls into the Doki Doki Field generally affects more than one stat at a time to a more significant degree, and each and every one of the girls in the game has a different impact on your stats. In other words, if you're trying to form a particular "build" — something that becomes particularly important in the more "freeform" mode that unlocks after you've beaten the main story-based routes — you'd better learn which girls are most useful for your purposes.

    The stats are relevant in a couple of instances. Firstly, in the story-based routes, your stats need to be at a particular level in order to choose certain dialogue options. For example, if your lewdness level is too low, you are unable to make lecherous comments towards the heroines, which is probably for the best. Secondly, in the freeform mode, in order to pursue a particular girl, you'll need your stats to be in specific regions in order to be the type of guy they want you to be. I haven't got far enough to try out this mode yet, but it presents an interesting twist on the formula; in the story-based routes, you can pretty much get away with just raising all your stats as high as possible in order to have the maximum available options in dialogue.

    As for the story-based routes' structure, they have a Good End and a True End, with the latter being dependent on a combination of your overall score for the playthrough being high enough and your affection rating with the heroine being high enough by the time you reach the final chapter. The latter is mostly a case of saying the right things in dialogue sequences, but it's also affected by the "event" levels where you're doing something other than just blasting incoming girls.

    The scoring system, meanwhile, has a certain degree of depth to it, too. Most of your points come from fending off the girls who relentlessly charge towards the protagonist, but just blindly blasting away won't get you the best scores. No, in order to score highly, you need to achieve "Ecstasy Shots", which allow you to one-hit eliminate a girl by hitting her in a weak point. These are helpfully indicated when you move your crosshair over the girl by a piece of Japanese onomatopoeia appearing, though you can also learn where each girl's weak point is over time, too. There are four main weak areas: red popups indicate you should hit them in the head, orange means the neck, yellow means the torso and pink means the legs.

    Each time you get an Ecstasy Shot, your combo counter increases by one. Your combo is broken if you take damage or eliminate a girl "normally" without performing an Ecstasy Shot. There's also an additional Quick Bonus for eliminating girls in rapid succession.

    The Ecstasy Shot system makes the shooting a lot slower and methodical than the typical franticness of regular lightgun shooters, and there are a couple of other techniques you can use to tip the scales in your advantage, too. Firstly, shooting a girl anywhere but her weak spot without eliminating her stuns her for a moment, preventing her from doing her attack animation briefly. Secondly, holding down the fire button allows you to do a "Charged Shot", which covers a wider area and can likewise stun enemies briefly. Thirdly, taking one or more girls into the Doki Doki Field and poking them until not-an-orgasm-honest causes a smart bomb effect to go off, taking out all girls in the vicinity as if you'd Ecstasy Shotted them. These techniques are particularly helpful — even essential — during the sequences where enemies come at you from all sides and you have to manually turn to face several different directions to fend them off as they approach.

    As well as the points earned through eliminating enemies in each level — not all of whom charge at you, so some need to be quickly taken out as they wander past during transitions between "shooting gallery" areas — there are also three bonuses at the end of each level for clear time (the quicker the better), amount of damage taken and accuracy, ranked between one and five stars, with five stars providing significantly more points than anything below. Clear Time is a particularly variable one, as many of the levels offer branching routes, with some being significantly quicker than others, but perhaps counterbalancing this with fewer enemies to chain Ecstasy Shots off.

    As well as clearing the various story routes and attaining high scores, there are loads of hidden collectibles to uncover throughout the game. Some of these are hinted at by the "requests" you receive on your phone between levels, and largely involve finding either hidden objects or characters and shooting or staring at them, depending on what the request was. Others are simply hidden objects and provide anything from point bonuses to new costumes — the game's Dressing Room mode allows you to customise each and every character in the entire game to your own personal preferences (including undies), though disappointingly, the PS4's Share facility is blocked while you are using this, meaning you can't take pictures of your own personal take on the cast.

    Alongside the hidden objects are student and teacher handbooks hidden in plain sight around the levels; shooting these unlocks parts of each character's profile, and you can complete said profile by taking each character's bust, waist and hips measurements by using the "zoom" function (also used to locate hidden objects by seeing through otherwise opaque scenery such as locker doors) and staring at them in the appropriate region before you blast them into euphoria.

    On top of all that, there's at least one hidden ending that you can achieve by fulfilling a particular set of conditions (they're fairly obvious, but I wasn't expecting them to actually lead to a full-on ending) and a Score Attack mode that allows you to play either a whole story route or an individual stage and record your best score and highest combo.

    So yes. There's a lot to this game. It's no Time Crisis, in other words, which, while it was great, pretty much played all its cards within twenty minutes if you were the slightest bit skilled with a lightgun. Gal*Gun, meanwhile, looks set to keep me busy for a very long time indeed.

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    2379: Two Cats https://imnotdoctorwho.moegamer.net/2016/07/25/2379-two-cats/ https://imnotdoctorwho.moegamer.net/2016/07/25/2379-two-cats/#respond Mon, 25 Jul 2016 23:47:39 +0000 https://angryjedi.wordpress.com/?p=16524 After the sad departure of Clover a little while back, it wasn't long before Andie and I decided that it was far too quiet in the house without a pet around. It was surprising quite how much "presence" Clover and her predecessors had had in the house, and indeed it felt rather empty without her. … Continue reading 2379: Two Cats

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    After the sad departure of Clover a little while back, it wasn't long before Andie and I decided that it was far too quiet in the house without a pet around. It was surprising quite how much "presence" Clover and her predecessors had had in the house, and indeed it felt rather empty without her.

    So it was that we headed off to the Stubbington Ark, a local RSPCA-run animal shelter, where we went "just for a look" at the cats they had up for adoption.

    Naturally, we immediately found not one but two cats that we wanted to take home with us, and so we decided to set things in motion sooner rather than later. A couple of days later, a representative from the RSPCA was sniffing around our house to make sure we weren't some sort of cat-killing psychopaths, and thankfully we got the all-clear; then yesterday, we got to pick up our new friends and listen to them howling at us from inside the cat carrier while we drove them home.

    This is Ruby:

    ruby

    And this is Meg, which we've decided is actually short for Megatron. (If we were able to name our own cats, we were going to call them Patrick Stewart and Megatron, but Ruby and Meg both already had names, so Meg will just have to deal with being an effeminate Megatron on occasion.)

    meg

    They've both settled in very well, very quickly. The spare room is now "their" room, so far as they're concerned, and they're already finding the best places to sit and be in the way as much as possible.

    We also had the inevitable "new pet scare" on the very first day we had them; Meg managed to jump out of a window that was only open a crack, and went for a little explore outside. Thankfully, she came back of her own accord after a few minutes, and we're now sweltering in a house with no open windows while they get fully accustomed to their new home. It's a rite of passage with every new pet that something like that has to happen, it seems; when we got Lucy rat she decided to pretend to be dead ten minutes after we got her home, which was mildly upsetting (though in retrospect it was probably to try and get Lara off her back, because Lara was fussing over her to a ridiculous degree); and pretty much all of the other rats managed to escape their cage quite early in their time with us and hide under various items of furniture.

    So yes. We now have cats. Friendly cats. If you visit us, be prepared for that!

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    2378: People Ruin Everything: FFXIV Edition https://imnotdoctorwho.moegamer.net/2016/07/24/2378-people-ruin-everything-ffxiv-edition/ https://imnotdoctorwho.moegamer.net/2016/07/24/2378-people-ruin-everything-ffxiv-edition/#respond Sun, 24 Jul 2016 12:46:57 +0000 https://angryjedi.wordpress.com/?p=16463 I quit Final Fantasy XIV today. I am sad about this. Really, genuinely sad. The game has been an important part of my life for quite some time now, and will always be special to me — hell, it's where I proposed to my wife. But I think I'm gone for good this time. I've just had enough. Not … Continue reading 2378: People Ruin Everything: FFXIV Edition

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    I quit Final Fantasy XIV today.

    I am sad about this. Really, genuinely sad. The game has been an important part of my life for quite some time now, and will always be special to me — hell, it's where I proposed to my wife.

    But I think I'm gone for good this time. I've just had enough.

    Not of the game, mind you; the game itself remains one of my favourites, with an enjoyably rhythmic combat system, plenty of distinction between classes and some truly memorable encounters — not to mention an incredible soundtrack and a great story.

    No, I've had enough of the people who infest it.

    The community's slide into unpleasantness has been a gradual but noticeable process. Whereas I described FFXIV's player base in my USgamer review (circa 2.0-era A Realm Reborn) as one of the most helpful, supportive and friendly communities in gaming, these days I regrettably can't say the same — though I find myself pondering whether or not it's because at the time I wrote that review, I'd only been playing endgame content for a short period.

    Let me talk a bit about the incident that drove me over the edge today, then I'll talk a bit in more general terms about what I feel has gone wrong.

    A short while back — like, earlier this week — FFXIV introduced a new type of content called Deep Dungeon. This was a completely new way to play the game, and involved descending into a 50-floor dungeon with up to three companions and clearing it out, one randomly generated floor at a time. The rewards on offer include tokens called "potsherds", which can be exchanged for various valuable items, and if you fully upgrade the weapon and armour you use in the Deep Dungeon — these are separate from those which you use in the main game — you get a high-level weapon for a level 60 character that is not quite the very best in the game, but certainly very respectable and suitable for all levels of content.

    Upgrading the weapon and armour requires that you find silver treasure chests in the Deep Dungeon. Opening one of these will do one of three things: upgrade your weapon, upgrade your armour or explode, dealing damage to you and anyone unfortunate enough to be standing nearby. The deeper you go into the dungeon, the more likely it seems you are to come across trapped chests, and your weapon's upgrade level is also capped by your character's level within the deep dungeon — also measured independently of progress in the main game. To put it another way: your weapon and armour can go up to level +30, and in order to upgrade them to this level your character must reach level 60 in the Deep Dungeon, though thankfully levelling up is considerably quicker than in the main game.

    After completing all 50 floors once, it's likely that your weapon and armour will be around the +10 to +15 mark, depending on how lucky you've been. This means you then have to challenge the dungeon again from floor 1 but with your upgraded gear, hoping you'll get luckier on the deeper floors this time. As incentive to run it again, however, every 10 floors gives you a generous shot of gil as well as Allagan Tomestones of Poetics, Esoterics and Lore, all of which are used to purchase the best level 50 or 60 gear available, so it's not as if running the upper floors again is a useless waste of time. Alternatively, if you enter the Deep Dungeon on a class you don't yet have to level 60 in the main game, completing 10 floors awards you with a large chunk of XP for your character's level in the main game, so it's also a good means of levelling alternative classes.

    You may have surmised from that description that this structure puts a lot of pressure on Floors 41-50 to get players up to the magical +30/+30 needed to take away a shiny new weapon into the main game. And indeed, this is where the problems arise, with players doing everything from skipping fights with monsters that they don't feel the party "needs" to fight (despite some players not having reached level 60 at this point, and some enemies dropping treasure chests) to outright Vote Abandon-ing the whole dungeon if they don't feel they got "enough" silver chests in the first couple of floors.

    I ran into one of these people today: a white mage, which is to say, a healer, and so an important, useful part of any group. Deep Dungeon, unlike everything else in the game, doesn't matchmake you into a party made up of one tank, one healer and two DPS, so it's entirely possible you'll find yourself running in a group with no healer at times, and as such having a healer in your group is something to be celebrated.

    Unless it was this guy. Right from the very start of Floor 41, he ran off in completely the opposite direction to the rest of the party, leaving the remaining three of us to fight off monsters and get afflicted with various status effects that could have easily been cleansed if he had been there. But no; he had places to be, apparently, and finding those silver chests was more important than actually helping the other three people in there.

    "Will you PLEASE stop running off?" piped up one of my companions halfway through Floor 42, obviously getting as impatient as I was with this git's shenanigans.

    "I'm skipping mobs," replied our friend.

    I then pointed out that not everyone in our party was level 60 yet — one was 56, one was 58 — and thus it would be in everyone's interest to kill as many monsters as possible, particularly as it's also necessary to kill a certain number to open the exit to the next floor anyway. He then complained about us being "slow" and "inefficient", and took great umbrage at several of us accusing him of "speedrunning".

    Speedrunning is a bit of an issue in Final Fantasy XIV as a whole, particularly in dungeons, most of which are tuned more to the "casual" end of the difficulty spectrum, but nonetheless remain a good source of income for those valuable Tomestones. With a well-geared, confident party that knows what it is doing, most dungeons can be cleared in about 10 minutes or so, but this relies on everyone being both well-geared and confident in the speedrunning process, which usually involves the tank pulling as many enemies as possible at the same time, the healer working overtime to keep their HP topped up and the DPS doing area-effect attacks as much as possible.

    It's quick, sure. It's also boring, because more often than not fighting like this means that you use maybe two or three of your complete suite of abilities, and fighting the monsters just becomes a case of standing in place hitting the same buttons over and over for ten minutes. Not interesting, and certainly not doing justice to the impressive encounters the Final Fantasy XIV team have created throughout the game. But no, at some point between 2.0 and 3.35, where we are now, someone somewhere decided that the de facto way to run dungeons was as quickly — sorry, "efficiently" — as possible, and woe betide anyone who slows it down for any reason, even if, say, the tank or healer say they don't feel confident or geared enough to do it.

    Now, the thing with Deep Dungeon is that speedrunning is largely pointless, because monsters respawn, everyone needs to level up, you need to kill a certain number of monsters to open the exit to the next floor and, as with any good role-playing game, if you split the party you're probably asking for a bad time. With the levels being randomly generated, too, there's no set route through each floor, either, so you can't even work out a route that lets you avoid certain encounters as in certain fixed dungeons in the game, so it's really more trouble than it's worth.

    That didn't stop this obnoxious White Mage from arguing his case increasingly aggressively though, eventually descending to insults about his perception of the rest of the party's skill levels. Hilariously, he even had a go at me on the grounds that I "wouldn't last five minutes in Expert Roulette" (the current two highest difficulty level 60 dungeons, neither of which are very tough) — I chose not to engage with him by explaining that actually, I had been playing the game since its open beta and as such knew it pretty fucking well by this point. Instead, I just voted to dismiss him from the party; my companions silently agreed, and thankfully he was booted shortly afterwards, to be replaced by a much friendlier person who unfortunately wasn't a healer.

    This White Mage's attitude is representative of a considerable proportion of Final Fantasy XIV's player base as it stands today: the game, for these people, is about the relentless pursuit of "efficiency" so that they can acquire all the best gear, get all the achievements — achieve whatever they want to achieve, in other words — as quickly as possible then, in all likelihood, go on the official forums and Reddit to complain that three months is too long between content patches and that there's "nothing to do", despite smaller patches with additional features (such as Deep Dungeon, which was a significant addition) being added on a monthly basis.

    I also saw this among a number of active Final Fantasy XIV players I used to follow on Twitter. There was a marked shift in their attitude over time; one person in particular that I started following as a result of attending an in-game "funeral" for a player who had sadly passed away in real life began as a very pleasant person to talk about the game with. But gradually over time he started caring more and more about parser figures — a parser being an external program you can run to see how much damage per second (DPS) everyone in the party is doing, a common means of harassing other players for "not pulling their weight" and technically against the game's Terms of Service, though I don't know of anyone who has been punished for it. He'd complain about parties he'd come across in Duty Finder; he'd post images of the parser figures; he'd shame people for not playing "well enough" or being "lazy". That relentless pursuit of "efficiency"; your DPS must be this high to ride.

    I just can't stand it any more. It's ruined the game for me. Dungeons that I used to love running, like A Realm Reborn's final storyline dungeons Castrum Meridianum and The Praetorium, lose all their drama by people skipping all cutscenes — and yelling at people who don't — and speedrunning their way through as quickly as possible, even if someone in the group hasn't seen this part of the story before. (Not coincidentally, those two dungeons were also the last to have lengthy cutscenes in the middle of the dungeon run.) If I decide I want a leisurely run through a dungeon rather than a stressful but boring speedrun, I get yelled at. If someone in the party makes a mistake and there's a single death, everyone gets yelled at. And apparently not going fast enough in Deep Dungeon is now a cardinal sin, too.

    Fuck all that. Fuck everyone who has ruined one of my favourite games of the last few years. And fuck this shitty behaviour being considered "normal" in all games, not just Final Fantasy XIV — indeed, I'm under no illusions, and am well aware that this sort of thing is a problem in all MMOs.

    I just thought Final Fantasy XIV's community was better than that. It certainly was once — at least, I think it was. But no longer. The buildup of this crappy behaviour and how not-fun this makes the game for me has led me to both cancel my subscription and uninstall the game completely for the first time ever since open beta. And I doubt I'm the only one who feels this way.

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    2377: Creative Block https://imnotdoctorwho.moegamer.net/2016/07/23/2377-creative-block/ https://imnotdoctorwho.moegamer.net/2016/07/23/2377-creative-block/#respond Sat, 23 Jul 2016 14:46:37 +0000 https://angryjedi.wordpress.com/?p=16445 I don't tend to suffer from creative block in the traditional sense: there's never any shortage of interesting ideas rattling around inside my head (particularly while I adjust to my new anti-anxiety medication and consequently am wandering around in a perpetually stoned haze) — it's just actually pushing forward and making them tangible in some … Continue reading 2377: Creative Block

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    I don't tend to suffer from creative block in the traditional sense: there's never any shortage of interesting ideas rattling around inside my head (particularly while I adjust to my new anti-anxiety medication and consequently am wandering around in a perpetually stoned haze) — it's just actually pushing forward and making them tangible in some form that I sometimes struggle with.

    I'll explain using RPG Maker as an example, but this applies to all manner of creative pursuits: music composition, writing, drawing and anything else I feel I might be able to turn my hand to on a particular day.

    I'll sit down to spend some time with RPG Maker, with something in mind that I want to achieve. In the case of my current project, I've even gone so far as to hand-draw some grid-based maps for the worlds in the game — pretty much essential for the structure I have in mind for at least two of the worlds players will be exploring, due to their open-ish nature. In other words, I have a clearly defined long-term goal to achieve: presently, it's assembling all the necessary screen-size maps and ensuring all transitions are in place for the world of "Lucidia", which is one of the four locales players will be exploring in the course of my game. I decided to assemble all the exterior maps before I even start thinking about putting obstacles, game structure, dungeons and events in place. Sensible, I think.

    Anyway. When I sit down to do some mapping, I might put together a complete, nice looking map, then stare at it for a good ten minutes or so while I think about what the next screen will look like. Then I might playtest my game, even though I've already playtested it lots of times already, just to get the satisfaction of wandering back and forth between the new screen and existing screens. Then I'll probably stare at it for a good few minutes, and only when I can break through this barrier of daydreaming what comes next will I actually produce the next map.

    Having an awareness of this is somewhat infuriating, because it means it takes several times longer to achieve the things I want to do than it really "should" if I focus and knuckle down to it. That said, since becoming particularly aware of this trait over the last few days — I've always had a vague awareness of it, but over the last few days I've been noticing it particularly keenly for some reason — I've noticed my overall productivity on the project has increased quite a bit. I've so far assembled nearly a third of the overall map for Lucidia — a total of 53 separate screens so far, including the linear "prologue" chapter — and am feeling a lot more confident than I normally do with a creative project of this type that I might actually finish it, or at least the part I'm currently working on, at some point.

    To put it another way, my own personal type of creative block is not for a want of inspiration; rather, it's a matter of being overloaded with too much inspiration at once, and wanting to do everything all at the same time, eventually ending up doing nothing at all other than staring into space thinking "well, this should probably go like this…"

    In this sense, this blog has proven to be an invaluable tool to help train myself in that I can normally churn out a whole post in one go without stopping or getting distracted in the middle. Normally. There may be a brief period of apparent brain-death while I decide on a particular topic for the day's post, but generally speaking once I get going on a post, it flows pretty freely until I reach the end of it.

    And here's the end of it right now. I'm going to go and make some maps now. Honest.

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    2376: Gal*Gun: Gloriously Stupid https://imnotdoctorwho.moegamer.net/2016/07/22/2376-galgun-gloriously-stupid/ https://imnotdoctorwho.moegamer.net/2016/07/22/2376-galgun-gloriously-stupid/#respond Fri, 22 Jul 2016 15:03:50 +0000 https://angryjedi.wordpress.com/?p=16422 Gal*Gun: Double Peace came out today, and my preorder from a while back arrived right on time. The limited edition comes in an absolutely enormous box thanks to the nice quality wallscroll in there. But let's talk about the game! Gal*Gun, as I shall refer to it from hereon, is a peculiar affair that is part dating sim and … Continue reading 2376: Gal*Gun: Gloriously Stupid

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    Gal*Gun: Double Peace came out today, and my preorder from a while back arrived right on time. The limited edition comes in an absolutely enormous box thanks to the nice quality wallscroll in there.

    But let's talk about the game!

    Gal*Gun, as I shall refer to it from hereon, is a peculiar affair that is part dating sim and part lightgun-style shooter. The story concerns our protagonist inadvertently being hit with a fully charged angel's bullet that is 32 times the normal strength of a Cupid's arrow, which means that for the next 24 hours, he will be completely and utterly irresistible to women. There's a catch, however: if he fails to find his true love during this period of unprecedented popularity, he will remain alone for the rest of his life. Thus begins a rather peculiar adventure.

    Gal*Gun is split into a number of different components when playing through its Story mode. Firstly, there are straightforward visual novel-style sections with occasional choices, some of which are locked off if your stats are too low or too high. Secondly, there's an "intermission" between the action stages where you can visit the school shop to purchase items that either buff up your character's base stats and personality traits or provide protection against various types of attacks. Thirdly, there are the rail shooter segments, which also incorporate "Doki Doki Mode". And finally, there are minigames corresponding with various events.

    The visual novel sections see you pursuing one of several different love interests, with the aim being to get their affection rating as high as possible by the end of the game. You're given auditory cues when you make a choice as to whether or not you picked the correct choice to increase their affection rating, allowing you to make better choices on a subsequent playthrough. The presentation uses a combination of polygonal animated characters for most of the dialogue, and hand-drawn event pictures for noteworthy things happening. The 2D art is quite a lot more detailed than the 3D models, but the 3D models are animated nicely and presented in an attractive cel-shaded style.

    During the intermission sequences, as well as purchasing various items from the shop, you can also read a virtual message board, on which the various characters in the game post about problems they've been having or things they've lost. These exchanges contain cryptic clues for hidden items you need to look out for in the coming action stage, as well as whether these hidden things are something you need to actually shoot or just stare at until they register. Sometimes you get a choice of stages to proceed onward to, and certain requests only apply to certain locations, so if you're interested in pursuing a particular girl, you need to pay careful attention to her messages.

    The action stages unfold in fairly standard lightgun fashion, with a few twists. Firstly, you're not actually killing anyone; you're fending them off with a "Pheromone Shot" until they collapse from "euphoria". Different girls have different weak spots that allow you to one-shot eliminate them, and doing so is called an "Ecstasy Shot". You can also zoom in while playing the action sequences, and this has several uses: firstly, it allows for more accurate (albeit slower) aiming; secondly, it allows you to see hidden things; thirdly, it allows you to see through things, including tree leaves, items of furniture and, of course, clothing. Ogling a girl for long enough also allows you to determine what her measurements are, which are subsequently recorded in the in-game database.

    As you progress, the challenge escalates somewhat. Initially, the girls run towards you and "attack" you with love letters, hugs and kisses, but later in the game as the plot gets underway, you start coming across sadistic girls who have been afflicted by a demon's curse; these rather aggressive young ladies like to slap, punch and step on you, and the only way to snap them out of it is to find the hidden "mini-demon" floating around them, then shoot it before eliminating them in the usual manner.

    Success in the action phases increases a meter in the upper corner of the screen; when this is at 1 or higher, you can enter Doki Doki Mode and bring as many girls as the meter indicates. In Doki Doki Mode, the girl(s) are presented posing provocatively, and you're tasked with finding where they like to be poked and rubbed to increase an affection meter at the side of the screen. The main use of this mode is to affect your stats, since each and every girl affects one or more stats in different ways. There's a secondary benefit, though: successfully completing a Doki Doki sequence unleashes a "bomb" when you return to the action phase, making it a good way to clear a particularly stubborn crowd.

    Finally, the event sequences occur when the protagonist and a girl find themselves in a somewhat awkward situation; for example, early in one of the routes, the hero's love interest finds herself stuck in a window as she tried to escape being locked in the PE equipment closet. In order to free her, you have to find and shoot various hidden targets over her body, and in some cases do motions on the touchpad, to increase her "Satisfaction" level. Once this phase is completed, you then have a particular action to complete as many times as possible in a short time limit, then you repeat the process twice.

    At the end of each section of the game, your score is tallied up and you are graded on your total progress. You're also awarded Angel Feathers to purchase items from the store in the intermission menu.

    There are several story routes, an absolute shit-ton of collectibles and a customisation system for all the characters in the game. There's also a score attack mode that can be played independently of the main story mode.

    Gal*Gun is gloriously, deliciously stupid. It knows exactly what it is, and isn't trying to be intelligent or clever about it whatsoever. It's colourful, high-energy, joyful fun with a filthy sense of humour, and yet it somehow manages to come across as charming rather than sleazy. The story is surprisingly enjoyable and the characters are fun; I'm looking forward to seeing what hidden depths this game offers! Failing that, just a bit of looking at pantsu will do me nicely.

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    2375: Mommy Issues https://imnotdoctorwho.moegamer.net/2016/07/21/2375-mommy-issues/ https://imnotdoctorwho.moegamer.net/2016/07/21/2375-mommy-issues/#respond Thu, 21 Jul 2016 20:07:42 +0000 https://angryjedi.wordpress.com/?p=16407 Overwatch has finally seen the release of its first new hero since launch, in the form of Ana, a new Support character and mother of existing character Pharah. Ana is an interesting concept for a support character because she's based at least partly around sniping, which in Overwatch terms has traditionally been an approach reserved for Defender-type heroes. … Continue reading 2375: Mommy Issues

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    Overwatch has finally seen the release of its first new hero since launch, in the form of Ana, a new Support character and mother of existing character Pharah.

    Ana is an interesting concept for a support character because she's based at least partly around sniping, which in Overwatch terms has traditionally been an approach reserved for Defender-type heroes. As a Support character, however, Ana's role is actually surprisingly well-rounded, comprising both offensive and defensive capabilities and possessing an overall feel quite unlike any of the other heroes on the roster.

    Ana's basic ability is a sniper rifle that shoots bolts that either heal allies they hit or damage enemies. In both cases, the healing or damage process isn't immediate — it takes a second or two for the value to affect the character's health, though it's not quite a long-duration damage or heal over time either.

    What this essentially means is that Ana is able to heal people from a much greater distance than any of the other Support characters, though the tradeoff in this case is that you have to be reasonably accurate in order to register a hit on the person you're trying to heal. You don't have to be absolutely pinpoint accurate, but your reticle still needs to be roughly in the right area to register a hit, unlike Mercy or Lucio, who lock on to nearby targets and affect all targets around themselves respectively.

    Ana's other abilities throw some interesting twists into the mix. Her "E" move allows her to throw a grenade that provides an immediate burst of healing to anyone caught in the blast, along with a temporary buff to healing from all sources while it's active. Like her gun, this grenade also has a negative impact on enemy characters, in this case dealing some damage to them and completely preventing them from being healed for a few seconds.

    Her Left-Shift ability, meanwhile, is something of a game-changer: it's a dart, shot out from her sidearm, that puts anyone it hits to sleep, causing them to collapse to the floor and be completely immobile for a few seconds. This is an absolute godsend against characters who can be difficult to push through such as Bastion, since it allows you to take the pressure off for a moment — just long enough to sneak in and finish the job. It's also good for interrupting powerful Ultimate abilities from characters such as Reaper and Pharah.

    All in all, Ana seems to be a strong addition to the roster. Her healing capabilities aren't up to Mercy and Lucio's standards, largely due to the accuracy requirement, but they're solid enough, but her real benefit is the addition of some solid offensive skills. Her main weakness is in her mobility; unlike the two previous sniper characters Hanzo and Widowmaker, Ana has no means of easily getting up to higher ground, and so must either do her work from ground level or find more roundabout means of getting to good vantage points.

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    2374: In Praise of the RPG Maker Community https://imnotdoctorwho.moegamer.net/2016/07/20/2374-in-praise-of-the-rpg-maker-community/ https://imnotdoctorwho.moegamer.net/2016/07/20/2374-in-praise-of-the-rpg-maker-community/#respond Wed, 20 Jul 2016 21:33:32 +0000 https://angryjedi.wordpress.com/?p=16386 I touched on this the other day, but it bears mentioning again, I think: the community surrounding the RPG Maker series of software packages is one of the most interesting, diverse and helpful communities I've had the pleasure of coming across in all of gaming. Gaming communities can be a variable bunch. Communities that surround online multiplayer … Continue reading 2374: In Praise of the RPG Maker Community

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    I touched on this the other day, but it bears mentioning again, I think: the community surrounding the RPG Maker series of software packages is one of the most interesting, diverse and helpful communities I've had the pleasure of coming across in all of gaming.

    Gaming communities can be a variable bunch. Communities that surround online multiplayer games tend to err somewhat on the side of aggressively arguing that their opinions are the "right" ones and that everyone else is wrong — sometimes even putting players at loggerheads with the developers. Retro-gaming communities are keen to celebrate old games but have an often unspoken code of honour about not sharing pirated versions of software — even though this is sadly the only means of getting to play some older or rarer titles these days. And the Steam forums are just… well, no. Nothing good comes of sticking your head in there.

    The RPG Maker community, though, they're some of the most cooperative people I've seen ever. Sure, there's an element of the usual supercilious "Search is your friend!" obnoxiousness on the forums when someone asks a question that might have been answered before six years ago, but this is true for pretty much any Internet community out there, and the help and support the community generally offers for the program is second to none.

    It helps that RPG Maker has always been extensible — initially just through graphics and sound in the earlier incarnations, but with more recent installments through Ruby scripts and JavaScript plugins to extend and customise the functionality of the basic engine far beyond what it was originally intended for. Many creators provide these additional bits and pieces either under a completely royalty-free license, or under some variation of Creative Commons, which allows people to use them freely so long as they credit the original creator and, in some cases, don't fiddle around with it and pass it off as their own.

    This is extraordinarily generous, and it has always amazed me quite how far people are willing to go to help out the community as a whole — though I'm pleased to see with the rise of Patreon that some of these creators are now able to make a bit of money off their creations through pledges from grateful users, something which was very hit-and-miss when going through PayPal as in the pre-Patreon days.

    I know that I'm massively grateful to the RPG Maker community as a whole for providing me with all manner of excellent content to extend the functionality of the program — and helping me feel like I can make the best possible game with the resources I have, rather than having to settle for doing something within limitations. While my silly little game that I'm working on at the moment will doubtless never be anything big or exciting — as I've mentioned before, the very reason for its existence is mostly an in-joke that perhaps only four or five people in the world will understand — I am very happy with how it's looking so far, and how unlike the generic, out-of-the-box RPG Maker engine it looks, just with a few simple changes to the basic mechanics and functionality.

    I'm thinking I may well spend next month on MoeGamer covering RPG Maker MV, since it's still relatively new, so watch out for that. In the meantime, I've got games to make!

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    2373: Sheriff of Nottingham https://imnotdoctorwho.moegamer.net/2016/07/19/2373-sheriff-of-nottingham/ https://imnotdoctorwho.moegamer.net/2016/07/19/2373-sheriff-of-nottingham/#respond Tue, 19 Jul 2016 23:21:04 +0000 https://angryjedi.wordpress.com/?p=16367 My brother bought me a board game for my birthday known as Sheriff of Nottingham, and it hit the table for the second time this evening. I was particularly keen to see my friends Tim and James compete against each other in it, because they're both very good at arguing (they're both lawyers) and both often … Continue reading 2373: Sheriff of Nottingham

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    My brother bought me a board game for my birthday known as Sheriff of Nottingham, and it hit the table for the second time this evening. I was particularly keen to see my friends Tim and James compete against each other in it, because they're both very good at arguing (they're both lawyers) and both often get rather competitive — and Sheriff of Nottingham is a game very much designed for argumentative, competitive players.

    The mechanics are pretty simple. By the end of the game, it's your aim to score as many points as possible through a combination of the cash you have on hand and the value of the goods you managed to successfully bring to market. To achieve this, you play through five phases several times.

    First up, you look at your hand of six cards, ditch up to five of them and draw replacements from either or both of the two face-up discard piles (which have a small initial stock on them) and the central blind draw pile.

    Once you've done this, you put up to five cards in your "merchant bag", a lovely little prop with a pop fastener, just big enough to hide the cards you choose.

    Next up, each player declares to the Sheriff player (which rotates each turn) what they're supposedly bringing to market in their bag. You can (and often probably should) lie about this, because contraband items are worth significantly more points, and there are also big end-game bonuses available for whoever has the most of each of the four "legal" goods, so it pays not to telegraph your intentions to your opponents too early.

    Then comes the Sheriff's time to play, since he hasn't participated in the previous phases. At this point, he has the choice of whether to inspect each player's bag or let them through. If he inspects the bag and discovers its contents are not what the player said they were, the offending goods get seized and discarded, and the guilty player must pay the Sheriff a fine. If, however, the inspects the bag and discovers the player was telling the truth, the Sheriff must pay the innocent player compensation for the value of all the legitimate goods in the bag. In order to determine the best course of action, the interaction at this point is completely freeform: the Sheriff can threaten players (within reason!) while players may offer the Sheriff bribes of money, goods or even favours to let them pass without incident.

    Once all the merchant players have been inspected or let through, they lay down the cards they were able to keep — legitimate goods face-up, contraband face-down — and the Sheriff role passes to the next player. This then continues until everyone has been the Sheriff twice, at which point the winner is the person with the highest total points, which consist of the points on the cards they have on the table, plus the number of gold coins they have, plus bonuses for having the most or second most of each of the four legitimate types of goods. (There are no bonuses for having the most contraband, but some contraband counts as multiple legitimate goods when calculating these bonuses.)

    It's a really interesting game. It's simple and quite quick to play, but the interaction element makes it rather fascinating — though at the same time also rather dependent on having a group who are capable of negotiating and dealing with one another rather than just not really knowing quite what to offer or threaten with.

    It's essentially a game about lying — either getting away with lying, or making other people believe that you're lying when you're actually telling the truth. After two games, I think we're still learning the intricacies of appropriate strategies, but it's been a lot of fun so far, and an eminently good fit for our gaming group as a whole.

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    2372: The Lost Art of Puzzle Games https://imnotdoctorwho.moegamer.net/2016/07/18/2372-the-lost-art-of-puzzle-games/ https://imnotdoctorwho.moegamer.net/2016/07/18/2372-the-lost-art-of-puzzle-games/#respond Mon, 18 Jul 2016 22:55:12 +0000 https://angryjedi.wordpress.com/?p=16340 I've been playing some old puzzle games recently. By "old" I mean "predating the smartphone", which in the grand scheme of things isn't all that old, but in technology terms is positively ancient. And, while I've known this for a while, the difference between puzzle games now and puzzle games of then makes it abundantly clear, beyond a doubt, that the modern … Continue reading 2372: The Lost Art of Puzzle Games

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    I've been playing some old puzzle games recently. By "old" I mean "predating the smartphone", which in the grand scheme of things isn't all that old, but in technology terms is positively ancient. And, while I've known this for a while, the difference between puzzle games now and puzzle games of then makes it abundantly clear, beyond a doubt, that the modern age has done our collective attention spans no favours whatsoever.

    The reason I say this is a simple matter of timing and commitment. The age of mobile and social gaming — Bejeweled Blitz in particular had a lot to do with this, I feel — has redefined the puzzle game as an experience that must be over and done with within 30-60 seconds, lest the participant get bored with the experience. This doesn't necessarily mean it has to be easy, mind you — quite the opposite, in fact, in the case of free-to-play games, where "friction" (ugh) is specifically incorporated into the game design at regular intervals for the sole purpose of extracting money from lazy players.

    There are some people who are too stubborn to pay up to get past an artificially difficult level in Candy Crush Bullshit, of course, but these people are in the minority, because the 30-second structure of the levels that are easily beatable trains one to expect a bite-size, painless experience rather than having to actually put in any work or practice. And so for many players, the option to pay up to bypass a particular challenge — or at least make it insultingly easy, for the illusion of them having beaten it themselves — becomes an attractive one.

    Compare and contrast with a puzzle game designed in the old mould, then. Rather than being designed as rapid-fire timewasters, puzzle games used to fall into two main categories: those which, like the best arcade games, challenged you to see how long you could last against increasingly challenging odds; or those which, like the other best arcade games, challenged you to demonstrate your superiority over either a computer-controlled or human opponent. In both cases, said challenges took a lot longer than 30 seconds to accomplish — in the former instance in particular, a good run could go on for hours or more if you really got "in the zone".

    In other words, puzzle games used to be designed with a mind to keeping a player interested and occupied for considerable periods at a time, rather than allowing them to while away a few minutes — that's what simple shoot 'em ups were for. Everything from the classic Tetris to slightly lesser known gems like Klax and oddities like Breakthru were designed in this way; these games weren't just "something to do" — they were a test of endurance, observational skills, strategy and dexterity, both mental and physical. Having a Tetris game that went on for an hour was a badge of honour rather than an inconvenience; you weren't playing the game until something better came along, the game was the better thing that had come along.

    This change in focus for puzzle games is a bit sad, as I miss the old days of them offering substantial, lengthy challenges to tackle over time. That's not to say that there's no place for rapid-fire puzzles, too, but it just disappoints me that 30-second "blitz" challenges are all we have these days.

    At least the old games still play just as well as they always did — with them being so graphically light in most cases, puzzle games tend to age a whole lot better than many other types of game.

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    2371: Bad Education https://imnotdoctorwho.moegamer.net/2016/07/18/2371-bad-education/ https://imnotdoctorwho.moegamer.net/2016/07/18/2371-bad-education/#respond Mon, 18 Jul 2016 00:58:36 +0000 https://angryjedi.wordpress.com/?p=16315 My favourite thing about Netflix is the fact that it allows you to try out various series that you might not have thought to take a look at when they were on TV, nor do you feel inclined to go and pick up a DVD or Blu-Ray of them, but which nonetheless intrigued you for … Continue reading 2371: Bad Education

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    My favourite thing about Netflix is the fact that it allows you to try out various series that you might not have thought to take a look at when they were on TV, nor do you feel inclined to go and pick up a DVD or Blu-Ray of them, but which nonetheless intrigued you for one reason or another. Because you're not paying for the series itself — it's just part of your Netflix subscription — you can try things out, and if they're shit, well, you just stop watching them; and if they're good, you can enjoy them to your heart's content on your own terms.

    Such was the case with Bad Education, a show originally broadcast on BBC Three. Something being broadcast on BBC Three is more often than not an immediate signal that it's going to be shit, but since I've always had a certain affinity for media of any kind — books, games, films, TV series, anime, visual novels — set in a school environment, I was very much curious about it. And I've been pleased to discover that it's actually not shit. It's actually some pretty solid — and unabashedly offensive — situation comedy, albeit almost totally divorced from the reality of working in education.

    Jack Whitehall stars as Alfie Wickers, an incompetent History teacher who seems rather more concerned with being friends with his (unrealistically small!) form group than actually doing his job properly. Nonetheless, he does care about the kids' education in his own way, with many of his escapades concluding in some sort of life lesson being learned by them — or, more frequently, by him.

    Alfie's class is probably the highlight of the show, because it's the most believable, realistic part of it, miniscule size aside. Speaking from the perspective of a former teacher, I can say with confidence that they're the very picture of the class that every school has who are a bit shit at everything — apart from one extremely clever student, whose very presence at a school as shit as that seems completely out of place — but you can't help but like. They remind me very much of class 9VN that I taught in the first school I worked in; for the first few weeks, I thought they were complete shitheads and would never get anything done with them, so appalling was their behaviour and attitude towards Music lessons… and then we discovered that they had a curious affinity for singing songs from musicals. So that's what we did. Or rather, that's what most of them did, while I set the few kids who were actually interested in studying music at GCSE and beyond to some other assignments. The class as a whole ended up being one of the few I actually look back on with a certain degree of fondness.

    As for the show itself, it's very much a comedy with a certain degree of surrealism to it. In the second season in particular, it reminds me very much of the gloriously bizarre Green Wing, especially due to the presence of Michelle Gomez, who was also in Green Wing and plays pretty much the exact same character in Bad Education. Its seeming homage to Green Wing is emphasised through chaotic, time-distorted interstitial scenes with heavy visual filters on them to denote the passing of time or the simple division between story beats in the episode — though this only really becomes a thing in the second series, where the show as a whole seems to have a much stronger sense of its identity and what it's trying to do.

    The supporting cast is solid, too. Matthew Horne's woefully terrible (and "banter"-obsessed) headmaster Fra$er [sic] is cringeworthy in the extreme in a sort of David Brent manner, but somehow just manages to stay the right side of believable within the context of the show. Harry Enfield is excellent as Alfie's father. And Sarah Solemani's portrayal of Wickers' love interest Rosie Gulliver brings a much-needed "straight man" to the proceedings, though her characterisation is a bit meandering — in particular, her short-lived dalliance with a lesbian side-plot doesn't really go anywhere, and the show subsequently returns to the admittedly solid foundation of the "will they, won't they" relationship between her and Alfie that has been the basis of many a successful sitcom over the years.

    Bad Education isn't the best show on television by a long shot, but it's laugh out loud funny, well cast and snappily written. For a BBC Three show, it's god-tier. For something you just want to whack on while you veg out in front of the television, it's solid. As a scathing critique of the modern educational system in the UK, you may want to look elsewhere!

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    2370: Hidden Arcade Gems: Elevator Action II https://imnotdoctorwho.moegamer.net/2016/07/16/2370-hidden-arcade-gems-elevator-action-ii/ https://imnotdoctorwho.moegamer.net/2016/07/16/2370-hidden-arcade-gems-elevator-action-ii/#respond Sat, 16 Jul 2016 23:48:45 +0000 https://angryjedi.wordpress.com/?p=16290 When I was growing up, my father and brother reviewed various pieces of software for the Atari 8-bit and ST computers. (I did a bit of it too, but I was a bit young to do it too regularly.) This meant we got a whole lot of free games; we had a set of shelves absolutely bulging with Atari … Continue reading 2370: Hidden Arcade Gems: Elevator Action II

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    When I was growing up, my father and brother reviewed various pieces of software for the Atari 8-bit and ST computers. (I did a bit of it too, but I was a bit young to do it too regularly.) This meant we got a whole lot of free games; we had a set of shelves absolutely bulging with Atari ST games in particular, and actually buying a game was a pretty rare occurrence for me until I started getting into console with the Super NES and subsequent generations.

    Anyway. One of the earliest Atari ST games I remember playing was called Mission Elevator, and I recall my brother mentioning in his review that it was a clone of a game called Elevator Action. I wasn't familiar with Elevator Action, but looking back on it now… yeah, Mission Elevator was a pretty shameless clone, right down to the animations used.

    For the uninitiated, Elevator Action Mission whatever is a game where you play a spy tasked with creeping into a building and nicking Important Stuff, which is hidden behind doors. (Mission Elevator's twist on this formula was that sometimes you'd open a door and amusing or weird things would be happening behind it — or sometimes an agent would just pop out and blow your head off straight away, which was always infuriating.) The building is viewed from a side-on perspective, and getting between the floors is achieved by hopping into the titular elevators, then hopping out at the appropriate floor. The elevators move independently when you're not in them, but when you do get in one you can move it freely up and down to the floor you want to get out at.

    Elevators are an integral part of the game. Their absence on your current floor can be an obstacle, meaning you'll have to make a heroic leap across the elevator shaft in order to get to the other side… or just wait for them to turn up. (These buildings apparently weren't built with safety in mind.) And not only could they carry you up and down to the different floors of the building, they could also carry enemy agents to your floor, and getting surrounded was bad news. Also, both you and the enemy agents could be killed through getting squished by an elevator descending onto your head — always satisfying to pull off to your advantage; always disappointing to have happen to you.

    Anyway. Elevator Action and its shameless clone were fun, but ultimately quite limited. They got harder as they progressed, but they didn't really change all that much.

    Enter Elevator Action II, a game whose existence I was completely unaware of until I read an article about the series (which I also didn't know existed) over on Hardcore Gaming 101. This game takes the basic mechanics and objective of the original game (use elevators to get to red doors, nick stuff from red doors, escape) and transplants it to a variety of different situations. The first level has you doing pretty much what you did in the first game. But then you're finding bombs in an airport and all manner of other things in the subsequent levels.

    There are also three different selectable characters, each of whom handle a bit differently, and a level structure that feels a little like a belt-scrolling beat 'em up, particularly after the first level. You'll reach points in the level where there are setpieces you'll need to clear before you can progress; in the airport level, for example, while crossing a catwalk between two buildings, you get accosted by a horde of bad guys with jetpacks and have to fend them all off before you can proceed.

    Elevator Action II raises the stakes considerably from the original game with a much wider range of enemies, not all of whom are humans. The whole thing feels like you're playing a terrible but enjoyable '80s action movie — right down to levels being introduced by you crashing through a window with a helicopter and other such silliness — and it's an excellent evolution of the original game's formula. My only real complaint is some mildly clunky controls, but they're easy enough to live with, and the game is sufficient fun that they don't detract from the experience too much.

    If you have a chance to give Elevator Action II a go, take it. You won't be disappointed!

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    2369: Farewell to Clover, Last of the Rats https://imnotdoctorwho.moegamer.net/2016/07/15/2369-farewell-to-clover-last-of-the-rats/ https://imnotdoctorwho.moegamer.net/2016/07/15/2369-farewell-to-clover-last-of-the-rats/#respond Fri, 15 Jul 2016 22:53:38 +0000 https://angryjedi.wordpress.com/?p=16270 Hi Clover. You left us today, and that made me very sad. I'm sure it made you sad, too, but we both knew that it was time for you to go. I actually thought you were going to leave us yesterday, as you looked tired and miserable, but you hung on until today, because you'd … Continue reading 2369: Farewell to Clover, Last of the Rats

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    Hi Clover. You left us today, and that made me very sad. I'm sure it made you sad, too, but we both knew that it was time for you to go. I actually thought you were going to leave us yesterday, as you looked tired and miserable, but you hung on until today, because you'd always been a stubborn little thing. I'd like to think you clung on to life for a bit longer because you didn't want to leave us, either — as the last of our rats, you'd be leaving us alone — but I guess I'll never know how you really felt.

    I can tell you how we felt, though, and how I felt. We loved you very much, and you will be sorely missed. Night-time won't be the same without the sound of you scuffling around in your cage in the dark and eating things in the crunchiest way possible while we're trying to sleep. And I'll miss the way you'd always come up to the door of the cage when we came to see you — not just because we'd usually give you a treat, but because you liked our company, too.

    I won't speak for Andie, as I'm sure she has her own things she wants to say to you in private, but I'll tell you how I felt. I'll tell you a secret, in fact; out of the five rats we've had over the last few years, I loved each and every one of you to absolute pieces, but you were — don't tell the others — my favourite. I fell in love with you the moment I saw you in the pet shop. You were patterned a bit like your predecessor Lara, who had passed away and left her cagemate Lucy all alone, but you had an adorable scruffiness to your fur; I could never quite tell if you were actually scruffy or if it was just that you had slightly longer, fluffier fur than other rats.

    Whatever the reason, I knew I wanted you to be our friend, along with your friend Socks, whose own unique adorable feature was the fact her shiny grey-brown coat had an enticingly fluffy white bit on her belly. And while, like all rats, it took you a while to get out of that initial stage of seeming absolute terror at everything, you quickly became friendly, getting on well both with us and with Lucy, by now an old lady rat who had clearly been pining for some company ever since Lara left us.

    Out of you and Socks, I could never quite tell if you were "the smart one" or not. Socks always seemed to get up to more mischief than you, but I'm pretty sure you did your own scheming on the sly when we weren't looking. You certainly knew how to give us an irresistible, pleading look that would almost always result in you getting a treat of some description, but I like to think you thought of others too. You were always there for me when I needed you, and when I wanted to talk — when things were going badly, when I felt all alone, or when it was the middle of the night and I just couldn't get to sleep — you'd always come and listen, never judging, never answering back (and, I choose to believe, not just because you couldn't) and always making me feel better.

    I'm sorry life became such hard work for you towards the end, but I'm grateful that you hung on for us as long as you did. You were well over two and a half years old when you left us, which is super-old in rat terms, and I'd like to think that you stuck around as long as you did, despite your declining health, because you knew how much you were loved, both by Andie and by me.

    I'll miss you, Clover, just as I miss Socks, Lucy, Lara and Willow every day. I love you all very much and I hope that wherever you go after you leave us, you have a happy time, free of fear and adversity, full of treats and bursting with eternal joy.

    Goodbye, Clover. And thank you for being such a special part of my life. I'll never forget you.

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    2368: Building a World... Again https://imnotdoctorwho.moegamer.net/2016/07/15/2368-building-a-world-again/ https://imnotdoctorwho.moegamer.net/2016/07/15/2368-building-a-world-again/#respond Fri, 15 Jul 2016 00:22:37 +0000 https://angryjedi.wordpress.com/?p=16252 Playing with RPG Maker MV as I am at the moment, I'm reminded of quite how much I enjoy building worlds. I don't have the skill or technical knowledge to be able to do so using 3D modelling tools (or even level editors for 3D games) but I've always felt I can put together some interesting 2D … Continue reading 2368: Building a World... Again

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    Playing with RPG Maker MV as I am at the moment, I'm reminded of quite how much I enjoy building worlds. I don't have the skill or technical knowledge to be able to do so using 3D modelling tools (or even level editors for 3D games) but I've always felt I can put together some interesting 2D maps for RPGs.

    There are two main approaches you can take when building a world for a game. You can take the "realistic" approach and attempt to build it to something approaching a believable scale, or you can take the "gamey" approach and try to build something that works well in the context of a game.

    In actual fact, I tend to find that the best approach is somewhere between the two. A certain degree of game design is necessary when building a world in order to prevent it feeling like an unfocused mess — many modern open-world games fail miserably at this — while at the same time if your world design is completely divorced from reality your players will constantly be aware that they are playing a game rather than immersing themselves in your fictional world.

    This isn't always a bad thing, of course. Some people very much prefer exploring something that has been crafted to be fun, interesting to explore and well-paced. Others, meanwhile, like to wander off the path at every opportunity and see what's in that cave, over that hill, behind that locked door. And some of the most satisfying gaming experiences I've had have come in environments very obviously designed to defy all real-world logic (not to mention architectural principles and, well, physics) — Metroidvania-style titles particularly spring to mind in this regard.

    Since the game I'm playing around with at the moment is a kind of grand experiment of sorts, I'm going to play around with a variety of different approaches. The concept of the game sees the party travelling to several different "worlds", so each of them are going to be structured differently. One of them will be a condensed fantasy RPG-style world, with the distinction between "overworld" and "dungeons". Another will be one big dungeon — probably a haunted mansion or something along those lines. Besides those, I'd like to do something interesting with a sci-fi/cyberpunk feel, and either something completely abstract or very much grounded in reality. Or perhaps both.

    Unlike past projects, where I've sort of "winged it" as I've gone along, this time around I'm actually taking a bit of time to plan things out to a certain degree. I imagine there will still be an element of winging it as I play around and think of new things I'd like to do, but at the very least I intend to plan out the basic structure and/or map of each of these "worlds" and how the player will interact with them. Then it will be interesting to see how much of a challenge it is to implement each of them using the RPG Maker MV toolset.

    So far, the game's introduction has a single, linear "dungeon" to introduce the player to the basic concepts. After that, I intend to allow them to choose how they progress through the initial phases of the game — though I also intend to put in some systems to ensure some jumping back and forth between the different worlds and their corresponding styles is in order. Should keep things interesting. We'll see, I guess.

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    2367: Return to the House on the Hill https://imnotdoctorwho.moegamer.net/2016/07/14/2367-return-to-the-house-on-the-hill/ https://imnotdoctorwho.moegamer.net/2016/07/14/2367-return-to-the-house-on-the-hill/#respond Thu, 14 Jul 2016 01:20:53 +0000 https://angryjedi.wordpress.com/?p=16235 We played another round of the board game Betrayal at House on the Hill last night. I've grown to really like this game over time — its basic mechanics are simple and straightforward, yet the heavy degree of randomisation with every game means that the experience is subtly different each and every time you play. I won't give … Continue reading 2367: Return to the House on the Hill

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    We played another round of the board game Betrayal at House on the Hill last night. I've grown to really like this game over time — its basic mechanics are simple and straightforward, yet the heavy degree of randomisation with every game means that the experience is subtly different each and every time you play.

    I won't give specific details as unlike many board games, it is absolutely possible to "spoil" Betrayal at House on the Hill. For the unfamiliar, the basic flow of gameplay is split into two distinct sections: a cooperative initial section where everyone explores the creepy old house independently, generating its layout as they explore, followed by the "Haunt", at which point one or more players are revealed to be a traitor (or not revealed, in some cases!) and given their own objectives to complete that are kept secret from the remaining "good" players. Which of the Haunts you take on in a session is determined by the combination of the room you were in when the Haunt was triggered, and the item you picked up that triggered the Haunt. The combination of these factors is sufficiently random that across several games, I'm yet to play the same scenario twice.

    And those scenarios are enjoyably different from one another. In some cases, the traitorous player remains as a figure on the board, moving around and able to use the abilities and items they accumulated during the initial exploration phase. In others, the traitor's character is removed from the board for one reason or another — perhaps they were killed, perhaps they became an evil spirit, perhaps they were never really there in the first place — and the traitor player instead takes on the role of an "overseer", controlling all the monsters in the house and making use of special abilities to thwart the attempts of the players to fulfil their objective. Said objective usually involves getting the fuck out of the house that is suddenly trying to kill them, but there are often other things that they need to do first.

    The mechanic I particularly like is the use of RPG-style "ability checks" to complete various actions. The way these work is simple: you look at your character's current value for the stat in question, then roll that number of dice. The dice in Betrayal at House on the Hill are special six-sided ones that only have faces with one or two spots on, as well as a few with nothing at all on. To succeed in your task, you have to roll equal to or over a given number. For example, for a Knowledge 6+ check, you roll the number of dice for your character's Knowledge stat, and must score 6 or more to successfully complete the task. In some cases — usually items or events — there are variable results according to the score you achieve, with zero normally meaning something horrendous happens. A critical failure, if you will.

    The game is strongly thematic, but not at the expense of mechanical elegance. The exploration mechanic works well and produces interesting randomised board layouts each and every time you play, and the various items, events and traps you stumble across in the process make things interesting by perhaps adding shortcuts or hazards to contend with as you explore or run away screaming from a murderous evil thing.

    Best of all, it plays pretty quickly — a game takes about an hour or so, meaning our gaming group can absolutely fit a game of it in on a weeknight before people start flagging (or, more frequently, need to get to bed before going to work the following day). I'm hoping it hits the table a bit more often from now on.

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    2366: Bigger Open Worlds Aren't Always Better https://imnotdoctorwho.moegamer.net/2016/07/13/2366-bigger-open-worlds-arent-always-better/ https://imnotdoctorwho.moegamer.net/2016/07/13/2366-bigger-open-worlds-arent-always-better/#respond Wed, 13 Jul 2016 02:21:18 +0000 https://angryjedi.wordpress.com/?p=16210 Ubisoft's Assassin's Creed has 420 collectible flags scattered around its open world. They don't actually do anything other than unlock a few achievements — they don't give protagonist Altair any new abilities or open up any fun bonus content in the game. They're just there for the sake of it. WayForward's Shantae has 12 collectible fireflies scattered around its … Continue reading 2366: Bigger Open Worlds Aren't Always Better

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    Ubisoft's Assassin's Creed has 420 collectible flags scattered around its open world. They don't actually do anything other than unlock a few achievements — they don't give protagonist Altair any new abilities or open up any fun bonus content in the game. They're just there for the sake of it.

    WayForward's Shantae has 12 collectible fireflies scattered around its open world. Collecting all of them is the only way for protagonist Shantae to learn a dance that allows her to heal herself.

    Shantae also has 20 collectible Baby Warp Squids hidden in its four dungeons — five per dungeon. Every four Warp Squids allows Shantae to learn a dance that lets her teleport to one of the game's five towns, providing a convenient shortcut across the game world.

    With modern games (I know Assassin's Creed isn't that new now, but Ubisoft is still using its basic model for most of its games) it seems the assumption is the bigger the game world, the better — it doesn't matter if there's not all that much to do in the game world, so long as you can spout the tired old PR line about "see that mountain over there? You can actually go to it."

    It's not true, though. I mean, a big open world is impressive to look at, particularly if it's rendered in lovely graphics — heavily modded Skyrim and vanilla The Witcher 3 spring to mind here — but if said open world consists of vast tracts of nothingness between areas with actual activities to participate in, then there's really not a lot of point to it all, save to give the player a sense of scale.

    Shantae, despite being a Game Boy Color game, is an open world game, presented from a side-on perspective as a platform game: the subgenre commonly referred to these days as "Metroidvania". But the world of her adventure isn't unnecessarily sprawling and filled with vast tracts of nothingness; it's compact and focused, with every area designed around a distinct visual theme, allowing you to immediately know where you are in the world, which eventually loops right around on itself if you get to one of the far edges of it.

    This is good design in the context of it being a video game. Sure, the landscapes of Shantae may not be particularly realistic, but they make for a fun game experience that doesn't feel like it's dragging things out unnecessarily. It's also paced such that the player always feels like they're making progress, and the optional sidequests — the Warp Squids and the Fireflies — feel eminently achievable for most players and provide a tangible, genuinely useful reward in both instances. Compare and contrast with Assassin's Creed's 420 flags that don't do anything, where only the most dedicated achievement whores will bother participating in this pointless waste of everyone's time.

    Don't get me wrong, I like a big game — I'm enjoying The Witcher 3 a great deal. But if my game is big, there better be something to do or something interesting to see in every square inch of that landscape, otherwise I'm just going to fast travel from one corner of the world to the other. And I'm certainly not going to find all those fucking flags.

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    2365: If I Had a Million Quid https://imnotdoctorwho.moegamer.net/2016/07/12/2365-if-i-had-a-million-quid/ https://imnotdoctorwho.moegamer.net/2016/07/12/2365-if-i-had-a-million-quid/#respond Tue, 12 Jul 2016 00:58:05 +0000 https://angryjedi.wordpress.com/?p=16185 An awful lot of my anxieties come down to money issues. I've always found financial matters to be inordinately stressful, largely because there haven't been that many periods of my life where I've felt particularly "secure" in this regard. There have been a few, admittedly. When I was teaching, the pay was great, whatever other … Continue reading 2365: If I Had a Million Quid

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    An awful lot of my anxieties come down to money issues. I've always found financial matters to be inordinately stressful, largely because there haven't been that many periods of my life where I've felt particularly "secure" in this regard.

    There have been a few, admittedly. When I was teaching, the pay was great, whatever other teachers might say, but unfortunately it was not worth the life-crippling stress that the rest of the job gave me. So that was out.

    One of the retail jobs I had actually paid very well, too, which is unusual for retail, but probably not surprising for the company in question, who I won't name for the moment (at least partly because I wouldn't mind them hiring me again, please) and also perhaps not surprising given that my role wasn't exactly traditional "sales assistant" stuff.

    Then there was my work for GamePro and USgamer, which to date have been my favourite jobs, not to mention the ones I think I've been best at. Unfortunately, neither of those were to last; GamePro because it folded, and USgamer because of general behind the scenes assholery.

    Then there was SSE, which I will name because it was a health and safety-obsessed shithole staffed with some of the most odious people I've ever had the misfortune to work with. Again, pay good, but the working environment — very much a culture of fearmongering and whistleblowing — was horrible.

    The freelance work I'm doing at the moment also pays pretty well, but unfortunately it's very sporadic; at the time of writing I haven't had any for a while, so pennies are running a bit short. Andie is at least back to work now so our household will have some income again, but I am very much in need of a regular source of income.

    Money anxieties naturally lead me to fantasising about what I'd do if I won the lottery, because that would take away a considerable number of the things that stress me the fuck out each and every day. It's almost certainly never going to happen, of course, but it's nice to dream.

    If I won the lottery, I wouldn't do anything outrageously huge. I have a few things in mind that I'd definitely do immediately: I'd pay off the mortgage on our house, I'd pay off my car and I'd clear my credit card. Then I'd probably buy an HTC Vive VR headset. And from there? Well, I wouldn't really do anything else. I'd just live my life in the house I'm in, safe in the knowledge that I won't have to worry about money again. I'd do the things I want to do rather than feel like I have to do; I'd write, I'd make music, I'd make games, I'd play games. I wouldn't feel that crushing sense of guilt any time I do any of those things now because I wouldn't be under any sort of pressure to do something more "productive" and "useful" (i.e. something that pays money) with my time.

    To be honest, the dream of just living normally, only without having to worry about money — that's far more appealing and exciting to me than any grand designs to buy a country manor or a sports car or a holiday home in exotic climes that other people often claim will be their lottery dream. Perhaps it says something about me that the only real "ambition" I have is to be comfortable and secure; opulence would be fun, I'm sure, but security is what's going to keep you happy in the long term.

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    2364: More MV https://imnotdoctorwho.moegamer.net/2016/07/11/2364-more-mv/ https://imnotdoctorwho.moegamer.net/2016/07/11/2364-more-mv/#respond Mon, 11 Jul 2016 02:08:09 +0000 https://angryjedi.wordpress.com/?p=16143 I've been playing some more with RPG Maker MV today. Despite telling myself before I started fiddling around that I wasn't going to be too ambitious, my project's plugins folder is now full to bursting with all manner of goodies to extend the functionality of the basic engine and basically make it almost unrecognisable from its vanilla … Continue reading 2364: More MV

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    I've been playing some more with RPG Maker MV today. Despite telling myself before I started fiddling around that I wasn't going to be too ambitious, my project's plugins folder is now full to bursting with all manner of goodies to extend the functionality of the basic engine and basically make it almost unrecognisable from its vanilla form. (This is good, because "it looks like an RPG Maker game" is considered a grave insult by some people on the Internet.)

    I'm not going to share any specific details about the game I'm putting together to learn the program as, if it ever gets finished, I want it to be a nice surprise for my friends to enjoy (but hopefully a certain amount of appeal to those of you who don't know me quite so well, also). However, I can talk a bit about some of the plugins and goodies I've been making use of.

    An absolutely essential site for those wanting to go beyond the basic functionality of the RPG Maker MV engine is the MV Plugins Master List. It is, in theory, a central repository of links to the most popular RPG Maker MV plugins, along with snippets of information about them. This was my starting point for exploring the world of plugins.

    RPG Maker veterans will be familiar with the name Yanfly, no doubt, as he's one of the most active users of the program's various incarnations, and has long been producing some of the most well-regarded plugins and scripts out there. His new site is absolutely rammed with fantastic plugins, all of which are well documented and easy to use. Of particular interest to many people will be his implementations of the popular ATB and CTB battle systems from the Final Fantasy series; when used in conjunction with other plugins to alter how the battle screen looks and works, it's easier than ever to put together a really distinctive looking game with easily understandable mechanics.

    Himeworks is another great resource for plugins. Not only does Tsukihime produce some excellent, again well-documented plugins, she (I think?) is also an active member of both the RPG Maker community in general and the community on her own site, offering helpful advice and accepting feedback for her plugins through the comment sections.

    Aekashics has some great resources, this time mostly visual ones for use in battle or as appropriate throughout your project. Aekashics has a very distinctive style that is nice and consistent between all the different resources available, and they're all very high quality. If you don't want to use the default RPG Maker monsters but are as cack-handed as me when it comes to producing artwork, Aekashics' site should be your first stop.

    Here are a few other cool plugins I've been using:

    • PrettyGauges – a delightfully simple plugin that allows you to easily customise the rather amateurish-looking default HP, MP and suchlike gauges in RPG Maker MV.
    • TerraxLighting – a super-cool lighting system that allows you to use events as light sources on your maps. The radius and colour of the light sources can be adjusted, and they can even be made to "flicker" slightly to simulate fire or electronic screens. Using lighting makes a huge difference to how RPG Maker MV's default visuals look.
    • VictorEngine – a series of useful plugins that run a similar gamut to Yanfly's collection. Where VE wins out over Yanfly is in things like the customisation of visual elements like the battle screen status window and suchlike, whereas many of Yanfly's plugins are more focused on new or optimised functionality.

    I'm having a lot of fun so far. Whatever you might think of RPG Maker-produced games, there's no denying that the software itself is an extremely fun, creative tool that allows anyone to put together something that will make them happy. It can also be a great jumping-on point to learn coding principles, even if you're not writing your own JavaScript plugins yourself — the Event system's pseudo-code is a good way of thinking about how things work and how you tell a computer to do things, but is simple and straightforward enough I bet even my friend James (who, when it comes to technology, is borderline retarded, which is strange because he's otherwise a very clever chap) could make an NPC walk around and call the player a bellend.

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    2363: EmVee https://imnotdoctorwho.moegamer.net/2016/07/10/2363-emvee/ https://imnotdoctorwho.moegamer.net/2016/07/10/2363-emvee/#respond Sun, 10 Jul 2016 01:21:53 +0000 https://angryjedi.wordpress.com/?p=16109 I love RPG Maker. I've loved it long before I first used it and was extremely jealous of the American PS1 owners who got to use it on console, and I was thrilled when I first discovered the legendary unofficial localisation of RPG Maker 2000 by Don Miguel. The game I made with moral support from my friends at … Continue reading 2363: EmVee

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    I love RPG Maker. I've loved it long before I first used it and was extremely jealous of the American PS1 owners who got to use it on console, and I was thrilled when I first discovered the legendary unofficial localisation of RPG Maker 2000 by Don Miguel. The game I made with moral support from my friends at university, The Adventures of Dave Thunder, was shaping up to be a lot of silly fun — albeit probably far too full of in-jokes to be appreciated by anyone outside my circle of friends — but it was unfortunately lost when my computer at the time suffered a catastrophic system failure. I've never quite forgiven myself for not backing it up.

    But I've maintained an interest in RPG Maker ever since, and have fiddled around with numerous incarnations over the years. Most recently, I snagged a copy of RPG Maker MV, the latest version, in the recent Steam sale, and I've been having a play with it. It seems like a lot of fun so far, and a good evolution even from VX Ace, the previous edition.

    The basic toolset is almost identical. There's a simple tile-based map editor for you to draw your various locations using tilesets — either those included or those you create yourself in an external art program. On top of that is the Event system, which allows you to place objects and triggers on your map and, constructing pseudo-code through a menu-driven interface, make them do all manner of different things, ranging from being a random NPC wandering around spouting bollocks to a lengthy cutscene event that changes depending on your previous actions in the game.

    The basic Event system is very powerful and flexible, but for the last few versions of RPG Maker it's also been supported by the ability to use scripting — actual coding — alongside the pseudo-code created in the Event editor. Previously, RPG Maker used a variation on Ruby for its scripting language; in MV, it's made the change to straight JavaScript, arguably a much more widespread (and easier to learn?) language.

    What's particularly nice about MV's scripting support is that it's organised in a completely different way to previous incarnations. Instead of having a huge, daunting Script Editor window where it's possible to completely break your whole game with just one little typo, RPG Maker MV works by using JavaScript plugins. Drop these in the appropriate subfolder of your project, activate them within RPG Maker, configure them as appropriate, then off you go.

    It's a simple change, but a very effective one. The fact that each plugin is treated as its own module with its own settings means that plugin creators can create a simple list of parameters that less code-savvy RPG makers can tweak and change without having to even look at any JavaScript whatsoever. Many plugins also have "friendly", easily readable Plugin Commands to trigger various functionality, too — no more "this.enemyType(math.random(floor.bollocks));" or whatever, although you still can perform direct script calls if you so desire.

    Best of all, the localisers Degica have embraced the most active members of the RPG Maker community over the years and brought them on board to help out with making RPG Maker MV an excellent package. Legendary RPG Maker scripter Yanfly, for example, has produced a huge number of plugins for MV already, and other well-known contributors to the community such as Archeia have played an important and active role in making RPG Maker MV what looks like the definitive version of RPG Maker… until the next one comes out, of course.

    I'm just farting around with it at the moment with no real grand plan in mind; I'm putting together a relatively straightforward game using mostly standard assets as a means of getting my "eye" back in as well as learning MV's new features. It's not going to be anything amazing or revolutionary — going by previous experience, it probably won't be finished, either — but it's providing something fun to do when I want to keep my mind occupied.

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    2362: Geralt's Private Dicking https://imnotdoctorwho.moegamer.net/2016/07/09/2362-geralts-private-dicking/ https://imnotdoctorwho.moegamer.net/2016/07/09/2362-geralts-private-dicking/#respond Sat, 09 Jul 2016 02:07:59 +0000 https://angryjedi.wordpress.com/?p=16090 I've been enjoying The Witcher 3 so far. It's a lovely looking game with an interesting plot, some great characters and a shitload of things to do. To a certain extent, I almost wish it was an adventure game rather than an RPG. The reason I say this is that The Witcher 3, much like its predecessors, is … Continue reading 2362: Geralt's Private Dicking

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    I've been enjoying The Witcher 3 so far. It's a lovely looking game with an interesting plot, some great characters and a shitload of things to do.

    To a certain extent, I almost wish it was an adventure game rather than an RPG.

    The reason I say this is that The Witcher 3, much like its predecessors, is at its absolute finest when presenting protagonist Geralt with quests that are much more complex than "go to x and kill y". Which, to be fair, is most of them, since The Witcher has never really done the whole "bring me 15 squirrel ears" thing, thankfully. However, the real highlights of the game are the quests that involve a lengthy investigation of something strange that has been happening.

    These quests, of which there are numerous, play out in a similar manner to something like the enormously underrated Murdered: Soul Suspect, requiring you to comb crime scenes for information (perhaps using Geralt's heightened Witcher Senses) and come to some conclusions of your own as to what happened. Many of these quests have branching paths and different consequences for how you choose to proceed in them, too, making for an interesting experience where you never feel like you've made the "wrong" choice.

    Since the world of The Witcher is one of dark fantasy, a lot of the things Geralt ends up investigating are pretty gruesome and horrifying. But, as with most people who deal with the unpleasant on a daily basis, Geralt has both a strong stomach and a wry sense of very black humour.

    Herein lies one of the biggest strengths of the whole Witcher series when compared to the interminable tedium of Bethesda's Elder Scrolls series: personality. Despite the fact you can build Geralt's abilities how you see fit as he levels up, he is a strongly written character in his own right. Sure, there's a certain degree of leeway in how much of an asshole you can be to people throughout, mostly in order to allow for various different conclusions to narrative threads, but even with these options available, Geralt is still a well-defined character who maintains a consistent personality throughout the whole game. Whole series, in fact; he's grown and changed over the course of the three games he's been in to date, but he's still recognisably Geralt.

    I'm intrigued to see how well-paced the whole game is. It's entirely possible to avoid the story-based quests altogether and just go hooning around the countryside on horseback looking for "points of interest" to clear, which usually involve killing monsters or bandits, but this gets a bit tiresome after a while. Instead, the best way to play, it seems, is to focus on a quest and where it takes you, pick up any other quests you might find on your way between key locations, and perhaps drop in on any points of interest that come up on your journey if they're not too far out of your way. Attempting to "grind" your way through each of the game's maps by methodically clearing out all the points of interest is clearly a way to drive yourself to insanity, and indeed it's precisely because I did this in Oblivion that I grew to hate the Elder Scrolls games. (Well, that coupled with their complete lack of personality and atrocious storytelling, anyway.) Thankfully, it's not necessary; it takes only a thousand experience points to gain each and every level, and completing quests is by far the most efficient means of getting said experience points, so in many ways the game is actively pushing you towards its most interesting things to do, which is absolutely fine by me.

    Been playing for 18 hours so far and Geralt hasn't shagged anyone yet, though; wonder if I'm doing something wrong…

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    2361: Up to Date on Ys https://imnotdoctorwho.moegamer.net/2016/07/07/2361-up-to-date-on-ys/ https://imnotdoctorwho.moegamer.net/2016/07/07/2361-up-to-date-on-ys/#respond Thu, 07 Jul 2016 22:40:25 +0000 https://angryjedi.wordpress.com/?p=16059 Just in time to cover it extensively this month over on MoeGamer, I'm finally up to date on the Ys series, as I finished Memories of Celceta tonight. I'm glad I finally took the time to play through it all, as it really is a remarkable series that has evolved considerably since its humble beginnings. I'll save the history lesson … Continue reading 2361: Up to Date on Ys

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    Just in time to cover it extensively this month over on MoeGamer, I'm finally up to date on the Ys series, as I finished Memories of Celceta tonight.

    I'm glad I finally took the time to play through it all, as it really is a remarkable series that has evolved considerably since its humble beginnings. I'll save the history lesson for MoeGamer, though, and talk a bit about Memories of Celceta specifically.

    Memories of Celceta builds on what Ys Seven started, and does it very well. While Ys Seven felt a little bit clunky at times — at least partly due to the fact that it was running on the crusty old PSP hardware — Celceta feels much more fluid and refined. It's not perfect — the poor old Vita struggles to keep the framerate up when there's lots happening on screen, but it never really becomes a problem. No, I'm talking more about the gameplay; combat is fluid and satisfying, and the skills each character has all feel a lot more distinct than the rather feeble ones you had for the majority of Seven. Different characters have clear purposes, both in and out of combat, and each one is enjoyable to fight as.

    The thing I liked the most about it, I think, was the emphasis on exploration. The central concept of the game is that protagonist Adol is exploring the uncharted forest of Celceta, a job well suited to an adventurer such as he. Indeed, your progress in the game roughly corresponds to your progress uncovering the surprisingly sprawling map, and by the end of the game you'll be at, or at least close to, 100% of the forest being mapped out.

    And it's an interesting forest, too, with plenty of distinct areas rather than remaining uniformly green and leafy throughout. There are plains-like clearings, towering mountains, crystalline lakes and damp, soggy marshland. Later in the game there's the Ashen Forest, which is a beautiful, almost otherworldly area bathed in a curious sparkling, purple mist.

    I found myself missing the "jump" button from Oath in Felghana and its ilk less in Celceta than I did in Ys Seven. This is because the maps were overall better designed and more interesting to explore. Ys Seven's dungeons in particular weren't bad as such, but it's clear that technological limitations, at times, held Falcom's designers back a bit from making some really interesting levels.

    I particularly liked the various "artifacts" you acquire throughout Celceta, many of which provide you with new traversal abilities in true Metroidvania tradition. The Hydra Scales, for example, allow you to swim underwater and reach otherwise inaccessible chests and areas, while the Gale Boots allow you to run incredibly fast, even straight up certain walls. The controls for some of these non-standard means of traversal are occasionally a bit wobbly — steering the Gale Boots is near-impossible, so you better line up before you unleash them, for example, and combat underwater is a terrible experience proving that Falcom, unfortunately, didn't learn anything from Ys Origin's excellent underwater section — but they never get in the way of gameplay, because they're usually required only to bypass a particular obstacle, at which point you can just get back to doing what Adol does best — hacking and slashing through hordes of enemies.

    I won't spoil anything, but the finale was fantastic, too. The Ys games have all had excellent finales so far, and Celceta certainly didn't disappoint with a particularly strong final confrontation and the unusual move of having a few things extra to do after the "final" boss. It was dramatic, exciting — and, perhaps most importantly, extremely relevant to the overall Ys lore, which, again, is something that Falcom excels at. By now, the lore of the world of Ys is extremely well-realised, with each new game bringing us new information about a region or country; effectively, we learn about these lands alongside Adol as he continues his quest to see every part of the world "without shortcuts".

    I'm a total convert to Ys, then, and you better believe I'll be all over Ys VIII when it inevitably comes West. In the meantime, have a rest, Adol Christin, you've definitely earned it.

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    2360: A Life Without Social Media is a Life Without Pointless Outrage and Guilt https://imnotdoctorwho.moegamer.net/2016/07/06/2360-a-life-without-social-media-is-a-life-without-pointless-outrage-and-guilt/ https://imnotdoctorwho.moegamer.net/2016/07/06/2360-a-life-without-social-media-is-a-life-without-pointless-outrage-and-guilt/#respond Wed, 06 Jul 2016 23:06:37 +0000 https://angryjedi.wordpress.com/?p=16019 I poked my head on to Twitter earlier — not to participate or engage, because I think I've well and truly broken my former addiction to it, but instead simply to share the article on Ys that I spent all day writing. Literally immediately — and yes, I do mean literally — I saw someone indulging in one of … Continue reading 2360: A Life Without Social Media is a Life Without Pointless Outrage and Guilt

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    I poked my head on to Twitter earlier — not to participate or engage, because I think I've well and truly broken my former addiction to it, but instead simply to share the article on Ys that I spent all day writing.

    Literally immediately — and yes, I do mean literally — I saw someone indulging in one of the reasons I stopped wanting to use Twitter in the first place: pointless, unnecessary handwringing and guilt over things that were nothing to do with them.

    The person in question, whom I had previously thought to be a fairly level-headed, rational sort of individual, went on an 8-tweet tirade about how awful the 4th of July was and how Americans enjoying and celebrating what has become nothing more than a holiday — regardless of its history — was somehow racist.

    I closed the tab straight after I shared the link to my work, because frankly I don't have time for that shit.

    One might argue that it's a good thing the Internet has supposedly made us all more socially responsible and aware of all the terrible things in the world — and perhaps it is. However, one thing the Internet very rarely does is actually do anything about these terrible things in the world. Whether it's people changing their Facebook avatars to "raise awareness" for a charity (I think they'd rather have your bank details, thanks), someone painting their nails in protest against the amorphous concept of "toxic masculinity" or flaccid "protests" against whatever the issue du jour is, Internet activism achieves absolutely nothing whatsoever.

    Actually, no, that's not true — it does achieve something. But it's not anything good.

    The only thing Internet activism achieves is to drive wedges between people — alienating people from one another, and drawing very, very clear battle lines that you can only ever be on one side or the other of. Us and them. The "right side of history" and its respective "wrong side". If you're not with us, you're against us. That sort of thing.

    The inherently divisive nature of self-proclaimed activists' behaviour online has had an overall enormously negative impact on online discourse as a whole. As I noted in my post where I decided to set Twitter aside, people who believe strongly in things (or at least consider themselves to believe strongly in things) have a tendency to take an "I'm right, you're wrong" approach with no middle ground. And this is true for everyone who holds strong opinions on one thing or another, whether it's "censorship" in games, the supposed epidemic of "misogyny" that the Internet is suffering, or who they think should win the Presidential election.

    The general unwillingness to take other people's perspectives into account has ruined all sense of rational discourse on social media. Okay, that might be a slight exaggeration, but it's certainly soured the experience for me; social media of all types (with the exception of this blog, if that counts, which I don't really feel it does) had just stopped being fun, and seeing that string of tweets today the moment I opened the Twitter page drove it home for me. There was a stark contrast between this and the private conversation I was having with my friend Chris at the time, whereby we disagreed on our opinions regarding the video game Limbo — he liked it, I hated it — and somehow, magically, managed to do so without feeling the need to convince the other person that they were wrong. We simply enjoy different things, and talking about those things you don't have in common as much as the things you do makes for some of the most interesting conversations.

    You can enjoy your life, or you can spend your time getting pointlessly angry about things and people on the Internet. I've got games to play and things to write, so I know which one I choose.

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    2359: Purupurupurino https://imnotdoctorwho.moegamer.net/2016/07/05/2359-purupurupurino/ https://imnotdoctorwho.moegamer.net/2016/07/05/2359-purupurupurino/#respond Tue, 05 Jul 2016 23:18:36 +0000 https://angryjedi.wordpress.com/?p=15992 I took a chance on a peculiar-looking game on Steam the other day. It wasn't a completely blind purchase, since the developer Front Wing were the creators of The Fruit of Grisaia, my favourite visual novel to date, but this looked like an altogether different sort of affair. Purino Party is a puzzle game with a lightweight … Continue reading 2359: Purupurupurino

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    I took a chance on a peculiar-looking game on Steam the other day. It wasn't a completely blind purchase, since the developer Front Wing were the creators of The Fruit of Grisaia, my favourite visual novel to date, but this looked like an altogether different sort of affair.

    Purino Party is a puzzle game with a lightweight visual novel plot, loosely based on Front Wing's Japan-only straightforward visual novels Pure Girl and Innocent Girl. (Indeed, Purino Party reuses a number of event images from both Pure Girl and Innocent Girl, much to the chagrin of those who have read said works, but as someone unfamiliar with them but very much in love with the work of artist Nanaka Mai — who also designed Grisaia's characters — I didn't mind at all.)

    The plot is lightweight, stupid fluff straight out of a nukige, which is unsurprising given the source material. You come to a town for a vacation, but are quickly accosted by mysterious local landlord Kei, who decides that your clearly godlike puzzle game skills make you an ideal person to help the girls in her charge realise their potential. (And shag them.) Thus begins a series of eight short stories, each focusing on one of the girls — first the four Pure Girl heroines, then the four Innocent Girl cast members — punctuated with increasingly difficult puzzle game challenges, with your reward being the advancement of the story and a picture to add to your gallery, most of which are lewd. (Most of which are very lewd if you install the optional X-rated patch, which Front Wing have been ballsy enough to link to on their Steam Store page.)

    The puzzle gameplay may initially seem to be straightforward Bejeweled-style match three, but it's actually more akin to popular mobile game Puzzle and Dragons in that you can grab a piece and then slide it around the grid as much as you like, displacing other pieces along the way to shift them into advantageous positions, until a 10-second timer expires, at which point you're forced to drop it if you haven't already. Each level gives you a point target that increases with each episode of each girl's story, and a limited number of moves in which to accomplish this score. Later episodes also present you with a time limit, though this isn't normally too much of an issue.

    The puzzles are really fun. The way in which you can move pieces around allows you to set up enormous chain-reactions of pieces, and indeed to meet most of the point targets in the game and progress, you'll need to do so. The fact you have ten seconds to move the piece around and displace the rest of the board as you see fit allows you to be strategic and methodical about arranging the pieces to your advantage rather than it simply being a challenge of spotting matches as quickly as possible. There's a touch of randomness that can sometimes screw you over a bit — if you start a round with a bad board layout, there's not a lot you can do — but you can usually mitigate this to a certain extent by taking advantage of the few special mechanics. Firstly, each girl has a "favourite" type of piece that loosely corresponds to their personality or interests, and you get more points for matching or chaining these pieces. Secondly, matching three or more "heart" symbols puts you into Fever mode, accompanied by some thumping cheesy J-pop. During this time, the points you gain are considerably increased; combined with the favourite piece bonus, this is generally the best way to score a lot of points quickly.

    Meanwhile, the story is also entertaining. Don't go in expecting an emotional rollercoaster on the level of Grisaia, but each of the characters are endearing and appealing in their own way, and they all have their own personalities and stories to tell. A lot of it tends to descend into sex humour, particularly given that a number of the girls are total perverts, but amid the smuttiness (which, it has to be said, is amusing and curiously charming rather than weird) there are some genuinely funny jokes and some really likeable characters; it's just a shame we don't get to spend much time with them. Though I guess there's always Pure Girl and Innocent Girl to see more of them after the fact — assuming you speak Japanese or can find a suitable translation patch.

    Purino Party isn't an amazing game or an amazing visual novel, but it does what it does well. It's lightweight, enjoyable fluff, not meant to be taken seriously in the slightest, and its bright colours, cheery music and immensely endearing characters make it just the sort of thing you can relax with for half an hour when you don't want to do anything too strenuous.

    Kanae best girl. And not (just) because she looks a bit like Amane from Grisaia.

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    2358: I Whip My Hair Back and Forth https://imnotdoctorwho.moegamer.net/2016/07/04/2358-i-whip-my-hair-back-and-forth/ https://imnotdoctorwho.moegamer.net/2016/07/04/2358-i-whip-my-hair-back-and-forth/#respond Mon, 04 Jul 2016 21:40:42 +0000 https://angryjedi.wordpress.com/?p=15963 Shantae is a series I've been meaning to explore for a long time. Specifically, ever since I reviewed the iOS version of second game Risky's Revenge a few years ago and was absolutely enamoured by the graphics and overall presentation before being almost immediately put off entirely by the atrocious controls, proving once again that you should never, ever make … Continue reading 2358: I Whip My Hair Back and Forth

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    0358_001

    Shantae is a series I've been meaning to explore for a long time. Specifically, ever since I reviewed the iOS version of second game Risky's Revenge a few years ago and was absolutely enamoured by the graphics and overall presentation before being almost immediately put off entirely by the atrocious controls, proving once again that you should never, ever make traditional console-style games for platforms whose only input method is a touchscreen.

    As part of the retro gaming and emulation kick I've been on recently, I decided I'd check out the Shantae series from the beginning, starting with its Game Boy Color incarnation. Shantae, as the first game is simply called, is widely regarded as one of the most impressive titles to be released on the GBC, as well as being a great game and the start to a marvellous series in its own right.

    The eponymous Shantae is a half-genie girl who is the self-appointed protector of fishing village Scuttle Town. One morning, the voluptuous pirate Risky Boots shows up, bombards the town with cannon fire and then makes off with a Steam Engine, a new invention from local crackpot Mimic based on blueprints he found on an archaeological expedition. Frustrated with herself that she was unable to stop Risky's attack, Shantae pledges to try and get one step ahead of the pirate and find out what she's really up to, and thus begins your standard video game quest of "find the shiny doohickeys before the bad guy does".

    In terms of gameplay, Shantae is a fairly simple Metroidvania-esque platformer in that it isn't really divided into discrete levels. Instead, there's an overworld which wraps around on itself, meaning you can start walking in one direction and eventually end up back where you started, and a number of small caves and larger "labyrinths" that can be accessed. There are also five towns that act as waypoints; completing a sidequest where you collect "Warp Squids" enables you to teleport back to that town at any point; the towns also each house various facilities such as shops and minigames.

    Shantae definitely plays extremely well, with responsive controls and well-designed, well-paced maps that are challenging but rarely cheap, the odd "leap of faith" aside. As you progress through her quest, you unlock various transformation abilities, each of which are used by playing a rhythm-based minigame and pressing particular combinations of buttons in time with the music for Shantae to make use of her considerable (and frighteningly erotic) bellydancing skills. These transformations, in true Metroidvania tradition, enable you to reach otherwise inaccessible areas through various means: the Monkey form, for instance, can climb walls, while the Harpy form can fly.

    While the gameplay is solid, where Shantae's main appeal lies is in its presentation. Although limited by the low resolution and limited colour palette of the Game Boy Color, Shantae is a gorgeous-looking game, with attractive, atmospheric backdrops and excellent sprite work. The star of the show is, appropriately enough, Shantae herself, who is animated with an amazing degree of fluidity and personality — and unlike previous games which had particularly fluid animation, such as Prince of Persia and FlashbackShantae doesn't sacrifice responsiveness for smooth animation.

    Shantae's visual appeal comes from the sheer range of animations she's been programmed with. Rather than simply being built with traversal animations in mind — walking, running, jumping, falling — Shantae has plenty of unique animations only seen in certain situations. There are the dance animations, for starters, one of which can be found on every direction on the Game Boy D-Pad and its two action buttons. When using these for gameplay purposes, you only see them for a brief moment, but they're so visually compelling that it's more than a little tempting to just switch into Dance mode by tapping Select and admiring Shantae's moves for a few minutes before continuing on your quest. On top of this, Shantae has a number of "mood" animations used during dialogue sequences that give her a great deal of visual character, and her personality is backed up by some snappy, witty but brief dialogue that gives you the important information you need to proceed while keeping things light and breezy in tone.

    So far I've cleared the first "Labyrinth", which was a delightful delve into a well-designed dungeon with some interesting, creative puzzles involving memory, precision jumping and carefully exploring the environment. I'm looking forward to seeing what the rest of the game has to offer — and beyond that, finally playing Risky's Revenge on a platform that can do it justice, followed by its sequel Shantae and the Pirate's Curse.

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    2357: Life is Strange https://imnotdoctorwho.moegamer.net/2016/07/03/2357-life-is-strange/ https://imnotdoctorwho.moegamer.net/2016/07/03/2357-life-is-strange/#respond Sun, 03 Jul 2016 23:22:55 +0000 https://angryjedi.wordpress.com/?p=15927 I've played the first two episodes of Dontnod's adventure game Life is Strange, and I'm enjoying it so far. It remains to be seen whether the whole thing is the life-changing masterpiece some people I know have made it out to be, but it's certainly solid and interesting so far. It didn't start brilliantly, though this … Continue reading 2357: Life is Strange

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    I've played the first two episodes of Dontnod's adventure game Life is Strange, and I'm enjoying it so far. It remains to be seen whether the whole thing is the life-changing masterpiece some people I know have made it out to be, but it's certainly solid and interesting so far.

    It didn't start brilliantly, though this was partly my own fault for deciding to read through all of protagonist Max's diary before actually doing anything. Max's blathering on about how amazing it was to be in a "diverse" school and other such witterings made me recoil at the prospect of an obnoxiously self-righteous heroine, but thankfully the game nipped that in the bud pretty quickly, and Max actually comes across as a likeable individual — a little shy and withdrawn as well as more than a bit nerdy, so eminently relatable to me. Whew. Bullet dodged.

    I'm less enamoured with her friend Chloe, who is built up in Max's diary to be some sort of amazing super-friend, and comes across as a spoiled, unnecessarily rebellious jerk when we finally meet her. It's been years since Max and Chloe have seen each other, and Chloe has been through some changes that are perhaps best exemplified by the fact her hair is now blue. Her rebelliousness is at least a little understandable, though; she's dealt with the death of her father and her mother marrying someone else, who so far has been depicted as a bit of a twat — and an abusive, angry twat at that. Unfortunately, Chloe's way of dealing with things just makes her, too, come across as a twat, and I find myself questioning why Max fawns over her at every opportunity, since they are so very different. Still, I guess we'll find out more about Chloe as the series progresses, so I will reserve final judgement on her until we see where this all ends up.

    Outside of the Chloe-Max interactions, which are clearly intended to be a centrepiece of the narrative, Life is Strange is solid and enjoyable, being effectively an interactive high school drama, with all the usual frictions and cliquiness that signifies. There are the bitchy cool girls, who Max takes great pleasure in successfully humiliating in the first episode. There's the hot teacher that all the girls fawn over. There's the weird janitor. There's the overly religious, abstinence-preaching girl who stands up for what she believes in even as she gets relentlessly abused by those around her. And like in most good high school drama movies, Max is a relatively inoffensive, pleasant sort of individual who manages to get along with most people if she tries.

    Where things get interesting is in Life is Strange's main twist: Max's discovery that she has time-shifting powers. In other words, she is able to rewind time and make use of this fact to her advantage: perhaps she can learn some information, then rewind back before a conversation and use that information when talking to someone. Perhaps she can see the consequences of an action, then rewind and reconsider. Perhaps she can use her powers to save people's lives. The mechanic itself is simple and well executed, and it's used creatively in a variety of places, both to allow you to reconsider your actions, and to resolve various situations.

    Being an adventure game of the Telltale-esque mould, Life is Strange is riddled with decision points, some of which are more important than others. Particularly significant decisions tend to be binary in nature, and Max always has something to ponder after making one of these choices. Interestingly, the game's script always manages to make it seem as if the other choice was the "right" one, so there's no real sense that there's a path down which the writers feel like you "should" continue; often, there are no real good choices in particularly difficult situations, so it's a case of deciding how to handle it in the moment.

    Life is Strange's setting is presented really nicely. Deliberately eschewing photorealism in favour of a somewhat watercolour-esque aesthetic, there's a lovely vignetting effect on the screen that blurs the edges, and scenery and set dressing is heavily stylised rather than realistic. The characters have a touch of "plastic doll" about them, but this is in keeping with the rest of the aesthetic; a kind of slightly otherworldly appearance, like things just aren't quite right, but where it's hard to put your finger on what is actually wrong.

    The writing is good, too. Conversations are believable, riddled with modern slang and authentic modern cultural references. Like Deadly Premonition, the last game I can remember that did this, Life is Strange isn't afraid to namecheck real things — celebrities, movies, books, authors, artists — and does so without feeling like they've been included just to show off how cultured the writers are. Instead, it all feels very natural, and adds to the authentic feeling of the setting as a result.

    I'm intrigued to see where the overarching narrative goes. There's clearly something very odd going on with Max, whose power appears to take a physical toll on her, and she also keeps seeing visions of her town being destroyed by an enormous tornado, which presumably will show up (or not?) in the final episode. But alongside this, there are numerous other well-crafted subplots that intertwine with one another nicely, so it will be interesting to see how all these fit together by the end. Aside from a few hitches in the script here and there where you'll figure really obvious things out long before Max does — a common problem in adventure games — the whole thing seems like a very well-crafted narrative experience, and I'm intrigued to see where it ends up, though I kind of hope it doesn't involve Chloe quite as much as I feel like it's probably going to.

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    2356: Packing a LaunchBox https://imnotdoctorwho.moegamer.net/2016/07/02/2356-packing-a-launchbox/ https://imnotdoctorwho.moegamer.net/2016/07/02/2356-packing-a-launchbox/#respond Sat, 02 Jul 2016 23:56:35 +0000 https://angryjedi.wordpress.com/?p=15900 I'm a big fan of emulating old systems. There's no substitute for playing on original hardware and having original packaging, of course, but emulation is a relatively straightforward and cost-effective means of enjoying older games without having to brave eBay, thrift stores or exorbitant "collector's" prices. The legality of emulation is something that has been … Continue reading 2356: Packing a LaunchBox

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    0356_001

    I'm a big fan of emulating old systems. There's no substitute for playing on original hardware and having original packaging, of course, but emulation is a relatively straightforward and cost-effective means of enjoying older games without having to brave eBay, thrift stores or exorbitant "collector's" prices.

    The legality of emulation is something that has been discussed to death online, so I will sidestep that particular issue for the moment and instead bring your attention to a wonderful tool I've started using recently.

    One of the biggest pains with emulation of older systems, particularly if you have a lot of ROM files, is managing and organising all these files, and indeed even knowing what you have available to play. This is a particular issue with old computers, whose disk images tend to contain multiple titles much like the pirated disks "computer clubs" would exchange freely in the '80s and '90s, but given the sheer number of games that have been released for various console platforms over the years, it can be an issue finding what you're looking for even on systems that use media that only contains a single title.

    Enter LaunchBox, then, a thoroughly pleasant and well put together front-end for all your emulation… well, no, all your PC-based gaming needs, with a particular emphasis on the emulation of old platforms and operating systems.

    Launchbox is, at its heart, a database designed to be filled with records of games with related media files — including ROMs and disk images — attached. It organises software by platform and allows the automatic launching of a particular emulator when selecting a game.

    Perhaps its best feature, though, is its online connectivity, which allows it to connect to various online services, including its own online database, Wikipedia and Emumovies, and download all manner of supporting media for each game, where available. This supporting media ranges from simple box art and PDFs of the original manuals to music, movies and fanart of the games. By importing all your ROM files into LaunchBox, you can quickly and easily build up a full gaming database and automatically populate it with relevant information about pretty much any game you'd care to name; any game that doesn't get automatically populated with information can either be corrected yourself or manually searched in case it was stored online under different details.

    This makes LaunchBox an excellent resource both for organising your collection and learning about titles you might not be familiar with — particularly those from other territories. The brief blurb LaunchBox provides for supported titles gives a good synopsis of what the game is all about and what to expect from it, and from there it's a simple matter to double-click the game in your collection and be playing it in a suitable emulator almost immediately. LaunchBox even recommends and provides download links to emulators for the most popular platforms and can automatically set them up for you; it also comes bundled with the wonderful DOSBox, which enables you to play old DOS-based games on modern Windows computers.

    While I'd still prefer to have a wall full of original packaging and games playable on their original systems, that's not an especially cost-effective thing for me to do right now. So LaunchBox is very much scratching my "collector's" itch until I'm in a position to put together an actual physical collection. And in the meantime, it's turned my PC into pretty much the ultimate games console ever.

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    2355: Playing God https://imnotdoctorwho.moegamer.net/2016/07/01/2355-playing-god/ https://imnotdoctorwho.moegamer.net/2016/07/01/2355-playing-god/#respond Fri, 01 Jul 2016 22:46:06 +0000 https://angryjedi.wordpress.com/?p=15870 After reading up on their work a bit over on Hardcore Gaming 101, I've become interested in the Super NES games of a developer called Quintet. Their work consists of several games that I've heard of but never actually played, plus one PS1 game that I did enjoy and feel to this day is rather underappreciated: … Continue reading 2355: Playing God

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    After reading up on their work a bit over on Hardcore Gaming 101, I've become interested in the Super NES games of a developer called Quintet. Their work consists of several games that I've heard of but never actually played, plus one PS1 game that I did enjoy and feel to this day is rather underappreciated: the unusual and interesting action RPG The Granstream Saga.

    Quintet are perhaps best known for early SNES game ActRaiser and their subsequent Heaven and Earth trilogy, consisting of Soul Blazer, Illusion of Gaia and Terranigma. (The Granstream Saga is kinda sorta also part of this series, too, though in an unofficial-ish capacity and on a different platform to its three predecessors.)

    I decided to start with ActRaiser, since when exploring a developer's work like this I like to start with their early titles and work my way forward through them to see how they developed over time. ActRaiser has primitive elements, for sure — most notably an almost total lack of narrative development, though there are some interesting events that come and go as you play — but by God it's an interesting game, the likes of which I've only ever seen on one (two?) other occasion(s) in the form of Arcen Games' similarly unusual and fascinating A Valley Without Wind.

    ActRaiser casts you in the role of God. (Due to the SNES era being the dawn of Nintendo of America's prudishness that persists to this day, He is known as "The Master" in the localisation.) Your job is to deal with Satan. (Likewise, everyone's favourite Ultimate Evil is known as Tanzra in the English version.)

    Satan has been up to no good, you see; taking advantage of God having a much-needed rest after Ultimate Good and Ultimate Evil had their last showdown, Satan decided that he should wipe out all of humanity, taint the land to make it uninhabitable by humans should God decide to try and repopulate the world, and then ensconce some of his most trusted lieutenants to make doubly sure that those pesky white-winged types didn't try and undo all their hard work. God isn't standing for this, of course, and so begins your unusual quest.

    ActRaiser is split into two very different sections. When you first arrive in a realm tainted by Satan's machinations, your first order of business is to clear out the monsters roaming freely over the land. You do this by descending to the surface and possessing a conveniently placed warrior statue, which comes to life with God's holy power and proceeds to dish out some righteous justice on anyone who dares come in range of its blade. Fight your way through a distinctly Castlevania-esque level to a boss, kill the boss and you're ready for the next phase.

    Once you've cleared out the monsters, God has enough power to create two followers, who immediately start shagging and pumping out new population for you, so long as you tell them to build some nice streets to put their houses on in a completely different mode that is somewhat like SimCity "Lite". The town then proceeds to repeatedly inbreed with each other as you direct their expansion efforts, with your ultimate aim being for them to build over the top of the inconveniently placed monster lairs around the land, each of which spit out annoying creatures that steal your population or set fire to your buildings at inconvenient moments. Once you've successfully redeveloped the monsters' areas of outstanding natural beauty, you then unlock the second action-platforming stage of the region, which is different and harder, with a different boss at the end. Once this boss is defeated, the region is at complete peace and you can then continue developing it or move on to a new region.

    While these two elements of the game are obviously very disparate, they do feed into one another. Your performance in the initial action phase, for example, partly determines the maximum possible population the region will be able to sustain when you start developing it — score more points and you'll have a higher (unseen) cap on your population. Conversely, the more your population expands in the building phase, the stronger the warrior statue gets in the action phases and the more "SP" God has to spend on Miracles.

    Oh yes, Miracles; these are a rather integral part of the building phase, and obviously the most fun, too. Beginning with a lightning bolt that burns down most things on a single tile (including houses) and working up to an earthquake that knocks down all low-level structures in a region, your Miracles are used to both direct development of the towns and clear obstacles out of the way. You have to force yourself to feel a certain amount of detachment when doing this, since as the tech level of each region increases and it becomes able to support houses that hold more occupants, it becomes necessary to demolish low-tech houses to make way for denser developments. And, being God, you don't use a bulldozer; you use natural disasters, which is far more fun. It's hard not to feel a little pang of guilt when you watch the little counter of "total population" in the upper-right corner of the screen plummet after you unleash an earthquake, though.

    ActRaiser is a really interesting game. Both elements are solid, though neither of them are especially complicated. This is probably for the best; it keeps things reasonably accessible for those who tend to gravitate more towards one of the two styles of gameplay than another, though the difficulty of the action phases in particular is a little on the high side if you're not accustomed to how unforgiving old-school games are.

    Ultimately it's a satisfying experience to descend to Earth and smite Evil before watching your little minions gradually spread out to cover the entire continent. You really do get the feeling that your people are relying on your divine powers, too; they pray to you every so often and ask you to help make things happen, and they'll reward you with offerings if you fulfil their requests. Many offerings can then be used in other regions to spread various innovations or culture, making the whole world work a bit better; for example, as soon as the second region discovers that wheat is a more productive crop than corn, you can then export wheat from this region to everywhere else so they can all take advantage of this improved efficiency. Likewise, when your followers reach a man lost in the desert a little too late, a distraught artist discovers the secrets of music, which you can then take to another region and use it to lift their spirits after they've been feeling a bit bleak. In this way, the world of ActRaiser feels very much alive, even if you're not dealing directly with named characters or a rigid, ongoing plot.

    I like it a lot, in other words, and it makes me excited to check out Quintet's other work. You can count on a full report when I get to them.

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    June 2016 patron supported https://imnotdoctorwho.moegamer.net/2016/06/30/june-2016-patron-supported/ https://imnotdoctorwho.moegamer.net/2016/06/30/june-2016-patron-supported/#respond Thu, 30 Jun 2016 23:59:00 +0000 https://imnotdoctorwho.moegamer.net/2016/06/30/june-2016-patron-supported/ Thank you so much for the support this month!

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    Thank you so much for the support this month!

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    2354: They're Both for Monsters https://imnotdoctorwho.moegamer.net/2016/06/30/2354-theyre-both-for-monsters/ https://imnotdoctorwho.moegamer.net/2016/06/30/2354-theyre-both-for-monsters/#respond Thu, 30 Jun 2016 11:36:14 +0000 https://angryjedi.wordpress.com/?p=15844 (yes, I found a way to put a beard on my model in ComiPo! Woo!) I've been playing a bit of The Witcher 3: Wild Hunt lately. I've been meaning to give it a go for ages, but it's never quite dropped in price enough for me to want to jump on board; thankfully, the combination of … Continue reading 2354: They're Both for Monsters

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    (yes, I found a way to put a beard on my model in ComiPo! Woo!)

    I've been playing a bit of The Witcher 3: Wild Hunt lately. I've been meaning to give it a go for ages, but it's never quite dropped in price enough for me to want to jump on board; thankfully, the combination of the Steam Summer Sale and Andie generously buying me a copy as an anniversary present means that I can now explore this game to my heart's content.

    Playing Witcher 3 alongside Ys: Memories of Celceta is an interesting experience, because it's a study in contrasts between Western and Eastern game design philosophy. Both of them have a surprising number of elements in common: they're both action RPGs, they both involve exploring a large overworld, fighting monsters and completing quests, they both feature a muscle-bound man with white hair tied back in a ponytail (though he's not the protagonist in Celceta, instead acting as a Dogi-substitute and cipher for the ever-mute Adol) and they're both very good. But they're both very different.

    Celceta is fast-paced and action-packed. Its combat is very arcadey, with lots of flashy special effects, overblown sound effects, rockin' music and celebratory messages flashing up on the screen as you do things like use the right attack type to take advantage of enemy weaknesses. In contrast, Witcher 3 feels almost sedate in its pacing, even in combat, which, thanks to its excellent animations and fluid movement, has an almost dance-like feeling about it as opposed to the frenetic leaping around of Celceta.

    The upshot of this is that Witcher 3 is a surprisingly relaxing game to play. This might sound strange, given that the setting for the Witcher series is one of the darkest, bleakest takes on Western fantasy out there, but I've absolutely found it to be the case. While in Celceta you can't relax for a moment when you're out in the overworld because everything is trying to kill you, in Witcher 3 there's plenty of opportunity to explore, wander off the path into the bushes and just start walking in a direction to see what's there. Worthwhile things are marked on the map so you're not wandering completely aimlessly — unless you want to — but for the most part the game's rather sedate pacing has the pleasant feeling of a walk in the countryside or the woods rather than constantly fighting for your life, even though the countrysides and woods of Witcher 3's world are far more dangerous than what your average rambler might have to contend with.

    Both games have their place, then, and I'm enjoying them both a great deal. I feel like on the whole, I tend to enjoy the more frenetic, chaotic, joyful pace and tone of the Japanese approach to RPGs more — they cheer me up with their sheer energy — but there's most definitely something very appealing and oddly relaxing about the more sedate pacing and carefully crafted periods of solitude in games like The Witcher 3.

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    2353: Be a Better Sportsman, Online or On the Field https://imnotdoctorwho.moegamer.net/2016/06/29/2353-be-a-better-sportsman-online-or-on-the-field/ https://imnotdoctorwho.moegamer.net/2016/06/29/2353-be-a-better-sportsman-online-or-on-the-field/#respond Wed, 29 Jun 2016 12:27:31 +0000 https://angryjedi.wordpress.com/?p=15811 One thing that I don't think school P.E. lessons focused on enough was good sportsmanship. The people who were good at sports did well and enjoyed themselves; the people who were bad at sports (like me) got picked last for teams and put in places where they didn't have to do much, like goalkeeping. (Which … Continue reading 2353: Be a Better Sportsman, Online or On the Field

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    One thing that I don't think school P.E. lessons focused on enough was good sportsmanship. The people who were good at sports did well and enjoyed themselves; the people who were bad at sports (like me) got picked last for teams and put in places where they didn't have to do much, like goalkeeping. (Which always seemed a bit weird to me, given that the goalkeeper is the last line of defense in a football match and consequently should probably be quite good at protecting the goal. I was not.)

    The upshot of this unfortunate tendency was the reinforcement of these positions: the people who were good at sports continued to be good at sports and grew to expect everyone on their team to be on their level and would sometimes even become abusive towards those who they perceived to be not pulling their weight; the people who were bad at sports grew increasingly bitter and resentful of games that, while competitive, should be fun.

    Bad sportsmanship hurts everyone. It means the good players don't get to nurture up and coming talent, help people improve and introduce new players to the activity they love, making them more likely to be able to get a good game. And it means the less skilled players feel ostracised and like they will never have an opportunity to learn more about something they might actually be quite interested in.

    It's unfortunate that this happens in online games, too. I don't play a lot of competitive multiplayer games, but I can comment on it a bit with regard to Blizzard's new title Overwatch, whose ranked competitive mode launched late last night.

    For the most part, the Overwatch community actually seems pretty good; the game is a team game with variable character skills and statistics, so everyone needs to cooperate to achieve a common goal. If you don't, you lose; it's pretty simple. Unfortunately, there are players out there who seem to believe that if they just make unhelpful comments and call the rest of their team "noobs" that they somehow have the moral high ground and are justified in complaining and whining.

    The trouble, I think, is that this particular type of player doesn't like to lose. It's more than that, even: this particular type of player thinks that they have a right to win every game they play. Whether this is due to overconfidence in their own abilities, a misplaced sense of entitlement or having grown up in the obnoxious "everyone's a winner!" culture of many educational establishments these days, I don't know, but it's not a helpful way to be.

    A competitive, two-team game by its very nature has a winner and a loser. Every time. You cannot rely on always being the winner — more than anything, that would make the game itself pretty pointless if the outcome was already known before you started. And being on the losing side doesn't make that game a bad experience, either; some of the most interesting, exciting Overwatch matches I've had to date have come when I've lost, but it's been close. And in those matches where it wasn't close, I can usually learn something from the experience. You take it on the chin, you try again, you get better — perhaps you even help out people you were playing with that you know could do something differently.

    What you don't do is rage and piss and moan at the rest of your team (or worse, just say "………", which is pretty much the least helpful thing you can possibly say — literally saying nothing is more helpful than that) because that sure as hell isn't going to make them want to play with you again.

    And what you absolutely shouldn't do is go off in a strop because you're not absolutely dominating the other team, which is what happened to me in one game I played earlier today. Said player decided he had the "perfect" way to play and wanted everyone to fall into line with him, regardless of where his teammates skills' and expertise lay. The match was pretty even — our opponents scored 2 points on offense, then we scored 2 points on offense, then our opponents scored another 1 point on their final round of offense, meaning we still had the potential to win, or at least draw and push the match into Sudden Death… and Salty McSaltyson decided that no, he wasn't going to stand for having to actually put in some work to winning, he would, instead, leave the match altogether, leaving us down a team member and thereby at a significant disadvantage. Shortly afterwards, another player left in frustration, putting us two people down and therefore completely unable to be competitive at all. The rest of us, to our credit, carried on playing until the "you can leave without penalty when this timer expires" timer expired, but then it fell apart, leaving our team with a loss that could have been avoided. It was a shame, since it had been a great match up until then; our opponents were gracious and apologetic about it, so at least it wasn't a completely negative experience, but still.

    That one player being a twat spoiled the match for eleven other people. I doubt he even thought about that when he clicked "leave game" and accepted the penalty the game gives you for leaving Competitive games early — but it really did spoil the whole match which, like I say, could have gone either way in that last round.

    Be a better sportsman. Accept that sometimes you win and sometimes you lose. And if you think you're better than other people — you might well be! — how about actually offering them some advice and help to get better rather than just being a dickhead? Everyone benefits in the long term.

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    2352: Fuzzy Head https://imnotdoctorwho.moegamer.net/2016/06/28/2352-fuzzy-head/ https://imnotdoctorwho.moegamer.net/2016/06/28/2352-fuzzy-head/#respond Tue, 28 Jun 2016 18:54:05 +0000 https://angryjedi.wordpress.com/?p=15796 I've had a horrible, fuzzy head today. I don't mean physically — although after getting my hair cut yesterday, my head is a bit fuzzy — but rather a not terribly pleasant feeling of "detachment"; of being slightly "out of phase" with the rest of the world. And a slight headache. I've felt this before, and it's … Continue reading 2352: Fuzzy Head

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    I've had a horrible, fuzzy head today. I don't mean physically — although after getting my hair cut yesterday, my head is a bit fuzzy — but rather a not terribly pleasant feeling of "detachment"; of being slightly "out of phase" with the rest of the world. And a slight headache.

    I've felt this before, and it's usually a symptom of depression and anxiety. In this instance, the fact I haven't been sleeping well for the past few nights and am feeling especially worried about my future have been contributing particularly to the way I'm feeling. It's not nice, so after writing this I'm going to go and sit in bed and relax with a bit of Ys: Memories of Celceta, then try and actually get off to sleep at a reasonable time if at all possible.

    I actually have a job interview tomorrow. As usual when this happens, I'm being struck with anxiety over whether or not I'm actually suitable for the job and whether or not I'm going to make an idiot of myself in the interview. (Mind you, last time I thought I made an idiot of myself in the interview I ended up getting the job. Of course, that turned out to be the worst job I'd ever had, but that's perhaps beside the point.) The thing I've been telling myself — and Andie said the same earlier — is that if I looked completely unqualified and unsuitable for this job, the company wouldn't have got in touch and offered me an interview in the first place. This isn't any guarantee that I'll actually get the position, of course — given the geographical location, I'm not sure I'd want it, anyway, as it would mean a bit of a commute each day — but we'll see.

    All in all, I haven't had a particularly good day. Not for any particular reason — nothing actually bad has happened, I just feel shitty.

    Such is the way of things when your own mind likes to do its best to sabotage your life and happiness, though.

    Oh well. All I can do, I guess, is take tomorrow as it comes and see how it goes. It's not as if the interview I have tomorrow is the only iron I have in the fire at the moment, so it doesn't really matter one way or the other as to whether I get it. But, you know, getting back into a routine and actually having an income would be nice.

    One step at a time.

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    2351: One Year Anniversary https://imnotdoctorwho.moegamer.net/2016/06/27/2351-one-year-anniversary/ https://imnotdoctorwho.moegamer.net/2016/06/27/2351-one-year-anniversary/#respond Mon, 27 Jun 2016 22:36:36 +0000 https://angryjedi.wordpress.com/?p=15781 My wife Andie and I have been married for one year today. Good going, us. For those of you who were unable to attend our wedding last year, I thought now might be a good time to share the speech I made at said reception, as it's still relevant now. (Apart from all the bits … Continue reading 2351: One Year Anniversary

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    My wife Andie and I have been married for one year today. Good going, us.

    For those of you who were unable to attend our wedding last year, I thought now might be a good time to share the speech I made at said reception, as it's still relevant now. (Apart from all the bits that refer to "today", which you can take to mean "June 27, 2015" instead.)


    Hello everyone, thanks for coming. It's great to see so many of you together here in one place — in some cases, we haven't seen each other for quite some time. I think there's a relevant Lord of the Rings quote here, but my best man Tim is more suitably equipped to be able to make that reference, so I'll leave that to him.

    I wanted to start today with something that is probably the height of impropriety, and that's to acknowledge that this isn't the first time I've done this. I think most of you here already know that, but it's important to acknowledge it, I feel — not only to dispel any awkwardness that might result from that knowledge, but also because it's relevant to why I'm standing here today.

    First time around, you see, things were a whirlwind. And in all the excitement, I failed to realise some very important things: that while it absolutely is possible to make a partnership work if the two of you have disparate interests, if either or both of you find it difficult or impossible to meet the other halfway and at least respect the things that they're into even if you don't share those interests, things will go south pretty quickly.

    Now, I don't want to dwell on that too much, because that's not the reason we're here today. Suffice to say, however, that awkward situation is a thing of the past — and while my new wife and I certainly have our own interests that we're happy to pursue independently of one another (I like Japanese video games with saucy artwork, she likes painting intricate designs on her fingernails) we also share some very important things that have become a big part of our life.

    Those of you who know your video games will recognise a lot of today's festivities as involving Final Fantasy — particularly Final Fantasy XIV, an online multiplayer installment of the long-running series that I've been playing since 2013, and which Andie later joined me in, much to my surprise and delight. Through that game, we've forged some very close friendships — as close as the friendships we have with many of you sitting here — and as such, I thought it was eminently appropriate for my proposal to Andie to be delivered as part of our in-game characters' wedding ceremony back in January. Unusually, this means that there's an actual video of how I proposed thanks to our guildmate recording the whole experience if you ever want to go and watch it and make me blush a bit. (It's not hard.) [Editor's note: I genuinely don't know what the link is to this or if it's still online. But it may still be out there somewhere.]

    Now, unfortunately, as our guildmates are scattered across the world, most of them couldn't join us here today, but we know that they're here in spirit — and I did want to particularly show my gratitude to Chris, aka Reimi, healer extraordinaire, for sharing today with us. The rest of our fellow adventurers are eagerly awaiting photos and videos of our big day, so please do share any media you create today!

    But back to Andie and me. I feel that our shared love of Final Fantasy XIV is actually rather symbolic of the journey we've taken together in many ways. We both play the game to a high level, taking on some of its toughest challenges together with our friends. Together, we've toppled the mighty dragon Twintania, fended off meteors and ancient pillars dropping on our heads long enough to dispatch Nael deus Darnus, and even vanquished the very angry — justifiably so — Elder Primal Bahamut himself.

    And we've overcome our own challenges in reality, too. I shan't go into details for now, because it really isn't the time — suffice to say, though, both of us have dealt with our share of real life raid bosses: challenges that seem insurmountable and want nothing more than our complete annihilation, but challenges that we could overcome by working together, supporting one another and simply being there for each other. I'll forever be grateful to my new wife for standing by me through some difficult times — and I hope she feels the same way too.

    Sappy bit over. I believe it falls to me to deliver some "thank yous", because a lot of hard work has gone on behind the scenes to make today happen.

    Thanks to Andie, first of all, for doing the lion's share of the organisation, because I'm a man and therefore useless at sorting this sort of thing out.

    Thanks to our parents: Agnes, Val and John, for working together to help today be truly special.

    Thanks to Rob for his generous loan of the PA system which we're pumping music through over the course of the afternoon and evening.

    Thanks to my best man Tim for his support in the weeks leading up to the wedding, and for being one of my most trusted friends who doesn't spend most of his time pretending to be a catgirl on the Internet.

    Thanks to everyone else who has contributed their time, money and effort towards today; I'm almost certain there are people I've forgotten or don't know by name well enough to acknowledge you individually, but believe me, your labours are very much appreciated.

    And thank you all for being here today. It means a great deal that you can share this special day with us.

    Finally, Googling "who does the groom toast" reminded me that I'm supposed to toast the bridesmaids at the end of my speech. Before I do that, I'll also thank them for their contributions today — and for both being an important part of Andie's life. So please, if you would, raise your glasses, and join me in a toast to the bridesmaids.


    A toast to Andie, too, for putting up with me while dealing with all the things she has to deal with, too. She's stronger, more capable and more wonderful than she'd ever care to admit (and me attempting to say this to her face normally results in her wriggling off uncomfortably somewhere, so I'm saying it here instead) and I love her to bits.

    Here's to many more years ahead of us. And I say that with confidence.

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    2350: Back to It https://imnotdoctorwho.moegamer.net/2016/06/27/2350-back-to-it/ https://imnotdoctorwho.moegamer.net/2016/06/27/2350-back-to-it/#respond Mon, 27 Jun 2016 00:16:38 +0000 https://angryjedi.wordpress.com/?p=15762 It's back to the jobhunting grindstone tomorrow. My wife Andie has found herself a new job and is starting tomorrow, which finally brings this difficult period of both of us being out of work simultaneously to a close, so now I just have to secure myself a position of some description. Thankfully, there are a … Continue reading 2350: Back to It

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    It's back to the jobhunting grindstone tomorrow. My wife Andie has found herself a new job and is starting tomorrow, which finally brings this difficult period of both of us being out of work simultaneously to a close, so now I just have to secure myself a position of some description.

    Thankfully, there are a few possibilities on the horizon, for once. I sent out a huge number of applications over the last few weeks, taking a chance on positions that I might not have done before, but which I had the appropriate skills to be able to do with a bit of training. While I still wouldn't describe myself as feeling particularly ambitious, I want to do something a little bit more lucrative than retail work; while I enjoy retail work for the most part, the pay is pretty shit, and certainly not proportionate to what you have to put up with on a daily basis.

    While I've had a few rejections already, the fact I've sent out so many applications means that I don't feel quite so bad about these as I have done in the past, because — this sounds bad, but you'll know what I mean — I'm not especially invested in having that specific job. It's not the perfect wonder-job; it's just something I'll be able to do that will pay a decent amount of money and give me the opportunity to progress if I want to — and, importantly, time to myself when I'm not there. A job that I can leave behind at the end of the day and the week and just get on with enjoying life; no taking my work home, like there was in teaching.

    I got a voicemail message on Friday offering me an interview for one of these positions I've applied to. It's not ideal due to where it's located — I'd rather keep commuting time and distance to a minimum — but it's something, at least. I also wasn't able to get in touch with the contact who left the message for me because by the time I received it after taking care of some other business, they weren't answering their phone, since they left me the message at the very end of the working day. Tomorrow's job, then, is trying to get hold of this person and hopefully sorting myself an interview out for later this week. And then, if that happens, getting the haircut I've been putting off for the last six months as usual.

    In the meantime, I'm hanging in there, just about. I'm continuing to update MoeGamer in my spare time — expect a gushing writeup on VA-11 Hall-A this week — and I'm also casually studying the material for the IT qualification known as the CompTIA A+, which if I can attain will make me eminently more attractive to employers in the IT field, what with it proving that I actually know my stuff about computers rather than me having to convince them using nothing more than a CV and a cover letter. I'm attempting to use my time productively when I'm not lapsing into depression, in other words, and on those occasions where I do lapse into depression, at least I have plenty of things I can enjoy to take my mind off said negativity.

    Everything is going to be all right. Probably.

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    2349: Arcade Golf...? https://imnotdoctorwho.moegamer.net/2016/06/26/2349-arcade-golf/ https://imnotdoctorwho.moegamer.net/2016/06/26/2349-arcade-golf/#respond Sun, 26 Jun 2016 00:04:07 +0000 https://angryjedi.wordpress.com/?p=15745 To my surprise, the game I'm enjoying most out of the Neo Geo collection I got recently is Neo Turf Masters, a golf game. Now, I'm not averse to a good golf game at the best of times, but I'm really surprised and impressed with how well Neo Turf Masters adapts the standard golf game format to a … Continue reading 2349: Arcade Golf...?

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    To my surprise, the game I'm enjoying most out of the Neo Geo collection I got recently is Neo Turf Masters, a golf game. Now, I'm not averse to a good golf game at the best of times, but I'm really surprised and impressed with how well Neo Turf Masters adapts the standard golf game format to a (relatively) fast-paced, challenging arcade format. It really works!

    Neo Turf Masters is pretty simple and straightforward as far as golf games go. You don't have to worry about things like elevation when driving your way up the fairway, just smack the ball in the right direction and make sure it doesn't land in places it shouldn't. When it's on the green, line up with the hole and hit the button when your power meter is around the same point as the handy mark showing where you should hit it. Repeat.

    It's refreshingly simple, even as the more cartoony golf games (such as Sony's Everybody's Golf series) adopt more complex mechanics, and it works really well for a quick game of golf. Despite the simplicity of the basic mechanics, the game instead provides most of its challenge through some surprisingly fiendish course designs and an extremely unforgiving structure designed to keep you pumping coins into the arcade original version. (Of course, on the port you can simply continue as many times as you like, but this isn't really in the spirit of playing arcade games.)

    No, Neo Turf Masters' biggest challenge comes from its unusual "lives" system. You begin the game with 3 lives or "holes" and spend one of these lives any time you get a Par. (For the non golfing-literate, this means putting the ball in the hole in the exact number of shots the hole's Par says.) If you get a Bogey (one more shot than the Par) you spend an extra hole on top of this. But if you get a Birdie (one fewer shot than the Par) you not only don't lose the hole, you get an extra one to add to your stock. I haven't seen what happens if you do worse than a Bogey or better than a Birdie because my skills at Neo Turf Masters are thoroughly average.

    I really like this system, though. It has the arcadey addictive quality of wanting to "1cc" (1 Credit Clear) it without using the Continue function, but considering I can only make it to about hole 4 or so before getting a Game Over, I feel it may be a while before I can manage a full round yet. Still, this is a game designed very much in the old-school mould, where you couldn't just plough through it from start to finish — you had to get good at it. And that's fine! If you could just hammer straight through it would be back on the shelf in less than a couple of hours; with only four courses on offer, there's not a lot of "content" (as modern gamers like to say) here, but it will sure as hell take you a while to master the game and its courses enough to be able to clear each of them.

    Easy to pick up, difficult to master, then; something of a mantra for retro games, arcade games in particular, and I can see that the Neo Geo library, regardless of genre, very much seems to be designed around this particular philosophy. And I like it!

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    2348: I Beat Ys Seven https://imnotdoctorwho.moegamer.net/2016/06/25/2348-i-beat-ys-seven/ https://imnotdoctorwho.moegamer.net/2016/06/25/2348-i-beat-ys-seven/#respond Sat, 25 Jun 2016 01:50:29 +0000 https://angryjedi.wordpress.com/?p=15706 I beat Ys Seven tonight. That leaves just one more Ys game to play through before I've beaten every one of the currently available games in the series, making me eminently ready for Ys VIII, whenever that makes its way West, because it almost certainly (hopefully) will. Ys Seven is an interesting change after the three games built on the Ys … Continue reading 2348: I Beat Ys Seven

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    I beat Ys Seven tonight. That leaves just one more Ys game to play through before I've beaten every one of the currently available games in the series, making me eminently ready for Ys VIII, whenever that makes its way West, because it almost certainly (hopefully) will.

    Ys Seven is an interesting change after the three games built on the Ys VI engine — Ys VI, Oath in Felghana and Ys Origin. I kind of miss some of the defining aspects of those three games — most notably the platforming elements, which are completely absent from Seven — but Seven very much does its own thing and takes ownership of it, creating an experience that is satisfying in its own right, even if it's a slightly jarring change of pace initially.

    The first thing to note about Ys Seven is that it's at least twice the length of previous Ys games. This still puts it at well under the average length of a typical JRPG these days — it took me 24 hours to beat on Normal — but makes it feel significantly longer than the previous titles. This isn't a bad thing, though; along with the greater length comes greater scope: Ys Seven's narrative feels more ambitious and, for want of a better word, epic than its predecessors; while past Ys games felt very much like you were taking care of business in a small, localised area, Ys Seven does a good job of making you feel like the fate of a whole country is at stake. There's a sprawling overworld to explore, and several villages, each with their own unique aesthetic.

    This rather more sprawling scale comes at a slight cost: while past Ys games' small geographical area meant that pretty much every character in the game had a name and a story to tell, Ys Seven's NPCs, for the most part, feel quite a bit more generic. This is partly due to the fact that none of them have names, instead being called things like "Obliging Maid" and suchlike — with the curious exception of questgivers, who all have very Western names like "Kevin Lassiter" — but I suppose it does help keep the focus on the main cast, which, in keeping with the rest of the experience, is significantly bigger than previous Ys games.

    Even your party is bigger. Adol is no longer alone, bringing up to two companions in tow this time, and there's a reason for this: enemies now have various resistances, meaning you need a balanced party that can cover all types of damage, otherwise you simply won't be able to kill some enemies. For most of the game, there's little reason to switch out from the default party of Adol, longtime companion (but first time playable) Dogi and whoever fills the third slot at that point in the party, but upon reaching the final boss the reason for the total squad size being seven members becomes clear. Be sure to keep everyone's equipment up to date — thankfully, inactive characters gain experience at the same rate as the front line, so there's no need to go out of your way to grind too much.

    One aspect of the game that feels very different comes when you're fighting a boss. Whereas in past Ys games boss fights were almost puzzles and dexterity challenges, where you'd have to dodge incoming attacks and take advantage of openings, Ys Seven's bosses are often damage sponges that, at least on Normal difficulty, feel like they can be beaten more through brute force than anything. On the harder difficulty levels I can see them being stiffer challenges, because you're more limited in the healing items you can carry, but certainly on Normal, I could get through most bosses without too much difficulty by just making sure I had enough potions on hand. It wasn't until the final boss, which has significantly more complex mechanics than any of the other fights in the game, that I found myself having to be a bit more careful with what I was doing.

    This isn't necessarily a bad thing; Ys Seven's boss fights are enjoyably hard work and feel like you're struggling against a powerful opponent. Like a lot of other things in the game, though, coming straight off Oath in FelghanaOrigin and Ark of Napishtim, it's a bit of an adjustment for sure.

    Above all, though, Ys Seven keeps the heart of Ys firmly intact. It's wonderfully sincere about everything, but isn't afraid to show a sense of humour now and again. That said, it's overall considerably darker than any of the previous installments, particularly around the middle of the story, giving it a distinctive feel. It's not overly grimdark or anything — it's still a bright, colourful, earnest quest featuring a silent protagonist who quite literally lives for adventure — but it was a little surprising to see things like a shirtless Adol getting tortured in a jail cell after a particularly dramatic revelation partway through.

    I enjoyed it a lot, in other words. Now I just have Memories of Celceta to go and I'm up to date. And then I will have to physically restrain myself from going back to the beginning and doing a Nightmare run, I feel…

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    2347: Discovering the Neo Geo https://imnotdoctorwho.moegamer.net/2016/06/24/2347-discovering-the-neo-geo/ https://imnotdoctorwho.moegamer.net/2016/06/24/2347-discovering-the-neo-geo/#respond Fri, 24 Jun 2016 02:09:12 +0000 https://angryjedi.wordpress.com/?p=15689 To date, my knowledge of the Neo Geo platform has largely been limited to "it was that one where games cost over £100". Thanks to a recent Humble Bundle, though (running for another 16 hours at the time of writing) I've had the opportunity to have a go at what my friend Chris assures me … Continue reading 2347: Discovering the Neo Geo

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    To date, my knowledge of the Neo Geo platform has largely been limited to "it was that one where games cost over £100". Thanks to a recent Humble Bundle, though (running for another 16 hours at the time of writing) I've had the opportunity to have a go at what my friend Chris assures me are a pretty classic selection of games from the platform.

    I'm kind of sorry I haven't checked out Neo Geo games earlier, because they fulfil every criteria I have in my head for what I think an "arcade game" should look, sound and feel like. This is largely because as well as being a home console, the Neo Geo also powered plenty of arcade machines in its time, and the versions you played on the console were exactly the same as you'd play in the arcade. Very few other consoles at the time could boast arcade perfect gameplay and presentation.

    But what do I mean by what an arcade game should look, sound and feel like? Well, it's largely a nostalgia thing. When I think of arcade games, I think of childhood trips to the seaside — primarily either Hunstanton if we were going for a day trip, or Newquay if we'd gone on holiday to Devon and/or Cornwall — which always involved a trip to the arcades. To Americans, this might sound like a strange thing to get excited about, but here in the UK, we never really had much of an arcade culture — except, for some reason, at the seaside. In other words, an arcade was a rather unusual sight unless you happened to live on the waterfront, so it was a rare treat to be able to pump some small change into these games, many of which either didn't see home ports at all, or saw vastly inferior ports to home computer and console hardware that couldn't keep up with the specialised, dedicated arcade hardware.

    When I think of these trips to the arcade, I think of several things. I think of the feeling of putting a coin in. I think of the sound the machines would make when it accepted your credits. I think of the sounds they'd make when you'd press the Start button, and the dramatic presentation of a new player joining or the Game Over screen.

    I think of beautifully defined pixel art, far sharper and more detailed than anything I'd see on a system connected to the TV. I think of impressive animation. I think of sprite scaling and rotation. I think of specialised controls.

    When I boot up a Neo Geo game, all of these feelings come flooding back to me. Individually, these elements aren't much, but they add up to the "arcade experience" for me, and said experience carries some fond memories.

    I'll talk a bit more about the specific games I've had a go with in a later post, but for now I'll just say that, in terms of gameplay, the Neo Geo games are a reminder of a time when gameplay was first and foremost, and "gitting gud" wasn't something seen as elitist or exclusionary — if you wanted to see the end of the game, you either had to git gud at the game, or you had to keep throwing those coins into the machine. (Of course, when playing at home, you have the option to keep putting virtual credits in indefinitely — though as any shmup fan will tell you, the real challenge in these games is going for a 1CC, or 1 Credit Clear — beating the game without ever using the Continue feature.)

    I like them a lot, in other words, and I'm looking forward to exploring the rest of these interesting, unusual and extremely addictive games further in the near future.

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    2346: Please Buy VA-11 HALL-A https://imnotdoctorwho.moegamer.net/2016/06/22/2346-please-buy-va-11-hall-a/ https://imnotdoctorwho.moegamer.net/2016/06/22/2346-please-buy-va-11-hall-a/#respond Wed, 22 Jun 2016 23:52:31 +0000 https://angryjedi.wordpress.com/?p=15671 I've been playing a bunch of VA-11 HALL-A over the last couple of days, and I adore it. You can see some random screenshots and thoughts over on my Pile of Shame microblog. I also wrote a review on Steam for it earlier, so I figured rather than spending time thinking of a different way to write … Continue reading 2346: Please Buy VA-11 HALL-A

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    I've been playing a bunch of VA-11 HALL-A over the last couple of days, and I adore it. You can see some random screenshots and thoughts over on my Pile of Shame microblog.

    I also wrote a review on Steam for it earlier, so I figured rather than spending time thinking of a different way to write the same enthusiastic words, I'd simply share it here, too.


    I've been waiting to play the full version of this for quite some time now, ever since the very early demo enraptured me with its snappy writing, strong characterisation and wonderfully distinctive take on the dystopian future setting. And I'm delighted that the full version has, so far, surpassed all my expectations and hopes.

    VA-11 Hall-A is kind of hard to pin down. At heart, it's basically a visual novel, but rather than making binary choices that filter you off down one of several discrete routes, the choices you make as protagonist Jill when going about her daily life at home and at work affect what happens next in the story, including the characters you encounter, how Jill gets along with her clients and co-workers and how everyone reacts to the events unfolding in the backdrop.

    Interestingly, VA-11 Hall-A presents its overarching narrative almost entirely from the perspective of Jill behind the bar and in her apartment. Significant things happen in the world, but you don't see them directly; instead, you tend to see the people involved immediately before and/or after the events, or read about them on the news web pages and forums the morning after. Sometimes whether or not you dosed them up with alcohol before the event in which they were involved has an effect, too; prepare to feel guilty if that happens!

    To give too many examples would be to spoil the experience, so I'll leave it at this: VA-11 Hall-A does a much better job of almost any visual novel I can name at making its world feel "alive" and like the actions you take actually matter, rather than simply picking a route through the story. There's nothing wrong with the latter approach, of course, but this way of doing things helps keep the people who expect a bit more in the way of traditional "gameplay" happy as well as those of us who are along for the ride primarily from a narrative perspective.

    To sum up: great writing, wonderful characterisation, superb music and a glorious, beautiful PC-88 style aesthetic (with perfect pixel aspect ratio even scaled up to 1920×1080) makes for an absolutely lovely, unconventional and entirely memorable game.

    I adore VA-11 Hall-A and pray with all my heart that it sees the success it deserves, both here on Steam and elsewhere on the Internet.


    I haven't yet finished a playthrough, but you better believe when I do there will be some detailed thoughts and feelings about the whole thing going up either here or over on MoeGamer (from which my previous article on the game's demo is quoted on the Steam store page! Awesome!) — so watch out for those.

    This is exactly the sort of highly creative, wonderfully inventive, beautifully presented and sharply written stuff I love to see from the indie scene. And I hope it becomes the sensation it sincerely deserves to be.

    Find out more about the game and buy it — please, please, please buy it — on the official site.

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    2345: Keep Talking https://imnotdoctorwho.moegamer.net/2016/06/22/2345-keep-talking/ https://imnotdoctorwho.moegamer.net/2016/06/22/2345-keep-talking/#respond Wed, 22 Jun 2016 00:48:36 +0000 https://angryjedi.wordpress.com/?p=15653 I went over to my friend Tim's house this evening for our semi-regular games and food event that we at least attempt to have on a fortnightly basis. Tonight it was just three out of our usual five members, so we spent the evening playing VR games on Tim's HTC Vive. The most interesting experience … Continue reading 2345: Keep Talking

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    I went over to my friend Tim's house this evening for our semi-regular games and food event that we at least attempt to have on a fortnightly basis. Tonight it was just three out of our usual five members, so we spent the evening playing VR games on Tim's HTC Vive.

    The most interesting experience we had was with a game called Keep Talking and Nobody Explodes, which I've been curious to try for a while. This is a game that doesn't actually need VR to play, but keeping one player quasi-isolated with a VR headset adds a great deal to the experience and makes it considerably more fun. It'll be even better when full support for the Vive controllers is added; at present, the room-scale movement works, but you have to interact with it using a standard gamepad.

    Keep Talking and Nobody Explodes is a party puzzle game in the Spaceteam mould in that it's asymmetrical in terms of player roles and requires good communication in order to be successful. The player with the VR headset on is faced with a bomb consisting of a number of discrete modules, while all the other players (which can be literally as many as you want) are "experts" telling the VR player what to do. The twist? The "experts" can't see the bomb, so the VR player has to describe what they see in the hope that the experts can decipher the rather garbled instruction manual and make the correct decisions.

    The bombs start off simple with modules such as collections of wires, which require you to read a sequence of logical statements and cut the appropriate wire according to which one is true. There are also buttons that require you to first of all determine a specific condition and then, in some cases, press and release the button with appropriate timing. These are pretty easy to work out and execute.

    The more complicated modules range from a memory test that requires you to push buttons according to one of four logical statements, some of which refer to things you did in previous steps, to working out a five-letter password using the available letters in each position to determine what it's most likely to be from a list of possibilities. Then there's a more advanced wire-cutting exercise that requires deciphering a ridiculous Venn diagram according to the colour of the wire and whether or not lights and stars are lit up, and a maze that the VR player has to navigate without being able to see where the walls are.

    After a little while, it's possible to "learn" how all these modules work, so at this point the game starts introducing distractions. Initially these are simple: the lights occasionally go off, meaning that you can't see the bomb (but can still interact with it if you remember what you're doing), or an alarm clock starts bleeping obtrusively. Later there are so-called "needy modules" on the bomb which can't be disabled and keep doing inconvenient things during your defusing attempts, so you have to divide your time between taking care of these persistent pests and making progress on the actual disposal effort.

    I really liked it as a game. It's simple and intuitive to play, surprisingly immersive as both the "experts" and as the VR player, and has a real, genuine sense of tension to it all. Some of the modules are pretty difficult to work with — the Morse code one being the worst by far — but what's a game without challenge?

    I'm glad we gave it a go, and I'm looking forward to playing it again sometime soon. If you're lucky enough to have a VR headset and at least one friend, I recommend grabbing a copy. Even if you don't have a VR headset, for that matter, it's worth a play — just make sure your "expert" players can't see your screen!

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    2344: Life without Social https://imnotdoctorwho.moegamer.net/2016/06/21/2344-life-without-social/ https://imnotdoctorwho.moegamer.net/2016/06/21/2344-life-without-social/#respond Tue, 21 Jun 2016 00:20:33 +0000 https://angryjedi.wordpress.com/?p=15615 Well, it's been a few days since I stepped away from Twitter, Facebook and social media in general (that includes my very, very occasional visits to Reddit) and I'm actually feeling pretty good about it. I'm not feeling especially isolated, since I 1) have other outlets through which I can talk about the things I … Continue reading 2344: Life without Social

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    Well, it's been a few days since I stepped away from Twitter, Facebook and social media in general (that includes my very, very occasional visits to Reddit) and I'm actually feeling pretty good about it. I'm not feeling especially isolated, since I 1) have other outlets through which I can talk about the things I want to talk about, and 2) have other means of talking to the people I actually want to talk to.

    One experiment that I'm pleased with the progress of so far is my new Pile of Shame website. Here I'm using WordPress' P2 theme to basically fulfil one of the things I did still enjoy using Twitter for: sharing my thoughts and reactions on games that I'm playing, perhaps in the hope of convincing other people to check out said games after having seen a screenshot that piqued their interest or a description they found intriguing.

    I guess what I'm essentially doing is microblogging a "Let's Play" of the games I'm playing, though I still far, far prefer the written/blog format for such things, even though video or streaming is probably a much more practical solution for doing it. When I think about what I'd be interested in seeing, though, should I ever find myself wanting to see what someone else's thoughts on a game are, video is very low down the list, particularly when it comes to looking at things on mobile. I'd much rather read something — even if it's bite-sized nuggets at irregular intervals — than watch a video and suffer through some idiot YouTuber's attempts to be a comedy god. (This is unfair, of course; I know plenty of people who make YouTube videos and stream who aren't immensely irritating, but sadly the ones who tend to get really popular are the ones who are immensely irritating. It's just like TV or other forms of popular media in that regard, I guess.)

    But anyway. Check out the Pile of Shame site if you're interested in following what I've been playing — currently Ys Seven and VA-11 HALL-A — and feel free to leave comments.

    Speaking more broadly, I'm not missing social media because it means no opportunity for me to get annoyed at all the things that are annoying on social media. These things differ from platform to platform: on Facebook it's the sheer amount of links I don't want to read that are shared by people I don't want to talk to — along with people thinking that they're suddenly God's gift to politics/economics/racism — while on Twitter it's the seemingly daily occurrence of one group or another getting upset, offended and/or angry about something or other. I don't care about any of it any more. I just want to exist in my own world, surrounded by people I actually care about and enjoy the things I enjoy without people crying about, by turns, censorship, misogyny, sexism, racism, People of Colour, Nintendo, Activision, EA, Japanese games, Western games, Gamergate, Call of Duty and whatever else has got people's respective goats this week.

    The other positive feeling I have when not checking Twitter and/or Facebook every five minutes is the time and inclination to check out other sites on the Web. As any social addict will tell you, it's very easy to fall into the trap of feeling like Twitter and Facebook (and perhaps Reddit and its ilk) are the only sites on the Internet. Cut them out of your life, and there's a rich vein of interesting stuff you suddenly have time to explore; most notably, recently, I've finally been exploring the wonderful Hardcore Gaming 101, an admirably comprehensive site that covers hundreds of games in a delightful level of detail, including games from my youth that I don't think I've seen written about anywhere else on the Internet. Just last night I was reading a detailed rundown of the Dunjonquest series, for example, which I knew during the Atari 8-bit era through the games Gateway to Apshai and Temple of Apshai Trilogy. Tonight I'm reading about all the Asterix games that have been released over the years, and the site has also made for some interesting reading as I have been going through the Ys series for the first time.

    There's a pleasantly wide world out there, and ditching the various virtual rooms full of people screaming at you for one reason or another makes it all the easier to see it. I'm very much enjoying the quiet.

    (Note: My Twitter account is still live, sharing articles from both here and the Pile of Shame site, but it is not monitored. Please don't try and send me messages on Twitter because I won't see them! Instead, see this post for other ways to get hold of me. Or just leave a comment here.)

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    2343: No Sleep https://imnotdoctorwho.moegamer.net/2016/06/19/2343-no-sleep/ https://imnotdoctorwho.moegamer.net/2016/06/19/2343-no-sleep/#respond Sun, 19 Jun 2016 22:34:55 +0000 https://angryjedi.wordpress.com/?p=15580 I like sleeping. It is pleasant. Sometimes I like it a bit too much and do it for too long. I also find sleeping one of the most frustrating things in the world, particularly as it's something you have to do. Why do I find something so pleasant and relaxing so frustrating, though? Well, it's because I … Continue reading 2343: No Sleep

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    I like sleeping. It is pleasant. Sometimes I like it a bit too much and do it for too long.

    I also find sleeping one of the most frustrating things in the world, particularly as it's something you have to do.

    Why do I find something so pleasant and relaxing so frustrating, though? Well, it's because I don't really know how to do it.

    I'm serious! To be honest, I doubt anyone really knows how they fall asleep; it's a biological function so it just sort of happens. And yet, paradoxically, it's the awareness that I don't know how to make myself actually fall asleep that often keeps me awake at night.

    The main trouble I have is anxiety-related. When I'm in a situation where there are no other sources of stimulation (sound, light, pictures, conversation) my brain doesn't think "ooh, nice, a bit of quiet, let's shut down for a bit rather than processing all this multi-sensory information". No; instead, my brain — and indeed, I imagine, the brain of anyone who suffers with anxiety — decides that yes, now would be a really good time to think about each and every one of the things that have upset you, made you sad, made you angry, frustrated you or that are worrying you.

    Sometimes these thoughts come one at a time, one leading into another through a twisted chain of logic that doesn't make any sort of rational sense — but then anxiety is irrational for the most part, anyway.

    Sometimes they come all at once and collapse in a big heap, worries and anxieties from disparate sources all intermingling into one horrible mess that quickens the breathing, sets the pulse to racing and makes the body feel for all intents and purposes that now might be a good time to run away.

    From what, though? Sadly, you can't outrun your own brain, so quite where the physiological reaction comes from I can't be sure, but it's certainly unpleasant. More to the point, this then feeds into the growing anxiety I have that I want to get to sleep and shut all these unwelcome thoughts out, but I can't. And then the cycle begins anew until I either finally fall asleep out of sheer exhaustion or decide to get up and do something until I can't keep my eyes open any longer, as happened last night, when for reasons beyond my ken I was unable to get even close to sleep before 6am, which is not particularly conducive to a productive and/or healthy lifestyle.

    I have certain thoughts that I always come back to when I'm feeling anxious, and I can't avoid them. These tend to be experiences that I found traumatic or unpleasant. Objectively speaking, they weren't necessarily actually traumatic in the sense of, say, injury or bereavement, but they're experiences that I had to go through that I didn't want to go through.

    By far the most common is a twisted memory of the day I got forced out of my (admittedly horrible and shit, albeit quite well-paid) job at energy company SSE last February. I had endured a considerable period of workplace bullying from my immediate team leader and overall line manager, and they eventually managed to shove me out of the door after a complete mockery of a meeting in which I was invited to plead my case futilely while no-one paid any attention whatsoever. The meeting concluded with me shouting "Fuck you!" in the face of the line manager who had given me the most grief, followed by me storming out, more angry than I think I've ever been in my life.

    The memory is twisted, though; when I flash back to it in the depths of anxiety-induced insomnia, that's not what happens. I don't stop with releasing the tension by shouting. Sometimes I throw the phone on the table at someone. Sometimes I fling my chair across the room. Sometimes I pick up the table and throw it at the people sitting across from me with stern yet smug expressions on their faces. Sometimes I slam the door so hard when I leave the cramped meeting room that it falls off its hinges. And sometimes I deliberately vandalise the rest of the offices on the way out in an attempt to somehow release the rage that has been boiling inside me; to give it physical form; to get it out of me.

    I can't quite tell if these thoughts are things I wish I'd done on that horrible day or things that I worry I might have done if I'd taken the safeties off a bit more. I suppose it doesn't really matter either way; you can't go back and do things differently, however much you might like to, so the brain takes solace in fantasy. In its own way, the traumatic images are cathartic, but at the same time they induce such a state of heightened tension and anxiety in my whole body that, if I allow my thought process to get into that meeting room at all, I know that I'm not going to be able to calm down for a good few hours unless I have something — anything — to quickly and immediately distract me from it. In other words, if I allow my anxious thoughts to run away with me and end up, as they inevitably do if I leave them unchecked, in that horrible situation, I know I'm not going to be getting any sleep.

    Because even if I successfully banish the most unpleasant of the thoughts, my brain is still keenly aware that I don't know how to shut it down properly. Oh for an "off" switch.

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    2342: A Belated Account of My First VR Experience https://imnotdoctorwho.moegamer.net/2016/06/19/2342-a-belated-account-of-my-first-vr-experience/ https://imnotdoctorwho.moegamer.net/2016/06/19/2342-a-belated-account-of-my-first-vr-experience/#respond Sun, 19 Jun 2016 00:29:47 +0000 https://angryjedi.wordpress.com/?p=15535 It occurred to me a few days ago that I had a go in Virtual Reality recently and didn't write about it. Let's rectify that right now. My friends Tim and Tom both grabbed the HTC Vive pretty much as soon as it became available, because both of them have disposable income and a gaming-related … Continue reading 2342: A Belated Account of My First VR Experience

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    It occurred to me a few days ago that I had a go in Virtual Reality recently and didn't write about it. Let's rectify that right now.

    My friends Tim and Tom both grabbed the HTC Vive pretty much as soon as it became available, because both of them have disposable income and a gaming-related gadget fetish. Last week, I finally had the opportunity to give Tim's setup a go. And I came away rather more impressed with the whole thing than I was expecting to be.

    The Vive headset itself is surprisingly comfortable and not ridiculously bulky like the Virtuality headsets of the '90s, which were my only previous experience with VR. The picture quality was reasonably good, too — certainly a far cry from the Virtuality screens, which felt like holding two Atari Lynxes up to your face — but I did find it a little tricky to position the headset absolutely perfectly so that everything on the display was in focus; I found stuff around the edges (particularly the lower edge) was difficult to remove the blurriness from, but I adjusted to it after a little while.

    The first thing I tried was the Vive "training" setup, which gives you some examples of how to interact with virtual worlds using the headset and the two Vive controllers. It introduces you to the idea of "room scale" play — the ability to actually physically move around and have your body movements accurately reflected in your virtual viewpoint — and how the Vive controllers offer 1:1 motion tracking that is so accurate, even though you can't see your own hands while you have the headset on, you can still reach out, grab the controllers and press the buttons without any difficulty.

    I think the most immediately striking thing about the Vive's VR is the room scale thing, which is, after all, that particular setup's unique gimmick. I was very surprised how natural it felt; there was no kind of input lag when moving my head around, nor when I moved my body; I could tell I wasn't actually in the location I was looking at, due to the lack of tactile feedback in the environment, but I could move around and interact with things as easily as I could in the real world. Particularly impressive in the training demo was the part where you inflate balloons using the controllers, and can then hit them around the room as if they were right there. Again, there was no tactile feedback, but the accuracy of the motion tracking was such that I could intuitively reach out to hit them with a controller, and they would react appropriately. Impressive.

    The next thing I tried was Space Pirate Trainer, which is one of the first games to come out on the platform. It's a very simple affair that sees you standing on a platform wielding two pistols and having to shoot down waves of drones that pop up from all sides. The pistols can be switched to various different fire modes, and you can physically dodge the incoming laser bolts from the drones to avoid being hit.

    This latter aspect was the thing I found most unusual and surprising to adjust to. I've played games that involve physical movement before — primarily on the Wii, but a couple of EyeToy and Kinect games, too — but I've never played a game where you can see a bullet flying at your face and actually lean out of the way of it. I mean, sometimes I instinctively do it when playing Overwatch (I can't help it!) but in Space Pirate Trainer you actually have to do it in order to survive. And it's not a Time Crisis-style situation where you can either be "hiding" or "shooting" — you can position yourself how you please. You can kneel down to crouch under the shots. You can sidestep them. You could probably even jump over them if you tried. It's kind of amazing, although the game itself is fairly bare-bones, to say the least.

    Next up I tried Google's VR art package Tiltbrush. This is actually one of the things I was most interested to try, despite it being utterly "directionless" — it is what you make of it, in other words.

    Essentially, Tiltbrush allows you to paint in 3D using various materials. The left Vive controller acts as an artist's palette with several sides, and the right Vive controller acts as your paintbrush and cursor to pick things from the palette. You can then paint with light, colour, fire and various other substances, then the truly impressive part is that you can physically walk around your creation in 3D to admire it from all angles. By extension, this also means that you can create 3D sculptures rather than just flat paintings, and indeed many of the example materials produced by both Google and the community are designed with this in mind. What's really nice about them, too, is that loading them up allows you to watch a recording of the exact strokes and steps they took to create the finished product; it can be fascinating to watch and, moreover, give you some ideas of your own on how to make some interesting designs.

    Last of all, I tried Audioshield, a game by the developer of the excellent Audiosurf, and a game designed in the same mould: create levels from your own music tracks or those pulled from Soundcloud, then play through them. In the case of Audioshield, you wield two different coloured shields, one in each hand, and have to block incoming coloured balls that reach you in time with the beats and sounds in the music. While there's less moving around than something like Space Pirate Trainer — the balls only come from one side, though you will have to look up and down — it's probably the most "physical"-feeling of the games I played, in that there was a very strong urge to "punch" the balls (hurr) as they arrived, rather than just blocking them. Indeed, the game rewards you for actually doing this, as well as moving around more than is necessary ("dancing", in the loosest possible sense of the word, in that convulsing like a spastic having an epileptic fit while in anaphylactic shock will also get you credit)  to actually block the incoming beats.

    By the time I took the Vive headset off, I was actually sweating. The various games — particularly Audioshield — proved to be a surprisingly intense workout, although the foam thing on the headset that goes around your eye area also seems to just naturally get a bit sweaty. (That and Tim's flat is usually the temperature of the Sun.) I'd had a great time, and I came away much more convinced that VR is something that is going to be really cool in the near future than I had previously been. I'm still not necessarily convinced it's the future of gaming as some seem to think, but I'm certainly completely on board for experiences like Tiltbrush and its ilk.

    I'm very interested to see how the launch of PlayStation VR in October of this year affects the VR landscape in general. I have a strong suspicion that it will help drive the technology into the "mainstream", and we'll start seeing a lot more interesting products than the current swathe of what are effectively tech demos that we have now. Very impressive, fun tech demos, admittedly — tech demos that make me kinda want a Vive of my own — but tech demos nonetheless.

    So yes. VR looks like it's going to be around for a while yet; we finally have the technology that allows us to have fairly convincing experiences in our own home, which is considerably more than can be said for the last time VR tried to be a thing back in the '90s.

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    2341: Taking a Break from Social Media; Here's Where to Find Me https://imnotdoctorwho.moegamer.net/2016/06/17/2341-taking-a-break-from-social-media-heres-where-to-find-me/ https://imnotdoctorwho.moegamer.net/2016/06/17/2341-taking-a-break-from-social-media-heres-where-to-find-me/#respond Fri, 17 Jun 2016 18:22:32 +0000 https://angryjedi.wordpress.com/?p=15474 I've reached this situation before, as longtime readers will doubtless remember, but I think I've lost patience with public social media (specifically Twitter and Facebook), and as such I think for the benefit of my mental health and overall enjoyment of life, I'm going to step away. I'll talk more about the reasons in a … Continue reading 2341: Taking a Break from Social Media; Here's Where to Find Me

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    I've reached this situation before, as longtime readers will doubtless remember, but I think I've lost patience with public social media (specifically Twitter and Facebook), and as such I think for the benefit of my mental health and overall enjoyment of life, I'm going to step away. I'll talk more about the reasons in a moment for those of you who are interested, but before I do that I'd like to share the important stuff: how you can get in touch with me if you so desire.


    Email: pjedavison at gmail dot com, or you can use the Contact page on this site, which comes through to the same address.

    Google Chat: My only real form of private IM; same email address as above. I have a few other IM services but don't use them much, so please don't try and chat to me on Skype because I probably won't know you're trying to reach me!

    Discord: You can drop in on my server at https://discord.gg/0PVr1hioSgchWQAs and/or add me as a friend under ID Amarysse#2465.

    Pete's Pile of Shame: I'm going to post some "live" thoughts and media relating to the games I'm playing over at this new site. Feel free to leave comments.

    Note that I will be leaving my various Twitter accounts open, but not monitoring them. They will simply reshare my articles and posts from my sites. Likewise for Facebook. Please do not try to contact me using either Twitter or Facebook, because I won't reply or even see your message!

    If you want to play games with me, here are my various game IDs you might want:

    PSN: Angry_Jedi
    Xbox Live: sonicfunkstars
    Steam: http://steamcommunity.com/id/angryjedi
    Battle.net: AngryJedi#2260
    Final Fantasy XIV: Amarysse Jerhynsson, Ultros server (VinCo Free Company)


    Okay. Onto the reasoning for me stepping away, if you care.

    To put it bluntly, I'm tired of negativity, because that's what social media seems to have become a magnet for. If people aren't sharing the latest in Awful News from Around the World, they're trying their damnedest to be contrary at every opportunity. No-one agrees with anything any more; everyone seems to perpetually feel the need to "correct" everyone else or have a differing viewpoint.

    It's the problem with everyone being able to express their opinions, in other words: everyone feels the need to have their own opinion, and heaven forbid it be the same as someone else's. Arguments erupt over the most stupid things, and people snark about things that don't matter with sufficient aggressiveness and determination to make considering talking about almost anything an unpleasant prospect. As someone who already feels a great amount of social anxiety during in-person interactions, to start feeling this way about online interactions, too — a manner of interacting which I had previously found much more comfortable and pleasant, but which I am starting to recoil away from — this is not the way I want to be feeling.

    I'll give you a simple example from today: earlier, I learned that Microsoft sells hilariously awful-looking soft porn movies on its marketplace — a storefront which is accessible on its Xbox One console — and yet we still can't have Adults Only-rated games on consoles due to outdated concerns about Wal*Mart and Gamestop not stocking their shelves with anything controversial. I made a glib observation to this effect, and rather than a simple response of "Oh, interesting" or "huh, that is weird", the first response I got felt the need to correct me on my use of the word "porn". Apparently "topless" is not the same as "porn".

    This interaction in itself wasn't anything unusual or particularly hurtful, but it was the proverbial straw that… you know. It exemplified everything that's come to frustrate me about social media in the last few years; coupled with the fact that no-one ever seems to be happy about anything any more — between people whining about misogyny, sexism, racism, homophobia, censorship, Donald Trump, black people, white people, Asian people, Nazis, neo-Nazis, Germans, Belgians, gamers, games journalists, Anita Sarkeesian, feminists, men's rights activists, Facebook, Twitter, Simon Cowell, Nigel Farage, gun enthusiasts, people who drink Mountain Dew, people who do fanart "wrong" and any number of other things, it's no wonder I'm feeling particularly miserable and negative about life in general, really, is it?

    So the most sensible thing to do from a mental health perspective when something starts making you miserable is to cut that thing out of your life altogether. Preferably cold turkey. But the thing that always makes me hesitate is the fact that amid all the negativity and bullshit, I have struck up some genuine friendships, and I'd hate to lose those. I'd hate to lose contact with people like Mike Cunningham from RPGamer; Steve Baltimore, Joe "Eritach" Sigadel and several others from Operation Rainfall; the glorious perverts of Anitwitter such as Vyers, Ashley, Luka, Firion, Bubbel, Xiaomu, Rin, Radkatsu, TheHatPerson and doubtless hundreds of others I've forgotten to mention. (If I didn't call you out by name here, it's to save time and space, not because I don't want to stay in touch! Unless you're a shithead. In which case I probably wasn't following you anyway.)

    As such, then, the details above are there in an attempt to stay in contact with people I want to stay in contact with, despite intending to leave what has previously been our primary means of communication behind. Please do feel free to use them and to say hi to me using any of the means listed; they're there to be used, so don't feel like you're "intruding" in any way by sending me a friend request or a private message via some other non social media means.

    In order to continue one thing I did enjoy about Twitter — posting "live" thoughts and reactions to games I'm playing — I've set up this site to continue doing so. It'll probably be primarily PC games on there, as sharing console or handheld screenshots and other media is a bit more of a faff, but if you want to see what I'm up to and share your own thoughts on games I'm playing, feel free to drop by and leave a comment.

    I'll be leaving my various Twitter accounts and my Facebook page active in order to share things like these blog posts and my other content from around the Web, but I won't be actively checking them, so please don't use them to try and get in touch with me. No, really; I've turned off notifications on my phone and everything, so if you try and say something via one of those means, I won't see it.

    I'll be continuing to post here each and every day, sporadically on my new site and (hopefully) weekly on MoeGamer. Those are the best ways of keeping up to date with what I'm doing and having a chat with me, so feel free to follow and comment on any of them.

    Hopefully stepping away will allow me to regain a little perspective and a lot of wasted time on a daily basis. If nothing else, it's probably healthy to get away from relentless negativity, particularly when I'm already depressed and anxious.

    Thanks for reading if you came this far; hopefully I'll hear from some of you elsewhere on the Internet sometime soon.

    The post 2341: Taking a Break from Social Media; Here's Where to Find Me appeared first on I'm Not Doctor Who.

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    2340: The Rise of GOG https://imnotdoctorwho.moegamer.net/2016/06/17/2340-the-rise-of-gog/ https://imnotdoctorwho.moegamer.net/2016/06/17/2340-the-rise-of-gog/#respond Fri, 17 Jun 2016 01:56:11 +0000 https://angryjedi.wordpress.com/?p=15451 I remember when GOG.com — or Good Old Games, as it was originally known — first launched. It was an exciting moment, because it promised to be a storefront absolutely filled with PC games from my childhood. PC games that it had previously been near-impossible to 1) acquire in the modern era and 2) get … Continue reading 2340: The Rise of GOG

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    I remember when GOG.com — or Good Old Games, as it was originally known — first launched. It was an exciting moment, because it promised to be a storefront absolutely filled with PC games from my childhood. PC games that it had previously been near-impossible to 1) acquire in the modern era and 2) get running on modern computers. (Okay, 2 was less of an issue because DOSBox was already a thing by then, but 1 was a problem, at least, and not everyone knew how to set up DOSBox properly.)

    I've kept my GOG.com account since launch, and just recently I find myself starting to drift more and more towards them and away from Steam. I'm not going to abandon my Steam account, obviously, since there are several hundred games in there, but GOG is starting to prove itself to be a real contender in the online digital storefront battlefield.

    The GOG.com of today is a little different from when it launched, as its change in name will attest. Rather than focusing entirely on retro PC games, GOG.com now provides a mix of both retro and modern titles, and has recently even started doing "Early Access"-style games, though not to the same degree as Steam.

    In fact, "not to the same degree as Steam" is a running pattern when it comes to GOG, and the platform is benefiting from it. While Steam is presently suffering from a deluge of low-quality titles released on a seemingly daily basis — the mobile app store problem, now for your home computer! — GOG.com's marketplace is considerably more curated than Steam, and the few Early Access titles that are up on GOG are already decent quality rather than shovelware thrown out with an Early Access tag in an attempt to excuse shittiness.

    In other words, discovering new games on GOG.com is a lot less of an issue than on the Steam of 2016 because you don't have to pick through pages and pages of shitty Eastern European games with "Simulator" in the title, or perpetually Early Access Minecraft knockoffs, or games by people who don't understand what the fundamentally appealing elements of pixel art are, or… you get the idea. This isn't to say that there isn't some shit on GOG, of course, but it's far from the flood of effluent that Steam has been suffering from for a while.

    And then there's GOG's new client, Galaxy. While still lacking a few features to put it on parity with Steam's well-established client — most notably an in-game overlay for chat, achievements and web browsing — it's a very good start, offering a well organised, nicely presented game library and features like playtime recording and a datestamp for the last time you played a particular title. Perhaps most notably — and most understandably, given GOG.com's original pledge, which still holds true today, to remain a DRM-free digital storefront — is the opportunity to both automatically install games through the client a la steam and download DRM-free standalone installers for each and every game on the platform for backing up onto physical media or other hard drives. Coupled with the fact that GOG games often come with a variety of digital extras including manuals, soundtracks, artwork and all manner of other goodies, this is the next best thing to a physical copy — and if you feel strongly enough, you can even burn these installers to a CD or DVD and make your own physical copy using the materials provided. (I'm probably going to do this for the Ys games; I like them enough to want them on my actual shelves.)

    GOG's summer sale has also been excellent, with deep, generous discounts on a variety of games as well as a fun metagame that was very generous with its prizes. Rather than providing useless shit like emojis, profile backgrounds and trading cards like Steam, GOG's summer sale metagame sees you earning experience points with each purchase and action performed on the site, with three free games on offer at various XP milestones. And they're good games, too — specifically, Spelunky, Gabriel Knight Anniversary Edition and Dreamfall Chapters.

    I anticipate I'm going to be using GOG.com a lot more in the near future; there's still work to be done — some games promise achievements but they haven't been implemented yet, for example — but the future looks bright for this growing storefront that refuses to compromise its principles.

    Keep it up, GOG; you've got a loyal customer in me.

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    2339: Adol Wins Again https://imnotdoctorwho.moegamer.net/2016/06/16/2339-adol-wins-again/ https://imnotdoctorwho.moegamer.net/2016/06/16/2339-adol-wins-again/#respond Thu, 16 Jun 2016 01:43:18 +0000 https://angryjedi.wordpress.com/?p=15428 I finished Ys: The Oath in Felghana tonight, after a bit less swearing at the initially unassailable-seeming final boss than I anticipated. That was an absolutely brilliant game. Well-paced, enjoyable to play, challenging but never insurmountable and certainly didn't outstay its welcome; my game clock read just over 12 hours at the end, although GOG Galaxy claims … Continue reading 2339: Adol Wins Again

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    I finished Ys: The Oath in Felghana tonight, after a bit less swearing at the initially unassailable-seeming final boss than I anticipated.

    That was an absolutely brilliant game. Well-paced, enjoyable to play, challenging but never insurmountable and certainly didn't outstay its welcome; my game clock read just over 12 hours at the end, although GOG Galaxy claims I actually played it for 24 hours, which can probably be accounted for with a number of boss fights that took a significant number of attempts to clear.

    Make no mistake, Oath was a difficult game, but it never felt overly punishing. Indeed, any time that I found myself staring at a Game Over screen, I always knew that it was my fault. Specifically, it was usually the result of overconfidence: charging headlong into a group of powerful enemies, hoping to obliterate them all quickly and gain a ton of XP, but instead getting torn to shreds. Or, in the case of boss fights, it was a matter of learning the attack patterns and then being able to execute suitable countermeasures.

    The boss fights were a particular highlight, because they featured an absolute ton of variety and mechanics to pay attention to. The first couple of bosses were very much about dodging and timing, while others were about inventive use of your skills to avoid damage. What I particularly liked were the several encounters that initially seemed absolutely impossible to complete, but which after a bit of practice and careful observation proved to be somewhat less of a problem than I initially believed they would be.

    Oath is old-school in its sensibilities in that failure is part of the experience. When you first encounter a boss, you pretty much need to fail in order to understand what it's doing and how it affects you. I've said this before, but in many ways it reminds me of fighting fast-paced versions of Final Fantasy XIV bosses: all mechanics can be countered and dealt with in some way, whether that's through dodging, skill use or various ways of protecting yourself. There are always clear visual and auditory cues as to what's about to happen, allowing you to prepare yourself appropriately, and in situations where you're expected to perform more complex actions such as switching between skills in the heat of battle, the encounters are designed in such a way that you always have time to perform the actions you need to rather than suffering under a relentless assault. Indeed, it's certainly possible to defeat the final boss without taking any damage because there's an Achievement for doing so, and I imagine most of the others can also be handled in such a manner.

    I also enjoyed the plot a great deal. While I missed the presence of Feena and Reah from Ys I, II and Origin, the new characters were well-defined and interesting. The villains in particular had some interesting plot arcs, and the game threw up several unexpected curveballs towards its conclusion.

    Character highlights for me included series recurring character Dogi, who despite being big enough to crush walls comes across as one of the nicest people in the world, and this game's vaguely implied romantic interest Elena, who was both adorably cute and a genuinely likeable character. I felt a bit bad leaving her behind at the end of the game, but I'm getting the impression protagonist Adol is a bit of a player; I'm anticipating a variety of other cute girls over the course of the games in the series that I'm yet to play.

    I've said it before, but I'll say it again; I'm sorry that I haven't checked out this series sooner. I'm having an absolute blast with it, and I'm very much looking forward to the upcoming Ys VIII, which I'll be very surprised if we don't see come West courtesy of Xseed Games in the near future. Given how much I've enjoyed the series so far, I feel fairly confident saying that I'll probably be there day one when it finally comes out.

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    2338: Link's a Boy, Deal With It. Or Spend Some Time With These Awesome Female Protagonists Instead of Moaning https://imnotdoctorwho.moegamer.net/2016/06/15/2338-links-a-boy-deal-with-it-or-spend-some-time-with-these-awesome-female-protagonists-instead-of-moaning/ https://imnotdoctorwho.moegamer.net/2016/06/15/2338-links-a-boy-deal-with-it-or-spend-some-time-with-these-awesome-female-protagonists-instead-of-moaning/#respond Wed, 15 Jun 2016 02:25:58 +0000 https://angryjedi.wordpress.com/?p=15345 Nintendo revealed its new Zelda game today, or, more accurately, showed off a decent amount of gameplay. It looks lovely, both from an aesthetic and gameplay standpoint, though it remains to be seen if they can provide a Zelda narrative that keeps me interested more than most of the previous incarnations. Naturally, this being the ever-offended Internet, most of … Continue reading 2338: Link's a Boy, Deal With It. Or Spend Some Time With These Awesome Female Protagonists Instead of Moaning

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    Nintendo revealed its new Zelda game today, or, more accurately, showed off a decent amount of gameplay. It looks lovely, both from an aesthetic and gameplay standpoint, though it remains to be seen if they can provide a Zelda narrative that keeps me interested more than most of the previous incarnations.

    Naturally, this being the ever-offended Internet, most of the discussion surrounding Zelda was about the fact that, shock horror, Link is still a boy. You know, like he's been for the last 30 years, as an established character — indeed, one of the most recognisable characters in gaming after his Nintendo stablemates Mario and Luigi.

    A bunch of people seemed to have got the idea in their head that Link "should" be female in this new Zelda. Nintendo had fueled the fire a little with some concept art and, later, a character called Linkle (seriously?) in 3DS title Hyrule Warriors Legends, but nope; the new Zelda game will feature a male protagonist, just like its predecessors, and — spoiler — will probably also feature a princess called Zelda.

    Don't get me wrong, a female Link could be cool, but that's about all. If Nintendo were to change Link to a female character now, it would look like change for change's sake, and Nintendo isn't really about that… to a fault, some might say. There's also an argument that people want to see a representation of themselves on the screen, but no; despite the fact that Link has never spoken in any of the Zelda games, he's still an established character. You are playing as Link; you are not playing as you.

    But let's not get bogged down in this; there's a whole argument to be had over Zelda lore and Link actually being lots of different incarnations of one heroic spirit, but that's for another day. Instead, I want to talk about something more general on this topic.

    This exchange on Twitter bothered me:

    https://twitter.com/IvoryOasis/status/742786606466142208

    "They" presumably being either Nintendo, or Japanese developers in general. Either way, it's just plain wrong. Here are some excellent female protagonists from Japanese developers, including Nintendo:

    Samus Fucking Aran

    If Nintendo consider women "2nd class", how is it one of their most beloved characters is a woman? The fact that Samus is a woman is widely known now, of course, but back when the original Metroid came out it was a genuine surprise to see her take off the helmet of her power armour and reveal that yes, indeed, she was a woman.

    This was in 1986. 30 years ago. To my knowledge, not one person has argued that Samus should be rebooted as a man.

    Arnice

    The protagonist of Nights of Azure by Gust is a thoroughly capable young woman who doesn't take any shit from anyone. Not only that, she's also gay, so double diversity points there.

    Pretty much every protagonist in the Atelier series

    With the exception of the three Atelier Iris games and half of Atelier Escha and Logy, all the protagonists of the Atelier games have been female. There are 16 Atelier games, plus spinoffs and reboots, and the series has been running since 1997.

    Everyone in the Senran Kagura series

    The Senran Kagura series has a cast that expands with each new installment, and there are very few male characters. The focus is squarely on the female characters, each of whom get a decent amount of time in the limelight and, in the Versus games on PlayStation platforms, their own side stories to further flesh out their characters. Estival Versus has 25 playable female characters, plus several additional DLC characters.

    Everyone in the Neptunia series

    The entire main cast of the Neptunia series (with the exception of important character Umio in the latest installment) is female. In fact, there seem to be very few men in these games at all, and when they do show up, they are usually shown to be incompetent or evil. The Neptunia cast has become so strong and recognisable now that it's transcended its original role-playing game genre into visual novels, strategy games and beat 'em ups, with more doubtless to come in the future.

    Estelle Bright

    Estelle from Trails in the Sky was easily my favourite thing about that game. She was a great protagonist for a traditional RPG: optimistic, enthusiastic and courageous. She also had a dry wit and a good line in putdowns for those who thought she was too tomboyish in her behaviour, and acted as an excellent, well-crafted centrepiece for an interesting, memorable ensemble cast.

    Yunica Tovah

    One of the three protagonists in Ys Origin, Yunica overcomes a considerable amount of adversity in her world: she can't use magic like many of her peers, but instead of getting mopey and depressed about it, this just makes her throw herself into bettering herself in other ways. She strikes an interesting balance between traditional femininity in her behaviour and being a total badass when it comes to combat, swinging around battleaxes and two-handed swords like they weigh nothing at all.

    2B

    Not much is known about Nier Automata yet, but if the first game's ambitious, emotional story is anything to go by, there's going to be a very interesting story surrounding the female android protagonist of this sequel.

    Bayonetta

    Two of the best character action games in the last few years have a woman in the leading role. Bayonetta is designed in the exaggerated superhero mould, and her portrayal in the games deliberately emphasises her sexuality, which she takes total ownership of throughout. Also she rides a motorbike up a rocket into space before punching God in the face.

    Milla Maxwell

    My love for Tales of Xillia protagonist Milla is well documented, but she bears mentioning again, because she's awesome. An incredibly interesting character with some fascinating development over the course of the two games in which she appears, Milla subverts a ton of tropes and ended up being one of the most memorable characters I've had the pleasure of spending time with in the last few years.


    I could go on, but that's probably enough for now.

    Needless to say, my point is probably clear: Japanese devs (including Nintendo) emphatically don't think of women or female characters as "second class". In fact, I can name considerably more Japanese games with female protagonists than Western ones. And they're cool, interesting, well-written characters, too — even in the more fanservicey games like Senran Kagura, which many people find to have an extraordinary amount of character development if they go in on the assumption it's about tits.

    But let's not let facts get in the way of a good bit of stupid, pointless outrage, shall we?

    In other words: stop getting upset that a character who has been male for 30 years is still male when there are a huge number of awesome female-led games from Japanese devs. And stop lying, while you're on. kthxbai

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    2337: Sony Gets It https://imnotdoctorwho.moegamer.net/2016/06/14/2337-sony-gets-it/ https://imnotdoctorwho.moegamer.net/2016/06/14/2337-sony-gets-it/#respond Tue, 14 Jun 2016 02:35:32 +0000 https://angryjedi.wordpress.com/?p=15328 I stayed up and watched Sony's E3 press conference tonight, as it's usually a good show. This year it perhaps wasn't their strongest performance compared to some of their other recent efforts — last year in particular being a very memorable highlight — but it was still an enjoyable presentation. The thing I like about … Continue reading 2337: Sony Gets It

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    I stayed up and watched Sony's E3 press conference tonight, as it's usually a good show. This year it perhaps wasn't their strongest performance compared to some of their other recent efforts — last year in particular being a very memorable highlight — but it was still an enjoyable presentation.

    The thing I like about Sony's presentations in particular is that they never forget why they're there: for the games, for the players. Sony's presentation this year was almost minimalist in the amount of explanation and talking there was: rather than hours of Andrew House extolling the virtues of the PlayStation's OS and additional services, the team instead elected largely to let the game footage and trailers do the talking.

    And for sure, Sony certainly seems to have a solid lineup in the coming year. Of particular note were the PlayStation VR titles, which included a surprisingly good-looking Resident Evil VII (which, in the absence of a new Silent Hill game, very much appeared to be going down the "psychological horror" route, a decision that I absolutely endorse) and, of all things, an absolutely gobsmacking-looking new Call of Duty that appeared to feature seamless transitions between wandering around a capital ship, flying a small fighter craft, hopping out in zero gravity to cause mischief, then jumping back in when the mission was complete.

    PlayStation VR is probably the most exciting thing Sony has lined up in the near future, and it's coming relatively soon: it's set for an October release. At the moment I'm having some difficulty picturing how it will work, particularly after having had a go with the room-scale gameplay of the HTC Vive at my friend Tim's house (an experience which I will write about at some point soon, since I haven't already) but I have faith Sony will do something cool with it.

    Perhaps the most exciting thing about PlayStation VR, though, is the fact that, as a console VR platform, it's likely to give VR as a whole a kick up the backside into starting to produce full-scale games rather than the more experimental fare that make up the majority of the Vive and Oculus Rift libraries at present. Its (relatively) affordable price point also puts it within reach of consumer electronics enthusiasts, too, so it's going to be one of the main ways everyone starts getting VR headsets in their houses, I think. And I'm really excited to have a go on some of the games Sony was showing off.

    So while there weren't any huge bombshells in Sony's presentation — apart from a release date for The Last Guardian, finally, along with confirmation that Hideo Kojima is indeed working on something that looks both baffling and awesome — it was a solid showing. Not their best, but nothing to be ashamed of either. And once again, while Microsoft, Ubisoft and EA all pander to their investors, Sony proves that they know that without the people who play the games, there wouldn't be an E3 at all.

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    2336: From the Shores of Felghana https://imnotdoctorwho.moegamer.net/2016/06/13/2336-from-the-shores-of-felghana/ https://imnotdoctorwho.moegamer.net/2016/06/13/2336-from-the-shores-of-felghana/#respond Mon, 13 Jun 2016 01:49:50 +0000 https://angryjedi.wordpress.com/?p=15300 I started Ys: The Oath in Felghana today after finishing the main story of Ys Origin. (I do intend to go back and replay Origin on the harder difficulties as well as grind through its extra modes and unlockables, but that will be a gradual process!) So far I've played about two hours or so into the main story, beaten four … Continue reading 2336: From the Shores of Felghana

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    I started Ys: The Oath in Felghana today after finishing the main story of Ys Origin. (I do intend to go back and replay Origin on the harder difficulties as well as grind through its extra modes and unlockables, but that will be a gradual process!) So far I've played about two hours or so into the main story, beaten four bosses and yelled more curse words at a game than I can remember doing for a very long time.

    Oath in Felghana is hard. Really hard. Like, really really hard. I did not know this going in, so feeling quite confident off the back of clearing Ys Origin (which was challenging, but not mega-hard) I thought I'd start Oath on Hard rather than Normal.

    I started to think that I had maybe made the wrong decision when the first boss took me a good ten attempts. When the second one took me probably twenty or thirty tries — including having to stop after a few attempts because I was getting pretty wound up by the whole thing — I seriously considered restarting on Normal or Easy, but my pride prevented me from doing so.

    Then I beat that boss, and I remembered what I had discovered during my first runthrough of Ys Origin. Ys games, so far as I can tell, are not games intended to be breezed through without any resistance whatsoever. They're short, yes, but whenever their diminutive length is quoted, it isn't taking into account all the times you'll have to retry the difficult bits. Because you'll have to retry the difficult bits a lot. In other words, Ys Origin and Oath in Felghana may well be "10 hours long", but that figure assumes that you'll beat all the bosses first time and won't make any stupid mistakes while exploring lava-covered ruins. And I can assure you that you won't beat all the bosses first time, and you most certainly will make stupid mistakes while exploring lava-covered ruins.

    This difficulty makes it all the more satisfying, though. There's a feeling of genuine "release" when you finally overcome a difficult challenge, and much like Ys Origin, I've found that while the bosses in particular are difficult, you'll almost certainly find yourself getting a little bit further each and every time you try, rather than stagnating with absolutely no idea whatsoever what to do. Oath, like Origin, is so well designed that it manages to "train" you how to beat its bosses without giving you any explicit instructions. The animation and sound cues, the attack patterns, the overall "rhythm" of the encounters — all of them are carefully tuned to make each encounter surprisingly intuitive, and while many of them aren't especially complicated in terms of mechanics, you'll need to practice in order to perform what the game is asking of you flawlessly. And you will need to be as close to flawless as possible, because Oath in particular is very unforgiving.

    It's funny. The Souls series kicking my ass and forcing me to learn encounters is one of the things that ended up putting me off it, but I'm really enjoying it in the Ys series. This leads me to believe that it's perhaps not this actual style of game that puts me off, but the aesthetic; Ys is colourful, cheerful and energetic, while Souls is dark, dreary and depressing. While there's a time and place for dark, dreary and depressing, I tend to prefer that sort of thing in my survival horrors and adventure games; when I'm RPGing, I want to be heroic in a colourful fantasy land filled with pretty girls. And Oath in Felghana is certainly delivering on all fronts so far.

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    2335: Goddesses https://imnotdoctorwho.moegamer.net/2016/06/11/2335-goddesses/ https://imnotdoctorwho.moegamer.net/2016/06/11/2335-goddesses/#respond Sat, 11 Jun 2016 22:02:52 +0000 https://angryjedi.wordpress.com/?p=15272 I finished Ys Origin's true route this evening, and if the first two games hadn't already convinced me this is a series that will stay with me a long time, that ending would have certainly done it. The way it establishes the backstory of things that are just a matter of course in Ys I and II is beautiful, and … Continue reading 2335: Goddesses

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    I finished Ys Origin's true route this evening, and if the first two games hadn't already convinced me this is a series that will stay with me a long time, that ending would have certainly done it. The way it establishes the backstory of things that are just a matter of course in Ys I and II is beautiful, and it brings a whole new layer of meaning to the overarching storyline and mythology of the series. I'm looking forward to seeing how — if? — this mythology fits into the games I'm yet to play.

    The thing that's struck me most from these three games in the series that I've played so far is how beautifully the goddesses Reah and Feena are handled. It's hard to tell whether this is the work of the original Japanese script or Xseed's excellent localisation, but either way, they're wonderfully depicted characters that act as an important centrepiece to these three episodes of the overall storyline.

    The most striking thing about them is how overwhelmingly nice they are. And I don't mean in a bland, uninteresting way; both Reah and Feena are convincingly friendly, approachable characters despite being divine beings, and there's a decent amount of the backstory in Ys Origin in particular that deals with their loneliness and desire to have friends among the humans rather than being revered as the powerful beings they are. Indeed, even in Ys I where series protagonist Adol Christin encounters an apparently amnesiac Feena, she seems keen to cling on to him and develop a close personal relationship.

    They're a study in contrasts, too, despite being similar in appearance and bearing. Feena is kind and gentle — the sort of person it would probably be nice to have a hug from. Reah, meanwhile, is more willful and stubborn, but counterbalances this with a similarly graceful demeanour and a desire to always be hospitable to those who have the confidence to approach and address her. They make a good pair, and while we don't see a huge amount of either of them in the first two Ys games, this is more than made up for in Ys Origin, where we get to spend quite a bit of time with both of them.

    Perhaps the nicest thing about them is the feeling that the Ysian religion, based on following the teachings of the Six Priests and worshipping Feena and Reah, is both plausible as a belief system and comforting. It's not infallible, by any means, either — indeed, Toal comments to the goddesses in Ys Origin that they are "barely even half perfect", and it's partly everything the goddesses and their helpers put in place that led to the apocalyptic situation that greets you from the outset of Ys Origin — but it's obvious that the goddesses, both as people and as mythological figures, bring great comfort to the populace. In a world where JRPGs in particular often take rather ruthless aim at religion as part of their narratives, highlighting the negative aspects rather than the positives, the Ysian approach to belief systems is almost refreshing.

    I think that sums up the tone of the series quite nicely, too. While there's plenty of darkness, evil and unpleasantness going on — arguably more so in Ys Origin than in and II — there's an overall warm feeling to the series that brings to mind comforting childhood stories like fairy tales and fables. I anticipate that this feeling will become stronger as I spend more time with regular series protagonist Adol in the subsequent games, but the three distinct stories in Ys Origin unfolded in a compelling, interesting manner, too; they presented a convincing back story to what unfolds 700 years later in Ys I and II, and I'm left with an almost overwhelming desire to immediately go back and play and II again having seen what Origins' story had to offer.

    I'll save that for now, though; I've still got Oath in Felghana, Ys VI, Ys Seven and Memories of Celceta to get through. And I'm looking forward to all of them.

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    2334: Another Blog on Depression, and How Unemployment Fits In https://imnotdoctorwho.moegamer.net/2016/06/10/2334-another-blog-on-depression-and-how-unemployment-fits-in/ https://imnotdoctorwho.moegamer.net/2016/06/10/2334-another-blog-on-depression-and-how-unemployment-fits-in/#respond Fri, 10 Jun 2016 14:52:39 +0000 https://angryjedi.wordpress.com/?p=15250 My good friend Dan wrote this excellent post on depression the other day, initially as an email-based TinyLetter, and subsequently as a blog post to be more widely shared. It struck a chord with me. My experiences over the years haven't been anything near as traumatic as what Dan has dealt with, but a lot … Continue reading 2334: Another Blog on Depression, and How Unemployment Fits In

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    My good friend Dan wrote this excellent post on depression the other day, initially as an email-based TinyLetter, and subsequently as a blog post to be more widely shared.

    It struck a chord with me. My experiences over the years haven't been anything near as traumatic as what Dan has dealt with, but a lot of the things he describes in his piece are very familiar indeed.

    Here is the major issue with depression… it’s a dirty fucking liar. When I’m laid out on my bed (not in it, that requires movement) the black dog learns to speak. It doesn’t even do so with a pleasant cartoon voice, it’s one laced with bile and venom; a deep booming voice that rattles my core. Living with that constant voice is miserable. The black dog tells me that I’m no good at anything; that I’m a terrible parent; that nobody loves or appreciates me. It’s no use arguing with him at these times because his droning is relentless.

    What makes it worse is that in every positive message I see around me, I’m left with a residue of self hatred. A friend of mine lands a great freelance writing position, that’s great… the black dog chews my ankle and says “you could have done that, but you didn’t because you’re useless. To be honest, you probably wouldn’t have even got the chance. Waste of space.”

    Hoo, do I ever know this feeling. Part of it is a sense of impostor syndrome: the feeling that you'll never be quite as good at a thing you actually should be quite confident in as other people. The rest of it is simply a crippling sense of self-doubt and a lack of general self-confidence.

    Unemployment really doesn't help with this. The worst thing about unemployment isn't the lack of money, though that certainly doesn't help and leads to a lot of worries and stress that can be otherwise avoided. No, the worst thing about unemployment is how it gradually eats away at your confidence, convincing you more and more each day that you're a worthless human being, that no-one will ever want you, that your skills are useless.

    This is about where I am at the moment. I've been spamming out job applications for the past week or so, forgoing my usual approach of taking hours over a single application and then getting upset and depressed when it comes back as a rejection. While I know it's pretty much a crapshoot and random chance plays as much of a role as your actual talent for a position, it's still extremely demoralising the longer it goes on for. As I browse through lists of available jobs, I find myself wondering if I'm able to do them, even entry-level menial jobs. Even with jobs I know that I could do, like anything involving IT, I find myself hesitating over them because I don't feel confident that I'd be able to get my skills and enthusiasm across. Not having any particularly relevant qualifications or experience for the fields I'm interested in is a problem, too: my qualifications all relate to teaching, which theoretically could transfer to some sort of training position, but for stuff like IT the only thing I have to offer is my innate knowledge. That knowledge is solid, secure and fairly comprehensive, but not having a piece of paper to prove I have any of that knowledge leads to a constant sense of anxiety and inadequacy.

    I hate this feeling. And I know all I have to do is keep plugging away in the hope that something good happens, and I'll almost certainly feel better once I have some regular money rolling in again. In the meantime, though, it's hard not to feel like a worthless, useless waste of space — even though I know that I'm not. That ol' Black Dog just keeps telling me that I am, and every day it gets harder and harder to reject his evaluation.

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    2333: Human Slaves in an Insect Nation https://imnotdoctorwho.moegamer.net/2016/06/09/2333-human-slaves-in-an-insect-nation/ https://imnotdoctorwho.moegamer.net/2016/06/09/2333-human-slaves-in-an-insect-nation/#respond Thu, 09 Jun 2016 23:40:55 +0000 https://angryjedi.wordpress.com/?p=15234 Andie and I went to see Bill Bailey this evening. Bill Bailey is one of my absolute favourite live performers, and I always enjoy seeing his shows. I have, however, watched most of his past content many, many times on DVD and online, so I was more than ready to see some new material. Fortunately, … Continue reading 2333: Human Slaves in an Insect Nation

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    Andie and I went to see Bill Bailey this evening. Bill Bailey is one of my absolute favourite live performers, and I always enjoy seeing his shows. I have, however, watched most of his past content many, many times on DVD and online, so I was more than ready to see some new material.

    Fortunately, his new show Limboland proved to be entirely new material, albeit with a few cheeky nods back at his past work for those of us who have been enjoying his blend of music technology wizardry and comedy for years now.

    In some senses, it was a little odd to have such an up-to-date Bill Bailey show, because the last time I watched one of his shows, things like social media and YouTube hadn't worked their tendrils into every facet of our existence as they have today, and so it was momentarily jarring to hear Bailey making jokes about YouTube commenters. This feeling soon passed, though, and the content fit very nicely into his set.

    As usual, he made impressive use of the music technology he had on stage to provide a true multimedia experience. Of particular note was his iPhone ringtone megamix, where he blended together some of the most commonly heard (and irritating) iPhone ringtones to create a surprisingly solid piece of electronica, and his Ambient Electronica Workshop, in which he created a fake Moby track using samples obtained from audience members. The death metal versions of Lady in Red (which he performed through gritted teeth, having spent a considerable amount of time in his past shows mercilessly mocking Chris de Burgh) and Twinkle Twinkle Little Star were also extremely memorable highlights.

    Bailey's humour is chaotic and sort of directionless in a way; he comes on stage and sort of just starts rambling — in one of his past shows he noted that he doesn't really know how to start performances — but his manner of speaking, his friendly manner and the vivid pictures he paints with his words make him a consistent delight to listen to, whether he's talking about the impending EU referendum or going off on some surreal tangent about lizard girlfriends or Lionel Richie thinking that all horses are white.

    I think what I particularly like about Bailey is that he's not in any way threatening or scary like some comedians can be. When he interacts with the audience, he mocks them sometimes, but it's always a gentle, friendly mocking rather than outright acidic, spiteful comments. And when he's just delivering his material, it's like listening to an old friend or family member with a particular penchant for delivering anecdotes — perhaps with a few embellishments here and there — talking to you during a quiet evening in your living room as you sip port, or over the dinner table as you await the arrival of the raspberry pavlova to conclude your meal.

    I'm sure that were I ever to come face to face with Bailey I would react much like he said he did when he encountered Sir Paul McCartney — that is to say, much like I reacted when I encountered the father of the adventure game, Don Woods, i.e. turning into a dribbling, awkward moron (even more so than usual, I mean) — but since that is probably unlikely to happen I can continue to enjoy the mental image of Bailey as "the friend I never had"; someone I always enjoy spending time with, and even after several years without seeing him, the second he comes back we're right back to the way we've always been together.

    In short, Limboland was a wonderful show, and if you have the opportunity to see him live, I highly recommend you take it.

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    2332: A Musical Journey https://imnotdoctorwho.moegamer.net/2016/06/09/2332-a-musical-journey/ https://imnotdoctorwho.moegamer.net/2016/06/09/2332-a-musical-journey/#respond Thu, 09 Jun 2016 00:19:09 +0000 https://angryjedi.wordpress.com/?p=15179 Let's try a little experiment, shall we? I'm going to start with a YouTube video of a piece of music I really like. Given that I've just come off a session of Ys Origin, let's make it a piece from Ys Origin. After that I'm going to see where the Related Videos take us, and we'll go … Continue reading 2332: A Musical Journey

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    Let's try a little experiment, shall we? I'm going to start with a YouTube video of a piece of music I really like. Given that I've just come off a session of Ys Origin, let's make it a piece from Ys Origin. After that I'm going to see where the Related Videos take us, and we'll go on a little journey. I'll try and give a bit of useless trivia for each track.

    To give things a bit of variety (though I'm not promising quite how much!) I'll pick the first Related video that isn't 1) a Recommendation for me based on past viewing and 2) from the same game, movie, whatever as the previous one.

    Ready? Here we go.

    This is the theme that plays in the final area of Ys Origin, and I particularly like it because it uses one of my favourite soundtrack techniques: making use of the main theme in a different way to how it sounded originally. When used in a finale sequence, as it is here, it gives the whole thing a nice feeling of "closure" — or at least of approaching the end, anyway.

    To put it more simply, effective use of this technique can get you seriously pumped for the final battle. And Ys Origin certainly does it well.

    Onward!

    I haven't played Ys: The Oath in Felghana yet, but it's probably next up after I finish with Ys Origin. As such, this is the first time I've heard this piece, and I'm pleased to hear that it has Falcom's distinctive prog rock-inspired sound about it. While I don't really know a lot about prog rock itself, I do like the sound of music inspired by it, and it seems there are a number of Japanese groups that do it very well — Falcom's sound team being one. (Nobuo Uematsu's bands The Black Mages and The Earthbound Papas are some others, though they do arrangements of game music rather than directly soundtracking games for the most part.)

    Unsurprisingly, YouTube is taking us on a distinctly Ys-ian journey. Again, I haven't played this game, so it's my first time hearing this track, and initial impressions are good. Again, it has the melodic rock sound to it, but it also makes use of some violin melodies, which I often find sound really nice in the context of instruments you might not typically associate violin with. Other examples of this being done well include its combination with electronic instruments in Final Fantasy XIII's main battle theme, and as part of a distinctly modern-sounding pop ensemble in Omega Quintet's two battle themes.

    Yet another Ys I'm yet to get to, and I know I have at least a couple of friends who count this soundtrack among their favourites. The timbre of this one's soundtrack is a little "cleaner" and perhaps more artificial-sounding; there's certainly some synthesised brass going on, but the guitars and solo violins sound fairly convincing.

    The slightly more artificial sound of the music is presumably down to Ys VI being an earlier release than Oath in Felghana and Origin, and Falcom's sound team still refining and developing their sound with new tech and capabilities.

    We've escaped the Ys series! And we find ourselves involved with another Japanese video game company's internal sound team that is world-renowned as being Rather Good. In this case, we're with Gust, developers of the Atelier and Ar Tonelico series, both of which have simply lovely soundtracks.

    This particular piece is from one of their slightly lesser known games, Mana Khemia, which is often regarded as part of the Atelier series due to its thematic and mechanical similarities.

    And speaking of Atelier, here's a track from one of the more recent ones. It very much sounds like the distinctive sound Gust has put together for the Atelier series over the last few installments, featuring prominent use of traditional "folk-style" instruments such as harmonica and penny whistle.

    I'm also a big fan of this track's title.

    Staying with Atelier and moving forwards in time, this is from Escha and Logy, a game I don't know a lot about but know is reasonably well regarded in the Atelier canon. There's a pretty cool guitar solo in the middle of this track, too.

    And we're up to the most recent Atelier game, Atelier Sophie, and a track with a pretty magnificent rhythm guitar part. There's also a hint of Nights of Azure in there with the prominent use of harpsichord/clavichord. In fact, this whole track wouldn't be out of place in Nights of Azure.

    YouTube agrees. Nights of Azure was a really great game that I enjoyed a lot, and a big part of that was due to its wonderful soundtrack, also the product of Gust's sound team, but clearly heavily inspired by Michiru Yamane's work on the older Castlevania games. This sort of Gothic rock is perfectly fitting with the game's fast action and overall tone, and contrasts nicely with the more gentle music used in its story sequences.

    Let's do two more, or we'll be here all night. This one's from Megadimension Neptunia V-II, a game which I'm sure you already know I liked a whole lot. This particular track was one of my favourites due to its heavy use of some distinctly retro-sounding synthesisers, which brought to mind a few things: the synthesised music of Sega Mega Drive/Genesis games, and the once-fashionable .MOD format of digital music, which effectively used short, digitised samples as "notes" on a virtual synthesiser-sequencer and allowed those who knew what they were doing to put together multi-track compositions.

    Last one!

    Eternal Sonata was an extremely peculiar concept for a game in that it's an RPG based around the noted Romantic composer Frederic Chopin. In keeping with that, the soundtrack has a distinctly Romantic feel to it, with authentic orchestral instruments used to give the music a very different feel to more obviously "gamey" pieces. The game also used some of Chopin's work directly in its soundtrack.

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    2331: Revenge of the Horde https://imnotdoctorwho.moegamer.net/2016/06/08/2331-revenge-of-the-horde/ https://imnotdoctorwho.moegamer.net/2016/06/08/2331-revenge-of-the-horde/#respond Wed, 08 Jun 2016 01:46:08 +0000 https://angryjedi.wordpress.com/?p=15160 Patch day for Final Fantasy XIV today, and it seems like a good one so far. I haven't yet delved into absolutely everything on offer — partly because I went out for the evening — but what I've seen so far is pretty great. Of particular note is The Final Steps of Faith, the big new Trial … Continue reading 2331: Revenge of the Horde

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    Patch day for Final Fantasy XIV today, and it seems like a good one so far. I haven't yet delved into absolutely everything on offer — partly because I went out for the evening — but what I've seen so far is pretty great.

    Of particular note is The Final Steps of Faith, the big new Trial for this patch. This sees players taking on the mighty Nidhogg in a battle to the death as he brings the full force of his rage down on Ishgard and those he believes to have betrayed him.

    The Final Steps of Faith is a cool fight, because — at the moment, anyway — it's genuinely challenging, even in its story mode incarnation. It's not excessively difficult by any means — the challenge factor comes from the fact that you actually have to pay attention to mechanics and can't just cheese your way through it. I'm all for this; while there's a certain amount of pleasure in being able to overpower old content with top-end gear, it's always a bit of a disappointment when fights that were once challenging, exciting and dramatic become a matter of simply soaking up all the damage being thrown at you and repeatedly smacking the enemy in the teeth.

    I'm sure this situation won't last with The Final Steps of Faith, but for now it's nice to have an important storyline fight carry the appropriate amount of drama for the context.

    This got me thinking back to the reasonably hefty amount of time I spent playing World of Warcraft, and how that game never quite got me feeling excited about combat. Things got a little better when I went a bit crazy modding the game's UI and added a "Jukebox" mod that allowed you to play music in combat, but it still never felt quite the same as an exciting encounter in a single-player RPG.

    Final Fantasy XIV, meanwhile, absolutely nails the drama aspect. While the movement-heavy nature of combat means that it's not able to include the sort of cinematic camera work that people have associated with Final Fantasy since VII hit PS1s all those years ago, the combination of amazing music, gorgeously spectacular visual effects and a genuine feeling that you're struggling against a foe of unimaginable power help make the game's most important fights shine as some of the most memorable things I've ever done in a game — and certainly in an online game.

    I've now finished the main story (and the enjoyable, optional "post-story" quest, which had a really heartwarming ending) so I find myself pondering what's next for Heavensward. While this patch brings the Dragonsong War plot arc to a close, there are still some unresolved threads that are clearly going to be tugged at further in the next couple of patches, and I'm very much looking forward to seeing how the stakes will be raised towards some sort of dramatic showdown that will inevitably lead into the next full expansion pack.

    And in the meantime, I hear those bloody Moogles need some help with their crafting…

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    2330: Play It Again https://imnotdoctorwho.moegamer.net/2016/06/06/2330-play-it-again/ https://imnotdoctorwho.moegamer.net/2016/06/06/2330-play-it-again/#respond Mon, 06 Jun 2016 23:32:57 +0000 https://angryjedi.wordpress.com/?p=15141 So many games these days are designed to be played once and then put aside — or, in some cases, played forever and ever and ever and ever — that it's been quite a refreshing feeling playing through Ys Origin for a second time on a harder difficulty with a different playable character. It's making me quite nostalgic for … Continue reading 2330: Play It Again

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    So many games these days are designed to be played once and then put aside — or, in some cases, played forever and ever and ever and ever — that it's been quite a refreshing feeling playing through Ys Origin for a second time on a harder difficulty with a different playable character. It's making me quite nostalgic for the PlayStation 1 era in particular, and is reminding me somewhat of one of the earliest games I recall taking this sort of approach: Resident Evil 2.

    Resident Evil 2 was actually really neat when it came to its multiple playthroughs. You'd play it once as one of the two lead characters, then play it again as the other lead to see what they were doing while the first lead was doing their thing. Then you'd start a new game as the other lead character, then play it again as the first lead character to see what they were doing while the other lead was doing their thing. Naturally this was a nightmare for continuity and meant that there wasn't really a "definitive" version of the story, but it didn't really matter: it meant you could go through the game four times and have a somewhat (albeit marginally) different experience each time.

    But Resident Evil 2 — and indeed Ys Origin — didn't stop there. No, there were unlockable secrets, once the preserve of the mysterious tips pages in games magazines, but these days discovered by people with a lot of time on their hands in seemingly minutes flat. And they're significant secrets, too: Resident Evil 2 allows you to play an entirely new scenario as a character called Hunk as well as, rather oddly, a large block of tofu, while Ys Origin unlocks a third playable character after your first playthrough, then unlocks Time Attack, Boss Rush and Arena Modes after that, meaning that — assuming you want to carry on — the game is far from over when you've beaten the final boss with all the characters and seen all the story. And then there's the various difficulty modes and achievements to play with, too — it ultimately makes the whole game considerably better value than it might first appear, with its 6-10 hour playtime for a single runthrough.

    I kind of miss this approach. There was a feeling of discovery and excitement as you worked to unlock secrets and extras in games, and you felt good when you achieved it, finally, because it was the result of actually achieving something in the game. These days, however, extra modes and stories are all too often the preserve of DLC, which just doesn't have the same magic at all, largely because you have to 1) pay for it and 2) don't have to earn it to unlock it.

    I know not everyone likes having to unlock things to be able to enjoy it all, but it's always been something I've liked, and a fundamental part of many gaming experiences. Ys Origin — and, I anticipate, the other Ys games I'm yet to work my way through — is proving to be a pleasantly enjoyable reminder of The Good Old Days in more ways than one, and just another reason I'm becoming increasingly enamoured with both the series and Falcom as a developer.

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    2329: Another Trip Up Darm Tower https://imnotdoctorwho.moegamer.net/2016/06/05/2329-another-trip-up-darm-tower/ https://imnotdoctorwho.moegamer.net/2016/06/05/2329-another-trip-up-darm-tower/#respond Sun, 05 Jun 2016 23:57:19 +0000 https://angryjedi.wordpress.com/?p=15118 I finished my first playthrough of Ys Origin earlier. I chose to play through for the first time with Yunica Tovah, who apparently handles most like Adol in the subsequent 3D Ys games, but now I'm going through it again with Hugo Fact, who plays impressively differently. One thing that struck me with Ys II in particular, and it appears to … Continue reading 2329: Another Trip Up Darm Tower

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    I finished my first playthrough of Ys Origin earlier. I chose to play through for the first time with Yunica Tovah, who apparently handles most like Adol in the subsequent 3D Ys games, but now I'm going through it again with Hugo Fact, who plays impressively differently.

    One thing that struck me with Ys II in particular, and it appears to be a pattern that continues with Origin and its ilk, is how much shoot 'em up DNA is in this series. Numerous bosses have distinctly "bullet hell"-style attacks requiring intricate dodging and pattern recognition, for example, but this connection is most obvious when playing Origin as Hugo, since even his basic attack involves firing bullets. Hell, he even has two "options" (sorry, "The Eyes of Fact") floating either side of him to fire additional bullets, which double in number when he uses Boost mode.

    It's interesting quite how different a feel this contrasting playstyle provides, since you're otherwise going through pretty much the same levels and boss fights as in Yunica's story, albeit with different cutscenes and a few minor changes here and there. Boss fights in particular are a very different affair when playing as Hugo, since rather than it being necessary to get in melee range as with Yunica, as Hugo you have to play a lot more defensively, attacking from range in suitable openings and taking great care to avoid attacks, since Hugo is considerably squishier than Yunica is. Not only that, but Hugo's individual attacks do quite a bit less damage than Yunica's axe and sword swings, though he makes up for this by being able to attack 1) from a distance and 2) much more rapidly than Yunica.

    I'm also playing this second runthrough on Hard difficulty; I'm not quite brave enough for the series' signature Nightmare difficulty yet, but I thought I'd step things up for Hugo, since I felt pretty confident with Yunica by the end of my first playthrough. It's noticeably harder, particularly when it comes to boss fights. I'm not entirely sure if this is down to enemies' boosted stats or simply the different way Hugo plays that I haven't quite gotten used to yet, but I'm finding myself having to retry boss fights more times than I did on Normal with Yunica.

    One of the things I like about Ys Origin so far is that although the boss fights are very difficult, I don't think there's been a single encounter in the game where I felt like I was beating my head against a wall. In other words, although I might fail a boss fight several times in succession, I'd make noticeable progress each time, chipping away a little further at the enemy life bar each time until I was eventually successful. It's a matter of practice and skill rather than luck; in some ways, it reminds me quite a bit of Final Fantasy XIV raid bosses, where you need to know what's going to happen in the fight before you can even think about being successful; flailing wildly isn't going to work, at all.

    Anyway. I'm keen to get through Ys Origin for a second time with Hugo, and then polish it off a third time with the "secret" third character, whose story is quite a bit different from Yunica and Hugo's, from what I understand. By playing all three stories, you get the full narrative; this is an approach that some people find tiresome — particularly if they have to play through the same levels again with a different character, as you do here — but it's something I always enjoy. I really enjoy seeing stories from multiple perspectives, and while Ys is fairly conventional fantasy in many ways, it's well-written, well-localised and features some entertaining, endearing characters, so I'm more than happy to plough through it to see everything it has to offer.

    Then after that, there's Time Attack, Boss Rush and Arena Mode, of course, which I'm curious to at least try… so much for being a short game!

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    2328: Play of the Game https://imnotdoctorwho.moegamer.net/2016/06/05/2328-play-of-the-game/ https://imnotdoctorwho.moegamer.net/2016/06/05/2328-play-of-the-game/#respond Sun, 05 Jun 2016 00:29:38 +0000 https://angryjedi.wordpress.com/?p=15093 I'm really enjoying Overwatch. In fact, I'd go so far as to say I think it's the first competitive multiplayer game that I've actually wanted to "git gud" at enough to be truly competitive in the online sphere. I don't know if I actually have the skills or the talent to be able to do that, … Continue reading 2328: Play of the Game

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    I'm really enjoying Overwatch. In fact, I'd go so far as to say I think it's the first competitive multiplayer game that I've actually wanted to "git gud" at enough to be truly competitive in the online sphere. I don't know if I actually have the skills or the talent to be able to do that, of course, but I've been performing reasonably well in the current "Quick Play" mode — effectively a "pre-season" warm-up — and getting a good feel for characters. So much so that when the proper Ranked Play mode makes an appearance in the near future, I feel confident stepping in and attempting to prove my worth.

    Overwatch is also helping me to understand the appeal of e-sports. I'm still not entirely sure I would ever want to sit and watch a game of Dota 2 or something (as opposed to actually getting stuck in and playing it) but, playing Overwatch, I certainly feel something while I'm playing. It's particularly thrilling to claw back victory from the very jaws of defeat, and all of Overwatch's various game modes are well constructed to always make this a distinct possibility, meaning it's pretty rare to feel like you're being completely dominated unless your team is particularly incompetent.

    It's quite entertaining to see the varying reactions of people you play against. Competitive gaming culture has, for the most part, instilled the impulse to type "gg" (Good Game) after a match has concluded — the online equivalent of a friendly handshake after a sports match — and more often than not you'll see this shorthand pleasantry being exchanged once the victor has been decided. (It's occasionally accompanied by "wp", which means "Well Played").

    But there are some people out there who don't like losing. Some people like the guy who responded "no" to my "gg" after one match because he lost, and he didn't like losing. People like the guy who, in all caps, told his entire team to uninstall the game and that they were a "useless fucking team" after losing; he didn't like losing, either. And people like the guy who judged everyone on which character they picked, with sniper Widowmaker obviously being "for noobs".

    Then, of course, there was the Chuckle Brothers my friend James and I encountered earlier, who starting sniping at each other in chat during the match and gradually escalated to threats to "wreck" each other. I may have prodded the fire a bit, but it was too hilarious not to troll a little bit; by the end of the match they'd both made themselves look like complete douchebags to the other participants, and one in particular (who was on the opposing team, who lost against me and my comrades) seemed to think that the fact he'd killed my character several times somehow made him superior than me and the rest of my team.

    Me, I don't mind if I win or lose, because games of Overwatch are good fun, and the game is balanced well enough that I've only had one or two matches that I felt were completely imbalanced, and that was largely because the opposing side was using unconventional tactics that none of us knew how to counter. (Six Torbjorns is a force to be reckoned with… until you figure out Roadhog and Pharah.) It's a competitive game, after all, so by its very nature there has to be a winner and a loser in each and every match. If you want to win more, you practice and get better, just like anything — just like real sports. There's no sense getting angry and throwing a tantrum over it, because, more likely than not, that's just going to alienate you and make you less likely to be able to put a coherent team together — and coherent teams with good communication will always perform better at this sort of game.

    I'm very interested to see how Blizzard plans to implement the ranked system into Overwatch; while I've never played Starcraft 2, I understand its online ranking system is pretty comprehensive and gives you a good idea of where you stand in relation to the rest of the community, so I'm expecting something similar here. I'm also expecting the game to have a good, long lifespan; Blizzard has a good track record of continuing to support its games over time — particularly those with multiplayer components — and with Overwatch proving as popular as it apparently has been so far (the amount of fan art out there already is insane!) I think we'll be seeing Overwatch tournaments and leagues for a good few years yet. And, for the first time, I want to be part of them.

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    2327: Not the Boss of Me https://imnotdoctorwho.moegamer.net/2016/06/03/2327-not-the-boss-of-me/ https://imnotdoctorwho.moegamer.net/2016/06/03/2327-not-the-boss-of-me/#respond Fri, 03 Jun 2016 23:41:35 +0000 https://angryjedi.wordpress.com/?p=15066 It seems to be a bit of an unfashionable opinion these days, unless you're wanking over Dark Souls, but I really enjoy boss fights in video games. I have done ever since I encountered my first one: a big horrible tentacly thing that shot what looked like sperm at you at the end of the first … Continue reading 2327: Not the Boss of Me

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    It seems to be a bit of an unfashionable opinion these days, unless you're wanking over Dark Souls, but I really enjoy boss fights in video games. I have done ever since I encountered my first one: a big horrible tentacly thing that shot what looked like sperm at you at the end of the first level of Psyclapse's Menace, a not-terrible horizontally scrolling shoot 'em up on the Atari ST. (Its quasi-sequel Blood Money was better, or at least I thought it was, since I could actually complete a level in it; I never did beat that boss in Menace.)

    Specifically, I enjoy boss fights that revolve around learning a boss's attack patterns, how to avoid or counter them and when are the openings you should use to launch your own attack. Conversely I tend to dislike boss fights where you're just up against a bullet-sponge enemy and they're either acting completely randomly or according to more unpredictable AI. I don't want them to act like a human opponent, in other words; if I want to fight something like a human opponent, I can just play a multiplayer game and fight actual human opponents.

    Thankfully, it seems a lot of game designers out there feel the same way as I do, or at least enjoy designing encounters of this type. Final Fantasy XIV, for example, is full of bosses where you need to learn the mechanics, where to stand and what to do at all points in the fight, particularly in high-level challenges that require you to be on top of your game. Your average bullet hell shoot 'em up, too, tends to have bosses with predictable patterns that are as much about avoiding veritable hailstorms of bullets as they are about dealing damage to your opponent.

    What I'm discovering with my first foray into the Ys series is that Ys has fantastic bosses. I would perhaps exclude Ys I from that description, owing to the fact that its bosses — particularly its final boss — are a bit rubbish, but from Ys II onwards, Ys bosses are exactly the sort of thing I really enjoy.

    I'm currently playing through Ys Origin, which seems to be one of the more well-regarded recent installments in the series. Tonight I fought a boss which took a good four or five attempts to master, and I really enjoyed it; I didn't feel frustrated at any point, even when I failed, because I felt like I was learning something with each new attempt rather than just hoping my luck would be a little better.

    The boss in question was "The Construct", who is a big giant mechanical beastie that lives in a lava pit. In the first phase of your fight with him, he has a couple of different attacks: pulling back one of his fists to slam it down a moment later on the platform you're standing on (which can be avoided by running away from the fist he pulls back), extending both his arms and spinning around (which can be avoided by a well-timed jump) and summoning a string of lasers from the ceiling (which can be avoided by moving out of the shining circle that appears on the ground a moment before the laser actually fires). The first phase essentially requires you to knock both of his hands off when he slams his fist down on the platform: avoid the slam itself, then dash back in and hit him in the mechanical wrist until his hand falls off.

    Once you've done this, he then starts a different attack pattern: alternating between lurching forwards and biting the platform you're on (which knocks you back into the lava if you don't jump out of the way and avoid the shockwave this causes) and vomiting up an annoying little flamey creature which gets in your way and chips away at your health if you don't deal with it quickly. In this phase, you actually get to cause some damage to the boss's life bar by hitting him in the gem on his forehead when he bites the platform.

    Following this, the process repeats, but harder; knock his hands off when he slams his fists down again, but this time there are bits of the platform missing you'll have to jump over when avoiding his various attacks. Then smack his forehead around a bit. Then the final phase adds an entertaining attack where he sweeps his hand slowly around the platform, knocking its sections into the lava as he does so, requiring you to run for dear life around the platform until he tires of this particular activity and returns to trying to turn you into a nice pâté.

    I enjoyed this boss fight because at no point did I feel like it was patronising me, but at the same time I was able to figure out what I was supposed to do without resorting to guides and walkthroughs. It was an excellent piece of solid, enjoyable game design, and a potent reminder that sometimes the most technologically advanced ways of doing things with artificial intelligence and the like aren't necessarily the best.

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    2326: Purpose https://imnotdoctorwho.moegamer.net/2016/06/03/2326-purpose/ https://imnotdoctorwho.moegamer.net/2016/06/03/2326-purpose/#respond Fri, 03 Jun 2016 01:36:10 +0000 https://angryjedi.wordpress.com/?p=15039 In response to the WordPress Daily Post prompt for June 2, 2016. Purpose is, I am told, that little thing that lights a fire under your arse. Trouble is, finding one's purpose and then being able to actually, you know, follow it somewhere constructive is a bit harder than just lighting a match beneath your hairy, sweaty ringpiece … Continue reading 2326: Purpose

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    In response to the WordPress Daily Post prompt for June 2, 2016.

    Purpose is, I am told, that little thing that lights a fire under your arse. Trouble is, finding one's purpose and then being able to actually, you know, follow it somewhere constructive is a bit harder than just lighting a match beneath your hairy, sweaty ringpiece and hoping for the best.

    I don't think I've found my purpose yet. This is probably self-evident to those of you who have either been following this blog for a while or who know me in real life. It's not through lack of trying, mind you — I've tried all manner of different things, but none of them seem to have quite worked out in a way that is any way satisfactory. I've either found myself realising that no, I don't really want to do that thing after all — or in the few cases where I've found myself actually enjoying something that I'm doing, I find the opportunity snatched away from me through circumstances entirely beyond my control.

    The closest thing I feel I have to any sort of purpose is to write. About what? I don't know. Games obviously spring to mind, as I do a lot of writing about those from various perspectives, and indeed one of the writing projects I'm finding most enjoyable at the moment is the production of in-depth studies of games over on the sister site to this blog, MoeGamerI'm currently into my third month of producing work of this type, and I've even managed to attract a few people to my Patreon to support me financially in appreciation for my writing, which is nice. Not enough to live on, by any means, but a bit of pocket money each month, if nothing else.

    What else do I feel qualified to write about? Music is another thing; music may not be as much of a focus in my life as it was when I was at school, but it will always be a big part of who I am, and I feel pretty confident both talking and writing about music — and indeed teaching it.

    On the subject of music, I have a curious (and probably not all that interesting) anecdote to share. I tend to find that my subconscious often reflects things that are at the back of my mind or causing me anxiety through my dreams, and one recurring dream I seem to have is that I'm back at my old school, I know that there are orchestra and concert band rehearsals going on — these are both groups that I was a member of throughout my entire time at school — but I deliberately choose not to attend them, nor to participate in the regular school concerts. In the dreams, I often run into my old music teacher Mr Murrall, one of my absolute favourite teachers in the whole school, and he's extremely disappointed in me for not attending. Perhaps this is some sort of subconscious signal that I should try and do more with my music once again — question is, what?

    That annoying question "what?" is the thing that I feel holds me back most from finding a purpose. Whenever I look for a job, I get hung up on what I should be looking for. Whenever I consider offering private services such as music teaching, I wonder what I should be charging and offering. Whenever I consider training myself up in a new field to try and find a new career, I stall on what I should be studying. What, what, what.

    What should I do? I don't know. But hopefully the answer will come to me at some point, otherwise I'll just find myself staggering into middle- and old age feeling like I've not really accomplished anything along the way. And that's not a prospect I'm particularly happy about.

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    2325: Science Club https://imnotdoctorwho.moegamer.net/2016/06/02/2325-science-club/ https://imnotdoctorwho.moegamer.net/2016/06/02/2325-science-club/#respond Thu, 02 Jun 2016 01:17:43 +0000 https://angryjedi.wordpress.com/?p=15024 I've never thought of myself as particularly "scientifically minded" — I always felt like I hated maths at school, although thinking about it I did end up doing reasonably well at it at GCSE level, and I did actually genuinely enjoy science lessons — but in the last few years in particular I've found myself … Continue reading 2325: Science Club

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    I've never thought of myself as particularly "scientifically minded" — I always felt like I hated maths at school, although thinking about it I did end up doing reasonably well at it at GCSE level, and I did actually genuinely enjoy science lessons — but in the last few years in particular I've found myself very interested in TV shows that deal with scientific principles, preferably in an entertaining sort of way.

    There are a few shows I have in mind for this sort of thing which if you, like me, are interested in generic sciencey things but perhaps don't have the opportunity to study them as a career (or as a hobby), you might want to check out.

    First up is Brainiac, which I'm pretty sure I've talked about on these pages before. Brainiac is a show that aired on satellite channel Sky One between 2003 and 2008. Featuring Richard Hammond (best known for Top Gear and Total Wipeout) in the presenter's chair, sternly reminding viewers Not To Try This At Home, the show was designed to be "science entertainment" in that it set up all manner of experiments with genuine scientific principles in mind, but executed them with a fair degree of tongue in cheek. This made it both genuinely interesting and informative to watch as well as being something you could just chill out in front of and have a good laugh with. Despite having watched most of the episodes several times, I happily return to it every so often; it's a pity it's not on a service like Netflix for some better quality videos — I have to rely on dodgy downloads or YouTube at present.

    Next up is Mythbusters, an American show which takes nuggets of popular wisdom and puts them to the test in various ways. The show's hosts have a background in special effects, so they often make use of this knowledge to perform their experiments in unnecessarily spectacular ways. It takes a little while to get into the show's groove if you're not accustomed to the hosts' rather dry, deadpan sense of humour, but it's very entertaining and, again, informative if you pay attention to the science bits.

    Finally is my most recent discovery, Dara O'Briain's Science Club. O'Briain is primarily known as a comedian and host of topical panel show Mock the Week, but over the last few years he's been spreading his wings a bit and taking on subjects such as mathematics and now science. He's clearly a clever man, and he has some even cleverer friends who come out to play for Science Club. Each show focuses on a specific topic and explores it in detail, and the topics under the microscope (sorry) range from the human brain to the possibility of space travel and Mars colonisation. The show incorporates experiments, "live" studies involving the studio audience, documentary-style footage and layman's explanations of complicated scientific concepts. It's an extremely compelling show, and it's probably a mistake for Andie and I to watch it when we're trying to get to sleep, because it's the kind of show you want to pay attention to!

    And on that note, I'm off to bed to learn some science and perhaps, maybe, get some sleep.

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    2324: A Portal to Quality Filth https://imnotdoctorwho.moegamer.net/2016/06/01/2324-a-portal-to-quality-filth/ https://imnotdoctorwho.moegamer.net/2016/06/01/2324-a-portal-to-quality-filth/#respond Wed, 01 Jun 2016 00:07:21 +0000 https://angryjedi.wordpress.com/?p=14981 One of the things the video games industry has had trouble with over the years is the issue of "adult" games. I'm not talking about M-rated violence-fests — those are seemingly fine. I'm talking primarily about those that contain explicit sexual content and/or themes a little more ambitious than you might find in your typical focus-grouped … Continue reading 2324: A Portal to Quality Filth

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    One of the things the video games industry has had trouble with over the years is the issue of "adult" games. I'm not talking about M-rated violence-fests — those are seemingly fine. I'm talking primarily about those that contain explicit sexual content and/or themes a little more ambitious than you might find in your typical focus-grouped commercial blockbuster.

    The stigma attached to adult games is largely due to retailer concerns. Specifically, retailers like Wal*Mart and Target in America have historically refused to stock games that have an AO (Adults Only) rating from the ESRB (Entertainment Software Ratings Board), despite the AO rating existing and making it abundantly clear that the title is absolutely not for children. The situation is almost certainly the same in Europe when it comes to PEGI (Pan European Game Information) ratings, with the added awkwardness that different individual European countries have different rules on what is regarded as "decent". Germany, for example, has less of a problem with pornography than some other countries, but is very strict on depictions of violence, with many high-profile triple-A games either not making it to Germany at all or being gutted (no pun intended) of violent content in the process.

    In other words, making an AO game would historically have been commercial suicide for a publisher trying to make money from their product. After all, if you can't get stock on the shelves of popular retailers, your avenues for selling your product are inherently more limited, and when it comes to big budget titles, you need every sales channel you can get.

    But now we live in the age of the Internet, of course, and brick-and-mortar retailers are less relevant to our buying habits. It's still nice to be able to go into a shop, pick up a product and walk out with it (having paid for it, obviously) immediately, but a significant number of people now err in favour of the lower prices offered by online stores. And when it comes to computer and video games, the rise of high-speed broadband and high-capacity hard drives has made games with no physical component whatsoever a prominent part of the digital landscape. In fact, the ability for software to be released as digital-only has allowed more developers and publishers than ever before to be able to bring their products to market — without overheads such as duplication and distribution, developers can focus all their time on their product and, subsequently, promoting their product rather than boring logistics stuff.

    And yet we're still stuck with the stigma over AO games. Console manufacturers won't allow AO games on their platforms' storefronts — presumably because it would be all too easy for minors to circumvent any sort of age gate technology and buy porn on Mummy's credit card (suggesting that they should perhaps think about stepping their age gate game up) — and Steam, while allowing a couple of games with boobs in to be sold on the platform, still seemingly stops short of allowing outright porn/hentai games to be sold. (There is, of course, a whole argument about why it's okay for The Witcher to have fairly explicit porking in it, yet the slightest hint of an anime titty gets the big red cross, but we won't get into that now; nor will we get into the "double standard" argument re: violence vs. sexual content.)

    This has meant that until now, AO games have typically been sold direct or through specialist distributors. J-List, for example, sells AO visual novels in both physical and digital format from its own publishing arm JAST USA as well as third-party localisation companies like MangaGamer. MangaGamer also sell their own products on their own website. Localisation powerhouse Sekai Project, meanwhile, have their dirty little not-so-secret arm Denpasoft to sell their AO titles (or AO versions of titles that get a wider, edited release for platforms like Steam). It's good that we have all these places to buy AO titles, but until now there hasn't been a unified Steam-esque platform for them.

    There still isn't quite that, but what Nutaku (very NSFW link!) is building is a step in the right direction. Nutaku, for the unfamiliar, is a website that sprang up relatively recently and provided adult browser games — typically the sort of gacha-driven free-to-play fare that you'd get on mobile phones, only with more porn. More recently, however, they've decided to launch a digital distribution platform for a variety of AO titles — primarily visual novels, as they tend to be — in collaboration with the popular publishers I've mentioned above.

    This is a big deal. A centralised place for AO games to be distributed and for players to build up a library is a great thing, and helps deal with the inherent fragmentation of the market we've had up until now with everyone only distributing their own stuff (with the exception of J-List selling physical copies of some MangaGamer titles). While Nutaku's implementation of its storefront currently leaves a little to be desired — you have to buy games with the "Nutaku Coins" premium currency that is also used in their free to play browser games, and you can only purchase this in bundles rather than the exact amount you need to buy a game — it's very much a step in the right direction, and a system that is hopefully going to allow AO games to thrive in the online market. Perhaps it will even inspire some competitors to come along, or for services like Steam to have an age-gated 18+ section.

    And it's started strong; some well-regarded titles such as the 18+ version of Princess Evangile are available on Nutaku's platform, and Sekai Project has even released the 18+ version of Sakura Dungeon first on Nutaku — even before the all-ages version hits Steam or the 18+ version releases on its own Denpasoft store. Let's hope it keeps up this momentum — and if you want some quality filth, be sure to support what they're doing.

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    2323: Gateway Games https://imnotdoctorwho.moegamer.net/2016/05/30/2323-gateway-games/ https://imnotdoctorwho.moegamer.net/2016/05/30/2323-gateway-games/#respond Mon, 30 May 2016 21:56:00 +0000 https://angryjedi.wordpress.com/?p=14978 There's a good piece in the latest newsletter from Glixel, the upcoming new website that my brother's working on in collaboration with the folks at Rolling Stone. The article focuses on Blizzard's approach to game design, and how they rarely do anything completely new, and instead take an established formula that is often regarded as impenetrably complex or … Continue reading 2323: Gateway Games

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    There's a good piece in the latest newsletter from Glixelthe upcoming new website that my brother's working on in collaboration with the folks at Rolling Stone. The article focuses on Blizzard's approach to game design, and how they rarely do anything completely new, and instead take an established formula that is often regarded as impenetrably complex or difficult to get into (especially once a community has been established) and make it accessible to the masses.

    This isn't a matter of "dumbing down", though. No, it's rather intelligent game design: it strips out the complicated things that more "hardcore" games have in them as a means for players to show their skills, and instead focuses on the core experience, creating an "easy to learn, hard to master" kind of situation.

    The most recent example of this is, of course, Overwatch, which takes the basic formula set in something like Team Fortress 2, strips out all the complicated bits that have been bolted on to that game over the years, and makes an enjoyably easy to get into but tactically rich multiplayer shooter that pretty much anyone can enjoy. But Blizzard's past work fits this mould, too, with perhaps their most famous work being World of Warcraft, which successfully made massively multiplayer online RPGs — traditionally not particularly user-friendly experiences — accessible and enjoyable to the masses.

    It's not just Blizzard that does this, of course. There's great value in producing solid "gateway games" to particular genres, as they provide a means for people to learn about potentially new favourite styles of game without getting bogged down in complicated rulesets and techniques. Hopping genres from multiplayer shooters to dungeon crawler RPGs, Experience Inc's Demon Gaze provided an excellent jumping-on point for me to learn how these traditionally challenging, complex games worked, and built up my confidence to tackle the significantly more complicated, difficult and long Dungeon Travelers 2. Elsewhere, Codemasters' GRID series strikes an excellent balance between arcade-style handling and the greater realism of more "sim"-like racing games such as Gran Turismo and the early Forza games. Cave's Deathsmiles is a good introduction to bullet hell shooters. Dead or Alive 5 is a good game to learn about one-on-one fighting games, particularly with its excellent tutorials and practice modes.

    Board games do this, too. Some of the most popular and well-respected board games out there are "gateway games" to more complex experiences. Ticket to Ride, for example, teaches players about dice-free mechanics, set collecting and strategic unit placement without overcomplicating things with unnecessary rules. The Settlers of Catan is a great introduction to "building" games where you have to manage resources in order to construct various things. And deckbuilding games like Ascension and Star Realms can lead naturally into more customisable card games such as Android: NetrunnerMagic: The Gathering and suchlike.

    Some people never move beyond these gateway experiences, and that's absolutely fine. To be perfectly honest, I think I'm most comfortable with the simpler end of the spectrum when it comes to board games in particular, and I'm definitely digging the simplicity of Overwatch, as recent posts have doubtless made clear. What's important about these experiences, though, is that they're inclusive, allowing more people to enjoy hobbies traditionally thought as complex and difficult to get into than ever before. And having more people to play with is pretty much always a very good thing indeed.

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    2322: Lore of the Land https://imnotdoctorwho.moegamer.net/2016/05/29/2322-lore-of-the-land/ https://imnotdoctorwho.moegamer.net/2016/05/29/2322-lore-of-the-land/#respond Sun, 29 May 2016 21:37:59 +0000 https://angryjedi.wordpress.com/?p=14956 (This should have posted yesterday but didn't, for some reason. Apologies!) I love lore. I absolutely love it when something I'm enjoying has that feeling that the entire world in which it's set has been thought out and planned, even if 90% of the material is never seen within the work itself. This is particularly brought to … Continue reading 2322: Lore of the Land

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    (This should have posted yesterday but didn't, for some reason. Apologies!)

    I love lore. I absolutely love it when something I'm enjoying has that feeling that the entire world in which it's set has been thought out and planned, even if 90% of the material is never seen within the work itself.

    This is particularly brought to mind at the moment due to Overwatch, which has some absolutely fantastic superhero-style backstories for all its characters, with Pixar-quality animated shorts and comics putting a significant number of the characters in a lot more context than the game itself offers.

    But there are some other particularly good examples I've experienced over the years, too.

    One that springs to mind immediately is the visual novel-cum-strategy RPG hybrid Aselia the Eternal, which has some extraordinarily detailed writing throughout that means even though you never get to "explore" the world freely, you have a very strong sense of time, place and social norms. In the early hours of the game, you even start to get a feel for this strange other world's unique language — and indeed, for a significant portion of the game, the voice acting is not in Japanese, but rather in this fictional language.

    Another good example is the Senran Kagura series, which always has the strong feeling that there is a lot going on outside the stories of the central characters the games focus on. I predict that as the series continues to grow over time, we'll start to see more and more of the broader context in which these young shinobi girls are fighting — we've already finally started confronting the terrifying youma in Senran Kagura 2: Deep Crimson.

    And then, of course, there's Final Fantasy XIV, which has lore so detailed that they have a staffer specifically hired to ensure that the lore stays consistent and can be explained in great detail to those who want to know more. Indeed, the Lore subsection of the official Final Fantasy XIV forums is one of the most interesting parts of the website, as it includes all manner of things about the game you may not have otherwise seen unless you specifically went looking for it.

    Lore also leads to people coming up with their own theories about what is going on. I enjoy doing this myself and indeed have indulged in it publicly on occasion, but I also really love reading other people's thoughts on things. I remember reading an extraordinarily detailed account of the metaphorical depictions throughout the Silent Hill series, for example, and being absolutely enraptured.

    For me, lore makes things better. It gives things meaning and context. It can even give things that seem to have no real "story" as such — Overwatch is a good example, being a multiplayer shooter — a sense of narrative. And for me, in games at least, it's often the difference between a game feeling like a cynical "product" or clearly coming across as a creative work of art, filled with the passion of its designers.

    So more lore, please. And, on a side note, familiarising myself with much of the Overwatch lore over the last evening has made me very interested to see how Blizzard plans to develop the game over time.

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    2321: Treading the Boards https://imnotdoctorwho.moegamer.net/2016/05/28/2321-treading-the-boards/ https://imnotdoctorwho.moegamer.net/2016/05/28/2321-treading-the-boards/#respond Sat, 28 May 2016 23:36:06 +0000 https://angryjedi.wordpress.com/?p=14925 Watching popular British topical panel show Mock the Week, which has an inexplicably large number of episodes available on Netflix — peculiar to me due to the topical, timely nature of it, not because of any particular lack of quality — reminds me somewhat of one of my favourite activities at university: participating in the university … Continue reading 2321: Treading the Boards

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    Watching popular British topical panel show Mock the Week, which has an inexplicably large number of episodes available on Netflix — peculiar to me due to the topical, timely nature of it, not because of any particular lack of quality — reminds me somewhat of one of my favourite activities at university: participating in the university Theatre Group.

    We did all manner of things as part of the Theatre Group. We put on plays, of which I was in several, including Macbeth (which we rather edgily revamped to make it look like The Matrix, like no-one had ever done that before), Ivan Turgenev's A Month in the Country (which we took to Edinburgh, only to discover that the Edinburgh Fringe audience wasn't as receptive to tragic Russian love stories as we would have liked) and Alan Ayckbourn's Round and Round the Garden from the Norman Conquests cycle (which we also took to Edinburgh and discovered that the Edinburgh Fringe audience was a lot more receptive to Alan Ayckbourn).

    I also directed an entertainingly chaotic production of Twelfth Night after my co-director sent me an email one morning informing me that she would be late back to university at the start of the spring term because she'd decided to go skiing, and would I mind awfully directing the show by myself because she didn't want to? (That production gave me more nosebleeds than I've ever had in my life, but it was one of the most memorable experiences of my university career, in a good way.

    We also threw great parties, usually (but not always) after a production, and had a regular night out at local grotty (but cheap) club Kaos. But the thing that I miss the most, I think — and the thing I'm reminded of when watching shows like Mock the Week and Whose Line is it Anyway? — is the regular improvisation sessions we had just prior to the regular nights out at local grotty (but cheap) club Kaos.

    The improvisation sessions grew out of the warm-up activities that had become a Theatre Group tradition when starting rehearsals. These tended to be simple but fun activities that could double as drinking games in a pinch, but were often also designed to get our minds warmed up as well as our bodies and voices, and so quite often incorporated improvisation of various types.

    Theatrical improvisation games are a lot of fun if you let yourself get drawn into the experience. This is something I always enjoyed about acting ever since secondary school Drama lessons: getting swept up in a role and feeling like you really were, just for a moment, someone else. And in improvisation you're not confined by a script: you can take things to some very strange places indeed.

    In fact, these improvisations eventually grew into a semi-regular improvisation-based show that the Theatre Group put on called Count Rompula's Showcase. When you showed up to a Count Rompula's, you never quite knew what you were going to get. On one particularly memorable occasion, the audience was subjected to The Web of Dan, a rather avant-garde piece that the eponymous Dan and some of his friends had joked about in rehearsals for other shows. I wasn't directly involved with this eventual production, though I was at least present for the genesis of the idea in the rehearsals.

    I miss those days a great deal. I'm occasionally reminded of them when we play Final Fantasy XIV, usually on patch day, and devolve into a series of cringeworthy puns based on the environment and enemies we're fighting in a new dungeon. (The introduction of the icy dungeon Snowcloak was particularly good for this, as you can imagine.) But nothing will quite match the magic of those days when we sat in a circle, miming the action the previous person had said while saying a completely different action we wanted the next person to perform. Or performing scenes based on silly props. Or, indeed, playing Deutsche Erotika, which sadly is not quite as entertaining as its name might suggest.

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    2320: Never Pick One Main https://imnotdoctorwho.moegamer.net/2016/05/27/2320-never-pick-one-main/ https://imnotdoctorwho.moegamer.net/2016/05/27/2320-never-pick-one-main/#respond Fri, 27 May 2016 23:39:59 +0000 https://angryjedi.wordpress.com/?p=14905 This advice is true for many different class-based games, be they massively multiplayer online RPGs like Final Fantasy XIV or competitive games like Dota 2 or, indeed, Overwatch. (Yes, it's another Overwatch post, for which I make no apologies.) Overwatch is an interesting case study, though, in that unlike the other examples I gave above, you can change your character and indeed your … Continue reading 2320: Never Pick One Main

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    This advice is true for many different class-based games, be they massively multiplayer online RPGs like Final Fantasy XIV or competitive games like Dota 2 or, indeed, Overwatch. (Yes, it's another Overwatch post, for which I make no apologies.)

    Overwatch is an interesting case study, though, in that unlike the other examples I gave above, you can change your character and indeed your complete role in the team at any time — either immediately after dying or if you're back in your base. This leads to a whole new interesting metagame where your team isn't bound by the principles of the "holy trinity" of tank, healer and damage-dealer (or, in Overwatch's case, the holy quartet of tank, support, offense and defense) and can instead evolve and change as a match progresses according to the team's needs.

    Because this is such A Thing in Overwatch, you absolutely shouldn't pick a single character and "main" them like in other character-based games like competitive one-on-one fighters. At the bare minimum, you should be familiar with a hero in each of the four roles, and ideally you should at least know what every hero is capable of, even if you're not particularly skilled in playing as them.

    You can read guides about this, but the best way I've found to learn which hero is good against which opponent is simply to experiment and see what happens. That way, you'll naturally figure out which heroes you enjoy playing and who they're effective against.

    I have a number of heroes that I've started gravitating naturally towards so far. I intend to expand my repertoire over time, but for the moment here are my favourites.

    In the offense role, I'm a fan of Tracer. Her rapid fire guns immediately hit their target when you fire them, so there's no need to lead targets in the same way as you need to with those who shoot more obvious projectiles — you still need at least a reasonable degree of precision, though. Her absolute best features are her special abilities, though. Her Blink ability lets her teleport a short distance up to three times in succession, letting her quickly dart across doorways and passages that are covered by dangerous sentry types such as Bastion or Widowmaker. And her Recall ability is great for confusing an enemy, as well as providing a means of self-healing by not only rewinding her location, but also the value her health was at a few seconds ago.

    For defense, I like Mei. Her Ice Wall ability is great for blocking off specific routes and funneling the opposing team down a route you can cover more easily. Her weapon also has a great deal of flexibility; the short-range "ice thrower" acts a bit like a flamethrower only, you know, colder, and also has the added benefit of freezing enemies, initially slowing them and eventually freezing them completely for a brief moment. Her alt-fire, meanwhile, fires an immensely accurate icicle bolt that proves devastating to snipers such as Widowmaker, dealing a huge chunk of damage in a single hit at medium to long range. Combine this with her ability to freeze herself, making her temporary invulnerable while self-healing, and her Ultimate, which causes a freeze and damage effect over a decent-sized area, and you have a great defensive hero who is more than capable of going toe-to-toe with dangerous, occasionally insurmountable-seeming threats like Reinhardt.

    In the tank role, I enjoy D.Va. D.Va is interesting to me in that she's not necessarily designed to soak up a huge amount of damage in the same way as some of the other tank characters, but is instead a rather mobile unit that can put out a good amount of close-range damage while having much better survivability behind enemy lines than the Offense heroes. Her absolute best thing, though, is her Ultimate, which self-destructs her mech suit, taking anyone in a significant radius with it, including herself if she doesn't get out of the way. What's fun about this ability is that you can combine it with her mech suit's jump jets ability, effectively "throwing" the self-destructing mech at the enemy team from a distance while she skips off happily into the distance. Also she's adorable.

    Finally, in the support role, I've had most success with Lucio. A speedy character with a passive "aura" effect rather than a more active healer like Mercy, Lucio is an excellent support character who is very capable of putting out a decent amount of damage in his own right. His decent mobility thanks to his high speed and Wallride ability allows him to move unpredictably and avoid damage, while the relatively short cooldowns on his abilities let him provide either speed boosts or decent healing to nearby companions on a pretty consistent basis. Not only that, but the fact his buffs and healing work as an aura mean that he can concentrate on wrecking some fools while he's benefiting the team, meaning he can help out in several ways at once.

    I'm sure I'll discover new favourites in the near future, but for now these are the ones I've had the most success — and fun — with.

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    2319: Pass into the Iris https://imnotdoctorwho.moegamer.net/2016/05/27/2319-pass-into-the-iris/ https://imnotdoctorwho.moegamer.net/2016/05/27/2319-pass-into-the-iris/#respond Fri, 27 May 2016 00:48:29 +0000 https://angryjedi.wordpress.com/?p=14882 Overwatch is still excellent. I'm tempted to leave it at that, but I should perhaps qualify my statement. It's difficult to pin down a single, truly appealing element of it because there are so many, and that's perhaps it's biggest strength: there's something in there that will appeal to most people who are at least vaguely … Continue reading 2319: Pass into the Iris

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    Overwatch is still excellent.

    I'm tempted to leave it at that, but I should perhaps qualify my statement.

    It's difficult to pin down a single, truly appealing element of it because there are so many, and that's perhaps it's biggest strength: there's something in there that will appeal to most people who are at least vaguely receptive to the idea of competitive first-person shooters.

    For me, the absolute best thing about it is its accessibility. There's a wide variety of different heroes, some of which are more difficult to use, but all of which are rewarding. Plus some absolutely wonderful balancing has clearly gone into the game's development, since each hero has a clear "counter" that is eminently suitable for dealing with them when they start giving you grief.

    It's a game with accessibility for casual players, in other words, but one which has sufficient depth to keep competitive players interested in the long term. It will be interesting to see how the community as a whole takes to the ranked competitive games when they launch soon, and whether the game as a whole takes off as an e-sport.

    It's rather enjoyable to be in at the very beginning of what is clearly going to be a thriving game with the longevity of Valve's classic Team Fortress 2, a game to which Overwatch is often compared, and not unreasonably so. However, where I found Team Fortress 2 to be completely intimidating (due to the fact that by the time I had a computer and Internet connection that could handle running it, everyone else who had been playing for years was infinitely better than me, and it felt impossible to get any better), with Overwatch I'm finding it easy to contribute to a team effort, pick the right heroes for the right situation and help get the job done.

    What seems nice about the community as a whole — at least on PC, I can't speak for the console versions — is that the player base isn't afraid to have a bit of fun. Earlier tonight, for example, I had a game where the opposing team started out by posting three Winstons (a giant Tesla cannon-wielding gorilla with a rather refined voice and attitude) outside our base, and gradually, as the match progressed, everyone else participating switched to Winston too, until by the end of things we had an absolutely chaotic melee made up of twelve mutant gorillas all going all HULK SMASH on one another at once. The results of that game really didn't matter in the end, because everyone involved had such a great time, and of course it was followed up with a couple of other matches in which everyone picked the same character again. Six Reinhardts bearing down on you is certainly a sight to behold, though this situation helped me realise Pharah's value in that she can leap high into the air and rain rocket death down on Reinhardt from above while staying well out of range of his big-ass hammer.

    Overwatch is a game that hasn't forgotten a core reason we play games is, well, to play. It's a consistently joyful, smile-inducing experience that the vast majority of the community seem to play well and with a good attitude; you get the occasional ragequitter yelling "uninstall the game now" when their team loses, but they are relatively few and far between in my experience so far, and when this happens most people just shrug and move on. Overwatch's excellent matchmaking coupled with the significant player base means that their team slot will be filled in a matter of seconds anyway, so it's no great loss to the other players if that person wants to ragequit.

    Assuming Blizzard keeps supporting Overwatch as much as it claims it will — we're promised free new heroes and maps on a fairly regular basis; the only "premium" paid content is the ability to purchase the Loot Boxes containing skins and other customisation items that you acquire for free every time your account levels up anyway — I can see myself playing it for a long time. And it's a nice feeling to find a multiplayer experience like that: it's one I can easily share with friends, since there's none of the MMO issue of you "outlevelling" each other, getting to different stages and being unable to play together due to the disparity in your characters' power levels, and its 5-10 minute matches make it eminently friendly to the more busy people I know who perhaps only have half an hour here and there to play some games together.

    So yes. Overwatch. If you've been on the fence about grabbing it but you like the sound of it, stop hesitating and grab it. Then we can go and shoot some fools together.

    Cheers luv.

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    2318: Rebooting in Progress https://imnotdoctorwho.moegamer.net/2016/05/26/2318-rebooting-in-progress/ https://imnotdoctorwho.moegamer.net/2016/05/26/2318-rebooting-in-progress/#respond Thu, 26 May 2016 00:10:33 +0000 https://angryjedi.wordpress.com/?p=14857 You may recall a while back I decided to reboot my "sister site" to this blog, MoeGamer. Having now spent two months with my new format, I thought I'd revisit the idea here for the benefit of those who haven't checked in on it recently. Essentially, my thinking behind MoeGamer's new format was to forgo the scattershot approach … Continue reading 2318: Rebooting in Progress

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    You may recall a while back I decided to reboot my "sister site" to this blog, MoeGamer. Having now spent two months with my new format, I thought I'd revisit the idea here for the benefit of those who haven't checked in on it recently.

    Essentially, my thinking behind MoeGamer's new format was to forgo the scattershot approach that games journalism and criticism today typically follows, and instead have a laser-sharp focus each month: a single game, or perhaps a series of games. Over the course of that month, I'd post a series of in-depth articles, each of which focused on a specific aspect of the game or series. By the time the month was up, there'd be a complete, substantial amount of writing about the game in question for readers to enjoy at their leisure, with the content remaining relevant long after it was written.

    This is part of the problem with modern games journalism and criticism, and part of the reason it's so trapped in the clickbait quagmire that ruins it so much. The ever-present need to produce timely content to meet embargoes and line up with release dates means that games that often deserve better don't get the attention they deserve, and some games, as we've seen in the past, get a writeup of no value whatsoever, consisting entirely of the writer in question doing nothing but mocking the game and the people who like it without demonstrating any real evidence that they've bothered to try and engage with it on anything more than the most superficial level.

    As I noted in my previous piece, though, because MoeGamer is a personal site that I write as a passion project, I'm not beholden to the fickle whims of advertising revenue and I have no obligation to bait people in with provocative headlines and articles about the creator of Minecraft calling someone a cunt (which, for what it's worth, he was perfectly within his rights to do, as the person whingeing at him was being a cunt). Instead, I can explore games that have proven meaningful or interesting to me; games that are worthy of discussion. I can be positive about them, too, highlighting the things they do differently or particularly well and giving people reasons to check them out rather than, as so often happens with reviews today, reasons to avoid them.

    The positivity thing in particular is something I feel strongly about. There seems to be a perception in a lot of modern criticism that you're not doing your job properly if you're not tearing something apart or telling it things it should do better. While there is value in this sort of criticism at times, it's very easy to start reaching for things that are of little relevance to the work as a whole. Polygon's infamous review of The Witcher 3 that complained about the lack of black people in a world inspired by Eastern European folklore is a good example, as is any writeup that bleats about sexism in an anime-style game without demonstrating any evidence of having explored the characters' backgrounds.

    Personally speaking, the kind of writing about games that I like to read is positive in nature. Games that changed your life, games that had personal meaning, games that elicited emotional responses, games that people haven't heard of but should absolutely definitely positively check out. It is eminently possible to remain positive about things and still write interesting, compelling content, and it has the pleasant side-effect of creating a positive atmosphere around the articles, too, which encourages discussion and anecdotes of what the work in question means to other people. (There are exceptions, of course, as with most things on the Internet, but most people I know seem to respond far better to positive, enthusiastic writeups than ill-informed, poorly researched pieces that tear things apart unfairly.)

    So that's what I'm doing with MoeGamer. So far I've covered Senran Kagura Estival Versus and Megadimension Neptunia V-IINext month I'll be tackling Dungeon Travelers 2. Beyond that, I have a whole shelf full of games that I'm very interested in exploring in this level of depth, and I hope at least some of you enjoy reading my thoughts on them.

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    2317: 25 Floors Up https://imnotdoctorwho.moegamer.net/2016/05/25/2317-25-floors-up/ https://imnotdoctorwho.moegamer.net/2016/05/25/2317-25-floors-up/#respond Wed, 25 May 2016 00:00:32 +0000 https://angryjedi.wordpress.com/?p=14834 I'm on the 25th floor of the Tower of Bogomil, Dungeon Travelers 2's very definitely, totally, positively final dungeon, honest. There are just five floors to go until I reach the top and the final final boss, though I suspect I will probably have to go and fight at least one of the "Gods" that lurk at … Continue reading 2317: 25 Floors Up

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    I'm on the 25th floor of the Tower of Bogomil, Dungeon Travelers 2's very definitely, totally, positively final dungeon, honest. There are just five floors to go until I reach the top and the final final boss, though I suspect I will probably have to go and fight at least one of the "Gods" that lurk at the bottom of the other postgame dungeons before it will let me in to get my teeth kicked in by the boss. Oh, there's also a five-floor annex to the tower, because of course there is. Each floor of this is pretty small, from what I understand, though; they're mostly about additional boss fights.

    I checked the clock when I made my last save tonight: 208 hours. This is officially the longest I've ever spent on a completely single-player game. Final Fantasy XIV has it beat in terms of total playtime, of course, but being an evolving MMO, that's a somewhat different situation. Previous holders of the personal playtime records for me included Persona 3 (somewhere around 90 hours), Persona 4 (likewise), several of the Hyperdimension Neptunia games (100+ hours each, albeit split across several playthroughs) and Xenoblade Chronicles X (well over 100 hours and I hadn't even finished half of it — must go back sometime).

    What's kind of impressive about that playtime for Dungeon Travelers 2 is that it's a single playthrough. I haven't started again, I haven't done a New Game Plus — this is the same save file I started months ago. And only now, after 208 hours, am I even vaguely near finished.

    What's also impressive about the playtime for Dungeon Travelers 2 is that the vast majority of it occurred after the main ending to the story. The "Otherworld Chapter", as the postgame is called, unfolds largely without an ongoing narrative — it simply unlocks a series of challenging dungeons in sequence and tasks you with navigating your way through some increasingly perilous and head-scratchingly confusing locales with a mind to eventually opening up the aforementioned Tower of Bogomil and making your way to the top. Why? Just because. (Well, technically you think the final boss of the story, who managed to escape after you defeated her, might be lurking up there.)

    This motivation for dungeon-crawling is one of the purest there is: the simple joy of exploration and discovery. And this is one thing that Dungeon Travelers 2 is absolutely exceptional at that. It may obviously be working within some tight budget constraints — there are a lot of palette-swapped enemies throughout the game, and each dungeon is based on a single tileset, which in the case of the Tower of Bogomil you see a whole lot — but the absolutely exemplary level design makes up for these limitations and then some.

    What I found interesting is that Dungeon Travelers 2 keeps a lot of its tricks up its sleeve until the postgame. One of the latter story dungeons features some switch puzzles that involve opening either red or blue gates at once, never both, but the postgame also adds floors with conveyor belts, floors that are interconnected by ladders and pitfalls, floors that are full of teleporters on every step, one-way walls, secret passages and doors that demand you have a specific party makeup or class present in order to proceed.

    Essentially, the main story of the game is getting you prepared for this pure exploration, combat and character-building experience in the postgame. You get a taste of what to expect in the future in the story; you get thrown in at the deep end once you're past the "final" boss. And it's hugely enjoyable, as my playtime will attest.

    Five floors to go, then. I'm hoping I get it finished by the beginning of next month, because there's a ton I'd like to write about this game over on MoeGamer, so watch over there for some in-depth thoughts.

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    2316: Overwatch is Out, and It's Awesome https://imnotdoctorwho.moegamer.net/2016/05/24/2316-overwatch-is-out-and-its-awesome/ https://imnotdoctorwho.moegamer.net/2016/05/24/2316-overwatch-is-out-and-its-awesome/#respond Tue, 24 May 2016 01:03:49 +0000 https://angryjedi.wordpress.com/?p=14807 Well, it's here: the only multiplayer-only first-person shooter I think I've ever actually been genuinely excited to play and be on board with from day one: Blizzard's Overwatch. The servers went live at a little after midnight my time, and aside from one incident where I lost connection from a game, everything seems to be running … Continue reading 2316: Overwatch is Out, and It's Awesome

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    Well, it's here: the only multiplayer-only first-person shooter I think I've ever actually been genuinely excited to play and be on board with from day one: Blizzard's Overwatch.

    The servers went live at a little after midnight my time, and aside from one incident where I lost connection from a game, everything seems to be running extremely smoothly. I am happy about this.

    Here is a list of reasons why I like Overwatch when I typically haven't got into other competitive first-person shooters:

    • It has characters. Call of Duty is boring to me because soldiers are boring. Overwatch has a wide variety of characters that includes cute girls. So that's a win.
    • There's no complicated metagame. No challenges to unlock weapons, no perks to worry about, no loadouts, no higher-level people dominating you through use of higher-level unlocks: everyone is on an equal playing field.
    • The "you must be this skillful to play" barrier is lower than a lot of other shooters. The thing that puts me off a lot of competitive shooters is the fact that it's extremely difficult to learn how to play them effectively when some 10-year old can snipe you from halfway across the map before you've even got anywhere near the objective. Overwatch's characters cater to a wide variety of skill and confidence levels, and most don't require pinpoint accuracy to have a good time with.
    • The objectives are simple to understand but challenging to complete. The game modes may be straight out of Team Fortress, but they work. The Overtime mechanic makes for some genuinely exciting last-second turnarounds, too.
    • The weapons are satisfying. Each character only has one or two weapons at most, and they're all great fun to use. They make good noises and feel powerful.
    • The game gives excellent feedback. Through the use of sound and HUD elements, Overwatch keeps you nicely informed on what's going on. If you're getting shot in the back, a nearby character will tell you. If you're successfully hitting an enemy from a distance but can't see it very well, a sound effect lets you know that your shots are on target. And most characters' HUDs are designed so that you don't have to take your eyes off the action to know important information.
    • The abilities give characters unique identities. Not only that, but you need to know the best ways to avoid and/or counter these abilities. That keeps things interesting.
    • The support characters are more than just healbots. Most of them are more than capable of putting out respectable damage, too, and some even have other interesting abilities to support the team.
    • D.Va. Say no more.

    Now I'd better go to bed before I get tempted to stay up all night blasting fools… doubtless there will be a lot more of this over the next little while, though!

    If you're playing Overwatch on PC, feel free to add AngryJedi#2260 as a friend. If you do so, let me know if it's on the North American or European servers, because Blizzard inexplicably region-locks its friends lists rather than having one global one.

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    2315: RPGs are Weird https://imnotdoctorwho.moegamer.net/2016/05/23/2315-rpgs-are-weird/ https://imnotdoctorwho.moegamer.net/2016/05/23/2315-rpgs-are-weird/#respond Mon, 23 May 2016 01:44:02 +0000 https://angryjedi.wordpress.com/?p=14777 In case you hadn't noticed, my favourite genre of game is the RPG or role-playing game. Which is kind of a weird type of game, when you think about it, particularly from a modern perspective. Computer RPGs (hereafter "CRPGs") have their roots in tabletop roleplaying systems like Dungeons and Dragons and its ilk — indeed, the Dungeons and … Continue reading 2315: RPGs are Weird

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    In case you hadn't noticed, my favourite genre of game is the RPG or role-playing game. Which is kind of a weird type of game, when you think about it, particularly from a modern perspective.

    Computer RPGs (hereafter "CRPGs") have their roots in tabletop roleplaying systems like Dungeons and Dragons and its ilk — indeed, the Dungeons and Dragons inspiration is very obvious even in Japanese titles like the original Final Fantasy, and we've also had a swathe of outright Dungeons and Dragons titles for various platforms over the years. Where CRPGs and tabletop systems diverge, however, is in their main purpose.

    Tabletop role-playing is about different things according to who you speak to, but there are two broad things it allows its participants to engage in: firstly, it allows them to play-act a fantasy of some description, be it ruling the night as a vampire in modern-day New York, exploring the Planes and fighting otherworldly horrors or battling the Empire alongside Luke Skywalker and Han Solo. This is, for many people, the biggest attraction of tabletop role-playing: the chance to be someone else for a little while, and enjoy the experience with other people. Tabletop role-playing rules tend to be deliberately a little fuzzy around the edges, allowing for some bending here and there in the name of making a more entertaining experience for the participants; indeed, some of the most successful, effective systems have some of the most straightforward rules.

    When those rules come into play, though, that's the other big strength of tabletop role-playing: they allow for all manner of things to happen. If you really want to boil it down, they're a means of using mathematics to create an abstract depiction of some sort of action, whether it's something that is possible to depict literally (attempting to use diplomacy to prevent a war) or something that is pure fantasy (infusing yourself with the power of the Gods to leap 50 feet into the air and stab a demon in the left nostril with your holy sword). But for most groups, these rules are in service to the main attraction: the roleplaying; the communal storytelling; the shared fantasies.

    CRPGs, meanwhile, focus almost exclusively on this latter aspect: the use of mathematics to abstractly represent things happening. It's pretty rare to find a CRPG that affords you complete freedom to do what you want, and where they do exist, these experiences often feel a bit "empty" thanks to the lack of true human interaction — plus perhaps the awareness that the "freedom" you're enjoying is just an illusion: all it really is is the game designer having thought of more things that you might do than some other people would have.

    Because truly freeform role-playing doesn't really work when you don't have other humans in the equation, we get a focus on mechanics and rules, with perhaps a story of some description overlaid on the top as justification for the rules and mechanics you're following. But it's still a little strange, as I say — particularly through modern eyes.

    Why? Because we're at a stage where we don't need to abstractly represent things as much as we used to. In the early days of video games, the abstract, mathematical mechanics of CRPGs were in part a response to technological limitations: they allowed for the representation of things that it simply wasn't possible to render believably on the screen. Now, though, graphics hardware has come along to such a degree that there's not much we can't depict completely visually, given a talented art and animation team to bring these things to life. Not only that, but with the advent of motion control and virtual reality, we can even put ourselves among these things: these strange and fantastical locales; these weird and wonderful creatures. And we can interact with them physically.

    So why, then, do we still have turn-based role-playing games that are deliberately and heavily abstract and unrealistic in their depiction of anything from battle to relationships?

    Well, for a number of reasons, the first being that not every development company has infinite resources to be able to produce a game that depicts your every action literally on the screen. But there's also the matter that engaging in abstract mechanics and learning how a game's systems work is part of the fun. You can learn how to take full advantage of a real-time system, sure, but that takes practice and, frankly, not everyone has the physical dexterity to be able to do that. A mathematical-based system like a CRPG, though; that's accessible to pretty much anyone, though of course it does favour those with a bit more of a mind for numbers over those with twitch reflexes.

    And then on top of all that, there's the fact that even though it is possible to depict a lot of things visually in games nowadays, there are still certain things that it's hard to represent in anything other than an abstract manner. Take the combat in something like Dungeon Travelers 2, for example: the concept of this game is that you're playing the role of a non-participant in combat, issuing orders for what up to five people should be doing, the results of which then unfold in front of you through a combination of visual effects, numbers popping up and text messages. By keeping to a simple representation of what would be an altogether chaotic affair if depicted literally — five people attacking up to five monsters — Dungeon Travelers 2 and its ilk allow the player to engage in enjoyably tactical, strategic gameplay that would be highly impractical to show in real-time.

    The other thing that appeals to me personally about games like this is that they stoke the fires of the imagination. I know that Dungeon Travelers 2 doesn't depict things literally — there's very little animation in the game, even outside of combat — but I also know that it is keeping visual representations to a relative minimum in order to let my mind do the work. It provides just enough — the overall theme of the dungeon I'm exploring; music to support that; the voices and visual appearances of the girls in my party; the appearances and behaviours of the monsters we fight — to get my imagination fired up and fill in the blanks for myself. When Monica fires a Spiral Arrow and hits for 3,000 damage, I don't think "ooh, 3,000 damage!" — I think "Wow, that was an amazing shot." And I like that.

    The bigger-name, bigger-budget CRPGs are starting to move more and more away from this sort of abstract depiction of what is happening — look at BioWare's games, for example, or Square Enix's approach to Final Fantasy XV (although in that case, it's a peculiar middle ground between a truly literal depiction and abstracted mechanics) — but I'm pretty sure there will always be a place for imagination-stoking, presentation-minimal CRPGs for people like me. At least I hope so!

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    2314: Games That Deserve the Ys-Style Remake Treatment https://imnotdoctorwho.moegamer.net/2016/05/21/2314-games-that-deserve-the-ys-style-remake-treatment/ https://imnotdoctorwho.moegamer.net/2016/05/21/2314-games-that-deserve-the-ys-style-remake-treatment/#respond Sat, 21 May 2016 15:44:47 +0000 https://angryjedi.wordpress.com/?p=14714 Rather than pondering this as it occurred to me last night as I finished writing that day's post, I thought I'd split this off into its own separate post, as it's something that I think is worth thinking about in detail. For the benefit of those who can't be arsed to read yesterday's post, my … Continue reading 2314: Games That Deserve the Ys-Style Remake Treatment

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    0314_001

    Rather than pondering this as it occurred to me last night as I finished writing that day's post, I thought I'd split this off into its own separate post, as it's something that I think is worth thinking about in detail.

    For the benefit of those who can't be arsed to read yesterday's post, my thinking is this: Ys I and II have had so many remakes over the years that their most recent incarnations are both recognisably "modern" and authentically "retro" at the same time. In other words, they maintain the feeling of the original games while incorporating modern aesthetic and mechanical standards to make them more palatable and enjoyable to a modern audience, as well as perhaps expanding on things like the overall script and story. This, to me, is a great way to bring a classic game up to date, so I started pondering what other old games might benefit from this treatment?

    Here's what I came up with. (Or rather, here's what occurred to me as I wrote this post.)

    Phantasy Star II

    ss_1cdb8a0e82f85a826151ae5ce504f0ce0b572ca5I played Phantasy Star I all the way through in its Game Boy Advance incarnation — actually just a straight port of the Master System original. I enjoyed it a great deal, despite the necessity of actually getting the graph paper out and mapping the dungeons.

    Phantasy Star II, meanwhile, despite being enthusiastically raved about by a Phantasy Star-loving friend as his favourite in the series, just didn't quite "click" with me for some reason. I liked its aesthetic, I liked its battle system, I liked its concept — I just couldn't quite get into it.

    Part of the reason for this was its dungeon design. By presenting its dungeons from a three-quarter top-down perspective rather than its predecessor's first-person perspective, they became significantly harder to map effectively — and boy, you still needed to map them. The first big dungeon was a mess of almost identical-looking floors with transitions between them that sent you to all manner of different places, and I found it absolutely impossible to navigate effectively, and moreover, impossible to figure out a sensible, effective means of mapping it.

    It's not necessarily the lack of a map facility that was the problem, as both Ys I and II featured some fairly complex labyrinths that I nonetheless managed to navigate without mapping, but there was something about Phantasy Star II that I found irreconcilably confusing. A modern remake would perhaps benefit from a map facility, or perhaps even a rethinking of the dungeon designs — taking the latter approach would have the added benefit of making the game feel like a "new" experience for veterans, though purists would likely thumb their noses at the possibility. Perhaps there could be an option to have "classic" or "contemporary" dungeons according to your preference.

    Aside from that, simply an update of the art would be lovely — and take Ys' approach of improving the fidelity of the art without necessarily compromising its style; Ys I and II feature gorgeous '90s anime-style character designs, and they look both lovely and distinctive, so I feel Phantasy Star II could benefit from such a visual update, too.

    The Mercenary series

    maxresdefault

    Mercenary and its two sequels Damocles and Mercenary III were defining games in my childhood. Some of the most technically impressive games of the 8- and 16-bit computer era, they were sprawling, open-world adventures that managed to tell an interesting story while giving the player an unprecedented degree of freedom to explore and just generally piss around in the world (and, later, solar system) that developer Paul Woakes had created.

    They look very primitive today, though. Built on rigid grid systems with no more than one building per (pretty large) grid square, the environments were certainly large and sprawling, but rather empty-feeling at times. A modern remake could benefit from greater scenery density and perhaps an expansion of the dynamic scenery Mercenary III introduced in the form of its fully functional public transportation system.

    There was actually going to be a Damocles remake at one point with full texture-mapped graphics and all manner of other goodies — this was a few years back, too, so I can only imagine what modern graphics hardware would make of this sort of game. Unfortunately, I feel that very few people have heard of this series these days, so I feel it's destined to remain part of history rather than something that will ever get brought up to date and given to a brand new audience.

    Shining Force

    ss_64045da6e00c589fb7d82a2387432b253451f0a5

    Sega's classic strategy RPG already had one lovely remake on the Game Boy Advance, but it's since disappeared from relevance everywhere except for the Sega Mega Drive Classics pack available on Steam. And while the Mega Drive version still works just fine, it would be kind of lovely to see a fully up to date version of the original Shining Force, its sequel and even the Game Gear version Shining Force Gaiden (which, fun fact, was also released for Palm devices, of all things).

    Shining Force's gameplay remains solid today, and with the popularity of Fire Emblem it's not too much of a stretch to say that all it needs is a fresh coat of paint and a remastered soundtrack to make it something people would more than likely happily pay £15 to have in their Steam library or PSN downloads. Hell, I'd happily pay £40 for a physical edition of a Shining Force compilation, including modernised updates of Shining Force, Shining Force II and Shining Force Gaiden, perhaps even with upscaled versions of the various Shining Force III releases for good measure.

    And localise the other two Shining Force III games while you're on, Sega, while I'm dreaming.

    Alternate Reality

    picture-13I mention this game quite a lot, because it's fascinating to me. I found it fascinating when I first played it as a child, even if I didn't understand how role-playing games worked at the time, and I still find its complexity and depth fascinating today.

    For the uninitiated, Alternate Reality was a proposed series of games that began with The City and continued into The Dungeon, but was ultimately scrapped before its other episodes were completed. The story deals with the player character being abducted by aliens and taken to another world, seemingly medieval in nature but with occasional whiffs of peculiar technology starting to become apparent, particularly in The Dungeon. The ultimate intention was for the player to discover the aliens' plan — a Matrix-style virtual world designed to make its participants believe that they were living a "real life" in this other world, when in fact they were just existing as part of a simulation — but unfortunately this ambitious concept was never brought to fruition.

    We have the graphical technology and programming knowhow to bring the complete Alternate Reality concept to fruition today, in more impressive form than ever before. Bethesda RPGs show that there's very much a market for sprawling, freeform, open-world games that the player can tackle as they see fit, and the complete scope of Alternate Reality wouldn't be any more ambitious than your typical Elder Scrolls game.

    I would even be happy if it maintained its old-school "gridder"-style dungeon crawling presentation rather than featuring a true, fully modelled 3D open world — I just dream of one day seeing creator Philip Price's original vision brought to fruition, and kind of wish I was able to do something about it myself!

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    2313: Reimagining https://imnotdoctorwho.moegamer.net/2016/05/21/2313-reimagining/ https://imnotdoctorwho.moegamer.net/2016/05/21/2313-reimagining/#respond Sat, 21 May 2016 01:02:58 +0000 https://angryjedi.wordpress.com/?p=14684 I'm going to resist ranting on about how good Ys II was, even though I finished it this evening, and instead talk a little more generally about something that divides opinions somewhat among gamers: the idea of remakes. The reason I bring this up now is that the first two Ys games have the dubious honour of being some … Continue reading 2313: Reimagining

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    I'm going to resist ranting on about how good Ys II was, even though I finished it this evening, and instead talk a little more generally about something that divides opinions somewhat among gamers: the idea of remakes.

    The reason I bring this up now is that the first two Ys games have the dubious honour of being some of the most frequently remade and rereleased games of all time. Beginning life on the PC-88, they subsequently found themselves ported, remade and rejigged on platforms ranging from the Sega Master System to modern Windows PCs. And, from what I know of these different versions, they provide markedly different experiences, at least in terms of their aesthetic, but also to a lesser extent in terms of gameplay and narrative content, too.

    The situation with Ys reminds me somewhat of the '80s and early '90s in gaming, when multiplatform releases were noticeably different from one another due to the wildly different capabilities different hardware had. The ZX Spectrum version of a game, for example, tended to be the "worst" in most cases thanks to that system's slow processor, lack of RAM and poor graphics and sound capabilities, while the Commodore Amiga version tended to be the most impressive version thanks to being a 16-bit rather than 8-bit computer, plus all the dedicated graphics and sound hardware in that system that made it one of the most impressive computers on the market during that period.

    Ultimately, the Windows PC came along and made all this sort of thing mostly irrelevant, which was probably for the best — at least from a development perspective, as developers no longer had to create ten or more completely different versions of their game — but I sort of miss the differences between platforms, since there's really very little to choose between Xbox One and PS4 versions of games these days, while the PC version is usually the "best" if your hardware is up to the job and the port has been handled with actual PC gamers in mind. The margin of "best" is much smaller than it was back in that period, though; in most cases, it's only the very worst type of insufferable frame-rate buff that will be able to highlight (and probably talk about at great length) the differences between PC and console versions.

    But back to Ys and the concept of remakes in general. The version of Ys and Ys II that I played was the Chronicles+ version, which is — for now, anyway — the absolute latest version. This features lovely PS1-style pixel art, a glorious live-recorded soundtrack (plus the option for two of the older incarnations of the music, too), some really rather fabulous 2D lighting effects and an excellent, excellent localisation by Xseed Games. In comparison to the earlier versions, the script also fleshes out some of the character and world backstory, too, making for a much more "complete"-feeling experience. It is, in short, probably closest to what the fine folks at Falcom wanted to create when Ys was first put together.

    Ys is an example of a remake done extremely well. It's true to the original game, but acknowledges modern tastes. For example, it incorporates analogue control, which simply didn't exist in the console space when Ys first came out. It also features modern trappings like cloud saving and achievements — the latter aspect of which was added by Xseed and adds an enjoyable "metagame" to the experience, encouraging you to seek out some secrets you might not have found otherwise.

    Other solid remakes I've come across include Atelier Rorona Plus on PS3. This was a curious situation in that the original Atelier Rorona was a PS3 title too, and only a couple of years earlier than its Plus incarnation. Plus turned out to be the definitive way to enjoy Rorona's adventure, though, thanks to improved character models, a better interface and an overall better game experience all round. It was a less radical reinvention than the various Ys remakes, but it was still significant and ultimately to the game's benefit.

    Where I find myself raising my eyebrows a bit are when it comes to "remakes" that are little more than ports. Sure, it's nice to be able to play, say, a PS2 classic in 1080p at 60 frames per second, but sometimes I wonder what a true remake of these older games might be like with modern technology. That's a lot more work than a port, of course, but I can dream — and it is possible to do something along these lines. Ultimately this type of remake is mostly valuable for those who perhaps missed out on a game on its original platform, so might as well play a technically superior version for (theoretically) the "best" experience with it; contrast with, say, the Ys remakes, though, which provide value even for those who are already veterans of the source material.

    Anyway. Remakes can be good; really good, in fact. And I'm more than happy to support them when they're of as high a quality as the two Ys games I've just played through. It's got me thinking about remakes I'd really like to see, too — though perhaps that's a subject for a separate post on another day.

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    2312: After 1.5 Games, I Already Like Ys More Than Any Zelda I've Played https://imnotdoctorwho.moegamer.net/2016/05/20/2312-after-1-5-games-i-already-like-ys-more-than-any-zelda-ive-played/ https://imnotdoctorwho.moegamer.net/2016/05/20/2312-after-1-5-games-i-already-like-ys-more-than-any-zelda-ive-played/#respond Fri, 20 May 2016 01:32:03 +0000 https://angryjedi.wordpress.com/?p=14634 A controversial statement, perhaps — and I make no apologies for a third post about Ys in a row — but one that I feel confident in making, even having only finished the first game and made it about halfway (I estimate?) through the second. (Aside: given how much I've enjoyed the first two games so far, … Continue reading 2312: After 1.5 Games, I Already Like Ys More Than Any Zelda I've Played

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    A controversial statement, perhaps — and I make no apologies for a third post about Ys in a row — but one that I feel confident in making, even having only finished the first game and made it about halfway (I estimate?) through the second. (Aside: given how much I've enjoyed the first two games so far, you can count on a month of Ys over on MoeGamer at some point in the near future.)

    Ys speaks to me in a way that Zelda never has. This isn't to say that I don't like Zelda, mind you — I count A Link to the Past, Link's Awakening and Majora's Mask among some of my favourite games of all time — but there's something just… kind of magical about Ys that I've been delighted to discover over the past few days, and a little disappointed in myself that I never took the plunge and explored this series earlier.

    Let me try to explain what I mean.

    I think the thing that sticks out to me most of all is how Ys provides a much more coherent and continuous feeling in its narrative than Zelda does. The fact that Zelda games up until Link's Awakening still referred to the various dungeons as "levels" made it pretty clear that despite the sprawling overworld in each instance, these were basically games designed on the same linear principles as more traditional action/arcade adventures. This very much gives Zelda games a feeling that persists today: a sharp demarcation between the overworld and the dungeons. This is not necessarily a bad thing, nor is it particularly unusual; many RPGs make this distinction, and massively multiplayer games in particular have an even more stark divide between the two types of content, with dungeons tending to be cooperative multiplayer affairs, while overworld action tends to be (for the most part) solo or social in nature.

    But with Ys, there's no such demarcation. The world is continuous and coherent, and consequently far more believable. You're not pausing your exploration to get through the mysteriously puzzle-filled castle that happens to stand between you and your objective; you're continuing your journey, exploring the world, fulfilling the promises you made to the people who believe in you. It's a continuous, flowing process and narrative, rather than one that is heavily punctuated. Exploration flows into conversation flows into combat flows into more exploration; the only real punctuation comes in the form of the boss fights, which don't necessarily come at as predictable points as in Zelda games.

    This coherent feeling is particularly apparent in Ys II, which expands on the excellent worldbuilding of its predecessor. Characters move around as the story progresses, and they make reference to the places you find yourself travelling to. Sometimes you run across them on your travels as they get up to things independently of you; sometimes you'll return from an adventure to find them acknowledging your deeds when you speak to them. Contrast with Zelda's worlds, which tend to be rather static in nature; populated with weird and quirky characters in many cases, sure, but there's not a lot of feeling of things going on while you're not there, with the exception of Majora's Mask, of course, where this sort of thing was the whole game's central design tenet.

    My friend Chris also points out that Ys makes him feel powerful, and he's absolutely right. This is a big contrast between Ys and Zelda, and it's partly due to the nature of the protagonist character. While both games sport a visually distinctive but mute self-insert character for the player to inhabit and play as they see fit, Zelda's hero is a child, while Ys' hero is a young adult. There's always been an element of childish clumsiness to Zelda's combat; even once the series moved into 3D with Ocarina of Time and started having more complex combat mechanics than a single attack button that always did the same thing, Link always felt… not incapable or incompetent as such, but like he perhaps wasn't quite as comfortable holding a sword and shield as he perhaps should be. Which is understandable in several of the games, where he has the whole "Hero" thing kind of thrust upon him suddenly.

    In the case of Ys, meanwhile, there's a strong feeling that, when played well, you are overwhelming your enemy with superior skill and power. This is depicted differently in both Ys I and Ys II, despite both being based on the same fundamental "bump" system, which allows for button-free attacking and a style of gameplay where you never really have to stop moving.

    In Ys I, the feeling of overwhelming power is brought about by the rather brief levelling curve: with a level cap of just 10, each one of those 10 levels is a significant jump in power for protagonist Adol. If you keep pace with where you're "supposed" to be as you proceed through the story, you'll take down most enemies in a single hit. It's not until the very latter stages of the game, when you've been level 10 for a while, that you'll come across enemies that need multiple hits to fell, and even then, no more than one or two extra hits.

    In Ys II, meanwhile, the combat is rejigged so that individual hits do less damage, but you can inflict them incredibly quickly, particularly while attacking diagonally. You also push enemies backwards while attacking them, giving the combat a feel somewhat akin to the sport of fencing, where dominating your opponent and forcing them to move how you want them to move is key. In Ys II, careful, tactical movement of enemies — not shoving them into a large group of their friends, for example, nor pushing them into a corner behind a rock that makes it difficult for you to keep up the assault — is absolutely key, and getting it right is an immensely satisfying feeling completely unlike any other action RPG I've played.

    Then you have things like the items. In Zelda, the items you unlock as you proceed through the game are predictable and are used based on clear, recognisable visual cues that stay the same throughout the game. In Ys, meanwhile, you might use each item only once or twice throughout the game in circumstances where it makes narrative sense to do so, not because it would make a good puzzle or dexterity challenge. This gives the game much more of a traditional "adventure game" feel to it, and I like that very much about it. In Ys II, there are also a number of items you can use in unconventional ways, too, and the game rewards experimentation with, for example, giving healing items as gifts to NPCs, or using the "Alter" magic to turn yourself into a Roo and talk to monsters. While very few of these things are necessary to complete the game, they, like so much else in these games, provide a lovely sense of a world that has been well thought out and beautifully crafted, particularly in these revamped Chronicles+ versions that I'm playing on PC.

    This is all my opinion, of course, and doubtless there are some die-hard Zelda fans out there who would feel the complete opposite to me — and doubtless some other people out there who would gleefully point out that Ys and Zelda aren't really directly comparable at all — but so far, I don't feel it's premature to say that I'm already in love with this series, and intend to devour as much of it as I can in short order. Count on further enthusing as and when that happens.

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    2311: I Finished My First Ys https://imnotdoctorwho.moegamer.net/2016/05/18/2311-i-finished-my-first-ys/ https://imnotdoctorwho.moegamer.net/2016/05/18/2311-i-finished-my-first-ys/#respond Wed, 18 May 2016 21:18:35 +0000 https://angryjedi.wordpress.com/?p=14586 It's something of a novelty these games to start and beat a game over the course of a couple of days — particularly an RPG — but with Dungeon Travelers 2 being considerable in both length and difficulty, I felt that a palate cleanser of some sort was in order before I tackled the remaining 15+ floors … Continue reading 2311: I Finished My First Ys

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    0311_001

    It's something of a novelty these games to start and beat a game over the course of a couple of days — particularly an RPG — but with Dungeon Travelers 2 being considerable in both length and difficulty, I felt that a palate cleanser of some sort was in order before I tackled the remaining 15+ floors of that game's final dungeon. I considered picking up the new Doom, but I couldn't quite bring myself to spend that much on it, so instead, as I noted yesterday, I turned to the Ys series.

    This evening, I beat Ys I. Here are some things I thought about it.

    Things I liked

    • That music! The PC version I was playing has three mixes of the soundtrack available: the original FM version, a remastered MIDI version from a later incarnation and a full-on rock the fuck out version from Falcom's in-house band. I must confess I didn't try the two earlier versions, as Falcom's band is pretty damn amazing. Wailing guitars and pounding drumbeats complemented the action perfectly, and brought a pleasantly nostalgic feeling over me, making me think of both Castlevania: Symphony of the Night (which had plenty of widdly-diddly guitars) and my brother (who was always very good at widdly-diddly guitars when I was growing up).
    • Levelling up is meaningful. There are ten experience levels in Ys I. Each one is a significant jump in power. From level 1 to level 2 is the difference between taking 4 or 5 hits to kill an enemy and being able to splatter it in a single hit. Your power continues to increase hugely as the game progresses.
    • You have an HP bar that gets bigger. I don't know why I like this, I just do. I liked it in Metal Gear Solid, I liked it in Kingdom Hearts and I like it here. It's a satisfying visual representation of your growth in power.
    • Your HP bar shows how much damage the last hit you took chipped off. This is really nice. Similar to how fighting game health gauges work, your HP bar in Ys highlights the amount of damage the last hit gave you in a brighter shade of red so you can estimate roughly how many more individual hits you can take before needing to worry about healing.
    • Tactical health regeneration. Healing items are few and far between in Ys I, so it's fortunate that you regenerate health by standing still… though only when you're in a place where you can see the sky. Later in the game, you acquire a healing ring that allows you to regenerate in dungeons, too, but for the majority of the time, finding an open-air "clearing" in a dungeon makes a nice checkpoint.
    • Cute girls. My goodness. I want to cuddle Feena forever.
    • The sense of place and character. I mentioned this yesterday, but Ys I's world feels remarkably coherent, even with its relatively tiny size compared to some other RPGs. By the end of the game, you recognise every character, and the character notebook feature in the game suggests that the writers thought long and hard about each and every NPC in the game, regardless of their importance (or lack thereof) to the plot.
    • The interesting structure. Ys I is broadly split into two parts: the first half sees you charging around the overworld completing various quests, and this will probably bring you up to the level cap of 10. Once you've done everything out in the world, you then enter the 25-floor final dungeon Darm Tower, where you'll need to use everything you've learned (and a few other things besides) to make it to the top and kick the last boss' face in.
    • The last boss is the hardest thing in the game. I've lost count of the number of RPGs I've played where the final boss is an underwhelming battle thanks to the ability to overlevel yourself for it by doing all manner of side activities beforehand. In narrative terms, the final boss should really be your most significant challenge, so it's always a little disappointing when you can mash it in a couple of turns. Not so in Ys I; this asshole puts up a fight.

    Things I liked a little less

    • The bosses are a bit primitive. This is perhaps understandable, given the game's heritage — despite this being a modern remake, the original Ys I came out in 1987 and the bosses in particular make this abundantly clear, with very simple attack patterns that have no "intelligence" whatsoever — simply either randomised or predictable path-based movement.
    • The last boss is the hardest thing in the game… but for all the wrong reasons. The final boss is all kinds of bullshit. He bounces around the screen, frequently going out of reach. When you hit him, the floor falls away underneath where he was, and this can either kill you instantly or trap you in a corner if you're not careful. He shoots fireballs that split into so many bullets it's literally impossible to dodge them all. Fighting him is more a matter of being able to inflict enough damage on him before he kills you than any real skill at recognising and dealing with his patterns.
    • Inconsistent item behaviour is a little unfair. You can't use items or change your equipment in boss battles. This means you can't use that healing potion you've been saving, or the magic mirror to freeze your opponent in place. Worse, the various rings you acquire throughout the game — which vary in effect from doubling your damage dealt to halving your damage taken via allowing you to slowly regenerate when standing still — have no effect whatsoever in boss battles, either.
    • There are a number of instances where the game kind of forgets to tell you what to do next. This happens for the first time right at the very beginning of the game, where no-one tells you that in order to trigger an important event you first have to speak to each and every NPC in the starting town. There are a number of other such incidents later in the game, too, but again, this is perhaps a remnant of the game's 1987 heritage, when games were a lot less hand-holdy.

    Ultimately, none of the things I liked a bit less about Ys I distracted me from playing it through from start to finish and really enjoying the experience. I'm not sure whether I'll go back and play it on the notorious Nightmare difficulty — I'm not sure I can face some of those bosses again! — but it's a definite possibility. For the immediate "now", though, I think I'm going to move straight on to Ys II to see how Adol's adventure continues.

    Yep. I'm 100% on board with this series, and I look forward to exploring the rest of it.

    The post 2311: I Finished My First Ys appeared first on I'm Not Doctor Who.

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    2310: My First Ys https://imnotdoctorwho.moegamer.net/2016/05/18/2310-my-first-ys/ https://imnotdoctorwho.moegamer.net/2016/05/18/2310-my-first-ys/#respond Wed, 18 May 2016 00:23:57 +0000 https://angryjedi.wordpress.com/?p=14555 I've been meaning to check out the Ys series for quite some time — my Steam library informs me that I have owned a number of the PC versions for several years, and I also have a number of the PSP versions loaded on my Vita, too. For some reason, though, I've never got around to it. … Continue reading 2310: My First Ys

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    I've been meaning to check out the Ys series for quite some time — my Steam library informs me that I have owned a number of the PC versions for several years, and I also have a number of the PSP versions loaded on my Vita, too. For some reason, though, I've never got around to it.

    I decided that it was time to change all that, so I booted up Ys I to start at the beginning. And, well, I kind of wish I'd done this sooner.

    Ys is a series I've been dimly aware of for many years. I remember some seriously random things from my childhood, and one of the things that is still stored in my memory for some inexplicable reason was seeing a review of Ys III: Wanderers from Ys in the SNES magazine my brother's girlfriend at the time was working on, Control. Something struck me as very interesting about this side-scrolling hack and slash adventure, and I often found myself wondering what it would be like to play. For one reason or another, though, I never did check it out, but the Ys series had always been at the back of my mind ever since.

    Ys I is a rather different affair from Ys III, which took a distinctly Zelda II-esque approach of attempting to reinvent the series as a side-scrolling platform action RPG rather than the more traditional top-down perspective of other installments. But Ys I isn't like any other RPG I've played, either. It's not like Zelda because of its use of the rather peculiar (but fun and satisfying) "bump" combat, wherein you attack enemies just by walking into them, and whether or not they do damage to you depends on the angle you hit them at. It's not like Final Fantasy or Dragon Quest because it's not a turn-based RPG, nor is it a globetrotting adventure. Instead, it's something that very much has its own identity.

    Ys I — and, indeed, most of the subsequent Ys games — casts you in the role of one Adol Christin, a redheaded adventurer lad who washes up on the shores of the land of Esteria against all odds after surviving a strange phenomenon surrounding the island called the Stormwall. After a brief convalescence — and specifically against the recommendations of his doctor and nurse — he heads out into the world to explore and figure out what is going on, and before long, oh, wouldn't you know it, he's some sort of Chosen One at the centre of all sorts of mystical happenings that appear to converge on Darm Tower, a hulking, sinister structure on Esteria that seems to be the source of everyone's troubles and woes.

    Where Ys shines is in its small scale. In this sense, it's rather similar to the only other Falcom game I've played to date, The Legend of Heroes: Trails in the SkyTrails in the Sky featured a fairly hefty journey for its main cast, but its real appeal was in how much character and personality it gave each and every party member, shopkeeper, NPC on the streets and distinct region of the world. Ys I is the same, only in more concentrated form; the island is a very small place that you quickly learn to find your way around, even with the game's total lack of any sort of map function, and it's not long before you feel like you've got to know pretty much all of the 88 characters who are scattered around the game world, some of whom have something interesting to say, others of whom are simply background colour.

    What's fascinating about Ys is that even the incidental, "useless" NPCs are full of personality and have clearly been written with a greater context in mind. They each have their own little stories to tell, and over the course of Adol's adventure, the things they say change subtly, giving you a good feeling of the sort of person they are and what they think about everything that's been going on. And the game sometimes surprises you by making what appeared to be an incidental character rather more important than they first appeared.

    Couple all this with some really lovely pixel art in the field, some gorgeous visual novel-style illustrations when speaking with the more important characters, and an absolutely rockin' soundtrack, and, well, you have a game that is really rather good: unconventional, memorable, interesting and, most of all, fun.

    If Ys I, the oldest and most primitive title in the series, is this appealing to me, I can only imagine how enjoyable the most well-regarded entries like Oath in Felghana and its ilk are. I'm looking forward to investigating the rest of the series in detail, and anticipate that I may well become a bit of a Falcom fanboy by the time I'm done with them.

    The post 2310: My First Ys appeared first on I'm Not Doctor Who.

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    2309: Ingress' Real-World Cyberpunk Shows Us What Mobile Games Should Aspire To https://imnotdoctorwho.moegamer.net/2016/05/16/2309-ingress-real-world-cyberpunk-shows-us-what-mobile-games-should-aspire-to/ https://imnotdoctorwho.moegamer.net/2016/05/16/2309-ingress-real-world-cyberpunk-shows-us-what-mobile-games-should-aspire-to/#respond Mon, 16 May 2016 16:00:09 +0000 https://angryjedi.wordpress.com/?p=14501 One of the most popular buzzphrases that mobile game developers use is "console-quality graphics and gameplay". (This ranks just behind "THE #1 RPG ON MOBILE!!" — as voted by the developer's mum, presumably.) And indeed, it certainly is impressive how powerful today's mobile phones are; I remember when Epic first released that cool tech demo … Continue reading 2309: Ingress' Real-World Cyberpunk Shows Us What Mobile Games Should Aspire To

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    0309_001

    One of the most popular buzzphrases that mobile game developers use is "console-quality graphics and gameplay". (This ranks just behind "THE #1 RPG ON MOBILE!!" — as voted by the developer's mum, presumably.) And indeed, it certainly is impressive how powerful today's mobile phones are; I remember when Epic first released that cool tech demo showing Unreal Engine working on the iPhone (and it later turned out to be the rather uninspired Infinity Blade) and everyone lost their shit over mobile phones killing dedicated gaming handhelds.

    Here's the thing, though: I don't want a console-quality experience on my mobile phone, and I doubt many other people do, either. In circumstances where the only gaming-capable device I have on my person is my phone, I probably don't have the time or inclination to sit down and play some sort of battery-guzzling game that looks great but takes ages to load, demands more than a couple of minutes of my time for a meaningful play session and controls like complete ass because touchscreens suck for traditional input schemes. To put it another way, if I want to play games while I'm out and about, I'll have my Vita in my bag; a device with actual buttons on which I can play games that are actually good, don't require an Internet connection, don't try and fleece money out of me at every opportunity and, as previously mentioned, don't control like complete ass.

    Mobile games are very much in a rut at the moment, with the vast majority of the most successful titles being Asian-origin "gacha" games, in which you draw cards/items/heroes/weapons of varying rarity with real money or in-game currency, add them to your party and level them up until they overpower everything the game has to offer. The exact execution of these games varies — Granblue Fantasy looks and plays somewhat like a traditional JRPG without the exploration, for example, while Love Live! School Idol Festival is a rhythm game — but their basic structure and game loop is always the same:

    • Log in, get daily bonus
    • Spend all your energy points (or equivalent) on either linear main story quests (if you're trying to level up) or daily dungeons (if you're trying to collect specific items)
    • Draw a free crap card/hero/item/weapon
    • If you've earned enough premium currency/paid for premium currency, draw guaranteed "rare or above" card/hero/item/weapon
    • Use collected crap cards/heroes/items/weapons to fuse with "rare or above" cards/heroes/items/weapons to level them up
    • Close game, wait for energy to regenerate
    • Repeat

    Once you've played one, you've played them all, with the only real variation being the exact execution of how the quests play out. Even then, they tend to be grossly simplified versions of what you'd get on a full console — Granblue Fantasy's combat, for example, has very little strategy beyond picking the right element for each enemy and/or overpowering them with overleveled or rare heroes.

    It's this rut that mobile gaming has been stuck in that means I have very little interest in modern mobile games — and it makes the original, bold claims that mobile gaming was something new and revolutionary that was going to take over the whole gaming industry look somewhat laughable.

    However, there are some experiences out there that do make good use of mobile gaming's unique capabilities, and Ingress is one of them. Ingress is a daunting prospect to get into, but I've spent a bit of time with it today, and it turns out it's not nearly as scary as I thought it was.

    Ingress is an augmented reality game — that is, it's a game that overlays fictional game elements on the real world. The concept is that "exotic matter" or "XM" has started leaking into our world, and aliens called "Shapers" are up to some sort of mischief. Two factions have risen up to try and deal with the XM situation in their own way: the Enlightened want to learn more about it and how they can use it to help humanity, while the Resistance want to get rid of it and protect humanity from the unwanted machinations of the Shapers.

    At the start of the game, you pick one of these two factions, and that's your team for the duration you play the game. You can switch sides, but it's a lengthy process to do so and effectively entails you starting the game all over again, so there's not a lot of point unless you really need to play for the other team.

    Ingress' augmented reality nature comes in the form of "portals" scattered around the real world. It's the job of the Ingress players on both sides to proceed to these portals — like, actually go to the places they are — hack them to acquire various useful items, and capture them for their respective faction. You can then use the items you've acquired to protect your own portals from enemy attack or go and try to cause some mischief on enemy portals. There's an overarching metagame that tasks you with linking nearby portals strategically and covering the map with triangles made up of three linked portals to score points for your faction, too, and meanwhile the game's overall plot unfolds organically in the background with special, live events around the world, video clips that you can loot from portals and all manner of other goodies.

    Even its core game loop is interesting:

    • Check the intel site for portals you're interested in visiting/hacking/attacking/capturing
    • Go to the portal location
    • Hack the portal to acquire items if it belongs to your team
    • Attack the portal's resonators with weapons if it's an enemy portal
    • Capture the portal with your own resonators if you sufficiently weakened it
    • Link captured portals together with Portal Keys acquired through hacking — but note that links can't intersect, so do this strategically
    • Form Fields by linking three portals together in a triangular formation, capturing a region of the map for your team and adding MU (Mind Units — overall score) to your faction's overall rating.

    Within that, there's plenty you can do to mix things up. You can collaborate and coordinate with other nearby players to carry out a heavy assault on a well-defended portal. You can strategise with teammates on what will be the best formation for linked portals and fields. You can post and follow "Missions" — sequences of portals designed to take you on a tour. Or you can simply use the game as an excuse to get out and about to visit some places.

    By far the best thing about Ingress is that it's something that couldn't be done anywhere other than on a mobile device. Everything about it — the fact that it's GPS-based, the fact that it pulls information from the Internet, the fact that it's an inherently social game, the fact that it works best on a device you can keep on your person at all times — is made for mobile gaming: it's a completely unique experience that simply wouldn't work anywhere else, and it's a much, much better experience for it.

    Also its cyberpunk-style aesthetic is absolutely gorgeous, with neon, glowing colours on a black background; stereotypical "computer" noises and speech synthesis; dramatic "ping" noises as you approach a portal; and well-produced videos to advance the ongoing plot. It's an extremely well-crafted product, all round, and best of all it's completely free to play, with no play throttling attempting to squeeze money out of you at any point by preventing you from playing as much as you'd like.

    I spent a good couple of hours just wandering around the local area experimenting with Ingress earlier, and I enjoyed the experience enough to know it won't be the last time I do so. It's one of the most interesting mobile games I've ever played, and studios considering churning out yet another identikit gacha RPG should take a long, hard look at Ingress to see how to really take advantage of mobile devices as a platform for unique, fascinating gaming experiences.

    The post 2309: Ingress' Real-World Cyberpunk Shows Us What Mobile Games Should Aspire To appeared first on I'm Not Doctor Who.

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    2308: An Open Letter to @wilw About Games as a Lifeline, "Male Tears" and Inexplicable Blocks https://imnotdoctorwho.moegamer.net/2016/05/15/2308-an-open-letter-to-wilw-about-games-as-a-lifeline-male-tears-and-inexplicable-blocks/ https://imnotdoctorwho.moegamer.net/2016/05/15/2308-an-open-letter-to-wilw-about-games-as-a-lifeline-male-tears-and-inexplicable-blocks/#respond Sun, 15 May 2016 18:15:06 +0000 https://angryjedi.wordpress.com/?p=14409 Hi Wil, You don't know me, and I don't know you. Apparently I've done something to offend you in the past, though, because you have me blocked on Twitter. I don't know why and I don't know when this happened because as far as I know, we've had no direct interaction on any occasion ever, but I … Continue reading 2308: An Open Letter to @wilw About Games as a Lifeline, "Male Tears" and Inexplicable Blocks

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    Hi Wil,

    You don't know me, and I don't know you. Apparently I've done something to offend you in the past, though, because you have me blocked on Twitter. I don't know why and I don't know when this happened because as far as I know, we've had no direct interaction on any occasion ever, but I will apologise for whatever it was anyway. I will also express my sincere disappointment that someone I used to look up to as a bastion of what modern nerd culture should aspire to feels somehow threatened or upset with something I've done in the past — threatened or upset enough to simply cut me off from the prospect of ever interacting with him.

    I was an avid viewer of many of the Geek and Sundry videos when it first launched — particularly Tabletop, which introduced my friends and I to a number of board games that are still in our regular rotation. Tabletop was an excellent show that gave a good flavour of how the various games played — even if there were occasional bits of fuzzing over the rules in the name of keeping things snappy! — as well as providing a great opportunity for some of the most entertaining, fun people in geek culture to come together and have a good time. A good time that was infectious — so enjoyable was the atmosphere on Tabletop that it felt like the audience was right there with you all, sitting around the game table, rooting for your favourite player to win and commiserating with you when you inevitably came lost. (As the resident person in our tabletop gaming group who perpetually comes last in pretty much everything, I could relate to your position quite a bit.)

    On a more serious note, nerd culture in general is something that I've talked a lot in the past about giving me a lifeline when I needed it. In the case of video games, they've provided a constant and much-needed centre of stability in a life that has often been chaotic and beyond my control and understanding; in the case of tabletop gaming, they provide one of the few means of face-to-face social interaction in which I feel completely comfortable, whether it's with close friends or, as it was for me this Friday evening just gone, complete strangers. I think it's the fact that interactions over a tabletop game are, for the most part, clearly structured: it's why I gravitate towards games with clear rules, turn structures and player roles as well as those with strong themes that include flavour text I can read out dramatically to our group. Conversely, those games that require a certain degree of negotiation or freeform interaction are those I feel less comfortable with, since I'm sometimes not quite sure what I'm "supposed" to say.

    But all that's by the by; it's just a bit of context of who I am. Needless to say, games of both the video and tabletop variety are extremely important to me; as you said in your keynote speech at PAX East in 2010, "some of the happiest days of our lives would not exist without games and gaming. Games are important. Games matter." I agree entirely, and when I took a risk, flying from the UK to Boston, MA for that PAX East — my first time attending such an event, and only, I think, the second time I'd taken a solo trans-Atlantic flight — I found somewhere that I really felt like I belonged. My life was, at that point, a bit of a mess: my marriage was falling apart — my wife at the time would go on to leave me shortly after I returned from Boston — and I didn't have a reliable source of income. Games gave me a sense of being grounded; somewhere to retreat to when I couldn't face the terror that everyday life at the time confronted me with. Games gave me common ground with which I could interact with other people; games gave me something to talk about, something that I could call "mine".

    That time in my life was turbulent. I've had ups and downs since then, and as I type this I'm very much in a "down". Over the years since 2010, I've come to recognise the importance of acknowledging one's emotions, the causes of these emotions and the ways to deal with them. I'm not afraid to cry as I once was back in high school; as someone who sometimes has difficulty expressing exactly what he wants to say verbally, there are times when bursting into tears says more than words ever can; there are others when the act of opening those floodgates allows the repressed emotions to be released in a more controlled manner once you've calmed down a bit, letting you communicate what's really bothering you after the storm has subsided. Crying is important. Crying matters.

    Which is why this image you posted on Twitter bothers me so much:

    CiWuwtnUoAEcRkF

    For anyone reading this letter who doesn't already know, the expression "male tears" is usually used by the more toxic side of online activism as a means of demonising men — usually straight, white men — when they wish to express themselves. It's largely brought out during arguments between the more militant side of feminism and those — usually, but not exclusively, men — who are tired of all the sociopolitically charged fighting that takes place every day on the Internet, particularly those who fight back somewhat aggressively with foul language, threats and exhortations for people to kill themselves. The "joke", such as it is, is that all this unpleasantness just bounces off the noble "progressive" types — referred to disparagingly by their critics as "Social Justice Warriors" or "SJWs" for short, an epithet which these people flip-flop between absolutely hating and trying desperately to reclaim in the same way black culture has largely reappropriated "nigga" for itself — and is just interpreted as straight, white men crying about something not going their way for once; the fact that "male tears" is written on a mug allows the "progressive" activist the opportunity to drink from it, suggesting that they relish the opportunity to feed on the tears of their enemies.

    Pretty unpleasant however you look at it, and while the original intention may not have been to reinforce traditional ideals of what these same people call "toxic masculinity" — stereotypes such as "big boys don't cry" and "be a man for once" — I can't help but look at it that way. Speaking as a (straight, white) man who does cry, isn't ashamed of the fact that he cries and, in fact, has cried quite a bit over the last few months due to his own life situation and the suffering of the person he loves most dearly in the world: to see the idea of "male tears" used so gleefully and indiscriminately as a means of oneupmanship, of proving one's "progressiveness" feels grossly distasteful and insensitive. To have it proudly promoted by someone I once looked up to as almost an idol; someone I thought I could aspire to follow in the footsteps of; someone who proved that a person with my interests could find success and a place for themselves in the world? That just feels like a stab in the back, with a few good twists for good measure.

    I don't deserve to feel like that, and I'm pretty certain I'm not the only person who feels this way. Some may express their disappointment and upset with this more eloquently or more aggressively than others, but however they choose to register their discontent and however much or little I agree with their methods of expressing it, I understand it completely. As someone who, now 35 years of age, was often ostracised and ridiculed for his interests and hobbies in his youth, was subsequently delighted when geek culture started to become fashionable over the course of the last decade and most recently has noted with a growing sense of discomfort that the things he finds most relatable, most important to him are those that are getting relentlessly torn down in the name of being "progressive"? It hurts. A lot.

    I haven't done anything wrong. I haven't hurt anyone. I just want to be left alone to enjoy the things I enjoy with friends who also enjoy those things, and likewise to leave those who are interested in different things to do what they enjoy. I don't care about this perpetually raging culture war that has all but destroyed meaningful online discourse around video games in particular over the last five or six years, and put a serious strain on a number of friendships. I don't believe in a "one size fits all" approach to inclusivity and diversity, which is what many "progressive" types seem to argue for; I instead subscribe to a "many sizes fit many" ethos, which makes for a more vibrant, interesting and cross-pollinating culture in the long-term. And yet somehow, at some point, I've been branded with a scarlet letter, thrown in the pit with all the other social rejects. I've also been called a paedophile, a pervert, a misogynist and plenty of other things besides. My crime? I like Japanese video games with pretty girls in, and frequently argue against the misrepresentation of these games as soft porn in the mainstream press by those who won't take the time to engage with them.

    Frankly, the whole situation makes me want to cry, but now I feel I shouldn't, because it will just, apparently, give you some sort of satisfaction. And that, to be honest, seems like the very inverse of your own credo, your own Wheaton's Law, of "Don't be a dick!"

    You almost certainly won't read this, Wil, because having blocked me on Twitter I'm not sure there's any way you'll see it outside of someone you haven't blocked directly sharing it with you, and I don't see that happening. But I wanted to post it anyway; even if you don't read it, hopefully it will bring some sense of comfort to those who feel the same way I do about all this; put some feelings into words; provide a sense of solidarity.

    As you argued in your speech, this feeling of solidarity, of belonging, is extremely important. We should all strive to help each other feel like we belong doing the things we love with the people we love in the places we love. With photos like the one posted above, you deliberately block off people from feeling like they can engage with this part of culture they adore, and people they might well otherwise get on with. And whether or not you believe that "male tears" only applies to men who don't know how to behave themselves politely and appropriately, know that it can — and will, and has — been interpreted in a way that just comes across as exclusive, combative and gatekeeping: the exact opposite of what you yourself argue we should aim for.

    This whole situation needs to stop, as soon as possible. I hate it. Everyone else I know hates it. Can't we all just get around a gaming table and settle this the old-fashioned way: with dice, cards and chits — maybe even some fancy miniatures?

    Thank you for your time, and thanks for reading, whether you're Wil Wheaton (unlikely) or some random passer-by who just wanted to see what I had to say.

    Love & Peace
    Pete

    The post 2308: An Open Letter to @wilw About Games as a Lifeline, "Male Tears" and Inexplicable Blocks appeared first on I'm Not Doctor Who.

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    2307: The Trip https://imnotdoctorwho.moegamer.net/2016/05/14/2307-the-trip/ https://imnotdoctorwho.moegamer.net/2016/05/14/2307-the-trip/#respond Sat, 14 May 2016 18:39:51 +0000 https://angryjedi.wordpress.com/?p=14386 When I can't sleep or am otherwise in a position where I am too mentally impaired to do anything active — in other words, all I want to do is stare dumbly at a screen — rather than, as some people do, put the TV on and just watch it, even if I'm not interested … Continue reading 2307: The Trip

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    When I can't sleep or am otherwise in a position where I am too mentally impaired to do anything active — in other words, all I want to do is stare dumbly at a screen — rather than, as some people do, put the TV on and just watch it, even if I'm not interested in what's on, I like to trawl Netflix for things I've never seen and haven't even heard of before, but which sound interesting.

    I've discovered a bunch of interesting things this way, the last of which was the rather wonderful (if cringeworthy) W1A, and more recently I've been watching a show called The Trip, starring Steve Coogan and Rob Brydon.

    The Trip is an interesting concept that builds on the fashionable "fake docudrama" trend that began with The Office. Casting Coogan and Brydon as fictionalised, exaggerated versions of themselves, the series follows them as they take a tour of the North of England, stopping at some of the supposed best restaurants in the region with a mind to writing an article for The Observer Magazine. Coogan's original plan for the trip was to take it as a romantic getaway with his American girlfriend Misha, and still be able to use it as paying work, but prior to the start of the series, she moves back to the States to pursue her own career dreams in Hollywood, leaving Coogan more distraught and lonely than he'd care to admit, only inviting Brydon seemingly as a last resort.

    The pair's trip across the North is largely irrelevant to the main point of the show, though it does take in some of Northern England's most spectacular sights, a number of which I hadn't heard of before. Instead, the main aspect of the show is the relationship between Brydon and Coogan, and more specifically how Brydon's easygoing nature and sense of contentment with his life — even as he is, according to Coogan's standards, less successful than his friend — gradually draws out Coogan's true feelings about his situation.

    Brydon lives in a small but comfortable family home with his wife and children; Coogan lives in a fancy apartment in London by himself now that Misha is gone. Brydon enjoys his life and calls his wife just to hear her voice, flirt with her and occasionally get a bit down and dirty with her; Coogan calls Misha in the States, sometimes forgetting the timezone difference, sometimes not respecting what she wants, perpetually unusure of what he wants. Brydon brings a sense of levity to any situation he's in, often filling uncomfortable silences with his (admittedly impressive) impersonations of famous people — something which Coogan is forever frustrated that he's just not quite as good at as Brydon; Coogan takes everything much too seriously, sometimes admonishing Brydon for his happy-go-lucky approach to life, sometimes clearly wanting to say what's really on his mind and on one — only one — occasion frustrating a for-once quiet Brydon, who just wants to enjoy the scenery, with a lengthy geological explanation of how the Malham Cove limestone pavement came to be.

    The contrast between Coogan and Brydon is potent; it shows two ways you can approach modern life. You can follow Brydon's path, which is arguably the most traditional, straightforward, unambitious path, and enjoy a happy, contented life while never quite attaining true dizzy heights of, say, stardom or being the top of your field. Or you can follow Coogan's path, which is a much more significant gamble: throw everything you have into trying to be the best in your field that you can be, and run the risk of being frustrated that other people can't see what you know about yourself. Coogan's frustration — outright depression, at times — at his situation is downright heartbreaking; his gamble hasn't at all paid off, though he does have the opportunity to make one final one by moving to the States with Misha to do a pilot TV show for HBO. By the end of the first season, however, Brydon has clearly rubbed off on him: after what is clearly an agonising session of soul-searching, he decides not to take that gamble, and instead — presumably — to focus on making himself happy rather than continually being let down by his life and the people he thought he cared about.

    The Trip is a funny show; it's a comedy at heart, and the interactions between Brydon and Coogan are well-written, snappy and genuinely amusing. But there are considerably more tragic undertones with Coogan's own personal journey as the titular trip continues. While Coogan comes across as an arrogant dickhead at the start of the show — and still bears this character trait to a certain extent at the end — as the episodes proceed and we get an occasional glimpse into what he's really thinking and feeling, it's hard not to feel bad for him, and the contrast between how his and Brydon's respective lives have turned out is certainly thought-provoking.

    I haven't yet watched the second season, but on the strength of the first, I'm very interested to. If you like well-written, fairly gentle, character-driven comedy drama with more than a slight tinge of pathos — as many other good comedies have — then The Trip is well worth your time to take on.

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    2306: Happy Birthday, Discord https://imnotdoctorwho.moegamer.net/2016/05/14/2306-happy-birthday-discord/ https://imnotdoctorwho.moegamer.net/2016/05/14/2306-happy-birthday-discord/#respond Sat, 14 May 2016 00:11:41 +0000 https://angryjedi.wordpress.com/?p=14360 Back in the early days of "going online" — after the days of Bulletin Board Systems but before the widespread Internet we know today — our family used CompuServe to get at information online. For a teenager like I was at the time, it was very exciting. For the first time, I was able to … Continue reading 2306: Happy Birthday, Discord

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    0306_001

    Back in the early days of "going online" — after the days of Bulletin Board Systems but before the widespread Internet we know today — our family used CompuServe to get at information online.

    For a teenager like I was at the time, it was very exciting. For the first time, I was able to "meet" and communicate with people from all over the world, discuss common interests and even exchange files.

    One of my favourite features of CompuServe was an area it rather grandiosely referred to as the "CB Simulator", after the units used by ham radio operators to communicate with other enthusiasts over the radio waves. In reality, it was simply what we now know today as a chatroom, but it was a revelation to the young me, who had always had a bit of difficulty finding new people to talk to, particularly those who were into the same things.

    In the CB Simulator, I could talk to people without fear of them, say, judging me for my appearance, or my mannerisms that clearly indicated I was uncomfortable with talking to strangers, or how I tended to go the colour of beetroot when talking to girls I liked. No; in the CB Simulator, I was able to communicate in the way I had always felt most comfortable: through the written word.

    A few years later, when "the Internet" started to become more of a thing and self-contained, fenced-off communities like CompuServe and AOL were starting to become less of a thing, I looked into Internet Relay Chat, or IRC. There, I found a similar experience to that which I'd had in CompuServe's CB Simulator: the ability to communicate and express myself through text to people from all over the world. And now, I could "emote" too, which in turn led to my first experiences with online roleplaying through a group that "simulated" Star Trek missions through text chat.

    I was kind of sad when chatrooms fell out of favour with the rise of what we now know as social media, but for those of you, like me, who always used to enjoy the real-time nature of talking in chatrooms, may I introduce you to the wonderful service that is Discord, which is now celebrating its first birthday.

    Originally designed as a free, lightweight alternative to Skype and Teamspeak, Discord has been actively developed over the last year to become one of the best — arguably the best — real-time chat application out there, particularly if you're a gamer.

    For the unfamiliar, it works in a slightly different way to instant messaging services such as Skype and its earlier counterparts AIM, MSN and Yahoo Messenger. Instead of focusing on private chats with individuals on your friends list, Discord is instead server-based, much like IRC was. Within that server — again like IRC — there are channels for whatever purposes the server admins desire. Anyone who is a member of that server — and servers can be public or private — can hop in to a channel and text chat. There's voice chat facilities, too, which have very good, reliable, clear voice quality and connections, making it an ideal solution for "party chat" on PC, or even using alongside games that don't normally offer voice communication: the Splatoon community, for example, use it quite a bit, since that game has no means of direct communication whatsoever.

    Mostly the thing that excites me about Discord is how much it feels like those old IRC servers, only with a more modern coat of paint. Inline image posts, markdown formatting, animated GIFs and link previews are all a natural evolution of the purely text-based chat that IRC offered, and Discord's cross-platform nature — it works via the Web, on PC or Mac desktop clients or even on mobile — makes it an ideal means for keeping in touch with groups of friends or specialised communities.

    I'm very happy that Discord has been such a success since it originally launched, and hope it continues to be A Thing for many years to come yet. It's been a great way for me to interact with friends from elsewhere on the Internet in new, more immediate ways than services like Twitter offer, and, depending on the server, it can be a nice quiet safe haven away from the noise of more public social media channels.

    I'm a member of several different Discord servers, but the one on which I'm most active is probably the one I'm an admin of. If you'd like to stop by and say hi — the server is largely focused on video games, anime, lewds and general shitposting, but everyone there is just happy to have a good chinwag — then you can do so by following this link.

    Happy birthday, Discord, and happy chatting to those of you who choose to come and join us!

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    2305: Fighting Talk https://imnotdoctorwho.moegamer.net/2016/05/13/2305-fighting-talk/ https://imnotdoctorwho.moegamer.net/2016/05/13/2305-fighting-talk/#respond Fri, 13 May 2016 00:41:37 +0000 https://angryjedi.wordpress.com/?p=14338 I spent a bit of time playing some Dead or Alive 5 Last Round online with a friend from Final Fantasy XIV earlier. (Hi, Neon!) I've never really played a fighting game online before — it's a genre that has something of a reputation as being brutally unforgiving to newcomers, and with good reason, since the fighting game genre … Continue reading 2305: Fighting Talk

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    0305_001

    I spent a bit of time playing some Dead or Alive 5 Last Round online with a friend from Final Fantasy XIV earlier. (Hi, Neon!) I've never really played a fighting game online before — it's a genre that has something of a reputation as being brutally unforgiving to newcomers, and with good reason, since the fighting game genre is one that attracts significant numbers of people good enough to actually get paid to play these games.

    Thankfully, my friend Neon appears to be of a roughly equal level of skill to me, since we had a series of matches and we both came out roughly equal in terms of victories and losses.

    So far in Dead or Alive 5 I'd been focusing on the Training mode, attempting to learn some combos and moves for characters I liked the look of, because I'd love to get past the "button mashing" phase that everyone goes through when they first pick up a fighting game. As such, I was a bit hesitant to even jump into the story mode, because I didn't feel like I knew any characters well enough. But I thought I'd give fighting another person a go — and I'm glad I did.

    Fighting Neon gave me a potent reminder of exactly why I've always liked the Dead or Alive series in preference to perhaps more established, popular fare like Capcom's Street Fighter series. It's kind of hard to describe the exact feeling, but I think it's best described as the game feels instinctive, almost primal. You can spend hours learning the specific button combinations to pull off specific moves at the right time — and doubtless the really good players do that — but at a fairly rudimentary level, which is where I'd generously put myself, the fighting system works in such a way that you can look at what's going on on the screen, push directions and attack buttons and have something that "feels" right unfold in front of you. Opponent blocking high blows? Get in there with some low kicks. Taunting you? Charge in and tackle them with a running throw. Knocking you off balance with a flurry of blows? Block, block, block dammit, oh for fuck's sake. (I never have quite mastered blocking in fighting games; given how important and helpful — and tied to the series' iconic countering system — it is in Dead or Alive, I should probably do something about that.)

    I haven't yet picked a "main" to play with. I will almost certainly end up going with Kasumi, at least initially, because Kasumi is hot and I vaguely know some of her effective moves. Today I also particularly enjoyed playing as Hitomi (who appears to have wonderful reach with her kicks) and Momiji (though I haven't done any training with her yet, so I was taking wild stabs at her moves). I also discovered that, as I previously thought, I want to steer clear of slower, heavy-hitting characters, because I very obviously don't know how to handle them effectively and tend to get my ass handed to me if I try and fight with them in the same way as the Kasumis and company of the world.

    My few games today were an eye-opening experience, then. I'm definitely up for playing some more; if you, too, suck at fighting games and would like a punching bag to play with, feel free to hit me up on PSN under the ID Angry_Jedi.

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    2304: Blizzard's New Phenomenon https://imnotdoctorwho.moegamer.net/2016/05/11/2304-blizzards-new-phenomenon/ https://imnotdoctorwho.moegamer.net/2016/05/11/2304-blizzards-new-phenomenon/#respond Wed, 11 May 2016 22:42:58 +0000 https://angryjedi.wordpress.com/?p=14313 I know I wrote about Overwatch the other day, but having been, well, present on the Internet for the past few days I think it's fairly safe to declare that Blizzard has an honest-to-goodness phenomenon on its hands. Overwatch's open beta (read: free demo — the best marketing tool they could have possibly used) ended at the start of this … Continue reading 2304: Blizzard's New Phenomenon

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    0304_001

    I know I wrote about Overwatch the other day, but having been, well, present on the Internet for the past few days I think it's fairly safe to declare that Blizzard has an honest-to-goodness phenomenon on its hands.

    Overwatch's open beta (read: free demo — the best marketing tool they could have possibly used) ended at the start of this week, but people haven't stopped talking about it since. They also haven't stopped producing fan art, incorporating Overwatch characters into memes and cartoon strips, discussing strategies, taking the piss out of people who play nothing but Bastion and admiring Tracer's admittedly fine posterior.

    It's kind of remarkable, really, because it seems to have come out of nowhere and evolved organically without a trace of interference from the marketing or PR machines. A few weeks ago, I knew very little about Overwatch and had little interest in it; after a couple of days with the beta on both PS4 and PC, I'm well and truly sold and am happily enjoying the wealth of fan-made content that's been produced seemingly in just the last few days.

    Blizzard has always been a somewhat unconventional developer-publisher, producing wildly popular games that eschew popular conventions — mechanically, aesthetically and even functionally. Their insistence on using their own proprietary client Battle.Net to distribute, update and even sell their latest games initially drew criticism — particularly in the case of Diablo III — but as the world has become more and more comfortable with the idea of being always online and multiplayer-centric titles, these complaints have started to fade into the background until now, Blizzard's ecosystem allows it to have extremely successful titles without having to rely on the more established distribution channels such as Steam.

    Overwatch's stealth marketing is another example of this. While there have been TV spots, video ads and site takeovers for the game, it has never felt like an aggressive marketing push in the same way that a Call of Duty or a Battlefield sees. Instead, Blizzard chose to rely on the most powerful marketing tool in the world these days: word of mouth. Putting their absolute confidence in their game and releasing it to the public for free for a few days achieved more than any multi-million dollar marketing campaign ever would; it allowed people to try the game for themselves and either confirm that yes, they did want to play it, or, in many cases, sate their curiosity as to what it was all about. In more than one case, the satiation of that curiosity has led to additional sales.

    So why is Overwatch such a phenomenon? Well, a lot of it has to do with its striking visual design — it's immediately recognisable — but I think the biggest contributing factor is its wildly varied selection of playable characters. There's something for everyone in Overwatch's cast, whether you're into moody, dark types; big, stompy robots; hot girls; cute girls; frightening muscle-bound girls who probably have a Tumblr page; Westerns; sci-fi… there's a bit of everything. And somehow despite this massive variety in its cast, Overwatch feels coherent and none of its characters feel like token inclusions.

    This, naturally, leads to people picking favourites — never underestimate the power of the waifus! — which, in turn, leads to people producing fan-created content based on their favourite characters. And, from there, other fans can enjoy this content and express how much they like their favourite character through sharing these fan-made productions or engaging with the artists. Over time, a whole meta-community outside of the game builds up, even bringing in people who don't actually play the game but just like watching it, or appreciate the art direction, or like the look of the characters.

    In short, Blizzard would have to do something absolutely spectacular right now to fuck up Overwatch. I'm really looking forward to giving the full version a go at the end of the month, and if you're up for a multiplayer rumble in its wonderfully colourful world, be sure to hit me up.

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    2303: Review in Progress https://imnotdoctorwho.moegamer.net/2016/05/10/2303-review-in-progress/ https://imnotdoctorwho.moegamer.net/2016/05/10/2303-review-in-progress/#respond Tue, 10 May 2016 21:05:09 +0000 https://angryjedi.wordpress.com/?p=14289 I've noticed a lot of gaming sites posting "review in progress" articles for new releases recently. And while there is a time and a place for this sort of thing — most notably in the case of massively multiplayer online games, or multiplayer-centric titles that are dependent on their communities — I don't think it's … Continue reading 2303: Review in Progress

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    0303_001

    I've noticed a lot of gaming sites posting "review in progress" articles for new releases recently. And while there is a time and a place for this sort of thing — most notably in the case of massively multiplayer online games, or multiplayer-centric titles that are dependent on their communities — I don't think it's a particularly appropriate way to handle single-player games.

    The idea of a "review in progress" is for the author of the article to post their thoughts and opinions about the game as they're playing it, updating it over time before coming to a final judgement and a score, assuming the publication in question does scores. This does kind of make sense in a way, because some games are slow burners that take a while to learn, and it can be interesting to see how someone's reactions and feelings change over time. But at the same time, I find myself asking why the author didn't just hold fire until they'd beaten the whole thing, then talk about their complete "journey" all in one go. That makes for an interesting structure for an article; in the case of games with strong emergent narratives but challenging mechanics — something like a Paradox strategy game, for example — it can even provide the basis for a compelling "story" of how the reviewer learned how to manage their empire more effectively after their incompetent beginnings.

    The reason why "reviews in progress" exist should be obvious by now, though: they're there to hoover up some of those sweet, sweet clicks from people Googling, say, "valkyria chronicles remastered review" or "overwatch review" or whatever else the latest hotness might be. Because the word "review" is in there, these half-finished articles show up in search results (assuming the tech guys at the sites in question have done their SEO homework) when what people are really looking for is detailed, authoritative, helpful and knowledgeable information on games they're interested in. It's one of many examples we have today of the inner machinations of the press being self-serving rather than in service of their readership.

    More than that, though, as someone who's floated in and out of the games press since he was a teenager, I find the idea of a "review in progress" somewhat objectionable on another level. When I took on my first ever writing assignments, I did so on the understanding that you should finish the game you're writing about before putting pen to paper in order to be able to give a complete, in-depth appraisal of everything it had to offer. Granted, this was in the magazine age, when publications had rather more time to assemble their articles, and also in an age where there weren't nearly as many games released every week as there are today — not to mention an age where 100-hour games were pretty much unheard of — but still, I think it's a good goal to aspire to.

    If you're a professional critic, regardless of what you think the "purpose" of game reviews are, people are going to come to you on the assumption that you know what you are talking about, and that your articles will be well-researched, informative and helpful for making a purchase decision, or simply to find out more about a game. If you're not doing your job properly — in other words, if you're posting garbage like this or this, to give two extreme examples — then you shouldn't be at all surprised when you become the object of ridicule that the average modern games journalist is today.

    In other words, the games press would be a whole lot better — and more helpful to its readers — if it stopped worrying about churning out articles to release dead on embargo time, and instead only post pieces when the author in question actually has a full, complete and knowledgeable understanding of the thing they are commenting on.

    Sadly, I don't see this happening any time soon.

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    2302: By the Power of the Virtues https://imnotdoctorwho.moegamer.net/2016/05/09/2302-by-the-power-of-the-virtues/ https://imnotdoctorwho.moegamer.net/2016/05/09/2302-by-the-power-of-the-virtues/#respond Mon, 09 May 2016 22:59:25 +0000 https://angryjedi.wordpress.com/?p=14262 There's a new-ish trend on social media. And like most new-ish trends on social media, it's not a particularly pleasant one. Known as "virtue signalling", it essentially involves people making public statements that make it abundantly clear that they hold what is widely regarded to be the "correct" viewpoint on something, be this feminism, homosexuality, Donald Trump, … Continue reading 2302: By the Power of the Virtues

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    0302_001

    There's a new-ish trend on social media. And like most new-ish trends on social media, it's not a particularly pleasant one.

    Known as "virtue signalling", it essentially involves people making public statements that make it abundantly clear that they hold what is widely regarded to be the "correct" viewpoint on something, be this feminism, homosexuality, Donald Trump, immigration, unisex bathrooms, whether or not we should leave Europe, gun control and whether or not Uncharted 4 deserved more than an 8.8 out of 10.

    It's an offshoot of a couple of other social media behaviours that have been happening for a while, most notably Twitter's "dot-reply" practice, which gets around Twitter's usual behaviour of not showing people you follow replying to people you don't follow (because why would you want to "listen in" on a conversation involving someone you don't know?), and the related practice of people complaining at companies on Twitter without putting the company in question's user ID in an @mention at the start of the tweet. "Hey, @amazon, your customer service today was shocking!" — you know, that sort of thing.

    Both of these practices — and virtue signalling too, for that matter — are a means of amplifying one's own voice and trying to get noticed. Typically, social media consists of lots of people on a reasonably equal footing all shouting into the void and occasionally having conversations with one another. When you bring in dot-replies, public replies and virtue signalling, however, it becomes less about your actual message and more about public perception of you. When you engage in any of these behaviours, you're trying your very best to get your message heard and, crucially, reshared by as many people as possible. In that way, the word can spread about What A Fine Example of Humanity you are, and you can subsequently reap the social capital rewards from successfully Saying the Right Thing in Front of the Right People.

    Taking a public stand on things isn't necessarily a bad thing. But unfortunately, the very nature of social media has a habit of distorting messages beyond recognition, and when combined with such transparent attempts to spread your message as far and wide as possible as what we've just described, the global game of Chinese Whispers kicks into overdrive and your message — which may well have been flawed in the first place, or perhaps just misinterpreted somewhere along the line — gets taken at face value, for better or worse.

    And people these days simply do not question the things that are presented to them. This is particularly bad on Facebook, where many people — particularly those less Web-literate — will happily share completely untrue stories without bothering to check the validity of them, and their friends, equally Web-illiterate, will share them further, until they've been around the world and back, with a significant number of people believing the load of old bollocks that some troll from 4chan probably dreamed up in an attempt to see how many idiots he could net.

    It happens on Twitter, too, though, and through the media as well. A recent example came via the subreddit for Ubisoft's multiplayer shooter The Division, where a user made up a completely false glitch-based strategy for one of the bosses, and said "cheat" was picked up by numerous high-profile gaming websites without bothering to check whether or not it was legitimate for themselves. (It would have been easy enough to do so, given that the user in question actually posted another thread on Reddit at the same time with a legitimate strategy for the same encounter, admitting that his "glitch" was a complete fabrication.)

    And this lack of questioning or critical thinking is poisonous when it's combined with virtue signalling. Opinions that someone made up become accepted as irrefutable fact simply because someone "important" shared them, or lots of people shared them. Take the Ghostbusters reboot trailer, for example — now famous for being the most disliked YouTube video in the site's history. The story runs now that it is the most hated video in existence "because of misogyny" — and there's simply no arguing with that, because so many people  have made loud, proud statements about how they're going to give Ghostbusters a chance because they're not misogynist at all, no sirree, and that means that anyone who simply thinks the trailer is shit (it kinda is) gets thrown under the bus with the genuine misogynists and the trolls who enjoy stirring the pot for the hell of it.

    Generally speaking, I tend to take the attitude that if you have to shout loudly about what a wonderful person you are, you probably aren't a particularly wonderful person in the first place. So far I'm yet to be proven wrong with this theory.

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    2301: Overwatch https://imnotdoctorwho.moegamer.net/2016/05/09/2301-overwatch/ https://imnotdoctorwho.moegamer.net/2016/05/09/2301-overwatch/#respond Mon, 09 May 2016 00:14:59 +0000 https://angryjedi.wordpress.com/?p=14237 I decided to give the game everyone seems to be talking about — Blizzard's new first-person shooter Overwatch — a bit of a go this weekend. They were running an open beta, after all, so there was no risk whatsoever involved in downloading it and giving it a shot. And what do you know — it's actually … Continue reading 2301: Overwatch

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    0301

    I decided to give the game everyone seems to be talking about — Blizzard's new first-person shooter Overwatch — a bit of a go this weekend. They were running an open beta, after all, so there was no risk whatsoever involved in downloading it and giving it a shot.

    And what do you know — it's actually pretty good. I'm not sure if I'm sold enough on it to want to pick up a copy when it comes out later in the month, but I certainly enjoyed the time I spent with it over the last couple of days.

    For those who have perhaps heard of Overwatch but not found out any more information about it, it is, in many ways, similar to Valve's classic Team Fortress 2 in that two teams made up of various different characters with different capabilities face off against one another in order to complete an objective of some description. In the game as it stands at the moment, the objectives on offer include a "king of the hill" type affair, where over the best of three rounds, each team has to control a particular area on the map for a certain amount of time; an "attack and defend" situation, where one team has to defend a point against assault from the other team; an "assault" variant, where the attacking team has to escort a slow-moving "payload" vehicle from one end of the map to the other while the other team stops them; and a mode that mixes the "attack and defend" and "assault" objectives together.

    Like Team Fortress 2, the different characters have different roles on the team. Offensive characters are nimble but fragile, with their weapons and abilities concentrating on inflicting damage efficiently. Defensive characters have the ability to do things like lay down turrets or, in the case of one particular character, turn themselves into a turret. Tank characters have a huge pool of health points so are designed to act as a distraction for the other team. And support characters generally have some sort of useful ability to help the team out — usually some form of healing, buffing or both.

    Where Team Fortress 2 only had one character of each archetype, though, Overwatch has several, each of whom has a unique weapon and loadout of special abilities. Weapons have clips of ammo and have to be reloaded when empty, but you have infinite clips, so there's no hunting around for ammo or any punishment for spray-and-pray gunplay. You can restore your health by returning to your home base, similar to how Blizzard's MOBA Heroes of the Storm works. And if you find a hero isn't working out for you, you can switch either when you die or when you're in your base.

    Overwatch strikes an excellent balance between simplicity and tactical depth. The characters are all easy to learn in terms of mechanics, but applying their weapons and skills to situations throughout a match is the real challenge. That and not blowing yourself up in some instances; my favourite character so far, D.Va, has the ability to self-destruct her mech suit, killing anyone nearby, which is an absolutely devastating skill, but also very likely to take you with it if you don't immediately run away.

    There's also a fun metagame that doesn't fall into the Call of Duty trap of excessive challenges and skill levels: you simply have an experience level, which gives you a "loot box" every time you level up, and the items in the loot box are randomly selected skins, animations, spray paint logos and voice clips for the various characters in the game. None of these have any effect on the characters' abilities — they're just there as cool collectibles as an incentive for players to keep playing. The choice to make Overwatch a full-price game rather than a free-to-play affair also seems quite sensible, too; while some may balk at paying full whack for a multiplayer-only game, there's a substantial amount of content in here, both heroes and maps, and Blizzard claim that they're going to support the game post-launch with new, free add-on content rather than paid DLC. A round of applause for them, then; doubly so since their parent company is Activision, who loves milking the annual Call of Duty installments dry.

    The other nice side-effect of it being a full-price game is that everyone has access to everything from day one. Everyone can pick a favourite character and get to grips with them without having to wait for them to come around in a free-to-play rotation; everyone is, in other words, on a level playing field to begin with, with no advantage given to someone who has paid up for characters, boosters or whatever.

    As I say, I'm not yet sure if I'm convinced enough by the beta to hand over 50 quid for the full game when it releases later in the month, but I will say it's the most fun I've had in a first-person shooter for a very long time indeed, and I generally don't go in for competitive first-person shooters. The beta seems to have had some positive attention, too, so hopefully it will enjoy a solid community for some time — long enough for it to be worthwhile for Blizzard to keep adding new content.

    If you want to give it a go for yourself, I believe you have until Monday morning to try it out. Better hurry!

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    2300: Buried Treasure https://imnotdoctorwho.moegamer.net/2016/05/07/2300-buried-treasure/ https://imnotdoctorwho.moegamer.net/2016/05/07/2300-buried-treasure/#respond Sat, 07 May 2016 20:51:03 +0000 https://angryjedi.wordpress.com/?p=14223 Andie and I were both feeling a bit sorry for ourselves earlier (well, emphasis on me, somewhat; recent life has been getting me down a bit. All right, a lot.) so we decided to go out and do something together rather than sitting at opposite ends of the house playing computer games and not talking … Continue reading 2300: Buried Treasure

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    Andie and I were both feeling a bit sorry for ourselves earlier (well, emphasis on me, somewhat; recent life has been getting me down a bit. All right, a lot.) so we decided to go out and do something together rather than sitting at opposite ends of the house playing computer games and not talking to each other.

    Andie's sister Michelle had taken her Geocaching a while back, so she suggested we give it a try. Geocaching is something I've been meaning to try for a while but never got around to; it's also something that, I feel, is more fun with other people in tow, as you can put your heads together to solve problems then.

    For the unfamiliar, Geocaching is a sort of real-world game that you play using a GPS-equipped phone, a pen and possibly some digging implements, tweezers and bramble-proof clothing. Hidden caches are marked on your map; you have to find them. Whoever hid the cache leaves a description, a hint and perhaps a hint photo to help you find them, then when you find it you open it, write your name and the date on the bit of paper inside it, log it on the website or phone app, then put it back so someone else can find it at a later date.

    That's about it for the basics, really. There are different types of caches, including those that you're only "allowed" to register if you've fulfilled certain conditions beforehand, and those that hide their final location behind a series of riddles, but yes; the basic formula is go to place, find thing, log thing, put thing back.

    What I find interesting (and pleasing) about the whole thing is that it's all built on trust, and people appear to stick to this honour system. I don't see any trolling on the cache pages, and I don't see any evidence of people deliberately and maliciously moving or hiding caches somewhere other than where they're supposed to be — both things I would have thought would be a risk with this sort of activity. But, at least in my local area, I haven't seen anything like that so far, though admittedly I've been out on just one excursion so far.

    I think part of the reason that there's no trolling involved is that, despite technically being a "game" of sorts, Geocaching has very little in the way of actual "gamification", to use the buzzword that was popular a few years back. In other words, there's no scoring points, no earning experience, no levelling up, no badges — just a simple count of how many caches you've found and a map that gradually fills up with smiley faces as you successfully find the hidden goodies secreted at the various locations around your area — or indeed the area that you happen to be in, since one of the fun things about it is that you don't have to limit yourself to the local area, and can instead participate in it as an activity wherever you happen to be, assuming there are some caches hidden nearby.

    It was a fun afternoon, then, and a pleasant way to spend a Saturday in the sunshine — though after all the walking we did we were both more than ready for a long sit down by the time we finished. I'm looking forward to giving it another try in the near future; there are still lots to find around Southampton, and I bet there's a whole bunch out in the New Forest, too…

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    2299: The Sprawling Endgame of Dungeon Travelers 2 https://imnotdoctorwho.moegamer.net/2016/05/06/2299-the-sprawling-endgame-of-dungeon-travelers-2/ https://imnotdoctorwho.moegamer.net/2016/05/06/2299-the-sprawling-endgame-of-dungeon-travelers-2/#respond Fri, 06 May 2016 23:52:16 +0000 https://angryjedi.wordpress.com/?p=14199 I must admit, when I first started playing Dungeon Travelers 2 I was concerned that its dungeons were a bit on the small side compared to the dungeon crawler I had previously played, Demon Gaze. As the game progressed, however, it became apparent that I didn't have anything to worry about. And then I heard about the post-game … Continue reading 2299: The Sprawling Endgame of Dungeon Travelers 2

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    I must admit, when I first started playing Dungeon Travelers 2 I was concerned that its dungeons were a bit on the small side compared to the dungeon crawler I had previously played, Demon Gaze. As the game progressed, however, it became apparent that I didn't have anything to worry about.

    And then I heard about the post-game content. And then I got into the post-game content.

    Demon Gaze had a certain amount of post-game content — most notably a fairly straightforward dungeon where you re-fought all the bosses from earlier in the game, then a horrendously difficult true final boss right at the end. It took me quite a while to plough through it, mind you, though this was partly due to the fact I was also chasing the Platinum trophy, which necessitated a certain amount of grinding on the random number generator in the hope of getting some of the best item drops in the game.

    Dungeon Travelers 2's postgame is on a whole other level, though. It's practically a whole other game's worth of content; you finish the main story of the game around about the level 50 mark or so, and the postgame will take you to 99 (and beyond, if you level reset in the hope of "crowning" your characters through permanent stat bonuses) across a number of different dungeons.

    What I find most fascinating about Dungeon Travelers 2's postgame is how much effort has been put into it. I find myself wondering how many people will beat the final boss of the main story, watch the credits roll and then put the game down. It would be perfectly valid to do so, after all, since the game is technically "complete" then, even if you haven't even seen half of what it has to offer. There aren't even any specific trophies for the postgame — the only trophies you're likely to see pop in the postgame is the enormous grind that is "kill 20,000 enemies" (you won't even have killed 10,000 by the end of the main story, but you most certainly will have at least 20,000 under your belt by the end of the postgame) and the Platinum. In other words, the only reward you're going to get from seeing the game through to its true end is the satisfaction of having beaten it.

    But boy, is that going to feel good when it happens. The postgame dungeons are significantly more challenging than their main story counterparts, and in some cases make use of mechanics that haven't been seen anywhere else in the game. There are dungeons where you have to contend with the relationship between several different floors, dungeons where you have to flip switches to open coloured doors in the right order, dungeons where you have to bring certain classes in order to pass through certain doors (bet you wish you'd leveled Tsurara now, huh) and dungeons that are just a single floor, but absolutely enormous.

    Each of the dungeons has two or three bosses to fight as you progress through them, and a level 99 God boss at the very end who will most likely destroy you if you charge in there when you first reach them. Instead, what you're supposed to do is explore each dungeon until you reach a trigger point (normally just before the door to the God battle) which opens up the next one. In a couple of cases, you have to increase your Quest Rank to a certain level before the next dungeon will open up, too, so hopefully you've been paying attention to the Quests as you go through the game!

    I'm currently on the second-to-last dungeon, Gear Castle. This is a five-floor futuristic tower with a lot of puzzles. The first floor featured switches that opened blue or red doors (and closed the others), while the second was largely based around conveyor belts that you could switch the direction of with levers around the level. The third, which I'm currently on, features a mix of these two aspects, and I'm yet to see what the fourth and fifth floors offer.

    Once I'm through Gear Castle I'm on the home straight: all that stands between me and final victory — aside from that 20,000 kills trophy, which I have no idea how close I am to — is the 30-floor Tower of Bogomil and whatever lies at the very top. I understand that reaching the 26th floor of Bogomil is a significant moment, as it's at this stage your party should be levelled enough to take on the Gods, so I'm looking forward to that with a certain amount of trepidation.

    All in all, the clock is going to be well over 200 hours by the time I'm finished with this beast, and I have absolutely loved it throughout. It's seriously one of the best dungeon crawlers — if not RPGs, generally — that I've ever played, and more people need to play and love it.

    Assuming I make it to the end by then, I'm planning a month of coverage on MoeGamer next month. There's certainly a hell of a lot to write about.

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    2298: Holiday on Zack Island https://imnotdoctorwho.moegamer.net/2016/05/06/2298-holiday-on-zack-island/ https://imnotdoctorwho.moegamer.net/2016/05/06/2298-holiday-on-zack-island/#respond Fri, 06 May 2016 00:26:52 +0000 https://angryjedi.wordpress.com/?p=14164 I wasn't just trying Dead or Alive 5 Last Round out of the blue yesterday; I was inspired to finally pick it up after playing some Dead or Alive Xtreme 3, which I've been enjoying a great deal. For those unfamiliar, the Dead or Alive Xtreme series has very little to do with the fighting game series Dead or Alive save for … Continue reading 2298: Holiday on Zack Island

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    I wasn't just trying Dead or Alive 5 Last Round out of the blue yesterday; I was inspired to finally pick it up after playing some Dead or Alive Xtreme 3, which I've been enjoying a great deal.

    For those unfamiliar, the Dead or Alive Xtreme series has very little to do with the fighting game series Dead or Alive save for involving some of the same characters — specifically, kickboxer and playboy Zack, who owns the various tropical paradises the Xtreme games unfold on, and a selection of lovely ladies from the series indulging in various holiday-ish activities.

    The first Dead or Alive Xtreme game — Dead or Alive Xtreme Beach Volleyball, which many people thought might be a joke when it was first announced — was released on Xbox and largely focused, as you might expect, on playing volleyball, but there was a curious dating sim metagame attached, too, where you could give gifts to the various girls in the hope of getting them to partner up with you — you can't play beach volleyball without a partner, after all.

    Dead or Alive Xtreme 2 on Xbox 360 was a very similar game but had a couple of additions to the original formula. Most notably, it added jetski racing, which was a hell of a lot of fun, and provided a reliable means of making money for those who weren't very good at volleyball or some of the smaller activities the game offered.

    And so we come to Dead or Alive Xtreme 3 on PlayStation 4, which in many senses is a bit of a step backwards for the series in that it's closer to the original game in structure, but manages to remain enjoyable regardless. I miss the jetskiing in particular, but I'm enjoying the volleyball and other activities, and the fact that the game is a lot less obtuse about things like what gifts the girls like, what is happening to your relationship levels and suchlike makes it a much more pleasant experience. Couple that with a simple mission and levelling system plus a "grade" given at the end of every 14-day virtual vacation, and despite being pared back in terms of content, Dead or Alive Xtreme 3 is, in many regards, the most well-structured game in the series.

    The thing I like about Dead or Alive Xtreme — all of them, but most recently in particular — is that it's just plain relaxing to play. Gentle, chilled out music plays in the background as you engage in various activities ranging from beach volleyball to rock climbing or a tug of war on floating platforms in the swimming pool. As day gives way to night, your chosen girl heads back to her hotel room and has the option to hang out in the casino and play roulette, blackjack or poker. Then the whole process repeats again.

    The reason why it's so relaxing is that it doesn't put any particular pressure on you to play in a given way. "Mission" pop up every so often, either from the girl you're controlling or Zack, and these provide rewards for the overall metagame, but they're strictly optional. In the case of the girls' missions, they can provide a good indicator of how well you're doing on this playthrough, though — in order to get the best score at the end of her holiday, you need to have completed 7 of her specifically numbered missions, ending with "Satisfy [girl] by the end of the vacation".

    Aside from that, though, you can tackle the game how you see fit. You can focus on trying to get a complete collection of swimsuits for a favourite character. You can work on trying to satisfy as many of the girls on the island as possible in a single playthrough — pretty difficult when you first start playing, but as you level up their "excitement level" over time, it becomes easier. Or you can switch to "Owner Mode" and just use the game as an attractive software toy, allowing the computer to take control of your chosen girl in various activities while you play with the camera angles and take photographs.

    Dead or Alive Xtreme 3 is notorious for not getting an official English localisation due to some controversy a while back. There is some debate over whether or not publisher Koei Tecmo really believed that the game would be subject to backlash from social justice types when it was released, but you can bet if the game did see an official Western release, we wouldn't hear the end of it from the numerous holier-than-thou publications and writers on the market today.

    The silly thing is, it's not offensive in the slightest. It's sexy, sure, but Dead or Alive has always featured spectacularly beautiful women, and this in itself isn't offensive. Some of the swimsuits are quite revealing, and some of the minigames cause an entertaining "swimsuit malfunction" for the loser, though the suit in question doesn't actually fall off or anything — it just comes untied and stays magically attached. In other words, there's no nipples, no fannies, no bumholes, no fucking, no kissing and definitely no holding hands. It's just an all-female cast hanging out on the beach, playing games and having fun rather than punching each other in the tits like they do in the mainline Dead or Alive games.

    To put it another way, Dead or Alive Xtreme 3, like its predecessors, is a game that it's just nice to play. It's not a deep game, it's not a complicated game (unless you want to optimise your playthrough strategies for the fastest progress) and it's not a difficult game, but it is a game that it's just thoroughly pleasant to spend time with, and I predict it's one I'll keep coming back to when I just want to chill out and enjoy myself without thinking too hard about anything.

    The perfect virtual holiday, in other words.

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    2297: Fighting Rhythm https://imnotdoctorwho.moegamer.net/2016/05/04/2297-fighting-rhythm/ https://imnotdoctorwho.moegamer.net/2016/05/04/2297-fighting-rhythm/#respond Wed, 04 May 2016 22:11:01 +0000 https://angryjedi.wordpress.com/?p=14147 I've been giving Dead or Alive 5 Last Round a bit of a go. Dead or Alive has been probably my favourite fighting game series since its second installment on Dreamcast, although I wouldn't say I've ever been particularly amazing at it. The wonderfully assorted characters and the satisfying fighting action meant it didn't matter all that much, though; … Continue reading 2297: Fighting Rhythm

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    I've been giving Dead or Alive 5 Last Round a bit of a go. Dead or Alive has been probably my favourite fighting game series since its second installment on Dreamcast, although I wouldn't say I've ever been particularly amazing at it. The wonderfully assorted characters and the satisfying fighting action meant it didn't matter all that much, though; I just enjoyed the spectacle of the game, since it's always been quite a looker, and the PlayStation 4 incarnation of Dead or Alive 5 is no exception.

    What I surprised myself with earlier today was how much I actually managed to get "in the zone" and feel like I was getting a much better grip on the button combinations necessary to fight effectively rather than just mashing the punch and kick buttons and directions randomly and/or instinctively. I deliberately invested some time in the game's training mode — by far the most in-depth, helpful and well-designed training mode I've seen in a fighting game — and came away with a somewhat better understanding of many of the mechanics as well as knowledge of at least a couple of basic combos. Doubtless not quite enough to make me competitive online, of course, but a start, at least.

    When I was focusing on correctly performing these combos in the training mode, I found myself focusing and concentrating on the movements of my fingers in much the same way one does when playing a musical instrument. Speed and accuracy is key in both instances, and you won't truly master either until you have the necessary movements well and truly ingrained in your muscle memory. Music is perhaps a bit different in that performing a piece usually involves doing the same movements at the same time each time you play it, whereas a fighting game involves making use of various combos — musical phrases, if you will — according to the situation in which you find yourself. In some regards, then, it can probably be likened to an improvisatory performance; the cues are just visual rather than a chord sequence.

    I've never been that good at improvisation, tending to fall back on a few reliable things that I know. In music, it's things like the blues scale; in fighting games, it's the few combos I know — inevitably the most simple ones. To step up your game in either field, you need to expand your repertoire: learn new phrases, be able to perform them on command, commit them to memory, then know the best circumstances in which to use them. It's something that takes practice, and something that not everyone will have the patience for.

    I've shied away from many modern fighting games simply because their mechanics and systems seem so obtuse, with meters all over the screen and all manner of peculiar terminology flying around. Dead or Alive, meanwhile, has always felt like a relatively pure and easy to understand experience, and after my experiences today I find myself feeling a little more confident that I might actually be able to learn the game beyond button-mashing. Whether or not that ends up being the case remains to be seen, but in the meantime, I have one hell of a pretty game to look at.

    (Also, Marie Rose best girl. Now I know, people. Now I know. Bakabakabakabaaaakaaaa!)

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    2296: Games Called "Simulator" That Aren't Simulators: A Joke That's Run its Course https://imnotdoctorwho.moegamer.net/2016/05/03/2296-games-called-simulator-that-arent-simulators-a-joke-thats-run-its-course/ https://imnotdoctorwho.moegamer.net/2016/05/03/2296-games-called-simulator-that-arent-simulators-a-joke-thats-run-its-course/#respond Tue, 03 May 2016 11:09:39 +0000 https://angryjedi.wordpress.com/?p=14105 Back in the Good Old Days, my Dad played a whole lot of Flight Simulator, both in its SubLOGIC days and subsequently when it became a Microsoft product. (He still does, though perhaps not quite as much as he used to.) One recurring joke we had in our family was taunting my Dad by saying that Flight … Continue reading 2296: Games Called "Simulator" That Aren't Simulators: A Joke That's Run its Course

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    Back in the Good Old Days, my Dad played a whole lot of Flight Simulator, both in its SubLOGIC days and subsequently when it became a Microsoft product. (He still does, though perhaps not quite as much as he used to.)

    One recurring joke we had in our family was taunting my Dad by saying that Flight Simulator was a game (which it is), which he would inevitably respond to by vociferously declaring that "it is not a game", because he didn't play games. (He has relaxed this policy in recent years, largely due to the advent of iOS.)

    While I didn't agree with his assessment of what a game was, I did, however, understand where his argument came from. Proper noun Flight Simulator was a cut above even other lower-case flight simulators in terms of realism and depth, and noteworthy at the time for being one of the only civil aviation flight sims. It was also noteworthy for being one of the first ever open-world sandbox games, in that there were no goals whatsoever besides those that you set for yourself; there wasn't even really a "fail" state, since if you crashed, you could just respawn and start again.

    By far the most noteworthy thing about Flight Simulator was the fact that it did exactly what its title suggested: it provided an accurate simulation of what it was actually like to fly a plane. That means no simplified controls; that means no throwing your plane around the sky; that means the need for at least a basic understanding of physics (including lift, thrust and drag) in order to even get off the ground. And even outside of the more obvious realism aspects such as the flight model, even navigation was simulated accurately; you had to tune navigation radios, follow the needle and so forth. Many real-life honest-to-goodness pilots actually trained to fly on instruments using Flight Simulator, such was its level of realism and detail when it came to this side of things, even if the graphics weren't particularly impressive in the early days.

    As a result of all this, I came to associate the word "simulator" with… well, simulations. Virtual depictions of something real — and a depiction that errs more on the side of realism than providing a thrilling gaming experience.

    This morning I received an unsolicited Steam invite to a group promoting an upcoming game called Pregnancy with Your Mom Simulator 2016. This is what Pregnancy with Your Mom Simulator 2016 looks like.

    If you have never encountered the modern use of the word "simulator", Pregnancy with Your Mom Simulator 2016 pretty much sums it up. These days, although Flight Simulator still exists, the word "simulator" is much more frequently used in a "hilariously" ironic manner to describe something ridiculous, obviously unrealistic and filled with puerile humour.

    I generally have nothing against puerile humour for the most part, but the use of the word "simulator" for this kind of thing is just getting a bit beyond a joke now. In just the last few years we've had Surgeon Simulator, Goat Simulator, Shower with Your Dad Simulator, Zombie Training Simulator, Corporate Lifestyle Simulator, Domestic Dog Simulator… and, well, literally hundreds of others. While there are a few genuine simulators in among the dross — the most noteworthy being titles like Euro Truck Simulator and its ilk, which follow the Flight Simulator mould of actually providing a realistic simulation of a real-life activity — the vast majority of these games are designed to be stupid visual jokes for YouTubers and streamers to whoop and holler over on videos with headlines like "CRAZY game from HELL?! SHOWER with YOUR MOM!!"

    More than anything, I find it a bit frustrating to see the word "simulator" thrown around so casually these days because sometimes you just want to actually indulge in a genuine simulation of something — you want to see what it's like to drive a truck, use heavy construction machinery, fly a plane, launch a rocket, whatever — and this nonsense's use of the word completely devalues the word "simulator" to such a degree that it's now meaningless. Moreover, it's actively difficult to find real simulators — which, in the past, have had pretty functional, self-explanatory titles, such as Flight Simulator — among all this shit.

    Ultimately this sort of thing is just another side-effect of the attention deficit disorder that the Internet seems to collectively suffer from. The population of the Internet staggers drunkenly from meme to meme, desperately searching for the next joke they can milk until it becomes the opposite of funny, then all the people who only use Facebook can start posting about it and it officially becomes dead, at which point a new meme shall rise and everyone shall become sick of it once more.

    Perhaps I'm just old and cynical. Or perhaps I'm just tired of Steam and the mobile app stores getting flooded with "joke" games like Pregnancy with Your Mom Simulator 2016. People complained about the Wii being laden with shovelware, but that was nothing compared to the shit we see on Steam and mobile in 2016 — shit that distracts attention away from stuff that is actually noteworthy and interesting.

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    2295: You Should Play Aselia the Eternal https://imnotdoctorwho.moegamer.net/2016/05/02/2295-you-should-play-aselia-the-eternal/ https://imnotdoctorwho.moegamer.net/2016/05/02/2295-you-should-play-aselia-the-eternal/#respond Mon, 02 May 2016 23:42:09 +0000 https://angryjedi.wordpress.com/?p=14075 JAST USA recently released Aselia the Eternal on Steam. The game's been around for a good few years now — its original Japanese version for even longer — but its release on Steam will doubtless allow a whole new audience to (hopefully) enjoy it. I will now attempt to explain why it is worth giving it a … Continue reading 2295: You Should Play Aselia the Eternal

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    JAST USA recently released Aselia the Eternal on Steam. The game's been around for a good few years now — its original Japanese version for even longer — but its release on Steam will doubtless allow a whole new audience to (hopefully) enjoy it. I will now attempt to explain why it is worth giving it a go.

    Aselia the Eternal is a combination of a visual novel and a strategy game. The overall balance is very much in favour of the story side of things — it's a good six hours of reading before you get to the game's first strategy battle sequence — but when you do get to the strategic aspect, it's a game that puts up a good fight.

    The narrative concerns the player-protagonist Yuuto, who finds himself drawn into another world populated by people who speak a completely different language to him. Unable to find his way home, he gradually learns to communicate with these people — the ones with whom he's staying known as "Spirits" — and finds himself recruited into the army as an "Etranger", a wielder of a powerful, sentient sword that regularly threatens to eat his soul.

    Gradually, as Yuuto becomes more and more involved in the lives of the Spirits, he starts to worry less and less about trying to find his way back home and more about helping to resolve the conflict that threatens to tear this fantasy world apart. As such, the narrative becomes very much a high fantasy sort of affair — war on a grand scale, magic and mayhem around every corner, transcendence of humanity not at all out of the question — and builds to a thoroughly exciting conclusion that I won't spoil here.

    The story is compelling, interesting, well-written and well-translated, but it's the gameplay part that is perhaps the most interesting thing about it, since it's one of the most original takes on strategic RPG-style combat I've seen. Virtually eliminating all luck from the equation, combat in Aselia the Eternal is actually about putting units together in small squads to perform most effectively according to what type of unit they are — and by doing this correctly you can effectively guarantee that you'll win a conflict before you reach it. The tricky part is in finding those suitable combinations in the first place.

    The basic rules of engagement have each of your squads made up of three ranks — a frontline fighter, a mid-range tank and a support fighter bringing up the rear. Each of the different types of Spirits perform best in a particular slot: Blue Spirits (such as the eponymous heroine) do their best work as speedy damage dealers in the front row; Green Spirits tend to have the highest defense and HP, so sit in the middle; Red Spirits often have support abilities that can damage an entire enemy squad or provide suitable benefits to your own, so sit at the back. You're not limited to this arrangement — and indeed, with Yuuto in the mix, who is none of those things, you'll have at least one squad with an unconventional lineup — but there are clearly optimal ways to do things, making each of the battles in the game as much of a puzzle as a strategic RPG experience.

    Aselia the Eternal comes together so nicely because everything it does is in service to its narrative and worldbuilding. Despite not having an open world you can freely explore, its excellent storytelling and descriptive narration builds a wonderfully convincing setting that gives the strategic sequences genuine meaning and drama. And, as a result of that worldbuilding, your units in the strategic sequences become more than just sets of stats and abilities; they become people. People who you don't want to see die, because yes, this game has permadeath.

    The question of being "more than just a soldier" is one of the main narrative themes explored in the game, and it's a rather wonderful moment when you realise that you, the player, are having the same epiphany that the characters in the game are. There are some wonderfully touching sequences with Yuuto and the Spirits as they get to know one another, and you're right there with them. And, as the narrative ramps up and you bring more and more allies with you, the tension becomes palpable as you take them into battles that you really don't want to see them lose.

    I don't want to say too much more because part of the wonder of Aselia the Eternal is exploring the experience for yourself and discovering everything this remarkable work has to offer. Suffice to say if you enjoy in-depth storytelling — and lots of if — and aren't averse to a bit of red-hot strategy action, you should most certainly check it out. And then strongly consider supporting JAST's recent release of the sequel Seinarukanawhich I'll be investigating for myself in the near future!

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    2294: Partners in Space Empires https://imnotdoctorwho.moegamer.net/2016/05/01/2294-partners-in-space-empires/ https://imnotdoctorwho.moegamer.net/2016/05/01/2294-partners-in-space-empires/#respond Sun, 01 May 2016 23:04:00 +0000 https://angryjedi.wordpress.com/?p=14059 Finally got the chance to try out the physical version of Star Realms today, and it turns out to be an excellent game that appeared to go down well with all four people who were playing it. I was particularly interested to try out the physical version of Star Realms because it provides the opportunity to play in … Continue reading 2294: Partners in Space Empires

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    Finally got the chance to try out the physical version of Star Realms today, and it turns out to be an excellent game that appeared to go down well with all four people who were playing it.

    I was particularly interested to try out the physical version of Star Realms because it provides the opportunity to play in ways other than the head-to-head two-player default style that the computer and mobile versions offer. You need more than one deck to do so (one deck per 1-2 players) but since the game is not expensive in the first place, getting enough cards to play with up to 6 people is still eminently affordable, and probably cheaper than many other, bigger-scale games.

    We played in two different ways: firstly as a "free-for-all" game in which anyone around the table could attack anyone else on their turn, including splitting their combat scores between multiple opponents if they saw fit. The climactic moment of this particular game came when my friend James scored a massive 34 points of damage on my friend Tom, taking him down to just 7 Authority remaining. Conveniently, the hand I had drawn for my next turn — I was after James — had exactly 7 damage worth of combat power in it, so Tom was swiftly dispatched, to our great satisfaction; Tom generally beats both James and me in most games, so it's always a genuine delight to utterly destroy him.

    Following that, we tried a team game in which two two-player teams face off against one another, each team starting with a single Authority pool of 75 instead of the usual 50. In the team game, both players on the team play simultaneously and have their own "in-play" area, hand, draw deck and discard pile, but can pool the Trade and Combat resources they accumulate by playing cards. This means that the game's "ally" abilities (which tend to trigger when multiple cards of the same colour are on the table) can only happen within an individual team member's in-play area, but players can pool their resources in order to more easily acquire expensive cards or deal significant amounts of damage to their opponents.

    I particularly enjoyed the team game; the dynamic was very different to the free-for-all multiplayer and two-player head-to-head variants, and the cooperative aspect worked well. In many cooperative or team-based games, "alpha player" syndrome rears its head, with one player tending to dominate discussions to such a degree that teammates go along with whatever they say without any real input. In Star Realms, however, the fact that each player is building their own deck — and teammates are mutually agreeing on how to proceed — allows for them to feel like they're taking independent actions, but also to feel as if they're contributing to the overall effort. Discussion and collaboration is essential to success — and can lead to some spectacular combos of cards hitting the table — but at no point did I feel like one player was dominating the table talk, nor did I feel like the game was especially unbalanced when played in this way. In fact, there are many aspects of the game that actually feel more balanced when played in a team game — certain abilities appear much stronger and more useful than they do in the free-for-all or head-to-head game, and specialising your deck with particular colour cards becomes even more important than it already is.

    Star Realms was a resounding success, then, which I'm pleased about. It's a simple, quick and easy to set up game that has a nice blend of theme and mechanics. I'm looking forward to playing it some more in the near future.

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    2293: Scorched Earth https://imnotdoctorwho.moegamer.net/2016/05/01/2293-scorched-earth/ https://imnotdoctorwho.moegamer.net/2016/05/01/2293-scorched-earth/#respond Sun, 01 May 2016 00:36:57 +0000 https://angryjedi.wordpress.com/?p=14042 Had the pleasure of playing a game of Netrunner this evening. I still don't know the game all that well, but with each new game I'm learning new things about it — most notably what cards to expect to come up against, how to counter them and, most importantly, what not to do. Tonight, the main lesson was the … Continue reading 2293: Scorched Earth

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    Had the pleasure of playing a game of Netrunner this evening. I still don't know the game all that well, but with each new game I'm learning new things about it — most notably what cards to expect to come up against, how to counter them and, most importantly, what not to do.

    Tonight, the main lesson was the existence of a card on the Corporation side called Scorched Earth; this is an Operation (something that takes effect immediately when you play it) that, for the low, low price of just 3 Credits, allows the Corporation to immediately and unavoidably do 4 damage to the Runner if the Runner has a Tag on them. Given that the Corporation deck in which Scorched Earth appears has a number of security programs that automatically give the Runner a Tag, Scorched Earth appears to be a very real and constant danger, and the way to deal with it is to ensure that you don't end a turn 1) with a Tag on you and 2) with less than 4 cards in your hand. As it stood, I did end the turn with 3 cards in my hand and a Tag on me, meaning that the 4 damage immediately and unavoidably killed me horribly. And after I was doing so well at stealing my opponents' Agenda cards, too.

    I really like Netrunner, even though I haven't played a whole lot of it so far. It's very strongly thematic, despite being a game in which you primarily focus on the mechanics of the cards you play. The lore is clearly very well thought out, as the various Corporation and Runner decks available are very consistent in their overall themes — one Corporation deck (Jinteki) is all about being sneaky and laying traps for unsuspecting Runners, while others focus on acquiring income, Tagging the Runner or all manner of other nasty things.

    I don't yet know the game well enough to feel confident about building my own deck, but the starter decks that the basic Core Set comes with are providing more than enough variety for me to be getting on with. Given that it's pretty rare you'll get through a whole deck in a single game — in fact, the Corporation loses if they get through their whole deck — I find that I'm still seeing new cards with each new game I play, which is nice, though not necessarily entirely conducive to developing effective strategies for the game. I am at least getting a feel for how the different factions play; tonight I played the Anarchs faction of Runners, who have a strong emphasis on playing Virus programs, which become more powerful and effective over time or through repeated use. This has, I think, so far been my favourite Runner faction to play, but I don't think I've had the opportunity to try the Criminals yet, who, I believe, focus on acquiring money, which is very important. (I, in fact, struggled a bit for cashflow in this particular game until the neutral Armitage Consulting cards came out, allowing me to earn a little more per turn rather than a measly 1 Credit for 1 Click).

    I'm interested to play more. I don't know if I'll ever be good enough to play at a tournament level or anything like that — probably not, to be honest — but I certainly enjoy the experience of playing it. It's a game that is surprisingly straightforward to understand once you decipher the basic rules (and the non-standard, asymmetrical terminology it uses for different parts of the play area) and, more importantly, pretty quick to play, too. It's easy to set up, highly portable and expandable, though I will likely hold off on acquiring new packs of cards for it until I have a better handle on the basic mechanics and the ways the different factions handle.

    We'll hopefully be playing a bit more tomorrow. Now I know to watch out for that damned Scorched Earth cards, I can hopefully survive a little longer without embarrassing deaths such as the one I suffered this evening!

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    2292: Thirty-Five https://imnotdoctorwho.moegamer.net/2016/04/29/2292-thirty-five/ https://imnotdoctorwho.moegamer.net/2016/04/29/2292-thirty-five/#respond Fri, 29 Apr 2016 23:27:53 +0000 https://angryjedi.wordpress.com/?p=13999 It was my birthday today; I am now thirty-five years of age, which means on some forms I'm officially in the next age bracket. If ever there were a more obvious marker of our respective mutual creeping towards the grave, it is surely moving down through the age ranges on official forms. I'm not sure … Continue reading 2292: Thirty-Five

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    It was my birthday today; I am now thirty-five years of age, which means on some forms I'm officially in the next age bracket. If ever there were a more obvious marker of our respective mutual creeping towards the grave, it is surely moving down through the age ranges on official forms. I'm not sure if this means I count as "middle-aged" or not yet and honestly I don't really care all that much; age has always just been a number to me, and, for better or worse, I've always preferred to act the age I feel rather than the age I am.

    It was a pleasantly quiet day today — something much-needed for both my wife Andie and me after numerous recent stressors. We had a lazy morning, Andie made a "mug cake" in the microwave for me (delicious), and then we went out to our local Japanese eatery Zen for some sushi and deep-fried goods (also delicious). The remainder of the day has been spent writing an article about Senran Kagura's art and soundtrack, playing Final Fantasy X HD and, as a lazy post-dinner activity, a spot of Dead or Alive Xtreme 3.

    I'm probably supposed to reflect on where I've come from and where I'm going on such a momentous occasion as my age going up by one. Right now that's a fairly depressing prospect, though, to be honest, so I'm going to refrain from going too much into that. Let's just say that things haven't been great, but plans are in motion to make life a little better, even if it takes a while to bring them to fruition.

    For now, I'm pursuing home-based work so I can be with my wife while she's off work with her chronic pain condition; hopefully this will provide enough of an income to at least survive on, if not live a particularly exciting life, but then I never really lived much of an exciting life anyway, with the most exciting things I tend to buy being either video or board games. With that in mind, please do get in touch if you have any (paying!) writing work that I might be able to do from home — or if you'd like to support me directly, please consider making a pledge to my Patreon, which was set up with a mind to making my work on MoeGamer a bit more regular and in-depth.

    You may ponder why I don't pursue writing gigs in the games press any more. To be honest, I wouldn't mind that, though the way I've been treated in the past has somewhat soured me on the business as a whole — plus there's the fact that the mainstream games press (i.e. the ones that pay) all still have the "feminism" stick firmly jammed up their collective asses which, far from promoting the amorphous concept of "diversity" as they'd like to think, actually just stifles criticism from a variety of perspectives, not to mention thoughtful, meaningful exploration of games on the more provocative end of the spectrum. And as my good friend Chris was kind enough to say the other day, I'm better at writing about games than 1,200 word reviews talking about how nice the graphics are and whether or not there's any screen tearing, or 500-word news pieces on industry Twitter spats and inevitably fake rumours about new Nintendo hardware.

    MoeGamer, as it stands, is an experiment in sustained long-form writing on very specific topics in games, and if this proves to be worthwhile I'll consider expanding the project into perhaps putting together a book or two. That would be exciting. As longstanding readers well know, I firmly believe that there's an absolute ton of scope for thoughtful, interesting, meaningful analysis of games beyond what the current clickbait model of games journalism focuses on, and longform articles not beholden to advertisers or honest-to-goodness books are clearly the way to go for this sort of thing.

    Other people out there are already doing this sort of thing; Boss Fight Books is a particularly interesting project, though it takes a somewhat scattershot approach to which games are noteworthy for one reason or another, and many (though not all, thankfully) of the authors involved are members of "the clique" of games writers and developers that has made viewpoints that deviate from the standard (and fallacious) "everything is sexist and gamers are awful people" rather unwelcome. In other words, I don't see them publishing a book exploring the satire of Hyperdimension Neptunia or the meaning carried in the sexual content of The Fruit of Grisaia any time soon.

    Basically, now I've made the decision to, at least for the immediate future, stay at home for work, I can start looking at ways to 1) pin down a reasonably secure monthly income and 2) start pursuing passion projects in earnest. Because for all the noble intentions in the world, the last thing you want to do after coming home from a 9-5 is sit down at the computer and do something else that feels like it's "productive", even if it's something you do genuinely really want to do. I'm going to have to make some decisions on how to proceed from here — do I keep attempting to promote my Patreon, or look into something like Kickstarter to fund a book series? Do I look into monetising MoeGamer's content somehow, or share it across some other channels such as video? (I kind of hate video for anything other than TV shows and the occasional Zero Punctuation; give me some nice words any day, millennials' attention spans be damned.) Do I attempt to pitch some articles to mainstream games press sites? (Probably not.)

    There are lots of things to think about and it's both exciting and scary. I want everything to be all right, as it emphatically isn't right now, but at least I have options to explore, so everything isn't hopeless quite yet. I hope, anyway.

    Now, I'm off to bed to hopefully sleep soundly, and then I'm going away for the Bank Holiday weekend to play some board games with friends and probably get attacked by a dog. I sincerely hope this coming weekend is as relaxing as I need it to be, as the last few… weeks, months, I lose track… have been pretty hellish stress-wise, and I'd rather have just one weekend where I can just enjoy myself without having to worry about anything.

    Thankfully, I don't see anything standing in the way of that happening, so expect suitably enthusiastic reports throughout the weekend, and be prepared to commiserate with me on my inevitable losses at games that involve any sort of strategic thinking.

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    2291: Alienation: Loot, Guns and Unobtrusive Multiplayer https://imnotdoctorwho.moegamer.net/2016/04/28/2291-alienation-loot-guns-and-unobtrusive-multiplayer/ https://imnotdoctorwho.moegamer.net/2016/04/28/2291-alienation-loot-guns-and-unobtrusive-multiplayer/#respond Thu, 28 Apr 2016 22:24:50 +0000 https://angryjedi.wordpress.com/?p=13976 I'd been umming and ahhing over whether or not to give Housemarque's latest PS4 game Alienation a go, but I eventually decided to take the plunge and try it out this evening, even feeling the trepidation I already did that it would have too great a focus on online multiplayer for my liking. Thankfully, it turns out … Continue reading 2291: Alienation: Loot, Guns and Unobtrusive Multiplayer

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    I'd been umming and ahhing over whether or not to give Housemarque's latest PS4 game Alienation a go, but I eventually decided to take the plunge and try it out this evening, even feeling the trepidation I already did that it would have too great a focus on online multiplayer for my liking.

    Thankfully, it turns out to be an excellent game that looks to have a decent amount of depth — and best of all, while it does have an emphasis on online co-op (as well as optional Dark Souls-style "invasions") it can be played solo or with friends only if you so desire, though I don't doubt that soloing the game will prove to be an exercise in frustration.

    But what is it? Well, it's basically Diablo with guns, with a touch of competitive arcadey high-score systems added for good measure. It's not an out-and-out arcade game like previous Housemarque titles Resogun and Super Stardust in that there's a persistent campaign with character levelling, skill trees and all that good stuff, but it does feature mechanics such as score multipliers, powerups, bonuses and the like. Plus apparently once you finish the main campaign there's a whole host of more arcadey stuff to enjoy — randomised levels, harder difficulties, special mission types — and so there's clearly a fine pair of legs on this game.

    The moment-to-moment gameplay is satisfying. The guns feel suitably powerful, and the interface reflects your interactions well, with health bars being chipped away, damage numbers flying around and overdramatic pyrotechnics punctuating every firefight. The destructible environments are both impressive and hazardous, and there's a good variety of both enemies to contend with and weapons with which to dispatch them. Objectives are simple and straightforward — usually "go here and interact with this" or "go here and blow up these things", at least in the first few levels — but allow for game sessions to run smoothly with minimal aimless wandering and backtracking, and minimal need for voice communication, for that matter, which is the aspect of the online multiplayer I was most concerned with. (I hate voice chatting with strangers.)

    Thankfully, in the few games I played this evening, no-one was using voice chat; everyone was instead making use of the three preset stock phrases "Over here!", "Wait!" and "Nice!" assigned to the D-pad. This was all that was needed for effective teamwork and coordination, and because the game doesn't particularly reward lone wolves or trolls — it is a purely cooperative affair, after all, unless you enable the Invasion feature, which is strictly optional — there's no real reason for someone to jump into a game and spoil the experience for everyone else. Consequently, while there wasn't much in the way of socialising between me and the players I teamed up with for a few missions, I don't mind that at all; it was a pleasant enough experience just fighting alongside them, and I don't actually really need the social element to feel like playing with others is worthwhile.

    This is what I mean by the game having "unobtrusive multiplayer". The multiplayer is drop-in, drop-out, meaning that you can start playing without having to wait for hours in a lobby for three other people to be on the same mission as you, and once the other players are in there are no interruptions; they appear in your game seamlessly, and the action isn't interrupted any time they want to access the menus to level up or change their gear. In a way it's kind of just like playing with computer-controlled squadmates, only it's actual humans from all over the world controlling them. You may wonder what the point of this is, but it just works, okay? And speaking as someone who is generally terrified of playing online games with other people — particularly cooperative ones, which, oddly, seem to foster some of the most aggressively perfectionist assholes in all of gaming — I found my brief foray into Alienation this evening to be most satisfying and enjoyable.

    I'll definitely be playing some more; the combination of loot whoring (with variable rarity items a la Diablo), upgrading weapons, cooperative blasting and high score chasing — with your "score" here doubling as the experience points you earn in a mission — makes for an addictive formula that I'm pleased and happy I decided to take a chance on.

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    2290: The Excruciating Accuracy of W1A https://imnotdoctorwho.moegamer.net/2016/04/27/2290-the-excruciating-accuracy-of-w1a/ https://imnotdoctorwho.moegamer.net/2016/04/27/2290-the-excruciating-accuracy-of-w1a/#respond Wed, 27 Apr 2016 21:36:39 +0000 https://angryjedi.wordpress.com/?p=13952 The other night, I was randomly trawling Netflix for something to watch while I couldn't sleep, and I stumbled across a BBC show I'd never seen before called W1A. I later discovered that this was the follow-up to Twenty Twelve (which I also haven't seen yet), and is one of the most effective "fake documentary" series I've seen since … Continue reading 2290: The Excruciating Accuracy of W1A

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    The other night, I was randomly trawling Netflix for something to watch while I couldn't sleep, and I stumbled across a BBC show I'd never seen before called W1A. I later discovered that this was the follow-up to Twenty Twelve (which I also haven't seen yet), and is one of the most effective "fake documentary" series I've seen since the original British version of The Office.

    W1A focuses on the BBC itself, which is a pretty ballsy move given how scathing the show is of BBC corporate culture. Casting Hugh "Downton Abbey" Bonneville in the role of Ian Fletcher, the BBC's new Head of Values, the show follows Fletcher's efforts to make sense of the waffling business-speak world that one of the world's most celebrated broadcasters has become in the last few years. Fletcher is by no means a blameless character in all this, but he, by far, comes across as one of the most "normal" and relatable characters in the cast.

    The reason for this is that the rest of the cast members are exaggerated parodies of various office archetypes. I would say that they are exaggerated to the degree of absurdity, but not far through the first episode I realised that I had met and interacted with each and every one of these archetypes at various points in my professional life — in education, in office work and in retail — and suddenly it didn't feel quite so absurd after all. It was still amusing, but in a tragic sort of way; the realisation hit me that this is what the world has become these days.

    One of the most frequent character traits on display is relentless, unnecessary positivity, even when it's completely inappropriate. It's not unusual to see serious issues being raised in meetings, with the only responses from around the table being a chorus of "Brilliant." "Great." "Well then." "Marvellous." and "Okay then." Likewise, to my chagrin, I've caught myself using some of the character traits of intern Will, most notably his blind agreeing (and declaration that it's "cool" and "no worries") with everything that people say, only to admit that he didn't actually hear what he just agreed to just a moment later.

    While I find W1A pretty excruciating to watch — particularly when Jessica Hynes and her painfully millenial PR company "Perfect Curve" are on screen — it's nonetheless rather compelling and almost reassuring in a strange sort of way: a viewer's initial reaction to these seeming caricatures — their repetitiveness and their relentless, inappropriate cheerfulness — as them being absurd in some way is entirely deliberate. The writers of the show know how ridiculous and absurd the situation is, along with all the nonsense that goes on in modern corporate culture — which more often than not cares more about outward appearances than actually making life good for its employees and clients — and the show itself acts as a means of people who are tired of this aspect of modern life to come together, point and laugh, then perhaps go and have a little cry in the corner.

    You're not alone in hating the way the world has turned out, says W1A. We hate it too; we've just decided to laugh at it, because what's the alternative?

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    2289: Star Realms: Space Cards https://imnotdoctorwho.moegamer.net/2016/04/26/2289-star-realms-space-cards/ https://imnotdoctorwho.moegamer.net/2016/04/26/2289-star-realms-space-cards/#respond Tue, 26 Apr 2016 23:50:49 +0000 https://angryjedi.wordpress.com/?p=13925 There are certain themes that, it seems, just lend themselves to adaptation into tabletop games, and space is one of them. It's perhaps a side-effect of the overlap between sci-fi nerddom and board game geeks, but whatever the case, it works; there are some fantastic sci-fi games out there, including Eclipse, Race for the Galaxy and Space Alert, … Continue reading 2289: Star Realms: Space Cards

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    There are certain themes that, it seems, just lend themselves to adaptation into tabletop games, and space is one of them. It's perhaps a side-effect of the overlap between sci-fi nerddom and board game geeks, but whatever the case, it works; there are some fantastic sci-fi games out there, including Eclipse, Race for the Galaxy and Space Alert, all of which are games I like very much.

    Recently, I've discovered a new game called Star Realms which I find particularly appealing due to its simple mechanics and short play time. I initially discovered it through its mobile and PC versions, but have since picked up some physical packs to play it with friends, since it's a very quick and expandable game that doesn't require much setting up and only takes about 20-30 minutes to play, even with newbies.

    Star Realms is a deckbuilding game. For the uninitiated, this means that it's a game where you start with a small (fixed) deck of cards that provide you with some basic abilities, and over the course of the game you add to this deck to gradually make yourself more and more powerful, hopefully culling some of the less useful cards from your deck as you progress. It's not the same as a collectible card game or CCG (in which you buy starter decks and booster packs of cards, then customise your deck to your liking before taking the whole thing into battle against another player), nor is it the same as a living card game or LCG (similar in execution to a CCG, only without the random chance element of collecting cards through booster packs) — it's a game where you gradually build your deck as you play rather than before you start, and thus it's a game where all players start on equal footing rather than those with rarer or more powerful cards having a distinct advantage.

    In Star Realms, there are three resources to manage. Authority represents your overall "life". You start with 50, and if you run out, you lose. You can, however, go over the initial maximum of 50 because it's eminently possible to gain Authority as you play as well as lose it. Authority is a constant resource that you don't dispose of when you discard a hand of cards.

    Combat and Trade, meanwhile, are disposable resources, which means that they're temporary and tied to the cards you play on any given turn. The basic mechanics of the game run thus: cards that you play with Trade on them add points to your Trade pool for the round, which can then be used to purchase cards from a selection of six available in the middle of the table. When purchased, these cards are added to your discard pile, so they'll be shuffled into your deck whenever you reach the end of your current deck cycle. Meanwhile, Combat cards, likewise, add points to your Combat pool, which is used to directly deal damage to your opponent or destroy their bases. Outpost-class bases must be destroyed before you can damage your opponent; for those who have played Hearthstone, they're a bit like cards with the Taunt ability.

    Many cards then have various special abilities on them that trigger via various circumstances. Ally abilities, for example, trigger if you have two or more of the same "suit" on the table. Scrap abilities give you a one-shot powerful ability in exchange for permanently removing the card from the game. And in some cases, cards simply provide you with a helpful ability (such as drawing extra cards, or being able to scrap useless cards from your hand or discard pile to trim your deck) when you play them.

    It's a simple and elegant game that in execution is quite similar to Ascension, but the directly adversarial nature of it — you're fighting each other, rather than trying to gain the most points — makes it a little more interesting to me, and almost gives it the feeling of a CCG like Magic: The Gathering or its ilk. This is entirely deliberate on the part of the game designers, of course, a couple of whom previously worked on Magic. By stripping out the collectible part of the game, however, Star Realms becomes accessible to everyone by putting everyone on an equal footing at the start of the game. It's also expandable with additional decks and expansions that add interesting new cards to the game (such as Gambits, which give players super-special abilities they can trigger when they need to) but the base game is a lot of fun, and well worth a look for those who enjoy adversarial card games but perhaps balk at the idea of ponying up for booster packs for games such as Hearthstone and its ilk.

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    2288: Star Fox Zero Isn't Too Hard, We've Just Grown Complacent https://imnotdoctorwho.moegamer.net/2016/04/25/2289-star-fox-zero-isnt-too-hard-weve-just-grown-complacent/ https://imnotdoctorwho.moegamer.net/2016/04/25/2289-star-fox-zero-isnt-too-hard-weve-just-grown-complacent/#respond Mon, 25 Apr 2016 23:52:44 +0000 https://angryjedi.wordpress.com/?p=13877 A much-mocked Polygon non-review of Nintendo's new Wii U title Star Fox Zero criticised the game for being a "miserable experience" on the grounds that it was too difficult. The article's author Arthur Gies cited the game's controls as a sticking point for him, and indeed the most vocal critics of the new game — most of … Continue reading 2288: Star Fox Zero Isn't Too Hard, We've Just Grown Complacent

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    A much-mocked Polygon non-review of Nintendo's new Wii U title Star Fox Zero criticised the game for being a "miserable experience" on the grounds that it was too difficult. The article's author Arthur Gies cited the game's controls as a sticking point for him, and indeed the most vocal critics of the new game — most of whom, it has to be said, haven't actually played it — constantly point to the control scheme as the reason the game is somehow "bad".

    Well, having cleared the main game three times now (with my last run unlocking a bunch of hidden levels) I can confirm my initial impressions of the game: the controls are really not a big deal, and in fact, for my money, are better than the inherent limitations of the fixed aiming reticle from the previous installments, allowing you to shoot in one direction while flying in another.

    I don't want to get hung up on the controls, though. I do, however, want to address the question of it being "too hard" because, having hurled a number of choice swear words both at Andross the first time I reached the final boss and at the optional hidden boss on Corneria when I first came across it, I realised I was encountering something that has become quite unfamiliar in a lot of modern games: the game putting up a bit of resistance to the player and challenging them to get better at it, rather than just brute-forcing their way through.

    (That said, Star Fox Zero does have Nintendo's "pity powerup" system that they introduced in the Mario games a while back, in that if you fail a mission repeatedly, you have the option to collect a powerup at the start of the mission that makes you completely indestructible in exchange for your score not being recorded. Gies did not mention this in his not-review, but it's surely pretty plain to see that this option would allow even the most incompetent moron to clear the game without too much difficulty.)

    So no. Star Fox Zero isn't too hard; we've just become accustomed to console games — particularly high-profile, big budget and/or first party productions — holding the player by the hand and going out of their way to make sure the player gets to see everything without giving up in frustration. The difference between a Dungeons and Dragons Dungeon Master (who wants the players to see their adventure through, albeit with a few obstacles in their way) and an actual adversarial player in a role-playing or board game situation (who wants to defeat their opponent and claim victory), if you will. Star Fox Zero takes the latter approach; most other games of today take the former. (Which is fair enough, when you think about it — given the astronomical budgets of modern triple-A games, it's not at all surprising that developers want to make sure that players get to see all the stuff they've spent time, effort and money creating.)

    There are exceptions to this rule, of course, the most well-known being From Software's Souls series, which is legendarily unforgiving and demands that players practice each and every encounter until they can complete it perfectly. Many independently developed games, too, err on the side of punishing difficulty, particularly if they're going for an old-school feel to their gameplay as well as old-school visuals, as is (still) currently fashionable in that particular part of the games biz. But for the most part, a game on the scale of Star Fox Zero — that is to say, a high-profile, potential system-seller from a first-party publisher — is more likely to err on the side of giving the player a theme park ride: it seems dangerous and challenging at first, but in actual fact, the player is a lot more safe (and constrained) than it might initially seem. Star Fox Zero, meanwhile, gleefully allows the player to fail, and continues to hide things from the player even once you've beaten the final boss.

    Take the hidden levels, for example — a wonderfully old-school nod to the previous games in the series. You are never given an explicit warning that a trigger point for one of these is coming up — you're expected to notice the cues for yourself and act accordingly, and if you miss them, well, you miss them; no awesome secret level where you get to play as Peppy taking down a this-totally-isn't-a-Super Star Destroyer-honest for you. (Delightfully, Peppy joyfully shouts "Barrel roll!" every time you do a roll while you're playing as him.)

    On top of that, clearing the game for the first time unlocks Arcade Mode, which challenges you to play from the start of the game to the end with no continues and the ability to only stock one spare life if you successfully manage to collect three gold rings. This mode isn't actually any harder than the main game (in which you can freely select any level you've previously cleared) but the added pressure of having to do it without fucking up (well, without fucking up too much) makes it feel like it's slapping you around a bit, though the satisfaction of seeing a mounting high score makes it eminently worthwhile. And, in a pleasant homage to classic arcade games such as Out Run, this mode records an independent high score for each and every possible route through the game you can take, and there are quite a few different alternative routes throughout.

    So no; Star Fox Zero isn't too hard. But it is a game that you can fail at, or be bad at. And it's kind of telling that we've reached a point where, outside of the Souls series and a few other exceptions here and there, this has become unusual to some people.

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    2287: Deep Dungeon is Exactly What FFXIV Needs https://imnotdoctorwho.moegamer.net/2016/04/24/2287-deep-dungeon-is-exactly-what-ffxiv-needs/ https://imnotdoctorwho.moegamer.net/2016/04/24/2287-deep-dungeon-is-exactly-what-ffxiv-needs/#respond Sun, 24 Apr 2016 17:44:35 +0000 https://angryjedi.wordpress.com/?p=13855 I got burnt out on Final Fantasy XIV a little while back and haven't felt particularly tempted to go back since — especially since my Free Company had been less than conversational for the last few months, making even the social aspect of the game less worth logging in for than it had been. At PAX East … Continue reading 2287: Deep Dungeon is Exactly What FFXIV Needs

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    I got burnt out on Final Fantasy XIV a little while back and haven't felt particularly tempted to go back since — especially since my Free Company had been less than conversational for the last few months, making even the social aspect of the game less worth logging in for than it had been.

    At PAX East this week, Square Enix announced an exciting new plan for some future content that has me clamouring to get back to the game once it releases: a new type of activity called Deep Dungeon, which will be familiar to fans of both Final Fantasy Tactics' Midlight's Deep optional dungeon and Final Fantasy XI's Nyzul Isle.

    It sounds as if Deep Dungeon is going to be a discrete type of activity for players to participate in, with the eventual plan presumably being to have a number of different dungeons for players to challenge. Initially, there will be just one, called Palace of the Dead.

    The reason this excites me so much is because it shakes up the established formula of Final Fantasy XIV — which, don't get me wrong, I like very much, but just needed a break from, thanks to the necessity of grinding the same content week after week in order to obtain the next incremental upgrade. Unlike the current substantial array of static content available in the game, Deep Dungeon has a strong random element, plus a great deal more flexibility than the rest of the game's reliance on the MMO "Holy Trinity" of tank, healer and DPS.

    Deep Dungeon sees you and up to three friends tackling a randomly generated dungeon. It also has its own progression system separate from the main game's experience and item levels, mitigating the issue the game currently has of a significant proportion of players outgearing the majority of the current content. The in-game reasons for this are that the dungeon saps your character's strength, and in order to power back up again you'll have to make use of items you find within the dungeon itself, progressing and regaining your strength as you proceed.

    If it's anything like Final Fantasy XI's Nyzul Isle — which FFXI veterans inform me, it sounds very much like — then each floor of the dungeon will not only be randomly generated, but it will also have various objectives to complete, as well as challenging boss fights every so often. It sounds like a lot of fun — and I really like the fact that it's seemingly flexible enough to cater to any party makeup from 1-4 players, hopefully leading to some interesting combinations of classes exploring the depths. All-tank runs? Bring it on!

    I have questions that will hopefully be answered in the coming months: firstly, what will the point of Deep Dungeon be? Will it be another means of acquiring progression currency, or will it be a completely separate activity? My main concern with it is that it ends up being a Diadem, which sounded awesome in concept but turned out to be a bit toss when it was actually released. Part of this was down to player attitudes, admittedly, rather than any real fault with the content itself, but hopefully the smaller scale of Deep Dungeon will mitigate this risk somewhat.

    To be honest, if Deep Dungeon proves to be a significant enough challenge with enough variation on each run, I can see it becoming one of my main activities in Final Fantasy XIV, particularly if I have the option of running it either solo or with friends. And with the promise of score rankings coming in a future update, there's the distinct possibility of some friendly competition, too.

    The first Deep Dungeon, Palace of the Dead, is due to arrive in the game as part of Patch 3.35. I'm planning on jumping back into the game around Patch 3.3 to find out what happens next in the main scenario quest — the story is getting very interesting — but if Deep Dungeon lives up to its potential, 3.35 will see me getting back into things in a big way.

    Please don't mess it up, Yoshi-P and co. I have faith in you!

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    2286: Disappointment https://imnotdoctorwho.moegamer.net/2016/04/23/2286-disappointment/ https://imnotdoctorwho.moegamer.net/2016/04/23/2286-disappointment/#respond Sat, 23 Apr 2016 21:50:54 +0000 https://angryjedi.wordpress.com/?p=13835 This post is a response to WordPress' "Daily Post" writing prompt for today. My immediate reaction to the word "disappointment" when seeing today's writing prompt was… well, disappointment in The Daily Post's prompts of late. Longtime readers may recall my occasional use of The Daily Post's writing prompts and the fact that they led to some interesting explorations of … Continue reading 2286: Disappointment

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    This post is a response to WordPress' "Daily Post" writing prompt for today.

    My immediate reaction to the word "disappointment" when seeing today's writing prompt was… well, disappointment in The Daily Post's prompts of late.

    Longtime readers may recall my occasional use of The Daily Post's writing prompts and the fact that they led to some interesting explorations of topics I might not normally explore on this blog. My default go-to topics for writing about are video games, games journalism and mental health issues, but the prompts from The Daily Post gave me a nudge to consider other topics now and again, whether they be nostalgic, hypothetical or just plain weird.

    Lately, though, the prompts on the site have just been single words, and these don't inspire me nearly as much as the questions or phrases that used to make up The Daily Post's bank of writing prompts. I'm trying to pin down exactly why the change to this style of prompt fills me with such disappointment, and I think it's because it provides the opportunity for too broad a range of things to write about; single-word prompts are too flexible.

    Let me explain what I mean. When I decide to make use of a writing prompt for a day's post, I like it being in the form of a question or an exam-style "Phrase. Discuss." prompt because it provides some sort of direction to the writing. Creativity is, to me, at its most interesting when you work within some sort of constraint, because you then have to not only use your creativity to produce the work itself, but you also have to use your creativity to perhaps bend the rules of the constraint in question, too. A single word doesn't constrain me at all; I can still pretty much write about anything tangentially related to, say, "disappointment", and I've technically fulfilled the brief. That, to me, isn't a helpful writing prompt. That, to me, makes me feel like I should have just started writing any old thing off the top of my head rather than looking for a prompt.

    I'm aware that my experiences and feelings about this aren't going to be the same as everyone else's, and that there are doubtless plenty of bloggers out there who relish the chance to tackle the challenge of a single-word prompt and make it interesting. But for me, I always found The Daily Post much more enjoyable when it provided much clearer briefs and prompts on what to write about — and much more interesting to see how other people interpreted these briefs, too.

    Hopefully we'll see a return to form for The Daily Post at some point in the near future. If not, well, I may have to contemplate setting up something of my own. I can't be the only one feeling disappointment in this way!

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    2285: A Day with Star Fox Zero https://imnotdoctorwho.moegamer.net/2016/04/22/2285-a-day-with-star-fox-zero/ https://imnotdoctorwho.moegamer.net/2016/04/22/2285-a-day-with-star-fox-zero/#respond Fri, 22 Apr 2016 20:59:57 +0000 https://angryjedi.wordpress.com/?p=13777 My copy of Star Fox Zero arrived today, and I've spent most of today playing it. Here are some thoughts, organised under various headings for your convenience. Is it Star Fox? Most definitely yes. Combining the basic core mechanics from Lylat Wars/Star Fox 64 (most notably the scoring system) with a number of levels and encounters inspired by the … Continue reading 2285: A Day with Star Fox Zero

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    My copy of Star Fox Zero arrived today, and I've spent most of today playing it. Here are some thoughts, organised under various headings for your convenience.

    Is it Star Fox?

    Most definitely yes. Combining the basic core mechanics from Lylat Wars/Star Fox 64 (most notably the scoring system) with a number of levels and encounters inspired by the original Starwing/Star FoxStar Fox Zero is very much a Star Fox game that knows its roots, knows what the people want and delivers on all fronts.

    You want specifics? Okay. The forced-scrolling stages are as pure a Star Fox experience as you're going to get. Learnable groups of enemies (chainable for high scores and bonuses), environmental obstacles, hidden collectibles, alternative routes triggered by various actions you take in the level — it's all here. On top of that, clear inspiration has been drawn from the SNES original with levels based primarily around simple (albeit beautifully textured) geometric shapes in awkward arrangements — plus the final boss battle against Andross is, of course, against a giant head that spits flat blocks at you.

    Not only that, but there are plenty of direct quotes and callbacks to the old games, both in dialogue and music, and the end sequence is pretty much a shot-for-shot recreation of the N64 game's ending.

    So why not just play Lylat Wars?

    Well, besides the fact that Star Fox looks glorious and spectacular in HD, there's plenty of new stuff, too. The most notable addition is the ability for vehicles to transform. The Arwing fighter can turn into a bipedal walker for more precise navigation through confined spaces — ideal for blowing up capital ships from the inside, say — and the Landmaster tank is able to turn into a bomber aircraft for a limited period. There's also a helicopter-like vehicle called the Gyrowing that can move and strafe in all directions, and this also comes with an attached robot-on-a-string called Direct-i that can either be used to grab objects (like conveniently placed bomb boxes) or sneak into tiny holes to hack computers or grab secret shiny things.

    As a result of the varied vehicle lineup, stages have much more variety than the previous games. There's a much stronger emphasis on the free-roaming All-Range Mode when you're in the Arwing, and there are some dogfights throughout the game that rival the Ace Combat series for twisty-turny lock-on fun.

    What about those controls?

    People have been making much too big a deal about these. They're really not that complicated — and not that different from the N64 version, for that matter.

    Here's how they work in the Arwing: left analog stick turns and climbs or dives. Right analog stick rolls, boosts and brakes, fulfilling the role that the C-buttons had on the N64 pad. ZR fires your guns — tap for rapid-fire laser, hold for lock-on charged shot.

    Simple, right? The thing that people are getting hung up on is the addition of motion controls using the GamePad. These work by making your aiming reticle independent from the way your ship is facing, allowing you to move in one direction and shoot in another, eliminating the problem the past games had of forcing you to be in a potentially inconvenient position on the screen if you wanted to hit something in an awkward place. Much like the motion controls in Splatoon, these are surprisingly sensitive and precise, and can be re-centred at any time if you find your hands drifting from their original position. They're really not a big deal, though; you can get through the vast majority of the game without needing the added precision of aiming using them.

    A slightly bigger adjustment for some people will be switching your attention between the TV and the GamePad screens during play, because you'll need to. The GamePad displays a first-person cockpit view of whatever vehicle you're in, while the TV screen usually displays a rear view of your vehicle, but has the option of switching you into a '90s flight sim-style Target Lock mode, which keeps both your ship and the thing you're targeting in view, meaning that the camera won't necessarily stay behind you. Most of the time, this is optional, but there are a number of boss battles in particular where you're forced into Target Lock view, which is your cue to keep one eye on the TV to recognise your relative position, but give most of your attention to the cockpit view on the GamePad. This is particularly important in the final battle, in which important elements are only visible through the cockpit view on your GamePad, but where dodging some of the boss' attacks is considerably easier from the Target Lock view, which gives you an overview of the action.

    Once you become accustomed to using Target Lock view in combination with the cockpit view on the GamePad, you can have a full awareness of your position relative to the enemy on the battlefield, and position yourself accordingly. There's a small learning curve, but the payoff is great — plus it makes the TV screen really fun to watch for anyone sitting with you.

    Does Peppy say "do a barrel roll"?

    Of course he does.

    Is the "barrel roll" still not actually a barrel roll in aeronautical terms?

    Correct. This is a barrel roll.

    I heard this game's really short.

    You haven't played many shoot 'em ups, have you? Star Fox Zero is actually pretty long by shmup standards, at a couple of hours from start to finish, but the point is not to play it once and never touch it again. The point is to replay it to find alternative paths, secret levels, hidden collectibles and the five medal conditions on each stage… then replay it some more in the "Arcade Mode" that unlocks after clearing the main game once to beat your best clear times and scores. There's plenty to do.

    What is Star Fox Guard?

    Ah yes. I actually hadn't heard of this at all until I preordered my copy of Star Fox Zero, but conveniently the edition of the game I got came with a physical copy of Star Fox Guard as well, which, it turns out, is a fun game in its own right, too.

    Star Fox Guard is… kind of a tower defense game in that you have a thing you need to protect against being destroyed by evil things, and you have other things that shoot stuff at the evil things in order to prevent them reaching your thing.

    Where it differs from your usual tower defense affair is that you're in direct control of all your towers. Twelve of them, in fact, scattered around maps of various layouts, and all of which have a camera attached to them. During a level, you'll have to keep an eye on twelve screens at once (thirteen if you count the GamePad map) and switch focus to one at a time in order to shoot incoming enemies manually.

    Another twist is that you don't have to destroy all the enemies: the only enemies necessary to destroy to clear each level are the "Combat" variety, which will immediately destroy your core if they reach it. There's a specific number of these you'll need to defeat on each level, and once you reach it, the level is over immediately. All other enemies are "Chaos" enemies, which have various abilities that interfere with your cameras and towers, but which can't destroy your core directly. Some blow up and knock out nearby cameras completely for a few seconds; others spew gas that ruins your visibility; others still replace your camera's view with intermittent nonsense.

    Unusually, there are also boss fights, in which you use your twelve cameras to take down a single large enemy, which may or may not have minions.

    There's also a levelling system, which unlocks new types of camera and weapon to use — including some that can lock on to multiple enemies or slow enemies down — and a selection of Extra missions that add additional objectives or mechanics to the mix. Then when you're done with all that, you can create your own Squads of robots you've unlocked by progressing through the game and design your own fiendishly difficult waves of enemies for other players around the world to challenge, and you can challenge other players' Squads too.

    While simple in execution, Star Fox Guard has has a surprising amount of care and effort put into it, and I can see it being an entertaining little diversion.

    Is it good, then?

    It's not an exaggeration to say that Star Fox Zero is the Star Fox game I've been waiting for since Lylat Wars. While it doesn't do anything particularly interesting with the story — it's a remake/reboot rather than a sequel — Star Fox has never been about narrative and characterisation. Instead, it's about satisfying, spectacular, cinematic space combat, and in that regard, it well and truly delivers.

    Not too hard?

    No. If you think it is too hard, you have no business reviewing games.

    Right then.

    Okay.

    Thank you.

    You're welcome.


    Barrel roll diagram by ZaerethOwn work, CC BY-SA 4.0.

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    2284: Nights of Azure: Encounter in the Abyss https://imnotdoctorwho.moegamer.net/2016/04/21/2284-nights-of-azure-encounter-in-the-abyss/ https://imnotdoctorwho.moegamer.net/2016/04/21/2284-nights-of-azure-encounter-in-the-abyss/#respond Thu, 21 Apr 2016 23:36:37 +0000 https://angryjedi.wordpress.com/?p=13738 I only have a couple of trophies left before I have the Platinum on Gust's action RPG Nights of Azure, and I'm coming away from the game very impressed. I wasn't quite sure what to make of it to begin with — though I adored its aesthetic and narrative — but once I got my head around … Continue reading 2284: Nights of Azure: Encounter in the Abyss

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    I only have a couple of trophies left before I have the Platinum on Gust's action RPG Nights of Azure, and I'm coming away from the game very impressed. I wasn't quite sure what to make of it to begin with — though I adored its aesthetic and narrative — but once I got my head around its unconventional systems and subversions of standard RPG mechanics, I was well and truly enraptured.

    The game has excellent combat. I was concerned that it would be a little hack-and-slashy when I first started playing, but as it progresses and you open up more and more systems and options for yourself, it becomes really interesting. In fact, oddly enough, one game that I'm constantly reminded of while I'm playing Nights of Azure is Final Fantasy XIV, of all things; while the two games may not appear to have much in common initially, one being an action RPG and one being a hotbar-and-cooldown-based MMO, I maintain that Nights of Azure is what Final Fantasy XIV would play like if it was a single-player action game.

    Perhaps I should clarify that. Both are based on making good use of a gradually expanding roster of abilities that you unlock bit by bit as you progress through the game, rather than outright customisation (though Nights of Azure has considerably more customisation when it comes to equipment than FFXIV, with up to four items being equippable, each having both an effect on Arnice's stats and some sort of special effect). Both are based on a combination of open world adventuring (albeit in Nights of Azure's case, said "world" being just one town) and linear dungeons with boss encounters. And in both cases, said boss encounters are based heavily on learning the boss' attacks, how to avoid them, making sure you don't stand in area of effect markers, and recognising when it's safe to attack.

    This latter aspect is particularly apparent in the later hours of the game and especially the "epilogue" chapter after you beat the final boss for the first time. The "epilogue" is actually a retread of the last chapter with some additional content and the ability to raise Arnice to the level cap of 11 rather than the previous 10; she also gains the ability to transform into Nightmare form as well as her previous Demon, Moon Rabbit, Phantom and Armour forms. More importantly, totally completing this final chapter unlocks the "true" ending, which I haven't seen yet, since I'm cleaning up the last few trophies first.

    Throughout the game, there are a number of boss battles. These are all very good and have a nice amount of variety between them, but for me, the absolute highlight of the game's battles has been the optional "Abyss" battle in the Arena. The Arena is initially designed as a place to practice the various techniques you'll need to use in the game, ranging from chaining long combos to defeating enemies using only your summoned Servans. "Abyss", meanwhile, is the culmination of everything you've learned, in theory, pitting you against the toughest individual foe in the game over the course of several phases; a fight that rivals some of Final Fantasy XIV's raid bosses in its complexity.

    Let me explain how I beat the fight and you'll see.

    Your opponent is a demon girl fiend — Yfritte, I believe, though don't quote me on that. She's a level 11 opponent — enemies in the game go up to level 15, and your Servans can level this high with an appropriate ability, though Arnice herself can only level to 11. Unlike similar-looking enemies you might have encountered elsewhere in the game, Yfritte (as we'll call her, even if she isn't) has about a bazillion HP and, it becomes clear immediately after engaging her, isn't going to go down without one hell of a fight.

    You start across the Arena from Yfritte with no Servans summoned. I summoned all my Servans immediately — my main party consisting of Alraune (healer), Plumie (ranged damage dealer), Toy Trooper (group of damage dealers) and Toy Sentinel (single damage dealer, hits lots of times) — and straight away set off Toy Trooper and Toy Sentinel's Burst attacks to deal some initial damage to Yfritte.

    Using Arnice's Blood Sword, I alternated between using the Special attack, which knocks Yfritte down for a couple of seconds, and the Weak attack, which, with the Vlad's Crest item I had equipped, restored Arnice's SP quickly enough to perform Special attacks almost indefinitely, effectively stun-locking Yfritte. This process repeats until about 80% of her HP, at which point she summons two Manticores.

    The Manticores can Paralyse you and your Servans, so it's a good idea to have status-repelling abilities or equipment on at least Arnice and your healer. They also have a nasty multi-hit fire breath attack, so staying behind or to the side of them is a good idea. Continue alternating Weak and Special attacks to repeatedly knock them down until Arnice's Transformation bar fills, at which point the combination of Servans I had equipped allowed me to transform into the speedy Moon Rabbit form.

    Moon Rabbit's Special attack needs 100SP, but it's a huge area-effect attack that hits lots of times — and, with Vlad's Crest equipped, this means that 100SP is regenerated almost immediately if you hit more than one target with it. It also inflicts Bleed for some damage over time, so it's good for upping your average damage per second. I repeatedly triggered Moon Rabbit's Special Attack, taking care to catch Yfritte and the two Manticores in the AoE, until the transformation ran out, by which point the Manticores were dead and Yfritte had a chunk of life missing.

    There now follows a short phase where Yfritte is by herself. She flings missiles at you from a distance, some of which home in on you, and sets off close-range area effect abilities when you're up close, some of which are powerful enough to one-shot Arnice. Distract her with your Servans — use Alraune's Mega Heal to top up their HP if necessary — and return to the Weak-Special combo to keep her off-balance.

    After a while, she'll summon a huge number of level 1 Shadows. Move away from Yfritte and hack and slash through the Shadows to build up both SP and the Transformation bar. It's potentially worth unsummoning your Servans at this point, as the Shadows don't hit hard and if you keep clear of Yfritte (and avoid her missiles) you won't take a lot of damage. Plus when you re-summon the Servans, they'll have full SP again, although their HP will be where you left it, so be ready to heal if necessary.

    I had a second deck of Servans set up to transform Arnice into Nightmare form, so I took the opportunity to use this powerful transformation once the bar was full. Nightmare form has a wide arc ranged attack that hits multiple times as its default weak attack, so spamming this and avoiding Yfritte's missiles does a significant amount of damage in a short space of time. Once I was safely in Nightmare form, I switched back to my initial deck, summoned Alraune for healing purposes just in case a shot got through, and prepared for the next phase.

    The next phase comes when Yfritte summons a huge blue area of effect marker on the ground. This inflicts poison and is also slippery ice, so having status resist abilities or equipment is a good idea, particularly on Alraune. The Mermaid's Tear item completely nullifies any area-effect abilities, so this effectively allows Alraune to shrug it off and continue healing you. Don't summon any other Servans until the AoE disappears, since they're dumb enough to blindly charge straight into it, get poisoned and die straight away. Once it goes away, however, go nuts; return to the Weak-Special combo to knock Yfritte off balance until the next phase starts.

    Next up, Yfritte summons a doll who chucks toys at you, which can be easily avoided, and a spirit-type who we'll affectionately refer to as the "bullet hell fairy". Kill the doll first, since it's not got many HP and will go down quickly. The bullet hell fairy is a little more troublesome, since she repeatedly summons large groups of bullets which then explode for significant damage. You can see where they're going to appear and get out of the way of them; use the Follow command on Servans to get them out of harm's way. They're always in the same formation: one at "twelve o'clock", then two more at "eight" and "four". Take care to continue dodging Yfritte's bullets and close-range AoEs while you deal with the fairy.

    By now we're getting close to the end, but there's still a couple of phases to go. Yfritte will do another big AoE — red this time — so deal with it the same way: unsummon everything except an immune Alraune and perhaps pelt Yfritte from afar with the Blitz Shooter if she refuses to come out of her little safe space. When the AoE disappears, you're on the home straight.

    Yfritte will summon some Shadows again — level 7 this time, so they don't go down so easily. Re-summon your Servans and get them to hack and slash their way through the hordes, though keep an eye on where Yfritte is so you don't get caught out by a one-shot AoE at this late stage in the fight. Build up SP with Weak attacks and clear an area with a Special from the Blood Sword, preferably catching Yfritte on the outside of it so you can knock her down for a bit of damage. Repeat until you charge up another transformation; it's a good idea to pick Moon Rabbit for this one for the large Special AoE, though Nightmare works too, since its ranged attack covers a wide area. Basically you want to rip through as many Shadows as possible while still hitting Yfritte in order to keep your SP topped up.

    Towards the end of the fight, Yfritte will summon a Stone Hellion — the same really annoying ones that were in earlier Arena battles, equipped entirely with nothing but one-shot abilities with huge AoEs. Fortunately this one goes down a little easier than the boss-class ones in earlier battles, so catch him in a Moon Rabbit Special if you can while continuing to hit Yfritte. Take care to avoid all his big AoEs — Moon Rabbit's speed is really helpful here — and continue pelting Yfritte with everything you've got while making sure to stay clear of her bullets and AoEs as well as ensuring you don't get overwhelmed by shadows… and eventually, hopefully, you will prevail with time to spare.

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    2283: Emergency, Emergency, Incoming Enemy Fighters https://imnotdoctorwho.moegamer.net/2016/04/21/2283-emergency-emergency-incoming-enemy-fighters/ https://imnotdoctorwho.moegamer.net/2016/04/21/2283-emergency-emergency-incoming-enemy-fighters/#respond Thu, 21 Apr 2016 00:15:57 +0000 https://angryjedi.wordpress.com/?p=13708 Star Fox Zero is out this week. This game has kind of snuck up on me, but I'm very excited to give it a go, because I love Star Fox. Or, well, I love the original Star Fox/Starwing and the N64 sequel/remake/reboot/whatever it was Star Fox 64/Lylat Wars — I must confess, I never played the more recent games on the … Continue reading 2283: Emergency, Emergency, Incoming Enemy Fighters

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    Star Fox Zero is out this week. This game has kind of snuck up on me, but I'm very excited to give it a go, because I love Star Fox.

    Or, well, I love the original Star Fox/Starwing and the N64 sequel/remake/reboot/whatever it was Star Fox 64/Lylat Wars — I must confess, I never played the more recent games on the Gamecube and DS, partly because they weren't particularly well received and partly because they didn't quite sound like what I wanted from a Star Fox game, which is to say, a solid rail shooter in '90s arcade style.

    I vividly remember playing the original Star Fox (in Japanese) for the first time. Having been playing computer games on the Atari ST, I was already used to what was supposedly Star Fox's biggest innovation: polygonal 3D graphics. And, in fact, in many regards, the polygonal graphics found in Atari ST games were often more complex and impressive than those found in Star Fox, though there were a few fancy tricks that Nintendo's game used sparingly that absolutely couldn't have been done on the ST, most notably some occasional texture mapping and the combination of hardware-scaled sprites with the polygonal ships and structures.

    The fact that I wasn't as immediately gobsmacked by Star Fox's graphics as I felt like I was supposed to be didn't matter, though, because everything else about that game made up for its relatively simplistic polygons. The spinning, digitised speech-accompanied launch sequence that reminded me of an arcade game; the incredible music; the G-LOC-style zooming in and out of the cockpit in the spaceflight sections — all of these things combined to give me an experience on a home console that, while I recognised wasn't quite up to the standard of arcade games — most notably in terms of frame rate, resolution and screen size — certainly came damn close, reminding me in particular of Namco's Starblade, particularly in the first-person spaceflight sections.

    Lylat Wars was interesting because there were a lot of things it did better than its predecessor, and some things it did worse. Most notably, the graphics were considerably better, with the game being probably one of the most visually impressive games on the N64, and the music was fairly atrocious, making use of Nintendo's dreadful MIDI synth chip that it used throughout most of the N64 era, which somehow managed to sound worse than the wonderful wavetable synthesis music of the previous generation's SNES. Thanks to its inclusion of digitised speech throughout instead of nonsensical babbling, Lylat Wars was also the birthplace of what was arguably one of the first ever gaming memes in the form of "Do a barrel roll!" — though my friends and I always preferred "You've gotta use the boost to get through!" for some reason.

    I'm looking forward to trying out Star Fox Zero for myself, an am unperturbed by question marks over its strange-sounding control scheme; Splatoon's control scheme sounds strange on paper, and that certainly works extremely well, so I'm open to being convinced. I'm also reassured that Arthur Gies of Polygon hates it, because Arthur Gies of Polygon hates anything fun.

    Game assures me that my copy has been shipped so if I'm lucky it might even arrive a day early tomorrow… if not, expect some first impressions on Friday.

    All ships check in!!

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    2282: What Kind of Gamer are You? https://imnotdoctorwho.moegamer.net/2016/04/19/2282-what-kind-of-gamer-are-you/ https://imnotdoctorwho.moegamer.net/2016/04/19/2282-what-kind-of-gamer-are-you/#respond Tue, 19 Apr 2016 22:52:41 +0000 https://angryjedi.wordpress.com/?p=13677 An email thread between me and my friends earlier extended to well over a hundred messages, and only part of it consisted of us casting aspersions on each other's sexuality or threatening to cave each other's heads in with Ikea shelving. No; the most interesting part of it was the part where we decided to … Continue reading 2282: What Kind of Gamer are You?

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    An email thread between me and my friends earlier extended to well over a hundred messages, and only part of it consisted of us casting aspersions on each other's sexuality or threatening to cave each other's heads in with Ikea shelving. No; the most interesting part of it was the part where we decided to discuss what games we'd find mutually pleasing to play on our vaguely regular Tuesday night board gaming sessions.

    The struggle we have, you see, is that our group is split kind of down the middle. Two of our number — Tom and Sam — very much enjoy strategic, competitive games that they can train to be good at and quite reliably destroy the rest of us at given any opportunity they have. Their favourite game is Agricola, a game which I respect enormously from a mechanical perspective, but absolutely positively cannot get my head around from a strategic perspective. I can make the most perfect farm in the world and still lose due to not having enough points on cards or bonus points or whatever, and it's enormously frustrating.

    Tom and Sam, meanwhile, have played a bunch of the game both in its tabletop and mobile app formats, and consequently know it rather well — what strategies work, what combinations of cards go well together, and a sensible sequence of actions to take. The rest of us, on the other hand, do not have this knowledge and tend to struggle our way through the game, usually fairly secure in the knowledge that we won't be victorious.

    My friend Tim and I are essentially the "opposite" to this. We enjoy cooperative games in which the entire group plays against the game itself — or perhaps plays against a single adversary player, as in games such as Descent and Advanced Heroquest. For the most part, we have nothing against competitive games, enjoying plenty in our own right, but our preference tends to be for cooperative, heavily thematic games that encourage a touch of role-playing. If we do play a competitive game, we enjoy those that have an element of randomness to them, such as deckbuilders or those where dice rolls are a central mechanic — games such as Thunderstone, Carcassonne and Catan are among our favourite competitive games.

    The wild card in our group is James, who has garnered something of a reputation among our little ensemble as being "the backstabber" — largely due to his enthusiasm for the game City of Horror, in which attaining victory is mostly dependent on being as much of an asshole to the other players as possible while maintaining a facade of apparent cooperativeness in the early stages.

    As our email discussion proceeded, James explained his approach in a bit more detail. For him, it's less about outright backstabbing and more about pushing the boundaries of the game's rules to see what is possible. For example, in our last game of Agricola, he decided to see if the game — which, for the most part, has little direct interaction between players save only one person being able to take each action space at a time — could be played in an outright adversarial manner. Deliberately taking aim at both Sam and Tom — whom, you'll recall, are considerably better at the game than the rest of us — James decided to sacrifice any and all of his own scoring potential in the name of trying to make life as difficult as possible for Sam and Tom, hoping that either Tim or I would win. It was an entertaining exercise, for sure, though I still didn't win.

    These gaming archetypes conform to how we tend to play video games, too. Tim and I tend to favour either narrative-heavy single-player experiences or cooperative affairs such as Warhammer End Times: Vermintide, whereas Sam and Tom are big players of hefty, competitive games like Civilization V. James is somewhere in a middle, a little less keen (or able?) to break the boundaries of the rules in video games, though he noted specifically that the thing he enjoyed most about Grand Theft Auto Online, which we're all playing semi-regularly at the moment, is being able to show up to each session dressed in an increasingly outlandish, freakish outfit to make us all laugh. Once again, making his own fun. (James, never quite able to shake off that "backstabber" reputation, is also the player most likely to shoot you in the face with a shotgun if you enter the same square mile of map that he occupies.)

    Finding games that we all enjoy can be quite challenging at times, but it does happen sometimes. The aforementioned Grand Theft Auto Online is suiting our needs for video game multiplayer fun at present, for example, while this evening we ran two simultaneous learning games of Android: Netrunner for those among us who are less experienced to pick up the rules ahead of a planned "boys' weekend" of gaming at the end of the month, during which we're hoping to play a few games of Netrunner.

    We left our email thread with the promise of coming up with a short(ish)list of games that we'd all be happy and excited about playing come a Tuesday evening, rather than our attempted "rota" system that we're currently using. We haven't quite perfected our list yet, but I'm confident we can find a selection that we'd all be happy to sit down for a game of.

    Assuming James doesn't break the game, of course.

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    2281: Trying Times https://imnotdoctorwho.moegamer.net/2016/04/18/2281-trying-times/ https://imnotdoctorwho.moegamer.net/2016/04/18/2281-trying-times/#respond Mon, 18 Apr 2016 22:26:59 +0000 https://angryjedi.wordpress.com/?p=13658 I'd like to be fairly open about this, within reason, as I don't want to sound like I'm constantly moaning about stuff — particularly with my desire to be more positive that I expressed the other day — but I feel it's important to share with those of you who read regularly and whom I … Continue reading 2281: Trying Times

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    I'd like to be fairly open about this, within reason, as I don't want to sound like I'm constantly moaning about stuff — particularly with my desire to be more positive that I expressed the other day — but I feel it's important to share with those of you who read regularly and whom I consider to be friends.

    It's a difficult period of life right now, as you might have surmised from some recent posts. I'd like to talk a little about what's going on and why, and how you might be able to help.

    Basically the main trouble we're having stems from a chronic pain condition my wife has which is called, if I remember correctly, interstitial cystitis, also known as the rather literal "painful bladder syndrome". The issue has been bothering her for well over a year now, and for the last few months she's been off work due to how bad the pain has been. With me having also been out of work since my seasonal position at Game came to an end in January, as you can probably imagine, this has made financial security something of an issue. Technically I do have a new job now, but as I'll explain in a moment, the situation isn't exactly ideal.

    Of greater concern than the financial issues — though they are related — is the matter of mental health, both for my wife and for me. Andie's inability to work has led to her being practically housebound, which as anyone who has been housebound will know, can lead to feelings of loneliness and isolation that can sometimes escalate into more severe negative feelings. Without going into details — this isn't the time or place for that — suffice it to say that Andie has had a very difficult time of it with both her mental and physical health over the last few months, and it's by turns heartbreaking, upsetting, frustrating and infuriating to cope with for me, since there's literally nothing I can do about it.

    The reason I say the situation with my new job isn't particularly ideal is that, as anyone who has been left alone and isolated with mental health issues will know, being by yourself when you're feeling particularly low isn't a good or safe situation to be in. I know, I've been there — though thankfully the negative feelings I had never escalated to such a degree that I did myself serious harm. (The most I did to myself was bruise my hand a bit from thumping the floor in frustration.) My new job is in Basingstoke, which is at least half an hour's drive away and thus puts me out of range of being able to easily rush back if necessary. It puts Andie in the position where she feels like she has no-one to call on for help in the day if she needs it, and it puts me in the position where I don't know what state I might find her in when I get home, which is, naturally, rather worrying.

    So with that in mind, for the next week or two I'm going to be taking some time to make sure she's all right — and that I'm all right, for that matter. We're getting some help and support from various sources — both family and medical — but anything those of you out there in friend-land can offer would be most welcome, even if it's just a kind word and a chat now and again. (If you do feel inclined to help us out financially, may I direct you to my Patreon page, where you can help me make my writing into a proper income stream.)

    I hope things are going to be all right. It's easy to fall into a pit of negativity when this sort of thing happens and there doesn't seem to be any sort of easy solution. But with the right help and support, we'll hopefully make it out of this particular pit, be able to get back on track and start living our life the way we want it to again. That would be very nice right now.

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    2280: Three Wishes https://imnotdoctorwho.moegamer.net/2016/04/17/2280-three-wishes/ https://imnotdoctorwho.moegamer.net/2016/04/17/2280-three-wishes/#respond Sun, 17 Apr 2016 20:35:12 +0000 https://angryjedi.wordpress.com/?p=13642 For a man of my age, I probably give the whole question of "what would you wish for if you got three wishes?" rather more time and attention in my head than it deserves, what with it being something (probably) impossible, but it's something to keep my mind occupied with when I'm trying and failing … Continue reading 2280: Three Wishes

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    For a man of my age, I probably give the whole question of "what would you wish for if you got three wishes?" rather more time and attention in my head than it deserves, what with it being something (probably) impossible, but it's something to keep my mind occupied with when I'm trying and failing to fall asleep.

    I've had numerous possible answers over the years — never resorting to "I wish I had three more wishes", I might add — but right now, at a particularly shitty point in my life, I find myself settled on three pretty-much definite answers.

    • 1. I wish my wife and I would be in 100% perfect health, mentally and physically. I've struggled with mental health for more years than I was probably aware of it, and it hasn't gotten any easier over the years. In fact, as I get older, it's got more and more difficult, particularly since several attempts to get a career started have gone nowhere — often through no fault of my own, as in the case of my misadventures in games journalism — and left me feeling increasingly useless and worthless to the world at large with each passing year.

      Alongside that, my wife has been struggling with a chronic pain condition that I'm always forgetting the name of for well over a year now, and it's taking its toll on both of us. She's been off work for several months now, and the pain has had a severe effect on both her mental health and, by extension, since I'm unable to offer any sort of help besides just being here when I can, my own as well.

      If we were both 100% perfectly healthy mentally and physically, we could get on with enjoying our lives the way we both want to. Life wouldn't feel like a constantly uphill struggle which, frankly, it does at the moment.

    • 2. I wish I had a million pounds. It may be a cliche to wish for a large amount of money, but if I had a large amount of money, it would remove the other main stressor in my life that is at least partly related to our physical and mental health issues: money worries. I don't even want to buy anything particularly extravagant with my hypothetical fortune; I'd simply pay off my debts, quit my job and continue living the way I do at the moment, pursuing my own passion projects in my own time without having to worry about where the money to pay the next bills and the mortgage is going to come from. The rest of the money would simply go towards day-to-day expenses and perhaps a few guilt-free treats.
    • 3. I wish I had the ability to switch between being a man and a woman at will. This one is less grounded in my actual real-life everyday existence right now, since having the ability to do this wouldn't make my current situation any better, but it's something that I've always returned to when pondering this question, and a concept in general that I've always found fascinating from the perspective of walking in "someone else's" shoes. I won't lie, part of my curiosity in this regard is sexual in nature — I mean, come on — but also I feel it would just be interesting to be able to switch between two completely different bodies and appearances at will, making use of the most "appropriate" one for various situations, whatever that might mean.

    So there's my three wishes. If any Internet-connected genies are watching, I will happily accept just the first two if you're running a bit short on mystic mojo.

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    2279: Matchmaking: A Great Way to Waste Time https://imnotdoctorwho.moegamer.net/2016/04/16/2279-matchmaking-a-great-way-to-waste-time/ https://imnotdoctorwho.moegamer.net/2016/04/16/2279-matchmaking-a-great-way-to-waste-time/#respond Sat, 16 Apr 2016 23:07:32 +0000 https://angryjedi.wordpress.com/?p=13619 I downloaded the Doom beta on PS4 earlier out of curiosity. I hadn't heard particularly positive things about it — though admittedly, this was mostly from disgruntled PC players who were whining about the lack of mod support and how it was "obviously built for consoles" — but as someone who actually used to really like Doom, I … Continue reading 2279: Matchmaking: A Great Way to Waste Time

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    I downloaded the Doom beta on PS4 earlier out of curiosity. I hadn't heard particularly positive things about it — though admittedly, this was mostly from disgruntled PC players who were whining about the lack of mod support and how it was "obviously built for consoles" — but as someone who actually used to really like Doom, I was interested to take a look.

    I booted up Doom, fiddled around in the options a bit, took note of the entertaining options to weather, dirty up and scuff your armour in character customisation — not to mention painting it lurid shades of pink and purple — and then jumped into the multiplayer playlist.

    Then, I waited.

    And waited some more.

    And then a bit more.

    Well, okay, this perhaps makes it sound a bit longer than it actually was: it was probably less than five minutes in total, all told. But that was five minutes utterly wasted in which I wasn't doing anything apart from staring at the screen and perhaps rotating my character model a bit.

    My mind was cast back to a comment someone I follow on Twitter made a while back, whose sentiment was along the lines of "rather than wasting your time with endless, pointless matchmaking games, throw yourself into enjoying games with stories; games with clear beginnings, middles and ends". At the time, I thought it a slightly extreme viewpoint, since I have enjoyed multiplayer matchmaking games in the past, but on reflection, he was absolutely right: for me, right now, matchmaking multiplayer games are a total waste of time and energy for what I find to be a subpar, unsatisfying experience compared to something that is either a bit more structured or something that has immediacy.

    Doom isn't the only game where I've encountered the tedium of waiting for matchmaking queues. Playing a damage-dealing class on Final Fantasy XIV often leads to long queues for dungeons — although at least in that game, you can do other stuff in the open world while queueing, though there are a few limitations on your activities to prevent your queue popping and you being unavailable. Grand Theft Auto Online is particularly unpleasant to try and find a matchmaking session in, since it's riddled with people who pop into a lobby, then quit out again after five seconds if it's not already full. And I'm sure there are plenty of other examples, too.

    So, I think I've had enough. I've felt a slight temptation to check out things like Doom and even the more recent Call of Duty games in the recent past, but on reflection, I feel they'll only frustrate me: time spent "waiting for players…" is time not spent enjoying a story in a single-player game, or trying to beat a high score in an arcade game, or chasing trophies in a game I've reached the post-game for.

    This isn't to say I'm not going to play multiplayer at all, mind you: TrackMania Turbo has an excellent multiplayer where you can just jump in and out of player-made rooms at will, with no waiting around for there to be "enough" people to play. And I have a lot of fun playing Grand Theft Auto Online with my local friends. Those represent two different ways of having a fun online experience without getting matchmaking systems involved.

    Strangers who are beyond that great wall of matchmaking, then? Fuck 'em; I've got better things to do than wait for them to show up to my party.

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    2278: Difficulty Switch A and B https://imnotdoctorwho.moegamer.net/2016/04/15/2278-difficulty-switch-a-and-b/ https://imnotdoctorwho.moegamer.net/2016/04/15/2278-difficulty-switch-a-and-b/#respond Fri, 15 Apr 2016 23:13:13 +0000 https://angryjedi.wordpress.com/?p=13605 Spending a bit more time with Atari Vault over the last few days makes me appreciate one of the most interesting things about the 2600 — and something that, to my knowledge, hasn't really been done on any other console since: its use of difficulty switches and game selectors. It wasn't unusual to see 2600 cartridges promising … Continue reading 2278: Difficulty Switch A and B

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    Spending a bit more time with Atari Vault over the last few days makes me appreciate one of the most interesting things about the 2600 — and something that, to my knowledge, hasn't really been done on any other console since: its use of difficulty switches and game selectors.

    It wasn't unusual to see 2600 cartridges promising "9 video games" or similar on their front covers; by modern definitions, this wasn't entirely accurate, as each cartridge did indeed contain just one game, but tended to have multiple variations available to play. In some cases, these variations were minor — difficulty modes, essentially — but in others, they changed the gameplay fairly drastically. And along with these selectable games, the 2600 also afforded both players the opportunity to select their difficulty independently of one another.

    Handicap systems are still found in modern multiplayer games in various ways, the most common of which being racing games' tendency to give the pack's back markers a slight speed boost to allow them to catch up a bit. But on the 2600, this was a revolutionary feature: by setting difficulty levels independently for each player, it became possible for experienced players to play "fairly" with newcomers, youngsters or those who simply didn't have quite the same dexterity and/or ability to handle those horrible Atari joysticks.

    The ways that the difficulty switches were implemented varied from game to game. In the case of Air-Sea Battle, for example, the difficulty switches allowed players to set the size of their bullets independently — less experienced players could have larger bullets, making it easier to hit the targets. In Combat, the difficulty switches adjusted the speed of the player's bullets — more experienced players could choose to have slower shots, making it easier for their opponent to dodge. (Of course, you could then tweak the difficulty further by playing one of the variants where you could "bend" your shots around corners by steering after firing.)

    It's a really interesting idea, and one of the coolest things about the 2600. I knew about the existence of these switches before — I've played some 2600 games before — but it hasn't been until I've actually started investigating some of these games in detail that I've really appreciated the surprising amount of interest and flexibility that they bring to these rough-looking but surprisingly fun old games.

    Plus another nice feature of 2600 games I've discovered is that they're straightforward and easy to learn enough that my wife and I can play together without me having to spend hours explaining how to do things, or for us to play with an enormous skill imbalance thanks to the fact I have more experience than her. Thanks to the 2600's switches, we can tweak the experience to one that we both find challenging, but fair — and, it has to be said, the 2600 had some enormously fun two-player games that, while simple, can get very, very competitive very quickly!

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    2277: That Girl's in Lesbians with That Other Girl https://imnotdoctorwho.moegamer.net/2016/04/14/2277-that-girls-in-lesbians-with-that-other-girl/ https://imnotdoctorwho.moegamer.net/2016/04/14/2277-that-girls-in-lesbians-with-that-other-girl/#respond Thu, 14 Apr 2016 22:12:17 +0000 https://angryjedi.wordpress.com/?p=13571 Playing through Gust's latest game Nights of Azure, I was struck with how… explicit the romantic relationship between the two heroines is. I don't mean sexually explicit; I mean that the fact that the two of them even have a romantic relationship is acknowledged at all. Yuri (lesbian) themes are frequently a part of Japanese popular media — an interesting … Continue reading 2277: That Girl's in Lesbians with That Other Girl

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    Playing through Gust's latest game Nights of Azure, I was struck with how… explicit the romantic relationship between the two heroines is. I don't mean sexually explicit; I mean that the fact that the two of them even have a romantic relationship is acknowledged at all.

    Yuri (lesbian) themes are frequently a part of Japanese popular media — an interesting fact to toss back at those who are keen to paint the nation as being somewhat less than progressive when it comes to attitudes towards gay people. Indeed, while "real world" Japanese society in general may not appear to look on homosexuality with as tolerant an eye as we like to think we have here in the West, it's clear that there's plenty of the old "public face, private face" going on, since there are a ton of creators who are obviously fascinated with the idea of same-sex relationships — both male-on-male and female-on-female.

    The thing that struck me about Nights of Azure's depiction of its central relationship is the fact that, as I noted above, it's pretty up-front about it. This is noteworthy because although yuri themes often make an appearance in Japanese popular media, they're often more implied than explicit, with it often being left up to the audience (and fan artists) to explore these relationships further.

    Take something like popular anime Love Live. Even the most casual viewer will notice the blossoming relationship between Maki and Nico by the end of the run, but the show never particularly draws attention to it; it's just sort of there. Likewise, the Senran Kagura series features a number of obviously romantic relationships between many of its all-female cast members, but it's rare for these to be acknowledged or not "laughed off" by the characters — though, interestingly, latest installment Estival Versus did feature a scene where one character specifically called out Asuka and Homura for being so obviously gay for each other, even if they'd never properly admit it. And the Neptunia series is riddled with yuri undertones, ranging from Nepgear and Uni's heartwarming relationship to Noire's obvious but perpetually unspoken interest in Neptune — and, in most recent installment Megadimension Neptunia V-II, K-Sha's obsession with Noire, though this particular instance was an explicit admission of lady-love.

    Nights of Azure, though… it's right there from the beginning, and it develops over the course of the game. Several other characters comment on it. And, most tellingly, there are outright romantic scenes between protagonist Arnice and other leading lady Lilysse. The two share moments of intimacy with one another that, on reflection, are actually quite unusual to see so explicitly depicted in games: in one scene, Arnice comforts an upset Lilysse by draping her arms around her neck from behind and holding her close; in another, the two dance together, their devotion to one another immediately apparent from the way they look at each other. And after a particularly heartfelt make-up session after a dispute between the two, we see them waking up in bed together, having obviously slept facing one another holding hands. (There's no yuri sexytime, though; it's not that kind of game.)

    As with other Japanese games that feature yuri themes, Nights of Azure treats its central relationship with the appropriate amount of respect: that is to say, it's just there, and no-one thinks it's anything unusual. A couple of male characters are introduced by hitting on Arnice, but once they see she and Lilysse are obviously involved with one another, they back off — not with an "oh, wow, you're gay" sentiment, but with a simple recognition of "oh, well, you're together" that would have been the same if either of the two ladies involved were the opposite gender.

    This is the sort of progressiveness and diversity that is a very positive part of the modern games industry — however, sadly, given Nights of Azure's status as a niche title that a significant number of people probably haven't even heard of, it's a game that you likely won't hear many games writers from big sites talking about.

    Consider this my small attempt to acknowledge and celebrate the good that this game is doing, then, and rest assured that Nights of Azure is very much worth your time as an action RPG as well as an interactive lesbian experience.

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    2276: Video Computer System https://imnotdoctorwho.moegamer.net/2016/04/13/2276-video-computer-system/ https://imnotdoctorwho.moegamer.net/2016/04/13/2276-video-computer-system/#respond Wed, 13 Apr 2016 21:33:48 +0000 https://angryjedi.wordpress.com/?p=13548 As I wrote in a few posts recently, I've been checking out the new Atari Vault compilation on Steam. Rather than talking about a specific game today, I wanted to talk a little bit about the value of the compilation as a whole, and why I'm enjoying exploring it. Atari Vault is a compilation of somewhere in the … Continue reading 2276: Video Computer System

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    As I wrote in a few posts recently, I've been checking out the new Atari Vault compilation on Steam. Rather than talking about a specific game today, I wanted to talk a little bit about the value of the compilation as a whole, and why I'm enjoying exploring it.

    Atari Vault is a compilation of somewhere in the region of 100 Atari games from the '80s. The bulk of the compilation consists of VCS 2600 games, but there are some arcade games in there too, including the likes of Crystal Castles, Missile Command, Major Havoc and Liberator.

    I've owned a number of previous similar compilations in the past, and have typically gravitated towards the arcade games, since they seem more "palatable" from a modern perspective than the extremely primitive-looking 2600 games. I recall growing up with the Atari 8-bit home computers, and in comparison to those, 2600 games looked primitive even back at that time when it was relatively current, and as such, I've always found them a little offputting. I've made a specific effort to explore them a bit more this time around, though, and I've been pleased to discover some really interesting games.

    Take Haunted House, for example. This is a fairly straightforward top-down "find all the things" game with an intriguing twist: you're in the dark. With your character represented as nothing more than a pair of eyes, you navigate around by either bumping into walls or lighting matches to illuminate the area immediately around you. A single game of Haunted House requires that you find all the pieces of a… thing… an urn? And you have to do so while using as few matches as possible and losing as few lives as possible, for this being a haunted house, it has a number of unpleasant beasties lurking around just waiting to nibble on you.

    Or take Save Mary, a prototype game that never saw commercial release, but which presented an interesting twist on vaguely Tetris-ish block puzzles. The eponymous Mary is trapped at the bottom of a pit which is slowly filling with water. You control a crane and have to drop blocks into the well for Mary to climb up. You need to get her high enough to be able to grab her with the crane and save her. Once you've done this, you have to do it again, only with significantly more awkward-shaped blocks. The peculiar variation on the typical block puzzle formula is the fact that Mary has a mind of her own (albeit a predictable one) and you have to be careful not to squish her with the blocks you drop as she wanders back and forth trying to get to high ground.

    Or how about Atari Video Cube, a really simple but surprisingly compelling puzzle game loosely based on Rubik's Cube? Controlling a weird little man (who has a name and a backstory and everything, though I can't remember it offhand), it's your job to pick up coloured squares from each of the 3×3 faces of the cube and lay them down so that each side is a solid colour. To make this more difficult, to pick up a coloured tile, you have to swap it with the one you're holding, and to make it even more difficult, you can't walk through tiles that are the same colour as the tile you're holding, even if they're on a different face of the cube.

    The 2600 back catalogue appears to be filled with these sorts of interesting little games that we'd probably find laughable if released as full-scale, full-price commercial releases today, but as part of this compilation, they provide a surprising amount of entertainment value — and, in some cases, represent types of games that are very much deserving of a modern remake.

    My only issue with them from a modern viewpoint is the fact that 2600 games tend to end rather abruptly, regardless of whether you "win" or "lose", and this can sometimes make victories over a particularly difficult level feel a bit less than satisfying. Still, this was from an age where gaming was quite a social pursuit — many of the 2600 games are very much designed to be played together with a partner — and so, I feel, a key part of the fun back then must have been making your own fun with the games to a certain extent; similar to how a tabletop game doesn't automatically set off fireworks as soon as you win, neither does a 2600 game. The celebrations and victory rewards are entirely up to you; I recommend betting each other a slice of pizza or a big lump of cake on a game of Combat and see how much you like each other by the end of the evening!

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    2275: A Need for Progression https://imnotdoctorwho.moegamer.net/2016/04/12/2275-a-need-for-progression/ https://imnotdoctorwho.moegamer.net/2016/04/12/2275-a-need-for-progression/#respond Tue, 12 Apr 2016 22:19:57 +0000 https://angryjedi.wordpress.com/?p=13510 Playing some Dungeon Travelers 2 this evening, I found myself pondering exactly why I have, so far, spent 130 hours on this game — the longest I've ever spent on a single-player RPG, I believe — while a short time back, I decided that I really needed to take a break from Final Fantasy XIV, which was previously … Continue reading 2275: A Need for Progression

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    Playing some Dungeon Travelers 2 this evening, I found myself pondering exactly why I have, so far, spent 130 hours on this game — the longest I've ever spent on a single-player RPG, I believe — while a short time back, I decided that I really needed to take a break from Final Fantasy XIV, which was previously something of a life and free time-devourer.

    On reflection, it comes down to a need for progression; more specifically, a need for a near-constant feeling of progression.

    Herein lies the main reason I've set Final Fantasy XIV aside for the time being, and it's by no means an issue exclusive to that game, either — it's a genre-wide thing with all MMOs. And that issue is that once you reach "endgame" level — i.e. you hit the level cap, and progression becomes about acquiring better gear and taking on tougher challenges rather than earning experience points and levelling up — progression stops being constant and instead comes in fits and starts, in extreme cases, with instances of actually improving coming weeks apart from one another.

    To put this in some sort of context for those who are unfamiliar with MMO endgames: you have several means of acquiring new gear at the level cap in Final Fantasy XIV. You can loot it from dungeons, which is based on random drops. You can acquire it from the raid dungeon Alexander, but this requires strategically acquiring items from its various floors, because you are limited in what you can acquire each week and different bits of gear require different numbers of items. You can acquire it using Tomestones of Esoterics, which have no limit on how many you can acquire per week. You can acquire it using Tomestones of Lore, of which you're limited to collecting 450 per week. You can take on the lengthy Anima Weapon quest. Or you can acquire it by running the top-tier challenging stuff such as the latest Extreme primal fights or Alexander on Savage difficulty.

    Part of the issue here, I guess, is that everyone generally wants to go for the biggest upgrade possible at any given time, and it's these bigger upgrades that you're somehow limited in, meaning progress is artificially constrained. In order to earn a piece of body armour using Tomestones of Lore, for example, which is among the best equipment in the game right now, you need at least two weeks to earn the 825 or so Tomestones required, since you're capped at 450. In that intervening period, all you're doing is grinding for no discernible gain: the actual gain comes only when you've finished the process and you get your shiny new armour. (And then moan about it not having the stats you want, probably.)

    Now, this sort of design is a key part of how MMOs generally keep people engaged over a long period — if everyone could get the best possible gear immediately, they'd complain about having "not enough content" more than they do already (which is a lot), and that is obviously undesirable for the development team, who are put under pressure to put out more content more quickly, which inevitably leads to quality suffering. Instead, these moments of progression are significant, but time-consuming: they have a noticeable impact on your character's abilities, but only after a long period of doing the same things over and over again until you've earned enough whatevers to get your doohickey.

    That sort of treadmill progression had started to become a little less enjoyable to me than it had been, particularly as the current endgame of Final Fantasy XIV now has a number of different grindathons required to get the best possible gear. And so I put it down for now and instead focused on Dungeon Travelers 2's postgame (actually bigger than the main game) which is also a grindfest, but which is considerably more appealing to me right now for that feeling of constant rather than sporadic progression.

    Progression in Dungeon Travelers 2 comes in several forms. The most obvious is in the earning of experience points and levelling up: finishing the main story will get you to about level 50, but the postgame will take you to the cap of 99 by its conclusion. This means that rather than hitting a level cap early and progression slowing by very nature of one of its sources being cut off, there's the constant satisfaction of earning experience points right up until the end of the game. And if you're still hungry for more, a "Level Reset" system allows you to discard those hard-earned levels in favour of some bonuses to the character's base stats if they had reached a high enough level, meaning you can level them up all over again and they'll be marginally better.

    That's not the only means of progression, though. Gear is another important aspect of progression in Dungeon Travelers 2, much like other dungeon crawlers. The gear system is very interesting, in fact, since it's based around just a few base items, and then built upon with an enchantment system. What happens is you have a piece of base gear (say, a piece of leather armour) which has a bonus value attached to it (say, +5). The bonus indicates how much better than its base incarnation it is, and the value can keep going up and up and up. In order to make it go up, you have to enchant your gear using the Sealbooks you acquire by defeating sets of 9 of each monster in the game. Each of these Sealbooks has a level, and when you use it to enchant a piece of gear, two things happen: the bonus goes up by the tens value of the Sealbook's level (up to a maximum of 5 for books of level 50 and above) and one or more of the Sealbook's special effects (ranging from bonuses to stats to special effects such as regenerating health and TP each turn) is attached to the piece of gear.

    Here's an example. I have a set of Leather Armour+40. I run across the wandering blacksmith in a dungeon, who allows you to enchant your gear. I use a level 50 Sealbook to enchant the armour, which increases its bonus to +45 and attaches a DEF Up and Elemental Resistance Up effect to it, making it considerably more defensive than before. Then I use another level 50 Sealbook of the same type to boost it to +50 and keep the same enchantments. Then I use a different Sealbook of a level higher than 50 (to increase the bonus, the Sealbook must be of a higher level than the bonus' current value) to boost it to +55 and add a Max HP Up effect to my existing DEF Up and Elemental Resistance Up effect, since equipment over +50 can have three, not two, effects attached to it. By this point, I've run out of money for the moment, so I take my leave of the bear blacksmith (yes, really) and proceed on my way, secure in the knowledge that I could upgrade that armour twice more before it becomes "capped" and I'd have to start looking for a stronger base item to progress further gear-wise.

    These two systems intertwine so that you're always making one form of progress or the other. Levelling is quite slow in Dungeon Travelers 2 compared to more conventional JRPGs, but it has a noticeable impact, particularly on your characters' maximum HP. In the meantime, you can partly plug the gap for an underleveled character by giving them gear with huge bonuses — there's no level restrictions on equipping items — but you'll need to level them to ensure their survival and their usefulness in most cases.

    But that's not all, either. The third means of progression in Dungeon Travelers 2 is simply getting further through the dungeons. Every expedition, you'll manage to get a bit further, perhaps even unlocking a shortcut allowing you to get to the new stuff more quickly next time you head in. Perhaps you'll beat a boss. Perhaps you'll find a nice piece of treasure. Perhaps you'll run into an area that has different enemies to the start of the dungeon. Point is, there's always something to discover, and while you're still wandering around grid-based mazes, swearing at one-way doors and teleporters and fighting battle after battle, at no point are you doing exactly the same thing over and over. You're not running the same dungeon time after time; you're discovering new parts of these sprawling mazes. You're not fighting the same bosses; you're taking on progressively more difficult challenges. And yes, you are grinding, but you're not doing so on a treadmill: you're always moving forwards.

    This, I've come to the conclusion, is important to me, and it's why I'm not feeling the MMO thing right now. It's also why I've repeatedly bounced off the Souls series, despite trying to like them several times: those games are so heavily based on learning through repetition that I quickly get frustrated with the lack of forward momentum and tend to put them down after being smacked off a cliff by an armoured douchebag with a hammer for the umpteenth time, only to get smacked off a different cliff by a different armoured douchebag with a hammer on the way to reclaim my hard-earned souls and effectively undo the potential for progression I had before the unfortunate incident.

    Nah. Give me a constant feeling of moving forward; that's what I really crave from my RPGs these days. And Dungeon Travelers 2 is very much scratching that particular itch right now.

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    2274: Holding Back the Night(s) of Azure https://imnotdoctorwho.moegamer.net/2016/04/11/2274-holding-back-the-nights-of-azure/ https://imnotdoctorwho.moegamer.net/2016/04/11/2274-holding-back-the-nights-of-azure/#respond Mon, 11 Apr 2016 20:39:38 +0000 https://angryjedi.wordpress.com/?p=13492 The more I play Nights of Azure, Gust's latest game, the more I like it. It's a slow burn, though, I must admit; although the setup and premise is intriguing, mechanically it feels a little obtuse to begin with — or perhaps I'm just overthinking it and trying to play it like a conventional grind-heavy RPG, … Continue reading 2274: Holding Back the Night(s) of Azure

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    The more I play Nights of Azure, Gust's latest game, the more I like it.

    It's a slow burn, though, I must admit; although the setup and premise is intriguing, mechanically it feels a little obtuse to begin with — or perhaps I'm just overthinking it and trying to play it like a conventional grind-heavy RPG, which it emphatically isn't.

    There are a whole bunch of unconventional aspects to the game, most notably its progression system. The level cap is just 11, for one thing, and unusually, the protagonist's level progression isn't a case of grinding for experience; rather, you collect "Blood" from fallen enemies, and then make use of this in increasingly large quantities to gain a level. Levelling up increases your base stats, unlocks new skills to purchase using the four different types of skill points, and sometimes gives you access to new weapons or abilities.

    However, there's a more noteworthy aspect to levelling up, which is that it gives you access to a story scene between the protagonist Arnice and the "Maiden of Jorth", a mysterious young woman who looks awfully like Arnice's ladyfriend Lilysse and hangs out in a dream world. During these scenes, you generally have the option to either find out a bit more about the background lore of the world or a bit more about the relationship between Arnice and Lilysse.

    It's interesting to see level progression and narrative progression intertwined so closely, as this isn't something that happens very often. In fact, outside of level-locked quests in MMOs, the last time I remember it happening in a single-player RPG is The Granstream Saga on PlayStation 1, though this came at it from the other angle in that you levelled up at predefined moments in the story rather than levelling up triggering story scenes.

    There's a more conventional levelling system in there too in the form of the "Servans" system that forms the main basis for the battle mechanics. During the game's action sequences, Arnice can take one or more "decks" of Servans with her, and summon them in exchange for her SP. She can have up to four Servans out at once, and each of them have a combination of passive, automatically activated and manually activated "Burst" abilities. They all act independently of Arnice; while you can give them some rudimentary orders such as "Follow me" and "Attack my target", they mostly do their own thing according to their personality — some loyally attack your target without question; others hang back and attack if they feel like it; others still don't like fighting at all and would rather dig up items for you.

    There was the potential for the lack of direct control of the Servans to be enormously frustrating, but it seems to work pretty well. Arnice isn't an especially strong combatant by herself, but wading into the melee yourself generally sends a clear message to your Servans as to which enemies you want to focus on. And the more you use them, the more they level up; after an action scene, they gain experience points in a more "normal RPG" style, levelling up and unlocking abilities of their own.

    Each of the Servans seems to have a very different use; I have what feels like a good party right now, but I'm sure it won't be ideal for every situation. Of particular note in this system is the fact that each Servan has a coloured affinity, and the combination of affinities in your deck (or, rather, which affinity has a clear majority) determines what weird and wonderful demonic form Arnice can transform into after charging up through battle. These demon forms are enormously powerful in various ways — some hit hard, some are very fast, some can take a beating. They're particularly useful when it comes to the bosses in the game, which are interesting, challenging battles that demand successful juggling of Arnice's attacks, your Servans' attacks, positioning and well-timed transformations.

    I don't feel I quite have my head around all the mechanics in Nights of Azure just yet, but I'm enjoying it a lot. The story and characters are compelling, and the game doesn't waste a lot of time with endless dialogue sequences; it's pretty pacy, moving from one episode to the next in short order, and the action sequences are cut into short, 5-15 minute chunks, making it an easy game to dip into.

    There's a whole bunch of interesting stuff going on in this game, in other words, and I feel it's probably a strong contender to spend a month on over at MoeGamer in the near future. So I think I'd probably better start taking notes!

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    2273: One an Hour https://imnotdoctorwho.moegamer.net/2016/04/10/2273-one-an-hour/ https://imnotdoctorwho.moegamer.net/2016/04/10/2273-one-an-hour/#respond Sun, 10 Apr 2016 22:12:48 +0000 https://angryjedi.wordpress.com/?p=13481 (11:23) Today I am going to write one sentence each hour. (12:35) It's going well so far; I've remembered to follow up the first sentence with this one. (13:26) Could do with a poo; not currently in an ideal situation to do so. (14:22) Still need a poo, but I will survive, dammit; I will … Continue reading 2273: One an Hour

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    (11:23) Today I am going to write one sentence each hour.

    (12:35) It's going well so far; I've remembered to follow up the first sentence with this one.

    (13:26) Could do with a poo; not currently in an ideal situation to do so.

    (14:22) Still need a poo, but I will survive, dammit; I will survive!

    (15:07) Semicolons sure are useful for exercises like this; they effectively allow me to cheat the system and write more than one sentence at once.

    (16:15). Lacerated my thumb on a security box; now both of my thumbs have been mangled by retail work.

    (17:31) I'm having a poo; at last, sweet relief, and after this I'm going to go and play some old Atari games before dinner thanks to the excellent compilation Atari Vault.

    (18:58) Ooh, nearly forgot to write something this hour; got in there with two minutes to spare.

    (19:53) Gave the Prison Break heist in Grand Theft Auto Online another go; we still can't nail that last part, though this time our failure was more due to the game glitching than actual incompetence for once.

    (23:05) GOD FUCKING DAMMIT.

    See, I could have been dishonest there and just made up sentences for the hours I forgot about, but my integrity means too much to pull the wool over your eyes in such a manner, dear reader.

    Oh well, it was fun while it lasted; certainly made working on a Sunday a smidgen more palatable. I have tomorrow off, which is nice; I do like a nice midweek day off, although I only have one before it's back to work for three days. I shouldn't complain, I guess; it's money, and the place where I work so far appears to be inoffensive enough for the time being.

    Tomorrow will be spent sleeping, completing some freelance work assignments and playing lots of video games, in that order. The remainder of this evening will be spent playing video games, too.

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    2272: Mistakes Happen https://imnotdoctorwho.moegamer.net/2016/04/10/2272-mistakes-happen/ https://imnotdoctorwho.moegamer.net/2016/04/10/2272-mistakes-happen/#respond Sun, 10 Apr 2016 00:48:31 +0000 https://angryjedi.wordpress.com/?p=13465 One thing I've learned about myself over the last few years is that I learn most effectively by making mistakes. Once I make a mistake once, I tend not to make it again. This is quite an effective means of learning, which is why the expression "learn from your mistakes" is a thing, presumably, but … Continue reading 2272: Mistakes Happen

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    One thing I've learned about myself over the last few years is that I learn most effectively by making mistakes. Once I make a mistake once, I tend not to make it again.

    This is quite an effective means of learning, which is why the expression "learn from your mistakes" is a thing, presumably, but in my case I think it comes from the very real fear of being wrong, of doing something wrong, of being judged incompetent at something — even something I know deep down that I'm perfectly competent at.

    Impostor syndrome is a very real thing, and I know quite a few people who suffer from it — including myself. It's the constant and occasionally paralysing fear that you won't be able to do something, or that you've found your way into a situation that you don't "belong" in, and that you'll be "found out" by someone at some point, then punished in some way for being somewhere you don't "belong".

    I've felt impostor syndrome a whole lot over the years. I felt it in teaching, even though I regularly got positive feedback on my lessons — feeling like I didn't "belong" wasn't helped by the fact that I'm simply not an assertive enough person to control a room full of 30 teenagers, of course. I felt it in games journalism, where I always felt like I was enormously lucky to have the positions I did have — again, even when I received positive feedback on the efficiency, accuracy and engaging…ness of my work. And I've felt it in the retail positions I've held, being hesitant to perform certain duties for fear of doing them "wrong" and fucking things up for other people.

    I think that latter point is the most important part for my brain: it's not necessarily a fear of failure that gives me difficulty, but more a fear that I'll do something wrong that affects someone else in a negative way, and that they will, consequently, be upset, annoyed or angry at me as a result. In my experience, it's actually pretty rare for someone to get upset, annoyed or angry at me as the result of a mistake I've made — probably because most of the mistakes I've made over the years have actually been pretty minor and, for normal people, nothing to worry about whatsoever.

    That's the thing, though; part of this whole sense of anxiety is feeling like any mistake is the worst thing ever, and that it will be a permanent stain on your record for all eternity. You'll always be "the guy who messed up that one time". You only have one chance to prove yourself, and if you blow it, your days are numbered.

    I know that these things aren't true, of course, and becoming very much aware of the fact that I do clearly learn from making mistakes is making me feel a bit more positive about the whole thing. Most of the mistakes I make in my day-to-day life are as a result of not knowing something rather than any actual incompetence, and so it doesn't serve any particularly useful purpose to dwell on them or feel bad: if they're the result of not knowing something, then a good means of not making that mistake again (and, by extension, feeling bad about making a mistake) is to find out the thing I don't know and remember it. And because there's such a strong incentive at stake, I tend to really remember those things I learn in this way.

    It may not be a particularly ideal way of doing things — in an ideal world, no-one would make any mistakes whatsoever and everything would be the very picture of perfection and efficiency — but it works for me. And besides, an ideal world sounds kinda boring, doesn't it? Because there can be a funny side to mistakes, too, and the other thing I'm starting to realise and accept is that it's all right to laugh at mistakes both you and others make — in fact, it's important to, because laughter can help defuse negative feelings and show that really, in the grand scheme of things, the mistake itself doesn't matter all that much to anyone involved.

    Tomorrow I will probably make some more mistakes. Tomorrow I will probably learn some new things. By the end of tomorrow, perhaps I will be a slightly better person.

    The post 2272: Mistakes Happen appeared first on I'm Not Doctor Who.

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    2271: Pledging for Positivity https://imnotdoctorwho.moegamer.net/2016/04/09/2271-pledging-for-positivity/ https://imnotdoctorwho.moegamer.net/2016/04/09/2271-pledging-for-positivity/#respond Sat, 09 Apr 2016 07:04:49 +0000 https://angryjedi.wordpress.com/?p=13444 A short, somewhat belated entry today, as last night was… not good, to say the least. I've been thinking. Partly following a discussion with my friend Chris after my post from the other day, and partly after watching this video from TotalBiscuit: Negativity isn't getting anyone anywhere. Negativity is not effecting social change for those … Continue reading 2271: Pledging for Positivity

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    A short, somewhat belated entry today, as last night was… not good, to say the least.

    I've been thinking. Partly following a discussion with my friend Chris after my post from the other day, and partly after watching this video from TotalBiscuit:

    Negativity isn't getting anyone anywhere. Negativity is not effecting social change for those who believe in such things, and negativity is not going to change the mind of people who have their minds stubbornly made up about the things they believe.

    As such, here and now, I'm going to make a pledge for positivity — and not for the first time — and try my very best to stick to it, for my own sanity if anything else.

    I don't like getting angry and upset about things; it puts me in a bad mood and often ruins my day. It might make me feel good that I'm expressing my frustration at a situation, but ultimately all a good rage achieves is letting other people who already share my views know that they're not alone, while failing to change the mind of those who are stubbornly entrenched in their own ideology. And while the former aspect of that can be valuable, the latter is completely unhelpful.

    So I'm going to stick to the positive things — at least, I'm going to try to. I'm going to celebrate the things I love, and do my best to explain why I love the things I love.

    I've actually already made a bit of a start on this over on my other site MoeGamer, with two articles so far on Senran Kagura Estival Versus: one introducing the game, and a second exploring its historical context and game mechanics. Over the course of the rest of the month, I'm going to write about its narrative, characterisation and aesthetics, too, so watch out for those.

    I need good things in my life right now. And that means consciously trying to avoid that which makes me miserable.

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    2270: HunieCam Studio: A Few Tips https://imnotdoctorwho.moegamer.net/2016/04/07/2270-huniecam-studio-a-few-tips/ https://imnotdoctorwho.moegamer.net/2016/04/07/2270-huniecam-studio-a-few-tips/#respond Thu, 07 Apr 2016 23:34:21 +0000 https://angryjedi.wordpress.com/?p=13410 Have you been playing HunieCam Studio? If not, you should; it's great. If you have, you've probably discovered that it's quite challenging, at least for your first few playthroughs. Here, then, are a few tips that I've figured out in my first three playthroughs, the last of which resulted in a lovely gold dick trophy. The first few … Continue reading 2270: HunieCam Studio: A Few Tips

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    0270_001

    Have you been playing HunieCam Studio? If not, you should; it's great.

    If you have, you've probably discovered that it's quite challenging, at least for your first few playthroughs. Here, then, are a few tips that I've figured out in my first three playthroughs, the last of which resulted in a lovely gold dick trophy.

    The first few days on the job

    While your overall goal in HunieCam Studio is to have as many fans as possible by the end of the 21st day, don't sweat fans at all to begin with, since you only have one girl and you need money.

    It doesn't really matter which of the three starter girls you pick, since they all have identical stats and none of them are addicted to drink or cigarettes. Choose whoever you like the most, though take note of the fetishes they cater to, as these will be more important later in the game.

    Immediately send your starter girl to do a few cam shows one after the other. This will give you enough money to spend on a few upgrades. You'll want to prioritise both the staffing upgrade that increases the number of girls you can hire, and the inventory upgrade that allows girls to carry accessories.

    Once you've upgraded your staffing, send your girl to the model agency to find some hot new talent. Pick someone who won't break the bank with her hourly rate, because you don't have a lot of income yet. Once you've got your second girl up and running, you can start branching out a bit.

    Getting into the rhythm

    Now you can start building your fanbase a bit. Remember that when a girl does a photoshoot, she gains fans of some or all of the fetishes she caters to, so it's actually quite helpful to hire girls with overlapping fetishes. You can force overlaps with the accessories that unlock new fetishes, too; if every girl has a butt plug, for example, they'll all earn fans of Anal when they do a photoshoot, which will give you a fanbase that will apply to all of them when they do a cam show — which means more money.

    Consider upgrading one of your girls' abilities with the strip club and the shopping mall, but keep a steady flow of income coming in; remember that you have to pay your girls by midnight every day, and if you get into debt and don't get back out again by midnight of the next day, the game is over! Don't over-upgrade, either, since your money will still be fairly limited until you have more girls with better skills.

    Thrusting forwards

    From your third girl onwards, don't be afraid to hire a drinker or a smoker, though perhaps steer clear of those who are heavily addicted. Drinkers and/or smokers build up stress more slowly so long as they have a supply of their particular vice(s), so they can perform more actions before you need to send them to the Day Spa to recover.

    Once you do hire a drinker and/or a smoker, be sure to either use one of your unupgraded starter girls — or, if you've upgraded them both, a new hire with skills at the base level to save costs — to become your errand girl, doing nothing but running to the shops to get drink and cigarettes. You can make her considerably more efficient by acquiring a Shopping Basket from the Adult Shop, which doubles the yield of both shops, and you can make her even more efficient by dosing her up with coke each day, which makes her complete her activities at double speed. If you find yourself with a considerable surplus of drink and cigarettes, use the opportunity to send her to the Adult Shop whenever you can, as accessories are always useful. Grab condoms and antibiotics when you see them, as these are handy during financial emergencies.

    Oh, God, yes

    One of the most useful accessories is the Subscribe pillow. This allows a girl to earn fans when she does a cam show — it's not quite as quick as when she does a photoshoot, but it gives you a trickle of fan income, which will gradually increase your financial income and final score, too. Equip all your main camgirls with the best skills with one as soon as possible, and fill their remaining inventory slots with fetish accessories, as these increase the amount of fans they earn as well as allow them to cater to specific fetishes.

    As you progress, don't forget about upgrades, particularly those that allow you to collect more money and fans with each click on the cam and photo studios. Time you're spending collecting resources is time you're not spending micromanaging your army of sex workers, so being able to collect it more efficiently is a godsend. Also be sure to invest in at least a couple of levels of the Automation upgrade, since this allows you to passively collect resources even when you're doing other things.

    Uhhhhuhhhhggghhhhnnnngh

    Money troubles? No worries. Whore out your girls at the Sleazy Motel and you'll earn all the money they'd earn from a camshow in a fraction of the time. There is, however, the risk of them catching an STD from this, and STDs range from mildly inconvenient and curable to completely incapacitating and incurable. If a girl gets AIDS, immediately hire another one to take her place, since AIDS victims are unable to do anything.

    To prevent STDs, give the girl you're sending to the Motel — your highest earner, obviously — a condom, and you won't have to worry. If the worst does happen, however, dose her up with antibiotics and she'll be better in three days. Alternatively, you can give her a shot of steroids to negate the effects of the STD temporarily, though this is not an ideal solution.

    Aaaaaahhh

    Once you've got a good lineup of well-skilled girls and you're making good money, make sure you start investing in advertising, since this simply allows you to exchange money for fans. If your cashflow is a little limited, prioritise the ads that cater to fetishes you have on staff, since this will make those girls more profitable. If money is no object, buy all the ads you can, and upgrade your advertising to be able to purchase more — and better — ads each day. Note that this upgrade isn't retroactive, though; it takes effect from the following day, so it's useless if you forget about it until day 21.

    Also, it is very much worth your while to upgrade your web hosting and photo equipment, as these significantly increase the cash you get from camshows and the fans you get from photoshoots respectively. They're expensive upgrades, but they pay for themselves before long.

    Finishing off

    In your last few days, ditch any "useful" accessories you've been using such as the Piggy Bank, Nicotine Patch or Wine Box, and make sure each girl has three fetish-catering items, increasing her fan yield. Rotate your girls between camming and photoshooting to keep both money and fans coming in, and be sure to buy ads each day. Keep your errand girl active, too; if you don't need drink and cigarettes, keep her shopping at the Adult Shop for condoms and antibiotics.

    Most importantly for the whole game, make sure no girl is wasting time: everyone should always be doing something, even if that something is just resting at the Day Spa. If a girl finishes an activity and you're in the middle of collecting a resource, stop and assign her to something new before you resume collection, otherwise she's dead weight for those few moments, and if you want a huge fan count and that big, spunking platinum dick trophy, every second counts.

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    2269: Video Games (Might Have) Saved My Life https://imnotdoctorwho.moegamer.net/2016/04/06/2270-video-games-might-have-saved-my-life/ https://imnotdoctorwho.moegamer.net/2016/04/06/2270-video-games-might-have-saved-my-life/#respond Wed, 06 Apr 2016 22:13:48 +0000 https://angryjedi.wordpress.com/?p=13319 I thought about writing about this yesterday, but didn't; I was feeling rather emotional about it and thus figured it probably wasn't the best idea to spew out an ill-considered rant on such a sensitive subject. It's still a delicate subject, of course, but I feel a bit more mentally prepared to tackle it and … Continue reading 2269: Video Games (Might Have) Saved My Life

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    0269_001

    I thought about writing about this yesterday, but didn't; I was feeling rather emotional about it and thus figured it probably wasn't the best idea to spew out an ill-considered rant on such a sensitive subject. It's still a delicate subject, of course, but I feel a bit more mentally prepared to tackle it and attempt to do it justice today.

    This will doubtless be difficult to write, so bear with me while I inevitably ramble around the point. It will probably also be quite difficult to read, particularly if you know me quite well… but, again, bear with me — hopefully you'll come away with a better understanding of some of the things I feel.

    All right, preamble over: let's begin.

    Yesterday, when I first thought about writing this piece, I was angry. I got suddenly very angry about something I've been angry about before, and have been doing my best to not be as bothered by: the ongoing "culture war" that has all but destroyed rational, reasonable discussion of popular media — particularly gaming — through public social channels such as Twitter, as well as all but destroying any credibility, inclusiveness and, in many cases, entertainment value the mainstream video games press had.

    It wasn't really a specific event that made me feel angry; it was more a buildup of tension that just needed to be released. Recent controversies over the new Baldur's Gate expansion, the press and "social justice" types outright lying about why people didn't like it, needless outrage over Tracer's butt in Blizzard's Overwatch, the ever-present undercurrent of the morally superior looking down on people who are into video games and branding them misogynistic, homophobic, transphobic, cis white heterosexual male scum… all of it was getting on top of me, even though a lot of it didn't even directly concern me and the games I'm into. But the controversies still resonated with me, since I've also seen very similar nonsense aimed at the games I am into.

    When I get angry about something, after the fact I often like to take a moment to reflect on exactly why I got so angry — why is that thing in particular so important to me that it had such a powerful emotional effect on me? Video games are dumb timewasters, aren't they? Why should I care so much what some people I'd never want to hang out with at parties (not that I want to hang out with anyone at parties save for people who want to join me in another room and play computer games all night) think of the things I enjoy? Why do I feel compelled to continually defend my hobby and this medium from people who desire nothing more than to tear it down and remake it in the way they think it should be — because make no mistake, the loudest critics like this aren't after true "diversity" or "inclusion" since they, in many cases, simply cannot accept the existence of material they deem "problematic", nor can they understand that some people enjoy said "problematic" material and don't want to be called sex pests/paedophiles/misogynists/assholes simply for the things they happen to be into. Why?

    Well, "video games are important to me" is the simple answer. And I could leave it at that. But I'm not going to: I'm going to explain exactly why video games are important to me.

    Growing up, I was a bit of an outcast. I was shy, I lacked confidence, I didn't know how to talk to people. I remember on my first day at secondary school I turned to Matthew, one of my few friends from primary school and, with genuine fear in my eyes, whispered to him that I "couldn't remember how to make friends", which was putting me at something of a conversational impasse with Murray, the boy I had been sat next to in our tutor room. (Murray turned out to be a massive bullying twat, whom I finally punched in the face just as the headmaster was walking around the corner one memorable lunchtime; I escaped truly serious punishment on the grounds that he most certainly had had it coming for a very long time indeed.)

    Growing up, I wasn't into sports. I was into stuff that other people weren't into. I played the piano. I played computer games. I wrote stories. (All of these are things I still do.) These were things that I learned I enjoyed at a very young age, so I have clung onto them with all my might for my whole life — and I've always known when someone would turn out to be a true friend, because they'd be into at least one of those things, and preferably more than one of them. Indeed, when I did eventually successfully remember how to make friends at secondary school, the group of friends I surrounded myself with were all a little like me to varying degrees — I was by far the most awkward and nerdy of them, but we all had our shared interest in video games which we felt like other people didn't really get the appeal of.

    When the time came for me to go to university, I was terrified at the prospect of having to deal with new people and even live with them. Fortunately, I found myself living with a flat full of thoroughly decent people who tended to be remarkably understanding of my quirks. There were still occasions when what I now recognise as social anxiety would get the better of me, and I'd want nothing more than to lock myself away and escape into the wonderful worlds and stories gaming let me explore and be a part of.

    I continued my love of video games throughout my adult life. They always served as something comforting to me: after a challenging day at university, games were there to help me relax. After a difficult day working in teaching, games were there to help me vent my stress. After a day of chaotic retail, games were there to help me chill out and forget about the previous eight hours. And after a day where everything felt like it had gone wrong, games were there to save me.

    Those who have been reading this blog for a while will know that I've been through a few difficult periods over the last six years in particular. The most notable of these was in 2010, when my first wife and I parted ways and I was left unemployed, with no money and facing the prospect of having to move back home — something which I found mortifyingly embarrassing for a man of my age who had qualifications (and a failed/abandoned career based on those qualifications).

    As time passed, I sank deeper and deeper into a very dark depression indeed. There were days when I was completely unable to function normally. I had a long period where I didn't — couldn't — get up until about 5 in the afternoon, which would always make me feel terrible when I'd stagger, unkempt, to the shop across the road from my flat and the guy with the smelly armpits behind the counter would ask "how my day had been".

    Everything felt like it had gone wrong; I felt like I had completely failed at life. I felt like I had made all the wrong choices, and that there was no way out of the situation in which I found myself. And so my thoughts turned, as do those of many people in a similar situation, I'm sure, to whether or not this world really needed me in it any more.

    Once that initial floodgate bursts and you start wondering such things, all manner of unwelcome thoughts start coming to the fore. Would it hurt? What's it like to die? If I did die, who would find me? Would anyone find me? Should I tell someone I'm feeling this way? Should I tell someone I'm going to kill myself? If I do, do I actually want them to stop me?

    More often than not, these strings of thoughts would cause my brain to get into a bit of a feedback loop and I'd end up eventually just passing out from exhaustion, often after having had a spectacularly undignified cry and/or rage about the whole thing. But so long as the situation remained, the thoughts wouldn't go away entirely. I'd picture different ways of how I might do it, and what would happen once the deed had been done and someone found me — or what would happen if no-one found me.

    To cut a long story short, I pushed through all that — more on how in a moment — and, for a while, things started to look up, and I started to think that I might have finally gotten myself into a situation where I could be happy and content, looking forward to the future rather than dreading it.

    That didn't happen. The unceremonious loss of my job at USgamer for vague (and, frankly, probably spurious) reasons, followed by the horrendous way in which subsequent employer energy company SSE (or, more specifically, my immediate managers) treated me while I worked for them — yes, I am naming and shaming here, because it fucked me right up, and I am still bitter about it to such a degree that I often have flashbacks to my particularly horrible last day — caused me to once more sink into an awful pit of depression, and it wasn't any easier this time around, either.

    Those thoughts of not being sure if I wanted to be part of this world any more started to come back. Familiar images of me holding a gun to my head came around; questions over what would happen if I followed through on these thoughts started to rise up once more.

    And yet, even though I wouldn't describe myself as being out of the worst of it even now, I never once harmed myself, let alone made an attempt on my own life. Even in my darkest moments, I was always pulled back from the edge of that particular precipice.

    Why? Two reasons, the first of which is the one I imagine most people in a similar situation quote: awareness of the few people in the world who do care about you, and what it would do to them if you were to do something as drastic as killing yourself.

    The second is video games.

    I'm not joking. A big part of why I am still on this planet is because of video games. And it's hard to explain exactly why, because there are a myriad of reasons I feel this way, but it is absolutely true, as ridiculous as it might sound.

    Games have always been important to me. But over the last few years in particular — since about 2010 or so — I feel like I've really found the niche of games that interest and excite me, along with a group of publishers and developers who consistently and regularly put out things that keep me enthralled for hours on end. These games engage my emotions and draw me in with their stories and characterisation; these games make me feel like I can be someone that I'm not; these games put me in a situation where, while there might be problems and strife, there's always a way to deal with it, however challenging.

    As I became more and more conscious of how I felt about these games, I started "stockpiling" — picking up games that I had no real intention of playing immediately, but which I wanted to add to my collection while they were still reasonably readily available. I also started re-acquiring games that I had previously owned that had made me feel the same way. And, one by one, I'd work my way through them, constantly finding new and enjoyable experiences to discover — even where, in many cases, said experiences weren't received particularly well by critics.

    And here's how games saved me: the knowledge that in every DVD case on my bookshelf there is a new experience to be had; a new world to explore; new characters to fall in love with — that's the one thing that, every time, pulls me back from the brink of doing something drastic, however dark the situation in which I find myself might be, and however persistent those horrible thoughts in my head might be. I have literally had the thought "I can't die until I've played all the Neptunia games". I have literally had the thought "I'm not going anywhere until I've played all the Ateliers". And so on and so on; so much do I value these experiences — and the ability to talk and enthuse about them with those people I know who do respect my interests, even if they don't share them — that I can't bring myself to even hurt myself, let alone make an attempt on my own life.

    You may think this is a dumb reason to keep living. You may think that this is unhealthy. You may think that there are more deep-seated problems here (and you'd be right). But trust me when I say: when even a tiny part of your brain starts considering whether or not you're really needed in this plane of existence any more, the part of you that is still concerned with self-preservation will cling on to any thing — however dumb it might be — that will help you survive.

    For me, that thing is video games, and to my reckoning they've saved me from three particularly bad periods in my life: the nervous breakdown that convinced me once and for all that no, classroom teaching was not the career for me; my first wife and I parting ways; and my recent employment woes.

    Hopefully it is now clear to you, dear reader, how important video games are to me. And, bearing in mind how important they are to me, can you perhaps understand how frustrating and upsetting it is to me when a needless, pointless cultural war comes stomping all over them — with the games that resonate with me the most inevitably being the ones that come under the heaviest fire from some of the most obnoxious people on the Internet?

    Video games — as they are today, regardless of how "problematic" or whatever other bullshit adjectives you want to apply to them — saved my life. So you damn well better believe I will fight back with all my might against anyone who wants to change them and the culture surrounding them for the worse.

    Video games saved my life. Thank you, video games — and everyone who makes them.


    (Here's the source for the awesome image the header pic is based on, if you were curious.)

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    2268: Baffling Descriptors https://imnotdoctorwho.moegamer.net/2016/04/06/2269-baffling-descriptors/ https://imnotdoctorwho.moegamer.net/2016/04/06/2269-baffling-descriptors/#respond Wed, 06 Apr 2016 01:54:19 +0000 https://angryjedi.wordpress.com/?p=13303 I was explaining HunieCam Studio to a friend earlier, and it became apparent that the things I was saying about it were actually rather amusing. It occurs to me that describing what you do in games in their most literal sense is actually quite entertaining, and a sobering reminder that our beloved hobby is filled with baffling … Continue reading 2268: Baffling Descriptors

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    I was explaining HunieCam Studio to a friend earlier, and it became apparent that the things I was saying about it were actually rather amusing.

    It occurs to me that describing what you do in games in their most literal sense is actually quite entertaining, and a sobering reminder that our beloved hobby is filled with baffling and wonderful things.

    With that in mind, here are a few paragraphs describing games I've played recently.

    HunieCam Studio

    In my second playthrough of this, I specialised my girls a bit more than I did in my first attempt. Because I had a few particularly troublesome drinkers and smokers, I hired Tiffany (cheap, doesn't do either) to do nothing but run errands, which worked well, particularly if you give her a shopping basket to double the yield from the shops. Then I maxed out some girls and gave them the Subscribe pillows so they earned fans even while camming. My workforce was riddled with STDs, though, which made things a bit more challenging. Nikki caught AIDS on day 2.

    Nights of Azure

    I went down into the subways in search of the cat who had swallowed Lilysse's ring back in the Old Count's Garden. There was a black butterfly infestation at the Amusement Park Station, so a demon stood between me and my feline friend. I summoned my Servans and told Ace to make the demon bleed while I slashed away at it from behind. I was ultimately successful in my efforts, and the cat coughed up the ring, which Lilysse was relieved to see again.

    Dungeon Travelers 2

    My exploration through Eternal Hell looked like it was coming to a close, but suddenly I felt a strong presence from the other side of a door. Steeling my party for a tough fight, I stepped through and battled the enemy waiting for us. Predictably, after combat she lay there in a distinctly provocative pose making flirtatious remarks to Fried, who finally lost his patience, having put up with this sort of behaviour throughout his entire adventure, and told her to stop acting this way because it was making his party members think less of him. She obliged sulkily.

    Grand Theft Auto Online

    It looked like our prison break had been successful. The escapee was ready to flee the country in the plane we had provided for him, and all that was left was to parachute to safety while he flew off into the sunset. We leaped out of the plane and set our sites on the beach far below us. We were all ready to celebrate our victory over this, our toughest challenge to date, when suddenly: a distant explosion, then silence. Our comrade had crashed his helicopter, causing all our hard work to be for naught.

    Dead or Alive Xtreme 3

    I went rock climbing with Kasumi, then had a butt battle with Honoka at the pool. In the evening, we had a volleyball match against Nyotengu and Helena. Then I went to the casino, won a bit of money at blackjack and then lost it again at poker. Then Kasumi went to bed. The next morning I took some photographs of her and Honoka having a Pool Hopping race, then I bought Kasumi a new swimsuit which she felt indifferently towards. I gift-wrapped an ice-cream cone and gave it to Honoka and she seemed to like it a great deal. Then we had a tug of war on floating platforms on the pool, then it was time for bed again.

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    2267: HunieCam Studio: Private Time Management https://imnotdoctorwho.moegamer.net/2016/04/05/2268-huniecam-studio-private-time-management/ https://imnotdoctorwho.moegamer.net/2016/04/05/2268-huniecam-studio-private-time-management/#respond Tue, 05 Apr 2016 00:02:15 +0000 https://angryjedi.wordpress.com/?p=13244 Remember "time management" games? Diner Dash and the like? They were a large part of what constituted "casual games" before free-to-play mobile shit entered the marketplace and ruined everyone's fun with microtransactions, throttling and "fun pain". HuniePot, developer of HuniePop and now HunieCam Studio, clearly remembers the good old days of casual games before free-to-play. Not only have they … Continue reading 2267: HunieCam Studio: Private Time Management

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    Remember "time management" games? Diner Dash and the like? They were a large part of what constituted "casual games" before free-to-play mobile shit entered the marketplace and ruined everyone's fun with microtransactions, throttling and "fun pain".

    HuniePot, developer of HuniePop and now HunieCam Studio, clearly remembers the good old days of casual games before free-to-play. Not only have they made an excellent puzzle game in the form of HuniePop — a game that successfully puts an interesting twist on match-3 and doesn't just clone Bejeweled — but now they've made an enjoyable and surprisingly addictive time management game in the form of HunieCam Studio.

    HunieCam Studio describes itself as a management/tycoon game, but set aside any thoughts of the complex '90s/'00s-era tycoon games here: this is a game that is extremely simple to pick up — thanks in part to an amusingly well-written (and skippable) tutorial starring Kyu, the perverted fairy from HuniePop — but challenging to master. And it's a game that's designed to be replayed and experimented with, too; both to beat your own high score and to tackle some of the challenging achievements on offer.

    But what is HunieCam Studio? Well, let me rewind a bit and give some context. HunieCam Studio's predecessor HuniePop was a Kickstarter success story, promising a Western-style dating sim with anime-style graphics but a distinctly foul-mouthed Western comedy approach. It changed a little from its original brief, but maintained its core formula of using its puzzle mechanics to represent how well your dates with the game's various lovely ladies were going, and incorporated some resource management as you upgraded your character's abilities and bought the girls gifts.

    huniecam3

    HunieCam Studio takes much of HuniePop's cast along with some newcomers and puts them in a new context: the seedy underbelly of the Internet, specifically the "camgirl" industry. For those far too innocent to know what a camgirl is, you can probably work it out; just in case you really have led a sheltered life, though, a camgirl is an online sex worker, putting on shows from her bedroom (or studio) for the gratification of horny people who want to watch some live porn. Camgirls make their money through a combination of tips from the audience (delivered electronically) and particularly amorous punters who pay for some private one-on-one time with the girl.

    In many ways, camgirl work is the "acceptable" face of the sex work industry, if such a thing exists, since many camgirls work independently for themselves, and the natural barrier that the Internet puts between them and their audience means that it's a lot easier for them to stay safe from dangers such as STDs and punters who get a little… overenthusiastic.

    Ideal video game fodder, wouldn't you say? No? Well then, you'd be wrong.

    huniecam2

    HunieCam Studio's gameplay takes place on a static town map. Beginning with just one girl in your camgirl empire — HunieCam Studio's take on camgirls has you working for Kyu, who in turn wants nothing more than to roll in big piles of money obtained through the sleaziest means possible — you assign your charges to various tasks, each of which takes a varying amount of time, but which can be sped up by clicking or holding the mouse button down on it. This has led many people to arguably erroneously describe HunieCam Studio as a "clicker" game, but it differentiates itself from popular clickers such as Clicker Heroes by having a clearer structure and goals in place rather than just playing endlessly for the sake of it.

    The tasks the girls can take on include putting on cam shows (which earns money), doing photo shoots (which earns fans, which equal more money when doing cam shows), training their talent (which improves the money they make per fan during cam shows) and style (which improves the number of fans they acquire per photo shoot), shopping for booze and cigarettes (both of which cause those with varying degrees of addiction to either or both to remain somewhat more stress-free than their clean counterparts), fucking punters in a sleazy motel (which makes money more quickly than cam shows, but which carries a risk of the girl catching one of several STDs, each of which has its own negative effects that restrict her actions), shopping for accessories (which carry passive bonuses) or resting at the day spa (which alleviates stress built up through all of the above activities).

    Meanwhile, as Kyu's assistant, it's your job to manage the girls' time effectively and upgrade the overall operation using the money they earn. As you progress, you can unlock more slots to hire more girls and consequently perform more simultaneous actions, and you can also improve the pace at which clicking on things speeds things along as well as automating the collection of the resources actions produce. This becomes particularly important later when the girls start earning large amounts of money and fans with each action; clicking over a thousand times to collect all your ill-gotten gains isn't going to work.

    huniecam1

    You also have to manage the overall budget. The girls have an hourly rate of pay that increases as their talent and style levels increase, and at midnight each day you have to pay them. If this puts you in debt and you're not back out of debt by midnight on the next day, you lose. There are no other consequences to getting into debt, however, so sometimes it can be tactically advantageous to quickly blow all your money to get your operation in a good position, then spend part of the next day recouping the deficit you're left with after paying the girls.

    The overall aim of HunieCam Studio is to have as many fans as possible by the end of a 21-day period. Once this time period is up, your final fan total is totted up and you're awarded a trophy according to how well you did. This, in turn, provides you with coins that can be spent on unlocking new hairstyles and costumes for the girls, with a mildly lewd picture on offer as a reward for each girl if you unlock all her variations. (Interestingly, during the game itself there's no explicitly lewd content whatsoever; everything is implied or mentioned in text. This is not a game to fap to.)

    HunieCam Studio appears simple, but there are some interesting things going on under the (clitoral) hood, particularly with how the "fans" system works. Each girl starts catering to two specific fetishes, usually relating to their physical appearance — "MILF", "Teen", "Latina" and suchlike. Fans you acquire have specific tastes, meaning that girls who have a greater share of your total fanbase will make more money doing cam shows, and more money means faster upgrades. Ideally, you'll have multiple girls with overlapping fetishes, and this can be partially manipulated by purchasing accessories from the shop — buying butt plugs and giving them to a girl allows her to cater to fans who enjoy bum fun, for example, but this won't do you much good until you attract some fans of bum fun in the first place through photoshoots or paying for advertising to a particular audience.

    As the game progresses and you get more girls in your little harem, things get surprisingly hectic if you want to keep things running as efficiently as possible, and STDs can throw a real spanner in the works, particularly if they're one of the serious, incurable ones — AIDS, for example, prevents a girl from doing anything at all because she's so depressed about the situation, making her completely useless to your operation. There is, sadly, little time to feel sorry for her, though; not if you want to make money and attract fans, anyway. Such is the way of a capitalist society.

    huniecam4

    I enjoy HunieCam Studio a lot more than I was expecting to. Its controversial new art direction — taking a distinctly more "Western cartoon" approach than the anime-inspired art of HuniePop — actually looks pretty good in the context of the game, and it's enjoyable to play. A full 21-day game only takes about an hour and a half tops, too, so it's easily replayable, and for those with little free time, you can save and come back at another time. You can also continue playing the game in "endless" mode after the 21 days are up, but you can't achieve the better trophies in this way — you'll need to start again for that.

    A lot of people describe the people making consciously "arty" indie games as the punk movement of the games industry, but I have to say, I feel a bit differently; while I have nothing against the art-games movement and indeed encourage it in many cases, it's a very cliquey little part of the industry that has very specific ideas about what is and isn't "acceptable" or "good", particularly with regard to controversial and/or progressive themes.

    HuniePot, meanwhile, don't give a shit what people think of them and deliberately set out with their games to be as provocative and offensive to those with delicate sensibilities as possible — while taking care to ensure that what they produce is also actually technically proficient and enjoyable to play. That sounds pretty punk to me — and they've set out to achieve what they wanted to twice now. I hope we see more from them in the future.

    The post 2267: HunieCam Studio: Private Time Management appeared first on I'm Not Doctor Who.

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    2266: Nights of Azure: A Peculiar Game Destined for Cult Status? https://imnotdoctorwho.moegamer.net/2016/04/03/2267-nights-of-azure-a-peculiar-game-destined-for-cult-status/ https://imnotdoctorwho.moegamer.net/2016/04/03/2267-nights-of-azure-a-peculiar-game-destined-for-cult-status/#respond Sun, 03 Apr 2016 23:02:15 +0000 https://angryjedi.wordpress.com/?p=13213 Two of my favourite games of all time are Cavia's Nier and Ganbarion's Pandora's Tower. They're both gloriously unconventional takes on the role-playing game genre, mechanically and narratively, and they're both extremely rewarding to engage with. They were also both the recipient of mediocre to middling reviews when they were first released, and have since — at least, … Continue reading 2266: Nights of Azure: A Peculiar Game Destined for Cult Status?

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    Two of my favourite games of all time are Cavia's Nier and Ganbarion's Pandora's Tower. They're both gloriously unconventional takes on the role-playing game genre, mechanically and narratively, and they're both extremely rewarding to engage with. They were also both the recipient of mediocre to middling reviews when they were first released, and have since — at least, in Nier's case — broken free of that critical mire and attained cult status.

    I've only played a couple of hours of it so far, but Gust's Nights of Azure looks like joining these two overlooked classics in "flawed masterpiece" territory, as it has a lot in common with these two ambitious titles.

    Nights of Azure casts you in the role of Arnice, a half-demon woman tasked with slaying Fiends and keeping a young woman called the Saint safe so that she can perform a ritual that will seal away the evil Nightlord and prevent the world from falling into perpetual darkness. There have been numerous Saints throughout the generations, but this time around the young maiden who has been chosen happens to be one Lilysse, a woman with whom it quickly becomes very apparent that Arnice has previously had an extremely close relationship with. Like, lovers close.

    The two women are polar opposites in many ways. Lilysse is carefree and demure, while Arnice is confident and serious, though she has an easily rattled side to her. Their reunion after what has seemingly been quite some time apart begins with the two displaying that characteristic awkwardness around one another that two former lovers often show, but it's obvious that there are still feelings there — particularly once Arnice starts finding crystallised memories around the city that forms the backdrop to the story, and when she starts exploring dream sequences that give you the option of either exploring the overall lore of the setting or the relationship between Arnice and Lilysse.

    The gameplay of Nights of Azure isn't your standard action RPG. There's a bit of Castlevania in regard to the gothic opera aesthetic; there's a bit of Shin Megami Tensei in the demon-summoning mechanics — the majority of your damage output in combat will come from your summoned demons; Arnice is mostly there to give orders and support; there's a bit of 3D brawler action in terms of the basic controls; and there's even a touch of the Souls series in there with regard to one of the game's two main currencies being "blood" which can be used either to power up Arnice or purchase things.

    Combat is fairly straightforward but satisfying. Arnice has a weak and a strong attack — initially with just a sword, but later with three other weapons — and a special attack that consumes her SP bar. She also has four decks of up to four Servans each to summon, and these also cost SP to summon. When a Servan is summoned, it performs a special ability, so it's tactically advantageous to wait for a good moment to summon them rather than getting them out right away; once they're out, they also have access to a Burst ability as well as their skills that they use automatically. This Burst ability is strong and tied to the Servan's role in the party, be it tank, damage dealer or healer, and is limited by the Servan's own SP bar.

    The Servan stuff is interesting because it reminds me of the good bits of Japanese collectible card games on mobile: you collect units, you level them up and upgrade them, you customise them with attachments, and you take a suitable deck into battle with you to deal with any encounters you might face. Unlike Arnice, Servans level up just by engaging in combat — no Blood required — and gain access to more abilities as they reach higher levels. Arnice can find or purchase Fetishes throughout the game, too, and these can either be "actualised" into a new Servan, or given to an existing Servan to buff them up. Servans' skills can also be customised by giving them various items.

    The structure of Nights of Azure is pretty intriguing, too. All the main action goes on at night-time, and you're limited to bursts of 15 minutes in the action stages before you have to go back to Arnice's home base. In practice, this never really becomes an issue because you'll reach a checkpoint or finish an area long before the timer expires in most cases. After coming back from the evening's adventures, Arnice does some "daytime activities" that can result in the acquisition of skill points in four different fields, which can then be spent to acquire different abilities. She's also able to take on quests aside from the main story, which are generally either "kill [x] of [y]" or "find [z]", but reward her with useful items and currency. There's also a battle arena where she can take on combat challenges with specific conditions to clear, with varying rewards on offer according to what her score is when she's completed the challenge in question.

    All in all, it feels like a very, very odd game so far — though this isn't a bad thing at all. It feels inventive and interesting rather than being same old, same old, and I'm interested to see how it develops further. The core narrative of the relationship between the two leading ladies is intriguing and compelling, and the whole narrative is dripping with initially unexplained mysteries, supported by the overall aesthetic having a wonderful otherworldly feel to it — drenched in blue mist with character models that look like flowing pencil sketches, somewhat similar to the Atelier series.

    And the music. Oh gosh. How wonderful is the music? Combining Michiru Yamane-style gothic rock tracks in the action stages with some distinctly Shoji Meguro-style jazz and funk back at the hotel and some beautiful solo piano pieces during the more heartfelt moments, the soundtrack is absolutely lovely.

    It's a pity the translation is so atrocious, riddled with typos and grammatical errors — and one of the PSN trophies even refers to the protagonist by the wrong name, presumably an erroneous transliteration from the original Japanese — but ultimately even these flaws don't detract from an immediately intriguing, compelling and downright bizarre action RPG that deserves a great deal more love and attention than I can guarantee it's (not) going to get from the gaming community at large.

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    2265: Final Fantasy XV's Going to Be Something Special https://imnotdoctorwho.moegamer.net/2016/04/03/2265-final-fantasy-xvs-going-to-be-something-special/ https://imnotdoctorwho.moegamer.net/2016/04/03/2265-final-fantasy-xvs-going-to-be-something-special/#respond Sun, 03 Apr 2016 00:41:46 +0000 https://angryjedi.wordpress.com/?p=13115 The other night, Square Enix held a livestreamed event showing off some information about their upcoming RPG Final Fantasy XV. It was, I think, the biggest deal I've ever seen any company make about one single game, and as a marketing exercise, it was enormously successful — despite the rather irritating hosts (I now have even … Continue reading 2265: Final Fantasy XV's Going to Be Something Special

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    The other night, Square Enix held a livestreamed event showing off some information about their upcoming RPG Final Fantasy XV. It was, I think, the biggest deal I've ever seen any company make about one single game, and as a marketing exercise, it was enormously successful — despite the rather irritating hosts (I now have even less desire to check out Kinda Funny Games than I did before, which wasn't much) the event did a good job of teasing the game as well as uncovering some genuine surprises.

    This latter aspect is no mean feat in this day and age of leaks and rumours, and it was almost ruined earlier in the day when Gamespot "accidentally" (yeah, I'm sure you hated all the traffic you got) leaked the game's September 30th release date. Fortunately, the other surprises — and there were several — were successfully kept under wraps, and Square Enix were even able to have a bit of fun with the knowledge that the release date was already out in the wild rather than doing the usual po-faced corporate thing.

    So what's so exciting about Final Fantasy XV then? Well, for me, the most interesting and exciting thing about it is the fact that Square Enix is clearly going all-out on this one. They are taking it very seriously and obviously throwing an enormous budget at both the game and its extended universe.

    Yes, I said extended universe: that was one of the biggest surprises of the presentation for me. Because Final Fantasy XV won't just be telling its story through the game, though this will naturally be the main focus. Alongside the game we're also getting a prequel anime series, depicting how the main character Noctis and his friends became so close, and a feature-length CG movie called Kingsglaive, which shows a parallel story to the game focusing on Noctis' father King Regis. Not only that, but we're also getting a mobile game that actually looks like it might be quite fun, and is actually part of the main game's world.

    Final Fantasy XV does have a bit of an uphill struggle ahead of it, however, for numerous reasons. Although Final Fantasy XIV built a considerable amount of goodwill for the series — particularly among lifelong Final Fantasy fans — its audience was relatively limited compared to the rest of the series thanks to its status as a massively multiplayer online game, and a subscription-based one at that. Its single-player predecessors, the three games in the Final Fantasy XIII series, however, had a somewhat peculiar reception — Final Fantasy XIII was roundly praised on its original release, but since then it has seemingly become fashionable to bash it, with complaints ranging from the protagonist Lightning being boring (she isn't), the game systems being too simple (they aren't) and the tutorial being 20 hours long (kind of true, but it actually keeps the early hours of the game moving along at a good pace).

    Not only that, but Final Fantasy XV is a radical reinvention of how we play Final Fantasy. Or, at least, that's what people think. In truth, Final Fantasy hasn't been what the people complaining about XV's systems think it is for quite some time now, and XV is simply following a pattern of the game gradually experimenting, changing and innovating with each new iteration.

    The reason why people feel that XV is such a sudden shift in direction — even though it really isn't — is because their frame of reference is still, for whatever reason, limited to Final Fantasy games up to maybe at the latest, and is the point where the series started getting a lot more experimental than it had been.

    That's not to say, however, that the series had rested on its laurels; on the contrary, despite the early installments in particular seeming quite similar in terms of mechanics, each did something very different. Don't believe me? Well, all right. I'll prove it.

    • Final Fantasy: First in the series. Eschewed static character classes in favour of the ability to "promote" each of the classes to a more powerful, effective version partway through the game. Established the "Jobs" that have been used in many other Final Fantasy installments since.
    • Final Fantasy II: Eschewed a traditional progression system in favour of an Elder Scrolls-style "level it up by doing it" system. Get more HP by getting hit. Get more MP by casting magic. Get more strength by hitting things. Took some getting used to, but was an interesting twist on the standard RPG formula, and is all the more remarkable considering it came out in 1988.
    • Final Fantasy III: Returned to a traditional levelling system but combined this with the ability to switch character Jobs without having to completely respec or reset levels. You could change your party makeup on the fly without having to change characters, in other words.
    • Final Fantasy IV: First 16-bit installment in the series. First use of the Active Time Battle system, which combined the strategy of turn-based combat with a real-time element. Stronger emphasis on story and characterisation through static, non-customisable characters.
    • Final Fantasy V: Revamped Final Fantasy III's Job system and made it even more flexible with the ability to equip abilities you had learned from other Jobs, allowing you to effectively create hybrid characters. Used Active Time Battle.
    • Final Fantasy VI: One of the most impressive games on the Super NES, both technically and in terms of storytelling. First use of the "learning abilities from equipping things" system used in several other installments — here, abilities were learned by equipping Espers, the summonable creatures. Used Active Time Battle.
    • Final Fantasy VII: First 32-bit installment in the series, first CD-based installment in the series and first 3D polygonal installment in the series. A spectacular achievement of the time, both technically and in terms of storytelling. Introduced Materia, which have made an appearance in a couple of other Final Fantasy games. Used Active Time Battle, brought to life in animated 3D rather than relatively static 2D for the first time.
    • Final Fantasy VIII: First installment to have realistically proportioned characters. Outlandish character development system in which character level was less important than the Guardian Force (summon) you had equipped on the character, and what magic spells you had Junctioned to stats. An unpopular installment due to its initially baffling and easily gamed mechanics, but a solid story and visually very impressive for the time. Used Active Time Battle.
    • Final Fantasy IX: A supposed "return to the roots" of the series, featuring less realistically proportioned characters but maintaining the polygonal characters on pre-rendered backdrops aesthetic of VII and VIII. Brought back the "learn things by equipping stuff" system, this time with abilities attached to equipment. Used Active Time Battle.
    • Final Fantasy X: First entry on the PlayStation 2, and first entry to have full 3D polygonal environments both on the field and in battle. Also first entry to have voice-overs, which also meant the end of being able to rename your characters — except for the protagonist, whom no-one ever said the name of throughout. Did not use Active Time Battle, instead using a turn-based system with a manipulable turn order called Conditional Turn-Based Battle. Also eschewed traditional levelling in favour of the "Sphere Grid" system, which allowed either a little or a lot of control over character development depending on if you chose the original or "advanced" version at the outset of the game.
    • Final Fantasy X-2: First direct sequel in the series. Returned to Active Time Battle, but revamped it with variable length turn bars. Also brought back the Job system, but revamped it with the ability to change Job in mid-battle. First non-linear entry in the series, with the whole world map open from the outset and the freedom to tackle challenges in whatever order you want, level and gear permitting. Also featured multiple endings according to how much optional content you saw.
    • Final Fantasy XI: First massively multiplayer installment in the series. First entry since the original Final Fantasy to feature a player-created character. First entry to use a freely rotatable over-the-shoulder camera rather than fixed camera angles. First entry to feature pretty-much-kinda-sort-of-real-time combat.
    • Final Fantasy XII: First single-player installment to feature MMO-style pretty-much-kinda-sort-of-real-time combat. First truly open-world single-player Final Fantasy in which it was possible to run from one end of the world to the other without having to go to a separate "World Map" screen. First (and only) use of the License and Gambit systems, allowing for a considerable amount of character customisation and tweaking of party members' AI respectively.
    • Final Fantasy XIII: First PlayStation 3 entry in the series. First use of Paradigm system, allowing for switching of roles in mid-battle — though these weren't the old Jobs from past installments. Changed focus in battle from micromanaging turn-based combat to switching your party lineup (and, consequently, abilities) to respond to situations. Had a lot more tactical depth than people in the last few years gave it credit for.
    • Final Fantasy XIII-2: Built on XIII's base systems and mixed things up a bit with two fixed party members and a third slot taken by recruitable, trainable, nameable monsters. Featured an absolutely baffling non-linear time-travelling storyline, showing everyone that XIII's linearity perhaps wasn't such a bad thing after all. First Final Fantasy to have DLC. (Oh, yay.)
    • Lightning Returns: Final Fantasy XIII: First second sequel in the series. First game to focus exclusively on one character (with the arguable exception of Final Fantasy XI, though you try doing anything solo in that game). Featured a Job-like system where you could change outfit in mid-combat for access to different abilities, and each outfit had its own independent Active Time Battle-esque bar. Allowed free movement and dodging in combat. Featured a non-linear, time-limited structure designed to be replayed.
    • Final Fantasy XIV: Second attempt at a massively multiplayer installment in the series. Massively ambitious — too much so. Gave players a great deal of freedom but not enough direction. Had a seamless open world. Technically impressive — if you could run it — but a disastrous failure.
    • Final Fantasy XIV: A Realm Reborn: The most impressive "phoenix from the ashes" I've ever seen. A Realm Reborn ditched its predecessor's more unconventional aspects and adopted a more traditional MMO structure with a heavy focus on matchmaking cooperative content and a Job system in which you could individually level Jobs as if they were completely different characters. The most story-heavy MMO I've played for some time, and a true love letter to fans of the series, with guest appearances from characters including Gilgamesh, Ultros, Shantotto, Lightning and numerous others. Expanded by Heavensward.

    So as you can hopefully see from that breakdown, Final Fantasy has consistently reinvented and updated itself with each installment. While the entries between IV and IX all used the Active Time Battle system for their battles, their core progression mechanics were very different to one another. And from onwards, the series became considerably more experimental with both battle and progression mechanics; its only look back to the "line up in a row and take it in turns to hit things" approach was X-2, and even that did plenty of interesting things with the basic format.

    Now we've established that Final Fantasy has been pretty consistently inventive throughout its considerable lifespan, XV's approach doesn't seem quite so scary a change. And it seems even less scary when you actually play either the Episode Duscae demo that came out around the time of Final Fantasy Type-0 HD — we didn't even get into spinoffs in the list above, otherwise we'd be here all night — or the recently released Platinum Demo, which primarily acts as a showcase for the game's engine and basic mechanics.

    My friend Chris described Final Fantasy XV's approach to combat as taking the philosophy behind turn-based combat and applying it to a real-time depiction. This is why you don't button-mash — you hold a button down to attack. You have time to consider what you're doing rather than hack-and-slash. You have limited resources to use for casting spells or defending. The strategy is there, it's just in a slightly different form to what we might be used to.

    And, having spent some time with both Episode Duscae and Platinum Demo, I'm convinced. The fluidity of the combat animations and how seamlessly you can switch from one weapon to another mid-combo is sure to make for some interesting battles, and once party members and more spectacular abilities start coming into play I don't doubt we'll be seeing some truly exciting setpieces, of which the battle with Behemoth in Episode Duscae is just a tame example.

    Final Fantasy may not be what it used to be, then, but it's never really been "what it used to be", because it's reinvented itself with each and every installment. Embrace and enjoy the change — XV genuinely does look like it's going to be a real work of art when it's finally with us at the end of September, and I for one can't wait to get my hands on it.

    Or, if you really can't deal with Final Fantasy doing new things… well, there's always Bravely Default, which absolutely is doing what Final Fantasy used to do, and I say that with great fondness.

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    2264: Miitomo: Pointless, Stupid and Friendly - Exactly What Social Media Should Be https://imnotdoctorwho.moegamer.net/2016/04/01/2264-miitomo-pointless-stupid-and-friendly-exactly-what-social-media-should-be/ https://imnotdoctorwho.moegamer.net/2016/04/01/2264-miitomo-pointless-stupid-and-friendly-exactly-what-social-media-should-be/#respond Fri, 01 Apr 2016 16:01:07 +0000 https://angryjedi.wordpress.com/?p=13087 Nintendo released its mobile-social app Miitomo recently. I wasn't going to check it out as I tend to find most mobile-social apps completely and utterly pointless drivel that only serves to make your brain dribble out of your ears, but the number of people I knew who were giving this a go inspired me to give it … Continue reading 2264: Miitomo: Pointless, Stupid and Friendly - Exactly What Social Media Should Be

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    Nintendo released its mobile-social app Miitomo recently. I wasn't going to check it out as I tend to find most mobile-social apps completely and utterly pointless drivel that only serves to make your brain dribble out of your ears, but the number of people I knew who were giving this a go inspired me to give it a chance — as did the fact it sounded a little like the "social questions" services such as Ask.fm, Formspring, Retrospring and the like that had been popular in the last few years.

    So what is Miitomo? Well, after a slightly convoluted sign-up process, which requires you to create a Nintendo Account (which is not the same as a Nintendo Network ID, nor a Club Nintendo account, though the former can be used as a quick means of registering if you have a 3DS and/or Wii U) you're given the opportunity to create a Mii to represent yourself. If you used a Nintendo Network ID to create your account, you can import this directly from your account; alternatively, you can create a new one if you prefer, either by getting the app to attempt an automatic creation process from a self-portrait, or manually through picking and choosing bits and pieces for the Mii's face.

    Miitomo goes a step further than Mii creation on Nintendo's consoles, though, since you have the opportunity to set up a voice and personality for it. Personality largely dictates the variety of animations the Mii uses when it's talking and how generally "expressive" it is, while the voice can be chosen from a number of different presets and then have its intonation, pitch and various other elements tweaked to your exact liking. The voice synthesis is actually very good indeed  — there's the odd word it struggles with here and there (and it doesn't understand the difference between words in all-caps and acronyms, meaning "IT" becomes "I.T.") but for the most part its pronunciation is very good, even when you make it swear.

    Unusually for a Nintendo product, there are no filters of any sort on the things you can make your Mii say. This is because Miitomo, as a social app, only allows you to communicate and share with your immediate and mutual friends from other platforms such as Twitter and Facebook. There's a bit of "second degree connection" in there too, because you can add people purely on the basis of having some mutual friends, and you can have discussions with people you aren't friends with in comment threads belonging to someone who is your friend, but for the most part, your experience is curated in such a way that you should theoretically only come across content from people you know — and know what to expect from.

    Using Miitomo largely revolves around answering questions. When you first start the app, your Mii will ask you a few basic questions to get you started, then once you've added some friends you can hear what they had to say in response to various questions by tapping on a speech bubble with their face in that pops up. Once you've heard their answer, you can give it a heart, post a comment on it or see what other people you know had to say in response to the same question — though if you hadn't already heard their answers, you need to bribe them with sweets to get them to cough up the information.

    Outside of this main social element, there's also an element of self-expression through the costume store and pachinko-esque minigame, in which you can acquire clothing and accessories for your Mii. Once suitably attired, you can then take photographs of your Mii, posing them using a number of different animations and facial expressions, then putting them on top of a background (which can be a photo from your phone instead of a preset) and adding text and other special effects.

    You're rewarded in some way for everything you do. Answering and reading questions nets you coins, which can be spent in the shop or on the minigame to acquire new outfits. Missions provide you with simple things to do each day to keep you engaged, and reward you with money or game tickets for free attempts at the minigame. And you have both a "popularity" and "style" level which can be ranked up independently by interacting with other people and changing your outfit respectively.

    The thing that struck me most about Miitomo is how friendly it all feels, even when your friends are posting foul-mouthed or lewd diatribes in response to seemingly innocuous questions. The fact that the Miis actually read everything you say out loud actually encourages you to consider what you're posting before you send it — at least, I felt that way, anyway — and as a result, it feels a lot more like actually engaging with real people rather than anonymous usernames and avatars.

    The fact that the only way you can interact with people is through the questions that Nintendo provide for you is somewhat limiting in comparison to the total freedom of platforms like Facebook and Twitter, but in a sense this is actually a positive thing: it keeps Miitomo focused on actually socialising and sharing a bit of harmless fun with friends, rather than the politically-charged grandstanding both Twitter and Facebook inevitably descend into on a regular basis. There's no links about how great/awful Donald Trump is; no indignant ill-informed op-eds about recent happenings; no cat pictures (although there is a question about cats); and no spam. Although heavily curated and somewhat restrictive in terms of what you're actually able to say to one another — though I suspect this may evolve over time, perhaps even with user-submitted questions? — Miitomo feels like the essence of what social media is supposed to be about, rather than what it typically tends to be used for these days.

    I don't know whether I'll bother using Miitomo for longer than a few days, but for the moment it's a bit of harmless fun that provides an enjoyable, idle distraction when I don't have anything better to do.

    The post 2264: Miitomo: Pointless, Stupid and Friendly - Exactly What Social Media Should Be appeared first on I'm Not Doctor Who.

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    2263: Fuck This Culture War; Everyone Needs to Rebuild https://imnotdoctorwho.moegamer.net/2016/03/31/2263-fuck-this-culture-war-everyone-needs-to-rebuild/ https://imnotdoctorwho.moegamer.net/2016/03/31/2263-fuck-this-culture-war-everyone-needs-to-rebuild/#respond Thu, 31 Mar 2016 00:29:56 +0000 https://angryjedi.wordpress.com/?p=12993 This is the "earliest" I've ever posted on here, at 12:22AM (edit: now 1:19AM, it's taken an hour to write all this crap), and since I haven't been to bed yet it's technically still "yesterday" so far as the original rules of #oneaday go, but I wanted to address this subject immediately while it was … Continue reading 2263: Fuck This Culture War; Everyone Needs to Rebuild

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    This is the "earliest" I've ever posted on here, at 12:22AM (edit: now 1:19AM, it's taken an hour to write all this crap), and since I haven't been to bed yet it's technically still "yesterday" so far as the original rules of #oneaday go, but I wanted to address this subject immediately while it was fresh in my mind, so here I go breaking with convention somewhat.

    Today, Alison Rapp got fired from Nintendo. If you don't know who Alison Rapp is or why she got fired, I'd urge you not to look into it; it's a complicated, messy situation that everyone involved could have probably handled better — but it also, after a certain point, became a bit of an inevitable outcome to just one of many shitstorms the games industry has already endured in just the first three months of this year.

    The matter of Rapp is a symptom of a much larger problem that has been rumbling away for the last few years now: a so-called "culture war" between two somewhat ill-defined sides whose edges have a tendency to blur into one another somewhat. It's a whole world of hypocrisy, kneejerk overreactions, dogpiling and public shaming, and it's made the Internet an altogether far more unpleasant place to be than the "global village" it was once positioned as.

    The culture war in question is broader than the field of games, but it's in gaming that it's perhaps most clear to see. Described by commentators via the gross (and erroneous) oversimplification that it is a battle between "GamerGate" and "SJWs", the conflict is primarily between people who claim to be in favour of free speech, against censorship and against public shaming of politically incorrect viewpoints, humour or creative material, and people who claim to be in favour of increased diversity in culture, improving the representation of women, homosexual people, transgender people, people from non-white, non-English-speaking cultures and any number of other minorities you might care to mention.

    Fundamentally, both "sides" have good points, and both sides actually also have a lot in common. The "free speech" side are all in favour of diversity — they just don't want it to come at the expense of the ability for traditionally privileged groups to be able to speak their mind as well, which is perhaps a valid concern, given the number of people on the "diversity" side who will explicitly state that they reject the opinions of white men, regardless of how much merit they might have. Conversely, the "diversity" side are also in favour of free speech — that's the core of the diversity they're fighting for, in fact: the ability for everyone, regardless of social, cultural, sexual, gender…al background, to be able to speak their mind, make the creative works they want to make and celebrate them.

    Unfortunately, something went wrong somewhere along the line. The origins of the GamerGate controversy amid the tell-all blogpost of relatively unknown indie developer Zoe Quinn's ex-boyfriend — as well as accusations that aspects of her personal life had given her TWINE game Depression Quest rather more favourable coverage than it would have otherwise garnered — gave the "diversity" crowd a considerable amount of what they saw as ammunition to prove that "gamers" — inasmuch as that is a coherent group, which it absolutely 100% isn't — were misogynistic harassers keen to drive women out of gaming, which was something they'd been trying to argue for a couple of years already. "Gamers", meanwhile, hit back, quite rightly resenting the implications that they were a bunch of woman-hating fuckheads who wanted to play nothing but brown guntastic dudebro sims where people say "bitch" a lot.

    No-one came out of this looking good. Quinn's name was dragged through the mud — whether it was justifiably so or not, I can't say for sure, though I must admit my few sightings of her on social media had always rubbed me up the wrong way — but at the same time, an entire group of people whose only common factor was a shared hobby that they all loved — and yes, that group includes men, women, straight people, gay people, cis people, trans people, black people, white people, Asian people, Latino people and any other arbitrary denominations you'd care to come up with — came under attack from people who decided that they knew better, and that they knew how the world should behave. And the conflict then proceeded to escalate, and now it's been going on for several years — and yes, this nonsense did start before "GamerGate" ever became a thing… remember the Mass Effect 3 controversy?

    There's a lot more to it than all this, but I don't want to get bogged down in details, largely because I've only really casually observed from the sidelines while all this has been going down and can't speak with any great authority on what's been going on in either camp.

    What I can talk about, however, is the overwhelmingly negative effect that the last few years has had on gaming culture as a whole, because it fucking sucks. It really does. As someone who loves games, and has done since he was a small boy; as someone who loves talking about games, and writing about games, and telling all his friends about games they've never heard of… it really, really fucking sucks.

    This "culture war" we're living is not conducive to social progress, nor is it in any way making the games industry a better place for anyone. Why? Because both sides want it their way and no other way. Compromise is off the table, and opinions are firmly entrenched. GamerGate bad, progressiveness good. Unless you're involved in GamerGate, in which case GamerGate good-but-misunderstood, SJWs bad. Proceed to yelling at one another, making unpleasant attacks on each other and, if you're Graham Linehan, trawling through a young man's Facebook photos to find a picture of him with his mother to ask him if "she would be proud" of how he behaves online, simply because they are on opposing "sides" of this nonsense. (Yes, this really happened.)

    There's no nuance in this discussion. No acknowledgement that both sides have good points — the progressives take things too far with their claims of "diversity" inevitably just veering into overcompensating "oppression of the privileged" territory while crying "GamerGate did it!" any time something bad happens; the free speechers are a little too resistant to things outside their comfort zone, consistently refusing to accept games like Gone Home as "real games" because they don't conform to arbitrary guidelines of what is acceptable in the medium — and no attempts to understand one another. Battle lines are drawn. Weapons of choice are snarky comments fired from deep in the trenches of the Internet, escalating to insults and name-calling, and in some cases even to having tangible effects on aspects of people's "real" lives, like their jobs and family.

    And no-one will admit that this "culture war" is all a big steaming pile of shit that is just causing culture as a whole to stagnate. All we're achieving is making individual subcultures within the "gamer" umbrella become more and more isolated and insular from one another, when what we should be doing is encouraging cross-pollination and exploration of games from outside your comfort zone.

    And make no mistake, no-one is blameless in this. The whiny channer who bitches about "walking simulators" and how they're bullshit is no better than the whiny Kotaku writer who bitches about how Senran Kagura's boobies make him feel uncomfortable. The Redditor who cries "censorship!" over changes to a game's script in localisation is no better than the forum poster who complains to Blizzard that he's upset he has to see a lady's bottom in tight pants. The feminist who claims everyone against her opinions is an "MRA" is no better than the actual MRAs who believe in feminist conspiracies. Get it? Fuck all of this conflict; none of it achieves anything whatsoever except making the people who just want to get on with their lives and enjoy the things they love completely and utterly fucking miserable.

    Yes, I am talking about myself here. I have friends on both "sides" of this debacle, and I'm terrified of them interacting with one another, or of any of them believing me to be one "side" or the other for fear of being ostracised. I'm already a bit of a hermit; I don't need to lose friends over something that I really don't want to get involved in. But I am losing friends; there are people I don't feel comfortable talking to online any more because I know that they'd believe my opinions to be "wrong" in comparison to them, and there are people I just don't want to associate with any more because they appear to have turned into dribbling, rabid, irrational psychopaths who simply won't listen to reason.

    All I want — and I realise saying this here is just pissing in the wind, but regardless — is for people to accept one another for who they are, and what they like.

    No shaming people who enjoy Japanese games for being "paedophiles".

    No shaming people who enjoy "walking simulators" for liking "not-games".

    No shaming men for enjoying attractive women in their games.

    No shaming creative independent developers for using gaming as an interactive medium for creating works of art.

    No shaming writers for depicting things that they don't necessarily agree with, but want to show.

    In fact, no more shaming, full-stop. No more blanket accusations. No more assumptions. Just acceptance. It doesn't even have to be understanding — I don't expect everyone I know to understand exactly why titles like the Neptunia series and Senran Kagura mean so much to me, so long as they respect that I feel that way, and don't call me and the things I love "skeezy" or "gross" or whatever 12 year old girl's words they're using this week. I certainly don't understand why people love, say, The Witness or Crusader Kings 2, but I'm certainly not about to start shaming the people who do, because I'm glad they have those things that they can enjoy while I have things that I can enjoy.

    That's diversity, right there: everyone having something that is "for them". And the only way to make it better is to make more of everything for everyone — and accept that not every individual thing is aimed at every single individual person. And to accept that this is fine. And perhaps even to occasionally take a look at things you wouldn't normally consider just out of curiosity — all in the name of understanding.

    Culture becomes richer and more interesting when its smaller subdivisions are able to go off and do their own thing in peace, occasionally crossing boundaries and drawing influences from one another, or at least recognising, contrasting and celebrating the things we do similarly and differently from one another. That's the exact opposite of what we have right now; currently, our smaller subdivisions in culture are erecting 30-foot tall barbed wire fences and firing artillery shells full of shit over the top of them.

    So fuck this culture war. Fuck all the arguments I'm seeing on Twitter right now. Fuck the people who think that yelling "GamerGate did it!" or "SJWs did it!" is more important than enjoying this hobby that we all supposedly love so much. I want to go back to a time where anyone can post something about a cool new game they've tried out, and not have to worry about someone, somewhere getting offended or insulting them for it. I want to go back to a time when the press didn't hate its readers, and the readers didn't distrust the press. I want to go back to a time when Japan's weirdness was regarded as something people wanted to explore and find out more about, rather than get skeeved out by. I want to go back to a time when weird, experimental games were cool and exciting rather than "blargh, not another pretentious indie game".

    Basically I think I probably want early '00s-era 1up.com back.

    But sadly, I'm not sure we're ever going to get days like that back.

    Oh well, all I can attempt to do, at least, is attempt to be the change I want to see in the world. Hopefully a little positivity will go a long way.

    Now I'm going to bed. Please be a better place in the morning, world.

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    2262: Have You Played Major Havoc Today? https://imnotdoctorwho.moegamer.net/2016/03/30/2262-have-you-played-major-havoc-today/ https://imnotdoctorwho.moegamer.net/2016/03/30/2262-have-you-played-major-havoc-today/#respond Wed, 30 Mar 2016 21:06:05 +0000 https://angryjedi.wordpress.com/?p=12964 Continuing my exploration of Atari Vault on Steam — and partly in honour of the fact that for some inexplicable (but welcome!) reason, Atari founder Nolan Bushnell followed me on Twitter earlier today — I thought I'd take a look at another game I was previously unfamiliar with: Major Havoc. Major Havoc is one of those games from the … Continue reading 2262: Have You Played Major Havoc Today?

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    Continuing my exploration of Atari Vault on Steam — and partly in honour of the fact that for some inexplicable (but welcome!) reason, Atari founder Nolan Bushnell followed me on Twitter earlier today — I thought I'd take a look at another game I was previously unfamiliar with: Major Havoc.

    Major Havoc is one of those games from the early '80s that eschewed sprites, bitmaps and pixels in favour of vector graphics, giving it a very distinctive, recognisable look that stands alongside other vector games such as Asteroids, Battlezone, Red Baron, Tempest and Star Wars. In keeping with the inventiveness of video gaming's youth, Major Havoc is a rather peculiar game with some ambitious concepts, and quite possibly one of the first attempts at cross-genre gaming.

    Major Havoc is split into several phases. First of all there's a quasi-3D shoot 'em up section, where you control Major Havoc's spaceship at the bottom of the screen and shoot incoming enemies as they come towards you. The interesting thing about this part is that it's not just straight Space Invaders-style waves of enemies: the first level features enemies that turn into a different form and home in on you when you hit them; the second features Galaxians-style swooping enemies, and the third starts with swirling, spiral enemies that draw lines on the screen, which subsequently become a maze you have to navigate your ship through as you approach your destination. (I can't get past this one, so I can't speak to what comes later!)

    Following this, you have a Lunar Lander-lite section where you have to land Major Havoc's ship on a flashing white platform atop the target you were approaching in the first phase. Then Major Havoc gets out of the ship and you're seamlessly taken into a side-on platformer with weird gravity (hold the jump button down and you keep rising; let go and you'll fall) where you have to find a reactor, set it to explode and then get back out to your ship before you blow up with it. After that, the process repeats with a different wave of enemies, different platform to land on and different maze to negotiate.

    It's a really cool game that tries some things I certainly haven't seen before, and the blend of space shooter and platforming hasn't really been attempted again (to my knowledge, anyway) until FuturLab's very recent Velocity 2x on PlayStation 4 and Vita.

    It's also a stark reminder and interesting reminder that differences between Eastern and Western games have always been very apparent, though not always in quite the same way as today — Atari's games of the early '80s capitalised on the popularity of futuristic sci-fi thanks to Star Wars and made effective use of technologies such as vector graphics to create that aesthetic, while Japanese games of a similar era were often based around pixel art with cute aesthetics and more mascot-like characters.

    Major Havoc, then: pretty neat, and another nice discovery from the Atari Vault. Looking forward to discovering more. (Also, hi, Mr Bushnell, if you're reading, which you probably aren't. Thank you for following.)

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    2261: Tracer's Ass https://imnotdoctorwho.moegamer.net/2016/03/29/2261-tracers-ass/ https://imnotdoctorwho.moegamer.net/2016/03/29/2261-tracers-ass/#respond Tue, 29 Mar 2016 10:33:59 +0000 https://angryjedi.wordpress.com/?p=12909 In yet another disappointing example of developers caving in to the demands of a minority of players, it seems that World of Warcraft developer Blizzard has made changes to a character in its upcoming game Overwatch, apparently for little reason other than to placate one poster who played the "sexualisation!" card. Here's an archive of the thread in question, … Continue reading 2261: Tracer's Ass

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    In yet another disappointing example of developers caving in to the demands of a minority of players, it seems that World of Warcraft developer Blizzard has made changes to a character in its upcoming game Overwatch, apparently for little reason other than to placate one poster who played the "sexualisation!" card. Here's an archive of the thread in question, in case it mysteriously disappears.

    Now, normally I would say that everyone is perfectly welcome to give their opinions on character design and appropriateness and whatever. But what we have here is Blizzard explicitly stating that they're going to change an animation for one character because a poster is worried about it sending the wrong message to their young daughter, who is already interested in the character through trailers. This goes a step beyond someone just stating their opinion, and it's a dangerous road for any developer to embark on, because if you make changes for just one poor soul, where do you then draw the line when someone else claims to be offended by something you found to be quite innocuous and may even be proud of or happy with?

    There's an argument, of course, that there were people in Blizzard who already wanted to change the pose and this simply provided a convenient excuse, but I'm not sure I buy that. Even if true, it doesn't send a great message to the community, and it has the potential to put Blizzard in a sticky situation down the line, as previously noted.

    TracerThe pose in question, incidentally, can be seen in the picture here. There's nothing particularly offensive about it; the only even vaguely sexualised thing about it is the fact that Tracer is wearing very tight trousers indeed, and that some people have chosen to interpret this as her "presenting" (you know, like baboons do when they're in heat) rather than, you know, just doing a cool action hero pose.

    I'm not going to argue about whether or not this is sexism or objectification or sexualised or whatever because I'm frankly really, really tired of that discussion happening over and over and over and never, ever going anywhere. Instead, what I wanted to do was share this response — and my own thoughts, too.

    "Today, I feel like my voice no longer matters to Blizzard," writes disappointed Blizzard fan and longtime World of Warcraft player Ginny Higerd, a 30 year old woman who goes by @mahoumelonball on Twitter. "I'm not attractive. I'm not skinny. I've been teased about my appearance since elementary school. […] I love being a sexy night elf character. I love being Tracer. I love being Nova. I LOVE these strong women that can be confident in their abilities and their appearance, because in the real world, I'm none of those things. These games were an escape for me. I channel myself into these characters, because I would give anything just to be like them."

    Higerd's words resonated with me a great deal, because it kind of sums up how I feel about the whole thing with "sexualised" or "sexy" characters. When I play a game with an attractive female cast — or deliberately make my custom avatar, where available, to be an attractive woman — I am not doing so to get my rocks off. I'm doing so because I like the way the character looks, and I like feeling like I'm taking on the role of someone else — someone who's not me, and someone I'd like to be, but will never get to be. Much like Higerd, I am none of the things that these characters represent, and I love having the opportunity, however limited it might be, to feel like I'm if not one of them, then certainly at least hanging out with them.

    To take things a bit deeper, I've always been fascinated by what it would be like to be female, for a variety of reasons. Some of these reasons are sexual in nature, others are simple curiosity about the differences between the sexes — and the different ways people respond to men and women. I have recurring dreams and fantasies about having the ability to switch between being a man and a woman at will, and it's sometimes frustrating that I can't do that, even though it's obviously an impossibility. This isn't an indirect means of coming out and saying that I want to make any sort of transition, I might add — it's just something that has fascinated me for a long time, and here's the thing: video games have always provided me with a means to explore that fantasy in its most idealised form. Because what's the point in getting to live out a fantasy if it's not quite perfect? Assuming you can recognise the difference between fantasy and reality, of course, which all but the most deluded, mentally unstable have absolutely no problem with, what with the escape from reality into fantasy being one of the main reasons people like to game in the first place.

    Games are, at their core, pure escapist fantasies of various descriptions. Like any other form of art, they can be autobiographical, realistic, fantastical, historical, abstract, stylised, childish, provocative, erotic and any number of other descriptors you might care to mention. I have an almost infinite amount of respect for the talented men and women who make these experiences come to life on my television and in the palm of my hand, and I would never, ever question how an artist has chosen to represent a character that they created, nor would I start demanding that there are more characters that look like me for the sake of that increasingly irritating buzzword "diversity". Instead, I would look to understand the character in question through playing as them, and determining what I can learn about them — and about myself — through how they play and how they act. Over the years, I've found far more characters I can relate to that don't look like me than those that do.

    Characterisation is a great deal more than just physical appearance. And, ironically, it is the ones who judge characters like Tracer based solely on their physical appearance who are the ones indulging in objectification, not those who enjoy the designs of these characters for whatever reasons they might have. And I'm growing increasingly impatient with those who cry "sexualisation!" at every opportunity without 1) offering any "solutions" (to this non-existent problem) and 2) explaining exactly why it's somehow bad to have characters that look nice in our interactive fantasies.

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    2260: Have You Played Liberator Today? https://imnotdoctorwho.moegamer.net/2016/03/28/2260-have-you-played-liberator-today/ https://imnotdoctorwho.moegamer.net/2016/03/28/2260-have-you-played-liberator-today/#respond Mon, 28 Mar 2016 19:43:28 +0000 https://angryjedi.wordpress.com/?p=12886 I like retro compilations, not just for the ability to play games from my youth on modern hardware, but also to discover some classics that, for whatever reason, I missed out on when they were first released. Such has been the case after just a few minutes with Atari Vault, a new release on Steam that … Continue reading 2260: Have You Played Liberator Today?

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    I like retro compilations, not just for the ability to play games from my youth on modern hardware, but also to discover some classics that, for whatever reason, I missed out on when they were first released.

    Such has been the case after just a few minutes with Atari Vault, a new release on Steam that packages together about a hundred Atari 2600 and arcade games from the late '70s and early '80s — including a few previously unreleased prototypes, which is kinda cool.

    One such discovery I made today was an interesting (and surprisingly impressive for the time) game called Liberator, a quasi-sequel to Missile Command that flipped the concept of the original Cold War-inspired game on its head by putting you in the role of the aggressors, attacking enemy bases on planets in order to liberate the population from the villains.

    Liberator, I've discovered, was quite a rare game even on its original release, which might explain why I've never come across it before. According to Gaming History, the original arcade machine sold for a whopping $2,000 and did not prove particularly popular, with only somewhere in the region of 760 cabinets actually being made — all this despite it being a game absolutely made for cross-promotion with Atari's "Atari Force" comic series. The curse of old-school Atari constantly and consistently failing at marketing strikes once again, I guess.

    Anyway. The game plays quite a bit like Missile Command in that it's a somewhat different take on the shoot 'em up. Rather than firing directly at things, you fire at a crosshair on screen, and your missiles detonate when they reach the point you fired at. Thus, to destroy things, you have to cause explosions at locations where the enemies will be when your missiles arrive — usually meaning you have to fire ahead of them carefully, anticipating their movements.

    Much like Missile Command, you can fire from several different places on screen, and these missile launchers — here depicted as starships orbiting an enemy planet — can be independently destroyed, acting as your "lives" for the game session. The game, then, becomes a matter of balancing your offense on the planet surface, which requires you to destroy enemy missile bases on the rotating globe ahead of you, and defending yourself against incoming missiles and other attacks. Not every attack is guaranteed to hit you, either, so you also need to spot which things you need to prioritise destroying and which you can safely ignore.

    It's an interesting game; very simple, but undoubtedly addictive in the same way that Missile Command is. It's a good-looking game for the time period (1982), as well, with some decent pixel art for "Commander Champion", who briefs you on your mission, and a well-done 3D rotating globe effect for the planets you're orbiting. Sound effects, meanwhile, are the same bleeps, burbles and booms from Missile Command — nothing special, but certainly iconic of this particular period in gaming.

    There's a lot more to explore in Atari Vault, but I anticipate that Liberator will be one I keep coming back to!

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    2259: Back to Solo Play https://imnotdoctorwho.moegamer.net/2016/03/28/2259-back-to-solo-play/ https://imnotdoctorwho.moegamer.net/2016/03/28/2259-back-to-solo-play/#respond Mon, 28 Mar 2016 00:06:42 +0000 https://angryjedi.wordpress.com/?p=12848 I've been back and forth on whether or not I should continue playing Final Fantasy XIV for a while now. I do love the game and all it offers, but the long period of time between the release of expansion pack Heavensward and its first major content patch caused me to get significant burnout, and while I did get … Continue reading 2259: Back to Solo Play

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    I've been back and forth on whether or not I should continue playing Final Fantasy XIV for a while now. I do love the game and all it offers, but the long period of time between the release of expansion pack Heavensward and its first major content patch caused me to get significant burnout, and while I did get temporarily enthused around the start of the patch 3.2 cycle, I'm once again feeling that I don't really want to do the endgame grind, nor do I want to raid.

    Those who have been following my blog for a while will know that I've been one of the loudest, most enthusiastic people about Final Fantasy XIV ever since the beta of A Realm Reborn. So why the change of heart? Well, a number of reasons, really.

    First up is the aforementioned endgame grind. This has always been present in the game — it is an MMO, after all — but first time around it somehow didn't feel so bad, perhaps because I never got "ahead of the curve" and made content irrelevant by outgearing it within a day or two of it releasing. In other words, taking on challenges was always exciting and there was always something to aim for; that aspect is still there, but if anything, I think there's now too much to grind on for what feels like relatively little reward.

    Take the Anima weapons, for example — Heavensward's version of the Relic weapons from A Realm Reborn. The first step of this process either requires you to give up a fully upgraded level 50 relic (which a lot of people had at least one of by this point) or to repeatedly run FATEs around the Heavensward areas until you got Atma-like drops at a very low chance. The second step requires you to run ten dungeons that, at the level you're constructing the Anima weapon at, are completely irrelevant to you unless you're collecting gear for alt classes. The final step requires you to collect 20 each of four different items and then do some other bits and pieces.

    The first step either takes seconds or hours of boring FATE grinding, though you can at least attempt to get the items from FATEs while levelling another class. The second step is just plain tedious, though it is presumably there as an attempt to keep older dungeons populated for those who are coming up through the 50s. And the third and final step is an absolutely brutal grind that either takes weeks of daily quests or repeated running of dungeons and/or the first (now largely irrelevant) part of the Alexander raid dungeon. Oddly, the jump in item level and power for this final step is significantly smaller than that for the second step, despite the final step being by far the most significant undertaking.

    I currently have 8 out of the 60 items required to upgrade my Relic to its (currently) final form, and the next step of the process is coming soon. I just don't feel any inclination to do this alongside grinding daily quest reputation, Tomestones to purchase gear, XP for classes that haven't reached 60 yet, not to mention crafting and gathering, both of which are one of the few reliable ways to make a decent amount of money in the game.

    The trouble, then, is not that there's nothing to do as such — it's that there's too much to do, but that too much is based on doing the same things over and over again for weeks or even months. The worst of both worlds, if you will — for me, anyway. There are plenty of people still playing who seem to be quite happy indulging in this grind. Some are even already working on their second or third Anima weapons.

    I don't begrudge anyone how they spend their time, but having been playing a bunch of other stuff recently, I just don't want to commit the amount of time necessary to progress at a meaningful pace in Heavensward, because it means that I won't have time to enjoy other games like Senran Kagura Estival Versus, Dungeon Travelers 2, the upcoming Trillion God of Destruction and the many, many RPGs that are still on my game shelves, as yet unplayed. I've tried finding that magic balance between FFXIV and other games, and it just doesn't really exist for me — I always end up going in an "all or nothing" direction, and right now I'm feeling like I would rather play other things.

    I'm not hanging up my Eorzean adventuring shoes completely; I fully intend to continue dropping in on the game to see how the plot develops with each new content patch, but I no longer have any desire to stay "current" with content progression, raids or Extreme-level Primal fights. In a way, I'm a bit sad that I feel this way, as FFXIV has been such a significant part of my life for so long — and my wife now plays more than I do — but ultimately, if you're not happy or having fun doing something that is supposed to be enjoyable, then there's really no point carrying on with it.

    Alongside all this is the social matter: our Free Company has become very quiet over the last few months. I'm not entirely sure what's caused this and I don't really want to investigate for fear of dredging up any drama that might be involved. But playing the game isn't the same social activity it once was, with Free Company chat a lively place filled with people having fun, joking around and enjoying themselves. Many of the regular faces are still there, but remain quiet in "public", instead preferring to converse in small, private Linkshells rather than the main guild channel. It's made for an atmosphere that isn't anywhere near as welcoming and fun as it once was.

    And alongside this is the matter of the overall game community and how it has declined somewhat over the last few months. MMOs always have a problem with elitism at their top end, but Final Fantasy XIV always used to feel like it was one of the more positive, friendly communities out there. Now, though, it's a place where you get yelled at if you don't speedrun dungeons, where newcomers to fights are sometimes kicked out of groups, and where players bitch about people they perceive to be "inferior" to them both in-game and on social media. The rise in popularity of DPS parsers also means that the particularly elitist players have data to hold over the heads of people they think are underperforming, and rather than offering feedback on how to improve, many of these people think that simply quoting them their DPS figure is enough to make them want to "git gud".

    This is a generalisation, of course; I've still had plenty of positive experiences in the game in recent months, and I always made a point to be the change I wanted to see in the community by being friendly and conversational when playing with others, offering advice without berating when necessary. But it's just got to a point where this side of things has become exhausting and even stressful at times, and that's not conducive to having fun.

    So I'm stepping away. For how long, I don't know, though as I say, I'm pretty sure I'll be back in for the next patch, at least to see how the main scenario storyline develops. Raiding, though? Nope. Sephirot EX? No thank you. Anima grind? No, thank you.

    Now, I'm 86 hours deep in Dungeon Travelers 2 and I have grinding to do… he said, without a trace of irony.

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    2258: TrackMania Turbo: Impressions from the Full Version https://imnotdoctorwho.moegamer.net/2016/03/27/2258-trackmania-turbo-impressions-from-the-full-version/ https://imnotdoctorwho.moegamer.net/2016/03/27/2258-trackmania-turbo-impressions-from-the-full-version/#respond Sun, 27 Mar 2016 01:52:11 +0000 https://angryjedi.wordpress.com/?p=12805 I knew after just a couple of minutes of playing TrackMania Turbo's demo that I needed the full game in my life, so it wasn't long before I was in my local game emporium picking up a physical copy. (Discs rule. Yes they do.) And I've been spending some time with the full version. Here are some … Continue reading 2258: TrackMania Turbo: Impressions from the Full Version

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    I knew after just a couple of minutes of playing TrackMania Turbo's demo that I needed the full game in my life, so it wasn't long before I was in my local game emporium picking up a physical copy. (Discs rule. Yes they do.) And I've been spending some time with the full version. Here are some things you might like to know about it.

    It's an arcade racer with gloriously old-school handling

    That means tapping the brakes to suddenly find yourself going sideways, powersliding around corners, releasing the accelerator to slow down only when you absolutely have to, and all that good stuff. It's not realistic in the slightest, but TrackMania has always been about having fun that just happens to be in cars; it's never been trying to be realistic, and it's always been all the better for it.

    There are four distinct environments, each with a very different feel

    Earlier TrackMania titles incorporated multiple environments, each of which had its own unique vehicle with its own unique handling. TrackMania 2 bucked this trend by releasing each environment as a separate game — Canyon, Valley and Stadium. It was a controversial move that some saw as new publisher Ubisoft trying to make a bit more money off the game and perhaps it was — but each of these environments was very well fleshed out with plenty of variety. Plus each individual game was a fraction of the price of a brand-new triple-A game.

    TrackMania Turbo incorporates revamped versions of the Canyon, Valley and Stadium environments from TrackMania 2 and adds its own Lagoon environment to the mix. Lagoon is somewhat similar to the Island environment from TrackMania United, but with a few additions — most notably magnetic rollercoaster tracks that your car sticks to, allowing for corkscrewing, loop-the-looping and all manner of other acrobatics with zero risk of your car flying off into the sunset or plummeting from a great height into shark-infested waters.

    Pleasingly, each environment feels very different. The Canyon cars are extremely drifty — we're talking Ridge Racer territory here. The Valley cars, meanwhile, are a little more twitchy, plus the wider variety of road (and off-road) surfaces means that you have to adapt to several different ways of throwing your car around. The Lagoon cars are the most sensitive and grippy of all, able to get around very tight corners without having to drift (or even slow down, in some cases), and the Stadium cars are much like their counterparts from the previous games: heavy but grippy, with the ability to throw them into a drift with judicious application of the brakes.

    There's a 200-level campaign

    Yep, 200 races for you to complete. You can't just challenge them in any order, though; you have to start with the "White"-level Canyon tracks, then attain enough medals to unlock the "White" Valley tracks, then the "White" Lagoon tracks and finally the "White" Stadium tracks — only then will you be able to move up to the next tier. The top two tiers of difficulty require silver and gold medals respectively, while the first three only require bronze medals.

    This structure is a bit more restrictive than past TrackMania games in that you can't jump back and forth between each environment's mini-campaign if you get fed up with a particular track, but ultimately it gives the game a good sense of progression.

    There's a bunch of ways to play multiplayer

    TrackMania has always been an incredibly overlooked local multiplayer party game, and hopefully its jump to consoles will help fix that. Turbo incorporates a number of different ways to play together.

    Split-Screen is self-explanatory: everyone races together, first over the line wins, and the overall winner is determined by a best of three. This is noteworthy for being one of the only four-player split-screen games I've seen on the last two generations of consoles.

    Arcade mode is a flexible mode where you can pick a track and then attempt to set a time using three "credits". The top ten times are recorded on a high score table, so you can challenge your friends to beat your best times that you've previously set — or have a mini-tournament there and then.

    Hotseat mode is most similar to the previous games' multiplayer option. Up to 16 players can play in turn, each of whom is given a full tank of gas. Each player then attempts to set a time on the course; if the current leader is beaten, they then have to try and beat their challenger. The process repeats until everyone has run out of gas, and whoever is top of the leaderboard at that point is the winner.

    All these local multiplayer modes can be played using any of the 200 campaign tracks (all of which are unlocked from the outset — no need to play single-player to open them up for multiplayer), any tracks you've built using the game's track editor, or a randomly generated track that the game builds for you. This latter option is fun, but a little time-consuming: you can watch the game building the track piece-by-piece, then it has to spend a few moments calculating shadows for the objects it's added. (Pro-Tip: choose "Fast" rather than "Nice" for lighting quality unless you want to wait a good 3 or 4 minutes before you can play the track.)

    It's built for console

    TrackMania has always felt like a PC game. And I don't necessarily mean that as a positive thing. Past installments have been highly customisable and expandable, but this came at a price: a clunky, inconsistent interface and an online component that required you know about (and are able to set up) dedicated servers and suchlike. The game was considerably expanded by a worldwide community of modders, in other words.

    TrackMania Turbo doesn't support mods, nor does it do dedicated servers — at least not in the same way as the earlier PC games. This, naturally, has made the PC crowd get furious as they are wont to do, but really for the average player it's a change for the better. Multiplayer is now a case of just creating a room or joining an existing one. The interface is consistent and controller-friendly. You don't need to worry about having the right mods installed just to make other people's cars show up, or spend time tweaking settings to optimise performance. It is an overused phrase, but TrackMania Turbo just works, and thank God for that.

    It's the best arcade racer for years

    While many of the more "arcadey" racing games have gone in the open-world direction over the last few years, making for sprawling, unfocused experiences where you dribble from one type of activity to another, TrackMania remains so true to its arcade inspirations that on its title screen it prompts you to "insert coin or press X", followed by the sound of a coin clunking into an arcade machine when the main menu appears.

    It's presented well, with a clear, uncluttered interface, wonderful handling and a pick-up-and-play nature that is accessible (but challenging) to all ages, and with the combination of the track editor, the ability to download other players' tracks and the random track generator, has potentially limitless replayability.

    So if you like arcade racing — or the technical, puzzle-like stunt racing of titles like Ubisoft stablemate Trials — then you absolutely, definitely should pick up a copy of TrackMania Turbo as soon as possible.

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    2257: Rebooting MoeGamer https://imnotdoctorwho.moegamer.net/2016/03/26/2257-rebooting-moegamer/ https://imnotdoctorwho.moegamer.net/2016/03/26/2257-rebooting-moegamer/#respond Sat, 26 Mar 2016 01:01:22 +0000 https://angryjedi.wordpress.com/?p=12772 I've already written a substantial post over on my other site MoeGamer about a new plan I have to start writing more hefty long-form pieces on a regular basis, but I figured I'd write something here too. And, since I'm the sort of person who will happily write the same thing in two different ways because he … Continue reading 2257: Rebooting MoeGamer

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    I've already written a substantial post over on my other site MoeGamer about a new plan I have to start writing more hefty long-form pieces on a regular basis, but I figured I'd write something here too. And, since I'm the sort of person who will happily write the same thing in two different ways because he enjoys the act of writing itself, I'm not just copying and pasting the text over, oh dear me no.

    I'm rebooting MoeGamer. It's not a drastic reboot, change of theme, change of layout or anything like that: it's changing the way I'm thinking about it. To date (well, until last August) I posted on MoeGamer as and when I felt like it: when I particularly wanted to write about a favourite game, or when I particularly wanted to refute something stupid I'd seen from the mainstream press. ("There haven't been any good RPGs since Final Fantasy VII" was a good example; "Dungeon Travelers 2 is a creepy, porn-lite dungeon crawler" was another.) I made an effort to post pieces of several thousand words in length, much as if I'd be writing a feature article on a regular games site.

    And that was fine, apart from a couple of issues, the major one being that it's very difficult to stay up to date on things to write about if you set yourself even quite a conservative schedule of posting. Eventually, the prospect of running out of things to write about became a bit demoralising, so I stopped to have a think and reflect on what I wanted to do with the site, if anything.

    Today, Destructoid published a review of Dead or Alive Xtreme 3 which attracted some attention. Not only was it written by a writer with a lengthy track record of baiting the outrage brigade at every opportunity, said writer took the opportunity to insult both the game and the people who might be interested in it over the course of his article. And, once again, I was reminded of the woeful inadequacy of the mainstream games press when covering more specialist titles such as modern Japanese games.

    As foul a taste as the review left in my mouth, it gave me an idea. Why not try doing something completely different? By not being beholden to advertising revenue, I have the freedom to wax lyrical about games I find interesting or noteworthy as much as I want. And in-depth analysis is what these games in particular are sorely lacking. Now, I'm not particularly saying Dead or Alive Xtreme 3 is necessarily worth some in-depth analysis — although I haven't played it yet, so couldn't say for sure — but there are plenty of games out there which are being done an enormous disservice by games journalists who either don't have the time to invest in 100+ hour RPGs, or who feel "this game is about boobs" is somehow sufficient to describe Senran Kagura.

    Much of the problems with modern games criticism come from the twin pressures of time and performance. Everything posted on a site has to perform well, and it has to be timely, otherwise the ad revenue will be shit and no-one will get paid. Unfortunately, this leads to clickbait of various forms — most commonly of the outrage variety these days. I don't necessarily blame the games journos themselves for this — though there are certain writers, whom I shall refrain from naming for the moment, who can eat a thousand dicks over their incompetent coverage of games that deserve better — because I know from experience they quite simply don't have the time to explore a game fully in the same way a regular ol' player will.

    But I do. Because I'm a regular ol' player. So why not leverage that fact and take an extremely in-depth look at a game after the fact, pick apart why it's noteworthy (or not) from several different angles, and ultimately build up a library of deep, interesting analyses of games that don't get the time of day from the mainstream games media?

    The plan's pretty simple. Pick a game each month, focus exclusively on that. Write about its mechanics, narrative, aesthetics and context — going into a full article's worth of detail on each rather than trying to cram everything into a single "review". Add additional detail as appropriate. Move on to something new the following month. Repeat.

    This approach gives me time to work my way through substantial games such as JRPGs and visual novels and complete them to my satisfaction, then write about them in detail. It provides a suitable structure for me to post content regularly. And it provides a variety of perspectives for people who are interested in games for different reasons — not everyone's as much of a narrative junkie as I am!

    I'm sure it'll be a challenge and I'll doubtless run into some hurdles along the way. But while I have the time to pursue various creative endeavours, it's probably best I do that rather than sitting at home twiddling my thumbs and occasionally bursting into tears at the fact I still don't have an actual job.

    I'll be kicking off this new-style MoeGamer at the beginning of April with coverage of the recently released Senran Kagura Estival Versus, and taking things from there. I'm looking forward to this new challenge, and I hope you'll be interested to read my work.

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    2256: TrackMania Turbo Demo Impressions https://imnotdoctorwho.moegamer.net/2016/03/24/2256-trackmania-turbo-demo-impressions/ https://imnotdoctorwho.moegamer.net/2016/03/24/2256-trackmania-turbo-demo-impressions/#respond Thu, 24 Mar 2016 22:50:15 +0000 https://angryjedi.wordpress.com/?p=12748 Those who know me well will know that I've been a huge fan of the TrackMania series since the original release of TrackMania United, and have spent many hours on the various updates to United and the eventual follow-ups TrackMania 2 Canyon, Valley and Stadium. So it was with some excitement that I realised that the next official sequel, TrackMania Turbo, was releasing this … Continue reading 2256: TrackMania Turbo Demo Impressions

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    Those who know me well will know that I've been a huge fan of the TrackMania series since the original release of TrackMania United, and have spent many hours on the various updates to United and the eventual follow-ups TrackMania 2 Canyon, Valley and Stadium. So it was with some excitement that I realised that the next official sequel, TrackMania Turbo, was releasing this week, though I was torn on whether to pick it up for console (PS4, in my case) or PC, which has traditionally been the home of TrackMania.

    After playing the PS4 demo for a bit this evening, I think I'm going to grab the PS4 version. I'm very impressed with how at home it feels on console — much of the clunkiness of the PC versions, particularly in the menus, has been tidied up considerably, making it much more controller-friendly, and the addition of a variety of local multiplayer modes makes it eminently suitable for console play. It, so far, seems to be a highly polished product, which addresses what has always been my main criticism of the series as a whole: the fact that in terms of gameplay, it is wonderful, but in terms of interface and user-friendliness, it has traditionally been a ridiculous mess, only made worse by the gazillions of mods server operators apply to their custom dedicated servers, making the game screen more complicated than your average MMO come raid time.

    PC players on Steam seem to be a bit salty that TrackMania Turbo has stripped out a number of features they've come to take for granted: specifically, the ability for players to run their own dedicated servers and install gajillions of mods that make players' screens look more complicated than your average MMO come raid time. And while this is a bit of a shame from the perspective of the game's flexibility — something that TrackMania has always prided itself on — I don't think it's going to hurt the complete package, and in fact it may well be good for the series as a whole. TrackMania Turbo will serve as the friendly face of TrackMania, in other words, while the truly hardcore still have United and TrackMania 2 to play and mod to their heart's content. Both of those games are still a hell of a lot of fun to play, after all — and surprisingly good looking, to boot, especially considering their age.

    But what of TrackMania Turbo then? How does it shape up compared to its illustrious, if clunky, predecessors? Judging from the five tracks available in the demo, extremely favourably. In fact, if the whole game handles in the way those early tracks do, I'm confident that it will become a new favourite arcade racer.

    The thing I like the most is the unabashedly arcadey handling. We're talking Ridge Racer-tier drifting here: release the accelerator, steer around a corner and slam the gas back on and you're going sideways. Hit the brakes and you'll find yourself in an even tighter drift, allowing you to get around even the most ridiculous of corners without losing anywhere near as much speed as if you'd have to drive "properly" like in boring driving sims.

    The game screen, sans custom mod clutter, is clean, clear and offers ample feedback on your performance as you play, including split times, worldwide and regional rankings, and fun little extras like arcade-style counters showing how far you've jumped or drifted for — a nice addition that gives the game a very "Sega" feel.

    I was debating whether or not I wanted to grab the game today. Playing those five tracks in the demo has made me quite happy to pick it up, though; I can see it being a whole lot of fun, and I hope it's a big success, helping to show console players the joy of this wonderfully silly but skillful and creative series.

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    2255: Things I Feel Irrationally Weird About Saying Out Loud https://imnotdoctorwho.moegamer.net/2016/03/23/2255-things-i-feel-irrationally-weird-about-saying-out-loud/ https://imnotdoctorwho.moegamer.net/2016/03/23/2255-things-i-feel-irrationally-weird-about-saying-out-loud/#respond Wed, 23 Mar 2016 23:08:27 +0000 https://angryjedi.wordpress.com/?p=12722 Number 9,752 in my List of Things That I Don't Quite Understand About Myself is the fact that there are some things I feel irrationally weird about saying out loud. Normal things, to be clear; the sort of things that regular people probably happily say out loud without a second though. And yet I always … Continue reading 2255: Things I Feel Irrationally Weird About Saying Out Loud

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    Number 9,752 in my List of Things That I Don't Quite Understand About Myself is the fact that there are some things I feel irrationally weird about saying out loud.

    Normal things, to be clear; the sort of things that regular people probably happily say out loud without a second though. And yet I always feel peculiar whenever I'm put in a situation where I might have to say one of them, and will often do everything I can to avoid saying the thing in question.

    Here is a non-exhaustive list.

    • My own name. I've felt awkward about saying my name — particularly my full, non-abbreviated name — ever since I was little. I find it hard to pin down exactly why this is or what set me off thinking this way in the first place, but I have a feeling it has something to do with how much I disliked my speaking voice when I was growing up; I used to absolutely hate hearing recordings of myself, both before and after my voice broke, because I really didn't like my accent and the way I pronounced things. I actually have reasonably good diction for the most part; when I was little — and to an extent even now — I worried that I sounded "too posh", and the name "Peter" is a name that it is very difficult to make sound cool when you sound even the slightest bit posh. As such, I have gravitated towards "Pete" ever since, but still avoid saying it out loud whenever possible.
    • Other people's names. I know lots of people on first-name terms. I hate calling any of them by name. Unlike my hang-ups about my own name, this is nothing to do with not liking their names — it's a peculiar reaction I have where I feel that someone's name has significant power and meaning to a person, and that using it in a carefree manner to attract their attention or address something to them is somehow insulting. This is, of course, complete nonsense, since we rely on our names to identify ourselves to one another. I feel this one may be something to do with my own reaction to my own name: perhaps I'm subconsciously worrying that other people don't like hearing or saying their own name too.
    • Tummy/belly. Stomach. Always stomach. My stomach hurts. I have a stomachache. Never, ever, ever I have a tummyache or a bellyache. Why? My reaction to these words is that they are somehow "childish" and not something an adult should be saying. Once again, this is nonsense, of course, but I still just can't bring myself to say them.
    • Variations on "goodbye". I hate saying goodbye. Not in the romantic "I hate goodbyes!" sense, but in the fact that I simply hate saying goodbye, bye-bye, see you later, see you round, ta-ta for now, bye. I honestly don't know where this one has come from because saying "goodbye" is a fundamental part of human interaction: it's a means of demonstrating that your time with someone else has now ended, and that you are going to go elsewhere and/or speak to someone else. Perhaps I think it's "rude" somehow — that I always think the other person I'm speaking to should be the one to terminate the interaction? I don't know, but what I do know is that it's ruder to leave without saying goodbye, which I have been known to do on numerous occasions simply to avoid this hideous awkwardness.
    • Excuse me. "Excuse me" tends to go hand-in-hand with speaking to strangers, and I do not like speaking to strangers, particularly those I perceive to have more "power" than me in a particular situation. Which is, to be honest, most people most of the time. This one I kind of understand, but it's still fairly irrational.
    • Toilet. I cringe every time I use the Americanism "bathroom" to mean "toilet", but I still use it anyway, particularly when in an unfamiliar place or with unfamiliar people. "Do you have a bathroom I can use?" Of course you do, what sort of house would it be if you didn't? Somehow I see framing the question in this manner as more polite than "Can I use your toilet?" — evidently my mind subconsciously converts "can I use your toilet?" to "can I get my penis out and spray urine into something in your house?" which results in feelings of shame.

    I'm pretty sure there are more, but making this list is depressing me about my own lack of social skills. (Not really, but, well, that's probably enough to be getting on with for now.) So let's leave it there for now. I may well return to this topic if I think of some more!

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    2254: The Irritating Trend of Gleeful Negativity https://imnotdoctorwho.moegamer.net/2016/03/23/2254-the-irritating-trend-of-gleeful-negativity/ https://imnotdoctorwho.moegamer.net/2016/03/23/2254-the-irritating-trend-of-gleeful-negativity/#respond Wed, 23 Mar 2016 02:09:28 +0000 https://angryjedi.wordpress.com/?p=12677 Earlier today, a rumour broke that Nintendo would supposedly be stopping Wii U production by the end of this year. Nintendo subsequently denied this, of course — even if it turns out to be true, Nintendo keeps an Apple-esque veil of secrecy over all its upcoming plans and doesn't tend to comment on rumours and … Continue reading 2254: The Irritating Trend of Gleeful Negativity

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    Earlier today, a rumour broke that Nintendo would supposedly be stopping Wii U production by the end of this year. Nintendo subsequently denied this, of course — even if it turns out to be true, Nintendo keeps an Apple-esque veil of secrecy over all its upcoming plans and doesn't tend to comment on rumours and speculation.

    Predictably, as soon as the first report was published, everyone was all over the news like vultures circling a still-warm corpse. The Wii U is arguably tied with the Vita as the gaming industry's favourite whipping-boy, and it honestly makes me feel a little disgusted at the amount of glee some people seemed to be directing at the prospect of what is a very good console — albeit less powerful than its Sony and Microsoft counterparts in this generation — going the way of the Dreamcast.

    Nintendo aren't particularly popular with certain groups of gamers at the moment, largely due to the controversy surrounding the English localisations of Fire Emblem Fates and Bravely Second due to perceived unwelcome pressure from sociopolitical groups. Regardless of whether or not the decisions made for those games were mistakes or not — and sales figures for Fire Emblem certainly seem to suggest that there are a lot of people who aren't particularly bothered — Nintendo is still in a unique position in the business, however: they have a console platform that is completely separate from its competitors, which is the only place to play certain games, and which is still the only place to play first-party Nintendo games.

    Platform exclusives might not be as much of a big deal as they used to be — both Sony and Microsoft's first-party work in recent years has been a little lacklustre for the most part — but they're still Nintendo's bread and butter. Super Mario, Mario Kart, Super Smash Bros. and Zelda are all staples of any Nintendo platform, and with the Wii and Wii U generations we've added Splatoon and the Xenoblade series to that list. All very strong, polished games; all games that make the Wii U a unique console with a ton of its own character.

    This is what bugs me, y'see: the most important thing about a games console is the software library that runs on it — the games. And the Wii U, despite not being the most technologically advanced system on the market, has some of the very best games in recent years available for it. Not only that, but it continues to fly the flag for family-friendly gaming while Sony and Microsoft primarily court the gritty realism of modern triple-A titles. Wii U games, for the most part, are awash with primary colours, cheerful music and the clear self-awareness that they are games; they're not trying to be movies, or works of art, or anything like that: they're just trying to be a ton of fun for their audience — and succeeding.

    But despite that strong (albeit small) library of games for the system, it's everything else about Nintendo's system that gets criticised: so much so that the worthwhile achievements of the games — and make no mistake, there are enough good games available for Wii U to make purchasing one worthwhile — get overshadowed. Their online system sucks! (Except all these bits that don't!) Their marketing is rubbish! (You're not helping!) The controller is weird! (Play Splatoon with it, then tell me that's not infinitely better than playing an FPS/TPS with a regular gamepad!) You can't buy new GamePads! (Then don't break it!) Their downloadable games are too expensive! (Then don't buy them!)

    I'm being facetious to an extent — there are valid criticisms to be made of much of what Nintendo has done in recent years, but there's also a lot to praise. And when it comes down to it, none of these criticisms are particularly important to the Wii U doing what it is primarily designed to do: to play games.

    Which is why I get so frustrated when I see people who don't own Wii U's revelling in its "failure". And why I get so frustrated with a media who will post 57 articles about the latest mediocre triple-A blockbuster game to be released on Xbox One and PlayStation 4, yet barely mention the incredible technical achievement of something like Xenoblade Chronicles X. It's part of an increasingly overwhelming culture of gleeful negativity in all aspects of society: schadenfreude has always been a thing, of course, but there seems to be an increasing number of people out there who do nothing but piss, moan and complain about absolutely everything rather than finding something they do like and enjoying it — either quietly or, as I tend to do, as loudly as possible so other people might be able to discover and enjoy the things I've grown to love.

    Still. If the Wii U does fail and does cease production this year, it's all but assured a place in gaming's Valhalla alongside Sega's Dreamcast: consoles dead before their time, with libraries of great games that only a few people played when they first came out, and that more and more people regret getting rid of when they become super-rare a few years down the line. Yep, I'll be holding on to mine for sure; I may not have a ton of games for it, but those that I do have are among my favourites in my game collection.

    And no, you may not borrow Xenoblade Chronicles X in five years' time.

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    2253: It is the Piece of a Smile Everyone Acquires https://imnotdoctorwho.moegamer.net/2016/03/22/2253-it-is-the-piece-of-a-smile-everyone-acquires/ https://imnotdoctorwho.moegamer.net/2016/03/22/2253-it-is-the-piece-of-a-smile-everyone-acquires/#respond Tue, 22 Mar 2016 00:15:34 +0000 https://angryjedi.wordpress.com/?p=12649 I've already written generally about how much I like yuri/shoujo ai slice-of-life anime Yuru Yuri, but I wanted to single out a particular episode as a great example of what this genre does really well: the third season's eighth episode, boasting the impressively Engrish title It is the Piece of a Smile Everyone Acquires. Yuru Yuri has a few aspects … Continue reading 2253: It is the Piece of a Smile Everyone Acquires

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    I've already written generally about how much I like yuri/shoujo ai slice-of-life anime Yuru Yuri, but I wanted to single out a particular episode as a great example of what this genre does really well: the third season's eighth episode, boasting the impressively Engrish title It is the Piece of a Smile Everyone Acquires.

    Yuru Yuri has a few aspects in common with other, similar slice-of-life shows, but the show it reminds me of most is Squid Girl/Ika Musume — a show where, despite its fantastical, ridiculous premise, manages to be oddly believable and comforting in how it depicts its relationships between characters. It's not so much the thematic similarities that I'm concerned with, more the format: Ika Musume explicitly splits each of its "episodes" into several smaller vignettes that tell miniature stories in their own right, and within these vignettes the show often experiments with form, structure and even aesthetic. Its most striking episodes are the ones where it goes completely off-piste, such as those that feature the "miniature Squid Girl", whose sequences are completely dialogue-free, and which make wonderful use of music and animation to produce surprisingly evocative, emotive scenes.

    The similarities between Yuru Yuri and Ika Musume struck me during the pre-credits opening of It is the Piece of a Smile Everyone Acquires because it adopts a similar approach to the aforementioned "miniature Squid Girl" episodes: it's completely dialogue-free, focuses on a character that isn't normally at the forefront (or, in the case of mini-Squid Girl, isn't normally in the show at all in that form) and does all its storytelling through its soundtrack.

    In the case of It is the Piece of a Smile Everyone Acquires, the episode opens by focusing on the student council president, a character who is so meek and timid that we only ever see her mouthing words in regular episodes; she has no voice, so far as the audience is concerned. The characters always understand, her, though, which is the core joke of her character, but this opening sequence approaches it from a different angle, showing how she understands people — and makes herself understood — without the use of words.

    Yuru Yuri already has a wonderfully evocative soundtrack that complements its on-screen action perfectly, but this opening sequence in It is the Piece of a Smile Everyone Acquires takes things to a new level: adopting an almost programmatic approach to its music, with distinctive themes and instrumentation being used for the individual characters who show up over the course of the sequence, it's a fine example of how words, sometimes, simply aren't necessary: you can make an interesting and heartwarming piece of art using only visuals and sound. (You can make an interesting and heartwarming piece of art using only one of those things, too, of course, but this is a TV show we're talking about here; to deliberately refuse to use one of the core features of the medium is noteworthy.)

    The rest of the episode is entertaining in itself, too, but somewhat more conventional for the most part; this pre-credits sequence, however, was so striking I felt I had to write something about it. I'd share the video here if it was on YouTube, but no-one appears to have ripped it; you can, however, watch the full episode on Crunchyroll at this link, and I can highly recommend the whole series from the very beginning if you want some enjoyable, lightweight fluff to cheer yourself up with.

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    2252: Estival Versus: Early Impressions https://imnotdoctorwho.moegamer.net/2016/03/20/2252-estival-versus-early-impressions/ https://imnotdoctorwho.moegamer.net/2016/03/20/2252-estival-versus-early-impressions/#respond Sun, 20 Mar 2016 19:38:43 +0000 https://angryjedi.wordpress.com/?p=12594 As I said the other day after finishing Senran Kagura 2: Deep Crimson, the follow-up to the Vita spinoff Shinovi Versus, Estival Versus, was waiting for me to stick it in my PS4 and start rumbling in the sunshine. So that's what I've been doing. A recap for those who aren't familiar with the complete Senran Kagura series and its continuity: … Continue reading 2252: Estival Versus: Early Impressions

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    As I said the other day after finishing Senran Kagura 2: Deep Crimsonthe follow-up to the Vita spinoff Shinovi Versus, Estival Versus, was waiting for me to stick it in my PS4 and start rumbling in the sunshine. So that's what I've been doing.

    A recap for those who aren't familiar with the complete Senran Kagura series and its continuity: first came 3DS game Senran Kagura Burst (actually a remake of the Japan-only Senran Kagura: Portrait of Girls with an additional full-length story from the perspective of the "evil" shinobi), which introduced the ten girls who make up the cast members from "good" shinobi school Hanzou and "evil" shinobi school Hebijo (as well as recurring guest characters Daidouji and Rin) and took the form of a 2.5D brawler with simple RPG-style character progression.

    Then came Vita game Senran Kagura Shinovi Versus, which followed on directly from Burst's story and introduced ten new characters: five from another "good" shinobi school Gessen and five who took the place of the now-renegade Homura's Crimson Squad at Hebijo. The story focused on characterisation of the four groups and their interactions with one another, but in its final moments teased what would become the main conflict of the Senran Kagura series: the clash between shinobi (both good and evil) and the demonic youma. Gameplay made the jump from fixed-perspective 2.5D to third-person 3D, leading many to (somewhat erroneously) draw comparisons to Koei Tecmo's Warriors series.

    This was followed by 3DS game Senran Kagura 2: Deep Crimson, which left behind the new Gessen and Hebijo characters in favour of focusing on the original cast once again, and pushing the shinobi-youma plot arc forward with the introduction of legendary character Kagura and a strong focus on the machinations of the evil Hebijo chairman Dougen. Deep Crimson returned to fixed camera angles but had a stronger sense of depth than Burst, making it feel more along the lines of a somewhat less setpiece-heavy Devil May Cry than Streets of Rage.

    And then we come to Estival Versus, the latest release. (There was also Senran Kagura Bon Appetit among all that lot somewhere, but that's a deliberately comedic spinoff rather than a canonical entry in the main narrative.) Estival Versus is the first of the series to appear on home consoles as well as handhelds thanks to its simultaneous PlayStation 4 and Vita releases, and it marks a return to Shinovi Versus' 3D fighting formula, with battles unfolding in large 3D arenas rather than side-on, linear levels.

    My initial impressions here are based exclusively on the PlayStation 4 version, I should probably point out; from what I understand, the Vita version is pretty solid, mind, it just runs at a lower framerate and resolution — and, obviously, is on a smaller screen (unless you use a PlayStation TV). As such, take comments about the technical performance of the game accordingly.

    Well, then, that would seem like a decent place to start: for the most part, Estival Versus runs beautifully fluidly, with crisp, high-definition graphics, the beautiful character animation that has come to exemplify the series, and a smooth framerate that usually sticks around the 60 mark with a few exceptions when things get particularly busy. Even when the framerate drops, however, the action continues to feel fast and fluid, giving the game a pleasantly "arcadey" feel.

    The jump to the big screen makes a surprising amount of difference. Combat feels rather more weighty than it did in Shinovi Versus, particularly when you use the characters that wield heavy, slow weapons rather than the more hack-and-slash-friendly characters. This is a good thing, on the whole; every character feels noticeably distinct from one another, and getting to learn some of the more challenging characters is satisfying.

    Besides the returning cast from Shinovi Versus, there are a number of new characters, too: the three "Mikaruga Sisters", each of whom handles very differently, along with some other characters who are particularly important to a number of aspects of Senran Kagura lore at large.

    I can't speak for the entire story yet, but Estival Versus so far seems to be following a similar pattern to Shinovi Versus: beginning with what sounds like it should be a throwaway plot that simply provides an excuse for all the characters to fight one another, but which actually turns out to be a means of exploring these characters in a considerable amount of depth. Here, the basic concept is that the casts from the four schools have been somehow whisked away to a tropical paradise where dead shinobi who have not yet found rest appear to linger. Shortly after arriving, the girls are challenged to take part in the "Shinobi bon dance" ritual — a battle royale that demands each of the groups smash the others' festival platforms in an attempt to assert their dominance and, subsequently, be allowed home first.

    It sounds kind of dumb initially, and indeed the first couple of chapters of the game largely consist of the girls messing around and being silly with one another. By the third "day" of the festival, however, things start picking up, and some of the central mysteries surrounding the situation the girls find themselves in start to unfold. I anticipate that by the eighth day, there will have been some very significant happenings in the world of Senran Kagura, though I shall refrain from conjecture here for fear of inadvertent spoilers.

    Estival Versus so far appears to be a very fun game indeed, with a solid single-player mode, some interesting-sounding online multiplayer modes (both cooperative and adversarial) and the now-obligatory Dressing Room feature, which allows you to play dress-up with your favourite girls, pose up to five of them in a diorama and then snap pictures of them from various angles. I'm not sure I'd recommend it to someone as their first Senran Kagura game, since, like Deep Crimson, it's the midpoint of a series — a series that currently has no end in sight, I should add — and, unlike many other franchises out there, it begins by immediately working on the assumption that you already know who these characters are, how they relate to one another and what they went through together in the previous games. Like Deep Crimson, there are some efforts made to give a bit of context in the early hours of the narrative, but you'll get far more out of it if you've played through the stories of Burst, Shinovi Versus and Deep Crimson beforehand to understand where things are in these girls' world right now.

    Very much looking forward to seeing how things develop — and perhaps jumping into the multiplayer a bit, too. If you have a copy and are playing online, feel free to add my PSN ID Angry_Jedi to your friends list; do please leave a note with your friend request if you know me from here or Twitter, however!

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    2251: GTA Online: More Fun Than I Originally Gave it Credit For https://imnotdoctorwho.moegamer.net/2016/03/20/2251-gta-online-more-fun-than-i-originally-gave-it-credit-for/ https://imnotdoctorwho.moegamer.net/2016/03/20/2251-gta-online-more-fun-than-i-originally-gave-it-credit-for/#respond Sun, 20 Mar 2016 01:58:57 +0000 https://angryjedi.wordpress.com/?p=12565 Some friends and I have managed to spend most of today playing Grand Theft Auto Online, the sprawling multiplayer mode for Grand Theft Auto V on… well, everything, but we were playing on PC, because we all have excellent gaming rigs and like it looking lovely and running at 60+ frames per second. Anyway. Regular readers will know … Continue reading 2251: GTA Online: More Fun Than I Originally Gave it Credit For

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    Some friends and I have managed to spend most of today playing Grand Theft Auto Online, the sprawling multiplayer mode for Grand Theft Auto V on… well, everything, but we were playing on PC, because we all have excellent gaming rigs and like it looking lovely and running at 60+ frames per second.

    Anyway. Regular readers will know that my reaction to Grand Theft Auto Online has been somewhat lukewarm in the past, but today we had a ton of genuine fun, both in the free-roaming mode and in the more structured activities. I think it's finally won me over as something I want to play more of — I'm still unconvinced that I want to play it with strangers, as popular triple-A game multiplayer modes tend to attract the very worst kind of person, but I definitely want to do a lot more with friends.

    It has problems, though; fairly significant ones for an online game. Mostly the issues relate to the overall clunkiness of setting up and managing online sessions. There's no party system, for instance, which makes sticking together with the same group of players when moving from activity to activity a little troublesome at times, though the addition of the "Remain Host" option alleviates this somewhat by ensuring whoever initiates an activity remains in control of the session's options after it's over.

    The problems with the party system are further compounded by Rockstar's insistence on using its own proprietary login system for online IDs — the Rockstar Social Club. I can understand why they've done this — there's some nice detailed stat-tracking and suchlike on the Social Club website — but it's a shame it doesn't integrate with something like Steam. On consoles it integrates perfectly with Xbox Live and PlayStation Network, making it straightforward to find and invite people, whereas the addition of an extra layer of user IDs and accounts on the PC version makes it a bit of a faff to get set up to play with friends. Social Club is also a bit of a temperamental beast; we spent nearly an hour at the start of our session earlier with one of our friends steadfastly appearing offline despite him being logged in to GTA Online; turned out the solution was just to open the Social Club interface in game, and then he magically appeared online. Dumb. Broken.

    Fortunately, once it works, it seems to stay working for the most part, and while there are a few aspects of the experience you miss out on when playing in small, private sessions rather than in large public games, we certainly didn't feel like we were being deprived of anything to do. Pleasingly, there are a lot of activities tuned for 4 players, which is typically the number of people we manage to have available at any one time, so there were plenty of options for us.

    Over time, Grand Theft Auto Online has expanded with a veritable fuckton of new game modes and ways to play, too; open-world activities in Free Mode might challenge you to capture and control an area on the map; "adversary" modes give you unconventional and sometimes asymmetrical ways to compete against each other; missions provide relatively freeform objectives for you to complete as a group. And then, of course, there are the Heists, which we are yet to see one through to its conclusion, but which promise to be a ton of fun.

    Particular highlights for us today included the "Hasta la Vista" adversary mode, in which the four participants are split into two teams: two on pedal bicycles, two in big rig truck cabs. The players on the bikes have to reach the finish line. The players in the trucks have to stop them by flattening them. The huge difference in weight, size and manoeuvreability between the two teams makes for a really fun, silly experience that is much more interesting than a straightforward race.

    We also had great fun with the air races. In our first race, which gave us free reign to choose our aircraft, I ill-advisedly attempted to fly a small passenger jet and failed miserably to complete the course. In the second, we all flew small, nimble aerobatic planes, and — particularly when played in first-person — it was thrilling and terrifying.

    Even just straight deathmatches are fun. The realistic city environments in which the game takes place make for great places to play cat-and-mouse (with shotguns), and it's immensely satisfying to battle your friends for ultimate supremacy, or at least bragging rights.

    Grand Theft Auto Online feels like what Grand Theft Auto has always wanted to be: a realistic-looking but chaotic, silly, cartoonishly violent and darkly humorous playground for people to let loose in using a variety of methods: driving, flying, boating, skydiving, cycling, shooting, bombing, robbing, running, climbing, jumping… while I don't think anyone will ever make the argument that it's great art, it's not trying to be; it's a stark contrast from the single-player mode, which does tell a good story and tell it well. Rather, it's a game where the stories are, for the most part, emergent; the stories are the things you reminisce about with the friends you've been playing with, and most of them start with "do you remember that time when…?"

    So yeah. Grand Theft Auto Online, your interface sucks and you need to hire people who understand how multiplayer games work. But despite all that, you've won me over. I'm greatly looking forward to the next time I can flatten my friends in a dump truck and blow them up with a rocket launcher.

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    2250: Is There Anything More to 'Senran Kagura 2' Than Big, Bouncing Cartoon Breasts? https://imnotdoctorwho.moegamer.net/2016/03/18/2250-is-there-anything-more-to-senran-kagura-2-than-big-bouncing-cartoon-breasts/ https://imnotdoctorwho.moegamer.net/2016/03/18/2250-is-there-anything-more-to-senran-kagura-2-than-big-bouncing-cartoon-breasts/#respond Fri, 18 Mar 2016 19:06:09 +0000 https://angryjedi.wordpress.com/?p=12480 Senran Kagura 2: Deep Crimson is actually something of an increasing rarity in the modern games sphere: it's a sequel that actually rewards knowledge of its predecessors rather than acting as a standalone story or reboot. For sure, you can play through Deep Crimson without having played Senran Kagura Burst or Senran Kagura Shinovi Versus — despite the "2" in the title, … Continue reading 2250: Is There Anything More to 'Senran Kagura 2' Than Big, Bouncing Cartoon Breasts?

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    Senran Kagura 2: Deep Crimson is actually something of an increasing rarity in the modern games sphere: it's a sequel that actually rewards knowledge of its predecessors rather than acting as a standalone story or reboot. For sure, you can play through Deep Crimson without having played Senran Kagura Burst or Senran Kagura Shinovi Versus — despite the "2" in the title, this is actually the third in the series canonically, or fourth if you count the original Japanese release of the first half of Burst as Senran Kagura: Portrait of Girls — but you will get far, far more out of it if you have knowledge of the setting, characters and backstory of what's going on.

    Senran Kagura as a series concerns itself with the happenings in the secret world of the shinobi. Trained in secret at specialised academies, shinobi are split into two main groups: "good" and "evil". "Good" shinobi follow orders, help people, Do No Wrong, that sort of thing. "Evil" shinobi do the more shadowy work that is more traditionally associated with those of the ninja persuasion — assassination, espionage and generally being a bit of a bastard without anyone finding out about it until it's much too late.

    youma1Life can't be interpreted in such black-and-white terms, however; there are myriad shades of grey, and this becomes particularly apparent over the course of the Senran Kagura series' overarching narrative threads and themes. In Senran Kagura Burst, the "good" shinobi of Hanzou Academy came to understand a little more about their "evil" Hebijo counterparts and that they weren't so different despite their theoretically opposing ideologies; in Senran Kagura Shinovi Versus, we learned the truth about this stark good-evil divide: it's an artificially created construct intended to provoke bloodshed between the two opposing sides, the net result of which lures horrific creatures known as youma out of the darkness so they can be slain by high-ranking shinobi.

    In Deep Crimson, the questions over what "good" and "evil" really mean are further raised when the Hanzou students are tasked with initially capturing and then slaying a young girl called Kagura. Kagura, it seems, is destined to fend off the youma in particularly spectacular fashion, so surely the "good" shinobi want to keep her safe rather than splatter her over the nearest wall? Being good little, well, good shinobi, though, they set about making preparations for their mission, because good shinobi follow orders and don't question them. It takes the "evil" shinobi of Homura's Crimson Squad — the former Hebijo students — to convince them to think for themselves and realise that questioning this sort of drastic action is really probably okay if you stop to think about it for just a moment or two. And indeed, there's quite a lot more to Kagura than initially appears.

    youma2In Senran Kagura Burst, the relationships between the Hanzou and Hebijo girls was explored through each of them fighting one another and coming to an understanding with their opposing counterpart. It was revealed that "evil" is actually a more inclusive concept than "good" in the world of Senran Kagura, since "good" can turn people away for "not being good enough", while "evil" accepts everyone, no matter how nice or nasty they might have been in the past. Indeed, Burst's storyline — particularly the Hebijo-specific path — takes great pains to humanise the Hebijo girls and depict them as interesting, flawed and often tragic characters who all have their own reasons for turning to the darker path.

    In Deep Crimson, these relationships are further explored in a number of different ways, both through the narrative and through the game mechanics. A significant addition to Burst's 2.5D brawling action is the ability to play missions in cooperative pairs, either with another player on a second 3DS system or with the AI taking control of the other character and you being able to switch the one you're in direct control of at will. The game's narrative makes a point of putting "opposing" — or perhaps it's better to say "complementary" — characters together; here, rather than fighting against each other, as in Burst, the girls come to understand one another better by fighting alongside one another against the shared threat of the youma. This doesn't, of course, preclude the fact that a number of comic misunderstandings lead to physical altercations between these pairs at several points in the story — Senran Kagura as a series has always known how to strike a good balance between pathos, drama and humour — but the net result of all the girls' battles right up until the end of the game is that they all come to understand, appreciate and like one another better.

    youma3This paired-up action is more than just a gimmick, too; the way it's presented really creates a strong sense of these characters being real people and having actual feelings towards one another. Whether it's the tomboyish, loudmouthed Katsuragi giving the emotionless Hikage an enthusiastic high-five after a successful combat or the dour but utterly besotted Yagyuu catching her darling Hibari in a perfect princess hold after a joint special attack, the game's beautiful animations are absolutely packed with personality, giving each character both a unique look and feel, making them all instantly recognisable.

    This uniqueness extends to the way each of the girls plays as well. Far more so than in Senran Kagura Burst, at least, each girl has a very different fighting style, with their own unique button combinations required to unleash combo attacks and specific moves. While you can get away with button-mashing to a certain degree early in the game, once you start fighting more powerful bosses — and even more powerful individual enemies — factors such as positioning, launching, air control and dodging become significantly more important, and there are even some RPG-style status effects to inflict and contend with, just to make things that little bit more interesting.

    Each character's three special moves are unique, too; while some are simple area-effect nukes around the character position, others are charge attacks across the arena, good for cutting through swathes of enemies, while others have more specialised uses that can turn the tide of battle in your favour. Of particular note is Haruka's "Death Kiss" move, which charms anyone hit with a large heart-shaped projectile and prevents them from attacking for a brief period; frustrating and combo-breaking when it hits you, massively useful when you're able to do it yourself.

    youma4Unfolding across five separate chapters — each with an escalating focus and scope from the previous — and culminating with some dramatic moments of personal growth and epic conflict in the final chapter, Deep Crimson's narrative is a strong one that is paced well and feels like it's the series really hitting its stride. While Burst in particular felt like it was more concerned with introducing the characters and their relationships with one another — no bad thing in a series as characterisation-focused as this — Deep Crimson feels like the overall narrative of the series is moving significantly forwards. The characters aren't treading water: their personal growth in the previous installments is acknowledged and used as a basis for this game's narrative to build on, and this is where the particularly rewarding aspect of complete series familiarity comes in. It has, so far, been an absolute pleasure to witness these girls growing up and finding out more about themselves, their place in the world as people — and their place in the world as shinobi.

    As I say, you can absolutely get some appreciation out of Deep Crimson if considering it in a vacuum, but the Senran Kagura series as a whole is at its most rewarding when you take in every piece of information available out there: creator Kenichiro Takaki and his team have created a very strong and believable setting and sense of context across these games, with some wonderfully human-feeling characters that interact with one another in relatable, believable ways — even when they're being silly rather than serious. Like other prolific Japanese series such as Neptunia, the cast has transcended its original context to become a convincing set of "virtual actors" who wouldn't feel out of place in situations other than fighting for their lives — indeed, we've already seen them put their weapons down and do other things in the immensely silly (but immensely entertaining) Senran Kagura Bon Appetit — and I sincerely hope that we see a lot more of these girls in the coming years.

    Fortunately, I needn't lament that my time with them has come to a close with the conclusion of Deep Crimson's story, since Estival Versus has just released and is eagerly awaiting insertion into my PS4. More thoughts on that to come when I've spent some time with it.

    Oh, hold on now, I didn't answer the question in the headline, did I?

    YES

    The post 2250: Is There Anything More to 'Senran Kagura 2' Than Big, Bouncing Cartoon Breasts? appeared first on I'm Not Doctor Who.

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    2249: Catching Up on Deep Crimson https://imnotdoctorwho.moegamer.net/2016/03/18/2249-catching-up-on-deep-crimson/ https://imnotdoctorwho.moegamer.net/2016/03/18/2249-catching-up-on-deep-crimson/#respond Fri, 18 Mar 2016 00:49:08 +0000 https://angryjedi.wordpress.com/?p=12430 My copy of Senran Kagura Estival Versus arrived the other day. I haven't booted it up yet, because I realised that I was yet to play through its predecessor, the 3DS-based Senran Kagura 2: Deep Crimson. Since the Senran Kagura series is heavily narrative-based and subsequent installments often make reference to events in their predecessors — even between the "main" … Continue reading 2249: Catching Up on Deep Crimson

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    0249_001

    My copy of Senran Kagura Estival Versus arrived the other day. I haven't booted it up yet, because I realised that I was yet to play through its predecessor, the 3DS-based Senran Kagura 2: Deep Crimson. Since the Senran Kagura series is heavily narrative-based and subsequent installments often make reference to events in their predecessors — even between the "main" series on 3DS and the Versus subseries on Sony platforms — I didn't want to jump into Estival Versus until I had, at the very least, beaten the main story of Deep Crimson.

    I find the contrast between the 3DS and Sony incarnations of Senran Kagura to be quite interesting. The 3DS games, being the "canonical" storylines, for want of a better word, play like modernisations of 2.5D brawlers such as Streets of Rage, while the Sony games unfold with more of a sense of "3D", feeling more like a blend between Dissidia Final Fantasy and Omega Force's Warriors/Musou series. I'm torn as to which I prefer, to be honest; I've always had a major soft spot for 2.5D brawlers, and, upon firing up Senran Kagura Burst for the first time and discovering it was essentially a new Streets of Rage game, I was delighted. That said, the Versus series seems to be the one that tends to be more well-received, and I like the larger, extended cast that they incorporate.

    I don't have to pick a favourite, do I? No? Then I won't. I love them all.

    All right, Deep Crimson then. I'm coming up on the last missions of the game having blasted through the previous four chapters, and I've been really enjoying it so far. One thing that has developed considerably from Burst is the fact that each character feels very different to the others now. A lot of Burst could be got through by mashing the attack button and occasionally avoiding enemy attacks, though naturally you'd get more out of it — particularly in boss fights — if you learned some of the combos and when the characters' special moves are especially effective. Deep Crimson, meanwhile, roundly punishes button-mashing, since there appears to be some sort of attack priority system going on, where hurling yourself at the front of an enemy while flailing wildly is a sure-fire way to get yourself defeated swiftly. Instead, mixing up light and strong attacks with air attacks, launches and special moves is essential; it feels much more like a "fighting game" than a button-mashing brawler, which is both enjoyable and rewarding. (Not that there's anything wrong with a button-mashing brawler, of course; I still love me some Streets of Rage.)

    Of particular note is the increased emphasis on special moves' usefulness. I got through a lot of Burst and Shinovi Versus without making heavy use of these impressive, powerful moves, but Deep Crimson makes effective use of them a necessity. In a nice nod to series narrative continuity, all the girls start with their powered-up moves that they learned in the previous games, too, providing three distinct, situational moves to unleash at the appropriate time — and if you've wailed on your opponent enough to charge up your ninja scroll meter too, of course. There's a nice mix between area-effect nukes, frontal cones, charge attacks and some outright bizarre abilities (Hibari's "now I'm a giant and I'ma stomp on you!" move is particularly peculiar) that means learning how each character plays is essential; you can't go in hitting buttons randomly and hope for the best, particularly in the tougher fights against stronger individual opponents or duos.

    Narrative-wise, Deep Crimson raises the stakes significantly from Burst and even Shinovi VersusBurst was, up until its final moments, heavily slice-of-life in nature, albeit slice-of-life with shinobi battles. There was a big, ridiculous final boss battle in its final chapter that teased where the series might go in the future, but then it ended. Shinovi Versus, meanwhile, again concentrated on the daily lives and backstories of the characters, but ended with an even bigger tease about the truth behind shinobi in the modern world: their mission to reveal and battle youma, hugely destructive evil creatures who demand blood sacrifices and generally fuck shit up.

    After two games of us only ever seeing one youma though — Burst's final boss Orochi, whom you fight both on the inside and the outside depending on which of the two main narrative paths you follow — I was beginning to wonder if youma were going to be one of those threats that was always mentioned in hushed whispers but never actually seen. I thought it would be disappointing if we didn't get to fight some big slobbering monsters, though, because although it's fun to see some shinobi-on-shinobi action, some big slobbering monsters would mix things up nicely.

    Deep Crimson is well aware that I probably wasn't the only person feeling like this, and opens with a retelling of Burst's final moments, and then only continues to escalate from there. It tells an interesting tale that delves further into the overall series mythology — particularly the role of the high-ranking ninjas and of Kagura, a mysterious young girl who shows up and appears to be destined to fight youma.

    The particularly interesting thing about the narrative is how it plays with the concepts of good and evil. This is always something that Senran Kagura has been particularly good at, with the majority of both Burst and Shinovi Versus exploring the nature of what "good" and "evil" shinobi really mean, and how people can find ways to build bridges across the frothing waters of conflicting ideologies. With Deep Crimson, though, the Hanzou girls — canonically the "good guys" — find themselves confronted with an order that they're not sure is really the right thing to do. Meanwhile, Homura's Crimson Squad, the former Hebijo Academy students and the characters originally positioned as the "bad guys", are placed in the position of doing what you'd traditionally expect the heroes of the piece to be doing.

    The other thing that's interesting — and the thing I love the most about Senran Kagura as a whole — is how it juxtaposes the heavy, violent and often philosophical shinobi drama with the breezy silliness of a bunch of teenage girls trying to figure out who they are and what their place in the world is. Every single character in Senran Kagura is a well-defined, interesting person with a unique and worthwhile backstory, and they all get their own time in the limelight. Some characters — Homura is a particularly good example — undergo a huge amount of personal growth and development over the course of the series, and it's been a real pleasure so far to watch these girls grow up, learn about themselves and their place in shinobi society.

    This latter aspect in particular is what makes me so infuriated when people dismiss the series as "just boobs". There's some truly remarkable character and plot development going on in this series. Yes, there are big jiggly boobs; yes there are panty shots; yes, combat usually concludes with all the participants stripped down to their undies, but none of this takes away from the well-written, extremely well-characterised drama (and comedy!) that provides the context for the action. It truly is a series deserving of more credit than it gets, and as I close in on the end of Deep Crimson I find myself enormously excited to jump in to Estival Versus, whose core concept promises to tug at the heartstrings particularly strongly. But that's a story for another day, of course.

    "Just boobs" my arse.

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    2248: Pinning Down the Problem with Coverage of Niche Games Like Senran Kagura https://imnotdoctorwho.moegamer.net/2016/03/16/2248-pinning-down-the-problem-with-coverage-of-niche-games-like-senran-kagura/ https://imnotdoctorwho.moegamer.net/2016/03/16/2248-pinning-down-the-problem-with-coverage-of-niche-games-like-senran-kagura/#respond Wed, 16 Mar 2016 21:24:55 +0000 https://angryjedi.wordpress.com/?p=12367 I made a mistake last night; actually, I made two. I read a Kotaku article, and then I commented on it. The article in question was Mike Fahey's "Let's See How Long it Takes Senran Kagura to Make You Uncomfortable", which took the form of a Let's Play of the first half an hour of … Continue reading 2248: Pinning Down the Problem with Coverage of Niche Games Like Senran Kagura

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    0248_001

    I made a mistake last night; actually, I made two. I read a Kotaku article, and then I commented on it.

    The article in question was Mike Fahey's "Let's See How Long it Takes Senran Kagura to Make You Uncomfortable", which took the form of a Let's Play of the first half an hour of the game — well, the first half an hour of story, to be precise, up to the opening credits — and which was written in an obnoxiously holier-than-thou tone, with Fahey claiming that he is okay with fanservice, but then going on to completely contradict himself by not engaging with latest Senran Kagura game Estival Versus on anything more than the most superficial level.

    I'm not going to take that article apart piece by piece because I already did that in my comment, which, within two replies, had me being accused of being a paedophile — how predictable thou art, Internet — but instead I want to talk a bit more broadly about what I think the issue is with coverage of popular but niche-interest titles such as Senran Kagura and Japanese games in general.

    Sex.

    Not the presence of sexual, titillating, provocative, ecchi or even hentai content; I'm all for that, and happy whenever games feature it in an unabashed manner. But the fact that whenever mainstream games writers come across one of these games, that is all they can fucking talk about.

    Let's focus specifically on Senran Kagura for a moment. As legend has it, Senran Kagura as a series exists because creator Kenichiro Takaki wanted to see boobs popping out of the Nintendo 3DS' stereoscopic 3D screen. A shallow inspiration, for sure, and if he'd left it at that — if Senran Kagura had been nothing but pretty girls thrusting their boobs in your face — then the series would have sunk without trace before it even became a series. Instead, we're now confronted with Estival Versus, which is the sixth game in a series that has only been around since 2011 — a series which shows no sign of slowing down and, rather, much like fellow beloved niche series Neptunia, continues to go from strength to strength with each installment.

    Surely "3D boobs" aren't enough to carry six games' worth of content, though, I hear you say, and you'd be absolutely right. The reason why Senran Kagura is so popular, and why it now spans four different platforms (Vita, PS4, 3DS and mobile) is because for all Takaki's bluster about "tits are life, ass is hometown", it is extremely, painfully obvious throughout every installment of the series that both Takaki and the people he works with absolutely adore these characters and want to tell interesting, enjoyable, emotional and thought-provoking stories with them. They also want to tell silly, funny, self-parodying stories with them. And they want us to watch these girls grow up, both as young women and as trainee shinobi. In other words, they want us to think of the complete Senran Kagura cast as, effectively, a set of "virtual actors" who can come back time and time again in different games, and fans will follow because they want to see what their favourite characters are up to, not because they want to see 3D boobs.

    This is the frustrating thing that pieces such as Fahey's nonsense completely fails to take into account. Sexuality is part of Senran Kagura's aesthetic and appeal, sure, but it's not the main point. There are far more interesting things to talk about, such as the relationships between the girls, the nature of good and evil, the series' extensive use of Japanese mythology (specifically the subject of youma), the juxtaposition between the narratives' slice of life elements and the more fantastical shinobi elements, and how each and every one of those characters has gone on a significant personal, emotional journey since their first appearance in their respective games. (Mobile game New Wave is arguably the exception to this, being your bog-standard Mobage virtual collectible card game with non-existent gameplay, but, what with it being a mobile game, I don't really take it particularly seriously anyway.)

    To put it another way, when writing about Senran Kagura — or indeed any other Japanese game that decides to make use of a provocative art style or aesthetic — focusing entirely on the sexual elements and how "weird" they are or how "uncomfortable" they make you feel is doing both the game and the audience an enormous disservice. The majority of the games' audience know what they're getting into with regard to the fanservice, so they probably want to hear more about what makes each particular installment unique; what the most interesting parts of the narrative are; whether they stand by themselves or fit into a larger narrative — that sort of thing. Focusing on sexuality and how "problematic" this sort of thing is is nothing but lazy writing that requires little to no research; indeed, when Senran Kagura 2 came out last year, there was at least one review that proudly stated it was based on less than half an hour of playtime, and I'm honestly surprised we haven't seen more Estival Versus bullshit. The European release isn't until Friday, so perhaps there will be some more then — or perhaps I'll be pleasantly surprised. I'm not holding my breath.

    What I want to see, then, is someone covering a title like Senran Kagura and treating the sexy stuff as just what it is: part of how the game looks, but not the point. I'd even like to see someone challenge themselves to write about it without mentioning the sexy stuff at all if they didn't think it was directly relevant to what they found interesting. I want to see someone engaging with it on a personal, emotional level: how did the story make them feel? Which characters did they relate to? Were they particularly attached to any specific pairings of characters? Which characters did they enjoy playing as, and did that match up with the characters they liked as people? Did they learn anything from the experience? Did they come away from the experience feeling like they had taken something away from it, either emotionally or in terms of knowledge or skills?

    These sorts of things are surely basic questions when it comes to criticism of creative works, but it seems they're too far beyond your average games journalist in 2016, who would rather post animated GIFs, talk about how jiggly boobies make his swimsuit area feel a bit funny and make implicit assumptions about people who do like this sort of thing — assumptions that are further reinforced by the attitudes of people in the comments section, who make people with differing viewpoints afraid to speak their mind for fear of being branded as something extremely unpleasant.#

    The sad thing is that something like Senran Kagura ticks a whole lot of boxes that these hand-wringing idiots claim to want from their games: powerful, non-submissive women in lead roles; the presence of "people of colour" (God how I hate that fucking phrase); stories that acknowledge the complexity of emotions within the human heart and mind; gameplay that reflects the narrative themes; sensitive treatment of distinctly "adult" concepts, including trauma… the list goes on.

    And yet because boobs, they either fail to see — or deliberately ignore — the presence of all these things. That's just sad; not (just) because I'm fed up of reading this sort of spastic dribbling on wannabe tabloid sites (not to mention feeling the need to write my own spastic dribbling in response) but because there are a lot of people out there who are deliberately, willfully depriving themselves of some excellent, intriguing, engaging and emotional gaming experiences, all because they can't look past something a bit sexy.

    As I said on Twitter earlier today: thank heavens for social media and personal blogs, at least, where people who are actually into this sort of thing can find one another and enthuse about the things they love at great length without worrying about offending the always-offended. I just wish we hadn't been so let down by the media.

    The post 2248: Pinning Down the Problem with Coverage of Niche Games Like Senran Kagura appeared first on I'm Not Doctor Who.

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    2247: Yuru Yuri: Charming, Dumb, Gay as a Window https://imnotdoctorwho.moegamer.net/2016/03/15/2247-yuru-yuri-charming-dumb-gay-as-a-window/ https://imnotdoctorwho.moegamer.net/2016/03/15/2247-yuru-yuri-charming-dumb-gay-as-a-window/#respond Tue, 15 Mar 2016 23:05:38 +0000 https://angryjedi.wordpress.com/?p=12339 I finally started watching the third season of Yuru Yuri, an anime whose first two seasons I found immensely enjoyable despite it being one of those "slice of life" affairs where pretty much nothing of note happens throughout. Yuru Yuri is packed with charm and some wonderful characters, though, and it's through the strength of these characters … Continue reading 2247: Yuru Yuri: Charming, Dumb, Gay as a Window

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    0247_001

    I finally started watching the third season of Yuru Yuri, an anime whose first two seasons I found immensely enjoyable despite it being one of those "slice of life" affairs where pretty much nothing of note happens throughout.

    Yuru Yuri is packed with charm and some wonderful characters, though, and it's through the strength of these characters that the show truly shines.

    For the uninitiated, Yuru Yuri follows the total lack of adventures of a group of four schoolgirls who form a club that doesn't really do anything except hang out and drink tea. Over the course of the first couple of series, a few other regular cast members were added, and each of these put in frequent appearances in the third season — so frequent, in fact, that, judging by the new title sequence, they're now considered to be core members of the cast rather than regular recurring characters.

    The astute and/or weebtastic among you will know that yuri is used to refer to Japanese popular media with lesbian undertones (or indeed explicit overtones) and the inclusion of this term in the show's title is no coincidence. There are no male characters in the show whatsoever, and there are numerous members of the cast — both regular and irregular recurring — who clearly have the hots for another one of the girls.

    The most obvious is first-year Chinatsu's infatuation with her cool, calm and collected senpai Yui, but there's also the clear attraction between the mostly sensible (but painfully tsundere) student council vice-president Ayano and the utterly chaotic, hilarious Kyouko, who is a total dick but somehow immensely likeable with it. Then there's former series protagonist Akari's older sister Akane, who puts up a facade of being the sensible onee-san, but is actually a complete siscon, degenerating into wildly inappropriate acts with Akari's possessions whenever she's by herself (or thinks she's by herself). And Chinatsu's sister Tomoko, who is infatuated with Akane. And… you get the idea. There's a whole lot of lady-love going on.

    This isn't an ecchi show by any means, though; the yuri side of things isn't fetishised at all, and we never actually see anything going on between these characters. It's a show that, when it deals with feelings of affection, prefers the more romantic side of love in the schoolyard rather than anything overtly sexual. It's all sidelong glances, lingering looks, wondering if that contact was intentional; of course, some characters make their feelings more obvious than others — Chinatsu and Ayano both being the most obviously gay for their respective objects of affection, albeit in different ways — but still, for the most part, the show depends on the feeling of "will they ever realise or acknowledge their feelings for one another?" and actually resolving one of these strung-out instances of romantic tension would almost certainly throw the rhythm and feel of the show off somewhat.

    Mostly, though, Yuru Yuri is a show that makes me feel happy when I watch it. It's not deep and meaningful and it doesn't have anything especially profound to say beyond "friends are great", but it's always a pleasure to enjoy an episode. It's one of those shows where you feel like you're being included in a group of friends just hanging out and having fun; there's no real point to it all, but it's nice to experience nonetheless.

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    2246: Games Journalists, Please Think of Something More Imaginative Than These Articles https://imnotdoctorwho.moegamer.net/2016/03/14/2246-games-journalists-please-think-of-something-more-imaginative-than-these-articles/ https://imnotdoctorwho.moegamer.net/2016/03/14/2246-games-journalists-please-think-of-something-more-imaginative-than-these-articles/#respond Mon, 14 Mar 2016 23:31:33 +0000 https://angryjedi.wordpress.com/?p=12270 While browsing Twitter yesterday, I happened to notice a piece from my former place of employment USgamer pondering that age-old question "which Zelda game is best?" — presumably to tie in with the recent release of Twilight Princess HD on Wii U. (EDIT: I've just noticed that to add further clickbait to injury, it was split into three completely separate articles, … Continue reading 2246: Games Journalists, Please Think of Something More Imaginative Than These Articles

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    While browsing Twitter yesterday, I happened to notice a piece from my former place of employment USgamer pondering that age-old question "which Zelda game is best?" — presumably to tie in with the recent release of Twilight Princess HD on Wii U. (EDIT: I've just noticed that to add further clickbait to injury, it was split into three completely separate articles, one covering 25-18, another covering 17-11, and a final one covering the top 10.)

    Now, "which Zelda game is best?" is a reasonable question to ask — I've asked it myself, back when I was getting back into the series a month or two ago — but it is a question that has been answered many hundreds of times already, both by gaming websites ("professionals") and the general public, too and, to be frank, we haven't had a genuinely new Zelda game for quite a while. Moreover, it's not a question that there is a definitive answer to; the entirely subjective stuff of playground arguments and, indeed, Internet arguments.

    I found myself getting a bit annoyed at the sight of this article, though, because it just felt like such a lazy, obviously clickbaity attempt to cash in on the recent Zelda release, and just a lazy idea for an article in general. As I say, it's an article that has been written many times before by numerous different websites, and one that really didn't need to be written again. It is far from the only example of this sort of ever-present non-discussion coming up in games journalism as a side-effect of clickbait culture, though, and it's frustrating to see; when there are thousands and thousands of great, interesting, remarkable, unusual, weird games out there that these writers could be covering and they instead post the same article that they themselves have probably written before for a different site, they are doing a bad job writing about games.

    With that in mind, here is a list of game articles I would like to never, ever see ever again on any website, not because they're necessarily bad ideas for articles, but because they've been done many, many, many times before. Use your imagination. Write something new.

    • Which Zelda Game is Best?
    • Those Zelda CD-i Games Sure Were Shit
    • Which Mario Game is Best?
    • Which Metroid Game is Best?
    • Which Nintendo First-Party Franchise is Best?
    • Gosh, Dark Souls is Hard
    • Dark Souls isn't Hard, You Just Have to Learn How to Play
    • [obscure indie game] is the Dark Souls of [unrelated genre]
    • Goodness Gracious, Battletoads was Hard
    • That One Level in Battletoads was Really Hard, Even Compared to the Rest of the Game
    • Which Final Fantasy Game is Best?
    • Where Did Final Fantasy Lose its Way?
    • Player Makes Thing in Minecraft
    • The Ten Best Xbox One/Xbox 360/PlayStation 3/PlayStation 4/Wii U/3DS/Vita Games
    • PlayStation 2 Classics That Deserve a Re-Release (actually, you can have this one if you pick something that isn't immediately obvious to everyone who ever owned a PS2)
    • The HD Remasters We Really Want (see above)
    • Ubisoft is Releasing an Open-World Game
    • Activision is Releasing a Call of Duty Game
    • Mobile Games Make Lots of Money
    • There Aren't Enough Women in Games (bonus points if you cry "sexism" on a game that actually has excellent female characters)
    • There Are Still People Playing World of Warcraft
    • I'm Scared of Boobs
    • Gamers are Horrible People
    • Anita Sarkeesian Says Something
    • Vita Games Don't Sell Many Copies
    • Vita is Dead
    • PlayStation 4 Has No Games
    • Xbox One Has No Games
    • Wii U Has No Games
    • Wii U is Dead
    • Nintendo is Dead
    • Hah, That Super Mario Bros. Movie was Rubbish, Wasn't It?
    • [Franchise] [vaguely related verb] onto [platform], e.g. Ridge Racer Screams onto PlayStation. (You can have this if you deliberately make the verb a completely inappropriate non-sequitur. Ridge Racer Masticates onto PlayStation)
    • Here's a Weird Thing from Japan, Judge It
    • Can Games Be Art?
    • Sonic the Hedgehog Used to Be Good
    • What's Next for [annualised series]?
    • Michael Pachter Says Something Blindingly Obvious
    • [popular annualised franchise] Sells [large number] of Copies
    • A Movie that People Who Like Games Might Like Came Out Recently, It Has Nothing to Do with Games but We Think You Want to Hear About It Anyway
    • Look, Star Wars

    Ugh. It's depressing writing this list and realising how many times I've seen most of these on several different sites. We all know exactly why it happens, of course; these are the sorts of articles that either provoke an emotional response (and, consequently, clicks through to the comment section) or that are likely to be ranked highly on Google for unimaginative people searching for information.

    In an ideal world, writing about games should be about the love of games, and the authors' passion for the things they're writing about should come through in their writing. Sometimes it does, but it happens a lot less frequently than it used to, and that's really sad.

    At least I try and do my bit to show my passion for the things I love. I suggest you do too; if the press aren't going to provide, it's up to the public to provide the more valuable insights.

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    2245: Dungeon Travelers 2: Some Tips and Tricks https://imnotdoctorwho.moegamer.net/2016/03/14/2245-dungeon-travelers-2-some-tips-and-tricks/ https://imnotdoctorwho.moegamer.net/2016/03/14/2245-dungeon-travelers-2-some-tips-and-tricks/#respond Mon, 14 Mar 2016 00:15:58 +0000 https://angryjedi.wordpress.com/?p=12196 With my post from the other day in mind, I thought I'd do the greater community a favour and compile some observations, tips and tricks that I've stumbled across during my time with Dungeon Travelers 2 on the Vita. Dungeon Travelers 2 is a surprisingly complex game. Don't be discouraged if you find yourself struggling in the early … Continue reading 2245: Dungeon Travelers 2: Some Tips and Tricks

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    With my post from the other day in mind, I thought I'd do the greater community a favour and compile some observations, tips and tricks that I've stumbled across during my time with Dungeon Travelers 2 on the Vita.

    Dungeon Travelers 2 is a surprisingly complex game. Don't be discouraged if you find yourself struggling in the early game — there are plenty of opportunities to power yourself up and even put right any mistakes you might have made with character advancement. Experiment and find things that work for you; there is no real one "definitive" way to play that works for everyone, which is part of the beauty of the game.

    I say this because the tips and tricks I'm about to share with you are based on my own experiences, and your mileage may vary according to how you prefer to play. In other words, these are not definitive strategies; rather, they're what's worked for me and the way I play.

    So let's jump in.

    Illuminate the situation

    Light is your friend. It may not seem important in the early dungeons — largely because it isn't, for the most part — but the further you progress in the game, the more you're going to start running into illusionary walls, which are a real pain, since they, well, look like walls, but you can walk through them.

    Fortunately, you're not expected to walk around butting your head into every wall on the off-chance it might lead somewhere. Firstly, you can use your map to determine if there's likely to be something beyond a wall; if there's a conspicuous gap, there might be something there, so you could try walking into it — or you could light up the dungeon using either the Flashlight item or the Priestess spell Light.

    What does this do? Simple. Not only does it make the field screen brighter — helpful in those pesky Dark Zones — but it also renders all illusionary walls invisible, making formerly hidden passages visible. As such, you'll want to keep Light pretty much permanently up via one means or another — if you have a Priestess in your party, they can take care of this, otherwise you should make sure you carry a bunch of Flashlights with you.

    Don't be too proud to retreat

    Along the same lines, being able to escape quickly is also your friend. Conveniently, there's both an item and a Priestess spell to help with this too: the item Emergency Exit and the Priestess spell Return both immediately transport you out of the dungeon and back to the world map, allowing you to nip back to the Library to lick your wounds, sell all the crap cluttering up your inventory and restock on any items you might have used up.

    Don't be too proud to do this. If your inventory is full, or your party is struggling, take a step back and return later.

    Look out for shortcuts; unlock them before ending an expedition

    With the above in mind, you'll want to keep an eye out for shortcuts, particularly if you were deep inside a dungeon. Shortcuts can usually be spotted by doors that are locked "from the other side" when you first come across them. At some point later in the dungeon, you'll reach the other side of that door and be able to unlock it, allowing you quick and easy access to the deeper reaches of the dungeon without having to go through the rigmarole you went through first time. Ideally, if you can push far enough through a dungeon to unlock a shortcut before escaping, that will make your life easier when you return.

    Buff up before bosses

    You will always get a warning before a boss fight — you'll "hear someone on the other side of the door" or "sense a strong presence on the other side of the door". When this happens, save and use any and all buff spells and abilities you have — because many of them can be used outside of combat. If you can go into a boss battle with useful skills like Brave, Protect and Moon Curtain up before you start, that means fewer initial turns wasted getting into a good position — initial turns where the boss may well decimate your party if you're not careful.

    Think about party composition

    There's a certain degree of flexibility in party composition, but you'll have an easier time of it if you stick to the old faithful "holy trinity" of tank, healer and damage-dealers. One or two tanks can make up your front line, while your back line can be ranged damage-dealers and your healer.

    Remember that not everyone has to deal damage to be useful; tanks, for example, are well-served by investing skill points in defensive abilities that help them protect the rest of the party, rather than trying to be a physical damage-dealer class.

    Do note that if you want to see all the sub-events in the game, you'll need to take trips into the dungeons with as many different combinations of characters as possible — and sometimes ensure you have some peculiar items in your inventory.

    Know your stats and equip your party accordingly

    Tanks want DEF and probably some decent ATK too.

    Ranged attackers want ATK, DEX and AGI doesn't hurt.

    Mages want INT, which primarily comes from staves.

    Priestesses and other healers want RES, which primarily comes from tomes.

    Maids want AGI.

    Everyone wants as much physical and elemental resistance as you can possibly get them.

    Tank, tank, tank?

    I've spotted three distinct ways to tank with the characters I have so far in the game.

    Alisia is set up to be a damage-resisting tank — she progresses naturally into the Paladin and Valkyrie classes, which are able to equip heavy armour, protect and cover the party and have extremely good defensive capabilities on their own. Alisia works well using the Paladin's Cover ability, perhaps coupled with the physical damage-nullifying Parry, since this can protect squishy back-liners from powerful single-target attacks. The Valkyrie ability that allows her to reduce damage to the back line if she has a shield equipped is very helpful, too.

    Grishna, meanwhile, is set up to soak large amounts of damage through her large pool of HP and her Berserker abilities that allow her to buff her maximum HP still further. She also benefits from a very helpful ability that debuffs enemy stats if they hit her — the more points you throw into this, the more stats are affected when she takes damage. The fact that you essentially want Grishna to be the one getting hit is further compounded by abilities that make her more powerful and faster when she is low on HP — though, obviously, use these with care!

    Eltricia, you may be surprised to hear, can also tank to a certain degree if you advance her into the Magical Princess class, even though this class is an offshoot of the Magic User base class. Magical Princess boasts Paladin's Cover ability as well as a Kunoichi-style ability to absorb damage into illusionary afterimages. In other words, you can use an appropriately set up Eltricia as an evasion tank; as a Magical Princess, she makes a decent front-line fighter even if she's not tanking, too, particularly with her stat-boosting Magical Change ability, AoE strikes and Circle skills that buff the whole party with Brave and/or Protect.

    Maids: the backbone of your party

    You'll want a Maid in your party at all times. Whether it's Conette or Ist is a matter of preference, though Ist does have a unique passive that gives her a bonus to all her Maid abilities, so once you get her she's technically "better" in that role.

    Why do you need a Maid? Well, because they're an amazing support class, particularly when you develop them into their later evolutions. Even as a base Maid, though, they're an essential part of your party due to their completely TP-free skills that heal HP and TP, as well as Generous Heart, arguably the most useful passive in the game, which restores party HP and TP after battle — whether battle was concluded by victory or escaping.

    Once Maids develop into Bards, Dancers and their advanced-level counterparts, they become even more formidable, able to buff the party or debuff the enemies while continuing to provide their essential TP battery services. One thing worth noting is that song-based skills are treated as magic — they have a Chant time and are affected by Anti-Magic Zones — while dance skills are physical, and can consequently be used even if the user is Silenced. Freeze will stop a dance in its tracks, though.

    Enchant, enchant, enchant

    Make sure you step into a dungeon with a bulging coin purse — more on that in a moment — just in case you run into the blacksmith. If you do, be sure to enchant as much equipment as you can; note that you can otherwise defy the laws of the game during this process by using Sealbooks in your Guild storage to perform enchantments, and even bring equipment out of your Guild storage into your party's inventory by enchanting it.

    When you enchant a piece of equipment, its +x value increases by the "tens" digit of the level of the Sealbook used to enchant it. Thus a level 15 Sealbook will increase a piece of equipment by +1, while a level 35 Sealbook will increase it by +3. Try to enchant efficiently; you can only enchant each piece of equipment five times, so that could potentially be the difference between an increase of +5 and an increase of +20 or more depending on the levels of the Sealbooks you use.

    The passives that get attached to the piece of equipment aren't fixed, either; you'll notice that most equipment is only able to hold two additional characteristics, with further enchantments potentially "overwriting" attributes that you previously attached. However, you can game the system somewhat by choosing a Sealbook, checking the preview of what the new equipment will look like, then cancelling out. When you choose the Sealbook again, there's a decent chance you'll get a different combination of attributes. Keep doing this until you get the combination of bonuses that you want.

    Making money

    Enemies don't drop much gold and gold drops from treasure chests are fairly rare, too. Your main sources of income will likely be equipment drops and making Sealbooks. Be sure to identify equipment and check whether it's an improvement on your party's loadout before selling it on, and take a look at each Sealbook's bonuses before tossing it. Also remember that Sealbooks can be used for enchanting, too, so it's worth keeping those with particularly useful bonuses in your storage for later use. Those with crap attributes, though — or those that are too low-level to be particularly useful any more — are fair game for selling on. Take a trip to a dungeon where you can clear out enemies easily, rip through them with AoE attacks, make a bunch of Sealbooks, profit. Simple.

    Also worth noting: the Treasure Hunter passive Negotiate works even if the Treasure Hunter in question isn't in your party. If you're not planning on taking a Treasure Hunter out and about with you, at least pump as many skill points as you can into this skill to get you significantly cheaper prices in both the Libra-Shop and the wandering merchants.

    If you're spamming Attack, you're doing it wrong

    Basic attacks will become more of a last resort later in the game, since with a well-levelled Maid in your group, your party will be considerably more self-sufficient than one without. Even without a Maid, though, most classes have a passive that allows them to regenerate TP to varying degrees, and it's a very worthy investment. There are also a number of Sealbooks that include TP restoration as one of their bonuses, so either equip one or enchant the effect onto your equipment to make yourself even more self-sufficient.

    Once you have a good flow of TP going in the party as a whole, you'll want to forego the Attack command in favour of your characters' more specialised abilities. They should play to their strengths, in other words: mages should cast, healers should heal, archers should pelt everything with arrows, tanks should protect themselves and the party. Don't be shy with your skills; while you might find yourself short on TP in the early game, it doesn't take long before your party can survive for much longer expeditions without getting exhausted. Once you reach this point, the only time you will probably use the Attack button is if your weapon has a particularly useful "on hit with basic attack" effect attached to it.

    In most combats, you'll want to debuff the enemy group as much as possible while putting yourself in an advantageous position. This doesn't necessarily mean you need to buff yourself in every combat, but debuffing the enemy, preventing them from casting or using skills, is always useful, particularly if you recognise the foe as having unpleasant party-wide attacks. (Beware the Kraken in the Underground Waterway; their party-wide water attack is horrid.)

    Gear is more important than levels

    The golden rule of dungeon crawlers: equip your party effectively, and they'll be able to fight effectively. If you're struggling to overcome a particular challenge, don't immediately assume you need to grind, particularly if you're still playing the main story, which is paced quite well in terms of XP gain. Instead, take a look at your equipment and see if there's anything obvious you can improve. Do each of your classes have optimised primary stats? Can you improve their DEF or resistances at all? Is there a Sealbook or enchantment that might help the situation?

    With this in mind, if you have a character you think might be useful but you feel they're underlevelled, don't be afraid to bring them along on an expedition, probably in the back row and definitely in as good gear as you can find for them. They'll get a decent amount more XP for being part of a kill on a monster that is higher level than them — assuming they don't get knocked out, of course — so be sure to protect them and they'll catch up with the rest of the party in no time.

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    2244: Pouring One Out for Conker https://imnotdoctorwho.moegamer.net/2016/03/13/2244-pouring-one-out-for-conker/ https://imnotdoctorwho.moegamer.net/2016/03/13/2244-pouring-one-out-for-conker/#respond Sun, 13 Mar 2016 02:19:09 +0000 https://angryjedi.wordpress.com/?p=12152 Conker's Bad Fur Day was one of my favourite games on the Nintendo 64 — if not my very favourite. It's certainly my very favourite of all Rare's mascot platformers — the Banjo series may have, objectively speaking, been better designed and more interesting, but Conker was just more likeable for the fact it didn't give a shit what anyone … Continue reading 2244: Pouring One Out for Conker

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    Conker's Bad Fur Day was one of my favourite games on the Nintendo 64 — if not my very favourite. It's certainly my very favourite of all Rare's mascot platformers — the Banjo series may have, objectively speaking, been better designed and more interesting, but Conker was just more likeable for the fact it didn't give a shit what anyone thought and was, without shame, wildly offensive and absolutely hilarious.

    The Xbox remake Conker: Live and Reloaded was one of the first ever "remasters" of a video game, and to date it remains one of the most impressive efforts, taking the original game and giving it more than just a hi-res upscale — it's a game that still looks surprisingly impressive today, despite running in 4:3 aspect ratio and 640×480 resolution.

    I've been looking to re-acquire a copy of Conker: Live and Reloaded for some time, since I traded my original copy in donkey's years back and haven't been able to find a replacement in recent years. By a stroke of good fortune, dropping into our friendly neighbourhood junk shop — which has a substantial retro gaming section — threw up a copy in good condition, so I dropped £12 on it and brought it home to revisit, partly in celebration of finding it, and partly to remember Conker's glory days after Microsoft revealed this monstrosity the other day:

    young conker.png

    That, if you're not familiar with Conker, is supposed to be a young incarnation of Conker and is just wrong, wrong, wrong on so many levels. This is what Conker is supposed to look like:

    Conker.jpg

    That second picture is from the original Xbox, by the way — you know, the contemporary of the PlayStation 2 — while the first picture is from the Xbox One, two hardware generations later. How is it that they've managed to make him look so much worse?

    Anyway, that aside, I've been keen to revisit Conker's Bad Fur Day — which makes up half of the package of Conker: Live and Reloaded, the other being a surprisingly fleshed out multiplayer affair that sadly, with the death of OG Xbox Live, can no longer be played online — just for my own personal gratification. And, aside from a few frustrating sections — one of which I gave up on this evening just before writing this — it's still an absolutely great game, and a reminder of a different time.

    If you are, for some reason, unfamiliar with Conker's original adventures, here's the deal. Rare were a partner of Nintendo in the N64 era, and brought us such games as Banjo Kazooie and Donkey Kong 64 as well as GoldenEye and Perfect DarkConker's Bad Fur Day initially looked to be a similar take on the Banjo Kazooie formula — family-friendly platforming fun featuring a strong mascot character of the small and furry variety.

    At some point during development, Rare decided that enough was enough, and that the Nintendo 64 probably had enough family-friendly mascot platformers — no-one was going to outdo Super Mario 64 after all, and the only people who had come close were themselves with the excellent Banjo Kazooie games. So they decided to make a radical change in direction with Conker's Bad Fur Day. While maintaining the cartoonish, anthropomorphised animal aesthetic, they ditched the "family friendly" part and instead made Conker's Bad Fur Day into a platform game for adults.

    The setup is Conker waking up with the mother of all hangovers and trying to find his way home to go to bed. Along the way he gets considerably sidetracked by the sort of bizarre tasks you always find yourself doing in mascot platformers, many of which, in this case, provide convenient excuses for parodies of movies such as Saving Private Ryan and The Matrix, which were both around at a similar time to the N64 original.

    Conker's Bad Fur Day eschews Rare's normal collectathon formula in favour of being a more straightforward action adventure of sorts. Giving the appearance of being open-world and non-linear (but actually being pretty linear), the game is split into several distinct zones, each of which have a number of tasks to complete, with the reward being cash for Conker to stuff his pockets with. The cash is subsequently used as a means of gating certain areas in the game, though not, by any means, to the same degree as something like Super Mario 64's star doors and the like.

    What's nice about Conker's Bad Fur Day is that as well as featuring some distinctly adult (albeit immature) humour, it also treats the player like an adult. There are no on-screen objective markers, no checklists, no guide prompts — you have to explore the area yourself, listen to what the characters say and figure out what you're supposed to do and how to do it. It isn't always obvious, and that's an entirely deliberate design choice: part of the challenge of Conker's Bad Fur Day is assessing each situation and determining what the relevance, if anything, of everything in the area might be.

    What's impressive about this is that it's pretty rare you'll find yourself feeling stumped as to what to do next. Cutscenes might linger a little longer on something in the environment that you might need to investigate, or characters might point something out, but it never feels like the game is dictating what you should do: progression is very much led by the player, and it's all the more satisfying for that.

    And progression is rewarded with some highly entertaining setpieces, lampooning everything from the lobby shootout in The Matrix to Ripley fighting one of the titular Aliens. The game keeps things fresh and interesting by providing context-sensitive areas that provide you with the items you need in a particular location, so you're never stuck carrying around an inventory of useless crap, trying everything on everything in the hope that you might find something that works. There are also several places in the game where getting drunk and pissing on something is the solution to all your problems; try putting that capability in an inventory screen.

    I'm pleased at how well Conker's Bad Fur Day holds up, and that it's not just rose-tinted spectacles that cause me to look back on it so fondly. While there are a few annoyances by modern gaming standards — long load times, particularly when you get a "Game Over" (remember them?) are probably the most frustrating, though sluggish camera controls are a close second — the good far outweighs the bad, and the game as a whole acts as a potent reminder of a type of game we simply don't seem to get any more, either from a characterisation and aesthetic perspective, or even from a mechanical perspective, with its combination of exploration, action, platforming and puzzling.

    Long live King Conker. I fear we shall never see your likes again.

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    2243: Issue 2 of the Digitally Downloaded Magazine is Now Available https://imnotdoctorwho.moegamer.net/2016/03/12/2243-issue-2-of-the-digitally-downloaded-magazine-is-now-available/ https://imnotdoctorwho.moegamer.net/2016/03/12/2243-issue-2-of-the-digitally-downloaded-magazine-is-now-available/#respond Sat, 12 Mar 2016 02:27:15 +0000 https://angryjedi.wordpress.com/?p=12131 Hello! I'm rather pleased to announce that, as the header says, the second edition of the Digitally Downloaded magazine, put together by me and Mr Matt Sainsbury (from the site of the same name), is now available. You can read it here, or hopefully it will embed correctly below. The topic is "fanservice", but we're not limiting … Continue reading 2243: Issue 2 of the Digitally Downloaded Magazine is Now Available

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    Hello! I'm rather pleased to announce that, as the header says, the second edition of the Digitally Downloaded magazine, put together by me and Mr Matt Sainsbury (from the site of the same name), is now available. You can read it here, or hopefully it will embed correctly below.

    The topic is "fanservice", but we're not limiting ourselves to the tits and ass variety of fanservice; no, we take on fanservice in all its forms, including life and hometown as a deliberate aesthetic choice, continuity fanservice, plain ol' titillation and fanservice as characterisation.

    The specific games we cover in the magazine range from Senran Kagura to Hatsune Miku: Project Diva F via Final Fantasy XIV and Sonic and Sega All-Stars Racing Transformed — quite an eclectic mix of games to cover, I think you'll agree. There's also an interesting interview with some Aussie developers who are making their own take on the Zero Escape/Danganronpa formula and deliberately incorporating fanservice for an authentically Japanese-style feel, plus some lovely pictures of Digitally Downloaded mascot Danica "DeeDee" Dee.

    I'm really pleased with how this project is coming together, and response to the magazine so far has been good. With each issue, we'll try something new, and hopefully we'll be able to make this a long-running feature. I'm certainly having a blast doing games writing the way it used to be done… or rather, a distinctly 21st century take on print format games writing.

    Next issue we'll be covering the thorny topic of "not-games" — those experiences that critics are quick to (often unreasonably) brand "not a game" for not falling into neat genre categories, or perhaps not incorporating traditional "gameplay" in the way you might expect. Yes, we'll be exploring the walking simulators, software toys, visual novels and other interesting interactive entertainment experiences of the world in an attempt to figure out why these titles "not being games" bothers some people quite so much.

    Matt and I hope you enjoy the magazine; please share it around and let people know about it! If you like what you see, please consider throwing us a few quid via Patreon; you can find Matt's page here, and mine here.

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    2242: Another Frustrating Way Clickbait Ruins the Internet https://imnotdoctorwho.moegamer.net/2016/03/11/2242-another-frustrating-way-clickbait-ruins-the-internet/ https://imnotdoctorwho.moegamer.net/2016/03/11/2242-another-frustrating-way-clickbait-ruins-the-internet/#respond Fri, 11 Mar 2016 01:04:57 +0000 https://angryjedi.wordpress.com/?p=12090 Earlier today, I was browsing around the Internet looking for some tips and tricks on how to better play Dungeon Travelers 2. I tried GameFAQs, and the content there was disappointingly light, though there is a good character guide at least. Then I resorted to Google, and I was reminded of something that's been bugging me … Continue reading 2242: Another Frustrating Way Clickbait Ruins the Internet

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    Earlier today, I was browsing around the Internet looking for some tips and tricks on how to better play Dungeon Travelers 2. I tried GameFAQs, and the content there was disappointingly light, though there is a good character guide at least. Then I resorted to Google, and I was reminded of something that's been bugging me for a while.

    Here's my Google results for "dungeon travelers 2 walkthrough":

    Dungeon Googlers 2.png

    "Oh," I thought, skipping past the GameFAQs entry because I'd already checked it out. "There's some more walkthroughs out there. IGN have got one, huh? Well, that should be decent enough."

    As anyone who has ever attempted to look at one of IGN's walkthroughs — or indeed one on the "GameWise" site above it — will know… no. This is emphatically not the case. Here is IGN's walkthrough for Dungeon Travelers 2:

    IGN DT2.png

    That's right! There's absolutely fuck all there besides the most basic database information for the game itself. And if you thought GameWise might be any better, being higher ranked on Google? Nope.

    GameWise DT2.png

    GameWise takes considerably more words to say that it doesn't have any content for the guide, and outright lies to the reader by saying its "team of contributors will help you work through the game via a step-by-step tutorial" and that it will "take you all the way through the game to 100% completion including unlockable quests and items". It's boilerplate text, of course, but it's complete bollocks and, more to the point, it's evidence of a particularly dishonest practice that goes on alarmingly frequently these days: sites that put up "landing pages" for things that people might be searching for, then don't populate them with content right away (or sometimes, as we can see here, at all) so that they can get some of that sweet, sweet ad revenue by someone who doesn't know any better clicking on them without having to put any actual work in.

    This is actively making the Internet less useful, particularly as both IGN and GameWise have clearly made the effort to get themselves highly ranked on Google as a "trustworthy" source. And indeed both of these sites may well have helpful walkthroughs and guides for more mainstream, popular games, and in that instance, them showing up on Google is absolutely fine. But to list a "false positive" result like this is extremely dishonest and incredibly frustrating for the reader.

    I'm reminded of the evolution of my time at USgamer. When the site launched, each of us on the team were specifically given pretty much free reign to cover what we wanted in our own personal style: the thinking was very much along the lines of 1up.com back in the glory days, when there would be distinct "personalities", each with their own specialisms, building up their own communities of readers. It was great; it was fun to write, and the community appreciated this honest style of writing.

    Unfortunately, it didn't satisfy the suits as it wasn't raking in enough ad revenue. So out went the freedom and in came a more strict regime. Whereas once I took the approach that I had once taken so successfully on GamePro — look out for things that looked interesting that other sites hadn't covered in detail, then cover them in detail — I was reduced to having to seek approval for every news story I posted, and this led USgamer's news section to start looking more and more like every other gaming news site out there, covering the same old stories in the same old way.

    This only got worse once I got laid off and was working out my notice; the site started to post guide content for recently released games, partly through the site's partnership with Prima Games, whose website was also part of the Gamer Network umbrella. I had to split guides into parts so they could be published across several days and rake in more clicks than they would have done if posted all in one lump; worse, I didn't have the creativity to write my own stuff, since all the content was already done and I was pretty much reduced to being a data entry person, editing and tidying up the raw copy so it looked good on the site. And, of course, even worse than that, the hours that I was tied up pissing around with these stupid guides were hours that I couldn't spend writing more interesting things or telling people about games they might not have heard of before. (I am 100% sure that this was deliberate.)

    Guide content has its place, but it should be on a dedicated site that specialises in it — such as GameFAQs — not used as insultingly transparent bait to get people to visit your site and cross your fingers that they might read something else you've written while they're there. (They won't.) And it absolutely, definitely should not be used in the way IGN and GameWise use it, which is to hook people in without actually providing any content at all.

    It's not just guide content, of course — IGN in particular has been caught playing the SEO game with articles about games and tricking Google into thinking they are "reviews" when they're nothing of the sort — but guide content represents by far the most egregious examples of this bullshit going on.

    If you are engaging in this, you are making the Internet a less useful place to find information. Stop being a cunt and write something helpful to go with your beautifully optimised search engine bullshit, or don't list the page at all.

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    2241: The Best Thing About Dungeon Crawlers is Dungeon Design https://imnotdoctorwho.moegamer.net/2016/03/10/2241-the-best-thing-about-dungeon-crawlers-is-dungeon-design/ https://imnotdoctorwho.moegamer.net/2016/03/10/2241-the-best-thing-about-dungeon-crawlers-is-dungeon-design/#respond Thu, 10 Mar 2016 00:43:31 +0000 https://angryjedi.wordpress.com/?p=12049 If I say the word "dungeon" to you — assuming I'm talking about games; leave any thoughts of leather-clad masochists chained to the ceiling beams while straddling a wooden horse for the moment — what springs to mind? The term "dungeon" can mean lots of different things, even within the RPG genre. In traditional top-down … Continue reading 2241: The Best Thing About Dungeon Crawlers is Dungeon Design

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    If I say the word "dungeon" to you — assuming I'm talking about games; leave any thoughts of leather-clad masochists chained to the ceiling beams while straddling a wooden horse for the moment — what springs to mind?

    The term "dungeon" can mean lots of different things, even within the RPG genre.

    In traditional top-down RPGs such as Final Fantasy and Dragon Quest, the term "dungeon" is used to distinguish specific locations from the overworld map, and to further distinguish those locations as being dangerous rather than safe havens where you can buy things and heal up. Usually they're semi-linear in nature, with a clear start and end point, usually with a boss monster right at the end, followed by a story event and, if the designers are feeling nice, a teleport back to the surface.

    In modern massively multiplayer RPGs, meanwhile, the term "dungeon" is used to describe instanced content that is completely separate from the game's main open world, and which is designed to be played through by a specific number of players. They are usually completely linear in nature, given the unpredictability of humans when brought together in a group and the impracticality of exploration when combat requires everyone to be present in the same place, and usually make their encounters the focal point of the experience, with boss encounters challenging players to understand and react appropriately to various mechanics.

    In action-adventure RPGs such as the Legend of Zelda series and its imitators, the term "dungeon" is used in a similar way to in traditional top-down RPGs: it's a dangerous location separate from the main overworld. In Zelda-likes, though, dungeons tend to be less linear — or at least have the appearance of being so — and much more puzzle-based, requiring exploration and creative use of items to progress instead of just pure combat skills.

    In dungeon crawlers, meanwhile, dungeons are incredibly complicated beasts that present as much of a challenge — if not more so — than the often frequent combat in the games. And, given that dungeoneering is the focal point of these titles, that's a very good thing indeed; while linear dungeons with predictable encounters may work well for more narrative-heavy experiences, dungeon crawlers tend to be heavy on the mechanics and restrict narrative for the most part to being a reward for progressing.

    Let's take Dungeon Travelers 2, which I'm currently playing, as an example. Here's a screenshot showing the map of just one of the floors of the Mostar Catacombs, a mid-game dungeon that seems to give a fair few people online a bit of grief. (Credit to xChaosLokix on GameFAQs for the pic.)

    Dungeon Travelers 2

    Mostar in particular seems to confuse people quite a bit because it is about as far from linear progression as you can get. You don't clear the first floor and then go on to the second one; navigating Mostar is a complicated affair that constantly sends you back and forth between its two floors using ladders, pit traps and teleporters. On top of that, you also have to deal with Dark Zones, where the visibility is lower and you can't look at your map, along with traps, hidden doors, one-way passageways and all manner of other goodies.

    Likewise, the other dungeon crawler that I've previously invested time into, Demon Gaze, had some marvelously fiendish mazes to navigate, with hazards ranging from water currents that drag you uncontrollably from one place to another — very frustrating when you can see that where you want to be is just over there — to floor tiles that deal damage or do unpleasant things to your party, but which are the only way through a particular passageway.

    I absolutely love this. One of my favourite things to do in this type of game is to explore, and dungeon crawlers reward thoroughness with a wonderful feeling of satisfaction: the knowledge that not only have you bested the monsters in the dungeon, but you've bested the dungeon itself. This isn't an exaggeration, either; in both Demon Gaze and Dungeon Travelers 2 — and I don't doubt this happens in other dungeon crawlers too, though my knowledge on the subject is more limited than I'd like it to be — there are times when you'll find your progress stymied not by the power level of the enemies you face in battle, but by the very design of the dungeon confounding your sense of direction or hiding its secrets behind illusionary walls or on the other side of deadly traps.

    You just don't get this level of dungeon design in other types of RPG, and that's fine — if the Final Fantasy series plopped you into a dungeon that took 6 hours to navigate in between every major plot point, I doubt people would have the patience to see their stories through to their conclusions — but it gives dungeon crawlers a very distinct identity, even within the RPG genre. And I really like that a whole lot.

    While many RPGs are worth playing for the story and characterisation — areas in which neither Dungeon Travelers 2 nor Demon Gaze slouch, it has to be said — the real highlight of dungeon crawlers is in exploring these weird and wonderful mazes that someone came up with, and feeling either the frustration and terror of becoming completely lost, or the jubilant sense of triumph that comes with finally locating the stairs up to the next floor, or unlocking that door that has been taunting you ever since you came into the area for the first time.

    I'm 36 hours into Dungeon Travelers 2 at the moment and I get the impression I still have a very long way to go. I'm looking forward to the continued journey if what I've experienced so far is any indication of the bare minimum I can expect to be challenged with later in the game!

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    2240: Ten Great Ladies of Games https://imnotdoctorwho.moegamer.net/2016/03/09/2240-ten-great-ladies-of-games/ https://imnotdoctorwho.moegamer.net/2016/03/09/2240-ten-great-ladies-of-games/#respond Wed, 09 Mar 2016 02:10:59 +0000 https://angryjedi.wordpress.com/?p=11928 It is, apparently, International Women's Day, or at least it was up until an hour ago as I appear to have stayed up rather late playing Dungeon Travelers 2. Whoops. Oh well. In the interests of respecting International Women's Day, I thought I'd do one of those list post thingies, because those are nice and easy to … Continue reading 2240: Ten Great Ladies of Games

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    It is, apparently, International Women's Day, or at least it was up until an hour ago as I appear to have stayed up rather late playing Dungeon Travelers 2. Whoops. Oh well.

    In the interests of respecting International Women's Day, I thought I'd do one of those list post thingies, because those are nice and easy to put together and my brain is starting to dribble out of my ears.

    So here, then, in no particular order:

    1. Sophia Hapgood (Indiana Jones and the Fate of Atlantis)

    Sophia.jpg

    Pretty sure Sophia Hapgood was my first "waifu", or to put it another way, my first crush on a fictional character. It surprised me at the time, because she wasn't what I would have considered to be my "type" — she's outspoken, assertive, sometimes aggressive, and very strongly spiritual, with some rather… interesting beliefs. None of those things are a bad thing in a woman, of course, but at the time I played Indiana Jones and the Fate of Atlantis for the first time — I was in my teens, still at school — the prospect of a woman like that was a little intimidating.

    But there was something special about Sophia. Perhaps it was the fact that she could take care of herself, and had almost as important a role to play in the story as Indy. Perhaps it was her nice arse, which was lovingly rendered in 320x200x256 colours and wiggled when she walked away from the "camera". Perhaps it was the fact that she was a fiery redhead — though, again, at the time, I hadn't yet discovered my penchant for fiery redheads. I don't know what it was, but she was — and is — awesome.

    2. Kai Tana (Velocity series)

    kaitanapic_01.jpg

    The narrative in Futurlab's rather wonderful shoot 'em up/puzzle game hybrid Velocity is rather easy to ignore, but pay attention and you'll find an enjoyable plot to follow, presented by some rather lovely stylised still images. The protagonist of the series — which wasn't immediately obvious in the first game, making for a nice Metroid-style realisation — is Lt. Kai Tana, a likeable leading lady who actually has some personality beyond being "generic badass woman in space".

    Kai is intelligent, quick-thinking and immensely capable. She's also pretty cute, even with that bonkers haircut: noteworthy in that it gives her a very distinctive look that is immediately recognisable.

    3. Claire Redfield (Resident Evil series)

    Claire.jpg

    Claire was one of the first bona fide female protagonists I had the opportunity to play as in video games, making her debut in Resident Evil 2, which was actually the first Resident Evil game I played. I found her noteworthy for subverting the horror movie trope of "screaming woman" and instead being one of the most competent characters in the entire game, more than capable of taking on the zombie hordes — and worse — singlehandedly. There was also an interesting narrative hook with her pursuing her brother Chris, who was one of the protagonists from the first game.

    Claire got an even greater focus in Resident Evil: Code Veronica, which was a headline title for Sega's doomed Dreamcast system, and was subsequently rereleased on a number of other platforms. Once again, she proved herself more than capable of handling the zombie threat by herself, and in fact was portrayed for most of the game as a considerably stronger, more willful character than one of the other main male characters, Steve Burnside. Although that was at least partly up to your actions as the player; forget to pick up the grenade launcher before the boss fight at the end of the first disc and you'll be in a world of shit. Poor Claire.

    4. Dawn (Lands of Lore series)

    Dawn.png

    Eh, showing my retro knowledge here, aren't I? Yes indeedy. Dawn made her first appearance in Westwood Studios' dungeon crawler Lands of Lore, which came out in 1993. She's a powerful sorceress, and a major character in the overarching plot of both the first game and its 1997 follow-up, in which she was rendered in full, glorious FMV-o-vision.

    To be honest, I don't remember a huge amount about Dawn in the first Lands of Lore game, but I do remember her being one of your main points of contact for the unfolding plot in Guardians of Destiny, the second game; as a powerful sorceress, she was ideally equipped to help protagonist Luther with his unfortunate curse, which unpredictably (and sometimes predictably) turned him into either a teeny-tiny lizard or a big hulking slobbering beast. In one of the endings you got to shag her, too.

    5. Nepgear (Hyperdimension Neptunia series)

    Nepgear.jpg

    You didn't think I'd let this post slip without at least one Neptunia character, would you? Of course not.

    Nepgear is my favourite of the series large cast. For a while, I thought it was Noire, and for sure Lastation's goddess has her considerable tsundere charms (plus some amazing curves that her HDD one-piece show off marvelously) but I just like Nepgear a whole lot more. Nepgear is someone I'd want to hang out with. Nepgear is someone I can kind of relate to a bit. Nepgear is someone I feel a great deal of sympathy for, as one of the most sensible characters in the series, constantly dragged along in the wake of chaos that her energetic sister Neptune inevitably leaves behind her.

    Nepgear also gets some of the most interesting character development in the whole series. Over the course of mk2/Re;Birth2, we see her grow from a scared child who doesn't believe in herself to a confident young woman who, while she still sometimes seeks the approval of her peers, her sister and people she looks up to, understands that her thoroughly pleasant nature draws people to her in a very similar way to Neptune's infectious energy.

    In recent installment Megadimension Neptunia VII, she gets further development, exploring her relationship with some of the other characters in a bit more depth, and all but confirming that Neptunia as a series registers very high up the yuri scale.

    6. Estelle Bright (Trails in the Sky)

    Estelle.jpg

    Trails in the Sky is a fantastic RPG, and everyone should play it — even if you're not normally a fan of the more provocative side of JRPGs. As a release by Falcom, it errs more on the "serious" side of things rather than being filled with boob jokes and fanservice, but it has some immensely strong characterisation helped enormously by an excellent localisation.

    Protagonist Estelle is a highlight of the experience. A spunky teenage girl who doesn't take shit from anyone — particularly those who judge her for being a pretty young girl sporting twintails, albeit with a somewhat tomboyish bearing and demeanour — she's very much a character in her own right rather than a self-insert avatar for the player. Her relationship with leading man Joshua is believable and enjoyable to witness, and her interactions with other characters are just as joyful.

    The best thing about Trails in the Sky is that it takes a fairly cliched anime and RPG trope — young kids come of age, go on epic quest — and makes a very distinctive, well-written experience out of it. I must confess I'm yet to play the Second Chapter follow-up to the first game, but I absolutely adored the original release — and Estelle in particular.

    7. Erica Reed (Cognition)

    Cognition-Review.png

    The work of Phoenix Online Studios working in collaboration with Gabriel Knight creator Jane Jensen, Erica Reed is a wonderful character with depth and intrigue. She acts as an excellent focal point for the four-part episodic series that makes up Cognition, growing into and becoming more comfortable with her unusual mental powers over the course of the four cases you lead her through.

    Cognition is a well-written thriller series that has more than a little in common with the TV series Fringe: it's a female-led series where said protagonist is a special agent who comes to discover strange and wonderful abilities that help her to crack some gruesome cases. Erica herself has plenty of skeletons in her closet, and learning more about her over the complete overarching narrative of the series is a real highlight of the Cognition experience.

    8. Ysayle (Final Fantasy XIV)

    Ysayle.png

    Ysayle is one of the most interesting characters in Final Fantasy XIV in that she was introduced late in the A Realm Reborn storyline as a villain of sorts — though nothing is that black-and-white in the lands of Eorzea, it must be said — but through a complicated series of circumstances, found herself in the Warrior of Light's entourage for the majority of Heavensward, despite said Warrior of Light having kicked the shit out of her at least once (twice if you did the Shiva Extreme fight) in the relatively recent past.

    I shan't spoil the details, but suffice it to say that Ysayle has a long and interesting history of why she became the person she did — and throughout Heavensward we see her following a most intriguing journey of personal growth and understanding as she learns more about the things she has been fighting for and against. She gets a particularly spectacular moment of redemption towards the climax of the base Heavensward story.

    9. Haruka (Senran Kagura)

    Haruka.jpg

    It's easy to write Haruka off as fetish-bait, given that she's the most obviously "sexual" member of Senran Kagura's cast. Her Shinobi outfit is pretty much just a basque, panties and stockings, she's very obviously into sadomasochism and she's one of the only characters to seemingly express pleasure rather than embarrassment during the clothing destruction scenes in combat.

    In each Senran Kagura game, though, she gets plenty of development that shows she's more than just fap material. In Burst, her interactions with Hibari during the latter's crisis of confidence show her to have a good understanding of other people and a strong sense of empathy. In Shinovi Versus, her bonding with the masochistic Ryouna is a delight to watch; it's clear she's found someone who understands her more than pretty much anyone else in the rest of the cast, most of whom you get the impression sort of try not to think too much about what she gets up to in her free time. And despite her sadistic tendencies, it's clear she has a sensible head on her shoulders, often acting as the "big sister" of the Crimson Squad group.

    10. Prometh (Demon Gaze)

    PromethDemon Gaze has some great characters in it — unusual for a dungeon crawler in which you create your own party, but Demon Gaze gets around that particular issue by populating the inn which you call your base with a variety of colourful characters, one of whom is Prometh.

    Prometh is the inn's mortician, because times are dangerous and of course the inn needs a mortician. She collects skulls, often sleeps in a coffin and speaks in an endearingly sleepy quasi-kuudere style. She's also habitually half-dressed, usually clad in little more than a hoodie and some ill-matching long socks. Occasionally she just shows up in scenes wearing nothing more than her undies; no explanation is ever really given for this, but once you've got to know Prometh a bit, it just doesn't seem all that unusual.

    You see a lot of Prometh, both when you resurrect fallen party members and when you deliver her one of the game's main collectables: the skulls she likes so much. With each visit, you get to know this unusual woman a little better, and by the end of Demon Gaze I was finding myself greatly enjoying every trip down into her basement. So to speak.Prometh.jpg

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    2239: Now's a Great Time to Buy PS3, 360 and Wii Games https://imnotdoctorwho.moegamer.net/2016/03/08/2239-nows-a-great-time-to-buy-ps3-360-and-wii-games/ https://imnotdoctorwho.moegamer.net/2016/03/08/2239-nows-a-great-time-to-buy-ps3-360-and-wii-games/#respond Tue, 08 Mar 2016 03:01:39 +0000 https://angryjedi.wordpress.com/?p=11910 It's a new generation of console hardware, and has been for a while! Woohoo! However, more than ever with this generational changeover in particular, the previous generation of consoles are far from irrelevant, and in fact if you're a thrifty gamer now is a very good time to start building out your PS3, Xbox 360 and Wii … Continue reading 2239: Now's a Great Time to Buy PS3, 360 and Wii Games

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    It's a new generation of console hardware, and has been for a while! Woohoo!

    However, more than ever with this generational changeover in particular, the previous generation of consoles are far from irrelevant, and in fact if you're a thrifty gamer now is a very good time to start building out your PS3, Xbox 360 and Wii libraries.

    Why? Because it's damn cheap to do so… for the most part, anyway. Thanks to stores that specialise in preowned games and the dropping prices of new, factory-sealed games due to perceived "irrelevance", you can now pick up formerly £40 games for considerably less than their launch price — often even single-digit prices, which I find enormously entertaining as someone who remembers buying budget, cassette-only releases for 8-bit computers in the '80s and '90s.

    I say this having bought a few games at CEX earlier today: I managed to score copies of Lollipop Chainsaw, Bayonetta 2, Xenosaga Episode II, Kingdom Hearts II HD and Enchanted Arms for considerably less than their original asking price. All of them are in good condition — I think all of them even have their manuals, which is reasonably rare when it comes to preowned games.

    Right now, then, is the ideal time to invest in games that you've always meant to add to your 360, PS3 and Wii collections, but never got around to. We're at that time when the games are declining in value because the hardware is still readily available and people are still trading them in, but we're not yet at the point where the games are no longer being made and certain titles are becoming more and more rare. In other words, this means it's pretty rare to find games retailing for more than their original asking price, though as the new generation of hardware continues and the old guard fall more and more out of favour, this situation will start to arise more and more, particularly for niche-interest, limited run titles such as Japanese role-playing games.

    So if you still have a 360, PS3 or Wii knocking around — and if not, why not? They're all still great systems! — do be sure to take a trip down to your local used game store and see what they have to offer. And if you see something you've always meant to have a go at, but have never gotten around to, it's well worth taking that chance now, because with each passing year, that game you never got around to playing will be getting rarer and rarer, until eventually your only choice if you want to play it will be to pay overinflated eBay and Amazon seller prices. And you don't want to do that, do you? (Although I must admit paying well over the odds for a rare game does make for a good collector's "war story"; some of my most treasured games include Space Channel 5 Part 2 on PS2, which had a ridiculously limited run here in Europe, and Fire Emblem Whatever The One on the Gamecube Was Called, which is likewise apparently rather hard to find these days.)

    I anticipate, having recently realised all this myself, that my 360 and PS3 collections are going to grow quite considerably in the next few months…

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    2238: Mobile Games Aren't Always Shit: Mister Smith Edition https://imnotdoctorwho.moegamer.net/2016/03/06/2238-mobile-games-arent-always-shit-mister-smith-edition/ https://imnotdoctorwho.moegamer.net/2016/03/06/2238-mobile-games-arent-always-shit-mister-smith-edition/#respond Sun, 06 Mar 2016 23:34:02 +0000 https://angryjedi.wordpress.com/?p=11871 A lot of mobile games are shit. Some are just a little bit shit. Some are really shit. The upside of this unfortunate situation is that when something enjoyable and fun comes along, it's all the more noteworthy as it becomes as a sparkling diamond, floating majestically atop the sea of shit that is the mobile games … Continue reading 2238: Mobile Games Aren't Always Shit: Mister Smith Edition

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    A lot of mobile games are shit. Some are just a little bit shit. Some are really shit. The upside of this unfortunate situation is that when something enjoyable and fun comes along, it's all the more noteworthy as it becomes as a sparkling diamond, floating majestically atop the sea of shit that is the mobile games marketplace in 2016.

    The trouble with a lot of mobile games is that they try to be something they're not: they try to be big-budget, triple-A experiences — inevitably using the term "console quality" somewhere in their description — but then more often than not ruin the experience in two major ways: firstly, by hobbling the player experience by making it free-to-play and consequently limiting their enjoyment unless they repeatedly pay up (or, in some cases, grind until they want to kill themselves), and secondly, by using god-awful touchscreen approximations of joypad controls, which never, ever work because touchscreens don't have buttons you can feel and consequently you can't do the "muscle memory" thing you can do with an actual controller in your hand.

    No indeed, the best mobile games out there make the best use of the platform that they're on and the context in which people use them. Mobile phones these days are used 1) when you don't want to talk to people around you, 2) when you're on the toilet, 3) when you're waiting for some form of public transport and/or friends to arrive and 4) when you can't sleep. As such, the ideal mobile gaming experience is something that you can do during any of these activities without having to think too much, display any sort of manual dexterity beyond tapping a few clearly indicated things with your fat, greasy fingers or commit yourself to any sort of lengthy play session — that train might turn up any minute, after all, despite the automated announcement assuring you that it is "very sorry" for the delay to this service.

    Anyway. I found a good mobile game the other evening while I couldn't sleep. It's called Mister Smith and His Adventures, it's published by Ayopa Games and penned by Scotland-based comedy writer Steven McDade whose work, in his own words, "hasn’t quite crossed the line to allow for fame, fortune, adulation or comedy legend status". Based on Mister Smith, however, McDade should have a bright future ahead of him, as his breezy, conversational writing style is immediately appealing, and an excellent fit for a game such as Mister Smith and His Adventures.

    But what is Mister Smith and His Adventures? Put simply, it's a very straightforward interactive novel with quizzes. Telling the story of Mr Mister Smith [sic], it unfolds over the course of several distinct stories, during which you have the opportunity to make a number of choices to determine how things unfold, and how farcical the outcome of Mister Smith's various adventures will be. Along the way, based on your choices, you'll be presented with a number of quiz questions in various categories, which will ultimately score you in the fields of Knowledge, Bravery, Friendship and Love and present you with a final score for the story based on how many questions you got correct and how quickly you answered.

    To be honest, the quizzes seem a little forced at times, but McDade recognises this and lampshades them effectively during the narrative, and given the light-hearted, silly tone to the narration, it's not a big problem; it gives the game a degree of replay value, after all, particularly as it's riddled with achievements for making different choices and answering certain particularly challenging questions correctly. For those who particularly enjoy the quizzes, there are some "stories" that focus exclusively on the quiz aspect, though these are still written in McDade's distinctive authorial voice, which makes them a lot more entertaining than other, drier quiz apps on the App Store and Google Play.

    McDade's business model for the game is a good one: you can download it for free, and play the tutorial and first story without paying a penny, after which you have a few choices. You can unlock new stories by repeatedly playing the ones you've already done to earn "Smiths", which can be spent on the new stories and quiz packs currently available. You can purchase bundles of Smiths to selectively purchase stories without grinding. Or you can slip McDade a couple of quid to unlock the game completely, remove all advertising (mostly for itself) and gain immediate access to all new stories as McDade writes and publishes them into the game through automatic updates.

    After playing the first two stories, I was more than happy to take the latter option; McDade's writing is very readable (although there are a couple of typos here and there), the game presents it in short, easily digestible sections with endearing stylised illustrations, and each story is enjoyable and self-contained while helping us to build up a more complete picture of who Mister Smith (and Paul) really is as a person.

    It's an extremely simple idea, and one that works very effectively. It's a well put together, well-presented game that uses the mobile format well, and I hope to see a lot more of in the coming months; I sincerely hope that McDade finds some success with it, and that it helps him to kickstart his comedy career.

    You can download Mister Smith and His Adventures for iOS here, or Android here.

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    2237: The Insufferable Frame-Rate Obsessives May Have a Point https://imnotdoctorwho.moegamer.net/2016/03/06/2237-the-insufferable-frame-rate-obsessives-may-have-a-point/ https://imnotdoctorwho.moegamer.net/2016/03/06/2237-the-insufferable-frame-rate-obsessives-may-have-a-point/#respond Sun, 06 Mar 2016 02:20:45 +0000 https://angryjedi.wordpress.com/?p=11845 I upgraded the processor on my PC yesterday. It was the last bit that needed upgrading to make it decently up-to-date, and I'd been meaning to do it for a while. It was also a good excuse to wipe everything, reinstall Windows and have a nice fresh, clean system that wasn't clogged up with all manner of … Continue reading 2237: The Insufferable Frame-Rate Obsessives May Have a Point

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    I upgraded the processor on my PC yesterday. It was the last bit that needed upgrading to make it decently up-to-date, and I'd been meaning to do it for a while. It was also a good excuse to wipe everything, reinstall Windows and have a nice fresh, clean system that wasn't clogged up with all manner of crap. For a little while, anyway.

    PC gaming, for many people, is the relentless pursuit of ever more impressive frame rates, preferably at ever more impressive resolutions. I've never felt particularly strongly about either, given that my PC is hooked up to my TV and thus is limited to a maximum of 60 frames per second at 1920×1080 resolution; in other words, anything above 60 simply wouldn't benefit what was on screen at all, and in fact would often result in unsightly "screen tearing", where different parts of the screen update at different times. Consequently, I habitually play everything with VSync on, which limits the frame rates to 60 and completely eliminates any tearing. It's kind of deliberately hobbling performance to look better.

    That said, even with a theoretical maximum frame rate of 60, my old processor couldn't quite keep up with some of the more modern games. I have a decent graphics card, so nothing was actually unplayable, but I knew that I could probably get more out of said graphics card with better base hardware. Final Fantasy XIV, for example, ran perfectly well at anywhere between about 30 and 60 frames per second depending on how much was going on at the time — it would be pretty damn smooth in the relative peace and quiet of instanced dungeons, while the frame rate would drop a fair bit in densely populated areas or busy battle scenes with lots of players. I'm not someone that these frame rate disparities bothered a great deal, but they were noticeable.

    So with some degree of curiosity, after assembling the new bits and pieces and putting my computer back together, I fired up Final Fantasy XIV to investigate if the performance was any better. After a little fiddling with settings — previously, it ran better in "borderless windowed" mode, while now it runs better in dedicated full-screen mode — I was very pleased to discover that it was now running at an absolutely rock-solid 60 frames per second, constantly, regardless of what was happening on the screen at the time. It didn't make a massive difference to the visual fidelity of the game, but it was nice.

    Then I jumped into a dungeon, and the true nature of the improvements better hardware brought on became apparent. While the graphics had never really struggled much in dungeons — except with the bizarre bug in the old DirectX 9 version of the game where facing certain directions would cause your frame rate to tank, presumably because the game was trying to render more "out of sight" stuff at once — what really became obvious as I was running with my new hardware was how much more responsive everything was. While the background graphics never really struggled much on my old rig, you could occasionally see things like the interface elements juddering a bit, particularly the damage numbers and status messages that scroll up and down the screen during combat, keeping you informed of what's happening.

    Now, those messages are just as smooth as the animations and effects. More importantly, the controls are significantly more responsive, because there aren't any "dead frames", for want of a better word, where the game doesn't register a button input for whatever reason. It was a minor issue before; now it's completely absent, which is lovely. I hadn't anticipated quite how lovely it would be, but it really is; knowing that my performance can no longer be hampered by the complexity of the visuals on screen or how much is happening at the same time around me is a thoroughly pleasant feeling, and, surprisingly, makes the game more enjoyable.

    So okay, I'll admit it; frame rate does make a difference. Sometimes. I maintain that "cinematic"-style experiences such as adventure games and their ilk don't particularly benefit from 60fps visuals — they can look nice, but if you're going with realistic imagery, 30fps can sometimes look more "natural" as it's closer to the frame rate of film and TV — but in games where precision and split-second timing are important — fighting games, shoot 'em ups, arcade games, MMOs such as Final Fantasy XIV — smoother hardware performance leads to smoother player performance. Which is kinda cool.

    Oh, and no, I haven't tried Crysis yet.

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    2236: Games You Probably Haven't Tried But Should: Croixleur Sigma https://imnotdoctorwho.moegamer.net/2016/03/05/2236-games-you-probably-havent-tried-but-should-croixleur-sigma/ https://imnotdoctorwho.moegamer.net/2016/03/05/2236-games-you-probably-havent-tried-but-should-croixleur-sigma/#respond Sat, 05 Mar 2016 02:40:30 +0000 https://angryjedi.wordpress.com/?p=11841 I'm a big fan of the Japanese doujin (indie) scene's work and have been ever since I first came across the rather wonderful Recettear by EasyGameStation and its equally wonderful localisation by Carpe Fulgur. Much like the Western indie scene, the Japanese doujin scene is the home of the type of games that men in suits decide "won't provide a good ROI … Continue reading 2236: Games You Probably Haven't Tried But Should: Croixleur Sigma

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    I'm a big fan of the Japanese doujin (indie) scene's work and have been ever since I first came across the rather wonderful Recettear by EasyGameStation and its equally wonderful localisation by Carpe Fulgur. Much like the Western indie scene, the Japanese doujin scene is the home of the type of games that men in suits decide "won't provide a good ROI or conversion ratio" or whatever shit they talk about in boardrooms these days.

    Unlike the Western indie scene, however, which has a strong tendency to err on the side of "art games" — works that make use of gaming conventions in the service of telling a story or delivering some sort of message to the audience — the Japanese doujin scene has a strong tendency to make very "pure" gaming experiences that, while they sometimes have strong narratives, are primarily concerned with being fun to play and feeling like classic console and arcade titles from the PS1 and Dreamcast eras.

    Croixleur Sigma by Souvenir Circ is one such example. I've had the pleasure of following Croixleur's development since it was first released as a rather simplistic, albeit enjoyable, arena-based brawler a good few years ago now, and over time it's blossomed into a genuinely excellent arcade-style game with a surprising amount of depth. With its recent PlayStation 4 release by publisher Playism, we finally have what is probably the definitive version of Croixleur, and it's well worth your time and £11.

    As previously mentioned, Croixleur is an arena-based brawler specifically designed to channel Devil May Cry's Bloody Palace mode, in which the protagonist fights their way through increasingly challenging waves of enemies with a mind to completing the challenge 1) as quickly as possible 2) without dying and 3) scoring as many points as possible. In Croixleur's case, you take on the role of one of four charming young weapon-wielding ladies and hack and slash your way through various types of monsters, hopefully before the 15-minute timer or your two arcade-style continues run out.

    Croixleur initially seems disappointingly simple. Tapping the attack button unleashes a basic combo, but this isn't altered by moving directions or changing weapons or anything. You can jump and do the same combo, or you can dash.

    You can probably make it through the game just mashing the attack button, but it would be very tedious. Thankfully, that isn't all there is to Croixleur, not by a long shot. No, Croixleur is very much based around being as fluid and elegant as possible; every action is possible to "cancel" into another — in other words, while one animation is going off, you can hit the button combination to do something else and that thing happen a lot sooner than it would have if you'd let the animation finish and set it off from a standing start. Effective fighting in Croixleur, then, becomes a combination of hitting weak enemies with your basic attack, dashing to other enemies to get into position, and using the unique special attacks each of the collectible weapons offer in order to best deal with the situations in which you find yourself. There's also a "smart bomb"-like ability that has a limited number of uses; this is particularly useful against the stronger, larger enemies that less frequently show up.

    There are only three basic enemy types in Croixleur: a goblin thing, a goblin wizard thing and a flying eyeball bat thing. While you might think this would cause the game to lack variety, things are mixed up a bit by a couple of palette variations of each: brown ones are weakest, blue ones take more hits and are more aggressive, red ones are strongest and most dangerous. The advantage of there only being three basic types of enemy is that you can learn their attack patterns and "tells" in their animations and be able to deftly avoid their attacks in order to keep up your own assault; in order to get the best scores — and indeed to survive, full stop — you'll need to avoid taking damage as much as possible.

    Alongside the basic three enemies are a few larger types, too: there's a big monster thing, a gold knight, a silver knight and a fuck-off massive dragon as the final boss. Having significantly more HP — and usually being accompanied by a horde of the basic enemies — means that you have to deal with these powerful foes is somewhat different ways, zipping in and chipping away at their health before they can wind up a powerful attack, or using a special move to pelt them with magic from afar.

    Further variation to the game is added through the weapons that you collect as you progress. You can equip up to four of these when you start a new game, effectively allowing you to customise your heroine's choice of special moves according to how you like to play. There are also a variety of entertaining visual accessories you can purchase with the coins you collect by defeating enemies, and these all have various benefits to gameplay. Plus they look fun.

    Croixleur is not a complicated or long game, but it's surprising how much depth it has. It's very much an arcade game, and wouldn't feel out of place on the Dreamcast, with its large, Sega-style countdown timer, ludicrous scores to attain and wonderfully fluid, 60fps action. Plus there's a ton of unlockable stuff to uncover as well as the ever-present challenge of besting your own high scores — and those of your friends, too, of course.

    Give it a try!

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    2235: Give Flame Over a Go with This Month's PlayStation Plus Games https://imnotdoctorwho.moegamer.net/2016/03/04/2235-give-flame-over-a-go-with-this-months-playstation-plus-games/ https://imnotdoctorwho.moegamer.net/2016/03/04/2235-give-flame-over-a-go-with-this-months-playstation-plus-games/#respond Fri, 04 Mar 2016 01:04:13 +0000 https://angryjedi.wordpress.com/?p=11805 Idiots, as we all know, love complaining. And some of the loudest, most complain-happy idiots are those who whinge about the monthly games on offer via Sony's subscription service PlayStation Plus. For those unfamiliar, PlayStation Plus is a service you pay a monthly fee to for, among other things, the privilege of playing multiplayer games on the PlayStation … Continue reading 2235: Give Flame Over a Go with This Month's PlayStation Plus Games

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    Idiots, as we all know, love complaining. And some of the loudest, most complain-happy idiots are those who whinge about the monthly games on offer via Sony's subscription service PlayStation Plus.

    For those unfamiliar, PlayStation Plus is a service you pay a monthly fee to for, among other things, the privilege of playing multiplayer games on the PlayStation 4 platform. Unless you're a die-hard multiplayer gamer, though, the far more attractive things that PlayStation Plus gets you is discounted prices on PlayStation Store digital downloads, and "free" games every month — I put "free" in inverted commas since you only get to keep them for as long as you keep paying the subscription; they deactivate if you stop paying, though you can get them back again by resubscribing.

    In recent months, the aforementioned complain-happy idiots have been very keen to point out that the monthly games on offer have tended to err on the side of smaller-scale, independently developed titles rather than triple-A games, the latter of which were originally positioned as a selling point for the service. However, I actually prefer things this way around, since it gives me the opportunity to give games a go that I've perhaps liked the look of, but not enough to want to drop £10-£15 on them at the time.

    Enter Flame Over from Laughing Jackal, a firefighting roguelike that I've had my eye on for a while, but somehow never got around to picking up. This month, it's one of the PlayStation Plus games, so now I don't need to agonise over whether or not it will be a worthwhile purchase for me: I just have a copy for as long as I'm a PlayStation Plus member, and since it's a digital download-only game, it's not a game I feel obliged to pick up a physical copy of — I do love my physical copies, as regular readers will know — because a physical copy doesn't exist.

    As it turns out, Flame Over is a very good game indeed and I should have picked it up sooner, but oh well; I have it now.

    Flame Over casts you in the role of a firefighter with no visible eyes, a big helmet and an impressive moustache. It's your job to enter a 16-floor building with your trusty hose and extinguisher, put out all the fires and rescue as many people and cats as possible before… well, dying. It is a roguelike of sorts, after all, so yes, despite the cartoonish, slapstick visual humour, the overall tone is oddly bleak, if truthful: fire doesn't care who you are, and it will kill you if you don't respect it.

    Gameplay is simple and reminiscent of a classic computer or console game from the 8-bit era. You have a ticking clock, you have a maze-like level to negotiate — randomly generated, hence the "roguelike" descriptor — and you have high scores to beat, here represented as money that you can subsequently spend on powerups and permanent improvements to make your future runs a bit easier.

    Putting out fires is a simple case of squirting them with your hose or extinguisher. The hose has a longer range and makes things wet so fire is less likely to spread, while the extinguisher covers a wider area and is the only way to put out electrical fires, which are prone to flaring up again after you've put them out once. You can also completely negate electrical fires by finding the fusebox on each floor, but this will inevitably be beyond a room that has come to resemble one of the lower circles of Hell, so you'll need to clear a pathway through first.

    The interesting thing about Flame Over is that it makes things deliberately just a little bit awkward for the player to keep things interesting. The camera angle isn't quite top-down, which means that things on the "bottom" wall on-screen can often be hidden, necessitating rotation of the camera in order to make sure you haven't missed anything. This is an additional thing to think about in the heat (no pun intended) of the moment, and with flames flaring up all around you, it contributes considerably to the rather wonderful growing sense of panic that the game creates.

    That timer is a distinctly old-school touch, too; you can extend it by rescuing people, and when it runs out it's not immediately the end of the game: rather, in a manner somewhat similar to seriously old-school games like Spelunker and Bubble Bobble, running out of time triggers the appearance of a difficult to avoid (but absolutely avoidable) enemy who will immediately end your game if you come into contact with him. In this case, said unavoidable enemy is Death himself, further driving home the game's point about mortality.

    Oh my goodness me is it an addictive little bugger, though. It's simple to play, repetitive, sometimes awkward and regularly frustrating — but it's fun. It's a "pure" game, designed not to tell a meaningful story or make bold, sweeping sociopolitical statements; it's a game designed to test your skills and patience, and as someone who grew up with games when they were nothing but tests of your skills and patience, Flame Over feels like a rather wonderful callback to those good old days; a game that, were it not for its 60fps 1080p polygonal graphics, would probably have been eminently at home on the Atari 8-bit computers or Commodore 64. And that is absolutely a compliment.

    So anyway. Next time you're disappointed that PlayStation Plus isn't giving you a free copy of Call of Duty or some other such shit, take a moment to check out the things you might not have heard of: you might just find yourself pleasantly surprised by the charming games on offer, and discover some new favourites in the process.

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    2234: Is VR Really Going to Take Off? https://imnotdoctorwho.moegamer.net/2016/03/03/2234-is-vr-really-going-to-take-off/ https://imnotdoctorwho.moegamer.net/2016/03/03/2234-is-vr-really-going-to-take-off/#respond Thu, 03 Mar 2016 01:19:46 +0000 https://angryjedi.wordpress.com/?p=11778 I have, believe it or not, a friend. I have several, in fact, but this friend's name is Tom. Tom primarily spends his money on bits and pieces for his PC, and is extremely excited about the impending virtual reality revolution — so much so that he's bought an incredible "gaming chair" with attached steering … Continue reading 2234: Is VR Really Going to Take Off?

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    I have, believe it or not, a friend. I have several, in fact, but this friend's name is Tom. Tom primarily spends his money on bits and pieces for his PC, and is extremely excited about the impending virtual reality revolution — so much so that he's bought an incredible "gaming chair" with attached steering wheel, pedals and HOTAS (Hands On Throttle And Stick) control scheme, ready to play everything from Elite: Dangerous to a variety of racing games in glorious, stereoscopic, head-tracking 3D.

    Me, I'm yet to be convinced by the value of VR. I know that theoretically it should be enormously exciting, but at present, there are two big things that put me off: firstly, the cost, which, for however much HTC and Oculus might try to argue that they're making VR more mainstream, is well out of the budget of most people; and secondly the fact that there's still a fundamental disconnect between yourself and the virtual reality into which you're trying to immerse yourself.

    There's not a lot to say about the cost, really — it's a lot, I can't afford it, because I'd have to upgrade my PC as well as buy all the hardware, that's about it — so I'll focus on the latter aspect, because that's what bothers me about the technology long-term.

    There are certain applications for which VR seems ideally suited. Something like Elite: Dangerous, for example, will likely be very good indeed, because the entire Elite experience is based on you sitting in a chair in your spaceship cockpit, flipping switches and jiggling joysticks in order to fly around and do spacey things. Likewise, driving games will also be very good, since again, the experience is based around you sitting in a chair holding on to a steering wheel for dear life. In other words, the experiences that my friend Tom is already pretty much set up for will probably be pretty good, though I do still find myself wondering how you'll find the right buttons to press with a bloody great helmet attached to your face — particularly if you're not using a fancy-pants HOTAS setup.

    It's when we get into other types of experience that I feel the disconnect between the real and the virtual will be somewhat more jarring. Anything first-person would theoretically be excellent in VR, were it not for the fact that you're not actually going anywhere; the lack of physicality to motion through the world seems like something that would be very disconcerting indeed. There are companies that are attempting to get around this very issue, most notably with a big-ass treadmill-like thing that allows you to actually physically walk in order to control your motion through the game world, but at this point you're escalating the already substantial costs of VR even further just to get the feeling of immersion that VR is theoretically supposed to provide.

    I don't know. I think my issue is that I'm yet to see a true "killer app" for VR; something which, without a doubt, shows that VR is the absolute only way to do this. Until that killer app comes along — or technology improves to allow things like true haptic feedback and a true feeling of physically inhabiting "another world" — then I shall remain both cautious and skeptical about the whole thing, and very surprised if it takes off with anyone but the most dedicated enthusiasts of expensive lumps of plastic wired up to their computer.

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    2233: MegaNep's True Ending: A Love Letter to the Dreamcast, and to the Player https://imnotdoctorwho.moegamer.net/2016/03/02/2233-meganeps-true-ending-a-love-letter-to-the-dreamcast-and-to-the-player/ https://imnotdoctorwho.moegamer.net/2016/03/02/2233-meganeps-true-ending-a-love-letter-to-the-dreamcast-and-to-the-player/#respond Wed, 02 Mar 2016 00:25:06 +0000 https://angryjedi.wordpress.com/?p=11747 I cleared Megadimension Neptunia VII's True Ending path this evening, after a horrible moment where I thought I hadn't triggered it and would have to do the whole thing through again (which is actually not quite as monumental an undertaking as you might think) — and I was very impressed with one of the most satisfying finales … Continue reading 2233: MegaNep's True Ending: A Love Letter to the Dreamcast, and to the Player

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    I cleared Megadimension Neptunia VII's True Ending path this evening, after a horrible moment where I thought I hadn't triggered it and would have to do the whole thing through again (which is actually not quite as monumental an undertaking as you might think) — and I was very impressed with one of the most satisfying finales I've seen in a story-based game for quite some time.

    Mild spoilers ahead.

    At the core of MegaNep's overarching narrative is the story of Uzume Tennouboshi, a new character to the series who, like the series regulars, embodies a games console — in this case, Sega's ahead-of-its-time Dreamcast. For those unfamiliar with their gaming hardware history, the Dreamcast was a 128-bit console that came out towards the tail end of the console generation that was primarily 32- and 64-bit: that of the original PlayStation and the Nintendo 64. It was astronomically powerful in comparison to its contemporaries and was home to some wonderful games, many of which are still fondly remembered today. But for one reason or another, it was regarded as a commercial failure, and both it and its games dropped out of mainstream distribution after just a couple of years, with the 128-bit era only starting in earnest once the PlayStation 2 shattered all expectations of what console gaming was all about following its launch in 2000.

    Uzume's identity and background is initially a mystery to Neptune and company, but over the source of MegaNep's complete story, her past comes to light. Having once been a goddess to what is now Neptune's domain of Planeptune, she was voluntarily sealed away due to the fact that she was unable to control her "illusion" power and largely forgotten about; an allegory for the Dreamcast being released onto the market too early and developers and publishers alike arguably not being sure how to make best use of this new power on offer.

    The main villain of the piece is revealed very late in the story to be the darker side of Uzume, representing her irrational hatred and bitterness at feeling abandoned by her people. Through a complicated series of happenings too twisty-turny to describe in detail here, Neptune and her friends eventually manage to help Uzume come to terms with her past and realise that her memories have become tainted by hatred and regret; her people, in fact, loved her and cherished her, and it was with a heavy heart that they saw her sealed away for the protection of everyone.

    There are two endings to MegaNep: one in which Uzume sacrifices herself to ensure her dark counterpart is not able to send a horde of monsters from her delusional "Heart Dimension" into Neptune's Hyper Dimension, and another in which Neptune and her friends refuse to leave her to die, and ultimately help her to overcome her darkness. This latter one is the True ending, and it demonstrates beyond a shadow of a doubt that the team at Idea Factory and Compile Heart hold the Dreamcast in considerable esteem; the truth about Uzume's past is described with such a wonderfully warm feeling of fondness that it's hard not to feel extremely nostalgic if you happened to be there when it all happened in our world, and the Neptunia series' biggest strength — characterisation and the feeling of bonds between these characters — really shines through as everyone expresses their love for Uzume and she, likewise, expresses her love for them.

    What also made the ending satisfying, aside from this wonderfully genuine-feeling appreciation for the Dreamcast and its games, was the Neptunia series trademark "Thank You Corner", where the cast completely break the fourth wall and address the player directly, thanking them for playing and showering them with praise for beating the game. This is always a lovely moment in every Neptunia game, but in the case of MegaNep it feels particularly heartfelt; it's obvious that the words coming out of the mouths of the characters are actually those of the series' creators, expressing their gratitude for the series having gone from strength to strength over the years, overcoming the adversity of its early installments' poor reviews, widespread ignorance from the press and self-professed RPG "experts" that persists to this day, and ultimately becoming a genuinely rather wonderful franchise that I really don't want to see the back of any time soon.

    In many ways, it was like a "curtain call" for the game, and while previous Neptunia games have handled this in much the same way, there was something about this moment in MegaNep that made it more satisfying and touching than it's ever been before. It's a rare and wonderful feeling for a creative work to seem like it's talking directly to you, but the Neptunia series has always felt that way, and never more so than with Megadimension Neptunia VII.

    Onwards to the post-game, then; I have trophies to clean up and Colosseum battles to fight! (And in the meantime, I promise I'll find something new to write about soon.)

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    2232: Pondering Postgame https://imnotdoctorwho.moegamer.net/2016/02/29/2232-pondering-postgame/ https://imnotdoctorwho.moegamer.net/2016/02/29/2232-pondering-postgame/#respond Mon, 29 Feb 2016 23:40:06 +0000 https://angryjedi.wordpress.com/?p=11712 I feel like I've become much more conscious of a lot of single-player games incorporating an almost MMO-like "endgame" these days, though pondering the matter a little further I'm not sure it's as new a concept as I initially thought it was. My musings on this subject are inspired by my second playthrough of Megadimension Neptunia … Continue reading 2232: Pondering Postgame

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    I feel like I've become much more conscious of a lot of single-player games incorporating an almost MMO-like "endgame" these days, though pondering the matter a little further I'm not sure it's as new a concept as I initially thought it was.

    My musings on this subject are inspired by my second playthrough of Megadimension Neptunia VII, which is going considerably quicker than my 62-hour first playthrough of it thanks to its myriad of rather lovely New Game Plus features — faster run speed, higher jump height, ability to turn off random encounters and a bunch of other things besides, including the ability to instantly skip story scenes you've seen before — and in which I'm taking aim for the "true" ending and the subsequent postgame, which allows you to continue playing after the credits have rolled to clean up whatever it is you still want to get out of the game.

    In the case of Megadimension Neptunia and numerous other games like it — largely JRPGs, with a few exceptions — the postgame is often designed with trophy collecting in mind, with some of the most challenging trophies requiring dedicated effort well above and beyond what the main story of the game demanded. In most cases, you're not actually missing out on any story by pursuing these additional objectives; you're simply expressing a desire to see everything the game has to offer, and to push your knowledge of its mechanics to the limit.

    This is where the MMO endgame comparison comes in. Take my particular brand of MMO poison as an example: Final Fantasy XIV has a linear main scenario that takes you from level 1 to level 60 naturally, telling an interesting tale while equipping you with the skills you'll need for high-level play. Once you reach level 60 and beat the main story you have a few choices: you can put the game down, satisfied that you've "finished" it; you can keep playing it to see what the new episodes of the story added in each new content patch add to the overall narrative; or you can delve into the endgame proper, which often relies less on story and more on mechanics and grinding, with the promise of significant increases in your character's power as a reward.

    This is exactly the case with modern single-player games that offer postgame content, too. In the case of Megadimension Neptunia VII, there are hidden treasures to hunt down, additional monsters to fight, challenging dungeons to clear and collectibles to… you know. There's no actual obligation for you to take these extra challenges on if you're satisfied with how the main story concluded, but the option is there for those who want to spend a bit more time with the game without having to worry about whether they'll lock themselves out of something by advancing the plot too far.

    As I say, I'd got into my head that this was a somewhat recent concept; when I think back to titles that I spent a lot of time with in years gone by, in many cases you had to take care of any and all of your business before you beat the final boss and rolled the credits. Take something like Final Fantasy VII, for example; once you unlock the final dungeon, pretty much the whole world is open to you, and there are a bunch of optional sidequests you can go and complete for some fairly significant rewards if you see fit, though none of them are essential to the plot, and none of them are necessary to beat the final boss. Once you do beat that final boss, though, that's the end of the game — in RPGs of that era, you often didn't even get to save a "clear file" to start a New Game Plus and carry over some of your achievements to a new runthrough.

    But when I consider things in a bit more depth, the idea of the postgame — of an ostensibly narrative-based game remaining relevant and interesting to play even after you've seen the story's finale — has been around for quite some time. Konami's PS1 and PS2-era games, for example, often featured a ranking/score screen at the end of the game, challenging you to try it again, but do it faster/better/taking fewer hits. Other games unlocked new difficulty settings, or unlocked alternative (sometimes joke) endings. Capcom's Resident Evil 2 took the ambitious approach of having multiple ways to experience the narrative: you could play it once as Claire, then see what Leon was up to while Claire was doing her thing; then you could play it "for the first time" again as Leon, then see what Claire was up to while Leon was doing his thing. Each of these four playthroughs, while similar, had its own unique content, making the game worth replaying — and once you'd done all that, there were the super-secret paths such as Hunk and Tofu, which mostly acted as a reward for those who had put in enough time and effort to master the game.

    MMO players often describe reaching the level cap of their game of choice as "just the beginning" of your experience. And it's very much true; pre-Heavensward Final Fantasy XIV sat at level 50 for a good couple of years, but managed to feel like it was progressing at a regular, steady rate, both in terms of new content and character power levels — and it's doubtless the same with other MMOs that keep adding new stuff to keep level-cap players interested and engaged.

    What I find interesting is the idea that a game designed primarily to tell a story — to have a clear end — can have so much beyond that story content, even if it's a single-player game that isn't expanded over time with new content, DLC or the like. It's one of the many things that sets games apart from non-interactive forms of entertainment, and it's an opportunity to enjoy a different side of a game you've taken pleasure in engaging with: having worked your way through the narrative, you're now focusing on mastering the mechanics until you're satisfied you've got everything you're going to out of the game in question.

    I never used to do multiple playthroughs of games — except for Final Fantasy VII, which my friends and I were borderline obsessed with in our teens — but these days, I very much enjoy exploring the postgame, trophy hunting and seeing multiple endings. Once I'm done with Megadimension Neptunia VII, I'm particularly looking forward to Dungeon Travelers 2's postgame; from everything I've heard about it, it very much takes the MMO approach of "finishing the story is just the beginning… now prove you really know how to play this game. If, you know, you want to." — and that is something that has come to appeal to me very much over the years, even as many of my peers are getting less and less patient with lengthy, time-consuming games. I wonder what made me go the other way?

    Oh well. Time for bed now; tomorrow I will find out if I've actually done all the arbitrary triggers that ensure I will get Megadimension Neptunia VII's "true" ending, or if I need to do the whole bloody thing through for a third time. (That's not actually too bad; to put it in context, while my first playthrough took 62 hours, my second playthrough has probably been no more than 3 hours so far, and I'm just coming into the third and final story arc, which puts me maybe an hour away from the "ending".)

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    2231: Initial Impressions on Alexander: Midas https://imnotdoctorwho.moegamer.net/2016/02/28/2231-initial-impressions-on-alexander-midas/ https://imnotdoctorwho.moegamer.net/2016/02/28/2231-initial-impressions-on-alexander-midas/#respond Sun, 28 Feb 2016 23:11:59 +0000 https://angryjedi.wordpress.com/?p=11682 Tonight, we cleared the last area of the new raid dungeon in Final Fantasy XIV… in its "normal" incarnation, anyway. Savage is likely to prove a somewhat stiffer challenge, but regular ol' vanilla had plenty of hurdles to overcome, too. Now that we've been through all four of the new raids, I thought I'd ponder how … Continue reading 2231: Initial Impressions on Alexander: Midas

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    0231_001

    Tonight, we cleared the last area of the new raid dungeon in Final Fantasy XIV… in its "normal" incarnation, anyway. Savage is likely to prove a somewhat stiffer challenge, but regular ol' vanilla had plenty of hurdles to overcome, too.

    Now that we've been through all four of the new raids, I thought I'd ponder how I felt about them, and about Alexander as a whole compared to The Binding Coil of Bahamut.

    The first thing to note about Alexander is that the overall tone of the whole thing is very different to Coil. Coil represented one of the most serious, dramatic parts of Final Fantasy XIV's story, and over its entirety revealed some very significant background lore about the Allagans and the Meracydians, both of whom we'd seen mentioned (and occasionally explored the relics of) but never encountered, mostly due to them both being long dead.

    Alexander, meanwhile, largely concerns the goblins, and much like their Final Fantasy XI counterparts, goblins in Final Fantasy XIV are rather silly, afflicted with distinctive speech patterns and, for the most part, there for comic relief. They're not very threatening, in other words, so for them to be introduced as the main villains of the new raid cycle was… interesting, to say the least.

    The overall aesthetic of Alexander is very different to Coil, too. Coil began as an expedition into the bowels of the earth and gradually gave way into a combination of fantastic, otherworldly scenery and pure sci-fi, futuristic environments, many of which were absolutely breathtaking in their scale. Alexander, conversely, has a pretty consistent "steampunk" look throughout its entirety, though Midas does a somewhat better job than Gordias in terms of presenting a bit of variety in the way things look.

    This difference in aesthetic extends to the main attraction of the raids, too: the bosses. In Coil, you fought a wide variety of foes, ranging from a giant genetically modified snake to a fearsome dragon god via technologically advanced defence systems, a bioengineered lamia, a robot treant and, of course, the reincarnation of Final Fantasy XIV 1.0's main villain, Nael van Darnus, now going by Nael deus Darnus having apparently changed gender and gone a bit, well, dragonish.

    Alexander, conversely, sees you fighting a lot of things in a similar mould: in Gordias, you fight a large steampunk robot thing, followed by a swarm of goblins and large steampunk robot things, followed by a squishy Pepsiman wannabe in what appears to be a sewage outlet, concluding with a battle against The Manipulator, which is a large steampunk robot thing. Midas is a bit better: first you fight a mad scientist goblin who keeps drinking his own concoctions and growing to Hulk-like proportions, then you fight a series of four large steampunk robot things, then you fight the main villain of the plot arc (and his cat), then finally you fight five large steampunk robot things — four of which you fought earlier in the raid — that then combine to make one enormous steampunk robot thing.

    While I still like Alexander less than Coil in terms of its aesthetic and enemy designs, Midas is a big step in a better direction. Everything about it is better, from the variety between the four areas to the background plot that is revealed as you progress, which was rather lacking and forgettable in Gordias. It still lacks some of the outright drama that Coil had — the final boss of this particular cycle is an intense fight, but it's more chaotically humorous than terrifying like Twintania, Nael and Bahamut were — but things are improving a lot.

    Of particular note is the boss music for the final boss, which I present with some pleasure for you below, in all its '70s anime glory:

    Happy with how things have turned out with 3.2. I was getting concerned the game was losing its magic, but it's well and truly back on target.

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    2230: A Reminder that Dungeon Travelers 2 is Excellent https://imnotdoctorwho.moegamer.net/2016/02/28/2230-a-reminder-that-dungeon-travelers-2-is-excellent/ https://imnotdoctorwho.moegamer.net/2016/02/28/2230-a-reminder-that-dungeon-travelers-2-is-excellent/#respond Sun, 28 Feb 2016 01:12:14 +0000 https://angryjedi.wordpress.com/?p=11656 I forget why I paused my playthrough of Dungeon Travelers 2 a while back, but it certainly wasn't because I didn't like it. On the contrary, I absolutely love it, and have been really enjoying getting back into it sporadically in the evenings over the last week or so. For those who missed my previous enthusings on the subject … Continue reading 2230: A Reminder that Dungeon Travelers 2 is Excellent

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    0230_001

    I forget why I paused my playthrough of Dungeon Travelers 2 a while back, but it certainly wasn't because I didn't like it. On the contrary, I absolutely love it, and have been really enjoying getting back into it sporadically in the evenings over the last week or so.

    For those who missed my previous enthusings on the subject of this game, allow me to explain.

    Dungeon Travelers 2 is an old-school "gridder" dungeon crawler for PlayStation Vita, developed by Sting and published by Atlus. Absolutely no-one would have heard of it were it not for Polygon's Phil Kollar writing an indignant article called "Atlus can do better than this creepy, porn-lite dungeon crawler" a while back, after which everyone who thought Kollar was being a shallow, judgemental douchebag promptly preordered the game and eagerly awaited its arrival. While a lot of this immediate backlash was simply to spite Kollar's terrible article — which didn't even make an effort to understand anything about the game beyond "it has somewhat suggestive images in it" — those in the know were quick to point out that developer Sting has an impeccable pedigree when it comes to mechanically solid and interesting role-playing games that are often just a little bit unusual, making them very memorable.

    Structurally, Dungeon Travelers 2 is fairly business as usual for the gridder genre; it's the moment to moment gameplay where it shines, and particularly the variety of ways in which it's possible to play. Heavily based on party composition and character classes, the frequent combat in the game is not the sort of thing you can get through by mashing the "Attack" button — indeed, this is a game that will happily obliterate your entire party in the very first dungeon if you don't take appropriate precautions and play cautiously, remembering that in dungeon crawlers, it is usually inadvisable to attempt to clear out an entire dungeon in one single expedition.

    No, rather Dungeon Travelers 2's combat is based very much on making appropriate use of your party's abilities, both active and passive. There's a certain amount of MMO-style conceit in there, too; unlike many turn-based RPGs, it is absolutely possible to have a tank up front maintaining the attention of the enemies as much as possible, while the back row rains down death from a distance.

    Timing is absolutely key, too, even though the game is strictly turn-based. Spells and certain abilities don't cast immediately; they have a period of time during which the caster has to chant the spell or song, and it's only after this that it activates. Spells can be interrupted by a significant amount of damage or being afflicted with a status effect such as Stun or Silence — see, told you it was MMO-ish.

    A lot of the passive abilities are really interesting, too. There's one of the Berserker tank abilities that afflicts enemies with some significant stat debuffs when they hit you, and others that counterattack with nasty status effects or even outright damage in return. Certain buffs and debuffs can make these procs (there I go with the MMO lingo again) more or less likely to trigger, so effective combat is a case of judging the situation and making your party handle it in the most efficient manner.

    A good example comes from the Girimekhala boss I fought in my last play session. She had a bunch of really unpleasant abilities, including a heavy physical attack on a whole row of party members, another heavy physical attack on characters adjacent in the turn order, a dance that lowered party stats and inflicted damage every round, and an ability similar to the Berserker's counter-debuff mentioned above.

    The first couple of times I fought Girimekhala, I went all-out attack and was quickly obliterated; tanks can't tank very well if their stats are shot to shit, and once they went down, the back line quickly followed.

    What I ended up doing was have Alisia the Valkyrie (defense tank) use her Cover ability for a one-off (until recast) chance to take damage in place of a party member, her Parry ability to completely nullify damage from one physical attack, and her Material Barrier ability to shield the entire party against physical damage. I then activated Grishna's Blood Rage ability to boost her maximum HP so she could soak up some damage, too; as a Berserker, her defence isn't anywhere near as good as a Valkyrie, but she makes up for this with her auto-debuff ability and strong offensive abilities which, while not very useful in this battle as they would always be countered, are often a big help.

    Meanwhile, the back row got to work. Melvy the Witch (one of the strongest caster classes) repeatedly cast heavy damage single-target spells on Girimekhala, and acted as the main DPS (or DPT if we're being picky, I guess) of the group. Fiora the Priestess, meanwhile, simply acted as a healbot, throwing out Circle Heal every turn to cure any damage that had managed to get through Alisia's monstrous physical resistance. And Conette the Diva (support class) sang a song that helped Melvy and Fiora to chant their spells more quickly as well as using her Cook ability from her base Maid class to keep everyone's TP (needed to use abilities or cast spells) topped up.

    Puzzling this out and putting the plan into action was extremely satisfying, and much more interesting than simply throwing attacks out and occasionally healing. This fight simply wasn't possible to win with an all-out attack strategy; as you'll see from my description above, only one out of my five party members was inflicting damage on the boss, with the others all simply supporting the group in various ways. Thankfully Melvy's magic damage as a Witch is absolutely astronomical, so her burst damage more than made up for the relative infrequency of hits on the boss.

    To cut a long story short, Phil Kollar could not have been more wrong about Dungeon Travelers 2. While it is filled with suggestive artwork and distinctly ecchi scenes both involving the main characters and when you defeat the monstergirl bosses, that's certainly not a reason to write it off or wag your finger at publisher Atlus, telling them they "can do better". In fact, it's absolutely one of the best examples of the dungeon crawler genre I've had the pleasure of playing to date, although be ready for a seriously stiff challenge, particularly once you start getting into the optional dungeons and boss fights.

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    2229: The Fist of the Son and The Cuff of the Son https://imnotdoctorwho.moegamer.net/2016/02/26/2229-the-fist-of-the-son-and-the-cuff-of-the-son/ https://imnotdoctorwho.moegamer.net/2016/02/26/2229-the-fist-of-the-son-and-the-cuff-of-the-son/#respond Fri, 26 Feb 2016 23:51:47 +0000 https://angryjedi.wordpress.com/?p=11598 Been taking my time getting through the new Alexander raid (just the normal version) in Final Fantasy XIV over the last couple of evenings, and thought I'd write down a walkthrough for the first two floors, largely to refresh my own memory and perhaps to provide a convenient service to anyone passing by who wants to know … Continue reading 2229: The Fist of the Son and The Cuff of the Son

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    0229_001

    Been taking my time getting through the new Alexander raid (just the normal version) in Final Fantasy XIV over the last couple of evenings, and thought I'd write down a walkthrough for the first two floors, largely to refresh my own memory and perhaps to provide a convenient service to anyone passing by who wants to know such things.

    As with Alexander: Gordias, Alexander: Midas is split into four areas, each of which allows you to get one piece of loot per week. These pieces of loot are tokens that can be exchanged for gear in Idyllshire in the same place you turn in Allagan Tomestones of Esoterics and Lore; like the gear from Gordias, you need varying numbers of tokens for different pieces of gear. Accessories require one bolt, so are the easiest to get, but are also often the smallest upgrade.

    The Fist of the Son

    Available loot: Bolt (1 needed for accessory), chain (1 needed for belt), pedal (2 needed for boots)

    Run through the first area, and use the steam vents to jump up to the top of the room. Pass through the doorway and you'll be confronted with not one but two Fausts. They're much easier to handle than the one in The Fist of the Father, though; one tank take each, keep them together, focus down one at a time.

    It's not over, though! After the second Faust drops, a pulsing AoE marker will appear on the floor. Get away from it, as Hummelfaust is going to drop down, dealing more damage the closer you are to its drop spot.

    One tank should take Hummelfaust, the other should switch to DPSing and simply batter him down as quickly as possible. Much like OG Faust, this is designed as a DPS check to ensure that your group is going to be up to the job of toppling the subsequent bosses.

    Once Hummelfaust is down, hop onto the conveyor belt to reach the boss room.

    BOSS: Ratfinx Twinkledinks

    This fight initially seems utterly bewildering, but it's actually fairly straightforward. You need to pay close attention to what is happening at all times, though; you might find it helpful to Focus Target Ratfinx to help keep an eye on what he's up to in case you need to target something else.

    Before you start, mark the back-left corner of the room as A and the front-right corner as B. You'll be tanking Ratfinx at A, while B is set aside as a no-go area for a later mechanic.

    Start the fight. Ratfinx will be reluctant to move as the battle begins, so take the opportunity to establish solid aggro if you're a tank. Once he transforms into his giant form, then you can move him over to A.

    Ratfinx will proceed to pummel the main tank about the head, inflicting stacks of Headache, which increases damage taken. When Headache reaches 4 stacks, it becomes Concussion, which stuns you completely. When this happens, you'll see Ratfinx wind up for a big punch much like the one Sephirot does; at this point, the off-tank should immediately use Provoke and hit Ratfinx to take aggro from the original tank, and take the imminent big hit, which is slightly less big if you don't have Headache or Concussion.

    Throughout the fight, Ratfinx will cast Bomb's Away, which brings one or more large bombs into the arena. When this happens, someone near the centre of the room should stand in the purple circle to activate the machinery, then at least one person should run to the red pool that forms to the side of the arena. Stepping in this turns you into a gorilla with just two abilities, the first of which allows you to punch bombs away with ease, and the second of which allows you to transform back into your normal form. Punch the bombs to B to keep them safely away from everyone, then change back and return to your normal role.

    At various points throughout the battle, Ratfinx will mark a player and cast Glubgloop (or something similar). The marked player should get well out of the way of A, B and where the pools form under the syringes; after the AoE marker appears, a persistent puddle of goop will drop on the floor and stick around for a little while, so keep it out of the way, probably in one of the unmarked corners.

    From his second giant transformation onwards, Ratfinx will start casting Boost. When he does this, a player needs to activate the machine in the middle and all players (including the tank) need to rush to the purple puddle to turn into a bird. By flying, you avoid his devastating ground-pound attack; once he's finished doing this, you can use Apothecary to change back into your normal form once again.

    Repeat the process, with tanks keeping a careful eye out for Concussion and everyone else watching for Bomb's Away and Boost, and it won't be long before he's down. There are a few additional beasties that show up throughout the fight, but the off-tank can pick these up easily and they don't present much of a threat.

    The Cuff of the Son

    Available loot: Bolt (1 needed for accessory), pedal (2 needed for boots), lens (2 needed for headpiece)

    Run forwards and engage the initial group of enemies. To take a bit of pressure off the main tank, the off-tank may want to take one of the two Gobwalkers. Burn down the enemies as quickly as possible and proceed down the corridor, where you'll be accosted by a number of Goblin Gliders. Tank and spank these, then jump down the passageway on the right of the corridor to be flung into the boss room, where you'll fight four bosses in succession. Don't worry; if you take one down, it stays down.

    BOSS: Blaster

    Blaster has two main attacks. The first is to drop mines in the arena. These will show AoE markers where they drop, and will continue to pulse afterwards. Do not stand on them, as they deal heavy damage and inflict various status effects in an area.

    Blaster's second attack is to mark players; after a moment, he'll drop a Mirage version of himself on them, and after another moment or so, these will charge across the arena in the direction they're facing. Don't be in their way.

    DPS down Blaster while avoiding these two mechanics and he'll fall easily.

    BOSS: Brawler

    Brawler has three attacks that don't have cast bars: you have to rely entirely on visual cues. These cues are related to the fists he holds up when he charges himself with energy; after the blue flash of light around both hands you'll see him have either a red fist, a blue fist or both fists, and you'll have a couple of seconds to handle the mechanic appropriately.

    If he raises the red fist, a random player is going to get targeted and damaged. Everyone move away from the boss to minimise this damage; it declines with distance.

    If he raises the blue fist, the off-tank should use Provoke to take aggro from the main tank, while the main tank gets behind the boss. Shortly after, the new main tank will take a big hit, but not as massive as the one the original tank would have taken with the Vulnerability debuff Brawler applies!

    If he raises both fists, the current tank should turn Brawler around to face the rest of the party; he'll fire a massive dual laser whose damage is split between everyone it hits.

    Best way to handle this is to have everyone stacked or lined up directly behind Brawler as the main tank tanks him, then move according to the mechanics. After a mechanic is finished, get back into position and continue.

    BOSS: Swindler

    This is a weird one that requires you to be observant, but it's not that complicated.

    The main mechanic here is Swindlers High and Low Mathematicks debuffs that he applies to various players. High Mathematicks is a purple-coloured debuff icon, while Low Mathematicks is a red-coloured debuff icon. When you receive one of these, stand on a floor tile according to your debuff: if you have Low Mathematicks (red), stand on a red, elevated tile; if you have High Mathematicks, stand on a grey, normal tile. Note that the arrangement of the tiles will shift several times during the battle.

    The only other mechanic for this fight sees a player marked with a circle around themselves and a number of orbs above their head. A number of people matching the number of orbs need to be in the circle to prevent horrible messy death.

    Dance around according to the debuffs and you'll be good for the final battle.

    BOSS: Vortexer

    Vortexer will inflict a stacking Vulnerability debuff on whoever is tanking it; the off-tank should use Provoke and take aggro when this reaches two stacks.

    Circle AoEs indicate that pools of fiery sludge (similar to Bahamut's attack in Turn 13) will be dropping in these places. Stay out of them, and don't run through them, as they debuff you while you're in them. Also make sure you don't have your back to one.

    Super Cyclone is a massive knockback on everyone, centred on the boss. Position yourself so you won't get knocked back into a pool of sludge.

    When a player gets marked, they'll drop a waterspout after a few moments. Position this somewhere near-ish and behind the boss.

    Several players will get Shiva-style blizzard markers on and around them. At least one person needs to drop this with its circle over the waterspout to freeze it into a block of ice. These will leave a patch of Frostbite-inflicting ice on the ground for a short period, but these will dissipate after a few moments.

    When Vortexer starts casting Ultra Flash, everyone (including the tank) needs to hide behind the frozen waterspout and break line-of-sight with Vortexer to avoid being instakilled. After this, the ice block will shatter and the process repeats. Once Vortexer is down, you're done!

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    2228: MegaNep: Thoughts After a First Playthrough https://imnotdoctorwho.moegamer.net/2016/02/26/2228-meganep-thoughts-after-a-first-playthrough/ https://imnotdoctorwho.moegamer.net/2016/02/26/2228-meganep-thoughts-after-a-first-playthrough/#respond Fri, 26 Feb 2016 02:57:45 +0000 https://angryjedi.wordpress.com/?p=11555 Well, I finally finished Megadimension Neptunia VII for the first time. Took about 62 hours or so in the end; that was taking it fairly leisurely through the game and taking the time to unlock stuff here and there that I perhaps didn't need to do on a first playthrough. Next up for me is a … Continue reading 2228: MegaNep: Thoughts After a First Playthrough

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    0228_001

    Well, I finally finished Megadimension Neptunia VII for the first time. Took about 62 hours or so in the end; that was taking it fairly leisurely through the game and taking the time to unlock stuff here and there that I perhaps didn't need to do on a first playthrough. Next up for me is a New Game Plus run in which I go for the "true" ending, which leads on to a post-game segment during which you can clean up any bits and pieces you didn't finish off first time around. Or trophy hunt.

    For now, though, I want to talk about my experiences with the game after a complete playthrough.

    The first thing to say about the game is that, as I've mentioned before, this is Compile Heart's finest work to date. There are no significant technical issues beyond a couple of very minor frame drops in a few places; the script and translation is excellent (although there are a few more typos than there should be); and the gameplay is satisfying, enjoyable and well-balanced.

    The first and last points there address two of the biggest criticisms the Neptunia series has had since its inception. From the original PS3 game onwards, the series — and Compile Heart's work in general — had been plagued with technical issues, most notably atrocious framerates that weren't really justifiable given the relative simplicity of the graphics compared to bigger-budget titles that ran a whole lot better. And, again, from the original game onwards, game balance has been an off-and-on problem: the original game (and the total overhaul Re;Birth1) was inconsistent in its difficulty, erring on the side of "suddenly way too hard" without warning; sequel mk2 and its Re;Birth counterpart was much too easy (and rather short, although it does still have the widest variety of endings in the series); Victory and Re;Birth3, meanwhile, got the closest to nailing the formula, but still had a few elements that could be a bit of a pain, most notably the heavily RNG-based Scout system.

    So how does MegaNep counter these original problems? Well, in the case of the technical issues, it seems that Compile Heart is significantly more comfortable developing for PS4 than PS3. MegaNep runs at a pretty consistent 60fps pretty much all of the time; the only time it drops is in particularly busy scenes such as the "sakura"-style dungeons with cherry blossoms everywhere. MegaNep is even an improvement over the company's last game Omega Quintet, which ran very nicely in battle scenes, but which juddered a little bit in the (admirably large and sprawling) field areas. It's not going to win any awards for looking amazing, of course, but the graphics are perfectly acceptable and, as is the norm for the series, the character models and animations are very nice indeed.

    As for the gameplay balancing, Compile Heart really feel like they've nailed it this time around. At no point did I feel like the game was too easy or too difficult, and progression was paced well. It's not a game that you need to grind to level 99 to be able to beat the last boss, either; my clear party consisted of characters between levels 40-60 (Nepgear being the highest at 60, not that I show her any favouritism, nosirree) and they dispatched the last boss without any difficulty. In other words, it's a game that you can stumble your way through from start to finish without running into too much trouble, but if you go a little off the beaten track from the linear storyline, there are plenty of ways to challenge yourself — and plenty of things to do in New Game Plus, too.

    The game systems, having been significantly revamped from the Victory/Re;Birth formula, work extremely well. Skills don't feel over- or under-powered, and the basic combo attacks each character can perform are actually useful for things other than building up the EXE Drive meter now, too. Each character feels unique, too, with a variety of different skills, weapon types, combo arrangements and multi-person formation attacks to play with; there are a clearly number of "optimal" party setups that provide you with the most flexibility in terms of formation and partner moves in particular, but the systems are balanced well enough that you can take pretty much any combination you like into battle and have a good time. Oh, and while there are a few recycled dungeons from past games — it's series tradition by this point — there's also a ton of brand new, original content, including the wonderfully inventive (and infuriating) Neplunker dungeons as well as the mapless Senmuu Labyrinth.

    Now, narrative and characterisation has never really been an issue for the Neptunia series, though my one criticism has been that it tends to have slightly weedy finales, particularly the final boss fights, which have previously been quite underwhelming at times. Pleasingly, MegaNep's finale (at least in the ending I got) is spectacular, dramatic and even emotional; it really tugs on the heartstrings as you see what these characters — characters who many players have spent many hours with — are going through to resolve the latest crisis.

    The story in general is very good; split into three distinct acts, each with their own focus and expanding scale, it's interesting, enjoyable, varied and clever. It's not a rehash of the previous games' stories at all and it has worthwhile things to say, but it's never forgotten the series' roots in satire and parody. It's laugh-out-loud funny in places, tearjerkingly emotional in others. It's the best script the Neptunia characters have ever had to work with, and, like so much else about this game, feels like such a magnificent step up from the previous games that it's a delight to see. I'll talk more about this after I've seen the "true" ending and how it resolves things in an alternative manner.

    In other words, it's not just a great Neptunia game, it's a great RPG, period. The only thing that saddens me is the fact that so many people will write it off without even giving it a shot for themselves; still, I guess that makes it all the more special for those of us in the know who can enjoy and appreciate it, both on its own merits and as, to date, the absolute pinnacle of the series.


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    2227: Filling the Days https://imnotdoctorwho.moegamer.net/2016/02/25/2227-filling-the-days/ https://imnotdoctorwho.moegamer.net/2016/02/25/2227-filling-the-days/#respond Thu, 25 Feb 2016 01:36:18 +0000 https://angryjedi.wordpress.com/?p=11537 Anyone who has been out of work will know how frustrating it is to be in that "waiting" period while you have some applications out and no idea whether or not you're going to hear back from any of them. It seems that most companies these days use the catch-all get-out clause of there being … Continue reading 2227: Filling the Days

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    Anyone who has been out of work will know how frustrating it is to be in that "waiting" period while you have some applications out and no idea whether or not you're going to hear back from any of them. It seems that most companies these days use the catch-all get-out clause of there being a "very high volume of applications", thus absolving themselves of any responsibility for actually delivering an answer to unsuccessful applicants — or even acknowledging them at all, in some cases. (I know that rationally speaking there probably is a very high volume of applications and it would be very difficult to respond to all of them, but it's still fucking rude.)

    As I noted a while ago, I've been trying my best to fill my days while this waiting is going on. I've been looking for jobs in various fields — preferably those I can perform a bit more flexibly and/or from home — and applying to a few as well as continuing with the trickle of regular-ish freelance work I've been undertaking, but doing that all day every day is a sure-fire recipe for wanting to fall asleep and not wake up again.

    So there have been a number of ways I've been keeping occupied. There's video games, of course, but those aren't especially "productive", though they do provide useful fodder for writing about various topics, which is handy, as well as something I can talk about with people. That's something that's actually quite important, particularly when you're stuck at home: it's a tremendously awkward position to find yourself in when you're at a social occasion and you realise you have literally nothing of note to contribute to any conversation. (As a socially anxious person, I feel like this most of the time, so it's best not to give myself any actual ammunition to back this up.)

    I've been continuing to work on my book. I figured out that my writing software Scrivener has a "target" option with exciting progress bars that fill up for both your complete project and your session target, so you can have that RPG-like experience of filling bars and feeling all happy and satisfied when they're full. I'm not yet sure what a reasonable target for each session is — I can knock out 1,500 words in one sitting without too much difficulty, but that doesn't feel like very much and I kind of want to try and keep my momentum going without burning myself out. I'm sure I'll pin down a suitable target; perhaps I'll increase it little by little from 1,500 with each session and see what feels comfortable. As for the book itself, recommendations online seem to suggest a length of 80-100k words is a suitable length, so I'm aiming at the lower end of that spectrum as a minimum target; since I'm a verbose sort of chap, that leaves me some leeway to go over, whereas if I aimed specifically for 100k as a minimum, I'd have to excise big chunks to get the word count down, which is something I don't like doing; every word is sacred, or something.

    Currently, the project is at 21,000 words or so, which is quite good going — or about a quarter of the way through, if you want to look at it another way. I'm enjoying getting back into the swing of things; while I write on this blog every day and have even indulged in some creative writing on here on several occasions, simply sitting down and writing a story for the sake of writing a story rather than "because oh shit I need a blog post for today" is an enjoyable experience that stimulates my already rather overactive imagination; I'll probably write more about how I feel while I'm writing on another occasion, as I think it's an interesting discussion.

    Aside from this, I have some other things to be getting on with, too: there's a second edition of the Digitally Downloaded magazine in the works, and I have Japanese studies to be getting on with. Or indeed restarting to refresh my memory, since it's been a little while since I last engaged with them. I am pleasantly surprised how much hiragana have stayed with me since my last dedicated effort to learn, though; my next hurdle — and the one that tends to stall me each time — is katakana, but I'm sure with a bit of effort I'll be able to conquer it. Then I can get depressed at knowing I'll never, ever know all the kanji.

    Anyway. That's how I'm filling my days at the moment. While none of this is making me any money, sadly, a few of these things do at least have the potential to lead somewhere in the future. Perhaps my book will sell. Perhaps I'll learn enough Japanese to be able to do something with it. Perhaps the magazine will take off and we'll be able to start charging for it. Who knows? While I have this time, it's worth exploring these things rather than getting depressed about the fact that jobs in the traditional sense seem to be extremely, frustratingly, infuriatingly difficult to come by these days, particularly when you yourself aren't really sure what you're qualified and/or skilled enough to do…

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    2226: Sephirot, The Fiend https://imnotdoctorwho.moegamer.net/2016/02/23/2226-sephirot-the-fiend/ https://imnotdoctorwho.moegamer.net/2016/02/23/2226-sephirot-the-fiend/#respond Tue, 23 Feb 2016 22:55:00 +0000 https://angryjedi.wordpress.com/?p=11505 Final Fantasy XIV's new patch came out today, bringing with it some new dungeons and a spectacular new boss fight against Sephirot, The Fiend, one of the Warring Triad previously seen in Final Fantasy VI. Unlike most of the other Trials that have been in the game so far, the Sephirot battle is separate from the main … Continue reading 2226: Sephirot, The Fiend

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    Final Fantasy XIV's new patch came out today, bringing with it some new dungeons and a spectacular new boss fight against Sephirot, The Fiend, one of the Warring Triad previously seen in Final Fantasy VI.

    Unlike most of the other Trials that have been in the game so far, the Sephirot battle is separate from the main questline, and having a pop at it earlier revealed why: it's surprisingly tough! Once you know what you're doing, though, it's pretty straightforward. As such, I thought I'd share my observations from a couple of goes today in the hope of helping out anyone struggling with it.

    Note that this isn't intended to be a particularly comprehensive guide and I can't remember the exact names of many abilities, but given that the Sephirot fight is largely dependent on observing animations and visual cues rather than cast bars, ability names aren't actually terribly helpful here.

    So then. Here's how it works. I think.

    Phase 1: That's Not Sephiroth

    First phase is pretty straightforward. Main tank should pull Sephirot and turn him away from the rest of the group as normal and proceed to wail on him. Apply DoTs and AoE DoTs as appropriate.

    Sephirot has a few different attacks in this phase. He has a conal AoE in front of him called Triple Trial, so this is the main reason the tank faces him away from the group. It doesn't do a lot of damage, but you'll want to keep the MT's HP as high as possible. MT should save cooldowns for the moment though.

    Next is a jumping attack away from the MT onto a random player, after which he returns to the MT. Again, the damage isn't horrific, but keep on top of things. Priority after the jump should be topping off and shielding the MT for what comes next.

    Sephirot will pull his left arm back ready to deliver a powerful punch. (Note that if you are tanking him, his left arm will be on the right of your screen, as you're facing him.) When this happens, MT should blow a suitable defensive cooldown (Shadow Skin or Rampart is enough) and Convalescence if you want to help out your healers a bit. When the animation completes, the big punch Sephirot was winding up for will deliver a powerful tankbuster in the region of 16-17k or so, though this can be reduced with cooldowns and shields.

    Other than this, Sephirot has a large AoE that he blasts out towards a non-tank member of the group, which should be healed through.

    At around 60%, Sephirot will become untargetable and spawn a bunch of adds. Both tanks should pick them up and pull them all together for DPS to AoE them. Prioritise the larger adds first, as they hit a bit harder and have more HP. As one set gets close to being killed a second set will spawn, so be ready to pick them up and bring them to the group.

    When the adds are down, Sephirot will do his ultimate. You have quite a long time to prepare for this, so make the best use of the time. Sephirot will fall backwards off the platform and nothing will happen for a few seconds. Use the time to heal everyone up, then when you see Sephirot's newly giant hand grab the platform to pull himself up, drop Sacred Soil or other suitable defences ready for the incoming damage.

    Phase 2: He Got Big

    Tanking Sephirot is less important here, since he stays in one place and fires out mechanics at random players rather than whoever has aggro. Tanks should feel free to switch to DPS stance and wail on him as much as possible.

    Note that Sephirot's hitbox is huge and you don't need to be standing anywhere near his model to actually hit him. Target him and stand on the edge of the circle on the ground and you'll hit him no problem; this is important for one of his main abilities in the phase.

    At intervals throughout Phase 2, Sephirot will drop blue puddles on the ground. After these have sat there for a moment, he'll slam his fist down on the puddle, knocking everyone backwards. To counter this, stand near (not in) the puddle with your back to the side of the arena furthest away from you — think the final boss of Neverreap. He'll do this three times, so run back into position after being knocked back: first one is always directly in front of himself, then on the left, then on the right.

    For Sephirot's other attacks, you once again need to watch his animations rather than cast bars. When he lowers himself down so his head is level with the platform, he's preparing to do a huge raid-wide knockback, so stand in front of him with plenty of space behind you to avoid falling off.

    Immediately after the knockback, three adds will spawn: two that you've seen before and one tornadoey whirlwind thing. DPS down the tornadoey whirlwind thing as quickly as possible and it will drop a (harmless) tornado marker on the ground: this will be important in a moment. Then kill the other two adds. Shortly after you've done this, a big flashing arrow marker will appear over the tornado marker, so get in it. Sephirot will probably do a small knockback on you while you're getting into position, so make sure you immediately move back into the tornado: the reason you do this is so that the tornado blows you up in the air to avoid Sephirot's devastating arm-sweep attack, which is an instant KO if you get hit by it.

    When Sephirot seems to charge energy into his chest, everyone should spread out because people are about to get hit by energy blasts with splash damage. Simple enough to avoid.

    When two players are marked with shining silver markers — the same as in Turn 13 if you've done that — these two players should move to the sides of the arena to bait Sephirot's Earthshaker line AoE move away from the rest of the group. (Yes, this is indeed the exact same Earthshaker that Bahamut Prime does.)

    When Sephirot holds two orbs out in front of him… I must confess I'm not entirely 100% on what this mechanic does, but it appears to be something similar to the Angra Mainyu fight in World of Darkness in that the arena is split into two different coloured sections, and you need to stand in the correct one. Perhaps someone can clarify in the comments if you have a better idea.

    Shortly before or after the two orbs, Sephirot will summon two towers similar to those seen in later stages of Turn 13. Like those towers, you need to stand in them to minimise raid-wide Bad Stuff happening. Only one person needs to stand in each tower.

    After that, these mechanics just repeat, though Sephirot will be flinging small circle AoEs around the place while all this is going on too, but these are easy enough to dodge.

    Congratulations, you've toppled The Fiend!

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    2225: People Asking for "Literal" Translations of Games Aren't Looking for Google Translate https://imnotdoctorwho.moegamer.net/2016/02/22/2225-people-asking-for-literal-translations-of-games-arent-looking-for-google-translate/ https://imnotdoctorwho.moegamer.net/2016/02/22/2225-people-asking-for-literal-translations-of-games-arent-looking-for-google-translate/#respond Mon, 22 Feb 2016 16:47:14 +0000 https://angryjedi.wordpress.com/?p=11447 There's been a lot of discussion over this topic on Twitter recently, thanks in part to the recent release of Fire Emblem Fates and its somewhat controversial localisation by Nintendo of America. There's a lot of noise and ill-informed opinion being thrown around by both "sides" of the debate, so I thought it would be a good … Continue reading 2225: People Asking for "Literal" Translations of Games Aren't Looking for Google Translate

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    There's been a lot of discussion over this topic on Twitter recently, thanks in part to the recent release of Fire Emblem Fates and its somewhat controversial localisation by Nintendo of America. There's a lot of noise and ill-informed opinion being thrown around by both "sides" of the debate, so I thought it would be a good time to stick my own oar in and muddy the waters still further.

    There are basically two sides to the argument over Fire Emblem specifically. It's actually a little more complicated than that, but for the sake of simplicity we'll look at two core beliefs.

    On one side, you have people who are arguing that they want a literal, authentic recreation of the Japanese original, only in the English language. They want character names to stay the same; they want conversations to unfold in the same way; they want all the same content that the Japanese players had in the game.

    On the other, you have people who are arguing that during the localisation process, changes are both necessary and inevitable in order to fit the needs of the new market. The exact definition of these needs varies according to who you speak to — some suggest it's to do with a corporation (Nintendo of America in this case) wanting to continue curating a very specific brand image, while others suggest it's a cultural thing: things that are acceptable, palatable or recognisable to the original Japanese audience may mean nothing to an English-speaking demographic.

    Both sides have their points. I've enjoyed localised games that err very much on one side or the other. Slice-of-life visual novels, for example, very much benefit from remaining true to the original Japanese as much as possible: interpersonal relationships in particular unfold in very different ways in Japan, and maintaining things like the honorifics in a text help to reflect the different ways people defer to one another according to perceived social hierarchy. Along the same lines, role-playing games that are very much steeped in Japanese culture — the Persona series is a good example — also benefit from remaining as true as possible to the original Japanese script as much as possible, since, like visual novels, the relationships between characters are often dependent on Japanese societal norms rather than Western ones.

    On the other side of the fence, some more drastic localisations have been very good, too. Few people would argue that the Ace Attorney series is extraordinarily well written in its English incarnation, but it's very different to its Japanese counterpart, largely because a lot of the puns and jokes in the original Japanese simply wouldn't make sense in English. Same with the Neptunia series, whose original translation by NIS America is the source of some ire for more die-hard fans, but which has also remained the standard by which the series continues to be localised today. And the same with Final Fantasy XIV, whose floridly Shakespearean script was so good in English a lot of the changes actually ended up backported into Japanese.

    Personally speaking, my priority for the most part is getting to play games that I wouldn't otherwise have the chance to play. I don't like content being cut and I don't like feeling that the experience I'm having is noticeably inferior to the Japanese original, but if it's a game I want to play and the changes are relatively unobtrusive — Dungeon Travelers 2 is a good example, since this is technically "censored" in places through the modification of a few images, but the changes are minor at best, and the game probably wouldn't have seen release if they hadn't been made — then I'll happily support the efforts of companies who attempt to bring games over as unscathed as possible.

    I can't say I feel massively strongly about Fire Emblem Fates in particular because I have no real attachment to the series, but there are a number of issues with the localisation that I really don't like. One is the removal of content that wasn't offensive in the first place — the "head-patting" minigame, which is a reflection of the Japanese tendency to use head-pats as a sign of affection — not necessarily attraction or lust — between characters. Another is the outright butchering of the script that has taken place in a number of parts, most notably the support conversation between two characters which was an in-depth discussion of finding common ground, honour among thieves and whatnot in Japanese, but which has been replaced with four screens of them going "…" to each other in English. That is not, in any way, acceptable localisation, because it's completely changing the original intent of the scene.

    Now onto the point I wanted to make with the title of this post: the "localisation means changes" brigade have a couple of favourite arguments. Let's take them in turn.

    You want a literal translation? Run the script through Google Translate and see how you like it.

    This is by far the most common, and it's based on a flawed assumption: the fact that people asking for a "literal" translation are literally asking for a literal translation, when they're not. In a way, it's their own fault for using the word "literal" perhaps incorrectly; "authentic" or "true to the original" might be a better description, but "literal" is the term that people tend to prefer to use, so let's stick with that for now.

    No, as I discussed above, the people who want a "literal" translation are not asking for the text to be run through Google Translate, because, among other reasons, the differences in grammar between languages butchers the original intent of the scene beyond all recognition. What they are asking for is the scene to be correctly translated into its closest possible English equivalent, without any changes based on perceived appropriateness according to Western cultural norms. What they are also asking for is the maintaining of the text's "Japaneseness" as much as possible: that means maintaining the use of honorifics and concepts with no direct translation such as senpai and the use of onii-san/onee-san to people who aren't your brother/sister.

    That's not a particularly unreasonable ask, is it? Doesn't that show a degree of respect to the original creators, an awareness of your audience and also has the added benefit of potentially teaching people about another culture? Some games actually run with this concept; visual novel Steins;Gate, for example, features an interactive hyperlinked glossary of Japanese terminology used in the game, including Japanese Internet memes and slang as well as more widespread cultural concepts.

    So no. People asking for a "literal" translation aren't asking for the script to be fed through the mangler that is Google Translate. So stop responding to arguments they aren't making.

    You want the authentic experience? Just learn Japanese. Oh, I forgot, learning a language is more difficult than complaining.

    The whole point of localisation is so that new audiences have access to works from other cultures. Through a culture's art, we can learn about them, understand them, appreciate them — or, in some cases, be happy with what we've got ourselves! By mangling the cultural authenticity of a text, be it by inserting random Internet memes — which not only spoil the character of the piece in most cases, they also date it horribly — or by stripping out elements that made it authentically "Japanese" in the first place, you're doing a disservice to the original work, and to the audience who wants to know more about another culture that they find fascinating.

    Moreover, a lot of people who argue in favour of drastic localisation changes are the same people who are constantly bleating on about buzzword of the moment "diversity" — used here to mean "celebrating anything that isn't by a white man". Isn't stomping all over the text of another culture using Western sensibilities the very antithesis of the "diversity" that seems to be the Holy Grail among progressive types at the moment?

    Anyway. Asking people to learn Japanese isn't a terrible argument: not only does it let you play the original versions of localised games, it also gives you access to a huge library of titles that never make it across the ocean. But it's also not a particularly practical option for a lot of people. Japanese is a complicated language that takes a long time to learn, and some people simply don't have the right kind of mindset to effectively study a new language, particularly if they're a little older and their brain finds it more difficult to take in entirely new language-related information. Should people who are unable to study Japanese for whatever reason be denied access to authentic experiences? No, of course not.


    I've seen both sides of this argument unfolding recently and it's frankly getting rather tiresome — mostly because many of the arguments, as we've seen above, are based on mistaken assumptions. This has been a worryingly growing trend over the last few years, and it's this, in part, that has led to the overwhelmingly negative atmosphere a lot of online interactions carry over their heads these days; everyone is afraid to offend everyone else.

    In this instance, I would be inclined to defer to the opinions of people who passionately consume Japanese games and other media, and who want an authentic experience from their localised material. It's not as if we're short of Western experiences for people who find heavily Japanese titles "too Japanese" or otherwise inaccessible for some reason, and ultimately keeping things as true to their original form as possible helps everyone to understand each other that little bit better, which is surely the best possible outcome to all this.

    But I'm sure this argument will keep raging and no-one will pay any attention to what I've said here, so what do I know…

     

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    2224: Megadimension Neptunia: 50 Hour Report https://imnotdoctorwho.moegamer.net/2016/02/21/2224-megadimension-neptunia-50-hour-report/ https://imnotdoctorwho.moegamer.net/2016/02/21/2224-megadimension-neptunia-50-hour-report/#respond Sun, 21 Feb 2016 23:33:58 +0000 https://angryjedi.wordpress.com/?p=11411 50 hours deep in Megadimension Neptunia VII and I'm just starting the third and final "episode", Heart Dimension Neptunia H. So far I haven't set foot in the titular Heart Dimension, but the plot has been set up; in the meantime I've been doing a little bit of questing and grinding with the CPU Candidates, who are the … Continue reading 2224: Megadimension Neptunia: 50 Hour Report

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    50 hours deep in Megadimension Neptunia VII and I'm just starting the third and final "episode", Heart Dimension Neptunia H. So far I haven't set foot in the titular Heart Dimension, but the plot has been set up; in the meantime I've been doing a little bit of questing and grinding with the CPU Candidates, who are the focus of the initial part of the arc.

    The game continues to be the most enjoyable Neptunia game yet. Everything about it is honed and refined to round off the scrappy edges of the previous installments; while the Re;Birth remakes provided small, incremental improvements on the format set in place by Hyperdimension Neptunia VictoryMegaNep is, as I've previously noted, a complete overhaul of pretty much every system in the game, from the battle mechanics to the way "shares" work.

    Perhaps one of the best changes is how unique each character now feels to play in battle. Rather than all essentially working in the same way outside of the SP-powered special skills and super-powerful EXE Drive attacks, now each character very much has their own distinctive feel and circumstances in which they are useful. This is achieved in several ways, largely to do with the weapons and combo attacks they are able to use.

    Each weapon in MegaNep not only has the usual stats, but it also has a specific arrangement of combo slots, split into three categories: Rush, Power and Standard. (Break attacks have gone the way of the Guard Points bar that they were used to damage; I can't say I miss the system, since it became largely irrelevant after a certain power level in the old games.) As in previous games, Rush attacks focus on a high hit count, with less power per individual hit, and also have a more significant impact on the EXE Drive meter, which now, incidentally, resets between every battle rather than carrying over as in the previous games. Power attacks, meanwhile, have fewer hits, hit harder and in many cases carry an elemental affinity, allowing you to exploit weaknesses. And Standard attacks are somewhere in between the two.

    Where things get interesting is in trying to arrange these combos optimally. Characters learn new combo moves as they level up, but each can only be put in a single slot. Moreover, the first attack a weapon performs is fixed and not tied to the character's unlocked skills; this comes into play when considering the individual combo moves' Combo Traits, which, if fulfilled when you use them in battle, means that the combo move that triggered it will 1) be guaranteed to hit and 2) be guaranteed to crit with every hit, increasing overall damage considerably. Combo Traits vary from "All previous attacks did not use a Combo Trait" to "Haven't used Power attacks" and numerous others besides. The challenge when customising a character is to give them as many workable combos with Traits as possible, enabling them to respond to different situations in an optimal manner. It seems to be impossible to build the "perfect" combo — every move triggering a Combo Trait — at my current level, but I wonder if it will be an option with later weapons and/or combo moves.

    Anyway. Given that each character has their own set of combo skills and their own set of weapons (each of which has its own arrangement of combo slots as well as its own area of effect) there's a considerable degree of flexibility in how you set up your party, particularly with the sheer number of playable characters on offer in the game. And you'll want to rotate them around, too; back-line characters no longer gain experience points (with a couple of exceptions) and there are certain circumstances where you're obliged to use one or more specific characters in a fight, so they better be suitably set up when that time comes! The series' Lily Rank system is back, too, only this time Lily Ranks are gained by characters fighting together in the front row, making them somewhat easier to gain — at least it feels that way so far — and in order to max these out you'll need to tweak your party arrangement every so often, particularly if you're Trophy hunting.

    Elsewhere in the combat, while there are a lot of disposable popcorn enemies — particularly on the world map, where after a certain point random battles become more of an inconvenience than an actual hazard in getting to your destination — the highlights of the game are the boss fights. The game knows this, too, presenting you with unique interface elements, including one thing that I oddly like very much and can't quite explain why: the boss HP meter with multiple bars. Yes, rather than depleting one bar very slowly while battering down a boss-level enemy, MegaNep takes a Final Fantasy XII-esque approach of having a number of "lights" beneath the main HP bar for a boss, with a light dimming each time you empty the bar. Dim all the lights and you've won. It's essentially a variation on the system that was used in titles like Shining Force and Senran Kagura, where different coloured HP bars represented how many "extra" bars a character or enemy had over the maximum possible to display on screen proportionally.

    Outside of my rather specific, peculiar tastes in HP meters, though, back to the boss fights themselves: a lot of them are pretty good, and this is largely thanks to a couple of new mechanics introduced in MegaNep. One is the "Parts Break" system, whereby certain enemies have breakable sections with their own durability counts. In order to damage the part, your character needs to be standing in an appropriate place when they either unleash their combo or a special move. Break the part and you get extra XP, credits and a chance at some extra drops. In many cases, breaking the part also has an effect on the boss, either reducing an aspect of its defences or removing the capability for a particular attack. In one particularly memorable confrontation, a boss is completely immune to all damage except Parts damage until you break the cape on his back — to make matters more challenging, the cape can only be damaged by attacks with an elemental affinity. The fight quickly turns into an entertaining dance as you decide whether to try and break his gauntlets and the horn on his head to cripple his special attacks, or whether to focus on trying to get behind him to destroy his cape and be able to deal some real damage.

    The new EXE Drive system works well, too; rather than encouraging you to get into a bunch of random fights in a dungeon just to charge it up before a boss fight, the fact it 1) resets at the start of combat and 2) fills much more quickly than in past games means that you're much more likely to be using the spectacular, entertaining EXE Drive moves, which is good, because there are a lot more of them, including several multi-character ones that necessitate surrounding an enemy in appropriate formations. Transforming the CPUs and their sisters into their HDD (and, later, their Next Form) incarnations also costs a bar of EXE Drive rather than SP, meaning you can pretty much guarantee the ability to transform in every fight if you need it — to discourage spamming this, however, transforming now costs Shares, though getting KO'd costs significantly more Shares, so you'll want to weigh up the pros and cons before doing anything rash. Shares work like their original intention in the first Hyperdimension Neptunia game: the more shares one of the nations has, the stronger their CPU (and her sister) is. They're no longer a zero-sum game, however; increasing one nation's shares no longer means taking them from someone else; it's possible to have all four nations with maxed-out share bars, all enjoying the benefits of being Top Nep.

    Anyway. I've waffled on for over 1,300 words on the systems in this game and not even mentioned the story and characters, which are still my favourite bit of the series. I'll save that for another day, though, perhaps when I've finished my first playthrough: there's a lot to talk about, with this being by far the most interesting Neptunia game story-wise as well as in terms of mechanics.

    It's pretty good, in other words. Very good, in fact. Buy it. Support it. I want to see more Neps. (At this point, I don't think we have a lot to worry about there.)

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    2223: Exploring Record Keeper a Little Further https://imnotdoctorwho.moegamer.net/2016/02/21/2223-exploring-record-keeper-a-little-further/ https://imnotdoctorwho.moegamer.net/2016/02/21/2223-exploring-record-keeper-a-little-further/#respond Sun, 21 Feb 2016 01:34:40 +0000 https://angryjedi.wordpress.com/?p=11382 On the assurances of others who have played it a lot further that it does get a lot more interesting and challenging later, I've been idly trying a bit more of Final Fantasy Record Keeper. And I'm starting to "get it", I think. One of the issues I have with mobile games of this type is that they … Continue reading 2223: Exploring Record Keeper a Little Further

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    On the assurances of others who have played it a lot further that it does get a lot more interesting and challenging later, I've been idly trying a bit more of Final Fantasy Record Keeper. And I'm starting to "get it", I think.

    One of the issues I have with mobile games of this type is that they often throw too much content at you at once, much of which is well out of your league and is just a waste of the limited "stamina" resource to participate in. Record Keeper does suffer from this to an extent, but it is at least pretty up-front about the fact that you should probably play what it calls the "core dungeons" first in order to upgrade your stamina bar, then challenge either the Elite versions of the core dungeons or the daily event dungeons.

    Record Keeper takes a slightly interesting approach to powering up your "account"; rather than having experience points and a level, in order to increase your maximum amount of stamina — and, consequently, the amount of dungeons you can challenge in a session without spending the "Mythril" currency to recharge — you simply need to repeatedly collect five "Stamina Shards", which are crystals awarded to you when you finish a dungeon. Normally you get one the first time you finish a dungeon and another the first time you "master" the dungeon by completing various rather straightforward objectives along the way; this usually means that the first time you run a dungeon, you're pretty much guaranteed two Stamina Shards, which means you can upgrade your stamina bar and keep playing fairly easily, especially as your stamina completely replenishes when you upgrade the bar.

    So clearly the "best" way to approach the early game in Record Keeper is to grind your way through the core dungeons to get your stamina as high as it can possibly go, then once you have a decent stock of that — and, in theory, some good characters and equipment by then, too — you can challenge the game's more, well, challenging content. Makes sense, for sure.

    Trouble is, the core dungeons… well, they're quite boring, or rather they're painfully easy. When you can get through each one almost entirely by using the "Auto-Battle" function, perhaps unleashing a special Soul Break ability from a character you've borrowed from another player on the boss to one-shot it in most circumstances, that's not particularly compelling gameplay, though I suppose it does allow you to play the game almost as an "idle game" a la those endless "clicker" games that infest Steam.

    This isn't all that unusual for mobile games, though. Mobile games, despite their reputation for being disposable, throwaway experiences, are often designed with the long tail in mind. That means being as accessible as possible to as many people as possible. That means catering to all ability levels, including "dribbling idiot". That means if the early game of your mobile game isn't easy as fuck, the "dribbling idiot" end of the spectrum — which, I theorise, is the end of the spectrum most likely to spend money on the game in order to ease their progression — will lose interest and drop off quickly. More hardcore gamers, meanwhile, are used to piss-easy early games in RPGs and MMOs, and are usually willing to put up with this for the promise of challenging content and amazing rewards in the endgame. I can't speak for Record Keeper's "endgame" at present, but there's certainly scope for the collecting aspect to become rather compelling.

    So that's where I am quite now. It's proving to be quite a nice diversion for while I'm, say, queueing for a dungeon in Final Fantasy XIV, and a suitable toilet game in that I can set them off battling on auto-mode while I'm having a shit, then reap the rewards afterwards. Unlike Brave Frontier, the mobile game that previously grabbed me, Record Keeper's dungeons and battles seem to be kept reasonably short and snappy, at least in the early game; eventually, I tired of Brave Frontier because it became too time-consuming for something I originally only started playing to "fill gaps" in time, but if Record Keeper remains pacy I can see it being a nice thing to have on my phone for quiet moments.

    We'll see if it maintains my interest. I'm intrigued to start looking at the Elite Dungeons and the daily events, but I'm going to continue grinding my way through some more core dungeons first of all; while the depth of gameplay in these early battles is nothing special, it is nice to revisit monsters and locales from classic Final Fantasy games from a new angle, and getting loot and XP is always fun, isn't it?

    On the offchance you want to "follow" me in the game, my Friend ID is rfEj.

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    2222: I Can't Decide if Final Fantasy Record Keeper is Good or Not https://imnotdoctorwho.moegamer.net/2016/02/20/2222-i-cant-decide-if-final-fantasy-record-keeper-is-good-or-not/ https://imnotdoctorwho.moegamer.net/2016/02/20/2222-i-cant-decide-if-final-fantasy-record-keeper-is-good-or-not/#respond Sat, 20 Feb 2016 01:31:16 +0000 https://angryjedi.wordpress.com/?p=11361 I've been having a sporadic go at Final Fantasy Record Keeper on mobile recently. I sort of like it, but I also sort of think it's rubbish. It's hard to say which opinion carries the greater weight at the moment. For the unfamiliar, Record Keeper is a Final Fantasy fanservice game in that it allows you, as an original (and rather … Continue reading 2222: I Can't Decide if Final Fantasy Record Keeper is Good or Not

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    0222_001

    I've been having a sporadic go at Final Fantasy Record Keeper on mobile recently. I sort of like it, but I also sort of think it's rubbish. It's hard to say which opinion carries the greater weight at the moment.

    For the unfamiliar, Record Keeper is a Final Fantasy fanservice game in that it allows you, as an original (and rather dull) character created specifically for the game, to venture into the worlds of most of the mainline Final Fantasy games from I-XIV and engage in some of the iconic battles from the series. Major plot beats are presented as "dungeons" in which you have to complete several different stages concluding with a boss fight against a boss from that point in the original game, complete with its original attack patterns.

    As you progress through the game, you unlock various characters from Final Fantasy history, and you're encouraged to swap them around and experiment with different party combinations, as a character running a dungeon from their "own" game gets significant bonuses. You can then get equipment — again, sourced from all the various games — and give them to characters to power them up and make them stronger, as well as crafting "ability orbs" that allow them to cast spells and skills that deal more damage or have special effects.

    There's actually quite a lot to it, but the fact that it's a free-to-play mobile game means that it's riddled with irritating features. Firstly and perhaps most significantly is the fact that it's entirely dependent on being online, with painfully sluggish menus and lengthy load times, even when the game has cached its data. Worse, if your network connection flakes out while you're playing, the whole game freezes until connectivity is restored, even if you're in the middle of battle.

    Then there's the social features, which actually weren't in the game when it originally launched. As is usually the case in mobile games of this type, you have the opportunity to "borrow" another player's showcase character when you run a dungeon, and make use of their special ability a limited number of times during the dungeon. A nice idea, for sure, but completely unbalanced; most other players are well above my current level and consequently inflict one-hit kills on bosses, making strategic play unnecessary. It would perhaps be better if you were matched with players who were of a similar level or amount of progress through the game to you.

    Free-to-play also means gacha, and in this case that comes in the form of the "relics", the equipment you give to your characters. Rather than purchasing these from a shop, you "draw" them, either one crap one for free per day or a chance at better ones if you spend money or use the rarer "Mythril" currency you acquire through playing. Relics can be levelled up and upgraded in rarity independently of characters, so the main metagame comes from collecting and fusing these items together to form a powerful (overpowered?) party to challenge the content in the game.

    There's a lot to dislike about Final Fantasy Record Keeper, but a lot to like, too; the developers are clearly very much in love with Final Fantasy as a whole, incorporating authentic graphics, sound, music and animations into the game. The fact that the boss fights make use of authentic attack patterns — even from less "conventional" Final Fantasies such as XIV — is a really nice touch for longstanding fans of the series, and the Relic and Ability systems provide plenty of scope for customising and upgrading characters.

    It's a nice idea, in other words; I'm just not sure that a free-to-play mobile game was quite the optimal way to do this. Still, it's significantly better than many other mobile games I've fiddled with in the past, so I'll give it a chance for a bit longer and see if it holds my interest.

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    2221: Seeing the Final Product Forming https://imnotdoctorwho.moegamer.net/2016/02/19/2221-seeing-the-final-product-forming/ https://imnotdoctorwho.moegamer.net/2016/02/19/2221-seeing-the-final-product-forming/#respond Fri, 19 Feb 2016 00:52:03 +0000 https://angryjedi.wordpress.com/?p=11343 I spent a chunk of time today porting the work I've already done on a story from Google Docs online to Scrivener on my Mac. Scrivener is a piece of software I picked up quite a while back and have used sporadically whenever I feel creative; it's a lovely piece of software to keep written projects of any size manageable and … Continue reading 2221: Seeing the Final Product Forming

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    0221_001

    I spent a chunk of time today porting the work I've already done on a story from Google Docs online to Scrivener on my Mac. Scrivener is a piece of software I picked up quite a while back and have used sporadically whenever I feel creative; it's a lovely piece of software to keep written projects of any size manageable and organised.

    For the unfamiliar, Scrivener allows you to organise your whole project into a single file, including the chapters and sections/scenes of your book, research material, front matter and general notes. Within the file, you have a tree structure of folders and items, with numerous templates available for various types of project. When you're all done, you "compile" the project like a computer program, and Scrivener spits the finished product out in the format of your choice, be it double-spaced manuscript for sending to a publisher, attractively laid out pages ready for self-publishing, or various popular eBook formats. You can even export it to a word processor if you so desire, allowing you to format it further using tools beyond that which Scrivener offers.

    I was surprised what a feeling of motivation I felt from porting the existing content over to Scrivener, and I attribute this primarily to the fact that what you bung into Scrivener looks remarkably like what the finished product will end up being. In fact, if you compile a project in progress to a PDF just to have a look at how things appear, it's even more motivating, because you can imagine holding the finished book in your hands. That's quite exciting.

    Just the fact that Scrivener uses some very attractive, convincingly "book-like" default fonts helps with this feeling of seeing the final product coming together, though. Couple that with the fact that Scrivener's interface is designed to be as clean and distraction-free as possible, and all in all you have a piece of software that is eminently suitable for creative types to realise their written ambitions — even if you barely use a fraction of the functionality the software has to offer, which I suspect is a category I will probably fall into unless I want to get really anal about page headers or something.

    Anyway. This is a long-winded way of saying that I have been successfully motivating myself to continue with my creative writing project while I still don't have any full time work. I'm under no illusions that I'll be able to make money from this — at least initially — but the story I'm working on at present is a passion project that it will simply be satisfying to see completed at last, and released into the wild. If anyone ends up actually buying it, so much the better, of course, but if nothing else completing a project of this sort will 1) show me that I can do it, and hopefully inspire me to do more that take less than 15 years to complete and 2) stop my mother telling me every so often that I should "write that book". (She hasn't done that for a while, to be fair, which probably means it's due a mention sometime soon… I know you're reading, Mum, so take this as assurance that I'm doing it.)

    So that's that. Writer? Windows or OSX-equipped? Give Scrivener a go, and you might just be surprised how much you can get done.

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    2220: Evasive Action https://imnotdoctorwho.moegamer.net/2016/02/18/2220-evasive-action/ https://imnotdoctorwho.moegamer.net/2016/02/18/2220-evasive-action/#respond Thu, 18 Feb 2016 00:56:23 +0000 https://angryjedi.wordpress.com/?p=11318 "What’s the most significant secret you’ve ever kept? Did the truth ever come out?" Daily Post, February 17, 2016 To be honest, I don't have all that many secrets. I spew most of the things that many people might keep private on this blog most days, as I figured out a while back that keeping … Continue reading 2220: Evasive Action

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    "What’s the most significant secret you’ve ever kept? Did the truth ever come out?"
    Daily Post, February 17, 2016

    To be honest, I don't have all that many secrets. I spew most of the things that many people might keep private on this blog most days, as I figured out a while back that keeping secrets from people is a sure-fire way to lead to mistrust and awkwardness.

    As such, I have to look back to my past to ponder the subject of secrets. And, I have to say, even then, I didn't have that many in the way of significant secrets. For the teenaged me, though, no secret was more sacred than who I fancied at any given moment.

    Deciding I liked someone always felt like a significant moment when I was young. It was always a conscious decision, and there was always some sort of stimulus that triggered previously dormant feelings of attraction and affection towards someone. I've never been someone who was solely attracted to others based on physical appearance; even as a teenager, I could appreciate how aesthetically pleasing someone might be, but I would never consider myself to like them until I had some idea of what kind of person they were.

    I didn't need to know a lot about them, mind; being shy and socially awkward from a young age, a member of the opposite sex giving me the time of day and actually talking to me without being obviously repulsed by my bad hair, bad skin and periodic outbreaks of zits was usually enough to trigger a feeling in the pit of my stomach that was both delicious and uncomfortable; I tended to think of it as the old cliche "butterflies in the stomach", and while there was not one single instance while I was still a teenager where my feelings were requited — my first girlfriend was more a case of circumstance rather than prior attraction, but perhaps more on that another time — I secretly rather enjoyed the feeling of liking someone from afar.

    This would lead to internal conflict. My feelings towards that week/month's object of affection would grow and grow, but with them being a sacred secret to me, I wouldn't breathe a word about them to anyone, because I'd got into my head that if anyone found out that I liked them, they'd immediately and automatically start hating me. On the few occasions where I did successfully pluck up the courage to admit to someone that I liked them "that way", not one of them automatically started hating me, which was always a pleasant surprise, but it didn't stop me feeling that way until… well, perhaps not ever. I'm quite insecure.

    Anyway. Eventually those feelings would reach boiling point and despite them being a sacred secret, I'd have to tell someone. Not the person in question though, of course, absolutely not. No, I'd usually tell one of my friends, who would then, usually, proceed to either immediately tell the person in question or, more commonly, hijack one of my school exercise books and scrawl the name of my desired paramour across the middle pages in rather ornate, artistic text. On one particularly memorable occasion the book was returned to me with the name in question actually painted with watercolours, which I thought was rather more effort than warranted by the news that I, once again, fancied that girl I sat next to in orchestra who played the clarinet with me. Perhaps it was my friends' own peculiar way of demonstrating their affection and support for my numerous doomed, unrequited loves.

    Regardless, though, that sort of thing makes up the majority of what I'd consider to be significant secrets in my life to date. I'm not sure if I should be pleased I haven't felt the need to keep many things secret, or a little despondent at the fact I apparently live quite a boring life…

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    2219: Picking at the Scab of Creativity https://imnotdoctorwho.moegamer.net/2016/02/17/2219-picking-at-the-scab-of-creativity/ https://imnotdoctorwho.moegamer.net/2016/02/17/2219-picking-at-the-scab-of-creativity/#respond Wed, 17 Feb 2016 00:35:28 +0000 https://angryjedi.wordpress.com/?p=11303 That's a horrible metaphor, I know, but the more I think about it, the more that it seems to make a certain amount of sense. I've been picking at said scab for the last few days, as I said I was going to. I haven't been spending all day on it or anything, but an … Continue reading 2219: Picking at the Scab of Creativity

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    That's a horrible metaphor, I know, but the more I think about it, the more that it seems to make a certain amount of sense.

    I've been picking at said scab for the last few days, as I said I was going to. I haven't been spending all day on it or anything, but an hour here and an hour there has meant that a story I've been wanting to finish since my teenage years is finally making some progress further beyond the point where it typically stalls any time I attempt to form it into some sort of… well, format.

    I'm taking a different approach to what I usually do, and it feels like it's working. Those who have read my various month-long sort of NaNoWriMo projects and other creative pieces will know that I have something of a tendency to write in a fairly spontaneous manner — in other words, I don't really plan anything out in advance, and this usually serves me well but occasionally sees me writing myself into a bit of a dead end I'm not sure how to escape from. In contrast, then, said scab-picking has involved not just continuing on with what I've already written — which is a substantial number of words that I'm actually quite pleased with so far — but instead planning out a synopsis, chapter by chapter, of what's coming next.

    Doing this has helped me get over the biggest creative block I've had with this work — a creative block that has lasted a good 15 years or so at last count. The trouble with this story is that I know how it begins and I know roughly how it ends, but I've never quite figured out what happens in the middle of it or the specifics of the ending. Now I'm planning each chapter out in general terms rather than trying to write meaningful scenes as I get to them, I feel like I'm developing a much stronger sense of the work's complete structure, and those middle bits are starting to fall into place naturally. It's that old thing where a huge job looks daunting if you look at the whole thing, but if you take it a single task at a time it suddenly seems a lot more manageable.

    So picking a scab then — why? Well, because I've been picking at it for the last few days, and each time I do so, I feel my creativity loosen up a bit. It's surely — hopefully — only a matter of time before that scab comes off completely and creativity comes gushing forth from a newly reopened wound, splattering the walls and desk with… you know what? Maybe I didn't think this metaphor through as much as I thought I had.

    Anyway. Disgusting mental imagery aside, I'm pleased with my progress, even though it's relatively minor in the grand scheme of what I need to do to finish the damn thing. It is progress, though, and while I'm still not feeling great about bumming around at home all day rather than having a proper job, it is at least helping me to feel like I'm achieving something, however miniscule that something might be. And that's pretty important.

    Let's hope I can keep that motivation going, a bit at a time.

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    2218: Megadimension Neptunia: Report from 21 Hours In https://imnotdoctorwho.moegamer.net/2016/02/16/2218-megadimension-neptunia-report-from-21-hours-in/ https://imnotdoctorwho.moegamer.net/2016/02/16/2218-megadimension-neptunia-report-from-21-hours-in/#respond Tue, 16 Feb 2016 00:38:08 +0000 https://angryjedi.wordpress.com/?p=11257 Good Lord, this game is good. As I mentioned the other day, Megadimension Neptunia V-II marks something of a watershed moment for the series in that it's no longer "good, but [insert caveat of your choice here]" and is just plain good. Great, even. I'm about 21 hours in so far. I've finished the first of the three main … Continue reading 2218: Megadimension Neptunia: Report from 21 Hours In

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    Good Lord, this game is good.

    As I mentioned the other day, Megadimension Neptunia V-II marks something of a watershed moment for the series in that it's no longer "good, but [insert caveat of your choice here]" and is just plain good. Great, even.

    I'm about 21 hours in so far. I've finished the first of the three main stories that make up the complete experience — Zerodimension Neptunia Z — and am now in the second, Hyperdimension Neptunia G. This part — at least the first bit of it; I don't know how long it is in total — is split into four distinct scenarios, each of which focuses on one of the four main goddess characters (and one of the four new "Gold Third" characters, who personify various Japanese game companies from Capcom to Square Enix), and so far I've played through Blanc's route from start to finish.

    Like Compile Heart's previous game Omega QuintetMegaNep spreads out its mechanics over the course of quite a few hours. 20 hours in, I'm still getting tutorial messages when I'm afflicted with a status effect I haven't suffered before, though I think that most of the main core mechanics of the game have now been introduced by this point. Unlike Final Fantasy XIII, which often draws the ire of commentators for taking a similar approach to spreading out its new mechanics, MegaNep never feels like it's artificially constraining you, though; the new systems I've seen so far were all introduced at the changeover between Zerodimension Neptunia Z and Hyperdimension Neptunia G, which was an eminently sensible way to do things, since it allows to stand by itself as a complete-feeling experience, then to move on and feel distinctive in its own right thanks to the additional things you have to juggle.

    What of those additional things, though? Well, aside from the things that already shook up — the world map is now node-based a la Final Fantasy Tactics, and you can have random encounters while moving from place to place; the battle system has been completely revamped from previous installments — introduces (and, in some cases, reintroduces) a number of new systems.

    First is the Scout system originally seen in Hyperdimension Neptunia Victory. Essentially, this is a small army of chibi characters (series veterans will recognise them as the "Chirper" characters who fulfil the role of incidental NPCs) that you can send out to dungeons, and they will then report back with what they find. Whereas Victory's Scout system simply required you to enter and leave locations a certain number of times before the Scouts would return, MegaNep's Scouts head out in real time and then report back with items, money, new dungeon features (boss monsters or clues to hidden treasure) or whole new dungeons. There's still a heavy degree of RNG involved, but it's a fairly painless process, and the real-time element means you can easily leave it running while you're doing other errands in-game. Scouts also provide passive bonuses to you if you're exploring the same dungeon they're deployed to, so they're helpful in ways other than just finding stuff, too.

    Next is the Investment system, which allows you to develop towns by spending your hard-earned Credits in three areas: Commercial, Industrial and Public Relations. Upgrading Commercial increases the stock in the shops; upgrading Industrial gives you access to new crafting recipes; upgrading Public Relations triggers events that can reward you with items, new Scouts or simply an entertaining scene. That's pretty straightforward.

    Then you have the Route Building system, which is also reasonably straightforward. Discover a new dungeon and you can't just click on it on the map like in the older games; you have to build a node-based pathway to it first, which costs money.

    Then you have the Hidden Treasure system for each dungeon, which replaces the old games' spamming the "sonar"-type ability to find invisible items. Here, to find a hidden treasure, first of all you have to have a Scout discover a clue to its location, then fulfil the conditions in the clue, then collect the treasure. Sometimes dungeons have more than one treasure, which means you have to do the process twice, though the conditions are usually different. The conditions make the dungeon-crawling a bit more interesting, because they have a decent amount of variety in them: some require you to collect all the regular treasures in a dungeon (some of which may be in awkward places or behind barriers that require the "Breaker" ability to smash) while others require you to execute 8 "Symbol Attacks" in a row without getting spotted by any enemies, which challenges your stealth and pattern-spotting skills. Others still require you to defeat each and every enemy symbol in the whole dungeon at least once — they don't all have to be dead at the same time, but you do have to keep track of what you've already killed and what you haven't.

    In Blanc's route, we get a number of different characters to play with, each of whom handles rather differently, fixing the issue from the older games where most of the characters felt rather interchangeable with the exception of their special skills. Blanc herself has a marked disparity between her physical and magic defense, for example, while her sisters Rom and Ram have half of Blanc's HP but much stronger magic resistance and the ability to attack both at range and over a wider area. The brief time you get to play with Capcom personification C-Sha is a ton of fun, too; her combo skills are all named after fighting game terminology, and it's more fun than it should be triggering Rush attacks called simply "PPPK" then seeing her doing a punch-punch-punch-kick combo on the enemy.

    The story is proving to be surprisingly compelling so far, too. The Zerodimension episode had a mixture of lightheartedness and post-apocalyptic bleakness and worked well. Blanc's route of the Hyperdimension story deals with a plausible view of a dystopian society where everything and everyone is controlled by the state, and how revolutionaries fighting against this sort of regime aren't always in it for the right reasons. Neptunia's stories have always been far more clever than most reviewers give them credit for, being heavily allegorical for the most part, but so far MegaNep seems to have taken things to a new level. The writing and localisation is good (aside from a few easily ignored typos here and there) and, crucially, the new characters — of whom there are quite a few — fit right in to the world without breaking a sweat.

    It does feel very different to previous Neptunia games, but after the three Re;Births that all had the same basic mechanics, it's refreshing to have a game that feels both comfortingly familiar and fresh at the same time. I'm delighted with the experience so far, and am looking forward to playing it to death over the course of the next few weeks. Expect further reports to follow.

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    2217: When You Have No Occupation, You Should Stay Occupied https://imnotdoctorwho.moegamer.net/2016/02/14/2217-when-you-have-no-occupation-you-should-stay-occupied/ https://imnotdoctorwho.moegamer.net/2016/02/14/2217-when-you-have-no-occupation-you-should-stay-occupied/#respond Sun, 14 Feb 2016 22:33:28 +0000 https://angryjedi.wordpress.com/?p=11230 One of the things that is most difficult about being out of work is keeping yourself occupied without falling into unproductive routines. It would be extremely easy to not bother doing anything useful at all each and every day, treating the time "off" as a kind of holiday, watching television, playing games, listening to the radio … Continue reading 2217: When You Have No Occupation, You Should Stay Occupied

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    One of the things that is most difficult about being out of work is keeping yourself occupied without falling into unproductive routines. It would be extremely easy to not bother doing anything useful at all each and every day, treating the time "off" as a kind of holiday, watching television, playing games, listening to the radio or falling into a deep, existential depression while staring at the ceiling of one's bedroom. I say it is extremely easy to do these things because I have done all these things while out of work at various points. Sometimes you need that time to yourself, but unfortunately, said time to yourself doesn't pay the bills.

    Doing nothing but hunting for jobs isn't necessarily the most productive course of action either, though. Job-hunting is an enormously demoralising experience, since by its very definition you're going to be faced with more inexplicable rejection than acceptance in most cases. At other times, you'll find yourself faced with an opportunity that just doesn't seem quite right, but which you feel guilty turning down because you need work. (I say this having turned down two opportunities recently that didn't feel right at all. Like, a big ol' "bad feeling in the guy" not right at all.) That can be exhausting, and the toll it takes on your mental faculties can have an adverse effect on your subsequent attempts to find work as you lose patience with it and get tempted to apply to any old thing on the off-chance someone will find you in any way employable.

    Therefore, it's important to find other ways to occupy yourself, and to divide your days up into various things that, if they're not necessarily directly productive, they at least provide you with the opportunity to feel like you've accomplished something. Indulging in a creative project, learning something new, practising your skills in something — all of these things are good ways to spend your time and if you're out of work, it's an ideal opportunity to spend some of those empty hours doing them.

    You'll notice that I'm writing this and using the word "you" a lot, as if I'm giving advice to someone else. Really, I'm giving advice to myself, to be perfectly honest, since as previously noted, I find it much too easy to sink into depression and just want to comfort myself with things that don't require too much in the way of effort. But that way leads further into bad situations, so from tomorrow, I'm going to make a particular effort to spend a bit of time each day doing something that makes me feel like I've accomplished something. I don't think I'm going to go so far as to schedule what I should do when — not for the moment, anyway, though that has worked for me in the past — but I am going to ensure that I do at least one thing every day for a minimum of an hour that leaves me feeling satisfied that I'm not completely wasting my time.

    Activities that spring immediately to mind to accomplish this include music practice, music composition, creative writing (both fiction and non-fiction — I have a number of ideas for both), Japanese language studies, developing my computer skills (particularly with regard to things like programming and/or web design), working on the next edition of the magazine I shared with you a while back and making more gaming videos. That should keep me busy on a fairly regular basis; some of those things may even lead to further actual paying opportunities of various descriptions in the future, if not immediately.

    Mostly they're attempts to keep myself occupied and feeling positive. I feel I'm at a particularly low ebb right now, if that wasn't already abundantly clear from my recent entries, and I want to feel like I'm making the best of a bad situation rather than wallowing in sadness. It won't be easy, but I feel it's probably the best way to approach what I'm dealing with at the moment.

    Wish me luck.

    The post 2217: When You Have No Occupation, You Should Stay Occupied appeared first on I'm Not Doctor Who.

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    2216: An Open Letter to Idea Factory International, Marvelous, Koei Tecmo, NIS America and More https://imnotdoctorwho.moegamer.net/2016/02/13/2216-an-open-letter-to-idea-factory-international-marvelous-koei-tecmo-nis-america-and-more/ https://imnotdoctorwho.moegamer.net/2016/02/13/2216-an-open-letter-to-idea-factory-international-marvelous-koei-tecmo-nis-america-and-more/#respond Sat, 13 Feb 2016 22:51:58 +0000 https://angryjedi.wordpress.com/?p=11126 Hello IFI (and IF in general), NISA (and NIS), Marvelous (worldwide), Koei Tecmo, XSEED, Tamsoft, Atlus, Falcom, Gust, JAST USA, Mangagamer, Frontwing, Sekai Project, Denpasoft and anyone else I've forgotten. (The "and more" in the header is to cover my own ass in case there's some really obvious companies that I either forgot to mention or … Continue reading 2216: An Open Letter to Idea Factory International, Marvelous, Koei Tecmo, NIS America and More

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    Hello IFI (and IF in general), NISA (and NIS), Marvelous (worldwide), Koei Tecmo, XSEED, Tamsoft, Atlus, Falcom, Gust, JAST USA, Mangagamer, Frontwing, Sekai Project, Denpasoft and anyone else I've forgotten. (The "and more" in the header is to cover my own ass in case there's some really obvious companies that I either forgot to mention or simply didn't have space for in the headline.)

    I'm writing to say something very simple that isn't said enough these days: thank you.

    Why do I want to thank you all? Well, to explain that I need to explain a little about myself first.

    I am Pete. I am 34 years old, and frankly my life hasn't quite gone in the direction I hoped it would. As the result of a combination of factors, I am saddled with depression and anxiety at the best of times, and this makes functioning relatively "normally" in society quite challenging at times. Sure, I can handle going out to the shops or ordering a coffee or whatever, but there are some things that regular people would find utterly trivial that I find either tremendously difficult or nigh-impossible: meeting new people; deferring to authority figures that I don't respect; making small talk; being assertive and standing up for myself; at times, even expressing my own feelings clearly.

    These things all feed into one another, creating a cycle of anxiety that it's very difficult to break out of once it starts rearing its ugly head. And when I'm in a period of my life that I describe as "dark" — when things really aren't going well at all, such as my present situation, between jobs and struggling to work out what I'm supposed to do next — it's all the more difficult to resist the allure of those bleak emotions and their desire to make me do nothing but stare at a wall for hours at a time.

    In 2012, I played a visual novel called Katawa Shoujo for the first time. I'd played Japanese video games before — most notably the Final Fantasy series, which I'd always adored — but Katawa Shoujo, despite being developed in a Japanese style rather than being truly Japanese in origin, inspired me to look further into games from the East. Why? Because Katawa Shoujo demonstrated to me something that I'd suspected for a while: that games could be deeply, personally engaging and feature characters that strongly resonate with me personally. More to the point, Katawa Shoujo helped drag me out of one of those pits of depression and anxiety that I periodically sink into; it helped me remember that although life is full of struggles, it's always possible to pick yourself up again, and that there are always people out there looking out for you, even if you don't always know it.

    Over the course of that year, I played through a selection of visual novels from JAST and Mangagamer and wrote about them on the now sadly defunct Games Are Evil. (I've archived those articles, so when I get the inclination I'm planning on republishing them somewhere.) Early in the following year, I acquired the first two games in the Hyperdimension Neptunia series for PlayStation 3 and decided to give them a go out of simple curiosity; my year of visual novels had made me a big fan of anime-style art in general, and an Internet friend of mine had said vague but positive things about Neptunia in the past, so I took a chance.

    I was immediately smitten, and struck with that same feeling I had when I played Katawa Shoujo for the first time. I was hopelessly, utterly enraptured with this world and its characters; they resonated deeply with me and, while not all of them were what I'd call directly relatable to my own circumstances, they all felt very "real". And once again, I found myself drawn to these games in my darkest periods, their bright colours and relentlessly optimistic attitudes dragging me out of the abyss again and again without fail.

    When I had the good fortune to be employed by Eurogamer's American offshoot USgamer thanks to a previous professional relationship with industry veteran Jaz Rignall, I made a point of highlighting games that made me feel this way, since I was surprised to see that despite the industry's new-found love for emotionally "honest" games, particularly from the indie scene, there was disappointingly little that had been written about these titles that had been bringing me joy for the last couple of years. In fact, what little that had been written about them tended to be rather dismissive, chastising these games and developers for often being made on a shoestring budget, having poor technical aspects or somehow being "offensive".

    I continued this during my time with USgamer. When a freelance reviewer slated Hatsune Miku: Project Diva F on PlayStation 3 for being "creepy", I knew that enough was enough; spurred on by my colleague Cassandra Khaw, who also shared similar tastes to me, I upped my efforts to cater to Western fans of Japanese games with my weekly column JPgamer, and published a lengthy article with comments from XSEED and NIS America representatives on the hidden charms of these "otaku games". I celebrated the joy I derived from the Neptunia series; I made a point of reviewing games that other sites didn't touch or only had the most cursory experience of — Time and Eternity and The Witch and the Hundred Knight spring immediately to mind here; I attempted to broaden the horizons of people who had come to enjoy story-centric games such as The Walking Dead with explorations of classic Japanese visual novels. I met resistance at every turn, from both aspects of the readership and even my own editor Jeremy Parish, who despite being fairly knowledgeable about both Japanese games in general and RPGs in particular, demonstrated some rather closed-minded views towards the kinds of games I was most keen to celebrate.

    I pushed through, though, because this was something I believed in. I made a number of friends through my articles' comment sections, many of whom I'm still in contact with now, even though I no longer write for USgamer. I became part of the anime and gaming subculture on Twitter, finding numerous other like-minded individuals who shared and understood my tastes. And I'm pretty sure I ultimately lost my gig at USgamer because of my unwillingness to toe the popular line and brand everything from Japan that featured attractive female characters as somehow "problematic" — because that simply isn't true.

    Neptunia features a brilliant cast of female characters and positive attitudes towards many things that self-professed "progressive" types love to complain about. The Witch and the Hundred Knight was a wonderful example of gaming being used to explore tragedy: something which I hadn't seen done well before. Time and Eternity told a fun story and acknowledged the immense frustration of being unable to consummate a relationship. Senran Kagura, like Neptunia, featured a memorable cast of female characters and, again, extremely positive attitudes towards sexual matters such as kinks, fetishes and homosexuality as well as more everyday issues such as identity, empathy and understanding people with a different background to you. The Atelier series demonstrated it's possible to make a compelling game out of fairly mundane subject matter and be consistently and relentlessly cheerful throughout; the Ar Tonelico series showed that it's possible to create a sense of an incredibly well-realised and fantastic world while only showing the tiniest part of it.

    Amid all of these individual positive aspects were stories and characters so incredibly relatable and resonant it's all but assured that, like a good book, a spectacular work of art or an awe-inspiring piece of music, these games are going to stay with me for a very long time indeed. These are games with characters who are "friends" of a sort; characters that are bigger than the individual works in which they appear; characters that have become important cultural figures in their own right, even outside their source material.

    And that's one of the reasons I want to say thank you. For bringing these games — these stories, these characters — to people who otherwise wouldn't have been able to enjoy them. For ignoring the ill-informed hatred and ignorance repeatedly thrown in your direction by jaded, cynical reviewers who refuse to engage with these works and instead write them off as "fanservicey rubbish" just because there are pretty girls in them. For respecting the people who love your work, rather than your shareholders — or at least giving that impression. Hey, business is business.

    And on a personal note, the other reason I want to say thank you is for brightening the dark periods in my life, of which there have been many, and which I'm in the middle of one as I type this. I wouldn't be so melodramatic as to say that Neptunia saved my life or anything — even though it's possible, I couldn't say for certain — but I will say that these games, with their colour, their energy, their positivity, their emotional honesty and the feeling that they speak directly to me, have brought immeasurable amounts of joy and comfort to me, even during times when I've otherwise been struggling.

    So thank you to everyone who has made that possible. Thank you to everyone who continues to make the world a better place for people like me, even facing resistance at every turn from press and public alike. Thank you to those who stand up for what they believe in, and who help to share the cultural output of another, very different country with the Western world. Most of all, thank you for the many memorable hours of fun I've spent enjoying these games to date — and for the many more memorable hours I'll be spending with them in the future.

    Thank you.

    Pete Davison

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    2215: Some Initial Megadimension Neptunia V-II Impressions, and Why JRPG Fans Should Pay Attention to the Series https://imnotdoctorwho.moegamer.net/2016/02/12/2215-some-initial-megadimension-neptunia-v-ii-impressions-and-why-jrpg-fans-should-pay-attention-to-the-series/ https://imnotdoctorwho.moegamer.net/2016/02/12/2215-some-initial-megadimension-neptunia-v-ii-impressions-and-why-jrpg-fans-should-pay-attention-to-the-series/#respond Fri, 12 Feb 2016 22:09:07 +0000 https://angryjedi.wordpress.com/?p=11061 I write a lot about the Neptunia series, I know, and make no attempt to hide the fact that by now I probably very much fall into the "fanboy" category. But it's not blind allegiance, by any means; I've stuck with the series since its original installment because that original installment resonated with me on a primal … Continue reading 2215: Some Initial Megadimension Neptunia V-II Impressions, and Why JRPG Fans Should Pay Attention to the Series

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    I write a lot about the Neptunia series, I know, and make no attempt to hide the fact that by now I probably very much fall into the "fanboy" category. But it's not blind allegiance, by any means; I've stuck with the series since its original installment because that original installment resonated with me on a primal level. The characters were strong and interesting, the story was enjoyable, the battle system was fun, the structure was quite unlike previous JRPGs I'd played prior to that point and it was so clear that the experience was packed with love and soul that the technical issues the game suffered from — notably an atrocious framerate, copypasted dungeons and some mechanics that were just straight-up broken — simply didn't matter to me.

    When Hyperdimension Neptunia mk2 came along and completely revamped the systems, I was delighted to discover that there was a much more solid game system backing up the strong characters and fun setting. When Hyperdimension Neptunia Victory came along and refined the systems introduced in mk2 to their pinnacle, I spent well over a hundred hours devouring the game and trying to see everything it had to offer. And when the Vita-based Re;Birth games came along, remaking the first three games with the refined mechanics from Victory and introducing numerous new systems in their own right, I was ecstatic to play them through again — though I must confess I'm still yet to even start the remake of Victory, Re;Birth3.

    Neptunia has become developer Compile Heart's headline franchise, replacing the Agarest series that was once their frontrunner. When the original Neptunia released, I doubt anyone could have predicted this, particularly with the poor review scores it attained from the press. But the characters were strong enough to attract a dedicated fanbase of players who loved them and wanted to see more of them — and slowly but surely, we did start to see more of them, firstly with more role-playing games and later with more adventurous exploits into other genres such as dating sim, strategy RPG and arena brawler.

    Ultimately, the Neptunia series has been what's driven Compile Heart to continually develop and improve themselves. The mainline games since mk2 have been iterative rather than truly innovative — and I count the Re;Birth games in here, too, since they're essentially using Victory's core mechanics at heart — but the series as a whole is a brilliant example of a developer cautiously and carefully examining what works and what doesn't, and sensibly moving forward with those things that do while abandoning the things that don't. What we end up with is a series that is fascinating to play through from start to finish, as you can actually see how it's developed slowly and surely since its humble beginnings.

    And this, among other reasons that I've explored at length in many thousands of words prior to today, is why Neptunia is important and worthwhile, and why it shouldn't be rejected automatically by either players or critics.

    I had the misfortune to stumble across an old tweet by a former colleague earlier in which they expressed the belief that giving a positive review to a Compile Heart game was likely to make a reviewer "lose the respect of [their] peers" and that JRPG fans should "pick a better hill to die on" than the Neptunia series. These comments — and others like them — are just so extraordinarily ignorant as to make me genuinely angry. Not because I'm a series fanboy, but because they show a fundamental unwillingness to even attempt to engage with the series on anything more than a superficial level. Said former colleague — supposedly a JRPG specialist — hasn't reviewed the latest installment Megadimension Neptunia V-II, and going by those comments, that's probably for the best, particularly if their habitual partner in crime's review of Fairy Fencer F from a while back is anything to go by. You don't have to like every game, but going into something with the assumption it's going to be bad before you even start is not good criticism.

    Which brings us, then, to Megadimension Neptunia V-II, which arrived here today and which I've spent a considerable amount of time playing since it was delivered.

    Remember how I said Neptunia had been mostly iterative rather than innovative? Well, MegaNep (as I shall refer to it hereafter) is the biggest shakeup the series has had since the changeover from the original game to mk2.

    It's still recognisably closer to Victory than anything else, but the core mechanics have had a huge shakeup, even going so far as to incorporate some of the best ideas from the original game — yes, it did have plenty of good ideas, even if they weren't always executed perfectly.

    It being a JRPG, the core of the experience is exploring dungeons and fighting battles. Both counts have been improved considerably in the series' jump to PlayStation 4. Dungeons are completely new rather than the reused and tweaked assets found in previous games, and much more complex in their layout and geometry. Dungeon Actions make a comeback from the original game, though here they're tied to craftable key items rather than individual characters, allowing you to unlock various abilities to access new areas and retrieve new treasures.

    The battle system is where the biggest changes have come, though. Still allowing limited free movement during a character's turn, the combo system has had a rethink. Rather than simply spamming your best combo abilities as you unlock them, you can now only "equip" each combo move once. Plus, each weapon has its own particular layout of combo slots, making some more appropriate for multi-hit Rush attacks, while others are better for hard-hitting Power attacks. On top of all that, special conditions (such as "all previous attacks were Rush" or "haven't used Power attacks") can trigger if you use combo abilities in an appropriate order, which guarantee hits and crits if you use them effectively. This makes arranging your character's abilities somewhat puzzle-like, and while it's not taken to quite the same ridiculous degree as it was in the original Hyperdimension Neptunia — wherein setting up combos was practically a game in itself — it both adds considerable depth to the combat system and provides a reason to use all your different types of attack rather than just the "best" ones.

    There are other changes and tweaks, too. Certain enemies have breakable parts, the shattering of which will generally provide you with favourable conditions in the battle. This mechanic is introduced to you with a boss that is barely possible to damage until you break his protective wings; other uses allow you to prevent devastating special attacks from occurring, or inflicting conditions on enemies.

    And then there's the odd complete shake-up, such as the Giant battles, in which you fight, well, giant enemies. Here, you can't use your combo skills and must rely instead on SP skills, which regenerate a little each turn. Formation becomes particularly important here as your characters arrange themselves on floating islands around the boss, since surrounding or sandwiching an enemy allows you to trigger powerful formation attacks with multiple characters. It's immensely satisfying, and gives some much-needed cinematic flair to Neptunia's battles, which, while fun in the previous games, have sometimes lacked the drama of more spectacular JRPGs.

    I'm about 6 hours in so far and if Compile Heart's previous PS4 JRPG Omega Quintet is anything to go by, I haven't seen a fraction of the game's mechanics and systems yet. I'm looking forward to discovering more, and am delighted that the game is everything I hoped for and more so far. It's vindicated my belief that the series is emphatically my favourite in all of gaming, and made me a little sad that there are supposed JRPG experts out there who simply won't touch this on principle. Neptunia crossed the barrier between "it's good, but…" and plain ol' "it's a good game" quite some time ago, but early impressions very much seem to indicate that MegaNep is comfortably and confidently in "this is really good" territory now.

    Pick a better hill to die on? Fuck you, I like it here. It has pudding.

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    2214: Blue Estate: A Love Letter to Lightguns https://imnotdoctorwho.moegamer.net/2016/02/12/2214-blue-estate-a-love-letter-to-lightguns/ https://imnotdoctorwho.moegamer.net/2016/02/12/2214-blue-estate-a-love-letter-to-lightguns/#respond Fri, 12 Feb 2016 01:34:31 +0000 https://angryjedi.wordpress.com/?p=11031 The lightgun shooter is a genre of gaming that has been pretty much dead for a long time — at least partly because the tech that made lightguns work doesn't work with modern LCD or LED TVs. That said, there have been a few attempts to bring it back using alternative methods, most notably motion … Continue reading 2214: Blue Estate: A Love Letter to Lightguns

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    The lightgun shooter is a genre of gaming that has been pretty much dead for a long time — at least partly because the tech that made lightguns work doesn't work with modern LCD or LED TVs. That said, there have been a few attempts to bring it back using alternative methods, most notably motion controls which, while not quite the same as pointing a gun at the screen and pulling the trigger, at least have the "aim and fire" aspect handled nicely, and arguably in a more accessible manner than traditional light guns.

    A while back, I picked up a game on PlayStation 4 called Blue Estate. It was on sale for something ridiculous like £2, so I thought I'd take a chance on it as it sounded interesting. It's based on a comic, I believe, though I hadn't heard of it, and it doesn't appear to be necessary to be familiar with the comic to enjoy the game.

    That's because the game is very much an old-school arcade-style lightgun shooter. And it's cracking fun.

    In the absence of a next-generation GunCon peripheral, Blue Estate uses the motion sensors in the DualShock 4 controller to move a gunsight around on screen, coupled with the L1 or D-pad up buttons to recentre the crosshairs if they drift off a bit as a result of you moving your hand position. They drift off quite frequently, but the ability to snap them back into position means that this isn't really an issue. (This wouldn't be an issue with the Wii Remote, which recognises its position relative to the television rather than just responding to movements; the DualShock 4, however, doesn't work in the same way, and thus this method is necessary.)

    Playing Blue Estate is extremely simple. You point with the motion controls, you shoot with a squeeze of the R2 button. Occasionally you'll be tasked with swiping the DualShock 4 touchpad in a particular direction to perform an action like a melee attack or dodging an incoming projectile, but for the most part this is a game about blasting hordes of goons as quickly, accurately and efficiently as possible in order to rack up 1) a big combo and 2) a big score.

    Shooting games of various descriptions were often maligned in the early days of gaming as being the most simplistic, mindless types of games, but this absolutely isn't true; even Space Invaders taught players the importance of performing quick quasi-mathematical calculations in their heads in order to fire their shots at an appropriate position to intersect with the moving aliens as they descended the screen. In Blue Estate's case, the quick thinking required is less mathematical and more observational: it's about prioritising targets and responding to things quickly.

    One thing lightgun shooters used to struggle a bit with is how to handle presenting a risk to the player without looking silly. Older lightgun shooters tried several methods — enemies not shooting particularly quickly to give players time to hit them before they got a shot in; enemies focusing on melee attacks; in more advanced games like Time Crisis, a cover system — but it could still sometimes seem a bit convoluted. Blue Estate goes for a hybrid approach of these techniques: as you proceed through each level, sometimes you'll have the opportunity to pop in and out of cover Time Crisis-style, while at others you'll simply have to prioritise your targets appropriately to avoid taking damage. The latter case is handled reasonably elegantly with an on-screen "warning" system showing which enemy is going to score a hit on you next, allowing you to pick a suitable order to blow your foes' heads off.

    Blue Estate is, despite its extremely silly story, which I won't go into here, a surprisingly skilful game that has a ton of replay value for score attack enthusiasts. The combo system rewards accurate, skilful shooting, and star ratings in various categories at the end of each level encourage you to try and better yourself in various ways. The basic blasting action is also broken up with several challenge-style objectives in the middle of each level, which task you with everything from quickly shooting enemies that pop up from one of several marked locations to killing a group of enemies in the correct order. There are also some rather wonderful boss fights, which are heavily pattern-based but a ton of fun to fight your way through.

    The whole thing has the feel of an old-school arcade game: one that you can "learn" in order to get better at. Learning the position and order of the enemies that show up in each level; learning the bosses' attack patterns; practising your ability to prioritise and quickly respond to targets in order to chain an entire level together — all of these things prove rewarding and fun, even once you've seen the story through to its conclusion. And the story provides good incentive to play through the whole thing at least once, even if you have no intention of score-attacking: it's genuinely amusing but convincingly written with some solid, fun characters and sufficient justification for each of the game's characters to blast their way through scores of henchmen.

    If you haven't given it a shot — no pun intended — and you're a fan of the more arcadey side of life, I recommend Blue Estate highly. It may not be a game you've heard of, nor may it be a game that many people are talking about, but it's a whole lot of fun, and worth your time.

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    2213: Paying Not to Play vs. Games That Let You Break Them https://imnotdoctorwho.moegamer.net/2016/02/10/2213-paying-not-to-play-vs-games-that-let-you-break-them/ https://imnotdoctorwho.moegamer.net/2016/02/10/2213-paying-not-to-play-vs-games-that-let-you-break-them/#respond Wed, 10 Feb 2016 22:46:42 +0000 https://angryjedi.wordpress.com/?p=10994 I'm currently grinding my way through to the Platinum trophy on Hyperdimension Neptunia Re;Birth 2, and in the process I've unlocked a considerable number of the "Plans" in the game's "Remake" system. For those who haven't played any of the Re;Birth games, these are essentially a crafting system that allow you to bolt various bits and pieces onto … Continue reading 2213: Paying Not to Play vs. Games That Let You Break Them

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    I'm currently grinding my way through to the Platinum trophy on Hyperdimension Neptunia Re;Birth 2, and in the process I've unlocked a considerable number of the "Plans" in the game's "Remake" system. For those who haven't played any of the Re;Birth games, these are essentially a crafting system that allow you to bolt various bits and pieces onto the base game. These bits and pieces range from a boost to the amount of experience points you gain from battle to new items being available to purchase in the shops.

    Re;Birth 2 goes further than its predecessor did with the Plans by pretty much allowing you to break the game altogether. Between the Plan which allows you to automatically defeat enemies you outlevel on the dungeon screen without having to actually do the battle and the "Symbol Attack Gains" Plan, which allows you to still get experience, credits and items as if you had done the battle, grinding to the game's various endings is arguably a little too easy, particularly if combined with boosts to experience and suchlike.

    At least, I'd say this was a little too easy were it not for the fact that I've played a bunch of Compile Heart games now, and their endgame is always like this: characters continuing to level after the usual cap of 99, stats increasing to ludicrous levels, superpowered equipment boosting them still further. In Neptunia's case, the exaggerated power levels of the endgame is arguably all part of the satire and parody that the series is based around: RPGs are known for having big numbers in them in their final hours, so here are bigger numbers than you've ever seen (outside of the Disgaea series, that is) popping out of enemies as you batter them around the face and neck repeatedly with various sharp implements.

    In the case of the Re;Birth games, how much you break the game is entirely up to you. You don't have to turn any of the plans on if you don't want to, but if you do so, it makes working your way through the alternative endings considerably easier — and manages to remain fun in the process, since there's more to the game than just battles. It's inherently satisfying to see Nepgear closing in on level 400 as I approach the "True" ending on my third playthrough, and I'm fully intending on blasting through the other endings after this too.

    Hyperdimension Neptunia U allows you to completely break it, too, particularly in its endgame. As you clear various components of the game, you unlock various cheats which range from having infinite EXE Drive power for super-special moves to not actually taking any damage from enemies, essentially making you invincible. And yet that game managed to remain fun despite the option to completely break it; testament to its overall charm and the fact that it had a metagame structure that I found enjoyable to grind through in the name of a Platinum trophy.

    As I play these deliberately broken games, I can't help but compare them to what a lot of mobile games do. In the case of mobile games — free-to-play ones, anyway — you generally have the option to pay real money to break the game in some way, be it eliminate grinding, get an overpowered new character/item/weapon or somehow otherwise break the usual rules of the game. Some games are more aggressive than others in trying to convince you to part with your cash, with the most egregious technique being the vile "Energy" bar that throttles how much you're allowed to play in a single session without either waiting or paying up.

    In essence, by paying up to get an advantage in mobile games, you're more often than not paying not to play the game: paying not to have to collect things, or grind experience points, or earn money, or fuse cards to make better cards, or whatever. Most well-designed free-to-play mobile games do have a means of earning the premium currency required to do most of these things, but in many cases this is painfully slow — fast enough to give you a taste, but just slow enough to make you think it can't possibly hurt to pay 99p for 15 gems or whatever. And once you do that, any sense of achievement is gone, because you know you didn't really "earn" whatever you got from it: you just bought it.

    Contrast with, say, the Plans in Re;Birth 2, which are also providing the opportunity to not play part of the game — battles with enemies much lower level than you — but demand that you earn the right to do that before you're able to take advantage of it. Or contrast with Neptunia U's cheats, which unlock by completing aspects of the game: again, you have to earn your right to make the rest of your grind easier.

    In the latter cases, it's still a player-friendly move that helps save them some time while still being able to explore and enjoy everything the game has to offer, but it carries with it a sense of achievement: the feeling of having earned and unlocked something, rather than just reaching for the credit card when things get a bit tough.

    I sincerely hope free-to-play games don't become the norm, simply for this reason. Paying to skip things or acquire things without having to earn them makes the whole thing feel rather meaningless to me. I know not everyone feels this way, but so long as there are still full-price premium games that don't want to keep charging me to keep playing — or to not play — then I'll keep buying 'em.

    The post 2213: Paying Not to Play vs. Games That Let You Break Them appeared first on I'm Not Doctor Who.

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    2212: The Stat Connection https://imnotdoctorwho.moegamer.net/2016/02/09/2212-the-stat-connection/ https://imnotdoctorwho.moegamer.net/2016/02/09/2212-the-stat-connection/#respond Tue, 09 Feb 2016 19:43:35 +0000 https://angryjedi.wordpress.com/?p=10892 "Go to your Stats page and check your top 3-5 posts. Why do you think they’ve been successful? Find the connection between them, and write about it." Daily Post, February 9, 2016 All right. Let's have a look, then. Since we're not that far into 2016 and WordPress doesn't appear to have an "all time" … Continue reading 2212: The Stat Connection

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    0212_001

    "Go to your Stats page and check your top 3-5 posts. Why do you think they’ve been successful? Find the connection between them, and write about it."

    Daily Post, February 9, 2016

    All right. Let's have a look, then. Since we're not that far into 2016 and WordPress doesn't appear to have an "all time" function to search top posts, I'll provide the top five posts (excluding the homepage, which makes up the majority of pageviews but doesn't tell me much) for both 2016 so far and 2015. In other words, these are posts that people saw the title of (probably on social media or via a search engine) and directly clicked through to, rather than simply checking my front page each day.

    Here's 2016 so far:

    blog2016.png

    And here's 2015:

    blog2015.png

    All right. So let's get analysing.

    Since I write about a wide variety of topics on this blog — regular readers will know that it's my personal outlet for venting about whatever is on my mind on any given day rather than any attempt to provide a coherent editorial experience — it's perhaps not surprising that not all of the entries in these two lists have something in common, but there are a few common themes along the way.

    How to Do Stuff

    Let's look at 2016, first. Both How to Win at Omega Quintet and Helping your Squad in Xenoblade X were written in 2015 (indicated by them not having the orange bar next to them), yet have remained consistently popular since I wrote them. The reason for this is that they are instructional content: guides for video games. Instructions or guides are consistent traffic magnets, regardless of the subject matter of your site, because one of the most common things people search the Internet for is how to do something. Video games sites often use guide content for current popular games to attract visitors to their site and guarantee a baseline of ad revenue, then cross their fingers that readers will click through to other, less "baity" content. It doesn't always work like that, of course, which is why we've seen a rise in deliberately provocative "clickbait" content across the board, not just in games journalism.

    Anyway. The reason that my guide content for both Omega Quintet and Xenoblade X proved popular is that these were both games that had a specific audience, but neither of them were "big" enough for a commercial site to want to devote time and column inches to them. In other words, those searching for help when playing Omega Quintet and/or Xenoblade X would be out of luck when searching the big video games sites, but a cursory Google search would doubtless throw up my posts here fairly early on — indeed, at the time of writing, my post on Omega Quintet appears sixth in my (admittedly personalised) Google search results, embarrassingly with a typo in the preview text which I have now corrected:

    omegaguidegoogle.png

    It's for this reason that a couple of my other previous posts have proven popular over time: my post on How to Play Pocket Academyfor example, detailing the baffling and frankly illogical mechanics of Kairosoft's mobile-based school sim, rode high in my rankings for quite some time. I tell you: if you want traffic, write posts that tell people how to do stuff, and preferably how to do stuff that mainstream sites haven't covered.

    The Power of Sharing

    My most popular posts are always several orders of magnitude more popular than their nearest rivals, with perhaps the most impressive example being 2015's An Open Letter to Paul Glass, Slimming World Consultant, Upper Shirley. This post was pretty far from my more regular subject matter on popular media, particularly video games, and yet it was my most popular individual post for 2015. Why? Because it had the absolute shit shared out of it.

    Paul Glass was the consultant at our local Slimming World group when I first joined, and his enthusiasm and belief in the programme was and is a big part of why I've stuck with it and had so much success over the course of the last year — I've lost six stone in a year, hopefully with more still to come off. When he revealed that he would be leaving the group to spend more time with his family in far-off climes, I felt it important to express my feelings about what he had helped me accomplish in such a way that I could be clearly understood. I'm shy and socially anxious by nature, and at the time I wrote this I'm not sure how confident I would have felt saying all those words in person, but writing them down on paper is no big deal: I can "fire and forget" that way.

    Something told me that I should probably share this post a little wider than just my Twitter followers, though, and so I decided to make one of my extremely irregular visits to Facebook to post a link to the letter on the Facebook group for the Slimming World group in question. That one simple action caused that one single post to absolutely explode in popularity, as it was shared by group members, Paul himself, and subsequently by other people I'd never met involved with Slimming World in various capacities, either as group members or staff.

    You never can quite tell what the next big viral sensation is going to be, but there is one thing that all my popular posts do tend to have in common:

    The Passion of the Post

    It is, I feel, no coincidence that my most widely shared, most popular posts are those in which I feel most passionate about the things that I am writing about. I am a person who, I feel, can express their passion for something pretty clearly through my writing. And indeed, due to the aforementioned shyness and social anxiety mentioned above, I find writing to be the easiest means through which I can express that passion to an audience that can — hopefully — appreciate what I'm saying, or at least respect it.

    2015's most popular posts were all about passion, from my letter to Paul to Perhaps We Should Stop Insulting Fans of Japanese Games. Four out of the five posts above were about video games — four out of the five posts were pretty much about the same thing, in fact, which was critics' regular dismissive and unfair treatment of both Japanese game developers and the fans of the games they make — but these posts all resonated deeply both with myself and with the circle of friends I've cultivated on social media, most of whom share the same interests as me.

    Consequently, much as my letter to Paul got shared far and wide, so too did The Joyless Wankers of the Games Press (actually written the year before in response to an absolutely atrocious review of Fairy Fencer F on my former stomping grounds of USgamer), Some Thoughts for Critics (a response to Jim Sterling's dreadful and ill-informed review of Senran Kagura 2), Hi Games Journalism, It's Time We Had Another Chat (a response to Mike Diver's equally dreadful and ill-informed review of Senran Kagura 2, a game which is a ton of fun but which proved to be a whipping boy for self-described "progressive" types on the grounds of the female characters' big jiggly breasts) and the aforementioned Perhaps We Should Stop Insulting Fans of Japanese Games (a response to an extraordinarily narrow-minded editorial on USgamer by my former editor Jeremy Parish, and almost certainly the reason he has me blocked on Twitter). I saw these posts get shared and reshared, not only on Twitter, but also on Facebook and Reddit, the latter of which I don't really use myself.

    The things I had written had clearly got the strength of my feelings across, and other people felt like they could relate to them in some way — either agreeing or disagreeing — and this caused them to explode in popularity, at least in terms of numbers. The same, too, can be said for 2016's Why It Would Be A Mistake to Not Localise Valkyrie Drive Bhikkunian impassioned plea for the progressive loudmouths not to stop Senran Kagura creator Kenichiro Takaki's new game making it over to Western shores.

    Bovril?

    I'll be honest, I have no idea why a post from 2013 about beef-and-yeast-extract black sticky substance Bovril is my third most popular post this year so far, but oddly enough this post has been consistently popular: it finished 2015 in sixth place, just after my various rants at the games journalism industry and also ranked sixth in 2014, but only managed 19th place in its original year of publication.

    It's not even a particularly exciting post: it simply describes what Bovril is and how I feel about it. It doesn't even appear on the front page of Google results for Bovril. But I guess it meant something to someone somewhere. Perhaps not many people write about Bovril on the Internet, and my post offered a safe space for Bovril fans to convene and share in silent contemplation of salty beef drinks. Or perhaps it's just one of those things that can't quite be explained.

    So what can we learn from this?

    There are a few things you can probably see my most popular posts have in common. To my eye, these things are:

    • A clear, conversational title that makes it clear what the post is about — i.e. a simple subject line rather than a "title" that tries to be clever or funny
    • Passion for the subject — clear emotion, either positive or negative, is infectious and relatable
    • Scope for sharing — be it a topic that a lot of people feel strongly about, or something that is written in such a way that presents a strong argument in favour of or against something
    • Complete honesty — even at the expense of a few "bridges" if necessary
    • Instructions on how to do stuff — particularly if nowhere else has published instructions on how to do that stuff

    Not all of my most popular posts have all of the above elements — although I do make a specific effort to apply the "complete honesty" element to everything I write — but these are, by far, the most common factors that all of my most popular posts have between them.

    I hope that's proved as enlightening for you as it has for me: it's certainly given me some food for thought with regard to what to write about going forward from here, so I'd say both as a writing exercise and an analytical investigation, this post has been a great success.

    Thanks, Daily Post!

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    2211: On "Burn in Hell, Yarny" https://imnotdoctorwho.moegamer.net/2016/02/08/2211-on-burn-in-hell-yarny/ https://imnotdoctorwho.moegamer.net/2016/02/08/2211-on-burn-in-hell-yarny/#respond Mon, 08 Feb 2016 23:30:07 +0000 https://angryjedi.wordpress.com/?p=10821 A videogame called Unravel will be released tomorrow. It may be a good game, and it is certainly a good-looking one, with a soft focus and hazy depth of field; tree leaves rustle convincingly and thick snowflakes pile up as the camera pans ever right-ward. It appears to make use of this tactile world for a series … Continue reading 2211: On "Burn in Hell, Yarny"

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    0211_001

    A videogame called Unravel will be released tomorrow. It may be a good game, and it is certainly a good-looking one, with a soft focus and hazy depth of field; tree leaves rustle convincingly and thick snowflakes pile up as the camera pans ever right-ward. It appears to make use of this tactile world for a series of physics-based puzzles, like moving rocks to get up on ledges and creating makeshift vines with which to soar across little ponds. These may be very clever puzzles, building toward a resolution that is very satisfying, but I will never know, because I will never play Unravel, and that is because its protagonist, a little red yarn-man named Yarny, can go fuck himself.

    This was the opening to an article from Kill Screen, a site that originally positioned itself at the very spearhead of "new games journalism", boasting both a print magazine and an online component that would offer something a little different from the usual consumer advice/PR/news, previews, reviews cycle that most games-focused sites had provided up until that point.

    I remember Kill Screen launching; it was actually at the first PAX I went to — I even still have a copy of their "Issue Zero" that I picked up at the show somewhere. It looked like it was going to be a great read, and a bold new frontier for games criticism.

    Look at that opening paragraph again. Look at the last half of the last sentence.

    "I will never play Unravel, and that is because its protagonist, a little red yarn-man named Yarny, can go fuck himself."

    Needless to say, I do not feel the same way about Kill Screen as I did when it was first launched. I hadn't felt the same way for quite some time, to be honest, since its take on intelligent criticism had started to veer rather too heavily in favour of heavily ideological-based arguments rather than actual analysis of the art on its own merits — a scourge that the entire games press has been afflicted with for the past few years — but this article today has cemented my feelings.

    What I did want to talk about, though, is the staggering hypocrisy of some people — within and outside games journalism — when censuring this article, and it most certainly has received almost universal censure from all angles. Deservedly so.

    The key thrust of the article is that the author has no plants to play Unravel because he doesn't like the look of it. He doesn't like the look of the protagonist, and he doesn't like the fact that the game looks like it's going to be a narrative-centric, emotional experience that emphasises artistry (in the traditional sense) over game design.

    You know what? Those are perfectly valid reasons to not want to play a game. There are lots of games I don't want to play because I don't like the look of them, because I don't like that type of game, because the subject matter doesn't appeal or because I know people I don't like love them. Rational or not, pretty much any reason you can think of not to play a game is an absolutely valid one from your own personal perspective: we're already living in an age where it's literally impossible to play every single game out there, even if all you did all day every day was play games, so everyone, consciously or not, has their own set of selection criteria for what they put on their plate at any given moment.

    What isn't okay, though, is then picking on something that 1) you confess doesn't appeal to you and 2) you admit you have no intention of playing (and therefore speaking from a position of authority on) anyway — and then writing a critical article about how it's symptomatic of everything wrong with modern gaming. The author has some fair points — that some developers believe emotional manipulation of the player is an end unto itself, and that this isn't the same as creating something truly artistic — but they are completely invalidated by the position of ignorance from which he is speaking: he's criticising Unravel and games like it without any knowledge of what they're actually like — he's speaking on the basis of assumptions, not taking the time to research it for himself.

    Where else have we seen this happen? Oh, right, with pretty much every niche-interest Japanese game released over the last few years. We've seen series like Senran Kagura berated for having boobs in them, but little to no discussion of their more progressive aspects such as homosexuality, sexual kinks, forming friendships across ideological barriers and accepting people for who they are. We've seen my longstanding favourite Hyperdimension Neptunia all but rejected from any cultural significance for being "hypersexualised" and having characters that both possess breasts and breathe, with little to no mention of the series' perpetually on-point satire of games and game culture, excellent writing and characters strong enough to carry games in a wide variety of styles. We've even seen people branding the "Amie" feature from the Japanese version of Fire Emblem Fates as "creepy" and expressing pleasure that it had been removed, despite displaying no understanding of its context, either in-game or within the Japanese cultural context of "skinship" or "naked association". And I could go on. For pages.

    Sound familiar? Why, yes, in all the above cases, the critics of these titles were speaking from spectacularly ill-informed, ignorant positions — in some cases not even playing the games, or barely playing them for more than a few minutes in the instances where they did bother to boot them up at all — and, thus, were speaking from a position where they were unqualified to offer meaningful, trustworthy criticism of these games. And yet because games journalism is very much a cult of personality, people who didn't know about these games already take these critics' words at face value — assuming they're a high-profile critic like Jim Sterling, or at least from a site seen as "reputable" (i.e. big) by the masses — and don't bother to question them. And this leads to these games being pushed further into the niches they're already in, and to a lot of people missing out on experiences that they may well find themselves pleasantly surprised by.

    The worst thing it does is contribute to the overwhelming air of negativity and cynicism that pervades modern games writing. Many members of the press are extremely burned out on the increasingly penny-pinching tactics of triple-A publishers — day-one DLC, preorder incentives, platform-exclusive content, betas-that-are-not-betas-they're-demos-that-you-can-only-play-if-you-preorder — and this causes the exhaustion and cynicism to infect their explorations of anything that might be just slightly outside the norm. Oh, sure, there's plenty of indie darlings that get elevated to "gaming Messiah" status — Undertale, The Witness and Firewatch all spring to mind in recent months — but poor old Japan repeatedly gets shafted by people who, like the author of the Kill Screen piece, have no intention of exploring them in sufficient detail to provide adequate comment and criticism on them.

    Life is too short — and there are too many games out there — to waste time on negative articles about "why I don't like this" or "why I don't want to play this" or "why this doesn't appeal to me". So why does it keep happening? I'd much rather read a games press that is more positive in tone: willing to criticise where appropriate, but where the thing first and foremost in every critic's mind is the celebration of this amazing, growing, constantly changing medium that shatters cultural borders into something the whole world can truly understand and enjoy together.

    You don't have to love everything. I certainly don't. But how about we think about keeping our mouths shut about the things we hate, let the people who do love them enjoy them, and we focus on the things that we love, too. Doesn't that sound much nicer than "I have no intention of playing this game because I don't like the look of the protagonist"?

    (Oh, and for the record, I have no interest in playing Unravel either; Braid and Limbo were enough to put me off arty platformers for quite some time. I would not, however, dream of attempting to offer criticism on it having not played it — and I wouldn't even feel comfortable commenting on Braid and Limbo because I don't feel I played them enough to be well-informed before tiring of them. Now, I'm off to go and play some disgusting degenerate pervert Japanese role-playing games and probably fap myself into a frenzy in the process. Or perhaps just enjoy the things I love rather than bitching about things I hate and have no intention of trying to enjoy.)

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    2210: Live to Eat https://imnotdoctorwho.moegamer.net/2016/02/07/2210-live-to-eat/ https://imnotdoctorwho.moegamer.net/2016/02/07/2210-live-to-eat/#respond Sun, 07 Feb 2016 21:09:51 +0000 https://angryjedi.wordpress.com/?p=10795 "Some people eat to live, while others live to eat. What about you? How far would you travel for the best meal of your life?" The Daily Post, February 7, 2016 Some time ago, I wrote about how I'm not a foodie. Things haven't changed all that much, but I mention this now because it's … Continue reading 2210: Live to Eat

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    "Some people eat to live, while others live to eat. What about you? How far would you travel for the best meal of your life?"

    The Daily Post, February 7, 2016

    Some time ago, I wrote about how I'm not a foodie. Things haven't changed all that much, but I mention this now because it's relevant to the Daily Post prompt for today.

    For me, food is something I very much enjoy — hence my weight problems, to be perfectly frank — but not in the same way as people who really enjoy food enjoy it. No, I'm not one who is keen to have a delicate bouquet of flavours exploding on my tongue as I take a miniscule mouthful of something that looks more like a piece of modern art than an actual meal — I'm someone who likes to have a big ol' gobful of something that tastes good, and preferably a lot of it. If the thing that tastes good is also reasonably not-awful for you, then so much the better, since if there's one thing I learned since starting Slimming World, it's that there are a lot of tasty things out there that you can eat completely guilt-free.

    I was particularly conscious of my feelings towards food when Andie and I were watching the recent series of Masterchef: The Professionals. I found the programme a bit tedious, to be honest, because every episode was very similar to the last, and very little of the food actually looked appealing to me. These chefs — who I'm sure are at the very pinnacle of their craft — were taking things that would have been delicious in their most basic forms, then complementing them with bizarre crap like "pea puree" and baffling combinations of herbs and spices. Even on desserts. If there's one thing I can't abide, it's putting weird combinations of herbs and spices on desserts. Rosemary is for lamb in a pinch — though I prefer it without — not cake or ice-cream.

    The most peculiar thing I think I've eaten and actually enjoyed was when my friend Tim — who emphatically is a foodie; you can tell this by the fact he has a favourite truffle oil — made a Heston Blumenthal (I think) bacon ice-cream for us to enjoy one evening. I wasn't entirely convinced that this was going to be nice when it was first posited, but then I thought about it — and thought about how nice bacon is with sweet things like maple syrup and pancakes — and realised it might not be that bad. And indeed it wasn't that bad at all — indeed, I'd go so far as to say it was genuinely nice. Would I have it in preference to a nice bowl of Cornish vanilla slathered in chocolate, caramel or strawberry stickies, though? Of course not.

    So in answer to the question above, then — how far would I go for the best meal of my life? — I guess I would have to say "the kitchen". Or, at a push, "the pub" or "Tesco". Because although I enjoy my food, I can't say it's something I seek a life-changing experience from. And I know from experience that no amount of Michelin Star-winning chefs will make me enjoy nouvelle cuisine or whatever you're supposed to call that bollocks now; give me a nice hearty chilli, or a lump of pork with some nice potatoes, or a rack of lamb, or anything that just makes you feel full and happy to eat, and I'll be satisfied. And you can keep your pea purees.

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    2209: Exploring the Cosmos https://imnotdoctorwho.moegamer.net/2016/02/07/2209-exploring-the-cosmos/ https://imnotdoctorwho.moegamer.net/2016/02/07/2209-exploring-the-cosmos/#respond Sun, 07 Feb 2016 00:04:35 +0000 https://angryjedi.wordpress.com/?p=10777 Been playing a bit of Elite Dangerous: Horizons this evening and realising the "dream" of something I've wanted to do since I started playing: hop in a ship, point it in a particular direction and just go see what's out there. I haven't got that far yet, to be honest — I'm still in populated space, albeit getting … Continue reading 2209: Exploring the Cosmos

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    Been playing a bit of Elite Dangerous: Horizons this evening and realising the "dream" of something I've wanted to do since I started playing: hop in a ship, point it in a particular direction and just go see what's out there.

    I haven't got that far yet, to be honest — I'm still in populated space, albeit getting down to the dregs of the tiny factions rather than the warring empires of the PowerPlay system — but I can see interesting things on the galactic horizon, and I fully intend to check them out and see what's there.

    The nice thing about Elite is that you can do this and it's a viable way to play the game. Its exceedingly freeform nature — more freeform than pretty much any other game I think I've played outside of Minecraft — allows you to play how you see fit, and enjoy it how you want. If you want fast-action combat dogfighting, it's there. If you want to run courier missions, that's there. If you want to collaborate with other players to strategically expand the influence of one of the major powers in the galaxy, that's there, too. Or, as previously mentioned, if you just want to hop in a ship, point it in a particular direction and just go see what's out there… well, you can do that too, because the galaxy is one hell of a big place.

    Exploration gameplay is relatively straightforward. Equip a ship with the appropriate scanners — basic versions of which come as standard — and when you hyperspace into a new system, you can scan for astronomical objects. Once you've located some, either via your scanners or visually, targeting them and flying close-ish to them allows you to run a detailed scan of them and record the information in your ship's computer. You can then sell this information when you get to a suitable space station or colony that is at least 20 light years away from where you acquired the data — it's assumed that most areas are familiar with the region immediately around them — and profit accordingly. It's a valid career path with its own progression and the opportunity to make your own distinctive mark on the game universe: whenever someone visits something that you were the first one to discover, they'll see your name there, proudly recorded for all time as the first person to find that thing, whether it's a big burning ball of fiery sun, an unremarkable lump of rock or a spectacular planetary system.

    I haven't travelled far enough to be one of these pioneers as yet, I don't think, but I'm already getting into a region of space that is less populated, both with the computer-controlled factions and players. The station my ship is currently parked at as I type this has seen just 12 player-controlled ships pass through in the last 24 hours, compared to the hundreds or thousands the more "core" stations in the centre of the populated area see every day.

    I find the exploration aspect inherently satisfying for some reason, despite the fact that objectively speaking it's quite boring and repetitive — although I did get interdicted by an unpleasant NPC called "Starquake" earlier, who battered my ship about a bit before I was able to activate my Frame-Shift Drive and jump away from him — but mostly I'm curious to see what's out there, if anything. The original Elite had some strange things going on in the far reaches of the galaxy — most notably the spectacularly irritating Thargoids, who had a habit of pulling you out of hyperspace and killing you horribly — so I'm curious to see if there's anything interesting hidden in the furthest reaches of the galaxy.

    There are a bunch of places I'm just curious to see, too. The "Coalsack" area looks most intriguing, what with its ominous black cloudiness, and, of course, the immense density of the galactic core is surely worth trying to see. Of these places, the Coalsack is probably reachable relatively easily; the galactic core perhaps less so, but I'm interested to see how far I can go. Theoretically, my current ship has infinite range thanks to its Fuel Scoop hardware, which allows me to refuel by harvesting the gases of appropriate stars, so as long as I don't get stranded in a region with crap stars and/or blown up by pirates or aliens who are hiding deep in "unpopulated" space, I should be good to go for quite some time. And think of the money I'll make when I eventually get back to human space to sell all this exploration data.

    Oh, God, I have to fly back as well, don't I… Maybe I shouldn't go too far…

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    2208: Am I Better Than This? https://imnotdoctorwho.moegamer.net/2016/02/05/2208-am-i-better-than-this/ https://imnotdoctorwho.moegamer.net/2016/02/05/2208-am-i-better-than-this/#respond Fri, 05 Feb 2016 21:19:05 +0000 https://angryjedi.wordpress.com/?p=10775 I've been wracked with anxiety recently, as the more astute among you may have been able to tell. Partly this has been to do with my work situation — i.e. the fact that currently I don't have a regular job. Thankfully, I don't have zero income thanks to some regular freelance work I've been doing, … Continue reading 2208: Am I Better Than This?

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    I've been wracked with anxiety recently, as the more astute among you may have been able to tell. Partly this has been to do with my work situation — i.e. the fact that currently I don't have a regular job. Thankfully, I don't have zero income thanks to some regular freelance work I've been doing, but that is a little too erratic to be able to rely on completely.

    As such, I've been looking for regular positions elsewhere. Having genuinely enjoyed my stint with Game over the Black Friday-Christmas period, I was looking into other retail positions around the place. I've actually had a couple of interviews in the past couple of days, but today in particular I was hit with a crisis of confidence. This is nothing unusual for me, but what was a little more unusual was the circumstances surrounding it.

    Basically, what happened was this: I was speaking with the company's area manager about my application and my background. The way the retailer in question does things is a bit different from the retailers I've previously worked for (Apple and Game) and he pointed this out. He then said something that gave me pause.

    "Your previous job," he said. "That sounds like it was the ideal job for you. Just speaking to you now, I can say that I'd be happy taking your advice and buying from you; you seem authoritative, knowledgeable and trustworthy."

    He wasn't wrong; were it not for the low wages — the curse of retail in most instances — then I'd absolutely agree; my stints with both Apple and Game have been the jobs I've enjoyed most and derived the most satisfaction from in my "career", such as it is. And that's because I felt like I knew what I was doing: I understood the job, I felt comfortable with my responsibilities and as a result, I exuded confidence and passion when speaking with customers.

    And that's where the problem comes in. While interviewing for the positions in the last couple of days, I just felt… uncomfortable. And it was more than the usual sort of discomfort anyone feels when faced with unfamiliar circumstances: I got a very strong gut feeling that I'm Not Doing The Right Thing. And, for the first time in quite some time I felt inspired to look for something more: to look for something that I know I'll be able to do well at, and preferably be paid appropriately for. I will, however, settle for something I'll be happy and comfortable doing at this point, because that can always develop into something with better hours and/or pay.

    I have the weekend to mull things over a bit but I think I'll be taking a new approach from the start of next week. Rather than casting a wide net and hoping something sticks, I'll be pursuing things I know I'll be good at more aggressively. At the same time, I'll be upping the tempo on some projects I've had on the go for a while: the magazine I shared with you all yesterday, some ideas for non-fiction games books, and many, many ideas for fiction books. I may even look into editing and self-publishing some of the fiction I've previously written on this blog as an experiment, and perhaps into using a service like Patreon to allow people who enjoy my work to show their appreciation.

    This route will doubtless be harder and take longer to get going, but I want to be happy and satisfied in what I do. I'm tired of constantly falling off the "ladder" and having to start climbing all over again. There has to be a better way. I have to be better than this. I know I am better than this.

    Big words, I know. Whether I'll be able to follow through on them remains to be seen, but I feel that anything is better than settling for something that is convenient but miserable rather than rewarding and fulfilling.

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    2207: Proudly Flying the Flag for the Magazine Format https://imnotdoctorwho.moegamer.net/2016/02/04/2207-proudly-flying-the-flag-for-the-magazine-format/ https://imnotdoctorwho.moegamer.net/2016/02/04/2207-proudly-flying-the-flag-for-the-magazine-format/#respond Thu, 04 Feb 2016 22:38:21 +0000 https://angryjedi.wordpress.com/?p=10758 Ladies and gents, I'm pleased to announce the very first issue of Digitally Downloaded: The Magazine, put together as a collaborative effort between me and Matt Sainsbury, head honcho of the site of the same name. You can read the issue here for free, or hopefully it will embed below if the magic of the Internet does … Continue reading 2207: Proudly Flying the Flag for the Magazine Format

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    0207_001

    Ladies and gents, I'm pleased to announce the very first issue of Digitally Downloaded: The Magazine, put together as a collaborative effort between me and Matt Sainsbury, head honcho of the site of the same name.

    You can read the issue here for free, or hopefully it will embed below if the magic of the Internet does its thing properly:

    The magazine is something Matt and I have been kicking around for a while now. We both have a background in print publications, and both have a strong preference towards the sort of long-form pieces you get in magazines. This kind of format is something which clickbait sites tend to discourage these days unless they're being particularly provocative with the things they're saying at length, so really starting this magazine was an opportunity for us to create something that we would want to read.

    The broad intention behind the magazine is to "theme" each issue around a particular subject, then focus in on that subject with a main feature and a series of articles about games that typify the subject. In the inaugural issue, we went for the concept of the unreliable narrator: an established trope in literature, but one that games are just starting to get to grips with. Our investigations took us across the world, from Japanese visual novel Steins;Gate to "walking simulator" Everybody's Gone to the Rapture via the chaotic genius of Deadly Premonition.

    There are doubtless some kinks to work out (most notably the fact that the web-based reader appears to inexplicably cut some of the letters off on some of the page footers, seemingly at random, despite the source PDF looking just fine) but we're planning on making this a regular — hopefully monthly — thing going forward, and we hope you'll support and enjoy it.

    A pre-emptive thank you for taking the time to read through our hard work, then, and we look forward to having more to share with you in the near future!

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    2206: Accentuate the Positive https://imnotdoctorwho.moegamer.net/2016/02/03/2206-accentuate-the-positive/ https://imnotdoctorwho.moegamer.net/2016/02/03/2206-accentuate-the-positive/#respond Wed, 03 Feb 2016 21:37:02 +0000 https://angryjedi.wordpress.com/?p=10743 I'm feeling utterly shitty at the moment, but it doesn't do to keep dwelling on things that, at this specific moment in time, I can do nothing about. Best to try and focus on some more positive aspects of life — which I can at least be thankful there are a couple of, albeit not that … Continue reading 2206: Accentuate the Positive

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    0206_001

    I'm feeling utterly shitty at the moment, but it doesn't do to keep dwelling on things that, at this specific moment in time, I can do nothing about. Best to try and focus on some more positive aspects of life — which I can at least be thankful there are a couple of, albeit not that many right now.

    It was Slimming World this evening, and not only did I drop 4.5lb this week — successfully shifting the bit I gained last week and then some — but Andie and I were voted "Couple of the Year" by the group for being an inspiration to others. (Andie wasn't actually present at the meeting as she's not well and currently asleep at the time of writing, but the thought was there.)

    My weight loss efforts with Slimming World have continued to surprise and, dare I say it, delight me. While the instances of me really, really craving something like a cinnamon bun seem to have increased a little recently — I blame the stress, since I always turned to food as a means of making myself feel better — on the whole I still don't really feel like I'm particularly missing out on anything. I've learned to like sugar-free/diet drinks (although Diet Coke is still shit; Diet Pepsi for life) and not to drink milk by the gallon; I've learned to control my bread intake; I've learned ways it's possible to enjoy favourite foods without making them enormously calorific and fatty.

    And, over the course of the last year — almost to the day — I've lost over 6 stone in weight, which is like, a whole kid's worth of weight. A stone is actually pretty heavy; our previous group consultant used to bring in various sandbags weighing a pound, half a stone, a stone and so forth so we could physically feel how much weight we were carrying around or losing, and lifting up the "stone" one was rather enlightening; when I think that I've lost six of those, I think several things: firstly, I'm not surprised I was feeling exhausted when doing something as simple as walking up stairs, and secondly, wow, that is a lot of weight.

    I'm still not quite where I want to be — and I suspect I'm going to have to do some sort of "toning" work when I am at the weight I want to reach to prevent having too many unsightly flappy bits — but I can, at least, point to my weight loss efforts as one single thing in my life that is actually going in the direction I want it to go in. I can only hope that more positivity will eventually radiate out from there. Eventually. Maybe.

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    2205: No End in Sight https://imnotdoctorwho.moegamer.net/2016/02/03/2205-no-end-in-sight/ https://imnotdoctorwho.moegamer.net/2016/02/03/2205-no-end-in-sight/#respond Wed, 03 Feb 2016 00:22:13 +0000 https://angryjedi.wordpress.com/?p=10722 Regular readers will know that I'm going through a bit of a Rough Patch at the minute, to say the least. Tonight it's hitting me particularly hard, for various reasons that I shan't go into in detail. I wanted to talk a little more generally, as I find this often helps me sort things out … Continue reading 2205: No End in Sight

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    0205_001

    Regular readers will know that I'm going through a bit of a Rough Patch at the minute, to say the least. Tonight it's hitting me particularly hard, for various reasons that I shan't go into in detail. I wanted to talk a little more generally, as I find this often helps me sort things out in my mind a bit.

    The thing that's making me feel particularly bleak right now is that it feels like there's no end in sight for this Rough Patch. I don't know how to resolve it; I don't know how to "fix" it. I feel like I've messed up — not once, not twice, but repeatedly, and I'm now reaping the anti-rewards that are the consequence of all the things I've done wrong in my life, all the poor choices I've made.

    For sure, I know that I have made plenty of poor choices along the way, but many of them didn't seem like it at the time — and rationally speaking, I also know that I'm not the only one to blame for my current situation. The blame for that can be laid at the feet of a wide variety of people, including me, but that doesn't make it any easier to deal with — particularly as many of the non-me people that I blame for this situation are essentially "untouchable" despite me wanting nothing more than to at the very least yell at them and, were I feeling particularly feisty that day, slug them one right in the face.

    Mostly I'm just frustrated because I'm not sure I deserve this. I feel like I have plenty to offer the world, and no way of making it clear to everyone that I matter, that I have value. I have friends and family, sure — both local and far-away — and that knowledge, to an extent, takes care of part of my emotional well-being, but it doesn't pay the bills, and it doesn't give me a sense of satisfaction that I am, in any way, making the most of my existence. Were I to drop dead tomorrow, 1) would anyone notice? and 2) would I be remembered for anything particularly worthwhile? Again, rationally speaking, I know the answer to both of those questions is probably "yes" — and I'm not planning on dropping dead tomorrow — but it's difficult to remember that sometimes when you find yourself struggling to stay afloat.

    I really don't know what to do any more. For every bit of progress I feel like I make, I suffer some sort of setback. I end up not going anywhere — and, in the worst case, going backwards. When I left university, I was a teacher earning over £25k a year. Later, I had my dream job of writing about games for slightly less than that. Now I'm looking at retail jobs with wages of a relative pittance in comparison, on the grounds that 1) I feel like I can do them and 2) that's all I feel like I can convince prospective employers I'm good for. (Not that there's anything wrong with retail, obviously; it just feels like all that education was a bit of a waste, is all.)

    I'll figure something out. Bad things have happened to me before and I made it through. And on those past occasions, it felt like I was drowning in black tar, with no means of escape visible in any direction — and yet I still did. I have no reason to believe this time will be any different; it's just a matter of when I can see the shoreline at the edge of this inky sea. At the moment it's somewhere beyond the horizon.

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    2204: Elite https://imnotdoctorwho.moegamer.net/2016/02/01/2204-elite/ https://imnotdoctorwho.moegamer.net/2016/02/01/2204-elite/#respond Mon, 01 Feb 2016 22:42:34 +0000 https://angryjedi.wordpress.com/?p=10691 I spent a chunk of today trying out Elite Dangerous: Horizons. This was actually pretty much my first experience with Elite: Dangerous generally, aside from giving the tutorials a go yesterday, but I felt I was long overdue to try it out, particularly as I had bemoaned the lack of a good Star Trek game the other day. Elite is not a … Continue reading 2204: Elite

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    0204_001

    I spent a chunk of today trying out Elite Dangerous: Horizons. This was actually pretty much my first experience with Elite: Dangerous generally, aside from giving the tutorials a go yesterday, but I felt I was long overdue to try it out, particularly as I had bemoaned the lack of a good Star Trek game the other day. Elite is not a good Star Trek game, but it is one hell of a space sim. And, for once, that "sim" part seems apt; this certainly isn't an arcade-style dogfighting game, as evidenced by the fact that in several hours of play today, I didn't fire a single shot.

    I used to really enjoy space games back in the 16-bit era — particularly those of a more free-form nature such as Paul Woakes' Mercenary series, Rainbird's Starglider series (particularly the enormously ambitious second installment) and, indeed, the original Elite. I say that — Elite is actually one that I never quite managed to get my head around when I was young, because there was a lot of things to think about while you were playing, and pages full of numbers that confused and bewildered me. Also docking with those spinning space stations was fucking impossible, so every time I tried I usually ended up quitting in disgust after smashing my ship to smithereens on the space station you start near.

    I made the mistake of reading a few Steam reviews of Elite: Dangerous before giving it a go; while there are a few fair criticisms there, there's also a whole lot of whining about 1) not knowing what to do and 2) Frontier's business model for the game which, if you're unfamiliar, sees them essentially re-releasing the game at full price each year with the promise of a year's worth of major updates to the game systems. It's perhaps better to think of it as a yearly subscription fee, particularly as the game has a significant massively multiplayer element for those who care to engage with it.

    Anyway. Discarding the Steam reviews and jumping in to try things out for myself, I was quickly enraptured by the feeling of flying my Sidewinder. I even unplugged the 360 controller and plugged in my 11-button joystick; it's no full HOTAS (Hands On Throttle And Stick) setup, admittedly, but it feels great when used in a game like this, particularly with the lovely visual feedback the game gives you with regard to movement: unlike the original Elite, whose cockpit was a static bitmap with a viewport into the flat-shaded 3D polygonal universe outside (I was playing the Atari ST version, so it had colours!), Elite: Dangerous' cockpit is set up to feel like you're actually sitting in it. Handling the controls causes your viewpoint to shift slightly according to how you're moving; it tilts when you roll, pulls forward and back when you speed up and slow down, and pulls up and down when you pitch. Given the game has been designed for virtual reality headsets from the get-go, it's understandable that the game would model head movement pretty well, but I'm glad to see that even when playing on a flat (admittedly large) TV screen it still looks very convincing.

    What I've found most satisfying about the game so far is the moment-to-moment simulation of flying your ship. Everything you do is just satisfying to pull off, just for the sake of doing it. Especially fun is taking off and landing from various structures and space stations — and, in Horizons, you can now land on planets, too, either at settlements with dedicated landing facilities or just on the ground if you find a suitably smooth patch of terrain to set down. The handling of the ship is beautiful; pulling the stick around feels like you're wrenching a big, slightly unwieldy lump of metal around in zero- or low-gravity, and the sound design, where you hear your thrusters firing and your engines throbbing according to whatever you're doing, is absolutely impeccable. There's even a wonderful crescendo of your engines reverberating off the ground and surroundings as you set down for landing; it is, I think, the most convincing depiction of plausible pure sci-fi space travel I've seen for a very long time, perhaps ever.

    The most common criticism of Elite: Dangerous is that it's "a mile wide and an inch deep", and I can kind of see where that's coming from: interactions with NPCs are rather sterile and menu driven, though later updates look set to put "faces" to significant characters in the universe. There's no prescribed narrative, either; you can get involved in the PowerPlay mechanic to swear allegiance to one of the various factions attempting to control the universe, which actually has a significant effect of the game for all players, but there's no "story" to follow as such besides that which you make for yourself.

    In many ways, I think I sort of prefer that for Elite, though; while I do love a bit of story in my space games a la Wing Commander and the like, when playing something as freeform as Elite a story can kind of get in the way a bit, making you feel obliged to go and do certain things rather than exploring the galaxy at your own pace, making a name for yourself however you see fit.

    I'll be interested to see if Elite holds my attention, but for now, it certainly feels like the space game I've wanted to play since I was a kid.

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    2203: Pete Reacts to Growing Older https://imnotdoctorwho.moegamer.net/2016/01/31/2203-pete-reacts-to-growing-older/ https://imnotdoctorwho.moegamer.net/2016/01/31/2203-pete-reacts-to-growing-older/#respond Sun, 31 Jan 2016 21:38:51 +0000 https://angryjedi.wordpress.com/?p=10669 A significant proportion of the Internet has been up in arms over a recent copyright kerfuffle on YouTube recently, where a collective I've never heard of called the Fine Bros had apparently attempted to trademark the word "react". Digging deeper, it seems that the Fine Bros had done this ostensibly as a means of trademarking the … Continue reading 2203: Pete Reacts to Growing Older

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    0203_001

    A significant proportion of the Internet has been up in arms over a recent copyright kerfuffle on YouTube recently, where a collective I've never heard of called the Fine Bros had apparently attempted to trademark the word "react". Digging deeper, it seems that the Fine Bros had done this ostensibly as a means of trademarking the concept of "reaction videos" and allowing others to make videos in the same format — one which the group have had plenty of success with in the past — while allowing themselves an opportunity to profit from licensing fees.

    Leaving aside the whole ethical implications of attempting to trademark a common word such as "react" — one of several different "brands" that Fine Bros had attempted to trademark, theoretically as a catch-all term to encompass any specific series they might concoct in the near future — this whole debacle brought one thing into sharp focus for me, and that is that there are certain aspects of modern popular culture that I simply don't understand the appeal of whatsoever.

    The concept of a reaction video is simple. You show some people — preferably from a specific demographic such as "teenagers" or "the elderly" — a thing that is Shocking in some way, then you film what they do while they're watching or looking at the thing that is Shocking. Early examples of reaction videos included various instances of people seeing the notorious "2 Girls 1 Cup" video (for heaven's sake, don't Google that if you've never heard of it) as well as well-known shocking scenes from TV or online videos such as Game of Thrones' "Red Wedding" scene.

    Trouble is, in the few reaction videos I've managed to stomach, it all feels so painfully forced as to not be entertaining. No-one I know whoops and hollers at the television, bellowing "OH MY GOD!" as something shocking happens. The most do when seeing something shocking is flinch and wince at something gory, particularly if it involves eyes, but I don't shout and scream or anything. (That said, given the general difficulty I have with expressing emotions clearly when I'm "in person", I may not be the most representative example, but none of the people I know are like this either.) In other words, it doesn't seem believable, with the whole situation being so contrived as to seem utterly pointless.

    And aside from the implausibility of some reactions, I simply don't see the appeal whatsoever. Why on Earth would I want to watch a group of people gathered around a TV that I can't see all screeching and gesturing at something I may or may not already be familiar with? And, by extension, why on Earth would anyone want to trademark such an utterly inane concept on the arrogant assumption that other people would want to pay them for the dubious privilege of churning out more culturally bankrupt tat like this?

    I guess you can just add reaction videos to the ever-lengthening list of things that I just don't "get" in modern online life. It joins the illustrious ranks of Twitch chat, Twitch in general (unless you're hanging out with an actual friend), MOBAs, unboxing videos and doubtless a whole bunch of other things I'm not even familiar with yet.

    I'm 34 years of age. Some days I feel like I'm still 16. Today, however, I'm feeling every one of those years. Now get off my fucking lawn.

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    2202: Three Games I'd Like to See Made https://imnotdoctorwho.moegamer.net/2016/01/31/2202-three-games-id-like-to-see-made/ https://imnotdoctorwho.moegamer.net/2016/01/31/2202-three-games-id-like-to-see-made/#respond Sun, 31 Jan 2016 00:41:12 +0000 https://angryjedi.wordpress.com/?p=10616 Posting my piece about Neptunia games I'd like to see the other day got me thinking more broadly about other interactive experiences I'd like to indulge in, should they ever be made. (Or perhaps they already exist, in which case please do let me know in the comments and I will investigate!) The following games either don't … Continue reading 2202: Three Games I'd Like to See Made

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    0202_001

    Posting my piece about Neptunia games I'd like to see the other day got me thinking more broadly about other interactive experiences I'd like to indulge in, should they ever be made. (Or perhaps they already exist, in which case please do let me know in the comments and I will investigate!)

    The following games either don't exist at all, or the last time they were properly explored in gaming — in my opinion, anyway — was far too long ago for my liking. So here we go, then:

    A proper spy game

    I downloaded Sid Meier's Covert Action from GOG.com a while back when it was on sale for some ludicrously low price, and discovered that it was an immensely satisfying, fascinating game with a number of distinct facets. I wrote in detail about the game a while back, but for those of you too lazy to click through, the elevator pitch is thus:

    You are Max (or Maxine) Remington, an agent. A Dastardly Plot is about to unfold in the world, and it's up to you to stop it. Ideally, you will find out what is going on before it happens, arrest everyone involved and follow the trail of clues to find the Mastermind behind it all. You will then repeat the process until all the Masterminds there are in the world are behind bars — or until you give up at the ludicrous level of difficulty the game escalates to on its higher settings.

    Covert Action incorporates a variety of game styles ranging from puzzle (phone tapping) to code-breaking, car chases and top-down action-stealth-adventuring. While clunky by modern standards, it's an extremely clever game that, in true Sid Meier tradition, is busily simulating a whole bunch of things happening in the background while you appear to be doing something relatively simple. None of it is pre-scripted, either; each case you get is randomly generated, so there's no easy way to find the solution other than putting in the hard graft yourself.

    To cut a long story short, we need a new Covert Action. There have been spy-themed games, sure — the most memorable of which for me is, without a doubt, Alpha Protocol — but these tend to be more scripted and action movie-like, rather than focusing on the interesting but perhaps less glamorous aspects of the job. I want a spy game where it's rare you'll pull your gun on anyone; I want a spy game that's more about setting up surveillance and investigating than shooting terrorists; I want a spy game where it feels like I'm a spy, not an action movie hero. (To put it another way: I want a spy game where it feels like I'm old-school James Bond, rather than new-school James Bond.)

    A good Star Trek game

    There's plenty of space games around, since they've been making a bit of a resurgence over the last few years. With the success of Elite: Dangerous and the anticipation for No Man's Sky, the time is surely ripe for a new Star Trek game to hit the market.

    Oh, there are a couple of relatively recent Star Trek games around, of course, but neither of these quite scratch the itch I have. Star Trek Online is a massively multiplayer online RPG, with everything that entails — including lots of grinding and free-to-play monetisation that requires you to pay up for the coolest ships rather than earning them — while Star Trek Timelines is a mobile game with everything that entails — including lots of grinding and free-to-pla… you get the idea.

    Neither of these games are particularly bad as such — though Star Trek Timelines' use of the obnoxious playtime-limiting "Energy" system that I really wish would die a horrible death is something I find hard to forgive — but neither of them are quite right. Both have good aspects: Star Trek Online has a great feeling of taking your ship around the galaxy, exploring uncharted areas and engaging in battle, while Star Trek Timelines presents you with some interesting non-combat scenarios to deal with, albeit only in text form. The trouble is, neither of them go far enough in simulating what it's like to be a crewman on a Starfleet vessel.

    There are a few approaches I'd like to see a new Star Trek game take. Firstly and perhaps most obviously is a starship bridge simulator. I know these exist and are available on GOG.com, but with modern technology it would be possible to do something far more impressive — and perhaps even multiplayer, a la Artemis Starship Bridge Simulator.

    Another possible approach is something along the lines of Spectrum Holobyte's elderly Star Trek: The Next Generation – A Final Unity, which combined starship operations (including combat and power management) with point-and-click adventuring down on planet surfaces. While the combat and engineering sections on the ship ended up feeling a little superfluous when compared to the game's narrative aspects — particularly as you could put them both on automatic without penalty — the whole thing felt suitably authentic as an interactive episode of The Next Generation, and ripe for updating.

    I guess one of the main issues with the Star Trek license is that there's not a current TV series running to tie it in with, so it would probably have to be an original work, perhaps with guest appearances from established characters. That's not an issue for me, so long as it feels like Star Trek, but for some fans it may not be acceptable.

    I believe there is talk of a new Star Trek series of some description coming soon, though, so it will be interesting to see if anything interactive comes of it. Anything's better than that dreadful third-person shooter that came out for consoles a year or two back and was promptly completely forgotten about…

    A game about running a school

    There are tons of management games out there, but outside of an extremely peculiar mobile game by Kairosoft called Pocket Academy, I don't recall all that many that focus on educational institutions, and I think this is something that would be ripe for the interactive treatment.

    SimSchool, as we'll call it, has a considerable degree of scope to be a much more "personal" strategy game than many other management sims, since although running a school does include the standard stuff like budgeting, staffing and training, a key part of what keeps a school running effectively is interpersonal communications, rapports and morale.

    In SimSchool, you'd play the new, young headmaster of a school that was struggling, and you'd have a certain amount of time to set things right. In true strategy game tradition, you'd be able to set up various conditions at the beginning of the game such as the affluence of the area the school is in, the size of the school, when it was built, its condition and suchlike, and have the game create a challenge for you accordingly.

    As you worked your way through a campaign, you'd not only have to perform managerial duties to keep the establishment in the black and keep an eye on the day-to-day operations of the school, but you'd also have to interact with students, staff and parents in order to keep them happy. There'd be dialogue sequences in which you'd have to negotiate things and determine the best way to handle problem children — sometimes you'd even have to convince the local authority that the decision you'd made was the right one for the greater good. And, on the harder difficulty levels, you'd also have to contend with various "disasters" that make your life more difficult — this is a Sim game, after all!

    My time working in schools was hellish, and I have no desire to return — but that doesn't mean I don't still find them interesting places. A game like this has a lot of scope to be an interesting twist on the strategy-management genre, and I'd certainly love to play it.

    The post 2202: Three Games I'd Like to See Made appeared first on I'm Not Doctor Who.

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    2201: Game Time is Precious https://imnotdoctorwho.moegamer.net/2016/01/29/2201-game-time-is-precious/ https://imnotdoctorwho.moegamer.net/2016/01/29/2201-game-time-is-precious/#respond Fri, 29 Jan 2016 22:01:03 +0000 https://angryjedi.wordpress.com/?p=10585 As I get older and — when I'm working, at least — find myself with less time on my hands to devote to gaming, I've found myself having to make tough decisions about what I do and don't play. Having taken a step back from my beloved Final Fantasy XIV and found myself surprised at how little … Continue reading 2201: Game Time is Precious

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    0201_001

    As I get older and — when I'm working, at least — find myself with less time on my hands to devote to gaming, I've found myself having to make tough decisions about what I do and don't play. Having taken a step back from my beloved Final Fantasy XIV and found myself surprised at how little push I'm feeling to go back, even if a new content patch were to drop tomorrow, I find myself feeling disinclined to check out things that are very obviously timesinks and nothing else.

    This doesn't mean I'm not interested in long games; on the contrary, the games I tend to gravitate towards tend to be Japanese role-playing games that are often in excess of 100 hours in length, and I don't begrudge them being that long, particularly as I've come to enjoy the pursuit of Platinum trophies in many cases.

    No; I'm referring more to games that either artificially constrain your progress, or which don't feel like they have a real point to existing beyond being something to do with your hands if you have nothing better to do.

    MMOs certainly fall into this category, but these at least have a skill-driven aspect that makes them satisfying: the best gear in the world won't let you clear Alexander Savage in Final Fantasy XIV if your skills aren't up to the job.

    No, I'm largely referring to mobile games here: a phenomenon that I've been becoming increasingly aware of in recent years, and which was painfully obvious when I took a casual browse through the Google Play store earlier today and found nothing whatsoever that I wanted to download and play on my phone, for various reasons.

    By far the most common type of mobile game we get these days is based on the "gacha" principle, whereby at regular intervals or by spending in-game currency, you have the opportunity to "draw" new "cards" (I put that in inverted commas because sometimes they're units, characters, weapons or whatever) and add them to your collection. You can then form a "hand" of these "cards" and use them in whatever the game's core mechanic is — usually some form of combat. Between fights, you can generally use additional, unneeded or weak cards to power up your main cards, allowing you to take on stronger and stronger challenges as you go.

    A lot of these games are well-presented and initially appear to be reasonably fun. But there's so little depth to them that I find them ultimately unsatisfying — particularly when, as with something like previous favourite Brave Frontier, the mobile game that I've spent the most time with, they become extremely time-consuming to play for very little feeling of reward.

    When I play a game, I like to feel like I'm achieving something, at least partly through my own knowledge and skills. I like the feeling of progressing against a difficult encounter, beating a difficult dungeon, clearing a complicated quest. And while many of these mobile games do pay lipservice to a feeling of progression through any combination of advancing through a linear world map, levelling up your character or levelling up your characters, I never, ever feel like they're rewarding anything other than persistence — and, in some cases, a willingness to pony up cash to guarantee the best possible draws.

    These games pale in their unappealingness when compared to the new sensation that is "idle games", though, the appeal of which utterly eludes me. My wife Andie has been "playing" Clicker Heroes recently, and I don't understand why; I tried Sakura Clicker a while back, and despite me clearly being its target audience, found it utterly tedious and pointless.

    For the uninitiated, an idle game is one that you start playing and then don't have to do anything with, outside of occasional upgrades and suchlike. In Clicker Heroes, for example, killing monsters earns gold, which allows you to hire heroes, who automatically deal damage to monsters, allowing you to just leave them to it while you go off and have a big poo or something; you can also upgrade your heroes in various ways, largely by throwing more money at them. The sole appeal element of these games appears to be making numbers as big as possible — which, as an RPG fan, I do totally understand the appeal of — but the trouble is, I personally don't feel any sense of accomplishment from making those numbers get bigger, because I know that I haven't really "earned" any of those rewards through anything other than remembering to check in on it every so often. I'm sure there is some sort of appeal factor that I'm missing somewhere along the line, since I know numerous people who spend a hell of a lot of time playing Clicker Heroes and its ilk, but… well, I just don't get it, and not through lack of trying. Sorry!

    To return to my original point, the feeling that my gaming time is precious has only grown over the last few months in particular, and so every time I find myself tempted to download a new mobile game, or try out another clicker game to see if I can understand why so many people are seemingly addicted to them, I hit a new mental checkpoint in my head that reminds me how many unplayed games stretching back to the PS1 era I have on my shelves, and suggests that I should probably work my way through those rather than wasting my time on something that has no real sense of closure or completion.

    With that in mind, I'm heading back into the world of Hyperdimension Neptunia Re;Birth2; gotta get through that before V-II arrives on the 12th!

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    2200: Happy Birthday, Tsunako https://imnotdoctorwho.moegamer.net/2016/01/28/2200-happy-birthday-tsunako/ https://imnotdoctorwho.moegamer.net/2016/01/28/2200-happy-birthday-tsunako/#respond Thu, 28 Jan 2016 19:48:04 +0000 https://angryjedi.wordpress.com/?p=10560 Tsunako is the artist responsible for the character designs in the Hyperdimension Neptunia series, and consequently she is responsible for bringing more joy into my life than pretty much any other visual artist I can name. (Which isn't all that many, admittedly, but from the moment I got into Neptunia I liked the art enough to find out who … Continue reading 2200: Happy Birthday, Tsunako

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    Tsunako is the artist responsible for the character designs in the Hyperdimension Neptunia series, and consequently she is responsible for bringing more joy into my life than pretty much any other visual artist I can name. (Which isn't all that many, admittedly, but from the moment I got into Neptunia I liked the art enough to find out who was behind it.)

    In celebration of it being Tsunako's birthday today, I thought I'd take the opportunity to share a selection of favourite images. Most of these are from the Neptunia series since I haven't yet got around to experiencing other series she has worked on such as Fairy Fencer F or Date A Live and thus don't know enough about them to be able to comment with any real authority.

    Without further ado, then…

    companep
    The first image you see in the original Hyperdimension Neptunia and its Re;Birth1 remake. Pretty much sets the tone of what to expect.

    cpus
    This image, from the alternate universe in which Hyperdimension Neptunia Victory and Re;Birth3 take place, pretty much sums up the relationship between Neptune and the rest of the cast.

    candidates
    The "CPU Candidates" — little sisters of the main characters, representing the PSP/Vita (top left), Game Gear (top right) and DS (the twins)

    makers
    These characters, from Re;Birth1, are the "Makers", personifications of various software companies. Like most characters in Neptunia, their designs beautifully encapsulate their source material.

    kiss
    mk2 and Re;Birth2 made the implied yuri in the series a little more up-front.

    nepschool
    For me, one sign of a good character is being able to put them in a new situation/outfit and they still be recognisable; I think you'll agree that the goddesses in school uniforms still have very clear personalities.

    noire
    One of my favourite images of Lastation's leader Noire.

    purpleheart
    Neptune's transformed CPU form Purple Heart, demonstrating Tsunako's biggest strength, so far as I'm concerned: her ability to draw curves to die for.

    vert
    While much of Neptunia is self-consciously moe, there's little denying that Vert goes beyond "cute" into "beautiful".

    neppurp
    This image is not lewd at all, and if you think it is you are the one who is the pervert.

    miku
    And here's a Tsunako-drawn Hatsune Miku, just so this gallery isn't entirely Neptunia.

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    2199: Ever-Late to the Party: Fringe https://imnotdoctorwho.moegamer.net/2016/01/27/2199-ever-late-to-the-party-fringe/ https://imnotdoctorwho.moegamer.net/2016/01/27/2199-ever-late-to-the-party-fringe/#respond Wed, 27 Jan 2016 23:58:45 +0000 https://angryjedi.wordpress.com/?p=10534 Couldn't get to sleep the other night and didn't quite feel like I had the mental capacity to watch something in Japanese (i.e. anime) so instead I trawled Netflix for a few moments and eventually settled on a show I've been meaning to watch for a long time: Fringe. I knew very little about Fringe going into it, … Continue reading 2199: Ever-Late to the Party: Fringe

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    Couldn't get to sleep the other night and didn't quite feel like I had the mental capacity to watch something in Japanese (i.e. anime) so instead I trawled Netflix for a few moments and eventually settled on a show I've been meaning to watch for a long time: Fringe.

    I knew very little about Fringe going into it, save that it seemed to be pretty well-received, and that my acquaintance Chris Tilton, who had appeared a couple of times on the Squadron of Shame SquadCast, had assisted creator J.J. Abrams' regular partner Michael Giacchino on the soundtrack. Other than that, I was going in pretty much blind, and had managed to remain unspoiled to date.

    Turns out it's a fantastic show, and exactly the sort of thing I enjoy, so I'm well and truly hooked.

    For those who, like me, have somehow let Fringe pass them by until now, here's the pitch: FBI agent Olivia Dunham becomes involved in investigations of weird happenings collectively known as "The Pattern" after she starts looking into the inexplicable melty-face issues that struck an inbound flight from Hamburg to Boston. In order to investigate these strange occurrences, she enlists the help of Dr Walter Bishop, a somewhat eccentric but clearly brilliant man who had been locked up in a mental institution for the preceding 17 years. In order to get Walter out of the institution, she also has to enlist the help of his son Peter, who has a past that can be charitably described as "checkered" and together, if you'll pardon the cliche, They Fight Crime.

    If this setup sounds a little X-Files-ish, you'd be absolutely right, though rather than going in the "aliens!" direction, Fringe instead looks at seemingly paranormal phenomenon through the lens of "fringe science" — being able to explain them through scientific theories that may appear ridiculous to the layman, but which Walter proves time and time again to have some basis in reality. Or at least the reality that Fringe depicts, anyway.

    Fringe's biggest strength is in its characters. Olivia is, in many ways, the most "normal" of the bunch — at least in the initial episodes — and the perfect foil to the somewhat tense relationship between Peter and Walter. Walter, meanwhile, is downright fantastic, punctuating his explanations and hypotheses with seeming non-sequiturs; sometimes they end up being relevant, and sometimes he really is just commenting on how much he enjoys a glass of milk fresh from the cow he keeps in his laboratory "because they're the closest thing to humans, genetically, which makes them ideal test subjects".

    This isn't to downplay the ongoing narrative and its stranger aspects, meanwhile; J.J. Abrams has proven on numerous occasions — Alias springs immediately to mind — to be good at stringing out mysteries with apparently supernatural elements to them, and Fringe is no exception to this. Over the course of the first few episodes, we're introduced to a number of elements, some of which appear again in subsequent episodes, but which aren't explicitly pointed out to the viewer. Already I can see it's a show that would reward a repeat viewing knowing the full truth — which, only five episodes or so in, I have no idea of yet — because you'll doubtless spot things that you wouldn't have given a second thought otherwise.

    I'm really intrigued to see where this series goes. And yes, I know I'm late. But I'm watching it now, okay? (Also, it's inspired me to go back and play Cognition again thanks to its thematic similarities. So that's good! I never finished the fourth episode, after all…)

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    2198: Petting Waifus and Gay Conversion https://imnotdoctorwho.moegamer.net/2016/01/26/2198-petting-waifus-and-gay-conversion/ https://imnotdoctorwho.moegamer.net/2016/01/26/2198-petting-waifus-and-gay-conversion/#respond Tue, 26 Jan 2016 20:14:18 +0000 https://angryjedi.wordpress.com/?p=10468 It came to light today that Nintendo of America apparently hasn't stopped with the localisation edits to the upcoming Fire Emblem Fates that had already been revealed: it seems that the "petting" minigame, during which you can directly interact with the characters in your party — male and female — and improve your relationships with them has been … Continue reading 2198: Petting Waifus and Gay Conversion

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    0198_001.png

    It came to light today that Nintendo of America apparently hasn't stopped with the localisation edits to the upcoming Fire Emblem Fates that had already been revealed: it seems that the "petting" minigame, during which you can directly interact with the characters in your party — male and female — and improve your relationships with them has been excised completely. Kotaku described this as a "minor change in the name of localisation".

    Perhaps it is "minor". Perhaps it is an unnecessary part of the game. Perhaps those who are unaware of the Japanese version won't even know it was there to be missed. But none of this changes the fact that a feature of the game — with this being the first Fire Emblem game where you could directly interact with party members in this way — has been removed entirely from the Western release, giving English speakers a version of the game which is comparitively gimped when placed alongside its original Japanese source material.

    Before I go any further, I'd like to talk a little about my general views on localisation. In short: localisation can be helpful and sometimes necessary to ensure that the right audience can access a work. The Ace Attorney series, for example, benefited considerably from its rather drastic localisation, opening it up to a much broader audience than those who would have been comfortable with a protagonist called Naruhodo Ryuuichi rather than Phoenix Wright.

    For me, the key thing when considering how drastic localisation changes should or could be is the question of cultural context. Sometimes the inherently Japanese context of a work is important — key examples include titles like the Persona series, which is set in and around Japanese high schools; the Shenmue series, whose entire first game was set in a few lovingly rendered regions of a Japanese town; the Yakuza series, which is about as accurate a simulation of Japanese nightlife as you're going to get, regular street brawls aside; the Senran Kagura series, which is steeped in both Japanese mythology and cultural peculiarities such as student rivalries and, you know, being a ninja; and any number of visual novels you'd care to mention, which often rely heavily on conventions of Japanese culture, particularly with regard to interpersonal relationships.

    For other titles, though, it's less important to keep this authentically Japanese feel to it. Something like my perennial favourite the Hyperdimension Neptunia series, for example, works well with the breezy tone of its localisation, though more diehard fans remain dissatisfied with character traits introduced through NIS America's original translations of the PlayStation 3 games prior to Idea Factory International taking matters into their own hands. Likewise, the localisation of Final Fantasy XIV was excellently handled, featuring some well-done and deliberately flowery — almost Shakespearean at times — dialogue that many have noted added considerable depth to the original source's writing. Indeed, in Final Fantasy XIV's case, many of the things introduced through its localisation have found themselves "backported" to the Japanese version, so well-received were they — though I will admit if you know even a bit of Japanese, playing the game with Japanese voices and comparing to the English subtitles can be a little jarring.

    Anyway: the point is, I'm not opposed to localisation where it's appropriate or necessary to broaden a work's appeal, and particularly if said work is aimed at mass market but is still riddled with Japanese cultural references no-one but 1) Japanese people and 2) weeaboos will recognise. Where a specifically Japanese tone and feel is necessary to an authentic translation of the work, though, I'd rather the translation be as literal (but readable) as possible where it can.

    And so we come to Fire Emblem Fates. What we have here is a title that isn't particularly Japanese in feel or tone, since Fire Emblem has always erred on a stereotypically Western approach to fantasy at times. As such, I wouldn't be opposed to localisation changes that help a broad audience to access, understand and appreciate the work as a whole by toning down its "Japaneseness".

    That's not what we're getting though. Fire Emblem Fates' most drastic localisation edits are nothing to do with helping people understand and access the work, but they are everything to do with minimising offense. Take the notorious "gay conversion" scene, for example: the original hoohah over this came about as a result of some Tumblrina spilling her spaghetti everywhere over what she perceived to be a male protagonist spiking the drink of a lesbian character and "converting" her to being straight enough to marry him. In actuality, the scene is about nothing of the sort: not only is the "magic powder" used to improve her battle effectiveness rather than get her into bed — fainting the moment you get close to a man isn't a good way to wage war — but the female character in question, Soleil, might not even be gay in the first place, if the Fire Emblem Wiki is to be believed: all Soleil's romantic interests are male, making the matter perhaps more one of something related to androphobia rather than homosexuality.

    And as for the removal of the "petting" minigame, it just feels like a "mother knows best" moment; like we Westerners are somehow expected to be shocked and appalled enough at the prospect of physically interacting with a video game character and faint on the couch in protest.

    I don't like this trend. It feels like a reversal of all the good work that was done in the late '90s and early '00s, where games were regularly praised for having the guts to include adult content other than the "usual" violence. I vividly recall Sierra's adventures Police Quest 4 and Gabriel Knight being highlighted as examples of the medium maturing because of their willingness to include the word "fuck" in their scripts, previously never heard in a game; and likewise I remember PC Zone magazine running a feature in one of its early issues about Megatech's hentai games, noting that their willingness to tackle adult themes — just like anime, which was starting to become popular and fashionable in the UK around the same time — was a sign that some game makers were finally starting to acknowledge that games weren't just for kids.

    I'm no fan of Fire Emblem generally — largely due to a lack of experience with the series rather than an actual dislike of it — but these types of big changes made for the wrong reasons make me somewhat uncomfortable, because they're sanitising works of art in the name of appeasing small but loud groups of people, many of whom likely wouldn't have played the game in the first place. It's babying the Western audience, protecting them from things that might "offend" us, whereas one of the best things about art — any form of art, whatever the medium — is its ability to challenge us and get us to think about things in a different way. If you wipe out everything that might offend someone somewhere from art, you're left with a castrated culture that increasingly wants to retreat into its "safe spaces" rather than explore the strange, wonderful, terrible and fascinating things writers come up with.

    Not to mention the inherent hypocrisy: Western games don't get butchered in this way in the name of "think of the children". Grand Theft Auto features strip club scenes where you can have a first-person view of a lap dance, which provides no gameplay benefits whatsoever. The recent Thief reboot featured a level where you could peek through a hole in a wall and witness an explicit BDSM sex scene — again, for no real reason other than for background decoration. One of the Far Cry games from a while back opened with a first-person sex scene. And there's the multitude of banging scenes in the Witcher series.

    I don't object to any of the above — I'm of the opinion that it's nice for games to treat me like an adult who can handle seeing sexual material. But when Western games get away with stuff as explicit as this, whereas Fire Emblem Fates gets butchered for something far tamer than anything the aforementioned games included, I cry foul. It makes me particularly uncomfortable as a fan of Japanese games to feel that titles from certain publishers or localisation teams aren't providing me with an experience that's completely true to the source material. It may still be great, sure — and everything seems to indicate that Fire Emblem Fates is an ambitious, excellent game — but the experience is somewhat marred by the knowledge that I'm missing out on something that other regions are more than happy to include.

    I hope this is a trend which fizzles out quickly; the sooner we get over this inane desire to "protect" people from content they might want to see, the better; in the meantime, I'm more than happy to continue supporting developers and publishers who bring titles over mostly if not completely unscathed: groups like Idea Factory International, Marvelous Europe, Koei Tecmo (with the exception of Dead or Alive Xtreme 3, of course), XSEED Games and latter-day NIS America.

    "Gaming needs to grow up," the argument frequently runs. Well, for that to happen, you need to start acknowledging players like adults first.

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    2197: Putting the New WordPress App Through its Paces https://imnotdoctorwho.moegamer.net/2016/01/25/2197-putting-the-new-wordpress-app-through-its-paces/ https://imnotdoctorwho.moegamer.net/2016/01/25/2197-putting-the-new-wordpress-app-through-its-paces/#respond Mon, 25 Jan 2016 23:14:37 +0000 https://angryjedi.wordpress.com/?p=10425   I was helpfully informed by my WordPress dashboard that there's a new WordPress app available for the desktop, so I figured I'd put it through its paces. I've used the mobile app for both iOS and Android a fair bit, so I was interested to see what benefit — if any — making use of a desktop app … Continue reading 2197: Putting the New WordPress App Through its Paces

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    I was helpfully informed by my WordPress dashboard that there's a new WordPress app available for the desktop, so I figured I'd put it through its paces. I've used the mobile app for both iOS and Android a fair bit, so I was interested to see what benefit — if any — making use of a desktop app would have over just loading the site up in Chrome and making use of it.

    Well… frankly, there's not a huge number of benefits, at least not for those who primarily make use of blogs hosted on WordPress.com. The main benefit is that the app contains the whole of the main "new-style" WordPress dashboard in local format, meaning that you can theoretically 1) use it offline and 2) write without the distractions of other browser tabs. It's also responsive to the window size, so you can scale the display according to what, exactly, you want to do with it: do you want to keep an eye on notifications, or do you want to write a full-on post?

    You'll notice I pointed out that it makes use of the "new-style" WordPress dashboard, and that's an important distinction to make, because the new-style WordPress dashboard is emphatically not the same as the traditional wp-admin view. It's a lot simpler and cleaner, sure, and you can do most of the things you can do in wp-admin in the new dashboard, but there are, frankly, a number of issues that WordPress so far hasn't fixed with the main site that remain — and arguably are even more prominent — in the app.

    Most notably, there are a significant number of flaws in what WordPress refers to as the "improved posting experience". Having been using this a fair amount since my initial reactions to it, I've noticed that there have been a fair few improvements and additional functions added so that now it is, roughly speaking, in line with the wp-admin-based editor. There are still some irritating factors, however, chief among them (for me) being the fact that even with the window at 1920×1080, the word counter is scrolled off the bottom of the screen so I have to manually scroll down to view it — sometimes even if my post is longer than a screen in height. This is just plain bad design, and seems to have been fixed in the Web-based editor through the use of a floating word count window in the lower right of the viewport. Apparently the locally stored version of the editor page used in the app hasn't taken this particular update on board, however; as I type this, my word count is once again disappearing out of the bottom of the viewport.

    Another big flaw that requires less discussion is the fact that the Insert Hyperlink option does not include the option that the wp-admin-based editor does to search through your previous posts and link to them without having to look up the URL yourself. The absence of this from the "improved" posting experience is mildly irritating, and I have to wonder exactly why it was removed, since this is the exact opposite of an "improvement".

    A few things do seem to work a little better in the standalone app, mind; when using the editor in Chrome, I've found that sometimes the cursor keys and modifiers behave in somewhat strange and unpredictable manners: sometimes attempting to move to the previous character or word with keyboard shortcuts inexplicably jumps to the end of the paragraph or somewhere completely unexpected, particularly if there a few different items of formatting (such as links or italics) used in a paragraph. So far, at the time of writing, as I type this, I've encountered no such issues — that doesn't necessarily mean that they're not there, but they shouldn't really be in there in the first place, so I've tended to assume they're a Chrome issue rather than a WordPress issue.

    Since I originally looked at the "improved posting experience", too, I was pleased to discover that drag-and-drop images now work as they should: in other words, you can drag an image directly into the editor window and have it appear where the cursor was, rather than this simply being a shortcut to opening the "Add Media" window. So good job there!

    Elsewhere in the app, you have access to the other features the WordPress dashboard offers, most notably site statistics and insights, allowing you to see at a glance how your most recent posts have been performing, which days you've been posting on and suchlike. The WordPress Reader system is also integrated into the app, allowing you to catch up on WordPress blogs you've subscribed to all in one place rather than having to remember to visit a bunch of sites. This is a helpful feature, but like everything else in the app, I'm not entirely convinced of the benefit of having it in a standalone app rather than just visiting the WordPress site in my browser.

    All in all, then, the main benefit of the new desktop app appears to be little more than speed and a slightly more stable experience than the website under Chrome appears to offer. I suppose offline use is a benefit to those who are composing blog posts on the go using a laptop — or, indeed, catching up on downloaded Reader posts — but for me, this is some minor, not especially useful functionality, since I tend to compose my blog posts immediately before publishing them, which tends to mean that I have a stable Internet connection wherever I happen to be at the time.

    I'll continue using the app for a while and see how I get on with it. If nothing else, its "distraction-free" nature due to its lack of browser tabs is quite pleasant, so it may prove to be a helpful way to concentrate, whether it's on my daily blogging "duties" or more substantial projects.

    You can find out more about the app and download it for free here.

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    2196: Starward Rogue, a Game About a Severed Head in a Mech https://imnotdoctorwho.moegamer.net/2016/01/24/2196-starward-rogue-a-game-about-a-severed-head-in-a-mech/ https://imnotdoctorwho.moegamer.net/2016/01/24/2196-starward-rogue-a-game-about-a-severed-head-in-a-mech/#respond Sun, 24 Jan 2016 20:52:06 +0000 https://angryjedi.wordpress.com/?p=10401 I took a look at Arcen Games' latest today. I've followed this interesting developer for a few games now, most notably A Valley Without Wind and its sequel: two games that fused, oddly enough, turn-based strategy with Metroidvania-esque platform shooting. Arcen's latest game Starward Rogue continues the dev's tradition of fusing disparate genres together, in this case arcade shooters … Continue reading 2196: Starward Rogue, a Game About a Severed Head in a Mech

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    I took a look at Arcen Games' latest today. I've followed this interesting developer for a few games now, most notably A Valley Without Wind and its sequel: two games that fused, oddly enough, turn-based strategy with Metroidvania-esque platform shooting. Arcen's latest game Starward Rogue continues the dev's tradition of fusing disparate genres together, in this case arcade shooters and roguelikes.

    I say "disparate"; Starward Rogue isn't the first game to combine roguelike elements with a shoot 'em up core, but it is the first I recall seeing designed around the principles of Japanese-style arcade shooters, particularly those of the "bullet hell" variety. That means intense, complex bullet patterns that you need to navigate through as well as enemies to defeat, and it makes for an exciting, very interesting take on a genre that all too often coasts along without any real innovation.

    Starward Rogue casts you in the role of a severed head in a mech as you attempt to rescue someone called Rodney from the depths of a dungeon called the Megalith. I believe these two elements are a reference to one of Arcen's other games, but it's one I'm not familiar with at this time. Fortunately, no real knowledge of whatever the other game it's referring to is required; it's simply a bit of fanservice for those who have played the game's spiritual predecessor. Rodney is an entertaining character in his own right, though my only direct contact with him so far has been in the tutorial sequence.

    Starward Rogue's gameplay is balanced nicely between exploration and action. Each level of the Megalith is split into discrete rooms, each of which has to be cleared of enemies before you can move on to the next one. Unlike similar games such as The Binding of Isaac, though, Starward Rogue's rooms are often more than a screen wide and tall, and there are a number of unique designs and layouts that you'll encounter over the course of the game, which are then combined with various enemy and trap waves — the latter tending to be non-destroyable obstacles or gun turrets that will spew out hot fiery death as you try and take down the enemies, then deactivate when you've cleared the room.

    Levelling up is a simple process: no stat allocation here, simply pick one of three randomly selected perks. These vary from increased damage to having a full map available from the start of the floor — and even being able to skip the rest of the floor you're on. Alongside these passive bonuses you get from levelling, you can also equip and upgrade your infinite-ammo main gun, your recharging Energy-based weapon (which recharges when you enter a new room) and your limited-ammo Missile weapon. There are also various other passive upgrades you can collect, and one-shot consumable items that generally have some sort of "smart bomb" effect.

    Much like the aforementioned The Binding of IsaacStarward Rogue is a game intended to be replayed and rechallenged. There are a number of different mechs with which to play the game, and there's a checklist of enemies and items you've found over the course of all your runs. There are also five difficulty levels to choose from, with Very Easy all but guaranteeing a full clear run unless you are the very worst kind of incompetent moron, and the highest difficulty claiming to offer difficulty on a par with the legendary Touhou series. And on top of that there are a bunch of achievements to earn, too, so it's very much a game that will keep you busy for a long time if you get it — though it's accessible enough to be able to pick up every so often for a quick blast even if you've left it alone for a while.

    I completed a Very Easy run earlier — there's no shame in starting either a roguelike or a shoot 'em up on the lowest difficulty, and this game is both! — and am already looking forward to giving it another shot soon. If you're a fan of The Binding of Isaac and its ilk — "roguelites", to use the popular term — then you could do far worse than give Starward Rogue a look.

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    2195: Quest Complete https://imnotdoctorwho.moegamer.net/2016/01/24/2195-quest-complete/ https://imnotdoctorwho.moegamer.net/2016/01/24/2195-quest-complete/#respond Sun, 24 Jan 2016 00:13:46 +0000 https://angryjedi.wordpress.com/?p=10397 We played through the whole Warhammer Quest: The Adventure Card Game campaign today with the full complement of four players, and despite failing the first four quests, we were ultimately victorious, saving our local town-in-peril from a full-on orc invasion. It's an interesting game. The first four quests felt very difficult indeed, with our party quickly getting overwhelmed … Continue reading 2195: Quest Complete

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    We played through the whole Warhammer Quest: The Adventure Card Game campaign today with the full complement of four players, and despite failing the first four quests, we were ultimately victorious, saving our local town-in-peril from a full-on orc invasion.

    It's an interesting game. The first four quests felt very difficult indeed, with our party quickly getting overwhelmed before we were able to complete our objective. On one occasion we got frustratingly close to victory — like, one extra action would have let us win, probably — while on others it very quickly became apparent that we weren't going to make it out of this particular dungeon in one piece.

    What's interesting is that if you know this is going to happen, you're not necessarily resigned to playing out the last few turns of your inevitable bloody demises; instead, you can do what you can to minimise the damage you'll suffer in the subsequent quest. Each quest has both "reward" and "penalty" affects according to whether you succeeded or failed, you see, and these range from adding a "Nemesis" monster into the monster deck for the subsequent quest (a penalty, obviously) to adding one of the four "Legendary Fortune" cards into the Gear deck, allowing the lucky drawer to take and equip one of their three Legendary items.

    Where the interesting stuff comes is once a couple of these rewards or penalties have resolved themselves. Since we failed the first few quests, the Nemesis from the previous mission would end up in the next quest's monster deck, in addition to any Nemeses the quest threw at us. This was obviously a bad position to be in, but there's a ray of hope for a party in this situation: if you kill a Nemesis added to the monster deck in this way, they are perma-killed and won't come back again. As such, when it became clear that we weren't going to successfully complete a quest, we'd simply turn our attention to the Nemeses who were harassing us and take them down so we wouldn't have to deal with them again in the campaign, and this ultimately worked out pretty well. Facing three or four extra Nemeses in the final quest rather than the one we did successfully deal with would have made a big difference to the eventual outcome of the campaign.

    At the moment, we're not quite sure whether our failures in the first quests were due to our own incompetence (largely due to lack of knowledge of the game) or due to bad luck — or a combination of both. I suspect a bit of both, though it's not at all unusual for a cooperative game such as this to be tuned to a very high level of difficulty to encourage replayability. I'd be interested to try the campaign again and see if we perform any better — or if the few random, non-fixed elements and dice rolls we had to deal with throughout really were the deciding factor in our success or failure.

    Interestingly, Warhammer Quest: The Adventure Card Game also comes with a non-campaign "Delve" quest that is much longer than an individual campaign quest, and provides a condensed form of the campaign's progression automatically at set intervals through your progress. It sounds like this will be a stiff challenge as well as significantly more randomised than the campaign quests, so it will be fun to give that a go sometime.

    All in all, it seems like a great game, and I'd be happy to play it again sometime. A day well-spent, I feel!

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    2194: Second Re;Birth https://imnotdoctorwho.moegamer.net/2016/01/22/2194-second-rebirth/ https://imnotdoctorwho.moegamer.net/2016/01/22/2194-second-rebirth/#respond Fri, 22 Jan 2016 21:54:36 +0000 https://angryjedi.wordpress.com/?p=10358 Having beaten Hyperdimension Neptunia U Action Unleashed to my satisfaction by successfully attaining the Platinum trophy, I immediately started on Hyperdimension Neptunia Re;Birth2, the Vita-based remake of Hyperdimension Neptunia mk2, previously my favourite game in the series, if not mechanically then certainly in terms of story and characters. Re;Birth2 is less of a drastic difference from its predecessor because mk2 was … Continue reading 2194: Second Re;Birth

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    Having beaten Hyperdimension Neptunia U Action Unleashed to my satisfaction by successfully attaining the Platinum trophy, I immediately started on Hyperdimension Neptunia Re;Birth2, the Vita-based remake of Hyperdimension Neptunia mk2, previously my favourite game in the series, if not mechanically then certainly in terms of story and characters.

    Re;Birth2 is less of a drastic difference from its predecessor because mk2 was already using the initial, slightly unrefined version of the systems seen in Hyperdimension Neptunia Victory and beyond. Re;Birth2 is still worth playing if you're already familiar with the original, however — not only has the battle system been updated to be in line with the solid, enjoyable mechanics of the later installments of the series, the game has also been updated with new scenes and new characters, including the welcome reappearance of RED, one of the best characters from the very first Hyperdimension Neptunia game, and one who was sadly absent from Re;Birth1. Not only that, but the presentation has been brought in line with the rest of the series, too — rather than mk2's somewhat muddy character models used in dialogue sequences, Re;Birth2 makes use of the beautiful Live2D incarnations of Tsunako's art like the other games.

    Also added to the base game is the Remake system previously seen in Re;Birth1. This is essentially a crafting component, but as well as crafting items — which you do to make them available in shops rather than adding them to your inventory — you can also craft new game mechanics and visual options. Re;Birth1 had a few interesting options in this regard, but Re;Birth2 takes the idea and really runs with it, going so far as to add everything from a whole real-time passive minigame called Stella's Dungeon that you set running in the background while you play the rest of the game to the ability to make the girls' eyebrows stand out more on their 3D models so they look more like the 2D artwork.

    As is tradition for most of the Neptunia series, Re;Birth2 is a gradual evolution rather than a dramatic reinvention, but some of the new additions and changes are very welcome. One of the craftable Plans in the Remake system, for example, allows you to obtain items and experience points from enemies you "symbol attack" on the field screen. In the original mk2, if you attacked an enemy that was significantly lower level than you on the map, they'd simply die and you wouldn't get anything. It was for clearing your way through a dungeon rather than grinding, but it actually wasn't all that useful, since you often wanted to fight enemies in order to collect their drops for various purposes. Re;Birth1 added the option to turn this off via its Remake system, which was a start, but the ability to get rewards from this is new for Re;Birth2, and extremely welcome in the late game, where you're likely to completely destroy most enemies as you grind out Lily Ranks and rare drops.

    Coming to this game straight off the extremely light-hearted and silly Hyperdimension Neptunia U Action Unleashed was quite surprising: the overall tone of the whole experience is very different. It's significantly darker, particularly in the opening sequence, and it features some of the best villains the series has seen, each of whom are complex and interesting characters. The use of the extremely girly Nepgear as protagonist was inspired in this instance, since the juxtaposition of her innate sweetness and naive nature with some of the nasty shit that goes on — particularly in the Conquest ending path — is very effective indeed.

    I'm only in Chapter 2 of Re;Birth2 so far, but I'm already having a blast with it and reminding myself how and why I love this series — particularly its mainline games. It's going to be a Nep-Nep-filled few months, I'm afraid, since there's Hyperdimension Neptunia Re;Birth3 to go after this, by which point a lovely shiny copy of the actually-brand-new-and-not-a-remake Megadimension Neptunia V-II for PlayStation 4 will finally be in my grasp. Can't wait.

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    2193: First Suda Experiences https://imnotdoctorwho.moegamer.net/2016/01/21/2193-first-suda-experiences/ https://imnotdoctorwho.moegamer.net/2016/01/21/2193-first-suda-experiences/#respond Thu, 21 Jan 2016 22:20:41 +0000 https://angryjedi.wordpress.com/?p=10336 On a whim earlier — and partly because I'd been pondering the wisdom of attempting to put an actual book together on interesting Japanese games — I fired up my Xbox 360 for the first time in ages and put in a disc that had never yet graced its DVD drive: Shadows of the Damned. I … Continue reading 2193: First Suda Experiences

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    On a whim earlier — and partly because I'd been pondering the wisdom of attempting to put an actual book together on interesting Japanese games — I fired up my Xbox 360 for the first time in ages and put in a disc that had never yet graced its DVD drive: Shadows of the Damned.

    I picked this game up a long time ago back when Game and Gamestation were having their difficulties and were selling off huge amounts of their stock at ridiculously low prices. (Entertainingly, preowned Xbox 360 games now just normally sell for about the same price they did when the company was trying frantically to get everything out the door as quickly as possible.) It was one of many investments for the future — games that I thought looked interesting, but didn't necessarily want to play right now. I own several games by Goichi "Suda51" Suda, and haven't played any of them, for exactly this reason.

    I didn't even know a whole lot about Shadows of the Damned. I remember a few people talking about it when it came out — largely about how in-your-face shocking it was — but never knew details. This meant I could go into it pretty much with beginner's mind, which is always the best way to approach the more interesting games out there, particularly "auteur"-style works such as that produced by Suda.

    Anyway, after an introductory sequence in which the protagonist's girlfriend was hanged, raped by demons that crawled out of her corpse, brought back to life and attached to the Lord of Hell's dick, who then dragged her into the Underworld promising to continually rape, kill and resurrect her until the end of time, the protagonist leapt into the convenient hell portal and met up with his demonic friend Johnson, who can helpfully turn himself into a motorbike or a gun.

    After that initiation, I knew I was in for a bit of a strange ride. What I was pleasantly surprised to discover is that said ride is also a lot of fun — not just for its entertainingly written and wonderfully delivered dialogue, but also for its gameplay. Essentially a third-person shooter somewhat akin to later Resident Evil games, Shadows of the Damned features a number of interesting mechanics which gradually start to overlap and intertwine as you progress. Initially you'll have to deal with just one kind of obstacle at a time, then two, then several with enemies trying to chew your face off. The opening is paced in such a way as to be challenging, but also to equip you with everything you need to progress further.

    One striking thing about the game so far is that it reminded me how long it's been since I played an honest-to-goodness completely linear game. Shadows of the Damned is split into discrete levels, each with a clear path through them — albeit with a few diversions to find items and suchlike — and it made me realise how much more focused an experience this provides than the open worlds we tend to get confronted with these days. That's not to say there's anything particularly wrong with an open world, but sometimes clear corridors and pathways are nice — they certainly keep the pace rolling along at a fair old lick.

    I'm only a couple of levels in so far, but I've greatly enjoyed what I've played; everything about this game seems to work perfectly well together to create an experience that very much makes you sit up and take notice of it. I'm looking forward to seeing the rest of it — and I'm suddenly inclined to check out the other Suda games I have on my shelf!

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    2192: Things That Stopped Me From Sleeping Last Night https://imnotdoctorwho.moegamer.net/2016/01/20/2192-things-that-stopped-me-from-sleeping-last-night/ https://imnotdoctorwho.moegamer.net/2016/01/20/2192-things-that-stopped-me-from-sleeping-last-night/#respond Wed, 20 Jan 2016 23:51:16 +0000 https://angryjedi.wordpress.com/?p=10296 I didn't get to sleep until nearly 5am this morning due to a fairly bad anxiety attack. Here, in roughly chronological order, is a probably non-exhaustive list of things that this anxiety attack caused me to worry about. Whether I'll get a new job in time to make the next mortgage payment Whether I'll get a new … Continue reading 2192: Things That Stopped Me From Sleeping Last Night

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    I didn't get to sleep until nearly 5am this morning due to a fairly bad anxiety attack. Here, in roughly chronological order, is a probably non-exhaustive list of things that this anxiety attack caused me to worry about.

    • Whether I'll get a new job in time to make the next mortgage payment
    • Whether I'll get a new job at all
    • Whether it's possible to support myself financially through non-conventional means such as Patreon or its ilk
    • Whether I'm a good person
    • Whether our pet rat Clover is all right
    • Whether or not I should be upset over the fact I was blocked without warning or discussion on Twitter by someone I had previously got on very well with on the grounds that I had said "ignorant nonsense"
    • Whether or not I had really said "ignorant nonsense", or whether this person was an idiot
    • Whether or not I had genuinely upset this person, regardless of whether or not they were an idiot
    • Whether it mattered if I had genuinely upset this person if they were going to just cut all ties with me without even attempting to talk about whatever the issue was
    • Whether I should have gone to sleep earlier
    • Whether it's worth getting up in the morning
    • Whether I should apply for jobs in the same field I've just been looking into, or whether I should be looking elsewhere
    • Whether I should train in a new field
    • How I could possibly afford to train in a new field
    • What it would be like to work in a new field
    • Whether I'd gained weight this week after having a Chinese takeaway and fish and chips rather than sticking to Slimming World (got weighed this evening — I hadn't, in fact I had lost a pound)
    • Whether I'll get a new job at all (again)
    • Wouldn't it be nice to win the lottery?
    • What am I going to do when I come to the end of the period I'm leasing my car? Is it in good enough condition for me to just give it back? Can I just give it back?
    • Whether I've made a lifetime's worth of irreversible mistakes
    • Whether I can get my life back on track
    • What it would be like to put a gun to your head
    • Whether I would have the courage to pull the trigger
    • Whether I want to pull the trigger
    • Whether I was ever going to get to sleep
    • Whether I was ever going to get to sleep ever again
    • Why I can fall asleep in seconds in the morning, but not at night
    • Whether I should feel bad for liking Jeremy Clarkson
    • How much Lily Rank grinding I had left to do in Hyperdimension Neptunia U
    • Whether the meandering course that my friendships and relationships have taken over the years is the "right" path
    • Whether there is a right path for interpersonal relationships
    • Why my friend who had once been attacked by a dogpile of politically-correct nutcases on Twitter now appeared to be one of those politically-correct nutcases
    • Whether or not I should go back to Final Fantasy XIV
    • Whether I'd know if someone broke into the house
    • Whether someone who broke into the house would steal my massive TV, or just something small
    • Whether someone who broke into the house would come into our room and kill us

    Anxiety sucks, because everything seems like a massive deal. Some of the things I was worrying about are important, but some of them are not. Last night, everything felt terrifying and disturbing. Last night, everything stopped me from sleeping. I would rather that did not happen again tonight.

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    2191: On the Objectification of Waifus, and Why Anita Sarkeesian is Wrong (Again) https://imnotdoctorwho.moegamer.net/2016/01/20/2191-on-the-objectification-of-waifus-and-why-anita-sarkeesian-is-wrong-again/ https://imnotdoctorwho.moegamer.net/2016/01/20/2191-on-the-objectification-of-waifus-and-why-anita-sarkeesian-is-wrong-again/#respond Wed, 20 Jan 2016 00:44:28 +0000 https://angryjedi.wordpress.com/?p=10229 The yawning portal of despair that is Anita Sarkeesian's mouth once again creaked open earlier today, and as usual a stream of ill-informed rhetoric belched forth, bringing pain and misery to all within earshot. This time around she was mad about arses. She was mad that female characters had nice arses that game developers liked … Continue reading 2191: On the Objectification of Waifus, and Why Anita Sarkeesian is Wrong (Again)

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    The yawning portal of despair that is Anita Sarkeesian's mouth once again creaked open earlier today, and as usual a stream of ill-informed rhetoric belched forth, bringing pain and misery to all within earshot. This time around she was mad about arses. She was mad that female characters had nice arses that game developers liked to show off, but she was also mad that male characters had their arses hidden by cloaks if they are Batman.

    The above is, of course, a rather sweeping simplification of what she was arguing, but I don't want to provide an in-depth critique of her latest video, largely because I can't stomach watching her smug face whining any more. Instead, I want to refute one of the core aspects of her overall argument: the fact that women are objectified in games, and that this is bad.

    Actually, no; I'm not going to refute the fact that women are objectified, because they are. And so are men, but I'm not going to focus on that aspect, either; let's stick to the women. So to speak.

    The key point that Sarkeesian perpetually misses when talking about the depiction of women in video games is that the most popular characters — male or female — are pretty much always popular for reasons other than their appearance. We'll go into some specific examples in a moment, but it's also important to acknowledge that appearance is important, and that objectification does occur — it's just not the sole, driving force that Sarkeesian seems to think it is, and it's frankly rather insulting to everyone for her to suggest that men are only interested in looking at nice arses and nothing else.

    Men are, of course, interested in looking at nice arses, and here's a key point. Objectification and judging by appearance occurs immediately the moment a player is first confronted with a new character — and particularly when the player is offered a selection of characters to choose from. At this point, the character becomes the "face" of the product that is the game, and it's perfectly natural for someone to gravitate immediately towards someone they like the look of for whatever reason. Depending on the person, this reason may well be that they find the character physically attractive — but it can also be that they find them amusing or relatable, like the way they're dressed, remind them of someone else, remind them of themselves or any number of reasons.

    Importantly, though, whether the player is inclined to stick with that character in the long term is not determined by objectification and their appearance. It's all to do with personality, character and capability. A character can be the most gorgeous, hottest piece of ass you've ever seen, but if they're boring, they're not going to hold a player's interest.

    Let's consider a few examples. These are based on my personal experiences with these characters, and anecdotal evidence of what I have seen others saying about them.

    lightning-final-fantasy-xiii-game-hd-wallpaper-1920x1080-2941

    This is Lightning from Final Fantasy XIII. She's an extremely attractive, striking character, but in an understated rather than self-consciously sexy way. She's slim but toned, wears a short skirt, has pleasingly tousled hair, has perpetually pouted, parted and moist lips, and wears sexy boots.

    She's also one of the most widely disliked characters in the entire Final Fantasy series thanks to being seen as "boring". This is partly due to her single-minded nature, partly due to the rather monotone delivery by voice actor Ali Hillis and partly due to the fact that, as the main player-protagonist character in the game, she was pretty obviously kept as a bit of a "blank slate" for the player to interpret and identify with as they saw fit.

    I personally don't think she's all that bad, but there are far more interesting characters in Final Fantasy XIII. Lightning does, however, act as a suitable proxy for the player to interact with the world and its inhabitants, and in that respect she's a successful game protagonist. I just don't see many people declaring her as a "waifu".

    Hyperdimension_neptunia_wallpaper_by_missy28352-d643m0u

    This is Neptune and Nepgear from the Neptunia series. They are very popular "waifu" choices, but you'll note that they both err rather on the side of "cute" rather than "sexy", leaving aside their plugsuit-style HDD/goddess forms seen in the background of the image above. Actually, that raises an interesting point: those who proudly declare Neptune or Nepgear as a favourite character or "waifu" tend to do so with their human incarnations in mind, not the sexed-up HDD versions.

    Why are Neptune and Nepgear popular then? Because they have strong personalities, and are interesting characters. Neptune is one of the most incompetent RPG protagonists the genre has ever seen, although her scatterbrained nature acts as an eminently suitable metaphor for the chaotic way most people play RPGs — putting the world on hold to go and grind out some sidequests — while Nepgear is the perfect foil to her sister, being nice, polite, quiet, intelligent and, frankly, a bit of a doormat to everyone around her.

    While I won't deny that there are people out there who want to sexualise these two (there's plenty of Rule 34 artwork out there to confirm that) it's also true that the vast majority of Neptunia fans who pick a favourite — whether it's Neptune, Nepgear or any of the other main cast members — are doing so not on the basis of which one they want to fuck the most, as Sarkeesian suggests, but rather the one that they simply enjoy spending time with the most.

    lara_croft_evolution_new

    Here are the various incarnations of Lara Croft from the Tomb Raider series over the years. While Lara tends not to inspire the same sort of fanatical "my waifu!" declarations that female protagonists of Japanese games — and the reasons for that are a whole other matter worth discussing another time — she's still a popular character, and not because she's sexy.

    Oh, sure, her tiny shorts and enormous rack made for some striking box art back when the original Tomb Raider came out, but if there was no substance to her, she wouldn't have been able to hold down a series for so long. A series that has been "rebooted" twice, yes, but a series in which she has remained a fairly consistent character, all told: a strong, confident, somewhat posh British woman with a plummy accent, a penchant for gunplay and acrobatics, and a desire to constantly challenge herself.

    Moreover, she manages to be a female character that doesn't alienate anyone: she's not "girly" in an exaggerated manner, but nor is she overly masculine or aggressive. She manages to occupy a somewhat understated middle ground similar to what Lightning's creator Toriyama was presumably going for, only with arguably slightly better results. In other words, she has appeal elements designed for lots of different people and, despite her "sexiness quotient" being toned down a bit over the years, particularly in the most recent games, she's still a good-looking lady. But, importantly, that's not why people like her.

    atelier meruru, atelier rorona, atelier totori, kishida mel, merurulince rede arls, rororina fryxell, totoori

    Finally for now — I could happily go on with this all day — here is Totori, Rorona and Meruru from the Atelier Arland series. All pretty young things, I'm sure you'll agree, and all clearly designed to initially draw the player in with their attractiveness — or, perhaps more accurately, cuteness, much like Neptune and Nepgear.

    But, again, anyone who proudly declares any one of these girls as their "waifu", or just as a favourite character, is not doing so because they want to fuck them. No; they're doing so because they like Rorona's optimistic but clumsy nature; Totori's inherent sweetness; Meruru's lively, bubbly personality. Again, it's a case of wanting a "relationship" of sorts with these characters — of wanting to hang out with them as people, rather than objectifying them as something to jack off to.


    Objectification and aesthetics play an important role in determining our initial attraction to something. But a relationship built purely on physical attraction and nothing deeper is a relationship that will not last long — and a relationship that will be forgotten shortly after it has ended. This is not what modern gamers are looking for — and it is not what the vast majority of modern games are providing.

    Men are complicated creatures. No, people are complicated creatures. To boil down everyone's thinking to "everyone judges everything by appearance" is both reductive and unhelpful. And yet this is exactly what Sarkeesian is doing — just another reason she continues to lose credibility with pretty much everything she says.

    The post 2191: On the Objectification of Waifus, and Why Anita Sarkeesian is Wrong (Again) appeared first on I'm Not Doctor Who.

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    2190: Rubble Without a Cause https://imnotdoctorwho.moegamer.net/2016/01/18/2190-rubble-without-a-cause/ https://imnotdoctorwho.moegamer.net/2016/01/18/2190-rubble-without-a-cause/#respond Mon, 18 Jan 2016 23:04:45 +0000 https://angryjedi.wordpress.com/?p=10208 I played through the second episode of the new King's Quest game today. It's a lot shorter than the first one, so I was able to get through it in a single sitting. Despite being fairly short, though, it's an interesting contrast from the previous episode; rather than being a relatively large (for an adventure game) open … Continue reading 2190: Rubble Without a Cause

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    I played through the second episode of the new King's Quest game today. It's a lot shorter than the first one, so I was able to get through it in a single sitting. Despite being fairly short, though, it's an interesting contrast from the previous episode; rather than being a relatively large (for an adventure game) open world with a non-linear series of puzzles for you to tackle at your leisure, Rubble Without a Cause, as the second episode is known, takes place in a much more confined environment, and largely focuses around one big puzzle: how to free everyone from captivity at the hands of the goblins.

    Yes, instead of throwing us back into Daventry, Rubble Without a Cause puts us underground in a goblin prison complex. Graham is dismayed to discover that most of the major characters from the town of Daventry appear to have also been abducted, along with the eccentric merchant's "unicorn" Mr. Fancycakes. Thus begins a quest to find a way out of this predicament.

    There's a twist, though: unlike most adventure games, you don't have all the time in the world with which to achieve your goals. Unfolding over the course of several days, the adventure sees the health of all of the prison's occupants — with the exception of Graham — decline as the days pass. Thus you're presented with some difficult, mutually exclusive choices throughout as you determine who it is best to give medicine and food to as they require it. And once you start getting closer to escaping, you need to determine which potential companion is going to provide you with the best chance of succeeding, and ensure that they are in good health for when you make your attempt.

    The small scale of the episode initially felt a little disappointing, but on reflection after finishing it, I very much liked the concept of it being based around one central problem for you to solve, and felt this was a good use of the episodic format to provide a short-form but complete-feeling experience. You can solve it in a number of different ways, too — it is, I believe, even possible to complete the episode without anyone running out of health and being carried away by the goblins, but I most certainly did not succeed in that particular endeavour today.

    In many ways, the King's Quest episodes we've seen so far are a great example of "gaming short stories" — quite literally, since they are presented as stories narrated by the ageing King Graham (whom I'll be very surprised to see survive the fifth episode) to his grandchildren. This presentation of the narrative as a participant narrator looking back on his past actions is an interesting twist on how old Sierra games such as the original King's Quests used to work, with a strong contrast between the omniscient, non-participant narrator and the in-character dialogue between characters. King's Quest, as a series, maintained this style of presentation until its seventh installment, and it's good to see new developers The Odd Gentlemen returning very much to the "feel" of the classic Sierra adventures.

    So was Rubble Without a Cause worth playing, given its short length? Well, if it was a standalone game by itself, I'd perhaps feel a little short-changed at its small scale and short length. In the context of the whole series, though, it makes a good, nicely contrasting follow-up to the excellent first episode, and has me once again hungering to know what happens next!

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    2189: Reflections on the Last Five Years, Or: Life After Games Journalism https://imnotdoctorwho.moegamer.net/2016/01/17/2189-reflections-on-the-last-five-years-or-life-after-games-journalism/ https://imnotdoctorwho.moegamer.net/2016/01/17/2189-reflections-on-the-last-five-years-or-life-after-games-journalism/#respond Sun, 17 Jan 2016 19:45:47 +0000 https://angryjedi.wordpress.com/?p=10082 I've had a whole lot of thoughts swirling around in my head for some time now about various matters, and I feel as a therapeutic exercise — not to mention an opportunity for some of you to get to know me a bit better — it's important that I express them somehow. I know all … Continue reading 2189: Reflections on the Last Five Years, Or: Life After Games Journalism

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    I've had a whole lot of thoughts swirling around in my head for some time now about various matters, and I feel as a therapeutic exercise — not to mention an opportunity for some of you to get to know me a bit better — it's important that I express them somehow. I know all too well how frustrating, stressful and ultimately unhealthy it can be to have unresolved emotions and thoughts surrounding things that have happened to you — particularly bad things — and so this is my attempt to reboot my mind and try to move on a little.

    Consequently, certain aspects of this post are more than likely to rub a few people up the wrong way. To those people whose jimmies are rustled I say simply: fuck you, I don't give a shit, and if you really cared you wouldn't have done the things you did in the first place.

    In the interests of at least a facade of professionalism, I will not be naming individuals who have had a negative impact on my life in this post, though it will doubtless be extremely obvious to anyone who has been following me for a while who the people in question are. I will, however, be naming the companies involved, since that is less personal; everyone knows how unpleasant it is if you Google your own name and find something not terribly complimentary, whereas, unless you own a monolithic corporation, you probably care a little less about someone talking smack about your monolithic corporation. That's how I'm going to attempt to justify myself about this, anyway.

    Also, this post is crazy long, so for the benefit of those who only read on my front page, here's a Read More tag.

    Okay. The last five years. Why five years? Well, in 2010, as those of you who have been following me since then will already know, my life fell to pieces. My first marriage ended, I lost my job and I ultimately found myself moving back home to live with my parents for a while. I love my parents a great deal and I'm forever grateful for what they did for me in this particularly difficult period of my life, but I feel I would be hard-pressed to find anyone who has had a taste of the freedom of living your own adult life out in the world who would relish the possibility of returning to your childhood home, however much it may have changed over the years.

    While I was living at home, the depression that had been gradually consuming me for the past couple of years — ever since I'd got into teaching, found that it really wasn't for me and ultimately suffered a nervous breakdown a couple of years earlier — came to a bit of a head. Or, more accurately, it came to a head before I moved back home. I felt completely and utterly betrayed and abandoned; I'd spend days in my apartment just doing nothing, sometimes hurting myself by punching the floor so hard my hands and wrists started to ache, sometimes breaking things that reminded me of my previous life, often not getting out of bed until 5 in the afternoon having messed up my sleep schedule thanks to the stress.

    There were a few lifelines at the time that stopped me going completely mental, however. I'd started writing for a small games site called Kombo — now sadly dead — and was enjoying the experience a great deal. Even better, it actually paid, though not that much. Mostly I was grateful for the virtual company writing for this site offered, and I'm still in touch with the vast majority of people I worked with there even to this day.

    I also had friends who looked out for me, and I'll be forever grateful to them for listening to my woes and not judging me when I erred somewhat on the side of hysterical, which was distressingly frequent for a while.

    Between those two things, it's fair to say that the darkest of the dark thoughts — the ones that would have culminated in me not being here to write this post today — were pushed back just far enough to keep me hanging on, even as I could see pieces of my life crumbling before my eyes.

    Time passed, and eventually through a convoluted series of circumstances I found myself working for GamePro, the website of the magazine that my brother used to be in charge of over in the States. Working alongside British industry legend Jaz Rignall, my main contact AJ Glasser and the managing editor Jason Wilson — whom I swear did more to improve my writing in my time with GamePro than any English teacher or other editor has done since — I had a great time and did a good job covering the news beat. I successfully made GamePro's news coverage unique: instead of rehashing the same old news stories and press releases you see on all the other sites, I deliberately went out of my way to cover things that other sites didn't seem to be paying much attention to. And it worked! Page views went up, commenters appreciated the interesting articles and all looked good for a while.

    I enjoyed working for GamePro. I felt like part of a team, despite that team being thousands of miles away in San Francisco. I felt like I was contributing to something good, and having the opportunity to express myself. Wilson was a great editor in particular; he allowed me the creative freedom to cover stories how I saw fit — including editorialising where appropriate — but also offered helpful, constructive feedback when necessary. I am, to this day, grateful for the opportunity I had there.

    As my work at GamePro proceeded apace, I started working more and more for the site until I was effectively working full-time from home, and was on a wage that would actually allow me to move out and get my life back on track again. It was around this time that I met Andie, too — initially via Twitter and subsequently in person — and it was surprisingly quickly that we decided that yes, we wanted to live together. Andie was in a similar situation to me at the time, since she was living at home with her mother after a difficult period. Both of us were keen to get back on our feet, which could have been a recipe for disaster if we'd rushed into anything, but thankfully we were both very sure that this was what we wanted to do before we committed to anything. And now we're married. Woo.

    All was well for a while. Andie worked in the local area, while I stayed at home and continued working for GamePro. Life was good, and comfortable. I was happy for the first time in quite a while. There were little blips and bumps in the road along the way, of course, but yes; for the most part, I was genuinely happy, and satisfied with what I was doing.

    Sadly, the old adage about all good things proved itself to be true once again, as one morning in December I awoke to a string of panicked-sounding emails from several members of the GamePro team. None of them were making a lot of sense, but I got the impression that something bad had just happened. Sure enough, when I managed to get one of them to actually talk some sense, it seemed that GamePro's parent company IDG had decided that the site and magazine were no longer viable things to keep running, and unceremoniously booted everyone out. To add insult to injury, too, the GamePro site simply ceased to exist shortly afterwards, too; some of the content was archived on IDG stablemate PC World, but certainly not all of it by any means, so much of all our work was lost.

    I was fortunate in that I'd stayed in touch with AJ Glasser after she moved on from GamePro, and had been doing some occasional freelance work for the sites she was now involved with on the side. Collectively dubbed Inside Network, the sites in question focused largely on mobile and social games, and the work I had been doing involved taking a look at various titles from a business perspective, and penning reviews of a sort about them. Being a business-facing publication, the readers were less concerned with whether these games were actually any good or not — if you've ever played a social game, you'll know that more often than not, they are absolutely not very good at all –and more interested in figures like monthly active users, daily active users and conversion rates.

    It was, I'll be frank, soul-sapping work due to the ruthlessly mercenary and exploitative nature of most mobile and social games at the time, but it paid well. It paid extremely well, in fact, so I was more than happy to keep doing it for as long as I could.

    You know what happens next: a string of mysterious emails from the people I'd previously been working with, then the sudden discovery that no, I don't have a job any more because, in this instance, the people who had taken over the site were complete douchebags and had sacrificed a great deal of editorial integrity — particularly from a technical perspective — in favour of getting cheap-and-cheerful articles up on the site as quickly as possible. My former colleagues wanted nothing to do with this and earnestly recommended that I jump ship as soon as I could, too.

    I needed work. In desperation, I searched around in my contacts to find people I might be able to wangle some employment out of, even if it was only on a freelance basis. Former GamePro bossman Jaz Rignall eventually bore fruit when I emailed him; he promised that he had an exciting project of some description in the works, and that I was earmarked to be involved when it did launch. That project turned out to be USgamer, an addition to the Gamer Network umbrella best known for Eurogamer.

    USgamer was supposed to be a different type of site. Rather than providing the usual news, previews, reviews format, all of us on staff — and, aside from me, there were a couple of other industry veterans involved, one of whom in particular I was especially excited to work alongside — we were encouraged to use our own individual voices to write about the things that interested us and were important to us. Since all of us had our own specialisms, ranging from driving simulators to retro games to niche Japanese releases (guess which one was mine), we all had different things to say, and there was a very strong feeling of "old-school 1up" about the site, with the aim being for visitors to come to USgamer for the authors, not necessarily for the articles.

    It worked well for a while, but it seems that the top dogs at Gamer Network were unhappy with the traffic USgamer was pulling in. It wasn't poor by any means, but apparently it wasn't enough to make a decent amount of revenue from the advertising on the site. You know what this means, don't you? Of course: clickbait. Our original editorial remit went out of the window, and I went back to covering the news. Unfortunately, in this case I didn't have the freedom I did when I worked on GamePro, since the aforementioned person I was previously excited to work with turned out to be a bit of a control freak when it came to the content appearing on the site: I had to run each and every news story I was thinking about publishing past him, with anything he didn't deem interesting enough being rejected outright, even if I'd have plenty of time to write about it and had given an interesting angle on it.

    This is not an unusual way to run a publication, of course, but it was massively inconvenient for me as the sole European employee of the site, since it meant I had to do a bunch of research before America woke up, then potentially find that my time had been completely wasted. Moreover, it made me feel like I wasn't trusted to find interesting things to write about by myself — particularly when I was outright forbidden from even mentioning certain titles such as Monster Monpiece. Even worse than that, it diluted the unique editorial voice that USgamer had, making it more and more like pretty much every other site out there on the market.

    Over time, it became clear that all was not well. I chatted a bit with Rignall about the situation, since I was seeing fewer and fewer of his contributions on the site. It seemed like he was being sidelined in favour of the aforementioned veteran, despite his extensive knowledge and experience. I started to get a bad feeling about what was going on.

    This bad feeling only grew when I started getting rebuked more and more for certain things I wrote, while little to no appreciation was shown for the "good" things I produced. For example, while covering the Eurogamer Expo in London — single-handedly, I might add, and churning out a whole bunch of articles each 12+ hour day — I was not praised for the variety of interesting games I covered, nor the unusual, unique angles on coverage I presented. No, instead I got bollocked for headlining an article about Lightning Returns: Final Fantasy XIII "Lightning's More Than Just Jiggle" — a provocative headline, yes, but one that was directly poking fun at other publications who, around that time, had been focusing exclusively on the fact that the aforementioned heroine appeared to have somewhat enhanced boob-jiggle physics in her latest release. My intention was to show that there were many more interesting things to talk about when it came to Lightning Returns than whether her boobs wobbled, but no; this was around the time the whole "social justice" fad had started to rear its ugly head, and so any mention of something that might be interpreted as "objectification of women" — regardless of context — had to be censured and thrown out of the window. I changed the headline for a quiet life.

    My bad feeling grew over time. Other incidents occurred. On one particularly memorable occasion, a freelance reviewer posted a review of the excellent rhythm game Hatsune Miku Project Diva F for PS3 and came to the conclusion that it was for "creepy degenerates", having spend over a thousand words decrying how disgusting it was that anyone could possibly like this sort of thing. My then-colleague Cassandra Khaw and I — both of us fans of niche Japanese games — made very loud objections to our lord and master, and ultimately it was agreed that I'd be allowed to start a Japanese gaming-focused column, opening with a rebuttal to the Project Diva F review, since we all thought that changing review scores post-launch a la Polygon was somewhat bad practice.

    JPgamer was born. Naturally, I got into trouble again, this time for "throwing [reviewer] under the bus", even though my article, as you'll see if you read the archive link above, was more concerned with starting a discussion rather than attempting to pretend things never happened. The thing I shouldn't have done, it seems, was apologise for the tone of the review making people uncomfortable. I would insert that ASCII shrug emote here if I could be bothered to look it up and copy-paste it.

    Things quietened down for a bit after that. JPgamer drew a small but passionate audience of followers and commenters, many of whom I still speak to on occasion today, and at least one of whom I now count among my best friends. Things looked like they might be settling down for a while.

    Then came the guides. Apparently top brass were still unsatisfied with the traffic USgamer was providing, so our big, new thing was to be reposting content from the Prima Games site — also part of Gamer Network, we weren't stealing content, I hasten to add — and cluttering up the main feed with multi-part guides to the big releases of the hour: at the time I was putting these together, it was stuff like Dark Souls II and Watch_Dogs.

    This seemed like a desperate measure, and I became skeptical as to the long-term future of USgamer. With the guides I was tasked with rewriting, I had little time for other news coverage, reviews and previews, though I made a point to make time to write JPgamer each and every Wednesday, because it was something that had become important to both me and my readers. The magic was starting to wane, but I was hopeful the site would pull through this rough spell and we'd come out of the side happy, and perhaps even able to go back to our old editorial style.

    Then came the unexpected email. I no longer had a job at USgamer — or, more accurately, I had about a month to continue working for the site and figure out what I was going to do. In the meantime, aforementioned industry veteran — whom it had become extremely apparent knew about this well in advance — recruited two of his most sycophantic cronies from back in the day, on the grounds that "the site wanted an all-American staff". This obviously spurious reason was clearly intended to make me feel better, particularly as it was combined with soulless platitudes about how it "wasn't anything to do with my work, which was consistently very good". It did not. During my last month with USgamer, I felt like the career I had been dreaming about since I was a kid — after seeing what a success my brother had made of himself in the business — was being snapped, broken, beaten with a hammer, stamped on and then shat on. I felt like my desire to be a unique voice in a business notoriously hostile towards Japanese games — particularly in recent years — had been thrown back in my face. And, not for the first time in my life, I felt utterly betrayed.

    I spent some time without work, thankfully able to just about support myself until I found something new, and eventually managed to score an interview with the local offices of energy supply company SSE. This wasn't the kind of job I particularly wanted, but at least the position as Web Content Editor sounded reasonably relevant to my interests, so I went for it, and, after two separate occasions when I showed up for interview at a company who apparently had no idea I was coming — in retrospect, this should have probably sounded alarm bells, but I was more thinking "I need a job, any job" at this point — I eventually secured the position.

    SSE seemed like a nice enough place populated with nice enough people initially, but it wasn't long before its incredibly obnoxious corporate culture revealed itself. SSE, being a utilities supplier, is extremely concerned with health and safety, to such a degree that you will literally get reprimanded for not holding a handrail as you ascend a set of stairs, or if you don't wear a bump cap when going under your desk to pick up a pen, or if you spill a tiny bit of water on the carpeted floor and don't immediately report it as a "hazard".

    We're talking about a company that starts each and every meeting it holds — and it holds a lot of meetings — with a "Safety Moment", usually an opportunity for some apple-for-the-teacher type to chime in with some simply dreadful thing they'd seen someone driving to work do that morning. We're talking about a company that took most of its employees to a residential weekend at a very expensive-looking (but actually rather shit) hotel where, I kid you not, the bulk of our time was spent designing safety posters and colouring things in. We're talking about a company that thought it would be a good idea to divide people into groups to produce special safety-themed presentations for everyone else, like primary school children.

    Despite this obnoxiousness — which I found easy enough to ignore and pay lip-service to when necessary — I didn't mind the job too much, though it was abundantly clear that the company had hired eight people to do the job of four, at best. Where things started to fall down a bit was towards the end of my probation period, when I suddenly seemed to be being picked up on a whole lot more for things that I had always been doing — most notably having a look at my phone on my desk during a quiet moment between content updating jobs which, due to the aforementioned overstaffing issue, certainly didn't fill every moment of every day.

    I suffered a couple of health problems during my time at SSE, too. On one occasion, I had a week-long bout of diarrhoea that prevented me from going anywhere, and on another occasion I did something unpleasant to my back that likewise prevented me from going anywhere. The official SSE policy was that you are "allowed" to be sick up to three times in a year before you start getting reviews and meetings and all sorts of unnecessary red-tape thrown in your way, and you'll notice that this was just two separate occasions. I was rebuked for being ill, and rebuked again for not seeing the doctor during this period, even though I pointed out (accurately) that with my local surgery, it is literally impossible to get an appointment for anything closer than a week — sometimes two — from the current date.

    I felt my depression rising up again. I gained a lot of weight, to such a degree that I ached and felt constant fatigue — this was my impetus to finally start Slimming World — and, as you might expect, got rebuked for displaying signs of fatigue. I was honest about how I was feeling and received little in the way of understanding from my bosses, ultimately leading them to bring me into an utterly humiliating meeting where I was supposed to have an opportunity to explain myself and convince them not to fire me, but which the conclusion of had clearly been determined well in advance.

    It may not sound like a big deal, but I still have "flashbacks" to that meeting every few nights, and it gives me enormous anxiety: partly because it was a horrible experience, and partly because there are all manner of things I wish I'd said and done rather than the simple bellowed "FUCK YOU" I gave the assembled panel before I left the building for the last time.

    Since that time, I worked as a seasonal temp at Game in Southampton, reminding me that I actually enjoy working retail, and that not every place of work is filled with insufferable, power-tripping wankers who want nothing more than to wave their cock (literal or metaphorical) around and make everyone else miserable. Sometimes they're filled with a group of people who enjoy what they do and do their best, even though they know it's only a temporary job for not-particularly-good pay. Sometimes they're filled with people who treat each other like human beings — having a laugh and a joke when appropriate; pulling together when necessary — and sometimes they're filled with a positive, jovial atmosphere that makes coming into work in the morning a genuine pleasure.

    Of course, my temporary contract for that job ended this week, so I am faced with the unenviable prospect of having to look for work once again. Can you perhaps understand, after all that, why I'm not relishing this task, and why I find it a little difficult to trust people?

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    2188: Neptunia Games I'd Like to See https://imnotdoctorwho.moegamer.net/2016/01/16/2188-neptunia-games-id-like-to-see/ https://imnotdoctorwho.moegamer.net/2016/01/16/2188-neptunia-games-id-like-to-see/#respond Sat, 16 Jan 2016 23:17:26 +0000 https://angryjedi.wordpress.com/?p=10003 With Megadimension Neptunia V-II and Megatagmension Blanc and Neptune vs. Zombies on the way to the West, hopefully with Neptunia vs. Sega Hard Girls to follow in the near future, a Neptunia fan such as myself has to ponder what might be next for the series, particularly now it's made the jump to PlayStation 4 and PC as well as Vita. With that … Continue reading 2188: Neptunia Games I'd Like to See

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    With Megadimension Neptunia V-II and Megatagmension Blanc and Neptune vs. Zombies on the way to the West, hopefully with Neptunia vs. Sega Hard Girls to follow in the near future, a Neptunia fan such as myself has to ponder what might be next for the series, particularly now it's made the jump to PlayStation 4 and PC as well as Vita.

    With that in mind, I had a think about some Neptunia games I'd like to see, particularly in the vein of "spin-offs" such as Hyperdimension Neptunia U Action Unleashed and Hyperdevotion Noire. Here are said thoughts, expressed in the style of a overly excitable PR blast, overuse of exclamation marks and all.

    Hyperdimension Neptunia Infinity Dungeon

    Gamindustri is in peril once again… and the CPUs are nowhere to be seen?!

    Top Guild agent IF is assigned to the mystery and quickly discovers that the monsters pouring out into Gamindustri appear to be coming from a new dungeon that opened in the vicinity of Planeptune. Not knowing what to expect, she begins her quest to uncover the fates of her friends, the CPUs and the CPU Candidates. Just how deep does this mysterious dungeon, whose walls seem to shift and twist before her very eyes, really go?

    FEATURES

    • The first Neptunia roguelike! Explore an infinite array of procedurally generated levels as IF and your favourite Neptunia characters as you attempt to discover the source of the Infinity Dungeon's power!
    • An all-new twist on Neptunia's crazy combat! Tactical turn-based movement allows for seamless transitions between exploration and combat; meanwhile, for the first time in the series, make use of the environment in creative ways to defend yourself and inflict massive damage on your foes!
    • Looking for a more direct route? Make your own! All of Hyperdimension Neptunia Infinity Dungeon's levels are fully destructible, with IF and friends' special moves just as likely to bash holes in the walls of the dungeon as they are to smash their enemies into oblivion!
    • Mix it up with Irregular Quest conditions! The Infinity Dungeon works in strange and mysterious ways; some floors will challenge you to clear them against the clock, while others will task you with defeating the enemies as stylishly as possible. Uncover and fulfil the Irregular Quest conditions to maximise your rewards!
    • A wide cast of playable characters! Explore the dungeon as IF, Compa, Neptune and the rest of the gang — plus a few special guests!

    Coming soon to PlayStation Vita and PlayStation 4, featuring Cross-Save support. Pre-order your Limited Edition now, featuring a 2CD soundtrack, artbook and fully poseable IF figurine.

    Hyperdimension Neptunia U2 Action Unchained

    Peace reigns once again in Gamindustri, but the world — and its CPUs — are restless.

    Enter, once again, intrepid journalists Dengekiko and Famitsu, who once again have an offer for the CPUs and their Candidates: a means of entertaining both themselves and their people, plus a way to keep their fighting skills in shape.

    FEATURES

    • Hack, slash… and think?! Hyperdimension Neptunia U2 Action Unchained's dungeons are like nothing you've ever seen in the Neptunia series, combining challenging combat encounters with head-scratching puzzles that will require you to use your smarts, dexterity and a bevy of interactive items to progress. Nep-Nep might need some help with that last bit!
    • Custom combos GET! Edit your favourite fighter's moves and abilities as you see fit from a wide palette of options that expands as you progress. Develop your own personal fighting style for each character and display your skills with a selection of different weapons, each with their own movesets!
    • Fight one-on-one or go toe-to-toe against the horde! Hyperdimension Neptunia U2 Action Unchained's combat encounters range from challenging one-on-one battles against both monsters and incarnations of Gamindustri's great heroes to large-scale battles against overwhelming odds. Can you stem a seemingly never-ending tide of monsters?!
    • Fight smart, and fight cool! It's not just about beating your opponents; it's about making yourself look great! Mix up your combos, SP Moves and EXE Drives to impress the audience and earn more Shares to maximise your favourite character's abilities!

    Coming soon to PlayStation Vita and PlayStation 4, featuring Cross-Save support and Cross-Play online co-op for 1-4 players. Pre-order your limited edition now, featuring a 2CD soundtrack, huge wallscroll and collection of chibi Neptunia figurines.

    Hyperdimension Neptunia Gamindustri Idol Project

    "Is anyone else getting a distinct sense of deja vu?!"

    A new foe threatens Gamindustri — and this time it's not the fault of the monsters. No, the CPUs' very power is threatened by the rise in popularity of idols — and this time there's no Producer to help them out! Fortunately, old friend 5pb. is on hand to give the CPUs and their Candidates a bit of advice on winning the love of the people back…

    FEATURES

    • Rhythm action gameplay developed in collaboration with SEGA and Crypton Future Media, developers of the Hatsune Miku Project DIVA series! Enjoy 35 songs, including classics from the Neptunia series and originals composed specifically for this game, as you challenge taxing note charts at four levels of difficulty!
    • Customise the CPUs as they aim for idol glory! A huge variety of costumes, accessories and stage props are on offer for both the CPUs and the Candidates; some even have special effects, but you'll have to experiment to find out what works best for you!
    • Two ways to play! Take on a new story of the CPUs and the Candidates attempting to win back the support of the people of Gamindustri, or play for fun in Arcade mode as you try to top your best scores!
    • Take the battle for best idol online! Join the Guild online to track your progress and best performances against players from all over the world! Share your customised CPU Idols and stage setups as you attempt to dominate not just Gamindustri, but our world too!

    Coming soon to PlayStation Vita and PlayStation 4, featuring Cross-Save support and Cross-Play online functionality including social features, sharing and leaderboards. Pre-order your limited edition now, featuring a 2CD soundtrack, commemorative concert programme and collection of pendants, allowing you to proudly show the world who your favourite CPU Idol is!


    Note: I know these games are not real. I also know that Hyperdimension Neptunia: Producing Perfection is a thing. Thank you in advance for your time and your desire to point these things out to me, though.

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    2187: Entering the Caves of Qud https://imnotdoctorwho.moegamer.net/2016/01/15/2187-entering-the-caves-of-qud/ https://imnotdoctorwho.moegamer.net/2016/01/15/2187-entering-the-caves-of-qud/#respond Fri, 15 Jan 2016 23:16:19 +0000 https://angryjedi.wordpress.com/?p=9984 It's been a while since I delved into a full-on proper roguelike — and by "proper" I mean none of that "roguelite" nonsense — so I was excited to give Caves of Qud a go after picking it up in the Steam sale a while back. So far I feel like I've barely scratched the surface of … Continue reading 2187: Entering the Caves of Qud

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    It's been a while since I delved into a full-on proper roguelike — and by "proper" I mean none of that "roguelite" nonsense — so I was excited to give Caves of Qud a go after picking it up in the Steam sale a while back.

    So far I feel like I've barely scratched the surface of this game — largely because it's very fond of killing players off even in its introductory quests — but I like it a whole lot already, simply for the sheer amount of depth there is to it, while simultaneously remaining pretty much as accessible as it's possible to be for an almost-ASCII roguelike.

    Caves of Qud is a far-future roguelike in which you play the part of Some Dude/Gal who shows up in a small settlement one day and… well, there's no real initial goal beyond finding out what interesting things there are in the mysterious and far-off region of Qud up in the top-right corner of the map. The inhabitants of the first village are more than happy to present you with a few quests, however, and it's these that will provide the motivation for your initial explorations.

    Caves of Qud gets interesting before the game proper starts, though. Being set in the far future, we're not in a land of elves, orcs and goblins here; we're in a land where horribly mutated individuals are the norm, and indeed it's entirely possible for you to play the game as a four-armed furry narcoleptic esper who is good at butchery and first aid, and perhaps beneficial to do so. For those who prefer slightly more "conventional" characters, you also have the option of playing as a "True Kin", who start the game with better attributes, but less customisation, and as such are, in theory, better for beginners.

    The mutations are pretty interesting, since many of them have attached game effects, not all of which are directly related to dealing or soaking damage. A character that is able to spit slime, for example, doesn't do so to damage enemies — instead, slime causes anyone who steps on it to have a chance of slipping, including yourself. In this way, it can be used as a defensive measure when gobbed out between you and the enemy while you're attempting to sprint away and heal the wounds you've taken.

    That's not to say the more conventional aspects aren't interesting, though. The game has an intriguing twist on the usual roguelike formula of having unidentified items: as you progress, you'll occasionally come across "artifacts", which you can use your character's intelligence to attempt to make some sense of by examining them. Sometimes these artifacts are useful pieces of equipment; at other times, they're a folding chair. You can, however, use this knowledge to your advantage by offloading the aforementioned folding chair to a character that isn't all that bright on the grounds that it's a Mysterious and Wonderful Artifact From the Old World. There are lots of wonderfully subtle touches that the game doesn't explicitly tell you about, too. Little graphical effects may look like glitches until you realise that they're raindrops, or water splashing as something moves beneath the surface; characters, enemies and monsters can get splattered with blood during combat; and not every enemy is worth engaging "just because it's there". Stumble across a Slumberling in a dungeon, for example, and you'll discover that poking it with your sword is a very bad idea indeed; take a moment to examine it before poking it, however, and you'll discover that these are creatures that spend most of their time in a deep hibernation, completely oblivious to their surroundings — and that they really don't like being disturbed.

    As I say, I feel I've barely scratched the surface of all the possibilities this interesting game offers so far, but it keeps me coming back for more despite its high level of difficulty — rather than easing you in and then spiking after an initial "tutorial" area, Caves of Qud starts hard and stays hard — and one day I might actually get beyond that first dungeon… until that time, however, I shall enjoy building new characters with increasingly outlandish combinations of mutations and watching them die at the hands of a swarm of snapjaws as they bleed to death after tripping over a thorny plant in the floor having been terrified by a nearby piece of Dreadroot.

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    2186: Hyperdimension Action https://imnotdoctorwho.moegamer.net/2016/01/15/2186-hyperdimension-action/ https://imnotdoctorwho.moegamer.net/2016/01/15/2186-hyperdimension-action/#respond Fri, 15 Jan 2016 00:10:22 +0000 https://angryjedi.wordpress.com/?p=9962 I'm well into the post-game of Hyperdimension Neptunia U Action Unleashed (or, as certain parts of the Vita interface refer to it, Hyperdimension Action Unleashed Neptunia U, and I'm pretty sure there are a few other combinations too) and enjoying the game a great deal. It's not the deepest game in the world, I'll be the first to admit: … Continue reading 2186: Hyperdimension Action

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    I'm well into the post-game of Hyperdimension Neptunia U Action Unleashed (or, as certain parts of the Vita interface refer to it, Hyperdimension Action Unleashed Neptunia Uand I'm pretty sure there are a few other combinations too) and enjoying the game a great deal.

    It's not the deepest game in the world, I'll be the first to admit: while there are a few levels that take place in "dungeons" — in true Neptunia fashion, these are, of course, recycled from the mainline games — on the whole, it's mostly an arena-based brawler in which you hack and slash your way through hordes of enemies using a few different moves with each character.

    It is a game where you can win most of the levels by hammering the Square button repeatedly, but experimenting with the combos and special moves somewhat produces a much more satisfying experience. In many ways, I kind of wish there was more reward for doing so — some sort of style bonus, or a bonus for completing a level particularly quickly, or even a time limit — but seeing the combo meter rise into ridiculously high numbers is, to be honest, reward enough for me.

    What I like about the post-game is that there's several different things to do. Firstly, there are some extra quests in the game's story mode that, in a twist on the game up until that point, only allow you to use a single character instead of the usual duo. This means you don't have the safety net of a partner if you get knocked down, and make these missions actually quite challenging for the characters you haven't levelled quite as much as the others. I had a bit of difficulty with Famitsu's mission, for one, but actually rather enjoyed this, as it forced me to figure out how her moves actually worked and use them effectively rather than just, as previously mentioned, hammering Square.

    Once you're done with those, there's the Gamindustri Gauntlet, which is a tournament of one-on-one fights between a character you choose — in this mode, the characters' HDD/goddess forms are treated as separate characters — and a random (or player-chosen) selection of others. There are three difficulty modes, with the first being ridiculously easy (like, one-hit-kill easy if you've levelled your characters even a little bit) and the middle offering a decent but not insurmountable challenge. I haven't tried the top one yet. This mode reminds me a little of Neptunia U's stablemate Senran Kagura Estival Versus, which was a similar kind of game with a strong focus on one-on-one battles rather than hordes. It works quite well, though I do find myself wishing for a lock-on system at times. This mode does nicely highlight the fact the characters do all play rather differently from one another, though, with the contrast between ranged characters such as Rom, Ram and Uni and the rest of the cast being most apparent.

    After you clear Gamindustri Gauntlet once, you unlock Neptral Tower, which is a string of 50 arena battles that, if you want the Platinum trophy, you're going to have to do with every character. Thankfully, a pair of characters reaching the top does count as them both having cleared it, regardless of which one you were playing as when you won, and Neptral Tower as a whole acts as a solid means of grinding out both levels for characters and Lily Ranks for bonuses — the latter, of course, being essential for the Platinum trophy, too, because what would a Neptunia game be without an epic Lily Rank grind?

    Neptral Tower is quite interesting to play through because progress is recorded on a per-character basis, meaning you can't just take your strongest character all the way up and change partners as you max out Lily Ranks. Instead, you can voluntarily reset progress at any point and start bringing another character up as you so desire. While you could get that Platinum trophy by clearing all 50 floors with each character one at a time, it's much more efficient — and interesting — to make strategic use of this reset function to grind out the Lily Ranks you need and level your characters before making a break for the top floors when you're good and ready.

    Neptunia U is a good game, then, and it makes me rather curious for the upcoming Megatagmension Blanc and Neptune vs Zombies, which is coming later this year. It's also been reminding me quite how much I love Neptunia, and it's got me very much in the mood to finally get around to playing Re;Birth 2 and when I'm done — just in time for Megadimension Neptunia V-II, which looks quite likely to release next month.

    Nepu!

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    2185: #WaifuWednesday https://imnotdoctorwho.moegamer.net/2016/01/13/2185-waifuwednesday/ https://imnotdoctorwho.moegamer.net/2016/01/13/2185-waifuwednesday/#respond Wed, 13 Jan 2016 23:15:19 +0000 https://angryjedi.wordpress.com/?p=9925 I don't really have the mental capacity to write anything particularly deep or meaningful today, so here are some pictures of pretty girls. This is Purple Sister (left) and Purple Heart (right), the HDD/goddess forms of Nepgear and Neptune from the Hyperdimension Neptunia series respectively. This is one of my favourite pieces of official artwork for the … Continue reading 2185: #WaifuWednesday

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    I don't really have the mental capacity to write anything particularly deep or meaningful today, so here are some pictures of pretty girls.

    purplesisters

    This is Purple Sister (left) and Purple Heart (right), the HDD/goddess forms of Nepgear and Neptune from the Hyperdimension Neptunia series respectively. This is one of my favourite pieces of official artwork for the series.

    ikaruga

    This is Ikaruga from Senran Kagura, displaying an uncharacteristically exhibitionist side of herself. Normally very prim and proper, we can probably assume that she is in private while this is going on, but I also have little to no doubt that Katsuragi is hiding somewhere just out of shot.

    deviluke

    The three Deviluke sisters from the To Love-Ru series. Lala (centre) is the original and best, but she was somewhat sidelined after the first series in favour of her two sisters Nana (left) and Momo (right).

    miia

    Miia from Monster Musume, who simultaneously encapsulates the inherent sexiness and strangeness of the lamia while also fulfilling the "doting girlfriend" trope nicely. Darling!!

    saopantsu

    A pleasantly candid shot of Asuna (canonical girl) and Lisbeth (best girl) from Sword Art Online.

    nozomi

    Nozomi from Love Live, who might be my favourite…

    makipic

    …although it might also be Maki.

    410811-katawa-shoujo-hanako-playing-pool

    Hanako from Katawa Shoujo definitely deserves a mention.

    2015-10-23_00038

    And we'll close with Amane from The Fruit of Grisaia, who adorns my actual real-life wallet, and so I guess probably tops some sort of waifu leaderboard somewhere.

    That's your lot for now. Hopefully I will be feeling better tomorrow and have something a bit more substantial to share with you all. In the meantime, enjoy the pics.

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    2184: Warhammer Quest Cards: A First Attempt https://imnotdoctorwho.moegamer.net/2016/01/12/2184-warhammer-quest-cards-a-first-attempt/ https://imnotdoctorwho.moegamer.net/2016/01/12/2184-warhammer-quest-cards-a-first-attempt/#respond Tue, 12 Jan 2016 23:57:32 +0000 https://angryjedi.wordpress.com/?p=9911 Tried out Warhammer Quest: The Adventure Card Game with three of my regular board gaming buddies for the first time this evening. We challenged the first quest, which challenges the party to make it through three random locations and a quest location before getting splattered across the nearest wall, and came pretty close to completing it, but … Continue reading 2184: Warhammer Quest Cards: A First Attempt

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    Tried out Warhammer Quest: The Adventure Card Game with three of my regular board gaming buddies for the first time this evening. We challenged the first quest, which challenges the party to make it through three random locations and a quest location before getting splattered across the nearest wall, and came pretty close to completing it, but were ultimately unsuccessful. Fortunately, the penalties for losing this first quest are relatively minor, though we do miss out on the potential to grab a Legendary item in the next quest as a result.

    So how does the game play? Very well, as it happens; each of the four characters gradually start to show how distinctive they are as the game progresses, with each having a clear specialism which can be further developed through the campaign progression system after each quest. The Bright Wizard is particularly good at dealing area-of-effect damage, for example, though many of her abilities require her to take damage in order to have increased effects. The Waywatcher, meanwhile, is very good at exploring, while the Dwarf Ironbreaker is good at tanking enemies and attacking two (or, later, three) at once. The Warrior Priest, meanwhile, is the aid-bot of the group, with his Aid and Rest actions both being particularly strong and benefiting both him and the party: Aid, aside from its usual effect of potentially granting a party member bonus "free" successes on a subsequent action, also heals both the Warrior Priest and the target of his Aid, while his Rest action allows him to endow a party member with the Empowered condition, which is very useful indeed — it prevents an action from being exhausted on use, as well as providing a bonus automatic success and defence on top of any results rolled.

    The quest starts relatively straightforward, but gradually escalates as you progress. We cleared the last random location in a somewhat bloodied fashion, which meant we weren't in a particularly good position to deal with the Nemesis Odious Grump in the final location, particularly as the Peril track had advanced to its final stage, granting him two bonus activations per turn on top of his usual attack. Somehow we reached a position where in the last couple of turns, two party members were dead, leaving the Waywatcher (my friend Tom) and the Warrior Priest (me) to soak up the incoming damage from a good seven or eight enemies, which, of course, wasn't going to happen at all.

    I get the impression the different quests each reward a somewhat different approach. This first quest rewards a quick, efficient exploration process, for example; the quicker you can get through the locations, the fewer enfeebling effects you'll suffer and the less you'll have to deal with Odious Grump being a nuisance. It's all very well knowing that, mind, but it's not always easy to put into practice: the game's elegant mechanics of exhausting your actions as you use them but allowing you to refresh them through the use of your character's otherwise weakest ability makes for some interesting strategies, particularly when you contemplate how the different party members can interact with one another by, say, Aiding one another to refresh actions ahead of time, or using other actions to exhaust enemies or cause them to retreat, taking some of the pressure off comrades.

    It's a really interesting game. The basic mechanics are very simple to understand, but the execution of a quest gives the game a surprising amount of depth that might not be immediately apparent. I'm very keen to see how the game progresses over the course of the complete five-quest campaign, and everyone in our group seemed to enjoy the experience, too. So I call that a win — particularly as it was eminently possible to get through a whole quest on a weeknight evening, which is more than can be said for more conventional board-based dungeon crawlers such as Descent: Journeys in the Dark or indeed the original Warhammer Quest.

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    2183: Why It Would Be a Mistake to Not Localise Valkyrie Drive Bhikkuni https://imnotdoctorwho.moegamer.net/2016/01/11/2183-why-it-would-be-a-mistake-to-not-localise-valkyrie-drive-bhikkuni/ https://imnotdoctorwho.moegamer.net/2016/01/11/2183-why-it-would-be-a-mistake-to-not-localise-valkyrie-drive-bhikkuni/#respond Mon, 11 Jan 2016 13:44:30 +0000 https://angryjedi.wordpress.com/?p=9846 Earlier today, a tweet from Senran Kagura creator Kenichiro Takaki did the rounds, apparently indicating that his newest video game creation Valkyrie Drive Bhikkuni — part of an ambitious transmedia project that involves anime, mobile games and conventional games — would not be localised. 『VALKYRIE DRIVE -BHIKKHUNI-』Currently, localized version will be released is not unfortunately.Only in japanese version.I want … Continue reading 2183: Why It Would Be a Mistake to Not Localise Valkyrie Drive Bhikkuni

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    Earlier today, a tweet from Senran Kagura creator Kenichiro Takaki did the rounds, apparently indicating that his newest video game creation Valkyrie Drive Bhikkuni — part of an ambitious transmedia project that involves anime, mobile games and conventional games — would not be localised.

    Takaki's wording is a little ambiguous, due to English not being his first language, but if I'm interpreting his words correctly, it seems that there are no current plans to release a localised version of Valkyrie Drive Bhikkuni, but that he does want to release a localised version.

    In other words, there's a shred of hope in that tweet thanks to the word "currently", particularly as the creator himself has expressed a desire to bring the game over. However, the final decision will be in the hands of Marvelous and their frequent localisation partners XSEED Games and Marvelous Europe, and this is where things become a little worrisome.

    You might recall that a few weeks back there was something of a hoo-hah over Dead or Alive Xtreme 3, with a widely quoted comment apparently from a Tecmo Koei employee seeming to indicate that Western territories would not be receiving an official release of the game due to the unwelcome influence of loud-mouthed outrage megaphones in the games press and on social media at large. Whether or not those comments were actually true is beside the point; plenty of people believe them and have no reason not to given recent happenings. As a result, import specialist Play-Asia scored something of a coup by pointing out that there was an Asian English version available, and that, conveniently, they were offering it to those who wanted it — along with a cheeky biting of the thumb at so-called "social justice warriors" along the way, too. Fine with me.

    The thing Valkyrie Drive Bhikkuni and Dead or Alive Xtreme 3 have in common is that they're both provocative, sexy games that feature exclusively female characters in cute outfits, suggestive poses and varying states of undress. The similarities end there, of course, with DOAX3 being a beach volleyball/dating sim type affair, while Valkyrie Drive Bhikkuni is more along the lines of Takaki's successful Senran Kagura franchise, but to the eyes of those who thing everything involving depictions of the female form — particularly in works of Japanese origin — is somehow worse than ISIS, there's little difference; these are games for neckbeard basement-dwelling virgins, they'd say — games for desperate losers who'd never get their hands on a real woman.

    This is enormously reductive thinking, as I've argued on a number of occasions in the past. I think it's extremely important that video games as a medium feels that it is able to explore sex, sexiness, sexuality and deliberately provocative aesthetics. And, over the last few years, we've started to see more and more developers, publishers and localisation outfits apparently feeling the same way, with PlayStation platforms in particular getting more than their fair share of games that are unafraid to revel and delight in explorations of sexuality. Sure, a few have made it over with some edits here and there in the name of differing cultural norms — particularly with regard to the depiction of young-looking ("loli") characters in provocative situations, even if, canonically, they are of an appropriate age to be engaging with such activities — but for the most part, the last two generations of hardware in particular have been a wonderful time to be a fan of Japanese gaming and sex-positive titles.

    What the loud-mouthed outrage megaphones threaten to do, though, is undo this amount of progress we've seen over the last few years. Because yes, it is progress, whatever you may personally think of the games in question. These games seeing a successful release to a passionate audience in the West demonstrates that it is possible to release games to a niche rather than a mainstream audience — and, thus, if it's possible to run a successful business catering to those who enjoy games involving pretty anime girls (which isn't just white cis heterosexual men, I might add, as my Twitter Following list will attest) then it is certainly possible to cater to other audiences too: gay men, heterosexual women, gay women, asexual people, bisexual people, trans people and even the genderfluid otherkin bullshit that Tumblr seems to make up on a regular basis.

    As such, seeing a relatively high-profile title from a high-profile niche-interest creator like Takaki at risk of not coming over for reasons as-yet unknown — but you can bet it's something to do with the recent controversies, along with the amount of outright ill-informed abuse that has been spewed at the Senran Kagura series in particular over the last few years — is both saddening and worrying, but perhaps understandable. To be honest, were I in Takaki's situation, as a creator who clearly loves both his work and his creations, I would feel enormously demoralised every time the mainstream press covered my games and wrote them off without, in many cases, even playing them — though I would take heart from the fact that there are plenty of passionate fans out there willing to spread the good word, even if the press isn't. And in this age of social media, as the traditional games press becomes more and more irrelevant, sadly, it's word of mouth that really counts more than anything.

    I sincerely hope that Takaki, XSEED and Marvelous are able to reach some kind of arrangement where Western fans are able to pick up Valkyrie Drive Bhikkuni officially, without having to resort to possible Asian English imports, because refusing to release this sends a message to the wannabe "progressive" bullies of the world that their tactics — shaming creators and audience members of niche-interest products rather than being the change they want to see in the world and creating their own media that better reflects their interests — are working. And I really don't want them to get that message, because for all their bleating about "diversity" and "representation", nothing good ever comes from denying groups access to the media they want to enjoy; in fact, if anything, it makes the world a less diverse and representative place overall.

    So fuck that. Takaki-san, XSEED, Marvelous: you announce an official Western (preferably European — we're a lot more open-minded over here!) release of Valkyrie Drive Bhikkuni, and I — and numerous others I know — will more than happily pre-order it immediately, particularly if there's a lovely limited edition on offer with, say, posters, figurines, soundtracks, dakimakuras and the like.

    Do the right thing. Don't let the crybullies of the world win. Take a stand. Show that you believe in your work, and in your audience. Tits are life, ass is hometown — and your games are happiness.

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    2182: The Comforting Familiarity of Nep-Nep https://imnotdoctorwho.moegamer.net/2016/01/10/2182-the-comforting-familiarity-of-nep-nep/ https://imnotdoctorwho.moegamer.net/2016/01/10/2182-the-comforting-familiarity-of-nep-nep/#respond Sun, 10 Jan 2016 22:57:05 +0000 https://angryjedi.wordpress.com/?p=9806 There's a reason I frequently quote the Hyperdimension Neptunia series as my favourite game series of all time. And it's not because any of the games are particularly outstanding — though, it must be said, each and every one is far better than most reviews give them credit for — or because they're particularly impressive. In fact, technically speaking, … Continue reading 2182: The Comforting Familiarity of Nep-Nep

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    There's a reason I frequently quote the Hyperdimension Neptunia series as my favourite game series of all time. And it's not because any of the games are particularly outstanding — though, it must be said, each and every one is far better than most reviews give them credit for — or because they're particularly impressive. In fact, technically speaking, outside of some excellent character models and animation, the Neptunia series as a whole is fairly flawed, though since making the jump to Vita, PC and PS4 rather than PS3, its average framerate has gone through the roof.

    No, the reason I love Neptunia so is its comforting familiarity. Firing up one of these games is like meeting up with the sort of friends you always have a good time with. The kind of friends you might not see for months or years at a time on some occasions, but the kind of friends who allow you to pick right up where you left off when you do meet up again.

    There are a number of ways the series achieves this. The first and most obvious is through its main cast: the combination of Tsunako's gorgeous character and costume designs, the excellent voice acting (in Japanese, anyway; I haven't spent long with the English dub) and a sharp, witty script really brings these characters to life and, over the course of all the games they've starred in to date, they've developed and become distinct. The Neptunia writers and localisers aren't under any misconceptions that these characters are particularly deep, flawed or, for want of a better word, "literary", but this adds to the series' charm; it's infused with a gentle sense of good-natured humour and an aesthetic that combines the bright, primary colours of a children's TV show with a strong sense of self-awareness and recognition that yes, grown-ups play this and appreciate a few dirty jokes here and there. It's unpretentious and casual; you never feel like you have to make an effort to enjoy spending time with the Neptunia characters, and, perhaps paradoxically, this makes you want to spend more time with them, to find out more about them.

    The second way Neptunia brings a sense of warm familiarity to me is through its aesthetic. Developer Compile Heart frequently gets lambasted in reviews for recycling graphical, sound and music assets wholesale from game to game, but somehow this has never mattered to me; I like the fact that you know what a Neptunia game is going to look and sound like before you boot it up. I like the fact that the series has developed its own kind of non-verbal language using its soundtrack to denote what is happening on. And the fact that the same dungeon maps are used from game to game — or even, in some cases, recycled within the same game — has never mattered to me; on the contrary, these places are now familiar and comfortable to me, even if the occupants may differ from visit to visit and occasionally incorporate superbosses that splatter me up the nearest wall.

    The third reason Neptunia makes me happy is because the whole thing is clearly infused with such joy and love for these characters and the setting in which they live that it's hard not to smile all the time you're playing. While it's questionable as to whether or not Compile Heart knew precisely how popular the series would become when the original Hyperdimension Neptunia was released in 2010, it's clear to see today, six years later, that the creators still adore their creations as much as the audience do. And, more to the point, the various spinoffs in the series allow fans to celebrate their favourite characters in a variety of different ways, be it through the clothes-ripping hack-and-slash action of Hyperdimension Neptunia U, the strategic battling of Hyperdevotion Noire or the purely "social" gameplay of Hyperdimension Neptunia Producing Perfection. We've seen these girls at work, rest and play over the course of these games, and it doesn't take long to fall in love with them.

    Me, I'm at a stage where I honestly think I might be quite happy playing nothing but Neptunia games until the end of time, assuming that Compile Heart continued to explore collaborations with other developers such as Sting (Hyperdevotion Noire) and Tamsoft (Hyperdimension Neptunia U) as well as producing strong mainline installments in the series. Of course, this is an exaggeration, but one thing is true: I never have a bad time playing a Neptunia game, and I never feel sad while I'm playing a Neptunia game; I hope we continue to see them for many years to come.

    The post 2182: The Comforting Familiarity of Nep-Nep appeared first on I'm Not Doctor Who.

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    2181: Coming to a Head https://imnotdoctorwho.moegamer.net/2016/01/10/2181-coming-to-a-head/ https://imnotdoctorwho.moegamer.net/2016/01/10/2181-coming-to-a-head/#respond Sun, 10 Jan 2016 01:56:20 +0000 https://angryjedi.wordpress.com/?p=9738 I generally try and steer clear of Internet drama as much as possible, but sometimes it's impossible not to see what's been going on when it's all over a website you use regularly. Most recently, Twitter has seen some interesting happenings that make it feel like the ongoing culture war between "loudmouthed, self-professed progressives (who … Continue reading 2181: Coming to a Head

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    I generally try and steer clear of Internet drama as much as possible, but sometimes it's impossible not to see what's been going on when it's all over a website you use regularly.

    Most recently, Twitter has seen some interesting happenings that make it feel like the ongoing culture war between "loudmouthed, self-professed progressives (who aren't actually all that progressive at all)" and "people who just want to be left the fuck alone to talk to their friends about things they enjoy without being shamed for it" has been coming to a head. And it's been kind of fascinating to watch, particularly as the most recent happenings make one wonder what role — if any — sites that provide a means of communication, such as Twitter, have in these sort of sociopolitical debates.

    The most recent drama surrounds one Milo "Nero" Yiannopoulous, a writer for the conservative/right-wing news site Breitbart. Nero is, to put it mildly, something of a controversial, divisive figure: he's brash, opinionated, flamboyantly homosexual and vehemently against the rise of "third wave" feminism — that particular ideological offshoot that we've seen in the last few years that seemingly concerns itself more with scoring "victim points" than actually promoting any sort of societal change for the better. At the same time, he's also someone who stands up for what he believes in, protective of people and groups he cares for and willing to go against the grain when he believes that the "grain" is going in the wrong direction.

    I find him quite amusing to read at times. I don't follow him on Twitter, but in my occasional (non-participatory) explorations of what GamerGate subreddit KotakuInAction is up to, I tend to keep abreast of what he's been up to, and occasionally feel inclined to read some of the things he's posted on Breitbart. I don't agree with everything — many things, if I'm honest — that he says, but I do agree with some others. I find his writing entertaining to read, though, and challenging to my preconceived notions about particular issues. His writing makes me think, in other words, and contemplate how feel about something, whether or not it's the same as what he thinks about the thing in question — and that's something that journalists should aspire to, in my opinion, wherever they are positioned on the overall political spectrum.

    Anyway. The issue is with Nero's behaviour on Twitter, and with his subsequent treatment. He frequently comes under fire for "harassing" people himself, and for "inciting harassment" by drawing attention to things that people have said by using Twitter's built-in "quote and comment" functionality that they added to Retweets a while back. So strong is the backlash against him that a couple of days ago, his "verified" checkmark was removed from his Twitter account, seemingly as a punishment for the way he had behaved.

    Thing is, the "verified" checkmark is not supposed to be a mark of good behaviour or anything; all it's supposed to be is an indicator that yes, this particular Twitter account is indeed the person or company that it claims to be. And Nero is Nero, no doubt about that. Taking it away for the way he has behaved on Twitter — whether or not you feel that was justified — is, frankly, insane, because it doesn't stop him being the person he is.

    Naturally, as these things tend to go, the Internet reacted immediately, with a wide variety of Twitter accounts immediately rebranding themselves as "Milo Yiannopoulous" and adopting his avatar as their profile picture, making the timeline an occasionally extremely confusing place to navigate. Alongside this, the hashtag #JeSuisMilo — a reference to the #JeSuisCharlie hashtag movement from around the time the offices of French satirical newspaper Charlie Hebdo were attacked in Paris last year — was launched in an attempt to show solidarity with Nero and disapproval for Twitter's peculiar (and, as of the time of writing, unexplained) actions.

    Various people, including writer and former Conservative MP Louise Mensch, did some digging and discovered the Twitter account of Michael Margolis, aka @yipe, the "engineering manager" at Twitter itself. Examining Margolis' retweets, likes and replies to people made it look to some like there were some conflicts of interest going on, with many people alleging that Margolis was inappropriately using his position at Twitter to do favours for "progressive" types — such as reporting Nero through means other than the usual channels.

    All this is hearsay and conjecture, so far as I can make out, but it raises some interesting questions, for sure. Twitter is intended to be an open, free communication platform for everyone to use. It's not supposed to be moderated or policed — with the sheer number of users and messages that are exchanged every day, it's simply impossible to do so. Instead, Twitter operates on the (arguably flawed) assumption that, much like society, people will naturally peel off into their own groups and interact with one another, with any cross-cultural clashes able to be resolved through use of the mute and block functions — or, in extreme cases, through Twitter's formal reporting processes.

    I have some experience with Twitter's formal reporting procedures. Some of you may recall a couple of years back I suffered a campaign of targeted harassment from a notorious group of Internet trolls known as the GNAA. At the time, this group were targeting people who were fans of the My Little Pony: Friendship is Magic TV show, and since I'd recently discovered this, I had the word "Brony" (the term for an adult-age fan of the show) in my Twitter profile bio. This, it seems, was an invitation for the group in question to start accusing me of being a paedophile, even going so far as to look up the WHOIS information of websites I'd linked to from my Twitter profile or this site, then phoning up the owners of said websites (which, in this case, were the owner of Games are Evil, a site I was running at the time, and my brother) and repeating said vile accusations.

    It was an extremely unpleasant, scary experience, not so much because of the torrent of abusive tweets coming my way — those were easy enough to ignore and block using Twitter's basic tools — but because it was spilling over into the real world like this. Consequently, rather than simply shrugging the situation off, I reported it to Twitter and to my local police station. The latter were unable to do much about it — I suspected as much, but I thought it was worth doing anyway — and the former were simply useless, claiming that they were unable to intervene in this situation because it amounted to a "disagreement" rather than "harassment" by their definition.

    In other words, under Twitter's definitions, you have to be receiving some pretty damn vile harassment before their formal reporting procedures will actually do anything — or, at least, this was the case back in 2013, anyway. For everything else, you have to just deal with it, or leave the site altogether — which I did for a while, but came back after I felt worse about being alone and isolated than I did about being targeted by trolls.

    In a way, I understand the way Twitter reacted the way they did to my situation. I wasn't directly in danger or anything, and in retrospect the behaviour of the trolls was little more than the sort of casual abuse-hurling you'd get in the schoolyard. This isn't defending it by any means, of course — I had certainly done nothing to deserve such treatment, and I was genuinely very afraid while it was all going on — but in the grand scheme of things, it perhaps was barely a blip on the radar of Bad Shit happening in the world. By acting upon it, Twitter would be setting a public precedent, and this would then have to be followed up on in future to ensure that their policies were being enforced in an even-handed and fair manner — and I got the distinct impression that Twitter support felt that the whole thing was rather more trouble than it was worth.

    This little digression is an explanation of the fact that Twitter is generally very hesitant to intervene in situations where people "disagree" with one another by their definition — and their definition of "disagreeing", at least as it stood in 2013, was rather, shall we say, lenient. So for a Twitter employee to put across the impression of giving preferential treatment towards particular individuals is not a particular fair and even-handed way to approach the situation. Moreover, Nero's behaviour in the instances where he was accused of "inciting harassment" wasn't anything out of the ordinary — he was simply using Twitter's own tools (in this case, the "Quote Tweet" function) to highlight some things he wanted to discuss or bring to the attention of his audience.

    Several interesting questions are raised as a result of this debacle, however. The first is whether or not popular Twitter users such as Nero should be held responsible or accountable for the actions of their followers when they do something to make a conversation or comment public. Twitter does have tools to minimise contact with people you haven't specifically authorised to talk to you — most notably the ability to make your account private, locking it down to everyone except those who follow you — but at its core it's designed to be a means of public discourse: the world's biggest cocktail party, where anyone and everyone is free to wander around, listen in on what everyone is saying and contribute their own thoughts and feelings to a conversation, regardless of whether or not they know the existing participants.

    In this instance, Nero was simply using Twitter as intended, so is it his fault if some followers took it upon themselves to be unpleasant little scrotes towards the person he quotes (whom, it has to be said, appears to be a fairly unpleasant little scrote herself — not that this justifies any sort of abuse)? I certainly don't have an easy answer to that.

    The second question raised by all this — particularly Margolis' alleged involvement, which is yet to be conclusively proven — is whether or not social media companies as a whole or their employees have any sort of obligation to make decisions about users based on political or ideological viewpoints. The argument in this instance is whether or not the removal of Nero's verified status — his "punishment" — is justified on the grounds that he disagrees (there's that word again) with the views of third-wave feminism. Or, to take it as a broader picture, whether or not any user should be punished in any way for expressing an opinion that differs from the accepted "norm", or which some claim to find "offensive", or which is regarded as "unacceptable" in some way.

    You get into dangerous territory with that last section. Twitter is a private company, however, so it is, of course, free to police its platform however it pleases, and if it wants to become some sort of "safe space" where third-wave feminists and their white knight "allies" can happily skip through fields of flowers (not white ones, though, because white people ruin fucking everything, apparently) then that is the company's decision entirely. Since it has always sold itself as a means of free expression and communication for people all over the world, however, there's an argument that we are taking a few tentative steps into a somewhat Orwellian area — though it is also worth noting that should Twitter actually decide to go down this route wholeheartedly, the market will be flung wide open for a new, alternative means of communication and expression for people who are no longer welcome under the New Tweet Order.

    Personally speaking, I would rather Twitter remain completely apolitical, and continue to act as a means of free communication for groups all over the world covering a wide variety of viewpoints and ideologies, many of which would clash with one another if they came into direct contact. It's been a valuable tool in times of crisis, such as during the massacres in Paris, the assaults in Cologne over the New Year period, and during the riots in Egypt a while back. More than that, though, it's brought people together who may never otherwise have had the chance to talk to one another. It's allowed friendships and even relationships to blossom, and it's allowed differing viewpoints the chance to interact and attempt to understand one another. It's been inestimably valuable from that perspective, and for it to start pushing one particular political viewpoint or ideology as somehow "superior" or "correct" would go against this openness that has been its most key feature ever since day one.

    More than that, though, regardless of whether or not you think Nero is a twat or a genius, removing his verified status as a "punishment" is just plain stupid. What kind of message, exactly, is that supposed to send? "You said the wrong thing, so you are no longer you?" What utter nonsense.

    Perhaps this is why I don't run a huge, successful social media enterprise. Or perhaps the rest of the world really has gone completely and utterly mental.

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    2180: Action Unleashed https://imnotdoctorwho.moegamer.net/2016/01/09/2180-action-unleashed/ https://imnotdoctorwho.moegamer.net/2016/01/09/2180-action-unleashed/#respond Sat, 09 Jan 2016 01:37:28 +0000 https://angryjedi.wordpress.com/?p=9708 I had a sudden and irrepressible urge for some Neptunia today, so I fired up the Neptunia game I was last working on: Hyperdimension Neptunia U: Action Unleashed. Having figured out that yes, it is indeed possible to stop the PlayStation TV from recognising accidental clicking of L3 or R3 as simulated touchscreen touches (which had previously made getting overexcited … Continue reading 2180: Action Unleashed

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    I had a sudden and irrepressible urge for some Neptunia today, so I fired up the Neptunia game I was last working on: Hyperdimension Neptunia U: Action Unleashed. Having figured out that yes, it is indeed possible to stop the PlayStation TV from recognising accidental clicking of L3 or R3 as simulated touchscreen touches (which had previously made getting overexcited in this game somewhat hazardous, since I have a habit of clicking one or both of the sticks in when gripping the controller tightly) I decided to play it on the big screen. And I was reminded what an enjoyable game it is.

    For those unfamiliar, Neptunia U, as I shall refer to it hereafter, is a collaborative, non-canonical entry in the Neptunia series (inasmuch as Neptunia even has a coherent canon, which is perhaps questionable) developed by both series creators Compile Heart and Senran Kagura developers Tamsoft. The latter's influence is very much evident in the game, since it plays rather like their other Vita game, Senran Kagura Estival Versus, right down to the characters' clothes getting ripped as they take damage.

    Much like Senran Kagura, Neptunia U presents you with a series of missions to undertake, some of which are purely designed to challenge you and/or allow you to level up your characters, while others advance the plot. Neptunia U also throws a spanner in the works in its second chapter with "Irregular Quests", which generally have some sort of condition to you beating them rather than simply killing everything. The twist is that the game doesn't tell you what this objective is outright; you're expected to figure it out for yourself, though starting and quitting the mission does trigger a scene where the characters give you a few hints as to what you might want to do. Irregular objectives range from killing all of a specific type of enemy (while others respawn infinitely) to swapping characters in order to temporarily be able to deal damage to otherwise-invincible enemies.

    Neptunia U's systems are fairly simple — like Senran Kagura, each character has both a fast, weak attack and a strong, slow attack as well as a couple of limited-use special moves. And, again, like its titty-ninja counterpart, the challenge is not necessarily in being able to perform these moves and combos — pretty much all of the combos in question run Square 4 or 5 times followed by Triangle — but in understanding the animations and movements involved in the abilities in order to deal damage most efficiently and clear levels quickly. Efficient performance results in bigger experience rewards at the conclusion of the level, as well as providing you with more Medals that drop from monsters. Collecting medals unlocks permanent stat boosts for the entire cast as well as new equippable items to boost (or, in some cases, deliberately penalise) their abilities.

    Neptunia U is a game made for people who love the grind. It's not a particularly difficult game for the most part — at least its rather short, sub-6 hour story mode isn't; I'm yet to get into the substantial endgame involving the Neptral Tower dungeon — but in order to unlock everything and see everything, you'll need to grind a fair bit in various ways. You'll need to grind missions to gain enough experience to level up the characters. You'll need to grind specific missions in order to collect the enemy medals you need to unlock all the equipment. You'll need to grind specific partnerships of characters in order to raise everyone's Lily Rank to maximum — always the most time-consuming part of any Neptunia game, but pretty much everyone who calls themselves a fan somehow cannot resist this task every time it comes up — and you'll need to make sure said partnerships are levelled enough to clear the few character-specific missions throughout the game. In other words, if you're not up for a bit of grinding, this game will last you about 6 hours; if you are, however, it will push into substantial double-digit territory at the very least.

    Mostly, I just like it because it's an enjoyable, simple brawler with quick, snappy levels and my favourite characters in the world smacking the shit out of all manner of different enemies. Of particular note is the game's implementation of the series' iconic "HDD" forms for the characters: in some of the mainline installments, these transformations didn't feel substantially more powerful than the characters' "human" counterparts, but here, their new movesets, animations and massively increased damage potential makes them feel as they should: earth-shatteringly powerful, cutting through enemies like butter. They are goddesses, after all.

    I'm going to try and bash out the rest of the story mode in the next few days and then investigate the endgame. Whether it will crush my soul like the Lily Rank grind in Hyperdevotion Noire remains to be seen, but it's Nep-Nep, so of course I'm going to see it through to the bitter end; spending some time away from my favourite goddesses has only reminded me how much I love them. Absence makes the heart grow fonder and all that.

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    2179: Warhammer Quest: The Adventure Card Game Blind Tutorial Playthrough https://imnotdoctorwho.moegamer.net/2016/01/07/2179-warhammer-quest-the-adventure-card-game-blind-tutorial-playthrough/ https://imnotdoctorwho.moegamer.net/2016/01/07/2179-warhammer-quest-the-adventure-card-game-blind-tutorial-playthrough/#respond Thu, 07 Jan 2016 14:38:24 +0000 https://angryjedi.wordpress.com/?p=9701 Longtime readers will know that I'm a fan of Games Workshop's wonderful but out-of-print dungeon crawler games, including Hero Quest, Advanced Heroquest and Warhammer Quest. Unfortunately, these don't hit the table nearly as often as I'd like, since they're quite time-consuming to play and fiddly to set up due to their sheer number of components and pen-and-paper RPG-style … Continue reading 2179: Warhammer Quest: The Adventure Card Game Blind Tutorial Playthrough

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    Longtime readers will know that I'm a fan of Games Workshop's wonderful but out-of-print dungeon crawler games, including Hero Quest, Advanced Heroquest and Warhammer Quest. Unfortunately, these don't hit the table nearly as often as I'd like, since they're quite time-consuming to play and fiddly to set up due to their sheer number of components and pen-and-paper RPG-style necessity to prepare adventures beforehand.

    I was, as you might expect, quite excited to hear that Fantasy Flight Games, who have been leveraging a whole bunch of Games Workshop properties recently, had released an official card game adaptation of Warhammer Quest which promised to play in 30-60 minutes, and which many claimed offered a fun dungeon-crawling experience without the need for festooning your table in thousands of miniatures and cardboard tiles.

    The game is extremely well-regarded on legendary boardgaming community site Boardgamegeek, so I was keen to give it a go. One of the most common complaints, however, was that neither the Learn to Play manual nor the Rules Reference guide were particularly well laid out, meaning it took a little while to get your head around how to actually play. This is nothing unusual for Fantasy Flight Games, however, who, although they produce absolutely beautiful components and cards, aren't particularly well-regarded when it comes to writing instruction manuals. (Hey. If anyone from FFG is reading, I am very much available for freelance manual and tutorial writing. Please get in touch.)

    With that in mind, I decided to try the game's tutorial scenario and record my experiences for the benefit of anyone else considering this game. So let's jump right in.

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    This is all the stuff you get in the box. Two rulebooks — a "learn to play" guide and a reference manual — plus a selection of quest sheets, a deck of large cards, a deck of small cards, six dice and a selection of tokens. Numbered tokens are double-sided so can be used to denote a value of either 1 or 3.

    Let's get set up! I'll be trying out the Tutorial solo. The Tutorial isn't a full quest, rather just an opportunity to try out all the main mechanics before jumping in to a full session. I'm going into this pretty much blind, so I may get things wrong along the way. As such, do not take this post as a definitive How to Play guide for now!

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    First thing to do is pick two heroes to play. There must be at least two heroes in the party, even if you're playing solo. There are variations on each hero card according to how many party members you have. Generally speaking, the fewer party members you have, the more life each individual character has. If playing with two heroes, each hero gets two turns. If playing with three heroes, one hero per round gets an extra turn.

    I'm going to go with the Ironbreaker dwarf and the Bright Wizard for this playthrough, because a tank/wizard combo sounds sensible, and also they're the two characters I've played most in Warhammer End Times: Vermintide on PC.

    Each hero starts with four basic action cards that allow them to Attack, Aid, Explore or Rest. During a Campaign or Delve quest, these can be upgraded to Advanced versions later. Here are the Bright Wizard's basic actions:

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    And here are the Ironbreaker's:

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    The Bright Wizard begins the Tutorial engaged in combat with a Night Goblin Archer, while the Ironbreaker has been set upon by a Rat Swarm. There are also two face-down enemies in the middle of the table, considered to be "in the shadows" for now.

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    The Tutorial also specifies that we'll be exploring the Throng of Webs location for now, so this card goes in the middle of the table along with the shuffled Dungeon deck.

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    We're now ready to start. We begin with the Hero Activation phase, during which each hero activates in turn, beginning with the current Party Leader, and performs an action. The relevant card is exhausted once it is used, unless it has a Prepare symbol in the corner, in which case all action cards can be readied for the next round.

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    The Bright Wizard is first to play. Let's play her in an appropriately hot-tempered manner by immediately flinging a fireball at that pesky Night Goblin Archer in front of her.

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    Fireball is the Bright Wizard's Attack action, and it allows her two white dice with which to attempt to deal damage. It's also a ranged attack, so she can fling fireballs at enemies in the shadows or engaged with other heroes and even target more than one enemy in exchange for taking a point of damage, but for now let's concentrate on the immediate threat.

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    The Bright Wizard gets two white dice for her attack, and rolls against one black die because she's engaged with one enemy. She rolls two success symbols (the crossed axes) plus a defence shield, while the goblin rolls an attack for one point of damage. Since the Bright Wizard rolled a shield, she successfully defends against this damage, and since the goblin only has two hit points in the first place, she defeats it with an appropriately explosive flourish.

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    Now it's the Ironbreaker's turn. He, too, is going to attack. His attack allows him to engage up to two enemies. He's already engaged with one, but he's feeling cocky, so he also chooses to engage one of the enemies in the shadows. This flips the card face-up and places it in his engagement area in front of him.

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    It's a second Rat Swarm. They don't do much damage, but they do have 3HP each so it's unlikely either of them are going down this turn. Regardless, the intrepid Ironbreaker pushes on, rolling two white dice against two black dice.

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    He rolls one point of damage, which he applies to the enemy of his choice, and successfully defends against one incoming point of damage thanks to the two shields he rolled.

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    Now it's the Bright Wizard's turn again. Since her Fireball is exhausted, she can't use it again against the enemies engaged with the Ironbreaker or the one remaining in the shadows. She instead takes the opportunity to explore the location by rolling one white die against no black dice, since there are no enemies engaged with her right now.

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    She rolls a success, which puts the party 1/7 of the way to completing this location. She finds some Cool Waters, which allows her to recover 2HP or ready an action, but since she has taken no damage and her Explore action allows her to ready all her actions anyway, it's not much use right now. Since she's flush with life right now, she then chooses to take two points of damage to claim two success tokens and put them in her play area. These can be used next turn for two automatic successes on the Explore action if she uses it.

    That's the end of the Bright Wizard's actions this round.

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    The Ironbreaker, meanwhile, is still engaged with the two Rat Swarms. He chooses to use his Stubborn Resolve ability to exhaust one enemy in front of him and automatically defend against up to two points of damage. He then gets to rest, which allows him to recover HP by rolling white dice against black dice, but since he hasn't taken any damage and there's no way for the single remaining readied Rat Swarm to do enough damage to get through that monstrous 2 defence, there's no need to roll any dice.

    That's the end of all the Hero turns this round, which brings us to the enemies.

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    The Bright Wizard is first to activate an enemy. Since she is not engaged with any enemies right now, she must activate one of the enemies in the shadows, and since there is only one face-down enemy left in the shadows, she flips it face-up to reveal a Giant Wolf.

    The Giant Wolf then resolves its three actions in turn. First is Lacerate, which causes whoever it is engaged with to be afflicted with the Bleeding status. Since it is not yet engaged with anyone, however, it does nothing.

    Next, its Prey ability causes it to engage the Hero with the most HP, which is the Ironbreaker. It moves into his engagement area. Since the Ironbreaker is now engaged with the maximum three enemies, any additional engagements will simply cause him to take automatic damage, but since there are no other enemies on the table right now, that probably won't be an issue.

    Finally, the Giant Wolf's Inflict ability deals two damage to the Ironbreaker. This can't be defended against. The Giant Wolf is then exhausted.

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    That leaves just the injured Rat Swarm for the Ironbreaker to activate. First it would Advance to engage the Hero activating it if it was in the shadows, but since it's already engaged with the Ironbreaker, nothing happens. It then deals another point of damage to the Ironbreaker.

    At the end of the enemy phase, the Bright Wizard is on 20/22HP, while the Ironbreaker is on 23/26HP. Of the enemies, one of the Rat Swarms and the Giant Wolf are on 3/3HP, while the other Rat Swarm is on 2/3HP. All the enemies are now re-readied for the next round.

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    Before the round ends, the location's effects are resolved. In this case, the party leader (currently the Bright Wizard) must exhaust one of her four actions, though it can't be her Explore action, which has the Prepare icon on it — if this was exhausted, she would eventually be completely unable to act! She instead chooses to exhaust her Rest action Smouldering Wrath, since she's fairly hale and hearty right now.

    Now the round ends, and the party leader token passes to the Ironbreaker.

    image

    The Ironbreaker is in a slightly sticky situation, since he's engaged with three enemies and two of his actions are exhausted. He chooses to offer his Aid to the Bright Wizard, since he has the HP to spare right now. He throws up a Shield Wall, rolling one white die against three black dice.

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    He rolls two successes, which the Bright Wizard chooses to "bank" on her Fireball action. He also rolls two attacks, causing him to take three points of damage — two from the Giant Wolf and one from one of the Rat Swarms, since higher attack value enemies are always prioritised in situations where not all enemies are attacking. He's now down to 20/26HP, but those two banked successes for the Bright Wizard will be useful.

    Shield Wall also allows the Ironbreaker to re-ready all his actions, so he does so.

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    The Bright Wizard is up. She chooses to cast Fireball and engage the uninjured Rat Swarm, pulling it off the Ironbreaker. She then voluntarily takes a point of damage to target a second enemy. She then rolls two white dice against one black die.

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    She rolls one success and two defence, the latter of which allows her to shrug off the Rat Swarm's counterattack of a single point of damage. With the two banked successes from the Ironbreaker's Aid action, she has a total of three successes to assign between up to two enemies as she pleases, and since her Fireball is ranged she doesn't even have to attack the enemy she's engaged with. She chooses to assign all three points of damage to the Giant Wolf in front of the Ironbreaker, killing it instantly and levelling the playing field somewhat.

    image

    Next it's the Ironbreaker's turn again. Since he readied all his actions last turn, he is free to use his Attack skill Inexorable Advance. Since this allows him to engage two enemies, he pulls the Rat Swarm back off the Bright Wizard with a mind to cleaving both remaining enemies with a lucky roll. He rolls two white dice against two black dice.

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    He rolls a normal success, a critical success and an attack. The critical success counts as a normal success but also allows an additional roll of that white die.

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    Impressively, he rolls another critical success, which means another reroll. That's a total of three successes so far.

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    His final roll is a shield, allowing him to shrug off the single point of incoming damage. He assigns two of the successes to the injured Rat Swarm, killing it, while the remainder goes on the last enemy. This round is now over for the Ironbreaker.

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    That leaves one action for the Bright Wizard. She chooses to use her Burning Sight ability to explore, using her two banked success tokens from the previous turn — these must be declared and used before rolling dice — and rolling a critical success.

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    She then rolls another two successes, bringing her to a total of five, including the banked tokens she used. This brings the overall progress on the location to 6/7. She then draws a Dungeon card.

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    The Shrine she discovers gives her the option of exhausting an action to recover 1HP and claim a success token. Since the Explore action allows her to re-ready all her actions anyway, there's no reason for her not to do this. She heals 1HP, exhausts her Aid ability Fan the Flames and banks a success token on it.

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    The Bright Wizard cannot finish the exploration this turn by burning HP, but she can bank one token for next turn. She takes the 1HP damage she just healed and claims a success token. She then re-readies all her actions, and that's the end of the Hero phase.

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    The only remaining enemy on the table is engaged with the Ironbreaker, who takes one point of damage.

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    The location effect then causes the party leader (currently the Ironbreaker) to exhaust one action dealing with sticky webbing. He chooses to exhaust his Explore action. Leadership of the party then passes to the Bright Wizard for what will probably be the final round.

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    To clear the Tutorial, the party must fully explore the Throng of Webs location (which requires just one more Explore success to do so) and defeat all the enemies. With that in mind, the Bright Wizard uses her first action to Aid the Ironbreaker for two dice plus the success token she banked earlier.

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    She rolls a success and a critical success…

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    …followed by a defence, which isn't much good right now, but three success tokens is still plenty. In fact, you can only bank up to two success tokens per card, so the Ironbreaker banks two on his Inexorable Advance card and a third on his Shield Wall card. He also readies his Into the Dark action to explore if necessary, since the Bright Wizard's Aid action allows him to ready one action.

    image

    The Ironbreaker uses Inexorable Advance and rolls two defence, which is more than enough to shrug off the incoming damage from the Rat Swarm. He uses his two banked success tokens from the Bright Wizard's Aid to defeat the Rat Swarm without the need for rolling further successes. Now the area is clear of enemies, which just leaves the exploration.

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    The Bright Wizard has a banked success token, so rolling the die is just a formality at this point, but she rolls a critical success anyway. That brings the location to 7/7 progress, completing it and clearing the Tutorial. Full quests would require the exploration of other locations and perhaps the completion of other objectives, but for now… victory!

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    2178: Some Love for Marvelous Europe https://imnotdoctorwho.moegamer.net/2016/01/07/2178-some-love-for-marvelous-europe/ https://imnotdoctorwho.moegamer.net/2016/01/07/2178-some-love-for-marvelous-europe/#respond Thu, 07 Jan 2016 00:54:33 +0000 https://angryjedi.wordpress.com/?p=9637 I received a package from Marvelous Europe today, containing five adorable chibi Senran Kagura figurines depicting Homura's Crimson Squad at play (or, in Hikage's case, as close to "play" as she could probably figure out). I was the lucky recipient of these figures because I retweeted or favourited something they posted on Twitter a short while ago, … Continue reading 2178: Some Love for Marvelous Europe

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    I received a package from Marvelous Europe today, containing five adorable chibi Senran Kagura figurines depicting Homura's Crimson Squad at play (or, in Hikage's case, as close to "play" as she could probably figure out). I was the lucky recipient of these figures because I retweeted or favourited something they posted on Twitter a short while ago, and I was fortunate enough to be selected as a "winner" of one of the prizes that was up for grabs at the time.

    To be honest, I'd completely forgotten about it, since "RT to win!" Twitter posts are ten-a-penny, and also I very rarely win anything that involves the luck of the draw. I was delighted that Marvelous made good on their original offer, though, since I really like the figures a lot, even if they were a bit fiddly to put together. (There's a teeny-tiny accessory for Yomi that I have no idea where to put, for example.)

    This pleasant little interlude got me thinking about Marvelous Europe and how they appeared out of nowhere a little while back. Previously, games such as Senran Kagura made it over to Europe via a convoluted string of people and companies — Senran Kagura Burst, for example, was localised by XSEED and then brought to Europe by, if I remember correctly, PQube Games. Senran Kagura Burst actually got a physical release in Europe through this convoluted process, however, which made Americans super-salty because it only got a digital eShop release over there. They got their revenge with Vita follow-up Senran Kagura Shinovi Versus, though, since this was digital-only in Europe but had a special edition physical version in the states. Vita games are region-free, though, so fans such as myself simply imported.

    Anyway, I recall being particularly aware of Marvelous Europe once Senran Kagura 2: Deep Crimson was first announced for Western release. Preorders for some ambitious-looking limited editions went up early, and I decided what the hell, I'll jump in. After all, the limited editions put out by Idea Factory International — a very similar operation, bringing niche Japanese games to the West and giving them plenty of love and attention — had proven themselves to be rather lovely, so I had a good feeling about Marvelous Europe's offerings.

    So much so, in fact, that I also preordered both Corpse Party: Book of Shadows and Senran Kagura Estival Versus when they became available. Estival Versus is yet to be released, but both the Senran Kagura 2 and Corpse Party special editions were gorgeous, and both are releases I'm very happy to have in my collection.

    The main reason I feel Marvelous Europe sets a great example for other publishers is that they clearly know their audience well. Their Twitter account is very "human", often sharing irreverent, dry humour — particularly when the prudes of the games journalism business start whingeing about boobs, as they are so often wont to do these days — and interacting with fans rather than acting purely as a news outlet. Their positive attitude towards the games they release, their pride in their work and their total lack of shame in bringing controversial titles to an eager Western audience means that I'm more than happy to keep supporting them for as long as they keep releasing quality games for me to enjoy.

    Keep it up, Marvelous Europe. You're doing a marvellous job.

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    2177: Black Screen of Death https://imnotdoctorwho.moegamer.net/2016/01/05/2177-black-screen-of-death/ https://imnotdoctorwho.moegamer.net/2016/01/05/2177-black-screen-of-death/#respond Tue, 05 Jan 2016 23:59:51 +0000 https://angryjedi.wordpress.com/?p=9633 I've noticed something annoying about technology, particularly entertainment technology: the moment you want to revisit something you haven't played/watched/listened to for a while, the technology that makes doing so possible is almost certainly going to fail somehow. This has happened to me on numerous occasions ever since I was a youngling. From games that refused … Continue reading 2177: Black Screen of Death

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    I've noticed something annoying about technology, particularly entertainment technology: the moment you want to revisit something you haven't played/watched/listened to for a while, the technology that makes doing so possible is almost certainly going to fail somehow.

    This has happened to me on numerous occasions ever since I was a youngling. From games that refused to boot on our old Atari 8-bit to… well, today, games that refuse to boot on my Windows PC, it's an inordinately frustrating experience.

    It's more frustrating than something just normally not working, because the fact that you haven't indulged in the thing in question for a while means that you build up a certain degree of anticipation in your mind for the first time revisiting it in weeks, months, perhaps even years. As such, it's extremely disappointing when you find yourself unable to satisfy your hunger for the thing you were craving.

    Today, I had an extremely strong desire to play Bizarre Creations' swansong Blur, one of my favourite racing games of all time. I own both the Xbox 360 and PC versions of this game — the PC version being something that I'm actually seemingly rather lucky to own, since it has been pulled from the Steam store at some point in the last few years — but I was keen to play the PC version, since it runs at a superior framerate and resolution to the 360 version. Plus I'd been having idle thoughts about doing a "racing games supertest" series of videos, and Blur was one of the games I particularly wanted to highlight.

    Blur has run fine on my machine before and I don't think I've made any significant changes to it since the last time I ran it. I've perhaps replaced the graphics card in that period — which may be the issue, though I don't see why — but that's about it. But no; I was to be denied. I fired up Blur via Steam, saw the familiar noisy Activision logo followed by the now somewhat forlorn-seeming Bizarre Creations logo… and then the menu music started.

    And then nothing happened. No spinny thing in the corner saying the game was loading. No main menu. No prompt to login. Just the menu music, and a Steam popup with the CD key that I was unable to dismiss.

    I tried again on the offchance it was a random crash; no luck. I took to Google in an attempt to find the cause of the problem, or indeed if anyone else had had it — note to game developers: if you name your game a single word, please don't name it after a common graphical setting, because it really makes situations like this a lot more difficult than they need to be — but I was ultimately disappointed, since this was, inevitably, one of those situations where lots of people in the last five years have had this problem, but none of them have come up with an adequate solution.

    I tried the few solutions that were offered, and swore silently at Yahoo! Answers commenters making inane, generic comments about Windows updates and checking video drivers, but none seemed to work. As I type this, I'm restarting my PC — a rare treat for that machine, which tends to stay on most of the time — in a last-ditch attempt to see whether or not that works. If it doesn't, I guess I'll have to be satisfied with the 360 version; no great loss, since that's the version I originally "discovered" the game with, but it would be nice to run it at 60fps and 1080p.

    Oh well. It's getting late now, anyway, so probably no Blur for me this evening. Fingers crossed I can get it working eventually though…

    EDIT: Restarted computer. Game now works. Maybe those Yahoo! Answers idiots weren't such idiots after all.

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    2176: Life on Mira https://imnotdoctorwho.moegamer.net/2016/01/04/2176-life-on-mira/ https://imnotdoctorwho.moegamer.net/2016/01/04/2176-life-on-mira/#respond Mon, 04 Jan 2016 22:30:32 +0000 https://angryjedi.wordpress.com/?p=9608 I finished the main story of Xenoblade Chronicles X today, but my time with the game is far from over, since there's still a whole lot to do once you clear the story. I wanted to reflect a little on my experience with the game so far — 100 hours' worth — and reiterate that I think … Continue reading 2176: Life on Mira

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    I finished the main story of Xenoblade Chronicles X today, but my time with the game is far from over, since there's still a whole lot to do once you clear the story.

    I wanted to reflect a little on my experience with the game so far — 100 hours' worth — and reiterate that I think it was absolutely the best game released last year that I had the good fortune to play. There may be some spoilers ahead, but I'll try and keep them to a minimum.

    The most common criticism I've read of Xenoblade Chronicles X is that its story is "weak" or "not as good as Xenoblade Chronicles". While I don't disagree that its manner of storytelling is an acquired taste, I don't agree at all that its story is weak or of poor quality — nor do I agree with the assertion that the characters aren't particularly well-defined.

    Let's take the first point first. I've already commented on this in depth in this post, but it bears mentioning again: Xenoblade Chronicles X's storytelling is about more than the main scenario quests and the cutscenes. It's an immersive storytelling experience in which you are part of the world of Mira, and things unfold around you, both with and without your intervention. The world changes and evolves as you complete missions and develop your relationships with characters, though the impact of your actions may not necessarily be immediately apparent. As you spend time in New Los Angeles and interact with its populace — initially all human, but later integrating several different xenoform cultures — you start to get a very strong sense of time and place from the people of Mira. It's ultimately one of the most well-realised worlds I've come across since the Final Fantasy MMOs — and, from me, that's high praise indeed, since these have previously been some of my favourite game worlds to hang out in.

    Xenoblade Chronicles X's main story is a relatively straightforward affair, though its final act gets into some intriguing philosophical territory. But in many respects, the main story is the least important part of the overall narrative experience: the "true" Xenoblade Chronicles X, if you like, is in going about your day-to-day life as a BLADE, completing missions, interacting with others and developing your understanding of the world as a whole. Sidequests happen in the strangest of places at times, and you'll encounter a huge cast of weird and wonderful characters, many of whom have "affinity" links with one another just waiting to be discovered. Each of these sidequests is crafted with care, attention and meaning, and many of them tell their own compelling little "short stories" in their own right; others still form part of a larger ongoing narrative proceeding in the background alongside the main scenario. As a complete package, it's hard to think of an RPG with quite such a comprehensive narrative that you can explore in as much depth as you like.

    Now, on to the second point: that of the characters. It's true that the main scenario largely focuses on the characters of Elma, Lin and Tatsu, with even your avatar not getting a lot in the way of development — though it's worth noting that in stark contrast to many JRPGs, you can play your character's personality in a lot of different ways, and there are often consequences for the choices you make — but to say that the other characters don't get explored is nonsense. For one, all the playable characters have their own chain of affinity missions and heart-to-heart events to explore as you develop your relationships with them, and some of these are even prerequisites for proceeding through the story. Plus, all of them have their own unique things to say during and after battle, with certain character pairings even having unique conversations with one another. Pleasingly, this even includes your avatar (who has a voice in combat despite being a silent protagonist for most of the game) — many of the things he/she says are responded to by other party members, which makes you feel like a more important part of the team than you might do otherwise.

    Again, you're free to explore this side of the narrative in as much or as little depth as you please, since most of the affinity missions are optional affairs. The content is there, though — like most things in Xenoblade Chronicles X, though, it simply isn't handed to you on a plate. I like that, though; it gives a feeling of achievement when you discover something.

    Final-ish thoughts for now, then? Xenoblade Chronicles X is a masterpiece of sci-fi, and the sci-fi game I've wanted to play since I was very young. It's not perfect by any means — the Wii U hardware arguably holds it back a little at times, though not as much as the original Wii held back titles like the original Xenoblade Chronicles and The Last Story — but it really is an astoundingly good game, and a truly impressive achievement. It deserves to be celebrated a whole lot more than I've seen, and I shall continue to bang my drum about it for as long as anyone will listen.

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    2175: Nail'd It https://imnotdoctorwho.moegamer.net/2016/01/03/2175-naild-it/ https://imnotdoctorwho.moegamer.net/2016/01/03/2175-naild-it/#respond Sun, 03 Jan 2016 23:40:06 +0000 https://angryjedi.wordpress.com/?p=9585 My good friend Mr Alex Connolly was kind enough to donate me a copy of Nail'd on Steam over the Christmas period. This is a game he's mentioned to me before, but I'd never gotten around to trying it. Now I'm regretting not checking it out sooner! Nail'd is an offroad racing game from Techland and Deep Silver, … Continue reading 2175: Nail'd It

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    My good friend Mr Alex Connolly was kind enough to donate me a copy of Nail'd on Steam over the Christmas period. This is a game he's mentioned to me before, but I'd never gotten around to trying it. Now I'm regretting not checking it out sooner!

    Nail'd is an offroad racing game from Techland and Deep Silver, the developer-publisher combo perhaps best known in recent years for the Dead Island series and its not-really-but-sort-of follow-up Dying Light. It's an unshamed arcade racer experience, with no pretensions towards having a plot or any reason for existing beyond simply being fun — nor, it must be said, is it making any attempt whatsoever to be the slightest bit realistic.

    Nail'd is ridiculous. There's no other word for it, really. From the moment you squeeze the accelerator and you immediately ramp up to approximately three thousand miles per hour in less than a tenth of a second, it's clear that this is not a game intended to be taken seriously. This feeling is further cemented when you take your first jump and spend a good ten seconds airborne before landing with no ill effects, and set in diamond when you crash for the first time and your quad-bike explodes into fragments, while your driver goes spinning off into the distance with exaggerated ragdoll physics.

    Taking part in a race in Nail'd is a rollercoaster ride. There's dips and undulations, huge jumps, banked corners, environmental hazards, narrow gaps to traverse and stunts to perform. Pleasingly, there are multiple routes through each track, too, bringing the races a feel somewhat akin to EA's classic SSX series back in its heyday, particularly as many of Nail'd's races are downhill point-to-point affairs rather than circuit races.

    I hadn't previously been particularly interested in motocross or ATV racing games before, and I don't know how many of them are like Nail'd. But I do feel I've been missing out on some crazy offroad fun with this game, at least; it's an absolute pleasure to play, it's a challenge while keeping its mechanics extremely simple, and it's one of the most thrilling, exciting racers I've come across, ever. It's just a pity that the multiplayer servers are no longer active, so it's not currently possible to share the ridiculousness of a Nail'd race with other people, except by doing some jiggery-pokery with the LAN mode and external software.

    My arcade racing renaissance continues, then; Nail'd has been a delight to discover, and it's inspiring me to check out some other racers I haven't spent all that much time with — or haven't tried at all — with a mind to doing a full roundup at some point in the future, either here on the blog or in video format, or perhaps even both!

    Now I think I'll go hurl myself off a few cliffs before bedtime…

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    2174: Souls https://imnotdoctorwho.moegamer.net/2016/01/02/2174-souls/ https://imnotdoctorwho.moegamer.net/2016/01/02/2174-souls/#respond Sat, 02 Jan 2016 23:27:46 +0000 https://angryjedi.wordpress.com/?p=9565 I've tried on several occasions to get into the Souls series from From Software, and have never quite succeeded, despite liking the overall atmosphere of the whole thing. This time around, though, I feel I'm finally starting to Get It. Kind of. I'm playing Dark Souls II: Scholar of the First Sin, the rejigged and enhanced version of Dark Souls … Continue reading 2174: Souls

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    I've tried on several occasions to get into the Souls series from From Software, and have never quite succeeded, despite liking the overall atmosphere of the whole thing. This time around, though, I feel I'm finally starting to Get It. Kind of.

    I'm playing Dark Souls II: Scholar of the First Sin, the rejigged and enhanced version of Dark Souls II that was released for PC and next-gen platforms a while back. It was a Steam sale acquisition; for its low price, I was willing to give it another chance, so I jumped in on the understanding that Dark Souls II is, on the whole, perhaps a little easier to get into than the other games of the series. I'm not sure if I believe that yet, but I feel like I'm starting to get a feel for it all.

    There are several things to get into your mind when you start playing Dark Souls. Firstly, it's a good idea to think of it a bit like a "single-player raid". You need to learn things: develop a strategy and execute it, preferably flawlessly. This is particularly apparent when fighting the game's bosses, but it also applies to regular enemies: most of the time they spawn in the same places, so you can prepare for ambushes where they got the jump on you the first time you went down that particular corridor, and instead slice them to ribbons before they can even touch you.

    On a related note, Dark Souls' combat, while initially appearing to be relatively straightforward, is very "Japanese" in nature in that it has a heavy reliance on pattern recognition. When fighting everything from the most lowly of crap enemy to the biggest of bosses, you need to recognise the patterns of their attacks and counter them accordingly: dodge them to avoid taking damage, and take advantage of an opening to attack, while simultaneously being aware of your own stamina so you leave a bit left over to dodge out of the way when the next attack comes.

    Yes, Dark Souls is not a game where you can flail wildly and hope for success. My early encounters with the Souls series saw me hating that Stamina bar and how quickly it gets used up, but this time around, again, I feel like I'm getting more of a feel for it. You can almost relate it to a turn-based sort of system in a strange sort of way — or perhaps it would be more accurate to compare it to the "cooldown" system used by most MMO combat systems. In other words, you can't just spam the attack button and hope an enemy is dumb enough to walk into your swing; most attacks are slow and ponderous enough to leave openings wide enough for enemies to hit you, even while you're mid-attack. As such, timing is crucial.

    So far, I'm playing a mage-type character, since it allows me to deliver some decent damage from afar, which in turn helps me to develop my confidence to fight the more difficult opponents a bit more. I'm getting a feel for the hand-to-hand combat too, though; I can now pretty confidently dispatch lowly opponents with a dagger rather than a couple of spells to the face, though it remains to be seen if my overall play style will change too dramatically by the time I get to the end of the game… if I get to the end, of course.

    So, then, I think I finally sort of "get it". I'm not sure I love it quite as much as some people do yet — I don't think I'm far enough in to feel that way — but I'm interested enough to keep going and find out more. Which is, you know, nice.

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    2173: Three Swords https://imnotdoctorwho.moegamer.net/2016/01/01/2173-three-swords/ https://imnotdoctorwho.moegamer.net/2016/01/01/2173-three-swords/#respond Fri, 01 Jan 2016 21:16:38 +0000 https://angryjedi.wordpress.com/?p=9540 Been playing a little bit of one of my Christmas acquisitions recently: the intriguing The Legend of Zelda: Triforce Heroes. This isn't a "mainline" Zelda game in that it's not particularly narrative focused and is instead a largely cooperative multiplayer affair, but I've been very pleasantly surprised quite how playable it is — and how it very recognisably … Continue reading 2173: Three Swords

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    Been playing a little bit of one of my Christmas acquisitions recently: the intriguing The Legend of Zelda: Triforce Heroes. This isn't a "mainline" Zelda game in that it's not particularly narrative focused and is instead a largely cooperative multiplayer affair, but I've been very pleasantly surprised quite how playable it is — and how it very recognisably has that Nintendo "magic" about it.

    Triforce Heroes casts you in the role of a Toon Link who may or may not actually be Link and throws you into the town of Hytopia, which is currently undergoing something of a crisis: the local evil witch is apparently cursing everyone who is getting a bit too fashionable, and thus it's up to the local heroes (for whom the populace have very specific requirements) to sort things out once and for all.

    It's an eminently stupid premise, obviously, but in a way that works in the game's favour, because the lack of focus on a coherent narrative allows the game to instead concentrate on gameplay, and in a multiplayer-centric affair, this is by far the best approach.

    Triforce Heroes unfolds over a series of discrete levels, each of which makes up a number of different regions in the Drablands, the area the witch calls home. As you complete the various levels, you'll acquire materials and Rupees, both of which can be used to create new costumes for maybe-Link and confer special abilities and bonuses — or, in some cases, penalties. You then repeat the process, gradually increasing your completion and/or grinding levels you've already done for more materials. That is, so far as I can determine, it. But rather than being a throwaway affair, it's actually rather compelling.

    It helps that the levels are well designed to necessitate cooperation. Unlike, say, Super Mario 3D World, where additional players were more of a distraction than anything else, Triforce Heroes' levels are specifically designed with three players in mind. Most of the cooperation involves picking up and throwing around the other two players to reach out-of-reach platforms — not-Link, as ever, can't jump — but also making use of the "totem" ability to create a stack of up to three people in order to shoot at/smack/bomb/collect things that are too high off the ground for a single player.

    One particularly charming aspect of the game is that as with most Nintendo online games, Triforce Heroes has no means of directly chatting with other players. Instead, you're given a set of endearing emotes ranging from "Over here!" to "Noooo!" that you can spam at will. Most players have already developed a means of "communicating" using these emotes creatively — and, indeed, it's a heartwarming moment when you come together with two strangers all spamming the "cheerleader" emote to signal your joy at having completed a particularly difficult area of the dungeon you're in.

    Perhaps best of all for those who have friends with 3DSes, though, is the fact that the game supports Download Play, meaning that only one person needs to actually own a game cartridge for a group of three to be able to enjoy some cooperative fun. Obviously this doesn't apply when it comes to online play, but for local multiplayer sessions I can see it being a riot — I'm looking forward to trying it sometime.

    It's not the sort of game I see being a thing you'd spend hours on at a time. But as something to while away a few minutes with at a time, Triforce Heroes is an impressive achievement: a cooperative game where yelling at each other is kept to a minimum, and where the whole experience just feels so delightfully wholesome that you can't help but enjoy it with a big smile on your face.

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    2172: Happy New Year, 2016 https://imnotdoctorwho.moegamer.net/2016/01/01/2172-happy-new-year-2016/ https://imnotdoctorwho.moegamer.net/2016/01/01/2172-happy-new-year-2016/#respond Fri, 01 Jan 2016 01:28:02 +0000 https://angryjedi.wordpress.com/?p=9538 Happy new year! It's the beginning of another arbitrary division of time which we ascribe more meaning to than is strictly necessary. And yet, as always, it's difficult to resist the allure of thinking that "this time, things will be better". 2015 was pretty shit. Not just for me, but for a lot of people … Continue reading 2172: Happy New Year, 2016

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    Happy new year! It's the beginning of another arbitrary division of time which we ascribe more meaning to than is strictly necessary. And yet, as always, it's difficult to resist the allure of thinking that "this time, things will be better".

    2015 was pretty shit. Not just for me, but for a lot of people I know. And that sucks. I hate to see people I know and care about having a shitty time, but it does make me feel slightly better (if a little guilty) to know that I wasn't the only one dealing with difficult shit.

    I don't know whether or not 2016 will be better or not. I'd like to hope it will be, but realistically I know that there's no reason it will be. I don't have anything in particular to look forward to, but at least I don't think there's anything I'm particularly dreading either. Compare and contrast with the start of 2015, where it was gradually becoming apparent that I was getting forced out of my job (albeit one I didn't like anyway) and where my own personal well-being with particular regard to my weight was at something of a low ebb, and the start of 2016 already looks a little more positive in comparison.

    2015 wasn't all bad, of course. I got married, for one thing, and that was pretty great. I met a bunch of new friends, too, and developed my interests further and deeper. I successfully got through what was quite possibly the second work-related nervous breakdown I've suffered in my life and out of the other side mostly intact. I lost nearly six stone in weight (though have probably put a bit back on over the Christmas period — we haven't been terribly strict!) and feel noticeably better about myself.

    So I guess I should be feeling all right about looking forward to the new year. There are still lots of things I'm worried, anxious and upset about. But the only thing I can really do about them is keep on pushing forwards and hope things work out for the best in the long term. After all, that approach has got me this far, even if I'm not exactly in the position I thought I'd be in at the age of 34 when I was younger.

    Happy new year, everyone. May 2016 be a good year for you, and if you, too, suffered a mountain of stress and other shit in 2015, may it soon be nothing but a distant memory. Thank you all for your support and kind words over the last 365 days, and here's to many more good times and pleasant chats as we slide inexorably into the future.

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    2171: Pain https://imnotdoctorwho.moegamer.net/2015/12/31/2171-pain/ https://imnotdoctorwho.moegamer.net/2015/12/31/2171-pain/#respond Thu, 31 Dec 2015 00:11:32 +0000 https://angryjedi.wordpress.com/?p=9520 There are many types of pain in the world. There's physical pain, which can range from mildly annoying to excruciating and debilitating. There's mental pain, which, likewise, can range from occasionally distracting to life-consuming. There's emotional pain, which ranges from feeling a bit blue to wanting to end your own existence. Few things compare to … Continue reading 2171: Pain

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    There are many types of pain in the world. There's physical pain, which can range from mildly annoying to excruciating and debilitating. There's mental pain, which, likewise, can range from occasionally distracting to life-consuming. There's emotional pain, which ranges from feeling a bit blue to wanting to end your own existence.

    Few things compare to the pain you feel when helpless to do anything to help someone you love, though. This pain cuts deep, right through your very soul, and threatens to rip out the very core of your being. It's as excruciating, life-consuming and debilitating as all of the very worst the other kinds of pain have to offer, with the added joy that there's absolutely no way whatsoever to treat it. If there were, you wouldn't be feeling it in the first place.

    Mostly this pain stems from a position of impotence: a position of complete powerlessness to do anything to help resolve that which is causing your special person anguish. It's the frustration at not knowing what to do, and at the things you do try not being enough or not working. It's the realisation that there really is nothing you can do but watch as someone else suffers, and just hope that people who are better qualified to sort things out are able to sort things out — or, in the worst possible circumstances, that things will just resolve themselves somehow.

    I do not know how to deal with that pain, and I am suffering dreadfully from it. And I feel bad bringing it up, because the pain feel is something intangible that is a consequence of someone who is physically suffering. But it's there, nonetheless, and it probably needs "treatment" of some sort just as much as the physical pain does.

    I don't even know where to begin, though. Let's hope that the old saying about time healing all wounds is really true.

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    2170: The Slowest Racing Game You'll Ever Play https://imnotdoctorwho.moegamer.net/2015/12/29/2170-the-slowest-racing-game-youll-ever-play/ https://imnotdoctorwho.moegamer.net/2015/12/29/2170-the-slowest-racing-game-youll-ever-play/#respond Tue, 29 Dec 2015 22:57:10 +0000 https://angryjedi.wordpress.com/?p=9502 My good friend Mr Alex Connolly saw that I had been investigating various racing games recently, and recommended something of an oddball curiosity to me: the rather literally named Off-Road Drive, a charming, clunky mess of a game from Russian publisher 1C Company. Off-Road Drive is a game about offroading. Not offroading in the usual video game … Continue reading 2170: The Slowest Racing Game You'll Ever Play

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    My good friend Mr Alex Connolly saw that I had been investigating various racing games recently, and recommended something of an oddball curiosity to me: the rather literally named Off-Road Drive, a charming, clunky mess of a game from Russian publisher 1C Company.

    Off-Road Drive is a game about offroading. Not offroading in the usual video game sense — that is to say, racing like you're playing Ridge Racer, only with mud textures — but rather a more realistic(ish) take on offroading in heavy duty vehicles more suited to chores on the farm than barreling around courses at high speed.

    The interesting thing about Off-Road Drive is that it goes into a lot more detail than many other racing games, yet at the same time manages to do so without making itself completely obtuse to the non-petrolheads among us. The game features not only the usual accelerate and brake buttons, but also switches to toggle between two- and four-wheel drive, do something or other with your differential, hoist yourself up with a winch, downshift into a low gear and let the air out of your tyres.

    You may wonder why on Earth you would want to do any of those things and it's initially baffling. However, a good tutorial mode gives you an introduction to the most common hazards you'll face while offroading — and the appropriate tool from your arsenal to make use of when attempting to traverse it. By the end of a couple of laps of the tutorial circuit, you should have a pretty good idea of how things work and what you should do when. It's perhaps best thought of as a racing game in which you're required to use various special abilities at specific points on the track; thinking of it this way rather than trying to get your head around what the "differential" does is the way to go, it seems.

    Off-Road Drive is not a particularly polished product. It doesn't support VSync in full-screen mode, leading to screen tearing; its menus are clunky and don't work properly with a controller (despite the game itself supporting controller); controller buttons are labelled the wrong way around (LT instead of RT and vice-versa); and its collision detection is occasionally a little questionable, but there's little doubt that the developers set out to create something different to the norm and have succeeded in producing something that's actually rather interesting and fun to play.

    One of the greatest things about gaming is that it gives us the opportunity to try things we'd never do in real life. I don't see myself ever flinging a Land Rover around a muddy course in Thailand, so Off-Road Drive acts as an eminently suitable substitute for now, at least.

    Now, to go and look up what the fuck a "differential" is.

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    2169: Starting GRID (2) https://imnotdoctorwho.moegamer.net/2015/12/28/2169-starting-grid-2/ https://imnotdoctorwho.moegamer.net/2015/12/28/2169-starting-grid-2/#respond Mon, 28 Dec 2015 22:00:10 +0000 https://angryjedi.wordpress.com/?p=9478 One of my acquisitions in this year's Steam sale was Codemasters racing game GRID 2. I already owned the previous GRID game and had enjoyed what I played of its multi-discipline racing, but hadn't delved into it in depth. The price that GRID 2 and its more recent sequel GRID Autosport were going for was too much to resist, however, so I … Continue reading 2169: Starting GRID (2)

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    One of my acquisitions in this year's Steam sale was Codemasters racing game GRID 2. I already owned the previous GRID game and had enjoyed what I played of its multi-discipline racing, but hadn't delved into it in depth. The price that GRID 2 and its more recent sequel GRID Autosport were going for was too much to resist, however, so I snagged copies of both and have been putting the former through its paces over the last few days.

    GRID 2 was a bit of a controversial release when it originally came out, since it's a distinctly more "arcadey" affair than its predecessor. That's not to say that the original GRID was particularly sim-like in the first place, but the true petrolheads of the Internet appreciated things like its lavishly detailed first-person cockpits and semi-realistic handling. In contrast, GRID 2's emphasis on drift-heavy driving and the removal of the cockpit view led to a bit of an uproar among the racing enthusiast community, who saw it as a step backwards from its well-regarded predecessor.

    Me, though, I love it; GRID 2's slidey handling is exactly the sort of thing I love in a racing game, and to be honest, while I love the way a cockpit view looks, I find it extremely difficult to race from that perspective, since visibility is so limited in most cases, and you don't have the peripheral vision you'd have in reality. Consequently, I much prefer racing from a bumper or bonnet cam (preferably the latter) since I find it much easier to judge my own position and have a feeling of spatial awareness during a race.

    I also appreciate GRID 2 for its attempt to spin a story throughout its single-player game. All too often, racing games are rather dry affairs in which you navigate boring-looking menus to get to the actual racing, and there's often very little in the way of personality. GRID 2 doesn't go so far as to be Wing Commander with cars — although man, I would so play that game — but it does feature voiceovers and a sense of narrative progression as you play through the game. It's not a complex narrative — you're an up-and-coming driver headhunted by an eccentric rich dude who has decided he really wants to set up a new worldwide multi-discipline racing league, and your efforts as the face of the series allow you to build up the fanbase required for the WSR to become a success — but it works well in context, and it's punctuated nicely with infrequent cutscenes, including authentic-looking TV broadcasts featuring full-motion video rather than in-engine characters.

    This sense of narrative progression and personality carries over into the actual racing gameplay, too. You're constantly getting advice and feedback over your radio while you race, and most race series highlight a named rival for you to try and beat. While the personalities of these rivals aren't developed all that much outside of text messages and social media posts in the menu screens, it's a nice touch that gives you more of an incentive to do your best than simply trying to get into first place.

    The game also makes minimal but cinematic use of music: most races don't have background music, instead featuring some impressive sound effects that allow you to hear not only the roar of the car's engine, but the rumbling of the tyres on different surfaces, the sound of the crowds as you whizz past them, and other environmental sounds according to where you're racing today. There's an exception to this, though: when you get into the final races of each season, the final lap or sector of each race is accompanied by some electro-orchestral music that lends a real sense of drama to proceedings, making some already butthole-puckeringly tense finishes even more exciting. Good job there.

    There's a good variety of events, too, with both circuit races and point to point races — a subject that I was talking about wanting to see more of just a few weeks ago — as well as time attacks, overtaking challenges, endurance races and all manner of other disciplines. The aforementioned petrolheads don't seem to like the fact that the game's career mode insists that you participate in all the disciplines, since most seem to prefer picking and choosing their favourites, but I really like the amount of variety this brings to the campaign: it, again, gives a good sense of progression as each new season presents you with new disciplines to conquer and new types of car to get to grips with. By the time you reach the end of the career mode, you'll most likely be a well-rounded driver able to turn your hand to all manner of different events — ideal for jumping online and taking on all-comers.

    So I like it a lot so far, then. I'd go so far as to say that it's shaping up to be one of my favourite arcadey racers for quite some time, and I'm very interested to explore it in more detail over the coming weeks.

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    2168: Xenoblade Chronicles X: My Game of the Year https://imnotdoctorwho.moegamer.net/2015/12/28/2168-xenoblade-chronicles-x-my-game-of-the-year/ https://imnotdoctorwho.moegamer.net/2015/12/28/2168-xenoblade-chronicles-x-my-game-of-the-year/#respond Mon, 28 Dec 2015 00:54:00 +0000 https://angryjedi.wordpress.com/?p=9435 It being the 28th of December, I feel fairly confident in declaring my own personal Game of the Year, and it will probably not surprise any of you to hear that it is Monolithsoft's spectacular Wii U role-playing game Xenoblade Chronicles X. In this post, I will attempt to explain exactly why this game has impressed … Continue reading 2168: Xenoblade Chronicles X: My Game of the Year

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    It being the 28th of December, I feel fairly confident in declaring my own personal Game of the Year, and it will probably not surprise any of you to hear that it is Monolithsoft's spectacular Wii U role-playing game Xenoblade Chronicles X. In this post, I will attempt to explain exactly why this game has impressed me so much — and why I'm disappointed (though, I must admit, unsurprised) that the popular games press has given so little attention and/or Game of the Year consideration to it.

    The first thing to note about Xenoblade Chronicles X is that it is not Wii classic Xenoblade Chronicles. Aside from a number of similarities in the combat system — including a bunch of abilities that have been brought over wholesale from the original game — Xenoblade Chronicles X is a completely different affair to its predecessor. Where Xenoblade Chronicles' focus was on its strong, linear narrative punctuated by sidequests, Xenoblade Chronicles X's main scenario is, in many ways, the least important part of the whole package, with the incredible sense of worldbuilding produced by the numerous sidequests and optional events instead being the main point of proceedings.

    Let's go back a step, though, for the benefit of those who are unfamiliar with Xenoblade Chronicles X in general, and consider it on its own terms rather than getting too hung up on comparing it to its predecessor — which, as we've established, is a different (and not necessarily superior or inferior) experience.

    Xenoblade Chronicles X's setup is classic sci-fi. Earth gets caught in the crossfire between some powerful alien races, and looks set for certain destruction. Numerous people manage to escape on colony ships, which take to the stars in search of a new home. Our story concerns the White Whale, a ship which crash-landed on a planet called Mira when one of the alien forces responsible for Earth's destruction caught up with it and destroyed it.

    The White Whale broke up on its destruction, but its habitation section remained intact, and humanity quickly set about converting this part of the ship into Mira's first human city. Being modelled on 21st century Los Angeles, the city is dubbed New Los Angeles, and it doesn't take long for a suitable system of social structure to be put into place and help ensure everyone is doing their bit for humanity's survival.

    Key to these efforts is BLADE, an organisation concerned with Building a Legacy After the Destruction of Earth — do you see what they did there? BLADE is made up of several Divisions, each of which specialises in important tasks for humanity's continued survival, be it scouting for raw materials, defending the city from dangerous indigenous creatures or maintaining the peace within the city walls.

    Your character — for you can create your own avatar in this, rather than playing a pre-scripted character as in the original Xenoblade Chronicles — awakens in a crashed escape pod with the obligatory JRPG amnesia. Discovered by a young woman named Elma, who immediately shows herself to be a capable combatant and responsible individual, you're brought back to New LA and you join BLADE. From there, you become part of humanity's efforts to settle on Mira — and to defend your people from the threat of the Ganglion, a collective of aliens who want nothing more than to wipe humanity off the face of the universe for reasons known only to themselves.

    As you progress through Xenoblade Chronicles X, more and more interesting things open up to you. The first couple of chapters are story-centric, but allow you to wander off and explore the game's enormous open world on foot as you see fit if you so desire. Once these are out of the way and your character has joined BLADE, you can start taking on missions, which range from simple MMO-style "collect this" or "kill this" Basic Missions to scene-setting, context-providing Normal Missions and character-centric Affinity Missions.

    You're free to progress through the twelve chapters of the game's main story at whatever pace you choose, and the narrative is actually designed in such a way that it doesn't provide a sense of dissonance if you leave the main scenario hanging for a while. Instead, each chapter of the main scenario is effectively a self-contained mini-story in its own right, so there's no sense of putting Important Shit on hold while you go and pick flowers or hunt dinosaurs or whatever. This means that Xenoblade Chronicles X's story becomes as much about what happens in between those major story beats as it does during the more dramatic, cutscene-heavy nature of the main scenario.

    In fact, in many ways, it's the side missions of Xenoblade Chronicles X that are the best part of the game, because they render the strange world of Mira and humanity's attempts to start over in far more detail than a linear story ever would. The side missions introduce numerous alien races, for example, many of whom choose to move in to New LA and coexist with humans after your successful first contact with them. Side missions also affect the world, and many of them are written in chains, where events that transpired earlier have an impact on what happens later, with some even having branching outcomes and questlines according to decisions you made earlier in the game.

    Character development and customisation is pretty spectacular, being more akin to what you'd probably expect from a Western RPG than a Japanese affair. Your own character is completely customisable: you can switch between classes (and the associated weapons) at will, and mastering a particular branch of classes masters its weapons, allowing you to use them (and their associated abilities) in whatever combinations you see fit. You can also equip your character in armour that you feel suits your play style well, be this damage-absorbing heavy armour, evasion-heavy light armour or a mixture. Armour and weapons can be customised with augments, and upgraded with minerals mined via probes you place around the open world during your exploration. New armour, weapons and vanity clothing can be crafted. And your actions will cause various arms manufacturers to set up shop in the city, with the quality of their wares improving as you use their equipment and donate resources to their respective causes.

    Once you hit the game's halfway point, a whole other set of systems opens up as you gain access to "Skells", the giant mechs that have been seen throughout much of the game's promotional material. Skells are just as customisable as characters, perhaps even more so; they're equipped with a vast array of weapons, each of which corresponds to a particular ability as well as affecting the Skell's performance as a whole. You can swap out various pieces of armour and weapons, paint it a lurid shade of pink and name it "Murderbot" if you so desire. And then you can equip the rest of your squad with them once they reach level 30, too, building your party into an unstoppable force of Big Stompy Robots.

    Pleasingly, gaining access to Skells doesn't mean that you never participate in the excellent on-foot combat ever again. Rather, both in-Skell and on-foot fighting each have their own benefits according to what you're doing. Skells are generally better for fighting larger opponents, while you get more experience for taking down opponents on foot. On-foot combat also features a mechanic called "secondary cooldowns", where if you let a skill charge twice instead of just once before using it, it will have some form of added effect that could be anything from additional damage to being able to immediately reuse it. Skell combat, meanwhile, allows you to bind enemies so the rest of your team can wail on them uninterrupted, and also has an entertaining mechanic called Cockpit Time, where you get an awesome in-cockpit view of your character pulling levers and flipping switches to unleash the Skell's weaponry on your opponent. You are invincible while this is going on, too, so you can enjoy it without having to worry.

    Later still in the game, you gain the ability for your Skells to fly, which gives the game a whole different feel again. Flight allows you to access numerous locations that you wouldn't have been able to get to before — plus Mira looks pretty beautiful from the air. It's also incredibly impressive that Xenoblade Chronicles X's world is genuinely seamless — you can take off from New LA's residential district in your Skell, take to the skies and fly all the way north to the fiery region of Cauldros on the other side of the ocean without seeing a single loading screen.

    Xenoblade Chronicles X is, for me, my Game of the Year because it makes me happy on so many levels. It's a beautiful realisation of a classic sci-fi concept that has fascinated me for years. It features some of the best worldbuilding and sense of the setting being a real place that I've seen outside an MMO. It has incredible — and unconventional — music. And it tells great stories: the main scenario is interesting, compelling and dramatic, but just as entertaining are the more subtle stories told by the sidequests, the gossip you overhear in the streets and your own personal career as a BLADE.

    Xenoblade Chronicles X deserves to be hailed as a classic. It's the most ambitious, impressive console RPG I've seen for years — perhaps ever — and, while it has its flaws and perhaps may not gel with everyone who tries it due to the obtuseness of some of its systems, it succeeds far better in its attempts to provide a convincing simulation of surviving life on a new and hostile planet than any number of procedurally generated Early Access Minecraft knockoffs you'd care to mention.

    Buy a Wii U. Buy Xenoblade Chronicles X. This game deserves to be a success, and it deserves to be celebrated much more than it has been to date.

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    2167: Boxing Day https://imnotdoctorwho.moegamer.net/2015/12/27/2167-boxing-day/ https://imnotdoctorwho.moegamer.net/2015/12/27/2167-boxing-day/#respond Sun, 27 Dec 2015 00:30:54 +0000 https://angryjedi.wordpress.com/?p=9416 Today was Boxing Day, apparently a day when everyone and his dog decides to go shopping, because having a single day of the year when you can't go shopping is apparently too much for some people to deal with. While I certainly don't begrudge people the business they have brought my place of work over the festive … Continue reading 2167: Boxing Day

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    Today was Boxing Day, apparently a day when everyone and his dog decides to go shopping, because having a single day of the year when you can't go shopping is apparently too much for some people to deal with.

    While I certainly don't begrudge people the business they have brought my place of work over the festive period, since they keep me in a job for the time being, I do find myself a little bewildered at the eagerness to get right back out into an absolutely rammed town centre and do something it's possible to do almost every single other day of the year.

    I guess it's the promise of "sales" that has people enraptured with the idea of immediate post-Christmas shopping: the prospect of being able to pick up a bargain with any money and/or vouchers that came their way to celebrate the anniversary of the birth of our Lord, but looking around town today I can't honestly say that I saw anything I'd particularly regard as a "bargain". Sure, some stuff was maybe a little bit cheaper than it is usually, but we're talking a reduction of like 20-25% at most in many places, which doesn't amount to all that much.

    Mostly the thing that bewilders me about immediate post-Christmas shopping is the fact that people are willingly giving up time where it's absolutely fine — even encouraged — to slob around at home doing nothing of any consequence save for eating, drinking and playing with toys, and instead spending money they probably don't really have on things they're not sure they want, perhaps for people they don't really like.

    Oh well. As I say, I certainly don't begrudge these people their choices, since the amount of money we took today — a lot of it cash, too, making for some impressive wads in the tills — is proof enough that online hasn't quite killed the high street just yet, and it's keeping me in employment for the moment, and hopefully for a bit longer after the holiday season is officially over. That last bit remains to be seen, so fingers crossed.

    As for me, though, I don't plan on doing any shopping anywhere other than Steam over the next few days, and I don't have to get off the sofa to do that. I have two days off now, so I will most certainly be doing as little as possible over the course of the next 48 hours to ensure I'm rested, relaxed and ready for action as we creep towards the new year.

    I hope you all had a thoroughly pleasant Christmas, and that you're having the chance to enjoy at least a bit of a rest over the holiday period.

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    2166: A Merry Christmas to You https://imnotdoctorwho.moegamer.net/2015/12/26/2166-a-merry-christmas-to-you/ https://imnotdoctorwho.moegamer.net/2015/12/26/2166-a-merry-christmas-to-you/#respond Sat, 26 Dec 2015 00:36:19 +0000 https://angryjedi.wordpress.com/?p=9398 Merry Christmas! Admittedly, at the time of writing it is now officially Boxing Day where I am, but it's still Christmas in certain parts of the world as I type this, so my well-wishes totally count. It's been a very nice day. Andie and I decided to have a Christmas by ourselves this year, without … Continue reading 2166: A Merry Christmas to You

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    Merry Christmas! Admittedly, at the time of writing it is now officially Boxing Day where I am, but it's still Christmas in certain parts of the world as I type this, so my well-wishes totally count.

    It's been a very nice day. Andie and I decided to have a Christmas by ourselves this year, without travelling to either of our respective parental homes and instead visiting both respective sets of parents a little later in the festive season.

    For the last few years, Christmas hasn't felt like a huge deal. I — perhaps understandably — no longer felt the intoxicating sense of anticipation that I felt throughout December when I was a child, and in many cases, Christmas Day came and went without me feeling particularly festive at all.

    This year felt particularly pleasant for some reason. Perhaps it's the fact that it's been a difficult period for me, Andie and numerous other people we know, and it was nice to have a day where we could completely switch off from all that and just relax. Perhaps it's the fact that we had a deliberately low-key Christmas, with no obligations or commitments whatsoever.

    That's probably part of the reason some people find the festive season so stressful. Modern society places so many obligations and commitments on us around the festive season that it can be difficult to just enjoy some time away from work and/or hanging out with your family and friends. Sometimes you just want to open some presents, eat a shitload of biscuits and play computer games for the rest of the day without having to worry about the people you're supposed to visit, the people you're supposed to phone and the things you're supposed to do.

    So that's what we both did today. And it was lovely. Tomorrow I have to go to work, because retail, but I have two days off after that, so you better believe I will be making the most of them by doing as little as humanly possible. My bum-imprint on the sofa is ready and waiting to be occupied.

    Anyway. A very merry Christmas to you, wherever you are reading this from in the world, and may the rest of your holiday season be suitably festive.

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    2165: Dirt Showdown and Vulgar Racing https://imnotdoctorwho.moegamer.net/2015/12/25/2165-dirt-showdown-and-vulgar-racing/ https://imnotdoctorwho.moegamer.net/2015/12/25/2165-dirt-showdown-and-vulgar-racing/#respond Fri, 25 Dec 2015 00:38:04 +0000 https://angryjedi.wordpress.com/?p=9380 I am a fan of what I described to my friend Alex yesterday as "the vulgar side of racing games". This is a pretentious way of saying that I'm a fan of arcade racers more than more realistic fare, but it kind of goes a little deeper than that: I'm a fan of racing games … Continue reading 2165: Dirt Showdown and Vulgar Racing

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    I am a fan of what I described to my friend Alex yesterday as "the vulgar side of racing games". This is a pretentious way of saying that I'm a fan of arcade racers more than more realistic fare, but it kind of goes a little deeper than that: I'm a fan of racing games that firmly put an emphasis on fun and spectacle as opposed to providing a faintly plausible virtual driving experience.

    Codemasters' Dirt Showdown, which I picked up in the Steam Halloween sale, pushes all of my buttons in this regard.

    Dirt Showdown is the very essence of vulgar racing. It's loud, it's brash, it's very American (despite the Codies being British), it's full of scrappy-looking cars that you'd expect to find burnt out in a council estate in Croydon… and it's a ton of fun.

    A lot of Dirt Showdown's fun factor comes from its hyperactive nature — and this is true both within single events, all of which are chaotic and specifically set up to encourage full-contact racing, and within the game structure as a whole. The single-player campaign sees you flip-flopping from one discipline to another — one minute you'll be racing, the next you'll be smashing your way around a course made up of barriers, the one after that you'll be trying to knock all of your opponents off a raised platform — and multiplayer is much the same, with the added chaos of some rather "sport-like" competitive games modelled on Capture the Flag and Halo's Oddball mode.

    You're never stuck doing the same thing for very long, in other words, and this is what keeps the game interesting. Of course, there's nothing stopping you setting the multiplayer mode to do nothing but races, but where's the fun in that? The beauty of Dirt Showdown is that it encourages you to master flinging your car around with a variety of different goals in mind, be it dispatching opponents as quickly as possible, or simply beating them to the finish line.

    The big appeal element in Dirt Showdown for me, though, is the fact that it's an honest-to-goodness arcade racer. This is not a game intended to be taken seriously or be regarded as a sim; it's not a game where you can admire lovingly detailed cockpit views; it's a game about taking a hunk of junk (or, indeed, a few licensed rally cars) and then hurling it at a bunch of other hunks of junk and seeing who comes out on top. It's a game about tapping the handbrake rather than using the actual brake to go around corners; it's a game that features races specifically designed to encourage pileups. I approve of all of this.

    Plus it's super-cheap in the currently running Steam sale. So if you haven't given it a shot yet — assuming you're a racing game person — be sure to check it out.

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    2164: The Specialists https://imnotdoctorwho.moegamer.net/2015/12/23/2164-the-specialists/ https://imnotdoctorwho.moegamer.net/2015/12/23/2164-the-specialists/#respond Wed, 23 Dec 2015 23:24:28 +0000 https://angryjedi.wordpress.com/?p=9356 I find the evolution of British developer-publisher Codemasters rather interesting, since they've been part of my life since I was very young, and they've changed significantly over the years. When I was a kid, Codemasters was a label primarily associated with budget-price games for 8- and 16-bit computers. Their games were typically released on a … Continue reading 2164: The Specialists

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    I find the evolution of British developer-publisher Codemasters rather interesting, since they've been part of my life since I was very young, and they've changed significantly over the years.

    When I was a kid, Codemasters was a label primarily associated with budget-price games for 8- and 16-bit computers. Their games were typically released on a wide variety of platforms ranging from the ZX Spectrum to the Commodore Amiga and everything in between, and development of these games was such that every platform had a decent version of their games within the limitations of its respective hardware. It was quite an impressive achievement, when you think about it, especially considering the sheer number of different platforms that were around between the '80s and '90s.

    Old-school Codemasters' most well-known franchise was probably the Dizzy series. Vaguely positioned as a home computer alternative to the fashionable "mascot platformers" of the consoles — stuff like mainstays Mario and Sonic as well as third-party attempts like Bubsy and Cool Spot — the Dizzy games were actually rather interesting in that they weren't so much platform action games a la Mario and Sonic, but instead were more akin to adventure games. You explored a 2D side-scrolling open world, you probably wanted to make a map, you collected items to put into your inventory, you used said items to make things happen and solve puzzles.

    Each Dizzy game was essentially the same structurally, but they differed in setting, and this often made a surprisingly large difference to the overall "feel" of the games. Compare Treasure Island Dizzy, which unfolded on a tropical island, to Fantasy World Dizzy, which took place in a world that stretched from the ground to the clouds. Despite having the same basic mechanics, both were very distinctive from one another, and well worth playing.

    I'm not sure when it was that Codemasters shifted from a budget label to their present position, but it's gratifying to see what a huge success they've made of themselves in the last few years in particular. Not through modernising Dizzy, though; instead, the Codemasters of today is a very specialist publisher, focusing entirely on racing games of various descriptions.

    And it's been a huge benefit to them to focus on this one, single genre of game that they've ended up being rather good at. Much like the different Dizzy games shared mechanics but had a unique look and feel to them, the various series that Codemasters offer today all have similar structures and mechanics, but unique feels to them. Compare the rally-centric Dirt series with the disparate disciplines of the GRID series, for example — or even the destructive chaos of Dirt Showdown to the rather more disciplined but still fun Dirt 3.

    An awful lot of developers and publishers these days try to have a broad portfolio and appeal to lots of different people. But, to my mind, Codemasters have the right idea: find what you're good at, then focus exclusively on that. That's how you build up a loyal fanbase who will almost certainly purchase pretty much anything you put out — and how you become recognised as industry leaders in your specialist field.

    Now, about applying the same philosophy to the games press…

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    2163: The Shallow End of Deep Crimson https://imnotdoctorwho.moegamer.net/2015/12/23/2163-the-shallow-end-of-deep-crimson/ https://imnotdoctorwho.moegamer.net/2015/12/23/2163-the-shallow-end-of-deep-crimson/#respond Wed, 23 Dec 2015 00:39:02 +0000 https://angryjedi.wordpress.com/?p=9324 I finally got around to firing up Senran Kagura 2: Deep Crimson today and so far I'm already very impressed — both with how it's a significant improvement on the 3DS original game, and how it's a markedly different experience to both its Nintendo-based predecessor and its Vita-based spinoff Senran Kagura Shinovi Versus. For the uninitiated, Senran Kagura is a … Continue reading 2163: The Shallow End of Deep Crimson

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    I finally got around to firing up Senran Kagura 2: Deep Crimson today and so far I'm already very impressed — both with how it's a significant improvement on the 3DS original game, and how it's a markedly different experience to both its Nintendo-based predecessor and its Vita-based spinoff Senran Kagura Shinovi Versus.

    For the uninitiated, Senran Kagura is a series involving two rival ninja schools, one of "good" shinobi and the other of "evil" shinobi. The Versus spinoff series introduces two additional groups into the mix, each with their own narrative, but the mainline series focuses on the conflict — and, at times, cooperation — between the Hebijo and Hanzou academies, and their respective elite classes.

    Senran Kagura tells its stories via several forms of media within the game itself: narration-heavy visual novel sequences delivered from a first-person perspective by one of the characters, allowing us insight into how that particular character thinks, feels and responds to the situations in the narrative; more "game-like" talking head sequences between characters, involving animated, very expressive character models; and dialogue during gameplay itself. The series is noteworthy for its depth of characterisation, relatable casts and total lack of shame when it comes to discussing everything from the philosophy of "good" and "evil" to sexuality.

    The first Senran Kagura game we saw in the West — actually a compilation of the first Japanese Senran Kagura game and its follow-up, which made the original "villains" of Hebijo playable and provided them with their own story — played out like a modern version of Streets of Rage. Unfolding from a side-on 2.5D perspective, you (usually) ran from right to left, beating up everyone who got in your way until a big flashing "GO" sign appeared indicating you should move onto the next area and repeat the process. Many levels concluded with a boss fight against one of the shinobi from the opposing school, and there was a bizarre final boss fight that kind of saw Shit Get Real just before the credits rolled.

    Senran Kagura Shinovi Versus, meanwhile, eschewed its predecessor's 2.5D nature in favour of something more akin to a scaled-down Dynasty Warriors. Battles now unfolded in full 3D arenas, though the basic structure of the game remained the same — fight enemy group, proceed to next area and/or wave of enemies, fight boss, win. The shift to 3D gave the game quite a different feel, but the combat was tight and responsive, and every character felt very different.

    Senran Kagura 2 shifts the style of play once again, blending elements of the original game and Shinovi Versus to create something that — so far, anyway — seems to be a lot of fun. Rather than providing the full freedom of a 3D arena, Senran Kagura 2 instead unfolds from fixed camera angles, mostly presenting a vaguely side-on view, but with considerably more depth than the first game. The game actually makes very good use of the 3DS' stereosopic 3D visuals to allow you to judge depth, range and distance, and, given the 3DS' lack of a right stick to control the camera, this more "controlled" perspective on the action makes a lot of sense.

    I've only played a few of the introductory levels so far, but already the game feels a lot more challenging than its predecessor, too; while button mashing will get you through trash enemies reasonably reliably, bosses no longer respond to such simple tactics, instead demanding that you position yourself carefully, wait for a suitable opening and then use an appropriate attack to get within range without putting yourself in danger. I can see the Super-Secret Ninja Arts being Super-Secret Ninja Useful too, since these are often a good means of throwing an enemy off balance as much as dealing significant amounts of damage to them.

    I'm pretty excited about the new structure of the game, too; as well as the main story, Senran Kagura 2 features a couple of additional modes. Youma's Nest sees you working your way through a "pyramid" of challenge levels and attempting to complete as many of these as possible without healing in order to earn rewards; Special Missions, meanwhile, allow you to earn new equipment for your shinobi as well as presenting you with challenges under various conditions.

    There seems to be a whole lot more variety to the experience, and lots of things to unlock. I'm excited to get stuck in, because I both enjoy the Senran Kagura games as old-school brawlers, and enjoy spending time in the company of these lovely characters, too.

    Hidden Nin-Po!

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    2162: That Not-So-Wonderful Time of the Year https://imnotdoctorwho.moegamer.net/2015/12/21/2162-that-not-so-wonderful-time-of-the-year/ https://imnotdoctorwho.moegamer.net/2015/12/21/2162-that-not-so-wonderful-time-of-the-year/#respond Mon, 21 Dec 2015 22:47:42 +0000 https://angryjedi.wordpress.com/?p=9294 It seems to me that this holiday season has been, for many people, a period of inordinately, disproportionately Bad Times. I've had some shittiness to deal with myself, which I won't go into here, but just from browsing my Twitter feed each day it's clear that I'm not alone in having a tough time of … Continue reading 2162: That Not-So-Wonderful Time of the Year

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    It seems to me that this holiday season has been, for many people, a period of inordinately, disproportionately Bad Times. I've had some shittiness to deal with myself, which I won't go into here, but just from browsing my Twitter feed each day it's clear that I'm not alone in having a tough time of it right now.

    This post, then, is perhaps to reassure those who are feeling a similar way that they're not alone, that there are other people out there who understand the way they are feeling, and who would hang out with them, play video games with them, share lewd pictures of anime girls with them and/or hug them as appropriate. I say this as someone who would enjoy all of the above with the people I'm talking about.

    This holiday season feels like a highly concentrated form of the tension that has permeated all of 2015. There's been a thoroughly unpleasant undercurrent of "walking on eggshells" with regard to political correctness, and it feels like it's been coming to a head recently.

    Arguments over whether or not Hermione in the Harry Potter series is black erupted today, with both sides attempting to claim some sort of moral superiority in a frankly rather childish, stupid and utterly pointless conflict that didn't need to happen in the first place. But this is far from the only thing that's been highly charged; even the new Star Wars movie became politicised, with some commentators making more of the fact that its leads feature a black person and a woman than the fact that, by all accounts, The Force Awakens appears to be something of a return to form for the series.

    Among it all, the ever-bubbling conflict between the so-called "Social Justice Warriors" — blowhards who want to look like they're saying the "right" things with regard to political correctness, but who are actually just seeking glory for themselves rather than having any real interest in changing society for the better — and people who just want to be left the fuck alone to enjoy whatever they want has continued, with the former group in particular continuing its trend of making wild accusations without any sort of proof, blaming all of society's ills on "GamerGate" and "the Men's Rights Activists" rather than taking the time to get to know any members of these groups and contemplate why they are at loggerheads.

    This perpetual "culture war" makes me incredibly sad, because it has poisoned what used to be lively and interesting public discussion and debate over subjects such as video games. Anita Sarkeesian's appearance on the scene, with her oh-so-brave step of saying that sometimes common tropes in video games favour men over women — while conveniently ignoring the hundreds, even thousands, of excellent female characters in gaming — acted as a catalyst for all manner of nutjobs to come out of the woodwork, and this whole movement seems to have grown in prominence by a huge amount in the last year. Fans of Japanese games and anime on social media are particularly perturbed that there are no mainstream sites remaining that are willing to give niche Japanese titles the time of day, instead preferring to look at them on a superficial level, brand them "sexist" or "misogynist" and move on, when in fact, in many cases, these "otaku games" are far more progressive than any bullshit these loudmouths might come up with. Seeing these discussions makes me all the more sad that I was strongarmed out of my position at USgamer, where, as many of you know, I ran a weekly JPgamer column, celebrating the weird and wonderful entertainment that our friends in the East — and the intrepid localisation teams — brought us.

    It's not so much the lack of media representation that saddens me in this instance, though; it's the sense of alienation I feel when I see people that I thought were friends starting to spout ill-informed nonsense in the name of being "progressive". Mockery, public shaming and similar behaviours are not progressive, and I cannot support them or anyone who condones them — speaking as someone who was bullied throughout school, and who suffered a horrendous targeted harassment campaign a couple of years back, I know what harm dogpiling can do to your wellbeing. It surprises and upsets me to see friends who once suffered the effects of being publicly humiliated by these assholes now joining their ranks and gleefully indulging in that sort of reprehensible behaviour. A case of "if you can't beat them, join them" perhaps — but whether or not that's the case, it still sucks to feel like you don't know someone any more.

    This post has rambled and perhaps got a little off-topic somewhere along the way, but all these thoughts are swirling around my head right now, and this holiday season feels like something of a focal point for all the misery, tension and discomfort that 2015 has brought to numerous people I know, including myself. The world feels like it's getting worse, not better, and when you're someone who tries their best to be a good person and not hurt anyone, this is exceedingly frustrating and upsetting.

    Hopefully 2016 will be a better time for everyone, but at this stage I'm not particularly confident. I hope I end up pleasantly surprised.

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    2161: Story is About More Than Cutscenes https://imnotdoctorwho.moegamer.net/2015/12/21/2161-story-is-about-more-than-cutscenes/ https://imnotdoctorwho.moegamer.net/2015/12/21/2161-story-is-about-more-than-cutscenes/#respond Mon, 21 Dec 2015 00:29:18 +0000 https://angryjedi.wordpress.com/?p=9262 One of the most common complaints I've read about Xenoblade Chronicles X recently is that "the story isn't as good as Xenoblade Chronicles". And, if you look at it in a somewhat superficial manner, that's true to an extent; it suffers a little from the open-world RPG's perennial problem that is putting Important Things on hold while you … Continue reading 2161: Story is About More Than Cutscenes

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    One of the most common complaints I've read about Xenoblade Chronicles X recently is that "the story isn't as good as Xenoblade Chronicles". And, if you look at it in a somewhat superficial manner, that's true to an extent; it suffers a little from the open-world RPG's perennial problem that is putting Important Things on hold while you go and pick flowers or whatever.

    You may feel this way until you get your head into the mindset of Xenoblade Chronicles X. It's not a typical JRPG with a fast-paced, completely linear storyline that you can then break completely when the game opens up towards the end. With a few exceptions — most notably the giant mech "Skells" and, later, the ability to fly in them — much of the game is open to you from the very outset, and the whole game is designed around the concept of "what would happen if you (and the rest of humanity's survivors) were stranded on an alien planet with no hope of getting away any time soon?"

    In that sense, Xenoblade Chronicles X's narrative — and the way it is told — starts to make a whole lot more sense. The story isn't just about the "story quests" and the cutscenes they incorporate; there's only twelve chapters to the main story, after all. Instead, the complete Xenoblade Chronicles X narrative consists of a blend of all the game's elements: your freeform career as a BLADE operative and the emergent narrative that comes from your adventures in the field; the simple, short stories that come from the Normal Missions and give context to many of the NPCs in the world — and, in many cases, have significant impacts on the world as a whole; the more in-depth, character-centric stories of the Affinity Missions — which also have cutscenes and are fully voiced, unlike the Normal Missions; the conversations you overhear from NPCs you meet in town and in the field; the implied, non-explicit narrative you can deduce from the scenery of the world; and, finally, the "main" story itself.

    I mentioned at the beginning the open world RPG's curse of the party putting saving the world (or equivalent activities) on hold while they went to pick flowers, but in fact Xenoblade Chronicles X has been designed with that very criticism in mind. It's strongly implied that a fair amount of time passes between each of the story missions, since there are numerous references to time-consuming things happening "off-screen" throughout. Rather than simply asking you to accept that several days/weeks/months have passed, however, it's more than likely that, unless you're taking a "critical path" approach to racing through the storyline as fast as you can, a significant amount of time probably will have passed between each of the story missions. And it's in those "in between" moments that Xenoblade Chronicles X has some of its most interesting moments.

    The aforementioned Normal Missions, for example. While these may appear to have had less attention lavished on them than the cutscene-heavy Affinity and Story Missions, in actual fact they tend to have more noticeable impacts on the world as a whole. As a result of Normal Missions and your choices therein, characters move around and live or die; buildings are built or destroyed; relationships between characters change; and, in the most drastic example of things changing as a result of your actions, new alien races move into the human city of New Los Angeles, meaning that you can then see them wandering around the streets as random crowd NPCs, talking to named members of their species and even accepting missions from them. As you play through the game, your understanding of Mira — and the wider universe outside the planet — begins to grow, as you get a feel for who the Ma-non, Zaruboggan, Prone and numerous others are, and, more importantly, how they feel about both one another and humanity.

    The complete picture you build up in your mind as you play is one of the most comprehensively detailed pieces of worldbuilding I've seen for a very long time. It brings to mind the whole idea of "extended universes" for things like Star Trek and Star Wars, only in this instance, the "extended" universe is right there in the game for you to discover if you see fit. There's no obligation to do most of this stuff — though some story missions have prerequisite Affinity or other missions before you can proceed — but doing so makes the game several orders of magnitude more rewarding, as it starts to tell its story in all manner of different ways rather than simply through cutscenes.

    As the year draws to a close, there's no doubt in my mind that Xenoblade Chronicles X is absolutely my "game of the year". It's full of all the things that I love, and, while its way of doing things may not to be everyone's taste — particularly the complexity of its systems and the subtleties in its storytelling — I feel pretty confident in saying that it's a landmark game that deserves to be counted among the greats of not just the RPG style of game, nor just the sci-fi genre of narrative games, but of gaming as a whole.

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    2160: Smash It https://imnotdoctorwho.moegamer.net/2015/12/20/2160-smash-it/ https://imnotdoctorwho.moegamer.net/2015/12/20/2160-smash-it/#respond Sun, 20 Dec 2015 02:09:57 +0000 https://angryjedi.wordpress.com/?p=9226 Super Smash Bros. really has become something rather marvellous: a kind of interactive "museum" of gaming, wrapped in an incredibly accessible but surprisingly deep fighting game shell. I mention this because I grabbed the new Cloud Strife DLC for the game earlier and have spent a bit of time getting to know the new character. I … Continue reading 2160: Smash It

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    Super Smash Bros. really has become something rather marvellous: a kind of interactive "museum" of gaming, wrapped in an incredibly accessible but surprisingly deep fighting game shell.

    I mention this because I grabbed the new Cloud Strife DLC for the game earlier and have spent a bit of time getting to know the new character. I like him a great deal; his moveset makes me very happy indeed, consisting almost entirely of Cloud's iconic Limit Break moves from Final Fantasy VII, and he's also a character I feel reasonably confident about how to use.

    I've had mixed feeling about Super Smash Bros. over the years, partly because I've never been that good at it, and I have a friend who is very good at it, meaning it's not always 100% fun to play it with other people. Ultimately, though, I'm pretty sure I've come down on the side of liking it, because it really is a game like no other: the combination of characters, backdrops, music and sly references to all manner of games, both new and old, is absolutely delightful, and the complete antithesis to the homogeneous nature of most triple-A games.

    It's also a damn good fighting game. A few weeks ago, out of curiosity, I read the beginning of an e-book about how to git gud at fighting games, since I've never really got my head around them. The book recommended learning to play using Street Fighter II, since that is the foundation on which most modern fighting games are built, but I was very surprised to discover that much of the advice contained therein very much applied to Super Smash Bros. I could feel myself playing better immediately after reading the book; it was the most obvious example of learning something new and then immediately putting it into practice that I've felt for a long time.

    There are, of course, all manner of questions over whether Super Smash Bros. is balanced, whether it's "casual" and whether it's a "fighting game" by the traditional definition at all, since it's so different to your average one-on-one fighter such as the Street Fighter series. But its accessibility — no complicated button commands to learn here, allowing you to focus on using the moves effectively rather than struggling to use them at all — is its best feature, allowing rookie fighting game players to jump in and go toe-to-toe reasonably confidently against veterans. Sure, they'll almost certainly get obliterated — since despite how chaotic Super Smash Bros. looks for the most part, it's a very technical game that is almost frightening to watch high-level play of — but, unlike many other fighting games, it probably won't be for lack of knowledge of the mechanics. No special meters, no indecipherable jargon; all you really need to know is that you need to smack your opponents around a bit to increase their damage gauge, and the higher their damage gauge is, the further they'll fly when you whack 'em with a Smash move, with your ultimate aim being to knock or lure them off any side of the level.

    I don't know if I'll ever be any good at Smash Bros., particularly compared to people who really know what they're doing with their favourite characters, but it's a fun time, and probably the fighting game series I've had the most fun with over the years.

    But anyway. My original thinking that prompted this post was looking at the character select screen for my copy of Super Smash Bros., which includes the base game plus the DLC for Ryu and Cloud Strife, from Street Fighter and Final Fantasy VII respectively. Super Smash Bros. already has an incredibly diverse roster that draws from series ranging from Super Mario to Metroid via Star Fox and F-Zero, but the really interesting thing that started to happen in the last few installments is the addition of third-party, non-Nintendo characters, beginning with Solid Snake from the Metal Gear games a while back, and in the newer Wii U version, everything from Pac-Man to the aforementioned Ryu and Cloud.

    Back when I was a kid playing Super Mario World on my Super NES at home, I would never have predicted that one day I'd be playing a game in which Mario, Sonic, Pac-Man, Cloud Strife, Ryu and the fucking dog from Duck Hunt all feature; it's kind of mind-blowing when you think about it, particularly if the horrible names Sega and Nintendo fans — including the press! — used to call each other are still fresh in your memory!

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    2159: Splattack https://imnotdoctorwho.moegamer.net/2015/12/18/2159-splattack/ https://imnotdoctorwho.moegamer.net/2015/12/18/2159-splattack/#respond Fri, 18 Dec 2015 23:51:12 +0000 https://angryjedi.wordpress.com/?p=9202 I spent a bit of time before my shift at work today playing Splatoon. Having finished the single player, I jumped back in to the multiplayer for a few games, and was reminded quite how much I like that game — a fact that surprised me somewhat when I first played it, given that I'm not … Continue reading 2159: Splattack

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    I spent a bit of time before my shift at work today playing Splatoon. Having finished the single player, I jumped back in to the multiplayer for a few games, and was reminded quite how much I like that game — a fact that surprised me somewhat when I first played it, given that I'm not normally one for competitive multiplayer shooters, team-based or otherwise.

    Splatoon is a bit different from your usual multiplayer shooter, though, in that there are no game modes that require you to kill the other team. Instead, most of them are about territory control of various types: the basic "Turf War" game mode, for example, involves covering the ground with ink of your team's colour, with the winner being decided by majority coverage after three minutes. Other game modes found in the Ranked Battle mode vary somewhat in what they require you to do, but none of them are straight-up deathmatches, which means there's no necessity to be a 1337 MLG noscope pro.

    Splatoon is testament to Nintendo's desire to make games accessible to everyone. Competitive multiplayer shooters are historically rather elitist in nature, with inexperienced players often being mercilessly mocked or picked on until they "git gud". Unpleasantness in chat — be it voice or text — is so expected that it's become something of a cliché to talk about racist thirteen-year olds playing Call of Duty; consequently there are many people — myself included — who, preferring their games to be fun rather than an unpleasant experience, avoid this type of thing and thus tend to miss out on games that, despite everything, are often quite culturally significant, not necessarily from an artistic perspective, but as an activity that brings significant numbers of people together.

    Splatoon could have easily been a disastrous failure, being a Wii U game. Yet it has gone on to become one of Nintendo's biggest success stories all around the globe, with it rarely being difficult to find people to play with, whatever hour of the day you happen to be online. I was expecting it to be hard to get a full group together when I played this morning, for example, but was pleasantly surprised to be matched with a full team almost immediately — since Japan was awake and happily playing away already.

    The other nice thing about Splatoon is that it doesn't have a chat function. Like, at all. This drew some criticism on its initial release, since it's sort of an expected feature in your typical multiplayer games these days, but in Splatoon's case it really isn't necessary or desirable. The GamePad screen allows you a tactical overview of the entire battlefield and what your team is up to, and simple controls allow you to send messages of support or requests for assistance to your teammates without having to speak. By taking away the chat facility, the ability to abuse one another is also taken away, keeping things family-friendly for everyone and encouraging veteran players to play nice with newbies, since if you're not being a team player you'll just end up dragging your teammates down and, in most cases, throwing the game as a result.

    The other thing I particularly appreciate is that games are over quickly. No twenty-minute slugfests here; a single match is just three minutes long, meaning that even if you're stuck with a team of AFKers, you don't have to suffer for too long before things are mixed up and you can try again with some new companions. And since teams are jumbled up before each match, even if the same players stay together, it's rare to see unfair dominance from one side or another.

    Above all, Splatoon is just plain fun. It's colourful, it's energetic, it's humorous and it's highly enjoyable — even if you don't typically like multiplayer shooters. I'd highly encourage you to jump on it even if it's not usually your sort of thing — you may just find yourself pleasantly surprised by how much fun you end up having.

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    2158: Farewell, Eorzea... For Now https://imnotdoctorwho.moegamer.net/2015/12/17/2158-farewell-eorzea-for-now/ https://imnotdoctorwho.moegamer.net/2015/12/17/2158-farewell-eorzea-for-now/#respond Thu, 17 Dec 2015 23:58:01 +0000 https://angryjedi.wordpress.com/?p=9144 I made a difficult decision today: to quit Final Fantasy XIV. Temporarily, at least. This is a decision I've been mulling over for quite some time, I must admit, since following the initial excitement over the expansion pack Heavensward, the new content that's shown up since was 1) very, very late indeed and 2) not great. The one … Continue reading 2158: Farewell, Eorzea... For Now

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    I made a difficult decision today: to quit Final Fantasy XIV. Temporarily, at least.

    This is a decision I've been mulling over for quite some time, I must admit, since following the initial excitement over the expansion pack Heavensward, the new content that's shown up since was 1) very, very late indeed and 2) not great. The one thing that had kept me clinging on was the good friends I've made while playing it, but I've come to the conclusion that with the state of endgame as it is now, it's just not fun enough to warrant the endless grind.

    Before we go any further, I would like to point out that Final Fantasy XIV is still an excellent game, and its storyline through A Realm Reborn and Heavensward is one of the best Final Fantasies I've had the pleasure of playing over the years. Its battle system is great, its graphics are wonderful, its music is without peer and it has numerous memorable setpieces and boss fights that will doubtless stay with me for years afterwards.

    The issue comes with endgame — what you do when you get to level 60, have no more experience points to gain, and hit the ceiling of available content. At this point most people do one of two things: level another class, or get on the gear treadmill to equip their "main" class as well as possible, either simply for the satisfaction of doing it, or with a mind to taking on the game's most challenging content such as raids.

    The main trouble with Heavensward endgame as it exists today is that it's not all that different from A Realm Reborn's endgame, only with a fraction of the level cap content that A Realm Reborn had by the end of its cycle of patches. This may be an unfair comparison, but given that most people who played through Heavensward spent months or more at level 50 in A Realm Reborn, the shift back to having a very limited selection of meaningful content to play was somewhat jarring — particularly as people raced through Heavensward's main scenario and initial levelling process to 60 way quicker than they beat A Realm Reborn, despite them being comparable in length.

    So what do you do in endgame? As previously mentioned, you gear up. This is primarily accomplished by collecting "tomestones" from running dungeons, daily roulettes and a couple of other sources. There's a weekly cap on one of the types of tomestones — the one that gets you some of the best equipment in the game currently — which means that it unavoidably takes several weeks, even months, to put together a complete armour and weaponry set for just one class, let alone multiple.

    There are other means of acquiring gear, of course; the newly added Void Ark raid is designed to get people into better gear without grinding for tomestones by allowing them one piece of gear per week of comparable level to an unupgraded Tomestone piece. And The Diadem, the home to the exploration missions, can drop some seriously good equipment, though in that case it's very much left up to random chance.

    Part of the problem with Heavensward's endgame right now is that the high-level raid — the most difficult thing in the game, and source of some of the best equipment — just isn't very interesting. A Realm Reborn's The Binding Coil of Bahamut was spectacular: it told its own story, had unique bosses and music, and was extremely rewarding to play through, particularly once its entire saga was completed and gave you an opportunity to fight A Realm Reborn's "true" final boss.

    Alexander, the current level 60 raid, meanwhile, suffers for a number of reasons: firstly, its Normal mode incarnation, designed so those who aren't up to the challenges of raiding could enjoy its story, is far too easy and quite dull. And secondly, said story is not interesting at all, building on one of the more ridiculous side stories from A Realm Reborn rather than the world-shaking drama that Coil offered. For many people, clearing Coil wasn't about gear; it was about seeing a cool story through to its conclusion. And while Alexander has a story, it's not a patch on Coil's.

    There's also the fact that Normal mode removes that incentive to progress that Coil had. The only way to see Coil's story was to beat Coil, whether you did that when it was fresh, new and extremely difficult, or when it got considerably nerfed (but was still a stiff challenge) months down the line. With Alexander, you can beat its Normal mode rather easily, even if you have no experience with raiding, and by then you've seen its whole story, meaning its Savage incarnation becomes little more than a more difficult version of exactly the same thing.

    This is my main problem, but there's a number of other issues that have been bugging me for a little while too. I was really looking forward to the exploration missions, since they sounded like something new and interesting, but they turned out to be glorified Hunts, and Hunts are rubbish, since all they are is 300 people dogpiling a monster designed to be fought by 8 people, closely followed by at least 150 more people whining in /shout about someone "pulling early". Diadem at least limits the chaos to 72 players at once, but there's no "exploration" going on; within hours of it appearing for the first time, people had already figured out the most "efficient" way of getting the best rewards, which involves standing in one place and fighting the same damage sponge enemies over and over again until some slightly stronger damage sponge enemies show up and hopefully drop some slightly better loot. There was a "loot whore" angle to Diadem that showed promise, but in practice, with the way Final Fantasy XIV is designed in terms of stats, it's not really a concept that works within the game's overall framework.

    Perhaps the thing I've found most offputting, though, is the changing attitudes of a lot of the playerbase. I recall complimenting Final Fantasy XIV's community when it first launched for being incredibly friendly and helpful to one another, sharing information and tips with newcomers and cooperating to make the virtual world of Eorzea a better place for everyone. Over time, this appears to have dissipated somewhat, to be replaced with a bevy of whiny players who insult you if you don't speedrun a dungeon, and people who constantly run damage parsers in the background just so they can post screenshots on Twitter and bitch about how awful the Bard they just ran Brayflox with was. The unfortunate elitist attitude of a lot of these players drives off newcomers and makes them afraid to make mistakes, which in turn puts people off trying more difficult content, which ultimately only hurts the high-level players, who can often be found in Party Finder bitching about not having anyone to clear Alexander Savage with.

    I'm not sure why this shift in attitude happened, or if it's always been there and I just hadn't been aware of it. I know that a lot of Final Fantasy XIV players that I follow on Twitter seem to have changed for the worse, though, preferring to post screenshots of bad parses and arguments in party chat rather than celebrating their victories.

    There's part of the trouble, though, I think; there's not that many victories to celebrate for veteran players any more. Even victory over a floor of Alexander Savage feels somewhat hollow, because everyone doing Savage will have already beaten all those bosses in Normal mode. "I beat The Manipulator" doesn't have the same gravitas to it as "I killed Bahamut!", after all.

    With the lack of new victories to celebrate, it's understandable that people might get jaded and want to complain about things. It's understandable that those who want to be challenged with new content would get frustrated and start to take it out on people who haven't been running Savage for several months, or who don't know how to beat Ravana Extreme. It's not particularly okay that these people do this, but it is at least understandable.

    And I don't want to be one of those people, continuing to play a game that feels like work and complaining about it endlessly when I could, instead, be doing something more fun — exploring new worlds in other RPGs, or catching up on my backlog, or enjoying some retro classics for the nth time.

    Final Fantasy XIV will always be special to me. It's a virtual world that I've spent a good proportion of the last few years in. I made some great friends while playing, all of whom I sincerely hope will continue to be friends outside the game — something I'm confident about, since we all hung out together at PAX and didn't kill each other. And it was the setting for my proposal to my wife. So although my criticisms above may sound harsh, they're entirely personal, and I certainly do not and never will hate the game at all. It's simply time to take a break from it — perhaps indefinitely, or perhaps just temporarily.

    Either way, thanks, Eorzea, Square Enix and Yoshi-P; it's been a wild and magical ride for the last few years, and I'm never going to forget it.

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    2157: Enemy Unknown https://imnotdoctorwho.moegamer.net/2015/12/17/2157-enemy-unknown/ https://imnotdoctorwho.moegamer.net/2015/12/17/2157-enemy-unknown/#respond Thu, 17 Dec 2015 01:04:59 +0000 https://angryjedi.wordpress.com/?p=9119 On something of a whim, I decided to fire up XCOM: Enemy Unknown this evening: a game that I have owned since 2013 and never even installed, let alone played. (Damn Steam sales.) Regular readers will know that I'm quite a fan of the board game of this, with its interesting blend of cooperative action and real-time … Continue reading 2157: Enemy Unknown

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    On something of a whim, I decided to fire up XCOM: Enemy Unknown this evening: a game that I have owned since 2013 and never even installed, let alone played. (Damn Steam sales.)

    Regular readers will know that I'm quite a fan of the board game of this, with its interesting blend of cooperative action and real-time strategising overseen by an app that acts as both timer and gamemaster. The original video game it's based on is a somewhat different experience, but having finally played it a bit today, it's clear that the board game very accurately captures the atmosphere and overall "feel" of the source material.

    For those unfamiliar, XCOM: Enemy Unknown is a remake of a much older PC game called UFO: Enemy Unknown, in which the player was tasked with overseeing the top-secret XCOM organisation in its attempts to repel an alien invasion of Earth. Rather than being a linear story-based affair, both UFO: Enemy Unknown and XCOM: Enemy Unknown are somewhat more freeform strategic affairs in which you're tasked with making the tough decisions as you go along — and dealing with the consequences of those decisions.

    XCOM: Enemy Unknown is immediately more accessible than its much earlier counterpart, however. Since it was designed to be playable on console with a controller as well as with mouse and keyboard, the interface is simple, intuitive and easy to use with either control scheme. It also kicks off your first game with a selection of cutscenes and story missions introducing you to the various aspects of gameplay, which is a good way to ease you into what you should be doing. Over time, the game gradually stops holding your hand until you're running the whole operation, prioritising tasks as you see fit until Earth is either overrun by the aliens, or you successfully complete the final mission and humanity lives to survive another day.

    Despite its new-found accessibility, XCOM: Enemy Unknown remains remarkably true to the formula set by its predecessor. You survey the world — initially a small area, but your coverage expands as you send more satellites into orbit — and respond to alien activity, be it UFO sightings, abductions or news of important people who might be able to help your war effort. Should a situation come up that requires the direct intervention of XCOM, the game switches to a tactical turn-based strategy game, in which you take a small squad of soldiers into battle against the alien menace.

    Being a Firaxis game — they're the folks who made Civilization, for those who don't know their strategy classics — XCOM: Enemy Unknown is a game that expands in scope as you progress. Your squad members level up and learn new skills, allowing you to specialise them into various roles. Your research branches off in a number of different directions, allowing you to produce new equipment and items. You build up your base with new facilities to boost your overall capabilities. And along the way you need to make sure to keep the mysterious "Council" happy along with ensuring that the various regions of the world don't fall into panic.

    The game is set up in such a way that you can't do everything. When alien abductions are reported, inevitably they're in several places at once, and you can only make it to one of the sites in time. The region you assist will reward you; the regions you leave to suffer will start to panic more at the horrible things happening to them.

    The board game reflects all this really well with its inherent scarcity of resources. You never quite have enough soldiers or Interceptors to deal with all the shit that is happening in the world at once, so inevitably as you play through the game, various regions will start to panic more and more. It's essential to manage that as best you can; you can't prevent panic from mounting, but you can do your best to try and control it, and to prioritise tasks that will help you keep everything under control.

    I'm interested to continue playing XCOM: Enemy Unknown, though. I'm playing on the Easy difficulty at the moment because I'm generally absolute crap at strategy games — particularly those by Firaxis — but I'm open to the idea of another playthrough on a harder difficulty if I make it to the end. So far it seems like an exciting and challenging but accessible strategy game, and I'm keen to check it out some more in the very near future.

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    2156: Five Favourite Final Bosses https://imnotdoctorwho.moegamer.net/2015/12/16/2156-five-favourite-final-bosses/ https://imnotdoctorwho.moegamer.net/2015/12/16/2156-five-favourite-final-bosses/#respond Wed, 16 Dec 2015 00:11:16 +0000 https://angryjedi.wordpress.com/?p=9050 I beat Splatoon's single player mode this evening, and was thoroughly impressed with the final boss battle — a thoroughly old-school and long fight that demanded you put into practice pretty much every skill the rest of the game had subtly taught you up until that point. That got me thinking, then: what are some of my favourite final … Continue reading 2156: Five Favourite Final Bosses

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    I beat Splatoon's single player mode this evening, and was thoroughly impressed with the final boss battle — a thoroughly old-school and long fight that demanded you put into practice pretty much every skill the rest of the game had subtly taught you up until that point.

    That got me thinking, then: what are some of my favourite final boss battles? I am, as I've previously mentioned on these very pages sometime in the dim and distant past, a real fan of a good finale to a game, since I'm one of those apparently rare breeds of gamer that actually likes to beat games. I love well-done final boss fights that go the whole hog, with impressive graphical effects, a stirring and unique soundtrack and a feeling of excitement and satisfaction unlike anything else in the rest of the game.

    So here are five of my favourites. Not necessarily my absolute favourites, but five that spring immediately to mind, and in no particular order.

    Final Fantasy VIII: Ultimecia

    The easy choice would be Final Fantasy VII's Sephiroth, of course, and to be sure the battles against Bizarro Sephiroth and Safer Sephiroth are indeed spectacular, particularly with the stirring tones of One Winged Angel accompanying the latter.

    But I actually really appreciated Final Fantasy VIII's final conflict, because it unfolded in a number of interesting and dramatic phases, each one raising the stakes significantly until the final final boss, which, by this point, you absolutely wanted to throw everything you had at.

    The battle begins with the party attacking a regular-sized Ultimecia accompanied by the "sorceress battle" music that has marked major battles throughout the rest of the game. This is then followed by Ultimecia summoning Griever, an embodiment of the protagonist's image of the "ultimate Guardian Force". New music comes in here. After this, Ultimecia "junctions" herself to Griever, creating a monstrous entity, and fighting the party to the sounds of the famous battle theme Maybe I'm a Lion. And finally, the obligatory "fighting the true form of the final boss in something that looks like space" phase is accompanied by The Extreme, a high-intensity, pumping piece of music that gives this final phase of the battle a real sense of urgency.

    Like most Final Fantasy games, Ultimecia was a bit of a pushover if you'd spent the time preparing properly, since final bosses are never the most powerful things in a Final Fantasy game; optional, so-called "superbosses" are, since their extreme difficulty would likely prevent more casual fans of the game from clearing the story. Make no mistake, though, she didn't go down particularly easy — particularly compared to Sephiroth in VII — and the necessity of throwing your most powerful spells and Limit Breaks at her meant that the fight was consistently interesting and thrilling to watch.

    Space Channel 5 Part 2: Purge

    It's kind of strange to think of a rhythm action game having a final boss, but Space Channel 5 was far from being a typical rhythm action game; the emphasis was very much on the "action" side of things, as between the two installments, it told an enjoyable — if utterly camp — story filled with dancing, singing and guitar battles.

    The final battle in Part 2 felt surprisingly climactic and movie-like. It was also a textbook example of a "spirit bomb" battle, in which the protagonist looks like they've been completely defeated — indeed, some theories suggest that Ulala is outright killed by Purge's initial assault — but is then given new-found strength and abilities by the power of friendship/love/belief/whatever. In the case of Space Channel 5, this is reflected in both the visuals — you see throngs of people dancing behind Ulala as the battle progresses — and the audio, which features a crowd of people shouting the directions as opposed to just Ulala as in the rest of the game.

    This battle also does something I particularly love with its soundtrack: it provides a new twist on the game's main theme, bringing a wonderful sense of closure to the whole experience.

    Super Mario World: Bowser

    I mention this one not because it's a particularly amazing fight — compared to some other battles I could mention, it's fairly unremarkable — but because, to the best of my recollection, Super Mario World was the first game I ever played to completion and saw the end credits of. Consequently, it was also the first time I had ever encountered a final boss battle, and I very much enjoyed how it was a slightly different setup to the rest of the game, that made you realise Shit Was Getting Real.

    The usual status bar at the top of the screen was no longer there, it was a single-screen stage rather than a scrolling level, and it was accompanied by unique music and graphical effects — in this case a rather rudimentary but effective thunder and lightning effect.

    This being the era long before GameFAQs use was widespread, I had to work out how to defeat Bowser myself. It took a good few attempts to determine what to do, and a good few more to actually correctly put it into execution. But my goodness when I finally achieved it for the first time it felt absolutely amazing. I probably cheered. Like, out loud. I forget. But, needless to say, it was a very exciting moment indeed.

    Ace Combat 4: Megalith

    I came to the Ace Combat series relatively recently and still haven't played them all to completion, but I was thoroughly impressed with Ace Combat 4 from start to finish. It took air combat, something that could have easily been extremely dry and clinical — the old MicroProse sims of yore sprang to mind — and turned it into something cinematic and dramatic, with wonderful setpieces and incredible music.

    The crowning glory of the game, though, was the final mission, which was set up and executed absolutely perfectly. The prior missions had set you up to expect something horrendous to fight against, and it's finally revealed as "Megalith", a superweapon that will, not to put too fine a point on it, wreck everyone's shit if allowed to do its thing.

    You know that things are getting real when the pre-mission briefing screen, which usually had some rather arcadey music accompanying it, was instead accompanied by near silence, with only a heartbeat-like throb in the background. And then once the mission begins, you hear this:

    Incredible stuff. Particularly as, in appropriate action movie style, you wreck Megalith's shit by flying inside it and dropping bombs in its most sensitive areas.

    Splatoon: DJ Octavio

    Finally, the reason I'm writing this at all: Splatoon's final boss.

    The battle against DJ Octavio is a textbook example of an old-school boss battle, particularly those favoured by Nintendo. It's a lengthy affair that is far more than simple tank-and-spank: you need to make use of all your skills to beat it, and it's not easy. It's also quite unforgiving, giving you only three lives to play with (though you can replenish these by reaching checkpoints in the fight, which is one thing we didn't used to get in the old days) and lots of opportunities to fall off into oblivion or be splattered by his many and varied attacks.

    The cool thing about DJ Octavio is that it's designed in the same way as the rest of Splatoon's single-player mode: it's made to encourage you to use various skills and techniques that will serve you well in competitive multiplayer, which is, after all, the meat of Splatoon. Multiplayer battles are chaotic, and the fight against DJ Octavio introduces you to this fact gradually over the course of the battle, beginning by simply throwing missiles and punches at you — the one constant throughout the fight is that you have to "reflect" his punch attacks back at him by shooting them before they strike you or the ground — and gradually, over time, stepping things up with more treacherous ground to fight on, additional enemies, powerful superweapons and more things happening at the same time.

    By the end of the fight, you're essentially handling the same mechanics, but at a much higher speed and with more distractions. Deal with that and you're almost certainly ready for the unpredictability of human opponents.

    For bonus points, the DJ Octavio fight also includes a lightweight spirit bomb in its final phases: the music changes from the dubstep-techno-type stuff Octavio has been playing at you throughout the fight to a song sung by Splatoon mascots Callie and Marie, who have been helping you out in not-very-good disguises throughout all of the single player mode. It's a great way to close out the fight, with a real feeling that you're being encouraged to do your best against seemingly impossible odds — and consequently finally getting everything right and clearing the game feels just as satisfying as that first time I beat Super Mario World all those years ago.

    So good job, Nintendo; while many people may not think of you immediately when contemplating spectacular finales to games, it's clear you know your shit when it comes to badass bosses.

    Now to get destroyed in multiplayer, I guess…

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    2155: On Dead or Alive Xtreme https://imnotdoctorwho.moegamer.net/2015/12/15/2154-on-dead-or-alive-xtreme/ https://imnotdoctorwho.moegamer.net/2015/12/15/2154-on-dead-or-alive-xtreme/#respond Tue, 15 Dec 2015 01:14:32 +0000 https://angryjedi.wordpress.com/?p=9014 It will probably come as no surprise to you, dear reader, to learn that I enjoy the Dead or Alive Xtreme series — perhaps even more so than the fighting game series that they are a spin off of. Dead or Alive has always been the one fighting game series that I've actually felt like I sort of almost … Continue reading 2155: On Dead or Alive Xtreme

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    It will probably come as no surprise to you, dear reader, to learn that I enjoy the Dead or Alive Xtreme series — perhaps even more so than the fighting game series that they are a spin off of. Dead or Alive has always been the one fighting game series that I've actually felt like I sort of almost understood, though I've never been able to play it at anything approaching competitive level; however, the fact that I've always enjoyed it has, at least, meant that I know a lot of the characters reasonably well, and am a particular fan of several of them.

    So when the original Dead or Alive Xtreme Beach Volleyball came out on the original Xbox, of course I was all over it, but not only for the prospect of seeing Kasumi's delicious curves in a swimsuit. No, the concept of the game actually sounded rather interesting to me; bear in mind that in the original Xbox generation, getting our hands on some of Japan's quirkier games — particularly those that weren't RPGs or fighting games — was a bit of a rarity, especially in Europe, and I had always been fascinated by the idea of non-violent games about relationships. Dead or Alive Xtreme Beach Volleyball, despite the name, is more a game about relationships than it is about volleyball — and this is a pattern that continued throughout subsequent installments.

    Let's back up a moment for the benefit of those unfamiliar with the Dead or Alive Xtreme series. The concept is simple and rather silly: Zack, a character from Dead or Alive who is noteworthy for having some of the more outlandish costumes among the male cast, lures a bevy of beauties to his own private island under the pretext that he's holding a new round of the titular fighting tournament that forms the ultimately irrelevant backdrop to the plot of all the main installments in the series. When the girls arrive, they are momentarily shocked to discover that Zack lied to them, and instead has simply lured them to his island so they can take some time off from kicking each other in the tits and so he can enjoy the view. No-one involved appears to have a problem with any of this, and thus begins a virtual vacation in the extremely pleasant surroundings of Zack Island. Dead or Alive Xtreme 2 is based on the exact same concept, and almost certainly Dead or Alive Xtreme 3 will be too.

    The gameplay involves you taking on the role of one of the girls and doing whatever you feel like on the island for two virtual weeks. On each day, you have the opportunity to hang out with characters, buy swimsuits and items, play volleyball, roll around in the sand provocatively, play a pool-hopping game and, in Dead or Alive Xtreme 2, go jetskiing and watersliding. It initially seems like a rather shallow, silly game — and it is — but there's actually more going on than meets the eye.

    Essentially, at its core, Dead or Alive Xtreme is a game about collecting things. There's not really a set way to "beat" the game, but most players would probably agree that this is achieved when you've successfully filled every character's inventory with every single possible swimsuit and every single collectible item. This takes a very long time indeed, since it's not a simple case of just grinding out enough money to buy all the items; many of the swimsuits in particular can only be put in a girl's inventory by successfully giving them to her as a gift — and in order for her to accept them as a gift, she has to like both you and the gift itself, and in order for that to happen, you have to hang out with her, partner up with her, play volleyball with her and all manner of other things. Manipulating the relationship system in order to further your collection is the main point of the game once you get into it.

    There's another reason I like Dead or Alive Xtreme, though, besides the relationship gameplay and the boobs. It's the fact that each game in the series is, without question, one of the most unashamedly happy, cheerful and genuinely summery-feeling games I've ever played. This is achieved through a combination of brightly coloured, highly saturated visuals, beautiful character models and animations, an airy, lightweight tone to everything that happens, and some simply wonderful soundtracks that feature some of the most horrendously cheesy summer pop hits you'll ever hear. We're talking Baha Men, B*witched, Hilary Duff and all manner of other goodness. It's quite something, and even if you don't particularly like listening to the songs on the soundtrack in isolation, it's hard not to have a broad grin on your face when they're used in context in the game to add to the overall atmosphere.

    In short, it saddens me that there's so much negativity surrounding Dead or Alive Xtreme, largely from people who have never played it, because it's a wonderfully positive, happy, uplifting and enjoyable series of games in which you can just switch off your brain and enjoy a virtual holiday alongside beautiful people. And, in a world increasingly filled with cynicism, bitterness and snark, something so unabashedly honest about its intentions — to make the player happy — is refreshing and enjoyable.

    So yes. I will be importing Dead or Alive Xtreme 3's Asian English version when it releases. And I'm far from the only one; import specialist PlayAsia has had so many preorders following the announcement that it would not be officially localised that they've even dropped the price today.

    So much for people not wanting this game on Western shores, huh.

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    2154: Another Xenoblade X Post https://imnotdoctorwho.moegamer.net/2015/12/13/2153-another-xenoblade-x-post/ https://imnotdoctorwho.moegamer.net/2015/12/13/2153-another-xenoblade-x-post/#respond Sun, 13 Dec 2015 23:07:16 +0000 https://angryjedi.wordpress.com/?p=8991 In conversation with a friend the other day, I realised one of the things I really like about Xenoblade Chronicles X: it feels like a new perspective on a genre of game I liked but was never particularly good at: the strategy/management/"god-game" genre, particularly with a sci-fi focus. Stuff like Alien Legacy, Outpost and its ilk. The … Continue reading 2154: Another Xenoblade X Post

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    0154_001

    In conversation with a friend the other day, I realised one of the things I really like about Xenoblade Chronicles X: it feels like a new perspective on a genre of game I liked but was never particularly good at: the strategy/management/"god-game" genre, particularly with a sci-fi focus. Stuff like Alien Legacy, Outpost and its ilk.

    The "new perspective" I mention refers to the fact that rather than acting as an overseer to your colonisation efforts, taking a somewhat detached view of everything that is going on and rarely, if ever, getting up close and personal with your colonists, Xenoblade Chronicles X sees you right in the middle of things. You're not running the colony as such, but everything you do has such a significant impact on the game world that you might as well be.

    The feeling of "being inside" a strategy game is further compounded by the game's FrontierNav system, which uses the Wii U's GamePad to display a hex-based map of the planet Mira, the game's setting. Through methodical exploration and completion of objectives, you gradually "conquer" Mira hex by hex, setting up an infrastructure in the process. Placing data probes not only allows you to generate passive income of both credits and the raw material Miranium, it also allows you to collect rare resources from specific hexes, store more Miranium, increase the output of connected probes and all manner of other things. There's actually a rather deep metagame of chaining probes together to maximise your income between all your sites.

    And it's important, too; this isn't an RPG where you can just grind out money until you can afford the best equipment in the game. Instead, this passive income is one of the only ways for you to be able to afford things, and Miranium is incredibly important for a wide variety of purposes: investing in arms manufacturers to unlock new gear, upgrading existing equipment, crafting new items and donating to various causes in exchange for credits and other rewards.

    Early in the game, this metagame doesn't seem all that important, since you quickly find yourself with far more money than you know what to do with, meaning you can spoil yourself rotten on gear purely for aesthetic value thanks to the game's "fashion gear" system. Once you gain the ability for you and your party members to use the giant walking mechs called "Skells", though, your expenses start to mount up. Miranium is used to refuel them, while credits are needed to purchase frames, armour and weapons for them. Multiply these expenses by all the party members you want to equip with Skells (which is probably all of them eventually) and you'll be spending a lot of money in total — but these investments are ultimately for the good of the colony as a whole.

    What's really interesting about Xenoblade Chronicles X compared to many other open-world games — and particularly MMOs, which it's most commonly compared to — is the fact that, as mentioned earlier, your actions have a clear and tangible effect on the game world as a whole over the course of the whole story. For example, one chain of sidequests sees you helping to gather resources to build a water purification plant out in the wilds of Primordia; later, you're sent there to investigate an incident out there, and it's actually there on the lake where there was once just a rocky beach. Characters that were once standing around in town are now there, and it has its own little plotline to follow.

    You're not alone on Mira, either; the main scenario introduces you to a few members of other alien races on the planet — both indigenous and extraterrestrial — but there are plenty more sidequests that bring you into contact with all manner of other weird and wonderful peoples, and completing their requests causes them to immigrate to your colony. Once they're there, they set up shop in a particular area and you'll see them wandering the streets. Many of them provide beneficial services to the colony as a whole, and so your experience grows.

    It's a really satisfying, organic sense of progression through more than just bars getting longer and numbers getting bigger. There's a wonderful sense of New Los Angeles becoming a real, living place, with people going about their business and clashing cultures learning to understand one another. It is, by far, the heart and soul of Xenoblade Chronicles X, which doubtless won't be entirely to everyone's taste — particularly those who prefer more structured linearity in their RPGs — but, for me, it's basically created the sci-fi game I always wanted to play: a game where I not only get to build a colony on a new world, but where I get to actually run around inside that colony, meet people, help them, go out into the world and make an impact on said new world as I help humanity spread its wings in its new home.

    Did I mention Xenoblade Chronicles X is an amazing game? No? Go buy it now. I want more of this sort of thing, please.

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    2153: Should You Buy a Wii U? https://imnotdoctorwho.moegamer.net/2015/12/12/2152-should-you-buy-a-wii-u/ https://imnotdoctorwho.moegamer.net/2015/12/12/2152-should-you-buy-a-wii-u/#respond Sat, 12 Dec 2015 20:13:07 +0000 https://angryjedi.wordpress.com/?p=8933 The temptation to make this post just the word "YES" in 120-point bold underlined text is enormous, but most people will probably need a bit more convincing than that. So, going against everything I learned about writing headlines — "never write a headline that is a question that can be answered with a single word" … Continue reading 2153: Should You Buy a Wii U?

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    0153_001

    The temptation to make this post just the word "YES" in 120-point bold underlined text is enormous, but most people will probably need a bit more convincing than that.

    So, going against everything I learned about writing headlines — "never write a headline that is a question that can be answered with a single word" — I shall now attempt to explain to you why the Wii U is a really solid investment, certainly as much and possibly even more so than the Xbox One and PlayStation 4.

    Hardware

    The Wii U hardware may not pack as much of a punch as its competitors in this generation, but it's a nice bit of kit. The console itself is a pleasant, shiny black box with subtle lights on the front, and it will look good under pretty much anyone's TV. The accompanying GamePad is also an intriguing-looking piece of kit that is sure to be a conversation piece for people visiting your living room, and its second-screen functionality is impressive.

    The Wii U doesn't have the flashing disc slot that the original Wii did for notifications while it was turned off; instead, the GamePad can light up with announcements about new patches, new content and new releases. These announcements also appear as a banner ad on the Quick Start screen when you first turn the console on, so it's usually pretty easy to find the thing that was announced.

    The GamePad itself is a surprisingly pleasant controller, even with its enormous size. Its triggers are comfortable and ergonomic, despite not being that nice brand of squishy analogue that Microsoft in particular has specialised in, and all the buttons are easy to reach by people with normal-sized hands. The only slight adjustment some people may have to make is the fact that the A, B, X and Y buttons are presented in a mirrored arrangement to how they are found on the Xbox controllers (they go "YXBA" instead of "XYAB") but this will be nothing new to anyone who had a SNES.

    The Wii U Pro Controller is a really nice controller, too. It doesn't come with the console, but it's a worthwhile investment for those who don't get on with using the GamePad as a controller, or simply as an extra controller for multiplayer games. Modelled somewhat on the shape of the Xbox 360 controller, it lacks analogue triggers but makes up for this with a much nicer D-pad than anything Microsoft has ever come up with, and a built-in rechargeable battery immediately puts it ahead of both the 360 and One controllers.

    You can also use your old Wii Remotes, Nunchuks and Balance Board accessories on compatible games, which is a nice nod to backward compatibility that both the Xbox One and PlayStation 4 lack. That said, some games don't support some of the older, more specialised controllers such as the Classic Controller and Classic Controller Pro, so check the packaging for the games or reports online before expecting to jump into multiplayer. One example I can think of is Ubisoft's ZombiU, which supports Wii Remote and Nunchuk, but not the Classic Controller or Classic Controller Pro; for a second player to play with a controller, they must use the Wii U Pro Controller.

    The only real letdown so far as hardware is concerned on the Wii U is the pitiful 32GB storage space it comes with. Fortunately, this is easily upgradeable using any standard USB hard drive, and this is highly recommended, even if you generally only play disc-based games — patches, DLC and optional "fast loading" content for larger games can chew through that available space incredibly quickly.

    Oh, there's also no Ethernet port; you're stuck with wireless networking only by default, but a third party USB-to-Ethernet converter box works absolutely fine for those who prefer the stability and speed of a wired connection.

    OS and Online

    The Wii U's OS is a natural evolution from the Wii's "Channels" setup and is rather similar to the 3DS. One screen — the TV by default — shows a splash screen with your own Miis and others from the Internet — assuming you're connected — along with icons representing popular games at the time and related Miiverse posts selected randomly from the community. The other shows a customisable grid of the disc you have inserted into the console and any software you have downloaded. There are also icons for the various tools the system offers.

    The Wii U's online service is a significant improvement over past iterations of Nintendo Network. Friend Codes are out of the window, replaced instead by the much easier to share Nintendo Network ID. Online activity is pushed into the background and is completely unobtrusive, perhaps to a fault; the only way you will know friends are online in many cases is if a game directly notifies you, or if you happen to press the Home Button and see a notification.

    You're also pretty limited in what you can do with friends. You can see what they're playing and hit a link to it in the eShop, save their Mii to your console, and view their Miiverse profile, but that's about it. There's no chat, no messaging, nothing like that. For the most part, this is fine, since any Nintendo games that offer online functionality are generally designed to be played without requiring direct communication, but the option would have perhaps been nice. There are alternative solutions, though, so it's not exactly a dealbreaker, particularly for those who prefer to play solo.

    Miiverse is an interesting idea, with communities for most games as well as more general topics. It's a good place to find comments and some surprisingly impressive fan-art for games, but its execution is a little slow and clunky to make it something most people will want to dip into on a whim. It can be a good place to find information, though, and it's always interesting to see what people are saying about a game. The latest version of the Miiverse software also allows you to save screenshots and keep a "Play Journal" with annotated screenshots, which is a nice evolution of the notes page in the back of old game manuals.

    The eShop is a well-designed storefront that makes discovering new things to play quite easy. A colourful front page features new releases — including, in many cases, music from the games — as well as links to the store's various sections. A solid search function allows you to find what you're looking for, but browsing can throw up some interesting surprises too.

    The selection available is pretty good, though prices are not particularly competitive with physical editions and in some bizarre cases, digital versions even cost more than their physical counterparts. A big highlight of the platform is the Virtual Console section, which includes games from older systems ranging from the NES to the Nintendo 64 and even the previous-generation Wii, though the selection here is relatively small. It's worth noting that switching the Wii U into "Wii Mode", though, allows you access to the older system's much more substantial Virtual Console library, though you'll have to satisfy yourself with playing these versions in 480p rather than the lovely sharpness of 1080p, but in the case of retro titles this may not be a dealbreaker for many of you.

    The main issue with the Wii U's online functionality is that not much of it is explicitly explained. There's a very convenient image sharing website that allows you to quickly post screenshots to Facebook, Twitter and Tumblr, for example, but you won't know it's there unless you happen to peek into the system's default web browser bookmarks. A bit of experimentation — or perhaps being told about these things by friends — will reveal what it offers, though.

    Games

    This is the highlight, really. While the Wii U's overall library is very small compared to the Xbox One and the PlayStation 4, its quality is pretty consistently excellent. Here are some personal recommendations:

    Super Mario 3D World — one of the best Super Mario games in years, Super Mario 3D World takes the isometric perspective of the 3DS game Super Mario Land and presents the player with more complex, longer levels and a wide variety of mechanics to learn and play with. It's a beautifully presented game with wonderful graphics and music (and a somewhat redundant "cooperative" multiplayer mode that doesn't really add much to the game) that is an essential purchase for anyone with a Wii U.

    Super Smash Bros. for Wii U — Super Smash Bros. remains one of the most accessible fighting games out there, but its hidden depths mean that it is one of the most consistently popular titles on the tournament circuit, too. It's a tremendously fun game, and in terms of the sheer amount of content you get both on the disc and available as downloadable content, it's hard to think of a fighting game with more to offer both solo players and parties of fighters.

    Mario Kart 8 — It's Mario Kart, so not much more needs to be said, really; it runs beautifully, it has some wonderfully inventive tracks (with more available via optional DLC) and it has an excellent online mode.

    Super Mario Maker — It's wonderful to see a resurgence of the "Construction Kit" genre of games, and Super Mario Maker is a wonderfully accessible, friendly opportunity for people to try their hand at making 2D platformer levels with a Super Mario Bros, Super Mario Bros 3, Super Mario World or New Super Mario Bros U aesthetic. Even if you have no intention of creating levels, though, the sheer volume of custom levels available online is enough to keep any platform game fan busy, and the game's voting system ensures that badly designed levels drop to the bottom of the rankings pretty quickly.

    Splatoon — The shooter for people who don't like shooters. Splatoon is a lovely twist on the team-based multiplayer shooter genre in that it's never just about killing the other team; rather, it's about claiming territory by painting it. A wide variety of weapon types and other equipment keep the game interesting in the long term without unbalancing it, and the fact the game is continually expanding over time means that it's always… fresh.

    Xenoblade Chronicles X — If you've read my posts over the last few days about this, you already know how I feel about this. It's one of the most spectacular games I've ever encountered, one of the biggest open worlds I've ever seen and one of the best realisations of "sci-fi" in video games of all time. It's not a game for the faint-hearted as it is absolutely riddled with interlocking mechanics that you need to figure out for yourself in most cases, but it's a significant step forward for the role-playing game genre and absolutely one of the best games I've ever played.

    NES Remix — Enjoy retro games but can't quite face playing a whole one through? Enter the NES Remix series, two games that feature numerous snippets of various popular Nintendo games, coupled with bizarre challenges and sometimes complete revamps of how you play them. Can you get through Super Mario Bros. backwards as Luigi? Can you perform perfectly in Excitebike? Can you do anything involving Zelda II without wanting to throw things? SNES Remix now please, Nintendo…

    Conclusion

    Yes.

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    2152: Skelleton Crew https://imnotdoctorwho.moegamer.net/2015/12/12/2151-skelleton-crew/ https://imnotdoctorwho.moegamer.net/2015/12/12/2151-skelleton-crew/#respond Sat, 12 Dec 2015 00:56:00 +0000 https://angryjedi.wordpress.com/?p=8930 I've finally reached a point in Xenoblade Chronicles X where I can start using "Skells", the game's giant robot mech thingies that bring to mind Xeno series progenitor Xenogears. I'm not sure I've mastered them at all yet, but they certainly add some interesting things to the mix — and, like most things in Xenoblade Chronicles X, you're left to experiment … Continue reading 2152: Skelleton Crew

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    I've finally reached a point in Xenoblade Chronicles X where I can start using "Skells", the game's giant robot mech thingies that bring to mind Xeno series progenitor Xenogears. I'm not sure I've mastered them at all yet, but they certainly add some interesting things to the mix — and, like most things in Xenoblade Chronicles X, you're left to experiment a bit rather than having every piece of information you need spoon-fed to you.

    A Skell is separate from your character; it's effectively a new party member that replaces one of the on-foot characters. To acquire one, you need to complete the main scenario up and including Chapter 6, then complete the Skell License quest in the BLADE Barracks, which tasks you with completing an appropriate objective for each of the Divisions. Once you've done this, you'll be generously provided with your first Skell for free, which allows you to get a feel for things somewhat. You and your party members will have to reach level 30 before you're able to make use of any more Skells, though — but when all characters are at the appropriate level you can have an entire party of Skells when necessary.

    That "when necessary" part is important; while it can be most enjoyable to go stomping all over everything and overkilling them with a giant robot, Xenoblade Chronicles X's enemies and level scaling take size as well as level into account. In other words, let's say you're level 25: on foot, you can happily take down things around your own level — perhaps even slightly above — of a similar size to you. Tackle anything bigger, though, like the giant insects that you'll see in Primordia, and you'll almost certainly get flattened.

    This is where Skells come in. Adding just one Skell to a party tips the balance in your favour, because a Skell is stronger than a person, and its simple presence increases the passive defense value of everyone on foot in the party. Adding more than one Skell to your party increases your overall total power level considerably. To give an idea of the difference it makes, earlier tonight I was reasonably comfortably taking on large enemies over 10 levels higher than me using two Skells: a Heavy-type one on my character, and the default (actually not very good) freebie you get on Elma. The two on-foot party members were usually KO'd by the time the fight was over, but since even KO'd members get experience for kills in Xenoblade Chronicles X — assuming the whole party doesn't wipe — this wasn't really a problem.

    So Skells allow you to take on enemies that are both higher level and larger than you. They don't make you invincible, though; you have to be a bit careful. Running out of HP in your Skell doesn't kill you, but it does destroy the Skell, forcing you to continue the fight on foot. What happens then depends on if you pass the "Soul Challenge" reaction test as you eject from the Skell: get a Perfect rating and you're fine, though you'll still have to go back to base to pick up your repaired Skell; get a Good rating and, again, you'll be fine, but you'll lose one insurance "point" from your Skell when you retrieve it — once these are all gone, you either need Salvage Tickets or deep pockets to recover your wreck; miss the Soul Challenge completely and you'll eject from your Skell with 1HP, which is seriously dangerous.

    Skells have a few interesting mechanics in battle. Firstly, they can Bind enemies that are Staggered. Stagger is a status effect that is usually a cue to use an Art that has the Topple effect, knocking the enemy to the floor and giving you a few seconds of uninterrupted pummelling as they try to get back to their feet. Bind, meanwhile, temporarily puts the Skell out of action while it holds the enemy in place, but the enemy is completely disabled for longer than your typical Topple effect. Successfully Binding an enemy also restores some of your Skell's fuel, which is necessary to use it in battle (and, later, fly).

    The second interesting Skell mechanic is called "Cockpit Time", and it's awesome. Randomly throughout the battle, the camera will zoom inside your Skell's cockpit to show your character sitting in the seat, working the controls and generally wrecking the enemy's shit. When this happens, you are temporarily invincible and all your skill cooldowns reset, meaning you can immediately use them all again without having to wait. It happens at random, but it can make a huge difference, particularly in longer fights.

    The third Skell mechanic worth playing with is Overdrive. On-foot characters can use Overdrive when they build up 3,000 TP and can then get various bonuses by stringing longer and longer combos together. Skells, meanwhile, build up GP rather than TP by fighting — and much quicker than on-foot characters — and, again, can trigger Overdrive when this reaches 3,000. Skell Overdrive doesn't have a combo counter; instead, it just has a timer that randomly extends when it expires, possibly according to how much punishment you've been dishing out in the meantime. Combine Overdrive with Cockpit Time and you become an absolutely unstoppable killing machine for a few seconds. The feeling of power is simply marvellous.

    I haven't yet looked into optimising my Skells; the interesting thing about them is that the various weapons you equip to their hardpoints correspond to Arts you can use in battle, so optimising presumably means finding a good balance of stats, damage types, special effects, augments and Arts types. By tweaking your loadout, you can also effectively change the "role" of your Skell in a party situation; loading up on weapons with a Taunt ability turns you into an effective tank, for example, while other weapons come with Arts that can apply debuffs, affect enemy and party stats or boost damage from particular aspects of the enemy. It's all very deep and customisable.

    I'm yet to find quite the right balance between being on foot and being in my Skell — I'm sure there's some sort of benefit to fighting on foot, perhaps against smaller enemies — but it's been really interesting to explore so far. At 50 hours into this incredible game, I feel like I'm still learning things. And that's pretty awesome.

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    2151: Life Line https://imnotdoctorwho.moegamer.net/2015/12/12/2151-life-line/ https://imnotdoctorwho.moegamer.net/2015/12/12/2151-life-line/#respond Sat, 12 Dec 2015 00:29:24 +0000 https://angryjedi.wordpress.com/?p=8902 "You’re on a long flight, and a palm reader sitting next to you insists she reads your palm. You hesitate, but agree. What does she tell you?" Daily Post, December 10, 2015 [This didn't post yesterday for some reason, so here it is today.] "Hmm," she says in a long, drawn-out sort of way, clearly … Continue reading 2151: Life Line

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    "You’re on a long flight, and a palm reader sitting next to you insists she reads your palm. You hesitate, but agree. What does she tell you?"

    Daily Post, December 10, 2015

    [This didn't post yesterday for some reason, so here it is today.]

    "Hmm," she says in a long, drawn-out sort of way, clearly milking the moment for maximum drama. I look around, conscious that other passengers are surreptitiously watching to see what's going on, clearly having overheard her request. Then I look back at her. She's gazing intently at my proffered palm, running her fingertip down what I assume, as a layman, to be my "lifeline", but she's saying nothing for the moment; all I can hear is the low drone of the engines, and the somewhat subdued conversation of the other passengers in the cabin.

    "Your path has been a meandering one," she says at last. "You have stumbled headlong into chaos on frequent occasions, or perhaps it is more accurate to say that chaos has sought you out; it is hard to tell at this point."

    I say nothing but incline my head slightly in silent agreement. Well, she's off to a running start, at least.

    "You have endured many hardships on your travels," she says. "They may not have been physical hardships, or even hardships that people could see you struggling with, but they were hardships nonetheless."

    I feel my skepticism fading away a little as she offers what appears to be an accurate assessment of my life to date; that said, there's still a little voice in the back of my mind pointing out that everything she's said so far is fairly ambiguous and could probably be applied to anyone.

    "Your pain has helped to forge you," she continues. "Your struggles have made you stronger, but at a cost: turbulence, uncertainty, a lack of clarity."

    I glance around to see how many passengers had reacted to the mention of "turbulence" — not a word you want to utter on a plane in most instances — but most people in the immediate area appear to have returned to their own business, or at least are being subtle about their eavesdropping if they are indeed indulging their own curiosity.

    She's not wrong, but again, these statements could probably apply to anyone out there. Without context and specifics, I remain not entirely convinced of her reading's veracity.

    "Your future remains uncertain," she says, her finger apparently reaching its destination on my palm and ceasing its movement; she doesn't break contact, however. "You desire nothing more than to know exactly what the future holds, and how you can ensure you are on the correct path. But the truth is that there is no correct path, only the path that you choose to take. While it may feel like you are at something of a crossroads right now, be sure that you will make a decision and proceed down a road, and that road will be the correct one for you. It may not be today, it may not be tomorrow, it may not even be next year. But your route will one day be illuminated, and you shall find your way."

    She releases my hand, which plops back into my lap.

    "Thank you," I say simply. Ultimately I'm not sure I've learned anything particularly new from her statements, but if nothing else they gave me pause to reflect on my life, the decisions I've made, the decisions that were made for me, and what the future might hold, as uncertain as it might be.

    Finding that route will be scary, no doubt, but as I look at her gently smiling at me, I feel like there's at least one person out there who has faith I'll make the right choices somewhere along the way, and that everything will work out for the best.

    I hope she's right.

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    2150: My Beard Controls the Universe https://imnotdoctorwho.moegamer.net/2015/12/09/2150-my-beard-controls-the-universe/ https://imnotdoctorwho.moegamer.net/2015/12/09/2150-my-beard-controls-the-universe/#respond Wed, 09 Dec 2015 23:00:33 +0000 https://angryjedi.wordpress.com/?p=8891 I'm pretty sure most of us have behaviours and signals that things are going well or badly at any given time. For me, it's the length of my beard and hair. Generally speaking, the more unkempt I look, the worse I am feeling; in other words, the length of my beard and hair are directly … Continue reading 2150: My Beard Controls the Universe

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    I'm pretty sure most of us have behaviours and signals that things are going well or badly at any given time.

    For me, it's the length of my beard and hair. Generally speaking, the more unkempt I look, the worse I am feeling; in other words, the length of my beard and hair are directly proportional (inversely proportional?) to my current state of mental health.

    I trimmed my beard to a somewhat more manageable length this evening. It wasn't necessarily because I'm feeling any better about things than I have done, but it felt like something of a symbolic gesture if nothing else: the desire to see things change and get better. To put it another way, I trimmed my beard in anticipation of an improvement in my mental health. If it happens, great; if it doesn't, well, I have a somewhat neater beard than I had when I woke up this morning.

    The length of various hairs growing out of my body isn't the only indicator of my mental state, though. The tidiness of the rooms in which I spend the most time is, too. Specifically, when we're talking about the lounge, which is where I'm writing this from right now, the amount of crap there is on the coffee table is generally directly proportional to how miserable I've been recently. There's a fair bit of crap on there at the moment, though at least part of that is down to the takeaway curry we had for dinner this evening.

    I say all this, but it's entirely possible that it all works the other way around, of course. Perhaps my hair and beard being long is what causes my mental health to decline. Perhaps the messiness of my environment causes me to feel bad.

    Or, perhaps, it's the more likely situation: both sides contribute to each other. I feel miserable, so I let things slide, then I see how much I've let things slide, and that makes me miserable, so I let things slide further because it doesn't feel "worth" doing anything about them, then I see how much worse things have gotten… you get the idea and see how this works, yes? This is, broadly speaking, how depression works, and how it can get you into an endless spiral, circling the Drain of Misery but never quite — in most cases, anyway — getting completely sucked down it.

    I've been in worse situations in my life. Things could be much worse right now. Certain aspects of my life are fairly positive. But on the whole, there are a lot of influences making me a bit miserable at the moment. Not exactly how you want to be feeling going into the festive season, for sure, but all I can keep doing for now is looking forward and hoping for better days ahead, I guess.

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    2149: Helping your Squad in Xenoblade X https://imnotdoctorwho.moegamer.net/2015/12/09/2149-helping-your-squad-in-xenoblade-x/ https://imnotdoctorwho.moegamer.net/2015/12/09/2149-helping-your-squad-in-xenoblade-x/#respond Wed, 09 Dec 2015 01:40:08 +0000 https://angryjedi.wordpress.com/?p=8826 Been dabbling with and investigating Xenoblade Chronicles X's online functionality today, so I thought I'd share some findings, because the game itself doesn't make things entirely clear if you don't know where to look for information. Said online functionality is possibly the most interesting use of connectivity in an ostensibly single-player RPG since the Souls series, though, so it's … Continue reading 2149: Helping your Squad in Xenoblade X

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    Been dabbling with and investigating Xenoblade Chronicles X's online functionality today, so I thought I'd share some findings, because the game itself doesn't make things entirely clear if you don't know where to look for information. Said online functionality is possibly the most interesting use of connectivity in an ostensibly single-player RPG since the Souls series, though, so it's worth exploring.

    Squads

    A Squad is a group of up to 32 players who are effectively put together in a "lobby" of sorts. You don't actually play together for the most part, but the 32 players in a Squad can communicate with each other through the BLADE Report system, and the avatars of Squad members will show up in each other's games.

    Whenever you start a new session of Xenoblade Chronicles X, you have three choices:

    • Lifehold Squad indicates that you want to focus on single-player activities, so you won't be bothered too much by the online functionality.
    • Conquest Squad indicates that you're open to cooperative online shenanigans.
    • Friend Squad allows you to join a Squad a friend is a member of.

    Note that a Squad isn't persistent, so you don't need to take note of the Squad number you join. If you want to play with friends, just use the Friend Squad mode. Otherwise, use the Conquest Squad mode if you want to play with others, and Lifehold Squad if you want to focus on soloing.

    Communicating

    The BLADE Report system allows you to communicate with others in your Squad. It's anonymous for the most part, so some players have taken to "signing" their messages. With only 48 characters to play with per message, though, space is at a premium.

    Use BLADE reports to offer advice, ask questions or brag. If asking a question, be as specific as you can within the character limit, since it may not be obvious what you're talking about if you're vague.

    You can also communicate with other players when you're in a Squad Mission by using the Emotes palette on the GamePad. Some emotes are purely animations, but most of the first page of them have accompanying voice clips.

    Scouting

    "Scouting" refers to hiring other players' characters into your party, and making yourself available for hiring in turn.

    There are two means of Scouting: via the Scout console in NLA's Administration District, and by running into an avatar randomly around NLA or in the field. Friends' avatars seem to show up more frequently around the entrance to BLADE Barracks, assuming you're in a Squad with them, so if you want to deepen your Affinity with a friend's character, this is the easiest place to find them.

    Scouting through the Scout console will cost you credits according to the level of the character you're hiring, but you'll be able to keep them in your party for longer — generally 120-240 minutes. Scouting via running into a character in the field or around NLA is free, but they only stick with you for half an hour.

    While partying with Scouted characters, you'll notice a small white gauge under their portrait. This is their Scout Level, which will increase the more you complete activities with them. Increasing Scout Level nets you various rewards and also allows you to do more things together — just raising it from 1 to 2, for example, allows for use of the Personal Greeting instead of the Public Greeting.

    To make yourself available for Scouting — you'll receive rewards if other players hire you — use the Scout console and the Manage Registered Avatar option. Also check the Settings menu; there's an option in there to automatically update your Scout avatar when you save your game.

    Squad Tasks

    Periodically, a Squad Task HUD element will appear in the lower right of your screen. This details several tasks for the Squad as a whole to complete before a timer expires: they will either involve killing enemies (yellow, orange or red icons) or collecting Collectibles (blue icon).

    In order to see what each task is, hold R and tap L to cycle through the tasks. Note that you won't get any help on where to find the targets, so ask your comrades using a BLADE Report if you're not sure.

    Yellow Hunt targets ask you to kill any enemies of a broad group such as Piscinoids, Humanoids or Mechanoids. Orange Hunt targets ask you to kill any enemies of a subgroup, such as Duogills, a subgroup of Piscinoids. Red Hunt targets ask you to kill a specific enemy, usually a Tyrant. Generally speaking, yellow targets will require the Squad to down 20 enemies of the relevant type, orange needs 10 and red needs 5.

    Contributing to and clearing Squad tasks will net you Reward Tickets, which can be traded in at the Network Console in your BLADE Barracks. The rewards are mostly crafting materials, but this can be an easy way to acquire quest items or materials you need to develop or upgrade equipment without having to hunt hundreds of monsters or pray for good luck when grabbing Collectibles.

    It's in everyone's interest to complete the Squad Tasks, so be sure to use BLADE Reports to tell others where targets are and encourage cooperation.

    Squad Missions

    Squad Missions are cooperative multiplayer missions for between one and four players. A Squad Mission opens up whenever one of the Squad Tasks is cleared — you'll know this has happened because the greyed-out "SQUAD MISSION" text on the Squad Task HUD will turn blue and start to pulse. The more Squad Tasks the Squad clears, the more Missions will open up — and the better rewards will be on offer.

    To start a Squad Mission, go to your BLADE Barracks and use the Network Console, then choose Squad Missions to see what is available. Time Attack missions unlock after Chapter 4 when you fight the first major story boss, and Support Missions unlock after you clear the main story.

    A Squad Mission has a minimum level and a sync level. You must meet the minimum level requirement to start the mission, and if you exceed the sync level you will be synced down to it for the duration of the mission.

    When starting a Squad Mission you have the option of completing it with your current party (which could consist of NPCs and Scouted player avatars) or to actively recruit. If you choose the latter option, all players in your Squad will receive a notification that you are recruiting for a Squad Mission and have the opportunity to join you if they meet the requirements.

    When you start a Squad Mission, you'll be placed in a new instance of your BLADE Barracks Network Room. When other players show up, they'll automatically appear in your party. You can start the mission by using the door near the Network Console, or if you're not the party leader — i.e. you joined another player's recruitment drive — you can indicate you are ready by attempting to use the door. Players who are ready will have a green checkmark on their portraits in the party list, and the icon over their heads will pulse. If you're leader, it's your call as to whether or not you start a mission without a full complement of four people or wait for reinforcements.

    Once the mission is underway, you have a limited amount of time to complete the objectives in the lower right of the screen, and a limited number of retries — usually 3. A retry is used up when a player chooses to respawn rather than waiting for a comrade to resurrect them; when the last retry is used, the mission will automatically fail, so if you're down to the last one, don't attempt to respawn unless you're sure everyone else is about to die.

    On the subject of resurrecting other players, remember that you need 3,000 TP to get someone up. The quickest way to build up TP is to use your melee weapon, even if you're a ranged class such as Enforcer, Psycorruptor or Mastermind. Resurrecting another character will usually trigger a Soul Challenge, too, so be ready to hit B at the right time to give them some free healing. If you have any direct healing Arts, too, now would be the time to throw them at the person you just got up.

    Divisions

    At midnight every real world day, Division Spoils are dished out. Rewards on offer include consumable or saleable items and can be very useful in your adventures. The exact rewards available are determined by the Division rankings for the previous day, and ranking is determined by how many BLADE Points each Division earned collectively. You earn BLADE Points for pretty much any activity you do in the game, but you earn significantly more for the two "specialist" tasks each Division is known for.

    BLADE Points are also used to rank up within BLADE, so it's in your interest to pick a Division that fits with what you enjoy doing most. You can change at any time, though, so don't sweat the initial decision too much.

    Divisions also have support effects. You can take advantage of these by talking to your Squad's characters in the field or in NLA, or they will activate automatically under certain circumstances — check the icons under the minimap to see which are currently active for you.

    Conquest and Nemesis

    Completing Squad activities will fill the Conquest gauge, which you'll see on the Squad selection screen. When this is full, a Global Nemesis will appear as a Squad Mission and be available for a limited time — generally several real world days.

    Fighting a Global Nemesis is a case of dealing as much damage to it as possible before your pretty much inevitable defeat. The more HP gauges you deplete, the better your rewards will be when the Nemesis period is over, or in the unlikely event that it is completely defeated.

    You can't just spam the Global Nemesis mission and chip away at its overall total HP, though (known as RP, for some reason) — you need BLADE Medals to jump in to a Nemesis encounter. These are acquired through completing Squad Tasks and Squad Missions, so if you want to take on these powerful enemies, jump into the online stuff and help out other players whenever you can!

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    2148: Xenoblade X Tips and Tricks https://imnotdoctorwho.moegamer.net/2015/12/07/2148-xenoblade-x-tips-and-tricks/ https://imnotdoctorwho.moegamer.net/2015/12/07/2148-xenoblade-x-tips-and-tricks/#respond Mon, 07 Dec 2015 17:46:21 +0000 https://angryjedi.wordpress.com/?p=8762 I've been playing Xenoblade Chronicles X for about 25 hours so far, and I've picked up a few tips and tricks along the way. I will now share them with you, in case you're a newcomer to the game somewhat daunted by the sheer scope of what's on offer. Your character Don't sweat early decisions like which … Continue reading 2148: Xenoblade X Tips and Tricks

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    I've been playing Xenoblade Chronicles X for about 25 hours so far, and I've picked up a few tips and tricks along the way. I will now share them with you, in case you're a newcomer to the game somewhat daunted by the sheer scope of what's on offer.

    Your character

    • Don't sweat early decisions like which Division to join too much; you can change most things later. About the only thing you can't change is your character's basic appearance.
    • Progression is measured in three main ways:
      • Your character level (sometimes referred to as your "inner level") which increases with experience points gained, and affects your base capabilities.
      • Your class rank, which increases with class experience, and which unlocks new Arts and Skills as you rank up. When you reach rank 10, you unlock one or more new classes in that particular tree.
      • Your BLADE level, which increases with BLADE points, acquired through pretty much everything you do in the game, and which unlocks new facilities in the Barracks as well as allowing you to level up your Field Skills. The rate at which you acquire BLADE points for various activities is determined by your Division, so pick a Division that encourages you to do the things you enjoy the most for fastest progress.
    • Speaking of Field Skills, level up Mechanical first, since you'll always need this to install probes.
    • You can change class at any time. Note that each class has its own signature pair of weapons, so ensure you have appropriate gear before changing.

    Equipment

    • Determine whether your class's strengths are in ranged or melee combat — this is partly determined by the weapons you use, and partly by the Arts you have equipped. Focus on acquiring equipment that plays to your strengths; for example, the Enforcer class tree particularly specialises in ranged combat, so pick equipment that emphasises your Ranged Attack and Ranged Accuracy stats.
    • A higher Attack value on a weapon isn't necessarily better; check the attribute of the weapon, too. Sometimes a weapon with a non-physical attribute and a lower Attack score can be more effective than a physical weapon with a higher Attack attribute; insectoid enemies, for example, are weak against Thermal damage and strong against standard physical damage.
    • The colour of a piece of equipment indicates its rarity and quality. White equipment is basic, green is Unique, blue is Rare, yellow is rarer (I've forgotten the official term offhand) and orange is Intergalactic.
    • Augments are important. Two weapons that look the same but have different augments can have a very different impact on your character. Using the ranged Enforcer class as an example again, there's not a huge amount of point equipping a gun that boosts your Melee Attack stats; better to play to the class's strengths and try to boost range.
    • Don't forget Augments can be upgraded at the AM console in NLA. You'll need Miranium and crafting materials to do this. By upgrading Augments, you can make a piece of equipment several orders of magnitude better than it was when you first acquired it, but note that there's a maximum total number of times each weapon can be upgraded.
    • New equipment will become usable every 5-10 levels or so, but you should also make sure you level up the AMs by using their equipment and donating Miranium to unlock additional options within each "tier" of equipment.

    Combat

    • The most important thing in combat is positioning. Try and put yourself to the side or rear of the enemy whenever possible, as this boosts accuracy and damage. Use the Sprint function liberally in battle to change position quickly, and take note of the position indicator at the bottom right (the thing that says something like "FRONT / MIDDLE") — this indicates your relative horizontal and vertical positions to the enemy. Ideally, you want to be at "BACK / ABOVE" and least ideal would be "FRONT / BELOW".
    • When using Arts, there's really no reason not to go for positional bonuses when available. Familiarise yourself with your equipped Arts outside of battle and be prepared to shift your position to unleash them from the appropriate location.
    • For Arts that offer bonuses for things like Aura use, keep an eye on your TP meter, because you may need that TP for something other than an Aura at some point.
    • Pay attention to Soul Voice; it's the main way of keeping your party standing. When a character calls out to you, match the colour of their speech bubble to the colour of an Art for a bonus effect and a small heal to both you and the person calling out. (Appropriate arts will also pulse on your action palette to allow you to pick a suitable one to use.)
    • Set up your own character's Soul Voice to play to your party's strengths. If you're rolling with a group of melee specialists, you're not going to be much help yelling for them to use ranged Arts. Also take the time to customise the four Custom Voice options to suit your play style; there's some really nice effects in there, such as temporarily invincibility if you Sprint for three seconds.
    • Hit every Soul Challenge you can. Not only does this trigger a Soul Voice from your character, it also does a significant heal on the whole party. In longer fights against tougher foes, it is essential you hit these, so practice that timing!
    • Watch your enemies closely. There are no telegraph markers for most attacks, so you'll need to learn the visual cues to avoid taking too much damage. A helpful indicator is whether the position indicator is flashing red or not; if it is, you're in melee range, and will be hit by melee Arts. You'll hear a buzzer sound when you enter melee range, too, so take a step or two back if you're wielding your ranged weapon at the time.
    • Breaking enemy appendages is useful for several reasons. Firstly, the more appendages you break, the more damage the enemy takes. Secondly, certain special attacks are tied to particular appendages. Thirdly, breaking an appendage usually triggers a Soul Voice. Fourthly, breaking specific appendages allows you to acquire specific drops from the enemy related to that appendage.

    Exploration

    • You're actually fairly mobile even on foot. Sprint when you can, because not only do you move faster, but you also jump significantly higher. This is useful for hopping over obstacles or "mountain goating" up cliff faces.
    • Install every probe you can. Every successfully installed probe nets you Miranium and credits income, but also acts as a fast travel location.
    • Probe sites shoot a beam of light into the sky to help you find them. If you know you're in the right hex but can't see the beam of light, look up to see if it's on top of a mountain or cliff, and if you still can't see it, it's probably underground in a cave somewhere.nearby.
    • When you install a probe, the hexes around it on the Segment View map reveal their main feature. To complete a hex's Sector Recon, you need to complete the objective indicated by the icon. A page icon indicates a mission takes place there (but doesn't necessarily start there); a sparkle icon indicates a specific treasure to be found; a monster icon indicates the Tyrant in that hex must be defeated.
    • NPCs with recon info will have a gold smiley face speech bubble icon over their heads. Walk near them to eavesdrop on their conversation and automatically update your map. The hex they referred to will be marked with "New" on the GamePad; tap it once to reveal the details, and it will be marked with a checkmark to show you've read the information but not yet acted on it.
    • The world layout isn't like an MMO, with "levelled" zones; instead, each hex on the map has an overall danger level in relation to your character's inner level. Don't be afraid to go into areas with higher level enemies, because sometimes you need to pass through these to get to where you're going. Do take care around enemies with red eye or lightning bolt icons, however; steer clear of them to avoid detection.
    • If you see something that looks interesting, go and check it out. It might be a landmark, scenic viewpoint or unexplored area, and these are all worth experience.
    • Grab every Collectible you see lying around on your way to a destination. Some are used as quest items; some are crafting materials; some are simply things to put into your Collectopedia. Curators in particular also gain a decent amount of BLADE points per Collectible acquired.

    Online

    • It's worth playing online if you can, since there are helpful rewards available, including:
      • Division Spoils, which unlock at midnight each day according to the total number of BLADE points each division acquired
      • Squad Tasks, which are shared objectives (usually killing specific enemies or types of enemy) that reward everyone in a Squad with Reward Tickets for completing them
    • Reward Tickets can be traded in for a huge variety of material items. If a quest or upgrade is calling for a specific item and you don't feel like killing hundreds of enemies in the hope of a rare drop, see if you can afford it with your Reward Tickets; just use the terminal in the BLADE Barracks to check.
    • If you're stuck on something, try sending a Free Report asking for help; someone might have an idea. Free Reports have a very tight character limit, but be as specific as you can, since it may not be obvious where you are or what you're talking about.
    • Don't forget to register your character as scoutable at the console in the Administration District. You can also hire other players' characters here, and you can also team up with other players' characters if you come across them in the field. Note that they'll only stick with you for half an hour if you do this, whereas hiring them from the console will keep them with you for 2-4 hours depending on their Scout Level. The former is free, however; the latter can get expensive!
    • To encourage other players to scout your character, be sure to customise your Public and Personal greetings as well as your Fashion Gear. Having a distinctive character means people are more likely to pay attention and hopefully hire you.

    Think that'll do for now. More tips once I get a bit further and unlock Skells!

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    2147: Back to Reality https://imnotdoctorwho.moegamer.net/2015/12/07/2147-back-to-reality/ https://imnotdoctorwho.moegamer.net/2015/12/07/2147-back-to-reality/#respond Mon, 07 Dec 2015 00:19:18 +0000 https://angryjedi.wordpress.com/?p=8750 Was going to assemble a lengthy post full of Xenoblade Chronicles X tips and tricks, but felt that three days in a row would probably be pushing it a bit, so I'll save that for tomorrow. I have plenty to share! So, as Sunday rolls into Monday, our short holiday is over, and we're both back to … Continue reading 2147: Back to Reality

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    Was going to assemble a lengthy post full of Xenoblade Chronicles X tips and tricks, but felt that three days in a row would probably be pushing it a bit, so I'll save that for tomorrow. I have plenty to share!

    So, as Sunday rolls into Monday, our short holiday is over, and we're both back to work in the morning. The last week has kind of flown by, which is a bit of a shame, but we've both had a good time, and it was clearly good for both of us to get out of the house and away from numerous stressful influences so we could just enjoy ourselves.

    I actually don't mind the prospect of going back to work, though. I feel like I'm getting into a decent "rhythm", for want of a better word — though irregular shifts and hours mean that it's probably not the best word — and I feel reasonably confident staring down the Christmas retail period. I'm also feeling semi-confident I might manage to stay on after the holiday season is over, but I've learned to my cost to not, you know, something something chickens hatching. So I'm not counting on it.

    Not a lot else of note to share right now, really; we saw some owls and did some archery at Center Parcs (not at the same time) and lots of swimming. We ate nice food — we set aside a particular day to ignore the diet and treat ourselves, so we'll see on Wednesday how much impact that had — and enjoyed some peaceful R&R in the woods.

    We're into December now, and the end of the year beckons. 2015 has been another year that hasn't been all that great for me, frankly, but there have been highlights here and there; this last week has probably been one of them. Let's hope there's a few more I can squeeze in before 2015 becomes 2016.

    For now, though, it's time for bed, and back to normality tomorrow morning. Boo.

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    2146: More Xenoblade https://imnotdoctorwho.moegamer.net/2015/12/06/2146-more-xenoblade/ https://imnotdoctorwho.moegamer.net/2015/12/06/2146-more-xenoblade/#respond Sun, 06 Dec 2015 03:28:51 +0000 https://angryjedi.wordpress.com/?p=8706 Pretty much all I've done today is finish off a bit of work I had to do and play Xenoblade Chronicles X, so I'm going to talk a bit more about my experiences with the latter. If yesterday's entry didn't already make it clear, I love it. It's actually not the kind of RPG I traditionally … Continue reading 2146: More Xenoblade

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    Pretty much all I've done today is finish off a bit of work I had to do and play Xenoblade Chronicles X, so I'm going to talk a bit more about my experiences with the latter.

    If yesterday's entry didn't already make it clear, I love it. It's actually not the kind of RPG I traditionally used to love, so this surprises me; it's open world, it's non-linear, it's nowhere near as story-centric as many other RPGs out there… but it's compelling, addictive and beautiful.

    I think one of the things I like most about it is that it feels something like the realisation of a longstanding fantasy. Let me explain.

    Way back in secondary school, I was renowned among the teaching staff as someone who put way too much effort into creative writing assignments, usually delivering pages and pages of epic prose where my classmates would put in maybe one or two at most. I can still remember most of these stories I wrote, from early example Timeslip (a riff on Back to the Future, which my friend Daniel was obsessed with, that featured a time-travelling lorry rather than a DeLorean, and what was essentially Rainbow Road from Super Mario Kart to represent the pathways between times) to later pieces such as my A-Level English Language assignment, where I delivered a surprisingly confident but harrowing first-person stream-of-consciousness narrative from the perspective of a girl who was raped.

    Anyway. One of the stories I wrote — I forget exactly when, but I do remember writing it — was called Colony. Having somewhat grand plans for what I had written, I had tagged it Chronicles of the Scorpio, Book 1, despite having not even finished the entire story of Colony. That is beside the point; what is important is what Colony was about.

    Colony was loosely inspired by a PC CD-ROM game I'd been playing called Alien Legacy. This concerned an interstellar colonisation ship waking up its crew a long way from where they were supposed to be, and the crew and colonists having to make the best of the situation in which they found themselves. Colony featured a similar kind of situation, with the UNS Scorpio finding itself pulled through a wormhole into (if I remember correctly) the Beta Caeli star system, which conveniently had an M-class planet for humanity to plant itself on. The remainder of the story — which I finished — described the colonists' struggle for survival as they discovered they were not entirely alone on this planet, and so on and so on.

    To the point, then: the thing I like about Xenoblade Chronicles X is that it feels like I'm exploring that story: one that's been stuck in my head since I was a teenager. I don't think I've ever played a game with such a brilliant sense of exploration, discovery and having to fend for yourself on a very alien world, and Xenoblade Chronicles X's handcrafted setting puts the randomly-generated locales of Minecraft and its ilk to shame by being absolutely fascinating to explore. The experience of surveying planet Mira is exactly how I pictured the characters in Colony spreading out from their initial base camp to discover exactly where they had landed.

    There's so much to do, with an excellent sense of constant progression. You can follow the story missions — something that I haven't done much yet so far — or you can make an effort to survey as much of the planet as possible. It's extremely satisfying to take a look at the Segment Map on the GamePad screen and see a number of little checkmarks indicating that you've completed that particular area… but it's also somewhat daunting to see how many other areas don't have little checkmarks in them and realise quite how much there is left to do.

    I am fine with this, though. The sheer amount of stuff to do in Xenoblade Chronicles X distinguishes it significantly from MMORPGs, which is what it's getting most frequently compared to: rather than grinding out the same content over and over again in an effort to get an incrementally small reward and creep up in power week by week, you can pretty much always be doing something different and be making progress somehow: you can be levelling up your character, or increasing the rank of your current class, or increasing your rank in the BLADE organisation, or earning money, or gathering resources, or researching weapons for the arms manufacturers, or… you get the idea.

    The online seems like fun, too, though I've only dipped my toes into it so far. Taking the form of short, instanced missions for up to four players at once, the Squad Missions feature allows you to play with others and cooperate to take down some tough challenges together. The game is set up in such a way that direct communication isn't necessary, with characters instead using the "Soul Voice" system to automatically shout out things to each other and boosts to your abilities being appropriately applied if you respond correctly to these shouts. It's also possible to communicate through emotes and, if you so desire, the slightly clunky "Free Report" system, which is not quite real-time text chat, but it's testament to the game's solid systems that four strangers can come together and take on some significant challenges without any need for voice or text chat to coordinate things. I wonder if this will still be the case at higher levels? We shall see, but being only level 15 so far, I have a way to go yet!

    Anyway. If you've been dithering over whether or not Xenoblade Chronicles X is worth a purchase, stop; it absolutely is. (And, to answer a question from the comments yesterday, no you don't need to play Xenoblade Chronicles first, because they're two completely independent games.) It's one of the most ambitious, impressive RPGs — no, games, full stop — that I've ever played, and it deserves a big, appreciative audience. I'm telling you now, games industry; if this game gets passed over in Game of the Year talk, we are going to have some serious words…

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    2145: Xenoblade Chronicles X First Impressions https://imnotdoctorwho.moegamer.net/2015/12/05/2145-xenoblade-chronicles-x-first-impressions/ https://imnotdoctorwho.moegamer.net/2015/12/05/2145-xenoblade-chronicles-x-first-impressions/#respond Sat, 05 Dec 2015 02:10:12 +0000 https://angryjedi.wordpress.com/?p=8677 So, Xenoblade Chronicles X came out today, and I picked up a copy. Is it any good? Well, after eight hours of play in one day, I think it's fairly safe to say that yes… yes it is. 38 words is not quite enough to articulate why this game is worth your time and attention, however; so I shall … Continue reading 2145: Xenoblade Chronicles X First Impressions

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    So, Xenoblade Chronicles X came out today, and I picked up a copy.

    Is it any good? Well, after eight hours of play in one day, I think it's fairly safe to say that yes… yes it is.

    38 words is not quite enough to articulate why this game is worth your time and attention, however; so I shall attempt to elaborate somewhat. I wrote a little the other day about how much I enjoyed the previous Xenoblade Chronicles game on the Wii, and much of that still applies, though as I suspected from what I'd heard prior to release, Xenoblade Chronicles X is a bit of a different beast to its predecessor.

    Let's start from the beginning, then. Xenoblade Chronicles X casts you in the role of a survivor of a spaceship crash on the planet Mira. The game begins with you being rescued from your stasis escape pod and emerging into this strange new world with no recollection of who you are/were. You're surprised to discover that the remnants of humanity have been somewhat busy in the intervening two months between the ship crashing and your rescue, but you quickly adjust to life in New Los Angeles, a city constructed from the wreckage of your former ship's habitation module.

    In those two months, it seems said remnants of humanity have organised themselves in what appears to be a fairly efficient manner. Of chief importance to the building of humanity's new life on Mira is the organisation known as BLADE, which stands for Building a Legacy After the Destruction of Earth, but which everyone just calls Blade, because that's cooler.

    BLADE is responsible for most of the day-to-day running of life on Mira for humanity. Its employees go out and explore the world, gather materials, keep the more feisty members of the local fauna in check, deploy probes and set up resource infrastructures. It doesn't take long for you to be inducted into the ranks of this group, and before long you're swearing allegiance to one of the "Divisions", which determines the most efficient means you have of ranking up within the BLADE organisation, though regardless of your allegiance you're free to pursue any activities you see fit.

    Once you step outside New LA onto Mira proper, there's plenty to do. Like the previous Xenoblade game, the world is strewn with collectables that can be put into the Collectapedia; there are plenty of enemies to fight of all shapes and sizes — with the biggest being some of the biggest… things I've seen in any video game ever, including Shadow of the Colossus — and there's a ton of exploration to be done. By wandering around, you'll discover landmarks, sightseeing spots, unexplored areas such as caves and ruins, places to install mining equipment and all manner of other things.

    When you get into combat, you're presented with a system somewhat like the previous game's, but with a number of refinements. Of chief importance is the "Soul Voice" system, whereby party members can chain attacks together by shouting things out during battle based on various trigger conditions. By using the appropriate Arts when your companions yell out the relevant things (which are colour-coded to make things easier for you) you can achieve various helpful bonuses and special effects. Likewise, when you perform a particular ability and then hit the B button at just the right time, you can encourage your allies to trigger a Soul Voice in the same way. Combat feels fluid and interesting, and the fact you can switch between ranged and melee weapons at will means you can tweak your playstyle how you see fit — a fact that is further compounded by the array of different character classes on offer, which you're free to switch between whenever you like.

    There's also some online functionality that is pretty interesting. After clearing the third chapter of the main story, you sign up for a "Squad", which is an online group of up to 32 players. Once you're in a Squad, you receive notifications about their achievements and gain the ability to make "reports" about things that go on around the world, things you've done or simply to chat. You can trade things with other players, too, and there are communal Squad objectives to complete collectively as a group.

    For those who want to take things a step further, there's a full multiplayer mode where you can take on Squad Missions together in parties of up to four people. These tend to be short, timed missions where you have to achieve specific objectives such as defeating enemies, but playing alongside other people and chaining your Soul Voice effects into each other has a markedly different feel from playing with the AI characters. It's also a good opportunity to admire other players' custom avatars, since the game features a vanity system whereby you can wear one set of gear for its stats, then apply the appearance of a different set for your own custom outfit.

    Xenoblade Chronicles X is a game that appears to be incredibly daunting in its scope, with numerous intertwining game systems that, after the initial few story chapters, it leaves for you to explore for yourself rather than guiding you through by the hand. The electronic manual is essential reading, since not everything in the game is explained in tutorials, and there are a few bits and pieces that will doubtless prove bewildering without explanation.

    So far I've had an absolute blast, though. The environments are spectacular, the creatures are weird, wonderful and gigantic, the combat is fun, the story is enjoyable, the characters are pleasant to hang around with, and the setting is well-crafted with a pleasing sense of coherence to the whole thing.

    In short, it's pretty gobsmacking, not only as a game in its own right, but in how much of an improvement over its predecessor it is, too. And it's doubly impressive for being quite this spectacular on the Wii U, by far the least powerful of the current generation of consoles. Frankly, if this game doesn't shift a few Wii U systems, nothing will, because I find it hard to believe anything more impressive will be squeezed out of Nintendo's hardware.

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    2144: Link's Awakening https://imnotdoctorwho.moegamer.net/2015/12/03/2144-links-awakening/ https://imnotdoctorwho.moegamer.net/2015/12/03/2144-links-awakening/#respond Thu, 03 Dec 2015 21:47:17 +0000 https://angryjedi.wordpress.com/?p=8647 Closing in on the end of The Legend of Zelda: Link's Awakening, and I've really enjoyed it — quite possibly more than A Link to the Past, which was previously one of my favourite Zelda games alongside Majora's Mask. I haven't quite finished it yet so I'm not sure of the complete "truth" behind everything, but I'll comment on what … Continue reading 2144: Link's Awakening

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    Closing in on the end of The Legend of Zelda: Link's Awakening, and I've really enjoyed it — quite possibly more than A Link to the Past, which was previously one of my favourite Zelda games alongside Majora's Mask.

    I haven't quite finished it yet so I'm not sure of the complete "truth" behind everything, but I'll comment on what I have seen so far, which is up to about halfway through the eighth dungeon, Turtle Rock.

    One of the things I like a lot about Link's Awakening is its strange blend of melancholy and silly humour. This is something that Nintendo has been quite good at with the Zelda series in particular, but it's particularly pronounced in Link's Awakening. The frequent suggestion that everything that is going on is a dream of the "Wind Fish" — and whether or not this is the case is yet to be revealed to me, so no spoilers, please! — allows the game to throw in peculiar and unconventional things along the way, as well as cameos from numerous other Nintendo characters.

    Pleasingly, these cameos don't feel overly forced and, in most cases, aren't shoehorned in — they're just there. For example, there are characters who look like Mario and Luigi, but they're never referred to as such. There's a Yoshi doll in one of the shops that kicks off one of the major sidequests in the game. Mr Write from the SNES version of SimCity is there, indulging in a romantic, long-distance letter-writing relationship with a young goat-woman, who is misrepresenting herself using a photograph of Princess Peach. Goombas show up in several dungeons as enemies, as does a monsters that looks and acts remarkably like Kirby. The list goes on.

    Another thing I like is how the game blends elements of the original Legend of Zelda and A Link to the Past. There's the stronger sense of narrative from the latter coupled with the challenging but satisfying exploration of the former. Dungeons incorporate the side-view "cellars" from the original Legend of Zelda, but in a more fleshed-out manner — rather than simply being somewhere that you either get an item or find a route to another part of the dungeon, these cellars are often mini platforming challenges in their own right that make use of the "Roc Feather" item that allows Link to jump manually for, so far as I can remember, the only time in the series.

    The dungeons are beautifully designed, too. While their layout is simpler than their counterparts in A Link to the Past, being single-screen rooms rather than larger, scrolling rooms, navigating them is a pleasure, and very often the game rewards experimentation with its mechanics, and even demands it in places. This is not a game that holds your hand in the slightest, which I appreciate, but I also very much appreciate that the game does have the facility for you to get a hint or two to nudge you in the right direction if you're really struggling.

    For me, the only slightly underwhelming part has been the bosses, which, although decent enough, don't seem to be quite as interesting and challenging as those seen in some other Zelda games, and several of them are reused once or twice in later dungeons. At least they're better than the ones from the original Legend of Zelda, mind, and there are a few interesting mechanics to play with on some of them. I also like the use of "mid-bosses" in dungeons as well as the big bosses at the end; I'm a fan of boss fights in general, so getting more than one per dungeon is something I enjoy.

    Anyway. I'm hoping I finally beat the game this evening, because when I get home from holiday, it's going to be Xenoblade Chronicles X time for the foreseeable future, and I'd just feel bad if I got this far in Link's Awakening and didn't see it all through until the end!

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    2143: Anticipating Xenoblade https://imnotdoctorwho.moegamer.net/2015/12/03/2143-anticipating-xenoblade/ https://imnotdoctorwho.moegamer.net/2015/12/03/2143-anticipating-xenoblade/#respond Thu, 03 Dec 2015 00:29:10 +0000 https://angryjedi.wordpress.com/?p=8610 I'm picking up a brand new game release on Friday. It's not often I buy a new game the moment it's released, but in the case of Xenoblade Chronicles X, I feel almost obliged to, given that it's not only a game that's been a long time coming, but also a game that's likely to be one … Continue reading 2143: Anticipating Xenoblade

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    I'm picking up a brand new game release on Friday. It's not often I buy a new game the moment it's released, but in the case of Xenoblade Chronicles X, I feel almost obliged to, given that it's not only a game that's been a long time coming, but also a game that's likely to be one of the most impressive titles for Nintendo's underappreciated Wii U console — much like its predecessor was for the original Wii.

    I don't know a lot about Xenoblade Chronicles X as yet save for the fact it's a bit of a departure from the style of the previous game; I've been deliberately avoiding too much coverage of it because it's one of those titles for which I'm keen to go in almost completely blind, much as I did with Xenoblade Chronicles. I can, however, talk a little bit about my memories of Xenoblade Chronicles, and why they lead me to anticipate Xenoblade Chronicles X quite so much.

    I'm not massively familiar with the overall Xeno metaseries. I played Xenogears back when it was originally released on PS1 and enjoyed it a lot, despite its rushed second disc. To date, I know nothing at all about the Xenosaga series, and my next contact with the overall Xeno quasi-franchise was Xenoblade Chronicles on Wii. Again, I came to this knowing almost nothing about it save for the fact it was one of three games for the Wii that a pressure group known as "Operation Rainfall" had been encouraging Nintendo to bring to the West, the others being The Last Story from original Final Fantasy creator Hironobu Sakaguchi, and the unconventional, wonderful Pandora's Tower from Ganbarion.

    In other words, I picked up Xenoblade Chronicles based entirely on hearsay — people whose opinion I respected said that it was an important release, and that as someone who enjoyed JRPGs, I would do well to check it out. It was also noteworthy in that it actually made it to Europe before North America, which is not something that tends to happen all that often with localisations, and its dub featured English, rather than American, voiceovers — a fact which gave it a considerable degree of charm as well as inadvertently creating a number of memes that persist to this day, including "I'm Really Feeling It" and "Now it's Reyn Time", the former of which was helped enormously by protagonist Shulk's inclusion in the Wii U version of Super Smash Bros.

    Anyway. Booting up Xenoblade Chronicles for the first time, I was confronted by a JRPG experience quite unlike any other JRPG I'd played to date. Well, that's not quite true; it was a bit like Final Fantasy XII in many ways, but it definitely had its own unique identity that combined influences from traditional, story-heavy Japanese role-playing games; open-world, mechanics-centric Western role-playing games; and the sheer, daunting amount of content found in your typical massively multiplayer online RPG.

    Of particular note was its combat system, which is the main aspect that Xenoblade Chronicles X carries across from its predecessor. Allowing you to take direct control of any of your current three party members, gameplay changed significantly according to how you chose to play each character. Each party member had a fairly obvious "role" in the party that they were supposed to play, but there was a decent amount of customisation between learning new Arts and Skills for them, as well as the limited number of Arts the characters could have equipped (and, thus, usable) at any given moment.

    Combat was much more than simple hack-and-slash; in fact, simply running up to an enemy and hoping to whittle down its health was an invitation to disaster, even early in the game. Instead, you needed to know your characters' abilities, including positional bonuses, and make appropriate use of them at the right times. This is where MMO influences showed themselves once again; since you were only controlling a single character, you had to trust that your AI-controlled companions were up to the task of doing their job — which, to their credit, they usually were — while you concentrated on doing yours.

    I typically played as Shulk for most of the game; Shulk, in party-based MMO terms, would have been a melee DPS class somewhat akin to a rogue, dragoon or monk in Final Fantasy XIV. In other words, his abilities were largely focused on both dealing damage and inflicting debuffs on enemies, and many of them were conditional on him being in a particular position in relation to the enemy. One of his Arts required him to hit an enemy from behind, for example, while another had bonus effects when used from the side. Mechanics such as this kept combat dynamic and interesting rather than simply having two groups hacking away at each other until one or the other's HP ran out.

    Then there was the world. Oh, goodness, the worldXenoblade Chronicles was running on one of the weakest consoles of that particular generation, but it managed to be one of the most impressive games there was in terms of scope and visual design. Unfolding on the overgrown, long-dormant bodies of two mysterious giant mech-type things known as the Bionis and the Mechonis, Xenoblade Chronicles' world combined the realistically natural with the fantastic to create an absolutely beautiful, memorable world with some genuine landmarks that were worth seeking out just to admire the visual majesty of. I still remember vividly the first time I came across Makna Falls and had to stop and just admire this beautifully crafted environment for a few moments; it was somewhere I'd want to actually go in reality, such was its beauty.

    To reiterate an earlier point, I know very little about Xenoblade Chronicles X, and that includes details about its world. If it's half as interesting and thrilling to explore as its predecessor, though, I'm excited to jump in and start running around… and later, to start stomping around it in the big mech-like Skells.

    Xenoblade Chronicles X is out on Friday. There are online and multiplayer features in the game, so if you're planning on playing it and would like to do stuff with me, let me know and we can exchange Wii U friend details.

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    2142: R&R https://imnotdoctorwho.moegamer.net/2015/12/02/2142-rr/ https://imnotdoctorwho.moegamer.net/2015/12/02/2142-rr/#respond Wed, 02 Dec 2015 00:22:19 +0000 https://angryjedi.wordpress.com/?p=8594 Andie and I are away at the moment. We're at Center Parcs in Longleat Forest again — we came here last year and enjoyed it so much that we thought we'd do the same thing again this year. It also doubles as a sort of unofficial and belated honeymoon, since we didn't have one after … Continue reading 2142: R&R

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    Andie and I are away at the moment. We're at Center Parcs in Longleat Forest again — we came here last year and enjoyed it so much that we thought we'd do the same thing again this year. It also doubles as a sort of unofficial and belated honeymoon, since we didn't have one after we got married earlier in the year.

    This break has come at exactly the right time for the pair of us. We've both had a somewhat difficult few… weeks, months, I've kind of lost track along the way somewhere. It's been shitty for both of us, though I'm both glad and happy to say that we are both still standing, and supporting each other through this difficult period.

    Anyway. However long it's been that we've been dealing with crap, we were both in urgent need of some heavy-duty rest and relaxation, so that's what it's been all about so far; we didn't do a whole lot yesterday, and all we've done today really is go for a swim and a little wander. We're doing activities tomorrow and Thursday, though; archery tomorrow and seeing some owls on Thursday. These are the exact same activities we did on our visit last year, but we enjoyed them both, so figured hey, why not do them again?

    We're also both taking a full day off from Slimming World tomorrow, because it's a holiday, and we're both fully prepared for the fact that may mean gaining some weight if we want to truly enjoy ourselves. We're not planning on going completely crazy, though, and on the other days we're being sensible, if not overly strict with ourselves. That seems to be a good way to handle the holiday situation; it would be all too easy to feel obliged to restrict ourselves and not feel like we were having the opportunity to properly enjoy ourselves.

    You don't need to indulge yourself to enjoy yourself, of course, whether said indulgence comes in the form of drinking alcohol (which I think we've established isn't something I do any more) or eating delicious food. Indulgence to the point of satisfaction (i.e. not overindulgence to the point of making yourself ill) is worthwhile, though; it can feel like a "reward" for a job well done, or simply a break from the norm.

    It's the latter aspect that I think will be the most helpful for both of us; our bleak feelings have been somewhat exacerbated by the never-changing nature of day-to-day life, so breaking from that usual routine is a good thing. It will suck to go back to that routine, of course, but having had a bit of time off for it will doubtless prove to be enormously refreshing.

    Everyone needs to take time to recharge their batteries now and then; we should both probably have done this a bit sooner.

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    2141: #NotAllZeldas https://imnotdoctorwho.moegamer.net/2015/11/30/2141-notallzeldas/ https://imnotdoctorwho.moegamer.net/2015/11/30/2141-notallzeldas/#respond Mon, 30 Nov 2015 22:37:47 +0000 https://angryjedi.wordpress.com/?p=8544 I've been continuing my leisurely jaunt through Nintendo's The Legend of Zelda series for the last few days, and have finished A Link to the Past and started on Link's Awakening. The degree to which I'm enjoying these games suggests to me that this is something I should have probably done quite some time ago, but no matter; the nice thing … Continue reading 2141: #NotAllZeldas

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    I've been continuing my leisurely jaunt through Nintendo's The Legend of Zelda series for the last few days, and have finished A Link to the Past and started on Link's Awakening. The degree to which I'm enjoying these games suggests to me that this is something I should have probably done quite some time ago, but no matter; the nice thing about the Zelda games, I'm discovering, is that despite their technical limitations in their older incarnations, they are mostly pretty timeless experiences that stand up very well today.

    The other thing I've discovered is that the oft-mentioned criticism that "every Zelda game is the same", at least with regards to plot — a criticism that I have myself leveled at the series in the past — is actually complete bollocks. Don't believe me? Let's take stock.

    The Legend of Zelda: Ganon kidnaps Zelda. Link has to save her and defeat Ganon. This is the wafer-thin plot that everyone assumes is the same in every subsequent Zelda.

    The Adventure of Link: The Link from the first game seeks to awaken a Zelda who is not the Zelda from the first game by taking magic crystals to palaces. Meanwhile, Ganon's followers seek to resurrect their pig-faced twat of a master by sprinkling Link's blood on Ganon's ashes.

    A Link to the Past: A Link from several eras prior to the first two Zelda games follows his uncle into battle having received a telepathic message from yet another Zelda, who is a descendant of seven wise men who sealed away the Demon King Ganon. Ganon is trapped in the Dark World, which was once the Golden Land, where the Triforce lay. Link takes up the Master Sword to strike down Ganon and return the Dark World to its former status as the Golden Land, and to undo the damage Ganon's machinations have done to the Light World.

    Link's Awakening: The Link from A Link to the Past washes up on a mysterious island and is not immediately beset by requests for help from anyone called Zelda, instead finding himself meeting a cast of weird and wonderful characters and given the inevitable quest to clear out a bunch of dungeons, this time to "wake the Wind Fish" and escape the island.

    Ocarina of Time: A Link from several eras before A Link to the Past and even more eras prior to The Legend of Zelda becomes aware that there is something special about him after a somewhat humble beginning in his forest village. He witnesses how Ganondorf, leader of thieves, becomes Ganon the Demon King, and through somewhat convoluted means involving time-travel, gives Ganon a right good kicking. Possibly. If he doesn't, A Link to the Past happens. If he does, Majora's Mask might happen, or Wind Waker might happen. It all gets a bit complicated here.

    Majora's Mask: The young Link from Ocarina of Time finds himself drawn into a strange other land called Termina, which is set to be destroyed in a horrible cataclysm in three days' time thanks to the machinations of the peculiar Skull Kid, who has decided it would be a really good idea to call the moon down from the sky to blow everything up. Link, being a pro at this time-travel thing by now, repeatedly cheats death for everyone in Termina by rewinding time to the beginning of this three-day period until he can finally prevent the disaster from occurring. (It's a tad more complicated than this.)

    I could go on, since there are a lot more Zelda games than these six, but I won't for now. Suffice to say, the assumption that "all Zelda games are about rescuing Zelda and killing Ganon" is completely mistaken, with the series actually having a rather complex and fascinating timeline if you care to explore it in detail. The nice thing about it, though, is that if you don't care to explore it in detail, each game stands perfectly well by itself without requiring any prior knowledge of its prequels, sequels or parallel timeline tales that the series has exploded into over the years.

    Whether this complexity was entirely intentional or more of an "oh shit!" response to the folks at Nintendo realising they'd fucked up their own canon repeatedly isn't entirely clear. But it works for me, and the more I explore the Zelda series this time around, the more I'm glad I'm coming to it when its hype is at a somewhat more temperate level. It means I can explore — or revisit, in some cases — these games with relative "beginner's mind", and make up my own mind up about what I'm playing.

    So far, I'm enjoying the experience a lot. Whether I'll make it through all of the Zelda games released to date — all of the good ones, anyway; I doubt I'll touch those CD-i monstrosities — remains to be seen, but I'm hopeful about my progress so far.

    Now, back to Link's Awakening…

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    2140: Rate Me! https://imnotdoctorwho.moegamer.net/2015/11/29/2140-rate-me/ https://imnotdoctorwho.moegamer.net/2015/11/29/2140-rate-me/#respond Sun, 29 Nov 2015 23:39:51 +0000 https://angryjedi.wordpress.com/?p=8518 I've been thinking about user reviews. It's a long-standing joke that user reviews aren't always entirely useful, particularly when it comes to people who think they're more hilarious than they actually are, but on balance, I think they're a pretty good thing. Or, rather, I do actually look at them when considering whether or not to … Continue reading 2140: Rate Me!

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    I've been thinking about user reviews. It's a long-standing joke that user reviews aren't always entirely useful, particularly when it comes to people who think they're more hilarious than they actually are, but on balance, I think they're a pretty good thing. Or, rather, I do actually look at them when considering whether or not to purchase something or make use of a service.

    The reason I got thinking about this is because I tend not to leave reviews myself very often. I am, for the most part, one of those people who tends only to leave bad reviews when I hate something, and just let good work go silently appreciated.

    This is no help to anyone, of course, because recommendations are just as important — if not more so — than advice to Steer Well Clear. And, given I'm a reasonably intelligent sort of chap and I make use of user reviews to inform my purchasing decisions, I should probably make more of an effort to be helpful to other prospective purchasers.

    From hereon, then, I'm going to try and review more things in the hope that the things I have to say are helpful to someone. I've already done a fair few Steam reviews over the years, and I always make a point of trying to be informative when I write them. But I'm also going to try and review more of the apps I use on my phone, and software I download on my other devices such as my 3DS, Vita and PlayStation.

    I'm actually quite taken with Nintendo's approach to reviews on the Wii U and 3DS; rather than allowing people free reign with their comments, it simply asks a number of simple questions that, in their own right, are quite informative and helpful. Firstly, there's the question of whether you think the game would appeal more to men or women. Then it asks you how old the person who enjoyed the game the most was. Then it asks you to give it a star rating between one and five, and finally asks you whether you think it's more suitable for "Everyone" or "Gamers", and whether it's more suited to "Casual" or "Intense" play sessions.

    Five questions that give you a reasonably good idea of what the game experience is all about, and it takes a matter of seconds to fill them out. I am all for that.

    In that spirit, then, I present to you a series of five-word reviews of things I've played recently.

    Nintendo presents New Style Boutique 2: Fashion Forward – More fun than you'd think.

    The Legend of Zelda: A Link to the Past – Still relevant now, in 2015.

    The Legend of Zelda – The Dark Souls of Zelda.

    DiRT Showdown – Lots of fun in cars.

    Sonic and Sega All-Stars Racing Transformed – Mario Kart meets Blur. Yes!

    Mini Metro – Minimalist puzzler with lovely sound.

    Hyrule Warriors – Impa is the most badassest.

    OutRun 3D – Arcade classic still plays well.

    Streets of Rage 3D – Mega Drive brawler still fun.

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    2139: Black Friday https://imnotdoctorwho.moegamer.net/2015/11/29/2139-black-friday/ https://imnotdoctorwho.moegamer.net/2015/11/29/2139-black-friday/#respond Sun, 29 Nov 2015 00:12:33 +0000 https://angryjedi.wordpress.com/?p=8506 I'm exhausted, both physically and emotionally, so I hope you weren't expecting anything too coherent or lengthy this evening. I'm still here, though, so let's get this over and done with. Worked the Black Friday weekend at work (yesterday and today) and was pleasantly surprised that it wasn't as much of a clusterfuck as I … Continue reading 2139: Black Friday

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    I'm exhausted, both physically and emotionally, so I hope you weren't expecting anything too coherent or lengthy this evening. I'm still here, though, so let's get this over and done with.

    Worked the Black Friday weekend at work (yesterday and today) and was pleasantly surprised that it wasn't as much of a clusterfuck as I was expecting. It was fairly busy, but not to an excessive degree; we didn't have hordes of customers trampling each other or anything, so that was something of a relief.

    I feel I've settled into things quite nicely with this job. I've established some decent "work friendships" with the people I work alongside — having been burned a bit before by getting too close to certain people I worked with, I have been deliberately distancing myself a bit without seeming too impersonal — and I feel like I know what I'm doing a bit better than I did when I started. I evidently exude something of an aura of confidence in what I do, because a number of the other seasonal temps who started after me keep mistaking me for a full-time, permanent member of staff. This, in turn, gives me a bit of a confidence boost, which I've been sorely in need of.

    As part of my recent work, we've been opening up a new store. This has been really nice, as rather than trying to fit in to an established environment, I've been able to take a certain degree of "ownership" over the new place right from the outset. I know where things are, I know how the place works, I know its little quirks and idiosyncrasies. Being much more spacious and better laid out than our previous premises, it's also much more pleasant to work in generally.

    So work's been going well. It's just a shame a lot of other things have been so shitty recently, because it's really getting me down; had a bit of an emotional breakdown this evening when I reached my absolute limit of endurance, and while I think that "release" helped a bit, I still feel a bit crappy.

    Still, holiday coming up next week, so I shall do my best to relax and enjoy it, and hope things improve from there onwards. I can but hope.

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    2138: How to Be a Fashion Goddess https://imnotdoctorwho.moegamer.net/2015/11/28/2138-how-to-be-a-fashion-goddess/ https://imnotdoctorwho.moegamer.net/2015/11/28/2138-how-to-be-a-fashion-goddess/#respond Sat, 28 Nov 2015 00:05:10 +0000 https://angryjedi.wordpress.com/?p=8441 Been playing a bunch of Nintendo Presents New Style Boutique 2: Fashion Forward (aka Style Savvy 3) during downtime lately, and been enjoying it without any shame whatsoever. It's a decent game, reminding me somewhat of Animal Crossing but with "real" people and a bit more of a sense of direction and progression as you play through it. I … Continue reading 2138: How to Be a Fashion Goddess

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    Been playing a bunch of Nintendo Presents New Style Boutique 2: Fashion Forward (aka Style Savvy 3) during downtime lately, and been enjoying it without any shame whatsoever. It's a decent game, reminding me somewhat of Animal Crossing but with "real" people and a bit more of a sense of direction and progression as you play through it.

    I thought I'd assemble a few tips based on what I've encountered in the game so far, so without further ado:

    Running the Boutique

    This is your bread and butter, since you have a decent amount of control over how much money you make with each transaction. The basic strategy is to listen to what your customer wants, then put together an outfit using items you have in stock that add up to a total value as near as possible to their approximate budget. You can exceed their budget by a small amount, but try not to go too far over the top.

    The Search function — the magnifying glass icon — is your best friend here, since until you have an idea of which items of clothing have which traits, it's the easiest way to track down things that meet the customer's requirements.

    Early in the game, customers will make pretty simple requests of you, such as "I want a [trait] [item]". Fulfilling this request is a simple matter of using the search function to search by Image and Type to narrow down your stock items to what they're after. From there, pick the thing you think looks best — or, if you're feeling mercenary, the thing that costs the most but is still within their budget — and offer it to them. To begin with, you can prompt them to "Take a look!" at the clothes, which will give you a couple of chances to correct any mistakes you might have made, but after you've made a bit more progress in the game, you have the option to confidently tell them to "Try it on!" if you're absolutely sure you've found the perfect thing for them. If you make a mistake here, the customer will leave without buying anything, so use this with care!

    After a while, you'll have to start putting together complete outfits. This is the same process, only you'll need to make sure you cover all the basics. At the very least you need one top (inner, shirt/blouse, outer), one bottom (trousers/shorts or skirt) and a pair of shoes or a dress to cover both. To squeeze a bit more cash out of your customer, try and adorn the outfit with some extras such as socks, gloves, earrings, bags and hats. Remember to stay close to their estimated budget, though.

    Even later in the game, you'll start running into characters in the street whom you served earlier. They'll mention that they want to come and visit you later to find something to match the item you previously sold them. When they do show up, they won't give you any reminders as to what the item's traits were, so use a certain amount of judgement based on how they look now to recommend something appropriate — and use "Take a look!" if you're unsure.

    Stocking up

    For the most part, customers will order things that you have in stock, thankfully, though you can influence what is fashionable to a certain degree using your shop window mannequin and your store's decor. Certain items have multiple traits, though there is one "iconic brand" for each particular trait, so you can't go too far wrong with sticking with what you know.

    When paying the Exhibition Hall a visit to stock up, try and get a decent selection of items covering a range of budgets and at least all the essential areas — top, bottom, shoes. Remember that when you buy stock for your store, you get a free unit of the item for your own wardrobe, too. And the first time you visit a particular brand, you'll get a complete outfit for free!

    When you obtain the ability to design your own outfits, note that any commissioned items you successfully design will reward you with not only your payment for the job, but also ten units of the item you designed, which you are then free to sell. Taking on a bunch of design jobs can be an easy, cheap means of stocking up.

    Hairdressing

    When you get the opportunity to help out Noor in the hair salon, the mechanics are a little different. Rather than just listening to the customer's requirements, you have the opportunity to ask them a few questions. You only have a few chances to figure out what they want, however, so rather than making idle chitchat be sure to choose the options that relate to what they want done with their hair, and where there is more than one option relating to their hair, pick the more specific-sounding question.

    Picking sensible questions will make notes on your memo pad about the customer's requirements. After three or four questions, they'll prompt you to begin, so with any luck you'll have assembled enough hints to put something suitable together. Try and remember any terminology that they use, because other customers might ask for something similar later, and won't necessarily explain it. Brush up on terminology using the glossary app in your phone if you're not sure.

    So long as you stay within the customer's requirements, you can freestyle a bit with the hair with regard to things like colour and suchlike. Doing so can reward you with extra cash if the customer likes it, though if they don't you will have a chance to correct the issue.

    The more haircuts you perform, the more styles you will acquire, and completed hairstyles will be recorded in your "Wig Box" for later recall if you so desire.

    Make-up

    This is a different process again. Here, customers will show up with a photograph of another character and ask you to do their make-up like them. By pressing the memo button at the bottom of the touchscreen you can flip the photo over to see the colour notes they made on the back; these are the important bits to follow, so take care of these first, then apply some finishing touches such as the correct amount of mascara based on the photograph.

    Again, you can freestyle a bit with anything the customer doesn't specifically state, but be sure to fulfil all their requirements first.

    Fashion Show

    Once you reach a particular level of fame, Ricky, Sophie and Callie will assist you in putting on a fashion show. Each of these will have a particular theme, and you'll be required to dress your models in an appropriate outfit. Take note that following the fashion show, you'll likely experience an upsurge in demand for items of a similar type, so be sure to stock up on items with the same traits ready to sell.

    After the initial show, every few customers you serve will reward you with a ticket for your next show. When you sell enough tickets, you can put on another show.

    The chalet

    You'll be rewarded with miniatures for various activities in the game, or just for chatting with people in the streets. You can also buy them from Kirsty in the shop next door to your boutique. It's in your interest to make some nice rooms for a number of reasons: firstly, characters will sometimes come to you and express an interest in renting them, and this can be quite profitable. Secondly, if you connect with another player via local wireless, you can invite them to your chalet and they can purchase items from your rooms. You're free to set the prices for these items to whatever you like, so if you have a rich friend, feel free to fleece them as much as possible.

    As you progress through the game, you'll get the opportunity to expand the chalet with additional rooms. Take this chance and fill the empty rooms whenever you can; the more available rooms means the more potential rent you can be raking in. Remember to go and collect the rent every so often, though, because your tenants certainly won't come to you!

    Collecting colours

    To expand your colour palette, which is used in everything from clothing design to hairdressing and make-up, you need to collect additional colours. In order to do this, you need to chat with Rainbow, who is perpetually hanging out in the park, and show her a photograph with a colour she's never seen before.

    You can look at your colour palette at any time using the app on your phone, and the names of the undiscovered colours generally give a bit of a hint as to where you might be able to find them. Pay the appropriate area a visit (perhaps at the appropriate time of day) and take a photograph with the Y button, then show Rainbow the photograph to receive her assessment and the new colour if you were successful. Generally speaking, the first time you visit a new area you'll be accompanied with another character, and you'll have the opportunity to take a photo with them when you arrive. Take them up on this offer by tapping the Y button while your characters strike their poses, since this is usually a good shot to acquire some new colours.

    Streetpass

    Streetpassing other players has a few benefits. Firstly, you'll receive their showcase chalet room, which you can drop into your own chalet. Secondly, their player character will come and hang out in your town for a bit, and while they're there, you'll have the chance to give them a complete makeover — clothes, hair and makeup. Streetpass customers, who appear as green on the map, aren't terribly fussy, so you can use them as a creative outlet as you see fit. Then take their money.

    Remember to set up your profile and showcase rooms in your chalet!

    Building relationships

    Chatting to characters on the map is mostly for flavour, though chatting to the more major characters can reveal some background information about your grandmother, the boutique and the town, so be sure to say hello if you see people like Sophie, Callie, Ricky and Evie hanging around. Elsewhere, characters marked with special icons have various uses.

    The yellow asterisked characters are characters who have visited your boutique before; talking to them may prompt them to come and visit you again, perhaps to complete an outfit you sold them an item for earlier.

    Characters with a pink musical note trigger a sub-event that sometimes unlocks something — a new location, a new game system or perhaps some new styles. It's generally a good idea to trigger these when you see them, just in case the character wanders off and doesn't come back for a while.

    Characters with a patchwork exclamation mark will give you a hint where to find a new colour. Note that sometimes they will refer to locations you can't visit yet, so pay attention to anything they say about unfamiliar locales ready for when you are able to visit.

    Characters with a house icon want to rent a room in your chalet. You have the option to refuse their request, but there's generally no real reason to unless you really just don't like them for whatever reason. Rent is a nice little moneymaker on the side, so take the opportunity when it comes up.

    A character with a crystal ball icon occasionally shows up in The Meadows. Speak to her and she'll give you a fortune reading; answer her questions honestly, and she'll give you an assessment of your personality.

    Finally, characters with a yellow sparkle advance the storyline and often unlock important game elements. These characters will generally hang around until you pay attention to them, so feel free to leave them hanging until you're done with your current affairs.

    Progressing

    If your progress seems to have stalled a bit, head back to your boutique and make some sales; it usually won't be long before the next event shows up. If this doesn't work, keep selling, designing, cutting and… make-upping until you sell enough tickets for your next fashion show, then take it from there.

    If you're still not sure what to do, be sure to check your messages and schedule in your phone, since the latter in particular usually gives you some idea of what you "should" be doing to continue progressing in the game — though, like Animal Crossing and its ilk, you are, of course, free to ignore this altogether and play however you see fit.

    Hope all that helps! Have fun, fashion sistas!

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    2137: Nintendoes https://imnotdoctorwho.moegamer.net/2015/11/26/2137-nintendoes/ https://imnotdoctorwho.moegamer.net/2015/11/26/2137-nintendoes/#respond Thu, 26 Nov 2015 23:44:12 +0000 https://angryjedi.wordpress.com/?p=8415 I've been playing almost exclusively Nintendo games for the past week or two. This wasn't entirely deliberate, but it's just sort of happened. And it's allowing me to rediscover my appreciation of what Nintendo does well. Nintendo, more than pretty much any other company out there, puts out games that feel satisfyingly complete. They don't come … Continue reading 2137: Nintendoes

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    I've been playing almost exclusively Nintendo games for the past week or two. This wasn't entirely deliberate, but it's just sort of happened. And it's allowing me to rediscover my appreciation of what Nintendo does well.

    Nintendo, more than pretty much any other company out there, puts out games that feel satisfyingly complete. They don't come out of the door half-baked, lacking in content or riddled with bugs; they're ready to play, bursting with things to do and full of enjoyment waiting to be discovered. And this is how they've always been, even since the days of the NES.

    The other thing I rather like about Nintendo is that their work has a very distinctive "voice". This is partly the job of the localisation teams who work on the various properties, but the overall "tone" of most Nintendo works is so very consistent — and has been for many years — that I find it difficult to believe that this is purely a regional thing. Rather, I feel that Nintendo almost certainly makes very careful decisions about how it's going to localise things and make them accessible and tonally appropriate in territories around the world. This even goes as far as making the British/European English and American English versions of games different to quite a considerable degree in some cases, which always feels like a pleasantly "personal" touch.

    Now, Nintendo have attracted the ire of a number of people over the last few years thanks to what these folks see as unnecessarily "butchered" translations of games such as Fire Emblem Awakening and Xenoblade Chronicles X. And, for sure, some notable changes have been made from the original scripts — and, in a number of cases, content has been edited or even cut to be in keeping with the perceived values of a particular territory. Memorable examples in recent memory include the shot of Tharja's panties-clad bum in Fire Emblem Awakening (which featured a curtain being pulled across it in the English version, inadvertently making it look more lewd by hiding her panties altogether) and the inexplicable removal of the breast size slider from Xenoblade Chronicles X's character creation tool.

    These sorts of edits are nothing new, however. The Legend of Zelda series, for example, has a somewhat different tone in Japan to in the West, particularly in installments such as A Link to the Past on Super NES. In the Japanese original A Link to the Past, for example, the story touched on religious themes, with one of the main villains being a priest. In the English versions, however, religious references were removed, and the "priest" became a "wizard".

    Why does Nintendo do this? For an attempt at inclusivity, I guess; the company has a carefully curated "family-friendly" image to uphold, after all, and "family-friendly" means different things in different territories. From its localisation decisions, we can interpret that Nintendo believes here in the West that "family-friendly" means something that the whole family can sit down and enjoy together without any material provoking arguments or awkwardness between one another. We've seen on all too many occasions that discussions and material relating to both religion and sexuality are very much capable of inducing arguments and awkwardness, so out the window they go. It's kind of a shame for those who prefer their translations to be more literal and true to the original Japanese texts, but it is, after all, what Nintendo has always done — and, I have to admit, that warm, friendly tone most of their localisations tend to have is rather comforting, and quite unlike anything from other localised Japanese works.

    This is even apparent in games such as New Style Boutique 2 and Animal Crossing, where there was unlikely to be any real "offensive" content in the first place; both have been localised in such a way as to be as inclusive and welcoming as possible to a broad audience; they're games that invite you in to enjoy the experience rather than insist you must be this skilled to ride, or whatever. And that's rather nice, really. Not something that every game needs, of course — some games are all the better for their laser-sharp focus on a very specific, niche-interest audience — but, to be honest, I find it hard to get too riled up about censorship talk when it comes to Nintendo games, simply because I've grown up with that warm, friendly, familiar tone of their localisations, and it would feel kind of strange for that to change now.

    Anyway. I'm enjoying my Nintendo period right now: currently playing Zelda 3, Hyrule Warriors and New Style Boutique 2. All are very different games from one another. All are simply marvellous. All are proof that Nintendo doesn't give a shit what its competitors are doing, because they're quite happy doing their own thing, even if it ends up causing their sales figures to look dismal in comparison to those of Sony and Microsoft.

    I hope this Nintendo never goes away. They're an important part of gaming, and it would be sad to see them go the way of Sega, becoming just another third-party publisher.

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    2136: Dark World https://imnotdoctorwho.moegamer.net/2015/11/26/2136-dark-world/ https://imnotdoctorwho.moegamer.net/2015/11/26/2136-dark-world/#respond Thu, 26 Nov 2015 00:36:38 +0000 https://angryjedi.wordpress.com/?p=8394 I am having a rough time, I don't mind admitting. I was pretty open and honest about one of the things that was bothering me a few days ago, but it's just one of several things that have been mounting up and causing me a not-inconsiderable degree of grief and stress just recently. I would … Continue reading 2136: Dark World

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    I am having a rough time, I don't mind admitting. I was pretty open and honest about one of the things that was bothering me a few days ago, but it's just one of several things that have been mounting up and causing me a not-inconsiderable degree of grief and stress just recently.

    I would like it all to stop, please.

    The person I care most about in the world is suffering with pain that won't go away and that no-one seems to know how to fix. It's at a point where it's impacting both of our lives fairly significantly, but I don't know what to do about it. Well, I sort of do: there isn't really anything I can do about it myself, save for hanging in there and offering support when and how I can. I don't resent having to do that, of course, but it is exhausting.

    Alongside that, I find myself worrying about doing the right thing with regard to working. I'm enjoying my current seasonal temp position in retail, but at the back of my mind is always the knowledge that I'm underpaid, overworked and overqualified; a little voice in the back of my mind reminding me that I am 34 years old and should probably have done something a little more with my life by now.

    The thing is, I've tried doing more with my life. I've tried being a teacher, and failed. I've tried having a "normal" office job, and failed. I've tried being a games journalist, and failed. In each and every instance, I've been pushed out by some combination of me being unable to stand up to people being assholes, my own declining mental health, my own lack of self-confidence and, on several occasions, events that were completely beyond my control.

    It really, really blows to feel like you've wasted so many years of your life, and that you're stuck on the "bottom rung" of the career ladder. It makes me feel guilty for enjoying the work I'm doing, because I "should" be doing more. But the thing is, I don't really feel like I want to be doing more, nor do I feel like I'm entirely capable of doing more. My experiences since leaving university have proven to be such repeated and violent blows to my own sense of belief in my own abilities that I just want to be able to get on with things and let progress happen naturally if it's warranted.

    I really don't know what to do any more. I guess I just have to ride this particular mental storm out, just as I've ridden out all the previous ones I've suffered over the years. This one feels like quite a bad one, but I can't give up; I mustn't give up. Giving up will simply make everything worse.

    Forgive the self-pity, but as you can probably tell, I'm not in a great place right now. You will, dear reader, hopefully understand if I am somewhat out of sorts and in need of venting a bit of steam over the next few days, weeks, months…

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    2135: Zelda 3: Still Great https://imnotdoctorwho.moegamer.net/2015/11/25/2135-zelda-3-still-great/ https://imnotdoctorwho.moegamer.net/2015/11/25/2135-zelda-3-still-great/#respond Wed, 25 Nov 2015 01:31:26 +0000 https://angryjedi.wordpress.com/?p=8359 I remember playing Zelda 3, or The Legend of Zelda: A Link to the Past, to give it its full title, for the first time. It was an eye-opening experience; prior to this, most of the games I'd played on computer and console had been fairly straightforward arcade-style affairs — you put them in, you hit Start, … Continue reading 2135: Zelda 3: Still Great

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    I remember playing Zelda 3, or The Legend of Zelda: A Link to the Past, to give it its full title, for the first time. It was an eye-opening experience; prior to this, most of the games I'd played on computer and console had been fairly straightforward arcade-style affairs — you put them in, you hit Start, you start playing from the beginning, you get as far as you can get before hitting a Game Over screen, you try again.

    A Link to the Past was different, though. Having never owned my own NES, the series was new to me, and so I didn't know that it had been providing this sort of ongoing, lengthy grand adventure for quite some time prior to its Super NES incarnation. But I was immediately enraptured with it; here was a game that provided me with a convincing open world to explore, some challenging dungeons to defeat, a convincing sense of getting stronger and more powerful as the game progressed, and an enjoyable, if somewhat simple, story to follow.

    I played A Link to the Past through numerous times, so much did I enjoy it. It got to the stage where I could run through the game pretty much on autopilot, though I must confess I never quite reached total completionist status with it; I enjoyed the experience of progressing through the game and beating it rather than doing things like hunting down the myriad Pieces of Heart scattered around the game's two worlds.

    My love for Zelda waned a little over the years. I recall being a little underwhelmed with Ocarina of Time when I first played it, though I can partly attribute this to the fact that I had been playing Final Fantasy VII around a similar time and, to my inexperienced, rather shallow eyes, they simply didn't compare to one another. I enjoyed Ocarina of Time enough to finish it, mind, but I didn't love it in quite the same way I loved A Link to the Past. I did, however, love Majora's Mask in the same way I loved A Link to the Past, but that's probably a story for another day.

    Anyway, to the point: after finally finishing (the first quest of) the original Legend of Zelda the other day, I felt like continuing my journeys through Hyrule, so I skipped Zelda II, not quite feeling up to its punishing ways at present, and went straight to A Link to the Past. (For the Zelda-illiterate: most of the Zelda games tell their own, self-contained stories that feature characters with the same names and same appearances as those in other games, but who are actually different people from different times. This means that skipping a game in the series doesn't mean you'll skip important plot, though if you care to research it there is a complicated, convoluted chronology of how it all fits together.)

    I was immediately reminded how much I love this game, even so many years after I last played it. It has an extremely strong opening — one of the reasons it made me sit up and take notice the first time I played it — and some highly memorable music. It's also a massive, massive improvement mechanically on the original Legend of Zelda, which it most closely resembles; Zelda II went off and did a bunch of weird things with RPG mechanics and platforming, but A Link to the Past was a return to the original formula, but better.

    And everything really is better. Instead of having to wander around aimlessly, hoping you'll find the right order to challenge the dungeons, you'll be nudged in the right direction by the game, though you'll never be completely railroaded, and you are free to go off and explore any time you want. There's also a much stronger sense of the overall map being a coherent world; Hyrule may be relatively small, apparently consisting of only a single village and a castle that is bigger than the whole village, but there are plenty of interesting things going on and memorable characters to stumble across.

    And, somewhat surprisingly for a Nintendo game if you're used to Mario and its ilk, A Link to the Past is pretty dark and bleak in places. The strong opening I mentioned before sees Link acquiring his first sword and shield by stumbling across his dying uncle, who had left the house in Link's stead earlier in the night in an attempt to save him from the trouble that becoming the Hero of Hyrule would be. Later, there are other equally subtle, sad scenes, such as the spirit of the young flute-playing boy in a clearing, whom you later discover close to death in the Dark World, a realm that deforms body and spirit, so you grant his dying wish before he gives up on life entirely and turns into a tree.

    In many ways, it's kind of stunning to think that the same creative mind behind Super Mario Bros. also came out with Zelda, something that, while still ultimately pretty family-friendly, is a quantum shift away from Nintendo's mascot in terms of tone. I've spent a good few years feeling like I wasn't a particular fan of Zelda, since I felt as if none of them quite captured my attention in the same way as more conventional role-playing games, which had, of course, subsequently turned out to be a favourite genre. After enjoying the first and third Zelda games so much so far, though — not to mention Hyrule Warriors — I feel like it's probably time to educate myself on the series as a whole, so I'm going to try and work my way through them one by one. Who knows — I may even make it through Zelda II one of these days, though not today…

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    2134: Hyrule Warriors is My New Favourite Musou https://imnotdoctorwho.moegamer.net/2015/11/23/2134-hyrule-warriors-is-my-new-favourite-musou/ https://imnotdoctorwho.moegamer.net/2015/11/23/2134-hyrule-warriors-is-my-new-favourite-musou/#respond Mon, 23 Nov 2015 23:51:01 +0000 https://angryjedi.wordpress.com/?p=8323 I'd been meaning to check out Wii U title Hyrule Warriors for some time, and my recent Zelda bingeing seemed to be an ideal time to do it. I primarily picked the game up as something to play as a co-op game with a local friend, but I've found myself playing through a number of missions this evening and … Continue reading 2134: Hyrule Warriors is My New Favourite Musou

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    I'd been meaning to check out Wii U title Hyrule Warriors for some time, and my recent Zelda bingeing seemed to be an ideal time to do it. I primarily picked the game up as something to play as a co-op game with a local friend, but I've found myself playing through a number of missions this evening and having a great deal of fun.

    I've always enjoyed the Musou games since Dynasty Warriors 2 on PlayStation 2. Their hack-and-slash nature appeals to the brawler fan in me, but they've always had a surprising amount of depth to them — not necessarily in the combat itself, but in choosing the right characters for the job, keeping an eye on the overall battle situation, and responding appropriately to what is happening.

    For the unfamiliar, the Musou series covers the various Warriors games, including the Dynasty Warriors, Samurai Warriors and Warriors Orochi series. Hyrule Warriors was an interesting break from the norm for developers Omega Force in that rather than being loosely (very loosely, in some cases) based on established historical fiction such as Romance of the Three Kingdoms, it's based on an established other property — in this case, the Legend of Zelda series.

    It isn't the first time Omega Force has tackled a licensed Musou game; there are Warriors games based on the popular anime and manga One Piece, Fist of the North Star and Gundam, among others. But Hyrule Warriors is arguably one of the more "accessible" properties that the team has chosen to adapt into the Musou style, since Zelda is one of Nintendo's properties with near-universal appeal, and much more ripe for adaptation than, say, Mario.

    Hyrule Warriors, like its stablemates, casts you in the role of one of several different playable characters and tasks you with turning the tide of a large-scale battle on a sprawling map. Your character is just one part of your "side's" overall efforts, but you're considerably more powerful than the rather dim footsoldiers that litter the battlefield, usually standing around looking perplexed. You're not alone, though; in two-player mode, a second player takes on the role of one of the other present allied generals to support you, and even in single-player you'll find yourself fighting alongside other characters: they'll come to your aid, but you'll be expected to do the same in return.

    In what I've played of Hyrule Warriors so far, there seems to be quite a bit more variety than, say, the Dynasty Warriors series, thanks in part to the setting being considerably more fantastic than ancient China. But it's not just about the monstrous enemies and magic flying around — it's also about varied objective during battle. It's pretty rare, even in the early stages of the game, to be confronted with a battle that simply involves cutting a path to the enemy boss; instead, you'll find yourself supporting your troops in various areas, capturing strongholds to gain a foothold and advance into enemy territory, dealing with counterattacks from enemies and, in true Zelda style, occasionally accidentally clipping a chicken one too many times with your sword and inviting the wrath of its myriad friends, who will come and peck you to death in pretty short order.

    The game also makes use of its Zelda roots well by adding a number of mechanics based on the iconic Zelda inventory items. As you progress through the game's "Legend" mode, you'll acquire various items that can be used in battle, ranging from bombs (blow stuff up, reveal secrets) to a bow and arrow (shoot things) and a boomerang (cut down things that a sword just won't chop). Fulfilling various secret requirements in battle will also reward you with heart containers and pieces of heart to extend your characters' life bars, and Ocarina of Time's Gold Skulltulas make an appearance, too, spawning on the battlefield when you fulfil a specific condition and then requiring you to track them down by searching a marked area of the map and listening carefully for their telltale scraping sounds.

    I feel like I've barely scratched the surface of the game so far; I've only played Legend Mode as of now, but there are a variety of other ways to play, with one of the most interesting sounding being Adventure Mode, which tasks you with exploring a grid-based map based on the original NES Legend of Zelda game and fighting various battles in order to take control of it piece by piece. I don't yet know how well this is executed, but I'm looking forward to trying it out. Even if it turns out to be bobbins, though, just the battles in Legend Mode have proven to be more than worthwhile and enjoyable so far — and it looks very much as if the game has continued to develop and expand long after launch, if the multiple pages of patch notes that appeared the first time I booted the game up are anything to go by!

    I'm looking forward to trying it out co-op later this week, all being well, but in the meantime I can already confidently say that it's one of the best Musou games I've played to date, and anyone who enjoys a good bit of hack and slash should most definitely check it out, Zelda fan or no.

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    2133: Fashionista https://imnotdoctorwho.moegamer.net/2015/11/22/2133-fashionista/ https://imnotdoctorwho.moegamer.net/2015/11/22/2133-fashionista/#respond Sun, 22 Nov 2015 15:41:06 +0000 https://angryjedi.wordpress.com/?p=8304 I remember a while back hearing a lot of people being surprisingly enthusiastic about a Nintendo-published handheld game called Style Savvy, but I never really got around to looking into it. Recently, however, I downloaded the demo of the somewhat cumbersomely named Nintendo Presents New Style Boutique 2: Fashion Forward — the European name of the third Style Savvy (or, in … Continue reading 2133: Fashionista

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    I remember a while back hearing a lot of people being surprisingly enthusiastic about a Nintendo-published handheld game called Style Savvy, but I never really got around to looking into it. Recently, however, I downloaded the demo of the somewhat cumbersomely named Nintendo Presents New Style Boutique 2: Fashion Forward — the European name of the third Style Savvy (or, in Japanese, Girls Mode) game — and have found myself surprisingly involved with it.

    For the unfamiliar, New Style Boutique 2 (as I shall refer to it hereafter) is a game in which you play a young woman on holiday in a hip, fashion-conscious town. Through a series of somewhat improbable circumstances that only happen in slice-of-life video games, you find yourself assisting a local clothes shop, hairdresser and beautician with the requests of the town's apparently exclusively female population. In doing so, you earn money for the shop and yourself, and can subsequently afford to do yourself up better as well as your customers.

    This is as far as the demo goes, but the full game has a story to follow as well as a number of different "professions" to explore, including modelling, fashion design and even interior design. Just the demo is an enjoyable enough experience, though, since it's essentially a game in which the whole point is to piss around with the character creator in order to create various different looks, and subsequently be rewarded for it.

    The exact way in which you go about creating these looks differs slightly depending on which aspect of the character's appearance you are working on at the time. If you're putting together an outfit, they'll give you some vague guidelines — "I want a girly outfit, and I have about £700 to spend" — and you can put together an outfit according to those specifications, either through browsing manually or making use of the helpful search function. If you're designing a hairstyle, meanwhile, you're given the opportunity to ask the customer a variety of questions before beginning the styling process, which will give you a checklist of things to include in their haircut. Finally, designing makeup requires you to look at a photograph and attempt to recreate it as closely as possible, perhaps with the assistance of a memo scrawled on the back of the photograph giving you some suggestions of which colours to use in which areas.

    What's nice about the game is that unlike many "business" simulations that attempt to capture the feeling of, say, running a shop or office, New Style Boutique 2 has plenty of personality. Its characters all have names and profiles, and they all display their personalities through dialogue — though there is a bit of stock dialogue for things like them accepting outfits and suchlike. They also have distinctive, unique appearances, and it's undeniably satisfying to see a character wandering around wearing an outfit you put together for them.

    I don't know how much the other elements of the full game add to the experience as a whole, but based on the demo, I'm actually surprisingly interested in playing it, and I understand now why so many people have had positive things to say about the Style Savvy series as a whole since it first appeared.

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    2132: Calling https://imnotdoctorwho.moegamer.net/2015/11/22/2132-calling/ https://imnotdoctorwho.moegamer.net/2015/11/22/2132-calling/#respond Sun, 22 Nov 2015 00:19:48 +0000 https://angryjedi.wordpress.com/?p=8285 How do you find your "calling"? In other words, how do you figure out what it is you're "supposed" to be doing; the thing you're good at? I'm still not convinced I've figured it out myself, but I've been pondering it somewhat recently. At one point, I thought teaching might be my calling, but the … Continue reading 2132: Calling

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    How do you find your "calling"? In other words, how do you figure out what it is you're "supposed" to be doing; the thing you're good at?

    I'm still not convinced I've figured it out myself, but I've been pondering it somewhat recently.

    At one point, I thought teaching might be my calling, but the reality of the situation set in quite soon after I started my training; in retrospect, I'm pleased with myself that I managed to survive as long as I did, but annoyed that I wasted several years of my life and possibly left myself with some irreparable mental scars in the process.

    At another point, I thought games journalism might be my calling, but going by the state of the modern games press and its contemptuous attitude towards both its audience and the things it covers, it's pretty apparent that I'm not particularly welcome in that field, despite it being one of my biggest ambitions when I was a bit younger.

    Most recently, I've been working retail for the second time in my life, and I've been surprised how much I've been enjoying it. This week we've been setting up a brand new store, and I'm absolutely exhausted as a result of the long hours everyone on the team has been working, but it's extremely satisfying. And when I was in the existing store serving customers, it's been extremely satisfying to help people out, advise them or simply hand them a hotly anticipated product ready for them to go home and enjoy.

    I shouldn't be that surprised, of course; the last time I worked retail, I enjoyed it a lot, too, though I attributed this to the corporate culture of the company I was working for at the time. My positive feelings towards said company — or, rather, the management team of the store I worked at — dissipated after both a colleague and I were treated rather badly, but I still look back on the majority of my time at that store with fondness.

    The fact that I'm enjoying it just as much in a company with a somewhat more laid-back attitude — for the most part, anyway — suggests that it might be the work itself that I'm finding fulfilling. And indeed there are plenty of individual elements that I find oddly satisfying: things as simple as sorting out shelves and alphabetising discs, or as complex as talking an inexperienced customer through the various product lines available. It all adds up to something that I rather enjoy on the whole, with the only really sucky part of the whole thing being that retail, on average, wherever you go, tends to pay pretty poorly, creating a business sector where many employees are overworked, underpaid and underappreciated.

    Still, at this stage, having suffered through a number of jobs that clearly weren't right for me, I'm more than willing to suck up a considerable cut in my overall pay in exchange for something that I seem to enjoy and be reasonably good at. Long may these feelings continue.

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    2131: It Builds Character https://imnotdoctorwho.moegamer.net/2015/11/20/2131-it-builds-character/ https://imnotdoctorwho.moegamer.net/2015/11/20/2131-it-builds-character/#respond Fri, 20 Nov 2015 23:42:24 +0000 https://angryjedi.wordpress.com/?p=8259 [For some reason this failed to publish when I wrote it yesterday. Apologies.] "Tell us about a favorite character from film, theater, or literature, with whom you’d like to have a heart-to-heart. What would you talk about?" From the Daily Post writing prompt, It Builds Character. There are any number of interesting characters from a … Continue reading 2131: It Builds Character

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    0131_001

    [For some reason this failed to publish when I wrote it yesterday. Apologies.]

    "Tell us about a favorite character from film, theater, or literature, with whom you’d like to have a heart-to-heart. What would you talk about?"

    From the Daily Post writing prompt, It Builds Character.

    There are any number of interesting characters from a variety of media I'd like to do this with, so in order to prevent analysis paralysis I'll simply go with the character that popped into my head immediately when I saw this prompt: Milla Maxwell from Tales of Xillia.

    Milla was a big part of why I enjoyed Tales of Xillia and its sequel so much. She was a well-defined, very distinctive character, both visually and in terms of her personality — and even so far as her slightly lisping English voice acting went — who has stuck with me long after I was done with those games.

    Milla, for those unfamiliar with Xillia is… well, to be honest, it's a long and complicated tale that is explained over the course of two games, but suffice it to say that she's not quite "normal" in that she's lived in isolation from human society for a very long time and has mysterious, quasi-magical powers thanks to her ability to commune with the Great Spirits.

    All this stuff isn't why I'd want to hang out with Milla, though. I'd want to hang out with her simply because she's cool, and smart, and funny — but endearingly naive about lots of things. Her isolation from human society leads her to ask interesting but not always entirely socially acceptable questions, and her curiosity about the world is infectious. She knows how to get things done when the occasion demands it, but she also knows that it is important to enjoy yourself and indulge your body and mind's demands when you're aware of them.

    Mostly, she just seems like a nice person, and someone I'd enjoy spending time with. There's not a single point in either of the Xillia games where Milla has a mean word to say about anyone — the cast as a whole is pretty closely-knit and pleasant, but Milla stands out even among them — and even when confronting her enemies, she's keen to understand them and why they are the way they are.

    What would we talk about, though? Well, Milla's naivete means that we'd almost certainly have a lot to talk about, particularly if I were to introduce her to things with which she wasn't overly familiar. Perhaps I'd play some music for her, and attempt to explain the emotional power that sound has over us. Perhaps I'd show her some video games — I could show her her own game, that'd raise an interesting conversation, I'm sure — or sit her down and attempt to engage her interest with a board game. All of these activities would doubtless prompt the question "why?", and one of the nice things about Milla is that when she asks this, she's not being facetious, sullen or passive-aggressive about not wanting to do something; she genuinely wants to know and understand why people choose to partake in particular activities. And I think helping her with those big questions would make for some absolutely fascinating conversations.

    So, Milla Maxwell, if you ever feel like stopping by, well, I'm pretty sure I can keep you occupied, entertained and intrigued for quite some time, and that's not something I can say with confidence to many people!

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    2130: Scrub Up https://imnotdoctorwho.moegamer.net/2015/11/19/2130-scrub-up/ https://imnotdoctorwho.moegamer.net/2015/11/19/2130-scrub-up/#respond Thu, 19 Nov 2015 07:57:23 +0000 https://angryjedi.wordpress.com/?p=8239 I've been watching Scrubs on Netflix recently, because somehow, despite E4 showing it nearly every minute of every day for several years (the other minutes being taken up by Friends) I've never actually seen the whole thing all the way through. I've seen most of it, but I've not seen the later seasons in particular. Scrubs is an interesting show in … Continue reading 2130: Scrub Up

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    I've been watching Scrubs on Netflix recently, because somehow, despite E4 showing it nearly every minute of every day for several years (the other minutes being taken up by Friends) I've never actually seen the whole thing all the way through. I've seen most of it, but I've not seen the later seasons in particular.

    Scrubs is an interesting show in that it strikes a good balance between comedy and drama. It's not a show that you can particularly pigeonhole easily, because it's experimental and strange and isn't afraid to have one-off episodes exploring interesting, weird concepts. In many ways, it's a bit like earlier shows that took a similarly experimental approach in a fairly mundane setting — I'm thinking stuff like Ally McBeal here — but it very much has a feel that is all its own.

    One of the reasons I've been enjoying it so much recently is because I'm finding protagonist JD to be quite relatable, in a number of different ways. In particular, his naiveté and hesitance to truly join the "adult" world — even when confronted with challenging situations, such as those that he faces in his job as a doctor every day — are very familiar feelings to me, and as JD gets older over the course of the show's complete run, it's almost comforting to see that he doesn't really get any more comfortable with being a "grown-up"; although he's only a fictional character, it's nice to know that the way I feel sometimes isn't entirely unfamiliar to others!

    Scrubs is also fun for the fact that it captures the atmosphere of working in a stressful environment rather well. There are people who handle stress with aggression and impatience — particularly if, like in Dr. Cox's case, they're dealing with other issues alongside anything that crops up at work — and there are people who deal with it using humour. There are some who take the humour further and confront difficult concepts by making use of black humour, and there are others who, at times, allow emotions to get the best of them. And then there are those who are able to leave all the troubles and difficulties of the working day behind them the second they walk out of the door; while this is arguably the best approach for one's mental health, is this really the best thing for those you are taking care of?

    To cut a long story short, then, watching Scrubs on Netflix has given me an appreciation of why this show has remained so consistently popular since it first appeared in 2001. I haven't yet seen the notoriously different final season, though I'm curious to, even if it's as much of a shift from the original format as it apparently seems to be. Even if it's rubbish, though, there's plenty of good stuff in the preceding seasons, and it remains timeless television that I can see remaining relevant to many people for many years to come yet.

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    2129: Devil Drink: A Call for Help https://imnotdoctorwho.moegamer.net/2015/11/19/2129-devil-drink-a-call-for-help/ https://imnotdoctorwho.moegamer.net/2015/11/19/2129-devil-drink-a-call-for-help/#respond Thu, 19 Nov 2015 02:34:21 +0000 https://angryjedi.wordpress.com/?p=8217 Real Talk today. Serious business. And I'm probably going to regret writing this and making it so public, but I'm at my absolute wits' end, don't know what to do and could do with some support, be it from friends or strangers. No names or anything will be given in this post, but some of … Continue reading 2129: Devil Drink: A Call for Help

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    Real Talk today. Serious business. And I'm probably going to regret writing this and making it so public, but I'm at my absolute wits' end, don't know what to do and could do with some support, be it from friends or strangers.

    No names or anything will be given in this post, but some of you may be able to work certain things out from it. If you do, please do me a favour and don't point anything like that out in the comments or say things to the people involved, because that's just not going to help anything at all.

    Anyway.

    I don't drink any more. I used to drink quite a lot when I was at university and the few years afterwards; I was somewhat legendary among a number of my friends for spectacular drunk text messages, with the mangled garbage that T9 predictive text would come out with being far more entertaining than the stuff AutoCorrect spews out from the iPhones and Androids of today. It was fun, though I never enjoyed the hangover the next day.

    I stopped drinking for two real reasons: firstly, I'd got to the stage where I simply wasn't enjoying it any more — alcohol tended to give me heartburn, and I came to the conclusion that being a bit wobbly and lary wasn't enjoyable enough to justify feeling a bit sick after just a sip or two — and secondly, more importantly, it became apparent that someone in my life had a capital-P Problem with drink.

    This wasn't the first time I'd encountered someone with such an issue; a friend of mine at university suffered a similar affliction to quite a serious degree, though at the time, young and stupid as we were, it felt like something that should be laughed at rather than something that was a serious problem. More than ten years after that, though, I understand what a horrible, devastating thing alcoholism is, and how horrible it is to be in a position where you're absolutely helpless to give any sort of aid to the person who is suffering so much they feel the need to take the pain away with excess amounts of drink.

    The person in question had a problem for quite some time before seemingly resolving it. I tried several ways of dealing with it — with humour, with sadness, with anger, with disappointment, with honesty, with support, with attempts to engage and understand — but nothing seemed to be particularly effective. What actually happened is that over time, the person in question simply seemingly got over it, stopped drinking altogether and we said nothing more about it, though I always took care to steer clear of conversations that involved alcohol or being drunk or anything like that.

    Recently, though, this person has suffered a bit of a relapse. It's not to the same degree as it was before by any degree of magnitude, but it is happening again. And, once again, I feel completely helpless to do anything about it — perhaps because, if my past experience is anything to go by, there really isn't anything I can do about it, and the person simply has to resolve it themselves.

    This is upsetting and deeply, deeply distressing, though. It may sound selfish to make this about me, but I feel it's important to note the impact of alcoholism on the people around the afflicted person as well as the afflicted person themselves. Because that impact can be devastating. It can have a huge impact on their mental wellbeing, and on the way they see the afflicted person. It can have a huge impact on the way they interact with the afflicted person, and the things they feel comfortable doing and talking about with the afflicted person. And it can impact on their life at large, preventing them from doing some things and forcing them to do others.

    Ultimately it can build a great deal of resentment, frustration, anger and sadness — some of which is perhaps justified, but the rest of which is simply an impotent expression of fury at a sensation of powerlessness. I recognise this, and I would like to clarify that I certainly don't hate the person involved for this by any means, particularly as I'm familiar with the extenuating circumstances that have brought this relapse on. Rather, I just want to feel like I can support them and help them through it once again, but I don't know if I have the strength to handle it for a second time.

    So that's pretty much where I am right now. I don't know what to do. I need help. Although I don't know how anyone might be able to help, and I feel guilty writing this, given that I predict a significant proportion of you reading this will put two and two together quite quickly. As I say, though, if you do, please, just, shush. That part isn't important.

    Right now,  I am sad, upset and angry, and I need help. Please help.

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    2128: Point to Point https://imnotdoctorwho.moegamer.net/2015/11/17/2128-point-to-point/ https://imnotdoctorwho.moegamer.net/2015/11/17/2128-point-to-point/#respond Tue, 17 Nov 2015 23:58:16 +0000 https://angryjedi.wordpress.com/?p=8182 I'm apparently on a minor retro kick at the moment, what with playing The Legend of Zelda and, also, downloading the "3D Classics" version of OutRun on my 3DS. I love OutRun. It's one of those games that I used to see in the arcade but, for whatever reason, didn't play very often. (I feel it was probably something to do … Continue reading 2128: Point to Point

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    0128_001

    I'm apparently on a minor retro kick at the moment, what with playing The Legend of Zelda and, also, downloading the "3D Classics" version of OutRun on my 3DS.

    I love OutRun. It's one of those games that I used to see in the arcade but, for whatever reason, didn't play very often. (I feel it was probably something to do with my Dad baulking at the idea of paying 50p for one credit, but I usually managed to convince him that it was worth paying this much to play G-LOC, which at least had aeroplanes in it.) We also had the dreadful Atari ST port of Turbo OutRun, which I actually rather enjoyed despite its atrocious framerate, appalling load times (in the middle of a race!) and loss of various animations and game features if you had less than 1MB of RAM in your computer.

    Despite all these setbacks, OutRun has always remained a racing game that I've been very fond of, and when the Shenmue series hit Dreamcast with a variety of playable Sega games right there within the game itself, I spent a great deal of time recapturing past glories (or, more commonly, indignities) on OutRun and Super Hang-On. When the PlayStation 2/Xbox era rolled around, I spent a lot of time playing the wonderful OutRun 2, which brought the basic gameplay of the original up to date with fresh graphics, but otherwise played just like an old arcade game. And when the Xbox 360 got a tweaked port of OutRun 2 on its downloadable Xbox Live Arcade service, well, of course I was going to play it again.

    3D Classics OutRun is arguably a step back technology-wise from OutRun 2 and its spinoffs; it's based on the original 16-bit sprite-based graphics rather than being rendered in full polygonal glory. This is true to the original game, however, and there are a few little tweaks here and there to bring it a bit more up to date. It runs at 60 frames per second, for one thing, making it look smoother than the arcade version ever did, and makes excellent use of the 3DS' glasses-free stereoscopic 3D for some impressive visual effects. Possibly my favourite "pointless but cool" feature in it, however, is the simulation of the arcade cabinets' movement that you can turn on; OutRun was one of the many arcade games in the period that had "Deluxe" cabinets featuring hydraulics that would cause your seat to move around as you played. Your field of vision on the tiny screen of the 3DS isn't quite the same as literally feeling your car being slammed around corners, but it's a decent enough approximation, and a fun (and optional) effect to play with.

    But enough about the technical side of things; every time I play some variation on OutRun I find myself pining for this lost age of racing games. Not necessarily because of the graphics or the style of play or anything — playing racing games with strict countdown time limits can be a bit of a culture shock these days! — but because they feature a subtle difference from most modern racing games in that they are point-to-point racers rather than lap-based.

    I like point-to-point races, and we don't see nearly enough of them in modern racing games. There are exceptions, mind you: Burnout 2 had a nice little feature where once you completed the various events in one area, you then had a point-to-point race to get to the next one; Burnout Paradise was almost entirely point-to-point races; the Midnight Club series took an enjoyably chaotic approach to point-to-point racing by allowing you to choose your own route through an open-world city, so long as you hit the checkpoints along the way. But despite these examples, many of the racers we have today are lap-based.

    Why is this something I care about? Well, lap-based racers are fun, of course, and allow you to learn the course, even within a single race. Point-to-point racers, meanwhile, have a wonderful sense of going on a journey, and in the case of games like OutRun, it's immensely satisfying to successfully reach the next stage of said journey and see what new scenery there is to admire a little further down the road. OutRun even takes this one step further, by providing a fork in the road at the end of each stage, allowing you to continue in one of two different directions to create your own custom route through the game.

    3D Classics OutRun isn't a deep game in the slightest, especially when held up against more modern examples. But there's a purity to the experience that you just don't get in more realistic fare; it's a game that revels in the enjoyment of taking a fast car on a rollercoaster ride and seeing how far you can get this time. I love it, and I'm happy it's still a relevant game in 2015!

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    2127: Hero of Hyrule https://imnotdoctorwho.moegamer.net/2015/11/16/2127-hero-of-hyrule/ https://imnotdoctorwho.moegamer.net/2015/11/16/2127-hero-of-hyrule/#respond Mon, 16 Nov 2015 23:04:46 +0000 https://angryjedi.wordpress.com/?p=8156 All the pointless bickering over the distinctly stupidly named "Linkle" the other day got me thinking about The Legend of Zelda. "Linkle", if you somehow missed this, is effectively a genderbent version of Zelda protagonist Link who is set to appear in the upcoming 3DS version of Hyrule Warriors Legends; rather than a simple reskin, however, she appears to be her … Continue reading 2127: Hero of Hyrule

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    All the pointless bickering over the distinctly stupidly named "Linkle" the other day got me thinking about The Legend of Zelda. "Linkle", if you somehow missed this, is effectively a genderbent version of Zelda protagonist Link who is set to appear in the upcoming 3DS version of Hyrule Warriors Legends; rather than a simple reskin, however, she appears to be her own unique character. Which is cool, especially as she's kinda cute!

    But anyway. As I was saying, I got thinking about The Legend of Zelda and how it's a series that has, for one reason or another, kind of passed me by a bit over the years. There was a period when I was very much into it — I've beaten A Link to the Past numerous times on the SNES, and absolutely adore Majora's Mask — but for some reason, the other games haven't stuck with me. I didn't make it through Twilight Princess or Wind Waker, and I didn't even play Skyward Sword, let alone the numerous handheld incarnations that have appeared over the years.

    I thought, out of idle curiosity, that I'd casually start way back at the beginning with the original NES version of The Legend of Zelda and see how far I get before I don't feel like playing any more. I was also curious to see how the series had developed over the years, because for sure it's come a very long way since the original game.

    The original game, however, is still surprisingly solid, if rather challenging, to say the least. One thing that stands out immediately is how little handholding it offers; it presents the player with a sprawling open world which they're expected to navigate themselves around without the aid of objective markers, and several dungeons which can theoretically be completed in any order. Compared to later Zelda games, these dungeons are relatively simple and don't have a great deal in the way of puzzles, though there are a couple that are effectively "gated" by requiring items found in other dungeons to access.

    I won't lie and pretend that I'm going through The Legend of Zelda completely blind; it is, after all, 2015, and the Internet exists, so there's little reason to play the game without the benefit of, say, a map. I'm not using a walkthrough, mind you, just a map to show where all the areas are and how they connect to one another, since this is the sort of thing that tended to be included in the physical manuals of games way back in the day.

    I'm actually rather enjoying the sense of exploration and discovery that the lack of tutorial messages and, indeed, developing plot provides: it makes The Legend of Zelda feel like a very "pure" gaming experience that is satisfying — and, at times, frustrating — to work through. Plus if nothing else it's something to do while waiting for dungeon queues in Final Fantasy XIV…

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    2126: One of Those Times https://imnotdoctorwho.moegamer.net/2015/11/15/2126-one-of-those-times/ https://imnotdoctorwho.moegamer.net/2015/11/15/2126-one-of-those-times/#respond Sun, 15 Nov 2015 23:54:40 +0000 https://angryjedi.wordpress.com/?p=8153 I've been having a rough few days, depression- and anxiety-wise. Things have been "getting to me" more than they have for a long time, and today felt particularly bad; earlier in the day I just needed  a cry more than anything. I wasn't crying over anything in particular; it just happened. Everything was too much. I … Continue reading 2126: One of Those Times

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    I've been having a rough few days, depression- and anxiety-wise. Things have been "getting to me" more than they have for a long time, and today felt particularly bad; earlier in the day I just needed  a cry more than anything. I wasn't crying over anything in particular; it just happened. Everything was too much. I felt a little better afterwards, but there's still some residual bleakness lurking around inside my head.

    I was interested to see on Twitter that a friend of mine had also been having a rough time with his mental health, in his case noting that his anger at something that might seem relatively "trivial" to an outside observer had actually led him to self-harm for the first time in quite a while. Like me, he noted that the incident itself wasn't a particular catalyst for his reaction; it was, presumably, just more a case of "the straw that broke the camel's back", and everything coming to a head leading to something mental snapping.

    Times like this seem to come for a lot of people around the same sort of time. I don't really know what causes it, but it's interesting to ponder. In this particular instance, it's entirely possible that the horrible things that have been going on in Paris have subconsciously infiltrated our minds and have been influencing our thoughts in negative directions, but to be perfectly frank, it doesn't feel that way to me at all; I'd been feeling bleak and miserable before all that happened, so perhaps it's something else.

    Maybe it's environmental? We're coming into winter now, and the evenings are getting darker earlier, making the whole world seem just a little bit more closed-in and oppressive to some people. I've always quite liked the night, but it being dark outside is very much a signal to the body that "the day is over, it's probably time to do relaxing things and/or sleep now" and as such isn't particularly conducive to being productive.

    Maybe there's some sort of physical reason; a literal "something in the air", as it were. Air pressure can sometimes have an effect on the way you feel physically, so perhaps there's an effect on mental wellbeing too, or perhaps just the changing weather of the advancing seasons has an impact on how everyone's feeling.

    Or maybe it's even some sort of metaphysical, spiritual thing; the balance between Light and Dark, Good and Evil being off or something. (It's probably not this. But you never really know, do you?)

    Whatever it is, it's pretty crappy, and I know from today that I'm not the only one who is feeling a bit bleak and miserable about everything for no real reason at the moment. As such, I'd like to say to anyone out there who is feeling a bit low that I hope things look up for you soon, and remember that it's often really helpful to try and express the things you're feeling, even if you can't quite explain them. Talk to a friend; write them down in a journal; blog them as I have; tweet them to your followers. Looking at things from another perspective can sometimes be helpful, and even if it isn't, it can give you a much-needed sense of relief and release to just get all those stray, dark thoughts out of your head.

    Be well, everyone!

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    2125: Walk a Mile in the Tank's Shoes https://imnotdoctorwho.moegamer.net/2015/11/15/2125-walk-a-mile-in-the-tanks-shoes/ https://imnotdoctorwho.moegamer.net/2015/11/15/2125-walk-a-mile-in-the-tanks-shoes/#respond Sun, 15 Nov 2015 02:42:07 +0000 https://angryjedi.wordpress.com/?p=8149 One of the things I really like about Final Fantasy XIV is how easy it is to switch jobs to one of the other classes. Swap out your weapon (and, more than likely, armour) and bam: you're another class, with no need to create a new character. This system encourages people to try out more than … Continue reading 2125: Walk a Mile in the Tank's Shoes

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    One of the things I really like about Final Fantasy XIV is how easy it is to switch jobs to one of the other classes. Swap out your weapon (and, more than likely, armour) and bam: you're another class, with no need to create a new character.

    This system encourages people to try out more than the class they start with, and provides a great opportunity for players to learn about not just the role they choose to "main", but also other types of character they might run into in cooperative content.

    It's actually really interesting to run the same thing as each of the three main types of character — tank, healer, DPS — because the experience is often significantly different for each. And it's not always just a case of "tank stands in front of monsters, DPS stand behind, healer makes sure no-one dies" — one of Final Fantasy XIV's biggest strengths is that its encounters are often designed to keep things interesting for everyone in the party, with tanks, healers and DPS alike being expected to deal with mechanics and take care of themselves as much as possible.

    Take something like the fourth floor of the Alexander raid, for example. As a tank, your job is relatively straightforward: stand at the front repeatedly hacking away at The Manipulator's legs until it falls over; try and mitigate as much of the incoming damage as possible. Straightforward, that is, unless you're the off-tank, in which case you'll be frequently sucked into a side "Quarantine" room with a DPS and expected to defeat a not-particularly-tough add before being returned to your party. DPS, meanwhile, are expected to pop exploding orbs that appear around the room, try and position themselves so tanks can intercept damage from laser attacks, defeat additional enemies as quickly as possible and, above all, try not to die. And the healers, aside from keeping everyone standing, have to deal with a unique mechanic in the last phase where they need to keep apart from each other and the rest of the party, lest everyone keel over dead.

    It's not always this complex, of course, but even so, walking a few miles in each of the three roles' shoes gives you a better overall understanding of how the game as a whole works, and that's really important when playing cooperatively — if only to know exactly what all those buffs the healers are throwing on you mean, and that you shouldn't Stun enemies when the Dark Knight has Blood Price up!

    That and it's just kind of fun to see how the different classes play, because even in ostensibly similar classes (Paladin, Dark Knight, Warrior, for example — all are tanks) there's plenty of variation in play style and overall "feel". You might even find yourself liking a new class more than what you originally considered to be your "main" — it's happened to me twice to date!

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    2124: Here are 35 Games From Between 1981 and Now with Female Protagonists https://imnotdoctorwho.moegamer.net/2015/11/13/2124-here-are-35-games-from-between-1981-and-now-with-female-protagonists/ https://imnotdoctorwho.moegamer.net/2015/11/13/2124-here-are-35-games-from-between-1981-and-now-with-female-protagonists/#respond Fri, 13 Nov 2015 16:43:59 +0000 https://angryjedi.wordpress.com/?p=8146 Polygon wrote something dumb the other day. As most of you know, this is nothing unusual, so I'm not even going to bother to link to an archive this time. The gist of the piece, though, was that female-fronted video games are New and Exciting, and their evidence for this was Assassin's Creed Syndicate (which features both … Continue reading 2124: Here are 35 Games From Between 1981 and Now with Female Protagonists

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    Polygon wrote something dumb the other day. As most of you know, this is nothing unusual, so I'm not even going to bother to link to an archive this time. The gist of the piece, though, was that female-fronted video games are New and Exciting, and their evidence for this was Assassin's Creed Syndicate (which features both a male and a female protagonist) and Fallout 4 (which features customisable, player-created protagonists).

    Trouble is, it's not the first time either of those games have had a female protagonist. Assassin's Creed Liberation featured only a female protagonist — no bloke with whom to share the limelight — and Fallout has had a selectable character gender since its very first installment. In fact, female-fronted games are nothing new at all. And as an attempt to prove this, I am going to list one game from every year since I was born in 1981 that featured a female protagonist, be it of the pre-scripted, "written" variety, or the ability for the player to create their own female character with which to experience the game.

    1981: Ultima

    One of the earliest role-playing games, Richard Garriott's Ultima set the mould for many future titles to follow. It featured a fairly comprehensive, customisable character creation system that included the option to play as either male or female characters. Rather progressively, this choice was purely cosmetic, and had no effect on your stats whatsoever; none of that "women are weaker but can run faster" stuff here.

    1982: Ms. Pac-Man

    Ms. Pac-Man was copyrighted in 1981, but actually came out in 1982. Developed and released by Midway without the authorisation of Namco, Ms. Pac-Man is a very fondly regarded game that some people even prefer to the original Pac-Man.

    1983: Ultima III

    Cheating? Nah. Ultima III was an important installment in the series, as it was one of the first games to feature tactical turn-based combat. It also allowed you to select your gender as male, female or "other". How progressive!

    1984: Ice Climber

    Nintendo's two-player platformer featured both male and female protagonists who had exactly the same abilities.

    1985: Gauntlet

    Inspired by Dandy Dungeons from two years earlier, Gauntlet combined the aesthetic and theme of dungeon-crawling role-playing games with the immediacy and action of an arcade game. It had four playable characters, one of whom was a woman.

    1986: Metroid

    Samus, that armor-clad badass you play for the whole game, is a lady. Surprise!

    1987: Phantasy Star

    Sega's excellent sci-fi dungeon-crawling RPG (bring graph paper) had a female protagonist by the name of Alys. She was cool.

    1988: Super Mario Bros. 2

    Rather than getting kidnapped, Peach (then known as Princess Toadstool) was instead a playable character in the American and European release of Super Mario Bros. 2, which was actually a reskinned version of a Japanese game called Doki Doki Panic. Peach was one of the most useful characters due to her ability to float for several seconds after a jump, allowing her to reach places the other characters might have had difficulty with.

    1989: The Colonel's Bequest

    One of Roberta "King's Quest" Williams' early games, The Colonel's Bequest was noteworthy for being a somewhat more mature-themed take on the adventure game than its stablemates from Sierra (and Williams herself). Its protagonist was a woman named Laura Bow, who fronted both this game and its sequel The Dagger of Amon Ra in a short-lived mini-series.

    1990: Gauntlet: The Third Encounter

    Gauntlet's Atari Lynx-exclusive incarnation was noteworthy for taking longer to complete than a set of batteries in the Lynx would last. It also had an array of peculiarly unconventional protagonists such as "Nerd" and "Pirate", but also brought back the Valkyrie from the original Gauntlet. She is a lady.

    1991: Street Fighter II

    The world's first encounter with Chun-Li's thighs, and the world was never the same again. For many people, Street Fighter II was the first time a female character had been so noticeable in a major release, though as we've seen, there have been plenty of examples in the preceding years.

    1992: Alone in the Dark

    The first fixed camera angle 3D survival horror game, Alone in the Dark allowed you to play as either a male or female protagonist.

    1993: Lost in Time

    A gorgeous adventure game from Coktel Vision, Lost in Time featured a female protagonist, full-motion video, freely explorable 3D rendered backdrops and all manner of other goodness.

    1994: Super Metroid

    Samus is still a lady.

    1995: Phantasmagoria

    Noteworthy for several reasons: a female protagonist, coming on about a bajillion CDs due to all its full-motion video, being rather more adult-oriented than the rest of Sierra's catalogue, which was mostly family-friendly, and attracting controversy for its extreme violence and rape scene.

    1996: Dead or Alive

    While Street Fighter II was noteworthy for introducing us to Chun-Li, she was but one woman in a cast of mostly men. Dead or Alive gave us a cast with four women to play: Kasumi, Ayame, Lei Fang and Tina.

    1997: Ultima Online

    You could be anyone you wanted to in this, male or female. You didn't even have to be an adventurer if you didn't want to; you could play the game and become a shopkeeper or crafting specialist.

    1998: Parasite Eve

    Square's peculiar blend of survival horror and RPG wasn't entirely successful at what it set out to do, but its protagonist Aya Brea was pretty badass and went on to star in a couple of sequels.

    1999: UmJammer Lammy

    The sequel to PaRappa the Rapper featured a leading lady guitarist instead of a rapping dog. Playing it still felt like you were tripping balls.

    2000: Resident Evil Code: Veronica

    The Resident Evil series as a whole had always had playable women; Code Veronica put female protagonist Claire Redfield very much front and centre.

    2001: Baldur's Gate: Dark Alliance

    A spinoff of the Baldur's Gate series of Dungeons and Dragons-themed RPGs on PC, Dark Alliance was a Diablo-style action RPG for one or two players, and had a playable female character in the form of the elven Sorceress.

    2002: Fatal Frame

    This absolutely terrifying game featured a playable female protagonist, though you played as her brother for the prologue sequence.

    2003: Dark Chronicle/Dark Cloud 2

    This sequel to one of the more unusual RPGs out there featured both a male and female protagonist that you could switch between at any time.

    2004: Metroid: Zero Mission

    Samus is still a lady!

    2005: Indigo Prophecy/Fahrenheit

    The world's first encounter with David Cage featured several different playable characters, including a woman and a black dude.

    2006: Dreamfall: The Longest Journey

    Not one, but two playable ladies in this adventure game and sequel to the wonderful The Longest Journey (which also had a lady in the leading role).

    2007: Tomb Raider Anniversary

    Can't talk about gaming ladies without having Lara Croft in there somewhere. Tomb Raider Anniversary was a considerably enhanced remake of the original game.

    2008: Castlevania: Order of Ecclesia

    This year's Castlevania game brought us Shanoa, a pretty awesome female protagonist who would be seen again in the underrated PS3 and Xbox 360 time-attack Castlevania.

    2009: OneChanbara: Bikini Samurai Squad

    Exploitative it may be — and deliberately so — but OneChanbara certainly features some of the most ass-kicking young ladies you'll see in gaming.

    2010: Final Fantasy XIII

    Love it or hate it — I love it, everyone else hates it — Final Fantasy XIII had a highly capable woman at the helm. For double Progressive Points, the one black character in the main cast was also arguably one of the most well-realised characters in the whole thing.

    2011: Hyperdimension Neptunia

    An all-female cast, with any male characters being literally faceless, the original Hyperdimension Neptunia managed to kick off what has become a highly successful series even after some atrocious reviews from people who really didn't "get it".

    2012: Atelier Meruru

    The Atelier series is pretty much the nicest series in existence, and has always had pretty girls at the helm. This year's installment was the wonderful Meruru, the third and final installment of the Arland trilogy, and a favourite of many series fans.

    2013: Gone Home

    A favourite of progressive, narrative-loving types, Gone Home was a "walking simulator" with a female playable protagonist who ultimately was of little importance to the story; instead, the story was largely focused on her sister, who, being her sister, was also a lady.

    2014: Senran Kagura: Shinovi Versus

    The Vita installment of this lovely hack-and-slash series of brawlers came out this year, and features some wonderfully well-realised characters in its almost all-female cast.

    2015: Life is Strange

    Another narrative-heavy game, this well-received episodic series featured a female protagonist.


    I think I've made my point. Can we stop with this shit now?

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    2123: Duty Complete: 24 Hours in Eorzea https://imnotdoctorwho.moegamer.net/2015/11/12/2123-duty-complete-24-hours-in-eorzea/ https://imnotdoctorwho.moegamer.net/2015/11/12/2123-duty-complete-24-hours-in-eorzea/#respond Thu, 12 Nov 2015 22:02:51 +0000 https://angryjedi.wordpress.com/?p=8143 Well, I'm all done! I have indeed played Final Fantasy XIV for 24 hours. Ish. (The game went down for maintenance between 7 and 11 this morning, so I must confess I snatched a quick nap, then was back on until 24 hours after I originally started.) In total at the time of writing I raised $280, … Continue reading 2123: Duty Complete: 24 Hours in Eorzea

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    Well, I'm all done! I have indeed played Final Fantasy XIV for 24 hours. Ish. (The game went down for maintenance between 7 and 11 this morning, so I must confess I snatched a quick nap, then was back on until 24 hours after I originally started.) In total at the time of writing I raised $280, which was well over my initial goal of $100, so I'm very pleased with that. A big thank you to everyone who watched my stream, and an even bigger thank you to those who dug deep and flung some cash at Children's Miracle Network Hospitals in appreciation of my efforts. You can find my archives here, and if you want to make a last-minute donation, you can do so here.

    It's been a lot of fun! Spending such a protracted amount of time with the game has meant I've been able to plough through a bunch of interesting things, most notably the new Lord of Verminion minigame, which actually turned out to be surprisingly great.

    Part of my reason for wanting to spend so long playing nothing but FFXIV was to check out all the new stuff in version 3.1 that launched on Tuesday, so I thought I'd spend today's post pondering my thoughts on the things that spring immediately to mind.

    The Diadem

    The Exploratory Missions to The Diadem were one of the things I was most interested about in the update, and they seem to be an interesting affair, to be sure, and absolutely unlike anything else in the rest of the game. Whereas most of the group content in the game is strictly linear — even boss fights follow strict phase-based progressions and "dance steps" to learn — The Diadem is a much more freeform experience, somewhat akin to exploring out in the open world, with the notable difference that everything in The Diadem both wants to and is absolutely, positively able to kill you, even if you're well geared. (This is a common criticism of Final Fantasy XIV and many MMOs in general; once you reach a certain level of power, monsters out in the open world simply cease to be threatening in the slightest.)

    There are a number of ways you can tackle The Diadem. The optimal way to do so is to form a 24-player alliance of three 8-player parties with your Free Company and take your own airships. While The Diadem allows a maximum of 72 players in the zone in total, entering as a full alliance allows you a certain amount of control and influence over what goes on in there rather than having to contend with clashing egos and people trying to give orders in /shout.

    Execution-wise, of all things, The Diadem feels a bit like Diablo meets Final Fantasy XIV. You explore, you beat up monsters, most of them drop Stuff, some of which is useful and others of which is little more than fodder to exchange for tokens (which can subsequently be exchanged for better stuff) and you repeat the process until you're either bored or your allotted 90 minutes is up. There are clearly a bunch of hidden mechanics that people haven't quite figured out just yet, most notably with regard to the spawning of "Notorious Monsters", extremely powerful monsters that most likely require the cooperation of all 72 players in the area to take down. For now, the assumption seems to be that killing stuff as quickly as possible hastens the spawn of NMs, so once all the parties have completed their three objectives to get their 40 Allagan Tomestones of Esoterics, attention tends to turn to efficient killing.

    The Notorious Monsters themselves — and indeed the monsters you fight around the zone — are pretty cool, as many of them make use of mechanics usually only seen in boss fights in dungeons. While some can be pretty much brute-forced with a simple tank-and-spank approach, the tougher opponents require dodging and careful use of all your abilities to defeat. They also usually drop better rewards, too, with the most coveted items being item level 210 pieces of equipment that are roughly equivalent in power to upgraded Esoterics gear — some of the best gear in the game at present.

    There's a bit of figuring out still to do here, but I enjoyed my two trips into The Diadem, and am looking forward to more.

    The Void Ark

    The new 24-player raid is a highlight of the new patch for sure, featuring some cool environments (with dynamic scripted environmental effects as you explore) and some great boss fights.

    Overall, it feels a bit tougher than the Crystal Tower raids of A Realm Reborn, though this may be more to do with average gear levels than actual difficulty. There are certainly a couple of bosses in particular that seem to give groups difficulty, though, most notably the penultimate boss Cuchulainn, who has a whole raft of mechanics to contend with, and who proves to be something of a stumbling block for many alliances, for what I've heard. (The final boss Echidna is considerably easier after the horror that is Cuchulainn, though, which is something of a relief.)

    I like Void Ark, and I especially like that it offers some decent rewards. The Item Level 200 gear is nice, but even nicer is the weekly guaranteed drop of an item that can be exchanged for Esoterics upgrade items, providing an easy means of boosting your overall power level by a bit.

    Lord of Verminion

    This was actually probably my biggest surprise of my 24-hour stream, as I ended up playing a whole lot of it and genuinely enjoying the experience. Not bad for something that I was ready to write off as a silly distraction that had no point whatsoever. I'm still not entirely sure it really has a point beyond playing just for the sake of it, but I found playing through the 24 single-player challenge missions to be great fun.

    Lord of  Verminion allows you to use any of the collectible minions you've acquired over the course of the game in a real-time strategy game in which the basic aim is to destroy your opponent's three Arcana Crystals before they do the same thing to you. Combat is based on a straightforward rock-paper-scissors mechanic — Poppet beats Monster beats Critter beats Poppet — but each minion also has its own HP, attack and defense values along with a special move that they can trigger when in a group of four identical units who have "charged" their Action Points. These special moves vary from temporary buffs to powerful attacks, and some of them remove the minions using them from the field, so you have to be a bit careful.

    What I really liked about the single-player challenges is that rather than just a sequence of standard matches, you also have boss fights along the way, many of which actually use mechanics from their counterparts in the "real" dungeons and raids in Final Fantasy XIV. Most notably, the final Lord of Verminion challenge is essentially a recreation of Turn 4 of The Final Coil of Bahamut, with your summoned minions taking on the Elder Primal Bahamut himself, dodging his powerful Megaflare attacks while attempting to damage him as much as possible as quickly as possible.

    Plus beating all 24 challenges gets you a Twintania minion, which I'm willing to bet not too many people have just yet, so I shall enjoy being one of the few for the little while that lasts!

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    2122: EXTRA LIFE: 24 Hours in Eorzea - Tonight from 8pm UK Time https://imnotdoctorwho.moegamer.net/2015/11/11/2122-extra-life-24-hours-in-eorzea-tonight-from-8pm-uk-time/ https://imnotdoctorwho.moegamer.net/2015/11/11/2122-extra-life-24-hours-in-eorzea-tonight-from-8pm-uk-time/#respond Wed, 11 Nov 2015 14:47:58 +0000 https://angryjedi.wordpress.com/?p=8139 A somewhat different post to usual today in that I'm promoting something I'm doing later rather than just writing about what's been happening today. I've been meaning to participate in the Extra Life gaming marathon for the past few years, but for various reasons have never quite got around to it. Finding myself with a free 24 … Continue reading 2122: EXTRA LIFE: 24 Hours in Eorzea - Tonight from 8pm UK Time

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    A somewhat different post to usual today in that I'm promoting something I'm doing later rather than just writing about what's been happening today.

    I've been meaning to participate in the Extra Life gaming marathon for the past few years, but for various reasons have never quite got around to it. Finding myself with a free 24 hours or so, though, I've decided to spend 24 continuous(ish) hours playing Final Fantasy XIV in an attempt to 1) raise some money for Children's Miracle Network Hospitals and 2) thoroughly explore both the new patch 3.1 content and aspects of the game I haven't delved into too much as yet.

    From my Extra Life page, where you can donate:

    Hi everyone!

    While the world is busy with Fallout 4 and Call of Duty Black Ops III, I continue my life's work of yammering on about Final Fantasy XIV until people give it a try just to shut me up.

    This year's Extra Life conveniently falls around the first major content patch for Heavensward, which means there will be lots of exciting new stuff to explore, including the Extreme-level version of the Thordan boss fight, airship exploration missions in the Diadem and much more besides. So I figured why not take the opportunity to show what's new in version 3.1 — or perhaps, for some of you, what's new since you last tried the game, or even what this Final Fantasy XIV malarkey is about in the first place — and hopefully raise some money in the process.

    I'll be streaming on Twitch between 8pm UK time on Wednesday November 11 and 8pm on Thursday November 12; there may be brief gaps for food, drinks and whatnot, but otherwise I'm aiming for a full 24 hours in Eorzea. Join me!

    ABOUT EXTRA LIFE

    Children's Miracle Network Hospitals treat thousands of children each year, regardless of their family's ability to pay. These kids are facing scary stuff like cancer, cystic fibrosis, and injuries from accidents to name just a few.

    Extra Life is a huge worldwide celebration of the social impact of gamers of all kinds: from video games to board games and tabletop RPGs! Since 2010, Extra Life has raised more than $14 million to help children's hospitals provide critical treatments and healthcare services, pediatric medical equipment, research and charitible care. It's my sincere hope that you'll find it in your heart to support my efforts with a monthly pledge or one-time gift that will go directly to my hospital.

    Your donation is tax-deductible and ALL PROCEEDS go to help kids. Donations to me will be aimed at UCSF Benioff Children's Hospital in Oakland, California, since I don't live in the U.S. but my brother John does, and that was the closest hospital to his home!

    I need your help to reach my goal For The Kids.  Please make a safe, easy donation online today.  Click the "Support This Participant" button on this page to get started.  Thank you so much for supporting my efforts!

    I was originally intending to start streaming around 5pm UK time, but I've pushed this back a little in order to take care of some business in the early evening. I will be fuelling myself with cheap knockoff energy drinks, pasta pots and anything I can convince my wife to cook up for me, and will be appearing on stream both "in character" and via webcam, all being well, assuming I can get said webcam working adequately.

    I'd greatly appreciate it if you popped in and checked out my stream for a bit, and if you're feeling particularly generous, slip a few quid to my campaign page. None of the money goes directly to me; it's being aimed directly at UCSF Benioff Children's Hospital in Oakland, California, one of the Children's Miracle Network Hospitals supported by the Extra Life initiative. I know it's not UK-based (because Extra Life is North American) but a good cause is a good cause, regardless of its geographical location, so I hope you'll consider digging deep and showing your support, both for the kids and for my endurance run!

    Thanks in advance for your support.

    The post 2122: EXTRA LIFE: 24 Hours in Eorzea - Tonight from 8pm UK Time appeared first on I'm Not Doctor Who.

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    2121: Blehhhh https://imnotdoctorwho.moegamer.net/2015/11/10/2121-blehhhh/ https://imnotdoctorwho.moegamer.net/2015/11/10/2121-blehhhh/#respond Tue, 10 Nov 2015 23:29:29 +0000 https://angryjedi.wordpress.com/?p=8136 It has been what can be politely described as a "challenging" couple of days, in the same way that a child in a classroom who eats curtains and communicates through punching his adjacent classmates in the face and testicles can be described as "challenging". I shan't go into details, but suffice to say I have … Continue reading 2121: Blehhhh

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    It has been what can be politely described as a "challenging" couple of days, in the same way that a child in a classroom who eats curtains and communicates through punching his adjacent classmates in the face and testicles can be described as "challenging". I shan't go into details, but suffice to say I have spent a considerable proportion of the last couple of days either staring at a wall, staring at the ceiling, crying into a pillow, just plain ol' crying and wanting to set fire to everything and everyone in the world. Sometimes all of the above at the same time.

    These periods seem to come along every so often in most people's lives, and different people deal with them in different ways. I've never quite figured out the best way of dealing with them — or "coping", as experts in psychobabble like to describe it — but I have at least never found myself in a place where I want to hurt myself, block out the world with drink or drugs, abuse other people for my own gratification, or anything else actively harmful to myself, others or both. This is for the best, I suppose, but it also leaves me feeling, at times, like I should be doing something "more" to bring myself closure in these dark periods of my life. Perhaps the act of writing this is a means of providing closure in itself; I couldn't say as I type this, because I haven't yet finished writing it and I'm still feeling pretty shitty but can't yet comment on how I'll feel when I get to the end of it all. If that makes sense.

    The mental capacity we humans have can be troublesome at times. While our wonderful brains allow us to enjoy art, music, emotions, love, sex for more than procreation, video games, the taste of HP sauce on a sausage sandwich and plenty of other things besides, it is all too apparent that it's an extremely delicate chemical balance going on in there, and it tipping slightly one way or the other can have pretty devastating effects on your mental wellbeing, sending you crashing into depression, flying into rage, becoming wracked with anxiety or paralysed with fear. And it never seems to be predictable, either; sometimes something can make you feel one way, making you think you can prepare yourself for it the next time, but the time after your brain decides that no, you're going to feel something at the opposite end of the emotional spectrum this time, even though the stimulus was the same. It becomes a constant rollercoaster ride of emotions, when all you really want to do is to be able to sit back and enjoy life, genuinely content and free of worries for once.

    I wonder if anyone out there is truly content and has absolute, complete inner peace. I bet even the Dalai Lama worries about leaving the gas on sometimes.

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    2120: Farewell to Socks https://imnotdoctorwho.moegamer.net/2015/11/09/2120-farewell-to-socks/ https://imnotdoctorwho.moegamer.net/2015/11/09/2120-farewell-to-socks/#respond Mon, 09 Nov 2015 17:28:25 +0000 https://angryjedi.wordpress.com/?p=8133 Hello, Socks. You can't read this, because you can't read. And because you're a rat. And because, saddest of all, we lost you today after your battle with illness. But I wanted to write this for you anyway. Perhaps someone wherever you've gone has my site bookmarked and can read you this post, or perhaps … Continue reading 2120: Farewell to Socks

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    Hello, Socks.

    You can't read this, because you can't read. And because you're a rat. And because, saddest of all, we lost you today after your battle with illness. But I wanted to write this for you anyway. Perhaps someone wherever you've gone has my site bookmarked and can read you this post, or perhaps they can just feed you bits of poppadom as you try and figure out, once and for all, whether or not it's possible to get to the top of the wheel.

    We brought you into our lives to keep Lucy company. Lucy was older than you, but she was very lonely after her friend Lara passed away peacefully, so we decided to get her some friends. That was you and Clover. You were both so tiny, but both of you captured our hearts right away; you because of your sleek, grey-brown coat, and Clover because of her endearingly scrappy-looking, extra-fluffy fur. We brought you home, and while we were worried about how Lucy would react to some unfamiliar new friends, as elderly as she was getting, it wasn't long before our minds were at rest and she was fussing over the pair of you. Where Lara had once been the one to fuss over Lucy — who always seemed "younger" than Lara, despite being a similar age — now Lucy was the one fussing over the pair of you.

    You were both very jumpy when we were first getting to know you. You seemed to feel safer when Lucy was around, though; the three of you would even come and wander around on the bed if we let you. Clover built up a bit more confidence than you; you were always the scaredy-rat, starting at any noises slightly louder than "silent" and being a bit more hesitant to come and be sociable.

    You came around, though, partly with a bit of help from the treats we liked to spoil you with, and both you and Clover started to take on your own distinct personalities — and we grew to love you both as much as we loved Lara and Lucy (and, for the short period we knew her, Willow). Clover was more adventurous and sociable, and quite possibly — forgive me — the brighter of the two of you, though both of you quickly came to recognise things like the sound of a treat bag being rustled, or a piece of lettuce being pushed through the bars of the cage for you to find and enjoy.

    You were the active one, though; you loved running on the wheel, even when you were a little bit too big for it and its curvature made you have to bend at some funny angles while you were running. You're a rat, though, and thus made of rubber, so it never seemed to be much of an issue for you. It's because you were so active and energetic that it was so sad to see your decline, though; we'd become accustomed to you charging around the cage, climbing into every nook and cranny just to see if there was anything interesting there today. To see you suffering with a wheeze that made it look painful to breathe, let alone eat or do anything more strenuous than move a few feet around every half an hour, was heartbreaking. We really felt for you, and we know that you didn't like it when we grabbed you and gave you medicine, but I think you knew that it was for the best; the last time I gave you some, you barely struggled at all, and it all went in your mouth rather than over our bedsheets and clothes.

    We hope you know that we loved you very much, and that we were very sad to see you suffering. We didn't want to have to say goodbye to you, and we did everything we could to try and make you better, but every night before I went to sleep I worried — or perhaps hoped? — that I'd wake up in the morning and you'd have found some peaceful rest with no more suffering. I guess I shouldn't be surprised that you turned out to be a stubborn little fighter, though; even though there wasn't much you could do towards the end, you kept on hanging in there, having a little nibble at some food when you could, indulging in your favourite pastime of draping yourself over Clover's sleeping figure when you just wanted to warm up a bit, propping yourself up against the side of the cage to help yourself breathe a little easier.

    Clover loved you very much, too. The two of you were very much a pair, and it's hard to contemplate a future where Clover's by herself without you by her side. But that's what we're facing now. We will miss you very much, and Clover will too; she's been very tired for a few days, because it's plain to see that she's been fussing over you and wishing she could do more to take care of you, just like we were. I hope she understands that it was time to say goodbye, and that wherever you are now, you're happier and more comfortable than you would have been wheezing in that cage. One day you'll be reunited; we hope it won't be too soon, because we love Clover a great deal, too — and, because, God's honest truth, it was impossible to pick a "favourite" out of the two of you — but when that time comes, I like to think that you'll be together again, free to do as you please, like munching your way through a massive poppadom without any sort of consequences.

    We love you, Socks, and though you can't see the tears we've shed today — and doubtless will continue to shed for a little while yet — we hope you know how much you meant to us. You were part of our lives for far too short a time, but in that time you were part of our family.

    We'll miss you. Sleep well.

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    2119: Squishing a Bug https://imnotdoctorwho.moegamer.net/2015/11/08/2119-squishing-a-bug/ https://imnotdoctorwho.moegamer.net/2015/11/08/2119-squishing-a-bug/#respond Sun, 08 Nov 2015 23:12:23 +0000 https://angryjedi.wordpress.com/?p=8130 Finally cleared Ravana Extreme in Final Fantasy XIV this evening, bringing me up to date on absolutely everything in the game so far with the exception of Alexander Savage, which I'm not in a particular hurry to rush through at the moment. Ravana, though, was a lot of fun. I'd held off even trying that fight for … Continue reading 2119: Squishing a Bug

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    Finally cleared Ravana Extreme in Final Fantasy XIV this evening, bringing me up to date on absolutely everything in the game so far with the exception of Alexander Savage, which I'm not in a particular hurry to rush through at the moment.

    Ravana, though, was a lot of fun. I'd held off even trying that fight for a while for some reason — I'd got it into my head that it would be "scary", and I didn't want to be a burden on any group who took me along with them. In some ways, this was quite a nostalgic feeling; when I first started playing Final Fantasy XIV, the prospect of pretty much any group content was absolutely terrifying, and playing a role with responsibilities more than "dodge shit, do damage" (both important, to be fair) was simply out of the question. Now, of course, my best-levelled, best-geared classes are both tanks, and I have a healer on the way to the higher levels, too, while I haven't really touched my Black Mage — the class I started with — for quite some time.

    Anyway. Ravana EX is a challenging fight, to be sure, even with decent gear. There's a lot of damage, and a lot of reliance on party members knowing and understanding mechanics together. But, for me, this sort of fight is the most satisfying kind of battle in Final Fantasy XIV; it's a really fun experience to see eight people working together, moving as a team and doing their best to overcome a stiff challenge. A couple of years ago when I first decided to check out Final Fantasy XIV more out of curiosity — and some fond memories of the 20 levels of Final Fantasy XI I played a few years back — I couldn't have imagined I'd be challenging difficult battles like this, but now I'm happy to be not exactly at the top tier of players in our Free Company, but certainly someone who can be relied on to jump in and try their best at whatever the game has to offer.

    I like Ravana EX because there's a nice combination of learnable mechanics with a little bit of randomness thrown in to make things interesting. Ravana does the same moves in the same order for the most part, and the way in which you deal with them is the same. However, things like positioning and who is initially targeted for his most powerful attacks vary with each attempt, so you have to be on your toes. As a tank, there's also some fun mechanics, most notably dodging his frontal cone "Tapasya" (sp?) attack and sharing the damage from his devastating Blinding Blade tankbuster with the offtank; it's certainly a lot more than "stand there and get hit while doing as much damage as you can". Which is nice.

    Now that I'm up to date on everything, I'm very keen to see what patch 3.1, which is out in a couple of days, has to offer. A few days ago I commented on the things I'm particularly looking forward to; mostly, I'm excited about the fact that the new content is likely to bring a bunch of people who maybe haven't played for a little while back to the game; they're tricking in already, but there will doubtless be a big surge once the patch is actually available, the main scenario storyline continues and the more impressive new content is ready to be challenged.

    In the meantime, since my Dark Knight sword failed to drop in three successful clears of Ravana, it looks like I have a bit of farming in my immediate future if I want to have a decent weapon ahead of the new Relic's arrival in 3.15…

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    2118: Mini Metro https://imnotdoctorwho.moegamer.net/2015/11/07/2118-mini-metro/ https://imnotdoctorwho.moegamer.net/2015/11/07/2118-mini-metro/#respond Sat, 07 Nov 2015 21:37:49 +0000 https://angryjedi.wordpress.com/?p=8126 A new release on Steam caught my eye earlier today: one Mini Metro, an abstract puzzle game based around the idea of subway systems. Feeling like taking a punt on something unusual, I downloaded it and was delighted to discover a simple to understand but tricky to master puzzle game with some highly original, interesting mechanics … Continue reading 2118: Mini Metro

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    A new release on Steam caught my eye earlier today: one Mini Metro, an abstract puzzle game based around the idea of subway systems. Feeling like taking a punt on something unusual, I downloaded it and was delighted to discover a simple to understand but tricky to master puzzle game with some highly original, interesting mechanics and a gorgeous, clean aesthetic.

    Mini Metro places you in charge of the subway system of one of several cities around the world. The city itself doesn't make a huge amount of difference save for the map on which the gameplay is based: most of them have some sort of body of water which will require you to construct tunnels or bridges to traverse, and you only have a limited number of these to use.

    The mechanics are simple: stations appear across the map, represented as large shapes. At each station, small shapes appear to represent commuters. The shape of the commuter represents the station they want to get to. They're not fussy about which one of several identical stations they get to, but they most certainly do want to get to, say, a "triangle" station. In order to fulfil their requests, you need to draw coloured subway lines between the stations in order to set up efficient routes. You begin with just a couple of available colours, but as each in-game "week" passes, you have the option of adding more lines to your network — though you have to be careful, as if you don't have an actual train to put on the line, it's not much good to anyone!

    London (1138)

    As the game progresses, more and more stations appear and the map zooms out to expand the available playing area. Certain stations may be replaced by unique symbols such as stars or pentagons, too, forcing you to ensure that these stations have good access from all lines, or at least a relatively straightforward route of interchanges to use. In order to manage with the growing requirements of your city's commuters, each "week" you get a new locomotive to add to your network, as well as the choice between either a new colour of line to add or an extra carriage to add to one of your trains, improving its capacity. Using these upgrades effectively is key to success just as much as laying out your lines carefully.

    There's a few different ways to play, too: the standard mode simply ends when one of your stations becomes overcrowded, the endless mode keeps playing regardless of overcrowding, and the Extreme mode forces you to live with your mistakes, as unlike the normal mode you are unable to edit your lines or trains once you've put them down. There's also a Daily Challenge mode, where everyone gets the same level to play on a given day, and competes for the best ranking on leaderboards.

    I've only played about an hour of Mini Metro so far, but I anticipate it being one of those games I dip into every so often when I have a few spare minutes to while away. It's an understated, fun little game with some excellent mechanics and a lovely aesthetic, and if you're a fan of more abstract games it's well worth a look.

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    2117: Preparing for the Coming Darkness https://imnotdoctorwho.moegamer.net/2015/11/06/2117-preparing-for-the-coming-darkness/ https://imnotdoctorwho.moegamer.net/2015/11/06/2117-preparing-for-the-coming-darkness/#respond Fri, 06 Nov 2015 21:26:44 +0000 https://angryjedi.wordpress.com/?p=8123 The preliminary patch notes for the long-awaited Version 3.1 of Final Fantasy XIV were released earlier today, and there's a lot to take in! Main Scenario Heavensward's main scenario was satisfyingly complete, with a wonderful final boss fight. But, in the best tradition of Final Fantasy XIV to date, it teased a coming storm, specifically involving a "Warrior of Darkness", … Continue reading 2117: Preparing for the Coming Darkness

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    The preliminary patch notes for the long-awaited Version 3.1 of Final Fantasy XIV were released earlier today, and there's a lot to take in!

    Main Scenario

    Heavensward's main scenario was satisfyingly complete, with a wonderful final boss fight. But, in the best tradition of Final Fantasy XIV to date, it teased a coming storm, specifically involving a "Warrior of Darkness", who is presumably intended to be some sort of dark counterpart to our own player characters, the Warrior of Light.

    Yoshi-P spoke in a Japanese language interview recently in a bit more detail about 3.1 and what to expect from the main scenario. It seems like the game will be moving away from the completely linear main scenario quest it's had to date, and will instead have a number of concurrent storylines. The reason for this is partly practical — parallel storylines afford the opportunity for the devs to unlock group content a bit more quickly rather than relying on linear main story progress — and partly to allow the story to develop in a few different directions simultaneously. It should also — hopefully, anyway — discourage people from skipping the (actually really good, well-written) main scenario quests just so they can get at the new dungeons/trials/whatevers.

    Anyway. I'm not yet sure where the main scenario will be taking us, but it's clear we'll be seeing more of the shadowy Ascians, who are the Recurring Bad Guys You Never Actually Defeat that you always need in an MMO. We'll also be seeing the Warrior of Darkness, presumably, and perhaps visiting some strange and wonderful locales. Given that Heavensward appears to be heavily inspired by Final Fantasy IV, it's entirely possible we'll be taking a trip to the moon at some point, though exactly how that will be implemented remains to be seen, particularly as there's still a whole lot of Hydaelyn left to explore.

    Dungeons

    As I've previously noted, the fact that there are only two new dungeons in 3.1 was initially disappointing to me, but hopefully they should be good fun. The Arboretum dungeon in particular sounds like it has the potential to be interesting and challenging, and Pharos Sirius (Hard) apparently has a bunch of surprises in store; it's not just a run from the top of the lighthouse down to the bottom, as its appearance in the recent trailer seemed to indicate.

    On the raid front, the Void Ark 24-man raid dungeon will doubtless be a highlight. It looks like it will have a suitably menacing atmosphere that's a bit different from other dungeons we've seen to date. It also sounds as if there will be some sort of diverging path mechanic, where the three 8-man parties will split off in different directions to do different things at the same time. Whether this is similar to the Atomos fight in Labyrinth of the Ancients, which simply involved three groups doing the same thing in different places at the same time, or something more ambitious remains to be seen. Either way, I'm looking forward to it a great deal — particularly as we're making a big effort to try and get a full 24-person Free Company run going the weekend after the patch.

    Trials

    Thordan Extreme, or rather The Minstrel's Ballad: Thordan's Reign is the big highlight here. A reprise of the formula from The Minstrel's Ballad: Ultima's Bane, Thordan's Reign is a more difficult version of Heavensward's spectacular but disappointingly easy final boss fight. Supposedly its difficulty is tuned somewhere between the current Extreme primals Bismarck and Ravana, and the current "Savage" raid dungeon Alexander, though it was also compared to the notorious Turn 9, still regarded as one of the most difficult fights in the game, even when playing with unsynced item and character levels.

    Thordan's Reign will apparently be a ten-phase fight, making it sound as if it will be one of the most complicated fights in the game to learn, depending on how complex each individual phase is. To put this in context, the previous most difficult fights in the game had considerably fewer phases: Turn 5 had five, Turn 9 had four, Turn 13 had four, though each of these phases had a number of different mechanics that had to be dealt with appropriately. It's entirely possible that each "phase" of Thordan's Reign will have just one or two different mechanics at a time, but we shall see!

    The Diadem

    This is the bit I'm most interested in: the Exploration Missions, in which you fly off in an airship (either borrowed from Ishgard or belonging to your Free Company) to explore floating islands in the sky. Once there, you have 90 minutes to piss about with up to 71 other people, killing monsters, finding treasure, gathering goodies and completing objectives. The rewards are worthwhile, too; Tomestones of Esoterics will be awarded for completing objectives, and treasure chests dropped by monsters will contain item level 210 equipment, which is theoretically among some of the best in the game, though their randomised secondary stats will make them either amazing or useless for anything other than spiritbonding.

    The reason I'm most excited about The Diadem is that it's probably the most significant shakeup to Final Fantasy XIV's structure since the launch of A Realm Reborn. Up until now, the game has followed a fairly standard formula: solo content in the open world, group content in linear instances, occasional group open world activities such as FATEs and Hunts. The Diadem occupies a curious space somewhere between an instanced dungeon and open world content; the area you're in is instanced and time-limited like a dungeon or trial, but there may be other players in there at the same time as you and your friends, and the structure is inherently more open-ended than the extremely linearly designed dungeons and trials. In other words, a trip to The Diadem will not be something you can "learn" and then perform by rote like the current dungeons and trials — not that there's anything wrong with that format! — but rather, hopefully anyway, will provide a degree of randomness that will make things interesting to revisit time and time again.

    Relic

    The new Relic — known as an Anima weapon — isn't launching with 3.1, but is instead coming a month later in 3.15. The previous Relic quest was one of the most notoriously time-consuming activities in the game, intended to be an alternative route to getting one of the best weapons in the game for those who didn't want to — or weren't able to — raid. We know next to nothing about what the new Relic questline will involve as yet, but you can probably count on it involving grinding, revisiting old content, completing objectives and a shared sense of camaraderie with your companions as you're gradually driven mad by what initially appears to be a completely unreasonable, unmanageable set of expectations.

    Despite being at times irritating and demoralising, the original Relic quest was ultimately extremely satisfying, as it's the most convincing "build your own lightsaber" moment I've experienced in any game. This was a single weapon that you kept hold of for a long time, gradually improving bit by bit until it was a force to be reckoned with… and eventually transformed into something even more impressive. Doubtless the new weapon will be a similar situation — and those who made the effort to get a Relic weapon all the way to its final "Zeta" form will be rewarded with being able to skip about 10 hours' worth of grinding, apparently, so that's nice. (Of course, it took quite a bit more than 10 hours to make said Zeta, but any bonus is better than no bonus in this instance!)

    Gold Saucer

    The new addition to the Manderville Gold Saucer is the interesting-looking real-time strategy game Lord of Verminion. This appears to be a surprisingly well fleshed out game in which there's finally a use for all the collectable minions everyone has been racking up over time. Each minion has its own element, stats and abilities, and they're thrown into virtual combat against either the CPU or another player as you attempt to smash up your opponent's structures before they do the same to you. It will be really interesting to see if the player base takes to this, or if it ultimately becomes little more than an idle distraction.

    Gold Saucer is also finally being added to the Challenge Log, allowing a much easier means of acquiring MGP for the Gold Saucer's exclusive rewards, most of which are primarily intended for vanity purposes. Simply adding things like the minigames to the Challenge Log will hopefully encourage people to party in the Gold Saucer once again, as when it launched, it was a whole lot of fun, but these days it seems a little bit dead, since people have mostly moved on.

    Patch 3.1 is out next Tuesday. I'm looking forward to it a lot, and I'm also looking forward to the inevitable surge of people coming back to the game to check it out, too; hopefully I'll see some people I haven't had the chance to play with for a while. Doubtless I shall be gushing further thoughts on 3.1 over these pages once I've had the chance to play around with it a bit, so Please Look Forward To It.

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    2116: Another Day, Another Instance of Games Journalism's Slide Into the Toilet https://imnotdoctorwho.moegamer.net/2015/11/05/2116-another-day-another-instance-of-games-journalisms-slide-into-the-toilet/ https://imnotdoctorwho.moegamer.net/2015/11/05/2116-another-day-another-instance-of-games-journalisms-slide-into-the-toilet/#respond Thu, 05 Nov 2015 23:40:34 +0000 https://angryjedi.wordpress.com/?p=8120 Regular readers will know that bad games journalism is an absolute pet hate of mine. The reasons for this are numerous: respect for what my brother did during his tenure at PC Zone, EGM, 1up.com, GamePro and Gamespot; my own experiences in the industry — both trying to do the best job I possibly could and being forced … Continue reading 2116: Another Day, Another Instance of Games Journalism's Slide Into the Toilet

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    Regular readers will know that bad games journalism is an absolute pet hate of mine. The reasons for this are numerous: respect for what my brother did during his tenure at PC Zone, EGM, 1up.com, GamePro and Gamespot; my own experiences in the industry — both trying to do the best job I possibly could and being forced out of it against my will; a desire to see good quality writing about games rather than cheap, lazy clickbait; and a desire to see games respected as the form of artistic expression that they are.

    As such, I make no apologies for frequent ranty posts on how awful modern games journalism is in 2015, whether it's atrocious, prejudiced reviews of games that the reviewer has no interest in, outright insults and abuse towards particular subcultures and audiences, or, in today's case, pieces that simply shouldn't have been published, full stop.

    Before you go any further, do please take a look at this article from VG247.

    For those who are unfamiliar with VG247, allow me to put it in some context. VG247 is one of the larger, more successful, more active video games news sites that are based in the United Kingdom. With the death of CVG (formerly Computer and Video Games, one of the original games magazines from back in the '80s) VG247 is, along with Eurogamer, one of the few remaining UK-based gaming sites that are still putting out regular content as an actual proper business, making money and paying their employees and everything.

    VG247 is, for the most part, a site that is quick with news stories, and certainly used to be a reliable secondary source when I was covering the news beat. It is, however, also a site that published a spectacularly unprofessional rant from one of its writers about how angry she was that a preview version of a PS4 game didn't have any playable female characters, along with a site that frequently publishes the self-indulgent ramblings of its founder and editor-in-chief Patrick Garratt, who clearly very much wants to be a modern creative fiction writer rather than someone who pays his bills by writing about silly old video games.

    This latest piece — the work of Garratt, so unbeholden to the whims of a "superior" and consequently free of any sort of accountability — is, I think, a new low for the site. Entitled What it's like to get stoned and watch Uncharted 4, WiLD and Dreams dev sessions in Paris, the piece is ostensibly an attempt to put an interesting spin on coverage from last week's Paris Games Week event, interesting spin in question supposedly being the author's intoxication at the hands of "some brutal hash".

    Whether or not Garratt was actually stoned when he wrote the piece is kind of besides the point — I get the impression from his distinctly arrogant responses in the comments beneath the article that he wasn't, and that the whole thing was some sort of elaborate trolling attempt — because the fact remains that, intoxicated or not, this is an absolutely atrocious piece of writing. It's disjointed, it barely has a structure and it reads like a page of notes rather than something that has actually been written up into an article. To its credit, it does at least mention some things about the games in question — unlike Polygon's dreadful Rock Band 4 preview from a month or two ago, where the author was more concerned about sipping his fizzy water and contemplating the political situation in the Phillipines than actually paying any attention to the game in question — but it's still just plain bad.

    I'd ponder how and why this got published, but I've already answered that by revealing who the piece's author was. Garratt clearly doesn't have a lot of respect for this sort of event, carefully PR managed as they tend to be, and consequently seems to be demonstrating that lack of respect through something that reads worse than the crap the kids I used to teach at "challenging" schools used to scrawl in their English books. By initially making the assumption that Garratt actually was stoned when he wrote the piece, doubtless I fell victim to his trolling, but the fact is, it's not particularly effective trolling in the first place because it's not at all clear what point — if any — he's trying to make.

    Games are art; I'm not willing to broker any sort of discussion on this any more. Games should be treated with respect when you're writing about them. This doesn't mean that you can't have fun or write "experiential" pieces about them — in fact, some of the most powerful pieces of writing about games describe the way interactive entertainment makes the player think and feel. But Garratt's piece here isn't any of those things; it's just a jumbled, garbled mess of words that doesn't go anywhere, say anything or have anything to add to the global conversation about games. It's not successfully criticising anything and it's not celebrating anything. And this is something that passes as "acceptable" on one of the few big sites that is still standing while others are dropping like flies.

    To preemptively respond to any sort of criticism I might get for pointing this sort of thing out: yes, I am fucking bitter about the way I left the industry, because it came without warning one morning, and the more time passes, the more I feel I was lied to about the reasons I was pushed out. I put my heart and soul into the things I wrote about for Kombo, GamePro, USgamer and all of the other outlets I've contributed to over the years; I made a real effort, and I produced numerous pieces that I'm genuinely proud of. And to see that all that effort I made was for naught; that I — someone who treated every game I wrote about with respect, whether it was Mario and Sonic at the Olympic Games for Wii, Time and Eternity for PlayStation 3 or The Fruit of Grisaia for PC — should be pushed out of the work I loved while Garratt is able to get away with posting unfiltered garbage like this — and even celebrated by an army of sycophants presumably desperate for freelancing opportunities on Twitter — is genuinely upsetting, painful and downright insulting.

    It saddens me that modern games journalism has become such a joke. And it's nothing to do with GamerGate or anything like that; something has been rotten for the last few years, long before any Internet activists decided to band together and start pushing back against the things they didn't want to see any more. Knowing how much effort my brother put into turning sites like 1up.com into places that gamers could genuinely call "home" online, and how much effort I put in in my ultimately unsuccessful attempts to follow in his footsteps… it really does make me both sad and angry that the things both of us — and numerous others like us — did were ultimately useless, fruitless efforts. What we're left with now on the commercial side of games journalism is an insult to those who actually cared about and respected gaming enough to want to write about it for a living — not to mention an insult to the many hard-working people who toil to make ever more spectacular pieces of interactive entertainment to keep us happy for hundreds of hours at a time.

    I sincerely hope that dedicated, enthusiastic small-scale sites like NicheGamer, Operation Rainfall, Digitally Downloaded and their ilk can make use of this opportunity to show readers that nonsensical gibberish or clickbait is not the only way; there is scope for intelligent, passionate writing about games that treats both its audience and the subject matter with respect. And I sincerely hope that readers will put their money where their mouth is and support efforts like this however they possibly can. Because shit like Garratt's piece here — and others like it — is simply unacceptable. It's terrible writing that serves no purpose other than to fuel the author's ego — the same could be said of this blog, of course, but then I'm not making any money from it, nor am I attempting to position this blog as any sort of professional news source — and has absolutely no place in the modern industry.

    Unfortunately, with the number of people happily sucking Garratt's dick on Twitter over this article — not to mention the apologists and defence force in his comments section — I don't see the situation changing any time soon.

    What can we do? Serious question…

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    2115: Jade Penetrate https://imnotdoctorwho.moegamer.net/2015/11/05/2115-jade-penetrate/ https://imnotdoctorwho.moegamer.net/2015/11/05/2115-jade-penetrate/#respond Thu, 05 Nov 2015 00:32:53 +0000 https://angryjedi.wordpress.com/?p=8117 Had a go at a game that's been loitering in my Steam library for a while today: eXceed 3rd Jade Penetrate Black Package. This curiously named game is the third in a series of Japanese indie "bullet hell" shoot 'em ups that I grabbed in some Steam sale or other and have never really explored all that … Continue reading 2115: Jade Penetrate

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    Had a go at a game that's been loitering in my Steam library for a while today: eXceed 3rd Jade Penetrate Black Package. This curiously named game is the third in a series of Japanese indie "bullet hell" shoot 'em ups that I grabbed in some Steam sale or other and have never really explored all that much. The first two games are rather Touhou-ish, while the third, developed by a different team and having a plot that seemingly has absolutely nothing to do with the first two, draws favourable comparisons to Cave's Mushihimesama series — that, coincidentally, is coming to Steam tomorrow.

    Anyway. This being a Japanese game there is a plot where you perhaps wouldn't normally expect to find one, involving some sort of "to the death" tournament between what appear to be dragon girls aiming to rule over Pandemonium. As you might expect, angst and melodrama ensues and while none of it really matters to the actual game as such, the character designs are cute, the voice acting is decent and it infuses the game with a certain degree of personality that it might not otherwise have had.

    The thing I like about eXceed 3rd is that it's not the kind of bullet hell game that immediately slams your face into a desk and then flushes your head down the toilet. It's accessible and easy to understand, though to get the highest scores you'll need to be a little more technical. There's just two modes of fire — a standard spread shot and a focused attack, which also doubles as a "precise movement" mode — along with the usual bombs, plus a super-powerful special attack. This charges up over time, but can also be charged by grazing bullets, collecting items and various other means.

    Boss fights are split into clear and obvious phases, each with memorable names that assist with the learning process that is so important to this kind of game. In many ways, the boss battles are very much the focal point of the game, with the popcorn enemies during the main part of the level being more "filler" than anything else — though there are still some interesting bullet patterns to navigate through before you can challenge the stage's boss.

    As is so often the case with Japanese indie games, eXceed 3rd runs at an incredibly low resolution — 640×480 — which means it will display on pretty much any screen and run at 60fps without too much difficulty. And as is so often the case with Japanese indie games, because eXceed 3rd has been specifically designed for this low resolution, it still manages to look good despite being technically inferior to pretty much everything else in the modern PC gaming market. The attractive, fluid visuals combine with an absolutely rockin' soundtrack to produce a shmup that really gets the pulse racing — exactly as it should be.

    I don't feel I've played the game enough to comment in any more detail on it just yet, but I enjoyed the little I played earlier, and am looking forward to investigating it further. Pewpewpew!

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    2114: Million-Dollar Question https://imnotdoctorwho.moegamer.net/2015/11/04/2114-million-dollar-question/ https://imnotdoctorwho.moegamer.net/2015/11/04/2114-million-dollar-question/#respond Wed, 04 Nov 2015 01:33:20 +0000 https://angryjedi.wordpress.com/?p=8114 In response to The Daily Post's writing prompt: "Million-Dollar Question." "Why do you blog?" I've answered this question before numerous times on these very pages, but it certainly doesn't hurt to contemplate it again, particularly for the benefit of those who have only found me recently and are disinclined to trawl through over 2,100 previous … Continue reading 2114: Million-Dollar Question

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    0114_001

    In response to The Daily Post's writing prompt: "Million-Dollar Question."

    "Why do you blog?"

    I've answered this question before numerous times on these very pages, but it certainly doesn't hurt to contemplate it again, particularly for the benefit of those who have only found me recently and are disinclined to trawl through over 2,100 previous posts to find previous answers.

    I blog for numerous reasons. Mostly habit, to be perfectly honest; after 2,114 days of writing something each and every day, it is very much part of my daily routine now, even if I do habitually leave it until the "last minute", as I have done once again today, writing this at 1:10 in the morning when I have work at 9am.

    The reason why I started, though, was to be part of something that sounded interesting. A few people I followed on Twitter at the time started talking about the hashtag #oneaday, which I investigated further and discovered was an attempt to write something each and every day for a year. The intention was not necessarily to write something good each and every day for a year, but more to get into the habit of writing something on a daily basis. The more you do something, the more you develop your craft, after all, and in something inherently creative like writing, the more you do something, the more you develop your own personal style, too. Since most of the people participating in the hashtag were games journalists to varying degrees, keeping their writing skills fresh was obviously a good idea.

    I jumped on board — a little later than some of my comrades, but still within January. I kept an eye on what others were up to and sometimes drew ideas and inspiration from their work, but I was somewhat surprised to discover that a goodly proportion of the people who started in that January decided to abandon the project remarkably quickly. One of these people who jumped ship quickly was the person who appeared to have started the whole shebang in the first place. I decided that I was going to be stubborn, though, and I was going to stick it out until the end of the year.

    So I did, along with a few others with a similarly stubborn streak. Then I kept going. Some of those others continued on with me; others joined the cause; others still abandoned the idea altogether. I continued for another year and kept going and going and going. Now, to my knowledge, I'm the only member of the original crew who is still writing something every day, though I have stayed in touch with quite a few of the people I met over the course of the first couple of years of this project.

    Writing something every day is challenging. Not because the act of writing is itself particularly difficult, but because it can be a real challenge to come up with something to write about every day. I don't like to spend too many days in a row writing about the same thing — those who follow me regularly will know that I could probably rabbit on about Final Fantasy XIV for months non-stop at a time — but rather spread my wings a bit and write about other topics, be they things that have happened that day, things that I've seen on social media, frustrations I've felt or successes I want to celebrate.

    Finding those topics has encouraged me to use writing as an outlet for the things that occasionally swirl around inside my head and are in need of expressing, but which I find difficulty expressing out loud to another person face-to-face. Writing allows me to put things across I am unable to — or unwilling to — talk to people about in person, in other words. Interestingly, though, the more I write about things, the more I feel I am able to actually talk about them too; perhaps because I know that some people have read the things I've written and thus know all the most pertinent details before I start actually addressing them directly.

    It's been a helpful form of quasi-therapy, in other words; it allows me to work through things that might feel like they were unresolvable or frustrating if I left them inside my head. Sometimes the things I want to talk about really are unresolvable, but the simple act of communicating them in some way relieves some of the "pressure" because I've been able to express how I'm feeling — and indirectly help other people understand what it is I'm thinking.

    So, as long as I have an Internet connection, a keyboard and working fingers, I have no intention of stopping just yet. I do occasionally ask myself why I keep bothering when my regular reader numbers are so (relatively) low, but my answer is pretty much always the same: I'm writing for me first and foremost; if other people derive some entertainment, comfort or understanding from it, so much the better, but my first priority when I write is always expressing my own thoughts and feelings.

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    2113: The Dark Knight Rises https://imnotdoctorwho.moegamer.net/2015/11/03/2113-the-dark-knight-rises/ https://imnotdoctorwho.moegamer.net/2015/11/03/2113-the-dark-knight-rises/#respond Tue, 03 Nov 2015 00:30:33 +0000 https://angryjedi.wordpress.com/?p=8110 Level 58 on Dark Knight in Final Fantasy XIV now… almost there! I'm still really enjoying the class, and I'm looking forward to having my full suite of abilities to play with. I feel like I have a good handle on how it all works, now; Dark Knight seems to be a pretty flexible sort of tank, … Continue reading 2113: The Dark Knight Rises

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    0113_001

    Level 58 on Dark Knight in Final Fantasy XIV now… almost there! I'm still really enjoying the class, and I'm looking forward to having my full suite of abilities to play with. I feel like I have a good handle on how it all works, now; Dark Knight seems to be a pretty flexible sort of tank, able to mitigate a decent amount of damage Paladin-style as well as heal themselves to a certain degree through abilities like Souleater and a cross-classed Bloodbath.

    And the damage. Oh the damage. I haven't played Warrior enough to know what sort of numbers they put out on the road to 60, but Dark Knight is miles ahead of Paladin in terms of killing efficiency. Paladin isn't built for killing, of course, being a mitigation tank, but Dark Knight seems to strike a nice balance between being able to take some hits and put out some impressive damage numbers. It helps, of course, that I'm wearing almost entirely Strength-boosting accessories rather than the HP-boosting Vitality accessories, but I haven't had a problem with having too few HP at any point yet, so I intend to stick with that particular course of action for the immediate future until something comes along that twats me for more than I can take in a single hit.

    Mostly I'm keen to get Dark Knight safely to level 60 — and preferably item level 190 — in time for the 3.1 patch on Tuesday the 10th. There's a bunch of interesting new stuff coming to the game that I'd like to be able to explore with my new class, most notably the two new dungeons (for which gear shouldn't be a problem for, since I already have tank gear up to about item level 189 or so) and the Extreme version of The Singularity Reactor fight.

    The latter is one of the main attractions of the new patch for many people. Taking a similar approach to the "Minstrel's Ballad: Ultima's Bane" fight from A Realm Reborn, it's a remix of the final boss fight from Heavensward with (presumably) considerably more complex mechanics and a higher challenge factor. This is good, since although Heavensward's final boss fight is undoubtedly spectacular, at current average gear levels you can trounce it pretty quickly. It doesn't make the fight any less impressive, of course, but I know I certainly wish it would last a bit longer. Yoshi-P and the team say that the new fight will have a mighty ten phases to learn, so I'm looking forward to seeing how complex it can really be. It has the potential to be one of the most interesting, complex battles in the whole game at this rate.

    Other than the more conventional content, the other appealing aspect of 3.1 is the Island Exploration mechanics that are being added. Heavensward added the ability for Free Companies to build their own airships and send them out on exploratory voyages into The Sea of Clouds, after which they'd come back bearing goodies, sometimes having discovered islands in the sky. I haven't looked into this much at all — our Free Company has one particularly dedicated member who has been taking care of our fleet of airships so far, so I haven't really needed to. The Island Exploration system, however, actually allows groups of players — up to 24 at once — to party up and explore some of the strange places the airships have been discovering. Once there, it's a much more freeform experience than the rather linear dungeons in the game. You have 90 minutes to explore, fight things and find stuff. Exactly what you'll find remains to be seen, but we know there is Aetherial gear to be found as well as gathering nodes for miners, botanists and perhaps fishers too. There will also be objectives to complete, which will reward players with the all-important Tomestones of Esoterics, which hopefully will be dished out with sufficient generosity to make Island Exploration a viable alternative to endless Dungeon Roulette grinding.

    Then, of course, there's the continuation of the main story. Heavensward's main story was great, in my book even better than that of A Realm Reborn, so I'm interested and intrigued to see where it goes next. The "vanilla" Heavensward experience ended with an intriguing cliffhanger concerning the "Warrior of Darkness", presumably some sort of counterpart to the player character's "Warrior of Light", but it remains to be seen exactly what this means. There's also a number of unresolved teasers from A Realm Reborn's finale that need wrapping up, so I'm hoping we'll see some more information concerning what was going on here, too.

    It's an exciting time to be a Final Fantasy XIV player, for sure, and I'm very glad that deciding to make the switch to Dark Knight has got me out of the "rut" I was feeling like I was in with only Paladin at the level cap. I'm really looking forward to putting a level 60 Dark Knight through its paces and seeing what the future holds for the land of Eorzea — more than that, though, I'm looking forward to lots of friends coming back to play the game once there's some new content in place that they haven't run a thousand times already… yet, anyway.

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    2112: 1984 https://imnotdoctorwho.moegamer.net/2015/11/01/2112-1984/ https://imnotdoctorwho.moegamer.net/2015/11/01/2112-1984/#respond Sun, 01 Nov 2015 22:41:40 +0000 https://angryjedi.wordpress.com/?p=8107 In response to The Daily Post's writing prompt: "1984." "You’re locked in a room with your greatest fear. Describe what’s in the room." My immediate reaction to this prompt was to say that the room was absolutely full of spiders. And to be fair, that would pretty much scare the shit out of me, particularly … Continue reading 2112: 1984

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    0112_001

    In response to The Daily Post's writing prompt: "1984."

    "You’re locked in a room with your greatest fear. Describe what’s in the room."

    My immediate reaction to this prompt was to say that the room was absolutely full of spiders. And to be fair, that would pretty much scare the shit out of me, particularly if they were of the deadly variety.

    But that would be too easy. Someone who truly wanted to break me psychologically — as opposed to kill me — would go for something much more subtle, and something that wouldn't physically hurt me, but which would deal some damage regardless.

    And, on reflection, I came up with an answer pretty quickly.

    There is nothing in the room. Nothing at all.

    The walls are plain. The floor is plain. The ceiling is plain. When the door closes, you can't even see its frame, so flush with the wall it is. There's no clear delineation between floor, wall and ceiling; no sharp corners, no right angles; everything just sort of flows into one another, making the room take on a somewhat otherworldly quality where no matter which direction you face, you see the same thing.

    The nothingness extends to sound, too. There is not a single sound in the room, save for any noises I might make. I become very aware of my own breathing, and of my heartbeat pounding in my ears. But there are no other sounds; I can't hear anyone moving around outside, and my captor certainly doesn't seem to be in any sort of hurry to communicate with me. Perhaps they're just watching somehow — though it's impossible to distinguish even a tiny spy camera anywhere in the room, because that would be a distinguishing feature by which I would be able to orient myself, and clearly that would go against the intention of this place.

    The light level in the room would remain constant; not so bright as to be dazzling, but just slightly darker than comfortable. The kind of light you're bathed in when in an environment lit by a bare bulb; a cold light that seems devoid of home comforts and humanity. A light that is threatening, rather than welcoming. A light that beckons with a smirk on its face, rather than inviting you in with open arms.

    And of course, there are no other people in the room. No-one communicating with me. No means for me to get a message to the outside, and seemingly no means for the outside to get a message to me, either.

    It's lonely. And the combination of the ever-constant light level, the total lack of sound and the lack of people or even things with which to communicate makes it impossible to tell how much time is passing. There's nothing to do, nothing to see, nothing to focus my attention on. The room is completely devoid of meaning; it's devoid of joy, but it's also devoid of other emotions, too. It doesn't even inherently inspire "fear"; it just is, and that's the scary thing about it. It's impassive, cold, unyielding. No way out. No way in. No-one to help me. No way to distract myself. I just have to wait. And wait. And wait. Alone.

    That's a room that would break me. I don't know how long it would take, but it would get me eventually. So kindly don't put me in anywhere like that any time soon, please. Thank you.

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    2111: On Censorship, Bikinis and The Cheapening of Real Issues Through Stupid Arguments https://imnotdoctorwho.moegamer.net/2015/11/01/2111-on-censorship-bikinis-and-the-cheapening-of-real-issues-through-stupid-arguments/ https://imnotdoctorwho.moegamer.net/2015/11/01/2111-on-censorship-bikinis-and-the-cheapening-of-real-issues-through-stupid-arguments/#respond Sun, 01 Nov 2015 00:31:18 +0000 https://angryjedi.wordpress.com/?p=8104 Controversy erupted once again recently in the gaming sphere when it seemingly became apparent that, despite saying they wouldn't, Nintendo of America had made edits to one of the characters' costumes in the upcoming RPG Xenoblade Chronicles X. (I'm still a little skeptical this has actually happened, but I'm going to work on the assumption that … Continue reading 2111: On Censorship, Bikinis and The Cheapening of Real Issues Through Stupid Arguments

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    0111_001

    Controversy erupted once again recently in the gaming sphere when it seemingly became apparent that, despite saying they wouldn't, Nintendo of America had made edits to one of the characters' costumes in the upcoming RPG Xenoblade Chronicles X. (I'm still a little skeptical this has actually happened, but I'm going to work on the assumption that it has for now, since Nintendo has indeed done this before with games like Fire Emblem Awakening.)

    The character in question is canonically "underage" (though remember that the age of consent in Japan is different to that in other parts of the world — legally, it's 13, though in certain areas of the country a higher age is enforced at the discretion of the local government) and one of her outfits was a set of bikini-like armour. Impractical, but not particularly offensive, and indeed nothing unusual for a Japanese role-playing game, which often have swimsuit costumes available either as downloadable content or unlockable extras.

    As those of you who follow this particular part of the gaming sector can probably surmise, this quickly escalated into the inevitable clashing between those who are against censorship in any form, preferring an authentic experience true to the creators' original intentions, and those who believe that Japanese games are inherently "creepy", whom we've had words about before.

    The usual argument against vaguely (or indeed explicitly) sexualised outfits in video games is that it is, yes, "creepy" with a garnish of paedophilia. This is a natural escalation of the current trend for feminist "criticism" (and I use that term loosely) of video games and popular media by people like Anita Sarkeesian and her ilk. Said "criticism" already fails to take into account the fact that sex and art have been inextricably intertwined for many hundreds — probably even thousands — of years, but criticism such as that we've seen of, in this case, Xenoblade Chronicles X and, at other times, games like Criminal GirlsOmega Labyrinth, Dungeon Travelers 2, Hyperdimension Neptunia and any number of other Japanese-developed games you might care to mention, takes this to a whole new level by cheapening the unfortunately very real, horrendous issue of child abuse.

    I am no expert on child abuse, though remember I did once work as a teacher and consequently had the "telltale signs" of abuse drummed into me; I also came into contact with a number of children who had had somewhat difficult home lives, to say the least. Thankfully, I don't think I ever dealt with anyone who had been outright sexually abused, though there were certainly a few who had "seen some shit", as it were. This was often reflected in their behaviour in the classroom which, unfortunately, made them somewhat difficult to deal with, and difficult children were, frankly, one of the main reasons I decided not to continue pursuing teaching as a career. I just wasn't built to stand up to them, particularly when I knew — or at least had an idea — where their anger was coming from.

    One thing I do know about child abuse and paedophilia, though, is that it is absolutely abhorrent. The very thought of a child suffering in such a way makes me feel sick to my stomach. And I know that most rational people that I count among my circles of acquaintances and friends would feel the same way too. Which is why it makes us so utterly livid that something as inherently harmless and stupid in the grand scheme of things as liking drawings or polygonal models of titties is equated with such a horrible, disgusting crime.

    To put it another way: those who criticise anime-style art, Japanese video games such as Xenoblade Chronicles X — or indeed any form of fictional media that takes a non-literal approach to the representation of characters — are cheapening and devaluing the very real issue of paedophilia in modern society by applying that label to something that is, let's be clear here, absolutely completely and utterly legal, not to mention completely and utterly harmless, given that there are no "real people" involved at all. Child abuse destroys lives, and often leaves both physical and mental scars that never heal. Dungeon Travelers 2 features bosses who occasionally show you their bum when you beat them. Xenoblade Chronicles X has a character who wears a bikini. That's it. She's not even doing anything sexual in it, she's just wearing it. And yet that, it seems, is enough to bring out the editing scissors in the name of "catering to an audience".

    Guess what, though: the "audience" you should be catering to is the audience that wants to see the work in its original form. That audience are passionate and enthusiastic about being able to enjoy work from another culture in their own native language. That audience wants to feel like they are having the same experience as their Japanese cousins, not being "protected" against things that they don't feel they need to be protected against. That audience will pay through the nose for the privilege of enjoying these delightful, surprising, wonderful games that, thanks to their laser-sharp focus on a very specific niche audience, feel like they're tailor-made for each and every individual consumer.

    The audience that you are catering to by hacking away at content, though, probably weren't interested in these games in the first place. Do you really see Her Most Holy Ladyship Twatface Sarkeesian slogging through 100+ hours of Xenoblade Chronicles X? Do you see Jonathan Cuntrag McIntosh slapping down the readies for a copy of Fatal Frame? I certainly don't, and so no consideration should be given to their opinion whatsoever, and no consideration whatsoever should be given to people who believe that drawings are equatable to fucking child abuse, either.

    Don't get me wrong, if the only choice I have to play and enjoy a game in a way that I understand is to purchase an edited version, I'll do it, because I believe showing companies that there are people out there hungry for the localisation of these games is more important than anything a "boycott" might imply — if anything, a boycott is more likely to send the mistaken message that there aren't people who want to buy these games. I'd import if my Japanese was good enough for me to have an enjoyable experience in the original language version, but it isn't, so that's not an option for me right now for anything other than games in which spoken or written text isn't a major part of the experience. (Shoot 'em ups, in other words.) This doesn't mean that I'm particularly happy with games having the editor's scissors taken to them in the name of "cultural differences", though; games are, like it or not, works of art, and to have to deal with an inferior version in my native language because someone, somewhere went "heavens to Betsy, think of the children!" isn't really acceptable.

    Grow up. Deal with the fact not everyone likes everything. And if a polygonal character in a bikini offends your sensibilities or makes you think of child abuse, perhaps you're the one with the issues here.

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    2110: Stacking https://imnotdoctorwho.moegamer.net/2015/10/30/2110-stacking/ https://imnotdoctorwho.moegamer.net/2015/10/30/2110-stacking/#respond Fri, 30 Oct 2015 22:15:54 +0000 https://angryjedi.wordpress.com/?p=8101 I've been back in the retail sector for a little while now — part time, temporary, but still in there — and it occurs to me that, despite the pay being low, I actually don't hate it. I even quite like it, I hesitate to say. This is not entirely what I had in mind when pondering … Continue reading 2110: Stacking

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    0110_001

    I've been back in the retail sector for a little while now — part time, temporary, but still in there — and it occurs to me that, despite the pay being low, I actually don't hate it. I even quite like it, I hesitate to say.

    This is not entirely what I had in mind when pondering my career choices towards the end of secondary school. This is not what I had in mind when it looked like I was starting to build a career in the games press. This is not what I had in mind when I obtained a teaching qualification. But, well, it's where I am now — and it seems to be "working" for me pretty much as well as anything I've done before, perhaps even better.

    You may consider this to not be particularly ambitious, and I'd probably agree with you there; I've been conscious over the last few years of the fact that I'm simply not very ambitious when it comes to career prospects. All I really want is to be comfortable rather than rich, and I value the situation where I can completely "switch off" from work at the end of a day and just enjoy my evenings and weekends.

    The other thing which occurs to me is that retail seems to provide an environment that meshes well with whatever it is that makes my brain work the way it does. I didn't cope well with the traditional office environment, for example, because I couldn't deal with all the gossiping, backstabbing, politics and outright lying that went on every day. It didn't help, of course, that I was forced out of the job in question as a result of my immediate superiors not understanding what depression is or how to help someone with it. But then I hated that stupid, shitty, pointless job with all its stupid, shitty, pointless policies and procedures anyway, so despite getting the boot from it costing me a reasonably healthy salary, I'm not sorry I don't work there any more; I'm just sorry that the circumstances under which I left it occasionally leave me with horribly unpleasant "flashbacks" when I'm trying to get to sleep.

    But I shouldn't dwell on the past too much; as I say, retail seems to provide an environment that meshes well with me. And I've been thinking about why that is: it's to do with always knowing what I should be doing. because the things that there are to do are always obvious. Gap in a shelf? Fill it. Customer at a till? Serve them. Customer with a question? Answer it. Back counter messy? Tidy it. There's always something to do, which takes care of what was my biggest frustration with the aforementioned office job: the fact that there sometimes simply wasn't anything to get on with. (And boy, they didn't like that being pointed out to them.)

    I make mistakes, sure, because I'm still learning how things are done at my current job, but I pick things up quickly and I seem to have been making a good impression so far. It's tiring, too, but coming off a shift feeling knackered makes me feel like I've done something worthwhile rather than sitting on my arse all day — plus it's a kind of "exercise" that I can do without thinking about it.

    So while it may not be particularly ambitious to say so, so long as I can keep bringing in some pennies each month with a combination of retail and the freelance writing work I'm doing on a regular basis (not for any websites or magazines, I'm afraid, so you can't "see" it anywhere) I think I can probably muddle through like this for the immediate future. I hope so, anyway; I just want to be able to relax and just get on with life rather than wondering what amorphous, unclear, foggy target I should be aiming in the general direction of next. I just want to live, y'know?

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    2109: Vermintide https://imnotdoctorwho.moegamer.net/2015/10/29/2109-vermintide/ https://imnotdoctorwho.moegamer.net/2015/10/29/2109-vermintide/#respond Thu, 29 Oct 2015 23:17:52 +0000 https://angryjedi.wordpress.com/?p=8098 My friend Sam and I tried out Warhammer: The End TImes – Vermintide this evening, a game which has been positioned by various people as "Left 4 Dead in the Warhammer universe". I'm all for that as an idea, so we decided to give it a shot. Turns out it takes most of its inspiration from its stablemate dungeon crawler board … Continue reading 2109: Vermintide

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    0109_001

    My friend Sam and I tried out Warhammer: The End TImes – Vermintide this evening, a game which has been positioned by various people as "Left 4 Dead in the Warhammer universe". I'm all for that as an idea, so we decided to give it a shot.

    Turns out it takes most of its inspiration from its stablemate dungeon crawler board game Warhammer Quest, in that it is ludicrously difficult and very likely indeed to splatter your chosen heroes across the walls in fairly short order. Sam's tried the first mission on "normal" difficulty six times today, and we couldn't clear it once, though with two of us actually playing, thereby cutting down on the imbecilic AI, we got further than he was able to solo earlier in the day.

    It seems like a good game, though. There's five different characters to play, each of whom have a different selection of gear to start with, and there's various bits of loot that you can collect and upgrade as you progress through the game — assuming you can actually clear a mission, of course. Having failed to clear the prologue mission, of course, we didn't see any of that, but it certainly seems that there should be a bit of variety in there — just the starting gear offers a couple of different ways to play for each class.

    I tried out the Witch Hunter and Bright Wizard classes. The former is a plummy-voiced sort of chap with a sword (either one-handed or two-handed, depending on preference) and a pair of flintlock pistols that he fires alternately. The latter is a stern-sounding lady who wields a sword and a staff which can blast out simple fireballs or cast a particular spell.

    The Witch Hunter seemed relatively straightforward. The choice of melee weapons gave him two distinct play styles — the one-handed sword allows you to slash quickly, making for a fast-paced experience when wading into melee. The two-handed sword, meanwhile, is much slower but deals much more damage, particularly when its attack is charged up. I'm not quite sure which one I actually preferred, but both were quite fun. The flintlock pistols seemed to be fairly accurate, too, making for satisfying ranged kills, often before the Skaven enemies noticed up.

    The Wizard, meanwhile, had some interesting mechanics. Rather than ammunition for her ranged weapon — her staff — she has a little meter depicting how much she's tapped into the Winds of Magic. Casting spells — either the staff's basic projectile or the more powerful charged spell — increases this meter, which then gradually declines over time. If this pops over the top, she'll catch fire and potentially explode, which is not good, but going over a lower mark still causes damage to yourself if you're not careful. Playing as the Wizard, then, involves taking a bit more care with your shots and spells rather than just spamming fireballs at enemies. She also has the ability to "vent" her excess magic energy with the "reload" button, so during moments of downtime, it's advisable for her to do this — fling a couple of fireballs, hide, vent, pop out and fling a few more.

    As you might expect from the name, Vermintide focuses pretty much exclusively on the ratmen Skaven monsters as enemies, but there's plenty of variety in there. Basic Skaven will swarm you like the zombies in Left 4 Dead, but there are also specialist monsters that will be familiar to anyone who played Warhammer Fantasy Battle or Advanced Heroquest in particular — there are Poison Globadiers, Warpfire Gunners, Assassins, Gutter Runners and all manner of other horrible bastards just waiting to make your life miserable, and, as in Left 4 Dead, many of them require cooperation to deal with. Packmasters, for example, grab a character with their hooked polearm and drag them away, so another player has to free them before they get "hung" from the polearm, at which point it becomes more time-consuming (and thus dangerous) to free them.

    It was surprising quite how difficult the game was, but I'm interested to try it again — hopefully we'll be able to get a full four-player game going with a couple of other friends this weekend, so it will be interesting to see whether it's any easier with four human players!

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    2108: Heavensward Dungeon Boss Guides (For My Own Reference) https://imnotdoctorwho.moegamer.net/2015/10/29/2108-heavensward-dungeon-boss-guides-for-my-own-reference/ https://imnotdoctorwho.moegamer.net/2015/10/29/2108-heavensward-dungeon-boss-guides-for-my-own-reference/#respond Thu, 29 Oct 2015 00:24:23 +0000 https://angryjedi.wordpress.com/?p=8095 I ran The Aery for the first time in months earlier tonight, and I realised that, having not run it for months owing to being at the level cap, I had forgotten almost everything about it. So in an attempt to brush up on my Heavensward dungeons as I continue to level Dark Knight — and also … Continue reading 2108: Heavensward Dungeon Boss Guides (For My Own Reference)

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    I ran The Aery for the first time in months earlier tonight, and I realised that, having not run it for months owing to being at the level cap, I had forgotten almost everything about it. So in an attempt to brush up on my Heavensward dungeons as I continue to level Dark Knight — and also to provide an excuse to write a guide, which is something I enjoy doing — I present to you some information on how to beat the dungeon bosses in Final Fantasy XIV: Heavensward. Largely for my own reference.

    The Dusk Vigil

    Level: 51-52

    Boss 1: Towering Oliphaunt

    Towering Oliphaunt has a few abilities to watch out for. Firstly, there's Rear, which is an easily dodged area-effect attack around himself, and Prehistoric Trumpet, which hits the whole room.

    You should also be aware of his other abilities: Rock of Ages will stun a non-tank player, Wooly Inspiration is a conal pull attack, and Rout is a charge attack. Similar to Wild Charge in The Final Coil of Bahamut, Turn 1, Rout's damage can be split between a party member and the targeted player. It's a good idea for the tank to get in between Oliphaunt and the targeted player when this happens.

    Tank tank, healer heal, DPS DPS and this shouldn't present too much difficulty.

    Boss 2: Ser Yuhelmeric

    Tons of adds appear in this fight. There are two main types: melee adds have a few area-effect attacks, while caster adds have the ability to buff everyone around themselves, including the boss. The tank should try to keep the boss away from the adds.

    The only real ability Yuhelmeric has that you need to be aware of is Death Spiral, an attack somewhat similar to Nael's Lunar Dynamo in The Second Coil of Bahamut, Turn 4. In other words, it's a doughnut-shaped attack that you can avoid completely by ensuring you're in melee range when it goes off.

    Boss 3: Opinicus

    This is the most complex fight in Dusk Vigil. Opinicus has several different abilities, some of which are easier to deal with than others.

    Alpine Draft is a simple line attack that can be avoided without too much difficulty.

    Freefall is an attack where Opinicus jumps at a player, destroying any piles of rubble they're standing near. These piles of rubble are important, so try and stay clear of them when you don't need them.

    Whirling Gaol is a room-wide ability that causes you to be repeatedly "pushed" towards the middle. If you reach the middle, you'll be stunned and hit. To prevent being dragged in, hide behind one of the piles of rubble.

    Winds of Winter is an ability that covers a reasonable area and stacks Wind Vulnerability Up on anyone hit, making Opinicus' other abilities more dangerous. This attack also destroys all current piles of rubble and causes new ones to drop from the ceiling.

    Sohm Al

    Level: 53-54

    Boss 1: Raskovnik

    This is a considerably more forgiving version of the Rafflesia fight from The Second Coil of Bahamut, Turn 1. If you've completed that, you'll know what to do here.

    Acid Rain is a circular area-effect ability that takes aim for all players.

    Sweet Scent causes Dravanian Hornets to spawn and slowly move towards the boss. These deal no damage, but should be killed if your party has low DPS, since they buff the boss if they're in range of Devour.

    Devour is an ability that goes off after a player is marked and stunned for two seconds. It's a circular AoE attack, and any hornets in range will give Raskovnik a stacking damage increase.

    Finally, Spit is a room-wide attack to simply be healed through.

    Boss 2: Myath

    Myath will periodically spawn jelly adds around the room, and use attacks based on which ones he consumes. When he consumes a blue add, move away from the party member with a blue marker. When he consumes a red add, stack up on the party member with the red arrow. Remember, blue is poo, red gives head. Or something.

    The only other thing to be aware of here is the big green snot add. Kill this as a priority when it appears.

    Boss 3: Tioman

    Sohm Al's final boss has a number of different mechanics.

    To minimise damage from the frontal cone attack Abyssic Buster, tanks should ensure that Tioman is facing away from the party.

    Chaos Blast places AoE markers on each player, so avoid these.

    Comet is the main ability to be aware of here. Two players will be marked and AoE circles will appear on the ground. When the marks fade, comets will fall where the players were standing, dealing room-wide damage to everyone based on how close they were to where the comets fall. To minimise damage from this, marked players should move away from the party — ideally to an edge — while the rest of the party keeps their distance too.

    At around 45%, Tioman will become invincible and you must destroy her wings to continue damaging her. During this time, she will use Heavensfall, which marks a player and then spawns a cluster of circular AoEs on top of them. The marked player should move away from the rest of the party to minimise damage.

    Finally, Dark Star is a room-wide AoE that you need to heal through.

    After the wings are destroyed, the fight continues as before.

    The Aery

    Level: 55-56

    Boss 1: Rangda

    Rangda only has two main abilities to concern yourself with. To avoid being hit with Electric Cachexis, move into melee range with Rangda, similar to avoiding Nael's Lunar Dynamo or Chimera's The Dragon's Voice.

    If you get marked with Prey, move to one of the tall pillars at the outside of the room to transfer it and stay safe.

    You should also kill adds as they spawn; none of them are particularly tough. Rangda also has a few other AoE attacks, but none of them hit particularly hard, so just heal through them.

    Boss 2: Gyascutus

    Gyascutus will gain a damage-up buff for every cloud of poison it farts out around the room. To get rid of these, use the Mustard Gas bombs that spawn occasionally to eat one or two of the clouds, then kill them. If the bombs eat four clouds, they will self-destruct, deal damage to the whole room and poison everyone four times. Don't do this.

    Boss 3: Nidhogg

    Nidhogg's go-to attack is The Crimson Price, which shits out fiery orbs at you. These burn for a few seconds, then blast a line AoE. If Nidhogg faces you and you're not the tank, he's going to cast one of these at you. Step aside to avoid damage.

    The Sable Price is Nidhogg's jailing ability. One player will get trapped, and the remaining party members must destroy it before Sable Weave casts, otherwise the trapped player will die.

    At about 30% HP, Nidhogg will retreat to prepare his ultimate attack. During this time, you must defeat all the adds and ensure that Estinien remains standing. Tanks should grab the adds as quickly as possible, and healers should divide their attention between the party and Estinien to ensure he stays healthy. When the final add falls, Estinien will put up a shield, which you should dive inside to protect yourself from Nidhogg's ultimate.

    After this, the earlier mechanics simply repeat.

    The Vault

    Level: 57-58

    Boss 1: Ser Adelphel Brightblade

    The first phase of this fight is a simple tank-and-spank — kill Adelphel's companions first, then knock him down. He'll change form and the fight proper will begin.

    When Adelphel casts Holy Shield Bash, he'll jump to a player, stun and hit them. Paladins can Cover this.

    Holiest of Holy deals damage to the whole room. Heal through this.

    Finally, Adelphel will occasionally charge around the room and leave big explodey balls behind. Do not be near his balls when they explode, otherwise you'll be very sorry indeed. (Huehuehue.)

    Boss 2: Ser Grinnaux the Bull

    Like Adelphel, Grinnaux has a trash phase first. Batter him down to start the fight proper.

    Most of this fight is about dodging the various ground AoEs that Grinnaux applies around the room, but there are a couple of specific abilities to watch out for.

    Hyperdimensional Slash lays a red AoE in front of Grinnaux in the direction of a random player. When this goes off, anyone in the way will take damage, and an Aetherial Tear will appear where the attack hits the wall. These Tears will tether to anyone near them and damage them, so ideally bait them all to the same part of the room.

    After two Hyperdimension Slash attacks, Grinnaux will cast Faith Unmoving, which will knock everyone directly backwards when it finishes casting. Make sure your back is to part of the wall that is free from Aetherial Tears to stay safe.

    Boss 3: Ser Charibert

    Filthy rats! Charibert has a bunch of nasty abilities that you need to watch out for. It's a good idea to tank him near the entrance to his arena rather than in the middle.

    Altar Pyre is a simple room-wide damage attack. Heal through it.

    Holy Chain tethers two players together — run apart to break it, otherwise you'll both take damage.

    Heavensflame causes flame rings to appear on the ground. Avoid them.

    Charibert's most annoying ability is to summon a row of knights, who will march across the arena and Slow anyone they trample over. Each row will always have a gap in it, so position yourself so they'll pass you by safely or run through the gap to avoid this.

    At about 50% HP, Charibert will disappear, then reappear with a bunch of Holy Flames around the room. Kill as many of these as possible, because Charibert's next attack deals more damage the more Holy Flames are left. You can leave one or two Flames up and still be safe when this happens.

    After this attack, the cycle repeats, though both Heavensflame and Charibert's knight-summoning become more dangerous: Heavensflame has two sets of flame rings, and two rows of knights appear instead of one.

    The Great Gubal Library

    Level: 59-60

    Boss 1: Demon Tome

    This is very similar to Demon Wall in Amdapor Keep, albeit without the time limit. Instead, there are some new abilities to watch out for, including an instant-kill.

    The first thing to do is avoid Demon Tome's line AoEs, since these apply a Slow effect. The lines will come down the middle of the room first, then the sides. Position yourself ahead of time to avoid these.

    Dark Blizzard III is a circle AoE that targets a random player during the line attacks. Avoid this.

    Disclosure is Demon Tome's instakill ability. When it starts to glow, run around the side until you're behind Demon Tome to stay safe. If you're in front of Demon Tome when Disclosure finishes casting, you'll die.

    Finally, Words of Winter is a ground freeze attack that causes you to slide while it is in effect. Plan your moves carefully, particularly when Disclosure is casting, and only move when necessary.

    Boss 2: Byblos

    When Byblos runs to the centre of the room, two books will spawn, with the ability to cast Death Ray at you, a line AoE that, despite the name, doesn't do all that much damage.

    When they die, orbs will tether to players. Tethered players need to position themselves so the orb hits Byblos to break his invulnerability period.

    In subsequent phases, Byblos will spawn clouds of fumes. Party members should take it in turns to disperse these by running through them, since this causes damage. It's important to manage them, though, as they can interfere with the orbs.

    When Byblos isn't invincible, he'll perform Gale Cut on the tank. When this is being cast, the tank should run through Byblos or to the side to avoid it. He also has a Tail Swipe attack on anyone behind him.

    Finally, Head Down is a charge attack similar to the one seen in Amdapor Keep (Hard). The targeted player should ensure the line AoE doesn't intersect with any other players to minimise damage. The easiest way to deal with this is simply to run straight at Byblos.

    Boss 3: The Everliving Bibliotaph

    Three times during the fight, The Everliving Bibliotaph will use Void Summon as a supernatural "Help Wanted" advertisement. In order to prevent his questionable hiring practices, you need to stand on the glowing platforms on the ground. The number of players who need to stand on a platform is indicated by how many lights are lit up on the platform in question. Multiple platforms will highlight at once, so be ready to spread out.

    If you get targeted by Bibliotaph, run away from the party to bait the AoE he's preparing for you. Everyone should keep away from this, as it pulses several times, applying damage and Vulnerability Up in the process.

    At around 55% HP, Bibliotaph will cast some combination of Deep Darkness and Magic BurstDeep Darkness covers the outside of the arena and causes a Heavy debuff for about 30 seconds. Magic Burst, meanwhile, deals damage and knockback. Neither are pleasant.


    If you're new to Final Fantasy XIV and want some more help, I wrote a bunch of guides during my time at USgamer; some of this information is a little out of date now, but the basic boss strategies and suchlike are still valid.

     

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    2107: Dark Knight Chronicles https://imnotdoctorwho.moegamer.net/2015/10/27/2107-dark-knight-chronicles/ https://imnotdoctorwho.moegamer.net/2015/10/27/2107-dark-knight-chronicles/#respond Tue, 27 Oct 2015 20:41:54 +0000 https://angryjedi.wordpress.com/?p=8092 Continuing to level Dark Knight in Final Fantasy XIV, and I'm having a lot of fun with it. I wasn't quite prepared for how much more powerful it feels than Paladin, but I'm really enjoying the overall feel of it a whole lot — much more than Warrior, which seemed enjoyable enough, but didn't quite "click" with me for … Continue reading 2107: Dark Knight Chronicles

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    Continuing to level Dark Knight in Final Fantasy XIV, and I'm having a lot of fun with it. I wasn't quite prepared for how much more powerful it feels than Paladin, but I'm really enjoying the overall feel of it a whole lot — much more than Warrior, which seemed enjoyable enough, but didn't quite "click" with me for some reason.

    I think the reason I like Dark Knight so much is that it appears to be a little less dependent on strict rotations to perform its job most effectively — or, rather, there's more than one rotation to play around with. I particularly enjoy the fact that when playing Dark Knight it's absolutely okay — even encouraged — to drop out of Grit, the main "tank stance", in order to do some additional damage. This appears to be of particular benefit when fighting single-target bosses, since taking fewer overall hits means that Blood Weapon (increase attack speed, drain MP from enemy with every hit, only available when not in Grit) becomes a more efficient means of restoring MP than Blood Price (gain MP when taking damage).

    Even though many of the abilities are somewhat similar in function to those found in Paladin, they somehow feel more satisfying to use. Dark Knight has an area-of-effect damage over time skill called Salted Earth, for example, that bathes an area in black and red lightning, whereas Paladin's nearest equivalent is Circle of Scorn, which has its own little pyrotechnics display but somehow doesn't feel quite as enjoyable to use. Dark Knight also has Scourge, which is a damage over time that can be immediately applied rather than only used at the end of a three-hit combo like Paladin's Goring Blade. When everything lines up nicely and you can apply Scourge and Salted Earth to an enemy before letting rip with a non-Grit Dark Arts Souleater combo for a significant amount of damage, it's a great deal of fun.

    Learning my way around Dark Knight has been enjoyable, and it's helping me rediscover my respect for Final Fantasy XIV's combat system. People who come to FFXIV from more traditional, customisable role-playing games are sometimes a bit put out at the relative lack of personalisation FFXIV offers in terms of abilities — everyone gets the same abilities at the same levels, and the only real flexibility is in any cross-class skills you choose to use, but even here there are only certain ones that are particularly useful — but in practice it works enormously well, behaving, of all things, more like a fighting game than anything else. A slow-paced fighting game, admittedly, but a fighting game nonetheless.

    Allow me to clarify. Modern fighting games demand that players learn specific button and directional inputs to perform various special moves. In order to get good at a fighting game, you need to develop a certain degree of muscle memory to be able to pull these moves off automatically. Once you've done that, you need to master the timing of these moves to chain them together into effective combos, and then you need to understand what the most appropriate situations to use these individual combos are.

    Final Fantasy XIV is exactly the same, just at a fraction of the pace of your average fighting game. Positioning is important; responding to your enemy's moves is important; using the right ability at the right time is important. Even muscle memory is important, particularly if you're playing on controller — while you're not doing Hadoken button inputs to throw a fireball at someone, you do need to be able to remember where you put all your most important abilities and be able to practically automatically perform combos with no gaps for the most efficient possible damage output. For example, on Dark Knight, my average combo runs something along the lines of LT+Y, RT+Y, LT+A, LT+RT+X, A, LT+RT+B, LT+X, RT+B, RT+X, RT+A, RT+LT+B, RT+LT+X, RT+LT+up, RT+LT+A. This pulls an enemy with Unmend, cements aggro with Unleash, kicks them in the bollocks to stun them for a few seconds, drops a Salted Earth on the ground, applies Scourge, blasts them and anything near them with Dark Passenger, does my three-hit aggro combo then my three-hit, Dark Arts-buffed Souleater combo for a nice chunk of damage. And this isn't even getting into the situational weaving in of various defensive cooldowns to ensure that I don't take too much damage, or other skills to support the battle.

    That may all sound exceedingly complicated, but I've done it so many times now that it feels "automatic" to be able to perform these abilities in the order that seems to work most effectively at my level. I'm sure I'll have to shake things up a bit as I get closer to 60 and challenging more difficult content, but for now it's extremely satisfying to nimbly pull off these combos without breaking a sweat.

    Onwards to 60 then… I should hit 54 tonight, all being well.

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    2106: Sex and Games Make Sexy Games...? https://imnotdoctorwho.moegamer.net/2015/10/26/2106-sex-and-games-make-sexy-games/ https://imnotdoctorwho.moegamer.net/2015/10/26/2106-sex-and-games-make-sexy-games/#respond Mon, 26 Oct 2015 21:06:01 +0000 https://angryjedi.wordpress.com/?p=8089 I penned a lengthy article about The Fruit of Grisaia for my good buddy Matt Sainsbury over at Digitally Downloaded, and it was published today. Please go and read it (it's spoiler-free!); I was really pleased with how it came out. In the piece, I noted that I believe the 18+ version of The Fruit of Grisaia to be the … Continue reading 2106: Sex and Games Make Sexy Games...?

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    0106_001

    I penned a lengthy article about The Fruit of Grisaia for my good buddy Matt Sainsbury over at Digitally Downloaded, and it was published today. Please go and read it (it's spoiler-free!); I was really pleased with how it came out.

    In the piece, I noted that I believe the 18+ version of The Fruit of Grisaia to be the definitive version, and I stand by this statement, even with the all-ages version on Steam incorporating a few new scenes from the (also all-ages) Vita version to make up for the lack of rude bits. The story is mature and adult, after all, sex aside, so there's really no reason to read a version that is neutered in any way when a version more true to the writers' original vision exists.

    This prompted an interesting discussion on Twitter after the fact, not directly related to Grisaia, but to sexual content in games and visual novels in general. We're still in a situation where a visual novel featuring explicit sexual activity — such as Grisaia, or numerous others like it — isn't able to be featured on high-profile storefronts like Steam on PC, the PlayStation Store on PS3, PS4 and Vita, and the Xbox Live Marketplace on Microsoft platforms. And I'm not talking about nukige (the visual novel equivalent of a "gonzo" porn movie, where the sexual content is pretty much the sole reason for its existence) — I'm talking about eroge, which are visual novels that incorporate sexual content as part of their narrative.

    The Fruit of Grisaia features a number of scenes where the sexually explicit situations are integral to the overall narrative. I won't give specifics to protect those who intend to read it against spoilers, but suffice to say that in each and every case, the sex scenes serve a purpose, whether it's to reflect the deepening relationship between the protagonist and the heroines, to provide a tragic juxtaposition between pathos and eroticism, or simply to demonstrate another aspect of the characters' personalities. In Amane's route in particular, the sex scenes are very much front-loaded towards the start of her individual path, with the remainder exploring exactly why she is, in her own words, such a slut. And boy does she have some interesting and compelling reasons. But I digress.

    The unfortunate thing with this topic is that there's a curious double-standard applied between Western and Eastern publishers in particular. Western publishers such as Rockstar and CD Projekt can get away with depicting explicit sex acts in their games such as Grand Theft Auto and The Witcher, but if a Japanese game dares to show a little skin, it makes the collected prudes of the world clutch at their pearl necklaces (not that kind of pearl necklace) and faint onto their chaise-longues. At best, we get "minor edits" to cover things up and make things a bit less explicitly sexual — Dungeon Travelers 2 on Vita, for example, had an image that depicted a monster girl apparently fellating a ghost changed so that she was just writhing around a bit instead — while at worst we end up with butchered "all-ages" releases cutting out entire scenes.

    All-ages releases aren't always bad if they're done well, of course; one of my favourite visual novels, Aselia the Eternal, began life as an eroge but subsequently got expanded to such a degree in its all-ages console format (which was subsequently backported to PC, and this was the version that got localised) that the non-dirty version is now considered to be the definitive way to enjoy that particular tale. But there are cases such as The Fruit of Grisaia where I simply can't imagine them quite working in the same way without the erotic scenes.

    The discussion on Twitter turned to localisation specialists Sekai Project, who Kickstarted the Grisaia trilogy and were originally intending to only bring us an all-ages release. After considerable feedback from fans, they eventually relented and agreed to publish a localised 18+ version of Grisaia via their Denpasoft imprint, even going so far as to allow Kickstarter pledges (like me!) to upgrade their donation and get digital copies of the 18+ versions as well as the physical, packaged and digital Steam releases of the all-ages versions.

    In my experience so far, Sekai Project know their craft and they understand the art form that is the visual novel. They recognise that eroticism is an important part of many of these works, hence the existence of Denpasoft in the first place. But the concerning thing for some people is that the 18+ releases don't seem to get much attention, even from Sekai Project themselves. Denpasoft's website is a pretty bare-bones affair, and its Twitter account isn't particularly active, whereas Sekai Project is always tweeting about something or other, launching new Kickstarters and generally enthusing about their work — and with good reason.

    Why, though, are the 18+ releases dirty little secrets rather than celebrated and promoted alongside the all-ages versions? I don't have a definitive answer for that, only theories, but I wonder how close to the mark I am.

    In short, Sekai Project as a brand is keen to promote the Japanese visual novel as a valid art form and type of game to be celebrated by as many people as possible. Their keenness to get their work on Steam shows a keenness to get these titles in front of as many people as possible, since Steam is an enormous market to tap into. Unfortunately, Steam doesn't allow adult content — aside from the aforementioned exceptions for Western games — and so any originally 18+ visual novels that come to steam will have been necessarily neutered. Sometimes there are fan patches available to restore the cut content, though in situations like The Fruit of Grisaia, the all-ages and 18+ versions are completely different base games — the 18+ version is based on the PC original, the all-ages version on the Vita version — and cannot be easily patched.

    Sekai Project, as a brand keen to get their stuff noticed, is probably aware of the way the games press has been in the last few years with regard to anything even remotely sexual. As such, their apparent unwillingness to promote the explicitly sexual versions of their games is probably less to do with them being "ashamed" of the content itself, and more an attempt to enjoy a quiet life without enraging the massed heavenly hosts of Anita Sarkeesian's 43rd Puritan Squadron (Polygon Division). Can you imagine what those narrow-minded, sex-negative fun vacuums would make of your average visual novel sex scene? It wouldn't be pretty. Fuck Anita Sarkeesian, and fuck what she has done to intellectual discourse about games as art. (I'm aware it's not entirely her fault, of course, but the members of the press who endlessly bleat on about feminism and the like are pretty much following her cultish teachings to the letter.)

    I'm not saying that all visual novels have to have sex in them to be good, of course. But sex is an important part of art, which visual novels are, and sex is also an important part of relationships, which visual novels tend to depict with a strong degree of intimacy. Sex is a basic fact of life, of humanity, and the fact that there are so many roadblocks to exploring it effectively in video games and visual novels is kind of sad, really; thankfully, we're not (yet) in a situation where publishers like JAST, MangaGamer and Sekai Project are giving up on publishing erotic content in the West completely, but we're also sure as hell not (yet) in a situation where a mainstream press site would be able to publish something about a work of The Fruit of Grisaia's ilk without getting a massive hate-boner and then spunking vitriol all over the page, completely missing the point of the "controversial" content in the process; I vividly remember just mentioning Kana Little Sister in one piece on USgamer, and getting attacked by one particularly puritanical reader for "promoting a pedophilic incest simulator".

    It's difficult to know how this situation can be improved — or even if it needs to be improved. Could there be scope for a Steam-esque platform that allows adult games to be released and promoted, rather than relying on Web stores that many people have understandable hesitancy trusting? I wonder. In the meantime, I'll keep banging my drum about the most interesting, compelling eroge — and, hell, nukige, since there's plenty of interesting stuff there, too — and hope that at least a few people will listen.

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    2105: Into Darkness https://imnotdoctorwho.moegamer.net/2015/10/25/2105-into-darkness/ https://imnotdoctorwho.moegamer.net/2015/10/25/2105-into-darkness/#respond Sun, 25 Oct 2015 19:57:20 +0000 https://angryjedi.wordpress.com/?p=8086 The official trailer for Final Fantasy XIV patch 3.1 came out recently, and it's looking simply marvellous. I am happy about this, because although I feel like I've got over my "rut" with the game, I'd still love to see something new at last. It's been a long time coming, after all. My initial reaction to the … Continue reading 2105: Into Darkness

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    0105_001

    The official trailer for Final Fantasy XIV patch 3.1 came out recently, and it's looking simply marvellous. I am happy about this, because although I feel like I've got over my "rut" with the game, I'd still love to see something new at last. It's been a long time coming, after all.

    My initial reaction to the announcement of 3.1 was slight disappointment, but in retrospect this was rather silly. I'll tell you my thinking, though: previous content patches for the game tended to include three new dungeons, a new raid (either a 24-player casual raid of the Crystal Tower ilk, or an 8-player hardcore raid of the Coil ilk) and maybe some new quests and minor mechanics here and there. And gear, of course. 3.1, meanwhile, only includes two new dungeons, one of which is a "Hard Mode" version of an existing dungeon — Pharos Sirius — which immediately made me feel a bit let down that we weren't getting as much new stuff as we had in the past.

    But then I considered things a bit more, and there are plenty of interesting things happening outside the dungeons, because dungeons aren't the only interesting thing you can do in the game. They're cool, sure, but I get the impression that Yoshi-P and the FFXIV team very much want to try and shake up the basic formula of the game a little bit having got it where they want to be over the course of A Realm Reborn and vanilla Heavensward. In other words, that means getting people out of the "grind the same thing over and over" mentality and into doing more varied things.

    Perhaps the thing I'm most intrigued by — and most mystified by — is the new Exploratory Missions system, whereby individual players, parties, alliances and Free Companies can fly off into the Sea of Clouds with their airship(s), explore a region for 90 minutes, kick the shit out of some monsters, find treasure, complete objectives and gather stuff. This has the most potential to shake up the basic structure of the game, and I really hope it turns out well.

    Details are still a bit thin on the ground as yet, but it seems like there will be three difficulty levels for these exploratory missions, with the hardest level being pitched towards Free Companies with their own airships. Monsters will have difficulty ranks between 1 and 6 instead of conventional levels, and there are apparently Hunt-esque "marks" to defeat as well as regular monsters. There will be objectives to complete that will allow players to earn the all-important Tomestones to upgrade their equipment, and treasure chests that contain new Aetherial equipment with randomised stats.

    The randomised element of the Exploratory missions is the thing I'm looking forward to the most, to be honest. Exactly how random it is I'm not entirely sure as yet, but I know at the very least there will be several different areas that you can fly to when you start one of these missions — it seems you won't be able to explicitly pick where you want to go and will instead be assigned a random landing point in a random region. The equipment you can find will be scattered in bronze, silver and gold chests, and presumably tracking these chests down will involve actual exploration of the area rather than the current situation in dungeons, where equipment can be found in boss chests and stuff in all the other chests is fairly underwhelming in its awesomeness, usually consisting of either potions or crafting materials.

    Aside from the Exploratory Missions, the thing I'm looking forward to the most is the new Minstrel's Ballad trial, which is a considerably expanded version of the final boss fight from the Heavensward story quests. This was an absolutely spectacular fight, albeit not particularly difficult, so it will be exciting to have the opportunity to see this realised as something closer to what the creators apparently originally intended. It will be a ten-phase fight — they stopped short of going for thirteen phases to match the thirteen Knights of the Round — and will apparently be on par difficulty-wise with Extreme-level primal fights and the first area of Alexander (Savage). Hopefully this doesn't mean it will be a glorified DPS check like Alexander is, but from the little I've seen of it so far, it looks like there's going to be some interesting mechanics at play.

    Anyway. Patch 3.1 is coming in early November, which isn't far away now. I'm really looking forward to seeing what it has to offer, and actually a little bit thankful that the new Relic weapons — which are apparently known as "Anima Weapons" — aren't coming immediately, instead inviting us to grind ourselves into oblivion from patch 3.15 onwards.

    In the meantime, I've got Dark Knight to level 50 today, so only ten levels to go before I can officially retire Paladin for the most part and start playing a tank class with a bit more damage output at high level! Darksiiiiiiide!

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    2104: Adult Content https://imnotdoctorwho.moegamer.net/2015/10/24/2104-adult-content/ https://imnotdoctorwho.moegamer.net/2015/10/24/2104-adult-content/#respond Sat, 24 Oct 2015 22:48:55 +0000 https://angryjedi.wordpress.com/?p=8083 From a Plinky prompt: "When did you realise you were an adult?" I'll be frank with you, dear reader; despite being 34 years of age, despite being married, despite being a homeowner, despite having a new(ish) car… I don't feel like I'm an adult. I mean, obviously I know I am an adult, because I have to … Continue reading 2104: Adult Content

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    0104_001

    From a Plinky prompt:

    "When did you realise you were an adult?"

    I'll be frank with you, dear reader; despite being 34 years of age, despite being married, despite being a homeowner, despite having a new(ish) car… I don't feel like I'm an adult.

    I mean, obviously I know I am an adult, because I have to worry about things like council tax, credit cards and putting the rubbish out. But I don't feel like an adult. I'm not particularly houseproud (except when I know people are coming to visit), I'm not the sort of person who enjoys DIY "projects" — I doubt the day when I really want to "do the bathroom" or similar will ever come, whereas for some friends of mine it came practically the moment they left university — and I don't really know how insurance works.

    These are things that people never teach you, you see — or at least, they didn't when I was in education. During my few years as a teacher, I did deliver a few "Key Skills" classes that, among other things, involved a whole lesson on how to work a washing machine — yes, really — but I must confess to feeling a little hypocritical educating the youths of the day on things that, in some cases, I wasn't hugely familiar with myself.

    Regular readers will, of course, know that my brain is riddled with hangups and anxieties over all sorts of things, ranging from simple communication with other people to how, exactly, you go about calculating your tax code. These anxieties, at times, build into what feels like outright fear, and I find myself worrying that I'll get everything "wrong" and mess it up; this feeling, when it grows big enough, is enough to completely paralyse me from doing something I need to do, putting it off and putting it off until it becomes a considerably bigger problem than it would have been if I'd just done it when I first became aware of it.

    I probably shouldn't do that. One of these days I'll end up putting off something really important and getting myself into a disastrous situation. Fortunately, I'm not alone; I have people who look out for me, and while I don't want to become dependent on them or anything, knowing that sets me a little more at ease with my life than I would be if I was trying to struggle through all by myself.

    So, in answer to the original question… when did I realise I was an adult? I don't think I ever have realised that I was an adult; I don't feel like I am an adult, I feel like I still have a hell of a lot to learn about the world, and I don't have the first clue how to go about doing it. And, more to the point, I'm not sure I particularly want to.

    That's probably not a very grown-up attitude to take. But, well… you know.

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    2103: Amane, the Girl Who Learned to Say Thank You https://imnotdoctorwho.moegamer.net/2015/10/24/2103-amane-the-girl-who-learned-to-say-thank-you/ https://imnotdoctorwho.moegamer.net/2015/10/24/2103-amane-the-girl-who-learned-to-say-thank-you/#respond Sat, 24 Oct 2015 01:00:11 +0000 https://angryjedi.wordpress.com/?p=8072 I finished Amane's route in The Fruit of Grisaia tonight, bringing my time with this absolutely incredible visual novel to a close, and frankly I'm a bit of an emotional wreck right now, but I will do my best to try and collect my thoughts and post something reasonably meaningful. One thing I will say before I … Continue reading 2103: Amane, the Girl Who Learned to Say Thank You

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    0103_001

    I finished Amane's route in The Fruit of Grisaia tonight, bringing my time with this absolutely incredible visual novel to a close, and frankly I'm a bit of an emotional wreck right now, but I will do my best to try and collect my thoughts and post something reasonably meaningful.

    One thing I will say before I jump into spoiler territory after the "More" tag is that I'm really glad I saved Amane's route for last. Not just because she was immediately my favourite girl — and still is after playing through her route — but because her route acts as a rather wonderful way to wrap up the entire experience. Her good ending is particularly "conclusive", and as the last thing I saw in the whole work, it feels like I've had a great sense of closure — although, as always with this sort of thing, I'm going to miss these characters very much. At least I have two more games in the series to look forward to!

    All right. Let's get spoilery.

    2015-09-09_00003

    I liked Amane the moment I "met" her. There were numerous reasons for this: she was the character I found most physically attractive, for one — I have a thing for long hair, big tits and womanly curves, although seeing that written down it doesn't sound like a particularly unusual thing to "have a thing" for — but also there was something about her personality that I immediately latched onto and liked very much.

    I wasn't sure what it was immediately. I thought it might be her "big sister" act that she immediately starts laying on pretty thick with Yuuji as soon as they start to get to know one another. Or perhaps her aggressive sexuality and rather "handsy" nature. Or maybe it was the fact she just seemed like an overwhelmingly nice person, and among a cast of misfits she was by far the most "normal"-seeming out of the bunch.

    I knew from my experiences with the other routes, however, that one's first impressions of these characters never ended up being entirely accurate. Amane is a nice person, of course, but her reasons for being the way she is don't come to light until later in her route after she and Yuuji have established their relationship. Prior to this, however, Yuuji has her pegged pretty quickly after he dramatically calls her bluff after she comes into his room demanding a kiss; "she puts up a consistently strong front," he says, "but when push comes to shove it seems Amane's a pretty timid woman."

    Amane's timidness initially appears to manifest itself as neediness. She wants to be the perfect girlfriend to Yuuji, but she's also anxious about the secret life he leads. She doesn't want to pry into the details of it — and indeed keeps her promise that she won't bug him for details right up until the end of her story — but that doesn't stop her feeling uneasy.

    "I'm kind of… anxious, you know…?" she explains to him. "In your case, it really does feel like you might vanish into thin air all of a sudden."

    2015-09-07_00001

    This concern is nothing new for the Grisaia heroines, with most of the other members of the cast having suffered some form of "loss" at one point or another, but something feels a little different about Amane's situation. Yuuji notices this after a short while dating her, though he writes it off with his own lack of self-esteem.

    "Honestly, she's too convenient," he says. "The whole thing gives me an unpleasant feeling in the pit of my stomach at times. But then again, that's just the sort of person I am — the sweeter the deal, the more uneasy I become."

    This continually weighs on his mind, though, and his thoughts turn to Amane's oddly servile nature when he has free, peaceful moments.

    "There are some people out there who find joy in serving others, making them happy, and being necessary to them," he ponders. "I consider them masochists. There's no guarantee that such devotion will ever be rewarded. In fact, I think it's safe to say the opposite is more often true. Maintaining such fruitless devotion for its own sake doesn't make any sense. There's got to be some other motive underneath it all… or so I instinctively suspect."

    Indeed, Amane  does indeed seem to have her own motivations for being continually kind to Yuuji, though it initially appears to be a simple lack of self-confidence in her own ability to keep him from straying.

    "I may not get all the details," she comments to Yumiko after discussing a teen girl magazine article about the importance of blowjobs to maintaining spice in a relationship, "but the main lesson is clear enough, you know? Men get bored of pretty girls in three days flat, so you better suck 'em off before then! Am I right?" Yumiko, naturally, claims not to have any strong thoughts on the matter, but as we learn in the other routes, she does have something of an interest in all things sexual, though at this point chooses not to share her more secret thoughts.

    2015-10-21_00012

    Amane's worries grow; she starts to believe that the other pretty girls around her will eventually prove too much of a temptation for Yuuji, and becomes somewhat desperate.

    "So what sets me apart from the other girls…?" she asks herself. "Something I have, but the others don't… my ginormous tits, I guess?"

    And so it comes to pass that Yuuji emerges from the school principal's office only to find Amane kneeling in the corridor offering tit-fucks for 100 yen — a somewhat bastardised form of a joke Makina had made to Amane earlier in the day. Yuuji, displaying admirable self-control, is having none of this.

    "I, Kazami Yuuji, am not the composed, cool and confident man you apparently think I am," he says to her. "To be perfectly honest, I was just moments ago worrying myself fairly seriously over my future with you, and what path I should pursue in life. In other words, I was earnestly pondering the possibility of forming a family with you. I've pulled you into my life for my own selfish satisfaction, so I feel obligated to give you something more than sadness and regret. I'm not sure what to do yet, but I've been thinking it over. When the time comes, I want you to look back and think 'I was right to choose this man.' I want you to be happy we were together. I'm reconsidering my very way of life in the hope I can make that happen… and then I get 'titty-fuck, 100 yen!' in the hallway. Can you perhaps imagine what I experienced upon reading this?"

    2015-10-20_00054

    Yuuji does eventually relent and acquiesce to Amane's increasingly demanding sexual appetite, but he still finds himself reflecting on the situation, pondering exactly why Amane is the way she is.

    "Slut," he ponders, considering the description Amane habitually applies to herself. "Women are a bit too complex to fit neatly inside the frame of that simplistic concept. Sometimes they want to forget something painful. Sometimes they're simply lonely. And maybe sometimes, it's no one easily defined emotion; maybe it's all of the above and more, an overwhelming jumble of hopelessly tangled emotions. Under such circumstances, women throw themselves at men. Any man will do; sometimes, even someone they despise from the bottom of their heart. Sex is a moment of forgetfulness for them, a band-aid on a wound. Men refer to such women as 'sluts'. Amane confidently refers to herself as such on a regular basis. But however urgent her sexual demands, she's far from indiscriminate. Her target has always been restricted to me and me alone. Almost as if she's decided I'm the only band-aid that can cover up her particular wound."

    Yuuji has hit the nail on the head, as he so frequently does, though it's an unfortunate coincidence that kicks off a chain of events that results in him discovering exactly what traumatic event in Amane's past led her to Mihama Academy: he overhears some girls referring to Amane as "cockroach", and later, he decides to ask her about it, as painful as it might be for her to remember the past — though he notes that since she hasn't asked about his secrets, she doesn't have to share them if she doesn't want to, either.

    2015-10-22_00001

    Amane, however, having grown to trust Yuuji implicitly for reasons that become very apparent in her story, explains the situation without hesitation: six years ago, she was on a bus that crashed into a ravine along with a number of her friends and acquaintances from the school basketball club. One of her fellow survivors was a young girl named Kazami Kazuki: Yuuji's sister, whose apparent death following the accident Amane describes was the catalyst for the breakup of his family, which eventually resulted in his father being killed and his mother committing suicide. (We learn in the other routes that Yuuji believes he is the one that caused his father's death, but in fact this was not the case; the exact circumstances are never completely revealed, so I assume this is something that is tackled in the second and third games.)

    Amane shows Yuuji her diary, an exhaustive account she kept of the survivors' struggle to keep things together and escape from the situation in which they found themselves. Amane was ultimately the only survivor of the incident, with the others having turned into what she and Kazuki referred to as "ghouls"; driven mad by a combination of malnutrition, illness from eating infected meat — which turned out to be the flesh of one of their fallen comrades — and sheer despair at the terrible situation from which they were unable to escape. "When the world grows warped around you," Amane wrote, "those who can't bend simply break."

    Kazuki apparently sacrificed herself to allow Amane to escape, though we never get completely conclusive proof of her death, and indeed by the end of Amane's route there are still significant questions as to whether or not she's still alive. Since Amane is the only one who made it back to society, though, she was the one regarded as the "cockroach", after the theory that if you put a bunch of cockroaches in a sealed jar together with no food, they'll eventually turn on each other and the strongest one will survive.

    "I'm the cockroach that got out of that jar alive," Amane muses after Yuuji finished reading her story. "The most durable, most disgusting cockroach of all."

    2015-10-22_00014

    Finally, we start to get to the root of Amane's problem; crippling guilt at being the "only" survivor, Kazuki's uncertain status aside. After suffering hounding from the media, the public and her former friends, she became unable to function normally in society.

    "Until I had suffered more than those who had died," she explains, "no-one would approve of my continued existence. If I could live my life entirely for someone else's sake, maybe someday I'd be forgiven. But for that role, I needed someone who would punish me for the sin of surviving. So that when moments of happiness found me, when I laughed, I could simply offer a silent apology to the dead. I needed someone who would give me an excuse for when the voices whispered in my ear. I needed an answer to their resentful curses. 'See? I'm getting exactly what I deserve.'"

    Amane admits to Yuuji that initially, despite telling him that she'd fallen in love with him at first sight, she didn't really love him — at least not initially. She threw herself at him in the hope that he would become the person she craved to "punish" her.

    "When I first met you, I decided… since I'd stolen your sister from you… I could at least become a stand-in for Kazuki… That was all I could think of," she says. "Since I'm not your real sister, I thought I'd compensate by doing things she couldn't do for you. I wanted… a more dramatic 'punishment,' so I started pushing you into those sex marathons, doing all sorts of extreme things… but at some point, before I knew it… being with you, making love to you started to make me really happy. That's… no good at all. It's hardly a punishment if I love you. All of a sudden, the nightmares, the hallucinations, the voices started coming back… they're all cursing me. 'You're taking all the happiness for yourself yet again!'"

    Ultimately, Amane asks Yuuji if he will kill her, since she came to the conclusion that killing herself would have been the coward's way out, but having someone else kill her would be an effective punishment for her "crime" of surviving. Yuuji, of course, refuses, having fallen in love with her himself by this point, but does accept the role of the one to punish her.

    "There's only one way I can save this woman," he muses to himself. "And it's not by trying to break the curse of her past. I'll simply accept everything. Knowing her past, knowing her trauma, I'll accept it all. I'll provide her with the 'punishment' she needs. There's no other way. Someday, Amane will surely come to understand. The only person she needs to ask for forgiveness is herself. Until then, I'll be a burden for her to bear. I'll ease her guilt. I'll be her punishment. I'll offer her forgiveness. Even if no-one else in the world does."

    2015-10-23_00055

    And indeed, it seems there are people in the world who are unwilling to forgive Amane: specifically, one Sakashita, the father of one of the girls who died in the accident. Sakashita has gone completely mad with grief and anger in the intervening six years, and, following the schoolgirls' chance encounter with Amane some time ago — the same incident that prompted Yuuji to investigate her past — spotted an opportunity to exact what he saw as "retribution" for Amane's "murder" of his daughter. Cornering them in the valley where the bus crashed as Amane and Yuuji return to the scene to investigate any clues Kazuki might have left behind, Sakashita, an experienced hunter, offers them the opportunity to escape, but there is clear bloodlust on his mind, and indeed he injures Yuuji before the pair have the opportunity to get away.

    In Amane's bad ending, she and Yuuji decide to split up in an attempt to divert his attention; Yuuji, mirroring his sister's behaviour six years earlier, decides to act as a decoy to draw Sakashita's attention, hopefully allowing Amane to escape. Unfortunately, Amane chooses this moment to stand up for herself and, after discovering Kazuki's "treasure" — actually a kitchen knife and a note apparently all but predicting the exact circumstances in which she and Yuuji now find themselves — resolves not to run away any more, and instead to protect Yuuji with her life, as Kazuki once did for her. Things… do not end well for anyone involved, let's just say.

    In Amane's good ending, meanwhile, Yuuji opts to escape with Amane and cooperate in a plan to foil Sakashita. They are ultimately successful, and this leaves them free to live out the rest of their lives in peace. And the ending literally depicts that: we see Amane and Yuuji graduate, marry and grow old together, Yuuji eventually succumbing to cancer in his twilight years and Amane following a while after. Before Amane dies, though, surrounded by her family and feeling at peace with the world, she realises that it has taken her whole life, but she is finally truly and utterly happy; she has forgiven herself, and believes that she's finally ready to move on and be reunited with her beloved. It's a truly beautiful moment, and a fitting end for her story.

    2015-10-23_00076


    Amane's route prompted many powerful emotions, for sure, but one thing that struck me as I started to learn more about her was that I related to her even more than the other members of the cast, and I came to the conclusion that this was one of the things that attracted me to her in the first place.

    While I haven't been through anything nearly as traumatic as she went through, her feelings of being unworthy of happiness and a desire to "serve" others are all too familiar to me. I recognised her anxiety, uneasiness and guilt at being happy or content, and I empathised with her situation greatly. I've felt many of the same things before — for different reasons, yes, and not anything to do with survivor's guilt in my case — and so I felt particularly close to her through the things we had "shared".

    Her bad ending was utterly horrifying — by far the most unpleasant (and effective!) of the bad endings in the whole VN — but her good ending brought me to tears for a different reason; she had endured so much throughout her life, toiled so tirelessly for redemption and suffered so much pain that it was a delight to see her finally happy at the end, though it was somewhat bittersweet that her moment of true happiness came as the flame of her life went out. I couldn't help thinking, having related to the way she felt so closely throughout her route, that I hoped my life didn't quite follow the same course as hers.

    The post 2103: Amane, the Girl Who Learned to Say Thank You appeared first on I'm Not Doctor Who.

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    2102: Seven Wonders https://imnotdoctorwho.moegamer.net/2015/10/22/2102-seven-wonders/ https://imnotdoctorwho.moegamer.net/2015/10/22/2102-seven-wonders/#respond Thu, 22 Oct 2015 23:36:08 +0000 https://angryjedi.wordpress.com/?p=8069 In response to The Daily Post's writing prompt: "Seven Wonders." "Khalil Gibran once said that people will never understand one another unless language is reduced to seven words. What would your seven words be?" Regular readers will doubtless be aware that I require considerably more than seven words to get my point across in most … Continue reading 2102: Seven Wonders

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    In response to The Daily Post's writing prompt: "Seven Wonders."

    "Khalil Gibran once said that people will never understand one another unless language is reduced to seven words. What would your seven words be?"

    Regular readers will doubtless be aware that I require considerably more than seven words to get my point across in most situations, but this is an interesting question, regardless. What are the most fundamental things that you might need to communicate with other people? And, by extension, if those were the only things you were able to communicate, what effect might that have on your life?

    A hasty answer to this question would consider fairly "obvious" words that reflect basic survival: food, drink, friend, dangerous, stop, help, run. Being forced to rely on words like that, though, would essentially put us on the level of primitive man: living for nothing more than basic survival and basic relationships with one another that boil down to people and things being good or bad. That, while a stable existence, would be rather dull.

    So you could throw some words in there to spice things up a bit. Love. Hate. Sex. Kill. Although with those latter two in particular, you're still not really operating on a level anywhere particularly beyond that of the cavemen.

    But with only seven words to play with, how on Earth can you hope to make yourself understood? How could you possibly express yourself in all the many weird and wonderful ways humanity does today? These two things aren't necessarily the same, since expressing yourself "clearly" does not necessarily mean that you're being understood.

    Well, then, you have to consider that not everything about communication involves words. Humanity can communicate with eye contact, with body language, with physical contact, with visual imagery, with music, with sound, with empathy, with sympathy. Consider the works of art that you might have indulged in that have no words as such: silent movies, instrumental pieces of music, visual art, dance recitals, even video games like Flower and Journey.

    When you think about it that way, do we even need words at all? Well, yes, I think we probably do, since expressing the fact that you're hungry entirely through a spectacular but ultimately impractical ballet performance is not really the most efficient way to go about things. But with the above in mind, what it does mean is that we could get by with a bare minimum of language to cover our basic needs — food, drink, friend, dangerous, stop, help, run, perhaps substituting "sex" for one of those depending on your attitude towards fornication — and the actual expressive side of communication could be handled entirely by non-verbal forms of art.

    That would certainly be an interesting way to live, but to be honest, I think I like words too much to ever want to abandon them in that way. So don't worry, dear reader; tomorrow's post will be made up of more than the seven words I've proposed today. And I hope the words I choose will help you to understand me just a little bit more than the day before.

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    2101: Things I Couldn't Do https://imnotdoctorwho.moegamer.net/2015/10/21/2101-things-i-couldnt-do/ https://imnotdoctorwho.moegamer.net/2015/10/21/2101-things-i-couldnt-do/#respond Wed, 21 Oct 2015 20:30:58 +0000 https://angryjedi.wordpress.com/?p=8065 I lost another three and a half pounds this week, bringing my total weight loss since the very end of January this year to five stone and six pounds — nearly five and a half stone. I may not be the sort of person who is particularly good at showing genuine-seeming excitement when speaking in … Continue reading 2101: Things I Couldn't Do

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    I lost another three and a half pounds this week, bringing my total weight loss since the very end of January this year to five stone and six pounds — nearly five and a half stone. I may not be the sort of person who is particularly good at showing genuine-seeming excitement when speaking in person, but believe me, I'm pretty much ecstatic about this — though I have no intention of stopping here, as the initial "target" I set is still a little way off.

    Back when I decided to start losing weight with Slimming World at the end of January, I was just under 23 stone. That is, quite obviously, Too Heavy. I'd always been aware I was overweight — particularly when arseholes in the street would make some off-colour fat joke in my direction — but towards the start of the year, I'd started to become somewhat conscious that more than just being roly-poly and jolly, things might actually have started becoming a bit of a problem.

    I could tell this in a number of ways. Firstly and most obviously was the fact that I was terrified to know my actual weight. I wouldn't get on scales, I wouldn't even contemplate it. I just knew that I was too heavy, and I wouldn't tell anyone even what I thought I weighed. The most difficult part of attending my first Slimming World meeting was knowing that I'd find out exactly how much I weighed — and, to be perfectly honest, it was actually a little worse than I thought it was, since I'd silently estimated myself around the 20 stone mark for a while.

    Secondly, I was extremely uncomfortable all the time. The chairs I sat in at the job I was working at at the time felt like they were too small for me, but I stubbornly refused to order a "special chair" like the one provided for the resident fat bloke in our department — who was considerably larger than me, even — because that felt humiliating. I was terrified of the prospect of going abroad ever again, because I didn't want to be one of the people who had to ask for a seat belt extension — that felt like it would be humiliating too. And I was still carrying around painful memories of the time Andie took me to Alton Towers for what should have been a really nice weekend — and was, for the most part — but which had at least part of it that felt utterly mortifying.

    Thirdly, and somewhat related to the Alton Towers story, there were things that I felt like I simply couldn't do any more. I didn't go along to a significant part of a close friend's stag weekend because it involved doing stuff at Go Ape and riding Segways, and a bit of research beforehand indicated that I would probably be too heavy for both of those things. So instead I just joined the group for the evening's activities. I didn't feel like I could climb a ladder because I was scared it would break; I didn't feel I could even do basic do-it-yourself around the house that involved using a stepladder because there was a prominent notice on it indicating a maximum recommended weight that was significantly below what I actually weighed; I didn't feel safe standing on anything that was off the ground, in fact, even if it was quite obviously designed to hold up things considerably heavier than one miserable, overweight thirtysomething.

    In short, I was utterly miserable, and I knew it was my own fault for not taking better care of myself. I'd eat crap day in, day out, kidding myself that I wasn't having much junk, just an occasional treat; I'd deal with emotional episodes by eating because I felt like I "deserved" something nice; sometimes I'd just eat because I was bored, and I felt like eating something sweet might relieve that boredom.

    I knew all these things before I started Slimming World. What I wasn't prepared for was how surprisingly easy it ended up being to change those habits — and what an immediate impact it would have on both my physical and mental wellbeing. I lost eight pounds in my first week on the programme, and have seen fairly consistent losses (albeit somewhat smaller ones!) ever since. I feel happier and more confident in myself; I don't feel ashamed when I see myself in the mirror any more — sometimes I actually quite like what I see, as narcissistic as that might sound — and while I'm still uneasy to do some things such as climbing ladders, I know that even if I'm still not quite 100% at a stage where I can live life "normally", I am on the right track and that I will get there eventually, at least so far as my physical wellbeing goes. My mental health is, of course, another matter, but that's a whole other set of things to deal with that I'm not sure how to even start tackling just yet.

    I've found myself thinking about the future a bit since seeing my progress. Not in a particularly grand way or anything — just thinking about the things that I wouldn't have been able to do at the start of this year (such as those mentioned above) that I would be able to now. Andie and I are having a belated "honeymoon" at Center Parcs at the very end of November, for example, and I know that everything about that holiday is going to be much more comfortable and enjoyable for me than the last time we went. (Not that I didn't enjoy last time, mind you; it was just physically exhausting to lug myself around.)

    And I feel like it would be something of a symbolic "victory" for me if, once I reach my target (or perhaps even go beyond it if I feel like I want to go further), I return to Alton Towers and comfortably hop onto all the rides that I simply wasn't able to physically fit onto the last time I went. I don't feel I'm quite ready for that just yet, but it won't be that long now if I carry on at the rate I'm going. And that's a good feeling; there are many things in life that it's impossible to "take back", but thankfully the mistakes I've made with my body and my habits don't appear to be counted in that category.

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    2100: Mobile Games that Don't Suck https://imnotdoctorwho.moegamer.net/2015/10/20/2100-mobile-games-that-dont-suck/ https://imnotdoctorwho.moegamer.net/2015/10/20/2100-mobile-games-that-dont-suck/#respond Tue, 20 Oct 2015 22:30:33 +0000 https://angryjedi.wordpress.com/?p=8060 Occasionally, I take a peek into the murky waters that is mobile gaming because among all the crap you occasionally find some good things. There's a lot of derivative stuff, which can make it difficult to determine which games are worth spending your time and/or money on, and some of them do a better job … Continue reading 2100: Mobile Games that Don't Suck

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    Occasionally, I take a peek into the murky waters that is mobile gaming because among all the crap you occasionally find some good things. There's a lot of derivative stuff, which can make it difficult to determine which games are worth spending your time and/or money on, and some of them do a better job of iterating on existing formulae than others.

    Two games in particular spring to mind as having been casually keeping my attention lately; neither are fantastic games, but they're good for a few minutes on the toilet or in bed or waiting for the kettle to boil or something.

    I Love Pasta

    I downloaded this for two reasons: the endearing name, and the cute artwork. Turns out it's actually quite a nifty little restaurant management game that initially looks like a Zynga-esque "tap and wait" game, but which actually opens up and has an intriguing amount of depth the more time you spend with it.

    The game opens with your father buggering off and leaving you with a pasta restaurant to take care of, and little in the way of training. Fortunately, a local chef comes to your aid and starts giving you some advice, and from here it's up to you to make your own pasta, develop a range of dishes to serve on the menu, keep your customers happy, make as much money as possible and ultimately help build up the area of town around your shop.

    As I said, the basic gameplay is rather Farmville-esque — you tap on a pasta machine or cooker, choose something for it to produce, then wait, either for the machine to make the pasta or the food on the cooker to sell out. Then you repeat. This is the basic activity you'll be doing all the time, because it earns you money and experience points. From here, though, things get a little more interesting.

    Rather than always serving the best meal you possibly can, for example, you might want to consider mixing things around a bit. Dishes each have their own experience level that rises as you make them more times, and levelling up a dish not only improves its quality, it allows you to add items to its "set menu", which confer various bonuses when the dish is sold. Some dishes also have prerequisite experience levels in other dishes before you can learn them, too.

    Learning a new dish sees you playing two minigames: firstly, a game of Concentration with the main ingredients, followed by an inexplicable but fun rhythm game in which you fend off ingredients being hurled at you with a frying pan in time to some delightfully upbeat music. After this, you're able to sell the dish whenever you have cooker space available, though you'll also need to manage your inventory of ingredients, as you can't make a bolognese without tomatoes, for example.

    Other activities include sending your employees into town to shop — they can do this a certain number of times according to their HP value and become exhausted after a while, but while they have the energy they'll bring you stuff back from the market for free. Alternatively, you can order specific items, but these take varying amounts of real time and money to arrive at your restaurant.

    There's also an obligatory gacha component to the game, though it's not immediately obvious: each of your employees have various equippable items which contribute to their HP, cooking and attractiveness stats, each of which allow them to perform more efficiently for you. As with most games of this type, you can fuse items together to increase their effectiveness, and draw new ones using in-game currency, the "friendship currency" of puzzle pieces or the hard currency that you buy with real money — naturally, the best items are more likely to appear if you spend real money, though I've still nabbed an A-rank top from a puzzle draw.

    The game dribbles out new mechanics at a nice rate as you level up; initially it's very simple, but later you'll be catering to specific characters to raise their affection levels, building up a separate Market Town area, hiring people to staff the shops in the square around your pasta restaurant, and serving food to people on the street according to clues they give you. It's a fun little game with adorable artwork and a surprising amount of depth; it's no true simulation, of course, but as something to while away a few minutes with it's worth a look.

    Mabinogi Duel

    mabinogiI was introduced to this game by someone over on the new Niche Gamer Forums, who said it was a genuinely good game. And it is! It's a card game, but unlike most mobile card games, it's an actual card game rather than a collectathon. It most closely resembles Blizzard's Hearthstone in execution, but it has plenty of unique mechanics of its own that distinguish it — plus, for what it's worth, I much prefer the art style to that seen in Hearthstone, but that might just be me.

    The basic gameplay involves using collected mana points of various elements to summon creatures and cast spells. So far so Magic, and indeed the game wears its inspiration on its sleeve. It works well, though, with nicely streamlined game systems and one or two things that would be difficult to implement with physical cards. While in a fight, you can "level up" up to twice, for example, with a higher level making all your cards more effective and allowing you to take multiple actions per turn.

    The game features a fun tutorial with an overwrought but surprisingly humorous tale about a half-elf suffering racism and wanting to turn himself fully human. His journey provides a convenient excuse for you to be presented with an array of different opponents who provide a good means of teaching you various different mechanics. By the time you've cleared the scenario, you'll be ready to play more freeform games, and that's where what looks to be an interesting metagame comes into play.

    Unlike many games of this type, you can actually trade cards with other people in this one, as well as purchasing booster packs to bolster your virtual ranks. You can also use "rental decks" until you collect enough cards of your own to be competitive, and there are various Mission and Arena modes that allow you to participate with various restrictions and special conditions in place, for those who enjoy that sort of thing.

    For a game I'd never heard of before the other day, Mabinogi Duel is one of the most impressive mobile games I've seen for a long time, and I'm looking forward to learning a bit more about its meta. If you're a fan of Magic-style card battling, it's well worth a go.

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    2099: Further Travels in the Dungeons https://imnotdoctorwho.moegamer.net/2015/10/19/2099-further-travels-in-the-dungeons/ https://imnotdoctorwho.moegamer.net/2015/10/19/2099-further-travels-in-the-dungeons/#respond Mon, 19 Oct 2015 22:51:21 +0000 https://angryjedi.wordpress.com/?p=8057 I've played about twelve hours or so of Dungeon Travelers 2 so far, and despite my relative inexperience with the genre, I'm inclined to agree with those people who describe it as one of the best dungeon crawlers on the Vita. The really exciting thing about it is that I know I haven't seen everything the game … Continue reading 2099: Further Travels in the Dungeons

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    I've played about twelve hours or so of Dungeon Travelers 2 so far, and despite my relative inexperience with the genre, I'm inclined to agree with those people who describe it as one of the best dungeon crawlers on the Vita. The really exciting thing about it is that I know I haven't seen everything the game has to offer, and that it's gradually increasing in depth and complexity as I progress.

    This is a good structure: it keeps a challenging game accessible and easy to understand, and allows the player to spread their wings a bit as they become more confident with the various systems.

    A case in point is the party formation and progression systems, which gradually introduce you to core concepts of the game a little bit at a time, then present you with more and more unusual cases, then open up progression a bit, then a lot, then give you more party members, and so on.

    You start the game with just two characters: a Fighter (tank) and Magic User (damage dealer/healer). Shortly afterwards you're joined by a Spieler (essentially a damage dealer, but with many skills relying on RNG), then later by a Maid (a support class that doesn't use "TP" to power her skills) and a Scout (a high-speed damage dealer that can either be a melee or ranged combatant).

    Once each of these characters hits level 15, they can move up a tier of classes, with each class splitting into two or three alternatives, then each of those splitting into another two possibilities further down the levelling track. Fighter can become either Paladin (damage-soaking tank) or Berserker (damage-dealing tank), for example; Magic User can become a Sorceress (straight damage dealer), Enchantress (buffer) or Priestess (healer). The interesting thing is that changing class in this way doesn't prevent you from accessing the skill tree of the old class; it simply adds a new skill tree, offering you more choices to spend your skill points on with each level up. In this way, you can customise each character significantly — and, importantly, there's the opportunity to undo things if you made a mistake, though this does involve resetting their level to one of the significant milestones (level 1, level 15 and so forth) and levelling them again.

    I like this approach; it's a little different from the Demon Gaze/Etrian Odyssey approach of allowing you to create your own party completely, because it means that you're eased into the game's systems with a proven, workable party lineup that you get more and more freedom to play with as the game progresses. The drip-feed of new characters into your party is entirely deliberate, too; in total, there are 16 different playable characters in the game, but rather than overwhelming you with endless possibilities from the outset, you're introduced to these characters and their classes one at a time, giving you the opportunity to get a feel for how they work in a party situation, then by the end of the game you'll have a complete lineup of available characters to pick and choose for your active party as you see fit. Given the apparent complexity of the game's systems, this seems like an eminently sensible way to do things, striking a good balance between accessibility for genre newcomers and flexibility for veterans. True dungeon crawler vets will doubtless be most interested in the "endgame" dungeons, anyway, by which point any frustration they might have felt at the artificial limitations imposed on them in the early game will have been removed entirely.

    So the systems are good, then — at least, they certainly appear to be from my experience thus far. What I've been pleasantly surprised to see alongside these solid mechanics is some decent writing, story and characterisation. Dungeon crawlers are often designed in such a way that the story just sort of happens with or without the player character(s) having an active role in the unfolding narrative, but Dungeon Travelers 2 makes a point of making each and every party member — including your protagonist — into a human being rather than a set of stats and abilities. This is achieved in a variety of ways: interactions and conversations in the story scenes between dungeon missions; one-liner comments as you explore the dungeons; and "sub-events" that are triggered by the actions you've taken in the dungeon and in battle. This latter aspect is particularly impressive; there are sub-events for a wide variety of different situations and events, ranging from equipping a particular item to a character getting knocked out in battle, and as well as being entertaining and amusing, they can also help you figure out things about the game systems for yourself. When Melvy the Magic User complains that her spells were being interrupted by heavy hits, for example, you then become aware that you, too, can interrupt enemy spells if you hit them hard enough — and that you need to shield Melvy from attack when she's chanting.

    The other good thing about this part of the game is that it gives a strong sense that the game world is bigger than the part of it that you see. As the name suggests, Dungeon Travelers 2 unfolds almost entirely in dungeons, with story scenes confined to menu screens and visual novel-style talking head segments. Despite the lack of an "overworld" and "towns" to explore, you get a very clear sense that the writers have thought about the game's overall context, including off-screen characters, how society works, events that occurred prior to (and during) the game's narrative and relationships between characters. You see all this through the eyes of just one individual, but there's a strong feeling that you're part of a much bigger world, even if you won't see most of it in the game itself. This is good; it gives your actions in the game context and meaning, and helps provide some impetus to keep pushing forwards. It's no good being told to save the realm if you don't know anything about the realm in question, after all.

    As you can tell, then, I'm having a real blast with the game so far. After my initial embarrassing death in just my third fight, the game hasn't kicked my ass too severely, though it is pretty good at sending clear signals that Now Would Probably Be A Good Time to End This Expedition and Go Back to Town, usually by flattening one or more party members unexpectedly. It never feels cheap, though; any and all character KO's are usually the result of overextending yourself and getting a bit ambitious, and as I recall from my tentative first steps into Demon Gaze, dungeon crawlers are all about being cautious as well as killing things and taking their stuff.

    I've no idea how long the game is or indeed how large the dungeons get. I'm hoping this is a game that's going to last me a while, though; I have every intention of trying to see everything it has to offer.

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    2098: Makina, the Girl in the Wrong Place at the Wrong Time https://imnotdoctorwho.moegamer.net/2015/10/18/2098-makina-the-girl-in-the-wrong-place-at-the-wrong-time/ https://imnotdoctorwho.moegamer.net/2015/10/18/2098-makina-the-girl-in-the-wrong-place-at-the-wrong-time/#respond Sun, 18 Oct 2015 20:59:41 +0000 https://angryjedi.wordpress.com/?p=8047 I finished Makina's route in The Fruit of Grisaia at last. It's a long route with a noticeably different tone to the previous three I've completed, but it was just as enjoyable. Spoilers ahead, so I'll put the rest behind a More tag for the convenience of those browsing my front page. We see a lot of different … Continue reading 2098: Makina, the Girl in the Wrong Place at the Wrong Time

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    I finished Makina's route in The Fruit of Grisaia at last. It's a long route with a noticeably different tone to the previous three I've completed, but it was just as enjoyable.

    Spoilers ahead, so I'll put the rest behind a More tag for the convenience of those browsing my front page.

    2015-10-02_00005

    We see a lot of different aspects to Makina over the course of Grisaia's complete story. Initially, she's presented as a shy, young-looking girl who has difficulty trusting new people, so she finds it difficult to interact with protagonist Yuuji. It doesn't take long for Yuuji to convince her out of her shell, though, and Yuuji finds himself an important part of the complete group of friends attending Mihama Academy.

    Like the other girls, it's not immediately obvious from the common route what the "issue" is with Makina, but it's easy enough to start coming up with some theories the moment you're presented with the choice that triggers her narrative path: she offers to "buy" Yuuji by giving him all her money in exchange for him playing the role of her father. Up until this point, she'd been referring to him as "Onii-chan" — big brother — but she admits outright that she wants more: she wants a male "authority" figure to look up to, to teach her about things that she doesn't understand, and to love her unconditionally.

    The natural first response to this declaration, of course, is to assume that Makina has grown up without a strong father figure in her life, and indeed this is true. It's not until later, however, that the full truth comes to light, and it's a horrifying tale, for sure. But more on that later; Yuuji's initial response to Makina's offer is also interesting to observe, telling us a little something about his character that is hinted at in the other paths.

    "Makina wants to use her money to buy me?" he says. "Might as well let her. It's not like my life has that much value to me in the first place."

    Yuuji, it seems, doesn't value his own existence, despite having seemingly held on through some unimaginably difficult times in his life. He sees Makina as an opportunity to focus his attention on something and distract him from the darkness in his own heart; something which becomes particularly important later on as their relationship with one another develops.

    2015-09-26_00069

    Once Yuuji formally devotes himself to the care of Makina, he starts to look into her past, and it's not long before he realises that, in his words, he may have "adopted something of a problem child". Leveraging the resources at his disposal — specifically, the school principal Chizuru, whom Yuuji helped out in the past, and his "superior" JB — he manages to unearth some information about the exact circumstances that pulled Makina and her family apart; the exact way in which Makina lost her father, the one person in the world she had felt that she could rely on.

    "It's natural for a child to be dependent on her parents," explains Yuuji. "And this death was abrupt, apparently violent… although the circumstances were different, I lost my entire family early on, so I can imagine what it must've been like. The impact of losing your immediate family takes time to sink in. Immediately after the loss, you don't feel sorry so much as numbness. As the days roll pass, you'll slowly come to realise that you're along. That you'll never see them again. When you're finally able to process the fact that you're on your own from now on, emotions hit you like a truck. Anxiety so strong it's more like terror, despair cold enough to leave you shivering, sorrow that turns your legs to jelly."

    Yuuji, it's fair to say, understands what Makina is going through. We learn later that he believes he killed his family — though his belief and what actually happened are apparently two different things — but alongside the guilt at his supposed misdeeds, he also feels that yawning emptiness inside; the same bleakness that Makina doubtless struggles with on a daily basis.

    Makina doesn't show it for the most part, of course; she's habitually cheerful, upbeat and noisy, bellowing things in her distinctive slang, but it's not difficult to imagine that this is an exaggerated personality she puts on for show in order to hide her true feelings. In fact, it goes somewhat deeper than that; Makina's family, the Irisu clan, is deeply embroiled within that particularly shady side of business most commonly depicted in works like Yakuza, where deception and putting up a façade comes with the territory: it's necessary to survive. And despite Makina's tender years, she's very much at the centre of what Chizuru describes as a "domestic feud" some years ago.

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    Makina's father married into the Irisu clan, and was a genuinely nice, upstanding person. As he became more and more aware of exactly what he'd become involved with, he became uncomfortable and eventually decided that he needed to share the information on the Irisu's widespread fraudulent dealings with someone. As these things tend to go, however, the Irisu became aware of this and arranged to have him "erased"; Makina was kidnapped and used as bait to lure him out, then he was killed in front of her. To make matters worse, she was left tied up in the room with his corpse for six days after his death, so she witnessed the onset of decomposition of his body, leaving her with some pretty severe psychological scars: enough to hospitalise her for a good few years after the incident.

    Makina was important to the Irisu, though, since she was set to inherit the company after her mother stepped down. Infighting between the "main" and the "branch" family ensued as Makina's mother bore Makina a sister named Sarina — the product of a liaison with a different father — and the balance appeared to have tipped in favour of the branch family as Makina was effectively put out of commission by her hospitalisation; most of her family were unaware of the fact that she had recovered enough to start attending Mihama Academy — an establishment specifically put together to nurture those with troubled pasts or severe psychological trauma — and so she had largely been left in peace.

    We learn that Makina's peculiar manner of speaking, which at times sounds rather more like a somewhat perverted elderly man than a young-looking schoolgirl, is the result of her rehabilitation at hospital. The people with whom she most frequently interacted — many of whom were somewhat perverted elderly men — rubbed off on her somewhat, and she absorbed their way of speaking. As Yuuji puts it, "she's been sucking up various characteristics from the people around her for a long time now. That's how the Makina we know came to be."

    It's not only personality traits that Makina is able to absorb, though; as early as the common route, we're introduced to her extraordinary photographic memory, in which she can memorise an entire book (albeit only in "black and white") and recall its information at will. When this fact is first introduced, it seems like just another quirk in an already strange individual's arsenal, but it later becomes clear that Makina's father entrusted Makina with the same information he was ultimately killed for. This, naturally, makes Makina a very serious threat to the Irisu clan, and so, upon their learning of her release from the hospital and the start of her new life, they begin a lengthy campaign of harassment in an attempt to convince her to come home and take up her "rightful" place as the heir to the company's fortunes.

    Makina is having none of this, of course; having been traumatised at a young age by the seedy underbelly of the world that her family was involved with, she wants nothing to do with the situation, instead desiring nothing more than a normal life. She takes on a part-time job at a bakery in the town near the school, and for the first time in her life, she starts dreaming of the future: she longs to own her own bakery and live in peace, spending her days coming up with increasingly elaborate recipes for breads, cakes and pastries. Yuuji, meanwhile, his love for Makina gradually growing — initially without realising it — decides that he wants nothing more than to protect her, and to make that happen.

    Once Yuuji does become aware of his feelings for Makina, however, he starts to draw parallels between his own life experience and what he has so far experienced with this strange little girl.

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    "My master, the woman who single-handedly built me up from nothing," Yuuji reminisces, recalling his former life with the mysterious (and deceased) Asako, whose existence is teased somewhat in the other paths, but not explained in any great detail. "For better or worse, I'm at least eighty percent the person she made me. She found a whelp crawling along the bottom of the valley of despair, reached down her hand, and pulled it up into the world of human beings. For Asako, picking me up might've been an afterthought. An impulsive, spur-of-the-moment decision. Not much more than a whim. Even so, if I hadn't met her, I wouldn't be what I am today. I probably would have given up on life outright a long time ago."

    This mirrors the situation with Yuuji and Makina, this time with Yuuji taking on Asako's role, and Makina occupying the space where Yuuji once was. Like Yuuji, Makina has had to effectively begin her life anew, learning how to deal with difficult situations from scratch; like Asako, Yuuji took responsibility for Makina as little more than a whim initially, but this whim grew into something far greater. Makina notices this too, commenting on a trip to visit Asako's grave that "just like you're a papa to me, your master was a mama to you?"

    "I think there are few things I'm starting to understand, little by little," Yuuji reflects as he meditates before his former master's grave. "The things I can do. The things only I can do. The things I have to do. And the things I want to do. Tell me something, Asako. Was this how it was for you as well…? Did that small presence at your side end up becoming your reason to live? I'm starting to feel like I can understand now."

    This connection between the two of them deepens over time, as Yuuji continues to realise how much alike both he and Makina are — and how she suffers in silence.

    "It feels almost like I'm looking at myself in the old days," he explains, looking at her sleeping figure one night. "As though the unpleasant memories I've tried to lock away have forced their way into reality. She can't ask anyone for help. She knows her friends will do everything they can if she does. But even so, she can't ask. Anyone she turns to for help will suffer for it. Because the girl understands that, her lips are sealed."

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    Recognising this, Yuuji decides to help her without her asking for it; help that she gratefully receives. The two go on the run from the unwanted attention of the Irisu clan, and their friends understand and accept their reasons for attempting to escape — though this doesn't stop them each expressing concern in their own ways. Everyone involved knows that it's entirely possible they'll never see each other again, though, so they make a symbolic gesture: Makina is entrusted with an apple tree seedling to represent the group's friendship, and they all make a promise that one day, they'll come back together to enjoy the fruits of the young tree.

    From here, Yuuji and Makina are on their own as fugitives. It seems like an impossible situation, but there seem to be several possible routes out: firstly, if they can stay on the run for three years, Makina will effectively be disowned and give up any right she had to take control of the family. Alternatively, Yuuji conjectures that destroying the "brain" of the beast that is the Irisu clan — Makina's mother — will throw it into chaos and resolve everything.

    Yuuji is hesitant to do anything involving killing, though. Following the death of his family, the psychological scars of that incident and its aftermath left him with the delusion that he had a "devil" in his right arm that afflicted him with bloodlust. Asako, it transpires, managed to make use of mental conditioning techniques to keep Yuuji under control and prevent him from becoming violent or even being able to kill again. Asako's death, however, caused this "pin" to loosen, turning Yuuji into something of a "live grenade" that could explode into violence at any point, and the dreadful situation in which he and Makina find themselves looks set to make that eventuality a possibility, particularly as Yuuji's former colleagues at "Ichigaya" — which, we finally and conclusively learn in this route, is connected to the CIA — are retained by the Irisu to track down Yuuji, kill him and take Makina back by force.

    Why is Makina so important, and why are the CIA getting involved? It's all to do with the Irisu. The Irisu, it seems, are even more powerful than Yumiko's family, having fingers in a wide variety of pies not just across Japan, but across the whole world. Throwing the Irisu as an organisation into chaos would have far-reaching impacts on the world economy; it's far more than a simple family feud. And the Irisu are already on unsteady ground thanks to their shady, fraudulent dealings and underhanded tactics; should any of that come to light, said chaos and destabilisation would become all the more likely.

    Yuuji is, by this point, utterly convinced that Makina is the one thing he has found that he wants to protect more than his own life, and so comes up with an elaborate plan to take care of the situation once and for all, even if it will have far-reaching consequences. Specifically, he plans to assassinate Makina's mother, even if it means his own death.

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    "As human beings live, they naturally find more things to protect," explains Yuuji earlier in the story. "And when they find something more precious than their own lives, something they would throw away everything else to protect, people undergo a change. Even if it leaves them broken or miserable or poor, even at the cost of their dignity and pride, even to the point of foolishness, they struggle for the sake of that something. Keeping it safe becomes their only joy. The only way they can keep themselves whole."

    Yuuji is, of course, talking about himself here, though at the time he delivers this particular little monologue he doesn't necessarily realise the full extent of his feelings himself. As the situation builds to a head, though, culminating in Makina's severe injury at the hands of Yuuji's former colleagues as she attempts to retrieve the symbolic apple seedling from some former lodgings they had fled, he accepts the situation almost calmly, knowing that it is quite literally "do or die" time.

    Interestingly, Yuuji's final confrontation with Makina's mother doesn't go quite as you might expect. The obvious and "easy" route out of the whole situation is for Yuuji to kill her, but this leads to the "bad" ending, in which Yuuji's successful assassination is followed by him taking fatal wounds during his escape, and Makina seeing him die in front of her just as her father did. Unable to entirely process this, she becomes delusional that he is still alive, though under the protection of Yuuji's former employers she takes on Yuuji's role of "Agent 9029", and so the cycle begins once again, with another damaged individual rescued from certain oblivion and trained up to be another "loyal dog".

    The "good" ending, meanwhile, sees Yuuji keeping the "pin" in his mind and refusing to kill Makina's mother. He is still injured in the attempt, however, though this time his wounds aren't fatal, instead only costing him the use of his right arm. This is, of course, symbolic; his right arm is where he believed the "devil" to reside, and losing it means that he's ultimately and finally able to let go of the past and be at peace with himself, though there's a price: even in the good ending, Makina takes on the role of "9029", though this time around she has the support of Yuuji and the sense that this time, everything might actually turn out for the best.

    Makina's story is complex, tragic and much bigger than Makina and Yuuji themselves, and this made it a fascinating contrast to the previous routes I've encountered in The Fruit of Grisaia. Michiru, Sachi and Yumiko's routes were all rather "personal" in nature, whereas with Makina, there's very much the sense of both she and Yuuji being caught up in events beyond their control, swept along by a world they know very little about and have no desire to be involved with.

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    That's not to say there's nothing "personal" in Makina's route, mind; on the contrary, we learn a great deal about Yuuji's past and the things that make him who he is. Makina's H-scenes in particular see the pair enjoying some extremely frank exchanges and coming to some difficult realisations; there are few things more intimate than sex, after all, since it's the ultimate expression of willing vulnerability to and trust in another person, and so it's entirely fitting that during these scenes the two come to understand one another a whole lot better.

    "When [Makina's] innocent, caring eyes fine mind, dark and ugly feelings swell up in response," ponders Yuuji. "'Don't pity me.' 'Don't take me for a fool.' 'What's with that look? You don't think you really understand me, do you? Don't try to accept me, you don't have the first damn idea what I am.' The words rush into my head like a deluge of black mud. A part of me suddenly wants to teach this girl a lesson. To make her break down and cry.

    "I'm no longer capable of bluffing," he continues. "Pretending that I'm the one protecting Makina. All I can do now is cling to a younger girl like a child hoping for his mother's forgiveness. I can't even keep myself from breaking down into tears. As I listen to the steady sound of Makina's heartbeat, I can feel the lingering pain in my head quickly receding. Some part of me believed I was cursed. That if I talked to anyone, they'd be dragged down into hell with me. But now, it feels like that heavy spell's been broken."

    That right there is love. "Through clouds of darkness come light" and all that; a feeling that I can absolutely relate to, and one which everyone deserves to feel at some point in their lives.

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    2097: Dungeon Travelers 2: Some Initial Impressions https://imnotdoctorwho.moegamer.net/2015/10/17/2097-dungeon-travelers-2-some-initial-impressions/ https://imnotdoctorwho.moegamer.net/2015/10/17/2097-dungeon-travelers-2-some-initial-impressions/#respond Sat, 17 Oct 2015 22:43:11 +0000 https://angryjedi.wordpress.com/?p=8041 Dungeon Travelers 2 came out on PlayStation Vita yesterday. To say I've been eagerly anticipating this game is something of an understatement; I've been deliberately holding off playing anything else "big" until it came out, because I was keen to be able to devote some time to it. And, after a good few hours with it … Continue reading 2097: Dungeon Travelers 2: Some Initial Impressions

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    Dungeon Travelers 2 came out on PlayStation Vita yesterday. To say I've been eagerly anticipating this game is something of an understatement; I've been deliberately holding off playing anything else "big" until it came out, because I was keen to be able to devote some time to it. And, after a good few hours with it today, I'm not at all disappointed with my decision to do so.

    For the unfamiliar, Dungeon Travelers 2 is a first-person perspective dungeon crawler RPG (of the Wizardry mould that Japan loves so) created as a collaborative effort between visual novel producers Aquaplus, weird-but-cool RPG specialists Sting and That Company People Mostly Know The Name Of Because of Persona, Atlus. It has a somewhat convoluted history: its Japan-only predecessor Dungeon Travelers was a fleshed-out remake of a dungeon crawler that was part of a fandisc for Aquaplus' visual novel ToHeart 2, though Dungeon Travelers 2 itself doesn't have anything to do with either the first game or ToHeart 2simply sharing some aesthetic sensibilities and mechanics.

    Dungeon Travelers 2 shot to notoriety a few months back when Polygon's Phil Kollar berated publisher Atlus for localising the game, which he referred to as a "creepy, porn-lite dungeon crawler". I responded in some detail to Kollar's nonsense back when he first blurted it out over at MoeGamer; take a lookIronically, Kollar's condemnation of the game actually made a lot of people — me included — who had never heard of it before aware of its existence, and I can't help feeling that the game has been a bigger success than it probably would have been if he'd just kept his mouth shut. In that sense, I'm not complaining; it's just a little frustrating to know that he almost certainly won't have given it any time and attention since that initial piece, having written it off as the usual pervy nonsense.

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    Dungeon Travelers 2 is an ecchi game, though, make no mistake, if you hadn't already noticed from the artwork that peppers this post; within five minutes of starting the first dungeon, you're presented with a rather fetching view of one of the heroines' panties-clad buttocks, and every boss fight is followed by some rather beautifully drawn artwork of said boss in a somewhat disheveled, suggestive state. Not only that, but the vast majority of enemies are scantily clad cute female characters (the rest are, inexplicably, sentient fruit) that draw a certain degree of inspiration from the popular "monster girl" aesthetic, albeit in a less overt way than something like the anime Monster Musume.

    Here's the thing, though; the ecchi content of Dungeon Travelers 2 works because, like other games that fully embrace their ecchi (or even hentai) side, it's consistent in its use and it thus becomes part of the overall aesthetic. It's a sexy game; it's not about sex as such, mind you, but beautiful girls in sexy poses are very much part of the way it looks, and it is not at all ashamed of that fact. In order to fully enjoy it, you absolutely can't be ashamed of it, either.

    But the ecchi content is the least interesting thing to talk about when it comes to Dungeon Travelers 2, because it's a really solid game with some interesting mechanics. Of particular note is the game's approach to teaching you how to play; the electronic manual provided with the software gives you only a bare-bones outline of the interface, but through a combination of in-game lectures (delivered by the deliciously sarcastic Maid-Sensei) and in-context, in-character sub-events that are triggered by your various actions in the dungeon and in battle, the game teaches you how to play and things to watch out for without resorting to insulting your intelligence. Maid-Sensei's lectures are the nearest thing to an outright tutorial, but those are skippable; the sub-events, meanwhile, are short, snappy, humorous and get their point across without being dull.

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    There are some interesting systems at play. The concept of the game revolves around "Libras", who are individuals that are able to seal away monsters in books. The protagonist character is one of these Libras, but he doesn't take an active role in battle; instead, the game is presented as you, playing the role of Fried the Libra, issuing orders to your gradually expanding party of pretty girl bodyguards and performing the important task of sealing away the monsters when they've been defeated.

    It doesn't stop there, though; the Libra concept is a core system of the game. By defeating enough monsters, you can create "Sealbooks" which have two main functions: firstly, they represent the fact that you have researched the monster sufficiently to understand their behaviour and characteristics, depicted in game as revealing their full stats, and secondly, they can be used as a piece of equipment, with each individual monster's Sealbook having a different special effect. Thanks to a "completion percentage" figure in the game, there's a definite element of "gotta catch 'em all" going on that I anticipate is going to cause me some issues in the future.

    Alongside this is a detailed class system for all your party members, with each character able to level up a number of different classes and learn skills using earned skill points. It's possible to build and specialise characters in a variety of different ways, and the early game introduces you to a selection of interesting classes, beginning with a fairly straightforward tank and DPS combo — pleasingly, the tank class is able to provoke enemies and increase the likelihood that they'll be hit in favour of squishy mages — before giving you the peculiar "Spieler" class, which so far appears to be heavily based on luck and random chance, and the "Maid" class, which plays a supportive role that is very distinct from a dedicated healer by buffing and allowing characters to restore the points they use on skills as well as their all-important HP.

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    I'm not particularly deep into the game as yet, so the dungeons haven't got especially complicated so far. There have already been some challenging fights, though, and the game is not afraid to slap you about a bit until you remember that you have to play dungeon crawlers a little differently to more conventional RPGs. I got a Game Over in the third fight I had in the whole game, for example, because I overextended myself and forgot that it's perfectly acceptable in this type of game to advance a bit then run screaming for the exit to lick your wounds and restock; compare and contrast to your more typical JRPG, meanwhile, in which you tend to always be moving forwards rather than backtracking or making multiple expeditions.

    In fact, what Dungeon Travelers 2 reminded me of, of all things, is a board game of the Advanced Heroquest ilk. The basic structure is the same: get overarching quest, go into dungeon, come back out if things get hairy, go back in, find treasure, go back out, resupply, go back in, fight a bit further… and so on. The "multiple expeditions" nature of exploration in the game is inherently satisfying, since you can easily see on the convenient automap when you're making progress, because you'll be revealing new areas. Discovering new monsters is enjoyable, too, since they're all depicted with some truly lovely artwork, and the juxtaposition between the "pretty girl" monsters and the "sentient fruit" monsters is bizarre and hilarious.

    I'm enjoying it a great deal so far, then, and I'm looking forward to spending a lot of time with it. I'm a relative newbie to the dungeon crawler subgenre of RPGs as a whole, but between Demon Gaze (which was my first real hardcore dungeon-crawling experience) and what I've experienced of this so far, I'm very much a believer already.

    To the dungeons, then, where pretty girls await!

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    2096: Sod Off, McIntosh https://imnotdoctorwho.moegamer.net/2015/10/16/2096-sod-off-mcintosh/ https://imnotdoctorwho.moegamer.net/2015/10/16/2096-sod-off-mcintosh/#respond Fri, 16 Oct 2015 23:24:23 +0000 https://angryjedi.wordpress.com/?p=8038 I have, to date, resisted taking the bait of the one and only Jonathan McIntosh, the complete tool who is responsible for the majority of the garbage that Anita Sarkeesian spouts on a regular basis, but witnessing his whining today that tabletop gaming is heavily steeped in colonial themes and mechanics, and that this leads … Continue reading 2096: Sod Off, McIntosh

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    I have, to date, resisted taking the bait of the one and only Jonathan McIntosh, the complete tool who is responsible for the majority of the garbage that Anita Sarkeesian spouts on a regular basis, but witnessing his whining today that tabletop gaming is heavily steeped in colonial themes and mechanics, and that this leads to it being an overwhelmingly white hobby — this somehow being a bad thing, even if it were true (which I somehow doubt, since he failed to show any actual data to back up his assertion) — just proved to be a little too much for me. First he attacks video games; now, it seems, he's starting on other forms of entertainment, too.

    I honestly pity him a little bit. I don't really understand what could have possibly happened in his life to make him such a malodorous thundercunt, but it can't be a particularly pleasant life looking at the world through such an utterly joyless lens. Video games and tabletop games — not to mention all the other forms of entertainment media he's doubtless had a pop at — are designed to bring joy to people, and in the latter case in particular, they're designed to bring people closer together to share an experience in a face-to-face, social environment.

    I'm not denying that there are plenty of games — particularly of European origin — that have colonial themes. But the reason for this is not anything to do with living out white supremacy fantasies or anything like that; it just so happens that the very concept of building up a civilisation or colonising an unexplored land makes for compelling, competitive gameplay.

    And McIntosh's assertion that the heavy use of colonial themes leads to it being a white hobby is absurd, anyhow; tabletop gaming is one of the most inclusive hobbies in the world. Thanks to its heavy reliance on abstract rather than literal representations, you can imagine whatever you like unfolding on the board in front of you. Who's to say that the colonists in The Settlers of Catan are white, since you never see them? The meeples of Carcassonne have neither gender nor race. Agricola features a completely egalitarian society where both men and women do their part for the greater good as much as each other. Terra Mystica's "human" characters are of a variety of ethnic origins. (Sorry, they're "People of Colour"; God, I fucking hate that obnoxious phrase.)

    Not only that, but his assertion that there are a "staggering number" of board games that focus on colonialism is likewise absurd. Looking over at my game shelf, it's clear that this is just plain bollocks. Just on the top part of my shelf, I have a game based around King Arthur and the Knights of the Round Table; one about medieval monks solving a murder; another about 1920s high society solving a murder on a train; another about Egyptians building a palace for Cleopatra; another about Middle Eastern-inspired nomads attempting to take control of a desert region and the genies that live there; one about driving cars very fast; one about the whole world coming together to fend off an alien invasion; and a dungeon crawler whose main character is a dark-skinned elf.

    So fuck the fuck off, Jonathan McIntosh. Your views are utterly poisonous to the sanity of people who just want to enjoy their hobbies. If these things bother you so much, then perhaps you should find something more enjoyable to do with your time. Go and help starving children in Africa or something if you really want to make the world a better place. But no; that would involve getting off your pasty white arse and actually doing something rather than indulging in constant armchair slacktivism on the Internet, wouldn't it? And we couldn't possibly have that; far better to keep scripting nonsense for that pet hoop-eared cretin of yours to keep regurgitating just as everyone is starting to forget about you and enjoy the things they love again.

    Get some joy in your life. And allow those of us who already have some joy in our life to enjoy it in peace, you absolute bellend.

    I thank you.

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    2095: Exploring Space https://imnotdoctorwho.moegamer.net/2015/10/15/2095-exploring-space/ https://imnotdoctorwho.moegamer.net/2015/10/15/2095-exploring-space/#respond Thu, 15 Oct 2015 23:21:17 +0000 https://angryjedi.wordpress.com/?p=8035 I'm starting to get a bit interested in Elite Dangerous after chatting about it with a friend the other night. It sounds like the ongoing, active development of the game is starting to pay off a bit with some actual Stuff to Do, albeit Stuff that gets a bit repetitive after a while, from what I understand. … Continue reading 2095: Exploring Space

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    I'm starting to get a bit interested in Elite Dangerous after chatting about it with a friend the other night. It sounds like the ongoing, active development of the game is starting to pay off a bit with some actual Stuff to Do, albeit Stuff that gets a bit repetitive after a while, from what I understand. There's a great deal of potential there, however, and with the status of Star Citizen a little uncertain, Elite Dangerous is starting to look a little more like the "safe" choice for next-gen space opera action.

    I'm a little loathe to pay full price for Elite Dangerous at this point, however, since the thing I'm particularly interested in — the Horizons expansion, which adds planetary landings to the mix — costs about the same as the base game of Elite Dangerous and, in fact, comes with a copy of Elite Dangerous included, too, meaning that if you want to play Elite Dangerous now and enjoy Horizons when it comes out, you effectively have to pay for it twice, which is a bit poo, but that's not what I'm going to get into today.

    Anyway. The point is, while I was looking at Elite Dangerous and willing the price to magically drop by itself, I spotted some "related" games on Steam that looked intriguing. One in particular caught my eye: Rodina. I became even more interested in this after reading a user review that compared it favourably to 16-bit classics Starglider and Damocles, so I decided to check out the free demo this evening.

    Rodina is a game that prides itself on seamless exploration. And for once, that isn't an exaggeration: you start the game on foot on an asteroid, follow a signal to find your spaceship, hop into your spaceship, wander around inside your spaceship, take off, fly around the asteroid, find some bits to make your spaceship better, take off again, leave the asteroid, start flying around the solar system and start investigating planets for a mysterious alien menace that appears to have thwarted humanity's attempts to colonise the stars.

    Rodina is technically in Early Access at the moment, but it is possible to "finish" it already, apparently, by seeing through the whole story. The story is primarily told through text boxes that appear through a combination of messages you receive on your ship's communication system and data crystals you find scattered around on the various stellar bodies around the solar system. It's an intriguing little tale with some good writing, though seeing interactions between people depicted through this rather cold medium makes the game itself feel like a rather lonely experience — doubtless intentional.

    The premise is intriguing enough, to be sure. The execution… well, it's difficult to make a fully informed judgement based on just an hour of the demo — take note, Mike Diver of Vice and your atrocious Senran Kagura 2 review, no I haven't forgotten about you — but I have mixed feelings so far. On the one hand, it's cool to see a game with such a great sense of scale; the solar system in which the game unfolds feels big, and stellar bodies feel like more than bitmaps you fly towards until they suddenly, magically become a 3D planet surface. There's a cool atmospheric re-entry system where you have to wrestle with your ship's controls as you descend, and successfully popping out of the bottom of this is always a satisfying moment.

    Trouble is, like many games of this type, the scenery is a little bit bland, or at least it has been in what I've seen so far. Everything, be it planet or asteroid, appears to be variations on "coloured ground with procedurally generated mountains"; there aren't any real geographical features to speak of, so don't expect something like No Man's Sky from this. This takes a little bit of the fun out of the exploration; a key part of space exploration simulators — and what I'm hoping Elite Dangerous: Horizons will nail later in the year — is allowing you to discover all manner of weird and wonderful things around the galaxy. Rodina has plenty of things to discover, for sure, but for one thing, they're all signposted with waypoints when you get close enough, and secondly, everything I've discovered so far has been nothing more than a few randomly scattered crates and barrels and one or two data crystals. While the story these apparent crash sites was revealing was interesting, by the end of the demo it was already starting to get a little bit tiresome to track down these logs.

    There's a lot of potential, for sure, and just as I was finishing the demo, the game was starting to open up a bit, suggesting that I travel to the actual planets in the system to deal with the alien menace rather than just finding log after log. It sounds as if at the present time, there aren't really any friendly NPCs to interact with, which is a shame, but it's something the developer intends to include in the future.

    I'm not sure I liked the demo enough to want to drop 11 quid on the full game just yet, but it's certainly an intriguing little game with a great deal of potential that I'll probably keep my eye on to see how it develops. I'm all for more space games, since we've been deprived of them for a good few years; hopefully this is the beginning of a renaissance.

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    2094: The New School https://imnotdoctorwho.moegamer.net/2015/10/15/2094-the-new-school/ https://imnotdoctorwho.moegamer.net/2015/10/15/2094-the-new-school/#respond Thu, 15 Oct 2015 00:12:12 +0000 https://angryjedi.wordpress.com/?p=8032 In response to The Daily Post's writing prompt: "The New School." "You get to redesign school as we know it from the ground up. Will you do away with reading, writing, and arithmetic? What skills and knowledge will your school focus on imparting to young minds?" As longtime readers (and actual friends) will know, I … Continue reading 2094: The New School

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    In response to The Daily Post's writing prompt: "The New School."

    "You get to redesign school as we know it from the ground up. Will you do away with reading, writing, and arithmetic? What skills and knowledge will your school focus on imparting to young minds?"

    As longtime readers (and actual friends) will know, I used to be a teacher — initially in secondary schools and later in primary schools. In the first instance, suffering a massive stress and depression-induced nervous breakdown caused me to abandon that particular career path; in the second instance, recognising the telltale signs of Something Bad About To Happen In My Brain caused me to get out before it happened again. I still do some private music teaching, but my classroom days are well and truly over.

    Thing is, my woes in the classroom weren't because I was a bad teacher. In fact, I was actually a pretty good teacher, as observations of my practice will attest. The trouble is that the way schools are in the UK today — or, at least, as they were when I was teaching back in the early years of the new millennium up until about 2010 or so — aren't particularly conducive to effective teaching by people like me who know their stuff about a variety of topics, but who aren't necessarily particularly strong on the whole "behaviour management" side of things. And unfortunately, the overall standard of behaviour in modern schools has significantly declined since I was a student myself; teachers no longer command respect and authority simply by virtue of the fact that they are teachers, and many students are able to get away with appalling behaviour, often with a ready-made "special educational needs" excuse ready to go as soon as you might want to do anything about it.

    So what would a completely redesigned, money-is-no-object, Utopian school look like in my mind? Well, let's consider a number of different areas.

    Firstly, I think it's important to take ability levels into account: there should be specialist teachers for different strata of ability in different subjects as well as just subject specialists. The reason I say this is that there are some teachers who are particularly adept at handling pupils who struggle to take in or retain information, and others who are particularly strong at pushing the more talented children as far as they can possibly go. Mixing both of these types of pupil in the classroom along with a bunch more who are somewhere around the middle is not conducive to good learning; the requirement to provide "differentiated" lesson plans is largely a product of the way schools work these days rather than a particularly effective, proven method of getting things done. This is particularly apparent in primary school, where classes tend to stay together for all their subjects, with one teacher expected to effectively deliver three or four different lessons simultaneously in order to cater to each of the ability groups.

    When handling ability groups, however, it is, of course, important to have a little tact and sensitivity about the whole thing: there should not be a stigma attached to being in a particular group. This is something I'm not entirely sure could be prevented entirely: even if you make a specific effort to obscure the fact that groups are based on ability levels, kids, in my experience, tend to know when they're in the "top" or "bottom" sets for something. An alternative, more radical approach, of course, would be to make schools themselves more selective, with entire educational establishments specifically catering to "challenging", "gifted" or "average" students. That way the entire school can be set up to support all its pupils most effectively.

    Yet another angle you can take on this is that modern youth's perception of academic success and suchlike needs to be repositioned. For many years now, it's not been particularly "cool" to perform well in school; an effective new way of thinking about school would incentivise good performance — or at least progress — to encourage all pupils to push themselves that little bit further. The con to this sort of idea, of course, is that it engenders elitism; those students who know that they are at the top of the ladder may become complacent, and this may lead to conflict. This is why I'd lean towards my earlier idea of stratifying entire educational establishments: that way, the attainment level across an entire establishment is fairly "flat" and thus all but eliminates these conflicts — though also an element of healthy competition.

    Alongside questions of ability levels is the matter of the dreaded "league tables" — those facts and figures that come out each year and reduce each school down to the number of A-C grades they get at GCSE and/or A-level time. The trouble with league tables is that while they demonstrate a school's ability to prepare pupils for exams, they don't demonstrate other aspects of education such as preparation for later life and learning skills. They also don't take into account how much individual pupils improve between joining and leaving a school, which, in many ways, is a far more relevant metric than just the end results of each cohort's exams. League tables as they are, then, need to be scrapped altogether in favour of something that paints a more realistic picture of how schools are performing — and which doesn't encourage schools to be seen as "better" or "worse" based purely on a rather arbitrary number.

    Now, the biggie for me would be the matter of behaviour. As I mentioned earlier, behaviour management was not one of my strong points, and this was largely because I didn't feel like I was particularly well-equipped to deal with a lot of situations that came my way. How do you handle a child who threatens to knife you because you asked them to stop talking, for example? A child who continues to beat up his peers because his parents told him it was all right to do so (and whose parents repeat this advice to you at a Parents' Evening)? A child who shows fundamental disrespect for other people's property, even when taking good care of that property would allow them to have a more enjoyable experience at school? As modern education stands, there is really very little that most teachers can do against poor behaviour; it mostly comes down to psychological tricks of various degrees: convincing children that they "want" to behave well; incentivising good behaviour; leading by example.

    Balls to all that, I say; teachers need the power to punish. I'm not (necessarily) talking about corporal punishment — though I got smacked as a kid and sure as hell didn't do the things that got me a smack again after the first time — but rather a wider range of tools and support that teachers can use to keep their classrooms under control. Whether this is additional people in the classroom to help out or stronger powers to impose sanctions on poorly behaved children, I'm not entirely sure; what does need to happen, though, is that pupils need to know their place and to show the appropriate amount of respect, both to authority figures and to their peers. This, I think, would be the most challenging part of redesigning schools, but would probably have the biggest impact if done correctly.

    Other ideas I've had floating around my head include some means of "gamifying" the classroom. Rewards of various kinds have been proven to provide a good incentive for kids to perform and behave well, but there's not much in the way of consistency with how these are applied between educational establishments. So how about some sort of nationwide reward scheme, administered electronically with its information stored on the Internet? There could be leaderboards and achievements, just like a video game, and these could run the gamut of the school life experience from academia to sports, thereby allowing all students to clearly see where their strengths are and have their achievements celebrated. Were money no object, these could even translate into some form of real-life rewards to encourage healthy competition or striving for clearly-defined goals.

    These are all nice dreams, but unfortunately all of them would doubtless be impractical to implement in one way or another. Shame, really, since if many of these were in place, I'd strongly consider returning to the classroom. As it stands, though, I value what is left of my sanity too much to ever stand at the chalkface ever again.

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    2093: Pondering Crowdfunding https://imnotdoctorwho.moegamer.net/2015/10/13/2093-pondering-crowdfunding/ https://imnotdoctorwho.moegamer.net/2015/10/13/2093-pondering-crowdfunding/#respond Tue, 13 Oct 2015 23:10:47 +0000 https://angryjedi.wordpress.com/?p=8029 I've gone back and forth in my opinions on crowdfunding a little, but after seeing a number of people spilling a bunch of salt yesterday over nothing more than a rumour that Square Enix might be looking into the possibility of using it to bring more niche, "unlikely" titles over from Japan to the West, … Continue reading 2093: Pondering Crowdfunding

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    I've gone back and forth in my opinions on crowdfunding a little, but after seeing a number of people spilling a bunch of salt yesterday over nothing more than a rumour that Square Enix might be looking into the possibility of using it to bring more niche, "unlikely" titles over from Japan to the West, a bit of reflection has convinced me that, on the whole, I'm in favour of it.

    It is important to accept, however, that there have been a number of crowdfunding fuckups over the years — and, more importantly, a number of high-profile projects that have so far failed to live up to their potential or deliver what was originally promised. Anita "I Hate Fun" Sarkeesian's Tropes vs. Women YouTube series (which I seriously regret chipping in even $5 towards, feeling the way I do about the social justice crowd these days) is several years behind schedule; Keiji Inafune's Mega Man successor Mighty No. 9 has been delayed several times and has had a number of setbacks along the way; Chris Robers' Star Citizen is in a state where no-one seems to quite know what's going on with it and if we're ever going to see it at all, despite it being the most crowdfunded thing in history.

    All of these projects still arguably have time to redeem themselves if the finished product comes out worthwhile (fuck Sarkeesian, mind, the joyless hoop-eared twat) but it's understandable that issues like this have caused some people to view crowdfunding with a certain degree of trepidation.

    But then at the other end of the spectrum — and here's where my overall positive attitude towards it comes in — there are the success stories. Ambitious visual novels that people once believed would never see a Western release are being localised, for example — the Grisaia trilogy saw its first release a few months back, with the second installment's translation nearing completion; Clannad is coming along soon; and Muv-Luv's Kickstarter is a hair's breadth away from its final stretch goal — and crowdfunding has proven to be an effective means for people to demonstrate that yes, they really want to see things like a new 2D Castlevania (in everything but name), a third installment in the Shenmue series, or the return of early '00s-style isometric role-playing games. Without crowdfunding, none of these things would have happened, because the (understandably) risk-averse games industry as it exists in 2015 would have a tough time convincing shareholders and the like that yes, it really would be a good investment of time and budget to put together something along the same lines as a game released 15 years ago.

    One of the most common arguments I see against someone like Square Enix dipping their toes into these waters is that "they have enough money already; why do they need us to give them our money up-front?" Well, for exactly the reasons just mentioned: game companies are, like it or not, a business first and foremost — though they may be staffed by artistic, creative types — and as such, they need to know that any project they undertake is going to be worthwhile for them. Crowdfunding is a means of not only gauging interest in a potential project — with little to no risk if the desired target isn't reached — but also generating some initial operating funds to get it underway. Some projects run over budget, of course, while others are specifically designed with additional funding sources in mind — Shenmue III springs to mind in this instance, for example — and others still, like Star Citizen and Broken Age, end up with a whole lot more money than they originally expected and have to make some tough decisions on how that money is to be spent. The point stands, though; crowdfunding is an easy way to demonstrate that yes, there is an audience for this sort of thing, here's a rough estimate of how big that audience is, here's what we might be able to do for them.

    Crowdfunding also taps into an important development in modern society: social media, and the effect this has had on the concept of "word of mouth". I wrote a while back about how the Kickstarter for Muv-Luv comfortably achieved its initial funding goal entirely through word of "mouth" (with "mouth" in this instance also covering "keyboard fingers"), without a peep from the mainstream press — though Kotaku, to their credit (there's something you won't hear me say all that often) did eventually put up a story about it a few days later. We're no longer in an age where new products are dependent on the press to get noticed and promoted; there are plenty of creative works out there across all media now that don't have any column inches — be they print or virtual — devoted to them but are still regarded with love by their fans.

    So I don't necessarily think that Square Enix delving into crowdfunding is particularly greedy. They're a business — and a big one, at that — who need to ensure that they're going to be able to make money on any projects they undertake, particularly as they've become a bit more cautious in the last couple of years after a few big-budget failures. Something like RPG series that have traditionally sold quite poorly in the West (hello, Dragon Quest) don't represent a particularly good return on investment for them to just do out of the goodness of their hearts, whereas if fans can show their support for such projects financially up-front, Square Enix is more likely to sell more copies and fans are more likely to get things that they previously thought they'd never be able to enjoy if they were leaving things entirely to the Men In Suits.

    As such, if Square Enix decides to jump into the crowdfunding arena, I say good on them. If it means we get games that we wouldn't get otherwise, I am all for it. The traditional model is no longer the only way of funding and buying games, and we should embrace new ways of showing our support for the things that we want to see rather than pissing and moaning about the inevitably drab nature of commercially "safe" products. There's always going to be dull-as-dishwater commercially viable megahits; they're never going to go away, not with the size of the industry as it is today. But what we do have some control over is the smaller end of the market: the niche interest titles that have the most passionate fans in the world; the games that have enthusiasts who will do anything to play a new installment in their favourite series; the games who have fans that are willing to put their money where their mouth is and show that little projects matter, too.

    The end result is a more interesting, colourful and diverse games industry; the alternative is a situation where we're subjected to nothing but Call of Duty, Assassin's Creed and Forza Motorsport until the end of time. And while all of those games are good, if that's all there was to play, I wouldn't be nearly as interested in and excited by gaming as I am today. So if a way to support alternatives presents itself, I'm going to take it; you should think about it, too.

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    2092: I Can Have a Darkside If You Want Me To https://imnotdoctorwho.moegamer.net/2015/10/12/2092-i-can-have-a-darkside-if-you-want-me-to/ https://imnotdoctorwho.moegamer.net/2015/10/12/2092-i-can-have-a-darkside-if-you-want-me-to/#respond Mon, 12 Oct 2015 23:26:02 +0000 https://angryjedi.wordpress.com/?p=8026 I decided that I was going to get over my "rut" with Final Fantasy XIV today and get my mojo back, so I booted it up and decided to try something I hadn't done before: give Dark Knight a go. Dark Knight is the new tanking class that was added in the Heavensward expansion. So far, I've levelled Paladin … Continue reading 2092: I Can Have a Darkside If You Want Me To

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    I decided that I was going to get over my "rut" with Final Fantasy XIV today and get my mojo back, so I booted it up and decided to try something I hadn't done before: give Dark Knight a go.

    Dark Knight is the new tanking class that was added in the Heavensward expansion. So far, I've levelled Paladin (the main "defense tank") to 60 as my main, and I have Warrior (the main "wallopy tank") at 50, so I have a reasonable understanding of it. Dark Knight was a bit of a mystery, though; although I'd read a bit about it, I didn't really have a bead on how it might actually feel to play it.

    Turns out it feels like a hell of a lot of fun — far more so than the rather weedy-but-graceful-feeling Paladin, and, for my money, also more so than the cumbersome swings and heavy hits of Warrior.

    I've only levelled fro 30-34 so far (you start Dark Knight at 30, unlike pre-expansion classes, which start at 1) so I don't have a huge amount of experience as yet, but I've enjoyed what I've done. The class feels like a good balance between the relatively straightforward, set combos and defense of Paladin and the more intricate combos and damage-buffing of Warrior. There also seems to be a bit more in the way of "stance-dancing", since there are a number of abilities that only work when you have a specific status effect active — or in some cases, if you don't have it active. The skill "Blood Weapon", for example, which increases your attack speed and allows you to drain MP from enemies, will not work if you're in the defensive "Grit" stance, but that's fine, since Blood Weapon is an offensive skill and Grit carries a hefty damage penalty, so the two aren't really compatible.

    I like this way of playing; rather than Paladin's approach of sticking with Shield Oath most of the time and giving it a bit of Sword Oath only when you have a hefty aggro lead on the rest of your party, Dark Knight allows you to switch back and forth a lot more freely, giving combat a much more dynamic feel. The rhythm I was getting into by the end of tonight's session saw me doing my basic aggro combo, weaving in the "Low Blow" stunning kick (which is off the global cooldown) and also dropping in the off-GCD "Reprisal" proc to reduce enemy damage after a successful parry. Then, when Blood Weapon was up — it actually has a pretty short cooldown — I'd drop Grit, hit Blood Weapon, unleash as many attacks as I could manage — including DRK's DoT, which, unlike PLD's, isn't part of a combo, so can be applied immediately — before switching back into Grit again once Blood Weapon dropped. The timing of Blood Weapon's cooldown usually meant that I could rotate defensive cooldowns at the same time as throwing up Blood Weapon, too, so I could mitigate at least some of the increased damage I'd be taking by dropping Grit's considerable (20%) reduction in incoming damage.

    DRK's AoE aggro move is also a bit more intuitive than PLD's Flash, whose radius I'm still not entirely 100% sure of. Unleash, meanwhile, displays a very clear area of effect when you use it, making it extremely apparent whether your positioning is right or not. It's not quite as satisfying as WAR's cone-area Overpower, being a weird-looking spell with an annoying sound effect rather than a distinctly HULK SMASH-style swing of your axe, but I've also found so far that DRK appears to be able to hold aggro pretty well even with only a couple of Unleashes at the start of the fight — perhaps a side-effect of its increased damage when compared to something like PLD.

    I'm digging DRK so far, then, and although it's another tank class like my main, it feels different enough from PLD already that I feel like it's going to be enjoyable to level. And who knows? I might even end up maining it if and when I get it to 60.

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    2091: Singular Sensation https://imnotdoctorwho.moegamer.net/2015/10/11/2091-singular-sensation/ https://imnotdoctorwho.moegamer.net/2015/10/11/2091-singular-sensation/#respond Sun, 11 Oct 2015 20:49:01 +0000 https://angryjedi.wordpress.com/?p=8023 In response to The Daily Post's writing prompt: "Singular Sensation." "If one experience or life change results from you writing your blog, what would you like it to be?" I've talked about how this blog is helpful to me personally on a number of occasions in the past. It's an outlet, mostly, albeit one I've … Continue reading 2091: Singular Sensation

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    In response to The Daily Post's writing prompt: "Singular Sensation."

    "If one experience or life change results from you writing your blog, what would you like it to be?"

    I've talked about how this blog is helpful to me personally on a number of occasions in the past. It's an outlet, mostly, albeit one I've chosen to make public as a means of sharing "who I am" with the rest of the world. You may like what I say, you may hate it, you may judge me harshly or you may empathise with the things I'm saying, but you can be certain that everything I write here is the honest truth at all times, warts and all.

    And, to be honest, I've already had experiences and life-changing results from writing this blog, though I didn't necessarily know what effect I was having at the time. My particularly tough year back in 2010 is something I keep coming back to, but I don't mind admitting that sitting down and getting some thoughts down on "paper" on this very site each day helped me through the worst of a terrible situation. It didn't immediately resolve anything, but it at least gave me the chance to feel like I was able to express the many, many conflicting feelings swirling around in my head at the time.

    And this is something I still keep in mind when I write something here every day now. I write from the heart, without particularly planning things out or attempting to compose something with good structure; instead, this is a scratch pad for random thoughts, a place to jot down memories so I don't forget them, a place to enthuse about the things I love and a place to rant about the things I hate. I do try not to stick to the same topic all the time, but you know what people are like — everyone likes what they like, so even with the best of intentions, I know that I inevitably find myself drifting back towards the things I enjoy writing about the most.

    Actually, my occasional adoption of these writing prompts from The Daily Post is an attempt to mix things up a bit; the prompts aren't always particularly appealing or relevant to me, but when they are, they can providing a good starting point for something to write about. Plus I've found that posting a pingback to The Daily Post via the link at the top of one of these posts brings in some new people who perhaps wouldn't have found me normally. Sometimes those people stick around; at other times, they may linger for just one or two posts before disappearing into the darkness of the Internet once again. Either way, it's nice to come across new people now and again, and know that I've touched their lives, even in a minor sort of way.

    So, then, I don't think I have any particular grand plans for something I want to achieve using this blog. By this point, it's something I just keep around because I've been doing it for so long — and, well, I kind of enjoy coming up with something to write about each day, too. It's part of my routine now; so much so that whenever I'm away from home I always make sure I have some means of posting while I'm away. After 2,091, it's a hard habit to break — and I don't particularly want to, either.

    So whether you're a longtime reader or someone who's just dropped by after seeing a pingback on The Daily Post, thank you, once again, for listening to my nonsense, and I hope you got something out of it, even it was just the hint of a smile for whatever reason.

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    2090: Fighting Games Are Confusing Love Max!!!!! https://imnotdoctorwho.moegamer.net/2015/10/11/2090-fighting-games-are-confusing-love-max/ https://imnotdoctorwho.moegamer.net/2015/10/11/2090-fighting-games-are-confusing-love-max/#respond Sun, 11 Oct 2015 00:37:18 +0000 https://angryjedi.wordpress.com/?p=8018 Was playing a few games with Andie earlier, and on a whim I decided to give Arcana Heart 3 Love Max!!!!! a try, since it had been eyeing me up from the Steam store for a while, and I'd been curious to give a modern fighting game a go. My history with fighting games is a … Continue reading 2090: Fighting Games Are Confusing Love Max!!!!!

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    Was playing a few games with Andie earlier, and on a whim I decided to give Arcana Heart 3 Love Max!!!!! a try, since it had been eyeing me up from the Steam store for a while, and I'd been curious to give a modern fighting game a go.

    My history with fighting games is a bit patchy. I played a lot of Street Fighter II back on the Super NES; I had an American copy, so it ran in super-widescreen thanks to NTSC/PAL differences, but it was still pretty fun. I also played a bit of Street Fighter IV on the 360, and various installments in the Dead or Alive series over the years. But I've never really got my head around anything more complex than the original Street Fighter II which, as fighting game enthusiasts will doubtless know, is considerably simpler than the monstrosities we have today.

    One of the reasons I decided to give Arcana etc etc a go was because it appears to be regarded as a reasonably accessible example of a genre that has become increasingly impenetrable to newcomers over the years. It still has its fair share of complexity, mind you, and a few systems whose use isn't immediately obvious — not to mention a lack of in-game tutorial — but once you get your head around the basic systems, it's relatively straightforward.

    arcana2

    The basic controls are pretty simple. You have a light, medium and heavy attack, and standard Street Fighter-style button combinations (various quarter and half-circles along with the Dragon Punch Z-shape plus an attack button) tend to unleash special moves for most characters. There's also a "homing" button, which is Arcana Heart's main distinguishing feature from other games of its ilk; tapping this causes you to home in on your opponent, and tapping it again causes you to home in more quickly while allowing you a certain degree of control over your trajectory. By using this, you can have some pretty impressive mid-air battles rather than being confined to the ground; it also makes for some interesting dodging mechanics that I haven't quite got the hang of yet.

    The Arcana part of the title refers to a significant addition to the usual fighting game formula: as well as selecting a character, you also pick an Arcana to assign to them. Each of these Arcana have their own set of benefits and drawbacks as well as a few extra special moves; essentially, they allow you to tweak and customise the character you're using in various ways according to how you like to play. It also effectively makes the character roster expand considerably, as equipping a new Arcana in many cases makes a character play rather differently.

    The bit that usually confuses me about modern fighting games is all the gauges on screen at any time. Arcana Heart, despite doing a piss-poor job of explaining these in the game itself, is relatively easy to understand once you know what they all do. Your health bar is self-explanatory; the little curvy bar next to it is called the "Focus bar" and allows you to trigger a short-lived mode where you move faster and have some other buffs; the bar at the bottom is your "Arcana bar" and is expended on super-special moves of various descriptions. The Arcana bar starts at one-third of its maximum possible value; in order to expand it, you have to land attacks or get hit, but the bar will only grow if it's not in the process of recharging. In other words, you have to restrain yourself a bit with the supers if you want to grow the bar to its maximum potential, which you'll need to do if you want to unleash the most devastating moves in your character and Arcana's respective arsenals.

    arcana1

    I absolutely haven't got my head around how to play the game well yet, but I feel I at least understand the basic systems, which is more than I can say for some other modern fighting games out there. I feel like with a bit of practice — as well as curtailing my tendency to panic when playing fighting games and lapse into button-mashing mode — I might be able to get the hang of this, and hopefully have the opportunity to teach it to some friends, too, as I can see it being a lot of fun against other people owing to its inherent ridiculousness.

    A decent investment, then; I'll be curious to see how much — or indeed if — I improve with a bit of practice.

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    2089: Connect the Dots https://imnotdoctorwho.moegamer.net/2015/10/09/2089-connect-the-dots/ https://imnotdoctorwho.moegamer.net/2015/10/09/2089-connect-the-dots/#respond Fri, 09 Oct 2015 20:08:13 +0000 https://angryjedi.wordpress.com/?p=8015 In response to The Daily Post's writing prompt: "Connect the Dots." "Scour the news for an entirely uninteresting story. Consider how it connects to your life. Write about that." When looking for "entirely uninteresting stories", your first port of call should almost certainly be your local newspaper. Sure enough, the Daily Echo didn't disappoint with this marvel: … Continue reading 2089: Connect the Dots

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    In response to The Daily Post's writing prompt: "Connect the Dots."

    "Scour the news for an entirely uninteresting story. Consider how it connects to your life. Write about that."

    When looking for "entirely uninteresting stories", your first port of call should almost certainly be your local newspaper. Sure enough, the Daily Echo didn't disappoint with this marvel:

    BREAKING: City bridge closed due to 'police incident'

    A SOUTHAMPTON bridge was closed this evening due to a 'police incident'.

    The Itchen Bridge was shut at around 6.30pm but the exact nature of the incident is unknown.

    And the bridge was quickly reopened at 6.40pm.

    This is currently the top story on the Daily Echo website, which probably gives you an idea of the sorts of things that get posted on there. But let's ponder the actual question from the daily post: how this connects to my life in some way.

    Well, okay. This is actually quite an easy one in many ways. The most obvious connection, of course, is that I live in Southampton, and consequently I know where the Itchen Bridge is. But the connection actually runs a little deeper than that: about five or six years ago, I used to live very near the Itchen Bridge in the town centre. The bridge itself was within walking distance, only about five minutes or so away. This didn't really have much of an impact on my life for the most part, as I tended to find other ways to cross the river owing to the toll gates at the other side of the Itchen Bridge. But during my oft-mentioned "difficult period" in my life — the time my first wife left and my life pretty much fell apart — the bridge became somewhere that I liked to occasionally head towards in order to just stand and reflect.

    I don't think I ever seriously considered jumping off the bridge, though with my mental state at the time I won't lie to you: I certainly thought about it more than once or twice. Ultimately I knew that I'd never actually have the courage to do it, though, for all manner of reasons: firstly, part of me, despite being deeper in a pit of misery than I'd ever been in my whole life, I didn't really want to die; secondly, even contemplating that sort of thing made me feel guilty about the people I'd leave behind; thirdly, the idea of jumping off a bridge into horrible dirty water sounded both terrifying and unpleasant. And, I mean, I know killing yourself (or the contemplation thereof) isn't particularly pleasant anyway, but I kind of figured there were easier, less painful ways to do it.

    That didn't stop me regularly going out to that bridge, though, noticing the Samaritans stickers on the railings every time I walked up to its highest point to look out over the water. I never called them — as I say, I knew that I didn't really want to jump — but they always gave me pause when I saw them. Perhaps they did help, in their own way.

    Eventually I settled for getting these musings out of my system with a piece of creative writing. In the short first-person narrative — which was left a little open-ended in case I wanted to expand it into a full-on story at some point — the protagonist, who was very obviously me, walked out to a bridge that was very obviously the Itchen Bridge, tormented by his own despair, and jumped. At the last moment, he was saved from his seemingly inevitable demise by a character I'd created and had my own story in mind for; this particular little narrative was set after that other story, even though, to date, I still haven't written all of it. In other words, the character who saved me was the character as she was at what I had planned to be the conclusion of her original tale; as it happened, she fit nicely into this little fantasy scenario, though.

    But I digress. How does this news story connect to my life? Well, my first thought upon reading the headline of the story on the Daily Echo website was "someone's probably jumped". Given that the bridge was re-opened after just ten minutes, though, I wonder whether that was really the case or not; at the moment, it looks pretty much like a non-story, despite its prominent billing on the Daily Echo website. I guess my thought process ran something along the lines of "I wonder if there would have been a story like that on the Daily Echo website if I'd actually given in to my despair and jumped back in those dark days?"

    Bleak? Oh, absolutely and definitely. But, well, there you go. That's me.

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    2088: μ's, Music Start, and Never Stop https://imnotdoctorwho.moegamer.net/2015/10/08/2088-%ce%bcs-music-start-and-never-stop/ https://imnotdoctorwho.moegamer.net/2015/10/08/2088-%ce%bcs-music-start-and-never-stop/#respond Thu, 08 Oct 2015 23:28:13 +0000 https://angryjedi.wordpress.com/?p=8012 It's been quite a while since I watched Love Live! — long enough that I'm considering watching it again, particularly as what appears to be Love Live! The Next Generation of sorts is currently brewing — but ever since I watched it, it's been a pretty regular part of my life. Specifically, it's pretty rare that I go a … Continue reading 2088: μ's, Music Start, and Never Stop

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    It's been quite a while since I watched Love Live! — long enough that I'm considering watching it again, particularly as what appears to be Love Live! The Next Generation of sorts is currently brewing — but ever since I watched it, it's been a pretty regular part of my life. Specifically, it's pretty rare that I go a day without listening to at least a few of the songs both from the show and which were released as singles and albums as spin-off products.

    One of the reasons I really enjoyed Love Live! as much as I did when I first watched it was because of the music. Sure, the story was fun and the characters were loveable and memorable, but if a show about music doesn't have good music in it, then, well, it fails. Fortunately, Love Live! had great music that complemented the story really nicely, even if you don't understand the Japanese lyrics.

    The reason I like Love Live!'s music so much is because each and every one of them is an absolutely perfectly crafted pop song. Everything about pretty much every Love Live! song is put into place so immaculately, so beautifully, that it's hard not to get swept up in the energy of it all. The choice of vocalists; the backing track; the melodies; the harmonies; the chord sequences — all these elements combine to make something naturally delightful and pleasing to listen to, and intoxicatingly addictive.

    Here are a few favourites.

    This song is only heard as an instrumental in the show itself, but I liked it as soon as I heard it with lyrics in the Love Live! mobile game. It's a wonderfully cheerful, upbeat piece about friendship or something; it doesn't really matter. It just sounds nice, has a catchy tune and is eminently suitable for singing along to, even if you just babble Japanese-sounding syllables to the rough melody.

    Also I like the "la, laaaa, laa laa laa laaaaa" bit at the end. Andie hates it, but whatever.

    I adore this song, partly because it's the first song (aside from the OP) in the show, and it's a beautiful moment: Honoka, Umi and Kotori all coming together to try and achieve something for the first time, even in the face of adversity. It's also another really catchy song with some toe-tapping rhythms that fit well with the dance moves depicted in the show. And come on, listen to it. I defy you to reach the end of that without cracking a smile.

    This is a gorgeous song in many ways. I particularly like it as it highlights Umi's voice, which is one of the most understated yet pleasant to listen to voices in the cast — a fact that goes with Umi's rather straight-laced personality. This song also reflects Umi in another way: the fact that in many ways she's the most "Japanese" of the cast, without any particularly exaggerated physical or personality traits, and this song — particularly its calming opening — fits her perfectly.

    This one… well. What more can you say about a heavy metal song about enjoying hamburgers after school? Just rock out to it.

    This one took some tracking down and I wasn't sure why… until I realised that it's not from Love Live! itself at all, but actually from a disc of character songs for the PS3 game The Guided Fate Paradox. That said, it does feature Eli from Love Live! on vocals, and as such is worthy of inclusion. It's also a pretty awesome song in the Castlevania mould in its own right. So there. And now I think I actually need to play The Guided Fate Paradox because I had no idea how good its music was.

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    2087: Virtual Photography https://imnotdoctorwho.moegamer.net/2015/10/08/2087-virtual-photography/ https://imnotdoctorwho.moegamer.net/2015/10/08/2087-virtual-photography/#respond Thu, 08 Oct 2015 01:42:58 +0000 https://angryjedi.wordpress.com/?p=7997 I've been fascinated by the idea of "virtual photography" for quite some time now. For those wondering what on Earth I'm talking about, I'm referring to the idea of creating aesthetically pleasing screenshots using video games as the base medium, but sometimes involving editing software to touch them up a bit or get rid of some … Continue reading 2087: Virtual Photography

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    I've been fascinated by the idea of "virtual photography" for quite some time now. For those wondering what on Earth I'm talking about, I'm referring to the idea of creating aesthetically pleasing screenshots using video games as the base medium, but sometimes involving editing software to touch them up a bit or get rid of some of the inevitable glitches you find in polygon-based games.

    A lot of modern games are embracing their photo-realistic nature by including a photo mode right there in the game itself; these modes often include numerous realistic filters and settings that work like an actual camera, as well as, often, an enhanced version of the game engine that sacrifices framerate in the name of visual fidelity, since virtual photography is more concerned with the quality of still images than fluidity of movement.

    What I've found more interesting over the years, though, is the ability of games to let us photograph things we simply wouldn't be able to in reality. Fantastic structures, stylised characters, improbable situations, that sort of thing. And as such, although I like the idea of photo modes in stuff like Forza Motorsport and its ilk, I'm inevitably drawn much more towards games that allow you to photograph characters and fantastic environments rather than cars. Nothing against cars, of course; I'm just more interested in people and places.

    Second Life

    A few years back, I spent quite a lot of time in the social/creative MMO Second Life. I was going through some difficult stuff at the time, and the people I met in there helped me through it a great deal — more than they perhaps knew. To my shame, I haven't been back for quite some time and I don't know how many of them would remember me now — it's been a good five years or so since I logged in, I think — but I have fond memories from that time, and pleasingly, I have a visual record of many of those fond memories.

    3223947368_76b1819f2d_o

    Early on in my time "on the Grid", as Second Life players called it, I developed a fascination with photographing people's avatars. Since your avatar was a reflection of your personality in Second Life — you could change appearance at will, and there was no "level-locked" equipment or anything; you just had to create, find or purchase items — I found this to be an interesting means of coming to understand various people. Above you can see one Kade Klata, someone who was a great friend to me during the aforementioned difficult times, and someone who got me into this whole virtual photography thing in the first place.

    Kade disappeared off the Grid one day and I was never sure where she went; wherever you are, Kade, I hope you're happy, and I hope you know you touched my life for the better.

    1602324153_14edba8df5_o

    This was an early experiment with using heavily stylised filters to smooth off the rough edges of Second Life's graphics. This particular image was taken in a region called "Botanical", which was renowned for having beautifully constructed scenery. Worthy of note is the fact that all the buildings, scenery and objects in Second Life are constructed by the "players", so someone had spent a lot of time on this place; it seemed only fitting to immortalise it somehow.

    3258277477_fbe89bfa7f_o

    I normally hate taking pictures of myself, but even though I loosely modelled my Second Life avatar on myself, I actually enjoyed putting myself into virtual photographs. This image was in a moody area called "Templum Ex Obscurum"; I forget what its actual purpose was — perhaps just to look pretty — but I was pleased with how this shot came out, and even more pleased with the fancy lighting I managed to create while figuring out how Photoshop worked.

    3285581914_daf20efc8f_o (1)

    I don't mind admitting that when I was most involved in Second Life, I was somewhat emotionally fragile. One of the things I liked most about that virtual world when I was in it, though, was the fact that there were all manner of ways to express yourself. This image, taking alongside one "Rylan Carling", who graciously agreed to come and model for me, was actually rather cathartic to create. (That's "me" in the background; by this point, I'd been given something of a virtual makeover by a friend.)

    3315075174_3e31bdb6f2_o

    …Yeah, I was pretty emo around that time. (Hell, I still am; I still like this image and what it symbolised when I was putting it together.) Anyway, enough of that; if you want to see more images from that time, take a peek at my long-abandoned Flickr account.

    Final Fantasy XIV

    The inherent drama in a role-playing game makes for some great "photos", assuming you can time pressing that screenshot button correctly. Like this:

    ffxiv_06092015_212131

    Or this:

    ffxiv_30062015_163714And then, of course, like Second Life, there's the self-expression element of everyone's avatars thanks to the "Glamour" system, whereby you can make one piece of gear look like another.

    This image is pretty special to me; it's our whole Free Company meeting for a "group photo" shortly before the release of the first expansion pack Heavensward.

    ffxiv_01062015_002447

    Custom Maid 3D 2

    And finally, it would be remiss of me to talk about virtual photography without mentioning Custom Maid 3D 2, which I introduced to you all the other day. Unfortunately, the vast majority of the "photographs" I've taken using this are, shall we say, not entirely suitable for publication on this particular blog (I have a few standards!) but, well, here's a few that I feel I probably can just about get away with…

    img20151007103907

    The thing that's impressed me most about CM3D2 so far is the fact that it's the closest I've seen 3D graphics get to 2D art. The character models, the art style, the outlining, the cel-shading and the expressiveness of the faces — all of those things combine to create something that is not at all "realistic", of course, but which is a very convincing recreation of the idealised anime style.

    img20151007104322

    As you'd expect from something with the word Custom in its title, the character creation system in CM3D2 is pretty astounding, allowing you to customise pretty much anything from face and body shape to eye style and whether or not the character has one or two of those cute little "fangs" you sometimes see anime girls depicted with. You can even set how heavy their boobs are. And choose their clothes, obviously. Dressing your maids up is one of the most fun parts of the game that doesn't involve doing lewd things.

    img20151007103022

    Even the lewd bits are eminently suitable for virtual photography, though, since there are a number of "actions" that simply pose rather than… you know… do stuff. Combine these poses with the control you have over their costumes as well as the camera control mod that allows seriously precise positioning of your viewpoint plus the wonderful ability to make the characters look at the camera on command (assuming it wouldn't be physically impossible) and you have a virtual photo studio that's a whole lot of fun to play around with.

    Games are art, yo.

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    2086: Souls: Reaped https://imnotdoctorwho.moegamer.net/2015/10/07/2086-souls-reaped/ https://imnotdoctorwho.moegamer.net/2015/10/07/2086-souls-reaped/#respond Wed, 07 Oct 2015 00:07:03 +0000 https://angryjedi.wordpress.com/?p=7994 I finally got around to beating the Diablo III: Reaper of Souls campaign today. I originally wasn't going to bother, as I was primarily interested in playing the new(ish) Adventure Mode rather than grinding through the campaign again, but I found myself enjoying the experience more than I expected, particularly in Act V. I often think of … Continue reading 2086: Souls: Reaped

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    I finally got around to beating the Diablo III: Reaper of Souls campaign today. I originally wasn't going to bother, as I was primarily interested in playing the new(ish) Adventure Mode rather than grinding through the campaign again, but I found myself enjoying the experience more than I expected, particularly in Act V.

    I often think of Blizzard games as being rather weak on the story front. There are exceptions, of course — Warcraft III was particularly strong, for example — but on the whole, I've never really come to Blizzard games for the story. They are masters of their art when it comes to gameplay, but when it comes to storytelling, there are people out there who do it a whole lot better.

    Or at least, that's what I'd been thinking. But replaying the Diablo III campaign and having my first run through the Reaper of Souls Act, I was actually quite surprised to see some reasonably decent writing along the way. I mean, the overall plot is still the sort of thing an angsty teenager would come up with if they wanted to write something dramatic (Angels! Demons! Eternal Conflict! Killing death itself!) but the individual moments that you encounter along the way are actually pretty good, even if some of the more supposedly "shocking" moments — the death of Cain, for example — were underwhelming due to their presentation.

    I played through the campaign as the female Wizard, who has an endearingly posh voice and a penchant for sarcasm. Consequently, I found myself liking her a whole lot, which is not something you can usually say about the mostly-mute protagonists of loot-whoring dungeon-crawling action RPGs. Her interactions with some of the more tiresome characters — such as the perpetually grumpy head of the angels — were particular highlights for me. "Know this, nephalem," he said. "You may defeat Malthael, but I will not thank you for it." "No," replied my character, sighing. "Of course you won't. And that's part of your charm."

    Since I'd already levelled my Wizard a fair bit in Adventure Mode before running through the campaign, I hit the level cap well before the end and started earning Paragon experience. The last time I played Diablo III, this system wasn't in place, so I was interested to see how it worked. Turns out it makes for an enjoyable endgame experience that doesn't rely on long-winded grinding for currency or large amounts of effort for relatively small, incremental amounts of progress. It would be completely inappropriate for a full-on MMO, mind you, given that it has the potential to totally unbalance your character if you put the time into it, but for Diablo, which has always been a series about seeing how big you can make the numbers that pop out of monsters when you smack them in the face, it's perfect.

    If you've never capped a character in Diablo III and are curious, the Paragon system works like this: once you hit the current cap (level 70) your experience bar turns blue from its original orange, but you continue to earn experience as you did before. Early Paragon levels cost considerably less experience than the top end of the regular levels (7 million XP to go from regular Level 70 to Paragon Level 1 vs 83 million XP to go from regular Level 69 to 70) but the amount required increases gradually as you gain levels.

    Gaining a Paragon level gives you a point to spend in one of four categories in turn. Your first point is in the Core Stats category, which includes your class' primary stat, which affects damage; Vitality, which affects your maximum HP and defence; Movement Speed, which is self-explanatory; and Maximum Resource, which is the thing your character spends to use skills or cast spells. Your next point is in the Offense category, which includes attack speed, critical hit rate, critical hit damage increase and cooldown reduction. Then there's the Defense category, which includes maximum life, armour rating, your natural regeneration rate and bonuses to your resistances. Then your fourth point goes in the Utility category, which includes area damage, the amount of life you get back per successful hit on an enemy, the amount of bonus gold you find and a reduction to the costs of your skills. Once you've spent a point in each of the four categories, your fifth goes into Core Stats, your sixth into Offense and so on.

    The interesting thing about the Paragon system is that it's account-wide — in other words, your Paragon level applies to all your characters, even the ones that aren't yet at the level cap. This means that you can make levelling subsequent characters much easier if you have a decent Paragon level, because they'll be operating at a considerably stronger level than they would normally be otherwise. What's also quite nice is the fact that you can redistribute the Paragon points whenever you like (so long as you're not in combat) and each character can have a different setup as you see fit; the "shared" part is just how many points you have available.

    Now I've beaten the campaign properly, I can focus on Adventure Mode, and now I'm at level 70 I can investigate some of the really interesting stuff like Greater Rifts and tracking down the Keymaster monsters. Endgame Diablo III certainly sounds like an intriguing time, and certainly a far cry from the completely non-existent endgame that it launched with. I'm glad I'm coming to it now, though; having experienced MMO endgame play in Final Fantasy XIV, I now understand the appeal of an endgame and why Diablo III needed one, whereas when I originally played the game I didn't really get why people seemed to be so annoyed that it was lacking in level-cap content.

    Anyway. Time for bed before I get tempted to try and reach Paragon Level 30 this evening…

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    2085: Be Good to Your Meidos https://imnotdoctorwho.moegamer.net/2015/10/05/2085-be-good-to-your-meidos/ https://imnotdoctorwho.moegamer.net/2015/10/05/2085-be-good-to-your-meidos/#respond Mon, 05 Oct 2015 23:45:12 +0000 https://angryjedi.wordpress.com/?p=7991 References to lewd stuff ahead. No actual porn though. Largely out of curiosity (and in part due to being a filthy pervert) I decided to check out Custom Maid 3D 2 on the recommendation of some friends who also enjoy such things. And I've been pleasantly surprised by what this delightful package of filth offers. Custom … Continue reading 2085: Be Good to Your Meidos

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    References to lewd stuff ahead. No actual porn though.

    Largely out of curiosity (and in part due to being a filthy pervert) I decided to check out Custom Maid 3D 2 on the recommendation of some friends who also enjoy such things. And I've been pleasantly surprised by what this delightful package of filth offers.

    Custom Maid 3D 2, is, like its similarly named predecessor, a sex game. I don't mean that in the way that mainstream press tends to refer to visual novels with explicit content, though it is Japanese, much like the visual novels in question; I mean it's a game where a significant component of the gameplay revolves around sex. I've long been fascinated with various interactive depictions of "virtual sex"; frankly, I find the whole scene to be a rather interesting means of living out all manner of fantasies safely and without hurting anyone, though naturally I hasten to add that nothing compares to actually having a real partner and doing things in the 3D world. I know that during "dry spells" over the years, though, stuff like this has proven to be an adequate substitute, if you know what I mean.

    But anyway. I don't want to focus specifically on the pornographic aspects of Custom Maid 3D 2 because although it is hot as hell, the fact it depicts sex is not the most interesting thing about it. No; it's the fact that rather than being a straightforward "interactive porn movie" type of experience, there's actually a surprisingly deep and involved game in there too. Whether or not it is in good taste is another matter, of course, but if you can deal with the sexy stuff, there's an interesting experience to be had.

    Custom Maid 3D 2 casts you in the role of the owner of an exclusive club. Your uncle passed it on to you, telling you only the bare minimum of details before buggering off to get married and leaving you with a failing business deep in debt. Essentially, the establishment you find yourself taking ownership of is an "adult entertainment" club where the maids who staff it, among other things, provide "night service" to paying customers. Unfortunately, owing to your uncle apparently being more of a playboy than a businessman, the club isn't in a particularly good state when you get your hands on it; there aren't even any maids left working there aside from your uncle's loyal secretary, who is strictly off-limits for anything other than professional discussions.

    What then transpires is that you hire a maid to your own specifications (providing a loose narrative excuse for a shockingly detailed character creator that is almost the most fun part of the package) and then spend ten days "training" her to be a… suitable employee for this type of establishment. This involves a combination of sending her out to classes in the daytime, each of which affect various stats, usually in positive ways, and at night… well, you bang her, obviously.

    Here's the interesting part: the sexy bits actually involve a certain degree of strategy and RPG-style resource management, of all things. Before you get it on, you have a certain amount of "stamina" you can spend on setting up a "playlist" of various activities. some of which are conditional on the location and whether or not she's drunk; going over the stamina limit will cause your maid to pass out during the session and perform poorly the following day, so it's in your interests to try and spend this as efficiently as possible.

    Once you get started, each "activity" has several different actions you can take. Each one of these has an impact on a number of things according to what the action and overall activity is. Usually, an action will increase some sex-related stats significantly while reducing some of the more "innocent" stats (like "charm" and "leadership abilities") to a lesser degree. At the same time, the action will impact the maid's excitement, mind and reason levels; excitement affects the animations that play (and possibly the effect on stats? I haven't researched thoroughly yet), mind presents a limit on the actions you can perform during a single activity — running out of it means you can't do anything else, though it gets restored when you start a new activity — and reason causes negative impacts on stats to be stronger when it runs out.

    On top of all that, the maid gains overall experience for each activity she participates in as well as "mastery" of the various activities. Improving mastery results in stronger, more efficient stat gains when performing that activity, and can also unlock new activities. Yes, we are indeed talking about a game with a skill tree that consists entirely of lewd things. Gaining experience can allow the maid to perform her various duties better — she has a separate level and "class" for sexy and non-sexy duties — and her disposition can change according to the activities she masters and does most frequently. In other words, you can "build" each maid as you see fit, and the game provides a number of special events and achievements as incentive for you to experiment with the maids you hire and discover the different types of character you can create.

    It's an oddly fascinating little game, really; while there are doubtless people out there who will likely take umbrage at the very concept (particularly the "training" aspect), those of you with a penchant for the lewder side of life may want to give it a look. Just don't complain to me if you find yourself as engrossed by the gameplay as you are by the rude bits!

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    2084: Too Soon? https://imnotdoctorwho.moegamer.net/2015/10/04/2084-too-soon/ https://imnotdoctorwho.moegamer.net/2015/10/04/2084-too-soon/#respond Sun, 04 Oct 2015 22:48:56 +0000 https://angryjedi.wordpress.com/?p=7988 In response to The Daily Post's writing prompt: "Too Soon?" Can anything be funny, or are some things off limits? There isn't an easy response to this question, because there are so many variables involved that it's simply impossible to state with certainty that "X is always okay to joke about, Y is never okay to joke about". … Continue reading 2084: Too Soon?

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    In response to The Daily Post's writing prompt: "Too Soon?"

    Can anything be funny, or are some things off limits?

    There isn't an easy response to this question, because there are so many variables involved that it's simply impossible to state with certainty that "X is always okay to joke about, Y is never okay to joke about".

    There are certain topics that are commonly accepted as being "taboo" for joking about, but even these have contexts in which they're appreciated or even welcomed. Jokes about AIDS, 9/11, rape, cancer, disabilities — all of these are fair game in the right context, so part of it is a matter of knowing your audience and determining whether or not now would be an appropriate time to deliver that zinger you've had brewing in your mind for months now. By the same token, of course, one person's completely inoffensive, "safe" subject matter might be shocking and offensive to another person — this is a particularly hot-potato issue when it comes to anything involving religion.

    Just to complicate matters, whether or not a joke is "appropriate" for a particular context isn't simply a matter of "don't make jokes using a subject that is personally relevant to the person you're talking to", because that ignores the existence of "black" or "gallows" humour, whereby humour is used as a means of coping with difficult, even horrific things. Just because someone has AIDS, say, doesn't mean that you shouldn't joke about AIDS with them, though naturally your relationship with that person should be at such a point whereby you're absolutely sure they won't mind you making a joke about AIDS with them. To simply make a joke about one of these "taboo" subjects without establishing whether or not your prospective (and perhaps unwitting) audience is okay with you is insensitive, and can leave you looking like a complete asshole.

    Aside from this consideration, though, I honestly don't think that anything is particularly "off-limits" for comedy in general. I personally wouldn't pepper my own conversation with words like "faggot" and "nigger", but there are people out there who do, and manage to be genuinely amusing — i.e. not just provoking shock value — in the process. Louis C.K., for example, does a great bit about the words "faggot", "cunt" and "nigger", which tend to be regarded as the most awful words in the English language, at least in part due to the baggage that at least two of them carry from history.

    And I say that I wouldn't pepper my own conversation with words like that; I mean I wouldn't pepper my own conversation with words like that if I was with people that I didn't feel particularly comfortable being offensive with. When I'm with my closest friends, meanwhile, all bets are off; we hurl the most hideously offensive insults at one another while we're playing games or just hanging out, but none of us mean any of them, nor do the things we say reflect the way we actually feel about issues such as racism and homophobia — it's simply something we do to let off steam when we're around each other. Modern society — particularly these days — is so concerned with the appearance of propriety and not offending anyone that it can actually be quite liberating to just let rip with a string of the most awful, horrible, disgusting things you can think of when you're in an environment where it's safe to do so. It is, of course, when you start taking those words seriously or using them in inappropriate contexts that you need to take a bit more of a look at what you're doing.

    So my answer to the question, then? Yes, anything can be funny, given the right context. Nothing is off-limits — or nothing should be off-limits, anyway. Because if you can't laugh at awful things, the world would be a very depressing place indeed.

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    2083: Insomnia https://imnotdoctorwho.moegamer.net/2015/10/04/2083-insomnia/ https://imnotdoctorwho.moegamer.net/2015/10/04/2083-insomnia/#respond Sun, 04 Oct 2015 02:15:52 +0000 https://angryjedi.wordpress.com/?p=7985 I find it really difficult to get to sleep. I think I always have to a certain degree, but I feel like I've become a lot more conscious (no pun intended) of it in the last year or two. My issue, I think, is that I don't really know how to make myself fall asleep. I can … Continue reading 2083: Insomnia

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    I find it really difficult to get to sleep. I think I always have to a certain degree, but I feel like I've become a lot more conscious (no pun intended) of it in the last year or two.

    My issue, I think, is that I don't really know how to make myself fall asleep. I can lie down in bed, get comfortable, close my eyes and everything, but actually getting my body to go "It's now safe to turn off your computer" proves somewhat difficult; many is the night I find myself lying awake until 2 or 3am attempting to drift off and failing miserably, even as my wife Andie succumbs to slumberland in a matter of seconds next to me.

    The fact that I don't really know how to make myself fall asleep is coupled with the fact that night-time, when it's dark and quiet and oddly lonely (even if you're sleeping next to someone), is the time when my brain generally decides that now would be a great time to start thinking about all the things I don't really want to think about.

    I have anxiety issues, and these manifest most clearly during the night. The exact circumstances vary from night to night, but at present the most commonly recurring one is thinking back to my last day at my previous job and remembering how awful the people there made me feel, then contemplating what might have happened if I had allowed myself to fly off the handle at those people who had made my life a misery. So vivid are the images and the feelings that these thoughts give me that they make me feel even more anxious — and, naturally, the more I try not to think about them, the more the images loop around and around in my mind.

    Ultimately, I do get to sleep every night, but given how long it generally takes, I often find myself pretty tired in the morning and disinclined to get up at a "normal" time unless I absolutely have to; oddly enough, I find it really easy to fall asleep in the morning after having woken up once, and one side-effect of this that I find intoxicatingly addictive in many ways is the fact that the dreams I have during these morning sleeps are far more vivid than any I might have during the night. It's rare that these dreams feed off my anxiety, either; generally, they are interesting, or strange, or exciting rather than scary, unpleasant or upsetting. I look forward to days when I can have a guilt-free lie-in and enjoy these experiences, but I do wish I could get my sleep patterns back to being a little bit more "normal".

    Still, at least they're not quite as fucked up as they were five years ago when my first wife and I had split up; my body clock ballsed up so much during that stressful period that I couldn't get to sleep before about 5am, and I would sleep through until about 5pm without waking up at all, making it somewhat embarrassing when I'd go into the local shop to get provisions and the cashier would ask how my day had been. I guess I should be thankful for that, at least.

    Tonight, it may be 3am but I have been enjoying an evening of pleasant company with my regular gaming buddies, so I haven't yet gone to bed. I feel I may not have too much difficulty drifting off tonight, for once, but we shall see, I guess!

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    2082: Naked Fairies Blow Shit Up https://imnotdoctorwho.moegamer.net/2015/10/02/2082-naked-fairies-blow-shit-up/ https://imnotdoctorwho.moegamer.net/2015/10/02/2082-naked-fairies-blow-shit-up/#respond Fri, 02 Oct 2015 22:41:59 +0000 https://angryjedi.wordpress.com/?p=7982 I seem to be having a bit of a shoot 'em up kick at the minute, which is no bad thing, since I have quite a good selection of them now. Most recently, aside from Eschatos, which I talked a bit about recently, I've been very much enjoying Raiden IV: Overkill on PC. I like the Raiden series a lot. Raiden … Continue reading 2082: Naked Fairies Blow Shit Up

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    0082_001

    I seem to be having a bit of a shoot 'em up kick at the minute, which is no bad thing, since I have quite a good selection of them now. Most recently, aside from Eschatos, which I talked a bit about recently, I've been very much enjoying Raiden IV: Overkill on PC.

    I like the Raiden series a lot. Raiden Project — an enhanced port of Raiden I and II — was one of the first games I played on the original PlayStation, and I've followed the series on and off ever since. Raiden IV, I'm pleased to note, remains very much true to the series' roots while being rather more up-to-date in terms of presentation — the recently released PC version happily runs in full 1080p resolution, which looks glorious.

    One of the reasons I like Raiden — and Eschatos, for that matter — is that it's not a bullet hell shooter. I enjoy bullet hell shooters, don't get me wrong, but sometimes it's nice to enjoy something that isn't quite so buttock-clenchingly tense at all times. This isn't to say Raiden is without its moments of tension, mind; there's plenty of buttock-clenching throughout the course of a playthrough, but these instances tend to be spread out a bit more than in something like DoDonPachi Resurrection.

    Another reason I like Raiden is its weapon system — and this is another contrast from many bullet hell titles. Rather than having a weapon that is enormously overpowered from the very beginning of the game, Raiden has always had three different weapons to choose between, plus three different subweapons to go alongside them. The standard Vulcan cannon has good power and, when upgraded, can happily fill the screen with a wide volley of bullets. The blue laser, meanwhile, is rather narrow, even at its highest power level, but is also the most damaging of all the weapons. And then there's the infamous "toothpaste laser" in the purple containers, which remains one of the most inadvertently (or perhaps deliberately?) hilarious weapons in a shoot 'em up ever, tying itself in knots as more and more enemies come onto the screen.

    Interestingly, in Raiden IV you actually have several different ships to choose from. There's the default Raiden IV ship, which is like the ship from the previous games, only the basic, low-level Vulcan cannon you start with has a bit of a spread shot already applied to it. Then there's the ship from the previous games, whose basic Vulcan cannon fires straight ahead and only spreads when upgraded. And then there's a naked fairy — fairies have traditionally been the hidden, secret score items in Raiden games — that is much more agile than the standard fighters, and has her own complement of weapons that behave rather differently to the default ones.

    Raiden IV Overkill is a comprehensive package with a number of different ways to play, each of which force you to approach it a little differently. The standard Arcade mode is where I've been spending most of my time, but the titular Overkill mode is fun, too; here, when you destroy a non-popcorn enemy you can continue shooting it to increase an Overkill meter, with bigger bonuses awarded for more post-mortem damage inflicted before it finally explodes. This forces you to play a bit more aggressively in order to score Overkills and collect the resulting medals, and it's an interesting twist on the original formula.

    I am absolutely rubbish at Raiden IV so far, but as I've managed to improve my skills somewhat at Eschatos with a little practice, I don't doubt I'll eventually be able to get all the way through Raiden IV on a single credit, even if it's only on the easiest difficulty.

    Still, as monstrously difficult as it is, it's a whole lot of fun, at least. I highly recommend grabbing a copy if you enjoy a good old-fashioned shoot 'em up.

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    2081: Adventures in Sanctuary https://imnotdoctorwho.moegamer.net/2015/10/01/2081-adventures-in-sanctuary/ https://imnotdoctorwho.moegamer.net/2015/10/01/2081-adventures-in-sanctuary/#respond Thu, 01 Oct 2015 22:25:51 +0000 https://angryjedi.wordpress.com/?p=7979 On a bit of a whim — well, after talking a bit about it with Andie the other day — I reinstalled Diablo III and thought I'd give it another go. I bought the expansion pack a while ago, anyway, and hadn't really explored it all that much; my main stumbling block with it was that in … Continue reading 2081: Adventures in Sanctuary

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    0081_001

    On a bit of a whim — well, after talking a bit about it with Andie the other day — I reinstalled Diablo III and thought I'd give it another go. I bought the expansion pack a while ago, anyway, and hadn't really explored it all that much; my main stumbling block with it was that in order to access "Adventure Mode", which was the thing I was really interested in, you had to complete the campaign storyline. I had completed the campaign storyline, but due to Diablo III's online nature coupled with Blizzard's region-locked servers, the fact I had done so on the North American servers back around the game's time of release didn't allow me to pick up where I'd left off in Europe.

    Fortunately, I timed my return well: a new Season has just begun, and Seasonal characters can jump right in to Adventure Mode without having to complete campaign first. So that's exactly what I did. (For the uninitiated, Seasonal characters in Diablo III are similar to Diablo II's ladder characters; their progress is tracked separately from your regular characters, and you can't twink them out with gear you've put in your Stash on previous characters. In other words, they effectively allow you to start the game "from scratch" and see how quickly you can accomplish things like getting to the level cap and suchlike.)

    Adventure Mode, as it turns out, is exactly what I hoped it would be: in other words, exactly what the Diablo series should have been doing for a long time: providing a freeform, flexible, grinding-and-loot-whoring experience where even though there's no real "finish" to it, there are plenty of short- and long-term goals to pursue as well as short mini-quests you can play around with for half an hour or so and still feel like you've achieved something.

    Adventure Mode, when you start out, is basically split into two main components: Bounties and Rifts. Bounties are quests that are scattered around the game world; each of the game's five Acts have five Bounties available at any given time, and completing all five rewards you with Stuff. One of the Acts has a Bonus Bounty attached to it, too, which means you get more Stuff when you complete all five Bounties. The Bounties are different each time you play; sometimes it will involve killing the big bosses of the game, others it will require you to complete special events and sidequests. There's a nice amount of variety, and each session feels quite focused as a result.

    Rifts, meanwhile, are self-contained dungeons that basically take everything in the game, put it all in a blender and then tell you to go have fun. You'll face a random combination of enemies in a random combination of dungeons, and be tasked with defeating a specific amount of enemies to summon a boss, at which point you have to defeat the boss to clear the rift. Rifts differ slightly from normal dungeons in that they have some interesting "Pylons" around the place that imbue you with significant special effects that are more powerful than the regular shrines you find in the base game. One particularly enjoyable one, for example, sees you automatically spewing lightning that pretty much instantly kills most foes for about 30 seconds or so, allowing you to build up some impressive multi-kill combos.

    Once you reach a particular level, you can start tackling Greater Rifts. I don't know how these work yet, but I'm interested to find out.

    What I particularly like about Adventure Mode is that it abandons all pretence of having a coherent story — something that the Diablo series has never really handled all that well, despite its lore being interesting and well-crafted — and instead fully embraces its "game-ness", which is why most people keep playing Diablo, after all. Diablo III's story was enjoyable enough the first time around but ultimately forgettable, and so I wasn't particularly enamoured with the idea of running through the whole campaign again. And once you've beaten it once, you probably skip all the cutscenes and conversations anyway, so a dedicated mode that trims out all that fat and means that you're not forced into following the campaign's linear sequence of progression is wonderful. I just wish it was automatically unlocked for non-Seasonal characters, but it's not the end of the world; when the current Season ends, Seasonal characters become regular characters, at which point I can take my geared and levelled Seasonal character through the Campaign on the lowest difficulty and curbstomp everything in a couple of hours to quickly unlock Adventure Mode, I guess.

    Anyway, I've been enjoying my return to Sanctuary, and it's been a really pleasant surprise quite how much the game has changed since I last played it shortly after its initial release. It's grown into a really solid, interesting, enjoyable game that will appeal greatly to those who enjoy grinding and seeing numbers go up into astronomical values; I don't know how long I'll stick with it this time around, but it's proving to be an enjoyable distraction at the moment.

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    2080: Five Stones https://imnotdoctorwho.moegamer.net/2015/10/01/2080-five-stones/ https://imnotdoctorwho.moegamer.net/2015/10/01/2080-five-stones/#respond Thu, 01 Oct 2015 02:01:10 +0000 https://angryjedi.wordpress.com/?p=7976 I've finally crossed a significant milestone in my weight loss journey: I've now lost over five stone in total, a loss that also coincides with me dropping into a new stone bracket that represents the lowest weight I can remember being for a long time. I still want to — need to? — lose at … Continue reading 2080: Five Stones

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    I've finally crossed a significant milestone in my weight loss journey: I've now lost over five stone in total, a loss that also coincides with me dropping into a new stone bracket that represents the lowest weight I can remember being for a long time. I still want to — need to? — lose at least a couple more stone from here, but I've come a long way and I'm genuinely happy with what I've accomplished so far.

    For those who have come to my blog more recently, I started Slimming World back in February of this year having decided that enough was enough, and that I really needed to lose some weight. This wasn't just a vanity thing; my weight had gotten to the point where I was physically uncomfortable. I was having trouble fitting into "normal"-sized chairs; I was encountering situations and pieces of equipment that I was too heavy to use — I had to skip out on part of a friend's stag night because they were doing some activities that I was significantly overweight for; and many of my clothes didn't fit any more.

    More than anything, I was miserable. I suffer with depression anyway, but my weight problem was making things worse by having a physical effect on me. I was perpetually out of breath; I couldn't get comfortable in a chair or in bed; it was difficult and embarrassing to wear clothes that I knew once fit me. I felt physically repulsed when I saw my body in the mirror, I felt ashamed when I saw my stomach hanging down out of the bottom of a T-shirt I was wearing, and, to be perfectly frank, I was horrified that I couldn't see my knob when I looked down.

    I had been aware of my weight problem gradually getting worse over the course of the last few years — probably at least the last ten years or so, if I'm perfectly honest — but every time I had tried to do anything about it previously, I had failed to have a significant impact. I'd tried dieting of various kinds — Atkins left me with a perpetual headache, and Slim-Fast was like eating wood chippings — as well as intensive exercise routines, and nothing had seemed to shift the weight at all. It was demoralising and upsetting; I didn't know what to do. I considered trying to be one of those people who is happy about being fat — or at least, someone who accepts that they're fat — but I couldn't do it. I was too ashamed of myself.

    It's not an exaggeration to say that Slimming World has changed my life for the better. I first came to it because my wife's sister had had a considerable amount of success with it. Skeptical, I went along to a meeting, found out about their "food optimising" methods — a surprisingly flexible, enjoyable plan that doesn't really restrict you so much as make you think about making sensible choices — and stuck carefully to it. I lost a big chunk of weight in the first week, and have been losing weight pretty consistently ever since; with only two or three exceptions since February, I've lost at least a pound pretty much every week, and I certainly don't feel like I'm starving myself or anything, just being careful about what I put in my mouth.

    Changing the way I think about food isn't the only way it's changed my life for the better, though. I'm more positive about myself and feel like I have more self-esteem as a result. I would still describe my sense of self as "somewhat fragile" if pressed, of course, but I no longer repulse myself when I see my reflection, which is progress. Now, when I see my body, I can think "yes, that's going well, but there's still a way to go" rather than "ugh, that's disgusting, who would ever want to look at that?"

    Since that February, I've had a difficult time. I was ousted from the job I had back when I started under circumstances that, on reflection, actually feel somewhat "traumatic", for want of a better word — I keep remembering my last day, and how horrible those bastards made me feel; it stops me from sleeping quite often — but my progress with my weight loss has helped keep me sane even as I struggle to scrape together some meaningful work and income to survive into the future. And I don't think the importance of that should be underestimated; feeling like one thing is going right in your life helps you to believe that other things can eventually go right, too — you just might have to work at it a bit.

    Five stone, then. That's a hell of a lot. Our previous Slimming World consultant used to bring in these little sandbags that weighed a pound, half a stone, a stone and so on; a stone is actually pretty heavy, and I was carrying five more of those around with me all day every day back in February. No wonder I was knackered and uncomfortable all the time. I hope I never get back into that situation — and I don't think I will, either.

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    2079: WTF is Wrong with Video Games? Absolutely Nothing https://imnotdoctorwho.moegamer.net/2015/09/29/2079-wtf-is-wrong-with-video-games-absolutely-nothing/ https://imnotdoctorwho.moegamer.net/2015/09/29/2079-wtf-is-wrong-with-video-games-absolutely-nothing/#respond Tue, 29 Sep 2015 16:53:53 +0000 https://angryjedi.wordpress.com/?p=7973 Yesterday, social media was abuzz with something stupid that gaming site Polygon published. This is, of course, nothing unusual, since Polygon appears to have shifted its identity from "reinventing games journalism" to "posting the most idiotic things possible in the name of those sweet clicks from people who think we're dumb, but really they are the dumb ones for … Continue reading 2079: WTF is Wrong with Video Games? Absolutely Nothing

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    Yesterday, social media was abuzz with something stupid that gaming site Polygon published. This is, of course, nothing unusual, since Polygon appears to have shifted its identity from "reinventing games journalism" to "posting the most idiotic things possible in the name of those sweet clicks from people who think we're dumb, but really they are the dumb ones for clicking on it, oh wait, don't use archive.is please, stop it, my aaaaad revenuuuuuue".

    Said article was called WTF is Wrong with Video Games? and was, in fact, an excerpt from an e-book of the same name by self-professed "Mean Guy" Phil Owen. As the title suggests, it's yet another in a long series of navel-gazing articles that suggest video games need to "grow up" if they really want to be respected as art. And the main thrust of Owen's argument throughout the piece is that "gameplay" gets in the way of "art".

    Dara O'Briain did a good comedy routine about Call of Duty a few years ago in which he commented on the seeming absurdity of a game restricting access to the rest of the story based on your skill — and yet it's something that, over the years, we've become accustomed to. The concept of "story as reward" is a powerful motivation for many game enthusiasts — I'm one of them — and being able to advance an enjoyable story as a result of proving your own skills is often inherently more satisfying than just having a story served up to you passively.

    But Owen's argument is also a gross oversimplification of the situation. Let's ponder a few things.

    The interminable game/not game argument

    As a medium, video games have expanded and flourished enormously over their lifetime — far more quickly than any other medium in history. Early games were technically limited and as such tended to focus on the mechanical aspects while making narrative little more than an afterthought. In other words, the technology simply wasn't there for games to be able to tell a compelling story convincingly, so as such the mechanical aspects were emphasised, because even with primitive technology, it was possible to make something that was fun to play.

    Today, of course, there are very few technological barriers to realising a creative vision. Modern 3D technology is more than capable of rendering photo-realistic scenes at convincing framerates; virtual reality allows us to immerse ourselves fully in virtual worlds; and many games have production values that rival the most expensive movies. But at the same time, alongside this improved technology has come the understanding that "video game" these days means far more than its literal definition. "Game" no longer means just something in which you prove your skill or master mechanics; it can refer to all manner of interactive entertainment, whether or not there's a way for you to "lose" or "win".

    This aspect of things is what gets a lot of self-professed hardcore gamers' backs up. "Gone Home isn't a game!" they'll cry, since Gone Home is the habitual poster boy for being "not a game". "Visual novels aren't games! Walking simulators aren't games!"

    Well… yes they are, assuming we're using the term "game" as is most commonly used these days to refer to any form of interactive entertainment, however limited the interaction might be. They may not be the sort of games you want to play, but that doesn't make them not games by the popular definition. All they show, really, is that the term "game" has really become woefully inadequate to describe the diversity of experiences we have these days. And none of them are "invalid" or "need to grow up"; some of them simply might not appeal to particular groups. And that is absolutely fine.

    Games as art

    I've been a believer in games as art since I played Final Fantasy VII for the first time, and its story blew me away with its emotional intensity and drama. It may be clichéd and laughable these days, but back on its original release, it was incredible. And I've held strongly to the fact that games are art ever since, with my understanding of what this really means changing and growing over time.

    The mistake a lot of people make — Owen included — is assuming that "art" is synonymous with "narrative", and this absolutely isn't the case at all. Sure, some of the most explicitly "artistic" games out there place a strong focus on their narrative, but there's plenty of artistry in purely mechanical games, too.

    There are few places where this is more apparent than in the more technical side of arcade-style games: specifically, fighting games, shoot 'em ups and rhythm games. Fighting games — good ones, anyway — are precisely and immaculately tuned to be balanced in such a way that skilled players can make the on-screen characters do exactly what they want as the result of split-second decisions. Watching skilled fighting game players going at it is a thing of beauty, and something that relatively few of us can hope to master to quite such a degree.

    Shoot 'em ups, meanwhile — again, good ones, anyway — are crafted in such a way as to be intricately choreographed, enemy waves hurtling onto the screen in such a way as to be both positioned in a way for the player to be able to defeat them and to be aesthetically pleasing at the same time. Bullet hell games become a ballet of the player sprite weaving through screen-filling, moving patterns that, although initially appearing chaotic, are in fact orderly, predictable and navigable.

    As for rhythm games, well, anyone who has played Project Diva f on Hard difficulty or higher will know well the fact that playing that game is more playing a percussion part for an actual piece of music from memory than paying any attention to what is actually happening on screen at any given moment. Just as shoot 'em ups are choreographed, so too are rhythm games, with player inputs complementing the existing music in such a way as to immerse the player in the creative work in a way that simply isn't possible if you're listening in a more passive way.

    Games are art, and art doesn't mean narrative. Deal with it.

    WTF is wrong with video games?

    Really? Nothing. Nothing at all. There may be some individual games that you, personally, don't care for or enjoy playing, but that doesn't mean the amorphous concept of "video games" has anything wrong with it. It simply means that you're not playing the right games for you.

    This, I think, is a key problem with Owen's argument that the "game" gets in the way of the "art" (meaning "narrative", in his case). Some people like that. Some people like being rewarded with story, or in-game trinkets, or numbers going up or whatever — and that's an important part of the gaming medium as a whole. It's not something that is present everywhere in gaming, of course, and when inappropriate mechanics are shoehorned into a situation where it really doesn't make sense, it can be jarring and uncomfortable. But a lot of designers these days have a pretty good idea of what elements go well together with what. Naughty Dog made the decision that crafting shivs in The Last of Us complemented the game's post-apocalyptic storyline, and the game as a whole was well-received for its combination of storytelling and gameplay.

    At the other end of the spectrum, of course, we have stuff like The Fruit of Grisaia, which is almost completely non-interactive — there are only five decisions to make in a single playthrough, three of which are totally irrelevant for four out of the five routes — and yet still manages to be incredibly compelling. So the kind of experience Owen is apparently looking for — interactive narrative without any requirement for skill — already exists, and is pretty damn good, too. Not only that, it comfortably exists alongside games that are pure skill — the aforementioned fighting, shooting and rhythm games — without anyone needing to tell each other that what they're playing "isn't a game" or that their experiences are somehow invalid.

    I think the only W that is TF with video games right now is the unreasonable expectations and preconceptions some people come to the medium with. Video games are not everything to everyone, and neither should they be. No form of art is universally appealing to everyone, and video games are no exception. If you object to crafting shivs in The Last of Us, don't play The Last of Us. If you object to wandering around a house without killing anything in Gone Home, don't play Gone Home. It's not as if you don't have any other choices as to what you can experience from a medium that has become as incredibly broad and fascinating as gaming in 2015, and it can sometimes lead to pleasant surprises if you step out of your comfort zone and try something new once in a while.

    Let's not water down and homogenise gaming into a single, bland, lowest-common denominator, non-offensive, "universally appealing" form; let's instead celebrate all the different experiences we can have on our computers, consoles, handhelds, phones and tablets. Let's marvel in how easy it is for us to explore new worlds, to put ourselves in the shoes of another, to immerse ourselves in narratives more deeply than any other medium, to challenge our prejudices, to show our skills in ways that don't require physical strength or even mobility and to engage our emotions in everything from a feeling of "fun" to blood-curdling "terror".

    WTF is wrong with video games? Absolutely nothing, so stop moaning and go play something.

    The post 2079: WTF is Wrong with Video Games? Absolutely Nothing appeared first on I'm Not Doctor Who.

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    2078: Two FFXIV Ideas That Will Never Get Implemented (Probably) https://imnotdoctorwho.moegamer.net/2015/09/28/2078-two-ffxiv-ideas-that-will-never-get-implemented-probably/ https://imnotdoctorwho.moegamer.net/2015/09/28/2078-two-ffxiv-ideas-that-will-never-get-implemented-probably/#respond Mon, 28 Sep 2015 19:01:30 +0000 https://angryjedi.wordpress.com/?p=7968   I haven't been playing Final Fantasy XIV all that much recently. This is partly down to the fact that I've been really enjoying the other stuff I've been playing, and also due to the fact that the current content is feeling a bit stale and stagnant; Heavensward came out quite a long time ago now, and aside from … Continue reading 2078: Two FFXIV Ideas That Will Never Get Implemented (Probably)

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    0078_001

    I haven't been playing Final Fantasy XIV all that much recently. This is partly down to the fact that I've been really enjoying the other stuff I've been playing, and also due to the fact that the current content is feeling a bit stale and stagnant; Heavensward came out quite a long time ago now, and aside from the introduction of raid dungeon Alexander (which proved to be a little underwhelming after the dramatic insanity of The Binding Coil of Bahamut) there hasn't been much new stuff introduced. Consequently, the grind to get other classes to level 60 — or to gear up my main class, for that matter — isn't feeling all that appealing right now, particularly as there really isn't a huge amount to do at level 60 at the moment: two dungeons, two Extreme boss fights, and Alexander in its Normal and Savage incarnations.

    This, along with some of the other stuff I've been playing recently, got me thinking about ways the formula could be shaken up a little — partly to make the grind a bit more bearable, partly to make replays of old content a more attractive option, and partly to address some common complaints of certain aspects of the player base, specifically the lack of challenge in dungeons and the desire to show off your skills a bit more outside of the tippest-toppest highest-level content.

    Final Fantasy XIV is heavily based on instanced content such as dungeons and boss fights, so I had an idle thought that the addition of two optional ways of playing this content would make the game interesting: specifically a Time Attack mode, which would reward those who can slice through a dungeon at high speed, and a Score Attack mode, which will encourage "full clears" of dungeons as well as skilful play.

    I'm no game designer and I am under no illusions that these ideas would ever be implemented into the game, but I'll share my thinking for each mode, anyway.

    Queueing

    Added to the existing Duty Finder options — Undersized/Unsynced Party and Minimum Item Level — would be the options for Score Attack and Time Attack. You would only be able to challenge one or the other at a time, but there could potentially be some additional options such as difficulties, whether to run it with level/item level sync or not and so forth. (There could also perhaps be an additional option for a "Story" run, for those who want to enjoy dungeons for the first time as originally intended, which could perhaps make cutscenes unskippable, bosses untargetable until everyone is out of cutscenes and perhaps even force a minimum iLevel sync. Alternatively, not selecting Score or Time Attack could simply assume that the run is for "story" purposes, without the restrictions suggested above.)

    Time Attack

    There are a few ways this could work. The simplest means would be for the party's clear time to be recorded, starting from when the barrier comes down at the outset of the dungeon and stopping when the dungeon's final boss is defeated. The final time would give the party as a whole a letter grade between, say, D and S — D being the worst, S being the best — and the rewards for the dungeon would be adjusted accordingly based on the grade attained.

    Each player's best time is recorded, and this could provide additional incentives: perhaps a small extra reward if you beat your previous best, or leaderboards showing which players/parties/Free Companies/servers have cleared content most efficiently.

    A second means of approaching this could be to give the party a fairly strict time limit countdown from when the dungeon starts, with time being extended by reaching checkpoints or defeating particular enemies. This provides the opportunity for failure — something which the game as a whole is lacking a bit, particularly in dungeons, where you can just respawn until the currently implemented and overly generous total time limit expires — as well as the chance to reward efficient play; again, the run should be concluded with some sort of rating system or bonus based on time remaining to encourage speedy runs.

    My thinking behind this system is that there are already people who like to rush through dungeons as quickly as possible, and this often leads to conflict with people who aren't as confident or simply prefer to take things slowly. Providing a separate "mode" for those who like to speedrun — as well as incentives for everyone in the party to be on board with speedrunning the dungeon — would, I feel, alleviate at least a certain amount of this tension. Plus trying to beat your best times makes for an inherently satisfying means of rewarding replays of old content.

    Score Attack

    This would be a little more complex, but the basic principle is the same as outlined above: clear a dungeon, get a grade, adjust the rewards according to how good the grade was.

    In this case, the grade would come from the total score the party attains in the dungeon. The score could change via any or all of the following possible events:

    • Dealing damage/overall DPS
    • Defeating an enemy
    • Overkilling an enemy (dealing more damage than necessary to knock its HP to 0)
    • Landing hits in rapid succession (skillchains)
    • Hitting multiple enemies at once with AoE skills
    • Tanks maintaining aggro
    • Losing points for non-tanks taking aggro
    • Clutch healing (i.e. the same circumstances where a well-timed heal increases the Limit gauge)
    • Using limit breaks
    • Finding treasures
    • Defeating bosses quickly

    There could then be a number of point bonuses awarded, either at the end of the dungeon or at checkpoints (likely the bosses):

    • Time bonus according to how quickly the section/dungeon was cleared
    • Bonus according to the percentage of all enemies in the section/dungeon defeated (encouraging full clears)
    • Penalties for party KO's or failing to deal with boss mechanics properly
    • Bonuses for achieving specific goals such as overkills, enemies simultaneously defeated and the like

    At the conclusion of the dungeon, the party receives a letter grade between D and S, with rewards increasing for better grades.

    My thinking behind this mode is that it would force players to play in a slightly different way; it would require cooperation, players playing their job well and being more willing to be thorough about clearing a dungeon. Because well-geared players are less inclined to do full clears of dungeons, the rewards for performing well in Score Attack should provide sufficient incentive for them to play in this mode, since better gear will inevitably allow for the attainment of higher scores.


    Someone out there doubtless has a compelling argument as to why both of these are stupid ideas — off the top of my head, perhaps the strongest argument against would be making something so "gamey" fit into the overall lore, though FFXIV isn't above a transparently shoehorned explanation or two here and there. (See: anything PvP; the Crystal Tower weekly quest; anything involving the Wandering Minstrel; the recent seasonal event in which you could meet the developers) To be clear, these are not by any means serious suggestions in the slightest. I do think they'd both be pretty fun, though — and they'd certainly get me pumped up to chase some high scores and best times.

    The post 2078: Two FFXIV Ideas That Will Never Get Implemented (Probably) appeared first on I'm Not Doctor Who.

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    2077: Narrative Media https://imnotdoctorwho.moegamer.net/2015/09/27/2077-narrative-media/ https://imnotdoctorwho.moegamer.net/2015/09/27/2077-narrative-media/#respond Sun, 27 Sep 2015 17:35:18 +0000 https://angryjedi.wordpress.com/?p=7965 Since I've become particularly interested in Japanese popular media, I've often found myself pondering which particular aspect is my favourite — in other words, what do I feel is the "best" means of enjoying a story that, in many cases, spreads its tendrils across a number of different forms of media with varying degrees of … Continue reading 2077: Narrative Media

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    0077_001

    Since I've become particularly interested in Japanese popular media, I've often found myself pondering which particular aspect is my favourite — in other words, what do I feel is the "best" means of enjoying a story that, in many cases, spreads its tendrils across a number of different forms of media with varying degrees of success?

    There's not really an easy answer to that, but I feel my own personal attitude towards it is inclined towards whatever the original version of the work was composed in, where available. This isn't a hard and fast rule, by any means — on balance, I think I slightly prefer the anime of High School DxD to the manga, for example, and there are a number of interesting spin-off games that tell a completely different story to an anime or manga series, making them worthwhile in their own right — but I do tend to find myself preferring to experience a story as originally intended.

    Part of the reason for this is enjoying a story in its original medium means that you don't "miss out" on anything. In theory, anyway; that theory runs that a creative work is composed for a specific medium, and then adapted to other media at a later date. The adaptation process often involves editing, changing and even cutting content from the original, usually as a means of ensuring that the important beats of the story fit into what may be a more restrictive format. Consider an indefinitely running manga series that is adapted into 20-minute anime episodes, for example; you're going to lose some detail, like it or not, unless you want the pace of the show to slow to a crawl. (Some long-running shows do indeed take this rather leisurely pace to their ongoing storyline, but for the most part, manga-to-anime adaptations tend to try and get through a significant amount of printed content over the course of 12-13 episodes.)

    That said, different media are more or less appropriate for different ways of exploring material. Anime, as the most visually flexible of these media, allows you to outright depict things happening without having a narrator explain things (as in a visual novel, manga or light novel) and take a more subtle approach, implying things rather than making them explicit. At the other end of the spectrum, a novel relies almost entirely on the reader's imagination, perhaps stimulated a little by illustrations here and there. The nature of text means that the inner thoughts and feelings of characters can be explored in much more detail than in an anime, and even from multiple perspectives.

    Visual novels, meanwhile, tend to unfold from a single first-person narrative perspective. This allows for in-depth exploration of a specific character and their responses, feelings and attitudes towards various situations — as if you "were" that character. It's not quite the same as a full-on game where you take full control of a character, mind; most visual novels give you relatively limited choices as to how they proceed, and the protagonist otherwise has a mind of their own: you're just along for the ride. Some visual novels do experiment with multiple perspectives — The Fruit of Grisaia's various routes each feature a sequence where the main heroine of that route narrates an important event in their lives, be it to the reader or to protagonist Yuuji; Deus Machina Demonbane, meanwhile, features a first-person protagonist narrator, but occasionally slips into third-person to depict things happening elsewhere when appropriate. For the most part, though, when you come to the end of a visual novel, the character you almost certainly understand the best is the protagonist.

    Video game adaptations — i.e. those that aren't visual novels — present their own challenges by allowing the player to control iconic characters and perhaps make them behave in ways that aren't necessarily in keeping with their character as depicted in other media. This is partly a matter of attitude, though; someone who is already particularly engaged with a series and comes to a video game adaptation after reading the manga/visual novel/light novel or watching the anime may well find themselves "method acting" as the character they find themselves in full control of, even if the game mechanics do provide the opportunity for them to do unexpected and strange things.

    In other words, I don't really have a concrete answer for the question. At the moment, I'm particularly enjoying reading The Fruit of Grisaia's visual novel, and after hearing how the anime adaptation packs the VN's many hours of narrative and interesting happenings into just a single season, I feel that the VN is probably the best means of experiencing this story in full detail. At the same time, I'm enjoying the video game of Sword Art Online, the manga of Monster Musume, the anime of Himouto! Umaru-chan — there really isn't a straightforward answer as to which one is "best".

    It sometimes pays to explore a single work in different media, though; the unwritten rules that "the book is usually better than the film" and "video game adaptations are universally terrible" don't always apply!

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    2076: Sachi and the Maid's Burden https://imnotdoctorwho.moegamer.net/2015/09/26/2076-sachi-and-the-maids-burden/ https://imnotdoctorwho.moegamer.net/2015/09/26/2076-sachi-and-the-maids-burden/#respond Sat, 26 Sep 2015 18:54:57 +0000 https://angryjedi.wordpress.com/?p=7945 Finished Sachi's route in The Fruit of Grisaia last night. Once again, this route proves to be significantly different in tone and theme than the others I've seen so far (Michiru's and Yumiko's) — it also felt like it was a bit longer, for reasons I'll get into later. As ever, this post will contain extensive spoilers for … Continue reading 2076: Sachi and the Maid's Burden

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    0076_001

    Finished Sachi's route in The Fruit of Grisaia last night. Once again, this route proves to be significantly different in tone and theme than the others I've seen so far (Michiru's and Yumiko's) — it also felt like it was a bit longer, for reasons I'll get into later.

    As ever, this post will contain extensive spoilers for Sachi's route in The Fruit of Grisaia. As such, if you want to avoid being spoiled, don't read! Here's a More tag to prevent accidental spoilage from my front page…

    2015-09-20_00126

    Sachi is introduced almost as a caricature: she plays the role of "the perfect maid" to everyone else at Mihama Academy, right down to wearing a maid outfit when she's not in school uniform, but it doesn't take a great deal of perceptiveness to notice her behaviour isn't what you'd particularly call "normal".

    Specifically, it's apparent pretty much from the outset that Sachi's unusually compliant nature and tendency to take things literally is something out of the ordinary. Protagonist Yuuji isn't quite sure what the exact problem is to begin with, but it gradually becomes clear to him as he starts to spend more time with her.

    "She resembles me," he says at one point. "Organising her life around diligently following orders, she never allows herself to doubt them, let alone defy those who make use of her. And almost as an extension of that, her 'private' activities are little more than the bare minimum routines of daily existence. Looking at Sachi, I've been seeing myself… and the discomfort I felt was a reflection of my uncertainty about my own way of life."

    It takes some time for the exact nature of Sachi's personality to become clear, but it seems obvious that some sort of "training" or conditioning was involved somewhere along the line. Her insistence that "that's how a good girl behaves" seems suspicious the first time it comes out of her mouth, and only becomes more suspicious over time as she says it more and more while repeatedly demonstrating that her only definition of "good" is "obedient, without question", even if obeying orders puts her in danger or at risk of exhaustion, as happens when she passes out in the bath after an offhanded remark by one of her classmates about staying in there until you count to 10,000.

    2015-09-20_00131

    "I've noticed before that Sachi's judgements tend to be delivered in simple, black and white terms," comments Yuuji. "In particular, she has something of a habit of dividing things between the 'good' and the 'bad'."

    As Yuuji and Sachi's relationship develops further, it becomes apparent that they knew each other back in childhood, when both of them were going through a difficult time in their respective lives. Yuuji was suffering with feelings of inferiority brought about by his "genius" sister and his parents admonition of him for not being more like her, while Sachi was suffering under the belief that her parents had stopped loving her, because they were spending more and more time working and less time with her. The two were drawn to one another as a result; two unhappy children, neither of whom were quite able to express how they were feeling about life and each other.

    The two were eventually separated; Yuuji's family was torn apart following the death of his sister — an incident which he reveals left only him alive, and set him on the path he walks today — and was unable to fulfil a "one-sided promise" with Sachi to meet her in the playground they had spent so much time in. On Sachi's tenth birthday, she waits in vain for Yuuji to show up in the park after fleeing her parents, who had been strangely nice towards her at the time; she believed that their apparent affection was insincere, and ran out of the house as a result. After being away for the majority of her birthday, though, she is reunited with them only temporarily as they finally track her down — and then the pair of them are hit by a truck driven by a drunk driver, killing her father instantly and injuring her mother so severely she falls into a persistent vegetative state, but not before the last words she speaks are the mysterious "Sachi… why?"

    2015-09-20_00139

    These two simple words are the source of Sachi's problem, which in medical terms is diagnosed as a combination of post-traumatic stress disorder (causing her flashbacks of the accident) and obsessive-compulsive disorder (causing her to believe that the accident was her fault for being a "bad girl", and that the only way to atone is to follow everyone's orders without question, and consequently be a "good girl").

    One day, Sachi is late for an appointment with Yuuji; the pair of them had been studying together in an attempt to see if there was such a thing as a question that would stump the studious Sachi. Sachi had previously said that she would be a little late, but agreed to meet Yuuji at "the usual place". When the time of their meeting comes and goes, Yuuji and his friends become concerned; when a whole day passes and there's still no sign of Sachi, they start to think the worst.

    Yuuji, however, comes to a realisation.

    "We all knew what Sachi was like," he says. "We knew she was bizarrely obedient; we knew she was prone to making strange mistakes as a result of subtle misunderstandings. But we'd all assumed those quirks were nothing more than a reflection of her diligent personality. We'd all assumed she would bend those rules of hers if it ever became truly necessary. That's exactly why… I don't want her to be here."

    "Here" is the playground the pair of them spent so much time in as children. "Here" would be proof that Sachi had taken the phrase "the usual place" extremely literally in the context of her past promise that she would be "waiting in the usual place".

    "Much as I want to find Sachi, those words spill out of my mouth," continues Yuuji. "And contradictory as it might seem, I really mean them. If Sachi's here, my initial concerns about her behaviour were justified. My vague unease will become something far more concrete. Far harder to face. Given any choice in the matter, I don't want that to happen."

    2015-09-22_00033

    Unfortunately, Yuuji, of course, doesn't have any choice in the matter, and Sachi is indeed at the playground — wet, cold, tired, hungry, thirsty and in need of medical attention. She passes out in Yuuji's arms, and he takes her to the hospital, where she is kept for a few days and given time to reflect on her actions. She's genuinely confused by the fact that she had apparently worried and upset everyone with her disappearance.

    "That's strange," she says to herself. "I'm not… a bad girl any more, am I…? As long as I'm a good girl… and do what I'm told… I thought it wouldn't hurt any more."

    But it does hurt; her flashbacks return, and she's forced, once again, to relive the memories leading up to and including her parents' accident. Through her flashback, we discover at least part of the source of the diligence she displays today: her initial enjoyment of the praise and affection she received from her parents when she did things well or had a strong performance at school, and her increasingly desperate attempts to get their attention as their business grew and they had less time to spend with her.

    "If the best possible results weren't good enough," she thought, "it could only mean that my parents had started to hate me. No matter how good my grades got, it wouldn't make them start loving me again.

    2015-09-22_00037

    "Yuu-kun didn't just play with me," she continues, remembering her meeting with Yuuji as a child. "He gave me the attention I'd been craving. When I did well or tried hard, he'd compliment me right away. When I messed up or tried something risky, he'd give me a few gentle words of concern."

    Sachi comes to love Yuuji much as she loves her parents — because it's clear she still loves them, even though she had become convinced that they hated her. And this is why it hurts when she feels him slipping away from her, through no fault of her own.

    "Sometimes he'd suddenly talk about God or other weird stuff," she remembers. "More often, he'd sit rocking on a swing, staring off into the distance with a blank look on his face. It was the old familiar expression from the first time I met him. The expression he'd stopped making after we became friends.

    "I had a vague idea that something must have happened at Yuu-kun's home. But I was still just a kid, powerless to offer any real help.

    "Our meetings slowly grew fewer and further between. The loneliness reminded me of the painful days when my parents had first begun ignoring me in favour of their job. Watching helplessly as Yuu-kun trudged away, my mind churned with sadness and fear. 'At this rate, Yuu-kun's going to leave me too…' I couldn't let that happen again. I couldn't let another person I loved abandon me. This time, I had to stop it somehow."

    But she's unable to stop it, and not only does Yuuji leave her, but the very next day she witnesses her parents' death. And she becomes convinced it was her fault, particularly after her flashback nightmares start for the first time.

    2015-09-20_00154

    "I had committed the sin of disobedience," she says. "That dream was my punishment for treating my parents cruelly when they tried to celebrate my birthday with me. In that case… I'll become a good girl… from now on… a really, truly good girl… If I'm a good girl, I won't lose anything. If I'm a good girl, maybe… Mommy and Daddy will forgive me someday."

    Sachi becomes convinced that being a "good girl" involves following the orders of others so as never to commit the "sin of disobedience" again.

    "More than anything else," she remembers, "simply obeying someone's instructions was pleasant in itself. While executing orders, there was no need to think about anything else. The reason for those orders, the consequences of successfully carrying them out — anything and everything else was totally irrelevant. In those moments and those moments along, the burden of guilt I carried with me was lifted from my shoulders. And the image I wanted to erase from my mind more than anything else stayed safely buried away."

    Upon discovering the truth behind Sachi's past, Yuuji comes to his own conclusions about her situation.

    "Doing what she's told is an end in itself," he ponders. "Sachi was only a child at the time. This simplistic, obsessive obedience was the sole coping method she could find. The only way she could escape her regret and guilt. Sachi stopped thinking for herself as a self-defense mechanism. Her wounds were so severe that she lost the ability to distinguish between right and wrong."

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    This is an accurate assessment; Sachi's definition of "good" is so narrow that it has nothing to do with "right" from a moral perspective. When her adolescent self was ordered by the school bully to "get rid of a test", she comes to the conclusion that the only means of completely guaranteeing the test will never, ever take place is to burn her school down.

    "To take the most extreme possible example," reflects Yuuji, "if someone unambiguously ordered Sachi to 'kill someone' right now, she might commit murder without hesitation. The commandment she imposed on herself is a dangerous thing. A brittle wall, as likely to harm as protect."

    Yuuji reflects further on Sachi's situation and his previous observation that she seemed similar to him in many ways. And he finds himself reflecting on the past words of his mysterious "master" Asako.

    "At our first meeting, my master took one look at me and declared 'we can still fix this one.' That's why I'm here today. Come to think of it, my master told me something once: 'accepting a favour isn't anything to be ashamed of, kid. But not returning it is. There's no need to overthink this. From that perspective, it's really very simple. Back then, Sachi's presence in my life saved me; and today, I have a chance to repay the favour."

    Although Yuuji himself doesn't appear to notice, at least at first, he gradually takes on a role for Sachi not unlike that which Asako played for him in the past. Beginning a romantic relationship with Sachi — knowing full well that her compliant nature would make it impossible for her to reject his initial "confession", as insincere as it is at first — he sets about trying to help Sachi, though he knows that acting as a magic bullet won't fix her problems; she needs to resolve them herself, perhaps with a nudge or two in the right direction.

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    Yuuji imposes some "rules" on Sachi, again knowing that she'll be unable to refuse them in her current condition. The most important thing is that he encourages her to think about the reasons for requests that people might give her, and the consequences of that request. From there, he urges her to reject or accept the request on those grounds, not blindly.

    Between their relationship — which eventually becomes physical when Yuuji convinces himself that touching Sachi wouldn't be wrong, and that she wouldn't be opposed to the idea — and these new rules, Sachi gradually becomes more assertive and inquisitive. This culminates in an incident when Yuuji takes her on a date to the beach; as the sun sets and their pleasant day comes to an end, Sachi makes an uncharacteristically selfish demand of Yuuji to stay a little longer.

    "Normally speaking, this would be nothing but a cute moment of selfishness," says Yuuji. "The sort of thing girlfriends are generally entitled to. But in this case, it represents a serious violation of Sachi's internal rules."

    It's clear that Sachi has reached something of a turning point, so Yuuji starts to formulate a plan. He asks her two questions: why she made that demand of Yuuji, and what is the thing that he wants her, more than anything else, to realise?

    2015-09-23_00154

    Sachi is unable to come up with the answers to these questions by herself. In conversation with the other girls at the school, they quickly come to the conclusion that the answer to the first question is simple: because she loves Yuuji. The second, however, proves more troublesome.

    An opportunity for Yuuji to give Sachi a push in the right direction arises when Michiru blurts out a request for Sachi to "get rid of" an upcoming test — almost the exact same request that led to her burning her previous school down. Yuuji manipulates Sachi's internal rules into her accepting the request, seeing a chance for her redemption.

    "If she attempts to use the same method as before, she's almost certainly going to fail," he explains. "That's not a problem in itself. Sachi has to fail if she's ever going to break out of this status quo. But failure alone would likely accomplish nothing more than leaving a new wound on her heart. Failure's necessary, but she can't allow herself to fail."

    After considerable effort, driving herself almost to the point of total exhaustion, Sachi comes to the conclusion that the only way to fulfil Michiru's request is to use the same method as last time — but Yuuji knows full well that the sturdy construction of Mihama Academy won't be toppled by simple arson. Making use of his "connections", he first of all "catches" Sachi in the act of trying to burn the school down, then offers him her help. The pair of them set plastic explosives around the building, then retreat to a safe distance. Yuuji gives Sachi every opportunity to back out of the request, but she ultimately chooses to fulfil it by throwing the switch and demolishing the school.

    2015-09-24_00026

    It's only after this bold, irreversible move that Sachi comes to the realisation that Mihama Academy, which she just destroyed, was a place where she was happy.

    "If being a good girl can't protect the things I love, then what was the point of all my hard work?" pleads Sachi.

    "This isn't a race," says Yuuji. "How long it took you to see what you were missing isn't important. What really matters is how clearly you understand where you went wrong, and how well you make use of that knowledge from now on."

    This could well be where Sachi's story ends, but there are still some unresolved matters.

    "Human beings are most vulnerable in moments of celebration," Yuuji says. "Growing up in a house where a thoughtless smile on my face could earn me a punch to the jaw, I figured that much out before I even graduated from elementary school. Probably because of that, I've always been pretty cautious about making my real feelings too obvious to others. And by the same token, I'm aware of associating 'carelessness' with 'danger' more strongly than most people. I make a conscious effort to stay alert, if not tense, at all times. But as I've just been reminded, true carelessness is something that sneaks up on you; the nastiest surprises always come when you don't even realise you've let down your guard."

    2015-09-23_00052

    Sachi's nightmares return, more intense than before. Recognising that her previous attempts to be a "good girl" were nothing but a way of running from the problem, she doesn't revert to her old ways, but it's clear something needs to be done to bring the girl closure. Fortunately, it looks like there might be an opportunity to do just that when Yuuji is sent a mysterious key by Sachi's uncle, who had been acting as her guardian at the time she burned her old school down. The key is for her parents' old workshop, which has laid dormant ever since her tenth birthday.

    "There's only one thing for you to do about these nightmares," Yuuji tells her. "Kill the source."

    Yuuji's powerful words have a strong impact on Sachi, but he doesn't explain exactly what he means. Sachi's initial reaction is that there are two ways she can get out of this situation that involve "killing": killing herself, which will stop the pain altogether, and killing her mother, who is still in a persistent vegetative state, and, in Sachi's mind, acting as a fountain of grief. Indeed, the last choice the player has the opportunity to make in Sachi's route is between these two options, but in fact, neither are correct.

    "This must have been what Yuu-kun wanted me to understand," Sachi reflects while visiting her mother for the first time in many years. "By directly facing my guilt in its most raw and undiluted form, he wanted to make me realise this. That so long as I live, I'll never simply be released from this suffering."

    2015-09-25_00032

    In Sachi's bad ending — choosing to kill herself — she almost immediately realises that suicide is not an option for her, and instead resolves to kill "herself" in the sense that she'll overcome her guilt and suffering; consciously erase her past and accept what happened. This is not something that she'll be able to do quickly, and it is something that will take intense concentration; unfortunately, that self-same intense concentration leads to her untimely death in a traffic accident, under almost the exact same circumstances as her parents died. Yuuji, in this case, is the one to witness her death, and interprets it as punishment for his own sins.

    In Sachi's good ending, meanwhile, Yuuji takes Sachi to see her parents' workshop, which turns out to have been stripped of all its machinery and turned into an "album", starting with her tenth birthday. Her parents had come to the realisation that they were making Sachi unhappy, and wanted to show that they truly loved her, starting by showing how proud of her they were.

    Aware that communication had broken down between them, they wrote her a letter, which was still waiting on the side next to a music box she loved in her childhood. The letter apologises for the way they treated her, and assures her that she was very much loved, and always the most important thing in their lives.

    2015-09-25_00068

    "I didn't want you to kill your mother," explains Yuuji. "Not the woman sleeping in that hospital bed, at least. That accident was too much for a child to process. Too terrifying. Too painful. Thanks to that overwhelming tragedy, you were imprinted with a hollow, false image. An image of two people who resented you and wanted you to suffer. A hateful illusion you mistook for your parents. That's what you needed to 'kill'."

    "Even after visiting that workshop," Yuuji reflects later, "neither Sachi nor I believe that we've come to understand everything her mother and father were thinking. The feelings of two parents cut down by accident in the middle of searching for their distraught child… that's probably something you can't fully understand until you have a family and children of your own. But there's one thing that's clear: the two of them wanted her to find happiness even greater than their own. In a way, that bittersweet knowledge will be Sachi's 'punishment' from now on."


    Sachi's route was interesting and enjoyable for me. It felt like it was a lot longer than Michiru and Yumiko's routes, though this was in part due to the fact that the resolution of Sachi's initial problem — her erasure of her self in favour of her blind faith in being a "good girl" — wasn't the end of the matter. The route took great pains to tie up all the loose ends by the conclusion, and while in some ways the way things ended was fairly predictable, it didn't stop it from being a touching moment as Sachi finally came to realise she had been wrong about her parents for all these years.

    One thing I found especially enjoyable about this route is how it gave us some additional insight into the other characters. We learn, for example, that Yumiko — who puts across a rather straight-laced appearance for the most part — has a bit of a thing for downloading pornography from the Internet. ("If your password's only six characters," says Sachi, "you might as well not have one.") This leads to Sachi soliciting sex advice from Yumiko, with the aftermath of the pair's private porn study session being one of the most amusing scenes I've seen so far.

    2015-09-23_00128

    We also learn — or, rather, confirm — that Yuuji and the five girls are brought closer together by their shared circumstances. All of them have something painful from their past that they are dealing with in their own way; if they didn't, they wouldn't be at that school. None of them judge each other for it, though; instead, knowing what it's like to suffer in silence, they all support one another as best they can, and that's one of the nicest things about this cast, and something that really comes across in Sachi's route in particular.

    "An intelligent, pathologically helpful honour student will probably make plenty of 'friends' anywhere they go," says Yuuji. "You're so useful to have around, most people probably treated you nicely enough for their own convenience, and when they realised what you were carrying, when you were no longer of any use to them, I guess they abandoned you quickly enough. That sort always will. But how about the people in this school? You think they're the same way? Do you really believe Michiru and Makina think of you as nothing but their personal lackey? Do you really believe they'd abandon a friend for failing to carry out a single 'order'?"

    That, right there, is the heart of Sachi's route. Even if we find ourselves in dark places — whether or not they're of our own creation — it's important to surround yourself with people who love you and will support you. And that's what Sachi comes to understand throughout the rest of her story.

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    2075: Where's the Luv for Muv-Luv? https://imnotdoctorwho.moegamer.net/2015/09/25/2075-wheres-the-luv-for-muv-luv/ https://imnotdoctorwho.moegamer.net/2015/09/25/2075-wheres-the-luv-for-muv-luv/#respond Fri, 25 Sep 2015 10:30:26 +0000 https://angryjedi.wordpress.com/?p=7942 Yesterday, a new Kickstarter launched. This is nothing unusual in itself, particularly in the video games space, but the subject matter of the Kickstarter was. Specifically, it was a Kickstarter to localise Muv-Luv, a popular Japanese series of visual novels that originally appeared in 2003 and subsequently spawned a number of sequels, manga and anime spinoffs … Continue reading 2075: Where's the Luv for Muv-Luv?

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    0075_001

    Yesterday, a new Kickstarter launched. This is nothing unusual in itself, particularly in the video games space, but the subject matter of the Kickstarter was. Specifically, it was a Kickstarter to localise Muv-Luv, a popular Japanese series of visual novels that originally appeared in 2003 and subsequently spawned a number of sequels, manga and anime spinoffs as well as a ton of merchandise.

    Since its original release, Muv-Luv in its various incarnations has been extremely well-regarded, and it's probably not unfair to say the series as a whole is an influential, culturally significant work; some even credit it with the creation of the popular "Moe Military" trend most recently seen in shows like Girls und Panzer and Kantai Collection.

    The localisation of Muv-Luv  is Kind of a Big Deal, then, particularly as it's gone un-localised for so long — officially, anyway; fan translations have been around for a while, but the legality of these is always questionable, particularly as enthusiasts sometimes turn to piracy in order to acquire the game in order to patch it, and in some cases the fan-translated version is even illegally distributed with the original game files included. The launch of this Kickstarter is significant in that it aims to bring a well-established, important series to the West officially and with the full cooperation of the original development team.

    What's even more significant about the Kickstarter is that approximately six hours after it launched yesterday, it had already smashed through its initial $250,000 funding goal. At the time of writing, still less than 24 hours since the campaign launched, it's sitting at $313,571: well on the way to its first stretch goal of new CGs, music and unlockable content at $400,000, and putting Android and Vita ports within reach at $500,000. There are 39 days still to go on the campaign, and the excitement of enthusiasts is palpable.

    And yet…

    Nothing about this on Kotaku, a gaming site that has "otaku" as part of its name.

    Nothing on Gamespot, one of the biggest gaming sites in the world, either; the site's last use of the word "luv" was for a Nintendo 64 game. That's three console generations ago.

    The only mentions of it on Eurogamer are forum threads about the Japanese charts.

    No mention of it at all on USgamer, even with their supposed experts on Japanese games and visual novels in residence.

    And nothing on the behemoth that is IGN.

    This isn't to say that Muv-Luv's Kickstarter success hasn't been reported anywhere, of course; specialist Japanese sites such as Siliconera, Gematsu and Crunchyroll have all posted stories about the campaign, and social media has been abuzz with talk of the series, too.

    But, as we've seen above, nothing at all on the biggest, most recognisable sites in the world — even those known to have writers on staff who are interested in Japanese games.

    There's an argument, of course, that Muv-Luv is niche interest and consequently not worth covering on these sites because there wouldn't be significant interest. To that I would point out that on the front page of Eurogamer there is currently a story about a showering simulator getting banned from Twitch, on Kotaku there is a story about a Steam game called The Flame in the Flood that you probably haven't heard of… IGN, meanwhile, has a story about a spoon that can take selfies... a story that turns out to be a video, as is so frequently and frustratingly the case these days.

    In other words, "niche interest" shouldn't be a barrier to coverage if that sort of stuff gets written about. And it could be argued without too much difficulty that Muv-Luv is of greater "importance" to the interactive entertainment medium as a whole than some showering simulator. (Seriously?)

    Unfortunately, this is pretty much par for the course, it seems. Here's what, by way of example, Kotaku had to say about previous culturally significant visual novel localisation projects The Fruit of Grisaia ($475,255 raised via Kickstarter, plus subsequent sales on Steam and Denpasoft) and Clannad ($541,161 raised via Kickstarter):

    Yep, sweet FA aside from a couple of offhand mentions of their anime adaptations.

    I know exactly why this is, of course: Muv-Luv, Clannad and The Fruit of Grisaia are all seen as "too small" to be of interest to the broad, general audience of a site like Kotaku or Gamespot, and perhaps there's a point there: Muv-Luv has reportedly sold approximately half a million copies to date in Japan (plus over three million pieces of merchandise), which is small fry compared to today's heavy-hitters. And yet there's a bit of a paradox here: these sites have the reach and influence to make more people aware of these works — which are well-established as being of particularly high quality as well as culturally significant on their home turf — but instead they choose to focus on other things, be it predictable clickbait articles about whichever big-budget game has come out this week, or pieces about whatever the current indie gaming flavour of the month is.

    Even so, and even taking into account the limited amount of time a games journalist has to report on the news each day — something which I know about first-hand, remember — it's kind of a shame that the impressive success of this campaign and others like it haven't even been acknowledged by the bigger, more mainstream sites. And yet they'll take the time to complain about the Sorceress' tits in Dragon's Crown, or how Omega Labyrinth only appeals to kiddy-fiddlers, or how Senran Kagura is a game about nothing but breasts.

    It's little wonder that fans of Japanese games — and many gamers in general, for that matter — are turning their back on the games press of today.

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    2074: Karate Fight https://imnotdoctorwho.moegamer.net/2015/09/24/2074-karate-fight/ https://imnotdoctorwho.moegamer.net/2015/09/24/2074-karate-fight/#respond Thu, 24 Sep 2015 15:20:39 +0000 https://angryjedi.wordpress.com/?p=7938 A little while ago, I wrote about my experiences with the fun, silly and provocative card game Tentacle Bento, which I picked up a copy of at PAX a while back. It occurs to me that I've also played its companion game Karate Fight, but haven't written about that at all, so that's what I'll discuss today. Tentacle … Continue reading 2074: Karate Fight

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    0074_001

    A little while ago, I wrote about my experiences with the fun, silly and provocative card game Tentacle Bento, which I picked up a copy of at PAX a while back. It occurs to me that I've also played its companion game Karate Fight, but haven't written about that at all, so that's what I'll discuss today.

    Tentacle Bento is a reasonably sedate game with a strong degree of randomness to it, but it's fun for the silly situations it creates. It's somewhat akin to Rummy in that it involves collecting various combinations of cards in order to score, though the special events and characters add some chaos to the mix that can flip the outcome on its head if you're not prepared. Karate Fight, meanwhile, is a game determined almost entirely by randomness; there's no real strategy involved, and instead, appropriately enough for the theme, it's a game of fast reactions, observation and responding to situations.

    NDJSPM310100-KarateFightIn Karate Fight, the entire deck is dealt out to all the players, who hold it in their hand face down. One at a time, they lay down and flip the top card from their deck in the middle of the table, and a number of rules then come into play.

    If the card laid was an "attack" card, the next player has a number of draws indicated on the attack card to draw another attack or counter card, otherwise the attacker wins that hand and collects all the cards laid in the middle.

    If a "Strike" card is laid, that triggers a "Hit" and everyone around the table has to slam their hand onto the pile in the middle, with whoever was first (i.e. on the bottom of the inevitable pile-up) taking the entire pile. A "Hit" is also caused by certain combinations of cards being laid down — all the attack cards being used in this particular hand, for example, regardless of other cards that have come in between, or the same defense card being used several times in a row.

    A "Counter" card counts as an attack card and also reverses the direction of play. And a "Janken" card requires everyone to play rock-paper-scissors (in Japanese, naturally), with the winner taking the pile in the middle. Once someone gets all the cards, they win. The whole thing lasts about 15-20 minutes or so, even with stubborn players who seem to be doing nothing but passing cards back and forth between themselves.

    Our game group is used to more sedate games in which you can take your time over your moves, but this seemed to go down pretty well when we tried it — perhaps because it was a break from the norm, and perhaps because its highly energetic, somewhat physical nature is inherently amusing. From my perspective, I certainly enjoyed its paciness — "thinky" games are somewhat prone to analysis paralysis, particularly with our group, and so this was an enjoyable change from what we usually play. It's not something I'd consider bringing out as the "main game" for a session by any means — there's a lot of luck and randomness involved, though it will ultimately come down to who has the best reactions, memory and observational skills — but it's a fun warm-up, quick to play and a good means of getting people alert and aware. I also imagine it would be quite fun after a drink or two.

    Also its boobylicious, panty-flashing artwork is clearly channelling Senran Kagura something rotten, which is no bad thing, unless you write for Vice.

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    2073: Night and Day https://imnotdoctorwho.moegamer.net/2015/09/23/2073-night-and-day/ https://imnotdoctorwho.moegamer.net/2015/09/23/2073-night-and-day/#respond Wed, 23 Sep 2015 14:56:20 +0000 https://angryjedi.wordpress.com/?p=7935 In response to The Daily Post's writing prompt: "Night and Day." Have you ever had an experience that was amazing the first time, but terrible the second time around? Or vice versa? What made it different the second time? I had to think pretty hard about this one, because by now I have a fairly … Continue reading 2073: Night and Day

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    0073_001

    In response to The Daily Post's writing prompt: "Night and Day."

    Have you ever had an experience that was amazing the first time, but terrible the second time around? Or vice versa? What made it different the second time?

    I had to think pretty hard about this one, because by now I have a fairly firm grasp of what I do and don't like in a lot of aspects of my life, and consequently I'm inclined to seek out things I know that I'll enjoy while avoiding things that I know I'll dislike. There is value, of course, in trying something outside your usual comfort zone, but while this can sometimes pleasantly surprise you, often this ends up just confirming or reinforcing your existing perceptions.

    One thing did particularly come to mind, though. I don't know that I'd describe it as "amazing" and "terrible" for the first and second times, and it's more of an abstract thing rather than a specific incident, but it otherwise fits the description.

    I'm talking about playing a new piece of music for the first time, specifically — for me, anyway — on the piano.

    I'm good at sight-reading. This still surprises me a bit, as it was always the part of the graded piano examinations that I hated the most (with the possible exception of aural tests, which still seem somewhat sadistic) but I think I can trace my ability to pick things up quickly back to my habitual place on the piano for the school orchestra and various other ensembles, including a local choir. Certainly in the case of my school, I was (arguably) the best pianist there, so I was often recruited to play piano parts that would otherwise go unplayed; more often than not, then, I was expected to pick up a new piece of music and be able to immediately play it.

    And for the most part I can do that pretty well. However, one thing I've noticed about this is that the first time I play a piece at sight, it always feels like it sounds a whole lot better than any subsequent time I try to play it without sitting down and doing some intensive practice on it.

    To be honest, I'm not entirely sure if this is actually the case or not — it may well be that my first attempts to sight-read something are a horrendous noise, with subsequent attempts only marginally better owing to the fact I at least have a vague idea of what to expect — but it certainly feels that way. Playing a new piece of music for the first time is enjoyable and exciting, assuming it's not one of those pieces that demoralises you from the get-go by being ridiculously difficult and completely unplayable without months of intensive, low-tempo practice. As such, I wonder if that "high", for want of a better word, that you get from trying out a new piece for the first time makes that first attempt "feel" better than subsequent efforts, when you know you "should" be able to do better.

    I guess the above description could probably apply to a whole lot of things in life, now that I think about it. Trying something for the first time gives you that satisfying buzz of "I'm doing something new!" but after that, assuming you stick with it, you settle into more of a routine, and mistakes start to become more frustrating. At a certain point, you have to make that difficult decision as to whether you're going to continue working on the thing in question in detail, or set it aside and try something else.

    It's a tough call with no right answers; no-one likes to feel like they're "wasting" their time!

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    2072: Storybook Day https://imnotdoctorwho.moegamer.net/2015/09/22/2072-storybook-day/ https://imnotdoctorwho.moegamer.net/2015/09/22/2072-storybook-day/#respond Tue, 22 Sep 2015 17:35:49 +0000 https://angryjedi.wordpress.com/?p=7927 In response to The Daily Post's writing prompt: "A Storybook Day." You have to spend one day as or with your favorite fictional character. Which one would it be and what would you do? [NB: I am aware this is dangerously close to fanfiction territory, but whatever. Deal with it.] Sometimes, you know before anything … Continue reading 2072: Storybook Day

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    In response to The Daily Post's writing prompt: "A Storybook Day."

    You have to spend one day as or with your favorite fictional character. Which one would it be and what would you do?

    [NB: I am aware this is dangerously close to fanfiction territory, but whatever. Deal with it.]

    Sometimes, you know before anything has happened that it's going to be a peculiar day.

    As odd circumstances go, suddenly waking up face-down on a hard floor, the sounds of civilisation and industry mingling somewhere in the distance, is probably near the top of the "most peculiar" list. And this is how my day began.

    I open my eyes and groggily get to my knees. I seem to be in an alleyway, and there's no-one else around. That would explain why no-one had come to my aid, then; I would have thought that a grown man lying face-down in the street would attract at least a little attention, but this makes a certain degree of sense. Not much, but a little, anyway.

    My muscles expressing their displeasure at being disturbed from their slumber, I unsteadily brace myself against one of the alley's walls and get to my feet. I seem to be facing a dead end of some sort; the alley doesn't have much in the way of distinguishing features, aside from a couple of doors that look like fire escapes, and a dumpster or two towards the end. The alley itself abruptly ends at a strangely metallic wall.

    "Stop right there!"

    A feminine, assertive voice comes from somewhere behind me. I jerk upright, suddenly feeling a lot more awake than I was just seconds ago.

    "Don't move!"

    I want to look over my shoulder. There's something familiar about that voice.

    "Um," is all I can say. Somehow words seem to be failing me.

    "Oooh!" comes another feminine voice, this one energetic and somewhat childish, from somewhere behind me. "Wassat?"

    "My, my," comes yet another woman's voice, this one sounding somewhat more… regal, distinguished? "Isn't this peculiar?"

    I clear my throat and try, once again, to speak.

    "I'm, uh," I begin. "I'm not going to hurt anyone. I don't think I'm really in a position to do so, from the sound of things."

    "Turn around," says the first voice. It seems to be quavering slightly, but it's only barely perceptible. "Slowly!"

    I comply with the order and turn to face the ones who discovered me. I give a start as I see who I'm confronted with.

    One young woman, clad in a short blue skirt, cropped top and stockings, is pointing at me with an aggressive look on her face. Her twin black ponytails are flapping in the slight breeze. Behind her is a tall, older-looking blonde woman with a calm, gentle expression on her face. And standing at her side, fists clenched and knees slightly bent in a stereotypical expression of excitement and curiosity, is a young-looking purple-haired girl who appears to be wearing a hoodie as a dress, paired with striped thigh-high socks and sneakers. I know without looking closely that her hoodie is tied up with HDMI cables.

    I instinctively bow my head, because it feels like the right thing to do.

    "Goddesses," I say, trying to sound humble. "It's an honour to meet you."

    "Nice to meet you too, buddy boy!" pipes up the purple-haired young girl before the twintailed girl has a chance to respond. "Whatcha doin'?"

    "I wish I knew," I say. "I just sort of woke up here."

    The twintailed girl is still pointing at me and looks like she's about to speak, but this time she's interrupted by the blonde woman's gentle tones.

    "Hmm, we did wonder what had happened," she says. "Histoire mentioned some sort of strange energy from this region, and here you are."

    I couldn't even begin to guess why I would be the source of a "strange energy", but given that I'm standing face-to-face with three women I've only previously seen through a computer screen, I feel something very odd may have happened.

    This time I'm the one to interrupt the twintailed girl just before she gets something out of her mouth.

    "Lady Noire," I say. "Lady Black Heart," I correct myself. "I'm not sure what I'm doing here, but I'm kind of at your mercy here."

    Noire seems to shiver and then falter slightly, still pointing at me. I swear her cheeks blush slightly. Neptune, the purple-haired girl, gives a slight snicker and digs the blonde woman Vert in the ribs with her elbow.

    "Here it comes," she says in a stage whisper just loud enough for everyone to hear. Noire apparently ignores her.

    "W-well," she says. "Perhaps you'd better come back to the Basilicom and we can figure this out. But don't misunderstand! I-it's not like I'm doing this for you or anything! I just want to find out why a stranger suddenly appeared in my city!"

    Giving Neptune a knowing smile and a nod, Vert moves aside to make room for me to pass, and I step out onto the streets of Lastation.


    "So that is the long and short of it," says the tiny girl perched precariously on a floating book. "It will take about three days to make the preparations." Her facial expression doesn't change, but for some reason I find myself thinking of an exaggerated emote as she speaks.

    "Three days?" says Noire.

    "Yes," says Histoire, the tiny girl, whom I already know is a "tome". "Although this individual has brought a substantial quantity of Shares into this dimension, it will still take time for the–"

    "Yada, yada, yada," says Neptune. "We got three days to go out and play!" She grabs me forcefully by the hand and starts to drag me out of the Basilicom, a large church-like structure that acts as Noire's home, office and base of operations.

    "W-wait!" says Noire, her voice oddly high-pitched. "We still don't know anything about him! You shouldn't just go off with him by yourself!"

    "Who said anything about going on my lonesome?" says Neptune. "You're coming out to play, too, Lonely Heart. It's about time you had a break! I swear, you'd be working through the night if your body didn't shut itself down every so often!"

    "I concur," replies Vert. "After all the strange happenings recently, I feel we could all do with some rest and relaxation."

    Noire puts her hands on her hips and looks like she's about to object, but thinks better of it at the last moment.

    "F-fine," she says. "I can take a little time off, I guess. You are all visiting, after all."


    An hour later, I'm sitting at the head of a table with an array of colourful women. Noire is sitting to my left, Neptune to my right. Then, moving around the table, there's Neptune's little sister Nepgear; the sullen face — currently buried in a book, ignoring the situation — of Blanc; Blanc's twin sisters Rom and Ram, the former of whom is looking very uncomfortable indeed; then Vert, who is wearing a borderline-indecent dress that shows off her considerable cleavage to great effect; and finally Noire's sister Uni, who keeps giving her older sibling and Neptune furtive glances.

    "I don't understand what's going on really," bellows Neptune in what she clearly thinks is an authoritative tone, before indicating me with a wave of her hand, "but Mr. Dude here is our guest! So let's show him how we have a good time! And you know what that means — pudding!"

    On cue, several waiters — whose faces I, strangely, seem to forget the moment I look away from them — put a selection of large dishes on the table, each full of a colourful pudding of some description.

    "I-is this all pudding…?" says Noire slightly uneasily.

    "Yes!" cries Neptune, throwing her hands in the air and accidentally tossing the spoon she'd picked up so hard into the air that it embeds into the ceiling. "We've got strawberry, vanilla, chocolate, dogoo and lamb with rosemary!"

    Noire doesn't look convinced of the nutritional value of our dinner, but chooses to say nothing further. Neptune, meanwhile is clearly excited about it, and it's hard not to go along with the sheer amount of energy she seems to exude at all times.

    "Dig in!" she cries.


    The three days pass far too quickly for my liking; a blur of pudding meals, trips to the local chocolate cake shop, multiplayer tournaments on slightly twisted versions of video games I recognise from my own dimension and some truly baffling conversations with the goddesses.

    "I wish I could stay here," I say to Noire as we both look out over Lastation from the balcony of her Basilicom. We'd both stepped out for a little air — and to get away from Neptune's vacillations over what we should all do next, to be honest.

    "Hm," she says quietly, not turning in my direction. Her attitude towards me seems to have softened somewhat in the last few days; gone is the prickly, defensive young woman who confronted me in the alleyway, and taking her place is someone who seems to be strong, but carrying around a faint air of melancholy.

    It's silent for a moment; all I can hear is the faint throb of industrial machinery off in the distance. Then Noire turns to me.

    "I think you'd like it here," she says to me with a gentle smile, a slight flush in her cheeks. "And believe me, we're all truly grateful for your faith in all of us. We get really competitive over the Shares, but it's rare to find someone who has such value for all of us."

    I smile wryly.

    "Is that all I am to you, Lady Noire?" I ask. "A fountain of Shares?"

    "N-no!" she says hastily, her cheeks blushing even redder. "Y-yes! No! I…"

    Her shoulders slump slightly and she closes her eyes for a moment. After a moment's quiet, she begins to speak, her eyes still closed.

    "You don't belong here," she says. "I… kind of wish you did, but you don't. There are people waiting for you, aren't there…?"

    "Yes," I admit.

    "Then you should go back to them," she says, opening her eyes and smiling softly. "We'll always be here for you, even if we're not standing right in front of you."

    I smile back at Noire.

    "And I'll be here for you," I say. "You'll always have my Shares." Hesitantly, I reach out my hand and pat Noire on the head, ruffling her hair slightly. She doesn't object, thankfully.

    I turn around from the balcony to go back indoors and am unsurprised to see Vert, Neptune and Blanc crowding around the doorframe, clearly watching what has been unfolding with great interest. Neptune gives me a thumbs-up and an enthusiastic nod of the head. Noire doesn't appear to have noticed her observers yet, and I feel I probably shouldn't point it out to them.

    I turn back to Noire.

    "Lady Noire?" I say.

    "Hm?" she says absently.

    "I'll miss you," I reply. In an uncharacteristically assertive display of affection, I take her in my arms and hug her.

    "Wh-what are you…" she objects initially, but after a moment I feel her shoulders relax and her own arms reach around my back. We stay like that for a moment. I glance over to the doorframe and see Neptune giving Vert a silent high-five. I can't help but smile.

    "Thank you," says Noire. "Don't forget us,"

    "I don't think you have to worry about that," I say. And I mean it.


    The journey back was surprisingly simple. Histoire gave a technical explanation that Nepgear did her best to expand upon, but it frankly went in one ear and out the other. All I really had to do was stand before the Sharicite crystal and wait for Histoire to do her thing; she was waiting for "dimensional alignment" or something.

    I faced my friends, who had assembled in the doorway to see me off. It was strange; these people had been "friends" to me long before I'd ever met them face-to-face, and so parting from them now, while sad, didn't hurt as much as it could have done. I knew that when I got home I could see them again any time I wanted; it wouldn't quite be the same as the experience I'd just been through, of course, but it was good enough for me. And I had a strange feeling that even if dimensions of time and space separated us, they'd all be able to make good use of the Shares I contributed.

    As the Sharicite chamber fills with a brilliant white light, I raise my hand in farewell.

    "Bye," I say. It doesn't feel quite like enough, but it also doesn't really feel like goodbye.

    "Bye-bye!" cries Neptune, followed by a slightly subdued chorus of farewells from the other goddesses and Candidates.

    The light intensifies until I can't see anything any more. I close my eyes. Then, I feel the light replaced by blackness.

    There's a strange chiming noise. I open my eyes again. I'm sitting up. Wherever I am, it's dark, save for a small sign up in the upper-right field of my vision.

    "You have earned a trophy!" it says.

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    2071: Eschatos https://imnotdoctorwho.moegamer.net/2015/09/21/2071-eschatos/ https://imnotdoctorwho.moegamer.net/2015/09/21/2071-eschatos/#respond Mon, 21 Sep 2015 20:47:58 +0000 https://angryjedi.wordpress.com/?p=7928 The other day, I talked a bit about shoot 'em up Cardinal Sins. Today, I've been spending some time with its follow-up (or, more accurately, the follow-up to Judgement Silversword) Eschatos. Eschatos is very obviously cut from the same cloth as its predecessors, since it plays almost identically. Its main difference is the fact that … Continue reading 2071: Eschatos

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    The other day, I talked a bit about shoot 'em up Cardinal Sins. Today, I've been spending some time with its follow-up (or, more accurately, the follow-up to Judgement Silversword) Eschatos.

    Eschatos is very obviously cut from the same cloth as its predecessors, since it plays almost identically. Its main difference is the fact that it's a considerably more technically advanced game, boasting dynamic camera angles, full 3D polygonal graphics and all manner of other goodies. It's not the most stunning game you'll ever see, but it looks good for a game of this type, and it runs gloriously smoothly, which is of vital importance to the genre.

    (At least, the original Xbox 360 version of Eschatos runs gloriously smoothly; at the time of writing the newly translated PC version has some framerate issues on nVidia cards, but the devs are working on resolving this.)

    Eschatos is a shoot 'em up that understands that shoot 'em ups should be thrilling theme park rides: exciting and surprising at first, predictable after a few goes. That "predictable" part is important: the essence of getting good at a game of this type is learning what the game is going to throw at you and then dealing with it accordingly, which is something you can only do with practice.

    eschatos

    Eschatos makes the learning process quite straightforward by splitting each of its stages into areas, and each of its areas into waves. In order to get the best scores, you need to completely clear waves in succession (which increases your score multiplier) as quickly as possible (which nets you a time bonus, multiplied by your multiplier). Even boss encounters are broken down in this way, making it relatively straightforward to learn what to expect, with the challenge then coming from correctly and consistently dealing with it.

    It's particularly nice to note that the scoring system is easy to understand and parse, even on the game's "Advanced" mode; having largely come to modern shoot 'em ups through Cave games, which tend to have some of the most complicated scoring mechanics known to man, this is a very pleasant surprise indeed, because it makes it easy to understand how to get better at the game: destroy more stuff more quickly, simple as that. (This is where someone chimes in and points out it's actually much more complicated than that, naturally…)

    I'm a fan. I must confess the 360 version had been on my shelf for a while unplayed, but the event release of the Steam version (and the realisation it could do with a patch) inspired me to dig it out again. I'm once again reminded that Japanese devs really are the masters of their craft… and, apparently, of glorious FM synthesis music that sounds like it's straight out of a Mega Drive game.

    Time to go chase some high scores!

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    2070: Michiru, the Girl in the Box https://imnotdoctorwho.moegamer.net/2015/09/20/2070-michiru-the-girl-in-the-box/ https://imnotdoctorwho.moegamer.net/2015/09/20/2070-michiru-the-girl-in-the-box/#respond Sun, 20 Sep 2015 17:23:20 +0000 https://angryjedi.wordpress.com/?p=7914 Finished Michiru's route in The Fruit of Grisaia today, and my goodness is there a lot to process. It doubtless goes without saying, but major spoilers for Michiru's route ahead. I'll put in a "More" tag for those who care about such things. Hit the jump for the full story. As I predicted, Michiru ended up being an interesting, … Continue reading 2070: Michiru, the Girl in the Box

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    Finished Michiru's route in The Fruit of Grisaia today, and my goodness is there a lot to process.

    It doubtless goes without saying, but major spoilers for Michiru's route ahead. I'll put in a "More" tag for those who care about such things. Hit the jump for the full story.

    As I predicted, Michiru ended up being an interesting, sympathetic character whose story had a markedly different tone to Yumiko's. Where Yumiko's route had a clear conflict with a potential solution — a "villain" of sorts to defeat — Michiru's is much more complex, and its conclusion is much less "tidy" than that seen in Yumiko's route. It's not that it leaves things unresolved, to be clear; more that Michiru's resolution involves having to live with some ongoing problems.

    But we're getting ahead of ourselves. Let's rewind and talk a little about the girl herself.

    2015-09-05_00007

    We're first introduced to Michiru in the common route, when protagonist Yuuji comes across her doing vocal exercises in an empty classroom, closely followed by her practicing bellowing out stock tsundere phrases such as "i-it's not like I'm doing this for you or anything" and "d-don't misunderstand!" Already well aware that his new classmates are a little on the peculiar side, Yuuji doesn't probe too deeply into the matter at this point, but it's immediately obvious whenever Michiru interacts with Yuuji or her other classmates that her tsundere personality isn't who she really is; rather, it's a façade she's putting up for reasons that, at the outset of the story, aren't entirely clear.

    The first hint that all is not well in Michiru's inner world comes during a conversation with the group about friendship. As the conversation progresses to the topic of "best friends", Michiru seems to develop some discomfort in her chest, and eventually sidles off making an excuse about feeling "anaemic". Yuuji suspects that this isn't the whole truth, but out of respect for Michiru — and a desire for a "normal" school life — doesn't poke his nose into her business, instead just making sure she's all right before returning to the group, no questions asked.

    This incident repeats itself a few times, until Yuuji discovers a rather strange truth about Michiru: whenever she complains of discomfort in this way, it's usually followed by a dramatic shift in her personality. Rather than the loud-mouthed idiot that most of her classmates know as "the usual Michiru", this "other" Michiru is relatively softly-spoken, yet articulate and assertive. In many ways, she's the polar opposite of her "pseudo-tsundere" counterpart.

    There are a number of possible explanations for this behaviour, and the game takes care to not necessarily give a definitive answer as to what's causing it, though it leans rather strongly in the direction of cell memory theory. Michiru's heart isn't her own, you see; it came from the body of a girl who was completely paralysed in a traffic accident, since Michiru herself suffered from a life-threatening heart condition in her childhood. This "other" Michiru, it seems, may well be the personality of this other girl, who had taken to "coming out" whenever Michiru appeared to be in distress in order to resolve her problems, then sink back into the darkness again.

    Michiru finds herself in distress rather a lot. A traumatic childhood in which she was repeatedly physically abused by her home-school tutors left her with deep mental scars and a feeling of utter uselessness. "I sorta feel like… I should be huddled up in some little corner of the world instead," she confesses to Yuuji one day. "Breathing real softly so no-one notices."

    2015-09-19_00002

    This "huddling up" coincides with how she deals with her moments of distress; she retreats into her own inner world — which she imagines as "the bottom of the sea" — and hugs her knees to herself, allowing the "other" Michiru to come to the fore, not always voluntarily. When she "wakes up" from the experience, she often finds that her life is "better" somehow, or that the problem has been magically resolved in her "absence".

    Eventually this starts to get to Michiru somewhat. She's aware of the fact that she's simply running from all her problems. "If she's that much better at everything than I am, maybe she should just take over my life full-time," she says to Yuuji during a moment of reflection. "What's the point of me even being here? If she's that much better than me, why do I even exist?"

    Michiru's inferiority complex is tied in part to her childhood, but also due to her perception of the world as being a place where nothing is constant and she can't rely on anything. She deliberately chooses not to become attached to anyone or anything, because she knows that she'll only lose it and be sad about it; an exception to this comes in the form of a stray black cat that she adopts early in the story, which she refuses to give a proper name to, instead referring to it simply as "Kittymeow" (or "Nekonyaa" if you want to be Japanese about it!) "I didn't want to give him a real name," she explains. "Like I said before, everything I care about goes away before long. I didn't want that to happen again, so… I mean, if I gave him a name we'd have a real connection, right? That kind of scared me."

    2015-09-19_00025

    As a symbol of her trust and growing love for Yuuji, though, she agrees to give the cat a name, since it's spending all its time hanging around with her anyway. Yuuji, believing that this experience will be good for her, helps her come up with a name for the cat, and Michiru develops strong feelings for the cat as a result; she sees the name they came up with together as being "very special" simply by virtue of the fact that it's something they did together.

    Regrettably, though, all does not end well. In Yuuji's words:

    "The cat died. From an objective point of view, 'a stray cat was hit by a car.' NOthing more, nothing less. In the animal shelters, abandoned pets and feral strays are disposed of in the tens of thousands every year. To the world at large, the death of that cat is essentially meaningless. But a precious fragment of Michiru's world was stolen away before her very eyes. From that perspective, we're clearly facing a gravely serious situation."

    This experience, seemingly confirming all Michiru's fears, pretty much breaks her, and she attempts to put up a brave front, with mixed results. "I don't need to be happy," she says. "I'll just keep breathing and forget about the rest. Stop hoping. That should fix everything, right?"

    2015-09-20_00005

    By this point, Yuuji and Michiru have been "dating" for a while, though at Yuuji's insistence — and Michiru's seeming agreement — they had only been pretending to date as a means of passing the time over the summer while their classmates were all away. Both of them clearly know that it's more than that, though.

    "Please," says Michiru in a particularly deep bout of depression, during which she confesses that she wants to sleep with Yuuji, even if it's a purely physical act with no "real" feelings. "My heart hurts. I don't think I can stand this much longer. I want a reason why I can be here. I want something to help me believe that I matter. Hurry up and… pretend to love me already!"

    Seemingly — perhaps temporarily — convinced that she at least matters to a small degree to Yuuji, Michiru eventually explains the details of her life, and the traumatic events that made her the person she is today. The abuse at the hands of her tutors left her feeling she was "a piece of trash", a "stupid, useless person", and her physical condition only left her feeling even more inferior, like she was a burden on her parents. Isolated and ostracised as a "ghost girl" at school, she eventually makes contact with another human being, ironically as this other person is about to end their own life. It's Michiru's intervention that stops her from jumping off the school roof, but Michiru herself confesses that she only intervened because she thought it would be "unfair" for someone to be able to kill themselves when she didn't have the courage to escape this world herself.

    Michiru's friend — whose name we never discover, interestingly, despite the fact the two were "best friends", in Michiru's words — is herself a somewhat troubled individual, though in a different way. The girl had found herself involved in an abusive relationship with an older, married man and, as unfortunately so frequently happens in such situations, had convinced herself that she truly loved him, and thus endured some terrible abuse — physical, mental and sexual. Ultimately, Michiru finds herself unable to "save" her friend, and the other girl ends up killing herself anyway, leaving Michiru with the burden of loss weighing heavy on her shoulders.

    2015-09-20_00033

    This event is essentially the main reason Michiru has such a distrust of becoming "close" with anyone or anything. She's afraid the same thing — or something like it, at least — will happen again, but in her own distress over the matter, she forgets something very important: everyone has these worries; everyone worries about losing the things they love; everyone is sad, distraught, grief-stricken when a piece of their world is taken away.

    As the "real" Michiru sinks ever deeper into a pit of absolute despair following the death of her cat, she retreats further and further from the world around her, to the eventual degree that she attempts suicide herself through an overdose of the tranquilisers she'd been taking to keep the "other" personality subdued as much as possible. Retreating from reality so much that the "other" Michiru becomes the dominant personality, Yuuji eventually manages to get her to confess what she believes to be her true feelings: that she wants to die.

    In her bad ending, she attempts suicide again after agreeing to be examined in the hospital following a particularly bad series of incidents. This time, she washes down a larger quantity of medication with alcohol, and leaves herself with brain damage in the process. Yuuji sticks by her, but all life is gone from her eyes, and she can barely communicate with anyone; ultimately, she loses any chance she might have had to be at peace with herself.

    2015-09-20_00051

    Her much longer good ending, meanwhile, sees Yuuji making the surprise announcement that he'll kill her. Dosing her up with muscle relaxant, putting her in a coffin and burying her "alive" in her favourite place — where she'd said much earlier that she wanted to be buried when she died — Yuuji waits patiently by her side, secure in his own trust that she will pull herself out of the mire of darkness she's caught in. He'd specially prepared the coffin to be easy to break out of, and to allow a small airflow in, so it would be unlikely that she'd die of suffocation, and his belief in her was what told him that this would be an okay thing to do.

    Yuuji's lesson may have been harsh, but it works; keeping the rest of his classmates in the dark, he convinces them that Michiru really is dead, even showing them her "body" in the coffin and inviting them all to share their final thoughts with her. Even the normally stoic Yumiko breaks down in hysterical sobs at the knowledge that Michiru is dead; Michiru, meanwhile, who is conscious but unable to move for all this thanks to the muscle relaxants, hears her classmates' true feelings towards her, and comes to realise that her death may well feel like it would resolve her own problems, but it would create all manner of new problems for the people she left behind. It also becomes extremely clear that Michiru's presence, while not as obviously helpful as that of people like Amane and Sachi, had been holding the group together to a certain degree.

    "Let me tell you something, Michiru," says Yuuji as he's wheeling her "body" out of the dormitory, supposedly for her cremation. "Death isn't 'the end.' First of all, the people you've left behind have to try and say goodbye. The idea that you can just vanish into thin air is a load of self-centred crap."

    2015-09-20_00092

    Given time to reflect — and time to converse with her "other" self — Michiru comes to some conclusions.

    "'From now on.' I haven't really thought about that so much lately," she says. "All this time, I've been focused on enduring the pain from the festering, miserable wounds the past left me. Even when I met someone new, I'd find myself thinking about what happened before. Biting my lip when they weren't looking. 'What's the point? It'll be over someday.' I've got to live facing forward. I can't spend my whole life looking back over my shoulder."

    "Are you saying you're going to forget about me?" says the shadow of her dead friend from her schooldays, deep within her mind.

    "I won't forget you!" says Michiru in response. "I won't ever forget. But I don't want to use you as an excuse to run away any more. I don't want to let myself think 'I'm useless without her' every time something bad happens."

    Yuuji's painful lesson was difficult but necessary for Michiru to grow beyond that which was holding her back: he knew all too well that he couldn't "save" her himself, because that wouldn't achieve anything whatsoever.

    "Human beings exist within their own private bubble of solitude," he explains. "Our pain and sadness can't be cured by gentle words. Offering gestures of sympathy can make you feel good about yourself, but for the recipient it's meaningless at best. People don't need a crutch or a saviour. They need to overcome their own suffering or find the strength to accept it. And when someone needs help getting to that point, I'm willing to lend a hand."

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    "The girl who shut herself up inside a box and waited for rescue is gone," he continues later. "Michiru's come to understand that she's the only one who can save herself. Of course, people can't live alone. We need the help of others. But what really matters is finding our own road — and the strength of will to walk it. Human beings don't have wings on their backs. We have no choice but to make our way forward on the two legs we were given. Life is just a long series of such small steps. There are plenty of things still undone, plenty of problems still unresolved, but that's inevitable. Anyway, wouldn't wrapping things up too neatly be a little boring?"

    The conclusion to Michiru's story comes with her acceptance of her selves — plural. "I don't know how or why it happened," she says, "but there are two minds in this body. It doesn't belong to either of us alone." This isn't, by any means, complete closure to her issues — if anything, the fact that she's now able to carry on perfectly normal-seeming conversations with no-one but her other self proves to be troublesome for Yuuji in particular — but, as most people hopefully know, the best way to deal with an issue is to first of all accept that it's happening in the first place. Only from there can you move forward.

    "The world isn't so complicated," muses Yuuji. "Walk forward and you'll find the future. Turn back and you'll find your memories. Cut off a piece and you've got a story. This is just one small part of one such tale."


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    Michiru's route was powerful and emotional; I'm not ashamed to admit that the chapter "Broken Biscuit" in particular had me in tears. More than the raw emotion, though, Michiru's situation proved to be a thought-provoking exploration of what it's like to live with feelings of inferiority and lack of faith in yourself.

    Everyone develops different means of coping with these sorts of situations; Michiru made use of her "other" self. Whether said "other" self really was the product of cell memory theory or simply a creation of her mind, it ultimately helped her come to terms with a lot of things. And while I wouldn't describe Michiru as being completely "healthy" at the conclusion of her story, her acceptance of who she is, the dropping of her façade and her willingness to finally live for herself instead of the approval of others made for a fitting conclusion — and the beginning of a new chapter in both her own and Yuuji's lives.

    Not everyone is able to make it that far; not everyone is able to "save" themselves, but, among other things, Michiru's route shows that you can find hope in the strangest of places, even when everything seems utterly shrouded in darkness. Words I should perhaps take to heart myself.

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    2069: Cardinal Sins https://imnotdoctorwho.moegamer.net/2015/09/19/2069-cardinal-sins/ https://imnotdoctorwho.moegamer.net/2015/09/19/2069-cardinal-sins/#respond Sat, 19 Sep 2015 22:25:31 +0000 https://angryjedi.wordpress.com/?p=7909 In between some lengthy Grisaia sessions today — I'm tackling Michiru's route now, and my goodness is there going to be a lot to talk about there — I decided to check out some shoot 'em ups that hit Steam the other day: Eschatos and Judgement Silversword, previously available on Xbox 360 and, in the case of Judgement Silversword, the WonderSwan Color, of all … Continue reading 2069: Cardinal Sins

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    In between some lengthy Grisaia sessions today — I'm tackling Michiru's route now, and my goodness is there going to be a lot to talk about there — I decided to check out some shoot 'em ups that hit Steam the other day: Eschatos and Judgement Silversword, previously available on Xbox 360 and, in the case of Judgement Silversword, the WonderSwan Color, of all things.

    Judgement Silversword comes with a spinoff game called Cardinal Sins, and it's actually that I've spent the most time playing today. Cardinal Sins takes the basic gameplay of Judgement Silversword and, instead of pushing you through a sequence of stages with difficulty that gradually ramps up (with a few big spikes along the way, if the first boss is anything to go by!) it challenges you to complete various objectives in the stage.

    The game is themed around the Seven Deadly Sins, with each of the seven stages being named after one of them and providing you with a different means of attaining a strong grade or "judgement" at the end of the game. The first stage Envy, for example, tasks you with simply destroying as many enemies as possible, with your grade dependent on the percentage of all the available enemies you destroyed. Sloth, meanwhile, tasks you with simply grabbing as many extra life pickups as you can (and you can destroy them, so you have to actually ease off the shooting a bit), while Greed tasks you with "gathering data" on enemies by fulfilling various hidden conditions.

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    Greed is perhaps the most interesting of the stages as well as the most thematically appropriate, because getting too greedy for the "data" will result in your untimely destruction; instead, you need to learn moderation (or at least master the peculiar "shield" ability your ship has, which allows you to cancel bullets, but only from the front of your ship) in order to succeed.

    After Greed comes Pride, where your job is to raise your score multiplier to x100 by destroying enemies as efficiently as possible — your multiplier increases by one for every enemy destroyed, but also drops by one every second or so. Following this is Lust, where you must clear as many enemy waves as possible; Gluttony, where you must destroy enemies for collectibles; and finally Wrath, where you are graded according to how many times your ship is destroyed during a horrid boss fight.

    Interestingly, Cardinal Sins doesn't kick you out to a Game Over screen if you run out of lives at any point; you always play through the seven levels in order, with your lives being reset at the start of each stage. Run out of lives and you simply get a "failing" F-grade on that stage, but you can carry on. There's incentive not to do this, however; get through all the stages without any failures and you'll be presented with the final battle, initially against a series of small but strong bullet-spewing enemies, and subsequently against a larger version with some seriously unpleasant bullet patterns to fend off. Only by defeating this "Mirror of Cardinal Sins" can you clear the game and sit back with a satisfied expression on your face.

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    I really like this game for a number of reasons. Firstly, it's nice to play a game that is genuinely retro rather than the fashionable faux-retro of much of the indie scene today; the game features some simple but deliciously crunchy chiptune music and sound effects as well as some limited but effective and clear visuals.

    Secondly, it's damn fun. The difference in structure from the usual shoot 'em up format of "survive as long as you can" makes it immediately stand out for me, and I'm a sucker for anything with an interesting grading and scoring system.

    Thirdly, I'd never heard of it before, and now it's on Steam a whole bunch of newcomers — including me — will get to experience it for the first time, along with its companion game Judgement Silversword and its pseudo-sequel Eschatos.

    With Cave shoot 'em ups apparently on the way to PC via Steam soon, it's starting to look increasingly likely I can finally retire the Xbox 360, which had previously been my shmup machine due to Japan's bizarre rejection of the platform for everything except fantastic arcade shooters.

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    2068: Personality is Like a Cube https://imnotdoctorwho.moegamer.net/2015/09/18/2068-personality-is-like-a-cube/ https://imnotdoctorwho.moegamer.net/2015/09/18/2068-personality-is-like-a-cube/#respond Fri, 18 Sep 2015 18:53:48 +0000 https://angryjedi.wordpress.com/?p=7906 "Personality starts off like a cube," says The Fruit of Grisaia's protagonist Yuuji in Yumiko's route. "When we're young, we clumsily bump our corners against other people in the form of childish conflicts. Eventually, our sharp edges are worn away to leave something more like a sphere. That's more or less what people are describing when they … Continue reading 2068: Personality is Like a Cube

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    "Personality starts off like a cube," says The Fruit of Grisaia's protagonist Yuuji in Yumiko's route. "When we're young, we clumsily bump our corners against other people in the form of childish conflicts. Eventually, our sharp edges are worn away to leave something more like a sphere. That's more or less what people are describing when they say someone's 'softened'.

    "Moderate collisions with others help us mature. But when those first impacts are too strong, they can have a different effect: instead of losing our corners little by little, we splinter in strange, harsh ways, warping into crooked shapes. Once crooked, it's hard to become a sphere. Even as the people around them mellow, their sharpness only grows harsher, and everyone who approaches ends up getting hurt."

    I immediately liked this analogy when it first scrolled across my screen following Yumiko's revelations about her past. And, not for the first time, I found the writing in a visual novel resonating with me somewhat. While I'm in no way comparing my life situation to the struggles Yuuji and Yumiko have to deal with in The Fruit of Grisaia — struggles which I won't discuss specifically here, for those who are interested in reading it and wanting to avoid spoilers — I could certainly relate to a lot of the sentiments involved.

    Most recently, I've been becoming conscious of how I've "softened" somewhat in the last few… months, maybe? My own personal struggles over the last five years — and even earlier than that, to a lesser degree, if I'm completely honest — have certainly chipped away at my original "cube", and there have been more than a few crooked splinters here and there that make me into a not-exactly perfect specimen of normalcy. But then, who is "normal" anyway?

    Some of those sharp edges feel like they're wearing away a little bit, though, after a long time. I contemplate my new part-time work in retail and realise that I'm actually quite enjoying interacting with other people, both colleagues and customers alike, even despite my long-standing struggle with social anxiety. I contemplate my fight against my once-constantly rising weight, and how I've scored a resounding victory over it so far by shedding just under five stone since February of this year. I can look in the mirror now and not hate myself; I can speak to other people now and not worry that they hate me.

    In other areas, there are still sharp corners and splinters, though, preventing me from becoming that perfect "sphere". I still harbour a considerable degree of resentment towards people who have done unpleasant things or treated me unfairly in the past, and I just can't seem to let go of those feelings. There are nights when I can't get to sleep because my mind insists on replaying some of my most upsetting memories over and over again — sometimes with slight variations depicting how I wish I'd acted, sometimes unfolding exactly as they did in reality — and this makes it clear that I'm still rather more "crooked" than I'd like to be.

    I don't know if I'll ever be that perfect "sphere"; by this point, I feel like I've "splintered in strange, harsh ways" so many times that it probably won't ever happen, but I can at least try to round off as many corners as I can and make the best of things, one day at a time.

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    2067: Yumiko https://imnotdoctorwho.moegamer.net/2015/09/17/2067-yumiko/ https://imnotdoctorwho.moegamer.net/2015/09/17/2067-yumiko/#respond Thu, 17 Sep 2015 22:37:45 +0000 https://angryjedi.wordpress.com/?p=7901 Spoilers for not-quite-all of Yumiko's route of The Fruit of Grisaia ahead! When we're first introduced to Sakaki Yumiko in the common route of The Fruit of Grisaia, it's clear that she is both troubled and likely to be trouble for Yuuji. When Yuuji first tries to introduce himself to her, she initially tries to ignore him, … Continue reading 2067: Yumiko

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    Spoilers for not-quite-all of Yumiko's route of The Fruit of Grisaia ahead!

    When we're first introduced to Sakaki Yumiko in the common route of The Fruit of Grisaia, it's clear that she is both troubled and likely to be trouble for Yuuji. When Yuuji first tries to introduce himself to her, she initially tries to ignore him, and subsequently tries to slap him when he persists. This eventually escalates into her lashing out at him with a box cutter whenever she sees him, a fact which Yuuji's fellow students just shrug off as being "something she does", because they've all been through it too. Yuuji, being a certified badass, shrugs off Yumiko's attacks without injury easily, and eventually they stop altogether, though she still proves herself to be a prickly individual who is generally unwilling to interact with others.

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    Except it's not that simple. Throughout the common route, Yumiko can often be found lurking on the periphery of the rest of the group's social activities; they're all aware of her and take care not to exclude her, but they also don't try to force her to participate in anything. It's clear that even if she doesn't show it on her face or through her behaviour, she finds comfort in being around people who care for her and are considerate of her feelings. Even the foul-mouthed Makina proves herself to be enormously perceptive of Yumiko's personality traits, accurately "reading her thoughts" in one particularly memorable scene.

    In the common route, we're given a teaser of what has made Yumiko as withdrawn, sullen and prone to lashing out as she is — it's clearly to do with her father. Upon returning from a shopping trip to the town, a number of the group report a suspicious-looking black car outside the station, though those who have been at the school longer know that this is a sign that Yumiko's father is coming to inspect the school, which it seems he financed and had built. Yumiko, meanwhile, refuses to see her father, instead preferring to watch his cursory inspection of the school grounds from the dormitory rooftop; it's clear that he's not really inspecting anything, but is instead hoping that he might be able to get through to his daughter.

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    When Yumiko's route proper starts, we're given a bit more information about Yumiko's father, who has already been suggested to be a not very nice person. Indeed, early in Yumiko's route, we're given a third-person scene (i.e. protagonist Yuuji isn't present for it) in which we see Yuuji's handler JB and Yumiko's father discussing how they might get Yumiko to come back to her family and be prepared to take over the family railway business. Yumiko, until now, has been having none of this, of course, and so her father resorts to desperate measures, requesting that JB assign Yuuji to bodyguard duty for Yumiko and then arranging for her to be attacked and abducted. What he didn't count on is that Yuuji is more than capable of taking care of a few hired thugs, particularly as they had been specifically instructed not to actually harm Yumiko — at least initially.

    Yumiko is initially resistant to Yuuji guarding her, insisting that "it's not as though [her] life's anything worth protecting", and that she "doesn't particularly mind if someone does come for [her]". The initial attack from her father's men puts her somewhat on her guard, though, and from that point on she is less resistant to Yuuji's efforts to protect her, and gradually softens towards him over time, eventually developing feelings for him because she's come to rely on his protection — a feeling of safety and security that she's never enjoyed before.

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    Yuuji, being a stubborn idiot prone to inadvertently annoying women with non-deliberate insensitive comments, of course, doesn't notice that Yumiko has started to feel something for him — or refuses to admit that this might be a possibility, at least — but sticks beside her "because it's [his] job". When JB pulls him off the case at the request of Yumiko's father, he is somewhat surprised to receive a direct request from Yumiko to continue working as her bodyguard in a private capacity.

    On one excursion, the heavens open and Yuuji and Yumiko find themselves trapped under a bridge in a torrential downpour. Something doesn't seem right about Yumiko's behaviour to Yuuji, and it's not long before things come to a head; a thunderclap and flash of lightning absolutely terrify Yumiko, who crumples into Yuuji's arms in an uncharacteristic display of weakness, fragility and reliance on others. Having already come this far in showing her fragile side to Yuuji, she then relates the story of how she came to be the person she is today, and what she is doing at the mysterious school.

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    Yumiko's mother was the daughter of a pair of struggling business owners. She married into the Sakaki family primarily for financial and political reasons, and bore Yumiko as the family's only child. Being a girl, Yumiko was an immediate disappointment to the family, who had been hoping for a son and heir apparent, but Yumiko's mother was much too weak to survive another pregnancy, and eventually succumbed to a debilitating psychological disorder that saw her and Yumiko retreat back to the countryside and her family home. She was hospitalised, and Yumiko was left to live with her grandparents, who resented her existence because she was a symbol of their failing business, and how they wouldn't be able to rely on the support of the Sakaki family forever.

    Yumiko tried to stay positive amid this bleak situation, but the youthful joy she once had at the simple sight of a passing dog eventually gave way to bitterness and resentment. Her only outlet was her neighbour, who had formerly been employed by her grandparents as a servant, but now continued to help them out for free. Yumiko was the only one to show her gratitude, and she resented her grandparents for taking advantage of her right up until her death — a feeling shared by her daughter and son-in-law.

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    Her hospitalised mother gradually comes to show an improvement, eventually reaching a point where it looks like she's going to be discharged from hospital, but suffers a catastrophic relapse upon hearing the news that her husband — Yumiko's father — had taken a mistress in her absence, and said mistress had borne him a son.

    A year passes, and Yumiko's bitterness grows, since her mother had relapsed so severely that she couldn't even remember anything about her family. She had no-one to rely on, no-one to talk to, no friends, which is why when her father's aides come to collect her from her grandparents' house — bearing the offer "if you let me have Yumiko back, I'll continue supporting your family and your business" — she jumps at the opportunity.

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    Initially resenting her father for the anguish he caused her and her mother, Yumiko eventually softens towards him as he appears to be making a genuine effort to reconnect with his daughter. It eventually transpires that he is only doing this because his illegitimate son died and his mistress abandoned him shortly afterwards, leaving Yumiko once again as the only potential heir to his business. Feeling a familiar, growing sense of rage at this, Yumiko is in a fragile mental state and is pushed over the edge when she overhears one of her classmates speaking untruths about her.

    Prior to this, she had taken to expressing her anger through destruction. "The clicking of the blade emerging from its sheath," she relates. "The sound of something once whole being severed apart. Those had become calming sounds to me. How wonderful would it be if I could slice away my femininity with a single box cutter? How wonderful would it be if I could sever my fate with the touch of a blade? How wonderful would it be if one movement of my hand could cut me free of all the troubles that coiled around me and choked the air from my lungs?"

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    The first thing she destroys is her long, black hair; an attempt to "slice away her femininity" and look more like a boy — a largely successful effort, though one that causes people to shy away from her even more than normal. Later, she destroys her artwork and the diary in which she had written down all the growing positive thoughts she had been feeling as she had mistakenly thought her father truly loved her.

    And ultimately, the event which sees her totally severing her ties to her old life: she stabs her classmate, whom she had previously thought was a friend, but who had turned out to be just as much of a turncoat as everyone else in her life.

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    Yumiko escaped a criminal conviction for her violent outburst, because money can make anything go away, and her father knew that very well indeed. Knowing that the situation couldn't continue in the way it had been, however, he offloads her onto Mihama Academy, where she meets Yuuji, and her life undergoes some considerable changes once again.

    When Yuuji ends up injured in the line of duty protecting her, Yumiko is wracked with guilt, not just at the trouble she's embroiled Yuuji in, but at how much she's hurt her other classmates too. This guilt eventually manifests itself in her deliberately allowing herself to be taken away by her fathers men and capitulating to whatever demands he might have — which turn out to be her attendance at a school in America, far away from anywhere she could possibly become a problem.

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    Yumiko's father doesn't count on Yuuji's stubbornness, though; spurred into action by a text message from Yumiko apologising for a situation that is in no way her fault, he eventually rescues her following a dramatic chase, and the two of them begin a life on the run, during which period they both eventually manage to admit their feelings for one another — though it takes Yumiko essentially sexually assaulting Yuuji in the middle of the night to spur the latter into action and contemplate that she might actually possibly maybe be interested in him.

    Yumiko and Yuuji making love for the first time — and, for that matter, the subsequent time, during which she admits that she "doesn't dislike" playing a submissive, masochistic role — is a turning point for Yumiko in particular, and to a lesser extent for Yuuji. Yuuji reveals that he has some sexual experience thanks to sex workers that were laid on for him in a previous assignment, but comes to realise that sexual intimacy with someone you truly care about is on a whole other level of pleasure. Yumiko, meanwhile, allows this ultimate expression of intimacy as a means of demonstrating that she trusts Yuuji absolutely; the pair of them continually push the boundaries with each other to see how far they will each go, and it turns out that they both feel absolutely comfortable with one another after all the time they have spent together.

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    Yumiko's growth is pretty touching to see, but tragic at the same time. On more than one occasion, she ponders whether it's acceptable for her to be happy, or whether she "deserves" it. Yuuji has to admonish her several times for apologising when it's not necessary, though she does the same for him too; eventually the two settle into a pattern of gratitude for one another, neither of them quite sure how to deal with having been alone for so long and now having another person to take into consideration.

    I haven't quite finished Yumiko's route as yet, but I'm excited to see how it concludes. There's been plenty of drama and touching, emotional moments so far, and the whole thing is clearly building towards what I hope will be a satisfying final confrontation with her father. I'll just have to wait and see how that pans out!

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    2066: Reflections on Grisaia's Common Route https://imnotdoctorwho.moegamer.net/2015/09/16/2066-reflections-on-grisaias-common-route/ https://imnotdoctorwho.moegamer.net/2015/09/16/2066-reflections-on-grisaias-common-route/#comments Wed, 16 Sep 2015 20:34:43 +0000 https://angryjedi.wordpress.com/?p=7895 I've finally reached the end of the rather lengthy common route in The Fruit of Grisaia, and so it's on to the unique routes for each of the main cast members. I've decided to explore them in the order Yumiko > Michiru > Sachi > Makina > Amane so as to save my favourite heroine for last, … Continue reading 2066: Reflections on Grisaia's Common Route

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    I've finally reached the end of the rather lengthy common route in The Fruit of Grisaia, and so it's on to the unique routes for each of the main cast members. I've decided to explore them in the order Yumiko > Michiru > Sachi > Makina > Amane so as to save my favourite heroine for last, but this also apparently works out quite well narrative-wise, since Makina and Amane's routes sound as if they are more important with regard to the series' overall continuity.

    I've already started on Yumiko's route, but haven't read enough to be able to comment on it with any particular authority as yet, so I will save that for another time. Instead, I wanted to reflect a little on the common route, since it was very enjoyable in its own right.

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    The Fruit of Grisaia's common route is actually more of a collection of short stories loosely organised into chronological order to allow for references to past events and a certain degree of character growth as the chapters proceed. By the time you reach the decision points that determine which unique route you'll be proceeding down, you'll have a pretty firm understanding of all the characters on at least a superficial level, plus astute observers will have picked up a few hints as to what their own personal stories will be all about.

    Aside from the overall development, though, each chapter of Grisaia is pretty much a self-contained story in its own right. They open with protagonist Yuuji delivering some philosophical narration about the situation, then the scene itself unfolding, then Yuuji wrapping things up with some conclusions from his own perspective. It's a structure that works well, and it keeps things moving along; none of the chapters feel like they particularly drag, even though there's not a lot of "action" in the whole common route, and the tone bounces around between comedic, romantic, dramatic and tragic between different chapters, giving you a chance to see all of the characters respond to various situations and understand them as people rather than archetypes.

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    And that's quite a key point, as I've mentioned in previous posts on the subject: none of the characters in Grisaia quite conform to the stereotypes you're clearly supposed to think of when you first see them. Amane's onee-san act is stymied by her Kansai coarseness; Makina's loli appearance belies a foul mouth that would make the dirtiest of dirty old men blush; Sachi's compliant nature and habitually calm tone of voice makes it all the more surprising when she comes out with a surprisingly cutting remark; Michiru is fully aware of the fact that her tsundere personality is a deliberate act, as is everyone else; and Yumiko… well, of the lot of them, she, so far, appears to have so far been the one who conforms most to her stereotype, but she's also the character whom Yuuji has had the most difficulty connecting, so I don't doubt we'll learn more about her in her unique route.

    Peppered throughout the common route's short stories are little hints and clues about the cast's histories, though nothing is quite made explicit until towards the end of the common route, and even then there are still a lot of mysteries. Who is Yuuji, for example? What is his mysterious "job" that he keeps referring to? What is his connection with the school and its principal? Yuuji represents probably the most intriguing mystery of the lot, but the other cast members all clearly have their own skeletons in the closet, too.

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    But because those skeletons are all rather personal to the individual characters, they're left to be explored in their personal routes, leaving the common route free to let its hair down a bit and indulge in some light-heartedness such as the obligatory "beach episode" (which features a hilariously filthy scene between Sachi and Michiru) as well as everyday happenings around the school that give us an ideal of who these characters are and how they relate to one another. It's a close-knit bunch that starts to feel rather like family after a while — an observation that several characters comment on a few times.

    So far, then, the common route has thoroughly enraptured me in the world of The Fruit of Grisaia and smitten me with its characters — all of them, too, which is nice; usually in this sort of setup there's at least one cast member that, even if I don't actively dislike them, I feel as if I like less than the others — and I'm very much looking forward to seeing how their stories unfold. And, from there, the fact that there are two sequels to look forward to at some point down the road makes me very happy indeed.

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    2065: Some Thoughts for Critics https://imnotdoctorwho.moegamer.net/2015/09/15/2065-some-thoughts-for-critics/ https://imnotdoctorwho.moegamer.net/2015/09/15/2065-some-thoughts-for-critics/#comments Tue, 15 Sep 2015 20:29:55 +0000 https://angryjedi.wordpress.com/?p=7892 Hi critics of the world. I'm going to try and keep my anger in check today, but I'm making no promises, because this heap of crap from (once?) respected critic Jim Sterling was brought to my attention earlier today. I don't want to dwell on Sterling's piece specifically too much because, to be honest, there's … Continue reading 2065: Some Thoughts for Critics

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    Hi critics of the world. I'm going to try and keep my anger in check today, but I'm making no promises, because this heap of crap from (once?) respected critic Jim Sterling was brought to my attention earlier today.

    I don't want to dwell on Sterling's piece specifically too much because, to be honest, there's even less substance there than there was in this piece for Vice UK a little while back. Instead I want to talk about a more general philosophy that I think would be of benefit to everyone: critics involved in the industry, PR representatives whose job it is to get the word out about their clients' games, the developers and publishers of said games and, of course, the various audiences who are interested in all the different types of games out there.

    It's actually a pretty simple philosophy, and it would go a long way towards preventing me from ever having to write another post like this, which, to be perfectly honest, I would be very happy about.

    It goes like this: if you're not going to give something a chance, I'd rather you simply didn't cover it at all than spew ill-informed nonsense.

    It makes perfect sense, surely: you don't have to write about something you personally find repugnant/offensive/boring/unengaging/rubbish; PR representatives don't have to look at the pipes in their ceiling and wonder if they can support the weight of a dangling human body; developers and publishers get their creative efforts into the hands of people who will actually respect their work, even if it's not "flawless" (and nothing is flawless); and audiences aren't belittled by people branding things they enjoy with pejorative statements.

    You'd think it'd be that simple. You'd think that, with all the diversity in the modern gaming landscape, that supposedly respected critics like Jim Sterling and Mike Diver would recognise that something like Senran Kagura 2 is not going to interest them in the slightest, and, rather than posting provocative nonsense on the Internet about them, which only has the effect of riling fans up and cementing the attitudes of the prejudiced, they would simply move on to something that they are willing to engage with, that they are willing to explore in detail, that they are willing to do justice to.

    Because coverage such as the pieces from Sterling and Diver recently — and God knows, there's a bunch more of crap like this out there — helps no-one, not even the critics themselves. In demonstrating a clear unwillingness to even attempt to engage with a work they find personally objectionable, they undermine their credibility in the eyes of people who are interested in it. Note: this doesn't necessarily mean that the people who are interested in it like it — there are plenty of Senran Kagura fans out there who prefer the Vita and PS4 games to the 3DS installments, for example — but rather, it just means that the critics in question become someone whom those audience members will not trust the opinions of in future.

    As I say, this is easy to do. I don't like Call of Duty and Battlefield, so you know what? I don't talk about them at all, except on the occasions where I've decided to give them a try just to ensure that I really do dislike them and I'm not just against them because they're popular. I don't understand in-depth strategy games — I wouldn't say I dislike them, because I'm often enamoured with the concepts, I just don't "get" them — so, you know what? I don't talk about them, either, because I can't do justice to them. I don't like Dota 2, so you know what? Of course you do by now.

    The only reason that critics like this put out pieces like they have done recently is to get a reaction. And it pisses me off that it works. In an ideal world, we would be able to ignore this sort of thing, and I would love to do that, but as I've commented previously, the world we live in right now means that it's important to call attention to bad practice like this, because there's not enough in the way of high-profile good practice to counteract the damage that bad critics like this are doing. Sure, there are sites like Niche Gamer, Operation Rainfall and the like who give this sort of thing a fair chance — as well as following the eminently sensible idea of having specialist writers rather than generalists attempting to cover everything and doing justice to nothing — but their reach is still limited compared to more well-established, profitable, commercial sites like Vice and high-profile Patreon beneficiaries like Sterling.

    As I said before, it's important to fight. I'd love to see outlets like Niche Gamer and OpRainfall grow into sites that can truly compete with the big boys, but I can't help thinking before that happens there really needs to be a dramatic shift in how content is produced for the Web, and how people pay for it. Because it all comes down to clickbait; Sterling's piece today is provocative nonsense, pure and simple, designed to rile up the Senran Kagura fanbase and allow those who dislike Senran Kagura the opportunity to laugh at their expense. And the only reason he felt it was appropriate to publish this — much as Vice thought it was appropriate to publish that pile of crap the other day — is because it would get people to click on it. Well, great job at being a critic. Ebert would be proud.

    To summarise: if you don't think you can do justice to something, or feel unwilling to put in the effort to engage with something on anything more than a superficial level, do us all a favour and don't cover it. There's plenty of other stuff out there that needs your attention, so rather than wasting everyone's time — including your own — how about putting your critical faculties to use on something you're actually interested in?

    Just a thought.

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    2064: Makin' Marios https://imnotdoctorwho.moegamer.net/2015/09/14/2064-makin-marios/ https://imnotdoctorwho.moegamer.net/2015/09/14/2064-makin-marios/#respond Mon, 14 Sep 2015 22:36:01 +0000 https://angryjedi.wordpress.com/?p=7889 I picked up Super Mario Maker for Wii U the other day. I originally wasn't going to bother with it, but a lot of positive feedback from people I know, like and trust convinced me to give it a shot. I like the concept of games with built-in level designers very much, but the execution has to … Continue reading 2064: Makin' Marios

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    I picked up Super Mario Maker for Wii U the other day. I originally wasn't going to bother with it, but a lot of positive feedback from people I know, like and trust convinced me to give it a shot.

    I like the concept of games with built-in level designers very much, but the execution has to be good to make them something I want to engage with in the long-term. TrackMania does it well; LittleBigPlanet less so. For me personally — and this doesn't apply to everyone, I know — the key is the balance between simplicity and flexibility: the freedom to realise your creative ideas without it being too much work to do so.

    Fortunately, Super Mario Maker strikes an excellent balance, and part of that is due to how it gradually dishes out new parts, themes and level types over time from launch. It can be mildly frustrating to have a level concept in mind and be unable to realise it completely until you've unlocked the relevant pieces of content, but there are ways to game the system if you feel that strongly. In the meantime, though, it's worth exploring the initially limited toolset, because artificial limitations can often stimulate creativity in the strangest of ways.

    It's ridiculously easy to make a level in Super Mario Maker. Choosing from a palette of objects at the top of the screen, you just draw things onto the level using the Wii U GamePad stylus. There are limits on how much you can put down, but they're pretty generous; likewise, the overall width and height of a level can be fairly large. We're not talking Metroidvania territory, of course, because that would go against the philosophy of a Mario game, but you can certainly put together some fairly intricate designs in the available space if you so desire.

    As with any type of game like this, it's always fascinating to see what other people have come up with, and the creative ways in which they've used the tools. TrackMania, for example, fostered a subculture of track creators who made "press forward" tracks, in which all you had to do to complete it was simply continuously accelerate; the design of the track would take care of the rest, automatically flinging the car through a series of ridiculous stunts, with objects placed in the absolute perfect locations to ensure that you always landed in the right place and the right way up.

    It's the same with Super Mario Maker. The game's only been out for a few days, and some of the most popular levels out there are already of the "don't press anything" variety; in other words, they play themselves. These levels aren't any challenge to play, of course, but it's fascinating to see the intricate "machinery" these creators have put together, and worthy of respect, because it must have been a painstaking process of trial and error to get it working perfectly.

    As for me, I haven't unlocked everything just yet, but I've been enjoying dipping in and out of the game, playing a few levels here and there and even making a few. I like the whole package very much, though there are a few things it would be nice to see expanded on over time: most notably, it would be good to see the in-game score and coins actually matter, because outside of the "Mario Challenge" modes, in which you're presented with a randomly selected series of levels to complete, even the concept of "lives" is completely irrelevant. It would be good to see some sort of leaderboard system with clear times, scores and number of attempts, for example, and perhaps coins could be used to unlock additional features.

    It remains to be seen if Nintendo will expand this over time, but with Mario Kart and Splatoon on Wii U, Nintendo has shown itself to be open to the idea of games growing and changing over the course of their lifetime. Super Mario Maker already has a wealth of content in it, but it would be fantastic to see more features — perhaps even based on the Amiibo compatibility, since most currently available Amiibo already unlock character sprites; it would be cool to be able to unlock visual themes, sound effects and music through the Amiibo, too; I might even be tempted to collect a few more then.

    In the meantime, though, Super Mario Maker is an enjoyable package that is well worth a purchase. Even if you never make any levels yourself, it's great to fire up for a quick blast of Mario action — and if you do make your own levels, it will give you a whole new level of appreciation for what professional level designers do all day!

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    2063: No, Apple TV Isn't "Game Over" for Xbox and PlayStation https://imnotdoctorwho.moegamer.net/2015/09/13/2063-no-apple-tv-isnt-game-over-for-xbox-and-playstation/ https://imnotdoctorwho.moegamer.net/2015/09/13/2063-no-apple-tv-isnt-game-over-for-xbox-and-playstation/#comments Sun, 13 Sep 2015 21:44:40 +0000 https://angryjedi.wordpress.com/?p=7886 Cometh the new Apple announcements, cometh the silly season of people making all sorts of bold statements about how what Apple is doing is somehow The Future, even if what Apple is doing is actually the same thing as other people have been doing for several years, only with more shiny knobs on. The latest … Continue reading 2063: No, Apple TV Isn't "Game Over" for Xbox and PlayStation

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    Cometh the new Apple announcements, cometh the silly season of people making all sorts of bold statements about how what Apple is doing is somehow The Future, even if what Apple is doing is actually the same thing as other people have been doing for several years, only with more shiny knobs on.

    The latest instance of this happening comes courtesy of Forbes, where contributor David Thier gave Smule's Jeff Smith the opportunity to wax lyrical about How Amazing iOS Is, and How Amazing tvOS Will Probably Be.

    Smith brings up some good points about "mobile" development (I'm going to keep calling it that, even if we're referring to Apple TV, because the iOS and tvOS ecosystems are intertwines) — the most important being the fact that iOS and Android are both relatively "open" platforms so far as development is concerned; pretty much anyone with the knowhow can download development tools and crank out an app or two if they have the inclination to learn the ins and outs of both development and the two platforms' respective publishing processes.

    This is admirable in some respects: it lowers the barrier of entry to fledgling developers and allows them to get their name known without being subject to the whims of a monolithic megacorporation like Sony or Microsoft, though it's worth noting that the barrier isn't completely gone; Apple still has a reasonably rigorous approvals process for the App Store, though unfortunately this isn't always enough to prevent some fetid turds from filtering through.

    We've seen more than a few success stories over the last few years, where small developers put out a simple game that turned out to be a huge success, though, as with Flappy Bird creator Dong Nguyen (who was unprepared for the attention his shitty but popular game attained and subsequently retreated from the Internet) these tales don't always end entirely happily.

    But unfortunately a low barrier means that it's easier for people to get over it, and, as well as allowing talented but unknown developers to get stuck in, it also allows the very worst kind of shovelware to get churned out by the bucketload. And, as we've already seen over the last few years, neither Apple nor Google are inclined to do anything about the massive "cloning" problem on mobile, where the market is flooded with literally hundreds of knockoffs of a popular game, all in the hope that, in the best cases, they can score some sweet income from people who think they're downloading the actual popular game, and in the worst cases, mislead ill-informed customers into downloading something outright malicious.

    We see this elsewhere, too. Popular PC digital distribution storefront Steam used to be much more heavily curated than it is now, and while its somewhat more relaxed approach these days means that we get lots of stuff on there that we wouldn't have seen three or four years ago, it also means that there's a veritable deluge of crap hurled at an unsuspecting public on pretty much a daily basis. This is bad for customers, who are forced to wade through lots of inferior products in order to find what they're looking for, but it's also bad for developers, because it absolutely tanks discoverability; sometimes word of mouth is enough to mitigate being pushed off the front page of "new releases" by the latest triple-A game, but more often than not something small-scale gets released on Steam and is promptly never heard from again.

    Smith's assertion that Apple TV means "game over for console" appears to be otherwise based on the fact that the iPhone and iPad made fairly rapid leaps in graphical fidelity and performance over the course of several hardware generations. But what this — and his enthusiasm for the relative "openness" of the iOS and Android marketplaces — doesn't take into account is the quality issue. Sure, there are developers putting out decent-quality games for mobile devices (and, Smith clearly hopes, many of these will jump to Apple TV when the new tvOS arrives) but I am yet to play any mobile game that truly competes with a game on a dedicated games-playing platform, be it a handheld like the Vita, a console like the PlayStation 4 or a gaming-spec PC. The experiences you get on the latter platforms are just more fleshed out; they may be more expensive to buy a ticket for in the first instance, but once you're in, you're in for a good long while, immersed fully in the experience.

    By contrast, the sort of games that iOS and Android developers are mostly inclined to put out are short, bite-sized experiences designed to be dipped in and out of throughout the day. This is fine for those who just want a bit of lightweight entertainment or brain exercise, but it's far from ideal for those of us — and there are many of us! — who take our gaming time seriously, sitting down with a game much like an avid reader would sit down with a book, or a movie buff would enjoy their favourite director's works. Mobile platforms treat gaming as disposable, moment-to-moment entertainment; the market for Xbox, PlayStation, PC and handhelds, meanwhile, expects more substance — something more than a timewaster: something they can truly call a hobby.

    So no, Apple TV isn't "game over" for Xbox and PlayStation. It will probably do quite well, sliding nicely into the niche the Wii left behind and which the Wii U has subsequently struggled to fill — family entertainment for people who don't really know a whole lot about gaming and are disinclined to explore in great detail — but there's no way it's ever going to replace dedicated gaming boxes for those who take their playtime deadly seriously.

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    2062: By Request: 100 Reasons You Should Play Metal Gear Solid V https://imnotdoctorwho.moegamer.net/2015/09/12/2062-by-request-100-reasons-you-should-play-metal-gear-solid-v/ https://imnotdoctorwho.moegamer.net/2015/09/12/2062-by-request-100-reasons-you-should-play-metal-gear-solid-v/#comments Sat, 12 Sep 2015 17:37:31 +0000 https://angryjedi.wordpress.com/?p=7883 Continuing with my exercise from the last few days in which I take "requests" from my Twitter followers, today I follow the suggestion of Josh "Musubi Azeyma" Major, a friend whom I originally met through Final Fantasy XIV. Josh requested that I present a hundred reasons why people should play Metal Gear Solid V, because he's obsessed with … Continue reading 2062: By Request: 100 Reasons You Should Play Metal Gear Solid V

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    0062_001

    Continuing with my exercise from the last few days in which I take "requests" from my Twitter followers, today I follow the suggestion of Josh "Musubi Azeyma" Major, a friend whom I originally met through Final Fantasy XIV. Josh requested that I present a hundred reasons why people should play Metal Gear Solid V, because he's obsessed with it right now and thinks everyone else should be too. So, who am I to argue with that logic?

    DISCLAIMER: The only real potential issue with this task is that I haven't actually played Metal Gear Solid V, nor do I own a copy. Since we have, however, established that it is acceptable for professional journalists to comment negatively about things without putting in a substantial amount of time with them — or in some cases, without even playing them at all — it's surely fine for some nobody blogger in the wilds of the Internet (albeit one who used to be a professional games journalist) to speak positively about something he has absolutely no experience with whatsoever. So, without further ado, let's begin.

    1. It's part of the Metal Gear Solid series, which people have heard of.
    2. Hideo Kojima is a cool dude who posts pictures of Eggs Benedict on Twitter and makes jokes about them jiggling like boobs.
    3. Konami fucked Hideo Kojima up the ass pretty royally towards the end of Metal Gear Solid V's development, so while buying a copy and enjoying it may support Konami to a certain degree, it also shows your support for Hideo Kojima's creation.
    4. The graphics are quite pretty.
    5. It's available on Xbox 360, Xbox One, PlayStation 3 and PlayStation 4, so unless you're a weirdo who only has a Wii U in the house, you can almost certainly play it.
    6. Quiet has nice tits.
    7. Quiet is pretty badass.
    8. Appreciating Quiet's feminine wiles pisses off the outrage brigade.
    9. There are guns in this game.
    10. And dogs.
    11. And a horse that you can command to shit whenever you want.
    12. You can attach balloons to bears and send them flying off into the sky.
    13. You can do the same with enemy guards.
    14. There's apparently some sort of story that's pretty good.
    15. Something interesting happens in the medical bay or something, everyone keeps yammering on about it without actually saying what it is because spoilers.
    16. Something about cassette tapes.
    17. METAL GEAR?!
    18. It is, I am assured, open world without being directionless.
    19. It does that thing I like where it presents each mission as its own self-contained "episode", complete with intro and outro credits sequences.
    20. Each mission is apparently pretty tightly focused rather than making use of the open world unnecessarily.
    21. It's not Splinter Cell.
    22. Revolver Ocelot.
    23. Metal Gear is a Japanese series that it's apparently still acceptable to like without people calling you a paedophile.
    24. There are achievements and trophies in the game.
    25. If you're really good at a mission, you get an S-rank and feel all happy.
    26. You can tranquilise people.
    27. You can kill people.
    28. You can sneak up on people.
    29. You can charge in the front door of an enemy base brandishing an assortment of improbable military hardware, then blow everything up with reckless disregard for the "Tactical Espionage" part of the game's subtitle.
    30. Something about tanks.
    31. Anita Sarkeesian's puppetmaster Jonathan McIntosh doesn't like Hideo Kojima for the jokes he makes on Twitter (see #2).
    32. Posting things about Metal Gear Solid online at the time of writing is a sure-fire means of getting those sweet-ass clicks.
    33. There's a Mother Base that you manage or something.
    34. You can get soldiers and dogs and stuff for your base or something.
    35. Some of it's a bit like Peace Walker, which I also haven't played but people seemed to like.
    36. Kojima has dialled back the "I'M MAKING A MOVIE!!" chaos. A bit.
    37. Kiefer Sutherland is like a proper famous actor, innit.
    38. The probably-vain hope that David Hayter will show up at some point in the same, growl "SURPRISE", snap the neck of KieferSnake, forcing you to play the rest of the game as Snake with his proper voice.
    39. Lid from Hyperdevotion Noire was pretty fit.
    40. You can hide in cardboard boxes.
    41. You can play as people who aren't Snake if you so desire.
    42. Including women. SHOCK
    43. But Snake has a robot arm or something, so he's clearly the best.
    44. If you're playing this game, you are contractually obliged to put the word "Punished" in front of your Twitter name, because it makes you at least 20% cooler to do so.
    45. This coolness quotient increases to 30% if you also scrawl an eyepatch on your avatar using Microsoft Paint.
    46. Hurt me more, Snake
    47. There's a sweet-ass limited edition PlayStation 4 to tie in with the game's release, because we all know Metal Gear is a series that belongs on PlayStation.
    48. There's some sort of online feature, I think.
    49. You're banned from soliciting relationships with other people through Metal Gear Solid V's online features, which means you can protect yourself against people who are on the pull through Metal Gear Solid V's online features.
    50. Who does that?
    51. I anticipate it will be less than a week before someone recreates a scene from this using nothing but Super Mario Maker.
    52. Someone already did the microwave tunnel scene from Metal Gear Solid IV.
    53. This game is longer than Ground Zeroes.
    54. It is also a lot longer than previous Metal Gear games.
    55. My friend Josh claims to have spent over a hundred hours on this game so far.
    56. A lot of stuff is optional, so you can probably whizz through it a bit quicker if you want to.
    57. Something about vagina bombs. (I didn't play Ground Zeroes either.)
    58. You like Castlevania, don't you?
    59. There are no navel-gazing codec conversations between Raiden and Rose.
    60. There are, instead, navel-gazing cassette tapes, but you can listen to these while you're attaching helium balloons to bears.
    61. Metal Gear games usually have good villains. (I have absolutely no idea who the villains are in this.)
    62. Ditto boss fights. (Likewise.)
    63. The old games had good music. This one probably maybe does too.
    64. Ditto voice acting.
    65. You can level up Snake or something.
    66. I think you can possibly maybe level up the other soldiers you collect too.
    67. If Quiet's boobylicious outfit bothers you that much, she has numerous other costumes, including being completely covered in blood and Sniper Wolf's somewhat more conservative but still boobylicious outfit.
    68. Apparently there's some explanation for why Quiet dresses the way she does.
    69. Something about photosynthesis.
    70. Or possibly nanomachines. Son.
    71. That big speech at the end of Metal Gear Solid 2 was kind of cool in how eerily prescient it was.
    72. That means that in roughly ten years' time, something in Metal Gear Solid V will probably be looked back on and numerous chins stroked thoughtfully.
    73. This installment uses a Roman numeral instead of the Arabic digit 5, because Roman numerals are, as everyone knows, inherently classier.
    74. The Phantom Pain sounds kind of cool as a subtitle.
    75. Although it's a bit close to The Phantom Menace for my liking.
    76. Although it looks as if Metal Gear Solid V may well be reclaiming the subtitle structure The Phantom [x] from the damage that Star Wars did to it.
    77. George Lucas had nothing to do with this game.
    78. This game does not feature, at any point, in Disney Infinity.
    79. If you play this game, you can talk about it with your friends rather than just nodding and smiling and pretending to know what they're blathering on about.
    80. The Steam version might have trading cards or something, I don't know because the Steam store isn't working for me right now.
    81. The PC port has to be better than that dogshit effort with the last Batman game.
    82. Hey, it's a Metal Gear Solid game that you can actually play on PC without dicking around with emulators!
    83. You should still probably play it on PlayStation, preferably on that sweet-ass limited edition console.
    84. If you buy one of those sweet-ass limited edition consoles from me when I'm working, do me a solid and also buy the extended warranty coverage and preorder some other stuff.
    85. The person who hired me for my part-time seasonal retail job is a huuuuge fan of Metal Gear Solid.
    86. I was hired for said job partly because I included the words "nanomachines, son" under the "Skills" section on my CV.
    87. I'm running out of things to write here.
    88. I'm honestly impressed that I've made it to 88 without much padding.
    89. If you buy a physical copy of the game you can put it on your shelf alongside all the previous Metal Gear Solid games for a cool display of the series over time.
    90. The uneven sizes of the boxes for Metal Gear Solid over the years — CD-sized PSone cases, DVD-sized PS2 cases, slightly-smaller-than-DVD-sized PS3, PS4 and Xbox One cases — makes for an attractively wibbly-wobbly effect on your shelf.
    91. The hardback strategy guide for Metal Gear Solid V is very pretty indeed, and if you can still find a copy anywhere you often get a free poster with it.
    92. The softback one is still pretty meaty and can probably do some damage to an assailant if you have it to hand when you come under attack.
    93. Even if you have no intention of playing Metal Gear Solid V, tossing the disc case out in front of a passing guard will distract them long enough for you to sneak up behind them and snap their neck.
    94. You probably shouldn't do that.
    95. Instead, you can indulge such fantasies in the new video game from Hideo Kojima, Metal Gear Solid V: The Phantom Pain.
    96. There's some sort of kawaii idol girl posters scattered around the place in the game.
    97. Have you considered trying Mad Max as well, which came out the same day? Polygon hated it, which is reason enough to try it.
    98. You should probably also give Until Dawn a go if you have a PlayStation 4, because Sony idiotically released it last week and not at, I don't know, Halloween.
    99. You can probably edit together some entertaining and silly videos using the next-gen consoles' video capture facilities and software such as the PS4's ShareFactory.
    100. If you bugger off and play Metal Gear Solid V, I don't have to keep writing this, and I can get on with playing Super Mario Maker instead.

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    2061: By Request: More About My Stint as a Teacher https://imnotdoctorwho.moegamer.net/2015/09/11/2061-by-request-more-about-my-stint-as-a-teacher/ https://imnotdoctorwho.moegamer.net/2015/09/11/2061-by-request-more-about-my-stint-as-a-teacher/#comments Fri, 11 Sep 2015 19:38:39 +0000 https://angryjedi.wordpress.com/?p=7880 Continuing with yesterday's little exercise of taking suggestions from my Twitter followers, today I come to a request from another Michael, in this case Michael J. Hughes, aka @mobilesworking. Michael wanted to hear more about my stint as a teacher, so that's what I'm going to write about today. Longtime readers will, of course, be … Continue reading 2061: By Request: More About My Stint as a Teacher

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    0061_001

    Continuing with yesterday's little exercise of taking suggestions from my Twitter followers, today I come to a request from another Michael, in this case Michael J. Hughes, aka @mobilesworking. Michael wanted to hear more about my stint as a teacher, so that's what I'm going to write about today.

    Longtime readers will, of course, be aware that when I started doing this whole oneaday thing, I was still employed in education, just coming to the end of a short-term maternity cover contract where I was looking after a Year 4 class while, at the same time, the school in question was gradually collapsing into Special Measures. This meant an inordinately stressful period of my life, although anyone who has ever worked in education will know that education in general is pretty stressful; throw in regular visits from government inspectors, though, and things get a bit too much to bear. If you really want to read my thoughts and feelings from the time itself, start here and go right ahead!

    In the meantime, I will attempt to give a potted history of my time at the chalkface in this single post, since it's now a few years ago and I've subsequently had time to reflect on my experiences — which, while I look back on them in such a way as to know that I never, ever want to be a classroom teacher ever again, aren't entirely negative. Just mostly negative.

    I kind of fell into teaching. While I was still at school, I took on a few piano pupils, since my mother and my teacher thought that I would do a decent job of teaching them. Turns out that I did; it was hugely nerve-wracking to begin with, but I gradually settled into it, noticing things like different pupils learning in different ways and the different tutor books handling things very differently from one another. As time went on, I developed my own unique style of teaching, as most teachers did, and I was enjoying myself. I was particularly enjoying it as piano tuition can be very lucrative indeed, and when you're a highschooler with no real "expenses" besides the latest video games, that money soon mounts up if you have a few pupils.

    Anyway. A few years later, I was coming towards the end of my degree studies at Southampton University. I'd been studying English and Music, though the English component had proven to be somewhat disappointing, focusing rather too much on philosophy rather than actual English for my tastes, and the Music component had demonstrated to me that in terms of ability, I wasn't anything particularly "special" among the overall musician community. A little disheartened, the time came for me to ponder exactly what I'd do when my degree course came to a close; I was on track to receive a decent grade (it eventually turned out to be a 2:1, which I was more than happy with) but it was occurring to me a little too late that my original idea of taking a "good, general degree" and falling into a job straight afterwards due to the multi-purpose nature of my qualification wasn't really going to work; an awful lot of jobs that I might have been interesting were looking for specific degrees in things like management, computing and whatnot, and so I was finding myself a little despondent.

    I'll add at this point that I certainly don't regret my time at university, as I'm aware all of the above may sound a little negative. On the contrary, I actually rather enjoyed the chance to have three years studying things that I found interesting, and I wish I could have that opportunity again in the future. I enjoy learning, even if I don't end up being amazing at the thing I'm learning, and for that reason alone — coupled with the very good friends I made while I was there — the experience was worthwile. But I digress.

    The time came to make a decision, and I thought back to my time teaching piano. I knew that teaching in the classroom wouldn't be the same as teaching an individual pupil one-on-one, but I thought it was something potentially worth pursuing, anyway. Taking a teaching qualification, I thought, would give you a ready-made career path and hopefully sort you out for if not life then certainly the immediate future.

    My PGCE (PostGraduate Certificate of Education) studies remain some of my fondest memories of university. Our tutor Rebecca Berkeley was one of the most charismatic, entertaining teachers I've ever had, and she set a fantastic example of how to engage and thrill people in the music classroom. Our small but dedicated cohort of trainee music teachers were enthusiastic and passionate, too, and we all had our own ideas and approaches to lessons.

    Then we got into the classroom. The university had a whole bunch of partner schools in the nearby area, and I ended up at a place in Eastleigh, the next town over. This necessitated the catching of an early-morning train every day, at least until I made friends with the painfully gorgeous trainee Geography teacher Debbie, who started giving me a lift after seeing my sad figure trudging through the rain to the station one day. The school itself was an interesting structure, with its main concourse being all concrete and glass, looking to all intents and purposes like a small shopping centre rather than a school. The music department was, I recall, upstairs on the left as you went in; it consisted of a single, very wide room that always seemed much too big.

    Following the suggestions and ideas we'd been given during our initial training — and after an initial period of observing the school's resident music teacher — I prepared to deliver a short series of four lessons that I'd planned out in advance. I was very pleased with them; they represented a gradual progression from simple, straightforward activities to a more freeform assessment-style activity to finish off with, and I'd made an effort to drop in some references to things that I knew the kids would relate to in my worksheets. Thought I knew, anyway; turns out my subtle references to Grand Theft Auto: Vice City, which was a recent release on PlayStation 2 at the time, were… well, too subtle for them, and no-one appeared to notice them. Disappointing.

    My actual delivery of the lessons varied in quality somewhat, though I attribute this partly to the variation in the makeup of the different classes. Some classes are "better" than others; sometimes all it takes is a single unruly child — usually one with "special educational needs", it has to be said — to disrupt everything and spoil the flow of a lesson, and sometimes kids just have off days. (Sometimes teachers do, too.)

    Anyway, to cut a very long story short, my teacher training proved to be a bit of a rollercoaster of emotions. When it went well, it was a fantastic feeling. When it went badly, it was the worst feeling in the world… actually, no, when I thought it had gone well but my mentor in the school told me he thought I was actually getting worse, that was the worst feeling in the world.

    I passed my course comfortably in the end, and was ready to begin my career, though I already had a few misgivings based on my experiences as a student teacher. In particular, the one aspect which I had worried would prove to be the most difficult — behaviour management — did indeed turn out to be the most difficult, and more so than I'd expected. And the trouble with behaviour management is that you can fill your head with all the theories and strategies you like, sometimes they just simply don't work; sometimes you're just faced with a class of shitheads who don't want to do anything, don't like you and don't like school in general. In which case, you're pretty much fucked.

    I encountered this position on a fairly regular basis in my first full-on teaching position, which was at a school in an army base town on the Hampshire-Surrey border. The school's population was made up of a melting-pot of Forces kids and local traveller children, and consequently clashes were frequent and often violent. The polite term for the school would be "challenging"; the area wasn't exactly impoverished as such, but it wasn't particularly well off, and the school wasn't especially well-equipped, either.

    The school's approach to staffing was to recruit people into a main position, then encourage them to try out some other subjects, too, broadening the staff's expertise and making the whole workforce a little more flexible. It also gave the kids a bit more variety, too. I was recruited as the second music teacher at the school, but I was also presented with a few English, ICT and "Key Skills" classes. I didn't really know what Key Skills was, but being relatively bright-eyed and keen to make a good impression, I agreed to jump in and have a go at them.

    Key Skills turned out to be the "get the naughty kids out of our fucking hair for an hour or so" subject. Each class was made up of no more than about ten or twelve kids, all of whom were either painfully stupid or behaved like psychopaths. There were a few instances of kids exhibiting both characteristics, but for the most part the stupid kids weren't the problem; they'd happily get on with doodling something in crayon while the psycho kids would kick off. Because they always fucking kicked off.

    In a way, I don't really blame them; they almost certainly knew why they were in the Key Skills class, and the subject matter — which included, among other things, how to operate a washing machine — wasn't exactly the most inspiring stuff in the world. But the amount of rage, resentment and abuse directed at me as a result was almost intolerable. On one occasion, a kid threatened to knife me because I asked him to stop talking; on another, most of the class locked me in the classroom and broke the door; the couple of pupils who had remained behind then climbed out of the window.

    On another memorable occasion — and this isn't exactly abuse, but it's a story I delight in telling — I had taken the Year 8 Key Skills group to the library for some innocuous activity, and noticed that two members of the class — Fat Barry and his friend Shane — had been gone for some time. I eventually found them behind some bookshelves, Fat Barry straddling a face-down Shane and… gyrating.

    "What are you doing?" I asked, foolishly, kicking myself mentally for not simply being assertive and telling them to "get up".

    "We're doing a bumsex, Sir," replied Fat Barry, with admirable politeness and deference.

    Anyway. I digress. My stint at this first school lasted just a single year because the headteacher who was in charge when I first joined was seemingly Not Very Good With Money, and this meant that when the new head came on board partway through my first year as a qualified teacher, he was faced with the unenviable task of laying off a considerable proportion of the school's staff. As one of the last in, I was, of course, one of the first out, though thankfully it wasn't long before I managed to secure a new position in another nearby school that, this time, was in a slightly more affluent area.

    I stayed at my second school for just under two years. During that time, I had some good experiences. I absolutely adored working with my GCSE group, for example, because they treated me like a human being rather than a teacher, and I reciprocated. Also it's a magical feeling to successfully convince an entire class to spend two hours writing arrangements of Battle on the Big Bridge from Final Fantasy V. They did a great job!

    I also loved working with the drama department on the production of Blood Brothers, and on the 24-hour Music Marathon for charity. I enjoyed introducing a hitherto-unexplored aspect of music technology into the classrooms of the school, and I enjoyed running groups such as the choir and the jazz band. I even quite enjoyed being a group tutor; although I didn't teach my tutor group for any classes, we built up a reasonable rapport over the course of the two years I was with them just from registration and tutorial periods.

    Unfortunately, this job nearly killed me. I had been aware of my stress levels rising for some time, but I thought I could handle it. I couldn't. The theft of an £80 microphone from out of my locked desk in my locked classroom flipped a switch in my head, and I knew I didn't want to do this any more, but intended to stick it out for as long as I could.

    "As long as I could" turned out to not be very long at all. A particularly obnoxious year 9 class were outright refusing to sit down, be quiet and listen to the activities I had planned for them, and this turned out to be the tipping point. I ran out of the classroom, into the department's walk-in storage cupboard — which was a bombsite after the year 9 class had, once again, failed to treat anything with any respect whatsoever — and just started crying.

    I couldn't stop. The tears kept flowing, the sobs made me gasp to a point where I could barely breathe. I collapsed to my knees, no longer caring if anyone saw or heard me. I don't remember who did see or hear me, but someone did, because before long I was finding myself ushered into the drama department's office — the drama room was presently vacant, and it was adjacent to my classroom. I found myself confronted with a couple concerned-looking faces; my head of department, whom I'd lashed out at over my frustration with the microphone theft a little while ago (and subsequently felt awful about) and the head of drama, a woman of considerable dry wit whom I'd always found a bit intimidating, but was now showing a softer side I hadn't expected.

    "This isn't me," I wheezed, gasping and gulping for air as I continued to sob. "I can't do this. This isn't me. This isn't who I am."

    I don't remember how the conversation went from there, but before long I was at home making an appointment with the doctor. I related my experiences to him and, without asking any further details or examining me, he signed me off work until the end of the term. I snuck into the school when I knew no-one would be around but it would still be open and left the doctor's note on the reception desk; it was one of the most terrifying experiences of my life. I didn't want to ever set foot in that school ever again; I felt like I had disgraced myself and that I would be mercilessly abused and mocked if I was ever seen again.

    I ended up only going back in there once; after I went back to the doctors as my note was nearing its expiration, I explained that I didn't feel like I could go back, and again without hesitation, he signed me off until the end of the school year. Evidently I wasn't the first teacher to come to him in this state. My final visit to that school was on the last day of the year, after all the kids had gone home, and I had to pick up my things. The campus was deserted; I didn't even see any of my colleagues. I collected my things, walked out of the door and didn't look back, swearing never to return to teaching.

    Except, of course, I did. As I was coming to the end of a period working in retail, I found myself with the opportunity to try my hand at primary school teaching; my previous experience had been with secondary school teaching, and too many people had said to me that they'd thought I'd be good at primary school teaching for me to ignore. So I spent some time with a friend of mine who taught in the local area, and found the experience both enjoyable and less stressful. So I pursued it, eventually netting the maternity cover position I had when I started writing this blog every day.

    Primary school teaching was, without a doubt, a better experience than secondary school teaching for the most part, even in as shitty a school as I was working in. The lessons were varied and fun to teach, and they challenged me as well as the kids; I had to flex mathematical brain muscles I hadn't worked out in years, for example, and I enjoyed things like reading them stories and suchlike. It was also cool to be in education just at the time when new technologies like interactive whiteboards and suchlike were starting to be incorporated into classrooms, and it gave me a feeling of actually being somewhat worthwhile by being The Guy Who Knew About Computers, compared to my middle-aged female colleagues, most of whom knew how to log on to Facebook and little else.

    I knew it wouldn't last, though. I still had difficulty with behaviour management, particularly with a couple of notorious kids in my class, one of whom had a somewhat turbulent homelife that manifested itself in some seriously unpleasant tendencies. Despite the support of my long-suffering teaching assistant in the classroom — whose help I will forever be grateful for, particularly as having support in the secondary school classroom was incredibly rare — I just didn't know what to do; I didn't know how to make this child do what I wanted him to do, and I didn't know how to get through to him.

    I could feel the tell-tale signs of stress creeping up on me again, and I knew I didn't want to have another experience like the last time. So I got ahead of the game; I quit. I explained to the acting headteacher of the school what was happening with me and why I needed to get out, then I got out. Then I went to PAX in Boston to meet some friends who had previously only been usernames on the Internet. Then my then-wife left me and my life fell to pieces. But that's a story for another day — or, more specifically, one that I've already told on these pages if you know where to look, and one that I can't help but feel is still going on right now, and that is yet to reach a satisfactory conclusion.

    The post 2061: By Request: More About My Stint as a Teacher appeared first on I'm Not Doctor Who.

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    2060: A Fruitful Relationship: More Grisaia Impressions https://imnotdoctorwho.moegamer.net/2015/09/10/2060-a-fruitful-relationship-more-grisaia-impressions/ https://imnotdoctorwho.moegamer.net/2015/09/10/2060-a-fruitful-relationship-more-grisaia-impressions/#comments Thu, 10 Sep 2015 11:30:46 +0000 https://angryjedi.wordpress.com/?p=7870 In an effort to steer away from three solid days of ranting about games journalism, I asked my followers on Twitter for some suggestions of things to write about, and got a few nice ideas, so I'll be making use of those over the next few days. I thought I'd start with a request from … Continue reading 2060: A Fruitful Relationship: More Grisaia Impressions

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    In an effort to steer away from three solid days of ranting about games journalism, I asked my followers on Twitter for some suggestions of things to write about, and got a few nice ideas, so I'll be making use of those over the next few days.

    I thought I'd start with a request from my friend Mr Michael Cunningham, who wanted to hear a bit more about The Fruit of Grisaia, the visual novel I'm currently reading, and which I gave some first impressions of here.

    So far, I believe I'm still in the "common" route of Grisaia, since I've only made a single choice so far, and that didn't come until after a considerable number of hours of reading. The lack of interaction hasn't been a problem, though; the early hours of Grisaia are clearly intended as a means of helping you get to know the characters and the context in which they find themselves, and the distinctly leisurely pace at which the early hours of your typical visual novel such as Grisaia unfolds allows it to dangle some truly tantalising mysteries in front of you, mostly with regard to the backgrounds of the characters and what has actually brought them all together.

    Even the basic concept of Grisaia is still a slight mystery to me at this juncture. Although the early hours have been relatively typical high school slice-of-life so far, there's clearly something more going on. From the protagonist's frequent references to his mysterious "job" and use of military terminology and tactics to the unpredictable, trope-subverting nature of all the heroines, nothing seems quite "right" in Grisaia's world, and that's what makes it so intriguing. The fact that the school which they all attend has no-one but them in it — making for a student body of just six people — is perhaps the biggest mystery: why are they all there? What has pulled them out of "normal" life? What is the school for?

    2015-09-09_00008

    Amane initially appears to be the most "normal" of the cast. She likes to play the role of the older sister, and does so with great enthusiasm, particularly when it comes to protagonist Yuuji. Yuuji is initially resistant to her advances but eventually allows her to indulge a little for the sake of having a marginally quieter life, because even when she's getting what she wants, Amane is forthright, frank, open and honest about everything — arguably to a fault.

    She's also seemingly very much at ease with herself as a woman, happily stripping off and getting changed in front of other people (including Yuuji) and wearing clothes that emphasise her curves. She's also rather sexually aggressive towards Yuuji even as they're first getting to know one another, often grabbing him and pressing herself against him, and on one memorable occasion, sneaking into his room while she thinks he's out and inhaling his scent from his clothes and his bed; Yuuji catches her just before she starts masturbating.

    I'm not quite sure what to make of Amane yet. I certainly like her a great deal, but I have a feeling that her forthrightness may, in fact, be compensating for something. Exactly what, I couldn't say just yet, but I'm pretty convinced that there is more to Amane than meets the eye.

    2015-09-06_00003

    Makina is brilliant. Initially presented as the dimwitted loli of the group, it takes a little time for Makina to take to Yuuji, but they eventually bond, much to the surprise of Amane, from whom Makina is otherwise almost inseparable. It transpires that Makina is far less stupid than she likes to make out, and that she may well be putting on an act for her own mysterious reasons.

    This doesn't mean that she's entirely "normal", though. Her impressive ability to take mental photographs of books she's reading and instantly recall information from them — albeit only in black and white — reminds Yuuji of his deceased sister, who had a similar ability. Perhaps not coincidentally, Makina quickly starts calling Yuuji "Onii-chan", despite his resistance; much like he softens towards Amane somewhat, so too does he eventually just let Makina continue along in her own bizarre little world.

    Perhaps the most amusing and intriguing thing about Makina is the way she talks. Far from being stereotypically cute and shy, Makina is foul-mouthed and frequently comes out with things you'd expect a dirty old man to say. Amane occasionally admonishes her for this, but since she occasionally slips into her own Kansai region colloquialisms, she doesn't really have a leg to stand on in this instance.

    Again, I wouldn't like to conjecture what brought Makina to Mihama Academy in the first place, but it's clear that something traumatic happened in her past; so far, however, the conversation has always been steered away from it any time it looks like getting into dangerous territory.

    2015-09-04_00004

    In contrast to Makina's front of stupidity, Michiru actually does appear to be pretty dimwitted. Obsessed with the tsundere character trope to a fault, Michiru deliberately tries to act as stereotypical as possible, but in the process frequently breaks character in order to seek the approval of others — and, to a certain degree, herself — on how well she's doing at playing the spoiled princess.

    In keeping with the other characters, though, there's seemingly a lot more to Michiru than meets the eye. As time progresses, whenever she is alone with Yuuji, she seems to want to open up to him somewhat. In some instances, she drops the tsundere act completely and attempts to have a serious conversation, though her inability to articulate herself in anything more than the most simple terms sometimes means she finds it challenging to get across quite what she wants to say.

    Michiru is clearly struggling with depression — perhaps as a result of a condition or illness she has. Her adoption of the tsundere personality is a coping mechanism designed to hide any outward signs of her pain and suffering; by being deliberately aggressive and contrary about everything, she puts up a formidable barrier around the truth that lies in her heart, though, of course, I'm sure by the end of her own narrative route we'll get to the bottom of exactly what is bothering her so much. She is the butt of a considerable number of jokes throughout the common route, but I have the distinct feeling she's going to end up being one of the most sympathetic characters.

    2015-09-05_00001

    Sachi (right) is something of an enigma. Sweet, innocent and largely emotionless to a fault, something in Sachi's past has caused her to become someone who takes everything she hears absolutely literally. This means that a joke about how she should wear a maid costume all the time because of all the hard work she does for others means that she now wears a maid costume whenever she's not in her school uniform; it means that someone requesting "the freshest milk possible" sees her catching a train out to the countryside to go and milk a cow.

    Sachi's initial impression is that she's a thoroughly nice and considerate person, but there's something else at work. Occasionally — particularly when she's dealing with Michiru — some uncharacteristically hurtful, acidic comments will come out of her mouth. There's evidently some bitterness festering beneath the surface, though for the most part, she simply refuses to talk about it and quickly puts her façade of being the perfect maid back up.

    The other thing about Sachi is that her tendency to take things literally means that she has absolutely no sense of shame or propriety whatsoever. When Yuuji jokes with her about the power a glimpse of lingerie has over men, she turns up to school the next day in nothing but lacy undies, stockings and suspenders. When she and Yuuji are cleaning the dormitory bathroom together, she falls over and gets her maid costume wet, then subsequently decides that the appropriate thing to do — after another joke from Yuuji — is to take it off, attach it to her mop ("to cover more ground") and continue the rest of the cleaning job in her underwear. I anticipate that this aspect of her character in particular will cause more than a few awkward situations by the conclusion.

    2015-09-03_00002

    Finally, Yumiko is the most obviously fucked up of the main cast. Initially refusing to even speak to Yuuji, instead preferring to first of all slap him when he approaches her, and subsequently attack him with a box cutter at every opportunity, the barriers around Yumiko's heart are nigh-impenetrable, it seems, but Yuuji's ability to shrug most awkward situations off — perhaps due to his own background, which he hints at regularly throughout the common route without explicitly explaining it — means that he takes her violence and anger in his stride. He eventually manages to get through to her enough to be able to speak to her and subsequently have an honest conversation with her, even spending some time with her alone without her trying to attack him.

    Yumiko's basic character trope is that of the perpetually grumpy "student council president" type, but rather than being a blushing, awkward individual beneath the façade, it's clear that her outward grumpiness is a sign of outright rage and bitterness bubbling beneath the surface. She is, so far as I've read at least, the biggest mystery among the main cast — both to me and to the rest of the cast, too. She keeps herself to herself, and no-one seems to know anything about her history. No-one even seems to know where she's going or what she's doing at the weekends when she sneaks out of the dormitory in the early hours of the morning carrying a tote bag full of "wooden objects". I'm looking forward to finding out more about her.


    That's what I know so far, then. They're an interesting bunch of characters, to be sure, and I'm really looking forward to each of their routes to discover exactly what makes them tick and what has brought them to the strange circumstances in which they find themselves. I sense it's going to be a long road to find out, but up until this point, it's been a compelling and intriguing ride with a ton of tantalisingly unanswered questions.

    Number one visual novel of all time? I couldn't say with confidence as yet. But it's certainly one of the most immediately compelling, well-written — and well-localised — ones I've read for quite some time, and if you have the slightest interest in the medium, I'd encourage you to support it.

    The post 2060: A Fruitful Relationship: More Grisaia Impressions appeared first on I'm Not Doctor Who.

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    2059: Why I Care, and Why It's Important to Fight https://imnotdoctorwho.moegamer.net/2015/09/09/2059-why-i-care-and-why-its-important-to-fight/ https://imnotdoctorwho.moegamer.net/2015/09/09/2059-why-i-care-and-why-its-important-to-fight/#comments Wed, 09 Sep 2015 10:20:44 +0000 https://angryjedi.wordpress.com/?p=7867 I grew up with computer and video games journalism all around me. I mean that literally: while I was growing up, both my father and my brother wrote for a newsstand magazine initially called Page 6, then subsequently New Atari User once it merged with another publication called, unsurprisingly, Atari User. My father regularly wrote about flight simulators and making … Continue reading 2059: Why I Care, and Why It's Important to Fight

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    I grew up with computer and video games journalism all around me.

    I mean that literally: while I was growing up, both my father and my brother wrote for a newsstand magazine initially called Page 6, then subsequently New Atari User once it merged with another publication called, unsurprisingly, Atari User. My father regularly wrote about flight simulators and making music with computers and MIDI instruments, and my then-teenage brother had a steady stream of incoming Atari ST games which he would play, explore and then write about in chunks of anywhere between 250 and 1,000 words according to how much discussion the game in question warranted. Pretty much our entire collection of Atari ST games was made up of review copies; I think I remember purchasing a grand total of about four or five games altogether during the 16-bit era.

    I was both fascinated by and proud of the work my father and brother did at the time — so much so that, in that way that kids do, I tried to imitate them. I would fire up AtariWriter on the Atari 8-bit — for some reason I always enjoyed using the 8-bit computers just that little bit more than the 16-bit ST — and write my own reviews of things that I'd played, trying my best to imitate the style and structure of my father's and brother's work. I would then print them out on our noisy Epson-compatible dot matrix printer and file them away in a blue binder that had come home from my father's day job at some point — it once housed the IBM "Manager of Managers Programme" material, and I have no idea why I remember that — and pretend that I, too, was a published writer.

    Some years later, I had the opportunity to follow in my family's footsteps and provide my own contributions to New Atari User, and I took to this with great enthusiasm, reviewing games such as Psyclapse's Defender-alike Anarchy and taking an in-depth look at Atari's revolutionary but regrettably flawed forays into the handheld and home console markets, the Lynx and Jaguar. Meanwhile, by this point, my brother was getting ready to finish his school career and contemplate his future, whether that be heading off to university or jumping straight into a job.

    He chose the latter option, finding himself working for Europress up in Macclesfield on a revolutionary new games magazine called Games-XGames-X was remarkable for one main reason: rather than being monthly, as most magazines were at the time, it was published weekly. This meant that it had the opportunity to be a whole lot more timely with the things it was writing about, and essentially acted as a precursor to the immediacy of Internet writing we have today. It ran for a decent number of issues before it folded, too, and was a pleasure to read, combining a somewhat irreverent, humorous editorial voice with authoritative, knowledgeable content from staffers who knew their stuff about gaming.

    I followed my brother's career with great interest and pride as it developed through a series of further magazines on which he took increasing levels of responsibility — among them Mega Drive Advanced Gaming (whose speculative feature about what Sonic 2 might be like from well before any details were actually revealed to the world remains one of my favourite video game magazine articles of all time, alongside its Super Mario 5 counterpart in its sister publication Control) and the deliciously classy PC Player — before eventually hitting what can arguably be called "the big time" in the games magazine industry of the late '90s by landing the role of Editor on PC Zone.

    Such was my interest in the games press and pride in my brother's career that when it came time for my Year 10 Work Experience placement at school, I chose to take the awkward route and refuse any of the convenient positions my school would have been able to arrange for me, instead opting to spend a couple of weeks down in London with my brother helping out in the PC Zone offices. I spent a lot of time making tea and being mothered by art editor Thea, but I also had the opportunity to write a full review of the non-3D accelerated version of Virtua Fighter and write the captions for some screenshots in a number of different articles.

    I was sold. This was what I wanted to do, and I was good at it. In the subsequent years, I found myself freelancing both for PC Zone — both during and after the time my brother was in charge, and in all honesty, even when he was editor, he wouldn't have allowed me to contribute if he didn't have faith in my abilities, so this certainly wasn't a nepotism situation — and the Official UK Nintendo Magazine. Most of the time I found myself writing walkthroughs, which were things that no-one else really wanted to do, but which I enjoyed doing because it gave me an excuse to play through some favourite games in great detail while writing about them. (I liked it less when my preview copy of Turok 2 on N64 crashed on the last boss and I had to play the whole thing through again on a retail copy just to get a single screenshot, but thankfully this only happened once.) I even found myself writing a whole book on Carmageddon which was subsequently included in the Virgin Megastores special edition of the game one Christmas, and which can now be found as a .PDF e-book included with GOG.com's rerelease of the game.

    It would be a number of years before I'd have the opportunity to do some more work in the games press. I went to university, I trained as a teacher, I did some teaching work, I had a nervous breakdown, I did some other work. Eventually I found myself working alongside some friends I'd met on 1up.com — a site that my brother had taken charge of, initially as an extension of the magazine Electronic Gaming Monthly, but which subsequently became very much its own thing — on a site called Kombo. Kombo wasn't a particularly big site, nor did it pay especially well, but during an extremely rough period of my life — shortly after my first wife had left me and I knew that I was going to end up having to move back home — it provided me with a connection to some other human beings as well as a trickle of income and a reason to get up in the morning. I proved myself to be pretty good at the whole news reporting thing, picking out interesting stories and presenting entertaining editorial spins on them where appropriate.

    Kombo, unfortunately, folded after a while, and eventually I found myself living back at home again. After a period of unsuccessfully looking for work that I wanted to do, I stumbled into an opportunity to write some freelance articles for GamePro, yet another publication which my brother had worked on but had subsequently moved on from. I wrote the articles, they turned out well, and eventually found myself with a regular position on the site's staff, covering the news shift on UK time so the site would have plenty of content by the time its native North America woke up. Again, I made a point of picking out interesting stories that other sites weren't necessarily covering, and this helped to make GamePro a distinctive publication rather than one of the many identikit blogs out there. My contributions were effective, too; on a number of occasions, I was responsible for some significant traffic spikes to the site thanks to the interesting articles I'd written — though ultimately, sadly, it was all for naught as the publication folded, with most of its online content lost and the rest devoured by its sister site PC World.

    A few years later, I was contacted by Jaz Rignall, with whom I'd previously worked at GamePro. Jaz was working on a new project that was hush-hush at the time, but he wanted me on board. Said project turned out to be USgamer, a North American counterpart to the popular Eurogamer. My job would be both to cover the news shift on USgamer, much as I had done on GamePro, as well as "localising" Eurogamer articles and republishing them on USgamer to give them a wider audience. Initially, we were given almost total editorial freedom with USgamer, with each of the writers contributing articles in their own particular areas of expertise and interest, and this made for a site with a very distinctive editorial voice that reminded me of 1up.com back in the glory days. Unfortunately, however, this proved too good to be true, and in the interests of that ol' bugbear of online publications, traffic, we all ended up having to rein it in a bit and taking a more structured approach to "content strategy".

    It was during my GamePro-USgamer years that I first became conscious of something I hadn't seen before in the games press: an apparently growing level of hostility towards the audience. This was at its clearest when Mass Effect 3 was released and the player base objected to what they felt was a poor ending to the series as well as EA's increasingly exploitative DLC strategy, which in this case even went as far as to excise a whole playable character from the game if you didn't purchase a particular edition. Suddenly, the press turned on gamers as a whole, declaring them "entitled" and claiming that they didn't have a right to complain at BioWare choosing to end their series in that way. There's an element of truth in there, of course — a work of art is its creator's responsibility, not its audience's — but the wilfully aggressive manner in which this argument was presented just didn't sit right with me at all.

    Around the same time, we started to get a lot more in the way of sociopolitical commentary in gaming. My friend Jeff Grubb, with whom I'd previously worked on Kombo, found himself on the receiving end of an Internet dogpile after reporting on some off-colour comments that Twisted Metal and God of War creator David Jaffe had made, but without editorialising on them or condemning them as being "wrong". Such was the ferocity of attacks he suffered from supposedly respected critics such as Brendan Keogh and Justin McElroy that he had to retreat from Twitter for a while, and I became genuinely concerned for his safety. Thankfully he was all right, and was eventually able to dismiss the whole situation — though when the GamerGate thing broke last year, he once again came under attack for not condemning the people hurling abuse at Zoe Quinn and instead just reporting on the facts.

    I was starting to feel a little uncomfortable about this. This was not the games press which I had admired from afar and eventually from within as I was growing up. I wasn't sure what was happening, but I sure as hell didn't like it.

    Things came to a personal head for me when USgamer published a review of Hatsune Miku Project Diva F for PlayStation 3 in which the reviewer Dustin Quillen repeatedly referred to the game as "creepy" and "voyeuristic" and, in an earlier draft which was thankfully edited out, referred to people who might enjoy the game as "degenerates". Both I and my colleague Cassandra Khaw took great exception to this, particularly as prior to this, we had both made USgamer a site that was inherently friendly to fans of Japanese games — an aspect of gaming which most modern gaming publications were, by this point, either ignoring completely or devoting a disproportionately small amount of their attention and effort towards. We made our feelings known, and, after a bit of arguing, this situation eventually resulted in the creation of my weekly JPgamer column for USgamer, a feature through which I made a number of very good friends, and which my audience seemed to appreciate very much indeed.

    Things proceeded comfortably for some months from here, though I was conscious that the sociopolitical commentary surrounding gaming — particularly with regard to the treatment of women, spurred in part by Anita Sarkeesian's high-profile Kickstarter campaign, and with regard to representation of people outside the heterosexual cissexual majority — was ramping up. This was particularly apparent on sites like Polygon, which appeared to have interpreted its original mission of "reinventing games journalism" as "posting as much inflammatory nonsense under the pretense of 'progressiveness' to blow things out of proportion as possible", which, to be fair, is something Kotaku had been doing for years and still continues to this day.

    Now, I've commented a number of times with regard to my feelings about this, but I'll reiterate them here: I have absolutely no objection with people using theoretical frameworks such as feminism to talk about games — they're a mature art form and means of creative expression by now, and as such it is absolutely possible to analyse them in these terms. Where the problem comes is when only a single ideology — in this case modern, borderline radical "third wave" feminism — becomes completely dominant to the exclusion of all others, and where any attempt to question, challenge or refute the claims made by this ideology is met by ridicule at best, harassment and abuse at worst.

    This problem only gets worse when writers with no background in artistic criticism try to jump on board the feminist bandwagon by throwing in terms like "problematic", "sexist" and "misogynist" at every opportunity, often without backing up their assertions with evidence or explanations of why they feel [x] is problematic, sexist and/or misogynist. This is high-school English stuff; even at the age of 34, I remember my English teacher Ms Derbyshire encouraging us to "PEE all over our work" by making a Point, giving an Example and Explaining its context and relevance, but this simply doesn't happen a lot of the time; "sexist" and "misogynist" in particular are used as catch-all terms to look "progressive", but because of the amount of power these words have managed to attain over the last few years, we've reached a situation where mainstream journalists now seemingly feel that they don't have to back them up with evidence, explanations or theoretical context.

    Which — finally — brings us to yesterday's Senran Kagura 2 article, why it's unacceptable and why it's worth criticising rather than ignoring. That Senran Kagura 2 piece was the perfect example of what I've just described: he refers to the game as "unapologetically sexist" without giving any evidence other than the fact that the girls have big breasts and some of the art is sexualised. Pro-tip: "sexualised" or "sexy" is not the same as "sexist".

    The reason the author doesn't give any evidence is that, despite appearances, Senran Kagura is not sexist. Senran Kagura as a series features an increasingly large cast of capable female protagonists who don't need men to help them out, save them or tell them what to do. They're comfortable with their bodies (for the most part — characters like Mirai are an exception, but this is used as one of the aspects of her overall character development) and many of them take ownership of their sexuality, with characters such as Katsuragi, Ryouna and Haruka being pretty up-front about their tastes and fetishes. Each game passes the Bechdel Test, as flawed and stupid as it is, with flying colours, and the overall story and lore of the Senran Kagura world is fleshed out to a surprisingly comprehensive degree, repeatedly refuting the author's shallow assertion that "it's about breasts".

    Now, the reason why we shouldn't stand for this, why we should criticise this and why we shouldn't ignore it should be clear: passivity simply sends the message that it's okay to carry on like this. Passivity is why things have gotten to the situation they are now; people haven't been willing enough to stick up for themselves and demand better from the press that is supposed to be representing them. The perpetually offended outrage brigade already have the press on their side, whereas fans of games like Senran Kagura and its ilk only have each other to turn to. The "feminism as default" ideology adopted by most of the mainstream press these days means that there is absolutely no way that games such as Senran Kagura will ever get a fair shot at coverage and criticism because of an overwhelming unwillingness to engage with them on anything more than the most superficial level possible. And that's unfair both to fans of the games, and to the people who make, publish and localise them for the fans.

    Let me close with a few relevant quotes from the SPJ Code of Ethics, and how they relate in particular to the Senran Kagura piece but also to games journalism as a whole.

    Journalists should:

    – Take responsibility for the accuracy of their work. Verify information before releasing it. Use original sources whenever possible.

    – Remember that neither speed nor format excuses inaccuracy.

    – Provide context. Take special care not to misrepresent or oversimplify in promoting, previewing or summarizing a story.

    – Gather, update and correct information throughout the life of a news story.

    That piece breaks all of these principles. It is inaccurate, it does not verify its information, and it does not provide any sources. It outright boasts about its lack of context, misrepresents and oversimplifies the subject and, following its publication, the author has proven that he is unwilling to "gather, update and correct information" regarding the game. It may not be a "news story" as such, but it should still be held accountable, and the audience should demand better.

    Journalists should:

    – Balance the public’s need for information against potential harm or discomfort. Pursuit of the news is not a license for arrogance or undue intrusiveness.

    – Show compassion for those who may be affected by news coverage. Use heightened sensitivity when dealing with juveniles, victims of sex crimes, and sources or subjects who are inexperienced or unable to give consent. Consider cultural differences in approach and treatment.

    […]

    – Avoid pandering to lurid curiosity, even if others do.

    […]

    – Consider the long-term implications of the extended reach and permanence of publication. Provide updated and more complete information as appropriate.

    That piece has the potential to cause if not outright harm then certainly discomfort. Consider if someone who knew nothing about Senran Kagura read nothing but that post, then met another person who told them that they were a huge Senran Kagura fan. What impact would the author's piece have on the first person's perception of the second? I'd like to think that the first person would have enough in the way of critical faculties to realise that the second person probably isn't a sex offender, but as human beings we are inherently judgemental creatures, and there will be at least a hint of negative prejudice there.

    Not only that, but the piece shows woeful insensitivity towards a variety of people, including victims of sex crimes. He also shows a complete lack of consideration for "cultural differences in approach and treatment" with regard to Japanese games, in the process pandering to "lurid curiosity" by giving woefully ill-informed impressions of a creative work he spent no more than an hour with in total.

    And on top of that, there is no consideration for the long-term implications of the extended reach and permanence of publication. Consider an extreme case, if you will: a lonely, depressed individual who finds great comfort in video games and who draws strength and courage from the things they enjoy, particularly if they're as rich in story and characterisation as Senran Kagura is. Now consider how that lonely, depressed individual might react to reading that piece, with its dismissal of the thing that is so important to them and its implication that enjoying it makes them a deviant at best and a criminal at worst. The potential consequences aren't pretty — granted, as previously noted, this is an extreme example, but you need to take these things into account.


    The final thing I want to address is why we should give pieces like that any attention in the first place instead of just ignoring them: the argument runs that giving them attention just "gives them what they want", and falls into the trap of clicking on clickbait.

    Well, aside from the fact that not criticising these severe lapses in judgement sends the implicit message that It's Okay To Keep Doing That, we live in an age where it is almost painfully easy to completely nullify clickbait through the use of archive sites and adblockers. In doing so, we are able to acknowledge, discuss and criticise bad and potentially harmful examples of writing without providing any benefit to the outlet on which they are published. Some may see that as a low blow, but it's the Internet equivalent of "voting with your wallet", and it's important to do so.

    Why? Because as is so often said that it's become a running joke now, games journalism is broken. Completely broken. Until we get that message across, sites like Vice are going to continue doing a disservice to significant proportions of their audience — and that, to me, is completely unacceptable. So let's do something about it.

    TL;DR: I used to love games journalism, now I hate it, because it hates me for the things I love.

    The post 2059: Why I Care, and Why It's Important to Fight appeared first on I'm Not Doctor Who.

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    2058: Hi Games Journalism, It's Time We Had Another Chat https://imnotdoctorwho.moegamer.net/2015/09/08/2058-hi-games-journalism-its-time-we-had-another-chat/ https://imnotdoctorwho.moegamer.net/2015/09/08/2058-hi-games-journalism-its-time-we-had-another-chat/#comments Tue, 08 Sep 2015 10:57:13 +0000 https://angryjedi.wordpress.com/?p=7859 And so soon after the last one! My goodness me. It's almost as if you don't listen or have any consideration for your audience whatsoever. Although if you're writing for "dead" people, I guess I shouldn't be all that surprised, since the dead don't usually talk back. Today in Unacceptable Articles That Should Never Have … Continue reading 2058: Hi Games Journalism, It's Time We Had Another Chat

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    And so soon after the last one! My goodness me. It's almost as if you don't listen or have any consideration for your audience whatsoever. Although if you're writing for "dead" people, I guess I shouldn't be all that surprised, since the dead don't usually talk back.

    Today in Unacceptable Articles That Should Never Have Gotten Through the Editorial Process, If There Even Is One, I present Vice UK's depressingly predictable article "Is There Anything More to Senran Kagura 2 Than Big, Bouncing Cartoon Breasts?".

    I learned early on that you should never write a headline that is a question that can be answered with a single word. There are a number of reasons for this, the most obvious being that most people will look at the headline, think of their own personal answer to the question and then not bother to read the article to find out what the author thought. But beyond that, these sorts of headlines are often inherently loaded questions, too, demonstrating clear prejudice before you even get into the article itself. In the case of the article here, it's immediately apparent that the author has come to Senran Kagura 2 with the assumption that there is "nothing more" to the game than "big, bouncing cartoon breasts" and, as such, will probably take some convincing that, in fact, the series is considerably deeper than that. Or, more likely, he simply won't even entertain the possibility that his prejudices might, in fact, be mistaken and based on flawed assumptions.

    senran-kagura-2-deep-crimson

    The author kicks off his article by burying the lede — admittedly only by a single paragraph, but he still opens the article by talking about Metal Gear Solid V, Mad Max and Super Mario Maker instead of Senran Kagura 2. This is an immediate warning sign; it sends the signal that he would rather be doing anything other than writing about Senran Kagura 2, which, of course, begs the question as to why he is writing about it in the first place, but I think we all probably know the answer to that already. (Hint: it rhymes with "dicks".)

    The second paragraph then introduces Senran Kagura 2 by giving some important context: the fact that the author downloaded the game "a couple of weeks ago" and, since that time, has "played maybe an hour" of the game in total, across "five or six brief sessions" that we can extrapolate to have been no longer than ten minutes each. He also briefly discusses developer Tamsoft's history, implying that the PS1 era's Toshinden is their most noteworthy and "acceptable" work, while everything since (including Senran Kagura and Oneechanbara) has been "rather more exploitative fare". (He's not wrong to call Oneechanbara in particular exploitative, but in that game's case in particular, it's a direct reference to "exploitation" horror films and as such is rather more clever than he gives it credit for.)

    "60 minutes is enough to know what [Senran Kagura 2 is] all about," the article goes. "Breasts. Boobs. Tits. Baps. Knockers, Bosoms. Norks. Melons. Insert your own local, colloquial variation, here. Seriously. That's it. Breasts. This is a game about breasts."

    I would perhaps be more receptive to this appraisal were it not for the fact that the article contradicts itself in the same paragraph by saying "oh, sure, there's fighting too, and a storyline I cannot even begin to fathom on account of it directly following the events of its preceding game, Senran Kagura Burst, which I'd not even heard of prior to picking this up."

    Hold on there. Hold on just a minute. There's a little thing that you can do as a journalist called "research". If you're not familiar with a series — and the fucking great "2" in Senran Kagura 2's title should be a pretty obvious tip-off that it is part of a series and a sequel to something — then you should probably find out a bit more about it before you jump in halfway. You wouldn't start reading The Lord of the Rings (or watching the movies) halfway through The Two Towers without at the very least familiarising yourself with a synopsis of what had come before; you wouldn't start watching Breaking Bad halfway through its third season and then whinge that you had no idea what was going on; you wouldn't read His Dark Materials starting at the third book. (Or at least, you shouldn't do any of these things, or if you do, you shouldn't moan that you "cannot even begin to fathom" what is going on, because it's your own stupid fault.)

    Feature-Banner-Homesk21440x730-8

    "There's an extremely long, context-setting intro, but I fell asleep halfway through it," continues the piece, again contradicting itself by demonstrating that the game clearly does make an effort to get people up to speed even if they haven't played Burst, and also demonstrating a clear unwillingness to engage with the game on anything more than the most superficial level.

    Here's the thing: Senran Kagura, as a series, is essentially a visual novel in which story sequences are punctuated by brawler-style action sequences — the 3DS games feature 2.5D-style fighting similar to arcade classics such as Streets of Rage, while the Vita and PS4 games feature 3D brawling somewhat akin to the Dynasty Warriors series. Although the games are regarded as "brawlers", their main reason for existence is not, as the article claims, "breasts", but to tell their stories. And they do this through a medium that Japan has proven time and time again to be an effective means of exploring and developing characters: the visual novel.

    It is quite surprising to a lot of people coming to Senran Kagura for the first time quite how much effort the game makes with its storytelling. Certainly, it's not particularly flashy in its execution — it alternates between "NVL"-style full screens of text overlaid on static backdrops or event images for longer, more dramatic sequences or internal monologues exploring characterisation, and "ADV"-style head-and-shoulders conversations for shorter, more incidental and immediate conversations between characters — but it's an effective means of getting its point across. The longer NVL sequences put the story in context and often feature past-tense narration explaining things that happened in the past, while the shorter ADV sequences give us an insight into how the characters are right now, and how they are responding and reacting to one another.

    In other words, ignore Senran Kagura's visual novel sequences — or "fall asleep" during them — and you are Missing The Point fairly spectacularly, not to mention completely invalidating your own assertion that "this is a game about breasts".

    kagura2_release_1920x1080B

    "That a game like this can come out in 2015 is ridiculous," continues the article, now in full-on table-thumping mode. "It's brazenly, unapologetically sexist. And it's all as arousing as a dinner date with Des O'Connor, where [at this point it trails off into the author's own bizarre fantasy which I will spare you for now]. The thin waists and titanic whimwams might represent wank fantasy material for teenage boys who, for some reason, can't bring themselves to find actual pornography on the Internet, but to a grown adult, a married man, a father of two, this is just the dullest, most tired tripe masquerading as titillation. I get more excited making toast."

    Here we get to one of the important issues with this piece's appraisal of the series: the assumption that it is pornography. As anyone who has actually played the series will tell you at great length, Senran Kagura is most certainly not pornography. It has positive attitudes towards sexuality — most notably fetishes such as sadism and masochism as well as lesbianism — but that doesn't make it pornographic.

    Even the game's notorious "clothes ripping" mechanic and its jiggly breasts don't make it pornographic; both of those things have been put in there for two reasons: firstly, simply as part of the game's aesthetic, in the same way that Bayonetta has masturbating angels and naked witches all over the place but isn't "porn" — to be honest, you sort of stop actively noticing it after a while, and it just becomes "the way the game looks" — and secondly, as a reflection of the characters' attitudes towards their own bodies, sexuality and selves as a whole. Compare Haruka's positive glee as her opponent shreds her defenses to Mirai's embarrassment at her skinny, childlike body no longer being hidden by her big, baggy Gothic Lolita dress as a great example of how this is used as a means of characterising the cast in a non-verbal manner.

    The author then plays what he clearly believes to be his trump card: that he's a "grown adult, a married man, a father of two" and that this somehow makes him better than all this. To refute this, all we have to do is go back to his first paragraph, where he mentions Metal Gear Solid V (a game in which you can make a horse shit on command), Mad Max (a game in which you fix up a pretend car and blow up people you don't like) and Super Mario Maker (a game in which you fashion crudely-drawn penises out of platforms floating in the sky in a magical mushroom kingdom, and then invite your friends over to giggle childishly as they leap all over them). I don't actually think all of these games can be reduced down to these stupid descriptions, of course — but in the same way, Senran Kagura as a series cannot be reduced down to "this game is about breasts", particularly after just 60 minutes across five or six sessions with a single game in the fucking series.

    It continues, though. "Yet this is a game — a series, which has spawned its own manga and anime offshoots — with so many fans," says the author with apparent surprise that something he doesn't like could possibly be popular or well-received. "Sales of the games to date have passed the million mark [significant for a niche-interest title like this] and coverage elsewhere has emphasised the gameplay improvements made to Deep Crimson, compared to its predecessor. And, you know, I'm absolutely fine with people playing this game, and enjoying it (be fair, most likely in the privacy of their own homes, despite the portability of the platform), and claiming that they're primarily in it for everything but what's inside all those fancy blouses."

    No you're not, sir. You are not "fine with people playing this game, and enjoying it", as your incredibly judgemental parentheses indicate. But we've already covered this; in your five or six ten-minute sessions with the game, you made no effort to engage with its more interesting aspects, and instead chose to reduce it down to "what's inside all those fancy blouses". I feel that you, sir, may be the one with the issue here.

    "Of course, they're fucking lying, as this is a game about breasts," continues the author, proving the point I made in the last paragraph. "And nothing else, so stop kidding yourself. You're not playing Deep Crimson for its multi-layered gameplay, for its sole playable male…"

    Hold on a minute. Games journalism as a whole is always whingeing about how there's no female representation in games, and yet here we have a game with eleven playable female characters, each of whom are developed and explored in great detail across the course of the series as a whole, and yet the "sole playable male" is something worth fixating on or criticising? I'm not even sure what point the author is trying to make by mentioning this — perhaps the mistaken assumption that horny young men refuse to play as women and as such will only want to play as Murasame? I don't know. But I digress.

    "…its pair battles or its tangled tale of… sorry, again, no idea, but I get that the baddies aren't all that bad in the big scheme of things."

    Senran Kagura's "baddies" want to summon youma and take control of these legendary monsters to assert their dominance over the world, and have no problems resorting to kidnapping and even murder in order to further their own goals. I guess the author is right about one thing: he really does have "no idea" about what the game's "tangled tale" is all about.

    "You're playing it because misshapen cartoon girls with weirdly massive eyes, piss-poorly made outfits and ginormous gazongas do it for you," he continues. "And that's okay, I suppose. Better that you feel up fictional girls on your 3DS screen rather than grope a stranger on the bus."

    Hold on a fucking minute there. The rest of this piece has been dismissive and judgemental, yes, but this particular passage crosses the line into just plain offensive. The not-at-all-subtle implication that people who enjoy Senran Kagura would be committing sexual assaults in public if they didn't have their terrible, awful pornographic games to sate their depraved appetites and slake their thirst for young flesh is absolutely unacceptable. I don't think any more really needs to be said about this, particularly as we've already had words about this. You do not imply that portions of your audience are criminals based on what kind of entertainment they choose to enjoy. You do not demonise people based on their open-mindedness. And you do not get to pass judgement on a game you have played for "five or six" ten-minute sessions without making any attempt to engage with it beyond "this is a game about breasts".

    This article is completely unacceptable, and should never have made it through Vice's editorial process — if indeed there even is one. I've mentioned before that I strongly believe in a case for specialist writers who know what they are talking about in the field of video games, and nonsense like this just goes to prove the point. The article achieves nothing other than reinforcing prejudices and frustrating people who know better. It doesn't drive discourse about gaming forwards, it's utterly backwards and completely closed to debate; for all the author's protestations that he's "fine" with people liking it and that it's "okay, I suppose", it's abundantly clear that he believes anyone who has even a passing interest in the Senran Kagura series is a sexual deviant who is just one 3DS away from committing a criminal sexual assault in public.

    Well, sir, your attitude is not fine. It is not "okay, I suppose". Your piece is a vile, hateful, ill-considered and poorly researched screed about a topic you clearly have no business writing about. Go back to Mad Max and pimp up your wasteland-mobile, since that's clearly what you'd rather be doing — though I'll expect a 3,000-word essay from you about how the game's depiction of women is "problematic" by the end of the week, assuming someone from Polygon doesn't beat you to it.

    In the words of Senran Kagura creator Kenichiro Takaki, "the world is full of stuff people will think is fun to them. It just seems so pointless to waste your time on things you don't like or can't understand." If only a few more people took those words to heart.

    The post 2058: Hi Games Journalism, It's Time We Had Another Chat appeared first on I'm Not Doctor Who.

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    2057: Assault Android Cactus is Out Later This Month, and Here's Why You Should Buy It https://imnotdoctorwho.moegamer.net/2015/09/07/2057-assault-android-cactus-is-out-later-this-month-and-heres-why-you-should-buy-it/ https://imnotdoctorwho.moegamer.net/2015/09/07/2057-assault-android-cactus-is-out-later-this-month-and-heres-why-you-should-buy-it/#comments Mon, 07 Sep 2015 22:04:54 +0000 https://angryjedi.wordpress.com/?p=7849 First things first: please forgive the Kotaku-style headline, but I started capitalising headlines in this way when I first started posting on this blog and now I can't bring myself to change to AP style without going back and changing all my previous ones. And, since there are well over 2,000 "previous ones", that would … Continue reading 2057: Assault Android Cactus is Out Later This Month, and Here's Why You Should Buy It

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    First things first: please forgive the Kotaku-style headline, but I started capitalising headlines in this way when I first started posting on this blog and now I can't bring myself to change to AP style without going back and changing all my previous ones. And, since there are well over 2,000 "previous ones", that would take a very long time indeed. So awkwardly capitalised headlines it is for now.

    But I digress, and I haven't even started yet, so let's begin again.

    Nearly two years ago, my then-managing editor Jaz Rignall pointed me in the direction of an intriguing-looking Early Access game on Steam called Assault Android Cactus. After taking a peek at the pre-alpha build, I began corresponding with Mr Sanatana Mishra from developer Witch Beam Games, and it transpired that the game would be on show at the then-new Eurogamer Expo (now known as EGX). Since I was heading to EGX anyway, I made an appointment to meet with Mishra and have a chat about the game, and in the meantime I familiarised myself a little more with the early build.

    cactus3

    When I first heard about Assault Android Cactus, I wasn't sure what to think. On paper, it sounds like any number of games that bloat Steam's marketplace daily — it's an arcade-style twin-stick shooter inspired by retro classics — but it quickly became apparent from playing through the limited number of levels in the early build that there was actually something quite special taking shape here. This feeling was further compounded when I eventually made it to the Eurogamer Expo and had a thoroughly enjoyable chat with Mishra about the game and the team's plans for it in the long-term — to cut a long story (which you can read in full here) short, it was apparent that Witch Beam was a small team who were absolutely dedicated to making Cactus the best experience it could possibly be, and to creating a truly authentic Dreamcast-style experience heavily inspired by the masters of Japanese shoot 'em ups like Treasure, Cave and their ilk.

    Since I first gave Cactus its glowing write-up on USgamer, I've checked in on the Early Access build numerous times as it's developed, and regularly talked about how much I like it. I've also kept in touch with Mishra and the rest of the team at Witch Beam via Twitter, and it's been a genuine pleasure to witness the passion they've been pouring into their project. It's been a long and slow road to release for the game, but recently the team finally announced that the full, non-Early Access version would be hitting Steam on September 23, 2015, and that the promised console versions would be following early next year.

    cactus1

    I received an email from Mishra last night containing a beta code for the review build of Assault Android Cactus' full version as a "thank you" for the support I've shown them over the last couple of years. Touched by this thoroughly nice gesture of appreciation, I made a point of downloading the new build this morning and playing it for a good few hours. And it seems my early impressions were very much correct: Assault Android Cactus is something very special indeed, and if it doesn't end up taking its rightful place of honour alongside modern arcade classics like Ikaruga, DoDonPachi, Geometry Wars and their ilk, something is very, very wrong.

    For the unfamiliar, Assault Android Cactus is, as previously mentioned, a twin-stick shooter. There's a few twists on the usual formula, though: the right stick just aims rather than shoots, for one, so you have to actually pull the trigger to fire, while the left trigger swaps between your chosen character's main and secondary weapon. Main weapons have unlimited ammunition; secondary weapons have a cooldown before they can be used again, but tend to be considerably more powerful.

    Another major twist on the formula is the fact that there's no lives system, with the challenge factor instead coming from a time limit represented by the characters' declining battery charge. Blowing up a wave of enemies allows you to collect a recharge item, while getting knocked down wastes time and battery charge as well as costing you some points, so avoiding getting hit is a very important part of going for high scores. The battery system proved to be a controversial addition to the game when it was first put in place, but it's now such an integral part of the game structure that it's difficult to imagine Assault Android Cactus without it. It ensures the game strikes a good balance between accessibility for casual players and rewarding skilful play from the people who know what "1CC" stands for.

    cactus2

    One of the most noteworthy aspects of Cactus' gameplay is its selectable characters, who are gradually unlocked as you progress through the main series of levels. Far from just being different skins, each of the playable android characters handles uniquely, with very different main and secondary weapons allowing you to play in different ways. Title character Cactus is the most straightforward, boasting a simple machine gun and short-range flamethrower combination, while Aubergine is one of the more peculiar offerings due to her main weapon being an independently controlled helicopter drone and her secondary weapon being the ability to summon a quantum singularity and suck everything into it. The way the different characters play is one area where Witch Beam has clearly taken inspiration from classic Japanese shoot 'em ups, since many of these have selectable ships with different weapon setups. There's a huge amount of creativity in the way the characters play, though, and it's a real pleasure to get a handle on how some of the more outlandish characters work. (I still have no idea how to use Aubergine effectively, mind.)

    Another interesting aspect is in the level design. Cactus could have easily been a straightforward arena shooter, but instead the levels show a great deal of variety in their structure. While they all have the same goal — destroy all the enemies — some of them take place in a confined space; some of them unfold in an arena that changes shape over time; some of them are in levels that force you to move from one place to another. One particularly memorable one scrolls infinitely in every direction, with checkerboard floor tiles flipping up and down according to which direction you're going; the backdrops are always interesting and exciting to look at as much as the main action is.

    Cactus' long-term appeal comes from the same place as other arcade-style shooters: score attack. Completing a level immediately shows you a leaderboard as well as a letter grade, with the elusive "S+" rank being reserved for those who chained all of the enemies in a level into a single combo, didn't die and were generally a bit of a superstar. After attaining an S+ rank, you unlock "Pro Mode", which puts an on-screen indicator on your HUD showing whether or not it's still possible to attain an S+ on the level you're playing; you can also quickly restart a level if you make a mistake along the way somewhere.cactus4

    The ranking system has been well thought out. Levels are designed so that you can "learn" them, much like a bullet hell shooter, and attaining the best ranks is dependent on you figuring out these enemy patterns, how to avoid their attacks and how to ensure that you're always on the offensive to keep your combo active. Bosses are similar, unfolding across several learnable phases, with the boss' health bar clearly showing where there's a phase transition so you can ensure you're in an advantageous position ahead of time.

    If you're not in the mood for score attack, though, some Sega-inspired "EX options" allow you to play the game in various different ways. You can try the game in first-person, for example, or from a fixed isometric perspective rather than the dynamic camera angles of the regular game — though both of these options disable the leaderboards. There are also several graphical filter options — including an entertaining "JJ Mode", which spooges lens flare and bloom all over the screen for an incredibly colourful experience — as well as options for having AI players alongside you or taking on co-op enemy waves with just a single player.

    In short, if you're a fan of arcade-style shooters and you're looking for something entertaining to feed your virtual quarters into, Assault Android Cactus is pretty much an essential purchase. Combine the solid main campaign with other enjoyable modes such as the never-ending Infinity Drive mode and the randomly generated Daily Drive confrontation, and you have a game that will keep you occupied for a very long time indeed — and one that I will quite happily purchase again on PS4 when that version hits early next year.

    The post 2057: Assault Android Cactus is Out Later This Month, and Here's Why You Should Buy It appeared first on I'm Not Doctor Who.

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    2056: Pete's Probably Non-Comprehensive Visual Novel Primer https://imnotdoctorwho.moegamer.net/2015/09/06/2056-petes-probably-non-comprehensive-visual-novel-primer/ https://imnotdoctorwho.moegamer.net/2015/09/06/2056-petes-probably-non-comprehensive-visual-novel-primer/#comments Sun, 06 Sep 2015 22:29:05 +0000 https://angryjedi.wordpress.com/?p=7846 I posted the following over on the Squadron of Shame forums the other day, since we were getting into a discussion on visual novels. I thought it might be of some interest to people who don't frequent the Squawkbox, so I present it here in slightly extended format for your enjoyment and information. Pete's Probably Non-Comprehensive Visual … Continue reading 2056: Pete's Probably Non-Comprehensive Visual Novel Primer

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    I posted the following over on the Squadron of Shame forums the other day, since we were getting into a discussion on visual novels. I thought it might be of some interest to people who don't frequent the Squawkbox, so I present it here in slightly extended format for your enjoyment and information.

    Pete's Probably Non-Comprehensive Visual Novel Primer

    What is a visual novel?

    First things first, get out of the habit of thinking of a visual novel as a "game", despite the fact that they're typically sold as games, referred to as "games" and share a number of stylistic and mechanical elements with games. In Japanese popular culture, visual novels are treated as their own distinct medium, and in the pantheon of media which creators tell stories across, they comfortably sit alongside light novels, manga, anime, movies, live-action TV shows and, yes, video games. Transmedia productions often span several or even all of the above formats, and any one of them can prove the starting point for a successful franchise.

    The reason I mention visual novels' distinction from traditional games is because visual novels very often don't have any "gameplay" as such, and coming to them with the expectation that you will be "doing" anything is often a recipe for disappointment. There are exceptions of course, since some visual novels do incorporate "game" elements — notable examples include Aselia the Eternal's extremely deep and satisfying strategy game and its spiritual successor Yumina the Ethereal's dungeon-crawling and peculiar argument-based battle system — but for the most part, visual novels are about reading reams of text accompanied by some combination of art, music and voice acting. In other words, they're a dedicated storytelling medium that occupies a peculiar space at the intersection between manga, anime and traditionally written prose.

    Danganronpa, Corpse Party and Ace Attorney are often described as visual novels due to their text-heavy nature and emphasis on linear storytelling, but there's a strong argument that they are more adventure game than visual novel due to their balance between story and game being firmly in favour of "game". Ultimately it doesn't matter all that much; if you're less than familiar with the visual novel medium as a whole, though, just don't go in expecting to actually have any interaction whatsoever, and then you can only be pleasantly surprised if you do get to do something. The appeal of a visual novel is in the storytelling, not the interaction.

    Types of visual novel

    The presentation of pure visual novels can be roughly broken down into two main types:

    • NVL ("novel") types fill the screen with text, usually in a semi-transparent box so you can see the artwork behind it, and read like a traditional novel. Examples of this type include Kana Little Sister and KiraKira.
    • ADV ("adventure") types look more "gamey", with a dialogue box at the bottom of the screen and a clear view of the art and characters. These tend to have a sharper demarcation between narration and dialogue, compared to NVL types, which will often mix both on a single screen of text. Examples of this type include Katawa Shoujo and The Fruit of Grisaia. This is probably the more common type we see in the West.

    Visual novels can also be split into a couple of different categories according to structure:

    • Kinetic novels have no choices whatsoever. You start them up, you read them, you reach the end. You have absolutely no interaction whatsoever — it's a pure storytelling medium.
    • Multi-scenario visual novels are the more common type. Most of these start with a common route, then branch off in a number of different directions according to choices you make in the common route. Some further split the branches into other routes, not all of them necessarily ending well; others guarantee you a specific good ending once you lock in a particular route.

    You can then further subcategorise visual novels by basic subject matter and audience:

    • Bishoujo games — aka bishoujoge, literally "pretty girl games", have a (usually heterosexual) male protagonist and a cast of heroines who usually correspond to the various narrative routes. The story isn't necessarily focused on dating the heroines, but the girls tend to be the ones pushing the story forwards. This is by far the most common type of visual novel brought West.
    • Otome games — aka otoge, literally "maiden games", are the inverse of a bishoujoge in that they have a female protagonist and a cast of heroes who usually correspond to the various narrative routes. Again, the story isn't necessarily focused on dating the heroes, but the non-player characters are the ones who push the story onwards. We're starting to see more of these in the West — both Aksys and Idea Factory International are starting to bring more over — and Western visual novel developers seem to favour these over bishoujoge, perhaps because of the disparity in the number of bishoujoge and otoge from Japan that get localised.
    • Yaoi games — stories that focus on homosexual relationships between men. These are often designed to appeal to women as much as gay men, so if you like some hot man ass, go nuts. So to speak. These are relatively rare in the West, perhaps because of our seeming hesitance to depict homosexual relationships in interactive media, but we are starting to get a few. The most recent example is MangaGamer's No Thank You!!, but JAST USA have also released a few.
    • Yuri games — stories that focus on homosexual relationships between women. Like yaoi is designed to appeal to women as much as gay men, yuri is often designed to appeal to men as much as gay women. Notably, the first ever uncensored visual novel to make it to Steam unscathed is a yuri game.
    • Utsuge — literally "depression game", these are visual novels specifically designed to be upsetting, depressing or emotional. A visual novel of this type is generally an utsuge alongside being something else; Kana Little Sister, for example, is both bishoujoge and utsuge.

    Alongside all that you can also refer to visual novels by basic genre, much like a book or movie — there are visual novels of all types, whether they're horror, comedy, romance, erotica, thriller or slice-of-life.

    You can further subdivide visual novels by their approach to erotic content:

    • All-ages visual novels have no explicit erotic content, though the "all-ages" part is a bit of a misnomer in many cases; since visual novels tend to deal with mature themes even when there's no explicit depictions of sex in them, you should still be aware that "all-ages" visual novels might include challenging subject matter ranging from violence to explorations of sexuality and everything in between; the lack of traditional "gameplay" in a visual novel means that they're free to explore subject matter that wouldn't be "fun" to play.
    • Ecchi games are often found under the "all-ages" umbrella. They stop short of explicit sex, but may include "teasing" content such as non-explicit views of naked people, people in provocative poses and/or people in their undies. They may also strongly imply sexual activity without outright depicting it. This is as close to the knuckle as console and handheld visual novels and visual novel-style games get due to the platform holders' restrictions on what content they allow to be sold.
    • Eroge are visual novels that incorporate erotic content, but where the erotic content isn't the main point. In other words, these are stories where the characters might have sex with one another as part of their developing relationships — or there may also be explicit depictions of sexual abuse, so be aware of that — but the point of the game is not simply to jump into bed with one of the heroines. Eroge are a strictly home computer affair, since Microsoft, Sony and Nintendo are all unwilling to have fully explicit sexual material on their platforms for the most part, and you tend to have to acquire them through specialist retailers or direct from the publishers, since most regular retailers won't stock unrated games or those with an ESRB "Adults Only" rating.
    • Nukige are visual novels where the erotic content is the main point. These are your porn movies of the visual novel sector; while they often do have plot and characterisation — sometimes surprisingly good ones, too — make no mistake, the main reason to play one of these games is to see some fucking as quickly as possible. Like eroge, these are usually only available through specialist retailers or direct from the publishers.

    Other useful terminology

    • Bad/Wrong/Dead End — an ending in which the protagonist and/or hero/heroine dies, usually. Not necessarily a "fail" state; if the story is a tragedy, there might be nothing but bad endings!
    • Good End — an ending in which everything resolves nicely and cleanly, and (usually) no-one dies.
    • True End — an ending which is treated as canonical for the purposes of sequels, whether or not sequels actually exist. True Ends are often inaccessible until you complete all the other routes.
    • Decision point — being presented with a choice. Not every choice in a visual novel has an impact on how the story ends out, but most don't tell you one way or the other, and some don't even allow you to save while a decision point is on screen, so choose wisely!
    • Clear — reading a visual novel to one of its conclusions.
    • Full/100% Clear — reading all of the possible routes to a visual novel, including bad endings, and unlocking all the bonus content.
    • Flag — hidden binary variables that are set and unset according to the choices that you make. The most commonly referenced is the "death flag", where a choice you made will result in someone's death, not necessarily immediately. Some visual novels use flags to determine which route you end up on.
    • Points/stats — other visual novels have hidden "stats" according to your choices, and use these to determine which route you end up on. Kana Little Sister is an example of this; the choices you make in the first half of the game determine the personality of the protagonist and his sister, and this determines how the latter half of the game plays out.
    • Skip — the ability to fast-forward through text you've already read. All but essential for subsequent playthroughs to get different routes, unless you really want to read all the same text again. Most visual novels stop skipping when they reach a decision point.
    • CG/event image — a piece of artwork that isn't a character sprite overlaid on a background, usually depicting something significant happening. You are considered to have 100% cleared a visual novel when you have unlocked every CG in the game's gallery page.
    • H-scene — pronounced "ecchi scene", these are the erotic scenes in an eroge or nukige. Many eroge and nukige allow you to watch these scenes by themselves once you've cleared the game once. You know, for… you know exactly why.

    The post 2056: Pete's Probably Non-Comprehensive Visual Novel Primer appeared first on I'm Not Doctor Who.

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    2055: Adventures at Seal Rock https://imnotdoctorwho.moegamer.net/2015/09/05/2055-adventures-at-seal-rock/ https://imnotdoctorwho.moegamer.net/2015/09/05/2055-adventures-at-seal-rock/#respond Sat, 05 Sep 2015 23:06:54 +0000 https://angryjedi.wordpress.com/?p=7838 I've been playing some of Final Fantasy XIV's player vs player mode recently, and I've been pleasantly surprised how much fun it is. I've tried PvP in various other MMOs and never really got along with it. I never got far enough through Guild Wars for the PvP to be relevant outside of the single match you're forced to … Continue reading 2055: Adventures at Seal Rock

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    0055_001I've been playing some of Final Fantasy XIV's player vs player mode recently, and I've been pleasantly surprised how much fun it is.

    I've tried PvP in various other MMOs and never really got along with it. I never got far enough through Guild Wars for the PvP to be relevant outside of the single match you're forced to play in the introductory chapter; Star Wars: The Old Republic's PvP was unbalanced garbage; and The Secret World's PvP just seemed too chaotic to be manageable.

    The trouble with PvP in a game with RPG mechanics is that it often becomes nothing more than a numbers game rather than a test of skill. In other words, whoever has the best gear will almost definitely win every time. This is particularly apparent in games that make seemingly no effort whatsoever to balance things out for a fair competition, the most egregious example of this I can think of being Blizzard's Diablo II. (To be far, PvP wasn't really the point of that game at all, but the fact it was in there at all in such a gleefully unbalanced state was just baffling.)

    One of the nice things about Final Fantasy XIV's PvP is that it puts everyone on a pretty level playing field by syncing gear levels to a relatively low standard — iLevel 80 for level 50 PvP and iLevel 150 for level 60 PvP. This means that even if you haven't spent months farming content for the very best gear, you can still be both competitive and an asset to your team, making PvP as a whole a lot more accessible to a wider bunch of people. Which is good, because it's pretty large-scale, with 72 participants across three teams fighting it out all together in most cases.

    Seal Rock is the newest addition to Final Fantasy XIV's PvP lineup. The previous PvP matches on the Carteneau Flats saw you either capturing and defending points from enemy assault, or simply attempting to defeat as many of the enemy teams as possible. The "Seize" mode you play on Seal Rock, meanwhile, is a slightly more involved, dynamic affair that requires coordination and teamwork, challenging your team to activate and hold Allagan Tomeliths that activate at random at various points across the battlefield, with the ultimate goal being to score 800 points before the other teams.

    Points are scored by holding onto the Tomeliths; when one is in your team's possession, your Mammets gradually download data from it until it runs dry, at which point new Tomeliths will activate after a short period, and the process continues. The twist is that not all Tomeliths are created equal; there are B-, A- and S-rank varieties, with B-rank Tomeliths being worth the least potential number of points and S-rank Tomeliths being worth the most.

    It's not as simple as just charging for the most valuable Tomelith, though. At times, it can be more advantageous to watch the other two teams scrap over an S-rank while you sneak around behind their backs and capture all the other ones for a greater total number of points than the S-rank by itself is worth. Add to that the fact that every time one of your team members is knocked out, your team loses a few points, and you have a mode where confrontation is something you want to avoid as much as you can unless you have a significant numbers advantage, at which point it's enormously satisfying to steamroller members of the enemy team.

    What I think I like most about playing PvP is how different it feels from the PvE content. PvE can often feel quite "by rote" after a while, particularly in the more scripted encounters, and while this is satisfying in its own way at times — I've described the more intricate boss fights as being delightfully dance-like — PvP keeps you on your toes, challenging you to respond to new and unexpected situations as they crop up, and no two matches are ever quite alike. This makes it fun and enjoyable even if you're on the losing side, particularly as matches are wrapped up within 20 minutes at the very most, usually less.

    I haven't quite figured out what the best strategies are quite yet, but I've been enjoying the experience a great deal so far, and I'm looking forward to battling those scoundrels of the Maelstrom and the Adders again soon.

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    2054: The Fruit of Grisaia: First Impressions https://imnotdoctorwho.moegamer.net/2015/09/04/2054-the-fruit-of-grisaia-first-impressions/ https://imnotdoctorwho.moegamer.net/2015/09/04/2054-the-fruit-of-grisaia-first-impressions/#comments Fri, 04 Sep 2015 21:09:23 +0000 https://angryjedi.wordpress.com/?p=7832 A while back, increasingly prolific visual novel localisation company Sekai Project — whose first commercially released title was the JAST USA-published School Days HQ, one of my favourite visual novels of all time — ran a Kickstarter campaign for the localisation of a series of Japanese visual novels collectively called Grisaia. I didn't know anything about these save … Continue reading 2054: The Fruit of Grisaia: First Impressions

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    0054_001

    A while back, increasingly prolific visual novel localisation company Sekai Project — whose first commercially released title was the JAST USA-published School Days HQ, one of my favourite visual novels of all time — ran a Kickstarter campaign for the localisation of a series of Japanese visual novels collectively called Grisaia.

    I didn't know anything about these save for the fact that they were particularly well-regarded for one reason or another so, wanting to support Sekai Project's efforts — their localisations are generally really solid efforts — as well as wanting to continue supporting the localisation of visual novels in general, I put my money where my mouth was and backed the Grisaia campaign to the tune of $120 — my largest pledge to a Kickstarter to date. Said contribution would net me a boxed set of all three Grisaia visual novels as they were released, and I later supplemented my original pledge with an additional $40 to support the digital release of the 18+ versions via Denpasoft, since Sekai Project's original plan was only to port the Vita versions of the trilogy, which had all erotic content excised in order to comply with Sony's platform requirements.

    The Fruit of Grisaia, the first installment in the trilogy, came out a little while back, but I held off checking it out because I was waiting for the 18+ version for a more "authentic" and true to the original experience. (Also, boobs.) A short while ago, I received an email notification that the 18+ version was now available, so I decided that now would be a good time to finally check it out, particularly as I'd just finished up Hyperdevotion Noire and had a bit of a hankering for a pure visual novel, the last one of which I'd played was the PC version of Steins;Gate, and that was some time ago now.

    2015-09-03_00007

    I'm a few hours into The Fruit of Grisaia so far, still in the "common" route (at least, I assume so; I haven't made any choices as yet) but I am already enjoying it a great deal. It's a delightfully well-written (and well-localised) tale so far, with just enough intrigue about it to keep you reading in order to try and find out what happens next. I'm particularly excited to get into the branching routes in the latter half of the game, since I understand each of these are really interesting and go in some surprising and exciting directions.

    In the opening of The Fruit of Grisaia, we're introduced to the protagonist Yuuji. Yuuji is a young adult of indeterminate age — we can assume he's around 18 or so, since he's still of school age — who, when we first meet him, has walked about 150km to start his new life at his new school. Unfortunately, things don't quite go according to plan, since his bedraggled figure seemingly wandering around aimlessly attracts the attention of the police, who take him in for interrogation even despite him skilfully taking down a purse-snatcher during his disagreement with the officer in question.

    This minor inconvenience eventually dealt with — seemingly through someone pulling strings behind the scenes — Yuuji starts his new school life at what turns out to be a very strange educational establishment indeed. Yuuji is one of just six students at the academy, none of whom appear to be quite "normal", for want of a better description. Yuuji, meanwhile, is the first to admit that he isn't exactly normal, either, having suffered the loss of his entire family at an early age, lived on the streets and worked under the tutelage of an apparently Amazonian woman he refers to only as his "former Master" until she, too, died, leaving him as an employee of a mysterious organisation whose details have not yet been revealed to me so far as I've read.

    2015-09-04_00003

    Yuuji's five classmates — all of whom are female, as these things tend to go — are a peculiar bunch. Amane is the most seemingly "normal" of the bunch, with a warm, friendly — if somewhat sexually aggressive — "older sister"-type personality that means you can't help but like her; Yuuji feels a connection — or perhaps a morbid fascination — with her immediately as her rather tall stature can't help but remind him of his mysterious "Master".

    Makina is the resident loli of the group, with what initially appears to be a distinctly childish attitude, as well as a habit of blurting things out in English instead of Japanese, a personality quirk that is attributed to her having spent lots of time in non-Japanese countries during her formative years. Makina claims not to be particularly bright, but it's not long before she starts revealing that she's oddly quick-witted and has a pretty acidic tongue at times.

    Michiru, meanwhile, is a self-conscious tsundere, or at least she wants to be. Yuuji's first encounter with her comes as she is rehearsing stereotypical tsundere lines, and she even congratulates herself on the successful delivery of a cliched zinger like "i-it's not like I'm doing this for you or anything!" or its ilk. Yuuji takes great pains to point out to the reader that he's not someone who likes to judge people on first impressions, but he finds the conclusion that Michiru is, in fact, a complete idiot inescapable after just a few days — though she does gradually start to reveal other sides to herself as time passes, particularly a caring, considerate side.

    Sachi is a character Yuuji refers to as being "robotic" or "cyborg"-like, and this is because of her naturally demure nature and seeming inability to be particularly flustered by anything. She's extremely loyal, but also has a tendency to take things very literally and follow the "orders" of others without question. I don't quite know what her deal is yet, but I'm very interested to find out.

    2015-09-03_00002

    Finally, Yumiko initially appears to be the stereotypical "class president" type — aloof and haughty — but quickly reveals herself to have somewhat more disturbing tendencies, most notably her habit of swinging around a box cutter willy-nilly when she feels threatened. Despite the risk of injury — she attacks Yuuji very aggressively and persistently at the outset of the story — everyone seems to just sort of accept this as "just part of who she is", despite no-one seemingly knowing the circumstances behind what made her this way. I can see that there's going to be some interesting revelations about her later.

    What I've enjoyed the most about The Fruit of Grisaia so far is how much it sets things up and teases them, revealing little pieces of information over time. We know nothing about Yuuji at the outset of the story, but he drops in details to his narration and internal monologue piece by piece until we can start to figure out a few things for ourselves. This keeps things interesting and compelling, particularly when combined with the more intriguing aspects of the main heroines' personalities. It's clear that each of them have something if not outright traumatic in their pasts, then certainly something that affected them deeply; the reason for the school's existence isn't yet clear so far as I've read, but it seems that their shared bond of "something not being quite right" with each of them is going to be a key aspect of the overall story.

    I've been very much enjoying The Fruit of Grisaia so far, then; I have no idea how far through the whole thing I am, but I'm looking forward to reading it from "cover to cover" as it were; each of the five heroines are intriguing in their own unique ways, and far from being a typical harem setup, each of the characters seems to go out of their way to subvert some of the more typical tropes found in this sort of story. In short, it's already clear why this visual novel was voted the number one visual novel of all time by the folks over on Reddit's /r/visualnovels subreddit a while back; I'm sure this deeply interesting creative work will continue to enthral me for quite some time yet.

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    2053: Back to Work https://imnotdoctorwho.moegamer.net/2015/09/03/2053-back-to-work/ https://imnotdoctorwho.moegamer.net/2015/09/03/2053-back-to-work/#comments Thu, 03 Sep 2015 22:19:48 +0000 https://angryjedi.wordpress.com/?p=7829 I had my first "proper" day at a new (part-time, seasonal, temporary) retail job today. While I've been earning a bit of money through some freelance work recently, it hasn't really been "stable" enough to provide predictable income, so I had been looking around for other opportunities for a while. One such opportunity presented itself, … Continue reading 2053: Back to Work

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    I had my first "proper" day at a new (part-time, seasonal, temporary) retail job today. While I've been earning a bit of money through some freelance work recently, it hasn't really been "stable" enough to provide predictable income, so I had been looking around for other opportunities for a while. One such opportunity presented itself, and while it wasn't what I'd maybe call my ideal job — minimum wage, part-time, seasonal, temporary — it is at least both relevant to my skills and interests.

    I've worked retail before and was surprised at both how much I actually quite enjoyed it and the fact I seemingly had a reasonably natural "talent" for it. While I talk a lot about my social anxiety and shyness, this largely relates to being stuck in a "small talk" situation with someone else; when I'm given something clear and structured to talk to people about — such as selling them something — I generally have no problems with communicating, and I like to think I come across as personable and friendly. So far my experiences with returning to the retail environment after a few years away have backed that up.

    Among other things, it's quite nice to have a reason to get out of the house for a few hours. Working from home, as I've mentioned before, sounds like a dream come true, but in reality it's a fairly miserable and lonely existence a lot of the time, particularly if you find yourself going through something of a dry spell with assignments. Sure, you can talk to people on the Internet, but it's not quite the same as being surrounded by actual real living and breathing people you can look in the eye and hear the voices of. Despite everything I may have indicated to the contrary here on these very pages, I do actually quite like having company sometimes, particularly if they're people I get along with and enjoy spending time with. And while it's much too early to determine whether or not I'll truly consider the people I'm working alongside to be "friends" — to be honest, after a few previous negative experiences with what I thought were workplace "friendships", I'm very much inclined to keep everyone somewhat at arm's length rather than getting too chummy — I certainly haven't found myself walking out of the door thinking "what a tosser" about anyone, which is a pleasant position to be in.

    When I was younger, I always wondered if I'd "make something" of myself and have an exciting, high-powered job with lots of responsibility or whatever. To be honest, as I get older I'm just content with something I can get on with and not be bothered too much. I'm not going to rule out the possibility of developing a career from this position if the opportunity presents itself once the "seasonal" season is over, but for now I'm just happy to have a bit of semi-predictable money rolling in alongside the more erratic income from freelancing.

    I would like to find myself in a position where I can just get on with life without having to wonder if I'm doing enough to "get by". For a while last year — and on a number of previous occasions — I thought I'd found that, but unfortunately that wasn't to be. I have low expectations this time around; hopefully that means I won't be disappointed, regardless of whatever ends up happening in the long term. In the short term, meanwhile, this will at least help me to survive, which is, to be honest, all I'm really concerned with for the moment.

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    2052: Platinum Grind https://imnotdoctorwho.moegamer.net/2015/09/02/2052-platinum-grind/ https://imnotdoctorwho.moegamer.net/2015/09/02/2052-platinum-grind/#respond Wed, 02 Sep 2015 21:43:32 +0000 https://angryjedi.wordpress.com/?p=7826 I'm coming up on the Platinum trophy for Hyperdevotion Noire on Vita, and I've asked myself more than once why I was doing it, given that it's completely unnecessary to fully appreciate the game, and has extended what would probably be a 40-50 hour game well over the 100 hour mark. Despite questioning my motivation a few … Continue reading 2052: Platinum Grind

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    I'm coming up on the Platinum trophy for Hyperdevotion Noire on Vita, and I've asked myself more than once why I was doing it, given that it's completely unnecessary to fully appreciate the game, and has extended what would probably be a 40-50 hour game well over the 100 hour mark.

    Despite questioning my motivation a few times, I've never found myself resenting the game, somehow — this is partly because I undertook the most grindy of grinds for the Platinum trophy while watching several seasons of Community on Netflix (#teamhandheld) and consequently wasn't just staring at a screen repeating the same actions over and over again, which is essentially what I was required to do to get 20+ of the trophies in the list.

    Now I'm approaching the end of that epic grind, I'm glad that I've done it. It hasn't been difficult in the sense of the game being difficult to complete — on the contrary, once all the characters are level 99 you can steamroller pretty much everything in the game with a few exceptions — but it has been challenging from the perspective of committing to the long-term goal and seeing it through to its conclusion.

    This raises an interesting point about the nature of "challenge". When we talk about "challenge" in games we're normally referring to something along the lines of Dark Souls, which requires you to understand its systems thoroughly, otherwise it will punish you until you mend your ways and play better. But "challenge" can exist in other ways, too. It can refer to subject matter that makes you uncomfortable — not generally a problem with the Neptunia series, though mk2 does some interesting things with the squick factor and some people still won't check the series out because of assumptions about fanservice. It can also refer to the challenge of making it through something lengthy and weighty, or holding out in a test of endurance, such as I've been doing with Hyperdevotion Noire.

    And that, I think, is why I've been doing the Platinum grind. The challenge factor. Overcoming challenges is satisfying, even if they're more endurance than skill. Endurance and patience are worthwhile traits, and I've noted on a number of past occasions that I feel my experiences with role-playing games over the years — and my willingness to see them through to the end, even if they have a three- or four-digit hour count — have helped me train these particular abilities in myself. And these abilities are something that transfers across to life at large; it can be difficult to wait for things, or hold out against something that is proving to be an obstacle, but with patience and endurance in spades, you can usually overcome most challenges.

    Anyway. After all that, I will say that I will be glad to finally see that Platinum trophy pop in Hyperdevotion Noire, because it means I'll finally be able to put that game to bed and move on to something else without feeling like I need to try and get anything else out of it. And, as I've noted before, it feels good to know that trophies are used as metrics by developers and publishers — unlikely though it might be, someone might see my Platinum trophy in the game and recognise that it is something only achieved by people who have truly engaged with it and want to see everything it has to offer.

    Also I can't break my streak of Platinum trophies on Neptunia games now, can I?

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    2051: In My Stomach https://imnotdoctorwho.moegamer.net/2015/09/01/2051-in-my-stomach/ https://imnotdoctorwho.moegamer.net/2015/09/01/2051-in-my-stomach/#comments Tue, 01 Sep 2015 22:00:51 +0000 https://angryjedi.wordpress.com/?p=7823 Metal Gear Solid V: The Phantom Pain is out this week and… I'm not excited at all. Me not being excited at the latest big new release is nothing new, of course, but this is Metal Gear we're talking about. I was a huge fan of both Metal Gear Solid and its sequel Sons of Liberty, but kind of fell off … Continue reading 2051: In My Stomach

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    Metal Gear Solid V: The Phantom Pain is out this week and… I'm not excited at all.

    Me not being excited at the latest big new release is nothing new, of course, but this is Metal Gear we're talking about. I was a huge fan of both Metal Gear Solid and its sequel Sons of Liberty, but kind of fell off the wagon a bit before Snake Eater came out and have still never even touched Guns of the Patriots despite owning a copy. (I fully intend to play them at some point, I might add; I just haven't done so yet.)

    The Phantom Pain feels a bit different, though. My friend Chris and I have been discussing this recently and trying to pin down exactly what it is that's bothering us both about it — particularly as we're both fans of the older Metal Gear Solid games as well as Kojima's batshit craziness.

    I think the best way of summing up my feelings towards The Phantom Pain right now is to simply say that everything I hear about it sounds like almost the exact opposite of what I want from a Metal Gear Solid game. Past games were short, tightly focused, highly linear, well-directed experiences that had the pacing and structure of a (particularly long) movie. They kept you always moving onwards because there weren't any unnecessary side missions or distractions; sure, there were a few secrets here and there that you could dig up if you wanted to, but for the most part things like Sons of Liberty's dog tags were largely only there for the completionists; I didn't care about the stats screen at the end of the game — I just liked enjoying the story, and Kojima's vision for how that story should be presented.

    The Phantom Pain, meanwhile, abandons the tight linearity in favour of an open-world environment and (apparently) upwards of 30 hours of gameplay compared to its predecessors' 6-10. This set off warning bells as soon as it was first announced, I must confess, and what I'm hearing so far isn't making me feel much better about it. Open worlds are cool technical achievements when done well, but they also often make for rather drab "gameplay by numbers" as you spend all your time looking for little icons on the map, completing arbitrary objectives and killing the pacing of the story, since open world games never, ever have any sense of urgency about them — they tend to be the very worst examples of "the world needs saving, but Armageddon will wait until you're good and ready".

    Other things that I'm not a fan of the sound of so far are the microtransactions and the resource-gathering, base-building element. I don't know much about either, to be honest, and it may well be that neither are particularly intrusive to the gameplay experience as a whole, but I don't like what I have heard so far. I still believe that microtransactions have absolutely no place in a full-price brand-new triple-A game — if you want to get me to pay extra, provide me with some worthwhile content, not a means of paying to win. As for the resource-gathering element, a friend posted a screenshot on Twitter that looked to all intents and purposes like the message you get when logging into a grind-heavy Facebook or mobile game for the first time each day — yes, it's a Daily Bonus, with rewards for logging in frequently and so forth. Not exactly what I have in mind when I think of the traditionally single-player, offline, "just you and Kojima" experience that is the previous Metal Gear Solid games, though granted I never delved into Metal Gear Online while it was a thing.

    Then there's the fact that several reviews have mentioned the fact that there's more gameplay than cutscenes, and that the series' iconic codec conversations have been replaced by cassette tapes that you can listen to while you're walking around doing things. To be honest, a lot of things are making it sound more like a Splinter Cell game than a Metal Gear Solid game, and this is enormously offputting — Splinter Cell is one of those series that I respected for what it was doing, but just didn't enjoy at all, and I always greatly preferred Metal Gear's distinctly "comic book" approach to military espionage action, with all its supervillains, quasi-supernatural powers and giant walking nuclear warhead-equipped death tanks.

    I don't know. I'm sure I'll end up playing The Phantom Pain at some point, but that time is not right now; the hype is just too much at the moment, and the things I do hear are offputting. I also want to play Snake Eater and Guns of the Patriots (and possibly Peace Walker) before I play The Phantom Pain, too, so I feel it's going to be a while before I jump into Kojima's swansong for Konami — if indeed I ever jump in at all.

    We'll see. I'm keeping half an eye on people's reactions to the game now it's in the hands of American players, but unfortunately as I've said so far, the things I have heard aren't making me want to dash out and grab it as soon as it hits store shelves.

    I'm also kind of bummed that Until Dawn came out last week and is promptly going to be forgotten about amid Metal Gear Solid mania — why the hell didn't they hold that one back until Halloween? Who knows why these people do anything?

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    2050: Three Hours Until Dawn https://imnotdoctorwho.moegamer.net/2015/08/31/2050-three-hours-until-dawn/ https://imnotdoctorwho.moegamer.net/2015/08/31/2050-three-hours-until-dawn/#respond Mon, 31 Aug 2015 23:09:24 +0000 https://angryjedi.wordpress.com/?p=7817 I've been really enjoying Until Dawn so far. Not only is it one of the most impressive-looking games I've seen for a very long time — the lighting, character models, animation (particularly facial expressions) and overall cinematography are all gobsmacking — it's also one of the best "interactive movies" I've ever played, outdoing all of David Cage's … Continue reading 2050: Three Hours Until Dawn

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    0050_001I've been really enjoying Until Dawn so far. Not only is it one of the most impressive-looking games I've seen for a very long time — the lighting, character models, animation (particularly facial expressions) and overall cinematography are all gobsmacking — it's also one of the best "interactive movies" I've ever played, outdoing all of David Cage's work in terms of coherence, tension and emotional impact. (And I'm one of the people who actually likes Cage's work!)

    I'm really pleased with how well it balances the interactivity of a game with the storytelling of a movie. Choices you make throughout are meaningful, and are often referred to later through conversations or consequences. Plus, even though everyone knows the worst possible thing you can do in a horror movie is "just go and see what that was", the game encourages and rewards exploration with hidden collectible items aplenty, each of which contribute to your clue database and help to unravel the several mysteries at the heart of the narrative.

    One of the most interesting things about the game is how your choices affect the characters themselves. Each character has a series of "stats" reflecting things like how honest, brave, romantic and funny they are, and the way you choose to have them behave throughout the game affects these stats, which in turn determines how they behave in certain other situations. Alongside these stats are relationship values that increase and decrease according to your choices throughout the game — again, with consequences at certain junctures according to how much the characters like each other.

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    The game makes effective use of its multiple characters as a means of presenting the player with different perspectives on the story. Individual characters by themselves might not know exactly what is going on, but by seeing what is happening to each of them, you can start to put the pieces together yourself. Like a visual novel, the game also encourages repeat playthroughs to discover all the collectible clues and piece together what happened, and I can already see a number of obvious branching points based on decisions I've made — with some of the more drastic choices resulting in the (apparent) death of one or more of the characters. (I say "apparent" because the game has pulled the "that person couldn't have survived that… unless…" thing more than once so far — plus it's apparently possible to get through the whole thing with everyone surviving.)

    It makes nice use of timed decisions and quick-time events, too. Quick-time events are loathed and detested by an awful lot of people, but I've actually rather liked them since the phrase was coined way back in ShenmueUntil Dawn makes relatively sparing use of them throughout, and they help add a great deal of tension to already nerve-wracking scenes that have made my palms sweaty more than once. Perhaps the best part of the game's use of quick-time events, however, is the fact that the game occasionally requires you to not do anything at all — literally. "DON'T MOVE!" urges the screen, and the game begins tracking your real-life movement through the motion sensors in the controller. It's hyper-sensitive, too, so the slightest movement and you'll be discovered. (You can, of course, cheat the system by resting your controller on something, but it's more fun to grip it tightly in your hands and hold your breath.)

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    On that note, it's also gratifying that in a number of situations, not making a choice is also a valid choice. I liked this when I saw it in visual novel/interactive anime School Days HQ; I liked it when Telltale used it in some of its games; and I like it very much here. Until Dawn takes School Days' approach on a number of occasions — presenting you with a single (rather than binary) choice on screen and giving you a few seconds to decide whether or not to do it. These choices usually involve choosing whether or not to use violence to solve a situation and have tight timers, so you have to think fast about what the consequences might be — or simply throw caution to the wind and try to deal with whatever happens a bit later.

    I have a few more chapters of the game still to go, and the story has thrown up some interesting twists that I sort of half-saw coming but wasn't sure about — I'm generally not all that great at spotting twists ahead of time, I must confess — so I'm intrigued to see where it all ends up, and who, if anyone, is going to walk away from that mountain retreat.

    It's been a great experience so far, and I can heartily recommend it to anyone looking for something a bit different from the usual "run and gun" nature of triple-A spectacles.

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    2049: Dear Diary https://imnotdoctorwho.moegamer.net/2015/08/31/2049-dear-diary/ https://imnotdoctorwho.moegamer.net/2015/08/31/2049-dear-diary/#comments Mon, 31 Aug 2015 00:50:33 +0000 https://angryjedi.wordpress.com/?p=7814 There are times when I wonder whether this blog is the best way to handle getting thoughts out of my head in some form or another. I used to keep a diary when I was younger. I'm not really sure why; I think it was partly due to the fact that I very much enjoyed the Adrian … Continue reading 2049: Dear Diary

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    0049_001There are times when I wonder whether this blog is the best way to handle getting thoughts out of my head in some form or another.

    I used to keep a diary when I was younger. I'm not really sure why; I think it was partly due to the fact that I very much enjoyed the Adrian Mole books and fancied myself as being a similar sort of person to him in some ways. (I later realised that Adrian was a bit of a twat — or at least became a bit of a twat in the later books — and rescinded my earlier appraisal.) Mostly, though, it was about the fact that I enjoyed writing and found it cathartic, particularly if there were things bothering me.

    I remember my first diary. It was a really nice leather-bound book with lovely paper, and it said "Journal" on the side of it. It was a souvenir from somewhere or other; I forget exactly where, but my first entry recounted a trip with my parents to the thrilling-sounding National Stone Centre, and subsequent entries had a touch of the "scrapbook" about them, with bits and pieces stuck in and all manner of things.

    Then one day I decided to change things up a bit. I decided to use my diary as something a little more personal. Rather than effectively doing what I would do in a school English class — "today we went to [x] and did [y], it was [z]" — I decided that I would use the diary as a means of expressing the thoughts, feelings and emotions that I felt unable or hesitant to talk about with anyone, be it my friends or relatives.

    My mental state throughout my school years was a little turbulent, to say the least. I suffered dreadful bullying at primary school, and this continued in secondary school until I punched my main tormentor in the face just as the school principal was coming around the corner. (I largely got away with it, because frankly he had it coming.) Although the instances of outright bullying calmed down somewhat after this watershed moment, my social awkwardness and inability to understand the concept of being in any way fashionable — a trait I maintain to this day, though it matters a bit less now — meant that I was occasionally still the butt of jokes, even from people who were my friends most of the time. If the cool kids were around and there was the opportunity to make a joke at my expense, people normally took it, and this didn't do much for my self-confidence.

    I learned quite early on in my life that I was the sort of person who was prone to falling for people pretty quickly. My crippling self-doubt meant that I was ecstatic anyone would even give me the time of day, and even more so if said person was a girl. Having little to no understanding of relationships, though, I didn't really know how to approach girls and try to take things anywhere beyond friendship; this was about the time Friends was airing on TV, so I found myself relating very much to David Schwimmer's Ross character, and would watch the episode where he and Rachel got together over and over again while fantasising about one day being in that situation myself.

    Anyway. The upshot of all this is that I found it difficult to express my feelings about people that I found myself liking. I was embarrassed if anyone found out who I "fancied", and my friends would often take advantage of my squirming by hijacking the middle pages of my exercise books, scrawling my beloved's name in huge letters and decorating the page overly flamboyantly. I'd protest, but secretly I actually quite appreciated the fact that they were acknowledging my feelings, and in their own strange, mocking way, I think they were trying to make me feel better, because it almost certainly became clear to them over time that regardless of my feelings towards any of these girls that I fell for during my time at school, I would never, ever do anything about it.

    It's not that I didn't want to, though, and that's where the new part of my diary came in. I would use the diary to express myself and try to figure out my feelings about the people that I liked. I'd even — and I realise that this is probably depicting me as a weird sort of creepy psycho — plan out how an "ideal" encounter with my beloved at the time would go. I'd script a conversation — like a play — as if everything was going exactly the way I would want it to, and on one memorable occasion I even drew diagrams of how I'd get my friends to occupy my beloved's friends so I could get her by herself and talk to her alone. (I actually followed through on this on one occasion of uncharacteristic courage; it didn't work, though I did get a hug and a "let's be friends" out of it.)

    None of the romances I dreamed of in my diary came to fruition — I had precisely two girlfriends in secondary school, one of whom I became involved with when I was actually trying to get it on with someone else, who cheated on me at the school prom (and is now, so far as I know, married to the dude she cheated on me with, so, err, good job, I guess?) and another with whom I got together during a recording of the BBC's Songs of Praise at the local animal shelter, kissed precisely once, didn't see for three days and then got dumped by proxy because she "wanted things to go back to the way they were before". And, at times, this lack of "action" got to me a bit, particularly as I saw some of my friends getting started with what would turn out to be pretty long-term relationships. But the diary helped. In some ways, it didn't matter that I couldn't muster up the courage to go and talk to these people that I was attracted to, because my diary provided me with a means to express myself without having to put myself on the line, without risking humiliation, and without threatening my real-life friendship with the objects of my affections; my greatest fear was telling someone that I liked them, and them promptly never speaking to me ever again after that. In retrospect, this was a silly fear, but it was a big deal to teenage me.

    I'm not sure when it happened, but one day I looked back over my diary and I suddenly felt ashamed of myself. It was a fantasy world, I knew; these conversations I'd script, these scenarios I'd describe, these fancies I'd indulge — none of them would ever be real, and that got to me. I also became absolutely terrified at the prospect of my diary ever being found by someone I really didn't want to read it, so one day while I was alone in the house, I took one last look through that lovely leather-bound journal's pages, stared at it for a few moments, then took it outside to the dustbin and buried it beneath a number of stinky, empty cans of cat food. I can only assume it ended up on a rubbish dump or landfill site somewhere, but occasionally I wondered if anyone would ever actually find it and read it — and what they would think of the clearly troubled mind that scrawled in its pages on an almost daily basis.

    To my knowledge, though, no-one ever did read it. And for that I'm sort of grateful, because it would have been mortifying; but at the same time, I wonder if I might not have been able to make myself a little more understood if people had read it. And I guess that's partly what this blog is about; it's not quite the same as my diary and I'm certainly not going to start scripting fantasy conversations between me and people I fancy (largely because I'm married to the person that I love and thus have no need to), but it lets me get the weights off my mind at times, and, since it's public — the journal left lying open on my desk, as it were — I hope it makes me at least a little more understood to others.

    And if not, well, you can have a good old giggle at how messed up I am, huh. Either way, thanks for reading.

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    2048: You're A Monster https://imnotdoctorwho.moegamer.net/2015/08/29/2048-youre-a-monster/ https://imnotdoctorwho.moegamer.net/2015/08/29/2048-youre-a-monster/#comments Sat, 29 Aug 2015 23:02:38 +0000 https://angryjedi.wordpress.com/?p=7809 As I've mentioned a couple of times recently, I've been reading the Monster Musume manga as well as keeping up with the anime adaptation, and I've been enjoying both a great deal. While Monster Musume is, on the surface, a somewhat pervy ecchi harem series with all the requisite sexual tension plus copious boob and panty shots (albeit attached to non-human girls … Continue reading 2048: You're A Monster

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    0048_001As I've mentioned a couple of times recently, I've been reading the Monster Musume manga as well as keeping up with the anime adaptation, and I've been enjoying both a great deal.

    While Monster Musume is, on the surface, a somewhat pervy ecchi harem series with all the requisite sexual tension plus copious boob and panty shots (albeit attached to non-human girls with "monstrous" features), at its heart beats a heart of gold and a number of positive messages: accepting people for who they are without judgement; not relying on first impressions to figure people out; standing up for what you believe in; and forgiving people when they make a mistake, particularly if they make it while they're trying to learn something new.

    I find the monster girl angle particularly interesting. As I noted when I first started checking out the anime, I'm unfamiliar with the monster girl trope in general, so it was somewhat jarring to see these obviously non-human girls initially; they've clearly all been designed with traditionally attractive anime/manga character visual tropes in mind, but in most cases there's just enough of the monstrous to make you feel a little uncomfortable if you're not already au fait with taking a walk on the wild side.

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    In the case of Monster Musume, we have Miia's extremely long snake tail, its companion clumsiness and her specifically snake-like characteristics such as her fangs and the fact she sheds her skin regularly; we have Papi's bird legs and wings instead of arms attached to a distinctly young-looking body; we have the fact that Centorea's arse is a horse (and her knockers are enormous); we have the fact that Suu is a slime girl who initially is completely unable to communicate through any means other than mimicking the things she has observed others doing; and, of course, we have Rachnea the spider-lady.

    It's interesting how the sequence in which these girls are introduced goes: although Miia is one of the more "monstrous" girls in a visual sense, in terms of character she's probably the most "normal", albeit rather more lovestruck than your average young woman. Papi is naive and innocent — considerably more stupid than her supposed actual age, with her intelligence and common sense more appropriate for her somewhat childlike appearance — and doesn't quite fit in to "normal" society as a result, but is still reasonably recognisable as acting somewhat "human-like". Centorea lives by some distinctly "fantasy world"-style values — all "honour" this, "my lord" that, plus her arse is a horse. Suu is in many ways the most "alien" of all the monster girls, at least in the early chapters; she has no idea that she regularly puts poor protagonist Kimihito at risk of drowning every time she embraced him a bit enthusiastically, and her initial inability to communicate puts her at a distinct disadvantage compared to the other girls (while also providing plenty of comic relief, as you might expect). Mero — who, so far, has been the least interesting, least developed character to me — presents an interesting take on attitudes to folklore by being obsessed with the tale of The Little Mermaid, but for its tragic angle rather than its romantic aspects.

    In many way, though, Rachnera is one of the most interesting characters. In terms of visual design, being a spider woman, she's the most obviously "non-human" of the lot; while Suu acts in an alien manner, she at least takes on humanoid form at the best of times. Rachnera, meanwhile, is quite literally an enormous spider with a woman's upper half, and is consequently quite frightening to look at, particularly given how she's introduced in some delightfully creepy scenes. Kimihito is true to his values, though, and doesn't judge her by her appearance at all; when he first encounters her, he even appears largely dismissive of her monstrous nature and fetishises her spider legs, being a self-confessed "leg man".

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    Rachnera is one of the most grounded, honest characters in Monster Musume, as it happens. She arguably acts in the most "adult" manner of the whole lot — though this can be taken in several ways, since not only is she mature in her attitudes and responses to situations, she's also very sexually aggressive. More importantly, though, she's completely at ease with herself, accepting both her monstrous nature (and all the difficulties that can sometimes cause) and her sexually adventurous side, particularly her predilection for bondage play, which a number of different cast members end up on the receiving end of with varying degrees of willingness.

    To me, Rachnera was the most initially jarring monster girl to make an appearance — largely because I still haaaaate real spiders — but from what I've seen of her so far, she's also one of the most likeable. She's not necessarily the one I find the most attractive (I think that dubious honour goes to Miia) but, well, she does have a fine pair on her, and she's an interesting character whom it would probably be fun — if, at times, unsettling — to hang out with.

    I'm looking forward to the rest of the series and seeing how these characters develop. It's easy to dismiss Monster Musume as cheap fanservice — as it is with many things that initially appear to be cheap fanservice — but as I've said, beneath the boobs and lamia panties (they're stick-on!) and sexual assault by slime girls, it's a delightful series with a wonderfully positive message.

    I'm glad my friend Chris convinced me to check it out for myself, because without his wild enthusing about monster girls, I would have probably thought I'd be too squicked out by the girls' more monstrous aspects to enjoy it. But, as it turns out, it's not at all difficult to start accepting people just as people, regardless of what their extremities look like…

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    2047: Until Dawn, Some First Impressions https://imnotdoctorwho.moegamer.net/2015/08/28/2047-until-dawn-some-first-impressions/ https://imnotdoctorwho.moegamer.net/2015/08/28/2047-until-dawn-some-first-impressions/#respond Fri, 28 Aug 2015 23:28:29 +0000 https://angryjedi.wordpress.com/?p=7806 I grabbed a copy of new PS4 game Until Dawn today. I haven't been following the development of this game at all, but what little I had heard of it sounded enormously intriguing, so I decided to give it a shot. For those as yet unfamiliar, Until Dawn is an interactive movie-type game in the vein of David Cage's … Continue reading 2047: Until Dawn, Some First Impressions

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    0047_001I grabbed a copy of new PS4 game Until Dawn today. I haven't been following the development of this game at all, but what little I had heard of it sounded enormously intriguing, so I decided to give it a shot.

    For those as yet unfamiliar, Until Dawn is an interactive movie-type game in the vein of David Cage's works Heavy Rain and Beyond: Two Souls in that it's heavily story-based, extremely linear and the decisions you make throughout are extremely important to how the whole thing concludes. Like Cage's work, too, there's absolutely no guarantee that all the cast are going to make it to the end, either.

    Unlike Cage's work, however, which draw influences from noir and a few other sources, Until Dawn is very much designed in the mould of '90s-era teen slasher horror films. This type of movie is something of a lost art these days, with modern horror films tending to adopt more of a "horrorporn" approach with lots of gore and sadism, whereas teen slasher films were often witty and incisive as much as they were scary and horrific. (This isn't to say that modern horrorporn films don't have anything to say, of course — quite the contrary — but teen slasher films were very much their own distinct subgenre.)

    The game opens with a bunch of teenagers spending a winter retreat up at a cabin in the mountains. Before long, Bad Shit starts happening and two of the party are dead — though their bodies are never found by either the authorities or their friends. The story then jumps forward to a year later, where the same group are revisiting the cabin on the anniversary of the two girls' disappearance, and it's clear that something odd is going on — though the early hours of the game are somewhat slow-paced, with only a few cheesy jump scares to keep you on your toes.

    One interesting aspect of Until Dawn is its structure. While largely chronological and episodic in nature — each episode even starts with a "Previously on Until Dawn" recap — the game is punctuated by some interesting fourth wall-breaking sections in which a psychoanalyst appears to be speaking directly to the player. Whether or not this is actually the case remains to be seen, but in the same way that Silent Hill: Shattered Memories made use of the psychoanalysis session as a narrative framing device, so too does Until Dawn use your answers to the frankly rather creepy shrink's questions to subtly tweak and tailor the experience. Often, these changes aren't even commented on, leaving you in the distinctly uneasy position of wondering if you were imagining how you thought you remembered things from before, or if the game is just messing with you.

    To say too much more would be to spoil it — and anyway, I'm only up to the third chapter so far — but I'm very, very impressed so far. It's by far the most "next-gen" game I've seen so far with regard to graphical fidelity and particularly facial animation. It's also nice to see other developers experimenting with the interactive movie format as David Cage has done in the past; Cage's work often draws heavy criticism (though I'm very fond of both Heavy Rain and Beyond: Two Souls) but the underlying principles of making meaningful narrative choices and interacting with the on-screen action are sound. I'm very intrigued to see where it all goes, and can confidently already recommend the game to anyone out there with a PS4 who enjoys a strongly narrative-driven experience.

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    2046: Reading Material https://imnotdoctorwho.moegamer.net/2015/08/27/2046-reading-material/ https://imnotdoctorwho.moegamer.net/2015/08/27/2046-reading-material/#comments Thu, 27 Aug 2015 22:17:58 +0000 https://angryjedi.wordpress.com/?p=7803 Since my post a few days ago about getting into manga, I've been well and truly bitten by the bug, as it were, and I'm also about to branch out into my first light novels, which we'll come onto a little later. So far, I've read the first volume of Monster Musume, Is It Wrong to … Continue reading 2046: Reading Material

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    0046_001

    Since my post a few days ago about getting into manga, I've been well and truly bitten by the bug, as it were, and I'm also about to branch out into my first light novels, which we'll come onto a little later.

    So far, I've read the first volume of Monster Musume, Is It Wrong to Try to Pick Up Girls in a Dungeon?  (better known as DanMachi) and High School DxD, and have subsequently picked up the subsequent five volumes of Monster Musume and two more of High School DxD. (The later volumes of DanMachi have proven surprisingly difficult to track down, a fact not helped by the fact that Amazon has its listings for the light novel and manga versions all squished together into a not-particularly-clear form.)

    Longtime readers or those who know me will recognise all of the above titles as series that I've watched the anime of, and this was a deliberate choice. I was initially hesitant to do so, but it turns out that reading the manga having seen the anime (or, I imagine, vice versa — I haven't done this way round yet) doesn't particularly diminish the experience any. In fact, in many cases the manga, being slightly longer in form than your typical anime's 13 20-minute episodes, goes into more detail than its animated counterpart, often with new story threads, deeper exploration of characters and sometimes even a different overall tone.

    Light novels, meanwhile, are something I haven't explored at all, and until recently I wasn't even particularly sure if there was a distinction between them and, you know, just a plain ol' novel. "Light novels" are very much a Thing in Japanese popular culture, though, with many popular series starting as a light novel and subsequently being adapted into other forms of media such as manga, anime, video games and visual novels, so I was curious to investigate this particular part of culture.

    I haven't read any yet, but I have picked up two volumes of Sword Art Online: Progressive, a retelling of Sword Art Online's original Aincrad arc, focusing on more personal stories and a single "floor" of the game at a time. It's an ambitious project, considering the Aincrad arc supposedly unfolded over the course of several years and 75 floors — the first two volumes just cover floors 1 and 2 — but I'll be interested to see if it comes to fruition, plus the Sword Art Online anime drew some criticism from certain quarters for rushing through the narrative of the original light novel it was based on, so I'll be interested to see the story retold (and tweaked a bit, from what I understand) from a new perspective.

    Anyway, if you were wondering, a "light novel" appears to be the Japanese equivalent of young adult fiction: relatively short works, often illustrated, but primarily text-based rather than the visual nature of manga. I'm interested to dive in; it's actually been quite a while since I've read any book (i.e. one with words rather than one with pictures and speech bubbles — not that there's anything inherently "inferior" about that format) so this will be a nice return to form if the Progressive novels prove to be a compelling read; I used to absolutely devour books, but for one reason or another, I've not really found a lot of time for reading in the last few years.

    Ironic, really, considering the number of words I've typed on this here blog over the last few years — including a substantial number of fiction prose — but perhaps this will give me some ideas of my own!

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    2045: Pondering Localisations and Translations https://imnotdoctorwho.moegamer.net/2015/08/26/2045-pondering-localisations-and-translations/ https://imnotdoctorwho.moegamer.net/2015/08/26/2045-pondering-localisations-and-translations/#comments Wed, 26 Aug 2015 22:59:28 +0000 https://angryjedi.wordpress.com/?p=7800 There was a bit of salt being spilled earlier today on the subject of translations and localisations. It's clearly a topic that people feel very strongly about so I'm not going to give a "judgement" one way or the other on it, simply share my own thoughts. The discussion surrounding this issue came about as … Continue reading 2045: Pondering Localisations and Translations

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    0045_001

    There was a bit of salt being spilled earlier today on the subject of translations and localisations. It's clearly a topic that people feel very strongly about so I'm not going to give a "judgement" one way or the other on it, simply share my own thoughts.

    The discussion surrounding this issue came about as a result of Gaijinworks' recent release of Class of Heroes 2 on PSP. Gaijinworks is a company that specialises in localisations of Japanese games, and is made up of, among other people, former Working Designs staffers. Working Designs was a company from the PS1 era who also specialised in localising Japanese games.

    The use of "localisation" rather than "translation" is important there, because the two terms refer to two distinctly different schools of thought on what to do when bringing non-English material into English-speaking territories. A translation is exactly what it sounds like: it's taking the original text and, as literally as possible, reproducing it in another language. A localisation, meanwhile, takes the essence of the original text but takes varying degrees of artistic license with it in order to make it more accessible to people outside of its original audience.

    The furore over Gaijinworks' localisation of Class of Heroes 2 largely stems from the fact that, in the eyes of many people who prefer more literal translations, the team had taken unnecessary liberties with the original text, even going so far as to put in completely incongruous ability names for certain character classes — the most egregious being the Samurai class' use of "Pimp Slap" and "Hammer Time". The whole thing would have probably died down a bit quicker were it not for whoever runs Gaijinworks' Twitter account turning on the snark and speaking to disappointed customers in a tone that… wasn't entirely appropriate, shall we say. Consequently, the company has done a bit of damage to its reputation among fans of Japanese games; on the one hand, both Working Designs and Gaijinworks are known for their talent in localisation rather than translations, so people should have perhaps expected something like this to happen; on the other hand, however, responding to criticism with snark and the suggestion that people learn the original language (sure! It's just that easy!) isn't the best way to recover an unfortunate situation.

    But I don't want to dwell on that too much, because I'm sure there's still plenty more arguing to do there — and anyway, to be perfectly honest, localisation that takes some liberties doesn't really bother me all that much, so long as the essence of the original text and characters is left intact.

    A good example is the Ace Attorney series by Capcom. In Japan, these are set in Japan, known as Gyakuten Saiban (Turnabout Trial) and star a character called Naruhodou Ryuuichi. In the West, they are set in the USA (albeit a version of the USA where there are traditional Japanese villages randomly scattered around the place) and their protagonist is called Phoenix Wright. There are all manner of other changes around the place — and the games aren't any weaker for it. In fact, Westernising it made it a lot more accessible to a much wider audience — so much so that it's widely renowned as one of the best mainstream adventure game/visual novel series in recent years.

    The reason a lot of companies choose to localise rather than translate is to do with things that… well, simply don't translate. In the cast of Ace Attorney, the protagonist's name "Naruhodou" is based on the Japanese word "I see" — something that your average, non-Japanese-literate Westerner wouldn't know. Making his surname "Wright", though, opens up all sorts of potential for punning fun — potential that the games seize at every opportunity. Right, Wright? Or should I call you Phoenix Wrong?

    Then there's things like the fact that Japanese puns work in a completely different way to English ones; take Squid Girl, for example. In the Japanese original, Squid Girl ends all her sentences with the words "de geso" instead of the more common "desu" (roughly, "it is"), the former being a bastardisation of "desu" that incorporates the Japanese word for "squid legs". Likewise, all the episode titles are expressed as questions, only using the word "ika" (squid) at the end of the sentence rather than the particle "ka" which denotes a question. Because both of these puns rely on Japanese grammar and particles, which are very different to English, it's simply not possible to translate these things directly. So instead we get a localisation, where Squid Girl speaking in English instead takes the English approach to punning, shoehorning in references to squids and ink at every opportunity. Squidn't that ink-redible?

    Ahem. Anyway. The point is, in some circumstances, localisation works well and helps to expand the audience of something beyond what it would have if it remained more true to the original. This is particularly true when it comes to cultures that are very different from one another — such as, say, Japanese and American or English cultures. People like to be comforted by the familiar, and making something more comfortable is a sure way of getting people who might not have otherwise given a particular game a chance to actually try it out for themselves.

    On the flip side, localisation loses some "authenticity", and consequently isn't entirely appropriate in all circumstances. Take the Persona series, for example; its third and fourth installments in particular are heavily based on Japanese culture, particularly surrounding teenage and high school life. While there are similarities between Japanese and Western high-schoolers, there are enough differences — particularly with regards to things like how people address one another — to make it worthwhile using a more literal translation. Not only does it make the experience more authentic for those who wish to use it as a means of immersing themselves in a culture they find fascinating, it also provides a very effective means of learning about that other culture from scratch.

    Some games take this idea of education and really run with it. Visual novel Steins;Gate, for example, includes an in-game glossary that explains everything from otaku terminology to Japanese cultural norms as you work your way through it — the first instance of a non-English term or reference is highlighted, providing the player with the opportunity to look it up, and from that point on, it simply uses the term as it would be used in Japanese. In this way, you familiarise yourself with everything from elements of Japanese popular culture to ways in which people address one another — and again, it's a fascinating way of learning something while you enjoy the story.

    And then there are situations where either approach could work. A good example would be something like the Hyperdimension Neptunia series, whose English scripts over the years (initially by NIS America, now by Idea Factory International) have had a somewhat mixed reception from longstanding fans — particularly those familiar with the original scripts. There are some changes that just seem to have been put in for the sake of a quick pun that wasn't present in the original — the English version's use of "CPU" (Console Patron Unit) instead of the Japanese version's "megami" ("goddess"), for example, as well as Neptune's use of distinctly Western-style slang. Personally speaking, this sort of thing doesn't bother me too much — it works as a pun, although arguably it's making a bigger deal of the whole "look! all these girls are games consoles!" thing than the original Japanese script did — but there are some people who get pretty upset about this sort of thing.

    I guess what we can conclude from all this is that, unfortunately, there is no one single optimal way to handle these things. Localise things too much and you risk alienating the purists who want something that is as true as possible to the original text. Conversely, translate something too literally and you either get something that reads very awkwardly in English, or something that isn't entirely accessible to someone who isn't already familiar with various aspects of Japanese culture. The ideal situation would appear to be somewhere in the middle, but very few people seem to get that balance absolutely right, and doubtless we'll continue to see salt being spilled any time things tip a bit too far in one direction or another.

    Me? I really don't mind either way. I relish the opportunity to learn more about a culture I find fascinating through more literally translated works, but equally I very much enjoy a good localisation that remains reasonably true to the tone and intention of the original; in the latter case, it might perhaps help to think of it as a "remake" of sorts rather than a translation. Or it might not, in which case you can feel free to rant and rave about it as much as you like on social media. More often than not, though, I'm simply happy to have these games (and anime series, and manga series, and visual novels…) brought to the West in my native language so that I can enjoy them in some form, even if it's not always quite the exact same as the original.

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    2044: No, Thank You https://imnotdoctorwho.moegamer.net/2015/08/25/2044-no-thank-you/ https://imnotdoctorwho.moegamer.net/2015/08/25/2044-no-thank-you/#comments Tue, 25 Aug 2015 21:22:04 +0000 https://angryjedi.wordpress.com/?p=7797 In response to The Daily Post's writing prompt: "No, Thank You." "If you could permanently ban a word from general usage, which one would it be? Why?" I'm going to cheat a little here and not talk about a specific word, but more a general style of communication. There are numerous words that could be … Continue reading 2044: No, Thank You

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    0044_001

    In response to The Daily Post's writing prompt: "No, Thank You."

    "If you could permanently ban a word from general usage, which one would it be? Why?"

    I'm going to cheat a little here and not talk about a specific word, but more a general style of communication. There are numerous words that could be used to represent this style of communication, but not one that particularly stands out more than others, so I'm going to talk in more general terms.

    As most of you know, the rise of the Internet over the course of the last few decades has made it easier than ever for people to communicate with one another. And with that ease of communication has come a relaxation of the rules of formality when communicating. In some ways, this is a bit of a shame, because the distinction between formal and informal use of language can often send implicit signals to the people in an interaction as to what is and is not appropriate to talk about. But in others, I'm actually very much relieved about this, because formal language is so mind-numbingly impersonal it's borderline offensive to be confronted with.

    I'm thinking particularly in terms of "professional" email messages here, and I'll give you an example of the distinction. I've been doing some freelance work for a company for a while. When I started, the company was very much in its infancy, with relatively few employees and a single point of contact for the work I was doing. Said point of contact was a delightful young woman who was always chatty, helpful and charming whenever we spoke to one another. It was a pleasure to interact with her, even though for the most part we were only ever exchanging standard pleasantries and details of work assignments. But just little things like her squealing enthusiasm for me when I told her I was getting married, or chats about the extremes of weather we've seen this summer — all of those things were nice, and gave me a feeling of being "connected" to her and, by extension, a feeling of "belonging" to the company as a whole, despite simply being an outside contractor.

    A few weeks ago, my former contact was replaced as she (presumably) moved on to other duties in the company as it has started to grow. She's still with the company and tends to get copied in on email messages, but I haven't heard a peep out of her since. Her replacements are like robots. And I mean that pretty much literally — every message I get from them absolutely stinks of copy-and-paste, email-by-template communication… largely because they clearly are copy-and-paste emails-by-template, and it's easy to tell this due to the fact that there are the exact same words in each one.

    There's a good reason for this sort of thing, of course; as companies grow and have to communicate and collaborate with more and more people, it's not considered to be particularly efficient to manually type out each and every message. So in come the templates, the form letters, the copy-and-paste boilerplate text.

    Efficient it may be, but that feeling of "connection" is gone as a result. I don't know these people, and even having sent messages to them in the same tone as I spoke with my previous contact, they've made no effort to engage with me in any way; I may as well be downloading assignments from an automated message board.

    This is frustrating enough by itself, but combine it with the passive-aggressive tone that business communications tend to take — all "gentle reminders" and "looking forward" to something you haven't done yet — and it's not something that I feel is particularly conducive to a good working relationship.

    It doesn't really bother me all that much, to be honest; the company in question is a means to an end (said end being "getting money") for me right now, and ultimately a personal connection with it isn't all that important to me. I just find it a little sad that what was once friendly, personal interactions between two people now feels like sending commands and requests to an automated system. You're human beings; act like it!

    So, to (sort of) answer the original question, then: I would ban business-speak, form letters and email templates from general usage and insist that everyone communicate with everyone else as an individual. It would help make the world just a little bit friendlier as a result, and I feel that would work wonders for making people feel more positive about all sorts of things.

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    2043: This Would Go Great with Cola https://imnotdoctorwho.moegamer.net/2015/08/24/2043-this-would-go-great-with-cola/ https://imnotdoctorwho.moegamer.net/2015/08/24/2043-this-would-go-great-with-cola/#respond Mon, 24 Aug 2015 22:28:45 +0000 https://angryjedi.wordpress.com/?p=7792 One of the highlights of the current anime season is Himouto! Umaru-chan, a rather odd little show that takes the Squid Girl approach of splitting each "episode" up into several shorter little vignettes in which nothing really happens, but it's entertaining nonetheless. Umaru (as I shall refer to it hereafter for simplicity's sake) is a show that exemplifies … Continue reading 2043: This Would Go Great with Cola

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    0043_001One of the highlights of the current anime season is Himouto! Umaru-chan, a rather odd little show that takes the Squid Girl approach of splitting each "episode" up into several shorter little vignettes in which nothing really happens, but it's entertaining nonetheless.

    Umaru (as I shall refer to it hereafter for simplicity's sake) is a show that exemplifies the Japanese concepts of honne and tatemae, these being a person's "true feelings" and their "public face" (or, literally, "facade") respectively. Title character Umaru is the very model of beauty and respectability when she's out in public: she's the darling of her whole school, always gets the best grades, is good at sports and is respected by everyone. Back home, however, she's a lazy slob who sponges off her long-suffering brother and sits around in her hamster hoodie playing games and drinking cola all day.

    Himouto!.Umaru-chan.full.1907662

    Umaru highlights this contrast by literally changing the character's appearance when she switches from one "face" to the other. When she's out in public being the beautiful and respected Umaru-chan, she's the epitome of moe — long, flowing hair; big, sparkling eyes; a calming, gentle voice — but when she gets back home she immediately becomes represented by a short, aggressive, chibi character that is cute in an entirely different way to "full-size" Umaru. Her behaviour and mannerisms are completely different, her voice becomes louder and more forceful, but it's abundantly clear that this is when she's at her happiest.

    As the series progresses, Umaru reveals a third persona: that of the elite gamer "UMR". UMR is something of a balancing act between the two extremes she had previously exhibited up until this point; she's realistically proportioned and acts like a normal human being, but is passionate and enthusiastic about gaming — not to mention in possession of some serious skills. UMR is by far the most naturally likeable of all Umaru's personalities since she tends to keep things fairly low-key — she even dresses considerably more conservatively than her "ideal schoolgirl" persona — but is also a lot more honest about who she really is.

    ebina

    The idea of the necessity of putting up a facade for the rest of the world to respect you is a defining characteristic of the series, and it's not just Umaru who exhibits this. Umaru's friend Ebina, for example (above), is an attractive, busty young girl who draws the eyes of everyone around her, but she's afraid to open her mouth in case her country bumpkin dialect slips out, as it occasionally does when she's feeling at ease and comfortable. Likewise, recurring character Kirie is completely unable to approach moe Umaru at school, despite wanting to, but she manages to bond with lazy slob Umaru — whom she actually believes to be Umaru's younger sister, just to complicate matters — over games, cola and laziness.

    Over time, these characters all become better defined, and their different personas start to merge into one another. I'm interested to see whether or not the series intends to "say anything" with this concept by its conclusion, or whether it's simply going to continue using them for comic effect. Either way is fine by me; Umaru is not the kind of show that particularly feels like it needs to have a strong moral message — though I won't deny it will be somewhat satisfying to see the precocious little slob version of Umaru get her comeuppance for taking her poor brother for granted by the end of the run!

    Regardless of how it ends, Himouto! Umaru-chan has been a really fun series so far, and I hope there's more in the future.

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    2042: Question Time https://imnotdoctorwho.moegamer.net/2015/08/23/2042-question-time/ https://imnotdoctorwho.moegamer.net/2015/08/23/2042-question-time/#respond Sun, 23 Aug 2015 22:49:09 +0000 https://angryjedi.wordpress.com/?p=7789 For today's post, I'm going to raid my Retrospring inbox for questions, then answer them. (I'll be posting these answers on Retrospring as I go, too, so if you follow me on Twitter and have read these already, you can safely skip this post.) Let's begin! Is chivalry dead? I wouldn't say it's "dead" per se, but … Continue reading 2042: Question Time

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    0042_001For today's post, I'm going to raid my Retrospring inbox for questions, then answer them. (I'll be posting these answers on Retrospring as I go, too, so if you follow me on Twitter and have read these already, you can safely skip this post.)

    Let's begin!

    Is chivalry dead?

    I wouldn't say it's "dead" per se, but I do feel like it's almost frowned upon in today's hyper-sensitive culture surrounding gender. Acts that one person believes to be "chivalrous" can be interpreted as "benevolent sexism" by another, so it feels almost like chivalrous acts are being discouraged — at least when it comes to traditional things like a man holding the door open for a woman, "ladies first" and all that sort of thing. Personally speaking, I think this is a load of old tosh, but in the interests of keeping people quiet I just try and be a decent sort of chap to anyone, regardless of gender.

    Ever regretted something you've done even though you know it's really just a small and unimportant thing?

    Oh yeah! Many, many times. As I sit here I'm having trouble thinking of a specific example, but yes, most definitely. With the anxiety-riddled way in which my mind works, too, I inevitably end up spending hours or even days worrying about whether or not I should have done that thing.

    I guess a good example would be from back before I started doing Slimming World; a hefty proportion of my weight gain could probably be attributed to simply not knowing when to stop, and consuming, say, an entire bag of sweets even though I'd maybe start feeling a bit queasy halfway through the bag and should probably have stopped then. I regretted doing that every time it happened, because I could see the consequences. It took a long time to pluck up the courage to admit it was a problem and finally do something about it, though. Now I'm 4.5 stone lighter than I was when this was an issue, and I certainly don't regret that particular decision.

    What are some of your favorite Japanese Role Playing Games?

    I really have trouble picking favourites, as I tend to have a positive outlook on whatever I'm playing, and it's pretty rare I will abandon something completely — I usually try to "see the good" in things where possible, because that's much more fun and rewarding than writing something off immediately. As a result of this, I've become a fan of many games that have either flown under the radar or been poorly reviewed by the media.

    Favourites off the top of my head include the Hyperdimension Neptunia series, Tales of Xillia and its sequel, Criminal Girls, Omega Quintet, Final Fantasy XIV, ZHP: Unlosing Ranger vs. Darkdeath Evilman (really must beat that one day) and… oh, too many to list.

    In games where you have the option of playing Good or Evil, which side do you generally pick?

    Good. Always. I find it way too difficult to play Evil; I get emotionally attached to things very easily indeed, and I feel really bad mistreating them, even if they're just a collection of pixels. The only time I ever really successfully played "evil" was when I worked through the Dark Brotherhood storyline in Oblivion. Even then, once I was done with that and the Thieves' Guild's quests, I couldn't resist embarking on a journey of redemption and was pretty much a paragon of virtue by the time I was finished with that game.

    How do you feel with ecchi in anime when it's not central ?

    I like it! I'm a red-blooded male and I enjoy some tits and ass as much as a typical red-blooded male can be expected to. I feel ecchi is most effective when it's incorporated as part of a work's overall aesthetic, though, rather than just dropped in for the sake of a quick panty shot just to say there's a panty shot in there. Senran Kagura is a good example, though that's a game, I know: there, the ecchi is simply part of the game's overall look and feel, and after spending some time with the game it's simply What It Does.

    Would you rather talk online publicly or privately?

    I can't really give a straight answer to that one, because it's different for different situations. I talk about things privately with my friends when I don't want to "go public" with something, or if it would be inappropriate, unprofessional, a breach of an agreement or outright illegal to do so. But I also talk about things publicly, because that's one of the main ways you meet new people and find out more about them on the Internet. Without talking about things publicly, I wouldn't have made some of the great friends I've made on the Internet over the last few years.

    Ever felt like pretty convincing evidence is staring you straight in the face but you still fervently deny whatever it is the evidence is pointing at?

    I'm sure there are plenty of examples of this, but admitting what they are wouldn't be fervently denying them now, would it? Human beings are stubborn creatures; when we get an opinion on something, we sure as hell don't like to change our minds about it.

    DO YOU LIKE TO CYBER-TEXT?

    Sure. The written word can be a powerful, uh, stimulus. To the… imagination. Yes, imagination.

    Do you own any collector/premium/limited editions of things you like?

    Yeah! I didn't used to bother with limited editions, but since getting into Japanese games and anime, I've been much more inclined to pick up special editions where possible, I think perhaps because I'm aware these things are "rarer" by their very definition of being more niche interest than, say, your Assassin's Creeds or your Call of Duties. I'm enjoying being a collector of these things, and I proudly display them on my shelf at home. They're a conversation piece as well as being something that brings me comfort, as strange as that might sound.


    All right, I think that'll do for now. If you want to ask me random stupid questions now and again, pay my Retrospring profile a visit here — you can even ask questions anonymously if you want!

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    2041: A Little Respect Goes a Long Way https://imnotdoctorwho.moegamer.net/2015/08/22/2041-a-little-respect-goes-a-long-way/ https://imnotdoctorwho.moegamer.net/2015/08/22/2041-a-little-respect-goes-a-long-way/#comments Sat, 22 Aug 2015 20:10:23 +0000 https://angryjedi.wordpress.com/?p=7782 Whew, that got pretty heated, huh? I make absolutely no apologies for yesterday's post: it needed to be said, and I stand by every word of it. To reiterate: if you don't like ecchi content in your games, that's absolutely A-OK. The second you start branding people who do like ecchi content in their games as paedophiles, though, that's when you cross a line … Continue reading 2041: A Little Respect Goes a Long Way

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    0041_001Whew, that got pretty heated, huh? I make absolutely no apologies for yesterday's post: it needed to be said, and I stand by every word of it. To reiterate: if you don't like ecchi content in your games, that's absolutely A-OK. The second you start branding people who do like ecchi content in their games as paedophiles, though, that's when you cross a line from "opinionated person" into "total cunt".

    I'm really disappointed to hear of the number of NeoGAF bans that have resulted from the article I mentioned yesterday. (Still not going to link to it.) Quite a few friends — and quite a few new acquaintances — all found themselves banned simply for expressing dissent or dissatisfaction with the article, often in a polite manner. And no, that's not just excuse-making — they really were polite about it. More polite than I was yesterday, anyway.

    I've never been a member of NeoGAF. Not through lack of trying, though every time I have tried, my email address hasn't been "good enough" for them to allow me in, whatever the hell that means. In one particular instance, it took nearly two years for my "application" to be rejected; I didn't try again after that.

    If it hadn't been Omega Labyrinth, some other game would have been the victim (and, likely, beneficiary of a ton of new publicity) of the latest round of outrage.
    If it hadn't been Omega Labyrinth, some other game would have been the victim of the latest round of outrage — and, it has to be said, likely a beneficiary of a ton of awareness it wouldn't have had otherwise, so it's not all bad.

    NeoGAF is regarded by many as the de facto gaming community online. It's where all the game journalists from the mainstream publications hang out, it's where game developers and publishers hang out — in short, it's a huge, centralised place to talk about games. Or at least, it should be: in the last few years, however, there's been an increasingly tight leash put on exactly what is and is not acceptable to talk about there — and, relevant to what we've been talking about, a lot of the stuff that is outright banned from discussion falls under the Japanese gaming umbrella.

    Trouble is, from what I can tell as an outsider to the overall community, there is pretty much no rhyme or reason to what is and is not acceptable. Senran Kagura is acceptable, it seems — or, at least, it was; a significant number of participants in the long, active Senran Kagura thread got banned as part of this latest nonsense — but something like Criminal Girls is not. Japanese games are the only games that appear to be subject to this much scrutiny; big Western games are discussed without any issues whatsoever, regardless of if they have any sexual or violent content in them.

    I don't want to dwell too much on NeoGAF because, as I've already said, I'm not a member there and so cannot comment with authority from the perspective of an actual community member. What I do want to talk about, however, is the broader problem that NeoGAF's situation and yesterday's debacle really highlights: the fact that it's deliberately (and, I'd argue, maliciously) creating a divide between different "strata" of people who enjoy video games. In other words, if you like one of the "approved" games, you're absolutely fine; you can continue discussing games and gaming culture as much as you like. But if you like one of the "forbidden" games — regardless of the fact that these games are not illegal, are not banned and are sold at retail — then your opinion is, it seems, automatically invalid; you're not welcome to discuss it in the Internet's equivalent of "polite society" and are instead forced underground to find cliques and subcultures who will accept you for your tastes, rather than everyone being in a happy melting pot respectfully exchanging opinions and learning from one another.

    Dungeon Travelers 2 was the last game to come under the microscope for being responsible for all society's ills. Unfortunately for the outrage brigade, it turned out to actually be a really good game, too.
    Dungeon Travelers 2 was the last game to come under the microscope for being responsible for all society's ills. Unfortunately for the outrage brigade, it turned out to actually be a really good game, too.

    As I've argued before both here and over on MoeGamer, this situation does a lot of creative works an enormous disservice. In my last ever JPgamer column at USgamer, I commented on the fact that a lot of the games that are habitually branded as "creepy" (or worse) by mainstream critics actually tick a considerable number of the boxes that these people tend to want to see as evidence that gaming is "growing up".

    Female protagonists? Or at least women in important positions with regard to the narrative? Sure; check out the Neptunia series, Omega QuintetCriminal Girls, the Agarest series, Akiba's Trip, Monster Monpiece, Moe Chronicle, Demon Gaze, Dungeon Travelers 2.

    Unconventional storyline that isn't simply "solve all your problems by punching/shooting/swording them to death"? Sure! Check out the Atelier series, Recettear, the Ar Tonelico series and plenty more.

    Ambitious narrative themes? Sure! Take a look at The Witch and the Hundred Knight (coming soon to PS4!), Time and Eternity, Senran Kagura, Criminal Girls, Ar Tonelico…

    You get the idea: these games don't get anywhere near enough credit and are, more often than not, either ignored or derided by people purely on the grounds that they're open and up-front about — in most, not all cases — wanting to indulge in a bit of light-hearted, cheeky teasing as part of their overall aesthetic. In some cases, the ecchi content is even used genuinely effectively to depict the growing relationship between characters; Time and Eternity and Demon Gaze were both particularly good in this regard, reflecting the protagonist's sexual frustration and the growing relationship of trust and love between the player character and their main quest-giving "contact" Fran respectively.

    Now, as Brad Gallaway wrote in his absolutely exemplary review of Dungeon Travelers 2, "people who are allergic to skin-heavy content might have a hard time getting past it to enjoy the game underneath. And honestly, that's all right. I've always said that not every game is right for every person, so bouncing off of Dungeon Travelers 2 for that reason alone would be totally understandable." This is the point that appears to be most frequently missed: games are not always for everyone. Sure, there are plenty of box-ticking focus-grouped triple-A games out there that are designed to appeal to the broadest possible demographic: they have to, because they cost an absolute fortune to make, so they'd better sell through multiple millions of copies to prove all the developers' hard work wasn't for naught.

    I was specifically forbidden from even mentioning Monster Monpiece during my time at USgamer because of its provocative artwork -- despite the fact that it's a really interesting collectible card game.
    I was specifically forbidden from even mentioning Monster Monpiece during my time at USgamer because of its provocative artwork — despite the fact that it's a really interesting collectible card game.

    But here's the important thing: not every game is like that, nor should it be. Games with ecchi content are designed for a specific audience — and that audience cannot simply be defined or written off as "horny teenage boys", as it usually is, though they are certainly part of it. In reality, the market for otaku games is male and female; young and old; straight and gay; trans and cis; and made up of pretty much each and every race, nationality and religion. The one thing they have in common? They like what they like. Simple as that. And these games are designed to push their buttons without caring what people outside that existing niche think of them. And that's absolutely fine.

    Tastes in art are complex, fluid, ever-changing, and one person can be into lots of things. You can enjoy high-class art and the most lowbrow of entertainment, and I know plenty of people who do. Likewise, you can also choose to enjoy just high-class art or just the most lowbrow of entertainment, or something middle-of-the-road. In the world of games, you can be someone who plays every "walking simulator" out there and believes they're the future of interactive entertainment. You can be like my Dad, and only ever play Microsoft Flight Simulator. You can play nothing but hidden object adventure games. You can be someone who just plays Call of Duty with their friends on weeknights. You can be someone who has invested a thousand or more hours into Dota 2. Or you can be someone who enjoys games where anime girls have breasts and flash their panties.

    Or — and here's how you get the richest possible experience from one of the most exciting and complex forms of creative media in the world in 2015 — you can be into multiple things, and you can be open to new experiences. You don't have to like everything, and you almost certainly won't. That's all absolutely, completely and utterly fine; the diversity in tastes is one of the best things about modern gaming, and the fact that month after month, all manner of different tastes are specifically catered to by developers and publishers is absolutely brilliant.

    I maintain that anyone who hates Neptunia needs far more joy in their life.
    I maintain that anyone who hates Neptunia needs far more joy in their life.

    What's emphatically Not Okay by any stretch of the imagination is, as we've already said, shaming people for what they are into, regardless of what it is. Don't like anime panties? Fine. Don't throw horrible names at people who do. Don't like Gone Home? Also fine; likewise, don't throw horrible names at people who do. Don't like Call of Duty? Also fine… you get the idea, no? To sum up: don't be a total cunt.

    A little respect goes a very long way. And gaming culture as a whole is not remembering that fact right now, and it saddens me greatly. Let's all try and do our bit to make our wonderful medium a little bit better for everyone, shall we?

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    2040: Perhaps We Should Stop Insulting Fans of Japanese Games https://imnotdoctorwho.moegamer.net/2015/08/21/2040-perhaps-we-should-stop-insulting-fans-of-japanese-games/ https://imnotdoctorwho.moegamer.net/2015/08/21/2040-perhaps-we-should-stop-insulting-fans-of-japanese-games/#comments Fri, 21 Aug 2015 20:19:51 +0000 https://angryjedi.wordpress.com/?p=7779 Earlier today (or possibly yesterday, I think), a former colleague posted a piece on a site I used to work for bemoaning, not for the first time, the amount of "ecchi" content in modern Japanese games, particularly dungeon-crawling RPGs. (I'm not going to link to it.) The piece did have an interesting point to make, which … Continue reading 2040: Perhaps We Should Stop Insulting Fans of Japanese Games

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    0040_001Earlier today (or possibly yesterday, I think), a former colleague posted a piece on a site I used to work for bemoaning, not for the first time, the amount of "ecchi" content in modern Japanese games, particularly dungeon-crawling RPGs. (I'm not going to link to it.)

    The piece did have an interesting point to make, which was to conjecture that many creators are interested in making sexually explicit — outright pornographic — games rather than just flashing the odd pair of panties like they do nowadays, and that it's the current strict censorship laws in Japan coupled with the platform holders' stranglehold on what sort of content does and doesn't get approved for sale that is holding this back from happening. I'm not sure I entirely agree with this — the nature of ecchi as opposed to hentai is to tease and titillate rather than be outright explicit, erotic, masturbation material — but it was an interesting point to consider.

    Unfortunately, he then went off the deep end with accusations of games like Dungeon Travelers 2 — a game that, by all accounts from people who have played it and not pontificated for thousands of words about How Bad And Wrong Anime Panties Are, is very good indeed — being "borderline child pornography". When called out about it on social media and in comments, he then took to his personal blog to wag his fingers and make some snide remark about the current situation with former "Face of Subway" Jared pleading guilty to numerous child sex-related charges and how, given that situation, people really shouldn't be defending games that "advocate child molestation".

    For fuck's sake.

    I feel like I have written this post a thousand times over by now, but it seems that I need to write it again, if only to blow off the steam I've had building up inside my head all day. So this may get a little bit angry, and for that I make no apologies whatsoever.

    For fuck's sake.

    The "child pornography" line is one that is usually trotted out by people who want to criticise Japanese media without knowing anything about it. Yes, Japan has plenty of morally questionable material — to Western sensibilities — readily available. Yes, Japan was somewhat "late to the party" when it came to legislating against this sort of thing. Yes, Japanese creators still produce media that would simply be illegal in Western countries. But Japan is also a different culture. And this isn't excusing any of the things that I personally find morally repugnant — because there are plenty of things I want nothing to do with, just as there are plenty of aspects of Western culture I want nothing to do with — but it is worth considering when contemplating whether or not you should tarnish an entire country's cultural output with as scathing a brush as "paedophilia".

    The assumption that "if you're into ecchi games, you're a paedophile" makes — mistakenly — is that people who enjoy this sort of thing cannot distinguish between fantasy and reality. I can guarantee you — speaking from experience — that a considerable proportion of people who like to take a walk on the ecchi side of life are doing so because it entertains them, not because it arouses them. Ecchi games are refreshingly frank, honest and open; ecchi games often have strong characterisation and realistic depictions of how relationships progress — including sexual encounters (or implied sexual encounters at the very least); ecchi games are completely up-front about what they are, and unashamed of that fact. More often than not, ecchi games are having fun with sex. They're using it in a cheeky way, or in some cases as a means of exploring characters. (Criminal Girls is a great example of the latter, with the characters' reactions to the light S&M scenes throughout changing as they grow and mature as people, and their relationship with the protagonist changes.)

    What these games are emphatically not is a means for people who want to abuse children to get their rocks off. And this also means that people who enjoy these games are emphatically not paedophiles, or "advocates for child molestation". Do you seriously fucking believe that because someone made use of a silly game mechanic in Omega Labyrinth that they're going to go out and start squeezing the tits of random girls on the streets? Do you seriously fucking believe that someone finding a hand-drawn character in a game — with nothing whatsoever real about them except their voice actor, who is inevitably an adult — attractive in some way means that they're going to be pulling up a dirty old van outside schools and kidnapping children?

    In other words, if you must acknowledge them at all, how about you criticise things you don't like without fucking insulting the people who do like them? That would be simply lovely.

    I am absofuckinglutely sick of having to defend my hobby against people who take the lazy, "moral majority" approach and decry something they don't like as being "sleazy" or "skeevy" or, as we've seen above, far worse. In my experience, the Japanese games and anime enthusiast community are some of the nicest, most articulate, most friendly, most passionate people I have ever met. Through my coverage of Japanese games back when I was on USgamer — I'm sure fucking glad all the time and effort I spent on that wasn't a complete fucking waste of time — I've made some great and doubtless lifelong friends. And, moreover, I've been exposed to some really, genuinely great games — and not one of them has made me want to go out and fuck kids. Not even a little bit. How about that?

    Compare and contrast with these puritanical fuckwits who just want to brand everything not on their Pre-Approved List of Things That Are Super-Rad!! as somehow Bad, Wrong and Problematic, and, well, I know which side I'd rather be on. I'll be over here with my fellow deviants, thank you very much.

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    2039: He's On the Manga https://imnotdoctorwho.moegamer.net/2015/08/20/2039-hes-on-the-manga/ https://imnotdoctorwho.moegamer.net/2015/08/20/2039-hes-on-the-manga/#comments Thu, 20 Aug 2015 23:03:45 +0000 https://angryjedi.wordpress.com/?p=7776 I decided today — and not for the first time — that with my interest in all things Japanese, it was high time that I got involved in manga: the print side of Japanese popular entertainment, and, in many cases, the original source of various series that go on to become popular anime series. People … Continue reading 2039: He's On the Manga

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    0039_001

    I decided today — and not for the first time — that with my interest in all things Japanese, it was high time that I got involved in manga: the print side of Japanese popular entertainment, and, in many cases, the original source of various series that go on to become popular anime series.

    People who are big into manga are always going on about how the original manga (or, if you're a real otaku hipster, light novel) is, more often than not, better than the 13-episode anime adaptation. And, to be fair, I can sort of see their point; while anime has a lot more immediacy about it thanks to the combination of colour, music, sound, voice acting and, you know, animation, the longer format of manga allows it by its very definition to go into more detail, to explore characters, themes and storylines further, and to provide a more "comprehensive" experience for fans. Plus it's the otaku equivalent of watching a movie adaptation of a book and going "well, the book was better" (which it often is).

    Anyway. The manga I decided to jump into are ones that I'm already reasonably familiar with the anime adaptations of. I considered picking up the Sword Art Online manga, but I kind of want to check out the light novels rather than the manga, since that was the original original version, and most people say that it explores the storyline at a much more manageable pace than the breakneck speed of the anime. Instead, then, I picked up the first volumes of Monster Musume and High School DxD.

    I haven't checked out DxD yet, but I've read the first couple of chapters of Monster Musume. So far I'm impressed with how true the anime has stuck to the tone and feel of the manga, though the manga itself is a bit more explicit in a number of ways — most notably with the presence of nipples, but also in another sense in that it fleshes out the storyline and characters' inner thoughts a lot more. So far it hasn't been vastly different from the anime, but I understand that differences between anime and manga tend to come a little later as a series progresses; anime often skip out large chunks of the manga with varying degrees of success, and I believe in Monster Musume's case there are characters who are in the manga who aren't in the anime. Possibly. Maybe.

    The other advantage of reading the manga — assuming you stick with it through multiple volumes, of course — is that you can read further on in the story than the anime tends to go. A lot of 13-episode anime seasons end just as they're getting interesting — DanMachi (aka Is It Wrong to Try to Pick Up Girls in a Dungeon?) was the last show to do this — and then present their audience with a substantial and frustrating wait before they can see any more. Meanwhile, in many cases, the manga comes out first, allowing you to continue following your favourite characters' (mis)adventures well before the adaptation hits the airwaves.

    So far I don't know how long I'll stick with these series or any others I decide to pick up. I've enjoyed the couple of chapters of Monster Musume that I've read so far, and it's a fun, different way to engage with a series that I've come to enjoy a whole lot since it launched. So we'll see!

    I should probably reorganise my bookshelves in anticipation, though…

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    2038: Vacation from Eorzea https://imnotdoctorwho.moegamer.net/2015/08/19/2038-vacation-from-eorzea/ https://imnotdoctorwho.moegamer.net/2015/08/19/2038-vacation-from-eorzea/#respond Wed, 19 Aug 2015 23:49:41 +0000 https://angryjedi.wordpress.com/?p=7773 Astute long-term readers will notice that I haven't been talking much about Final Fantasy XIV recently. And the reason for that is simple: I just haven't been playing it that much. It's not that I've gone off the game per se — I still see myself playing it for many years to come — it's more that I've got out of … Continue reading 2038: Vacation from Eorzea

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    0038_001Astute long-term readers will notice that I haven't been talking much about Final Fantasy XIV recently. And the reason for that is simple: I just haven't been playing it that much.

    It's not that I've gone off the game per se — I still see myself playing it for many years to come — it's more that I've got out of it what I wanted to get out of it so far. The Heavensward storyline was exciting and dramatic — and, for my money, better than A Realm Reborn's main quest — and the Alexander raid dungeon was an enjoyable challenge, though we're still yet to clear its Savage incarnation.

    Trouble is, outside of levelling alternate classes there's not a huge amount to do at level cap right now.

    This is the exact situation A Realm Reborn (and, I imagine, most MMOs) found itself in at launch, of course; the difference here, however, is that whereas it took me a good few weeks to make it to 50 in A Realm Reborn — I reached the level cap a while after the more dedicated players in my Free Company — I got through Heavensward pretty quickly. This was deliberate, of course; I binged on the new story content because it was enjoyable and interesting, and also because I wanted to see everything that the expansion pack had to offer. I also wanted to avoid inadvertently being spoiled on the storyline, since Final Fantasy XIV is that rare example of an MMO where the story is actually worth paying attention to and even told pretty well.

    Consequently, I got to the "end" a lot more quickly than I did with A Realm Reborn, and consequently I've found myself with a lot more "dead time" with stagnant content. Sure, I could run Alexander over and over again to try and get some more gear sets. Sure, I could level other classes — I probably will do this at some point. Sure, I could run the current two level 60 dungeons over and over to get as many Tomestones of Esoterics as possible to gear up one or more classes.

    Trouble is, I simply don't have a lot of motivation to do so right now. And that's sort of fine by me, really; whenever I play an MMO I always find myself in a weird place where I'm really enjoying the experience of playing the game and getting good at it — I maintain that Final Fantasy XIV is one of the few games I genuinely consider myself to actually be pretty good at — but also feeling a strange sense of "guilt" that I'm not playing any of the other million and one games that have been staring at me from my shelves for the last few years. Conversely, I play a game that isn't Final Fantasy XIV and I feel a similar sense of "guilt" that I'm not playing Final Fantasy XIV more. I can't win. Stupid brain.

    On balance, though, this "dead time" is actually proving to be rather welcome, as since I have little inclination to log in right now for anything other than my weekly raiding commitments — and the group as a whole is pretty half-hearted about the whole thing at the moment, to be honest — I am having plenty of time to delve into other experiences. I managed to get the Platinum trophy on Omega Quintet. I'm working on the Platinum trophy for Hyperdevotion Noire. I am loving the shit out of Sword Art Online on PS4. And I'm also really enjoying Splatoon, Heroes of the Storm and any number of other games right now.

    The trouble with any hobby that has a lot of different elements to it — be it gaming, music, reading, movies or whatever — is finding that perfect balance where you can enjoy all those different elements at different times and not feel like you're neglecting any of them. Right now, even though I know that I don't have much motivation to play Final Fantasy XIV, I still feel like I'm neglecting it because I'm not logging in to talk to my friends. So perhaps I still haven't quite found the right balance there. But eh. I'm not going to worry about it for the moment — a new content patch for the game might rekindle my interest for a while, but in the meantime I'm going to cut right back and enjoy the other experiences I have on the go right now.

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    2037: I Killed a Volcano https://imnotdoctorwho.moegamer.net/2015/08/18/2037-i-killed-a-volcano/ https://imnotdoctorwho.moegamer.net/2015/08/18/2037-i-killed-a-volcano/#respond Tue, 18 Aug 2015 23:52:08 +0000 https://angryjedi.wordpress.com/?p=7770 Another Sword Art Online Re:Hollow Fragment post, I'm afraid, but, well, deal with it; it's good, I'm enjoying it, and I want to talk more about it. I was describing the game to a friend earlier and the thing that struck me is how utterly different from your typical JRPG it is. It's extremely non-linear at heart — that … Continue reading 2037: I Killed a Volcano

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    0037_001Another Sword Art Online Re:Hollow Fragment post, I'm afraid, but, well, deal with it; it's good, I'm enjoying it, and I want to talk more about it.

    I was describing the game to a friend earlier and the thing that struck me is how utterly different from your typical JRPG it is. It's extremely non-linear at heart — that is to say, there are a number of parallel linear objectives to follow at any given moment, but it's always entirely up to you which one you pursue at any given moment, or even whether you pursue them at all or just decide to grind out a few levels fighting powerful enemies.

    So far the "main" quests I've encountered include the ascent of Aincrad, which is the way you "beat" the game; the storyline that unfolds as you unlock access to each part of the Hollow Area; the "Grand Quest" which mysteriously appears on one trip to the Administration Area; and a line of waifu-specific objectives that demand you go into the Hollow Area with a specific companion and complete a particular kind of Hollow Mission, the exact details of which are usually given in fairly vague terms, so you have to figure out exactly which missions will fulfil their criteria for yourself.

    In my relatively brief session on the game earlier, I chose to forego the waifu quests I had previously been working on (largely because I couldn't find a Hollow Mission that involved fighting kobolds or goblins to progress Silica's questline) and instead continue with the Grand Quest. This part of the game — which I believe was added in a free update post-release on the original Vita version — involves entering a mysterious new part of the already mysterious Hollow Area, known as the Abandoned Area, and promises the reward of powerful new Sword Skills that you can't get anywhere else.

    The Abandoned Area is introduced to you with a beautiful garden, one end of which is dominated by an enormous pair of doors — doors which are, of course, locked. However, since Sword Art Online is well and truly aware that it is a game, it very much follows the rules of a game, and consequently there are two obvious depressions in the door where "something" most certainly fits. And, wouldn't you know it, there are two pathways out of the garden, each of which leads to a different "dungeon" area — one in some fiery caves, another in the mountains. And oh! It just so happens that your map indicates that there's a powerful Area Boss waiting in the furthest reaches of each of these areas. Guess what you have to do to progress the Grand Quest?

    It's not just as simple as wandering in and smacking the boss about a bit, though, not least of which because the bosses are challenging encounters with plenty of mechanics to figure out. In order to even get at the boss of the fiery cave area, you need to complete a number of different Hollow Missions that reveal some interesting facts about the local fauna — most notably the explosive bugs that become petrified when they die, and which conveniently explode with sufficient force to knock down walls when triggered by the correct catalyst. Once you've discovered this useful piece of information, you then have to scour the area for other instances of these petrified bugs, blow them up and see if they reveal a convenient pathway through to the boss.

    The mountain area is similar in execution, though it is set up in such a way as to prevent you from progressing too far without completing the fiery caves first — you need a key item to melt open a door that is frozen shut. In this area, however, you quickly encounter the Area Boss without too much difficulty, who promptly screeches at you with a noise so terrible you're forced to retreat. The challenge here, then, is to uncover a means of protecting yourself against his powerful sonic attacks. I'm yet to discover exactly what that means is, but it will almost certainly involve a convenient Key Item somewhere, because that's how games work and, as previously noted, Sword Art Online is very much aware that it is a game.

    The fiery cave area boss — dramatically known as Gaiard the Volcano — is a great fight that is far more than simple hack and slash. It's a fight where you'll have to pay attention to what moves are coming up — they are telegraphed in various ways — move carefully to avoid them, order your companion around (assuming you brought one with you) and take every opportunity you have to get in your most powerful attacks. It's an intense fight that really doesn't let up for a moment; opportunities to attack are short and easy to miss if you're not paying attention, and you need to keep a close eye on your partner's condition, too; letting them die is as instant a Game Over as if you died yourself. It's extremely satisfying when you finally clear it, however; it took me a good few attempts, but like the very best boss fights, it never felt like I was being smacked around by cheap, unfair moves — I learned something every time and progressed a little further, until eventually I was able to counter almost all his earth-shaking attacks and take full advantage of the openings that were presented throughout the battle.

    If you're the sort of person who enjoys setting their own objectives and pursuing things in whatever order they like, then, Sword Art Online Re:Hollow Fragment is something that will very much appeal. Plus I was delighted to see today that it appears to be a top-seller on PSN right now, which means that it's a game that is getting noticed, played, enjoyed and promoted by people who like it. That makes me really happy; while it is far from the most technically proficient game in the world — the upscaled PSP graphics and somewhat inconsistent frame rate will be a culture shock for many — it's a beautifully designed, enormously addictive and extremely playable game that I can see myself spending a very long time with before I move on to something else.

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    2036: Splattering https://imnotdoctorwho.moegamer.net/2015/08/17/2036-splattering/ https://imnotdoctorwho.moegamer.net/2015/08/17/2036-splattering/#respond Mon, 17 Aug 2015 22:29:49 +0000 https://angryjedi.wordpress.com/?p=7765 Been playing a bit more Splatoon, and I really like it for a number of reasons. Turns out that Nintendo's first real foray into the dedicated online multiplayer sphere (as opposed to titles like Super Smash Bros. and Mario Kart, which include online but don't make it a focal point) is a really solid effort that does things a bit differently from … Continue reading 2036: Splattering

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    0036_001Been playing a bit more Splatoon, and I really like it for a number of reasons. Turns out that Nintendo's first real foray into the dedicated online multiplayer sphere (as opposed to titles like Super Smash Bros. and Mario Kart, which include online but don't make it a focal point) is a really solid effort that does things a bit differently from the norm and is consequently a better, friendlier, more accessible experience as a result.

    Splatoon's structure may seem restrictive to those who have been raised on more well-established shooter franchises. You can't purchase any new weapons or other equipment (each piece of which confers a buff of some description, and which can be levelled up at least once to unlock additional abilities) until you hit level 4, and until you hit level 10 you're restricted to playing just the "Turf War" battle mode.

    In practice, though, this all works really well. Turf War — a mode where whichever team covers more of the map with their colour after three minutes wins — is a good introduction to the game, emphasising how it's important to work together as a team. By the time you hit Rank 10, at which point Ranked Battles with different rulesets unlock, you should be pretty comfortable with how the game works and perhaps even have found a favourite weapon style.

    The other interesting thing about how Splatoon works is that rather than throwing all the maps and modes into the rotation and making people either vote on them or set up their own lobbies, it simply uses a small, rotating roster: two maps for Turf War, two more for Ranked Battle, and one of the available game modes chosen for Ranked Battle too. Every few hours this rotates.

    This is also an excellent system. It encourages you to familiarise yourself with the maps, and since there are only two in a given set at any point, if you settle down to play a few games, you'll get the opportunity to learn their intricacies rather than being forced into always playing community favourite levels until the end of time.

    So far I've only played the Splat Zones mode in Ranked Battle: a variant on King of the Hill in which you have to take control of one or more zones by painting its floor in your colour to score points. It's a different experience to Turf War; while Turf War is usually on the move, often with a scuffle over the map's middle ground, Splat Zones forces you to both go on the offensive and defensive according to the position you're in. Taking advantage of the squids' abilities to hide under their ink makes for some enormously satisfying stealth "kills" (sorry, "splats") and there's a real sense of fun when you manage to outwit an opponent who's been giving your team grief.

    I haven't yet had the courage to jump into some games with the folks on the /r/splatoon Discord server, but they seem like a friendly bunch open to giving advice, so I may look into that in the next few days. After all, I am level 12 now; that's at least a bit fresh, I think…

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    2035: I Pledge Allegiance https://imnotdoctorwho.moegamer.net/2015/08/16/2035-i-pledge-allegiance/ https://imnotdoctorwho.moegamer.net/2015/08/16/2035-i-pledge-allegiance/#comments Sun, 16 Aug 2015 22:07:05 +0000 https://angryjedi.wordpress.com/?p=7762 In response to The Daily Post's writing prompt: "I Pledge Allegiance." "Are you patriotic?" asks the Daily Post today. "What does being patriotic mean to you?" Hmm. My initial reaction to this would be to say "no", but on a bit of reflection it's a little more complex than that. I mean, I don't consider … Continue reading 2035: I Pledge Allegiance

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    0035_001

    In response to The Daily Post's writing prompt: "I Pledge Allegiance."

    "Are you patriotic?" asks the Daily Post today. "What does being patriotic mean to you?"

    Hmm. My initial reaction to this would be to say "no", but on a bit of reflection it's a little more complex than that. I mean, I don't consider myself patriotic in the sense that I'd be willing to die for my country or anything, and I have no desire to go into politics or the military or any other field that would allow me to represent Great Britain on the world stage.

    But I do kind of like being British, even though there are things I hate about it and there are things about it that I am ashamed of. For a lot of outsiders — particularly Americans — stereotypical Britishness (such as that which I have a tendency to exhibit) carries with it a certain air of respectability and even authoritativeness, and that's quite a nice feeling. Plus supposedly girls find British accents sexy, which is not something I'm particularly concerned with now I'm married, of course, but again, it's quite nice to know.

    Really, the thing I don't like the most about being British is the fact that thanks to the international nature of the online age — the "global village" as I believe people used to like calling it — I have a lot of friends all over the world: some in Europe, some in Australia, some in Japan, some in the Americas, some in Canada. And while I welcome the opportunity to be able to talk to these people every day online thanks to places like this blog, Twitter and other services out there, it is occasionally a bit of a bummer that I only have relatively few friends who are actually local to me, and thus it's quite a challenge to be able to get people together to do things that we'd all enjoy. I'm a little envious of those people who do live near friends that they're able to see more than once every couple of weeks, to be honest.

    This, of course, isn't specifically tied to being British, but I think it's a contributing factor in there. The things that I'm into, I feel, are not stereotypically "British" in nature. I'm supposed to be into football and cricket and motorsports, and I don't like any of those things (except, in the latter case, in virtual form) — instead I relish geeky pursuits such as video games, board games, anime, writing, music, that sort of thing. All of these things "feel" like they're more popular, more widespread, more accepted in places such as the States. And while there are small communities of people who get together to indulge in these things here in the UK, I feel like I'm yet to really latch on to any of them. Andie and I used to attend a regular board gaming get-together in a local pub, but for one reason and another (primarily the amount of time it took us both to get back from work at the time) we stopped going along.

    I'm also trying to involve my friends in my enjoyment of anime, but this has proven to be a bit of an uphill struggle to date. Perhaps I just need to pester them a little bit more; the last time I mentioned it, there was at least a little bit of interest, particularly at the prospect of an "anime, food and drink" evening shamelessly stolen from my Canadian friends who hold such an event on a regular basis.

    I feel like I've kind of got off topic a little bit here, but no matter. I guess, to return to the original question, no, I don't especially consider myself patriotic, but I'm not ashamed to be British, either. I don't try and pretend I'm something I'm not, but I'm also aware that the path I walk is a little outside that which we can call "normality", for want of a better description. And I'm kind of cool with that; it'd just be nice to be able to share these things a little more easily with others, I guess.

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    2034: The Hollow Area https://imnotdoctorwho.moegamer.net/2015/08/16/2034-the-hollow-area/ https://imnotdoctorwho.moegamer.net/2015/08/16/2034-the-hollow-area/#comments Sun, 16 Aug 2015 00:34:48 +0000 https://angryjedi.wordpress.com/?p=7759 Been playing some more Sword Art Online Re:Hollow Fragment for the past few days, and I'm thoroughly enamoured with it. It's quite unlike any RPG I've played before, though I must say, it does a pretty good job with the whole "simulated MMO" deal, particularly as you can even play it in cooperative multiplayer. I've mostly been … Continue reading 2034: The Hollow Area

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    0034_001Been playing some more Sword Art Online Re:Hollow Fragment for the past few days, and I'm thoroughly enamoured with it. It's quite unlike any RPG I've played before, though I must say, it does a pretty good job with the whole "simulated MMO" deal, particularly as you can even play it in cooperative multiplayer.

    I've mostly been exploring the "Hollow Area" part of the game, which is the vast new section originally added in the Vita version of the game; the original PSP version only covered the last 25 floors of Aincrad up to the final boss on Floor 100. Aincrad is a mostly linear experience; the Hollow Area, meanwhile, though gated by story progression in a few places, is much more non-linear in nature since you can freely move between regions, take on any "Hollow Missions" you choose or simply explore, fight monsters and seek treasure.

    Interestingly, this aspect of the game is the one area where Re:Hollow Fragment differs from a real MMO: while the first time you enter a new zone in an MMO you'll probably take some time to explore and map it fully, most MMOs design their areas in such a way as to be easily navigable by large groups of people, and once you've been everywhere, you've been everywhere; no further exploration needed. When it comes to dungeons, any kind of exploration is usually discouraged entirely in favour of a linear sequence of encounters culminating in one or more highly scripted boss fights. There's nothing wrong with this; when it comes to herding a group of players towards their objective together — particularly when they might not be able to communicate with one another due to issues such as the language barrier, console players not having a keyboard to hand or people simply being unwilling to talk — it's best to keep things as simple as possible so no-one gets lost, everyone can have a good time and work their way through efficiently.

    Since Re:Hollow Fragment doesn't have to worry about "real" players (for the most part — multiplayer assumes you're already familiar with how the basic game works) it's free to be a bit more interesting with its areas. So we have mazes, networks of caves, perilous clifftops (that you can fall off and die instantly) and dungeons with multiple routes and secret passages, many of which you'll need to pay return visits to at a higher level to get the most out of. It's an absolute pleasure to explore, and all the more rewarding when you come across a powerful monster to fight or a treasure chest containing an awesome treasure item.

    The "powerful monster" aspect is worthy of some note. I'd heard a few people compare this game to Monster Hunter when it first came out; I haven't played Monster Hunter myself so can't comment with a huge amount of authority, but it never struck me as a particularly obvious comparison to make. That is, until I started ranking up some of the regions in the Hollow Area and coming across the "NM" (Named Monster) and "HNM" (Hyper Named Monster… I think?) encounters, which pit you against powerful, boss-tier enemies that demand a little more than just hack and slash. Now I kind of Get It… that moment when you think "That thing looks awesome… let's kill it!"

    That said, the game isn't particularly hack and slash even with its trash mobs, anyway; it has an interesting combat system based around a combination of carefully timed button presses (Phantasy Star Online-style) and skills with cooldowns a la traditional MMOs. While Kirito starts a fair distance down the Dual Wielding path he's depicted following in the anime, you're free to change to any other weapon type whenever you like, and in fact if you want to farm Skill Points to learn new abilities, you're going to need to do that, since Skill Points are earned most reliably by levelling up weapon proficiencies. What's nice is that each weapon type has its own unique set of skills to learn along with its own unique animations and timings for "Exact Attacks". Branching off each weapon type are support skills, too, ranging from healing and buffing to passive abilities that improve your overall position in battle.

    Then there's the Implementation system, which works alongside the skill system. While the skill system is presented as being part of the Sword Art Online game Kirito and his friends are trapped in, the Implementation system is the game's equivalent of turning on Google Labs in GMail; it tasks you with "researching" various things during Hollow Missions (and only during Hollow Missions) and then rewards you with experimental game adjustments — anything from stat buffs to the ability to receive new item drops from NMs and HNMs — and even entire new game systems, such as the Original Sword Skill system, which essentially allows you to record a "macro" of your favourite skills and chain them together at will. The challenges you'll be tasked with completing range from the simple (defeat 20 enemies) to the infuriating and time consuming (land 200 perfectly timed Exact Attacks) but the rewards are very much worth it, and this array of challenges — there are well over a hundred of them in total, I believe — give the game a great deal of variety as it becomes less about simply hacking your way through monsters as quickly as possible, and more about defeating them in specific ways in order to efficiently complete these research objectives.

    Perhaps one of the most interesting things about Re:Hollow Fragment is the fact that all this stuff is technically optional. All you have to do to finish the game is climb to floor 100 of Aincrad, beat the last boss and hooray, you win. Any RPG player worth their salt knows that making a beeline straight for the final boss is rarely a good idea, though; sure, you might clear the game quickly, but you'll also miss out on potentially some of its coolest aspects. As such, I'm unsurprised to have found myself well and truly captivated by exploring the Hollow Area, while my progress on Aincrad has stalled after just two floors. The Assault Team don't seem to mind, though, and the game's generous complement of waifus are more than happy to accompany me on my various adventures, so all's well.

    I can see myself spending a long time with this game, and I'm actually keen to play some more multiplayer (particularly as two trophies relate to multiplayer sessions — though you can play "solo multiplayer" in a party with your characters from single player) — it's been a very pleasant, enjoyable surprise so far, and I'm looking forward to continuing to explore its hidden depths. And then jumping right into Lost Song when it comes out in a few months!

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    2033: #4favocharacters https://imnotdoctorwho.moegamer.net/2015/08/15/2033-4favocharacters/ https://imnotdoctorwho.moegamer.net/2015/08/15/2033-4favocharacters/#respond Sat, 15 Aug 2015 02:14:05 +0000 https://angryjedi.wordpress.com/?p=7752 As luck would have it, just as I was settling down to get this written, someone tagged me in one of those viral Twitter things where you post pictures of four favourite somethings (in this case characters) and then tag a bunch of new people to see what they come up with. I responded relatively … Continue reading 2033: #4favocharacters

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    0033_001As luck would have it, just as I was settling down to get this written, someone tagged me in one of those viral Twitter things where you post pictures of four favourite somethings (in this case characters) and then tag a bunch of new people to see what they come up with.

    I responded relatively hastily, though I did make one substitution before I submitted. I kept mine to the world of games, largely because I think that was the intention, and also because if I start getting into TV series and anime I would have been there all night deciding.

    Anyway. This seems like a good opportunity to expand on my choices. My picks were as follows:

    1841023-7b5add5ed1389cbf5b843ed6047b6a8dKatsuragi (Senran Kagura)

    I've already written reams of text on Katsuragi so I won't delve too much into that again, but suffice to say that Katsu-nee is one of my favourite characters due to the fact that I think she'd be fun to hang out with if she was a real person. I question whether or not she'd actually hang out with a dude like me, of course, given that Senran Kagura rather strongly implies that she's a bit gay — also the whole "I'm not a ninja" thing — but, assuming that sort of thing isn't a consideration… yes, I think Katsuragi would be fun to hang around with.

    The most appealing thing about Katsuragi is not her aggressive sexuality — though her self-confidence and willingness to pursue what she desires rather than moping around in the dark about it is something I can respect — but rather it's that in her calmer moments, she's the very model of the perfect older sister. She's kind, she's caring, she looks out for the people she loves and she'll do anything to protect them — though she's most certainly not averse to playing a prank or two to have some fun at their expense.

    Senran Kagura as a whole is filled with deep and fascinating characters, and those who actually bother to give the series the time of day (rather than writing it off because boobs) all have their favourites, leading to frequently quite heated discussions online. I could have picked any number of the Senrans, but on balance, it's Katsuragi that my thoughts keep returning to, so Katsuragi it is.

    B3kOC_0CMAAjD29Noire (Hyperdimension Neptunia)

    I love all of the Neptunia cast to pieces, but from the moment I "met" her for the first time, I knew that Noire was going to be my favourite. Twintailed hair, a tsundere personality, a propensity towards attractive but impractical-looking outfits with garters, belts and straps all over the place? Sign me up.

    After spending a considerable amount of time with her over the course of a number of different games now (with more still to go), I realise that my connection with Noire goes somewhat deeper. It's not just that she exhibits traits that I find attractive. It's not even that she's cute or has a figure to die for (man, Tsunako really knows how to draw curves). It's that, amid the chaos of your typical Neptunia story, I find her to be probably the most relatable of the cast — with the possible exception of IF, whose world-weary exasperation with the nonsense she constantly gets caught up in nicely reflects the feelings of frustration and annoyance I often feel at the most stupid things our own world has to offer.

    Noire, though, she's an interesting one. Determined to always do her very best and prove that she "can only do everything", she often falls foul of her own ambitions and desire to climb to the top of the heap. This is particularly apparent in Hyperdevotion Noire, where an impulsive act towards the beginning of the game throws the world into chaos — but rather than slinking away quietly to pretend like she had nothing to do with it, she takes responsibility and does her best to make things right, even in the face of constant and frustrating opposition.

    Noire is lonely, too. She has a lot of what could be described as niche interests — though not quite to the degree of the yaoi-loving Vert — but doesn't quite feel comfortable sharing them with anyone. The closest she comes to opening up to another person is with the player-protagonist characters in Hyperdevotion Noire and Hyperdimension Neptunia PP'; it's kind of sad that she has trouble being this honest with the people who are ostensibly her best friends, even as they're honest with her. I suppose that, more than anything, is why I feel like I can relate to her somewhat; while I'm not a goddess running a country, I can most certainly understand the desire to shout about the things you're passionate about but hesitating, not knowing what people will think of you if you do open up.

    Maya_Fey_Trilogy_ArtMaya Fey (Ace Attorney)

    At the opposite end of the spectrum is Maya Fey from the Ace Attorney series, a character whom I don't particularly relate to as such, but whom I find enormously fun to have around.

    Maya is the perfect foil to Ace Attorney protagonist Phoenix Wright's initially bumbling ways, and grows and changes with him as a character. Initially appearing to be rather childish, over the course of the Ace Attorney games she gradually shows herself to be a deep and complex character, holding enormous respect for her cultural traditions and a passionate belief in Wright's ability to find the truth in even the most confusing of cases.

    Maya and Phoenix's relationship is kept somewhat ambiguous throughout the games. It's clear that there's a bit of a "spark" there between them, but whether or not it's simply close friendship through shared trauma — they first meet as a result of the death of Maya's sister Mia, which Phoenix ends up investigating and eventually solving — or something more is never quite clear. One can probably assume that Phoenix, being a few years older (early 20s to Maya's 17 at the outset of the first Ace Attorney game) is understandably hesitant to even consider taking things any further, but frankly, I wouldn't have been at all surprised to see them get together in one of the games. To my recollection, though, it hasn't happened — though it has been a while!

    Anyway. Maya is a fun character who is enjoyable to hang out with. Since the majority of the Ace Attorney games unfold from first-person perspective, Maya is the character you see most frequently, since she often offers observations and suggestions to "you" (as Phoenix) while you're investigating the crime scenes. Spend that much time with a character — the Ace Attorney games aren't short! — and you're bound to develop some affection for them.

    hanakoHanako (Katawa Shoujo)

    Games had captivated and emotionally engaged me with their stories before, but it was Katawa Shoujo that forged the tastes I have today. And, specifically, it was Hanako — though before we get into any arguments about "best girl", I liked all the others; I just liked Hanako the best. And here's why.

    Again, like with Noire, I found Hanako to be relatable. And again, not because I'm in the literal same situation as her — Hanako has burn scars all over one side of her body due to a past trauma, and thankfully I am free of such readily apparent mementoes of tragedy — but because I recognise so many of her personality traits, her route in Katawa Shoujo was almost painful to play through.

    Hanako suffers from dreadful social anxiety, much like I have done. Hanako's is far worse than mine, at least at the start of the game — she literally can't stay in the same room with people she doesn't know — but her feelings of being trapped in an uncomfortable situation, of wanting to do nothing but bolt; they were all too familiar.

    Hanako's route is one of the most interesting ones in Katawa Shoujo because things sort of happen in a bit of a haze. When protagonist Hisao sleeps with Hanako, for example, it's clear that the two of them were very much caught up in the moment, with Hisao unable to restrain himself, and Hanako unable to communicate quite what she was feeling. This leads to a gut-wrenchingly awkward scene after the fact where Hisao realises that technically Hanako never actually said "yes" to him. From here, the story can branch in one of two different ways: Hisao can either try and be overprotective of Hanako, which ends rather badly with her finally snapping and casting him out of her life, or he can quietly support her when she needs it, allowing her to work through her issues at her own pace, opening up when she's good and ready.

    It's this last bit that I found particularly poignant. There are a lot of things with which I need help, that is most certainly for sure. But I'm someone who tends to prefer to have the satisfaction of at least trying to solve things himself. I don't like asking for help, and I don't like people interfering when I haven't invited them — but I do welcome support and encouragement when I make it clear that I am in need of it. I understood Hanako's frustration in the "bad ending". I understood her sense of closure in the good ending as both she and Hisao come to terms with their own broken lives, accepting both themselves and each other as they both look forward to a future in which they no longer have to be alone.

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    2032: Everybody's Gone to the Rapture https://imnotdoctorwho.moegamer.net/2015/08/14/2032-everybodys-gone-to-the-rapture/ https://imnotdoctorwho.moegamer.net/2015/08/14/2032-everybodys-gone-to-the-rapture/#respond Fri, 14 Aug 2015 01:02:44 +0000 https://angryjedi.wordpress.com/?p=7746 I'm never quite sure how I feel about so-called "walking simulators" — that subset of first-person games that first appeared with the original Half-Life mod version of Dear Esther, and which has subsequently spawned all manner of variants, including The Vanishing of Ethan Carter, Gone Home, a remake of Dear Esther and The Stanley Parable. The reason why I say I'm not … Continue reading 2032: Everybody's Gone to the Rapture

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    0032_001I'm never quite sure how I feel about so-called "walking simulators" — that subset of first-person games that first appeared with the original Half-Life mod version of Dear Esther, and which has subsequently spawned all manner of variants, including The Vanishing of Ethan Carter, Gone Home, a remake of Dear Esther and The Stanley Parable.

    The reason why I say I'm not quite sure how I feel about them is that reflecting on the ones that I've played, in some senses I feel like they're quite an "easy" way for a developer to make a narrative-centric game — "easy" being very much relative, of course, since although walking simulators don't need things like encounter design and balancing, they do need to worry about world design and pacing, arguably even more so than games with more conventional "mechanics" in place. But despite this, there are times when I experience a walking simulator's story, and I wonder if a game was the best way for them to tell that story; if all you're doing is following a path listening to audio logs or reading notes, why not just listen to an audiobook or read a book?

    20150814013236

    But then I think a bit harder, and I think about the subtle ways in which these games use interactivity to provide a distinct experience from reading a book, watching a movie or even playing a mechanics-focused game with a strong story. Sure, you can attempt to charge straight through to the end and "speedrun" the game, but why would you do something so dumb? These games are made to be explored and savoured like a work of art; some do it better than others, but most have at least some degree of exploration about them.

    The most recent one I've played — Everybody's Gone to the Rapture, a new PS4 release from The Chinese Room, creators of Dear Esther — actually does, I think, the best job of creating a surprisingly compelling game out of its stories (because there are several) without resorting to putting in adventure game mechanics or anything like that. (Not that there was anything wrong with Ethan Carter's investigation sequences, of course, but I can see them killing pacing a bit for people who have trouble figuring that sort of thing out.)

    20150814013242

    Everybody's Gone to the Rapture sees you arrive in an idyllic Shropshire village shortly after everyone has apparently disappeared. By following a trail of clues and memories deposited by mysterious glowy light… things around the village, it's up to you to try and piece together what happened and why. Did the world really end? Well, no, because you're still in it and it's still there — but if that's the case, where did everyone go?

    A lot of Everybody's Gone to the Rapture involves following said glowy orb things around as they lead you to the next area of story, but the game unfolds in a seamless open world that you're free to wander around and explore at your own leisure. In doing so, you might be able to uncover some mysteries, or more likely you'll spend some time indulging in what the real joy in these games is: rummaging through someone else's house.

    Gone Home was great for this, and made good use of gamers' propensity to open every cupboard, drawer, door, window, chest and toilet just in case there's something hidden inside. By exploring Gone Home's house, you'd discover a number of different story arcs, most of which were subtly told but came to their own distinct conclusions over the course of the game.

    20150814013258

    Everybody's Gone to the Rapture is a little more explicit about its storytelling in that rather than reading notes, you're witnessing blurry recreations of things that happened between the characters previously, but there's still some brainwork to do: you don't necessarily encounter these events in chronological order so you'll have to figure out what happened when, why and with whom.

    There are also lots of more subtle touches around the place. Poke around in people's houses and you might find boxes of leaflets showing what they were up to, or the books they liked to read. The whole village is immaculately designed and really, genuinely looks and feels like a remote country village in England. It's a pleasure to explore, and the game generally rewards you for doing so with fragments of stories to find; it's entirely possible to finish the game without having seen all of the story arcs come to their conclusions, but if that's the way you choose to play, it's a valid option.

    I'm conscious I've been talking very vaguely here, but really, there is no more point to Everybody's Gone to the Rapture than its story, so I'm hesitant to spoil it while it's still new. It's worth experiencing; I don't regret grabbing it and playing it through in a single sitting (which I would suggest is The Way to Play It — it's not very long) but, like most walking simulators, I wonder if I'll ever return to it for any reason other than to show people how gorgeous Cryengine-powered graphics can look. I somehow doubt it, but that doesn't mean it wasn't a good or worthwhile experience; it was beautifully presented and told its story well despite getting a bit wiffly-waffly "oh, let's be vague and let people come up with something for themselves" at the end, as these things tend to go.

    Worth a look then, if you like that sort of thing. I doubt it'll make many converts to the walking simulator fold, if you're the sort of person who is staunchly against them or doesn't get their appeal, but for those who do enjoy this style of storytelling, The Chinese Room has once again proven that they're masters of their art.

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    2031: Delayed Contact https://imnotdoctorwho.moegamer.net/2015/08/13/2031-delayed-contact/ https://imnotdoctorwho.moegamer.net/2015/08/13/2031-delayed-contact/#comments Thu, 13 Aug 2015 00:40:14 +0000 https://angryjedi.wordpress.com/?p=7743 How would you get along with your sibling(s), parent(s), or any other person you’ve known for a long time — if you only met them for the first time today? WordPress Daily Post, August 12, 2015 This is an interesting question! What it's really asking, I guess, is how I've changed over the years. And I'm … Continue reading 2031: Delayed Contact

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    0031_001

    How would you get along with your sibling(s), parent(s), or any other person you’ve known for a long time — if you only met them for the first time today?

    WordPress Daily Post, August 12, 2015

    This is an interesting question! What it's really asking, I guess, is how I've changed over the years. And I'm certainly not going to deny that I've changed over the years — in some ways for the better, in other ways for the worse.

    Let's consider the "big things" first. The first thing I'd want to address is my depression and anxiety. As anyone who has had a depressed or anxious friend will know, we can be a handful: prone to bouts of irrational emotion, having a tendency to back out of appointments and commitments because we're not feeling up to dealing with people, in some cases full of seething rage or unbearable grief at nothing in particular, which is difficult for anyone not living it to truly understand.

    Now, I address this because I tend to think of my depression and anxiety as a "recent" thing, though on reflection it's something I've clearly been carrying around with me for a lot longer than I might have initially thought. It probably stretches all the way back to primary school, to be honest, when I was, yes, full of seething rage at nothing in particular and would often get into trouble at lunchtimes and breaktimes for the 10 year old equivalent of casting "Provoke" on a dinner lady or school bully.

    Actually, to say said seething rage was at nothing in particular isn't quite accurate. It was something of a vicious cycle. I wasn't comfortable in who I was, and kids being kids would pick on me, sensing weakness. I'd then be upset — particularly when, as often happened, my friends abandoned me and sided with the "cool" kids (who were often also the bullies of the playground) rather than with me.

    But this isn't specifically about my history with depression, it's about whether people I've known for a long time would get along with me — or if I'd get along with them — if we happened to meet for the first time today. And the depression and anxiety side of things is interesting to consider; these days, I'm a lot more open and honest about talking about it in most circumstances — sometimes needing a bit of a prompt or leading question — whereas in my childhood and adolescence, when, in retrospect, I was clearly suffering from both of these issues, I didn't recognise them for what they were and consequently didn't know how to deal with them. My first girlfriend even left me because she "couldn't take my moods" — though she did also cheat on me at the school prom, so fuck her, basically.

    I digress, but the point, I guess, is that anyone I met for the first time now would have to be able to deal with someone who is aware of their own mental defects, be willing to support them when necessary and be willing to leave them the fuck alone when they need to be alone.

    Now, onto other matters also worthy of consideration. Let's keep things self-deprecating and consider my personal appearance. At school I was fairly unremarkable-looking, though I had terrible hair (still do), bad skin (still do) and zits (thankfully long gone). I felt like I was a bit fat at school compared to some of my friends, but looking back at some old photographs, I really, really wasn't. I steadily gained weight over the course of my time at university and beyond until I got to the point where I was so uncomfortable I needed to do something about it — hence my joining Slimming World back in February. (As of tonight, I've lost 4.5 stone in total, incidentally.)

    Let's be realistic: people judge each other on appearances, like it or not, and six months ago I was absolutely ashamed of my appearance. I didn't like going out because people would see me; I didn't like walking past windows because I could catch a glimpse of myself; I didn't like wearing any of my clothes because none of them really fit properly any more; and mirrors, well, no. Just no. I've always had something of a lack of self-confidence — again, this can be traced in part back to my school days; at primary school I was taunted on a daily basis for having "big ears", while at secondary school the aforementioned crap hair, bad skin and zits were picked on — but this was the absolute lowest point I've ever been.

    Today, though, some 4.5 stone lighter, I know I still have some way to go, but I'm much more comfortable in myself and, when depression and anxiety aren't laying me low, I can actually notice myself being more open, confident and less embarrassed to be myself. Just yesterday I successfully made some small talk with the store clerk in Game when I was buying Splatoon and didn't come away from the experience thinking "they hate me" or "they think I'm disgusting", which are things I'd thought following a passing interaction in the past. And while this may not sound like much, with everything I deal with in my head, this felt like a noticeable and significant victory, and worth celebrating.

    I'm conscious I'm talking generally while the question implies I should be thinking about specific people, but I feel these points are relevant; self-confidence is something that is important in your interactions with anyone, and while I'm certainly not in a position where I'd call myself "confident" or "outgoing" — I'm still an introvert at heart — I am in a position now where yes, I feel like I could meet someone new, have a conversation with them and not make them never want to see me ever again.

    Finally, then, there's the matter of changing interests. My interests actually haven't changed all that significantly over the years; I've always been into video games, board games, computers, music, reading and writing. Perhaps the biggest change is in the "subgenres" of certain aspects, specifically my enjoyment of Japanese games, anime and other popular media. As many of you will know, a lot of this sort of thing is enormously polarising and very much an acquired taste, so if there's anywhere I think I'd struggle with if I were meeting an old friend for the first time today, it'd be with regard to these niche interests, and particularly a lot of the mainstream popular assumptions about what people who like that sort of thing are into. (That's a rant for another day, of course.)

    There are people I've drifted away from due to diverging interests. There are also new friends I've made as a result of these diverging interests, that happen to converge in different places. That's how life goes; as much as we'd like to believe certain things last forever, sometimes we move on, we grow, we change, we become different people.

    Ultimately I like to believe that I'm a decent person, and that anyone I've known for a long time I'd be able to at least get along with today. We became friends for a reason, after all, and in many cases friendships are struck up over that simple, indescribable "click" you get when you start interacting and realise that the person you're talking to is someone absolutely on your wavelength. It's difficult (though, sadly, not impossible) to get rid of that "click" once you've had it, and so, to finally answer the original question: I do think I'd get along with people I've known for a long time if I only met them for the first time today. Our relationship might develop differently to how it did in reality, but that's not necessarily a bad thing; true friendships allow you to get along regardless of circumstances and regardless of differences.

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    2030: Splatoon is Pretty Damn Good https://imnotdoctorwho.moegamer.net/2015/08/12/2030-splatoon-is-pretty-damn-good/ https://imnotdoctorwho.moegamer.net/2015/08/12/2030-splatoon-is-pretty-damn-good/#comments Wed, 12 Aug 2015 00:19:06 +0000 https://angryjedi.wordpress.com/?p=7740 Wandered into town today to take care of a few bits of business, and decided that I'd trade in some games I didn't really play any more and that wouldn't be difficult to find again (Uncharted, Uncharted 2, Need for Speed, stuff like that) and pick up Splatoon. I've been idly following Splatoon since it was released, but I've … Continue reading 2030: Splatoon is Pretty Damn Good

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    0030_001Wandered into town today to take care of a few bits of business, and decided that I'd trade in some games I didn't really play any more and that wouldn't be difficult to find again (Uncharted, Uncharted 2, Need for Speed, stuff like that) and pick up Splatoon.

    I've been idly following Splatoon since it was released, but I've held off picking it up because I'm generally not a massive fan of competitive games, and while Splatoon does have a single-player mode, it's most well-known for its online battles.

    Well, after spending a couple of hours with it this evening, I'm kind of sorry I waited; it's really, really good.

    Most of you reading this are probably already familiar with Splatoon but on the offchance you aren't, it's a Wii U game from Nintendo that is a rare example of them putting out a non-Mario or Zelda-related IP. Moreover, it's actually an all-new IP, and one that deserves to do well, since it has some great character designs and witty writing, even in a game so focused on competitive multiplayer.

    I haven't tried the single-player at all yet and I'm only level 6 in multiplayer, so I can't talk about the complete experience as yet, but what I've played so far has been a whole lot of fun.

    In your early hours of Splatoon, you're restricted to playing "Turf War" mode; a four-on-four affair in which the two teams compete to cover as much of the level with ink as possible over the course of three minutes. At the end of the match, the area covered is totted up and a winner declared, and individual rankings are shown so you can see who was pulling their weight more than others.

    The genius of Splatoon is that it's a competitive shooter (third-person in this case) in which the emphasis is not on killing other players, but instead on surveying the overall situation of the battlefield and acting accordingly. There's no voice chat, but this isn't really a problem, since you can coordinate your efforts with others simply by glancing at the overview map on the GamePad screen and seeing what regions need your attention. The fact that all you're expected to do is cover as much of the level as possible with ink keeps things simple and accessible — though you will give your team a small advantage if you can fend off your opponents, sending them back to their base and wasting a bit of time as they respawn and make their way back to where the action is.

    The other thing I like about Splatoon is that it's apparently possible to pick up and play it and immediately be quite good at it. Out of the fifteen or twenty matches I've played this evening — they're short and snappy, which is lovely — I was on the losing team only twice. There's plenty of variety in the weapons, but none of them (so far, anyway) feel like they're massively overpowered or anything; most of them can be countered in some way or another, and even the "superweapons" can be dodged and avoided if you know to recognise the warning signs soon enough.

    I'm convinced, then; this is a good game that I'm looking forward to exploring more in the coming days. And it seems there's a really active community, too, both on Reddit and Discord, so I'm looking forward to getting to know some new people.

    I can officially confirm, then, that I am indeed a kid now, a squid now, a kid now, etc. So that's nice.

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    2029: Our Video Future https://imnotdoctorwho.moegamer.net/2015/08/10/2029-our-video-future/ https://imnotdoctorwho.moegamer.net/2015/08/10/2029-our-video-future/#comments Mon, 10 Aug 2015 21:57:28 +0000 https://angryjedi.wordpress.com/?p=7737 I've been playing a bit more with making some videos using the PlayStation 4 and its ShareFactory software. As it turns out, today I actually hit the upper limit of how many clips of commentary it's possible to add to a single project; apparently I need to record narration all in one go, then split it up … Continue reading 2029: Our Video Future

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    0029_001I've been playing a bit more with making some videos using the PlayStation 4 and its ShareFactory software. As it turns out, today I actually hit the upper limit of how many clips of commentary it's possible to add to a single project; apparently I need to record narration all in one go, then split it up later if necessary rather than recording in small chunks!

    This was today's project:

    Sword Art Online Re:Hollow Fragment is a really good game that I'm enjoying a whole lot, and making a video about it seemed like a good idea, because a lot of people who haven't taken a chance on it and just started playing it really don't know anything about it at all. My good friend Chris Caskie, for example, specifically thanked me for showing all the different parts of the game across the course of my six-minute video, since gameplay footage he'd seen in the past had only ever shown a tiny (and, from the sounds of things, boring) excerpt of what's actually on offer.

    I think I've found a format I like working in, too: I never felt quite comfortable doing "Let's Plays" or recording live reactions as if I was streaming a game. At least part of this, I feel, is due to the fact that, as a viewer, I don't really have much interest in Let's Plays and streaming, because I'd much rather play a game than watch someone else play it. What I do appreciate, however, is the opportunity to see a game in action, find out a bit about it and perhaps a touch of personal opinion as to whether or not it's worth exploring. I am also uninclined to spend 20 minutes watching someone go through options menus and whatnot; short and relatively snappy is the key, summarising everything I might want to know about the game without rambling on and on about it for too long.

    So that's the format I've adopted in my last couple of videos. I feel it works well; I've been pleased with the result (though not so much with the sound quality; I need to 1) adjust the sound levels between the game footage and my commentary recording and 2) invest in or find a pop filter for my headset microphone, which is otherwise proving to be pretty good for this) and I actually find myself going back and watching the videos I've recorded again; considering a few years back (prior to the first time I went on a podcast) I absolutely loathed and detested the sound of my own voice and would rather have stuck my head into a woodchipper than listened to myself, this is Progress of sorts, I guess.

    I think the fact I'm enjoying making these videos — and that I can do so quite quickly — is important though. I will always be someone who enjoys writing about games first and foremost, and that's what the magazine project I'm currently working on is all about. For a basic "review" of sorts, however — which is effectively what I'm doing with these videos, or at the very least providing some first impressions after a few hours of play — video seems to be an eminently suitable medium, perhaps even better than dry written words on a page.

    Perhaps I'll even be able to make some money off this sort of thing eventually, though I'm realistic here; my viewing stats have broken three figures on, I think, just one of my videos posted to date, with the others having anywhere between 10 and 70 views. That's not at a point where it's worth putting ads on my videos as yet, though that said I haven't really made a huge effort to try and promote what I'm doing; I'm just putting it out there to see what people think.

    If nothing else, it's something to do on empty, tedious days, and I'm having a whole lot of those at the moment.

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    2028: Obstacle Course https://imnotdoctorwho.moegamer.net/2015/08/09/2028-obstacle-course/ https://imnotdoctorwho.moegamer.net/2015/08/09/2028-obstacle-course/#comments Sun, 09 Aug 2015 20:16:52 +0000 https://angryjedi.wordpress.com/?p=7732 In response to The Daily Post's writing prompt: "Obstacle Course." In yesterday's look at the sad archive that Plinky.com has become, I stumbled across the fact that WordPress.com now has a "Daily Post" writing prompt. I'm not hugely involved with the overall WordPress community, really, but thought this might be an interesting means of finding some … Continue reading 2028: Obstacle Course

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    0028_001

    In response to The Daily Post's writing prompt: "Obstacle Course."

    In yesterday's look at the sad archive that Plinky.com has become, I stumbled across the fact that WordPress.com now has a "Daily Post" writing prompt. I'm not hugely involved with the overall WordPress community, really, but thought this might be an interesting means of finding some new people — or at the very least, providing myself with some inspiration on what to write day in, day out.

    This is today's prompt, then:

    Think about what you wanted to accomplish last week. Did you? What are the things that hold you back from doing everything you’d like to do?

    Well, this is going to be a fairly bleak post as I'm in a fairly bleak mood today, but as regular readers will know, sometimes the act of getting those thoughts and feelings out onto the page can prove to be a form of "therapy" in their own right. So we'll see. Expect honesty.

    No, I did not accomplish what I wanted to accomplish last week, though this is partly due to the fact that I didn't really have anything I wanted to accomplish last week. The trouble I have at the moment is that I'm just sort of "drifting" with occasional freelance work and nothing concrete to occupy my time and thoughts day after day.

    In some ways, this is pleasant. Not having any "commitments" as such means that I can essentially do what I want to do, though it's not long before anxieties over things like money start creeping in and making me feel that I should be doing "more". More what, I'm not exactly sure, to be honest; the feeling that overtakes me at these times is always simply "you should be doing more" without any specifics attached.

    Let's ponder the things I did achieve, at least: since the Slimming World job I mentioned a few posts back isn't going to happen for the moment (I need to be a bit closer to my target before I'll be considered, which is fair enough) I applied to another job. Just a part-time job in retail, so nothing particularly exciting, special or indeed well-paid, but if I'm successful it will be something that provides at least a bit of reasonably predictable income each month that I can use to support the sporadic freelancing I've been doing. From there I can decide if I want to pursue that in more depth and attempt to make a career out of it — probably not, but we'll see — or if I simply want to keep it as one of several things I have on the go at once. I'm inclined to think that the way I can be "happiest" (for want of a better term) is to have a number of different things to do rather than getting bored and frustrated with just one thing — or, worse, getting bored and frustrated with nothing.

    One of the awkward things, though, is the fact that I've picked up some piano pupils and have been enjoying teaching them so far — and both they and their parents seem to like me, too. This in itself isn't awkward, of course, but with the current timing of the lessons I have with them, it would make a "regular" job on "normal" hours a little tricky on the day of the week when I teach them. This is proving to be a bit of a mental block for me, to be honest; the prospect of either having to tell a prospective employer that I can't work on a specific day after a specific time is anxiety-inducing, and at the other end of the spectrum, the prospect of having to juggle around commitments that I've already made is also anxiety-inducing. Still, it's a bridge I will no doubt cross if I ever reach it.

    Other achievements? Well, I lost another pound. Slow and steady wins the race, as they say; some people in our Slimming World group aren't particularly satisfied if they "only" lose a pound in a week, but me? Having not been able to lose any weight for years and now consistently losing at least one pound every week, I'm happy with that. It's one of the very few things I feel that is going right at the moment, so I cling onto these small victories for all they're worth.

    To answer the second part of the question, then, I think it's probably pretty clear from what I've already written above that the thing holding me back the most from achieving things is anxiety. I had been taking anti-anxiety meds for a little while, though I don't feel like they'd been having much effect. On reflection, though, now I've run out, it's quite possible that the way I'm feeling today is proof that they had been doing at least something; if not alleviating the anxiety altogether, then at least keeping it at bay somewhat. I'm going to attempt to make a doctor's appointment tomorrow morning and refresh my supply to see if that helps. I would look into proper therapy, too, but while I don't have a stable income the prospect of having to pay up for that, ironically, fills me with further anxiety.

    So all in all, then, things are a bit fucked at the moment. My "obstacle course" doesn't feel like it's altogether fair; it feels like I'm surrounded on all sides by impassable objects, and the only way past them is to do something difficult, unpleasant or outright painful. It's a rubbish feeling and I sincerely hope it passes soon.

    For now, though, it's an evening of stewing in my own bleakness, I guess; it's not the first time and it won't be the last. Thanks, as always, for giving ear to my problems, and I hope that one day — preferably soon — I have something a bit more positive to share with you all.

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    2027: Questions, Questions, Questions https://imnotdoctorwho.moegamer.net/2015/08/09/2027-questions-questions-questions/ https://imnotdoctorwho.moegamer.net/2015/08/09/2027-questions-questions-questions/#respond Sun, 09 Aug 2015 00:16:08 +0000 https://angryjedi.wordpress.com/?p=7728 I like questions. They're a good starting point for conversations, and they're a great writing prompt. For this reason, I'm very fond of social sites like Retrospring and Ask.FM, though it can sometimes be a challenge to get people to actually ask interesting questions. Today, then, inspired by the fact I've been playing with Retrospring … Continue reading 2027: Questions, Questions, Questions

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    0027_001I like questions. They're a good starting point for conversations, and they're a great writing prompt. For this reason, I'm very fond of social sites like Retrospring and Ask.FM, though it can sometimes be a challenge to get people to actually ask interesting questions.

    Today, then, inspired by the fact I've been playing with Retrospring a bit recently — ask me anything here (caution: Umaru boobs) — I thought I'd work through a few questions as writing prompts. Rather than just being lazy and using my Retrospring answers, though — which is tempting, believe me — I thought I'd make use of the dearly-departed Plinky.com, and use some of its writing prompts that it still has available. I'm not going to spend more than a paragraph on each, mind.

    All right! Let's begin.

    Was there a toy or thing you always wanted as a child, during the holidays or on your birthday, but never received? Tell us about it.

    Lots of things, I'm sure! Every child wants absolutely everything because they have no concept whatsoever of what money is or how it works. (I remember when I was young and my mother remarked that they were a bit low on money that month, and in my primary school wisdom I suggested they just "go to the bank and get some more") Specifics, though? Hmm. I quite wanted Red Venom, the evil counterpart to the awesome Manta Force toy that I had, but never got one. I also wanted a Mega Drive to go along with my Super NES, but never got one. I'll probably live.

    Write about a noise — or even a silence — that won’t go away. (We’ll let you interpret this in different ways…)

    Thanks, mysterious question master. Well, there are indeed lots of ways this can be interpreted. It could be interpreted as something simple like tinnitus — I like to listen to music loud in the car and on headphones, so occasionally give myself mild bouts of this — or it could be used to describe an "earworm" of a piece of music that just won't go away. In the latter case, I think the opening theme to Monster Musume definitely counts as this, particularly the bit where Centorea is doing her "whooshwhooshwhooshwhooshwhoosh" bit with her sword.

    What’s your learning style? Do you prefer learning in a group and in an interactive setting? Or one-on-one? Do you retain information best through lectures, or visuals, or simply by reading books?

    Whoa whoa whoa there, sparky, one question at a time. My learning style… uh… I'm not really sure, actually. Depends somewhat on my mood, but I'm quite good at learning by myself using books. I like to have practical examples of the things that I'm learning and ways I can practice those skills. If I'm learning under someone, I generally prefer one-on-one as there's less scope for embarrassment if you can't do something while everyone else can. I loathe passive lectures, though; they put me to sleep, particularly if the subject matter isn't something I'm particularly interested in in the first place.

    You have 15 minutes to address the whole world live (on television or radio — choose your format). What would you say?

    Given my self-imposed "one paragraph" rule, I'll paraphrase: I'd tell people that they need to be better to one another, and that they need to stop judging each other on stupid things, be it skin colour, race, gender, sexuality or even tastes in entertainment. Everyone is different, and that's something that should be celebrated, but we should also enjoy it when we manage to find people on the same wavelength as us. Worry less about what's "problematic" and "troubling", and focus more on the positives. Stop listening to blowhards like Anita Sarkeesian, Jonathan McIntosh and Michael Pachter. (One of these things is not like the others.) Make up your own mind about how you feel, and don't berate other people if they feel differently. (Unless, of course, they're actually hurting someone, in which case you can give them a swift kick in the genitals.) Above all, don't be a massive cunt.

    Do you play in your daily life? What says “playtime” to you?

    I'm not in full-time work at the moment, so all day is technically "playtime". That's not true at all, of course; I spend a considerable proportion of the days when I'm not working worrying about the fact I'm not working and that I'm not earning any money, then attempting to be proactive about getting some work to do. Playtime, though, is extremely important, as it helps you to unwind and switch off from the stresses of the day. Everyone should play. Exactly what "play" means is different for everyone, but you should find something that (preferably) has nothing to do with your job, and indulge in it until you feel happy and content.

    Are you good at what you do? What would you like to be better at?

    It's difficult to say "what I do" these days. I've been through so many jobs and things that I'm really not sure what my "identity" in this regard is any more. The one real constant has been writing, though, and I think I'm quite good at that. I'd like to be better at music and computery things on the technical side (both hardware and software); these are both things I was really good at when I was a youngster, but my knowledge hasn't really "moved with the times" over the years, unfortunately. I'll happily throw myself into attempting to learn things, but some stuff just doesn't stick; I can still program complicated things in Atari BASIC, for example, but I can never remember how fucking JavaScript works.

    Share the story of a time you felt unsafe.

    I'm not good with any situation where I worry I might hurt myself, so I try and avoid them whenever possible. One example that springs to mind is a time some university friends and I went up to Sheffield to visit a friend who had moved there. During our stay, we went walking in the impressive hills nearby, and several of our number decided they wanted to climb a rock face, and did so without too much difficulty. I got a few inches off the ground, became utterly terrified and refused to go any further. I'm not proud of that, really, but I'm also glad I didn't go through with it, as the shoes I was wearing really weren't suitable for that sort of thing, and I probably would have hurt myself.

    Think about something that drives you crazy. Now, think about something that makes you happy. Does it change your perspective on the former?

    Nope, unfortunately, because the thing that drives me crazy is the way people act towards the thing that makes me happy. Get out of that little paradox, if you will.

    (Last one for now.)

    What’s the thing you’re most scared to do? What would it take to get you to do it?

    I'm scared of all sorts of things — many of which would appear to be stupid to the average observer, but such is the nature of anxiety-related issues. I think the thing I'm most scared to do is simply the mundaneness that is finding a job that is worth my time and effort, sticking with it and accepting that that is who I am: nothing special, nothing remarkable, nothing out of the ordinary. Or perhaps I'm just too proud to do that. Either way, it's something that isn't happening at the moment, and it probably should; ultimately, it's going to be that ol' faithful motivator money that makes me do something about it, I guess.

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    2026: Hollow Fragment https://imnotdoctorwho.moegamer.net/2015/08/07/2026-hollow-fragment/ https://imnotdoctorwho.moegamer.net/2015/08/07/2026-hollow-fragment/#comments Fri, 07 Aug 2015 23:36:31 +0000 https://angryjedi.wordpress.com/?p=7720 The next "big game" of the moment for me is Sword Art Online: Re: Hollow Fragment, a PlayStation 4 rerelease of an earlier Vita game, which itself was an expanded version of an even earlier PSP game. The Vita version had a notoriously dreadful translation, but I'm pleased to report that the PlayStation 4 version is at … Continue reading 2026: Hollow Fragment

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    0026_001The next "big game" of the moment for me is Sword Art Online: Re: Hollow Fragment, a PlayStation 4 rerelease of an earlier Vita game, which itself was an expanded version of an even earlier PSP game. The Vita version had a notoriously dreadful translation, but I'm pleased to report that the PlayStation 4 version is at least readable — though the conversation system is still bafflingly nonsensical at first.

    Sword Art Online, for those not into the animes, was a popular show a couple of years back. It was one of those "mainstream" shows that became really popular and which everyone subsequently decided they hated for one reason or another. I never quite understood the hate; sure, it was cheesy as fuck in places, but it was an enjoyable, beautifully presented show with an amazing soundtrack and a concept I've always loved ever since I played .hack for the first time: the MMO that is trying to kill you.

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    The Sword Art Online anime concerns Kirito, a protagonist who is a blatant self-insert for the writer, but I won't hold that against anyone, since self-inserts can be a wonderful means of escapism. Kirito becomes trapped in the new virtual reality MMO Sword Art Online after the game launches out of beta and the "logout" button is removed by its designer, capturing all 10,000 launch day players in the virtual world. To make matters worse, said designer — the villain of the piece — informs the players of a little tweak to the rules of the game: if they are forcibly removed from their VR equipment, or if they run out of HP and "die" in the game, then their VR equipment will fry their brain with microwaves, killing them instantly.

    There's a get-out clause, though; if the game is cleared by someone defeating the final boss on the 100th "floor", everyone who survived will be allowed to escape. After two years of the game, it becomes apparent that this goal is still a long way off, and player numbers are dwindling as more and more people either fall victim to carelessness or despair along the way. Ultimately, the first arc of the anime concludes with Kirito and his friends defeating Sword Art Online's designer and freeing themselves from the virtual world of Aincrad, only to find themselves in numerous subsequent adventures in other virtual worlds. You'd think they'd learn.

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    Hollow Fragment, meanwhile, takes place in a reality where Kirito's defeat of Heathcliff at the end of the first arc was not the end of Sword Art Online, and the players find themselves still trapped within the game. Moreover, they discover that once they pass the 75th floor — the floor where Kirito defeated Heathcliff — they are unable to return to the lower floors, and many of their skills and items become "corrupted", mere shadows of their former selves. The game, then, continues; it looks as if the only way to escape really will be to defeat the boss on the 100th floor.

    Except that's not all, because clearing out 25 floors of dungeon would be far too easy a task. In the opening of the game, Kirito finds himself transported to the "Hollow Area", an unexplored part of the Sword Art Online world where strange things happen and rare, high-level monsters and items abound. Acting as a sort of "testing area", the Hollow Area allows Kirito to uncover a number of mysteries surrounding the virtual world of Aincrad as well as beef up his own character's power significantly through various research trees. The flow of the game then becomes a journey back and forth between three distinct components, then: Aincrad, the Hollow Area, and what I like to refer to as Waifutown.

    20150807192908

    Aincrad is pretty straightforward. Upon arriving on a new floor, you're shown a big tower off in the distance and informed the boss is waiting for you at the top of it. Between you and said tower are several overworld areas populated by enemies, so you'll need to fight your way up to the boss room in order to challenge it. Along the way you'll also need to gather intelligence on the boss by completing quests and defeating specific named monsters (NMs) as well as helping your fellow "players" to level up enough to take on the challenges ahead. Each "floor" is pretty linear in its design, though the dungeon at the end of it is more maze-like and unfolds across several levels, and you'll be doing a fair amount of backtracking to complete quests.

    The Hollow Area works a little differently. Rather than a linear sequence of areas leading to a dungeon maze, the Hollow Area is an interconnected network of zones more akin to a regular RPG or even MMO map. The Hollow Area is split into several different regions, each of which you'll need to build up points in by completing "Hollow Missions" that appear and disappear in real-time as you play. While completing Hollow Missions, you can take on research tasks, which give you specific objectives to complete; once these are completed, you can then implement the research into Kirito's character to improve it. You have to content with bosses here, too, though in the Hollow Area they guard region transitions rather than separate floors.

    20150807192902

    Waifutown, meanwhile, is what you do when you're not adventuring. The town on the 76th floor that acts as your adventuring home base is home to most of the characters who got their own episode in the original Sword Art Online anime arc, along with a couple from the later arcs (Leafa and Sinon) who have been shoehorned in for the sake of having a few more waifus to pursue. In town, you can shop, upgrade weapons and hang out with your fellow adventurers. This latter aspect is important; by hanging out with your prospective adventuring partners, you can increase your relationship with them (up to and including sleeping with them) which subsequently helps them perform better in battle. By building up your relationship as well as "training" their AI by praising it when it does well, you can tailor each of the companion characters to your own liking. Or you can pick a waifu and spend the whole game with them if you so desire.

    Sword Art Online is an enormous and surprisingly complex game. There are a lot of different systems at play — it's going all-out with the "simulated MMO" aspect in this regard — and, while it's daunting to begin with, the many different ways in which it's possible to progress in the game make it feel like you're always achieving something, and that there's always a choice of things to do at any given moment. While its graphics look like butt outside of the beautiful 2D artwork — its PSP roots are very apparent — it really doesn't matter all that much; it plays satisfyingly well, feeling quite like a high-speed Phantasy Star Online at times, and there's a wonderful, constant sense of discovery and exploration as you work your way around this strange and wonderful virtual world. (And yes, I'll probably make a video about this at some point so you can actually see how it plays.)

    20150807205839

    Also you can bed Lisbeth. 10/10

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    2025: Building Character https://imnotdoctorwho.moegamer.net/2015/08/06/2025-building-character/ https://imnotdoctorwho.moegamer.net/2015/08/06/2025-building-character/#comments Thu, 06 Aug 2015 23:57:39 +0000 https://angryjedi.wordpress.com/?p=7699 So, since I "rebranded" this place on day 2000, you've probably (maybe, possibly not) been wondering who on Earth the people who appear in the images of questionable quality that appear at the top of each post are. So today I'm going to explain who they are and not at all make up backstories and … Continue reading 2025: Building Character

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    So, since I "rebranded" this place on day 2000, you've probably (maybe, possibly not) been wondering who on Earth the people who appear in the images of questionable quality that appear at the top of each post are. So today I'm going to explain who they are and not at all make up backstories and personalities for them on the fly. No sir,

    (Layout of this post might look a bit weird if you're not viewing the site at its full width. I apologise.)

    pete_001This is me. You all know me. You may wonder why I am never facing the "camera" and the reason absolutely, positively is not that Manga Maker ComiPo! doesn't have any "beard" attachments for character faces. Rather, it is simply to maintain an air of mystery about my person and to reflect the fact that I am someone who tends to enjoy watching things unfold rather than necessarily taking an active part in them — at least when it comes to things like social situations and the like.

    My choice of appearance is due to the fact that I quite like wearing suits (although damn, they are hot and unpleasant to wear in the summer) and I have messy hair and glasses. I'm somewhat larger than this depiction, but I'm on the way to a slimmer, leaner self thanks to Slimming World.

    midori_001This is Midori. She's named after my Japanese evening class teacher from a while back; while I'm not taking those classes any more, Midori inspired me and encouraged me and made me believe that one day I might actually be able to understand the Japanese language. I'm not quite there yet, but I'm on the way.

    Midori is 16 years old, and an energetic, enthusiastic, sociable girl, albeit one who isn't the sharpest tool in the box. She makes up for her overwhelming lack of common sense with the amount of passion she exhibits when throwing herself into an activity — any activity. She reflects the part of me that enjoys enthusing about things with people who share my hobbies and interests, and the part of me that wishes it could just "let go" a bit and be a little less up-tight and highly-strung at times.

    yumi_001This is Yumi. I originally created her to effectively be the "opposite" of Midori in almost every way besides gender, but she started to develop a bit of her own personality in her own right as a natural result of this process.

    Trope-wise, I'd describe her as a combination of kuudere and tsundere tropes; she's quiet and softly spoken, yet prone to impatience at times and doesn't suffer fools gladly. Despite this, she's been best friends with Midori since childhood, and tolerates her friend's quirks because she secretly finds dealing with her more fun than she'd ever let on in her own right.

    Yumi represents the part of me that is concerned with doing things that are "right" and "respectable", and the part that sometimes just wants to get on with life without anyone else interfering.

    luther_001This is Luther. He's just a prick. Also I apparently forgot to give him any shoes when I created him, so that just makes him even more of a prick.

    Luther doesn't represent any part of me in particular (except, perhaps, the part that can be a prick) and instead largely exists as a character that can be on the receiving end of various unpleasant happenings because I feel bad making bad things happen to Midori and Yumi. (Although I did run over Midori with a spaceship in yesterday's post, so…)

    He was originally created so "I" had someone to punch in the face for the post I wrote about arcade games a while back. He was subsequently also kicked in the bollocks by Midori in my post about Heroes of the Storm a couple of days later.

    There you go, then. I hope that was enlightening, or at least fun. Now it's time for bed for me!

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    2024: Galak-Zed https://imnotdoctorwho.moegamer.net/2015/08/05/2024-galak-zed/ https://imnotdoctorwho.moegamer.net/2015/08/05/2024-galak-zed/#comments Wed, 05 Aug 2015 23:41:49 +0000 https://angryjedi.wordpress.com/?p=7695 Been playing some Galak-Z on PS4 today. This is a game I've had my eye on for a while, and it's finally been released. Galak-Z, for the uninitiated, is a "roguelite" — that is, it incorporates some aspects of roguelikes (most notably permadeath and randomly generated elements) while adding some persistent elements and making the overall experience a bit … Continue reading 2024: Galak-Zed

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    0025_001Been playing some Galak-Z on PS4 today. This is a game I've had my eye on for a while, and it's finally been released.

    Galak-Z, for the uninitiated, is a "roguelite" — that is, it incorporates some aspects of roguelikes (most notably permadeath and randomly generated elements) while adding some persistent elements and making the overall experience a bit more friendly and accessible to the average person who gets frightened by ASCII.

    It's actually got quite a bit in common with the indie darling Rogue Legacy from a while back, in that there's a constant sense of "progression" even when you're fucking things up repeatedly, because even when you mess up, you'll be unlocking stuff that might make future playthroughs a bit easier. Make no mistake, though, Galak-Z is a challenging game that is not afraid to kick your arse.

    At heart, it's a top-down space shooter in which you complete various missions that usually boil down to "find dungeon, find thing in dungeon, destroy/collect thing, escape". This simple structure works in the game's favour, as it keeps missions short and snappy with the possibility of variations along the way according to map layouts and the enemies you'll encounter. And treasure, of course; one of the most fun aspects of Galak-Z is gradually outfitting your ship with all manner of death-dealing machinery and hoping it will save your life when one of those bastard Hammerhead ships starts chasing you.

    Rather than simply tasking you with surviving as long as possible, Galak-Z is mission-based. To be specific, it's split into five "seasons", each of which requires you to complete five episodes in a row without dying in order to progress to the next. In a charming nod to '80s era Saturday morning cartoons — which the game's whole aesthetic is based on — each episode has a randomly generated title and writer, plus some enjoyable banter between the playable protagonist A-Tak and the heroine Beam.

    I'm not sure what the game's longevity will be like as, having not yet finished the first season, I can't say with confidence whether the later missions are more adventurous and complex. It's certainly holding my interest right now, but I feel it may need a bit more to keep me playing in the long term. It remains to be seen whether it will provide that for me, I guess — count on a situation report when the time comes!

    In the meantime, I made another video with ShareFactory detailing the game, how it works and what it's all about. Take a look!

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    2023: The Infinity Dreams Award https://imnotdoctorwho.moegamer.net/2015/08/04/2023-the-infinity-dreams-award/ https://imnotdoctorwho.moegamer.net/2015/08/04/2023-the-infinity-dreams-award/#comments Tue, 04 Aug 2015 11:25:07 +0000 https://angryjedi.wordpress.com/?p=7690 So I don't do a whole lot of "networking" on this blog, since I primarily use it as a personal outlet/journal sort of affair. I should probably do a bit more, though, particularly as I'm quite active on other forms of social media such as Twitter, where I've found a great number of people who … Continue reading 2023: The Infinity Dreams Award

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    0024_001So I don't do a whole lot of "networking" on this blog, since I primarily use it as a personal outlet/journal sort of affair. I should probably do a bit more, though, particularly as I'm quite active on other forms of social media such as Twitter, where I've found a great number of people who are interested in the same sorts of things as me — which, believe me, is really important.

    infinity-dreams-awardThese blog "award" things are posting prompts that I've seen before, but never really participated in. They can be fun, though, so when Nick of The Skycorps Blog mentioned The Infinity Dreams Award on Twitter yesterday and was looking for people to pass it on to, I volunteered. So thanks, Nick! Me stepping up may not be quite the same thing as someone nominating me without prompting, but I'm grateful for you following through (and the links!) nonetheless.

    So what is The Infinity Dreams Award? Well, unlike other blog awards that do the rounds, this isn't a list of questions to answer followed by the opportunity to send on some of your own questions. Instead, it's much simpler: all you have to do is list seven dreams — as in ambitions, not night-time dreams — that you have, and be as personal as you want about it. Well, you all know I have no problem in laying myself out there on this here blog, so let's get intimate.

    In no particular order, then, here are my seven dreams.


    Dream 1: Finish and publish one of my stories

    Shamelessly stealing this from Nick here, but since his first couple of dreams resonated strongly with me, too, I thought I'd give my own thoughts on a similar situation.

    I absolutely love writing, particularly creative writing, and so it would be fantastic to actually finish a complete novel-length story and publish it somehow. As long-standing readers will know, I have actually finished several stories in blog format on this here site, but those are largely improvisational and unplanned in nature, and as such would require some heavy editing in order to be publishable.

    I do, however, have a number of different stories floating around in my head, some of which I've started writing and others of which are just an interesting idea. The main barrier to me actually knuckling down and finishing one is the fact that I can do Beginnings, and I can do Endings, but it's the middle bit that leads from one to the other that I find myself struggling with a bit. My absolute favourite story that I've been writing for years now has a very clear beginning and a very clear end, but I have absolutely no idea how to join them up together.


    Dream 2: Find a good job

    Nick's second dream also very much applies to me, as regular readers will know. I'm currently in a situation where I know that "conventional" employment is not a particularly good fit for me, but where freelance work isn't enormously forthcoming for one reason or another. As I noted the other day, there's the possibility of going into business by myself as a Slimming World consultant, and that's something that very much appeals — though the start-up costs for that are significant, and that, frankly, frightens me a bit. As the days go by, though, I'm starting to think more and more that I need to face that fear and just jump in; the job itself, I feel, is something I could do well at and be happy with, so I'm inclined to pursue it and see what happens.

    This is, of course, assuming that they interview me and want me in the first place, which remains to be seen, so all of the above may be a moot point.


    Dream 3: Publish a successful magazine

    Matt at Digitally Downloaded and I have been working hard on our first edition of our magazine, which we're aiming to try and get out of the door at the end of this month. I'm really pleased with what we've developed so far, and I'm very, very excited about the future.

    I believe there's absolutely a market for what we're doing, because it's very distinct from what websites offer. I much prefer the sort of thing we're doing — in-depth readings and criticism rather than questionable journalism — and I feel the whole "make the sort of thing you want to see" philosophy is a good basis for creating something. Because chances are you aren't the only one to feel the way you do, as lonely as opinions outside the "norm" can feel sometimes.


    Dream 4: Build up my music teaching client base

    I already have two piano pupils, with a possible third and fourth coming later in the year. That earns me a few quid each week, but by no means enough to actually survive on. I would love to have more pupils, though in order to do that I know I need to make more of an effort with promotion — it's figuring out where to start with all that. This is one area where the Slimming World job could potentially help me out — a big part of that job is promotion, so it would give me some great ideas on how to get noticed.


    Dream 5: Become fluent in Japanese

    This is a long-term one, but I'm making the effort. Since my evening classes are no longer running, I have to self-study, which at times can be challenging, but I've found the online courses at YesJapan.com work well with the way my brain works and offer a variety of activities to learn in different ways, so I'm going to continue with those as long as possible. The natural realisation of this dream is the point where I can import a game from Japan and be able to understand everything that is going on in it at the same speed I can do with an English game. In the short-term, I'll just be happy with getting my head around both hiragana and katakana, the former of which I'm getting reasonably confident with, the latter of which is still a mystery.


    Dream 6: Reach my target weight and continue losing

    I'm still a few stone off the "target" I set for myself when I joined Slimming World, but I've already lost over four stone since February and am continuing to lose, on average, at least a pound every week. I already feel way better about myself than I have done in years, and I can't even imagine how much more self-confidence I will have with a few more stone off my body.


    Dream 7: Conquer my depression and anxiety

    I don't know if this one will ever come to fruition, but in many ways it's the one I most hope will come true. Depression and anxiety have absolutely crippled and almost destroyed my life up until this point, and I despise them for it. I am better than I was, but my horrible experiences with my last job set me back a good year or two in the "recovery" process — a fact for which I will never forgive those responsible. One day, I would like to be free; for the moment, however, I'll be happy with the odd day of contentment.


    I'm supposed to nominate some people now, who will then run with this and continue in their own way — or perhaps ignore it completely. Either way, then, I nominate the following people and blogs:

    Pete Skerritt of Consoleation
    awesomecurry of カレーまみれ勇者の冒険 Curry Chronicles
    Chris Schilling of rudderless
    Jud House of Jud's Game Reviews and Jud's Jottings

    Not sure quite how many people I'm supposed to nominate, but four is probably fine for now. Drop me a comment or pingback if you decide to participate in this; I'll be very interested to read what you have to say.

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    2022: Video Star https://imnotdoctorwho.moegamer.net/2015/08/03/2022-video-star/ https://imnotdoctorwho.moegamer.net/2015/08/03/2022-video-star/#respond Mon, 03 Aug 2015 23:34:45 +0000 https://angryjedi.wordpress.com/?p=7687 Been experimenting a bit more with video today. Specifically, I had a play with the PlayStation 4's app ShareFactory, which allows you to take video clips and screenshots you've saved while playing PS4 games, then edit them together with commentary, music, transitions and effects into something that can then be rendered and uploaded (almost) directly to … Continue reading 2022: Video Star

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    0023_001Been experimenting a bit more with video today. Specifically, I had a play with the PlayStation 4's app ShareFactory, which allows you to take video clips and screenshots you've saved while playing PS4 games, then edit them together with commentary, music, transitions and effects into something that can then be rendered and uploaded (almost) directly to YouTube, Facebook or DailyMotion.

    ShareFactory is a decent bit of software, it turns out, and works quite nicely with the DualShock 4 controller. Its interface is initially a little difficult to parse, since it's largely icon-based and not immediately apparent what all of said icons are actually for, but once you get your head around it it mostly works well.

    ShareFactory is no Final Cut, obviously, but then it doesn't need to be. To make an effective gameplay video, all you need at most is the game footage along with perhaps some still images, some music and some commentary. There's no real need for multiple tracks of video or anything like that — though I believe ShareFactory  does support picture-in-picture if you have a PlayStation camera — because you're not making a multi-angle extravaganza of a movie; you're making a video about a game.

    I learned something else while making my ShareFactory project, too; I much prefer making videos that are "pre-scripted" rather than improvised Let's Play-style videos. This is probably due to the fact that I also prefer watching videos that are pre-scripted rather than improvised Let's Play-style videos. I grew up on traditional media, remember; I'm not really interested in watching Kids React To Something Pretty Mundane, nor am I interested in listening to someone's reactions in real time as they play something for the first time. I am, however, interested in seeing video used in the "documentary" style; footage of something relevant, with explanatory commentary over the top. This sort of thing doesn't have to be dry and boring, either; more importantly, though, it tends to be a lot more concise, with pre-scripted videos more often than not clocking in at considerably lower durations than Let's Plays.

    More to the point, though, it means that I can write something in a "traditional" manner, then just read it out (with feeling!) when it comes to time to record the video. The only real difference is that in the script I found it was a good idea to mark where different video clips/sections should begin. That really helped with editing later, particularly with the way ShareFactory's workflow goes. I could take a clip at a time, record the commentary, then trim/split the clips down to fit the commentary afterwards. After that it was a simple matter to upload it to YouTube and share it with the world.

    What's that? You want to see it for yourself? Okay then!

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    2021: Pondering the Future https://imnotdoctorwho.moegamer.net/2015/08/02/2021-pondering-the-future/ https://imnotdoctorwho.moegamer.net/2015/08/02/2021-pondering-the-future/#respond Sun, 02 Aug 2015 22:44:54 +0000 https://angryjedi.wordpress.com/?p=7683 I went along to a Slimming World recruitment event today, partly out of curiosity and partly because on reflection I had been feeling that it was a possible career direction for me. I say "career"; I can barely call the procession of jobs I've had since leaving university a "career" in good conscience, really, but what I … Continue reading 2021: Pondering the Future

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    0022_001I went along to a Slimming World recruitment event today, partly out of curiosity and partly because on reflection I had been feeling that it was a possible career direction for me. I say "career"; I can barely call the procession of jobs I've had since leaving university a "career" in good conscience, really, but what I saw today gave me pause, and a feeling that this might actually be something I want to do and that I'm interested in exploring.

    Becoming a Slimming World consultant involves going into business for yourself — including forking over a not-insubstantial amount of money as a franchise fee — and having to put in a fair amount of work for promotion and whatnot. The prospect of running a business that is more complicated than I Do Stuff, You Pay Me has always been pretty daunting to me, but looking over the information today and thinking about it made me realise that it's perhaps not quite as scary as what I've been imagining, and that it might well be something that could work well for me.

    I make no secret of the fact that I've struggled with what I'd refer to as "conventional employment" over the years. Classroom teaching nearly drove me to suicide on several occasions — though thankfully I didn't come close to even attempting it — while working retail frustrated me at the lack of progression after a certain point if I didn't want to become a manager. Working an office job, meanwhile, was so tedious I was literally bored to tears on an increasingly frequent basis as my time with the company progressed — and, of course, I was ultimately bullied out of the place by people who don't understand depression and anxiety as mental health issues. And freelance writing work, the work with which I've had the most success over the years, lacks the stability I need to feel truly comfortable that I'm "surviving" as best I can.

    The prospect of running my own Slimming World business, then, although scary, is appealing. And the main reason for that is that it gets around one of my key problems with full-time positions I've held in the past: the fact that they monopolise all of your time, and that even when companies have explicit policies in place to supposedly maintain a "work-life balance", you still find yourself doing little more in the week than going out at some ungodly hour in the morning, going somewhere you hate to work with people you despise, then coming home in the evening to do little more than the bare minimum required to keep yourself awake and vaguely entertained until the sun sets and it's an acceptable time to go to bed, at which point the whole hideous cycle repeats itself over and over again.

    Err, where was I? Oh, yes, the reason running my own business is an appealing prospect. Yes, with all the above in mind, the fact that running a Slimming World business, once you're established and you get your metaphorical "machine" up, running and well-oiled, only takes up a relatively small proportion of the week means that I can pursue all the other things that I might want to do. I can support my income from Slimming World with the irregular freelance work I've been doing. I can continue teaching piano lessons. I can work on the magazine I'm working on with Matt at Digitally Downloaded. In short, I can balance my life, do a variety of things and hopefully not drive myself into the pit of despair that the aforementioned "conventional employment" has ground me down into more than once in my life.

    I don't know if I'm the right person for the Slimming World job in the eyes of the recruitment team. I don't know if they'll even interview me, so I haven't got my hopes up or anything. But if the opportunity presents itself, I'm going to give it very serious consideration indeed. It's a job that I think I'd be good at; it's a job I think I'd enjoy; it's a job that I actually feel strongly about and believe in; it's a job that actually uses the skills I've built up and been trained in over the years.

    There's just the prospect of that initial start-up fee that's a bit scary. You have to spend money to make money, or so they say, and every new business is faced with start-up costs. I've never had to confront them myself, though, and it's this part that's making me hesitate more than anything else; everything else, I feel, is something that I can handle — perhaps with some training in some areas — but all that means nothing if I can't clear the initial hurdle.

    I have thinking to do, and a decision to reach relatively quickly. Perhaps, anyway; it may be that I'm rejected outright, which will suck, of course, but at least it will let me know that I need to pursue other avenues instead. We shall see; I feel I'm on the boundary of something important here, but it remains to be seen if I'm able to make it through onto the other side or not.

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    2020: Original Content https://imnotdoctorwho.moegamer.net/2015/08/02/2020-original-content/ https://imnotdoctorwho.moegamer.net/2015/08/02/2020-original-content/#comments Sun, 02 Aug 2015 00:07:01 +0000 https://angryjedi.wordpress.com/?p=7677 I've been watching a fair bit of Netflix's original content lately. I'll freely admit that I'd been resistant to the idea of an online service's exclusive content through irrational prejudices, but I'm pleased to have been proven very, very wrong indeed. Let me explain those irrational prejudices first. I grew up in a bit of … Continue reading 2020: Original Content

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    0021_001I've been watching a fair bit of Netflix's original content lately. I'll freely admit that I'd been resistant to the idea of an online service's exclusive content through irrational prejudices, but I'm pleased to have been proven very, very wrong indeed.

    Let me explain those irrational prejudices first.

    I grew up in a bit of a golden era of TV, full of popular shows ranging from Friends to Star Trek: The Next Generation via Buffy the Vampire Slayer and Angel. These shows ran for a long time, attracted passionate fanbases and, in many cases, were big-budget productions that put out some impressive stuff on a week-by-week basis. Conversely, in the early days of Internet video, Internet video series tended to be done on the cheap; there's nothing wrong with that per se, of course, but that cheapness didn't just extend to production values — it also extended to quality of talent in all aspects of the production. A side-effect of the whole "suddenly everyone is a content creator" aspect of Web 2.0 or 3.0 or whatever it is we're on now.

    So, then, I didn't make much of a habit of watching regular Internet video series for quite some time. To this day, there are very few YouTube series that I follow, and I generally preferred to grab a DVD or Blu-Ray box set of a favourite TV series and binge-watch it over the course of a month or two. No waiting for new episodes, no having to watch according to someone else's schedule — just literally content on demand.

    With my lack of involvement in Internet video, then, I maintained the assumption that Internet-exclusive video would be cheap, shitty productions that weren't really worth bothering with. I even continued with this assumption as people started praising Netflix's first original series House of Cards — largely because the subject matter didn't really interest me — but just recently, I've finally come around to it, and I'm impressed.

    The two shows that have made me a believer in Internet-exclusive content and convinced me that Netflix is absolutely a contender in the original TV programming department are Bojack Horseman and Unbreakable Kimmy Schmidt. I watched both on the recommendations of other people, and both have been highly enjoyable, not to mention well up to the standard of the stuff you get on TV or in DVD box sets.

    bojack1

    Bojack Horseman is an animated show about a washed-up '90s sitcom veteran who just happens to be a horse-man. Not like a centaur, he's just literally a dude with a horse's head. Over the course of Bojack Horseman, we're introduced to a number of different characters, some of whom are regular human beings and others of whom are, like Bojack himself, anthropomorphised animals. This is a wonderful source of comedy: for the most part, the animal people act just like normal humans, but just occasionally — just often enough to be funny without feeling like a forced joke — they'll exhibit some sort of behaviour that their animal counterpart would do.

    Bojack Horseman isn't just cheap laughs, though. It's one of those "adult animation" shows that looks ridiculous and silly on the outside, but which has a heart underneath. Bojack is a deeply flawed yet somewhat sympathetic character struggling to come to terms with the fact that he 1) isn't as famous as he used to be and 2) might actually be a horrible person. The series explores his character in great detail — partly through the eyes of his biographer Diane — and we learn a great deal about him. He's certainly much more than — and I'm sorry — a one-trick pony.

    kimmy-schmidt

    Unbreakable Kimmy Schmidt, meanwhile, is a live action show from the pen of Tina Fey. It concerns a young woman who was kidnapped and kept underground for fifteen years by a ne'er-do-well claiming to be a "Reverend" saving them from the Apocalypse. Since Kimmy was kept sheltered from all of existence for these fifteen years, she knows pretty much nothing about how the world works, and gets into numerous entertaining misadventures in New York as a result.

    Unbreakable Kimmy Schmidt, like Fey's other work, is sharp, quick witted and frequently scathing. Kimmy is lovably naive without being irritatingly stupid, and the supporting characters are all strong in their own right — albeit often being somewhat exaggerated caricatures. It's a show in which not a great deal actually happens from one episode to another, but the whole thing has a ton of heart and soul to it, and the entire story arc is nicely and neatly wrapped up by the end of the run. I wouldn't be averse to another season of it, but the beauty of it as it exists right now is that it doesn't really need one, since it's told Kimmy's story pretty much from start to finish over the course of 13 episodes.

    And that's sort of the beauty of what Netflix is able to do here. Without the pressure from networks and advertising, the teams coming up with this stuff have a lot more freedom than they would if they were composing for traditional television. This, in turn, allows them to be a lot more experimental, daring and interesting with what they're coming out with, and we're already starting to see what a positive effect that has on output.

    I'm over my prejudice towards Internet-exclusives, then — though a ton of YouTube-exclusive stuff is still a load of old wank — and am now much more inclined to check out Netflix's original content than I would previously have been. I'm sure there'll be plenty more of Bojack Horseman and Unbreakable Kimmy Schmidt's calibre in the future, and I'm looking forward to watching them when they appear.

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    2019: Hero of Daventry: Some King's Quest First Impressions https://imnotdoctorwho.moegamer.net/2015/08/01/2019-hero-of-daventry-some-kings-quest-first-impressions/ https://imnotdoctorwho.moegamer.net/2015/08/01/2019-hero-of-daventry-some-kings-quest-first-impressions/#respond Sat, 01 Aug 2015 00:01:56 +0000 https://angryjedi.wordpress.com/?p=7671 Following on from my post the other day, I downloaded the first episode of King's Quest on PlayStation 4 today, and gave it a bit of a go earlier. Andie seemed to be enjoying it, so I paused for a bit while she went and had a nap, then we went and had dinner. Will probably play … Continue reading 2019: Hero of Daventry: Some King's Quest First Impressions

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    0020_001Following on from my post the other day, I downloaded the first episode of King's Quest on PlayStation 4 today, and gave it a bit of a go earlier. Andie seemed to be enjoying it, so I paused for a bit while she went and had a nap, then we went and had dinner. Will probably play some more tomorrow.

    First impressions are very good indeed, though. The game has a gorgeous art style, wonderful animation and a spectacular voice cast, including Christopher Lloyd, Josh Keaton and Maggie Elizabeth Jones.

    Most notably, though, the game is very much aware of its heritage. I was concerned that a new developer taking on such a legendary series would lose some of the magic of the original — or worse, try and retrofit their interpretation over the top of the existing format, or "reboot" it — but my mind has been very much set at rest so far, with a story and characterisation that feels very true to King's Quest's lightly comedic (but, at times, surprisingly dark) fairy-tale nature.

    kq1

    Of particular note in the animation regard is how much care and attention has been lavished on protagonist Graham. Although he's now a beautifully animated 3D model with a dramatically billowing cape as opposed to a tiny pixel dude with yellow skin, there's a bunch of wonderful little touches in the new game as callbacks to the original King's Quest games. Make Graham walk instead of run, for example, and his slightly cocky strut looks just like the crude walking animation of the original game's sprite. And in one sequence, you jump into a river; the animation as Graham flails about in the water is pretty much exactly the same as his old sprite did any time you wandered into a body of water and forgot to type "swim".

    And, pleasingly, the new game incorporates the original series' fondness for killing you off in a variety of horrible ways — though, given the game's narrative framework of an elderly Graham narrating his past adventures to his granddaughter, any unfortunate demises are represented as Graham either making a mistake in his memories or cracking a joke.

    kq3

    The use of old Graham as narrator allows the game to do something that a lot of modern adventure games these days don't do: use a narrator. This is one thing that made Sierra adventures unique and distinct from their biggest rivals LucasArts — in every one of their games, the narrator was as much of a character as the characters who had actual dialogue. In most cases, the narrator wasn't a participant in the narrative, instead taking an omniscient viewpoint of what was going on, but there was a very clear sense of authorial voice that was often distinct between Sierra's different series. The narrators of King's Quest used flowery language and occasional cringeworthy puns — a habit Graham has picked up in the new game — while Space Quest and Leisure Suit Larry used lowbrow humour to good effect. Gabriel Knight, meanwhile, took the bold step of having a narrator with a very strong Creole accent explain what was going on — stylistically appropriate, though initially jarring if you were used to the somewhat cleaner, more easily understandable tones of the American narrators of Sierra's other games. (Once you became accustomed to her drawl, however, she delivered some delightfully sarcastic zingers at Gabriel's expense throughout the game.)

    kq2

    Pleasingly, old Graham's narration pays attention to what you are doing and has a variety of responses for when you try to do the same thing over and over again. There's no Discworld-style "That doesn't work!" here; instead, keep trying to do something that's clearly wrong and old Graham will come up with more and more fanciful reasons about his futile attempts, until eventually his granddaughter stops him in most cases. There's also a delightful running joke about That One Adventure Game Item You Use For Everything when you discover a hatchet which comes in useful for a while. After its final task, however, Graham leaves it behind, with old Graham putting special emphasis on the fact that he would "not need it ever again". (Prior to this, of course, you were free to attempt to use it on anything and everything, with suitable comments from both Graham and Gwendolyn along the way.)

    So far, then, I'm delighted by how King's Quest has turned out. It's smart, funny, beautiful and captures the essence of the old games while bringing them right up to date. I'm looking forward to see how the remainder of this first episode continues — and how the series as a whole develops over time.

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    2018: How to Win at Omega Quintet https://imnotdoctorwho.moegamer.net/2015/07/30/2018-how-to-win-at-omega-quintet/ https://imnotdoctorwho.moegamer.net/2015/07/30/2018-how-to-win-at-omega-quintet/#comments Thu, 30 Jul 2015 23:36:01 +0000 https://angryjedi.wordpress.com/?p=7663 I finally finished getting the Platinum trophy in Omega Quintet this evening, and feel I've had a thoroughly satisfying time with that delightful game. It remained fun for all of the 170 hours I played it for — excluding the Order Break-happy bosses in the DLC dungeons, which can fuck right off — and I'm pleased that Compile … Continue reading 2018: How to Win at Omega Quintet

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    0019_001I finally finished getting the Platinum trophy in Omega Quintet this evening, and feel I've had a thoroughly satisfying time with that delightful game. It remained fun for all of the 170 hours I played it for — excluding the Order Break-happy bosses in the DLC dungeons, which can fuck right off — and I'm pleased that Compile Heart has got off to a running start in the PS4 era.

    One thing I noticed, though, is that there aren't many guides out there for Omega Quintet. GameFAQs doesn't even have an FAQ page for it, though the discussion boards are quite active. As such, it's fairly likely that there are people out there who want some hints and tips about how to get good, particularly as in its later hours (and particularly post-game) Omega Quintet can get quite challenging.

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    Here are some helpful tips, then. These all assume that you have progressed at least far enough in the game to have the full party of five.

    • Arrange your party either in a straight line formation, an "M" or a "W" shape. Whoever is in the middle slot (I recommend someone like Otoha or Kanadeko, since they have high Stamina) should have Takt paired up with them. The reason for this is that this means Takt can cover the maximum number of party members with Group Defense if the party is hit by an area-effect attack.
    • Speaking of Takt's defense abilities, always use them. Not only do they reduce damage, they also cause status ailments to be resisted by all party members being hit by the attack, even if you accidentally hit Pair Defense instead of Group Defense on an area-effect attack. Neither Pair nor Group Defense will block stat drains, however.
    • In the early game, stick with the girls' default weapons — spear for Kyouka, fists for Kanadeko, hammer for Otoha, gun for Nene and fans for Aria. In Disc Analysis concentrate on unlocking and upgrading the relevant weapon skills; you can always branch out later.
    • Also in the early game, consider specialising each girl. Kyouka's high Vitality (speed) makes her ideal as a "buffer" since she usually goes first in the turn order, so equip her with skills like Scorch Choir, Chorale, Bastion and Charge to allow her to buff up the entire party's stats. Aria, meanwhile, makes a good healer due to her high Divinity, while Nene makes a good "mage" with her high Knowledge stat. Otoha and Kanadeko are your de facto physical attackers, so concentrate on getting their weapon skills up to scratch as soon as possible, then choose elemental skills that complement and support the others.
    • Go for big bonuses when you can. You earn bigger bonuses the bigger the number of hits in a single combo (i.e. before an enemy gets a turn), the more enemies you defeat simultaneously (on a single turn; doesn't have to be in a single action), the more HP you Overkill an enemy by, the more Links you get (more on those in a sec), the higher your Voltage is (more on that in a sec, too) and the more Requests you complete if you trigger Live Concert Mode.
    • Links are your way to earning lots of experience, EP (money) and Approval (which unlocks quests). Pay attention to the type of attack the interface says a skill "links" to, and use them in this order whenever possible. The more links you chain without a break, the bigger your bonus at the end of a fight.

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    • Links also help with earning Voltage, but the most reliable means of bumping up the Voltage meter is to get lots of critical hits. To do this, use area-effect attacks and reduce the enemy stats as much as possible. If the damage numbers that pop up when you hit something are red, that's a critical hit and will earn you Voltage. Note that only physical (Mic) skills will critical; E Skills will not, so even though some E Skills hit lots of times over a wide area, they're not good for earning Voltage. They are, however, good for earning bonus actions through the hit count.
    • Consider Chain Skills when picking discs to set on each girl. Some are more useful than others. By far the most useful of all is Cosmic Fan, which you obtain late in the game. This requires four different girls to cast Cremation, Legato, Aubade Crush and Absolution. It hits for a bunch of times, but its main benefit is that it reduces all the stats of everything it hits — and it covers a wide area. If you have the slots for it, give all five girls Cremation, Legato, Aubade Crush and Absolution, because this way you can case Cosmic Fan five times in succession if turn order lines up correctly and you use Harmonics.
    • Speaking of Harmonics, use it whenever you can, but don't waste it. Manipulate the turn order by using abilities or items with low wait times, and don't forget to use Takt's Pursuit to knock enemies back in the turn order. Ideally, you want each Harmonics to have all five girls ready for action, preferably to hurl out some Cosmic Fans and debuff the enemy into oblivion.
    • Order Break is the most annoying thing in this game, and it's not immediately apparent what triggers it if you're not paying attention. The specific conditions vary according to the party of enemies you're fighting — certain enemy lineups in the post-game will even cause an immediate Order Break at the start of a battle, even if you got a Surprise Attack in on them. The most common conditions for triggering Order Break are reducing an enemy below 50% of its HP, Guard Breaking an enemy and defeating an enemy. Consequently, you want to try and avoid meeting any of these conditions until you're in a situation where you can unleash the Harmonics combo from hell to obliterate everything in a single turn.

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    • Speaking of the Harmonics combo from hell, here's how to kill pretty much everything in the late game with ease:
      • Level up all five girls' hammer or fan skills to at least proficiency level 7. The quickest way to do this is on the lower levels of the Training Facility dungeon, which are also good for earning a lot of experience. Hammers are recommended in preference to fans, but it will depend what equipment you have available.
      • Learn Takt's Special Fanfare skill if you have the skill points for it, and assign this to Level 2 Live Concert. Special Fanfare significantly increases damage from Special Skills, so it's important for finishing battles quickly.
      • Make sure all five girls have all four Cosmic Fan spells. (Cremation, Legato, Aubade Crush and Absolution).
      • If you've kept developing Nene as a mage-like character (Knowledge-focused equipment), also give her Flame Typhoon and Raging Vortex.
      • Give all the girls Earth Assault.
      • Make sure all the girls have the main area-effect skills for the weapon whose proficiency you've levelled. Important ones are Ultimate Crush and Howling Earth for hammer, Light Crescent and Herd of Artemis for fan. If you have the skill points to spare, upgrade these and the Cosmic Fan spells as much as you can.
      • Fight a weak enemy somewhere and end the fight with Voltage level 5. Note that if you return to the Office, your Voltage will be reset, so if the tough enemy you want to kill is out in the world, you'll need to defeat a weak enemy in a world dungeon (Verdant Greenbelt is a good bet), while if you're in the Training Facility, you'll need to defeat a weak enemy on an early floor, then move directly to the floor the fight you're struggling with is on without returning to the Office first.
      • Surprise Attack the enemy you want to beat if possible. This should see all five girls' turns lined up at the start of the battle. If there's a gap in the turn order, escape if possible and either reduce the Vitality of the speediest characters by removing Vitality-boosting equipment, or boost the vitality of the slowest characters (Nene is usually the problem here) with amps or equipment.
      • If you're fighting a boss or quest mob, Surprise Attacks may not be possible. In this case, you'll need to manipulate the turn order using Takt's Pursuit and defending. Try to line up all five girls without triggering Order Break, so take care you don't do too much damage to the enemies in the process.
      • Assuming you got the turn order lined up (preferably with a Surprise Attack) immediately trigger Harmonics and cast two Cosmic Fans. Do not cast Cosmic Fan through the Chain Skill menu, however; cast each individual component one at a time on the same target, which should be somewhere in the middle of the enemy party. The reason for this is that Cosmic Fan's Chain Skill menu option does not input the commands in the right order to maximise your Link bonus. The order you should choose is: (Girl 1) Cremation, (Girl 2) Legato, (Girl 3) Aubade Crush, (Girl 4) Absolution, (Girl 4 again) Cremation, (Girl 5) Legato, (Girl 1), Aubade Crush, (Girl 2) Absolution. After this, Defend with everyone. This will have several important effects: it will lower the enemy's stats enough to let you get critical hits more easily, it will boost everyone's action count to at least 6 or 7, possibly the maximum of 8, it shouldn't do enough damage to trigger Order Break, and the Vitality debuffs it applies will hopefully allow you to get another immediate turn with all five girls lined up.
      • If you do get this second turn — which most of the time you should, assuming you don't trigger Order Break — trigger a Level 2 Live Concert Mode (which should have Special Fanfare attached to it if you have it) and then immediately trigger Harmonics again.
      • Now follow this sequence, which assumes everyone is equipped with a hammer. Make sure all the E Skills target the same enemy in the middle of the formation in order to trigger Cosmic Fan:
        Kyouka: Cremation
        Otoha: Legato
        Kanadeko: Aubade Crush
        Aria: Absolution, Cremation
        Nene: Legato
        Kyouka: Aubade Crush
        Otoha: Absolution, Cremation
        Kanadeko: Legato
        Aria: Aubade Crush
        Nene: Absolution, Cremation
        Kyouka: Legato
        Otoha: Aubade Crush
        Kanadeko: Absolution, Cremation
        Aria: Legato
        Nene: Aubade Crush
        Kyouka: Absolution
        Nene: Flame Typhoon, Raging Vortex, Earth Assault (for extra Link bonuses and to increase the hit count)
        All other girls in succession: Earth Assault (to bump up the hit count)
        If you're at Voltage level 2 or higher: Aria: Solitary Rhapsody (otherwise ignore this step)
        All other girls in succession except Otoha: Ultimate Crush, Howling Earth, if enough action points left use Break Prototype on the strongest enemy to maximise hit count.
        Otoha: Ultimate Crush, Howling Earth, if enough action points drop in a Break Prototype on the strongest enemy, then finish with Shrine of Hope on an enemy that has Guard Break (which will probably be all of them after that mauling, but prioritise moth- or plant-type trash enemies, since these have the weakest Magnetic Fields) and which also allows the area of effect to hit everything. (Shrine of Hope gets significantly more powerful the higher the hit count is, hence the overblown combo leading up to it.)
      • Everything will probably be dead after that. If you left a boss-level enemy standing but killed all the trash, you'll probably suffer an Order Break, so defend through it as much as possible and cleanse any debuffs or stat reductions as soon as you can afterwards. From here try to keep the boss debuffed with a combination of Cosmic Fan in Harmonics when possible, and Aria's Solitary Rhapsody and appropriate E Skill. It's also a good idea to Paralyze and Seal the boss using water and earth skills respectively, and any skills that have SP Break are useful too; if you can actually make the boss run out of SP, it will only use basic attacks on you, which can still hit hard without stat debuffs, but which won't inflict ailments on your party.

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    The last bit in particular, although complicated and requiring some preparation, will make the difference between fights that drag on for half an hour and fights that are over in two turns. If you're stupid enough to go for the Platinum trophy like I did, you'll need to master it for efficient Approval Rating farming in the post-game!

    Well, now I've written 2,000 words that have probably baffled most regular readers of this blog — sorry! — I hope, if you stumbled across this blog while Googling things about Omega Quintet, that my tips have proven at least a little helpful, and I hope you continue to enjoy this great game!

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    2017: Quest for the Crown https://imnotdoctorwho.moegamer.net/2015/07/29/2017-quest-for-the-crown/ https://imnotdoctorwho.moegamer.net/2015/07/29/2017-quest-for-the-crown/#respond Wed, 29 Jul 2015 21:38:06 +0000 https://angryjedi.wordpress.com/?p=7660 It's weird to see a new King's Quest game on sale. I haven't tried it myself yet — I'm probably going to — but the early buzz surrounding it is very positive indeed, even sans involvement from series creators Roberta and Ken Williams. For those not quite as old and jaded a gamer as me, King's Quest was one of the … Continue reading 2017: Quest for the Crown

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    0018_001It's weird to see a new King's Quest game on sale. I haven't tried it myself yet — I'm probably going to — but the early buzz surrounding it is very positive indeed, even sans involvement from series creators Roberta and Ken Williams.

    For those not quite as old and jaded a gamer as me, King's Quest was one of the very first graphical adventure games. I hesitate to call it a "point and click" adventure, because although it supported mouse control, you actually had to type things in to a text parser in order to actually do anything. As the series progressed, it gradually and noticeably improved; by the fifth installment, it had made the full transition to a more conventional point-and-click interface as well as offering a "talkie" CD-ROM version; the seventh installment abandoned traditional pixel art in favour of some distinctly Disney-esque animation, and the eighth… well, most people don't talk about that one.

    For me, King's Quest as a whole is an important series to me. It represents one of the earliest game series I played, and also some of the earliest games I actually played to completion. They also represent an early form of using the video games medium as a means of telling a story — albeit a very simple one in the case of the first couple of games; from the third game onwards it started to get quite ambitious — as well as a wonderfully vivid realisation of the world of fairy tales.

    Back in the days when King's Quest first appeared, it wasn't at all unusual for games to take heavy inspiration from existing works of art. Numerous games made use of famous classical tunes for their "themes", for example, and others drew liberally from popular mythology for inspiration. The original King's Quest games were no exception, as they saw you running into everyone from Rumplestiltskin to the Big Bad Wolf — and, in many cases, dying horribly at the hands of fairy tale monsters.

    Despite the fact that it drew heavily on popular mythology, though, King's Quest had a feel and an atmosphere all of its own. Like the best fairy tales, it presented a world that appeared colourful, happy and vibrant on the surface, but which was mean, horrible and out to get you underneath. The King's Quest games were notorious for having a wide variety of means for the protagonists to die throughout them, ranging from being eaten by a giant to tripping over your wizard master's cat while being too far up the stairs, and subsequently breaking your neck when you hit the ground. So frequent (and frustrating) were the death scenes in King's Quest and other adventures from the same stable Sierra that main rival LucasArts made a specific marketing point of the fact that it was impossible to die or get stuck in most of their games — with the Indiana Jones games being the only real exceptions, and even there it was pretty difficult to die.

    But as frustrating and irritating and, at times, downright illogical as the old-school King's Quest games could be, they represent one of my formative experiences. They're something that helped me understand a medium that, as you'll know, is very important to me. They're something I shared with my family, since many of us used to play them together and try to solve them. And they're something that I will always have fond memories of.

    It's for this reason that I'm really happy to see King's Quest making a comeback — and, moreover, to see that it's being received very well so far. I'm excited to give it a try for myself very soon, and I look forward to seeing how the subsequent episodes develop over the course of the series.

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    2016: What an Achievement https://imnotdoctorwho.moegamer.net/2015/07/29/2016-what-an-achievement/ https://imnotdoctorwho.moegamer.net/2015/07/29/2016-what-an-achievement/#respond Wed, 29 Jul 2015 02:19:33 +0000 https://angryjedi.wordpress.com/?p=7605 I was chatting with my friends earlier this evening about the matter of achievements and trophies in games. As long-term readers will know, my opinions on these metagame awards that were introduced with the last generation of games consoles have gone back and forth somewhat, but on the whole I feel I'm starting to come … Continue reading 2016: What an Achievement

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    0017_001I was chatting with my friends earlier this evening about the matter of achievements and trophies in games. As long-term readers will know, my opinions on these metagame awards that were introduced with the last generation of games consoles have gone back and forth somewhat, but on the whole I feel I'm starting to come down on the side of liking them.

    The reason for this is simple: after nearly 10 years of them being A Thing in gaming, a lot of developers are getting the hang of how to use them effectively — and the reasons for using them.

    There are, in fact, several reasons for the existence of achievements. From a developer perspective, they provide feedback on just how much people are playing games and what they're doing. This is why so many games have a "started the game" achievement — look at the rarity statistics on PSN and you'll see that there are a surprising number of people who have booted a game up for long enough to add the trophy list to their profile, but not actually started to play it. I couldn't even begin to contemplate what the reasons for doing this might be, but it happens; as an example, the wonderful shoot 'em up Astebreed gives you a trophy for completing the interactive prologue sequence — something you have to do before you can even access the game's main menu — and yet only 91% of players have accomplished this, suggesting either that 9% of players simply turned the game off for some reason or other during the prologue, or were unable to complete it. And I'm not sure that last option is even possible.

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    From a player perspective, a well-designed trophy list provides a metagame to layer on top of the existing game structure. They can provide challenges for players to complete and encourage them to explore a game in full rather than simply making a beeline for the credits — and, again, those rarity statistics suggest that relatively few people who pick up any game, regardless of length and quality, make it to the end, which is kind of sad — or suggest new ways to play.

    A good example from recent memory that I'm still engaged with is Compile Heart's PS4 RPG Omega Quintet. I have gone for the Platinum trophy in most of Compile Heart's games to date (largely the Neptunia games) because I have a keen awareness of how the developers probably use them for statistics, as mentioned above. I see attaining a Platinum trophy — which for those unfamiliar with PSN is the trophy you acquire when you have achieved all of the other trophies in a game — as a mark of support for the developer; a sign that someone out there cared enough about a game to play it to absolute death. (Omega Quintet's Platinum trophy, incidentally, has a 1.1% rarity rating, which is not altogether surprising as going by my own experiences it's something of a beast to attain.)

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    And in Omega Quintet's case, that Platinum trophy really is a sign that you have explored everything the game has to offer, because it's a good trophy list that runs the gamut from "deal 1 million points of damage in a single combination attack" (something that gets significantly easier the further in the game you go) via "complete all the quests" (something which you can miss in a single playthrough if you're not fastidious about cleaning up quests before advancing the story) and "see the True Ending on Advanced difficulty" (having figured out the conditions to do so, of course — hint: get Aria and Otoha's affection levels to 4 to guarantee this) to "defeat Double X" (a superboss who sits at the bottom level of the optional Training Facility dungeon and provides one of the stiffest challenges the entire game has to offer)

    The interesting thing about Omega Quintet's trophy list is that by the time I finished my second playthrough (during which I achieved the True Ending on Advanced difficulty) I had only accomplished about 50% of the available trophies. Deciding early on that I wanted to go for the Platinum, I jumped into the post-game (the ability to keep playing the game after you've beaten the final boss and seen the end of the story) to explore what these additional challenges might be.

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    Nearly 50 hours of gameplay later, I'm still playing, though the end is finally in sight. In those 50 hours, I've beaten the 13-floor Training Facility dungeon, pretty much mastered the game's combat system — the extreme difficulty of the Training Facility encounters, including Double X, demands that you know what you are doing, otherwise you will get your ass kicked, even if you grind all the way up to the level cap of 999 — maxed out the affection values for all my party members, mastered all the weapon proficiencies with Kyouka and have come pretty close with a couple of the others, completed all the sidequests and recovered all the hidden archives. This latter one is particularly interesting, as the archives reveal an absolute ton of story context that isn't made explicit in the main narrative, largely because it's not directly relevant to the main cast's personal stories, but instead provides some interesting background lore and worldbuilding context. You stumble across some of these as you simply explore the main game, but quite a few of them are hidden in post-game content.

    In other words, without the trophies to give me a nudge in the direction of this additional content, I might not have gone looking for it. One might argue that the game not necessarily signposting this sort of thing is a problem, but if the trophy system is there — and it's compulsory to use on both Xbox and PlayStation  — it may as well be used to push people on to explore things further. Combine that with PSN's "rarity" feature and there's a really nice sense of… well, achievement when you know that you're one of the 1.1% who has seen everything Omega Quintet has to offer.

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    (Just two more trophies left to go: kill 10,000 enemies and get 1 billion approval rating points. I sense that the challenging DLC dungeons and bosses — including the fearsome Banana Demon pictured above — will be my main means of achieving this!)

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    2015: Ziggurat Vertigo https://imnotdoctorwho.moegamer.net/2015/07/28/2015-ziggurat-vertigo/ https://imnotdoctorwho.moegamer.net/2015/07/28/2015-ziggurat-vertigo/#respond Tue, 28 Jul 2015 01:12:12 +0000 https://angryjedi.wordpress.com/?p=7647 One of the best — or worst, depending on your perspective — things about PlayStation Plus is that there are regular deals on a wide variety of games, seemingly almost at random. During these sale periods, games drop to Steam sale-tier prices (i.e. £2-3 for a typical indie game) and consequently make trying some new … Continue reading 2015: Ziggurat Vertigo

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    0016_001One of the best — or worst, depending on your perspective — things about PlayStation Plus is that there are regular deals on a wide variety of games, seemingly almost at random. During these sale periods, games drop to Steam sale-tier prices (i.e. £2-3 for a typical indie game) and consequently make trying some new things out a rather more appealing prospect than it might be under other circumstances.

    So it was that I came across a PS4 game called Ziggurat the other day. I didn't know much about it, but it sounded like it might be fun, so I grabbed it for £3 and gave it a shot. Turns out it is a lot of fun — and nothing to do with a not-particularly-good iOS game by the same name that I played a while back. (Thankfully.)

    bannerZiggurat is the latest in the interminable line of "roguelites" out there; that offshoot of the roguelike genre that keeps the "permadeath" and "procedurally generated" parts and ditches the heavy-duty stat crunching and turn-based exploration in favour of something a bit more immediate, accessible and, in many cases, action-packed. Sometimes it works better than others; procedural generation is something that is very impressive on paper, but in practice it can often lead to levels that are chaotic messes with no real sense of "design" about them, just some tiles splattered around the map at random. This sort of thing is fine in an ASCII roguelike, but less fine in a game with actual visuals.

    Thankfully, Ziggurat eschews the totally random approach and instead constructs its levels in a modular manner, somewhat similar to how board games like Advanced Heroquest and Descent construct their dungeons. Rooms are linked together by corridors to make an enclosed map; you start in one place, have to find a "portal key" somewhere in the level, then take it to the boss room, fight the boss and continue to the next level. It's a simple, tried but true structure and fits well in the context of the game.

    ziggurat-03

    There is a sort of plot to Ziggurat, but it's of the "back of a napkin" tier from old-school arcadey games from the 8- and 16-bit era. You're some sort of wizard, and every so often the opportunity arises to fight your way through the eponymous Ziggurat to become a super-awesome elite wizard. It's more likely that you will die, though, which is okay, because the "sacrifices" of unworthy novices pay tribute to the old gods, or something like that. It doesn't really matter.

    What you do need to know is that Ziggurat is pretty much a spiritual successor to Heretic and Hexen, two games that came out back in the golden age of 2.5D sprite-based first-person shooters. Heretic and Hexen were noteworthy in that they were first-person shooters that opted for a fantasy setting rather than the (then) more common space marine situation. (Military shooters were still somewhat niche interest at this point, and multiplayer was something that was only really played by people who had IPX networks at their workplace.) Despite the fantasy setting, though, neither Heretic nor Hexen were role-playing games; they were action games through and through, with most of the weaponry on offer having clear analogues in more conventional modern and futuristic weaponry.

    Ziggurat follows this pattern nicely. You start with a basic magic wand that is a rough analogue to the peashooter pistol that was the default weapon in games like Doom and its ilk. As you progress, you'll acquire spellbooks (shotguns), magic staves (machine guns) and alchemical weapons (rocket/grenade launchers). Each of these weapons requires a different colour mana (ammo type) to power, with the exception of the pistol… sorry, wand, which recharges its mana over time if you stop firing.

    maxresdefault

    The interesting addition to the Heretic/Hexen formula — and something that Hexen II touched on — is a progression system. As you defeat enemies, they drop "knowledge crystals" which provide experience points. Filling your experience bar causes you to level up and be able to pick from cards that depict "perks" of various descriptions. These are randomly drawn each game and range from immediate benefit (heal life, regain mana) to ongoing buffs (recover health when you enter a new room, increase the amount of mana you can hold for a particular weapon) to temporary buffs (magic wand does double damage in your next combat). Once you've picked one, on subsequent level ups you generally get the option to buff up a perk you've already taken or add a new one to your collection. There are even some perks that allow you to choose from a wider selection of perks on subsequent level ups, so there's a fair bit of variety.

    Structurally, Ziggurat isn't quite as freeform as Heretic and Hexen. Rather than fighting your way through a linear-ish level, you freely explore the level, uncovering rooms one at a time. Rooms will generally be either a "special" room of some description — perhaps with traps, treasure or the portal key — or a standard room with a swarm of enemies to defeat. If you encounter enemies, you're deemed to have started "a battle" and are locked in the room until you defeat all of them. There's a decent mix of enemies, ranging from carrots that charge at you screaming to ghostly maidens that fling some description of otherworldly shit at you. Like the classic first-person shooters of yore, different weapons are more or less practical against different enemy types, though a generous auto-aim facility makes aiming and shooting with the controller less of a chore than it is in some games.

    A pleasantly old-school throwback in Ziggurat's overall structure is the fact that you have a score, though you don't find out what it is until the end of a level or the end of your game. You score points for all sorts of things, ranging from collecting items to clearing rooms — and, obviously, the longer you survive, the higher your score will be. There's even an "Endless" mode to challenge for those who are gluttons for punishment — though I'm yet to make it past the second level on normal mode!

    Ziggurat is a lot of fun, then, and if you're looking for something relatively quick and throwaway to play — and you miss the '90s era of first-person shooters — then you could do far worse than give it a shot, if you'll pardon the pun.

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    2014: Making Connections https://imnotdoctorwho.moegamer.net/2015/07/26/2014-making-connections/ https://imnotdoctorwho.moegamer.net/2015/07/26/2014-making-connections/#respond Sun, 26 Jul 2015 22:39:03 +0000 https://angryjedi.wordpress.com/?p=7644 Although I'm not pretending to have any real understanding of social interactions in general — in fact, as I often mention, I go through life feeling like I really do't know what to do in a lot of "everyday" social situations — I find the way little communities and cliques develop to be fascinating, both … Continue reading 2014: Making Connections

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    0015_001Although I'm not pretending to have any real understanding of social interactions in general — in fact, as I often mention, I go through life feeling like I really do't know what to do in a lot of "everyday" social situations — I find the way little communities and cliques develop to be fascinating, both to observe from the outside, and to be a part of from within.

    I have a few examples in mind. First, and most prominent, is Twitter. I've drifted from group to group a bit since I originally joined Twitter a number of years back. Originally, my use of Twitter was primarily to have a means of talking to my online friends with whom I used to interact on 1up.com. After "The Great Exodus", when 1up's specialised forums were mashed together into a NeoGAF-style monstrosity of just "Games" and "Not Games", a significant proportion of the community left the site's forums, and many of them found themselves on Twitter. Over time, people changed, moved and became involved in different things. Some gave up on Twitter altogether; others started using it for professional purposes; others still "rebranded" themselves.

    I fell somewhat into the latter category. After suffering a fairly serious instance of doxxing and harassment back in 2013 — see, it's not just women it happens to, contrary to what the media would have you believe — I left Twitter, initially intending not to return, but after realising what a pile of crap Facebook is for actually interacting with people in a meaningful manner, I returned. After realising that the interminable social justice yelling on Twitter was setting off my depression and anxiety, I left again. This time when I came back (they always come back) I decided to "reinvent" myself a bit, and follow fewer of the people I felt I "should" be following, and instead focused on people who posted things I found interesting or enjoyable to interact with. Consequently, these days I find myself on the fringes of "anitwitter", a subculture on the social network that discusses, posts screencaps and generally enthuses about anime and games. I, as you might expect, fit right in.

    Elsewhere on the Internet, the Discord server I mentioned the other day (which, dear reader, you're still welcome to come and join) has been developing slowly but surely, but it's our Final Fantasy XIV Free Company server that is perhaps the more interesting example. Taking cues from the in-game friend who introduced me to Discord in the first place, I added an "NSFW" (Not Safe for Work) channel to the server. It immediately became the most active channel in the place, though initially people weren't quite sure what to post in there, i.e. whether or not it was okay to post filth. (It was, though someone stumbled accidentally into it and complained a bit at being confronted with a wall of hentai, so we've since made it invite-only — community management at work!)

    What's interesting about the NSFW channel is that the usual boundaries of "politeness" that are up when interacting with other people online in real time — in my experience, anyway; I tend not to hang around with the sort of people who hurl insults and abuse at one another — are nowhere to be seen. I don't mean that people are rude to one another; quite the opposite, in fact. The NSFW channel is a place where everyone can be open and honest about the things that they like, and where no-one judges one another for the things they talk about and post. (Or, if they do, they keep that to themselves.) It's pretty refreshing and liberating, actually, and makes it abundantly clear that there should probably be more places for people — particularly, it has to be said, men — to be able to talk about things like sex, fetishes and all that sort of thing without fear of judgement or anything like that. I shan't go into any further details than that, but suffice to say we're all having a jolly old time in there.

    Anyway, yeah. Online communities. Just as interesting as real communities, I think you'll agree…

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    2013: Starchaser https://imnotdoctorwho.moegamer.net/2015/07/26/2013-starchaser/ https://imnotdoctorwho.moegamer.net/2015/07/26/2013-starchaser/#respond Sun, 26 Jul 2015 01:52:13 +0000 https://angryjedi.wordpress.com/?p=7638 Interesting indie game time? Interesting indie game time. I'm a big fan of the doujin (independently-developed) games that Playism brings to the West. Japanese indie games have a very distinctive character about them; they're rarely the most technically impressive games in the world (though there are exceptions, like wonderfully gorgeous shoot 'em up Astebreed) but it's rare to … Continue reading 2013: Starchaser

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    0014_001Interesting indie game time? Interesting indie game time.

    I'm a big fan of the doujin (independently-developed) games that Playism brings to the West. Japanese indie games have a very distinctive character about them; they're rarely the most technically impressive games in the world (though there are exceptions, like wonderfully gorgeous shoot 'em up Astebreed) but it's rare to find one that doesn't feel like it's been infused with heart, soul and love. The doujin culture in Japan breeds people who are passionate and enthusiastic about their work; these aren't people who are making games to prove a point, these are people who are making games because they love making games.

    starchaser1

    One of Playism's most recent releases is a peculiar little platformer called Starchaser: Priestess of the Night Sky. This is the work of a doujin circle called Nonlinear, and the designer's philosophy behind the game is an interesting one: he wanted to make a 3D game where the concept of 3D actually mattered. He has a point; there's a lot of games out there that are presented in 3D, but which actually only practically play in two dimensions at once. Even renowned games like Super Mario 3D Land/World tend to only have the player worrying about two dimensions at a time for the most part; it's rare you have to worry about the width, length and height of an environment at the same time in a Mario game, and that format works well for its accessible, family-friendly formula.

    Starchaser, then, takes a slightly different approach to 3D platforming. Unfolding through a series of levels on both the inside and outside faces of a series of cubes, you control a young girl as she learns to commune with the stars by navigating through several perilous labyrinths of these cubes. The game starts very simple, but it's not long before it introduces one of its core mechanics: gravity floors. These checkerboard cubes have their own gravitational pull, so if you're airborne (through jumping, falling or walking off the side of something) you'll be sucked towards the nearest one if you're within its zone of influence. This may well be at a completely different angle to where you were standing a moment ago; Starchaser's levels unfold making full use of all three dimensions, and you'll have to look around in every direction carefully to negotiate a pathway towards your destination, making quick-witted use of the gravity mechanic and more conventional platform skills in order to survive.

    starchaser2

    It's actually a really delightful game to play. It reminds me somewhat of PS1-era puzzlers like Kula World, Kurushi Final and the like. At least part of this is due to its somewhat… functional presentation (it won't run in 1920×1080, and it won't exceed 30 frames per second) but even with its (apparently deliberate) technical limitations, it's a joy to play, once you get used to the peculiar control scheme. It's a very distinctive, original take on the 3D platformer, and a great game to dip in and out of when you fancy banging your brain against some fiendish environmental puzzles and enjoyable boss fights.

    Starchaser is available now either direct from Playism or on Steam — buy on Playism and you get a Steam key for free.

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    2012: Tentacle Bento https://imnotdoctorwho.moegamer.net/2015/07/25/2012-tentacle-bento/ https://imnotdoctorwho.moegamer.net/2015/07/25/2012-tentacle-bento/#comments Sat, 25 Jul 2015 00:37:43 +0000 https://angryjedi.wordpress.com/?p=7632 It occurs to me that I haven't yet written about Tentacle Bento, a card game I picked up at PAX but have only recently had the opportunity to try for the first time. Tentacle Bento is a fairly simple game whose concept made the Outrage Brigade piss their collective pants a while back, which these days, to … Continue reading 2012: Tentacle Bento

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    0013_001It occurs to me that I haven't yet written about Tentacle Bento, a card game I picked up at PAX but have only recently had the opportunity to try for the first time.

    Tentacle Bento is a fairly simple game whose concept made the Outrage Brigade piss their collective pants a while back, which these days, to be honest, is enough to make me want to check anything out. Essentially, it's an anime-inspired (all right, hentai-inspired) game in which you and your friends take on the role of ill-defined tentacle monsters of some description, and your task is to sneak into the all-girls' school Takoashi University and "capture" as many nubile young ladies as you possibly can before the end of term.

    pic1322392

    Lewd premise aside, Tentacle Bento is actually a pretty fun game. It's largely based around playing sets of cards — known as "captures" in the game — in order to score points at the end. In order to play a capture, you have to play a location, a capture event and a character at the same time. Playing a location, capture event and character of two or more different suits is a "sloppy capture" and allows you to get something on the table, but only lets you capture one girl at a time. Playing a complete capture of the same suit, however, is a "noble capture" and allows you to capture up to three girls at the same time. It also allows you to add extra girls of the same suit to a capture from your hand once you've put it on the table, up to a maximum of three girls per capture.

    Alongside the basic location, capture event and character cards are a few special types of cards. All-Star cards can only be captured through a noble capture — and, moreover, can be the only girl in that capture. They have specific special effects once they're played; normally a noble capture has a special "mayhem" effect (ranging from changing the direction of play to passing cards around the table) according to the suit it was, but All-Stars override and replace this effect.

    Special character cards, meanwhile, have (usually negative) effects to play on other players. Some prevent players from playing certain types of captures, others need to be dismissed via meeting a particular condition, and some can be passed around. Several of them complement and interact with one another nicely, making for some enjoyable moment-to-moment strategy.

    Finally, Event cards occur immediately when someone draws them on their turn. These have immediate — and often game-changing — effects. They also act as the game's timer — once the fourth Event card comes up, the game is over, and players score points according to the captures they have on the table, and lose points for the girls and All-Stars they still have in their hand.

    pic1322391

    It's a pretty simple game to get to grips with, and there's a fair amount of randomness involved — particularly with the events — so it's not especially deep, all told, but it is a whole lot of fun, primarily for the impromptu mini-narratives that the capture combinations inspire. Once capture might see three girls having a wardrobe malfunction in the headmaster's office; another might see a lone girl attempting to have a cuddle party by herself on the school racetrack; another still might see two girls having a pillow fight in the nurse's office.

    Despite the morally questionable premise — if you know what tentacle monsters typically get up to, you know what I mean — the game is designed with good humour and wit. The cards all incorporate entertaining little snippets of flavour text, many of which are genuinely amusing both to people who recognise anime tropes and normies alike.

    All in all, it's very much a filler game rather than something you'd take particularly seriously, but I like it a whole lot and am looking forward to giving it another shot at some point in the near future. I was surprised how much my regular gaming group — most of whom aren't particularly involved in anime culture — took to the game, so hopefully it will hit the table again soon.

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    2011: Let's Talk! https://imnotdoctorwho.moegamer.net/2015/07/23/2011-lets-talk/ https://imnotdoctorwho.moegamer.net/2015/07/23/2011-lets-talk/#comments Thu, 23 Jul 2015 18:55:46 +0000 https://angryjedi.wordpress.com/?p=7626 A little while ago, I wrote about chat app Discord and how I thought it was a jolly fine piece of software that had all but replaced Skype and various other solutions for, among other things, in-game voice chat. Besides high-quality voice chat, Discord is also pretty great for creating text chat servers with custom channels (each of which can have … Continue reading 2011: Let's Talk!

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    0012_001A little while ago, I wrote about chat app Discord and how I thought it was a jolly fine piece of software that had all but replaced Skype and various other solutions for, among other things, in-game voice chat.

    Besides high-quality voice chat, Discord is also pretty great for creating text chat servers with custom channels (each of which can have their own permissions set if you so desire) and various other bits and pieces here and there. The app is clearly largely designed with the Final Fantasy XIV community in mind, given its built-in commands to search sites like XIVDB and Gamerescape, but it's also a flexible, lightweight, easy-to-use and cross-platform chat app that is super-easy to get signed up for and really easy to use.

    So I'd like to invite you along to come and chat! I created a server named after my other website MoeGamer, along with a bunch of channels. The server is primarily intended for people to talk about Japanese video games, anime, manga and the like, but there are a selection of other channels for people to talk about what they might be interested in. I've had a few people sign up over the course of the day, but not really much participation as yet; understandable, really, since no-one wants to be the first person to say something!

    A request, then, dear reader. If you'd like to have a chat with me and hopefully some other like-minded individuals, please do two things for me.

    Firstly, join the server here. (You can use Discord via the Web, but I recommend downloading the standalone app for the best and most flexible experience.)

    Secondly, participate! Jump into a channel you like the sound of — the invite link I've provided will take you to a "welcome" channel that gives you a summary of what all the other channels are all about — and start talking. Even if no-one seems to be saying much to begin with, people who join the server and channels will see the conversation history when they come along for the first time, so if there are some comments, thoughts and even pictures for people to respond to when they sign up, new members will be more inclined to start participating themselves.

    I'd love to build this server into a nice little community where we can chat, share stories, share pics and share our thoughts on all things anime, gaming, manga and whatnot. Discord is a great means of doing just that, and I'd love to see more people making use of it and supporting the great work the developers are doing — it's currently only in alpha, and is already a really well put together piece of software. And who knows? You might even make a few new friends or discover a few new interests in the process.

    See you there!

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    2010: Monster, Monster, Mon, Mon, Mon, Mon, Monster https://imnotdoctorwho.moegamer.net/2015/07/22/2010-monster-monster-mon-mon-mon-mon-monster/ https://imnotdoctorwho.moegamer.net/2015/07/22/2010-monster-monster-mon-mon-mon-mon-monster/#respond Wed, 22 Jul 2015 17:09:14 +0000 https://angryjedi.wordpress.com/?p=7620 One of the highlights of the current anime season for me right now is Monster Musume: Everyday Life with Monster Girls (typically shortened, as appears to be the custom nowadays, to MonMusu). MonMusu is a show that I wasn't sure about when I first heard the concept. I enjoy a harem-type show, I enjoy fanservice and I enjoy … Continue reading 2010: Monster, Monster, Mon, Mon, Mon, Mon, Monster

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    0011_001One of the highlights of the current anime season for me right now is Monster Musume: Everyday Life with Monster Girls (typically shortened, as appears to be the custom nowadays, to MonMusu).

    MonMusu is a show that I wasn't sure about when I first heard the concept. I enjoy a harem-type show, I enjoy fanservice and I enjoy slice-of-life, so all the ingredients were there to interest me, but one thing made me hesitate a little: the "monster girls"1 part.

    Don't worry, I'm not going to go back on the thousand and one rants I've made on the subject and brand it "creepy" or anything, but the idea of monster girls is an aspect of anime that I simply don't have much experience with. Typically, I've found the harem/fanservice/slice-of-life shows that I've enjoyed the most in the past to have characters that I either find relatable or so overflowing with moe that it's impossible not to fall in love with them. And, I assumed, part of this would be dependent on me finding them physically attractive.

    Papi
    Papi's introduction in the original manga.

    The reason why I was hesitant about the idea of monster girls is that they're a peculiar, striking phenomenon — at least as they're depicted in anime. The girls of MonMusu are all relatively typical, pretty anime girl tropes of various descriptions "up top" — Miia is a ditzy, adoring "childhood friend" type, Papi is a loli, Centorea is a haughty, aloof, "presidential" type with huge knockers — but below the belt they're… well, monsters. Miia is a lamia, Papi is a harpy, Centorea is a centaur.

    If you, like me, have no experience with the concept of monster girls, this is initially jarring. Miia, the first to be introduced, is a delightfully adorable (if somewhat clingy) character… and then you look down and she has several meters of giant, thick, scaly snake tail. Papi acts like a little kid despite being a lot older than she looks… but she has wings instead of arms and bird legs. Centorea… well, her arse is a horse. This takes some getting used to — with no small amount of thinking "i-is it all right to find them kind of hot…?" along the way — and I wouldn't be surprised if there are people out there who fall at this first hurdle.

    But it may not surprise you to find out that this reaction is, I feel, entirely intended, and in fact a core aspect of MonMusu as a whole. The overall concept for the show concerns "non-human" individuals such as the aforementioned (and a few others who will be introduced in later episodes) engaging in cultural exchange with human society, primarily through homestay visits such as those foreign students sometimes do in the real world. The show's protagonist, as harem shows tend to go, finds himself with a house gradually filling up with chaotic monster girls, and having to come to terms both with their ignorance about aspects of human society and his own feelings towards them.

    monmusuuuProtagonist Kurusu is a remarkably tolerant individual who takes most things in his stride — and he proves himself early on to be a dependable, reliable sort of person who stands up to people he feels are "wronging" those that he cares about. The main concept of MonMusu is, of course, a thinly-veiled racism allegory, and Kurusu represents an idealised interpretation of what a truly tolerant, inclusive sort of person should strive to be. He doesn't treat the monster girls any differently to how he would treat human girls; he doesn't refer to them as "monster girls"; he's patient and he explains things to them when they don't understand — which is pretty often, as you might expect. But he's not perfect, either; he's a young man who has no experience with women (and even admits outright that he's a virgin in an early episode) and consequently has hormones going pretty crazy in his body — particularly as the girls engage in provocative behaviour or fight over his affections. He's a good protagonist for this type of show, in other words — and mirrors the journey the audience goes on as they overcome the initial hurdle of trying not to judge the monster girls by their "monstrous" aspects and instead see them as just people.

    There's a lot to like about MonMusu so far — and, like most anime shows I've watched that initially seem to be fairly throwaway, dumb fun on the surface, there's a lot more going on than there might appear to be at first glance. I'm really interested to see how it develops, and I'm no longer concerning myself with whether or not I'll have developed some sort of snake fetish or the like by the end of the season!


    1 Monster Girl: Girl inspired by mythological creatures; a mermaid would be a popular, recognisable example. Instances in MonMusu range from lamia (snake-tailed woman) to centaur (human head and upper body, horse legs and lower body) and some sort of scary spider lady thing.

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    2009: Into the Nexus https://imnotdoctorwho.moegamer.net/2015/07/21/2009-into-the-nexus/ https://imnotdoctorwho.moegamer.net/2015/07/21/2009-into-the-nexus/#comments Tue, 21 Jul 2015 16:09:51 +0000 https://angryjedi.wordpress.com/?p=7614 Up until a few days ago, I thought I hated MOBAs1. Turns out I just hated Dota 2. Actually, let me qualify that. I hate playing Dota 2, but I don't hate it. It's one of those games that, like Dark Souls or any fighting game released after the original Street Fighter II on Super NES, I feel like I'm doomed to never be … Continue reading 2009: Into the Nexus

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    0010_001

    Up until a few days ago, I thought I hated MOBAs1. Turns out I just hated Dota 2.

    Actually, let me qualify that. I hate playing Dota 2, but I don't hate it. It's one of those games that, like Dark Souls or any fighting game released after the original Street Fighter II on Super NES, I feel like I'm doomed to never be any good at, and consequently have reached a point of acceptance where I feel I can and should respect it from afar, but not even attempt to get into it. And that's fine by me.

    Let me qualify that further by saying that I feel there are way too many MOBAs on the market these days, as many developers appear to be seeing it as the new2 fad to latch onto in the (usually vain) hope that they will attract a large, world-beating multiplayer community.

    With all that in mind, well, Blizzard's Heroes of the Storm is really good.

    heroes-storm1

    Heroes of the Storm is a MOBA that brings together a series of characters from Blizzard's various games from over the years — primarily Warcraft, StarCraft3 and Diablo, with a guest appearance from The Lost Vikings — and throws them into battle against one another in the usual 5v5, destroy-the-other-team's-base-before-they-destroy-yours MOBA gameplay.

    Heroes of the Storm has a few little twists on the formula, though. For starters, individual players on your team don't level up independently of one another; you have a collective pool of experience that you share, so you all level up at the same time. You still need to do your part to make sure your team levels up faster than your opponents, particularly in the early stages of a match, but there's less feeling "left behind" than there is in stuff like Dota and League of Legends, in my experience anyway.

    Tied in with this is the fact that a lot of the stupid arbitrary maybe-skill-maybe-luck-based bullshit that Dota includes — "Last Hit"4 being the one that always wound me up the most — is conspicuously absent from Heroes of the Storm, and it's much more fun as a result. It means you can focus on the overall team strategy rather than micromanaging your character to such a degree that it can become very distracting — if you're a newcomer, anyway; I'm sure veteran Dota players can Last Hit pretty much at will.

    Then there's the fact that there's more than one map, and each map has its own little quirks. Some have two lanes to attack down, some have three. Some have objectives you need to defend to gain a temporary advantage, some have special enemies you need to defeat. Some have collectible items to unleash powerful attacks, and one even has an entirely separate "dungeon" map for you to descend into when the time is right. The objectives and the rewards you get from them don't necessarily make or break a whole battle, but they can make things swing one way or the other — and even provide a means for a struggling team to make a spectacular comeback, rather than being stomped into the ground.

    HoSClasses

    All of this is wrapped up in matches that generally don't take any longer than twenty minutes to play, as compared to the 30-90 minute slugfests that games of Dota can easily become. It's simple to understand, accessible and actually enjoyable to me, even as a newcomer and someone who is not generally very good at strategy games.

    I haven't yet dared play a game against human opponents, but I feel much more inclined to give it a shot in this than in the notoriously elitist and short-tempered communities that play a lot of Dota and League of Legends. If you, like me, have been skeptical about MOBAs but like the idea of them, give Heroes of the Storm a shot. It is free, after all.


    1 MOBA: Multiplayer Online Battle Arena, a team-based game where two teams compete for dominance of a map by attempting to destroy the other team's "core" by infiltrating their base.

    2 Well, not that new any more, I guess.

    3 The way they're capitalised differently has bugged me for years now.

    4 Last Hit: a mechanic whereby you only get experience points for a kill if you were the last person to deal damage to it. Satisfying to veterans, the most fucking annoying thing in the world for newbies.

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    2008: The Wheels Are in Motion https://imnotdoctorwho.moegamer.net/2015/07/20/2008-the-wheels-are-in-motion/ https://imnotdoctorwho.moegamer.net/2015/07/20/2008-the-wheels-are-in-motion/#respond Mon, 20 Jul 2015 23:56:21 +0000 https://angryjedi.wordpress.com/?p=7606 Had some exciting conversations today, and I think it's probably all right if I tease a few details of what I've been up to… and what I'm going to be up to. After my post the other day regarding game criticism, the modern games press and ways that we might all do things a bit better, I … Continue reading 2008: The Wheels Are in Motion

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    0009_001

    Had some exciting conversations today, and I think it's probably all right if I tease a few details of what I've been up to… and what I'm going to be up to.

    After my post the other day regarding game criticism, the modern games press and ways that we might all do things a bit better, I got to talking with a few people, one of whom was Mr Matt Sainsbury over at Digitally Downloaded. Matt and I have been trying to find an opportunity to work together for quite some time, but the whole thing of there really not being much money in the enthusiast press scene made me hesitant. I didn't want to get myself into a situation where I was working my ass off and creating work I was really pleased with and not being able to be appropriately compensated for it, in other words. (This isn't anything against Matt or Digitally Downloaded, I might add; rare indeed is the enthusiast gaming site that actually pulls in enough money to pay its staff, which is one of the big problems with the ad-based revenue model I talked about.)

    Anyway, long story short: our conversations about magazines attracted a decent amount of interest, and so we decided to discuss things further. And then we decided to act on these discussions by attempting to put together an honest-to-goodness magazine about games, providing the sort of coverage that we want to read, and covering the sorts of games that could really do with a bit more love from the press in general.

    Our approach is going to be to take a different "topic" or "genre" (the latter inspired by literary criticism rather than game mechanics) for each issue, and then focus the whole issue around it. We're nailing down the specifics of the complete format, but this will allow us the flexibility to write some long-form essays about topics that interest us, as well as shorter reviews for games that fit in with the topic. Crucially, going with a topic-based approach rather than keeping things tied to whatever has come out recently means that each issue can effectively be "timeless" and collectible, remaining constantly relevant rather than only being relevant for the month of release. The traditional periodical model of games magazines is of no use whatsoever in the age of instant information on the Internet, so it's much better to use the print medium for things it's particularly suited for — in this case, long-form writing presented in a visually attractive manner. (Hopefully, anyway; it'll be my first time flexing my DTP muscles for quite some time!)

    Here's a couple of cover mockups I and another Digitally Downloaded staffer put together earlier; that should give you a nice little teaser!

    Issue 1 draft cover

    draft_2

    If you think all this sounds quite similar to what we were doing with the Squadron of Shame SquadCast during the period where we experimented with topic-based shows, you'd be absolutely right — though the nature of print means that the approach is somewhat different. Regrettably, we've really struggled to get people together and/or fired up for recording further podcasts, so that's been on the back-burner for a while. In the meantime, then, there is this project, and I'm really excited about it.

    I've written a lot of things over the past few years — not just on this blog, but professionally, and in other personal places, too — but there's something that will always be magical and wonderful about print media to me. The prospect of being involved in print media always makes me far more excited than the possibility of getting my words on a website — and always has done. I think it's to do with the potential for having a tangible, physical object in your hands at the end of it all as the fruits of your labours rather than "just" words on a website. I mean, in both cases the important thing is still the words that you've written, but there's something I just love about being able to hold something I've written, pick it up, show it to people, read it on the toilet and whatever.

    So yes. That's what I'm going to be up to alongside the other work I'm doing at the moment. We're aiming for our first issue to release around the end of next month (probably just digitally initially, we'll look at genuine physical print options later), so please watch out for it and consider grabbing a copy! Also, if you're interested in participating and contributing, let me know, privately if need be!

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    2007: Rias is Love https://imnotdoctorwho.moegamer.net/2015/07/19/2007-rias-is-love/ https://imnotdoctorwho.moegamer.net/2015/07/19/2007-rias-is-love/#respond Sun, 19 Jul 2015 16:34:54 +0000 https://angryjedi.wordpress.com/?p=7599 In between the "current" anime shows I've been trying to keep up on this season, I've been gradually working my way through High School DxD (no, I still don't really know what the DxD is for — likely something to do with devils) and like it more with each episode. It's very much an acquired taste — it's … Continue reading 2007: Rias is Love

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    0008_001In between the "current" anime shows I've been trying to keep up on this season, I've been gradually working my way through High School DxD (no, I still don't really know what the DxD is for — likely something to do with devils) and like it more with each episode.

    It's very much an acquired taste — it's very in-your-face with its nudity and violence (particularly the former; the latter isn't especially gory as such, but it can be pretty brutal, and there are some fairly strong and unpleasant threats made at the very least) and consequently both of those things are something you have to be 100% on board with before watching, but if you are, it's a wild and thrilling ride with some stunning fight scenes, an amazing soundtrack and some extremely memorable characters whose "iconic" status in the world of anime fandom is well-deserved.

    DxD_OCR_Girls_Bckground_Render

    I've found High School DxD an interesting show to watch because it's one of the few anime I've watched to date that is largely action-focused rather than slice-of-life. I'm a big fan of slice-of-life, because it appeals to that part of me that is fascinated by watching relationships unfold (and, sometimes, collapse) but as my love of JRPGs and Japanese shoot 'em ups in the video gaming world will attest, I'm certainly not averse to some high-octane action, too, and High School DxD delivers that in spades.

    One thing that feels a little jarring when you first come across it in a show like this is how much like a Japanese role-playing game the action sequences are. I don't literally mean that they're taking it in turns to do things, but they do do things like shouting out the names of their moves, unleashing attacks that level the surrounding scenery and take impacts that would flatten a real human being in an instant. It's a particularly Japanese stylistic element — Western superhero-type stuff, which is kind of the closest equivalent, doesn't seem to be quite so overblown in its action sequences except when it's being specifically inspired by anime (the final battle of The Matrix trilogy springs to mind here) and thus it's a bit of an adjustment you have to make. Even as a fan of the aforementioned Japanese role-playing games, where this sort of thing is de rigueur, it took a little while for me to embrace the fact that yes, they were doing these things absolutely unironically — and it was awesome.

    4344052-512436-high_school_dxd___03___large_17

    Special mention should be given to leading lady Rias Gremory here. While the show is a textbook "harem" setup — pervy main character, bevy of beautiful ladies inexplicably throwing themselves at him, eventual and gradual redemption of protagonist into a generally decent person — Rias is a highlight. If this was a visual novel (which it probably is in Japan) then she would be the "true route". She's a strong, interesting character with plenty of depth to her that is gradually revealed piece by piece over the course of the show's episodes. Her relationship with protagonist Issei is intriguing, too; she knows full well that he is overflowing with teenage hormones, and knows just how to take advantage of this fact — but she also clearly comes to regard him with genuine affection.

    And yet she's a devil. This is probably the most interesting thing about High School DxD: it's a show that centres on ostensibly "evil" characters and portrays them as "the good guys". And it's not even portraying them as anti-heroes; when they're not battling in alternate dimensions to figure out whether Rias has to marry Lord Phoenix, the devils are shown responding to peoples' requests for help. Okay, accepting a devil's help does come with a price — making a pact with them — but this is not portrayed as anything that is especially bad for the people involved, and in many cases — particularly when Issei is concerned — the "help" involved is little more than being there for someone who is lonely, or upset, or distressed about something. There is, I feel, some sort of message about religion bringing comfort to those in need here — albeit from the opposite angle to what is typically portrayed.

    695242-high_school_dxd___07___large_35

    You may well feel I am reading too much into a show that starts its credits sequence every episode with its entire female cast being completely naked (and concludes each episode with all of them doing various stripper dances) but, as I've argued on numerous previous occasions, embracing sexuality in an artistic work doesn't preclude it from having meaningful things to say — and in this respect, DxD is absolutely more than just fanservice. It's an exciting, thrilling show that I'm very keen to see more of. Fortunately, I have another two seasons to enjoy yet…

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    2006: Interstellaria https://imnotdoctorwho.moegamer.net/2015/07/18/2006-interstellaria/ https://imnotdoctorwho.moegamer.net/2015/07/18/2006-interstellaria/#respond Sat, 18 Jul 2015 22:19:23 +0000 https://angryjedi.wordpress.com/?p=7593 I'd made a promise to myself not to get suckered into trying any more endearingly retro-styled 2D pixel-art exploration-centric games, because the last few I've tried (Terraria and Starbound spring immediately to mind) ended up being enormously disappointing and pretty boring to me. (I'm not necessarily saying they're bad, mind, more that the Minecraft model of "here's a world, do … Continue reading 2006: Interstellaria

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    0007_001

    I'd made a promise to myself not to get suckered into trying any more endearingly retro-styled 2D pixel-art exploration-centric games, because the last few I've tried (Terraria and Starbound spring immediately to mind) ended up being enormously disappointing and pretty boring to me. (I'm not necessarily saying they're bad, mind, more that the Minecraft model of "here's a world, do stuff in it" just doesn't really appeal to me any more.)

    However, I happened to see Interstellaria on Steam earlier today, and for just £7 I felt I had to take a look at it. And, for once — so far, anyway — I wasn't disappointed.

    Interstellaria is perhaps best described as a successor to the old late-'80s/early-'90s space exploration games like StarflightStar Control II and Space Rogue. You get a ship, you recruit a crew, you upgrade your ship, you explore the galaxy, you fight things, you discover treasures, you uncover a galaxy-spanning mystery and (perhaps) save the universe in the process.

    interstellaria1

    Interstellaria throws you straight in to its world from the outset. Thrown out of your erstwhile home by your flatmate who is no longer content to have a scrounging, unemployed wastrel living rent-free under their roof, you take to the streets in search of gainful employment. After dismantling a robot for the nice man who lives just over the road from you, you find yourself recruited into the slightly shady-seeming crew of a starship that is about to take off. The starship begins its grand adventure and fends off a pirate attack in a thinly-veiled combat tutorial, then is ripped to pieces by an unknown enemy craft, but not before your former captain runs away, leaving you in charge of the crash landing from which you are ultimately the only survivor.

    Fortunately, it seems, you've crash landed on a planet where there's another starship that's almost in working order. You come across a fellow survivor and team up to get the elderly ship back into space again, and from there it's up to you to start discovering the truth behind the mystery of the "Abductors", a race of aliens who appear to be giving the galaxy a certain degree of grief.

    interstellaria2

    From here on, you have freedom to explore and do stuff around the galaxy, though you're nudged pretty strongly in the direction of following the plot. Gameplay is split into a few different areas: managing your ship, space combat and planetary exploration.

    Managing your ship is a little like FTL: Faster Than Light in that you have to assign crew members to stations according to their skills (which develop over time). You also have to take care of your crew's needs — hunger, boredom and fatigue — by providing them with facilities to relieve these issues whenever necessary. The ship you start with has both limited space to include modules — there's pretty much room for basic navigation, sensors, engineering and tactical stations and one of each of the "needs" modules and not much else — and power to devote to them, so you have to juggle power around according to your ship's needs at any given moment.

    Get into combat and you'd better hope you remembered to put some power into the weapons systems and charge them up, because you'll need them. Unfolding on a small tactical display (which provides more information if you have someone manning the sensors) you can move your ship around in real time as well as see incoming missiles, cannon fire and other projectiles. In this way, you can dodge and avoid enemy fire while attacking your foe; it's an interesting, slow-paced take on "bullet hell" in some ways, and it's a nicely unconventional take on space combat that is in keeping with the 2D pixel art aesthetic.

    interstellaria3

    Head down onto a planet and you'll have the option of visiting one or more different landing sites, assuming the planet has a breathable atmosphere. Each landing site is a few screens wide (rather than a never-ending procedurally generated world) and usually features some enemies, some resources to harvest and, occasionally, interesting artifacts, characters and plot-related shenanigans. Controlling each of your crew members independently (or as a group) you can direct them to explore, harvest materials, enter into combat with enemies and interact with the locals. Each planet has a distinctive look, feel and soundtrack (the music is by chiptune artist Chipzel and is really rather good) and manage to feel relatively "organic" without falling back on random procedural generation. (At least I don't think so.)

    The game's not without its flaws — the interface is a bit clunky in places, the keyboard inputs aren't as responsive as they could be, camera controls on ground missions are bugged and combat is… lacking in depth, to say the least — but all these issues are more than made up for by the fact that it's the first game in a very long time that I feel has proven to be an adequate successor to the classic space exploration sims I mentioned earlier. It has a lot of potential to improve over time, and is already an interesting, charming game that is well worth your time, particularly if you're feeling nostalgic.

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    2005: Dan's List of Vita RPGs https://imnotdoctorwho.moegamer.net/2015/07/17/2005-dans-list-of-vita-rpgs/ https://imnotdoctorwho.moegamer.net/2015/07/17/2005-dans-list-of-vita-rpgs/#respond Fri, 17 Jul 2015 12:55:23 +0000 https://angryjedi.wordpress.com/?p=7584 This is one of those posts I write specifically to respond to something someone asked me recently where Twitter or chat messages aren't a particularly ideal solution to give an answer. In most cases, though, people other than the original person who asked can also get something out of my response, so I post it … Continue reading 2005: Dan's List of Vita RPGs

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    0006_001This is one of those posts I write specifically to respond to something someone asked me recently where Twitter or chat messages aren't a particularly ideal solution to give an answer. In most cases, though, people other than the original person who asked can also get something out of my response, so I post it here.

    In this case, my good friend Dan Lipscombe enquired as to whether I could give him any Vita RPG recommendations.

    Well, of course I can!

    Here goes, then. Some Vita RPGs that are either well-regarded or that I have personally enjoyed. This isn't an exhaustive list by any means!

    Persona 4 Golden

    p4g_screens_adayinthelife_withmarie

    This is the one everyone recommends, and with good reason; it's great. Even if you played the original Persona 4 on PlayStation 2, Golden is worth playing due to its amount of additional content and tweaked gameplay.

    If you're unfamiliar with Persona 4, it's a combination of murder mystery, school life simulator, dungeon crawler and Pokemon. Taking on the role of a transfer student to a school out in the sticks of Japan, you start investigating a spate of strange murders that sees people disappearing then showing up a few days later hung upside down from television aerials. It's up to you and your school friends to discover the truth behind what is going on, which is far stranger than you might expect.

    Persona 4 Golden is an excellent game that has transcended its originally niche appeal to become a truly mainstream title that most people have heard of by now. It's well worth playing through to completion — though be warned, it is long. Like, 80+ hours long, even if you don't do much of the optional side content. It's a journey well worth taking, though, and the lengthy slog makes the characters' personal journeys all that more meaningful.

    Hyperdimension Neptunia Re;Birth
    neprebirth

    There are three Hyperdimension Neptunia Re;Birth games on Vita. There's no real requirement to play them in order, since they're self-contained stories that don't really have anything to do with each other, but playing them in order will give you a better understanding of the characters — plus an appreciation for how the series has continually grown, developed and changed for the better over time.

    Neptunia's concept is based on anthropomorphised game consoles going about their business in the land of Gamindustri. The three games' stories veer off in different directions, but there are usually strong anti-piracy messages involved, along with commentary on not forgetting the past, the futility of fanboyism and general satire of both games industry and anime culture.

    The Neptunia games are occasionally clunky, sometimes balanced questionably and not the most technically impressive games you will ever see — but my God, are they ever charming and delightful, not to mention rare examples of comedy and satire in games actually working well.

    Hyperdevotion Noire

    scr15

    A spinoff of the main Neptunia series, Hyperdevotion Noire focuses on PlayStation personification Noire and gives the tsundere princess her own personal story. Unlike the regular Neptunia series, Noire is a strategy RPG a la Fire Emblem and Final Fantasy Tactics. A wide cast of characters, each of whom personify a well-known Japanese game series (such as Final Fantasy, Dragon Quest and Resident Evil) all have unique abilities, strengths and weaknesses, and "gimmicks" in each stage force you to think a lot more strategically than "charge at the enemy and cut them down in order".

    I'm not normally very good at strategy RPGs, but Noire is accessible, fun and enjoyable — plus it continues the series tradition of good humour, charm and satire, and Noire is absolutely a strong enough character to carry her own game.

    Demon Gaze

    demon-gaze-prometh

    If you liked old-school dungeon-crawlers on PC — I'm talking stuff like Wizardry, Lands of Lore and Might & Magic — then you might want to give Demon Gaze a shot. Creating your own custom party of adventurers, you venture forth into an array of dungeons to battle terrible demons, capture them and make use of their power.

    In between your adventures, there's a delightful little soap opera going on in the inn that you and your party call your home, with a cast of colourful characters getting up to all manner of mischief. It's a lovely blend of the narrative-centric approach that more conventional Japanese RPGs tend to take, and the mechanics-centric, challenge-heavy nature of first-person "gridder" dungeon crawlers. It also has absolutely gorgeous artwork, and an unconventional but enormously catchy soundtrack that makes use of Vocaloid voice synthesisers.

    Operation Abyss

    operation-abyss-new-tokyo-legacy

    I haven't actually played this one yet, but it's on my shelf; given that it's from the same folks who made Demon Gaze, though, it's a fair bet that it will be similarly good, and the people I know who have played it have enjoyed it a whole lot.

    Trails in the Sky

    Technically a PSP game, this is downloadable and playable on Vita, and well worth your time. Following the adventures of Estelle and her adoptive brother Joshua as they attempt to become full-fledged "Bracers" — essentially state-supported mercenaries — Trails in the Sky is a sprawling adventure with a beautifully crafted world, some wonderful writing and a fun battle system.

    The game blends the sidequest-centric nature of Western RPGs with the more linear storytelling typically found in Japanese RPGs to great effect. The sidequests each have their own little stories and characters to explore, and really help the world to feel truly alive.

    Criminal Girls

    This one won't be for everyone due to its relatively explicit sexuality, particularly exploration of sadomasochistic themes. If you can deal with that sort of content, though — along with the fact it's very obviously a PSP port — Criminal Girls tells a fascinating tale of personal redemption for a colourful cast of characters as they come to terms with traumatic experiences from their past and attempt to move beyond them.

    Criminal Girls is noteworthy for its exploration of "trust" through both its narrative and its mechanics — I wrote in more detail on this topic here.

    Akiba's Trip

    Not an RPG in the typical sense, Akiba's Trip is most akin to Sega's Yakuza series in that it provides an open world that covers a relatively small geographical area — in this case, Tokyo's Akihabara district — and a ton of things to do, plus a nigh-unparalleled sense of atmosphere thanks to its detailed world.

    Thrown into the underworld by your discovery of — and recruitment into — the ranks of the "Synthisters" (essentially synthetic vampires), it's your job to find out where this scourge has come from and put a stop to it — while simultaneously keeping your little sister happy, taking photos for tourists and attempting to end up in the arms of one of the game's lovely leading ladies.

    Akiba's Trip has fun brawler-style combat with a huge selection of upgradeable weapons ranging from baseball bats to bus stop signs and computer monitors. Combat involves smacking Synthisters around a bit until they're in a position where you can grab their clothes and rip them off them, which exposes them to sunlight and, in true vampire tradition, causes them to combust.

    Steins;Gate

    This isn't an RPG at all, but if you own a Vita (or PS3… or PC) and haven't read this extraordinary visual novel, you need to right now. Blending real-world urban myths (such as the legend of John Titor and questions of what CERN are really up to with that big underground particle accelerator) with a creative yet plausible interpretation of how time travel and parallel worlds might work, Steins;Gate follow the adventures of an impressively unreliable narrator as he tries his best to stop something horrible happening to someone he cares about.

    Here's a full review of it.


    There are tons more great RPGs and visual novels available on Vita, but I've rambled on for over 1,200 words now, so that should be enough to get you started. Hope you enjoy at least some of these!

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    2004: Some Idle Thoughts About Game Reviews, Game Criticism and Alternative Ways of Doing Things https://imnotdoctorwho.moegamer.net/2015/07/16/2004-some-idle-thoughts-about-game-reviews-game-criticism-and-alternative-ways-of-doing-things/ https://imnotdoctorwho.moegamer.net/2015/07/16/2004-some-idle-thoughts-about-game-reviews-game-criticism-and-alternative-ways-of-doing-things/#comments Thu, 16 Jul 2015 13:43:55 +0000 https://angryjedi.wordpress.com/?p=7575 I participated in an interesting conversation on Twitter earlier today (in fact, it's still going on as I type this) on the subject of game reviews and game criticism. It's been pretty apparent for a while now that the current model of reviewing games is not ideal for the industry as a whole. From a consumer … Continue reading 2004: Some Idle Thoughts About Game Reviews, Game Criticism and Alternative Ways of Doing Things

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    0005_001I participated in an interesting conversation on Twitter earlier today (in fact, it's still going on as I type this) on the subject of game reviews and game criticism.

    It's been pretty apparent for a while now that the current model of reviewing games is not ideal for the industry as a whole. From a consumer perspective, it's arguably valuable to have some sort of thoughts up by the time a new product is released, but this leads to a "race to be first" (or, at the very least a "race to be up by embargo time") when it comes to coverage which, in many cases, can lead to the sacrificing of depth in the name of speed.

    Plus there's the matter of opinions changing over time, and initial opinions being incorrect, ill-founded or based on limited exposure and immersion.

    Games-X was one of the earliest magazines my brother worked on -- and, to my knowledge, the only weekly newsstand games mag.
    Games-X was one of the earliest magazines my brother worked on — and, to my knowledge, the only weekly newsstand games mag.

    "I like how no-one criticises Nier now," tweeted Mr Matt Sainsbury of Digitally Downloaded, one of my favourite places to go for fair, balanced coverage of the sort of things that I'm into these days. "Now everyone remembers it as pure art. Pity they didn't realise this when the game was new. Actually, screw it. I'm calling this now. 50 years from now Nier will be the games industry's Citizen KaneCitizen Kane only got the respect it has now after a couple of decades. I think Nier will be that game."

    Matt has a point. Nier's Metascore — a somewhat questionable aggregation of a variety of review scores from across the Internet through unclear, possibly not particularly scientific means — sits at 68 for the PlayStation 3 version and 67 for the Xbox 360 version. Taken as a pure figure, 68 is well above average, but in the world of games scoring, "not quite 7 out of 10" is regarded as a "bad" game that most people will avoid. (There are exceptions to this rule, of course, like me — someone who gladly paid money for Hyperdimension Neptunia despite its Metascore of 45 — but for the most part, people will avoid anything under about 80/8 out of 10 or so.) Consequently, Nier was regarded as "not very good" on its original release, and a lot of people avoided it as a result.

    Edge is one of the few remaining newsstand magazines, but it suffers a little for being both mainstream and industry-centric.
    Edge is one of the few remaining newsstand games magazines, but it suffers a little for being both mainstream and industry-centric.

    Zip forward to E3 of this year, however, and by far the most exciting announcement for many people was the impending sequel to Nier, developed as a collaboration between original director Yoko Taro and Platinum Games. Apparently, it seems, in the intervening period between Nier's original release and its mediocre reviews, a number of people decided to take a chance on it despite its lukewarm critical reception and discovered that, contrary to what the reviews suggested, it is actually a beautifully crafted work of art that not only tells a compelling story, it actively subverts and deconstructs the audience's expectations in terms of both narrative and mechanics. Unfortunately, that 68 Metascore stands as a permanent blot on its copybook, so it will forever be regarded as a work of "unappreciated genius" by some, and a game not worth bothering with by many others. It's astonishing that we're even getting a sequel at all.

    The case of Nier highlights a key flaw in the current model of video game reviews and criticism, then: the fact that the value of a work doesn't necessarily become immediately apparent, and that it's often necessary to spend a protracted amount of time both engaging with the work and reflecting on it in order to come up with some truly meaningful thoughts about it. Meanwhile, the current review model doesn't take into account the matter of specialist, niche interests, instead approaching every review from some sort of non-existent "everyman" perspective and concentrating far too much on a title's immediate appeal rather than its lasting cultural contribution (if any) and, as business types are wont to say, its "long tail". (This doesn't even get into the matter of games that actively grow and change over time like MMOs, but that's a subject for another day.)

    I've been thinking about how things might be done a bit better, assuming money were no object — the reason we have today's "race to be first" model is due to the press' over-reliance on pay-per-click advertising, so until we find an alternative means of getting people to pay for content, whether or not it will make money is always going to be a determining factor here.

    Specialist games magazines do exist and can do well -- PC Pilot's been around for a while now.
    Specialist games magazines do exist and can do well — PC Pilot's been around for a while now.

    My ideal scenario would be an outlet or publication that employs specialist writers in various different fields, rather than a small team attempting to cover as many bases as possible. Perhaps the publication itself has a laser-sharp focus on a particular genre or style of game, or perhaps the writers, between them, divvy up the things they feel comfortable and confident writing about.

    Specialist writers is a starting point, but it's not enough. Take the "race to be first" out of the equation, too. Give writers sufficient time to immerse themselves in a particular work in order to be able to form some coherent, deep and meaningful thoughts about it, whether positive or negative. Allow them the opportunity to develop feelings towards a game that go well beyond "immediate impressions" and instead enter the realm of true criticism and analysis. Give the games the chance to demonstrate what their cultural impact, if any, is.

    So how can this be done? It's difficult to say, but I can't help but feel that the return to a traditional magazine model would probably be a good way to go about doing this. There are a few reasonably successful Internet-distributed modern gaming magazines around these days — Kill Screen and Five Out of Ten spring to mind — but these tend to still have a fairly broad focus on titles with mainstream appeal that have already been talked about to death. The current Five Out of Ten, for example, features articles about Mario Kart 8, Bayonetta, The Binding of Isaac, Baldur's Gate, XCOM and Magic: The Gathering, all of which are subjects that have had no shortage of coverage over the last 20 years or so. Granted, Five Out of Ten (and Kill Screen, for that matter) tends to come at these subjects from unconventional angles, but it's still wringing out material from the same old games we read about on big sites like GameSpot, IGN and their ilk.

    The reason I feel a magazine-based model is appropriate is because you can set a much more infrequent publication cycle. There's no rush to get coverage out on day one, so long as there's at least some relevant material in each issue. When you have a set deadline and publication date, it's much easier to plan in advance what you're going to cover when. And if you're planning this far in advance, you can elect to focus on a much smaller number of titles and approach them from a specialist perspective rather than taking a scattershot approach of trying to cover everything.

    The sadly defunct PC Zone was noteworthy in that its online material complemented rather than recreated its hardcopy content. Also it had a cover feature about hentai games way back in 1993. Bold!
    The sadly defunct PC Zone was noteworthy in that its online material complemented rather than recreated its hardcopy content. Also it had a cover feature about hentai games way back in 1993. Bold!

    Now, here's the thing. A magazine is all very well and good, but given the average attention span of people on the Internet these days, it's important to have some form of ongoing conversation up and running, too, so I feel the magazine itself should probably be supported by regular coverage of some description. Crucially, though, this regular coverage shouldn't fall into the trap of being the usual news/reviews/previews model, because otherwise why bother with the magazine side of things at all. Instead, leverage the immediacy of Internet blogging and make the daily updates more personal to the individual writers; rather than an individual article being a review of a specific thing, perhaps it could be their thoughts on a pertinent topic of the moment — or here would be a good opportunity to present some initial impressions of a new game without giving a final judgement on it.

    My idle thoughts on this would see a magazine released at regular intervals — perhaps every two months, particularly if it would have to start on a volunteer/contribution basis — along with one daily online update at a predictable time from the regular "staffers". Ideally there would be enough staffers for there to be a different person writing each day, allowing the audience to develop a personal relationship with favourite writers and know that, say, they could read my thoughts on Tuesdays, or Writer B's comments on Wednesdays, or whatever. This way the content is kept flowing and relevant on the Internet — as well as providing a "personal" touch that allows the readers to feel closer to the writers, which is the biggest strength of immediate Internet writing — but it affords the writers the time to immerse themselves in the things they want to write in more detail about for the more lengthy, substantial magazine articles.

    As for funding, well, the ad-based model needs to go away ideally, though the use of daily updates could still bring in a few pennies if the content is compelling enough. Instead, the magazine — or indeed the content as a whole, including the website — needs to be compelling enough to convince people that they would like to contribute regularly to it through a service like Patreon or the like, or simply through purchasing individual copies of the magazine as they're released.

    I wonder if this is in any way a viable model for doing things. I'm actually quite curious to give it a go, but I wouldn't be able to do it by myself by any means. If any of the above is of interest to you, then — and you're interested in taking it seriously and giving it a solid shot to see what happens — then get in touch and we can talk more about hammering out some details.

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    2003: Sound! Euphonium https://imnotdoctorwho.moegamer.net/2015/07/15/2003-sound-euphonium/ https://imnotdoctorwho.moegamer.net/2015/07/15/2003-sound-euphonium/#respond Wed, 15 Jul 2015 12:51:52 +0000 https://angryjedi.wordpress.com/?p=7567 Anime, as a medium, is most well-known for its more exaggerated aspects. Exaggerated action in titles like High School DxD, Attack on Titan and Sword Art Online; exaggerated comedy in shows like To Love-Ru, Squid Girl and Monster Musume; exaggerated horror in shows like Hell Girl and… uh… some others (horror is one angle I'm not massively familiar with as yet). Even pornographic … Continue reading 2003: Sound! Euphonium

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    0004_001

    Anime, as a medium, is most well-known for its more exaggerated aspects. Exaggerated action in titles like High School DxD, Attack on Titan and Sword Art Online; exaggerated comedy in shows like To Love-Ru, Squid Girl and Monster Musume; exaggerated horror in shows like Hell Girl and… uh… some others (horror is one angle I'm not massively familiar with as yet). Even pornographic hentai anime tends to be exaggerated, with participants screaming in pleasure (and usually narrating the action just in case it wasn't already abundantly clear what was going on) and gentlemen ejaculating with the force of Niagara Falls several times in the space of five minutes without any need for recuperation in between.

    Uh, what was my point again? Oh, right. Anime is most well-known for being exaggerated. But occasionally something comes along that subverts your expectations and proves that not only is anime a particularly good medium for this sort of exaggerated action — the use of animation means that you can depict things that are physically impossible and/or impractical to show with traditional live-action special effects, as I discussed some time ago — but it's also a really solid medium for down-to-earth, human, heartfelt and honest drama.

    There are a number of good examples of relatively "low-key" drama anime; the most well-known ones are things like Clannad and AnoHana, which are both notorious for being particularly emotional, particularly towards their conclusions. More recently, I've been very much enjoying a curiously named show that was fairly popular last season: Sound! Euphonium, also known as Hibike! Euphonium or simply anime-eupho depending on who you're talking to on which platform.

    euphonium_y02

    Sound! Euphonium is a show, like most anime, about high school kids. (There's a very good reason for the perpetual use of school as a setting for anime, but that's a subject for another day.) As the peculiar title suggests, it's also a show about music. But this isn't an exaggerated Love Live! kind of affair, where the kids involved have unrealistic goals that they manage to magically attain without any real explanation (not that there's anything wrong with that; I adore Love Live!) — Sound! Euphonium focuses on the rather mundane experiences of a school concert band.

    Sound! Euphonium centres largely on Kumiko Oumae, a euphonium-playing girl just starting her high school career shortly after her middle-school concert band just missed out on attending a national competition. Kumiko is wracked with guilt over her last words to her former bandmate Reina Kousaka, who was utterly convinced that their band deserved to go the distance — Kumiko disagreed and incredulously asked Reina if she truly believed that they would have ever made it to Nationals. Reina, understandably, was upset at this line of questioning, and the two parted on bad terms.

    Hibike! Euphonium - 03 - Large 32

    Kumiko is surprised to discover that Reina is also attending the high school she chose; she's surprised because Reina has a great deal of talent on her instrument — the trumpet — and the ambition to compete at a national level. Meanwhile, the school they are both attending has a concert band that, upon their arrival, is best described as somewhat mediocre; Reina had her pick of the prestigious schools in the area, many of which have much better concert bands, but she chose the same one as Kumiko for some reason. It later transpires that the reasons for her decision were something to do with the teacher who takes over coordination of the concert band — and who encourages the students within to push themselves as hard as they can through some harsh but fair methods — and perhaps even something to do with her feelings for Kumiko herself.

    What I particularly like about Sound! Euphonium is the fact that it's one of the most realistic depictions of high school music I've ever seen. It takes great care to show characters using their instruments correctly and realistically — and not just while they're playing them; incidental footage during scenes shows characters cleaning their instruments and performing proper maintenance, too. Having lived the concert band life at school — including some competitions and tours, though nothing at a nationally recognised level — I find Sound! Euphonium's depiction of this aspect of high school life enormously compelling and pleasantly nostalgic.

    Eupho

    One thing it captures particularly well is the inherent romanticism and intimacy I've always found in making music as an ensemble. During my hormonal teenage years, the majority of people I found myself attracted to were somehow connected to me through the arts in one way or another — primarily through music. While my feelings were usually unrequited, that never really mattered too much; the thrill of sitting next (or near) to someone I liked and making music with them was usually more than enough. The feeling of "butterflies in the stomach" I'd get on the evening of a concert performance as I shared my nervousness with my friends and the object(s) of my affections was something I found intoxicating and exciting; while it was never the primary reason I enjoyed making music — that was always the simple joy of… well, making music — it was a happy perk.

    Sound! Euphonium captures this feeling particularly well in its later episodes. An extremely intimate moment between Kumiko and Reina in one episode in particular makes for one of the most honest, heartfelt scenes I've seen in any story for quite some time — and after this scene has taken their relationship to a new level (no, they don't get it on or anything like that, before your filthy mind starts running away with you, pervert) the chemistry and electricity between these two characters is palpable: every glance between them becomes wistful and lingering; every touch becomes sensual and exciting; every unspoken understanding between them clearly deepens their connection without a single word being said. I haven't yet seen the entire run so I don't know how — or if — their relationship resolves itself or pans out, but at the stage I'm currently at, it's enormously exciting and compelling to see.

    euphonium_y00

    Sound! Euphonium is well worth a watch, then, particularly if you're a fan of somewhat more understated drama. Kumiko is a fascinating character, clearly struggling somewhat with a degree of social anxiety and depression — which, as you may well expect, makes her enormously relatable for me — and her relationships and interactions with her friends and bandmates make for compelling drama. It's a very honest, heartfelt show, and a marked contrast to the more exaggerated end of the anime spectrum — and for that reason, I have a feeling it will stay with me long after I've seen the final credits roll.

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    2002: Arcade Games are Alive and Well https://imnotdoctorwho.moegamer.net/2015/07/14/2002-arcade-games-are-alive-and-well/ https://imnotdoctorwho.moegamer.net/2015/07/14/2002-arcade-games-are-alive-and-well/#comments Tue, 14 Jul 2015 15:41:46 +0000 https://angryjedi.wordpress.com/?p=7554 We live in an age where the default assumption about video games is that they will be big-budget affairs with star-studded voice casts, more pyrotechnics than a Michael Bay movie and, indeed, a budget to match. The reason for this is that many of the games that become household names — Call of Duty, Assassin's Creed, … Continue reading 2002: Arcade Games are Alive and Well

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    0003_001

    We live in an age where the default assumption about video games is that they will be big-budget affairs with star-studded voice casts, more pyrotechnics than a Michael Bay movie and, indeed, a budget to match. The reason for this is that many of the games that become household names — Call of Duty, Assassin's Creed, Grand Theft Auto — very much fall into this category, at least partly due to their marketing budget, but also due to their perceived "quality". Games have moved on since their roots in the '70s and '80s, or so the popular theory seems to go, and we should be looking to our interactive entertainment for challenging creative works that offer interesting new spins on social themes; deep emotional narratives; and innovative play mechanics.

    As someone who grew up roughly alongside the birth of gaming (give or take a few years; I wasn't quite around for Pong) I think I speak for many other members of my cohort when I say that the above is all very well and good and should be celebrated when it's done well, but sometimes all you want to do is shoot or punch the shit out of some things without having to think about anything too complicated.

    Astebreed is a great shooter with a ton of immediacy but a rewarding amount of depth for those willing to learn its intricacies.
    Astebreed is a great shooter with a ton of immediacy but a rewarding amount of depth for those willing to learn its intricacies.

    One of the things I've been gratified to discover about the PlayStation 4 as a gaming platform is that it appears to be becoming an excellent home to a wide variety of arcade-style experiences as well as the big-budget, big-name games of today. The PC has been happily championing this sort of thing for a while thanks to its well-established digital distribution systems, and the Xbox 360 looked for a while like it might be assisting in the revitalisation of the "arcade-style" experience thanks to Xbox Live Arcade (which started to disappear up its own arse once things stopped costing 400 or 800 Microsoft Spacebux and instead took 1200 as the "default") but I feel like this is a field where the PlayStation 4 in particular is really starting to come into its own.

    While I'm still ploughing through Omega Quintet on PlayStation 4 (I'm approaching the Platinum trophy now, at last!), the last few games that I've bought and really enjoyed on the platform are all short, arcade-style, score attack-type titles that are just plain fun. None of them are trying to say anything particularly deep and meaningful (with the possible exception of Astebreed, which has one of the densest half-hour narratives I think you'll ever find in a video game) and are instead focused on the simple joy of play: the thrill of taking on seemingly insurmountable odds, the fun of seeing scores climb into the millions, the satisfaction of beating your friends.

    Blue Estate is pretty much a PS1/Dreamcast-era lightgun shooter, making good use of motion controls to approximate the arcade experience.
    Blue Estate is pretty much a PS1/Dreamcast-era lightgun shooter, making good use of motion controls to approximate the arcade experience.

    The games in question — and doubtless there are more, but these are the ones I've been particularly enjoying — include cinematic Japanese shoot 'em up Astebreed, Western bullet-hell shooter Jamestown+, the Defender-inspired Resogun, the inordinately satisfying rock-bursting shmup Super Stardust and lightgun-style rail shooter (a genre I thought was dead) Blue Estate. If you're looking for a quick fix of gaming and don't have the time or inclination to sit down and start chipping away at something more substantial like an RPG, I can happily and confidently recommend all of the above; they're fun, they have a ton of immediate appeal but a lot of hidden depth, they're easy to understand and teach to others (and, in most cases, have some form of multiplayer mode) and, for those concerned about such things, they're cheap.

    Smoky, beer-scented arcades may well be fast becoming a thing of the past, but the arcade-style experience still very much lives on at home on PS4… and on Vita too, for that matter, but that's probably a whole other day's post, so we'll leave that for another day!

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    2001: A Boring World Where the Concept of Dirty Jokes Doesn't Exist https://imnotdoctorwho.moegamer.net/2015/07/13/2001-a-boring-world-where-the-concept-of-dirty-jokes-doesnt-exist/ https://imnotdoctorwho.moegamer.net/2015/07/13/2001-a-boring-world-where-the-concept-of-dirty-jokes-doesnt-exist/#comments Mon, 13 Jul 2015 13:24:46 +0000 https://angryjedi.wordpress.com/?p=7541 I'm keeping up to date with a few current anime series at the moment, partly in an attempt to be able to join in the conversations surrounding them online while they're relevant, and partly because I liked the look of them. One that I've found particularly noteworthy is called Shimoneta: A Boring World Where the Concept … Continue reading 2001: A Boring World Where the Concept of Dirty Jokes Doesn't Exist

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    I'm keeping up to date with a few current anime series at the moment, partly in an attempt to be able to join in the conversations surrounding them online while they're relevant, and partly because I liked the look of them.

    One that I've found particularly noteworthy is called Shimoneta: A Boring World Where the Concept of Dirty Jokes Doesn't Exist, typically shortened to Shimoseka as an abbreviated form of its original Japanese name Shimoneta to Iu Gainen ga Sonzai Shinai Taikutsu na Sekai.

    Shimoseka is an interesting concept. At first glance, it looks as if it'll be fairly straightforward slice-of-life material, but there's an interesting dystopian future angle to it. The story is set 16 years after the passing of a law in Japan that made all lewd and coarse material and language illegal, all in the name of public decency and healthy child-rearing. All citizens are fitted with a device which can detect when they're using inappropriate language or even drawing inappropriate pictures. The price for this lack of freedom is a constant connection to the world's information at the tip of your fingers — everyone's wrist sports a neat little holographic computer thingie that acts as the natural extension of today's smartphones.

    The protagonist Tanukichi is the son of a notorious "terrorist"; in actual fact, said "terrorist" was guilty of nothing more than expressing his (sexual) frustration at the prudishness of modern society. We're introduced to Tanukichi as he starts his new high school life at an institution he'd chosen primarily because of Anna, a girl he liked: a girl who, unlike much of the rest of society, didn't judge him for being his father's son, but rather appreciated him for who he is. That was many years ago, however, and she doesn't initially remember him, so doubtless the series will explore their developing relationship and why she means so much to him.

    shimoseka1

    As Tanukichi makes his way to his new school, however, he encounters "Blue Snow", another notorious terrorist who habitually shows up clad in nothing more than what appears to be an artist's smock (with no underwear underneath) and a pair of panties on her face. Blue Snow allows him to flee from an unfortunate misunderstanding on the train to school that could have seen him landed in prison, and Tanukichi is very surprised to later discover that his "saviour" is, in fact, Ayame, a member of the school's student council who presents her public face as being somewhat quiet, stern and hard to approach.

    Ayame's "public face" couldn't be further from the truth, however. She has a filthy mind and a foul mouth — plus, conveniently, a device on her elderly flip-phone that allows her to freely use as much coarse language as she likes for just a few minutes each day. Ayame quickly recruits Tanukichi to her cause in an attempt to educate the ignorant masses in the wonders of sexuality and "body-melding", since the student body is so ignorant of basic biology that it's clearly going to be a problem for future generations.

    Shimoseka is interesting in that it feels like a direct response to several things. In some respects, it feels like it's an interpretation of Japan's notoriously low birth rate — modern day Japan's enthusiasm for erotically charged and explicit material is often attributed to this. In others, it feels like it's a take on Japan's curious censorship laws, in which sexually explicit material isn't outright banned, but instead makes use of the most half-hearted censorship in which things like penises and vaginas are still clearly visible, but blurred out with mosaics. In another sense still, Ayame in particular feels like a literal interpretation of the concept of honne and tatemae, the division of the "private" (honne) and "public" (tatemae) faces: putting up a respectable façade to the world while being as deviant as you like in the comfort of your own home.

    shimoseka2Speaking from a Western perspective, Shimoseka feels even more curiously relevant considering the growth in "moral policing" that there's been over the last few years. Given that Japanese media is often on the receiving end of these tedious tirades from self-appointed "think of the children" moral crusaders, it's entirely appropriate that it would be a Japanese work that shows the inevitable consequences of allowing this sort of behaviour to continue unchecked. It's obviously an extreme example, but it's powerful and relevant given the climate of "criticism" (and I use that term loosely) that we live in today. I find it hard to believe that this angle couldn't have been deliberate; while Japan generally doesn't give much of a shit what prudish Westerners think of their pretty cartoon girls with big tits, many creators have doubtless run into these attitudes at one time or another, and Shimoseka has — so far, after two episodes, anyway — acted as an excellent smackdown to such criticisms, albeit in a fairly heavy-handed manner.

    So far it's been a really good show, then. I'm looking forward to seeing more, if only to hear more of the creative obscenities that Ayame habitually hurls forth. Cock-a-doodle-pussy, indeed.

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    2000: Two Thousand https://imnotdoctorwho.moegamer.net/2015/07/12/2000-two-thousand/ https://imnotdoctorwho.moegamer.net/2015/07/12/2000-two-thousand/#comments Sun, 12 Jul 2015 23:20:13 +0000 https://angryjedi.wordpress.com/?p=7538 Hello! How are you? I'm fine. I hit a milestone today; two thousand consecutive daily posts on this blog. Back when I started doing this, I probably wouldn't have believed that I'd make it this far (or, indeed, that I'd keep count correctly — which I'm still not entirely convinced I have, but I'll take … Continue reading 2000: Two Thousand

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    0001_001Hello! How are you? I'm fine. I hit a milestone today; two thousand consecutive daily posts on this blog. Back when I started doing this, I probably wouldn't have believed that I'd make it this far (or, indeed, that I'd keep count correctly — which I'm still not entirely convinced I have, but I'll take it) but, well, here we are.

    I say "we"; I have a feeling that readers have come and gone over the years as I've written about different things, different events have occurred in my life and different interests have come and gone. There's only one thing that's been consistent about this blog over the last 2,000 days (and, indeed, before that, when I posted rather more irregularly) and that's that it isn't really about anything.

    Well, that's not quite true, I guess. It's about me, as dreadfully vain as that sounds. But, well, that's what it is.

    I resolved shortly after starting the original #oneaday project — the reason I'm doing this whole "daily posting" thing at all — to use this blog as a place where I could always be open, frank and honest, even if I sometimes found it difficult to do so in person. As longtime readers will, of course, know, I struggle somewhat with social anxiety issues, and at times I find it challenging to talk about "difficult" subjects. (The exact meaning of "difficult" varies somewhat from day to day, but rest assured most of them probably aren't what a "normal" person would really describe as in any way challenging to talk about.)

    One thing I discovered through the original #oneaday project, though, was that writing is a good outlet. A fantastic outlet, in fact. It allows me to say things that I can't find the out-loud words for. It allows me to express opinions that I'm not sure how to get across in person. It allows me to share things about myself that might otherwise be embarrassing or difficult to share with other people face-to-face. And it allows other people to get to know me a bit better.

    One thing is very much for certain; it's helped enormously. Having a reliable, predictable means of expressing myself on a daily basis is something that I've found to be of immeasurable value over the course of the last 2,000 days, and while the same therapeutic effect could probably be achieved by writing in a private journal — and that way no-one has to suffer through my inane ramblings except Future Pete any time he decides to flip back through the pages and decide whether or not Past Pete's inane ramblings are embarrassing enough to warrant throwing the entire book out — there's a little part of me that enjoys the knowledge that other people are reading the things I write. Whether or not they find them helpful or even entertaining is anyone's guess, but, well, as the old #oneaday mantra goes, this blog isn't "for" anyone except myself; the sole purpose of this blog is to get me writing every day.

    And I've done that. For two thousand days. In terms of world culture my contribution is questionable at best, but I'm pleased with what I've achieved, anyway.

    So looking to the future, then. Regular readers will doubtless have noticed that I've redesigned this place. I did so when I reached 1,000 posts and always intended to when I reached 2,000, too. This time around it's a more drastic redesign, with a new theme, new art style and all sorts of other goodness. The reason I did this was simply because I wanted to, frankly, but I also feel making use of some manga/anime-inspired artwork (courtesy of clunky but fun app ComiPo!, which I haven't used that much up until now) reflects my personality and interests as it exists in 2015. I don't know how ambitious I'll get with the artwork or how often I'll put it in there — I enjoyed doing my old stickman comics and feel they're very "me", but they were surprisingly time-consuming and eventually became a bit of a chore — but it'll show up every so often, at least. Plus, it's an opportunity for my MoeGamer mascots Midori (redhead; I know, I know, she should probably have green hair) and Yumi (grumpy) to put in an appearance on a somewhat more regular basis than they have the opportunity to over on my irregularly-updated Japanese gaming-centric site.

    Anyway. To those of you who have been reading since day one, I appreciate your support. To those of you who have been reading for a while, I appreciate your support, too. In fact, anyone who takes the time out of their day — however infrequently — to read the drivel I push out, usually when I'm about to go to bed: I appreciate your support very much indeed.

    Here's to another two thousand days… maybe.

     

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    1999: Sowing Discord https://imnotdoctorwho.moegamer.net/2015/07/11/1999-sowing-discord/ https://imnotdoctorwho.moegamer.net/2015/07/11/1999-sowing-discord/#comments Sat, 11 Jul 2015 20:33:43 +0000 https://angryjedi.wordpress.com/?p=7515 I'm always interested to find alternative ways to do things when it comes to technology, particularly if a once-reliable tool has become a messy piece of bloated crap. Such is my feeling towards Skype, the well-known piece of messaging software that old people think is the only means of talking to people in other countries via the … Continue reading 1999: Sowing Discord

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    I'm always interested to find alternative ways to do things when it comes to technology, particularly if a once-reliable tool has become a messy piece of bloated crap.

    Such is my feeling towards Skype, the well-known piece of messaging software that old people think is the only means of talking to people in other countries via the Internet.

    Skype used to be great. It used to be simple, efficient, easy to use and easy to understand. It was intuitive and worked well. Then Microsoft got hold of it, and the entire application was redesigned from top to bottom and made almost the exact opposite of all the above adjectives. It's now a cluttered, inefficient, clunky and unintuitive pile of hot garbage — and, for many users, a hog on system resources, too. It still does the job — just about — but its frustrating aspects far outweigh its benefits for me these days, particularly when all I really use it for is in-game chat for games that don't directly support voice chat.

    I was switched on to an app called Discord by a part-time member of our raid group in Final Fantasy XIV. I've never really looked into gaming-centric VOIP solutions like TeamSpeak or Mumble before, largely because they sounded complicated (and sometimes expensive) to set up. But Discord promised to be free, easy to set up and intuitive.

    And what do you know? It really is.

    Discord works similarly to services like TeamSpeak and Mumble in that you set up "servers", which are private collections of text and voice channels that can each have their own permissions set. People then join the server's public channels and, where applicable, are invited to private channels as necessary. From there, it's a nicely self-contained system that means you can keep all your in-game friends in one easy-to-manage place, and you can make use of voice chat with them without having to dick around with "calling" each other — you just all join the same communal channel.

    Best of all, it's cross-platform, and even works in your web browser if you're on a public computer or don't want to download anything. It has game auto-detection systems that let your friends know what you're playing and if you're online, and some highly customisable notifications and text-to-speech options for true flexibility. In short, it seems like a really great piece of software that is an ideal solution for those who want a means of chatting with one another both in-game and out of the game, and it's certainly a lot better than the big bag of dicks Skype has become over the course of the last couple of years or so.

    I'm conscious I sound like an advert here, but, well, if you're looking for something that fits the description I've given above, give it a shot. (If, on the other hand, you're an elderly person looking to talk to your children who live abroad, as the stereotype goes, Skype  probably still fits your needs just fine.)

    Find out more here.

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    1998: Fist of the Father https://imnotdoctorwho.moegamer.net/2015/07/10/1998-fist-of-the-father/ https://imnotdoctorwho.moegamer.net/2015/07/10/1998-fist-of-the-father/#respond Fri, 10 Jul 2015 22:37:32 +0000 https://angryjedi.wordpress.com/?p=7513 Final Fantasy XIV's new raid dungeon Alexander launched earlier this week, and our regular raid group (with a few tweaks) took our first steps in there this evening. I'd heard Alexander was significantly easier than The Binding Coil of Bahamut and was mildly concerned about this, but there are two things that set my mind at … Continue reading 1998: Fist of the Father

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    Final Fantasy XIV's new raid dungeon Alexander launched earlier this week, and our regular raid group (with a few tweaks) took our first steps in there this evening.

    I'd heard Alexander was significantly easier than The Binding Coil of Bahamut and was mildly concerned about this, but there are two things that set my mind at rest, having run through the first area now: 1) it's not easy, though it's straightforward enough once you know what to do, and 2) "Savage" mode is coming in a couple of weeks for the truly hardcore. (And it has different loot from the sound of things, too, unlike the Savage mode of Second Coil of Bahamut, which was largely a "bragging rights" sort of situation.)

    I wasn't quite sure what to expect from Alexander. The concept itself is pretty weird: an iron giant raises itself out of the water in the Dravanian Hinterlands, but stops moving just as its hand grasps the bank. Through a convoluted series of interactions with the local goblins, you manage to find a way through the portal that is in its hand, and start working your way through in an attempt to find and destroy the core; the giant, it seems, is a Primal, and while it's active, even if it's not moving, it threatens to suck the very life out of the land.

    Once inside you're in a cool, mechanical and metal environment. It's a big contrast from the previous raid dungeon, which made heavy use of the neon-glowing Allagan aesthetic, but since Heavensward as a whole has a lot of neon-glowing Allagan stuff just in its normal content, it seems the devs made the wise decision to not continue down this road with the new raid. Fine by me.

    The bosses so far are appropriately steampunky in nature, and unlike Coil, which tends to be a short run to a single boss, the first level of Alexander features two bosses. The first is pretty much a pushover, but it's fun that it's more than just a single thing to fight. The main boss of the level, meanwhile, is a fairly involved fight that demands everyone knows what to do and performs their role appropriately. It's a little more forgiving than Coil was — mistakes are less likely to immediately wipe the whole group, though they will put you all at a disadvantage — but still challenging. We managed to clear it within a couple of hours, though, and even went back in to go get some more loot for those who lost the rolls after we'd finished.

    We're hopefully going to jump in and see some more of it over in the weekend; I'm curious to see what mechanical mysteries the later levels have in store, and excited to be running with my regular group again.

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    1997: Chromecast Initial Impressions https://imnotdoctorwho.moegamer.net/2015/07/09/1997-chromecast-initial-impressions/ https://imnotdoctorwho.moegamer.net/2015/07/09/1997-chromecast-initial-impressions/#respond Thu, 09 Jul 2015 20:57:40 +0000 https://angryjedi.wordpress.com/?p=7511 Picked up a Chromecast today, Google's little HDMI dongle that you can plug into your TV (assuming you have an HDMI socket) and stream stuff from your phone, tablet or computer to. Andie and I had been thinking about getting one for a while — primarily so if we want to watch TV at night … Continue reading 1997: Chromecast Initial Impressions

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    Picked up a Chromecast today, Google's little HDMI dongle that you can plug into your TV (assuming you have an HDMI socket) and stream stuff from your phone, tablet or computer to. Andie and I had been thinking about getting one for a while — primarily so if we want to watch TV at night we're not forced to suffer Dave's endless reruns any longer — but hadn't got around to it. Finding myself at a loose end today, I went and forked over £30 (they're the same price wherever you go, which is nice) to pick one up.

    Setting it up was pleasantly simple. It was a matter of going to the Chromecast site on my phone, which subsequently redirected me to Google Play to download the Chromecast app. (I could have skipped that first step if I'd known there was an app involved.) The Chromecast app then walked me through the process of setting it up — a process which took about two minutes, the most complicated part of which was going downstairs to find out what the Wi-Fi password was — and it was then ready to go.

    Using it is pretty easy, too. There are several ways you can use it: certain apps such as Netflix, YouTube and Crunchyroll (the three sites where I watch most of my videos these days) support Chromecast natively and effectively allow you to use your phone, tablet or computer as a "remote" and beam the video directly to the TV; other services effectively "mirror" what's on your device to the TV, and via the Chromecast app itself (or natively in your phone's OS if it's one of the relatively small selection of phones that support it) you can mirror your whole phone's screen and sound to the TV. (This latter option is perhaps less practical than it sounds; it's no good for gaming, for example, as there's a noticeable lag of a second or two between doing something on the phone and it happening on the screen, but then it probably wasn't really designed for that.)

    Alongside getting the Chromecast set up, I finally also set up Unblock Us on my phone. Unblock Us is a service that allows you to "trick" sites such as Netflix, Crunchyroll and the like into thinking you're in a different territory to where you actually are. The reason why this is useful is that different territories have different stuff available — Netflix's American version, for example, has a bigger selection than its British counterpart, though the later has improved significantly over time. It was a bit of a faff to set up on the phone, because you have to set up IP addresses manually rather than simply downloading a little applet to sort it all out for you (which is how you do it on a computer) but once I managed to find the right combination of numbers to put into the various slots on the form, I was happily streaming Bojack Horseman to my TV via my phone.

    I'm really impressed so far. The picture quality is excellent and the streaming seems to be reliable, even though our Wi-Fi signal isn't all that strong upstairs. It's definitely going to fulfil our desire for streaming video in our bedroom, and for those of you with a slightly older, non-Smart HDTV, it's a cheap and effective means of getting most of the benefits of a newer unit without having to break the bank or find a space for a 55-inch behemoth.

    Thumbs up to Chromecast, then. Looking forward to playing with it some more.

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    1996: Daylight https://imnotdoctorwho.moegamer.net/2015/07/08/1996-daylight/ https://imnotdoctorwho.moegamer.net/2015/07/08/1996-daylight/#respond Wed, 08 Jul 2015 23:59:41 +0000 https://angryjedi.wordpress.com/?p=7509 I gave the PS4 horror game Daylight a go this evening. It was super-cheap thanks to a hefty discount on PlayStation Plus, and I'd always found the concept to be interesting, so I felt like giving it a shot, even though its reviews hadn't been all that positive. (But when have I, a proud Hyperdimension Neptunia fan, ever cared … Continue reading 1996: Daylight

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    I gave the PS4 horror game Daylight a go this evening. It was super-cheap thanks to a hefty discount on PlayStation Plus, and I'd always found the concept to be interesting, so I felt like giving it a shot, even though its reviews hadn't been all that positive. (But when have I, a proud Hyperdimension Neptunia fan, ever cared what reviews thought of a game?)

    Daylight's unique selling point is that it's a procedurally generated horror game. What this means in practice is that the various environments you wander through as you piece together the fragmented story are chopped and changed around a bit with each playthrough. I've only done a single playthrough so far — it's pretty short — so I can't say with confidence quite how much it's different each time around, but I can see how it would make changes without altering the fundamental structure and "journey" that the protagonist goes through.

    Daylight casts you in the first-person role of Sarah. We don't know much about Sarah upon starting the game, save for the fact that she's woken up in what appears to be a ruined hospital, and some random dude with a frankly villainous voice is talking to her through her cellphone, which she has the good sense to use as a torch to light the darkness. (It's also a handy minimap.)

    Gameplay is, I am assured, somewhat of the Slenderman mould, in that the vast majority of what you are doing throughout the game is picking up notes with various bits of Plot on them while attempting to fend off the unwanted attentions of various lurking horrors and ultimately unlocking the way to the next area. In Daylight's, case, you achieve this by collecting a particular number of "remnants" — notes and memos scattered around the area — until a "sigil" unlocks in a creepy room covered in strange symbols, and you must then take the sigil to a locked door to open it and proceed to the next area. The game alternates between these "scavenger hunt" sequences and calmer puzzle areas until you eventually reach the game's conclusion.

    There's no combat in the game; this is a horror game in the Amnesia mould, in which just being near an enemy is enough to hurt you. However, there are several means of dealing with them rather than just running away screaming: simply making sure you're not looking at them keeps you safe, for one, but if you do happen to find yourself face to face with one of these bloody horrors, lighting a flare will cause them to combust in a satisfying fwoof of supernatural smoke and fire. These flares are, naturally, in rather limited supply — you can only carry four at once — so on occasion, it's better to try and avoid trouble rather than defeat your foes. You also can't use flares while you're carrying the sigil for an area, so it's a good idea to find the exit before you pick up the sigil just so you can make a break for it.

    Like a lot of horror games, Daylight's story is piecemeal and leaves a lot up to interpretation — perhaps a little too much. It's not especially clever like the stories of its genremates in the Silent Hill series, and it's riddled with cliches, but it was enjoyable enough to pick through and come up with a few theories about, and it had a nicely creepy atmosphere to the whole thing.

    Not the best horror game I've ever played, then, but an interesting one, nonetheless, and worth giving a shot to while it's cheap on PSN.

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    1995: Diet-Friendly Snacky Things https://imnotdoctorwho.moegamer.net/2015/07/07/1995-diet-friendly-snacky-things/ https://imnotdoctorwho.moegamer.net/2015/07/07/1995-diet-friendly-snacky-things/#comments Tue, 07 Jul 2015 21:25:53 +0000 https://angryjedi.wordpress.com/?p=7503 Since starting Slimming World, I've had to make a number of adjustments to my lifestyle to ensure that I continue to lose weight. And it's been a lot easier to do than I thought it would be; while there are days when I still miss cake or really, really want a whole bag of Wine Gums, … Continue reading 1995: Diet-Friendly Snacky Things

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    Since starting Slimming World, I've had to make a number of adjustments to my lifestyle to ensure that I continue to lose weight. And it's been a lot easier to do than I thought it would be; while there are days when I still miss cake or really, really want a whole bag of Wine Gums, for the most part I'm pretty much okay. And the reason for this is that I've found a number of acceptable "substitutes" for those times when I just want to eat something as a snack — not a full meal, but just something to munch on for whatever reason.

    I have a couple of weaknesses that contributed to my weight gain in the first place: firstly, I very much have a weakness for sweet things (such as the aforementioned cake and wine gums) and secondly, I have a tendency to eat when I'm depressed (which is quite often) or when I'm bored (which often leads to depression). These habits are fundamental parts of my character that I can't eliminate entirely, but which I can act upon in a more… responsible manner.

    As such, here are some of the diet-friendly snacky things that I tend to make sure I have in the cupboard or fridge at all times, so that any time I'm feeling peckish for whatever reason, I can grab them and enjoy them without guilt that I'm ruining the hard work I've been doing.

    Laughing Cow Little Cravings

    miniCheese-largeThese things were a revelation. I wouldn't call myself a particular cheese addict — in stark contrast to my wife, who loves a bit of cheese, despite technically being lactose intolerant — but I do like cheesy things now and then. What Little Cravings are is small, bite-size cubes of Laughing Cow cheese spread, optionally flavoured to taste a bit like "real" cheese — in the case of the pack shown on the right, cheddar, smoked processed cheese and blue cheese.

    They're surprisingly tasty and satisfy a craving when one comes long. Plus at half a Syn each (you can have 5-15 Syns per day) on Slimming World, they really are pretty much guilt-free, which is exactly what I want from a snack.

    Metcalfe's Skinny Popcorn

    sweet_nsalt_largeI love popcorn. My favourite is toffee popcorn, which obviously (probably — I haven't checked) isn't at all diet-friendly, but Metcalfe's range of "skinny popcorn" (sometimes found branded as "skinny topcorn" for some reason) is really tasty, comes in a variety of different flavours (I'm a particular fan of the sweet and salty variety pictured here, along with the cinnamon and honey flavoured ones) and is very low on the Syns, at 2.5 Syns per small bag or serving (a little under 20g, which in popcorn terms is actually a reasonably generous portion).

    While it's not quite the same as a bag of crisps, a bag of popcorn, I find, satisfies that similar urge for something crunchy and/or salty (or, sometimes, sweet, depending on the flavour) so I'm going to make sure I have plenty of this on hand when I can.

    Muller Light

    116361011_0_640x640I was never a big yogurt-eater while I was growing up. I had that childish thing where I didn't like "bits" in my yogurt, and while I don't mind it now, I still generally prefer a smooth dessert of some description.

    Enter Muller Light, then, which is not only Syn-free for most flavours (there are a couple of exceptions) but which has a range of very tasty smooth flavours, some of which even have sprinkles of dark chocolate on them, helping to satisfy chocolate cravings. It's not a lot of chocolate, admittedly, but it's better than nothing — and it's completely guilt-free, which is just wonderful. I particularly recommend the vanilla with chocolate, orange with chocolate, coconut with chocolate and skinny cappuccino flavours, the latter of which I am disappointed that I haven't been able to find recently.

    Fish

    ProductLarge_Eng2_AMEND_MackerelFilletsSpicyTomatoSauceI eat a lot more fish than I used to. A quick and easy lunch for me these days is a bowl of rice with some smoked mackerel in some kind of sauce stirred into it. Most of these are Syn-free, too (there are exceptions, but none of them are particularly high — you're safe with the tomato and spicy tomato varieties, which are both Syn-free) and between them and the rice (which is Syn-free if you cook it properly, one Syn if you're lazy and use the Uncle Ben's pouches thanks to the oil in them) they satisfy hunger for a good long period, making them ideal for either lunch or just a snack if you're feeling particularly hungry. You will smell of fish, though, so be prepared to explain that.

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    1994: The Beginner's Guide to Twitter https://imnotdoctorwho.moegamer.net/2015/07/06/1994-the-beginners-guide-to-twitter/ https://imnotdoctorwho.moegamer.net/2015/07/06/1994-the-beginners-guide-to-twitter/#comments Mon, 06 Jul 2015 18:06:35 +0000 https://angryjedi.wordpress.com/?p=7500 Longtime supporter of this blog and regular commenter Jud joined Twitter recently, and seems to be at a bit of a loss as to what to do with it. I remember feeling much the same way when I first joined the site; it was quite some time before I got a feel for what it … Continue reading 1994: The Beginner's Guide to Twitter

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    Longtime supporter of this blog and regular commenter Jud joined Twitter recently, and seems to be at a bit of a loss as to what to do with it. I remember feeling much the same way when I first joined the site; it was quite some time before I got a feel for what it was all about and how it worked. So with that in mind, today's entry is dedicated to Jud and anyone else who doesn't understand what Twitter is, how it works and how to use it.

    What is Twitter?

    Twitter always used to position itself as a "microblogging" platform; a means for people to express themselves in deliberately short snippets of text: no more than 140 characters. Over time, it's evolved, and can now be used for a lot of different things: as a means of staying up-to-date on topics that interest you; as a means of socialising with people who share your interests; as a means of staying in touch with friends; and as a means of yelling abuse at random strangers on the Internet.

    The most important thing about Twitter is that it is a public means of communication. That means that anything you put on Twitter can be read by anyone on the Internet, and they don't necessarily have to have a Twitter account to do so. There is the option to make your account "private" — which means only people who are already following you or people you specifically grant the ability to follow you after they request it can see your tweets — but using that kind of misses part of the appeal of the site, which is coming into contact with people you may not have otherwise "met".

    twitter1

    The best way of thinking of Twitter in metaphorical terms is that it's a bit like being at a party, but a rather strange party where everyone present is constantly making speeches in the hope that someone will listen to them. Someone who follows you is someone who is listening to your speech; your tweets themselves make up the speech. This is the simplest possible use of Twitter; use it to express short snippets of thoughts and opinions into the world, and hope that someone, somewhere finds it interesting.

    Key terms

    • Timeline: the main screen you see on Twitter, consisting of all the tweets from people you are following. The most recent tweets are at the top, and as you scroll down the page you'll see older and older tweets. The screen will keep scrolling forever in most circumstances, so don't try and reach the bottom, otherwise you'll be there all day.
    • Tweet: A single 140-character public message that may or may not include mentions.
    • Mention: A tweet that includes another user's username.
    • Direct Message: A private message between two or more Twitter users.
    • Profile: An individual user's Twitter page that shows just their tweets along with some brief biographical information they may have chosen to share. You can access any user's profile by going to http://twitter.com/username, replacing username with the username of the user whose profile you would like to see. For example, to see my Twitter profile, you'd visit http://twitter.com/AstralFireIII.
    • Avatar: (also "avi") The small image a user uses to represent themselves on Twitter. The default avatar is an egg on a coloured background. Since a lot of people habitually ignore "egg avatars" as they're a common sign of spammers, it's best to put some form of personalised image here as soon as possible; it doesn't have to be a picture of yourself.
    • Banner: The large image that appears at the top of your profile.
    • Follower: Someone who has chosen to follow you and have your tweets appear in their timeline.
    • Mute: An option that allows you to stop seeing tweets from people or that contain particular terms without outright blocking them.
    • Block: An option that prevents another user from interacting with you or seeing your tweets.
    • Retweet: An option that allows you to reshare someone's tweet onto your follower's timelines (optionally with a comment of your own), even if they aren't following the person you retweet.
    • Livetweet: A slang terms used to describe someone using Twitter to provide "live" updates on a situation that is unfolding. Most commonly used during press conferences or big news events where things can be announced, revealed or happen dramatically and quickly.

    How do I interact with people?

    There are several ways you can do this:

    • Mention: Also known as "@replies", mentioning someone involves including the "at" ("@") sign followed immediately by someone's username somewhere in your tweet. If you do this, the recipient will receive a notification that you have mentioned them.

      Important to note about mentions is the fact that if you put the @username at the beginning of the tweet, only people who are following the recipient of your mention will see your mention in their timeline. If you want your reply to be more "public" and visible to everyone, even if they're not the recipient, you can either put the @username elswhere in the tweet (at the end is common) or put something before the initial @username such as a full stop. The latter practice is often known as "dot-replying" and is considered bad form by some people.

      In our "party" context from earlier, this is like replying to someone's public speech and having a public discussion that other people can overhear.

    • Subtweet: I include this here only because people complain about it all the time. Subtweeting is a made-up word used to describe passive-aggressive tweets that don't directly mention someone, but which are clearly and obviously about a particular person. While it's delightfully easy to be passive-aggressive on Twitter, subtweeting is considered the height of bad form, so avoid it.

      In our "party" context, this is like making pointed comments about someone without actually mentioning them or talking directly to them. ("Someone should have looked in the mirror before coming out tonight!)

    • Direct Message: Also known as a "DM", a Direct Message is what you use if you want a private conversation with one or more other Twitter users. Direct Messages do not appear on your respective timelines, and instead appear in the Messages tab. To send a Direct Message to someone, either go to a user's profile or the Messages tab.

      In our "party" context, this is like dragging someone off to the bathroom (or room of your choice) for a private conversation.

    • Favourite: Clicking the "star" icon (it sometimes appears as a "heart" on some Twitter apps) under a tweet has a similar effect to the "like" button on Facebook. It's an interaction that basically says "I like this" or "I want to keep track of this for later". You can revisit your favourites from your own profile page, or look at other people's favourites from theirs. Favourites are public!

      In our "party" context, this is like nodding approvingly at something someone has said. Alternatively, some people use it like making a note of something someone said to revisit later.

    • Retweet: If you see a tweet you particularly like, agree with or just want to share for one reason or another, you can retweet it. This means it will appear in all your followers' timelines, even if they don't follow the person you retweeted. You can optionally add a comment to a retweet if you want to add your own thoughts on it.

      In our "party" context, this is like repeating something someone said to you earlier to someone else.

    • Hashtags: Adding the hash sign ("#") to a word (or cluster of words with no spaces) turns it into a hashtag, which your followers (and you!) are then able to click on to see other people talking about the same thing. This is most commonly used by marketers or communities who want to keep track of discussion on a given topic easily without having to follow hundreds of individual users. Some hashtags become mini-communities in their own right.

      In our "party" context, this is like all the jocks clustering in one corner and talking among themselves, all the nerds in another corner talking among themselves, and all the Game of Thrones fans sitting in another corner giving their own play-by-play commentaries of the episode that is currently on the television.

    What else can I do on Twitter?

    Besides following people and interacting with them via the means listed above, you can also group people (including those you aren't following) into Lists, each of which then gets its own individual timeline — this is useful for collecting together things that you might want to keep track of, but don't want to clutter your main timeline with.

    There's also a powerful search function that lets you look for users, hashtags, topics and even specific things people have said.

    What should be the first things I do on Twitter?

    • Update your profile. Make sure that you can be found (assuming you want to be found!) by including your name (or a known pseudonym you use) and some biographical information, optionally including your location.
    • Add an avatar. Egg avatars are habitually ignored, so put a new picture in as soon as possible. Go to your profile and hit the Edit button and it's simple to do.
    • Follow some people. Twitter is made for socialising, so follow some people you find interesting or want to stay in touch with. Don't feel obliged to follow all the people they follow, because you may have different interests. Instead, over time, gradually curate your following list until your timeline looks the way you want it to.
    • Interact with people. People won't follow you back unless you give them a reason to. Interact with them, talk with them, engage with the things they're saying.
    • Try not to get into any fights. Twitter's brevity is a blessing and a curse; the 140-character limit protects against waffling somewhat (though many people get around this by simply chaining long strings of tweets together by replying to themselves) but this also means that, on occasion, certain nuances can be lost. Discussions on contentious subjects can escalate quickly!
    • Gratuitous self-promotion. Twitter is used by a lot of people as an important means of getting their work in front of as many people as possible. Don't be afraid to link to things you've written or otherwise produced that you particularly want people to take a look at.
    • Enjoy! Twitter can and should be fun and useful. If it's not, though, don't worry! Some people simply don't get along with it as a means of communication and happily go about their lives without it. Follow the tips above, though, and you should be getting the most out of it in no time.

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    1993: The Joy of Smaller Games https://imnotdoctorwho.moegamer.net/2015/07/05/1993-the-joy-of-smaller-games/ https://imnotdoctorwho.moegamer.net/2015/07/05/1993-the-joy-of-smaller-games/#respond Sun, 05 Jul 2015 23:34:23 +0000 https://angryjedi.wordpress.com/?p=7496 You know me by now; I enjoy a good 100+ hour RPG that I can sink my teeth into over a long period of time, but I'm often reminded quite how much a short, simple, straightforward game can hit the spot on occasion. There's a lot of different places you can get this sort of … Continue reading 1993: The Joy of Smaller Games

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    You know me by now; I enjoy a good 100+ hour RPG that I can sink my teeth into over a long period of time, but I'm often reminded quite how much a short, simple, straightforward game can hit the spot on occasion.

    There's a lot of different places you can get this sort of experience, but I've been finding it particularly pleasant on the PlayStation 4 recently — thanks in part to freebies delivered through PlayStation Plus, and partly simply due to the selection of excellent, low-cost indie titles available on the platform.

    Triple-A junkies are quick to whinge about the number of indie titles on PS4, particularly when they show up as PlayStation Plus freebies — they're seen as "less valuable" somehow — but, in actual fact, the PS4 is a good home to them. Not only is the Dual Shock 4 eminently suitable for fast-paced arcade games — which a lot of these titles, which tend to channel retro sensibilities somewhat, err on the side of — but social features like the screenshot sharing, online leaderboards and live video broadcasting make otherwise solo experiences into much more compelling prospects that can be shared with others.

    Most recently, I've been particularly enjoying a couple of games, and in many ways they are polar opposites of one another.

    woahdave

    The first is a title called Woah Dave, an Atari 2600-style platformer from the people who created the Bit Trip series a while back. Woah Dave is a deceptively simple but enormously addictive take on the Mario Bros/Bubble Bobble formula in that all you have to do is survive for as long as possible while fending off never-ending waves of enemies. You can jump, you can pick up things, you can throw them. That's it. It gets more frantic as you progress, and the only reason to play is to try and get a high score. And that is reason enough.

    Woah Dave is testament to the fact that strong gameplay will always be compelling and enjoyable, regardless of technical proficiency. That said, while the game looks like a mess of gigantic pixels in about 8 colours, it runs at a silky smooth framerate, with extremely responsive controls and a very enjoyable overall "feel" to the whole experience. It's dumb and it's silly and it's shallow, but it's a lot of fun.

    Astebreed3

    The other game I've been playing a bit recently is a shoot 'em up called Astebreed. I was a big fan of this when it originally released on PC, so I decided to "double dip" on the PlayStation 4 version, and haven't been disappointed.

    Astebreed is a beautiful-looking, 1080p, 60 frames per second cinematic shoot 'em up in which you pilot a giant mecha with some unconventional weapons systems as you attempt to fend off the unwanted advances of alien race the Filune. Along the way you learn more about their human experimentation and the true fate of your adoptive father and his two daughters, who have been made into living parts of a Filune reality alteration system that has the potential to be used as a deadly weapon.

    The plot is pure anime — and, frankly, a little difficult to follow, given that a lot of it unfolds while the action is coming thick and fast on screen, leaving little time to read subtitles — but it's snappy, pacy, dramatic and even a little emotional. Unlockable documents that you can read after clearing the game once show that the game world, setting and backstory have been very comprehensively fleshed out, too, and the whole experience is wonderfully polished until it shines.

    I'm still rubbish at it, though.

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    1992: The Essence of a Great RPG https://imnotdoctorwho.moegamer.net/2015/07/04/1992-the-essence-of-a-great-rpg/ https://imnotdoctorwho.moegamer.net/2015/07/04/1992-the-essence-of-a-great-rpg/#comments Sat, 04 Jul 2015 21:58:20 +0000 https://angryjedi.wordpress.com/?p=7494 I've been playing some Omega Quintet and Final Fantasy XIV today. I've technically "finished" both of them from a story perspective, but both have an "endgame" that you can keep playing after the main story is completed. In Omega Quintet's case, it's an opportunity to take on some challenging quests that require you to defeat very strong enemies as well as … Continue reading 1992: The Essence of a Great RPG

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    I've been playing some Omega Quintet and Final Fantasy XIV today. I've technically "finished" both of them from a story perspective, but both have an "endgame" that you can keep playing after the main story is completed. In Omega Quintet's case, it's an opportunity to take on some challenging quests that require you to defeat very strong enemies as well as clean up any loose ends you might have left behind such as the optional "Training Facility" dungeon; in Final Fantasy XIV's case, it's a matter of gearing up and/or levelling other classes, largely in preparation for future content additions such as the imminent raid Alexander.

    Playing both of these games from this perspective today made me come to something of a realisation: the essence of a truly great RPG — or, perhaps more accurately, one that I will doubtless think back on particularly fondly long after I've finished, even if it might not be critically acclaimed or widely beloved — is twofold: firstly, it has to draw me in and captivate me with its story and/or characters, then after that, the mechanics have to stand up to hours of play. If both of these things are true, I will happily spend hundreds — even thousands, in the case of Final Fantasy XIV — of hours on the game in question.

    There are quite a lot of games that have fallen into this category for me over the years. Gust's Ar Tonelico series is one, for example; while there's not really an "endgame" in any of its three installments, they do have multiple endings that necessitate additional playthroughs (or strategic saving). Compile Heart's Neptunia series is another; with pretty much all of the games in that series (with the exception of the very first and the idol sim Hyperdimension Neptunia PP, which I fully intend to go back to at some point soon) I've seen fit to exhaust absolutely everything they have to offer rather than playing them through once and being done with them. Both Hyperdimension Neptunia Victory and Hyperdimension Neptunia Re;Birth1 took up well over a hundred hours of my life, for example.

    Most recently, as previously noted, Omega Quintet has been keeping me busy in this regard. Omega Quintet has such a pleasing blend of story, characterisation and hugely enjoyable mechanics — its battle system is one of my favourite takes on turn-based combat I think I've ever seen — that I find it fun to just boot up and have a few fights in. The fact that the endgame section rewards you with massive amounts of experience for many of the battles, allowing you to level the girls up to ridiculous power levels — there doesn't appear to be the usual level cap of 99 in place — makes for a hugely satisfying experience. Enemies that once caused me considerable grief can now be defeated relatively easily — though pleasingly, Omega Quintet, particularly on its hardest difficulty, isn't afraid to smack you about a bit every so often if you get a bit cocky; I think I've had more "Game Over" screens in the endgame than I did throughout the whole story, and it's usually been because I made foolish assumptions that I was then punished for.

    The only trouble with finding games that I want to spend hundreds of hours with in this way is that it means beating a single game to my satisfaction takes a hell of a long time. Still, I guess it means I shouldn't run out of things to play any time soon, huh? And that's quite a nice feeling.

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    1991: Reddit in Trouble? https://imnotdoctorwho.moegamer.net/2015/07/04/1991-reddit-in-trouble/ https://imnotdoctorwho.moegamer.net/2015/07/04/1991-reddit-in-trouble/#comments Sat, 04 Jul 2015 01:19:27 +0000 https://angryjedi.wordpress.com/?p=7492 I find online social networks a fascinating thing to observe and sometimes participate in. Twitter is the main one I'm a part of, and over my time using it I've been part of a number of different subcultures that make use of the site as a means of talking to one another about common interests, … Continue reading 1991: Reddit in Trouble?

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    I find online social networks a fascinating thing to observe and sometimes participate in. Twitter is the main one I'm a part of, and over my time using it I've been part of a number of different subcultures that make use of the site as a means of talking to one another about common interests, regardless of geographical location.

    In this sense, social networks are a bit like real life; you tend to gravitate towards people with whom you have common interests, and you drift away from people you find objectionable or simply don't mesh well with. It's exactly the same online; I know exactly the sort of people I'm likely to get along with, and exactly the sort of people I want to avoid at all costs. The nice thing about online interactions is that you can — for the most part — take a lot more control over your experience than you can in reality. You can't, for example, choose the people that you work alongside, so if you dislike, say, your manager or another member of your team, you can't get away from them. You can, however, mute or block people you don't gel with online; while there's an argument that this can lead to an "echo chamber" effect in which people are unwilling to have their viewpoints and opinions truly challenged, for the most part I find this a good way of minimising the stress that social interactions (be they real or virtual) can sometimes cause me.

    One social network that I've never quite managed to integrate myself into is Reddit, and that's simply because Reddit as a whole is such a hugely sprawling entity that it's difficult to know where to start. There are popular subreddits for pictures, jokes, games and all sorts of other things, as well as highly specialised subreddits for niche interests or simply running jokes. Effectively, each subreddit is like a forum with message threads and discussions that follow on from an original post, but there's also a sort of "metagame" aspect to the site, where you earn points for posts and comments according to the community's overall reaction to them. This metagame doubles as the site's main means of automatic "curation" — high-rated content shifts to the top and becomes more visible, perhaps even hitting the front page of Reddit (which often describes itself as "The Front Page of the Internet", though Facebook might like to believe differently) if it's really popular and transcends its original context.

    Reddit's an interesting site to browse even if you don't actively participate, though. It's the birthplace of a number of now-commonplace Internet memes and jokes, and the community as a whole can usually be relied on for some highly entertaining, quick-witted responses as well as scathing takedowns of stupid, ignorant or bigoted people. Assuming the subreddit you're in isn't specifically designed for stupid, ignorant or bigoted people, of course.

    Now, this latter aspect is where things have got a little bit interesting recently. Reddit has traditionally positioned itself as being a bastion of its interpretation of "free speech" online, trusting individual subreddit moderators to set the rules for their individual communities and enforce them accordingly, while at the same time ensuring that nothing actually outright illegal is posted, and if it is, that it is removed quickly. To date, it's worked pretty well; while there are some subreddits that are the online equivalent of a notorious dark alley you probably wouldn't wander into alone if you didn't have a very good reason to be there, for the most part each individual community has kept itself to itself, content with its own little space of the Internet for its discussions, even when said discussions might not be welcome elsewhere on the Internet. ("Gamergate" subreddit "KotakuInAction" is a good example of this, and there are plenty of others along the same lines.)

    But there have been Happenings recently. As someone who isn't an active participant in Reddit, I haven't really been following the whole drama, but so far as I can make out, Reddit brought on a new CEO recently known as Ellen Pao, and she has not been a popular "leader" for the site. The popular conspiracy theory is that she's attempting to "clean up" Reddit prior to selling it off to the highest bidder — likely Facebook, who would doubtless very much like to get their hands on "the front page of the Internet" — and in the process is ruffling a whole lot of feathers of people who have traditionally found Reddit to be a good home for their discussions and activities.

    Pao's actions coupled with a widely-criticised lack of communication between the overall Reddit administrators (who run the site as a whole, and have the power to ban and "shadowban" users according to their behaviour) and the firing of a number of Reddit employees for seemingly questionable reasons have been causing rumblings of discontent for some time, but it seems that today, for whatever reason, was the tipping point; a number of popular subreddits, including front-page, "default" subreddits that are automatically included in a new Reddit user's list of subreddits, have "gone dark" in protest against Pao's management, the aforementioned lack of communication, a very inconsistent application of the "rules" for the site as a whole and, in some cases, a rather opaque sense of what the "rules" actually are. These subreddits have "gone dark" by setting themselves to "private" mode, meaning that only users who are already approved to post there (usually just subscribers to that particular subreddit) can see what is going on and being discussed; casual browsers, those who are not logged in or those who are not subscribed, meanwhile, are simply shown a default page explaining that the sub is private, and the reasons for it.

    Over the course of the day, more and more subreddits have "gone dark" in protest, effectively crippling Reddit's traffic as a result. It's been absolutely fascinating to see, and while I don't 100% understand the reasons for the protest at this time, I think it's a potent reminder that when you create something as sprawling as a social network, as much as you'd like to think you can stay in complete control of it, ultimately the site it made or broken by its users. Without users, the site is completely useless, so if you piss off those users then you're going to have a big problem.

    It remains to be seen whether Reddit will pull through this debacle, or whether a young pretender like Reddit clone Voat is ready to pick up the baton and try not to make the same mistakes. (I mention Voat specifically because they have reported record amounts of traffic since the controversy really exploded today.) This isn't the first time this sort of thing has happened, after all; Reddit originally grew to prominence thanks to the once-popular Digg fucking itself up beyond all recognition, so while it may seem dramatic to contemplate that this might be The Beginning of the End for Reddit, it's certainly not beyond the realms of possibility.

    Basically, the lesson from all this appears to be pretty simple: don't think you know better than your users. Because you probably don't.

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    1990: Idols' Journey https://imnotdoctorwho.moegamer.net/2015/07/03/1990-idols-journey/ https://imnotdoctorwho.moegamer.net/2015/07/03/1990-idols-journey/#respond Fri, 03 Jul 2015 00:12:31 +0000 https://angryjedi.wordpress.com/?p=7490 Having finished the main story of Heavensward, I returned to Omega Quintet this evening in the hopes that I would be able to polish off the "true ending". I succeeded, though this isn't the end of my time with the game just yet: there's the optional "training facility" dungeon, which features some of the toughest monsters in the … Continue reading 1990: Idols' Journey

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    Having finished the main story of Heavensward, I returned to Omega Quintet this evening in the hopes that I would be able to polish off the "true ending". I succeeded, though this isn't the end of my time with the game just yet: there's the optional "training facility" dungeon, which features some of the toughest monsters in the game, and there's a bunch of sidequests that open up even after the "final" boss. I'm undecided as to whether or not I'm going to pursue the Platinum trophy, as a few of the trophies are a bit grindy, but I probably will end up going for it.

    As for the true ending — oh, spoilers ahead, by the way — it was a satisfying conclusion.

    For context, the "normal" ending was surprisingly downbeat, even bleak, leaving the story with a somewhat bittersweet ending that didn't really leave any of the characters in a situation that could really be called "happily ever after". Aria was revealed to have become a Blare when she was attacked prior to the events of the game, with the Blare in question effectively devouring her emotions and turning her into the seemingly morose individual she is depicted as throughout the main narrative. Said Blare is revealed to be the cat-like creature that had been following her around for the whole game, and this obnoxious little creature "awakens" Aria to her true Blare self.

    This sets up the final confrontation of the normal ending, where the depleted ranks of the Verse Maidens, now a quartet rather than the quintet they had been for the majority of the game, have to strike down their former friend, who is, it becomes clear, utterly beyond help. But even after she's defeated, the people of the city no longer trust the Verse Maidens thanks to Aria having tricked them for so long, and as such they're doomed to a life of unappreciated toil, fighting back the Blare for a populace that hates them.

    The true ending takes this as a starting point but makes a few changes. When the time comes to fight Aria, she doesn't completely lose herself and transform into the "Avatar of Destruction" she becomes in the normal ending. Instead, the Verse Maidens strike her down but refuse to eliminate her, instead dragging her back to their headquarters despite her protestations — but not before "Pet" has revealed its true nature and threatened to bring even greater chaos to a world that is already practically in ruin.

    It's a slow route to healing for the populace, but eventually they come to accept and support Aria once again, as her mysterious nature had always meant she was one of the more popular members of the quintet. Ultimately, the girls discover that Pet's plan is to gather as many Blare as possible in one place and attempt to control them in the name of "fun"; Pet, having consumed Aria's original cheerful personality but lacking the emotional maturity to know how to handle it correctly or appropriately, is more concerned with entertaining herself than any great master plan, and it eventually transpires that she neither knows what to do with all the Blare once she gathers them in the city's Central Tower, nor is she really able to control them effectively.

    Thus begins the true final battle, first against Pet, who eventually admits defeat and volunteers to try and get rid of the trouble she caused following an epiphany brought on by having the shit kicked out of her, and subsequently against a gigantic, horrible monster that appears as Pet allows herself to be completely consumed by the Blare she summoned. The Verse Maidens are ultimately triumphant over this fearsome foe, and a convenient side-effect of the fact that it was made up of so many Blare concentrated in one place means that their conflict all but frees the city itself from the oppression of the Blare.

    The world still has some healing to do, however; the story ends with protagonist Takt and one of the five girls (you get to choose) setting out on a grand journey into the wider world, clearing out the Blare as they go and discovering a new-found appreciation for one another. The post-final boss gameplay, meanwhile, unfolds before this happens, and sees Takt and the Verse Maidens — plus their predecessor Momoka, who manages to come out of retirement thanks to a useful bit of experimental technology — attempting to clear up the last few stragglers around the area of the city and continuing their work as Verse Maidens, bringing hope to the people.

    It was an enjoyable ending and the final boss battles were pretty great; the last one in particular had some superb music. I'm interested to see what the post-game has to offer now; the Training Facility dungeon promises to be a stiff challenge, and there's proficiencies to level up, affection to increase, archives to find and quests to complete, so I think even though I've technically "finished" the game there's still probably a fair amount left to do!

    To cut a long story short, Omega Quintet is an excellent RPG that I'm very glad I took the time to play. It's another in a long line of titles from Compile Heart that has helped cement this quirky Japanese developer's position in my mind as one of my absolute favourite game makers out there, and I have to feel a little sorry for those people who can't find joy in their colourful, humorous, witty games that are absolutely bursting with character and soul.

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    1989: Temperature of the Sun https://imnotdoctorwho.moegamer.net/2015/07/02/1989-temperature-of-the-sun/ https://imnotdoctorwho.moegamer.net/2015/07/02/1989-temperature-of-the-sun/#comments Thu, 02 Jul 2015 00:57:59 +0000 https://angryjedi.wordpress.com/?p=7488 It is hot. Not just a bit hot (i.e. over 20 degrees or so, at which point most Brits will start commenting that it's "a bit warm") but really hot. Andie's car claimed that it was 39 degrees earlier and while I take that figure with a pinch of salt, it's almost definitely at least … Continue reading 1989: Temperature of the Sun

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    It is hot. Not just a bit hot (i.e. over 20 degrees or so, at which point most Brits will start commenting that it's "a bit warm") but really hot. Andie's car claimed that it was 39 degrees earlier and while I take that figure with a pinch of salt, it's almost definitely at least well into the mid-30s.

    I don't like it when it's hot. I don't like it when it's cold, either, but I think if I had to be too hot or too cold all the time, I'd plump for too cold, because at least you can put extra layers on or whatever. When it's too hot, there's very little you can do about it.

    I mean, sure, you can spray yourself with water, sit in front of a fan or whatever. But there's nothing that will stave off that eventual, extremely unpleasant feeling of sweating from pretty much every pore you have until your clothes are damp with your own gross, disgusting sweat; that point where you hope no-one brushes up against you or asks to shake your hand because you just know that you'll stick to them in an embarrassing manner.

    The one redeeming feature of horrible, hot, humid days like today is that they often lead to satisfying, pleasant warm rain showers that are delightful to stand out in. But no amount of warm rain is really enough to make up for the amount of discomfort that it being way too hot creates.

    Hopefully it will be a bit cooler tomorrow. I'd rather not melt, but at this rate I feel like I'm going to.

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    1988: The End of Ascalon https://imnotdoctorwho.moegamer.net/2015/06/30/1988-the-end-of-ascalon/ https://imnotdoctorwho.moegamer.net/2015/06/30/1988-the-end-of-ascalon/#comments Tue, 30 Jun 2015 21:49:59 +0000 https://angryjedi.wordpress.com/?p=7483 Finished the Heavensward main story quest today. WOW. Spoilers ahead! I was pleased that the team went all-out and gave us a full-on Final Fantasy finale. The final dungeon, the Aetherochemical Research Facility, gradually gets weirder and weirder as you progress through it, until you eventually reach what is clearly The Final Boss Room, in which you're set upon by … Continue reading 1988: The End of Ascalon

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    Finished the Heavensward main story quest today. WOW.

    Spoilers ahead!

    I was pleased that the team went all-out and gave us a full-on Final Fantasy finale. The final dungeon, the Aetherochemical Research Facility, gradually gets weirder and weirder as you progress through it, until you eventually reach what is clearly The Final Boss Room, in which you're set upon by not one but two Ascians, the dark-robed ne'er-do-wells whose evil machinations have been behind most of the Bad Things happening in Eorzea throughout the Final Fantasy XIV narrative.

    Delightfully, this battle against the Ascians even does the typical Final Fantasy thing of unfolding across multiple forms, with the "merged" form of the two Ascians creating "Ascian Prime" and battering you with some of the most spectacular attacks in the entire game. Lest you thought that Final Fantasy XIV would lose some of the series' trademark spectacle owing to the fact that its multiplayer nature makes cinematic camera angles and lengthy spell sequences impractical, this confrontation very much dispels that notion.

    ffxiv_30062015_163714

    That's not the end, though. The battle against Ascian Prime — the conclusion of which finally sees recurring villain Lahabrea apparently dealt with once and for all — is followed up by an eight-player Trial in the research facility's Singularity Reactor, in which you face off against Ishgard's Archibishop, Heavensward's main villain.

    This being Final Fantasy, however, you don't just fight a doddering old man with an obscene amount of hit points. No; shortly before your battle with him, he draws upon the power of the Eyes of Nidhogg to channel the spirit of Ishgard's legendary king Thorden — he who, with his knights twelve, originally laid Nidhogg low and took the great wyrm's eyes — and become a Primal incarnation of the ancient king. Naturally, this involves him growing to approximately ten storeys in height in the process, and his bodyguards, the twelve knights of the Heaven's Ward (do you see what they did there) undergo similar transformations prior to your final battle against the whole sorry lot of them.

    The actual battle against Thorden and the knights is amazing. Final Fantasy veterans will doubtless recognise this setup as an excuse to bring in the notorious summon "Knights of the Round", and indeed the final boss battle is effectively you fighting Knights of the Round, complete with ridiculously overblown attack animations — including, at one point, the reactor in which you're fighting seemingly floating up into space, then your entire screen shattering to bring you back to reality. (This animation is pretty much a direct reference to Knights of the Round's appearance in Final Fantasy VII, whose attack animation "Ultimate End" was the most powerful ability you could equip your characters with in the whole game.)

    ffxiv_30062015_011836

    It's a fitting end for Heavensward's story, which has overall been a great addition to the ranks of Final Fantasy narratives throughout history. And it leaves some nice open teaser threads at the end ready for future content patches and the continuation of the story — most notably the character Estinien's possession by the spirit of Nidhogg, the latter of whom is understandably pissed off at the world for numerous reasons, not least of which being the fact that he had his eyes scooped out, and some thousand years later, was killed by some young upstart claiming to represent the spirit of the planet itself.

    Anyway. It was good stuff, and sets the scene nicely for the launch of the new raid dungeon Alexander, which must be due pretty soon now. (Indeed, the ending cutscene shows Alexander rising out of the water in the Dravanian Hinterlands, though it is as yet impossible to enter the great iron giant.)

    I'm glad I beat the story (and the two "post-ending" dungeons Neverreap and The Fractal Continuum, both of which are a lot of fun — and pleasingly challenging) and am looking forward to seeing what's next. In the meantime, I have an official full-on review of the expansion to write for Gamespot, so watch out for that soon.

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    1987: At the Gates of Heaven https://imnotdoctorwho.moegamer.net/2015/06/30/1987-at-the-gates-of-heaven/ https://imnotdoctorwho.moegamer.net/2015/06/30/1987-at-the-gates-of-heaven/#comments Tue, 30 Jun 2015 01:01:16 +0000 https://angryjedi.wordpress.com/?p=7481 Back to "reality" for Andie and I now, and we're both closing in on the finale of the main story quest in Heavensward. It's been a pretty spectacular journey up until this point, which I shall endeavour not to spoil to a significant degree in this post, largely because I don't yet know how it all ends. … Continue reading 1987: At the Gates of Heaven

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    Back to "reality" for Andie and I now, and we're both closing in on the finale of the main story quest in Heavensward. It's been a pretty spectacular journey up until this point, which I shall endeavour not to spoil to a significant degree in this post, largely because I don't yet know how it all ends.

    Heavensward has achieved that which I wasn't sure it would be able to do: it's surpassed A Realm Reborn in almost every possible way, but particularly when it comes to the main story. While A Realm Reborn had a solid narrative that chronicled your character's humble beginnings up to their awakening as the Warrior of Light and beyond, taking in their victories over the fierce Primals of Eorzea and the Empire's ultimate weapon in the process, I found the Final Fantasy XII-style political manoeuvring that made up a significant part of the plot to be less interesting than something a bit more, for want of a better word, "JRPG".

    Heavensward, meanwhile, feels more like a "Final Fantasy". This isn't to say that A Realm Reborn didn't feel like Final Fantasy at all — I described it as one of the best new Final Fantasies in recent years back when I reviewed it for USgamer, after all — but Heavensward feels more like a traditional Final Fantasy.

    It achieves this in a number of different ways. For one, it tones down the political machinations that gradually built up over the course of A Realm Reborn, and which came to a rather shocking climax at the end of patch 2.55, Before the Fall, which acted as a prelude to Heavensward. These narrative threads are picked up and explored further — though some look as if they're going to remain unresolved until a later content patch — but for the most part Heavensward is an all-original story.

    For another, the narrative feels more like an epic journey. In A Realm Reborn, you spent a lot of your time going back and forth between the three main areas, and, aside from the initial quest where you leave your starting city to go and visit the other two, it didn't really feel like the typical JRPG journey of gradually getting further and further away from your starting point, with more and more outlandish things happening as you go. Heavensward, meanwhile, does adopt this style of journey, beginning in the familiar snowy wastes of Coerthas, some of which we had the opportunity to explore in A Realm Reborn, but before long giving way to the lush forests and rocky mountains of the Dravanian Forelands, the otherworldly floating islands of the Churning Mists and the Sea of Clouds, the mysterious abandoned city of the Dravanian Hinterlands — an important location to Final Fantasy XIV lore as a whole, as it turns out — and, ultimately, a final region which doesn't feel at all like a typical MMO field, instead very much feeling like an authentic JRPG The Very Definitely Final Dungeon.

    The journey you undertake throughout the narrative is emphasised by some lovely narration from David Warner upon your first entry to each area. A Realm Reborn had plenty of florid prose, but Heavensward refines this with some almost poetic writing that gives the game a very distinctive voice and tone throughout. It feels strange to compliment the writing in an MMO, a type of game not particularly known for stellar storytelling (Hi, World of Warcraft!) but Heavensward really doesn't skimp on this front, and it's all the stronger for it.

    I'm really looking forward to seeing how the story ends — and, of course, getting involved with what comes after that. It can't be long now until the launch of the new raid dungeon Alexander, and I'm very intrigued to see how all that fits in with the overall lore. Previous raid The Binding Coil of Bahamut turned out to be extremely relevant to the original game's lore — and even more relevant to Heavensward, as it happens — so I'm looking forward to experiencing Alexander's encounters and story to see what happens.

    For now, though, I'm still flagging a bit after all the excitement of the weekend, so I think it's time to get some sleep.

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    1986: The Day After https://imnotdoctorwho.moegamer.net/2015/06/28/1986-the-day-after/ https://imnotdoctorwho.moegamer.net/2015/06/28/1986-the-day-after/#comments Sun, 28 Jun 2015 22:23:06 +0000 https://angryjedi.wordpress.com/?p=7479 I am absolutely exhausted. I was fine for most of today — presumably still riding high on the nerves/stress/adrenaline from yesterday — but in the last half hour or so I've started a real slump and I am now extremely ready to go to bed and sleep for about a week. It's back to relative … Continue reading 1986: The Day After

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    I am absolutely exhausted. I was fine for most of today — presumably still riding high on the nerves/stress/adrenaline from yesterday — but in the last half hour or so I've started a real slump and I am now extremely ready to go to bed and sleep for about a week.

    It's back to relative normality tomorrow, though, as I have a bunch of work to do this week; that said, we are heading off to go and visit my parents later in the week, so that will be nice to have a change of scenery for a couple of days.

    I talk about nerves, stress and adrenaline, but yesterday really wasn't all that majorly stressful in the end. I know that weddings can be complicated and stressful affairs when you have lots of moving parts involved, but we deliberately decided to keep things very simple. Specifically, we identified all the parts of weddings that we both hated (spending hours over photographs, obnoxious DJs, shoehorned-in "entertainment", poncy food) and eliminated those from the equation altogether, leaving us with a fairly bare-bones ceremony and reception, but one at which most people seemed to enjoy themselves a great deal. After all, if we hate those aspects of weddings, it's entirely possible that other people do too!

    But it's all over now, and it kind of doesn't quite feel like it was real. I'm sure it'll sink in eventually — particularly as I'm now quite conscious of the ring on my finger — but for now, it's probably the tiredness talking, but I'm enjoying the gently euphoric sense of knowing that it's all over and done with and we can both now look forward to whatever the future holds.

    Now, I know this has been a short entry, but I am knackered. And as such I will bid you all a good night.

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    1985: MAWWIAGE https://imnotdoctorwho.moegamer.net/2015/06/27/1985-mawwiage/ https://imnotdoctorwho.moegamer.net/2015/06/27/1985-mawwiage/#comments Sat, 27 Jun 2015 23:35:36 +0000 https://angryjedi.wordpress.com/?p=7477 Andie and I got married today. It's now half past midnight and we're both very much ready to sleep after a very long day that absolutely flew by. Kind of doesn't quite feel real in some ways. I'm going to keep this brief because I'm knackered, but I wanted to say thanks to everyone who … Continue reading 1985: MAWWIAGE

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    Andie and I got married today. It's now half past midnight and we're both very much ready to sleep after a very long day that absolutely flew by. Kind of doesn't quite feel real in some ways.

    I'm going to keep this brief because I'm knackered, but I wanted to say thanks to everyone who showed up to celebrate with us.

    A particular thanks to our parents for helping with organisation, decoration and, y'know, paying for shit.

    Thanks to my best man Tim for a lovely speech that summed up our friendship nicely.

    Thanks to those who came a long way to celebrate with us, like my brother and Andie's extended family.

    Thanks to Rob for helping with sound.

    Thanks to Woody for getting drunk enough to pour milk on his cake and then attempt to convince me that he fully intended to do that and did not, in fact, mistake milk for cream.

    And thanks to my lovely new wife for sticking by me through the good times and the bad — much as I've done for her in return — and for agreeing to do this marriage thing and take the next step in our life together. Next stop: cat.

    Time to sleep.

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    1984: [Insert Wedding-Related Lyric Of Your Choice Here] https://imnotdoctorwho.moegamer.net/2015/06/26/1984-insert-wedding-related-lyric-of-your-choice-here/ https://imnotdoctorwho.moegamer.net/2015/06/26/1984-insert-wedding-related-lyric-of-your-choice-here/#comments Fri, 26 Jun 2015 22:05:34 +0000 https://angryjedi.wordpress.com/?p=7475 I am, as they say, getting married in the… wait, no, it's tomorrow afternoon. 3pm, to be precise. Today was the ceremony rehearsal, which was rather more informal than I was expecting. Although I've been married before, my previous marriage was a civil ceremony in a hotel and as such was a little less dependent … Continue reading 1984: [Insert Wedding-Related Lyric Of Your Choice Here]

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    I am, as they say, getting married in the… wait, no, it's tomorrow afternoon. 3pm, to be precise.

    Today was the ceremony rehearsal, which was rather more informal than I was expecting. Although I've been married before, my previous marriage was a civil ceremony in a hotel and as such was a little less dependent on tradition, ceremony and symbolism. Tomorrow's wedding — which will hopefully be my last — is a church wedding, however, which is altogether more "formal". The rehearsal, meanwhile, was pretty much just a runthrough of what is going to happen when and who needs to stand where.

    We're having a pretty simple and straightforward ceremony. Neither Andie or I are particularly religious, but given Andie's family's ties to the clergy (her late father was a member of the clergy in the church we're getting married in tomorrow) it felt entirely appropriate to have a church wedding. We did, however, decide to put our respective feet down a little and not have any hymns or traditional organ music, because frankly, both of those things are far too sombre and dirge-like for our liking. Instead, we're coming in to the same music that introduced our in-game wedding in Final Fantasy XIV, our signing of the register is accompanied by two tracks from the Ar Tonelico series, and we're leaving the church accompanied by EXEC_COSMOFLIPS/. from Ar Tonelico Qoga. They're all strikingly powerful pieces of music that will hopefully leave something of an impression on those who hear them, even if they're unfamiliar with the original context.

    Over the last few days, I've spent some time assembling the music playlists for the reception afterwards. In keeping with our desire to keep things simple and personal, we've opted to not have a DJ or disco, and are instead having music from my tablet pumped through a PA system. That way people who want to get up and dance can do, and those who just want to chill out, talk with people and enjoy socialising can do without some braying idiot bellowing exhortations to gyrate wildly at them. (I loathe wedding DJs, particularly those of the breed that believe everyone should be dancing at all times, otherwise they are somehow a failure.)

    There's another reason for doing things this way, though; taking a DJ out of the equation means that we have control over the music, and as such the playlists I've been assembling — a slower-paced one for during the meal and a more energetic one for when everyone's finished — are made up of a… somewhat eclectic selection of tracks, to say the least, but by doing that I feel that we've managed to capture our respective personalities and histories quite nicely. There's a mix of stuff from our respective youths, some modern stuff that we like the sound of, and some stuff that will only mean something to a few people in the room — bits of the Final Fantasy XIV soundtrack, songs from Love Live!, music from the Ace Attorney series. There's also Babymetal, because Babymetal, and I think there's at least one Taylor Swift track in there, if only to placate our Taylor Swift-obsessed guildmate. (He isn't at the wedding, but he probably appreciates the thought.)

    I've written my speech and have some ideas on how to ad lib in a few places so I'm not just reading off a card. The venue is pretty much set up, with only a few minor bits and bobs to take care of in the morning. I remembered to bring my suit with me, and my shoes. We have the rings with us.

    I think we're ready to go!

    Barring any last-minute anxious posting tomorrow morning — which is entirely possible, as I still feel rather calm right now, which I think is freaking people out a bit — the next time I speak with you all, dear readers, I will be a married man. Hooray!

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    1983: Drifting Along https://imnotdoctorwho.moegamer.net/2015/06/26/1983-drifting-along/ https://imnotdoctorwho.moegamer.net/2015/06/26/1983-drifting-along/#respond Fri, 26 Jun 2015 00:09:05 +0000 https://angryjedi.wordpress.com/?p=7473 Wedding in a couple of days (well, technically tomorrow at the time of writing), but there's not a lot to say about it right now other than "it's happening on Saturday". So in an effort to write about something else — and spare you Heavensward gushing for another day or two, at least until I finish the … Continue reading 1983: Drifting Along

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    Wedding in a couple of days (well, technically tomorrow at the time of writing), but there's not a lot to say about it right now other than "it's happening on Saturday". So in an effort to write about something else — and spare you Heavensward gushing for another day or two, at least until I finish the main storyline — I thought I'd talk a little more about Drift Girls, a mobile game I discovered a short while back and have been playing at least a little bit every day ever since.

    Drift Girls, lest you forget — or are unfamiliar — is an iOS and Android game by Korean developer NHN BlackPick, localised and brought to the West by a company called Toast. It's a curious little game in many ways — in some respects, it's similar to the "gacha" collectible card games that are a particular popular product of the Asian mobile development market, but in others it's entirely its own beast. Either way, it's a genuinely great, enjoyable game that I've been having a whole lot of fun with.

    It's kind of a driving game, and it's kind of a dating sim. Both of those elements are intertwined, however; the girls you woo in the dating sim part of the game become passengers while you race, and different girls provide different bonuses to your car's performance. There are also other benefits to dating, too; reach the maximum affection with a girl and you have the opportunity to whisk her away for an "overnight date" with everything that implies, which makes you "feel better" and improve your vehicle's performance by a significant amount for the following day.

    One of the interesting things about the game, though, is the fact that each and every one of the girls in the cast feels like they've had some effort put into their writing — not just in an attempt to show that they have a personality, but to make them feel like they're all part of the game world. As you get to know each of the girls, it becomes apparent that some of them know one another, and you'll often get to know several sides of what initially appeared to be a fairly simple story. Later in the game, too, as the overarching main scenario storyline starts to pick up speed with international smuggling, the Mafia and all manner of other silliness, you get the opportunity for another perspective on events by building up a relationship with the lead detective and prosecutor on the case.

    The fact that there's an ongoing narrative and each of the girls clearly has their own little mini-story to work through makes the dating aspect of the game far more than a simple grind to get the girl who provides the biggest bonuses as quickly as possible. Aside from that, too, a system for "exceeding the girl's limits" by completing challenges allows you to boost their stats considerably as well as uncover a bit more of their personality and story.

    But what of the driving bit? Well, it's very simple, and I'm actually pretty glad of that. Full-on driving games on touchscreens suck beyond belief, so I'm extremely grateful to NHN BlackPick for taking a greatly simplified approach: all you have to do is rev your engine to get a good start, then time your drifts left or right as you enter a corner, then occasionally set off an nitro boost to go a bit faster. In many ways, it has more in common with a rhythm game than a driving game, but it manages to be genuinely exciting, with some lovely graphics, cinematic camera angles and cheesy but entirely appropriate throbbing dance music in the background.

    The metagame is fun, too. While there is a "gacha" mechanic for drawing new cars and parts to attach to them, where I've found the most fun is in taking the car I started with — a "one-star" Mini-equivalent — and gradually building it up to remain competitive as the opponents in the game get stronger and stronger. So far I've successfully upgraded it to "four-star" standard, which is enough for story missions now, but I'm starting to run into a few situations where it's not quite enough to beat tough opponents.

    I compared this type of mobile game to a more traditional MMO a while back, and having spent probably more time with Drift Girls than any other mobile game of its type — along with my hefty experience with Final Fantasy XIV — I stand by that statement. The gradual creep of power; the joy of getting to a point where you can afford a new piece of equipment or get lucky with an item drop; the feeling of progression; the necessity to keep on the "gear treadmill" to continue to progress — all of these things are typical MMO characteristics that are very much present in Drift Girls, and they make for a compelling, addictive experience that has stuck around in my consciousness a lot longer than I thought it would after the initial "haha, wtf is this" appeal wore off.

    Turns out it's actually a really good game. So I think I might just sneak in a quick race or two before I go to sleep tonight…

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    1982: Below the Threshold https://imnotdoctorwho.moegamer.net/2015/06/25/1982-below-the-threshold/ https://imnotdoctorwho.moegamer.net/2015/06/25/1982-below-the-threshold/#comments Thu, 25 Jun 2015 01:20:46 +0000 https://angryjedi.wordpress.com/?p=7471 Slimming World tonight, and this week I lost a pleasing 3.5lb. I'm particularly pleased about this because of the impending celebrations at the weekend, which will doubtless involve eating lots of things I "shouldn't". But I'm not going to worry about it. I'm going to enjoy the weekend to the fullest, then make sure I … Continue reading 1982: Below the Threshold

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    Slimming World tonight, and this week I lost a pleasing 3.5lb. I'm particularly pleased about this because of the impending celebrations at the weekend, which will doubtless involve eating lots of things I "shouldn't".

    But I'm not going to worry about it. I'm going to enjoy the weekend to the fullest, then make sure I get back on plan once the weekend is over, and going by past experience, that should minimise the damage.

    Tonight's result was pleasing for another reason, though: not only did it mark my crossing the "4 stone lost" threshold, I now find myself in a stone bracket that I can't remember the last time I was in. In other words, I'm the lightest I've been for quite some time. I still have a long way to go, but things are still going nicely in the right direction, which is very motivating.

    I find myself wondering if my weight loss is going to continue, since there are some people in the group who really seem to struggle from week to week. At the moment, though, I'm not having too much difficulty keeping to the plan, and I'm seeing fairly consistent results. So in theory, if I just keep doing what I'm doing, things should continue the way they have been — at least until I eventually reach my target.

    I don't know when that will be but after several years of despairing about my weight gain, I do now feel like I'll be able to reach it. It might take months or even years, but I have faith I'll get there.

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    1981: Preparations https://imnotdoctorwho.moegamer.net/2015/06/23/1981-preparations/ https://imnotdoctorwho.moegamer.net/2015/06/23/1981-preparations/#comments Tue, 23 Jun 2015 23:35:54 +0000 https://angryjedi.wordpress.com/?p=7469 Andie and I are getting married at the weekend. That's pretty close! I'm looking forward to it a lot. It should be a great day. Both our ceremony and reception are fairly straightforward, simple and low-key (aside from the fact the ceremony is taking place in Westbury's mahoosive church) and that fits us just perfectly. … Continue reading 1981: Preparations

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    Andie and I are getting married at the weekend. That's pretty close!

    I'm looking forward to it a lot. It should be a great day. Both our ceremony and reception are fairly straightforward, simple and low-key (aside from the fact the ceremony is taking place in Westbury's mahoosive church) and that fits us just perfectly. Besides the obvious meaning of getting married, the day will be an opportunity for both of us to hang out with a whole bunch of people we, in some cases, haven't had as many opportunities to see recently as we both might have liked.

    This week is largely about last-minute preparations, then. My best man Tim and I went to go and pick up our suits earlier today, and we both look pretty great in them. (I do need a haircut, though; that's tomorrow's job!) Getting sized for said suit was pleasant confirmation of my weight loss, too; while I'm still getting stuff from the "big and tall" (fat and lanky) section, the numbers involved are… quite a bit smaller than they used to be, which makes me extremely happy.

    Other things I've been up to this week include putting together the music playlists for the reception — one for during the meal, and a more up-tempo one that people might consider dancing to once everyone has finished stuffing their faces. We're not having a DJ because wedding DJs suck; we both decided that we'd much rather have our own music playing without some braying idiot bellowing nonsense as Vengaboys blasts out from his sound system that is turned up too loud. (I know I sound like an old fart. I don't care.) Instead, we're simply having a tablet with some music on hooked up to a PA system generously loaned by my friend Rob. And that means we can have an entertainingly eclectic selection for people to (hopefully) enjoy over the course of the day — something that I feel reflects us pretty well.

    Tomorrow is a day for printing things out. Orders of service, table identification card thingies and any other bits and bobs we might need. Andie's spent much of the evening writing people's names and the word "Pavlova" on table-setting cards (assuming they're having pavlova, of course — and what sort of crazy person wouldn't?) and, once I've taken care of business tomorrow, we should hopefully be pretty much ready to go. Hooray!

    That's that, then. Now, having stayed up to extremely silly times in the morning for the last few days playing Heavensward (which, by the way, is magnificent, if you hadn't figured that out already) I'm off to bed at a vaguely reasonable hour.

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    1980: A Right Way and A Wrong Way https://imnotdoctorwho.moegamer.net/2015/06/23/1980-a-right-way-and-a-wrong-way/ https://imnotdoctorwho.moegamer.net/2015/06/23/1980-a-right-way-and-a-wrong-way/#respond Tue, 23 Jun 2015 02:38:45 +0000 https://angryjedi.wordpress.com/?p=7467 I know I said I wouldn't write about Heavensward again today and I'm not going to focus on it too much, but it will enter into the discussion a little, for reasons that will shortly become apparent. The separately-sold "expansion pack" as it existed in the '90s and early '00s is something of a rarity these days, … Continue reading 1980: A Right Way and A Wrong Way

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    I know I said I wouldn't write about Heavensward again today and I'm not going to focus on it too much, but it will enter into the discussion a little, for reasons that will shortly become apparent.

    The separately-sold "expansion pack" as it existed in the '90s and early '00s is something of a rarity these days, typically confined to the MMORPG subgenre, while other types of games tend to leverage the high-speed Internet connections most people have these days by offering lots of smaller bits of piecemeal downloadable content.

    In some ways, this works well; the "a la carte" approach of piecemeal DLC means that you can pick and choose the things you want to bolt onto your game for a lower price without potentially being stuck with some things you don't want. On the flip side, however, in my experience, a lot of DLC — though not all — is significantly less substantial in terms of content and value for money than your average expansion pack. There are exceptions, of course — Oblivion's Shivering Isles DLC springs to mind, as does Burnout Paradise's additional island whose name escapes me right now — but those are actually both getting back into "expansion pack" territory again, and thus are outliers to a certain degree.

    Bungie's MMO shooter and "thing that isn't HaloDestiny had its new expansion announced recently, and it's kicked up a bit of a fuss, specifically over its pricing. The base game of Destiny has plummeted in price since its original launch, meaning that the new expansion — which costs the same as a full game at £40/$60ish — will, in most cases, be more expensive than the main game. But that's not what's got people riled up: the problem is that there's a super-expensive "Collector's Edition" coming that features some exclusive content that can only be acquired through this special edition.

    Nothing unusual, you might think, until you hear that the Collector's Edition is only available as a bundle deal including Destiny, its expansion and the pieces of DLC that have been released to date. This means that fans of Destiny who want to get their hands on the exclusive content pretty much have to buy the game and DLC again just to play the expansion. And the alternative means of buying the game for new players — a bundle including Destiny and its expansion for around the £55 mark — effectively means that new players are getting the expansion for considerably less than veterans.

    I can't say I care a whole lot personally because Destiny simply isn't my type of game, but what surprised and dismayed me a bit about the whole situation was this interview on Eurogamer with creative director Luke Smith — a guy I don't know that well myself, but who used to work with my brother and was, as I recall, part of the 1up crew. Smith was, to my recollection, always rather outspoken about things, particularly when it came to companies doing shitty things, so it was a tad disappointing to read his responses to Eurogamer coming out as little more than PR-fed "we can't talk about this" nonsense. And if it was PR-fed, the PR company wants sacking, because Smith's responses did nothing to alleviate the concerns of players who are upset over all this, and more than likely infuriated them further.

    The reason I brought up Heavensward at the beginning is because it's actually in a similar position to Destiny's expansion. Final Fantasy XIV itself can be picked up for a pretty low price these days, but Heavensward is not-quite-full-price-but-nearly. The difference, however, is that both existing and prospective players have plenty of choices of how they pick it up. They can buy A Realm Reborn and Heavensward separately. They can buy a bundle including both A Realm Reborn and Heavensward. They can buy Heavensward by itself, in standard and special editions. And they can buy most of these options in both physical and digital formats.

    As such, even though Heavensward might seem expensive for an expansion pack — though it's worth noting that in terms of content, it's seriously rivalling A Realm Reborn's base game, at least in terms of story length, sidequests and open-world areas — the player base has had absolutely no objections to how it's been positioned and sold. In fact, I've seen more new players in the game in the last week or so than I have for a very long time — and those new players won't even be able to touch any of the Heavensward content until they complete A Realm Reborn and its five subsequent content patches.

    But they don't mind, because they've been given options, and those options have been made clear. Where Bungie is falling down with Destiny — and where they're going to lose a lot of previously loyal players if they're not careful — is this communication side of things. Smith's responses suggested that Bungie was either unwilling or unable to listen to player concerns on these matters; it may well be a matter of the company's hands being tied by publisher Activision, but still. That's not how you build loyalty. That's how you destroy loyalty.

    P.S. Heavensward is amazing. (Sorry.)

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    1979: One More Post Where I Gush About Heavensward, Then I'll Find Something Different To Talk About Tomorrow (Probably) https://imnotdoctorwho.moegamer.net/2015/06/22/1979-one-more-post-where-i-gush-about-heavensward-then-ill-find-something-different-to-talk-about-tomorrow-probably/ https://imnotdoctorwho.moegamer.net/2015/06/22/1979-one-more-post-where-i-gush-about-heavensward-then-ill-find-something-different-to-talk-about-tomorrow-probably/#respond Mon, 22 Jun 2015 02:59:29 +0000 https://angryjedi.wordpress.com/?p=7463 Level 56 now, and I'm starting to really get a feel for the new skills that have been added to Paladin. Paladin often drew some criticism — or, rather, accusations of being "boring" — for the fact that it was a relatively straightforward class to play, with only two real combos of abilities to use … Continue reading 1979: One More Post Where I Gush About Heavensward, Then I'll Find Something Different To Talk About Tomorrow (Probably)

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    Level 56 now, and I'm starting to really get a feel for the new skills that have been added to Paladin.

    Paladin often drew some criticism — or, rather, accusations of being "boring" — for the fact that it was a relatively straightforward class to play, with only two real combos of abilities to use in different circumstances compared to a much wider array of things to do if you're playing a Warrior. Its main perk over its raging counterpart, however, was its survivability; Warriors have a ton more HP than Paladins, but they also take more damage, while Paladins have fewer HP but a lot more in the way of defensive abilities to mitigate or even nullify damage.

    Still, though, I understand the criticisms; once you unlocked all the abilities to form your basic combos, it very much became a case of pressing ability 1, 2, 3 and occasionally stepping out of enemy ability telegraphs. Post-50, though, things get a lot more interesting.

    ffxiv_22062015_005755

    The oddly-named Sheltron, for example, is an ability whose usefulness doesn't become immediately apparent. What it does is guarantee that you will block the next physical attack you take. Blocking an attack is usually determined by random chance, influenced by the stats on the shield you're wielding alongside your sword. Sheltron guarantees a block, and while blocking doesn't nullify damage altogether, it does reduce the damage by a significant amount. It also has the handy side-effect of restoring some of your magic points when the block goes off, meaning that the Riot Blade combo is no longer the only way to regenerate MP.

    Blocking also allows you to counterattack with a move called Shield Swipe, which is actually one of the Paladin's more potent offensive moves, and also inflicts a status that prevents the enemy from using abilities of the "weaponskill" type. It's not quite as good as a Stun or Silence, but it can be helpful and give a moment's grace. The damage is very nice, though — particularly as it's been buffed since its original incarnation — and it also now generates aggro, meaning you're not losing out by weaving in a Shield Swipe when it's up.

    The other ability I've had the opportunity to play with now is Goring Blade, which follows on from the Riot Blade combo, previously used just for regenerating magic points to allow you to keep casting Flash, your main means of controlling larger groups of enemies at once. Goring Blade, meanwhile, has a solid initial hit followed by a damage-over-time effect. Paladins don't do a lot of damage generally — it's not their role, after all — but adding the ticks of damage to what you're doing anyway — particularly if combined with other DoT effects like Circle of Scorn and Fracture — you can actually put out some fairly respectable numbers. Plus Goring Blade has like the coolest visual effect of all Paladin's moves that I've unlocked so far.

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    I just reached level 56 this evening, which is a level at which I unlock another new ability. I'm not sure what it is yet, but I'm very much looking forward to finding out and experimenting with it — one of the most exciting things about the new expansion is the fact that everyone is getting these new abilities at the same time, so there isn't yet an established "right way" to do things. As such, experimentation is key, and it's really rewarding to work out an efficient use of abilities for yourself.

    But anyway. That's three days in a row I've talked about Heavensward. (It's really, really, really good.) I promise I will attempt to talk about something else tomorrow. Probably. Maybe.

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    1978: Some More Heavensward Thoughts https://imnotdoctorwho.moegamer.net/2015/06/21/1978-some-more-heavensward-thoughts/ https://imnotdoctorwho.moegamer.net/2015/06/21/1978-some-more-heavensward-thoughts/#respond Sun, 21 Jun 2015 01:02:54 +0000 https://angryjedi.wordpress.com/?p=7456 Spent some more time playing Heavensward today and am having an absolute blast with it. It's been an odd adjustment to move from the rather freeform, "pursue your own goals" gameplay of a level cap character back into the routine of doing quests, exploring and all manner of other things. But I'm enjoying it a … Continue reading 1978: Some More Heavensward Thoughts

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    Spent some more time playing Heavensward today and am having an absolute blast with it.

    It's been an odd adjustment to move from the rather freeform, "pursue your own goals" gameplay of a level cap character back into the routine of doing quests, exploring and all manner of other things. But I'm enjoying it a lot, particularly as so far Heavensward is proving itself to have a wide variety of things to do and ways to earn those all-important experience points.

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    The main story quests have been very good so far. They always were mostly quite interesting (though in the post-50 ones there was quite a lot of lugging boxes around and other menial tasks in between the more dramatic moments — not exactly the Warrior of Light's finest hour) but Heavensward has raised the bar somewhat.

    One way in which it's done this is through the use of instanced quest battles — scripted encounters that take you out of the main multiplayer world and put you in your own private little area to complete objectives. In A Realm Reborn, these were usually fairly small scale but fun; in Heavensward they're much more ambitious affairs with their own unique mechanics. One particular highlight relatively early on sees you running through one of the earlier dungeons by yourself in the attempt to rescue a prisoner — while you do so, their captors start filling the place with poison gas, so you have to deal with that as well as finding a way to release them.

    The main story itself is interesting and feels more focused than A Realm Reborn, too. Taking a somewhat darker overall tone, the plot thus far has seen the Warrior of Light (you!), one of your erstwhile companions and two other characters who each played roles in A Realm Reborn exploring the lands beyond Ishgard in an attempt to stop a war between the Dravanian dragons and Ishgard that will doubtless end with much death and destruction on both sides.

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    A Realm Reborn set up dragons mostly as fearsome, dehumanised foes to be treated with respect but defeated nonetheless. They played a relatively minor role in the overarching storyline until the latter hours and the Binding Coil of Bahamut storyline, but they were there nonetheless — and as you progressed, particularly through the Bahamut narrative, it became very apparent that they weren't quite the simple foes you might have expected them to be based on their appearances in other fantasy media.

    Heavensward runs with this theme, with both the main story and sidequests going some distance to help us understand the dragons a little better. One questline in particular sees you helping out an Ishgardian who is essentially a "racist" of sorts against dragons — he refuses to believe they are anything more than monsters, but as you complete his quests, both you and he come to see that the dragons apparently have feelings and society just like the humanoids of the world.

    The sidequests are kind of interesting in that they further your understanding of the game world much like in A Realm Reborn, but unlike the base game, the darker tone seeps in quite often, with many quests ending in less than perfect circumstances. In some regards it feels like some cues have been taken from Nier — also published by Square Enix — by demonstrating that sometimes, even with your best intentions and god-felling skills and abilities, you simply can't bring about a happy ending for everyone. It's sobering, but very much in keeping with the overall tone.

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    Then you have boss fights in which you and seven friends take on a giant insect god with a penchant for swinging four gigantic swords around at once, and you remember that this is still very much a Final Fantasy game at heart — and oh, do I love it for it.

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    1977: To The Heavens https://imnotdoctorwho.moegamer.net/2015/06/20/1977-to-the-heavens/ https://imnotdoctorwho.moegamer.net/2015/06/20/1977-to-the-heavens/#respond Sat, 20 Jun 2015 01:18:26 +0000 https://angryjedi.wordpress.com/?p=7453 Well, it's finally here: Final Fantasy XIV opened the doors to its first full expansion Heavensward today — for those who preordered it, anyway — and I've spent literally all day playing it. It's good. The story follows on directly from the end of the 2.55 story arc, which I won't spoil here for those who haven't seen it in … Continue reading 1977: To The Heavens

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    Well, it's finally here: Final Fantasy XIV opened the doors to its first full expansion Heavensward today — for those who preordered it, anyway — and I've spent literally all day playing it.

    It's good.

    The story follows on directly from the end of the 2.55 story arc, which I won't spoil here for those who haven't seen it in all its ridiculous and tragic glory. Suffice to say, however, that it provides good reason for the Warrior of Light (that's you!) and occasional companion Alphinaud to head in the direction of Ishgard, a region which had previously been closed off to outsiders, but which became a little more open-minded after seeing how you (and seven friends) fended off an absolutely massive dragon towards the end of A Realm Reborn.

    The city of Ishgard itself is beautifully rendered, being somewhat similar in design to a cross between Final Fantasy XI's cities of San d'Oria and Jeuno. It has its own very distinctive character that is separate to the three previous city-states we had the opportunity to visit in A Realm Reborn — the verdant, nature-filled environs of Gridania; the tall towers and tall ships of Limsa Lominsa; and the juxtaposition between extreme affluence and extreme poverty of Ul'Dah — with an austere, almost unwelcoming facade and some beautiful architecture. The kind of place where you'd be slightly afraid to touch anything, lest you befouled or defaced it in some way or another.

    Outside the city, things get interesting. Early on, the main scenario quest sends you off in two separate directions: in one direction lies the Coerthas Western Highlands — a snowy, mountainous region similar to the existing Central Highlands region, but with more in the way of sheer cliff faces and inconvenient but impressive-looking lumps of rock all over the place — while in the other lies the Sea of Clouds, a floating archipelago of islands in the sky where skies are often clear and blue by simple virtue of the fact that the islands are above the clouds, but whose altitude drops the temperature to less-than-inviting levels. There's a huge contrast between these initial two areas; Coerthas is drab, monochromatic and somewhat grounded in reality for the most part (huge dead dragon corpse aside), while the Sea of Clouds is dramatically colourful, the stuff of pure fantasy. I haven't proceeded further afield just yet, but the main story is shortly to have me heading for Dravania, home of the dragons, so I'm interested to see how that compares.

    One really striking thing about Heavensward is its sense of scale. A Realm Reborn was no stranger to sprawling environments that were impressive to behold, but Heavensward takes it to a new level. Ishgard is gigantic and imposing in the same way an old cathedral is; meanwhile, the field maps are huge in terms of both surface area and variation in altitude — the latter aspect of which is, in part, designed to accommodate the new flying mounts you can ride around after completing the surprisingly enjoyable task of hunting down a number of hidden "aether currents" scattered around the region.

    Another striking thing about Heavensward is nothing to do with its architecture, however: a good 80-90% of the original voice cast appears to have been replaced, meaning some characters sound quite different to how they sounded in A Realm Reborn, with several even having picked up regional accents (primarily Yorkshire so far) in the intervening period. It's initially somewhat jarring, but overall the quality of the voice acting is much better than A Realm Reborn. This isn't particularly difficult, however, because although A Realm Reborn had an excellent localisation (albeit one that diverged quite a bit from the original Japanese script and took on something of a life of its own) its voice acting was passable at best and woefully awful at worst. At least in English it was, anyway; the Japanese voice acting makes use of well-known voice talent like Rie Tanaka (Hyperdimension Neptunia) and Eri Kitamura (Senran Kagura) and as such has always been pretty good, but it's clear that the English dub was perhaps, to put it politely, done a little bit on the cheap side.

    It's not entirely surprising, mind you; A Realm Reborn was a huge risk for Square Enix given Final Fantasy XIV version 1.0's critical and commercial failure. As such, the decision to perhaps skimp a bit on the voice acting budget — many scenes in A Realm Reborn and indeed Heavensward also are unvoiced — was understandable. However, since A Realm Reborn achieved the seemingly impossible and rescued an all-but-dead MMO from oblivion, turning it into one of the company's greatest success stories in the process, it's gratifying to see that a bit more effort has been put into aspects of the presentation such as voice acting — even if the change in some characters' voices is a little surprising the first time you hear it.

    I'm yet to try out a huge amount of the new gameplay features — I'm concentrating on levelling my main class Paladin to 60 before levelling anything further — but the new skills for existing classes look interesting, and the altogether new classes seem to be really cool, though it looks as if "lolDRK" is going to become the new "lolDRG". (Context for those unfamiliar: for the longest time, Dragoons (DRG) were notorious for dying a lot, due in part to their low magic resistance but also due to awkward animation locks on certain skills making it difficult to move out of the way of attacks; hence, "lolDRG" as the response to a Dragoon's inevitable death; Dark Knights (DRK), however, appear to be ready to take up the mantle for themselves, from what I've heard so far.)

    Oh, and the music is amazing. And the story is interesting. And I've fallen in love with this stupid game all over again. There goes the next few years of my life…

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    1976: The Sonic Game That Never Was https://imnotdoctorwho.moegamer.net/2015/06/18/1976-the-sonic-game-that-never-was/ https://imnotdoctorwho.moegamer.net/2015/06/18/1976-the-sonic-game-that-never-was/#comments Thu, 18 Jun 2015 22:42:53 +0000 https://angryjedi.wordpress.com/?p=7448 I've been pretty restrained with the current Steam sale, but one game I did pick up today was Freedom Planet, an homage to '90s mascot platformers and particularly to Sonic the Hedgehog-style speedy platformers. And I've only played three levels so far, but I'm already gobsmacked by quite how good it is. Freedom Planet tells the tale of … Continue reading 1976: The Sonic Game That Never Was

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    I've been pretty restrained with the current Steam sale, but one game I did pick up today was Freedom Planet, an homage to '90s mascot platformers and particularly to Sonic the Hedgehog-style speedy platformers. And I've only played three levels so far, but I'm already gobsmacked by quite how good it is.

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    Freedom Planet tells the tale of the Kingdom Stone, a powerful artifact that is stolen by a horrible alien dude, and the quest of a plucky band of heroes to rescue it. The playable cast includes Lilac, a purple dragon that looks like a tsundere female Sonic; a green cat called Carol; and an overexcitable dog-like thing called Milla. There's also an alien who thinks disguising himself as a duck is the best way to blend in — although on a planet of furries, that's probably not all that unfair an assumption.

    You can play the game in two ways: Adventure mode punctuates the levels with some lengthy, fully voiced cutscenes that tell the unfolding story, while Classic Mode allows you to play it in authentically old-school fashion without having to worry about narrative. When you're in the platforming segments, you control your chosen character as they run, jump, climb, bounce and kick the shit out of enemies in their way. Each character handles noticeably differently and forces you to approach the levels in a different way, and some hugely enjoyable but challenging boss fights force you to play methodically rather than just mashing the attack button randomly.

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    It's an absolutely beautiful game. Deliberately taking a low-resolution pixel art aesthetic but running in high definition for some beautifully sharp corners, each and every character is packed full of a ton of visual personality, with lots of different and unique animations for different situations. During the cutscenes, the characters make appropriate poses and animations according to the things they're saying rather than just flapping their heads, and the whole thing is just so full of character that you can't help but be drawn into the rather silly (yet surprisingly dark at times) plot.

    And it plays as good as it looks, too; wonderfully tight, responsive controls mean that you never feel like you're battling against the game, and the characters are always doing what you want them to do. Some tweaks have been made to Sonic's basic formula, too; characters can run up walls and even along certain ceilings without too much difficulty, a double-jump special move makes traversal a little more straightforward, and each character has their own unique super-special abilities that help them get around as well as kill things.

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    I've only played a few levels so far but I like it a whole lot, and am looking forward to exploring it further. That will probably have to wait, however, because tomorrow is Heavensward day, and I've finished my work for the week, so I know exactly what I'm doing all day tomorrow…

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    1975: Bahamut Down https://imnotdoctorwho.moegamer.net/2015/06/18/1975-bahamut-down/ https://imnotdoctorwho.moegamer.net/2015/06/18/1975-bahamut-down/#respond Thu, 18 Jun 2015 00:11:51 +0000 https://angryjedi.wordpress.com/?p=7446 In the early hours of this morning, Wuckle and I achieved something I hoped we'd achieve before Friday: we defeated Bahamut Prime in The Burning Heart, bringing our expeditions into the Final Coil of Bahamut to a close — for now, at least; we have some members of our static raid group who are still … Continue reading 1975: Bahamut Down

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    In the early hours of this morning, Wuckle and I achieved something I hoped we'd achieve before Friday: we defeated Bahamut Prime in The Burning Heart, bringing our expeditions into the Final Coil of Bahamut to a close — for now, at least; we have some members of our static raid group who are still yet to clear these fights, so we'll be helping them through at some point soon.

    As the "true final boss" of the game, I was hoping that the Bahamut Prime fight would be pretty spectacular, and sure enough I wasn't disappointed. Here's a video (from my character's perspective as a Black Mage) of our clear:

    The fight is not only a suitably challenging battle to bring the main endgame raid of "vanilla" Final Fantasy XIV to a close, it's also a fitting conclusion for a Final Fantasy game. Japanese role-playing games are often known for getting a little… peculiar in their final confrontations, with final bosses often being fought in space, in clouds of darkness, in strange swirling miasmas or inside the cores of planets. In the case of Final Fantasy XIV, your battle against Bahamut Prime takes place within Bahamut's own heart — Bahamut Prime, it seems, is not literally Bahamut himself (since he is both absolutely massive and in the process of being regenerated by the various Coils) but rather a manifestation of his will and rage.

    This doesn't stop him being a formidable opponent, mind you. The fight combines mechanics from a number of earlier battles to create a confrontation where you have to use everything you've learned about handling mechanics to be successful. There's heavy amounts of damage. There's people taking responsibility for ensuring the group isn't wiped out by carelessness or inattention. There's puddles of nasty shit on the floor that you have to drop carefully. And, of course, there are Divebombs, Final Fantasy XIV's most notorious enemy ability, first introduced in the Turn 5 fight against Twintania, later seen in a somewhat different format in the Turn 9 fight against Nael deus Darnus and finally seen from not one but two independent sources in the Bahamut Prime battle.

    Divebombs are notorious because in the case of Turn 5 in particular, they were the "roadblock" that stopped a lot of groups from progressing further, simply because they're tricky to handle properly and can have devastating consequences for the whole group if handled incorrectly. Their inclusion in each of the three "final" battles in the three separate parts of Coil shows the battle designers' awareness that they are a challenge — albeit a surmountable one — and a desire to test players' abilities to the maximum, often without the helpful visual telegraphs that many of the other enemy attacks in the game have.

    But anyway. You didn't come for a deconstruction of the mechanics of Final Fantasy XIV's raids. (Probably.) You came to hear me enthuse about beating a spectacular final boss fight — and, if you've watched the video, you'll see that it most certainly is.

    As I've written about a few times previously on these pages, I'm a big fan of well-done final confrontations, and a big part of an effective one in my book is good use of music. Turn 5 and Turn 9 (the previous "final bosses" of the game prior to the introduction of Final Coil) both had great music that was unique to the fight (or "almost unique" in the case of Turn 5 — it's also used for the final boss of the main 2.0 storyline as well as a later confrontation); Turn 13, meanwhile, makes stunningly effective use of the game's main theme song "Answers".

    "Answers" is one of the first things you hear in A Realm Reborn, since it accompanies the dramatic introduction sequence that depicts the end of the 1.0 world through the Calamity — an event that those who played the original incarnation of Final Fantasy XIV actually lived through.

    The Calamity saw the descent of the artificial moon Dalamud as a result of the machinations of Nael van Darnus, an overly ambitious Imperial legatus and the main antagonist of the 1.0 storyline. As the moon approached Eorzea, however, an unexpected thing happened: it burst open to reveal a very angry Bahamut, who proceeded to lay waste to the realm in his somewhat understandable rage — after all, you'd be pissed off if you'd been locked inside a moon since ancient times, wouldn't you?

    All looks lost for Eorzea, but the intervention of Archon Louisoix, a major character in the 1.0 storyline and quests, sees something mysterious happen that no-one quite understands or remembers. Everyone wakes up five years later in a realm that is somewhat different to what it once was, but still very much intact. This is how A Realm Reborn kicks off, but the main storyline then goes off in its own direction and the truth of what really happened in the Calamity doesn't start to be revealed when (if) you venture into the Binding Coil of Bahamut.

    Through your explorations of the three Coils, you discover not only the truth behind the Calamity, but also what happened to a number of important characters who had apparently disappeared or died — most notably, Louisoix himself and Nael. Needless to say, everything comes back to Bahamut in the end — but during your investigations you also discover exactly what it was that led to Bahamut's imprisonment inside the artificial moon, and why he's so full of rage and resentment towards humanity.

    Since "Answers" is a song so closely tied to this storyline, it's fitting that it should be the accompaniment for its final conclusion. And it's used beautifully throughout the fight, too, beginning with the mournful baritone lyrics speaking of suffering and pain, moving through the gentler, sweeter female lyrics that speak of "the land's light of justice" and walking free before eventually culminating in the gloriously thick-sounding choral finale. The music isn't just played straight through, though; the simple, sparse baritone singing is used in the fight's first phase, the female lyrics come in in the second phase as you start having to deal with Bahamut's minions as well as the dragon god himself, and the explosion of passion that is the finale comes as Bahamut Prime begins casting his ultimate attack Teraflare: a devastating blast of flaming energy that, assuming you survive, signals the beginning of the end.

    Final Fantasy XIV uses music spectacularly well throughout to help with its storytelling. Each of the story's main confrontations are accompanied by their own unique theme tunes, many of which have relevant lyrics. The presentation of the game's absolutely, positively, definitely final battle (until Heavensward, obviously) is no exception to this, and I'm very excited to hear what Soken and his team come up with to accompany our new adventures.

    It's now 1am, though, and since I've had like three hours sleep, I think it's probably time I caught up a bit.

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    1974: E3 is Bringin' It https://imnotdoctorwho.moegamer.net/2015/06/16/1974-e3-is-bringin-it/ https://imnotdoctorwho.moegamer.net/2015/06/16/1974-e3-is-bringin-it/#comments Tue, 16 Jun 2015 23:41:51 +0000 https://angryjedi.wordpress.com/?p=7444 I've paid more attention to E3 this year than I have done in recent memory — even when I was actively covering it for publications I was writing for. When I was covering E3 and writing up news, I was often struck with how few of the "big announcements" were of interest to me personally, … Continue reading 1974: E3 is Bringin' It

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    I've paid more attention to E3 this year than I have done in recent memory — even when I was actively covering it for publications I was writing for. When I was covering E3 and writing up news, I was often struck with how few of the "big announcements" were of interest to me personally, with the press conferences in particular being full of flashy but ultimately predictable and unsurprising bombast with very little in the way of genuine surprises.

    This year it has all changed, though. After a wobbly start — Microsoft, EA and Ubi's press conferences were all decent enough but rather forgettable — Sony pulled a corker out of the bag by revealing that all three of the totally implausible rumours that had been flying around were, in fact true. Yes, Square Enix is doing a complete remake of Final Fantasy VII, coming first to PlayStation 4. Yes, The Last Guardian still exists, and there's gameplay footage to prove it. And yes, Shenmue III is on the way after a very long break — part-funded by Kickstarter (you're damn right I pledged) and part-funded by Sony.

    Then today was Square Enix's presentation. In between the flashy but predictable games we all knew were coming — Just Cause 3 in particular is looking like it might be fun — there were some honest-to-goodness genuine surprises, chief among which was the fact that there's a fucking new Nier game on the way, developed by Platinum Games.

    This announcement was so out of the blue and unexpected that it genuinely blew people away. People were waiting for something unannounced to be revealed at Square Enix's conference, but many had become convinced it was something to do with Chrono Trigger. Nope; it's a new Nier game featuring a dream team of development talent, including the original producer, director and composer as well as art from the guy behind Bravely Default.

    adore Nier. It's a wonderful, wonderful game that went sadly unappreciated in its own lifetime, ever-doomed to languish with a Metascore of 68 thanks to critics who were more wrapped up in its technical shortcomings than its ambitious and emotional story, wonderful use of the interactive entertainment medium to tell it, unconventional and fascinating characters and at times baffling fusion of game styles. It's a beautiful experience with a narrative that sticks with you long after you've beaten it, and one of the most haunting musical scores I've ever heard in any medium. (I have the piano score for it; it's a delight — and a challenge — to play.)

    The news that a new Nier game is on the way is, in short, extremely welcome to me — and the fact that it looks like it will be focusing on the original game's main heroine Kaine, a very angry intersex woman who has a somewhat troubled but oddly touching relationship with the protagonist Nier, is an absolute delight. I can't wait to see what wonders the creative geniuses behind this absolute work of art come out with on new-generation hardware; I don't doubt that it will be warped, full of jank and weird as fuck, but those things are what made the original Nier so utterly fascinating to play and to talk about.

    So, in short, this has been the most exciting E3 for some time now. And then Final Fantasy XIV's expansion Heavensward flings open its Early Access doors on Friday… man. What a time to be into video games.

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    1973: Muses https://imnotdoctorwho.moegamer.net/2015/06/15/1973-muses/ https://imnotdoctorwho.moegamer.net/2015/06/15/1973-muses/#respond Mon, 15 Jun 2015 22:29:35 +0000 https://angryjedi.wordpress.com/?p=7442 The world and their dog are talking about E3 at the moment, because everyone needs to livetweet the things that everyone else is watching. So rather than add to the noise, I'm going to talk about something completely unrelated to E3 or even video games: Love Live! I've mentioned Love Live! a few times recently, I know, but … Continue reading 1973: Muses

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    The world and their dog are talking about E3 at the moment, because everyone needs to livetweet the things that everyone else is watching. So rather than add to the noise, I'm going to talk about something completely unrelated to E3 or even video games: Love Live!

    I've mentioned Love Live! a few times recently, I know, but the more I watch it the more I adore it. I'm coming up on the end of the second and final season now, and I've been very surprised how genuinely emotional it's been: the premise ("cute girls get together and form an idol group to save their school") is pure fluff, of course, but the amount of heart and soul with which the whole experience is infused with is simply magical.

    The first season of Love Live! drew a little criticism from fans for taking quite so long to "get going", as it were; it's about nine episodes before the entire cast is together, and the season is only 13 episodes long, which doesn't leave a whole lot of room for the main thrust of the story: Honoka's (and, later, the rest of the group's) dream to perform at the Love Live school idol festival in front of an army of adoring fans.

    I could initially see where these complaints were coming from, but now I'm coming up on the end of the second season, I completely understand why they spent so long over introducing the characters and exposition in the first season: it's so that when the main drama of the latter part of the second season comes along — the impending graduation of three of the characters, and the question of what happens to their group once they've gone — it's all the more effective because you have a deep understanding of these characters and their affection for one another by this point. Love Live! is an immensely popular anime for fans to "ship" favourite couplings in, but it's abundantly clear throughout that the affection — and, possibly, romance — between pairings like Nico x Maki, Rin x Hanayo and Eli x Nozomi was entirely intentional on the part of the writers, and the audience feels like they're a part of this intimacy that the group of nine share with one another.

    It tugs at the heartstrings, for sure, and I'm not ashamed to say that a couple of the most recent episodes I've watched may have drawn a tear or two. I will also be very disappointed if the final episodes aren't total tearjerkers.

    What's interesting, though, is that Love Live! doesn't elicit this kind of emotion in the same way as notorious "crying anime" such as AnoHana and Clannad: there's no tragedy, there's no real adversity besides the girls having to overcome various challenges on their quest for idolhood, there's no death, pain or suffering. There's just a wonderfully heartwarming sense of love and affection infusing the whole show, and the prospect of that ending is emotional — not because it's sad (though it is that, too, to a certain degree), but because it's a delight to have been able to ride along with these girls as they forged the sort of friendships that last for life.

    I'm really intrigued to see how the series ends — and what the recently released movie has to offer if I'm able to track down a means of watching it. Suffice to say, then, that I am very much a Love Live! convert.

    Oh, and if you were wondering, my provisional "best girl" ranking — provisional because the season's not over yet, and there's scope for things to change, I'm sure! — is as follows: Maki > Eli > Nozomi > Kotori > Umi > Honoka > Nico > Hanayo > Rin, with the proviso that I don't actively dislike any of them; Rin is simply my least favourite, nya. (Although bonus points to her for the "nya"-ing, a trait that always makes me go a bit weak at the knees.)

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    1972: Togetherness https://imnotdoctorwho.moegamer.net/2015/06/14/1972-togetherness/ https://imnotdoctorwho.moegamer.net/2015/06/14/1972-togetherness/#comments Sun, 14 Jun 2015 21:08:49 +0000 https://angryjedi.wordpress.com/?p=7440 You know, I really shouldn't be surprised about this any more, what with us living in the Information Age or whatever it is we're in, with the Internet an omnipresent, omniscient collective of intelligences (in most circumstances) that, as a whole, never sleeps. But it does. What, I hear you ask? The fact that someone, … Continue reading 1972: Togetherness

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    You know, I really shouldn't be surprised about this any more, what with us living in the Information Age or whatever it is we're in, with the Internet an omnipresent, omniscient collective of intelligences (in most circumstances) that, as a whole, never sleeps. But it does.

    What, I hear you ask? The fact that someone, somewhere in the world, is probably doing the same thing you are at the exact same time as you.

    I don't often think about this, but it occurs to me when I fire up a multiplayer game that isn't the current "flavour of the month" or Call of Duty. For example, I downloaded Tetris for my PlayStation 4, as it's a long time since I seriously played Tetris and I fancied something that I could play together with Andie. The PS4 version of Tetris has an online mode where you can play any of the game modes with up to three other people playing at the same time as you. In the case of the "Battle" modes, you can directly interfere with one another, as is the tradition in Tetris multiplayer, but there are also a number of modes where you're pretty much just playing alongside other people, perhaps to compare performance or pick up tips.

    Now, Tetris is one of the most well-known, loved and respected games in the world, but I still find it surprising that there are people out there who make time to sit down and compete online. I'd ask "why?" but then I'd be forced to ask myself why had chosen to play it online, too — and their answer would probably be the same as mine: to have some sort of "connection" with another person, even if it's a non-verbal one that is as simple as a shared interest. (Aside: Online Tetris players are frighteningly good.)

    It's not just Tetris, either; I can sit down and play a mobile game like Brave FrontierLove Live! School Idol Festival or Drift Girls and jump into one of the online modes in those and still find a live opponent to compete against. Again, in most cases, communication isn't direct — most of these games don't have a chat facility due to the impracticality of it in a mobile game — but it's oddly heartwarming to be sharing an experience with other people, even if it's only for a few short minutes as you attempt to full-combo Snow Halation or raise your ranking in the Drift Girls world tour mode.

    Anyway. It's kind of cool to occasionally connect with people in passing like this; with gaming often being a relatively solitary pursuit, it is sometimes nice to feel like there are other people out there who are into the same things as you — and perhaps even to share an experience with them.

    Now I've probably got time for a quick Love Live! score match…

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    1971: don't bully!! https://imnotdoctorwho.moegamer.net/2015/06/13/1971-dont-bully/ https://imnotdoctorwho.moegamer.net/2015/06/13/1971-dont-bully/#respond Sat, 13 Jun 2015 17:43:00 +0000 https://angryjedi.wordpress.com/?p=7095 Here's a curious paradox for you: how much of the supposed epidemic of "bullying" and "harassment" going on on the Internet these days is down to people bringing it upon themselves? This isn't a question of "victim blaming", as the buzzword has it, but it's an actual phenomenon that I've observed — and, in my … Continue reading 1971: don't bully!!

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    Here's a curious paradox for you: how much of the supposed epidemic of "bullying" and "harassment" going on on the Internet these days is down to people bringing it upon themselves?

    This isn't a question of "victim blaming", as the buzzword has it, but it's an actual phenomenon that I've observed — and, in my younger days, even engaged in myself. I can't explain why I did such a thing, but I know I did it, I know that I was aware I was doing it even at the time, and yet I simply couldn't stop myself.

    I suffered dreadfully at the hands of bullies in primary school. I'm not sure what it was about me — my hair, my accent, the fact my ears appeared quite large in comparison to my head (I've since "grown into" them, I think) or some combination of all of the above and a few other things besides — but I was a regular target for some of the schools more notorious troublemakers. And it wasn't to do with my friendship group, either, as on a number of occasions my supposed "friends" actually sided against me in an attempt to win favour points with the bullies (who, inevitably, were the "cool" kids). Perhaps it was self-preservation, perhaps they'd really had enough of me; either way, it was a betrayal, and it hurt.

    But I know that I was partly to blame for some of the incidents that happened. I recall deliberately goading the bullies on more than one occasion — swearing at them, insulting them, trying to attack them — and inevitably being knocked to the ground, winded and crying. The teachers on duty would do their usual "come over and look concerned" bit, but then nothing would ever happen to the people who had assaulted me. And so the cycle would repeat, over and over again.

    Perhaps it was an attempt to claw my own little bit of "power" on the playground, because I was very much at the bottom of the food chain. Perhaps it was an attempt to let out my frustration about what I now recognise as social anxiety and difficulty interacting with some people. Perhaps I was just a little cunt. I honestly don't know the reason. But what I do know is that despite the fact I was the "victim", I was also genuinely to blame for a goodly proportion of those incidents — not all of them, mind, but a fair few of them.

    And I'm reminded of this as I watch interactions on social media today. Mr Brandon Orselli, the chap who runs NicheGamer, an independent games site that I've become quite fond of, regularly has to fend off people who start attacking him, his work and his staff without any sort of provocation. Their reasoning? His site has, at times, been sympathetic to the consumer revolt known as "GamerGate", which has now been raging for some ten months and, despite a considerable amount of evidence to the contrary, is still regarded as a "hate group" of "misogynists".

    Now, I'm not here to talk about GamerGate and whether or not it's right (largely because I know it's a topic of discussion that tends to become irrational very quickly — both "sides" are very much at fault in this regard, and frankly I want nothing to do with the perpetual arguments and finger-pointing) but one glance at the front page of NicheGamer will tell you that it's absolutely not any sort of GamerGate propaganda rag. Rather, it's an up-and-coming independent site with a clear focus, a staff that is obviously passionate about their work — including some highly knowledgeable specialist writers — and an editor-in-chief who is not afraid to stand up for himself, his work and his site.

    Orselli does admittedly, at times, come across as a little arrogant on social media — but you know what? I understand the pride he takes in his work, and the pleasure he feels when things go well for his site. And I very much respect his choice to take the bull by the horns and engage these "critics" in an attempt at conversation even as they are, at times, spreading information that simply isn't true.

    Why am I reminded of my own playground experiences? Well, the sort of people who are attacking Orselli and his staff remind me of the young me. They poke and they poke and they poke and they goad and they goad and they goad… and then they call foul (or, more accurately, "harassment") when the person they've been poking and goading bites back. (It has to be said, mind you, that it's not quite the same situation: Orselli is not a "bully", has shown admirable self-restraint and civility in these interactions, and has been a lot more calm and collected about them than I probably would be!) In other words, observing from the outside and recognising this behaviour as something I once did (as a child!) makes it seem very much like those attacking Orselli, his site and others like them are specifically going out and looking for trouble so they can further their "harassment" narrative.

    Certainly nothing I've seen of NicheGamer's output — and since I've pretty much stopped following big games sites as they don't cover many of the games I'm interested in these days, it's one of the few sites I do check in on semi-regularly — warrants the sort of unpleasantness I've seen hurled at Orselli and his team on a seemingly daily basis, whatever your feelings on GamerGate (which, as previously noted, is not the same thing as NicheGamer). If anything, NicheGamer should be applauded for trying something different in a world of identikit big magazine-style or blog-type games sites, and catering to a specific audience rather than casting a very wide but very shallow net.

    But anyway. It hopefully goes without saying that this isn't any attempt to diminish any instances of genuine harassment that actually goes on on social media — after all, I've dealt with it myself, so I know how shitty it is. But this sort of behaviour — deliberate provocation — just rubs me up the wrong way, particularly as I've suffered at the hands of bullies many times over the years, both by bringing it on myself and through no fault of my own. So in the words of Twitter's favourite anti-bully ranger:

    https://twitter.com/antibullyranger/status/609751052125016064

    Or, to put it another way, don't be a cunt.

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    1970: Phoenix Down https://imnotdoctorwho.moegamer.net/2015/06/13/1970-phoenix-down/ https://imnotdoctorwho.moegamer.net/2015/06/13/1970-phoenix-down/#respond Sat, 13 Jun 2015 00:01:14 +0000 https://angryjedi.wordpress.com/?p=7436 We cleared The Final Coil of Bahamut, Turn 3 (aka Turn 12) in Final Fantasy XIV this evening. That means there's only one more boss left to go until I've officially cleared everything in the game at least once. Said boss is a biggie, however; I'd expect nothing less, both for the "true final boss" of the … Continue reading 1970: Phoenix Down

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    We cleared The Final Coil of Bahamut, Turn 3 (aka Turn 12) in Final Fantasy XIV this evening. That means there's only one more boss left to go until I've officially cleared everything in the game at least once. Said boss is a biggie, however; I'd expect nothing less, both for the "true final boss" of the game and for the "true final boss" of a Final Fantasy game.

    Turn 12 is an enjoyable fight, though. It took a bit of practice to get it right, but we eventually got there without too much difficulty and frustration. It's interesting in that it's quite unforgiving of any mistakes you might make, but also relatively straightforward and easy once everyone knows what they're doing. There's a lot less in the way of randomness than some of the other encounters (particularly in Coil) so there's a lot less in the way of unexpected things for the party to deal with — any unfortunate happenings can usually be traced directly back to someone doing something wrong somewhere.

    Interestingly, a guildmate pointed out that the fight is very unforgiving because unforgiveness is an important narrative theme of the confrontation itself. I won't spoil the story context of it for those who are yet to clear and hoping to remain unspoiled — it's a significant narrative moment in the grand scheme of Final Fantasy XIV's overarching storyline, particularly the spectacular cutscene that follows your victory — but I found it really cool that the mechanics of the game mirrored the narrative themes so nicely. It's a subtle thing, but as someone who is very much interested in the different ways interactive entertainment can tell stories, I liked it very much.

    I've been a little burnt out on the game recently, as prior to the imminent expansion Heavensward it's been going through its longest drought of new content since it launched, and it's been hard to motivate myself to keep running the same things over and over again, particularly as in some cases the things I "need" to run for various quests are things that have been in the game since launch, and as such I can probably do them in my sleep. (The Aurum Vale is a bit of an exception; I kind of like that there's a dungeon that can still kick the arse of an unprepared or complacent party, even if it can be frustrating to plough through sometimes.)

    There's also the fact that with Heavensward comes a level cap increase, too, and as such a lot of the shiny, top-end gear that everyone's been stocking up on will probably be irrelevant in a matter of weeks following the expansion's release — though not much has been revealed about new gear as yet, so it will be interesting to see how they deal with the discrepancy between character level (currently capped at 50, rising to 60 with Heavensward) and gear level (currently capped at 130, with a couple of individual items being level 135) without revamping the whole system. (Or perhaps they will revamp the whole system, I don't know. Either way, I'm looking forward to it.)

    Running T12 tonight, though, reminded me the main reason I play this game; it's not to always be running new and exciting things, it's not to bring down fearsome foes — though that's cool — and it's not to experience the story (which is also great) — but instead it's to have a good time with people who have become really good friends over the course of the last couple of years. The feeling of camaraderie you build when playing a game like this over a long period is unlike anything else in all of gaming, and it's a delight to be able to team up for nights like tonight, where everyone bands together against a common challenge and helps each other out.

    So yeah. I may be a little burnt out on grinding for tomestones and the current gear treadmill, but there's still plenty of life in Eorzea's champion Amarysse yet; and I have no doubt whatsoever that Yoshi-P and his team will deliver a spectacular experience with Heavensward that will make me fall in love with the game all over again. Only 6 days until Early Access starts… man, I better finish Omega Quintet before then…

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    1969: μ's Music Start https://imnotdoctorwho.moegamer.net/2015/06/11/1969-%ce%bcs-music-start/ https://imnotdoctorwho.moegamer.net/2015/06/11/1969-%ce%bcs-music-start/#respond Thu, 11 Jun 2015 22:10:17 +0000 https://angryjedi.wordpress.com/?p=7434 I've been continuing to watch Love Live! and it's become something of a favourite, particularly now I'm in to the second season which, for my money, is considerably stronger than its entertaining but rather slow-paced debut. A while back I wrote about how the show is unabashedly nice about everything, and keeps a positive spirit pretty much all of … Continue reading 1969: μ's Music Start

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    I've been continuing to watch Love Live! and it's become something of a favourite, particularly now I'm in to the second season which, for my money, is considerably stronger than its entertaining but rather slow-paced debut.

    A while back I wrote about how the show is unabashedly nice about everything, and keeps a positive spirit pretty much all of the time without resorting to overblown, melodramatic conflict between characters. The second season has definitely had more in the way of conflict and drama, but it's been kept sensible and believable for the most part, and primarily used as an opportunity to develop the characters and their relationships with one another further.

    One thing that is particularly charming about the show is how it subtly splits the main cast of nine down into smaller subgroups and pairings. We see the development of these individual small groups and couples as well as the group as a whole, and it's rather touching to see — particularly as in many cases, things aren't made particularly explicit, but it's extremely obvious to see, for example, the genuine affection that Maki and Nico have for one another.

    It's funny, too. This scene was a particular standout moment for me:

    And there's plenty of other great moments. I particularly like how the characters all have a few surprising elements to go alongside the trope their "facade" appears to be based around. Nico, for example, acts like a cheerful and energetic young girl when she's on stage and performing, but becomes one hell of a tsundere when she's in private. Nozomi, meanwhile, initially appears to be softly-spoken and refined, but occasionally reveals some surprisingly lecherous tendencies towards her bandmates.

    Umi's a particular highlight for me. Initially positioned as the conventional "class representative" type — long dark hair, stern expression, takes everything much too seriously — she occasionally reveals that she has a fun side underneath her mature exterior, which she primarily maintains in order to keep the rather childish and impetuous Honoka in check. Umi has some wonderfully deadpan lines, and despite the "class rep" type of character usually being fairly expressionless (or limited to one emotion — usually anger and frustration at everyone else's incompetence), Umi is actually one of the more expressive characters in the show; her calm and refined demeanour for the majority of the time makes it all the more impactful when she does genuinely get mad or sad.

    In short, then, I can well and truly understand why this show is so beloved by its fans, even as it's surrounded by hundreds of other shows that may seem conceptually, thematically or aesthetically similar. Love Live! stands above your average slice-of-life with its loveable characters, catchy songs and sense that it's a show with some genuine heart and soul behind it.

    I'm looking forward to watching the rest, and will be intrigued to check out the movie when it eventually arrives.

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    1968: Another Week, Another Pound https://imnotdoctorwho.moegamer.net/2015/06/10/1968-another-week-another-pound/ https://imnotdoctorwho.moegamer.net/2015/06/10/1968-another-week-another-pound/#comments Wed, 10 Jun 2015 22:07:14 +0000 https://angryjedi.wordpress.com/?p=7431 Weigh-in night tonight, as it is every Wednesday, and I'm pleased to report that I've shed another pound this week. This is less than I've lost in some weeks, but I'm just pleased that it's continuing to go in a downwards direction almost every week. In the however-many-weeks it is since I joined Slimming World, I … Continue reading 1968: Another Week, Another Pound

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    Weigh-in night tonight, as it is every Wednesday, and I'm pleased to report that I've shed another pound this week. This is less than I've lost in some weeks, but I'm just pleased that it's continuing to go in a downwards direction almost every week. In the however-many-weeks it is since I joined Slimming World, I think I've only had one week where I put on weight, and in that instance it was only a pound. (And an entirely justified pound, given the amount of meat I consumed during my birthday celebrations.)

    I'm still feeling positive about the whole thing, and I'm glad; one of the things that put me off any sort of dieting before was the fact that I'd get so utterly bored of it by a few days in, start "treating" myself to something because it couldn't hurt, and then end up right back where I started again. Or, in some instances, the diet would prove to be detrimental to my health; I recall I experimented with Atkins on one occasion and promptly spent most of that week suffering from some of the worst headaches I've ever had in my life. I didn't try that again.

    But Slimming World allows me the flexibility to enjoy food — and food I like too. I'd probably get faster weight loss if I had a few more salads and few less bacon sandwiches of a morning, but I like bacon sandwiches and salads are rubbish, so since I'm still losing weight even when I have bacon sandwiches in the morning, I think I will stick with the bacon sandwiches, thank you very much.

    I think the key to the whole thing, which is what I didn't seem to work out and/or stick with on any previous occasion where I've tried dieting, is to find "acceptable" substitutes for the things I like. My biggest weakness was always sweet things — sweets, chocolate, fizzy drinks, cakes, pastries, that sort of thing. The most significant change I've made to my eating and drinking since I started Slimming World is swapping out highly calorific sweet things for things that still satisfy that craving for something sweet but which don't cause me to pile weight on.

    Muller Light yoghurt, for example, is "free" on Slimming World, meaning that you can have as much of it as you like in a day. I've found a bunch of flavours that I like very much (Vanilla with chocolate sprinkles, orange with chocolate sprinkles, coconut with chocolate sprinkles, cherry and the cappuccino one they don't seem to make any more) and will now reach for one of those rather than a chocolate bar.

    Of course, the "syns" system on Slimming World means that I do have the flexibility to have a biscuit or a piece of chocolate now and again, so long as I don't go completely out of control with it. I can even enjoy an Indian takeaway within my allowance — turns out my favourite curry (dansak) is the lowest-syn curry there is, so I call that a win and a half. (Other favourites Chinese and pizza, however, are pretty much out of the window, sadly, though I'm surprised how little I've missed them.)

    I have set myself a "target" weight that is still a fair distance away, and depending on how long it takes to get there and how I look and feel when I get there, I may consider attempting to lose even more on top of that. But I no longer feel as I once did — that the weight I had put on was never coming off, ever — and I feel hopeful and confident that, even if it takes months or years, I'll eventually be able to get to where I want to be. Seeing one member of the group tonight picking up his award for having lost a total of six stone since he joined was inspiring; I'm already over halfway to where he is after a relatively short period of time, so I'm looking forward to what the future holds, particularly as I'm already starting to feel better about myself when I see myself in a mirror or look down at my still-flabby-but-not-quite-as-much-as-before gut.

    The journey will be long, then, but I'm still very much on the right road. I'm glad I took that difficult first step.

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    1967: Drift Girls - Surpassing My Expectations https://imnotdoctorwho.moegamer.net/2015/06/09/1967-drift-girls-surpassing-my-expectations/ https://imnotdoctorwho.moegamer.net/2015/06/09/1967-drift-girls-surpassing-my-expectations/#respond Tue, 09 Jun 2015 16:10:57 +0000 https://angryjedi.wordpress.com/?p=7425 A few weeks ago, I happened to come across a site promoting an upcoming new mobile game called Drift Girls. On paper, it sounded like my sort of thing — a combination of dating sim and arcade driving mechanics — but I was wary of it for being on the mobile platform, primarily because playing driving … Continue reading 1967: Drift Girls - Surpassing My Expectations

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    A few weeks ago, I happened to come across a site promoting an upcoming new mobile game called Drift Girls. On paper, it sounded like my sort of thing — a combination of dating sim and arcade driving mechanics — but I was wary of it for being on the mobile platform, primarily because playing driving games with a touchscreen suuuuuucks.

    Regardless, I signed up to be informed when it was available (and to be in with a chance of winning some in-game goodies when it launched) and I was pleased to see this morning that the game had apparently launched either last night or early this morning. So, with some trepidation, I decided to fire it up and take a look.

    And… and… well, it's good. Really good, actually.

    Screenshot_2015-06-09-10-16-12

    The basic structure is similar to most other free-to-play gacha games out there, since those are a proven model for profitability, expandability and social features. In this case, the things you're collecting, fusing, evolving and upgrading are cars and car parts, and as usual there's more than a slight element of "gotta collect 'em all!" to the gameplay — though personally speaking, I find collecting things like cars somewhat less compelling than collecting characters, so I feel far less "guilt" in this game when sacrificing things I don't need to level up the things I am using.

    There are a few twists, though. Firstly, unlike some past street racing-themed free-to-play games that didn't even bother to depict the races — yes, this is a thing that actually happened, and several times, as I recall — Drift Girls has some really rather lovely-looking 3D racing sequences that make good use of the limitations of touchscreen-based mobiles to provide an enjoyable, snappy experience that rewards skill as well as making the numbers on your stat sheet go up.

    Screenshot_2015-06-09-15-38-07

    The control scheme works because it doesn't expect you to do too much. All you have to do is rev your engine at the start line, preferably so it's in the green area of your rev counter to get a Perfect Start, and then press and hold one of the two directional "drift" buttons when you reach a corner. Timing your drift appropriately will increase your speed through the corner as well as earn you nitro boosts, which can be either triggered for a big speed boost or saved until you finish for some bonus monetary rewards when you finish the race. That's it, essentially; the challenge comes from increasingly complex courses and increasingly unforgiving opponents, so you'll need to improve both your own skills and your car's stats in order to progress beyond a certain point.

    Here's where the dating sim aspect comes in. Shortly after the opening, the game presents you with three eligible young bachelorettes and invited to spend some time with one of them. You can take the girl on dates or buy her gifts to increase her affection, and higher affection means that she provides you with more significant bonuses as well as some other… benefits. Yes, if you max out her affection, you can shag her… I'm sorry, "take her on an overnight date", which, if you pick the right place to take her, will confer on you a long-lasting 100-point stat bonus, which is significant in the early game.

    Screenshot_2015-06-09-15-47-53

    Mechanically, then, the girls are "equipment" of a sort, but the developers have actually bothered to put some effort into the writing, with each girl having a distinct personality, a backstory that she gradually reveals as you get to know her over the course of a few dates, and her own set of reactions to various in-game events such as winning, losing, challenging particularly difficult races and all sorts of other things. You're even rewarded for each of these events that you see, even if it's only a couple of lines, so there's incentive to stick with one girl and get to know her fully — though you can also be a bit of a player if you really want to, too.

    It would be easy to dismiss Drift Girls as shallow fluff of the usual sort you see on mobile, and sure, there's a certain amount of the usual free-to-play stuff going on — energy bars, premium currency, that sort of thing — but like many of the other actually good free-to-play games I've had the pleasure of playing recently, the game isn't stingy with rewards for non-paying players, and it's overall a highly polished experience that is just plain good. Not "good for a mobile game", but good.

    If the premise sounds intriguing, then I recommend giving it a shot — and feel free to add me as a friend in the game under the ID "AstralFire".

    Grab it from Google Play or the App Store.

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    1966: Yes, Please Kill Clickbait https://imnotdoctorwho.moegamer.net/2015/06/08/1966-yes-please-kill-clickbait/ https://imnotdoctorwho.moegamer.net/2015/06/08/1966-yes-please-kill-clickbait/#comments Mon, 08 Jun 2015 22:12:14 +0000 https://angryjedi.wordpress.com/?p=7423 I read an interesting piece earlier on the subject of clickbait. I won't quote it extensively here as I recommend you read it yourself, but I will provide a handy link for you to do just that. Here. Go on, I'll wait. The article makes a lot of good points, but the one which stood … Continue reading 1966: Yes, Please Kill Clickbait

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    I read an interesting piece earlier on the subject of clickbait. I won't quote it extensively here as I recommend you read it yourself, but I will provide a handy link for you to do just that. Here. Go on, I'll wait.

    The article makes a lot of good points, but the one which stood out most strikingly to me was the suggestion that "via clickbait, many companies believe they can do away with the concept of demographic". And it's absolutely true: the concept of a "target demographic" when it comes to Internet-based publications is fast becoming a thing of the past in favour of casting a wide net in the hopes of snagging as many people as possible.

    It feels like it's getting more and more transparent, too; I don't know if this is simply because I'm aware of it from the inside — during my latter days at USgamer, I spent a lot of time publishing walkthroughs for new games to draw in the clicks, so believe me, I know clickbait — or whether outlets really are getting more and more transparent. But when, for example, sites like Forbes Games (games, note) are publishing articles about something that happened in last night's Game of Thrones (a TV show), or sites like Polygon and Kotaku are trying their level best to relate real-world events to video games in as ham-fisted a manner as possible, something is very, very wrong.

    I've mentioned before that I very much miss the "golden age" of magazines in the mid-to-late '90s. Magazines each had a distinctive voice, style and target audience. Some, like the Official Nintendo Magazine, were aimed at kids, and used layout, language and presentation to match. Others, like Zero, were aimed at slightly older people who enjoyed a bit of irreverent humour. Others still, like ACE, were aimed at the general games enthusiast, not someone loyal to a particular platform. And others still, like Page 6/New Atari User, which my father, my brother and I all used to contribute to, had a tightly focused target audience of platform enthusiasts who were into more than just games.

    While certain sites do still have "voices" to an extent thanks to well-known writers, there's less and less to distinguish between them, particularly as the default "thing to care about" for these publications these days appears to be Social Issues like sexism and racism. But I find it hard to take these articles seriously when they clearly very much fall into the clickbait category — Polygon's recent piece on The Witcher 3 maybe possibly probably being racist was a double whammy, in fact, combining two pieces of bait: the name of a popular current release, and an accusation that said popular current release is, in some way, bad and wrong. Whether or not it's "right" to read the piece in that way — or in a manner which suggests If You Like The Witcher You're Okay With Racism — is kind of besides the point; people do read it that way, and they quite understandably take umbrage with the implications suggested by articles like this. Same with Kollar's piece on Dungeon Travelers 2 from a while back, though in that case the game was largely unknown and it was the publisher Atlus that was the "household name" to draw people in and then slap people around the face with a bit of This Is Problematic bullshit.

    I remember before this dark period of games journalism started when a lot of people were attacking Kotaku for different reasons to today. In fact, there's a relevant entry on this very blog from that very period, in which I explored the possibility that Kotaku might have actually been doing what I'm arguing for here: pursuing a specific demographic.

    Targeting a specific demographic isn't a negative thing, and we need to stop thinking that it is, because if you spread yourself too thin, you don't serve any of your audience to their satisfaction. One size does not fit all, and not everyone wants to read about the same things. And that's fine! What we need is more diversity of opinion and more places for people to go and get different viewpoints. And that's something we're not getting at the moment — at least not from the commercial sites. It's pretty telling that the small, independent sites out there are doing a far better job of this than the big names — and it's absolutely criminal that sites like this are, at present, unable to make money thanks to the business' continued reliance on the clickbait model rather than something more fair and less manipulative.

    Ultimately it's best to find places you enjoy reading that you feel "speak" to you, but if I may give a recommendation to those of you who are into similar sorts of games to me: do check out Digitally Downloaded; editor-in-chief Matt Sainsbury and his team work hard to provide interesting, thought-provoking and well-written pieces of criticism about a diverse array of games as well as anime, manga, film and literature. They manage to produce pieces of relevant social and cultural commentary and criticism and relate them to games without pointing fingers or pandering to anyone; its writers are passionate and believe in the things they write, and the result is a site I continue to enjoy and respect even as I've switched off from reading most of the mainstream games media these days. It'd be great to see sites like this grow, and the industry as a whole evolve.

    Will it happen? Well, that's partly up to you, isn't it?

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    1965: Some More Words About Vita https://imnotdoctorwho.moegamer.net/2015/06/07/1965-some-more-words-about-vita/ https://imnotdoctorwho.moegamer.net/2015/06/07/1965-some-more-words-about-vita/#comments Sun, 07 Jun 2015 22:58:58 +0000 https://angryjedi.wordpress.com/?p=7421 I feel like I've written this post a number of times before — indeed, I had to search my own blog just to make sure — but I feel it's time we talked about the PlayStation Vita. Again, because the issues I described last time really haven't improved a great deal — at least not … Continue reading 1965: Some More Words About Vita

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    I feel like I've written this post a number of times before — indeed, I had to search my own blog just to make sure — but I feel it's time we talked about the PlayStation Vita. Again, because the issues I described last time really haven't improved a great deal — at least not so far as the press is concerned.

    Sony's handheld is a wonderful platform. It's arguably the most distinctive of all the currently available platforms — with the possible exception of Nintendo's 3DS — thanks to its unique library of titles, and it's very much carved out its own niche.

    By virtue of this, however, the platform is, by definition, not ideal for everyone. Despite originally being marketed as the most powerful handheld on the market — and I don't have the tech specs to hand, but certainly from casual observation I don't doubt that claim — Vita is not a platform on which you should expect to play a lot of "triple-A" games. And this is what has led some people to regard it as a "failure"; a seeming lack of the big hitter franchises like Call of Duty, Assassin's Creed and Battlefield on the platform coupled with the apparent lack of support from both triple-A studios and, at times, Sony itself doesn't paint a particularly rosy picture.

    But here's the thing: it doesn't matter. It may not be entirely what Vita was originally positioned as, but Vita's niche serves a passionate market. Several passionate markets, in fact: specifically, the market that enjoys localised Japanese games (or, indeed, those who like to import, since Vita is region-free, unlike the 3DS) and the market that enjoys interesting, creative and/or experimental independently developed Western games. Between those two niches — which have a certain degree of crossover — Vita has an astonishing library of quality games, even without the heavy hitters of the industry.

    And who wants to play visually spectacular triple-A games on a tiny screen, anyway? Triple-A isn't playing to the platform's strengths at all, which explains why since an initial few attempts — most notably an Uncharted game that apparently wasn't all that bad but not as good as the PS3 installments, and an absolutely terrible Call of Duty spinoff — triple-A developers are paying the console little to no mind. (Ubisoft is something of an exception to this, though their smaller titles are very much designed with an "indie" philosophy in keeping with the Vita anyhow.)

    Vita's strength is its portability, and its best games are those that cater both to short play sessions and longer marathons. The many, many quality role-playing games that grace the platform are testament to this: although RPGs are typically regarded as somewhat slow-moving, in most cases those that have been designed specifically for Vita have been put together in such a way that you can fire them up for a few battles and still feel like you've had a worthwhile experience. The Neptunia games are a good example; their dungeons are short and their battles super-quick, but if you want to sit down with them for a few hours at a time as opposed to a few minutes, there's plenty of depth to explore there, too.

    So what's my point? Well, mostly bafflement, as expressed by a number of us Vita enthusiasts on Twitter earlier today when we saw yet another article snippet berating the handheld for no particularly good reason. We found ourselves questioning exactly why it's treated this way, and why it's still regarded as a "failure" or "dead". The misinterpretation of Sony's recent "legacy platform" comments certainly didn't help, though one can lay at least part of the blame at the feet of the press for that one for poor reporting.

    Another possible perspective is to do with what I've just talked about: the niches that Vita serves. A while back, Polygon's Phil Kollar — a supposed JRPG expert and enthusiast — posted a particularly obnoxious article berating Atlus for localising Dungeon Travelers 2, a dungeon-crawling RPG starring a cast of cute girls that has a lineage which can be slightly indirectly traced back to an eroge called To Heart 2. (Read my response here, if you're bored.) Kollar lambasted the game while clearly having little to no knowledge of it whatsoever and no desire to explore or investigate it, and he's not the only one to post such a piece. In other words, it's little surprise that popular perception of Vita suffers when it's typically ignored in favour of the big-budget PC and console triple-A flavours of the month — except, of course, when something "problematic" rears its head and gets all the "progressive" types in a tizzy.

    It's probably a gross oversimplification to consider that Vita might be suffering at the hands of the press because many of its games don't fit neatly in with the "progressive" ideology that most mainstream gaming sites are presently trying to peddle — this viewpoint ignores the numerous successful Western indie games, including the more experimental, arty end of the spectrum, for example — but I can't help but feel there's a bit of truth in there. To return to Neptunia, for example, we're talking about a series of games that has grown from very humble beginnings in 2010 into one of the most popular, recognisable, prolific and varied series in the whole Japanese niche gaming market, but is it ever acknowledged by the big sites? Is it bollocks.

    Anyway, fortunately, despite the perpetuation of the "Vita has no games, Vita is dying/dead" narrative, the platform is very much alive, well and beloved by those who have taken the time to understand what it's doing and engage with it. I have a healthy collection of Vita games in both physical and digital format; a somewhat more dedicated friend on Twitter has over a hundred games for his Vita in both physical and digital format, and the new releases out of Japan don't look like slowing down any time soon.

    One thing that's become increasingly clear to me as the years have passed is that the press is rapidly losing relevance, and the numerous "social commentary" pieces that regularly rear their ugly heads are an attempt to move with the times and evolve. Fair enough, but that's not what I want to read in most cases; meanwhile, that which I used to get from games magazines and websites — enthusiastic discussion of games I've played, and recommendations of games I might like to play — I now get from social media, via personal interactions with the people who actually matter when it comes to this sort of thing: the people who are actually playing them.

    As a former member of the games press, it's a slightly frustrating and disheartening situation to see. But so long as Vita keeps coming out with great games that I want to play — and two new ones arrived just this week (Moe Chronicle and Operation Abyss), so I don't think that will be a problem — I'll keep talking about it, and I'm far from the only one who feels this way, thankfully. It's just a pity it's so hard to make people outside our circle of enthusiasts listen.

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    1964: 95 Hours With the Idols https://imnotdoctorwho.moegamer.net/2015/06/06/1964-95-hours-with-the-idols/ https://imnotdoctorwho.moegamer.net/2015/06/06/1964-95-hours-with-the-idols/#respond Sat, 06 Jun 2015 23:07:03 +0000 https://angryjedi.wordpress.com/?p=7419 My game clock in Omega Quintet now reads somewhere in the region of 95 hours. I'm now about three-quarters of the way through my New Game Plus run and attempting to get the True Ending, and then there's a bunch of post-game stuff, too, so that timer's going to tick well over 100 by the time I've … Continue reading 1964: 95 Hours With the Idols

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    My game clock in Omega Quintet now reads somewhere in the region of 95 hours. I'm now about three-quarters of the way through my New Game Plus run and attempting to get the True Ending, and then there's a bunch of post-game stuff, too, so that timer's going to tick well over 100 by the time I've finished, I'm sure. This officially makes Omega Quintet certainly the Compile Heart game I've spent the longest on, and probably getting on for the overall RPG (Final Fantasy XIV excepted, of course) that I've spent the longest on. The previous record holders were Hyperdimension Neptunia Victory from Compile Heart, and I think I took slightly longer than the 100 hours I took for Victory over Xenoblade Chronicles on Wii — and didn't see anywhere near everything.

    Anyway. I don't want to dwell on how long this game is — I could have been done long ago, since I've technically already "cleared" it once and I'm doing all of the optional side quests — but rather on something that I noticed as I was playing today: after nearly 100 hours, I'm still spotting new things about the mechanics and working out ways to leverage them to my advantage.

    Compile Heart games are often quite mechanically interesting. The original Hyperdimension Neptunia, for example, featured a combat system in which I spent hours assembling combo attacks that would neatly chain into one another, swap out characters mid-combo and do all sorts of other cool things. The later Neptunia games took a different approach to battle, with freedom of movement, area-of-effect attacks and different types of strike. Hyperdevotion Noire is a solid strategy RPG with easy to understand but tricky to master mechanics involving elemental affinities, range, height and areas of effect. Moe Chronicle — my copy of which arrived today, hooray! — sees you equipping stereotypically moe traits onto a range of monster girls to give them various special abilities. And there are a few I'm still yet to play, too.

    One thing that the Neptunia series in particular lacks a bit, though, is customisation. The characters aren't completely fixed in their abilities — you have some flexibility in the combo attacks you can equip each character with, and it's possible to customise the special attack combo-finishers they use, too — but so far as their main special abilities go, they're fixed.

    Enter Omega Quintet, then, which offers more customisation than I think I've ever seen in a Compile Heart game, with the possible exception of the original Neptunia. And it's far, far slicker than that game — much as I love it, it was very, very flawed in many places.

    The early part of the game sees you assembling the titular Quintet, and various mechanics are locked out until you've assembled them all and you've read all the tutorials (which are thankfully skippable, so you don't need to read them again on a second playthrough). When the team is assembled and all the mechanics are in place, the default setup gives each of the five girls a different weapon and a basic few skills that they've already learned.

    Skills fall into three broad categories: Elemental Skills (or E Skills) are magic-like abilities that either attack with elemental affinities or provide beneficial effects such as healing or buffing. Mic Skills — the weapons are known as "Mics", because they're idols, after all — are attacks that are tied to an individual weapon type, so the character must have the appropriate weapon equipped in order to use them. And Special Skills are character-specific attacks that require "Voltage" built up through performing well in combat to be able to pull off.

    Of these abilities, only Special Skills are fixed on a per-character basis; everything else is fully customisable. The girls each clearly have a favoured weapon — the one they start with — but there's nothing stopping you from levelling their proficiency in other weapons, too. In fact, it's beneficial to do so, since levelling up a weapon proficiency provides you with additional "Disc Analysis" points besides those you already get from increasing the character's overall level.

    Disc Analysis is Omega Quintet's main progression and customisation system. Each character has a large diamond-shaped grid with lots of nodes on it. Each node represents a new skill, an upgrade to an existing skill or a buff to the character such as additional E Skill slots or increased stat growth when levelling up. Spending the Disc Analysis points acquired through levelling and increasing in proficiency unlocks new abilities and opens up new nodes, since some nodes have prerequisites before you can use them or require you to "approach" them from a particular direction on the grid.

    In my first playthrough, I wasn't terribly careful with how I organised my characters' development. I kept long-term goals in mind — "I want that ability that's all the way over there" — and attempted to take the most direct routes across the grid to where I wanted to go, picking up any necessary prerequisites along the way. This mostly worked, but it left each character feeling fairly "generic", since a lot of them had ended up learning the same or similar skills, and none of them were particularly playing to their strengths.

    This second playthrough, I've been more focused, since I'm playing on the Advanced difficulty. (It hasn't been too difficult yet, but that may be something to do with the fact I carried over my weapons and items from my first playthrough, making me a powerhouse in the early game) I've been specialising my characters and paying more attention to the "Chain Skill" system, which allows multiple characters to trigger more powerful special attacks if they perform the right skills in the right order using the "Harmonics" (simultaneous turn) system.

    Kyouka, for example, has high Vitality — Vitality in this game is your speed stat, for some reason, rather than its more common usage as "ability to take punishment" — which means she usually acts first in a fight. This puts her in an ideal position to be a "buffer", so I've given her all of the stat-boosting spells and, using her four actions per turn, she can increase any four of the party's Song Power (physical attack), Stamina (physical defense), Knowledge (magical attack), Divinity (magical defense/healing power), Technique (accuracy) or Vitality (speed). Alternatively, she can use her spear skills to attack; she has a couple of useful area-of-effect attacks as well as one which draws enemies closer, helping to negate the damage penalty for attacking something at the "wrong" range for your weapon or ability.

    Aria, meanwhile, has high Divinity, putting her in a good position to be a healer. So I've given her the healing spells. Her high Divinity also means that she can shrug off magical attacks quite easily — sometimes they even miss her altogether, and she has good resistance to status effects. When she's not healing, her combat fan skills have some large area-of-effect attacks as well as two skills that steal items from enemies, making her very useful indeed for farming items.

    Nene has the highest Knowledge in the party, making her the "mage". Most of the other characters have fairly woeful Knowledge stats, making their E Skill attacks next to useless for anything other than the status effects or stat penalties most of them come with. Nene, however, probably does more damage with her E Skills than with her gun, so I've given her the most powerful, most costly area-of-effect offensive E Skill spells, making her a powerhouse for blowing things up. She's also very useful for item farming, since her Special Skill comes with a "Rare Steal" effect attached, allowing you to acquire items that you can't get otherwise. In the case of the powerful bosses in the Training Center optional dungeon, these rare items are extremely profitable, though you can seemingly only fight each of these bosses twice before they're gone for good, so no endless farming!

    Otoha and Kanadeko are more "average" characters, with their main strengths stat-wise being Song Power, Stamina and, in Kanadeko's case, Vitality. This makes them solid physical attackers, and in Kanadeko's case, her high Vitality means that she usually acts immediately after Kyouka, allowing for some quick hits before the enemy gets started on pummelling the party. The two of them are distinguished by their Mic Skills, however; Otoha has two large area-of-effect attacks and a huge area-of-effect Special Skill, while Kanadeko has some smaller area-of-effect attacks and a single-target Special Skill, but does considerably more overall damage and also has the ability to delay enemy turns with many of her skills.

    Things get even more interesting when you throw the Chain Skills into the mix. Because Chain Skills necessitate each "step" being performed by a different character, this makes each individual character's arsenal of E Skills important to consider to give access to the widest possible variety of Chain Skills at any given moment. But then you need to consider that character acting by themselves, too, since you can't always guarantee you'll be able to get the turn order to line up just the way you want it in order to pull one off.

    Then you have the Neptunia-esque guard break system, whereby each enemy has a "magnetic field" surrounding them that weakens to varying degrees with each hit they take, and which replenishes fully when the enemy's turn next rolls around. When the field is broken, not only does the enemy take more damage, but certain abilities — particularly Chain Skills and Special Skills — activate a special mode called Pursuit, which extends the usual animation for the skill and does additional hits, usually for quite a bit more damage. As such, it's in your interest to try and batter the magnetic field down as efficiently as you can with low-cost skills, then unleash the powerful Chain Skills and Special Skills when the field is already broken, since Pursuit will only activate if the field is broken at the start of the move in question.

    Sound complicated? It kind of is; the game does explain each of these individual elements to you on your first playthrough, but it doesn't really tell you how to apply them to your advantage. That part is entirely up to you to figure out, and after nearly 100 hours I think I've pretty much cracked it. We'll have to see if these tactics will take me safely to the end of the game and beyond, or whether I'll have to have a strategic rethink at some point!

    Anyway, I've been playing the damn thing all day so I'm going to bed now.

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    1963: Cold Steel https://imnotdoctorwho.moegamer.net/2015/06/05/1963-cold-steel/ https://imnotdoctorwho.moegamer.net/2015/06/05/1963-cold-steel/#comments Fri, 05 Jun 2015 23:28:01 +0000 https://angryjedi.wordpress.com/?p=7417 XSEED Games, localisation specialists extraordinaire, made a number of delightful announcements for fans of Japanese games earlier today. Firstly was the entirely expected but now thankfully confirmed news that Senran Kagura Estival Versus is coming to Western PS4s and Vitas later in the year — I'm supremely happy about this, as Senran Kagura is a fantastic series with some … Continue reading 1963: Cold Steel

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    XSEED Games, localisation specialists extraordinaire, made a number of delightful announcements for fans of Japanese games earlier today. Firstly was the entirely expected but now thankfully confirmed news that Senran Kagura Estival Versus is coming to Western PS4s and Vitas later in the year — I'm supremely happy about this, as Senran Kagura is a fantastic series with some of the best characterisation out there.

    Secondly, the more "major" news for many was the announcement that Trails of Cold Steel — known to Japanese fans as Sen no Kiseki or its previous unofficial English moniker Trails in the Flash — is also coming West. Not only that, the first of its two chapters is pretty much finished and almost ready to go.

    For the unfamiliar, Trails of Cold Steel is part of the Legend of Heroes series by Falcom, a long-running and deeply, deeply respected series of role-playing games. We haven't had a lot of them over here in the West, but PSP (and later PC) installmentTrails in the Sky First Chapter came out a few years back to critical acclaim — I wrote some words about it here — and its own Second Chapter is coming shortly having nearly killed poor Andrew Dice of Carpe Fulgur, who worked on the mammoth job of translating its extremely substantial script.

    After the initial joy at the announcement came some concern from long-standing series fans who had played Trails in the Sky's follow-up games Zero no Kiseki, Ao no Kiseki and Trails in the Sky Third Chapter. Unlike many of the previous Legend of Heroes games, the Kiseki games have a deep relationship with one another, with each of the three "groups" of games (Trails in the Sky, Zero/Ao no Kiseki and Trails of Cold Steel) unfolding on a different part of the same continent. The games all refer to one another and act as "prequels" to one another, so some fans were concerned that newcomers to Trails of Cold Steel would be thrown in at the deep end having missed three whole games' worth of lore and background. And the Kiseki series is not what you'd call light on lore; in fact, it features some of the most well-realised worldbuilding of any RPG I've played.

    Brittany "Hatsuu" Avery of Xseed, one of my absolute favourite people in the games industry, took to the Xseed blog to address some of these concerns. And she's certainly set my mind at rest.

    To summarise, the reasons why we're not getting Zero and Ao — yet, anyway, since there's a strong suggestion that they will come at a later date, probably on PC — is partly due to technological and marketing concerns. Zero and Ao are PSP games, you see, and while there are still a few PSP games trickling out here and there due to their Vita compatibility — Trails in the Sky Second Chapter will be one — the PSP as a platform has technically been "dead" for some time. As such, it makes sense to push out Trails of Cold Steel for PS3 and Vita, since both of those platforms are still relevant at this time — PS3 is on the decline somewhat, but while developers such as Idea Factory/Compile Heart, Nippon Ichi and Square Enix have made the transition to PS4, there are still a number of PS3 titles incoming for the next year or two at least. Vita, meanwhile, for all the press' attempts to declare it "dead" every few weeks, is enjoying a small-scale but successful existence as the go-to platform for fans of role-playing games and other Japanese fare.

    Hatsuu also notes that Xseed took this decision with the full approval of the games' original developers Falcom, whose original intention was always that the three sub-series of the overarching Kiseki storyline could stand on their own and be played in any order. In fact, what you'd get from playing them "out of order" would be an experience and perspective on the overall story unique to Western players and different to what Japan had. Kind of like the difference between watching the Star Wars films in chronological order of release or watching them in "canonical" order from I-VI.

    Trails in the Sky First Chapter was a stunning game that I enjoyed very much, and I'm glad to see the rest of this highly regarded series is coming West. It may not be in the "right" order and that may have a few snooty fans being a bit salty, but I'm more than happy to support Xseed taking on ambitious projects of this magnitude and delivering them with aplomb. Xseed are one of my favourite developer-publisher-localisation outfits right now, and they deserve the support of anyone who loves Japanese games.

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    1962: Great Title Sequences (From My Living Memory) https://imnotdoctorwho.moegamer.net/2015/06/04/1962-great-title-sequences-from-my-living-memory/ https://imnotdoctorwho.moegamer.net/2015/06/04/1962-great-title-sequences-from-my-living-memory/#respond Thu, 04 Jun 2015 23:25:42 +0000 https://angryjedi.wordpress.com/?p=7415 Re-watching Star Trek: The Next Generation and Deep Space Nine recently has made me more conscious of something that had been on my mind for a while: the fact that TV doesn't really seem to do lengthy credits sequences any more. This isn't necessarily a bad thing, as in the case of Star Trek you're sitting there for a good few … Continue reading 1962: Great Title Sequences (From My Living Memory)

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    Re-watching Star Trek: The Next Generation and Deep Space Nine recently has made me more conscious of something that had been on my mind for a while: the fact that TV doesn't really seem to do lengthy credits sequences any more.

    This isn't necessarily a bad thing, as in the case of Star Trek you're sitting there for a good few minutes watching swirly space and Patrick Stewart as Capt. Jean-Luc Picard and Avery Brooks as Commander Sisko (still in season one at the moment) and, consequently, without a credits sequence the show itself has a few more minutes to play with. But does that few minutes really make a difference? Perhaps when the show is a short 20-minute affair, but when it's 45 minutes or more there's a strong argument for saying the writers should maybe look at where a few bits can be snipped.

    But anyway. Whether or not credits sequences are a good thing isn't really what I want to talk about today, since that would be a short discussion — yes, they are — but what I did want to talk about is the ones that have stuck in my head over the years. A good credits sequence is strongly iconic and does a good job of summing up what the show's all about — either literally, by introducing characters, or sometimes in a more abstract sense by using representative imagery.

    These are in no particular order. Given how I'm attempting to call them up from my living memory, they'll probably in roughly chronological order, but I am making no promises. I'm simply going to provide them for your delectation, with a few words about why I like them, why they're important to me or why I simply find them memorable.

    Henry's Cat

    I hadn't thought about Henry's Cat for the longest time, but a brief Twitter discussion with the fine Mr Alex Connolly the other day reminded me of both its existence and its terrible but strongly iconic credits sequence.

    I honestly don't remember much about Henry's Cat beyond the title sequence and the little bit of an episode I watched out of curiosity on YouTube the other day. But I do suspect it's rather a product of its time, and not the sort of thing that kids are watching on TV these days.

    Count Duckula

    Whoever uploaded this gets bonus points for including the "Thames" logo at the beginning. Ahem. Anyway. Count Duckula was brilliant. And I've watched a few episodes recently and it's still genuinely quite amusing thanks to some wonderful voice work and characterisation… not to mention its baffling premise of a vegetarian vampire duck voiced by David Jason.

    Unlike Henry's Cat, the Count Duckula theme and intro has stuck with me all these years. However, I did not know until two minutes ago when I looked at Wikipedia (to make sure it really was David Jason who voiced Duckula) that Count Duckula was actually a Danger Mouse spinoff series. TIL, and all that.

    Star Trek: The Next Generation

    You can't really get more iconic that Star Trek when it comes to title sequences, and there's really not much more that needs to be said about The Next Generation — aside, perhaps, from the fact that when you look at it, it's actually rather basic. Once the credits themselves start rolling, it's little more than text and the Enterprise occasionally hurling itself at the screen.

    Star Trek: Deep Space Nine

    I didn't like Deep Space Nine all that much when I was younger; its relatively "static" nature of being set on a space station rather than on an exploratory starship made it feel a bit more "boring" to the young me. Revisiting it recently has made me realise (or remember?) that it's actually really rather good — and certainly a lot more consistent than The Next Generation was in its early seasons.

    I like the theme very much. It's one of those pieces of music that just sounds satisfying. What I did find interesting, though, was when they changed it very subtly starting in the fourth season:

    It becomes faster, I think it's in a different key, the orchestration is different and the accompaniment is less "bare". It accurately reflects the show's noticeable change in direction from the fourth season onwards, not to mention the changes in the cast: Commander Sisko becomes Captain Sisko, The Next Generation's Worf joins the crew and Shit officially Starts Getting Real with regard to interstellar conflicts.

    Friends

    Friends was everywhere when I was a teenager, and I didn't mind because I enjoyed it a whole lot. The credits sequence was simple and straightforward, accurately summing up each character with a selection of season-unique snippets of their most iconic moments. It was fun to try and identify which episode each of the snippets had come from… you know, if there wasn't anything better to do.

    Angel

    Ah, Angel. Probably one of my favourite TV shows of all time, next to its companion piece Buffy the Vampire Slayer (which is also one of my favourite TV shows of all time, but whose credits sequence I never really rated all that much). Angel's intro was great in that it reflected the dark, brooding nature of its title character, but it also allowed the show to pull off one of its best features: the unexpected and surprising fact that while it wasn't afraid to deal with some seriously dark themes, it was very happy to poke fun at itself and show the silly side of the supernatural as well as the scary. The intro helped with this in that it set the expectation for a very "serious" and dark story, then in true Whedon fashion, it often subverted these expectations with the actual content of the episode.

    Yuru Yuri

    (This was the best video of the intro I could find that hadn't been snagged by YouTube's copyright laws. You'll just have to deal with the Spanish subtitles.)

    I love Yuru Yuri. It's such a delightfully mundane and silly anime; very little actually happens in it, but by the end you have such a wonderful understanding of these loveable characters that it doesn't matter that they haven't done anything of note. The opening titles complement it perfectly, introducing the characters visually and setting the energetic, joyful tone for the rest of the show.

    Love Live!

    You'd hope a show about music would have a catchy theme tune, and Love Live! doesn't disappoint. This video (which repeats several times; you're not going mad) is from the first season and, like any good opening sequence, neatly summarises the show and its characters without them actually "saying" anything (although one could argue the lyrics of the song have a certain degree of meaning). Also it's just plain catchy.

    Akiba's Trip

    One thing I really like about Japanese games is that they treat them the same as anime — and that means that a big deal is made out of the opening credits, with music that is often released as a single in its own right. Akiba's Trip had a particularly strong opening with a catchy theme song, a good introduction of all the characters and, again, a summary of what to expect from the next few hours of your life.

    Hyperdimension Neptunia Victory

    The Neptunia series has some excellent songs throughout, but the opening theme for third game Victory is one of the stronger ones. It does a great job of capturing the games' energetic, joyful spirit and acknowledges their origins as a parody of the video games industry at large through heavy use of electronic effects and synthesised sounds. It also makes a point of demonstrating the extremely strong friendship between the core cast members — they may not see eye-to-eye about everything (or anything) but they stick together and help one another out.

    Omega Quintet

    Last one for now, otherwise I'll be here all night and I quite want to go to bed. I wrote a few days ago about how I like the fact Omega Quintet treats its episodic story just like an anime series, complete with opening and ending credits sequences. Here's the opening sequence, which you see not just at the beginning of the game, but at the start of every chapter. It's as delightful as the game itself.

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    1961: Sound Shapes https://imnotdoctorwho.moegamer.net/2015/06/03/1961-sound-shapes/ https://imnotdoctorwho.moegamer.net/2015/06/03/1961-sound-shapes/#respond Wed, 03 Jun 2015 22:09:50 +0000 https://angryjedi.wordpress.com/?p=7413 I remember first seeing Sound Shapes at a Gamescom I was covering for GamePro back when GamePro was still a thing. I found it immediately intriguing — partly because it was a game on the then-new-and-shiny Vita, but also because it looked to have some interesting ideas. Now, some several years later, thanks to a significant PlayStation … Continue reading 1961: Sound Shapes

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    I remember first seeing Sound Shapes at a Gamescom I was covering for GamePro back when GamePro was still a thing. I found it immediately intriguing — partly because it was a game on the then-new-and-shiny Vita, but also because it looked to have some interesting ideas. Now, some several years later, thanks to a significant PlayStation Plus discounted price, I've finally played it. And I've been quite surprised by what I found.

    Sound Shapes, if you're unfamiliar, is ostensibly a platform game, but with a few peculiar twists, the first of which being that you don't play as a "character" as such, instead this weird sort of ball thing that can switch between "sticky" and "non-sticky" states at will. When in its default sticky state, it can stick to certain walls and even ceilings; when in its non-sticky state, it moves faster and can jump further. These are the only controls you use in Sound Shapes; where the game gets interesting is in the sheer variety of ways it uses these very simple mechanics.

    The "sound" part of the title comes from the fact that the game is heavily music-based. Elements of each screen you visit — no scrolling here; only old-school 8-bit style flick screens — move in time with the music, and the collectible objects in each level are "notes" that affect the soundtrack once you've picked them up. Indeed, when you make use of the level editor, you're not only putting together some fiendish platforming puzzles, you're also composing a piece of music.

    And there's a surprising amount of variety, too. Shipping with a number of different "albums" and providing plenty more to explore online, Sound Shapes sees you exploring a number of different environments according to special guest musicians and artists. The first "world"'s art is done by Capy, for example, while the second is a collaboration between Jim Guthrie on music and Superbrothers on art. The two contrast hugely; Capy's world is very organic and smooth, looking like it's been drawn in flat-shaded vector graphics. Guthrie and Superbrothers' world, meanwhile, looks very much like their well-known game Sworcery, but appears to be some sort of introspective reflection on the futility of modern everyday office life.

    What I like about Sound Shapes is that it's arty without being pretentious about it. You can treat it as a straightforward platformer if you like, or you can treat the stages as works of interactive art, where the overall multimedia experience has been crafted to put a particular image in your mind, or make you feel a particular way. Some are more successful than others, but all are satisfying and fun to play.

    I've been really surprised at quite how good Sound Shapes is. It's a shame I didn't pick it up sooner, really, but I'm having fun with it now, at least; I can recommend it if you're in the mood for some straightforward, pick-up-and-play platforming with a very distinctive, striking audio-visual aesthetic.

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    1960: Preview a Game Like Polygon https://imnotdoctorwho.moegamer.net/2015/06/02/1960-preview-a-game-like-polygon/ https://imnotdoctorwho.moegamer.net/2015/06/02/1960-preview-a-game-like-polygon/#comments Tue, 02 Jun 2015 10:58:15 +0000 https://angryjedi.wordpress.com/?p=7404 FIFA 16 is a game about football, and you probably want that There's a joyful cheer from the crowd; a roar of approval and a vibrant expression of intense approval. But I can't join in; I know it's not real. It's literally not real. It's a virtual crowd in a virtual stadium, applauding, cheering and yelling … Continue reading 1960: Preview a Game Like Polygon

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    FIFA 16 is a game about football, and you probably want that

    FIFA 16 should be celebrated for its inclusion of women players -- better late than never.
    FIFA 16 should be celebrated for its inclusion of women players — better late than never.

    There's a joyful cheer from the crowd; a roar of approval and a vibrant expression of intense approval. But I can't join in; I know it's not real.

    It's literally not real. It's a virtual crowd in a virtual stadium, applauding, cheering and yelling in delight at a goal that didn't happen. But that doesn't stop some of the other real people who are nearby joining in with their own whoops, hollers, shouts and cries.

    I'm at Wembley Stadium in London, spiritual home of football — at least in the United Kingdom. Some of my companions clearly feel that coming here is like having the opportunity to visit the Holy Land, particularly as we're in one of the mysterious event rooms that the public don't usually get to see. Even those who aren't looking at the screen seem excited; they're pointing at pictures on the walls, and at the view through the window out onto the pitch.

    I envy them a little as I stand back, sipping my fizzy water and munching on a canape, wishing desperately that there was someone else here who wanted to have an open and frank discussion about the situation in Syria. But there isn't. I'm alone; so very alone, even though this room is full of people. I'd find it distressing if I weren't so used to it, but this is my life thanks to the choices I've made: doomed to forever operate on the fringe of events like this, unable to participate or even put up a convincing facade of excitement at the abject tedium I so despise unfolding on the screen in front of me.

    The game at times lacks racial diversity, but the presence of women after so many years makes up for this to a certain degree.
    The game at times lacks racial diversity, but the presence of women after so many years makes up for this to a certain degree.

    The virtual crowd cheers again, and there's a roar of approval from my assembled colleagues; apparently whoever it is that has the controller right now has scored an impressive goal against the carefully selected PR person: I'm guessing they play well enough to show the game at its best, while simultaneously being able to let my peers win and give them a sense of satisfaction and send them away with a positive impression of this dreadful, interminable, never-changing series of awful games.

    But do any games truly change? After all, we're still shooting people of colour in obviously Middle Eastern allegories. We're still relentlessly collecting objects in what is clearly a potent metaphor for capitalism that shoots straight over the head of most people. We're still upholding traditional gender roles and tacitly encouraging the approval of the patriarchal status quo — a status quo that objectifies and exploits women — over more progressive attitudes. And we're still playing the same old sports; outlets for attitudes of toxic masculinity that are only distinguishable from the never-ending stream of games allowing testosterone-fuelled men to indulge their wildest, most perverse of rape culture fantasies by the fact that they are slightly less violent than Call of Duty and Destiny.

    There are women in FIFA 16, which I suppose is worthy of some praise, and football games by their very nature include a healthy number of people of colour. But the outcry from the vast majority of the Internet over the inclusion of women's teams in this installment indicates that the world of sports games is still very much a man's world — but only if you're the right kind of man, of course. I'm not the right kind of man, it seems; I'm happy to see women included in the game as a step forward for progressiveness rather than, as some particularly obnoxious Facebook comments had it, the chance to "combine boobs and football".

    A woman playing football.
    A woman playing football.

    I finish my fizzy water and head for the table to pour another. I feel a touch on my shoulder and turn around to see who is trying to attract my attention. It's the PR person who was playing the game a moment ago — I think her name was Ashleigh — and she's giving me a gentle smile.

    "You don't look like you're having a good time," she says.

    "No," I say. "I'm not."

    I want to elaborate, to tell her that attending this event is a living hell for me, that there is literally anything I would rather be doing than taking a look at a game I have no interest in that represents a sport that I despise with absolute passion owing to its use for continuing the dominance of the prevalent toxic patriarchal attitudes in society. But I don't. After my admission, I simply take another sip of water.

    "You should give the game a try," she says, still smiling — though I have a feeling that it's changed from a genuinely warm smile to a false one. She proffers a DualShock 4 controller; I contemplate it for a moment, its wonderful ergonomic curves bringing to mind the body shape of a beautiful woman who cares not for whether she's "beach body ready", but then I shake such borderline misogynistic thoughts from my mind lest Ashleigh can see the beast of suppressed lust in my eyes and dismisses me as yet another perpetuator of rape culture rather than the progressive feminist that I actually am. "You might enjoy it."

    "I don't think I will," I say, giving her a smile of my own. Then I put down my unfinished glass of fizzy water, head for the door and don't look back.

    It's raining outside. The black clouds overhead mirror the darkness in my soul. There's a flash of light and a clap of thunder, and I realise, as if given a message from a non-specific divine entity, that I am wasting my life.


    (Disclosure: This article is a parody of this monstrosity that hit the Interwebs yesterday to much well-deserved derision.)

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    1959: High School DxD is Exactly What I Want From an Anime https://imnotdoctorwho.moegamer.net/2015/06/01/1959-high-school-dxd-is-exactly-what-i-want-from-an-anime/ https://imnotdoctorwho.moegamer.net/2015/06/01/1959-high-school-dxd-is-exactly-what-i-want-from-an-anime/#respond Mon, 01 Jun 2015 22:32:56 +0000 https://angryjedi.wordpress.com/?p=7395 For a while now I've been seeing numerous images from the anime High School DxD that were, shall we say, somewhat on the titillating side. I follow a lot of anime and Japanese gaming fans on Twitter; a number of them are fans of this show and rather fond of posting pictures of it. And with good … Continue reading 1959: High School DxD is Exactly What I Want From an Anime

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    For a while now I've been seeing numerous images from the anime High School DxD that were, shall we say, somewhat on the titillating side. I follow a lot of anime and Japanese gaming fans on Twitter; a number of them are fans of this show and rather fond of posting pictures of it. And with good reason: it's a very "photogenic" show. Particularly if you like pretty ladies.

    0ejc

    Despite the numerous sexy pictures that had been shared, though, one thing was clear: the people who enjoy this show regard it with genuine affection and enthusiasm rather than treating it as the softcore pornography that so many people outside of the various otaku fanbases tend to write Japanese popular media off as. And so I was curious, for several reasons: first of all, who was the intoxicating redhead who seemed to dominate so many of the pictures; and secondly, what exactly was this show all about?

    I'd been meaning to check the show out for some time but it's only in the last couple of days that I've finally started investigating it. And, what do you know? Within just three episodes, it's already abundantly clear to me that this is exactly what I want from an anime — and I already understand why those people who are fans of the show are quite so passionately invested in it.

    junhyung-highschool-dxd-koneko-chan-136161

    The basic setup runs thus: Issei is a particularly obnoxious horny teenage protagonist who is obsessed with breasts, but, as is usually the case with this sort of character, finds himself unable to convince any self-respecting young ladies to show theirs to him. Everything changes for him when he meets a girl on the way home from school, though; she claims to have been watching him, and desperately wants to be together with him. The two begin dating and all appears to be going well for a while — Issei even manages to rein in his baser urges for long enough to appear almost respectable.

    Then the shit well and truly hits the fan for our Issei. After a thoroughly enjoyable date, his new girlfriend kills him by stabbing him through the chest with a spear of light, and leaves him to die in the park. It transpires that she was a fallen angel, and that Issei has a mysterious power within him called "Sacred Gear" that the fallen angels very much wanted to dispose of — and for a moment it looks as if they were successful.

    Given that all this happens in the first episode, though, that would make for a very short series, and as such it will probably not surprise you to hear that Issei is rescued from his plight by red-haired beauty Rias Gremory, a young woman held in high esteem by everyone at the school they both attend, and president of the school's Occult Research Club.

    3338059-5929868530-ibuoVThe Occult Research Club is a not-terribly-subtle front for the fact that Rias and the other members are actually devils, and in allowing Issei "rebirth" from his murder they turn him into one, too — specifically, a servant devil of Rias. From there, Issei gets drawn into a situation that is clearly well beyond his understanding — at least in the early stages of the series — as a three-way holy war unfolds between the forces of Heaven, the devils of Hell and the fallen angels attempting to usurp the devils from Hell to claim it as their own.

    What's interesting about High School DxD is that it presents the devils — typically depicted as evil, monstrous creatures prone to the most dreadful acts of depravity in anime — as the most sympathetic, relatable of the characters. Rias and her companions are for the most part very "human" in terms of their attitude towards their situation and towards Issei, with a few exceptions; Issei, for example, is extremely surprised to wake up from his initial ordeal with a naked Rias in his bed next to him, with her seemingly completely unperturbed by the fact that they are both nude. Rias is absolutely in control of herself and clearly takes pride in her appearance — and this sort of overt sexuality is not at all uncommon in numerous mythological depictions of devils. Rias isn't a succubus or anything — I don't think, anyway; I may stand corrected after a few more episodes! — but it's clear that, for her, she has transcended such petty human concerns as being embarrassed about being in the nude, or being seen by someone with whom she doesn't have an "intimate" relationship.

    By contrast, the fallen angels and the representatives of Heaven have so far been thoroughly horrible pieces of work, with an exorcist priest in the third episode even going so far as to sadistically murder someone who had attempted to make a pact with one of Rias' household of devils and then threaten to rape his own assistant, herself also a member of the clergy, all because she had met Issei earlier in the episode and believed him to be a "good person" despite being a devil.

    Asia_ArgentoThere seems to be a pretty strong anti-religion sentiment underpinning the series — or, to be more specific, an anti-fundamentalist sentiment. The fallen angels and the forces of Heaven — with the exception of Asia, the aforementioned exorcist's assistant — have so far been pretty much psychopathic in how devoutly they follow the tenets of their faith, while the devils themselves are more philosophical and deliberate in the way they go about handling things.

    There's a strong amount of chess imagery used throughout the series, too, with it being explicitly lampshaded and spelled out for the viewer in the third episode. Rias is the "king" of her little group of devils, and her companions fulfil the roles of the knight, queen and rook. (Even odds that Asia shows up again later to fulfil the "bishop" role.) Issei is dismayed but unsurprised to discover that even with his mysterious Sacred Gear power, he is no more than a lowly pawn who has yet to prove himself — but even with his low status, it's clear that Rias wants to protect him and help him grow stronger. Whether this is due to her own self-interest — his Sacred Gear would clearly be a potent weapon in the holy war — or whether she actually cares for him remains to be seen, but it's certainly an interesting setup.

    Rias_Gremory_7

    And my God — no pun intended — is it ever a beautiful-looking anime. Gorgeous women doing sexy things aside — and there's plenty of that — the animation and design is spectacular, with some gobsmacking battle scenes in just the first few episodes. The more monstrous foes Rias and the gang face are truly hideous to behold, but even in its more mundane moments the show simply oozes style.

    Wonderful use of colour helps give cues to the viewer as to what is going on, with each of the main factions involved in the holy war seemingly having their own colours associated with them. Most things the devils get up to seem to be bathed in red light, for example, while the fallen angels tend to bring an ominous, sinister, high-contrast purple light with deep shadows in their wake.

    This beautiful visual design is perfectly complemented by a Gothic-cum-rock soundtrack — it may be a cliche by now for this sort of "good versus evil" affair (particularly if you're a Castlevania fan) but it really works wonderfully, giving the show a fantastic sense of energy and a feeling that it's had some real love, care and attention poured into it.

    Yes, it's dripping in fanservice and I'm disappointed to admit that I know all too many people out there who will write this show off purely on these grounds regardless of whether or not it's actually any good. But there's a strong argument for the heavily overt sexuality of the show to very much be part of its overall aesthetic, with it being used both to reflect Issei's forever sexually frustrated teenage desires — which are still very much intact even after becoming a devil — and the common depiction of devils as something erotic, exciting, tantalising and well and truly off-limits to the "normal" people.

    _  ,_Himejima_Akeno

    So why do I say it's exactly what I want from an anime? Well, it has all the things I enjoy: light-hearted slice-of-life character interactions (yes, there's time for that between all the Good Versus Evil Versus A Bit of Both shenanigans), thrilling action sequences with kick-ass soundtracks, memorable characters and a whole lot of sexiness. My dream anime, in other words.

    I'm really intrigued to see where the show goes from here. After just three episodes, it's already a favourite, and I'm absolutely in it for the long run.

    Rias is love, as they say.

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    1958: The Way to Get Me Interested in Football is Exactly What You Think It Is https://imnotdoctorwho.moegamer.net/2015/05/31/1958-the-way-to-get-me-interested-in-football-is-exactly-what-you-think-it-is/ https://imnotdoctorwho.moegamer.net/2015/05/31/1958-the-way-to-get-me-interested-in-football-is-exactly-what-you-think-it-is/#comments Sun, 31 May 2015 13:19:20 +0000 https://angryjedi.wordpress.com/?p=7389 I hate football. Loathe, despise and detest it with a passion only normally reserved for my A-Level four-part harmony teacher (at the time, anyway; I'm sure we'd probably get along just fine now), several of my past managers from previous employment (the same is not true for these cunts) and anyone who uses the term "problematic" more … Continue reading 1958: The Way to Get Me Interested in Football is Exactly What You Think It Is

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    Screenshot_2015-05-31-14-09-36

    I hate football. Loathe, despise and detest it with a passion only normally reserved for my A-Level four-part harmony teacher (at the time, anyway; I'm sure we'd probably get along just fine now), several of my past managers from previous employment (the same is not true for these cunts) and anyone who uses the term "problematic" more than once a month.

    It's not as though I haven't tried to like it over the years. I recall begging my parents to be allowed to go and hang out at the pub to watch some World Cup matches while I was at school (and being turned down, as I recall); likewise, I remember getting so drunk so early in the evening on my brother's stag night in Brighton that I actually quite enjoyed an England vs Poland match; I've bought a few installments in the interminable FIFA series over the years in an attempt to enjoy them with friends; and I even tried picking a team and following their progress for a little while before just getting so completely and utterly bored with the whole thing that I gave up completely.

    Turns out what you need to do to get me interested in football is send it to space. And position it so that the fate of the universe rests on the outcome of matches. And make most of the players pretty anime girls, and the remainder pretty anime boys and penguins. And make matches last approximately a minute of real time. And put it on my phone with a rockin' electric guitar soundtrack. In other words, make it almost entirely unrecognisable as football.

    Screenshot_2015-05-31-14-07-43

    Enter Soccer Spirits from Com2uS, a South Korean mobile game developer-publisher whose past work I have enjoyed to varying degrees. As with most developers from the region, their focus is exclusively free-to-play games, and they have a pretty wide portfolio running the gamut from the ever-popular farming game tapfests to more complex card battle titles. Soccer Spirits falls into the latter category, and it's actually one of the best examples of the genre I've seen to date.

    Soccer Spirits places you in the role of… well, it's not entirely clear, since the player's presence doesn't appear to be acknowledged at any point, but I guess you're effectively playing as the whole team. You pick one of two characters to begin with, and these also come with a few friends to start off your team. It's not long before the existence of the Galactic League is revealed, and for some reason that isn't made entirely transparent through the game's borderline nonsensical but nonetheless entertaining story, you and your team are selected as Earth's representatives in these sporting conflicts that are supposedly held in lieu of "proper" wars. In space.

    The basic metagame involves the usual process of collecting cards of varying degrees of rarity, "feeding" them other cards that you don't need to power them up, "evolving" them to more powerful forms and attaching various bits and pieces to them to boost their special abilities. This is all executed in fairly traditional fashion — though it must be said, the game does a much better job of explaining things than many of its peers — but it's how you actually use these cards that makes the game so interesting.

    Screenshot_2015-05-31-14-08-20

    In many mobile card battle games, battles are either abstract or completely non-interactive. There are exceptions — Brave Frontier springs to mind with its JRPG-style turn-based battles, and Love Live! School Idol Festival puts an interesting twist on the formula by turning your cards into the markers you tap on in a rhythm game — but a more interactive style of play is something that some developers still seem to be trying to get their head around a bit. Soccer Spirits succeeds admirably, with an enjoyable, fast-paced game that bears very little resemblance to actual soccer, but is fun nonetheless.

    You put your cards into formation on the field. Each card has preferred positions it likes to play in, and putting it in one of them will give it stat bonuses. The match itself is played as a sort of turn-based affair with a bit of Final Fantasy Active Time Battle system going on. Cards gradually fill an "Action" meter over time, and when one fills up, that card gets a turn. Depending on its position, it will have the option to pass the ball to someone on the same line as it, attempt to penetrate the next layer of defensive cards, shoot at the goal or use a skill. Skills vary from attacking skills that boost power to buffs that assist the overall team, and many cards also have passive boosts that help your whole effort out, too, with particular benefits coming from the player you select as your "Ace".

    Conflicts on the pitch are resolved as RPG-style battles in which stats, abilities and elemental affinities are compared between the two cards, and they inflict "damage" on one another accordingly. If a card's HP is reduced to 0, it is out of action for a short period — though not eliminated completely — and this allows an ideal opportunity to penetrate or shoot. In many cases, penetrating or shooting is combined with an attack — striker-type characters tend to have skills that enable them to make particularly powerful shots that will usually flatten weaker defenders.

    Screenshot_2015-05-31-14-09-01To win a match, someone just needs to score one goal — no playing to 90 minutes here. In many cases, this means that a powerful team of cards can obliterate its opposition in a matter of seconds (though the game represents this as a number of "minutes" of sped-up time) which helps to keep the game admirably snappy, interesting and enjoyable — though given that I was showered with enough goodies to recruit what appears to be a virtually unstoppable team right at the outset of the game, I wonder how much strategy there will be as I progress.

    Like many other mobile games that I've been pleasantly surprised by recently, Soccer Spirits is unobtrusive in its use of premium currencies and energy bars — though doubtless this will become more of an issue as I progress further. It's liberal with the rewards, meaning you can get your hands on some decent cards to add to your collection pretty quickly — but there are also a lot of incentives to try and collect as many as possible, particularly if you're able to finish "sets". It's a good use of the formula, and the artwork — clearly the work of several different artists, each with their own very distinctive styles — is absolutely gorgeous.

    So there you have it. I'm playing a football game. (Kind of.) And enjoying it. What next? Cricket? Hahahaha.

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    1957: More Than a Demo https://imnotdoctorwho.moegamer.net/2015/05/30/1957-more-than-a-demo/ https://imnotdoctorwho.moegamer.net/2015/05/30/1957-more-than-a-demo/#respond Sat, 30 May 2015 23:55:39 +0000 https://angryjedi.wordpress.com/?p=7387 Out of curiosity, I downloaded Dead or Alive 5: Last Round – Core Fighters on PlayStation 4 this evening. Aside from having one of the most cumbersome titles in recent memory thanks to its string of unnecessary suffixes, DoA5LRCF is actually a really good example of something I hope we'll see more of in the near future: cut-down, free … Continue reading 1957: More Than a Demo

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    Out of curiosity, I downloaded Dead or Alive 5: Last Round – Core Fighters on PlayStation 4 this evening. Aside from having one of the most cumbersome titles in recent memory thanks to its string of unnecessary suffixes, DoA5LRCF is actually a really good example of something I hope we'll see more of in the near future: cut-down, free versions of games that are more than just demos. The modern equivalent of "shareware" versions, I guess.

    For the unfamiliar, Dead or Alive is a fighting game series that has been running since the PS1 era. It's most notorious for its big jiggly bosoms on the female characters — the jiggle factor of which has always been adjustable, and indeed DoA5 is no exception to this — but it's also one of the best 3D fighting games out there, and one of my favourites. I suck at it, of course, but it's a game that I enjoy sucking at, whereas many of the current crop of 2D fighters are now so completely overcomplicated that I just get frustrated at not understanding why I suck.

    Anyway, Core Fighters is a special free version of Dead or Alive 5: Last Round that includes just four of the characters from the full version's rather large cast, plus occasional rotating extras every so often. Core Fighters also lacks the full game's story mode, but other than that it is a complete game — you can play arcade mode, survival mode (a long-standing favourite of mine in the series) and even online. It's even got the full suite of tutorials in it, which seemingly do an excellent job of explaining exactly how the game works — something that previous installments have lacked.

    Conveniently, Core Fighters includes my favourite game mode — Survival — and my favourite character — Kasumi — and as such it's a package that I'm eminently satisfied with even in its free incarnation. What's nice about it though is that despite the lack of characters, it doesn't feel especially "limited"; it gives an excellent taste of what to expect from the full game, and does a much better job that your typical demo at convincing you to part with your cash.

    I'm not sure if I'll pick up the full version of DoA5 at any point — though I do very much enjoy the series — but Core Fighters is a great means of helping me come to a decision one way or another. I'm looking forward to giving it a shot in two-player versus mode at some point, since I splurged on an extra DualShock 4 controller today. Perhaps I'll even be able to drag Andie away from Final Fantasy XIV for five minutes to fight me. Fight me!

    Koei Tecmo has also done a similar arrangement for the PlayStation 4 version of Dynasty Warriors 8 Empires. Given that this is a series I've also enjoyed a great deal over the years, I'm thinking I may well check this out now. Well, tomorrow, because it's nearly 1am now and I need to sleep.

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    1956: Diving into Hell https://imnotdoctorwho.moegamer.net/2015/05/29/1956-diving-into-hell/ https://imnotdoctorwho.moegamer.net/2015/05/29/1956-diving-into-hell/#respond Fri, 29 May 2015 23:02:13 +0000 https://angryjedi.wordpress.com/?p=7385 I grabbed a copy of a game I've been curious about for a little while today: Helldivers, from Arrowhead. Helldivers is a PS3, PS4 and Vita game (cross-buy, cross-save and cross-play, thank you very much!) in which you take on the role of one of the titular dropship troopers, blow shit up and then get extracted. Except it's rather … Continue reading 1956: Diving into Hell

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    I grabbed a copy of a game I've been curious about for a little while today: Helldivers, from Arrowhead.

    Helldivers is a PS3, PS4 and Vita game (cross-buy, cross-save and cross-play, thank you very much!) in which you take on the role of one of the titular dropship troopers, blow shit up and then get extracted. Except it's rather more likely that you will die in the process.

    Arrowhead, you may recall, also developed Magicka, which is a gloriously chaotic "cooperative" multiplayer shooter in which friendly fire is well and truly turned on. In Magicka, a significant part of the fun comes from seeing what happens when your spells interact with other players' spells — there are often unexpected consequences. Helldivers is less explicitly ridiculous than Magicka is, but there's a lot of the same magic — no pun intended — in there.

    Yes, friendly fire is turned on in Helldivers. Yes, things that you do supposedly to benefit the group can end up killing them. Yes, it's a rather good time despite the somewhat generic premise of "space marines go places and kill stuff" — the mission objectives and maps are varied and interesting enough to keep things enjoyable. Or so it looks, anyway; I've only played for about half an hour so far, but I enjoyed it a lot.

    The interesting stuff in Helldivers, it seems, will come in the form of "Strategems". These are a rough equivalent to the spells in Magicka in that using them requires you to input a particular string of button commands, but the difference is that they don't take effect immediately. Powerful attacks like air strikes take time to reach your location, for example, meaning you'll need to hold off enemies while you wait for support. And then when support arrives, you'd better make sure you're not standing where you dropped the beacon, otherwise the thing you requested will indeed drop on your head and kill you.

    There's something understatedly ridiculous about the multiplayer that makes it a joy. Earlier, I played a game with two random people in which one of our objectives was to disarm some unexploded armaments. No further information was given than that, aside from a location on the map that didn't seem to have anything there. Then several of us realised that we had a "metal detector" strategem available, allowing us to call in a supply drop containing a metal detector. When we'd acquired this, we could then sweep the area for the (apparently buried) bombs. Unfortunately, while we were doing so, our beacons attracted the attentions of the Bug hordes, so my two comrades had to fend them off while I was methodically searching the area for unexploded bombs. The juxtaposition was hilarious.

    There's also a really interesting metagame going on, too. The concept puts the Helldivers at work in wars on three fronts, with control of sectors and systems being determined by players succeeding in missions they challenge. When the player community as a whole has pushed the front to the alien homeworld, the ability to assault it becomes available, and consequently an opportunity to win that particular war. Then every so often things reset and start again, from what I understand; I'm interested to see how the current war (the 4th, apparently) unfolds over time — it's a really cool idea and a great use of online.

    So yeah. Helldivers. It's a good time. And if you're a PlayStation Plus subscriber, it's cheap right now, too.

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    1955: Always Out of Time https://imnotdoctorwho.moegamer.net/2015/05/29/1955-always-out-of-time/ https://imnotdoctorwho.moegamer.net/2015/05/29/1955-always-out-of-time/#comments Fri, 29 May 2015 01:00:06 +0000 https://angryjedi.wordpress.com/?p=7383 I've become somewhat convinced that I'm doomed to be forever "out of step" with where someone of my age — whatever it is at the time — is "supposed" to be. I've been aware of this since I was a kid. While I had some friends in my peer group — many of whom are … Continue reading 1955: Always Out of Time

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    I've become somewhat convinced that I'm doomed to be forever "out of step" with where someone of my age — whatever it is at the time — is "supposed" to be.

    I've been aware of this since I was a kid. While I had some friends in my peer group — many of whom are still friends today, and some of whom are even attending my wedding next month — when I was younger, I always found myself gravitating towards people who were older than me.

    There were a few reasons for this, depending on who the person in question was, but mostly it was due to the fact that I never quite felt like I "fit in" with my peer group. I wasn't into football, I didn't know much about popular music — I was mercilessly mocked for my first ever album purchase being Oasis' Definitely Maybe literally a day before (What's the Story?) Morning Glory came out — and I was into things that were seen as a bit… I don't know, specialist? Nerdy? Music (i.e. playing and composing, rather than popular) and computer games, mainly — and while I did have some friends who shared at least some of these interests, I always found myself wondering if I was a bit more into these things than they were.

    And so it was I found myself being able to relate somewhat better to people who were a little older and less susceptible to that bugbear of adolescence, peer pressure. My brother's girlfriend at the time — some ten years my senior — helped me discover a love for tabletop and role-playing games through Hero Quest and Space Crusade. Certain friends of my parents proved to be more appreciative of my musical skills than my peer group. And I always wanted to hang out with my brother and his friends whenever they were around — even though I was also aware that I was the annoying little brother.

    I find myself comparing how I was then to how I am now, and realise that I am now in almost the inverse situation: just recently, I am finding myself relating to and getting along with people somewhat younger than myself rather than, again, my peer group.

    At thirty-four years of age, there's less in the way of "peer pressure" in the same way there was at school, but in a way it's still there in a more insidious form. People I know are getting married, buying houses and even having kids — I've done two out of those three things, and don't have any intention of doing the other in the immediate future — and there's always this slight undercurrent feeling like I should be more "grown up" than I am.

    Part of this anxiety comes from my woes in the job market over the years. Of my past employment, I was made redundant from one, signed off sick with stress from the next, bullied out of the one after, quit before I killed myself with the following one, made redundant again with the one after that, screwed over at short notice with the one after that and ultimately, again, bullied out of another job, partly as a result of my depression and anxiety issues. So it's fair to say that all that has mounted up somewhat and made me feel more than a bit inadequate and "behind" where I "should" be at the age of thirty-four.

    In a way, though, I also don't want to "grow up". I love the things I love, and I feel like the things I've discovered I love most recently are things that speak to me pretty much more than anything I've been into in the past. And exploring those things a step at a time has brought me into contact with a variety of new, exciting and interesting people whom I'm keen to get to know a bit better, as they seem to kind of "get" me. Or, at least, "get" the stuff I'm into.

    Thing is — and I don't know for certain, but have strong suspicions — these people are quite a bit younger than me. Oh, they're not schoolkids or anything like that, I hasten to add — most are in their early to mid twenties, I believe — but I am conscious of it. And I'm grateful to them for — so far, at least — accepting me for who I am and not giving a shit about my age as much as I apparently do.

    So is all this a problem? I couldn't say. It's just been on my mind a bit recently — I've been meaning to write this post for a while now. Ultimately I can't help but feel that doing things that make you happy and sane are more important than the things society says you "should" be doing at any given age. And so, until I find myself in a situation where it's simply impossible to — and I hope that day never comes — I plan on staying just the way I am for now, and see where life takes me from here.

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    1954: I Want to Like GTA Online https://imnotdoctorwho.moegamer.net/2015/05/27/1954-i-want-to-like-gta-online/ https://imnotdoctorwho.moegamer.net/2015/05/27/1954-i-want-to-like-gta-online/#respond Wed, 27 May 2015 22:48:21 +0000 https://angryjedi.wordpress.com/?p=7381 I want to like Grand Theft Auto Online. But man, does it ever make it difficult. The frustrating thing, in a way, is that when it works well, it's a lot of fun. 30-player races across an airport in supercars in the pouring rain is incredibly enjoyable. Deathmatches are, for my money, more fun than those in more conventional … Continue reading 1954: I Want to Like GTA Online

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    I want to like Grand Theft Auto Online. But man, does it ever make it difficult.

    The frustrating thing, in a way, is that when it works well, it's a lot of fun. 30-player races across an airport in supercars in the pouring rain is incredibly enjoyable. Deathmatches are, for my money, more fun than those in more conventional shooters. Survival events are great. And I haven't even tried a Heist yet.

    Unfortunately the whole thing is wrapped up in some of the most poorly implemented online functions that I've ever had the misfortune to endure in a game. And I played Final Fantasy XI with its dumbass PlayOnline Viewer and indecipherable friend request system.

    Part of the problem, I think, is to do with how Grand Theft Auto Online is structured. There's the "free mode" stuff, in which you can tool around in the open world with a bunch of other players, all doing your own thing, and there's the "Jobs", which are structured events. And the two clash quite a bit.

    In free mode, You can steal cars, buy property, deliver things, clear out gang hideouts, rob stores and a bunch of other things. You can also kill other players, or set Bounties on people, or pursue Bounties yourself. It's enjoyable, if a little directionless and lacking some of the incentive to explore that the single-player mode of Grand Theft Auto V has — there's no collectibles, for example, and while there are occasional weapons scattered around the map, there's considerably less than there are in single-player as, for the most part, in Grand Theft Auto Online you're expected to earn your weapons and pay for them yourself with your in-game money.

    So far so good. The problem, then, comes when you launch into one of the Jobs. These effectively become private game sessions in their own right, and much like other multiplayer games out there, feature a system whereby people who want to stay on after an individual race/match/whatever can vote on what the next activity should be, and everyone who does so will be in the next race/match/whatever with one another.

    When playing with random people, this isn't a huge issue, though Grand Theft Auto Online is plagued with the same problem a lot of other popular online games have: people joining sessions and leaving either when it's not going their way or, in some cases, if the lobby doesn't fill up in less than five seconds. Multiply this by the number of people who are doing it and it can be a good few minutes before the game manages to successfully assemble a group of people to play a single event — and you can't do anything while you're "queued" like this, though there is an "On Call" system that supposedly alleviates this, though I've never managed to make it actually work as it's supposed to.

    The bigger issue comes when playing with friends. There's no "party" system so it's extremely difficult to keep together with the group of people you actually want to play with, particularly if each person has their online matchmaking settings set a little differently. It's also extremely difficult to simply pick up your friends and plonk you all into a single, private session where you won't be bothered by random other public players — in order to do this, you actually have to quit out of Grand Theft Auto Online altogether and go back to Grand Theft Auto V, then rejoin Grand Theft Auto Online using the appropriate setting (Invite Only, Friends Only and so forth). This forces you to sit through one of the game's many, many long and tedious loading breaks. And even then, this setting only seems to apply when you first join; on more than one occasion my friends and I have finished an event only to be dropped into a session with 25 other randos.

    The whole system feels exceedingly undercooked, and given how long Grand Theft Auto Online has been, well, online now — not to mention how many other big-budget triple-A games have done multiplayer really well to date — there really isn't much of an excuse for it. And I wouldn't blame some people for giving up on it rather quickly — which is a shame, because as I mentioned above, it's really rather fun when it works "properly".

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    1953: Still Picking Up Girls in a Dungeon https://imnotdoctorwho.moegamer.net/2015/05/26/1953-still-picking-up-girls-in-a-dungeon/ https://imnotdoctorwho.moegamer.net/2015/05/26/1953-still-picking-up-girls-in-a-dungeon/#comments Tue, 26 May 2015 22:45:50 +0000 https://angryjedi.wordpress.com/?p=7378 The anime Is it Wrong to Try to Pick Up Girls in a Dungeon?, better known as DanMachi (because Is it Wrong to Try to Pick Up Girls in a Dungeon? is a stupid title that doesn't really reflect what the show is all about) has been continuing to entertain me with each new installment, and I'm glad that so … Continue reading 1953: Still Picking Up Girls in a Dungeon

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    The anime Is it Wrong to Try to Pick Up Girls in a Dungeon?, better known as DanMachi (because Is it Wrong to Try to Pick Up Girls in a Dungeon? is a stupid title that doesn't really reflect what the show is all about) has been continuing to entertain me with each new installment, and I'm glad that so far it seems to be widely well-received for the most part.

    What I've been pleased to see as the show has developed is that it's a lot more than the straightforward harem show its official English title would appear to suggest it is. Sure, there are a lot of female characters, and sure, most of them appear to want to throw themselves at wet-lettuce protagonist Bell for their own mysterious reasons, but with each new episode, we see interesting new developments in the characters — and, this week, particularly in Bell himself.

    Bell ran the risk of being a relatively generic anime protagonist character, albeit one with white hair rather than the usual floppy dark brown. He was clearly designed to be somewhat relatable to the audience — socially awkward, not quite sure what to do with himself, lacking in confidence and generally a bit clumsy. But over time, his Badass Quotient has been increasing rapidly, though not in the somewhat overpowered way that Kirito became incredibly tough in Sword Art Online. Rather, as Bell grows in strength — both physical and mental — we start to see him change from a naive boy into a determined young man as he starts to come to terms with his own personal adventure.

    The highlight of this week's episode was an unusually violent fight scene between Bell and a minotaur. A minotaur overpowered Bell in the first episode, brought him into contact with the mysterious blonde-haired beauty Aiz Wallenstein and filled him with shame and regret for what he perceived as his own incompetence (rather than simply not being ready for a challenge considerably too tough for him). His battle against the minotaur in this episode showed how far he had come, and indeed during the fight scene, as he strikes back at his foe, determined to knock him down using everything he's learned from his experiences and his time training with Aiz, he's barely recognisable. Covered in blood and obviously using every last ounce of both his physical and mental strength to battle his opponent, Bell clearly reaches a turning point in this episode — and, judging by some of the other things that happened, it was an important moment for the overall narrative, too. Most intriguing!

    I'm very much looking forward to seeing what happens next. The show has wisely not focused too heavily on the relationship between Bell and Hestia, despite Hestia clearly being the "poster girl" for the series. Instead, it's very much Bell's story of personal growth and his quest to redeem himself against his own lofty — some might argue too lofty — expectations. And along the way, he comes into contact with a lot of interesting and memorable characters, several of whom, I feel, will have important roles to play in how everything eventually turns out.

    So I'm well and truly "in" on DanMachi until the end, then. Hopefully it keeps up the quality of this week's episode, and hopefully we'll see more in the future when this series is over, too.

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    1952: Orderly Play https://imnotdoctorwho.moegamer.net/2015/05/25/1952-orderly-play/ https://imnotdoctorwho.moegamer.net/2015/05/25/1952-orderly-play/#comments Mon, 25 May 2015 21:25:35 +0000 https://angryjedi.wordpress.com/?p=7376 With Final Fantasy XIV's first expansion Heavensward coming in about a month's time, I've been doing some thinking, particularly as I've dialled back the amount I've been playing vanilla Final Fantasy XIV during this "lull" between the story finale a while back and the launch of Heavensward next month. You see, this "lull" period has allowed me the opportunity to get caught up on … Continue reading 1952: Orderly Play

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    With Final Fantasy XIV's first expansion Heavensward coming in about a month's time, I've been doing some thinking, particularly as I've dialled back the amount I've been playing vanilla Final Fantasy XIV during this "lull" between the story finale a while back and the launch of Heavensward next month.

    You see, this "lull" period has allowed me the opportunity to get caught up on some other games — or, well, if we're honest, to dive head-first into the rather wonderful Omega Quintet, which I adore — and I've been enjoying that a great deal. This may sound like a "first world problem" of the highest magnitude, but anyone who has ever indulged in an MMO will likely be familiar with how easy it is for such games to "take over" to the exclusion of anything else. It's not necessarily a problem when it happens, but when you have lots of other games that you really want to play, and never really seem to have any time to play them, that's when it needs to be addressed — or you need to make some tough decisions as to what you might "sacrifice".

    Anyway. The short version is that I have no intention of stopping playing Final Fantasy XIV completely as I'm too invested in the game experience as a whole, including the friendships I've developed as a result of playing it. But I also have no intention of sacrificing the (probably literally) hundreds of other games I have on my shelves and haven't played yet. As such, then, some sort of compromise would appear to be in order.

    Then it struck me — actually not for the first time, since I've had these thoughts before. A relatively straightforward solution to the issue — and one that I'm aware won't be ideal for everyone, but which I think I might be able to stick to — is to treat gaming like any other hobby that requires a significant time investment: schedule and organise it.

    This may sound like a bit much for something that many people regard as lightweight, somewhat "disposable" entertainment (though, I hasten to add, I've never been one of those people) — but think about it. Someone who's really into tennis probably doesn't play tennis every time they have some free time. Someone who's a member of a book club isn't constantly attending meetings. Someone who likes live music isn't constantly at concerts. There's balance; you do different things at different times, particularly when there's a social element.

    As such, I feel that going into Heavensward, it would probably be a good idea for the sake of my own sanity and satisfaction to specifically set aside times for playing Final Fantasy XIV — as a sort of "weekly event" or meeting — and times for playing other things. And then stick to them. That way, I won't feel the strange "guilt" I feel about not playing Final Fantasy XIV when I'm playing something else, or the corresponding and equally strange "guilt" I feel about playing Final Fantasy XIV as my backlog of PS2, PS3, Vita, 3DS and PC games continually grows faster than I can complete them. The inherent benefit of something like this, too, is that it allows me to set some sort of schedule for experimenting with things that I'd like to explore more, like streaming and recording gameplay videos.

    I'm not entirely sure what the right "balance" is as yet, but that's something I can probably work out over the course of the next few weeks as we count down towards Heavensward's launch. It's something I'm keen to get right, though, because as I've already said, I have no intention of giving up Final Fantasy XIV, but I also really don't want to feel like it's eating into opportunities to play other things, too.

    So I'm thinking I might experiment a bit starting this week. I'm going to try having maybe two Final Fantasy XIV evenings that are reserved exclusively for FFXIV purposes; one of them will probably be Monday, as that is one of the two nights we customarily raid, and I'm thinking that the other will probably be Friday, since that's the end of the week and consequently a good opportunity to stay up and socialise with others. Weekends I'll take as they come; I'll play FFXIV if I feel like it — and we raid on Sunday nights anyway, even if I don't play any more than that — and I'll play other stuff without "guilt" if not.

    If two days midweek doesn't feel like enough time to Get Things Done in the game, I'll consider it again. But we'll see.

    This has probably not been a terribly interesting post for you to read, dear reader, and for that I apologise. However, it has been helpful for me to "think out loud" in this way and come to some sort of conclusion. So if you stuck around and watched me do that, uh, thanks for your commitment and understanding, I guess? And perhaps I'll see you in Eorzea on Friday!

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    1951: Terra Mystica https://imnotdoctorwho.moegamer.net/2015/05/25/1951-terra-mystica/ https://imnotdoctorwho.moegamer.net/2015/05/25/1951-terra-mystica/#respond Mon, 25 May 2015 00:20:45 +0000 https://angryjedi.wordpress.com/?p=7374 We gave another new board game a go today — Terra Mystica. This was a game I had heard of but didn't know much about, so I was interested to try it, particularly as I understood it to be a fairly well-regarded game. First impressions were daunting. It comes with an absolute ton of very nice quality … Continue reading 1951: Terra Mystica

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    We gave another new board game a go today — Terra Mystica. This was a game I had heard of but didn't know much about, so I was interested to try it, particularly as I understood it to be a fairly well-regarded game.

    First impressions were daunting. It comes with an absolute ton of very nice quality wooden components, stuff to punch out and a rulebook that makes the game look a lot more complicated than it actually is. Once we were underway, though, all became fairly clear, and the game started to take shape. By the end of our "practice" game, we were all agreed that it seemed to be a very good game indeed, and we liked it enough to play it for a second time this evening — a rare occurrence for us, since we usually hop from game to game for a bit of variety.

    Terra Mystica is a strategy game focused on empire-building, with pretty much nothing in the way of luck and only a slight degree of randomness in the initial setup. Taking on the role of one of a number of different factions, it's your job to lead them to victory by amassing the greatest number of victory points by the end of six rounds of play, each of which allows all players to keep taking turns in sequence until no-one has anything left to do (or everyone has chosen to end their input this round, at least). Interestingly, and unlike a number of other vaguely similar games, victory points are not necessarily attained for everything you do throughout the game; each round has a specific bonus condition that allows you to earn points for building specific things, and there are a number of randomly selected "bonus cards" that are in play throughout, with one player taking a different one each round.

    Instead, the main bulk of your points comes from two sources at the end of the game: the area your empire covers in geographical terms, and your influence with the four main religions of the game world. In both cases, there's a hierarchical scoring system: first place gets a ton of points, second place gets a few less, third place gets a few less still, while anything below that gets nothing. Ties aren't broken; instead, two or more "tiers" of points (according to how many players are tied) are added together then the resulting total divided between those people who are tied; this generally means that everyone involved still gets a reasonably significant amount of points, but it works out slightly less than what they would have had in the case of an uncontested victory. It's an interesting system.

    What's interesting about the scoring is that it forces you to prioritise on every turn. Although the first-place bonuses are significant and will probably make the difference between winning and losing, a couple of playthroughs makes it clear that taking aim for the bonus points available on at least some of the rounds is very important to get ahead, too. And it's here where you need to start building your more advanced structures and setting up various "engines" to produce the various resources you need to continue progressing.

    Pleasingly, the game isn't overly complicated, though; there's a sort of "tech tree" of buildings that denote the order you're allowed to build and subsequently upgrade them, and a system for "terraforming" the world into your faction's "home" terrain type, but aside from that it's mostly about wisely picking the areas you control and choosing the right buildings to ensure you're generating the resources you'll need each turn. Mechanically, it's quite simple; the challenge factor, however, comes from the application of these mechanics to come out ahead while simultaneously making life a little difficult for your opponents.

    There's not much in the way of direct conflict — you can't attack each other, for example — but as with any sort of area-control game, there's an element of getting in one another's way. Interestingly, though, there's an incentive to build close to one another, since someone building or upgrading adjacent to your structures allows you to take one of the resources you need in exchange for victory points. As the game progresses, the map gradually starts to take shape in very interesting ways, with factions carefully building around one another, attempting to put themselves in an advantageous position while trying to limit their opponents' room to manoeuvre.

    It's a good game, and because it's mechanically fairly simple I find it somewhat less daunting than something like Agricola and, consequently, feel like with a few more attempts I might even be able to win it, maybe, possibly. (I didn't win it this time around, but I didn't come last in our last game, either.) I'm actually quite looking forward to trying it again; it seems like a good time, and likely one that will hit our table fairly regularly.

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    1950: Away Again https://imnotdoctorwho.moegamer.net/2015/05/23/1950-away-again/ https://imnotdoctorwho.moegamer.net/2015/05/23/1950-away-again/#respond Sat, 23 May 2015 23:16:12 +0000 https://angryjedi.wordpress.com/?p=7372 I'm away for the weekend again, this time a little further afield, but the purpose of the weekend — eating, drinking, and playing board games (thank you, Oxford comma, for preventing unfortunate misunderstandings as to what I was doing with board games) — is the same as the last. Today we played a couple of … Continue reading 1950: Away Again

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    I'm away for the weekend again, this time a little further afield, but the purpose of the weekend — eating, drinking, and playing board games (thank you, Oxford comma, for preventing unfortunate misunderstandings as to what I was doing with board games) — is the same as the last.

    Today we played a couple of different games, including Small World — an entertainingly lightweight but fun empire-building game that is considerably easier to understand than many others of its ilk — and, once again, Betrayal at House on the Hill. The latter is always particularly interesting to play because it's so different each time; the scenario we played this time around had no extra "monsters" running around the house, for example, and instead consisted of a traitor player (this time it was me) running around with considerably increased powers from their original human self and trying to kill the "hero" characters while trying not to be caught in a fire that started in the basement.

    Tomorrow we're going to be giving XCOM: The Board Game another shot, as one of our number is yet to play it. It should be an enjoyable time; XCOM is a great game, though I'm skeptical as to our chances of victory, since it's pretty tough even by the usual co-op games standards, and even more so when there's a newcomer in the mix. Still, it should be enjoyable regardless; part of the fun of games that have a "real-time" element — other examples include Escape: Curse of the Temple and Space Alert — is watching everything go disastrously, horribly wrong in the usual, somewhat more sedate "resolution" phase.

    Anyway. I'm pretty tired right now so I will be leaving that there. Probably time for a touch of Love Live! School Idol Festival before sleep, and then there's plenty of games to be played tomorrow — including the somewhat daunting-looking (but apparently very good) Terra Mystica. Looking forward to it — it's been a busy week for once, so it's nice to have some time to just enjoy things.

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    1949: My Continuing Mission https://imnotdoctorwho.moegamer.net/2015/05/22/1949-my-continuing-mission/ https://imnotdoctorwho.moegamer.net/2015/05/22/1949-my-continuing-mission/#comments Fri, 22 May 2015 20:03:57 +0000 https://angryjedi.wordpress.com/?p=7370 As I tick ever-closer to 2,000 daily posts (this blog crossed the 2,000 posts in total mark a few days ago, incidentally) I find myself once again contemplating the meaning of this little exercise and how it has changed over the last few years. Initially, as those who have been following since the beginning will … Continue reading 1949: My Continuing Mission

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    As I tick ever-closer to 2,000 daily posts (this blog crossed the 2,000 posts in total mark a few days ago, incidentally) I find myself once again contemplating the meaning of this little exercise and how it has changed over the last few years.

    Initially, as those who have been following since the beginning will know, it was a community effort. The #oneaday hashtag on Twitter brought together a small group of people of varying levels of commitment who decided to try and post something every day without worrying too much about "quality" — instead, simply helping to flex the creative muscles a bit by getting in the habit of writing every day, even if it was complete tosh or stream-of-consciousness nonsense.

    As more and more people dropped out — the person I originally saw the hashtag via dropped out after less than a month, as I recall — it became a matter of pride for those of us still going to make it to the full year. Some of us decided to continue beyond that point, others didn't. I helped to get together a group of people who were interested in participating to form the One A Day Project, a somewhat more organised collective of bloggers with slightly relaxed "rules": participants didn't necessarily have to commit to daily posts — though many did — they simply had to commit to posting regularly, and at least attempt to make it through the whole year. (Professional floppy-haired twat Matt Lees took great umbrage to this clause and posted a lengthy rant expressing his disapproval about how it diluted the original meaning of #oneaday, but then he didn't stick it out for very long in its first year, so he wasn't really in a position to complain. Said rant has, however, seemingly been deleted since. What a pity.) There was also a charitable component; we invited people to sponsor us to motivate our efforts. We made a bit of money — not a huge amount, but some, at least — so we did some good in the process.

    This particular year was quite interesting, as it exposed me to a wide range of people, many of whom I probably wouldn't have come across otherwise. Some I've stayed in touch with, others I haven't, but I was happy to have encountered them, even if it was only briefly, and interested to read their perspectives on their life, loves and passions, which ranged from arts and crafts to amateur radio via archery. (And some other things that didn't begin with "A".) It was an interesting and enjoyable experiment, all told, but it was a surprising amount of work that I'm somewhat inclined to believe was a little more trouble than it was worth — particularly as other people were somewhat reluctant to step forward and help me with some of the responsibilities and expectations I'd set in the beginning. I didn't mind, though; it just might have been able to go on a little longer and be a little more successful, high profile and beneficial to the charities if there were a few more people willing to work behind the scenes. But oh well.

    After that petered out, I continued to write on here every day. Why? Difficult to say; I think it's largely just become habit now, more than anything. Plus, I've always found it helpful and cathartic; in the early days, this proved particularly helpful as I was going through my separation from my first wife, one of the most traumatic experiences I have ever suffered though. Much like writing a diary allows you to empty your head of wayward thoughts and express things you might not have anyone to talk to about, so too has this blog performed that function for me.

    The only difference, of course, is the fact that this blog is public and therefore open for people to look at and comment upon. Sometimes, when I have written on controversial topics that I have strong feelings about, this has attracted the ire of people who want to lay into me for my opinions — though this has only really happened on a couple of occasions, and I've only ever had to close comments on a post completely once. It's easy to focus on this negative side of publishing your thoughts online, though; it's much more beneficial to focus on the more important, positive and almost infinitely more frequent occurrence of people coming along, finding my blog, discovering a like-minded individual and striking up a conversation or even a friendship over something I've written.

    None of that is my priority, I have to say; the original point of #oneaday was not to write "for" anyone but yourself, and I've continued with that credo since day one. This blog has always been and always will be a completely honest, open and (mostly) unashamed look at the real person I am inside; the person who may not always be entirely comfortable expressing himself in person, but the person who is there nonetheless. Ultimately you, the reader, can take or leave me based on that, but it's the person I truly am.

    As the number at the top of these posts advances towards 2,000 — a significant milestone by anyone's calculations — I find myself contemplating what the future holds, too. Will I continue after 2,000? Highly likely. Will this blog still continue to look the way it does today? Probably not; I revamped the "look" at post 1,000 and will probably do so again at 2,000. Will I continue to post occasionally coherent ramblings about everything from video games to music to pretty anime girls to board games to how people should really stop being such shitheads to one another? Almost definitely.

    It's been a long and sometimes difficult ride. And I don't think I'm ready to get off any time soon.

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    1948: Five of My Favourite Music Games https://imnotdoctorwho.moegamer.net/2015/05/21/1948-five-of-my-favourite-music-games/ https://imnotdoctorwho.moegamer.net/2015/05/21/1948-five-of-my-favourite-music-games/#comments Thu, 21 May 2015 23:02:14 +0000 https://angryjedi.wordpress.com/?p=7368 I've been a fan of music-based "rhythm action" games ever since they started being a thing around the time of the PS1 era, and while there aren't anywhere near as many around these days as there were in their heyday, there are still some great ones out there. And, of course, those old games are, … Continue reading 1948: Five of My Favourite Music Games

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    I've been a fan of music-based "rhythm action" games ever since they started being a thing around the time of the PS1 era, and while there aren't anywhere near as many around these days as there were in their heyday, there are still some great ones out there. And, of course, those old games are, in most cases, just as playable today, so long as you can deal with some dated graphics!

    Without further ado, then, here are five* of my favourites.

    Bust-A-Groove

    I can't quite remember if this was my first ever encounter with rhythm action, but it was certainly one of my favourite games of the PS1 era. It's also the sort of game that would probably never see a retail release these days: it'd be much more likely to be a £15-20 downloadable game. (In fact, why isn't it downloadable on PSN? Get on that, Sony!)

    Bust-A-Groove was an unusual and creative title that took the overall aesthetic of a one-on-one fighter and transplanted the hot versus action into the context of a dancing competition. Each song was based on four-beat bars, and in each bar you'd have to make sure you hit one of the face buttons on the PlayStation controller on the fourth beat. As you built up combos, you were given more and more directional inputs to squeeze in before that all-important fourth beat, but these didn't need to be in time. You were usually pressing O or X on the fourth beat, but pressing Triangle would allow you to use one of your character's special attacks (limited in the number of times you could use them per stage) and pressing Square would allow you to dodge an incoming special attack from the previous bar; failure to do so would put you out of action for a few bars and allow your opponent to get ahead.

    Bust-A-Groove wasn't perfect, particularly in two-player mode, where two equally matched players tended to reach a stalemate due to the way the game's scoring worked. But as a single-player rhythm action game in particular, it's still hard to beat — and it had some of the most memorable songs of any game I've ever played.

    Frequency/Amplitude

    I always get Frequency and Amplitude mixed up — one was the sequel to the other — so I'll cop out and put them both in here, since they were fairly similar to one another, as I recall.

    Frequency and Amplitude were early titles from Harmonix, who would go on to create the Rock Band series. And it's clear where the inspiration for those later, more popular titles came from: Frequency and Amplitude had the "note highways" almost as we recognise them today, but with a twist: you were playing all the parts on your controller.

    This wasn't as ridiculous as it sounds; what you'd do is pick a "track" (as in, part of a song, not a whole album track or something) and bang out a decent combo on it. After a short period, that track would "lock" in place and continue playing, allowing you to move on to another one and gradually build up the texture of the music, effectively creating a dynamic remix as you played. Perform well enough and you'd be able to get all the parts going together; perform badly and it would sound like a teenage wannabe rock group attempting to perform a piece far too ambitious for them one lunchtime at school.

    Space Channel 5 Parts 1 and 2

    Yes, I know that's two games, making my "five" rather dishonest (particularly after including both Frequency and Amplitude), but really, Space Channel 5 deserves to be considered as a complete… thing. Because it's quite something.

    I've often described Space Channel 5 as "the gayest game ever" (the second-gayest game ever being Final Fantasy X-2) and I stand by that sentiment. Gloriously, unabashedly cheesy and camp as fuck with a kitschy '60s sci-fi aesthetic, Space Channel 5 sees the leggy pink-haired beauty Ulala strutting her way to fending off an alien invasion and eventually saving the galaxy from the machinations of an evil villain.

    Space Channel 5's gameplay is extremely simple, essentially boiling down to a game of rhythmic Simon Says. Flowing pretty much seamlessly from cutscene to gameplay, Ulala would be confronted with some sort of sticky situation to resolve, and would have to do so by copying the moves of whatever dastardly (or, in many cases, not-so-dastardly) foe she's facing this time. The twist on the usual Simon Says formula is that you have to do it in rhythm as your "partner" did it, too, and there are some seriously challenging rhythms to deal with. Once you learn it, though, you should be able to rattle through the whole game in about twenty minutes or so, but it's very replayable, much like an entertaining short movie. Space Channel 5 Part 2 also comes with a sort of "challenge mode" alongside the main story, and that's a lot tougher.

    Space Channel 5 Part 2 is also noteworthy for featuring a bizarre cameo from a low-polygon depiction of the late Michael Jackson… sorry, "Space Michael".

    Elite Beat Agents

    Elite Beat Agents is one of the best games on the Nintendo DS, and, surprisingly, one of the most effective examples of storytelling I've ever seen.

    The titular Agents are tasked with jetting off around the world to save people from various mishaps, and they do so by dancing at them. Exactly how this solves the problem is anyone's guess, but it seems to work, even going so far as to fend off an alien invasion accompanied by Jumpin' Jack Flash in the wonderful finale.

    The game uses licensed tracks (albeit cover versions in most cases) to complement the on-screen action and help tell their stories, and there's at least one instance where the combination of music, subject matter and events in the story are genuinely emotional. You know the one if you've played it. (Also, it's in the video above.)

    But aside from all this, Elite Beat Agents is a strong rhythm game that makes excellent use of the DS' touchscreen and stylus — and is a challenge and a half even for the most seasoned rhythm game pro, to boot. It's just a pity we never saw the sequel over here.

    Hatsune Miku: Project Diva f

    I include Project Diva f (and its PS3 counterpart F, though I greatly prefer playing on Vita) on this list rather than its (apparently superior) sequel largely because I haven't played said sequel. Project Diva f is a great game in its own right, however, and made me all sorts of happy the first time I played it, largely because it reminded me of the old PS1-era games.

    It's no Bust-A-Groove, though; no regular beats for you here. Instead, you're expected to play Project Diva f's levels like a percussion instrument. Depending on the piece in question, you might be accompanying the vocals, lead guitar and synth, rhythm section or even playing some completely different counter-rhythms that complement the main bulk of the music. The lower difficulties are deceptively easy; the higher difficulties are as challenging as playing an actual instrument.

    It's satisfying though. Pulling off a "Perfect" score on a difficult level is a wonderful feeling, and it's something that will only come with practice — remember that, when games didn't hand victory to you on a plate? Yes, in order to get good at Project Diva f you're going to have to do more than just try each song once or twice; you're going to have to actually learn them, so that eventually you don't even need to look at the incoming note patterns, you can just perform them. When you reach that stage, then you're a true Miku master.

    Senran Kagura: Bon Appetit!

    I won't lie, I've lost count now, but I'm pretty sure we're not doing "five" any more. Oh well.

    Senran Kagura: Bon Appetit! is a game in which the ninja girls of Senran Kagura take time off from fighting each other and worrying about youma to indulge themselves in a cooking competition organised by pervy old ninja master Hanzo, who apparently wants nothing more than to watch his granddaughter and her friends literally cook each other's clothes off in an attempt to secure a Super-Secret Ninja Art Scroll that will grant one wish.

    It is as ridiculous as it sounds, but there's actually a really solid, fun — albeit simple and straightforward — rhythm game underneath, with some wonderful pieces of original music; for those less familiar with Senran Kagura, it has consistently great soundtracks, and Bon Appetit! is no exception; good job for a music game, huh?

    Not only that, but the game actually makes an effort to put all this ridiculousness in context with story sequences just like those in the mainline Senran Kagura games. It does take great pains to point out that you probably shouldn't take Bon Appetit! too seriously or expect it to be acknowledged in the "canonical" Senran Kagura narrative, but it's more than just a generic rhythm game with the Senran Kagura characters hastily slapped atop it.

    It's lewd as fuck, though; if you thought the clothes-ripping action of the main games was a touch on the suggestive side, you've not experienced anything until you've seen the cast posing provocatively and naked atop various delicious-looking desserts. But that is what Senran Kagura does, and by golly, we love it for it.

    Love Live! School Idol Festival

    The most recent addition to this list (which I've been keeping in my head prior to this post), Love Live! School Idol Festival is one of a few games that have got me playing games on my phone again for the first time in ages.

    The basic rhythm gameplay of School Idol Festival is solid, and designed well for touchscreens — the icons you have to tap are all arranged in an inverted arc across the screen, making it easy to hit them all with your thumbs even when holding on to your phone. The songs are a lot of fun, too, capturing a lot of the energy of the show — and, of course, making use of some of the show's most well-known and loved songs.

    But arguably the more interesting thing about School Idol Festival — and the thing that keeps players coming back to it day after day — is its comprehensive metagame. At its core, it's a fairly standard Japanese style collectible card game — collect cards of varying rarity, sacrifice cards you don't need to level up cards you do need, increase the rarity of cards and assemble a powerful team — but the attachment to Love Live! makes it very endearing, and the game even goes so far as to include fully-voiced (in Japanese) visual novel-style story sequences as you make progress. The metagame also affects your performance; better cards will allow you to obtain better scores, and different cards have different "skills" that trigger over the course of a song and provide you with bonuses or other benefits.

    You'll obviously get the most out of School Idol Festival if you're already familiar with Love Live!, but even if you're not, it's a solid rhythm game in its own right — so long as you like super-happy, cheerful, saccharine-sweet J-idol music. And I'm not sure I trust anyone who says they don't!


     

    Okay, okay, I'm done. Whatever.

    * Hah.

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    1947: Some Great Anime Soundtracks https://imnotdoctorwho.moegamer.net/2015/05/20/1947-some-great-anime-soundtracks/ https://imnotdoctorwho.moegamer.net/2015/05/20/1947-some-great-anime-soundtracks/#comments Wed, 20 May 2015 23:07:00 +0000 https://angryjedi.wordpress.com/?p=7366 Writing in the comments of yesterday's post, Mr Heaslip reminded me that I've been continually impressed with the quality of soundtracks in modern anime. I tend to listen to a lot of soundtracks when I'm doing other things — particularly when I'm doing work of some description. I prefer soundtracks in this context because lyrics can … Continue reading 1947: Some Great Anime Soundtracks

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    Writing in the comments of yesterday's post, Mr Heaslip reminded me that I've been continually impressed with the quality of soundtracks in modern anime.

    I tend to listen to a lot of soundtracks when I'm doing other things — particularly when I'm doing work of some description. I prefer soundtracks in this context because lyrics can be distracting — particularly if you're trying to write something — plus, given the right one, they can lend a certain air of drama to proceedings. And it doesn't have to be work, either; there's nothing that livens up a tedious motorway drive like a storming, over-the-top soundtrack.

    The majority of my soundtracks come from games, unsurprisingly, but since I started really getting into anime a year or two ago, I've begun tracking down soundtracks for various anime series, too. So I thought I'd share a few favourites today.

    This is Swordland from Sword Art Online, the "trapped in an MMO" show that was popular but somewhat divisive. I enjoyed it a great deal — at least partly because it reminded me of .hack, a series of games and anime that I love the idea of but am yet to actually work my way through — but I will acknowledge the arguments that it was cheesy as hell and moved way too fast for its own good. Those things didn't put me off as much as some other people, but as I think we've established over the course of the last 1947 days, I have a much higher tolerance for bullshit than many other people.

    Anyway, I'm a fan of this piece because it sounds authentically "gamey" — plus, for all the series' faults, it knew exactly how to give a sense of drama to a big fight scene, and that included having a suitably epic soundtrack.

    Contrasting completely with the above, this music is… well, I don't know what it's called as my Japanese reading comprehension isn't quite up to the task, but it's the music that plays during the "Previously on Love Live!" bit at the beginning of each Love Live! episode.

    Not a lot to say about it really, other than the fact that it nicely captures the feeling of sheer joy that Love Live! encapsulates; it's happy, cheerful, summery, uplifting and heartwarming, just like the show as a whole.

    KissXSis was pretty dumb all round — it was thinly-veiled… no, completely unveiled fanservice for the most part, but it had some entertaining moments and some fun characters. The two titular sisters were an enjoyable study in contrasts, and the supporting cast made for an enjoyable ensemble to spend some time with.

    The thing that stuck with me long after finishing watching the show, though, was the ending theme — and this adorable dance animation that was shown in partial form during the closing credits, and which was rendered in its full glory for, I believe, the Blu-Ray release.

    Yuru Yuri was an odd show in which pretty much nothing happened for its entire run, but it was immensely endearing purely for its characters. It was one of those shows where you feel like you're "friends" with the cast by the end of it, and for that I'll always think of it rather fondly.

    I can't actually remember the context of this song in the series — or indeed if it actually appeared in the series at all, or if it's just a character song from a soundtrack album — but either way, it's a nice little song that I like a lot.

    DanMachi, also known as Is It Wrong to Try to Pick Up Girls in a Dungeon? thanks to questionable transliteration, is the current hotness in anime, with many calling it this year's Sword Art Online. It seems to be overall a bit more consistently well-received than Sword Art Online, however, thanks in part to its main heroine Hestia being a much more interesting and fun character than SAO's Asuna.

    Like Sword Art Online, DanMachi has a gorgeous incidental soundtrack accompanying the action. There are some awesome battle themes, but in the interest of a bit of variety, here's a lovely, more pensive piece reflecting the affection between Hestia and protagonist Bell.

    To Love-Ru is another show that was pretty dumb and mostly fanservice, but I still really enjoyed my time with it. I found it particularly interesting in that it changed format significantly over the course of its three distinct seasons, with the main heroine from the first season being largely relegated to occasional background roles by the third. (I wasn't super-happy about this, as I adored Lala, but the new "main" characters made up for her relative absence somewhat.)

    To Love-Ru was another of those shows that was unrelentingly cheerful throughout. It knew exactly what it was — silly, lightweight, occasionally (all right, frequently) pervy fun that had no intention of making you think too hard. This particular track, known just as "Good Morning!" reflects the show's character pretty nicely.

    Welcome to the NHK was an awesome show with a wonderful streak of honesty and bitterness at its core. Contrasting starkly with the relative darkness of the protagonist's hikikomori lifestyle was the fictional anime show many of the characters were obsessed with, whose theme tune ran something like this.

    Purupurupururin…

    Oh, Lord, Clannad. So many feels. Anyone who's seen the show probably doesn't need any further words when they hear this piece of music. And if you haven't seen the show, rectify that right now. Bring tissues. Not for that. For all the crying. Because there will be lots of crying.

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    1946: Hey, Hey, Hey Start-Dash https://imnotdoctorwho.moegamer.net/2015/05/19/1946-hey-hey-hey-start-dash/ https://imnotdoctorwho.moegamer.net/2015/05/19/1946-hey-hey-hey-start-dash/#comments Tue, 19 May 2015 22:36:34 +0000 https://angryjedi.wordpress.com/?p=7362 I feel I should probably address something before continuing onwards in my life: I started watching Love Live! School Idol Project a little while back having left it stewing in my Crunchyroll queue for months, and I'm having an absolute blast watching it. For the unfamiliar, Love Live! is a show about a group of girls who decide to … Continue reading 1946: Hey, Hey, Hey Start-Dash

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    Love_Live!_promotional_imageI feel I should probably address something before continuing onwards in my life: I started watching Love Live! School Idol Project a little while back having left it stewing in my Crunchyroll queue for months, and I'm having an absolute blast watching it.

    For the unfamiliar, Love Live! is a show about a group of girls who decide to form a "school idol" group in order to raise the profile of the school they love so much and save it from closure. In many ways, Love Live! is essentially K-On!: The Next Generation, in that it features an all-female cast with a broad spectrum of personality types, has music as its main theme and centres around a low-key but nonetheless meaningful "conflict" — in K-On!'s case, this was the disbanding of the school's light music club; in Love Live!'s case, it's the closure of the whole school.

    Love Live! also possesses the same sort of heartwarming but occasionally manic energy that K-On! did, with very little in the way of conflict between the core cast members. There's a little as the cast is gradually assembled over the course of the first seven or eight episodes, but this is generally quickly resolved in favour of more light-hearted banter, inspirational training montages and the occasional boob-squishing when Nozomi is around and wants something.

    Love Live! is an unashamedly happy, positive, colourful and cheerful show, then, and it is by no means particularly deep or thought-provoking. Despite having the opportunity to critique idol culture, too, it doesn't appear to particularly run with this, instead presenting a somewhat more idealised (or should that be idolised?) view of the girls' journey to stardom. That said, it doesn't skimp on representing the fact that the girls work hard to achieve their dream, and acknowledges the fact that different people come at this sort of thing in different ways — and in order to work well as part of a team, you sometimes have to make compromises or take on challenges you might not otherwise have done by yourself.

    img_mainIt's an appealing cast of characters all round, though since I'm partway through the series I am hesitant to declare anyone "best girl" and potentially call down the wrath of the Internet on me for picking the "wrong" one.

    Honoka makes for a good "protagonist" of sorts, though really this is a show about the ensemble cast rather than a single protagonist as such. She's ditzy, silly, cute and fun, and she complements her permanent companions Kotori and Umi nicely.

    Kotori is certainly a highlight for me — primarily for Umi-chan… onegai! — while Umi represents the rather sensible "class rep" type that I find rather appealing. Elsewhere in the cast, Nico is endearingly chaotic and rather tsun, and is wonderfully set off against her fellow third-year, school council president Eli. Nozomi, meanwhile, is an enjoyable study in contrasts, initially appearing to be the demure, quiet, shy "shrine maiden" type, but occasionally letting this facade slip somewhat as she goes full-on Katsuragi and starts feeling up her bandmates. Maki is super-cute — I have a thing for redheads, as many of you know — and arguably the character I find most appealing on a shallow, superficial level — plus she plays the piano, which is cool.

    Of all the cast, I feel like I know the least about Hanayo and Rin — though Rin's "-nya"-ing at the end of sentences is a character trait I find adorable whenever any character does it — but since, as previously mentioned, I'm only partway through the complete run so far, there's still scope to find out a bit more about them.

    I'm enjoying it, then. And I'm pleased that I'm finally in a position where I understand what's going on when people go "Nico-Nico-Ni!" — although your own feelings on that matter may vary, of course.

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    1945: Mobile Free-to-Play: Another Tale of East vs. West https://imnotdoctorwho.moegamer.net/2015/05/18/1945-mobile-free-to-play-another-tale-of-east-vs-west/ https://imnotdoctorwho.moegamer.net/2015/05/18/1945-mobile-free-to-play-another-tale-of-east-vs-west/#respond Mon, 18 May 2015 22:34:42 +0000 https://angryjedi.wordpress.com/?p=7354 I've been highly resistant to mobile free-to-play games for some time now, a fact I primarily attribute to the extremely well-paid but soul-crushing period I spent reviewing them for the industry-facing sites Inside Mobile Apps and Inside Social Games, both of which have subsequently been folded into AdWeek's SocialTimes blog. I describe this period as … Continue reading 1945: Mobile Free-to-Play: Another Tale of East vs. West

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    Brave Frontier has some lovely and distinctive artwork; screenshots in this post are all from it.
    Brave Frontier has some lovely and distinctive artwork; screenshots in this post are all from it.

    I've been highly resistant to mobile free-to-play games for some time now, a fact I primarily attribute to the extremely well-paid but soul-crushing period I spent reviewing them for the industry-facing sites Inside Mobile Apps and Inside Social Games, both of which have subsequently been folded into AdWeek's SocialTimes blog.

    I describe this period as "soul-crushing" not because I disliked the work or the people I worked for — on the contrary, it was an enjoyable opportunity to work with some fun people — but because it was just so utterly disheartening, as a fan of "games as art", to see the cynical money-machine games being churned out by the boatload, with no-one truly having the confidence to innovate, instead simply reskinning established systems with a different theme and hoping no-one would notice.

    Amid the dross churned out by companies like Zynga, King and their ilk, there were the occasional little gems, though, and they almost always hailed from our Eastern cousins in Korea, Japan and other nearby regions. Eastern mobile game development was by no means infallible, of course — titles which grew to inexplicable popularity, such as Rage of Bahamut, were often just as vapid as their Western counterparts — but on the whole, when a genuinely good free-to-play mobile game hit the app stores, it was, more often than not (and with a few notable exceptions) of Eastern origin.

    Screenshot_2015-05-18-22-02-50
    This feisty lady is the pride of my party at present.

    Fast forward to today and I find myself enjoying not one, not two, but three separate free-to-play mobile games, and there's a fourth that I had some fun with but have left alone for a while now. All of these games are, once again, of Eastern origin; meanwhile, offerings from established Western big hitters like Zynga, King, Nimblebit, Gameloft and EA all fail to hold my attention because they're still relying on the same old crap they were a few years back when I was reviewing them.

    So what's the difference with these Eastern-developed games? Well, primarily it's the amount of effort that appears to have been put into them — and the fact that they're fun.

    Brave Frontier, which I've talked about in a few previous entries, for example, is an enjoyable battle-centric RPG in which you assemble a party of collectible heroes, power them up and send them on quests — either story-free "Vortex" quests which are themed each day of the week and allow you to acquire specific items more easily, or a lengthy, story-driven campaign that, while cliched, has actually proven to be surprisingly compelling so far.

    Puzzle and Dragons, meanwhile, takes the Puzzle Quest formula of combining casual colour-matching puzzle gameplay with Pokemon-esque collection and levelling mechanics, creating an engaging, enjoyable game that blends the best bits of RPGs and puzzlers.

    Love Live! School Idol Festival, on the other hand, not only serves as wonderful fanservice for the anime show itself — which I'm currently in the middle of watching, and am enjoying a great deal — but is also a really fun rhythm action game.

    Finally, I don't play much of Valkyrie Crusade any more, but it made enough of an impact on me to want to write about it in a bit more detail over on MoeGamer.

    Screenshot_2015-05-18-22-07-52Interestingly, all four of these games are based on the same basic system — something which I criticised Western-developed free-to-play mobile games for above — but manage to distinguish themselves from one another by the additional elements they stack on top of this basic structure. Western free-to-play games, conversely, tend to adopt one system and stick with it, without adding anything in particular to the formula.

    There are a few common systems in use in Western mobile free-to-play games.

    There's the "citybuilder" genre, which superficially resembles simulation classics like SimCity and Transport Tycoon, but actually requires no strategic thought or knowledge of human geography. Instead, these games effectively act as a simple toy set in which you wait for timers to expire, then tap on buildings to get money out of them, which you then subsequently invest in more buildings so you end up with more timers to wait to expire and then tap on. Paying up in these games can skip timers — which are often ridiculously lengthy — and allow you to get more currency without having to actually "grind" to acquire it. Examples of this type of game include Nimblebit's Tiny Tower, EA's The Simpsons: Tapped Out and numerous attempts to stomp SimCity into the ground, Fox's Family Guy: The Quest for Stuff and Gameloft's My Little Pony. Farming games such as SuperCell's Hay Day and Zynga's own FarmVille are also pretty much the same as citybuilders, too, except they involve building up a small farm instead of a whole city. Mechanically, however, they're exactly the same.

    There's the "casual puzzler" genre, which generally rips off PopCap's Bejeweled by challenging you to swap coloured gems/sweets/fruits/farm animals around to make lines of three or more like-coloured gems/sweets/fruits/farm animals, at which point they disappear and more take their place. These generally involve a linear sequence of levels, and paid options in the games generally take the form of additional "lives" to continue playing after failing a level several times — lives otherwise regenerate over a long period of real time — and, in many cases, power-ups to make the game significantly easier, to a game-breaking degree in some cases.

    Then there's the "midcore strategy" game, which, in the same way as the "citybuilder" genre bears only a superficial resemblance to the original SimCity, bears only the most cursory of resemblances to actual strategy games. Midcore strategy games generally involve building a base through a similar means to a citybuilding game — yes, that means more timers to tap on, this time to get resources — and recruiting units, which also take varying periods of real time to build. There's usually a competitive element to them, though, where you can take your recruited units to another player's base and throw them at it in the hope that they might be able to do some damage. While these sequences tend to resemble classic real-time strategy games such as Command & Conquer and StarCraft, the lack of input you generally have means that coming up with a "strategy" is next to impossible, so it becomes more a matter of a numbers game: how many powerful units can you afford to throw at your foes? Payment options in these games are generally similar to citybuilders — speed up timers, buy currency, acquire exclusive units and buildings to give yourself an advantage over other players.

    There are other types of Western-developed mobile free-to-play games, but these three types are by far the most widespread. The thing they all have in common is that the paid options deliberately break the game; they're effectively paid cheats. The most egregious example of this is the ability to simply buy in-game currency rather than having to earn it: it effectively removes any need for the player to develop any sort of "money-making engine", which has been a core part of simulation and strategy games involving resource management since the early days. But "power-ups" such as those seen in King's games are almost as bad; in some cases, these power-ups even allow you to completely skip a level, meaning you're effectively paying not to play the game. (Powerups like this are inevitably paired with unreasonable difficulty spikes or nigh-unbeatable levels, forcing many players into a position where they feel they have to pay up if they want to continue playing.)

    The three Eastern games I mentioned above, as I noted previously, are all ostensibly based on the same system, known as gacha. This is a system based on those capsule toy machines that you see in supermarkets, and which are rather popular in places like Japan. Essentially, using either a currency earned in-game or one that you purchase with real money, you can "draw" something to add to your collection — a playable character in Brave Frontier's case; a monster to add to your party in Puzzle & Dragons' case; a card depicting one of the Love Live! cast in the case of School Idol Festival. Generally speaking, the things you draw using the "hard" currency — the one you can pay for — are better than the ones you acquire using the currency you earn in-game (which usually takes the form of a "social currency", earned through interacting with other players in a rather limited manner). This may sound game-breaking in the same way as buying a power-up in Candy Crush Saga or buying currency in CityVille, but there's a key difference: you still have to do something with the things you acquire by paying, and they're not an immediate "win" button. Sometimes you're not even able to use them right away.

    Take Brave Frontier as an example. While it may be tempting to simply throw money at the game in an attempt to recruit an entire party of five- and six-star heroes, this simply won't work early in the game due to the "cost" limit placed on your party, which increases as you level up your player. Not only that, but these five- and six-star heroes still start at level 1, so you'll still need to actually play the game in order to level them up and get them fighting at their maximum potential; otherwise, they simply look cool.

    Notably, these games generally also allow you to acquire the "hard" currency at a slow rate and enjoy a trickle-feed of these high-quality heroes/monsters/adorable wannabe idols. And, in fact, this makes acquiring one feel more meaningful and more of an event; it actually makes it feel less like the game is trying to force you to spend money, and instead inviting you to do so if you'd like to enjoy more of the same. I don't mind admitting that I tossed a fiver at Brave Frontier during a special "you might get one of these special heroes!" event the other day because I've been enjoying playing it; I certainly haven't, at any point, felt like I need to spend money on it to enjoy it, however; my current party (which is pretty kick-ass, I have to say) has been assembled entirely for free.

    The big contrast between Eastern and Western philosophy with these games, then, appears to be the attitude towards getting the player to pay up. Western games, in my experience, are fond of creating what is rather horrendously called "fun pain", which can be alleviated by paying up; in other words, inconveniencing the player in an otherwise fun experience to such a degree that they reach for the credit card just to shut the game up. Eastern games, meanwhile, appear to provide paid items as an optional extra that is, under no circumstances, required to have an enjoyable experience with the game.

    The other thing that's interesting is that Eastern games appear to be more open to the idea of combining different gameplay types together — Puzzle & Dragons, for example, combines an interesting twist on match-3 puzzlers with RPG and gacha mechanics, while Valkyrie Crusade features gacha, turn-based RPG combat, deckbuilding and optimisation, and even citybuilding, the difference in its use of the latter aspect being that while you're waiting for your wait timers you have other things to do rather than twiddling your thumbs or reaching for the credit card.

    There are exceptions to both of these rules, of course; there are great Western free-to-play mobile games just as there are horrible, shitty, exploitative Eastern free-to-play mobile games. But on the whole, in my experience, it would appear to be the Eastern-developed games that have the right idea — creating a fun experience and hoping at least a few people will be happy to pay up in gratitude for a fun experience — while the Western free-to-play mobile market, more concerned with making a quick buck, seems to be floundering somewhat.

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    1944: Betrayal at House on the Hill https://imnotdoctorwho.moegamer.net/2015/05/17/1944-betrayal-at-house-on-the-hill/ https://imnotdoctorwho.moegamer.net/2015/05/17/1944-betrayal-at-house-on-the-hill/#comments Sun, 17 May 2015 21:34:50 +0000 https://angryjedi.wordpress.com/?p=7352 Today's pre-lunch game was Betrayal at House on the Hill, a game that I got a while back and have only managed to get to the table once so far. I was excited to try it again, as I really enjoyed our first shot at it, and was also interested to see quite how differently the 50 … Continue reading 1944: Betrayal at House on the Hill

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    Today's pre-lunch game was Betrayal at House on the Hill, a game that I got a while back and have only managed to get to the table once so far. I was excited to try it again, as I really enjoyed our first shot at it, and was also interested to see quite how differently the 50 different potential scenarios would make it on a subsequent playthrough.

    For the unfamiliar, Betrayal at House on the Hill is an interesting board game that starts as cooperative and later becomes asymmetric competitive. In the first part of the game, all the players take on the role of explorers looking around a creepy old horror-movie house, finding items, experiencing strange events and encountering "Omens". The more Omens that are found, the more likely it is that "The Haunt" begins, and the combination of the Omen found and the place where it was picked up when The Haunt is triggered determines which one of the 50 scenarios you then move on to for the second part.

    In the second part, things vary considerably between scenarios. Sometimes the player that becomes the traitor — who isn't always the person who revealed the last omen, and isn't always known to the table right away — remains on the board attempting to directly interfere with the efforts of the other players. Sometimes they're removed from the board and take on more of a "dungeon master" role, controlling hordes of monsters. Sometimes there are a variety of special mechanics to the various rooms in the house. And sometimes it's a fairly straightforward hack-and-slash sort of affair.

    The scenario we played involved the one who found the last omen being caught under the spell of a rat god. His job was to make it to the "Pentagram Room" in the basement, then complete a ritual. Meanwhile, the other players' job was to stop him, either by killing all his rat minions that spawned around the house, or by killing him outright — though once he got into the Pentagram Room and started performing the ritual, he could no longer be attacked.

    The interesting thing about the way Betrayal at House on the Hill handles this asymmetry is that it keeps certain pieces of information secret from each side. There are two separate books, in which the two "sides" find out what their objective is, but not usually what their opponent is trying to do. There might be some hints or special rules that provide a clue, but it's usually not spelled out explicitly. In this way, part of the challenge of the second half of the game is determining exactly what your opponent is trying to do, and how best to stop it while completing your own objectives as efficiently as possible.

    It's a really cool game with a lot of atmosphere and a great sense of unfolding narrative as the house gradually reveals itself and strange things happen to all the players. And it's ridiculously replayable, too; even if you play the same scenario twice, the randomly generated nature of the game map and the items and events you'll stumble across in the process means that it will be a different experience every time.

    Plus it plays relatively quickly, which is a blessing for groups like ours that tend to meet on a weeknight when we're not devoting entire weekends to gaming. In contrast to titles like Arkham Horror, which are magnificently atmospheric and a lot of fun to play but take three or more hours to plough through, Betrayal at House on the Hill plays comfortably in 90-120 minutes, depending on the scenario, making it a good game for those looking for a fun horror fix without having to, say, sit in their friend's "sweaty balls chairs" for hours at a time.

    I had a great time this weekend; hearty thanks to Sam, Tim and Tom for making my "birthstag" celebrations memorable and enjoyable.

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    1943: Meat, Meat, Meat https://imnotdoctorwho.moegamer.net/2015/05/17/1943-meat-meat-meat/ https://imnotdoctorwho.moegamer.net/2015/05/17/1943-meat-meat-meat/#comments Sun, 17 May 2015 00:18:46 +0000 https://angryjedi.wordpress.com/?p=7350 Went out for dinner this evening as part of my continuing combined stag and birthday celebrations. We went to a Brazilian place in Southampton that I neglected to remember the name of, but which a quick Google reveals is called Fogo Gaucho. Fogo Gaucho is a place that I've been curious to try for a … Continue reading 1943: Meat, Meat, Meat

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    Went out for dinner this evening as part of my continuing combined stag and birthday celebrations. We went to a Brazilian place in Southampton that I neglected to remember the name of, but which a quick Google reveals is called Fogo Gaucho.

    Fogo Gaucho is a place that I've been curious to try for a while, as it sounded like an intriguing dining experience. It's a place where you pay a flat rate for your meal (plus drinks) and then simply sit at your table while you have lots of different bits of meat brought to you. In between said carnivorousness, you have the opportunity to visit a buffet and fill up your plate with some other bits and pieces like veggies, potatoes, rice and Brazilian stew, but the highlight of the experience is undoubtedly the meat.

    And it was a fine selection of meat, too, running the gamut from spicy chicken thighs to some wonderful cuts of beef steak and lamb. At the start of the evening, the serving staff ask how you prefer your meat (rare, medium and so forth) and remember it, cutting pieces of meat from giant, majestic skewers that are according to your liking and then inviting you to pull them off the skewer with a pair of thoughtfully provided tongs.

    The meat was delicious. It was all seasoned in various ways — pork ribs had a tasty, sweet coating, for example, while one of the cuts of lamb had a garlicky flavour to it. The spicy chicken thighs, meanwhile, were, well, spicy, and the beef steak cuts were wonderful, with the varied cuts provided really allowing you to appreciate the difference between different types.

    The most common criticism of the place is that the meat is all a bit salty, and I'd concur with that; I don't know if that's a hallmark of Brazilian-style cooking or if it's a deliberate choice intended to get you having more drinks — drinks cost extra, remember — but either way, it didn't bother me too much. It was a great meal — and great value if you make sure to go when you're really hungry — and I'm pleased to have discovered this place. Now I have somewhere fun to take people who come to visit!

    Now I'm very tired, so I will call it a night there. More games tomorrow!

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    1942: Thoughts on XCOM After a Four-Player (Tutorial) Game https://imnotdoctorwho.moegamer.net/2015/05/16/1942-thoughts-on-xcom-after-a-four-player-tutorial-game/ https://imnotdoctorwho.moegamer.net/2015/05/16/1942-thoughts-on-xcom-after-a-four-player-tutorial-game/#respond Sat, 16 May 2015 00:35:28 +0000 https://angryjedi.wordpress.com/?p=7348 It's my combined birthday/stag weekend this, uh, weekend, and so we kicked off the celebrations with a shot at XCOM: The Board Game. Since my three companions for the weekend have not played the game before, we had a go at the tutorial scenario, which I had already familiarised myself with beforehand. The tutorial essentially gives you … Continue reading 1942: Thoughts on XCOM After a Four-Player (Tutorial) Game

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    It's my combined birthday/stag weekend this, uh, weekend, and so we kicked off the celebrations with a shot at XCOM: The Board Game. Since my three companions for the weekend have not played the game before, we had a go at the tutorial scenario, which I had already familiarised myself with beforehand. The tutorial essentially gives you a predictable setup, then walks you through two complete "rounds" of the game before continuing as the "Easy" difficulty until it concludes either with your victory or crushing defeat at the hands of the aliens.

    My immediate reaction to the game after having tried it with a full complement of four people is that this is clearly how the game is intended to play. I enjoyed the couple of solo attempts I had, but it is a lot of things to keep track of at any one time, since you're effectively doing the work of four people. When you're against the clock, as you are in each round's timed phase, this is very difficult to do effectively — though not, I might add, completely impossible.

    With four people, meanwhile, everyone can specialise and concentrate on their own area, hopefully contributing to the overall war effort against the invading aliens. The Central Officer can concentrate on reading the game app and distributing information as well as allocating his "satellite" resources either to orbital defense against UFOs or special abilities and technologies. The Commander has overall control of the budget, and if there is a dedicated person controlling nothing but that role, it's a lot easier to keep track of how much you're spending during a turn, which is important because overspending carries some pretty harsh penalties!

    The Chief Scientist, meanwhile, has overall control over technology research. Up to three technologies can be put into the research queue each turn, and technologies, once completed, effectively become extra special actions for one of the four players. Many of them have some sort of "automatic success" ability, allowing you to make combat or completing mission tasks easier or more resource-efficient, while others have other special effects that manipulate the game flow in some way, perhaps allowing you to "rescue" units that would otherwise be destroyed or gain resources that you wouldn't be able to collect normally.

    Finally, the Squad Leader takes control of the ground forces, and is responsible for completing missions — which bring the team closer to unlocking the final mission and, consequently, the victory condition for the game — and defending the XCOM base, which is one of the two main means through which you can lose the game. (You lose either if your base is destroyed, or two regions on the board reach the "danger zone" on the panic tracker.)

    Once everyone had the rules sorted — and, unlike many Fantasy Flight games, they are pretty simple, elegant and easy to learn quickly — the game flowed nicely, and managed to become extremely exciting and tense. One of our number commented that he doesn't usually find dice-centric games particularly exciting as they're rather chance-based and it's difficult to become invested in something you don't have complete control over, but the overall setup of XCOM means that it develops a very clear sense of "narrative" as you progress through the game, and consequently those dice rolls become much more meaningful. By the end of the game, we were making up names for our Interceptor pilots; praising "Simon's" brilliant defense of Europe and chastising "Pancho Gonzalez" for failing to defend South America adequately and ultimately costing us the game just before we could complete the final mission objective.

    It's a great game. I'm looking forward to trying it without the training wheels tomorrow, and probably failing to repel the alien invasion in spectacular manner. Unlike many co-op games, it all but eliminates the "alpha player" problem, where one player dominates the table talk and effectively runs the game by themselves by telling everyone else what to do. Because of the "timed phase" mechanic, there simply isn't time for any one person to dominate the discussion; everyone has to take responsibility for their own area's actions, and everyone else has to trust them to make the right calls. It's a really interesting means of handling co-op, and it works really, really well.

    Bed now, though. It is late.

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    1941: What Happened to the Games Press? https://imnotdoctorwho.moegamer.net/2015/05/14/1941-what-happened-to-the-games-press/ https://imnotdoctorwho.moegamer.net/2015/05/14/1941-what-happened-to-the-games-press/#respond Thu, 14 May 2015 19:46:01 +0000 https://angryjedi.wordpress.com/?p=7346 I find myself thinking this a lot recently, particularly as sites like Polygon do increasingly stupid things on a seemingly daily basis (just recently, they managed to piss off the entire community of people who enjoy modern niche Japanese RPGs with a spectacularly ill-informed piece that I posted a lengthy rebuttal to over on MoeGamer, and … Continue reading 1941: What Happened to the Games Press?

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    I find myself thinking this a lot recently, particularly as sites like Polygon do increasingly stupid things on a seemingly daily basis (just recently, they managed to piss off the entire community of people who enjoy modern niche Japanese RPGs with a spectacularly ill-informed piece that I posted a lengthy rebuttal to over on MoeGamer, and subsequently baffled everyone by complaining that The Witcher 3 didn't appear to have any black people in it, and that in a setting where, canonically, women are treated like shit, the women were treated like shit) and I find myself increasingly turning to smaller sites on the few occasions I do actually want to read someone else's thoughts about games — and to Twitter on the more frequent occasions when I want to talk about games with people who share my interests.

    The games press used to be the very definition of "enthusiast", in that it was, well, enthusiastic. Upcoming new games were anticipated with excitement, unexpectedly brilliant games were celebrated, legendarily awful games became famous in their own right. In most cases, coverage was handled in a light-hearted, humorous and often irreverent manner, not afraid to crack politically incorrect jokes and generally seem like the people responsible for it were actually having a good time.

    These days, I go to a site like Polygon and often come away feeling like its writers actively hate the medium they claim to specialise in. It seems like every other week there's a new big controversy of some description, and these sites seem to take it upon themselves to take a Firm Moral Standpoint on such issues, usually with the strong implications that If You Don't Agree With This, You Are An Awful Shit and Should Probably Be Killed.

    Sometimes these controversies become justifiably big deals — although, to be honest, it's getting harder and harder to think of genuine examples, simply because of the amount of noise spouted on a daily basis. It's the "Boy Who Cried Wolf" syndrome; the more you shout and scream and rave about How Awful Everything Is, Oh My! *faints* the less likely people are to take you seriously. Particularly when it's just so incongruous; I can't quite work out if the abrupt gear-change into "by the way, this is misogynist and probably racist too" in Polygon's otherwise very positive review of The Witcher 3 is hilarious or tragic, but either way, I can't take it seriously any more, because it's just parroting the same points I've seen over and over again, without any real consideration of context.

    I think back to the days when I used to read games magazines before the Internet came along and ruined that industry. I think back with fond memories on the specific magazines I used to read — mostly the ones my brother worked on, for obvious reasons — and can actually remember a lot about them: the articles therein, the games covered, the reasons I liked taking them into the toilet to read while I was having a shit even if I'd already read them from cover to cover multiple times. Advanced Computer Entertainment (aka ACE); ZeroMega Drive Advanced GamingControl (later Super Control); ST ActionAtari UserPage 6The Official Nintendo MagazineN64 MagazinePSMGamesTMPC Player; PC Zone; EGM; OPM; and doubtless some others I've forgotten — I don't remember any of these magazines ever taking a Firm Moral Standpoint on controversial issues, and I certainly don't ever remember them directly attacking either portions of or their whole audience. (Well, except for Charlie Brooker's "Sick Notes" section in latter-day PC Zone, in which people wrote in to him specifically to get insulted.)

    Meanwhile, today, we have a far more fast-moving games press in which articles are generally disposable, forgettable, designed to get quick, immediate clicks right now and, for the most part, not remain "evergreen" and stand the test of time. That means a rise in tabloid-style controversy and moral panics, and a decline in writers having the opportunity to express their own specific, creative voices or specialisms. And that's really sad.

    One positive thing that is coming of the growing sense of dissatisfaction a lot of people like myself feel with the big gaming sites is the fact that smaller sites are on the rise, and doing a good job from a content perspective of catering to niches that are typically underserved by the mainstream publications. The situation isn't ideal as yet — most of these outlets aren't able to pay their staff, since making money from writing words on the Internet is harder than it's ever been, given people's reluctance to pay for things online, and even greater reluctance to allow themselves to be advertised at — but it is undergoing a change.

    I'm glad to see that, in some respects, but sad in others; as time goes on, we move further and further away from what I now recognise, with the rose-tinted spectacles of +1 nostalgia, as the Golden Age of Games Magazines. Fashions come and go, of course, but with the way the media has been advancing over the course of the last ten or twenty years, I don't see us returning to anything like it any time soon.

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    1940: An Open Letter to Paul Glass, Slimming World Consultant, Upper Shirley https://imnotdoctorwho.moegamer.net/2015/05/13/1940-an-open-letter-to-paul-glass-slimming-world-consultant-upper-shirley/ https://imnotdoctorwho.moegamer.net/2015/05/13/1940-an-open-letter-to-paul-glass-slimming-world-consultant-upper-shirley/#comments Wed, 13 May 2015 22:50:59 +0000 https://angryjedi.wordpress.com/?p=7344 Hi Paul, I was saddened to hear this evening of your impending departure from the Upper Shirley Slimming World groups, but completely understand your reasoning behind it and would like to thank you for your openness and honesty with the group. I'm sure everyone you've helped to date is very happy to support your decision, … Continue reading 1940: An Open Letter to Paul Glass, Slimming World Consultant, Upper Shirley

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    Hi Paul,

    I was saddened to hear this evening of your impending departure from the Upper Shirley Slimming World groups, but completely understand your reasoning behind it and would like to thank you for your openness and honesty with the group. I'm sure everyone you've helped to date is very happy to support your decision, and will keep you in our hearts even after you start your new life supporting your new family.

    I'm writing this as an open letter online for a few reasons. Firstly, and most selfishly, for vanity purposes: it's a means of me celebrating my own achievements with Slimming World — something that would not have been possible without you, which I'll talk more about in a moment. Secondly, I hope it might potentially provide inspiration to anyone who happens to be reading who has struggled with similar issues to me. Thirdly, it provides the opportunity for others to be able to chime in and voice their support and gratitude for what you have done for each and every one of us. Fourthly and finally, I'm not that good with saying this sort of thing out loud due to a certain degree of social anxiety; I am, however, and not to sound like I'm blowing my own trumpet too much, somewhat more skilled with the written word, so this seemed like the most appropriate medium through which to deliver this important message.

    I have lost nearly three and a half stone since joining the group about four months ago. Those four months have flown by; in the meantime, I lost my job under fairly personally traumatic circumstances, have had to secure new work for myself, begin to establish myself as a local music teacher and figure out what on earth to do with my life — something that, at thirty-four years of age, I still don't have a definitive answer for. Alongside that, I'm dealing with wedding preparation, other personal commitments, a friend who attempted suicide once and has threatened to do it again, and supporting my bride-to-be through a period of ill health. It has, in short, been a stressful, depressing and anxiety-inducing time.

    In the past, my main means of coping with such a situation would have been to "treat myself" to something delicious, "because I deserved it" for dealing with difficult times. Unfortunately, as someone who suffers with depression and anxiety — conditions that I have recently started undergoing treatment for — I found myself relying on this means of emotional support more and more, which meant I piled the weight on and on, got bigger and bigger and heavier and heavier.

    It had got to the point where I was embarrassed to look at older pictures of myself, because although I've been a fairly big fella for much of my adult life, I was conscious that I was far bigger than I'd ever been. It was starting to be physically uncomfortable. It was starting to affect my life, in that I was becoming increasingly conscious of silly little things like the fact that I was over the maximum recommended weight for a stepladder we have, that I was too fat to ride some of the rides at Alton Towers — one of the most humiliating experiences of my life — and that I was unable to participate in part of a friend's stag weekend activities because I was too heavy for Segways and treetop "Go Ape" activities. I was disgusted to look at myself in the mirror, and I worried that my appearance disgusted others, too — though the only people who ever commented on it were random strangers who occasionally made hurtful comments as I passed by them in public, and thankfully this was a rare occurrence, perhaps largely due to the fact that I generally prefer to stay indoors!

    I was starting to despair over it. I felt that, whatever I did, I couldn't turn back this weight gain. I felt that I was doomed to continue gaining weight forever, and it's not an exaggeration to say that I thought — knew? — it would eventually be the premature death of me. I tried various things. I tried fad diets on several occasions. I tried exercising on several occasions. I tried eating "better", as I saw it. But nothing seemed to work; still the weight piled on, because still I had my weakness: my means of coping with difficult situations, and a life that seemed to attract said difficult situations.

    I turned to Slimming World as a last resort. This was to be my last final push, my last attempt to do something about my weight, and if it didn't work, I was going to do my very best to try and at least accept myself the way I was if I couldn't change it. I chose Slimming World because my fiancee's sister has had some noticeable success with it since she joined, and because the programme, as described online, sounded like it was both appealing and practical to fit in to my life as it is today. So I bit the bullet, took that step and showed up to the 7:30 Upper Shirley group for the first time. And, while there are many things in my life that I regret, taking that step over the threshold and joining the group for the first time will never be one of them.

    Why? Because you helped me achieve something that I had started to believe was impossible for me. You inspired me to try my best, but to take my journey at my own pace without pressure. You even helped me to enjoy food again; food had become something that "just happened", and it was pretty rare I found myself genuinely enjoying something, because it was often followed by guilt over whether I should have picked something "better" for me, or just passed altogether.

    The wonderful support of the 7:30 Upper Shirley group counts for something, too, of course, as I'm sure you'd be the first to say. But your contribution to how much better I feel — both physically and emotionally — cannot be understated, and I will be forever grateful for you starting me on this path, as I'm sure I will be grateful for P's support as she helps us all continue on our journeys towards becoming the people we want to be.

    My journey may have been proceeding faster than I ever dreamed possible, but I still have a long way to go. Rather than this being a scary, demoralising concept, however, you have helped me rise to the challenge and feel confident that, with time, dedication, effort and the support of everyone around me, that I really can achieve anything.

    Thank you, Paul, from the bottom of my heart, and I wish you the very best of luck in your future endeavours. The Upper Shirley groups will miss you greatly.

    Pete Davison

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    1939: Ah, So That's What PlayStation Plus is For https://imnotdoctorwho.moegamer.net/2015/05/12/1939-ah-so-thats-what-playstation-plus-is-for/ https://imnotdoctorwho.moegamer.net/2015/05/12/1939-ah-so-thats-what-playstation-plus-is-for/#comments Tue, 12 May 2015 20:30:10 +0000 https://angryjedi.wordpress.com/?p=7341 Up until now, I've been a bit resistant to PlayStation Plus, the subscription service that Sony provides for its PlayStation platforms. Don't get me wrong, I haven't been outright against it or anything; it's more that I've never really seen the need for it in my life. A bit of context for those less familiar with it, … Continue reading 1939: Ah, So That's What PlayStation Plus is For

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    Up until now, I've been a bit resistant to PlayStation Plus, the subscription service that Sony provides for its PlayStation platforms.

    Don't get me wrong, I haven't been outright against it or anything; it's more that I've never really seen the need for it in my life.

    A bit of context for those less familiar with it, then: PlayStation Plus is required for you to play online multiplayer games on PlayStation 4. (It is not required to play online with PlayStation 3 and Vita.) This aspect of it I can take or leave, since I don't play a lot of online games — Final Fantasy XIV is the only one I play with any regularity, in fact, and I play that on PC.

    PlayStation Plus also allows you to upload save games to "the cloud" so that you can easily, say, transfer them between different devices or delete a game and restore your progress later on. Again, I haven't had much need for this; the one and only time I wished I had it was when I had a downloadable review copy of Hyperdimension Neptunia: Producing Perfection on Vita, subsequently got a physical copy (because I like physical copies) and discovered that it was impossible to delete the downloadable version without also deleting its save data due to Vita's somewhat restrictive file system. If I'd had PlayStation Plus, I would have been able to back up my save, delete the downloadable version then bring it back in to play with the physical version.

    PlayStation Plus also provides you with discounts on games from the PlayStation Store each month. These are often quite significant discounts, but you do have to bear in mind that you're paying the subscription fee each month, so you're perhaps not saving quite as much as you think you are.

    And finally, PlayStation Plus provides you with "free" games each month. I put the term "free" in quotation marks because you don't own them in the same way as you would if you'd actually bought them outright, either in physical or downloadable form. Rather, you have unlimited access to them for as long as you continue to subscribe to PlayStation Plus; they're effectively extended rentals, if you like.

    Now, this latter aspect had been the part I'd probably been most "against", because I like to own my games, preferably in physical format, and PlayStation Plus didn't seem especially compatible with that mindset. What I hadn't counted on, as I've discovered since I signed up for my trial period on my new PS4, was the fact that PlayStation Plus actually provides you with a risk-free means of trying out some things you'd perhaps found interesting, but didn't really want to hand over the money for in case they weren't all that good.

    This month, for example, one of the "free" games on PS4 (and PS3 and Vita, for that matter) is a title called Race the Sun. This is an independently developed game in which you fly a low-polygon spaceship across a randomly generated low-polygon world that changes every real-time day, attempt not to crash into anything and usually fail. It starts extremely simple, almost insultingly so — I nearly put the game down a few moments after starting it because it seemed so bare-bones and simplistic — but gradually grows in depth and complexity as you complete objectives and "level up", with new mechanics gradually unlocking as you progress through the levels. Now I'm about halfway through the unlocks and finding it an addictive little affair; the somewhat Star Fox-esque aesthetic is appealing, the music is good, the gameplay is frustrating but addictive and it has a somewhat more satisfying feel than your average mobile phone endless runner — which, let's face it, is basically what it is, with a few extra knobs on.

    Would I have spent money on Race the Sun? Well, I certainly wrote about it a bit when I was still working at USgamer, as I thought it looked interesting. It had never quite looked interesting enough for me to actually want to hand over the cash for it, though, and as such it initially passed me by, though I still contemplated it every time I saw it in a Steam sale.

    Here's the power of PlayStation Plus, then; it allows me to investigate these games that I've found interesting but, for one reason or another, never bought my own copy of. There's no risk in me doing this, and I get a decent selection to choose from each month. It's more effective than a demo because you get the whole game. And it's less morally questionable than piracy because you're still paying for the game and the devs are getting a cut — it's just getting to them via different means.

    And if I end up actually really liking something I've got through PlayStation Plus? There's nothing stopping me actually buying a copy to keep permanently in my collection even if I let my subscription lapse.

    So okay, I admit it; I should have probably checked PlayStation Plus out sooner. But better late than never, huh?

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    1938: XCOM: The Board Game: Some First Impressions https://imnotdoctorwho.moegamer.net/2015/05/11/1938-xcom-the-board-game-some-first-impressions/ https://imnotdoctorwho.moegamer.net/2015/05/11/1938-xcom-the-board-game-some-first-impressions/#respond Mon, 11 May 2015 20:48:00 +0000 https://angryjedi.wordpress.com/?p=7339 My brother bought me a copy of XCOM: The Board Game for my birthday, so I spent a bit of time learning it today since you can play it solo, and I'm planning on playing it with some friends this weekend. I must confess that I'm not actually massively familiar with XCOM as a whole, though I did play UFO: Enemy Unknown back … Continue reading 1938: XCOM: The Board Game: Some First Impressions

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    My brother bought me a copy of XCOM: The Board Game for my birthday, so I spent a bit of time learning it today since you can play it solo, and I'm planning on playing it with some friends this weekend.

    I must confess that I'm not actually massively familiar with XCOM as a whole, though I did play UFO: Enemy Unknown back when it first came out, and I do at least own a copy of the more recent reboot, even if I have never actually booted it up as yet. I know the principle, though, and I also know that knowledge of the video game series isn't particularly important for enjoying the board game, as the board game has a somewhat different focus than the video game.

    Basically, aliens are invading and everyone is fucked unless you save them. You do this by responding to UFO sightings around the world, completing missions, researching technology and, hopefully, eventually thwarting the alien menace. While you're doing this, the various regions of the world are gradually getting more and more panicked by the Bad Things that are happening everywhere, so you need to try and take care of them as much as you can lest your funding gets pulled from that region.

    XCOM: The Board Game is a cooperative affair for one to four players. However many players are playing, four "roles" are used, with multiple players taking on more than one role if you're playing with less than a full complement. The Commander is in charge of the overall budget. The Science Officer is in charge of research. The Squad Leader is in charge of leading the troops on the ground. And the one I've forgotten the name of is in charge of other important stuff like communications and whatnot.

    Yes, communications; XCOM: The Board Game has an interesting twist on the usual "players against the game" formula of cooperative tabletop games: there's a companion app for smartphones/tablets, and it is required to play, not optional. The reason for this is the "real-time" phase of each round, which requires someone to be in charge of the app and bark out orders to the other players as the app issues them; the players, in turn, then have strict time limits in which to complete their actions, and the exact "phases" through which a turn proceeds are part randomly generated, part determined by the information you pass the app about the current situation of the game.

    It's an elegant solution to the sometimes clunky nature of cooperative games that rely on "event cards" or equivalent to help build the narrative of a play session. Those who like to know all the possible things that might happen in a turn may balk at the idea of not having a deck of cards to flick through before or after the game, but the element of mystery is very much a part of the XCOM experience, as is responding to unexpected threats at a moment's notice.

    The real-time phase is pretty hectic — and, I can imagine, prone to some horrible disasters. It's followed by a resolution phase in which the app walks you through each step in turn and tells you how to resolve each action. Unlike the real-time phase, the order of actions in which is part-randomised (though you always get new technologies and budget first in a turn), the resolution phase follows a fixed order, so learning this will allow you to formulate effective strategies.

    The basic mechanic of the resolution phase is press-your-luck dice rolls. Generally speaking, for every (insert appropriate unit here) you have on a particular task, you get a blue die, which is marked with some blank sides and some "success" sides. Each task requires at least one success to complete; enemies generally require multiple successes to defeat. If you fail to get the successes you need on one roll, you can press your luck and try again — the risk factor comes in the fact that the "threat level" increases for this task each time you do it, making it more likely that you'll take losses even if you're ultimately successful in completing the task. Losses are determined by a special red eight-sided die; this is marked with numbers, and rolling equal to or under the current threat level (it begins at 1 and goes up to 5, so there'll never be a guaranteed loss) counts as a loss, which usually means military units are killed and "reusable" units such as scientists and satellites are exhausted, meaning they'll be out of action for a whole round.

    The mechanics are simple to understand and seem to combine a good amount of luck and strategy. You can, of course, manipulate the amount of "luck" you'll be relying on by assigning more units to a particular task, but there are limits in place — not to mention something of a shortage of units to scatter around the world!

    I lost both the solo games I tried earlier; once from two continents falling into full-on panic (which results in an immediate loss) and once from my base being destroyed by alien intruders. I had a great time, though, and I'm very interested to see how the play dynamic changes with multiple people around the table; it's rather overwhelming to take responsibility for everything!

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    1937: This Starry Midnight We Make https://imnotdoctorwho.moegamer.net/2015/05/10/1937-this-starry-midnight-we-make/ https://imnotdoctorwho.moegamer.net/2015/05/10/1937-this-starry-midnight-we-make/#comments Sun, 10 May 2015 21:47:38 +0000 https://angryjedi.wordpress.com/?p=7337 I'm a big fan of the work of Carpe Fulgur, the small, independent localisation team previously responsible for bringing English-speaking audiences the excellent Recettear, its predecessor Chantelise and the charming Metroidvania-ish Fortune Summoners, and who have most recently been working on the sprawling behemoth that is Trails in the Sky: Second Chapter alongside Xseed Games. I was pretty intrigued, then, when Andrew … Continue reading 1937: This Starry Midnight We Make

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    I'm a big fan of the work of Carpe Fulgur, the small, independent localisation team previously responsible for bringing English-speaking audiences the excellent Recettear, its predecessor Chantelise and the charming Metroidvania-ish Fortune Summoners, and who have most recently been working on the sprawling behemoth that is Trails in the Sky: Second Chapter alongside Xseed Games.

    I was pretty intrigued, then, when Andrew Dice of Carpe Fulgur proudly announced the team's fifth project: a peculiar affair called This Starry Midnight We Make. Unlike Carpe Fulgur's previous output, it's not a role-playing game. It is… well, it's kind of baffling, to be honest. I guess technically it's a puzzle game of sorts, but I actually want to describe it more as a game about experimentation.

    I sat down and played the demo version — available now on Steam, with the full version coming later this month — and recorded my experiences, bewilderment and all. Here's what happened when I had a go:

    As you can see if you watched the video, the game blends visual novel-style storytelling with its main mechanic: creating "stars" in a magical basin that appears to influence what happens in Kyoto according to the astrological phenomena you create.

    The basic format of the game involves plopping stones into this basin and watching them do stuff, then figuring out how to make them do other stuff. The basin is split into five elemental areas, represented by faint swirling coloured gases, and the combination of the elemental area you drop a stone into and the type of stone you drop determines what happens next.

    As you progress through the game, you're tasked with a series of quests that ask you to create specific phenomena. What's interesting is that after an initial, rather brief and unenlightening tutorial, you're pretty much left to figure everything out for yourself. How, exactly, do you create a nebula? The game sure isn't going to tell you right off the bat, though it will record the phenomenon in your notebook once you've created it once, allowing you to refer back to it and check how you did it if you're not sure.

    Beginning with the simple task of creating individual stars, the quests later start demanding that you create evolved forms of stars that involve mixing different types together, manipulating the amount of elemental gas in an area of the basin and even using "clay stars" to fuse others together. Beyond that, you're tasked with creating "constellations" using specific combinations of stars that you've created, and the game hints that once these have been created, they'll be used as "tools" to further manipulate your astral creations, though the demo stops before you get to see what this means for yourself.

    What I found initially offputting but subsequently rather compelling about This Starry Midnight We Make is what I hinted at above: you have to figure out everything for yourself. And this is a huge adjustment from a lot of modern games, which spend much of their early hours walking you through every step of the mechanics you might be using throughout the game until you're absolutely sure you know what you're supposed to be doing. Not so in This Starry Midnight We Make. You are, in effect, a scientist, given some interesting things to fiddle around with and left to your own devices to try things out and see what happens. Some of the things you do will work — and these form genuine "Eureka!" moments, since you've figured them out for yourself — and others will not work, forcing you to analyse your "mistakes" and learn from them… or perhaps determine what caused an unexpected reaction to happen.

    I find it difficult to envision how the game will carry this strange concept through a full-length narrative, but I'm kind of intrigued to find out. It's a slow burn of a game, for sure, and its obtuseness will doubtless put many people off within about ten minutes of starting, but if you put some time in and make the effort to actually experiment with it yourself, you'll find a strangely compelling experience waiting for you.

    Do I recommend it? I'm hesitant to do so before seeing the full version, but I can at least recommend that you give the demo a try for yourself to see what you think and whether it might be for you. It's available now from Steam.

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    1936: Modern Old-School https://imnotdoctorwho.moegamer.net/2015/05/10/1936-modern-old-school/ https://imnotdoctorwho.moegamer.net/2015/05/10/1936-modern-old-school/#respond Sun, 10 May 2015 00:07:47 +0000 https://angryjedi.wordpress.com/?p=7335 One of the games I've been playing a bunch on my shiny new PlayStation 4 is Resogun, a game that I was previously moderately excited about, and which, prior to Omega Quintet (and, arguably, Final Fantasy Type-0, which I'm interested to try at some point in the near future) was a game I often cited as the only (then-current) reason … Continue reading 1936: Modern Old-School

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    One of the games I've been playing a bunch on my shiny new PlayStation 4 is Resogun, a game that I was previously moderately excited about, and which, prior to Omega Quintet (and, arguably, Final Fantasy Type-0, which I'm interested to try at some point in the near future) was a game I often cited as the only (then-current) reason that I'd be interested in a PlayStation 4.

    But it wasn't enough by itself to make me want to buy one. For a new platform to be truly compelling for me, there needs to be some long-form games that I'm interested in, whereas Resogun is an arcade game, intended to be enjoyed in relatively short bursts. This isn't a criticism of it, mind, but I'd have had a tough time justifying a PlayStation 4 purchase to myself purely on the strength of what is, essentially, next-gen Defender.

    But oh, what a game Resogun actually is! I'm still skeptical of whether I'd have found it worth buying a PS4 for by itself — although in retrospect, I bought an Xbox 360 primarily because of Geometry Wars, which is even more simplistic than Resogun — but I'm absolutely in love with it, because it represents a true fusion between classic old-school arcade-style gameplay and modern presentation.

    At its core, as previously noted, Resogun is similar to the classic arcade game Defender. You fly a little ship that can move and fire left and right at will. Like Defender, the game unfolds on a scrolling, wrapping stage, though here it's represented as a cylinder that you fly around the outer surface of. Like Defender, your job is to save little green humans from being abducted by invading alien flying saucers. Unlike Defender, there's significantly more to it than that.

    For starters, the humans are held in captivity before you can rescue them. In order to do so, you need to destroy "Keepers" — special enemies that show up every so often with a green glow surrounding them. You'll get an audible announcement when some Keepers show up, but not a visual indicator showing where they are if they're around the other side of the level, so you'll need to find and destroy them quickly to save the human in question, because if you miss any of them — or, in some cases, destroy them in the wrong order — the human will immediately die. Succeed, however, and the human will pop out of his little prison box and start running around on the ground, at which point he becomes vulnerable to being abducted, falling into holes, drowning and being splattered by unpleasant things. He also becomes available to be picked up by your ship and transported to one of the rescue pods at the top of the level.

    To complete a level, you need to proceed through three "phases". Each phase requires you to destroy a certain amount of enemies represented by a bar filling up at the bottom of the screen. When you complete a phase, you get a brief "time out" where you can still move and fire, but you're invincible and the enemies move in slow-motion. This allows you a moment to compose yourself and get yourself into an advantageous position before proceeding. The end of the third phase, however, jumps directly into a boss battle, with bosses taking the form of various peculiar geometric shapes that warp and twist before your very eyes as you shoot chunks off them and chip away at their energy bar. When the boss is dead, the whole level explodes and you move on to the next one. Repeat for five levels, beat game.

    Except that's not all that there is to Resogun — at least not with the excellent DLC packages that have been released since it originally came out. Between these two packages (available as a bundle or individually) there are several new modes, including Survival, which places you on a single level and tasks you with surviving through a series of increasingly difficult days, acquiring power-ups by picking up humans; Protector, which requires you to deliver humans to cities to rebuild them and subsequently defend them from giant alien flying saucers; Commando, which casts you as a human attempting to protect his house from falling meteors in scenes somewhat reminiscent of Missile Command for a new generation; and Challenge, which gives you a series of unconventional ways to play the game and tasks you with completing some generally pretty fiendish objectives.

    Resogun is unabashedly a score-attack game, and consequently it naturally comes with online support, allowing you to compare your scores both to your friends and the rest of the world's players. You can also filter these scores by time, allowing you to challenge friends each week or month to see who is truly the best (this week/month), and scores are tracked completely independently for each mode and difficulty setting.

    Combine this with a robust ship editor, allowing you to create your own custom ships using the 3D "voxel" pixels from which the entire game is built (and which it is very fond of exploding things into at a moment's notice) and the ability to share said creations online and you have a remarkably "complete"-feeling package that, now I've spent some time with it, I'm pretty confident in recommending as an essential purchase for anyone with a PlayStation 4. (Assuming you like shooting things and watching numbers go up. And who doesn't like shooting things and watching numbers go up?)

    So yeah. Buy Resogun. You won't regret it.

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    1935: Brave Frontier: Pete's Completely Unofficial and Possibly Inaccurate FAQ https://imnotdoctorwho.moegamer.net/2015/05/08/1935-brave-frontier-petes-completely-unofficial-and-possibly-inaccurate-faq/ https://imnotdoctorwho.moegamer.net/2015/05/08/1935-brave-frontier-petes-completely-unofficial-and-possibly-inaccurate-faq/#comments Fri, 08 May 2015 16:19:58 +0000 https://angryjedi.wordpress.com/?p=7333 I like writing guides, as I've discussed before, so instead of making some "hilarious" walkthrough of my tedious daily routine as I've done in the past, I thought I'd write something actually useful to someone: a guide on what I've learned about the game Brave Frontier, which I've talked a little about recently, and which isn't … Continue reading 1935: Brave Frontier: Pete's Completely Unofficial and Possibly Inaccurate FAQ

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    I like writing guides, as I've discussed before, so instead of making some "hilarious" walkthrough of my tedious daily routine as I've done in the past, I thought I'd write something actually useful to someone: a guide on what I've learned about the game Brave Frontier, which I've talked a little about recently, and which isn't entirely forthcoming with all the information you might need to get the most out of it during play. Without further ado, then.

    What is this game?

    Brave Frontier is a free-to-play mobile RPG from Alim and Gumi. It's available for both iOS and Android devices. There's a linear story to follow, but it's mostly a game about collecting and upgrading "units" — various heroic characters and monsters whom you can recruit into your team, level up and evolve into more advanced forms of themselves.

    Do I have to pay to play?

    Brave Frontier has an energy system that depletes as you take your party on quests, with later quests or those with larger, more significant rewards costing more energy to take on. If you have insufficient remaining energy to take on a quest, you can either use a "gem" to restore it completely to its maximum level, or wait for it to regenerate at the rate of roughly one point per three minutes. As you level up, you'll gradually gain more maximum energy; one point every few levels, and a more significant jump every five levels.

    Gems are also used for "rare summons" — immediately acquiring units of higher rarity levels — and restoring the separate, much shorter energy bar for the player-vs-player Arena mode.

    Depending on how casually you play, you'll probably find there is no need to pay for gems — especially in the early levels, when you level up quite quickly and your energy bar is fully restored on each level-up.

    How do I get gems?

    You can pay for them, but you also get one free every so often; specifically, for completing an entire area in the main story campaign, sometimes as a daily login bonus reward if you play for several days in succession, sometimes as a "Brave Points" bonus for earning points by completing daily objectives.

    How do I get units?

    There are three ways of acquiring new units:

    1) Receiving them as a drop from a quest. With the exception of daily and special event dungeons, these are usually very low rarity units.

    2) Acquiring them through "Honor Points". You receive honor points when you borrow another player's character to fill the sixth slot in your party, with 5 points awarded if they're a stranger and 10 points if they're on your friends list. You'll also receive honor points when other people borrow your character to use in their party in the same way. 100 honor points equates to one "free" summon, but again, these tend to be quite low rarity for the most part. It's usually best to save up your honor points until there's a special promotion on promising specific units you wouldn't normally be able to get through these means; the game will make you aware of this when it's available.

    3) Acquiring them using gems. 5 gems equates to one "rare" summon, which will net you a unit of three-star ("Rare") or higher rarity. These units will probably form the backbone of your party, but note their "cost" value; when building your party, the total cost of all the units you use cannot exceed your current cost cap. Cost cap increases with your player level alongside your maximum energy.

    How do I make units better?

    There are three things you need to do to improve a unit: level it up, level up its Brave Burst, and evolve it.

    Levelling it up requires you to "fuse" it with other units. Each unit fused to the base unit gives you a particular amount of experience based on what it is, with slightly more experience being given if its elemental type matches that of the base unit. More valuable, rarer units are worth more experience. The most experience can be acquired from units that drop in the "Metal Parade" dungeon in the Vortex Gate; keys to unlock this are issued in the Administration Office in Imperial Capital Randall every weekday except Wednesday, so be sure to go and pick them up as often as possible. Note that when you unlock it, the Metal Parade only stays open for an hour, so only unlock it when you have enough energy to make the most of it!

    Levelling up a unit's Brave Burst — its unique special move — relies a little more on randomness than standard levelling. A unit has ten levels of Brave Burst, with some more powerful and rarer units able to acquire a Super and Ultimate Brave Burst after this. To level up a Brave Burst, perform fusion, and look for material units that say "BB UP?" or "BB UP!" on them. "BB UP?" units give a small chance of levelling up the base unit's Brave Burst when fused, while "BB UP!" units will guarantee an increase in Brave Burst. Generally speaking, units that are appropriate to use for levelling up a Brave Burst can be identified by the type of Brave Burst they use. Healer units require other healers to level up their Brave Burst, for example, while attacking units require other units with offensive Brave Bursts.

    Evolving a unit is the process you perform when a unit reaches its level cap. The level cap is determined by the number of stars the unit has, or its rarity. Three-star units have a level cap of 40, for example, while five-star units can be levelled to 80. Note that there's a "Zel" (currency) cost every time you perform fusion, and this gets more expensive the higher level a unit is. There's also a Zel fee to pay at evolution time.

    To evolve a unit, you must collect the required additional units. These are usually found in the Tuesday daily dungeons in the Vortex Gate. For lower-rarity units, you'll need Nymphs; as you progress through the tiers, you'll need Spirits, Idols, Totems, Pots and Mecha Gods. Initially you won't know exactly what evolution materials are required for a unit, but once you've encountered or acquired the units in question once, they'll be revealed for your reference. Refer to the Brave Frontier Wiki to find the specific units you need if you get stuck.

    Keep an eye out for special units such as Frogs — these provide significant, one-off bonuses when fused without requiring a level-up. Some increase attack power, some defense, some recovery power, some HP. Some even open up a second slot for equipping Spheres.

    How should I build my party?

    It depends how much effort you want to put in. I use a single standard setup for everything I do; it has a mix of different elemental types, a healer unit, a unit who can boost the acquisition of Brave Burst crystals during battle and a unit that can boost attack power. This is good for most situations.

    The main quest is split into dungeons that tend to be centred around a single elemental type, so if you want to optimise your party you may wish to build a full party of each elemental type, then choose the appropriate complementary element to the enemies you're facing. Remember, elemental weaknesses are a one-way circle for the most part: fire beats earth beats lightning beats water beats fire (and so on). Dark and light have a reciprocal relationship, meanwhile; they both beat each other.

    Special events and daily dungeons are often more challenging than the main quest, so you'll want to bring along your best units for these. For the Metal Parade, you'll want to bring units that hit a lot of times, since the most damage you can do to a Metal unit with a single hit is 1 point.

    Pay attention to the unit you choose as Leader, too. Not only do you get the benefit of their Leader skill, which is usually a passive buff of some description, this will also be the unit you loan to other players. In other words, you want your Leader unit to be as attractive as possible (stats-wise or, if you're feeling shallow, the prettiest girl) to encourage people to use it and provide you with Honor Points.

    Note that different instances of the same unit can have different "types", so be sure to pick one that you'll find the most effective. "Lord" type units are balanced. "Anima" type units gain more HP than usual when levelling up. "Breaker" type units gain more attack power than usual. "Guardian" type units gain more defense power than usual. "Oracle" type units gain more recovery power than usual.

    How do I fight?

    Fighting is a simple case of tapping the unit's status bar to cause it to attack; there's no need to wait for one unit to finish its turn before triggering another one, either. In fact, if more than one unit hits something at the same time, a "Spark" is triggered, increasing the amount of damage by a significant amount.

    After all your units have taken a turn, you'll receive Brave Crystals (BC) and Heart Crystals (HC). The former are randomly distributed throughout your party and increase their Brave Burst gauge. The latter are likewise randomly distributed and restore hit points. After this is done, the enemy gets a turn. Note than many enemies — particularly bosses — have more than one action per turn, some of which can hit your whole party at once.

    You can use items to turn the tide of battle; remember to acquire these from the Town before you leave, and use them before triggering any attacks, since you can only use them at the start of your turn.

    Use Brave Bursts wisely. Although you get a bonus to the amount of BC and HC dropped if you "overkill" an enemy, there's little sense in unloading everyone's BB on a single fairy. If you can dispatch a group with normal attacks, do so and save your BB for larger groups or bosses. Also make sure you familiarise yourself with your units' Brave Bursts before you get into battle; not all of them are offensive in nature!

    How do I level up quickly?

    Remember you level up separately from your units. Benefits of levelling yourself up include a higher energy cap, a higher "cost" cap (allowing you to include more, rarer units in your party) and a full restoration of your energy bar and arena orbs.

    You get experience for every "Quest" you complete, whether it's in the main quest or the Vortex Gate. Vortex Gate quests are usually worth more experience than you'd usually get for that amount of energy spent in the main quest, but they're often tougher — and you get nothing if your party is defeated before you beat the boss.

    The fastest way to gain experience is with the weekly Karma dungeon on Mondays. Not only does this drop absolutely tons of Karma, a currency used for upgrading the Town and unlocking more effective equipment and consumable items, but also provides a significant amount of player experience. There are three "levels" of this dungeon; start at the bottom and work your way up. You will require some seriously powerful units to be able to defeat the boss at the end of the level 3 dungeon, so don't jump in there unless you're absolutely prepared.

    How do I get more money?

    Two ways. Firstly, there's a weekly dungeon at the weekend that drops a lot of Zel. Secondly, every Wednesday you can pick up a Jewel Key from the administration office in Imperial Capital Randall. This can be used to unlock the Jewel Parade, which works in the same way as the Metal Parade: it stays open for an hour, after which you'll need another key to get back in, so only open it up when you have the energy to use.

    Jewel Parade drops Jewel-type units, which are completely useless for anything other than selling, so take full advantage of this. Acquire as many as you can before the Parade closes, then sell them off for vast profit.

    How do I win in the Arena?

    You don't have direct control of your units in the Arena, so all you can do is make sure you send your best possible units for the job: it's a good idea to have a healer unit of some description, as this can turn the tide of a battle in your favour. It's also a very good idea to take units with powerful Brave Bursts that can attack the entire enemy party at once, and any units that can provide buffs or increases to BC drop rates are useful, too; generally speaking, whoever gets to Brave Burst first will usually be the victor so if you can push yourself into a position where that's more likely to be you, you'll be golden.

    What do I do in the Town?

    Three things: acquire raw materials, upgrade the town's facilities, and buy/craft things. The Synthesis shop sells consumable items such as health potions and temporary buffs; remember to "equip" these to your hotbar before entering a difficult quest, as they will make a huge difference. The Sphere shop, meanwhile, allows you to create equippable items that either add special effects to your attacks or increase stats and resistances. Don't neglect these; they can make an otherwise seemingly weak character into a valuable member of your party.

    Should I play this game? It sounds stupid.

    It is kind of stupid and ultimately fairly pointless — but if you're someone who enjoys collecting things, making them fight other things and making on-screen numbers gradually get bigger over time, you'll probably have at least a bit of fun with it. It has some lovely art and great music, too.

    Can I add you as a friend?

    Sure. Type in my ID — the easy-to-remember 9630492642 — and we'll both get happy nice things to share.

    Where can I find out more?

    The Brave Frontier Wiki is a terrifyingly comprehensive resource of information for this game.

    The post 1935: Brave Frontier: Pete's Completely Unofficial and Possibly Inaccurate FAQ appeared first on I'm Not Doctor Who.

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    1934: Across the Universe https://imnotdoctorwho.moegamer.net/2015/05/07/1934-across-the-universe/ https://imnotdoctorwho.moegamer.net/2015/05/07/1934-across-the-universe/#comments Thu, 07 May 2015 23:35:52 +0000 https://angryjedi.wordpress.com/?p=7331 I've been rewatching Star Trek recently and simultaneously introducing Andie to it. At the time of writing, we're coming up on the end of season six of The Next Generation and a few episodes deep in Deep Space Nine, because yes, I'm one of those people who likes to watch overlapping shows chronologically so the few-and-far-between crossover episodes happen at … Continue reading 1934: Across the Universe

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    I've been rewatching Star Trek recently and simultaneously introducing Andie to it. At the time of writing, we're coming up on the end of season six of The Next Generation and a few episodes deep in Deep Space Nine, because yes, I'm one of those people who likes to watch overlapping shows chronologically so the few-and-far-between crossover episodes happen at the "right" time.

    I've been really enjoying them. I reached something of a saturation point with Star Trek in my late teens and early twenties as it was on TV an awful lot and it was one of those shows I liked to record every episode of on video. I started collecting the official videos at one point and even had some of the more ostentatious box sets — such as the awesome Data one which had a metallic mould of Brent Spiner's face — but eventually reached a point where I simply parted ways with it, not because I was no longer enjoying it or had seen it all — to date, there's a significant chunk of Deep Space Nine I've never seen, I've not seen beyond the first season of Voyager and I've been surprised how little I remember of The Next Generation — but simply because there were lots of other things vying for my attention.

    With the modern age of video on demand, though, you can watch a show like Star Trek at your own pace when it's convenient to you, and with no fear of missing episodes because you're out on Wednesday nights at 6pm or whatever. This gives the shows a much greater feeling of coherence than if you're watching disjointed — and sometimes out-of-sequence — episodes once a week on the television, and makes it into a much more enjoyable experience as a result.

    Although I'm enjoying revisiting The Next Generation — and, as noted above, have actually forgotten a significant amount of it, so rewatching these episodes feels quite "fresh" — the main thing I'm looking forward to is the completely new episodes of Deep Space Nine. For some reason, when I was younger, I and my family regarded Deep Space Nine as "the boring one" in the Star Trek pantheon, with it not getting truly interesting until the fourth season, when they sped up the theme tune a bit, gave Sisko a badass starship to fly around with and decided it was high time the Klingons started being villains again. Watching it with more mature eyes and — I like to think, anyway — refined tastes, I'm liking it a lot more than I used to for its emphasis on characterisation and relationships over tales of derring-do in space. It's a good complement to The Next Generation, and watching them in parallel as we have been really highlights this.

    Also Odo is a work of genius, combining witty writing with some wonderfully deadpan delivery by Rene Auberjonois. I'm especially interested to find out more about his particular story arc, as that's something I've only seen dribs and drabs of here and there; I stopped collecting the videos and watching the show just as the Dominion storyline was getting underway.

    There's still a long way to go before we've watched all of them, but I'm not complaining; the shows — with the possible exception of the first couple of seasons of The Next Generation — very much stand up to the test of time and, while occasionally cheesy (rocking camera shots while people throw themselves around the set ahoy!) remain some of the most interesting, enjoyable, dramatic, emotional and thought-provoking television there has ever been.

    Here's to the final frontier.

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    1933: #WaifuWednesday: The Girls of Omega Quintet https://imnotdoctorwho.moegamer.net/2015/05/06/1933-waifuwednesday-the-girls-of-omega-quintet/ https://imnotdoctorwho.moegamer.net/2015/05/06/1933-waifuwednesday-the-girls-of-omega-quintet/#comments Wed, 06 May 2015 22:18:05 +0000 https://angryjedi.wordpress.com/?p=7324 One of the central themes of Idea Factory and Compile Heart's new PlayStation 4 RPG Omega Quintet is the contrast between the private lives of those looked up to as "idols" and the public face they put on display. This concept is actually, to some observers, a key aspect of Japanese culture at large. It's known as honne and tatemae … Continue reading 1933: #WaifuWednesday: The Girls of Omega Quintet

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    One of the central themes of Idea Factory and Compile Heart's new PlayStation 4 RPG Omega Quintet is the contrast between the private lives of those looked up to as "idols" and the public face they put on display.

    This concept is actually, to some observers, a key aspect of Japanese culture at large. It's known as honne and tatemae and, specifically, describes the contrast between your true feelings and desires (honne) and the facade you put up to the public (tatemae). It accounts for a lot of things, particularly in popular culture — media like anime and video games are, among other things, a means of exploring and engaging with honne without having to crack tatemae.

    It may sound like a strange concept, but in fact a lot of us do it without even thinking: ponder, if you will, the things you've looked at on the Internet in the last week, and how likely you are to talk about them with other people. It may be that you're fortunate enough to have open-minded friends and relatives who are more than happy to discuss anything and everything with you — or perhaps you simply don't care what people think of you — but there are bound to be at least some situations where you know to keep your mouth shut about things you find interesting, whether they're some form of fucked up pornography or unpopular sociopolitical ideas. Any time you bite your tongue and think better of "oversharing"? Well, that's the closest we have to tatemae in the West.

    But I digress. We're here to talk about the Omega Quintet girls, and I did have a point to make: each of them display both honne and tatemae to varying degrees, and, through necessity, in a far more exaggerated manner than your average citizen. Due to the protagonist's role in the story as the girls' manager — and the player's adoption of that role — you get to see both sides: the honne aspect when they're hanging out and talking among themselves, and the tatemae aspect they display when they're being broadcast to the public.

    Otoha_IdolOtoha is arguably the "leading" heroine in the story due to the fact that she's introduced alongside the protagonist Takt. Otoha is a cheerful, positive, upbeat young girl who has always looked at idol culture — or, in the context of Omega Quintet, "Verse Maiden" culture — with starry-eyed awe. Although Omega Quintet's world is post-apocalyptic and in many ways both bleak and dystopian, Otoha's infectious energy allows her to bring a sense of brightness and lightness to even dark situations; fellow Quintet member Aria even says as much in a rare moment of lucidity.

    Otoha struggles the most with honne and tatemae. She's a ditz, to put it bluntly, and she often lets this aspect come across even when she's on camera. The first time she attempts to make her "debut", she is literally pushed to the ground and upstaged by Kyouka, who is, at this point, working independently. She struggles for the longest time to get the Verse Maidens' fans to even remember her name and, over time, comes to recognise that her talents don't always match up to her enthusiasm.

    That doesn't stop her, though; despite numerous setbacks, she remains determined to realise her dream of being a successful Verse Maiden, and her determination proves inspirational and infectious to her comrades. Even the rather dour Takt is swept along by her energy at times, though he'd never admit it; after all, in the game's earliest moments, it is Otoha who saves Takt from an unpleasant end at the hands of the Blare.

    Kanadeko_IdolKanadeko, meanwhile, is another energetic character. While Otoha is passionate and determined, Kanadeko is more concerned with having fun and being friends with everyone. This is reflected through everything from her perpetually wide-eyed facial expressions to her seeming inability to stand still and her loud voice. She's keen to do a good job as a Verse Maiden not because she's especially passionate about it in the same way as Otoha — though she is dedicated to her work — but because she thinks it will be a fun thing to do.

    Kanadeko is the most naturally at home on stage, too. She has natural presence and an energetic aura about her, and in fact she is, in many ways, the character who displays the least difference between her honne and her tatemae. Both on and off the stage, she's confident, loud  and, while she recognises that she may not be the best at what she does, she both enjoys it and is keen for others to enjoy it along with her.

    Nene_IdolKanadeko's perpetual companion is Nene, who in many ways is the polar opposite of her loudmouthed counterpart. Nene is shy, awkward and has a tendency to babble incoherently when she's feeling nervous — which is quite frequently. In extreme cases, this trait exhibits itself through her blurting out some things that make people feel a little uncomfortable — such as her enjoyment of and enthusiasm for firearms — usually closely followed up by some embarrassed awkwardness as she apologises for saying "strange" things.

    In contrast to Kanadeko, Nene has probably the largest difference between her honne and her tatemae. On stage, she almost becomes a different person. She channels her nervous energy into projecting a confident appearance to the world and, despite both her own shortcomings and her lack of belief in her own abilities, she does a good job. Off the stage, meanwhile, she struggles with depression and anxiety, particularly in social situations, and tries to stick close to Kanadeko whenever she can for two reasons: she trusts Kanadeko, as the two have been together for some time at the story's outset, and she knows that Kanadeko is more than capable of distracting people so she can slip quietly into the background.

    Kyouka_IdolKyouka, meanwhile is the character that is probably most directly concerned with her honne and tatemae. As a "class president" sort of character, Kyouka is serious and determined and almost painfully tsun at times, but she sees her lack of confidence in her performance abilities as a failing, and consequently tries to do something about them. She is also very concerned with what people think about her; she spends quite some time worried that her former mentor Shiori hates her for coming to join the other Verse Maidens, and it takes a reluctant intervention by Takt to help the pair at least start to realise that neither of them really resents the other, though they both find that impossible to admit.

    Kyouka wants to be the best, and she finds it inordinately frustrating that Aria is a more natural performer seemingly without realising it or even being aware that she's doing it. She channels that frustration into working herself hard, and indeed it's this determination that brings her together with the other Verse Maidens in the first place: her desire to be the best even at the expense of her own personal welfare sees her throwing herself into a battle she can't possibly win alone, only to be helped out by her soon-to-be-friends.

    Kyouka's harsh exterior occasionally slips around the other girls and Takt, however; the first time Takt comes to her room, he's surprised to discover that it's a mess, with notes pinned to the wall, clothes on the floor and rubbish overflowing out of the bin. Kyouka initially thinks nothing of this until it's pointed out to her by Takt and some of the other girls, then becomes extremely embarrassed about it. Several days later, Takt returns to her room only to discover it's in exactly the same state as the last time he saw it; she admits that she eventually concluded it wasn't worth the hassle and that she was more comfortable this way. It's a rare moment of clarity and honesty from Kyouka, and helps to humanise her a great deal.

    Aria_IdolFinally, Aria is the most enigmatic of the Verse Maidens. Initially introduced as a happy-go-lucky, cheerful girl whom Kanadeko and Nene knew when they first joined the group long before Otoha and Takt came along, we subsequently discover that she suffered greatly at the hands of the Blare and went into hiding. When she re-emerges, she's seemingly emotionless — but not cold — and seemingly not quite aware of everything that's going on around her. The damage to her mind by the Blare, it seems, was severe.

    Or was it? The interesting thing about Aria is that despite her habits of speaking very slowly and hesitantly or referring to people she's talking directly to in the third person, she's clearly one of the more insightful members of the cast, often pointing out things the others don't see. And, because the damage to her mind also seemingly removed any sense of tact, she'll say things bluntly and honestly, sometimes without realising that they might be interpreted as hurtful. At the other end of the spectrum, she frequently tries to make jokes, but her stony-faced expression and emotionless voice often make people misinterpret them as something rather more horrifying — particularly when she jokes about subjects like suicide.

    Aria's intriguing to me because she presents an interesting reflection on what it's like to live with depression. Nene does this to a certain degree, too — I find her social anxiety particularly relatable — but Aria's floating through life in her own little world, observing and commenting on things and seemingly being surprised when people notice or acknowledge her, is actually a fairly accurate (if exaggerated) representation of what it feels like some days when depression takes over your perception of the world. You don't quite feel "connected" to anyone; you don't quite feel "real"; sometimes you're not even sure how to interact with others — or if you want to. It's likely no coincidence that her colours are the darkest of all the Verse Maidens — black and purple — and that these colours are shared with the Blare, the source of her trauma.

    I'm yet to beat the game so I don't know how these girls' personal stories continue and conclude, but I'm very interested to find out. It's a great ensemble cast overall, and one from which it's very difficult to pick a favourite.

    If I had to be pressed for one, though? Nene. Even if she is occasionally terrifying.

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    1932: Life with No Guide https://imnotdoctorwho.moegamer.net/2015/05/06/1932-life-with-no-guide/ https://imnotdoctorwho.moegamer.net/2015/05/06/1932-life-with-no-guide/#respond Wed, 06 May 2015 00:00:02 +0000 https://angryjedi.wordpress.com/?p=7322 It's not that often I play games shortly after they've been released, but starting Omega Quintet on literally the day it came out in Europe (physically, anyway; the digital version is out tomorrow, apparently) has reminded me of one interesting thing that you can only do in the moments after a game has been released: play the … Continue reading 1932: Life with No Guide

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    It's not that often I play games shortly after they've been released, but starting Omega Quintet on literally the day it came out in Europe (physically, anyway; the digital version is out tomorrow, apparently) has reminded me of one interesting thing that you can only do in the moments after a game has been released: play the damn thing without a guide.

    GameFAQs is such an ingrained part of gaming culture now that it's very difficult to resist its allure, particularly when playing a complicated, sprawling game like an RPG. It's natural to want to track down every single little secret and see every possible hidden scene, and GameFAQs provides a valuable service to people who feel this way but don't necessarily want to have to put in the hard work to figure things out for themselves. (This isn't a criticism, by the way; sometimes game secrets are so incredibly obtuse it's difficult to fathom how anyone ever discovered them without assistance directly from the developers, and in these cases your average player has little choice but to rely on a guide.)

    But playing Omega Quintet before seemingly any guides have hit the Internet is proving to be a pleasurable experience. It's intriguing and fascinating to discover the intricacies of the game system for myself rather than relying on someone else's interpretation. It's satisfying to discover things that work well, and also the things that don't work so well. And, the more I discover about the game — I'm sure I haven't even seen all its mechanics yet, even as I approach the 30-hour mark — the more I'm actually quite grateful for one of the game's most common criticisms: the fact that it doesn't explain a lot of things immediately. Because without the game explicitly setting some things out for you, you have to make use of what information it does give you in order to extrapolate the rest for yourself. And that's enjoyable.

    Take today's discovery, for example: a means of acquiring over 200% more rewards at the end of a battle than normal. The game gives you a few brief tutorials in its early hours that mention "bonuses" at the end of battle, and hint that things like your combo hit count and something about "linking" will increase this bonus, but it doesn't sit you down and say "Now you try!" like so many other modern games do. As such, it's possible to forget all about this bonus system and enjoy the combat on a fairly superficial level. But start to delve into it and suddenly it becomes a much more interesting, complex experience, and consequently far more rewarding as a result.

    I went from using the same skills in every battle to attempting to make as long a chain of "linked" skills as possible, because the longer this chain, the more significant the bonus you get after battle. This involves looking at the skill information when you select one and taking note of the "link" type marked; in the case of weapon skills, it's inevitably another weapon type. Kyouka's spear skills, for example, link to Otoha's hammer skills; Kanadeko's gauntlet skills link to Aria's fan skills. Where it gets interesting is in the few instances where a character like Nene has some skills that can potentially link in several different directions — one skill might link to Kanadeko's gauntlets, for example, while another might link to Kyouka's spear. In this way, it becomes an interesting challenge to try and optimise the sequence of skills you use in order to link as many as possible without breaking the chain. I haven't quite figured out if it's possible to link everyone's skills that I have so far together into one long sequence yet, but I'm coming perilously close to getting a piece of paper and drawing flow charts to try and work it out.

    I'm actually reminded somewhat of the original Hyperdimension Neptunia; perhaps unsurprising, since that was also an Idea Factory/Compile Heart game. The original Neptunia didn't have a particularly popular or well-regarded combat system, but I actually rather enjoyed it for much the same reasons I'm enjoying Omega QuintetNeptunia, too, had a distinctly puzzle-esque strategic element to how you set up your skills, with much of the challenge and interest coming from setting up your characters with combos that flowed well, maximised the amount of damage you put out and made efficient use of your available action points in a turn. Omega Quintet's combat is considerably more elegant than Neptunia's — IF and Compa have learned a lot since then! — but, to return to the original point of this post, I'm pleased to discover this depth for myself rather than reading about it in a guide.

    I'd say I fully intend to try and play the next few games I tackle without looking at a guide at all, but we all know that isn't true. For now, though, I'm greatly enjoying "flying blind" in Omega Quintet, and I feel I have plenty left to discover.

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    1931: Further Tales from the Frontier https://imnotdoctorwho.moegamer.net/2015/05/04/1931-further-tales-from-the-frontier/ https://imnotdoctorwho.moegamer.net/2015/05/04/1931-further-tales-from-the-frontier/#respond Mon, 04 May 2015 21:49:59 +0000 https://angryjedi.wordpress.com/?p=7318 I'm quite surprised that a free-to-play mobile game has managed to maintain my attention for over two weeks now: you may recall a short while back when I talked about Brave Frontier, and I'm still playing it today. I think the reason it's "working" for me is that I'm not attempting to make it the focus … Continue reading 1931: Further Tales from the Frontier

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    Screenshot_2015-05-03-20-39-48I'm quite surprised that a free-to-play mobile game has managed to maintain my attention for over two weeks now: you may recall a short while back when I talked about Brave Frontier, and I'm still playing it today.

    I think the reason it's "working" for me is that I'm not attempting to make it the focus of my gaming life or anything, but it's something enjoyable to do during brief moments of downtime — sitting on the bog, waiting for pasta water to boil, being unable to get to sleep, that sort of thing. It also helps that it's a fairly solid game at its core, too; it's not the deepest game in the world, but it has enough substance to keep it interesting in short bursts.

    What I find curious about it is that it's essentially Pokemon with all the fat trimmed off, and yet while Pokemon didn't hold my attention at all across the three installments I've tried — Red, Gold and Y — Brave Frontier has managed to keep me interested, and I think it's because of all the stuff that's been trimmed out from the Pokemon formula.

    Pokemon, to me, always feels like it's not sure what it quite wants to be. It has the structure of a traditional RPG, but then the collectible, tradable and upgradeable aspect of a trading card game. It is arguably more widely renowned for its competitive metagame than anything significant it brings to the storytelling table, though it has managed to spawn a number of anime series and movies since it first burst onto the scene. The "JRPG" side of it and the "collectible monster battling" stuff always seem to be somewhat at odds with one another, and I think that's what's caused me to lose interest in them partway through every time I've tried.

    Brave Frontier, meanwhile, focuses on the collectible battling side of things almost exclusively. There's no exploration, no wandering around caves, just battles of various descriptions and, between those battles, upgrading your units to be more powerful, stronger and capable of taking on tougher opponents. It's satisfying to build up a team that works together, whether you've been trying to go for a specific angle (all the same elemental type, for example, or perhaps a strongly defensive group that can survive against hard-hitting enemies) or whether you've been working with the hand you've been dealt, as I have been.

    And the game presents you with interesting, meaningful choices to make every time you boot it up. I still dislike the use of "energy" bars in free-to-play games throttling your play sessions, but as I noted in my previous post about Brave Frontier, this game makes use of it as an interesting "risk/reward" mechanic by presenting you with the option to effectively "gamble" your potential play time against the possible rewards available.

    You can spent small amounts of energy working your way through the "Quest" mode, which is a linear sequence of battles of gradually (very gradually) increasing difficulty tied together with a surprisingly not-that-bad, if cliche-tastic storyline. In doing so, you'll acquire a selection of not-very-good units (that can be used as "fusion fodder" to upgrade various aspects of your actually-good units) along with the game's currencies, and you'll also get a decent amount of experience.

    Screenshot_2015-05-04-20-25-02Conversely, the daily dungeons that pop up throughout the week each cost significantly more energy to participate in but offer their own unique special characteristics and greater, more predictable rewards — the Monday dungeon, for example, offers significantly greater amounts of experience points than usual, providing you with the ability to level up your "Summoner" character quite quickly, in turn increasing your energy stock and the amount of "Cost" points you're allowed to spend on building your party; other dungeons throughout the week offer units that are required to "evolve" level-capped units to their next tier, large amounts of gold coins or various other rewards. Part of the thing that makes the game interesting is that you have to discover the value of each of these dungeons for yourself; it may not be immediately clear why you'd want to hunt down elemental idols, for example, but once you figure it out you'll know that you need to check in on that particular day to get your hands on some.

    There's a certain amount of random-number generation (RNG) at work, of course, but as any MMO player will tell you, that's sort of part of the fun in a perverse, masochistic sort of way: imagine how much more satisfying it is to acquire something you've been trying to hunt down for over a week rather than having it handed to you on a plate. It's frustrating and annoying at times, sure — I'm currently in the aforementioned situation as I attempt to track down the last "Evolution unit" I need to upgrade my party member Selena into her next tier of power — but, as manipulative as it is, it keeps you coming back for another try.

    Oh, and I've reached a stage now where my party is winning in the player-vs-player "Arena" significantly more than it loses now, which is satisfying to see. But then the game took me down a peg or two by throwing a boss at me that absolutely obliterated my entire party within a few turns. Time to get busy with the Fusion, I guess…

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    1930: Fun with Harmonics https://imnotdoctorwho.moegamer.net/2015/05/03/1930-fun-with-harmonics/ https://imnotdoctorwho.moegamer.net/2015/05/03/1930-fun-with-harmonics/#respond Sun, 03 May 2015 23:12:54 +0000 https://angryjedi.wordpress.com/?p=7316 Spent some more time with Omega Quintet today, and I am, as I may have mentioned a couple of times already, absolutely thrilled with how enjoyable it is — and that it's much more than a reskinned Neptunia. Don't get me wrong, you know how much I love me some Neptunia, but I'm glad that Compile Heart and Idea … Continue reading 1930: Fun with Harmonics

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    Spent some more time with Omega Quintet today, and I am, as I may have mentioned a couple of times already, absolutely thrilled with how enjoyable it is — and that it's much more than a reskinned Neptunia. Don't get me wrong, you know how much I love me some Neptunia, but I'm glad that Compile Heart and Idea Factory weren't resting on their laurels with this one; it would have been very easy indeed for them to simply lift Neptunia's admittedly very fun combat system and plonk it in Omega Quintet, but instead Omega Quintet has something all of its own.

    Perhaps "all of its own" isn't quite the right description, mind, since Omega Quintet's combat is executed as something of a curious blend between the battle systems from the Atelier series, the Ar Tonelico series, The Legend of Heroes: Trails in the SkyFinal Fantasy X and Final Fantasy XIII. That's quite a mixture, but it works really well, particularly when you pull off something as enjoyably silly as this:

    The above sequence was recorded at just level 20, by the way; I shudder to think what numbers the girls will be putting out by the end of the game.

    Interestingly, the game doesn't bombard you with the complete combat system right from the get-go; it gradually increases in complexity over the course of the first few chapters at a fairly sedate pace, allowing you to get comfortable and familiar with each new concept before a new one is introduced. Ultimately, by the time the complete battle system has unlocked, you should be well familiar with all the possibilities it has to offer. At about 15 hours or so in, I haven't seen everything the system has to offer, yet; for some, this may draw unfavourable comparisons to Final Fantasy XIII, which was lambasted for having a "20 hour tutorial", but it's worth noting that Omega Quintet does sidestep this issue a little by being somewhat less linear than Final Fantasy XIII was; at any given moment, there's a bunch of sidequests to do, hidden treasures to find, new areas to open up, items to craft, special items to unlock and all manner of other things to do. (And besides, there was nothing the fuck wrong with the way Final Fantasy XIII did things, anyway. So there.)

    Here's roughly how the system works. Like the Neptunia games, you can get the advantage at the start of combat by attacking an enemy before they come into contact with you; conversely, letting an enemy touch you from behind will give them the advantage. How battle begins sets the opening initiative order, and from there the game follows a clear to understand turn order system, reflected by a graphical representation down the side of the screen.

    Each party member has a number of actions per turn, increasing as they increase their overall proficiency with each of the game's five weapon types — axe, gun, spear, fans and gauntlets. These actions can be used to attack, use a skill or use an item, and when all the actions have been chosen, the party member performs each of them in sequence before the turn order moves on to the next combatant. Of key consideration when choosing skills is the "wait time" — more powerful skills will push the party member's next turn further down the turn order, potentially giving enemies the opportunity to attack several times before she can go again. Conversely, certain skills increase the enemies' wait time when they successfully land, so you can manipulate the turn order yourself to a certain degree.

    Attacks, skills and even items have an effective range, represented by coloured lines on the ground. Do something to someone in the green area and it will be most effective; then comes blue, yellow and finally red, which means you either can't do the action at all, or it will be at severely reduced effectiveness. Certain attacks and skills also have a radius, either circular or a range of "tiles" horizontally, vertically or both, meaning you can hit multiple enemies at the same time. At the start of a party member's turn, you can move them forward or backward in the formation, allowing you to manipulate the positioning to your advantage. There are also "knockback" skills, which are self-explanatory, and "reverse" skills, which… uh, I'm not entirely sure what they do.

    Here's one thing I have to nitpick slightly; there are certain aspects the game doesn't explain very well or, indeed, at all in some cases. The stat names, for example, don't take the usual Attack/Defense/Magic Attack/Magic Defense/Accuracy/Agility format from other Compile Heart games; instead we have Song Power/Stamina/Knowledge/Divinity/Technique/Vitality. You can work out what they are from a bit of experimentation, but it takes a bit of adjustment. Likewise, some of the status effects and added effects (such as the aforementioned "Reverse") aren't made very clear at all, though again, you can probably work these things out for yourself.

    Personally, I'm actually all for games encouraging you to figure out some of their mechanics for yourself. You don't need to understand these things to get a kick out of Omega Quintet, but if you're the sort of person who likes to min-max your characters and have them fighting at maximum effectiveness, be aware that you'll need to get your hands a little dirty — particularly as the characters in Omega Quintet are significantly more customisable than, say, the Neptunia girls, who don't allow you to take any control over their development at all, though they do allow you to set up your own custom combos according to how you like to fight. In other words, Omega Quintet's apparently deliberate obtuseness at times will be a turn-off to some people, but personally, I actually like not being spoon-fed absolutely everything.

    Anyway. It's good. Real good. And I can't wait to play more. So I'm probably going to do just that right now; I've got a combo record to beat, after all.

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    1929: Another Episode https://imnotdoctorwho.moegamer.net/2015/05/02/1929-another-episode/ https://imnotdoctorwho.moegamer.net/2015/05/02/1929-another-episode/#comments Sat, 02 May 2015 23:10:31 +0000 https://angryjedi.wordpress.com/?p=7314 One thing I really like for reasons I can't quite explain is when one type of media uses conventions from another, and does so effectively. I'm particularly enamoured with the idea of video games taking cues from TV shows and adopting an episodic structure. This is something that both Eastern and Western developers have been … Continue reading 1929: Another Episode

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    One thing I really like for reasons I can't quite explain is when one type of media uses conventions from another, and does so effectively.

    I'm particularly enamoured with the idea of video games taking cues from TV shows and adopting an episodic structure. This is something that both Eastern and Western developers have been experimenting with over the last few years, and both have approached it in markedly different ways.

    The Western approach involves a developer releasing a "season" of discrete, separate games (typically five or six) at semi-regular intervals, with the complete run telling an entire story, and the possibility existing for a "second season" should the first one prove popular enough. (So far, this has happened with the episodic Sam and Max and The Walking Dead games, both by Telltale Games.)

    This is all very well and good — particularly as they're usually priced in such a way that buying the complete "season" is the same price as one regular-sized game, since individual episodes tend to just be a couple of hours long — but the biggest issue Western developers have had with this format is timeliness. It's rare to get episodes less than a month apart, and in some cases it's several months.

    The most notoriously extreme case, of course, is Valve's Half-Life 2, which promised to follow up the original game's story with a series of three "episodes". A fair plan, the theory behind it being that releasing what was effectively Half-Life 3 in smaller episodes rather than as one big game would allow devoted fans to get their hands on the new game — or part of it, anyway — sooner than they would otherwise be able to. It didn't quite work out that way, of course: Half-Life 2 came out in 2004, Half-Life 2 Episode 1 followed two years later in 2006, and it was another year before Half-Life 2 Episode 2 appeared in 2007 and ended on a cliffhanger that now, in 2015, remains unresolved due to the continued absence of Half-Life 2 Episode 3.

    This is a problem for the episodic format; the power of television series is that you can check in with them at regular, predictable intervals, and your time with the cast and characters becomes something of an "event" in your life, whether you're marathoning a show on Netflix or kicking it old-school and watching things as they're actually broadcast on TV. In order for that to work, the episodes need to be close together — typically a week apart. As Western-developed episodic games stand, however, their development cycles are such that releasing them a week apart simply wouldn't be possible unless they were all developed at the same time, in which case you might as well release them as one big game anyway.

    So that's what a number of Japanese developers have done: take the episodic format (in many cases, complete with teaser, opening credits sequence, "monster of the week", cliffhanger and end credits) and stick a bunch of them together into a single game.

    It's an effective approach in several ways. Narratively speaking, it allows the story to flow through a number of different distinct but interconnected arcs before reaching a conclusion that — hopefully — wraps them all together and resolves everything nicely. Mechanically, meanwhile, it provides a suitable structure for gradually introducing new concepts at set intervals so as not to overwhelm the player with overly complex systems right from the get-go.

    I've played a number of Japanese games and visual novels that adopt this approach in recent years, with notable examples including School Days HQ, which quite simply was an interactive six-episode anime series, and My Girlfriend is the President, which even went so far as to conclude each episode with a "Next Time On…" teaser before immediately jumping in.

    Two particularly effective examples from the very recent past and present are Senran Kagura Shinovi Versus and Omega Quintet, the latter of which I'm currently playing on PS4 and, as noted yesterday, am adoring.

    Senran Kagura Shinovi Versus has an interesting structure. There are four main story arcs, each of which focuses on one of the four ninja schools involved in the overall narrative. These each tell a story by themselves and have their own distinct mood, themes and tone, but they also work together to help build up a full picture of the world in which Senran Kagura unfolds. Once you have cleared all four of the main stories, there's a final episode that wraps everything up neatly. In effect, the complete game works like one of those anime series that has an abrupt tonal shift partway through its run (either between seasons, as in the case of something like To Love-Ru, or in some cases right in the middle of a season, as seen in Sword Art Online), perhaps moving to focus on a different set of characters, a different storytelling format or simply a change of subject matter.

    But it doesn't stop there. Shinovi Versus also features a short, five-level mini-story for each and every one of the playable characters in the game, with these effectively acting in the same manner as "OVAs" — short episodes, often distributed through means such as first print run mangas, preorders and the like, that don't have anything to do with the main story and are sometimes considered non-canonical. By the time you've finished these as well as the main story, you have a very thorough understanding of every single character involved in that narrative. It's an effective approach.

    Omega Quintet, meanwhile, goes all-out anime in its approach, with pre-credits teasers, opening titles, self-contained narrative arcs that build up the overall story, gradual introduction and exploration of main characters an episode at a time, cliffhangers and end credits sequences. Yes, Omega Quintet is a game in which you'll see the "end credits" multiple times over the course of a single playthrough, and it's always satisfying to do so; the episodes are structured sensibly in both the narrative and mechanical senses I mentioned above and it works really well as a format. One more reason to like a game I'm already enamoured with.

    I wonder if we will ever see Half-Life 2: Episode 3, though. It's become something of a joke by now, and we are, to be honest, getting to the stage where people who originally played Half-Life 2 "back in the day" probably don't care any more (I don't, though I'd play Episode 3 if it came out due to sheer curiosity) and a new generation of gamers might not even know what it is. It is the great Unfinished Symphony in gaming, and a warning to any other developers considering the episodic approach: take your cues from the Japanese way of doing it, and save yourself a whole lot of hassle.

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    1928: Verse Maidens https://imnotdoctorwho.moegamer.net/2015/05/02/1928-verse-maidens/ https://imnotdoctorwho.moegamer.net/2015/05/02/1928-verse-maidens/#respond Sat, 02 May 2015 00:02:40 +0000 https://angryjedi.wordpress.com/?p=7312 So, I've spent the majority of my evening playing Idea Factory and Compile Heart's first PlayStation 4 title Omega Quintet. And I'm absolutely in love with it. Omega Quintet, lest you don't follow Japanese games with the same borderline obsessiveness as I do, is a role-playing game in which you take on the role of Takt, a … Continue reading 1928: Verse Maidens

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    So, I've spent the majority of my evening playing Idea Factory and Compile Heart's first PlayStation 4 title Omega Quintet. And I'm absolutely in love with it.

    Omega Quintet, lest you don't follow Japanese games with the same borderline obsessiveness as I do, is a role-playing game in which you take on the role of Takt, a rather sullen young man who occasionally has trouble with demonstrating the personality trait that he shares his name with. He has fairly good reason to be sullen, however; he lives in a dystopian future in which some sort of lurking unpleasantness called the Blare keeps showing up, driving people mad and turning animals into monsters. (Aside: In the Japanese original, it was called the Beep; I kind of wish they'd kept that name, particularly as the Japanese voices still use it!)

    So far, so post-apocalyptic. It wouldn't be a post-apocalyptic JRPG without a band of plucky heroic types to save the day, however, so enter the Verse Maidens: young women who have the power to drive back the Blare with the power of their songs. Takt and his childhood friend Otoha get swept up in the world of the Verse Maidens as the "ever-17 Momoka" (who is actually 37, and starting to feel it) stumbles across them after exhausting herself clearing out a particularly nasty batch of Blare. Through a series of unfortunate circumstances, Otoha awakens to her potential power as a Verse Maiden, leading Momoka to reluctantly retire and make way for Otoha and two other young, inexperienced Verse Maidens called Kana and Nene.

    Idea Factory and Compile Heart have proven themselves to be talented at satirical games with the Hyperdimension Neptunia series, which pokes fun at the video game industry and video games in general. Omega Quintet, meanwhile, tackles the Japanese idol industry, a subject that Idea Factory has previously explored in Hyperdimension Neptunia: Producing Perfection, and something we don't have an exact analogue to in the West. The closest equivalent we have is the phenomenon of "manufactured pop groups" like the boy bands of the '90s and the few examples of groups that have made successes of themselves following talent shows such as The X-Factor and its ilk, but neither of these go anywhere near as far as the Japanese idol industry.

    Japanese idols have to contend not only with the most crazy, obsessive fans, but also with their management pretty much taking control of their entire life — including personal relationships, socialising and all the sorts of things that young girls should probably discover and explore for themselves in order to grow up as well-adjusted individuals. Omega Quintet reflects this through Takt gradually being trained up to become the Verse Maidens' manager and sternly told in no uncertain terms at regular intervals that he absolutely, positively must not do anything inappropriate with any of these girls, lest he tarnish their pure image and anger the fans — because Verse Maidens draw their power from their fanbase.

    The character of Momoka is also used as a means of reflecting the falseness of the idols' lifestyles. We're initially introduced to Momoka as a young, beautiful, heroic woman whom everyone looks up to and depends upon, but as we see her exhausting herself on what turns out to be her last mission and subsequently revealing her true, rather abrasive personality, we come to understand that she's been playing a part — for twenty years, in her case. It will be interesting to see how the titular Quintet, once they assemble, will come to terms with this existence, and I suspect it will be an important part of the overall narrative.

    Mechanically, Omega Quintet is fairly similar to other Compile Heart titles: there's a lot of standing around talking with some well-written, witty dialogue, punctuated with dungeon-crawling and snappy combat. Rather than repurposing the Neptunia combat system, however, Omega Quintet has its own rather deep and complex system that encourages you to be as flashy as you can while maintaining control of your characters' resources. There are some really interesting mechanics in there, such as characters being able to obtain bonus actions for their next turn by fulfilling particular conditions, and a Final Fantasy X-style "turn delay" mechanic allowing you to manipulate the turn order to your advantage. The protagonist also plays an interesting role by not directly participating in combat, instead offering passive support effects to the party and having a limited number of action points to be used throughout the fight either for follow-up "Pursuit" attacks after his current partner has performed an action, or stepping in to soak some of the incoming damage on his partner.

    There's also a frighteningly deep-looking character customisation and advancement system that involves unlocking abilities on a "disc" that works a little like Final Fantasy X's Sphere Grid, choosing abilities carefully for a limited number of slots, weapon proficiencies, equipment, outfits with upgradeable durability and "amp" slots for bonus effects, formations, chain skills and all manner of other things. I'm only about 5 hours or so into the game so far and it's clear there's a lot of systems I haven't been introduced to yet; it looks like the complete picture will be quite complex, but the game has proven very accessible so far, gradually introducing concepts and giving you ample time to familiarise yourself with them in practical situations before throwing something new into the mix.

    Oh, and the soundtrack is amazing. Which you'd sort of hope for a game ostensibly "about" music. And, as usual for the genre, it's the battle theme that presents one of the best examples, featuring a distinctly Final Fantasy XIII-esque feel with its use of solo violin over driving rhythms. So what better way to wrap up these first impressions with said piece? Here you go.

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    1927: Sharing Greatness https://imnotdoctorwho.moegamer.net/2015/04/30/1927-sharing-greatness/ https://imnotdoctorwho.moegamer.net/2015/04/30/1927-sharing-greatness/#comments Thu, 30 Apr 2015 22:25:41 +0000 https://angryjedi.wordpress.com/?p=7310 Spent a bit more time with my new toy the PlayStation 4 today. It is a lovely piece of kit, and the OS is a considerable refinement from the nice-looking but occasionally clunky XMB OS from the PlayStation 3. Social features are well integrated without being obtrusive, the use of Vita and mobile devices for … Continue reading 1927: Sharing Greatness

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    Spent a bit more time with my new toy the PlayStation 4 today. It is a lovely piece of kit, and the OS is a considerable refinement from the nice-looking but occasionally clunky XMB OS from the PlayStation 3. Social features are well integrated without being obtrusive, the use of Vita and mobile devices for second screen, touchpad and keyboards is a stroke of genius and the whole thing seems to work really well.

    One thing I'm interested to play with a bit once I get some meaty games to get my teeth into — the first of which, Omega Quintet, is arriving tomorrow — is the various uses of the "Share" button. When this was first announced, I kind of thought it was stupid, but the idea has grown on me quite a bit, particularly when I consider how often I've shared screenshots from the Vita using its built-in screenshot function and its Twitter app.

    For the uninitiated, the Share button on the PS4 controller offers a few different functions. You can use it to take screenshots — and screenshots are also automatically taken when you unlock a Trophy, which is nice, particularly for difficult ones — and then share them via various social media means. You can also record video and either directly upload it or throw it into the ShareFactory app and edit it a bit. And you can also stream gameplay, either with or without commentary from you on the microphone, and with or without your channel's chat being visible while you play. (If you choose the latter option, you have to play your game with a slightly scaled down display to accommodate the extra interface elements.)

    I'm still somewhat skeptical of the appeal of streaming — particularly as it's not at all easy to convince people to come and watch you — but I'm already starting to come around to the idea a little. Today, for example, while I was waiting for something to download, I took a look at the available streams from the PS4 dashboard and managed to find a number of people playing the new Hyperdimension Neptunia game that just came out in Japan. (It looks wonderful, and I can't wait to play the inevitable localisation.) Then I took a look at Destiny and Bloodborne to confirm they were quite as unappealing to me as I thought they were. (They were.)

    While I have no particular ambition to become a big streamer or YouTube star, it is quite fun to make videos and have people watch you play, and with PS4 it's really easy to do so. More excitingly, some former colleagues and I came up with the bright idea that because streaming allows you to broadcast party chat as well as gameplay footage and your own microphone, it opens up the interesting possibility of group discussions of a game while someone is playing it live. Sort of like what podcasts based around a specific game do, but with someone actually demonstrating the game — or perhaps exploring it for the first time — live on video while everyone talks.

    It's an exciting possibility, and I'm interested to see if we develop anything along those lines. If nothing else, though, the built-in streaming facility allows me to show the games that I'm most enjoying to people who might not otherwise think to even take a look at them. And that, I think, is one of its most powerful, appealing features; you can talk about a game all you like, but until you actually see it being played, it's very difficult to determine whether or not it'll be something you're into. With streaming, you can effectively show your favourite games to other people as if you'd taken the disc around to their house and booted it up on their system. It's an increasingly important part of how certain games, developers and publishers build up a fan base. And I'm interested to explore it.

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    1926: In My Restless Dreams, I See That Town https://imnotdoctorwho.moegamer.net/2015/04/29/1926-in-my-restless-dreams-i-see-that-town/ https://imnotdoctorwho.moegamer.net/2015/04/29/1926-in-my-restless-dreams-i-see-that-town/#respond Wed, 29 Apr 2015 23:20:32 +0000 https://angryjedi.wordpress.com/?p=7308 I adore the Silent Hill series. Like most people, my absolute favourite is Silent Hill 2 — I still vividly recall my friends coming to visit me at university with a copy in tow, and me beating it in an evening as they gradually got drunk and passed out in my lounge surrounded by takeaway trays — but … Continue reading 1926: In My Restless Dreams, I See That Town

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    I adore the Silent Hill series. Like most people, my absolute favourite is Silent Hill 2 — I still vividly recall my friends coming to visit me at university with a copy in tow, and me beating it in an evening as they gradually got drunk and passed out in my lounge surrounded by takeaway trays — but I've also enjoyed the other installments in the series, even when they erred a bit on the side of "culty" rather than the intense, bewildering, horrifying and upsetting psychological drama that was Silent Hill 2.

    I was keen to check out P.T. then, since I'm now the proud owner of a PlayStation 4. P.T. was originally released under something of an air of mystery and it wasn't until people cleared it that their suspicions were confirmed and it was revealed to be a teaser for an upcoming "next-gen" Silent Hill game, developed as a collaboration between the dream team of Hideo Kojima and Guillermo del Toro.

    I was especially keen to check out P.T. right now, because owing to Kojima's apparent departure from series publisher Konami and the seeming cancellation of Silent Hills — there are still some people who believe this might be an elaborate troll by Kojima, mind — it had been suggested that P.T. would no longer be available on the PlayStation Store after today, meaning that anyone who was interested to check it out would no longer be able to do so if they hadn't already downloaded a copy. If, indeed, Konami has cancelled Silent Hills — and, sadly, it looks as if that is the case — then there's no sense from a business perspective for having a teaser demo available, even if said teaser demo is both baffling and creative.

    P.T. doesn't tell you anything. You wake up in a room with a cockroach scuttling away from you. You exit the room and find yourself in a house that has seen better days; it looks like the apparently absent residents have had some fairly major issues with drinking, drugs and violence — something which appears to be confirmed by the radio broadcast you hear shortly after entering the house, which speaks of the horrific murder of a whole family.

    You wander through the house, eventually coming to an open door that seems to lead down to a cellar. Upon passing through it, you come to another door, only to find yourself back in the hallway you just left. From there, things start to get more and more weird as they go along — I shan't spoil the specifics, but suffice to say there's evidence of Metal Gear Solid-era Kojima mindfuckery at play here; the game appears to crash and reset at one point, for example, only to then continue on its way if you persevere rather than closing it in disgust, and the final puzzle requires you to wait for the clock to strike midnight, walk exactly ten paces forward, stop, wait for scary noises and then utter the name "Jarith" into your PlayStation microphone. (Yes, really, that is the actual solution; I just did it.)

    While the "puzzles" throughout P.T. — if you can call them that — are brain-fryingly obtuse, even by adventure game standards (my eternal respect to the dudes who figured out the solution to that last puzzle), the experience as a whole is spectacularly terrifying, recreating a type of experience I hadn't realised I'd been missing for quite some time.

    There aren't many modern games that are genuinely scary, you see. I'm talking a combination of lurking horror and occasional jump scares; Silent Hill has always been particularly good at the former, while the latter has usually been the territory of Resident Evil (which isn't what it used to be, but let's not jump down that rabbit-hole just yet). P.T. provides both, and it wasn't until I played it through this evening that I realised it's been quite a long time since a modern game made me feel genuinely uneasy, made me jump or made me actually cry out in surprise. (Yes, I did all of those things. I am a wuss.)

    As a result, not only am I sad that we're seemingly not going to get a new Silent Hill game, I'm also sad that an increasingly rare example of proper horror gaming has been canned.

    I'm glad I had the chance to experience P.T., though; it's quite something.

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    1925: Tiger and Dragon https://imnotdoctorwho.moegamer.net/2015/04/28/1925-tiger-and-dragon/ https://imnotdoctorwho.moegamer.net/2015/04/28/1925-tiger-and-dragon/#respond Tue, 28 Apr 2015 22:47:08 +0000 https://angryjedi.wordpress.com/?p=7306 I finished watching Toradora! last night — I also forgot the time we normally raid in Final Fantasy XIV on Monday nights, so I had to split the last episode in half — and I have to say, I'm very much a fan. I knew nothing at all about the show going into it, aside from what a few … Continue reading 1925: Tiger and Dragon

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    I finished watching Toradora! last night — I also forgot the time we normally raid in Final Fantasy XIV on Monday nights, so I had to split the last episode in half — and I have to say, I'm very much a fan.

    I knew nothing at all about the show going into it, aside from what a few of the characters looked like and that it was by the same person who did Golden Time, which those of you who have been reading for a while will recall was the last show I watched all the way through. I enjoy jumping into things like this, whether they're books, movies, TV shows, anime or games. It means that you can start watching/playing/reading/whatever with no preconceptions, and it also means you have that genuinely pleasurable sensation of not knowing what is going to happen next — and the equally fun ability to play "Wouldn't it be cool if…"

    Toradora!, as it turns out, ended up pretty much where I expected it to end up, albeit with a bit of a twist in the latter half of the last episode. It was an enjoyably unpredictable ride along the way, however, featuring some extremely complicated interpersonal relationships between the main cast members — who were, in turn, complicated individuals in their own right.

    Ryuji was a good protagonist. Eschewing the frequently-seen blank-slate or self-insert protagonist found in a lot of anime — particularly slice of life, romance or harem anime — he was an interesting character whom we gradually came to understand fully over the course of the whole show. The show sensibly didn't batter us over the head with his personality traits or angst; a lot of his characterisation was quite subtle, with the things he didn't say often being as important as the things he did say.

    Taiga, meanwhile, was an exciting leading lady. Brash, unpredictable and quick to anger without relying completely on the tsundere trope, much of the show's "point" — if indeed it had one — concerned the audience and Ryuji alike coming to understand exactly why she seemed so angry at the world. Again, though, the show didn't fall into the trap of having her make overly melodramatic gestures of angst throughout; the things that caused her pain were real and relatable, and her relationship with Ryuji was believable and heartwarming to watch grow.

    The other cast members all had their interesting elements, too. Minori, for example, lets her genki girl attitude slip more and more as the show progresses and reveals that her feelings for both Taiga and Ryuji are complex, conflicting and difficult to know what to do with. Ami, meanwhile, underwent some interesting development from being a simple two-faced bitch to someone with depth and not always entirely clear motivations. I did find Ami's falling in love with Ryuji to be a little hard to swallow — it felt a little like drama for the sake of drama — but it added an interesting twist on proceedings.

    I was surprised that the show had two surprisingly brutal fight scenes, too; these weren't sexualised catfights that were intended to be arousing rather than shocking, as sometimes seen in more fanservicey anime, and nor were they overdramatic, exaggerated conflicts that, while stylish, were out of place with the rest of the setting and characters. They were gritty, believable, brutal and genuinely quite upsetting outbursts of anger from people who had been bottling things up for way too long. (As a fellow "bottler", I could relate very much to the feelings in these scenes, although I have thankfully never come to blows with anyone over this sort of thing.)

    Ultimately, everything wrapped up fairly neatly, but there was a pleasing tang of bittersweetness to the ending; the understanding that, despite your best intentions and grand plans, things don't always go exactly as you expect them to — and that in a complicated situation of personal relationships, you need to know when to let go, otherwise somebody is going to get hurt.

    I very much enjoyed the show as a whole, and understand now why it's such a well-regarded anime. I think some lighter fare is on the table for my next show to watch, however; after an hour or so of several people I follow on Twitter exchanging a series of rather racy pics earlier, I'm strongly considering checking out High School DxD, because who doesn't love a bit of fanservicey nonsense? Boring people, that's who.

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    1924: Journeying Ever Onwards https://imnotdoctorwho.moegamer.net/2015/04/27/1924-journeying-ever-onwards/ https://imnotdoctorwho.moegamer.net/2015/04/27/1924-journeying-ever-onwards/#respond Mon, 27 Apr 2015 22:46:03 +0000 https://angryjedi.wordpress.com/?p=7304 So One Way Heroics Plus has pretty much devoured my soul with its wily ways and new features. I've been playing it a whole bunch, dying a whole lot and having a great time in the process. I made a video of two unsuccessful runs earlier; here you go: I'm really impressed with the additions to the … Continue reading 1924: Journeying Ever Onwards

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    So One Way Heroics Plus has pretty much devoured my soul with its wily ways and new features. I've been playing it a whole bunch, dying a whole lot and having a great time in the process.

    I made a video of two unsuccessful runs earlier; here you go:

    I'm really impressed with the additions to the base formula. In particular I'm excited about the fact that there are a number of new quests involved in unlocking the additional character classes; these quests replace the standard adventure to defeat the Demon Lord (or win in a couple of other super-secret ways) and task you with additional objectives, confronting you with new challenges and powerful foes on the way.

    The small additions to the game's interface are great, too. The hotbar in particular is an excellent addition, even if you only use it to quickly access skills like Awakening (your default "stop time for three turns" ability, which is very useful for getting out of a pinch) and Lockpicking. It's also great to be able to customise the interface somewhat; it's still a little cluttered thanks to it running in 640×480 (or upscaled 640×480 now, at least) but simple changes like being able to put your gauges at the bottom of the screen and the minimap up the top make it a lot easier to see where you're going.

    More subtle changes only become apparent if you've played both games. The pace of levelling has been considerably increased, but in exchange the "Goddess Statues" at which you can "spend" levels to get numerous benefits are considerably more expensive to use, and no longer provide the same possible bonuses every time. Skill merchants offer the ability to learn new abilities in exchange for stat levels, Iron Hags will make a random item for you (including "air", which just means you're out of pocket), benevolent Force practitioners will teach you defensive, utility or restorative spells… the list goes on.

    And the game is still absolutely packed with charm and a surprising amount of depth. Most notably — and this was true of the original, too — is the fact that, despite initial appearances, the game does have a plot. Or, more accurately, a number of different intertwining narrative threads that only become apparent if you come into contact with the recruitable NPCs, figure out a way to stop the Demon Lord trying to set fire to you long enough to have a chat or try some of the daily "special campaigns" that add small but significant tweaks to the basic formula. A particular favourite that I had the other day was a world where every normal attack had a massive knockback effect on it, so you had to take care not to fight with your back to the encroaching Darkness lest you get slammed into it by your foe landing a blow. It shook up the way I played a great deal; unfortunately I didn't quite get far enough to take full advantage of it by whacking the final boss of the Force Knight unlock quest into the Darkness — the main means through which you deal damage to this rather unpleasant adversary — but it was an enjoyable journey nonetheless.

    I'm well and truly hooked then. And if you're yet to discover the fun for yourself, I recommend giving it a look now. It's just $6.99 and it will keep you busy for a very long time. You can grab it from publisher Playism, or soon from Steam, too. (If you buy it now at Playism, you'll get a Steam key when that version releases.)

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    1923: Target: Bahamut https://imnotdoctorwho.moegamer.net/2015/04/26/1923-target-bahamut/ https://imnotdoctorwho.moegamer.net/2015/04/26/1923-target-bahamut/#respond Sun, 26 Apr 2015 23:37:42 +0000 https://angryjedi.wordpress.com/?p=7302 After successfully clearing The Second Coil of Bahamut in Final Fantasy XIV a while back, our raid group is now on to the Final Coil of Bahamut — the last four encounters in this particular part of the story, and, like its predecessors, some of the toughest fights in the game. Since we're approaching the release of … Continue reading 1923: Target: Bahamut

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    After successfully clearing The Second Coil of Bahamut in Final Fantasy XIV a while back, our raid group is now on to the Final Coil of Bahamut — the last four encounters in this particular part of the story, and, like its predecessors, some of the toughest fights in the game.

    Since we're approaching the release of expansion pack Heavensward, which will feature an all-new raid set inside giant fortress/robot thing Alexander, The Final Coil of Bahamut has been "nerfed" slightly in order to allow a few more people to make it through. Specifically, the "Echo" bonus that was gradually introduced in previous Turns has been brought in, giving anyone who enters an immediate 10% boost to their maximum HP, damage dealt and healing.

    This doesn't make the encounters easy, by any means — although we've all cleared Turn 10 (aka The Final Coil of Bahamut, Turn 1) several times, today we had real difficulty with it for some reason. So after a while we gave up and took a look at Turn 11, which none of us had seen at all before.

    For the unfamiliar, the Binding Coil of Bahamut storyline in Final Fantasy XIV is effectively a direct follow-up to how version 1.0 of the game ended — with "The Calamity", which saw artificial moon Dalamud called down from the sky, only to burst open and reveal a very angry dragon god called Bahamut, who promptly proceeded to blow seven shades of shit out of Eorzea. Archon Louisoix — grandfather of Alphinaud and Alisae, the former of whom is a main character in A Realm Reborn's main storyline and the latter of whom serves as the "protagonist" of sorts for the Binding Coil of Bahamut narrative — did something appropriately spectacular when all hope looked lost, leaving a number of adventurers temporarily trapped in limbo until they woke up five years later in an Eorzea that was in the process of being rebuilt. What happened to Bahamut? That's the question that the Binding Coil of Bahamut sets out to answer, and you gradually discover bits and pieces about what really happened as you progress through it.

    That's not all, though. Although Final Fantasy XIV's setting of Eorzea is very much "swords and magic" fantasy, with a hint of magical technology lifted pretty much directly from Final Fantasy VI, there's also a hint of sci-fi in there. Like any good sprawling role-playing game worth its salt, Final Fantasy XIV has an ancient race of long-dead weirdos who left mysterious, technologically advanced relics all over the world. The background of said weirdos — known as the Allagans — runs as an interesting undercurrent to everything else that is going on, and is specifically explored through both the Crystal Tower and Binding Coil of Bahamut story arcs, with it being necessary to complete both to get the full picture — or at least, everything that has been revealed about them so far.

    The Binding Coil of Bahamut is where some of the most interesting, exciting and surprising developments in this aspect of the game's overall lore come, and it's also home to some of the most spectacular visual settings in the whole game. By jumping head-first into the sci-fi angle, the Binding Coil of Bahamut is free to let loose with some enormously creative, absolutely massive environments that are quite unlike anything seen anywhere else in the game. Turn 11 in particular, which we saw for the first time tonight, is quite astonishing to behold, unfolding in and around an enormous scale model of the artificial moon Dalamud, and I understand that 12 and 13 are even more spectacular. I'm looking forward to it.

    The thing I'm looking forward to most about this, though, is the fact that it represents the "true final boss" of the game as a whole as it exists today. And, while I haven't spoiled myself on the encounters in Turn 12 and 13 as yet — though I can pretty much figure out who/what you'll be fighting there — I have had a listen to the music. And it's going to be quite the experience battling with this — the music from Turn 12 — in the background, I feel.

    We have a big hydra… thing to flatten first, though, and we're taking another pop at it tomorrow. Wish us luck!

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    1922: Please Proceed to the Right, Again: One Way Heroics Plus https://imnotdoctorwho.moegamer.net/2015/04/25/1922-please-proceed-to-the-right-again-one-way-heroics-plus/ https://imnotdoctorwho.moegamer.net/2015/04/25/1922-please-proceed-to-the-right-again-one-way-heroics-plus/#comments Sat, 25 Apr 2015 21:21:42 +0000 https://angryjedi.wordpress.com/?p=7300 I'm planning on doing another video on this, but since I've been playing it a bunch today I thought I'd talk a little about One Way Heroics Plus. As the name suggests, this is an enhanced and expanded version of the Japanese roguelike One Way Heroics, which I talked about a few days ago. It's positioned as an … Continue reading 1922: Please Proceed to the Right, Again: One Way Heroics Plus

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    I'm planning on doing another video on this, but since I've been playing it a bunch today I thought I'd talk a little about One Way Heroics Plus.

    As the name suggests, this is an enhanced and expanded version of the Japanese roguelike One Way Heroics, which I talked about a few days ago. It's positioned as an "expansion" but it's actually a new standalone game based on the skeleton of the original. Mercifully, however, you can import your saved data from the original game — though the conversion process means that you can't send it back to the original game once you've done this, but why on Earth would you want to?

    One Way Heroics Plus follows the same fomula as its predecessor in that it involves you, the Hero, attempting to save the world from the ever-encroaching darkness, represented by the screen that scrolls every turn, regardless of whether you're actually moving "forwards" or not. Get pushed off the left side of the screen and you lose. Die and you lose. Beat the Demon Lord, who shows up after 400km of travelling on the easiest difficulty and at regular intervals on the other levels, and you win. There are also some other means of winning, but I won't spoil those for you now.

    So what's new? Well, a few things. Firstly, the interface has had an overhaul. The original game didn't have a bad interface — although it was rather cluttered thanks to the game running in 640×480 — but doing things like repetitive actions was a little cumbersome. The addition of a customisable hotbar alleviates this issue by allowing you to set a series of items and abilities ready for quick access at any time. Other little tweaks have been done here and there, too; items now glow, tough enemies pulse red, there's a clear indicator when an enemy spots you, there's an XP bar that appears when you can XP, there's an auto-move function (with a customisable filter for whether or not it should automatically stop when enemies are nearby) and generally, the whole thing is just a bit slicker.

    There are some new character classes and Perks, too, including some "negative" perks (or disadvantages, I guess they are, really) for those who want to make things a bit more challenging. There's also supposedly an expanded metagame involving collecting "Dimensional Coins" throughout your travels and using them to upgrade a castle, but I haven't explored this aspect of the game at all yet. Supposedly this unlocks new characters, quests and mechanics — I'm quite interested to see what it offers, as this is, from the sound of things, the most major addition to the game.

    It's the same game at its core, though, and that's no bad thing, as the original was really solid. What One Way Heroics Plus does, however, is take that solid foundation and build an even more interesting, challenging and replayable game out of it; I'm very much looking forward to exploring it a bit more in the coming weeks — and at some point in the next few days, I'll post a video showing some of the new features in a bit more detail, too.

    For now, though, I have to mourn my journey from earlier today, where I successfully travelled for over 850km and reached experience level 76 before making the ill-considered decision to swim across the ocean to a small island and rescue a little girl; sadly, my swimming skill was too low to allow me to outrun the creeping Darkness, and I, along with the little girl and Queen Frieda, who had been accompanying me for some distance (and gradually revealing her surprising backstory in the process), were swallowed up by oblivion, never to be seen again… at least until I hit the "New Game" button again.

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    1921: Keeper of the Records https://imnotdoctorwho.moegamer.net/2015/04/24/1921-keeper-of-the-records/ https://imnotdoctorwho.moegamer.net/2015/04/24/1921-keeper-of-the-records/#respond Fri, 24 Apr 2015 19:50:17 +0000 https://angryjedi.wordpress.com/?p=7298 I'm not sure what's inspired me to check out a few popular mobile games recently, but hot on the heels of Brave Frontier, which I talked a bit about the other day, I decided to take a peek at Square Enix's newest attempt to make a free-to-play mobile Final Fantasy game after the absolutely atrocious Final Fantasy: All the Bravest. … Continue reading 1921: Keeper of the Records

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    I'm not sure what's inspired me to check out a few popular mobile games recently, but hot on the heels of Brave Frontier, which I talked a bit about the other day, I decided to take a peek at Square Enix's newest attempt to make a free-to-play mobile Final Fantasy game after the absolutely atrocious Final Fantasy: All the Bravest.

    Final Fantasy Record Keeper was initially a little offputting by its association with DeNA; my past experience with this company is that they churn out identikit free-to-play games — mostly of the "gacha" variety, where you randomly draw various things each day in the hope of collecting a complete set, and can pay more to get more draws — that tend to be devoid of gameplay, polish and indeed any reason to play them whatsoever.

    I was pleasantly surprised, then, to discover that Final Fantasy Record Keeper is actually a solid, interesting game in its own right. It's not a narrative-heavy Final Fantasy game, mind, but it's pretty up-front about this. What it instead provides is the "gacha"-style collecting mechanics that DeNA have so much experience with combined with some actual gameplay, with mechanics and everything.

    The basic formula is pretty simple. Over the course of the game, you assemble a team of characters from past Final Fantasy games, reimagined in 16-bit era pixel art in the case of the more recent installments (VII onwards). You equip this team with "relics" (equipment) and abilities, then take them into a dungeon to work your way through a series of battles and eventually defeat a boss. There's no exploration involved; a dungeon is simply a string of predefined enemy encounters, with each costing a particular amount of "stamina" to participate in, meaning that your play sessions are throttled after a particular amount of time and until either your stamina recharges or you pay up to immediately refill it.

    This is pretty much business as usual for gacha-style games, but Record Keeper actually fleshes out the battles with something akin to Final Fantasy's traditional "Active Time Battle" system, whereby battles are both turn-based and real-time at the same time: characters' "time bars" gradually fill, and when they're full, they can take an action. (In a twist on the original formula, somewhat reminiscent of Final Fantasy XIII, they then have to charge the bar again before the action is actually performed.) While this is happening, enemies are making use of their abilities in the same way.

    The battles are fairly straightforward, though the ability to exploit elemental weaknesses and challenge special objectives during boss fights makes things a bit more interesting than just tapping the "attack" button over and over again. Where things get interesting is in the customisation aspect, which is always the strongest part of any gacha-style game.

    In Record Keeper, the things you "draw" each day (or exchange the game's premium currency for) are the relics, not the characters. These items of equipment have set bonuses to various stats, and certain characters can only equip certain types of equipment. You can level up equipment by sacrificing unneeded items or specific upgrade materials, and when a piece of equipment reaches its level cap, you can combine it with another instance of the same item to buff it up to the next rarity level and then begin the levelling process all over again with a higher cap. Certain pieces of equipment also have special abilities attached to them, all of which are unique to particular characters and based on their iconic moves from their respective games.

    Alongside this, the abilities your characters can use have to be crafted using orbs you find in battle. Each character can initially equip just two abilities, and initial abilities only have two uses, meaning you have to carefully think about whether you really need to use that ability when you're in a dungeon, as they don't recharge until you leave, are defeated or are victorious. Abilities can subsequently be upgraded using additional orbs, however, which makes them more effective and gives you more uses of them; they can also be swapped around between characters, too, so if you make changes to your lineup the newcomers don't have to start with crap skills.

    Alongside all of the above, you then have the makeup of your party to consider. Characters get large bonuses to their stats and experience points earned if they are from the game the dungeon you're currently playing through is from — for example, Cloud is much more effective in Final Fantasy VII-themed dungeons, while Kain is much more effective in Final Fantasy IV-themed dungeons — but have certain restrictions on what abilities and equipment they can use. Level up an ability too much and you might find a favourite character is no longer able to use it, so you have to be a little bit careful and plan ahead.

    Like Brave Frontier, I'm not sure how long I'm going to stick with the game, particularly as it appears to be devoid of any sort of social features and thus the incentive to compete against — or cooperate with — other people. For the moment, though, it's an interesting "collection"-style, battle-centric RPG featuring characters and settings from a series I'm very fond of — though I'm a bit disappointed that, as usual, Final Fantasy XI and Final Fantasy XIV are ignored thanks to their "online game" status as opposed to the series' more traditional single-player installments.

    You can find out more about the game and get links to download it — it's available for both iOS and Android devices — on its official website.

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    1920: Old-School Shooting https://imnotdoctorwho.moegamer.net/2015/04/23/1920-old-school-shooting/ https://imnotdoctorwho.moegamer.net/2015/04/23/1920-old-school-shooting/#comments Thu, 23 Apr 2015 23:29:56 +0000 https://angryjedi.wordpress.com/?p=7296 In the same bundle I grabbed primarily for Crimzon Clover World Ignition the other day, I also received a copy of Raiden III. I haven't played a Raiden game since the original PS1 era, when the bundle of Raiden and Raiden II that came on a single disc (Raiden Project, I think it was called?) was one of my favourite games, despite it not exactly … Continue reading 1920: Old-School Shooting

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    In the same bundle I grabbed primarily for Crimzon Clover World Ignition the other day, I also received a copy of Raiden III. I haven't played a Raiden game since the original PS1 era, when the bundle of Raiden and Raiden II that came on a single disc (Raiden Project, I think it was called?) was one of my favourite games, despite it not exactly showing off the then-new hardware to its maximum potential.

    Raiden III has been an interesting blast from the past, no pun intended. Although I very much enjoy danmaku (bullet hell) shooters, Raiden III is a pleasant reminder that you don't need to completely fill the screen with bullets to be challenging, and nor do you need an overly convoluted scoring system to be interesting. Raiden III is simple and straightforward, but actually has a surprising amount of depth and strategy to it, particularly with regard to the various weapon pickups available to you.

    I was pleased to see that the bendy laser I always used to find so hilarious in the earlier Raiden games is back, though this time around it's green rather than purple. I was also pleased to see that the red weapon is still capable of filling the screen with as many bullets as a danmaku shooter's default player sprite configuration. And I was delighted that the game is accompanied by an appropriately cheesy yet pulse-pounding soundtrack that complements the on-screen action perfectly.

    What I was most surprised about, however, is how good it actually looks despite running at 640×480 resolution (and vertically letterboxed, to boot, thanks to most shoot 'em ups' vertical screen orientation) and having precisely no graphical options to speak of whatsoever.

    Raiden III, for the unfamiliar, eschews the sprite-based ships and 2D backgrounds of its predecessors in favour of full-on polygonal 3D. The backgrounds are 3D, too, which gives them the flexibility to pitch, roll, swoop and change altitude in a far more dynamic manner than the old-school 2D backdrops, making the game quite a thrill ride. (Recent shmups from Edelweiss such as the fantastic Astebreed and Ether Vapor Remaster have continued this proud tradition in glorious 1080p.)

    The most surprising thing about the visuals is how much it still looks like a Raiden game. The distinctive appearance of the player ship, its weapons and even the enemies is kept completely intact despite the move to polygonal 3D, and I think this is a large contributing factor to the game still managing to genuinely look good on a 55-inch widescreen TV at vertically letterboxed 640×480. It runs as smooth as butter, too — although I'd hope so on my rig — and has proven to be a lot more addictive than I originally anticipated when I first booted it up the other day to kill a few minutes.

    Raiden III, then, provided me with proof positive that resolution really doesn't matter to me, even as the new generation of consoles has players becoming increasingly sniffy about games that don't run in "true 1080p". If your overall design is up to snuff, you could be running at 320×200 and still look great, and Raiden III, like many other ageing games, is very much testament to that.

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    1919: #WaifuWednesday - Shin (Criminal Girls) https://imnotdoctorwho.moegamer.net/2015/04/22/1919-waifuwednesday-shin-criminal-girls/ https://imnotdoctorwho.moegamer.net/2015/04/22/1919-waifuwednesday-shin-criminal-girls/#respond Wed, 22 Apr 2015 16:43:53 +0000 https://angryjedi.wordpress.com/?p=7292 The temptation to pick another Senran Kagura girl this week was very high indeed — I've just finished the main story of Shinovi Versus and there are, after all, 25 very interesting female characters in that game. But since I'm planning on doing a more comprehensive Senran Kagura writeup over at MoeGamer later this week when I've finished all the side stories in Shinovi … Continue reading 1919: #WaifuWednesday - Shin (Criminal Girls)

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    The temptation to pick another Senran Kagura girl this week was very high indeed — I've just finished the main story of Shinovi Versus and there are, after all, 25 very interesting female characters in that game. But since I'm planning on doing a more comprehensive Senran Kagura writeup over at MoeGamer later this week when I've finished all the side stories in Shinovi Versus, I thought I'd mix things up a bit and show a bit of appreciation for the girl who currently graces my Windows wallpaper on my living room PC: Shin, from Criminal Girls on Vita, which I beat a few weeks back.

    Spoilers ahead.

    2015-03-22-001444Shin, real name Makoto, is based primarily around the commonly used anime trope of the hikikomori, or shut-in. A renowned, well-known and somewhat notorious MMO player who was viciously bullied in real life for her interests and passions, Shin had, over time, retreated from society to live in her own private world where she felt safe. She'd done this to the exclusion of everyone around her — going so far as to lock herself inside her room and only eat whatever food had been left outside for her.

    When you encounter Shin for the first time in Criminal Girls, none of this is apparent. She simply seems like an overconfident "leader type", wanting to boss everyone around and, as the oldest member of the group, believing that her opinion carries a considerable degree of weight. Her "leader type" personality is even reflected in her game mechanics; by herself, she's not very formidable, but most of her power comes from her "Operation" skills, which partner with at least one other party member to effectively deliver multiple special attacks in the space of a single turn.

    Over time, her facade slips, however; she continually makes poor decisions that put the group in danger, and throwaway comments she makes gradually reveal her otaku side. It eventually becomes very apparent that she's trying desperately to be someone that she isn't, and that by hiding herself away she's hurting the people around her.

    The main thrust of Criminal Girls' story surrounds the player's attempts to "redeem" the titular girls from their past sins, to prevent them being incarcerated in Hell and giving them another chance at life. Shin's sin, then, is that of neglecting others; she personifies the Deadly Sin of Envy. She envies those who have a normal life and is embittered by her drop-out, shut-in existence; the arrogant persona she initially displays is both a reflection of the character she played online and of who she thinks she "ought" to be — a persona she believes to be more likeable.

    As the girls and the player character come to trust one another more, though, Shin starts to open up. She's more honest and less confrontational, though she still bickers with the rather spoiled Kisaragi; the two are more similar than either of them would care to admit. Most importantly, she learns through others accepting her that it is also possible to accept herself without being ashamed; there's no need for her to cut herself off from her problems and hide away. In doing so, in fact, she had simply made matters worse; the longer she was alone, the more she believed she needed to be alone, and so her resentment and envy towards "normal" people grew.

    2015-03-22-001406

    Those of you who know me well will surely not be surprised to hear that I found Shin to be one of the most relatable characters in Criminal Girls. While I haven't gone to the lengths she has — I'm fortunate enough to have a good circle of friends (both online and off) and a wonderful fiancee who tolerate, understand and accept the things I'm interested in — I can very much empathise with her feelings of isolation, the suffering she endured while she was being bullied and her envy for people who seem to be able to go about their business "normally". I've been through some of the things Shin has been through — though fortunately in my case it didn't involve a literal trip to Hell and back — and as such she occupies a special place in my heart.

    A toast to you, then, Shin; you were one of numerous reasons I'm glad I made that journey through Hell.

     

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    1918: GTA Online's Identity Crisis https://imnotdoctorwho.moegamer.net/2015/04/21/1918-gta-onlines-identity-crisis/ https://imnotdoctorwho.moegamer.net/2015/04/21/1918-gta-onlines-identity-crisis/#respond Tue, 21 Apr 2015 22:29:16 +0000 https://angryjedi.wordpress.com/?p=7290 I've been playing a bunch of Grand Theft Auto Online recently. My local friends and I all acquired copies so we'd have something we all enjoyed playing and that we could all get something out of: past attempts to do this have led to one or more members of the group being dissatisfied with our choices for … Continue reading 1918: GTA Online's Identity Crisis

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    I've been playing a bunch of Grand Theft Auto Online recently. My local friends and I all acquired copies so we'd have something we all enjoyed playing and that we could all get something out of: past attempts to do this have led to one or more members of the group being dissatisfied with our choices for whatever reason, and ultimately our multiplayer gaming sessions falling by the wayside. We're hoping, however, that Grand Theft Auto Online will provide some fun shenanigans for a little while yet.

    And I think it might just do that, at least in part due to the game's curious identity crisis that it has going on. It doesn't feel like it really knows what it wants to be. In places it's downright messy, and the "session-based" nature of getting people together is cumbersome, clunky, unintuitive and simply broken at times. But even with all that, it's simply fun.

    I talked a little about the basic structure of the game a few days ago, but having spent a few sessions actually playing it "properly" with at least one other friend now, I can see what it's doing.

    The core of the game's identity crisis comes from the disconnect between typical Grand Theft Auto freeform open-world gameplay — in which up to 30 players can log in to the same session, run around anywhere on the map completely independently of one another and have fun doing whatever they see fit — and the "Jobs" that form the more structured activities in the game. This disconnect is nothing unusual for Grand Theft Auto in general, of course; ever since Grand Theft Auto III brought the series kicking and screaming into 3D it's been like two games in one, and this contrast has only become more pronounced as the stories have got better and more ambitious over the years.

    Open-world freeform multiplayer is great fun. You can effectively make up your own silly little games and challenges and take them on with friends. You won't get much in the way of rewards for them, but if all you're in it for is some silliness, it provides that in spades. What doesn't quite work about the open-world stuff is that the moment someone activates an activity of some description — be it a race, a mission or even a game of darts — they are snatched out of the open-world session, temporarily unable to communicate with the people they were playing with, and put into a more traditional multiplayer lobby, from which they can invite people via several means: everyone from the open-world session, selected people from the open-world session, friends who are online or simply "anyone who is available".

    Once you're into that lobby and with friends, you're effectively in a "party" like you'd be in something with more traditionally structured multiplayer like Call of Duty or Halo. You do an activity, you all vote on what's next, you do the next thing, repeat until someone gets bored or everyone votes to go back to Free Mode.

    The activities are pretty fun too, and I understand why they're "instanced" separately from the main chaos of the open-world gameplay — trying to complete a mission while up to 29 other people are careening around the map causing mischief sounds like a recipe for disaster. It's the execution that is a little lacking: the absence of an MMO-style "party" system makes meeting up with specific people in public sessions tricky, and the way people are simply snatched out of the open world the moment they walk into a mission trigger is not explained at all well; if you don't know that's how it works, it's entirely possible you'd be left thinking that your friends had simply left the game altogether.

    As I say, these issues and the fundamental disconnect between the freeform gameplay of Free Mode and the structured activities of the Jobs don't prevent Grand Theft Auto Online from being a good game. It's a lot of fun, particularly when playing with friends you already know. (I don't even want to contemplate how awful taking on the cooperative missions with random people might be.) There's just an awful lot of things it could do a whole lot better, too.

    Still, it's enjoyable, and I'm confident it will provide some fun evenings of entertainment for my friends and I for a little while yet.

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    1917: Creative Spark https://imnotdoctorwho.moegamer.net/2015/04/20/1917-creative-spark/ https://imnotdoctorwho.moegamer.net/2015/04/20/1917-creative-spark/#comments Mon, 20 Apr 2015 22:18:03 +0000 https://angryjedi.wordpress.com/?p=7288 The concept of machinima — video clips, short films and even full-length movies made using a video game's engine and assets as the basis — is something that's fascinated me for a while, but I've never really gotten big into it. In fact, as I alluded to in yesterday's post, the last time I really did much … Continue reading 1917: Creative Spark

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    The concept of machinima — video clips, short films and even full-length movies made using a video game's engine and assets as the basis — is something that's fascinated me for a while, but I've never really gotten big into it.

    In fact, as I alluded to in yesterday's post, the last time I really did much with anything even remotely resembling machinima was back in the PS1 days, when the then-spectacular open-world driving game Driver came out and shipped with a cumbersome and clunky but hilarious video editor mode, allowing you to create custom replays from your last play session.

    My friend Woody and I used to play nothing but "Survival" mode in Driver, which starts you in the midst of a challenging police chase in San Francisco, and tasks you with simply lasting as long as possible before the cops destroy you. More often than not, our attempts to survive were fairly short, but since the game pretty much went balls-to-the-wall crazy in this mode, even a ten-second clip could make for some hilarious footage. Particularly when, as often happened, the somewhat rudimentary physics engine that powered the game went a little awry, sending the player vehicle shooting inexplicably up into the sky and flying for miles before crashing to the ground and, if you were lucky, driving off relatively unscathed.

    Some people over the years have done some amazing things with machinima. Shows like Red vs Blue showed that there was life in games like Halo well beyond simply playing them. Tools like Source Filmmaker have enabled people to create movies (and, uh, a frighteningly comprehensive amount of pornography) using beloved characters from games like Half-Life, Left 4 Dead and BioShock.

    But, for me, the most consistently entertaining thing about machinima — both making and watching it — is seeing things going horribly wrong in a variety of unexpected ways. It's what Woody and I used to do with Driver, and it's a proud tradition that numerous others have continued over the years. Here's a great example from the Skate series of skateboarding games on console. I can't take credit for this; it's a popular (and, judging by the view count on YouTube, somewhat legendary) video by "HelixSnake".

    I mentioned yesterday that Grand Theft Auto V features a video editor mode, much like Driver did, and even shared my first attempt at a video. Since then, I've spent a little more time with the facility, and it looks set to provide a lot of fun times in the future.

    The best thing about it is that it includes a feature called "Director Mode", where you're not tied to the normal rules of the game. You don't have to play as one of the single-player protagonists or your Online characters. If you want to cause chaos without attracting the attention of the in-game police, for example, you can simply turn them off. You can adjust the time of day. You can make your bullets and even your melee attacks explosive. And you can turn down gravity.

    Naturally, the first thing I did upon discovering all of these options was make full use of all of them to produce some sort of horrific monstrosity. And I proudly present the results of said attempts for you today: here is Unprovoked, a short film by me.

    Part of the joy of doing something like this is simply trying things out and seeing what happens — a form of "improvisatory theatre", in a way. In the case of this video, all I did was set the gravity to low and equip myself with explosive melee attacks, then walk up to the poor unsuspecting almost-naked gentleman in the video, kick him and take it from there. The addition of various "emotes" — which can be used in the online mode as a means of expression or simply messing around — makes for a surprising amount of flexibility, too.

    Once the footage is recorded, it's a case of editing it together using something that bears a strong resemblance to "proper" video-editing software, albeit on a somewhat smaller scale. You can edit individual clips together into a longer movie with different scenes, and within a single clip you can set keyframes to change camera angles, apply effects and all manner of other things. It's remarkably simple to use but very powerful, and I'm looking forward to getting to know it a bit better in the coming days and weeks.

    Of course, we all know that the majority of the movies I — and, I'm sure, most of the other people who are fiddling with it — will make will involve people flying around in physics-defying, ridiculous situations. But I'm also quite interested to try some things like recording a race in the online mode, or a shootout, or something else "structured"; the level of detail in the graphics and animation in the PC version of Grand Theft Auto V in particular makes for really good-looking movies, and I strongly believe, as I said yesterday, that the Rockstar Editor is going to be big for machinima — if only from a perspective of getting more people experimenting with it.

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    1916: How an MMO Taught Me to Be a Better Shmup Player, and Other Stories https://imnotdoctorwho.moegamer.net/2015/04/19/1916-how-an-mmo-taught-me-to-be-a-better-shmup-player-and-other-stories/ https://imnotdoctorwho.moegamer.net/2015/04/19/1916-how-an-mmo-taught-me-to-be-a-better-shmup-player-and-other-stories/#respond Sun, 19 Apr 2015 16:50:20 +0000 https://angryjedi.wordpress.com/?p=7283 Today I've been playing a few different games, including Grand Theft Auto Online, One Way Heroics and Crimzon Clover: World Ignition. Before I go any further, I just want to share a video I knocked up in five minutes using GTA's built-in video editor. I'm looking forward to having a play with this; I haven't seen an in-game editor so flexible … Continue reading 1916: How an MMO Taught Me to Be a Better Shmup Player, and Other Stories

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    Today I've been playing a few different games, including Grand Theft Auto Online, One Way Heroics and Crimzon Clover: World Ignition.

    Before I go any further, I just want to share a video I knocked up in five minutes using GTA's built-in video editor. I'm looking forward to having a play with this; I haven't seen an in-game editor so flexible since Driver on the PS1, and my friend Woody and I used to spend hours making ridiculous car chase movies with that.

    But GTA is not what I want to talk about today. Rather, I want to talk a little about the last game I mentioned: Crimzon Clover: World Ignition. As you can probably surmise from the overblown title, this is a Japanese game; those of you with particularly strong game genre intuition will also have doubtless correctly identified that it is a shoot 'em up, specifically of the danmaku (bullet hell) variety.

    I grabbed Crimzon Clover this week as part of GOG.com's recent "tower of sales". They were selling a pack of shoot 'em ups, several of which I'd had my eye on for a while, and one of which (the rather marvellous Astebreed, which was one of the last things I reviewed over at USgamer) I already owned, but it turned out that removing that from the package actually made it more expensive, so now I have two copies. Anyway, I digress; the sale has now ended, but Crimzon Clover is still pretty cheap anyway, so if you're looking for some fun arcade-style blasting action, you could do far worse than grab a copy — and remember, there's no shame in playing on "Novice" difficulty, so long as you don't use the "Continue" function!

    crimzon2

    For those who haven't been following me for a while, are unfamiliar with the modern conventions of the shoot 'em up genre or with Japanese gaming in general, a danmaku shooter is characterised by its extremely hectic patterns of bullets filling the screen which, at first glance, look impossible to avoid. That is, until you realise that the ship you're flying has a "hitbox" much smaller than its complete sprite, which means you can get away with "grazing" bullets so long as they don't hit the (usually explicitly visible) hitbox. In fact, some danmaku shooters ever reward you for grazing bullets without being destroyed.

    The other defining feature of a danmaku shooter is a somewhat convoluted scoring system. Crimzon Clover is a little more straightforward than some of the more obtuse systems that renowned genre specialist Cave has come out with over the years, but it still requires something of an understanding beyond "shoot everything" in order to get the truly high scores.

    But again, chasing high scores isn't what I wanted to talk about today; instead, I want to talk about something I noticed while I was playing Crimzon Clover earlier today, and that's the awareness that I suddenly had of myself using disciplines I'd picked up from a completely different game: Final Fantasy XIV.

    Crimzon Clover and Final Fantasy XIV would doubtless not appear to have anything in common at first glance, but bear with me. Boil both of them down to their purest essence and they are both games about learning attack patterns and responding to them. Neither of them depend on randomness for the most part, with every encounter instead being meticulously scripted and choreographed down to the last detail; both of them reward taking the time to familiarise yourself with these patterns and know how to deal with them. In other words, knowing your part of the overall intricate dance of death and destruction on the screen.

    2014-04-14_00006

    This becomes even more obvious when fighting a boss in Crimzon Clover and, indeed, most other danmaku shoot 'em ups. One thing that both Final Fantasy XIV and Crimzon Clover have in common is a phase-based structure for boss fights: the boss uses a certain set of attacks until you damage it a certain amount (or, in some cases, a certain amount of time passes), then it moves on to something else, then perhaps something else, then perhaps something else after that. The most complex fight in Final Fantasy XIV I've done to date, for example — The Second Coil of Bahamut, Turn 4 (aka Turn 9, aka Nael deus Darnus) is split across four different phases, each of which is completely different from the last, and each of which requires learning independently of the others.

    Crimzon Clover, meanwhile, is no exception to this rule, with bosses having set bullet patterns and special attacks according to which phase you're on at any time; the one difference is that phase transitions are explicitly marked on the boss' health bar in Crimzon Clover (and, again, in most other danmaku shmups) while in Final Fantasy XIV it's a case of learning when the changeovers happen and how to time them so that you and your party are in a good position to deal with them when they happen. (The fact that Crimzon Clover is designed for one or two completely independent players while Final Fantasy XIV is designed for four to eight interdependent players is another difference, of course, but this added complexity is mitigated a little by the fact you're not dodging literally thousands of bullets at any given moment. At least not in any encounter I've challenged so far.)

    The thing I became aware of as I had a go at the first few levels of Crimzon Clover today — I haven't managed to clear the game yet, as it's pretty tough, even on Novice difficulty! — was that I was using most of the same skills I used while playing Final Fantasy. I was learning to observe patterns and anticipate what came next; I was moving into advantageous positions before all hell broke loose; I was learning from my mistakes rather than becoming frustrated by them.

    crimzon1

    These are all skills that, if we pull back and look at a lot of different games, are fairly common. But I've become most keenly aware of them while playing Final Fantasy XIV in particular, and it was a little surprising — and pleasing — to be aware of how applicable they were in a "cross-discipline" situation in a completely different game today. (And yes, Dark Souls fans, I know they're applicable to that game too, but… I just can't, okay?)

    Also, Crimzon Clover is fucking awesome and if you like beautifully slick, gorgeous shoot 'em ups then I recommend you go grab yourself a copy from Steam or GOG.com right now!

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    1915: Brave New Frontier https://imnotdoctorwho.moegamer.net/2015/04/18/1915-brave-new-frontier/ https://imnotdoctorwho.moegamer.net/2015/04/18/1915-brave-new-frontier/#comments Sat, 18 Apr 2015 20:13:28 +0000 https://angryjedi.wordpress.com/?p=7281 I've been out of the mobile gaming, umm, game for a while now because my stint working for the now-apparently-defunct Inside Network opened my eyes to the revolting realities of mobile free-to-play games and how people in suits and sneakers genuinely thought that games where you tap on something every two hours and then have to spend … Continue reading 1915: Brave New Frontier

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    I've been out of the mobile gaming, umm, game for a while now because my stint working for the now-apparently-defunct Inside Network opened my eyes to the revolting realities of mobile free-to-play games and how people in suits and sneakers genuinely thought that games where you tap on something every two hours and then have to spend money were somehow innovative.

    I've made no secret of my general distaste for this business model, but having left it alone for a little while, I've felt more able to come back and look at some of these games with a slightly less jaded pair of eyes. I looked at one called Valkyrie Crusade over on MoeGamer a while back a year or so ago and was surprised to find myself having a reasonably good time — though at the time of writing, I haven't touched it for a few months now.

    More recently, someone I follow on Twitter had been posting some screenshots and enthusiastic noises about a game called Brave Frontier (iOS, Android), so I decided to download it and give it a shot. It has an appealing, colourful art style with a combination of pixel art sprites and super-deformed chibi-esque character art, and promised to have a little more in the way of "gameplay" than many similar titles, most of which revolve largely around collecting "cards" and then tapping a "Continue" button repeatedly until you run out of energy or patience.

    Brave Frontier isn't massively different from this formula, but the simple addition of a bit of interactivity to the formula immediately makes it a more interesting, enjoyable game that is ideal for dipping into for a few minutes at a time while you're on the toilet or waiting for public transport.

    Here's how it works. You're given an initial few units, one of which is reasonably good and the rest of which are a bit shit, but fill out the slots in your party reasonably. You can take these through "quests", which are sequences of a few battles in a row, culminating in a boss fight. Battles are very simple: you tap on a party member to cause them to attack, and if you time your taps correctly so that multiple units hit at the same time, you cause a "Spark" which deals additional damage. Units also have elemental types that have a significant impact on both attack and defence power.

    When all your units have attacked, you get to grab all the goodies that fell out of the enemies while you were clobbering them. These include the game's various currencies, health points and Brave Burst points, the latter of which fills a gauge and allows a unit to perform its unique special move. Health points and Brave Burst points are assigned randomly so you can't guarantee a particular unit will be able to perform their Brave Burst on command, but you can force an enemy to drop more of these shards by ordering your party to focus their attacks on a single enemy, cause an "Overkill" and obtain additional rewards. This, of course, leaves them open to attack from the remaining enemies.

    You repeat this process through a series of battles, with your units not automatically healing or recharging between. You fight a boss — most of which so far haven't been significantly tougher than the main enemies — and then you get rewards, which include materials and additional units.

    Outside of quests, you can "fuse" units together to level them up — they don't gain experience simply through battle like in a regular RPG. Fusing "metal" units of the same element as a unit provides a significant bonus to the XP they receive, and when you get a unit to its level cap (which varies according to the unit's rarity) you can "evolve" it into a more powerful incarnation by using materials. You can also use materials to craft useful items and equipment for your units, and one of the game's currencies to upgrade the village you call home base — this provides you with resources every so often, and also has a bunch of facilities you can unlock over time, providing you access to more and more items and equipment as you upgrade it.

    The game makes use of the free-to-play model's beloved "energy" system, which means you're only allowed to play a certain amount before you either have to pay up or wait for it to restore. Now, I'm not a huge fan of this system, but so far in Brave Frontier it's been fairly unobtrusive, with energy consumption pretty much matching up with the average length of a play session. In other words, by the time you've run out of energy, you'll probably want to go and play or do something else anyway. Interestingly, there are a bunch of "dungeons" that you can take on that require significantly more energy to enter than normal quest battles; the rewards for these are significantly greater, however, as is the overall challenge level. This means that you can choose how you spend your energy rather than it being a "flat rate" — do you blow 50 points at once for the chance to get your hands on some rare, useful, powerful goodies, or do you make steady progress through the main story to unlock access to new areas and acquire "gems" which can be used to recruit the more powerful, more rare units?

    I don't know how long I'll stick with the game, but it's enjoyable enough at present, and the art style is lovely. If you happen to be playing, feel free to add me as a friend using ID 9630492642.

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    1914: I Wish I Liked Star Wars More https://imnotdoctorwho.moegamer.net/2015/04/17/1914-i-wish-i-liked-star-wars-more/ https://imnotdoctorwho.moegamer.net/2015/04/17/1914-i-wish-i-liked-star-wars-more/#comments Fri, 17 Apr 2015 22:07:41 +0000 https://angryjedi.wordpress.com/?p=7279 Recently, there were a couple of big bits of Star Wars-related excitement: the release of a new trailer for the upcoming movie, and some "not gameplay footage" footage of the upcoming new Star Wars Battlefront game. And… I don't really care. This post isn't, however, a tirade where I get angry at people who are into Star Wars — certainly I don't … Continue reading 1914: I Wish I Liked Star Wars More

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    Recently, there were a couple of big bits of Star Wars-related excitement: the release of a new trailer for the upcoming movie, and some "not gameplay footage" footage of the upcoming new Star Wars Battlefront game.

    And… I don't really care.

    This post isn't, however, a tirade where I get angry at people who are into Star Wars — certainly I don't begrudge anyone their excitement over the new stuff, and it's nice to see something people can get enthusiastic rather than angry about for once. No; rather, it's a contemplation of why I'm no longer into Star Wars now, in 2015, when many of my peers are.

    In theory Star Wars should be right up my alley. I like sci-fi and I like fantasy, and Star Wars combines elements of both, being, essentially, a tale of heroic fantasy, mysterious magic and dastardly villains… and a tale that just happens to be set among spacefaring civilisations rather than the more conventional quasi-medieval setting of most fantasy.

    And yet I just can't muster any enthusiasm for it any more.

    I don't think it's the fault of the films themselves. A New Hope, The Empire Strikes Back and Return of the Jedi are all still solid films, albeit somewhat cheesy at times; The Phantom Menace is a bit poo but inoffensively so, and Attack of the Clones and Revenge of the Sith are both perfectly competent, exciting movies. I recall a couple of years back I watched them all through in sequential order — The Phantom Menace first, Return of the Jedi last — and found it to be an enjoyable experience that actually made the prequels seem a bit better than I had previously thought.

    I've not felt any sort of urge to watch them again, though; I don't think I even own a copy of them any more, having ditched most of my DVD collection the last time we moved house. I'm kind of done with Star Wars; I got all that I wanted to out of it, and moved on.

    Except Star Wars didn't want to move on, and I think this is why my excitement and interest in it has completely faded over the years. Over the years since the prequel movies, we've had TV shows, animated shorts, websites, video games, toys, novels, comics, fan movies, endless speculation, memes, and the Great Unwritten Rule of Geekdom: that if you don't like Star Wars you're not a proper nerd. (I don't actually believe this last one, of course, but I have had a few looks of surprise when fellow nerds have asked me what I think of something Star Wars related and I've responded that I'm not really into it.)

    In other words, Star Wars was inescapable and being used more as a gigantic marketing juggernaut than anything else. I've become very aware of this sort of thing over the last few years — I think working in the press and seeing long-running PR campaigns for various blockbusters "from the inside" jaded me somewhat — and I was just getting a little fed up of seeing it seemingly everywhere. That manifested itself in the realisation that I didn't really care for Star Wars any more, and a response to the announcement of the new movies and games best described as "meh".

    I'm kind of sad about this in a way, and I do stand by my title for this post; I do wish I liked Star Wars more, because it would be nice to share in some of this excitement, and it's nice to reminisce about classic games like Super Star Wars, X-Wing and TIE Fighter. But, for me, at least, I think that ship has sailed (or done the Kessel run in however-many-parsecs-it-was, insert your own tortured metaphor here) and I've moved on to my own things that people give me blank looks about when I express my own excitement and enthusiasm. It all balances out, I guess.

    So for those of you into Star Wars, I hope the recent reveals were everything you hoped they'd be. And for those of you not… well, I've got a nice quiet little corner of the Internet here. Pull up a chair and I'll put the kettle on.

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    1913: Loser https://imnotdoctorwho.moegamer.net/2015/04/16/1913-loser/ https://imnotdoctorwho.moegamer.net/2015/04/16/1913-loser/#comments Thu, 16 Apr 2015 13:45:13 +0000 https://angryjedi.wordpress.com/?p=7277 I blogged before last night's Slimming World session so I wasn't able to enthuse about my progress, so I'll do it now instead. After a small gain (1lb — I kind of expected it after an extravagant lunch on a training day for some new work I'm starting on) last week, I made up for that with … Continue reading 1913: Loser

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    I blogged before last night's Slimming World session so I wasn't able to enthuse about my progress, so I'll do it now instead.

    After a small gain (1lb — I kind of expected it after an extravagant lunch on a training day for some new work I'm starting on) last week, I made up for that with a frankly somewhat surprising loss of 5lb this week.

    I won't lie: I'd been concerned that last week's gain would herald the beginning of a "plateau" of weight loss, and force me into having to cut back even more on the things that I'm still able to have while losing weight. I've already sacrificed some of life's particularly great pleasures like a lot of takeaways (though, pleasingly, if I eat carefully for the rest of the day I can still get away with my favourite curry, a dhansak), pizza, cake, non-diet fizzy pop and a lot of chocolate (though, again, I can occasionally get away with this if I'm careful) and don't really want to have to give up anything else; it's all very well saying that people should "eat healthily", but if the things you suggest people snack on taste like wood chippings and don't satisfy cravings at all, then that's not going to help anyone.

    Thankfully, as we've seen, that hasn't happened; I've continued doing what I've been doing — following the Slimming World programme pretty strictly, except on occasions where it's impossible to do so due to the food being out of my control — and I've made impressive progress this week.

    One thing following the programme has done for me is make me think a bit more carefully about what choices I make when presented with a situation like going out for lunch. I had the pleasing opportunity to catch up with some friends I haven't seen for ages the other day at a local bar/cafe/cantina-type place that we're all rather fond of. It would have been very easy to simply order the "Hero Burger" from the menu — which is an amazing burger, to be fair, accompanied by skin-on crispy fries — but instead I opted for the jambalaya, which, while still not entirely "healthy" is probably better for me than a burger and chips. (It wasn't bad, though a little oniony for my taste.)

    I've also successfully made the transition to diet sodas for the most part; I've discovered that while Diet Coke still tastes like piss, Diet Pepsi actually doesn't, to me, taste particularly different to actual Pepsi. If we're talking full-sugar goodness, I prefer Coke, but in the diet sector, Pepsi is much nicer. I was also pleased to discover that diet Fanta (and Tesco equivalents) don't taste any different to their full-sugar counterparts, so that was an easy switch to make, too.

    For years, it's felt like an unattainable dream to imagine myself as being a bit… all right, a lot slimmer. But finally, I feel like it's something I might be able to achieve. It might — it probably will — take months, maybe even years, but I'm on the right track for once, and it's nice to feel at least one aspect of my life is proceeding in the right direction.

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    1912: #WaifuWednesday (special guest: #BoobsNotBlood) https://imnotdoctorwho.moegamer.net/2015/04/15/1912-waifuwednesday-special-guest-boobsnotblood/ https://imnotdoctorwho.moegamer.net/2015/04/15/1912-waifuwednesday-special-guest-boobsnotblood/#comments Wed, 15 Apr 2015 13:57:30 +0000 https://angryjedi.wordpress.com/?p=7272 So Wednesday rolls around again, and as we established last week, that means it's time for Waifu Wednesday. Before that, a short hefty preamble, though, because it's being discussed as something of a hot topic on the social media Interwebs at the very time I type this. I refer to the issue summarised under the … Continue reading 1912: #WaifuWednesday (special guest: #BoobsNotBlood)

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    So Wednesday rolls around again, and as we established last week, that means it's time for Waifu Wednesday.

    Before that, a short hefty preamble, though, because it's being discussed as something of a hot topic on the social media Interwebs at the very time I type this. I refer to the issue summarised under the Twitter hashtag #BoobsNotBlood, in which a number of people have begun pointing out the hypocrisy of popular media in being absolutely fine with graphic violence — the most recent example of which being the new Mortal Kombat game — but immediately shunning anything that has even the slightest hint of being sexual. (Unless, of course, it's being used for advertising, in which case it's fucking everywhere, no play on words intended.)

    Mortal Kombat, to put things in context for those who are less familiar, is a series that has always prided itself on being graphic. Back on its original release, it was one of the first games to use digitised real actors as its sprites, and one of the first arcade fighting games to feature blood and gore splattering around the screen as the fight continued. Its most notorious feature, though, was the ability to perform a "Fatality" move on a defeated opponent — by entering a convoluted series of button inputs, you could kill your opponent in an assortment of overblown and violent ways, ranging from ripping out their heart to pulling out their spine. The latest Mortal Kombat continues this tradition, even going so far as to provide some of the most obnoxious microtransactions I've ever seen — the ability to buy tokens allowing you to perform these Fatality moves more easily without having to learn the button inputs. That's a whole separate issue, though, that I'm sure we'll talk about another time.

    Anyway. I have absolutely no problem with Mortal Kombat, or indeed pretty much any violent game or piece of media. Violence has become so normalised in modern popular culture that, for the most part, people tend not to bat an eyelid at it any more. (There are exceptions; very realistic gore, torture and any form of depicting realistic violence against women still tends to make people uncomfortable at the very least.) That, in itself, is perhaps a concern for some people, but so long as you're able to distinguish fantasy from reality — and pretty much everyone is, with the exception of people who already have some pretty severe mental disorders — it's not a problem as such for your average adult human. (We could get into the whole "think of the children" thing here, but again, that's probably an issue to tackle another day; I'm primarily concerned with people old enough to make their own decisions here.)

    So violence is, for the most part, A-OK in the eyes of popular culture in the West. Sexuality, though, is a big no-no. And this is where the primary resistance to modern Japanese games tends to come from: because the otaku market in Japan — who enjoy fanservice and sexualised content — is a sizeable one with disposable income to throw around, that is the market that many anime and game creators choose to focus their attention on. And with good reason: you go where the money is. It's the exact same reason we have so many annualised sports games and dudebro shooters here in the West: they sell.

    You may not think that otaku games and dudebro shooters have much in common, but there's one very important aspect in which they're very much alike: people outside of their core demographic seem to wilfully misunderstand and misinterpret them, and then make a point of talking them down — in the process alienating the people who do like them — at every opportunity. I've been guilty of this myself over the years, but since throwing myself more into the things I love to the exclusion of things I didn't like but explored because I felt I "had" to, I've become more content to simply live and let live: I'm never going to play, say, Halo 5 because it just doesn't appeal, but I certainly don't begrudge anyone who will enjoy it the experience of playing it.

    A key difference, though, is that otaku games are a relatively small market in the West, while dudebro shooters make up the majority of the market. This is the complete inverse of the situation in Japan. The otaku games are seen as a minority, so they're an easy target; I don't know if their critics are simply trying to outright get rid of them altogether — I suspect there are at least a few people out there who wouldn't mind if we never saw a doe-eyed moe girl ever again — and so it's their controversial aspects — their sexuality — that tends to inflame the ire of critics who, generally, have absolutely no fucking idea what they're talking about.

    And yet, as Mr Matt Sainsbury of Digitally Downloaded said during a Twitter discussion yesterday, sex has been a crucial part of artistic expression since… well, forever. And yet the moment we see a flash of panties, a bit of cleavage, a provocative pose or a bit of dialogue about boob size, that seemingly invalidates the whole experience in the eyes of some critics. It's painfully inconsistent and hypocritical to completely devalue an experience on the grounds of sexualised content when extreme violence passes without comment. (To clarify: I don't have a problem with either, and believe that content creators are free to make whatever they like — or what they feel will be popular — without external pressure from people who speak from an ill-informed perspective.)

    So with that in mind, let's take a conspicuously sexy character for this week's Waifu Wednesday.

    KatsuragiThis is Katsuragi from the Senran Kagura series. She's a member of the Hanzou Academy, a school that trains "good shinobi" — ninjas who supposedly do work for the benefit of all, rather than individual self-interest.

    Katsuragi is an interesting character in a number of ways. She's arguably not the most explicitly sexual of the Senran Kagura girls — that honour probably goes to Haruka, who I'm sure we'll talk about in the near future — but she is certainly one of those who is most comfortable with her own body, personality and sexuality.

    This is an important and interesting point about most of the cast of Senran Kagura, actually; while the series is most widely renowned for its exaggerated jiggling boobs — indeed, the series creator has gone on record as unashamedly saying the reason the series exists at all is because he wanted to see pretty girls with jiggling boobs in 3D on the Nintendo 3DS — the girls aren't simply well-stacked stick-figures, as sometimes seen in other anime-inspired work. Rather, in most official artwork — and indeed in the game, too — they're depicted as having healthy curves and, in most cases, being happy with their bodies. (The couple of exceptions to this — Mirai and Ryoubi — have their dissatisfaction with their bodies explored as part of their own personal story arcs.)

    1841023-7b5add5ed1389cbf5b843ed6047b6a8dLike most of the cast of Senran Kagura, it was not happy circumstances that drew Katsuragi to the Path of the Shinobi. I shan't spoil her personal plot here, as it's explored in more detail than I can give justice to in a few short paragraphs in both Senran Kagura Burst and Senran Kagura Shinovi Versus (and, presumably, the recently released Estival Versus, which is currently only available in Japanese). Suffice to say, though, Katsuragi has a fair amount of personal demons to take on, and a lot of sorrow to deal with.

    She has two main means of dealing with these things: firstly, by acting as an "older sister" figure for many of the other group members, who recognise this and refer to her as "Katsu-nee", "-nee" being a Japanese suffix to denote an older female sibling, but also often used in contexts like this where intimate personal relationships take on a "sister-like" quality. She is a character that her friends in Hanzou look up to and trust greatly, and often confide in.

    Her second means of dealing with the emotional baggage she's been dragging around with her is being a complete pervert, and it's this aspect of her personality that is more obvious from the start. It's also this aspect of her personality that cause many people to write her off as little more than a shallow, fanservicey character, but it goes much deeper than that.

    Katsuragi's perversions — particularly her habitual groping of her peers' breasts — are a form of self-expression for her, and a reflection of the fact she has had to, to a certain degree, bring herself up without some of the normal "boundaries" set for youngsters. She herself refers to her behaviour as sekuhara (sexual harassment) and confesses in Shinovi Versus that she uses it as something of an icebreaker. Her peers don't always see it the same way, of course — it's a rather intimate invasion of personal space, after all — but as they — and the player — come to understand Katsuragi, it becomes more and more apparent that this exaggerated behaviour of hers is simply a front for how she's really feeling inside; she maintains the facade of an energetic, enthusiastic, overly sexual young woman in order to avoid having to burden others with her own emotional turmoil; while others are happy to confide in her, she has some difficulty in being truly honest with them.

    Katsuragi develops something of a rivalry with Hikage from Homura's Crimson Squad. In many ways, Hikage is the polar opposite of Katsuragi, in that while Katsuragi is vibrant and, at first glance, extremely open about her feelings and passions — although as we've just talked about, the truth becomes apparent over time — Hikage is dour, emotionless and seemingly unable to enjoy anything. Katsuragi makes it her mission to try and get Hikage to "enjoy" a fight between the two of them, even though they are technically on "opposite" sides of the good/evil divide between shinobi. The two eventually strike up something of a friendship as a result; opposites, as they say, attract.

    Katsuragi is an unashamedly sexual character who likes to show off — she explicitly says so when she performs her Ninja Transformation sequence in Shinovi Versus. Where critics tend to habitually misunderstand her — and the Senran Kagura series as a whole — is that this isn't just there "for the sake of it". It's part of who she is, and that should be acknowledged — without shaming it — but, more importantly, it's not the entirety of her being. She's a complex, interesting character, and very much one of my favourites in the series, and that's why I've devoted so many words to her today.

    Thank you.

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    1911: Life in Los Santos https://imnotdoctorwho.moegamer.net/2015/04/14/1911-life-in-los-santos/ https://imnotdoctorwho.moegamer.net/2015/04/14/1911-life-in-los-santos/#respond Tue, 14 Apr 2015 23:49:36 +0000 https://angryjedi.wordpress.com/?p=7270 I grabbed the PC version of Grand Theft Auto V this week. Grand Theft Auto is one of the few games where I'll happily suckle on the foul teat of triple-A gaming because, unlike a lot of other recent releases, for the most part the games tend to actually work and live up to their potential rather than just being flashy … Continue reading 1911: Life in Los Santos

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    I grabbed the PC version of Grand Theft Auto V this week. Grand Theft Auto is one of the few games where I'll happily suckle on the foul teat of triple-A gaming because, unlike a lot of other recent releases, for the most part the games tend to actually work and live up to their potential rather than just being flashy showcases. (Of course, in Grand Theft Auto V's case, its online component was completely broken at its console launch, but the single player worked perfectly, at least.)

    I picked up the PC version not to play through the single-player game again — I enjoyed it on PS3, but not enough to play it again — but instead to delve into Grand Theft Auto Online, which has been gradually evolving since its barely functional initial incarnation into something rather interesting over the months since its original release.

    I'm not yet fully convinced that it quite realises the ambition it clearly has, but it's certainly interesting to play and fun with friends. I had a bit of a tool around with my friend Tim earlier tonight, and hopefully a couple of our other friends will be joining us in short order.

    GTA Online starts with a rather overly long tutorial in which you're introduced to race events, shooty bang-bang events and missions. After that you're pretty much flung into the game world and invited to do what you want, whether that's causing the traditional chaos of a Grand Theft Auto game, taking on other players in competitive challenges ranging from races to team-based shooting events, or simply exploring the world. There's arguably less incentive to explore in GTA Online as in the single-player, since the online mode lacks single-player's collectibles, but there's a certain amount of fun to be had from just trying to get to different places and admire the scenery — because by golly, does the game ever look lovely on PC.

    The default way a GTA Online session works is that you log on and are put in a "session" with up to 30 or so other players. Each player is wandering around the game world doing their own thing; they might be stealing cars, holding up stores or causing chaos. The latter option — attacking innocent pedestrians and destroying property — causes your "mental state" meter to rise, indicating that you're becoming increasingly unhinged and dangerous, and once it reaches a certain level you will be highlighted on the map for other players to hunt down and kill for rewards. You can also just kill other players and attempt to take money they have failed to bank, too, but this also has an impact on your mental state.

    The meat of the game comes in the form of "jobs", which are instanced activities scattered around the map. The majority of these are races (in cars, aircraft, boats and on bicycles) or variations on deathmatch (last man standing, last team standing, team deathmatch, capture the thingy) but there are also missions to take on that are a little more like the activities you'd normally be doing in single player — things like chasing down cars, stealing things without the cops noticing and that sort of thing. Once you advance to a certain rank, you can also take on full-blown Heists with a team of four people, but I haven't had the opportunity to try those yet.

    When you hop into a Job, you have the opportunity to invite people. You can invite friends, crew members, the people who were in your free-roaming session or simply cast a wide net to anyone who might be interested in playing that job. Those people who were invited get a text message sent to their in-game phone and can join the Job wherever they are on the map at the time; once everyone is together and everything is in order — whoever is "hosting" the Job gets control over various settings, including the enjoyable ability to lock the camera angle to the new (and very impressive) first-person mode added for the PC version.

    Completing a Job rewards you with money and Reputation Points, or RP. RP allows you to increase in rank, with more activities and purchasable items becoming available as you progress. In this way, the game starts fairly simple and gradually expands over time; "rank" isn't quite the same as "level" in an MMO in that it has no impact on your character's abilities — these can all be levelled up independently of one another — but rather it simply increases the amount of available content on offer to those of higher rank.

    So far it seems like fun, though when playing with random people I haven't seen much incentive for people to interact or talk to one another. I've seen people get into random firefights with one another, but certainly in free-roam it doesn't seem ideally set up for "cooperative" play — there doesn't seem to be a way of making a "party", for example, though it is possible to create a friends-only session to ensure you only play with people that you like or trust.

    I think the issue with GTA Online is that it's not quite sure what it wants to be. It has some rather MMO-esque ideas — advancing in rank; daily, weekly and monthly challenges; instanced content — but the execution is a little wanting in a few areas. Load times are fairly astronomical, for one thing, and there are a few bugs here and there. Being an online game, though, in theory both of these issues can be fixed in time, so hopefully things will improve.

    I don't wish this to sound negative, though, because so far my few hours in GTA Online have been rather fun. Whether or not I stick with it in the long term remains to be seen, but I'm hoping it will be a game that a number of my friends and I can enjoy together on a semi-regular basis for some time yet.

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    1910: Please Proceed to the Right - One Way Heroics https://imnotdoctorwho.moegamer.net/2015/04/13/1910-please-proceed-to-the-right-one-way-heroics/ https://imnotdoctorwho.moegamer.net/2015/04/13/1910-please-proceed-to-the-right-one-way-heroics/#comments Mon, 13 Apr 2015 17:27:57 +0000 https://angryjedi.wordpress.com/?p=7268 I've been revisiting a game I reviewed a while back: One Way Heroics from Japanese indie developer Smoking WOLF and localisation specialists Playism. I made a video, even. For those disinclined to watch a complete 40-minute playthrough of the game (the first time I ever beat it, fact fans — lucky I was recording, eh?) I shall … Continue reading 1910: Please Proceed to the Right - One Way Heroics

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    I've been revisiting a game I reviewed a while back: One Way Heroics from Japanese indie developer Smoking WOLF and localisation specialists Playism.

    I made a video, even.

    For those disinclined to watch a complete 40-minute playthrough of the game (the first time I ever beat it, fact fans — lucky I was recording, eh?) I shall also use the power of written words to explain what's going on and why you should give this game a shot.

    One Way Heroics is a sort-of roguelike crossed with the auto-scrolling levels from old Super Mario Bros. games. If that sounds strange, you'd be right, but that's what makes the game interesting.

    The concept is simple: the Darkness is swallowing the land a bit at a time, and it's up to you to track down the Demon Lord supposedly responsible for this whole mess and punch him in the face until he stops being such a rotter. The encroaching darkness is represented by the scrolling screen — every move or action you perform causes it to advance slightly, and if you fall off the left side of the screen, you die. Naturally, this opens up the possibility of getting "trapped" in places, so you have to plan your movements pretty carefully to make sure you don't get stuck.

    There's a selection of different character classes to play, each with their own distinctive pixel-art appearance and base stats. They can be further customised by choosing "Perks" at the outset of the game, which give you skills such as lockpicking, swimming and mountain climbing, or simple bonuses to your base statistics. Each class has its own starting equipment and skills, too, and you'll have the opportunity to unlock additional skills and abilities as you progress.

    This is a game in which you shouldn't get too attached to anything — the town you just visited, your character, your equipment — and should instead keep pushing onwards. As you progress, the path your journey takes will see you finding new items or upgrading your existing ones with scrolls you discover. Eventually, the basic weapon you start the game with can become something like what I had by the end of the video above: a high-quality sword that is difficult to break, sets things on fire and confuses enemies.

    Although your characters and the worlds they explore are inherently "disposable", there is a degree of persistence in the game: completing a run, whether or not it was successful, rewards you with "Hero Points" that can be spent on purchasing new perks and character classes or expanding your Dimensional Vault, allowing you to carry items across into a subsequent playthrough.

    There's also some interesting online features. Every day, a specific random world "seed" is set aside as one for online play, and while you don't directly adventure alongside other player characters — it's not "true" multiplayer — you get updates on how other people are doing and may occasionally run into the ghosts of those who were less lucky. If you successfully complete the game, you'll be told how many people got there ahead of you and you'll have the opportunity to compare your performance with them. It's a simple, subtle and unobtrusive use of online features, and it works very well in the context of the game.

    I've really enjoyed revisiting this game recently, and was delighted to hear the news that it's being kind-of remade for Vita by Spike Chunsoft as part of their Mystery Dungeon series. As you'll know if you've played it, this game would be perfect for handheld play, so I'll absolutely be there when it releases!

    For now, I've got a Demon Lord to punch in the face.

    The post 1910: Please Proceed to the Right - One Way Heroics appeared first on I'm Not Doctor Who.

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    1909: How to Black Mage https://imnotdoctorwho.moegamer.net/2015/04/12/1909-how-to-black-mage/ https://imnotdoctorwho.moegamer.net/2015/04/12/1909-how-to-black-mage/#comments Sun, 12 Apr 2015 19:54:19 +0000 https://angryjedi.wordpress.com/?p=7266 Following on from yesterday's post summarising what I've learned about playing Paladin in Final Fantasy XIV, I will now follow up with what I have learned about playing Black Mage, the class I initially started playing the game in. Again, I'm not claiming to be the World's Best Black Mage, but this is what works for me. … Continue reading 1909: How to Black Mage

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    Following on from yesterday's post summarising what I've learned about playing Paladin in Final Fantasy XIV, I will now follow up with what I have learned about playing Black Mage, the class I initially started playing the game in. Again, I'm not claiming to be the World's Best Black Mage, but this is what works for me.

    Golden Rules

    As a DPS class, your job is to maximise your damage output as much as possible — but at the same time, you're no good to anyone dead. Black Mages wear light armour and have significantly lower HP values than melee DPS classes, so try and avoid taking damage as much as possible. If it's avoidable, you should be avoiding it — even if this comes at the expense of a spell you're in the middle of casting.

    In other words, if you find yourself in an area-effect marker and you're in the middle of casting a spell, don't hesitate, move, even if this interrupts your cast. The only exception to this is if your cast bar only has about 10% or so remaining, in which case the spell will still go off even if you start moving. Learn encounters and be able to anticipate attacks so you know when it's safe to stand still and let off some spells and when you should be prioritising movement. If you outgear content, you may be able to survive some big hits, but this isn't a good habit to get into. Particularly heavy hits will interrupt your cast anyway, so just get out of the way, okay?

    Black Mage Basics

    Learn how Astral Fire and Umbral Ice work. Astral Fire increases the damage from your Fire spells but nullifies MP regeneration. Umbral Ice increases your MP regeneration at the expense of damage for your Fire spells. Thunder spells are unaffected by whether you're in Astral Fire or Umbral Ice, so should be cast while you're in Umbral Ice and regenerating for your next barrage of Fire spells.

    Blowing a Thing Up

    Black Mages have two real modes they'll be in depending on content: single-target, used for bosses and individual enemies, and area-effect, used in dungeons and particularly on big pulls.

    When attacking a single target, here's the sequence of spells you should be using:

    Fire III -> Fire -> repeat Fire until 770MP or less -> Blizzard III -> Thunder I -> Blizzard I -> repeat

    This has (apparently) been calculated as the optimum DPS rotation for most Black Mages, since it allows you to cast pretty much continually. The 770MP threshold is there so that you have enough MP to cast Blizzard III once — which puts you into Umbral Ice status and thus starts your MP regeneration — and get off a cast of Thunder I (which deals damage over time) even if you haven't yet had a "tick" of MP replenishing.

    Why not Thunder II or Thunder III? Because they cast considerably slower. Once you hit level 50, Thunder II will be largely irrelevant, and Thunder III should be saved for your "Thundercloud" procs, which allow you to instantly cast a Thunder spell to deal all its damage immediately plus the damage-over-time effect it usually does.

    On that note, because Thunder III has a stronger, longer damage-over-time effect than Thunder I, if you hit a Thundercloud proc before Blizzard III in the combo above, replace the Thunder I with another Blizzard I or Scathe, since there's no sense "overwriting" the Thunder III status effect with an inferior effect. The only exception to this should be if there's only a couple of seconds left on the Thunder effect.

    When to Hit Firestarter and Thundercloud

    If the target currently doesn't have a Thunder effect on it, Thundercloud can be hit immediately to bump up your DPS somewhat — remember to use Thunder III rather than Thunder I. If the target does currently have Thunder on it, it may be worth saving it for the Umbral Ice phase; the immediate cast may allow you to get an extra Blizzard I or Scathe in there at the end for a small DPS increase.

    Firestarter should be used immediately if in Astral Fire, and never in Umbral Ice. If you get a Firestarter with your last Fire before your Blizzard III and it's too late to cancel the Blizzard III cast, don't panic; cast Blizzard III -> Thunder -> Blizzard I as normal, by which point your MP should be back at full, then drop in a Transpose. This puts you back at Astral Fire I status, which is a slight damage decrease from Astral Fire III, but still enough to make the free Fire III from Firestarter meaningful. After using Firestarter in this way, continue from Fire.

    Blowing Several Things Up

    When facing three or more targets, it's probably more efficient to use area-effect spells. Here's a sequence of spells that works well and is apparently, again, optimised for maximum DPS.

    Fire III -> Flare -> Transpose -> Fire III -> Fire II -> Fire II -> repeat from Flare

    This combo allows you to use Flare considerably more often than the frequently seen Fire III -> Fire II until 250MP -> Flare and thus represents an increase in damage potential.

    Target an enemy as close to the centre of the group as possible. If the enemy you're targeting is down to about 20% HP or less, switch to another target with more HP so you don't have your cast interrupted by the enemy being killed before you get your spell off.

    Double and Triple Flares

    Flare normally costs all your MP and requires at least 250MP to cast in the first place. As such, it usually leaves you with 0MP in Astral Fire III status, which is no good to anyone. As such, Transpose is normally used immediately after Flare to regenerate some MP, and indeed this is how the sequence above is built.

    However, there's a couple of little tricks Black Mages can use to get more than one Flare off in quick succession. All you need to do is get at least 250MP back, which can be done using either an X-Ether potion or the skill Convert, which sacrifices some of your HP to give you some MP.

    To perform two Flares in a row, do one of the following:

    Fire III -> Flare -> X-Ether -> Flare
    Fire III -> Flare -> Convert -> Flare

    To perform three Flares in a row, simply combine the two:

    Fire III -> Flare -> X-Ether -> Flare -> Convert -> Flare

    Since Flare has a long cast time, it's worth using Swiftcast on the final Flare in one of these sequences to make it cast instantly.

    Note that triple Flare in particular generates an enormous amount of aggro, so either warn your tank that you're going to do it, or make use of the level 34 Bard skill Quelling Strikes — which Black Mages can use as a cross-class ability — to reduce the aggro you're generating before you unleash the beast.

    Also note that X-Ethers, Convert and Swiftcast all have cooldowns of varying lengths (Swiftcast is back up quickest, then Convert, then X-Ethers), so don't double or triple Flare carelessly; save it for when you're dealing with a large group or need to deal a massive amount of damage very quickly.

    Staying Safe

    Black Mages have a few skills that help them stay safe, chief among which are Manawall and Manaward. Manawall will absorb two physical attacks before it's dispelled. Manaward will absorb up to 30% of your maximum HP's worth of damage before it's dispelled. Both have a time limit and a moderate-length cooldown, though, so you can't simply keep them up all the time.

    It can sometimes be tough to tell which are physical attacks and which are magic attacks. As a general rule, anything that involves elemental damage — fire, ice, thunder, wind, water — is probably magic, while everything else is physical. Note that the earth damage Titan does seems to be considered to be physical damage rather than magic damage despite it being elemental in nature.

    One interesting side-effect of Manawall — and the game's damage system in general — is that if you don't take any damage from something, associated Bad Things won't happen either. This means that Manawall, when used effectively, can be used to avoid status effects and knockbacks. Learn which encounters allow you to do this.

    Another interesting ability that Black Mage has is Aetherial Manipulation, which causes you to fly through the air to a target player. This is useful for getting out of the way quickly — or in trials like The Whorleater (Extreme) where you're at risk of falling off the platform, it can be a lifesaver.

    Finally, squishy party members and tanks alike will thank you for casting Apocatastasis on them, which reduces elemental damage for a short period. Plus it makes a great noise. Note that once someone has had this cast on them, they can't have it cast on them again for a short period. The ability also has a cooldown period, so only use this when it will actually be of benefit to the party member in question!

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    1908: How to Paladin https://imnotdoctorwho.moegamer.net/2015/04/11/1908-how-to-paladin/ https://imnotdoctorwho.moegamer.net/2015/04/11/1908-how-to-paladin/#comments Sat, 11 Apr 2015 23:32:10 +0000 https://angryjedi.wordpress.com/?p=7263 Can't think of much to write this evening, so since I was helping some people out in Final Fantasy XIV earlier, I thought I may as well share the things I helped them out with in a more coherent form. That way, if anyone asks in future, I can simply point them to this post. Wild, huh. … Continue reading 1908: How to Paladin

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    Can't think of much to write this evening, so since I was helping some people out in Final Fantasy XIV earlier, I thought I may as well share the things I helped them out with in a more coherent form. That way, if anyone asks in future, I can simply point them to this post. Wild, huh.

    Okay. Over the next couple of days, I'm going to share what I've learned from playing Paladin and Black Mage in Final Fantasy XIV. Paladin is a tank class, while Black Mage is a DPS class. Both are very different and have nothing to do with each other; they are collected together here simply because they're the two classes I have the most experience with.

    I'm also not claiming to be the be-all, end-all authority on either of these classes; I'm simply sharing what I know in the hope that it will be of some use to other players like me who enjoy the game, enjoy challenging the higher-end content like Coil but who aren't five-days-a-week, six-hours-a-night hardcore raiders.

    All right then. Let's begin with Paladin.

    Note: The following information assumes a level 50 character with access to all its abilities at the time of writing, but is mostly applicable to lower-level play, too; you simply don't have as many abilities to use.

    Paladin

    As a Paladin, your job is to get punched in the face in lieu of the rest of your party. This is what tanks do. Paladins differ from the other tanks — Warriors — in that they have a lower amount of overall HP and damage output, but a greater selection of defensive abilities. Warrior, conversely, relies on a combination of self-healing tied to damage output, much higher damage output overall and significantly higher base HP.

    Remember, as a tank your job is to maintain "aggro" (also known as "threat" or "enmity" depending on who you're talking to) rather than dealing a lot of damage. You can check aggro in two ways: the coloured gems in the target list on the left of the screen — ideally you want them to be red, indicating that those targets are targeting you and not others — or the little bars that appear over the job icons in the party list in the top-left corner. Know which abilities generate the most aggro: any damage will generate aggro, but Savage Blade and Rage of Halone are specifically designed to generate more than usual. Flash generates aggro over a circular area around you, as does Circle of Scorn. And Shield Lob generates aggro at range. Provoke does something a little different, which we'll talk about later.

    Paladin is arguably the "easier" of the two tank classes to play, so for those trying tanking for the first time — like me, when I started Paladin — it's a good choice. Warrior is more complex, with lots to keep track of at once, so if you're uneasy it's a good idea to save that for later.

    Getting Ready

    In a four-player dungeon, make sure you are in Shield Oath. This makes you take less damage and also increases the amount of aggro you generate. In an eight-player trial or raid, agree with the other tank who will be "main tank" and who will be "off tank". If you're main, go with Shield Oath. If you're off, go with Sword Oath unless you'll both be picking up separate enemies at the same time, as in the Battle in the Big Keep trial, in which case you should both be on Shield Oath in most situations.

    The Pull

    As a tank, it's usually your job to kick off an encounter. In a four-player dungeon where you are the only tank, you should do this by running towards the group of enemies and using Shield Lob on what you intend to be your initial main target — some tanks like to mark this target to make it clear to their party which target they should attack first. The reason you should use Shield Lob rather than just running in and using a close-range attack is that it allows you to get an immediate, ranged head-start on aggro generation, because once the DPS and healers get going, you're going to need that head-start, particularly if there's a gear disparity between you and them.

    Run right through the group of enemies to the other side, then turn around so you are facing the rest of your party and the enemies are facing away from the party. (This is so any enemies with "cleave" attacks — cone-shaped attacks that hit multiple targets — won't hit other party members.) As you do so, use Flash at least twice, and Circle of Scorn if it's ready to use. This extends your head-start on aggro on your main target and also builds aggro on the surrounding enemies.

    You Got 'Em, Now Keep 'Em

    What you do next depends on how many enemies you're dealing with.

    If you're fighting a single enemy — like a boss, for example — then go with Fast Blade -> Savage Blade -> Rage of Halone repeatedly. This is the simplest possible tanking situation, and you are unlikely to lose aggro like this. If you are, make sure you are using Shield Oath.

    If you're fighting a small group of enemies (two or three), go with Fast Blade -> Savage Blade -> Rage of Halone on the main target, drop in a Flash every couple of times around the combo and change targets every couple of times to make sure you generate aggro on the whole group. Healers generate aggro by healing, so making sure you hit each member of the group every so often — with your main focus being on the main target — means that enemies are less likely to peel away and clobber the healer.

    If you're fighting a large group of enemies (three or more), as you will probably be doing on a "big pull" or a speedrun of a dungeon, go with Fast Blade -> Riot Blade -> Flash. Although Riot Blade produces less aggro than Savage Blade and Rage of Halone, it has the convenient side-effect of regenerating MP, which you'll be expending with every Flash. By doing this combo, you have effectively bottomless MP with which to keep using Flash and keep the attention of the group. Make sure you move so that Flash hits all the enemies, but try and keep all enemies in front of you and facing away from the party as usual.

    Getting 'Em Back and Tank-Swapping

    Lost aggro on an enemy? This is where Provoke enters the picture. Provoke is notorious for having the worst tooltip in the whole game, so here is how it works: when you use Provoke, your aggro level on the target is set to the value of the person who currently has the highest amount of aggro, plus one. "One aggro" is not very much, so if you don't follow up Provoke with something, you'll lose the target again and have pretty much wasted the ability.

    As such, good Provoke practice is to use Fast Blade -> Savage Blade, then Provoke, then Rage of Halone to secure your lead on aggro. Alternatively, you can Provoke then Shield Lob if you need to pull in an enemy that has moved away from you. In a pinch, so long as you follow Provoke with something, you'll probably keep the enemy on you.

    Tank-swapping is simply deliberately using Provoke as above — including the follow-up hits — to take another tank's target off them. This mostly comes into play during Coil and Extreme Primal fights, when taking too many stacks of a debuff a boss gives you will cause you to die. You can also use this to switch places with a main tank that seems to be struggling to mitigate the incoming damage if you know you'll be able to handle it better.

    Cooldowns and You

    Paladin's basic combos are easy to learn and less complex than Warrior's, so much of the skill is in knowing when to use your "cooldowns" — the abilities which have a persistent effect for a short period, then take a short while to "cool down" before they can be used again. Here's what they do:

    Fight or Flight increases damage and, consequently, aggro. This is good to use at the beginning of a fight and indeed whenever it's up. You're never going to be going toe-to-toe with a good DPS numbers-wise, but this will help.

    Rampart decreases the damage you take by 20%. It has a fairly short cooldown so in most dungeons you can simply use it when it's available. In trials, which tend to be more "scripted" fights, you'll want to save it for when you know big hits are coming. The Triple -> Spark attack the boss in The Chrysalis does is a good example, as is Ravensbeak in Turn 9 (though if you're doing Turn 9, you probably don't need a guide like this); you'll still take a chunk of damage, but your healers will thank you.

    Sentinel decreases the damage you take by 40%. It has a shorter duration and a longer cooldown than Rampart, so it's an ability to be used a little more carefully. Again, if you know a big hit is coming, Sentinel is a good ability to use. In long fights, use Rampart first, then Sentinel, then in most cases Rampart will have cooled down by the time you need to soak another big hit.

    Convalescence increases the amount you are healed by for a short period. If you are getting low on HP and want to help your healers out, popping this will get you fighting fit in no time, so long as you do it quickly enough. It is worth setting up a short macro to announce when you are using this so that the healers know you need healing in case their attention has been on other party members. That macro looks something like this:

    /p Using Convalescence! <se.1>
    /ac "Convalescence" <me>

    Awareness means you won't take critical hits for a short period. This is most useful during large pulls where you are taking lots of hits in quick succession — an unlucky run of criticals could do significant damage. It's also useful to pop before a big hit if you have time; an already damaging move critting could knock you to the floor if you're not prepared.

    Bulwark increases your likelihood to block with your shield, which reduces damage. Again, it's particularly useful to use when lots of hits are coming in at once, but it's also good to use if both Rampart and Sentinel are on cooldown. Unlike those two abilities, it's not a guaranteed damage reduction as there's a degree of randomness as to whether or not you'll block each hit, but it's better than nothing.

    Tempered Will doesn't reduce damage at all, but it has two important functions: it cures Bind and Heavy status, and also makes you temporarily immune to any abilities that would normally cause you to move against your will. Titan's Landslide and Leviathan's deck slams are good examples. By popping Tempered Will before these moves go off, you'll be able to continue standing where you are without worrying about being knocked off, but don't get too overconfident with it!

    Hallowed Ground makes you temporarily invincible for a very short period. Note that there is a short "animation lock" between triggering the skill and it actually activating, so it's not an immediate "don't lose" button. This is good to use during large pulls if the healer isn't keeping up with the incoming damage, or when you know a big hit is coming and you're not at full HP or your mitigation cooldowns like Rampart and Sentinel aren't available. It also has a very long cooldown, so in most situations you'll get just the one chance to use it effectively. It's also useful to macro this so the healers know they won't have to heal you for a short period; follow the same format as for Convalescence above.

    Good Places to Practice

    If you're new to tanking, it can be daunting to think about what to try doing — no-one likes to mess up, after all, and if the tank messes up it's pretty obvious. Here are some good fights where you can get some solid practice:

    Brayflox's Longstop is a good low-level dungeon to familiarise yourself with tanking effectively. Its final boss Aiatar demands that you both move it out of the pools of poison it spits and keep it facing away from the party. As a low-level dungeon, though, you don't have access to all of your abilities.

    Wanderer's Palace is probably the first level 50 dungeon you'll unlock, and it's very easy to outgear it. This is a good place to practice doing larger than normal pulls, though be sure to check with your party if they're okay with this before charging in!

    Wanderer's Palace (Hard) has a final boss that is good practice for moving and positioning enemies. Keep it out of the swirly areas on the ground, otherwise he'll be considerably buffed; move him effectively throughout the fight so you don't cover too much of the arena with unsafe areas.

    Labyrinth of the Ancients, the first of the 24-player Crystal Tower raids, has far too many tanks, but the first encounters in this dungeon are good for practicing picking up enemies and grouping them together for area-effect classes like Black Mage to kill as a group. The Atomos fight is also good practice if you volunteer to be the one who picks up the additional monsters that appear and bring them to your comrades standing on the pad.

    The Chrysalis, a trial towards the end of the main storyline, is good practice at cooldown management. In particular, pay attention to when the boss casts Triple and Spark; that's the time to use Rampart or Sentinel to mitigate the incoming damage.

    The Howling Eye (Extreme) is a good fight to learn about how two tanks are used. Not only do you need to keep the two additional enemies Chirada and Suparna away from one another, you'll also need to tank-swap the Spiny Plume enemy to prevent either of you taking too many stacks of the "Thermal Low" debuff and dying.

    Thornmarch (Extreme) is another good fight to practice working together with another tank amid absolute chaos going on around you. You'll need to Focus Target your partner, and tank-swap the boss at the appropriate time. At the same time, you'll need to make sure you're positioned somewhere that isn't going to get other people hurt.

    The Binding Coil of Bahamut, Turn 1 is pretty straightforward until the last boss. When it splits in half, one of the two tanks will have to Provoke it off the other and drag it elsewhere, positioning it so that neither its frontal cleaves or its tail swipes hit other players. With the enormous "Echo" buff on this content now, there's not much to worry about here.

    Good luck! Tomorrow, Black Mage.

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    1907: Is It Wrong to Try to Pick Up Girls in a Dungeon? https://imnotdoctorwho.moegamer.net/2015/04/10/1907-is-it-wrong-to-try-to-pick-up-girls-in-a-dungeon/ https://imnotdoctorwho.moegamer.net/2015/04/10/1907-is-it-wrong-to-try-to-pick-up-girls-in-a-dungeon/#respond Fri, 10 Apr 2015 14:55:34 +0000 https://angryjedi.wordpress.com/?p=7259 I have a large backlog of TV, games and anime to plough through, so it's pretty rare that I will come to something the moment it's released, particularly if I have to wait a week between new episodes. The last time I did it was for the first season of the anime Sword Art Online which … Continue reading 1907: Is It Wrong to Try to Pick Up Girls in a Dungeon?

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    dungeon-girl-newsI have a large backlog of TV, games and anime to plough through, so it's pretty rare that I will come to something the moment it's released, particularly if I have to wait a week between new episodes. The last time I did it was for the first season of the anime Sword Art Online which I don't care what anyone says, I enjoyed a whole lot.

    Appropriately enough, it's another anime that's got me doing it again this time: the somewhat cumbersomely titled Is It Wrong to Try to Pick Up Girls in a Dungeon?, also known as Danjon ni Deai o Motomeru no wa Machigatteiru Darō ka or DanMachi for short. (I shall refer to it as DanMachi hereafter for the sake of brevity.)

    DanMachi is, like many anime, based on a light novel series, and the first episode of its anime adaptation recently aired. It seems to be picking up a lot of buzz already (some of which is admittedly due to little more than the physical appearance of heroine Hestia) and is looking like it will be one of the "biggies" this season if the early enthusiasm is anything to go by — and judging by the first episode, it looks like being a lot of fun, too.

    It's a premise and setting that appeals greatly to me. Set in what appears to be a typical Japanese role-playing game world — complete with various humanoid races including the obligatory catgirls — DanMachi's protagonist is a young man named Bell, a level 1 adventurer and the sole member of the "Hestia Familia". The "Familia" business involves the gods having come down to the mortal realm to give up their powers and live among their people; adventurers pledge allegiance to a particular god or goddess' familia in order to receive special powers to fight monsters and grow stronger through their experiences. Levelling up, in other words.

    Young Bell, as previously mentioned, is the sole member of the goddess Hestia's familia. It's not yet clear after one episode why Hestia only has Bell, but she doesn't seem too upset about it; in fact, she seems rather taken with him. Hestia herself is an energetic, impetuous tsundere of a goddess who so far seems to be pretty open about most things but quick to anger, somewhat jealous and rather possessive of Bell.

    Hestia is kind of adorable, to be fair; she seems to be the main reason a lot of people have been drawn to the show.
    Hestia is kind of adorable, to be fair; she seems to be the main reason a lot of people have been drawn to the show.

    As you might expect, this sets things up nicely for some tension. In the opening moments of the show, Bell is rescued from the fifth level of "the dungeon" — far too difficult for an adventurer of his calibre — by an experienced female warrior named Aiz Wallenstein, whom he is immediately smitten with. His rather hasty obsession with her manifests itself as his first ever "skill", which Hestia immediately does her best to try and conceal the presence of: it allows him to grow in strength considerably more rapidly than other adventurers, so long as his feelings remain strong. Wanting Bell to succeed, Hestia encourages him to do his best, but is somewhat hurt when the huge amount his "stats" jump up by reflect seemingly very strong feelings for Aiz.

    Late in the episode, Bell is sitting in a pub enjoying a meal, when Aiz's adventuring party comes in. They don't notice him, but they knew of his initial encounter with Aiz, and one particularly obnoxious member mocks and insults him for being "too weak" for Aiz. While DanMachi isn't explicitly intended to be a reflection of modern online games like Sword Art Online was, it's difficult not to read this as a reference to overconfident elitist players of games like Final Fantasy XIV who see themselves as "superior" to newcomers, even when it's not a fair comparison. I don't doubt that Bell will see this obnoxious scrote of a catboy get his comeuppance before the series is out, and I already know it will be a satisfying moment.

    I'm glad I checked out the first episode, then. So far, despite the inane-sounding title (particularly when it's in English, as Crunchyroll has it) it's shaping up to be a really interesting show, and I'm already looking forward to seeing how it develops. Oh, and I want a game of it already.

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    1906: Tune Out, Jump In https://imnotdoctorwho.moegamer.net/2015/04/09/1906-tune-out-jump-in/ https://imnotdoctorwho.moegamer.net/2015/04/09/1906-tune-out-jump-in/#comments Thu, 09 Apr 2015 20:34:51 +0000 https://angryjedi.wordpress.com/?p=7257 There's something to be said for "unplugging" to various degrees now and again. Some people take this to an extreme and go out into nature without any electronic devices chirruping in their pocket; others might take a more modest approach. But it's a good thing to do now and again, particularly when it comes to … Continue reading 1906: Tune Out, Jump In

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    There's something to be said for "unplugging" to various degrees now and again. Some people take this to an extreme and go out into nature without any electronic devices chirruping in their pocket; others might take a more modest approach. But it's a good thing to do now and again, particularly when it comes to the always-on nature of the modern Internet.

    I wrote a few days ago about how I'm coming to resent my phone and the compulsions it gives me to pick it up and check it even if nothing interesting is happening on the Internet. Between Reddit and Twitter — I've successfully purged almost all trace of Facebook from my life — I find myself drawn to look at what people have been saying, even if it's been literally minutes since I last did so. There's rarely anything interesting going on, to be perfectly honest, and even on days like today, where there was a temporary brouhaha over one of Polygon's staff members having conveniently acquired the domain name for an upcoming new Lego game the day before it was announced (hmm…) it's questionable as to how much "value" all that sort of thing is actually adding to my life. (Though I guess you could say the same about anything.)

    Since my Xbox 360 controller bit the dust last night, meaning I can't play Final Fantasy XIV this evening — I've been playing with controller for far too long to ever be able to switch to keyboard and mouse, even temporarily — I decided to curl up with my Vita and spend some time with a game I've had on the go for quite a while but still not got around to finishing: Senran Kagura Shinovi Versus. I also decided that I was going to sit and play it with headphones on rather than playing through the Vita's admittedly not-all-that-bad-but-still-nothing-compared-to-something-good internal speakers. I also decided that I was going to concentrate on it and not even think about grabbing my phone during loading breaks.

    It will doubtless not surprise you to note that the experience was considerably enhanced by the combination of these factors. The use of headphones meant I could enjoy the game's excellent soundtrack and voice acting to the full without disturbing anyone — and also without anyone or anything disturbing me. In turn, this "cutting myself off" from the outside world through headphones made it a lot easier to not give a shit about anything my phone was doing. And by not fiddling with my phone during any sort of downtime like loading breaks or whatever, the whole thing was considerably more immersive.

    I've long been a fan of playing games on headphones, ever since I first discovered Wolfenstein 3D and Doom had true stereo sound. It's cool to play on a big speaker system, sure, but sometimes nothing at all compares to being able to completely shut yourself off from everything going on around you and lose yourself in something entertaining and immersive. It doesn't have to be a game, either; it could be a podcast, an audiobook, a favourite album — the important thing is making sure that you're free of external stimuli, and can simply concentrate fully on the thing you're trying to give your attention to.

    So now, having broken my concentration to come and extoll the virtues of this practice for you all, I think you all know what I'm going to head back upstairs and do right now.

    No, not that, you filthy pervert. (Insert predictable comment about Senran Kagura here.) I'm off to go and see how the Gessen Girls' Academy story of Senran Kagura Shinovi Versus ends. I may be some time!

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    1906: Waifu Wednesday https://imnotdoctorwho.moegamer.net/2015/04/08/1906-waifu-wednesday/ https://imnotdoctorwho.moegamer.net/2015/04/08/1906-waifu-wednesday/#comments Wed, 08 Apr 2015 21:58:11 +0000 https://angryjedi.wordpress.com/?p=7250 There's a sort of tradition among anime and game fans on Twitter — well, game fans who are into the Japanese end of the spectrum, anyway — called Waifu Wednesday, which is often used as a simple excuse to post lots of pictures of anime girls the posters in question find attractive, but sometimes also used as … Continue reading 1906: Waifu Wednesday

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    There's a sort of tradition among anime and game fans on Twitter — well, game fans who are into the Japanese end of the spectrum, anyway — called Waifu Wednesday, which is often used as a simple excuse to post lots of pictures of anime girls the posters in question find attractive, but sometimes also used as a means of celebrating a favourite character for more than just their physical appearance. Perhaps their story arc resonated with the person who posted it. Perhaps they simply liked them as a person. Perhaps they represented an ideal they wanted to aspire to. Whatever the reasons, Waifu Wednesday is a thing, and, well, why not here too?

    Nepgear-mk2For today's Waifu Wednesday, then, I think I want to talk about Nepgear, pictured to the right.

    Nepgear, as those of you paying attention to my deviant, disgraceful taste in video games will already know, is the protagonist of Hyperdimension Neptunia mk2 (and its recent remake Hyperdimension Neptunia Re;Birth2) and the sister of series protagonist Neptune. Specifically, she's Neptune's younger sister; in the series' tradition, she is the personification of a specific game platform, in this case the Sega Game Gear to Neptune's… well, Sega Neptune.

    Nepgear isn't the only younger sister character to make an appearance in the series. Sony PlayStation personification Noire — who you better believe will be the subject of a future post like this, because she's one of my favourite characters in the series aside from Nepgear here — has a younger sister called Uni, who represents Sony's handhelds the PSP and Vita. Nintendo Wii personification Blanc, meanwhile, has two younger twin sisters called Rom and Ram, who between them represent the two screens of Nintendo's handhelds the DS and 3DS.

    The fact that these characters are personifications of well-known brands and platforms is one of the most well-known things about the Hyperdimension Neptunia series, but it's also one of the least important things about them; it makes up little more than their concept and, in some cases, influences aspects of their design or basic personality type.

    The reason I like Nepgear so much is because I can see a certain amount of myself in her. Obviously I'm not a young, pretty, skinny girl — I'm pretty much the exact opposite of her in that regard — but I find her personality and the way she goes about her business to be eminently relatable. Why? She's awkward, she's nerdy, she's lacking in self-confidence and often finds herself the butt of jokes: these are all traits I became aware of in myself when I was younger, and which persist to this day.

    It's not just about "negative" traits, though. Although often doubting her own abilities, for example, Nepgear is someone who will try her very best and follow through on a plan when she makes it, even if things don't go entirely as envisioned. She tries hard to do the right thing in all situations — though doesn't always succeed — and makes an effort to bring people together and ensure they are getting along with one another. Obviously she then goes on to fight giant robots and evil goddesses and whatnot, which are parts of my life that haven't happened as yet, but, without wanting to sound too arrogant, for the most part she represents some of the aspects of myself that I actually quite like.

    Nepgear-full_form-transform_formAside from the relatable aspects, Nepgear is just an altogether pleasingly wholesome character; she's cute, sure, and in her transformed "Purple Sister" form (left) she ups the sexy quotient considerably, but she has never been a character that attempts to take advantage of either her cute or sexy aspects.

    Instead, well, I've already used the word wholesome above, but it really is the best way to describe her. She's someone who is very pleasant to spend time in the virtual company of, and she's just plain nice. The kind of person who would always have tea and cake for you if you stopped by; the kind of person who remembers your birthday; the kind of person who does random acts of kindness without any expectation of reward — and who often doesn't receive any kind of reward for her hard work.

    In many ways, poor old Nepgear is one of the most "normal" people in the entirety of Hyperdimension Neptunia, and she suffers a bit for it. There's a running gag in the games that followed her starring role in mk2 where she's paranoid about everyone thinking that she's "boring" and, when you compare her to the other characters in the series — particularly the pure, unbridled chaos that her sister Neptune tends to create in her wake — it's perhaps easy to see why she worries.

    But even if she goes unappreciated in her own dimension(s), certainly appreciate Nepgear, and thus it's with pleasure that I give her the dubious honour of a Waifu Wednesday post on this little backwater blog.

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    1905: Gr8 B8 M8 https://imnotdoctorwho.moegamer.net/2015/04/07/1905-gr8-b8-m8/ https://imnotdoctorwho.moegamer.net/2015/04/07/1905-gr8-b8-m8/#comments Tue, 07 Apr 2015 23:13:36 +0000 https://angryjedi.wordpress.com/?p=7246 At the time of writing, the biggest hotness in gaming — at least so far as the press is concerned — is From Software's latest game Bloodborne. Bloodborne is a big release for Sony's PlayStation 4 platform and the latest unofficial installment in the notorious "Souls" series that previously brought us Demon's Souls, Dark Souls and Dark Souls II. (And, … Continue reading 1905: Gr8 B8 M8

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    At the time of writing, the biggest hotness in gaming — at least so far as the press is concerned — is From Software's latest game Bloodborne.

    Bloodborne is a big release for Sony's PlayStation 4 platform and the latest unofficial installment in the notorious "Souls" series that previously brought us Demon's Souls, Dark Souls and Dark Souls II. (And, if you're a From software purist, the King's Field series, too.)

    The Souls series is one that I have tried on a couple of occasions to get into, but never really managed to click with. I played a bit of Demon's Souls when it came out after I heard a friend enthusing about it — I was particularly enamoured with its creative online features — but set it aside quickly after I became frustrated at having to repeat the same 30 minutes of gameplay over and over and over again just for, in some cases, taking a wrong turning and running into an enemy that is, I later learned, intended to act as a signal that You Should Not Be Going This Way. I tried it again recently and got a little further, but didn't really feel much in the way of incentive to go back — it's very light on explicit narrative (although very strong on implied narrative), and I'm someone who pretty much needs an explicit narrative push as an incentive to continue playing something — so I'm probably going to call it a day where I am. I decided to give the series another go when Dark Souls first appeared on PS3 and Xbox 360, but found myself similarly frustrated and not really enjoying myself, and consequently I haven't touched Dark Souls II and have no intention of ever playing Bloodborne.

    All this is a little besides the point I want to talk about today, but I just thought I'd slot it in anyway for context. The short version is that while I respect the Souls series for what it's doing, I don't really personally enjoy it. And that's fine; I don't expect everyone to enjoy every game out there, but at least to give things a chance before writing them off. And, for me, the Souls series has had its chance, but I certainly don't begrudge anyone who does enjoy it their enjoyment.

    Instead, what I did want to talk about today relates tangentially to the Souls series — and specifically Bloodborne — right now, but is a fairly widespread issue at any given point. And that's the fact that, given the majority of the Internet's continued reliance on ad-based revenue models, if something is the latest hotness, then that thing needs to have the absolute shit covered out of it to ensure people keep coming back day after day to, in theory anyway, devour every little piece of Bloodborne (or whatever the latest greatness is at the time you're reading this if it's far in the future) information that there is out there… even if said information isn't particularly interesting or adds anything meaningful to broader gaming discussion.

    The reason I bring this up is today I saw a headline on one site that simply read something along the lines of "You can complete Bloodborne even if you've never beaten a Souls game". Now, that may be true — I can't comment with any authority on whether Bloodborne is more or less accessible than the Souls games — but frankly, I'm not sure I really care, and thus I don't really know who this article is for. The people who like Souls games are probably on board with Bloodborne already, while the people who don't like Souls games — like me — have had three games (plus DLC) to try and learn to love them; in other words, if they're not already on that train, they're probably not taking that trip.

    Again, though, the amorphous audience that article is for is besides the point: it's a symptom of the aforementioned issue where whatever is "big" at any given moment has to have hundreds of articles written about it at every opportunity, even if said articles don't really add anything to broader gaming discussion. And the sole reason is to try and attract people to the page and consequently earn some ad revenue. It is, in theory, providing people with the content they "want" to read, but in fact it's more focused on the potential revenue that can be brought in by the eyes on the page.

    Clickbait, in other words, though perhaps not in quite such a hyperbolic manner as sites like Buzzfeed and its ilk employ.

    For a business, it is, of course, important to try and make money through appropriate means. But in doing this, the online press — and the games press in particular — does a disservice to its audience, because unfortunately when you're writing informative articles or criticism, you can't simply ignore your audience and focus on the bottom line, because otherwise you'll end up without an audience. And it may be the case that the audiences for a lot of sites really are lapping up anything Bloodborne-related with aplomb, however vapid it might be. But I know I'd much rather see two things than the situation we have at the moment, where every major site's front page is practically interchangeable with one another: I'd like to see different sites covering different games at different times, and I'd like to see much broader coverage of the medium as a whole, perhaps with more sites specialising in particular genres, subject matter, types of game or even theoretical/ideological viewpoints.

    In order for that to happen, though, we need a fundamental rethink of how we consume content on the Web, and a fundamental rethink of how content creators can make money from that content. Because as wonderful as it is for people to do things "for the love", it would be even more wonderful for people to be able to make a living out of doing the things that they enjoy — and that they're good at. At the moment, people who are writing for sites are mostly slaves to the SEO stats, with occasional exceptions, and that's a real shame.

    We are starting to see steps in the right direction, at least. Services such as Patreon, IndieGogo and Kickstarter provide alternative means for people and companies to get some money coming in. Several sites have experimented with subscription models, with varying rates of success. And the audience's growing dissatisfaction with the big names in the business over the course of the last couple of years has encouraged smaller sites to take some bold steps to distinguish themselves and make themselves unique: specialising and declaring that they're going to focus on a particular type of content; listening to what the audience says it wants (and, importantly, doesn't want!) and providing that rather than relying on provocative clickbait or predictable coverage of The Latest Big Releases; exploring alternative revenue streams other than just ads; and giving voices to people — and viewpoints — outside the sometimes rather incestuous-seeming echo chamber that is the inner circle of professional games journalism.

    We're certainly a far cry from the golden age of newsstand games magazines, where individual publications had very distinctive voices, styles and ways of covering games. I don't know if we'll ever be able to go back to something along those lines, but I'd much prefer it to what we have today.

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    1904: 21st Century TV https://imnotdoctorwho.moegamer.net/2015/04/06/1904-21st-century-tv/ https://imnotdoctorwho.moegamer.net/2015/04/06/1904-21st-century-tv/#comments Mon, 06 Apr 2015 22:41:44 +0000 https://angryjedi.wordpress.com/?p=7244 The Internet has brought with it many things both good and bad, but by far my favourite thing about it is to do with video. No, I'm not talking about YouTube generally — the whole "anyone with a webcam can make videos!" culture it promotes feeds into modern youth's unhealthy obsession with "being famous" — but … Continue reading 1904: 21st Century TV

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    The Internet has brought with it many things both good and bad, but by far my favourite thing about it is to do with video.

    No, I'm not talking about YouTube generally — the whole "anyone with a webcam can make videos!" culture it promotes feeds into modern youth's unhealthy obsession with "being famous" — but rather the fact that, between the various streaming services out there, both legitimate and… less legitimate, there is probably some way of watching all those programmes/adverts/movies you wish you still had 1) the VHS tapes for and 2) something to play them with.

    This last week, for example, Andie and I have watched Police Squad!, the TV-based precursor to the Naked Gun movies. Only six episodes were made, and back at university, when I "discovered" the show for the first time, I had a VHS cassette with two of them on it, so I had only ever seen those two episodes. Now, however, some helpful Polish person has kindly uploaded the whole lot onto YouTube for anyone to enjoy at their leisure. No waiting for TV networks to license them and show them again. No tracking down video tapes and VCRs. Just click and go.

    The ability to rediscover old favourites is one of the best things about streaming video, then, as my rewatch of Star Trek: The Next Generation for the first time in about ten years will attest. But the fact that streaming services makes new favourites easier than ever to discover, too, is rather wonderful. I doubt I'd have become so interested in anime without my Crunchyroll subscription, for example; prior to widespread streaming video, the only real way to get into anime was to buy VHS tapes or DVDs, and with anime being niche-interest and somewhat "exotic", particularly when it first hit these shores in the mid-90s, it was a rather expensive hobby. Anime DVDs and Blu-Rays still cost up to twice as much as a regular ol' Western film even today, making online services like Crunchyroll much better value.

    This is the TV of the 21st century, then; it really is the vision of the future we had twenty, thirty years ago: decide what you want to watch, then just watch it. In most cases, that's possible to do, even if you have strange, bizarre and peculiar tastes. And even if you're more fucked up than most, I can almost guarantee that there's some dark corner of the Internet out there somewhere more than willing to cater to your particular interests, whatever they might be… for better or worse.

    In these days of people seemingly constantly yelling at one another on social media and comments sections on large sites being widely (and, sometimes, justifiably) regarded as fetid cesspits, it's easy to forget the great and wonderful things that the Internet has brought to modern life. I'm a strong believer that its ability to "archive" — for future generations to be able to enjoy movies, TV shows, animations and other videos from years ago — is one of the best things about it. And as technology improves and we find more and more ways to interact with this world-wide network, I hope we never lose sight of these simple pleasures that it's allowed us to enjoy like never before.

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    1903: Easter Sunday https://imnotdoctorwho.moegamer.net/2015/04/05/1903-easter-sunday/ https://imnotdoctorwho.moegamer.net/2015/04/05/1903-easter-sunday/#respond Sun, 05 Apr 2015 21:27:41 +0000 https://angryjedi.wordpress.com/?p=7242 It's Easter today. This is one of those days that declines in importance as you get further away from childhood, until you reach the point I'm apparently at today, where you just ignore it completely. That's kind of a shame, really, as it was fun to have specific days to look forward to for whatever … Continue reading 1903: Easter Sunday

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    It's Easter today. This is one of those days that declines in importance as you get further away from childhood, until you reach the point I'm apparently at today, where you just ignore it completely.

    That's kind of a shame, really, as it was fun to have specific days to look forward to for whatever reason — birthdays and Christmas for presents, Easter for chocolate — but I can't help but feel that most of these occasions are made a big fuss of primarily for the benefit of children.

    This isn't a bad thing, of course; in many ways, modern children are being forced to "grow up" much too quickly, and thus allowing them days of unmitigated excitement about imaginary figures and the prospect of presents coming down from on high is an important part of allowing them to cling on to their childhood for as long as possible. There's a difficult balance to strike as well, of course: ensuring that said children don't end up spoiled and turning into those ungrateful (and probably fictional) brats that Buzzfeed et al dig up every so often, who whine on social media about getting the wrong colour iPhone or a car with a sunroof when they wanted a convertible or whatever.

    Perhaps it's just cynicism on my part that prevents me from enjoying these occasions as much as I did when I was younger. Perhaps it's my depression contributing to matters, making me either unwilling or unable to just switch off and enjoy myself without worrying about the things that worry me every other day of the week. Or perhaps it really is the case that I'm too old to care about these things a great deal any more, and would rather just take aim at the big picture, the seemingly unattainable aim of having a quiet, peaceful life with no worries.

    One thing I will say about ignoring Easter today, though, is that I haven't really missed chocolate. In fact, I haven't really had much chocolate since joining the Slimming World programme a while back. The "syns" system allows the flexibility to have a chocolate bar now and then, and there's some tasty Slimming World-branded chocolate chewy bars that are rather nice, so I haven't had to go entirely without sweet things. But as fun as it was to have a sideboard covered with various shiny eggs come Easter morning — and then to spend the next few weeks getting through them a bit at a time, feeling slightly guilty at ruining its pretty presentation every time I cracked another one open — I can't say I've particularly missed it today. And my waistline will probably thank me for not having temptation lying around the house!

    So, then, balls to Easter, I guess, and balls to the bank holiday tomorrow; it's hard to enjoy and appreciate it when you're not really getting time off from anything — but if you're currently enjoying a four-day weekend away from work and the pressures of "real life", I hope you continue to do so tomorrow, and that you, at least, enjoyed stuffing your face with chocolate this Easter Sunday.

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    1902: Further Adventures in Gamarket https://imnotdoctorwho.moegamer.net/2015/04/04/1902-further-adventures-in-gamarket/ https://imnotdoctorwho.moegamer.net/2015/04/04/1902-further-adventures-in-gamarket/#comments Sat, 04 Apr 2015 20:52:29 +0000 https://angryjedi.wordpress.com/?p=7238 As I continue to make progress through Hyperdevotion Noire, it becomes more and more apparent that the team behind the Neptunia series as a whole simply loves gaming. And there are few places where this is more apparent than in Tsunako's wonderful character designs and the series' trademark sharp writing that brings them to life. Take Ein Al on … Continue reading 1902: Further Adventures in Gamarket

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    As I continue to make progress through Hyperdevotion Noire, it becomes more and more apparent that the team behind the Neptunia series as a whole simply loves gaming. And there are few places where this is more apparent than in Tsunako's wonderful character designs and the series' trademark sharp writing that brings them to life.

    einalTake Ein Al on the right here. As you can probably infer from both her name and design, she is intended to be the personification of the Final Fantasy series.

    Her hairstyle and green eyes are intended to call to mind past (and arguably most famous) Final Fantasy protagonist Cloud Strife from Final Fantasy VII, while her asymmetrical costume is reminiscent of the clothes worn by the cast of Final Fantasy X, particularly that of protagonist Tidus (for the asymmetry) and central cast member Lulu (for the use of belts and buckles in places you perhaps wouldn't normally find them).

    There's a recurring crystal motif on her jewellery and the accents on her clothes — anyone who has been playing Final Fantasy for some years will be familiar with the crystal imagery used in most installments — and the single "wing" on her left shoulder is presumably a reference to the series' most famous final boss anthem, Final Fantasy VII's wonderful One Winged Angel. Meanwhile, the rabbit-like creature on her chest is clearly an homage to the series' recurring "Moogle" creatures, who often provide some much-needed levity to the games' typically serious storylines.

    But Ein Al's homage to her source material doesn't stop with her appearance; as previously noted, it extends to how she is written, too. Introduced to the player as she's partway through a rather childish battle of one-upmanship with the character Estelle, who personifies the similarly long-running game series Dragon Quest, we quickly discover that Ein Al has a flair for the overdramatic — some might call it melodramatic — and often finds herself called out for being incomprehensible due to her insistence on staying "in character" at all costs. It's not a coincidence that both of these things are criticisms that are regularly levelled at the Final Fantasy series as a whole, and of course her intense rivalry with Estelle mirrors the longstanding feud between diehard fans of both Dragon Quest and Final Fantasy, with each believing that their series of choice is somehow "best".

    lidHyperdevotion Noire is packed with characters like Ein Al who beautifully encapsulate their source material while being their own entertaining figures in their own right. Lid, pictured to the left, is another great example. She personifies the stealth-centric Metal Gear series with obvious visual elements such as her cybernetic eye, bandana and use of the exclamation mark motif — a recurring visual element in the Metal Gear series, much like Final Fantasy's use of crystals — on her breast tattoo, but also reinforces this with more subtle character traits like her habit of mispronouncing words when she is stressed or nervous — perhaps a reference to Metal Gear Solid 2's notorious "Fission Mailed" section which is deliberately designed to confuse, upset and stress out the player.

    Lid's homage to her source material carries across into her game mechanics, too. She's a character who excels at being away from the front line, instead preferring to attack from afar using throwing knives and stun grenades — and, like her counterpart Solid Snake from the Metal Gear Solid series, she makes creative use of cardboard boxes to conceal herself and incapacitate the enemy with surprise attacks. In the mission where you first encounter her before you recruit her, you have to play appropriately stealthily to even get near her; careless movement will put you in the line of fire of devastating cannons, much as not having full awareness of your surroundings in Metal Gear Solid tends to lead to a quick and painful death even at the hands of the game's most "grunt-like" enemies.

    Hyperdevotion Noire is a little different from the mainline Neptunia series in that there's a little less focus on the central goddesses — who each personify the major console platforms rather than individual game series or companies — and more focus on a large cast of these incidental characters. Each of the game's chapters focuses on a few of them and explores them in enough detail for those who are familiar with the source material to give a knowing smile while simultaneously making them appealing characters to those who are just enjoying them at face value. After that, they're into your party, and the game moves onwards at a pleasingly brisk pace without getting too hung up on any particular characters. It's a rather "episodic" approach, and it works rather well; those who make use of favourite characters and build up their relationship values in combat are rewarded with short bonus scenes, too, so it's not just a case of the characters joining the party and then being completely forgotten about.

    This right here is the main reason I love the Neptunia series. It's easy to dismiss it as silly, boobylicious fanservice, but like so much else tossed aside like that by mainstream critics, there's a hell of a lot more going on there than you might think. And I will continue to enjoy it for as long as they keep making them.

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    1901: Good Friday? All Right, I Guess https://imnotdoctorwho.moegamer.net/2015/04/03/1901-good-friday-all-right-i-guess/ https://imnotdoctorwho.moegamer.net/2015/04/03/1901-good-friday-all-right-i-guess/#comments Fri, 03 Apr 2015 22:38:00 +0000 https://angryjedi.wordpress.com/?p=7235 Today is technically a "holiday", though when you don't have a regular job normal days and holidays tend to all blend together somewhat. Still, at least it being a holiday means that I can technically not work and not feel guilty about it, so there's that. It's been one of those days that has just … Continue reading 1901: Good Friday? All Right, I Guess

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    Today is technically a "holiday", though when you don't have a regular job normal days and holidays tend to all blend together somewhat. Still, at least it being a holiday means that I can technically not work and not feel guilty about it, so there's that.

    It's been one of those days that has just sort of passed by without any particular incident or noteworthiness, and as such there's not a whole lot for me to talk about today, really. Andie and I both got up late — we were both really tired, so a lie-in until midday was thoroughly needed — and then we've both spent most of the day playing Final Fantasy XIV. I'm almost at level 48 on Bard, which will be my fifth battle class levelled to 50 when it's done — I should hopefully get that finished tomorrow. After that, I have Arcanist and Pugilist to get out of the mid-teens, and Lancer and Rogue to level from scratch. And then all the bloody crafters, though to be honest those aren't very difficult to level, just a bit time-consuming.

    I've also been playing some more Hyperdevotion Noire over the last few days, and I'm thoroughly smitten with it. I was initially a little put off by the chibi characters — I prefer more coventionally proportioned characters for the most part — but they actually work well in the battle scenes, making it clear who is where, which way they are facing and so on. Outside of battle, you still get the full-size portraits in story sequences — plus the beautifully drawn event scenes, too — so I'm happy with that. (Also, Chibi Female Solid Snake is adorable. As is the personification of Dragon Quest. As indeed are most of the characters.)

    Nothing special planned for tomorrow, it's looking like a lazy Easter weekend. Andie and her mother are going out to town tomorrow, but I will probably stay in. With money a bit tight at the moment, it's probably best I stay away from places that sell things I might want to buy. Like, say, PlayStation 4s. That ain't going to happen until I have some more money coming in, but I'm working on that.

    And after that, Sunday is raid night, of course. We will probably be taking our first serious look at the Final Coil of Bahamut, though one of our number still wants to get their own clear of Turn 9, since his unlocking of Final Coil was actually achieved by someone else playing his character. I'm all for that; Turn 9 is a fun, if intense, fight, and the last time we tackled it we cleared it within 3 attempts, making the weeks of practice look somewhat trivial!

    Anyway. I've spun this post out for long enough without really saying anything, so it's time to head to bed and maybe play with my beloved Noire a bit. Here's to boring but peaceful days.

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    1900: 20th Century https://imnotdoctorwho.moegamer.net/2015/04/02/1900-20th-century/ https://imnotdoctorwho.moegamer.net/2015/04/02/1900-20th-century/#comments Thu, 02 Apr 2015 20:52:15 +0000 https://angryjedi.wordpress.com/?p=7233 Post 1900. Feels like a significant number. I feel I should do something significant, but I'm not sure what. Perhaps a reintroduction for those who are just joining me, and an explanation of what that "1900" is all about. Hello. I'm Pete. I've been writing on this blog every day for the past 1900 days. … Continue reading 1900: 20th Century

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    Post 1900. Feels like a significant number. I feel I should do something significant, but I'm not sure what.

    Perhaps a reintroduction for those who are just joining me, and an explanation of what that "1900" is all about.

    Hello. I'm Pete. I've been writing on this blog every day for the past 1900 days. It initially started as a Twitter-based challenge called #oneaday in which the participants were challenged to write absolutely anything every day for a year. I joined a little late, only hearing about it midway through January of 2010, but I decided it was something I wanted to be a part of, so I jumped in. Not everyone who started made it to the end of the year — hell, some people didn't make it to the end of January — but I did. So I carried on. And on.

    And now here I am, over five years later, still doing this for my own amusement more than anything else, but also as a means of self-expression, catharsis, stress-relief or simply a place to enthuse about things I'm excited about when no-one else wants to listen. I do that last one a lot.

    The last five years have been a rocky road, and not in the pleasant chocolatey way. I'm still in the midst of a fairly unpleasant time of my life thanks to not currently having a regular source of income after a series of unfortunate and horrible episodes of being screwed over, though hopefully the income situation will change soon following some recent events.

    I live in a house that I own with my fiancee Andie; we're getting married in June of this year. We have two rats called Clover and Socks. We would like either a cat or a dog, but haven't decided which yet, and figure the former in particular might be an unwise choice while the rats are still around — which hopefully they will be for at least a little while yet.

    I'm a musician. Piano is my first instrument, and recently I actually bought my first real (albeit cheap and slightly battered) piano, having been getting by on an electric piano for the last few years — it's just not the same. I also play the clarinet and saxophone; just recently, I've been doing some clarinet teaching for the first time in years in some local primary schools. While sort of fun, it's also been reminding me why I don't want to go back to classroom teaching ever — oh, yes, I'm a qualified classroom teacher with a specialism in music.

    I play a lot of Final Fantasy XIV. My character's name is Amarysse Jerhynsson, and you can find her on the Ultros server. To my surprise, Andie started playing a little while back and now possibly plays even more than I do, even coming raiding with me on Sunday nights.

    I love Japanese games. I often celebrate them on this blog, but also write about them in more detail on my other site MoeGamerI set up MoeGamer after being laid off from Eurogamer offshoot USgamer last year. I don't get to update it as often as I'd like to — at least partly because lots of Japanese games are pretty long and I like to have beaten them before I write about them in detail! — but it provides a means of continuing the thing I enjoyed best about my time at USgamer: my weekly JPgamer column, in which I regularly enthused about the Japanese games that other publications ignored at best, ridiculed at worst.

    Aside from Final Fantasy XIV, I am currently playing Hyperdevotion Noire and Senran Kagura Shinovi Versus on Vita. I am absolutely loving both. Noire is a surprisingly competent strategy RPG (or unsurprisingly, if you're more familiar with developer Sting than I am) featuring characters who have become firm favourites over the last couple of years. Senran Kagura, meanwhile, continues the series' tradition of blending enjoyably cheeky fanservice with genuinely good stories about the nature of good and evil, what it means to be a shinobi and how you go about finding your place in the world.

    I am fat. I have recently started attending Slimming World sessions and have so far lost over 2 stone in 10 weeks, so that's going quite well. I don't know if I'll be able to keep up that pace, but if I can get even vaguely close to my self-imposed target I'll be happy.

    I am depressed, and have lost at least one job as an indirect result of this. Recently, I finally plucked up the courage to go to the doctor and talk about it. The doctor complimented me on my thoughtful, philosophical attitude towards it — she caught me on a good day — and prescribed me some anti-anxiety meds. I can't say whether or not they're actually doing anything yet, but, well, baby steps and all that.

    To the person who came to this blog by searching for "video games with a lot of pantyshots", may I recommend the Dead or Alive series, Rival Schools on the PSone, Senran Kagura, and any visual novel that errs on the side of "eroge" without getting into weird shit.

    To the person who came to this blog by searching for "huniepop kyu", this is for you.

    This is Kyu, the magic fairy who's going to make you better at talking to girls.

    To the people who have been following along for the last 1900 days, thanks for indulging me for so long. To the people who have joined me recently, hello, welcome, and perhaps you understand me a little better now.

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    1899: Continued Shrinkage https://imnotdoctorwho.moegamer.net/2015/04/01/1899-continued-shrinkage/ https://imnotdoctorwho.moegamer.net/2015/04/01/1899-continued-shrinkage/#respond Wed, 01 Apr 2015 21:10:15 +0000 https://angryjedi.wordpress.com/?p=7231 Slimming World tonight, and I'm pleased to report that I lost another 3.5lb this week, which puts me in the "Club 10" category; I've lost 10% of what my body weight was when I started. If I can keep at or below this weight for 10 weeks, I get a free week of membership: a small … Continue reading 1899: Continued Shrinkage

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    Slimming World tonight, and I'm pleased to report that I lost another 3.5lb this week, which puts me in the "Club 10" category; I've lost 10% of what my body weight was when I started. If I can keep at or below this weight for 10 weeks, I get a free week of membership: a small reward, but an incentive nonetheless.

    I'm pleased at how well I've managed to stick with it so far. The fact that the "diet" itself isn't anywhere near as restrictive as a lot of other plans has helped me maintain my motivation to keep with it. I can continue to eat many of the things I enjoy, so long as they're prepared appropriately — in most cases, this means substituting oil for low-calorie cooking spray, which I haven't noticed having a particularly big impact on flavour. It obviously rules out things like deep-frying, which is a shame as there are certain things — hash browns are one — which are unquestionably superior when deep-fried compared to baked, but it's something I can live without.

    Or rather, I don't necessarily have to live without these things so long as I pay attention to their "syn" values. Syns are abstract values that I believe are somewhat tied to calorific content, but also seem take into account things like sugar, fat and so on. The pronunciation of the name is perhaps a little misleading — they're not "sins", but rather short for "synergy" in that they provide controlled doses of the parts of a balanced diet that are easy to let run away with themselves — things like the aforementioned fats and sugars. We need these things to function — we need calories, too — but having too much of anything is where problems start. By limiting "syn" intake to 5-15 a day — I normally err towards the 15 mark, since I still enjoy my food — it's much easier to keep a handle on what's going in. And that, in turn, helps the weight continue to fall off: since I've started, which was, I believe, about 10 weeks ago, I haven't had a single week where I haven't lost weight as yet. I'm sure it'll happen eventually — every week I expect to have reached that plateau and have to start working a bit harder — but for now, the efforts I'm making are being rewarded.

    And that's a good feeling. At a time in my life where I can't honestly say things have been going particularly "well" — though things are marginally better than they have been thanks to me getting some sporadic work here and there — it's nice to have one thing where I'm consistently and regularly having the opportunity to genuinely celebrate some success. And I'm pleased that the Slimming World group I'm a member of — as with most Slimming World groups, from what I'm given to understand — is more than happy to celebrate that success and keep me motivated to continue.

    That and the fact I tried a pair of jeans on earlier that I couldn't do up a few months ago and they went on easily.

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    1898: A Realm Concluded https://imnotdoctorwho.moegamer.net/2015/03/31/1898-a-realm-concluded/ https://imnotdoctorwho.moegamer.net/2015/03/31/1898-a-realm-concluded/#respond Tue, 31 Mar 2015 23:26:45 +0000 https://angryjedi.wordpress.com/?p=7229 It was an interesting day for Final Fantasy XIV today, as it saw the release of Patch 2.55, also known as Before the Fall Part 2. This was a highly anticipated patch primarily for the fact that it promised to bring the A Realm Reborn storyline to a conclusion as well as set up the events of the upcoming expansion … Continue reading 1898: A Realm Concluded

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    It was an interesting day for Final Fantasy XIV today, as it saw the release of Patch 2.55, also known as Before the Fall Part 2. This was a highly anticipated patch primarily for the fact that it promised to bring the A Realm Reborn storyline to a conclusion as well as set up the events of the upcoming expansion pack Heavensward, due out in June.

    So far as "game content" goes, there wasn't a huge amount of new stuff in this one — the main attraction was the one new Trial on the Steps of Faith, which we'll talk a little about in a moment. But "content" was never really the intention of this patch; it was always intended to be a narrative-centric patch to send off Final Fantasy XIV version 2.x with a suitable bang and prepare the playerbase for what might await them in Heavensward.

    I shall endeavour to refrain from major spoilers in this post, but a few mild ones may slip in.

    The storyline for Before the Fall Part 2 primarily concerns the Dravanian Horde's initial assault on the isolated land of Ishgard, a nation which was once part of the Eorzean Alliance alongside Ul'Dah, Gridania and Limsa Lominsa, but which subsequently closed off its borders and effectively locked the majority of its people inside its city walls. The Dravanians — who are big fucking dragons — have been making incursions into Ishgardian territory for some time thanks to a longstanding war between the two nations, and indeed the adventurers of Final Fantasy XIV repel their attacks on a number of occasions through the dungeons you challenge over the course of your career.

    This time it's different, however; there's rumblings of one of the Great Wyrms making an appearance, and before long due to various unfortunate circumstances and villainy, the Ishgardian protective wards on the giant bridge The Steps of Faith are under assault from Vishap, probably the biggest enemy in the entire game, and his assembled Dravanian forces. The new Trial sees you and seven companions battling Vishap as he makes his inexorable progression across the Steps of Faith, hopefully taking him down before he breaches Ishgard's last line of defence.

    Following the pattern of past patches, this big battle (and it's a pretty huge, quite challenging battle) isn't the endpoint of the story; far from it, in fact. The overall conclusion to the A Realm Reborn storyline is quite genuinely shocking, surprising, dramatic and emotional. Oh, and long; the game warns you before triggering these cutscenes that you're going to be sitting and watching for quite some time. It's a worthy watch, though, and it drives home the fact that on the whole, A Realm Reborn has done a significantly better job with storytelling than pretty much any other MMO out there. You'll care about these characters and what happens to them — be it triumph or tragedy, and for sure there's a bit of both in the ending.

    The finale isn't perfect — some have already criticised the parts where it takes agency away from the player character, though it didn't personally bother me all that much — but it forms a fitting conclusion to A Realm Reborn, bringing a sense of closure to the storylines that have been running for the last couple of years now while simultaneously building anticipation for Heavensward through the introduction of some new characters, the reintroduction of some we haven't seen for a while and an extremely intriguing cliffhanger right at the very end.

    Now all we have to do is wait until June to find out what happens next… although in the meantime, we still have the Final Coil of Bahamut to defeat, so I'm sure that will keep us busy until the expansion arrives!

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    1897: Ruins of the Moon https://imnotdoctorwho.moegamer.net/2015/03/30/1897-ruins-of-the-moon/ https://imnotdoctorwho.moegamer.net/2015/03/30/1897-ruins-of-the-moon/#respond Mon, 30 Mar 2015 20:31:10 +0000 https://angryjedi.wordpress.com/?p=7225 It occurs to me that I never gave some final thoughts on Fragile Dreams after I finished it the other day, so I shall do my best to rectify that right now. There will be spoilers ahead! Fragile Dreams wasn't a particularly outstanding game from a mechanical perspective — its use of the Wii Remote and Nunchuk combo … Continue reading 1897: Ruins of the Moon

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    It occurs to me that I never gave some final thoughts on Fragile Dreams after I finished it the other day, so I shall do my best to rectify that right now. There will be spoilers ahead!

    Fragile Dreams wasn't a particularly outstanding game from a mechanical perspective — its use of the Wii Remote and Nunchuk combo made combat in particular extremely cumbersome, a fact not helped by the extremely limited repertoire of moves available for each weapon and the seeming inability to dodge quickly — but it nonetheless proved to be a consistently compelling experience from start to finish.

    Fragile Dreams also didn't quite match up to its own ambition in storytelling: the final hours descend somewhat into your fairly typical "madman wants to destroy the world" (in this case, destroy the world again) scenario, and the overall plot itself is riddled with holes and inconsistencies. But again, this certainly didn't diminish from the overall experience.

    Fragile_Dreams-thumb-550x361-27947

    Fragile Dreams was an oddly beautiful game. Despite being a low-resolution Wii title, it looked good. It had a distinctive aesthetic all of its own, and immediately set itself apart from other post-apocalyptic adventures by the simple use of colour and contrast throughout. There's a fair amount of crawling around in the dark by torchlight, but the game sensibly breaks this up with some colourful segments. Escape from a subway system earlier in the game and you're treated to the gorgeous, rich colours of dawn in the sky. Pick your way through a forest to a secluded hotel and you're surrounded by lush greenery. It's a far cry from the greys and browns that usually come with the post-apocalyptic territory, and it made the game less of a chore to play than the trudging through endless wastelands of something like the Fallout series.

    There were some interesting characters, too. Much of the story is about protagonist Seto's desire to find someone with whom he can share his experiences — to laugh, to cry, to point out how beautiful something is. The characters he does run into throughout the course of the story all provide him with a certain degree of companionship, but none are quite the same as actual human company.

    First he runs into what appears to be a piece of military hardware called "Personal Frame" or "PF", which has its own artificial intelligence and personality. PF provides good company for Seto for a few hours as he explores, and it's clear that Seto starts thinking of "her" (for although she looks like a backpack-mounted radio, she has a female voice) as a friend. This friendship is cut short, however, when PF's battery runs out and she "dies", leaving Seto all alone once again.

    Then he runs into Crow, a somewhat androgynous-looking boy who appears to have cats' eyes and fangs. Crow initially antagonises Seto by stealing his locket — which is full of precious memories, including a screw he took from PF's "body" — and this results in a chase all over the abandoned theme park Crow calls home. Crow eventually admits defeat after taking a nasty fall from the park's Ferris wheel; seemingly against all odds, he survives, and claims to accept Seto as a friend, even going so far as to steal his first kiss because "that's what friends do" — something which Seto is somewhat surprised by, but which he doesn't reject outright. It becomes clear that all is not quite right with Crow, however, as many of the things he says are direct quotations from a children's storybook Seto finds a little earlier; indeed, Crow's true nature is revealed later when Seto discovers him slumped in a room with hundreds of discarded robotic bodies: Crow is indeed a robot, and their budding friendship is once again cut short as his batteries expire, leaving him, like PF, as an empty shell devoid of life and consciousness.

    fragile-dreams-screenshots-11

    Seto's next encounter is with Sai, the ghost of a young woman who appears to have committed suicide or at least succumbed to a drug addiction; this isn't made outright explicit, but can be easily inferred from the pills scattered around her dead body and the syringes, tourniquets and other paraphernalia littering the room. Sai doesn't mention this and Seto clearly doesn't understand it, so nothing more is said; the two develop a close and honest friendship as a result, with Sai accompanying Seto for most of the rest of the game from this point onwards. Again, though, although Sai and Seto become fast friends, it's not quite the same as real human company for Seto; in a heartfelt speech to Sai, Seto admits that he just wants to share his experiences with someone else, to feel their warmth, to feel like he isn't alone, and for that, a ghost just isn't going to cut it, hence his game-long search for the mysterious silver-haired girl Ren.

    The characters are all interesting, unconventional and have plenty left open to interpretation, and this is something of a pattern for the game as a whole. One of the strongest pieces of narrative design in the game comes through the use of "memory items"; bits and pieces of junk that Seto comes across in his journey that have the last memories of the dying world's inhabitants infused into them somehow. Some of these are mundane, some of them are profound, some of them form part of a larger story, some of them hint at the truth behind the situation in which the world finds itself. There's a sequences of recollections between a young woman whose legs became paralysed when she was a little girl and her botany-obsessed childhood sweetheart Mao that is particularly heartbreaking, for example.

    After a while, then, you start to build up a very vivid mental picture of the game world both as it exists now and as it existed prior to the disaster that wiped everyone out. It's pretty bleak and lonely, but also fascinating to explore, and one of the most interesting things about the experience is how many unanswered questions it leaves at the end. Whether this is intentional or simply due to the writers not having thought about it — a bit of both, I feel, if an interview I read a few days ago is anything to go by — doesn't really matter in the end, since it's this thought-provoking nature that will keep you thinking about Fragile Dreams long after you've finished it.

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    1896: Mastering War https://imnotdoctorwho.moegamer.net/2015/03/29/1896-mastering-war/ https://imnotdoctorwho.moegamer.net/2015/03/29/1896-mastering-war/#respond Sun, 29 Mar 2015 21:57:04 +0000 https://angryjedi.wordpress.com/?p=7223 Ahead of the release of Final Fantasy XIV's expansion Heavensward, I've been levelling some of the other classes that I either haven't touched or had only levelled a little bit. Today I reached level 50 on my fourth battle class: Warrior. (My previous 50s were Black Mage, White Mage and Paladin, in that order; I now play Paladin more … Continue reading 1896: Mastering War

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    Ahead of the release of Final Fantasy XIV's expansion Heavensward, I've been levelling some of the other classes that I either haven't touched or had only levelled a little bit. Today I reached level 50 on my fourth battle class: Warrior. (My previous 50s were Black Mage, White Mage and Paladin, in that order; I now play Paladin more than anything.)

    Warrior is one of the two tank jobs in the game — i.e. their job is to maintain the attention of enemies and get punched in the face so the rest of the party doesn't get punched in the face. Having gained a lot of experience with how Paladin does things, I have to admit I was somewhat skeptical about how different Warrior could possibly be. After all, their reason for existing is the same, and it's not like damage-dealing classes where you can make a distinction between ranged and melee characters; a tank is, by its very nature, a melee class.

    I've been pleasantly surprised by how different it feels, though. This is down to several factors, both mechanical and aesthetic.

    On the mechanics front, Warrior initially appears to be a more complex class to play. Whereas Paladin only really has two main "combos" of abilities to worry about — one for single-target threat generation, one for maintaining your stock of MP so you can keep aggro on larger groups — Warrior has several more, each of which has its own function. There's a basic aggro-generating combo that is the backbone of your single-target tanking, but there are also two combos that branch off the damage-increasing "Maim" skill, one of which reduces the enemy's damage output, another of which reduces their resistance to a particular kind of damage while increasing the healing you receive. Alongside this, fighting as a Warrior in your tank stance builds up stacks of "Wrath" which, when they reach five, can be expended for one of several special abilities.

    So, to put things simply, there are more buttons to press as Warrior — or, more accurately, more different combinations of buttons to press according to the situation. Paladin is mostly about managing your defensive abilities to mitigate as much damage as possible; there's still an element of this with Warrior, but it's a much more aggressive, active class with self-heals and attacks that inflict various status effects.

    Aesthetically is the other big different. Although most classes in Final Fantasy XIV work off a 2.5 second global cooldown (i.e. 2.5 seconds has to elapse before you can use another ability) and consequently play at the same "pace", Warrior and Paladin feel worlds apart due to their animations and sound effects. Paladin's sounds are higher in pitch, the animations more fluid; Warrior's animations look more cumbersome and make lower-pitched, heavy-sounding impacts. The reason for this big difference is the difference in weapons, of course — Paladins use a one-handed sword and shield, while warriors use axes as big as themselves — but it's surprising quite how pronounced the contrast is between the two classes, even though the basic "pace" of how they play is very similar.

    Having got Warrior to 50, I'm not sure if I'll do much more with it, but I'm glad I've experimented with it and now have the flexibility to use it in endgame content when I want to. Overall I prefer the faster-feeling fluidity of Paladin, plus I know that class a lot better and thus feel more confident using it in difficult fights, but I'm not going to rule out a bit more axeplay in the future!

    What's next? Probably Bard, which I've already got to level 40; while a ranged DPS like my Black Mage, Bard plays very differently owing to the fact you don't have to stand still to use abilities and don't have as much of a set skill rotation as Black Mage does. After that it's on to the classes I haven't used much or at all before: Monk, Dragoon, Ninja and Arcanist (which becomes both Scholar and Summoner).

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    1895: More Noire https://imnotdoctorwho.moegamer.net/2015/03/28/1895-more-noire/ https://imnotdoctorwho.moegamer.net/2015/03/28/1895-more-noire/#comments Sat, 28 Mar 2015 21:51:44 +0000 https://angryjedi.wordpress.com/?p=7221 Been playing some more Hyperdevotion Noire today, so I make no apologies for spending another post talking about it. I am enjoying it a whole lot so far, and although I'm still relatively early on in the game, the interesting mission and map design is starting to shine through as the game adds more and more map … Continue reading 1895: More Noire

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    Been playing some more Hyperdevotion Noire today, so I make no apologies for spending another post talking about it.

    I am enjoying it a whole lot so far, and although I'm still relatively early on in the game, the interesting mission and map design is starting to shine through as the game adds more and more map gimmicks and mechanics to take into account while playing.

    Of the last few missions, I've played, for example, one saw my party of four (Noire, Neptune, Vert and Blanc) fighting against the emphatically-not-Chun-Li-oh-wait-she-clearly-is "road pugilist" Lee-Fi. She was on the far side of a large arena whose walls were electrified, which means that knockback attacks had a use beyond simply getting enemies away from you. Some of the floor was electrified, too, necessitating careful route planning and an understanding of the game's "orientation" system, whereby the direction a character is facing when they start moving (you can change it freely) determines the initial direction they move if the target space is not in a straight line from their current position.

    This was followed up by a fight against the emphatically-not-Solid-Snake-with-tits-oh-wait-she-clearly-is superspy Lid, whose battlefield was riddled with booby-traps, necessitating, again, careful navigation while fending off her supporting units. Two strips of the battlefield are also covered by large, heavy damage-dealing cannons, too, though once you notice that they can only fire in a straight line immediately in front of them it's easy enough to avoid them.

    This was then followed by a battle against the Agarest-inspired character Resta, who was on the other side of a huge chasm, the only means of traversing which was a rickety railway carriage that could only hold three of your four party members at once. Resta also has an absolutely devastating super-move which obliterated my party in a single turn by dropping giant explosive bunches of bananas on their heads, so after my second "Game Over" of the game (the first being not paying attention to the cannons in Lid's stage) I realised that it was essential to take her down in a single turn and not get distracted by her supporting units, since the mission objective was simply to defeat her, not everything on the map.

    Thus far the game has put up a reasonably stiff challenge. The first couple of missions are deceptively simple, but beginning with the Lee-Fi fight, things have been getting noticeably more difficult — and a little more gradually than most Neptunia games, which are somewhat notorious for inconsistent difficulty spikes throughout most of the experience, then becoming ridiculously easy once you pass a particular level threshold. The difficulty hasn't been insurmountable, though, and the new mechanics have been introduced gradually enough that I haven't felt as overwhelmed as I have done in similar games like Advance Wars and Fire Emblem, where I often can't work out why my strategy failed when it inevitably does. Here, failure seems to generally be the result of not paying enough attention — and given that you can examine all the units on both sides of the battle before you start fighting, there's really no excuse for the mistakes I have made up until this point; I've certainly learned to carefully survey the battlefield before charging in now!

    I've always quite liked tactics games and even finished Final Fantasy Tactics way back in the day, but Hyperdevotion Noire is the first one I feel like I'm understanding a little better. It's designed well, plays well, looks great and features probably my favourite cast of characters in gaming. What's not to like?

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    1894: Goddess Black Heart https://imnotdoctorwho.moegamer.net/2015/03/28/1894-goddess-black-heart/ https://imnotdoctorwho.moegamer.net/2015/03/28/1894-goddess-black-heart/#comments Sat, 28 Mar 2015 01:19:52 +0000 https://angryjedi.wordpress.com/?p=7216 Finally got around to firing up the rather grandiosely titled Hyperdevotion Noire: Goddess Black Heart today, and I'm pleased to report that thus far it appears to be excellent. For the unfamiliar, Hyperdevotion Noire is another installment in my perennial favourite game series Hyperdimension Neptunia, or more accurately, it's one of several "spinoff" games that have broken free of … Continue reading 1894: Goddess Black Heart

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    Finally got around to firing up the rather grandiosely titled Hyperdevotion Noire: Goddess Black Heart today, and I'm pleased to report that thus far it appears to be excellent.

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    For the unfamiliar, Hyperdevotion Noire is another installment in my perennial favourite game series Hyperdimension Neptunia, or more accurately, it's one of several "spinoff" games that have broken free of the main continuity… not that Neptunia has ever been a series particularly concerned with internal continuity. In other words, it stands by itself as its own self-contained story, though naturally you'll probably get more out of it if you're already familiar with the characters and concepts involved.

    Unlike most of the Neptunia games, Hyperdevotion Noire puts, oddly enough, PlayStation personification Noire in the leading role. Unfolding in a separate, parallel setting to the main Neptunia games (the land of "Gamarket" instead of "Gamindustri"), Hyperdevotion Noire opens with Noire dominating much of the world with her superior military might, army of generals (each of whom represents a well-known game series, such as the Metal Gear-inspired girl named "Lid" seen in the screenshot below) and overwhelming support from the people. Unfortunately, her position as top dog isn't to last; after being tricked into releasing the power of her "Shares" — the source of a Goddess' power in the Neptunia universe — monsters run amok in her city, people disappear and her once-trusted generals start fighting among themselves. It's up to Noire — along with the rest of the Neptunia gang, who show up pretty near the beginning of the whole affair — to sort out the mess she had a part in creating, find out who the mysterious woman "Eno" who set these events in motion is (hint: she looks uncannily like recurring series villain Arfoire) and ultimately unite Gamarket.

    It's up to you, meanwhile, to take care of Noire and help her out as she goes about her business. Yes, like fellow spinoff Hyperdimension Neptunia: Producing Perfection, Hyperdevotion Noire puts the player in the game as a first-person protagonist rather than simply telling the story of the main cast. Recruited as Noire's secretary shortly after meeting her, you're tasked with managing the party, strategising in battle, renovating and decorating Noire's headquarters and helping her make appropriate policy decisions as the citizens of Lastation come to her with requests.

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    The meat of the game comes in the battle sequences. Rather than being a dungeon-crawling, item-gathering/crafting RPG as the mainline Neptunia installments are, Hyperdevotion Noire is a strategy RPG, developed by Sting (of Gungnir, Knights in the Nightmare and Yggdra Union fame). Mainline Neptunia games have always had a slight element of tactics to their battle sequences thanks to positional bonuses, cleaving attacks and formation skills, but battles in those games are generally pretty short; punctuation to dungeon crawling. In Hyperdevotion Noire, a single battle represents a complete encounter and provides you with specific objectives: sometimes you'll simply have to defeat all enemies; sometimes you'll have to defeat a specific enemy; sometimes you'll have to complete objectives before a specific number of turns pass.

    The game does a good job of introducing concepts to you gradually, and there's a bunch of interesting systems at play. Core to the game is the "Lily Boost" system, whereby characters can power up their relationship values with other characters, earn "Lily Points" and reduce the cost of their special moves by triggering their skills when adjacent to other characters, which causes the supporting characters to give the acting character an adorable little peck on the cheek. Chu! Although cheeky and flirtatious, the system adds an interesting dynamic to battles: you have to think very carefully about both turn order and formation when setting up attacks, especially when you're dealing with enemies who can hit several tiles at once. It's no good getting all set up for a four-way snog if an enemy with a massive cleave is just going to kill all of you at once when it comes to their turn, after all.

    That's not all to think about, though. Battle maps include treasure chests in awkward-to-reach locations, which you'll need to acquire before completing your objectives if you want the goodies therein. A Final Fantasy X-style "Overkill" bonus rewards you with rare drops if you defeat an enemy with far more damage than you need to. Maps have variable elevation and environmental hazards — both of which can be conveniently bypassed if you switch the goddess characters into their flying "HDD" forms, but in order to do this you'll need to build up the Lily Points gauge first, and then it only lasts for three turns, so you need to make the most of it. Setting a specific character as the "leader" of the squad confers special bonuses (and, sometimes, penalties) on the group as a whole. Characters each have their own array of "challenges" to complete, each of which rewards them with significant stat bonuses.

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    There is a hell of a lot of game here. This is nothing new for a Neptunia game — I've easily spent over 100 hours on the last few installments in an attempt to get the Platinum trophies and hidden goodies — but considering this is a "spinoff" game and not technically part of the main series, it's impressive. I'm only a short way in to the overall plot so far, but I'm already enjoying both the narrative and gameplay sides; it's shaping up to be a fine installment in a favourite series, and all the more noteworthy for doing something a little bit different.

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    1893: Sweet Vanilla Salt https://imnotdoctorwho.moegamer.net/2015/03/27/1893-sweet-vanilla-salt/ https://imnotdoctorwho.moegamer.net/2015/03/27/1893-sweet-vanilla-salt/#comments Fri, 27 Mar 2015 00:52:37 +0000 https://angryjedi.wordpress.com/?p=7214 I started watching Toradora! after finishing Golden Time because it's an earlier work by the latter's writer, and as my posts from a short while back will attest, I enjoyed the latter very much indeed. I knew nothing about Toradora! going in save for the fact that it was well-regarded by quite a few people (the exception being Andie's sister, who … Continue reading 1893: Sweet Vanilla Salt

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    I started watching Toradora! after finishing Golden Time because it's an earlier work by the latter's writer, and as my posts from a short while back will attest, I enjoyed the latter very much indeed.

    I knew nothing about Toradora! going in save for the fact that it was well-regarded by quite a few people (the exception being Andie's sister, who thought it was "tripe", but conceded that she was not the target audience) and it had even been a "jumping-on" point to anime for a lot of people. So I was confident it would at least be an entertaining watch if nothing else.

    Toradora! tells the story of the relationship between the "Dragon" and the "Tiger", better known as protagonist Ryuji and leading lady Taiga. Neither of these are typical leads according to slice-of-life/romance anime tropes: Ryuji is (at least initially) feared by his classmates for his sour-faced, intimidating appearance — a genetic inheritance from his father, whom it seems is no longer around thanks to seemingly being involved in some questionable activities — while Taiga is… well, she's very short, and not at all happy about it, particularly as the combination of her height, slight figure and somewhat petulant tendencies tend to make her come across as considerably younger than she actually is.

    Ryuji and Taiga are brought together by their attraction to each other's friends; Ryuji likes Taiga's friend Kushieda who, as a spunky, loud genki girl is the polar opposite of Taiga in terms of personality, while Taiga likes Ryuji's friend Kitamura. Ryuji discovers Taiga is living a somewhat lonely existence in the apartment building next to his house: she's living all alone in an apartment too big for her, and clearly doesn't know how to take care of herself. Ryuji, having had to be the "man of the house" for some time thanks to his departed father and his dirty stop-out of a mother, takes it upon himself to look after her, cooking her meals and helping her out with all sorts of domestic chores.

    Unfortunately, this, of course, leads to misunderstandings when people see them together, and this in turn makes their pursuit of their prospective paramours somewhat more challenging. I have little doubt that the two of them will end up with one another by the end of the series — though I will be pleasantly surprised if the show goes another route — because they complement one another nicely. Taiga doesn't show any fear towards Ryuji and sees him for who he is; at the same time, Ryuji manages to bring out a side of Taiga she doesn't show many people: an honest, frank and vulnerable side. It's a rocky relationship, to be sure, but it has the makings of an entertaining watch indeed.

    As I said above, I'm only four episodes in so far, but I'm enjoying it a lot. It's sharply written, with some genuinely funny moments, and the cast of characters all have their own little surprises that defy the initial impressions they might make. I'm intrigued to see where it goes and how the relationships depicted in the show develop over time, and can already appreciate why this is such a well-regarded series.

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    1892: Shrunken https://imnotdoctorwho.moegamer.net/2015/03/26/1892-shrunken/ https://imnotdoctorwho.moegamer.net/2015/03/26/1892-shrunken/#comments Thu, 26 Mar 2015 01:03:08 +0000 https://angryjedi.wordpress.com/?p=7212 Slimming World meeting tonight, and I'd lost another 2.5lbs this week. That means for the last 9 weeks I've consistently been losing weight, and I've now lost a little over 2 stone in total. To say I'm pleased is an understatement. I still have a long way to go, of course, and I intend to … Continue reading 1892: Shrunken

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    Slimming World meeting tonight, and I'd lost another 2.5lbs this week. That means for the last 9 weeks I've consistently been losing weight, and I've now lost a little over 2 stone in total.

    To say I'm pleased is an understatement. I still have a long way to go, of course, and I intend to keep doing what I'm doing as it seems to be working, but it's been heartening to see the lifestyle changes I've made since joining the programme having a noticeable and positive effect.

    There's a few major changes to what I was doing before that have taken some adjusting to, but which are now fairly comfortably part of my usual routine. Firstly, I've cut right back on dairy; I used to drink a lot of milk which, of course, has its own health benefits, but which is also calorific and packed with fat. I've never been a mega-fan of cheese — I like it well enough, but I can happily live without it — so that's been fairly straightforward to cut out, too. Instead, using the Slimming World "Healthy Extra" system, I limit myself to one latte in the morning (with 250ml milk measured) or 30g of cheese in a meal. I can spend some "Syns" to have both in a single day — I did tonight, in fact — but I'm now pretty much in the habit of keeping my dairy intake controlled.

    Secondly is keeping an eye on what I drink, as this is probably where a lot of calories have snuck up on me in the past. I like to drink cold drinks, particularly cans, so I've switched exclusively to diet or "Zero" drinks instead of the Fat Cokes I used to enjoy. I'm still not a huge fan of Diet Coke, but other diet versions of popular drinks have proven surprisingly palatable. I actually think I prefer Diet Pepsi to regular Pepsi and Pepsi Max now, and Fanta/Sprite/Lilt/Dr Pepper/Irn Bru Zero are all pretty much indistinguishable from the "real thing", and those are all drinks I like, so the fridge is kept well-stocked with those for when I want a cold drink, and it's squashes or water at other times.

    Thirdly is the aforementioned "syns", keeping an eye on what other things I'm eating over the course of the day. The nice thing about Slimming World is that a lot of food is "free" (i.e. you can have as much as you like — and this includes stuff like pasta, rice and lean meat) but you also have the flexibility to use these "syns" to slip some extra stuff in there, too. (The "syn" part is from "synergy", not "sin"; they're supposed to complement the "free" foods and fill in the gaps for a balanced diet with things like sugar, fat and whatnot — the things that can easily get out of control, but which are still necessary for a decent diet.) Checking syn values of various foods has been eye-opening, and also helps me to make better choices when things are on offer. This doesn't mean I can't treat myself — indeed, when I went over to Boston for PAX, I pretty much took a few days completely off from the programme as it simply wasn't practical to follow when I didn't have full control over what I'd be eating — but it does mean that I can think more carefully about what I'm eating and drinking.

    So it's going well so far. I'm sure the weight loss will slow down or even stagnate at some point, but it's encouraging that I've managed to lose so much so (relatively) quickly. A few people have commented that they can see the difference, and for once, I think I can, too. I'm still not happy with my body — I have a lot of weight to lose — but I'm happier with it than I was nine weeks ago, and hopefully that pattern will continue. Whether I'll make it into the realm of the normal-sized people I don't know — genetically, the odds are stacked somewhat against me — but I can but continue trying.

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    1891: Fragile Dreams https://imnotdoctorwho.moegamer.net/2015/03/25/1891-fragile-dreams/ https://imnotdoctorwho.moegamer.net/2015/03/25/1891-fragile-dreams/#comments Wed, 25 Mar 2015 00:41:20 +0000 https://angryjedi.wordpress.com/?p=7210 I fancied playing something a bit… different tonight, so I went to my shelves, bulging with backlog bounty, and looked at a few possible titles to give a go to. I didn't feel like starting a traditional RPG just yet, so quite a few things were out, but my eye eventually stopped on a Wii … Continue reading 1891: Fragile Dreams

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    I fancied playing something a bit… different tonight, so I went to my shelves, bulging with backlog bounty, and looked at a few possible titles to give a go to. I didn't feel like starting a traditional RPG just yet, so quite a few things were out, but my eye eventually stopped on a Wii title I knew nothing about but owned a copy of: Namco Bandai's Fragile Dreams.

    You may wonder why I own a copy of a game I know nothing about. Well, it was from a while back, when UK retail chain Game was in a bunch of trouble and looked like it might be folding; they were selling off a ton of their stock at ridiculously low prices, so I took the opportunity to grab lots of things that looked even a little bit interesting with a mind to eventually playing them at some point in the future. Fragile Dreams was one of them.

    So how is it? Well, pretty damn cool so far. I'm not entirely sure what I was expecting, but I don't think it was a feels-heavy action-RPG survival horror adventure game featuring the same "your Wii Remote is a torch" mechanic that worked so well in Silent Hill Shattered Memories. There's actually a touch of Silent Hill in the game's atmosphere, though in the case of Fragile Dreams it's not so much about psychological horror as an ever-present sense of loneliness and abandonment.

    At the outset of the game, the old man whom protagonist Seto has been living with dies, leaving him all alone in what appears to be a post-apocalyptic landscape. We don't know anything about what has happened to humanity as the game begins, but little bits and pieces are revealed as you make your way through the game, both through elements of the environment that can be examined and "memory items" that allow you to hear the final thoughts of the world's former inhabitants when you take a rest to restore your HP and save.

    Seto isn't completely alone in the world, despite initial appearances. Very early on, he encounters a silver-haired girl and proceeds to spend the next few hours (and, I'm guessing, going by my experiences so far, most of the game) chasing after her in an attempt to find out who she might be. Along the way he encounters some sort of sentient computerised backpack with mild self-esteem issues called PF, a not-quite-human person called Crow, a dead little girl with a penchant for cheating at hide-and-seek… and I don't doubt there will be more strange and wonderful characters to encounter before the story has reached its conclusion.

    It's been a really interesting ride so far. The combat kind of sucks, but it's a relatively minor part of the game, and the "survival horror" elements of having limited inventory space and weapons that have finite usage before they break add a bit of tension to the experience. It's not been particularly scary so far, despite the presence of ghosts and whatnot, but it has been thought-provoking and emotional, even just four or so hours in. The emphasis appears to be more on the general atmosphere and feelings of loneliness than on outright trying to scare and disturb the player, and I'm fine with that.

    There's a lot of subtle charm to the game, too. Seto is just a kid forced to find his own way in the world well before he would have normally had to, and while he handles his task with a certain degree of maturity that you might not expect from someone whose voice hasn't broken yet, his childlike qualities come through in game elements such as the automap which, rather than being a bland, clinical but clear affair, is presented as childish scribblings, complete with notes and doodles about scary and awesome things you've come across in your travels. Likewise, the baffling inclusion of lots of cats around the game world who can be tempted to come and play with you through the use of a cat toy makes for a welcome break from hitting ghosts with improvised weaponry, or trying to track down that one key you really need right now.

    There's clearly a lot about Fragile Dreams I don't yet understand. But I'm very glad I chose to take a chance on it and see what it was all about; it's shaping up to be a fascinating, deeply memorable experience. I hope it manages to keep this up until the end.

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    1890: Nael deus Defeated https://imnotdoctorwho.moegamer.net/2015/03/24/1890-nael-deus-defeated/ https://imnotdoctorwho.moegamer.net/2015/03/24/1890-nael-deus-defeated/#comments Tue, 24 Mar 2015 00:22:16 +0000 https://angryjedi.wordpress.com/?p=7208 A group of friends and I (including Andie) reached a milestone in our Final Fantasy XIV careers this evening: we defeated Turn 4 of the Second Coil of Bahamut, also known as "Turn 9" owing to it being the ninth in the series of thirteen high-level raid encounters that make up Final Fantasy XIV's endgame. FFXIV's endgame raid is split into … Continue reading 1890: Nael deus Defeated

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    A group of friends and I (including Andie) reached a milestone in our Final Fantasy XIV careers this evening: we defeated Turn 4 of the Second Coil of Bahamut, also known as "Turn 9" owing to it being the ninth in the series of thirteen high-level raid encounters that make up Final Fantasy XIV's endgame.

    FFXIV's endgame raid is split into three main parts. The Binding Coil of Bahamut (which consists of Turns 1 to 5) is mostly — mostly — trivial in terms of difficulty these days owing to the fact that the average gear level of a level 50 character who plays a reasonable amount each week now exceeds the level these encounters were designed for by a considerable margin. As time has gone on, The Binding Coil of Bahamut has also been "nerfed" in terms of mechanics — i.e. made easier — and parties challenging it are now given a substantial buff to their HP, damage dealt and healing when they walk in, though those looking for a bit more of a challenge can optionally turn this buff off.

    The Binding Coil of Bahamut reaches its conclusion with Turn 5, a notoriously difficult fight that sees a party of eight taking on Twintania, a very angry dragon. Turn 5 remains a challenge for many groups to this day not because Twintania is particularly difficult to kill in terms of her HP and damage — the aforementioned gear issue here makes the encounter much easier than it once was — but because everyone in the group needs to have a solid understanding of most of the fight's mechanics in order to succeed. Again, the power creep has meant it's easier to recover from critical errors, but if you don't know how to deal with her notorious Divebomb attack, for example, you're going to die and quite possibly take the rest of the group with you.

    The Binding Coil of Bahamut is followed up by the Second Coil of Bahamut, which consists of Turns 6 to 9. These are significantly more challenging, even with the "Echo" buff to player HP, damage and healing. Mechanics are more unforgiving — though again, a number have been nerfed over time — and they're still not exactly the sort of encounters you can pick up and expect to coast your way through without knowing anything about them. Groups need to work together and be able to communicate effectively in order to pass through these challenges, and it all comes to a head with Turn 9.

    Turn 9 remains notorious as one of the hardest fights in the game, even with the Final Coil of Bahamut subsequently being added after it. It proves to be a considerable roadblock to many groups, and indeed our party has been working on beating it for many weeks now.

    The reason why it's such a challenge — even more so than Turn 5 — is because of its extreme complexity. In this one fight, which takes in the region of 10 minutes to complete, there are roughly as many mechanics as you'd see in at least four separate boss encounters earlier in the game. There is a lot to learn, and it feels like an insurmountable challenge the first time you jump in, but as our group have proven tonight, taking it a step at a time and practicing together whenever we get the opportunity allows you to eventually reach success.

    And my God what a wonderful feeling it was as that HP bar dropped to 0% tonight. We'd had several close calls earlier in the evening — first a 9%, then a 10%, then a 6% — but there was no guarantee that we were going to beat it. But beat it we did, and many celebrations were had; now we have until June to make it through the Final Coil of Bahamut before the expansion pack Heavensward comes along and gives us an entire new raid set in Alexander to take on.

    I'm looking forward to the challenge. The feeling of jubilation at finally defeating this notoriously difficult boss this evening is unlike pretty much anything I've ever experienced in any other game — and at least part of that comes from the game's multiplayer element. It wasn't just my victory, it was our victory. We worked together, we practiced, we communicated, and eventually we prevailed. And it felt great.

    We poked our head into the first turn of Final Coil this evening, but didn't get anywhere, as expected. That's an adventure for another day! In the meantime, here's our clear video:

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    1889: My Dear Ninjas https://imnotdoctorwho.moegamer.net/2015/03/22/1889-my-dear-ninjas/ https://imnotdoctorwho.moegamer.net/2015/03/22/1889-my-dear-ninjas/#comments Sun, 22 Mar 2015 23:10:38 +0000 https://angryjedi.wordpress.com/?p=7206 Having finished Criminal Girls, I was all set to make a start on Hyperdevotion Noire, a game that I've been very excited to play for quite some time. But I didn't; I decided I should try and clear out some of the games I've left half-finished first, the main one being Senran Kagura Shinovi Versus. Shinovi Versus is an underappreciated little diamond in … Continue reading 1889: My Dear Ninjas

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    Having finished Criminal Girls, I was all set to make a start on Hyperdevotion Noire, a game that I've been very excited to play for quite some time. But I didn't; I decided I should try and clear out some of the games I've left half-finished first, the main one being Senran Kagura Shinovi Versus.

    Shinovi Versus is an underappreciated little diamond in the Vita library. It's an enjoyably over-the-top 3D action game vaguely in the vein of Dynasty Warriors (in that in a number of levels you hack and slash your way through hundreds of enemies, and your combo count frequently reaches the thousands) but also providing a fun take on fighting in 3D.

    There are two… well, maybe three core appeal elements when we're talking about Senran Kagura, and Shinovi Versus in particular. The first is, of course, the fanservice element; let's not beat around the bush here, it's the reason the series exists in the first place. The girls are pretty, their boobs are jiggly, the costumes are sexy and as you fight, they get ripped. Despite the girls technically being ninjas and using a variety of rather painful-looking implements to battle one another, no-one ever seems to really get hurt or killed; the main damage anyone suffers is to their pride, since a well-timed Ninja Art at the conclusion of a bout can cheerfully whip off the underwear of your opponent, leaving them in no doubt as to who is the winner.

    But anyway. The two main things I wanted to talk about were the narrative and the mechanics. The narrative I've already talked about in past posts: considering the game is regarded by outsiders as little more than gratuitous fanservice, if you're unfamiliar with it you may be surprised to note that the series features some excellent characterisation, including characters with genuine development and growth over the course of their stories. It's a game that's not afraid to juxtapose the serious and the absurd, either; while the main storylines for each of the four "schools" involved in the overall plot are fairly serious in tone, the girls' individual stories are more light-hearted in nature, leading to some ridiculous situations. It effectively allows us to see the cast "at work" and "at play", and it gives us a pretty good picture of who they all are as people.

    Mechanically, the game is a delight. The control scheme is simple to understand, but the depth comes from the wide variety of characters and how very differently from one another they all handle. Some are friendly to simple button-mashing — Asuka is a good example, particularly once she unlocks her spinny death tornado move — while others demand mobility, observation, timing and sometimes unconventional tactics. By the end of your time with the game, you'll have at least one "favourite" character, both in narrative terms and mechanically, too.

    It's a game bursting with content. There are four separate "episodes" to the story, each focusing on a different main cast, and each has a different tone. The scenes involving characters returning from Senran Kagura Burst on the 3DS are heartwarming, while the scenes involving new characters give us a good idea of what makes the newcomers tick. Depending on which order you choose to play the stories, you'll meet all the characters from several different perspectives, and between all these angles — and side missions like the girls' individual stories — you'll get a solid understanding of who everyone is and how they all relate to one another.

    Not bad for a fanservice-heavy hack and slash. I'm pleased to be rediscovering it now that Criminal Girls is done and dusted, and looking forward to spending some time with the characters I don't know all that well yet.

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    1888: Put the Phone Down https://imnotdoctorwho.moegamer.net/2015/03/22/1888-put-the-phone-down/ https://imnotdoctorwho.moegamer.net/2015/03/22/1888-put-the-phone-down/#respond Sun, 22 Mar 2015 00:37:13 +0000 https://angryjedi.wordpress.com/?p=7204 I'm coming to detest my phone, not necessarily for what it is, but for what it's done to me. I don't specifically mean my actual phone, either; more the general concept of smartphones and the "always-connected" nature of modern existence. I don't even specifically object to the "always-online" nature of modern society, more the habits … Continue reading 1888: Put the Phone Down

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    I'm coming to detest my phone, not necessarily for what it is, but for what it's done to me.

    I don't specifically mean my actual phone, either; more the general concept of smartphones and the "always-connected" nature of modern existence.

    I don't even specifically object to the "always-online" nature of modern society, more the habits — or, more accurately, compulsions — that it tends to instill in people. I've become very conscious of my own compulsions in this regard recently, and I'm making an effort to try and change my habits.

    Here's the problem for me: picking up a phone and fiddling with it (usually checking Twitter and/or Reddit) has become a default thing to do if no better activity is available. Phones are great for that; with the wide variety of apps available these days, there's something sure to distract and entertain even the most attention-deficient individual, even if only for a few seconds. That "even if only for a few seconds" thing can become a problem, though; the fact a phone can fill an empty few seconds easily means that it's easy to reach for it while you're in the middle of something else, breaking your concentration and perhaps immersion.

    I became particularly conscious of it while I was playing Criminal Girls the other day. (Side note: I've now completely finished that, so expect a comprehensive writeup on MoeGamer very soon.) I noticed that even mid-battle, I was reaching for my phone and fiddling with it while animations were playing, or sometimes between turns. There was no good reason for it, either; I wasn't particularly interested in what Twitter had to say at that moment, and I was genuinely enjoying the game. It was just a nigh-uncontrollable compulsion to reach for it and look at it.

    It happens in the night sometimes, too. I can't get to sleep, so I pick up the phone and look at whatever vapid nonsense social media is spewing at any given hour. There's rarely anything meaningful — although there's occasionally an enjoyable late-night conversation with some of my friends in other timezones — and it doesn't really have any value; it certainly doesn't help me get to sleep when I find myself mindlessly refreshing for minutes at a time instead of putting the damn thing down, closing my eyes and trying to disconnect from the stimuli of the outside world.

    So I'm trying to stop myself from doing these things. When I'm sitting down to play a game, unless I'm specifically intending on "liveblogging" my experiences as I play, I've started putting my phone out of reach or, at the very least, covering it over so I can't see the notification light and screen. When I go to bed, I've started switching my phone off altogether rather than just leaving it in standby mode. And while a phone is a convenient thing to fiddle with to stave off social anxiety when dealing with other people face-to-face, I'm going to try and make an effort to keep it in my pocket unless it becomes clear that I really am surplus to requirements in a particular social situation. (Not necessarily in a negative way; I may just be along for the ride while others are discussing making arrangements for something or other that doesn't directly involve me, for example.)

    I feel like smartphones have done serious damage to our collective concentration spans over the last few years. And I'm quite keen to get mine back.

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    1887: Fading Gold https://imnotdoctorwho.moegamer.net/2015/03/20/1887-fading-gold/ https://imnotdoctorwho.moegamer.net/2015/03/20/1887-fading-gold/#respond Fri, 20 Mar 2015 21:15:54 +0000 https://angryjedi.wordpress.com/?p=7202 Finished watching the romance anime Golden Time today. It was a quiet day, so I marathoned the last few episodes — though at a little over 20 minutes apiece, it wasn't really much of a "marathon", I guess. Still, I have now watched the entire series and feel a little more qualified to comment on the whole … Continue reading 1887: Fading Gold

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    Finished watching the romance anime Golden Time today. It was a quiet day, so I marathoned the last few episodes — though at a little over 20 minutes apiece, it wasn't really much of a "marathon", I guess. Still, I have now watched the entire series and feel a little more qualified to comment on the whole thing.

    I enjoyed it a lot overall. Its biggest strengths come from its more unconventional characteristics: a protagonist (Banri) that's a little more fleshed out than your average self-insert leading man found in a lot of other romantic anime and visual novels; a heroine (Koko) who, although certainly physically attractive, is presented from the outset to be a little, to put it politely, "difficult" (and consequently, perhaps, to some, a little less desirable than she perhaps might have otherwise been); an amnesia backstory that isn't used as a crutch for the whole show, but instead as an interesting source of conflict; and a fast-moving, pacy plot in which something of significance happens in every episode.

    The last few episodes do meander a bit more than those that had come previously, as it becomes time to finally resolve the amnesia plot. The meandering comes from said plot being wrapped up fairly comprehensively, however; the payoff is very much worth it, with some emotional final scenes and a satisfying conclusion to the whole run that gives everything a pleasing sense of closure.

    I wasn't quite sure what to expect from the end, as it happened. The tone of the show is interesting; comedic one minute, very serious the next. It's effective in making the situations depicted feel fairly down to earth and realistic, and a probably intentional side effect was that I spent the entire run wondering if things would end neatly or very, very badly, because there was the potential for it to go either way right up until the last moments. You've probably already inferred which way it went from my comments above, but just in case you haven't, I'll refrain from spoiling how it all ends for now.

    There are some great side characters supporting the main cast. Protagonist Banri's childhood friend Linda is a very likeable "other woman" throughout, for example, but the potential angst she could have generated is kept on a tight leash: it's explored, and features a number of touching scenes (and one surprisingly sexy one), but it doesn't force the show into a cliched love triangle situation. Instead, Linda is depicted as an interesting, sympathetic character in her own right who plays her role in the story of Banri and Koko's love without derailing it.

    Probably the highlight of the supporting cast is "2D-kun", though. Initially introduced as the stereotypical glasses-wearing otaku character, 2D-kun repeatedly proves himself throughout the series to be a true friend for Banri, as well as exhibiting considerably more character depth than the usual "hurr, hurr, I like 2D girls" this type of character is often limited to. Indeed, he plays an absolutely crucial role in the final moments of the series, and his contribution here makes him a worthwhile — and, judging by comments on Crunchyroll, beloved — addition to the cast.

    Overall, I enjoyed it a great deal, then, and thoroughly recommend it to anyone looking for an enjoyable anime series with interesting, realistically flawed characters and a somewhat unconventional take on the usual romance formula. Well worth your time.

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    1886: The Order https://imnotdoctorwho.moegamer.net/2015/03/19/1886-the-order/ https://imnotdoctorwho.moegamer.net/2015/03/19/1886-the-order/#comments Thu, 19 Mar 2015 23:43:01 +0000 https://angryjedi.wordpress.com/?p=7200 (Couldn't resist, sorry. This post has nothing to do with The Order 1886.) Spent the evening round at my friend Tim's house this evening. We played some multiplayer games and just hung out a bit. It was pleasant. On the multiplayer front, we gave ZombiU a go properly now that I have a Classic Controller Pro or whatever … Continue reading 1886: The Order

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    (Couldn't resist, sorry. This post has nothing to do with The Order 1886.)

    Spent the evening round at my friend Tim's house this evening. We played some multiplayer games and just hung out a bit. It was pleasant.

    On the multiplayer front, we gave ZombiU a go properly now that I have a Classic Controller Pro or whatever the Wii U Xbox controller knockoff is called. It's much more playable than the cumbersome, weird Nunchuk and Wiimote setup we tried it with last time, and made for a far more enjoyable game.

    ZombiU's multiplayer mode is a lot of fun. There are two distinct ways to play: a Capture the Flag-style mode and a variant on a "Horde" mode. Neither of these are conventionally implemented thanks to the focus on asymmetric play: one player has the Wii U GamePad, while the other has some form of more traditional control scheme (preferably a Classic Controller Pro) and plays on the TV. The GamePad player is essentially playing a top-down real-time strategy game, while the player on the TV is playing a conventional first-person shooter.

    It's a simple idea, but very effective. The GamePad player is able to summon zombies of various types into the player's game by tapping the screen, though there are certain limitations: firstly, different types of zombies cost a certain amount of resources, which increase gradually over time; secondly, you can only have up to eight zombies summoned at once; thirdly, you're not able to just plop zombies down right next to the player: red zones on the map (including a mobile one in the player's immediate vicinity) show where you're not able to summon one of your minions. Each time you place a zombie, you creep closer to a level up, which allows you to unlock new zombies and abilities; in other words, the longer the match goes on, the more difficult it gets for the "Survivor" player.

    It's definitely worth a try. Not sure how much "staying power" it has, but we played it for a good while this evening and it was consistently fun.

    Having the opportunity to spend some time with Tim this evening got me thinking, though. It's been a while since we were able to hang out together, and with two of our regular board gaming group now considerably busier than they once were — one with a new house, another with a new baby — it's getting more and more difficult to find opportunities to spend time together and do fun things. This is all part of "growing up", of course, but, to sound like a petulant child for a moment, I don't like it all that much.

    Over the last few months, I've found myself feeling quite a bit more isolated for various reasons. I haven't seen quite a few of my "real life" friends for quite some time, partly because they're busy with their own real lives — there are several new babies in my circle of friends, for example — and also partly because my own social anxiety makes me feel like I'm being a bother when I consider asking people if they have time to hang out.

    There are lots of things I'd like to do with people, but I'm not entirely sure if the people I know now would be interested in doing them. I'd like to play board games with a wider circle of people, for example; I'm envious of my friends elsewhere who have groups who can meet much more regularly than mine. I'd like to play some role-playing games — both silly ones like Maid: The Role-Playing Game and more traditional ones like Dungeons & Dragons — but I'm not entirely convinced I know anyone who'd be up for it. And I'd like to shamelessly copy my friends Mark and Lynette in having a regular "anime and cocktails" evening (perhaps with less emphasis on the latter, as I don't drink much these days) during which we watch several different shows with markedly different themes. I am at least thankful that I can share Final Fantasy XIV with Andie.

    Chances are I do know at least a couple of people who would be interested in some or all of the above, but it's sometimes difficult to know how to bring these things up — or, in some cases, how to ask to join other well-established friendship or activity groups who would be into this sort of thing. It's even more daunting to contemplate the prospect of finding completely new friends, so I have to wonder if I'll continue to be stuck in this faintly dissatisfied situation, never quite able to truly share some of the things I enjoy with other people?

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    1885: Backloggery https://imnotdoctorwho.moegamer.net/2015/03/18/1885-backloggery/ https://imnotdoctorwho.moegamer.net/2015/03/18/1885-backloggery/#respond Wed, 18 Mar 2015 23:06:28 +0000 https://angryjedi.wordpress.com/?p=7198 I like lists. I like checklists. I like ticking things off and completing objectives. I like quests. As such, it surprises me that despite having had a Backloggery account for about two years now, I've not done a whole lot with it. It is, I'd say, an ideal means of both tracking your game collection … Continue reading 1885: Backloggery

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    I like lists. I like checklists. I like ticking things off and completing objectives. I like quests.

    As such, it surprises me that despite having had a Backloggery account for about two years now, I've not done a whole lot with it. It is, I'd say, an ideal means of both tracking your game collection and your progress through beating as much of it as humanly possible — although the site isn't without its flaws.

    The main issue with any sort of curation system like this, be it a database you set up yourself (which, to be honest, is pretty much what Backloggery is; the site simply provides an easily understandable front-end for your particular chunk of said database) or a pre-built solution is that it takes time to set things up appropriately. Backloggery, for example, is not at all useful until you've manually added each and every game in your collection to your account, a process which is not at all automated, and which requires you to go through, enter the title (without suggestions), choose the platform and any other pertinent details you might want to add.

    I spent a bit of time playing around with it today and despite the initially daunting prospect of inputting the games I own and haven't yet beaten — there are a lot of them! — I actually started finding it quite fun after a while. What I particularly like about Backloggery is the ability to add your own personal flavour text to your database entries: you can add both a "progress note" describing what you're working on in the game at any given moment, or what you hope to achieve in it, and a review (complete with star rating) for some more detailed thoughts once you feel comfortable enough to express your thoughts about it in a bit more detail. The latter option sensibly has a character limit, so you're forced to be brief in your thoughts; it's not a space for an in-depth critique, rather simply some personal, immediate reactions to the game and perhaps a link to some more detailed thoughts elsewhere if, as I often do, you feel the need to write in great depth about something you've really enjoyed.

    My Backloggery account at present is not complete by any means, but I'm going to work on adding my collection to it piece by piece. It might, then, provide the incentive for me to work through some of these games and share my thoughts on them. And, in theory, the site acts as a sort of social network, too — though I only have one friend I know on there at present — so you can use it as a means of sharing your thoughts on games and perhaps convincing friends to try out some particular favourites you've discovered in the course of delving into your own backlog.

    As I say, it's not the perfect solution for this sort of thing by any means, but its presentation is cute and the fact it's been around for a good few years now without turning into something complete shit means that it's unlikely to just disappear in a puff of smoke one day, leaving all the curators' hard work for naught. I'll be interested to start using it a little more regularly to see if it adds any value to my gaming life. If you're on there, feel free to add me to your "multitap" via the link above.

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    1884: I Finally Want a PS4 https://imnotdoctorwho.moegamer.net/2015/03/17/1884-i-finally-want-a-ps4/ https://imnotdoctorwho.moegamer.net/2015/03/17/1884-i-finally-want-a-ps4/#respond Tue, 17 Mar 2015 21:46:50 +0000 https://angryjedi.wordpress.com/?p=7196 Well, it happened. I finally want a PS4, and naturally this desire comes at the exact time when I have no money coming in whatsoever, making it both futile and frustrating. Still, I can probably survive without one for a little while at least, though once I have some money coming in again — assuming … Continue reading 1884: I Finally Want a PS4

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    Well, it happened. I finally want a PS4, and naturally this desire comes at the exact time when I have no money coming in whatsoever, making it both futile and frustrating. Still, I can probably survive without one for a little while at least, though once I have some money coming in again — assuming that actually happens at some point; let's be positive — it's going to the top of the list of "Things I'd Like to Spend My Disposable Income On".

    Why? Well, several reasons, but chief among them right now is Final Fantasy Type-0, a game which I've been curious about for some time but have never known a great deal about. For the uninitiated, this game was originally a PSP-based spinoff of Final Fantasy XIII's deep (and, to some, incomprehensible) mythos and is noteworthy for having an astonishingly good soundtrack. This, of course, is nothing new for the Final Fantasy series as a whole, but Type-0 seems to be particularly well regarded in this department by people who know their RPGs.

    I don't even know a whole lot about the game, save for the fact it's mission-based and has quite a large cast of playable characters, each of whom are useful throughout the game. I'm on board with what I believe is some sort of school/academy situation, and what little I saw of the demo version at PAX East certainly looked enjoyable enough — though with every new installment of Final Fantasy which doesn't incorporate traditional turn-based battles, I'm a little saddened, though Square Enix has made it pretty clear that they intend Bravely Default to continue fulfilling that niche for at least the immediate future.

    I'm also intrigued by the bundled demo of Final Fantasy XV which comes with it. Again, I haven't been following the development of XV in great depth, but I feel it's got a great concept: the idea of a game taking inspiration from road trip movies is an inspired one, and eminently suitable for the always-on-the-go nature of most role-playing games. The demo, known as Episode Duscae, sounds like it's an enjoyable, impressive time, and it gives me happy flashbacks to the PlayStation 1 era, where a number of Square Enix games were well-known almost as much for the demos they came with as for the games themselves. (I remember buying Brave Fencer Musashi largely for the Final Fantasy VIII demo, only to be delighted to discover that Brave Fencer Musashi was actually a great game in its own right.) Sadly, the flip-side of this is that there are people out there — including journalists — who are whingeing about the demo being an exclusive bundle deal with Type-0, and others still who are fleecing others by selling on demo codes, or buying the game purely for the demo and then selling the game on without giving it a chance.

    Outside of Final Fantasy territory, it seems that some of my favourite developers and publishers — most notably Compile Heart/Idea Factory and Nippon Ichi Software — are finally going all-in on the PlayStation 4. A localised version of Compile Heart's adorable-looking idol-themed RPG Omega Quintet is coming soon, and the latest Hyperdimension Neptunia game, Victory II (or V-II) is on the way to Japan, with a localisation announcement surely not far off. Then there's smaller games that I'd very much like to play, like Resogun, and I'm sure there's plenty more goodness coming down the pipe too, even discounting the impressive, big-budget end of the spectrum typified by most Western publishers these days.

    The timing here is unfortunate, then, but as I've said recently, I have a couple of irons in the fire that will hopefully lead to something a bit more meaningful in the near future. It remains to be seen if any of them will prove fruitful, but at least this newly awakened desire for a PS4 at least provides some sort of incentive to get things sorted sooner rather than later, I guess.

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    1883: Social Justice, Public Shaming and Why I Want My Friends Back https://imnotdoctorwho.moegamer.net/2015/03/16/1883-social-justice-public-shaming-and-why-i-want-my-friends-back/ https://imnotdoctorwho.moegamer.net/2015/03/16/1883-social-justice-public-shaming-and-why-i-want-my-friends-back/#comments Mon, 16 Mar 2015 10:12:18 +0000 https://angryjedi.wordpress.com/?p=7194 I'm probably going to upset a few people with this post, but this is something that has been festering inside me for quite some time; something that I need to release by talking about it. I hope doing so will help me feel a little better, as well as make the people who care about … Continue reading 1883: Social Justice, Public Shaming and Why I Want My Friends Back

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    I'm probably going to upset a few people with this post, but this is something that has been festering inside me for quite some time; something that I need to release by talking about it. I hope doing so will help me feel a little better, as well as make the people who care about me aware of the way certain increasingly prevalent attitudes in popular culture make me — and, I'm sure, others like me — feel.

    I'll kick off with an immediately contentious statement: I completely understand why the term "social justice warrior" is used as a pejorative.

    I will immediately qualify this by saying that I do not think the concept of social justice is unimportant, nor that it is something that should be swept under the carpet and ignored. There are still problems with attitudes towards marginalised groups in society. There are still groups out there whose sole reason for existence is an irrational, burning hatred of certain people. There are subsets of passionate fans in all interest groups — be it video games, sports, movies, books, anything — who do not have a positive influence on the community as a whole.

    However, I believe that for the most part, human beings are fundamentally decent people. I've met my share of assholes, sure, and seen evidence of people being mistreated, insulted and even threatened online — although, on that note, I will also say that we're collectively a little hasty to jump to the descriptor "death threat" when it isn't always particularly accurate. But I've also met enough decent people in my time in this world and on the Internet to find it difficult to believe that the world is the seething morass of hatred and prejudice that the most passionate advocates of social justice — the aforementioned "social justice warriors" — believe it is.

    Let me clarify my earlier statement. The term "social justice warrior", as I see it — and as many others see it, too — does not simply apply to anyone who believes in social justice, otherwise there would be no need for it; it would simply be a means of describing pretty much everyone who isn't an asshole. Rather, it describes, as noted above, a particularly passionate and outspoken advocate for social justice — and someone who is not above using particularly unpleasant tactics to try and get their point across. Tactics like public shaming; insulting; "othering"; discrimination; ignoring opinions based on socioeconomic, ethnic, gender or sexuality groups; dogpiling… the list goes on, and, you'll notice, these are all things that anyone who truly stands for social justice should really be against the use of, regardless of who they're aimed at. A "social justice warrior" would discount my opinion on all this, for example, because I'm a white, straight, heterosexual, cissexual male: the very definition of the concept of "male privilege" that many of them cling to so very desperately.

    Why is this a problem, though? It's easy enough to ignore and filter out other bile-spewing groups based on hatred — when was the last time you accidentally stumbled across neo-Nazi ravings without deliberately going looking for them, for example? — so why not just tune out these people? Well, the answer to that is simple: unlike other hate-spewing groups, these loudmouths are increasingly infiltrating mainstream popular culture having positioned their approach as being "correct" from a moral perspective. My experience of them has largely been in the video games sector, but from what I understand, they've had a fair crack at numerous other communities over the last few years, too.

    Let me explain why they bother me so much, and hopefully, my dislike of their tactics will become a little clearer.

    A few years back, a games journo friend of mine — Jeff Grubb of GamesBeat — wrote a news story. I forget the exact details of the story (and can't seem to find the original since GamesBeat's numerous refreshes over the last few years), but it involved, as I recall, Twisted Metal creator David Jaffe making some contentious statements that involved the hypothetical punching of a woman in the face. Jaffe wasn't advocating for violence against women, of course; doing something like that directly would be tantamount to career suicide; if I remember correctly, the context was something to do with playing multiplayer games and reactions to winning and losing. The details of the story itself are somewhat unimportant, anyway; what I'm really concerned with here is the reaction to it.

    Jeff wrote the piece on Jaffe's statements from a factual perspective — as a reporter, without editorialising. Different publications approach this sort of thing in different ways: more blog-style sites like Kotaku have no problem with their authors saying exactly what they think about a particular issue, whereas GamesBeat's parent site VentureBeat is more of a business-centric publication that is less concerned with drama and more with simply reporting what has been going on.

    Because Jeff didn't condemn Jaffe's statements in the article, however, he attracted the ire of an early incarnation of the "social justice warriors". The situation became worse as he attempted to defend himself on Twitter; as time passed, more and more people, including high-profile games journalists with large followings, started attacking him — rather than Jaffe, who arguably should have been the subject of their ire, though even that's debatable, given what I recall of the context surrounding his comments — and publicly shaming him, denouncing him as an "example of white male privilege" and effectively setting hordes of followers on him. I became seriously worried for his safety and wellbeing while this was going on.

    This wasn't an isolated incident, either. Numerous times over the last few years we've seen outspoken members of the industry with social justice leanings adopt the tactic of publicly shaming and bullying, even going so far as to threaten people with ending their career. Most recently, we've seen Polygon's Ben Kuchera attacking a member of EA's customer engagement team over the latter's concern over community-made Twitter "blacklists"; in previous months we've seen the widely celebrated writer Leigh Alexander threatening to end people's careers, feminist critic Mattie Brice throwing a hissy fit when someone called her out on a sexist joke and all manner of other atrocious behaviour. It simply isn't acceptable.

    All this isn't to say that these people can't voice their concerns. What I do find myself violently disliking about this culture of public shaming that has been growing over the last few years, however, is that there's little to no "right of reply" in most cases. Once someone is branded as a misogynist, sexist, transphobe, racist or whatever by these self-appointed crusaders of morality, there's no recovery from it. They have no opportunity to say "well, hang on a minute, here's why you're not quite right there…" and no opportunity to criticise the arguments being levelled against them. More often than not, critics of Kuchera, Alexander et al are swiftly blocked, silenced and/or mocked, simply because the "social justice warrior" position has been successfully positioned as the "correct" attitude. The same thing happens when anyone attempts to start a conversation surrounding feminist critic Anita Sarkeesian's Tropes vs Women video series; while she does attract plenty of hate-filled bile — and that, let's be clear, is always unacceptable — she and her team appear unwilling to engage with or discuss legitimate criticisms of her work, and often post deliberately provocative statements seemingly with the sole intention of drawing the trolls out to point and laugh at them.

    Now, I've been standing on the sidelines throughout all of this. I have, thankfully, never been attacked by these people, even when I was working in the mainstream games press on GamePro and USgamer, even when I was writing about notoriously provocative and controversial games such as Senran Kagura and other titles from Japan. Perhaps I was just too small fry for industry "megaphones" (as Alexander calls herself) to bother with, and I'm not complaining; the fact I made a point of remaining positive while acknowledging these titles weren't for everyone helped me build up a decent audience who appreciated the work I did, particularly as it was in stark contrast to the majority of other sites out there.

    So why does all this bother me so much? Well, because it's deeply, deeply frustrating, and because the culture of fear that these people are perpetuating online makes me very nervous about speaking on certain topics for fear of being ostracised. More important than that, however, is the feeling that it's driven a wedge between me and a number of friends whom I no longer feel particularly comfortable talking to because I know they've drifted more towards the social justice side of the fence — or, in some cases, become outright zealots. I miss those friends greatly, and it makes me extremely sad that I can't talk to them any more simply because I don't share their ideological viewpoint — or, rather, I do, but I fundamentally disagree with the methods through which they go about expressing that viewpoint.

    What should people do instead? Simple. Champion the things that you're fond of and believe in, without putting down other people for what they enjoy. Diversity isn't just about creating experiences that "everyone" can enjoy, though that's part of it. Diversity is also about creating experiences that appeal to specific audiences. There's nothing wrong with that; in fact, it makes for more interesting, more focused pieces of entertainment that feel personal and relatable. Cater to men, women, heterosexual people, homosexual people, cissexual people, transgender or transsexual people, white people, black people, Asian people, anyone you like. Accept that some things are not "for" you — though that doesn't need to stop you from finding enjoyment in them, as the number of otome games I've enjoyed over the last few years will attest — and celebrate the things that are. If you believe that there aren't enough works catering to the groups you consider yourself to fall into, throw your support behind those that do or even make your own. Just, for God's sake, don't ever position yourself as The One Correct Attitude and point the finger of shame at anyone who doesn't fall within your own specific worldview, because that's where the majority of this nonsense is coming from.

    I'm not a misogynist. I'm not a sexist. I'm not a racist. I'm not a transphobe. I'm not even an anti-feminist or a men's rights advocate. I just want these "social justice warriors" to understand that what they are doing is not, in fact, championing diversity; it's stifling conversation and creating a culture of mistrust between developers, players and press — and between friends.

    hate it. And I wish it would go away. And I want my friends back.

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    1882: More Golden Time https://imnotdoctorwho.moegamer.net/2015/03/15/1882-more-golden-time/ https://imnotdoctorwho.moegamer.net/2015/03/15/1882-more-golden-time/#respond Sun, 15 Mar 2015 23:44:23 +0000 https://angryjedi.wordpress.com/?p=7192 I've watched a few more episodes of Golden Time this evening. I was planning on only watching one, but, well, they got interesting and exciting and, at the time of writing, I've watched three in succession and am very much considering watching another one before I go to bed. For those who missed my previous post on … Continue reading 1882: More Golden Time

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    I've watched a few more episodes of Golden Time this evening. I was planning on only watching one, but, well, they got interesting and exciting and, at the time of writing, I've watched three in succession and am very much considering watching another one before I go to bed.

    For those who missed my previous post on the subject, Golden Time is an interesting slice-of-life anime focused on the relationship between amnesiac protagonist Tada Banri and heroine Kaga Koko. I suppose technically it's a "romance" anime, but there are elements of comedy and ghost stories in there, too, and so far it's been a thoroughly compelling watch.

    There are a number of elements contributing to this. Firstly, Banri is an interesting protagonist. While visually very much fitting in to the usual generic floppy-haired anime protagonist mould, his amnesia, while something of a narrative cliche, makes for a compelling hook. As snippets of his past are revealed over the course of the show's run — both through him remembering them and through the explicit depiction of the "ghost" of his past life — we start to get a picture of who he really is, what he's really feeling and, this being a show that very much enjoys a bit of drama, how these feelings conflict with how his current self is living its life.

    Koko is the more fascinating of the two central characters, however. Far from being a typical tropetacular anime heroine, she's a deeply complex character who is initially introduced as being a possibly unstable stalker-type whom Banri's friend Mitsuo just can't seem to shake off. As she and Banri get together, though, we start to discover more about her. The word "unstable" still applies somewhat, given her violent mood swings and occasional inability to deal with the world in a rational manner, but it becomes apparent over time that she's not unstable just for the sake of it: it's not her defining characteristic. Rather, it's a symptom of something that runs a little deeper: her dissatisfaction with her life and her place in the world, and her difficulty coming to terms with living as an "adult".

    With two characters as complex as this making up the central couple of the story, you'd expect their relationship to be somewhat troubled, and indeed it is. This isn't your standard, neat anime romance by any means; it's not even the apparently-rocky-but-actually-still-pretty-solid tsundere romance you get with some heroines. No; Banri and Koko have a rocky path ahead of them, and things frequently comer to rather violent heads whenever Koko's stress over her existence becomes too much to bear, or when Banri starts recalling things that are fundamentally incompatible with his new life. They have, so far, managed to stay strong, however, though not without some heartbreaking scenes along the way.

    I'm about seven or eight episodes off the end of the run now, and I'm thoroughly hooked. I'm interested to see where it goes; despite its often light-hearted nature, it's the kind of show that I can see ending with heartbreaking tragedy, though being unfamiliar with the source material — the original manga — I can't say for sure whether or not that will be the case. I'm looking forward to finding out, though, and feel I can pretty confidently recommend the show to anyone looking for an interesting, enjoyable and emotionally engaging drama.

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    1881: Path to Redemption https://imnotdoctorwho.moegamer.net/2015/03/14/1881-path-to-redemption/ https://imnotdoctorwho.moegamer.net/2015/03/14/1881-path-to-redemption/#respond Sat, 14 Mar 2015 23:38:09 +0000 https://angryjedi.wordpress.com/?p=7190 I'm in the process of finishing up Criminal Girls: Invite Only on Vita, and I've been really pleasantly surprised how good it ended up being. I'm planning on writing something a bit more in-depth for MoeGamer when I've beaten it properly, but I thought I'd share a few thoughts on here for those who don't visit MoeGamer, … Continue reading 1881: Path to Redemption

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    I'm in the process of finishing up Criminal Girls: Invite Only on Vita, and I've been really pleasantly surprised how good it ended up being. I'm planning on writing something a bit more in-depth for MoeGamer when I've beaten it properly, but I thought I'd share a few thoughts on here for those who don't visit MoeGamer, or for those who just want to hear some disjointed ramblings about it now.

    It's easy to write Criminal Girls off as an oversexualised mess of an RPG, with a gratutiously exploitative minigame in which you spank, electrocute, drip liquid on and tickle a series of young women posing in suggestive positions. And indeed, even with the "pink mist" censorship introduced in the Western release of the game (and the loss of the girls' voices in these sequences) these sequences are pretty clearly sexual in nature: everything from the poses they're in to the provocative outfits they wear and their reactions after you've, uh, finished — all point to something that while it isn't outright explicit, is certainly rather close to the, if you'll pardon the expression, bone.

    But, as with most material of this nature, it bears further exploration, and doing so reveals something a lot more interesting. Why are these sequences there in the first place? From a gameplay perspective, you're expected to complete them in order to unlock the girls' new abilities through five different "tiers", with each tier involving a slight variation on the touchscreen-based minigame. From a narrative perspective, you're "motivating" these girls — who are dead and in Hell, but being given a second chance — to try harder in their struggle for redemption, though in the original Japanese script, still audible through the Japanese-only voice acting, the wording was おしおき (oshioki: punishment) rather than "motivation". If we're being super-picky, we're not actually spanking, electrocuting, dribbling on and tickling the girls themselves; in the minigame you're removing "temptations" from their bodies via various means, and the removal of these "temptations" allows them to take a step closer to being free of sin and becoming "Blameless".

    Interestingly, the girls' reactions to this treatment changes significantly throughout the course of the game. Early on, they react with fear and anger when you approach them with the intention of indulging in some "motivation time" and clench their teeth in pain afterwards; by the end of the game, however, they're starting to sound like they're actually enjoying themselves, even going so far as to praise you in some instances.

    This can be interpreted in a number of different ways, not all of them positive, but given the themes of the game's narrative as a whole, it's pretty apparent that this is symbolic of the growing level of trust between these "delinquents" and the player-protagonist self-insert character. By the end of the game, they trust the player-protagonist completely, and are aware that the removal of their temptations brings them closer to redemption, in turn making them more powerful and more likely to succeed. A turning point in the story comes with all of the main cast confronting the sins that landed them in Hell in the first place, and it's only through the bonds of trust they've built between one another and with the player-protagonist that they're able to make it through this experience unscathed.

    I'm yet to see how the story reaches its several conclusions, but I'm very interested to find out. It has been, for sure, one of the most unusual role-playing games I've played for a long time, both in gameplay and narrative terms, and one that I feel I'll be remembering for quite some time after it's left my Vita.

    And no, not just for the kinky pictures.

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    1880: Better https://imnotdoctorwho.moegamer.net/2015/03/14/1880-better/ https://imnotdoctorwho.moegamer.net/2015/03/14/1880-better/#comments Sat, 14 Mar 2015 00:51:33 +0000 https://angryjedi.wordpress.com/?p=7188 Well, today was a somewhat more positive day. I took a trip for the interview I mentioned yesterday, and it was a very positive meeting. Remains to be seen whether anything will come of that, but in the meantime I also have some other business I can pursue. So we'll have to wait and see … Continue reading 1880: Better

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

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

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

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

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

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

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

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    1879: Progress, or the Lack Thereof https://imnotdoctorwho.moegamer.net/2015/03/12/1879-progress-or-the-lack-thereof/ https://imnotdoctorwho.moegamer.net/2015/03/12/1879-progress-or-the-lack-thereof/#comments Thu, 12 Mar 2015 20:55:26 +0000 https://angryjedi.wordpress.com/?p=7186 I am frustrated. I know I shouldn't be, because fixing problems such as those I'm having with my life right now (i.e. not having a job) takes time. But that doesn't stop it from being frustrating and anxiety-inducing, particularly when things like utility bills pop through the letterbox while I don't have a meaningful income. … Continue reading 1879: Progress, or the Lack Thereof

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    I am frustrated. I know I shouldn't be, because fixing problems such as those I'm having with my life right now (i.e. not having a job) takes time. But that doesn't stop it from being frustrating and anxiety-inducing, particularly when things like utility bills pop through the letterbox while I don't have a meaningful income.

    There are, at least, some things on the horizon. Tomorrow I'm going to an interview for a freelance, work-from-home opportunity that will hopefully provide something to do and some money coming in. Unfortunately, I don't as yet know whether the money it might provide will be meaningful enough to make taking the opportunity worthwhile — particularly as it apparently requires a month of training in their offices in Watford, which is an hour and a half's drive away — but I figured, at present, any opportunity is better than no opportunity, and attending an interview like this is at least a chance to get a feel for what is out there, what it might pay and whether it's something worth pursuing.

    Nothing has happened on the private music teaching front as yet. I'd like it to, and I've got some advertising out there, joined the Musicians' Union and all manner of other business, but still nothing as yet. I have had some business cards made, too, which I will attempt to distribute via some means in the near future, likely to local music shops and possibly supermarkets if the facility is there to put community notices up.

    Work for the local music service has been going a little better, though I'm painfully aware that the work I have been doing over the last couple of weeks is just sickness cover and consequently will likely dry up within another week or two. Still, it means I've had the opportunity to show my stuff and potentially open myself up for some further work in the future. Whether or not that will lead to anything meaningful, again, remains to be seen.

    So you can probably see why I'm feeling a bit frustrated and anxious. There are several things going on that might prove worthwhile, but which also might end up being a total waste of time. It's nigh-impossible to know what is actually worth pursuing, what will make me happy and what will bring in enough money to allow me to survive, and the whole business is stressing me out to a ridiculous degree. I just want it sorted, and I want it sorted now. I have plenty to offer the world, but it seems making the world pay attention is not a particularly easy task. And when it proves this difficult to be considered for even the most mundane of jobs, it leaves me questioning myself to an unpleasant degree: have I fucked things up beyond all hope?

    Probably not, says the rational part of my brain. But it's hard not to keep returning to that thought when all I see in my wake is a string of aborted — failed? — attempts at having a career. I'm running out of ideas.

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    1878: Would You Like Dinner, A Bath or Me? https://imnotdoctorwho.moegamer.net/2015/03/12/1878-would-you-like-dinner-a-bath-or-me/ https://imnotdoctorwho.moegamer.net/2015/03/12/1878-would-you-like-dinner-a-bath-or-me/#comments Thu, 12 Mar 2015 00:19:49 +0000 https://angryjedi.wordpress.com/?p=7184 Spent a bit of time reading through the rulebook for Maid: The Role-Playing Game today. It's an interesting one in that the actual core rules for the game only take up about 20 or so pages of a 200+ page book, so it's pretty straightforward to play; the remainder of the rulebook consists of "replays" (apparently a … Continue reading 1878: Would You Like Dinner, A Bath or Me?

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    Spent a bit of time reading through the rulebook for Maid: The Role-Playing Game today. It's an interesting one in that the actual core rules for the game only take up about 20 or so pages of a 200+ page book, so it's pretty straightforward to play; the remainder of the rulebook consists of "replays" (apparently a common inclusion in Japanese role-playing game books, essentially taking the form of a transcribed game session — a good means of getting a feel for how everything works) along with scenarios and optional rules to make the game more interesting than it already is… which is very interesting indeed.

    What's most intriguing about Maid is that it offers the potential for a wide variety of experiences. Most role-playing games can boast this owing to the fact that they're essentially improvisatory theatre with a bit of dice-rolling involved, but in many cases they're tied to a specific style of play. Dungeons and Dragons, for example, is geared very much towards Western-style fantasy (and, in the case of 4th Edition in particular, a very combat-heavy experience), while Vampire: The Masquerade is designed for modern-day intrigue and role-playing, with combat being somewhat more incidental. Maid, meanwhile, is flexible enough to cater to pretty much any setting you can think of, and to involve scenarios that range from the mundane to the ridiculous. It is indeed possible to play Maid as a straight-up simulation of being a maid for the master of a household, but I get the impression it's a lot more fun when you start throwing in some of the more ridiculous elements.

    Even this is flexible, though; you can put in some lightweight nonsense purely through the character creation process, which provides the opportunity to create everything from demure gothic Lolitas to hammer-wielding robot women with sexual perversions that would make the Internet blush. You can jack up the ridiculousness by including some of the optional rules — such as the "Seduction" rules, which allow maids to gain "Favour" points from sources other than the master of the house through… umm… various means — and truly take things to the max by including the rules for random events. The game explicitly warns you that using random events is very likely to throw anything vaguely pre-scripted completely off the rails, and indeed it's even possible to run a complete game purely through random events if you see fit.

    Chaos appears to be a central part of Maid, and it's often player-led. The aforementioned random events can be triggered by players when they spend the "Favour" points they've earned throughout the course of the game, meaning that the players can wilfully cause chaos for the poor GM almost at will. It's part of the character and theme of the game — it's supposed to be inspired by wacky, slapstick anime comedy, and indeed maid-type characters in this sort of show are often somewhat chaotic in nature, with strange things happening around them. (In the optional rules, the chaos of the maids is sharply contrasted with the orderly nature of the Butler character, who isn't allowed to trigger random events and is often penalised for certain things that maids might be rewarded for — like taking advantage of the Seduction rules.)

    I'm really interested to give it a go at some point. Question is, will I be able to find players open-minded enough to explore it with me, or will it be a case of some Skype-based sessions with my Final Fantasy XIV/PAX friends, whom I know all appreciate it for what it is…?

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    1877: Aaaaand We're Back https://imnotdoctorwho.moegamer.net/2015/03/10/1877-aaaaand-were-back/ https://imnotdoctorwho.moegamer.net/2015/03/10/1877-aaaaand-were-back/#respond Tue, 10 Mar 2015 22:24:51 +0000 https://angryjedi.wordpress.com/?p=7182 Made it home, though my last flight from Dublin back to Southampton was delayed by two hours and the heating appeared to be broken in the part of Dublin's airport that I had to wait for my flight in. It was very cold indeed and not the sort of experience I wanted before 7am. But … Continue reading 1877: Aaaaand We're Back

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    Made it home, though my last flight from Dublin back to Southampton was delayed by two hours and the heating appeared to be broken in the part of Dublin's airport that I had to wait for my flight in. It was very cold indeed and not the sort of experience I wanted before 7am. But the time eventually passed — assisted partly by Criminal Girls, whose "Education Block" chapter has made the whole experience very much worthwhile — and I got on the noisy shed-with-wings that was to carry me back to my home town, and that was that.

    Unfortunately, the two-hour delay meant that I missed out on a few hours of work (and, consequently, money) today, but there's not a lot I can do about that, unfortunately. I have several hours of work tomorrow, though, so that will help, and from here I can start trying to get myself into some sort of routine, working on various different things over the course of the week in an attempt to (hopefully) make ends meet somehow.

    I'm a little worried about the future, to be perfectly honest. Right now it's quite difficult to determine quite how much money I'll be able to get rolling in each month, but I guess that's something I'll be able to figure out with time — coupled with determining how much time I need to spend chasing paying work up, and how much time I have to pursue other projects which may or may not lead to something. It's anxiety-inducing, but at least it's not stressful and soul-destroying in the same way that being systematically bullied out of a "regular" job has proven to be on more than one occasion in my life. So I guess there's that.

    In the meantime, I have some fond memories of the weekend just gone to look back on, and I'm glad about that. We've already been confusing people with talk of vampire zombie maids and poisonous war elephants, and it's clear that everyone had a good time, albeit an exhausting one.

    I shall sleep extremely well tonight, I'm sure. At 20 past 10 in the evening, I'm struggling to keep my eyes open; I did the final boss of Syrcus Tower in Final Fantasy XIV mostly with my eyes shut. (It's quite easy.) So I think it's probably time to admit defeat to the exhaustion of the last few days that has finally caught up with me, slump into bed and fall asleep. That, at least, is satisfying; while I'm sad to have left my friends behind, it's also good to be home, and back to my own bed.

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    1876: Connecting Flight https://imnotdoctorwho.moegamer.net/2015/03/10/1876-connecting-flight/ https://imnotdoctorwho.moegamer.net/2015/03/10/1876-connecting-flight/#comments Tue, 10 Mar 2015 06:21:55 +0000 https://angryjedi.wordpress.com/?p=7180 Good morning from Dublin! Today has been a very long day. Technically it's already "tomorrow" but I haven't yet made it home from Boston (my connecting flight leaves in a couple of hours) so I thought I'd take the opportunity to scribble a quick post. This PAX weekend has been pretty much everything I hoped … Continue reading 1876: Connecting Flight

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    Good morning from Dublin! Today has been a very long day. Technically it's already "tomorrow" but I haven't yet made it home from Boston (my connecting flight leaves in a couple of hours) so I thought I'd take the opportunity to scribble a quick post.

    This PAX weekend has been pretty much everything I hoped it would be. I had a great time with my friends, I saw some cool stuff at the show and I picked up some fun swag.

    Most importantly, we successfully carried a number of formerly Internet-only relationships into the offline realm. Doing this is always a nerve-wracking experience — regardless of whether said relationship is platonic, romantic or anything else — and so it's always a pleasure when things come together and we all get along.

    I actually wasn't too worried this time around, though. Something brought us all together in the world of Final Fantasy XIV and the fact most of us have been together for nigh on two years now says something positive about us and what we mean to one another. There have been tough times, as with any relationship, and people have come and gone over time, but the people with whom I spent my weekend represent a core group that I have always very much enjoyed spending virtual time with — and it turns out I enjoy spending real time with, too. It's just a pity we're all so scattered.

    "I'm glad everyone is exactly how they seem to be," said one of our number last night, possibly slightly fuelled by a beer or two. "It means that everyone's genuine. And that we're all as fucked up as each other."

    That latter point is key, and not necessarily a bad thing. Almost without exception, we've all had Shit to Deal With to varying degrees over the years, and our adventures in Eorzea have provided not only some much-needed escape at times, but also an outlet through which we can talk about the things that have been bothering us with like-minded individuals.

    And that is immeasurably valuable; in an age where it seems people are drifting further and further apart from one another for various reasons, it's comforting to have a group that is pretty much always there for you. I know I'm grateful for these friends, and I'm sure they are too.

    Now coffee is calling, closely followed by a connecting flight, a taxi ride back home and then almost straight back out (hopefully with time for a shower first!) to go and teach clarinet to kids. It's all go, huh. I shall sleep well tonight, for sure.

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    1875: Ohayou, Goshujin-Sama https://imnotdoctorwho.moegamer.net/2015/03/09/1875-ohayou-goshujin-sama/ https://imnotdoctorwho.moegamer.net/2015/03/09/1875-ohayou-goshujin-sama/#respond Mon, 09 Mar 2015 03:22:31 +0000 https://angryjedi.wordpress.com/?p=7178 Third day of PAX East today, but the main thing I want to talk about tonight is what we've been collectively doing for the past couple of hours: creating characters in Maid: The Role-Playing Game, an anime-inspired tabletop roleplaying game that I hadn't even heard of this weekend. Maid is a peculiar and hilarious game, heavily … Continue reading 1875: Ohayou, Goshujin-Sama

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

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

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

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

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

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

    Can't wait to give it a proper try.

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    1874: PAX East, Day Two https://imnotdoctorwho.moegamer.net/2015/03/08/1874-pax-east-day-two/ https://imnotdoctorwho.moegamer.net/2015/03/08/1874-pax-east-day-two/#comments Sun, 08 Mar 2015 05:00:38 +0000 https://angryjedi.wordpress.com/?p=7176 Day two of PAX East today, and I'm getting much the same feeling as I had last time I came: the feeling that I'm among "my people", and that everyone here is having a good time, whether they're fat bearded nerds wandering around ogling the latest excitingness in gaming or computer parts, or some of … Continue reading 1874: PAX East, Day Two

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    Day two of PAX East today, and I'm getting much the same feeling as I had last time I came: the feeling that I'm among "my people", and that everyone here is having a good time, whether they're fat bearded nerds wandering around ogling the latest excitingness in gaming or computer parts, or some of the staggeringly beautiful cosplayers who have been gracing the show floor.

    Today we caught the Final Fantasy XIV: Heavensward panel, which gave some details about the upcoming expansion pack for the reason we're all here. It's releasing on June 23rd, so that's some time to get caught up — though it's also just before our wedding, so… well. Honeymoon in Eorzea it is… or, rather, honeymoon in Ishgard, I should say.

    One thing that's struck me during this visit is quite what an all-encompassing medium video games is. People here are passionate about their hobby. In the Final Fantasy XIV panel, for example, people gave director/producer Naoki Yoshida two standing ovations (aside: how many other game makers can truly boast a fanbase that passionate?) Elsewhere, there's beautiful artwork based on video games, live music performances based on classic video game tracks, incredible, distinctive T-shirt designs and all manner of other goodness. It's a pleasure to be a part of.

    I've managed to pick up a couple of PSone games that I used to own, too; there's quite a few "retro" game stores around the show floor, so I've managed to pick up copies of Parasite Eve, which I played back in the day, and Chrono Cross, which never released in Europe and which I've always been curious to play. I don't know if I'll play them immediately, but I'm happy to have them on my shelf.

    Tomorrow I'm not sure what the plan is, but hopefully we'll have the opportunity to get our hands on a few games. There's a few interesting indie games that I'm hoping to have a play around with, ranging from the entertaining-sounding party game Move or Die to some Japanese PC doujin goodness from Playism.

    For now, we're probably going to play a maid-themed RPG then head to bed. I'm exhausted, but I'm having a great time.

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    1873: PAX East, Day One https://imnotdoctorwho.moegamer.net/2015/03/07/1873-pax-east-day-one/ https://imnotdoctorwho.moegamer.net/2015/03/07/1873-pax-east-day-one/#respond Sat, 07 Mar 2015 05:20:03 +0000 https://angryjedi.wordpress.com/?p=7174 Day one of PAX East 2015 today, and we had a pretty good day, though my legs haven't ached this much for a very long time. It's been quite some time since I had occasion to stand up for the vast majority of the day, let alone walk around a whole bunch, and consequently it's been a … Continue reading 1873: PAX East, Day One

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    Day one of PAX East 2015 today, and we had a pretty good day, though my legs haven't ached this much for a very long time. It's been quite some time since I had occasion to stand up for the vast majority of the day, let alone walk around a whole bunch, and consequently it's been a bit of a shock to the system!

    We've seen plenty of cool stuff, though, and we exhibited our pro-1337 Final Fantasy XIV skills in public by expertly taking down Shiva in a single attempt in front of everyone, then getting a T-shirt and a patch for our efforts. We also got a brief look at Final Fantasy Type-0 HD, which is looking lovely, but we didn't get close enough to have a play because the line was too long. (In fact, the guy manning the line pretty much gave us posters to get us to go away.)

    I got to see my former colleague Cassandra over as Ysbryd Games, too — she didn't recognise me at first as, I quote, "there are a lot of white dudes with beards here", but halfway through her sales pitch for the excellent VA-11 HALL-A she realised who she was speaking to and whisked me behind the booth's curtains for a private look at the demo build without having to wait for people to finish playing it on the show floor. VA-11 HALL-A is looking wonderfully promising, incidentally; one to keep an eye on, for sure, as I noted when I last took a peek at it over at MoeGamer.

    Then this evening we sat in on a Giant Bomb panel which was pretty entertaining — though, I must confess, not being a particularly regular viewer of their content, some of the references went right over my head. They're a charismatic, entertaining bunch, though, and clearly comfortable dealing with the public even when they ask awkward questions.

    Tomorrow will probably be slightly more laid back. We're getting there reasonably early in time for the Final Fantasy XIV panel, which will reveal some of the first concrete details of the upcoming expansion Heavensward, and from there… well, who knows.

    For now, though, bed is calling. Very loud.

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    1872: Long Trip https://imnotdoctorwho.moegamer.net/2015/03/06/1872-long-trip/ https://imnotdoctorwho.moegamer.net/2015/03/06/1872-long-trip/#comments Fri, 06 Mar 2015 06:14:44 +0000 https://angryjedi.wordpress.com/?p=7172 I'm in Boston! PAX East proper starts tomorrow, so today was all about actually getting to the place, getting together with people and then just bumming around to have a bit of fun. I was a little stressed out at the prospect of the journey, to be honest. When I'm going abroad, I usually travel … Continue reading 1872: Long Trip

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    I'm in Boston! PAX East proper starts tomorrow, so today was all about actually getting to the place, getting together with people and then just bumming around to have a bit of fun.

    I was a little stressed out at the prospect of the journey, to be honest. When I'm going abroad, I usually travel with other people whom I can rely on and ask questions of, so this was a relatively new experience to me. Still, I got through safely, and my bag even arrived at the same time as I did, which is the main thing I was worried about.

    The reason I was a little anxious was that this was also the first time I'd taken a multi-stage trip to the States — in this case, flying from my local airport Southampton to Dublin, then onwards from there to Boston. I was particularly interested to discover that Dublin airport has a "pre-clearance" area for visitors to the States. I hadn't come across this before, but it appears to be an extremely good idea: rather than wasting hours of time after you've been stuck on a plane for hours, pre-clearance allows you to do all the immigration and passport control nonsense before you actually take your flight. It's actually sort of surreal; it looks like you're entering the States — there are pictures of Obama and everything — but in reality you're just heading for a normal airport gate.

    When I arrived at Boston I successfully navigated the subway system to the hotel I'm staying at with my friends; this cost a fraction of the price of getting a cab, so it was an infinitely preferable option given that my funds are somewhat limited at present.

    I'm not sure what we're going to see at PAX tomorrow; for one thing, we're probably going to take on the Final Fantasy XIV battle challenge and fight Shiva in the hope of winning a T-shirt, but other than that, I couldn't tell you yet.

    For now, though, it's after midnight (here) and my body clock still probably reckons it's about 6:15 in the morning, so I better go to bed. Night!

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    1871: Imminent Departure https://imnotdoctorwho.moegamer.net/2015/03/05/1871-imminent-departure/ https://imnotdoctorwho.moegamer.net/2015/03/05/1871-imminent-departure/#comments Thu, 05 Mar 2015 01:46:19 +0000 https://angryjedi.wordpress.com/?p=7170 In a few short hours, I'm catching a flight to Dublin… and then on to Boston, Massachusetts (or however you spell it) to attend video game expo and general nerd convention PAX East. I'm really looking forward to it. Last time I attended, as I've mentioned previously on here, was back in 2010, when I … Continue reading 1871: Imminent Departure

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    In a few short hours, I'm catching a flight to Dublin… and then on to Boston, Massachusetts (or however you spell it) to attend video game expo and general nerd convention PAX East.

    I'm really looking forward to it. Last time I attended, as I've mentioned previously on here, was back in 2010, when I was going through a bit of a shitty time in my life. Once again, it seems, my trip to the States has coincided with a somewhat shitty time in my life, albeit for different (and slightly less horrible, though not by a huge amount) reasons than last time around. Once again, I am looking to the trip to take my mind off things for a few days and to remind myself that yes, I do have friends, not everything in life is terrible and that sometimes, occasionally, it is possible to have a good time and be happy.

    I'm not sure what I'm going to see at PAX. In some ways, I'm not even sure I care too much; I'm going more for the overall experience, to have the opportunity to see some things I might not normally have the opportunity to see, and to hang out with friends who have become an important part of my life. It's not the first time I've met a group of "Internet friends" and made their real-life acquaintance, but it is the first time I've done so with a single game we all play together as a basis.

    I ended up having a somewhat heartfelt discussion with my Free Company-mates in Final Fantasy XIV the other night, and I admitted that the game had been something of a "lifeline" for me through some difficult times. I was unsurprised to discover that I was far from the only person who felt that way; the frequency with which I see my virtual comrades online makes it abundantly clear how important the experience is to them, for various reasons — be it the opportunity to hang out with virtual friends, to go on virtual adventures, to try and be the best at a challenging game or any other reason people might have to log in day after day.

    The "friends" part is important, though. We've all "known" one another for a good proportion of time now; some of us have been playing the game since beta, which means we've been playing for coming up on two full years. Others joined more recently but integrated themselves into the overall group without too much trouble; other people left and went their own way; others took a break and came back, hopefully to stay. Being a cooperative game, it's a game that is, at least in part, about trust: everyone has a role to play. People trust the tanks to keep the rest of the party from being punched in the face. People trust the healers to keep them alive. People trust the damage-dealers to kill things as quickly and effectively as possible. Together, it's a wonderfully satisfying feeling, and the more we've played together — because most of us will partner up with one another rather than strangers by preference — the more we've come to know each other, trust one another and have fun together.

    This is why I'm looking forward to PAX. It's an opportunity to hang out in the flesh with these people I've come to regard as real friends. Even if very few of us are as pretty (or, indeed, as female!) as our in-game characters. 🙂

    Updates may be sporadic over the next few days as I'll be reliant on public/hotel Internet, but expect something from me… hopefully! If not, I'll write stuff anyway and publish in a big splurge when I get back. 🙂

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    1870: Cards, Cards, Cards https://imnotdoctorwho.moegamer.net/2015/03/04/1870-cards-cards-cards/ https://imnotdoctorwho.moegamer.net/2015/03/04/1870-cards-cards-cards/#respond Wed, 04 Mar 2015 01:52:43 +0000 https://angryjedi.wordpress.com/?p=7168 Spent a bit of time playing Triple Triad in Final Fantasy XIV this evening, and had a lot of fun. Triple Triad, for the uninitiated, was a card game introduced in Final Fantasy VIII. It's a very simple game, although optional advanced rules can make it surprisingly brain-melting, particularly when they're used in combination. And it's a flexible enough … Continue reading 1870: Cards, Cards, Cards

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

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

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

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

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

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

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

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    1869: Back at the Chalkface https://imnotdoctorwho.moegamer.net/2015/03/03/1869-back-at-the-chalkface/ https://imnotdoctorwho.moegamer.net/2015/03/03/1869-back-at-the-chalkface/#comments Tue, 03 Mar 2015 00:02:32 +0000 https://angryjedi.wordpress.com/?p=7166 I'm doing something tomorrow that I've sworn a number of times I'd never do: I'm going back into a Music classroom in a school. Things are a little different this time around, though. For starters, I'm not there as a regular teacher; I'm instead doing some work (my first, in fact) for the local music … Continue reading 1869: Back at the Chalkface

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    I'm doing something tomorrow that I've sworn a number of times I'd never do: I'm going back into a Music classroom in a school.

    Things are a little different this time around, though. For starters, I'm not there as a regular teacher; I'm instead doing some work (my first, in fact) for the local music service covering an illness absence. It's also only for a couple of hours, so even if it ends up being an absolutely hellish experience (which I sincerely hope it won't!) then it won't be long before I can escape.

    But let's be positive. I'm actually quite curious to see how this school is doing things, because it's the first time I've come across a school giving instrumental lessons to a whole class at once — in this case, year 3 and 4 children playing clarinet. My past experience in the Music classroom has been limited to schools with a budget of about £5 a year for the arts, and an equipment cupboard full of little more than horrible '90s keyboards, broken percussion instruments and perhaps a couple of recorders if you're lucky. 30 kids having the opportunity to learn a "proper" (for want of a better word) instrument like the clarinet is a new one on me, and I'm all for it.

    Music was one of my defining "things" growing up. I started learning the piano from an early age and did pretty well. I got through exams without too much difficulty, often performed in public, participated in local music festivals (including the unusual experiences of piano duets and trios, which I kind of miss the bizarreness of) and eventually started teaching before I left for university. I picked up the clarinet and the saxophone while I was at secondary school, and these opened the door to more social music-making occasions such as the school orchestra and bands, and the county concert band (which, although fun, was one of my first real experiences with social anxiety, particularly when I overheard someone I thought was my friend taking the piss out of me behind my back). It was often hard work, but it was enjoyable, and I made a lot of good friends at university through music, too.

    It was something that, as I was growing up, you had to make a specific effort to do, though. Music to me was "special" — something a bit outside of the norm — and I liked it for that. I liked that it gave me a skill that a lot of other people around me didn't have. I liked being able to play a piece on the piano and people who normally wouldn't give me the time of day would suddenly (and, usually, temporarily) think I was cool and talented. I find myself wondering whether I'd feel the same way if I'd "had" to study my instruments, rather than wanting to.

    This is why I'm intrigued to see this whole-class approach to instrumental teaching. I'm not convinced it's going to be ideal, since an instrument like the clarinet in particular isn't suited to everyone. It's an opportunity for these kids to make music together, though, and using an instrument that's eminently more relatable than the usual "school music" mainstays of tambourines, tambours and guiros. And a bit more practical than getting everyone playing the piano — although I do know of some schools that take similar approaches with keyboard tuition.

    Anyway. That's my day tomorrow; hopefully it will lead on to new and exciting things.

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    1868: A Relic Reborn, Again (and Again) https://imnotdoctorwho.moegamer.net/2015/03/02/1868-a-relic-reborn-again-and-again/ https://imnotdoctorwho.moegamer.net/2015/03/02/1868-a-relic-reborn-again-and-again/#respond Mon, 02 Mar 2015 02:56:40 +0000 https://angryjedi.wordpress.com/?p=7164 I am finally on the final step of one of Final Fantasy XIV's most lengthy, gruelling challenges: the "Relic" quest, which can begin the moment you hit level 50 and will keep you going right up into top-tier endgame play. It was designed as an alternative for more "casual" players to be able to get better weapons over time … Continue reading 1868: A Relic Reborn, Again (and Again)

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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    1867: Golden Time https://imnotdoctorwho.moegamer.net/2015/03/01/1867-golden-time/ https://imnotdoctorwho.moegamer.net/2015/03/01/1867-golden-time/#respond Sun, 01 Mar 2015 02:32:23 +0000 https://angryjedi.wordpress.com/?p=7162 Started watching a new (well, new to me) anime a little while back after finally finishing Silver Spoon. It's called Golden Time, and I'm not entirely sure how I became aware of it, but it was in my Crunchyroll queue and had intrigued me, so I decided now was the time to check it out. On paper, it's … Continue reading 1867: Golden Time

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    Started watching a new (well, new to me) anime a little while back after finally finishing Silver Spoon. It's called Golden Time, and I'm not entirely sure how I became aware of it, but it was in my Crunchyroll queue and had intrigued me, so I decided now was the time to check it out.

    On paper, it's a fairly straightforward slice-of-life anime. Protagonist Tada Banri is starting his new life at university, and in the process meets a number of new friends, including the obligatory harem of potential romantic interests. Of the main cast, however, the most interesting — and the one highlighted in the show's opening and ending titles — is Kaga Koko, a strikingly beautiful young woman from a privileged background who has shown up at Banri's university in pursuit of her childhood friend and supposed love of her life Mitsuo. Mitsuo, meanwhile, wants nothing to do with Koko, having surreptitiously switched universities in an attempt to get away from her, but she wasn't about to let him escape that easily.

    Central to the show is the developing relationship between Banri and Koko as the former tries to help the latter come to terms with the constant rejection she gets from Mitsuo. It's a troubled and unconventional relationship, and doesn't follow the usual tropes of anime romance stories, largely because Koko is such an unstable but delightfully fascinating character.

    When Koko is alone with Banri, we see what is clearly the "real" her. She's frank, candid and honest, and willing to open up about her feelings — though she'll pretend that she's putting on a front to garner sympathy from others. Occasionally she lets some obvious, genuine feelings slip, however, such as in one of the early episodes where she complains to Banri that no-one will talk to her because she has the reputation of being "that rich, beautiful girl that is out of everyone's league". Banri consistently gives her the time of day, however, and quickly falls in love with her; she rejects him, however, and puts him well and truly in the "friend zone" with her constant and emphatic reiteration of What Good Friends They Are.

    When Koko comes across Mitsuo, though, her whole personality changes. She becomes obsessive, jealous and irrational. When she sees Mitsuo with the adorably cute Chinami, whom Mitsuo has taken a liking to, she is extremely rude to Chinami; Chinami, however, is a lot stronger than she looks, and brushes off the torrent of abuse she gets, even going so far as to deliberately try and befriend Koko in later episodes. Koko claims to Banri that the person she is when she's with Mitsuo is the "real her", but it's abundantly clear that the complete opposite is true; the only person with whom she can truly be herself is Banri.

    The other interesting twist in the tale, aside from the complex and difficult relationship between Banri and Koko, is the fact that Banri is an amnesiac. Prior to the events depicted in the show, Banri was in an accident that cost him all of his memories from before he turned 18 and left for university. He doesn't remember who he is, what his personality is or what his relationships with others were like. As the show progresses, he starts to uncover things about his past — and I'm only a short way in so far, so I'm not sure how far it goes, but it has a lot of potential to be very intriguing indeed.

    Interestingly, Banri's amnesia is depicted not only by him struggling to recall things, but by a ghostly apparition of his past self that occasionally narrates short sequences. The ghost describes himself as having "died" the day of the accident, and that the current Banri is nothing but an empty shell. Again, things aren't that simple, though, as amnesiac Banri starts discovering ties to his past — and the fact that people whom he thought were strangers and new friends actually have a lot more to do with him than he initially thought.

    There are two big things I like about the show as a whole: one, that it's constantly raising new questions and drawing the viewer in through Banri's journey of self-rediscovery; and two, that a lot happens in each episode. So often with slice-of-life anime, things just sort of pootle along for a while and nothing really happens; this is fine, so long as the characters are strong enough to carry this sort of nothing-really-happens story, but Golden Time sidesteps this style of slice-of-life in favour of something that, while obviously the stuff of fiction, is plausible, believable and emotionally engaging.

    I literally have no idea how things are going to turn out by the end of the 24-episode run, but I'm looking forward to finding out. I'm enjoying the show a whole lot so far, and cautiously recommend it to anyone looking for a slice-of-life show with a bit more depth than many other offerings.

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    1866: Going Out, and the Perils Thereof https://imnotdoctorwho.moegamer.net/2015/02/27/1866-going-out-and-the-perils-thereof/ https://imnotdoctorwho.moegamer.net/2015/02/27/1866-going-out-and-the-perils-thereof/#respond Fri, 27 Feb 2015 23:57:42 +0000 https://angryjedi.wordpress.com/?p=7160 I'm writing this from our restaurant table. We're right near the open kitchen and the food smells amazing. My mouth is watering just thinking about eating it, particularly as it's something a little unusual and different from our norm: it's Caribbean food, which I have had before, but not for quite some time, and it's … Continue reading 1866: Going Out, and the Perils Thereof

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    I'm writing this from our restaurant table. We're right near the open kitchen and the food smells amazing. My mouth is watering just thinking about eating it, particularly as it's something a little unusual and different from our norm: it's Caribbean food, which I have had before, but not for quite some time, and it's not a cuisine I'd say I know well.

    Unfortunately, it's also 10.30pm and we've been here since 8pm. We've only just sat down, only just ordered, and God knows how long it will take for the food to actually arrive at our table. This has, as you can probably imagine, soured the experience a little.

    I should have seen it coming, of course. It's Friday night in the city centre, and that was a busy time back when I was at university. Over the last few years in particular, the city centre has undergone extensive regeneration — the restaurant we're currently sitting in is part of one of these new and restored buildings. With new and shiny buildings — and an expanding student population at both of the two city's universities — come hordes of people, of course. But I hadn't realised until now quite how ridiculously busy it gets in town.

    This is probably nothing new to those of you who live in busy, bustling cities around the globe. But for me it's quite surprising. Southampton never felt like a particularly big deal, and Going Out used to be something you could do on a whim. It was often quite enjoyable to do so — friends and I would often take impromptu trips to local watering holes like Lennons and Kaos, and we'd always be able to get in and have a good time.

    Not any more. Going Out appears to have become something that needs to be planned well in advance, that involves lots of standing around waiting, and that, frankly, just isn't particularly fun any more.

    Perhaps it's my age. Perhaps it's the fact I've practically been a hikikomori for the past few years (and am largely comfortable with this). Or perhaps it's the pitiful organisation of this place that saw us waiting for more than two hours to sit down, let alone eat. Whatever it is, I don't count on myself doing it much more in the future, unless the occasion is very special indeed.

    On the plus side, however, between writing the last paragraph and this one I've eaten a plateful of whitebait for the first time in about 20 years, and it was every bit as delicious as I remember. So at least the food is good. Worth the wait? Questionable, but at least the tedious and rubbish part of the evening is over.

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    1865: Virtual Career Choices https://imnotdoctorwho.moegamer.net/2015/02/27/1865-virtual-career-choices/ https://imnotdoctorwho.moegamer.net/2015/02/27/1865-virtual-career-choices/#respond Fri, 27 Feb 2015 00:05:15 +0000 https://angryjedi.wordpress.com/?p=7158 One of the more interesting aspects of massively multiplayer online games as they continue to grow and expand is that it becomes harder and harder to "do everything" for various reasons. In some cases, it becomes harder to complete old content because there's simply no-one else running it any more — Final Fantasy XIV neatly sidesteps this … Continue reading 1865: Virtual Career Choices

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

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

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

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

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

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

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

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

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

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    1864: Trying Times https://imnotdoctorwho.moegamer.net/2015/02/25/1864-trying-times/ https://imnotdoctorwho.moegamer.net/2015/02/25/1864-trying-times/#comments Wed, 25 Feb 2015 23:09:54 +0000 https://angryjedi.wordpress.com/?p=7156 It is, as they say, a Difficult Time in my life, as regular readers will know. I also find it somewhat unfortunate that said Difficult Time in my life is coming, as with the previous Difficult Time back in 2010, shortly prior to my heading off to something that should be fun, exciting and pure … Continue reading 1864: Trying Times

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    It is, as they say, a Difficult Time in my life, as regular readers will know. I also find it somewhat unfortunate that said Difficult Time in my life is coming, as with the previous Difficult Time back in 2010, shortly prior to my heading off to something that should be fun, exciting and pure escapism: my trip to Boston for PAX East. (I hasten to add that this Difficult Time is for different reasons to the 2010 Difficult Time, thankfully; I'm not sure I could go through another 2010.)

    But, as difficult as it is to stay positive sometimes — and believe me, it is extremely difficult to stay positive right now — I need to focus on the things that I'm doing that are worthwhile, and that could potentially (hopefully!) lead to future happiness.

    I have a real piano in my own house for the first time since I left home, for one thing. That's pretty cool, and as I suspected I vastly prefer playing it to my electric piano. The electric, though awesome and great-sounding, simply doesn't "feel" right thanks to being on a somewhat wobbly keyboard stand, and the sound of it coming out of an amplifier isn't the same as the real thing at all.

    Said piano is hopefully going to be the centrepiece of at least some of my future work, and I'm making all the efforts possible to make the music teaching happen. I'm getting business cards printed, I have a listing on one of the biggest online music teacher directories in the country, I have my own website and, once the business cards arrive, I'll be giving them out to local music shops and other establishments in the hope of drumming up some business.

    I'm also going to be doing some work for the local Music Service. I only have a couple of hours of this secured so far, but hopefully that will lead to more regular future things. While a couple of hours certainly isn't going to pay the bills, it's a foot in the door, which is good.

    Then there's a few writing-related possibilities in the pipeline. I don't know if any of these will come to anything just yet, but hopefully they will.

    And then there's a few other potential means of making some money out there, too, all of which I'm exploring in the hope of finding something that will allow me to support myself and remain at least reasonably happy for some of the time. In practical, realistic terms, it's probably more likely I will end up mixing and matching lots of different things, which maybe isn't ideal from a "stability" perspective, but will certainly keep things interesting and exciting — and more importantly, allow me to work on my own terms, which is something that I've come to crave.

    I am trying to remain positive. I really am. There are good days, and there are bad days, and there are days that are sort of in the middle that can go either way. Today has been one of the latter kinds; let's hope tomorrow is a good day. Only one way to find out though, huh.

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    1863: Gold Saucer https://imnotdoctorwho.moegamer.net/2015/02/24/1863-gold-saucer/ https://imnotdoctorwho.moegamer.net/2015/02/24/1863-gold-saucer/#comments Tue, 24 Feb 2015 23:50:39 +0000 https://angryjedi.wordpress.com/?p=7154 Final Fantasy XIV patch day today, and with it comes the introduction of the Manderville Gold Saucer, a much-anticipated addition to the game that is heavily inspired by the similarly named locale from Final Fantasy VII. And they've done a great job! Gold Saucer has plenty of activities to participate in — although I with they'd have … Continue reading 1863: Gold Saucer

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

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

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

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

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

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

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

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    1862: Eat Well https://imnotdoctorwho.moegamer.net/2015/02/23/1862-eat-well/ https://imnotdoctorwho.moegamer.net/2015/02/23/1862-eat-well/#comments Mon, 23 Feb 2015 23:42:04 +0000 https://angryjedi.wordpress.com/?p=7152 So, how is this whole Slimming World thing going? Pretty well, actually. I've lost over a stone since I started, and while I do occasionally feel like I'm "missing out" on some things that I previously would have grabbed and enjoyed without question — I'm talking about obviously awful-for-you-but-delicious things like cakes, anything involving pastry, … Continue reading 1862: Eat Well

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    So, how is this whole Slimming World thing going?

    Pretty well, actually. I've lost over a stone since I started, and while I do occasionally feel like I'm "missing out" on some things that I previously would have grabbed and enjoyed without question — I'm talking about obviously awful-for-you-but-delicious things like cakes, anything involving pastry, McDonald's breakfasts and all manner of other dreadfulness — on the whole I don't feel like I'm starving myself, because there's usually something around that I can eat and enjoy without feeling hungry.

    And I think that's the key part of this. Often I'd eat something just because I was feeling hungry, and there was also a certain degree of using it as a "coping" strategy, too; I'd reward myself with something tasty if I felt I "deserved" it, and it was never particularly difficult to think of a reason that I "deserved" it, whether it had been a good day or a bad one.

    The nice thing about the Slimming World programme is that I can actually still do this if I want to — I just have to reward myself with something that isn't a cake or a sausage roll or something. Fortunately, there are plenty of things that I do like that are "free" on the programme, so that's not too much of an issue.

    There's also the fact that there's quite a few pleasant surprises in terms of recipes and things that count as "free". You can have as much meat as you like, for example, so long as it's lean, and stuff like pasta and rice is also free. (Microwave rice is not completely free, mind you, as there's a bit of oil in there; it's still only 1 "syn", though, so it's not super-terrible, as you're supposed to have between 5 and 15 "syns" per day.) I like meat, so it's good to be able to just snack on some nice chicken pieces or something; better for me than crisps, for sure, and maybe possibly nicer? I'm not sure.

    Andie also looked up a recipe for a Slimming World-friendly dessert the other night. The website has an impressive collection of these (along with various main courses), so we chose the Apple Betty. It came out really nicely, and tastes great. It's not syn-free, but it's fairly low on the guilt scale, with just 2 syns per slice. Best of all, it "feels" like a "proper" dessert. I love desserts; they're probably my biggest weakness. So to be able to still enjoy them and stick to the programme is great.

    I've also been really impressed with the Slimming World ready meals that recently launched, exclusive to Iceland. They're good quality food and substantial portions; I've certainly never finished one and felt like I could eat another one, which is a criticism which can be levelled at other "healthy" ready meals, particularly the rather stingy portions from Weight Watchers. I've also been impressed to discover that it is indeed possible to produce a "syn-free" sausage, and they taste pretty good, too. I have no idea what they've done to them to make them syn-free, but they make for a great and guilt-free sausage sandwich, which is something to be celebrated.

    Anyway. I'm glad I've been able to stick with it even with all the unpleasantness that's occurred recently. It would have been so easy to just give up and slip back into my old ways, but knowing that weekly weigh-in is coming every Wednesday helps jar me back to "reality" and make me think that I don't really need to eat something awful for me just because I feel a bit crap; I can eat, by all means, I just need to be more mindful of what it is that I am actually eating.

    Success so far, then, but I still have a long way to go before I get to where I want to be. Hopefully this journey will continue in the right direction.

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    1861: Raid Night https://imnotdoctorwho.moegamer.net/2015/02/22/1861-raid-night/ https://imnotdoctorwho.moegamer.net/2015/02/22/1861-raid-night/#comments Sun, 22 Feb 2015 22:13:00 +0000 https://angryjedi.wordpress.com/?p=7150 It was Raid Night this evening, and the assembled forces of LoCoBomb (sans Andie, who was not feeling too hot earlier) once again took on Final Fantasy XIV's The Second Coil of Bahamut, Turn 4, aka Turn 9. This is, as I've noted in previous posts, one of the toughest fights in all of Final Fantasy … Continue reading 1861: Raid Night

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

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

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

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

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

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

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

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    1860: Silver Spoon https://imnotdoctorwho.moegamer.net/2015/02/21/1860-silver-spoon/ https://imnotdoctorwho.moegamer.net/2015/02/21/1860-silver-spoon/#respond Sat, 21 Feb 2015 23:30:50 +0000 https://angryjedi.wordpress.com/?p=7146 I finally got around to finishing off the anime series I've been watching off and on for some time now: Silver Spoon. And I enjoyed it a whole lot — the amount of time it took me to watch the damn thing from start to finish was more a matter of time than the fact I wasn't … Continue reading 1860: Silver Spoon

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    silverspoonI finally got around to finishing off the anime series I've been watching off and on for some time now: Silver Spoon. And I enjoyed it a whole lot — the amount of time it took me to watch the damn thing from start to finish was more a matter of time than the fact I wasn't enjoying it, I should add.

    Silver Spoon is an interesting anime because although it technically falls in the "slice of life" category, it eschews the usual "high school harem" situation that genre usually favours, instead presenting an uncompromising, realistic, educational and non-judgemental look at the world of agriculture.

    Now, you may not think that sounds like a particularly thrilling premise for an anime, but it really works. At least part of this is due to the fact that the protagonist Hachiken is put in much the same situation as most members of the audience when they start watching Silver Spoon: he's bewildered, doesn't know much about agriculture and is frequently surprised, distracted and horrified by some of the things he finds out. Over the course of the show's two seasons, both the audience and Hachiken go on a journey of discovery and learn a lot about the sometimes harsh truths that members of the agricultural industry have to deal with every day.

    The show doesn't shy away from matter-of-factly explaining about how livestock is reared only to be sent to the slaughterhouse — and how animals that aren't "good enough" are treated differently — though it doesn't resort to shock tactics like actually showing the slaughtering process. (There is plenty of poo, though, and the occasional cow giving birth — though again, you don't see full gory detail; it's mostly about Hachiken's reaction rather than shock value.)

    It also doesn't shy away from depicting the grim realities many modern farmers face: rising debt levels, ranches having to close down due to insufficient business, and children of long-standing farming families feeling forced into taking over the family business when they're barely out of school. There's a nice degree of drama to the whole series, delivered in an interesting, compelling and occasionally heartbreaking manner through Hachiken's interactions with his classmates, all of whom have ended up at the agricultural high school in which the show is set for different reasons.

    The show's run is currently for two seasons, and while the second season does wrap up on a satisfying, suitably "final" feeling episode, there are still plenty of unresolved plotlines to explore that I believe have been covered in the manga the show is based on. Hopefully we'll get the chance to see a third season someday, because it really did turn out to be one of the most surprisingly enjoyable anime series I've had the pleasure of watching for quite some time. It's witty, it's funny, it's heartfelt and it has something to say without beating its audience around the head with The Message.

    If you're looking for something a little bit different from your usual fare to watch, I can highly recommend checking it out.

    Check it out on Crunchyroll.

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    1859: Invite Only https://imnotdoctorwho.moegamer.net/2015/02/20/1859-invite-only/ https://imnotdoctorwho.moegamer.net/2015/02/20/1859-invite-only/#comments Fri, 20 Feb 2015 23:31:51 +0000 https://angryjedi.wordpress.com/?p=7144 Been playing a bit more Criminal Girls this week, and I'm enjoying it a lot, despite its flaws. (Said flaws, if you were wondering, include somewhat repetitive dungeon design, an encounter rate that is a little too high to be comfortable, battles that take a little too long/move too slowly/both and the strong necessity for grinding that … Continue reading 1859: Invite Only

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

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

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

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

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

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

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

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    1858: A Day Like Today https://imnotdoctorwho.moegamer.net/2015/02/19/1858-a-day-like-today/ https://imnotdoctorwho.moegamer.net/2015/02/19/1858-a-day-like-today/#comments Thu, 19 Feb 2015 21:41:07 +0000 https://angryjedi.wordpress.com/?p=7142 So, I'm currently no closer to getting a job or some paying work (actually that's not quite true; I did apply for two jobs today, both of which can potentially be done from home, so there's that) but I actually feel like I've had a reasonably pleasant day. If only every day could be like today and … Continue reading 1858: A Day Like Today

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

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

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

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

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

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

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

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

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

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

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    1857: Video About Vidya https://imnotdoctorwho.moegamer.net/2015/02/18/1857-video-about-vidya/ https://imnotdoctorwho.moegamer.net/2015/02/18/1857-video-about-vidya/#comments Wed, 18 Feb 2015 22:20:38 +0000 https://angryjedi.wordpress.com/?p=7140 So I took the plunge today and experimented a bit with making some videos. They're rough-and-ready affairs, recorded live with no special effects, editing or indeed budget, but they gave me an opportunity to practice what it's like to be playing a game and talking about it at the same time. (It's harder than you … Continue reading 1857: Video About Vidya

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

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

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

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

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

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

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

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

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

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

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

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    1856: Streaming from Every Orifice https://imnotdoctorwho.moegamer.net/2015/02/17/1856-streaming-from-every-orifice/ https://imnotdoctorwho.moegamer.net/2015/02/17/1856-streaming-from-every-orifice/#respond Tue, 17 Feb 2015 23:28:18 +0000 https://angryjedi.wordpress.com/?p=7138 I decided to fiddle around with the "ShadowPlay" feature on my graphics card tonight. This is a feature of more recent nVidia cards that takes some of the strain off the main computer when either recording or streaming video of games. I hadn't tried it at all before, owing to the fact that I've never … Continue reading 1856: Streaming from Every Orifice

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    I decided to fiddle around with the "ShadowPlay" feature on my graphics card tonight. This is a feature of more recent nVidia cards that takes some of the strain off the main computer when either recording or streaming video of games. I hadn't tried it at all before, owing to the fact that I've never really had occasion to, but I decided to give it a try with Final Fantasy XIV this evening just as an experiment.

    I'm impressed! There was absolutely no impact on the game's smoothness whatsoever, and the footage that was being streamed to Twitch (only at 480p and 30fps for this initial experiment) looked nice, clear and stutter-free. The ShadowPlay software also provides the facility to stream your voice through your microphone at the same time as the game audio, too, so talky types can speak all over the top of their favourite games like "proper" streamers do.

    I'm slightly coming around to the idea of streaming, since a significant number of people seem to think that so far as video games are concerned, streaming and YouTube are the way forward, while traditional "print" (i.e. text-based) journalism and reportage is dying out. Certainly with the recent folding of Joystiq, one of the most long-running blog-style games sites, it seems that there are tough times ahead for the games press. I still doubt it will die out completely — and, moreover, I still vastly prefer reading a well-written article to watching a video in most cases — but it's probably worth embracing these newer things that don't seem to be going away any time soon rather than plugging my ears and going "la la la la la".

    While I have a bit of time on my hands, then, it would seem prudent to use some of this time to experiment a bit. (I hasten to add to those concerned for my employment status that I have also been writing to various places in search of work, so please don't think I'm sitting on my arse playing games all day!) I've tried my hand at some sort of vaguely Let's Play-ish videos before, focusing on bullet hell shooters, but perhaps I should have another go. Arguably even more so than games writing, it's extremely difficult to get established in the fields of either streaming or YouTubing, but I certainly have the skills to do both and, on the off-chance things happen to go well, there's the potential to make some money there.

    I'm under no illusions, though; this is very unlikely, and pretty much reserved for the already well-established personalities like PewDiePie, Boogie2988, TotalBiscuit and their ilk. Still, it just takes a few people talking about you — and the production of decent content, of course — to start the ball rolling on something potentially bigger, and it can't hurt to give it a try. In fact, it might even be quite fun. There are, I feel, some obvious gaps in the market so far as streaming and YouTubing are concerned, much as there are in the games press, so that's probably the place to start; let's explore it and see what happens.

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    1855: Redemption https://imnotdoctorwho.moegamer.net/2015/02/16/1855-redemption/ https://imnotdoctorwho.moegamer.net/2015/02/16/1855-redemption/#respond Mon, 16 Feb 2015 23:12:44 +0000 https://angryjedi.wordpress.com/?p=7136 Having Platinumed Akiba's Trip — and a lot of fun it was, too, thanks very much — I started on my next non-Final Fantasy XIV game, Criminal Girls. Criminal Girls drew some attention when it was first announced due to some seriously lewd scenes in which the player character "motivates" the titular girls through some touchscreen-based S&M play. It then … Continue reading 1855: Redemption

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    Having Platinumed Akiba's Trip — and a lot of fun it was, too, thanks very much — I started on my next non-Final Fantasy XIV game, Criminal Girls.

    Criminal Girls drew some attention when it was first announced due to some seriously lewd scenes in which the player character "motivates" the titular girls through some touchscreen-based S&M play. It then drew some further attention when it was revealed that the localisation would seemingly obscure these scenes with pink fog and cut out the somewhat… suggestive voice acting. (As it happens, the voice acting is indeed gone, but as you progress the pink fog does fade away, revealing what's underneath.)

    As so often tends to be the case with games that draw attention for their pervier elements, however, Criminal Girls has plenty of interesting stuff going on that doesn't involve spanking. It's a 2D, retro-style RPG of the 16/32-bit mould, and thus far — I'm only an hour or two in so far — it seems to be most intriguing.

    At the game's outset, you, as the participant narrator-protagonist, find yourself newly employed by the forces of Hell and presented with a selection of young female "delinquents" who have the opportunity to be redeemed and resurrected if they can successfully pass the "four trials" and climb the tower in which they're incarcerated. It's your job to escort them on this journey and see where things go from there. Along the way, you'll fight monsters, solve puzzles and, as previously mentioned, indulge in a bit of naughtiness in the name of "motivation".

    So far so Japanese. Thus far it's an intriguing setup, with the four initial girls not immediately revealing why they have been incarcerated or what their "delinquency" involved. There's also a suggestion early on that things are not quite going as expected in Hell, with the "convict" monsters showing up in places where they're not supposed to. Doubtless all will be revealed — in narrative terms, pervert — as the story progresses, and I'm interested to see how it goes.

    What's probably the most interesting thing about Criminal Girls is its combat system. While nothing particularly fancy presentation-wise — in fact, it's one of the most visually bland combat systems I've seen, although the chibi representations of the girls are cute — the execution is the intriguing thing here. Unlike most RPGs, where you have the opportunity to micromanage what every party member is doing, in Criminal Girls you only have four options each turn, and that determines what the whole party will be doing. The available options are determined by which abilities the girls have learned through "motivation" sessions, and simply what they feel like doing on any given turn. Initially, the girls will simply refuse to do anything, but as they're motivated they'll unlock more and more abilities, and each turn it's simply a case of deciding which of the four suggestions the girls offer you is the most appropriate: do you go for an all-out attack with multiple members, or do you allow an individual to do something a little more special? So far it's simple, but I anticipate it becoming a very interesting system as the game progresses and more abilities open up.

    I can't say a lot more about it yet as I've only played the opening section. I'm looking forward to discovering more about it, though; perviness aside (which I have absolutely no problem with, as you know) it's shaping up to be one of the more unconventional takes on the RPG genre I've played for quite some time.

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    1854: Next Steps https://imnotdoctorwho.moegamer.net/2015/02/15/1854-next-steps/ https://imnotdoctorwho.moegamer.net/2015/02/15/1854-next-steps/#comments Sun, 15 Feb 2015 23:29:18 +0000 https://angryjedi.wordpress.com/?p=7134 I bought a piano today. This is not something I thought I'd ever be able to do, but it turns out if you look around a bit, you can actually get a decent (albeit somewhat aged) piano for a very reasonable price. In other words, if you eschew regular music shops and instead go for … Continue reading 1854: Next Steps

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    I bought a piano today. This is not something I thought I'd ever be able to do, but it turns out if you look around a bit, you can actually get a decent (albeit somewhat aged) piano for a very reasonable price.

    In other words, if you eschew regular music shops and instead go for a more "direct" approach, you'll often find much better deals.

    I acquired my new piano (which arrives on Wednesday) from a local business called Bryant Pianos. I stumbled across this site during my search for a place to acquire a piano the other day, and decided to pay them a visit this weekend. Bryant Pianos is, it turns out, a business run from home by the eponymous Mr Bryant, who has a workshop full of pianos that he acquires, restores, repairs and then sells on. (Sometimes he acquires, strips them for parts and then sends them off to the great piano graveyard, too.) He's also a piano tuner — a useful person to know when you have a piano.

    Anyway, I made an appointment to pay him a visit, and we did so today. I took a couple of bits of sheet music with me — Chopin's Preludes and Liszt's Consolations, if you were curious — and tried a few out. I don't know an awful lot about different piano makes, to be honest, aside from the fact that the grand piano I grew up with — and which still occupies my parents' living room — was a good (and expensive!) make because it was a Steinway. I was familiar with a few other makes but not in any great depth; I'd heard of (and probably, at some point, played) Knights, Bechsteins, Rogers(es), Challens and various others, and also knew that new Yamahas were both very nice and well out of my price range for the moment. Bryant didn't offer any Yamahas, but he had the others, so I gave them a go.

    The Rogers was the oldest piano there, hailing from 1906. It had a really nice, rich, full tone and, apparently, weighed an absolute ton, being a distinctly old-school upright piano. Its action was reasonably nice, though it proved a little difficult to control at times, particularly when playing more delicate phrases.

    The Challen looked nice — somewhat "school piano-y" in a 70s sort of way — but had a rather clangy timbre that caused me to discount it quite quickly. The action was nice, but it wasn't the nicest piano there, nor was it the cheapest.

    The Knight hailed from the late '40s and had quite a nice sound, but a slightly rickety action that, a little like the Rogers, made it difficult to control at times. It's something I could have probably learned to live with, but while there was the choice there, I didn't see any point in "settling" for something that wasn't quite right.

    The Bechstein, which was the one I ended up going for, had a good sound and a pleasing action. It wasn't quite as full and rich as the Rogers, but it still sounded good, and, perhaps more importantly, it felt pleasant to play. I went back and tried the others a few times just to make sure, but felt confident that the Bechstein would be more than adequate for my needs. Bryant did say that due to its age — it's from the '20s — it probably wouldn't have a huge lifespan, hence the fact it was one of the cheaper instruments in his workshop, but that it would be fine for a while yet. That's fine with me; I need something to get started with, then if (when?) the money starts rolling in I can consider upgrading to a newer model. I'd very much like one of those shiny black Yamahas, but I can't help but feel that's a while off yet!

    I'm looking forward to having a piano in the house again. I've had my electric piano for several years now, but it's just not the same; sitting and playing it on a wobbly keyboard stand with an amplifier of questionable quality spitting and popping at me is all very well and good, but even the small amount of "setup time" required to get that going was enough to make me not play nearly as often as I should. Having a piano at which I can just sit down and play should hopefully change that; I should play more, and, all being well, it'll form at least part of my 375th career change in my lifetime. So that's nice.

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    1853: Waifutine's Day https://imnotdoctorwho.moegamer.net/2015/02/15/1853-waifutines-day/ https://imnotdoctorwho.moegamer.net/2015/02/15/1853-waifutines-day/#comments Sun, 15 Feb 2015 01:14:07 +0000 https://angryjedi.wordpress.com/?p=7132 The whole "waifu" thing is something I find quite interesting. For the uninitiated, a proud declaration that someone is your "waifu" (or, optionally, and possibly spelled differently, "hasubando") is something oddly peculiar to fans of Japanese popular entertainment. It goes far beyond simple attraction to the physical depiction of a character — particularly since it's … Continue reading 1853: Waifutine's Day

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    The whole "waifu" thing is something I find quite interesting.

    For the uninitiated, a proud declaration that someone is your "waifu" (or, optionally, and possibly spelled differently, "hasubando") is something oddly peculiar to fans of Japanese popular entertainment. It goes far beyond simple attraction to the physical depiction of a character — particularly since it's very rare for anime- and manga-styled media to have unattractive characters, particularly female ones — and instead is to do with how the character is depicted: usually a combination of artwork, animation, voice acting and writing.

    I say it's peculiar to fans of Japanese popular entertainment because you simply don't see it happening with Western entertainment. People might be sexually attracted to someone like, say, Doctor Who's Amy Pond; people might be attracted to the intelligence of someone like Deep Space Nine's Jadzia Dax; people might simply want to hang out with someone cool like Robin from How I Met Your Mother (yes, these are all examples from my own personal tastes; please feel free to replace them with your own choices, including gentlemen, if you so desire) — but it's pretty rare for someone to proudly and simply declare that one of these characters is their "waifu" (or just plain "wife") and develop a borderline obsession with them. Among other things, it's seen as creepy to have an obsession with a "3D" person, whereas when it comes to "2D" characters, pretty much anything goes as far as most people are concerned, since they're not "real people" in the first place.

    Perhaps it's to do with the contrast between animation and live action: in Japanese popular media, we get animation covering all sorts of subject matter and for all ages, while in the West, with a few exceptions like Archer, The Venture Bros., South Park and a few others, animation is still seen very much as children's entertainment, and live-action is seen as more appropriate for adults. The thing with animation is it depicts a heavily idealised perception of reality where pretty much everyone is physically beautiful and completely visually distinct from one another, and a lot of characters fall into easily definable, easily categorisable tropes that people can latch on to and identify as being appealing to them.

    In this way, the declaration of a "waifu" could be argued to be a distillation of a person's individual tastes. It's rare (and undesirable) to pigeon-hole real people into neat tropes like tsundere, kuudere, ojou-sama and the like, since real people are complex; meanwhile, it's expected in anime and Japanese games. These characters are deliberately exaggerated interpretations of particular personality traits; in reality, everyone might have a bit of all of these tropes in them, whereas when we're talking about animated entertainment, one of these tropes tends to be the defining characteristic of a particular character. In other words, by declaring a particular character to be one's "waifu" you are effectively nailing your colours to a particular personality trait's standard and declaring that this, above all others, is something you find appealing for whatever reason.

    And it doesn't even have to match how you feel in the "real world". I'm crazy about tsundere characters in games and anime, for example, but if I was confronted with someone who was that bitchy and mean to me in reality, I'd be quite uncomfortable. (Although if you listened to Andie and I insult one another on a daily basis — without meaning any of it, I might add — you might question my assertion here.) Likewise, something like the yandere trope can be extremely compelling — your favourite, even — in fiction, but something you would absolutely want to stay the hell away from in reality. (And with good reason; if you're not sure what a yandere is, I'd urge you to go and play School Days through a few times; if you hit the "Bloody End", then you'll soon figure it out.)

    On a vaguely related note, having now completed three out of the four endings of Akiba's Trip on the Vita, I'm fairly confident that Rin will be my waifu from that particular work of interactive entertainment. And I will fight anyone who doesn't agree she is best girl! 🙂

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    1852: Stay Unsafe https://imnotdoctorwho.moegamer.net/2015/02/14/1852-stay-unsafe/ https://imnotdoctorwho.moegamer.net/2015/02/14/1852-stay-unsafe/#comments Sat, 14 Feb 2015 00:29:49 +0000 https://angryjedi.wordpress.com/?p=7130 Let's talk a little about Health and Safety. Health and Safety (because the two are inevitably linked together as some sort of single collective concept) is one of those aspects of the modern world that, like its distant cousin Political Correctness, is often ridiculed. And quite rightly so. This isn't to say that doing things … Continue reading 1852: Stay Unsafe

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    Let's talk a little about Health and Safety.

    Health and Safety (because the two are inevitably linked together as some sort of single collective concept) is one of those aspects of the modern world that, like its distant cousin Political Correctness, is often ridiculed. And quite rightly so.

    This isn't to say that doing things safely isn't important, of course. I would not attempt to rewire my house because I know I would probably blow it up. I would not stand on a rickety old plank above a bed of spikes because I know I would probably fall off or break it, and also I'm not a platform game hero. I would not open a gas tap in a science laboratory and then drink from it like a water fountain.

    These are all things that normal people wouldn't do. These are all things that normal people have enough common sense to not do. These are all things that normal people don't need to be told not to do — or if, for whatever reason, they do do them once and survive, they probably don't need to be told not to do them again. One of the ways we as humans learn things is the primitive but effective means of hurting ourselves and then realising that we really don't want to feel that way again. We start doing this as children, and while we may do it a little less as adults — we've learned most of the things that hurt by the time we reach adolescence, in most cases — there's still the occasional situation where you'll do something unfortunate, hurt yourself and learn something from the experience, whether the injury you suffer is a stubbed toe or a broken arm. And that's absolutely fine. It works. It's how we've evolved. And it's how we've survived until now.

    The trouble with Health and Safety as a modern concept is that it works on a lowest common denominator basis, going by the assumption that everyone has absolutely no common sense and/or ability to learn from their mistakes whatsoever, and must therefore be warned of absolutely everything that has even the slightest risk of doing anything to them ranging from a slight bruise to ripping off all their limbs and head, leaving them as nothing but a bloody torso.

    Even the most stupid people, in my experience, know how to protect themselves from incidents at both ends of this spectrum, however. Your average person knows how to walk up a set of stairs without falling over as much as they understand how they probably shouldn't attempt to fellate a chainsaw while it's running.

    The organisation I've just parted ways with is obsessed with Health and Safety. And this isn't an exaggeration. They plaster it all over their internal documentation, that safety is their number one concern. And for certain parts of the business in question, that's probably not a bad thing, given that there are workers who deal with dangerous things on a daily basis.

    Trouble is, none of those dangerous things are in the office environment, and yet the quasi-religious fervour that the Health and Safety zealots beat themselves into (carefully, of course) on a daily basis is still very much present and correct. We are talking about — and this is not an exaggeration — an organisation where you get reprimanded if you do not hold on to the handrail while walking up and down stairs; where if you're carrying something that requires both hands, you're expected to walk to the other end of the building and take the lift instead; where employees are encouraged to report each and every supposed safety infraction they happen to see; where you have to "risk assess" and wear a bump cap if you as much as drop a pen under your desk and go down to get it.

    It's utter nonsense for a number of reasons. Firstly, there's the sheer amount of time it wastes. Meetings begin with a discussion of safety that is, more often than not, completely and utterly irrelevant to the main topic of the meeting — and, again, covering the sort of "common sense" things discussed above. Time is set aside for employees to down tools and work on "safety activities" to promote safety to their colleagues — and if that sounds like some sort of awful school project, believe me when I say that the eventual execution of these activities is equally excruciating, not to mention yet another waste of time.

    Secondly, and perhaps more importantly, is the culture of utter distrust and paranoia this creates. Employees are encouraged to report any safety infractions they happen to see using a special dedicated system (that, naturally, takes an unnecessarily long time to work your way through) — and, yes, this includes happening to see anyone who dares to take their life into their own hands by not holding the handrail on the stairs. Aside from that, though, the constant beating over the head with "safety" issues that everyone gets on a daily basis gives across the distinct impression that absolutely no-one is trusted not to cover themselves in jam, jump into a wasp's nest and then set themselves on fire unless they're specifically told not to.

    It's doubtless some sort of legal issue, where the company needs to be seen to be "protecting" its employees from all the big, bad, horrible things in this world that might kill them at a moment's notice. But, as with anything, you can take things too far. And this is taking things much, much too far. It's patronising, insulting and a waste of everyone's time, and yet no-one ever seems to question it. It's quite scary in a way; it's almost cultish behaviour.

    Still, I don't have to worry about it any more. But I do kind of pity the people who are stuck there who have never known any different. It's an exciting and dangerous world out here; a world where we are free to let go of the handrail and see where life takes us. Sometimes we climb the stairway to strange and wonderful new places; others still we might slip and fall and come crashing down to earth. Both can be helpful, valuable and even enjoyable experiences. But if you never let go of that handrail, you'll never know.

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    1851: Bollocks https://imnotdoctorwho.moegamer.net/2015/02/13/1851-bollocks/ https://imnotdoctorwho.moegamer.net/2015/02/13/1851-bollocks/#comments Fri, 13 Feb 2015 00:40:36 +0000 https://angryjedi.wordpress.com/?p=7128 So, I lost my job today. It's the third time depression has played a partial role in me losing a position, and the second time I've been treated like absolute shit by people who were supposed to be supporting me, effectively putting me in a position where it was either get fired or be forced … Continue reading 1851: Bollocks

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    So, I lost my job today. It's the third time depression has played a partial role in me losing a position, and the second time I've been treated like absolute shit by people who were supposed to be supporting me, effectively putting me in a position where it was either get fired or be forced to resign. (Regrettably, in this case, I was not given the opportunity to do the latter.)

    I was pretty furious earlier. I may have bellowed an obscenity in the face of the person who fired me. It wasn't my proudest moment, but I don't regret it one bit. The person in question is someone who, along with a couple of others, has contributed to me feeling like absolute shit for the last couple of weeks. So no, I don't regret it; they deserved it, and moreover, letting out that shout was enormously cathartic — so much so that I pretty much felt the last couple of weeks of stress leaving my body through my mouth.

    I guess I should be grateful then? But fuck that. I do feel surprisingly better than I thought I would, however; I was in tears while this hideous process was going on, but once I got home — after a horribly gruelling journey up the shithole of a motorway that is the M27, hopefully for the last time — I was pretty calm about the whole thing, and ready to look for the next step. (That said, thinking back on it is making me a bit angry, so I'm going to stop doing that for the sake of my own sanity right now.)

    Anyway, all this puts me in a position that I was planning to put myself in at some point soon anyway, albeit a little sooner than anticipated and without any of the groundwork I was hoping to lay before I put myself in this position.

    I've come to the conclusion that working in a corporate environment like that simply isn't for me. There's too much scope for two-facedness, lying, backstabbing and general unpleasantness. There's no reason for these things to happen, of course, but having spoken to a number of people who have had various office jobs, it seems that it's pretty much par for the course with that kind of position.

    Not only that, but I have absolutely no patience for an organisation that puts policy and procedure ahead of individual welfare and performance. I'll leave specifics for another day, but suffice to say that this place was rife with ridiculous policies and procedures that served as little more than excuses to get people into trouble — and it was also host to the nanniest of nanny-state, wrap-everyone-in-cotton-wool health-and-safety bullshit-obsessed nonsense I have ever encountered in my life. So, aside from the regular income, I shan't miss it one teeny-tiny bit, aside from the couple of people there who were genuinely decent folk just struggling on to get things done amid all this nonsense.

    The plan, then, is to try and strike out on my own; in the past, while working from home has occasionally been lonely and stressful in its own strange way, I vastly prefer it to long and tedious commutes with toxic atmospheres at the other end. I can control my own working hours, I can take on the work I want to take on and I can simply get on with it without other people interfering with me. This, it seems, is my optimal means of working, and it's unfortunate it's taken such an unpleasant experience — and six months of wasted time — to confirm that to me.

    I have a few avenues to pursue, one of which is something that I've considered trying to make a living from in the past: music teaching. I've done a little of this on the side in the past before, but only a few pupils. I know it's more than possible to make a very healthy living doing this, though it takes time to build up that solid base of regular pupils. That means I'll be looking for freelance or temporary work in the meantime, likely with an emphasis on writing and/or editing. It'll also be a good opportunity to brush up on my web design skills, which in turn will open up opportunities for other work.

    As horrible as today's experience was, it's ultimately a good thing, I think. It's given me a push to not settle for a job where I'm miserable, and instead to actively seek out things that I am both good at and enjoy.

    I feel there's a long and difficult road ahead of me, but I feel ready to start walking it. Wish me luck.

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    1850: All Wound Up https://imnotdoctorwho.moegamer.net/2015/02/11/1850-all-wound-up/ https://imnotdoctorwho.moegamer.net/2015/02/11/1850-all-wound-up/#comments Wed, 11 Feb 2015 21:58:42 +0000 https://angryjedi.wordpress.com/?p=7126 The last couple of weeks have been shit. And they are likely to continue being shit. Particularly tomorrow which, without going into details, promises to be a real humdinger of a never-ending, toilet bowl-splattering, sloppy half-digested poo of a day. I shan't go into details for various reasons, but suffice to say I am Not Having a Good Time. … Continue reading 1850: All Wound Up

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    The last couple of weeks have been shit. And they are likely to continue being shit. Particularly tomorrow which, without going into details, promises to be a real humdinger of a never-ending, toilet bowl-splattering, sloppy half-digested poo of a day.

    I shan't go into details for various reasons, but suffice to say I am Not Having a Good Time. I feel marginally better now than I did earlier today — more on that in a moment — but for the most part I am reaching one of those "troughs" with regard to my emotional state and mental health. And oh boy, it's a deep one. I'd go so far as to say that there have been times in the last couple of weeks when I have been feeling pretty much as bad as I did when I hit my previous lowest ever ebb back in 2010 when my then-wife and I parted ways. That's not a record I particularly want to try and beat.

    There was one positive amid all the crap, though, and that was that at Slimming World this evening I had successfully shed another 3lbs, even amid all the stress, anxiety and depression that the last couple of weeks have caused me. I candidly admitted during the group session that my ongoing success — I've now lost over a stone in total — was one much-needed positive thing in the middle of a horrible period in my life, and that I was thankful for the support the group sessions — and the overall structure and targets of the programme — were providing me in this difficult time. I walked away with the "Slimmer of the Week" award, which was somewhat unexpected, and which netted me a bag full of (healthy, "Free Food") goodies. So that's good.

    Almost everything else is shit though. And it looks like continuing to be shit for the foreseeable future right now.

    I could be pleasantly surprised. But I'm not holding my breath.

    Perhaps I should. Shit stinks, after all.

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    1849: The Factory Floor https://imnotdoctorwho.moegamer.net/2015/02/11/1849-the-factory-floor/ https://imnotdoctorwho.moegamer.net/2015/02/11/1849-the-factory-floor/#comments Wed, 11 Feb 2015 00:01:26 +0000 https://angryjedi.wordpress.com/?p=7124 Lily loved Trundlebot. She knew she was very lucky to be allowed on the factory floor, because usually the children of the colony weren't allowed anywhere near it. The fact that her father was the manager of the complex, overseeing the various automatons' duties and making sure everything continued to run smoothly on a daily … Continue reading 1849: The Factory Floor

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    Lily loved Trundlebot.

    She knew she was very lucky to be allowed on the factory floor, because usually the children of the colony weren't allowed anywhere near it. The fact that her father was the manager of the complex, overseeing the various automatons' duties and making sure everything continued to run smoothly on a daily basis, meant that she enjoyed certain privileges, though: privileges that she didn't take for granted.

    The other children in her class sometimes teased her for spending so much time in the factory, but she knew that secretly they were jealous; she overheard them sometimes talking about the robots, and how interesting they were, and how they'd love to get up close to see how they really worked. But no-one but Lily was allowed to do that. She'd have let them come with her if they'd only ask — her father often said that she could bring her friends — but no-one ever did, and she wasn't sure she wanted to.

    That's because Lily didn't really have many friends. She'd always been somewhat distant, generally preferring the company of a book from Old Earth or a headset filled with classical music. But her father had seen how much she'd come to life the first time he'd brought her to the factory, and so he'd made special arrangements for her to be able to come and go as she pleased, so long as she was careful.

    Trundlebot was particularly special to her, because Trundlebot was the first robot she'd encountered up close. Trundlebot wasn't its real name, of course, but Lily had quickly christened the mechanical giant that after seeing it trundling leisurely around the factory floor, carrying things from one place to another as if it had all the time in the world.

    Trundlebot wasn't the most efficient or advanced model in the factory, but Lily's father had kept it around for as long as it remained functional, since he knew how much the ageing robot meant to his daughter. Even as the rest of the factory was staffed by shiny white plastic automatons with more convincing humanoid forms, Lily still found herself fascinated by the browning metal of Trundlebot; the stereoscopic cameras that formed its eyes; its spindly, awkward yet vaguely humanoid arms; the caterpillar tracks upon which it made its way around the factory.

    Lily wasn't so naïve as to believe that Trundlebot knew who she was — she was nearly ten years old, after all; far too old for such childish fancies — but that didn't stop her thinking of it fondly and always spending most of her factory floor visits following the automaton around. Trundlebot was the closest thing she felt she had to a true friend; often, when she knew no-one was watching her, she'd talk to it, spilling forth her deepest, darkest secrets that she didn't even tell her father. She found the experience therapeutic; Trundlebot never judged her for the things she said, and she found sweet release from offloading her emotional baggage in this way.

    One day, as spring was just starting to show itself in the colony, Lily headed to the factory after school as she always did, and immediately sought out Trundlebot. It didn't take her long to find it, but something didn't seem quite right: it didn't seem to be "trundling" so much as rolling around the factory floor in a somewhat determined, almost aggressive manner, with a clear purpose. It had always had that sense of purpose about it — it always got the job done, after all — but there was also the distinct impression that it would do things at its own pace and wouldn't be rushed. It reminded Lily in many ways of an elderly man pottering around his garden; plenty of things to do, and all the time in the world to do them one at a time.

    Today, though, Trundlebot seemed to be moving with unusual efficiency and speed. It didn't look at all right, and it concerned Lily somewhat.

    "What do you think?" said her father, walking up behind her and placing his hand gently on her shoulder.

    "What did you do to him?" asked Lily. "He's… different." Lily always personified Trundlebot as a "he", despite the robot technically being completely genderless.

    "We upgraded its drive components," said her father. "They were getting a little worn, so we took the opportunity to put some more efficient parts in there." Here he lowered his voice. "Plus between you and me, the bosses have been getting on my back to get it sorted out for a while. It's the weak link in the process."

    Lily did not like this at all, but she just pouted and said nothing. Despite the new-found spring in its step, it was still Trundlebot, after all. She spent her usual few hours following it around the factory floor, this time having to jog to keep up with her mechanical companion. After a few short minutes, she found herself enjoying the exercise, and it wasn't until she was on her way home that she started to think about the old Trundlebot and how the new one differed from it.

    Lily continued to visit the factory every day, and eventually became accustomed to her robotic friend's new-found burst of almost youthful vigour. But then something else changed, and she found herself once again feeling a little strange.

    This time around, Trundlebot's spindly arms had been replaced with what appeared to be more heavy-duty lifting apparatus: large metal claws on the end of thick, almost muscular-looking arms wrapped in flexible plastic tubing, like that seen on a vacuum hose but about five times the diameter. Lily watched it from a distance for a little while; its new arms allowed it to lift much heavier, more cumbersome objects, and when combined with its new drive parts, it was doing so with remarkable efficiency.

    "What did you do now?" she said, sensing her father walking up behind her.

    "Well, I think you can see," said her father. "It's been working out." He chuckled.

    Lily pouted again, and said nothing. Her father, sensing something amiss, continued.

    "We've been starting to deal with much heavier materials now that the Arcology project is underway," he said. "It made sense to upgrade its lifting apparatus, as it just wouldn't have been able to cope otherwise."

    Reluctantly, Lily found herself forced to agree; better that Trundlebot could continue doing its job than be consigned to the scrap-heap simply because it wasn't able to do the work any more. As it passed by, its stereoscopic vision cameras looked right at her, and she felt like she had made "eye contact" with the machine; it was still her friend in there.

    Once again, the weeks passed by, and Lily gradually became accustomed to Trundlebot's new, more physically imposing form. On one occasion, her father took manual control of Trundlebot with the override device — essentially a remote control for any of the robots on the factory floor — and made it pick her up in its big, powerful arms. She was delighted, and found herself with an uncontrollable desire to fling her young, skinny arms around the cold, metallic neck of the automaton; it wasn't quite a hug, but it was near enough.

    Summer came, and the colony enjoyed a heatwave. It was delightful weather; the sun shone in clear skies, and it was pleasantly warm without being uncomfortable. Even Lily, who generally preferred to stay indoors if at all possible, spent some time out in the sun, though she quickly found that her pale skin was more inclined to burn than tan.

    One particularly hot afternoon, Lily went to the factory in the hopes of cooling off. The air conditioning inside the building usually kept things pleasantly temperate all year round, but today she was surprised to discover that it was almost as hot inside the factory as it was outside. Still, the shade inside the building afforded some respite from the rays of the sun, at least; the skin on her arms was still a little tender and was peeling in a few places, so she had no particular desire to remain outside.

    She looked around for Trundlebot as usual, but was surprised to discover that it appeared to be nowhere to be seen. She walked around, calling out its "name" a few times before realising how foolish that was and continuing her search in silence. All she saw were the more modern humanoid-form robots going about their business; they ignored her for the most part, only acknowledging her presence by stepping around her when she was directly in their path as they proceeded to their next task.

    Eventually, eyes widening, she saw a figure that was simultaneously familiar and strange to her. There was the base with the caterpillar tracks; there was the body of browning metal; there were the big, powerful arms that she had grown used to, but atop the body was not the familiar cuboid "head" sporting the stereoscopic vision cameras she knew as Trundlebot's "face"; instead, there was a white plastic ellipsoid atop the body.

    With a mechanical whir, the robot turned around and revealed the front of its new "head"; a black screen sporting glowing green symbols clearly designed to resemble a face. As it turned to face Lily, the symbols changed to an approximation of a smiling, cheerful face, and then something very surprising happened.

    "Hello. Lily," said the robot in an awkward synthesised voice. Lily didn't respond. She was frozen to the spot, but the robot was starting to advance on her; slowly this time, somewhat more akin to Trundlebot's old pace.

    As the robot got close enough to have grabbed Lily with its arms, she blinked away sudden tears, shook her head and took a step back. The robot advanced again, the smiling face still glowing on its screen.

    "Li. Ly," it said again.

    "What do you think?" said her father, who had seen her come in earlier but had only just caught up to where she had ended up. He had a smile on his face. "Not strictly by the book, but I thought you'd like it."

    The robot stopped in front of her. She looked at its still-smiling face, then her lip started to quiver, tears started to fall from her eyes and an uncontrollable sob escaped her.

    Then she ran; past the big factory machines, past the oblivious humanoid robots, out into the heat of the summer's day. She kept running until she was no longer anywhere near the factory; she had come to the main recreational area of the colony, an area of lush greenery that sported a large tree she had spent many a time sitting under contemplating the meaning of life in as much depth as an almost-ten-year-old can muster.

    She headed straight for the tree and sat down in the shade, her back resting against the trunk. She hugged her knees close to herself, then buried her head in them and began to cry in earnest.

    She wasn't stupid. She knew why all this had happened. She knew that Trundlebot had been on borrowed time for a long while now, and that her father had kept it around to appease her for as long as possible. She knew that this last modification was done entirely with her in mind, as a way to give her a true friend rather than an unthinking, unfeeling automaton who saw the world through primitive stereoscopic cameras.

    But she found herself resenting her father for that. He had tried to make Trundlebot better: a better worker; a better robot; a better friend for Lily. But in doing so he had gradually eroded the things that made Trundlebot Trundlebot in Lily's mind, until now there was all but nothing left of the robot she had loved.

    She wept for her lost mechanical friend with an intense sadness she hadn't felt since the loss of her mother a year ago. The feelings were all too familiar: a sense of abandonment, of things being beyond her control, of the universe being just so damned unfair all the time. She wept until there were no more tears to cry, then she watched the sun set, the clear blue skies giving way to pinks and golds, and eventually fading away completely to reveal the starry sky. She had never felt more alone and insignificant.

    Lily never went back to the factory after that, and she never quite forgave her father; but Trundlebot as he once was lived on in her memory, and would remain there for as long as she lived.

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    1848: Small Change https://imnotdoctorwho.moegamer.net/2015/02/09/1848-small-change/ https://imnotdoctorwho.moegamer.net/2015/02/09/1848-small-change/#respond Mon, 09 Feb 2015 23:11:14 +0000 https://angryjedi.wordpress.com/?p=7122 I had a baffling… I guess you'd call it a customer service experience earlier. It was extremely unpleasant at the time, but looking back on it, it was just plain bizarre. Some context first: where I work (which is some 30-60 minutes' drive from my house, depending on traffic), there aren't enough parking spaces for … Continue reading 1848: Small Change

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    I had a baffling… I guess you'd call it a customer service experience earlier. It was extremely unpleasant at the time, but looking back on it, it was just plain bizarre.

    Some context first: where I work (which is some 30-60 minutes' drive from my house, depending on traffic), there aren't enough parking spaces for everyone who works there to be able to park, so parking spaces are limited to those who carshare. I don't carshare because I'm an antisocial fucker who likes driving along blasting out Final Fantasy tunes at full volume… and also I don't know anyone else coming from my direction. This means that I have to make alternative parking arrangements, of which I have three choices: park on a lorry park about 10-15 minutes' walk from my office; park on a residential street about half an hour's walk from my office; or park on a multi-storey car park in town about 30-45 minutes' walk from my office.

    None of these are particularly desirable options, but of the three, the lorry park requires the least amount of trudging through the cold and also means that I'm more likely to be able to start working early and consequently finish earlier in the afternoon. Downsides to the lorry park include the fact that, being a lorry park, lorries tend to be given priority, and consequently sometimes it's simply not available if there are too many lorries already parked there.

    Downsides also include, as I discovered today, the staff.

    It costs £12 for a week's parking on the lorry park, payable in cash. I inevitably forget to get the cash until first thing on Monday morning, necessitating a quick trip to Tesco to draw out £20, then break a tenner on a bottle of water or something. This morning, however, I knew that I had enough money in my wallet, so I simply went straight to the lorry park without having to stop off. I pulled up as normal, handed over my tenner and the remaining £2 in change — 50ps, 20ps, 10ps and a few 5ps.

    "You're having a laugh, aintcha?" said the attendant, a sour-faced man who clearly derives no joy from his miserable occupation whatsoever — and who can blame him? I initially thought he was joking, but then he continued. "You've had all weekend to get your change together and you give me that?"

    Confused, I wasn't quite sure what to say. I will add at this point that I had counted out the change in front of him and apologised for it being in "shrapnel", and he hadn't said anything until the money was already in his hand.

    "What the hell is this?" he continued. I still wasn't sure what he was so angry about. It was the right money.

    "Sorry," is all I could really say, since I'd apparently mortally offended him by giving him anything other than two nice, neat, shiny gold pound coins.

    "Yeah, well you won't do it again, I'll tell you now," he said aggressively — a statement which appeared to have a pretty clearly implied threat in it — and sent me to go and park at the far end of the lorry park.

    I then spent the rest of the day paranoid that I'd come back to the lorry park at the end of my shift to discover my car in ruins, or the attendant refusing to hand over my ticket, or something equally unpleasant. It stressed me out a great deal throughout the whole day, and as I walked back to my car after a day's work, I found my stomach churning in that way it does when you know you're on the way to do something unavoidably unpleasant that scares you a bit.

    Fortunately, my car was still in one piece when I collected it, and when I asked the attendant — who was busily directing a large lorry into a tiny parking space when I arrived — if it would be all right to pick my ticket up tomorrow morning, he simply said it was fine, apparently having forgotten the whole thing.

    I'm glad he has the luxury of being able to forget the fact he was a complete cunt to a paying customer at the start of the day, but unfortunately I wasn't able to forget the incident particularly quickly. As I say, it stressed me out all day — all the more so for the fact that 1) it was so incredibly irrational and 2) there wasn't really anyone that I could report my experience to — and it's enough to make me seriously reconsider parking there any more. Were it not for the fact that parking anywhere else is such a long distance away — making my commute almost as much time walking as driving — I would abandon it in a heartbeat. Unfortunately, I'm not entirely sure I have that luxury, but we'll see.

    Anyway. You may think that this was a stupid experience not worth getting worked up over, but it was extremely unpleasant to be a part of. I hope there's no repeat of it, and while I'm loathe to capitulate to this attendant's apparent (and, until today, unstated) demands to pay using nothing but £10 notes and £1 coins, I may have to do so if only for a quiet, stress-free(ish) life.

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    1847: Your TV Is Not Trying to Kill You https://imnotdoctorwho.moegamer.net/2015/02/08/1847-your-tv-is-not-trying-to-kill-you/ https://imnotdoctorwho.moegamer.net/2015/02/08/1847-your-tv-is-not-trying-to-kill-you/#comments Sun, 08 Feb 2015 23:06:22 +0000 https://angryjedi.wordpress.com/?p=7120 So another outlandish "privacy scandal" looked set to erupt on Twitter earlier. For the benefit of anyone who might be considering sharing anything regarding Samsung Smart TVs sending your personal information to third parties, allow me to clarify a few things. Samsung Smart TVs have a voice recognition feature. I know this because I have … Continue reading 1847: Your TV Is Not Trying to Kill You

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    So another outlandish "privacy scandal" looked set to erupt on Twitter earlier. For the benefit of anyone who might be considering sharing anything regarding Samsung Smart TVs sending your personal information to third parties, allow me to clarify a few things.

    Samsung Smart TVs have a voice recognition feature. I know this because I have one. (I also never use it, because voice recognition is, for the most part, stupid and pointless when you have a remote control right there. Assuming you have hands, it is pretty much always just as quick to use the remote as it is to remember exactly how you're supposed to phrase a voice command.)

    Anyway. The way this voice control works is very simple. You press a button on the "special" remote, not the "normal" one, and the microphone in the remote starts picking up your voice. When you've finished speaking, it sends what you said over the Internet to a speech recognition service (that more than likely converts the speech into computer-friendly text for more accurate processing) and then your TV receives an instruction based on what you said. The TV itself isn't doing any real processing; that all happens remotely, and the TV simply receives the instruction to do something based on what the speech recognition service thinks you said.

    Astute iPhone-owning readers will know that this is exactly how Siri on Apple devices works — it's why you can't use Siri when you don't have an Internet connection, even to access information stored locally on your phone such as your address book and suchlike.

    The reason these services work like this is to take some of the processing workload off the phone/TV/other device with voice recognition. It's not an ideal solution, but it does mean that the devices in question can be less expensive because they don't need hefty processing power or software to recognise voices pre-installed on them. One day we may have devices that can recognise our voices accurately without requiring an Internet connection — although chances are by the time we've perfected that, the Internet will be "everywhere", rather than just in Wi-Fi hotspots and mobile coverage areas — but until then, this is how voice recognition tends to work.

    As such, a necessary part of the entire process involves sending a recording of what you said to the third-party speech recognition service. This means that if you press the microphone button on your Smart TV remote and then decide that the appropriate thing to say at that moment would be "My credit card number is…", a recording of you saying your credit card number will be sent to this speech recognition service. Chances are, nothing will happen with it, but as with any sort of unencrypted information transmitted across the Internet, there's a slim risk of nefarious types intercepting the transmission and taking advantage of it.

    Because of this slim risk of stupid people telling their TV remote what their credit card number is, Samsung have had to put a disclaimer in their Smart TV documentation that the TV may send your personal information to a third party, and of course, people have misinterpreted this as the TV always listening to what you're saying, and it therefore being unsafe to share any personal information while within earshot of your TV. This is, of course, utter nonsense, because as I've outlined above, you have to specifically press a button in order to activate voice recognition mode, and the "third party" it's being sent to is doing nothing more than converting your babblings into something the computer in the TV can recognise as an instruction to do something.

    That is it. Nothing more. Nothing sinister. And if you're still uneasy, you could 1) not buy a Smart TV, since technology clearly terrifies you, 2) not use the voice recognition function (which, in my experience, is patchy, slow and pointless anyway) or 3) not talk about credit card numbers or other personal information when you've pressed the button that specifically asks your TV to listen to you.

    So there you go. This has been a public service announcement. I thank you.

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    1846: Akiba's Tripped https://imnotdoctorwho.moegamer.net/2015/02/08/1846-akibas-tripped/ https://imnotdoctorwho.moegamer.net/2015/02/08/1846-akibas-tripped/#comments Sun, 08 Feb 2015 00:00:32 +0000 https://angryjedi.wordpress.com/?p=7118 Finished Akiba's Trip: Undead and Undressed this evening. Planning on posting some more detailed thoughts over at MoeGamer at some point in the coming week, but I thought I'd post some immediate impressions here while it's fresh in my mind — I literally beat it not five minutes ago. Well, one of its routes, anyway. Akiba's Trip is quite an … Continue reading 1846: Akiba's Tripped

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    Finished Akiba's Trip: Undead and Undressed this evening. Planning on posting some more detailed thoughts over at MoeGamer at some point in the coming week, but I thought I'd post some immediate impressions here while it's fresh in my mind — I literally beat it not five minutes ago. Well, one of its routes, anyway.

    Akiba's Trip is quite an unusual game, although perhaps not by Japanese standards. Combining elements of dating sims, visual novels, RPGs, brawlers and open-world action adventures, it all adds up to a curiously satisfying experience that, while relatively brief compared to some other games — my first playthrough took me about 20 hours, and that was with doing pretty much all of the available sidequests as well as a bit of fiddling around trying to level my skills up and collect some collectable things — proved to be highly enjoyable.

    A highlight, as with many Japanese games, is the care and attention which has been poured into characterisation, both visually and in terms of writing. The localisation team at Xseed has to take some of the credit for the amount of personality the game has, too; as translations go, this is absolutely exemplary, remaining (so far as I can make out with my limited knowledge of Japanese) reasonably true to the original script while simultaneously incorporating plenty of cultural elements that will be familiar to Westerners.

    A particular highlight is the main character, who is handled somewhat like the player's character in the Persona series, in that he doesn't speak out loud all that much — although he does have a couple of lines here and there, they're mostly confined to inner monologue — but the player is frequently given the option of how to respond to a particular situation. In many cases, the options given all lead to the same outcome, but the available choices are frequently hilarious; there are some real crackers towards the end of the game in particular, with my favourites being "It's dangerous to go alone! Take thi– I mean me!" and "I'm going to turn his dark utopia into a dark u-nope-ia!". (You kind of have to be there.)

    These dialogue options do occasionally have a purpose, however, and that's the choice of route and subsequent ending that you get. Partway through the game, the story splits in a few different directions according to the various different heroines you encounter. I haven't seen how different these routes are yet — and I'm disappointed that there isn't a route for Kati Raikonnen, an incredibly endearing member of the main cast who, being "foreign", has a tendency to speak in what is represented as "Engrish" by the translation — but I'm keen to find out. It appears that this will be a painless process, too, since after clearing the game once you can turn on the option to specifically mark the dialogue options that will change affection levels between you and the heroines. Not only that, but there's no real need to do sidequests after your first runthrough — indeed, there's no real need to do sidequests at all if you don't care about trophies, though the money they get you is nice — and so you can zip through subsequent playthroughs pretty quickly, especially if you've taken the time to upgrade your weapons and clothing and carry them over into your New Game Plus.

    I really wasn't sure what to expect when I booted up Akiba's Trip. I think I was expecting some sort of fairly straightforward brawler set in Akihabara, but what I actually got was far more akin to something like Yakuza. A surprising amount of depth, in other words, and an extremely well-realised setting that makes a great backdrop for the various stories within.

    I hope we get the opportunity to revisit Akihabara at some point in the future; given that this version is actually the second game to bear the Akiba's Trip title — the first never made it out of Japan — that's not beyond the realm of possibility. I'll be there if and when it happens!

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    1845: Bleak House https://imnotdoctorwho.moegamer.net/2015/02/06/1845-bleak-house/ https://imnotdoctorwho.moegamer.net/2015/02/06/1845-bleak-house/#comments Fri, 06 Feb 2015 21:38:52 +0000 https://angryjedi.wordpress.com/?p=7116 I've been "up and down" mental health-wise all week. This evening is one of those occasions where I'm feeling a little bit bleak. I shan't go into the reasons, as they're not really important and don't really concern me directly for the most part, but it strikes me that at the moment, things seem to … Continue reading 1845: Bleak House

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    I've been "up and down" mental health-wise all week. This evening is one of those occasions where I'm feeling a little bit bleak. I shan't go into the reasons, as they're not really important and don't really concern me directly for the most part, but it strikes me that at the moment, things seem to be a bit shit for quite a few people, if the timelines of people I follow on social media are anything to go by.

    February is regarded by some as one of the more depressing months. It's the very heart of winter — it's bitterly cold outside at the moment, even more so with the windchill, though of course it's nothing compared to something like a Canadian winter — and there's not a whole lot of anything going on. Christmas is over, New Year's is over and the only vaguely celebratory occasion people have to look forward to in the immediate future is Valentine's Day, and even that isn't universally loved: I don't mind admitting that in my single days, Valentine's Day was an occasion where I pretty much wanted to hide under the covers lamenting the fact that I'd probably never find anyone willing to put on the sort of saucy lingerie that tends to get advertised around this time of year and then [CENSORED]. (Thankfully, given that Andie and I got together around Valentine's Day, I now associate it with positive things in general, not just saucy lingerie and boffing. But I, as ever, digress.)

    There was some sort of half-hearted "mental health awareness" thing at my place of work this week, but no-one really engaged with it, despite the fact that I suspect a few people might have benefited from the opportunity to be completely open and honest about a few things. The trouble with marking off a period like that specifically for Let's Talk About Feeling Suicidal!! (or similar topics) is that the people who genuinely do want to talk about this sort of thing but don't know quite how to go about it end up feeling somewhat pressured and consequently say nothing; meanwhile, the people who know nothing about depression, anxiety and all those other wonderful things the human mind does to fuck us up just sort of sit around uncomfortably saying things like "So…" and "Anyway…" until everyone just gives up on the whole thing.

    There are quite a few contributing factors to how I'm feeling right now; as I say, I won't bore you with all of them, but one thing I will talk about a little is the feeling of isolation. Feeling like you're alone in the world is a horrible thing, and while I'm lucky enough to have Andie around all the time, there are still periods when I feel very cut off from people that I like, love and care about. And this feeds into a vicious cycle where it gets harder and harder to interact, and you start worrying about bothering people too much, even though you desperately want to see them, to talk to them, to just be with them. It kind of sucks. And that's kind of where I am right now.

    Still, sitting around in self-loathing isn't going to help matters at all. It's Friday night, so I should be relaxing. So I'm off to do just that. Have a pleasant weekend, dear reader.

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    1844: Back in the Game https://imnotdoctorwho.moegamer.net/2015/02/05/1844-back-in-the-game/ https://imnotdoctorwho.moegamer.net/2015/02/05/1844-back-in-the-game/#comments Thu, 05 Feb 2015 20:17:01 +0000 https://angryjedi.wordpress.com/?p=7114 I've started updating my Japanese gaming site MoeGamer again. I'd taken something of a break from it for a while, partly due to a general sense of disillusionment with the whole "writing about games" thing — the whole "getting unceremoniously ditched by the publication I'd loyally written for since its inception because I wasn't American" thing didn't … Continue reading 1844: Back in the Game

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    I've started updating my Japanese gaming site MoeGamer again. I'd taken something of a break from it for a while, partly due to a general sense of disillusionment with the whole "writing about games" thing — the whole "getting unceremoniously ditched by the publication I'd loyally written for since its inception because I wasn't American" thing didn't help (and yes, that really was the reason I was given for my redundancy), and neither did my well-documented distaste for the way the mainstream games press at large tends to treat Japanese games — and partly simply due to the fact that I didn't feel I had a lot of time any more.

    Having a "normal" job kind of sucks like that, in that it's a lot harder to find the time to do the things you want to do or that you know you enjoy. I always manage to find time to write this blog each day, of course — though sometimes it's late in the evening when I publish something, and sometimes that something is a barely coherent mess — but keeping MoeGamer up to date was proving to be somewhat more difficult, at least partly because of the expectation I'd set for myself that everything I put on there would be erring on the slightly more long-form side of things rather than quick, snappy posts. (I'm firmly of the belief that there are plenty of people on the Internet who are capable or reading more than 250 words at a time, and it saddens me to see so many sites dumbing themselves down to cater to people with some sort of attention-deficit disorder.)

    That dumbass IGN JRPG article from the other day (which I think I've already linked to more than enough; check out my response on MoeGamer to find out more) spurred me into action, though; I wasn't going to let such an ill-informed piece slide, so I guess I should be thankful to Colin Moriarty for that if nothing else.

    From writing that piece, though — which was actually, I must confess, adapted from something I'd written a few months back but never gotten around to publishing — I felt the old bug biting again. I enjoy writing about games; not necessarily for profit, pageviews or comments, but purely for the enjoyment of expressing myself about things that I love. I have no particular desire to be a professional games critic or journalist any more — not now I've experienced firsthand how shittily many of us get treated, and certainly not now that the whole GamerGate situation has put the games press as a whole under more intense scrutiny than ever before — but I do still like writing about games, and I enjoy it when people stumble across my sites for whatever reason, like what I've written and decide to say hi. A number of people have dropped by either here or MoeGamer recently and said that they miss my work on USgamer; I'm happy to hear that, because it means that what I was trying to do with my JPgamer column paid off in at least a small way: it gave an often-ignored, often-ostracised subsection of the gaming community something that they could feel like was written for them. And I can say that with some confidence, because I count myself among that subsection of the gaming community, and I wrote those pieces — and indeed everything on MoeGamer — for me.

    Going forward, then, I hope to be able to post at least one or two things on MoeGamer a week. I'm not going to attempt to stick to any sort of schedule nor beat myself up if I don't manage to post something — I'm not trying to make it into a business or even make a bit of pocket money from it — but I am going to use it as a place to post my thoughts about games I've enjoyed or am currently enjoying. And I hope other people will continue to enjoy it in that respect, too.

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    1843: Laugh, and Grow Less Fat https://imnotdoctorwho.moegamer.net/2015/02/04/1843-laugh-and-grow-less-fat/ https://imnotdoctorwho.moegamer.net/2015/02/04/1843-laugh-and-grow-less-fat/#comments Wed, 04 Feb 2015 21:32:50 +0000 https://angryjedi.wordpress.com/?p=7112 Third week of Slimming World this week, and my second weigh-in since I started the programme. Not quite as drastic a loss this week, but still a loss of 3.5lbs; if I can keep it up at this pace, I'll be quite satisfied since, as I've said before, the nice thing about the Slimming World … Continue reading 1843: Laugh, and Grow Less Fat

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    Third week of Slimming World this week, and my second weigh-in since I started the programme. Not quite as drastic a loss this week, but still a loss of 3.5lbs; if I can keep it up at this pace, I'll be quite satisfied since, as I've said before, the nice thing about the Slimming World "food optimising" programme is that it's sustainable rather than a crash diet: it's a means of getting yourself to think a little more carefully about what you're eating.

    This evening was an interesting meeting. I'm still at that phase in a new group activity where I don't really know anyone and don't want to talk to anyone — social anxiety sucks like that, but at least the group is a supportive environment; if you can't feel supported and at least vaguely safe at a weight loss therapy group, there are perhaps bigger issues at play — but this evening had a nice activity to get us up and doing something. Doing something that fat people do best: eating.

    The twist, of course, was that the impressive spread everyone contributed to on the group's central table was made up of "free" foods; recipes concocted using those foods that, under Slimming World's programme, you can eat as much of as you like. (There were a couple of dishes that had a few "Syns" in them, also, but in all these cases, the Syn value was incredibly low compared to a "proper" version of the food in question; a chocolate brownie made using butternut squash — yes, really — had only 2.5 Syns, for example, whereas a "real" brownie would likely be double figures.) There were some really delicious dishes on the table, many of which are things I'd like to have again at some point, which was sort of the key to the whole exercise, really: any time you diet, even on a programme as flexible as Slimming World, you'll sometimes find yourself stuck in a rut, eating the same things all the time, so it's good to see what other people have and enjoy and perhaps pick up some ideas from it.

    And there were plenty of ideas. I came away from the session feeling something that I was surprised to realise that I haven't really felt for a while: I felt excited about food. Not guilty, not resigned, not despairing, but excited. The tasty, flavourful dishes I enjoyed tonight are all things that can be made at home relatively easily, and I look forward to trying them out a bit more often. Slimming World's website, likewise, has plenty of great recipes that all look eminently manageable and don't require outlandish crazy diet ingredients; they're solid, satisfying food intended to plug the hole in your hunger and keep you feeling full, while at the same time having a good balance of the things you need from a healthy diet.

    I paid up for six weeks of the programme in advance tonight. There may well be slow, demoralising weeks ahead, but a strong first couple of weeks has given me, for the first time, a little bit of faith that perhaps I can do this, and perhaps I'm not doomed to be a disgusting fat failure for my whole life.

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    1842: Soton's Trip https://imnotdoctorwho.moegamer.net/2015/02/03/1842-sotons-trip/ https://imnotdoctorwho.moegamer.net/2015/02/03/1842-sotons-trip/#comments Tue, 03 Feb 2015 21:22:52 +0000 https://angryjedi.wordpress.com/?p=7110 Playing Akiba's Trip as I have been for the past few days, I'm reminded of something I wrote about a while back: the fact that certain places in the world manage to become iconic, while others simply… exist. Akihabara is a popular setting for a lot of visual novels, games and anime because it's directly relevant to … Continue reading 1842: Soton's Trip

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    Playing Akiba's Trip as I have been for the past few days, I'm reminded of something I wrote about a while back: the fact that certain places in the world manage to become iconic, while others simply… exist.

    Akihabara is a popular setting for a lot of visual novels, games and anime because it's directly relevant to those who are engaging with the medium in question. Akihabara is the spiritual home of Japanese games, anime, manga and all other aspects of moe and otaku culture. It perhaps makes sense to set a Japanese adventure-role-playing-beat-'em-up-type-thing (Akiba's Trip) there, much as it makes sense to set a visual novel about the Internet, urban legends and all manner of science fictiony goodness (Steins;Gate).

    But what about other places? Big American cities get a lot of love — New York in particular, but we've also seen places like Chicago and San Francisco come up a few times. If a game ends up being (at least partially) set in England, it'll inevitably be in London, of course. But, as I'm fond of telling visitors to this fair isle (people I know, obviously; I don't just sit at the airport arrivals line and tell foreign strangers they should go outside the M25 once in a while), there's a lot going on in other places.

    That, of course, got me thinking what something like Akiba's Trip might be like were it set in, say, sunny Southampton instead of Akihabara. Southampton is not, of course, quite the same sort of otaku Mecca as Akihabara, but there are plenty of nerdy hangouts, and the historical side of the city could make for some interesting situations.

    The main street of Southampton is long and wide; ideal for large-scale battles against armies of Synthisters. It often features market stalls just ripe for flinging an assailant through in dramatic fashion, and plenty of opportunities for environmental attacks such as making inventive use of a slushie machine or a curry hotplate. Its centrepiece is the shopping centre WestQuay, which is large and interesting enough to form a good interior setting: there are plenty of shops to go in, many of which sell clothes (acquiring various outlandish — and not-so-outlandish — outfits is a key part of Akiba's Trip) and the multiple levels would seem ripe for some Resident Evil-style environmental puzzles as ways up and down are blocked off in various ways, and you're forced to brave the horrors of, say, John Lewis in order to make your way down into the depths of the underground car park where otherworldly horrors await you.

    All right, yes, I have let my imagination run away with itself a little bit here — and I must confess, any time I've been into town on a Saturday I have fantasised on more than one occasion about slamming someone into a slushie machine, though never, I might add, acted on it — but it just goes to show, really, that you can make pretty much anywhere into an interesting setting to do something in. So why do we always find ourselves taken back to the same places over and over again?

    Perhaps it's the fact that they're universally recognisable. Perhaps it's the aforementioned relevancy angle. Or perhaps it's just laziness.

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    1841: Lock Me Away https://imnotdoctorwho.moegamer.net/2015/02/02/1841-lock-me-away/ https://imnotdoctorwho.moegamer.net/2015/02/02/1841-lock-me-away/#comments Mon, 02 Feb 2015 19:53:01 +0000 https://angryjedi.wordpress.com/?p=7108 I'm having something of a low ebb at the moment. Anyone unfortunate enough to be intimately acquainted with the Black Dog as I am will be well aware of the fact that depression comes and goes; things can seem absolutely peachy for weeks, months, even years, and yet all it takes sometimes to bring that … Continue reading 1841: Lock Me Away

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    I'm having something of a low ebb at the moment.

    Anyone unfortunate enough to be intimately acquainted with the Black Dog as I am will be well aware of the fact that depression comes and goes; things can seem absolutely peachy for weeks, months, even years, and yet all it takes sometimes to bring that house of seemingly happy cards tumbling down is an unkind, harsh or simply insensitive word or two.

    I shan't get into the specific triggers for my current episode right now, but I have a feeling it was coming anyway, regardless of whether or not I was given a shove back into the darkness or not. Either way, I'm there now, and I'm reminded of what a bleak place it is: a chilling, numbing, isolating sort of feeling that makes you feel cut off from the rest of the world, even if you're sitting right there in the middle of the world with all sorts of things going on around you.

    My current episode is manifesting itself as a combination of bleak thoughts and (literally) stomach-churning anxiety. It took some time to get off to sleep last night, even after a pleasant evening of raiding with my Final Fantasy XIV buddies; once I was there in the dark, waiting for slumber to finally claim me, that was when the anxiousness began. It was — is — a lurking feeling of discomfort; not pain, per se, but rather the sensation that you can't get away from something unpleasant that might happen to you at any moment; the feeling that, against your will, you're going to have to do something you don't want to do, be it something as mundane as talking to someone you don't want to talk to, or something as outlandish and improbable as getting involved in some sort of violent incident.

    The unifying factor between all those possibilities is the nagging sensation — fear, paranoia, call it what you will — that everyone and everything is somehow "out to get you". It makes it difficult to truly trust, and it's not exactly conducive to functioning in an entirely normal manner in polite society. Still, I muddle through just as I've always done; I keep my head down, I get on with the things I need to do, then I excuse myself and try to relax in a situation where I feel more comfortable.

    This post is turning out rather more candid than I perhaps intended when I sat down to write this evening, but frankly, given that this is one of the more difficult depressive episodes that I've dealt with in recent memory, I felt the need to express myself somewhat and to try and articulate these feelings. By doing so, I feel I can confront them a little more effectively and hopefully drag myself out of the abyss I've been slipping into for a few days.

    Thankfully, as with any time this happens, I at least know that I'm not alone; it pains me that so many people I know, trust, like and love have been afflicted similarly, but at the same time it gives me strength to know that I'm not the only one who has faced such mental trials. Some have it far worse than me, even, and I'm not for a second attempting to compare the validity of different people's experiences with depression; it simply helps me a little to know that no, I am not the only person who has ever felt like this, and no, it's not the be-all and end-all of existence.

    These things pass. Eventually. In the meantime you just have to ride out the storm.

    Now I'm going to go spend some time in Akihabara pulling the trousers off vampires. Here's to a hopefully more positive day tomorrow.

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    1840: Further Tales from Akihabara https://imnotdoctorwho.moegamer.net/2015/02/01/1840-further-tales-from-akihabara/ https://imnotdoctorwho.moegamer.net/2015/02/01/1840-further-tales-from-akihabara/#comments Sun, 01 Feb 2015 22:51:45 +0000 https://angryjedi.wordpress.com/?p=7106 When I've not been playing Final Fantasy XIV or Final Fantasy II, my game of choice has been Final Fant– no, wait, Akiba's Trip: Undead and Undressed. I talked a little about this game a few days ago and, after a few more hours with it, I can confirm that I really, really like it a lot. It's a very peculiar game by … Continue reading 1840: Further Tales from Akihabara

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    When I've not been playing Final Fantasy XIV or Final Fantasy II, my game of choice has been Final Fant– no, wait, Akiba's Trip: Undead and Undressed. I talked a little about this game a few days ago and, after a few more hours with it, I can confirm that I really, really like it a lot.

    It's a very peculiar game by modern standards. Not quite RPG, not quite adventure, not quite dating sim, not quite open-world sandbox game, Akiba's Trip is a thoroughly interesting experience that seems to get more rewarding the longer I continue playing it.

    One thing that sprang to mind while I was playing it the other day is something I also felt when playing games that are spiritually somewhat similar: Shenmue and Yakuza being the two that I think of immediately. The thing I thought about was how nice it is to have a game world that is small, but dense. Akiba's Trip unfolds in a single district of Tokyo, split (in the Vita version, anyway) into maybe ten or so different areas, all of which are interlinked in various ways. Yakuza was the same, unfolding in a single district, and Shenmue saw you progressing through just a few different areas of a town. (Shenmue II got a little more ambitious, but still split its story into several distinct "chapters", each of which unfolded in a relatively small geographic area.)

    If you take this approach and do it well, it gives an extremely strong sense of place to the setting. The setting almost becomes a character in its own right, as you start to recognise distinctive landmarks in each area, and know that if you want [x] you need to go to [y]. It also encourages the player to wander round, explore and drink in the atmosphere: although Akiba's Trip features a fast-travel system, for example, I've found myself deliberately walking from one end of the map to the other just so I can get a stronger feel of this lovingly modelled setting.

    Okay, Akiba's Trip in particular has some technical limitations holding it back — the poor old Vita can't cope with all that many people wandering down the streets at the same time as you, for example, and the shops that you can go "in" tend to amount to a simple buy/sell menu rather than a further environment you can explore — but the combination of visuals, sound and personality that the game boasts makes it an experience where it's fun to just wander around and see what you can see — particularly when unexpected things happen.

    This isn't even getting into the meat of the game, though: there's a strong and interesting story surrounding the man-made vampire-like "Synthister" creatures; there's plenty of mystery surrounding several of the central characters; there's an entertaining series of sidequests involving the main character and his hikikomori (shut-in) little sister; and even the non-plot-related sidequests help to flesh out the world by bringing you into contact with a diverse and fun array of incidental, supporting characters.

    Plus, why on Earth wouldn't you want to play a game where you defeat enemies by pulling off their trousers? 🙂

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    1839: These Are the Voyages https://imnotdoctorwho.moegamer.net/2015/01/31/1839-these-are-the-voyages/ https://imnotdoctorwho.moegamer.net/2015/01/31/1839-these-are-the-voyages/#comments Sat, 31 Jan 2015 21:54:00 +0000 https://angryjedi.wordpress.com/?p=7104 Andie and I have been watching Star Trek: The Next Generation recently. We started watching from the very beginning (yes, even the dodgy early ones) a while back, but picked it up again recently. I've been delighted to discover 1) how well it holds up after all these years and 2) how many of the individual episodes … Continue reading 1839: These Are the Voyages

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    Andie and I have been watching Star Trek: The Next Generation recently. We started watching from the very beginning (yes, even the dodgy early ones) a while back, but picked it up again recently. I've been delighted to discover 1) how well it holds up after all these years and 2) how many of the individual episodes I've forgotten about.

    I mean, sure, I still remember particularly noteworthy episodes such as any involving Q, Data or the Borg, but I'm finding the episodes in between to be almost as if they're brand new to me. This is a good thing.

    One of the big strengths of Star Trek: The Next Generation — and, indeed, many of the other Star Trek series — is the amount of variety there is between the different episodes. One week there might be an action-packed adventure with lots of space combat, zappy phasers and horrible alien monsters; the next there might be something like the one we watched this evening, which was skin-crawlingly creepy without veering into full-on horror; the next still there might be something that proves to be a genuinely emotional tearjerker.

    Part of this variety comes from the fact that the series' setting has the whole universe to play with; any time things are getting boring, they can just warp the show to another part of the galaxy and bring in another alien race with their own quirks, variations on the "bumpy forehead" look and even, in some cases, languages. There are recurring cultures that have been around since the original '60s series, of course: the classic Klingons, the insidious Romulans, the devious Cardassians and the proud Vulcans all make numerous appearances. And there are new recurring cultures that have been introduced by The Next Generation: the empathic Betazoids, the symbiotic Trill (explored in considerably more depth in the follow-up series Deep Space Nine) and the deeply spiritual Bajorans (likewise), to name but three. And, of course, the rather upsetting Borg, who remain just as chilling as they did the first time they graced our screens with their biomechanical nature and curious, cube-shaped ships.

    This aspect of Star Trek at large is one thing that the ambitious but flawed online RPG Star Trek Online didn't quite get right, despite doing a lot of other things very well indeed. That variety just wasn't there, though it was at least partly due to gameplay constraints rather than an unwillingness to be true to the source material. It's difficult — though not, as we've seen on several occasions, impossible — to make a compelling diplomacy simulator, for example; it's much more fun to give players control of a heavily armed starship and invite them to blow seven shades of snot out of anything that dares to cross their firing arc. (Star Trek Online's space combat is one hell of a lot of fun, if you've never tried it; while it's true Star Trek feel may be a little questionable, there's no denying that it's a fantastically enjoyable space game, pure and simple.)

    So, to get back on point: I've been enjoying Star Trek: The Next Generation very much indeed, and when the time comes I'm looking forward to revisiting both Deep Space Nine and Voyager and watching them both through to their conclusions — something I've never done. Yes, even as someone who would consider himself a bit of a Trekkie/Trekker/whatever you want to call it, I've never seen Deep Space Nine beyond the fifth season, and I've never seen Voyager beyond I think the third season. While I know the latter in particular is nowhere near as fondly regarded as its two predecessors, I'm curious to finally explore the entire universe in full detail, and thanks to Netflix, I can now do just that without filling up an entire bookcase with VHS tapes.

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    1838: Friday Night https://imnotdoctorwho.moegamer.net/2015/01/30/1838-friday-night/ https://imnotdoctorwho.moegamer.net/2015/01/30/1838-friday-night/#respond Fri, 30 Jan 2015 23:54:05 +0000 https://angryjedi.wordpress.com/?p=7102 Not really sure what to write about today, to be perfectly honest. All in all, aside from the motivating weight loss I successfully achieved the other day, it's been a fairly shitty week all round. I won't bore you with the reasons, but suffice to say it's been rubbish and crap throughout, and I'm glad … Continue reading 1838: Friday Night

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    Not really sure what to write about today, to be perfectly honest. All in all, aside from the motivating weight loss I successfully achieved the other day, it's been a fairly shitty week all round. I won't bore you with the reasons, but suffice to say it's been rubbish and crap throughout, and I'm glad that I now have a weekend to (hopefully) enjoy before a new week begins and hopefully continues somewhat better than the last.

    Played a bit of Final Fantasy XIV earlier and had the pleasure of playing alongside some players I've got to know via Twitter recently. This is, I think, the first time I've really spent much time hanging out with people outside the "Free Company" I've been a member of since the beta version launched back in 2013, and it's been pleasant.

    It's also been interesting how this little social circle has expanded quite quickly in the last couple of weeks. I initially met "Farah Maxwell" (character name, not real name) when I heard about the tragic passing of an FFXIV player, and participated in an emotional (virtual) beachside vigil to pay my respects to the fallen. We stayed in touch via Twitter after that, however — it was Twitter that made me aware of the event in the first place, since Farah had been tweeting about it — and I gradually started to get to know a few other members of this group, including one who runs an immensely entertaining (if you're an FFXIV player, anyway) account highlighting the hilarious, bizarre and rude things some players put in the game's "Party Finder" system, essentially a bulletin board allowing you to recruit members to help out with pretty much anything the game has to offer.

    Coincidentally, one of the people I got to know through this group was someone I'd seen around during the game's "Hunt" system, whereby large monsters occasionally spawn in various areas and large groups of players promptly dogpile them and kill them considerably quicker than I imagine the developers intended. Their character, one "Emi Katapow", had caught my eye for one reason or another, though I forget exactly why now: perhaps it was their wearing of the yukata costume, which was once my character's attire of choice; or perhaps it was the fact that in my brief encounter with them at the time, they seemed like a nice person. FFXIV's community is, on the whole, pretty good — with a few exceptions — but pleasant people to be around still stand out somewhat.

    It so happened that Farah and Emi were both online this evening, so I had the opportunity to play a little with them, accompanied by a number of Free Company-mates who came along for the ride. We tackled "Turn 7", aka The Second Coil of Bahamut, Turn 2, and failed miserably to defeat it, but we had some fun regardless; even with the lowered difficulty of this encounter, it can still be a challenge to make it through successfully, particularly if you're with an unfamiliar group that you might not have run with before. No-one seemed to mind that we didn't clear, though; for many, getting a full group together to challenge Coil is a seemingly insurmountable challenge unless you have a "static" — a group of people who meet regularly specifically to take on this difficult content — and so our little failed trip into Melusine's lair may have provided a rare opportunity for some of our number to try their hand at some of the toughest fights FFXIV has to offer.

    Anyway. Even with the enjoyment of earlier, I'm still feeling a bit shitty about the week just gone by, and so I'm headed in a bedwardsly direction. I plan on sleeping in tomorrow and doing absolutely nothing of note all weekend. That sounds like a fine idea right now.

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    1837: A Trip to Akihabara https://imnotdoctorwho.moegamer.net/2015/01/29/1837-a-trip-to-akihabara/ https://imnotdoctorwho.moegamer.net/2015/01/29/1837-a-trip-to-akihabara/#comments Thu, 29 Jan 2015 18:48:43 +0000 https://angryjedi.wordpress.com/?p=7100 I've had a copy of Akiba's Trip: Undead and Undressed loitering in my backlog pretty much ever since it released over here, but I've never gotten around to playing it until recently. I'm not sure what convinced me to give it a go, but I decided that it was time, so I booted it up the other … Continue reading 1837: A Trip to Akihabara

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    I've had a copy of Akiba's Trip: Undead and Undressed loitering in my backlog pretty much ever since it released over here, but I've never gotten around to playing it until recently. I'm not sure what convinced me to give it a go, but I decided that it was time, so I booted it up the other day.

    Akiba's Trip is a game that proved to be notorious for two reasons: one, that supposedly, it was a game about beating up girls and pulling their clothes off; and two, it features the transphobic slur "trap" used for its intended purpose, i.e. to insult a transgender person.

    Both of these things are accurate; however, as is usually the case with this sort of thing, the fact that they were focused on by loudmouthed critics almost to the exclusion of everything else about the game obscured the fact that the other 99% of Akiba's Trip is a very interesting, ambitious experience indeed, and a game very much worth playing. Not to mention the fact that both of the heavily criticised elements can be fully justified through the game's narrative context.

    In Akiba's Trip, you play you, assuming you're a floppy-haired male anime protagonist. (After clearing the game once, you unlock the ability to play as other character models, so from that point onwards you can play as a lady if you so desire; canonically, however, the hero is male.) After answering a seriously sketchy-sounding job ad about taking part in a drug test in exchange for as many rare anime figures and other merchandise as you can handle, you find yourself turned into a Synthister, a man-made vampire with superhuman strength and the ability to absorb "life energy" from people around you. While Synthisters aren't vulnerable to crosses and garlic like "real" vampires, they are still extremely sensitive to sunlight, however, with something of a propensity for exploding into a cloud of dust if too much of their bare skin is exposed to the elements.

    I'm sure you see where this is going.

    In short order, you're rescued from your precarious situation by another Synthister called Shizuku, and you make your way back to your group of plucky gamer buddies who hang out in a cool bar run by an old dude everyone calls "Pops". From here, you're tasked with investigating the Synthister threat as well as helping out the locals of Akihabara, primarily by either finding things in the district or by beating up people until you can pull their trousers off: the game's combat system is primarily about damaging clothing until it's in a state where you can whip it off, rather than whittling down a more conventional health bar. In order to defeat most enemies, you need to remove their headgear along with their top and bottom clothing. Interestingly, in contrast to something like Senran Kagura, a game which also has a heavy emphasis on clothing damage, the "strip" mechanic in Akiba's Trip is unsexualised; it's simply part of combat, and is, frankly, hilarious. (Not only that, but you'll find yourself stripping men as well as women; I believe my session earlier is the first time ever in gaming that I have defeated a man in full motorcycle leathers by diving head-first into his crotch, grabbing his helmet and flinging it away, then whipping his trousers off and tearing his jacket from his chest.)

    Stripping aside, the big hook in Akiba's Trip is that it features a lovingly detailed rendition of the real-world Akihabara district of Tokyo in Japan — a Mecca for otaku of all descriptions for sure. Featuring recreations of real-life shops, some excellently authentic-sounding ambient sound and a pleasingly diverse array of random people wandering the streets, it's an enormously atmospheric game that it's a pleasure to just wander around and explore — particularly when you start to notice interesting things happening without any intervention from you.

    I was searching for some street thugs with Shizuku at one point, for example, and I decided to try and ask a suspicious-looking man in the street for directions. He responded that he "wasn't into dudes" and refused to talk to me. As I pondered what to do next, he then started to hit on Shizuku, who stood there patiently while he said his piece and then, marvellously, wound up one hell of a punch and socked him right in the face, flattening him. He then ran away crying. It was a beautiful moment that just happened to occur due to me being in the right place at the right time.

    If there's one game that Akiba's Trip reminds me of so far, it's Yakuza. The lovingly crafted real-world environment; the blend of JRPG-style mechanics with action game brawling; the fact the game acknowledges the more unpleasant, seedier side of humanity without judgement. (The aforementioned "trap" comment, for example, comes in the context of a forum thread you read on your phone; said forum thread was clearly localised by someone who has spent a lot of time on real-world forums, since the text-based "dialogue" is some of the most convincing and realistic I've seen in an English localisation for a very long time — right down to the use, or lack thereof, of punctuation, and the way that anonymous people online are quite frequently complete shitheads to one another.) That and the endless stream of sidequests to complete that have nothing to do with the main story but provide a pleasing sense of "place" and "context" to the overall setting; the NPCs who are delighted to relieve you of your money through various scams; the strong characterisation.

    I've only played a couple of hours so far, but already I like it a lot. I'm playing the Vita version, which has a few technological limitations, but is proving enjoyable regardless; I can imagine that the PlayStation 4 version would be a most enjoyable experience indeed, particularly with its additional features and enhancements.

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    1836: Making... The Opposite of "Gains" https://imnotdoctorwho.moegamer.net/2015/01/28/1836-making-the-opposite-of-gains/ https://imnotdoctorwho.moegamer.net/2015/01/28/1836-making-the-opposite-of-gains/#comments Wed, 28 Jan 2015 21:46:18 +0000 https://angryjedi.wordpress.com/?p=7098 Before I write what I want to write tonight, I'd like to address something first. There are certain topics I write about on here that seem to attract comments more than others, often from people who don't comment a lot or whom I've never seen before. One such subject is weight loss and dieting. This … Continue reading 1836: Making... The Opposite of "Gains"

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    Before I write what I want to write tonight, I'd like to address something first.

    There are certain topics I write about on here that seem to attract comments more than others, often from people who don't comment a lot or whom I've never seen before. One such subject is weight loss and dieting. This probably isn't a coincidence, as weight loss, dieting and all that sort of thing are the kinds of subjects that seem to rank rather highly in terms of search engine optimisation and whatnot, and consequently a lot of spam is based around them, because presumably they're things that a lot of people are looking for.

    Now, there's nothing wrong with a popular topic inviting comment from people who I've perhaps never seen around this site before, but I did want to address one specific thing: with regard to weight loss and dieting, I have made my choices. I've gone for Slimming World, because I've seen it work on people I know in the "real world". It fits in with my lifestyle and, importantly, doesn't interrupt the lifestyle of people I spend time with. Not only that, but I've found it, so far anyway, to be a programme that doesn't make me feel like I'm punishing myself for past food-related transgressions: I'm not starving myself and I'm not depriving myself of anything — I am, instead, simply moderating what I have of certain things and enjoying as much as I like of other things in order to fill full and satisfied.

    Consequently, while I appreciate this is something that people have a lot of strong opinions on and, in many cases, believe that their way is the "best" way, I will reiterate that I've made my choices and I'm going to stick with them for the moment. It's great that paleo diets or cutting out [x] and [y] or whatever works for some people, but neither of those approaches are for me, for the reasons I've outlined above: they don't fit with my lifestyle, and they interfere with the lifestyles of people I spend time with. So, attempting not to sound too harsh here… I don't want to hear about these other approaches for the moment, at least not in a "this way is better than what you're doing" context. By all means share your stories if you've had success with them, but please, for the moment, as I begin down the long road to shedding as much weight as I possibly can, don't cause me to second-guess the choices I've made and think that I'm doing it "wrong". I need support in this, not criticism.

    I thenk yaw.

    Now, on to business.

    It was my second Slimming World meeting this evening, and I'm pleased to report that I lost an impressive 8lbs over the course of the last week.

    I'm frankly astonished. Last week I'd heard people talk about losing chunks of weight like this in one go, but having always been someone who's struggled immensely to get weight off, I had begun to think it was the sort of thing that could never happen to me. My body repulses me; it makes me feel guilty and horrible any time I see myself in the mirror, but doing anything about it always felt futile. I'd go to the gym and do intense (for a fat man) exercise routines, and would never see any difference even after months of effort. I'd try and eat better, but again I wouldn't see any results, I'd get depressed and end up bingeing on cake and sweets and crisps and whatever. But I still couldn't accept it. I couldn't be one of those people who could look at themselves, big belly and all, and say "yes, this is me, deal with it, I am happy with who I am." Because I am not happy with who I am.

    Losing 8lbs in a week, though, has motivated me to continue with following the Slimming World programme, which has so far proven to be unobtrusive, despite it forcing me to make a few changes about my lifestyle with regard to food and drink. I'm under no illusions, though: I know that this rate of weight loss almost certainly won't continue past this first week, but frankly, so long as I can continue dropping a little bit each week — which, if I stick to the plan as much as I have this week, shouldn't be a problem — I will be happy and satisfied, and with any luck will eventually reach the goal I've set for myself. From there I can decide if I want to go further, or whether I'm happy with that. And by that point, I should hopefully have got into some good habits that will be the norm for me rather than a significant adjustment.

    If it turns out that losing weight is actually really easy and I've simply been being stupid for these last few years, I won't lie: I'm going to be frustrated with myself for not having made these adjustments sooner. But at the same time it's pleasing to know that it's not impossible, that it's not too late for me and that it is possible to take aim for something a little more akin to what I'd consider a "normal" existence rather than the slight detachment from reality and normal society that I currently feel as a fat man.

    It remains to be seen how much progress I will make in the next few weeks, but for tonight, I'm certainly feeling very positive indeed. Let's hope this feeling continues.

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    1835: More Five Tribes https://imnotdoctorwho.moegamer.net/2015/01/28/1835-more-five-tribes/ https://imnotdoctorwho.moegamer.net/2015/01/28/1835-more-five-tribes/#respond Wed, 28 Jan 2015 00:12:45 +0000 https://angryjedi.wordpress.com/?p=7096 Got the chance to break out my new board game acquisition Five Tribes at our fortnightly gaming evening tonight, and it seemed to go down pretty well. It's also an intriguingly different experience when played with four people compared to just two. One nice thing about the game is that there's not really any randomness once you're … Continue reading 1835: More Five Tribes

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    Got the chance to break out my new board game acquisition Five Tribes at our fortnightly gaming evening tonight, and it seemed to go down pretty well. It's also an intriguingly different experience when played with four people compared to just two.

    One nice thing about the game is that there's not really any randomness once you're into the game itself — with the exception of the available cards — but the setup is totally random, making for a very different experience each time you play.

    This time around, it just so happened that a couple of the tiles we laid out at the beginning of the game had three of the same coloured meeple on them right at the start, meaning these spaces could be immediately claimed for some early points. This made for a peculiar dynamic that was something of an inversion of what you might expect from your typical Euro-style game: normally, the early stages of a Eurogame see you building up and preparing for the mid-to-late game, where you'll be scoring the majority of your points. This formula is clearly seen in everything from Settlers of Catan (early game: building roads; late game: building cities) to Agricola (early game: OMG HOW DO I FEED MY FAMILY; late game: OMG HOW DO I FEED MY FAMILY NOW IT'S EVEN BIGGER THAN IT WAS) but our playthrough of Five Tribes this evening proved to be the opposite: there was a lot of early point-scoring, and then things tailed off somewhat as "good" moves became harder and harder to spot, and play became a lot more strategic.

    Five Tribes is apparently quite well known for inciting that perennial bugbear of board game gatherings, "analysis paralysis", or certain players' inability to take a turn without considering every possible option and all the potential consequences. Indeed, I can see how that would be the case — we saw a certain amount of it this evening — but at least the straightforward, simple game mechanics mean that actually taking your turn is quick and easy with minimal housekeeping required.

    I like the game a lot. It's interesting, simple to understand but strategically complex. I don't think I've quite got my head around what winning strategies for it might look like, but I'm glad it went down well with the group, and I hope it hits the table again sometime soon. Its relatively short duration would seem to make it an ideal weeknight game, and everyone seemed to both pick it up quickly and enjoy themselves overall. So I call that a success.

    I think I'm going to be seeing coloured meeples in my sleep tonight…

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    1834: Rate Us Five Stars https://imnotdoctorwho.moegamer.net/2015/01/26/1834-rate-us-five-stars/ https://imnotdoctorwho.moegamer.net/2015/01/26/1834-rate-us-five-stars/#respond Mon, 26 Jan 2015 23:29:24 +0000 https://angryjedi.wordpress.com/?p=7093 I rarely leave user reviews on things, be they App Store/Google Play downloads, Amazon purchases, eBay sellers or Steam downloads. And I've realised that in not doing so, I'm being a bit of a fool. Why? Because whenever I consider purchasing something, one of the first things I do is have a look at the … Continue reading 1834: Rate Us Five Stars

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    I rarely leave user reviews on things, be they App Store/Google Play downloads, Amazon purchases, eBay sellers or Steam downloads. And I've realised that in not doing so, I'm being a bit of a fool.

    Why? Because whenever I consider purchasing something, one of the first things I do is have a look at the user ratings and reviews and determine whether or not they're 1) genuine 2) worth listening to and 3) something that might need to make me reconsider or confirm my purchase.

    Of course, user reviews are very much open to abuse. You only have to look at some of the more notorious examples on Amazon or Metacritic to see the system at its worst… although these incidents can often provide a certain degree of amusement. (There's at least one Twitter account devoted to amusing Amazon reviews alone.)

    But when they work, they can be extremely useful — and every time I write one, I'm reminded how much I have always enjoyed reviewing things. Not necessarily critiquing them in depth or from any sort of theoretical perspective, but providing a simple, straightforward analysis of how much I liked something, how it made me feel, whether I think other people would like it and all that sort of good stuff.

    It's also really fun to write a negative review, though it's also very easy to be extremely unfair when you're doing so, which is why I try and remain positive most of the time. (People are also more inclined to disagree with something negative than positive in my experience, too, and I really don't enjoy arguing with people.) I have made one fairly consistent exception over the years, though, and that's with mobile games that have been truly, truly awful, particularly those that have desecrated beloved franchises like Dungeon Keeper, Theme Park and SimCity. (Oh, hi, EA.)

    But I've decided as a belated and rather lame resolution that I'm going to start making an effort to review things that I've bought, played, used, whatever. Because if I make use of user reviews for their intended purpose — to find out what the average Joe on the street thinks of something that I'm considering purchasing — then I'm sure other people will do too. And, not to blow my own trumpet too much, but I feel like I'm quite good at expressing myself about the things I do and don't like about something.

    I give it a couple of weeks before I stop doing it, but for now it's a little something I can do to help make the Internet as a whole a slightly better place. I made a start this evening by reviewing HuniePop on Steam; see if you can spot my review if you're pondering whether to drop some cash on a pornographic puzzle game!

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    1833: Sexy Puzzle Skills https://imnotdoctorwho.moegamer.net/2015/01/25/1833-sexy-puzzle-skills/ https://imnotdoctorwho.moegamer.net/2015/01/25/1833-sexy-puzzle-skills/#comments Sun, 25 Jan 2015 23:51:58 +0000 https://angryjedi.wordpress.com/?p=7088 I spent a significant chunk of time playing some more HuniePop today, and I'm thoroughly enamoured with it. It's a game for which it's abundantly clear the development team had an absolute blast making it, and it's particularly refreshing to see a game put out without any regard for (or perhaps more likely, a wilful disregard for) the … Continue reading 1833: Sexy Puzzle Skills

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    I spent a significant chunk of time playing some more HuniePop today, and I'm thoroughly enamoured with it. It's a game for which it's abundantly clear the development team had an absolute blast making it, and it's particularly refreshing to see a game put out without any regard for (or perhaps more likely, a wilful disregard for) the Professional Outrage Machine that perpetually whirs on the Internet.

    huniepop1

    HuniePop is rude. It's even rude in its "censored" incarnation on Steam, but the uncensored version (available via MangaGamer or the game's official website) is marginally ruder. (To be exact, the uncensored version features visible vaginas both with and without man-juice spooged all over them, while the censored version covers such disgraceful shame-holes with panties, but is more than happy to still depict women masturbating, boobs and posing in distinctly provocative manners.)

    Naturally, the rude bits are what people have mostly been talking about with regard to HuniePop, but as with most games that happen to include sexual content, there's a lot more going on than just a few (admittedly well drawn and rather erotic) pornographic pictures. A few days I talked a little bit about my first impressions of the gameplay; since that time, I've played a whole bunch more and got a good feel for the game; all that I have left to do now is seduce the love goddess Venus and two additional "secret" characters before I have 100% completed it… just in time for a promised Valentine's Day update which is coming down the pipe.

    HuniePop has evolved quite a bit over its development cycle. Originally pushed as a bit more of a "life sim" where you'd have to manage your time effectively, make money from part-time jobs and take part in numerous activities, it was gradually simplified into its current form. Part of me is a little sorry that the full-on life sim incarnation never saw the light of day, but having spent over 6 hours now playing the final release, I can say that I think they made the right decision. The gameplay is kept simple and enjoyable, and that is, at least in part, what makes it so addictive.

    Even the match-3 puzzle gameplay has a surprising amount of depth to it. Match-3 is a hugely overused genre, but HuniePop puts enough twists on it to keep things interesting. There's the need to avoid harmful tokens, for example, and the fact that each girl in the game has a "favourite" token that is worth considerably more points than others. The main depth comes from the items you can take into a "date" puzzle, though; these range from increasing the likelihood that a specific colour or type of tokens will fall when you clear space on the grid, to immediately consuming tokens of a specific type or in a particular area. Given that each girl has her own preferences — and according to how you play the game, your character will have their own strengths and weaknesses, too — it's very important to take the right items in to a date, particularly when you're attempting to win over the somewhat more hesitant girls, who require a much higher score in the puzzle game to advance to the next relationship level.

    Huniepop2

    There's another enjoyable twist on the match-3 puzzle gameplay once you get the girls up to 4 or 5 "hearts" of affection and take them out at night, too: they'll demand to come home with you and that you give them a right old good seeing to. At this point, all nuance goes out of the window, and all you have to do is simply match as many tokens as you can as quickly as possible — no items, no preferences, no harmful tokens — while your partner for the evening moans and groans in what is, frankly, an exceedingly erotic manner through your speakers. It's a complete shift in pace from the cerebral, strategic gameplay in the normal dates, and oddly, it actually does a pretty good job of reflecting the intensity and passion of a sexual encounter through pure gameplay. It's difficult to describe; it's something that will be very clear if you experience it, however.

    I'm developing a real soft spot for the characters, too. As I noted in my previous post, there's not a lot of plot development, though the developers have taken the time to give each character a distinct personality and relationship to the rest of the world. Porn star Jessie, for example, turns out to be the mother of college student Tiffany, though they don't speak and they never mention each other by name; it's something you'll figure out by yourself as you learn the various pieces of information you can pick up about each girl. And while the game is essentially about making sure you say what each girl wants to hear rather than necessarily what you really feel, there is nothing stopping you deciding to pursue a monogamous relationship with your virtual waifu and shun all the others — or at least try and remain consistent in your responses. (Okay, you won't get far and you're arguably missing the point of the game, but the option is there.)

    Huniepop3

    One particular highlight of the game is the love fairy Kyu, who introduces the game concepts to you at the outset of the game, and eventually becomes a dateable character in her own right once you successfully bed one of the other characters. Kyu is hilarious. She's the main source of the game's self-aware humour, since she's written to be fully conscious of the fact that she's a character in a dating sim, and that the whole situation is ridiculous. She also comes out with some brilliant one-liners over the course of the game and sounds a bit like Pinkie Pie, which makes it all the more adorable and amusing when she not-particularly-seriously berates you for buying her gifts "just because you want to fuck [her]".

    I've enjoyed the game a lot and, having come this far, fully intend to 100% complete it in the next day or two. Politically incorrect it may be, but it's a whole lot more fun than getting mad about stuff on the Internet.

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    1832: Five Tribes https://imnotdoctorwho.moegamer.net/2015/01/25/1832-five-tribes/ https://imnotdoctorwho.moegamer.net/2015/01/25/1832-five-tribes/#respond Sun, 25 Jan 2015 00:48:14 +0000 https://angryjedi.wordpress.com/?p=7086 I got a belated Christmas present the other day: a new Days of Wonder board game called Five Tribes. Days of Wonder games are always a pleasure to behold. They include high-quality components, look great on the table and, more often than not, feature a nice balance between simple, straightforward rules that anyone can understand and … Continue reading 1832: Five Tribes

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    I got a belated Christmas present the other day: a new Days of Wonder board game called Five Tribes.

    Days of Wonder games are always a pleasure to behold. They include high-quality components, look great on the table and, more often than not, feature a nice balance between simple, straightforward rules that anyone can understand and some complex strategy that will get your brain chugging away. Five Tribes appears to be no exception.

    Unfolding on a randomly-generated map of a fictional sultanate in the lands of the 1,001 Nights, Five Tribes tasks you with taking control of as much of the map as possible, perhaps with a little supernatural assistance. This is achieved through an interesting mechanic slightly akin to how you move armies around in Risk.

    Each tile begins with a few coloured meeples on it. These are drawn from a bag at the start of the game, so the arrangement of both the tiles that make up the map and the meeples on them is different each time you play. On your turn — the order for which is determined by a simple bidding system — you can grab a whole tile's worth of meeples and then move one tile at a time, dropping one meeple on each tile you pass through. The last tile you land on has to have at least one meeple of the colour you're trying to put on it already, and you then claim all meeples of that colour from the tile. If this empties the tile, you take control of it with a natty little wooden camel game piece.

    That's the basic mechanic, and by itself this would make an interesting and strategic game. But things get interesting when you throw the different colours' special abilities into the mix. Yellow meeples can be kept and scored for points at the end of the game, for example; white meeples can either be kept for scoring at the end or spent on certain benefits throughout the game; red meeples allow you to either assassinate a meeple a certain number of tiles away (potentially allowing you to take control of another tile in your turn); blue meeples allow you to score points immediately according to how many specially marked spaces are surrounding the tile you finished on; green meeples allow you to take cards from the "market", which are either slaves (which can be expended in much the same way as the white meeples) or various luxury goods.

    Then each space has a special ability that you use if that's where you finished your move: some force you to place a palm tree or palace marker on that space, making it worth additional points at the game's end for whoever ends up controlling the space, if anyone; others allow you to acquire the services of one of several different djinni, each of whom has their own active or passive abilities to further your own plans for domination.

    The aim of the game is to score more points than anyone else; a nice twist on this is that your points is also how much money you have on hand to do things. There isn't a lot to spend your money on — it's mostly used on bidding for turn order at the start of each round — but there are plenty of means of acquiring more money as you progress. The cards depicting the luxury goods are particularly important here: selling a "suit" of these cards (a set where every card contained therein is different) allows you to earn amounts of money according to how many cards you get rid of at any one time. Some djinni can help you earn money, too; others provide a passive bonus that can make the difference between winning or losing.

    It's an interesting game. My first game with Andie saw us flailing around a bit to begin with as we had no real idea of how it worked or what we should be trying to do. But it became clear as the game progressed, and I'm looking forward to trying it again sometime now I have a better understanding of how it all works.

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    1831: Second Fantasy https://imnotdoctorwho.moegamer.net/2015/01/24/1831-second-fantasy/ https://imnotdoctorwho.moegamer.net/2015/01/24/1831-second-fantasy/#respond Sat, 24 Jan 2015 01:04:53 +0000 https://angryjedi.wordpress.com/?p=7084 When I've had a free moment to sit down with the Vita, I've been continuing my Final Fantasy marathon with the second game, the imaginatively titled Final Fantasy II. Final Fantasy II came to Western shores considerably after its original release; it wasn't until the PlayStation release of Final Fantasy Origins that we'd get to play it in English for the … Continue reading 1831: Second Fantasy

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    When I've had a free moment to sit down with the Vita, I've been continuing my Final Fantasy marathon with the second game, the imaginatively titled Final Fantasy II.

    Final Fantasy II came to Western shores considerably after its original release; it wasn't until the PlayStation release of Final Fantasy Origins that we'd get to play it in English for the first time, but, like its predecessor, it's subsequently been enhanced and ported to a variety of different platforms. I've been playing the PSP version via the Vita, which, again like its predecessor, incorporates a bunch of extra content, though I'm yet to encounter any of it aside from the entrance to an ominous-sounding (and huge-looking) optional dungeon.

    Final Fantasy II is thought of in somewhat mixed terms by many people, to put it politely. It's absolutely hated by others, and those who like it are in something of a minority. I'm one of them, though; it's an interesting game, and while its mechanics don't quite work as well as they could, it was a bold experiment whose systems we can still see at work today in games like The Elder Scrolls and its ilk.

    Final Fantasy II's unique selling point was that it had no experience points and no levels. Instead, you levelled up individual skills and stats by making use of them. Want to get stronger? Hit things. Want to get better at casting spells? Cast more spells. Want to be able to take more damage? Take some damage. It's quite logical when you think about it, though it does tend to encourage a certain degree of gaming the system, and there's a number of glaring flaws in it, too, such as the fact that characters in the back row of your party (which one of them is in by default at the start of the game) will never take any damage except from things that affect the whole party, and thus their HP counts will be left trailing considerably behind the rest of the group. The game is also somewhat notorious for seemingly encouraging players to attack their own party members in the name of boosting their HP quickly.

    The PSP version maintains this peculiar levelling system, but so far I haven't really encountered a major issue with it, and like the PSP version of Final Fantasy I, the pacing feels like it may have been tweaked slightly, though this is only my gut feeling rather than being based on any research. But it certainly feels like the game's been made to push you onwards rather than force you to grind; fight a number of battles, and your characters' HP totals will increase naturally, for example, even if they haven't taken any damage recently. You still need to make use of appropriate actions to build up your stats, but there's a certain degree of natural progression that comes from just playing the game.

    The interesting thing about Final Fantasy II's system is that it essentially allows you to build your own characters — something that wasn't really possible in its predecessor aside from choosing which three of the four available spells for each magic level your White and Black Mages got to choose from — by naturally moulding them to fit your play style. Because of the flexibility of the system, this also means that you can create unstoppable, multi-talented characters who are strong, tough and capable of flinging devastating magic spells around when required. (In fact, the game's ultimate magic requires that your character has advanced in as many different areas as possible in order to power itself up.) In practice, though, you'll probably tend to find that the characters naturally evolve according to how you use them.

    In my party, for example, I have protagonist Firion as a fighter/white mage type character, or probably a Paladin in Final Fantasy terms. He is good at fighting with swords and using shields, but is also able to cast White Magic spells such as Cure, Life and Protect. Several of these spells start off being next to useless — Protect often "misses", for example — so you need to get him to "practice" them in the field to make them worthwhile additions to your arsenal. Taking the time to do that is eminently worth it, however.

    The other interesting thing about Final Fantasy II that is unrelated to its unusual progression system is the fact that it's so story-heavy compared to its predecessor. Final Fantasy I was essentially a case of "Bad shit is happening in the world! Go explore and stop it!" and little else; Final Fantasy II, meanwhile, has named characters, events, cutscenes and a genuinely interesting ongoing plot. It's not what you might expect from your typical NES-era game, in other words; and with its new coat of paint in its more recent PlayStation and PSP incarnations, it actually stands up pretty well as a modern RPG.

    I'm enjoying it, in other words, but I still have a long way to go yet!

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    1830: A New Approach https://imnotdoctorwho.moegamer.net/2015/01/22/1830-a-new-approach/ https://imnotdoctorwho.moegamer.net/2015/01/22/1830-a-new-approach/#comments Thu, 22 Jan 2015 23:40:28 +0000 https://angryjedi.wordpress.com/?p=7082 Being something of a fat shit (yes, this is how I think of myself and, judging by comments I've had in the street in the past — though thankfully not for a while — how other people see me too) is depressing. I'd go so far as to say that my weight is the single … Continue reading 1830: A New Approach

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    Being something of a fat shit (yes, this is how I think of myself and, judging by comments I've had in the street in the past — though thankfully not for a while — how other people see me too) is depressing. I'd go so far as to say that my weight is the single thing that upsets me, makes me angry and demotivates me more than anything else. I hate being big. It's uncomfortable. It's exhausting. It's frustrating when it means that there's things I can't do. And, given the world's love of fat-shaming, it's embarrassing.

    I've tried lots of different things to do something about it. I got into running and even got reasonably good at it — good for a fat guy, anyway — but then lapsed somewhat. There have been times when I had a decent gym routine going, but since my new job started the motivation for that has plummeted as all I want to do in the evening is just get home and relax. I tried Slim-Fast for a while, but there's only so long you can eat chocolate bars filled with wood chippings before it gets extremely tiresome. None of them seemed to have a noticeable effect, and all I've done is just continue to gain weight over time, not helped by the fact that I have a tendency to comfort eat if I'm feeling down. See how these vicious cycles start?

    I took a positive step last night, though, and a risk: I stepped out of my comfort zone and went out to a local Slimming World group. A couple of people I know have had some success with the programme, and it appealed to me for its flexibility. The thing that has put me off other diets in the past is the amount of restriction and faffing around involved — all that weighing, measuring and feeling guilty. Slimming World, conversely, simply encourages you to think a bit more about what you're eating — which is the magic ingredient in weight loss — but not to deprive you of the things that you enjoy, just to perhaps cut down on them a bit.

    The programme is in three parts: "free" foods, "healthy extras" and "syns". The "free" group includes stuff you can have as much as you like of — surprisingly, this includes things like pasta, potatoes, rice, (lean) meat and all manner of other things, plus, as you might expect, fruit and vegetables. The "healthy extras" group is subdivided into two sections: milk and cheese, and "other stuff" including cereals, grains, soups and all manner of other stuff. You're supposed to have one thing from each of these two sections per day. "Syns", meanwhile — short for "synergy" — are the extra things you can scarf down in a day. Different foods have different "syn" values — these values roughly equate to the number of calories in a dish — and you're encouraged to have between 5 and 15 syns a day. Today, for example, I had a latte at work (5.5 syns) and the last two Jelly Babies in the bag that was on the table in the lounge (2 syns) and was still comfortably within the day's "limits".

    For the first few weeks, you're encouraged to keep a food diary to help you stick to the plan, and I can see it being a helpful thing to look at. Today I've been thinking about what I've been eating, but I haven't been made to feel guilty about getting hungry or wanting to have a snack partway through the afternoon, since I snacked on "free" foods rather than syns. I don't feel like I've been depriving myself, which in turn doesn't make me feel depressed and resentful like other diets have made me feel in the past.

    So, while I realise it's Day One and thus there's plenty of potential for things to go horribly wrong, I'm presently feeling fairly positive about the whole thing, and hope it actually makes a difference for me. Because I'm sick of being the way I am, and I really hope that I can do something about it.

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    1829: Life with the Hunies https://imnotdoctorwho.moegamer.net/2015/01/21/1829-life-with-the-hunies/ https://imnotdoctorwho.moegamer.net/2015/01/21/1829-life-with-the-hunies/#comments Wed, 21 Jan 2015 23:04:22 +0000 https://angryjedi.wordpress.com/?p=7078 I took a gamble a while back and Kickstarted a game that looked potentially interesting. Dubbed HuniePop, it promised a Western take on dating sims combined with an anime-inspired aesthetic, and the team behind it appeared to be taking it seriously as a project. I tossed them my money and watched the development with interest as the … Continue reading 1829: Life with the Hunies

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    I took a gamble a while back and Kickstarted a game that looked potentially interesting. Dubbed HuniePop, it promised a Western take on dating sims combined with an anime-inspired aesthetic, and the team behind it appeared to be taking it seriously as a project. I tossed them my money and watched the development with interest as the team provided regular updates on what was going on and how development was going.

    HuniePop finally released this week, and I've been playing it a bit. And, although it's the sort of thing that will make the social justice dickparade froth at the mouth (and indeed already has been, from what I've heard) it is, in fact, a whole lot of fun.

    This is Kyu, the magic fairy who's going to make you better at talking to girls.
    This is Kyu, the magic fairy who's going to make you better at talking to girls.

    Unlike many "dating sims", which typically go down the visual novel route, HuniePop is a combination of mechanics from Dead or Alive Xtreme and Puzzle and Dragons. In other words, you move from place to place, buy gifts for characters and interact with them in order to build up your relationship values and other stats, then play an enjoyable little match-3 puzzle game to determine how successful your date with the girl you've been interacting with was.

    It's a simple idea, but it's handled quite nicely. There's not a lot of ongoing plot throughout the game, but the girls have all been given their own distinct personalities, and are all introduced through a short, amusing scene where they interact with one of the other cast members. The "Western" angle comes in when these distinctly anime-esque characters open their mouths: rather than adopting the usual anime tropes seen in this sort of thing (tsundere, imouto, kuudere and so forth) the characters are… well, very Western. And very human. And not necessarily immediately likeable.

    Take the character Audrey as an example. Audrey is quickly set up to be the Queen Bitch of the cast when you're introduced to her by witnessing her yelling at her hairdresser (also one of the game's dateable girls) with a string of obscenities and frankly rather unreasonable behaviour. Then once you start chatting to her she continually puts you down as some sort of colossal douchebag that won't get out of her way (largely because, well, you're pestering her with inane questions, so it's sort of justified) and threatens to "punch you in the dick" any time she gets too hungry to even think about doing anything else.

    HuniePop's characterisation gives its characters some very human, relatable flaws without exaggerating too much.
    HuniePop's writing gives its characters some very human, relatable flaws without exaggerating too much.

    The other girls are a little more approachable than the rather abrasive Audrey, but they each have their own interesting quirks, and their personality traits affect the puzzle part of the game to a degree, too. The coloured tiles you're matching in the puzzle sequences represent different character traits such as sexuality, flirtatiousness, talent and romance, and each girl responds particularly well to one and not particularly well to another, with bonuses to matches made in those colours you've spent some "Hunie" (acquired by talking to the girls and saying the "right" things) building up the relevant stats for. Later "dates" with the girls — the ones that have the potential to lead to naughty picture shenanigans — have very difficult target scores to obtain, so you'll have to take full advantage of these systems to be successful.

    HuniePop is charming, cheeky, lewd, rude and a whole lot of fun. It doesn't give a fuck what people think of it, and I think that's great — although in a pleasing nod to inclusiveness, you can play the game with your character as either male or female, with the girls becoming homosexual if you choose the latter option. While it may not have the narrative depth or character development of a more visual novel-style approach to the dating game, it's a solid and enjoyable game in its own right, and I'm glad I Kickstarted it. I can see it providing a good few hours of entertainment yet.

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    1828: #FFXIV Before the Fall: Some Initial Impressions https://imnotdoctorwho.moegamer.net/2015/01/21/1828-ffxiv-before-the-fall-some-initial-impressions/ https://imnotdoctorwho.moegamer.net/2015/01/21/1828-ffxiv-before-the-fall-some-initial-impressions/#respond Wed, 21 Jan 2015 00:56:18 +0000 https://angryjedi.wordpress.com/?p=7076 There are spoilers for Final Fantasy XIV's latest patch ahead. You have been warned! Before the Fall released today, opening the final chapter on Final Fantasy XIV's 2.0 storyline and preparing to usher in the age of Heavensward. For those who have been following the game, you'll know that major version updates such as this one — updates that come every … Continue reading 1828: #FFXIV Before the Fall: Some Initial Impressions

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    There are spoilers for Final Fantasy XIV's latest patch ahead. You have been warned!

    Before the Fall released today, opening the final chapter on Final Fantasy XIV's 2.0 storyline and preparing to usher in the age of Heavensward. For those who have been following the game, you'll know that major version updates such as this one — updates that come every three months like clockwork — tend to include a whole host of exciting new things to do, and this one is certainly no exception. In fact, I think I'd go as far as to say it is the absolute best update Final Fantasy XIV has received since its (re)launch in August of 2013.

    I haven't been through everything yet, but here are a few thoughts on what I have taken on so far.

    The Wanderer's Palace (Hard)

    Many FFXIV players have fond (and not-so-fond) memories of The Wanderer's Palace, since it's the first level 50 dungeon you get to run that isn't story-related. Back in the 2.0 days, before Roulettes and Challenges and all manner of other weekly bonuses, speedrunning Wanderer's Palace (or WP, in FFXIV player parlance) was a popular pastime as it was a quick and efficient means of earning the "Tomestones" used to purchase gear post-level 50. It was also noteworthy as being a dungeon that featured the iconic recurring Final Fantasy enemies the Tonberries — a popular creature owing to their extreme cuteness and propensity to inflict horrible, horrible violence on people with kitchen knives.

    In the original WP, the Tonberries were the bad guys. You fought a bunch as you progressed through the dungeon, were pushed ever onwards by giant Tonberry Stalkers that you couldn't kill, and eventually killed the Tonberry King at the end of the dungeon. WP's Hard incarnation, meanwhile, sees the Tonberries freed of the curse brought about by their King's rancour, and in need of help from an invading force of Mamool Ja beastmen.

    With Tonberries being such a popular Final Fantasy mainstay, naturally players jump at the opportunity to "Save the Tonberries!" and thus I can see WP Hard being a favourite dungeon of many people — particularly as it's very well designed indeed. Its encounters are well-paced and interesting, and the dungeon does an excellent job of introducing a variety of mechanics throughout that are eventually all used in its final boss fight. It's a satisfying dungeon, and its "victory" cutscene is one of the most grin-inducing things in the entire game, so be sure not to skip it!

    Amdapor Keep (Hard)

    Poor old Amdapor Keep has had a rough life. Originally the toughest 4-player dungeon in the entire game at FFXIV's 2.0 release, it was subsequently made considerably easier until now, with most dedicated players outgearing it by a considerable margin, it is but a shadow of its former self.

    Which, of course, is where Amdapor Keep (AK) Hard comes in. Because it's hard.

    I must confess that having run it twice today I still don't really know how the first boss works, but I haven't had any trouble clearing — perhaps after a wipe or two if the party is new. It's cool to see the dungeon running with its creepy theme and a "headless horseman" boss, though; it looks great.

    The second boss was a highlight for me, particularly as the first time I ran it my friend was bellowing "Whooo! BOOGYMAN!" in my ear. Because the second boss is indeed the Boogyman, and he enjoys hiding in the shadows, only to be revealed by a pulse of light from an enterprising (and irradiated) adventurer. "What you can't see cannot hurt you," he taunts, shortly before he hurts you very badly indeed.

    The best thing about the dungeon, though, is the "gauntlet" before the final boss. Trapped in a room with fiery walls and four Demon Walls closing in on you, you're challenged to take down an intense few waves of enemies before you get squished between our demonic friends. It's exciting, and every time I've done it so far it's been thrillingly close to complete failure when we pulled it off — though I'm sure it will get easier with time (and gear).

    The final boss, whom I now can't call anything but "Firedad" after a friend misread his name earlier, is a distinctly Kefka-esque entity with some nasty attacks. It's an extremely well-designed, challenging but enjoyable encounter, and a fitting finale to a difficult but satisfying dungeon. Good stuff.

    The Keeper of the Lake

    The main "story dungeon" for Before the Fall is essentially a lightweight Praetorium, complete with overdramatic music and tons of Imperials to fight. It's an extremely attractive dungeon with a variety of different landscapes to enjoy as you climb up its towering structure, but the real highlight is the final boss encounter against Midgardsormr, a giant and rather terrifying dragon who is so big you can only fight his head… and his two smaller dragony friends that wake up over the course of the fight.

    The encounter is a good one because there's lots to do. There are many different things to dodge, and it keeps you on the move throughout. It's no "tank and spank" encounter, in other words, and while not particularly mechanically complex, it's a real challenge.

    In fact, it's a good example of what appears to be a recurring theme for this patch: challenge. In previous patches, people were well overgeared for the dungeons the moment they were released, but this time around even those who are sporting item level 120-130 gear are being given a run for their money with some tough encounters. I'm pleased to see this; one of the most common criticisms levelled at FFXIV is that it's too easy — despite having one of the most notoriously challenging endgame raids in the entire MMORPG genre — and these dungeons more than make up for this.

    Speaking of which…

    The Chrysalis

    The "secret" Trial that was teased prior to release is a fight against an Ascian, and unlike the pathetic dickslapping you give Lahabrea at the end of Praetorium, this one actually puts up one hell of a fight.

    It's mechanically fairly simple, as the Trials go, but it's a challenge to coordinate, since the damage comes thick and fast and the healers need to keep on their toes to keep both themselves and the tanks standing, particularly once our Ascian friend starts casting Quake III to damage everyone.

    One of the most enjoyable parts of the fight comes where the boss slows down time by sucking you into an aetherial rift, and you're pulled into an inverted-colours landscape where all your buffs and debuffs last ten times longer than they would normally. And yes, this includes things like Paladin's invincibility buff Hallowed Ground, which literally makes you invincible for this entire phase if you pop it just before getting sucked in.

    Again, like Keeper of the Lake, The Chrysalis is a challenging fight that keeps players on their toes, unlike a number of the earlier story encounters. (Leviathan in particular springs to mind; it's all but impossible to fail that Trial unless you are a terrible, terrible player.)

    World of Darkness

    The main event for many people in 2.5 is the grand finale to the Crystal Tower side story, a sprawling homage to Final Fantasy III in which three parties of eight players each (making a total of 24 players, maths fans) journey through the Labyrinth of the Ancients to the base of Syrcus Tower, climb Syrcus Tower and eventually leap through a tear in reality to pay a visit to the World of Darkness.

    The previous two parts of Crystal Tower have been enjoyable raids designed to be completable by casual players. They demand significantly less in the way of coordination than The Binding Coil of Bahamut does, but they still put up a fight with complex, interesting mechanics that people need to understand.

    World of Darkness dials this up to the maximum though, with some of the most interesting fights I've seen in all of Final Fantasy XIV outside of Coil. A particular highlight is the battle against Cerberus, in which a key mechanic is one of the three parties of eight getting shrunken down to tiny size and eaten by Cerberus, at which point they beat him up from inside his stomach before being vomited back out as the giant hellhound howls in pain. Meanwhile, the other two parties need to take advantage of the distraction created by the stomachache you cause and chain him back up again. It's unlike anything else in the rest of the game, and it's absolutely great.

    The final battle against Cloud of Darkness is a good one, too. Again, not hugely mechanically complex, it's a thrilling, exciting battle where there's a lot more to do than just fling fireballs at the boss or poke it with pointy things. There are lasers to dodge, snakes to whack and clouds to disperse, and while it's challenging — particularly while people are still learning these encounters — it's a lot of fun. We finished our run with less than 10 minutes left on the clock.

    Urth's Fount (Odin)

    The Trial against Odin, last seen at the FanFest live events, is an enjoyable battle against one of the game's most notorious "FATE" bosses that has been in the game since launch. Odin shows up every few (real-time) days and terrorises one of the areas of the Black Shroud forest, at which point scores of adventurers dogpile him in an attempt to defeat him before he unleashes his devastating Zantetsuken move, killing everyone. (In many cases, it's a lot more likely that he completely eviscerates everyone well before he starts charging up Zantetsuken, but I have been present for several victories over him.)

    The Trial version of the encounter uses many of the same things you see in the FATE battle, but by limiting it to eight players makes it seem a lot more manageable. The main tank takes a lot of damage, so the healers have a big challenge, and everyone else has tons of AoE skills to avoid throughout the fight, so it's another one where you can't be standing still for too long.

    Ultimately, it's not a very difficult fight so long as you're used to dodging things, but it is an enjoyable one. It's nice to finally lay the smack down on Odin once and for all — although the post-quest cutscene neatly explains how and why even after you defeat him he keeps showing back up in the Black Shroud again and again and again.


    There's a lot more I haven't explored as yet. Tomorrow is a day for the Hildibrand questline, a real highlight of the game for many people, and for checking out the new "Slaughter" mode in Player vs Player play, which sounds like it might be a lot of fun. For now, though, I've been playing all day, so it's probably time I got some sleep!

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    1827: Before Before the Fall https://imnotdoctorwho.moegamer.net/2015/01/20/1827-before-before-the-fall/ https://imnotdoctorwho.moegamer.net/2015/01/20/1827-before-before-the-fall/#respond Tue, 20 Jan 2015 00:18:44 +0000 https://angryjedi.wordpress.com/?p=7072 Well, here we go. The servers are down for maintenance, to come back up in 11 hours at the time of writing, and then the grand finale of Final Fantasy XIV: A Realm Reborn will be officially underway. I'm excited. Before the Fall is the official name for patch 2.5 for Final Fantasy XIV's wonderful reboot A Realm Reborn, and it brings … Continue reading 1827: Before Before the Fall

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    Well, here we go. The servers are down for maintenance, to come back up in 11 hours at the time of writing, and then the grand finale of Final Fantasy XIV: A Realm Reborn will be officially underway. I'm excited.

    Before the Fall is the official name for patch 2.5 for Final Fantasy XIV's wonderful reboot A Realm Reborn, and it brings the main story that launched back in August of 2013 to a close… almost. Actually, tomorrow's release is just the first of three parts to the finale which is going to unfold over the course of the next three months, ultimately leading into the official expansion pack Heavensward, which is estimated to arrive sometime around April. (Just in time for my birthday!)

    2014-07-24_00001

    Why am I excited? Well, aside from the fact that Final Fantasy XIV's ongoing story has actually been very good, it's also the first time I've played a game like this through one of its transitional periods from "vanilla" to "expansion". I played a bunch of World of Warcraft back in the day, but it wasn't until Wrath of the Lich King was out that I actually made it to the level cap, and by then I already had two expansions worth of content to work through owing to the fact I had played it somewhat sporadically rather than with any great sense of commitment. Final Fantasy XIV, by contrast, is a game that I've been playing since its beta period back in 2013, and have been in love with ever since — partly due to the fact that it's simply a very good, very well-designed game (for the most part, anyway — everyone who plays has at least one thing they'd change if they had the choice!) but also due to the fact I've been lucky enough to have a regular group of people to play alongside, many of whom have been there since day one.

    That sense of camaraderie, of having been through things together, of having "seen some shit", can't be understated. We may just be people scattered around the world playing a game together, but we've done a lot of different activities together. We've struggled from level 1 to level 50; we've put an end to Ultima Weapon's reign of terror; we've flattened the Primals of the land several times over; and we've started (or, in some cases, finished) to discover the truth behind elder Primal Bahamut and the fallen moon Dalamud. We've gathered legendary Relic weapons and powered them up through numerous lengthy and demanding quests; we've (well, I've) spent more time than strictly necessary putting together the perfect "look" to go adventuring with; we've crafted thousands upon thousands of metal ingots, meat pies, magic potions and deadly weapons. It hasn't always been easy, it hasn't always even been fun, but a core of us have stuck together through thick and thin and forged some close friendships as a result. And, of course, this happened.

    2015-01-07_00002

    This is, I'm aware, the third Final Fantasy XIV post I've done in a row — and with the patch launching tomorrow I can pretty much guarantee there's at least a couple more still to come. What that should tell you is what an entertaining and fun part of my life it's become over the course of the last year and a half or so; at this stage, it's more than just a video game: it's an activity I can enjoy with friends, and one I hope I can continue to enjoy in this way for many years to come.

    Twelve bless you, Yoshi-P; you've done the Final Fantasy name proud and created an experience pretty much unlike anything else I've ever enjoyed in all of gaming. Here's to many more years of adventuring.

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    1826: Nael Deus the Darnus Things https://imnotdoctorwho.moegamer.net/2015/01/18/1826-nael-deus-the-darnus-things/ https://imnotdoctorwho.moegamer.net/2015/01/18/1826-nael-deus-the-darnus-things/#respond Sun, 18 Jan 2015 22:52:27 +0000 https://angryjedi.wordpress.com/?p=7070 Sunday night is raid night! Sunday nights are rapidly becoming a highlight of my gaming week. It's the first time I've had a dedicated static raiding group to play an MMO with, and Final Fantasy XIV's raids are one hell of a lot of fun if you're with the right people — people who know their stuff, … Continue reading 1826: Nael Deus the Darnus Things

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    Sunday night is raid night!

    Sunday nights are rapidly becoming a highlight of my gaming week. It's the first time I've had a dedicated static raiding group to play an MMO with, and Final Fantasy XIV's raids are one hell of a lot of fun if you're with the right people — people who know their stuff, but who aren't above having a bit of fun with the experience.

    For those who are less up on the MMO lingo, a "raid" is differentiated from regular dungeons and other, more casual-friendly multiplayer content by virtue of its difficulty, which primarily comes from the need to be organised, communicate and take responsibility for the things you're supposed to be responsible for. There's little room to be "carried" in raids, particularly if you're playing content that's on the (relative) bleeding edge, though if you're playing older stuff that people have since outgeared (and, in Final Fantasy XIV's case, the raid itself has also been made easier over time, too) there's a certain amount of margin for error.

    Tonight our regular group tackled the final two Turns in the Second Coil of Bahamut, the second of three hardcore raids that are currently in Final Fantasy XIV. These raids are multi-part challenges that task eight players with working together coherently, and get consistently more challenging as you go through. The final Turn in each Coil is the most difficult by far, taking in very complicated mechanics and demanding that everyone is playing at absolute peak potential. A big stumbling block for a lot of players is Turn 5, the last Turn in the first Binding Coil of Bahamut, in which you take on the very angry dragon Twintania, but we successfully cleared that a while back without too much difficulty. The Second Coil of Bahamut is significantly more difficult throughout for the most part, but we've gradually worked our way through each Turn in… well, turn, and now we've arrived at the next big wall to scale: Turn 9 (also known as The Second Coil of Bahamut, Turn 4).

    Turn 9 is the most complicated fight I've attempted in Final Fantasy XIV to date. It's an incredibly daunting prospect, but it's a good example of what raiding is all about. It's not a fight you can just jump into and hope for the best; it's a fight where you need to know what you're doing, what you're responsible for and how to deal with the various situations the encounter presents you with.

    Turn 9 is so complicated because, like most fights in the game, it unfolds over the course of several discrete "phases", but unlike many other fights in the game, each phase is completely different from the previous and would be mechanically complex enough to be a single conventional encounter in its own right. Tonight, we spent nearly an hour attempting it, and we managed to just about get our heads around the first phase after a bit of practice and a lot of initial bewilderment. There's a hell of a lot going on, and it's initially very difficult to work out what you might be doing wrong when everyone suddenly dies at a moment's notice. As you try again and again, though, you start to notice things; you start to recognise patterns in the boss's attacks, you start to be able to predict what's coming next and you figure out the best way for you to successfully handle your own responsibilities, until eventually you reach a stage where you can effectively run it on autopilot.

    This is the way to handle Turn 9. Because it's so long and daunting, it's not an encounter you can just give people a simple explanation of and plough through without any difficulty. Rather, it takes time to learn each phase and to perfect the way your own unique group composition handles it. Getting things right is exciting and enjoyable, and successfully reaching a milestone in the fight — like the changeover between phases — is cause for celebration.

    This evening, we successfully cleared the first phase, which involves everything from trying not to get meteors dropped on your head while ensuring that they are dropped in helpful positions for later to getting zapped with a rather unpleasant Thermionic Beam. Oh, and the main tank (which, for part of our run, was me) keeps exploding throughout the fight, too, which is nice for them. It's tense, and a lot of pressure on everyone, but it's a huge amount of fun to challenge with people you've come to know, enjoy the company of and trust.

    I'm really looking forward to our next attempt, when we'll hopefully be able to survive for more than ten seconds when a bunch of nasty golems appear and try to kill us!

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    1825: The Happy Couple (or: How I Proposed For Real in #FFXIV) https://imnotdoctorwho.moegamer.net/2015/01/17/1825-the-happy-couple-or-how-i-proposed-for-real-in-ffxiv/ https://imnotdoctorwho.moegamer.net/2015/01/17/1825-the-happy-couple-or-how-i-proposed-for-real-in-ffxiv/#comments Sat, 17 Jan 2015 22:40:49 +0000 https://angryjedi.wordpress.com/?p=7058 It occurs to me that a Big Life Event happened during the period when I was doing creative writing on this blog, and thus those of you who only keep tabs on what I'm up to through this site won't be aware of it. So now seems like as good a time as any to … Continue reading 1825: The Happy Couple (or: How I Proposed For Real in #FFXIV)

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    It occurs to me that a Big Life Event happened during the period when I was doing creative writing on this blog, and thus those of you who only keep tabs on what I'm up to through this site won't be aware of it. So now seems like as good a time as any to share the happy news that Andie and I got engaged, and we're getting married in June of this year.

    You probably want an engagement story, don't you? Well, all right, then. Settle down and I'll tell you one.

    2015-01-03_00001

    As regular readers will know, Andie and I are both regular players of the massively multiplayer online RPG Final Fantasy XIV: A Realm Reborn. In a recent patch, developer Square Enix added the facility to perform a "Ceremony of Eternal Bonding" with a partner in the game — getting married, in other words. Any character can marry any other character, no matter their gender or race, making it a wonderfully inclusive part of a game that was already extremely inclusive to begin with. I mention this latter fact because Andie and I both play female characters: mine is Amarysse the Hyur Midlander (essentially a relatively normal-looking — albeit "Final Fantasy attractive" — human-type female), while Andie's is W'khebica the Miqo'te (a race of people with cat ears and tails).

    As soon as the Eternal Bond stuff launched, Andie and I knew that we wanted to indulge in it. It's ultimately a silly thing that doesn't have a huge amount of relevance to the game as a whole — your main benefits for getting married are that you get a ring that allows you to teleport to your spouse's side once every 30 minutes and, depending on which package you signed up for, some of which cost real money, a selection of goodies including wedding attire, a two-seater chocobo mount and a minion to give to all your guests when they attend your ceremony — but we still wanted to do it. I also think it's quite a nice way to acknowledge a real-world relationship in the game itself — though, of course, there are plenty of people who are getting married just for fun.

    Anyway. Andie and I got up early on Boxing Day to book our ceremony. Yes, you actually have to book; ceremonies occur at specific times on specific dates, so we had to get in early in order to get a practical slot. Given that we play alongside a lot of Americans, we wanted to book it for an America-friendly time that was also not in the middle of the night for us, so we eventually settled on Saturday January 3 in the evening our time, since you have to book at least a week in advance.

    2015-01-03_00009

    Now, since we'd been talking about getting in-game married ever since the possibility was launched, I'd been pondering secret plans in the run-up to this, and decided that yes, I wanted to put those plans into motion. I had not-particularly-subtly hinted to Andie that I might be interested in buying her a shiny ring, and invited her to indicate a selection of acceptable choices that would not cause me to be thrown out on the street or anything. I did some research, shopped around and eventually settled on one that she'd indicated she particularly liked. I finished work early on New Year's Eve and snuck into town to see if they had one in stock. They did, but not in the right size; I bought it anyway, as it was more that I wanted to have it as a symbol to go with the proposal than something I could put on her finger right away. (It transpired that she put it on anyway, got it stuck and we eventually had to go to A&E to get the damn thing off again! We now have one in the correct size.)

    That was that; the plan was in motion, and there wasn't really any turning back now. Well, sure, I could bottle it and save the ring for another occasion, but really, honestly, our in-game ceremony felt like an ideal time to do it.

    I set to work determining how I was going to do it, including worrying rather more than I probably needed to about whether I should actually ask the question in the game's text chat function, or just disappear from my keyboard for a few moments and ask her in person. (When we're both playing, she's on her computer upstairs while I'm downstairs in the living room, so it's not as if I could have just turned to her and asked her.) Eventually, I wrote a speech that I felt expressed what I was feeling adequately (albeit perhaps overdramatically) and resolved to deliver it during the twenty-minute period of the in-game ceremony where you are invited to exchange your vows with your partner. Most players who are doing the wedding thing for fun skip over this part or just allow their friends to set off some fireworks, cheer, whoop and holler, but it seemed like the ideal moment to me. So that was what I decided to do.

    2015-01-03_00013

    The day came, and we both logged on to play as normal. While it was tempting to surprise everyone with what I was up to, I decided that it would be prudent to share my plans with at least a couple of people so that I could ensure we had a decent turnout to our ceremony, and that people knew they had to behave themselves appropriately. I sent a "whisper" (private message) to my friend Cyra (aka Phil; we actually met him in the real world a while back when he happened to be in London the same day we went down to see the Distant Worlds concert) and informed him of my plans. He squee'd a bit (well, in a sort of manly way) and then told me to leave it with him; he'd inform some of the other regulars in our Free Company (guild) and between them they'd make sure people were 1) at the ceremony and 2) behaving themselves.

    The appointed hour came, and Andie and I rode to the Sanctum of the Twelve in the East Shroud. Our friends were already gathered outside, and one had been crafting multiple copies of a hat that Andie's character habitually wears, then handing them out to the guests, so we were confronted with a crowd of people all wearing flowery hats. Then it was time to go in; Andie and I were escorted to our separate rooms to get ready, while the guests were taken to their separate waiting room to wait for us both to indicate that we were ready. We both changed into our wedding dresses, rang our Eternity Bells to indicate that we were ready, and then the ceremony began.

    Conveniently, Cyra/Phil recorded the whole thing. You can watch it on his Twitch page, because WordPress doesn't want to embed the video for some reason. 🙂

    And, well, this happened.

    ring

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    1824: First Fantasy https://imnotdoctorwho.moegamer.net/2015/01/17/1824-first-fantasy/ https://imnotdoctorwho.moegamer.net/2015/01/17/1824-first-fantasy/#respond Sat, 17 Jan 2015 00:58:15 +0000 https://angryjedi.wordpress.com/?p=7055 I finished Final Fantasy I last night, bringing the first chapter in my Final Fantasy marathon to a close. And you know what? I really, really enjoyed it. This may have something to do with the fact that I was playing the PSP version, also known as Final Fantasy Anniversary Edition, which has been substantially tweaked and rebalanced from both the … Continue reading 1824: First Fantasy

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    I finished Final Fantasy I last night, bringing the first chapter in my Final Fantasy marathon to a close. And you know what? I really, really enjoyed it.

    This may have something to do with the fact that I was playing the PSP version, also known as Final Fantasy Anniversary Edition, which has been substantially tweaked and rebalanced from both the original NES release and the subsequent enhanced PSone Final Fantasy Origins version, which I played last time I beat this first installment.

    While there's an argument that it's worth experiencing the game in its original, purest, grind-heavy and rather difficult form — complete with its Vancian Magic system, just one of many influences the game drew from Dungeons & Dragons — the PSP version proved to be a lot more enjoyable generally. The pacing was better, there was a lot less running around in circles grinding — the original required you to do this to even beat the first boss, which appeared before the game's title screen — and the more traditional Magic Points system made some of the more lengthy encounters and dungeons later in the game somewhat more feasible.

    Those late-game dungeons — four of which were added in the Game Boy Advance Dawn of Souls release of the game and the last of which was added in the Anniversary Edition release — proved to be really great, if a little bizarre. Collectively dubbed the Soul of Chaos, the first four extra dungeons live up to their name by tasking you with exploring 5, 10, 20 and 40 floors that feature set layouts but randomised floor orders and available treasures. There's not really a coherent theme to the dungeon floors as such — although the less interesting floors tend to be of an appropriate element to the dungeon's name: fiery caverns in Hellfire Chasm, for example — but the chaotic, unpredictable nature of them is what makes them interesting. On one floor you might be exploring a cave; the next you might be paddling a canoe around a flooded village; on the next, you might be attempting to navigate a maze of bookshelves while scholars mumble about their research and get in your way.

    The final new dungeon, known as the Labyrinth of Time, was the most interesting by far, however. The Labyrinth of Time creates a new dungeon each time by picking ten different "puzzle floors" out of a selection of 30, then challenging you to beat these puzzles against the clock and with one or more of your abilities sealed off. The more abilities you seal off — and the more useful they are — the more time you have available to complete a floor. Run out of time and a dark miasma descends, damaging you every second and increasing the number of monsters you encounter.

    The puzzles vary from simple observation puzzles, in which you have to answer questions about something you've just seen, to challenging physical tasks such as marching in line with a group of NPC soldiers. Like the Soul of Chaos dungeons, they have little to do with the overall Final Fantasy story — what little story it has anyway — but they're immensely enjoyable and challenging to complete. And then at the end of it all you have Chronodia, one of the toughest bosses in the game, to fight for ultimate bragging rights… oh, and the best sword in the game, too.

    The first time I played Final Fantasy I, with the Origins release, I did so in order to understand the series' roots, and sort of had a good time, but found it a bit of a chore after a while. The PSP version, meanwhile, I found genuinely enjoyable, even from a modern perspective, and was inspired to go on and complete the game's most challenging content. I have absolutely no hesitation in recommending it to anyone looking for a fun portable RPG experience — and those of you without a PSP can even play it on your phone.

    Onwards to Final Fantasy II, then, which I remember enjoying quite a lot the first time I tried it (again, with Origins) but which is widely regarded to be one of the worst installments in the whole series thanks to its bafflingly bizarre mechanics. For Fynn! Wild Rose!

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    1823: Pondering Free Time https://imnotdoctorwho.moegamer.net/2015/01/15/1823-pondering-free-time/ https://imnotdoctorwho.moegamer.net/2015/01/15/1823-pondering-free-time/#comments Thu, 15 Jan 2015 18:33:23 +0000 https://angryjedi.wordpress.com/?p=7053 I think I'm bowing out of the creative writing project for the moment. I may revisit it at some point in the future, but for now I need to stop. It's stressing me out a bit — not because of the subject matter which, as regular commenter Jud pointed out, is, to an extent, drawn … Continue reading 1823: Pondering Free Time

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    I think I'm bowing out of the creative writing project for the moment. I may revisit it at some point in the future, but for now I need to stop. It's stressing me out a bit — not because of the subject matter which, as regular commenter Jud pointed out, is, to an extent, drawn from my personal experience (albeit not the more fantastic stuff), but rather because… well, look at the clock.

    I got home from work about ten minutes ago. I am exhausted. I spend up to three hours of my day travelling to and from work thanks to an absolutely hellish commute that I can't see a way around (aside from just quitting, which isn't a practical or desirable option), which means that on weekdays up to 12 hours of my time is taken up with Stuff I Have To Do rather than Stuff I Want To Do. This makes the few hours I have in the evenings to actually do Stuff I Want To Do extremely precious to me, and churning out 1,500-2,000 words a day in a story where I'm not entirely sure where it's heading eats into that time and is starting to feel a bit like an obligation rather than something fun to do.

    I like writing. I really like writing. I wouldn't have been posting this bullshit for 1,823 days if I didn't. But there are days when I need a break, and to relax, and to post something that just vents a bit of steam, or gives thanks to a higher power for an entertaining dog I saw on the street or something like that. I've always said with regard to this blog that the moment it starts feeling like work rather than something I actually want to do, I need to stop. So far that hasn't happened — it's come close a few times, but I've always managed to find something to write about day after day, even if the post ends up being little more than a glorified diary entry. (Still, those posts can often be the ones that spark the most conversations or give you, dear readers, the best insights into what goes on inside the messed-up mind I call my own.)

    The stuff I've been writing, though, I need a break. That is feeling like work, and given how tired I am when I get in of an evening, more "work" is the last thing I want to think about. I want to sit down, have some dinner, watch some TV, play some games, go to bed and then repeat the whole hideous process over and over again until it's time for a weekend. (I really like my weekends now, which is one arguably positive thing about life having a proper job with the rest of the normal people.)

    So, then, I'm sorry to anyone reading that this disappoints, but I've learned throughout my life that if you keep doing something when you don't really want to, you start to resent it, and any joy it once held for you is lost. I don't want that to happen with writing — creative fiction writing or otherwise — so it's time to take a step back, chill out, relax, and perhaps return to it at some point in the future. Or perhaps do something else entirely! Who knows. That's the joy of being freeform.

    Anyway. I need to go and sit on the sofa, lean my head back and groan about how tired I am for a bit. Then eat dinner. Then play some games. Then… well, I went through the routine above.

    Thanks for continuing to read!

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    1822: Untitled, Chapter 13 https://imnotdoctorwho.moegamer.net/2015/01/14/1822-untitled-chapter-13/ https://imnotdoctorwho.moegamer.net/2015/01/14/1822-untitled-chapter-13/#comments Wed, 14 Jan 2015 19:00:00 +0000 https://angryjedi.wordpress.com/?p=7051 Wilkins walked down the street, the same street he had walked down many times before. But this time things were different. This time, he was not in full control of what he was doing: this time, he was being pushed on to a destination he did not yet know against his will. This time, he … Continue reading 1822: Untitled, Chapter 13

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    Wilkins walked down the street, the same street he had walked down many times before.

    But this time things were different. This time, he was not in full control of what he was doing: this time, he was being pushed on to a destination he did not yet know against his will. This time, he was being controlled.

    And he was aware of it, too. But there was nothing he could do about it. He remembered the suspect from the Stacey Barman case showing up, with something terribly wrong about his appearance, and shortly after that he'd become this… husk, this shell, this automaton, albeit an automaton that had consciousness and life behind its eyes, even if it wasn't in control of its own destiny.

    The day was just beginning, but Wilkins knew it would be busy in the city. It was the first day of the big sales, and he was supposed to be part of the team ensuring that the crowds didn't get too out of hand. He hadn't expected them to, not in a peaceful city like this, but the force had considered it prudent to have a certain amount of presence in the area just in case anyone did feel like starting something.

    He was dressed in his police uniform. He didn't feel like he deserved to wear it in his current state, but that was out of his control. He was being led ever onwards towards the centre of the city, and realised that whatever had him under its control — that Thompson character, he assumed — was sending him towards where the crowds would be.

    But why? That was the question that kept rattling around inside his head, and he had no good answer — no good way of finding out, either, save for just letting this experience run its course. He didn't even have sufficient control over himself to speak, so he was unable to ask Thompson before he left, and now there was no-one to ask, no-one to plead with, no way of crying out for help.

    He rounded the corner onto the main street, and saw the shopping area ahead of him. Although it was early in the morning, people were already gathering, waiting for the shopping centre to open, milling around, laughing and talking with one another. They had no idea of the Darkness that crept among them.

    Wilkins walked into the thick of the crowd, most people moving out of the way respectfully as they saw his uniform. When he was right in the middle of the throng of people, he stopped and did nothing. He just waited: one minute, two minutes, three minutes.

    What was he waiting for? The conscious part of his mind found how still his body was standing to be somewhat eerie; he imagined the people milling around him probably felt somewhat similar. In his experience, the average member of the public was somewhat awkward around police officers; under normal circumstances, he'd have found it quite amusing, but today, he felt that their unease with him was more than a little justified.

    The doors to the centre opened and people started piling in. There was some good-natured bumping and joshing, but things didn't feel like they were out of control. Wilkins felt himself swept along in the tide of people, moving as part of the group as if it was a single living mass and he was just a cell that made up the organism as a whole.

    As he entered the centre, he started to feel a change within his body. He felt an energy rising within him; it was warm, but unsettling. His head began to throb, and, blinking, he saw the world twist and shift before his eyes: what he knew as the "real" world shifting back and forth to the strange, dark world he'd caught a glimpse of before.

    The energy continued to rise in him until he felt like he was going to explode. Then he did.

    At least, it felt like it.

    The energy was released from him in all directions in an explosive rush. Tangible darkness seemed to seep from every part of his body; black clouds billowing out all around him.

    Some people gasped; others screamed; others still didn't seem to notice at all. The dark miasma swirled around them and seemed to be absorbed right in to some of the people; as this happened, they stopped what they were doing, became quiet and glassy-eyed, and just waited.

    The noise was terrible and indescribable. Then the pain came, and Wilkins found himself suddenly in control of his body again as the dark energy continued to emanate from him. He sank to his knees, letting out a scream — the first noise he'd been able to make of his own free will for what felt like years — and collapsed to the floor, unconscious.

    The dark miasma gradually stopped swirling and faded from sight. Those who had been touched by it and rooted to the spot found themselves able to move again, with no memory of what had happened before. Those who had witnessed the curious happenings suddenly found themselves unconvinced that they had really seen what they thought they had seen, and then they shrugged, went about their business and left Wilkins just lying on the ground, forgotten.

    "Well, that went better than I expected," said the shadowy figure to Magnus. They had been standing nearby, watching the whole thing. Magnus didn't understand what was happening, but he felt that it probably wasn't a good thing. Given the frightening power on display, however, he thought better of acting immediately; he felt he needed to understand the situation a little better first. So he took the direct approach.

    "What just happened?" he asked. The shadowy figure laughed.

    "Well," she said. "You could maybe think of it as a… recruitment drive."

    "Recruitment?" he asked. She did not elaborate. He felt he would probably find out soon — and that it probably related to the strange feeling of something being amiss that he had felt a short while ago.

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    1821: Interlude at the House on the Hill https://imnotdoctorwho.moegamer.net/2015/01/14/1821-interlude-at-the-house-on-the-hill/ https://imnotdoctorwho.moegamer.net/2015/01/14/1821-interlude-at-the-house-on-the-hill/#comments Wed, 14 Jan 2015 00:28:48 +0000 https://angryjedi.wordpress.com/?p=7049 It's late and I'm very, very tired so I will continue the creative writing tomorrow. Apologies to anyone following and absolutely desperate to know what happens next. (This also gives me a day to figure out what happens next, which is probably "cheating", but whatever.) Instead, I wanted to talk a little about a board game I … Continue reading 1821: Interlude at the House on the Hill

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    It's late and I'm very, very tired so I will continue the creative writing tomorrow. Apologies to anyone following and absolutely desperate to know what happens next. (This also gives me a day to figure out what happens next, which is probably "cheating", but whatever.)

    Instead, I wanted to talk a little about a board game I got for Christmas and had the opportunity to try out for the first time this evening. It's called Betrayal at House on the Hill, and it's a game I've had my eye on for a while since seeing it on Wil Wheaton's board gaming show Tabletop.

    Betrayal at House on the Hill is an unusual and peculiar game in that it's sort of two games in one. The first part is purely exploration and treasure hunting: you and up to five friends explore a creepy old randomly-generated house, collecting treasures and "omens" and having various events occurring — some good, some bad, some strange.

    At a particular point, "the haunt" begins. The longer the initial phase goes on, the more likely the haunt becomes, since its likelihood of occurring is tied to the number of omen cards in play at any one time. (Omens, despite their, well, ominous name, often take the form of useful items, so it's actually in your interest to collect them, even with the inherent risk they carry.)

    When the haunt begins, several things happen. First of all, one of fifty different scenarios is chosen according to the omen drawn and the room it was discovered in. Next, at least one of the players becomes a traitor. In most scenarios, it's known which player is the traitor, but there are a few examples of "hidden traitor" scenarios where one person is secretly working against the others.

    At this point, the remaining players and the traitor are, as you might expect, in direct opposition to one another, but the interesting thing when compared to other, mechanically similar games such as Descent or other dungeon-crawlers with an "evil" player is that the two groups don't have all the pertinent information about one another: each side has a book revealing only information relevant to their side, and the rest they must figure out themselves. This includes, in the heroes' case, how strong, fast and intelligent the monsters they're facing are, and even what the traitorous player's end goal might be. Likewise, the traitor doesn't necessarily know what the players are up to, though his material might give him a bit of a clue — and the players' behaviour might give him even more of a clue.

    As an example, the scenario we picked this evening saw one player come across a madman in the house's basement, which triggered the haunt. Zombies rose from the dead, and the original player character was killed, leaving the traitorous player in control of the madman and the zombies. His objective was simply to kill all the other players — a task which he completed fairly effectively and efficiently. Our objective as the heroes, meanwhile, was to trap the zombies by luring them into rooms that had been important to them in life — we knew which rooms these were, but the traitor did not, and there were specific rules about how the zombies moved that allowed us to "pull" them in particular directions through careful, strategic movement.

    Unfortunately, things did not go all that well. My character died almost immediately after the haunt began having been flung into the basement earlier, not being able to find the way back up the stairs, getting surrounded by zombies and finally, embarrassingly, succumbing to nothing more than the heat from a furnace beneath the mansion. The others, variously, were eaten by zombies and brutalised by the madman, leading the traitorous player to a convincing victory.

    I enjoyed the game a lot. The rules are straightforward and quick, turns are snappy and the split-personality nature of the game makes it very interesting. The 50 different scenarios coupled with the randomly generated nature of the house means that there's a whole lot of replay value, too, so I'm looking forward to giving it another go sometime soon.

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    1820: Untitled, Chapter 12 https://imnotdoctorwho.moegamer.net/2015/01/12/1820-untitled-chapter-12/ https://imnotdoctorwho.moegamer.net/2015/01/12/1820-untitled-chapter-12/#comments Mon, 12 Jan 2015 19:21:20 +0000 https://angryjedi.wordpress.com/?p=7046 [Back to the start.]   Dora was miserable. She didn't think she'd ever been so miserable, and the last person she would have expected to cause such misery would be someone claiming to represent the "Light" and the "greater good" in the world. But here she was. She wasn't bound and she wasn't a prisoner … Continue reading 1820: Untitled, Chapter 12

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    Dora was miserable. She didn't think she'd ever been so miserable, and the last person she would have expected to cause such misery would be someone claiming to represent the "Light" and the "greater good" in the world.

    But here she was. She wasn't bound and she wasn't a prisoner but she might as well have been: the golden figure had made it abundantly clear that he had a lot of plans for her, and that to go against his will would be a very bad idea indeed.

    And so here she was, still holed up in the abandoned church, which appeared to be her companion's main base of operations, although he didn't appear to have any "staff" as such. It appeared to be a solitary operation, or at least it had been until she had come along.

    She was still unsure of his endgame. He kept mentioning the "greater good" and "saving" people from the "Darkness", but she still didn't really know what that meant outside of what she had already seen from Magnus. Was she the only other representative of "Light"? Was Magnus, for that matter, the only other representative of "Dark"? Why, for that matter, were they fighting? It all seemed so neat, tidy and utterly clichéd that were the evidence not all around her, she wouldn't have believed any of this were possible for a moment.

    She wasn't sure how many days had passed since she had been brought here, but she felt like it had been several. Oddly, she didn't feel at all tired or hungry despite not having slept or eaten; the light within her seemed to sustain and feed her at all times.

    What a boring existence, she thought, pondering a life sustained only by the light. Imagine a world without cake, or chocolate, or pie. How awful that must be.

    Over the course of her captivity, she had come to learn a little more about the powers she seemingly had. She could fly, much like her companion, and she could move at superhuman speed — the latter she already knew, of course, following her strange experience shortly after all this had begun. But she also had more subtle powers: powers to break and to mend; powers to manipulate both matter and the mind. She hadn't had the opportunity to try the latter as yet, but she could feel the capability within herself; she wasn't in any hurry to find out, however, particularly as she vividly recalled how the golden figure — clearly magnitudes of power stronger than her — had forced her to do things as a demonstration of both his power and what she might be capable of. She hadn't enjoyed the demonstrations.

    Under less oppressive circumstances, she might have enjoyed learning about and discovering her new powers, but she knew that she'd never have the freedom to explore them fully, as the golden figure was never far away, and as he'd said to her, she would not be able to just use the Light as she saw fit. She had to think of the greater good, whatever that was, and whoever defined it.

    "Soon," said the golden figure suddenly after a long period of silence. Dora hated those long periods of silence, as they made her feel more lonely than ever. The golden figure wasn't someone she could just talk to, after all; he seemed to have no interest whatsoever in her as a person, caring only for whatever his eventual goal was.

    "Soon," he said again, turning to her. "The time is almost right. Then you'll see. The world will see. The world will understand. The world will come to know the Light."

    "How?" she cried, throwing up her hands in frustration. It wasn't the first time she had asked this question, because it wasn't the first time the golden figure had given a similar speech. Today felt a little different, however: there was more… she wasn't sure if she wanted to say emotion in the speech, but there was certainly a noticeably greater intensity about it.

    "The world shall be bathed in a cleansing Light," he said, sounding like an increasingly excited preacher. "All who are touched by it shall be judged. And the righteous shall rule at our side, and the corrupted shall bow down to us and serve us. The world will be a better place, for the greater good."

    He turned away from her and faced the sanctuary of the church.

    "It begins… now."

    The figure clenched its fists, and Dora became dimly aware of what appeared to be a low rumbling sound. She couldn't tell what it was initially, but then she felt the ground begin to shake beneath her feet; a slight vibration at first, a sensation that brought unprompted to her mind the memory of her student flat where the washing machine that belonged to the people downstairs used to make her floor vibrate.

    But then it grew, and it was no longer the odd, unexpected source of a memory: it was frightening. The intensity of the tremors grew and grew and grew, and Dora was sure she could feel the very earth shifting beneath her feet. The floor of the church remained intact, though, even as the shaking caused empty candlesticks to fall over and roll down the aisle, vases of long-dead plants to fall from their pedestals and shatter on the floor, and the long-dormant, powerless light fittings in the ceiling to swing violently from side to side.

    Oddly, the many candles which had flared to life at the golden figure's command when they had first arrived remained solidly and stubbornly where they had always been, defying the laws of physics — though by now, Dora thought with grim amusement, this was nothing new to her.

    "Come," said the golden figure, apparently unperturbed by the violent shaking of the earth and extending his hand to Dora in an uncharacteristic symbol of cooperation. She pointedly refused to take his hand, but did follow him as he started to walk down the aisle towards the large front doors of the church.

    "Behold," he said dramatically as he opened the doors. She walked up to the opening, feeling the cool breeze coming in and stirring up the air for what felt like the first time in years.

    She had expected to see something peculiar when she peered out of the doors, but she hadn't been quite ready for this.

    The church was no longer where it had been, sat in the depths of forgotten countryside. Instead, it now sat atop a huge golden spire that glowed with the same radiance as the golden figure and, indeed, at times, herself. It illuminated the surrounding area for what looked like miles, making the night almost as bright as day.

    She stepped out of the door and onto the surface of the golden spire; there was a good few feet between the church doorway and the unprotected edge, so she got as close as she dared and looked down.

    The spire was a long way up; she didn't feel she could accurately judge the altitude, but she knew that a fall from here for a normal person would be immediately fatal and probably extremely messy. She started to feel dizzy as she gazed down at the ground far below the spire, so she quickly stepped back from the edge and back into the church doorway.

    "It begins," the golden figure said again. "And now we have work to do."

     

    *       *       *       *        *

    Magnus felt something amiss the moment it happened, even though he was preoccupied.

    A terrified Wilkins gazed up at him, saying nothing. Or, perhaps it would be more accurate to say that he was incapable of saying anything.

    Magnus had not seen himself in a mirror for a while now, and he indeed cut an imposing, intimidating, even terrifying figure. His features were twisted by the darkness that flowed through him, and as his powers had grown he had begun to emanate what appeared to be a dark miasma. And, as he had grown in strength, he had become less able to shut his powers off and appear "normal". The shadowy figure had described this phenomenon as the Embrace: allowing the Darkness into his body and mind so completely that he was becoming one with it.

    Magnus found himself surprised at how unafraid he was with this situation. He welcomed the Darkness; it had been a friend to him when he had no-one else, and now it was rewarding him with these powers.

    But how was he supposed to use them? Why was he here, really? The shadowy figure had told him to protect Wilkins, but there had been no sign of any threats to his wellbeing — although Wilkins clearly interpreted Magnus' presence as a threat to his wellbeing.

    That is, there had been no sign of any threats until now. He couldn't tell what was different — what was wrong — but he knew as soon as it had happened. And he knew that bad times were coming.

    He looked Wilkins in the eyes and frowned. The world seemed to bend and shift around the two of them, and Wilkins gave a low groan, slumping back in his chair as he did so. His head lolled back limply as he groaned and moaned again, then it rolled forwards again. Then Wilkins looked up at Magnus, this time with a blank, glassy stare, all trace of the previous terror gone.

    "Master," he said.

    Now it was Magnus' turn to be terrified. Had he done this? He hadn't meant to. What did it mean? How did he undo it? Should he undo it?

    "Shit," he said to himself. "Did I mess this up?"

    "No," said the shadowy figure, stepping out of a nearby wall. "No, you're doing just fine."

    She clapped her hands once, twice, three times; a slow, sarcastic clap. Magnus had the feeling that he was being played, but he couldn't tell how. He had trusted the shadowy figure up until this point, but he was starting to have second thoughts. Who was she? What did she want with him? And why had he, of all the people in the world, been chosen for… whatever task she had in mind for him?

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    1819: Untitled, Chapter 11 https://imnotdoctorwho.moegamer.net/2015/01/11/1819-untitled-chapter-11/ https://imnotdoctorwho.moegamer.net/2015/01/11/1819-untitled-chapter-11/#comments Sun, 11 Jan 2015 15:16:43 +0000 https://angryjedi.wordpress.com/?p=7044 [Back to the start.]   Several days passed. Wilkins had not gone back into work the day after his strange encounter; he had not gone back to work at all since, in fact. So concerned was he for his own mental wellbeing — seeing things that clearly could not be true was probably, after all, … Continue reading 1819: Untitled, Chapter 11

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    Several days passed. Wilkins had not gone back into work the day after his strange encounter; he had not gone back to work at all since, in fact. So concerned was he for his own mental wellbeing — seeing things that clearly could not be true was probably, after all, a sign that something was very wrong indeed — that he'd taken himself straight to his doctor and demanded to be signed off work with stress.

    As he sat in his bed, staring at the wall, he wasn't sure that taking himself out of situations involving other human beings had been quite the right thing to do. He found himself alone with his thoughts, and his thoughts, it turned out, weren't overly friendly. They seemingly wanted him to suffer, to recall bad things that had happened in the past — and to worry about bad things happening in the present. He knew that even as he sat there, motionless, the enquiry into the disappearance of Thompson would be doing its best to trawl up any evidence of negligence on the part of Wilkins, and Wilkins knew full well that there was plenty of it, given his general feeling of detachment and disillusionment that he'd been feeling recently.

    He'd lost count of the days since he'd last been in to work; he reckoned maybe a week or more. His house had been well-stocked with food and other supplies, though, so he hadn't needed to leave once, and so he hadn't. Now, though, he was starting to get down to the food at the back of the cupboard — things that had been bought and forgotten about months, even years ago, but which were designed to see people through an apocalypse with at least a bare minimum of nutrition.

    He got up and walked to his kitchen, boiled the kettle and prepared a cup full of noodles for himself. The smell that emanated from the mug was less than appetising, but at least it was something to eat, and Wilkins had found, ever since delving into the food at the back of the cupboard, that the artificial flavourings in these instant "meal in a pouch" things were surprisingly tasty and satisfying, at least in the short term; he felt hungry less than an hour later, in most cases, but at least they provided something to do, if nothing else.

    He hadn't had a repeat of the encounter in his bedroom since it had happened, and he struggled to understand its implications. Who was the strange, shadowy figure? What happened to his room? What did it all mean? Was it real, or was it just a manifestation of the pressure his brain was feeling at the moment?

    It wouldn't be long before he'd get an answer.

     

    *       *       *       *       *

    Magnus deftly hopped from rooftop to rooftop noiselessly, breaking his fall each time with wings of darkness. He'd been surprised and delighted at how quickly he'd come to understand the peculiar changes that had come across him, and he was starting to enjoy using them. The shadowy figure, which occasionally showed up and suggested that he maybe try doing things a little bit differently, had helped him on his path, but for the most part he had explored his capabilities for himself and come to realise that he was, in human terms, virtually indestructible and capable of numerous physics-defying feats.

    The strange black tendrils that could now erupt from his hands to order proved to be his most versatile assets. In just the last few days, he'd used them to climb up a seemingly unscalable wall, to give a mugger — and, for that matter, his victim — the fright of his life, and as a somewhat self-satisfied demonstration to the shadowy figure one evening, to retrieve a coffee cup from the kitchen without leaving his seat.

    One thing had bothered Magnus initially. Although his new powers were exciting — not to mention a little bit frightening — they did have one impact on his life that he wasn't sure what to make of: they served to distance himself further from normal existence. There was no way around this, of course, and he knew this: there is no way that one can become capable of superhuman leaps between buildings, physics-defying stunts and the ability to summon dark tendrils to do one's bidding and in any way hope that one's life would remain in any way "normal". But still it bothered him a little, at least to begin with: as time passed and he grew more confident with each of his strange powers, however, it started to bother him less and less; he started to realise that his "normal" existence was nothing but a dark and miserable place where very few people cared about him — Dora being the obvious exception — whereas now, now he had the ability to make a difference, both for good and for ill: his powers gave him the ability to both help and hurt, and, in an attempt to understand the situation better — and at the urging of the shadowy figure — he had done both of these things.

    Both the "helping" and the "hurting" had come in the aforementioned case of the mugger. Magnus had been out practising his ability to leap and float between rooftops when he had spotted the unfolding situation in a darkened alley he was familiar with from a few years back: although unlit and rather frightening to walk through late at night, it was a popular thoroughfare for student revellers returning from an evening's debauchery at a local nightclub: it was a quick, direct route between the street which housed both the nightclub and a fine selection of questionable kebab shops, and the main student residential area in the city. Because of its popularity and usual level of activity, it remained surprisingly free of crime; certainly during Magnus' time as a student, he'd never known of anyone getting attacked there. The girl had just been in the wrong place at the wrong time.

    She'd been walking home slightly unsteadily; she was tipsy, but not falling-down drunk. She was, however, alone; a disagreement with her friends earlier in the evening had seen her storm off in anger, desiring nothing more than to get back home to her nice warm bed and forget about the silly things alcohol makes people do. A lone, vulnerable girl had proven too tempting a target to resist for her assailant, who had been casually walking back and forth around the area, up and down the alleyway, for the past hour or two. So unremarkable a figure he cut that no-one had paid him any mind; most people passing through the area were on their way somewhere, so had no way of knowing that he had been loitering with intent. But he had.

    He'd followed the girl in the alleyway and struck quickly, grabbing her from behind and covering her mouth, threatening her not to scream. Then he shoved her violently against a wall and drew a pocket knife. She couldn't have screamed even if she did think it was a good idea; she was too terrified to even move, let alone make a sound.

    Magnus saw all of this, as did the shadowy figure, who had been accompanying him. She urged him on to intervene, to test out his powers and the way in which he should respond to a situation. She encouraged him not to think, just to feel, and to do what felt most natural, to do what his instincts told him to.

    Magnus had leapt down into the alleyway, floating noiselessly to the ground a short distance from the confrontation. The lack of lighting in the alleyway meant that his entrance had gone unnoticed; the pair were still far too preoccupied with their own situation.

    Before he could let himself think about what was the "right" thing to do, Magnus caused the black tendrils to erupt from his hands, and they charged through the night air until they ensnared the girl's assailant. They wrapped around his legs and around his body, binding him like a constrictor snake traps its prey, and slowly started to squeeze the life out of the mugger. Gasping for breath, his face going pale, the mugger attempted in vain to remove the tendrils from around his body, but they were far too tight, and touching them gave him an indescribable sensation of terror that he had no desire to repeat ever again.

    He knew that he was going to die; he resigned himself to it. Magnus felt it, and he knew he had to make a choice, quickly. Without hesitation, he retracted the tendrils, which reversed their course and coiled back into his hands — rather like a vacuum cleaner cord retracting, Magnus thought with detached amusement — to leave the breathless mugger collapsing to his knees, gasping for sweet, sweet air.

    The girl, meanwhile, who had been frozen to the spot during this otherworldly display, came to her senses enough to realise that this would be a good opportunity to run far, far away and, perhaps, to never, ever come out from under the covers again.

    Tonight, Magnus had come across no such incidents that required his intervention, but he knew now that if he did, he would not hesitate to step in. He had, in his lifetime, read enough superhero comics to know that he needed to use his power responsibly, but he figured that no-one would really object to a few more muggers being taken out of commission.

    He wasn't on the hunt for crime tonight, though; he had a greater purpose in mind. The shadowy figure had earlier explained to him the situation of Officer Wilkins, who appeared to be teetering on the cusp of the Darkness. It was Magnus' job to keep him safe and ensure the Light didn't get to him first; it was Magnus' job to ensure that Wilkins didn't end up as another Stacey Barman.

    When he thought of the Light, he couldn't help but think of Dora. He hadn't seen her for several days; hadn't even heard from her. Simple, normal things like text messages and phone calls seemed to mundane in the context of his new existence, but he still found himself missing her and worrying about the plans the golden figure had for her; he found himself worrying that they'd end up in a confrontation with one another, and that one would end up having to hurt the other — something that he knew neither of them wanted to do, despite the opposing sides on which they'd found themselves in this otherworldly conflict.

    He couldn't get hung up on that now, though; he had more important things to do. He was approaching Wilkins' home — the shadowy figure had known right away where to send Magnus, much to his surprise — and he had a job to do. He hoped that it would be a boring and uneventful job, but he had the sneaking suspicion that, going by the pattern of recent happenings, things were probably not going to be that simple at all.

    And he would, it transpired, be right about that.

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    1818: Untitled, Chapter 10 https://imnotdoctorwho.moegamer.net/2015/01/10/1818-untitled-chapter-10/ https://imnotdoctorwho.moegamer.net/2015/01/10/1818-untitled-chapter-10/#respond Sat, 10 Jan 2015 18:23:44 +0000 https://angryjedi.wordpress.com/?p=7042 [Back to the start.]   Officer James Wilkins slumped back into his sofa and flicked the television on. He hopped through the channels, but as usual, there was nothing interesting to watch; he just wanted some background noise. He eventually settled on some sort of cookery challenge show; it seemed to run with the theme that … Continue reading 1818: Untitled, Chapter 10

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    Officer James Wilkins slumped back into his sofa and flicked the television on. He hopped through the channels, but as usual, there was nothing interesting to watch; he just wanted some background noise. He eventually settled on some sort of cookery challenge show; it seemed to run with the theme that "celebrities" were not, on average, particularly good at cooking, with some of them even struggling to throw together a convincing omelette.

    It had not been a good day. The escape of the suspect Magnus Thompson had raised more than a few eyebrows, particularly as Wilkins had already submitted his report stating that he intended to release him. Thompson apparently still feeling the need to escape despite the fact that he had seemingly been telling the truth in his interviews suggested to Wilkins, Jensen and their superiors that there was perhaps something more to the situation than there had initially appeared; it certainly looked suspicious, anyway.

    A big question hung over the case: how on Earth had he done it? The next morning, his cell was empty, but it was locked up just as tight as it had been the previous evening, and there was no evidence that anyone had forced entry — or, indeed, exit. It was simply as if he had never been in there at all, though the paper trail said otherwise, of course. Thompson had been processed just like any other suspect, and there was both written and recorded evidence of his time in the police station; there was just no sign of him whatsoever.

    Wilkins sighed and closed his eyes, the dull murmuring of the TV show proving a relaxing backdrop.

    He was roused from his almost-slumber by the "ding!" of the bell on the microwave, indicating that his meal for one was ready. He sighed again, pushed himself up out of the soft sofa, which had been threatening to swallow him, and walked through to the kitchen. He emptied the unappetising-looking pasta bake into his last remaining clean bowl, quickly wiped off a fork that was in the sink and took it back into the living room to eat in front of the TV, as was his custom these days.

    His heart wasn't really in anything these days. He had once enjoyed his work as a police officer, but nowadays it felt hollow and empty, more like he was enforcing rules for the sake of enforcing them rather than to help make society in any way better. He had actually been excited — and slightly sickened at this admission to himself — to find himself investigating something more interesting than yet another crowd of youths standing on a street corner saying "fuck" a little too loudly for the taste of an old lady who lived close by, or a shoplifting incident whose value added up to less than the price of a packet of cigarettes.

    Now, though, this case was proving to be just as troublesome as everything else in his life. The escape of Thompson had, of course, been blamed on him, since he was the last officer to deal with him. There was to be "an enquiry" — the station seemed to launch a thousand of these daily — and he had, for the moment, been temporarily removed from the case pending its findings. He knew that by the time the "enquiry" had finished chewing through the reams of red tape that sustained it, Thompson would be long gone, Barman's body would be in the ground and there would be little hope of ever finding out what the truth really was.

    He finished his pasta as the cookery show finished. He put the bowl on the floor and leaned his head back on the sofa, closing his eyes once again. It didn't take him long to drift off to sleep.

     

    *       *       *       *       *

    When he awoke, the sun had gone down. The TV was still on; now it seemed to be showing some sort of outdoor survival program, and as Wilkins' eyes came back into focus he was treated to the sight of the presenter gobbling down some sort of beetle-like creature. Wishing he hadn't woken up at that exact moment and wincing, he fumbled around for the remote and flicked the screen off. The room filled with darkness, and he just lay there for a moment, contemplating the silence.

    Then he started to think, and he didn't want to do that right now, so he forced himself to stand up, letting out a grunting moan as he did so — he'd been on his feet all day, and his legs were feeling very stiff — and shuffling towards the stairs, intending to head upstairs to bed.

    The house was all too quiet now, and far too big for him to live in by himself. This was why he spent the majority of his time when he wasn't working in the living room watching television; it distracted him and kept his mind busy, and prevented him from thinking about why the house was so quiet.

    He trudged up the stairs one at a time, pulled off his clothes and got into bed, closing his eyes right away.

    "You want to talk about it?" came a voice he'd heard once or twice before. It was soft, feminine, soothing. He knew it wasn't really there, but it brought him comfort nonetheless. He said nothing.

    "Uh-huh," said the female voice. "It's been a bad day, I know. And I bet you're thinking that things probably can't get much worse right now, can they?"

    His continued his silence.

    "Well," said the voice. "What if I told you that the man you're looking for can help you out?"

    He opened his eyes and sat up groggily. He blinked a few times, then gave a start. A shadowy female figure seemed to be straddling him, but he felt no weight whatsoever from the figure; she seemed to be completely incorporeal, as if she was made from dark mist. But she was most definitely there; he could see her moving and hear her talking.

    As he looked at her, the walls of his room seemed to bend and shift around him; must be my eyes adjusting to the dark, he thought.

    Then he considered the strangeness of the situation. There was no way there could be a black, shadowy figure made of mist straddling him, but there seemingly was, so perhaps his walls really were bending and shifting, too?

    He reached over to the bedside lamp and tried to switch it on. Nothing happened. The figure did not move, but as his eyes continued to adjust to the darkness — he was at least partly right about what he was experiencing — he started to feel like he could make out things that had not been there before; his walls seemed to be covered in black, scrawled writing: words, phrases, short poems and indecipherable symbols. Everywhere he looked, he saw the strange designs; he didn't know what they were, and they were frightening. But he could not scream; he found himself strangely fascinated, despite the adrenaline of terror rattling around his body.

    "What's going on?" he asked in a cracked voice.

    "Oh, this?" said the figure, moving off him and gesturing flamboyantly around the room. "It's probably a little early to start getting into the details of it all, but rest assured, all will become very clear very soon indeed. I'm glad that you've seen it, though; that tells me something important that I needed to know. See you soon."

    The figure vanished, the room seemed to distort again and suddenly Wilkins was dazzled by the light from his lamp, which apparently he had managed to turn on at some point.

    He looked around, his heart racing. His walls were clean, albeit shabby, with the wallpaper peeling here and there, but there was no sign of the strange black scrawl that had been there moments earlier. This was, he was sure, the room he knew very well, but he didn't feel quite so safe and cut off from the rest of the world here any more. Something seemed to be intruding on his sanctuary, and he didn't like it.

    Oh how pathetic they'd think I look if they could see me now, he said to himself as he pulled the covers up over his head and hid beneath them, leaving the light on. He closed his eyes and tried to get to sleep, but his mind kept whirling around a cycle of images like a hyperactive slideshow screensaver: first there was his darkened room as he'd seen it a moment ago, then there was Jensen, then Thompson's empty cell, and then there was her face, just for a split second. Then the cycle repeated again, and again, and again.

    Wilkins screwed up his face as if this would protect him from the mental assault his own imagination and memories were inflicting on him, but it was to no avail; still the images came, cycling around their sequence faster and faster and faster until, eventually, his exhausted body succumbed to sleep.

    The assault continued in his dreams, but this time instead of still images he was reliving those moments. In each instance, he tried as hard as he could to escape, to run away from the things he was seeing, but everywhere he turned, the world seemed to turn with him; he could not get away.

    He could just about deal with the simpler images. But then he came to the last situation again, and it was painfully vivid in its detail; he walked up to the gurney with that cold, grey, still body on it, looked up at the medical examiner, nodded his mute agreement that the body was indeed who it was thought she was, and then he found himself just staring down at her face, beautiful even in death, even battered and broken and bloodied as it was. She was still beautiful.

    His eyes snapped open and he realised he was covered in sweat and breathing rapidly.

    There would be no more sleep tonight.

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    1817: Untitled, Chapter 9 https://imnotdoctorwho.moegamer.net/2015/01/09/1817-untitled-chapter-9/ https://imnotdoctorwho.moegamer.net/2015/01/09/1817-untitled-chapter-9/#comments Fri, 09 Jan 2015 18:00:00 +0000 https://angryjedi.wordpress.com/?p=7039 [Back to the start.] They were flying. Dora knew that she was in a bad situation, and worried about Magnus, but she couldn't help enjoying the exhilarating experience. The golden figure — whom she had by now met several times before, but was quickly coming to dislike intensely — had snatched her up before she had … Continue reading 1817: Untitled, Chapter 9

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    They were flying.

    Dora knew that she was in a bad situation, and worried about Magnus, but she couldn't help enjoying the exhilarating experience. The golden figure — whom she had by now met several times before, but was quickly coming to dislike intensely — had snatched her up before she had realised what was going on, and was now carrying her under his arm like a cheap flatscreen TV scored in the January sales; a gift to be taken home as quickly as possible; a prize.

    She was insulted by the implications of the way she was being carried, but also knew that were it not for her being carried like this, she might not be able to experience the euphoria of physics-defying flight she was enjoying right now. She felt pulled in two different directions at once; she hated the golden figure for the way he had behaved, but she loved him for the things he was letting her discover.

    She had lost track of how long they had been flying or even how far they had travelled; the ground beneath them had flashed by in a blur, and she hadn't been able to make out where they had headed. Abruptly, the flight came to a stop, however; the golden figure slowed and stopped above what appeared to be a country church, then gently lowered himself and his prize to the ground. When his feet touched the ground, he released Dora from beneath his arm, allowing her to stand on her own two feet. She staggered unsteadily; it felt strange both to be on terra firma again, and also to no longer be travelling as fast as they had been.

    "Whoa there," said the golden figure. "Take a minute to get your balance back."

    Dora frowned. She couldn't understand this bizarre character; as she'd been snatched up, she'd felt like she was being kidnapped, but now he was concerned about her wellbeing? He wasn't restraining her or holding her against her will? What was the deal with him?

    Of course, he might as well have been restraining her or holding her against her will, since she had absolutely no idea where they had flown to. She didn't recognise the church, and it appeared to be somewhere in the countryside well outside the city. It was a peaceful, relaxing environment; there wasn't a trace of the perpetual background traffic noise that was everywhere in the city, and instead the only sounds that could be heard were the rustling of the leaves in the gentle breeze and the occasional hooting of an owl somewhere in the distance.

    "Come in," the figure said, approaching the church door and gesturing for her to follow. She hesitated a moment, then followed.

    Inside, it was clear that the church wasn't in active use, but it hadn't yet crossed the line into "ruined" territory. It was still fully intact, just abandoned. Rows of pews were covered in a thick layer of dust, sad old candles sitting atop the detachable candlesticks every other row; faded hassocks adorned the backrests of each row. Images of sacred figures gazed down from the stained-glass windows, and the crucified form of Jesus gazed down from his cross that formed the centrepiece of the rood screen dividing the nave from the chancel. It would have been an attractive, quaint little village church had it been in more active use; now, though, it seemed slightly eerie.

    "Let there be light!" bellowed the golden figure with exaggerated theatricalism. Instantly, every candle in the church — many of which clearly had not been lit for years — flared to life, filling the church with flickering orange light. It was a spectacular sight, and the golden figure clearly enjoyed every moment of it. Dora couldn't help but be impressed despite her intense dislike of her companion.

    "Sorry," he said slyly, turning to her and shrugging. She couldn't see his face, but she could imagine what expression it would have been pulling if she could. It wouldn't be an expression of genuine remorse. "I just can't resist doing that every time. Even when there's no-one else here."

    "Okay," she said absently, walking up the aisle. Her bare feet made little sound as she felt the cold tiles beneath them; she knew that if she had come here wearing her favourite shoes, however, that the clopping of the heels would have reverberated for several seconds inside the old building. She paused before the rood screen and gazed up at the crucifix for a moment, contemplating the son of God's sad-looking face as he willingly submitted himself to his "punishment" and supposedly died for the world's sins.

    Dora had never really believed in religion, but then if anyone had told her that one night she would be swept away to the middle of nowhere by a radiant golden figure who could fly, she wouldn't have believed them either. She found herself wondering what else was out there that she had taken for granted as not being true — or what strange and wonderful things there might be in the world that she had never even thought of once.

    The church was silent for a moment. Then Dora turned from the screen and faced her companion.

    "Why am I here?" she asked mildly. Her earlier exhilaration was giving way to irritability, but she did her best not to let that show; she could see from her companion's encounter with Magnus that he was not someone to be trifled with, despite his apparently flippant attitude.

    "You're going to help me," he said. He was confident in his statement, even though he hadn't discussed it with her. This annoyed her further; she was her own person, and she didn't exactly relish the thought of taking orders from this… was "person" even the right word?

    "What makes you think I want to?" she said. Her facade of calm was quickly fading. "And what am I supposed to be helping you with?"

    "Because it's the right thing to do," he said. "And we've already been through this."

    It was true: they had. Dora hadn't given the full story to Magnus when they had compared stories shortly after their respective strange experiences had begun. While their experiences had been, for the most part, fairly similar, despite the opposition of the light and dark perspectives, there was one key way in which they had differed: what their apparent objectives were. Magnus had mentioned that his own strange companion figure had said something about the balance between the light and dark being thrown out; what Dora had not shared, meanwhile, was the fact that the golden figure standing before her right now had taken a somewhat different view of the situation: he had informed her that she was going to play a key role in wiping out and destroying the darkness completely and utterly.

    "Think about it," her companion continued. "Consider your shadowy friend we saw earlier — Marcus, was it?"

    "Magnus," she corrected him, though she had a feeling the error was deliberate rather than based on poor memory.

    "Your friend is consumed by Darkness," he continued, ignoring her comment. "Wouldn't you like to help him? Wouldn't you like to stop his pain? Haven't you thought to yourself time after time that you want to save him?"

    She said nothing. She couldn't deny any of the things that her companion was saying, but she knew that his interpretation of them differed very much from her own, particularly if the sad case of Stacey Barman was anything to go by. She had little doubt in her mind that her companion genuinely did see his murder of Stacey Barman — for Magnus' story had convinced her beyond question that the golden figure was responsible for the girl's death — as "saving" her; as releasing her from pain.

    That, in itself, was frightening, but what frightened her more was the dawning realisation that assumptions and associations she rarely had cause to consciously think about were being proven wrong every moment: she had always made the unconscious mental connection between the concept of "Light" and the concept of "Good", but it was rapidly becoming clear to her that this most certainly was not the case, at least not if her companion was anything to go by. Similarly, despite Magnus' embrace of — or at least being taken in by — the Darkness, did not make him an agent of "Evil".

    She knew him too well to think of him as evil. She knew him too well to believe that he could ever commit an evil act, even with his new powers: if he was truly evil, he would have wanted to exact revenge on the one who broke his heart, but instead, despite how deep into the darkness of despair that woman had sent him, he remained contemplative and accepted his own role in the way things had gone; he had taken responsibility for the things he had done as much as he had blamed her for the way in which she had handled things. She admired that, and wasn't sure she could do the same thing, and yet she was the one who found herself infused with light and radiance?

    "Well?" said her companion.

    "I do," she said defiantly. "But I'm going to do it my way."

    He laughed at her. Then he stopped abruptly.

    "Oh, you're serious," he said gravely. "How adorable. I'm not sure you quite understand the situation. So let me put it in terms you might be able to comprehend."

    He walked slowly up the aisle towards her, his golden radiance seeming to grow as he did so. Although the sight was quite beautiful, she also found it spine-chilling. She didn't know what was going to happen next, but it wasn't long before she found out.

    "Kneel," he said, pointing to her. She complied immediately.

    "Grovel," he said, his finger still pointing at her in an accusatory manner. She complied again, touching her head to the floor in a gesture of complete supplication.

    "I don't think you understand," he said again. "You cannot just use the Light as you see fit. Everything we do is for the greater good. And you need to learn that. You need to learn to put aside selfish concerns and think of the greater good. You need to learn. Stand."

    She stood.

    His arm still outstretched, her companion opened his hand, palm outwards towards her, and she felt herself lifting off the ground, her bare feet no longer touching the cold, chipped tiles of the old church's floor. She was flying, floating, completely out of control of her own body. She floated until she felt something digging into her back, and realised that she had been pushed up against the rood screen; the sharp thing in her back was, presumably, the crucifix she had contemplated earlier. Now she was the one in the submissive position, but she didn't feel like her sacrifice, unwilling as it was, was going to achieve anything.

    Nor, it seemed, did her companion. He clenched his fist and pulled back his elbow. As if yanked by invisible chains, she was pulled to the ground, her whole body slamming to the ground with great force.

    Such was the shock of the sudden movement that it took several seconds for the pain to register. Then, suddenly, it was everywhere in her body; she couldn't move; she felt like all her bones had been broken. The agony was so much that she felt like she would pass out — then, as quickly as it had come, the pain was gone again, and she found herself being helped to her feet.

    Surprised that she could stand and tears still falling from the corner of her eyes from the agony of just a moment ago, she looked at her assailant, who just nodded.

    No, she thought. Light was not Good at all.

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    1816: Untitled, Chapter 8 https://imnotdoctorwho.moegamer.net/2015/01/08/1816-untitled-chapter-8/ https://imnotdoctorwho.moegamer.net/2015/01/08/1816-untitled-chapter-8/#comments Thu, 08 Jan 2015 19:29:50 +0000 https://angryjedi.wordpress.com/?p=7037 [Back to the start.]   He wasn't sure where else to go. He hadn't immediately decided to head for Dora's house; he'd just picked a direction and started running. But it wasn't long before he realised that he'd naturally picked that direction, and it seemed as good a place as any to go. Quickly he found … Continue reading 1816: Untitled, Chapter 8

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    He wasn't sure where else to go.

    He hadn't immediately decided to head for Dora's house; he'd just picked a direction and started running. But it wasn't long before he realised that he'd naturally picked that direction, and it seemed as good a place as any to go.

    Quickly he found himself surprised at his own stamina; although he'd occasionally made an effort to try and get some exercise, he still considered himself massively unfit, but tonight was different: he didn't feel the slightest bit out of breath, even after running up the big hill which the police station was at the bottom of, nor did his muscles ache.

    Shortly after this thought, he realised that he was moving a lot more quickly than he should have been able to, much to the surprise of the drunken vagrant lying propped up against a crumbling brick wall outside the train station. As Magnus swept past, the vagrant was knocked onto his side, his paper bag-clad bottle of cheap cider skittering away as it fell from his hand; the golden nectar that helped him forget life's troubles dribbling on to the street and down a nearby drain. He did not move to reclaim it; indeed, although he did not know it right now, his last mouthful this evening would turn out to be the last drop of alcohol he ever touched.

    Magnus did not concern himself with his surroundings, nor with what anyone who might see him streaking through the city streets at an improbable velocity might think. He simply headed for his destination, following the route he would have taken were he driving his car; his mind strangely clear and focused. This didn't feel the same as when the primal instinct had taken over shortly after he'd discovered Stacey Barman's body; he felt in control, this time; he felt powerful.

    But he also felt afraid. It was a dull feeling pushed to the back of his mind by his determination to reach his destination as quickly as possible, but it was there nonetheless. What he was doing should have been completely, physically impossible, but the wind whipping his hair and biting at the skin on his face certainly felt real.

    The city streets seemed deserted as they flashed past in a blur. He wasn't sure what time it was, but he guessed it must have been late — or early. He wasn't sure how much time had passed between him being locked in the cell and his strange, unexplainable escape, but he guessed it must have been a few hours at least. Night had already fallen when the officers finished questioning him — they would probably have a few more for him now, if they ever saw him again, that is — and the hour had gotten sufficiently late for the lights to go out, after all.

    It didn't matter. He needed to get to Dora. He wasn't sure what he'd do when he reached her, but right now she felt like the only person who could help him deal with the situation, so ever onwards he ran, until he found himself coming into her familiar street. He slowed and eventually stopped in front of her house, unsure of how to announce his presence. He didn't have his phone with him, after all, and he didn't want to raise a commotion if the hour was as late as he thought it probably was.

    It turned out he didn't need to worry. Not long after he arrived outside her house, Dora's front door opened, she stepped out and slowly began to walk towards him. Almost imperceptibly at first, she began to glow; as she approached, with each step the radiance seemed to grow within her until her features were all but obscured, and Magnus was reminded, with a certain degree of horror, of the golden figure he had chased away from Stacey Barman's murder scene.

    A dark thought entered his mind, but he pushed it out; he knew that Dora hadn't done this, because Stacey Barman's assailant had been, as closely as he could tell, male. Although the brightness of the light emanating from Dora was almost blinding at this point, her form was still recognisably female; although she was still wearing her night clothes, the light bursting forth from her made her figure clearly visible through the material. Magnus' heart ached as he gazed upon the literally radiant figure of the woman he could never have.

    "Hi," she said, her voice eerily calm; almost devoid of emotion.

    "Hi," he said, equally coldly.

    The two just stared at one another for a moment. Silence reigned around them; time seemed to stand still. The world seemed to bend and shift, but it neither became the dark, twisted world that Magnus had come to recognise, and nor did it become the bright but chilling world Dora had come to know. It simply seemed to wobble in a state of not-quite-reality, but neither of the two took their eyes from the other.

    Magnus was the first to move. He extended his right arm in front of him; he was unsurprised to notice that it had taken on the battered, gnarled, darkened appearance he had previously seen when his strange powers had previously manifested. The fear was still there in the back of his mind, but he was coming to recognise this strange phenomenon now; it was part of him, whether he liked it or not, so he was going to have to come to accept it.

    After a moment, Dora reached out with her right arm, too, her hand outstretched. She moved it slowly towards Magnus' hand until the pair of them were almost touching, the tension between them almost palpable.

    Then, a flash of golden light, and Magnus was knocked backwards with great force. He landed on his backside and was winded; the first time he had felt aware of his body's physical limitations since the long run from the city centre. He looked up; standing in front of Dora was the same golden figure he'd seen before. It put its hands on its hips defiantly and looked down at him: the triumphant hunter gazing down at his cornered quarry right before he finished it off for good.

    Neither the golden figure nor Magnus said anything, but Dora gave a shout of surprise as the former lunged at the latter, moving so quickly that he simply seemed to be in one place one moment, and another the next. Magnus, still on the ground, rolled out of the way to escape just in time, but he was still at a clear disadvantage, even with his staggered assailant.

    The golden figure was angered by his unsuccessful attack and let out a howl of rage.

    "Die!" he cried, obviously preparing to lunge again. But this time, Magnus was ready. The tendrils erupted from his hands again; one swept the golden figure's legs out from beneath him, and another knocked him aside, sending him skittering across the street as if he weighed no more than a cardboard box.

    Magnus leapt to his feet with agility that surprised himself and turned to face his floored opponent, the situation now reversed from what it had been a moment ago. But the disparity didn't last for long; his attacker rolled backwards and nimbly leapt to his feet, clearly undeterred by how his quarry was proving to be something of a feisty one.

    The golden figure swept towards Magnus at lightning velocity once again; once again, Magnus deftly sidestepped, but missed with the dark tendrils this time. The attack came again; his assailant was nothing if not predictable. And again, and again; every time, Magnus dodged the assault, the pair of them indulging in a peculiar dance as Dora looked on.

    But Magnus didn't realise that the golden figure very much had a set of steps in mind for the pair of them until it was much too late; with his last lunge he didn't aim for Magnus at all, and instead snatched up Dora's surprised figure, still glowing with an intense radiance, and streaked off into the distance with a chilling laugh.

    Magnus was left standing alone. The world, which had been shimmering between light and dark moments ago, began to fade out, and as he sank to his knees all trace of the light and vibrance that had been here a moment ago was gone, and he was once again surrounded by the despairing words and scrawled symbols that seemed to cover every surface.

    Was he destined to be alone? Was this how it was always going to be? Was this what the conflict between light and dark really meant?

    He didn't know. But he knew that he had to find out — and that even if Dora was, it seemed, on the opposite "side" to him, he had to help her.

    "Good," came the now-familiar voice of the shadowy figure as it appeared from nothingness beside him. "I see you're starting to get it."

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    1815: Untitled, Chapter 7 https://imnotdoctorwho.moegamer.net/2015/01/07/1815-untitled-chapter-7/ https://imnotdoctorwho.moegamer.net/2015/01/07/1815-untitled-chapter-7/#comments Wed, 07 Jan 2015 20:19:56 +0000 https://angryjedi.wordpress.com/?p=7035 [Back to the start.]   When the following morning came, Magnus was startled awake by a hammering on his flat's front door. It was an urgent, persistent hammering; whoever was doing it clearly wanted to come in right now. He groaned and unsteadily pushed himself to his feet. He had all but passed out where he had fallen the … Continue reading 1815: Untitled, Chapter 7

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    When the following morning came, Magnus was startled awake by a hammering on his flat's front door. It was an urgent, persistent hammering; whoever was doing it clearly wanted to come in right now.

    He groaned and unsteadily pushed himself to his feet. He had all but passed out where he had fallen the previous night; he was still wearing the same clothes, and the crumpled bedsheets left an obvious outline of where he had slept. His mind was not fully alert as yet, but he knew two things: he was in a lot of pain, and he very much wanted that noise to stop.

    Yawning, groaning and rubbing his face, he staggered to the front door pulled it open a crack without looking through the peephole first. He poked his head around the gap in the door, but kept the rest of his body in the warmth and safety of his home.

    "What?" he said, his vision still blurred.

    "Mr Magnus Thompson?" said the police officer standing in the hallway; a stocky, stern-faced man with a neatly-trimmed goatee beard. He was accompanied by a female police officer built almost as solidly as he was. Radio chatter burbled in the background, but was indecipherable.

    "Yes," said Magnus, blinking the sleep out of his eyes, not fully registering what was going on.

    "We were hoping to talk to you about the death of Stacey Barman," he said. "You are the one who reported it, correct?"

    Magnus suddenly felt very awake, a rush of adrenaline shooting through him like an electric shock. How did they know?

    "The number the one who reported the crime called from was registered to this address," said the female officer, speaking up for the first time. "It was you who called, yes?" she said, echoing her colleague's words.

    "Yes," said Magnus in a low voice. "I reported it."

    "May we come in?" said the male officer gruffly. Magnus got the impression that despite the polite language, it was not a polite request. "We'd like to ask you a few questions."

    "You're not in trouble, don't worry," said the female officer. Magnus would have smiled at the obvious and clichéd good cop-bad cop routine were it not proving to be one of the more stressful experiences he had lived through to date. "We just want to get a better idea of what might have happened, what you might have seen."

    "Okay," said Magnus. He stepped out from behind the door and pulled it open fully. He realised too late that the shirt and jeans he had been wearing since last night — the shirt and jeans he hadn't changed when he had got up in a hurry not five minutes ago — were both streaked with smears of dried blood.

     

    *       *       *       *       *

    Dora looked uneasily at the disheveled figure of Magnus visible through the glass, the guard standing mute and still as a statue behind him. She lifted the receiver. Magnus did the same.

    "Hi," he said. "Thanks for coming."

    Dora had been the person he called when they had brought him in under suspicion of the murder of Stacey Barman. He wasn't thinking straight and didn't know any lawyers, so she was the only person he could think to call. The offers who had brought him in — the man was named Wilkins and the woman was named Jensen — had allowed him to obtain the number from his phone, but the device itself had then been confiscated along with the few other personal belongings he had in his pockets.

    Dora didn't know what to make of the situation. She didn't believe for a second that Magnus was capable of murdering anyone, but she was also fully aware of the strange happenings that had been occurring recently — and was certain that if her own strange experience she had had on the way home the previous night was anything to go by, Magnus was probably also in a peculiar situation where he needed to quickly learn how to control an enormous power he didn't understand.

    It had happened unexpectedly as she was walking back to her car; a curious urge to run. She obliged the sudden instinct, surprising herself, but quickly found that the instinct was stronger than her conscious, self-aware mind: before long, she felt like she was out of control. She ran, rapidly speeding up until she had reached a velocity that should have been physically impossible for even the most well-trained athletes. She became dimly aware that she was heading straight for a solid-looking wall, and then the world was turned on its side as she simply charged up the side of the building as if it was a flat piece of flooring. Then she was atop the roofs of the city; she bounced and leapt from building to building, feeling an odd — and slightly frightening — sense of euphoria as she did so. It was an addictive, intoxicating feeling; initially, she didn't want it to stop, but as what little remained of her rational mind started to panic over the lack of control over her own body she was exhibiting, she wanted nothing more than to be back on solid ground.

    And then she was; walking down the street where she had been before she had started running. Had she imagined it? A daydream? A hallucination? She wasn't sure, but the strange, frightening experience caused her to stop, pinch herself and whisper under her breath "I'm here, everything's fine, everything's fine," without caring if anyone around her heard.

    "Hi," she said.

    "I didn't do it," he said.

    "I know," she said.

    The two gazed awkwardly at one another through the glass. All was silent for a moment, and Dora became very conscious of the ticking of the clock on the wall behind her. She glanced around and looked at it. They didn't have long together.

    "What do you want me to do?" she asked. "How can I help?"

    "I don't really know," he said, his face clouded over with abject despair. "It looks pretty bad, doesn't it." He indicated his bloody clothes.

    He had explained to her on the phone that he had discovered a dead body the previous night, and that due to an unfortunate series of circumstances was now under suspicion of putting it there. He hadn't explained the rooftop fight against his golden assailant or his conversation with the shadowy figure, though he had little doubt, after their conversation, that she would believe him.

    "Whatever it is that those… people said was going to happen," he said, resting his chin on the palms of his hands, "it seems to be starting."

    She nodded mutely. She didn't really know what to say about it. She didn't understand what was happening to her, and what was happening to Magnus. But she knew that this wasn't something she'd be able to just ignore and hope it would go away. She hadn't chosen this path, but she was on it anyway, and so was Magnus. They just had to follow it and see where it went; she hoped, sincerely, that it didn't simply lead to a life in prison for her friend.

    Conscious of the guard standing behind him who, despite remaining stoic and statue-like throughout their conversation, was obviously listening in, Magnus refrained from giving a full account of his confrontation. If he got out of here, he resolved, he'd explain the situation fully. For now, however, he was just comforted by her presence; he felt more at ease than he had done all day.

    A buzzer sounded, and the line between the receivers went dead. Magnus saw the door open behind Dora, and a police officer step in. Looking at Magnus for one last time with sadness in her eyes, she replaced the receiver and turned for the door. He watched her leave, waiting a moment before hanging up his own receiver and standing, following the guard back into the darkness.

    *       *       *       *       *

    Magnus was questioned by several police officers over the course of the rest of the day. By the time they had finished with him, night had fallen. He hoped that his answers had made it abundantly clear that he had no idea what had actually happened to Stacey Barman, and that the dried blood on his clothing was simply a result of him being near her and trying in vain to help her, but he didn't get an answer as to whether or not he had done a good enough job that day. Even if he were to be released, it seemed, it wouldn't be until tomorrow when the appropriate paperwork could be filled out. It looked like he'd be spending the night here, at least.

    Eventually, the lights went out. He was the only occupant of the cells right now; although not a small town, crime had never been a big issue here. Between some ambitious and expensive youth projects and a close-knit community of residents who genuinely loved where they lived, faults and all, it was unusual to hear of even a robbery or mugging, let alone a murder case. Magnus was sure that what had happened to Stacey Barman would be all over the newspapers and Internet by the morning, if it wasn't already.

    He stared into the darkness, contemplating his situation miserably. If he'd thought things were bad before, they were even worse now. He seemed to be sinking ever further into his own personal pit of darkness; how could he escape?

    Did he want to escape?

    The thought surprised him for a moment, and then several things started to make a certain degree of sense.

    Despite everything, he was enjoying the excitement in a perverse fashion. And he realised, with a combination of fascination, horror and satisfaction, that he had been enjoying the bleakness for a while before this had started happening, too. It made him feel important and special; it gave him something to talk about that made him feel like he mattered; a feeling which he had been sorely lacking for many years prior. He had been wilfully embracing his own darkness for a perverse sense of pleasure; it was a drug to him, and one that he couldn't quit.

    He blinked as his eyes started to adjust to the darkness, and was surprised to discover that he appeared to be standing on the other side of the bars to where he had been a moment earlier. He was outside his cell, which was still shut. He tried the door; it rattled slightly, but did not budge.

    Was this another manifestation of his new power?

    He found himself smiling to himself, even as his skin started to crawl at the prospect of explaining how this had happened should any police officer happen to see him. The adrenaline of both excitement and fear started to course through his veins as he walked towards the door; he reached out for it, but then paused before grasping the handle. It was probably locked anyway.

    Instead, he closed his eyes and concentrated on immersing himself in the darkness that was all around him. He willed himself to become part of the night; to blend in; to disappear. He'd always been good at escaping people's notice, after all, though not always intentionally.

    When he opened his eyes again, he was standing on the city streets outside the police station.

    However it had happened, however he had escaped, it wasn't over yet. He needed to get away from here. Right now.

    The post 1815: Untitled, Chapter 7 appeared first on I'm Not Doctor Who.

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    1814: Untitled, Chapter 6 https://imnotdoctorwho.moegamer.net/2015/01/06/1814-untitled-chapter-6/ https://imnotdoctorwho.moegamer.net/2015/01/06/1814-untitled-chapter-6/#comments Tue, 06 Jan 2015 21:11:49 +0000 https://angryjedi.wordpress.com/?p=7033 [Back to the start.]   His eyed darted one way then the other; his awareness heightened, his mind feeling more alert and agile than it had done for months. He couldn't see his quarry; it seemed that they were long gone… or were they? He stood up straight and clasped his hands together in front of … Continue reading 1814: Untitled, Chapter 6

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    His eyed darted one way then the other; his awareness heightened, his mind feeling more alert and agile than it had done for months.

    He couldn't see his quarry; it seemed that they were long gone… or were they?

    He stood up straight and clasped his hands together in front of him. Then he closed his eyes and took a deep breath. He reached out with his mind and felt like his consciousness was separating from his body, scanning the area, searching, probing. Then his eyes snapped open, and it was back where it should be.

    A flash of golden light. Or, more accurately, a streak. It raced towards him at such a velocity that he nearly didn't have time to leap out of the way, but his heightened reflexes meant that by the time the golden swoosh had reached where his body was standing just a moment ago, he had already leapt high in the air and was gracefully floating down to face his assailant.

    During all this, Magnus remained dimly aware of his own self, but at the same time felt as if he was trapped in his own body: his form a prison from which he could only look out and wonder how he could possibly ever perform such physics-defying feats. He could not find a rational explanation for it because there simply wasn't one; whatever was happening was simply ignoring what he had, up until recently, considered the inviolable laws of the universe.

    He landed on the rooftop softly; first one foot, then the other, and gazed across at his attacker, who was standing on the next building over, hands on hips in a confident expression of superiority, for it was a humanoid figure — or perhaps even a human figure. It was difficult to tell for sure, since the radiant golden glow that seemed to emanate from within the figure's very skin made making any details out somewhat difficult, but he recognised the outline as a male form; trim, fit and tall, very different from the way he saw himself in his mind's eye.

    For a moment, he simply stared at the figure, and it stared back at him; a second later, there was another golden streak, and the figure was standing right in front of him. The golden radiance dazzled him, but he also noticed that the figure appeared to be casting no light on the rooftop beneath his feet; he was simply glowing in an otherworldly manner that, even in his detached state, Magnus found somewhat unsettling.

    "Hi," said the figure in a low voice. "I guess you're not happy." Magnus could, from this distance, barely make out a mocking smirk on the figure's face.

    "To put it mildly," growled Magnus, the words coming out of his mouth before he was even aware what he was saying. The sensation was frightening; something was in control of him, and he seemingly had no influence over what was being said or done — or what was going to happen next.

    Magnus lunged forward, the same dark tendrils that had brought him to the rooftop in the first place once again erupting from his hands, this time desperately seeking the golden figure. But it was too late; the figure had already moved to another rooftop with such rapidity that he may as well have been teleporting.

    "Well, tough shit," called the golden figure in a mocking tone. "I got one of yours, and before they even knew what was going on. Oh, it was so sweet seeing the life drain out from behind those desperate, sad eyes; how she finally realised that her embracing of the Dark had brought her to the end of her own existence. Delicious. Anyway, got to dash! Later!"

    The figure swept off over the rooftops, and before long was out of sight. Magnus considered giving chase, but even in his current state of consciousness, he knew that was a fruitless effort. Instead, he leapt from the rooftop and floated down into the alleyway, an incorporeal cloak of black flowing from beneath his outstretched arms as he defied the laws of gravity without a second thought. Then, as he touched the ground, the primal feeling was gone; he looked at his hands, and the strange, gnarled, mottled appearance they had taken on was gone, too.

    He bit his tongue and winced, and realised that he was once again in full control of his own actions; though the biting of the tongue was accidental, it was a perfectly normal thing for him to do, and certainly a far cry from his unusual descent from atop the building.

    He looked up and contemplated quite how high the structure was; not only was there no way he should have been able to get up there, thanks to the broken fire escape, but there was no way he should have been able to survive getting back down in the way he did, either. And yet here he was, without a scratch on him, considering the baffling events that had just transpired.

    It took him a moment to remember the prone figure of the girl. She was still lying where he had left her; she was obviously dead, though he couldn't tell how long she had been that way.

    "How tragic," came a voice from behind him. He jumped and span around. As he did so, the world seemed to shimmer and twist, and suddenly everything seemed different to how it had done a moment ago; the air was thicker and darker, and the walls seemed to be covered with things that had not been there before: both words and indecipherable symbols, splattered in the same carefree painter's hand he had by now seen several times, though they covered the walls with such thick, overlapping intensity that it was impossible to work out what — if anything — any of them were trying to say.

    As fast as his heart was beating, he found himself unsurprised to discover the shadowy, silhouetted female figure standing in the alleyway, her pose making it clear that she was contemplating the situation somewhat philosophically, even as it was impossible to make out any of her facial features. She had obviously appeared out of nowhere, but it was already very apparent to Magnus that whatever he had found himself involved with did not involve rational explanations, so he didn't dwell on it.

    "You… knew her?" he asked hesitantly, unsure quite how to address the figure.

    "No," she said. "But I — we — could have done. A life cut tragically short before she could realise her potential."

    A pause.

    "Stacey Barman," said the figure, with the practiced, measured tone of a detective on a crime show. "Twenty-four years old. A wannabe actress, struggling to make ends meet in a scuzzy, cheap, traveller's hotel." Here, the figure gestured to the building on one side of the alleyway, which Stacey had apparently come out of before she met her demise. "She was born in the wrong place at the wrong time and made a lot of the wrong choices. Things were not going well for her."

    This sounded alarmingly familiar to Magnus. He felt sorry for Stacey, but he felt that at least part of the empathy he felt towards the dead girl was self-pity because, even from that simple description, he related to her. He may not have been a struggling actor or working in a hotel, but he knew well the feeling of having made a series of poor choices that led to a seemingly inescapable bad situation.

    "Our Stacey here may not have been having a lot of luck with life," continued the shadowy figure, by now pacing around the dead girl's corpse as if searching for evidence, "but, as I'm sure you know, that only helped draw her towards our side." She sighed. "She could have been a powerful one. All that dark energy, gone to waste."

    Suddenly, the figure was in Magnus' face. He wasn't sure if she had simply moved quickly or had actually vanished from one spot and reappeared in another.

    "This is what I was talking about," the figure hissed. "Stacey shouldn't have died here. She should have awoken. She should have been like you. But instead, here she is, and once again the Light mocks our efforts and desires for the world to remain in balance; the delightful chaos and unpredictability of existence, at this rate, will be little more than a memory for those of us who are even alive, or…" — here she paused a moment — "…at least aware enough to remember it."

    Magnus wasn't quite sure how to respond. As he'd said to Dora earlier, the shadowy figure had previously explained the nature of the conflict between the Light and the Dark, but he hadn't understood what that meant. Now, the grim reality was starting to sink in to his mind; there was a war on, and he wasn't sure he was on the winning side.

    The alleyway was silent for a moment as both Magnus and the shadowy figure continued to contemplate the corpse of Stacey Barman, the warmth of life rapidly leaving her still form as she continued to lie where she had fallen, exposed to the elements, seemingly unwanted and unloved.

    Magnus felt an intense surge of pity for her, and seemed to feel something building up inside himself.

    "No," said the figure, not turning to face him. "It's too late for her. But there'll be other chances. For now, you should see to it that she is taken care of."

    The strange patterns and words on the walls seemed to twist and shift again, then the shadowy figure was gone, and Magnus was left standing alone in the alleyway.

    He dropped to his knees in front of Stacey Barman's body and felt himself starting to cry. He wondered if this could have been him — why it wasn't him — and what all this meant. His mind was a jumble of complex emotions and confused interpretations of everything that had happened recently.

    He let the tears flow; he knew better than to try and stop his emotions from overflowing when they were bubbling up like this. And, as he'd experienced so many times before, the storm eventually calmed; the pouring of tears slowed; gulping, sobbing gasps gave way to more regular breathing. It was always calm after the storm; he was always at his most rational after he had allowed himself to overflow and explode. He knew what he needed to do.

    He pulled out his phone — which had somehow managed to stay in his pocket amid the earlier chaos — and called for the emergency services. He reported Stacey's body, and its location, and that she had already passed away. Then, once he was satisfied he had done his duty, he headed back up the alleyway he had earlier made the ill-fated decision to investigate; before long, he was back on the road, his pace quickening until he broke into a jog, then a full-on run.

    He reached the front door of his building as he heard the howling of sirens in the distance.

    "I'm sorry, Stacey," he said out loud to himself as he looked up at the moonlit, cloudy sky. "I wish I could have helped you. But I hope wherever you are now that you find happiness and peace."

    He opened the door to his building, unlocked his flat's front door, went inside without turning any of the lights on and collapsed face-first onto the bed. He didn't wake up — or even move — until the following morning.

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    1813: Untitled, Chapter 5 https://imnotdoctorwho.moegamer.net/2015/01/05/1813-untitled-chapter-5/ https://imnotdoctorwho.moegamer.net/2015/01/05/1813-untitled-chapter-5/#comments Mon, 05 Jan 2015 21:25:54 +0000 https://angryjedi.wordpress.com/?p=7031 [Back to the start.]   "So." "So." Now the pair of them were here, neither of them were quite sure what to say. They both already knew the pertinent details, having shared them via chat message prior to meeting up. But, given the eerie similarities between their experiences — and the aspects in which they were … Continue reading 1813: Untitled, Chapter 5

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    "So."

    "So."

    Now the pair of them were here, neither of them were quite sure what to say. They both already knew the pertinent details, having shared them via chat message prior to meeting up. But, given the eerie similarities between their experiences — and the aspects in which they were complete opposites, too — they had both agreed that meeting up to discuss things in person would probably be more productive.

    So far it hadn't been, largely because despite the strange happenings, it felt like just a regular, normal day. People were going about their business in the coffee shop; conversation was occasionally drowned out by the enormous coffee machine and its overenthusiastic milk frother; no-one gave Magnus and Dora a second glance. To any passers-by, they would have looked just like two people sitting together, sharing some time with one another, though the more voyeuristic might have mistaken them for a couple, given the amount of time they were spending looking directly at one another.

    Eventually, Magnus spoke after swallowing a mouthful of cappuccino.

    "There's more," he said. "More than what I told you before, that is."

    "Oh?" said Dora, interested. There was more to her experience than what she had shared, too, but she was curious to hear what Magnus said first, so she didn't bring it up.

    "Yes," he said. "It feels… kind of silly to be talking about it, though. I mean…" — here he lowered his voice a little — "…magic. Or whatever it is. Energy. Life force. I don't know. She explained it all, but it went over my head a bit."

    "She?" asked Dora, one eyebrow raised quizzically.

    "Yes," Magnus said again. "She. After that initial… dream, or whatever it was, I started noticing strange things happening. And eventually, everything seemed to sort of… black out. Though not like it being dark; more like… I don't know. The world felt kind of… wrong. I knew where I was, but things didn't look right. And there she was."

    He paused. He wasn't quite sure how to describe the shadowy figure, since she was such an ill-defined presence. But he could tell that she was a woman, or at least a female presence, since he wasn't quite sure if being incorporeal allowed one to continue being called a "woman" or "man".

    Dora had heard enough already. She felt comfortable about speaking up now.

    "Did she happen to say something about our world, and how it was made?" she asked. She was surprised how confident she sounded asking such a peculiar question. "Did she happen to mention anything about the light…"

    "…and the dark?" Magnus concluded for her. "Yes, as a matter of fact." He frowned. "Wait, how do you know that? Did you…"

    "Yes," said Dora with a gentle smile. "The same thing happened to me. After a few days of strange happenings — in my case, really weird stuff like the little 'un falling over and scraping both her knees, then there being absolutely no sight of any injury moments later — something similar happened to me. There was… someone. I couldn't quite see them, not clearly, anyway, but there they were. Some sort of presence. A guy… or the ghost of a guy, or something. Hard to explain, really."

    "Hmm," said Magnus. The two of them were quiet for a moment, and took the opportunity to have another sip of drink, neither taking their eyes from the other.

    "Anyway," said Magnus after a moment. "There was some sort of fantasyland bullshit about the balance between light and dark, and how things looked like being thrown out of balance if things carried on the way they were, and…"

    "I'll just stop you there," said Dora with a gentle laugh. "I don't think it's 'bullshit', not if we've both seen weird stuff like this going on. Unless we're both very, very ill indeed and having some sort of shared hallucination. Then that really would be bullshit; the sort of clichéd crap that's straight out of a cheap novel you'd pick up at the airport."

    Magnus smiled. It felt good. He felt like he hadn't done it genuinely for a while, but despite the strange — and slightly frightening — situation in which he found himself, it felt good, particularly to have something private that he and Dora could share together. He wondered if she felt the same way.

    As a matter of fact, she did; life had been boring lately and, while she hadn't quite had something as grandiose as whatever this was in mind, she was grateful for a little injection of excitement.

    "What I don't get," said Magnus after another sip of coffee, "is how things are being thrown out of whack. I mean, have you noticed anything weird about the world lately?"

    "You mean despite… everything that we've just talked about?" she said with a laugh. "No, I guess not. But perhaps we weren't in a position to notice. Perhaps whatever is happening to us is something to do with it."

    "Mm," said Magnus, his eyes finally looking away from Dora. She realised that she had been tense all the while he had been staring at her, and suddenly relaxed somewhat. "Maybe."

    "I wonder," said Dora. "All this light and dark business. I mean, obviously I'm light and you're dark, whatever that means. Are we going to end up fighting?"

    "That's how these things tend to go," said Magnus, "at least in clichéd crap that's straight out of a cheap novel you'd pick up at the airport." He chuckled at his own allusion.

    "I'm serious!" said Dora, pouting slightly. "I don't want to end up having to do anything weird or nasty to you. Not like that," she corrected herself quickly before Magnus could slip in a quick innuendo. "I mean… kind of seems like we're opposites, doesn't it?"

    "Yeah, I guess," he said. "But that doesn't mean we have to go against one another. Opposites attract and all that."

     

    *       *       *       *       *

    It was getting dark — and several coffees later — by the time the pair of them went their separate ways. Concluding that they couldn't do much else with their respective strange phenomena until something else odd happened to one or both of them, conversation had turned to all things trivial: what had been on television the previous evening, how much both of them hated Magnus' ex — though Magnus always felt guilty any time he bad-mouthed her, even despite the depression and rage she frequently provoked in him — and the silly things little Alice had done. The socialisation had done them both some good, and they both left the coffee shop with smiles on their faces.

    Dora had offered Magnus a lift back to his flat, but he had refused; he'd decided that he wanted some time alone with his thoughts. He often found that if he walked and thought, he could contemplate things more effectively than if he was just shut in his flat all alone, surrounded by memories in physical form.

    Of course, there were a lot fewer of these left lying around now that she had been back and collected her things. The flat had felt disturbingly empty after she had been and gone, so Magnus had taken the time to rearrange the furniture as much as possible so it felt like he was in a different place. It had proven mostly effective, but the bedroom which, thanks to its built-in wardrobe, was harder to rearrange, still held potent memories. He found himself sleeping on the sofa rather than the cold bedroom a lot more these days, frequently drifting off to the low drone of inoffensive, mind-numbing late night digital TV.

    His footsteps echoed as he paced along the street. He felt like he was walking with purpose, though he was in no hurry to get home; there was very little for him there. After a moment he slowed, then stopped. He wasn't sure why, initially, then he felt an overwhelming surge of curiosity.

    There was an alleyway that he walked past every time he went from his flat to the centre of town and back again, and he had always wondered what was down there. He doubted it was anything interesting, so he had never just wandered in to take a look, but for some reason, now he found himself once again walking with a strong sense of purpose, this time towards the alleyway.

    It was a narrow passage between two buildings, and in the fading light there wasn't a lot to see, since neither building had many windows on this side. There was the odd frosted glass window that Magnus assumed was a bathroom or similar, and occasionally these cast a small pool of light into the otherwise darkened alleyway, but for the most part the passage was unlit.

    It was a dead end, though it opened into what appeared to be a small courtyard rather than simply terminating in a wall. The courtyard had a few dumpsters in it and smelled awful. Both buildings seemingly had back doors here, presumably to allow the occupants to take out their rubbish and throw them in the dumpsters. But there was something else; something lying on the floor.

    "Holy fuck," said Magnus as he approached the lump on the ground. It was a person, and they didn't appear to be in a good way. He knelt before the figure and established that it was a woman, probably in her mid-twenties — about his age — clad simply in a T-shirt and jeans. She was lying face-down on the ground, and the area around her head was slick with still-wet blood. It was obviously too late for her, and Magnus started to feel panicked, both about being caught with her, and about whether or not whoever — if anyone — had done this to her was still around.

    Then he felt it. He couldn't describe the sensation, but it was there. He looked in the direction he felt it was coming from; up and to his left. There was what appeared to be a fire escape on the side of the building, but it abruptly terminated two floors up from the ground and there was seemingly no ladder allowing anyone to get up — or, for that matter, down.

    A primal feeling in his brain told him that he really needed to get up there right now, but the rational part of his mind — which, he felt, was rapidly losing influence in this situation — said that there was absolutely no way that he could possibly–

    Before he knew it, he felt the strange sensation of energy surging through his hands. They took on the curiously odd appearance they had done any time the strange events had happened recently, but this time there was something more; it felt like energy was focusing in them, and the more it did so, the more mottled and marked they became, until eventually they looked like an old man's hands; gnarled and covered with varicose veins. A high-pitched whining sound assaulted his ears, and his head began to ache, as if it was about to explode. Was this the power that the shadowy figure had talked about? And if so, how on Earth was he supposed to control it?

    Unsure of anything else to do, he clenched his fists and pointed them both at the fire escape high above him. Tendrils as black as night erupted from the back of his hands and laced themselves around the bars of the fire escape's guard rail, and before he could register his intense surprise at what he had apparently just done, he felt himself being yanked violently into the air, his heart in his mouth as if he was riding a theme park attraction. Almost before he knew it, he was standing on the platform of the fire escape, some two storeys off the ground.

    And that primal feeling was still there; he needed to continue on upwards, to chase down whoever had done this, and to punish them.

    His rational mind finally gave up trying and just slipped away quietly, and the primal urge took over as he raced up the steps to the rooftop.

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    1812: Untitled, Chapter 4 https://imnotdoctorwho.moegamer.net/2015/01/04/1812-untitled-chapter-4/ https://imnotdoctorwho.moegamer.net/2015/01/04/1812-untitled-chapter-4/#comments Sun, 04 Jan 2015 22:52:42 +0000 https://angryjedi.wordpress.com/?p=7029 [Back to the start.]   Dora couldn't sleep; a situation exacerbated by the usual thunderous snoring of her husband Donald on the other side of the bed. Every night, she found herself surprised that the racket didn't disturb their eight-year-old daughter Alice, but it never did: Alice was a heavy sleeper, a trait which she had … Continue reading 1812: Untitled, Chapter 4

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    Dora couldn't sleep; a situation exacerbated by the usual thunderous snoring of her husband Donald on the other side of the bed. Every night, she found herself surprised that the racket didn't disturb their eight-year-old daughter Alice, but it never did: Alice was a heavy sleeper, a trait which she had apparently inherited from her father.

    She sighed to herself and tapped on her phone, its screen springing to life at her touch. She frowned at the sight of the clock on the screen: two in the morning; she had to be up in four hours to make sure Alice was ready for school, that breakfast was ready for everyone and that she was in a position to go out to work straight after dropping Alice off.

    For the most part, Dora enjoyed being what she thought of as a "traditional" mother figure, albeit one who held down a job as well as effectively running the household. Donald would be the first to describe himself as "useless" around the house, and she didn't mind too much; he was the one with the high-paying job, after all, so it was largely his money coming in that allowed the Miller family to continue to live in the manner which they had become accustomed to. Her income was a bonus on top of that; Donald had been initially resistant to the idea of her going back to work after Alice was old enough to go to school, but Dora had found herself so bored each day that she craved the opportunity to get out of the house and speak to other human beings that her office job offered, even if the work itself was considerably beneath her intellectual capacity. She eventually managed to convince Donald that it was the best for everybody involved.

    At least the downtime in her job — and there was a lot of it — afforded her the opportunity to catch up with friends via text message and email; after an initial run-in with the company's IT department over the use of company equipment to send personal messages, she'd confined these activities to her phone, and no-one seemed to mind that too much.

    She'd known Magnus for a short while; they'd met by chance through a social networking website, and quickly become friends. Magnus didn't seem to her like the type who made friends easily, but there was something about him that interested her; she knew quickly that he was someone who carried great sadness with him, but he often managed to push that aside and demonstrate a touch of cheeky humour of just the type she responded well to.

    She could tell that he was attracted to her, and during some of the "down" periods of her occasionally rocky relationship with Donald, she'd contemplated seeing just what might happen if she allowed things to progress in the way he wanted. But she held back, even though she knew this might hurt him in the short term; he was going through a relationship breakup of his own, after all, and for her to be the "other woman" even as he suspected he had been cheated on would be somewhat hypocritical, to say the least. She didn't want to put him in a difficult situation, and she didn't want to break up her family life, either; it wasn't perfect, not by a considerable margin, but it was holding together for now.

    She was worried about Magnus, though. He had not taken the break-up well, and their meeting the other day had only confirmed to her what she had suspected: he was starting to lose his grip on rationality. She didn't begrudge him his anger and sadness, of course — they'd had some long talks about how things had got to the state they were in, and she'd come to understand him perhaps even better than his partner had — but she was still worried, particularly after the strange things he'd described and asked her about.

    The snoring was momentarily interrupted as Donald's imposing figure rolled over in the bed, but quickly resumed. Dora sighed, resigning herself to the fact that she probably wasn't going to be getting to sleep any time soon, stood up, walked out of her room and headed downstairs to the kitchen to fix herself a drink.

    Decaffeinated coffee in hand — she had a weakness for it, particularly since Donald had bought her a capsule coffee machine a short while ago — she wandered into the living room and opened the curtains. Their house was right at the end of a cul-de-sac, and had a good view up the rest of the road. It made her feel like the lady of the manor, and she often enjoyed just standing here, looking out from behind the house's net curtains, surveying the rest of the street and seeing what everyone else was up to.

    Tonight, though, things were different; as she pulled back the curtains she paused and drew a sharp intake of breath, because she was really not expecting what she saw.

    It was light. But it couldn't be. She tapped on her phone and checked the clock again; sure enough, the hour digit still read "2". There was no way that the street outside should be lit in such a way, but the evidence was right there in front of her.

    She guzzled the last of her coffee, not caring that it was still a little bit too hot and burned her tongue, and put the cup down on the windowsill. She was confused and a little disturbed by whatever the strange phenomenon was outside her front window, but she was surprised to find herself more curious than frightened. So curious that, before she knew it, and as if something else was in control of her body, she was pulling on her coat over the top of her nightgown and squeezing her bare feet into a pair of shoes that she'd left by the door.

    She opened the front door and looked out into the street. It was light, but there was something very different about this light to regular daylight. The sky wasn't blue, for a start; it was pure, brilliant white and seemed to glow. This wasn't the white of an overcast sky, either; it was as if the sky itself was glowing, bathing the whole street in a soft light that felt calm, but cold.

    It was cold, too; there didn't seem to be a breeze, but Dora could still feel a chill on her face as she stepped over the threshold of her house and into the front garden. She wasn't sure where she was going to go, but something was pushing her onwards, out into this peculiar soft light. There was something out there; something beyond what she could see, and she needed to know what it was.

    The thoughts in her head surprised her; she wasn't usually the type to seek out mysteries or strange happenings like this, but there was something irresistible about this one. Perhaps it was simply the fact that it was a change from the drudgery of everyday life, or perhaps there was something more; she didn't know.

    She was halfway up the street by now, and she noticed that the end of the road seemed to fade into a pale haze, like a thick, impenetrable fog that was glowing from within. Still she continued to walk towards it; answers were inside that strange cloud, she felt, and she wanted to know what they were.

    She approached the haze; it almost appeared like a wall, but she knew that there was nothing to it, and that she could walk right through it, should she so desire. And she did desire; she took a step forward and was instantly surrounded on all sides by the soft but cold white light that had been illuminating her street.

    The fog — whatever it was — was so thick that she could no longer even see her arms in front of her, and it didn't take long for her to feel disoriented. She could no longer feel the solidity of the ground beneath her feet; it was as if she had left her body and was simply floating in a void filled with light.

    Perhaps she was; she couldn't explain it, but she felt completely at ease here. It felt natural and good, though still cold. It didn't feel like the warm, benevolent glow she had come to associate with the concept of "heaven" during her formative years; it was just light. A strange, calming light that seemed to be encouraging her to relax, to let it flow through her, to just…

    Her eyes snapped open, and she blinked a few times. She couldn't see anything at all. Had she gone blind? No; it was just the darkness of her bedroom. She recognised the sound of Donald snoring beside her, the softness of the mattress beneath her body, the warmth of the duvet she was snuggled under. All was as it should be. Her eyes started to adjust to the darkness, and she made out familiar shapes, and she felt at ease.

    A dream, then, she thought, but a very strange one. Then she paused, her mind slowly recalling some of the things Magnus had said to her regarding his peculiar dream. Her experience — for the memory was still fresh and vivid in her mind — felt eerily familiar as she recalled the details Magnus had described, only in her case, it felt as if she had had almost the complete opposite experience. Darkness was replaced by light; fear by calm. What did it mean?

    She rolled over onto her side, trying to get comfortable again. She felt tired and wanted to sleep; she could think about this more when the morning come, and perhaps even talk it over with Magnus. For now, she just wanted to…

    She froze as her eyes alighted on the wall occupied by her dressing table.

    Written on the wall, in letters that seemed to glow without illuminating the room itself, and in a beautiful, elegant cursive hand, was a single word: "HELLO."

    Suddenly, she felt afraid. The strange dream and the eerie, cold light didn't feel quite so calming any more; now, they felt like a symptom of something that was very, very wrong indeed — with her mind, or with the world, she couldn't tell. But it was frightening, and she wasn't sure what to make of it right now in her all-but-exhausted state.

    So she curled up into a foetal position, screwed her eyes up and tried as best she could to put the strange happenings out of her mind. It was not something she'd ever been particularly good at: her mind was particularly active at night, and whenever she tried to send a signal to herself not to think about something, her mind usually interpreted this as a request to think about it as much as possible. Sure enough, after a moment, she couldn't hold herself back any longer; still curled up, she opened her eyes and looked at the spot on the wall where the beautifully written word had been.

    Of course, there was nothing there; the wall was bare, and all she could make out was the rough silhouette of her dressing table.

    Of course there's nothing there, she thought. It's just the last remnants of a dream. That's all it is.

    The post 1812: Untitled, Chapter 4 appeared first on I'm Not Doctor Who.

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    1811: Untitled, Chapter 3 https://imnotdoctorwho.moegamer.net/2015/01/04/1811-untitled-chapter-3/ https://imnotdoctorwho.moegamer.net/2015/01/04/1811-untitled-chapter-3/#comments Sun, 04 Jan 2015 01:57:45 +0000 https://angryjedi.wordpress.com/?p=7027 [Back to the start.]   Over the course of the next couple of days, strange things continued to happen around Magnus. There was nothing so outrageous that the happening itself frightened him — indeed, in many cases, much like when the door had seemingly unlocked itself without him using the key a few days earlier, he … Continue reading 1811: Untitled, Chapter 3

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    Over the course of the next couple of days, strange things continued to happen around Magnus. There was nothing so outrageous that the happening itself frightened him — indeed, in many cases, much like when the door had seemingly unlocked itself without him using the key a few days earlier, he failed to notice that anything unusual had gone on until after the fact — but the strange, scrawled and apparently hallucinatory messages that had continued appearing troubled him.

    They hadn't added up to anything coherent as yet. So far there had been a "WELCOME", a "GOOD", a "KEEP GOING" and a simple "YES". The messages seemed to approve of what was happening, though Magnus still didn't understand what it all meant. He had become concerned for his mental health; he already knew that his emotions were in a somewhat fragile state following the collapse of his personal life, but had this crossed some sort of line into his brain actually not working properly, interpreting things that weren't really there?

    The messages most certainly weren't really there. Sometimes they lingered longer than others, but usually they vanished as if they had never been there at all after just a single blink of his eyes. They were vivid enough that they certainly looked real, but if that were the case why weren't his walls, by now, covered in graffiti?

    He flopped into bed, exhausted. He hadn't done much that day, but he had at least left the house and spent some time in a coffee shop in an attempt to feel like a normal human being. It wasn't the most productive use of his time, of course, but it beat sitting by himself and letting the darkness of his depression close in on him.

    Now, of course, it was night, and as he flipped the bedside light off he was surrounded by literal darkness; for once he had remembered to close the curtains, so the usual glare of the street lamps from outside was just a faint glow through the material. The only real light in the room now was the glowing red numbers of the clock-radio, ever-present by his bed, a relic of a forgotten age when he had a reason to wake up early in the morning.

    "Hi."

    His heart immediately started racing. There had been no-one in the room when he had got into bed and turned the light off, but that was unmistakably the sound of someone's voice. It seemed to be a woman's voice; strong, but feminine, and not one he recognised.

    "How's the darkness treating you?"

    Panicked, he fumbled for the bedside lamp and ended up knocking it — and a coffee cup from a couple of days ago — to the floor. Eventually he managed to pick it up and, wielding it like a lantern, he flicked the switch.

    Instantly his room was bathed in light, and there was no sign of anyone. He looked around and gave a momentary start at the sight of his own enlarged shadow on the wall as he pointed the lamp around like a torch, but it was clear to him that he was the only occupant of the room. The voice — if indeed there ever was one — was silent.

    He replaced the lamp on the bedside table and switched it off again. He lay down, his heart still thumping in his chest, took a deep breath and tried to relax, eyes closed.

    "Don't try to find me," the voice came again, this time feeling like it was whispering in his ear. "You won't be able to. Not yet, at least."

    He kept his eyes closed — tightly, now — as fear gripped his body and his pulse quickened once more. He swore he felt a chill wind move across his body, and then the voice was in his other ear.

    "You're making a good start, though," it said. "Really good. But I can see you're not quite ready for this yet, so for now I'll bid you farewell."

    The breeze blew once again, but Magnus dared not open his eyes, even though he knew all he would see — even if there really was someone in his room — was darkness. It was several minutes that felt like hours before he felt his body starting to relax again, the adrenaline slowly draining and his muscles gradually switching out of "fight or flight" mode.

    Still keeping his eyes closed, he rolled onto his front and buried his head in his pillow. It didn't take him long to succumb to sleep.

     

    *       *       *       *       *

    The following day was uneventful. Nothing strange happened around him, and none of the peculiar messages appeared. It was the same the day after, and the day after that, too. He began to think that whatever strange illness had been clouding his mind had somehow passed, and that he was over the worst, so he gradually let the weird incidents of the last few days slide from the front of his mind.

    He had been grateful for the distraction, if nothing else; having the odd happenings to concentrate on had taken his mind off the other things that had been going on in his life. He was brought back into the cold light of reality by a simple text message, though: she was coming by to pick up her things, and recommended that he wasn't there while he did so.

    The rational part of his brain knew that she was right, that it would be healthiest and safest for both of them if he were elsewhere while she went about her grim business of sorting out the things that belonged to her, packing them away and taking them with her, never to be seen again. That very act was definitively final; up until that point, he'd always carried the hope that she might reconsider and come back, even though she'd already taken a lot of her possessions — daily life things like clothes and toiletries — with her quite some time ago now.

    He responded with a simple, blunt "OK" to her proposed time, which was later that day, and knew that he needed to make himself scarce as quickly as possible. But he could not bring himself to leave just yet; he could feel the emotions bubbling up inside him. A corrosive cocktail of intense sadness and burning rage, the toxic feelings quickly overcame him, and he found himself stamping around the empty flat, looking for something to release the anger on.

    He settled on a pair of glasses that she'd left behind and had, until now, been avoiding. He knew she didn't wear them often — she'd have taken them with her, otherwise — but they were still hers. And, right now, they made as good a target as any for his ire.

    He took them from the shelf where they had sat, untouched, since she had walked out of the door. He threw them to the ground petulantly, then stamped on them one, two, three times. He picked them up and squeezed them tightly between his hands, bending the frames and making them useless as a facial adornment. To his intense dissatisfaction, though, nothing broke; the lenses didn't crack, the frames didn't snap. All he was left with was a mangled, twisted mass of wire and glass that was still recognisable as having been a pair of glasses once, but which wouldn't be fitting atop anyone's nose any time soon.

    He fell to his knees and started to cry. The tears came quickly and flowed down his cheeks, plopping quietly onto the carpet as they fell from his face. He collapsed forward, his forehead hitting the floor with enough force to make him slightly dizzy, but the physical pain didn't matter compared to the mental anguish he was currently in.

    He didn't even really know why he was crying or what he was upset about. It was just everything about the situation coming to a head. He scrunched up his face as he sobbed and gasped: he'd done this before, and would probably do it again; he just had to ride it out. That rational part of the brain speaking again, even amid the most chaotic outbursts of emotion like this one.

    Eventually, the tears subsided and the sobbing stopped. He felt exhausted, and it was all he could do to pull his head up off the floor and get back to a kneeling position.

    He wiped the last few tears from the corners of his eyes and his cheeks, sniffed and opened his eyes.

    He wasn't prepared for what he saw.

    He was in his flat, but it was not as he knew it. The strange words that had occasionally been appearing on his walls were now everywhere, and the room seemed shrouded in a black mist, lighter than smoke but heavier than fog. Everything about this was wrong, but he still recognised it. Why? What was going on.

    A patch of the black mist ahead of him coalesced into a humanoid figure, though it was nothing more than a silhouette; he couldn't make any features out, save for the fact that the figure was probably female.

    "Oh, hi," said a voice he recognised immediately as that which he'd heard in his bedroom a few days earlier. "Wasn't expecting you quite so soon."

    He didn't hear the last sentence, because he'd toppled backwards, the shock too much for his consciousness to take right now. He had passed out.

    *       *       *       *       *

    "There you are."

    He wasn't sure how long he'd been unconscious, but he knew that he didn't want to open his eyes. The voice — the strange figure — was still there, and that presumably meant that he was in that terribly wrong version of his living room.

    "Look, I'm not going to hurt you," said the voice, sounding a little put out by his lack of response. "I just need to talk. And you need to listen, otherwise you're going to be stuck here, and I don't think you want that. Sit up."

    Eyes still closed, he uneasily raised himself up onto his elbows, then pushed his back up off the floor. His body felt stiff, heavy and uncooperative, but he complied with the voice's request nonetheless, even though his body was shaking with every movement. Then, he grit his teeth and let his eyes open.

    The shadowy figure appeared to be crouched on the floor near him, and he could have sworn that if it had a face it would be looking concerned. Something about the way it carried itself and the attitude it was displaying towards him made him feel a little more at ease than he had been: maybe the voice really had meant what it had said, and that it didn't want to hurt him?

    "There we go," came the female voice, somewhat softer in tone than it had been before. "That wasn't so difficult, now, was it?"

    "Who are you?" he asked, his voice cracking as he did so. He felt like he hadn't drunk any water for weeks.

    The voice chuckled. "Well, aren't you straight to the point. I like that. But before we talk about me, we should probably talk about…" — here the figure gestured flamboyantly about the distorted version of his living room — "…this place, and what you're doing here."

    He blinked. The nightmarish vision before him didn't go away. He was really here. For some reason, though, he could feel his fear dissipating and being replaced with curiosity.

    The crouching figure seemed to rock back onto where its knees would be if it was a normal human body. It looked like it was relaxing.

    "Good," it said. "Welcome."

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    1810: Untitled, Chapter 2 https://imnotdoctorwho.moegamer.net/2015/01/02/1810-untitled-chapter-2/ https://imnotdoctorwho.moegamer.net/2015/01/02/1810-untitled-chapter-2/#comments Fri, 02 Jan 2015 23:28:27 +0000 https://angryjedi.wordpress.com/?p=7025 [Back to the start]   Magnus wasn't sure when it was he finally got back to sleep, but it must have happened at some point, because before he knew it he was opening his eyes and immediately squinting at the bright sunlight coming in through the bedroom window. He groaned, rolled over, wiped his mouth — … Continue reading 1810: Untitled, Chapter 2

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    Magnus wasn't sure when it was he finally got back to sleep, but it must have happened at some point, because before he knew it he was opening his eyes and immediately squinting at the bright sunlight coming in through the bedroom window.

    He groaned, rolled over, wiped his mouth — apparently he had drooled in his sleep, which he added to his increasingly long mental checklist of things that disgusted him about himself — and blinked a few times, trying to get used to the light.

    As the room came back into focus, he glanced at the clock-radio. It was just before 9 in the morning. He'd woken up at a normal time for once.

    He groaned again, sat up, stretched and unsteadily got out of bed. As he turned to look at the wall that had been emblazoned with the strange, dark letters last night — or had that been a dream, too? — he paused, looking it over as if willing the letters to appear again. Unsurprisingly, nothing happened. The fear he had felt last night was all but gone: now, the strange happenings were nothing more than the fading memories of a confused subconscious, and he attributed them to the fact that he quite literally wasn't feeling in his right mind at the moment.

    He retrieved his phone from on top of the chest of drawers, where it had been charging all night, and pressed the power button. The screen sprang to life, the large numbers of the clock informing him once again that yes, he really had managed to get up at a normal person's time today. Not only that, but it was Saturday; a day where he always felt significantly less guilty about not working or, he felt, contributing to society in any meaningful way.

    He tapped the "Messages" icon, then on the recent conversation he'd had with his friend Dora. He hadn't spoken with her in a few days, and he felt like he needed to talk. He knew that she worked, though, and didn't like disturbing her in the week, even though he couldn't remember the last time she had turned him down for an invitation to do something together, even if it was just hanging out watching a movie.

    "Hey," he typed clumsily, fumbling for a moment over the auto-correct function. "Are you up to anything today?"

    The message sent, and his phone informed him that it had been delivered, but not read. It was entirely possible, he figured, that Dora was still asleep; it was quite early in the morning on a Saturday, after all, and he certainly didn't begrudge her a lie-in after a week of juggling working and taking care of her family.

    He'd thought off and on that he might be in love with Dora. He'd even considered confessing it to her at some point, before the rational part of his brain took over and told the irrational part — which held an increasingly large dominion over his overall consciousness these days — that he was being silly, that he didn't really love her, that all he was trying to do was replace that which he had lost, and that, given she was happily married with children, she almost certainly didn't feel the same way. The rational brain won that particular argument, but the irrational side often felt to him like it was biding its time to flare up again at the most inconvenient moment.

    His phone buzzed, interrupting his wandering thoughts.

    "Nothing much," came the reply. "Want to come over?"

    "Actually," he wrote back quickly. "Would you mind coming over here? I need to ask you…" he paused, and deleted the last sentence. "I need your help with something."

    He waited. Dora always took several minutes to reply, whereas he was inclined to treat text messages like online instant messaging conversations, feeling guilty if he didn't respond immediately. It frustrated him at times, but he was also conscious that not everyone out there had quite as much time on their hands as he did. He sighed dejectedly as he once again found himself contemplating his life situation; today was an upbeat day by his own standards, but there was still that background noise of hopelessness, that feeling that things were never going to just neatly work out like he hoped they might.

    "All right," came the reply eventually. "I'll be over in an hour or so. That ok?"

     

    *       *       *       *       *

    Dora Miller was a pretty woman, blessed with a youthful face and shapely figure that had not yet begun to succumb to the ravages of time despite the fact that she was just the wrong side of thirty years old. She always made an effort with her appearance; her straight, golden-blonde hair falling around her face and down her back without a single strand out of place, her light touch of makeup complementing her natural attractiveness without seeming artificial.

    Magnus always felt inferior when he was next to her, like they were polar opposites in almost every way. He was the scruffy, unkempt, no-hope male loser that, he feared, no-one would ever find attractive ever again; she was, he felt, radiant. He didn't know why she hung out with him or why she allowed him to call her "friend", but he appreciated it nonetheless.

    He handed her a cup of coffee and sat down next to her on the sofa. He didn't look her in the eye; he'd always found eye contact difficult, but even more so since the events of the last couple of months.

    "So," she said taking a sip of the coffee. "Ow, that's as hot as the sun, let me put that down a minute." She put it down and smacked her lips before speaking again. "What did you want to talk to me about?"

    He thought for a moment. He wasn't quite sure how to put it.

    "I, uh," he began, trying to think how he could express the things he was thinking about. "I've been feeling a bit weird."

    Her eyes softened. "Well, we both know that," she said. "Is this something different? What do you mean?"

    Her questions weren't helping. He still wasn't sure how to put it across.

    He stood up, and looked down at his hands. While he was waiting for her to arrive, he'd noticed that his hands looked a little different to how he was used to them looking — at least he believed so, anyway. He couldn't quite pin down what it was that was wrong, but they certainly didn't quite seem right.

    "I need you to have a look at something," he said seriously.

    "Oh, God," she said, chuckling, obviously trying to lighten the somewhat heavy mood that appeared to be falling over the room. "You're not going to make me look at your balls, are you? I mean, if you're really, genuinely worried, I will, but,"

    He laughed despite himself; a weak laugh that even he found unconvincing. "No," he said softly. He held out his hand to her. "Does anything look… strange about my hand to you?"

    She gave him a quizzical look, complete with exaggerated raised eyebrow as if to emphasise how strange his question was, but she looked down at his outstretched hand nonetheless.

    "No," she said after a moment. "Looks like… well, a hand. Your hand."

    He blinked and looked down. They looked, as she said, like his own hands, just as they always did. Had he been imagining what he saw earlier? A trick of the dim light inside the flat, perhaps?

    He sat down again, and began to tell her the tale of his strange experiences the previous night. Once he started, he found that he could not stop. Dora's eyes widened as he explained in great detail — the specificity of which surprised even Magnus — the sensations he had felt, the things he had seen, what he had been thinking. For a dream, he thought, it felt decidedly real; eerily so.

    The feeling of dread he'd experienced the previous night started to creep up his spine again, but he tried his best to banish it from his thoughts. He finished his story.

    "Wow," said Dora. "That's… quite a dream. What did that word on the wall say? 'Welcome'? Welcome to what?"

    "I don't know," Magnus said with a shrug. "Probably nothing."

    There was a momentary silence between the two of them. Then Magnus spoke again.

    "I'm sorry to bring you out here for some bullshit dream," he said. "I feel a bit stupid now."

    "It's all right," said Dora, smiling that warm smile she smiled when he knew she was being genuine rather than jokey. "I'm guessing you were feeling a bit lonely and could do with someone to talk to anyway, huh."

    "Yeah," he said. "I'm sorry to keep bugging you like this."

    "It's fine," she said. "What are friends for?"

    *       *       *       *       *

    Magnus and Dora spent a couple of hours together, heading to a local coffee shop for a change of scenery, before Dora had to head home and back to her family. As Magnus walked back in the direction of his flat, the grey clouds that had been gathering overhead as the morning had progressed finally started to spill their load of rainwater: gently at first, but quickly progressing to a strong shower that didn't take long to soak right through his clothes.

    "Shit." It didn't help his mood, and much of the good that Dora's visit had done him was undone by the weather; it wasn't long before he was feeling bleak again, and by the time he reached his front door he wasn't sure he actually wanted to go inside. Although this place was still home, it also housed all manner of memories, many of which he didn't feel like he could particularly deal with.

    As he reached out for the door, he noticed his hands again and paused. Something seemed "off" once again; was it really a trick of the light, or had they actually changed colour? Perhaps it was the cold of the rain; his soaking clothes were making him feel somewhat chilly, after all, so it's possible that it was just his body responding to the low temperatures.

    Banishing thoughts of the memories floating around inside the flat, he decided that he wanted nothing more than to get inside and into the warm, perhaps even back into bed. As he reached out for the door, there was a soft "click" as it unlocked, and he pushed it open, reaching around the frame to find the hallway light switch as he did so and clicking the lights on so he didn't have to walk in to thick darkness.

    It wasn't until the door slammed shut behind him that the fact he had never taken his keys out of his pocket registered to him. And yet here he was.

    He glanced around the hallway, confused. Everything looked normal. Nothing seemed out of place.

    That is, until he turned around to face the other end of the hallway, and there it was. Another word, scrawled in large, dark letters on the wall, plain to see.

    "GOOD." it said.

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    1809: Untitled, Chapter 1 https://imnotdoctorwho.moegamer.net/2015/01/01/1809-untitled-chapter-1/ https://imnotdoctorwho.moegamer.net/2015/01/01/1809-untitled-chapter-1/#comments Thu, 01 Jan 2015 21:11:40 +0000 https://angryjedi.wordpress.com/?p=7022 [A note of explanation before we begin: for the past few Novembers, alongside the more organised campaign NaNoWriMo, I've been indulging in creative writing projects, aiming to write somewhere in the region of 2,000 words per day for a whole month in order to end up with something that is vaguely novel-length. This November, I … Continue reading 1809: Untitled, Chapter 1

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    [A note of explanation before we begin: for the past few Novembers, alongside the more organised campaign NaNoWriMo, I've been indulging in creative writing projects, aiming to write somewhere in the region of 2,000 words per day for a whole month in order to end up with something that is vaguely novel-length. This November, I didn't get started in a timely manner, so I decided to wait until January to pick things up. And so, for the duration of this month, this blog will be entirely creative writing-based rather than, you know, a regular boring ol' blog.

    As usual, the creative writing for this project will be unedited and unplanned, since "improvising" is the means through which I enjoy writing the most. Expect unstructured, nonsensical occasionally inconsistent stuff to happen, though I'll try to keep it to a minimum. Normal business will resume on February 1, assuming everything is neatly wrapped up by then! Let's begin.]


    The night was dark and almost silent, but Magnus Thompson could not for the life of him get to sleep.

    He'd tried everything. He'd tried exhausting himself to the point where he felt he could barely keep his eyes open. He'd tried lighting candles with relaxing smells. He'd tried reading. He'd even tried an app on his phone that featured a selection of sounds designed to soothe the listener off to sleep — rain on canvas, muted traffic noise, wind in the mountains, even pure white noise.

    None of it worked, however. Tonight, as with every other night, he found himself, eyes wide open, staring at the ceiling. Moments ago, he had glanced over to his bedside table to look at the aggressively glowing red digits of his distinctly retro clock-radio, and was unsurprised to discover that it was after three o' clock in the morning.

    He knew that his body would eventually succumb to total exhaustion, but he could never predict when. And consequently, he could never predict at what time he'd be able to rise the following day. His worst ever day had seen him dropping off to sleep just as the dawn was starting to break around five in the morning, and him waking up just as everyone else's working day was coming to a close at five in the afternoon. That day, he'd felt particularly bad as he'd dragged his unkempt form into the convenience store across the road and had had to respond to the clerk's cheerful enquiry as to whether he'd had a "good day". He couldn't bring himself to admit that his day had only begun five minutes earlier and consequently hadn't been all that bad as yet, nor did he particularly feel like sharing his recent life story with the cashier, who was still pretty much a stranger despite how often Magnus saw him.

    He'd lost track of the time since she'd gone. Days blurred into weeks and possibly even months; nothing felt like it mattered any more. He was alone, miserable and gradually sliding towards a situation where he would be unable to support himself any longer, and he did not want that to happen. He did not know what would happen should things get that far, so he tried his best to push it out of his mind whenever these dark thoughts started sneaking up on him.

    But still they came, and at night they were the worst. The darkness felt oppressive, like it was a physical manifestation surrounding him, suffocating him and pulling him ever deeper into despair, making hope seem perpetually out of reach, and slipping further and further away with each passing day. He didn't know how to deal with it, so he just lay there.

    At least, that's what he usually did. Tonight was different. He felt more awake, more alert than usual. His eyelids didn't feel like they had weights attached to them; his body didn't resist his brain's messages to move.

    He sat up on the side of his bed and looked out of the window into the deserted street outside. There was no-one around — not even the drunken louts that occasionally staggered past at ungodly hours in the morning on the way back from an evening of drinking and clubbing — and all the lights in the other flats and houses that lined the road were extinguished. The only light came from the orange-tinted street lamps, bathing everything in a monochromatic glow and giving the vista from his window a curious, otherworldly, stylised feel.

    He stood, pulled on the clothes he'd discarded before he got into bed — crumpled and worn, as he hadn't changed them for days by this point — and walked out into the hallway.

    Something definitely didn't feel quite right. But what was it?

    He picked up his keys from the small table by the door, stuffed them in his pocket and opened the front door of his flat. Before long, he was outside the building and on the street. The air was still, but cold. He couldn't hear a sound. But the feeling of "wrongness" was getting stronger and stronger. It almost felt like he could pinpoint the source of the disturbance, like a homing beacon in his head.

    Before he knew what he was doing, he found himself following the invisible trail, walking down his street, down the middle of the narrow road. Although he'd lived here a while, he'd never really gone further than his own building, which just happened to be the first on the road. The residential buildings rose on either side of him; blocks of flats on the left, terraces of houses on the right. They made a wall against the sounds of the city around him and ensured that the street was, most of the time, pretty quiet and secluded-feeling, despite its rather central location. Tonight, of course, there was no sound at all; he could tell that even here. No cars were passing; no-one was walking down the street; not even a dog was barking. Nothing.

    The curious sensation started to grow stronger as he continued to walk. He felt his skin crawling, though he didn't know what it was that he feared. There was just… something out there, and even though he suspected that it wished him ill, still he continued on his way towards it, following the beacon that was starting to throb inside his mind.

    He reached the end of the road. Before him was a ramp leading down into a car park that occupied the space beneath one of the blocks of flats. There was one much like it underneath his own building, but he'd never seen this particular one before. He'd had no reason to, of course, but he felt like the dark signal was drawing him inside, willing him to come closer — perhaps even daring him to venture within.

    He silently accepted the challenge and walked down the ramp. The car park smelled somewhat musty, and the electric lighting inside appeared to be broken. Just beyond the entrance, a faulty fluorescent light flickered a frustratingly inconsistent rhythm, making it clear to Magnus that the car park was, at least, occupied by a few cars. On the right of the entrance, a wall. On the left, the car park continued into darkness so thick that he could barely see beyond the small, flickering pool of light created by the faulty light fitting.

    Undeterred, he turned left and walked in that direction. It wasn't long before the darkness surrounded him. It was a familiar sensation; the same he felt as he tried to get to sleep. The air felt thick, and the further he went, the more effort it was to breathe. It didn't feel like there was pressure on his body, but he felt like he was starting to suffocate nonetheless. But still he proceeded onwards, ever deeper into the blackness.

    After several minutes of walking in silence, during which his echoing footsteps on the concrete floor of the car park felt like they'd faded out to almost nothing, he paused. He stopped walking, and he turned around to glance behind him.

    He suddenly became aware of how long he'd been walking, and of the fact that the car park couldn't possibly be that big; it was a physical impossibility, surely. By now, he should have reached the far wall, or a row of cars, or something. But he couldn't see anything in front of him, and now, it transpired, he couldn't see anything behind him, either. All trace of the flickering fluorescent light appeared to have vanished, and he was totally surrounded by black on all sides.

    He felt disoriented. He couldn't tell which way he was facing any longer. He span around desperately, the calm he'd been feeling a moment ago rapidly fading and being replaced by panic as his pulse quickened and his palms became sweaty. He became dizzy, his disorientation now extending to not being sure which way was up and which way was down, too. He felt like he was falling, but at the moment he thought he should have hit the ground, he felt nothing; he just stopped. There was no pain, no sensation, nothing.

    He became aware of his quickening pulse and his ragged breathing, but he didn't know how to stand up any more, if indeed he was, as he thought, lying on the ground. His body no longer appeared to be obeying his commands; he wasn't even sure he had a body any more, because he couldn't see it to make sure. The darkness was everywhere, all around him. And now it felt like it was starting to bind him, as well: holding him down, preventing him from moving, making it harder and harder to breathe. He wanted to call out, to cry for help, to scream, but no sound came out. It was hopeless. This was the end. This was how he was going to die: in a way he didn't understand.

    And as he started to feel like the life was fading from him, his soul departing where he thought his body was, the strange calm returned once again. This wasn't so bad, he thought. There would be worse ways to go. And at least this would mark an end to the pain. He wouldn't have to worry any more. And, he thought grimly, no-one would have to worry about him, either.

    His eyes snapped open, and he found himself gazing at the ceiling. Orange light was coming in through the window, the curtains for which he'd forgotten to close as usual.

    How long had he been asleep? He didn't remember passing out, but then he never did. He always awoke the next day, not exactly feeling refreshed but at least in a state where he could get up and do things again.

    He glanced over at the clock-radio once again. The first digit still read "3", but he couldn't remember what the minutes had said the last time he'd looked. Regardless, it had apparently been less than an hour that he had been asleep, but after the strange dream he felt surprisingly awake, and certainly in no hurry to close his eyes again.

    He sat up in bed and shuffled over to the side, dropping his legs to the carpeted floor softly. The air had something of a chill to it: he had been trying to avoid running the expensive electric heating as much as possible, and had, by now, reached a stage where he didn't really feel the cold any more.

    Clad only in his boxer shorts, he stood and stretched, then looked out of the window. The street was as deserted as it had been in his dream, but he wasn't surprised at this, given the hour. Then he turned to face the door, intending to head to his kitchen to fix himself a warm drink. Before he could start walking, though, he froze.

    Emblazoned in dark letters across the wall of his bedroom was a single word: "WELCOME." It looked like it had been hastily scrawled across the wall in black or dark blue paint, completely disregarding the furniture and decorations, and the word itself, though normally a friendly utterance, seemed to radiate malice and menace. It made him more scared than he thought he'd ever been in his life, and the fear froze him to the spot, simply staring at the dark letters, for what felt like several minutes.

    Then he blinked. And the word was gone.

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    1808: Happy New Year! https://imnotdoctorwho.moegamer.net/2015/01/01/1808-happy-new-year/ https://imnotdoctorwho.moegamer.net/2015/01/01/1808-happy-new-year/#comments Thu, 01 Jan 2015 00:40:49 +0000 https://angryjedi.wordpress.com/?p=7020 I intended to write something a little earlier (i.e. ahead of the Big Change to 2015) but, well, that didn't happen, so here I am at twenty past midnight trying to think of how to bid farewell to 2014 and welcome in 2015. When I look back at 2014, I see a year that was … Continue reading 1808: Happy New Year!

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    I intended to write something a little earlier (i.e. ahead of the Big Change to 2015) but, well, that didn't happen, so here I am at twenty past midnight trying to think of how to bid farewell to 2014 and welcome in 2015.

    When I look back at 2014, I see a year that was somewhat mixed. It was a significant (and good!) year in that I bought my first house with Andie; it was a bad year in that it was the year I had to give up on what had previously been a lifelong dream of working in the games press.

    Thinking about it, these two things are probably the two single most significant things that happened in 2014 to me, so let's contemplate them in turn.

    First, the good, then. After renting places to live ever since I left home for university in 1999 (with the exception of a return to my childhood home for a few months in 2010 after Bad Things happened), finally owning my own place (well, sharing it, anyway) is a good feeling. It's one of those things I felt like would never, ever happen, and I couldn't see how anyone could ever do it. But fortunately a combination of circumstances saw both Andie and I in a position to be able to pool our collective resources and acquire a very nice house that isn't falling to pieces or anything.

    There's a lot of work for us still to do — both the front and back garden need some significant "sorting out", for example, and neither of us quite know where to start with that, so I'm still extremely tempred to just "get a man in" — but we're in a position where our house is not only habitable, but actually (I feel, anyway) rather pleasant. We've hosted several guests, both for day visits and for lengthier stays — we have a spare room, which is a pleasant novelty after only ever renting two-bedroom places in the past, and we also have a sofa-bed downstairs to host further guests if required — and none of them went away with ebola or smallpox or anything, and they still talk to us, so it must have been all right for them.

    In 2015 I don't know if anything significant will happen with the house. I'd like to get the garden sorted so it can be a space we can enjoy rather than feel faintly embarrassed about whenever we look out of the back window. I hasten to add that we didn't let the garden get into a bad state; the previous occupants obviously hadn't paid it much attention, so it was already a bit of a shambles when we moved in, and we haven't really done anything with it to sort that out. That's a job for this year, then.

    So that's the house.

    What about the other thing: the giving up of a lifelong dream? Well, it's sad to think about, but as I've noted on these very pages before, the games press of the 21st century is not the games press that I fell in love with as a youngster. Websites are not magazines, and the art of writing for the Web is very different to the art of writing for magazines. It's been a significant shift, particularly in the last few years, and I don't feel it's a shift for the better, either; I used to love getting in a variety of game magazines each month, reading them from cover to cover and then looking forward to what might be in the next issue. Each magazine had its own distinctive identity, and everyone covered different things in different ways, because they all only had limited space and thus had to prioritise what they were going to allocate pages to.

    Nowadays, the games press is much more homogeneous. Certain sites do still have distinctive identities, but it's a far cry from the uniqueness of magazines. Clickbait rules supreme, with provocative articles making increasingly regular appearances in an attempt to get eyes on pages and ad revenue rolling in, and long-form, experimental or simply humorous work is on the way out. That's not to say it doesn't exist at all any more, of course, but it tends to be more on the enthusiast side of things rather than the professional press.

    Then there's the growth of YouTube. This has been happening for a few years, but I feel that 2014 is the year that YouTube really became a significant threat (and yes, I use that specific word deliberately) to the written word. YouTube, or so Google says, is one of the world's top search engines, despite not really actually being a search engine. People are increasingly turning to video instead of the written word for all manner of things — help and advice, criticism, first looks at upcoming products, comedy — and the narrative that is constantly being pushed is that If You're Not Doing Video, You're Doing It Wrong. I disagree fundamentally with this, but that's something to discuss another day, I feel.

    As for my own career, then, well, I just burned out. Being unceremoniously informed by email that I no longer had a job just before my birthday and right as Andie and I had finalised arrangements to buy our house was the last straw: I was sick of being jerked around by a cynical, unstable, manipulative, bullshit industry that treats its employees like shit unless you're one of the few people lucky enough to become a recognisable "personality". I was sick of having jobs that I enjoyed but which I was in a perpetual state of wondering if I'd still be in work each morning. I was sick of the feeling of being "gagged" from writing about interesting and unique things in favour of the necessary clickbait bullshit. I was sick of seeing the increasing number of games journalists and critics who appeared to genuinely loathe their audience, and of being criticised for being enthusiastic about the things I was passionate about. And I was sick of a "career" which had seemingly no structure for progression, training, growth, advancement, whatever you want to call it. So when I was shown the door, I didn't even try and find a new position in the games press. That was it. I haven't looked back. And while I won't say I'm exactly in a dream position right now, the stability of a regular paycheque sure is nice.

    So what will happen on that front in 2015? Who knows? There are many different paths I could follow from here. I mentioned the other day that I've been taking the time to train up my own skills and make myself a more attractive proposition for any potential positions that might appear in the future. And I intend to keep doing that; I enjoy learning, training, bettering myself — it's just finding the appropriate opportunities to 1) keep the things I've learned in practice and 2) being able to apply them in a professional situation.

    But that's something to worry about another day. For now, it's New Year's Day, and it's time to relax and chill out for a bit. I hope the end of 2014 was good to you, and that 2015 is better still to you.

    Happy new year.

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    1807: Learnin' https://imnotdoctorwho.moegamer.net/2014/12/30/1807-learnin/ https://imnotdoctorwho.moegamer.net/2014/12/30/1807-learnin/#respond Tue, 30 Dec 2014 21:21:48 +0000 https://angryjedi.wordpress.com/?p=7018 During quiet periods, I've been educating myself in some things that will doubtless prove beneficial to future career plans: specifically, I've been learning about the various languages of the Web thanks to a marvellous site that I remember seeing the genesis of a while back, but which I haven't really delved into until just recently: … Continue reading 1807: Learnin'

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    During quiet periods, I've been educating myself in some things that will doubtless prove beneficial to future career plans: specifically, I've been learning about the various languages of the Web thanks to a marvellous site that I remember seeing the genesis of a while back, but which I haven't really delved into until just recently: Codecademy.

    Codecademy is a site that truly leverages the idea of interactive learning and makes programming accessible to anyone, regardless of their previous skills. It covers a range of topics, starting at HTML and CSS and working through other useful technologies such as JavaScript, jQuery, PHP, Python and Ruby, and also provides examples of how to use these technologies to leverage the APIs of popular platforms like YouTube, Twitter and Evernote to build your own apps.

    There are a number of different approaches you can take through the currently available course material: you can take a specific "skill" (such as HTML and CSS, or JavaScript) and work your way through a series of multi-stage exercises, given clear instructions and the opportunity to immediately see the effects of your work as you go; you can take on a practical project (such as recreating the homepage of a popular site using established Web technologies such as HTML and CSS plus extensions like Bootstrap); or you can do one of the super-quick "this is what you'll be capable of if you stick with it" projects whereby you "create" something impressive like an animated interactive picture by referencing pre-existing libraries that have conveniently been built for you.

    So far I've found I've responded best to the structured, skill-based work. These courses take the longest out of all of Codecademy's material, but they provide in-depth experience of getting your hands dirty, and tend to provide enough plausible context for the things you're doing to make them relatable to real contexts. The JavaScript course perhaps didn't go into quite as much depth as it could — I would have liked to see greater exploration of how JavaScript code is integrated into a website, rather than (or perhaps as well as) treating it as an entirely separate and independent language, but at least the course game me a reasonably firm understanding of some of the core concepts, and allowed me to get my head around object-oriented programming a lot more than I have done in the past.

    I quite enjoy programming, though I haven't been properly "into" it since the 8- and 16-bit eras, when I used to use variations on BASIC (Atari BASIC on the Atari 8-bit computers, and STOS on the Atari ST) to put together simple games. I fell out of the habit of programming around the time you no longer had to put line numbers in manually, though a few abortive attempts to learn over the years have made me pretty familiar with common conventions such as {curly braces} and ending lines with semicolons();

    As with any new skill, the real thing you need to do to ensure the knowledge sticks it to apply what you've learned in some sort of practical situation. I'm hoping that the later exercises in Codecademy will provide some of this much-needed context for my learning and allow me to confidently say "yes, I do know [language]". That sort of thing makes you eminently attractive when being considered for new positions, and while I'm not intending to move on anywhere just yet, it is, of course, always worth keeping one's eyes open for suitable opportunities to flex one's intellectual muscles and make use of the things you've learned over the years.

    Still got a way to go before I'd consider putting any of these languages (except HTML and CSS, which I'm pretty confident in the use of) on my CV, though; better get back to the studying then, I guess!

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    1806: Resolute https://imnotdoctorwho.moegamer.net/2014/12/29/1806-resolute/ https://imnotdoctorwho.moegamer.net/2014/12/29/1806-resolute/#respond Mon, 29 Dec 2014 22:17:01 +0000 https://angryjedi.wordpress.com/?p=7016 My friend Dan (aka "utterbiblio") wrote a heartfelt and eye-opening post earlier. And I related to it one hell of a lot. Dan has been through a lot over the last few years, most notably a horrendous family tragedy that I wouldn't wish on anyone. This, thankfully, isn't something I can directly relate to — … Continue reading 1806: Resolute

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    My friend Dan (aka "utterbiblio") wrote a heartfelt and eye-opening post earlier. And I related to it one hell of a lot.

    Dan has been through a lot over the last few years, most notably a horrendous family tragedy that I wouldn't wish on anyone. This, thankfully, isn't something I can directly relate to — though I can at least empathise and sympathise with him — but the other things he talks about in that post, some of which stem directly from that awful happening and others of which have always been present in his life, are the parts where I felt like I could have written that very post.

    Depression is, as I've commented on here on numerous occasions, a terrible thing. It destroys lives — quite literally, in all too many cases. And for those who hang on in there trying to survive day after day, week after week, month after month, year after year, little by little, it can feel like a pointless journey with no end in sight. Or, perhaps more accurately, it can feel like a journey with two possible destinations: the one that's worth getting to, the one that's hard work and far away, feels like it's way beyond the horizon and perpetually moving away from your current position, while the other destination is just a short hop off the cliff that is forever to one side of you. Just jump, and you're there; the end, that's it, nothing more to worry about.

    Dan describes in his post how he has contemplated taking his own life. On a number of occasions throughout my time on this earth, similar thoughts have entered my mind. They've never stuck around long enough for me to seriously feel like I'd ever act on them, but they've been there nonetheless, offering me that easy-to-get-to destination during the darkest periods of my journey. I've wondered what it might be like; I've even written a private piece of creative writing contemplating what it might be like to go through with ending one's own life, but even then my own mind stopped me from truly going through with it: the character in the short tale (who might as well have been me) was saved at the last second by a fictional character of my own creation who has always brought me great comfort ever since I first dreamed her up back in high school. Even in fiction, it was clear I didn't want to go through with it.

    My life's not in a terrible place. I can't complain too much. But still the darkness comes from time to time; feelings of bleakness and hopelessness — and no-one around to go and hunt Odin with (there's a reference only FFXIV players will get) — that eventually dissipate into the wind, but which occasionally, from time to time, drift back, sometimes as the result of a careless word, sometimes due to something silly happening, sometimes just… because.

    It's an unfortunate reality of life. And it's one that, over the years, I've come to know a significant proportion of people carry the burden of — even those who may seem bright, chipper and upbeat when you see them face-to-face. That public face isn't always the true face; inside, there might be unrest, pain, suffering, even the desire to end it all. You can never really know what someone is feeling unless they're feeling strong and safe enough to spell it out for you, like Dan did with the post I linked to above, and like I've done a few times here on this blog.

    2014 has been a year of ups and downs for many of us. Here's hoping that 2015, which is just around the corner, errs on the side of "up" rather than "down".

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    1805: Christmas is Over https://imnotdoctorwho.moegamer.net/2014/12/28/1805-christmas-is-over/ https://imnotdoctorwho.moegamer.net/2014/12/28/1805-christmas-is-over/#comments Sun, 28 Dec 2014 20:43:19 +0000 https://angryjedi.wordpress.com/?p=7014 Well, it's the evening of Sunday December 28, and I'm counting down the hours until I have to get up at some ungodly hour in the morning and trudge all the way to work. (Okay, I drive most of it, but there's still an honest-to-goodness half-hour trudge at the other end, which I'm really not … Continue reading 1805: Christmas is Over

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    Well, it's the evening of Sunday December 28, and I'm counting down the hours until I have to get up at some ungodly hour in the morning and trudge all the way to work. (Okay, I drive most of it, but there's still an honest-to-goodness half-hour trudge at the other end, which I'm really not relishing in the current cold weather.)

    The Christmas break has been nice, and the fact I'd spent the previous few months at work, away from home (as opposed to working from home as I was previously) has made me appreciate it somewhat more. I've enjoyed the time off, I've enjoyed having the opportunity to just relax without the pressure to "do" anything, and I've enjoyed having the time to indulge in some favourite games, TV shows and anime without time commitments.

    I finished the Hanzou story in Senran Kagura Shinovi Versus today — that's one of the four stories in the game. I enjoyed it a lot; gameplay-wise, it's a significant improvement on the first game thanks to its jump to 3D, and its narrative is interesting. Throughout the course of the story, we learn some new things about the main cast as well as get introduced to the newcomers in this particular installment: the girls of the Gessen shinobi school, and the new members of the Hebijou school that Homura and her gang hailed from in the original game before being exiled following the events at Burst's finale.

    My initial reaction to the Hanzou story was that I was slightly disappointed there weren't more of the visual novel sequences giving background on the girls and how they were feeling about various things — but on balance, I think there was a good amount. The game didn't try to do too much: it introduced one major plot/background point per character through several of these sequences peppered throughout the course of the entire narrative arc, and the rest of the story was delivered through snappy but enjoyable talking-heads sequences that were just about characters talking to one another, not narration. It worked well, and it teased just enough information about the Gessen girls to make me want to find out more about them: fortunately, I can now do just that by playing through their story, followed by Hebijou and finally Homura and her friends in the Crimson Squad.

    I also, as we saw yesterday, made a start on Final Fantasy. I'll be writing more about that as I make more progress through it, though with my intended creative writing project in January this will likely be over on the Squadron of Shame forums rather than here.

    I've also watched some anime for the first time in what feels like months; I've been continuing with the farming-themed series Silver Spoon, which was recommended to me by some anime-loving friends, and I've been reminded what a good show it is. It has an enjoyably understated plot about a teen boy feeling somewhat out of his depth in an agricultural academy, and some appealing, entertaining characters who occasionally reference recognisable anime tropes without being defined by them. There's one character in particular who looks like he would be more at home in a series like Dragon Ball Z, for example, so seeing him mucking out cows and working with chickens is rather entertaining, to say the least!

    Anyway. Early-ish night for me tonight due to the aforementioned Danger of Work bell tolling, so I'll sign off there and simply say I hope you all had as restful and pleasant a Christmas as I had, and are looking forward to a good new year.

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    1804: First Fantasy https://imnotdoctorwho.moegamer.net/2014/12/28/1804-first-fantasy/ https://imnotdoctorwho.moegamer.net/2014/12/28/1804-first-fantasy/#respond Sun, 28 Dec 2014 00:25:35 +0000 https://angryjedi.wordpress.com/?p=7012 PSN finally came back up after some "hacker"-induced downtime over the Christmas period, so I took the opportunity to start filling my brand new 64GB memory card with Final Fantasy games — specifically, I-IX and Tactics, though there will also be a copy of the X/X-2 remasters added to that shortly, particularly if they end up in the PSN store's sale. I made … Continue reading 1804: First Fantasy

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    PSN finally came back up after some "hacker"-induced downtime over the Christmas period, so I took the opportunity to start filling my brand new 64GB memory card with Final Fantasy games — specifically, I-IX and Tactics, though there will also be a copy of the X/X-2 remasters added to that shortly, particularly if they end up in the PSN store's sale.

    I made a start on Final Fantasy today. I've played this a couple of times over the years, though never the original NES version. Rather, my past forays into it have been on the Final Fantasy Origins version on PlayStation 1, an upgraded port with 16-bit-style visuals and a significantly enhanced soundtrack over the bleepy, blurpy NES chiptunes of the original. (It was also bundled with a similarly upgraded port of Final Fantasy II, which was also the first time that game had ever made it outside of Japan.)

    This time around, however, I'm playing the PSP version on my Vita. I wasn't expecting anything particularly different from the Origins version, but already something feels a little different. The pacing feels better when it comes to levelling; it seems to take a lot less time to gain a level, leading to significantly less running around in circles fighting armies of wolves just to beef yourself up enough to enter the first dungeon. The magic system's adoption of a more traditional magic points system rather than the NES original's D&D-style "you can only cast this level of spells this many times" mechanic also makes White and Black Mages seem somewhat less useless, which is nice.

    The original Final Fantasy is an odd beast, really. It's unmistakeably a Japanese role-playing game in look and feel, but it's clearly heavily inspired by Western fantasy, even going so far as to directly reference numerous Dungeons and Dragons elements such as monsters, races and the like. It's abundantly clear that Final Fantasy is Dungeons and Dragons through a Japanese lens, in other words, and it works rather well. It's actually relatively rare for Japanese role-playing games to play the fantasy tropes completely straight these days, as they often tend to incorporate elements of sci-fi along the way, making for a curiously distinctive mix of influences. Nowhere is this more apparent in the evolution of the Final Fantasy series over the years, which has all but abandoned its roots with the most recent installments — with the exception of XIV, which is deliberately very true to said roots, directly referencing past games at numerous junctures throughout.

    The limitations of video game storytelling in the era when it was originally released are still apparent in the PSP rerelease, but the gameplay additions at least make it significantly more playable to a modern audience. I'll be interested to see what tweaks — if any — have been made to the somewhat idiosyncratic Final Fantasy II for its PSP incarnation, but I have quite a journey ahead of me before I can start that particular adventure.

    For now, it's time to let Garland try and knock me all down… I have a suspicion he will be unsuccessful in his efforts, and the lovely Princess Sarah will be returned to her rightful place in Cornelia Castle before long.

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    1803: Another Shot at a Final Fantasy Marathon https://imnotdoctorwho.moegamer.net/2014/12/26/1803-another-shot-at-a-final-fantasy-marathon/ https://imnotdoctorwho.moegamer.net/2014/12/26/1803-another-shot-at-a-final-fantasy-marathon/#comments Fri, 26 Dec 2014 23:44:24 +0000 https://angryjedi.wordpress.com/?p=7010 A couple of times, I've attempted a fairly large gaming feat: to play through all the Final Fantasy games in order (with the exception of MMO XI, whose time-consuming nature means that "completing" it is a multi-year project that even many of the most dedicated players haven't finished) and observe the series' evolution over time. For one reason or … Continue reading 1803: Another Shot at a Final Fantasy Marathon

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    A couple of times, I've attempted a fairly large gaming feat: to play through all the Final Fantasy games in order (with the exception of MMO XI, whose time-consuming nature means that "completing" it is a multi-year project that even many of the most dedicated players haven't finished) and observe the series' evolution over time.

    For one reason or another, I've never made it right through the series, and consequently there are a couple of installments right in the middle that I've never played to completion, these being Final Fantasy V and Final Fantasy VI, both of which are regarded as some of the series' finest work with regard to game mechanics (in the case of V) and story (in the case of VI). It's not that I've never wanted to play these games through to completion, it's simply that I've allowed myself to get distracted by various other things and ended up losing my rhythm partway through a playthrough.

    I've decided that I'd like to give it another go. This time around, I want to do something slightly different, however: this time around, I'm going to whack all the possible installments I can on my Vita and play them as handheld games. This means that I can do stuff like play through them on my lunch break at work as well as in bed, on the toilet or when I'm away from home. Final Fantasy wherever I go — an appealing prospect, being something of a fan of the series as a whole.

    I'm also not going to get too hung up on each one being the only game I play at any given time, too. I will try and get through them in a timely manner, yes, but I'm also conscious of the fact that Hyperdimension Neptunia Re;Birth2 is out soon and I very much want to play that, and I'm also conscious of the fact that I have an astronomical backlog of games to play, many of which contain doe-eyed moe girls that I just can't resist the allure of for too long before giving in. So if I do feel the need to give in and play something like Akiba's Trip (which I own but haven't booted up yet) I'm not going to feel guilty about "betraying" my Final Fantasy mission.

    I do, however, want to try my best to work my way through all the main Final Fantasy games (and possibly Tactics) too, for a couple of reasons. Firstly, I think it'll be an enjoyable, cool thing to do: a journey through the very long history of one of gaming's most recognisable series. Secondly, there are a number of installments in the series that carry a strong degree of personal significance to me — fond memories of my younger days, and the way I felt when I first played them. Thirdly, although there are a couple of installments I've played several times — most notably VII, which I think is the game I've played through the most times to completion in my entire gaming career over the years — there are also some that I've only ever played through once (such as IX, X and X-2) that I'm keen to revisit, in some cases many years after I've played them. And then, of course, there's the matter of and VI and the fact I've never beaten them at all.

    What's brought this on, then? Well, aside from Final Fantasy XIV's love of referencing old games through both subtle and very obvious means, I got a copy of Theatrhythm Final Fantasy: Curtain Call for Christmas, and it's just reminded me that this is something I've wanted to do for quite some time now. And if I keep putting it off, I don't think I'll ever do it. So there's no time like the present, I guess; I've ordered a big-ass Vita memory card which should be here over the weekend, and then I'll be jumping right in with the first Final Fantasy very soon. I'll be chronicling my thoughts over at the Squadron of Shame forum as I progress through the various games; watch out for a link once I get underway.

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    1802: Merry Christmas! https://imnotdoctorwho.moegamer.net/2014/12/25/1802-merry-christmas/ https://imnotdoctorwho.moegamer.net/2014/12/25/1802-merry-christmas/#comments Thu, 25 Dec 2014 22:51:47 +0000 https://angryjedi.wordpress.com/?p=7007 Merry Christmas to one and all! I hope you had a thoroughly pleasant and restful day — or, depending on your timezone, are still currently having a thoroughly pleasant and restful day. Andie and I spend ours over at her mother's house, and it was a fairly traditional family Christmas all round — get up … Continue reading 1802: Merry Christmas!

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    Merry Christmas to one and all! I hope you had a thoroughly pleasant and restful day — or, depending on your timezone, are still currently having a thoroughly pleasant and restful day. Andie and I spend ours over at her mother's house, and it was a fairly traditional family Christmas all round — get up late (I must confess that this wouldn't fly in my parents' house, since my mother insists we all get up early to open presents; out of all of us, she has always been the one who has actually managed to hold on to Christmas enthusiasm), eat food, eat more food, open presents, sit back and ponder how much food has been eaten, maybe pick at a bit more food (particularly that which has been acquired as a present, such as those boxes of chocolates and Danish butter cookies that you only ever seem to see around Christmas time) and then gradually sink in to perusing your presents in more detail, perhaps accompanied by some appropriately rubbish Christmas TV.

    Neither Andie nor I watch much TV generally these days: we typically watch the things we want to watch at our own pace via on-demand services. As such, it was actually a semi-interesting experience to catch some real-time TV, and watch some of the sort of things that we'd probably never choose to watch deliberately.

    First up was Professor Branestawm, a name which I recognised from my youth, but which I couldn't remember a whole lot about. If I remember correctly, the character was the star of a series of children's books, but the actual content of them hadn't stuck in my mind all that much. As I watched the new BBC adaptation, starring Harry Hill in the title role (and incorporating numerous other respected names like Charlie Higson, David Mitchell and numerous others), it came back to me, though; they were some enjoyably silly and distinctively British stories that retain their "children's story" feel even to this day (though inevitably, someone had to go and find the "social outsider" angle of the wacky professor problematic, joyless arses that modern entertainment journos are). The adaptation itself was a lot of fun: the cast was excellent, Hill played the title role with aplomb, and the whole thing didn't outstay its welcome, in fact arguably being over a little too quickly if anything.

    Next up, today we caught an animated movie called Gnomeo and Juliet. It will probably not surprise you to discover that this was a retelling of Romeo and Juliet through the eyes of some garden gnomes, with the dispute between the Montagues and Capulets replaced by a bitter feud between the red- and blue-hatted gnomes in the gardens of two neighbours who disliked one another very much. It was an enjoyably silly affair with some nice animation and an excellent voice cast — including the masterful casting of Jason Statham as Tybalt — though I was slightly disappointed that they didn't have the guts to go through with the full tragic ending. At least it was lampshaded by a pleasingly witty statue of William Shakespeare, voiced wonderfully by the inimitable Patrick Stewart. And I guess you can't really have what is clearly a children's film ending with suicide. Probably a bad message to send to the young 'uns and all that.

    Finally, we watched the Doctor Who Christmas special today. I haven't watched Doctor Who for ages; I got into it a little bit in the Christopher Ecclestone/David Tennant years and watched a few of the Matt Smith episodes — primarily for the vision of loveliness that is Karen Gillan, I must admit — but I haven't been following it closely for several years now, and haven't seen any of the Peter Capaldi episodes to date.

    The episode in question was an enjoyable affair, albeit somewhat convoluted and totally ripping off Inception with the whole "dream within a dream" deal. It stood quite nicely by itself — I didn't feel like I needed to know much of the background about the characters, so even not having seen any Capaldi episodes I was able to feel like I could enjoy it on its own merits. I'm not sure it particularly made me want to jump on board the Doctor Who hype train — Capaldi's script in particular was a bit flat and uninteresting, with little of the Doctor's usual personality about it, and the tension between him and the female assistant character was entirely too predictable — but I don't feel like it wasted an hour of my life or anything; it was decent enough Christmas evening television and an appropriate enough accompaniment to biscuits and prawn rings.

    Anyway. That's that. I hope you all had a suitably acceptable haul of presents to enjoy — I got a copy of the board game Betrayal at the House on the Hill, which I'm extremely excited to give a go soon, along with a bunch of other nice goodies.

    And lots of food. I think we're good for snacks for the next six months or so.

    Anyway. On that note, a merry Christmas to you, and to all a good night, or something.

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    1801: Pondering Some More Games of the Year https://imnotdoctorwho.moegamer.net/2014/12/24/1801-pondering-some-more-games-of-the-year/ https://imnotdoctorwho.moegamer.net/2014/12/24/1801-pondering-some-more-games-of-the-year/#respond Wed, 24 Dec 2014 17:56:42 +0000 https://angryjedi.wordpress.com/?p=7005 So I mentioned yesterday that this last year has been a pretty bumper crop for great games, and I gave a few examples of some titles that I've particularly enjoyed, primarily in the last couple of months or so. I thought I'd continue today with some thoughts on some other games from throughout the year … Continue reading 1801: Pondering Some More Games of the Year

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    So I mentioned yesterday that this last year has been a pretty bumper crop for great games, and I gave a few examples of some titles that I've particularly enjoyed, primarily in the last couple of months or so. I thought I'd continue today with some thoughts on some other games from throughout the year that have stuck in my mind for one reason or another, and which consequently I feel are probably worth your time.

    Velocity 2X

    The original Velocity, a PlayStation Minis title, put Brighton-based developer FuturLab well and truly on my radar. Blending an Amiga-style aesthetic with some modern, interesting gameplay, Velocity was something I hadn't really come across before: a puzzle-shmup. It combined elements of vertically-scrolling shoot 'em ups with the mind-frying dimensional manipulation of games like Portal to create something enormously enjoyable, very distinctive and hugely addictive. I liked it so much I played through the whole thing again when they rereleased it with enhanced visuals on Vita under the name Velocity Ultra.

    So it's fair to say that I was very much intrigued by the possibility of a sequel, particularly after I had the opportunity to get my hands on an early version at the Eurogamer Expo a while back, and test-drive the new side-scrolling platform sections. When the full game finally came out, I was delighted to discover that it very much lived up to its potential — and that even more so than its predecessor, it was a game that continually "evolved" the further through it you went, with each new level gradually introducing new mechanics to the player until the game you're playing in the latter stages is almost unrecognisable from how it was at the beginning.

    It has a lovely aesthetic, some excellent music and some supremely tight controls — utterly necessary for a game so focused on speedrunning as this. It's a great addition to the PlayStation Vita's library of more "quick-hit" games that are good for pick-up-and-play fun when you have a few minutes to spare — seriously, fuck 95% of mobile phone games nowadays — and it's a supreme challenge for even the most skilled gamers out there.

    Assault Android Cactus

    I'm not sure this counts, given that it feels like it's been in development forever and is still in Early Access, but I've certainly played it a whole bunch this year and really enjoyed it. Moreover, it's been wonderful to see how the game has continued to grow and change as its development continues — not to mention the fact that its small development team are lovely people who are a pleasure to talk to, also.

    Assault Android Cactus, even in its unfinished state, is an extremely solid take on the twin-stick shooter genre. Taking inspiration from Japanese bullet-hell shooters as much as more Western shmups such as Geometry Wars, Assault Android Cactus features an array of unique characters, each of whom have their own distinctive ways of attacking and fending off enemies. Some are conventional enough, others are… less so. For some players, it'll be a matter of pride to master the more offbeat characters like Aubergine; for others, they'll want to chase high scores with the more "traditional" characters like the eponymous heroine Cactus.

    Assault Android Cactus benefits from a clear and easily understood scoring system — something which many of its Japanese influences cannot boast! — and there's a strong emphasis on chasing the elusive "S+" rank for each level by attempting to chain all your kills together into a single combo while avoiding death. This is easier said than done on some levels — particularly the challenging boss encounters, which will give even the most seasoned veterans of the 8- and 16-bit era a run for their money.

    I'm really looking forward to the finished version of this great game… and I'm especially looking forward to being able to take it on the go with me thanks to the upcoming Vita version!

    Demon Gaze

    I'm not going to pretend Demon Gaze is the best RPG I've ever played, but I have to give it an enormous amount of credit for getting me into a subgenre of RPGs that I've never really "clicked" with: the grid-based dungeon-crawler, or "gridder" to some.

    Demon Gaze was enjoyable and unusual. Its Vocaloid-heavy soundtrack gave it a very distinctive audio-visual aesthetic, while its environments were varied and a lot of fun to explore. The Demon's Souls-style online features, whereby other players could leave messages on the floor for you to discover, were a lot of fun and occasionally helpful, even amid all the distinctly… inappropriate messages that were also left adorning the dungeon floor at times. The level design was wonderful, making use of simple but effective mechanics like one-way doors, forced movement panels, floors that damaged you and other staples of the genre to create some challenging levels that taxed your brain. And the combat, although simplistic, was enjoyable and nicely streamlined.

    It had a surprisingly enjoyable story, too. My past experience with dungeon-crawlers is that they've tended to skimp a bit on the narrative front, which is one of the things I tended to find most offputting — I'm a narrative junkie, after all. Demon Gaze, however, managed to strike a good balance between the mechanics-heavy dungeon crawling and the somewhat fantasy soap opera-esque happenings that went on back at the inn any time you accomplished something significant. The memorable cast of characters with whom you'd interact between forays into the dungeons more than made up for your custom-created party members' relative lack of personality, though pleasingly, the game at least made an effort to incorporate said party members into "background narration" of numerous scenes just so they didn't feel completely irrelevant to the narrative as a whole.

    It was a challenging game, too, though arguably a little inconsistent with its difficulty level. It starts incredibly tough, gets much, much easier as you level — so much so that I had to whack up the difficulty level to its highest to have any sort of challenge whatsoever — and then gets monstrously difficult again right at the end, particularly if you choose to pursue the optional post-game extra ending, which you really should if you want to say you've had the full experience.

    Demon Gaze was definitely one of my biggest surprises this year, and it makes me much more inclined to seek out other dungeon-crawlers in the future — something I wouldn't have thought to do prior to giving it a shot.

    More to come in the next few days.

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    1800: Pondering Some Games of the Year https://imnotdoctorwho.moegamer.net/2014/12/23/1800-pondering-some-games-of-the-year/ https://imnotdoctorwho.moegamer.net/2014/12/23/1800-pondering-some-games-of-the-year/#comments Tue, 23 Dec 2014 22:53:54 +0000 https://angryjedi.wordpress.com/?p=7003 It's getting to that time of year where it's time for everyone to start considering their own personal "Games of the Year", as if someone declaring something their Game of the Year is in any way meaningful or impactful on the experiences of others. Regardless, many of us still do it, if only as a … Continue reading 1800: Pondering Some Games of the Year

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    It's getting to that time of year where it's time for everyone to start considering their own personal "Games of the Year", as if someone declaring something their Game of the Year is in any way meaningful or impactful on the experiences of others. Regardless, many of us still do it, if only as a means of celebrating the experiences we've found the most memorable over the course of the last twelve months.

    This year I don't really have a single Game of the Year as such, but there are a number of titles I feel are worth making specific mention of. So I'm going to mention them right now.

    Steins;Gate

    Previously, I knew Steins;Gate was a well-respected visual novel and anime series, but little else about it. When visual novel specialist JAST USA picked it up for localisation and publishing, however, I knew that I should probably to play it, if only to know what it was all about.

    I wasn't disappointed.

    Spinning an interesting, exciting but plausible sci-fi tale, Steins;Gate is an unconventional time-travel/parallel dimensions story featuring an extremely memorable cast of characters, a very well-realised setting (Akihabara and the surrounding area in Tokyo) and a compelling story that, although lengthy, certainly didn't outstay its welcome.

    Steins;Gate will likely prove frustrating to some due to its pure visual novel nature, and the fact that the choices you make throughout are handled in a somewhat odd manner by interacting with the protagonist's phone. If you treat it as a multi-path story rather than a "game" as such, however, you're in for an absolute treat: it's one of the most exciting, thrilling and thought-provoking sci-fi stories I've had the pleasure of experiencing for quite some time.

    To say too much more would be spoileriffic, but suffice it to say that Steins;Gate blends fantasy and (obviously well-researched) reality together to create a very coherent, solid whole that is eminently worth your time.

    Final Fantasy XIV: A Realm Reborn

    This one doesn't really count as it came out last year, though I have been continually playing it since last summer, which is noteworthy in itself. Moreover, it's seen four major content patches since its original release, expanding the content on offer to players to nearly twice as much what was in there at launch. Pretty impressive stuff.

    The reason why I'm still enamoured with Final Fantasy XIV is the promise for the future. The next major patch promises to wrap up the 2.0 storyline with some sort of Exciting Happenings, then after that it's into the expansion Heavensward (teased above), which promises all manner of new things going on — most noteworthy among them being whole new zones to explore, because although Final Fantasy XIV's patches have greatly expanded the number of dungeons and boss fights available for players to take on, the game's rather small world (by MMO standards, anyway — it's still pretty sprawling if you go around on foot) has remained the same size throughout, with only the town of Revenant's Toll in the Mor Dhona region undergoing noticeably significant renovations over time.

    It's been interesting to play a game such as this at high level for such a long period of time. I feel I know the game very well by now, but there are still things I am learning, and the most challenging stuff in the game — we're currently working through the raid dungeon The Second Coil of Bahamut — is still genuinely challenging, even with high-level gear and a party of players that knows the encounter at least reasonably well. I'm looking forward to seeing what the future holds for Eorzea and its surrounding lands.

    Hyperdimension Neptunia Re;Birth1

    Regular readers will know all about my love for the Hyperdimension Neptunia series, despite its numerous flaws. Re;Birth1 is, to date, the best game in the series, bringing in the solid gameplay of Hyperdimension Neptunia Victory and coupling it with a retelling of the first game's story.

    Neptunia's core appeal for me is twofold: firstly, it's simply fun to play. The battle system is hugely enjoyable — if occasionally unbalanced — and it's that rare thing: an RPG where it's a pleasure to grind.

    The second core appeal element is to do with its cast of characters, all of whom I absolutely adore. Neptune's hyperactive, childish nature is wonderfully contrasted with the tsundere personality of Noire, the quiet-but-occasionally-prone-to-rage Blanc, the "older sister" Vert and the other supporting characters, and the story, while silly fluff for the most part, is told in such a charming manner — featuring frequent fourth-wall breaking to bring the player into the experience alongside these cute girls — that it's difficult not to sit there with a huge smile on your face while playing through it.

    I'm reliably informed that Re;Birth2 and Re;Birth3 are even better, so I can't wait to try them for myself: Re;Birth2 is coming West very soon indeed, and Re;Birth3 hit Japan recently, so we can expect it over here sometime soon-ish, hopefully!

    Senran Kagura

    I first encountered the Senran Kagura series early this year, and I'm absolutely hooked. Burst brought me an updated version of a game genre I've always been fond of — the 2D side-scrolling Streets of Rage-style brawler — and combined it with cute anime girls and a surprisingly strong story. Subsequent installment Senran Kagura Shinovi Versus — which also made it out this year — brought the gameplay into 3D fully intact, from what I can tell so far, and has cemented my love of the series. And as for Bon Appetit… well. All I can say is "L-lewd!"

    The core appeal of Senran Kagura for me is not the fact that its cast is exclusively attractive women with massive knockers — although I'm certainly not complaining about this. (Aside: I actually rather like the fact that Senran Kagura's cast is, on the whole, somewhat on the more "curvy" side than many other video game and anime characters — and not just in the boob area.) Rather, it's about the fact that these characters are actually all very well-defined personalities, and the game explores them in great depth over the course of its unfolding narrative.

    Knowing nothing about the game before playing it, I was very surprised to discover numerous levels opening not with short cutscenes then getting straight into the action, but with half-hour-plus visual novel sequences narrated from the perspectives of various different characters. By presenting the story in this manner, the player gets a uniquely personal perspective on the unfolding events as well as the opportunity to "hear" what they're thinking as well as saying. Normally in visual novels, we only get to hear the innermost thoughts of the protagonist character — normally, though not always, intended to be a self-insert for the player and consequently deliberately rather bland. Here, conversely, we're not playing "as" the girls; we're getting the opportunity to learn about them by effectively riding along inside their head as they come to terms with growing up as young shinobi, often on different sides to their friends.

    My experiences with the three Senran Kagura games I've had the pleasure of playing to date means that this series is now right up there with Hyperdimension Neptunia in terms of games I'll happily rush out and buy without a second thought the moment they're released. Not bad for a game best known for T&A.

    These are just a few of the games I've had the pleasure of playing this year. They're mostly games I played recently, I'm aware, so over the next couple of days I'm going to rack my brains a bit and think about some of the other games I've played that are particularly noteworthy, and share the joy with you lot a little bit.

    That and frantically wrapping presents. It's nearly Christmas, after all.

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    1799: I Eat In a Lot of Italian Restaurants https://imnotdoctorwho.moegamer.net/2014/12/22/1799-i-eat-in-a-lot-of-italian-restaurants/ https://imnotdoctorwho.moegamer.net/2014/12/22/1799-i-eat-in-a-lot-of-italian-restaurants/#respond Mon, 22 Dec 2014 21:34:49 +0000 https://angryjedi.wordpress.com/?p=7000 I've mentioned this a few times before on these very pages, I think, but I'm not generally a fan of any sort of "reality TV", be it the utterly pointless like Big Brother, or the vapid sort of "talent" competition coupled with obviously over-scripted "drama" from stuff like The X-Factor or The Voice. I make one exception, however, and that's The … Continue reading 1799: I Eat In a Lot of Italian Restaurants

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    I've mentioned this a few times before on these very pages, I think, but I'm not generally a fan of any sort of "reality TV", be it the utterly pointless like Big Brother, or the vapid sort of "talent" competition coupled with obviously over-scripted "drama" from stuff like The X-Factor or The Voice.

    I make one exception, however, and that's The Apprentice.

    I wouldn't say I'm a particularly dedicated viewer of it — out of the ten seasons to date, I certainly haven't watched all of them — but I always find it to be quite enjoyable television. It strikes a good balance between the guilty pleasure of just observing people with strong personalities clash with one another and a degree more "structure" than many of these sort of shows. There are clear tasks and objectives for the participants to strive towards — though on occasion the measurement of success is somewhat ambiguous — and, at the end of the whole process, the reward for the winner is genuinely meaningful rather than pointless. Originally it was to become Alan Sugar's apprentice — hence the name of the show — but in more recent seasons the winner has simply gone into business with Lord Sugar, with the main bulk of the "prize" being the combination of this opportunity and a substantial initial investment from the big man himself.

    The most recent series came to a close last night, and it once again proved to be quite enjoyable. It's also been interesting to see, over the course of the last ten years, how the business world as viewed through the lens of this TV show has changed. This year's victor Mark is set to start running an online marketing business for Lord Sugar — an entry into a crowded market, for sure, but something which Mark himself clearly believes in… and also a kind of business that really didn't exist in the way it does today back when The Apprentice first launched. (It was quite telling to see in the You're Hired! segment of the final show that a lot of people seemed genuinely to have no idea what Mark's business would involve — Internet marketing and search engine optimisation is still largely black magic to a lot of people.)

    I won't pretend to know anything about business, however, so the appeal elements of the show for me largely relate to people-watching. And this year's cast was made up of a pleasingly diverse array of different characters. There was the youthful exuberance of Solomon, the eccentricity and arrogance of Sarah, the almost-unflappable nature of Katie and, of course, the bromance between Mark and Daniel. Notably, unlike many other reality shows, there was a mix of both likeable and dislikeable people in there, meaning that most people watching would probably be able to find both someone they could relate to and someone they really wanted to see suffer at the hands of Lord Sugar and his aides in the boardroom.

    It's disappointing to hear that Nick will be leaving the show after this series, but I thought it wouldn't quite be the same after Margaret left, too, so I'm sure it will adapt in next year's installment.

    By far the best thing about this 10th year anniversary of the show, however, is that there's a brand-new Cassetteboy video in the same vein as the one at the beginning of this post — and so, what better way to sign off than with that very video? Enjoy!

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    1798: Starlight Vigil https://imnotdoctorwho.moegamer.net/2014/12/22/1798-starlight-vigil/ https://imnotdoctorwho.moegamer.net/2014/12/22/1798-starlight-vigil/#comments Mon, 22 Dec 2014 00:05:57 +0000 https://angryjedi.wordpress.com/?p=6997 Today I participated in something that I had only previously heard about: an entire online community coming together to pay its respects to someone. That "someone" was a person whom I only knew as Codex Vahlda, a Final Fantasy XIV player on the Gilgamesh server whom I became aware of this morning after a casual browse of … Continue reading 1798: Starlight Vigil

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    Today I participated in something that I had only previously heard about: an entire online community coming together to pay its respects to someone.

    That "someone" was a person whom I only knew as Codex Vahlda, a Final Fantasy XIV player on the Gilgamesh server whom I became aware of this morning after a casual browse of Twitter.

    I didn't know Codex at all. I don't even play on his server, so it's unlikely I would have come into contact with him unless he randomly showed up in a Duty Finder group for running a dungeon, since those pull players from several servers to make complete groups.

    Sadly, I'll never have the opportunity to know Codex, as he passed away recently due to complications from renal failure. Both he and his family and friends seemingly knew that he was going to pass on, and it was as he lay on what was to become his deathbed that Final Fantasy XIV players from around the world, and from several different servers, all gathered in the same place — the beach in Ward 1 of the player housing district Mist — and held their own vigil for our fallen adventuring comrade.

    Normally, this sort of thing is an event that you tend to hear about after the fact, but I happened to be online just as someone on Twitter was posting about the vigil taking place on Ultros, the Final Fantasy XIV server which I call home. Largely out of curiosity, I logged in to take a look at what was happening, ran down to the beach and, sure enough, found a line of players facing out to sea, "wind-up sun" minions out, bathing the group in a soft light, contemplating whatever they chose to be contemplating as they paid their respects to Codex. I joined them.

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    After a moment of quiet reflection, people spontaneously began letting off fireworks and balloons — these are items you can acquire in the game and are intended for use upon celebratory occasions such as seasonal events or the newly added "Eternal Bond" wedding system. It was a celebration not only of Codex's life, but also of how one stranger could bring all these disparate people from all over the world together in one place to do the same thing. It was a really, really beautiful moment, and extremely moving.

    It's easy to think of the Internet at large, social media and online games in particular, as utterly "toxic" (that's a favourite word of critics at the moment) environments in which everyone is constantly at one another's throats. But every so often something happens that reminds you that an awful lot of human beings are fundamentally decent people, and that regardless of where you're from or what — if anything — you happen to believe in spiritually, the cycle of life and death is, pretty much without fail, something that will always bring us closer together with one another.

    Rest in peace, Codex; I never knew you, but I hope wherever you are now, you feel the love of all the strangers who came together to celebrate your life today. May you forever walk in the light of the crystal.

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    1798: Chaos Reborn https://imnotdoctorwho.moegamer.net/2014/12/20/1798-chaos-reborn/ https://imnotdoctorwho.moegamer.net/2014/12/20/1798-chaos-reborn/#comments Sat, 20 Dec 2014 23:52:51 +0000 https://angryjedi.wordpress.com/?p=6995 I was pleased to see the other day that Julian Gollop's reimagining of his ZX Spectrum classic multiplayer strategy game Chaos has finally hit Steam. The version of Chaos Reborn currently available is, sadly, only an Early Access version containing nothing but online multiplayer and 7 levels of progression — no sign yet of the ambitious-sounding single-player mode and … Continue reading 1798: Chaos Reborn

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    I was pleased to see the other day that Julian Gollop's reimagining of his ZX Spectrum classic multiplayer strategy game Chaos has finally hit Steam. The version of Chaos Reborn currently available is, sadly, only an Early Access version containing nothing but online multiplayer and 7 levels of progression — no sign yet of the ambitious-sounding single-player mode and massively multiplayer/persistent elements — but despite this, it's already looking really rather good.

    The original Chaos, for those unfamiliar, was a turn-based strategy game for up to 8 players, both human- and computer-controlled. The aim was simple: destroy your fellow wizards via any means you had available to you, be it direct-damage spells or an array of weird and wonderful creatures you were able to summon.

    The "Chaos" of the title came in the form of a balance meter that tipped either towards law or chaos according to the specific spells that various players cast. As the balance tipped in one direction or another, the spells of that respective alignment became easier to cast, while their polar opposites became more difficult. Canny players could manipulate this to their advantage, though the ability to summon creatures as illusions meant that you could never quite be sure if your opponent had really summoned that Manticore or not… were you willing to potentially waste a turn attempting to "Disbelieve" it?

    Chaos Reborn stays remarkably true to this original formula, albeit with a few changes. The maximum number of players is now 4 rather than 8, for one thing, and this is primarily to keep play sessions short and snappy — not a pair of adjectives you'd typically associate with turn-based strategy games, but having played a few games today, this particular approach is very welcome indeed, especially when I bear in mind so many multi-hour multiplayer Civilization games that never, ever reached any sort of satisfying conclusion.

    Another core difference is the way spells are distributed. Rather than being given a random selection at the game's outset and then tasked with using them as effectively as possible, you now have a deck of "cards" depicting various spells and summoned creatures, and as you level up you'll gain access to more of these — though it's worth noting that these cards aren't necessarily "better", just different, so a level 1 player can still take on a higher-level player without the confrontation necessarily being a foregone conclusion.

    This "cards" aspect looks to be interesting, as it promises the ability to build your own decks of spells as you unlock new creatures and attacks. There's a lot of potential to build your own personal play style, and it will be interesting to see how different people approach the game, how to build their decks and how to use the cards therein most effectively.

    Chaos' roots are very much in board gaming — the original Spectrum version was even published by Games Workshop — and this aspect very much comes to the fore in Chaos Reborn. Between the deckbuilding and the ability to play games in an asynchronous manner as well as against live opponents, the game has a huge amount of potential, and I'm very much looking forward to seeing how it develops over time. For now, the Early Access version is a decent, if slightly limited package, but exciting things are on the horizon.

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    1797: Holiday Season https://imnotdoctorwho.moegamer.net/2014/12/20/1797-holiday-season/ https://imnotdoctorwho.moegamer.net/2014/12/20/1797-holiday-season/#comments Sat, 20 Dec 2014 00:10:10 +0000 https://angryjedi.wordpress.com/?p=6993 It was my last day of work before the Christmas holidays today, and I am very ready for a break. Once again my mind is drawn to the fact that Christmas has become a less enjoyable, less meaningful event in my life with each passing year. The day itself normally ends up being fun — … Continue reading 1797: Holiday Season

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    It was my last day of work before the Christmas holidays today, and I am very ready for a break.

    Once again my mind is drawn to the fact that Christmas has become a less enjoyable, less meaningful event in my life with each passing year. The day itself normally ends up being fun — at least the part up to and including opening presents and eating lunch, after which comes the slightly uncomfortable part where no-one's quite sure if it's socially acceptable to go off and play with their respective presents — but that excitement that I'm sure used to be there is no longer present.

    Perhaps it's to do with the fact I tend not to send cards any more. I haven't done for several years, largely because it seems like a whole lot of hassle for not a lot of gain. Or is that even true? It's certainly nice to receive a card from people who have made the effort — particularly those who are overseas, who oddly seem to make far more of an effort than my friends closer to home — but I haven't felt the motivation to write any of my own cards for years now, and I don't tend to receive all that many either. (I'm not sure many people do any more, to be honest, though I could be horribly mistaken and actually be some sort of social pariah, which isn't beyond the realm of possibility.)

    Cards used to be an exciting time, though, particularly back at school. I'd get one of those big bumper packs of cards, mentally sort them from "best" to "worst" (and within "best", into "funny" and "vaguely romantic; suitable for people I fancy") and set about writing a significant number of them over the course of an evening or two. I'd then proceed to hand them out, either by hand or using the "post" service that the school sometimes ran around Christmas time, and then wait to get some in return. Then there came that magical moment where I'd open a card, see that someone I quite wanted to get off with had written "love" (perhaps with kisses) instead of just "from" and I'd get all excited, my mind firmly in denial as to the fact that they'd probably written it in everyone's cards, not just mine. I'd ensure, if I hadn't sent them one already, that they got one of my "best" cards in exchange.

    I don't know. Maybe I'm missing a trick here. Cards are often cited as a good opportunity to remind people you care about (or at least think about occasionally) that you still exist. With the fact that I've been feeling a little bit isolated over the course of the last — few months? Few years? Certainly a while now — perhaps it would be in my interest to use cards to try and reach out to a few people I haven't seen for a while.

    Or perhaps it's a futile gesture, encouraged as a means of card manufacturers to squeeze more and more money out of us every year as we're convinced that we have some sort of obligation to send small rectangles of cardboard to as many people as possible around this time of year, when in fact all we want to do is be left alone in a bit of peace and quiet to enjoy our turkey and presents.

    One or the other. Either way, I'm happy it's the holidays, and hopefully the Christmas period will be a restful, relaxing time for everyone.

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    1796: Read Me a Story https://imnotdoctorwho.moegamer.net/2014/12/19/1796-read-me-a-story/ https://imnotdoctorwho.moegamer.net/2014/12/19/1796-read-me-a-story/#comments Fri, 19 Dec 2014 00:07:39 +0000 https://angryjedi.wordpress.com/?p=6991 Since I was getting really quite frustrated with my daily commute to and from work — there is no good time of the day where you can set out and head back without getting caught in a traffic jam with seemingly no cause — I decided to try something a bit different with my audio entertainment for said journey. … Continue reading 1796: Read Me a Story

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    Since I was getting really quite frustrated with my daily commute to and from work — there is no good time of the day where you can set out and head back without getting caught in a traffic jam with seemingly no cause — I decided to try something a bit different with my audio entertainment for said journey.

    Rather than listening to the radio, with its same five adverts and playlist of approximately twelve songs, or the same albums on my phone over and over again, I decided to listen to some audiobooks.

    I've listened to audiobooks a few times over the years, most recently when I was in the habit (that I should probably get back into) of taking a long walk most days. They provide a good accompaniment to tedious activities like walking or driving, and I've found they've had a positive effect on my mood overall, even when the M27 is at its most frustrating. The fact that I can tune out the fact I'm moving at approximately 15mph on a road designed to be travelled along at 70mph+ and instead concentrate on an unfolding narrative is pleasurable, and getting to spend more time immersing myself in a story becomes nice rather than frustrating.

    The audiobooks I've been listening to most recently belong to a genre I haven't read a lot of in the past: crime fiction. I can't remember how I first came on to the Kay Scarpetta series by Patricia Cornwell, but I've been enjoying them so far: I'm currently about a third of the way through the third book.

    For the unfamiliar, the Kay Scarpetta series follows the eponymous heroine, the chief medical examiner for Virginia, and her obligatory "buddy" cop Pete Marino. The two have an enjoyable working relationship and rapport with one another, Kay being rather sensible for the most part — with occasional lapses in judgement and a tendency to attract the main villain of each book to cause some sort of dramatic final confrontation in the closing chapters — and Marino being brash, outspoken and not always entirely tactful.

    The stories are interesting when compared to other crime fiction I've encountered — be it in books, on TV, in games or in movies — in that the main focus isn't on the police investigation, the work of an agent on the case or a private investigator. Rather, Kay is essentially a civilian, albeit one with access to information about the corpses that show up in each novel that the public would probably rather not know about. This doesn't stop her ending up embroiled deep in the mysteries, however, and indeed it's usually her actions that, if they don't outright solve the case altogether, certainly put into motion a chain of events that draws the main villain out of hiding (and usually into Kay's bedroom) in order to be caught and/or killed.

    They're formulaic and somewhat predictable at times, in other words, but they're filled with interesting characters, and the narrator for the audiobook versions, one Lorelei King, does an admirable job at putting on unique voices for the different characters — even if all her "male" voices tend to end up sounding terribly serious about everything they say… or perhaps this is a side-effect of Cornwell's male characters?

    Anyway. I'm enjoying the experience of listening to audiobooks, and I've been enjoying discovering a series of entertaining crime novels in the process. There's plenty more where that came from, too, so I should be kept reasonably sane on my journeys to and from work for the immediate future, at least…

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    1795: Thoughts on Roll20 and Other Board Game Apps https://imnotdoctorwho.moegamer.net/2014/12/17/1795-thoughts-on-roll20-and-other-board-game-apps/ https://imnotdoctorwho.moegamer.net/2014/12/17/1795-thoughts-on-roll20-and-other-board-game-apps/#respond Wed, 17 Dec 2014 22:20:10 +0000 https://angryjedi.wordpress.com/?p=6989 Longstanding Internet friend Matt Mason sent me this link earlier. For those too lazy to click, it's an article about an app called Roll20 that is, so far as I can make out, designed for two main things: to facilitate online "remote play" of tabletop role-playing games between players who are scattered around the globe, and … Continue reading 1795: Thoughts on Roll20 and Other Board Game Apps

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    Longstanding Internet friend Matt Mason sent me this link earlier. For those too lazy to click, it's an article about an app called Roll20 that is, so far as I can make out, designed for two main things: to facilitate online "remote play" of tabletop role-playing games between players who are scattered around the globe, and to support the "local" experience of those playing together in the same room by making the housekeeping and paperwork required for playing and running a tabletop role-playing game electronic.

    It's a good idea, and indeed many role-playing groups already use various electronic solutions to support their sessions, whether it's simply firing up iTunes or equivalent to provide a musical backing to a dramatic encounter, or having an indexed, searchable copy of the rules on hand to save leafing through weighty tomes in the midst of what is supposed to be frantic combat.

    The Kill Screen article is a little confused, so far as I can make out; it goes on to mention what it calls "Boardgamegeek-type board games" (with the implicit definition that these are things somewhat more complicated than entry-level fare like Ticket to Ride and Settlers of Catan) and suggests that an app such as Roll20 would provide an adequate solution to what a "pain" many modern boardgames are.

    I can't argue that there are certain games out there which are a bit of a pain at times. Stuff like Arkham Horror and Descent have so many cards, chits and tokens that it's 1) difficult to keep the box organised and 2) rather time-consuming to set up and put these games away. Arguably, though, the setup and pack-away time is part of the experience: there's the tactility of punching out all those tokens in the first place, and the satisfaction of laying them out in pleasing arrangements on the table during play — there are plenty of people out there who "pose" their game boards to make good photographs. There's also something inherently satisfying about picking up and playing with physical items: slamming down a card in front of an opponent when you pull off a satisfying move; shuffling through a treasure deck to get your reward from a tough encounter; hoping that the deck of event cards will be kind to you this time around.

    I also have mixed feelings about electronic versions of board games. It's cool to be able to play many titles online with far-off friends, but the experience just isn't the same, particularly when playing asynchronously. A single game of Ascension or Carcassonne can take weeks if you let it — and it's very easy to let these things slide, even when they're right there in your pocket on your phone — and it just ends up feeling more like work than fun, particularly if you have a number of games on the go at once. These days, if I'm going to play a board game, I want to do it face-to-face.

    That doesn't mean that apps like Roll20 don't have a place, however. In fact, we're already starting to see some interesting examples of technology being used to support — not replace — game components, the most notable of which is the upcoming board game adaptation of classic PC strategy game XCOM, which effectively casts an app in the role of the antagonist "player" or "game master", deals with all the heavy lifting with regard to tracking things and provides suitably randomised elements for which no-one can complain that the decks of cards haven't been shuffled well enough.

    There's scope for plenty of other types of things, too; the aforementioned Arkham Horror and Descent would both benefit enormously from phone or tablet character sheet apps, allowing players to keep track of their health, fatigue, equipped items, treasure and all manner of other things without having to gradually take over their corner of the table with cards, chits and all manner of other gubbins. Games like Mage Knight would benefit from their randomised elements being automated and made truly (or as near-as-dammit) random.

    I'd never want to give up the physical element of board games altogether. But I think we're starting to move into an interesting new era where traditional physical components and digital elements will come together to produce truly interesting experiences. I'm excited to give them a try.

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    1794: Oppai Fightin' https://imnotdoctorwho.moegamer.net/2014/12/16/1794-oppai-fightin/ https://imnotdoctorwho.moegamer.net/2014/12/16/1794-oppai-fightin/#respond Tue, 16 Dec 2014 21:09:50 +0000 http://angryjedi.wordpress.com/?p=6987 Alongside Senran Kagura Bon Appetit, which I talked about a bit yesterday, I've also been playing some Senran Kagura Shinovi Versus. I haven't delved into it particularly deeply so far, having only played through three of the Hanzo girls' short mini-arcs (effectively an "arcade mode" of sorts, challenging you to complete five stages of gradually increasing difficulty in succession … Continue reading 1794: Oppai Fightin'

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    Alongside Senran Kagura Bon Appetit, which I talked about a bit yesterday, I've also been playing some Senran Kagura Shinovi Versus. I haven't delved into it particularly deeply so far, having only played through three of the Hanzo girls' short mini-arcs (effectively an "arcade mode" of sorts, challenging you to complete five stages of gradually increasing difficulty in succession while working through an eminently silly side story) and spent far more time than I'd care to admit gambling in-game currency on the "Lingerie Lottery", but I've enjoyed what I've played so far.

    The thing I liked about Senran Kagura Burst on 3DS is that it was a thoroughly modern take on Streets of Rage-style brawlers — you know the kind: walk from left to right punching things in the face and trying not to get punched in the face yourself. I was a little worried about Shinovi Versus, to be honest; I liked the simple but satisfying button-mashy gameplay of Burst so much that I was concerned the shift to 3D wouldn't be quite as enjoyable to play, what with those pesky extra degrees of freedom to worry about.

    Turns out I needn't have been too worried. While the 3D gameplay does have its own idiosyncrasies — the camera can be a pain on occasion — at heart, it still feels very much like Senran Kagura. That means obscenely huge… combos (it's not at all unusual to see combo counts numbering into the hundreds or thousands — though with the more sprawling nature of most stages now, it's significantly more challenging to chain one long string of connecting attacks together without a break), single characters wading into swarms of enemies and punching them into orbit, special moves that range from the faintly plausible to the utterly ridiculous and, of course, ninja girls fighting until each others' clothes fall off.

    Senran Kagura Burst felt a tad button-mashy at times, with the Hanzo girls in particular suffering a little from the "hammer the light attack button" syndrome. To be fair, as the girls levelled up, new combos became available that often required you to carefully time your use of the heavy attack button as well as the light attack, but for the most part you could get through a lot of the game with a single button.

    Shinovi Versus initially feels a little like this, but try a few different characters and their differences start to become apparent. Poster girl Asuka is very much of the "hammer the light attack button" mould and consequently is suggested as a beginners' character, for example, while Hanzo's resident adorable character Hibari serves up an array of difficult-to-use but effective close-range slap and kick attacks, plus the strange little quirk that it's actually quite tricky to get her out of the air and back onto solid ground once she's up there, thanks to the fact that her aerial light attack appears to cause her to trampoline up and down on whoever happens to be unfortunate enough to be underneath her.

    Your opponents are more than simple damage sponges, too. They block, they parry, they counterattack and you need varying approaches to even get near them in some cases. Unlike Burst, there's not really one simple strategy that will serve you well for the whole game; instead, you'll have to assess the situation on the fly and determine whether you're best off charging head-on, trying to get behind them, attacking them from above or waiting to counter them when they approach you. It makes for some enjoyable and thrilling battles that are a lot of fun to take part in.

    I haven't got far in the story yet but the early chapters of the Hanzo girls' narrative appear to pick up nicely where Burst left off, with the group's now well-established character traits now more evident than ever before. The rather quiet Yagyuu's obsession with Hibari is kind of adorable to see, particularly as Hibari is a complete contrast to her in almost every way: Yagyuu is reserved and uncomfortable with expressing her emotions, even as it's clear she genuinely loves Hibari, while Hibari is very loud, emotional and open with her affections. I can see there being some potential for interesting situations between the two of them as the story progresses, and I'm looking forward to seeing it.

    So far it seems to be a worthy successor to a game I ended up enjoying a lot more than I expected — a game whose appeal goes far deeper than the fanservice and smut it's primarily known for. It's a fine addition to the Vita library, and a great example of how to use a recurring ensemble cast very effectively. I feel it's going to keep me busy for a good few hours yet.

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    1793: Oppai Cookin' https://imnotdoctorwho.moegamer.net/2014/12/15/1793-oppai-cookin/ https://imnotdoctorwho.moegamer.net/2014/12/15/1793-oppai-cookin/#respond Mon, 15 Dec 2014 21:46:13 +0000 http://angryjedi.wordpress.com/?p=6985 Been playing a bit of Senran Kagura Bon Appetit! over the last couple of days as a precursor to delving properly into Senran Kagura Shinovi Versus. And I've been pleasantly impressed. For those unfamiliar with the series as a whole, here's a breakdown: Senran Kagura Burst on Nintendo 3DS was the first game in the series released in the West, … Continue reading 1793: Oppai Cookin'

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    Been playing a bit of Senran Kagura Bon Appetit! over the last couple of days as a precursor to delving properly into Senran Kagura Shinovi Versus. And I've been pleasantly impressed.

    For those unfamiliar with the series as a whole, here's a breakdown: Senran Kagura Burst on Nintendo 3DS was the first game in the series released in the West, encompassing what were two separate releases in Japan: Senran Kagura: Skirting Shadows, and Senran Kagura Burst, which incorporated the story of Skirting Shadows and another full story with the five "antagonist" characters from the original. The two stories run in sort-of parallel — there are a few differences in terms of the events which occur, but they end up in the same place and conclude with the same events from different perspectives. The game itself is a modern-day take on brawlers like Streets of Rage and its ilk: you run from one end of a level to the other, beating up groups of enemies in order to proceed, occasionally squaring off against bosses.

    Vita installment Senran Kagura Shinovi Versus is regarded as a "spinoff" — the numbered sequel Senran Kagura 2 is a 3DS title — but it follows on from the events of Burst and introduces numerous new characters as well as following the stories of the original cast further. It's still structured like an old-school brawler, but this time gameplay is in full 3D, lending the gameplay a feel somewhere between Streets of Rage, Dynasty Warriors and Power Stone.

    Bon Appetit, meanwhile, is a "true" spinoff in the sense that it's not intended to be "canonical" to the main storylines of the other games, which are all fairly serious affairs about what it means to be a ninja, and how difficult it can be to grow up with all manner of difficult responsibilities and expectations thrust upon you. Bon Appetit, conversely, is about cooking, boobs and arses. Pairs of girls from the previous games pair off and engage in a cooking battle against one another, represented as a rhythm action music game played over the course of three rounds, with the loser of each round suffering the indignity of damage to their clothing — the iconic feature of the series as a whole is clothing destruction — and a comprehensive drubbing resulting in being stripped completely naked, covered in tactfully-placed whipped cream and chocolate sauce in order to pose provocatively atop the world's largest cake.

    Bon Appetit has absolutely no shame whatsoever, and it's immensely enjoyable as a result. It's lewd and it's rude, but it's also a lot of fun to play, feeling very much like PS1-era rhythm games such as Parappa the Rapper and its ilk. There's a decent selection of catchy tracks — all originals, once again calling to mind PS1-era music games, particularly those with "character songs" such as Bust-a-Groove — and these vary from the fairly straightforward to the extremely challenging, with the two-lane note charts often being composed in such a way as to deliberately confuse you, a process made significantly easier by the backdrop occasionally being filled with giant gyrating bottoms and titties, particularly if you hit the single "heart" note in the song correctly.

    In many ways, Bon Appetit is absolutely indefensible. It's pretty much fanservice in its purest form — in fact, it's striking a double fanservice whammy by being a particularly fanservicey game in a series already notorious for its fanservice — but in being this way it's doing exactly what it sets out to do: to provide a fun, silly and enjoyable opportunity to play with a cast of characters who are genuinely beloved by many in a context significantly far removed from their normal situations. The game states up front that it's not intended to be taken seriously, but manages to provide the player with an addictive and strangely compelling experience in the process, even once the initial appeal of "life and hometown" wears off.

    So whatever you may find yourself thinking of it after what I've written above, I'm having an absolute blast. And you know what? I think I'm going to go and play a bit more right now.

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    1792: Company of Players https://imnotdoctorwho.moegamer.net/2014/12/14/1792-company-of-players/ https://imnotdoctorwho.moegamer.net/2014/12/14/1792-company-of-players/#comments Sun, 14 Dec 2014 22:33:42 +0000 http://angryjedi.wordpress.com/?p=6983 One interesting thing I've noticed in several games I've played recently — primarily those of Japanese origin that err towards the moe/fanservicey end of the spectrum, unsurprisingly — is what appears to be, or what I'm choosing to interpret as, inspiration from the theatrical world. Take Hyperdimension Neptunia Re;Birth1, for example, which I finally achieved the Platinum … Continue reading 1792: Company of Players

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    One interesting thing I've noticed in several games I've played recently — primarily those of Japanese origin that err towards the moe/fanservicey end of the spectrum, unsurprisingly — is what appears to be, or what I'm choosing to interpret as, inspiration from the theatrical world.

    Take Hyperdimension Neptunia Re;Birth1, for example, which I finally achieved the Platinum trophy for last night and consequently am (probably) done with for the moment. The Neptunia series as a whole is pretty self-referential, with protagonist Neptune in particular frequently breaking the fourth wall to address the player directly, and various other characters making it abundantly clear that they're aware of the numerous tropes that they embody and that the narrative as a whole is based around.

    In spite of all this, though, it plays things fairly straight (well, as straight as it can when Neptune is involved) right up until the final encounter between the goddesses of Gamindustri and the villainous Arfoire. Spoiler: the heroines prevail, justice is served and peace returns to Gamindustri, with a happy ending for all — even more so if you pursue the "true" ending — prior to the credits. And in typical Neptunia tradition, the credits roll is a loving pixel-art homage to classic games of yesteryear, simultaneously recapping several major points in the main game's story while demonstrating the developers' encyclopaedic knowledge of classic game titles.

    It doesn't end there, though; after the credits comes a wonderfully heartwarming little sequence in which all the major characters in the game address the player directly and thank them for playing. It feels very much like the video game equivalent of a "curtain call" in the theatre, with each character stepping forward in turn to, effectively, take a bow and allow the player a sense of closure — at least until the next game they feature in. Once that sequence finishes and you save your clear data, that's it; the curtains go down, the lights come up and it's time to leave the theatre.

    But like the best theatrical productions and the actors who bring them to life, Neptunia's cast is bigger than the individual games they star in. Rather, despite the games not really having a coherent, canonical chronology of what happens when — the series is very fond of rebooting itself on a regular basis — these recognisable characters simply come together to do different things every so often, whether it's another big RPG adventure, attempting to make it as idols or fighting bad guys in a distinctly Senran Kagura-esque fashion.

    The idol game Hyperdimension Neptunia: Producing Perfection in particular is an interesting take on the series in that it's the first in which rather than the characters glancing sidelong at the player and making witty asides to them, the player is actually a participant in the ongoing story. In many ways it's an opportunity to "meet" your favourite characters in a far more intimate manner than previous installments have offered; in fact, it's rather more of a dating sim than an idol management game, since it largely revolves around building up your relationships with the four goddesses as opposed to actually trying to make their careers a particular success. To continue the theatrical comparison, it's like having the opportunity to appear in a production alongside a high-profile star — though the game does take great pains to note at its outset that its events are not "canonical", insofar as anything in the Hyperdimension Neptunia series is "canonical".

    I mentioned Senran Kagura above, and this, too, presents an interesting example of how a stable of characters can be reused in a variety of different situations. First game Senran Kagura Burst — actually a compilation of the first two Senran Kagura games originally released in Japan — tells a self-contained story whose visual novel sequences give us some uniquely personal insight into the way the various characters think and feel about what is going on. This format is continued somewhat in Senran Kagura Shinovi Versus, officially a "spin-off" but actually following on from Burst's story.

    And then you have Senran Kagura Bon Appetit, also known as Dekamori Senran Kagura. This game is, like Producing Perfection, a spin-off that is not intended to be taken seriously. An overblown, dramatic introductory sequence mirrors that seen in Shinovi Versus, before quipping at the end that you probably shouldn't take everything quite so seriously, so here is a game about large-breasted girls attempting to cook each other's clothes off in time to music.

    Yes, you read that correctly; although Senran Kagura is most notorious for its large boobs and clothes-ripping mechanics, for the most part the storylines in Burst and Shinovi Versus are fairly serious in nature, exploring everything from young people coming of age, with everything that entails, to finding the true meaning of one's chosen path in life. Bon Appetit, meanwhile, does have a story — one that I haven't delved into yet, having only tried the "Arcade" mode so far — but largely revolves around the aforementioned cooking so hard your opponent's clothes fall off. And then admiring them covered in chocolate sauce and whipped cream afterwards.

    It should be jarring; it should be weird, but somehow — assuming you're already on board with the series — it's not. It works. These characters are being treated more like "actors" performing different roles, albeit as the same people. It brings a sense of comfortable familiarity to the game — like seeing a favourite actor on stage or on TV — even as the games go into all sorts of weird territory, both in terms of subject matter and game styles.

    I think right here is one of the reasons I find myself gravitating so strongly towards this style of game more than anything else: I'm a sucker for good characterisation, and if I find a particularly loveable group of characters that I enjoy spending virtual time with, I'll happily take that time together in any form it might happen to take — be it fighting monsters, training to be an idol, being a ninja or having a cook-off. Fortunately, I don't see the Senran Kagura or Hyperdimension Neptunia series going away any time soon, so I look forward to spending many more hours in the company of these virtual young ladies as time goes on.

    Sad? Perhaps. But here's the thing: I've come to regard all these characters with genuine affection, even with the awareness that they're all exaggerated anime-style tropes on legs. And that, really, is the essence of moe: the feelings of love or affection towards fictional characters who are specifically designed to elicit such a response. I'd say their creators have done a pretty good job on that front, really.

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    1791: Future Press https://imnotdoctorwho.moegamer.net/2014/12/14/1791-future-press/ https://imnotdoctorwho.moegamer.net/2014/12/14/1791-future-press/#comments Sun, 14 Dec 2014 02:56:34 +0000 http://angryjedi.wordpress.com/?p=6981 I was browsing Twitter earlier when I came across the following quote, retweeted by someone I follow. "If you're a writer writing about video games, I recommend you get your face in front of a camera to prepare for the future." My initial reaction to this was a fairly straightforward "fuck that", but then I contemplated … Continue reading 1791: Future Press

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    I was browsing Twitter earlier when I came across the following quote, retweeted by someone I follow.

    "If you're a writer writing about video games, I recommend you get your face in front of a camera to prepare for the future."

    My initial reaction to this was a fairly straightforward "fuck that", but then I contemplated it a bit further.

    I still don't agree with the premise. The written word is a powerful medium and to unequivocally declare, as some people do, that its days are very much numbered is to show that you're extremely blinkered. Yes, there is a large audience out there who enjoy video-based content, but they're just one group who occupy the somewhat younger end of the spectrum. And while this is an important group to court — particularly as they're one of the key demographics for the video game industry — this doesn't somehow mean that all the 30-40 year olds who have grown up with computer and video games since their inception are immediately irrelevant. What it should really mean is that content should be provided to cater to these different audiences, who have very different wants, needs and expectations from media relating to their favourite things.

    I'm not sure how representative an example of a 33-year old gamer I am, but personally speaking, I'm not a big fan of video-based content for the most part. I can't stand Let's Plays, for example — I'd rather play the game myself, and there's no way I'm going to watch someone play The Binding of Isaac or Minecraft for literally hundreds of episodes — and I'm not a fan of the numerous variations on the "angry dude shouting about something" formula that proves quite popular.

    Exceptions for me are things like TotalBiscuit's "WTF Is…" series, in which he spends 20-30 minutes giving a good overview of a diverse array of PC games, including everything from the options available in the menu to how the game itself actually works; Yahtzee's "Zero Punctuation" series, which doesn't rely on game footage at all and is instead actually more of a well-written comedy series that happens to explore specific games as its central premise; and Extra Credits' (usually) intelligent discussions of all manners of game culture. These are all carried by strong personalities and well-written content, and for me represent the best that video game videos (you heard) have to offer.

    Thing is, though, I'm not always in the mood to sit down and watch a video — particularly longer stuff like TotalBiscuit's 20-30-minute affairs. I'm not always in a particularly ideal situation to watch a video, either; perhaps I'm on my phone in an area of poor signal or in an environment where I can't put sound on — in both those cases, this makes video almost completely useless as a medium of delivery, whereas text is absolutely fine in both scenarios.

    Despite all this, though, I can sort of see why more and more people are turning to these video content producers. The overall quality of video games writing is rapidly going down the pan, to my eyes, and it's at least partly due to the continuing reliance on the clickbait advertising model. The need for page views has lead to many individual writers (and even publications) jumping aboard the insidious and obnoxious "social justice" train, stirring up pointless Daily Mail-style moral panics and controversies at every turn under the guise of cultural criticism. Long-form pieces such as those that Polygon used to be renowned for clearly don't draw in readers in the same numbers as a table-thumping opinion piece about how terrible it is that you can kill prostitutes in Grand Theft Auto V — and, by the way, let's just recall that the games press a few years ago was quick to quite rightly point and laugh at any mainstream publications that pulled this still exceedingly stupid line of criticism — and thus we get more and more of these perpetually outraged pieces driving frustrated readers away from sites and towards personalities who don't subscribe to these ridiculous, borderline hysterical viewpoints.

    But it shouldn't have to be a case of one or the other. There should be a range of different opinions and writing styles; those of us who enjoy the written word shouldn't be pushed away from it in the direction of video by the fact that all these issues are only ever explored from one single sociopolitical perspective. That's what's happening, though, and unfortunately I don't see it getting any better any time soon.

    I'm glad I got out of the games press when I did. I don't want to sit in front of a camera — I don't look good on camera: I'm fat, I have bad hair, I'm perpetually unkempt (even when I try to be… kempt), I have terrible dress sense, I have dry skin on my face that flares up when I'm stressed and, moreover, I find it terribly difficult to act naturally when being stared down by a camera — and, on the writing side, I have absolutely no desire to become a source of further moral panics or fuel the perpetual outrage machine. So there doesn't really feel like there's a place for me anyway.

    It's sad, really; there's a clear gap in the market here for some old-school media — magazines! — of the ilk we had in the '80s, '90s and early '00s, but no-one seems to actually want to fill it. I can't be the only one hungry for this sort of thing, can I?

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    1790: The Second Re;Birth https://imnotdoctorwho.moegamer.net/2014/12/13/1790-the-second-rebirth/ https://imnotdoctorwho.moegamer.net/2014/12/13/1790-the-second-rebirth/#respond Sat, 13 Dec 2014 01:11:37 +0000 http://angryjedi.wordpress.com/?p=6979 I was surprised and dismayed to discover that Hyperdimension Neptunia Re;Birth2 is out in January. Or at least, it was supposed to be: the European version has apparently been delayed by a week, with the physical release (yes! Unlike the previous installment, this one is apparently getting a retail release) now coming on February 6 and the … Continue reading 1790: The Second Re;Birth

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    I was surprised and dismayed to discover that Hyperdimension Neptunia Re;Birth2 is out in January. Or at least, it was supposed to be: the European version has apparently been delayed by a week, with the physical release (yes! Unlike the previous installment, this one is apparently getting a retail release) now coming on February 6 and the digital version coming slightly later on February 11. So says Gematsu.

    I'm dismayed not because I don't want more Hyperdimension Neptunia goodness to feast on, but rather because I didn't know that Re;Birth2 was coming quite so soon — although in retrospect, Re;Birth1 has actually been out for quite a while already, and I just took my sweet time over finishing it. I'm also somewhat dismayed due to the fact that Hyperdevotion Goddess Noire, a spinoff strategy-RPG take on the series starring my favourite character (the eponymous Noire) is, according to a good friend, coming in February — though with Re;Birth2 being delayed a week in Europe I wonder if this will affect Noire too.

    I'm actually very curious to see how Re;Birth2 is treated. Re;Birth1 was an obvious massive jump from the original Hyperdimension Neptunia, with a completely rebuilt game system based on that seen in Hyperdimension Neptunia Victory, the third game in the series on the PlayStation 3 and, until Re;Birth1 came out, the best installment by far.

    Re;Birth2, meanwhile, is a game that is a remake of a title that was much better in the first place. Hyperdimension Neptunia mk2 was a lot closer in execution to what would become Victory; its battle system is similar (though not identical) and its game structure is, again, much more like what we see in Victory and Re;Birth1.

    This leaves the story as the main thing that will probably be worked over. I enjoyed mk2's original story; it was perhaps a little heavy-handed at times with its anti-piracy message — even more so than the original game — but it featured some entertaining and adorable characters getting into a variety of scrapes, including some surprising and even quite disturbing situations. (The "Conquest" ending of mk2 is particularly notorious for not only being a "bad" ending that takes significantly more effort to get than the "true" ending, but also for taking a turn for the seriously grimdark in comparison to the rest of the game's candy-coloured shenanigans.) I find myself wondering whether it's going to have as significant of a rewrite as Re;Birth1 did, or if it's simply going to be revamped in terms of presentation — unlike other installments in the series, which used gorgeous 2D character art in dialogue sequences, mk2 used 3D polygonal models that looked significantly inferior to the 2D artwork.

    I also find myself wondering whether or not there will be such a strong focus on Neptune's sister and mk2's protagonist Nepgear this time around; subsequent installments in the series have made a joke over Nepgear being "boring" in comparison to the lively, spunky Neptune and the poor girl — actually one of my favourite characters, since she's just so adorably earnest about everything — frequently ends up the butt of everyone's jokes.

    I realise a lot of these questions are probably already answered by people who have played the Japanese version, but I've been doing my best to remain unspoiled and have so far succeeded. I'll be very interested to see the new game when it arrives, and I'll most certainly be continuing to support the series with my hard-earned money and play time. So bad luck, reader; you'll almost certainly be hearing more about it early in the new year!

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    1789: Broadcasting Live https://imnotdoctorwho.moegamer.net/2014/12/11/1789-broadcasting-live/ https://imnotdoctorwho.moegamer.net/2014/12/11/1789-broadcasting-live/#respond Thu, 11 Dec 2014 23:45:12 +0000 http://angryjedi.wordpress.com/?p=6977 In case you weren't aware — and indeed cared — the latest beta version of the Steam client software features broadcast functionality, which means that anyone else out there who is also running a copy of Steam's beta version (or possibly via the Web too; I haven't tried yet) can drop in and start watching … Continue reading 1789: Broadcasting Live

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    In case you weren't aware — and indeed cared — the latest beta version of the Steam client software features broadcast functionality, which means that anyone else out there who is also running a copy of Steam's beta version (or possibly via the Web too; I haven't tried yet) can drop in and start watching the game you're playing at a moment's notice.

    This is noteworthy for one important reason: you don't have to set anything up. It's just there. It just, seemingly, works. And, unlike other, dedicated streaming solutions like Twitch and Hitbox, Steam's streaming is intelligent, only actually actively broadcasting when someone shows up and clicks the "Watch Game" button. This means that you can enjoy full performance when no-one is watching — streaming can cause a slight hit to graphics performance in some games — but seamlessly start sharing what you're playing with friends without having to do anything, and without compromising the experience with tiny windows, huge chatboxes and all manner of other rubbish.

    This, to me, is the optimum solution for streaming — at least for me. It wouldn't work particularly well for professional streamers or those who run to more of a schedule, but for more casual players who simply want to use streaming as a means of showing other people what a game is like, it's absolutely ideal. I mean it when I said there was absolutely no setting up required, too: no buggering around with encoding, no worrying about bitrates, no creating application sessions or whatever. It just, as they say, works.

    I'm still not the sort of person who will sit down and watch a scheduled stream of someone else playing a game — I'd much rather spend my time playing games myself — but that's not really what Steam's broadcasting system is for. Instead, as I noted above, its ideal functionality is for demonstrating games to one another, and pleasingly, it works with anything you run through the Steam client, not just games sold via Steam's storefront. In other words, any game that you've added to Steam via the "Add Non-Steam Game…" option in the menu — and which supports the Steam overlay, allowing you access to your friends list and chat functionality in-game — can be easily broadcasted using the new functionality.

    But don't worry; if you're concerned about your lack of skills being shown off to the world and everyone showing up to laugh at you, you do have control over who can watch you. The first time someone requests to watch your game, you have several options — broadcast openly to anyone who wants to watch; broadcast to friends; or don't broadcast at all.

    So far the only thing missing from the functionality seems to be some sort of record or archive function, though with the system's seemingly intended use as described above, I'm not sure we'll get that. I'm not too worried, though; I doubt there are many people who would want to watch three hours of prerecorded video of me grinding for my Relic Nexus weapon in Final Fantasy XIV — though there may be some people who have seen me playing it and are interested in taking a look for a few minutes just to see how it plays, as my friend Bowley did this evening.

    I'm quietly impressed with the system, then; it'll be interesting to see how much it gets used once it rolls out into the Steam client proper.

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    1788: Sleepless https://imnotdoctorwho.moegamer.net/2014/12/10/1788-sleepless/ https://imnotdoctorwho.moegamer.net/2014/12/10/1788-sleepless/#respond Wed, 10 Dec 2014 22:55:20 +0000 http://angryjedi.wordpress.com/?p=6975 I am tired. Really tired. Like, falling asleep at inappropriate moments tired. Well, maybe not quite full-on falling asleep, but I was most certainly at serious risk of it while sitting at my desk earlier. It was that kind of tired where you think you'll just close your eyes for a moment and refresh yourself, … Continue reading 1788: Sleepless

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    I am tired. Really tired.

    Like, falling asleep at inappropriate moments tired. Well, maybe not quite full-on falling asleep, but I was most certainly at serious risk of it while sitting at my desk earlier.

    It was that kind of tired where you think you'll just close your eyes for a moment and refresh yourself, then "wake up" a couple of seconds later, hoping that no-one noticed you were drifting off.

    It's a frustrating kind of tired because it's not a kind of tired you can easily get over. A cup of coffee doesn't shift it, and it always tends to come early in the day when you can't really get away with a nap… Particularly if you're at work.

    Fortunately I'm now at home, in bed, having watched The Apprentice, and am now ready to go to sleep. And I'm terribly sorry to not write anything more interesting at this point, but as I believe I may have mentioned earlier, I am very tired.

    So I'm going to go to sleep at last. Good night!

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    1787: Eternal Bond https://imnotdoctorwho.moegamer.net/2014/12/09/1787-eternal-bond/ https://imnotdoctorwho.moegamer.net/2014/12/09/1787-eternal-bond/#comments Tue, 09 Dec 2014 23:14:36 +0000 http://angryjedi.wordpress.com/?p=6973 I'm pleased to report that today went somewhat better than yesterday. I feel like I'm still shaking off the aftereffects of the stomach bug I've had, but things aren't quite as bad as they have been, which is nice. I also bought some new headphones (which I promptly forgot to take with me today) and … Continue reading 1787: Eternal Bond

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    I'm pleased to report that today went somewhat better than yesterday. I feel like I'm still shaking off the aftereffects of the stomach bug I've had, but things aren't quite as bad as they have been, which is nice. I also bought some new headphones (which I promptly forgot to take with me today) and got a new ID card lanyard, which was also nice.

    Andie and I got engaged, too.

    Hah! That made you look twice, huh. We didn't really. Well, we sort of did, though not in the traditional sense. Instead, taking full advantage of the new Final Fantasy XIV patch which came out today, we both signed up for the new Eternal Bond ceremony: Eorzea's take on marriage, with no restrictions on the genders or races of the two people involved. We didn't actually get "married" in-game today; doing so is more than a simple throwaway thing to do when you feel like it. Instead, it involves a number of different steps, none of which are difficult, but which do demand you demonstrate a certain amount of willingness to help each other out as a couple, which is nice.

    First up you have to acquire "Promise Wristlets" by signing up for the ceremony on the game's website. There are three tiers of ceremony, ranging from the free one (where there's only limited customisation of the ceremony available) to Platinum tier (where you have the most possible customisation options, a prettier dress and free gifts to offer your guests). Gold and Platinum weddings cost real money, though not very much, and because Andie and I are both idiots, we went for the Platinum ceremony.

    After making our intentions clear and being issued with our respective pretty dresses, we were informed that we'd need to prepare our own wedding rings. We worked together to acquire the materials necessary to do so — thankfully the ring itself isn't difficult to create — and soon enough we were ready to begin our preparations in earnest.

    What followed was an enjoyable if straightforward "pilgrimage" quest where we had to visit all the main regions of Eorzea together, find the symbols of the Twelve — the gods of the lands — and pray before them. In doing so, we blessed our respective wedding rings with divine power, ready for the ceremony. We then had the opportunity to talk over what kind of ceremony we wanted and given the ability to customise the chapel to our liking. We had to actually agree on what we wanted, too, otherwise when the big day comes the officials simply pick one of your options and run with it.

    That's all we could do for now; bookings for the actual ceremony — yes, you have to actually book — open on Friday, so we're going to have to get in when we can and find a suitable time and place to get virtually hitched and invite our virtual friends to come and watch and cheer us on. I'm actually very curious to see how the whole thing goes down; I know a number of massively multiplayer online games in the past have had the ability to get married in them, but I've never been in a position where I was actually able to get married to someone, whether "seriously" as Andie and I are doing so, or just to see how it worked with a friend. (I'm a bit of a traditionalist, though; while a virtual marriage isn't legally binding, of course, I do actually kind of believe it has a certain degree of meaning, and as such I'm glad to be able to do it with Andie; it wouldn't have felt right even just "trying it out" with anyone else if, say, she wasn't playing.)

    I tell you what, though, even with all the charging past hordes of kobolds on chocoboback on the way to find another pilgrimage stone, getting virtually married is nowhere near as stressful as arranging the real thing!

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    1786: That Monday Feeling https://imnotdoctorwho.moegamer.net/2014/12/08/1786-that-monday-feeling/ https://imnotdoctorwho.moegamer.net/2014/12/08/1786-that-monday-feeling/#comments Mon, 08 Dec 2014 23:21:50 +0000 http://angryjedi.wordpress.com/?p=6971 It was Jim Davis' comic creation fat cat Garfield that made me aware of the world's dislike of Mondays during my formative years, but as time has passed I've come to appreciate the chubby orange one's worldview. Particularly when your Monday goes as badly as mine has. I thought I was over the bum-AIDS I'd been afflicted … Continue reading 1786: That Monday Feeling

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    It was Jim Davis' comic creation fat cat Garfield that made me aware of the world's dislike of Mondays during my formative years, but as time has passed I've come to appreciate the chubby orange one's worldview. Particularly when your Monday goes as badly as mine has.

    I thought I was over the bum-AIDS I'd been afflicted with for the last few days of last week and part of the weekend, and indeed most of the day passed without incident. On the way home, however, I was in a fair amount of pain and — again, I'm sorry to be sharing such revolting imagery when you may well be having your dinner or midnight snack — had to rush straight to the toilet when I got home for a fairly explosive session.

    Of course, the return of bum-AIDS wasn't quite enough to make my Monday a misery. Oh no; this morning our toilet decided to stop flushing, so even with full knowledge of the fact that I wouldn't be able to easily dispose of my… product, I was sat there, disgusting myself, not wanting to contemplate the destruction I had left in my wake nor how I was going to set about making things right again. (Our interim solution until we fix the problem — which looks like a problem with the syphon, for any aspiring plumbers out there — is simply to throw buckets of water down the toilet. Retro.)

    Of course, the return of bum-AIDS and our toilet failing to do anything resembling flushing normally wasn't quite enough to make my Monday a misery. Oh no; my headphones broke, too. To be fair, they were only a cheap £10 JVC pair I picked up from Tesco several years ago, but they were comfortable, sounded good and had served me well for quite some time. Inexplicably, they chose to completely break as I removed them from my head as I arrived at work today, however; not just a simple "something popping out of where it should be, easily fixed" break, either — this was a proper big chunk breaking off and promptly disappearing somewhere on the floor, not that it would have done me much good to retrieve it anyway.

    Of course, the return of bum-AIDS, our toilet failing to do anything resembling flushing and my headphones breaking wasn't quite enough to make my Monday a misery. Oh no; the lanyard that holds my work ID card and keys broke, too. I don't even know how this happened, but again, a bit just fell off, disappeared and was consequently unfixable. (Fortunately, I happened to have a spare.)

    Of course, the return of bum-AIDS… are you getting the picture yet? The rubbishness just kept coming and coming and coming until by the time I got home and had finished my business I was left feeling utterly defeated by the day.

    Hopefully tomorrow will be better. But right now, I'm not holding my breath. Except when I walk past the toilet.

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    1785: Smashing Fun https://imnotdoctorwho.moegamer.net/2014/12/07/1785-smashing-fun/ https://imnotdoctorwho.moegamer.net/2014/12/07/1785-smashing-fun/#comments Sun, 07 Dec 2014 23:34:01 +0000 http://angryjedi.wordpress.com/?p=6969 After an enjoyable online session with one of my Final Fantasy XIV guildies the other night, I sat down to spend a bit more time with Super Smash Bros. for Wii U earlier today. My hesitance to play that much until now has largely been due to the fact I hadn't really picked a "main" — that is to … Continue reading 1785: Smashing Fun

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    After an enjoyable online session with one of my Final Fantasy XIV guildies the other night, I sat down to spend a bit more time with Super Smash Bros. for Wii U earlier today.

    My hesitance to play that much until now has largely been due to the fact I hadn't really picked a "main" — that is to say, a character I would generally play in preference to anyone else, given totally free choice. Maining a character involves learning their moves and the best situations in which to do them, and is a bit more effort than just bashing buttons and hoping for the best — a playstyle I'm not quite convinced I'm entirely beyond just yet.

    A bit of play with Zero Suit Samus (of Metroid series fame) against my friend the other night as well as today has me thinking that she'll be a solid choice, however. She's a speedy character, and I'm a fan of being able to quickly dodge out of the way of trouble, and her moves are all pretty easy to understand. She has a medium-range projectile attack, a slightly shorter range electric whip jobby plus a few satisfying combos, uppercuts and the like. Her dashing regular attack is a powerful kneebutt to the chest (or face for the shorter characters) which is simple enough to understand, and in modes such as Multi-Man Smash, where your opponents are significantly weaker than normal but come in much greater numbers, this is more than enough to send your foes flying into the distance for a satisfying knockout.

    I got in some good practice with Zero Suit Samus (distinguished from her fully armoured counterpart) in the Multi-Man Smash modes, which I cleared for the first time with her, as well as the arcade-style All-Star Mode, which sees you fighting your way through Nintendo (and guest) characters from throughout the ages in reverse chronological order, beginning with recent additions to the roster such as Wii Fit Trainer and working all the way back to classic characters like Pac-Man and Donkey Kong.

    Super Smash Bros. for Wii U really is a somewhat daunting package when you first pick it up, much like its predecessors. The sheer wealth of different ways to play is bewildering and baffling at first, but it won't take long for you to find your favourite modes — and, pleasingly, there's no obligation to play the modes you don't particularly enjoy, since most of the unlockables can be obtained in several different ways ranging from simply playing a certain number of matches to completing specific modes or achievements. Today I unlocked a couple of extra characters, including Mr. Game and Watch — the poorly animated silhouetted figure from Nintendo's early '80s LCD game-clocks, complete with bip-bip-boop sound effects — and R.O.B., the ill-fated plastic robot that would supposedly "play" with you on the 8-bit Nintendo Entertainment System on games like Gyromite. (Turns out he's much better at fighting than he is at wielding a controller.)

    I've enjoyed the Smash Bros. games over the years, but I wouldn't say they've been absolute favourites. This latest installment, however, is proving to be an addictive little beast, and I'm looking forward to learning more about how to take my game to the next level. Then one day, I might be able to actually beat my friend Tim, who is frustratingly and irritatingly good at it, assuming you let him play as his mains (inevitably, as a Zelda fan, he mains Link and Ganondorf.) In the meantime, however, I'll be continuing to grapple with Zero Suit Samus until I've got that flying knee timing just so.

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    1784: Follower of Black Heart https://imnotdoctorwho.moegamer.net/2014/12/07/1784-follower-of-black-heart/ https://imnotdoctorwho.moegamer.net/2014/12/07/1784-follower-of-black-heart/#comments Sun, 07 Dec 2014 00:03:37 +0000 http://angryjedi.wordpress.com/?p=6967 It was Sony's PlayStation Experience keynote presentation today. I haven't yet caught up on all the bits of news that came out of it, but the snippets I have heard so far all confirm something that I've been thinking for quite a while now: in the new generation of gaming hardware (PlayStation 4, Xbox One, Wii U) … Continue reading 1784: Follower of Black Heart

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    It was Sony's PlayStation Experience keynote presentation today. I haven't yet caught up on all the bits of news that came out of it, but the snippets I have heard so far all confirm something that I've been thinking for quite a while now: in the new generation of gaming hardware (PlayStation 4, Xbox One, Wii U) Sony is going to be the one to beat. And the other two (well, one; we've established Nintendo likes doing its own thing and bugger what the other two are up to) are going to have their work cut out for them.

    Sony's got a pretty comprehensive-looking gaming package at present, and one that covers a number of different markets. Speaking as someone who has not yet jumped into the next generation of hardware wholeheartedly — though I do own a Wii U — the PlayStation 4 is an infinitely more enticing prospect than the Xbox One. It's still not quite enough to make me want to rush out and buy one just yet — I'm still waiting for that absolute must-have game that I can't get anywhere else, and bear in mind my definition of "must-have" is somewhat different from the mainstream — but I'm getting closer and closer with every new announcement that comes out of Sony.

    Speaking more objectively, though, the PlayStation 4 has a solid lineup of titles. Many of them are available on Xbox One as well, of course, but the PS4 versions are, in most cases, technically superior, running at better resolutions in many cases. As for exclusives, Sony has this pretty much stitched up. The Xbox One lineup of exclusives is a moribund array of unimaginative titles that tend to fit into the neat triple-A pigeonholes of "killing things", "driving things" or "doing sports with things" — there are a few exceptions, of course, such as SWERY's intriguing new project — whereas the PS4's lineup is vibrant, interesting and, importantly, worldwide, with Japanese developers rapidly jumping on board Sony's train even as they continue to eye Microsoft warily after the Redmond giant's two abject failures in the Far East.

    The PS4 has the mainstream market pretty well stitched up, then, it seems — although with titles like Hyperdimension Neptunia Victory II and its ilk coming to the platform, it looks set to follow in the PS3's footsteps and provide a great home for more niche titles, too, not to mention the array of excellent independent titles that are making the jump from PC to PS4, too.

    And then there's the Vita. Sony still doesn't make a big deal about the Vita at events like this, which annoys some people, but really, a big keynote speech isn't the place to shout about how great the Vita is. The reason? Vita has carved out a rather wonderful little niche for itself as arguably the best place to go for… well, niche games. Highly creative indie titles? Check. Fanservicey Japanese games? Check. Non-fanservicey Japanese games? Check. Access to a staggering back catalogue of brilliant games from the PS1 and PSP eras? Check.

    Developers and publishers alike are really starting to get a handle on what makes the Vita tick, and what those who own one like doing with their time. Rather than attempting to continue pushing the frankly dumb "triple-A in your pocket!" angle — the whole point of triple-A is that it's spectacular, and consequently built for the big screen — Vita devs and publishers are now embracing the fact that Vita is a handheld device whose players like the freedom to play either for a short session over lunch, or for more protracted periods of free time. The best Vita games are built with this in mind: FuturLab's Velocity 2X, for example, features lightning-fast, short levels that encourage you to replay for the best times and scores; even Hyperdimension Neptunia Re;Birth1 which I've been playing recently is eminently handheld-friendly thanks to its short and snappy dungeons punctuated by clearly signposted event scenes that you move onto when you're good and ready rather than when you least expect it.

    And let's not forget the PS3 in all this, still managing to remain relevant despite its successor having been on the market for a year now. Today we learned that Sega is bringing the much-requested Yakuza 5 to the West next year, and the new installment in the Persona series is coming to PS3 as well as PS4. On top of that, publishers like NIS America, Xseed Games, Aksys Games and their ilk are continuing to localise a wealth of interesting (and occasionally outlandish) Japanese titles for the Western market, so while those continue to flow in my PS3 won't be getting put away any time soon.

    All this may sound rather fanboyish and perhaps it is, but the fact is, Microsoft has consistently failed to make me want to pay any attention to the Xbox One whatsoever — the first thing that still springs to mind when I think of the Xbox One is the stupid "Snap" functionality, which is something I don't think I've ever felt I wanted from a console — while Sony continually intrigues and excites me with each new announcement they make.

    All it'll take is one great game to get me to grab an Xbox One, though, but at the moment I see that happening on PS4 first, by quite a considerably margin.

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    1783: Nurse Nep-Nep https://imnotdoctorwho.moegamer.net/2014/12/05/1783-nurse-nep-nep/ https://imnotdoctorwho.moegamer.net/2014/12/05/1783-nurse-nep-nep/#respond Fri, 05 Dec 2014 23:11:27 +0000 http://angryjedi.wordpress.com/?p=6965 I've been off work ill for the last three days, and not the fun kind of ill where you can just lie in bed and have people bring you food and drink without really having to "suffer" very much. No, I've had a rather unpleasant stomach bug of the — if you'll pardon the graphic … Continue reading 1783: Nurse Nep-Nep

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    I've been off work ill for the last three days, and not the fun kind of ill where you can just lie in bed and have people bring you food and drink without really having to "suffer" very much. No, I've had a rather unpleasant stomach bug of the — if you'll pardon the graphic detail for a moment — "I need to go to the toilet roughly every half an hour and now my arse is burning with the fury of a thousand angry suns" variety. And it doesn't seem to have shifted itself just yet, which means I'm probably in for another rough night if the noises my stomach is currently making are anything to go by.

    But I digress somewhat; taking the time off to recover has allowed me to catch up on some handheld gaming, because we all know handheld gaming is the best gaming when you're ill, because it's easily portable for those circumstances like, say, when you need to urgently rush to the toilet to fire off another salvo of acidic excrement that would probably make a pretty solid special move in combat were it not for the searing pain it temporarily inflicted on the origin point.

    Um. Anyway. Yes. Handheld gaming. Specifically, I took the opportunity to try and beat Hyperdimension Neptunia Re;Birth1, which I've been playing for a while now. Like most Neptunia games, I found myself not really wanting it to end, but I also eventually reached a point where I was running out of things that it was possible to do in a single playthrough, and so I powered on to the ending, beat the final boss, saw the credits (which, in typical Neptunia tradition, are accompanied by a glorious, lovingly rendered pixel-art, game-style synopsis of what you've just played) and promptly started a New Game + with a mind to cleaning up the last few Trophies I hadn't quite finished off. Specifically, I had four characters to recruit — Nepgear, Uni, Rom and Ram, the four "CPU Candidates" who were originally introduced in Hyperdimension Neptunia mk2 — and 100 million Credits to acquire via some means, but I decided to take a momentary detour to the game's optional "Colosseum" mode to fight some tough battles with the promise of various characters' ultimate weapons as a reward.

    And hoo boy. Ultimate is the word. Rather than the gradual creeping up of stats that most weapons provided over the course of the normal game, the various characters' ultimate weapons boost their stats by a ridiculous degree, making even the toughest bosses melt like butter beneath your relentless onslaught. Couple this with the Celestia Bangle armour that you get for beating the game with the True ending — only one, sadly; if you want more you need to beat it multiple times — and you have a nigh-unstoppable fighting force.

    Or so you'd think, anyway; pleasingly, even when geared up with this array of "best in slot" equipment, there are still plenty of stiff challenges throughout the game — challenges that were simply insurmountable when tackled with regular equipment, but which merely become quite difficult when equipped to the max in this manner. In the meantime, it becomes possible to hack and slash through the main story in a couple of hours (assuming you're skipping dialogue sequences) rather than the 55 hours or so it took me to beat it the first time — with story bosses that once proved a roadblock to progression falling after just one or two attacks in most cases. Eminently satisfying.

    This is something that developer Compile Heart is good at, in my experience; while the difficulty curve throughout the game may be more of a pit of spikes of varying height on your first playthrough, breaking through the initial barrier and coming around for a second pass gives you a glorious feeling of power and supremacy over almost everything in the world — though there's still the odd enemy here and there that is more than willing to knock that cocky smile off your face if you're getting a bit too confident.

    So far my post-game cleanup is going well; I've just unlocked Nepgear and almost have enough MB left to unlock either Uni or Rom and Ram (they come as a pair) by the end of this second playthrough. Then the only thing left is a whole lot of fighting one of the toughest foes in the game in the hope of acquiring 100 million credits. After that, I'll be happy to add Re;Birth1 to my list of "100% completed" (or at least Platinum trophied) games — a sure sign that I've had a blast with it.

    Bring on Re;Birth2, then, I'm almost ready!

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    1782: The Crew: Project Gotham for a New Generation? https://imnotdoctorwho.moegamer.net/2014/12/04/1782-the-crew-project-gotham-for-a-new-generation/ https://imnotdoctorwho.moegamer.net/2014/12/04/1782-the-crew-project-gotham-for-a-new-generation/#respond Thu, 04 Dec 2014 22:36:25 +0000 http://angryjedi.wordpress.com/?p=6963 I wouldn't say by any means that I'm a die-hard petrolhead, but I do enjoy a good driving game, with the emphasis on game. That is to say, I tend to find the more hardcore driving "simulations" such as Forza Motorsport and Gran Turismo to be hard going, slow paced and more difficult than is enjoyable; I'd much rather play something … Continue reading 1782: The Crew: Project Gotham for a New Generation?

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    I wouldn't say by any means that I'm a die-hard petrolhead, but I do enjoy a good driving game, with the emphasis on game. That is to say, I tend to find the more hardcore driving "simulations" such as Forza Motorsport and Gran Turismo to be hard going, slow paced and more difficult than is enjoyable; I'd much rather play something where the "correct" way to play is to fling your car sideways around a corner, not caring if you're smashing street lights and fencing all over the shop, not worrying about fucking your car's performance up after a few bumps and scrapes, not having to engage in anything even remotely resembling "sportsmanship" when racing against other cars, be they computer- or player-controlled.

    One of the driving game series that I did find myself enjoying a whole lot over the years was Bizarre Creations' Project Gotham Racing series, which actually began with the venerable (and awesome) Metropolis Street Racer on Sega's ill-fated 128-bit console, the Dreamcast. Project Gotham as a whole occupied a curious middle-ground between serious sim and arcadey racer; on the one hand, you were racing real cars around realistic environments and it wasn't really a "smash and bash" racer — in fact, Metropolis Street Racer even penalised you if you crashed too much, though this harshness was toned back a little in the later games, since they were already difficult enough — while on the other, you were flinging your car around with gay abandon, swinging its back end out whenever possible, darting between cone gates and playing chicken with upcoming walls as you tried to build up enough speed to actually leave the ground when racing down San Francisco's hilly streets.

    In other words, Project Gotham demanded some genuine driving skill, but also knew that people liked having fun in cars, too — the sort of fun that would quickly get you arrested were you to try it… well, anywhere, really. Project Gotham allowed a safe environment for you to hop into various high-spec sports cars (and a few low-end crap cars towards the beginning) and just have some fun. It was later taken to the next extreme by the rather wonderful commercial flop Blur, which combined Project Gotham's semi-realistic racing (and real cars) with the stuff of pure fantasy — neon-coloured Mario Kart-inspired weapons that allowed you not only to race aggressively against your opponents, but to fire various explosive devices up their tailpipe, too. How sad that it wasn't more of a success than it was.

    But I digress. Today I've been playing The Crew from Ubisoft, a game that I've been cautiously curious about ever since I first heard about it a year or two back. Promising a (somewhat scaled-down) recreation of the entirety of the United States of America, a variety of different mission types and a strong focus on working together with actual, real-life other people, it sounded like a natural evolution of the direction racing games had been moving in for a while.

    Need for Speed Underground 2 introduced us to the idea of a racing game set in an open world. And boy did it work well. It worked so well that pretty much every Need for Speed game since has had some variation on this formula, with you driving around a vast (and suspiciously geographically diverse) map to discover events, take them on and complete them — or just to drive around for the fun of it. These open worlds didn't have the same level of detail about them as something like Grand Theft Auto, but they didn't need to; you only saw them from behind your windshield, and you never left your vehicle, unlike in Rockstar's classics. They did the job, though, and that was to provide you with an interesting environment in which you could get to know your car and the various roads, then challenge you with various events that would test your knowledge of both these things in a practical sense.

    Later racing games played with this formula in different ways: Need for Speed Most Wanted had a strong emphasis on dramatic police chases, for example, while Need for Speed Hot Pursuit (the more recent version) actually allowed the choice of whether you were cops or street racers. Burnout Paradise, meanwhile, took that series' typically exaggerated crashes and built a whole game mode out of them, where you'd have to crash and then bounce your car along the street for as long as possible, hitting as many things as possible along the way. (Oh, you could race a bit, too.)

    The reason why I'm bringing up all these other games is that The Crew, so far, feels like an entertaining mishmash of all of them. It has Burnout's crashcam, Project Gotham's driving through gates and beating speed milestones, Need for Speed's police chases. All of these different strands of DNA are very much apparent as you play, but for some reason it's Project Gotham I keep thinking of as I play, even though they're very different games; Project Gotham may have unfolded in realistic environments like The Crew does, but it took place entirely on enclosed courses rather than in open-world environments where it's possible to find shortcuts and go off-piste.

    I think it's the variety of events which brings this to mind: most open-world racers in the last few years have included some sort of variation on the "race, destroy, time trial" formula, but The Crew adds a number of additional elements to the mix in the form of small, short skill challenges dotted around the various maps. Bringing to mind some of Project Gotham's short but teeth-gnashingly difficult challenges, the skill tests task you with everything from remaining above 50mph for as long a distance as possible in a time limit to slaloming around posts. And, of course, just completing these tasks isn't enough; there's bronze, silver and gold levels of completion to take on, plus online leaderboards.

    Perhaps the most interesting thing about the game, though, is the "co-op" multiplayer, as this adds a strange and welcome twist to the usual online racing formula. Instead of everyone jockeying for first position as usually happens — or, more accurately, the person with the best car screaming off ahead, never to be seen again, as everyone else fights for second — these events just require that someone wins. Everyone else's job then effectively becomes ensuring that the computer-controlled racers don't have the opportunity to catch the person who is screaming off ahead, hopefully never to be seen again; it becomes a team effort, and when it works, it seems like a whole lot of fun. Unfortunately, I've only had the opportunity to try event in this manner so far, but hopefully as more people pick up the game there'll be more chances to enjoy the game the way it was clearly designed to be played.

    The Crew is often described as an "MMO", though at present that's not altogether accurate. The execution is somewhat like Test Drive Unlimited, in which you'll be driving around minding your own business and occasionally see other people in the area. When you reach an event, you have the option to "quick invite" anyone in the vicinity to join you, or you can pre-form a crew of up to four people to tackle challenges in a more organised manner. There don't seem to really be enough players online as yet — at least not on the PC version — to make this feature shine as it should, but I'm interested to see how — or indeed if — it grows in the coming weeks.

    Even if it doesn't, the single-player offering seems fairly solid, and it has so far made a good start at fulfilling my wish of a racing game with a semi-decent story, so I'm intrigued to see what happens next. I'm also pleased to see the protagonist is a bespectacled, bearded Gordon Freeman lookalike rather than the usual self-consciously cool douchebags that usually populate this sort of game.

    First impressions are pretty good then; more will doubtless follow very soon.

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    1781: My Top Three* PSone Games https://imnotdoctorwho.moegamer.net/2014/12/03/1781-my-top-three-psone-games/ https://imnotdoctorwho.moegamer.net/2014/12/03/1781-my-top-three-psone-games/#comments Wed, 03 Dec 2014 20:36:31 +0000 http://angryjedi.wordpress.com/?p=6961 Well, if it's good enough for Sony — they are celebrating the 20th anniversary of their console, after all — it's good enough for me. Here are my top three original PlayStation games. …Shit. There are too many. There are way too many to choose from that I've played over the years. Some of them are incredibly … Continue reading 1781: My Top Three* PSone Games

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    Well, if it's good enough for Sony — they are celebrating the 20th anniversary of their console, after all — it's good enough for me.

    Here are my top three original PlayStation games.

    …Shit.

    There are too many. There are way too many to choose from that I've played over the years. Some of them are incredibly obvious choices. Others are games that I have but a dim memory of playing, but which have stuck in my brain ever since. I can't choose three. I can't.

    So I won't. Instead, I'm going to present some fake awards for the games that have stuck in my mind ever since I first played them. In some cases, it may have been 15-20 years since I played them, but they still carry significant meaning to me for one reason or another. In many cases, they may not even be among the best games on the platform, but for whatever reason I have remembered them fondly ever since.

    Here we go then. The first one is an obvious one, but I don't think many people will argue against it.

    The "wow, this is better than anything I've ever seen before" award

    What other game could this go to than the original Ridge Racer?

    The word "revolutionary" is thrown around far too much with regard to games these days, but Ridge Racer was genuinely revolutionary. It clearly demonstrated the vast difference in power between the 32-bit PlayStation and the 16-bit Super NES and Mega Drive that had come before.

    Its slick 3D graphics and unapologetically arcadey handling — remember this was in the days when we were still using digital control pads rather than analogue sticks — made it an absolute joy to play. And despite a relative lack of content compared to modern games — there really weren't very many tracks at all, and all of them were based in the exact same environment — it was a game that could keep you occupied for hours as you tried to beat the irritating yellow car and its even more irritating later counterpart, the black car: an adversary so cocky that it often parked on the side of the road in order to allow you to catch up a bit.

    A not-particularly-interesting anecdote about Ridge Racer is that it also kind of introduced me to electronic music. Prior to that game, I'd dismissed a lot of electronic music as being just noise — at least partly due to my parents regarding it as such — but over time I came to appreciate the weird and wonderful accompaniments to the racing on the soundtrack, and was much more open to the idea of listening to electronic music outside of games as a result.

    The "holy crap, this is on the same system?" award

    It would be remiss of me to talk about Ridge Racer and not mention the much later Ridge Racer Type-4, a game which came out much later in the PlayStation's lifespan but which still plays like a dream today.

    Ridge Racer Type-4 was noteworthy not just for being a great game — and a great-looking game with what passed for "photo-realistic" visuals at the time of its release — but also for being beatifully designed, too. Take a look at the video above and tell me that those bright yellow animated menus aren't immediately distinctive and memorable — and instantly recognisable as being from Ridge Racer Type-4.

    Everything about Ridge Racer Type-4 fitted together perfectly. The hour-long Grand Prix campaign gave you several mini-stories to follow through as you challenged various races in various vehicles. The vehicles you unlocked ran the gamut from the relatively sensible to the ridiculous, such as the jet-propelled monstrosity you unlocked later that really, really didn't like going around corners.

    And the music. Oh, the music. At the time Ridge Racer Type-4 came out, my friends and I had discovered a genre of music known as acid jazz — a blend of jazz, funk and hip-hop typified by artists such as the Brand New Heavies and Jamiroquai. We would listen to pretty much nothing other than this type of music, and so we were delighted to discover that Ridge Racer Type-4's soundtrack consisted almost exclusively of music of this ilk — certainly a far cry from the early-'90s electronica of the first game — and even more delighted when we found that Namco had very much made this distinctive sound part of their in-house "style" for a while, as other games such as Anna Kournikova's Smash Court Tennis (an honourable mention in this list) also had a rather jazz-funk flavour about them.

    Racing games have come a long way, but few modern titles provide the same degree of satisfying arcade fun that Ridge Racer Type-4 still does. And now you can download and play it on PSP and Vita. And typing this, I'm very tempted to go and do that after I'm done here.

    The "so I like RPGs now" award

    Final Fantasy VII. I don't think I really need to say anything else about this, so here's the intro — still one of my favourite game openings of all time.

    The "inexplicably burned into my memory" award

    I played a lot of role-playing games on PlayStation — at least, after I discovered Final Fantasy VII and the genre as a whole — but I actually have a pretty good memory of most of them, and indeed enjoyed most of them, too, even those that were objectively lower-quality and lower-budget than other games available at the time.

    One such game that has stuck in my mind for a long time is The Granstream Saga.

    I remember only a few very specific details about The Granstream Saga: it had some lovely anime cutscenes; it had a great battle system that was somewhere between a traditional RPG and the real-time combat of games like Zelda; it featured two heroines called Arcia and Laramee (the latter of whom donates her name to my custom characters in games any time "Amarysse" is not available); and that none of the polygonal models had any faces.

    I'm not sure why The Granstream Saga has burned itself into my memory quite as much as it has, but of all the RPGs I played on PlayStation, it's one of the ones I remember most fondly. I'd be interested to replay it sometime and see how it holds up, graphics aside.

    The "I like this more than Zelda" award

    Yes, I like The Adventures of Alundra more than pretty much any Legend of Zelda game I've played to date. (Disclosure: I only played a couple of hours of Wind Waker and Twilight Princess, and haven't played Skyward Sword at all.)

    Alundra surprised me, because it came along at a time where, so far as many teenage gamers were concerned — teenage gamers like my school friends and I, for example — it was 3D or nothing. 2D games were things of the past; it was all about the 3D now, and preferably games that came on more than one disc. (My friend Woody believed for many years that it was physically impossible for a game to be as good as FInal Fantasy VII, which came on three discs, if it only came on a single disc. This was despite me pointing out that the three discs of FInal Fantasy VII all included the exact same game data, and the only thing different between them was the prerendered cutscenes. I could never convince him.)

    Alundra was staunchly 2D, though. It wasn't even a little bit 3D — games like Castlevania: Symphony of the Night (which we'll get onto in a moment) supplemented their beautiful 2D art with 3D backdrops and other scenery elements, whereas Alundra was a pixel-art labour of love, with hand-animated characters, a distinctive and consistent aesthetic and the feel that, aside from the screen resolution, it may well have been possible to recreate on the Super NES.

    After I got over my initial culture shock at playing a 2D game, though, I discovered something wonderful: a beautifully designed Zelda-style action RPG with, to date, some of the best-designed puzzles I've ever solved without the aid of GameFAQs. Alundra's puzzles were difficult — more difficult than that which Zelda typically offered — but never insurmountable, and consequently they gave a wonderful feeling of achievement when you successfully solved them.

    The plot was pretty cool, too. In fact, it went on to inspire a story that I've had half-finished in my head and various word-processing documents ever since. One day I should probably finish that.

    The "Hmm, 2D platform games are still relevant" award

    2D platformers have had something of a resurgence in recent years thanks to the indie scene, but in the early years of the 32-bit era, developers and players alike were thoroughly enamoured with 3D, with everyone trying to recapture the magic of Super Mario 64.

    Castlevania: Symphony of the Night proved that 2D still had a place, however. And what a game it was.

    The game was immediately striking thanks to its intro, seen in the video above. The beautiful pixel art, the incredible soundtrack — by gosh, I miss old-school Castlevania music — the cringeworthy but memorable voice acting and script… all of it combined to make the second-most badass intro sequence after Final Fantasy VII in my book.

    What was perhaps most interesting about the Symphony of the Night intro, however, was the fact that it was actually the last level of the previous game. Only after you beat Dracula — in a fight that you couldn't lose this time around — did the game proper begin, and then you were in to one of the earliest examples of the "Metroidvania" genre: a type of 2D platformer where you could freely explore a single, huge world split into distinct areas, some of which were blocked off by the requirement for you to unlock specific abilities first.

    Symphony of the Night as a whole was so great because it was designed well, played well, treated the player fairly and didn't outstay its welcome. It was over and done with in about 10 hours — including the "secret" second castle — and by that point you'd had an eminently satisfying experience filled with thrilling boss fights, challenging platforming and, of course, amazing music. It's no surprise that this Castlevania above all others is the one that keeps getting re-released.

    The "this game is broken as hell, but I still love it to pieces" award

    Bust-a-Groove took up a considerable proportion of one of our summers. Why? Because it was brilliant.

    Bust-a-Groove was one of the earliest examples of "rhythm action" games that I remember playing, and took the unusual approach of being somewhat like a fighting game — it had different characters, each of whom had their own iconic stage, and you worked your way through them to a non-playable final boss. The whole thing was over in the space of about 20 minutes or so — a single playthrough was, anyway — but it was the kind of thing we all enjoyed playing over and over again with different characters.

    Why was it broken as hell? Because of its multiplayer mode, and because of the nature of its gameplay. By requiring the player to input specific button sequences in time with the music, it was possible to get a "perfect" score on a level, and if two evenly matched players squared off against one another, it almost always ended in a stalemate. The game's answer to this was to provide a couple of special attacks that could be triggered in time with the music, but there was also a dodge button and a very obvious cue that these attacks were coming so, again, two evenly matched players would more than likely end in a draw, while two players of different skill levels would be a foregone conclusion.

    As dumb as it was, the personality-packed characters, the detailed stages and the incredibly memorable soundtrack made this one of my favourite games of the PlayStation era.

    The "I like this more than Zelda, too" award

    Here in Europe, we got screwed over on the RPG front for a good few years, with many localised titles not making the hop across the pond from America. Fortunately, I had a modified PlayStation capable of playing imported games, so when I visited my brother in the States on one occasion, I took the opportunity to pick up a selection of games I couldn't get back home, one of which was Squaresoft's Brave Fencer Musashi.

    Brave Fencer Musashi was a funny game. And I mean that in several senses. It was clearly Japanese through and through, but an excellent job on the localisation filled it with exaggerated Western stereotypes such as the valley girl princess (who calls the protagonist a "little turd" within two minutes of them meeting), the mystic who overdid it on the archaic English and the distinctly camp scribe named Shanky.

    Structurally, it was peculiar, too. It had many of the trappings of an RPG — levelling up, HP, MP and the like — but the feel of a 3D platformer, with you exploring a world of gradually increasing size and getting into various setpiece scrapes against bosses and special events. I never got around to beating it, but it was a lot of fun, and I still have a copy on my shelf, so… hmm.

    The… hmm.

    I've gone on for over 2,000 words and I think I could probably continue if I tried. But I'm going to hold it there for now and perhaps revisit some more PS1 classics tomorrow.

    * I lied. But you already knew that, huh.

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    1780: Happy 20th, PlayStation https://imnotdoctorwho.moegamer.net/2014/12/02/1780-happy-20th-playstation/ https://imnotdoctorwho.moegamer.net/2014/12/02/1780-happy-20th-playstation/#comments Tue, 02 Dec 2014 21:08:03 +0000 http://angryjedi.wordpress.com/?p=6956 The PlayStation is celebrating its 20th birthday in Europe today. What better way of celebrating than with a rather lovely picture of Hyperdimension Neptunia's Noire, personification of the PlayStation brand and platform, dressed up to the nines and clearly in slightly awkward party spirit? Hnng, I'm sure you will agree. Lovely Noire aside, the PlayStation's 20th anniversary feels … Continue reading 1780: Happy 20th, PlayStation

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    The PlayStation is celebrating its 20th birthday in Europe today. What better way of celebrating than with a rather lovely picture of Hyperdimension Neptunia's Noire, personification of the PlayStation brand and platform, dressed up to the nines and clearly in slightly awkward party spirit?

    B3kOC_0CMAAjD29Hnng, I'm sure you will agree.

    Lovely Noire aside, the PlayStation's 20th anniversary feels like a suitable occasion to share some fond memories of my time with Sony's platforms over the years, and what PlayStation has meant to me. I realise that by doing this I am, of course, falling into Sony's cunning marketing trap, but since I'm not a professional games journalist any more I can say whatever the fuck I want, not to mention post pictures such as that seen above.

    Anyway.

    My first memory of PlayStation is much like my first memory of many consoles from the SNES and Mega Drive era onwards: a unit came home with my brother, courtesy of his work on games magazines, accompanied by a few games, and thus I had the opportunity to try it out well before any of my friends ever did — though I would find myself biting my lip and never being sure whether or not five minutes after the poor chap had arrived was too soon to go rifling through his bags in search of technology and game cases.

    The first three games I ever played on PlayStation were Ridge Racer, a pre-release version of Tekken (which had a bug or two here and there) and Raiden Project. Ridge Racer was, of course, absolutely gobsmacking at the time (though I still find it amusing that it upstaged itself with its fourth installment coming bundled with a remake of the original that ran at twice the resolution and twice the framerate) and Tekken was one of the most "physical"-feeling fighting games I'd ever encountered. (That cracking sound Paul Phoenix makes when he throws someone still makes me wince.) Conversely, I was initially unimpressed by Raiden Project owing to the fact that its 2D sprite-based graphics looked like the sort of thing the SNES and Mega Drive had been offering us for years by this point. (I later realised that I was being somewhat blinded by the then-revolutionary 3D graphics of the former two games, and came to enjoy Raiden Project a whole lot.)

    Ridge Racer and Tekken were both noteworthy for incorporating something that I haven't really seen since: games to play while you waited for the main game to load. Ridge Racer offered Galaxian — and unlocked bonuses if you managed to complete it before the main game loaded — while Tekken offered Galaga. Both were impressive, arcade-perfect ports that ran flawlessly while the game loaded in the background, and I'm sad that this concept didn't take off more, perhaps due to Namco remaining somewhat tight-fisted with the technology. These days the best we get is an interactive loading screen that lets us practice our moves or something, but these tend to only come up once the game has already loaded, not the moment you put the disc in.

    Eventually, for some reason, I came into possession of that same (Japanese) PlayStation that had originally come home with my brother. I forget the exact circumstances — I imagine it was due to him getting an official local model — but I was certainly extremely grateful for it. Unfortunately, as still happens with many console games today, the PlayStation was region-locked, meaning that it would only run Japanese games straight out of the box; running European games required you to either install a mod chip (which also enabled piracy, since it effectively bypassed the console's internal copy-and-region-protection systems) or make use of a somewhat questionable trick involving a piece of Blu-Tac, a pen lid, a Japanese game disc and the European game disc you were actually trying to play.

    Oh yes, the disc swap trick: most PlayStation owners of the late '90s at least tried it at one point or another. Essentially the trick involved allowing the console to read the copy protection and region info from a disc it would normally accept, then quickly swap this disc out for the game you were actually trying to run. It was a somewhat perilous process that required you leave the lid of the console open at all times (propped open by the pen lid, which was also pressing down the button that told the console the lid was closed) and then whip out the first disc the moment it stopped spinning quickly. It often took a few attempts to get right, but my gosh, the first time I got Final Fantasy VII running in this way was an exciting day indeed.

    Ah, Final Fantasy VII. I've waxed lyrical about this game many times on this blog, so I won't reiterate that here, but I will say that at the time it was hyped up to me as "a game that will actually make you cry" and it did not disappoint. It introduced me to the wonderful world of roleplaying games, and gave my friends and I many, many hours of entertainment, since we all finished it several times over. In retrospect, I have no idea how we had the time to do this, but I do know that to date, I have played Final Fantasy VII from start to finish at least ten times over.

    Even in those early days, I was someone who enjoyed investigating interesting-looking and strange games, particularly those of Japanese origin. I recall spending a whole lot of time playing the wonderful dance-off game Bust-a-Groove as well as cracking RPGs such as Breath of Fire III, Star Ocean: The Second Story and, of course, subsequent installments in the Final Fantasy series. Visiting my brother over in the States also saw me picking up a number of games that, for whatever reason, never made it to the UK's shores: titles like Brave Fencer Musashi, Parasite Eve, Xenogears and Lunar: Silver Star Story.

    Have another Noire to break things up a bit.
    Have another Noire to break things up a bit.

    I was well into university by the time I joined the PlayStation 2 generation. I wasn't an early adopter, but I was intrigued by this new console and the supposedly immense power it had. But once again when I picked one up, it was not to grab the latest and greatest new titles — the game I chose to purchase my console with was a little-known adventure by Konami known as Shadow of Memories, to date one of the most interesting narrative-based games I think I've ever played.

    For the uninitiated, Shadow of Memories casts you in the role of Eike, a man who keeps getting murdered and then having the opportunity to go back in time and save himself. The solutions to the situations become increasingly convoluted as you progress through the story, occasionally involving travelling back hundreds of years in order to, say, prevent a tree from being planted and, by extension, removing the place your assailant was hiding. I'd encountered strong stories in games before — particularly through the aforementioned Final Fantasy VII and adventure games on PC — but Shadow of Memories was noteworthy for me in that it was a console game that had taken the bold step of having neither attack nor jump buttons — it was simply about exploring, enjoying the story and working your way to the truth. (To date, I still haven't seen the game's true ending; I should probably rectify that at some point.)

    Shadow of Memories aside, it took me a while to come around to the PlayStation 2, largely due to the fact that for a little while, there didn't seem to be that many role-playing games available for it. I later discovered that this was an inaccurate assessment, of course — and in fact am still discovering great RPGs on the platform today, two hardware generations later — but it took me a little while to warm up to it.

    Outside of RPGs, though, the PlayStation 2 did play host to some wonderfully memorable games. The Timesplitters series provided some of the best local multiplayer shooting since GoldenEye — largely due to being developed by the same people — while many a drunken evening was spent with my friend Sam post-Poundstretcher (the regular "everything is really, really cheap" evening at the Student Union) playing various incarnations of the Grand Theft Auto series. And some strange things from that era have remained in our collective vernacular ever since; if we'd never played State of Emergency (not Rockstar's finest hour, but actually a surprisingly fun game) we'd never have come across the phrase "[do something] for BOOOONUS SCOOOOORE!", which is frequently still used among our friendship group whether we're cooking, playing a video game or gathered around the tabletop for a board game.

    Have some more Noire. And yes, that brooch is supposed to look like the old Sony Computer Entertainment logo.
    Have some more Noire. And yes, that brooch is supposed to look like the old Sony Computer Entertainment logo.

    I've had an interesting relationship with the PlayStation 3. Initially, I didn't quite see the point of it — in fact, I vividly recall doing some podcasts with my friends Edd and Woody where we were fairly merciless about that big ol' lump of black shiny plastic, but then we were all fairly obnoxious Xbox 360 fanboys at that point, too.

    I forget what caused me to pick up one in the first place. I think it was simply a pretty good deal — the console and three games for an eminently reasonable price. The games were Ghostbusters, Fight Night and something else I've forgotten. I played about ten minutes of Ghostbusters, booted up Fight Night once and didn't play it, then quickly found that downloadable games like Flower were much more interesting than many of the retail titles available at the time. My Xbox 360 still got considerably more use — primarily due to the fact that multiplatform titles were often better on 360, and that my friends would typically play multiplayer on 360 — but I always held on to the PS3.

    These days, the situation is a complete reversal. I haven't turned on my Xbox 360 for a very long time now — I don't think it's been a whole year, but it's certainly been a good few months — whereas my PS3 still gets regular use, largely due to the fact that, as has been the PlayStation platform's wont ever since its inception, it's still the best place to go for Japanese role-playing games, including titles like the Neptunia series which have since become some of my favourite games of all time. (Yes, really.)

    And this isn't even getting into Sony's portable platforms the PSP and the Vita, both of which are criminally underrated platforms full to absolute bursting with top-quality entertainment to cater to all tastes and play styles. My Vita is getting more use than any of the other gaming platforms I own right now thanks to games like Hyperdimension Neptunia Re;Birth1 and Senran Kagura Shinovi Versus, and there's plenty more queued up beyond those two titles, on both PS3 and Vita.

    As for the now year-old PlayStation 4? Well, I still don't have one yet, but frankly, with new Neptunia and Senran Kagura games both on the horizon for the new platform, it's clearly only a matter of time before I cave and grab one, isn't it? It just remains to be seen how long I can hold out. I've been doing all right so far, but it only takes one game — perhaps something unexpected — that I really have to play right now for me to take that plunge. Soon. But perhaps not just yet.

    Anyway. Happy birthday, PlayStation. You — and let's not forget the myriad developers behind all the games I've talked about today and more — have brought my life great joy over the years, and you continue to fill my free time with fun and frolics even now, 20 years later. Long may it continue — for another 20 years and beyond, maybe?

     

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    1779: A Quiet Night In After a Night Out https://imnotdoctorwho.moegamer.net/2014/12/01/1779-a-quiet-night-in-after-a-night-out/ https://imnotdoctorwho.moegamer.net/2014/12/01/1779-a-quiet-night-in-after-a-night-out/#respond Mon, 01 Dec 2014 22:42:57 +0000 http://angryjedi.wordpress.com/?p=6954 I've pretty much come to accept by now that I don't really "do" big social occasions. And by this I mean that I generally don't have a lot of desire to "go out" in the sense that people tend to use the non-specific phrase "go out" — that is to say, going to a pub, … Continue reading 1779: A Quiet Night In After a Night Out

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    I've pretty much come to accept by now that I don't really "do" big social occasions. And by this I mean that I generally don't have a lot of desire to "go out" in the sense that people tend to use the non-specific phrase "go out" — that is to say, going to a pub, sitting and drinking and not really doing anything interesting or exciting.

    It was my work Christmas meal this evening. Andie and I both went along and we had an enjoyable time. The food was very nice, the home-made cakes for dessert were frankly ridiculous in size (the entire cake was literally the size of an average human head, and a single slice offered roughly as much "cake" as you would get in about ten normal-sized slices anywhere else) and the entertainments laid on by two of my colleagues, who had clearly spent a significant amount of time planning the evening together, were fun.

    Once all that finished, though, and we were into the "freeform" part of the evening — the part where you're supposed to lounge around, sip your drink and make small talk with the people around you — I felt absolutely no desire to stick around whatsoever, and neither did Andie, so we made our excuses, headed back home and were safely in our own house with the heating on well before 9pm.

    I'll hasten to add at this point that our lack of desire to stick around for the "freeform socialising" that follows more organised and/or structured fun was nothing to do with the people we were with. On the contrary, I like my colleagues very much: I enjoy working alongside them, I have a decent relationship with them in that we can chat about stuff other than work as well as have a good old complain about whatever has gone wrong with our respective jobs (95% of the time through no fault of our own) to a sympathetic ear, and I do enjoy having the opportunity to go out and socialise with them outside the office, which can, as anyone who has worked in a large corporation will be able to attest, feel somewhat oppressive at times.

    No, my desire to scarper after the meal and the activities were done was more to do with the fact that I simply don't find socialising for socialising's sake to be very fun or enjoyable. In fact, in most cases, I find it to be the exact opposite of fun and enjoyable: a feeling of anxiety starts to build up in my mind as I subconsciously count the seconds of silence that have elapsed between me and the person standing closest to me, and I start running through potential conversations in my mind before rejecting all of them on the grounds that they might make me sound like I'm "trying too hard". Ultimately, I tend to just end up sitting in a corner feeling thoroughly miserable and, frankly, why would you voluntarily put yourself through that when the door is right there?

    Socialising with a purpose, though? I'm fine. I love a board game evening or an afternoon of Mario Kart with friends. I enjoy a post-performance meal after a show that we've all participated in — though it's been a good few years since one of these now. In other words, I appreciate opportunities to socialise where there are things to do — enjoyable things, that is — in lieu of unmemorable, instantly forgotten small-talk, and likewise I appreciate opportunities to socialise where there are ready-made conversational topics like "how did the show go?"  or "we sure showed that giant plant monster who's boss, huh?"

    I've come to accept this part of myself over the years. I just worry a bit at times that other people might not be quite so understanding.

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    1778: Enough with the "Nintendo on Mobile" Nonsense https://imnotdoctorwho.moegamer.net/2014/12/01/1778-enough-with-the-nintendo-on-mobile-nonsense/ https://imnotdoctorwho.moegamer.net/2014/12/01/1778-enough-with-the-nintendo-on-mobile-nonsense/#comments Mon, 01 Dec 2014 00:02:11 +0000 http://angryjedi.wordpress.com/?p=6952 Another article about whether or not Nintendo should move into the lucrative but (largely) morally bankrupt world of mobile phone games came up today, this time from Forbes. Thankfully, Forbes' Erik Kain actually has his head screwed on correctly, unlike the various analysts who have, over the last few years, said that Nintendo "should" go … Continue reading 1778: Enough with the "Nintendo on Mobile" Nonsense

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    Another article about whether or not Nintendo should move into the lucrative but (largely) morally bankrupt world of mobile phone games came up today, this time from Forbes.

    Thankfully, Forbes' Erik Kain actually has his head screwed on correctly, unlike the various analysts who have, over the last few years, said that Nintendo "should" go mobile owing to the decline of dedicated handheld gaming in favour of gaming on smart devices, and the general underperformance of the Wii U compared to both its peers and its predecessor the Wii.

    Nintendo's in a very different position to where it was during the Wii and DS years, for sure, but the company is coming into the Christmas period in a strong position with regard to games. The Wii U in particular is in a much better position than it has been, with strong first-party titles like Mario Kart 8 and Super Smash Bros. (as well as Captain Toad Treasure Tracker soon) doubtless having places on many Christmas lists. The 3DS, meanwhile, is largely keeping to itself for the most part, but still has an enormous library of great games to draw from — not to mention backwards compatibility with the wealth of fantastic software available on DS.

    Kain brings up an excellent point in his piece, which is something I've been saying for a while: Nintendo shouldn't move into mobile game development because the philosophy behind it is fundamentally different to the way Nintendo does things. And not, for my money, for the better; while excellent mobile games like The Room, 80 Days and the like exist, for every one of those there's a Candy Crush Saga, Hay Day, Clash of Clans: mindless tapping games designed not to be in any way fun, but instead to extract as much money out of their players as possible. And, worryingly, players are lapping these up. The aforementioned games all make obscene amounts of money each month — enough to be able to afford advertising campaigns that rival (and in many cases exceed) the presence of the most big-budget triple-A titles — and they're all a load of cack.

    Nintendo, conversely, is all about the fun, and I've been reminded of this as I've played Super Smash Bros. and revisited Mario Kart 8 this week. Nintendo makes games by the old book: they're not trying to be movies, they're not trying to be spectacular, they're simply trying to be enjoyable fun that anyone can pick up and have a go with, but which those willing to put in a bit more time and effort can get even more out of. Every time I play a Nintendo game, it feels like that Christmas I got a Super Nintendo; they're games just made to be enjoyed and savoured for the joy of playing, nothing more. They have no desire to be "art" — though for sure there's artistry in both their aesthetic and top-quality mechanical design — nor any desire to say something about the human condition; they're just… you know, fun.

    Moreover, they're games that are designed to gradually train players to get better and progress a little bit at a time, demonstrating their skill rather than how deep their pockets are. If you get stuck in a Nintendo game, it's up to you to get good, scrub; no paying to skip a difficult bit here.

    Up until very recently, Nintendo games didn't even have downloadable add-on content; that's changed with Mario Kart, but even that demonstrates Nintendo's "players first" attitude. Rather than pre-purchasing the DLC costing as much as a new game as tends to happen with new triple-A games and their obnoxious "Season Passes" on Xbox, PlayStation and PC, Mario Kart's DLC costs £12 and clearly shows exactly what it is you're getting for your money and when. (8 new tracks and 4 new characters now; another 8 new tracks and 4 new characters in May of next year; alternatively, you can pay about £8 and get just the first half now.) Not only that, but when playing online, the player-base fragmentation issue that DLC creates is deftly taken care of by a simple on-screen button that asks whether or not you want to play with the new tracks included, or just those that came on the disc. Simple, effective.

    I have not played a single mobile game for… probably well over a year now. Very little has appealed — though I do intend to give 80 Days a go at some point — and, moreover, the problems both Android and iOS have with discoverability have only continued to get worse and worse as time has gone on; the market is flooded with identikit crap from developers trying to make a quick bit of cash from reskinning existing games and cloning popular titles. There's the odd diamond in the rough — stuff like Monument Valley, Threes! and the aforementioned 80 Days — but it's very much in the minority and, frankly, even these great games are very rarely up to the standard of what you can get on 3DS and Vita, whether technically or in terms of gameplay.

    Conversely, I take my 3DS and my Vita to work every day and play an hour of something like Senran Kagura Burst (3DS) or Hyperdimension Neptunia Re;Birth1 (Vita) every lunchtime, and I have an absolute blast. I can enjoy a game without requiring an Internet connection, without having to pay up to progress, and without "social features" constantly bugging me to share my every move on Facebook and Twitter. I've said it before, I'll say it again: I'll continue to prefer dedicated handhelds for portable gaming for as long as companies like Sony and Nintendo continue to make them, and it will be a sad day for me when the only available portable gaming platforms are mobile phones and tablets. I hope that day never comes.

    Now, maybe a Neptunia dungeon or two before sleep…

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    1777: Rivalry With an Inanimate Object https://imnotdoctorwho.moegamer.net/2014/11/29/1777-rivalry-with-an-inanimate-object/ https://imnotdoctorwho.moegamer.net/2014/11/29/1777-rivalry-with-an-inanimate-object/#comments Sat, 29 Nov 2014 16:37:19 +0000 http://angryjedi.wordpress.com/?p=6949 One of the most peculiar things about the new Wii U version of Super Smash Bros. is the compatibility with the "Amiibo" figurines that are sold separately. During the run-up to release, I'd misunderstood their reason for existence, assuming them to be a means of effectively customising an individual fighter to your liking, then being able to … Continue reading 1777: Rivalry With an Inanimate Object

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    Page_1One of the most peculiar things about the new Wii U version of Super Smash Bros. is the compatibility with the "Amiibo" figurines that are sold separately.

    During the run-up to release, I'd misunderstood their reason for existence, assuming them to be a means of effectively customising an individual fighter to your liking, then being able to take it around to a friend's house and use your own custom character in multiplayer battles.

    I had my concerns about this; any time you introduce an element of customisation to something — particularly if said customisation involves "growth" of power and abilities — you run the risk of giving an unfair advantage to anyone with the customisations, and a disadvantage to anyone playing with stock characters. I had a vision of someone coming over with a level 50 Amiibo and repeatedly kicking my arse with it, not necessarily because they were actually any good with the character, but because they'd simply levelled it up enough.

    I needn't have worried, because Amiibos don't work like that. What they do instead is provide you with a computer-controlled opponent that plays alongside you, learns over time and levels up its abilities, gradually becoming stronger and more powerful. You can customise it by feeding it equipment and choosing the special moves it is able to use, and level it up simply by allowing it to participate in games — be it as an opponent in a free-for-all multiplayer battle (you can even go one-on-one against it) or as a teammate in cooperative or team-based modes.

    What's interesting about this is that because there's a physical object involved as well as persistence — after you've finished a play session, you write the data back to the Amiibo simply by plopping it on your GamePad for a moment — there's a much stronger relationship between you and this small lump of plastic. I'd even go so far as to say you may well develop a kind of rivalry.

    It sounds odd, but it's absolutely true. Andie and I were playing some multiplayer earlier, and we had the Amiibo as a third player for a while — although I took it out for a bit when she started winning pretty much every match. After Andie stopped playing, I brought the Amiibo back in for some one-on-one battles, and it's actually been a lot of fun trying to figure out how to beat her, because as she's levelled — a process which is pretty quick up until about level 30 or so — she's gradually become better and better at playing, and is now a rather challenging opponent that I can still beat, but who certainly doesn't go down without a fight. Victories against her feel somehow more meaningful than a battle against random computer opponents.

    While I'm not sure how much the Amiibos add to the experience as a whole — I'm interested to take mine over to my friend's house to bring her into his game and see how that works — they're an interesting little twist, and the figurines themselves are attractive and eminently collectible. I'm not sure whether or not I'll collect them, but they're inexpensive and decent quality, so I'm not ruling out maybe a couple more, particularly if a Shulk one decides to make an appearance any time soon…

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    1776: SMAAASH https://imnotdoctorwho.moegamer.net/2014/11/28/1776-smaaash/ https://imnotdoctorwho.moegamer.net/2014/11/28/1776-smaaash/#comments Fri, 28 Nov 2014 22:46:11 +0000 http://angryjedi.wordpress.com/?p=6947 Not realising that Black Friday has apparently become A Thing over here, I went into town to pick up a copy of Super Smash Bros. for Wii U earlier. It took over half an hour of queueing in Game to pick up a copy, but at least I didn't get to the front of the line and … Continue reading 1776: SMAAASH

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    Not realising that Black Friday has apparently become A Thing over here, I went into town to pick up a copy of Super Smash Bros. for Wii U earlier. It took over half an hour of queueing in Game to pick up a copy, but at least I didn't get to the front of the line and find there were none left. (I didn't get a Gamecube controller adapter, though; stupid "preorders only" rule.)

    Most of you reading this probably know what Super Smash Bros. is, but on the offchance you don't, it's become one of Nintendo's flagship series over the years thanks to it essentially being a disc full of Nintendo fangasms. It's sort of a fighting game — though nowhere near as technically demanding as more traditional fighting games — that stars a wide variety of characters either from Nintendo's own lineup or from games that have appeared on Nintendo consoles at some point or another, as well as one or two special guests.

    I've been playing a bit of the new game this evening and like its predecessors, it appears to be a lot of fun, if somewhat overwhelming in terms of the sheer number of different things available to do. There's a straightforward Smash battle, Classic Mode, All-Star Mode, Events Mode, Stadium Mode, online and probably several others I've forgotten, each of which are subdivided into various other things and most of which can be played either solo or with friends. Some can be played cooperatively with a partner against the computer, others are purely competitive. The most extreme multiplayer offering the new game has is an utterly chaotic 8-player mode in which it's nigh-impossible to tell what the fuck is going on, but it's an enjoyable sort of nonsense nonetheless.

    There are some interesting additions, too. The ability to create your own fighter using any of the Miis on your Wii U console makes for some entertaining possibilities, particularly since they're customisable with three different fighting styles, selectable (and unlockable) special moves, equipment, costumes and headgear. The Amiibo functionality, where you can use small figurines to communicate with the game via the Near-Field Communication panel on the Gamepad, is fun, too, and not quite what I expected; rather than your Amiibo containing a fighter than you personally use, it instead acts as more of a sort of virtual pet that you can feed equipment to (don't think too hard about how that works), customise the special moves of and gradually level up by allowing it to participate alongside you in battle. Because the figurine itself holds data, you can then take it to a friend's house and bring your Amiibo into their game, too, so they can face off against the fighter you've been training up to be an unstoppable killing machine.

    I'm really happy to see slightly lesser-known games such as Xenoblade Chronicles getting headline character love, too. Xenoblade's protagonist Shulk is an enjoyable, interesting character to play as, and the Xenoblade stage is challenging and cool-looking. (Plus it features recurring villain Metal Face showing up to cause mischief throughout, which is a lot of fun.) It sure makes me pretty hungry to see the new Xenoblade game in action on Wii U, though…

    Aside from that, the customisation of the game has never been better. You can tinker around with how frequently items appear, which music plays in which stage and how often and even switch levels to a stripped-down, simplified "Omega Mode" (essentially little more than a floating platform) for a true test of your skill without environmental hazards being a pain. There's even an online mode — "For Glory" — where you play without items on Omega stages, and I have a feeling this is where the true Super Smash Bros. legends will learn to shine.

    It's unfortunate that none of my friends are around this weekend as I was hoping to have a good session of local multiplayer with them. Still, I shall console myself with the vast amount of other content in the game — and perhaps attempt to give some online friends a kicking — and smile as the Wii U once again shows that it has some of the most enjoyable, most interesting and most polished games in all of the "next" generation of console hardware.

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    1775: Geometry Wars 3: Some Initial Thoughts https://imnotdoctorwho.moegamer.net/2014/11/27/1775-geometry-wars-3-some-initial-thoughts/ https://imnotdoctorwho.moegamer.net/2014/11/27/1775-geometry-wars-3-some-initial-thoughts/#comments Thu, 27 Nov 2014 22:25:59 +0000 http://angryjedi.wordpress.com/?p=6944 I never thought I'd get to write the following sentence: I played a bunch of Geometry Wars 3 tonight. Geometry Wars 2 was an absolute masterpiece, and one of my favourite games from one of my favourite studios — the sadly defunct Bizarre Creations, who were also behind some of my favourite racing games (the Project Gotham series and … Continue reading 1775: Geometry Wars 3: Some Initial Thoughts

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    Page_1I never thought I'd get to write the following sentence: I played a bunch of Geometry Wars 3 tonight.

    Geometry Wars 2 was an absolute masterpiece, and one of my favourite games from one of my favourite studios — the sadly defunct Bizarre Creations, who were also behind some of my favourite racing games (the Project Gotham series and the wonderful Blur). It struck a perfect balance of challenge and instant gratification, allowing anyone to pick it up and play, but only those who took the time to concentrate on what they were doing to truly master it and attain the most astronomical scores. It also featured one of the finest implementations of online leaderboards of any game, ever. And the dissolution of Bizarre made me think that we'd never see a new game in the series. Here we are, though.

    Is Geometry Wars 3 the masterpiece that its predecessor was? To be honest, it's a bit early to tell yet. I wasn't immediately taken with its new aesthetic — the old-school neon vector art has been toned down a bit in favour of a new (and still distinctive) look that I have a feeling will probably grow on me in time — but then I sat down to "try out" Pacifism mode (one of my favourite modes from 2, in which you may not fire your weapons and can only defeat enemies by dodging through exploding gates when they pass nearby), looked up and realised I'd spent somewhere in the region of an hour staring glassy-eyed at the screen just like I used to do with Geometry Wars 2. So that's a good sign, then.

    Here are some further observations, bullet-pointed for your convenience.

    • It has 3D levels. The flat plane is still there for "Classic" mode — essentially a retooling of Geometry Wars 2's modes — but in the main single-player "Adventure" mode you'll find yourself fighting on spheres, cubes, dishes, sausages, flat planes with holes in, circles with spinning walls and all manner of other peculiar arrangements. And it really adds a different spin (no pun intended) on the gameplay; having to consider the ability to "wrap" around a 3D shape forces you to think about your strategy somewhat differently to being enclosed in an arena. Not only that, but moving around on irregular shapes (such as the aforementioned sausage) can lead to you having to play with the battlefield skewed at some crazy and challenging angles if you're not careful about how you move.
    • The music has been remixed. The tunes are all based on the various themes from Geometry Wars 2's various modes, but I think I preferred the old mixes. The new versions have suitably thumping bass and drum parts, but the mix of the Geometry Wars 2 versions just sounded "fuller" and more satisfying to listen to.
    • There are bosses. In "Adventure" mode, anyway. Said bosses have a habit of 1) sitting on an awkwardly shaped playfield (the second boss, whom you fight on a cube, is a particularly troublesome chap) and 2) launching hundreds of enemies at you while you're attempting to fill them full of hot plasma death. Naturally, you only get one life for boss levels, too, so no fucking it up and hoping for the best.
    • There's a progression and upgrade system. Again, this only applies to "Adventure" mode. Early in the game, you'll unlock a "drone" that follows you around and behaves in various ways according to which one you've selected. You can upgrade both your drone and its special attack using the little diamond-shaped Geoms you collect in the levels, which are normally used simply to increase your score multiplier. Additional drones and special attacks are unlocked by progressing through the levels in "Adventure" mode and by attaining a particular number of stars by beating target scores in each level.
    • There's a weird new mechanic called Super State. The clichéd computerised voiceover will occasionally say "Super State" and inform you that there's an arrangement of static targets somewhere on the playfield. Destroy them all and you get a powered-up weapon for a brief time, rather than the approach from previous games where once your shots were powered up, they stayed powered up. It's a fun little twist that forces you to weigh up whether it's worth the risk of trying to destroy the targets, or simply muddle on with your regular weapon. It can be particularly perilous on "Adventure" mode's 3D stages.
    • Leaderboards are still awesome. In the "Classic" modes, you can always see your nearest rival in the corner of the screen, and at the end of a session you can see how you stack up against your friends and the global leaderboards. In "Adventure" mode, each level has its own individual leaderboard for you to take on, giving you something to strive for even if you've cleared every level with three stars.
    • There's an online mode. There are two ways to play, only one of which I've tried so far. Summoner splits players into two teams and then puts them in a Domination-style game where you have to capture towers by shooting them, and then the towers start coughing up enemies for you to destroy with your teammates. Highest score at the end of a short time limit — matches are really short and snappy — wins. Die and your team suffers a penalty to its score multiplier. It seems like fun, but unfortunately in the matches I've tried so far all of my opponents (and teammates for that matter) have just sat there and not done anything. This did mean I won by default, however, which was nice.
    • There's a local co-op mode. I haven't tried it yet, but this was quite fun in Geometry Wars 2.

    That's about it for my initial impressions, then. I'll undoubtedly play some more in the next few days and have some more detailed thoughts to ponder, but for now I'm quietly impressed. As I noted above, I'm not quite sure yet whether or not it's as good as Geometry Wars 2 was, but it's certainly a solid, enjoyable game that I'm looking forward to getting to know a bit better.

    (Oh, and if you're playing the PC version, I recommend playing in Borderless Windowed mode; the full-screen mode inexplicably caps the frame-rate at 24fps, which is just baffling.)

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    1774: Last Chance, Twitter https://imnotdoctorwho.moegamer.net/2014/11/26/1774-last-chance-twitter/ https://imnotdoctorwho.moegamer.net/2014/11/26/1774-last-chance-twitter/#comments Wed, 26 Nov 2014 20:36:24 +0000 http://angryjedi.wordpress.com/?p=6942 I know I've been very anti-Twitter and very anti-social media in general recently, but an unfortunate side-effect of "going dark" is, to be perfectly frank, loneliness. It kind of sucks that social media is the default means of people communicating with one another today. I'll grant that it's a convenient and easy means of people … Continue reading 1774: Last Chance, Twitter

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    I know I've been very anti-Twitter and very anti-social media in general recently, but an unfortunate side-effect of "going dark" is, to be perfectly frank, loneliness.

    It kind of sucks that social media is the default means of people communicating with one another today. I'll grant that it's a convenient and easy means of people to talk to each other without sharing completely "personal" details like email addresses or phone numbers, but I sort of miss the days of sending lengthy emails back and forth with people. I know the option is still there to do that, but how many people would actually respond, I wonder?

    This is a preamble to the fact that I have rejoined Twitter in an attempt to reconnect with the people I effectively severed social ties with when I went dark a while back. I don't regret doing that — remaining clear of some of the most ridiculous Internet drama in years has been thoroughly pleasant, and it makes me glad to have the close friends I do have who have stuck by me even as I was harder to get hold of — but I have found myself somewhat wanting for conversation at times.

    And so we come to this, then: an attempt to recapture whatever it was that attracted me to Twitter in the first place, and kept me as an avid user for a long time until I became thoroughly disillusioned with the whole thing.

    The temptation with Twitter is to follow everyone and everything. A follow isn't the same as a friendship request on other forms of social media: it's not reciprocal. You can follow someone and they remain completely unaware of your existence. This isn't necessarily as harsh (or creepy) as it sounds, since many Twitter users make use of the social network primarily as a broadcast medium for keeping people up to date on the latest happenings or pointing them in the direction of posts, forums and articles that are a better place to hang out and talk in detail. Twitter is, after all, shit for nuanced discussion, as anyone who has ever attempted to discuss anything deeper than how nice the sausage you're currently eating is will have undoubtedly discovered.

    I'm not going to do that this time, though. I'm not going to use Twitter as the noisy, messy hodgepodge of microblogging tool, text messaging service and RSS reader that it once was: the emphasis for me now is on the thing I always enjoyed using it for most: talking to people from all over the world.

    I'm not going to follow hundreds of people. I'm not going to feel obliged to follow people who follow me unless I find them interesting. If people start retweeting things that upset or annoy me, I'll simply turn off their retweets — retweets, after all, are by far the most irritating feature of Twitter in my experience since it's a means of someone shoving a third party's opinion in your face — and if they remain annoying or upsetting after that then, well, maybe I don't really want to be following them after all.

    My account is public at present, but once I have a nice little collection of followers gathered once again, I'm turning my account back to private, which means my tweets won't be public and people will have to request to follow me rather than just being able to do so. My professional life is now completely separate from my online existence, and as such I have no need to "network" online by sucking up to "important" people and trying to make them aware of my existence by building up as much "social capital" (to co-opt a phrase that means something else) as I can.

    I can instead concentrate on using Twitter as a means of talking with friends and — hopefully, anyway — having a bit of fun. And with any luck, this will help at least partly deal with the feelings of isolation and loneliness I've been feeling recently.

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    1773: Panel Beater https://imnotdoctorwho.moegamer.net/2014/11/26/1773-panel-beater/ https://imnotdoctorwho.moegamer.net/2014/11/26/1773-panel-beater/#respond Wed, 26 Nov 2014 00:03:35 +0000 http://angryjedi.wordpress.com/?p=6940 It was fashionable a while back to hate on that staple of British TV, the comedy panel show. I'm not entirely sure what there was to complain about — aside from the sheer number of this type of show on our screens, of course — but I never quite fell in line with what appeared … Continue reading 1773: Panel Beater

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    It was fashionable a while back to hate on that staple of British TV, the comedy panel show. I'm not entirely sure what there was to complain about — aside from the sheer number of this type of show on our screens, of course — but I never quite fell in line with what appeared to be popular (well, Twitter) opinion.

    Why? Well, because I really enjoy panel shows. They're simple, enjoyable, lightweight, eminently disposable entertainment that are perfect for vegging in front of the TV, watching over dinner or falling asleep in front of. They don't place any particular demands on the audience, though if they're a topical show they can be one means of viewing the week's happenings, albeit through a comedically skewed lens.

    And some of them have been running for a very long time indeed, which is impressive in itself. Have I Got News For You is, I believe, one of the most long-running examples, but I was surprised to discover the other day that music quiz Never Mind the Buzzcocks has been running for double-digit years, too.

    These shows have remained fairly true to their original format over the years, though Never Mind the Buzzcocks has degenerated into chaos in an extremely enjoyable manner as the years have passed, with the latest series fronted by Rhod Gilbert being more like a bunch of slightly drunk mates sitting around pissing about than an organised game show.

    The format has given us some true greats of television in more recent years, too. Few could deny that the show now most readily associated with the plummy tones of Stephen Fry — Q.I., of course — is an absolute classic of entertaining, educational television that masterfully combines cheeky humour with genuinely interesting facts about the world we live in and the people we share it with.

    I've even pondered experimenting with the format myself in the form of a video games podcast in the panel show style. I still think it has a ton of unexplored potential in non-mainstream TV spaces, and think it would be an interesting thing to do at some point. It would also require a ton of preparation, however, so I'm not sure how practical it would be to do on a regular basis. Something to ponder, though!

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    1772: Around the Virtual World https://imnotdoctorwho.moegamer.net/2014/11/24/1772-around-the-virtual-world/ https://imnotdoctorwho.moegamer.net/2014/11/24/1772-around-the-virtual-world/#comments Mon, 24 Nov 2014 22:27:48 +0000 http://angryjedi.wordpress.com/?p=6937 I find Internet culture endlessly fascinating and, at times, more than a little terrifying. One of the most interesting things about Internet culture is how small it makes the world seem at times. I recall when online connectivity was just starting to become a thing — beyond the old-school world of direct-dial bulletin board systems, … Continue reading 1772: Around the Virtual World

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    Page_1I find Internet culture endlessly fascinating and, at times, more than a little terrifying.

    One of the most interesting things about Internet culture is how small it makes the world seem at times. I recall when online connectivity was just starting to become a thing — beyond the old-school world of direct-dial bulletin board systems, that is — and as well as the obnoxious phrase "information superhighway" being coined, a second, lesser-known but rather accurate phrase came into brief usage: "global village".

    The concept of the Internet — or, perhaps more accurately, the Web — as a global village is an interesting one, and if you spend some time wandering around online, you'll come to recognise the village's various haunts. There's the village hall that hosts everything from coffee mornings to neo-Nazi rallies (Facebook). There's the pub where everyone is always talking over everyone else and no-one's really listening to one another (Twitter). There's the deceptive village shop that looks small but actually carries a frighteningly comprehensive array of products of all descriptions (Amazon). There's the coffee shop where socialites of all descriptions like to hang out and have in-depth discussions about everything from literature to their sexual conquests (Reddit). And there's that dark, unlit back alley that very few people go down, but down which you'll find either an army of like-minded outcasts or a horde of terrifying monsters, depending on your outlook (4chan and its successor 8chan).

    There's far more to the Internet than this, of course; the global village has become more of a town over the years, but it's never really lost that sense of having "landmarks" around the place: easily recognisable places from which you can easily get your bearings and which, should you choose to make them your regular hangouts, provide a sense of comfortable (or sometimes uncomfortable) familiarity.

    They've all evolved over time, too. Take Facebook; when it originally launched, it was designed for college students. Then it expanded to take in young, cool people in general, and allow them to keep in touch with their close personal network of friends easily. Then it expanded again to become more public and open. And today, of course, almost everyone is on Facebook to some degree or another, regardless of age, gender, interests and even level of computer literacy.

    Change hasn't always been for the positive, of course — although how you regard these changes, positive or negative, is partly down to your own individual feelings and how you want to communicate online. Twitter and I, for example, parted ways when it was becoming increasingly apparent that the microblogging service was being used by a lot of people more as a broadcast medium — and sometimes an echo chamber — than a means of communicating effectively. Its inherent limitations started to strain at the seams as people, for some inexplicable reason, started to think that it was an appropriate medium for having in-depth debates about complex issues. (It really isn't.) Then the marketers found it, trying to encourage us to tweet using the hashtags for their products seen on adverts or TV shows — who does this? And over time the noise built and built and built until, much like Facebook, it was not what it once was. For some people, it's still fun; for me, it had lost much of the charm that caused me to use it a great deal in the first place.

    There's a lot going on behind the scenes in a lot of places, too. Take Wikipedia, for example; at face value, it appears to be a perfectly reputable source containing a vast array of information about pretty much anything you would care to name. Ostensibly being a reference work, much of it is written in an impartial, unbiased manner — though there are exceptions. And it's in those exceptions you start to see that yes, this is something that is put together and constantly maintained by humans, many of whom are doing it simply because they enjoy doing it. Dig further and take a peek at the inner workings of Wikipedia and you'll see that it's far from a solo effort; teams of editors are constantly discussing, debating, arguing and even fighting over the most peculiar of topics; in order to deal with such situations, the site has formed its own quasi-government to arbitrate disputes, with unfortunate instances going through strict, formal procedures managed not by Wikipedia creator Jimmy Wales, but by councils of users. It's fascinating to observe.

    There are billions of people on the planet, a significant proportion of whom now have some form of access to the Internet. With that in mind, it's kind of crazy how small the Internet feels sometimes. That "global village" really is a thing and, while just like any other village, not everyone gets along with everyone else, the virtual world we've all helped build together is a fascinating thing indeed.

    Just be careful if you venture into some of those dark corners. You might not like what you find… but on the other hand, there's always the possibility of being pleasantly surprised, too. Explore at your own risk!

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    1771: Dungeon of the Endless is Pretty Great https://imnotdoctorwho.moegamer.net/2014/11/23/1771-dungeon-of-the-endless-is-pretty-great/ https://imnotdoctorwho.moegamer.net/2014/11/23/1771-dungeon-of-the-endless-is-pretty-great/#comments Sun, 23 Nov 2014 22:26:00 +0000 http://angryjedi.wordpress.com/?p=6932 Before I left my friend Tim's yesterday, I quickly gave him a tour of Amplitude's Dungeon of the Endless, one of the three games in the studio's Endless series of sci-fi strategy games and, I think, my favourite of the three overall. Demonstrating the game to Tim reminded me how much I like it, and thus I spent a … Continue reading 1771: Dungeon of the Endless is Pretty Great

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    Page_1Before I left my friend Tim's yesterday, I quickly gave him a tour of Amplitude's Dungeon of the Endless, one of the three games in the studio's Endless series of sci-fi strategy games and, I think, my favourite of the three overall. Demonstrating the game to Tim reminded me how much I like it, and thus I spent a fair amount of time both last night when I got home and today playing it.

    For the uninitiated, Dungeon of the Endless is a peculiar affair somewhere between roguelike, real-time strategy game, turn-based strategy game, tower defense game and board game.

    Here's how it works. Your party of heroes (initially two, but expandable up to four by finding and recruiting additional characters as you progress) have crash-landed in a dungeon. The only way out is to use the otherwise destroyed spacecraft's energy crystal to power the ancient elevators which proceed upwards through the twelve levels of the complex. Inconveniently, of course, these elevators only go up one floor at a time, so on every level you have to go through the same process of exploring, finding the exit and then transporting the energy crystal from the start point to the exit. Do this twelve times and you win; let the crystal be destroyed or all of your heroes die and you lose.

    Each level is randomly generated, and they get larger and more complex as you progress, but still follow the same basic formula. A level is constructed out of individual rooms separated by doors, and opening a door is akin to starting a new "turn" in Dungeon of the Endless' stablemates Endless Space or Endless Legend. Upon opening a door, you produce a particular amount of Food, Science and Industry, with the exact amount dependent on various conditions, including the heroes you have on your team, the modules you've built around the dungeon and whether or not there's anyone trained to operate said modules and improve their output.

    Food is required for healing, levelling up and, occasionally, recruiting new heroes. Science is used for researching new modules to construct and resetting ability cooldowns. Industry is used to actually construct things. There's also a fourth resource called Dust, whose main use is to increase the power capacity of your crystal. Every ten units of Dust you acquire, you earn the ability to power an additional room. Powered rooms — which have to be connected to the crystal or to other powered rooms — can have modules built in them. Unpowered rooms have the chance of spawning waves of monsters every time you open a door — or indefinitely once one of your party members picks up the crystal and starts transporting it.

    Playing the game effectively involves carefully strategising how you can balance exploring the dungeon to find the exit, constructing defensive positions to protect the crystal from attack, and powering rooms in such a way as to prevent enemies spawning in inconvenient locations — or perhaps to funnel them towards an easily-defended position. It's initially overwhelming, but once you master the basic strategy — power rooms along the path to the exit, place heavy defences in between where the enemies are likely to spawn and where you're going to be heading — it's satisfying, but still challenging. As the game progresses, the enemies get stronger and come out in greater numbers, so you'd better have levelled up your heroes and researched some better modules in preparation for the increasing intensity of the assaults.

    Being inspired by roguelikes, Dungeon of the Endless has a pleasing amount of replayability thanks to random elements that make each playthrough a little different. The maps are different each time, for starters, but there are also more subtle changes like the technologies available to research. In the last game I played, for example, I had access to the "Knowledge is Power" turrets, which power themselves up significantly according to how much Science you've collected. I stockpiled an enormous amount of Science in the earlier levels, meaning that these relatively inexpensive turrets got me through a lot of the game thanks to their astronomical stopping power. (They didn't help me finish the last level, however, in which you're very short on power and other resources and powerful monsters just seem to keep coming.)

    I haven't yet tried the multiplayer mode, in which you each control a single hero, but it has the potential to be interesting in a slightly different way to the single-player. I'm interested to try it sometime soon; hopefully the opportunity will arise!

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    1770: Drizzt's Grand Adventure https://imnotdoctorwho.moegamer.net/2014/11/23/1770-drizzts-grand-adventure/ https://imnotdoctorwho.moegamer.net/2014/11/23/1770-drizzts-grand-adventure/#comments Sun, 23 Nov 2014 02:56:11 +0000 http://angryjedi.wordpress.com/?p=6930 Went over to my friend Tim's today, and we played a bunch of Wii U games (he's now finding it very difficult to resist the allure of Nintendo's underrated little console, particularly with a new Super Smash Bros. on the horizon) as well as some tabletop stuff, too. One of the games we gave a shot was … Continue reading 1770: Drizzt's Grand Adventure

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    Went over to my friend Tim's today, and we played a bunch of Wii U games (he's now finding it very difficult to resist the allure of Nintendo's underrated little console, particularly with a new Super Smash Bros. on the horizon) as well as some tabletop stuff, too.

    One of the games we gave a shot was something that's been on my shelf for a while, but which I've only had the opportunity to play once: The Legend of Drizzt. Our regular group as a whole has a bit of a mixed opinion on cooperative games and dungeon crawlers, and The Legend of Drizzt is most certainly both of those things, although it does have a few scenarios that are competitive or team-based in nature as well as pure co-op action.

    I own quite a few dungeon-crawlers, ranging from Milton Bradley's original Hero Quest through Games Workshop's follow-ups Advanced Heroquest [sic] and Warhammer Quest to more modern fare such as Descent: Journeys in the Dark Second Edition and, of course The Legend of Drizzt. Of all of these, Descent appears to have fared the best with the group as a whole, but it's also one of the most complex affairs thanks to its campaign rules and myriad tokens and pieces. Consequently, it doesn't hit the table as often as I'd perhaps like, and we're yet to run a whole campaign through to completion.

    The nice thing about The Legend of Drizzt is that its adventures are all standalone affairs that can be run pretty quickly, and which form a coherent narrative if you choose to play through them in order. It does lack campaign rules, sadly, which means each time you start a new quest you're effectively starting from scratch with your chosen character, but this does mean you potentially have the opportunity to try out all the different characters and combinations of skills rather than being railroaded down a single development path. I'm unsure as to which route is better; while the ongoing increase in power of a lengthy campaign is fun, it's also essential to have a group with full commitment to seeing it through to completion and, much as I don't like to admit it, I'm not sure I have that right now. One day, perhaps.

    But anyway. The Legend of Drizzt.

    Drizzt, as it shall be known for the rest of this post, is one of the Dungeons & Dragons Adventures series of board games. All three of these games are very similar, and, in fact, are fully compatible with one another, so it's perfectly possible to mix and match elements from all of them to create custom character builds, adventures and scenarios. I only have Drizzt for now, but I'm tempted to pick up at least one of the others at some point, too.

    The essence of the Dungeons & Dragons Adventures series is to provide a lightweight dungeon-crawling experience inspired by the 4th Edition rules of the Dungeons & Dragons role-playing game. For those who aren't well-up on their pen-and-paper role-playing games, D&D 4th Edition was interesting in that it placed a much stronger focus on tactical, board game-style combat than previous incarnations, in which it was perfectly possible to perform abstract combat sequences. (You can do this in D&D 4th Edition, too, but it's not really designed for it.) It also gave each character a very clear set of things that they could do, known as Powers. These fell into a few different categories: At-Will Powers could be performed every turn without penalty, and tended to be the character's main attack skills, each of which with its own benefits and drawbacks; Utility and Encounter Powers, meanwhile, could be performed once per "encounter" (essentially a self-contained sequence in the game, often — but not always — a battle) and were a bit more powerful and situational; while Daily Powers represented the character's most devastating (or helpful) abilities, but which could only be performed once per in-game day (or, more accurately, once per period between "extended rests").

    Drizzt isn't anywhere near as complex as the main D&D 4th Edition rules, but it pulls some of its main features — most notably the use of Powers. When you start a scenario, you pick a character, and from there you're given access to at least one deck of cards from which you can pick a certain number of At-Will, Utility and Daily Powers. These will then be the abilities that you will have to use to progress through the scenario — though if you're lucky enough to level your character up in the middle of a scenario (a situation which isn't guaranteed) you tend to get access to at least one extra one as a reward.

    Since the concept of "encounters" and "days" doesn't really exist in Drizzt, the Utility and Daily powers are effectively one-shot abilities that you need to think very carefully about when you use. There are a couple of Treasure cards you can score by defeating monsters that allow you to "recharge" these powers, but they are few and far between; you're best off saving your most powerful Powers for when you really need them.

    Interestingly, unlike many other dungeon crawler games, Drizzt doesn't require an adversary (or "Dungeon Master") player. Instead, the game makes use of a clever system whereby when you explore a new area, you draw a monster card and then activate any monsters of that type on the board (including the one you just drew and placed) according to specific conditional rules on the card. In essence, the game itself runs the monsters automatically, and the players have to deal with them accordingly. This is somewhat similar to how Warhammer Quest works, though in Drizzt each monster has its own unique rules and special attacks that you'll come to recognise — and, hopefully, learn how to deal with over time.

    I really enjoyed our game of it today, and I hope I get the chance to play it again sometime soon. It's an enjoyable, lightweight and, perhaps most importantly for our group, quick dungeon-crawler with a lot of flexibility, and I'm looking forward to having the chance to play it a bit more.

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    1769: Knackered https://imnotdoctorwho.moegamer.net/2014/11/21/1769-knackered/ https://imnotdoctorwho.moegamer.net/2014/11/21/1769-knackered/#respond Fri, 21 Nov 2014 22:49:07 +0000 http://angryjedi.wordpress.com/?p=6926 To be perfectly frank with you, dear reader, I'm not at all sure what I should write about today, so I've come to the oft-reached conclusion that I should just start typing and see what spews forth from my brain onto the page, like a violent eruption of creative vomit into the toilet of online publication. … Continue reading 1769: Knackered

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    Page_1To be perfectly frank with you, dear reader, I'm not at all sure what I should write about today, so I've come to the oft-reached conclusion that I should just start typing and see what spews forth from my brain onto the page, like a violent eruption of creative vomit into the toilet of online publication.

    I'm tired. I may have had Monday off from work thanks to our holiday, but it's still been a long week. It hasn't been the best week either, frankly, not because of any real specific happenings, but just from a mental health perspective. I don't know whether it's a sort of "comedown" from the nice time we had away or if it's something a bit more deep-seated, but I've been feeling thoroughly miserable this week for a variety of reasons, which has probably been pretty clear from at least a couple of my recent posts.

    Still, no matter, I guess, because the weekend is here, and that's time to rest, relax, recharge and… something else beginning with R. (No, not that. Honestly.) Andie is away for most of tomorrow for a friend's birthday party celebration drinks type thing, so I'm taking the rare opportunity to go spend some time with one of my local friends (and regular board gaming buddies) at the weekend. We're going to play some Wii U and possibly some board games, and he's going to experiment with cooking things that sound far too ambitious but which will hopefully be tasty if they come out all right.

    We shall see, I guess.

    The onset of winter isn't helping with the whole "feeling a bit low" thing. It's got to that point in the year where it's dark when I leave the house in the morning, and by the time I get out of work it's dark, too, making me feel like I live in perpetual night-time. (The fact my office doesn't have a whole lot of natural light going on doesn't help, either, and hours of fluorescent lights and computer screens every day isn't particularly restful on the eyes. It's no surprise that I feel like I need some new glasses, but after the opticians I went to last got my prescription wrong not once but twice I've been hesitant to waste more time on eye tests and getting glasses made.)

    It's cold, too. Not cold enough for snow and ice, thankfully — there's only been one morning so far where I've had to chip frost off my car, though naturally this occurred before I'd actually remembered to purchase an ice-scraper — but still uncomfortably chilly. We have at least figured out both how to turn on the gas fire in our living room (which I'm still convinced works through black magic, since the stuff in it looks like it's burning but actually isn't) and how to turn on the heating in the rest of our house using the old-ass combination of dodgy thermostat and rattly electric timer. We thought for a while that the heating wasn't working, but — my Grandad would be proud of me — a bit of wiggling the valve thing in the airing cupboard seemed to make it start working again without too much difficulty. That saved an expensive call to a heating engineer, anyway.

    So that's been my day and my week, then. Quite looking forward to tomorrow, it should be fun to get out of the house and do some stuff for a while. As of right now, though, I feel very much like curling up in bed with my Vita is the right thing to do, so I think that's what I'm going to go and do.

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    1768: Four Goddesses https://imnotdoctorwho.moegamer.net/2014/11/20/1768-four-goddesses/ https://imnotdoctorwho.moegamer.net/2014/11/20/1768-four-goddesses/#comments Thu, 20 Nov 2014 23:54:49 +0000 http://angryjedi.wordpress.com/?p=6922 Having beaten Senran Kagura Burst recently at last, I've been turning my attention back to Vita title Hyperdimension Neptunia Re;Birth1, the "remake" of the original Hyperdimension Neptunia — a series that I first discovered in January of last year and promptly fell head-over-heels in love with. I put the word "remake" in inverted commas because to call Re;Birth1 a remake is to do … Continue reading 1768: Four Goddesses

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    Page_1Having beaten Senran Kagura Burst recently at last, I've been turning my attention back to Vita title Hyperdimension Neptunia Re;Birth1, the "remake" of the original Hyperdimension Neptunia — a series that I first discovered in January of last year and promptly fell head-over-heels in love with.

    I put the word "remake" in inverted commas because to call Re;Birth1 a remake is to do it something of an injustice. This is a complete and total overhaul of the game from top to bottom — graphics, gameplay, mechanics, story, characters, music, everything. In essence, it's a completely new game that even those who played and enjoyed the original — I know there's some of you out there, even though it was the weakest in the series by a very long shot indeed — can get a huge kick out of.

    All of the above said, Re;Birth1 does also recycle a whole ton of material from previous two games Hyperdimension Neptunia mk2 and Hyperdimension Neptunia Victory — principally dungeon aesthetics and layouts, monsters and music. Consequently, those of you who played mk2 and/or Victory will probably find a lot of familiar material in Re;Birth1 but that's not actually a bad thing; the comfortable familiarity of the recycled material gives the game a feeling of consistency with its predecessors (for obvious reasons) while the new stuff that is included — no, it's not identical to its predecessors — stands out all the more for being a big contrast to the material that's been used in three games now. In essence, the game represents a refinement of the Hyperdimension Neptunia formula that developer Compile Heart has been experimenting with over the course of the previous installments and, while not completely perfect — a couple of minor elements from the previous games that I really liked have been ditched for Re;Birth1 — it is, by far, the definitive Neptunia experience, and a game that is beautifully designed for portable play.

    Neptunia games have always been about two things: a silly, enjoyable, well-written and witty story coupled with some surprisingly compelling, grind-and-farm-heavy dungeon crawling. Re;Birth1 is no exception; its narrative retells the story of the original Hyperdimension Neptunia with a few twists here and there as well as a host of new characters, while there's plenty of incentive to dungeon crawl thanks to its quest system and one of the main mechanical highlights: the sprawling Remake system.

    Remake allows you to craft various things. So far so conventional, but unlike many other crafting systems, Remake allows you to craft game mechanics as well as items, weapons and armour. Finding the game a bit challenging? Dig up a programmer's plan to weaken all the enemies and hack it into the game to make things a bit easier for yourself. Want to find the hidden treasures more easily? Build your own treasure scanner to enhance the minimap. Annoyed at that age-old RPG problem, "You Failed to Escape"? Craft yourself the ability to escape from battle with a 100% success rate.

    Of course, all this makes it sound a lot easier than it actually is; to complete these plans you'll have to first of all find the plan in the first place — they can be anywhere from inside treasure cubes in dungeons to held by various NPCs around the world map that pop up after every major story beat — and then collect all the ingredients, most of which tend to come from monsters. The game doesn't hold your hand with this; if you want to craft a plan, you'll have to figure out where on Earth you're going to get all the bits from, though thankfully a straightforward dungeon and monster encyclopedia in the menu allows you to see which enemies haunt which areas, and what they might drop when you kill them — assuming they've already dropped it for you at least once. Through this system, you're encouraged to explore the various dungeons and fight as many different enemy types as possible in order to fill out that monster guide — the more complete it is, the less you'll have to look up on the Internet later.

    The nice thing, though, is that it's all completely optional. There's no obligation to go fiddling around with plans at all — though your life will be significantly easier if you do — so if you simply want to plough through the main story as quickly as you can, that option is always open to you. Likewise, there's no obligation to complete quests, unlock optional dungeons or kill boss monsters — though failing to do so may well leave you a bit underlevelled come story boss time, at least on your first playthrough.

    As with previous installments of the Neptunia series, the game is absolutely dripping with personality. Each character is a clearly-defined — though often (deliberately) tropetacular — person in their own right, with many of them poking fun at established video game and anime characters. Indeed, a number of the new characters for Re;Birth1 are direct references to game series and developers such as Steins;Gate creator MAGES., Senran Kagura publisher Marvelous AQL and legendary fighting game series Tekken. Each of these characters is beautifully designed to encapsulate the very essence of the thing they're supposed to be referencing; MAGES. wouldn't look out of place in Steins;Gate herself, for example, and even has alternate colour schemes that directly reference the characters Mayushii and Faris, while Marvelous AQL has costumes based on the Senran Kagura girls' iconic outfits.

    It's a cliché to describe something as a "love letter" to something else, but I'm going to do it anyway. Hyperdimension Neptunia has always been a love letter to fans of Japanese video games and anime, being packed full of references both obvious and incredibly subtle, and Re;Birth1 very much continues that. It's a game that celebrates the joy of having fun with interactive entertainment, and I defy you to play through it with anything other than a huge smile on your face.

    Except, of course, when Killachine flattens your party for the fifth time in a row because you didn't prepare properly and ended up with everyone stunned and clustered together, just waiting to be cleaved. You don't have to keep smiling then. But you'll probably try again rather than flinging your Vita across the room.

    My only trouble with it is that I don't really want it to end. Although when those end credits do eventually roll, I can console myself with the fact that there are three new Neptunia games out there that I haven't played yet — strategy RPG Hyperdevotion Noire: Goddess Black Heart, the rather Senran Kagura-esque brawler Hyperdimension Neptunia U and probably the most exciting offering: PS4 title Hyperdimension Neptunia Victory II, a game that, if I don't own a PlayStation 4 by then, will almost certainly make me go out and buy one immediately the moment it is released.

    Yes, I'm a fan. And unashamed of that fact. It's a series that consistently makes me smile; given how much I love it now, it's rather odd to (re)discover today that I've only been playing these games since January of last year. But I hope I'll be able to continue enjoying them for many years to come yet.

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    1767: More Weird Dreams https://imnotdoctorwho.moegamer.net/2014/11/19/1767-more-weird-dreams/ https://imnotdoctorwho.moegamer.net/2014/11/19/1767-more-weird-dreams/#comments Wed, 19 Nov 2014 22:55:59 +0000 http://angryjedi.wordpress.com/?p=6919 Had another in my increasingly lengthy line of peculiar dreams last night — the kind that somehow manages to stick in your memory after you wake up. There was nothing lavatorial involved this time around, however. There was, however, nudity. I dreamed I was at work. Boring, sure, but I had just returned to work … Continue reading 1767: More Weird Dreams

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    Page_1Had another in my increasingly lengthy line of peculiar dreams last night — the kind that somehow manages to stick in your memory after you wake up. There was nothing lavatorial involved this time around, however.

    There was, however, nudity.

    I dreamed I was at work. Boring, sure, but I had just returned to work after a few days away, so it's understandable it was on my mind. My dream work wasn't quite the same as my actual work, however; for some reason, I was doing my day job as normal, only I was sat at a computer at a work surface on the outside of the "Maths area" from my secondary school — the large, open-plan area that was often turned into one or two improvised extra classrooms depending on the size of that particular year's cohort.

    I was also naked.

    For some reason, my nudity didn't seem to bother any of my colleagues, who were coming and going around me much as they do in my actual office. None of them were naked, but it was almost as if they didn't see the fact that I was. I, on the other hand, was very much conscious of the fact that I didn't have any clothes on, and it felt like it wasn't an entirely deliberate decision to be there in the nip in the first place. It's not that someone had forcibly taken my clothes off or anything; my clothes had just simply ceased to be at some point during the working day, and I had seemingly figured that the best means of dealing with this was just to sit down and get on with my work as if nothing out of the ordinary was going on, despite the fact that almost everything save for the work I was doing and the people around me was out of the ordinary.

    Eventually, my colleague Tony came up to me, and I stiffened — not like that, you filthy pervert — in preparation for, if you'll pardon the obvious pun, a dressing-down due to my lack of clothing. It didn't happen, however; Tony had come over to me to offer a different kind of feedback, and it had nothing to do with my bare bum or winky.

    It turned out all the work I had been doing all morning was in the wrong language. I don't know how this would have happened, given that all the work I do is in English anyway (with the odd document in Welsh when appropriate — though thankfully for my total ignorance of the Welsh language I don't have to actually write these) but it had somehow happened today, the day when I was working naked. I'm not even sure which language was the "wrong" language — thinking back on it now at the end of the day, I have German in my mind for some reason, but I often have German on the mind because it's an inherently entertaining language to me — but Tony was absolutely adamant that all the work I had done was in the wrong language, and needed to be sorted out.

    I then woke up before I could sort it out, and it was time to go to work. I made doubly sure I was wearing trousers before I left the house.

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    1766: Time for the Bullying to Stop https://imnotdoctorwho.moegamer.net/2014/11/18/1766-time-for-the-bullying-to-stop/ https://imnotdoctorwho.moegamer.net/2014/11/18/1766-time-for-the-bullying-to-stop/#comments Tue, 18 Nov 2014 21:34:06 +0000 http://angryjedi.wordpress.com/?p=6917 Over the weekend, mankind enjoyed a significant step forward in the field of space travel. Unmanned spacecraft Rosetta successfully detached its probe, named Philae, and landed on Comet 67P, aka Chryumov-Grasimenko. It was the culmination of a ten-year mission for Dr Matt Taylor and his colleagues at the European Space Agency, and a historic moment … Continue reading 1766: Time for the Bullying to Stop

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    Over the weekend, mankind enjoyed a significant step forward in the field of space travel. Unmanned spacecraft Rosetta successfully detached its probe, named Philae, and landed on Comet 67P, aka Chryumov-Grasimenko. It was the culmination of a ten-year mission for Dr Matt Taylor and his colleagues at the European Space Agency, and a historic moment for humanity: we finally had the chance to examine a comet up close, and perhaps make some steps forward in understanding the way the universe works; how the solar system formed; perhaps even how there came to be life on this planet.

    As much as it was a historic moment for humanity, then, imagine how Dr Matt Taylor felt as a significant portion of his life's work finally came to fruition as the probe successfully touched down and began transmitting data back to Earth.

    Then imagine how Dr Matt Taylor felt when confronted with a giddy press more concerned with his sartorial choices than with the scientific milestone he had just passed — the shirt in question being a rather loud Hawaiian-style number featuring rather vivid, camp, retro-style imagery of women in PVC outfits shooting guns and generally looking pretty badass. (A shirt, I might add, made for and given to him as a gift by his friend Elly Prizeman.)

    "I don't care if you landed a spacecraft on a comet," read a headline on The Verge put together by the two-person team — yes, this garbage took two people to put together — of former Polygon editor Chris Plante and his colleague Arielle Duhaime-Ross, "your shirt is sexist and ostracizing." And this was far from the only article published that day attacking him and his wardrobe rather than celebrating his achievements.

    We don't have to imagine how Dr Matt Taylor felt. Because it was captured on film.

    Can you imagine. Can you imagine reaching the culmination of a ten-year project, making such a significant step forward, and then some blowhard on the Internet telling you that your shirt is directly responsible for women not wanting to enter the fields of science, technology, engineering and mathematics? Can you imagine having to deal with abuse seemingly supported by the mainstream media, whom you previously thought would be keen to celebrate your achievement but now are, quite rightly, somewhat wary of?

    Welcome to a world dominated by bullies.

    The Internet has brought with it many great things, one of the most powerful being the principle that "everyone has a voice". The Internet has done more to advance the concept of free speech than pretty much anything else in the world, but while some people use this for good — to share information, to reach out to people who need help, to make friends in far-flung corners of the world without having to physically travel there — there are others who use it for ill. To lie, to cheat, to accuse, to blow things out of proportion, to bully.

    This particular breed of unpleasant individual has been seemingly growing in numbers — or, if not numbers then certainly prominence — in the last few years, largely thanks to social networking sites Twitter and Tumblr. Ostensibly concerned with admirable-sounding concepts such as "social justice" and feminism, these individuals purport to be progressive thinkers who want to make the world a better place for everyone, but in actual fact are nasty, narrow-minded bullies who simply attack anyone who doesn't see the world in the same way they do.

    When you have Boris fucking Johnson calling you out on your bullshit, you should probably rein it in a bit:

    The mission is a colossal achievement. Millions of us have been watching Philae's heart-stopping journey. Everyone in this country should be proud of Dr Taylor and his colleagues, and he has every right to let his feelings show.

    Except, of course, that he wasn't crying with relief. He wasn't weeping with sheer excitement at this interstellar rendezvous. I am afraid he was crying because he felt he had sinned. He was overcome with guilt and shame for wearing what some people decided was an "inappropriate" shirt on television.

    Why was he forced into this humiliation? Because he was subjected to an unrelenting tweetstorm of abuse. He was bombarded across the Internet with a hurtling dustcloud of hate, orchestrated by lobby groups and politically correct media organisations.

    And so I want, naturally, to defend this blameless man. And as for all those who have monstered him and convicted him in the kangaroo court of the Web — they should all be ashamed of themselves.

    Sadly, Dr Matt Taylor's trials were far from the first time this sort of outrage has erupted, and it will be far from the last time this happens, too. These supposed advocates of social justice — referred to in the vernacular by their opponents as "social justice warriors" or "SJWs" — are renowned for two things: taking offence at everything it's possible to take offence at, and then bullying people into submission, often until those suffering the bullying end up apologising, as Dr Taylor did.

    This sounds ridiculous, but it's all too painfully familiar for me. I was bullied repeatedly throughout primary and secondary school — and once again at one of my previous workplaces — and the execution was exactly the same. Wear down the victim's defences with repeated, unprovoked, unwarranted attacks until they snap in one way or another — be it violently, at which point the bullies can point at the victim and say "look how violent they're being!", or tearfully, as in Dr Taylor's case, at which point the bullies can point and laugh at the victim and claim that they're only upset because they know they did wrong — and then move on in the knowledge of a job "well done".

    It keeps happening, too, and these people never get called on it because they wield a considerable amount of influence and power — influence and power that lets them get away with a whole lot of nonsense.

    Consider, if you will, the recent case of Independent Games Festival judge Mattie Brice, an outspoken, anti-men feminist who has claimed to be "leaving" the games industry on several occasions due to the abuse she was supposedly receiving.

    Brice tweeted that she was "automatically rating low any games with men in them" during the course of her IGF judging duties and that she was "loving all this power". Understandably, this tweet — whether or not made in jest — upset a number of people, who complained to the IGF, who subsequently, admirably and promptly asked politely that she, you know, stop doing that lest people think that their judging was rigged. Brice then complained publicly to her Twitter followers about how she was being "harassed" and how the IGF were treating her poorly, and continued until the IGF issued an apology, not herHer defence in all this? "It was a joke" — the last fallback of the bully, and an excuse I heard many a time when working as a teacher. It was never, ever, true, and you'll forgive me for being skeptical of this particular instance being a "joke" when we're talking about a person who made a game called "Destroy All Men" and has often posted anti-men rants on Twitter.

    And lest you think I'm singling out Brice here, she is far from the only one; she's simply one of the most recent examples. I've thankfully remained largely free from this sort of nonsense up until now (though it remains to be seen if this blog post will attract zealots) but I've witnessed friends and former colleagues being attacked too many times over the last few years for me to sit here continuing to bite my lip.

    YouTuber and PC gaming enthusiast TotalBiscuit demonstrated a good understanding of the issue in a recent post, and came to what is quite possibly the crux of this whole social justice thing and why it bugs me so much:

    It's so goddamn American.

    A lot of this social justice stuff seems to be focused on a very American set of ideals and circumstances that doesn't take into account much going on outside the country's borders. I mean the idea that racism against white people doesn't exist: let's take that one on for a second. [Fellow YouTuber and Irishman] Miracle of Sound accurately pointed out the genocide perpetrated against a portion of the Irish population and the hundreds of years of oppression that they suffered under the English. Sounds pretty damn racist to me.

    The concept of white privilege is very American, too. You'll find a lot of British people, particularly Northerners like myself, bemused by it. I grew up in pit towns, or should I say, ex-pit towns, because Thatcher destroyed our economy when she broke the miners' unions and put a lot of people out of work. Our towns were vast white majorities but I can safely say we had no privilege, no advantages for being white. Some of the richest and most successful people in our towns were Indian and Pakistani.

    He's absolutely right. These social justice types take a very American — specifically, West Coast — view of the world and assume it is the correct one, then shout down anyone who doesn't agree with them. They release the hounds on Twitter; they publicly shame them on Tumblr; they encourage the media to buy in to the narrative, and, worryingly, they succeed. Compare, for example, the media portrayal of consumer revolt "Gamergate" as a misogynist hate campaign that wants to drive women out of gaming with the reality of it being one of the most articulate, passionate, genuine, diverse, intelligent and inclusive — albeit at times somewhat ill-focused — groups of gamers of all genders, races and creeds that I've ever observed. (As an aside, I haven't involved myself in Gamergate's activities — as a former member of the press I don't agree with everything they stand for, though I feel they do have a number of fair points to be made — but I have spent a couple of weeks lurking around their regular online haunts to see what made them tick. It's been eye-opening to see the dissonance.)

    It is worth clarifying at this juncture — and it pisses me off that I have to add this disclaimer — that I am not against the concept of "social justice" or, more accurately, equality. Quite the opposite; I believe in equal opportunities and equal, fair treatment for everyone, and my behaviour towards other people in my own life reflects this. Meanwhile, however, these keyboard crusaders make themselves immune to criticism by simply responding to any critics with "so you're against social justice, are you? You're against progressiveness?" but there is a right way and a wrong way to go about things — and bullying people until they seemingly agree with you is very much the wrong way to go about it. That is what this post is about, not about standing against the very principles of progressiveness.

    All this has been going on for several years now — longtime readers will doubtless recall a number of posts where I've alluded to this in the past, and I've seen more friends than I'd care to mention either fall victim to these Internet bully mobs for a careless word at the wrong time or get swept up in their twisted ideology, never to have a rational word to say ever again — and it's time it stopped.

    Why do I bring this up now? Why do I feel that this one lone blog post can make a difference?

    Well, frankly, I don't; I am but one voice shouting into the void, and I would doubtless be argued to be a textbook example of a white cishet male privileged neckbeard shitlord (yes, this is genuinely something that these believers in "social justice" call people), but it's worth mentioning — particularly as the debacle over Dr Matt Taylor's shirt has brought this whole sorry situation very much into the public eye. I hope that this helps more people to see what has been brewing in online culture for a few years now — and I hope it helps put a stop to it.

    This is not a move towards a progressive society. It's a move towards 1984-style Thought Policing, and it's not the direction that we as a society should be moving.

    The bullying needs to stop. And it needs to stop now.

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    1765: Hours of Entertainment https://imnotdoctorwho.moegamer.net/2014/11/17/1765-hours-of-entertainment/ https://imnotdoctorwho.moegamer.net/2014/11/17/1765-hours-of-entertainment/#comments Mon, 17 Nov 2014 19:01:23 +0000 http://angryjedi.wordpress.com/?p=6914 One of the best things about the Japanese games I tend to play in preference to anything else is simultaneously one of the most frustrating things. I'm referring to the question of game length. In an age where the public are seemingly ever more likely to rate interactive entertainment in terms of a "money per … Continue reading 1765: Hours of Entertainment

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    Page_1One of the best things about the Japanese games I tend to play in preference to anything else is simultaneously one of the most frustrating things.

    I'm referring to the question of game length.

    In an age where the public are seemingly ever more likely to rate interactive entertainment in terms of a "money per hours" ratio — look at the drubbing Gone Home got from certain quarters who felt that $20 was too expensive for the 2-3 hours of gameplay it offered — it should be abundantly clear to anyone who plays them that Japanese games, for the most part, consistently offer the absolute best value in terms of bang for your buck on the market.

    Take Senran Kagura Burst, for example, which I finally pummelled into submission and 100% completion over the weekend during downtime between activities. This is a game that is essentially a spiritual successor to the arcade brawlers of yore — games like Final Fight, Streets of Rage, Teenage Mutant Ninja Turtles, Asterix: The Arcade Game and The Simpsons Arcade Game, to name but a few favourites from my own youth.

    Unlike those brawlers, however, which typically tended to be no more than four or five levels long — they needed to theoretically be completable on a single coin credit and in a single sitting, after all — it took me in excess of 50 hours to complete all the levels in Senran Kagura Burst, and there's plenty more I could do after completing all the levels once: try for an A-rank on all of them; try and level up all the characters to 50; try and unlock all the characters' "balance" modes through using them in different ways; try to complete all the levels in the challenging "Frantic" mode; try to beat all the bosses with special moves; and try to see all the bosses' special moves without dying. Were I to tackle some of those additional challenges — and I'm not ruling out the possibility, as I enjoyed Senran Kagura Burst one hell of a lot — I'm sure that could easily put a significant number of extra hours on the clock.

    Notably, though, a lot of this "extra" stuff is optional. You can romp through the main storyline of Senran Kagura Burst, ignoring all side missions and some of the clever things you can do with the characters, in probably about 10 hours or so, if that. (Most of that time will be reading the game's lengthy visual novel sections, which are skippable after you've completed that mission at least once.) And in doing so, you'll have had a satisfyingly complete experience from start to finish — particularly as the game's structure effectively feels like you're getting two (rather similar) games for the price of one thanks to the story unfolding from two different, parallel perspectives that meet up at various points.

    The same is true for many other Japanese games, with RPGs being the clearest example. Your average Japanese RPG these days will take anywhere between 20 and 100 hours to clear first time through, assuming you don't just plough straight through to the ending, and that you take on a bit of side content and spend a bit of time fine-tuning your characters. After that, though, you have a choice: set it aside, satisfied that you've seen the conclusion to the story, or continue playing in the hope of enjoying everything else the game has to offer — often referred to as "post-game". Many modern RPGs also offer a "New Game Plus" mode, in which you can carry across certain things from your previous playthrough into a new run — the exact things you can carry across vary according to the game, but often include things like character levels, unlocked skills, equipment, secret areas uncovered and all manner of other goodies. This tends to turn you into a satisfyingly unstoppable powerhouse at the outset of your second playthrough as your buffed-up character cuts through enemies like butter, but is often necessary to take on some of the biggest challenges the game has to offer. Some games even withhold their toughest bosses and dungeons until post-game or New Game Plus, providing you with an incentive to continue playing even after the credits have rolled.

    Even seemingly "short" Japanese games have a massive amount of longevity, too; take your average "bullet hell" shooter, for example, which typically follows the arcade machine structure of theoretically allowing someone to clear it on a single credit and in a single sitting. The true challenge of these games, however, comes from perfecting your game — achieving that single-credit clear (often known as a 1CC — 1 Credit Clear), beating your last high score, topping the worldwide leaderboards. The latter aspect in particular can become enormously competitive, and in the case of many shmups, requires you to fathom out an initially Byzantine-seeming scoring system in order to take maximum advantage of it.

    And this isn't even getting into the truly, directly competitive titles such as fighting games, which have potentially limitless replayability if you're actually any good at them. (I am not, so I tend to play through the story mode, if there is one, and then be done, perhaps with an occasional two-player local match with friends if they're up for it.) Or driving games with ongoing online competition. Or all manner of other joyful experiences.

    I'm not saying Western games don't offer any of this longevity — anyone who's super-into Call of Duty's multiplayer mode is doubtless raising their hand and going "Um…" right now — but for my money, and particularly in the single-player space, Japanese games can't be beaten for value in terms of how much entertainment you'll get for your £40.

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    1764: An Outing with Owls https://imnotdoctorwho.moegamer.net/2014/11/16/1764-an-outing-with-owls/ https://imnotdoctorwho.moegamer.net/2014/11/16/1764-an-outing-with-owls/#comments Sun, 16 Nov 2014 17:50:24 +0000 http://angryjedi.wordpress.com/?p=6912 It's our second (and final) full day here at Center Parcs. We both woke up extremely stiff all over after what was a pretty busy day yesterday, so we had a relaxing morning. We headed over to a cafe in the main plaza area to have some breakfast — a pretty magnificent Eggs Royale (Eggs … Continue reading 1764: An Outing with Owls

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    It's our second (and final) full day here at Center Parcs. We both woke up extremely stiff all over after what was a pretty busy day yesterday, so we had a relaxing morning. We headed over to a cafe in the main plaza area to have some breakfast — a pretty magnificent Eggs Royale (Eggs Benedict with smoked salmon instead of ham) accompanied by spinach and some really nice if slightly salty crispy potato bits.

    After that, we had a little wander around the shops in the plaza, which we hadn't really explored a great deal. We paid particular attention to the sweet shop, which offered the typically overpriced pick and mix, a selection of American sweets (including Nerds, Runts and Gobstoppers, the latter two of which I haven't seen for years), some nice looking ice-cream and a selection of fudge that would put Cornwall's finest to shame. We came away with a box full of fudge of various flavours and have been enjoying that over the course of the day. Pro-tip: chocolate fudge with Oreos in it is proper delicious.

    Our main activity for the day was "An Outing with Owls", which we signed up for largely on the promise of being able to see some owls, since owls are pretty cool. I wasn't quite sure what to expect from the session, but it turned out to be a lot of fun, with everyone getting the opportunity to get their falconry on and let owls of various sizes land on their (leather glove-protected) hands while they nommed on bits of chicken. These well-trained birds swooping from person to person is an impressive thing to witness, and not a little disconcerting when one comes flying straight for you before perching politely on your hand until it's had something to eat.

    We got to see a selection of owls, ranging from a barn owl to a Great Grey, which, true to its name, was both grey and massive. (And dubbed "Clock Owl" by Andie and I, due to the fact that when it was sat on its perch prior to the session, it had the size, shape and appearance of a rather feathery mantelpiece clock.) There was also a South American burrowing owl, which was kind of adorable, too; rather than swooping around as the larger owls did, this tiny little thing preferred to scurry around on the floor, then occasionally leap and fly up onto anywhere that took its fancy — knees, hands, shoulders and even, on one particularly memorable occasion, the top of a gentleman's hat.

    We came back to the apartment for a well-earned rest after that, and we're shortly to have one final night-time session in the Subtropical Swimming Paradise before grabbing some dinner.

    It's been a very pleasant — if quite expensive! — couple of days away, and I predict it will be quite tough to go back to reality on Tuesday! Such is the way with holidays, though; good times have to end at some point and we all have to make our way back to the humdrum nature of our daily existences.

    Still, for now, there's still more to enjoy, so we're going to make the most of it.

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    1763: Fun-Filled Day https://imnotdoctorwho.moegamer.net/2014/11/15/1763-fun-filled-day/ https://imnotdoctorwho.moegamer.net/2014/11/15/1763-fun-filled-day/#comments Sat, 15 Nov 2014 23:06:57 +0000 http://angryjedi.wordpress.com/?p=6910 A rather pleasant day all round, really, though my aching body will attest to the fact that we've done a whole lot more than we'd usually do on a Saturday. That's probably not a terrible thing, mind you. We kicked off the day with a substantial breakfast courtesy of the awesome "breakfast packs" sold at … Continue reading 1763: Fun-Filled Day

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    A rather pleasant day all round, really, though my aching body will attest to the fact that we've done a whole lot more than we'd usually do on a Saturday. That's probably not a terrible thing, mind you.

    We kicked off the day with a substantial breakfast courtesy of the awesome "breakfast packs" sold at the on-site supermarket, the Parc Market. This contained four sausages — decent sausages, too, not cheap crap — along with six slices of bacon (six!) and two lumps of black pudding. We also supplemented it with some eggs — because what sort of breakfast doesn't have eggs? — and some hash browns. It was tasty, if rather filling.

    After letting that lead weight settle in our stomachs a bit, we headed over for our first foray into the Subtropical Swimming Paradise. The Center Parcs I'd previously been to several times was the Elveden Forest one rather than this one here in Longleat, but I was expecting the pool to be almost if not completely identical. Sure enough, the layout was a little bit different, but all the same things were there — the lazy river, the two flumes, the terrifying fast slide (which appears to have been remodeled into two separate, smaller, single-person slides rather than the wide, multi-person slide it once was and, of course, the Wild Water Rapids. There's also a wonderful warm pool outdoors that leads into the aforementioned Rapids, and an even warmer jacuzzi just off that. The contrast between hot and cold when you get into these pools and feel the cool air on your skin while the warm water heats up your body is rather wonderful.

    After a bit of exploring everything the pool had to offer, we headed to the first of two "extra" activities we'd booked for the weekend: a spot of target archery tuition. This was a fairly substantial walk away from the main plaza building and involved a little bit of getting lost amid the many identical-looking streets of villas along the way, but we eventually got there on time to shoot a bunch of arrows.

    I've done archery a couple of times in the past, and I've always enjoyed it despite not being all that good at it — my score in the competition at the end of the session was the second lowest. It's inherently satisfying to feel that release of the bowstring and to watch your arrow arc gracefully through the air on the way to its destination, be that the bull's eye of a target or the protective fabric at the back of the range. And that "thunk" of an arrow actually hitting the target? Wonderful stuff.

    Andie did pretty well at the archery, beating my score by a considerable margin — although my pride dictates that I should mention at this point that I was shooting at the "grown-up" targets that were a fair distance away while she was shooting at the medium-range targets for beginners and/or short people. She still did great, though; evidently all that Bard training in Final Fantasy XIV is good for something.

    After that, we caught the "land train" (actually a road-based train stopping at various destinations around the park) to the Village Square area, which we hadn't explored previously. This small area, separate from the main plaza, features a few nice little restaurants and a pottery workshop. We were interested in the former aspect, specifically an intriguing little establishment called The Pancake House. It did not disappoint, providing huge and delicious Dutch-style pancakes (with the option of American-style pancake stacks instead if you prefer) topped with a variety of both sweet and savoury options. Andie went for a rather delicious apple affair that had lovely soft cooked apples along with plenty of caramel, cinnamon sugar and all manner of other goodness. I had an equally caramelly pancake, but mine featured lumps of honeycomb rather than the apples. It was damn good, but it was the second lead weight of the day to hit our stomach, which made the walk back to our accommodation rather hard work!

    After a break back at the apartment, we headed out to the Subtropical Swimming Paradise for an evening swim as I'd previously enthused that it was very nice at night time. Sure enough, it didn't disappoint; the outdoor pools in particular were lovely in the dark of the evening, with the underwater lighting highlighting the steam rising from these warm pools, providing a lovely relaxing, chilled-out environment that was blissfully largely child-free at that time in the evening.

    After that, we headed back, ate steak, chilled out, played My Little Pony cards, went to bed. Then I got up and wrote this. Now I'm going back to bed.

    Not a bad way to spend a Saturday, to be sure.

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    1762: Minibreak https://imnotdoctorwho.moegamer.net/2014/11/14/1762-minibreak/ https://imnotdoctorwho.moegamer.net/2014/11/14/1762-minibreak/#comments Fri, 14 Nov 2014 22:36:09 +0000 http://angryjedi.wordpress.com/?p=6908 It's Andie's 30th birthday soon, so I wanted to do something nice. Rather than taking the "present" route, however, I decided to book us some time away at a place I've been wanting to come back to for many years now: Center Parcs. For the unfamiliar, Center Parcs is a chain of holiday villages scattered … Continue reading 1762: Minibreak

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    It's Andie's 30th birthday soon, so I wanted to do something nice. Rather than taking the "present" route, however, I decided to book us some time away at a place I've been wanting to come back to for many years now: Center Parcs.

    For the unfamiliar, Center Parcs is a chain of holiday villages scattered throughout the UK and across Europe. They have that holiday village "thing" of being largely identical to one another, regardless of which one you go to, so the fact that Andie and I have come to the much closer Longleat Forest incarnation of the chain rather than the Elveden Forest one I went to several times as a young 'un is still filling me with a certain degree of nostalgia — plus, I won't lie, a pleasing amount of feeling that I'm a "proper" adult for booking something like this and my parents not being involved in any way whatsoever.

    Anyway. I have very fond memories of my various previous visits to Center Parcs. They're situated in idyllic forest locations, and provide plenty of opportunities to walk and cycle around without having to worry about cars — cars are only permitted on site on Fridays and Mondays, which are also the only days you can check in or out. The accommodation is good-quality, too, taking the form of either small apartments (which we've gone for) or, if you're in a larger group, villas and log cabins of various sizes. All of these are furnished very nicely, kept in good condition and set up in such a way that you can self-cater your holiday if you so desire; those feeling lazy and/or flush with cash, meanwhile, can take advantage of the various restaurants available in the main plaza building — which, this time around, we're conveniently about a minute's walk from, which is nice.

    There's a wide variety of different activities on offer at each Center Parcs, although on previous visits I didn't partake in that many of them. This time around, we're going to try some archery tomorrow and spend some time with some owls on Sunday. I predict we'll probably be spending a fair amount of the rest of our time at the "Subtropical Swimming Paradise" — the huge pool complex that forms the centrepiece of each Center Parcs plaza, and a place that I fondly remember as one of the best water-based experiences ever.

    The Subtropical Swimming Paradise is pretty great, for numerous reasons. Firstly, it's huge, providing a large swimming pool-cum-wave machine pool for actually swimming properly in, a slow river to get caught in, several excellent water slides (a long, slow flume, a short fast flume and a large white straight-down slide) and a white water rapids to fling yourself down with enthusiasm. Secondly, it's warm — that "subtropical" bit isn't an exaggeration, since the whole place is deliberately made warm and humid to feel like you're really on holiday while you're in there; it also allows various tropical plants scattered around the area to thrive, giving the whole place a really nice look, particularly when compared to your usual municipal pool. Thirdly, it's kind of beautiful at night-time — there are several outdoor pools lit by coloured underwater lighting, and the warmth of the water combined with the cool night air makes for a very pleasant experience. Going down the Rapids, which is largely outdoors, is also a lot of fun at night-time.

    Today we've had a fairly relaxed day getting here, doing a bit of shopping for tonight's dinner and tomorrow's breakfast (though we forgot eggs and oil — back to the shop tomorrow morning!) and booking our activities for the next couple of days. Tomorrow, as previously noted, we're going to shoot arrows at things and probably spend a fair amount of time in the pool, then the day after we're going to hang out with some owls. Exactly what we're going to do with the owls remains to be seen, but Andie likes owls so it seemed like a fun thing to do.

    Anyway. Being away from home means being away from my Mac, Comic Life and Paintbrush so no comics for a few days, I'm afraid. I'm sure you'll survive, though. You'll just have to read my thrilling prose instead, huh?

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    1761: Sensitised https://imnotdoctorwho.moegamer.net/2014/11/13/1761-sensitised/ https://imnotdoctorwho.moegamer.net/2014/11/13/1761-sensitised/#comments Thu, 13 Nov 2014 18:27:33 +0000 http://angryjedi.wordpress.com/?p=6906 If you buy in to the popular perception that various forms of media — particularly movies, TV and video games — desensitise people to horrific and violent things, then you are an idiot. Okay, that might be a bit strong, even if it's what I believe. But the experience I went through this morning certainly drove … Continue reading 1761: Sensitised

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    If you buy in to the popular perception that various forms of media — particularly movies, TV and video games — desensitise people to horrific and violent things, then you are an idiot.

    Okay, that might be a bit strong, even if it's what I believe. But the experience I went through this morning certainly drove home the fact that reality is reality, and fantasy is fantasy.

    It was something I'd seen many times in the virtual world. Something I'd deliberately caused to happen many times in the virtual world. And yet seeing it in reality — even for just the fleeting moment that I did — was horrifying and disturbing.

    I was driving to work as I normally do, along the M27, which regular readers will know is a road I despise for numerous reasons, not least of which is the fact that it gets very busy and seems to have more than its fair share of "incidents" and "accidents", according to the overhead electronic signs. (I'm not actually sure what the difference between the two is, but I know that they both cause enormous delays on a nearly daily basis.)

    It was early in the morning. The sun was just starting to rise, bathing the Eastern sky, which I was driving towards, in a pretty peachy-orange glow peeking out from behind the clouds. The day was dawning, and it was just about becoming possible to see things without the assistance of artificial lighting, though the streetlamps were still illuminated and most drivers still had their headlamps on.

    The traffic wasn't heavy — as I've noted recently, I've started leaving for work a lot earlier in the morning than I had done, as this allows me to miss the rush hour jams on the way to work, though I usually get caught in the beginnings of them on the way back when I leave. There was a steady flow of cars in both directions, though; people were on their way to work, though not yet in the numbers that would swarm onto the devil road just an hour or so later.

    In other words, it was a perfectly normal morning. I was driving along, minding my own business, listening to some Emerson, Lake and Palmer and trying to make up my mind whether I was enjoying it or not, when suddenly it happened.

    Over on the other side of the motorway, a small white van spun out of control then flipped over in what I can only describe as a movie-style crash. I was passing it by in the other direction as it happened, so I didn't see the aftermath, but what I did see was enough to etch itself onto my memory for the rest of the day.

    It didn't look as if the van had actually hit anything; it looked like a loss of control. I wouldn't have expected a simple loss of control to result in the vehicle leaping in the air and corkscrewing, however, but that's what it did; it was a crash of the ilk you'd see in a video game like Burnout, only it was really happening. There was someone inside that van; there were people in the streams of cars that were speeding towards it, unaware that disaster had just struck a few hundred yards ahead of them. As I say, I didn't see any of the aftermath, but I would be very surprised if there weren't at least a couple of other cars involved after the fact — and I'd be even more surprised if anyone managed to get out of that without at least a few injuries.

    It was a strange thing to witness; I felt surreal and disconnected, but at the same time painfully aware that it had really happened just a few metres away from me. It occupied my thoughts for the remainder of my journey to work, particularly as I saw the traffic starting to build up in the opposite direction and, with admirable response time, the emergency services start to make their way down the road to deal with the situation.

    I don't know how it happened or indeed what happened next; I hope that anyone involved in what looked like a horrific accident is as all right as it's possible to be when something like that happens.

    And if you're heading out onto the roads in these wet and windy winter months, particularly first thing in the morning? Do please be careful.

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    1760: The Storyteller will be Late https://imnotdoctorwho.moegamer.net/2014/11/12/1760-the-storyteller-will-be-late/ https://imnotdoctorwho.moegamer.net/2014/11/12/1760-the-storyteller-will-be-late/#comments Wed, 12 Nov 2014 23:15:58 +0000 http://angryjedi.wordpress.com/?p=6903 Those of you who have been following this blog for a while will know that for the last few Novembers, I've done my own private NaNoWriMo–style project: to write a novel (or, at least, something of roughly novel-length) in the space of a month. You can read previous attempts starting here, here and here. Previous installments have … Continue reading 1760: The Storyteller will be Late

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    Page_1Those of you who have been following this blog for a while will know that for the last few Novembers, I've done my own private NaNoWriMostyle project: to write a novel (or, at least, something of roughly novel-length) in the space of a month. You can read previous attempts starting here, here and here.

    Previous installments have varied somewhat in quality. This is at least partly due to the fact that I tend not to plan out pieces of creative writing in advance, and in all these cases made a deliberate attempt to "improvise" the plot as I went along. The philosophy of "just write" in other words; pretty much the guiding principle of this blog in general, only with rather more of a focus than usual. And that's pretty much the guiding principle of NaNoWriMo, too; to get some creativity flowing, and to do the initial hard work of getting something out of your brain and onto the page in a structurally complete form. You're a lucky person indeed to come out of something like that with something you're 100% happy with, but it provides a good starting point to then go on and edit, polish and refine if you want to — or simply move on secure in the knowledge that if nothing else you've practiced and refined your craft a little.

    Those of you who have been following this blog for a while will have likely noticed that we're well into November and no new work of fiction is forthcoming. I'd like to apologise for that. It wasn't entirely intentional; in fact, I was actually quite looking forward to firing up the fiction-writing engine in my brain — it's been a while; about a year, in fact — and seeing what on Earth I could possibly come up with this time around. I'd even had a few concepts I'd been kicking around inside my head, but hadn't decided on which one I really wanted to pursue.

    So what happened? Well, largely a lack of awareness on my own part, to be honest; the first of November came during that period when Andie and I were doing a whole bunch of things — firstly, we went up to Scotland for Cat's wedding, then came back again; then Andie had a delightful day in hospital (nothing life-threatening, I might add); then we went to London for the Final Fantasy concert Distant Worlds. At some point during that week, I completely lost track of what day it was — November 1 was the night of Distant Worlds, and much of our day was spent travelling, so starting a brand-new creative project was unfortunately top of my list of priorities.

    But never fear! (At least, not about this! Sometimes fear is justified, like when you lift your toilet seat and find a man-eating spider.) I'm still going to do "this year's" writing; it'll just be a bit late. Quite a bit late, in fact; so late, in fact, that referring to it as "this year's" might be a bit of a stretch: I'm intending to start it on January 1, 2015.

    Why? Well, largely because I have "one of those things" in my brain — somewhat exacerbated by Andie, who is much the same — where I like dealing with nice round numbers (we both turn the volume up and down in increments of 5, and God help you if you set the temperature in your car to something ridiculous like 23.5°C) and starting things at natural starting points. Consequently, starting a month-long project on November 12 is absolutely unthinkable to me, and thus I can't possibly start until the beginning of a new month.

    So why January and not December? Well, December is that irritating month with Christmas in it, and such festivities have a habit of proving somewhat distracting to the creative process in my experience, so I figured probably safest to leave it for now and kick off the new year in style with a month-long creative writing project. New year, new beginning and all that; what better month than January to start something like this, really, when you think about it?

    Anyway. That's the situation, if you were wondering. If you weren't wondering, well, now you know, and if you're particularly curious about what I've done in the past, you may well now have three novel-length pieces of unedited prose queued up and ready to read from previous years' projects. I hope you enjoy them as much as it is possible to enjoy something so rough around the edges.

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    1759: Mingler https://imnotdoctorwho.moegamer.net/2014/11/11/1759-mingler/ https://imnotdoctorwho.moegamer.net/2014/11/11/1759-mingler/#comments Tue, 11 Nov 2014 23:52:47 +0000 http://angryjedi.wordpress.com/?p=6901 Are you planning some sort of event that will bring together a number of disparate groups from your life? (Say, friendship groups from different eras of your existence, departmental colleagues from different parts of your business or family members from various far-flung corners of your family tree.) Are you planning said event to involve a … Continue reading 1759: Mingler

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    Are you planning some sort of event that will bring together a number of disparate groups from your life? (Say, friendship groups from different eras of your existence, departmental colleagues from different parts of your business or family members from various far-flung corners of your family tree.)

    Are you planning said event to involve a certain degree of social interaction?

    Then do me a favour: stop subscribing to the popular wisdom that "mixing people up" is "a good way for people to get to know each other". Because it's not.

    The theory is sound: make people step out of their comfort zone and meet new people and there's the chance of developing new relationships, be they personal, professional or even intimate.

    But here's the thing: jumbling people up randomly (or even semi-randomly) is not a good way to go about this, for a number of reasons.

    First is that in many cases, people will just bugger your plans and seek out their original groups anyway after a while, making the exercise largely pointless in most cases.

    Secondly, and more seriously, by doing this you put anyone who has even the slightest degree of social anxiety in an extremely awkward position, where they're caught between the terrifying prospect of having to engage unfamiliar strangers in conversation without the support of their peers, and them coming across as that sullen loner who doesn't talk to anyone.

    I haven't found a good way of dealing with this yet, and sometimes it's unavoidable. Invite someone to, say, a wedding as the only representative of a a particular group (as happened with my friend Cat's wedding a while back, where I was the sole representative of her Southampton years, albeit not quite alone as I had Andie with me) and I can forgive the situation as there is literally no alternative.

    But if you deliberately and wilfully split up friendship groups — groups that have often formed on the basis of mutual trust — then I'm less understanding and, more to the point, less understanding. And considerably more prone to bouts of crippling anxiety.

    I may well be in the minority on feeling this way. Social anxiety is a disorder, after all; a deviance from the norms of society. But I don't think it really hurts to at least provide the option for people who feel this way to remain with the people they know, like and trust.

    Or, you know, just stop doing this altogether. I get the intention and it's somewhat admirable in theory. But it just doesn't really work, and in the meantime, there's a reasonable chance it will be putting at least a few people in the room in a situation of considerable discomfort. So just stop it, please.

    Thank you.

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    1758: Those Winter Nights https://imnotdoctorwho.moegamer.net/2014/11/10/1758-those-winter-nights/ https://imnotdoctorwho.moegamer.net/2014/11/10/1758-those-winter-nights/#comments Mon, 10 Nov 2014 23:17:17 +0000 http://angryjedi.wordpress.com/?p=6899 I'm beginning to think that there's not really any part of the year that is what I'd call "ideal" conditions in this country. The summer months are far too hot, and the winter months we're moving into now are far too cold, wet, windy and just generally irritating. There's a special kind of unpleasantness about … Continue reading 1758: Those Winter Nights

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    I'm beginning to think that there's not really any part of the year that is what I'd call "ideal" conditions in this country. The summer months are far too hot, and the winter months we're moving into now are far too cold, wet, windy and just generally irritating.

    There's a special kind of unpleasantness about winter, though. As I sit here typing this, the weather outside can probably be best described as sounding "hostile". The wind is blowing, picking up and howling through the streets and alleyways; the rain is falling, drenching everything and turning anything that isn't concreted over into a swampy mire of brown gunge; there's a draught coming in from somewhere around the window that I haven't managed to identify as yet.

    Not only that, but we're at that time of year where, assuming you go out to work, you're probably leaving your house when it's dark and not getting back until it's dark either. All in all, it's a fairly bleak time of the year, and it's unsurprising that it puts some people in dark moods.

    I'm not sure what changed my outlook. When I was young, I used to quite like winter. I used to enjoy the early darkness and the necessity to carry a torch around — I must confess I still do have an odd liking for wielding a torch, even if it's only an improvised one using my phone's flash — and I used to like wrapping up in layers to be immune to the waves of cold in the air. I used to enjoy the run-up to the Christmas period, complete with village carol singing and the inevitability of being invited in for brandy and mince pies at least once or twice during our nightly tours of the mean streets of Great Gransden. I never used to really notice the bleakness.

    So what changed? I wonder. Perhaps it's just the fact that my life is very different to how it was when I was younger; the fact that now, rather than living the carefree life of a child, I have my own responsibilities and anxieties to worry about, including the necessity of getting up and going out — often in horrible weather — to get to work on time, then getting home in often equally horrible weather only to slump down, pretty tired out and not really desirous of doing anything other than something that doesn't require a huge amount of mental activity.

    Perhaps I'm just not quite in the rhythm of the full-time job set just yet. I've been doing pretty well, though; I've managed to maintain my routine of getting up earlier than I was, leaving earlier than I was and usually missing the bulk of the traffic of a morning and sometimes in the evening too. This puts me in a somewhat more positive frame of mind, even if the weather is as hostile as it sounds like it is as I type this. There's still that ever-present feeling of tiredness, of slogging on towards some as-yet unknown destination. But that's just how life works for the vast majority of the population; I should probably get used to it.

    I have an away-day for work tomorrow. Not really relishing the prospect of having to stay overnight, but at least the accommodation is paid for (albeit in boardings described by one reviewer on TripAdvisor as "like a prison camp, only dirtier") and we're getting fed. And then at the end of this week Andie and I are taking a short break at Center Parcs over in Longleat for her birthday treat. I'm looking forward to that, so I guess there's the objective for this week, if nothing else.

    On that note, then, it's time to wrap up warm, snuggle down under the duvet and get some sleep for a horrendously even-earlier-than-the-new-usual start tomorrow morning. Expect a grumpy post from my phone tomorrow evening, and the comics will be back the day after assuming I don't just collapse from exhaustion the moment I get back in.

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    1757: Crimson Girls https://imnotdoctorwho.moegamer.net/2014/11/10/1757-crimson-girls/ https://imnotdoctorwho.moegamer.net/2014/11/10/1757-crimson-girls/#comments Mon, 10 Nov 2014 00:42:12 +0000 http://angryjedi.wordpress.com/?p=6896 After a while off, I've been revisiting Senran Kagura Burst on the 3DS. I played through the Hanzou storyline to refresh my memory, and I'm currently just starting the third chapter of the Hebijou side. And I'm reminded of just how excellent this game genuinely is. The Hanzou side of the story, which focused on the life … Continue reading 1757: Crimson Girls

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    Page_1After a while off, I've been revisiting Senran Kagura Burst on the 3DS. I played through the Hanzou storyline to refresh my memory, and I'm currently just starting the third chapter of the Hebijou side. And I'm reminded of just how excellent this game genuinely is.

    The Hanzou side of the story, which focused on the life and times of a group of female classmates in the Hanzou academy for "good" ninjas, was a lot of enjoyable fun, helping to make the already visually distinctive characters into interesting individuals that the player would want to find out more about. There's the leader of the group Asuka, who gradually grows in confidence and assertiveness as the story progresses; class rep Ikaruga, who is initially portrayed as the more "motherly", sensible figure of the group, but gradually steps aside as Asuka grows in strength; Katsuragi, who is very much the "older sister" of the group — and a character unabashedly comfortable with both her own body and her seemingly somewhat fluid sexuality; Hibari, who is immature and filled with self-doubt until she goes on a significant personal journey — an important part of the overall plot; and Yagyuu, whose quiet, understated love for Hibari is extremely touching to see.

    Over the course of the Hanzou story, the girls encounter the girls of the Hebijou "evil" school for ninjas on several occasions, culminating in a final conflict against them at the conclusion of the story. Initially set up to be complete antagonists for one another, the final chapters of the Hanzou storyline take steps to humanise the Hebijou, showing both the player and the Hanzou girls that despite being on "opposite" sides, it's possible to find common ground and be friends.

    This theme is explored in greater detail in Hebijou's own story. A key concept when considering Hebijou is the idea that the concept of "good" is selective and has stringent criteria to be accepted, while the darkness of "evil" will accept anyone. Consequently, a significant part of the Hebijou story that I've played so far centres around a disparate group of girls from wildly different backgrounds — most of whom have some sort of difficulty or tragedy in their past that they're trying to escape — coming together and finding this common ground; this reason to work together, even though they're "evil".

    In fact, throughout the Hebijou storyline, it's easy to forget that these girls are supposed to be "evil" at all, and that's entirely the point the game as a whole is making: regardless of what "side" you're on, it's important to surround yourself with people that you trust and love. People that are true friends; people that can help you through your problems; people that, in some cases, know you better than you know yourself.

    Hebijou's cast are an interesting bunch — perhaps even more so than the Hanzou girls. Leader-type Homura — a rough analogue to Hanzou's Asuka — is a girl of relatively few words who is good at being serious but tends to try way too hard when attempting to be "fun". Hikage, meanwhile, is a mysterious young woman who claims to have no emotions — so, as you might expect, cue plenty of scenes with the other girls trying to make her feel things. Mirai, on the other hand, is a young, painfully insecure girl who believes herself to be inferior both physically and in terms of ability to her peers. Next is Yomi, who uses the mannerisms of a privileged rich girl, but actually grew up in poverty, tends to have little to no money even now and who refuses all but the most very basic of charity. And finally Haruka, who is one of the most overtly sexual characters I think I've come across in any game in recent memory, aptly demonstrates that being "sexy" doesn't necessarily mean you have to sacrifice the elements of your personality that make you into a normal human being. You can embrace your sexuality and your own particular tastes without letting them define you, in other words.

    I've been really enjoying the Hebijou story so far and I'm looking forward to seeing how it develops. Rather than simply presenting the events of the Hanzou side from an alternative perspective, it's an enjoyably distinct story in its own right, and, like its Hanzou counterpart, gives us an enormous amount of insight into some of the most well-defined characters I've come across in recent memory. I'm glad there's plenty more adventures of the Senran Kagura girls to come in future — in the immediate future, there's Senran Kagura Shinovi Versus for Vita, Senran Kagura 2 for 3DS and rhythm game spinoff Senran Kagura Bon Appetit. And you can bet your life and hometown I'll be playing them all.

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    1756: City of Slightly Less Horror Than Usual https://imnotdoctorwho.moegamer.net/2014/11/08/1756-city-of-slightly-less-horror-than-usual/ https://imnotdoctorwho.moegamer.net/2014/11/08/1756-city-of-slightly-less-horror-than-usual/#comments Sat, 08 Nov 2014 23:54:53 +0000 http://angryjedi.wordpress.com/?p=6894 We played the board game City of Horror earlier today. I'm never quite sure whether or not I genuinely like this game as, frankly, it's a horrible little game that actively encourages its participants to backstab, lie and cheat one another under the pretenses of working together to survive a zombie apocalypse. At least, that's what I … Continue reading 1756: City of Slightly Less Horror Than Usual

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    Page_1We played the board game City of Horror earlier today. I'm never quite sure whether or not I genuinely like this game as, frankly, it's a horrible little game that actively encourages its participants to backstab, lie and cheat one another under the pretenses of working together to survive a zombie apocalypse.

    At least, that's what I thought it was prior to our game today.

    A little background for those unfamiliar: City of Horror casts players in the role of several zombie apocalypse clichés and tasks them with surviving from midnight until 4am — just four turns, which doesn't sound like all that much — until the arrival of the rescue helicopter, at which point the survivors need to take an antidote in order to survive, and whoever has the most points worth of surviving, non-zombified people remaining at the end — plus any bonuses — wins the game.

    Now, what normally happens with this game — which we tend to play with our full regular group of five people — is that we start out with relatively good intentions, but before long someone does something unpleasant. It might be a little white lie that gets a character killed; it might be refusing to help in a dangerous situation; it might be completely reneging on a deal previously made, since there is no rule that says you have to keep up your end of the bargain when you make an arrangement with another player. Ultimately, there is only one "winner" on points, and so much of the interest in the game comes from determining how to get yourself into an advantageous situation while simultaneously making life awkward for other players.

    It's an interesting game in that it's highly social and based on interaction. The mechanics are relatively simple, and a lot of the time things boil down to taking a vote on things — whether that's choosing who gets thrown out of the window to sate the zombies' hunger this turn, or who gets the supplies that had been air-dropped into a particular location. There's a surprising amount of flexibility, and the game is wonderful for creating emergent narratives surrounding the various characters, all of whom are B-movie archetypes of various descriptions.

    Now, the interesting thing that happened today is that we played it short one regular team member — the one who is often at the centre of the backstabbing and unpleasantness that typically accompanies a game of City of Horror. This may paint him in a somewhat unfavourable light, so I'll qualify this by saying that he's actually a very nice guy with a fine sense of humour, but something about this game brings out something very primal in him; a desire to win without caring who he has to tread on on the way to the top.

    Halfway through the game we played today, which was, as previously mentioned, lacking this troublesome teammate, we realised that none of us had lost any survivors. This is particularly unusual, as City of Horror is a somewhat cutthroat game, even if you're cooperating fully with one another and not attempting to screw one another over. But we'd somehow made it to halfway through without anyone causing anyone else's death, and without any unfortunate circumstances leading to anyone's death, either.

    We jokingly suggested that we should try and make it to the end of the game with everyone surviving. No-one around the table was initially sure whether or not everyone else really intended to hold true to this promise, but as the game continued, it became clear that people were actively working together rather than against one another. Discussions happened about the best course of action. Information was shared that could easily have been kept secret. Opportunities to get one up on the other players were cast aside in the name of cooperation and collaboration.

    This doesn't mean that there was no tension, of course. There was mistrust, somewhat mitigated through some of the game mechanics that allow you to take a degree of "insurance" against anyone messing with you. In my case, I came into possession of some information that would have been of use to the group as a whole, and I was very tempted to lie completely about it — an action that would have probably got several of my opponents' characters killed. And in the last turn, it would have been extremely easy for one player to run away with things and take the complete victory.

    The strange thing is that these things never happened. We cooperated and collaborated right up until the end, and the eventual result was that all sixteen characters who started the game were still alive at the end — well, with the exception of one, who didn't have an antidote and consequently died after we'd "won" as a group.

    It was a peculiar experience, unlike anything I've encountered in City of Horror before, and I really enjoyed it. One of my tablemates, who typically prefers competitive games rather than cooperative experiences, commented that he didn't find it quite as fun as usual, but he was impressed that we'd managed to maintain our uneasy four-way alliance up until the end. Mostly, it was interesting to see that it is possible to complete a game of City of Horror without anyone dying, because the game's general difficulty level makes it seem as if that simply wasn't the case.

    But, well, it turns out it is. I don't know if we'll ever see that happen again, because after all the nastiness of City of Horror is one of its main gimmicks that makes it appealing to our group. But for now, it was good to see that even given plenty of opportunities to be assholes to one another, we all took the noble route and helped one another out to ultimate victory.

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    1755: Dad Rock https://imnotdoctorwho.moegamer.net/2014/11/08/1755-dad-rock/ https://imnotdoctorwho.moegamer.net/2014/11/08/1755-dad-rock/#comments Sat, 08 Nov 2014 00:30:52 +0000 http://angryjedi.wordpress.com/?p=6892 I have a playlist on my phone called "Dad Rock". The title will be fairly self-explanatory to most of you, I'm sure, but for those wondering why I would call it that when I'm not a father (and have no intention of being one, either), the explanation is actually relatively simple. It's a playlist full … Continue reading 1755: Dad Rock

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    Page_1I have a playlist on my phone called "Dad Rock". The title will be fairly self-explanatory to most of you, I'm sure, but for those wondering why I would call it that when I'm not a father (and have no intention of being one, either), the explanation is actually relatively simple. It's a playlist full of stuff that I secretly quite enjoyed listening to when I was young and impressionable, but which during my teenage years I steered well clear of owing to the fact that it's not at all cool to be into records from your Dad's collection. Not that I was cool at all during my teenage years anyway, but that's beside the point.

    Anyway, the point is, my Dad Rock playlist contains a selection of stuff from artists like Pink Floyd; Yes; Emerson, Lake and Palmer; and the Electric Light Orchestra. It's a playlist I intend to build on over time as I recall things from the past that I actually quite enjoyed, and ultimately will become a pleasing collection of somewhat retro music (largely erring on the prog rock side of things) that I can listen to at my leisure.

    One of the first albums that I added to the mix was Time by ELO. I'm not entirely sure why this album has stuck in my mind all these years, but downloading a copy and listening to it on the way to and from work recently has confirmed to me that yes, it really is a cracking album and one that I'm very happy to have rediscovered.

    Time, if you're unfamiliar, is a concept album based around the theme of a man from 1981 (the year of the album's original release, and the year of my birth) who somehow finds himself in 2095. The theme is rather flimsy, to be honest, but it's a good excuse for a selection of vaguely sci-fi-themed tracks about The Future — or at least The Future as imagined in 1981.

    What I love about Time is how unabashedly earnest and unironic it is about everything. It features lyrics that would be used in a cynical, sarcastic or parody manner today, but it takes them seriously. Take this wonderful little bit from Yours Truly, 2095, referring to an apparently emotionless robotic woman that reminds the narrator of someone he left behind back in 1981:

    She is the latest in technology,
    Almost mythology, but she has a heart of stone
    She has an IQ of 1,001,
    She has a jumpsuit on,
    And she's also a telephone.

    Wonderful stuff. And it doesn't stop there, but I won't bore you with too many quotes.

    What's interesting about Time is how its vision of the future actually isn't too far off the mark in a few situations. The above example from Yours Truly, 2095 is extreme, of course, but the prospect of the latest technology having "being a telephone" thrown in almost as an afterthought is already a reality thanks to smartphone technology and software like Skype. Similarly, these lines from Here is the News accurately predicted the launch of round-the-clock rolling news coverage and the subsequent banality that comes with it when there's not all that much going on.

    Here is the news,
    Coming to you every hour on the hour,
    Here is the news,
    The weather's fine but there may be a meteor shower.
    Here is the news,
    A cure's been found for good old rocket lag,
    Here is the news,
    Someone left their life behind in a plastic bag.

    More than anything else, though, Time is an evocative work that uses a variety of different musical styles, some well-crafted (if occasionally cheesy when viewed through a 21st-century lens) lyrics and some genuinely catchy themes. Despite the fact that the "narrative" of the album is somewhat shaky and unclear, it certainly does manage to evoke an uncommonly vivid image of the future — not quite dystopian in nature, but certainly a rather alien existence to that which we know even now in 2014.

    Early in the morning,
    The sun was up and the sky was very blue,
    Without a warning,
    As I looked out, my thoughts returned to you,
    A noise in the city made the children run,
    And hide themselves away,
    And thunder boomed and lightning filled the sky.

    Since I've always known Time as a complete experience — and there's very much a feeling of a "journey" throughout the tracks, even if the narrative itself is a little muddy — it's one of those albums that I absolutely can't listen to on random play, even though I like most of the tracks individually. It's a work designed to be experienced as a whole, and it's one that still — for me, anyway — holds up remarkably well today. So I have a feeling there's going to be at least a few more journeys to and from work with it blasting from my speakers, yet.

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    1754: Yet Another Exhortation for Websites to Stop Bugging Me https://imnotdoctorwho.moegamer.net/2014/11/06/1754-yet-another-exhortation-for-websites-to-stop-bugging-me/ https://imnotdoctorwho.moegamer.net/2014/11/06/1754-yet-another-exhortation-for-websites-to-stop-bugging-me/#respond Thu, 06 Nov 2014 21:08:36 +0000 http://angryjedi.wordpress.com/?p=6886 As the years have passed, the Internet has undergone continuous improvement for the most part. It's now one of the most — if not the most — democratic media in the world, for better or worse, allowing pretty much anyone around the world to speak their brains on pretty much any subject they'd care to share with anyone … Continue reading 1754: Yet Another Exhortation for Websites to Stop Bugging Me

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    Page_1As the years have passed, the Internet has undergone continuous improvement for the most part. It's now one of the most — if not the most — democratic media in the world, for better or worse, allowing pretty much anyone around the world to speak their brains on pretty much any subject they'd care to share with anyone who wants to listen. (This blog is, of course, a prime example of this in action; I'm still frankly bewildered anyone reads this at all.)

    But not every improvement in the Internet has been a positive one. In fact, one thing specifically appears to be on the rise, and it's not at all a positive thing, despite usually being implemented with good intentions.

    I am referring to websites that, within moment of you arriving, pop up a Google Hangouts-style chatbox in the corner of the screen, often featuring a photograph of some overly-chipper looking person, and invite you to "chat" if you need help.

    Now, in principle this isn't a terrible idea. Those who are less familiar with the Internet will probably appreciate having guidance on hand — immediately, and without having to seek it out — should they run into difficulties. (That said, assuming that "those less familiar with the Internet" are too dim to determine that clicking on a link that says "Help" — as most (vaguely useful) websites offer — will actually provide them with assistance is, to be honest, rather insulting towards those who are "less familiar with the Internet". And yes, I'm primarily talking about old people.) Having a live person on hand is, theoretically, a great thing, as it means you can ask questions without having to work out what the specific search terms to describe the problem you're having are — and then discover the only vaguely useful search result is an unanswered forum post from three years ago of someone having the exact same problem and never resolving it, of course.

    The implementation, however, leaves something to be desired. Take WordPress here, for example. I started composing this post and not five seconds after the post editor had appeared, up popped a little blue box in the corner of the screen cheerfully enquiring "Hello! How can we help?" It's distracting, it's annoying, it's patronising and it is, in this case, unnecessary: I have been using WordPress for… (checks) quite a long time now, and thus it's probably reasonable to assume I know my way around most of it — and that anything I don't know how to do I'm perfectly comfortable with looking up in help files and forums.

    That doesn't stop this silly little box from popping up every few times I start creating a post, however — yes, it's not even every time I start writing a post. No, apparently WordPress believes that maybe two or three times a week I'll reach some sort of existential blogging crisis and rather than, as most bloggers would do, pontificate about it for a thousand words in a self-indulgent stream-of-consciousness post, I would like to "chat" with someone about it. I do not want to "chat" with anyone from WordPress. I would like them to be on hand if I have a specific question, but I'm more than happy to use the already established channels for that — I don't need live support.

    And it's not as if this "live" support is particularly live, anyway. Owing to the fact that most chat support people are juggling a number of different conversations at the same time — each of which is with someone who has a markedly different thinking and typing speed from everyone else they're interacting with — it can often take minutes at a time to get a response. Not exactly "instant" messaging. And, okay, it's still quicker than waiting a day or two for an email response — or more, if you ever have the misfortune to deal with any sort of government agency via email — but the benefit of instant messaging is supposed to be that you can get an immediate response, and if that one benefit isn't even present in these ever-present "How can we help?" boxes, then there's no fucking point them being there in the first place.

    I might write a letter. That's always seemed like the most satisfying — albeit least time-efficient — means of expressing your dissatisfaction. Although sadly, it's also one of the easiest to ignore in this digital age. But the recipient actually receiving and reading it isn't necessarily the point in many cases; often putting pen to paper is a cathartic experience that makes the frustrated party get a few things off their chest and calm down a bit. It may not resolve anything in the long run, but, speaking from personal experience, by golly does it sometimes make you feel better.

    So that's how you can help me, WordPress. You can bugger off with your patronising little chat box, otherwise you might just find yourself on the receiving end of a sternly-worded letter written on actual paper.

    Or not. I might just stop getting worked up over stupid little things like this and go and do something fun instead. Hah! That'll be the day, eh?

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    1753: Shifter https://imnotdoctorwho.moegamer.net/2014/11/05/1753-shifter/ https://imnotdoctorwho.moegamer.net/2014/11/05/1753-shifter/#comments Wed, 05 Nov 2014 23:54:24 +0000 http://angryjedi.wordpress.com/?p=6882 It's quite surprising what a relatively minor shift in your routine can do for you. I said yesterday that I was going to try doing my commute a bit earlier than usual and see if that made a difference to my daily journey. Specifically, I woke up at 5:30am, snoozed the alarm for half an … Continue reading 1753: Shifter

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    Page_1It's quite surprising what a relatively minor shift in your routine can do for you.

    I said yesterday that I was going to try doing my commute a bit earlier than usual and see if that made a difference to my daily journey. Specifically, I woke up at 5:30am, snoozed the alarm for half an hour and got up at 6. Previously, I've been waking up at 6:30am, snoozing the alarm for as close to half an hour as I think I can get away with, getting dressed, having a quick breakfast and shooting out of the door as close to 7am as I can manage. Today, I managed to be out of the house well before 6:30am, which meant that it was still dark and cold — although at this time of year it's still dark and cold at 7am, too — and well on my way to work considerably ahead of my normal schedule.

    Surprisingly, I felt pretty alert. Sure, the espresso I had necked before leaving the house probably helped, but I often have one of those on "normal" days, too; this felt somewhat different, like I had somehow hit on the correct biorhythm and synced up my body with what the universe felt I should be doing and when.

    I grit my teeth and clenched my buttocks as I approached the accursed M27 and prepared for the worst — and longest — part of my daily journey. I merged onto the main carriageway, accelerated, accelerated, accelerated… and before long, I was cruising at what I'd consider to be a normal motorway speed without being dragged to a grinding halt by overhead flashing lights declaring the recommended speed to be "40" and a sea of tail-lights indicating that no, I'm not going anywhere for a good while yet.

    In other words, my journey was smooth, quick, uneventful and, most importantly, completely stress-free. I arrived at my destination in ample time to find a convenient parking space that didn't involve a mile-long walk to the office; I walked the route to work still feeling fairly chipper and positive, and it put me in a good frame of mind for most of the day: compared to a lot of other days I've been working at that place, today was extremely busy and could well have been quite stressful had I arrived in a negative frame of mind. However, due to that good start to the day — all because I went through my morning routine an hour earlier than usual — it didn't; rather than stressful, it was productive, and I managed to get a whole lot done on a big project that I've been working on, which was good.

    Shame I had to go and ruin all that with my journey home, then; I noticed rather too late — i.e. once I was on the motorway and approaching a buildup of traffic — that I was low on fuel, and sure enough, a moment later the warning light came on. I pulled off the motorway to go in search of a petrol station, but made the mistake of driving into the black hole of despair that is Fareham, traffic capital of the South Coast, and ended up turning what should have been a 45-minute journey into one that took two hours. In stark contrast to how the smooth run this morning put me in a positive frame of mind, this appalling journey home was stressful, unpleasant and put me in a bad mood — albeit a fleeting one which has dissipated after some food and funny TV.

    Just goes to show how little changes can make a big impact on the way your day goes and how you feel. I'm going to see if I can continue the routine of getting up at that earlier time and enjoying a smooth run in to the office of a morning; starting the day right is very important, and I experienced firsthand today what a big difference ensuring that start was a positive one made. So hopefully I will be able to keep it up.

    I give it a week before I'm back to rolling out of bed five minutes before I absolutely, positively have to leave the house otherwise I'll be late. But it's nice to be (vaguely) ambitious.

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    1752: Death to Shitty Roads https://imnotdoctorwho.moegamer.net/2014/11/04/1752-death-to-shitty-roads/ https://imnotdoctorwho.moegamer.net/2014/11/04/1752-death-to-shitty-roads/#comments Tue, 04 Nov 2014 22:37:25 +0000 http://angryjedi.wordpress.com/?p=6879 I may comically exaggerate my dislike of certain things at times, but for the most part these are nothing but exaggerations for (possible) comedic effect. There are very few things in this life that I genuinely hate. But the motorway that runs along the south coast, connecting, among other places, the town where I live (Southampton) and … Continue reading 1752: Death to Shitty Roads

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    Page_1I may comically exaggerate my dislike of certain things at times, but for the most part these are nothing but exaggerations for (possible) comedic effect. There are very few things in this life that I genuinely hate.

    But the motorway that runs along the south coast, connecting, among other places, the town where I live (Southampton) and the town where I work (Havant, just beyond Portsmouth), is one of those things I do hate. Oh, M27, how I loathe and detest you so. How I wish you weren't so awful. How I wish I wasn't obliged to drive on you every day since, despite your shittiness, you are the most efficient means for me to get from my home to my work.

    The M27 isn't an especially poorly maintained road or anything — although the patch around Southampton has a somewhat bumpy surface that serves as a convenient "you're nearly home!" landmark for my return journey — but it clearly isn't suitable for its purpose. It's heavily used by commuters every morning and evening rush hour, and it clogs up pretty much every day for well over an hour in either direction. You can set your watch by the traffic reports on local radio saying day after day that the M27 is busy between Fareham and Southampton Airport, since it is literally every single (working) day.

    It's one of those roads that clogs up for seemingly no reason. "QUEUE AHEAD," the overhead signs will warn, offering a somewhat optimistic recommended speed of first 60mph and then 40mph (which can be translated to 40 and 15-20 in real terms respectively) as the sea of brake lights illuminates ahead and the flow of traffic slows to a crawl. Everyone will proceed like this for a while, and then just as suddenly as it started, it will clear up and start moving again.

    There is one part of this dreadful road where it's possible to see how jams form; I think I mentioned it a few days ago, but while I'm complaining it bears mentioning again. For the most part, the M27 is a typical three-lane motorway in either direction, but for one single solitary mile just beyond Portsmouth, there's a fourth lane added on the "fast" side, dubbed a "climbing lane". This is inevitably used by BMW drivers to pull out aggressively, charge past everyone else and then get stuck when, just under a mile later, the lane disappears again, merging back into what was before (and immediately afterwards is again) the "fast" lane. Jams form as those screaming up the climbing lane shove back in to the main flow of traffic, with other cars moving aside in an attempt to get out of the way of these aggressive drivers. Everyone ends up squished against one another and a jam forms; it's no coincidence that immediately after the end of the climbing lane, the flow of traffic gets back to normal.

    The reason I'm whingeing about the M27 this evening is because it decided to be particularly annoying for my journey home. I was tired, I was hungry and I just wanted to get home and relax. But the M27 had other ideas, first throwing a broken-down lorry in the middle lane in the path of everyone, followed by not one, not two, not three but four separate accidents in the space of about five miles. The weather wasn't even particularly bad; there were just four separate but nearby incidents of disastrous driving; one car with all its windows smashed in the central reservation; another that had obviously skidded off where the motorway and a slip road parted ways at a junction; another where one car had seemingly hit the back of another so hard that the front of the former was practically fused with the latter; and another that I didn't see just ahead of where I pulled off to actually get home, gnashing my teeth by this point.

    I haven't yet figured out the optimum time to do the commute to and from work. I'm beginning to think it might actually be in the interests of my own sanity to get up ridiculously early and drive in before the rest of the horde hits the roads; that way, I'll get to come home before the rest of the horde hits the roads on the way back. I'm tempted to try that tomorrow, but it does involve getting up horrendously early, something which I struggle with at the best of times; perhaps it will be worth it, though. We'll see!

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    1751: Speaking in Tongues https://imnotdoctorwho.moegamer.net/2014/11/04/1751-speaking-in-tongues/ https://imnotdoctorwho.moegamer.net/2014/11/04/1751-speaking-in-tongues/#respond Tue, 04 Nov 2014 00:38:24 +0000 http://angryjedi.wordpress.com/?p=6875 My Final Fantasy XIV Free Company was afflicted with something that seems to come to all MMORPG guilds at one point or another recently: that which is colloquially referred to as "drama". Ultimately, the drama itself wasn't particularly serious — no-one was hurt and no damage was done, though arguably an ill-thought-out prank by an outgoing member … Continue reading 1751: Speaking in Tongues

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    Page_1My Final Fantasy XIV Free Company was afflicted with something that seems to come to all MMORPG guilds at one point or another recently: that which is colloquially referred to as "drama".

    Ultimately, the drama itself wasn't particularly serious — no-one was hurt and no damage was done, though arguably an ill-thought-out prank by an outgoing member was not the best means of handling the situation — but what I found interesting was the discussions that followed it up.

    Essentially, the conclusion that many of us came to is that communication is important. It may sound like a simple piece of advice — common sense, obvious, even — but it's so easy to forget, even in an inherently social situation like a massively multiplayer online game. In a Free Company the size of ours, it's inevitable that cliques form, friendships blossom and smaller subgroups start doing things together. That's the natural way of things, and it's not necessarily a bad thing at all. That is, until it starts having a negative impact on the group as a whole for whatever reason — perhaps some members see these smaller subgroups as somewhat exclusionary; perhaps the subgroups find it difficult to relate to other people; perhaps everyone could just stand to be a bit more open and honest with one another.

    There were a number of contributing factors in this instance that I won't bore you with now, but suffice to say that a lack of communication was the root cause of the issues we suffered. And, positively, said lack of communication was correctly identified quickly as the root cause of these issues, and people have been making determined efforts to try and make things right. Although the initial "drama" wasn't particularly pleasant or fun to witness, it turns out it ultimately had a positive impact; people are talking more, cooperating more and doing more things together. Plans have been put in place for more organised cooperation on the more difficult things the game has to offer, and people are just generally being more helpful and pleasant towards one another.

    It's testament to the overall quality of people we have in the Free Company as a whole that the active members — many of whom could be argued to be implicated in the whole exclusivity/lack of communication thing — have taken this stuff happening on the chin, haven't got angry and upset and have done something positive from it: they've learned from it, identified things that we can do better and differently for one another, and ultimately the Free Company will hopefully be a far more pleasant place overall as a result.

    Me, I'm mostly just glad it all seems to be over and done with for now. I hate to see friends fighting with one another, or — in this case — just misunderstanding one another. It's a great pity that the situation led us to lose a few Free Company members who had been with us since the beginning — and people I enjoyed playing with, moreover — but these things happen, and ultimately we'll be a stronger group as a result.

    Now let's all just enjoy the game!

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    1750: Time Kompression https://imnotdoctorwho.moegamer.net/2014/11/03/1750-time-kompression/ https://imnotdoctorwho.moegamer.net/2014/11/03/1750-time-kompression/#respond Mon, 03 Nov 2014 01:21:24 +0000 http://angryjedi.wordpress.com/?p=6872 Once again, time has been proving itself to be somewhat fluid. I've only had a week off from work, but it feels like an eternity; it probably helps that I've done one hell of a lot of things in said week off — most notably going back and forth to Scotland, but also last night's … Continue reading 1750: Time Kompression

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    Page_1Once again, time has been proving itself to be somewhat fluid. I've only had a week off from work, but it feels like an eternity; it probably helps that I've done one hell of a lot of things in said week off — most notably going back and forth to Scotland, but also last night's trip to London for Distant Worlds as well as a few other things — but this would seem to disprove the whole "time flies when you're having fun" theory; I've certainly been having plenty of fun, but this week feels like it's been an extremely long one.

    I'm not complaining; it's been nice to have what actually feels like a really long holiday when, in fact, I've only been away for a week. I feel quite rested and relaxed and, necessity of waking up at an ungodly hour for a commute that doesn't suck all of the balls aside, pretty much ready to face the day tomorrow. I'm sure I'll be back into the same old routine before long, but that's not really a bad thing; routines are comfortable and familiar, and form the backbone to one's existence. Routines mean that breaks like I've had this week feel all the more meaningful and enjoyable; times like this week are honest-to-goodness breaks when I don't have to worry about anything and can just enjoy some legitimately completely free time.

    This is something I never really got when I was working from home. Although most of the publications I worked for were perfectly happy for me to take a few days off here and there, it was sort of hard to justify doing so when I have a laptop and could work from literally anywhere there was an Internet connection. Indeed, on a number of occasions I found myself working hard well into the night when I should really have been relaxing and enjoying myself doing other things, but I was always keen to make a decent impression with the effort I made — that and, in the case of things I wrote regularly, such as my Japanese gaming column on USgamer, I didn't want to let down my audience.

    This is something I never really got when I was a teacher, either: you can't just take a day (or week, or month) off here and there when you're working as a teacher; you have to go by the holiday calendar the school follows. This makes things both restrictive and prohibitively expensive; school holidays are "primetime" season for travelling, tourist attractions and, indeed, pretty much everything, so the prices are jacked up accordingly. Not only that, it means that there's just no letting up, even when you need a break for the sake of your health — mental, physical or both. Couple that with the guilt trip you get when you take a day off genuinely sick — you're expected to provide a full day's worth of lesson plans for cover teachers to use even if you're on your deathbed — and the whole situation is just rather shitty all round.

    So now I am pleased to enjoy my times of holiday, because they're just that — time off. Nothing to worry about. No work I "should" be doing while I'm away; no "I'll just check in on the office email"; no "I'll just pen a quick article on that" — just rest and relaxation. Bliss.

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    1749: Distant Worlds https://imnotdoctorwho.moegamer.net/2014/11/02/1749-distant-worlds/ https://imnotdoctorwho.moegamer.net/2014/11/02/1749-distant-worlds/#comments Sun, 02 Nov 2014 02:10:00 +0000 http://angryjedi.wordpress.com/?p=6869 Tonight Andie and I (along with her sister Michelle and Michelle's boyfriend Rob) took a trip up to London for the Distant Worlds concert at the Royal Albert Hall. For the uninitiated, Distant Worlds is a series of concerts that has been running for the last seven years or so on the international circuit, celebrating … Continue reading 1749: Distant Worlds

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    Tonight Andie and I (along with her sister Michelle and Michelle's boyfriend Rob) took a trip up to London for the Distant Worlds concert at the Royal Albert Hall.

    For the uninitiated, Distant Worlds is a series of concerts that has been running for the last seven years or so on the international circuit, celebrating the music of the Final Fantasy series through a multimedia presentation of live orchestral arrangements of iconic tracks from the various games accompanied by relevant game and cutscene footage. It's a similar sort of affair to the Video Games Live series which I had the pleasure of seeing live a few years back: it combines the formality of an orchestral concert in a world-renowned venue with the energy, enthusiasm and passion of an event that is very much "for the fans".

    And for Final Fantasy fans, most of whom feel a strong connection with the series' music — although the games have long been regarded as some of the most visually impressive titles in their respective generations, it's the music that has arguably proven the most enduring, enjoyable element of each installment — it was a dream come true, taking in music from a pleasantly wide selection of games including Final Fantasy VI, VII, VIII, IX, X, XI, XIII and XIV.

    I was particularly pleased to hear Answers, the wonderfully sweeping main theme from Final Fantasy XIV. The performance of it was very strong, with the live voice choir, orchestra and soloist (whose name escapes me at present) all doing a spectacular job at belting out what is already a very powerful piece of music.

    One thing struck me as I watched, listened and let the experience wash over me: ultimately none of the perpetual drama of the games industry, with its fragile egos, professional victims and merciless trolls, matters in the slightest. What does matter is that there are talented groups putting out wonderful works of art that bring people together — in this case, enough people to fill the rather large Albert Hall to capacity and then some.

    The cheers that went up as favourite games and songs were mentioned; the standing ovation at the end; the possibly slightly inebriated Northern gentleman who bellowed "I LOVE YOU!" at a delighted-looking Nobuo Uematsu who had just taken the stage — all of these things combined to make a wonderfully memorable experience that made me happy to be a gamer; happy to be a Final Fantasy fan; happy to be part of something bigger than me; happy to be far, far away from the rest of the Internet in my very own Distant World.

    A great night all round then, capped off nicely by the fact that Andie and I had the welcome opportunity to quickly meet up with one of our FFXIV guildies beforehand; unfortunately we didn't get a lot of time together and he wasn't able to get a last-minute ticket to the concert, but I got my promised bro-hug at least. Thanks for not being a chainsaw-wielding psychopath, Cyra.

    Anyway, it's ridiculously late and I need to sleep. Comic strip will be back tomorrow; for now, naps beckon.

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    1748: Have You Met Ted? https://imnotdoctorwho.moegamer.net/2014/10/31/1748-have-you-met-ted/ https://imnotdoctorwho.moegamer.net/2014/10/31/1748-have-you-met-ted/#respond Fri, 31 Oct 2014 23:13:41 +0000 http://angryjedi.wordpress.com/?p=6865 Finally watched the end of How I Met Your Mother tonight — I'd managed to remain completely unspoiled on exactly what happens in the final two episodes, although I knew that quite a few people were a bit cheesed off about it when it originally aired. How do I feel? Well, I don't necessarily feel that it … Continue reading 1748: Have You Met Ted?

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    Page_1Finally watched the end of How I Met Your Mother tonight — I'd managed to remain completely unspoiled on exactly what happens in the final two episodes, although I knew that quite a few people were a bit cheesed off about it when it originally aired.

    How do I feel? Well, I don't necessarily feel that it was a bad ending as such, but it did feel like it was somewhat rushed.

    Spoilers ahead, obviously.

    As Ted's kids point out in the final moments of the final episode, Ted's ten-year long story about how he met their mother actually wasn't about how he met their mother at all: instead, it was about all the other things that happened over the course of his life — events that happened to culminate in him meeting their mother Tracy, having children with her, marrying her and eventually having to say goodbye to her as illness took her from him and the world. (This latter aspect was glossed over disappointingly quickly; there was the potential for some gratuitous but nonetheless effective tearjerking here, and the show blew it somewhat — though in the process it only proved Ted's kids' point that the story really wasn't about Tracy at all.)

    In particular, it was a show about relationships. Not just the extremely rocky Ross and Rachel-style "will they, won't they" nature of the relationship between Ted and Robin — which ultimately reached a somewhat hasty resolution in the very last moments of the last episode, but which nonetheless provided some closure on the overall story — but also the dynamics between the various elements of the whole group.

    Marshall and Lily are presented as the most grounded members of the group; they're already in a relationship when the show begins, and the other characters clearly look up to them as some sort of "gold standard" of what to strive for when seeking a successful relationship with another person. They're far from perfect, though; they fight, they're often unreasonable with one another and, in the last couple of seasons in particular, they keep things of such magnitude from one another that it puts the very foundation of their marriage at risk. They always manage to come through, though; ultimately, their role is to provide the stable basis for the rather more chaotic other members of the group.

    Barney and Robin's relationship was an interesting case. Barney falling in love with and eventually wanting to marry Robin was an abrupt about-face for the character, but it demonstrated a certain degree of personal growth on his part, and it was fun to see him struggling between his old life and his new, one-woman future as the final series depicted the last few hours before their wedding day. While their subsequent breakup and divorce in the final episodes acknowledged the fact that even the most fairy-tale of relationships don't always last even a couple of years — believe me, I know that all too well from firsthand experience — it was a tad disappointing for this aspect, again, to be glossed over somewhat hastily.

    As for Ted and Robin, the tension over whether or not they'd ever end up together formed the backbone of the show to a certain degree. While it all being wrapped up neatly with them coming together in the final moments — and, presumably, living happily ever after — was predictable and, to a certain degree, satisfying, I can't help but find myself wishing that things had gone just a little bit differently.

    The ending, I feel, would have been a lot more effective had we seen more of Tracy's final moments. It's abundantly clear that, although Ted loved Robin, he genuinely loved Tracy too, and even though she wasn't directly involved in much of the overall story until towards the end — the fact his kids point out — the show generally did a good job of teasing a few tantalising pieces of information about her as it progressed — the yellow umbrella; the fact she was always out of sight for the longest time; the fact we never found out her name until the final episode. The show did a great job of building up their relationship, of making the audience feel that everything that had come before had somehow led Ted to this moment — Destiny, Fate, whatever you want to call it — and then squandered it somewhat with a throwaway comment about her getting sick, and Ted ending up with Robin.

    I'm a sucker for a bittersweet, borderline tragic ending, but I feel it would have made a fitting end to the series; although ostensibly a "sitcom", the show had more than its fair share of genuinely heartfelt, emotional moments, and the passing of Tracy at the end of the final episode would have proven a fitting finale — and perhaps a way of bringing "the gang" all back together in shared grief after they all go their separate ways following Robin and Barney's doomed wedding.

    Still, I didn't write the show so it can't be changed, and overall, despite my criticisms above, I enjoyed the whole thing pretty consistently. It's definitely one of the strongest American comedies that has been on TV in the last few years; while I'm not sure it'll ever quite occupy the same place in my heart as Friends does, I'm certainly glad I watched it, and I'm glad it managed to come to conclusion, even if it wasn't quite the one I would have gone for. It's just a pity the two-part last episode felt so utterly rushed; while it's not enough to spoil my memories of the show as a whole, I can understand why some people felt it was a letdown.

    Onwards, though; I guess now it's time to find a new show to watch!

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    1747: I Still Don't Care https://imnotdoctorwho.moegamer.net/2014/10/31/1747-i-still-dont-care/ https://imnotdoctorwho.moegamer.net/2014/10/31/1747-i-still-dont-care/#comments Fri, 31 Oct 2014 00:16:53 +0000 http://angryjedi.wordpress.com/?p=6862 Just slightly over two years ago (really quite surprisingly close, now I look at the dates), I pondered the subject of how I Don't Care about certain social issues. That particular rant — kind of shocked how little things have changed in two years, to be honest — was inspired by the amount of time … Continue reading 1747: I Still Don't Care

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    Page_1Just slightly over two years ago (really quite surprisingly close, now I look at the dates), I pondered the subject of how I Don't Care about certain social issues.

    That particular rant — kind of shocked how little things have changed in two years, to be honest — was inspired by the amount of time certain people spent pontificating on Twitter about how awful certain groups were towards other groups. Whether it was racism, sexism, ableism or any of the other bad -isms, there was always someone on hand to loudly denounce anyone who displayed one or more of these traits as The Worst Person Ever.

    I've tended to find over the years that the more I find myself seeing the same things said over and over — and the more hyperbolic those things are — the less I'm inclined to care about them, until eventually you cross some sort of apathy event horizon and find yourself feeling completely and utterly unmoved by even the most tragic of human suffering. Desensitisation is very much a real thing — although I'll qualify that at this stage by saying that I am by no means desensitised to things like violent imagery or things happening to those who are close to me and that I care about.

    I was reminded of this feeling today when a friend got in touch and told me about some dude I'd never heard of supposedly sexually assaulting a whole bunch of people, the dodgy things he'd said on Facebook and the rather specific, creepy details that his alleged victims had said independently of one another. Now, I knew that I was probably supposed to feel outraged about this apparent miscarriage of justice, but the fact is, I just couldn't bring myself to care even a little bit about it. I couldn't bring myself to Google who this dude I'd never heard of was; I couldn't bring myself to look at the news stories; it just didn't matter to me.

    And, you know what? I don't actually think that's necessarily a bad way to be thinking about things. While it would be nice if all the good people in the world could wave their respective magic wands and make all the bad people's dicks fall off (where applicable), we all know that isn't the way things work. And it's all very well and good and probably morally admirable to get upset on other people's behalf, but there are an awful lot of bad people out there and only so many hours in the day. I know I'd much rather be concentrating on my own life and the wellbeing of those immediately around me (in social, not necessarily geographical terms) than wasting time — yes, I do think it is a colossal waste of time — getting angry on behalf of people I've never met, will likely never meet and have absolutely no means of relating to, helping or indeed having any impact on the lives of whatsoever.

    Why do I say this is a good thing? Doesn't that make me some sort of woman/ethnic minority/disabled person-hating narcissist? Well, no, of course not — although a woman/ethnic minority/disabled person-hating narcissist would say that, wouldn't they? The simple fact is this: very few people are real "heroes". Very few of us have the power to make a true difference in the lives of people we've had absolutely no contact with whatsoever. And it's not good for one's mental health to continually get upset and angry on behalf of everyone who is wronged in the world. I've seen one friend go down that road, and frankly they became rather insufferable as a result. More than that, though, it seemed impossible for them to ever be happy, because there was always something new to get upset and angry about; they were perpetually in a state of anguish and fury, because there was no way to fix this broken world we live in. It was heartbreaking to see, and there was nothing I could do to help them.

    Ultimately all most of us do is try to be the best people we can be to the people who do matter to each of us: family, friends and the acquaintances we come into contact with on a regular basis through work or other activities. If everyone simply tried to be a bit more excellent towards one another in their own social circles, the world would probably be a much more pleasant place overall.

    Unfortunately some people simply appear to be hard-wired to be as un-excellent as possible to the people around them. And that's not at all cool, but if you have nothing to do with those people, harsh as it may sound, they're not your problem. They have to either recognise the problems they have themselves and do something about it, or the people who are close to them and care about them have to take action. You, as some random stranger on the Internet, have no influence, no power and, moreover, no real right to interfere with that person's life. Concentrate on dealing with your own issues, because everyone's got them to varying degrees, and if you're one of the lucky few to be in a place of relative contentment? Enjoy it, for fuck's sake; don't go looking for trouble.

    So, to sum up: I Still Don't Care. And, I have to say, ditching social media has made it a whole lot easier to do just that. While my own issues mean that I'm still a way off feeling truly, completely 100% happy and content with my own life, I sure feel a lot closer to that ambition than I once was. And, should I ever reach it? I'm damn well going to enjoy every minute of it.

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    1746: Tomestones of Poetics https://imnotdoctorwho.moegamer.net/2014/10/30/1746-tomestones-of-poetics/ https://imnotdoctorwho.moegamer.net/2014/10/30/1746-tomestones-of-poetics/#respond Thu, 30 Oct 2014 00:35:57 +0000 http://angryjedi.wordpress.com/?p=6859 Andie and I have had more of a chance to delve into Final Fantasy XIV's latest patch Dreams of Ice today, and I've now had the chance to jump in to most of the new pieces of playable content, with the exception of the Final Coil of Bahamut (which is still a way off yet) and the Extreme difficulty … Continue reading 1746: Tomestones of Poetics

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    Page_1Andie and I have had more of a chance to delve into Final Fantasy XIV's latest patch Dreams of Ice today, and I've now had the chance to jump in to most of the new pieces of playable content, with the exception of the Final Coil of Bahamut (which is still a way off yet) and the Extreme difficulty version of the fight against iconic Final Fantasy character — or the Final Fantasy XIV incarnation of her, anyway — Shiva.

    The first couple of days after a patch drops are an exciting, enjoyable time to be playing, because most people who are online at the same time as you are in a similar situation to you — they're learning new fights without any foreknowledge of what is to come, and with the fact that guides for these new fights tend not to crop up until a week or two after the actual patch drops, you have little option but to either try and figure things out for yourself or trust the word of the people you're playing with. It's a lot of fun, puts everyone on a much more level playing field than later in a patch's lifecycle, and leads to a certain degree of camaraderie as everyone comes together to work out the best ways to take things on.

    After two days, we have a few bits and pieces figured out.

    We know that the first boss in Sastasha (Hard) has a very powerful attack that hits anyone except the tank, and this can be stunned — though like most enemies in Final Fantasy XIV, it builds up a gradual resistance to Stun if you keep doing it over and over. Instead, it's important that the healers ensure no-one is afflicted with the "Slime" status effect when this attack comes, as although the attack is powerful, it will never kill you outright; the damage over time from Slime, however, may well finish you off after one of these almost-deadly blows.

    We know that the second boss in Sastasha (Hard) is sometimes bugged, but that you can proceed through the fight even if it seems to have frozen up by stopping your attack for a moment.

    We have no idea how the final boss in Sastasha (Hard) works, but it seems that killing all the Kraken's arms prevents it from summoning deadly waterspouts, while keeping out of reach of its tentacles allows you to pelt its head with impunity.

    The Sunken Temple of Qarn (Hard) likewise has three interesting bosses. The first is a multi-part boss who seems to go down quickly if you kill his parts in a certain order, ending with the head. He has a habit of summoning nasty quicksand traps for you to be dragged under.

    The second Sunken Temple of Qarn (Hard) boss features regular DPS checks, any time it starts casting 100,000 Needles (which actually only does 25,000 damage, disappointingly, but this is still enough to kill even the most well-geared tank). Throughout the fight, he has friends pop up, some of which are simple cannon fodder, one of which is aggro-locked to a random player — often the healer from the look of things — and another of which covers the main boss, protecting it from damage.

    The third Sunken Temple of Qarn (Hard) boss is relatively simple mechanics-wise, but enjoyable to play. Essentially you're playing Waves mode from Geometry Wars 2, avoiding occasional sweeping waves of mummies that run across the battlefield, cursing you if they touch you, while simultaneously trying to batter the boss down to size. Later in the fight, you also have to contend with a line-of-sight attack which also inflicts the curse status on you — get four stacks of this and you temporarily turn into a mummy, running diagonally across the field and potentially afflicting your allies with the curse in the process if they don't get out of the way.

    Snowcloak, meanwhile, is unusual in that it's actually part of the main story for once — most of the other level 50 dungeons have been unlocked through sidequests. Snowcloak is a part of the main narrative, however, but it still works in much the same way, and again has three interesting bosses to power through, as well as some enjoyable "enemy gauntlets" to fight through.

    The first fight in Snowcloak is relatively easy. Like the final boss of Sunken Temple of Qarn (Hard), you're trying to avoid getting four stacks of a debuff on you — though in this case, it freezes you for a few seconds rather than turning you into a mummy.

    The second fight in Snowcloak is becoming known as "Yeti Billiards" because it involves freezing Spriggan adds in the boss' area-effect attack, then hitting the snowballs this creates back into the boss. Freeze the same snowball more than once and it will grow in size, causing it to deal considerably more damage when it hits the boss.

    The third fight in Snowcloak is actually pretty straightforward. You simply have to avoid icicles falling on your head, then spot the two that are going to shoot across the battlefield, injuring anyone in their path, then hide behind the third one before the boss does his group-wide Lunar Cry move, which freezes anyone it has line-of-sight with. There's a lot of moving around, and it's a lot of fun — if a little easy once you know what you're doing.

    All this isn't even getting onto the utterly ridiculous but hugely enjoyable fight against Final Fantasy VI characters Ultros and Typhon, or the conflict against Shiva. There's been a lot to discover over the last few days, and people are still learning. It's a fun time to be playing; over time it will settle down into more of a "routine" like in previous patches, but for now, it's one of those times that, for the most part, tends to show the community at its best, most cooperative and most helpful towards one another.

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    1745: Dreams of Ice https://imnotdoctorwho.moegamer.net/2014/10/29/1745-dreams-of-ice/ https://imnotdoctorwho.moegamer.net/2014/10/29/1745-dreams-of-ice/#respond Wed, 29 Oct 2014 02:48:36 +0000 http://angryjedi.wordpress.com/?p=6857 Andie and I journeyed all the way back from Aberdeen to Southampton today — a trip that took somewhere in the region of 11 hours altogether. I offered to drive some of the way, but Andie decided that she would be just as comfortable driving as she would be in the passenger seat, so I … Continue reading 1745: Dreams of Ice

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    Page_1Andie and I journeyed all the way back from Aberdeen to Southampton today — a trip that took somewhere in the region of 11 hours altogether. I offered to drive some of the way, but Andie decided that she would be just as comfortable driving as she would be in the passenger seat, so I was relegated to the position of passenger and entertainment-chooser. (We have plumbed the very depths of everything the BBC Radio iPlayer catalogue has to offer.)

    We were both quite keen to get back today due to the release of Final Fantasy XIV's fourth major patch, dubbed Dreams of Ice. This is the penultimate big patch in the series before the full-scale expansion drops next year, and as such the main storyline is starting to build to a climax. Alongside that, one of the principal "side stories" — that of the super-difficult endgame dungeons The Binding Coil of Bahamut — finally comes to an end in this patch, so the most dedicated of raiders can take on what is effectively the game's "true final boss" with their friends. Meanwhile, there is plenty of other stuff to keep slightly less hardcore players occupied.

    I haven't done everything yet, not by a long shot, and I wasn't expecting to in the space of a few hours this evening. I have, however, had the opportunity to check out two of the new dungeons — Snowcloak and The Sunken Temple of Qarn (Hard) — and play through roughly half of the new episode of the main storyline. I haven't yet taken on this patch's "big fight" against ice queen Shiva, but that's coming up, and since my friends and I are yet to clear the Second Coil of Bahamut, the Final Coil of Bahamut is probably some weeks or even months away yet.

    There's plenty of new stuff to get stuck into, though, and once the initial excitement of brand-new content has worn off in a few days, there's a lot of gear to set my sights on. The addition of a new endgame currency (and the retirement of one) has led to a new "tier" of equipment being added to the game, and I'm looking forward to seeing the impact that has on the already spectacular amount of damage that my Black Mage puts out without breaking a sweat. I'm also intending on gearing up my Paladin a decent amount, too, because 1) it's already catching up with Black Mage and 2) I'm really enjoying the tanking I've been doing. With our regular group seemingly putting me in one of the tank roles for the Second Coil of Bahamut, it will probably pay to have some better gear, too, anyway.

    But now it is 2:45am and I am very tired. Both Andie and I rallied a bit once we got home and started playing, but now I am abundantly ready to go to sleep and hopefully wake up rather late and reasonably refreshed tomorrow. I have the rest of the week off, so I intend to enjoy it fully by bumming around not doing very much at all except playing Final Fantasy XIV. No change there then, huh?

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    1744: Congratulations to Cat and John https://imnotdoctorwho.moegamer.net/2014/10/27/1744-congratulations-to-cat-and-john/ https://imnotdoctorwho.moegamer.net/2014/10/27/1744-congratulations-to-cat-and-john/#respond Mon, 27 Oct 2014 23:39:09 +0000 http://angryjedi.wordpress.com/?p=6855 It was the wedding of my friends Cat and John today up here in sunny Aberdeen, Scotland. It's pretty rare to have a horrible wedding — though I'm sure they happen on occasion — but I am, unsurprisingly, pleased to report that it was a jolly nice day, with a pleasantly short ceremony (in which … Continue reading 1744: Congratulations to Cat and John

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    It was the wedding of my friends Cat and John today up here in sunny Aberdeen, Scotland. It's pretty rare to have a horrible wedding — though I'm sure they happen on occasion — but I am, unsurprisingly, pleased to report that it was a jolly nice day, with a pleasantly short ceremony (in which I did indeed read the shit out of the poem I'd been provided with, and was subsequently complimented by all manner of people I'd never met before throughout the rest of the day), a tasty meal that struck a good balance between being posh and actually being edible, and an enjoyable evening of ceilidh music and dancing. (I must confess to not having indulged in much of the dancing, primarily because I don't really enjoy it but also because my trousers were at risk of falling down partway through Strip the Willow.)

    Cat is one of my oldest friends that I'm actually still friends with. She was the first person I ever met at university, and something of a fixture in my life throughout the course of my undergraduate studies. We haven't seen each other all that much for the last few years — primarily because she lives in a whole other country (yes, Scotland totally counts as being a whole other country) — but it was nice to see her today and it be pretty much like the intervening years simply hadn't happened; the only difference was that she was wearing a big, impractical dress and had a different surname.

    The fact I'm friends with Cat reminds me of one of my secret proudest moments. It may not sound much — particularly if you're not someone who has suffered with social anxiety — but it was a big deal to me.

    Let me explain.

    Prior to starting university properly, I had signed up for a pre-term music course, during which I'd have the opportunity to play with members of the university symphony orchestra, as we indulged in some intensive rehearsal and study over the course of a single week, culminating in a performance of Shostakovich's 5th symphony and Beethoven's 7th symphony. I had never performed a full symphony before, and here I was preparing to perform two of them after just a week of rehearsal. It was challenging, but fun.

    What was more challenging to me, though, was the prospect of meeting new people. I'd already established in my mind at secondary school that I wasn't quite sure how to go about making new friends or meeting new people, so I was quite nervous about going to university. (I had also contemplated, as I'm sure many people had, making up a cool nickname for myself, but never quite had the guts to go through with lying to potential new friends about what "everyone calls me".)

    So it was that I found myself in the lift after the first day of the music course, heading up to the 15th floor of Stoneham Halls of Residence to get a bit of rest. Also in the lift with me was Cat — although I didn't know who she was yet, aside from the fact that she was in the string section. As the doors closed, I decided that I was going to bite the bullet and actually try to make a new friend. So I introduced myself. And, as often happens when I take a social "risk" like this, I was surprised to discover that I didn't die, wasn't punched in the face and wasn't showered with acid from my conversational partner inexplicably turning into a giant, acid-spitting snake-like creature. Instead, I found out the name of someone, got to know them a bit and had a ready-made excuse to escape when I reached the 15th floor. Ideal.

    Over the early days at university, I came to know Cat quite well. Having grown up in a school where interests were divided quite sharply along gender lines — it was also the days before being a geek was "cool", although the relatively recent introduction of Sony's PlayStation meant that situation was changing — it was quite surprising to meet someone of the female persuasion who not only tolerated the presence of video games, but also appeared to be genuinely interested in them. We spent many an hour sitting in my room playing Final Fantasy VIII and Point Blank together — to date, I'm not sure I'd ever be able to name Rinoa anything but "Cat" — and we had a most enjoyable time getting through our music (well, English and music in my case) degrees together.

    In short, she's one of those friends that will almost certainly be a constant presence in my life for many years to come yet, and I'm really happy to see her so happy today. I wish her and John a long and happy life together, and that new life for them starts today.

    Thanks for a great day, Mr and Mrs Cowe. Have a very happy life!

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    1743: Sleepless in Perth https://imnotdoctorwho.moegamer.net/2014/10/26/1743-sleepless-in-perth/ https://imnotdoctorwho.moegamer.net/2014/10/26/1743-sleepless-in-perth/#comments Sun, 26 Oct 2014 22:41:05 +0000 http://angryjedi.wordpress.com/?p=6852 Andie and I are having a few nights away from home as we head up to Scotland (and back) for my friend Cat's wedding. Cat lives in Aberdeen, so it's quite a trek from the south coast, but we've made very good progress today — we got up to Perth by mid-afternoon, leaving us just … Continue reading 1743: Sleepless in Perth

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    Page_1Andie and I are having a few nights away from home as we head up to Scotland (and back) for my friend Cat's wedding. Cat lives in Aberdeen, so it's quite a trek from the south coast, but we've made very good progress today — we got up to Perth by mid-afternoon, leaving us just a couple of hours' drive to do to get to Aberdeen tomorrow.

    Tonight we're staying in a Premier Inn in Perth. I'd always assumed that Premier Inns were cheap-and-cheerful affairs on a similar level to Travelodge's grotty-but-convenient charms, but I've actually been very impressed so far. The room is really nice — the bed is big (if surprisingly high off the floor), there's a chaise-longue for reclining on (or for allowing a third person to sleep in the room, should that become necessary), the TV is a nice big Samsung HDTV (and even has extra HDMI, composite, audio and USB inputs built into the wall so you can connect your own devices) and the bathroom is pleasantly shiny, albeit somewhat short on pinchable cosmetic goods and sporting a public toilet-style sheet-by-sheet bog roll dispenser rather than regular toilet rolls.

    The restaurant is dubbed Thyme and is open to members of the public who aren't staying in the hotel. Normally I'd question whether or not anyone would ever want to come to a hotel restaurant if they aren't staying in the hotel, but after most of a day's worth of driving, Andie and I decided we didn't really want to go out in search of dinner, so we went to give it a go — and, you know what? It was actually really, really good. Like, surprisingly so; it wasn't what I'd call "cheap" but it also wasn't extortionate hotel prices and, more importantly, it was actually excellent quality food: Andie had a frighteningly gigantic burger while I had, I think, the best rack of ribs I've ever had. Not bad for a chain restaurant in a cheapo chain hotel.

    It's almost a shame we don't have more time to spend just relaxing here, though thankfully we did arrive early enough to be able to just chill out for a few hours without feeling like we immediately need to go to bed. It's always nice to get away from the daily grind and have a bit of a change of scenery now and then, even if you're not really doing anything specific while you're away from home.

    Of course, tomorrow we are doing something specific — we're celebrating my friend's marriage after a couple of hours' driving — but for tonight, at least, we can just relax and enjoy that holiday-esque feeling of being far away from home in a comfortable room in a strange city. So I'm off to go and do just that, and try not to think about the exceedingly long drive back we have waiting for us on Tuesday!

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    1742: Reaping Rafflesia https://imnotdoctorwho.moegamer.net/2014/10/25/1742-reaping-rafflesia/ https://imnotdoctorwho.moegamer.net/2014/10/25/1742-reaping-rafflesia/#comments Sat, 25 Oct 2014 23:01:51 +0000 http://angryjedi.wordpress.com/?p=6845 You may recall a short while ago I talked a little about Turn 5 of the Binding Coil of Bahamut in Final Fantasy XIV, notorious as being one of the most difficult battles in the game and essentially, if you want to look at it that way, the "true final boss" of the game as it existed … Continue reading 1742: Reaping Rafflesia

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    Page_1You may recall a short while ago I talked a little about Turn 5 of the Binding Coil of Bahamut in Final Fantasy XIV, notorious as being one of the most difficult battles in the game and essentially, if you want to look at it that way, the "true final boss" of the game as it existed at launch.

    Since clearing that a few times, we've managed to get a regular group together to take on the Second Coil of Bahamut, a four-part dungeon that follows on from the original Binding Coil — and which is soon to be superceded by The Final Coil of Bahamut, bringing this particular side story to a close in suitably climactic fashion with patch 2.4.

    We're by no means ready for the Final Coil of Bahamut yet — mainly because you have to clear Second Coil in order to even enter Final Coil — but we've been discovering the joy of having a regular, committed and enthusiastic group together to take on challenging fights.

    The first Turn of the Second Coil of Bahamut (known in FFXIV vernacular as "Turn 6" or "T6", since it's the sixth overall part of the Coil storyline) is deceptively simple, much like the other Coil confrontations. You begin by making your way across some perilous terrain and fending off the unwanted advances of golems that spawn from chunks of dark matter and corrupted crystals. Having fought your way past these — destroying the crystals on the way — you find yourself in front of a fragment of Dalamud, the moon that fell from the sky at the end of Final Fantasy XIV's version 1.0 incarnation (and, by extension, the beginning of A Realm Reborn) and burst open to reveal the elder primal Bahamut. Over the course of the first Binding Coil of Bahamut, you come to discover some interesting bits and pieces about what Dalamud really was, why Bahamut was inside it and, indeed, what happened to it following the apocalyptic "end of the world" that appeared to happen at the conclusion of 1.0. Second Coil is elsewhere in the lands of Eorzea, and promises to offer further insights into the truth — but, of course, it's not that easy.

    Your main obstacle towards even getting inside the damn place is an unpleasant little thing called Rafflesia, a plant from the Gridanian Twelveswood that has been corrupted by dark matter and which now appears to be a tad on the pissed off side. You ain't getting inside the Dalamud fragment without getting past Rafflesia, and thus begins another extremely challenging battle that our group is yet to clear — but which we've made significant progress on in our two attempts to date.

    Like the previous encounters in the various Turns of the Coil, the battle against Rafflesia initially appears to be extremely complex and insurmountably difficult, but in reality it's all about being organised, communicating effectively and knowing how to deal with the various situations in which you find yourself.

    Shortly after the fight begins, Rafflesia whips two party members with thorny vines, which attaches them together and continues to do damage as long as they remain joined. The only escape from this spiky fate is to run in opposite directions until the vine is snapped.

    The plant monster then goes on to spawn dark matter bulbs, deadly seedlings that sprout into spiky briar patches that slow the movement of anyone unfortunate enough to step into them. A key part of this battle comes in the management of these briar patches; our attempts involved keeping Rafflesia as central as possible and only worrying about bulbs if they appeared where Rafflesia was. This occasionally demands that you dance around a little to make sure you're not standing in thorns, but it does allow you to concentrate on what you're really there for — punching/stabbing/burning/chopping a plant monster to death.

    Rafflesia is a hungry beast, though, and every so often a party member will find themselves the target of the monster's appetite. She'll suck in everything in front of her, then devour it before spitting it out again; ideally, by the time she's doing the first thing, you're well out of the way, ensuring that the second and third things don't happen to you.

    Rafflesia, being a plant, also has numerous unpleasant spores and gases designed for the obliteration of unsuspecting adventuring parties. Most deadly among these is her Blighted Bouquet, a devastating move which causes immediate death to anyone unfortunate enough to have been doing anything — moving, attacking, using an ability — when it goes off. She's also fond of glazing a party member in honey, which causes dark matter-corrupted hornets to come in and give the unfortunate adventurer some unwanted attention — and eventual death, if they're not defeated, too.

    So far, we're yet to defeat Rafflesia; her Blighted Bouquet and dark matter hornets have proven particularly troublesome to deal with, but we've made honest-to-goodness progress in the two sessions of about 2.5-3 hours each that we've had to take on the fight to date. Along the way, we've come to work well together as a party, too, and the desire is there from all of us to continue the fight against Rafflesia, onwards into the fragment of Dalamud and, eventually, into the Final Coil of Bahamut to discover the truth behind the Calamity. (And, of course, to get some sweet loot in the process, too.)

    I've been really enjoying our sessions so far; as I've noted before, Final Fantasy XIV is the first MMO that not only maintained my attention from beginning to level cap, but which has kept me interested with its endgame, too. Second Coil is, as of now, the most challenging dungeon in the game — though this will change on Tuesday when Final Coil arrives — and it's a pleasure to be able to take on these tough encounters with a group of people who are becoming not just online comrades, but friends, too.

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    1741: Shareware https://imnotdoctorwho.moegamer.net/2014/10/25/1741-shareware/ https://imnotdoctorwho.moegamer.net/2014/10/25/1741-shareware/#comments Sat, 25 Oct 2014 01:01:04 +0000 http://angryjedi.wordpress.com/?p=6842 I was interested and excited earlier to hear that 3D Realms had come out of sort-of-retirement to unleash a pretty spectacular package onto the world: an anthology containing a fantastic selection of its games from over the years, going right back to its early days as Apogee — a time when men were men, women … Continue reading 1741: Shareware

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    Page_1I was interested and excited earlier to hear that 3D Realms had come out of sort-of-retirement to unleash a pretty spectacular package onto the world: an anthology containing a fantastic selection of its games from over the years, going right back to its early days as Apogee — a time when men were men, women were women and PC games ran in four-colour CGA.

    I probably don't have to tell you that I didn't hesitate to hand over the $20 for the complete collection of 32 games — many of these games were fixtures on my home PC while I was growing up, and even more of them were titles that I never got around to playing at the time for whatever reason. A surprising number of them hold up pretty well today, more to the point, and with the Anthology package updating them to run just peachy on modern Windows systems as well as providing rudimentary controller support, it's a great time to rediscover these great games.

    Of the 32 games, I had heard of most of them — though a couple, like Arctic Adventure and Pharaoh's Tomb, were new ones on me. I'd played a decent number of them, too; particular favourites from the past included the Commander Keen games, Raptor: Call of the Shadows, Shadow Warrior and, of course, Duke Nukem 3D. I'm pleased that the collection offers the opportunity to rediscover somewhat lesser-known titles like Bio Menace and Terminal Velocity, too; both of these were games that I only ever played the limited shareware versions of "back in the day" and was always curious to see how they developed in their full, registered versions. This being the mostly pre-Internet days, however, it wasn't as simple as just clicking "buy" on a game and having it on your computer moments later.

    I really liked the shareware model, and I'm actually surprised it's not used as much these days, since the Internet would seem to provide an ideal delivery medium for this sort of thing. For those unfamiliar, a shareware game could be distributed for free, and generally provided a full and satisfying game experience in its own right. It would usually only form the first "episode" of a fuller experience, however, and to see how the story concluded — or simply have the opportunity to acquire new weapons and fight new enemies — you'd have to pony up the cash for the full, or "registered" version. In some cases, you had the option to purchase some of the game instead of all of it — Wolfenstein 3D, for example, featured six episodes, the first of which was free, the second and third could be purchased as a bundle, and the fourth, fifth and sixth episodes could be purchased as a separate bundle. Or, of course, you could buy the whole lot in one go.

    The closest equivalent we have these days is, I think, the "episodic" games that companies like Telltale put out, but they're not quite the same; although there are sometimes special offers or even giveaways of the first episode, the game isn't built around the assumption that the first episode is not only free, but also freely distributable. That "share" part was important — you were actively encouraged to share the free episode with family and friends, and in that way these games built up a very early means of viral popularity, without the Internet to support it. Kids were already illegally copying games and sharing them with one another in the playground, after all; all shareware was doing was legitimising this to a certain extent — though I don't doubt that a few dodgy copies of registered versions probably did the rounds, too.

    Sony sounds like it's trying some interesting "sharing" functionality with the PlayStation 4, but it's still not quite the same. Perhaps I'm just being nostalgic and looking back on it with rose-tinted glasses, but I do know one thing for sure: I have very fond memories of a lot of these games, and a surprising number of them still hold up very well today.

    If you'd like to try them out for yourself, you can grab a copy of the complete Anthology here, or download and purchase some of the games individually if you prefer.

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    1740: It's Not Friday https://imnotdoctorwho.moegamer.net/2014/10/23/1740-its-not-friday/ https://imnotdoctorwho.moegamer.net/2014/10/23/1740-its-not-friday/#comments Thu, 23 Oct 2014 20:56:31 +0000 http://angryjedi.wordpress.com/?p=6839 This week has been incredibly long. I mean, obviously it hasn't been any longer than a week normally is (about a week) but it's felt that way. Most of this can be attributed to a couple of reasons: firstly, that the place where I usually park my car to go to work (about a 10 minute walk from the … Continue reading 1740: It's Not Friday

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    Page_1This week has been incredibly long. I mean, obviously it hasn't been any longer than a week normally is (about a week) but it's felt that way.

    Most of this can be attributed to a couple of reasons: firstly, that the place where I usually park my car to go to work (about a 10 minute walk from the office) has been full all week and thus I've had to park about half an hour's walk away instead — not a journey I particularly want to do in the dark of the evening — and secondly, I've been having to work an extra hour each day in order to make sure that I actually get suitably compensated (i.e. overtime) for the overnight shenanigans I participated in a few nights ago.

    That extra hour makes quite a difference. It doesn't sound like much, but then when I think about how tired and "I just want to go home"-ish I am at the end of a regular working day, then extend it by a not-insignificant proportion, it's perhaps unsurprising that the trudge back to the car (almost inevitably in the wind and light drizzle at this time of year — not to mention the dark by the time I get out) is more depressing than any Walk of Shame I've ever done. (Not that I've done many, to be perfectly frank.)

    Time is fluid; I'm utterly convinced of it. I've seen it this week, with that last hour seeming to last an eternity and the week, consequently, stretching on for far longer than it normally seems to. And this isn't the first time I've observed it, either; the first time I ever observed this phenomenon was during a German lesson at secondary school where a friend and I happened to comment that German lessons seemed to last twice as long as any other lesson despite actually being the same length. (I set the countdown timer on my digital watch to make it look like time was actually going backwards, which got a good laugh, then got us put into detention for talking when we should have been quiet. Worth it.)

    The old saying is, of course, "time flies when you're having fun" and, frustratingly, it seems to be true. Do something fun and enjoyable and before you know it, it's time to get up/go to bed/check out/go back to work/put the paddle away. Do something mind-numbingly tedious and time will slow to an almost-standstill. Do something fairly neutral — like, say, going to work — and you'll find that time probably flows at its normal rate, but compared to the "fun" rate, it seems excruciatingly slow.

    Anyway. Regardless of all that nonsense, there's only one day left in this working week, and then a nice relaxing Saturday awaits. Following that, a solid day of driving up to Scotland awaits, which I'm not looking forward to at all, but the reason we're going — my friend Cat's wedding in Aberdeen on Monday — will be worth it. (Hopefully, anyway. I'm doing a reading. I will read the shit out of that poem, just you wait and see.)

    For now, then, I think an early night ready to take on the week's grand finale. What joy will Friday bring? Find out tomorrow, only on your favourite* directionless daily blog!

    * Readers are free to find other sites their "favourite" if they wish.

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    1739: Birthday Cake https://imnotdoctorwho.moegamer.net/2014/10/22/1739-birthday-cake/ https://imnotdoctorwho.moegamer.net/2014/10/22/1739-birthday-cake/#comments Wed, 22 Oct 2014 22:53:17 +0000 http://angryjedi.wordpress.com/?p=6836 It's my colleague's birthday tomorrow. She's bringing in cake — or, more likely, doughnuts, since most of our team is currently scattered far and wide (two of them on another site, one of them on holiday) — because That Is What's Done Now. Both she and I discussed this today, and neither of us were … Continue reading 1739: Birthday Cake

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    Page_1It's my colleague's birthday tomorrow. She's bringing in cake — or, more likely, doughnuts, since most of our team is currently scattered far and wide (two of them on another site, one of them on holiday) — because That Is What's Done Now.

    Both she and I discussed this today, and neither of us were sure where this strange tradition came from — but tradition it seemingly is: when it's your birthday, you are the one who has to bring cake in.

    This seems completely counter-intuitive to me, particularly as birthdays are typically accompanied by people buying you a card and, if you're actually liked by your colleagues and peers, a present or two as well. Is it that unreasonable for the one mourning the passage of another year to expect to be treated to a cake as well?

    Apparently so. This is one of those traditions that has sprung up over the last few years and seemingly hasn't been questioned by anyone. It's not difficult to understand why: say "no," you're not bringing in cake for everyone, and you're left looking like an asshole, even though, as previously mentioned, it should really be everyone else bringing in cake for you and you alone.

    I'm just curious who the first person was to demand that someone celebrating a birthday should bring in cake for everyone. I wonder what response they got. I can only assume a positive one, leading to the situation we're in now.

    Of course, there's probably another reason why this tradition keeps holding on: it's actually quite nice to share things, and your birthday is a good opportunity to do so. You get to keep the cool presents for yourself, but cake is an easy means of making people like you, particularly if it's some sort of awesome cake (or, indeed, box of doughnuts) and not, say, something boring like a fruit cake or a sponge without anything in or on it. (Not that there's anything wrong with either of those things per se; a birthday is simply a good opportunity to show off your immaculate/questionable taste in cakes, so Mr Kipling just isn't going to cut it here, Bucko.)

    For the last few years, since I've been working from home, this hasn't been an issue for me. Now I'm working in an office, however, it seems I'll be expected to participate in this sort of silliness or risk being ostracised by my colleagues and peers. (That's an exaggeration, of course; from what I know of my colleagues and peers they probably wouldn't ostracise someone over something as petty as cake, though my immediate team does really like cake, so probably best to be safe anyway.)

    Still, I won't complain, because that means when other people's birthdays roll around, I get free cake. And other people's birthdays happen more often than my birthday. Which means more cake for everyone.

    Oh. Oh. I think I see why this happens now.

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    1738: Aces High https://imnotdoctorwho.moegamer.net/2014/10/21/1738-aces-high/ https://imnotdoctorwho.moegamer.net/2014/10/21/1738-aces-high/#comments Tue, 21 Oct 2014 21:48:08 +0000 http://angryjedi.wordpress.com/?p=6833 After I beat Ace Combat 4 a few days ago — spectacular, incidentally; a game that still holds up marvellously well today, even on a big-screen HDTV — I moved pretty much straight on to its sequel Ace Combat 5, or Ace Combat: Squadron Leader as it is inexplicably known over here in Europe. While superficially similar, Ace Combat 5 is definitely a … Continue reading 1738: Aces High

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    Page_1After I beat Ace Combat 4 a few days ago — spectacular, incidentally; a game that still holds up marvellously well today, even on a big-screen HDTV — I moved pretty much straight on to its sequel Ace Combat 5, or Ace Combat: Squadron Leader as it is inexplicably known over here in Europe.

    While superficially similar, Ace Combat 5 is definitely a more refined package on more fronts, though both games remain well worth playing in their own right.

    To clarify: Ace Combat 4 had an interesting, unconventionally told narrative and gameplay that, more often than not, boiled down to "score [x] number of points before time expires", with the odd break for "destroy all the marked targets before time expires". This is a huge simplification, of course, because it was the context in which these missions took place that made Ace Combat 4 interesting rather than the actual mission objectives themselves.

    Ace Combat 5 mixes things up a bit by having a wider variety of mission objectives. 17 missions in, and I've only just had a "score [x] number of points before time expires" mission; prior to that, I've had everything from "capital ship" battles against submarines to air support missions flying cover for an aircraft carrier escaping a besieged city, and one particularly memorable (if challenging) mission where you had to locate a downed member of your squadron, then support the rescue helicopter as it came in to pick her up.

    Ace Combat 5 also tells its story in a different manner to its predecessor. While Ace Combat 4 framed its narrative as a letter written from someone who knew the primary antagonist to you, the player, Ace Combat 5 tells a more "present-day" tale about the jet fighter squadron which you're a member of. Like Ace Combat 4, you gradually become known as a legendary pilot that enemy forces speak of in hushed tones, but there's a lot more humbleness and humility about it this time around; there's a strong emphasis on questioning the actions you're being asked to take in the war, and whether what you're doing is really justified. It makes for some compelling drama both during and between missions, and it's a big part of what makes the game so interesting.

    Flying and fighting is an absolute joy, though, and that's what really matters here. Each plane feels noticeably different from the others — though all kind of throw realism out of the window in the name of fun — and all have their own strengths and weaknesses. The different weapons you'll be flinging around all have their own little quirks and idiosyncrasies, too, and it's interesting to gradually learn which plane (and attached special weapon) is most appropriate for which situation. Plus there's a fun little "levelling" system whereby scoring enough kills with a particular type of plane unlocks better variants in that family tree — you can gradually upgrade from the F-15C Eagle to the F-15E Strike Eagle, for example, and you can do this for an impressively wide selection of real-life planes.

    I'm impressed quite how good the game looks, too. It features native 16:9 support, for one thing — something you couldn't rely on in the PS2 era, even with widescreen televisions becoming more widespread — but its visuals lack that muddiness that many PS2 titles often have when viewed on an HDTV. It's not pin-sharp, no, but it looks good — and my goodness, does it ever move smoothly, maintaining a solid 60fps at all times, even when all manner of scary shit is going on around you.

    I think it's safe to say that I'm pretty smitten with this series. And, as I think I've said previously, I'm sorry I didn't have the opportunity to try it out when it first came along.

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    1737: Some Days You Just Can't Get Rid of a Bomb https://imnotdoctorwho.moegamer.net/2014/10/20/1737-some-days-you-just-cant-get-rid-of-a-bomb/ https://imnotdoctorwho.moegamer.net/2014/10/20/1737-some-days-you-just-cant-get-rid-of-a-bomb/#comments Mon, 20 Oct 2014 22:05:26 +0000 http://angryjedi.wordpress.com/?p=6829 I had the worst morning today. I say worst; at the time it was happening, it was already apparent to me that the unfortunate combination of mishaps that befell me were the stuff of farce, and looking back now it's just faintly amusing. But at the time it was spectacularly irritating, and put me in a rather … Continue reading 1737: Some Days You Just Can't Get Rid of a Bomb

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    Page_1I had the worst morning today. I say worst; at the time it was happening, it was already apparent to me that the unfortunate combination of mishaps that befell me were the stuff of farce, and looking back now it's just faintly amusing. But at the time it was spectacularly irritating, and put me in a rather grouchy mood for much of the day.

    Things started badly when I woke up at the ungodly hour I need to wake up to go to work and I had a horrible pain in my back that made it difficult to bend over (to put my socks on, pervert) or indeed to operate in a normal manner. After downing a couple of painkillers, the pain subsided a bit, so after a quick breakfast I took to the road, carefully avoiding the bin lorry that had decided the time I was leaving the house was the optimum time to park almost across our driveway.

    Five minutes down the road — thankfully no further — I realised that I'd left my work ID badge at home, and I need that to get in and out of the building. Now, I know full well that a little grovelling at the security office would have probably secured me a temporary visitor's badge to use for the day, but I'm still in that phase where I want to be seen to be doing things "right", and so back I went to pick up my badge (the lanyard for which also had the key to my desk drawers on it, plus a nice pen). By the time I got out the door again, it was getting on for half an hour later than I'd normally leave for work, and I just knew that this meant I was probably going to hit the pointless, meaningless, seemingly causeless traffic jams that are on the motorway every single day of the working week.

    Sure enough, the dear old M27 didn't disappoint. Much of my journey was capped at about 40mph, often dipping below that, and I wasn't able to get up any sort of decent speed until the stretch of the motorway where I was almost at work. Time was ticking on by now, however; fortunately, I have fairly flexible hours, so the concept of being "late" is a little more fluid than in many other places, but I was still rather later than I intended to be.

    I pulled up at the lorry park where I typically park my car at the start of each working day and prepared to hand over my cash for the week's parking — though I had noticed several huge containers blocking the small patch of concrete out the front where cars arriving a little later were typically shepherded. I had a sinking feeling.

    "We're full, buddy," said Lorry Park Man — yes, there are people who really do say "buddy" out loud — and I knew there was no point arguing. Those who pay for weekly tickets were typically given priority over those paying on a daily basis, but I could see from a cursory glance around that there really wasn't any room to put any more cars — not without putting them at risk from the lorries that the park was actually built for, anyway. I nodded, and Lorry Park Man shrugged apologetically at me, so it was time to go on a small adventure to find somewhere to park.

    I eventually found somewhere about a mile up the road from where I work — the lorry park is already about 15 minutes walk, and this was quite a way further — but there was nothing for it; my only other option was to park right in the town centre and have an even longer walk to contend with. No thank you.

    I eventually made it to work — still before 9am, pleasingly — and tried to get in my usual door with my ID card. The door was, of course, broken, and I wasn't even surprised by this by this point, so I simply wandered down to the next one along and went in. Then I sat down at my desk, turned on my computer, fired up Outlook to check my email and was helpfully informed that the server was not responding.

    The perfect start to a perfect day, I'm sure you'll agree.

    Thankfully things picked up a little from that point onwards — though I did nearly forget to retrieve my desk keys and had to come back and get them — but man. That was one hell of a lot of bad luck in one go. Hopefully that'll be it for a little while now; let's have the rest of the week go a little more smoothly, hmm?

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    1736: Traffic Report https://imnotdoctorwho.moegamer.net/2014/10/19/1736-traffic-report/ https://imnotdoctorwho.moegamer.net/2014/10/19/1736-traffic-report/#comments Sun, 19 Oct 2014 22:19:13 +0000 http://angryjedi.wordpress.com/?p=6825 It is traffic that drives the modern Web, whether we're talking about a commercial site or a personal social media page, but I'm gradually coming to regard the relentless pursuit of this easily measurable but sometimes quite misleading metric as something I'm keen to step as far away from as possible. Why? Because the behaviour of … Continue reading 1736: Traffic Report

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    Page_1It is traffic that drives the modern Web, whether we're talking about a commercial site or a personal social media page, but I'm gradually coming to regard the relentless pursuit of this easily measurable but sometimes quite misleading metric as something I'm keen to step as far away from as possible.

    Why? Because the behaviour of the Internet hivemind — they who create the traffic — is predictable. Write something interesting and compelling — but, crucially, not controversial — that you've poured blood, sweat and tears into and came away from feeling yes, this is one of the best things I've ever written, and you'll inevitably barely register a blip on the graphs. On the flip side, write something controversial or angry — preferably with plenty of finger-pointing — and you'll get hundreds, thousands of hits. But are they the kind of people you want to be attracting to what you're writing?

    In the case of a commercial site, it doesn't actually matter all that much; in the case of the biggest sites like IGN, the comments section moves so quickly with all the commenters' vapid nonsense that there's no time for anyone to be able to fixate on the actual people who have been reading it in most cases — unless, of course, it becomes clear that the community at large has an opinion contrary to that of the writer, in which case it usually degenerates into a battle of snark via Twitter within hours of publication. But even on smaller sites, comments sections are easily ignored; ultimately, it is those traffic figures that are totted up at the end of each week to determine how "well" things are going — the theory runs that if you lure people in with more "clickbaity" stuff, they will hopefully enjoy it and stick around to click through to some other, less controversial but much better pieces. It doesn't necessarily work like that, sadly: bounce rates are high, and tricky to "fix", particularly if you contemplate how your own personal browsing habits tend to go.

    In the case of a personal site like this one, however, it very much does matter who you're attracting to read the things you've written. I have a small group of semi-regular to regular commenters on this site, all of whom I've gotten to know and come to regard as friends. When someone new shows up, their first comment is important; it determines whether or not I actually want to engage with them, or whether I never want to speak to them ever again. It's nice when the former happens; when the latter happens, however — something which is seemingly exponentially more likely on a high-traffic day — it can be anything from mildly annoying to actually quite scary, particularly for someone with anxiety issues around certain social situations.

    It's for this reason that I've come to dread the WordPress notification that reads "Your stats are booming!" because it means that, for whatever reason, lots of people have come to my site and are doubtless just itching to leave a comment on something and tell me how much I'm wrong. (The side effect of the aforementioned anxiety is that one negative comment counts for about 20 positive comments, making it very hard to get a nice, calming balance, and making me very anxious and nervous about the possibility of arguments, even over the smallest of things.) Today was one of those days: something I wrote a little while back — something which I stand by, but am also keen to put behind me now my life is moving forwards — got linked a whole lot. Judging by my stat reports, it seems it was linked from Twitter, Reddit and a few other places and, at the time of writing, has produced my "best" traffic day for a very long time.

    I can't say I'm particularly happy about that, though, because all it means is that I've written something contentious that I anticipate those who agree will stay quite and maybe give a Like, while those who disagree will jump in the comments and yell at me. (The comments on the aforementioned piece are now closed, so this makes prospective yellers' lives at least a little bit more difficult, which is something.)

    Since ditching the hustle and bustle of social media, with its constant pursuit of validation through Likes and Comments, I've become much more content to simply continue along on my way without interference from wider society. And while you may point your finger at me and say that I'm just trying to live in a bubble or an echo chamber, to that I simply say so what? We don't need to open everything we say and do up to public scrutiny, and just because you publish something online for family and friends to read doesn't mean that you particualrly want it shared with the wider world.

    It's a fact of life, however, that with this modern, connected world, if you publish anything online, whatever it is, you open yourself up to it being shared more widely, possibly well outside of your own safe place, and consequently run the risk of attracting… undesirables, shall we say. And that sort of thing is starting to make me increasingly uncomfortable — particularly after I've been the victim of an organised Twitter harassment campaign in the past; something I'm really not keen to repeat in any shape or form through any online medium.

    Oh, don't worry, this blog isn't going anywhere; personally speaking, it's been a valuable outlet and almost a form of "therapy" for me over the course of the last four and a bit years, so I can't seem myself giving it up any time soon. I would, however, ask anyone reading any post on this site and contemplating sharing it or leaving a comment to take a step back for a moment and think about the person behind the words: a 33-year old dude who is just now finally starting to get his life moving in a vaguely normal direction after numerous years of upheaval, disappointment, upset, anger and chaos; a 33-year old dude who, after 4+ years of working "on the Internet" is now keen to have a bit of a quiet life. I'm not saying don't share; I'm not saying don't comment; I'm not sure what I am saying, really, if I'm perfectly honest: just please take what I've said above into account. That's all I ask.

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    1735: Thal's Balls https://imnotdoctorwho.moegamer.net/2014/10/19/1735-thals-balls/ https://imnotdoctorwho.moegamer.net/2014/10/19/1735-thals-balls/#respond Sun, 19 Oct 2014 00:38:06 +0000 http://angryjedi.wordpress.com/?p=6822 Been watching some of the live online coverage of FanFest today — that's the Final Fantasy XIV Fan Festival, if you're unfamiliar. The concept of a whole, large-scale event dedicated to a single video game may seem like an alien concept to some of you, particularly if you're more accustomed to events like E3 and EGX where … Continue reading 1735: Thal's Balls

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    Page_1

    Been watching some of the live online coverage of FanFest today — that's the Final Fantasy XIV Fan Festival, if you're unfamiliar.

    The concept of a whole, large-scale event dedicated to a single video game may seem like an alien concept to some of you, particularly if you're more accustomed to events like E3 and EGX where hundreds upon hundreds of games are all vying for the press and public's respective attention. But with something like Final Fantasy XIV — which boasts somewhere in the region of 2.5 million players — it's understandable, particularly as the game is entering an exciting period.

    This coming week or the next will see the release of the game's 2.4 patch Dreams of Ice, which is likely going to be the penultimate episode of the Final Fantasy XIV base game. We've already started seeing teasers for what the grand finale of the 2.X storyline will be, and doubtless Dreams of Ice will continue in that direction, taking in a spectacular-looking confrontation with Shiva along the way. Patch 2.5, which should follow along in about three months or so, looks set to provide a suitably epic conclusion to this story, and set things up nicely for the expansion Heavensward, which is coming in Spring 2015.

    Aside from continuing the main storyline, Dreams of Ice will also wrap up the narrative surrounding the super-challenging endgame dungeons The Binding Coil of Bahamut, The Second Coil of Bahamut and, soon, The Final Coil of Bahamut. Those with the raiding chops to take on the challenges within will be rewarded with the truth behind the Calamity that befell Eorzea five years ago — and what's really going on with Bahamut. Is he going to wake up again and lay waste to the land, or…?

    One of the interesting things about FanFest has been the panels, which have been broadcast live via Twitch, giving me my first reason ever to actually go to Twitch and watch something. And there have been some fascinating discussions, too; there was a great panel on the game's music earlier, and shortly before the time of writing there was a superb lore panel based around how the game's world is "written" and "built" — something that is a real strength of the game. Unusually for a largely Japanese game, much of the lore is contributed and composed by a Westerner (albeit one who grew up in Japan), and as such Final Fantasy XIV finds itself in a strong position to appeal to both Western and Eastern players. Its English localisation was so strong, in fact, runs the narrative, that Japanese players started to demand the same attention to detail, sense of humour and wit that runs through the English script, ultimately making all versions of the game into a superior experience. It was a heartwarming tale.

    Mostly what FanFest has driven home is that Final Fantasy XIV is a truly global game, and that while it will likely never reach the same dizzy heights of World of Warcraft in its prime, it's in a very healthy position indeed — and that exciting times are ahead for those who make their second home in Eorzea. I'm looking forward to seeing what the future holds in the long term — but in the short term, there's this, at least:

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    1734: Working Week https://imnotdoctorwho.moegamer.net/2014/10/18/1734-working-week/ https://imnotdoctorwho.moegamer.net/2014/10/18/1734-working-week/#respond Sat, 18 Oct 2014 01:04:33 +0000 http://angryjedi.wordpress.com/?p=6818 I am glad to reach the end of this week — it's been a long one, largely because of that overnighter I had to pull in the middle; an inconvenience which even having the whole day off yesterday hasn't quite allowed me to recover completely from. I'm not as young as I once was, I guess. While … Continue reading 1734: Working Week

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    Page_1I am glad to reach the end of this week — it's been a long one, largely because of that overnighter I had to pull in the middle; an inconvenience which even having the whole day off yesterday hasn't quite allowed me to recover completely from. I'm not as young as I once was, I guess.

    While I shan't talk about the job itself — it is generally inadvisable to talk too much about one's current employer if one wishes to stay employed — I did want to just contemplate how this new chapter in my life is going so far. After all, there's a significant number of changes here, and while many of my friends and peers have been living this sort of existence for years now — in many cases since the end of university — being in the position of having a "normal" job is still something that is relatively new to me.

    I'm enjoying the experience, though. Sure, there are quiet and boring moments, but there's also a feeling that I'm doing something vaguely useful, and more than that, it's nice to be around actual real people, even if they're all busy doing their own things for most of the day.

    That, I think, is the thing I missed the most. As something of a self-professed recluse at the best of times, a year or two back I never would have thought that I'd be craving human contact, but towards the end of my time working from home, I was really starting to go just that little bit crazy without having other people around. Sure, I could walk to the shop, but interactions there are fleeting at best, and those who try to strike up conversations with strangers in convenience stores are generally regarded as being somewhat on the fringes of polite society. (Not that my own social anxiety would ever permit me to strike up a conversation with a stranger in a convenience store, anyway; the thought of it is mortifying.)

    At work, though, it's been a pleasure to slot in as part of an existing team. It feels like some people are still coming to realise that I exist, while others have accepted me immediately. I'm particularly grateful for the fact that my immediate team of peers are all extremely nice people that I enjoy spending time with; while our job certainly isn't miserable or horrendously difficult or anything like that, we form the sort of group that can share both positive and negative experiences together and feel like we have a "bond" of sorts; a sense of camaraderie.

    This is, as previously noted, somewhat different to anything I've experienced before. In teaching, things varied from being cliquey to "us vs. them"; in retail, there was a sharp divide between the floor staff and management; in the online press, I rarely saw the people I worked with face to face. Here, I see the people I work with — at least those on my immediate team, anyway — every day, and as part of a large company we're just one part of a whole. It's an interesting experience, and one that I'm gradually getting used to as the weeks tick by.

    I'm pretty sure that I made the right choice to get here. In some respects I'm wishing I'd made it a little sooner.

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    1733: Bumper Crop https://imnotdoctorwho.moegamer.net/2014/10/16/1733-bumper-crop/ https://imnotdoctorwho.moegamer.net/2014/10/16/1733-bumper-crop/#comments Thu, 16 Oct 2014 21:04:04 +0000 http://angryjedi.wordpress.com/?p=6815 It's one of those times of year that there's seemingly hundreds (well, all right, that's an exaggeration) of great new games coming out, and relatively little time in which to play them all. That's not stopping me picking up the ones I'm interested in, mind, as I feel it's important to show your support to companies that … Continue reading 1733: Bumper Crop

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    Page_1It's one of those times of year that there's seemingly hundreds (well, all right, that's an exaggeration) of great new games coming out, and relatively little time in which to play them all. That's not stopping me picking up the ones I'm interested in, mind, as I feel it's important to show your support to companies that are doing the right thing and releasing (or, in the case of most of the games I'm particularly interested in, localising) titles that other publishers might see as risky or too niche-interest to take a gamble on. (In actual fact, it's clearly not all that much of a gamble at all; if it were, I'm sure companies like NIS America, Xseed and Aksys, who bring these games from Japan to the West at an impressive rate, would have folded long ago.)

    Just off the top of my head, games that have been recently released (or that are imminent) and that I am either in the process of playing or am interested in playing soon-ish include Hyperdimension Neptunia Re;Birth1, Ar no Surge, Akiba's Trip, Freedom Wars, Danganronpa 2, Senran Kagura Shinovi Versus, Tears to Tiara 2 and doubtless several others I've forgotten. And this isn't even getting into the stuff that I've previously acquired and haven't touched yet, which includes stuff like Drakengard 3, Monster Monpiece and the numerous non-Rorona games in the Atelier series. Nor does it cover the Pile of Shame I have that extends back to the PS2 era — largely acquired through spotting bargains and through taking full advantage of UK video game retailer Game's misfortunes when it was struggling a while back.

    I don't mind though; I'm building up a library of things to enjoy that will last for literally years at this rate, since a significant number of these titles are fairly lengthy affairs, many of which also reward multiple playthroughs. It's because of this huge stack of games that I don't feel at all bad about not having jumped on board the "next-gen" (PS4 and Xbox One) bandwagon as yet, since 1) there's nothing yet been released on either that I'm personally interested in playing (though a new Neptunia game is on the way to PS4, which will more than likely tip me over the edge) and 2) I like to finish my games — even if it takes a while.

    I was talking about this latter point with a few people recently; the figures for people who actually beat games — now a lot easier to track in the age of achievements, which are essentially nothing more than metrics, after all — are depressingly low, and indeed, outside of very short games regarded as "must-play" experiences by popular opinion (things like Gone Home, The Stanley Parable and their ilk) it is, anecdotally speaking, quite rare for me to hear someone else talking about beating a game and what they thought of the ending. That doesn't mean people don't do it, of course, but with the pace of new releases these days I kind of feel like it's probably getting rarer as people feel pressured to play the latest and greatest thing simply to keep up with their peers.

    I prefer a more leisurely pace, myself; it may take me weeks or months to plough through a lengthy RPG, but I enjoy myself a lot more in the process. Since the only multiplayer title I play is Final Fantasy XIV, which is a "constant" rather than something more seasonal like the latest first-person shooter release, I don't feel the pressure to be playing The Next Big Thing the moment it's released — and no longer being a member of the games press means that I don't have the responsibility to do so professionally either.

    Consequently, I intend to spend the next few months playing the Ace Combat series — which I am now absolutely smitten with, incidentally — along with Hyperdimension Neptunia Re;Birth1 and, as ever, Final Fantasy XIV. After that, who knows? I might move onto something new; I might decide it's time to tackle some of the older games in my collection. I have that freedom to do so, and it's nice.

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    1732: The Overnighter https://imnotdoctorwho.moegamer.net/2014/10/16/1732-the-overnighter/ https://imnotdoctorwho.moegamer.net/2014/10/16/1732-the-overnighter/#respond Thu, 16 Oct 2014 03:56:35 +0000 http://angryjedi.wordpress.com/?p=6813 Just got back from an incredibly long day at work — effectively two days at work for the price of one, thanks to some overnight working as well as my normal shift. Consequently, I'm utterly knackered, so you'll forgive any incoherence and/or typos, I hope. (I do get tomorrow off, at least; I intend to … Continue reading 1732: The Overnighter

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    Just got back from an incredibly long day at work — effectively two days at work for the price of one, thanks to some overnight working as well as my normal shift. Consequently, I'm utterly knackered, so you'll forgive any incoherence and/or typos, I hope. (I do get tomorrow off, at least; I intend to do a lot of sleeping after I have finished typing this.)

    I don't mind pulling late/all-nighters generally, because it allows me to indulge in one of my stranger pleasures: being in places that are normally full of people when they are deserted.

    It's something that's always fascinated me, ever since I was a youngling and often got the opportunity to stay late at school to do various music activities. School concert night was always a particular highlight; not only did I tend to enjoy the concert itself, but there was something… I don't know, almost romantic about the atmosphere around the school campus when it was all but deserted aside from a few people.

    In fact, I've always enjoyed the night generally. When out walking in the darkness, there's always the slight lingering fear that behind the next bush might be a knife-wielding maniac, of course, but for the most part I love the atmosphere of night-time: the peace and quiet; the way the air feels somehow different — probably because it's not being churned up and polluted by hundreds of cars; the way everything feels like it's going slightly faster than normal; the way bad weather, particularly snow, makes you feel like the place you're in is a private little world.

    It's the peace and quiet part that gets me the most, I think, because it allows you to really drink in what is going on around you. You can listen to your footsteps as you walk; listen to your breathing; hear the birds start to sing to signal the beginning of the "morning" process (at least if you stay up as late as I have tonight); try to work out what the noises in the distance might be. Any sound near you feels almost infinitely louder, and hearing someone talking always feels like you're intruding on a private moment. (Perhaps you are.)

    It's the contrast, too; I love comparing how a deserted place in the dead of night compares to how I know it is in the daytime. By day, it might be bustling hub of activity, with the constant noise of human interaction all around at all times. By night, it might be totally silent; you might be the only person there. There's a sense of being in the unknown; of being somewhere "forbidden", even if you have every right to be wherever you are.

    In fact, were it possible to live one's life in a more nocturnal manner, I think I'd happily do so. Judging by my drive back from work tonight, it would certainly save on traffic frustrations, if nothing else!

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    1731: The Age of Loneliness https://imnotdoctorwho.moegamer.net/2014/10/14/1731-the-age-of-loneliness/ https://imnotdoctorwho.moegamer.net/2014/10/14/1731-the-age-of-loneliness/#comments Tue, 14 Oct 2014 23:55:57 +0000 http://angryjedi.wordpress.com/?p=6811 I read an interesting piece on The Guardian earlier regarding "the age of loneliness" killing us bit by bit. And while I feel the piece is, on the whole, doomsaying somewhat, there's also a lot of truth in there. I've become a lot more conscious of all this since starting my "new life" a little … Continue reading 1731: The Age of Loneliness

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    I read an interesting piece on The Guardian earlier regarding "the age of loneliness" killing us bit by bit. And while I feel the piece is, on the whole, doomsaying somewhat, there's also a lot of truth in there.

    I've become a lot more conscious of all this since starting my "new life" a little while ago — working a "proper job" with three-dimensional people all around me, ditching most of social media for my own sanity and generally trying to "unplug" a little bit from my utter dependence on the digital realm.

    The biggest change has been the opportunity to interact with real people on a daily basis. Sometimes those people are asking me to do things as part of my job, but at other times it's a simple social interaction where we share things with one another: the problems we had with a retailer; what we had for dinner last night; our pets having various illnesses; what we think of this weather we've been having, gosh, it's been really variable, hasn't it?

    I hadn't realised how much I'd missed this, but being fully immersed in the digital realm for several years had proven an adequate substitute for human interaction at the time. It wasn't until towards the end of my time with USgamer that I was starting to feel a little dissatisfied with spending all day every day "on my own" (despite hundreds, possibly thousands of people being on the other end of an email or tweet) and, once I was made redundant, it truly dawned on me that I was indeed living through my own personal "age of loneliness".

    It's often been said that social media ironically contributes to feelings of loneliness and isolation, and it's a difficult one to win. Without social media, it can be difficult to feel connected to other people — though there are alternative, more focused solutions for communication that rely less on shouting into the ether and more on more direct interactions. But with social media, despite all these connections to other people, it's equally easy to feel isolated, too; the constant races for oneupmanship on Facebook and Twitter — the race to be the first to post a pithy comment in response to a tragedy; the race to post the coolest photo of an event; the race to get the most Likes and comments on a passive-aggressive statement — all detract from meaningful social interaction, instead turning communication into a competition. That doesn't feel especially healthy to me.

    Like I say, though, it's difficult to find that balance. At present, I feel like I'm having a reasonable time of it — I get along well with the people I work with during the day; I spend time with Andie in the evening and, on certain occasions such as tonight, get to spend time with friends — but I do often still find myself wondering if I'm "missing out" on anything by not checking in on Facebook or Twitter. (I actually closed the latter account altogether after the post the other day, which got shared more widely than I intended and consequently attracted ire I didn't really want to deal with at the time; I haven't felt the need to reopen it yet, and should I ever decide to return to Twitter I think it will be with a brand new "fresh start" account)

    I am not, however, missing that urge to take a photograph of everything that happens in my day and then post it online as if anyone would give a shit about what the sunset looks like from where I'm standing right now (probably quite similar to the sunset from where you're standing right now) or what my lunch looks like (pretty much like lunch). I find myself longing for the days when things like photographs were more permanent and more meaningful; everything in the digital age feels so utterly disposable, and that's probably where a lot of the whole loneliness thing stems from: you can be the centre of attention one minute and utterly forgotten about the next. The modern world is fickle indeed.

    Anyway. It's 1am and I'm doing that thing where I ramble only vaguely coherently as I try not to fall asleep in front of my screen. So I think it's probably time to go and get some sleep; I have a very long day ahead of me tomorrow, so plenty of rest beforehand would probably be a good idea!

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    1730: Distant Thunder https://imnotdoctorwho.moegamer.net/2014/10/13/1730-distant-thunder/ https://imnotdoctorwho.moegamer.net/2014/10/13/1730-distant-thunder/#respond Mon, 13 Oct 2014 23:07:29 +0000 http://angryjedi.wordpress.com/?p=6809 I've been playing a bunch of Ace Combat 4 (known variously as Shattered Skies or Distant Thunder depending on where in the world you are) and, frankly, I'm gobsmacked. This is a game that came out in 2001 for the PlayStation 2, sporting visuals that are still reasonably impressive (albeit low-resolution) today, and which run at an absolutely rock-solid 60 frames … Continue reading 1730: Distant Thunder

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    I've been playing a bunch of Ace Combat 4 (known variously as Shattered Skies or Distant Thunder depending on where in the world you are) and, frankly, I'm gobsmacked.

    This is a game that came out in 2001 for the PlayStation 2, sporting visuals that are still reasonably impressive (albeit low-resolution) today, and which run at an absolutely rock-solid 60 frames per second without breaking a sweat.

    More importantly, though, it's a game that manages to be utterly compelling, addictive and thrilling while treating the player with respect and, at the same time, telling an interesting story in a rather unusual manner.

    Given what I've experienced of Ace Combat 4 to date, it's easy to see why Ace Combat veterans were a little miffed at Assault Horizon — though I maintain that was an enjoyable enough game in its own right.

    Ace Combat 4 is a lot more distinctive than Assault Horizon, though. While the newer game is clad in that unmistakeable "triple-A veneer" that makes a lot of modern games look gorgeous but lack a clearly defined visual identity compared to their contemporaries, Ace Combat 4 is immediately recognisable (although some may argue its interface takes more than a few cues from Metal Gear Solid).

    At heart, it's a solid jet fighter sim that throws the odd bit of realism out of the window in the name of fun. Your plane carries an implausibly huge stock of missiles, for example, which is useful, because you'll find yourself shooting down an awful lot of planes and blowing up an awful lot of ground targets in each mission. You can't just fire them off willy-nilly, however — well, maybe you can at ground targets — since enemies will dodge and evade missiles, just like you can. To get a solid lock, you need to manoeuvre carefully behind an enemy and keep them in your sites as you fire off the missiles — and, unlike Assault Horizon with its Dogfight Mode, you have to do this manually rather than pressing a button to do so. It's a lot more challenging, but also a lot more satisfying, too.

    The missions are far less scripted than Assault Horizon, too — though that's not to say they don't have interesting things going on. Throughout the first part of the game, you're often under threat from the enemy forces' superweapon Stonehenge, for example, and when you're warned it's about to fire you'd better make sure you're hugging the ground if you don't want to be blown to smithereens. In one particularly memorable mission, you have to fly back to your base while Stonehenge is firing at you, and the only means of getting low enough to stay under its devastating blasts is to fly through a rather perilous canyon.

    I'm impressed with the storytelling, too. The game runs two parallel storylines throughout its campaign — one presented in a rather faceless manner to the player, a la many flight and space sims over the years, and another much more personal tale from the perspective of a child living in an occupied city. As you progress through the campaign, the effects of your victories are mirrored in this parallel storyline, until in its later stages you're referred to more explicitly, particularly after the mission where you shoot down the primary sort-of-antagonist-but-not-really's wingman. I haven't yet finished the game, but the smart money is on an epic final confrontation between Mobius One (me) and Yellow Thirteen before the credits roll.

    I've been having an absolute blast so far, then. I don't think I'm far off the end of the game, and I'm looking forward to seeing what its sequels have in store.

    Now why didn't I discover this series thirteen years ago?

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    1729: Twintania's Revenge https://imnotdoctorwho.moegamer.net/2014/10/12/1729-twintanias-revenge/ https://imnotdoctorwho.moegamer.net/2014/10/12/1729-twintanias-revenge/#respond Sun, 12 Oct 2014 22:23:57 +0000 http://angryjedi.wordpress.com/?p=6807 I cleared Turn 5 of The Binding Coil of Bahamut in Final Fantasy XIV once again this evening, adding another member to the roster of our group of (hopefully) regular raiders. This time around, I decided that I was going to try and tank it. Although I have a level 50, well-geared Paladin class that I'm pretty … Continue reading 1729: Twintania's Revenge

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    I cleared Turn 5 of The Binding Coil of Bahamut in Final Fantasy XIV once again this evening, adding another member to the roster of our group of (hopefully) regular raiders.

    This time around, I decided that I was going to try and tank it. Although I have a level 50, well-geared Paladin class that I'm pretty confident in using for straightforward stuff like dungeons, complicated 8-player fights like Turn 5 have been something I've generally shied away from to date, unless I could rustle up a group of people I know and trust — and whom I don't think will yell at me if I make mistakes.

    I decided I wanted to give it a go this evening, however, if only to be able to help out other prospective Twintania-downers with more than one possible role in the future. And so I stepped up.

    For those unfamiliar with Final Fantasy XIV or MMOs in general, a couple of definitions are probably in order. Tanking is the role in a party that maintains the attention ("aggro" or "enmity") of an enemy and takes the brunt of the damage while the rest of the group either stick them with the pointy end (melee DPS), throw pointy or flamey things at them (ranged DPS) or heal people as necessary. In 8-player battles such as Turn 5, you generally have a "main tank" (or MT) that maintains aggro on the boss for the majority of the time, and an "off tank" (or OT) that either has a different role to perform in the fight (as in the case of Turn 5) or alternates tanking the main baddie with the MT (a process called, unsurprisingly, "tank-swapping").

    Being an off tank doesn't necessarily mean you have an easy job, though. In Turn 5, the off tank's job is actually probably harder than the main tank's, so I volunteered for the main tank role, while our other Paladin, who had previously main tanked Turn 5 on our previous clears, stepped into the off tank role to get some experience there.

    The battle began. Jovayne, our off tank, started the fight, pulling Twintania and her three Scourge of Meracydia enemies to him and getting their attention. I then ran in behind him, used my Provoke ability on Twintania, then pulled her away from the main pack, as is the main tank's job in this fight.

    It's at about this point you realise quite what a different affair tanking is to almost any other job on the battlefield. While if you're playing something like Black Mage or Bard, you're probably flinging things at the back of your foe, as a tank they are right in your face — and when it's something as giant and threatening as Twintania, the experience is genuinely intimidating, particularly as you see your hit points fluctuating by frankly terrifying amounts with each hit you take, though.

    You have to trust in the people with you, though; unlike a single-player game, you can't do everything yourself in an MMO, and learning how to trust others is an important part of learning to play well. I'd take a lot of damage from Twintania's powerful attacks, but I knew that the healers would be there to keep me safe. I'd make their job easier by making use of my defensive abilities, which reduced some of the incoming damage, but ultimately my life was in their hands.

    The rest of the fight progressed slowly as, on the whole, the party was fairly inexperienced compared to the last time we cleared it. We did make steady progress, though, with the notorious "Divebombs" phase, during which Twintania swoops across the battlefield, dealing heavy damage and an enormous knockback to anyone she hits, proving most troublesome, as ever.

    Mistakes were made by all — particularly me, since I was playing a role that is still relatively unfamiliar — but eventually we made it through together. When we successfully passed the second most difficult phase of the fight (known as "Twisters", after the instant-death ability Twintania uses in this phase) and were into the home straight, it was a real, genuine, heart-in-mouth moment: just a video game, perhaps, but the feeling of genuine excitement of knowing that you are (probably) going to overcome one of that game's toughest challenges is absolutely magical.

    I was really happy after we finished, since successfully tanking it felt like a significant milestone in my development as a player. I've talked before about how I feel like I'm actually quite good at this game, in contrast to a lot of other things I play, and broadening my virtual skill set in this way is very satisfying and enjoyable indeed. Plus it makes me feel like I'm growing in confidence — not just as a player, but personally speaking, too. That's pretty awesome, no?

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    1728: Junk Shop https://imnotdoctorwho.moegamer.net/2014/10/11/1728-junk-shop/ https://imnotdoctorwho.moegamer.net/2014/10/11/1728-junk-shop/#comments Sat, 11 Oct 2014 22:26:32 +0000 http://angryjedi.wordpress.com/?p=6805 It's always pleasant to find a new "weird shop" in which to spend some of your hard-earned money. We've all become so used to seeking out the chain stores to — in most cases, anyway — get the best deals that finding a legitimate local business that does something altogether unique is both a rarity … Continue reading 1728: Junk Shop

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    It's always pleasant to find a new "weird shop" in which to spend some of your hard-earned money. We've all become so used to seeking out the chain stores to — in most cases, anyway — get the best deals that finding a legitimate local business that does something altogether unique is both a rarity and a pleasure.

    The shop I "discovered" today is one I've walked past several times and always meant to have a look in, but never got around to it. If I'm honest, I can't remember its name at all, but it's in the Marlands shopping centre in Southampton (for those who don't know Southampton, this is the smaller of the two shopping centres in the city centre, populated by a peculiar combination of small local stores and profitable chains like CEX, Disney Store and, err, Poundland) and is on the left in the "plaza" area, just after you wander past places like F. Hinds and Claire's Accessories.

    I believe it describes itself as an "Oriental goods" store, which essentially means, as you might expect, that it sells a variety of stuff from the Far East. Inside the store there's a very odd mix of things ranging from cosplay to bags (I bought a Hatsune Miku bag today, which should be a more appropriate receptacle for all my Stuff than the very nice but slightly impractical laptop bag I'm currently improvising with) via collectible figures, hand-painted rice bowls, kimonos and some random tourist tat like fridge magnets.

    It is, in short, the sort of shop I can see myself spending a fair amount of money in. Whether or not I actually will spend any more money in there remains to be seen, but it's certainly a cool little place that I will probably now take any visitors who might enjoy that sort of thing to go and see.

    It reminds me a little of a shop in the now-closed Bargate Shopping Centre here in Southampton, which was called something like Smells, Bells and Doo-Dahs. This, too, was a Far East-inspired store, though it didn't, as I recall, sell much in the way of anime bits and pieces. Instead, it stocked, once again, a bizarre combination of items, ranging from various different incense scents to an impressively intimidating collection of actual (albeit blunt) swords of both Eastern and Western origin. I don't think I ever bought anything there, but it was a landmark sort of place; I was comforted by its presence, and always enjoyed just having a browse, even if nothing ever convinced me that I really needed it.

    The Bargate Centre in general was good for that, actually; I was sad to see it finally close after dying a very long and drawn-out death over the course of the last few years. Pop into Bargate in its prime (which was during my time at university, so between 1999 and 2002 or so) and you could check out an impressively stocked non-chain video games store, buy some unusual and stylish clothing, get a tattoo or piercing, purchase some bondage gear and dildos, start a sock collection actually worth bragging about and then cap off your visit with a trip to Sega World, an actual bona-fide coin-op arcade, boasting a selection of cool games both old and new. It was tragic to see these things disappear one by one, but either their relevance diminished over time, or they were simply destroyed by the cutthroat nature of modern high-street business.

    I'm glad a few places like the shop I can't remember the name of still exist, though; it makes me happy to think of people eking out a living from selling the strangest things, and while places like that stock interesting and fun things I might want to buy, I'm more than happy to support them.

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    1727: Warwolf One https://imnotdoctorwho.moegamer.net/2014/10/11/1727-warwolf-one/ https://imnotdoctorwho.moegamer.net/2014/10/11/1727-warwolf-one/#respond Sat, 11 Oct 2014 01:07:12 +0000 http://angryjedi.wordpress.com/?p=6803 I beat Ace Combat: Assault Horizon this evening. (Looking at the clock, it's nearly 2am… I guess I was enjoying myself, huh.) I've already said a lot of the things I want to say about this game in yesterday's post, but having played the whole thing through from start to finish now, I feel I can talk … Continue reading 1727: Warwolf One

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    I beat Ace Combat: Assault Horizon this evening. (Looking at the clock, it's nearly 2am… I guess I was enjoying myself, huh.)

    I've already said a lot of the things I want to say about this game in yesterday's post, but having played the whole thing through from start to finish now, I feel I can talk about it with a bit more confidence.

    The thing I most want to talk about, I think, is what it was clearly going for and whether or not it was successful.

    What it was clearly attempting to go for was a dramatic military-style story with a personal angle. And, well, not to put too fine a point on it, but it failed. Not miserably, but it still fell very short of what I can only assume were the team's ambitions.

    To put this in context for those of you unfamiliar with the game, let me explain a little. The majority of Assault Horizon casts you in the role of Colonel Bishop, an ace fighter pilot who is wracked with recurring nightmares about facing off against a "shark-faced" rival ace. (Indeed, the first level is a dream sequence that — spoiler — you re-enact for real later in the game, only things turn out a little differently.) Bishop becomes embroiled in a war between the free world (the real world, unlike many other Ace Combat titles) and an army of Russian rebels. (This latter aspect allows the game to follow the Unwritten Law of Jet Fighter Games, which is that you must spend the majority of your time shooting down MiG-29s and SU-27s.) Said Russian rebels have access to a weapon called "Trinity" — an incredibly powerful nuclear device that you see the devastating effects of firsthand in several of the early levels. Naturally, it's up to Bishop to put a stop to all this nonsense by flying shiny planes very fast and blowing lots of things up.

    Except it's not just up to Bishop; there are also a couple of other characters who provide a vehicle (no pun intended) for the other types of mission you'll be flying aside from air-to-air combat and air-to-ground assaults. One guy flies helicopters, so you get to play as him during the helicopter missions; the token ladypilot flies bombers, so you get to play as her during the few bombing missions — including a pretty cool "stealth" one where you have to avoid enemy radar cones.

    The setup is fairly interesting, then; Bishop has the potential to be an intriguing character, confronting his own personal demons over the course of the story and developing into someone "human" as it progresses. Unfortunately, this potential is left largely unrealised; a short monologue at the end of the game suggests that he has learned something from his experiences, but the rest of the game's narrative really didn't make that particularly clear.

    Things are worse with the other characters, who pretty much only appear to be there for the sake of it. Ladypilot is shoehorned into a rather hasty apparent romance plot in the final scenes of the game, having spent the rest of the game showing no form of interest in Bishop whatsoever, and Helicopter Man is… well, he flies helicopters.

    Perhaps the biggest wasted opportunity is the "villain", who is teased a little early in the game — the "shark-faced" pilot from Bishop's dreams — and then introduced rather hastily towards the end. He's given little in the way of explanation, and his own personal motivations are pretty much used to bludgeon the player over the head with to say "This! Is! Why! He's! Evil!" at one point. He's a pain in the arse to shoot down in the final mission, so there's a certain degree of personal satisfaction in blowing him up, but this finale could have been so much more interesting if there were a lot more interaction between him and Bishop throughout the game. It is a poor antagonist who only reveals himself in the final chapters of a story, and it leaves Markov feeling like a rather weak adversary for Bishop.

    Despite all that I've said above, however, Assault Horizon was an enjoyable experience in the way that a good action movie (with equally ill-defined characters) is. The missions were varied and fun — though a couple dragged on a little too long — and the presentation throughout was immaculate; the PC version looks lovely, and the action is accompanied by some wonderful music and excellent voice acting just to add to the whole "movie-like" feel.

    It's just a pity so many opportunities for interesting narrative development were squandered, leaving the whole experience feeling a bit hollow afterwards. I'm not sorry I played it, as on the whole I did enjoy it immensely, but now my appetite has been well and truly whet for the earlier — apparently much better — installments in the Ace Combat series, which hopefully I will be getting my hands on very soon.

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    1726: Assault Horizon https://imnotdoctorwho.moegamer.net/2014/10/09/1726-assault-horizon/ https://imnotdoctorwho.moegamer.net/2014/10/09/1726-assault-horizon/#respond Thu, 09 Oct 2014 22:47:48 +0000 http://angryjedi.wordpress.com/?p=6801 Following on from yesterday's post, today I decided to give Ace Combat: Assault Horizon a try, partly because I was impatient to get started on my journey through the Ace Combat series, and partly because I was conscious of the fact it had been in my Steam library since one sale or another and I had never even installed … Continue reading 1726: Assault Horizon

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    Following on from yesterday's post, today I decided to give Ace Combat: Assault Horizon a try, partly because I was impatient to get started on my journey through the Ace Combat series, and partly because I was conscious of the fact it had been in my Steam library since one sale or another and I had never even installed it, let alone tried it.

    Ace Combat: Assault Horizon is pretty much the black sheep of the Ace Combat franchise, so I figured it probably wouldn't be a terrible idea to try it first. That way I can see what the series is like now, and then compare it to what it was in the PS2 era. Ace Combat fans do not have the luxury of doing it this way around, so they inevitably see it as a series in decline — particularly now it's made the jump to free-to-play on PlayStation 3.

    Now, as noted, I have no frame of reference for the rest of the series as yet, but if the other games are even half as enjoyable as Assault Horizon appears to be — and I'm led to believe that they're considerably better — then I'm very much in for a treat. But more on that when my copies arrive.

    For now, let's talk a little about Assault Horizon. It was referred to by some on its original launch as being Call of Duty in the sky, and this isn't an altogether inaccurate comparison. There are lots of characters who have little in the way of… you know, character development, but who provide the framework for the different types of mission (one dude is a fighter pilot, another dude is a helicopter pilot, the token ladypilot flies bombers and transports); the missions and story are very much pre-scripted to fit the overall narrative; the narrative itself makes little in the way of sense but is enjoyable from the perspective of it simply being spectacular to watch.

    And, for all the shit Call of Duty gets, this isn't a bad thing for this sort of game. Air combat should be spectacular and exciting — at least, if you're taking the "action movie" approach to it, as this game is — and when you approach it with that attitude, it doesn't matter so much that the game just flat-out defies the laws of physics on numerous occasions with regard to how the various vehicles handle. (The way the helicopter dodges missiles with a ridiculous barrel roll is a particular highlight.)

    So far the combat itself has been enjoyable and satisfying, too. Early in the game, you can pretty much get someone in your sights and fire off a missile at them, but as you progress you start having to pull off more and more fancy manoeuvres to get into a position to get a kill. And it's here that the game's most controversial addition to Ace Combat veterans shows its head: Dogfight Mode.

    Dogfight Mode is… well, I'm not really sure how it works, but I do know it's ridiculous. Rather than having to worry too much about pointing your plane in the right direction, Dogfight Mode consists of a sort of autopilot as you tail an enemy, though you still have to roll and pitch in order to keep them centred in a large circle on the screen in order to lock on with missiles. It's usually the most reliable means of ensuring you down an enemy — particularly the stronger "leader" enemies — but it's also used for some very silly white-knuckle setpieces throughout, as your quarry leads you on a merry chase between skyscrapers (with things like cranes collapsing around you, naturally) or perilously close to the ground. (And yes; turn the assist options off and the flight controls to the "proper" ones and you can indeed slam into the ground and immediately bring your mission to a premature end, like any good air combat game worth its salt.)

    I fired Assault Horizon up out of curiosity earlier and have found myself playing it pretty much all evening. While I'm conscious of numerous things it could do a bit better, I've enjoyed my time with it so far, and I'm feeling like it was a good choice to give this one a try first, because from what I understand, things only get better from here. My mild curiosity has been upgraded to "can't wait" status.

    Fox two, fox two.

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    1725: Jet Fighter Squad https://imnotdoctorwho.moegamer.net/2014/10/08/1725-jet-fighter-squad/ https://imnotdoctorwho.moegamer.net/2014/10/08/1725-jet-fighter-squad/#respond Wed, 08 Oct 2014 21:54:54 +0000 http://angryjedi.wordpress.com/?p=6799 On something of a whim (and after seeing a screenshot posted by Mr Alex Connolly), I downloaded a lovely-looking cel-shaded air combat game called Vector Thrust the other day. This is supposedly a spiritual successor to a series of games I've never had any contact with previously: Namco's Ace Combat franchise. After playing Vector Thrust a bit and enjoying it, I've … Continue reading 1725: Jet Fighter Squad

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    On something of a whim (and after seeing a screenshot posted by Mr Alex Connolly), I downloaded a lovely-looking cel-shaded air combat game called Vector Thrust the other day. This is supposedly a spiritual successor to a series of games I've never had any contact with previously: Namco's Ace Combat franchise. After playing Vector Thrust a bit and enjoying it, I've managed to track down cheap copies of the PS2 Ace Combat games to tide me over until the fun-but-crashy Vector Thrust comes out of Early Access in a hopefully somewhat more stable state.

    I can't speak much about Ace Combat as yet — though I'm looking forward to trying them, rather late to the party as ever — but giving Vector Thrust a go and subsequently ordering copies of what are supposedly the best Ace Combat games, it occurred to me that flying a supersonic, tooled-up jet fighter is something we don't get to do all that often in games these days, whereas it used to be a mainstay of computer (as opposed to console) gaming in general.

    I used to play a lot of jet fighter sims when I was younger. This was primarily because my Dad, as something of a propellerhead, tended to be sent review copies back when he wrote articles for Atari magazine Page 6/New Atari User. My Dad preferred the more realistic end of the spectrum when it came to flight sims, however — he'd often spend some time with MicroProse's latest, then head right on back to Flight Simulator II in order to fly from one place to another in real-time with no-one shooting at him.

    I wasn't averse to a bit of Flight Simulator myself — it was very satisfying to be able to fly what was, at the time, a super-realistic simulation. But I much preferred the action and drama of a good jet fighter sim. I talked a bit about F-19 Stealth Fighter a few posts back, but there were plenty of others — the rather arcadey action of F-15 Strike Eagle (and its sequel, which actually did become an arcade machine); the limited but challenging selection of missions in Falcon and the wonderful dynamic campaign of its later incarnations; the tricky carrier takeoffs and landings of Flight of the Intruder; the cinematic combat of TFX and EF2000; the outright "soap opera" nature of Origin's Wing Commander-in-the-sky spinoff Strike Commander. I developed a frighteningly comprehensive knowledge of modern air-to-air and air-to-ground ordnance — particularly for someone of my age — and, having spent many hours reading the lengthy manuals (remember those?) for these games on the toilet, I knew a fair bit about the planes and how they worked, too, since this was the age of many manuals having a coffee-table book level of detail about them.

    Ace Combat isn't, from what I understand, a sim. But neither is it the "3D shmup" of titles like After Burner and its sequel G-LOC. Instead, like Vector Thrust, it's somewhere in-between, offering a semi-realistic flight model coupled with ridiculous, "gamey" aspects such as your plane being able to hold terrifyingly huge amounts of missiles and dogfighting that is more inspired by World War II combat than what actually happens in the sky these days.

    It's a kind of game we don't get all that often these days any more, and that's a real shame — though at the same time it's also encouraging to see titles like Vector Thrust (which, I understand, was put together by a teeny-tiny team) cropping up, even if this sort of thing would never get greenlit by a triple-A publisher these days, in all likelihood.

    Regardless, I'm really looking forward to trying out Ace Combat for the first time; having read a little about them and listened to the (spectacular) soundtracks, they sound right up my alley — and will be a nice change from some of the other stuff I've been playing on the side to boot.

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    1724: Remake Rebirth https://imnotdoctorwho.moegamer.net/2014/10/07/1724-remake-rebirth/ https://imnotdoctorwho.moegamer.net/2014/10/07/1724-remake-rebirth/#comments Tue, 07 Oct 2014 22:43:24 +0000 http://angryjedi.wordpress.com/?p=6797 You may recall a short while back that I'd picked up a copy of Hyperdimension Neptunia Re;Birth1 for Vita and that I'd played it a tiny bit. Well, I've played it a bit more now, and can comfortably say with some confidence that it is probably the best Neptunia game yet — and also a fine entry point into … Continue reading 1724: Remake Rebirth

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    You may recall a short while back that I'd picked up a copy of Hyperdimension Neptunia Re;Birth1 for Vita and that I'd played it a tiny bit. Well, I've played it a bit more now, and can comfortably say with some confidence that it is probably the best Neptunia game yet — and also a fine entry point into the series as a whole.

    The original Hyperdimension Neptunia was something of a tough sell. While its story and characterisation was a hell of a lot of fun — it's what won me over and made me such a fan of the series in the first place — the gameplay was repetitive as hell and, while inventive with some of its mechanics, was highly flawed. I wouldn't have judged anyone who put it down after a few hours, in other words, as I know that not everyone can overlook mechanical and technical issues purely by virtue of there being an adorable main cast doing a variety of silly things.

    The two follow-ups — the confused timeline and alternate universes of Neptunia mean that they're not "sequels" as such — completely overhauled the game systems to make them much better and more fun to play while maintaining the distinctive character that the first game had set in place. Until now, Hyperdimension Neptunia Victory had provided the definitive Neptunia experience — not perfect, by any means, but by far the most solid installment to date.

    Hyperdimension Neptunia Re;Birth1 builds on the solid foundation of Victory's mechanics and retcons them into the story of the original game. Only the story and characterisation have been revamped too. And the game frequently pokes fun at itself for being a remake.

    In other words, far from being a simple makeover of the first game, Re;Birth1 is very much a new Neptunia game well worth playing in its own right.

    And you can tell that the Neptunia team has had quite some time to refine their craft by now. Many of the series' trademark quirks are still present — the dungeon designs are still somewhat repetitive (many, if not all, seem to be copy-pasted from mk2 and Victory) and there are some characters, enemies and abilities that just appear to be flat-out unbalanced (possibly deliberately so, I might add) — but numerous nips and tucks have been made here and there to make it overall a very positive experience.

    Victory's heavily random number generator-based Scout system is out the window, for example. This was the main means through which you unlocked "hidden" dungeons, enemies and items in Victory, and it could be a right old pain in the backside. Instead, Re;Birth1 replaces much of its functionality with the "Remake" system, in which you can craft various Plans in order to put new items in the shops, unlock new dungeons, add new enemies and add new gatherable items. There's still a slight element of RNG in play in that you need enemies to actually drop items you need to craft these plans, but it doesn't encourage save-scumming in the same way that Victory did.

    Outside of gameplay, the writers (and localisers) have been honing their wit to a sharp point, too. Neptunia has always been a superb, on-the-nose satire and parody of both the games industry and modern anime, and Re;Birth1 is no exception. The original game, while amusing, featured a few jokes that felt a bit "forced" along the way; Re;Birth1's script, by contrast, flows much more nicely while still containing plenty of amusing references for those who know what to spot.

    The biggest highlight for me, so far, though, has been how the relationships between the characters are depicted. There's a much stronger feeling that, after several games now, the writers have a strong feeling of who these characters really are and how they relate to one another. The banter between them is natural and enjoyable to witness, and those who have been fans since the beginning will doubtless enjoy certain friendships and rivalries explored in much greater detail than ever before.

    I've still got a long way to go in the game yet, but I'm having a real blast; as with mk2 and Victory before it, I'm having a lot of fun just wandering around, getting into fights with the variety of silly enemies (many of which are themselves game references) and grinding for experience and abilities. It's a game that's fun to take at your own pace — you could charge straight through the story if you see fit, but there's a lot of fun to be had on the side, too, and I intend to enjoy every minute of it.

    So I think that's what I might go and do before I drop off to sleep. Nepu-Nepu!

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    1723: Sword of the Mind https://imnotdoctorwho.moegamer.net/2014/10/06/1723-sword-of-the-mind/ https://imnotdoctorwho.moegamer.net/2014/10/06/1723-sword-of-the-mind/#respond Mon, 06 Oct 2014 19:39:18 +0000 http://angryjedi.wordpress.com/?p=6795 I'm really not looking forward to the day that my imagination doesn't work any more — if indeed such a day will ever come. That day will be a dark one, in which I can no longer carry an umbrella and imagine it's the legendary sword Curtana, hacking and slashing my way through hordes of enemies … Continue reading 1723: Sword of the Mind

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    I'm really not looking forward to the day that my imagination doesn't work any more — if indeed such a day will ever come.

    That day will be a dark one, in which I can no longer carry an umbrella and imagine it's the legendary sword Curtana, hacking and slashing my way through hordes of enemies (or, indeed, zombified shoppers who just want to get out of the rain but who are too cold and wet to actually exert themselves).

    That day will be a dark one, in which I can no longer get on a piece of gym equipment accompanied by the Shadow of the Colossus music and imagine that, rather than simply engaging in the eminently pointless waste of time that is lifting a heavy thing then putting it down again lots of times, I am actually battling some monstrous foe that can only be defeated by lifting bits of it up, then putting them carefully down again.

    That day will be a dark one, in which I can no longer imagine what it would be like if my car could actually take off and fly, rising high above the surprised, bewildered and frightened heads of the other occupants of the traffic jam I'm in before shooting off into the distance via a far more direct route than any road ever offered.

    I do wonder to myself whether or not my imagination will ever stop working. I doubt it will; after all, many creative types continue being creative well into the twilight of their life, though the exact form of what the imagination conjures up doubtless varies and changes as the years pass by.

    I'm conscious of the changes to my own imagination, though in some cases these are due in part to other mental changes rather than the imagination itself. Take that period between going to bed and going to sleep, for example; when I was young, I could happily conjure whole worlds up for myself, exploring them and having all sorts of strange and wonderful adventures, blurring the lines between conscious thought and dreaming until eventually I'd awaken the next morning to the rather unwelcome sound of the alarm clock.

    These days, however, I haven't lost the ability to conjure up mental pictures, but the darkness that resides inside my head occasionally uses this time to show itself: instead of strange and fantastic worlds, my mind shows me far more mundane things, but often with the worst possible outcome; sometimes it's nothing but words as I think about a conversation I've had — or need to have but am afraid to — while others it's a mental picture I simply can't look away from, no matter where I turn.

    This isn't a decline of the imagination at all, since my brain still conjures up very vivid pictures — and, I hasten to add, it's not every night that I'm wracked with dark and terrible images that if not terrify me to my very core at least make me a bit anxious — but it is a change. I feel like I have less conscious control over my imagination: I can't simply send myself to another world any more, at least not all the time; there are occasions where I have to let my mind take the lead and follow along after it. (I realise that makes no sense, but little to do with the strange inner workings of the human mind and consciousness does.)

    There are other times when I can happily immerse myself in a world of my — or indeed someone else's — creation, however. Reading a good book still makes glorious technicolour mental images appear before my mind's eye. Writing something creative has an even more powerful impact on my imagination, stirring it into action. Closing my eyes and listening to pieces of music can either stir up imaginative scenes or conjure memories that I haven't thought about for a long time.

    The inside of my head isn't perfect, and there is much about it I would probably change given the opportunity. But at the same time, it's become a strangely comfortable place to be, dark corners and all; it's a defining part of who I am, which is why I doubt that the door into that wonderful, terrifying place will ever truly be slammed shut.

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    1722: Shared Hardship on the Shores of La Noscea https://imnotdoctorwho.moegamer.net/2014/10/05/1722-shared-hardship-on-the-shores-of-la-noscea/ https://imnotdoctorwho.moegamer.net/2014/10/05/1722-shared-hardship-on-the-shores-of-la-noscea/#respond Sun, 05 Oct 2014 21:36:45 +0000 http://angryjedi.wordpress.com/?p=6791 I had an enjoyably bizarre experience in Final Fantasy XIV earlier on — and it's the sort of thing that couldn't possibly have been planned; the kind of emergent weirdness that only comes about when you put the unpredictability of humans into the mix with a set of systems that always play by set rules, regardless of … Continue reading 1722: Shared Hardship on the Shores of La Noscea

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    I had an enjoyably bizarre experience in Final Fantasy XIV earlier on — and it's the sort of thing that couldn't possibly have been planned; the kind of emergent weirdness that only comes about when you put the unpredictability of humans into the mix with a set of systems that always play by set rules, regardless of context.

    In order to explain the situation for those unfamiliar with Final Fantasy XIV, indulge me a moment, veterans, while I define a few things.

    One of the main systems in Final Fantasy XIV is known as the Full Active Time Event (or FATE) system. These are essentially "public quests" that spawn at predictable points on the map, but on an unpredictable schedule. Some spawn more frequently than others; some are required to progress in certain quests; some are more "popular" than others owing to their convenient location or rewards on offer.

    There are three important things to note about FATEs: firstly, they're time limited, usually providing you 15 minutes to complete the main objective, which is generally plenty of time; secondly, if you are standing inside the blue circle that represents the FATE area on the map and hit just one enemy once — even if it's just a glancing, accidental blow from a weapon better suited for channeling powerful magics than melee combat — you are considered to have "participated" in that FATE; thirdly, the number of people who participated in a FATE the previous time it spawned determines how difficult it is the next time around: in other words, at peak periods, FATEs are designed to be challenging for larger groups of people, whereas if the last time a FATE spawned no-one took part in it at all, the next time it appears it will probably be completable by a (well-geared) solo adventurer, perhaps with a chocobo companion in tow.

    Completely separate from FATEs is a newer system called The Hunt, in which each area in the game has three Elite Marks that players can hunt down for substantial rewards: a B-rank mark, which you can fight solo, and which only offers rewards if you have a specific Mark Bill inviting you to hunt it down; an A-rank mark, which requires about 4-8 people minimum to take down, but which offers rewards according to how much you (and, in most cases, your party) contributed to the kill; and an S-rank mark, which is much more powerful but works along the same lines as the A-rank marks in terms of rewards. We're mostly concerned with A-rank marks here, since S-rank marks have special conditions that need to be fulfilled before they'll show up in most cases, whereas A-rank marks will just show up regardless.

    A-rank marks spawn on predictable schedules — you can see the timers ticking away for the server I play on right here, for example — and appear roughly once every four hours. What normally happens is that hunting parties will gather when the first marks on the list are approaching the "four hours since last killed" mark, then spread out and start looking for the beasts to respawn. There then follows a phenomenon that has become known as the "A-Train", where hunting parties move from zone to zone and pick off all the A-rank marks on the list one at a time until they're all dead, at which point the parties will all disband — unless there's the possibility of an S-rank showing up — and reconvene again when the first timer on the list hits four hours. It's like clockwork; it's perhaps not how the designers intended the system to work when it was first designed — and indeed, it's been tweaked and reorganised several times since it launched — but if you can get involved (which is usually as simple as throwing up a Party Finder ad with the word "Hunt" in it) it can be both fun and rewarding, if not particularly challenging in most cases.

    Anyway, the point here is that when an A-rank mark shows up, a horde of players normally follows — and I do mean a horde. We're talking maybe 30 or so people minimum, and usually much more than that.

    When I was sauntering around the lands of Western La Noscea earlier today, hacking and slashing my way through some FATEs in an attempt to collect the very last Atma crystal I needed to upgrade my Paladin's relic weapon into its Atma form, I happened to stumble across one of these gatherings, who had showed up to fight the giant crab Nahn. Nahn, as it turned out, had spawned right in the middle of the FATE I had actually run to this area to complete, and as such there was something in the region of 50 people standing around, killing Sahagin indiscriminately to clear the area ready for the big group push towards Nahn. The important thing to note here is that the Sahagin they were hacking, slashing, punching and setting fire to (depending on class) were parts of the FATE I had shown up to complete, so as far as the game was concerned, when that FATE's boss fell, over 50 people had participated in it.

    I'm sure you can imagine what happened a little later, after Nahn was defeated and after I returned to the area to complete the same FATE again as it happened to appear while I was passing through.

    Yes, believing that 50 players being in the area, battering Sahagin left, right and centre, was a representative example of the zone's population at that particular hour, the game adjusted the difficulty of the FATE to cater not to little old me and the two other people who happened to wander into the FATE at the same time as me — oh no — but instead to the 50+ people who were no longer present, now doubtless considerably further down the tracks of this particular run of the A-Train.

    I didn't notice this initially. I thought that the "trash" enemies that you have to defeat before the main boss monster showed up were a little stronger than I remembered, but I thought nothing of it. My companions and I slaughtered our way through them until the boss showed up, at which point I, as the Paladin — a protector "tank" type — got its attention by smacking it firmly upside the chops with my shield, and then began inserting my sword into various parts of its anatomy while my companions got busy with magic spells and poking it with a spear respectively.

    I figured something was amiss when the health bar of the boss was moving very slowly despite us all unleashing our most powerful attacks. To put it in context, the boss' health was declining at roughly the same speed as a well-geared party taking on Ramuh Extreme, currently one of the most challenging fights in the game. Fortunately, the boss didn't receive a damage buff at the same time as his vastly increased hit points, otherwise we would have been in real trouble.

    We persisted, though, shaving away a tiny sliver of health with each hit. Andie happened to be passing by at one point, and joined the fray to contribute a bit of extra damage from her Bard class. We were making progress, a tiny bit at a time, though the longer the fight was going on the more exhausted my Paladin was getting, my ever-declining TP (Tactical Points, used for triggering physical attacks) getting perilously close to the zero mark. I had the boss' attention pretty firmly, though, so I eased off the powerful attacks and let my (TP-free) automatic basic attack do its work for a little while.

    The timer ticked down. We were into single digits of minutes remaining, despite the fact that we'd all entered the fray with the full 15 minutes on the clock. The boss was barely at 50% of his HP, and I was starting to doubt whether or not we'd be able to beat it. Still we persisted.

    "DIE DAMMIT!" I typed in frustration, on the /say channel so that my companions (whom, aside from Andie, I didn't know) could "hear" me.

    "for real!!!" came back the response from one of them. We'd shared a moment. It was nice. Still we fought on.

    My TP had recovered a bit by now, so I triggered my Fight or Flight ability — which temporarily increases my Paladin's damage output — and started hacking away with a bit more gusto once again. I wasn't sure if it was my imagination, but the boss' health bar seemed to be going down noticeably faster. It looked as if we might just make it.

    In fact, it was beginning to look like we'd make it just as the timer hit zero. Would we pull it off?

    Sadly not. At less that 1% HP remaining, the timer expired and we failed the FATE. Our characters all fell to our knees and wept for the 15 minutes of effort we'd just put in — and, of course, to add insult to injury, I didn't get an Atma crystal from that FATE either.

    I don't regret the experience, though. As I say, I shared a moment with those other people who were there at the same time as me, all doubtless thinking the same things, willing their characters to do just that little bit more damage. When I happened to run into them again doing another FATE in the area about half an hour later, we exchanged pleasantries and had a laugh about how the new FATE was quite a bit easier than our earlier tragedy. Then we went our separate ways. It was a real "ships in the night" moment, but it made what would have otherwise been a frustrating experience into something highly memorable — and, indeed, something I ended up wanting to write about at length.

    I've got one more Atma crystal to go before my Paladin's weapon and shield can be upgraded, hot on the heels of my Black Mage's weapon reaching the powerful Novus (second-to-top) upgrade phase recently. If I can have more experiences like the one I just described, though, I really don't mind it taking a little longer; shared hardships like that — while fairly trivial in this instance — can bring people closer together, even if it's just for a moment or two.

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    1721: Run the Gauntlet https://imnotdoctorwho.moegamer.net/2014/10/04/1721-run-the-gauntlet/ https://imnotdoctorwho.moegamer.net/2014/10/04/1721-run-the-gauntlet/#comments Sat, 04 Oct 2014 17:46:58 +0000 http://angryjedi.wordpress.com/?p=6789 I tend to be rather wary of reboots that are simply named after the thing they're rebooting, because in my experience of them they often end up either being 1) not very good or 2) not particularly true to the original. (Or, in some cases, 3) both.) As such, I was a bit skeptical about … Continue reading 1721: Run the Gauntlet

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    I tend to be rather wary of reboots that are simply named after the thing they're rebooting, because in my experience of them they often end up either being 1) not very good or 2) not particularly true to the original. (Or, in some cases, 3) both.)

    As such, I was a bit skeptical about the prospect of a new Gauntlet game, particularly as the screenshots for it on Steam made it look like the worst kind of drab, brown, "gritty" modern-day reboot that we've seen all too frequently recently.

    However, my friend Tim dropped by for a visit today, and we decided to give it a shot. £15 is a price at which I'm more than happy to take a punt on something I don't know a lot about, and so I downloaded and installed it, and we jumped into the action.

    I was very pleasantly surprised to discover a very solid game indeed — and one that clearly shines the way Gauntlet was always intended to be played: in local cooperative play, with up to four players crowded around playing together.

    In other words, Gauntlet, as the new game is simply called, deftly addresses my two main concerns above by being 1) good and 2) true to the original. Let's look at both elements in turn.

    It's good

    Gauntlet's mechanics are pretty solid. It's not trying to be Diablo or anything more complicated than the original game was: it's a straightforward hack-and-slash arcade game in which 1-4 players take on a variety of dungeons while attempting to gather as much treasure as possible.

    Each of the four characters is made unique through the use of their own individual attack skills, including a super-skill that works on a cooldown. The Warrior and Valkyrie both specialise in close-combat, with their main distinction being that the Valkyrie can attack more quickly and block things with her shield, while the Warrior focuses on smashing his way through enemies. The Elf is a ranged attacker, in possession of a rapid-fire shot that works like a twin-stick shooter, a slower, more powerful sniper shot that is the only means of damaging some more powerful enemies, and a bomb, which can blow up groups of enemies. The Wizard, meanwhile, makes use of Magicka-style button combinations to cast spells — discovering which combinations do what is, seemingly, part of the fun.

    These mechanics are supported by some arcade-style shenanigans where if you kill enough enemies at once (usually using a special skill) and then keep killing enemies repeatedly after that, you'll build up a chain with a score multiplier for as long as you can keep the carnage going. It's immensely satisfying to keep pressing your luck and keep the enemies coming as your score shoots through the roof — and if the Steam leaderboards are anything to go by (and if they aren't filled with cheaters, which I sadly suspect right now) it's possible to get some astronomical scores through careful combo-management. Far better than simple fire-and-forget.

    When playing in co-op mode there's an element of competition, too; at the end of each level, you'll be shown how you stacked up compared to your companions in terms of points you earned by killing things and points you earned through snagging treasure. There's also a bonus for anyone who managed to keep hold of a shiny gold crown until the end of the level, making for some enjoyable scuffles as enemies knock it from your head and everyone scurries to be the first to reclaim it.

    There's some interesting "progression" mechanics, too; as you play the game and achieve various milestones, you'll unlock various small bonuses to each of the four characters. None of them are game-breakingly powerful, but on occasion they can provide access to new abilities or allow you to approach things in a slightly different way. In other words, they keep things on a level playing field for those who have been playing for different amounts of time while simultaneously letting people feel like they're making "progress".

    It's true to the original

    While a lot is different, the core is the same: you make your way through fairly linear but maze-like levels, defeating enemies — which keep coming from enemy-spawning structures until you destroy these — and grabbing treasure. Every so often, you'll be faced with the powerful (and, in this incarnation, seemingly undefeatable) Death and have to run for your life, and, of course, there's always the risk of shooting the food, making healing somewhat more difficult. (Thankfully, the one aspect of the original which isn't maintained is the ever-ticking health bar, declining over time as a means of getting you to feed more money into the arcade machine; now, you simply have a stock of lives shared between all players which you can recharge pretty easily.)

    The four-character dynamic is very true to the original, and they even keep their original colours — though they've had a bit of a makeover in some cases. The Valkyrie is no longer a sexy, skinny, bikini-clad supermodel, for example — instead she looks like a rather more formidable woman of war, as any good Valkyrie should. (Whether or not you still find that "sexy" is up to your own tastes, of course.) The characters all have voices and personalities, too, and while it's initially a little odd to hear a regional accent coming from the mouth of Questor the elf, the voices and personalities are well-chosen and give some much-needed flavour and humour to the game as a whole.

    These may all sound like differences from the original rather than being true, but in reality they support the core gameplay and the core appeal element of Gauntlet, both back in the day and in this new incarnation: simple, straightforward, no-commitment dungeon-crawling with friends. It's a huge amount of fun even with just two people — I perhaps question its value as a single-player title but am willing to give it a shot — and I can imagine with four, each taking on the role of a different character, it will be an absolute blast.

    And if you want even more trueness to the original? You'll be pleased to know that the sounds for picking up keys and potions are intact from the original game, the main theme plays on the title screen, and there's even a "Classic Mode" filter for the graphics, though I'm yet to try that for myself.

    A pleasant surprise, then, and one I hope I'll have the opportunity to play with people again sometime soon.

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    1720: Jam https://imnotdoctorwho.moegamer.net/2014/10/03/1720-jam/ https://imnotdoctorwho.moegamer.net/2014/10/03/1720-jam/#comments Fri, 03 Oct 2014 21:08:13 +0000 http://angryjedi.wordpress.com/?p=6786 I've had a decent-length commute to work on several occasions throughout my life to date, and every time, I've found myself wondering how on Earth some of the road layouts I have to drive through got approved. Take my daily journey to my current place of employment. The majority of this involves driving along a motorway … Continue reading 1720: Jam

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    I've had a decent-length commute to work on several occasions throughout my life to date, and every time, I've found myself wondering how on Earth some of the road layouts I have to drive through got approved.

    Take my daily journey to my current place of employment. The majority of this involves driving along a motorway that is a major route along the south coast. For starters, the road itself is in appalling condition — it's something of a bumpy ride as I leave Southampton, then smooths out a bit later, though is still a bit of a pothole-ridden mess in a few places.

    It's some strange things it does with its layout that are the most baffling, though. My "favourite" — and I use this term loosely — is a short section of less than half a mile in length where the previously three-lane motorway turns into four lanes — the rightmost lane splits in two, with the new fourth lane becoming what it calls a "climbing lane". I am unsure of the exact purpose of this fourth lane, because 1) the road there isn't particularly hilly (either upwards in one direction or downwards in the other) and thus I question the need for a "climbing lane" if indeed it is for "climbing" a hill and 2) all it seems to get used for anyway is for BMW, Mercedes and Audi drivers to aggressively pull out into and then overtake the people they think are going too slowly. (Which, as I'm sure you know, can be summed up as "everyone".)

    Splitting into four lanes isn't a terrible idea as it spreads the traffic out somewhat, and that particular stretch of the road tends to get very busy around rush hour. Which is why it's utterly bewildering that said four-lane stretch lasts for, as I mentioned above, less than half a mile, at which point the new fourth lane then merges back into the third, almost inevitably causing a traffic jam every single day.

    Predictable traffic jams are a pain in the arse, but you can at least plan your journey around them if you know that it's 95% likely you will get stuck for at least 10 minutes in one particular spot. On my commute for another job much further back, the traffic jams around Winchester were so predictable — and so stationary — that I had the time to create a Gowalla (Foursquare precursor) check-in spot called Winchester Traffic Jam and write a description on my phone before anything moved again… then check into it every single day, because it was always in the exact same spot.

    I guess the explanation for these dodgy stretches of road is simply that the amount of traffic has increased over the years, while the road capacity hasn't. But there are places where it's a clear and obvious problem; all you have to do is listen to the local radio's traffic report each day to hear exactly the same places coming up time and time again. (And the traffic report lady demonstrating her slightly annoying habit of saying "Your queue…" instead of "There is a queue…", as if queues are something desirable being handed out to everyone.)

    Since you can't just shut a major road off completely — particularly while people are commuting on it — it's difficult to know how these situations could be resolved. I guess we just have to resign ourselves to the fact that yes, we are going to waste a considerable portion of our life creeping forwards at 10mph wondering if we should phone ahead to work and tell them that the traffic is, once again, quite bad.

    At least it's quality time to listen to some music or podcasts — something which I missed while I was working at home.

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    1719: Album for the Young https://imnotdoctorwho.moegamer.net/2014/10/02/1719-album-for-the-young/ https://imnotdoctorwho.moegamer.net/2014/10/02/1719-album-for-the-young/#comments Thu, 02 Oct 2014 19:18:30 +0000 http://angryjedi.wordpress.com/?p=6783 I made myself a music playlist the other day. Contained therein was a selection of music from my teenage years, which is when I started actually buying CD albums and singles for myself — beginning, as I believe I've said before, with Oasis' Definitely Maybe just a day before (What's the Story) Morning Glory? came out. Like most playlists … Continue reading 1719: Album for the Young

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    I made myself a music playlist the other day. Contained therein was a selection of music from my teenage years, which is when I started actually buying CD albums and singles for myself — beginning, as I believe I've said before, with Oasis' Definitely Maybe just a day before (What's the Story) Morning Glory? came out.

    Like most playlists I make, I was putting full albums rather than individual tracks in there, as I like to have a full selection of music from favourite artists available. Hitting the "Next Track" button is simple enough if you happen to be served up a stinker of an album track, so it is, for me, a case of better to have too much than too little.

    Now, here's where I did things a little differently. Normally, when I put music on these days, as many people do, I believe, I choose a playlist, hit Play, then hit the Shuffle button so I get a random selection of tracks from those that I've picked. I could make the time or effort to curate playlists a little more carefully and not have to rely on Shuffle, of course, but I rarely do that these days; the only exceptions have been when I need a particular amount of music, or when I want to choose some very specific tracks to, say, take to the gym or something.

    When I selected this playlist and started playing it in the car the other morning, though, I decided that I wasn't going to follow my usual pattern, and was instead going to listen to the tracks contained therein a full album at a time. If it was good enough for my fifteen year-old self, I'm sure it's still good enough for me now — and I don't like to think that the 21st century has given me such an attention span deficit that I can no longer deal with more than one track by the same artist in succession.

    I used to enjoy listening to albums when I was younger. True, I rarely did it as an activity by itself — I would usually put an album on while doing homework, or reading, or something like that — but I would usually listen to a whole album once I put it on. This was at least partly due to the fact that the age of music on physical media meant that you had to get up and change a disc (or even cassette, a medium which even made it difficult to listen to a specific song) if you wanted to hear something by a different artist — but it was also due to the fact that even then, I was conscious of most albums — good albums, anyway — being designed as coherent works in and of themselves. Sure, it was the individual tracks you'd tend to hear played on the radio or the television, but a well-designed album had a beginning, middle and end: it took you on a musical journey, and sometimes even told a story.

    Listening to these albums this way for the first time in a very long while has reminded me what a good experience it can be to settle down and immerse yourself in just one album; just one artist's work, the tracks presented in the order they believed that was best, rather than some arbitrary random picker thingy.

    Particular highlights of drives this week have included the Manic Street Preachers' Everything Must Go, a favourite of my teenage years that I primarily picked up in the first place because a girl I fancied was totally into it; Propellerheads' decksanddrumsandrockandroll, an album I never actually owned but always enjoyed listening to; and Prodigy's The Fat of the Land, which remains, to date, a wonderfully "industrial"-sounding album filled with fire, energy and not a small degree of filth. (Not in a sexy way, either; I'm talking the kind of smoky, dusty, grimy filth that belches forth from a factory chimney.)

    The latter in particular has been a pleasure to rediscover, at least in part because there's really nothing quite like it getting mainstream airplay these days; it remains a product uniquely of its time, and listening to it takes me back to the first time I heard Breathe on a school bus, courtesy of my classmate Peter Miles (a noteworthy acquaintance during my school life for being someone who challenged me to a fight that neither of us showed up for, and who was good enough to lend me a long leather coat so I could dress up as a Gestapo agent for a murder-mystery party just a couple of years ago), and discovered that an artist I'd previously written off on the grounds of the fact I didn't really like their previous single Firestarter was actually rather thrilling to listen to.

    So while I'm not sure I'm going to start just sitting down and doing nothing but listening to an album — something that I've never really done, even back when iTunes was something we could only dream of — I'm certainly going to be making an effort to use the Shuffle facility a whole lot less when I'm listening to music in the future. There's an artistry in the construction of a good album, just as there is (arguably more obvious) artistry in the composition and production of an individual track; it's something that not many people take the time to appreciate these days, so it's something that I fully intend to (re-)explore a little more in the coming days.

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    1718: The Joyless Wankers of the Games Press https://imnotdoctorwho.moegamer.net/2014/10/01/1718-the-joyless-wankers-of-the-games-press/ https://imnotdoctorwho.moegamer.net/2014/10/01/1718-the-joyless-wankers-of-the-games-press/#comments Wed, 01 Oct 2014 19:14:37 +0000 http://angryjedi.wordpress.com/?p=6781 What I'm about to write would have been enormously unprofessional a few months ago, but since I'm no longer a member of the games press, nor do I have any intention of going back any time soon, I am more than happy to express myself freely. My statement is simple: If you're that cynical about video games, find something … Continue reading 1718: The Joyless Wankers of the Games Press

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    What I'm about to write would have been enormously unprofessional a few months ago, but since I'm no longer a member of the games press, nor do I have any intention of going back any time soon, I am more than happy to express myself freely.

    My statement is simple: If you're that cynical about video games, find something else — anything — to write about.

    I say this after a day in which not one but two utterly dreadful articles were brought to my attention — I'm not going to link to either; you can seek them out yourself if you're that interested.

    First up was the review of Fairy Fencer F over on my former stomping grounds of USgamer. After witnessing… the reviewer in question's review style on a couple of other Japanese role-playing game titles — most notably the actually rather excellent Tales of Xillia 2, which he panned — and the fact that, back when I was still on the staff, he wouldn't review Atelier Rorona Plus on the grounds that a Google Image Search for the game looked "creepy", I wasn't altogether surprised to see that he tore this title to shreds, also. And he did so in such a way that told me three things: 1) he had a pre-existing dislike of the company that produced the game (Compile Heart) 2) he hadn't taken the time to engage with the game on anything more than the most superficial level and 3) he simply didn't give a shit about JRPGs as they exist in 2014.

    I haven't yet played Fairy Fencer F, but given the way in which the review in question was expressed — telling people who might actually be interested in the game absolutely nothing about the game, its story or its characters and instead bashing Compile Heart and its parent company Idea Factory, bemoaning easily ignored technical issues and generally looking down its nose at people who might want to play it — I don't have much faith in it as a whole. I intend to give the game a fair shot myself once I have time to settle down with it, and when I do I intend to provide some detailed thoughts on the subject over at MoeGamer, much as I did with Tales of Xillia 2 recently.

    Now, games journos will often point out how stupid it is to disagree with a review, which is, after all, a subjective opinion. And it kind of is; if you like something which someone else hates, then great; more power to you. But what we had here was more than that — it was an outright unhelpful review, instead more concerned with scrawling "I Hate Compile Heart" over everything than actually providing any sort of interesting, helpful analysis or criticism. It actually felt borderline insulting at times — though thankfully not so much as the site's notorious Hatsune Miku Project Diva F review, which was so offensive to fans of Japanese games that emphatic complaints from me and my then-colleague Cassandra led to the formation of my JPgamer column.

    If this was a one-off, I wouldn't mind so much, but the reviewer in question has now done this several times — leading me to question the motivations for assigning him (or him stepping forward; I don't know which way round it was) to these titles in the first place. As the former staffer who single-handedly built up a ton of goodwill with fans of niche titles that get ignored at best, marginalised or even ridiculed at worst by other sites, I can't deny that it smarts a little to see all that goodwill getting well and truly pissed up the wall by giving the sort of games that I would have been all over — and that my fellow enthusiasts would have loved to hear more about — to someone who clearly and obviously hates them. Something that helped make USgamer unique has been lost; now it's just another site with a predictable "loljapan" attitude about it. I would rather the site simply didn't review these titles at all than let this joyless arse anywhere near one ever again, but sadly it's not up to me. How very disappointing.

    But let's not get too hung up on Fairy Fencer F because this was, surprisingly, not the most stupid thing posted today. No, that honour goes to the epic-length editorial over on Polygon about finding the tutorial to the new Lord of the Rings game troubling. Why? Because at one point, you sneak up on your wife and kiss her, using the same control scheme and animations as you use later in the game to assassinate people and monsters. Somehow this bizarre objection was spun out to somewhere in the region of 1,500 words — an impressive achievement on the part of the author to take that long to say absolutely nothing, I must admit. (Although frankly, given the state of some of the entries on this blog, I'm probably not one to talk. But eh; there's a difference between a professional, commercial games site and a personal blog I use as an outlet for mental detritus.)

    Polygon has been going down the toilet for a long time; I can't say I've ever been a particular fan of their uniquely pretentious brand of games journalism, nor the sanctimonious attitude of several of its staff writers, but since ditching their features staff a while back — the one part of the site that actually had anything meaningful or interesting to say — it really has been circling the drain. I wasn't surprised or angry to read this article today after someone pointed me in its direction earlier; my only real reaction was a sigh and a shake of the head. Games journalism in 2014, ladies and gentlemen; better to say 1,500 words of nothing at all about the week's big release than, you know, say nothing at all. Because if you make people angry you'll at least get some page hits as people share it indignantly.

    Today has been one of numerous days that I've looked back on my time with the games press and thought "That was fun while it lasted, but I don't want to go anywhere near that ever again." If a prerequisite for being a member of the games press of 2014 is being a joyless wanker who can't find the fun in anything, then count me out. Give me a call when you ditch the clickbait business model, fire all these miserable tossers and start bringing on board people who are actually enthusiastic — even passionate — about this exciting medium. I won't be sitting by the phone waiting for your call, however; I've got better things to do.

    You know, like playing games… and actually enjoying them.

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    1717: The Story of Your Mail Archive https://imnotdoctorwho.moegamer.net/2014/09/30/1717-the-story-of-your-mail-archive/ https://imnotdoctorwho.moegamer.net/2014/09/30/1717-the-story-of-your-mail-archive/#comments Tue, 30 Sep 2014 23:38:50 +0000 http://angryjedi.wordpress.com/?p=6778 During a quiet — and, I won't lie, somewhat bored — moment today, I decided to take a look back in my GMail archive and see exactly when I started using that account. I've had a number of different email accounts over the years, some of which have lasted longer than others, but I had … Continue reading 1717: The Story of Your Mail Archive

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    During a quiet — and, I won't lie, somewhat bored — moment today, I decided to take a look back in my GMail archive and see exactly when I started using that account. I've had a number of different email accounts over the years, some of which have lasted longer than others, but I had a feeling that GMail had stuck with me longer than anything else. (Except perhaps for Hotmail, which I keep around to sign up for things I don't want to sign up my "real" email address for. And for my Xbox Live account, because in Microsoft's wisdom, they don't allow you to change the email address associated with your account, meaning I was forever stuck with it, not that email really matters to Xbox Live anyway.)

    Sure enough, my GMail account has been with me for somewhere in the region of four or five years or so. Prior to that, I made use of a .mac/MobileMe/iCloud account (the name has changed several times since I opened the account in 2007 as part of my employment at the Apple Store), and before that, I was using Yahoo. Prior to that, I was using various different proprietary addresses that I got with Internet service providers, and since I moved every year while I was at university — and quite frequently thereafter, too — I changed email address a lot, much to, as I recall, the annoyance of my brother, who never knew which address to contact me on.

    Anyway, I digress; my GMail account hails from 2009, and it was interesting to take a look back to what was going on in my life around then. I can use this blog for that too, of course — and often do, as narcissistic as that might sound — but looking back at past emails is a little different because it's not just a record of my thoughts spilling out on the page as I saw fit to express them; it's my thoughts spilling out on the page as I saw fit to express them to another specific person.

    As those of you who have been reading this blog for a few years will recall, 2010 was Not A Good Year for Pete, and indeed the early pages of my email history reflect that to a certain degree.

    Before that, however, was an email from a former colleague containing nothing but this image:

    photoIt still makes me giggle.

    Anyway, the first few pages of my GMail are actually made up of messages imported from my .mac/MobileMe account, which I was running in parallel with GMail for some time (and indeed still am, though I don't really use it any more). In those early messages, I can see the first time I was hired as a professional games journalist — Joey Davidson and Brad Hilderbrand were good enough to take a chance on me and hire me for the now sadly defunct Kombo.com. The pay was crap, but it was something at a time when I had nothing else, and I got something far more valuable out of that experience: friends. People I still speak to today — indeed, just today I had a quick chat with Joey via instant message, which was nice.

    Around that time, I was preparing for a trip to PAX East in Boston, at which I'd have the opportunity to meet a number of members of the Squadron of Shame for the first time — and to catch up with some I'd had the pleasure of meeting once or twice before. I was also looking forward to the opportunity to cover a big event as a journalist, though sadly I wasn't enough of a bigshot at this time to be able to score a proper press badge, and as such had to write about things at the show largely from a consumer perspective.

    Shortly after my return from PAX East, you may recall that my life fell to pieces, and you can see almost the exact moment this happens, since there's a sudden flurry of sympathetic messages from friends and family alike. Thus began a very dark period in my life, and one that still, I must admit, brings tears to my eyes to relive, even when looking at it through the cold, clinical view of plain text.

    So let's not do that.

    Instead, fast forward a bunch of pages and I was very surprised to spot an email from a familiar name: Shahid Ahmad, who is now best known as Sony's most enthusiastic employee, and champion of the Vita. Shahid apparently commented on one of my posts somewhere — I can't quite tell where from the email exchange, but it was a post about the game Mr. Robot, which I recall enjoying a great deal — and we'd evidently had a discussion about Chimera, a game which he made back in the days of the Atari 8-bit and Commodore 64 home computers, and which he has trying to remake ever since. (He was talking about a remake a while back on Twitter; apparently, he's been trying to make this happen since at least 2010.)

    Somewhere around the 37,000 email mark (still in 2010), I seemingly start using GMail a bit more for communicating with people and signing up for things. There's still a bunch of stuff coming in via MobileMe, but messages without that tag are starting to appear more and more.

    Around the 35,000 email mark, I start working for GamePro. Of all the sites I've worked on over the years, I think GamePro is the one that I think of most fondly and am most proud of. I feel I struck a good balance with my news coverage, and there was tangible proof that I — specifically me — was responsible for bringing in a significant amount of new traffic with the work I was doing. Unfortunately, this seemingly wasn't enough to prevent the site from being unceremoniously wiped off the face of the planet some time later, but it was nice to know at least.

    Aside from my own developments, it's also interesting to see what names I still know today have been up to over the years. It's nice to see Tom Ohle of Evolve PR's name crop up a bunch of times, for example — that man's one of the hardest-working PR folks in the business, and also someone who always put across the impression of genuinely believing in the games he was representing — as well as folks I've worked alongside moving from outlet to outlet.

    And then, of course, there's the first appearance of Andie in my Twitter direct messages (Twitter's email notifications used to look a whole lot different!) and… well, we all know what happened there. (She's sleeping upstairs in the house we own together right now as I write this.)

    So anyway. Having rambled on for over a thousand words about nothing more than my email archives, I think I'm ready to call that a night. It's been an interesting trip back along memory lane — not always pleasant or comfortable, but certainly interesting — but I think I've sated my curiosity for now, at least.

    So what's the earliest email you still have, dear reader?

     

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    1716: Desperately Seeking Information https://imnotdoctorwho.moegamer.net/2014/09/29/1716-desperately-seeking-information/ https://imnotdoctorwho.moegamer.net/2014/09/29/1716-desperately-seeking-information/#comments Mon, 29 Sep 2014 22:38:50 +0000 http://angryjedi.wordpress.com/?p=6776 Something a friend of mine said in an online chat earlier made me think about the way we, humanity, use the Internet on a daily basis — and particularly the role that social media plays in many of our lives. He said that as human beings, we crave information. It doesn't matter what that information is, we're … Continue reading 1716: Desperately Seeking Information

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    Something a friend of mine said in an online chat earlier made me think about the way we, humanity, use the Internet on a daily basis — and particularly the role that social media plays in many of our lives.

    He said that as human beings, we crave information. It doesn't matter what that information is, we're just hungry for it; forever consuming, devouring any input we can get our brains wrapped around, however mundane, stupid or fury-inducing.

    After he said this, I took stock of my online existence since leaving Facebook and Twitter behind. I still haven't looked at the former at all; I've peeped at the latter once or twice to see if I had any mentions or direct messages — I didn't (apart from a share of this post by a dentist who clearly hadn't read it at all), which, I won't lie, smarted a bit, but I'll live.

    What I have done, however, is almost immediately replace them with other things. I was always intending to make more active use of the Squadron of Shame forums, for example, but they have become my primary go-to hangout online — which makes their occasional lack of activity a little frustrating. (Come join up and talk in a chin-strokey fashion about games!) But that's not all I'm doing: instead of relying on what Twitter is talking about for a picture of the day's news — a practice which tends to give you an inherently biased picture of what is going on, due to the political tendencies of some of Twitter's most vocal users — I'm specifically seeking out sites like the BBC and the Guardian to read about stories at my own pace. (I still skip over anything that just offers me a video and no text, though; fuck video.)

    I am not, however, reading a great deal about video games. This is less about losing interest in them — which my marathon Xillia 2 session this evening will emphatically attest that I am not — and more about feeling there aren't really any sites out there that speak to (or for) me. I've discussed this with a number of people with whom I share similar proclivities, and many of us tend to feel the same way: while the ad-based revenue model for these sites continues to be in place, we're never going to see the sort of coverage that we're interested in seeing. Those sites that do try different things — like Polygon with its now-defunct features section, or 1up with its community-driven nature — end up either closing down altogether, or at the very least shedding the things that made them unique and becoming yet another identikit site of daily triple-A and indie darling news churn.

    But I digress. The point is, the information void I left when I cut social media out of my life was immediately filled by something else. It's a compulsion; an uncontrollable urge. As a human being, my brain demands information; it needs input. More input.

    I'm not entirely sure if that's a healthy compulsion, since as I noted above, the 21st-century brain doesn't appear to be all that selective about what it wants to absorb into itself. Perhaps if the brain craved nothing but new knowledge — information that would allow it to let its host function as a better human being — that might be absolutely fine.

    But no. The 21st century brain is interested in menstrual menaces and megachile perihirta (commonly known as the Western leafcutting bee); in cats drinking from squirt bottles and… oh, you get the idea.

    The human brain is a mysterious thing. Whatever you may feel about the information you stuff into it on a daily basis, though, I think we can probably all agree that the Internet has had a profound impact on how we perceive, seek out and consume information these days, hmm?

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    1715: Twintania Downed, Again (and Again) https://imnotdoctorwho.moegamer.net/2014/09/28/1715-twintania-downed-again-and-again/ https://imnotdoctorwho.moegamer.net/2014/09/28/1715-twintania-downed-again-and-again/#respond Sun, 28 Sep 2014 23:40:55 +0000 http://angryjedi.wordpress.com/?p=6774 This evening it was my great pleasure to be a part of the inaugural Giant Bomb/Loose Cannons (aka GBomb/LoCo) raid party in Final Fantasy XIV — what I hope will be the first of many joint adventures that take place on a UK timezone-friendly schedule. Since a couple of members of LoCo hadn't yet cleared The Binding … Continue reading 1715: Twintania Downed, Again (and Again)

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    This evening it was my great pleasure to be a part of the inaugural Giant Bomb/Loose Cannons (aka GBomb/LoCo) raid party in Final Fantasy XIV — what I hope will be the first of many joint adventures that take place on a UK timezone-friendly schedule.

    Since a couple of members of LoCo hadn't yet cleared The Binding Coil of Bahamut, Turn 5 — something of a "benchmark" for how well groups work together — we had decided that, come hell or high water, we were going to get a group of some description together and attempt it.

    We'd tried this once before, filling out the extra spots in the party using Final Fantasy XIV's matchmaking Duty Finder system, but the downside of this is that you never know who you're going to get — even in challenging content like Turn 5, there's always a possibility you'll get someone who is just looking for a quick and easy clear with no fuss, and who might not have patience to deal with people who are hoping to learn the fight and practice it. Indeed, this happened to us; the first time we got to

    [Editor's note: At this point, Pete was called away for another hasty attempt at Turn 5, this time with Andie in tow. It was a successful attempt, as was, I'm sure you've already guessed, the one about to be discussed.]

    Ahem. Sorry. Anyway. As I was saying, the first time we got to try it together, we were lumbered with one of these people, who got all huffy when someone got hit by Twintania's notorious "divebomb" mechanic — one of the more difficult attacks in the game to dodge and otherwise deal with. Eventually, when Huffy McHuffypants left in a huff, we had to abandon our attempt as, since Turn 5 is fairly old content now, it can sometimes be difficult to get people in there unless you pre-form a group before you start.

    But anyway. Tonight we assembled a crack team of GBomb and LoCo types, including a couple who had never cleared it before and a few — including me — who had. Then we jumped in.

    Our first attempt went reasonably well. Twintania's companions, the three Scourges of Meracydia, all fell to our onslaught pretty quickly, and we handled Twintania's barrage of fireballs and conflagrations without breaking a sweat, since we were all, by now, pretty familiar with how this part of the fight worked. When Twintania swept off into the inky blackness high above the right hand of Bahamut, we dove into the nearby ditch between the fallen god's fingertips and waited for the angry dragon to show her face again.

    Dive, and dodge; dive, and dodge; dive, and dodge; the first set of Divebombs passed without incident, and Twintania's snake-like guardians Hygieia and Asclepius showed up. We dealt some damage to the two Hygieia and then focused our attention on Asclepius again; then it was time for another set of Divebombs.

    Dive, and dodge; dive, and dodge; dive, and dodge; the second set passed without worry, and one of our two paladins dragged the annoyed Asclepius and Hygieia across the right hand of Bahamut to join their two companions that had just showed up.

    I used the party's collected energy to unleash my Limit Break, calling down a shower of meteors onto the heads of the snakes, killing two of them outright and seriously wounding the rest of them. As the Hygieia died, they increased Asclepius' vulnerability bit by bit, until we were all eventually dealing about twice the normal damage we usually did. It wasn't long before Asclepius fell to that onslaught, at which point we dove into one of Twintania's dropped Neurolinks, the collars that the ancient Allagans had used to control her, and which had gradually been falling from her neck one by one as the fight progressed.

    At this point, things fell apart somewhat. Twintania summoned her deadly Dreadknights, and it wasn't long before they ripped through several of our number; the rest fell to her powerful Twisters attack. But not to be deterred, we picked ourselves up and tried again.

    Once again, the Scourges fell, and we set to work on Twintania. The fireballs and conflagrations proved little challenge for us, and we deftly avoided the first set of Divebombs. We got a little too enthusiastic on the Hygieia this time around, however; one died before we got out of the ditch and the other was nearly shuffling off the mortal coil as we pulled them together for another Starstorm summoned by my command over black magic.

    This time, the furious Twintania didn't faze us. While our lead paladin kept the attention of the giant dragon, the other made sure the Dreadknights didn't reach their destination, battering them repeatedly with their shield while I pelted them with freezing ice, which slowed their movements when they weren't stunned. A Dreadknight would fall, then we would move as one to sidestep Twintania's next Twisters; then another Dreadknight would fall, and we'd once again hop neatly out of the way of Twisters.

    Finally, the weakening Twintania resorted to the same attacks her Scourges had used on us at the start of the fight; spitting huge gobs of flaming matter all over the battlefield, creating a Liquid Hell. We'd run to avoid these, but by this point our victory was all but assured; sure enough, not long after that, the beast fell to our relentless assault, and we were triumphant.

    I love this fight. It's no longer the most difficult thing in the game, but it's a demanding battle that ensures everyone involved is on their toes and sets expectations appropriately high for the Second Coil of Bahamut (and the Third Coil of Bahamut, which is coming soon). It also bodes well for the group of us who are planning to tackle some of this content on a regular basis; clearing Turn 5 on a second attempt is good going by anyone's standards, and we repeated the situation almost exactly when a few hours later Andie wanted to give it a go with us, too. We seemingly work well as a team — even without using voice chat to coordinate what we were doing — and our own individual skill levels were apparently well up to the challenge Twintania offered.

    So what's next? That remains to be seen; all being well, we'll be giving the first Turn of Second Coil a go this week. I've tried this battle once before and it appears to be somewhat demanding in the same way as Turn 5 is; you need to pay close attention to what is going on, and react quickly and calmly to the things that are happening around you. One mistake can leave you lying dead on the floor at a moment's notice — and potentially kill off the entire party. I have faith that we can rise to this challenge, though, and I'm looking forward to giving it a shot.

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    1714: Arachnid Dentistry https://imnotdoctorwho.moegamer.net/2014/09/27/1714-arachnid-dentistry/ https://imnotdoctorwho.moegamer.net/2014/09/27/1714-arachnid-dentistry/#comments Sat, 27 Sep 2014 23:46:48 +0000 http://angryjedi.wordpress.com/?p=6772 I had an enjoyably bizarre dream last night, or possibly early this morning — I'm not quite sure. It doesn't really matter when it occurred; what does matter, however, is that it was most peculiar, and has somehow stayed in my memory for most of the day rather than, as dreams are often wont to do, dissipating … Continue reading 1714: Arachnid Dentistry

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    I had an enjoyably bizarre dream last night, or possibly early this morning — I'm not quite sure. It doesn't really matter when it occurred; what does matter, however, is that it was most peculiar, and has somehow stayed in my memory for most of the day rather than, as dreams are often wont to do, dissipating in a puff of imagination shortly after getting up.

    I will preface this by saying there was no poo involved in this dream. I'm sure you're devastated.

    Anyway. The main premise of the dream was that Andie and I were living somewhere that was not the house we now own between us. Instead, we were the proud owners of what appeared to be a rather house-like flat that was actually inside another building. In other words, the flat itself was multi-level, like a house, but its "front door" actually opened into a corridor of the building which contained it rather than onto the street. I recall commenting on this to dream-Andie, noting that she had been adamant about getting a house rather than a flat (she had; it was one of our few "musts" when looking for a new place) and that we'd somehow ended up with a flat instead.

    For whatever reason, I elected to step outside what was seemingly our newly acquired flat to go and explore the rest of the building. I followed the corridor from our front door through another set of doors, and discovered that just a little way down from where we now lived was a dental surgery. This struck me as a little odd at the time, but I just shrugged it off. We lived next door to a dentist, and that was just how it was.

    I'm not sure how long I walked for, but the building itself appeared to be rather large, with different areas fitted out in noticeably different manners. Lower down — apparently our flat was quite high up in it — the building appeared like a classy hotel, with ostentatious decor and lush carpets; higher up, meanwhile, the drab walls, endless fire doors and strangely arranged staircases called to mind some form of student accommodation I'd spent time in in the past. It wasn't the halls of residence I lived in; I have a feeling it was either some friends' halls, or possibly a sixth form college where I stayed for a residential music course while I was a teen. Either way, it was somewhat out of place when compared to the richly decorated lower levels.

    At some point, I got lost. I found myself somewhere on the lower floors in what appeared to be the headquarters of an affluent, successful company — all leather sofas, marble-effect (or possibly just marble) tabletops and shiny floors. Whichever way I turned, I couldn't seem to find the way back where I came from, and eventually ended up on the street. Apparently this building was in Toronto, somewhere near where my friends Mark and Lynette used to live, as I recognised the street corner on which I found myself.

    I went back into the building and found that this time I was able to successfully navigate my way back into the hotel lobby-like area, up the stairs into the dorm-like area, and eventually past the dentist back to our flat.

    When I came back in, I'm not sure if the arrangement was different or if I just hadn't noticed it before, but bizarrely, there was a shower room right by the living room. Even more strangely, there was a hole in its wall where bricks had seemingly just been removed, leaving an open "window" between the shower and the living room.

    For some reason, I opened the door of the shower room and lay down on the floor. There was a computer keyboard in front of me. I started typing, and as I did so, hundreds of small spiders started emerging from the shower's plughole, then crawling into the corner of the room and disappearing. As I continued to type, the spiders kept coming, but they always seemed to be going the same way. I wasn't sure what I was doing, and I didn't really want to know. All I knew was that I needed to keep typing and typing and typing and typing… you know, much like I'm doing right now.

    Then I woke up in a state of some confusion that was swiftly followed by disappointment that I was probably too late to go out and get a McDonald's breakfast.

    Explain that one, then.

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    1713: Yep, You Should Play Ethan Carter https://imnotdoctorwho.moegamer.net/2014/09/26/1713-yep-you-should-play-ethan-carter/ https://imnotdoctorwho.moegamer.net/2014/09/26/1713-yep-you-should-play-ethan-carter/#respond Fri, 26 Sep 2014 23:20:24 +0000 http://angryjedi.wordpress.com/?p=6770 I must confess I hadn't been paying all that much attention to The Vanishing of Ethan Carter. I knew several people whose opinions I trusted were excited about it, however, so I was always intending to give it a try. And with it releasing this week and Andie out of town for the weekend, I figured tonight … Continue reading 1713: Yep, You Should Play Ethan Carter

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    I must confess I hadn't been paying all that much attention to The Vanishing of Ethan Carter. I knew several people whose opinions I trusted were excited about it, however, so I was always intending to give it a try. And with it releasing this week and Andie out of town for the weekend, I figured tonight would be the perfect opportunity to give it a try.

    I completed it, as it happens — it's not a terribly long game, but it is a very worthwhile experience that I recommend you indulge in, preferably in a single sitting if you have three or four hours to spare.

    But what is it? I hear you ask. Well, it's… Hmm. Sort of hard to describe, in one sense, but pretty simple in another.

    Its developers describe it as a non-violent investigation game in which you attempt to track down clues as to the whereabouts of the titular character, a young boy who wrote a letter to the protagonist — the rather wonderfully named Paul Prospero — prior to the eventd of the game beginning.

    Now, the description of "non-violent" usually points to an example of those games that are often derided (or sometimes celebrated) as "walking simulators" — games that are, in effect, little more than theme park attractions in which you wander around and have a story delivered to you through various means. Notable recent examples include Dear Esther — which kind of invented the "genre", if you can call it that; Gone Home, which famously got branded "Not a Game" upon the introduction of Steam's tagging system; and The Stanley Parable, which no-one seemed to mind too much because it was amusing.

    The Vanishing of Ethan Carter is not quite in the same wheelhouse as these games. Rather than funnelling you down a specific path, Ethan Carter offers a certain degree of freedom — though there's still a natural order you'll come across the game's main… bits.

    It's these "bits" that distinguish Ethan Carter from your common-or-garden walking simulator, however, because each involves a degree of puzzle-solving, deduction and thorough investigation of the environment to succeed. And in order to see the game's story through to its conclusion, you'll need to succeed in all of these little mini-adventures scattered across the map.

    The exact form of these mini-episodes varies with each one: some require you to simply find a bunch of objects in the nearby vicinity; some require you to figure out what happened where in a particular situation, and then correctly identify the order the events you uncovered occurred in; some are more traditional "puzzles" requiring a bit of lateral thinking and investigation to beat. The nice thing about the game's relatively brief length is that it never feels like it's repeating itself too much: the most-repeated game mechanic is the chronology-identifying system, and that usually comes at the conclusion of some other investigative work.

    The most pleasing thing about Ethan Carter, though, is that it warns you when you start that it's not going to hold your hand at all, and then it's true to its word. No navigation arrows. No journal. No flashing objectives. Just you and your brain looking out onto the lovingly detailed (albeit fairly small) open world that forms the setting for Prospero's investigations.

    And what a world. It may be small, but it's beautifully crafted; this is by far one of the best-looking games I've seen for a long time. Outdoors, grass, bushes and trees blow in the wind as the sunlight streaks down through gaps in the leaves. Indoors, light streaming in through windows shows dust floating in the breeze. Textures are beautifully detailed, meaning you can easily read things like book titles and small incidental signs without having to get right up close to them, and the overall atmospheric effects are marvellously convincing: there's a lovely gentle haze in the background, and although the explorable area of the map is fairly small, the background is rendered in a convincing enough manner to suggest that the area you're tooling around in is very much part of a much larger world. It's gorgeous — and it provided the workout I've been craving for my brand new nVidia GTX 970 graphics card, which handled it perfectly on max settings without breaking a sweat. Lovely.

    I shan't get into the story of Ethan Carter now, since with it being so short, it's something you really should experience yourself. I will say, however, that I enjoyed it a great deal, and can recommend it highly — even if you're not normally a fan of non-violent "walking simulators". The puzzle-solving and investigative elements elevate this far above titles like Dear Esther and Gone Home in gameplay terms, and, although short, it's a satisfying game to work through and complete.

    So go on. Set aside a few hours this weekend and go find out just where Ethan Carter has got to. You won't regret it.

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    1712: Les Oignons https://imnotdoctorwho.moegamer.net/2014/09/25/1712-les-oignons/ https://imnotdoctorwho.moegamer.net/2014/09/25/1712-les-oignons/#comments Thu, 25 Sep 2014 23:01:04 +0000 http://angryjedi.wordpress.com/?p=6768 There are, as you'll know if you've been reading this blog a while now, many things that I do not like and wish to change about myself. Some of these are things I probably could change if I tried hard enough. Others are things that appear to be hard-wired into me, and I couldn't change … Continue reading 1712: Les Oignons

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    There are, as you'll know if you've been reading this blog a while now, many things that I do not like and wish to change about myself. Some of these are things I probably could change if I tried hard enough. Others are things that appear to be hard-wired into me, and I couldn't change them now even if I tried.

    One of the most frustrating things in this latter category is my dislike of onions.

    I have hated onions for as long as I can remember. Initially dismissed by my parents as me just being a fussy eater — like most children, I was fairly fussy about a lot of unfamiliar foods when I was young — I continued to insist that not only did I simply not like onions, but they actually made me want to be sick.

    That's not an exaggeration, either; even today, if I can so much as taste a bit of raw onion, it makes me retch and completely puts me off whatever it is I am eating that has turned out to be stuffed full of onion. I won't even eat something that has had raw onion on it, because I remain convinced that raw onion infects the flavours of everything around it, making everything else taste of onion even when the offending slices themselves have long been removed.

    The strange thing about my violent dislike of onion is the fact that, in many cases, I'm absolutely fine with it if it's been cooked into something. I don't mind a pasta sauce that incorporates a bit of onion, for example — so long as it's not too much — and I don't mind a curry or Chinese dish that has a bit of onion in it — though again, not too much. Basically if I can taste it, it's out; I cannot think of a single dish that is improved by the presence of onion, but handled correctly I can at least tolerate it.

    What's even stranger is that over the last couple of years or so, I've started to find even specifically onion-based things more palatable than I have done in the past. I can eat and even quite enjoy an onion bhaji, for example — though in most cases these have been deep-fried to such a degree that any resemblance to actual onions is by that point purely coincidental — and I have been known to have battered onion rings with steak and the like, too — though I will add to that that I usually smother them in so much sauce that it becomes impossible to discern their oniony origins.

    Despite these changes in the last few years, though, I'm doubtful I'll ever be able to eat onion in the same way as a lot of other people I know — and I certainly doubt I will ever get to a stage where I like it enough to specifically want to add it to things. This is frustrating, because it's surprising quite how much food out there — particularly stuff designed for lunchtime consumption like sandwiches, wraps and the like — is absolutely rammed full of onion, in many cases ruining what sounds like an otherwise delicious item of food for me and, more often than not, making it completely unpalatable.

    Oh well. I've survived 33 years without onions; I'm pretty sure I can probably go the rest of my life without them, too.

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    1711: Soporific https://imnotdoctorwho.moegamer.net/2014/09/24/1711-soporific/ https://imnotdoctorwho.moegamer.net/2014/09/24/1711-soporific/#comments Wed, 24 Sep 2014 22:34:12 +0000 http://angryjedi.wordpress.com/?p=6766 I have… a problem. Said problem is that if I have to sit still and do nothing while concentrating on someone else talking for any length of time, I get extremely sleepy, regardless of how tired I actually am. My eyelids start to get heavy, my body gets tired and all I want to do … Continue reading 1711: Soporific

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    I have… a problem.

    Said problem is that if I have to sit still and do nothing while concentrating on someone else talking for any length of time, I get extremely sleepy, regardless of how tired I actually am. My eyelids start to get heavy, my body gets tired and all I want to do is just curl up and get comfortable for a bit of a nap.

    This is a problem because the times when I am supposed to sit still, do nothing and concentrate on someone else talking for any length of time are generally occasions where it would be impolite to fall asleep. Weddings and funerals, for example, but also meetings.

    I've suffered with this issue for as long as I can remember — certainly for as long as I've been an adult. I remember it happening on occasion at university during lectures, but more often than not this could be attributed to a heavy night out the previous evening and a hangover weighing on my mind. (My peers found it terribly amusing when I had to quietly slip out of our weekly piano workshop to go and be a bit sick. Well, I didn't want to throw up all over the Turner Sims concert hall.) At other times, I could fend it off by occupying my brain somewhat: either taking notes if I was actually interested in the subject of the lecture, or doodling the lecturer getting sucked off by some sort of sinister vacuum cleaner-like contraption if I wasn't. (This happened once; it wasn't something I found myself drawing on a regular basis.)

    It's mildly embarrassing, but fortunately I've never managed to actually completely fall asleep before. I've come perilously close, I must admit, but I always manage to maintain my faculties and remain in the land of the living. I came perilously close on more than one teacher training day while I worked in schools, too, particularly since said training days tend to ignore everything we're ever taught about engaging people and helping them learn and instead tend to consist of someone waffling on and on and on for hours about something which is, quite possibly, a load of old bollocks.

    The peculiar thing is the moment I step out of the situation where I'm supposed to be concentrating on someone else droning on about whatever, I can be back to full alertness in a matter of seconds, with no trace of tiredness. It's just that while I'm sitting there, expected to take in everything that is being said and actually retaining very little of it at all — usually because it's not relevant to me and thus immediately filtered out by my brain — my body appears to go into its shutdown sequence. And I'm sure I'm not the only one.

    Or am I? That would be awful, and even more difficult to explain than falling asleep in a meeting already would be. But I guess we'll cross that bridge if — yes, if — we come to it!

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    1710: Perfectionism https://imnotdoctorwho.moegamer.net/2014/09/23/1710-perfectionism/ https://imnotdoctorwho.moegamer.net/2014/09/23/1710-perfectionism/#comments Tue, 23 Sep 2014 18:08:41 +0000 http://angryjedi.wordpress.com/?p=6764 "I'm a perfectionist" may be the lamest, most clichéd answer possible to that equally lame and clichéd job interview question "what is your biggest weakness?" but, well, it really is a weakness. Why? Because perfectionism often makes you feel responsible for things that aren't your fault. Perfectionism often makes you feel bad for making mistakes based on … Continue reading 1710: Perfectionism

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    "I'm a perfectionist" may be the lamest, most clichéd answer possible to that equally lame and clichéd job interview question "what is your biggest weakness?" but, well, it really is a weakness.

    Why? Because perfectionism often makes you feel responsible for things that aren't your fault. Perfectionism often makes you feel bad for making mistakes based on information you weren't given. Perfectionism often ruins an otherwise pleasant day when that one thing that didn't go quite as well as all the other things weighs on your mind more than the considerably greater number of positive thoughts you could be having.

    I came to the conclusion today that I suffer from perfectionism. I hate doing a bad job. I hate feeling like I've made a mistake. I hate feeling like I could have done more.

    I made a mistake today. It wasn't a big mistake. It didn't get me into trouble. It didn't hurt anyone or spoil anyone else's day, and thinking about it rationally, from a distance, it wasn't really a "mistake" at all since, as noted above, I didn't have all the information available to hand. It does, however, have the potential to make more work for me — thankfully there is plenty of time to complete said work if it is necessary — and it's probably something I could have avoided. I didn't, however, and now this has happened. And I feel bad.

    I'm assured that I shouldn't feel bad, that I wasn't to know, that it might not even be a problem at all — I won't know that latter part until tomorrow — but it's too late; the knowledge that I Did Something Wrong has already sunk in and already made me a bit mopey on the way home. Thankfully I managed to distract myself in time, so with any luck I won't be spending the evening in a depressed haze staring at a wall as often happens on such occasions, but the fact remains: perfectionism stinks.

    I'm not sure where this stems from. My most plausible explanation is that it likely hails from my childhood, where I was typically — not to blow my own trumpet here, it's a statement of fact — one of the top-performing students in the class, both in primary and secondary school. On the few occasions where I failed to live up to the standards I had apparently set for both myself and others to expect of me, I felt really bad. I still have a vivid memory of a two-page spread in my Class 2 (year 3 or 4 in new money, I think) Maths book where the left page — on which I had completed a single sum — was adorned with the teacher comment "Lazy work" in red pen, and the right page — on which I had completed three sums, two of which were incorrect — was forever blemished with the words "Very poor", also in red pen.

    I was mortified at the time; the rest of my school books were so consistently good and I was so regularly praised and rewarded — "go and colour in a square on your rocket" — that doing something badly brought me crashing down to earth and upset me a great deal. I didn't want anyone to see those pages in my books; they were a stain on my otherwise good record. To my credit, though, I always made sure I was both more industrious and careful in Maths lessons from that point on, even though I absolutely loathed that subject right through until the end of secondary school.

    To date, though, every time something doesn't quite go right, I end up feeling like I did that day I got that book back with those two awful pages. Whether it's a negative comment on something I've written, an offhand remark by someone I know or simply the knowledge that I messed up somewhere — even if no-one else knows — it hits me right in the Black Dog and, more often than not, ruins an otherwise good day.

    Thankfully, the very act of writing this post is helping banish such thoughts from my mind, and I fully intend to go and have a thoroughly pleasant evening now. So suck that, perfectionism.

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    1709: Stories All Around https://imnotdoctorwho.moegamer.net/2014/09/22/1709-stories-all-around/ https://imnotdoctorwho.moegamer.net/2014/09/22/1709-stories-all-around/#comments Mon, 22 Sep 2014 22:12:38 +0000 http://angryjedi.wordpress.com/?p=6762 Whenever I see a police car or an ambulance screaming down the road in the opposite direction to the way I'm going, I can't help but wonder where they're going, what they're doing and what the story behind that split-second encounter was. For a brief moment, my own story — usually something rather mundane like … Continue reading 1709: Stories All Around

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    Whenever I see a police car or an ambulance screaming down the road in the opposite direction to the way I'm going, I can't help but wonder where they're going, what they're doing and what the story behind that split-second encounter was. For a brief moment, my own story — usually something rather mundane like going to the shops or to get some petrol — intersects with that of some other people; an exciting, possibly tragic story that I will likely never know the details of.

    That doesn't stop me wondering, though.

    Stories are all around us. Everyone you see is living their own story. And while few of them live up to the obnoxious banner currently hanging in Southampton's WestQuay shopping centre (which promotes a local photography studio and reads "The Most Important Story Ever Told: Yours"), they're all different and they're all interesting in their own way. It can be kind of mind-boggling to contemplate quite how many things are going on at any given time, particularly when you contemplate how many things happen to you — however mundane — on any given day.

    It's in acknowledging the fact that stories are going on all around us — and continue without our intervention — that it becomes possible to craft a convincing, compelling fictional world. And it's true across all forms of media: many comic books these days unfold in shared universes, with foreground events in one series fading into the background in others, but still being acknowledged; crossover TV shows keep their own narratives mostly parallel, but occasionally bend inwards a little to meet for a fleeting episode or two before diverging again; prolific authors spend volume after volume building up a convincing mental picture of how their world works, and the many adventures that the people therein have over time.

    And the same is, of course, true of video games. The most well-crafted video games embrace this feeling of stories happening all around us at any time and, more so than any other medium, allow us to explore them at our leisure, pursuing the threads we're interested in to build up a full picture of what it must really like to be an inhabitant of a virtual world.

    This sort of thing is particularly important in sprawling role-playing games, where a poorly crafted world can do great harm to the immersion factor of the game. It's the reason why the Elder Scrolls games have never really resonated with me: I never got the sense that the people wandering around and occasionally looking in my direction mattered; I never got the sense that they had their own personal stories, even when they formed the basis of a quest or two. There was the odd exception — tucked away in a few nooks and crannies were some interesting diary entries and illicit items that suggested all was perhaps not as it seemed with a character that seemed otherwise respectable — but for the most part, the identikit nature of most of the characters in these games was immensely offputting.

    It will doubtless not surprise you to hear that this is one thing I feel Final Fantasy XIV does exceptionally well, much as its predecessor Final Fantasy XI did before it. Although the world is primarily populated by static NPCs who go about their same old business at all times of day or night — that and the players, of course — the game does, on regular occasions, make the effort to make the land of Eorzea feel truly lived-in.

    This is most apparent in the relatively recently added "Postmoogle" quests, in which you're recruited (somewhat reluctantly) by the Deputy Postmoogle to deliver a series of letters to various characters around the realm. Mechanically, these quests are little more than "go here, talk to this person" fetch quests, but if you stop and pay attention to what is being said — and who is involved — they take on a whole new amount of meaning.

    This is because they involve characters that you will have seen elsewhere out and about in the world in various contexts.

    One quest sees you accompanying the aptly named Hunberct Longhaft and his two adoring Miqo'te companions around the city of Ul'Dah; your only previous contact with these characters will have been during one of the major "FATE" events out in the world, at which point there was little time for conversation, but just enough time to wonder exactly what was going on between Hunberct and the two Miqo'te.

    Another sees you engaging in conversation with a group of four gladiators whom you've likely only ever encountered as the last "boss" of the dungeon Halatali (Hard). Another still delves into the background of the "aesthetician" — the character you can summon from your inn room to get a new haircut — and his Ishgardian heritage.

    It's not just the Postmoogle quests that do this, however. Many of the sidequests that have been added since the game's launch acknowledge popular minor characters, such as the ill-fated adventuring party you run into early in the game's main scenario, whose erstwhile leader is beheaded in battle "off-camera" while you run your first dungeons. The next time you meet the group, the healer of the party — the deceased leader's fiancee — is carrying his head around in a bag with her, stricken with guilt; the next time you meet them, which is much, much later, at level 50, long after the initial main scenario is over and done with, things have gone very, very wrong indeed.

    Final Fantasy XIV is far from the only example of this idea of stories being all around us being used effectively in video games, but it's one of the best in recent memory.

    I still can't help wondering where that ambulance was going, though. I hope the person it was on its way to help is all right.

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    1708: Playing on Home Turf https://imnotdoctorwho.moegamer.net/2014/09/21/1708-playing-on-home-turf/ https://imnotdoctorwho.moegamer.net/2014/09/21/1708-playing-on-home-turf/#comments Sun, 21 Sep 2014 21:13:24 +0000 http://angryjedi.wordpress.com/?p=6760 Regular readers of this blog will be well familiar with how much I enjoy Final Fantasy XIV (as does Andie now, too) and, for sure, I've had a blast since the game's original beta sessions last year. I've been fortunate enough to be able to run with the same people since I started playing — the Giant … Continue reading 1708: Playing on Home Turf

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    Regular readers of this blog will be well familiar with how much I enjoy Final Fantasy XIV (as does Andie now, too) and, for sure, I've had a blast since the game's original beta sessions last year. I've been fortunate enough to be able to run with the same people since I started playing — the Giant Bomb Free Company — and most of them have been playing fairly constantly since launch, so there are usually some familiar faces online at any given time, and other people come and go around that stable of predictable, reliable players.

    The downside to the Free Company that I'm a member of is that the vast majority of people involved live in the States. This makes things a little difficult when I want to participate in things that practically necessitate forming a group yourself rather than relying on the game's built-in "Duty Finder" matchmaking system. It hasn't stopped me trying, of course — and I'm very pleased to have completed both The Binding Coil of Bahamut Turn 5 and Ramuh's Extreme Mode incarnation with my friends in the Free Company — but since these attempts normally necessitate staying up until about 3am at the earliest in most cases, they're not always practical, particularly now I have a proper job and consequently have to get up at some ungodly hour in the morning in order to arrive on time.

    Enter our neighbours, then — yes, they're actually our neighbours; their Free Company house is right across the street from ours — the free company Loose Cannons, more commonly known as LoCo. I've seen these guys around a bit over time, but didn't really know them that well. They always seemed to be pleasant people, though, and they were always gracious enough to wave and greet me when I passed by them on my way to do something else.

    After a while, a "linkshell" — essentially a custom chat channel, for those unfamiliar with Final Fantasy XIV parlance — was set up to allow Giant Bomb and LoCo to communicate with one another, since the Free Company chat channels are restricted to members only, and you can only be a member of one Free Company at once. You can have up to eight linkshells, though, so I happily accepted the invitation — though, being me, I was somewhat hesitant to muscle in on what I saw as already-established social groups, and thus remained rather quiet around the unfamiliar people.

    The other night saw an encouraging milestone, though; it transpires that many of the members of LoCo operate in the same timezone as me, and moreover, that a lot of them are interested in taking on the game's most challenging content, such as the aforementioned Binding Coil of Bahamut Turn 5, and the subsequent four-part raid the Second Coil of Bahamut. Since I'm also interested in challenging this content, but didn't want to muscle in on the established, US-timezone groups that had already naturally formed in Giant Bomb, this has the potential to be an ideal situation for me.

    I've never been a part of a "static" raiding group before and indeed have usually shied away from this sort of thing in MMOs because I doubt my own skills, usefulness and ability to commit to the group. As I wrote the other day, though, Final Fantasy XIV is one of a few games that I actually feel confident that I'm quite good at, and the prospect of not only challenging myself but developing some close friendships with others who enjoy the game in much the same way I do is very exciting to me. I've often mentioned how playing Final Fantasy XIV can be as much of a social activity as a video game, and having a regularly scheduled evening where a predictable, reliable group all shows up and we work our damnedest to try and take down Twintania, Rafflesia and whatever lies beyond that? Well, that's something that I'm looking forward to a lot.

    Is this how people on sports teams feel?

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    1707: Speccy https://imnotdoctorwho.moegamer.net/2014/09/20/1707-speccy/ https://imnotdoctorwho.moegamer.net/2014/09/20/1707-speccy/#comments Sat, 20 Sep 2014 23:35:44 +0000 http://angryjedi.wordpress.com/?p=6758 I bought some new glasses recently, at great expense. (For those of you with 20/20 vision, be happy; glasses are expensive.) I picked them up this morning and I was actually quite excited about it — I've felt that my current pair haven't been quite "right" for a little while, and a recent eye test confirmed … Continue reading 1707: Speccy

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    I bought some new glasses recently, at great expense. (For those of you with 20/20 vision, be happy; glasses are expensive.) I picked them up this morning and I was actually quite excited about it — I've felt that my current pair haven't been quite "right" for a little while, and a recent eye test confirmed that yes, my right eye in particular seems to have changed a bit, and a new pair of glasses probably wouldn't be a terrible idea. (They probably weren't a terrible idea anyway, since my current pair are now several years old and, having been attached to my face for the majority of that time, are now also covered in that unpleasant but reassuringly familiar clink that builds up around the nosepiece of glasses that are worn on a daily basis.)

    Anyway, I put on the new glasses to try them and they immediately felt a little odd. I was assured that it was largely to do with the fact that my eyes were adjusting to the new lenses, though; after all, if my right eye had changed a bit, it had probably been overcompensating somewhat for the lenses in my current pair. I was then encouraged to keep them on for the whole day in order to try and adjust, and discouraged from returning to my old pair.

    Well, I tried. I kept the new pair on for most of the day, but when I reached mid-afternoon and found myself sporting a headache that I can only describe as "excruciating" — it was near migraine-like in its intensity, nausea-inducing tendencies and quantity of colourful flashing lights it was attracting in front of my vision — I came to the conclusion that no amount of "adjustment" was going to fix this; the glasses were simply not quite right.

    This is a bit of a bummer, since it means I have to make another appointment with the opticians to attempt to get this sorted. I imagine it will probably result in another eye test, too, which will be a pain to schedule around work, and then, of course, I'll end up having to wait for some new lenses, assuming they do need replacing. This isn't the end of the world, since my current glasses are still perfectly acceptable, but I was looking forward to enjoying the improved clarity and magic blue light-reducing lenses of the new ones.

    Sadly it seems that is not to be for now; it would seem unwise to try and just cope with a pair of glasses that make me feel slightly cross-eyed at best and make me want to throw up and fall over at worst. With any luck, I'll be able to get them sorted out this week.

    These things happen, of course, but I can't deny being a little disappointed by all this. I've not had a bad experience with opticians in the years since I started wearing glasses, so it's a shame to run into this issue. Now comes the test of whether Boots' customer service is up to snuff or not… I guess we'll find out on Monday!

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    1706: Bug Me and I Leave You https://imnotdoctorwho.moegamer.net/2014/09/20/1706-bug-me-and-i-leave-you/ https://imnotdoctorwho.moegamer.net/2014/09/20/1706-bug-me-and-i-leave-you/#comments Sat, 20 Sep 2014 12:12:52 +0000 http://angryjedi.wordpress.com/?p=6755 Given the ubiquity of technology these days, there's a lot more competition between apps and online services than there ever was in the past. This means that all of them have to stoop to increasingly low levels in order to get people to "engage" with them, leading to a situation we've simply not had prior … Continue reading 1706: Bug Me and I Leave You

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    Given the ubiquity of technology these days, there's a lot more competition between apps and online services than there ever was in the past. This means that all of them have to stoop to increasingly low levels in order to get people to "engage" with them, leading to a situation we've simply not had prior to the last few years.

    That situation comes in the form of apps and services begging you to use them. It's obnoxious, obtrusive and, more to the point, makes me disinclined to make use of that app or service ever again. In fact, in most cases, if an app or service begs me to use it or come back, I will simply uninstall it or unsubscribe from their mailing list.

    The most egregious example I can think of recently was an app called TuneIn Radio. I was recommended this as a good means of listening to both streaming Internet radio and podcasts, but was dismayed to discover after firing it up just once that it then insisted on reminding me of its own existence at least once a day via a push notification that was usually recommending something I had absolutely no interest in whatsoever. ("Listen to TalkSport!" Oh, how little you know me.) However good the app is, notifications bug me enough at the best of times, so in the bin it went.

    I'm still getting email messages from services I had to sign up for when I was reviewing endless reams of shitty mobile-social apps for Inside Mobile Apps, too. Eventually I simply registered for these services with an email address I don't use any more, and this mitigated the problem somewhat, but there are still times where there are services that I haven't touched for a year or more feel the need to email me and remind me that they exist.

    Worse, when you unsubscribe from these mailing lists you inevitably end up signed up to, you're often questioned as to why you'd ever want to stop your inbox being cluttered up with this meaningless crap. I had one email the other day from a service called AppData, a ludicrously expensive analytics service that was attached to the Inside Social Games and Inside Mobile Apps sites I used to write for, which asked whether I had unsubscribed "by mistake". Seriously. Look.

    Screen Shot 2014-09-20 at 13.06.32

    The sheer arrogance of this is absolutely astonishing. "Oh, no, whoops, I unsubscribed from your marketing spam by mistake. I actually do want you to try and sell me things! Sign me back up, quick!" Or, indeed, "oh no, the pointless marketing spam I forwarded on to my friend [who does this?] annoyed them so much that they tried to unsubscribe themselves and instead unsubscribed me! Sign me back up, quick!"

    I kind of understand why this happens. As I said at the beginning, the sheer amount of competition between mobile app and online service providers these days is ridiculous, so they have to resort to ever more drastic measures to retain their users, and hopefully convert them into paying customers — or at least people who will click on ads.

    I can't say I feel much sympathy, though. Surely having to resort to this is not a signal that you should market harder. Surely having to resort to this is, instead, a sign that there is far too much pointless, useless crap on the market, and maybe you should try a bit harder to come up with an idea that is actually innovative and helpful to people rather than a rehash of other things people already use? Harsh as it may sound, these days I find myself smiling a little with every email I receive that informs me a pointless, stupid mobile-social service that I reviewed a year or more ago is closing down. I'm glad; there's too much noise in our lives anyway even with just the well-established services like Twitter and Facebook, so stop adding to it.

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    1705: Weekender https://imnotdoctorwho.moegamer.net/2014/09/20/1705-weekender/ https://imnotdoctorwho.moegamer.net/2014/09/20/1705-weekender/#respond Sat, 20 Sep 2014 10:48:51 +0000 http://angryjedi.wordpress.com/?p=6752 [Forgot to publish this last night. So here it is now for your delectation.] It's the end of another week, and as a newcomer to the traditional nine-to-five I'm already discovering the joys of Friday. I haven't gone so far as to start saying "TGIF" and all that yet, but I can certainly see the … Continue reading 1705: Weekender

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    [Forgot to publish this last night. So here it is now for your delectation.]

    It's the end of another week, and as a newcomer to the traditional nine-to-five I'm already discovering the joys of Friday. I haven't gone so far as to start saying "TGIF" and all that yet, but I can certainly see the appeal of kicking off the weekend.

    Although thinking about it, Fridays always used to be "special" a certain degree. Not in the same way as like a birthday or a holiday, of course, but obviously… nice.

    My fondest memories of Fridays were, I think, from when I was still at school. Back then, Friday was Good TV Night — this was the pre-digital era, so we only had four channels and consequently Good TV Night was a bigger deal. Also TV shows were better. But I digress.

    Yes, Good TV Night started about 9pm with Friends — one of several shows that I insisted on videotaping every episode of — closely followed by a show at 9.30 that I usually didn't care about, like Cybill, followed by Frasier. If we were lucky, Whose Line is it Anyway? would be on after that too.

    Okay, Good TV Night was actually just two, possibly three, good shows, but it was a nice way to round off the week. It felt special and symbolic — after that, there would be two glorious days of not having to do all that much.

    Friday now is somewhat less symbolic in the same way. The advent of video on demand has made Good TV Night a thing of the past — why be held to the behest of the schedulers when you can watch whatever you want when you want? — and this has left Friday itself feeling more like an opportunity to just zonk out and relax than anything else.

    That's not necessarily a bad thing, of course. We all need time to relax and unwind after a week of, in most cases, being at least partially mature and responsible.

    So that's exactly what I've been doing. And that's exactly what I intend to spend most of the next two days doing, too.

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    1704: The Improved Posting Experience https://imnotdoctorwho.moegamer.net/2014/09/18/1704-the-improved-posting-experience/ https://imnotdoctorwho.moegamer.net/2014/09/18/1704-the-improved-posting-experience/#comments Thu, 18 Sep 2014 22:38:44 +0000 http://angryjedi.wordpress.com/?p=6745 All right, WordPress, you win. After bugging me constantly with urges to try the "improved posting experience" while I was just trying to write my blog, let's give this "improved posting experience" a go and see if it's actually any better than the "posting experience" most WordPress users are accustomed to. Here we go, then. … Continue reading 1704: The Improved Posting Experience

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    All right, WordPress, you win. After bugging me constantly with urges to try the "improved posting experience" while I was just trying to write my blog, let's give this "improved posting experience" a go and see if it's actually any better than the "posting experience" most WordPress users are accustomed to. Here we go, then.

    Screen Shot 2014-09-18 at 23.20.32

    So first up, it's pretty blue. This puts it in line with the main WordPress.com site, where those using WordPress.com to manage their blog and/or be part of the WordPress community of bloggers can tweak their blog settings, fiddle with multiple sites and subscribe to other people's blogs. In that sense, it's consistent; however, where it's inconsistent is with the rest of the WordPress dashboard, which is still the black and grey it's ever been.

    Let's take a look at functionality.

    Screen Shot 2014-09-18 at 23.20.57

    There's drag and drop for images… sort of. You can drag an image file onto the post editor, but this doesn't automatically insert it into the post at the point where you drop it, disappointingly; rather, it simply brings up the regular media browser (which now doesn't match the new editor) and uploads the image, at which point you can insert it into the post where you left the cursor. (This didn't work first time I tried; I had to close the media browser, reposition the cursor, then open it again and then insert.) It also inexplicably forgets the default setting for image size that you might have been using in the "classic mode" (ugh) "posting experience".

    As for other functionality, there's the same toolbar as the regular WordPress "posting experience" (no, I'm not going to stop the sarcastic quotation marks around that phrase anytime soon) but, like the media browser, it forgets your default settings, in this case whether you have the "kitchen sink" second row of buttons (allowing access to styles, underline, justification, text colour, special characters, indents, undo and redo — all pretty useful stuff) open or not.

    Over on the right of the editor, there's a bunch of pop-open menus for the post's status (draft, scheduled, published), tags and categories, a featured image, whether the post will be shared on social media (and whether there will be a custom message), an attached location, a front-page excerpt, and the mysterious "advanced settings", which include… drum roll…

    …a custom slug, the author of the post, the format of the post, its visibility, whether or not it's a sticky, and whether it allows likes, shares, comments and pingbacks. Hmm. Not all that advanced, really.

    I can't really tell what's better about this "improved posting experience" to be honest, and in a number of ways it's actually inferior. It certainly looks quite nice — the pop-open menus on the right keep things very neat and clean, for example — but it has this improved look at the expense of ease of access to information and settings.

    Screen Shot 2014-09-18 at 23.31.46

    The standard WordPress editor may be more cluttered and rather more clinical-looking than the soft blues of the "improved posting experience", but it's also considerably superior. Information and settings can be popped open and closed at will — it's all open rather than closed by default — and the screen gives you much more information, most notably on the status bar at the bottom of the editor, where you have a word count and a "last edited" date — both of which are completely absent from the "improved posting experience". There's also easy access to all other aspects of your site via the left-hand side menu.

    Also worthy of note: when I started writing this post, there was a button to switch back to "classic mode" which promptly disappeared when I saved a draft. Getting back to the standard editor required logging back into this site's dashboard, going to the post list and then choosing to edit my draft. Somewhat cumbersome.

    I can see the intent behind the "improved posting experience" — it's to strip out all the stuff that might prove daunting to those less familiar with technology and software such as WordPress. It's an attempt to make it into a simple and clean blog editor along the lines of Tumblr. Trouble is, that's never what WordPress has been about; WordPress has always been the blog solution to go to when you want customisability and a lot of control over what you're posting, when and how — and without having to mess around with HTML and CSS for styling.

    Perhaps the "improved posting experience" will encourage more new users to give blogging a serious go. And that's ultimately a good thing. For people like me, though, who have been using WordPress for years now, it's very much a step backwards rather than forwards.

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    1703: Beans, Beans, Beans https://imnotdoctorwho.moegamer.net/2014/09/17/1703-beans-beans-beans/ https://imnotdoctorwho.moegamer.net/2014/09/17/1703-beans-beans-beans/#comments Wed, 17 Sep 2014 17:27:07 +0000 http://angryjedi.wordpress.com/?p=6735 I've never really felt like all those pieces of conventional wisdom regarding certain foods and drinks actually have the intended effect on me — at least not until the last few years or so. I'm not sure if they're actually having more of an effect on me as I get older, or if I'm simply more conscious … Continue reading 1703: Beans, Beans, Beans

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    I've never really felt like all those pieces of conventional wisdom regarding certain foods and drinks actually have the intended effect on me — at least not until the last few years or so. I'm not sure if they're actually having more of an effect on me as I get older, or if I'm simply more conscious of the effect they're having on me. Either way, I'm starting to notice that some of the things regarding food and drink I've long had a certain degree of doubt over are perhaps a little more true than I thought.

    Take coffee, for example. Now, my past resilience to caffeine — I've long been able to drink a cup of joe in the evening and not have it affect my sleep patterns, though this is perhaps due to the fact that my sleep patterns are already somewhat questionable — can perhaps be attributed to the sheer amount of the stuff I've put into my body on a regular basis ever since I was quite young. Coffee is seen by some as a "grown-up drink" — perhaps because of its bitterness, and the fact that, without milk, it's an acquired taste — but I've been drinking it in various forms for as long as I can remember. Okay, for the first few years of my life it was milky Nescafé, but as soon as the world discovered fancy, expensive coffees I was right there with everyone — though I must confess I don't go as far as some people, largely because I have no idea what a "wet latte" is.

    Anyway. The fact is, I've always drunk a lot of coffee — and buying a nice coffee machine a while back certainly didn't help me cut back, not that I particularly wanted to. As such, my body has apparently grown somewhat accustomed to caffeine, and thus a simple coffee never felt like it had a huge amount of effect on me. Sure, if I drank too many coffees and Red Bulls in a day, I'd get the shakes and feel a bit sick — as bad a feeling as any hangover, that, let me tell you — but for the most part, I never felt like caffeine made me any more "alert" or gave me a buzz as legend had it that it was supposed to.

    Recently, however, I've cut back on coffee somewhat, largely due to the fact that it costs money to go and get a decent coffee at work (I could take instant, but, frankly, I'm a snob about coffee now and find that most instant — with the possible exception of Nescafé Azera, which is actually pretty good — tastes like crap) and thus I drink far less on any given day. And, as a result, I feel like caffeine is having more of an effect on me. I know a morning coffee certainly feels like it helps — and if I need to pep up a bit in the afternoon, another cup feels like it helps too. It's possibly psychosomatic, of course — which is what I've long suspected when it comes to caffeine — but, well, it's working for me.

    An area where I have less doubt is in the matter of baked beans. Now, those of you with fond memories of the schoolyard will doubtless remember the short piece of juvenile poetry that taught everyone that while beans were indeed good for one's heart, they had a habit of also afflicting one with a certain degree of flatulence.

    I've never really actually considered this to be true, despite the popular perception of eating beans being akin to allowing a Northern mining town free rein to hold brass band rehearsals somewhere within the cavernous expanse of your rectum. However, once again, just recently I have discovered that there may, in fact, be a degree more truth in this piece of popular wisdom than I had initially anticipated.

    I had a jacket potato for lunch the other day, you see. My workplace canteen boasts some of the largest baked potatoes I've ever seen, and they're cooked nicely so that there's a bit of crispiness to the skin while they remain fluffy and not dried out within. There are few fillings available for said baked potatoes, but one of them is the old staple baked beans, optionally with the addition of cheese. I indulged in this classic combination, then went back to work in the afternoon. Upon reaching the end of the day, I found myself feeling a little bloated, but thought little of it and walked the 15-minute walk back to my car.

    Upon reaching my car and sitting down inside, it happened: an attack of flatulence that bore an uncanny resemblance to distant — but rapidly approaching — rolling thunder. Starting subtly but quickly building in a crescendo of gaseous overtones, the entire affair lasted a good ten seconds or so, after which the feeling of being somewhat bloated had magically passed. It took another ten minutes for me to stop laughing enough to be able to drive off safely.

    Naturally, upon discovering that the canteen's particular brand of baked beans had such a dramatic impact on me, I had to try again. And so it was that today I indulged in another gigantic jacket potato with beans and cheese — and a jelly for afters, because who can resist a jelly? — and so it was that once again, upon returning to my vehicle after a long day staring at my computer screen, I erupted in a cacophony of full-bodied guffs that I can hardly deny were extremely satisfying to release. I was even a bit sorry that no-one was around to hear them.

    So yeah. Beans, beans, good for your heart; beans, beans really do… you know.

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    1702: Scoundrels https://imnotdoctorwho.moegamer.net/2014/09/16/1702-scoundrels/ https://imnotdoctorwho.moegamer.net/2014/09/16/1702-scoundrels/#comments Tue, 16 Sep 2014 22:42:41 +0000 http://angryjedi.wordpress.com/?p=6730 Gave my copy of Lords of Waterdeep and its expansion Scoundrels of Skullport another outing tonight, and it was pleasingly different from the first time we played. Less pleasing in that I lost by a considerable margin — I struggled to get a good means of income going at any point throughout the game, and the board as a … Continue reading 1702: Scoundrels

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    Gave my copy of Lords of Waterdeep and its expansion Scoundrels of Skullport another outing tonight, and it was pleasingly different from the first time we played. Less pleasing in that I lost by a considerable margin — I struggled to get a good means of income going at any point throughout the game, and the board as a whole ended up pretty "dry" — but interesting to see quite how much a difference there can be between two different playthroughs.

    We've been playing the game in its most advanced form — that is, incorporating the two "modules" that form the complete Scoundrels of Skullport expansion. One of these, centring around iconic Dungeons & Dragons locale Undermountain, focuses on high-value quests — the most valuable quests in the base game were 25 points, while the Undermountain module beefs this up to an impressive 40 — while the other, centring around Skullport, allows you to perform numerous powerful actions in exchange for "corruption", a resource that is worth a variable amount of negative points at the end of the game according to how much is in play at any given time.

    Aside from the new mechanics — all of which blend beautifully into Lords of Waterdeep's base game without forcing players to learn hundreds of new rules — Scoundrels of Skullport also incorporates numerous new quest and intrigue cards (the latter of which are used to either give yourself an advantage or mess with other players) as well as a substantial selection of new buildings (which can be purchased to add to the number of possible actions players can take on each turn, with the building's "owner" receiving a benefit every time another player uses it). And the fact that there are so many of each of these components — far more than you need for a single game — means that, judging by our recent playthroughs, there's a significant amount of variety and replayability going on. Some games will be very heavy on the monetary income; others will be strong on the corruption; others still will see players playing a lot more intrigue cards than usual.

    It's good to see a game have such flexibility and variety while still maintaining relatively simple base mechanics. All you essentially do in Lords of Waterdeep is collect various coloured cubes and tokens, then use them to complete quests and score points. At the end of the game, you score bonus points according to the conditions on your secret "Lord" card, which usually reward you for each quest of a specific type you successfully complete. That's essentially all there is to the game, but the variety of different possible actions offered by the action spaces and cards — particularly once you start throwing in the press-your-luck aspect of the corruption tokens — means that one game has the potential to play out very differently from another. And it doesn't feel like you're relying on luck; rather, it's a type of randomness that keeps things fresh and interesting without putting certain players at an arbitrary disadvantage.

    We've still only played it a few times to date, but Lords of Waterdeep remains one of my favourite titles in my collection. I'm sure it'll be hitting the table fairly frequently.

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    1701: The Lunchbox https://imnotdoctorwho.moegamer.net/2014/09/15/1701-the-lunchbox/ https://imnotdoctorwho.moegamer.net/2014/09/15/1701-the-lunchbox/#comments Mon, 15 Sep 2014 21:17:11 +0000 http://angryjedi.wordpress.com/?p=6727 I don't miss many things about going to school, either as a pupil or as a teacher, but one thing I do sort of miss about the former aspect is having a packed lunch. There was always an air of mystery about a packed lunch that someone else had prepared, particularly in primary school, where … Continue reading 1701: The Lunchbox

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    I don't miss many things about going to school, either as a pupil or as a teacher, but one thing I do sort of miss about the former aspect is having a packed lunch.

    There was always an air of mystery about a packed lunch that someone else had prepared, particularly in primary school, where it tended to be safely stored in a vibrant, colourful plastic lunchbox well away from one's desk, with its contents not to be revealed until, well, lunchtime. And then it was always a tense moment as sandwiches were unwrapped and fillings surveyed. Would it be cheese and brown sauce? (My "compromise cheese and pickle"; I don't like Branston Pickle) Would it be ham? Would it be Bovril? Or would it be something surprising and exotic like… err, egg and salad cream?

    Then there was the remaining content to go through. What would accompany the sandwich? Would it be a packet of crisps that I liked, or something "boring" like ready salted? (I remember vividly getting into a rage and crushing a packet of ready salted crisps when I was about 8 years old; I was quite an angry child, for reasons that were at least semi-justifiable — though the crisps didn't really deserve to receive the brunt of my ire.) Would there be a chocolate biscuit like a Penguin, or something else? Would there be some form of fruit? What would the drink be? (I doubt many of the lunchboxes of my youth would have passed the stringent inspections that some schools apparently now insist upon, incidentally.)

    It was all oddly exciting in the most boring way possible, and I've been gratified to rediscover this dubious joy now that I'm going out to work every day — although sadly without a gaudy plastic lunchbox containing a Thermos full of squash. On days where I remember to pack a lunch, obviously I know what I've put in there, but there's still that joy of being able to finally devour the things that have been waiting in your drawer all morning; on days where Andie is good enough to prepare a lunch for me (and herself as well, I might add) there's that element of mystery back again… what might be in the sandwiches today? Which one of the biscuit bars is in there? What kind of drink might be waiting for me?

    You have to take pleasure in the small things in life because the big, exciting things don't come around that often. (At least, I don't think they do.) And a fine way to start appreciating those small things is with something as simple as a lunchbox. If you're the sort of person who habitually wanders out to Tesco of a lunchtime to purchase a cardboardy prepacked sandwich, make yourself a packed lunch one day, and you, too, can discover this dubious joy which I've been rediscovering recently.

    Or perhaps I'm just a weirdo. That, let's face it, is a very distinct possibility.

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    1700: Showing Your Skills https://imnotdoctorwho.moegamer.net/2014/09/14/1700-showing-your-skills/ https://imnotdoctorwho.moegamer.net/2014/09/14/1700-showing-your-skills/#respond Sun, 14 Sep 2014 20:07:37 +0000 http://angryjedi.wordpress.com/?p=6725 One of the reasons I think I've stuck with Square Enix's excellent MMO Final Fantasy XIV for as long as I have now — I've been playing since the beta, which means my dear character Amarysse is now well over a year old — is that I actually feel like I'm quite good at it. This is … Continue reading 1700: Showing Your Skills

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    One of the reasons I think I've stuck with Square Enix's excellent MMO Final Fantasy XIV for as long as I have now — I've been playing since the beta, which means my dear character Amarysse is now well over a year old — is that I actually feel like I'm quite good at it. This is a nice feeling.

    I'm not saying I'm the best at it, or anything, and I'm certainly not one of those players who makes passive-aggressive comments in the vague direction of those they believe to be "beneath" their skill level (aside: earlier today there was one such jerk in 24-player raid Syrcus Tower berating a newbie tank for what he perceived as a lack of skills, and I was gratified to see all 23 other players admonish him for being an "Internet tough guy"; he shut up shortly afterwards) but I do feel pretty confident that I know how most of the things in the game works, and I'm comfortable helping and advising newcomers with how best to proceed.

    As I say, this is a nice feeling, and it occurs to me that there haven't been all that many games — or indeed activities in general over the years — that I can honestly say that about. I like board games, for example, but I wouldn't say I'm an expert at, say, Agricola (as my unbroken losing streak will back up), Carcassonne or Catan. Likewise, I like performing music, but I'm realistic about my own abilities; I know there are plenty of people out there who are much better than I am. And likewise, I enjoy writing, too, but again, know that there are a lot of people who are better at that than me, too.

    Final Fantasy XIV, though, I feel like I'm largely on top of my game. Sure, I haven't cleared everything yet — The Second Coil of Bahamut still remains elusive, though this is more a scheduling issue than anything else right now — but I have completed some of the most difficult content, such as The Binding Coil of Bahamut, Turn 5 and the Extreme difficulty version of the Ramuh boss fight. I have a damage-dealer, healer and tank class to level 50 and at least reasonably well-geared in all cases — very well-geared in the case of my "main", which is the Black Mage damage-dealer class. I know all the dungeons inside out because I've run them so many times. I know most of the Primal fights pretty well — with the exception of the Extreme mode variants, which I've only done once each — and I'm confident I could talk newcomers through most of The Binding Coil of Bahamut.

    Knowing that I'm actually not some newbie scrub who constantly needs help from other people has actually helped me in a personal sense. Being able to complete all this content and even lead expeditions into some of the game's most challenging dungeons and encounters has meant that I've developed my own sense of confidence and assertiveness. I still have some way to go — I'm hesitant about asking people multiple times for something I really want to do, because I don't want to be a bother, for example — but I'm a lot better than I was.

    This particularly comes to mind with regard to the game system added in patch 2.3, known as The Hunt. The Hunt is a take on Final Fantasy XII's system whereby you're given "marks" to find out in the world, then substantial rewards for beating them. In the case of Final Fantasy XIV's take on this system, there are three "tiers": B-rank, A-rank and S-rank. B-rank hunts can be soloed and you only need to do one per week to get a decent reward. A- and S-rank, meanwhile, require groups of people to beat.

    The Hunt is, frankly, one of the most poorly implemented things in the whole of the otherwise pretty consistently excellent Final Fantasy XIV. It offers rewards that are much too big, and it is designed in such a way as to encourage enormous groups to power through it rather than smaller parties being able to take on these challenging monsters without being hassled by others. There's something of a reputation of A- and S-rank monsters getting "zerg rushed" by hordes of players looking to make some quick endgame currency, and on occasion the sheer number of people showing up for the more lucrative marks can cause game crashes and freezes. Not so good.

    By far the worst thing, though, was the fact that it caused a fair amount of tension in the community because, at least initially, no-one quite seemed able to agree how they should be handled. Should the person who found a hunt mark be allowed to engage it in combat whenever they felt ready, or should they wait for other people to turn up first? Is it acceptable for someone to call out a "pull time" for a hunt, even if they weren't the person who found the monster? Is it acceptable to "reset" a monster (by moving it far enough from its spawn point that it restores all its HP and the fight effectively starts over again) in the name of giving people who haven't arrived yet the chance to get some credit for the kill? (In the latter case, the official answer to that is "no"; it's regarded as harassment due to the fact that doing so not only resets the monster's HP but also individual players' hidden "contribution points" to slaying the mark, which could potentially affect the rewards they receive.)

    Said tension led to arguments — bitter, public, loud ones, as players formerly happy to cooperate with one another were suddenly at each other's throats over how they wanted to play the game. A number of people decided to take charge and say that this was how things were going to be done from now on, and if you didn't follow their arbitrary rules, they'd do their best to get you blacklisted by as many other players as possible. Not pleasant… and certainly not conducive to someone like me, who still suffers a certain degree of social anxiety in an online environment, wanting to join in the "fun".

    However, the other day, I can't remember why, but I bit the bullet and gave it a go. I joined a hunt party and killed some monsters with them. And I had fun. The people involved were nice. No-one was yelling at each other or accusing others of "doing it wrong". (It helped that it was relatively early in the day in server terms, and consequently there were fewer people online.) It inspired me to go back again and get some more rewards. And then to make my own party and lead it — something I wouldn't even have considered even just a few weeks ago.

    Having conquered that anxiety-inducing hurdle, I feel like I'm in a good place; I'm happy with my own level of skill at the game, and happy that I can help others out. I'm also happy to have a positive influence on those around me — I've defused more than a few potential arguments among hot-headed players in parties I've been involved with — and generally be a good member of the game's overall community.

    Can't really ask for more than that, can you? And it's that feeling that means that, even as I have somewhat less time to play now that I have a full-time job, I'll be sticking with Final Fantasy XIV for quite some time to come, yet.

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    1699: A Note to Anyone Following Me on Twitter, Facebook or Google+ https://imnotdoctorwho.moegamer.net/2014/09/13/1699-a-note-to-anyone-following-me-on-twitter-facebook-or-google/ https://imnotdoctorwho.moegamer.net/2014/09/13/1699-a-note-to-anyone-following-me-on-twitter-facebook-or-google/#comments Sat, 13 Sep 2014 19:15:32 +0000 http://angryjedi.wordpress.com/?p=6719 Posts that essentially boil down to "I'm Leaving [insert site name here] And Here's Why You Should Care" are the very worst kind of egocentric narcissism, as most of you probably know. This is because they usually amount to someone attempting to attract attention to themselves flouncing off in a huff after they feel they've … Continue reading 1699: A Note to Anyone Following Me on Twitter, Facebook or Google+

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    Posts that essentially boil down to "I'm Leaving [insert site name here] And Here's Why You Should Care" are the very worst kind of egocentric narcissism, as most of you probably know. This is because they usually amount to someone attempting to attract attention to themselves flouncing off in a huff after they feel they've been slighted, only to return a week/month/year later to repeat the cycle anew. If you've had the patience and willpower to follow Fez developer Phil Fish over the last couple of years, you'll have witnessed this action firsthand.

    And yet here I am making a largely similar post, and not for the first time. I shall try and keep the egocentric narcissism to a minimum, however — though I'm making no promises.

    This post is about two things: 1) why I don't intend for Twitter, Facebook and Google+ to be part of my daily routine any more, and 2) how you can reach me if you'd still like to talk to me online — because despite the things I'm going to say under heading 1, I can't deny that I've made a lot of good friends across all three networks over the years, and it would be a shame to abandon that completely.

    To begin at the beginning, then. There are a lot of words ahead, but I would appreciate you sticking around to read them — particularly the last section about keeping in touch.

    Don't worry, there will be pictures. They'll be irrelevant pictures, but there'll be pictures.
    Don't worry, there will be pictures. They'll be irrelevant pictures, but there'll be pictures.

    Why I don't intend for Twitter, Facebook and Google+ to be part of my daily routine

    Those of you who have been following this blog recently will know that I decided to subject myself to a voluntary social media blackout this week. Specifically, I logged myself out from Twitter, Facebook and Google+, deleted the relevant apps from my phone, ensured that anything that might bug me with notifications from them was well and truly switched off and finally settled down to a week of peace.

    It's now a week since I started that blackout, and the time at which I decided I was going to review whether or not I needed social media in my life any more. And the conclusion I've reached is that I don't think I do. I opened Twitter earlier today to see how I felt, and felt no urge to scroll down to see if I'd missed anything — I closed it straight away without even scrolling off the first page of tweets. I didn't even feel the urge to open Facebook or Google+ at all. I have broken the "habit", it seems, and I don't feel like I "need" to develop it again.

    Because it is a habit. It's compulsive behaviour — at least it was for me. You may do it yourself without realising it; you reach a quiet moment in the day, and out comes the phone or up comes the web browser, and you do your "rounds" of your social networking sites of choice. You scroll through the reams and reams of content the millions of members of these sites worldwide have made, rarely taking anything in, rarely stopping to appreciate, say, the composition of a photograph on Instagram, or the witty headline that someone came up with for a news story on Facebook. It's page after page of noise, little of it meaningful, all of it vying for your attention with equal fervour. And yet still around and around and around you go.

    Some people deal with this noise better than others. Some people can discipline themselves to set aside a little bit of time to check their networks, then put them aside for hours or even days at a time. That can be a valid strategy, but with the speed at which modern social networks move, if you're not there when something happens, your contribution to the "discussion" — and I use that term loosely — is likely worthless, since conversation will have moved on by then.

    This matter of "discussion" is worthy of consideration, so let's ponder that a minute.

    The approach most people tend to take to discussion online.
    The approach most people tend to take to discussion online.

    One of the things that drove me to start my week-long blackout a couple of days earlier than I intended was the whole #GamerGate thing on Twitter. For those who don't follow the video games field — or those who simply aren't on Twitter — in simple terms, this was an argument between video game journalists (particularly those who err on the "feminist" side of the sociopolitical spectrum) and those who self-identify as "gamers", i.e. people who play, enjoy and are passionate about video games and would rather not be told they're awful people whenever possible.

    I don't really want to get into the details of the events surrounding #GamerGate as that would be long, tedious and, more to the point, has already been summed up in a great amount of detail elsewhere on the Internet. (As always, note that there are two sides to every story — something that both sides on this particular argument have been guilty of forgetting.)

    Suffice to say, however, that #GamerGate brought out the very worst in a lot of people. It brought out some of the most unpleasant trolls the Internet had to offer, who, predictably, went after a number of people who — let's be honest here — often court controversy to make a point. On the other side, those loud-voiced members of the press and their numerous sycophants continued down a path that I've been unhappy to see them proceeding down for the last year or two: belittling, ridiculing, publicly shaming and even outright insulting the very people they are supposed to be writing for.

    Whatever fair points both sides had — and make no mistake, both sides had fair points — were lost amid the noise, and discussion never got anywhere. It was frustrating to watch; I tended not to participate as much as possible as I learned a while back that any attempts to call for moderation in such matters tended to result in accusations of "tone policing" — which, ironically, is itself a form of deflection attention away from a point being made — rather than genuine attempts to calm down and discuss things like rational adults. And thus nothing was ever resolved.

    As I said above, different people deal with different things in different ways. My frustration with these endlessly circular arguments — in which no-one was really listening to anyone else and in which any fair points were inevitably lost in all the blind anger and insults being thrown in both directions — manifested itself as anxiety, stress and depression. I was genuinely afraid to contribute to these discussions for fear of attracting the wrath of one, the other or both of the angry mobs involved. And it was having an effect on my mental health.

    If you can take yourself out of a situation that is causing you problems with your mental health and not cause yourself further problems, you should do. So that's exactly what I did. I extracted myself from the whirling miasma of rage, quietly slipped away for a while to reflect, contemplate and heal — and now, here I am, a week later, with no desire to jump back into the fray.

    This isn't to say that Twitter, Facebook and Google+ are nothing but whirling miasmata of rage and other negative emotions, but frankly, the other stuff there has seemed of little value to me for some time, too. There's only so many "You Won't Believe What Happened Next!" videos you can take seeing before you just don't care What Happened Next; only so many "adorbs" pictures of cute things you can see before you never want to see another squirrel again; only so many baby photos you can scroll past before your only reaction to a friend enjoying a new addition to the family is… well, nothing.

    It's all noise to me, in other words; an overwhelming swathe of constant content; a never-ending stream of consciousness in which meaningful life events are ascribed equal importance to a video of a cat drinking water from a squirt bottle. I don't need that. I've always been one for social anxiety, but right now I'd rather hear important things from the lips of the people involved rather than read it on Facebook or Twitter; I'd rather actually hang out with friends than hope I get more than a couple of "Likes" on the picture of the bag of chips I'm about to eat, or a couple of comments on a post I made about how much I'm enjoying Tales of Xillia 2.

    I'm not saying there's no place for these sites in society at all — clearly a lot of people get great joy, excitement and enjoyment out of them. But for me, their value has dwindled significantly over the last year or two, so it's starting to make sense to cut them out of my daily routine and instead seek other means of staying in touch with the people I actually care about.

    Which brings us neatly on to the second part of this post.

    Well done for reading this far. Have a cake.
    Well done for reading this far. Have a cake.

    How to stay in touch with me

    I'm not retiring from the Internet altogether. Rather, I'm being more selective with how I communicate and with whom. Consequently, I'm focusing on ways of communicating that allow me to take more control over my online presence, and which are more inherently personal than just shouting into the void of social media.

    Note that I'm not closing down my Twitter, Facebook and Google+ accounts — they'll be used to broadcast these blog posts — but I won't be actively checking any of them, so please don't @mention or comment via any of those means if you want a reply from me.

    Here are the main ways through which you'll be able to contact me in future:

    • This site. I post one blog entry here every single day, and have done for the last 1,699 days. Leaving a comment on my most recent post is a good means of getting a message to me. I'll try and be better about replying than I have been in the past!
    • Email. Close friends probably already have my email address. I don't mind sharing it, but I'm not putting it out in the open on this site. If you'd like to chat via email, you can start a private conversation via the contact form on my About Pete page and, assuming you're not some sort of crazy stalker, I'll probably get back to you.
    • Google Hangouts. For real-time chat, I use Google Hangouts almost exclusively. I don't do voice and I don't do video, but text chat is something I'm happy to engage in with you, assuming I know who you are before you just pop up saying "hi" and nothing else. If you don't already know my Google Hangouts info, drop me a message via the aforementioned contact form.
    • The Squadron of Shame forum. Most of my "public" conversations — "broadcast-type" messages, I like to think of them as — will now be found over on the Squadron of Shame forum. Although the Squad was originally set up as a small but well-formed group back in the 1up.com days, the modern Squad is very open to new members, with the only requirements for membership being that 1) you're interested in games, particularly those a little off the beaten track and 2) you're respectful to other people's tastes in games, even if they don't coincide with your own. Come and sign up and say hello, since that forum is where I'll be spending most of my online "social" time these days.
    • Final Fantasy XIV. If you happen to play Final Fantasy XIV and find yourself on the Ultros server, look up Amarysse Jerhynsson and say hello.

    Thanks for taking the time to read this post; I appreciate it. To those of you that I've only interacted with on social media in the past: I'm sorry to leave you behind just as, in some cases, we're starting to get to know one another (I'd like to give particular, specific shoutouts to @FinalMacstorm and @SonyofLastation here, both of whom I've very much enjoyed talking to recently) — but I hope you'll consider staying in touch via one of the means above, and I hope you understand my reasons for wanting to eliminate stressful, anxiety-inducing and unnecessary noise from my personal life. To those of you who are already firm friends beyond the boundaries of social media — well, the same, really; I hope you'll respect my decision here, and that you'll stay in touch via other means.

    Onwards to a brighter future, then: one largely free of pop-up notifications, pointless arguments and unnecessary stress. I'm looking forward to it very much indeed.

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    1698: Friday, Friday https://imnotdoctorwho.moegamer.net/2014/09/12/1698-friday-friday/ https://imnotdoctorwho.moegamer.net/2014/09/12/1698-friday-friday/#respond Fri, 12 Sep 2014 21:19:37 +0000 http://angryjedi.wordpress.com/?p=6717 I've always appreciated the weekend to a certain degree, but frankly when you're working from home as I was for the last four years, spending a couple of extra days in the place where you've been spending time anyway wasn't much of a "reward" for a job well done. (A couple of days off, however, was.) After … Continue reading 1698: Friday, Friday

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    I've always appreciated the weekend to a certain degree, but frankly when you're working from home as I was for the last four years, spending a couple of extra days in the place where you've been spending time anyway wasn't much of a "reward" for a job well done. (A couple of days off, however, was.)

    After just two weeks at my new job, I'm already observing a new appreciation of the weekend. It was thoroughly pleasant to know that, as time ticked on throughout this afternoon, I was getting closer and closer to being able to go home and stay there for a bit. (Yes, we have a thoroughly quiet and boring weekend planned, with the only thing we really have to leave the house for being my eye test tomorrow.)

    I've been in a position to appreciate the weekend before, back when I was a teacher, but it wasn't quite the same. When working as a teacher, you see, the weekends tend to end up filled with the work you weren't able to complete during the week. Things like marking, levelling, paperwork — and by the time you're done with all that there's not all that much time left for enjoying yourself.

    Then there was retail, where weekends would frequently be stolen from you — although, I have to say, having a midweek day off in lieu of some weekend work was always rather pleasant.

    Now, though, I have a proper weekend. I get home from work on a Friday evening and I don't have to even think about it until Monday morning. That's a good feeling. That's a nice feeling. That means I can enjoy my weekend without guilt about things I "should" be doing, or worrying about whether I'll have a job when the next week starts. (The latter worry is a common affliction of those in the online press sector, because, well, as I've already demonstrated, jobs sometimes just disappear at a moment's notice.)

    So yes. I plan to enjoy my weekend to the fullest. Not like some 'avin it large "living for the weekend" twat, of course — I actually can't remember the last time I just "went out" to drink and… do whatever it is you're supposed to do on a night out — but rather someone who has worked hard all week and is now perfectly entitled to a bit of a break.

    I anticipate this weekend will be filled with a combination of Tales of Xillia 2, Final Fantasy XIV, Velocity 2X and possibly a first look at Danganronpa 2 if I finish Xillia 2, which is starting to look increasingly likely. We'll see. I'm sure I'll have lots to talk about when I eventually crack that one open.

    For now, then, have a pleasant Friday night, and an enjoyable weekend. I certainly will.

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    1697: Adjustments https://imnotdoctorwho.moegamer.net/2014/09/11/1697-adjustments/ https://imnotdoctorwho.moegamer.net/2014/09/11/1697-adjustments/#comments Thu, 11 Sep 2014 17:50:39 +0000 http://angryjedi.wordpress.com/?p=6715 I am very tired. This is a side-effect of my new routine, which necessitates getting up at some point before (or, more commonly just before) 7am, going out, doing some work for a normal working day, then coming home in time for about 6pm, eating dinner, then doing something relaxing and pleasant in the evening. This may … Continue reading 1697: Adjustments

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    I am very tired. This is a side-effect of my new routine, which necessitates getting up at some point before (or, more commonly just before) 7am, going out, doing some work for a normal working day, then coming home in time for about 6pm, eating dinner, then doing something relaxing and pleasant in the evening.

    This may not sound all that tiring to those of you who have happily been holding down nine-to-fives for the last umpteen years, but it's been something of a culture shock to me.

    Actually, that might be a slight exaggeration. But after four years of working from home, often in my pants, there have been a number of adjustments I've had to make. And, you know, aside from the whole "getting up early" thing (which I still loathe thanks to my body's uncanny ability to be extremely tired in the morning regardless of whether I go to bed early, timely…ly or ridiculously late) these adjustment haven't been all that bad — and I think they'll have a positive effect overall.

    The biggest change is, of course, the fact that I am no longer working from home and consequently have to 1) put clothes on and 2) travel to work. The former's not really an issue — I joke about working in my pants, but in reality more often than not I did get dressed to do work, because it put me in the right mindset to do useful things.

    The latter, however, is a noteworthy change. I have a drive of about 45 minutes or so to my place of work, followed by a 10-15 minute walk from where I park my car to the actual office. This means that I'm getting a bit of very light exercise every day, which is probably a good thing. I can't say it's particularly strenuous exercise, given that I tend to walk quite slowly — a trait I have apparently inherited from my mother without noticing at some point — but it is exercise of sorts, and it's every day.

    There's also actually a gym on site at my new workplace, which I will probably join at some point soon, since it's a lot cheaper than the one I'm currently a member of. (Plus I walk past it on the way out of work every day, so that makes it a lot more difficult to ignore… and it has the advantage of meaning that if I stay late to do even a short workout, I'm less likely to run into rush-hour traffic on the way home, which will be very nice indeed.)

    The fact I'm working in an office rather than in my own house, which, to put the following in context, is approximately 5 minutes' walk from a Tesco Express, means that I'm less inclined to wander out and purchase various snacks and sugary drinks when I'm feeling hungry, too. Instead, I'm drinking a lot more water, I've cut down a fair bit on the lattes — no more than one or two a day, usually just the one to pep me up a bit in the morning — and I've almost entirely eliminated fizzy pop from consideration when I think about what I'd like to drink. I take my own lunch when either Andie or I remember to prepare it the night before (because let's face it, neither of us feel inclined to do so at that ungodly hour in the morning) but even when I don't, the work canteen is pretty good, with a selection of decent food rather than the usual "chips with everything" situation I typically associate with the word "canteen".

    So on the whole, then, things are going well and I hope they will have a positive impact on both my physical and mental wellbeing. It's too early to say right now, but I'll certainly be keeping an eye on things as I continue to settle in.

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    1696: Side Effects https://imnotdoctorwho.moegamer.net/2014/09/10/1696-side-effects/ https://imnotdoctorwho.moegamer.net/2014/09/10/1696-side-effects/#comments Wed, 10 Sep 2014 18:34:54 +0000 http://angryjedi.wordpress.com/?p=6713 One of the side-effects of 1) having a job that doesn't involve staring glassy-eyed at the Internet all day and 2) being in the middle of a self-enforced social media blackout (it's going great, by the way) is that your priorities and even interests change. Oh, don't worry, I'm not about to stop boring you with tales … Continue reading 1696: Side Effects

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    One of the side-effects of 1) having a job that doesn't involve staring glassy-eyed at the Internet all day and 2) being in the middle of a self-enforced social media blackout (it's going great, by the way) is that your priorities and even interests change.

    Oh, don't worry, I'm not about to stop boring you with tales of obscure video games any time soon, but what I have found is that I'm in no hurry to keep up with the latest news in gaming and related spheres such as technology.

    This was really driven home to me today when someone asked what I thought of Apple's new announcements.

    Eh? I thought. I haven't heard anything about those.

    Apparently Apple announced a new iPhone and a smartwatch, whatever the fuck one of those is. And I was surprised to find how little of a shit I gave about either of them. My current phone is a functional workhorse at best, though without Facebook and Twitter demanding my attention every few minutes it stays in my pocket or drawer a lot more than it used to, and is largely being used for a bit of lunchtime Web browsing and playing music in the car. As such, I find it hard to get excited about the latest piece of shiny, pretty and overpriced tech that Apple is coming out with. My honeymoon period with "smartphones" is well and truly over: I'm not interested in playing games on them, I'm rapidly discovering the value of not having social media in your pocket, and for organisation, frankly I'd rather use a paper notebook and calendar. Get off my lawn.

    It was the watch that particularly bewildered me, though. Before I left the games press, tech writers were just starting to get excited about "wearables", and I couldn't fathom why. I still can't. It just sounds like an unnecessary step in the process of consuming digital content, and a way for the ever-present menace of notifications to be even more intrusive to your daily life than a constantly beeping phone already is. A little computer on your wrist is something straight out of sci-fi and a few years ago I'd have been all over it, but on reflection, now? That's not what I want. Not at all.

    I'm not writing about this to be one of those smug "well, I don't care about those things you're excited about" people — though I'm well aware it may well come across that way. Rather, I'm more surprised at myself; I always had myself pegged as a lifelong gadget junkie, and the trail of defunct-but-useful-at-the-time technology (Hi, Palm!) my life has left in its wake would seem to back that up.

    But I guess at some stage there's a saturation point. You see something, and see no way for it to possibly fit into your life; no reason to own one. I already felt this way about tablets — I barely use our iPad even today — and I certainly feel it about Apple's new watch. Smartphones still have something of a place in my life — if nothing else, it's useful and convenient to have things like maps and a means of people contacting you (or indeed contacting others) in your pocket — but their role is much diminished from what it was, and I'm in no hurry to upgrade to the latest and greatest.

    It's another case of, as we discussed the other day, solutions to problems you don't have. All this technology is great, but it convinces us that our lives would be an absolute chaotic mess without it — when, in fact, it's entirely possible that the opposite could be true. After all, the human race survived pretty well before we discovered the ability to photograph your dinner and post it on the Internet, didn't we? While I'm not ready to completely let go of my smartphone — not yet? — I'm certainly nowhere near as reliant on technology as I once was, and I'm certainly not obsessively checking news feeds to find out the latest and greatest news about it.

    And you know what? It's pretty nice and peaceful. I could get used to this.

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    1695: Goodbye Despair https://imnotdoctorwho.moegamer.net/2014/09/09/1695-goodbye-despair/ https://imnotdoctorwho.moegamer.net/2014/09/09/1695-goodbye-despair/#comments Tue, 09 Sep 2014 21:37:34 +0000 http://angryjedi.wordpress.com/?p=6711 My copy of Danganronpa 2 showed up today. I haven't cracked it open yet, because I'm not sure I'm quite awake enough to appreciate its dark charms right at this second — and also because I have several other games on the go right now, too. But it's a game I'm particularly excited about, largely because the … Continue reading 1695: Goodbye Despair

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    My copy of Danganronpa 2 showed up today. I haven't cracked it open yet, because I'm not sure I'm quite awake enough to appreciate its dark charms right at this second — and also because I have several other games on the go right now, too. But it's a game I'm particularly excited about, largely because the first game was so good. So let's talk about it.

    There may be spoilers ahead. I'll try and keep them to a minimum, though.

    Danganronpa: Trigger Happy Havoc (the first game) came out of nowhere for me. Originally a PSP title, it didn't get localised into English officially until the new(er) Vita version, courtesy of NIS America. I'm thankful that we did get it eventually — plus somewhat surprised that it's one of the few Japanese games that made it over to the West that was acknowledged and even celebrated by some critics. Why surprised? Well, because there's a lot of stuff in Danganronpa that is usually torn apart by Western critics — particularly regarding attitudes to gender — and yet, for whatever reason, this time around, it was celebrated as an excellent game.

    But what is it? It's… well, it's a little strange, to be honest. It's sort of a visual novel, but there's more to it than that. There's freeform exploration and conversation as you investigate several different murder mysteries, then every so often the game turns into an even more chaotic take on Ace Attorney's courtroom sequences as you solve puzzles and pick out truths with your metaphorical "truth bullets".

    Trigger Happy Havoc was bold, energetic and striking. Its colourful pop art-style visuals (with a peculiar but effective "2.5D" pop-up book-style aesthetic) were very distinctive and gave the game a unique visual identity, albeit one that wouldn't look out of place in a Persona game. Its music was catchy, memorable and fit the action well. The voice acting was excellent in both English and Japanese for once. And the writing was truly, truly excellent — with additional credit to NIS America for doing a great job with localising some difficult material in their own distinctive manner.

    Danganronpa is a game you play for its story, and it's a mysterious one that will keep you guessing throughout. Unlike many other murder mystery games, where it's often obvious "whodunnit" quite quickly, Danganronpa regularly keeps you guessing right up until the truth is finally revealed. And the overarching plot that ties all the cases together follows this pattern, too; you'll have plenty of theories about what's going on by the time the "big reveal" comes around, but you might still be surprised by the truth.

    Danganronpa is also a game you play for its characters, and they're a truly interesting bunch. Initially positioned to the player as the "ultimate" in their respective specialisms, they all gradually reveal themselves to be complex individuals with their own goals, motivations and priorities. In other words, they're not all very nice people on the inside, yet there are numerous occasions where you'll be forced to ally with even the most objectionable of the bunch in the name of seeking out the truth. The game also isn't afraid to kill off characters it's spent ages building up the player's relationship with, too, so don't get too attached to anyone you meet; it's probably safer that way.

    Assuming Danganronpa 2 follows the pattern of its predecessor — and there's nothing to suggest that it doesn't — I'm in for a treat. If you're yet to experience the unique joys of these fantastic games, then grab yourself a Vita (if you don't already have one, of course!) and indulge in some thrilling murder mystery action.

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    1694: Spinning Some Tunes https://imnotdoctorwho.moegamer.net/2014/09/08/1694-spinning-some-tunes/ https://imnotdoctorwho.moegamer.net/2014/09/08/1694-spinning-some-tunes/#respond Mon, 08 Sep 2014 18:42:14 +0000 http://angryjedi.wordpress.com/?p=6709 When I was growing up, I wasn't massively into popular music — my peers found it hilarious that I bought my first ever album, Oasis' Definitely Maybe, literally a single day before (What's the Story?) Morning Glory came out — though I did, on occasion, purchase an album containing a song I particularly liked. (Sometimes I inexplicably also purchased albums … Continue reading 1694: Spinning Some Tunes

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    When I was growing up, I wasn't massively into popular music — my peers found it hilarious that I bought my first ever album, Oasis' Definitely Maybe, literally a single day before (What's the Story?) Morning Glory came out — though I did, on occasion, purchase an album containing a song I particularly liked. (Sometimes I inexplicably also purchased albums containing songs I didn't like, though this sometimes led to surprising discoveries.) I would listen to music while I was doing things like homework or reading, and later, when I could drive, I'd record albums onto tape so I could listen to them in the car.

    At the time, I didn't feel like a lot of the music I was listening to was particularly "iconic" or defining of the era. I certainly didn't feel like I was living in a particularly noteworthy era of music in the same way that those who grew up listening to, say, The Beatles or The Rolling Stones would have been able to. While my tastes were initially defined by what everyone else liked, I gradually started the pattern that I continue to this day of exploring a wide variety of different creative works, and sod what anyone else thinks. Consequently, my CD shelf contained everything from The Spice Girls to Bernard Butler and all manner of things in between. I enjoyed it, indulged in it and, like most people these days, gradually migrated my music library from a collection of CDs to a vast iTunes folder, 95% of which I never listen to.

    Just recently, I've been starting to feel nostalgic for some of this old music. This can be attributed at least in part to the fact that both Andie and I have taken to listening to a lot of Jack FM, which tends to play a lot of the songs we grew up with, plus some earlier stuff from the '70s and '80s, too. While Jack FM has its annoyances — most notably its repetitive adverts and truly dreadful attempts at humour — it's led me to rediscover a lot of the songs of my youth, songs that, in some cases, I haven't listened to for literally years now.

    I've long since parted with a lot of the original CDs — Music Magpie took a whole load off my hands a couple of house moves ago — but thanks to services like Google Play Music, I'm able to call up old favourite albums with the click of a mouse and enjoy them on my phone, in the car, on my computer. It's pretty great.

    And I've been discovering that many of these tracks were a lot more "defining" than I thought. Or perhaps it's just that I have good memories associated with them. Either way, spinning up a copy of something like Prodigy's Fat of the Land or Mansun's Attack of the Grey Lantern is like slipping on a comfortable pair of earmuffs and losing myself in times past. If I listen on headphones, it's exactly like that, in fact.

    I've never really been one for just sitting and listening to music as my sole activity — I prefer it to be an accompaniment to something like driving or working — but it's been kind of pleasant to rediscover a lot of these old favourites recently. I anticipate that my drive to work each morning will be accompanied by a lot more singalongs in the near future.

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    1693: Rieze Maxia-Elympios Relations https://imnotdoctorwho.moegamer.net/2014/09/07/1693-rieze-maxia-elympios-relations/ https://imnotdoctorwho.moegamer.net/2014/09/07/1693-rieze-maxia-elympios-relations/#respond Sun, 07 Sep 2014 22:41:30 +0000 http://angryjedi.wordpress.com/?p=6707 Even after spending a week writing in great detail about it over on MoeGamer, I'm still having an absolute blast with Bandai Namco's (or is it Namco Bandai? I lose track) Tales of Xillia 2, the direct sequel to one of my favourite recent console role-playing games. Direct sequels are quite rare in the Japanese role-playing game … Continue reading 1693: Rieze Maxia-Elympios Relations

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    Even after spending a week writing in great detail about it over on MoeGamer, I'm still having an absolute blast with Bandai Namco's (or is it Namco Bandai? I lose track) Tales of Xillia 2, the direct sequel to one of my favourite recent console role-playing games.

    Direct sequels are quite rare in the Japanese role-playing game space; long running series like Tales of and Final Fantasy typically take each new installment as a completely new experience, with the only things each have in common being perhaps some story themes, some item and skill names, maybe a few character names or references, and little else.

    There's a fairly good reason that direct sequels are pretty rare in this particular genre, of course: they're damned difficult to do well, and if you're not altogether careful you'll open yourself up to accusations of simply recycling old content. This is a criticism that has been levelled at Xillia 2 and not altogether unjustifiably — the majority of towns, field areas and dungeons you'll visit in the early part of the game are lifted wholesale from the original Tales of Xillia with very few changes.

    It's what you do with that recycled content that counts, though, and in the relatively few examples of direct sequels in the JRPG space, it's been handled pretty well. Final Fantasy X-2, for example, eschewed its predecessor's very linear path around the world in favour of having everywhere open from the outset, and multiple things available for you to work on at any given time. Final Fantasy XIII-2, meanwhile, fragmented its experience into a slightly messy tale of time travel with a non-linear narrative, completely at odds with the much-maligned linearity of its predecessor. And Tales of Xillia 2 effectively starts you at the other end of the world from its predecessor, showing life in the games' unusual setting from a pleasantly different perspective.

    That's not all, though. While Xillia 1's world was relatively open to exploration, you still unlocked things in a fairly linear progression and tended not to go places until you were told to. In Xillia 2, meanwhile, you still unlock areas of the world according to your progression through the main story, but on regular occasions you are left to your own devices to explore, take on sidequests — many of which are repeatable or randomly generated — and simply do as you see fit in the world.

    In this sense, Xillia 2 actually ends up feeling a lot more like a crossbreed between traditionally Eastern and Western approaches to role-playing games. You have the tight, linear, character-driven narrative of a Japanese role-playing game coupled with the freedom to go and see what's over that hill, in that cave, through those wood as seen in Western titles like the Elder Scrolls series.

    In fact, Xillia 2 also takes some heavy cues from Japanese role-playing games that do things a little differently, too — most notably the latter two Persona games. Like those two classics, Tales of Xillia 2's protagonist is pretty much silent, though he does have plenty of personality despite not saying all that much. And like those games, your party members have their own unique individual storylines that are ascribed almost as much importance as the main narrative.

    One of the strongest things about the original Xillia was the feeling that this was a real group of characters that had their own individual personalities, feelings and opinions on everything. Offhand comments in the field, frequently hilarious post-battle mini-scenes and the Tales series' trademark Skits all helped contribute to an atmosphere of these characters feeling like real people that you were meant to care about rather than collections of stats. (Mechanically, they're all very distinct, too, as it happens, but for me it's the personality of them all that really shines.) Xillia 2 continues this with aplomb, this time giving you somewhat more freedom to make choices as to how the main character responds to things. Certain choices will affect your relationship values with your party members, while other choices will change the outcome of scenes. It's an interesting change from Xillia 1's very "hands-off" approach to story, and it works well, particularly in the context of making the sequel feel distinct from its predecessor despite reusing a lot of content.

    I'm yet to beat the game — I'm juggling it with the ever-present Final Fantasy XIV at the moment — but I'm looking forward to seeing how it all concludes. If you enjoyed (and beat!) the previous one, I can strongly recommend Xillia 2; as a sequel, it hits all the right notes, and you absolutely will not be disappointed with the opportunity to spend more time with these wonderful characters.

    If you never played Xillia 1? Well, get that sorted right now, soldier; you're missing out.

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    1692: The Blackout https://imnotdoctorwho.moegamer.net/2014/09/07/1692-the-blackout/ https://imnotdoctorwho.moegamer.net/2014/09/07/1692-the-blackout/#comments Sun, 07 Sep 2014 01:02:29 +0000 http://angryjedi.wordpress.com/?p=6705 I've decided to go through with a week-long social media blackout. (By "social media" I mean "Twitter and Facebook", just to clarify; I'm not breaking my own rules by posting here.) I was originally intending to start it off on Monday, but then yet more nonsense in the whole Zoe Quinn thing kicked off this … Continue reading 1692: The Blackout

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    I've decided to go through with a week-long social media blackout. (By "social media" I mean "Twitter and Facebook", just to clarify; I'm not breaking my own rules by posting here.)

    I was originally intending to start it off on Monday, but then yet more nonsense in the whole Zoe Quinn thing kicked off this morning and I just didn't want anything to do with it whatsoever — either the inevitable abuse she would receive for the things she was posting, or the unbearable smugness of her supporters.

    So I started it today, cold turkey. And I'm serious about it. I deleted the Facebook and Twitter apps from my phone. I logged out of the sites on all my browsers. I removed the bookmarks from Chrome, the browser I use most frequently. And I haven't looked at either all day.

    While I won't pretend I haven't felt a few urges to pop my head in and have a look, I haven't acted on these urges at all. I haven't felt the need to. I know that, going by what I saw this morning, something would just irritate and annoy me. And I don't need that.

    I'm not going to cut myself off completely, though. For the week, my online socialisation will be through email, instant messaging (Google Hangouts), comments on this site and the Squadron of Shame forums. All of these are environments where I have much greater control over my socialisation, and which are populated by far smaller groups of people. And they are all people with whom I know I get on and can enjoy conversation with.

    One may argue that there's a danger of creating an echo chamber when you simply surround yourself with people that you're 100% comfortable with, but in reality it's actually rather desirable to have a friendship group that understands you. It's an admirable goal to attempt to understand and ingratiate yourself with groups that you don't know a lot about, or whom you probably wouldn't hang out with in "real life", but eventually it just all starts to feel a bit high school, what with all the cliques, cool kids and groups that end up being the butt of everyone's jokes — often without justification.

    Ponder how your friendships work in real life. Chances are that over your lifespan, you've met a significant number of people. Some of these became friends because you had things in common or enjoyed spending time together. As time passes, the number of true friends you likely have has probably dwindled as everyone's lives start to move in different directions. That's a bit sad when it means you lose touch with people with whom you used to spend a lot of time, but it's also part of the natural "filtering process" our real-life social lives go through over time.

    With social media, this filtering doesn't happen automatically, so unless you take the time to actually go through and prune your friend and follower lists every so often, over time the noise just builds and builds and builds, often with disparate groups ending up butting heads with one another in your timeline or news feed. If you stand on the periphery of a few groups that, for whatever reason, end up at each other's throats, it can put you in a very awkward and undesirable situation, as we've seen with the whole "Gamergate" thing over the last week or so. To use my own personal situation, I identify with the games journalists who are undoubtedly frustrated at the constant accusations of "corruption" being levelled at them, but at the same time I also identify with the gamers who are sick of journalists talking down to them as if they're some sort of superior moral arbiters. Both sides say and do some regrettable things, and even if you're not directly involved — as I've taken care not to be — it can be anxiety-inducing to see what's going on.

    That's not what the original promise of social media was. I recall signing up for Facebook for the first time and being amazed by the prospect of being able to easily stay in touch with people. Twitter, meanwhile helped me make a ton of new friends and discover people with common interests all over the world. Since I first signed up for both of them, though, their place in society has changed; Facebook has become little more than a link repository for endless "You Won't Believe What Happened Next!" clickbait bullshit, while Twitter has become a place where they who shout the loudest get to be "right", and whoever is right gets to declare anyone who disagrees with them as some sort of awful deviant.

    As such, then, we come to my blackout. I feel positive that it will have a good effect on my mental health. And when it comes to next weekend, I'll make some more permanent decisions about my online existence.

    I may have already made up my mind. But we'll see.

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    1691: Reborn https://imnotdoctorwho.moegamer.net/2014/09/05/1691-reborn/ https://imnotdoctorwho.moegamer.net/2014/09/05/1691-reborn/#respond Fri, 05 Sep 2014 18:00:37 +0000 http://angryjedi.wordpress.com/?p=6703 I had one of those curious epiphanies on the way home. You know the ones. Or perhaps you don't. Anyway, I digress. My epiphany was that I felt like a new person today. I felt like I was in the middle of a new beginning, like I was getting a chance to pretty much "start … Continue reading 1691: Reborn

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    I had one of those curious epiphanies on the way home. You know the ones. Or perhaps you don't.

    Anyway, I digress.

    My epiphany was that I felt like a new person today. I felt like I was in the middle of a new beginning, like I was getting a chance to pretty much "start over" and try again.

    Of course, this isn't strictly true, what with me being 33 and thus on that ever-downward slope towards middle age, old age and eventual death rather than a fresh-faced (I'm not sure I was ever fresh-faced) youth in my early twenties looking forward to the future. But I'm glad I did get this new chance to start again, and I don't intend to squander it.

    The trigger for feeling this way is, of course, the fact that I really have made a new beginning by starting a new job and hopefully a new career. In just two weeks on the job, I feel like I've made some new friends, learned some new skills and made a good first impression.

    And it's put a lot of things in perspective, too. Most prominently, my feelings surrounding the echo chamber of social media.

    My typical working day now looks very different to how it did when I was working from home. I no longer have Twitter perpetually open on screen or on my phone; I don't check Facebook at all; Google+ has fallen totally by the wayside, particularly since the Squadron of Shame jumped ship to its own forum a while back; and I spend most of my time either actually doing work, interacting with people through internal emails or speaking with them face-to-face.

    And it's blissful. Blissful, I tell you. You might call it wilfully shutting out issues that need to be addressed; I call it a haven of calm, and I can already feel my mental health improving because of it.

    Being constantly bombarded with the noise of social media at all hours of the day — as I voluntarily subjected myself to when I was working from home — is actively stressful, anxiety-inducing and even depressing. It shouldn't be — it should be a positive thing — but it is.

    Part of this is down to who you follow, of course — like real life, putting the people you interact with regularly through a rigorous filtering process until you're left with the people you genuinely like is important — but with the nature of modern social media, sometimes you get things thrust in your face without you going looking for them. The clearest example is Twitter's Retweets, which can expose you to people and opinions so far divergent from your own as to create genuine anxiety (and also people who go on to become firm friends, it must also be said), but it also happens whenever Facebook makes one of its inexplicable decisions to show you a post from someone you don't know that one of your friends commented "lol" on forty-seven comments back from where the argument is now raging.

    This is why I'm enjoying the peace and quiet of not being permanently plugged in to social media, and why I feel like a new person. I can switch off, focus on the people around me and the work I'm supposed to be doing, and I can enjoy it. It's pleasant. Very pleasant indeed. And it makes me wonder why the hell I've been voluntarily putting myself through all this for the last few years.

    And this doesn't mean that I've lost interest in the things I previously immersed myself in. On the contrary, it means I can just enjoy them for what they are. I can enjoy games purely on the virtue of them being great games; I don't have to give a shit about whether The Internet thinks something I enjoy is terrible and wrong, or whether I find the latest indie darling to actually be rather tedious.

    In short, I feel like my rebirth has been a wonderful thing all round, really. I'm still in the honeymoon period, of course, and I'm sure my new life will bring with it a torrent of new things to be anxious about, but for now I'm enjoying it very much indeed; long may it continue.

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    1690: One Lunchtime with Velocity 2X https://imnotdoctorwho.moegamer.net/2014/09/04/1690-one-lunchtime-with-velocity-2x/ https://imnotdoctorwho.moegamer.net/2014/09/04/1690-one-lunchtime-with-velocity-2x/#respond Thu, 04 Sep 2014 19:33:45 +0000 http://angryjedi.wordpress.com/?p=6700 As promised, here are some thoughts about FuturLab's new release Velocity 2X, one of my most anticipated Vita games. Note that I am no longer a professional games reviewer, nor is this a review, and as such I am going to be thoroughly unprofessional and you are just going to have to deal with it. Let's begin. … Continue reading 1690: One Lunchtime with Velocity 2X

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    As promised, here are some thoughts about FuturLab's new release Velocity 2X, one of my most anticipated Vita games.

    Note that I am no longer a professional games reviewer, nor is this a review, and as such I am going to be thoroughly unprofessional and you are just going to have to deal with it.

    Let's begin.

    Squeeeeeeeeeee.

    Ahem. Sorry. But I feel it's somewhat justified, because it's pretty much the noise my brain made when I started playing Velocity 2X for the first time last night, and continued over lunch at work today. It is immediately striking in many ways — the delicious, sharp-edged, flat-shaded vector graphic-style artwork; the rock-solid 60fps frame rate (it really does make a difference in a game like this); the gloriously colourful lighting effects; the thumping, catchy soundtrack; the subtle little effects like parallax effects "in front of" the main play area; the lovely animation on Kai when she gets out of her ship.

    This beautiful presentation is married up to a beautifully designed game, too. Much like its predecessor, Velocity 2X starts very simple and gradually grows in complexity as you progress, layering mechanic on top of mechanic until you have a level 50 that is virtually unrecognisable from level 1.

    It's not just the gradual growth that makes Velocity 2X a delight to play, though — it's the sheer fluidity of it all. This is something carried over from the original game, in which skilled players could seamlessly chain together short-range teleports, bomb-flinging, shooting, avoiding bullets and collecting shinies to make it look utterly effortless. It's entirely possible to do this in 2X, but the addition of the new mechanics makes it even more impressive when you can pull it off — particularly in the new side-scrolling segments.

    And speaking of the side-scrolling segments, they're a lot of fun. They require a certain shift in your thinking from the top-down, vertically scrolling nature of the in-ship gameplay, but they're recognisably consistent, too. Kai's "Teledash" move is an absolute joy to use, and before long you'll be firing yourself through walls, flinging yourself high into the air and spraying bullets in a deadly arc around you without breaking a sweat. And, if the previous game is anything to go by, you'll need the skills you pick up in the deceptively simple early levels much later in the game — only there, you'll need to combine things together.

    The pursuit of perfection is also present and correct in 2X. While it was easy enough to make it through the original Velocity without too much difficulty, scoring a "Perfect" rating on every level by collecting all the collectibles, scoring the maximum possible number of points and doing so was a lot more difficult. And indeed this seems to be the case in 2X as well — with the added twist that there's a fourth category of things to collect — the "Rekenium Shards" Kai collects while on foot — to add to the mix. It's challenging and addictive, and it makes you want to punch the air when you pull it off.

    The whole thing is wrapped up in a much stronger story than the original game. The first Velocity did have a story, but it was very subtly told and a little too easy to ignore. When it's possible to go through a whole game and not realise the main character is female, that's perhaps a sign that you should pay slightly closer attention to the non-gameplay aspects. (Although fans of Metroid might disagree.)

    2X strikes a good balance, though. The first time you challenge a level, you get a short bit of dialogue that helps to advance the plot and develop Kai's character. On subsequent occasions, however, you're straight into the action — no frustrating skipping over dialogue you've already seen. The story is quick, pacy and enjoyable, and supported by a considerable amount of "further reading" background material in the in-game Codex, unlocked through collectibles in the game.

    So far I've had a great deal of fun with Velocity 2X, but I still have a long way to go. I've Perfected the first ten levels so far, and am looking forward to seeing how the game continues to develop. Perhaps most importantly, however, it seems like a great game to play at lunchtime, so you can count on my Vita being a fixture in my work bag for quite some time yet.

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    1689: Revving Up https://imnotdoctorwho.moegamer.net/2014/09/03/1689-revving-up/ https://imnotdoctorwho.moegamer.net/2014/09/03/1689-revving-up/#comments Wed, 03 Sep 2014 21:39:50 +0000 http://angryjedi.wordpress.com/?p=6697 Once I've finished writing this blog post, I'm going to go and play Velocity 2X on my Vita, a game that I've been looking forward to for quite some time. Lest you're unfamiliar, Velocity 2X is the sequel to Velocity (and its Vita remake Velocity Ultra), the brainchild of a UK-based developer called FuturLab who are some of the nicest people in … Continue reading 1689: Revving Up

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    Once I've finished writing this blog post, I'm going to go and play Velocity 2X on my Vita, a game that I've been looking forward to for quite some time.

    Lest you're unfamiliar, Velocity 2X is the sequel to Velocity (and its Vita remake Velocity Ultra), the brainchild of a UK-based developer called FuturLab who are some of the nicest people in the industry.

    I'll talk more about Velocity 2X when I've had a chance to sit down and play it for a while — I have played an early version, but I haven't even booted up the final release yet. Today, then, I wanted to talk a little about its predecessor, and why it means I'm excited to play 2X.

    Velocity was a curious hybrid of genres, and it drifted and changed through different play styles as you progressed through it. Sometimes it was a vertically scrolling shoot 'em up. Sometimes it was a vertically scrolling racing game in which you had to fly efficiently and carefully in order to survive. Sometimes it was a clever puzzle game in which you had to teleport back and forth throughout the level in order to unlock the path to the exist. And more often than not, it was a beautiful, seamless combination of all these things.

    The whole thing was wrapped in a wonderfully distinctive shell, too; an aesthetic that combined sharp-edged, flat-shaded vector graphics with Amiga-style background music to produce something that felt simultaneously retro-inspired but also thoroughly modern. The game regularly brought to mind 16-bit computer titles of my youth such as Goldrunner, but obviously it was quite a bit better than those. The atmosphere was there, though, and the understanding of what makes a truly satisfying, addictive game.

    Velocity was a brilliant handheld game, too. Its levels were short, but very replayable in pursuit of the elusive "Perfect" ratings. Its leaderboard functionality perhaps left something to be desired — it wasn't at all clear how scoring worked, and it was ultimately fairly irrelevant since getting a "Perfect" rating would probably mean you got a very similar score to everyone else with the same rating anyway — but it wasn't really about competing against other people. Rather, it was you against the game; a series of increasingly fiendish, well-designed challenges that made great use of the game's simple to understand mechanics amid levels of greater and greater complexity.

    Velocity 2X, if you were wondering, takes the basic formula of Velocity and adds an interesting twist to it all: platforming. Rather than being confined to your ship in a top-down perspective throughout the whole game, 2X incorporates side-on platformer segments, too. When I played the early version, these were already implemented well, and I understand they've only improved since then. I'm very much looking forward to giving it a try.

    So that's exactly what I'm going to go and do right now. If you have a Vita and/or a PS4, I can say with some confidence that you should probably download Velocity 2X and enjoy it — yes, I say that with some confidence having admitted above that I haven't played the finished version yet. I have absolute faith in FuturLab bringing an ambitious project to fruition, though, so I wish them every success with their new release.

    Further thoughts on the new game tomorrow!

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    1688: Rebirth https://imnotdoctorwho.moegamer.net/2014/09/02/1688-rebirth/ https://imnotdoctorwho.moegamer.net/2014/09/02/1688-rebirth/#comments Tue, 02 Sep 2014 23:05:10 +0000 http://angryjedi.wordpress.com/?p=6695 The nice thing about having an uninterrupted hour for a lunch break — something which I have at my new job (yes, I'm going to keep mentioning it while the novelty is still there), and something which I often did not have when I was working in schools, retail and even games journalism — is … Continue reading 1688: Rebirth

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    The nice thing about having an uninterrupted hour for a lunch break — something which I have at my new job (yes, I'm going to keep mentioning it while the novelty is still there), and something which I often did not have when I was working in schools, retail and even games journalism — is that it provides the ideal opportunity to get in a bit of handheld gaming time.

    I have quite the backlog on both 3DS (well, DS if we're being completely honest about it) and Vita, and just recently I added another game to the latter's collection. I couldn't not, though; if you're a regular reader you will, of course, know that I couldn't possibly let a new Hyperdimension Neptunia game pass by without immediately purchasing it — even if I knew I wouldn't get to it immediately.

    The game in question is Hyperdimension Neptunia Re;Birth1, the curiously punctuated remake of the game that started the whole series off. I've played a little over an hour so far, and predictably, I'm totally in love with it.

    The original Hyperdimension Neptunia was a funny game. I'd be wary of calling it "good" or recommending it even to the most open-minded, fanservice-positive players out there, but despite its many, many flaws I liked it enough to play it all the way through, then move on to its sequels Hyperdimension Neptunia mk2 and Hyperdimension Neptunia Victory. (And the Vita dating sim Hyperdimension Neptunia Producing Perfection, which I'm still yet to beat properly.)

    Hyperdimension Neptunia was effectively a visual novel punctuated by repetitive dungeon-crawling sequences that ran at an appalling frame rate and featured a genuinely interesting but somewhat clunky battle system. I actually rather enjoyed this latter aspect a lot more than many other people; I appreciated the puzzle-like nature of setting up custom combos that you could chain endlessly — perhaps swapping back-line characters in and out along the way — and I was fascinated by manipulating the AI-driven in-battle item "crafting" system. This latter aspect was just plain bizarre — you had to set percentage chances that characters would use specific items upon meeting trigger conditions, and there was no means of just manually using an item.

    The former aspect — the visual novel-style story sequences — proved to be the real draw for me, though. They were what kept me coming back time and time again, more than happy to endure the dungeon-crawling in the name of advancing the story and seeing what Neptune and her friends were up to next.

    Hyperdimension Neptunia's story wasn't particularly complex, but one thing the series has been quite consistently throughout its surprisingly short lifespan is clever. Yes, that's right, clever. On the surface, it might seem like moe anime fluff full of squeaky-voiced girls squeaking at one another. And to a certain extent that's true. But beneath that candy-coloured exterior lies some clever, well-written satire of the ridiculousness that is gaming. Not the stupidity we've seen around gaming in the last few weeks, mind; rather, a series of on-point observations and sidelong glances at the way the different "factions" of the industry have behaved over the years. The way Sony likes to believe it's the best; the way Microsoft has habitually catered to specific types of gamers; the way Nintendo handles business with ruthless efficiency, even when it doesn't make any friends while doing so.

    Not only that, but the series has been packed with plenty of references to numerous video games — through its dialogue, through its incidental recurring characters and even through the monsters you fight, which include space invaders, Pac-Man ghosts and sentient dating sims. All this added up to a considerable amount of charm that far outweighed its technical and design shortcomings.

    Re;Birth1 had a lot to live up to, then. And based on an admittedly short amount of time with it so far, it appears to be living up to expectations. Rather than word-for-word recreating the original with the modernised, much better gameplay systems of Hyperdimension Neptunia Victory, it instead acknowledges (and frequently lampshades) the fact that it is a remake. Basic story beats have so far been similar, but the specifics of how you get to them are a bit different. And the gameplay has been totally revamped, featuring Victory's fantastic combat system — now explained far better than it has ever been in any previous installment — plus some interesting new tricks such as the "Remake" system, which allows you to "craft" everything from items to be sold in shops to new gameplay mechanics.

    Amusingly, it runs far better on the Vita than it ever did on the more powerful PS3, too, and despite making use of a lot of the same audio-visual assets and even maps from the previous two games, it feels like a pleasantly fresh experience to be able to carry it around in your pocket.

    If Hyperdimension Neptunia Victory was anything to go by, I expect Re;Birth1 to keep me busy for a very long time indeed. Now, if only there weren't a zillion and one other brilliant games out now all vying for my attention, too…

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    1687: A Jack Too Far https://imnotdoctorwho.moegamer.net/2014/09/01/1687-a-jack-too-far/ https://imnotdoctorwho.moegamer.net/2014/09/01/1687-a-jack-too-far/#comments Mon, 01 Sep 2014 19:39:34 +0000 http://angryjedi.wordpress.com/?p=6693 One of our local radio stations is called Jack FM. Jack FM has two "unique selling points" as a radio station: firstly, the fact that they "play what they want" — in practice meaning that they have a playlist just as repetitive as the fetid crap played on more pop-centric radio stations every day, only it consists of … Continue reading 1687: A Jack Too Far

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    One of our local radio stations is called Jack FM. Jack FM has two "unique selling points" as a radio station: firstly, the fact that they "play what they want" — in practice meaning that they have a playlist just as repetitive as the fetid crap played on more pop-centric radio stations every day, only it consists of actually good songs from the '70s, '80s and '90s — and secondly, the fact that, outside of a couple of special shows, there don't appear to be any DJs — just regular, prerecorded voiceovers from actor Paul Darrow of Blake's 7 fame.

    This is Paul Darrow, if you're unfamiliar:

    (No, he is not the same person as the narrator from The Stanley Parable, if you were wondering. That is Kevan Brighting.)

    This latter aspect marks one of Jack FM's strangest characteristics — the fact that it appears to be trying as hard as possible to be deliberately shit, at least between the songs which, as previously mentioned, tend to err on the side of "actually pretty good".

    The reason I say this is that Darrow, bless him, is forced to read some of the absolute worst "comedy" material that has ever been broadcast via any medium — seemingly every few minutes.

    The trouble isn't necessarily with the jokes themselves — some of them, particularly those which poke fun at notoriously shit town Basingstoke, will elicit a genuine chuckle — but rather the fact that they tend to go too far. Not from a taste perspective, but from a "you should have stopped talking a sentence ago" perspective.

    Mostly this happens in a futile attempt to make something mundane appear more funny than it is, or indeed at all. I'll give you an example.

    "Jack FM news with [company name I can't remember — great advertising, guys!] bus services. Forget about parking and travel costs, travel by bus! The wheels on the bus go round and round!"

    Every time I hear this I find myself wondering who signed off on that last sentence. It serves no purpose. It's not funny because it doesn't make a joke. It's little more than a reference to a well-known children's song that's been shoehorned in for no apparent reason other than to say… something. Darrow's voice stands by itself — a distinct, rich, fruity voice that is like caramel melting in your ears — and thus there's really no need to add anything more than the simple marketing copy prior to that stupid last sentence. But no.

    Here's another.

    "Jack FM travel with Happy Hot Tubs. New hot tubs now in stock. Stock! As in gravy!"

    This one suffers a similar problem, albeit to an even greater degree. The "gravy" comment really does have nothing to do with the words that came immediately before it, leaving it dangling there like a stubborn… well, I'll leave that to your imagination.

    Not all of Darrow's contributions to Jack FM's distinctive sound are that awful — as noted previously, some of them are genuinely amusing, particularly when he decides to turn on the sarcasm, as he frequently does. ("Our buses have wi-fi. And seats. And poles. And buttons that ding!") I can't help but think that he might be taking the piss a bit, having been given some utterly lifeless marketing copy from one of the numerous sponsors of the station and choosing to spice it up a bit with a bit of thinly-masked disdain. His contempt for Basingstoke also seems remarkably genuine — and anyone who has ever visited Basingstoke will happily back him up on that.

    But I can't shake the feeling that Jack FM's jingles could be something genuinely special if they actually employed someone who knew how to write proper jokes. As it stands, Darrow's delicious voice makes for a distinctive identity of the station — but his talents are somewhat wasted on material that regularly falls flat on its face.

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    1686: Sunday Night https://imnotdoctorwho.moegamer.net/2014/08/31/1686-sunday-night/ https://imnotdoctorwho.moegamer.net/2014/08/31/1686-sunday-night/#respond Sun, 31 Aug 2014 21:36:46 +0000 http://angryjedi.wordpress.com/?p=6691 Back to work tomorrow, and after a rather gentle start last week I'm actually hoping I'll be able to get stuck in and make myself useful a bit more this week. I have a full-day company induction on Tuesday, I believe, but all being well the remainder of the week will see me actually doing … Continue reading 1686: Sunday Night

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    Back to work tomorrow, and after a rather gentle start last week I'm actually hoping I'll be able to get stuck in and make myself useful a bit more this week. I have a full-day company induction on Tuesday, I believe, but all being well the remainder of the week will see me actually doing my job, which will be nice.

    Yes, that's right, I said "nice". I know in modern life it's fashionable to be cynical about your job and to merely tolerate it rather than enjoy it, but for the moment I'm actually relishing the prospect of having something to do each day — and that something being part of something bigger.

    I've had this to a lesser extent when working on websites, of course, but when working remotely from a different timezone to the rest of your colleagues, it's easy to feel somewhat justifiably isolated at times. The advantage of what is effectively working "solo" alongside a bunch of other people who are also working "solo" on the same thing is that you can turn things around pretty quickly — more often than not, I'd have an idea for a feature on a website and be able to research, write and publish it within a space of a day. (Obviously things that require longer to research — by playing a whole game through for a review or walkthrough, for example — take a bit longer, but these can be worked on alongside other things.)

    The downside of this I've already mentioned: you feel like you're kind of going it alone, even when the people you work with make an effort to get together online in some form or another and swap ideas.

    Conversely, having switched work environments from working solo at home to part of a team in a big office, I've noticed two things related to the shift: firstly, things take a whole lot longer than if I was doing everything myself as in the past, and secondly, you're a lot more reliant on other people.

    These things are a mixed blessing at best; it can be frustrating to be waiting on an important piece of information from a specific person and they simply don't get back to you for weeks at a time. On the other hand, it means that things are — theoretically, anyway — a whole lot less stressful, since the workload of getting something done is spread between several people, each of whom can concentrate on their own specialisms rather than having to dip their toes into unfamiliar waters on occasion. It also kind of means you can work on a lot more things at the same time — do your bit, pass it on to the relevant person or people, then get started on something else, only returning to the original thing if you have to go back and fix something.

    None of this is news to any of you who have been happily chugging along in office jobs for years now, I'm sure, but this is still quite a new experience to me. Those who have known me a while will remember that my past lives have included being a teacher, a salesman, a software trainer and a video games journalist — all jobs that tend to involve you dealing with things by yourself, whether or not you're part of an overall "team". It's actually kind of nice to know that now, for the first time, I can share out some of the responsibilities a bit more as well as helping other people out when I can. I foresee it being a much more pleasant way to work — let's just hope I keep feeling that way after the initial "honeymoon period" is over!

    Anyway. In line with my new responsibilities as a cog in the corporate machine, it is time for me to disappear in a bedwards direction. I hope you have a pleasant week.

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    1685: Murder on the Mystery Express https://imnotdoctorwho.moegamer.net/2014/08/30/1685-murder-on-the-mystery-express/ https://imnotdoctorwho.moegamer.net/2014/08/30/1685-murder-on-the-mystery-express/#respond Sat, 30 Aug 2014 23:41:43 +0000 http://angryjedi.wordpress.com/?p=6689 Today's afternoon and evening was spent playing board games, beginning with a go at Lords of Waterdeep with both components of the Scoundrels of Skullport expansion — an essential addition for anyone who likes the base game — then following up with some Love Letter, Boss Monster and finally a Days of Wonder game I've had on my shelf for nearly … Continue reading 1685: Murder on the Mystery Express

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    Today's afternoon and evening was spent playing board games, beginning with a go at Lords of Waterdeep with both components of the Scoundrels of Skullport expansion — an essential addition for anyone who likes the base game — then following up with some Love Letter, Boss Monster and finally a Days of Wonder game I've had on my shelf for nearly 5 years now and never played a complete game of: Mystery Express.

    Mystery Express is a "whodunnit" game with unsubtle Murder on the Orient Express influences. Thematically, you're attempting to solve a murder on the train before it arrives in Istanbul; mechanically, you're using various means of acquiring and sharing information to make deductions about the perpetrator, their motive, their modus operandi, the location of the crime and the time it took place.

    Each turn in the game represents a leg of the journey from Paris to Istanbul, and permits players a certain number of in-game hours to perform various actions, represented by the different carriages of the train. In one car, you all pass cards around the table in a big circle; in another, you ask everyone to publicly reveal a card of a particular type; in another still, you're able to gamble on a 50/50 chance — your opponent hiding a little miniature bag in one of their hands — in order to outright take one of their cards.

    The cards each include the pieces of information necessary to solve the crime, with the exception of the time. The twist is that there are two copies of each card, so rather than just attempting to figure out which one is completely absent, you're attempting to figure out which one there's only one of. This can be extremely tricky due to the fact that cards get passed around the table throughout each turn, so the only means of reliably guaranteeing that something is definitely not relevant to the crime is seeing two copies of it on the same turn. There is, however, an interesting discard mechanic in place to prevent a player simply showing you the same card over and over again — or indeed you passing a card you just took from a player back to them — but this has the intriguing side-effect of meaning that information becomes more and more scarce as each round progresses.

    The time of the crime, meanwhile, is represented by 24 cards, each of which have an analogue clock printed on them. There are three of each of the eight possible times in the deck, and one of them is hidden under the board as the truth, meaning in this case you're looking for the one time there are two, not three copies of. And, unlike the other types of card, you only get three chances to look at these throughout the game: the first time, one player gets to flip over one card at a time at a rate of their choosing; the second time, another player deals out the whole deck to everyone, then tells them when to pass their part of the deck around at the rate of their choosing; the third and final time, a player reveals the cards one at a time into three stacks at a rate of their choosing. If, as happened tonight, the player in control of the time cards is lucky enough to be absolutely sure of the right time early in the game, they can then whip through the subsequent time phases extremely quickly, thereby giving themselves an advantage while putting those who are still trying to work it out at something of a disadvantage.

    I enjoyed the game overall. The instructions are a little overwhelming initially — as is the iconography on the board — but after a little while it all becomes second nature, particularly as each player has a handy reference guide to help them out. I like deduction games a lot — another Days of Wonder favourite is the excellent Mystery of the Abbey — and this provides enough twists on the usual formula to keep things interesting.

    Mostly, though, I'm just glad I finally got to play a game of it to completion. Turns out it's pretty good; hopefully I'll have the opportunity to play it again at some point in the near future.

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    1684: Honest Living https://imnotdoctorwho.moegamer.net/2014/08/29/1684-honest-living/ https://imnotdoctorwho.moegamer.net/2014/08/29/1684-honest-living/#comments Fri, 29 Aug 2014 20:07:23 +0000 http://angryjedi.wordpress.com/?p=6687 If you've been paying attention and/or know me, you're probably curious about how my first week at my new job went, right? If not, well, tough, I'm going to tell you anyway. I've enjoyed it for the most part, though there have been frustrating hiccups, chief among which is I've spent a significant part of the … Continue reading 1684: Honest Living

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    If you've been paying attention and/or know me, you're probably curious about how my first week at my new job went, right? If not, well, tough, I'm going to tell you anyway.

    I've enjoyed it for the most part, though there have been frustrating hiccups, chief among which is I've spent a significant part of the week unable to actually, you know, do any work due to the fact that my access to the company's network wasn't, umm, working.

    As of close of business today, my email still wasn't working, though I at least finally had sufficient access to be able to get a proper taste of what I'll be doing on a daily basis. Turns out I can do the job I was hired for, which is always good to know.

    Over my first couple of days, I had the opportunity to sit down with the members of my immediate team and the related people with whom I'll most frequently be working. Without exception, they were all really nice folks, and I didn't get the impression any of them were putting on their "best face" for the new guy; they all seemed to be genuinely nice people.

    I haven't found myself freezing up with social anxiety, either, which is something I was terrified of. Rather, I've found myself able to chat with my colleagues — including using their names without feeling weird — and generally relax about interpersonal reactions; no-one seems to think I'm a wanker, at least, which is nice, and my immediate team even seemed to be genuinely interested in actually getting to know me properly, which was nice.

    The other interesting thing I found was that pretty much everyone I've spoken to over the course of the last few days has been with the company for numerous years, with many having moved around quite a bit during their time there. This suggests two welcome pieces of news to me: firstly, that it's a good place to work, and secondly that there's plenty of opportunity for development, advancement and sideways movement. (It may also suggest that people wanted to hold on to a stable job during the economic downturn, but I'm not one to judge; I took this job because I wanted financial stability.)

    The lady who serves coffee on our floor is very nice, too. She's writing a book and a screenplay and decided to tell me all about it while she was brewing my latte this morning. We bonded somewhat; I confessed that I've had a book in my head for at least the last ten years or so and still haven't quite managed to tease it out in a finished form. Maybe one day.

    So in summary then, it's been a good week. Now it's the weekend, I can simply switch off and forget about work until Monday morning. I won't lie, it's a good feeling. Whether or not it will last remains to be seen, but for now I'll take it.

    Living a normal life, eh. Who'd have thought it.

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    1683: Peace and Quiet https://imnotdoctorwho.moegamer.net/2014/08/28/1683-peace-and-quiet/ https://imnotdoctorwho.moegamer.net/2014/08/28/1683-peace-and-quiet/#comments Thu, 28 Aug 2014 20:41:31 +0000 http://angryjedi.wordpress.com/?p=6685 At my new job, I don't have full Internet access yet — I only just got access to the office network — and thus I can't spend all day gazing at Twitter. Fiddling around with mobile phones during working time is also somewhat frowned upon — not that this stops some people around my area … Continue reading 1683: Peace and Quiet

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    At my new job, I don't have full Internet access yet — I only just got access to the office network — and thus I can't spend all day gazing at Twitter. Fiddling around with mobile phones during working time is also somewhat frowned upon — not that this stops some people around my area doing it — and so I haven't been tempted to sit there pulling-to-refresh all day. In fact, my phone spent most of today locked in my desk drawer.

    My God, how pleasant it is to be free of social media, and in a three-dimensional environment filled with real people who are nice and pleasant and have senses of humour and don't spent every waking hour filled with an all-consuming rage about something, anything, everything. (My manager claimed to be "in a rage" with the IT department when I arrived at work this morning and my login credentials still weren't working, but it was one of the most mild-mannered rages I've ever seen, particularly compared to the worst the Internet has to offer.) I can feel an improvement to my mental health already, which is confirming something that I've suspected for a while:

    While social media is great, I also think it has great potential to be harmful.

    I'm not just talking about the "everyone, even hateful idiots, being given a voice to broadcast their opinions" thing here. I'm also talking about, from my own personal perspective, the frustration, annoyance, anger and feeling of impotent helplessness that stems from seeing other people being so utterly, wilfully stupid and being unable to convince them that yes, they are, in fact, being a bit of a dick.

    This is my own issue, of course; I take a lot of things personally, particularly online, and when someone disagrees with me aggressively — as many people tend to do on the Internet, because respectful disagreements are rapidly becoming a thing of the past — I feel like I'm being attacked. Hell, I've seen friends of mine get attacked for something innocuous they've said, and, of course, there's that horrible incident I suffered a while back that actually led to me leaving Twitter altogether for a while.

    For people like me, though, this isn't a healthy mental attitude to take, and it's here that social media's biggest benefit — the opportunity to expose yourself (not like that, pervert) to people you otherwise would never have come into contact with in a million years — is also its biggest drawback. The reason you would never have come into contact with those people in a million years without social media is because you move in completely different circles and you are fundamentally incompatible with one another. And, you know, that's sort of fine, really. If coming into contact with these people leads to nothing but arguments and aggression, that's not a valuable social interaction. No-one is learning anything from that experience; there's no "cultural exchange" going on.

    This isn't to say you should only ever surround yourself with an echo chamber of people who feel the same way as you, of course. Work somewhere with a large number of people and it's likely you'll come into contact with at least a few people you simply don't get on with, for example — but when dealing with those people face-to-face it's much easier to just simply either stay out of their way or at least be polite to them; online, meanwhile, there are no filters in place, which means there's nothing stopping people with fundamentally different ideologies from calling each other every name under the sun. And not stopping until it escalates into full-on abuse and harassment.

    I'm still keeping Twitter around for now, since it's my main means of communicating with a lot of far-flung friends around the globe. But my few days of going "cold turkey" during the daytime have all but broken my habit. And that, I can't help but think, is a good thing.

    I promise I'll stop writing about this shit tomorrow and write about something more cheerful and/or interesting instead.

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    1682: The Middle Ground https://imnotdoctorwho.moegamer.net/2014/08/27/1682-the-middle-ground/ https://imnotdoctorwho.moegamer.net/2014/08/27/1682-the-middle-ground/#comments Wed, 27 Aug 2014 17:32:13 +0000 http://angryjedi.wordpress.com/?p=6683 Stop talking. Sit down. Be quiet. And listen. Listen. I think we can all agree that the concept of "rational discourse" in video games on social media is rapidly going out of the window with each passing day. But it's not too late! Everyone can work together to save this. But you'll all have to do different … Continue reading 1682: The Middle Ground

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    Stop talking. Sit down. Be quiet. And listen. Listen.

    I think we can all agree that the concept of "rational discourse" in video games on social media is rapidly going out of the window with each passing day. But it's not too late! Everyone can work together to save this. But you'll all have to do different things. Are you up to the challenge? Let's take each of you in turn.

    Those advocating for social justice

    You're fighting the good fight. You know this. Ultimately, there are plenty of human beings who are decent folk who believe in what you are fighting for. Many of them don't speak up for various reasons, but that doesn't mean they're not there. Some of them don't want to speak up for fear of ostracisation. Some of them believe that, from their personal experience, things are fine the way they are. Some of them simply don't want to get involved.

    Your cause is just, and some weight is lent to it by the unpleasant behaviour others display towards you when you stand up for what you believe in. That does not, however, mean that you need to stoop to their level. Dial back on the "neckbeard" and "virgin" comments — disagree without insulting, otherwise you're simply doing the exact same thing that those who use "SJW" as a pejorative are doing — and you might find more people taking your points more seriously. Likewise, deliberately poking the fire by posting things like that Beyoncé "Feminist" picture that did the rounds recently and saying how much you're looking forward to the "nerds" getting angry over it really doesn't help, and just makes you look rather childish.

    Also, stopping this silly behaviour where anyone who doesn't agree with your viewpoint automatically occupies the diametrically opposed extreme ideology would be a great idea, too. (Someone who disagrees with your progressive views on gender is not automatically a men's rights activist, pick-up artist or red piller, for example.) By extension, neither your overall ideology nor your interpretation of something is automatically, fundamentally 100% correct. Both are open to criticism, discussion, disagreement and debate. Those who do so are not "wrong", nor are they necessarily "attacking" you — though some may be. Engage with the discussion and help people understand each other — even if you're not able to change someone's mind — rather than escalating arguments.

    Those advocating for the growth of feminist criticism of games

    As someone — I forget who, I'm afraid — pointed out on Twitter the other day, the growth of feminist criticism of games simply mirrors every other art form out there. It's not a bad thing.

    What is less good is that there's not a sufficient diversity of voices. Feminist criticism is all very well and good, but we should also take other viewpoints into account. Opinions from different sexualities, positions on the gender spectrum and different socioeconomic backgrounds should be welcomed, sought out, embraced. And that means taking the white, cissexual male viewpoint as seriously as that of anyone else. While it's easy to argue that this is the "default", "easy mode" position to write from, given gaming's history, it doesn't make it any less valid. We should also take care that a single ideology — most commonly feminism right now — doesn't start to take over sites intended to cater to a broad, mainstream audience from a variety of backgrounds. Otherwise you get the opposite problem that the feminist critics are, in many cases, fighting for — and that's when people start to push back.

    There's a place for feminist criticism of games, then, but there's also a place for people who subscribe to different ideologies and want to read things in different ways. We should embrace all the different, diverse ways of looking at things rather than treating one as the "correct" way.

    Those who have expressed anger at the above two groups

    I understand where you're coming from. It's easy to feel threatened when someone from outside your demographic starts to criticise something you're passionate about — particularly when they do so in a manner which feels like you're being personally attacked for the things you love.

    The smart thing to do is to write or record a well-considered rebuttal. The smart thing to do is to engage with the discussion. The smart thing to do is to respectfully disagree, outline your beliefs and take things from there. Or, in some cases, the smart thing to do is to walk away and simply continue enjoying that thing you enjoy, safe in the knowledge that you like it and it doesn't really matter what some stranger somewhere on the Internet thinks about it.

    The un-smart thing to do is to start yelling, using abusive language and saying that you hope someone you disagree with dies, gets raped or has something otherwise unpleasant happen to them. What happens when you do that is that they then become aggressive, too, start publicly shaming you, calling you a neckbeard virgin and setting their own pack of (dick)wolves on you. From there it escalates, with what was once a simple difference of opinion becoming campaigns of harassment on both sides, the conclusion of which is something along the lines of the whole Zoe Quinn debacle which unfolded recently, in which no-one on either side particularly comes out smelling of roses.

    Those who wish we could just get back to enjoying games

    I understand completely. However, one thing to note is that the "good old days" you want to return to were a very different time from now in many ways. In 2014, we're in a situation where it is possible to do an in-depth literary-style analysis of a narrative based game, or to pick apart the artistic influences evident in a more abstract title. That doesn't mean it's always appropriate to do so, of course, but saying we should just stop trying to take games so seriously isn't the answer, either.

    Rather, much like what I mentioned regarding feminist criticism above, we could do for greater diversity of voices. There's still a place for light-hearted '90s style games journalism, in which the sheer joy of being a gamer is expressed. There's a place for helpful, "objective" buyers' guides. There's a place for in-depth, chin-strokey dissections of creative works. And there's a place for criticism based around a specific ideology — though as noted above, it's important to ensure we have numerous different ideologies represented, not just those perceived as "the right one".

    The trouble we have at the minute is that the amorphous blob that is "games journalism" clumsily lurches from one thing to another, never quite managing to get that balance perfect. What we need is for outlets to distinguish themselves from one another more strongly, with each ultimately becoming a good home for those who enjoy different types of coverage. At present, however, sites end up with in-depth feminist criticism clumsily rammed up against coverage of the latest DLC for Minecraft and "do you remember?" retrospectives of games from years gone by. Vastly different groups of readers are constantly butting heads with one another, and while there's value in making people step out of their comfort zone and confront viewpoints that they might not share, this is not the optimal means of doing so.

    What's the answer? Bollocksed if I know, but then I've washed my hands of the whole affair. If I had my way, I'd just relaunch PC Zone with its original team, in the '90s, and exclusively read that until the end of time.

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    1681: New Start https://imnotdoctorwho.moegamer.net/2014/08/26/1681-new-start/ https://imnotdoctorwho.moegamer.net/2014/08/26/1681-new-start/#comments Tue, 26 Aug 2014 23:21:02 +0000 http://angryjedi.wordpress.com/?p=6681 So it was my first day at my new job today. I can't really judge a lot about what it's going to be like as yet, since as a sort of "induction" day coupled with the fact that my company network access isn't set up yet meant that I'm yet to do any actual work, and … Continue reading 1681: New Start

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    So it was my first day at my new job today. I can't really judge a lot about what it's going to be like as yet, since as a sort of "induction" day coupled with the fact that my company network access isn't set up yet meant that I'm yet to do any actual work, and it might even be Thursday before I get to really "do" anything.

    I'm cool with that though, not because I don't want to do any work, but rather because this is giving me the time to try and settle in a bit, learn all the rules and regulations (of which there are many — my new employer is very safety-conscious and consequently there are a lot of common-sense rules you have to make sure you follow at all times) and get to know a few people.

    I spent most of today with my team, who all seem like thoroughly pleasant people. I felt mildly awkward to be sitting around watching people work over their shoulder, but my teammates all seemed more than happy to allow me to do so while talking to me almost constantly. I was glad that they were so open, helpful and honest with me because it made me feel like I was already welcome in the group rather than excluded as "the new guy". I realise it's probably irrational to expect to be excluded from a clique on one's first day but, well, it's happened before: one of the schools I worked at in particular very much had a number of established cliques, and I didn't really fit into any of them for a while — most notably the one that consisted of my head of department and her friend from Maths — until I somehow managed to strike up a friendship with members of the English department in their top-floor hideaway far from the trials, tribulations and, well, bitchiness of the ground floor.

    I don't doubt that there will be cliques and friendship groups at my new employer. It's sort of unavoidable given that there are several thousand people working there — it's literally impossible for everyone to know each other. That's not necessarily a bad thing in an organisation of that size, however; so long at the members of a team all get along with one another and with members of the teams with which they have the most frequent interactions, all will be well. And so far, that appears to be the situation, which is nice.

    I'm up early again tomorrow for more training, e-learning and sitting down for some time with the people outside my team with whom I'll most frequently be collaborating. From there, who knows? Either way, I'm feeling good about it so far; most people I spoke to today had been with the company a good few years and didn't seem to feel like they were "stuck" — there appears to be plenty of opportunity for training, advancement and even shifting around to completely different departments, so who knows what I'll end up doing in a few years' time?

    Hopefully it won't be panicking over where my next paycheque is coming from. I'm hoping those days have been left far behind me.

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    1680: Prologue https://imnotdoctorwho.moegamer.net/2014/08/25/1680-prologue/ https://imnotdoctorwho.moegamer.net/2014/08/25/1680-prologue/#comments Mon, 25 Aug 2014 21:18:32 +0000 http://angryjedi.wordpress.com/?p=6679 It's strange to think that I'll be "going to work" tomorrow like a normal person. It's been around four years now that I've been working from home — longer still if you count the brief, dark period in which I did supply teaching, a period I am keen to never, ever return to ever again — and … Continue reading 1680: Prologue

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    It's strange to think that I'll be "going to work" tomorrow like a normal person. It's been around four years now that I've been working from home — longer still if you count the brief, dark period in which I did supply teaching, a period I am keen to never, ever return to ever again — and thus the prospect of having to get up and actually go out to work every morning fills me with mixed emotions.

    I'm not relishing the prospect of actually having to get up at a sensible time (likely 7am), of course, but it will probably be good for me in the long run to get into some better habits. For the last few months in particular, it's been all too easy to lie in bed until the middle of the day, largely because I haven't had a whole lot to actually get up for, and that, in itself, is somewhat depressing. Now that I have something to actually do every day — something that requires me to get out of the house and interact with other people — I'm hoping I can get my daily routine back into something at least vaguely resembling normality, because things have been messed up on that front for a good while now — though not, at least, as bad as it was shortly after my ex-wife left (I can actually say "ex-wife" now, which is kind of nice in a horrible sort of way) and I was staying up until 5am, then waking up at 5 in the afternoon.

    This aspect of getting out, doing stuff and meeting people is appealing, though. There's every possibility the people I will be working with are a bunch of jerks, of course, but I doubt that will actually happen — largely because I've already met several of them throughout the interview process, and they all seemed to be thoroughly nice people. I won't deny it will probably be an adjustment for me — being in an environment where people are actually doing things together and talking to one another is a stark contrast to sitting on your own at home, not saying anything out loud literally all day in some cases — but, again, it will be a positive one.

    Mostly, though, I'm just happy at the sensation of forward movement after feeling like I've been somewhat stagnating for the last four years. Don't get me wrong, I've been grateful for the opportunities I've had from GamePro, Inside Network and USgamer and feel I've gained some valuable experience as a result. I will not, however, miss the feeling of instability: the knowledge that one day, you might wake up and your job just isn't there any more; likewise, I will not miss the perpetual air of aggression and drama that surrounds my former occupation these days.

    And, most importantly, I will not miss the feeling that there's "nowhere to go" — no way to progress; no way to move upwards because all the slots "above" me are already taken, and once people find a comfortable position, they tend to stay in it for a good long while. I don't begrudge those people those positions, of course, but it does tend to lead to a somewhat stagnant industry with a limited number of voices. It's for this reason that I'm particularly sad about my departure from USgamer; I was just starting to make a name for myself as a specialist in Japanese games, and lots of people were appreciating that fact. Still, I plan on keeping that up on the side thanks to MoeGamer — we'll have to see how practical it is to keep that up and running and updated while I'm working a full-time job. I'm sure it can be done — it'll be a hobby now, rather than an obligation, and that means I can enjoy being passionate about it rather than churning out clickbait bullshit. (I'm spending a whole week talking about Tales of Xillia 2 at the time of writing; professional games sites can't enjoy the luxury of doing that, least of all for a game like Xillia 2.)

    Anyway. I should probably stop waffling on because it's starting to get late, and I need a shower and some beauty sleep, in that order. Think of me starting my new job tomorrow — feels kind of like the first day at a new school at this point — and here's hoping I'll have positive things to say when I return in the afternoon.

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    1679: Countdown https://imnotdoctorwho.moegamer.net/2014/08/24/1679-countdown/ https://imnotdoctorwho.moegamer.net/2014/08/24/1679-countdown/#comments Sun, 24 Aug 2014 23:13:30 +0000 http://angryjedi.wordpress.com/?p=6677 Tomorrow is a bank holiday here in the UK — a public holiday to you Americans; I'm not entirely sure why we place so much emphasis on the "bank" part, aside from the fact that it means the banks are usually shut — and also my last day of "freedom" before I become a cog … Continue reading 1679: Countdown

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    Tomorrow is a bank holiday here in the UK — a public holiday to you Americans; I'm not entirely sure why we place so much emphasis on the "bank" part, aside from the fact that it means the banks are usually shut — and also my last day of "freedom" before I become a cog in the corporate machine.

    I've mentioned before that I'm actually quite looking forward to starting my new job. It's a daunting prospect, of course — it's a new place of work, new people to work alongside, a new role and a whole new industry to be a part of — but it's something that I'm eagerly anticipating, rather than dreading. Why? Well, partly because it's something new to do, and something that will help me feel like I'm leading a more "normal" existence — as pleasant as the freedom of working from home can be, it's a lonely existence that can become surprisingly stressful and trying after a while, particularly when you have no-one around you to bounce ideas off or just vent a bit of stress — and actually building a career rather than just constantly treading water.

    The other reason is something that's become readily apparent since I stepped back from the games industry. In fact, it was already becoming apparent when I was still involved with it. And that "something" is the confrontation that seems to be at the heart of the various parts of the industry's interactions with one another on a daily basis.

    Frankly I don't want to get into a discussion of what's been going on recently because it's all been done to death elsewhere, and it tends to lead to frayed tempers on all sides. If you're that curious, I'll point out that it started here, passed through here and will hopefully end here and leave you to make your own mind up, perhaps with some of your own research filling in the blanks. If you're shocked at what you read — if indeed you can be bothered to read all of it, since there's a whole lot there — then good, you should be; there are plenty of things under discussion that need examining without one side complaining about "social justice warriors" and the other complaining about "neckbeards". But unfortunately that's never going to happen because the games industry has a collective mental age of about 14 — and yes, I count all sides of the debacle in this group in this instance — and is thus unable to discuss anything reasonably or rationally without immediately jumping to the most extreme viewpoints possible.

    I'm happy to be out of it, frankly. My new job may be in a somewhat more stereotypically "boring" sector — utilities — but I can pretty much guarantee that said "boringness" (and I use that term relative to the dynamism of the games industry) will bring with it a lovely atmosphere of calm in which people don't feel the need to aggressively state and restate their views on a daily basis; in which Internet hate mobs aren't dispatched to harass and belittle other people; in which I can just get on with my work, come home in the evening, switch off and just enjoy some video games.

    Two more days to go then. Hopefully my posts towards the end of this week will continue with a positive outlook!

     

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    1678: Old Man of the Forest https://imnotdoctorwho.moegamer.net/2014/08/24/1678-old-man-of-the-forest/ https://imnotdoctorwho.moegamer.net/2014/08/24/1678-old-man-of-the-forest/#respond Sun, 24 Aug 2014 03:42:29 +0000 http://angryjedi.wordpress.com/?p=6675 Been a little while since a Final Fantasy XIV post, so here's one for your delectation: I was fortunate enough to be around for our Free Company's first clear of the Extreme difficulty version of the Ramuh boss fight this evening. I'm thrilled about this; I've never been present for a first kill before, and it's an … Continue reading 1678: Old Man of the Forest

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    Been a little while since a Final Fantasy XIV post, so here's one for your delectation: I was fortunate enough to be around for our Free Company's first clear of the Extreme difficulty version of the Ramuh boss fight this evening. I'm thrilled about this; I've never been present for a first kill before, and it's an enormously satisfying moment, knowing that 1) you've been part of the culmination of a group of people's efforts, and 2) your own skills and abilities are up to the task of taking on some of the game's most challenging content.

    I'm glad. One issue with MMO endgame play is that after a while, you're so well-geared that a lot of the challenges you'd normally take on become quite easy, and progressing becomes a matter of doing things almost by rote: you know that in this dungeon, you can afford to pull this many enemies before having to stop and fight them; than in this boss fight you need to stand here at this moment in order to make sure you don't die. I don't mind this aspect of play at all, as it happens — I actually rather like the heavily "choreographed" nature of many of the endgame encounters, as it's really quite an awesome sight to see eight people moving as one to dodge incoming attacks and position themselves appropriately to deal as much damage as possible as quickly as possible. But the fact remains: a lot of stuff is quite easy.

    Which is why I was keen to challenge myself with the Extreme difficulty boss fights — particularly those against Good King Moggle Mog XII, Leviathan and Ramuh, all of which I was yet to clear. I gave myself a double challenge for the first two by tanking them as a Paladin rather than going as my main class Black Mage; it was a lot of fun, and helped me gain some confidence in what goes on when you're tanking an eight-player encounter. For Ramuh, however, everyone needed to be on top of their game, and as such I was back in my lovely dark blue yukata — my current Black Mage outfit — to take on the old, somewhat electrifying presence of Ramuh.

    I'd held off taking on the Extreme primal fights because the initial three against Garuda, Titan and Ifrit were all very difficult — unsurprising, given the Extreme moniker, of course, but I found them rather stressful rather than just challenging. Moogle, Leviathan and Ramuh were all a different matter, however; these were just plain fun fights in which yes, you needed to know and understand all the mechanics well in order to succeed, but they were enjoyable in that everyone had something interesting and useful to do; no-one was stuck just standing around flinging damage or "tanking and spanking".

    It was also a great opportunity for bonding with the Free Company members. It's always nice to have the opportunity to do things together with other people, and as we've all been progressing at slightly different paces and discovering the things that we each enjoy doing, it can sometimes feel like those occasions are rare. Tonight was a great example of people pulling together for a common goal, though; we'd decided that we were going to beat Ramuh, and by gosh we sure did at that.

    Now it is after 4:30 in the morning and I should probably get some sleep. I anticipate dreams filled with an old, bearded, lightning-flinging man.

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    1677: Twin Sticks https://imnotdoctorwho.moegamer.net/2014/08/22/1677-twin-sticks/ https://imnotdoctorwho.moegamer.net/2014/08/22/1677-twin-sticks/#comments Fri, 22 Aug 2014 23:45:54 +0000 http://angryjedi.wordpress.com/?p=6673 I love a good twin-stick shooter, though I must confess I wasn't really aware of it as a sub-genre of the shoot 'em up until Geometry Wars on the Xbox 360. (Fun fact: that game, more than any of the other early titles on that console, was the reason I picked up my own 360. Fast forward … Continue reading 1677: Twin Sticks

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    I love a good twin-stick shooter, though I must confess I wasn't really aware of it as a sub-genre of the shoot 'em up until Geometry Wars on the Xbox 360. (Fun fact: that game, more than any of the other early titles on that console, was the reason I picked up my own 360. Fast forward a generation and I find myself unable to justify a PS4 for Resogun — a game which is, admittedly, jolly good. Hmm.) I guess I was sort of aware of it with Smash TV on the Super NES — and what I thought was an extremely peculiar control scheme when I played it — but I never played the original Robotron or anything.

    Since Geometry Wars, though, I've been a big fan of the twin-stick shooter, and it occupies a similar tier of affection in my brain to Japanese "bullet hell" shooters.

    It was Geometry Wars 2 that truly cemented my love of this shmup sub-genre — and it was partly a result of the growing world of online console gaming. These days, we take online leaderboards and multiplayer functionality for granted — hell, it's in most mobile phone games — but in the earlier days of the 360, online functionality was still new and exciting. And Geometry Wars 2, although it handled it incredibly simply, worked brilliantly.

    All Geometry Wars 2 offered in terms of online functionality was a separate leaderboard for each of its game modes, with the display of your friends' scores prioritised. While you were playing, the upper-right corner of the screen displayed the next friend's score that you needed to beat to move up a spot on the leaderboard, and it was surprising how enormously distracting this could be — to such a degree that some people even advocated putting masking tape over the corner of your TV so you weren't tempted to look while playing.

    It worked brilliantly, though, and all the more so for the fact that, when Geometry Wars 2 came out, absolutely everyone was playing it. Herein, however, lies something of a mixed blessing: while the games industry has grown into a multi-billion dollar behemoth since that time, the sheer number of games around at any given moment these days means that it's become gradually less and less likely that we'll ever have a communal, shared, international experience like that ever again. Games like Geometry Wars 2 are now considered by some to be too simple for computers and consoles, instead finding a "better" home on mobile. (I'd question whether or not it's actually "better", however, since mobile phone control schemes for this sort of game still suck immense quantities of balls.)

    That, thankfully, doesn't mean there aren't still devs making these games, however. In fact, two of my current favourite non-narrative games are relatively recent twin-stick shooters: Assault Android Cactus on PC (coming soon to various other platforms) and Super Stardust Delta on Vita.

    Assault Android Cactus is the work of small Australian independent developer Witch Beam. I was completely unaware of the game prior to the Eurogamer Expo last year but a chance encounter with a preview build a few days prior caused me to frantically schedule an appointment with the developer's representative, who had flown over especially for the show. Their enthusiasm for their game was infectious — and it was clear they'd done their homework, citing classic Japanese shmups as their inspiration for the game, which despite being a twin-stick shooter very much had its own identity. Today, the game is still in Early Access on Steam awaiting its finishing touches, but it's already one of the finest shooters I've ever had the good fortune to play. I can't wait to take it on the go with the Vita.

    Super Stardust Delta, meanwhile, is a twin-stick shooter from Finnish developer Housemarque and, I didn't realise, a distant offshoot of a series that originally began back on the Amiga. Combining elements of Asteroids, Geometry Wars and Ikaruga, Super Stardust Delta is, once again, proof that you can take a simple base mechanic — twin-stick shooting — and make it into something unique and enjoyable. It's also one of the most beautiful-looking games on the Vita, so if you want something for Sony's underappreciated handheld with which to impress people, it's a fine choice.

    Anyway, the beauty of a good twin-stick shooter is that a single play session is only short. So I think I'm going to go sit in bed and play Super Stardust Delta for a bit before sleep. That sounds like a good way to close out my last week of freedom before work starts next week!

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    1676: Cleaning Up https://imnotdoctorwho.moegamer.net/2014/08/21/1676-cleaning-up/ https://imnotdoctorwho.moegamer.net/2014/08/21/1676-cleaning-up/#comments Thu, 21 Aug 2014 20:55:31 +0000 http://angryjedi.wordpress.com/?p=6671 Following yesterday's post, I've been having a social media cleanup. This started with the unfollowing of about a hundred people last night — some of which I felt a bit guilty about, as I'd previously considered them friends; in other cases, they were former colleagues that I'd thought I might stay in touch with. That … Continue reading 1676: Cleaning Up

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    Following yesterday's post, I've been having a social media cleanup. This started with the unfollowing of about a hundred people last night — some of which I felt a bit guilty about, as I'd previously considered them friends; in other cases, they were former colleagues that I'd thought I might stay in touch with. That already helped a great deal, but there was still some unwanted noise on my feed, largely through retweets and Twitter's irritating new habit of adding other people's favourites and random tweets from other people's followers to your timeline. Those people were swiftly blocked so hopefully I will never have to encounter them ever again.

    All this may seem somewhat harsh, particularly for a platform as open and public as Twitter is. But some reflection has revealed to me that it's really the only way to handle it and stay sane. And it's not, in fact, all that harsh at all, really, when you compare it to real life: after all, we carefully cultivate our real-life friendship groups and, over time, tend to whittle them down to groups of people that we particularly like, enjoy spending time with and have something in common with. We — well, — don't try to be friends with people just because I feel that I "should" be friends with this person. That's high school stuff, trying to get "in" with the gang of cool kids; that way lies only madness, or at the very least a life where you're unwilling to be able to just be yourself with confidence.

    And so Twitter is the same for me, now, particularly now I don't "need" it for industry networking and the like. My Following list has been whittled down to the people I actually enjoy interacting with — a healthy mix of game enthusiasts, game developers whom I have some sort of personal connection with (even if that's just having met them and enjoyed a chat with them), anime fans, and a few people I know in "real life". I'm no longer following people I feel "obliged" to follow — people who are often held up on a pedestal as being "important" to some cause or another — and I'm not following any celebrities. Insufferable arseholes who get retweeted into my feed are quickly blocked without mercy — no sense feeling guilty about it, since I probably wouldn't want to follow them anyway — and those who do nothing but indulge in lame hashtag games for hours on end are also swiftly removed from my following list, at least temporarily; permanently if I haven't actually spoken to them for a while.

    It's kind of sad that we've got to the stage where this level of "friendship curation" is necessary, but it's a side-effect of the social media age and the fact that the Internet has brought us in touch with far more people than we'd ever be able to have met in reality. I'm pretty sure there's an "optimum" number of friends or acquaintances for a person to have, and over and above that level everything just starts contributing to an overall, growing amount of white noise — noise that occasionally becomes intolerable. I'm gradually — hopefully, anyway — finding a good balance that hopefully won't drive me mental, and which hopefully won't necessitate me abandoning the genuine friends I have managed to make via Twitter.

    In the meantime, I'm trying my best to migrate a lot of gaming discussion over to the Squadron of Shame forums, which you can find here. While the Squadron of Shame was originally a group of people who came together on the 1up forums, I know I for one would be very happy to see some new blood over there, too — particularly if you are, like me, the sort of person who'd rather have a lengthy, wordy discussion about a favourite, underappreciated game than think that "lol" or "cool story bro" is in any way a valid contribution to a debate.

    Hopefully I won't have to write about this sort of thing again for a while.

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    1675: Two Negatives Make Even More Negatives https://imnotdoctorwho.moegamer.net/2014/08/20/1675-two-negatives-make-even-more-negatives/ https://imnotdoctorwho.moegamer.net/2014/08/20/1675-two-negatives-make-even-more-negatives/#comments Wed, 20 Aug 2014 22:11:55 +0000 http://angryjedi.wordpress.com/?p=6669 Today has been one of those days where I've been considering jacking Twitter in altogether. What was once a friendly, fun, enjoyable place to hang out — and a place where I've been able to make a lot of friends I otherwise would never have come into contact with — is rapidly becoming an echo … Continue reading 1675: Two Negatives Make Even More Negatives

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    Today has been one of those days where I've been considering jacking Twitter in altogether. What was once a friendly, fun, enjoyable place to hang out — and a place where I've been able to make a lot of friends I otherwise would never have come into contact with — is rapidly becoming an echo chamber filled with people that I don't particularly want to associate with. It's becoming somewhere where I don't feel particularly welcome.

    I shan't get into details as the latest spate of Twitter outrage is plastered all over the Internet and really doesn't need any more publicity, but I will say that, as usual, both sides of the argument in question are acting like complete tools. There's the aggressive, unpleasant, filthy undercurrent of the Internet supposedly harassing people for their beliefs and supposed transgressions, and on the other side, the people defending themselves and their friends often stoop to personal insults, hypocrisy and outright ranting. Anyone left in the middle, wanting to take a rational viewpoint on the whole thing, is left branded as an awful person regardless of how much sense they're actually speaking — if you don't stand on the side of the group that has painted themselves as the "good guys" then you're worthless human garbage, no better than those that are supposedly sending "death threats". (And don't even get me started on the semantics of how that term is liberally misapplied.)

    At the core of this never-ending parade of outrage, argument and public shaming is a group of people who claim to believe in "social justice". Who wouldn't want to stand up for social justice, right? The trouble is that the term "social justice warrior" has picked up severely negative connotations owing to the behaviour of some of these people supposedly fighting on the side of equality, freedom, all that good stuff. Which is daft, when you think about it — as previously noted, who would say they were against social justice?

    And yet the criticisms of many of these "social justice warriors" and the way they go about their business are often valid. They use aggression, harassment, sweeping generalisations, public shaming — many (though, it must be said, not all) of the tactics they are quick to condemn the seedy underbelly of the Internet for — to get what they want. Disagree with the way they do things and you're "tone policing". Disagree with some of things they are saying and you are a misogynist, sexist, transphobic, terrible person who should be hounded until the end of time until you apologise, and then hounded further when you are forced into an apology because it somehow wasn't good enough. The people involved make this group huge, influential — and quite often in possession of a really quite unpleasant mob mentality.

    I'm utterly sick of it. I don't care. It sets me on edge. It makes me anxious. I'm nervous about even posting this in case one of these armchair activists gets hold of it and decides to twist my words into something that doesn't even resemble what I originally said — as happened to YouTube personality "TotalBiscuit" earlier today.

    This surely isn't what these people want. This surely isn't a good way to go about raising awareness of social issues. Certain quarters of Twitter now scare me and make me feel like I can't talk about certain things for fear of reprisals — from the side that paints themselves as the forces of Good. I've done my best to ignore, unfollow and even block the people who are most unpleasant about all this, but it's still not the friendly, welcoming place to hang out that it once was. And that really, really sucks.

    I've culled my Following list by a hundred people this evening. If that doesn't filter out this never-ending, anxiety-inducing noise, I'm setting my account to private. If that doesn't work, then it's time to say goodbye to Twitter — for good this time. I wouldn't be the first from among my group of friends to do so — for these exact reasons — and I probably won't be the last.

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    1674: Raiding the Stars https://imnotdoctorwho.moegamer.net/2014/08/19/1674-raiding-the-stars/ https://imnotdoctorwho.moegamer.net/2014/08/19/1674-raiding-the-stars/#respond Tue, 19 Aug 2014 23:46:06 +0000 http://angryjedi.wordpress.com/?p=6667 I think I've found a suitable successor to classic Atari space sim Star Raiders. And that successor is Artemis, the starship bridge simulator. It was the second time I've played it tonight, and it confirmed what I had suspected on reflection since the last time I played: that Artemis is a spiritual successor to Star … Continue reading 1674: Raiding the Stars

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    I think I've found a suitable successor to classic Atari space sim Star Raiders. And that successor is Artemis, the starship bridge simulator. It was the second time I've played it tonight, and it confirmed what I had suspected on reflection since the last time I played: that Artemis is a spiritual successor to Star Raiders.

    There's a chance that if you're reading this, you don't know what either Star Raiders or Artemis are, so a brief lesson: Star Raiders was the original space sim, featuring a surprisingly detailed simulation of what it might be like to fly around the galaxy defeating enemies and protecting starbases from being overrun. Artemis, meanwhile, is a space sim exploring what it might be like to fly around the galaxy defeating enemies and protecting starbases from being overrun. You can probably see why I'm drawing comparisons here.

    There's a twist, though. While Star Raiders was a single-player affair, Artemis is a multiplayer experience that requires a rather elaborate setup. Specifically, you need a computer to act as the simulation's server and the ship's main viewscreen, then several other devices — one per player — act as the bridge's various consoles. From here, the players have to work together — and communicate — to fly the ship as one and defeat the enemies in the area.

    It's a highly flexible system, too; the default game mode is pure Star Raiders as you do your best to protect the sector's starbases from attack, but support for hand-crafted missions and even RPG-style affairs with a human "game master" overseeing proceedings and triggering events and attacks as they see fit give the game a considerable amount of longevity.

    The only issue is that which I've already mentioned: the fact you need multiple computers, phones and/or tablets to play together. This has become less of an issue since the affordable mobile version, but you'll still need to actually get four or five people together to play the damn thing, unless you're very good at multitasking!

    It's an effort worth making though; it's a co-op experience altogether unlike anything else, and if you have the slightest interest in space sims — including Star Raiders — then you won't be disappointed.

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    1673: Customer Service Done Right https://imnotdoctorwho.moegamer.net/2014/08/18/1673-customer-service-done-right/ https://imnotdoctorwho.moegamer.net/2014/08/18/1673-customer-service-done-right/#comments Mon, 18 Aug 2014 22:14:46 +0000 http://angryjedi.wordpress.com/?p=6665 The Internet is full of people bitching and complaining about poor service — usually with a pointed passive-aggressive (or just outright aggressive) tweet — "Hey, @virginmedia, our service has been down for 6 hours, you bunch of fucking assholes", that sort of thing — so I feel it's important to mention and celebrate the places … Continue reading 1673: Customer Service Done Right

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    The Internet is full of people bitching and complaining about poor service — usually with a pointed passive-aggressive (or just outright aggressive) tweet — "Hey, @virginmedia, our service has been down for 6 hours, you bunch of fucking assholes", that sort of thing — so I feel it's important to mention and celebrate the places that do things right and provide a good experience for the customer.

    Today, I bit the bullet and went to the "fat man's clothes shop" here in Southampton. Dubbed High and Mighty (a polite way of saying "Tall or Fat"), I originally thought this place was a small, local establishment but have since discovered it's a nationwide chain. Anyway, regardless of how big it is (no pun intended), I'd never actually been in there, but a cursory examination of their website the other day revealed that it might be a good place to go to get myself a new suit. I need a new suit, you see, because while the one I have technically fits, it's designed in such a way — "slim fit", I believe is the term, an altogether unfortunate use of the word "slim" when applied to jackets and trousers of this size — that it's almost impossible to move your arms, legs and shoulders more than a few centimetres in any direction, and things like bending over to tie up shoelaces are particularly troublesome.

    So I decided to go along and get a new suit. Despite being out of work for a bit, a pleasant windfall a while back allowed me to get a new TV (bought almost immediately before I lost my job, as Sod's Law tends to go), a new car, today's suit and a few miscellaneous sundries while still having some left over for a rainy day. As such, I figured it was worth spending the additional money on something that would actually fit and — hopefully, anyway — look something akin to "nice" atop my horrible, fat-ass frame. (I do not like my body, if that was not already clear.) Even if it transpires that I don't need to wear a suit for my new job on a daily basis, I figure it certainly doesn't hurt to look presentable on the first day at least, and there are also things like weddings and stuff coming up that I'll need a suit for, so it's worth having anyway.

    So where does the customer service come in? Well, I wandered into the aforementioned shop and was immediately greeted by the sole inhabitant, who, it turns out, was the assistant manager, manning the shop on a Monday lunchtime. He politely asked me if he could help me with anything — without being pushy — and, after a moment of considering saying that I was just looking, I instead decided to say that I was looking for a suit, and could he help me out?

    "Of course!" he said enthusiastically, coming out from behind the counter. He asked me what sort of style I was looking for — I didn't really know, but I wanted it for work and possible other occasions, so he suggested something plain and neutral — and what my sizes were. I didn't really know, so he took a look at me, estimated my chest size (accurately) and measured my waist before giving me a few jackets to try on. I found one I liked, but the sleeves were too long, so he pinned them back to give me an idea of what they'd look like with adjustments. Then he found me some trousers, which I took into the changing rooms to try on, and he provided me with a pair of shoes to try with them for a better idea of how they'd fit with smart shoes on rather than the trainers I was wearing. Eventually I emerged with a pair of trousers that were comfortable, that fit and that allowed for freedom of movement, and paired them with one of the jackets I'd tried earlier. Then I happily handed over £250 — more than I think I've ever paid for clothes in my life — and agreed to come back when the adjustments had been made, which should be later this week.

    All through my time in the store, I felt comfortable and at ease, which is something I don't feel at all when shopping in stores full of "normal" size clothes, which often don't quite go big enough for me. (Even were I to shed my gut, I'm still quite broad-shouldered anyway, too.) I felt like my size was just that — a size — rather than something abnormal and disgusting. (I still feel that about myself in private, but it was nice to be in an environment where other people didn't treat me that way.) I walked away feeling happy with my purchase, and keen to return to the shop the next time I needed some decent clothes in an appropriate size for me.

    That's exemplary customer service, and how to get a glowing recommendation from me. Nice one, High and Mighty; I'll be back.

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    1672: It's Time to Take "Simulator" Back https://imnotdoctorwho.moegamer.net/2014/08/17/1672-its-time-to-take-simulator-back/ https://imnotdoctorwho.moegamer.net/2014/08/17/1672-its-time-to-take-simulator-back/#respond Sun, 17 Aug 2014 23:40:35 +0000 http://angryjedi.wordpress.com/?p=6662 On a whim, I downloaded a game called F-117A Nighthawk: Stealth Fighter 2.0 from retro gaming specialists Good Old Games the other day. This was the sequel to a game I used to play a whole bunch on the Atari ST, our main family computer back in the late '80s to early '90s — F-19 Stealth Fighter. F-19 and F-117A are both … Continue reading 1672: It's Time to Take "Simulator" Back

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    On a whim, I downloaded a game called F-117A Nighthawk: Stealth Fighter 2.0 from retro gaming specialists Good Old Games the other day. This was the sequel to a game I used to play a whole bunch on the Atari ST, our main family computer back in the late '80s to early '90s — F-19 Stealth Fighter.

    F-19 and F-117A are both the brainchild of Sid Meier, the legendary game designer who is most well-known for the Civilization series these days. Back in the '80s and '90s, though, Meier and his compatriots at MicroProse — a company which he co-founded — were specialists in the field of simulations of various kinds. And not just flight sims, either; notable early MicroProse titles included submarine simulator Silent Service and air traffic control simulation Kennedy Approach as well as the detailed but accessible jet fighter sims like F-15 Strike Eagle that the company was most well-known for.

    That "accessible" part was an important part of the appeal of MicroProse games — even as a young child, I was able to pick up a joystick and happily fly a virtual F-15 or the non-existent F-19 (and its real-world counterpart the F-117A) without crashing, for the most part. (Landing was — and still is — troublesome, but it was ever thus.) And yet the games were packed with detail and options that allowed you to make the experience more realistic if you so desired — systems that could get damaged or fail in flight, more complex flight models, less forgiving physics models for landing and all manner of other goodies. In other words, they were games that both my young self and my confirmed propellerhead father could get something out of — although the latter often noted that SubLogic's (and subsequently Microsoft's) Flight Simulator series was considerably more "true to life" in numerous ways.

    Booting up F-117A Nighthawk: Stealth Fighter 2.0 (which is a fancier version of F-19 Stealth Fighter rather than a completely new game in its own right) made me realise that a full-on, proper simulation like this is something of a rarity these days. Oh, sure, we still get the odd authentic simulator like Euro Truck Simulator and Farming Simulator, but for the most part, simulators aren't what they used to be.

    And I mean that literally: the definition (or usage, at least) of the words "simulator" and "simulation" have changed over time, and branched off in a couple of directions: first they were co-opted by social game developers to describe isometric-perspective clickfest non-games like FarmVille and CityVille and, more recently, they've been adopted in a humorous sense by games like Surgeon Simulator and Goat Simulator — games that are making a joke out of the fact that they bear little to no resemblance to reality whatsoever. (A joke that some might argue has gone a little bit too far now, but that's not really what I want to get too hung up on right now.)

    An honest-to-goodness flight simulator, though? A rare sighting — along with their closely related cousins, the space flight simulator. (In the latter case, we're usually into the realms of pure science fantasy, but good space flight sims treat their subject matter with as much respect as those games that are firmly based in the real world. See: X-Wing, Tie Fighter, FreeSpace.) And that's a bit sad, really, because surely with the power of modern systems we could do some absolutely kick-ass flight sims these days.

    Flight sims were, during the '90s and early '00s, showcase titles for powerful computers. Fast processors were needed to crunch the numbers for increasingly realistic flight models, and the dawn of the 3D accelerator video card age brought us texture-mapped visuals that were forever pursuing the "photo-realistic" ideal. No-one ever quite managed it, but there were more than a few games that got pretty close — and even when they didn't, there were plenty of games that managed to suspend one's disbelief enough through atmosphere and a feeling of authenticity to make you feel like you were really sitting in the cockpit heading off on a deadly mission into enemy territory.

    F-117A is a prime example of this. Its visuals consisting entirely of flat-shaded polygonal graphics with occasional dots appearing on land and sea to give a (surprisingly convincing) feeling of speed and altitude, the game nonetheless remains somewhat terrifying thanks to its stealth mechanics. You need to fly under radars and make sure you don't do anything that will attract attention — no firing off weapons unless you've reached your target; no hitting the afterburners to get where you're going a bit quicker. The little gauge in the cockpit that reflected your visibility to enemy radar — a nod to accessibility rather than something I for a moment believe is present in a real F-117A cockpit — became something you'd glance furtively at before returning your attention to the occasional radar "blips" you'd see on the cockpit's multi-function displays. You'd lower the nose and drop altitude still further, terrifying a few Libyan farmers as you flew past a few hundred feet above their heads. Then, when your target was in range, you'd lock on, open the bay doors, release your payload and then get the hell out of there before pursuers arrived on the scene.

    I miss that sort of experience. I know I can still have it with F-117A, but it would be awesome to see what that game would look like had it been made today. I wonder if we'll ever see a resurgence of this kind of game? It's not beyond the realm of possibility; after all, traditional PC roleplaying games, point-and-click adventures and all manner of other genres have made successful comebacks in recent years — I think flight sims are long overdue their time in the sun.

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    1671: Whoopsy https://imnotdoctorwho.moegamer.net/2014/08/16/1671-whoopsy/ https://imnotdoctorwho.moegamer.net/2014/08/16/1671-whoopsy/#comments Sat, 16 Aug 2014 21:37:20 +0000 http://angryjedi.wordpress.com/?p=6660 The astute among you will have noticed that there was no post yesterday — or at least, there didn't appear to be. In fact, what happened was that I wrote the post, saved it as a draft, went to do something else — possibly eat dinner, have a poo or go to bed — then … Continue reading 1671: Whoopsy

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    The astute among you will have noticed that there was no post yesterday — or at least, there didn't appear to be. In fact, what happened was that I wrote the post, saved it as a draft, went to do something else — possibly eat dinner, have a poo or go to bed — then promptly forgot to publish the bloody thing. Whoops. Oh well. "Caught up" now — not that the original "rules" of #oneaday really matter now that it's just me still beavering away at this blog every day.

    I'm glad I still do, though, for numerous reasons. For one, it's satisfying to see that number at the start of each post, and to think that I have been writing something of varying quality every day for nearly 1,700 days in succession. Over the course of those 1,700 days, my life has been through some significant changes. I've held several jobs, moved house several times, just about lived through the end of a marriage and the total collapse of my life that resulted from it — seriously, make sure you marry the right person and avoid all that shit happening to you — and now find myself pondering what might happen in the next 1,700 days.

    For starters, I have not just a new job but a new career ahead of me — ten days from now, I'll be starting my new position that I secured a while back. I'm hesitant to go into too many public details at present — never sure why this is the norm, but I'll go with it for now — but suffice to say that it's a position that will actually make use of the skills and experience I've built up over the past few years, even if it isn't precisely what I pictured myself doing a few years back. Still, as I noted around the time my position on USgamer came to a close, I've come to the conclusion that pursuing your "dream job" is an exercise in frustration that only, in very rare cases, leads to something stable you can do for years to come. Much better to nail down something that you know you can do well, and that will still have a chair ready for you each morning rather than unceremoniously dumping you at a moment's notice. (At least I hope that's what I'm going to get with this new position!)

    I have a new car, too, but I'm sure that will be the subject of a whole other post some day in the not too distant future. All I'll say for now is that I like it very much, and hopefully it will be a suitable means of conveying my person from my house to my place of employment on a daily basis, starting ten days from now.

    Aside from that, there isn't really that much interesting going on in my life at present. Which, to be honest, I'm kind of cool with. While "interesting" periods of your life can certainly provoke plenty of interesting things to talk and write about, they're also exhausting, both mentally and physically. At present, I'm quite enjoying the feeling of "nothing" — the fact that things are slowly falling into place, and I don't need to do anything else for now. I can just sit back, relax and enjoy myself for a few days — and I think I've earned that.

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    1670: At Your Side https://imnotdoctorwho.moegamer.net/2014/08/15/1670-at-your-side/ https://imnotdoctorwho.moegamer.net/2014/08/15/1670-at-your-side/#respond Fri, 15 Aug 2014 21:12:53 +0000 http://angryjedi.wordpress.com/?p=6658 [Edit, 16/08: Apologies for those who missed this yesterday — it seems I composed an entry and then didn't publish it properly. I present it now, better late than never. As if you care.] So I finally finished Sweet Fuse this evening and I'm very happy I did. For those disinclined to look back over my previous … Continue reading 1670: At Your Side

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    [Edit, 16/08: Apologies for those who missed this yesterday — it seems I composed an entry and then didn't publish it properly. I present it now, better late than never. As if you care.]

    So I finally finished Sweet Fuse this evening and I'm very happy I did.

    For those disinclined to look back over my previous entries about this game, here's the quick version: it's a visual novel for PSP (Vita-compatible) in which you play Saki Inafune, niece of Mega Man designer Keiji Inafune, as she gets trapped in a theme park at the behest of a terrorist dressed as a pig. Along the way, she encounters a selection of fine-looking gentlemen and, over the course of seven days, gets to know at least one of them very well indeed.

    Sweet Fuse has an utterly ridiculous premise, but ultimately it's little more than a gimmick or hook to draw you in to the game proper: the story itself plays itself admirably and consistently straight throughout, not being afraid to tone down the light-hearted humour in favour of some pathos or outright tragedy at times. Saki herself is at times a little ill-defined as a character, but such is the nature of the visual novel protagonist, whether they're male or female: they have to be flexible enough to make the various routes through the narrative plausible, and also non-specific enough to make them identifiable with for a wide proportion of the audience.

    The nice thing about Sweet Fuse's story is that you don't get the whole truth in a single playthrough. In fact, depending on which of the game's cast members you choose to pursue, you might not get the truth at all. Follow the path for Towa Wakasa, young boy band idol, and you'll have an enjoyably romantic little tale in which you find out a bit about Wakasa himself — and how Saki feels about him — but you'll learn almost nothing about the motivations behind Hogstein's hijack of the park and the deadly game he makes the cast play. (You do, however, get a tiny teaser which is easily missed if you're not paying attention.) Conversely, play through the route for Subaru Shidou, detective originally intended to be in charge of the park's security on its opening day, and you'll get tantalisingly close to the complete truth without revealing absolutely everything. It's not until you play the route for the "secret" character, which only opens up from a second playthrough onwards, that you get a full, final and complete explanation of what has truly been going on.

    And, without spoiling it here, I was surprised at the nature of the truth. As previously noted, the expectation for Sweet Fuse, given its premise and setup, is for the story to be rather light-hearted in nature — and indeed, there's a lot of self-consciously ridiculous stuff that goes on. But ultimately there's a serious core to what has been going on — and it doesn't feel out of place, despite the fact that the villain you're pursuing throughout the narrative is almost constantly dressed as a cigar-smoking pig with a disco ball around his neck.

    Ultimately, your response to Sweet Fuse will depend on how much you care for the rather "hands-off" nature of most visual novels: despite the premise of the game being somewhat akin to the Zero Escape series, there are no real "puzzles" to solve as such; the most you have to do throughout the game is pick the right choice when one comes up, or occasionally pick out the most important word or phrase from a monologue in order to proceed. In other words, the game is extremely light on "gameplay" and this may disappoint a few people — particularly given that the theme park that forms the game's setting is supposed to be based on video games — but it works and, on reflection, is probably a sensible choice; breaking up the game with, well, "gameplay", would break its flow and run the risk of you not being able to proceed due to, to put it politely, a deficit in your own skills. By handling it this way, anyone can see the story through to its conclusion, and thanks to convenient quicksave, fast-forward and rewind functions, going back to see other possible outcomes to various scenarios is quick and painless, too. I played through two whole routes in a single day today, albeit fast-forwarding through the first three "common route" chapters and just making the appropriate choices where necessary. That still left four unique chapters per character, though.

    I'm glad I played through Sweet Fuse, as it ended up being really, surprisingly good. I was immediately intrigued by the premise — and I love seeing the face of people when I explain it to them — but what I found was actually rather different from what I expected, in a very positive way.

    If you have a Vita or a PSP and are hungry for an interesting story-based game to while away some time with, you could do far worse than a copy of Sweet Fuse, then. Highly recommended.

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    1669: Lord of All the Land... Well, City https://imnotdoctorwho.moegamer.net/2014/08/14/1669-lord-of-all-the-land-well-city/ https://imnotdoctorwho.moegamer.net/2014/08/14/1669-lord-of-all-the-land-well-city/#respond Thu, 14 Aug 2014 22:29:56 +0000 http://angryjedi.wordpress.com/?p=6656 Haven't added to my board game collection for a while, so I treated myself to a copy of Dungeons & Dragons board game Lords of Waterdeep and its expansion Scoundrels of Skullport. For those unfamiliar, Lords of Waterdeep eschews the dungeon-crawling of the other Dungeons & Dragons games available at present in favour of a competitive strategy game where players challenge one another to … Continue reading 1669: Lord of All the Land... Well, City

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    Haven't added to my board game collection for a while, so I treated myself to a copy of Dungeons & Dragons board game Lords of Waterdeep and its expansion Scoundrels of Skullport.

    For those unfamiliar, Lords of Waterdeep eschews the dungeon-crawling of the other Dungeons & Dragons games available at present in favour of a competitive strategy game where players challenge one another to score as many points as possible through completing quests.

    At heart, Lords of Waterdeep is a worker-placement game somewhat akin to Uwe Rosenberg's well-respected Agricola. Each round, each player has a number of actions to take (here represented by "agents" that you place in buildings around a map of the city of Waterdeep) that allow you to do various things: collect resources (here in the form of money and adventurers of various classes), pick up quests for later completion, build new buildings to add new action spaces to the board, or play "Intrigue" cards to either benefit yourself or directly screw over your opponents.

    It's this latter aspect in particular that means I like Lords of Waterdeep quite a bit more than Agricola — there's a lot more direct player interaction thanks to the "attack" cards that usually allow you to directly impact another player's collection of money and/or adventurers, but even without direct conflict I find the game tends to put people on a much more even playing field than Agricola's enormous decks of cards tend to.

    For those less familiar with Agricola, the full version of the game gives you a hand of "Occupation" and "Minor Improvement" cards at the start of the game; our gaming group likes to distribute these through draft, a process which gives an immediate advantage to those who have played the game more and learned the decks more thoroughly. Lords of Waterdeep eschews this system in favour of a combination of things: the constructible buildings, which provide a benefit to their "owner" any time another player takes them, and the quest cards you're completing throughout the course of the game. Most of the time, these simply award victory points to help determine a winner, but a number of them are dubbed "Plot Quests" and provide ongoing benefits over the course of the game. In other words, you very much "earn" these benefits through play rather than being dealt or drafted them at the start of the game and then simply having to find the perfect moment to play them, and when they become available — all available quests are public knowledge — everyone has a fair crack at them.

    Lords of Waterdeep also isn't as stressful as Agricola in that there's no race to feed your family (or equivalent) every few turns; in other words, the game is more about earning victory points rather than attempting to avoid losing them. That is, until you add the Skullport module from the Scoundrels of Skullport expansion, which provides various new action spaces and quests that net you "corruption", which is worth a variable amount of negative points at the end of the game according to how much corruption is in circulation around the table.

    There's still an element of scarcity and a scramble for resources, however, particularly if you indulge in the Undermountain module of the Scoundrels of Skullport expansion, which, besides adding a few new action spaces, focuses on high-value quests that require a huge amount of resources to complete successfully. You need to quickly prioritise which quests are worth working on and which are not — taking into account the fact that your secret character card provides you with a bonus at the end of the game according to the types of quest you completed — and hope, pray that your opponents don't hit you with a Mandatory Quest card: a quest that you have to complete before any others, which is typically very low-value and low-requirement, designed simply to get in your way and waste a turn or two.

    I haven't yet had the chance to try the Scoundrels of Skullport expansion, but I'm looking forward to breaking it out in the near future. We had a game of the base game a short while ago and enjoyed it, and it inspired me to pick up my own copy. I'm looking forward to playing again.

    Oh, and if you're curious, there's a good version available for iOS.

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    1668: Gentleman Friends https://imnotdoctorwho.moegamer.net/2014/08/13/1668-gentleman-friends/ https://imnotdoctorwho.moegamer.net/2014/08/13/1668-gentleman-friends/#respond Wed, 13 Aug 2014 22:36:21 +0000 http://angryjedi.wordpress.com/?p=6654 Longtime readers may recall that some time ago I extolled the virtues of a (Vita-compatible) PSP game called Sweet Fuse — a game that I've recently returned to in order to clean up some endings I missed. This peculiar game is a visual novel-cum-dating sim in which you take on the role of Saki Inafune, niece of … Continue reading 1668: Gentleman Friends

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    Longtime readers may recall that some time ago I extolled the virtues of a (Vita-compatible) PSP game called Sweet Fuse — a game that I've recently returned to in order to clean up some endings I missed.

    This peculiar game is a visual novel-cum-dating sim in which you take on the role of Saki Inafune, niece of legendary game designer Keiji Inafune (of Mega Man and Mighty No. 9 fame), as she gets caught up in a plot led by a terrorist dressed as a pig to take over the video game-inspired theme park Inafune-san designed. Along the way Saki (and you) will encounter several gentleman friends, each of whom has their own unique narrative path that branches off in the latter half of the game after a shared beginning.

    Sweet Fuse is what's known as an otome game, meaning it's primarily aimed at a heterosexual female audience — or at least depicts heterosexual romances from the perspective of a female protagonist. Such games are relatively widespread in their native Japan, but it's quite rare to get them localised for the Western market, which still seems to assume for the most part that the majority of gamers out there are testosterone-filled heterosexual men. As such, Sweet Fuse immediately sets itself apart from other games of its type — and this is without taking its unusual premise into account.

    Speaking as a heterosexual gentleman who has played his fair share of bishoujo games (visual novels and dating sims aimed at a heterosexual male audience) I initially wasn't quite sure what to make of Sweet Fuse. In this type of game you're often encouraged to put yourself in the shoes of the protagonist to such a degree that they rarely appear on-screen and, when they speak, their dialogue is unvoiced. This is, in theory, to allow the player to project themselves onto the protagonist and imagine it's themselves embroiled in the situations depicted throughout — be they fantastic, romantic, erotic, strange or just plain messed up. It's an effective device that tends to work well. But, I found myself questioning before I started playing the game for the first time, will this still work if the protagonist is a different gender to me?

    The question of whether male players can "identify" with female protagonists is often mocked among the more social justice-happy members of the games press, but in the dating sim and visual novel space, where you're encouraged to inhabit the role of the lead character a lot more intimately than in other types of interactive entertainment, it's an important consideration. Part of the way these games work on an emotional level is down to your own personal opinions and tastes — who do you find attractive or desirable, physically, sexually, emotionally and in terms of their personality? If you're outside the target audience of a work, inhabiting the headspace of a protagonist that pointedly is not you, and considering potential partners that are contrary to your own usual sexual preferences, can that really "work"?

    Well, of course it can; most of us have read books, seen films, watched TV series where we've rooted for characters to get together, even if they don't match our own characteristics or preferences — and for female fans of games, they have to do this a lot of the time anyway. All this is, I've found, abundantly true with Sweet Fuse. As a heterosexual dude, it's liberating to play the role of Saki and consider the virtues and vices of these different men as I choose which of the narrative paths to pursue. And, it turns out, it's not all that difficult to put yourself in Saki's shoes and contemplate which one is most attractive or desirable. (Urabe. Without a doubt.)

    Like any good visual novel, Sweet Fuse's various narrative paths are all unique, but all feed into a single interpretation of what is going on. Pursuing a single character and then putting the game down gives you a satisfying ending to the story, sure, but in some cases doesn't reveal any of the truth behind the bizarre situation that forms the basis for the game. Others provide teases of information; others still are clearly the "main" routes that provide the most information. All are worth exploring — and it's for this reason that I've picked up Sweet Fuse again after quite some time not playing it.

    With, I think, two routes left to go (plus possibly a refresher on the others I've previously completed) I still haven't got to the bottom of the mystery surrounding Count Hogstein and his apparent vendetta against the main cast. I'm very much looking forward to discovering the truth — the paths I've played to date have been by turns heartwarming, touching, intriguing and thrilling; now, it's time to see Saki's saga through to its conclusion, and wonder if we'll ever see a game quite like Sweet Fuse in the West again.

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    1667: Depression's a Bitch https://imnotdoctorwho.moegamer.net/2014/08/12/1667-depressions-a-bitch/ https://imnotdoctorwho.moegamer.net/2014/08/12/1667-depressions-a-bitch/#comments Tue, 12 Aug 2014 20:42:04 +0000 http://angryjedi.wordpress.com/?p=6652 I'm conscious of adding to the noise surrounding this topic at the moment, but given, well, the nature of the topic, I felt it important to speak about it. On the off-chance you've missed the news, it seems that beloved comedy actor Robin Williams was found dead recently in what appeared to be a suicide. … Continue reading 1667: Depression's a Bitch

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    I'm conscious of adding to the noise surrounding this topic at the moment, but given, well, the nature of the topic, I felt it important to speak about it.

    On the off-chance you've missed the news, it seems that beloved comedy actor Robin Williams was found dead recently in what appeared to be a suicide. The star had been struggling with depression for some time, and the conclusion to his life story is an all too common tale for those who suffer under the weight of the Black Dog's attention.

    I have written about depression numerous times on this blog, but at times like this it pays to re-explain some things to those who have never encountered it or do not know what it is like to be plunged into that particular world of darkness. I have no shame in saying that I have suffered because of it, and it has helped define the person I am today, both for better and for worse.

    Depression is something that is difficult to define, because it changes its own manifestation so frequently, and seemingly at random. On some days, it can make you want to not get up, not get dressed, not leave the house. On others, it can make you want to go and look at things that make you sad, pondering what might have been. On others still, it can make you have strongly emotional reactions to the slightest stimulus. It beats and pounds on your brain; it makes you think you're stupid, worthless, ugly, fat, disgusting, useless, incapable of doing anything worthwhile, doomed to failure; it makes you think nobody loves you, nobody cares about you, nobody would even notice if you were just to die here and now; it makes you wonder if life is even worth persevering with if all each new day brings is more pain.

    It doesn't strike every day, either. A depressed person is not perpetually down or sad. On some days, they can go about their business perfectly normally, as if nothing is wrong. Sometimes, a poorly timed comment or a badly phrased joke can bring the Black Dog back at a second's notice; others, it is banished to a cage in a far-off corner of the mind. But it always breaks out again eventually.

    There is no "cure". There is no magic bullet. You can learn to cope with it, but it never truly goes away. And on days when just everything seems to be getting worse and worse, the temptation can be to want to escape from it through the only means seemingly available: to escape this world altogether, in the hope that the next, whatever that might be, is more hospitable. I've only come close to contemplating this during one period in my life — the time when my marriage fell apart is when I felt lower than I've ever felt in my life, and on more than one occasion I wondered if it would really matter, if anyone would really care if I were to just end it all and leave the world behind me. Obviously I didn't do that, otherwise you wouldn't be reading this now, and I'm glad I didn't; while I wouldn't say my life is perfect just yet, it's certainly been making slow but steady progress back into a territory I would describe as "on track".

    And yet here's the thing: I still get depressed. I live in a house that I own along with a wonderful partner whom I love very much. I'm soon to start a new job that should be a good fit for my skills and experience. I've bought a new car that I like a lot. I'm in a position where I don't have to panic too much about money. I have most of the things I want in life, and the means to acquire those that I don't. And I still have my health, all my limbs and my mental faculties. I count these blessings — and plenty of others besides — every day, and yet still there are some days where the darkness is inescapable; some days that just lay you low, unable to do anything, unable to define exactly "what's wrong".

    That's what depression is. It can strike anyone, anywhere, any time. It doesn't make any distinctions based on any of the labels we humans like to ascribe to one another. At best, it's an inconvenience. At worst, it's a killer.

    Should any of the above seem familiar to you, I'd encourage you to talk about it when you can. Don't be afraid of judgement or negativity; reach out to those you know and trust — or a professional trained in such things if there is no-one in your personal life that you trust enough with this — and speak up. Don't suffer in silence. You matter, even if there may be days when it doesn't feel like it. The world would be a worse place without you in it.

    Most of all: good luck. The battle against depression is a tough, never-ending fight that can never truly be won, but, as we so regrettably saw with Williams, it sure can be lost. Hold your head high, stand up to that Black Dog and tell it to fuck off. You'll be surprised how many other voices you'll hear; you are not alone.

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    1666: You're Never Finished https://imnotdoctorwho.moegamer.net/2014/08/11/1666-youre-never-finished/ https://imnotdoctorwho.moegamer.net/2014/08/11/1666-youre-never-finished/#comments Mon, 11 Aug 2014 12:57:54 +0000 http://angryjedi.wordpress.com/?p=6650 Occasionally, my mind gets into an almost comatose loop, and I find myself going round and round the same websites, over and over again. I hate the loop — and I'm growing to hate the websites and all that they stand for in 2014 — but still I do it compulsively, habitually, regularly. First I'll … Continue reading 1666: You're Never Finished

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    Occasionally, my mind gets into an almost comatose loop, and I find myself going round and round the same websites, over and over again. I hate the loop — and I'm growing to hate the websites and all that they stand for in 2014 — but still I do it compulsively, habitually, regularly.

    First I'll check Twitter. Then I'll check Facebook. Then I'll check Google+. Occasionally I'll poke my head in the sites for my Final Fantasy XIV guild or the Squadron of Shame, but more often than not, it's just those three sites. And there's rarely anything interesting to see on any of them — but still I feel compelled to do it, particularly if there's a little red number at the top of the page.

    The same is true on my phone. I'll check it every few minutes, looking for little icons across the status bar and hoping that something interesting might have happened. But it rarely does, and still I do it.

    I'm talking about "notifications", one of my least favourite developments in modern technology. Turns out I have the sort of brain that gets extremely uncomfortable if something is left "unfinished"; if a little red number is there, suggesting that there's something that requires your attention.

    Trouble is, most notifications these days aren't necessary. On Google+, since the Squadron of Shame moved its base of operations to its own site, the only notifications I get are from people who gave a comment I left on a YouTube video six months ago a "+1", saying that they "liked" what I said without actually having to interact directly with me. On Facebook, where I rarely post any more, my only notifications come from replies to a comment thread I long since lost interest in. And Twitter's 2014 incarnation sees fit to notify you not only when someone replies to you, but also when they "favourite" or retweet something you posted — or, in comedically ridiculous levels of Inception-style madness, when someone retweets something you retweeted.

    The provocation of this sort of compulsive behaviour is entirely deliberate, of course; these sites' use of notifications — and mobile app developers' use of notifications, too, for that matter — is designed to get you doing exactly what I'm doing, which is visiting the sites or booting up the apps several times a day just to see if the notifications are anything useful. They inevitably aren't, but there's always the hope.

    Provoking this sort of behaviour can't be healthy. It doubtless plays havoc with people who already have more obsessive compulsive tendencies than I do, but just from a user experience perspective it's frustrating to never feel like you're "free" — there's always something out there demanding your attention. Look at me, that little red number says. I'm important.

    It's because of all this that I find myself considering daily whether or not I should nuke my social media presence altogether and simply interact with people through more private channels — email, blog comments, chat messages, the Squad forum. Every day it gets more and more tempting to do so, so one of these days soon I might just do it — and this time for good. This isn't what I signed up for at the dawn of the social media revolution.

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    1665: Shock Value https://imnotdoctorwho.moegamer.net/2014/08/10/1665-shock-value/ https://imnotdoctorwho.moegamer.net/2014/08/10/1665-shock-value/#comments Sun, 10 Aug 2014 19:36:51 +0000 http://angryjedi.wordpress.com/?p=6648 I'm pretty open-minded, as longtime readers will already be aware. But last night I, for pretty much the first time I can remember, found myself genuinely shocked by something that had been not only allowed on TV in the first place, but deemed worthy of repeating on one of those "nothing but repeats" digital channels … Continue reading 1665: Shock Value

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    I'm pretty open-minded, as longtime readers will already be aware. But last night I, for pretty much the first time I can remember, found myself genuinely shocked by something that had been not only allowed on TV in the first place, but deemed worthy of repeating on one of those "nothing but repeats" digital channels — in this case, quiz show specialist channel Challenge.

    There were two shows broadcast last night, neither of which I'd ever heard of prior to seeing them. And, having seen them for the first time last night, I'm now in no hurry to do so again.

    I lump them both together like this because they both approached the same subject matter from a slightly different angle — the concept of humiliating contestants, causing them physical and mental discomfort and even inflicting pain in some cases. The shows in question? Distraction and Killer Karaoke. Both parts of the episode of Distraction in question are embedded in this post; watch at your own risk!

    Distraction first. This was a Channel 4 show hosted by Jimmy Carr, who I've always interpreted as "cheeky" and occasionally a little bit risque, but never outright mean. Distraction turned that perception on its head — but more on that in a moment.

    Distraction was first broadcast in 2003 and continued until 2004, so it had a relatively short life compared to some other gameshows. The concept of the game was twofold: in the initial elimination stage of the game, four contestants would compete against one another to answer insultingly easy question (in the episode I saw last night, all of the questions were from Key Stage 1 junior school material) while being distracted through various means. In the second stage of the game, the last remaining player would be presented with their prize, which would be damaged in some way if they answered any of their final questions incorrectly. The grand prize would either be a car — which would have parts of it smashed or defaced for an incorrect answer — or a pile of money, which would be destroyed piece by piece somehow with every incorrect answer.

    The twist was the distractions themselves: these weren't simple things like someone buzzing in your ear. In the episode I saw last night, the very first game saw all four contestants sitting in toilet cubicles, with the only means of them "buzzing in" to answer a question being to do a piss, which would cause a light to go on above their stall. Later stages saw the contestants being thrown around and pummelled by professional wrestlers while answering questions, and in the final pre-prize stage, getting piercings with every correct answer, causing them to suffer more and more pain and discomfort the more questions they got right.

    Killer Karaoke, meanwhile, operated on a similar premise. Hosted by Steve-O, of Jackass fame — which should probably tell you something about what to expect — the show challenged contestants to sing their way through popular songs while being, there's no two ways about this, abused in various painful ways. One contestant was on a swing and was unpredictably "dipped" into a tank full of snakes over the course of her song. Another was forced to wear vision-impairing goggles and walk barefoot through a cactus-strewn obstacle course while singing. Another still was strapped into a suit with a dancer "puppetmaster", who pushed her around as she sang, smashed a bottle over her head, rubbed a raw eel over her face and finished the song by slamming her face into a cake.

    I had exactly the same reaction to both shows: initial surprise and laughter at the seemingly slapstick nature of it, gradually giving way to feelings of unease, horror and even disgust at the fact that people were genuinely being hurt — both physically and psychologically — in the name of entertainment. Slapstick comedy is nothing new, but both of these shows felt like they crossed a line somewhat: that not everyone was "in on the joke" as a willing participant. In Distraction in particular, Carr's appallingly written material — at least I hope it was written and not delivered ad lib — didn't come across as the usual cheeky, light-hearted jabs you hear him making on shows like 8 Out of 10 Cats and its ilk: it came across as just plain mean.

    It was pretty telling that we didn't see or hear most of the participants' reactions to his spiteful comments; one contestant — a woman named Gabriela Blandy, whom it just so happens that I was at university with, and who decided to chronicle her experience in this beautifully written blog post — just looked plain miserable; the very picture of despair. ("I finally realise how shameful all this is," writes Blandy, reliving the experience, "and why I was never able to tell them I wanted to be an actress. I would have been admitting I was prepared to do anything to make it. There’s no Steven Spielberg, sitting in the audience, thinking: wow, that girl has talent! Besides, the talented ones are at home, learning monologues, putting genuine work in.")

    Both shows were certainly effective in their shock tactics and I don't doubt that I'll be remembering them both for some time to come — likely when I least want to. But, on reflection, even admitting the fact that both made me genuinely laugh several times, I don't think I ever want to see them — or anything like them — ever again. And it's not very often I say that.

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    1664: The Myths of Modern PC Gaming https://imnotdoctorwho.moegamer.net/2014/08/09/1664-the-myths-of-modern-pc-gaming/ https://imnotdoctorwho.moegamer.net/2014/08/09/1664-the-myths-of-modern-pc-gaming/#respond Sat, 09 Aug 2014 22:40:18 +0000 http://angryjedi.wordpress.com/?p=6646 I witnessed a surprisingly civil online discussion earlier on about that rather tired old topic, console vs. PC gaming, but despite the civility it seems that a lot of people on the "pro-console" side of the fence still hold more than a few misconceptions about what PC gaming is all about. Let's take a moment to address … Continue reading 1664: The Myths of Modern PC Gaming

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    I witnessed a surprisingly civil online discussion earlier on about that rather tired old topic, console vs. PC gaming, but despite the civility it seems that a lot of people on the "pro-console" side of the fence still hold more than a few misconceptions about what PC gaming is all about.

    Let's take a moment to address some of these points.

    PCs require maintenance.

    While this was once true, with Windows 95, 98 and XP seemingly all having some sort of built-in failsafe that caused them to slow down to barely usable levels after about a year or so, necessitating a full reinstall, Windows 7 and beyond, in my experience, run perfectly happily without complaint and without requiring anything special to be done in order to keep things running efficiently. If updates to drivers or other software are required, the respective pieces of software will generally notify you — or, in many cases, simply update themselves in the background without you ever knowing. All you, the user, really need to do is ensure you have some sort of security software installed to protect yourself against viruses and the like.

    PC games are riddled with compatibility problems.

    Another issue from the past that is, in 99% of cases, no longer relevant. If you're trying to run an older game, then perhaps you may run into some issues — though in most cases, a quick Google will reveal what you need to do to get it running on a modern machine, and the solution is often simple — but if you buy something new (and by "new" I mean "released within the last five years") all you generally need to do is put in the disc or click the "install" button in Steam, then start playing as soon as it's ready. Easy.

    PC games require adjusting settings.

    The limit of most setting adjustments I do these days is as follows:

    1) Ensure game is running at 1920×1080 resolution if it doesn't default to that (and most do).
    2) Adjust detail level if framerate is unsatisfactory and game doesn't auto-suggest best settings (and most do).

    I think everyone can manage that.

    [Console X] does [Y]!

    PCs do literally anything you want them to. Consoles have access to selected digital media sources, sure, but on PC you can access anything available on the Web, not just those services with apps that have been specifically designed for the system. Not only that, but thanks to services like UnblockUs it's a snap to access digital content that is normally region-locked to other territories. (UnblockUs will work with consoles, but it requires far more tinkering with the settings than the PC version does — on PC you simply download a small executable file, run it and then turn it on and off from the Windows System Tray as needed.)

    Oh, but Kinect…

    Shut up.

    [Console X] has [exclusive game]!

    This is the only mildly compelling argument in favour of consoles, but in reality, choosing a digital entertainment system is far more than just choosing the exclusives. (And there's nothing wrong with having several systems on hand for just this reason.) PC versions of games are, in most cases, the definitive versions, with the best graphics, most customisable settings, mod support (official or unofficial) and the greatest flexibility with regard to control schemes. Even a shoddy console port on PC (I'm looking at you, Binary Domain) is technically superior and more impressive than its console counterpart — and for those who care about such things, PC games will typically all run in true 1080p without breaking a sweat.

    As for those exclusives, well, PC as a platform, having been around for a lot longer than anything else on the market, has a gigantic library of games, far bigger and more diverse than any one console will ever be able to offer. If you claim there isn't a PC game out there that interests you, you aren't looking hard enough. Plus thanks to services like GOG.com, old games are still just as relevant as the latest and greatest — something which simply isn't true on the latest consoles due to the lack of backward compatibility.

    You want specifics? If you think that Destiny is a compelling reason for consoles being "better" than PC, ponder this for a moment: Destiny is a blend of two game genres — first-person shooter and massively multiplayer online RPG — that have been the PC's bread and butter for years now. While Destiny itself may not be coming to PC — although, to be honest, I'll be very surprised if it doesn't eventually — there are plenty of alternatives and equivalents.

    I prefer gaming from my couch.

    So game from your couch. Most modern PC video cards have at least one HDMI out socket, allowing you to connect your computer to your TV just like a console. The HDMI port also carries audio, too, so you don't have to faff around with separate audio cables and speakers like you once did either. Couple that with the fact that Xbox 360 controllers are natively supported by Windows (both wired and wireless — though you will need an adapter to use the wireless ones) and wireless keyboards and mice are more affordable than they've ever been, and there's absolutely no reason you can't have a great PC gaming experience from your couch. Make use of Steam's Big Picture Mode to manage your game library and the experience is all but indistinguishable from using a console.


     

    Note: Nothing in this post is intended to say that consoles are in some way "bad" or "inferior" to PC — I still play games on PC, console and handheld devices. There's a certain joy in being able to insert a disc and just start playing — though with the rise of mandatory installs, this is rapidly becoming a thing of the past, even on console — and there are, admittedly, a number of interesting console-exclusive titles that, in some cases, may never make the jump to PC.

    The original discussion stemmed from someone's question about whether they should spend a chunk of money on a PlayStation 4 or a new phone, and PC was touted as a third option — one I'd firmly stand behind. Speaking as a former member of the games press, at present I can't in good conscience recommend the PlayStation 4 to anyone simply on the grounds that there aren't enough interesting games available for it that you can't get anywhere else… yet. This will doubtless change in the future — there's a lot of great-looking stuff coming next year — but speaking right now, in August 2014, a PC is a much more sound investment for both video games and home entertainment purposes.

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    1663: Freewriting https://imnotdoctorwho.moegamer.net/2014/08/08/1663-freewriting/ https://imnotdoctorwho.moegamer.net/2014/08/08/1663-freewriting/#respond Fri, 08 Aug 2014 23:36:15 +0000 http://angryjedi.wordpress.com/?p=6644 Buggered if I can think of anything to write today, so I'm going to fall back on my old "emergency stopgap" measure, which is to indulge in a spot of "freewriting". For the uninitiated, this creative writing exercise, which I learned at university, involves setting a timer for a short period of time of your … Continue reading 1663: Freewriting

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    Buggered if I can think of anything to write today, so I'm going to fall back on my old "emergency stopgap" measure, which is to indulge in a spot of "freewriting". For the uninitiated, this creative writing exercise, which I learned at university, involves setting a timer for a short period of time of your choice — I've gone for ten minutes — and then you just start writing and don't stop until the time is up. In this case, I'm hoping that continuously writing for ten minutes will cause something vaguely interesting to pop out of my head. If not, then you'll get a glimpse of how my thought processes work, because one of the key things about freewriting is that you don't stop to edit or tweak your writing as you go along. This means you can sometimes end up with very long paragraphs like this one, so let's nip that in the bud before it becomes too much of a problem, shall we?

    Freewriting has, for me, led to a number of interesting compositions over the years. I don't know if I still have the pieces I composed as part of my Creative Writing module at university, but they were intriguing. Some were purely fantastic. Some were reflective. Some were very literal. All of them came out of my head relatively unprompted, just by sitting down in front of a page — handwritten in this case — and writing. What I'm doing with today's entry — and have done a couple of times in the past — is exactly the same. (Six minutes and fifty seconds to go.)

    Tomorrow, I'm picking up my new car. I haven't owned a car for a while, so it will be nice to have one again, albeit a "nice thing" that comes with a lot of expenses attached. It was pleasant to be able to go through life without worrying about the cost of car insurance and the like, so I'm not relishing the prospect of a return to that world, but I am particularly looking forward to the ability to get out and about a bit more easily when Andie isn't here (and, by extension, has the car that we currently share between us.) I'm hoping that having easy transport — and by "easy" I mean "not the bus" — I will be more inclined to do things that involve getting out of the house, like going to the gym, going for a swim or, hell, just going to town for a wander around or something. As I've mentioned in previous entries, spending all day every day at home can cause you to go a bit "stir crazy" after a while — I'm sure anyone who has spent any length of time either un- or self-employed will be able to empathise with this.

    Four minutes thirty seconds to go and my brain is telling me I need something new to talk about. So what should it be? Umm… maybe the music I downloaded and printed recently? Regular readers will know that I'm a big fan of Square Enix's MMO Final Fantasy XIV, and I was delighted to discover that a nice chap on YouTube had done some piano arrangements of selected pieces from the soundtrack. I have a good collection of other Final Fantasy piano collection albums that I very much enjoy playing, but as far as I'm aware there's no "official" one for XIV, so I was interested to come across this chap's work. Turns out it's very high quality, so I was more than happy to fling him $40 (about £25) for his hard work in arranging and transcribing 36 tracks over 140 pages of music. I shall look forward to getting stuck into learning and playing some of those in the next few days and weeks — perhaps I'll even record some for the enjoyment of you, readers. Yes, you. That'd be nice, wouldn't it? (That wasn't meant to sound sarcastic, but as I was typing it I realised that it probably does. Oh well. No turning back now.)

    I've also set up the keyboard amp that my parents dumped on me last time they came. This hulking piece of extremely heavy audio equipment is something I've been trying to avoid coming back into possession of for a while, mostly because I didn't really need it, but also because audio equipment scares me a bit when it makes loud popping and buzzing noises, which this amp has something of a tendency to do. However, now I've let it "warm up" and used it a little over the last couple of days, it seems to have calmed down a little bit, and it actually produces a somewhat more satisfying sound than my previous keyboard solution, which involved a MIDI connection to my Mac and using Logic Studio to produce the instrument sounds. Logic's instrument sounds are high-quality, for sure, but the Mac's speakers are a bit weedy and subsequently it wasn't quite as impressive as it could be. (In our new house, there's also the minor issue that the MIDI cable doesn't reach from the keyboard to the Mac, but that doesn't really matter now.)

    Anyway. My ten minutes are up, so that's that. Sorry for the abrupt ending. Apparently I tried to cram too much into such a short space of time, but them's the breaks. Technically I'm breaking the rules here by going past the time limit, but whatever. Anyway. Now I'm finishing. Good night.

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    1662: Moving Pictures https://imnotdoctorwho.moegamer.net/2014/08/08/1662-moving-pictures/ https://imnotdoctorwho.moegamer.net/2014/08/08/1662-moving-pictures/#respond Fri, 08 Aug 2014 02:16:54 +0000 http://angryjedi.wordpress.com/?p=6642 Call me a traditionalist, out of date, out of touch, whatever you like, but I'm really not a fan of the current obsession with video as the be-all and end-all of publishing things online. I have numerous feelings about this, not least of which is the fact that as a former member of the gaming press, it … Continue reading 1662: Moving Pictures

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    Call me a traditionalist, out of date, out of touch, whatever you like, but I'm really not a fan of the current obsession with video as the be-all and end-all of publishing things online.

    I have numerous feelings about this, not least of which is the fact that as a former member of the gaming press, it smarts to see my particular skillset — writing compelling words about my specialist subjects — being sidelined in favour of video, but as a consumer of online content, it also frustrates me immensely, too.

    Put simply, I like to read. I prefer to read. If I see an interesting-sounding link on social media, I'll read it if it's text, but if it's video I will, nine times out of ten, not watch it. And this is true whether I'm sitting at my computer or browsing on phone or tablet — though it's particularly true when I'm browsing on a mobile device, since due to patchy network reception and exorbitant data charges, watching video on the go is often, to say the least, a somewhat subpar experience. Text is much more desirable in these circumstances. (This is to say nothing of live broadcasts, which are even less desirable than video on demand to me.)

    There are types of content where it's simply easier to refer to text, too. Take game guides or tutorials in general, for example; while video can show you the things the creator is trying to teach you in context, it's difficult to refer back to specific points or cross-reference things, whereas this is a snap to do with text. Again, if I'm using a mobile device to browse this information, I much prefer having the information open in front of me to keep referring back to, rather than watching a video and having to take as much in as possible, perhaps over the course of several viewings. It just doesn't seem like a very efficient means of delivering information — particularly when that information is complicated.

    This isn't to say video can't work, of course. Video is a great means of delivering educational content that you passively absorb rather than actively refer to while working on something. Crash Course on YouTube, which my friends Mark and Lynette introduced me to recently, is a good example of this.

    And video is great for comedy, when said comedy has been written to be performed in the form of video. Glove and Boots is my current favourite example of this:

    I just get a bit annoyed when people make sweeping declarations about video being "the future" of online content, as if those of us who still like to read words on a page rather than watch and listen are somehow irrelevant. Like so many other things, there are plenty of different tastes out there, and lots of different ways of doing things. Rather than only pursuing one to the exclusion of all others, let's accept that fact: continue to provide relevant, interesting content to all people and all tastes, not just the fashionable, young market who, at this point, are obsessed with video. My individual opinion may not matter all that much, but I'm pretty sure I'm not the only person out there who will close a tab without checking out an "awesome" link if the link turns out to be just another video.

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    1661: Dead Dancing https://imnotdoctorwho.moegamer.net/2014/08/06/1661-dead-dancing/ https://imnotdoctorwho.moegamer.net/2014/08/06/1661-dead-dancing/#respond Wed, 06 Aug 2014 22:51:57 +0000 http://angryjedi.wordpress.com/?p=6640 Fancied a bit of a change today, so I decided to grab a copy of a game I've been keeping one eye on for a while now: indie title Crypt of the NecroDancer, which hit Steam Early Access recently. Several hours later, I realised that I'd been playing Crypt of the NecroDancer for a very long time, and I … Continue reading 1661: Dead Dancing

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    Fancied a bit of a change today, so I decided to grab a copy of a game I've been keeping one eye on for a while now: indie title Crypt of the NecroDancer, which hit Steam Early Access recently.

    Several hours later, I realised that I'd been playing Crypt of the NecroDancer for a very long time, and I was starting to do everything — not just in-game actions — in time with the beat in my head.

    Rewind a moment, for those unfamiliar with Crypt of the NecroDancer: what the hell is this curiously-named game? Well, it's yet another example of one of the current "indie darling" genres: the roguelike. But this game's a bit different from the many, many other procedurally generated hack-and-slash RPGs out there, in that it's actually more of a rhythm action game than anything else.

    Yes, you read that correctly: a rhythm action game. Crypt of the NecroDancer eschews the complexity of more stat-heavy roguelikes and RPGs in favour of an extremely simple system that only requires you to use four buttons on the keyboard: the directional arrows. Everything you do involves pressing one or two of these keys in time with the music — even using items. It takes a little getting used to, but the reason for this lightweight control system becomes obvious almost immediately: this is a game about sticking to the beat, watching for patterns and learning to exploit them, not about min-maxing your gear and gaining experience. It has a distinctly arcadey feel to it thanks to mechanics like score multipliers and powerups, and it's structured in such a way that play sessions are quick and brutally difficult, particularly once you get out of the first of the four "zones" that make up the game in its current Early Access form.

    Speaking of Early Access, this is one of the most "complete" Early Access titles I've played to date, consisting of four zones with four levels each (three standard, one boss), each of which has their own music, composed by Danny Baranowsky, of Super Meat Boy and Desktop Dungeons fame. The music is absolutely fantastic, covering a variety of different electronic dance music styles and tempi, and gives each level a unique feel that you'll come to know and love (or hate) very well as you try again and again to make a little progress.

    Progress in the game is somewhat akin to that other well-regarded lightweight roguelike of the moment: Rogue Legacy. Through playing the game normally, you'll acquire diamonds, which can be used to purchase permanent upgrades for the dungeon and your character, ranging from extra health to new items that show up in chests. The twist is that diamonds "expire" after you enter the dungeon again, so in order to unlock something expensive you'll need to collect all the diamonds you need in a single run — something that becomes "easier" (in that you'll start picking up more than one diamond at once) as you get into the harder zones.

    The whole game is utterly charming, with some lovely pixel art — though a V-sync option would be nice to prevent the occasional bit of screen tearing that is apparent — and some well-designed, distinctive monsters, each of whom have their own attack patterns you'll have to learn how to tackle while staying on the beat. The use of a female protagonist feels a bit like she's there for the sake of it just so people can point at the game and use it as an awesome example of a game that uses a female protagonist by default — but this isn't a problem as such, more a pointed response to the growing focus on social issues that much of the games business has right now, for better or worse. Only idiots will actually complain about it, and besides, the finished version will have numerous unlockable characters, anyway, a la Spelunky, so I can only assume that those who do have violent objections to playing as a woman for any length of time will be catered to in this way.

    Long story short, Crypt of the NecroDancer is looking (and sounding) absolutely fantastic so far, and I can't wait to see the finished version. There's every possibility that this could be one of the next big things in the indie space, and I would absolutely love to see it on other platforms — its quick-fire gameplay would make it an ideal fit for Vita in particular. Let's hope it sees enough success to make that happen.

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    1660: Stop Wasting Cool Licenses on Monopoly https://imnotdoctorwho.moegamer.net/2014/08/05/1660-stop-wasting-cool-licenses-on-monopoly/ https://imnotdoctorwho.moegamer.net/2014/08/05/1660-stop-wasting-cool-licenses-on-monopoly/#respond Tue, 05 Aug 2014 13:29:14 +0000 http://angryjedi.wordpress.com/?p=6637 Hey! Listen! There's a Legend of Zelda board game coming! Awesome! Take a look! …Oh. Monopoly. Again. Great. Yes, indeed: the latest in a long-line of quick-and-easy cash grab Monopoly sets is one based on Nintendo's Legend of Zelda series, a franchise that has been running almost since the dawn of gaming, and one which has consistently provided gamers with some of the most … Continue reading 1660: Stop Wasting Cool Licenses on Monopoly

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    Hey! Listen! There's a Legend of Zelda board game coming! Awesome! Take a look!

    zelda-board-monopoly…Oh. Monopoly. Again. Great.

    Yes, indeed: the latest in a long-line of quick-and-easy cash grab Monopoly sets is one based on Nintendo's Legend of Zelda series, a franchise that has been running almost since the dawn of gaming, and one which has consistently provided gamers with some of the most enchanting interactive adventures of all time, blending childlike wonderment with epic heroic fantasy.

    The Legend of Zelda, meanwhile, has not been particularly known over the years for its protagonist Link's desire to build up a sizeable portfolio of property, nor has Hyrule society ever been particularly dependent on capitalism. Link, more often than not, does good deeds out of a sense of altruism, or occasionally for the promise of "something good" (inevitably in bold print) — said "something good" is rarely financial reward, with questgivers instead tending to give him something of much more practical use.

    I'm a bit annoyed about this. I'm not a particularly huge Zelda fan myself, but this is, without a doubt, a colossal waste of an awesome license. Monopoly is a terrible board game to shoehorn the Zelda license into. It's a terrible game in its own right, too, but I'm aware some people still like it, so I'm not going to push that angle too far — besides, my own personal dislike of Monopoly isn't why I'm frustrated to see Zelda squandered like this.

    No, instead I find myself wishing for a more appropriate use of the license. It doesn't have to be an original board game in its own right — though that would be cool: spectacular Polish RPG series The Witcher is soon to get its own cool-looking original board game, so it's not without precedent either — but surely, surely there are better ways that Zelda could be adapted for tabletop play?

    Here's just a few suggestions:

    • The Legend of Zelda: Carcassonne — Standard Carcassonne, except the tiles are all made up of actual tilesets from past Zelda games — A Link to the Past's 16-bit top-down graphics would be ideal for this. Meeples could be replaced by the different, distinctive races of creatures you come across in a typical Zelda game — one player could have a set of Gorons, while another could have Zoras, another still could have the Kokiri, and so on.
    • The Legend of Zelda: Catan — Much like Carcassonne, the bare minimum you need to do to make a convincing Zelda Catan set would be to redo the tile artwork in an authentically Zelda-esque fashion. You could incorporate some of the new rules and tweaks from things like Star Trek Catan — variable player powers is neat, for example — and Catan's numerous expansions for different scenarios.
    • The Legend of Zelda: Talisman — Talisman is, while flawed as a game, a decent depiction of an epic quest to achieve something. Reskinning this would be a more appropriate use of the license than Monopoly.
    • D&D Adventures: The Legend of Zelda — The dungeon-crawling co-op adventure games carrying the D&D brand are ripe for adaptation with Zelda artwork, enemies and items. You could even do a "Four Swords" thing, with each player having a differently coloured Link to control.
    • Arkham/Eldritch Horror: The Legend of Zelda — Okay, stretching things a bit here in terms of theme, but the mechanics of Arkham and Eldritch Horror are ripe for adaptation into a Zelda-style epic quest. There's exploration, treasures, character progression, battles, boss fights… everything a good Zelda game would need.

    And this is just off the top of my head. All of the above would need very little adaptation in order to create a more convincing tabletop Zelda experience than Monopoly ever will. Come, on, Zelda Monopoly even still has "salaries", "Go To Jail" and "Free Parking", the latter of which in particular is completely incongruous with the setting.

    So, this is pissing in the wind, I know, but please, please, license holders: when considering whether or not to license your awesome property for tabletop adaptation, please look a little further than Monopoly. It may be one of the most well-known games in the world, but there are hundreds, thousands of other, far better board and card games out there, most of which would be much better-suited for adaptations of this kind.

     

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    1659: Time Off https://imnotdoctorwho.moegamer.net/2014/08/04/1659-time-off/ https://imnotdoctorwho.moegamer.net/2014/08/04/1659-time-off/#respond Mon, 04 Aug 2014 23:38:06 +0000 http://angryjedi.wordpress.com/?p=6635 There's still nearly a month before I start my new job. With the job search over, this means that I am now being left largely to my own devices on a daily basis, which sounds like a dream come true, doesn't it? It isn't. Much like working from home isn't the wonderfully liberating experience you … Continue reading 1659: Time Off

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    There's still nearly a month before I start my new job. With the job search over, this means that I am now being left largely to my own devices on a daily basis, which sounds like a dream come true, doesn't it?

    It isn't.

    Much like working from home isn't the wonderfully liberating experience you might think it would be, having a protracted amount of time to yourself with not a lot that you really "need" to do is not everything you might think it is, either. Days are long, boring and filled with vast tracts of nothingness, unless, of course, you find yourself something to occupy them with.

    Most days, I'm pretty good at occupying myself. In the simplest cases, I'll simply play some games, watch some TV or read some stuff. Others, I might go out — maybe into town, or down to the gym, or just for a wander around outside. Others still, I might do things that "need" doing, like mowing the lawn or cleaning or tidying.

    But there are days — today was one of them — where nothing feels like it's quite "right"; nothing feels like it will satisfy you. It's days like today that often see me sitting on the sofa staring into space for surprisingly lengthy periods of time, caught between desires, wants and needs, and never quite being able to muster up the energy or motivation to pursue any of them. Doing something I know I'll enjoy feels like a waste of time; doing something "productive" feels like it's an insurmountable challenge.

    All this, of course, is a side-effect of depressive tendencies; it's not that I actually don't want to do anything, it's simply that, for whatever reason, my brain decides that it wants to be sad today, and the jumbled impulses the depressed brain fires out have a tendency to override everything else and prioritise that feeling of sadness. It's not sadness about anything in particular, it just is; it's just a frustratingly dark feeling from which it's difficult to escape, particularly if you're home alone, like I have been.

    It's for this reason that I'm genuinely looking forward to starting work again — and genuinely looking forward to the fact that, for the first time in four years, I'll be working in a place where there are actual other living, breathing people with whom I might be able to interact on a daily basis. (Said interactions will, of course, be prone to my other big issue — that of social anxiety — but that's a bridge we'll cross when we get to it.) I'm looking forward to having the change of scenery each day — the chance to drive my new car and spend some time listening to the radio, music or podcasts; the opportunity to spend several hours away from the house; the pleasant feeling of "coming home" after a hard day's work — and of just, you know, doing something.

    Tell that to my twentysomething self and he'd probably laugh in your face. But, frankly, life without work is not as fun as you might think it would be. (Well, it probably would be if you had more money than you'd ever know what to do with — though I imagine even that would get boring after a while.) Consequently, I find myself counting down the days until I become just another cog in the great machines of business — and genuinely looking forward to that day, rather than dreading it.

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    1658: Automobile https://imnotdoctorwho.moegamer.net/2014/08/03/1658-automobile/ https://imnotdoctorwho.moegamer.net/2014/08/03/1658-automobile/#comments Sun, 03 Aug 2014 22:24:23 +0000 http://angryjedi.wordpress.com/?p=6633 I bought a new car today. Like, an actually new one, not a "new for me" car. I didn't go out with the intention of purchasing a pretty much brand new (16 miles on the clock) car, but that's the way things went after being presented with a good deal by our local Toyota garage. Yes, I … Continue reading 1658: Automobile

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    I bought a new car today. Like, an actually new one, not a "new for me" car. I didn't go out with the intention of purchasing a pretty much brand new (16 miles on the clock) car, but that's the way things went after being presented with a good deal by our local Toyota garage.

    Yes, I am (hopefully) about to be the proud owner of a new Toyota Yaris. Not the most exciting car in the world, for sure, but out of the several cars I took for a test-drive today, it was by far the most comfortable, spacious and pleasant to drive. Also it has a magic computer thing in the centre console that includes a rear-view camera with overlays to assist with reverse-parking. Fortunate, since 1) I am bad at reverse-parking and 2) my new job, which starts at the end of the month, requires me to reverse-park in the staff car park.

    To be honest, I've been kind of mildly blown away by how much cars have advanced since I last had one of my own. I've been driving Andie's car (I can call it that now, rather than "our car") off and on and have found it thoroughly pleasant to drive, and thus had some familiarity with what was now "standard" in cars, but looking around today really drove the point home: I used to drive some shit vehicles.

    Actually, that's not altogether true; most of the cars I've driven over the years were perfectly acceptable at the time, but various bits of automotive technology and engineering have moved on considerably since then. To put this in context, the cars I've driven to date have included a G-reg Rover Metro that belonged to my mother; an L-reg no-frills Fiesta which blew up on the way to work one morning; a slightly-but-not-by-much-younger Escort that was actually pretty awesome due to the fact it had a fairly powerful engine, a "sports" exhaust and a spoiler, but which I knocked one of the mirrors off by dropping a bookshelf on it (don't ask); and a 2001 Peugeot 106 that used to belong to my mother and which was subsequently donated to me, shortly before it decided that the Right Thing to Do would be to occasionally, inexplicably, fill up one or both of the front seat footwells with water, despite there being no visible place from which a leak had sprung.

    None of these cars were awful per se (aside from when they broke) but, compared to the stuff I looked at today, all were pretty primitive. All of them had simple tape decks, for example — though I replaced the stereos in both the Fiesta and the Escort with something a bit more badass — and none of them had anything that could reasonably be described as a "computer". Contrast with the Yaris, then, which has a touchscreen console from which you can access the radio, frighteningly detailed trip data (with graphs and everything), a Bluetooth connection to my phone for hands-free phone calls (not that I ever make or answer any) and music playing (much more "useful") and some other bits and pieces besides. Plus the aforementioned camera, which is pretty awesome.

    The car itself isn't a particularly speedy little number, but it's economical — important, since I'll be commuting a reasonable distance to work each day — plus comfortable and pleasant to drive. There's a nice view through the windscreen from the driver's seat, and the brief test drive suggested that it would be a pleasure to drive, although I will have to adjust to the bizarreness that is having six gears. Six! What am I supposed to do with all those? At least it has a handy "shift up" indicator to remind me!

    Anyway, assuming all the credit and whatnot goes through, I should have it by next weekend. Expect further enthusing then.

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    1657: Bloodlines https://imnotdoctorwho.moegamer.net/2014/08/02/1657-bloodlines/ https://imnotdoctorwho.moegamer.net/2014/08/02/1657-bloodlines/#respond Sat, 02 Aug 2014 23:30:02 +0000 http://angryjedi.wordpress.com/?p=6631 For a bit of a change this evening, I decided to fire up a game I've been meaning to play through and beat for a long time: Vampire: The Masquerade – Bloodlines. And, despite its now somewhat dated-looking visuals and inconsistent-quality audio, I've really enjoyed what I've played so far. Bloodlines, as it shall be known hereafter, is … Continue reading 1657: Bloodlines

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    For a bit of a change this evening, I decided to fire up a game I've been meaning to play through and beat for a long time: Vampire: The Masquerade – Bloodlines. And, despite its now somewhat dated-looking visuals and inconsistent-quality audio, I've really enjoyed what I've played so far.

    Bloodlines, as it shall be known hereafter, is an interesting game. Based on the White Wolf pen-and-paper role-playing game Vampire: The Masquerade, itself part of White Wolf's larger World of Darkness setting, it's an excellent take on the role-playing genre and a fantastic adaptation of its source material. The reason why it's so fondly regarded — even with its flaws and bugs necessitating the creation of a community-made patch well after its developers had abandoned it — is because it does things a little differently from other games of a similar type.

    Vampire: The Masquerade was a fairly unconventional beast (no pun intended) in its pen-and-paper incarnation, too. Eschewing dungeon-crawling and loot whoring in favour of in-depth role-playing based on a shockingly well-realised world and society — World of Darkness features one of the most richly detailed explanations of vampiric culture since… well, ever, really — Vampire: The Masquerade was a game that rewarded those who sought interesting, unconventional and creative solutions to problems. There was combat, sure, but it was always rather heavily implied that getting into a true fight was something of a last resort for members of vampire society. Rather, you'd make use of your wits, your intelligence, your social skills and your charisma — with a bit of help from your supernatural vampiric abilities — and, more often than not, be able to get through situations without ever drawing your weapon.

    Bloodlines is rather similar. It does cater to those players who enjoy the idea of swinging a tyre iron around and caving people's skulls in — although the combat is, it must be said, rather rudimentary compared to more modern real-time RPGs like The Witcher and Dark Souls — or even those who enjoy first-person shooting. But, for me, far more rewarding is the opportunity to get through most situations by making use of your vampiric powers, which vary according to what kind of character you create at the start of the game.

    Much of Vampire: The Masquerade is based on the interactions between various clans of vampires, and each of these clans has its own specialisms. Some have magical abilities; others are strong fighters; others still are true "creatures of the night", able to disappear into thin air right before their enemies' eyes. The character I'm playing this time around is a Malkavian; their defining characteristic is the fact that they're, well, insane — but they can use this fact to their advantage by channeling their mental energy outwards to do things like inflict terror on others or make enemies have hallucinations. In conversation, Malkavians tend to speak in riddles, and, pleasingly, the dialogue options you have available to you when playing as a Malkavian are all borderline gibberish — though the longer you play, the more these riddles will start to make sense to you. Oh, and Malkavians also hear voices while they're wandering around. And occasionally stop to have a conversation with a roadsign. You get to "roleplay" all of this — something I haven't seen since the early Infinity Engine games, which featured differing dialogue depending on things like your Intelligence score.

    Perhaps the most interesting thing about Bloodlines is that it uses all these traditional RPG mechanics without putting the player in the usual "god mode" perspective, watching the action unfold from above. No; instead, taking heavy cues from its contemporaries such as Deus Ex and the like, Bloodlines has plenty of "immersive sim" elements about itself, too: hub-based areas to explore, with buildings you can go into and investigate even if the game's quests haven't directed you to yet; objects you can pick up and manipulate; computers you can fiddle with by actually typing things into them; and a sense that, in a rather simplistic manner, the world will respond to the way you behave in it.

    While we have plenty of open-world, non-linear RPGs today, nothing that's emerged recently has quite the same feel about it as Bloodlines. I've played it through once for about 20 hours or so — though to my shame, I never beat it — and I'm now very interested to take it for another spin with my adorably mental protagonist. If you haven't yet sampled its bloody charms — and can look past the visuals of a pre-Half-Life 2 Source Engine game — then I strongly recommend you give it a look.

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    1656: Notepad https://imnotdoctorwho.moegamer.net/2014/08/01/1656-notepad/ https://imnotdoctorwho.moegamer.net/2014/08/01/1656-notepad/#respond Fri, 01 Aug 2014 22:29:20 +0000 http://angryjedi.wordpress.com/?p=6629 For all the wonderful conveniences of the digital age, some things just can't be replaced. The exact trappings of the past that people cling to even as technology advances around them vary from person to person, but I'm willing to bet I'm not the only one who prefers scribbling notes on a piece of paper … Continue reading 1656: Notepad

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    For all the wonderful conveniences of the digital age, some things just can't be replaced. The exact trappings of the past that people cling to even as technology advances around them vary from person to person, but I'm willing to bet I'm not the only one who prefers scribbling notes on a piece of paper to tapping them into a phone or tablet.

    It's silly, really. I can be doing something that requires me to make a note of something — solving a puzzle in a video game, say — and my phone can be right there next to me but I'll still get up and go hunting for a pen (inevitably a black biro — a trait I have inherited from my father) and a piece of paper on which to write. There's something far more satisfying about the scratch of pen on paper than there is for the far less tactile tapping on a touchscreen or finger-painting on a tablet.

    And, sorry to say, a piece of paper is infinitely more flexible than any phone or tablet with all the apps in the world installed on it. A piece of paper can be the gateway to your imagination, limited only by its own boundaries — a limitation that can be easily circumvented with additional pieces of paper. A pen or pencil, too, is a far better writing or drawing implement than a fingertip; even tablet styluses are yet to capture the true feel of actually writing or sketching something by hand.

    Sure, electronic notes have their benefits. Services like Evernote allow you to categorise and tag your notes for later retrieval, rather than having to rummage through endless reams of paper, some of which have useful notes on while others have nothing more than an array of crudely drawn penises doodled while on the phone to someone boring like a customer service drone for a utility company or anyone involved in government. But sometimes you don't need that level of permanence. Sometimes you just need to scribble something down quickly to aid in short-term memorising, then to discard it when you're done with it. For that, it's tough to beat the old faithful pen and paper combo.

    Plus have you ever tried actually handwriting stuff on a palmtop device or tablet? However hard you try, it's impossible not to make even your neatest handwriting come out like that of a head trauma victim in rehabilitation given crayons for the first time. Sure, you could type it out, but doing that is, in a lot of cases, slower than just picking up a pen and writing it down — plus it doesn't allow for the flexibility of pen-and-paper notetaking such as being able to integrate both writing and drawing into a single note quickly and easily.

    I guess what I'm trying to say in a roundabout way is that however far technology advances, I never want to be too far away from a pad of paper and a pot of pens and pencils. You may call be a traditionalist, bound by the conventions of the past rather than embracing the future, but I don't care; there are some things that technology simply doesn't improve, and I feel this is one of them.

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    1655: Tease Me, Tease Me, Tease Me... Actually, Don't https://imnotdoctorwho.moegamer.net/2014/07/31/1655-tease-me-tease-me-tease-me-actually-dont/ https://imnotdoctorwho.moegamer.net/2014/07/31/1655-tease-me-tease-me-tease-me-actually-dont/#comments Thu, 31 Jul 2014 23:20:33 +0000 http://angryjedi.wordpress.com/?p=6626 I'm not entirely sure how I got onto EA's mailing list, having not played any of their games for a substantial period of time, but I do know all it took to get me to immediately unsubscribe: this email. Said email came from BioWare, a company whose games I used to happily purchase "day one" … Continue reading 1655: Tease Me, Tease Me, Tease Me... Actually, Don't

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    I'm not entirely sure how I got onto EA's mailing list, having not played any of their games for a substantial period of time, but I do know all it took to get me to immediately unsubscribe: this email.

    Screen Shot 2014-08-01 at 00.09.31

    Said email came from BioWare, a company whose games I used to happily purchase "day one" when they came up, but whom since being absorbed by EA a few years back have become increasingly disappointing — to such a degree that now, when they send me a "teaser" email like this, I don't find it exciting, I instead find it bothersome.

    This isn't exclusively directed at BioWare, of course. I have very little time for teasers anyway these days, and their use in the increasingly sprawling marketing campaigns for big-budget games is getting to a stage where they simply dissuade me from wanting to check the game out rather than intriguing me.

    I started feeling this way while I was working in the games press. Teasers are infuriating to receive as a news writer, because more often than not there's absolutely nothing to write about. As a general rule, I avoided writing about them altogether unless there was enough intriguing material therein to spin a story out into at least 300 words. In most cases, there wasn't, and inevitably there were plenty of other more interesting things I could write about on any given day, so I was inclined to write about those instead. I can't help feeling that this is the precise opposite of what whoever came up with the teaser campaign may have had in mind when they lovingly constructed it.

    Now I no longer work in the games press, teasers are even more irritating. They clutter up news sites who are less discerning about what they cover than I am — the above email has likely been spun into at least one "BioWare is Working on Something" story somewhere on the Internet by now — and, when I have neglected to unsubscribe from a company's newsletters and promotional emails like I had apparently done with EA, they clutter up my inbox, and believe me, that doesn't need any help filling up with crap.

    What I find somewhat hilarious is when mobile and social game developers decide to do teasers for their upcoming games. As much money as these types of game inevitably make at the hands of stupid people, I simply can't take them seriously; nor can I believe that anyone could possibly get excited about the prospect of a new mobile game from notorious free-to-play conmen like, again, EA, King or numerous others.

    I long for the days gone by, when protracted marketing campaigns simply didn't seem to happen. You got previews in magazines, sure, but these actually told you something about the game. Like, you know, its title — something which the BioWare email conspicuously fails to mention. (I don't know if the video gives any more information because I didn't watch it. Instead of watching it, I unsubscribed from EA's mailing list. Good job, there.) Or details about what kind of game it is. Or a bit about the story. Or anything.

    That anything is how you get me interested in a new game — not waffling around the point with vague, pointless emails that tell me nothing. Show me something interesting — show me a reason to care, otherwise, spoiler, I won't give a shit.

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    1654: Pay Attention, Bon-- Err, Remington https://imnotdoctorwho.moegamer.net/2014/07/30/1654-pay-attention-bon-err-remington/ https://imnotdoctorwho.moegamer.net/2014/07/30/1654-pay-attention-bon-err-remington/#comments Wed, 30 Jul 2014 21:57:08 +0000 http://angryjedi.wordpress.com/?p=6624 I felt like trying something new today, so after toying with the idea of downloading legendary military sandbox Arma III (and eventually resisting — its £35.99 price point is a little too high for me to consider taking a risk on it at the moment) I wandered over to GOG.com and took a look at a game … Continue reading 1654: Pay Attention, Bon-- Err, Remington

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    I felt like trying something new today, so after toying with the idea of downloading legendary military sandbox Arma III (and eventually resisting — its £35.99 price point is a little too high for me to consider taking a risk on it at the moment) I wandered over to GOG.com and took a look at a game that has caught my interest several times over the years: Sid Meier's Covert Action.

    I remember first seeing adverts for Covert Action back in multi-format games magazine Advanced Computer Entertainment (aka ACE) way back around 1990, when the game first came out. I recall being intrigued by the prospect of what looked like a fairly convincing "spy game" — something that hadn't really been done at the time, and certainly not in the way that Covert Action chooses to do things.

    Covert Action is, unlike other espionage-themed games on the market, very much a "spy simulator". Straddling a line somewhere between a surprisingly huge number of different genres, Covert Action casts you in the role of superspy Max (or Maxine) Remington as he (or she) attempts to foil the devious plots of various bands of criminals around the world. These plots range from simple thefts all the way up to the construction of doomsday devices, but the execution remains the same: gather evidence, infiltrate facilities, intercept communications and eventually — hopefully — bring the perpetrators to justice. Or, if you're as incompetent as me, arrest a few of them and allow the remaining criminals to happily get away with what they were planning.

    Covert Action is split into a number of different components. The "main" part of the game, if you can call it that, involves moving from location to location both within cities and around the world, and choosing the best course of action. Actions always take varying amounts of time, so if you spend too long dilly-dallying around, you'll find the criminals get one, two, three steps ahead of you before you know it. This is a game about preventing a crime before it happens rather than solving a crime that has already happened, and as such you have to go about things a little differently to how you might do in other games; you have to anticipate what your opponents' moves might be, then react accordingly, ideally to catch them in the act and be able to arrest them in such a manner that causes the remainder of their plot to fall to pieces.

    Choosing to perform various actions in the game's locations triggers minigames. Choose to wiretap a building's phones, for example, and you'll be confronted with a challenging PipeMania-esque puzzle where you must reroute power away from both the phones and the alarm systems of the building. Choose to decrypt an intercepted communication from one of the perps and you'll actually have to crack the code using your own brainpower. Opt to tail a suspect and see if they lead you anywhere interesting, and you'll find yourself playing an oddly strategic driving game in which you order two cars around in an attempt to follow the suspect without arousing their suspicions. And choose to break in to a facility and you'll have to actually infiltrate it yourself.

    It's this latter part of the game that tends to form the meat of most investigations — and it's also an aspect that Meier himself was somewhat dissatisfied with, feeling that the game's minigames weren't tied together in a coherent enough manner. Break-ins are not the only option for gathering information, but they're by far the most efficient and as such you'll spend quite a lot of time doing them.

    They take the form of an interesting pre-Metal Gear stealth action game in which you control Max as s/he explores a randomly generated building, opening filing cabinets and drawers and photographing all the files s/he can. You'll also have to deploy bugs in various items of furniture in order to raise your ability to perform remote surveillance on the building, and recover incriminating evidence from safes if you want to "turn" your opponents over to your side rather than simply arresting them. Some interesting, rudimentary AI sees guards patrolling the building and looking out for unusual things — containers you neglected to close, for example. You can also trick them somewhat by knocking one of them out and then disguising yourself in their uniforms — in a nice touch, your disguise will only continue to work if you don't allow them to look at your front or side for any length of time, leading to some comic situations as Max stares at a wall, hoping that the guard who just opened the door behind him/her doesn't decide to come in and check the room more thoroughly.

    All the while you're investigating, the criminals are working on their plot in the background, and if you're not quick or careful enough, they will succeed. Regardless of whether you "win" or "lose" a case, however, the game continues, and you're evaluated on your performance, with a certain number of points being available for each mission according to who you managed to arrest, what key items you managed to confiscate and whether you actually managed to foil the plot at all.

    It's a difficult, challenging, ambitious and somewhat flawed game, but it's a magnificent example of the creativity of game developers in the early '90s — particularly MicroProse, who were well-known for this sort of game around that time. It's also a game absolutely crying out for a remake — with today's technology, it's more than possible for someone to do the game's grand vision even more justice than the hardware and software of 1990 would allow.

    That said, Covert Action still stands up remarkably well even today, despite its dodgy AdLib sound effects and horrid 16-colour EGA graphics. If you're looking for something a little bit different to entertain you for a while, I'd urge you to check it out.

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    1653: Impromptu Vacation https://imnotdoctorwho.moegamer.net/2014/07/29/1653-impromptu-vacation/ https://imnotdoctorwho.moegamer.net/2014/07/29/1653-impromptu-vacation/#comments Tue, 29 Jul 2014 21:35:51 +0000 http://angryjedi.wordpress.com/?p=6622 Whew. Now that our international visitors have departed, it is time to collapse into a heap and fall asleep — and indeed, that is what I did for much of this afternoon, and that is what I'm probably going to do shortly after I hit the "Publish" button on this post. It's been a great … Continue reading 1653: Impromptu Vacation

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    Whew.

    Now that our international visitors have departed, it is time to collapse into a heap and fall asleep — and indeed, that is what I did for much of this afternoon, and that is what I'm probably going to do shortly after I hit the "Publish" button on this post.

    It's been a great few days, though, and Mark and Lynette appeared to have an enjoyable time. We didn't have nearly enough time to do all the things we might have wanted to do — such is inevitably the way when you have just a few days to spend with people you don't get to see in person very often — but we got a decent amount of things in, including a wander around Southampton (including the waterfront and the "old bits" at the far end of town), a visit to the stately home and grounds at Mottisfont, and a trip to Oxford for two room escape games, a wander around two of the colleges and finally an evening of gaming at the UK's first (only?) board game café Thirsty Meeples.

    Doing so much in such a short space of time has reminded me that our lifestyle on "normal" days is rather more sedate. I feel genuinely exhausted right now, though not at all sorry that we got to do as many things as we did. Whenever I host visitors — even if it's just for a couple of hours — I often find myself worrying that I'm not entertaining them enough, or not being a good enough host or whatever. This time around, I feel like we did a decent job: a bit of downtime to relax and play things like ZombiU and Towerfall, trips out to see interesting things near and far, and a few "quintessentially British" things just to make them feel like they've had an experience that they can't have anywhere else — even if that experience is just, I don't know, eating a Jaffa Cake or something.

    But anyway. Now they have departed and I am about to collapse, it's time for a sort-of holiday before my new job starts at the end of August. I'm not quite sure what to expect from the job as yet, but I'm quite looking forward to it, for a number of reasons: chiefly, the fact that I'll have reliable money coming in every month, but also the fact that it's something I'll be able to show up to, do, clock out at the end of the day and not have to worry about in the evenings. (Hopefully, anyway.) This will allow me to kick back of an evening and enjoy myself with some games or some TV or some anime without feeling like I "should" be doing something specific — a common issue that will be familiar to anyone who has ever written about games for a living. While I still fully intend to write about a variety of subjects for my own site MoeGamer, I'm not planning on putting any undue pressure on myself to romp through games as quickly as possible; I'm not working to a review schedule, nor do I have to worry about the "glut" of games coming later in the year. I can simply write about games as and when I feel like it, as often as I feel like it, and in as much detail as I feel like. It's refreshing, and I can't help thinking it will be a fine way to dispel some of the cynicism I've built up over the last few years. (Shitty free-to-play mobile games can still eat a dick, though, as can pretty much anything from EA.)

    Anyway. I can feel my writing descending into rambling stream-of-consciousness, so rather than inflicting that on you, I will simply say good night for now, and hopefully be a little more alert tomorrow!

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    1652: A Grand Day Out https://imnotdoctorwho.moegamer.net/2014/07/28/1652-a-grand-day-out/ https://imnotdoctorwho.moegamer.net/2014/07/28/1652-a-grand-day-out/#respond Mon, 28 Jul 2014 23:11:39 +0000 http://angryjedi.wordpress.com/?p=6620 We took our visitors up to Oxford today, for several reasons — to have a look at some genuinely Old Stuff, to play a couple of Zero Escape-style "room escape" games, and to visit Oxford's answer to Toronto's board game cafe Snakes and Lattes, Thirsty Meeples. It was a great day out, though the amount of walking … Continue reading 1652: A Grand Day Out

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    We took our visitors up to Oxford today, for several reasons — to have a look at some genuinely Old Stuff, to play a couple of Zero Escape-style "room escape" games, and to visit Oxford's answer to Toronto's board game cafe Snakes and Lattes, Thirsty Meeples.

    It was a great day out, though the amount of walking reminded me that I don't do nearly enough just walking around these days.

    The early part of the day consisted of the aforementioned "room escape" games courtesy of Ex(c)iting Game, a modest operation that offers two different interactive experiences in which you're given an hour to solve a particular task. In the first room, we were challenged to break into a computer to recover a piece of information about someone who was going to be assassinated; in the second, we were tasked with locating a USB stick containing sensitive information before it was auctioned off.

    In both cases, the games were fairly low-rent, consisting of straightforward and simple props with a few fun gadgets. The two games were markedly distinct from one another, too; the Stop the Assassin game was much more gadget-heavy, seeing us cracking a safe, using a blacklight and eventually cracking the code that led us to the computer password; conversely, second game The Auction was much more focused on deducing the answers to various riddles in order to solve combination locks and get them open.

    Both games also featured a number of red herrings that had little to do with the games themselves, and both were reasonably challenging, taking our group of four a decent amount of time to crack in both cases. We completed the first game with just six minutes to spare; the second game we solved a little more quickly, with around twenty minutes left on the clock.

    The setup, although simple, was effective. The staffer — whom I felt rather sorry for, since she clearly spent an awful lot of time twiddling her thumbs between appointments — observed our efforts to solve each room via webcam, and subsequently offered real-time hints through the monitor that otherwise displayed our time limit. Rather than these hints being predefined, she was able to highlight particular things in the room or type messages to us to ensure we could normally be nudged back onto the right track. In the case of both games, we would have probably found the answers ourselves eventually, but the hints were timed nicely so it didn't feel like our intelligence was being insulted.

    All in all, the game experience was fun. It would be neat to see the idea implemented with a somewhat bigger budget — perhaps some more special effects, more high-quality props and a little more effort to make the games more strongly thematic — but for today, it made an enjoyable and memorable day out.

    We then took a bus into the city centre of Oxford, where we had a wander around a couple of the colleges, which was a fairly humbling experience when I think back on the places I stayed and studied when I was at university in Southampton. The dining hall in one of the colleges in particular was a real Hogwarts-style affair that impressed me and Andie almost as much as it did our visitors.

    Following some wandering around — and a break for a drink in an incredibly old pub — we made it to Thirsty Meeples, where we had coffee, snacks and some gaming. We played the cooperative game Robinson Crusoe, which I've been curious to try for a while, and Boss Monster, which I've likewise heard of previously and have been keen to give a shot.

    Robinson Crusoe is a very cool and strongly thematic cooperative game, though for those who enjoy the more Euro end of the spectrum, there's plenty of worker placement and resource management involving shifting little wooden discs and cubes around the place. There's also a number of different scenarios that I can see would likely change the way you play significantly — it'd be a game you could get a decent amount of replay value out of, due to the randomised elements. It was initially a little difficult to grasp, but after a turn or two all becomes clear and highly enjoyable — likely a game I'll try and score a copy of for myself in the near future.

    Boss Monster, meanwhile, is a short and simple card game in which you play a 16-bit era video game boss and have to build a dungeon to fend off the never-ending hordes of incoming heroes. It's a simple, easy-to-understand game that I think will be a lot of fun with various groups — I ended up picking up a copy of it along with Avalon before we left.

    We also gave Concept a go, which is, along the lines of Dixit, more of a fun group activity than a "game" per se. Like Dixit, it involves a certain amount of creativity — meaning Andie wasn't a huge fan of it, but she soldiered on regardless — but handles things very differently. Rather than attempting to describe pictures on cards, Concept challenges you to get, well, concepts across by placing markers on various icons. It's kind of Charades-ish, only you don't do any actions — you place markers to describe the main concept of the word, phrase, title, whatever it is, and its "subconcepts". You can then use smaller markers to elaborate on these a bit, but the only thing you can say during this whole process — which is surprisingly frustrating if your tablemates just won't grasp something that seems obvious to you — is "yes" if they get something along the right lines.

    So all in all, then, we had a great day. I'm pretty tired now, though, so I have a feeling I'll sleep rather well this evening!

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    1651: British Things https://imnotdoctorwho.moegamer.net/2014/07/28/1651-british-things/ https://imnotdoctorwho.moegamer.net/2014/07/28/1651-british-things/#respond Mon, 28 Jul 2014 00:46:00 +0000 http://angryjedi.wordpress.com/?p=6618 When British people have visitors from overseas — such as we have at the moment — it is seemingly obligatory to do at least a few things that are as British as possible, just to clarify the fact that yes, it is the United Kingdom of etc. etc. that they are visiting and not just, … Continue reading 1651: British Things

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    When British people have visitors from overseas — such as we have at the moment — it is seemingly obligatory to do at least a few things that are as British as possible, just to clarify the fact that yes, it is the United Kingdom of etc. etc. that they are visiting and not just, say, the next town over to where they normally live. And in doing so, it can often be quite eye-opening to contemplate the quirks of one's own culture when seen through the eyes of those from elsewhere — even those with some cultural crossover with Britain, such as our present visitors, whose cultural background includes both Ontario, Canada and Texas, USA.

    For part of today, we took a trip out to a local National Trust site that I've forgotten the name of. It was about eight miles away from where Andie and I live, and featured a modestly sized stately home — "modest" being a relative term here, obviously — as well as some nice grounds and gardens. It's the sort of place that Andie and I would probably never go to by ourselves, but since Mark and Lynette wanted to activate the National Trust passes they had for the remainder of their visit and this site was the nearest place that would allow them to do so, we figured we may as well pay it a visit.

    It was enjoyable and impressive to see the house, which had been kept in very good condition and had an interesting history. The grounds, too were pleasant to look at, with a nice walled garden area and part of the River Test running through the grounds. There wasn't too much to take in there, either; no feeling that you needed to spend the whole day there to get your money's worth.

    We followed the visit up with a trip to the Forte Tearooms in Winchester, one of the most British eating and drinking establishments I could think of that wasn't a chip shop (that's on the agenda for tomorrow) or a pub. Unfortunately we weren't quite in time to enjoy a cream tea as well as our rather late lunch, but the food we did have time to enjoy was tasty enough.

    After that we grabbed some food from Sainsbury's — meat pie, chips, Mr Kipling fruit pies — and came home to eat, accompanied by the deliciously British sounds of classic Radio 4 show I'm Sorry I Haven't a Clue.

    All in all it's been a thoroughly British day, and surprisingly enjoyable. Tomorrow we're going a little further afield to Oxford for a few different activities — two different "room escape" games a la Zero Escape, some authentic fish and chips and a visit to Oxford's board game cafe The Thirsty Meeple. Should be a lot of fun, so expect a full (and likely exhausted!) report tomorrow.

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    1650: Ascension https://imnotdoctorwho.moegamer.net/2014/07/27/1650-ascension/ https://imnotdoctorwho.moegamer.net/2014/07/27/1650-ascension/#respond Sun, 27 Jul 2014 00:04:17 +0000 http://angryjedi.wordpress.com/?p=6616 You may recall a while back I talked a little about an indie game called Towerfall, a game that was originally intended to be the poster child for the ill-conceived Android microconsole the Ouya, but which subsequently came to other platforms including PS4 and PC. When I originally talked about it, I'd only tried the Versus mode … Continue reading 1650: Ascension

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    You may recall a while back I talked a little about an indie game called Towerfalla game that was originally intended to be the poster child for the ill-conceived Android microconsole the Ouya, but which subsequently came to other platforms including PS4 and PC. When I originally talked about it, I'd only tried the Versus mode — the mode the game was originally built around — but today Mark and I gave the cooperative two-player Quest mode a shot.

    It's a hell of a lot of fun, maintaining much of the chaos of the competitive multiplayer mode while presenting its own challenges as you and a partner work together to fend off increasingly difficult waves of enemies.

    As Mark pointed out while we were playing, the closest comparison is probably Bubble Bobble, but with Towerfall being a modern game, it does all manner of things that the technology of Bubble Bobble's era simply wouldn't have been able to manage. Things like lighting and distortion effects on the screen; slow-motion sections; complex enemy waves; physics effects; and all manner of other things.

    The genius of Towerfall — and presumably the reason it's so well regarded as a top-tier indie title — is because it doesn't try to do too much. It's a series of single-screen arenas — a la Bubble Bobble — in which all you have to do is defeat all the enemies in a series of waves in order to proceed. But it's the design of these waves — and the enemies themselves — that makes the game so good.

    Each individual enemy's behaviour is relatively simple, and it's straightforward to figure out how to deal with most of them without any prompting from the game whatsoever — this is a game that is well and truly of the old school, eschewing unnecessarily long and tedious tutorial sequences and instead throwing the player(s) straight into the action at the earliest possible opportunity. You learn through discovery rather than through being told — and in doing so, you can feel yourself getting better and better each time you play. And you'll need to — because this game is hard.

    Yes, the pixel-art aesthetic isn't the only old-school thing about Towerfall; it also has the difficulty level of an old-school arcade machine. The first couple of levels are deceptively straightforward, then the difficulty starts to ramp up pretty quickly, culminating in some extremely challenging battles later in the game. Never do things become overly complicated, though; you're always dealing with the same types of enemies, with the same attack patterns, just in varying combinations. And it's the good design and pacing of each of these levels that makes the game so enjoyable and satisfying to play.

    Well, that and the ability to fire an arrow at particularly troublesome enemies and pin them to the wall with it. Who hasn't wanted to do that to an army of slimes and grim reapers?

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    1649: UUUUURGH https://imnotdoctorwho.moegamer.net/2014/07/25/1649-uuuuurgh/ https://imnotdoctorwho.moegamer.net/2014/07/25/1649-uuuuurgh/#respond Fri, 25 Jul 2014 23:04:04 +0000 http://angryjedi.wordpress.com/?p=6614 Been showing off the Wii U today, and as part of this process I decided to pick up a game I've been meaning to give a shot for a while — Ubisoft's ZombiU. So far it seems to be an interesting game, for sure, albeit not one without a few glaring problems, not least of which is … Continue reading 1649: UUUUURGH

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    Been showing off the Wii U today, and as part of this process I decided to pick up a game I've been meaning to give a shot for a while — Ubisoft's ZombiU. So far it seems to be an interesting game, for sure, albeit not one without a few glaring problems, not least of which is a game-breaking bug relatively early in to the whole experience.

    For those who have never encountered this Wii U exclusive, the best means of describing it is probably to use that tired old analogy: saying it's "the Dark Souls of [x]", where [x], in this case, is survival horror.

    For once, though, that statement isn't altogether inaccurate, since so far as I can make out from what I've played so far, ZombiU simply is Dark Souls, albeit presented from a first-person perspective and set in modern-day London rather than From Software's dark fantasy classic. It has all the trappings of Dark Souls' basic gameplay — combat that's rather more methodical and careful than your typical action game, in which it's easy to become overwhelmed if you try and face off against too many enemies at once; online connectivity allowing you to write messages on the walls for other players to find; and the fact that death is an inconvenience that you can overcome to a certain extent if you can only get back to the point you died — and, in this case, defeat your former self, who has, naturally, become a zombie in the intervening period. (That is, unless you're playing the rather brutal Survival mode, in which you only have a single life in which to get as far as you can.)

    It's an intriguing game, and an effective example of how the Wii U's unique features can be used to enhance a game experience. While the majority of the action unfolds on the TV screen, things like looting bodies and searching containers is done on the GamePad screen, leaving you vulnerable to attack while you do so — just as you would be if you stopped to rifle through your own bag. Furthermore, you can use the GamePad as a means of scanning the area and marking points of interest, which subsequently show up on your main screen and map as markers.

    It's also a decent example of survival horror done well. By keeping the TV screen clutter to a minimum — there's very little in the way of HUD, and you have to look down at the GamePad to check your ammo — it provides a nicely immersive experience, and allows for wonderful, authentic "horror" moments such as pointing your gun at an incoming zombie, pulling the trigger and hearing that awful sound: click. There are some nice touches with the various characters you play as, too, such as certain characters obviously being terrified of the situation in which they find themselves, while others appear to take it in their stride.

    I'm not 100% sure on whether it's quite my sort of game just yet, but I'm certainly willing to give it a go, and even if I end up not wanting to beat it I only paid £12.99 for it as a preowned copy, so I don't mind too much. There's also an intriguing-sounding multiplayer mode that I'd like to give a try.

    So, game-breaking bugs aside — don't die while escaping from the supermarket in the early stages of the game! — it appears to be a solid experience, and one of the more interesting Wii U exclusives available.

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    1648: Visiting Hours https://imnotdoctorwho.moegamer.net/2014/07/24/1648-visiting-hours/ https://imnotdoctorwho.moegamer.net/2014/07/24/1648-visiting-hours/#respond Thu, 24 Jul 2014 23:36:32 +0000 http://angryjedi.wordpress.com/?p=6612 Tomorrow, our friends Mark and Lynette — founding members of the Squadron of Shame — are paying us a visit from Canada. They're not coming over just to see us (unlike the time we went to visit them a while back), but they are spending a few days with us. It has been a good excuse to … Continue reading 1648: Visiting Hours

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    Tomorrow, our friends Mark and Lynette — founding members of the Squadron of Shame — are paying us a visit from Canada. They're not coming over just to see us (unlike the time we went to visit them a while back), but they are spending a few days with us. It has been a good excuse to get the last few bits of decorating done (except the dining room, which still needs repainting, but is fine for now) and to get the spare room into a state where people can actually, you know, stay in it.

    It's a pleasant novelty, having a house that can actually host guests without having to resort to couch cushions on the living room floor or sofa beds. It means we can do things like host international guests for a few days rather than — at best — allowing people to crash if they can't quite make it home after a big night, and that's kind of cool.

    As for what we'll be up to, I predict a mix of suitably nerdy things (video games, board games and quite possibly a one-shot roleplaying adventure) on the agenda, plus on Monday we're going for a day out in Oxford for what sounds like an interesting experience — a couple of "escape the room" games, the concept of which several of us are very much into thanks to our enjoyment of the Zero Escape video games Nine Hours, Nine Persons, Nine Doors (or some combination of those three, better known as 999) and Virtue's Last Reward, which you may recall me talking about a while back.

    After that, we'll be paying Oxford's board game cafe The Thirsty Meeple a visit, as I'm certainly curious to see how it stacks up to Snakes and Lattes, the board game cafe Mark and Lynette took us to while we were visiting them in Toronto — and a type of establishment I've been wishing was more widespread ever since.

    I'm looking forward to having visitors and having the opportunity to hang out with friends for a decent length of time. Having been working from home and subsequently unemployed for so long, there are many days when I've found myself feeling both somewhat stir-crazy and a bit lonesome. Mark and Lynette's visit is well-timed; just as I get a new job and just as my divorce is finalised — yes, Andie and I have been living in sin for a while now — we get some visitors. It all adds up to a life that feels like it's somewhat getting back on track. Normality? That remains to be seen, but it's certainly a step in the right direction.

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    1647: Good News at Last https://imnotdoctorwho.moegamer.net/2014/07/24/1647-good-news-at-last/ https://imnotdoctorwho.moegamer.net/2014/07/24/1647-good-news-at-last/#comments Thu, 24 Jul 2014 00:43:10 +0000 http://angryjedi.wordpress.com/?p=6610 Those of you following my personal life will know that I've been out of work for a little while now after unceremoniously being made redundant from my position at USgamer a while back. As you may recall from previous posts, I've been looking outside the games press for new opportunities, since although I once considered … Continue reading 1647: Good News at Last

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    Those of you following my personal life will know that I've been out of work for a little while now after unceremoniously being made redundant from my position at USgamer a while back. As you may recall from previous posts, I've been looking outside the games press for new opportunities, since although I once considered writing for video game publications to be my dream job, the reality was, as it tends to go with dreams, rather different: there was no progression, no stability and on more than one occasion, I'd woken up expecting to just do a normal day at work only to discover that either the site I was working on had closed, the entire rest of the staff had walked out due to the new management being… difficult, or that I was simply considered surplus to requirements. That is, I'm sure you'll appreciate, no way to live.

    So I started trawling the job sites — always a soul-destroying experience, but this time around I felt like I was having a little more success and bit more of a clearer idea of what I might be able to do. I made use of a neat site called Indeed, which effectively acts as a sort of "Google for jobs" and began searching for things directly relevant to what I've been doing — writing and editing. This eventually led me to related fields like communications and digital content editing, and ultimately to the job that I today secured.

    Yes, that's right; I have a new job. Technically I don't start until the end of August, but I'm counting today as the day I "won". It was a hard-fought victory — primarily against my own lack of self-confidence when it comes to this sort of things since, as I've noted in previous posts, I've actually had relatively few formal job interviews over the years — but a satisfying one nonetheless. It's also a huge weight off my mind; although I have another month or so to get through without any income, I have at least got a bit of "rainy day" money stashed away for just this sort of situation, so I won't be broke.

    It is, in short, a good feeling, not only for the relief of my immediate problems, but for future prospects, too. I'm not going to talk about specifics of the position here and now, but suffice to say that although it's outside of the field where I've hung my hat for the last few years, it's a lot more likely to be a stable position that presents opportunities to learn new things, develop my skills and — hopefully — let me build a bit more of a coherent "career" than I have had to date. I'm looking forward to getting started, but in the meantime I'm going to enjoy the month or so of summer quasi-holiday I have right now. (Although with the current heat and humidity, I predict I'll be spending most of it indoors with the curtains shut at this rate.)

    Anyway. Thanks to those who have offered words of support in the past; it seems that good things do eventually come, even when you're not necessarily expecting them. Here's hoping things continue on an upward trajectory from here onwards.

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    1646: Tongueface https://imnotdoctorwho.moegamer.net/2014/07/23/1646-tongueface/ https://imnotdoctorwho.moegamer.net/2014/07/23/1646-tongueface/#comments Wed, 23 Jul 2014 00:34:50 +0000 http://angryjedi.wordpress.com/?p=6608 I can't remember if I've blogged about this before or just pondered it on Twitter — and, writing this on my phone from bed, I can't easily check — but what the hell. Let's do this! I do not know what the tongueface smiley — a colon followed by a P — means. Or rather, … Continue reading 1646: Tongueface

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    I can't remember if I've blogged about this before or just pondered it on Twitter — and, writing this on my phone from bed, I can't easily check — but what the hell. Let's do this!

    I do not know what the tongueface smiley — a colon followed by a P — means. Or rather, I have the odd feeling that a significant number of other people in the world think it means something different to what I think it means.

    To me, tongueface smiley represents someone sticking their tongue out, and that in turn is something that I've always considered to be a mild rude gesture — a childish, non-offensive and somewhat light-hearted alternative to flipping someone off. You'd perhaps use it as a response to someone gently mocking you, or revealing a piece of information that, while not earth-shattering or mortifyingly embarrassing, you'd still prefer wasn't public knowledge.

    Here's an example of how I expect it to be used:

    Phillipe: You're putting a shelf up? Can you even do that? I thought Andie wore the pants when it came to DIY.

    Pete: :p

    Or possibly:

    W'khebica: Hey, everyone, did you know Amarysse fell off Titan Extreme on the first Geocrush?

    Amarysse: :p

    You see? Both situations where, were the conversation happening face to face, you might want to actually stick your tongue out, assuming you are seven years old.

    However, I've noticed an increasing use of tongueface smiley as a form of punctuation — a la the use of "lol", which thankfully seems to be dying down a bit — and I honestly can't get my head around it, much how I couldn't get my head around how people could possibly be laughing out loud at the most seemingly mundane and stupid things.

    I'm not against the use of smileys per se — I use them myself quite a lot as a means of making things like flippant comments abundantly obvious — but I remain confused by the current and widespread (arguable) overuse of tongueface smiley.

    Perhaps I'm just too old to understand. :p

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    1645: Animus https://imnotdoctorwho.moegamer.net/2014/07/22/1645-animus/ https://imnotdoctorwho.moegamer.net/2014/07/22/1645-animus/#respond Tue, 22 Jul 2014 02:04:50 +0000 http://angryjedi.wordpress.com/?p=6605 A long road finally came to an end today — no, nothing important, it was just a lengthy quest in Final Fantasy XIV. Specifically, it was the quest to upgrade my weapon's "Atma" incarnation into its more powerful "Animus" form, which means it's now just one step away from being its (currently) ultimate "Novus" incarnation. The quest … Continue reading 1645: Animus

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    17754480252836380672_screenshots_2014-07-22_00001A long road finally came to an end today — no, nothing important, it was just a lengthy quest in Final Fantasy XIV. Specifically, it was the quest to upgrade my weapon's "Atma" incarnation into its more powerful "Animus" form, which means it's now just one step away from being its (currently) ultimate "Novus" incarnation.

    The quest to acquire and upgrade your "relic" weapon in Final Fantasy XIV is a pain in the arse, extremely time-consuming and, at times, very frustrating, but it's also one of the most rewarding things to do at endgame. It gives your character a continual sense of gradual progression — particularly during the Atma-Animus phase that I've just completed — and it gives you a series of long-term goals to aim for, which is important to keep things interesting.

    I really like it, in other words, partly for the fact that it's everything what is effectively a "construct your own lightsaber" quest should be. Star Wars MMO The Old Republic featured a "construct your own lightsaber" quest that was not particularly big or epic, and the lightsaber you ended up constructing would often be replaced by something better along the line anyway. Final Fantasy XIV's Relic questline, meanwhile, turns this process into a long journey, with each milestone proving to be a satisfying improvement in your weapon.

    The process begins with a sidequest that sees you tracking down a once-legendary smith who now spends his days at the bottom of a bottle in the depths of the Black Shroud forest. Eventually, you track down a legendary weapon appropriate for your class, but it's in a sorry state and can't be used. Newly inspired — though he'd never admit that — the smith challenges you to find a suitable "host weapon" and infuse it with materia to act as a base for the reconstructed relic. You then need to challenge several of the toughest bosses in the realm — at least they used to be, anyway — in order to get various materials that Gerolt the smith requires to reconstruct the relic. Eventually, you're left with a weapon that you've worked hard for — but it doesn't end there.

    After infusing your weapon with additional power through a strange concoction known as Thavnairian Mist, you can then begin scouring the realm for Atma crystals. These elusive little things have a very low drop rate from FATEs, the public quests that pop up around the realm, and you need to collect twelve of them: one each from a variety of different areas. This is the part that proves most frustrating for a lot of people — there's not really any way that you can make the search for Atma crystals any easier other than just doing a lot of these FATEs, but from a game design perspective it's actually quite clever: it keeps even the low-level FATEs relevant for even level-cap players, meaning that low-level players who might want to use FATEs to gain experience points will usually have at least a few people to help out, since most FATEs are designed around the assumption that multiple players will show up and participate.

    Once you've gathered twelve Atmas, you upgrade your weapon into its Atma form. Initially, this offers no improvement whatsoever over its previous Zenith form, but by purchasing and then completing the various trials in a set of books chronicling the exploits of the Zodiac Braves (the ones from Final Fantasy Tactics? Who knows?) you gradually upgrade your Atma weapon, a tiny bit at a time, until it's considerably more powerful than it once was. When you've completed all the books, your Atma weapon becomes an Animus, and it's then that the road to Novus begins — the road down which I'll soon be starting.

    Upgrading your Animus to Novus is a similarly time-consuming process, but rather than simply grinding through tasks again, you instead make use of the game's "materia" system to infuse a magical scroll with various stats you would like to apply to your finished weapon. In total, you have to apply 75 points of stats to the weapon, but how you distribute those is up to you — with the only restriction being the hard cap on certain stats. This means that, unlike any other weapon in the game, you can customise your Novus to be the weapon you want it to be. If you want to emphasise Accuracy — essential if you plan on venturing into the challenging endgame raids The Binding Coil of Bahamut and The Second Coil of Bahamut — then you can. If you'd rather emphasise Determination, a stat that improves your damage output, you can. If you'd rather make your spells cast just that little bit faster, you can do that too. In most cases, the combination of stat caps and the requirement to apply 75 points to the weapon means that you'll end up doing a combination of things, but it's still possible to specialise to a considerable degree.

    I haven't really considered what I'm going to do with my Novus yet, but work starts on it when I next start playing. In the meantime, I have my shiny, glowy new Animus to enjoy; it helps me kill things even faster than I already could as a Black Mage. I'm looking forward to trying it out soon.

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    1644: Contemplating My Now Not-So-New Phone https://imnotdoctorwho.moegamer.net/2014/07/20/1644-contemplating-my-now-not-so-new-phone/ https://imnotdoctorwho.moegamer.net/2014/07/20/1644-contemplating-my-now-not-so-new-phone/#comments Sun, 20 Jul 2014 23:19:18 +0000 http://angryjedi.wordpress.com/?p=6603 Avid readers (hah) will recall that a while back I jumped ship from iOS to Android when I upgraded my phone. My long-in-the-tooth (relatively speaking, anyway) iPhone 4S was replaced by an HTC One M8, a phone which had received some positive reviews from people I knew and trusted, so I decided to take a … Continue reading 1644: Contemplating My Now Not-So-New Phone

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    Avid readers (hah) will recall that a while back I jumped ship from iOS to Android when I upgraded my phone. My long-in-the-tooth (relatively speaking, anyway) iPhone 4S was replaced by an HTC One M8, a phone which had received some positive reviews from people I knew and trusted, so I decided to take a chance and give it a shot. It was a good time to do so, since I'd been becoming increasingly disillusioned with many of the apps available on smartphones generally, and as such I wasn't feeling particularly "invested" in the iOS ecosystem — in other words, there weren't very many apps that I felt particularly attached to.

    So, a little down the line, how am I finding it now the inevitable "honeymoon period" is over?

    Well, I'm still really liking it, and the one peeve I had with it — the fact it seemed somewhat prone to random restarts and reboots while I was in the middle of doing things — appears to have worked itself out, and hasn't happened for a long time now. (Watch it start doing it again now I've written this.)

    As I noted in my earlier posts, I'm not a hugely adventurous smartphone user these days. There are relatively few things I actually want to do with my phone, but most of them are beyond what a simple feature phone offers — or, in the case of facilities that feature phones do offer, smartphones inevitably do them all somewhat better.

    Here's the limit of what I use my phone for: Email. Texting. Phone calls (only when there is no other option). Calendar. Music and podcasts. Google Hangouts. Twitter. Web browsing. Very occasionally Facebook and Google+, though I don't use either network very much any more. And, if there is nothing else to do during an extended visit to the toilet, playing a simple, toilet-friendly game like Threes.

    That's about it. There's probably more I could do with it but I don't really feel the need to right now, since the stock apps and the few additional ones I've installed cover most of the things that I want to do with it on a daily basis. I can communicate with it, I can browse the Web with it, I can take snapshots with the camera if necessary and I can read information on a screen that's noticeably bigger than that offered by Apple's iOS devices.

    I've been particularly impressed by Google Play Music, which provides a number of helpful services, chief among which is something similar to Apple's iTunes Match service, only it actually, you know, works. For those unfamiliar, iTunes Match (and Google Play Music) is a facility whereby you can upload tracks from your personal music library or "match" existing songs with iTunes/Google's online libraries, then stream or download them to any compatible device. In effect, this allows you to take your entire music library with you wherever you go, rather than being limited by the storage space available on your phone — though the streaming side of things is, of course, dependent on you having a good wireless Internet connection either via the mobile phone networks or Wi-Fi.

    Where Google Play Music differs from iTunes Match is that it's a lot clearer in presenting its information. With iTunes Match, it was almost impossible to tell which songs you had downloaded to your phone — and consequently available when no Internet connection was around — and which would require streaming. Attempting to download songs often resulted in failure for no apparent reason — and with Apple's phobia of error messages, there was no way of discovering what was causing the problem. Google Play Music, meanwhile, while having a somewhat clunky interface in a few places — it'd be great to have just a plain list of albums, playlists, songs and that sort of thing rather than the overly graphical, space-wasting interface it has — but at least presents this sort of information clearly. It's obvious when you've downloaded something or if you'd be streaming it when you clicked Play, and, importantly, it's easy to remove things from your phone once you've downloaded them — something which iTunes Match made seemingly impossible to do manually for some inexplicable reason.

    So that's been great, and the other apps I've been using regularly all seem to work pretty well, too. All in all I'm sure I'm using this phone to a fraction of its full potential, but it's doing everything I want it to and it's doing it well, with my only real criticism of the device as a whole being that the volume control buttons are in a stupid place and are much too easy to press accidentally while simply holding it normally.

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    1643: Twintania Down for the Count https://imnotdoctorwho.moegamer.net/2014/07/20/1643-twintania-down-for-the-count/ https://imnotdoctorwho.moegamer.net/2014/07/20/1643-twintania-down-for-the-count/#respond Sun, 20 Jul 2014 02:51:04 +0000 http://angryjedi.wordpress.com/?p=6601 It's taken a lot of effort — including the effort to gather groups of people together for a common purpose — but this evening… morning… whatever it is now, I finally cleared Turn 5 of The Binding Coil of Bahamut in Final Fantasy XIV. For those unfamiliar, The Binding Coil of Bahamut is a five-part dungeon … Continue reading 1643: Twintania Down for the Count

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    It's taken a lot of effort — including the effort to gather groups of people together for a common purpose — but this evening… morning… whatever it is now, I finally cleared Turn 5 of The Binding Coil of Bahamut in Final Fantasy XIV.

    For those unfamiliar, The Binding Coil of Bahamut is a five-part dungeon for level-cap players. It was originally designed to be the absolute hardest challenge in the game, but has since been superseded by new content added in the three big patches there have been since launch. It's also been "nerfed" considerably, with players going in now being the recipients of the "Echo" buff — a 20% increase to maximum hit points, damage dealt and healing received. The thinking behind this gradual easing of its difficulty is so that, in theory, everyone will eventually be able to make it through — and that they might want to do so, because it offers some intriguing story content along the way.

    Even with the 20% Echo buff, however, Turn 5, the fifth and final part of the dungeon, is still a stiff challenge. It's theoretically simple, consisting of nothing more than a boss fight between a party of eight people and a rather pissed-off dragon called Twintania, but it's a very demanding confrontation, requiring detailed knowledge of the mechanics, what to expect from the fight at every stage and fast reactions. As such, it's still a significant achievement to make it all the way through.

    It's taken a good few hours — and several different parties — over the course of the evening to get through, but we eventually made it by the skin of our teeth. Not before we had an agonising defeat with Twintania's HP down to just 1%, of course, but we eventually made it nonetheless.

    Turn 5 in particular is a good example of how high-level content in MMOs differs from more accessible challenges such as dungeons with lower player counts and open-world content. It demands either solid communication — which is why many players choose to make use of voice chat rather than the game's text-based chat — or extensive knowledge of what to expect from the fight. Or, preferably, both, because even with an experienced group, sometimes people's attention wanders, causing mistakes that can easily snowball out of control. Not only that, though, but as cheesy as it sounds, the amount of teamwork required for a successful clear is the sort of thing that really helps to build bonds between friends.

    It's the kind of challenge that I don't think would be for everyone. Turn 5 in particular presents such a daunting challenge to many players that I wouldn't be at all surprised if there were plenty of dedicated endgame players who never cleared it. Which is a bit of a shame, as it's a spectacular, genuinely thrilling fight — and the perfect antidote to those people who feel that other content in the game is a little on the easy side. (It definitely is if you overgear yourself, which is quite easy to do these days.) Not only that, but my God, did it feel good when we eventually beat it. There may have been an audible "Yes!" from everyone participating when that HP bar finally dropped to 0.

    Anyway. Battling that fearsome foe has led me to the doorstep of 4am, and so I'm going to go and get a few hours of sleep now. Well-earned, I'd say.

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    1642: Still On the Hunt https://imnotdoctorwho.moegamer.net/2014/07/19/1642-still-on-the-hunt/ https://imnotdoctorwho.moegamer.net/2014/07/19/1642-still-on-the-hunt/#comments Sat, 19 Jul 2014 00:49:15 +0000 http://angryjedi.wordpress.com/?p=6599 Still trying to secure a job. It's a stressful process — particularly as I'm not working right now and thus very much need one rather than just wanting one — but at least things are moving, albeit slowly. I've had two interviews this week, one of which I felt I was unlikely to be successful … Continue reading 1642: Still On the Hunt

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    Still trying to secure a job. It's a stressful process — particularly as I'm not working right now and thus very much need one rather than just wanting one — but at least things are moving, albeit slowly.

    I've had two interviews this week, one of which I felt I was unlikely to be successful in but figured it was worth a shot anyway, and the other of which was today. I won't say too much about that as I'm yet to discover what the results were — even if I proved successful at this stage, there'll be a second interview to contend with — but it was quite a pleasant experience.

    I've actually had relatively few formal interviews in my overall "career", if you can call it that. Professional working life, if you can't. I had formal interviews for when I worked in schools — during which I discovered that, more often than not, any parent governors on the interview panel tended to look positively on candidates who asked them questions about the school and how it was serving their children, rather than the usual, boring, predictable responses to the dreaded "any questions?" Aside from that, however, my work in retail involved a group "interview" that was actually more of an activity day, and my work in the games press tended to involve either being headhunted directly — always a nice boost to the self-confidence — or behind-the-scenes negotiations without a formalised "recruitment" process.

    An interview is an important part of the hiring process for many companies, but I'm not sure it's always the best approach. It's all too easy for a candidate to overprepare and start spewing cliche after cliche rather than giving a true picture of their personality; I try and avoid this approach as much as possible, answering questions honestly and hopefully letting the real me shine through. Then hoping that the panel actually likes the real me, of course.

    What I find much more interesting and useful is an "interview" situation where there are things to do that are directly relevant to the job in question. Perhaps the ability to demonstrate my lightning-fast, super-accurate typing, for example, or maybe the opportunity to show my skills at proofreading and editing. Even the much-maligned practice of role-play can be valuable, encouraging you to put yourself in another's shoes and determine the best way to resolve a situation.

    Anyway. I'm rambling and being vague, and deliberately so, since I don't want to say too much about the jobs that are still in the running. I have a second interview for a job I went for a little while back on Monday, and I should hear if the company I went to see today wants to see me again next week, too.

    Here's hoping something comes of one of these. They're both good jobs that could lead on to better things, and I'd be glad to take either one — but I'm mostly just anxious to get a job, full stop, right now.

    Wish me luck. I need it.

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    1641: Return of the Hype Train https://imnotdoctorwho.moegamer.net/2014/07/17/1641-return-of-the-hype-train/ https://imnotdoctorwho.moegamer.net/2014/07/17/1641-return-of-the-hype-train/#comments Thu, 17 Jul 2014 23:46:22 +0000 http://angryjedi.wordpress.com/?p=6597 Congratulations, Bungie; your upcoming game Destiny is the latest in a long line of high-profile, big-budget games that I'm sick of hearing about long before they're generally available to the public. This phenomenon, which I tend to think of as "reverse hype", is a common issue with modern gaming. High-profile, big-budget games have every step … Continue reading 1641: Return of the Hype Train

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    Congratulations, Bungie; your upcoming game Destiny is the latest in a long line of high-profile, big-budget games that I'm sick of hearing about long before they're generally available to the public.

    This phenomenon, which I tend to think of as "reverse hype", is a common issue with modern gaming. High-profile, big-budget games have every step of their development chronicled both internally and by the press, and this, for me, leaves me feeling saturated with information about them by the time they finally hit store shelves. (And, in the rare instances where I have tried out a triple-A game in recent memory, they have usually ended up being rather disappointing compared to what was promised.)

    Destiny has been particularly bad today, though, because its "beta" launched today on PlayStation platforms, and as such social media has been filled with two things: people with "spare" codes and people begging for codes.

    Let's not kid ourselves: this isn't a true beta in the development sense. It's a limited-access demo positioned as you getting the opportunity to preview an unfinished version of the game shortly before its official release. The fact that anyone who preordered the game gets not one but three "beta" codes is not generosity on Bungie's part — it's a convenient bit of free marketing. And, of course, it's working.

    I'll add at this juncture that if you're playing and enjoying Destiny, great. I hope you like it, and I hope that, as an MMO, it provides enough interesting content to keep things interesting after launch. It is, however, just the latest in a long line of games that utterly dominates coverage and conversation, making attempts to talk or find out about anything else an exercise in frustration while the hype train continues clattering its way noisily along the tracks.

    I'm pretty sure I'm not the only person who gets frustrated with this seeming inability for both press and public to acknowledge the existence of more than one thing at once. And now, having left behind the games press as my profession, it's doubly frustrating because I'm not really in a position to do anything about it.

    Thank heavens for groups like the Squadron of Shame, is all I can say. A haven of calm amid all the noise!

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    1640: Not Quite Dead Yet https://imnotdoctorwho.moegamer.net/2014/07/16/1640-not-quite-dead-yet/ https://imnotdoctorwho.moegamer.net/2014/07/16/1640-not-quite-dead-yet/#respond Wed, 16 Jul 2014 22:48:36 +0000 http://angryjedi.wordpress.com/?p=6595 There was a horrible moment earlier where it looked like 1up.com had disappeared off the face of the planet. For the uninitiated, 1up.com was a video games website that was originally born as a spinoff of Ziff Davis' multiformat magazine Electronic Gaming Monthly. It was one of the first community-driven video games sites, with as much of … Continue reading 1640: Not Quite Dead Yet

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    There was a horrible moment earlier where it looked like 1up.com had disappeared off the face of the planet.

    For the uninitiated, 1up.com was a video games website that was originally born as a spinoff of Ziff Davis' multiformat magazine Electronic Gaming Monthly. It was one of the first community-driven video games sites, with as much of a focus on its community-generated content as on the professionally produced material from the site's full-time team (which, at one point, included my own brother).

    For me, 1up was a site that had some good, talented writers and regularly put out interesting features, but it was that community that kept me coming back for more. It was one of my first encounters with the concept of "blogging", too — I wrote semi-regularly on the subject of what I'd been playing and it provoked some interesting conversations with others in the comments. This was in the days before social media dominated everything — and even the days before "don't read the comments" became a piece of accepted, common sense, popular wisdom.

    The highlight, for me, though, was the forums. Specifically, the 1up Radio forums, which were the birthplace of the Squadron of Shame. Threads in this forum tended to follow the subjects of the 1up podcasts — 1up was also something of a pioneer in the then-fledgling podcast format — but often spun off in interesting and unexpected directions. One such example was the abortive attempt by the 1up Yours podcasters to tackle their "pile of shame" — games they'd owned for ages but had never gotten around to playing. The original intention of the segment on the show was for the hosts to play some of the same game that they had on their Pile, then discuss it the next week. Unfortunately, it didn't really take off as part of the show, but fortunately for the format — "gaming book club" seemed like a good idea — the community decided to take the idea and run with it.

    The first couple of threads we did this for were simply branded "The Boardmembers' Pile of Shame" and explored games like System Shock 2 and Freespace 2. After a while, it became clear that it was the same group of people participating each time, and so the Squadron of Shame Club was born using 1up.com's Club feature — itself an interesting take on social media that I haven't quite seen the likes of since; in many ways, it pioneered microblogging long before Twitter became popular, though there was no character limitation, simply an ongoing, reverse-chronological order feed of conversation that we've tried several times to recreate with varying amounts of success.

    1up has been dying for some time, though. The beginning of the end of that site for the Squadron of Shame was when the forums were merged into "Games", "Not Games" and something else that escapes me right now. Various disparate communities were pushed together; tempers flares; cultures clashed. An attempt at a Squad thread in these new digs was quickly derailed by some asshole with the attention span of a gnat yelling about "massive fucking walls of text" when, in fact, that had been our bread and butter for a long time by that point.

    The Squad has kind of floated around the Internet ever since, eventually settling on our most recent digs, that will hopefully be "home" for some time to come. 1up, meanwhile, continued to tick along for a while before eventually being swallowed up by IGN and pretty much left to rot. The site was still there, though, with all its archives visible for all to see whenever they wanted.

    Which is why so many people were surprised and upset today when going to 1up.com's front page simply gave what appeared to be an empty directory. Thankfully, at the time of writing, the front page at least appears to have come back, and if you can remember the not-very-friendly link, you can even get to the Squadron of Shame's original home.

    How much longer will it be there, though? This is a sad and unfortunate aspect of the digital age — things that are the source of great memories are becoming increasingly impermanent. One day 1up.com will simply cease to be, and those memories will be nothing but that — memories. We've already lost a lot of things, such as our original mission threads on the old forums — it'd be a real shame to lose what's left of our community in its original form, though thankfully most of the Old Guard have followed each other around as digital nomads ever since.

    So 1up.com may not be dead just yet, then, but today was a potent reminder that nothing lasts forever.

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    1639: Analysis Paralysis https://imnotdoctorwho.moegamer.net/2014/07/15/1639-analysis-paralysis/ https://imnotdoctorwho.moegamer.net/2014/07/15/1639-analysis-paralysis/#respond Tue, 15 Jul 2014 23:02:03 +0000 http://angryjedi.wordpress.com/?p=6593 One thing you'll almost inevitably have to deal with at some point if you play tabletop games is the matter of "analysis paralysis" — those moments where everything grinds to a standstill as one player takes ages over their turn, trying to determine what the best possible course of action will be. It's a problem … Continue reading 1639: Analysis Paralysis

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    One thing you'll almost inevitably have to deal with at some point if you play tabletop games is the matter of "analysis paralysis" — those moments where everything grinds to a standstill as one player takes ages over their turn, trying to determine what the best possible course of action will be.

    It's a problem most evident in Eurogames, which tend to have the largest variety of different decisions to make each turn, as compared to more theme-focused titles where the emphasis is more on the ongoing narrative created by your play session. A typical Eurogame provides you with a wealth of options every single turn — and in many cases, those options get broader and broader as the game progresses. This means that as you get closer to the end of the game, turns slow to a crawl until, in some cases, you have to abandon the game altogether because it's getting too late — not a desirable outcome for anyone involved.

    For the group I regularly play with, this is a particular issue with Uwe Rosenberg's Agricola, a worker-placement game that I don't like all that much, but which is enjoyed enthusiastically by two of our number and as such we break it out every so often according to our "different person picks each session" rota. For the uninitiated, Agricola is a game about building up a small medieval farm, and as the game progresses, more and more different action spaces become available to choose from, meaning the game gets increasingly complex as it progresses. This naturally leads to analysis paralysis, particularly as competition heats up for the more obviously useful spaces towards the end of the game.

    So tonight we decided to try something different: timed turns, a la competitive chess. My friend Sam had acquired a funky little timer cube which had a different digital timer on each of its six faces, and we allocated ten minutes per player for the whole game, pausing the timer once a decision had been made so that players could move pieces and tokens around the board without being pressured by the clock.

    It really, really worked! By the end of the game, the players most prone to analysis paralysis had nearly reached — but not exceeded — their ten-minute time limit, while the members of the group more inclined to take their turns quickly — usually by deciding what they were going to do during other players' turns rather than ignoring what was going on around them or getting distracted by phones, tablets or pieces of cake — had a couple of minutes left on the clock by the end of the game.

    We all agreed that it made the game feel markedly different. One of the most traditionally analysis paralysis-prone players noted that he felt like he wished there was a little more time, but conceded that this was probably the point of the whole exercise. We also agreed that it wasn't necessarily desirable to play like this all the time, but that on occasions where it was necessary to get through games in a timely manner — playing on weeknights, say — it would be a good idea to implement in the future. More leisurely play sessions can still be had on those occasions where we have time for them — weekends away, holidays, that sort of thing.

    I still didn't win Agricola, but I think I enjoyed the experience a little more than usual, which is saying something. And if I hadn't made a stupid mistake in the final turn, I would have probably done somewhat better than I ended up doing. Oh well! There's always next time.

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    1638: Trying Again https://imnotdoctorwho.moegamer.net/2014/07/15/1638-trying-again/ https://imnotdoctorwho.moegamer.net/2014/07/15/1638-trying-again/#comments Tue, 15 Jul 2014 00:50:05 +0000 http://angryjedi.wordpress.com/?p=6591 I went to the gym today. It's a bit of a trek from where we are now, particularly without a car, but I felt the need to get out of the house for a bit rather than sitting alone in it all day fretting about whether or not I should be doing more to get … Continue reading 1638: Trying Again

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    I went to the gym today. It's a bit of a trek from where we are now, particularly without a car, but I felt the need to get out of the house for a bit rather than sitting alone in it all day fretting about whether or not I should be doing more to get a job.

    They say that doing some exercise is a good idea when you're feeling low, and for sure I've been feeling physically somewhat shitty as well as mentally recently. Thus I figured doing something to loosen up my stiff, tired, stressed-as-fuck body would probably be a good idea, but I didn't want to go too crazy right away since it's been a while since I was in a good routine. (I don't know how likely I am to get into a good routine this time around, but I have done it before, so never say never.)

    I decided that I'd try a programme I've had some success with in the past: the Couch to 5k system. For the uninitiated, this is a regime where you do some running three times a week, beginning relatively slow — just under half an hour of alternating a minute of running and a minute and a half of walking — and gradually working your way up to, in theory anyway, being able to run 5km — or at least to be able to keep running without stopping for half an hour.

    I've made it through this programme once in the past, and it had a noticeable impact on my fitness. I'm not sure how much it helped me actually lose weight — I really struggle to shed weight, which is hugely demoralising when embarking on an exercise programme — but it certainly got me feeling fitter, less likely to get out of breath and so forth. It'd be nice to be able to keep it up enough to get back into that state.

    The previous times I've tried this programme I've done it outside, running around my local area. It's easy to feel self-conscious when doing this, but I normally put some loud music on and its straightforward enough to tune out what's going on around you and focus on what you're doing.

    The difficulty, however is that the environment outside is less than predictable. The weather can vary, the surfaces on which you're running can vary and there are hills to go up and down — usually at particularly inconvenient moments. As such, I decided to give it a go on the treadmill today — a predictable environment that I'm in full control of, in an air-conditioned room rather than being under the blazing summer sun.

    It worked really well, and I was surprised that I managed to get through the first day of the programme without too much difficulty. I felt something of a "wall" about halfway through the session, but I pushed through and kept going rather than giving in to the little voice in my head urging me to stop and relax for a moment, and before long I was at the end.

    My musical accompaniment for the session was the soundtrack to Final Fantasy XIV, whose battle themes make for an excellent workout accompaniment. I'll definitely be making use of that playlist again, just to add a little drama to proceedings.

    I'm in two minds as to whether to go back tomorrow and do some weights work before continuing the programme on Wednesday, or whether to just have a rest tomorrow. We'll see how I feel tomorrow, I guess.

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    1637: Fire https://imnotdoctorwho.moegamer.net/2014/07/14/1637-fire/ https://imnotdoctorwho.moegamer.net/2014/07/14/1637-fire/#respond Mon, 14 Jul 2014 00:00:12 +0000 http://angryjedi.wordpress.com/?p=6589 Fell asleep with the TV on last night and woke up an hour or two later in that slightly confused manner where you're sure something's wrong, but not quite sure what. In this case, it took me a little while to determine what had woken me up and felt "off". We had the fan on … Continue reading 1637: Fire

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    Fell asleep with the TV on last night and woke up an hour or two later in that slightly confused manner where you're sure something's wrong, but not quite sure what.

    In this case, it took me a little while to determine what had woken me up and felt "off". We had the fan on in the bedroom, so there was a certain degree of background noise anyway, but it seemed a little too loud. At first I thought it was the television, but after my vision cleared from the murk of sleep, I realised the television was off.

    What was this loud noise? I got up to investigate. Andie was fast asleep so, taking care not to wake her up, I took a look out of the window and, upon opening the curtains — we have heavy blackout curtains in our bedroom — was almost blinded by the flashing blue lights of some sort of emergency vehicle.

    After blinking a few times to get my sense of sight back, I could see through the glare of the lights that there were two fire engines in the street. They had floodlights trained on something over the road from our house, and there were people standing in the street.

    I couldn't quite work out what was going on and didn't really want to go out and rubberneck, but it was clear that something fairly major had happened. My first thought was that a loud domestic argument Andie had heard earlier had escalated into something serious, but then I figured the police would be in attendance as well.

    I couldn't see what was going on, and by the relatively calm movements and conversation of the firemen it seemed like the most serious business had already concluded. Indeed, it wasn't long before one of the two fire engines departed, but the other stayed for a while.

    I eventually went back to sleep since nothing much seemed to be going on and our house didn't appear to be in any particular danger.

    This morning, though, it was abundantly clear what had happened. The block of flats over the road from us had a huge scorch mark up the side of it, and the block's rubbish area — which, earlier in the day, had had a discarded bed and mattress in it — was now little more than a pile of ash.

    We happened to run into one of our neighbours on the way out to the shop, who said that it seemed like someone had set the fire deliberately. She didn't seem to have any real evidence for this save for the fact she'd seen it happen before elsewhere, but it seems like a plausible explanation.

    So that's that, really, and that's the reason I've been extremely tired all day! Thankfully no-one appeared to be hurt and the building wasn't damaged, either, so all is well. Nothing like a bit of drama to keep things interesting though, eh?

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    1636: SCIENCE! https://imnotdoctorwho.moegamer.net/2014/07/12/1636-science/ https://imnotdoctorwho.moegamer.net/2014/07/12/1636-science/#comments Sat, 12 Jul 2014 23:28:15 +0000 http://angryjedi.wordpress.com/?p=6587 I have an odd and longstanding love of when SCIENCE! happens. Note that I'm not talking about regular old science here, I'm talking about all-caps, exclamation mark SCIENCE! The distinction? Science is often fascinating and useful, but a little bit tedious; SCIENCE! is when something unexpected or fun happens while you're doing something else, and … Continue reading 1636: SCIENCE!

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    I have an odd and longstanding love of when SCIENCE! happens. Note that I'm not talking about regular old science here, I'm talking about all-caps, exclamation mark SCIENCE!

    The distinction? Science is often fascinating and useful, but a little bit tedious; SCIENCE! is when something unexpected or fun happens while you're doing something else, and it promptly makes you want to keep doing it, possibly while giggling or shouting "SCIENCE!" at anyone who will listen or, indeed, if you're alone, an empty house.

    My most recent encounter with SCIENCE! came after painting the walls in the spare room. I was rinsing off the roller in the shower, as you do, and I noticed that the pressure of the water from the shower head was sufficient to make the roller spin. The longer I held the stream of water in place, the faster the roller would spin, causing the handle to wobble and the roller to spray small, bouncing water droplets around itself.

    I was transfixed for a good few minutes by this, even going so far as to adjust the shower head to get a different stream of water and see what effect that would have on the spinning roller. It was fun. And I'm not ashamed to admit it.

    This isn't the first time I've had improvised fun with SCIENCE!, however. I recall when I was a kid, I had a "science experiment kit" that I'd been bought for some birthday or Christmas or whatever. There were lots of bits and pieces in this kit, but I recall being most fascinated by the pair of syringes (minus needles, obviously) and a length of plastic tubing that could be used to connect them.

    I discovered that it was possible to fill one syringe with water, press the plunger and cause the plunger on the other syringe to move without touching it. If done with sufficient force — or if there was enough water in the syringe — it could even cause the other plunger to pop out with a satisfying noise.

    These are both rudimentary, stupid bits of SCIENCE!, I know, but they're the sort of thing I've found oddly satisfying and fascinating since an early age. These little things remind you the world isn't as simple as it appears, and everything you do can have an effect on something else.

    I'm not sure what point, if any, I have here, but this was the first thing that popped in to my head when I sat down to write today, so here it is. Now I'm off to bed. Good night!

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    1635: Badvertising, The Return https://imnotdoctorwho.moegamer.net/2014/07/11/1635-badvertising-the-return/ https://imnotdoctorwho.moegamer.net/2014/07/11/1635-badvertising-the-return/#respond Fri, 11 Jul 2014 23:44:23 +0000 http://angryjedi.wordpress.com/?p=6585 Andie and I often fall asleep with the TV on its sleep timer, typically tuned to the inoffensive endless repeats of late-night Dave or the '80s and '90s quiz shows of Challenge. This means that we're continually exposed to some of the most stupid adverts in the known universe, what with the majority of channels … Continue reading 1635: Badvertising, The Return

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    Andie and I often fall asleep with the TV on its sleep timer, typically tuned to the inoffensive endless repeats of late-night Dave or the '80s and '90s quiz shows of Challenge. This means that we're continually exposed to some of the most stupid adverts in the known universe, what with the majority of channels on Freeview being commercial rather than licensepayer-funded.

    We've already discussed the utter bollocks that is Alpen's "Characters" series of skits that bookend most of Dave's late night comedy offerings, so I won't reiterate that too much, particularly since there doesn't appear to be any clips of it on YouTube.

    I will, however, discuss a few other things. Let's begin with this.

    This is clever, you see, because it's for Gaviscon Double Action, and it's got two people in it. One suffers from one of the things Gaviscon Double Action treats, and the other suffers from the other thing Gaviscon Double Action treats. Except when they suffer from the other thing instead. Or both of them. Making the whole "twins" thing inherently pointless and the whole advert just looking rather stupid.

    Leaving aside the dreadful play on words "carfuffle", let's ponder the question this advert asks: "do the words 'headless' and 'chicken' spring to mind?"

    No! No they do not! I can honestly say at no time in my life have I ever felt like a headless chicken when looking for a new car. It can be a tedious and time-consuming process, sure, but something that gets you running around in a panic? No.

    Social media is big, right? Streaming video is big, right? Let's make a mockup social media site of women who make videos about getting stains out of clothes! That won't look at all patronising!

    This is… just shit.

    Look, it's funny because women worry about leaving shitstains on the toilet, too. And there's a "clever" play on words at the end.

    "There's nothing nicer than waking from a great night's sleep," says Lenny Henry.

    I beg to differ. Sleeping is great. And I particularly won't want to get out of bed if I wake up and find my bed is on a fucking beach. Or in the middle of a wedding party. I'm not entirely sure what point they're trying to make here. Perhaps when you go to sleep in a Premier Inn you feel like you're in the middle of a wedding party.

    Confused.com have had some legendarily shit ad campaigns over the years, but "Brian" really takes the cake. This ad also highlights a bugbear I have with modern advertising: the age-old art of the jingle appears to be dead, on TV at least, with modern ads tending to bastardise old, often beloved pieces of music rather than come up with their own original music.

    (Jingles are not entirely dead, mind you; if you want to hear some truly awful but hideously catchy advertising jingles, I recommend tuning in to your local radio station at the earliest available opportunity. Lovett's move on up! Lovett's move on up! Lovett's move on up… ahem.)

    I think I've made my point for now. Adverts are shit. And inescapable. Good night.

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    1634: Pee Aitch Pee Bee Bee https://imnotdoctorwho.moegamer.net/2014/07/10/1634-pee-aitch-pee-bee-bee/ https://imnotdoctorwho.moegamer.net/2014/07/10/1634-pee-aitch-pee-bee-bee/#respond Thu, 10 Jul 2014 22:46:44 +0000 http://angryjedi.wordpress.com/?p=6583 Been digging around in the guts of PHPbb (or is it phpBB?) today to help get the Squadron of Shame's forum looking the way we want it to. And while there's still some work to do, things are coming together very nicely. I haven't really explored a self-hosted forum solution before — I've set up … Continue reading 1634: Pee Aitch Pee Bee Bee

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    Been digging around in the guts of PHPbb (or is it phpBB?) today to help get the Squadron of Shame's forum looking the way we want it to. And while there's still some work to do, things are coming together very nicely.

    I haven't really explored a self-hosted forum solution before — I've set up forums for various people in the past, but have always made use of pre-made free services, since that was all we needed to fit our needs at the time. In the case of the Squadron of Shame, we're trying to make this place our permanent home on the Interwebs, since we've been flitting around from place to place every so often ever since the 1up forums imploded.

    Mostly, I've been impressed with phpBB's (let's go with that spelling for the sake of argument) flexibility and customisability. There are a whole lot of options you can tweak, and in doing so you can make the forum function in plenty of different ways — you can adjust the way users can interact with it, assign various levels of permissions to users, allow or disallow various board features and extend the functionality with plugins and mods.

    The only real downside to it all, so far as I can make out, is that installing the aforementioned plugins and mods looks like a bit of a pain in the arse, eschewing a handy-dandy automated install process a la off-the-peg CMS systems such as WordPress and instead in most cases demanding that you edit multiple HTML, CSS and script files, uploading new files to the server and generally doing a whole lot of things manually.

    It's been relatively minor issue so far, though, since most of the things I've wanted to do with the board have so far been covered by phpBB's comprehensive administration panel — including uploading attachments such as images, which is something that appeared to be significantly more difficult to include in previous incarnations of phpBB (we're using version 3).

    It's been interesting, though, since, as I said above, it's not something I've really poked around in before. I've been learning a lot about what phpBB is capable of, and how it provides a flexible solution for building an online community with relatively minimal fuss. Of course, I haven't been getting involved on the hardcore coding and styling side of things — I'm leaving that up to my friend Mark, fellow founding member of the Squad and someone who does this sort of thing for a living — but I have been doing things that I'm able to easily resolve through a bit of tinkering in the admin panel. (I'm less likely to break things that way, too; past experience with manually fiddling around with templates and CSS files has taught me that I'm good at breaking things.)

    Plus there's always the possibility that this sort of knowledge might prove useful in future job hunts. You never know. And it's not as if I have anything better to do right now, is it?

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    1633: Newshound At Rest https://imnotdoctorwho.moegamer.net/2014/07/09/1633-newshound-at-rest/ https://imnotdoctorwho.moegamer.net/2014/07/09/1633-newshound-at-rest/#respond Wed, 09 Jul 2014 23:59:59 +0000 http://angryjedi.wordpress.com/?p=6581 Having stepped back from the games press — not entirely through choice, as previously noted — I've had the opportunity to reflect on the way I read games sites in 2014. And the simple answer is that I, well, don't. I had a feeling that this was the case. Being involved in the endless hype … Continue reading 1633: Newshound At Rest

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    Having stepped back from the games press — not entirely through choice, as previously noted — I've had the opportunity to reflect on the way I read games sites in 2014.

    And the simple answer is that I, well, don't.

    I had a feeling that this was the case. Being involved in the endless hype cycle for games that really don't need any more hyping up was starting to make me cynical even back in the GamePro days — hence my conscious decision to focus on unconventional, interesting and quirky stories rather than endless retreads of press releases from Activision, EA and Ubisoft. It was a decision that paid off in the short term — people started coming to GamePro to get away from the identikit coverage from other sites, and my stories contributed to a significant growth in traffic… right before the site folded, leaving us all out of a job. Bah.

    On USgamer, aside from the news coverage — which I found increasingly hard to care about, particularly as we started having to refocus our efforts on covering the things that would definitely pull in traffic (i.e. the "big name" games of the moment: the aforementioned games that don't really need any more coverage and hype) rather than the interesting, unusual and underexplored areas of the business — I was fortunate enough to have a certain degree of leeway to write the sort of things that I'd want to read from a games site. Thus the JPgamer and BOARDgamer columns were born, providing specialist coverage on niche subjects — while neither of these would be likely to bring in readers by the millions, they were both the sort of things that would keep people coming back week after week, and judging by both the regular commenters and the disappointment expressed by readers when my departure was announced, they were successful in maintaining a solid, specialist audience.

    Looking around at the other big sites, though, I'm seeing very little that makes me want to hang my hat on that community and call it my own. I'm seeing lots of very similar stories about how amazing No Man's Sky is supposedly going to be, or how awesome Destiny is supposedly going to be, or "everything we know" about Mass Effect 4/Dragon Age: Inquisition/Halo 5/whatever for the umpteenth time. I'm seeing very little stuff to read with any real meat on the bones, in other words — and with Polygon, the site that was supposed to reinvent games journalism, laying off the majority of its features team, it seems that interesting, long-form critiques and other, non-review, non-preview, non-news pieces are rapidly going out of the window.

    And when sites do attempt to try something a bit different, it's inevitably on the increasingly tedious subject of sexism. This isn't to deny that there's plenty to talk about and criticise here, but the majority of articles on this subject are so blitheringly ill-informed with their GCSE Sociology-level critiquing of a subsection of the business as a whole — frequently completely ignoring parts that don't fit their ham-fisted, half-baked theories — that they're just painful to read, particularly when the author becomes so enormously defensive that they start insulting their readership rather than acknowledging the actually quite valid criticisms that come up in the comments section.

    Or video. Fuck video. But that's a rant for another day.

    Instead of professional games coverage, then, I instead tend to look to my friends. I discuss what I'm playing on Twitter, on Google Hangouts and on the new Squadron of Shame forums. Impassioned reports — positive or negative — from people I know and trust is infinitely more interesting than a carefully PR-orchestrated preview of a game that will inevitably be at least a little bit disappointing when it finally releases. I'd rather hear about something that's out now — that people have actually played, that can track down a copy of and play should I like the sound of it — than something that, in many cases, is a year or more away. I'd rather hear about amazing discoveries that were released five or six years ago and sank without trace than something I can't install and play right now. And I'd rather share my stories and join the conversation than be preached to.

    Essentially, then, I think I've come to the conclusion that I don't really give a shit about the modern games press in its current form. And I'm quite possibly not alone.

    Which might explain why I'm in the situation I'm in now. Hmm.

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    1632: Defenders of Eorzea https://imnotdoctorwho.moegamer.net/2014/07/09/1632-defenders-of-eorzea/ https://imnotdoctorwho.moegamer.net/2014/07/09/1632-defenders-of-eorzea/#respond Wed, 09 Jul 2014 02:05:40 +0000 http://angryjedi.wordpress.com/?p=6579 Final Fantasy XIV patch day today, and I told myself that today was going to be a day off from stress, anxiety and worrying about things, and that I was just going to enjoy myself. So I did. I logged on at about 11:30 this morning — or yesterday morning, if we're being truly accurate — … Continue reading 1632: Defenders of Eorzea

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    Final Fantasy XIV patch day today, and I told myself that today was going to be a day off from stress, anxiety and worrying about things, and that I was just going to enjoy myself. So I did. I logged on at about 11:30 this morning — or yesterday morning, if we're being truly accurate — and now, at 2:52am, I am logging off, with only a few short breaks throughout the day for food and drink.

    Suffice to say, patch 2.3 is excellent. I, along with many of my Free Company-mates, took today to work through the new episode of the main scenario quest, which included a spectacular battle against Ramuh, Lord of Levin (aka "the old man who flings lightning everywhere") as well as a ton of other story content. I also completed the new Hildibrand questline — a comedic questline that, for many, has proven a highlight of Final Fantasy XIV's ongoing updates — as well as trying out all three of the new 4-player dungeons.

    And I've barely scratched the surface. I've bought a room in our Free Company's house for my character, but I'm yet to fill it with furniture — there's just a bed, a couple of chairs and a table in there for now. I haven't even touched the new 24-player Crystal Tower raid, which promises to be an enjoyable clusterfuck, just like the previous 24-player Crystal Tower raid. And there's a ton of other stuff I'm yet to fiddle around with, too — not to mention returning to the tasks I was already working on prior to the patch, which will now be somewhat easier thanks to improved rewards from a bunch of game content.

    So far there have been numerous highlights. Although some disliked the amount of dialogue and cutscenes in the main scenario quest, I enjoyed what was offered, as if you stopped to read it and see what was going on, it proved to be a nice "here's what's been happening elsewhere in the realm since last you saw these people" affair. There was also some neat — if rather obvious — foreshadowing of who the next "big fight" is going to be against.

    The new dungeons are great, too. Tam-Tara Hard is particularly fun — as one of the low-level dungeons that comes up most frequently in Low-Level Roulette, Tam-Tara is a dungeon that many people were growing sick of, but its Hard incarnation successfully reimagines it into one of the best — if not the best — dungeon in the game. Featuring a creepy atmosphere, some brilliant boss fights and a narrative twist that is sure to please those who were paying attention earlier in the game, Tam-Tara Hard was a real highlight of today's session.

    Stone Vigil Hard has proven more divisive, but it's certainly an interesting, challenging experience. The regular enemies are more than a match for even a well-geared party, and the bosses all make use of interesting mechanics that require far more than a simple "tank and spank" approach. This is nothing unusual for Final Fantasy XIV, which features some very involved boss battles throughout, but Stone Vigil Hard features some particularly interesting mechanics.

    Finally, the all-new dungeon Hullbreaker Isle was great. Unfolding mostly outdoors, the "dungeon" sees you attempting to track down the treasure of the pirate Mistbeard. Along the way, you have to contend with various groups of angry wildlife, some unpleasant traps left behind to deter unwanted visitors, and, at the end, a rather annoyed kraken who wants nothing more than to pick you up, fling you around and splatter you with ink.

    Final Fantasy XIV continues to go from strength to strength. It remains, as it has done since it launched last August, one of my favourite games, and if the strength of this new content is anything to go by, it has a significant amount of life in it. I'm genuinely intrigued to see where the main story is going, and in the meantime I'm really enjoying the other tasks and challenges the game faces me with. And there's some stuff — like the super-challenging endgame raid The Binding Coil of Bahamut — that I'm still barely touching. There is so much to do, and I'm having an absolute blast doing it — not to mention making some good friends in the progress.

    Now, my brain is fried, so I should probably go and get some sleep. It's back to the doldrums of hunting for work tomorrow, though I don't doubt I shall reward myself with an hour or two in Eorzea as the day progresses!

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    1631: GO GAMERS https://imnotdoctorwho.moegamer.net/2014/07/07/1631-go-gamers/ https://imnotdoctorwho.moegamer.net/2014/07/07/1631-go-gamers/#comments Mon, 07 Jul 2014 23:40:22 +0000 http://angryjedi.wordpress.com/?p=6577 The Squadron of Shame forums are coming along nicely — they're pretty much ready for the public to show up and start posting in now, so if you're at all interested in computer and video games and find that places like NeoGAF and its ilk aren't quite fitting your needs — in other words, you … Continue reading 1631: GO GAMERS

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    The Squadron of Shame forums are coming along nicely — they're pretty much ready for the public to show up and start posting in now, so if you're at all interested in computer and video games and find that places like NeoGAF and its ilk aren't quite fitting your needs — in other words, you like to use paragraphs and write posts that include more than ten words at a time — then do feel free to come on over, sign up and start mingling with the rest of the community, who are slowly trickling over.

    Forums are the spiritual home of the Squad, since it's where we, as a group, first came together. But they're also one of the most long-standing parts of the Internet — one aspect of the ever-changing digital world that has actually managed to remain reasonably constant over the course of the last 15-20 years or so.

    I recall my first experience with forums fairly vividly. Our first Internet service provider was CompuServe, one of several providers that, at least initially, didn't offer "true" Internet access, instead opting to provide its users with a gated set of online services exclusively for subscribers. (Full Internet access eventually came later, initially in the form of the ability to send email messages to Internet addresses instead of just CompuServe IDs, and later full-on Web access.) As part of this "gated community", CompuServe offered a swathe of forums on a whole host of specialist subjects. Unsurprisingly, I quickly found an online home in the GAMERS forum — you clicked the "GO" button and typed "GAMERS" to get there — and had my first experience of mingling with the online community.

    The term "online community" these days has a certain number of negative connotations, due in part to the perpetuation of the narrative that the majority of people who post things online are somehow "toxic", and the fact that indeed, some people who post things online are somehow "toxic". But back in its early days, it was a different matter. "Flaming" and "trolling" were established terms, but they tended to be seen fairly rarely. There were extensive glossaries of the then-new emoticons and acronyms that started to creep into everyday usage, and new terms like "netiquette" were coined to describe how you should interact with other people online.

    I honestly can't remember a whole lot about the sort of things I posted and discussed on the Gamers' Forum on CompuServe, but I do remember one thing vividly: I was into Wolfenstein 3-D at the time, and had been experimenting with a variety of mod tools for it, at least partly because I'd been helping a local shareware dealer write his catalogues that included a selection of Wolfenstein add-ons and editors.

    Anyway, yes; I was into Wolfenstein 3-D and had spent quite some time working on a selection of new levels — ten of them, in fact. I uploaded them to the Gamers' Forum's download area for others to have a go at, but didn't think anything more of it and certainly wasn't expecting any feedback or anything.

    Imagine my surprise, then, when I was contacted by a gentleman named Carlton, who claimed to represent Apogee, the publisher of Wolfenstein, and also claimed to be interested in including my levels in an official expansion pack for the game. I'd be paid, he promised, and appropriately credited.

    Frankly, I was at a loss as to what to do at this stage, but after some deliberation and discussion I took a chance and got in touch with Carlton, who took my contact details and promised to be in touch in short order.

    Not a lot happened for a while, but then one day a package showed up. Inside it was a cheque for $200 and three floppy disks — one containing a full, registered version of Wolfenstein 3-D, and two containing the official expansion pack, the Super Upgrades pack. I installed the disks, browsed through the directory containing the game — and sure enough, there were my levels, credited to me. I was a professional game designer.

    And all because of a forum. Pretty neat, huh?

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    1630: Sunday Night https://imnotdoctorwho.moegamer.net/2014/07/06/1630-sunday-night/ https://imnotdoctorwho.moegamer.net/2014/07/06/1630-sunday-night/#comments Sun, 06 Jul 2014 23:42:35 +0000 http://angryjedi.wordpress.com/?p=6575 Unimaginative post title, I know, but it's Sunday night (well, 00:30 on Monday morning, technically) and my brain has pretty much switched off. When I wake up tomorrow, it's back to the doldrums of being unemployed and looking for work — not that that ever really went away over the weekend, but both Andie and … Continue reading 1630: Sunday Night

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    Unimaginative post title, I know, but it's Sunday night (well, 00:30 on Monday morning, technically) and my brain has pretty much switched off. When I wake up tomorrow, it's back to the doldrums of being unemployed and looking for work — not that that ever really went away over the weekend, but both Andie and I have kept ourselves busy enough that there wasn't too much time to worry about stuff like that.

    We painted the spare room this weekend — something we've been meaning to do for a while but haven't really got around to. Andie's going to wallpaper two of the walls since she discovered during the initial decorating process of this place that she's actually quite good at hanging wallpaper. (I, on the other hand, can pretty much guarantee that I will not be any help whatsoever at hanging wallpaper, since I am a clumsy oaf who is not to be trusted with anything that required accuracy and careful placement.) The other two walls have been painted and just need another coat before they're done and dusted.

    We wanted to get the spare room done because we have visitors at the end of the month — my friends Mark and Lynette are coming over from Canada and are dropping in on us for a few days, which will be nice. It'll be the first time I've been able to host visitors and actually offer them a proper spare bedroom in which to sleep, so we figured it would probably be best if we covered over the revolting yellow and dark blue walls the previous occupants left the room with — not to mention the big patch of bare wall where Andie had scraped off some paint having discovered it wasn't clinging to the wall all that well. (A previous occupier had clearly been a heavy smoker, since the wall behind the paint stank of smoke; hopefully we've dealt with that effectively now and won't have to worry about big chunks of paint falling off.)

    Andie also remembered that the inside of the built-in wardrobe in the spare room needed painting, since it was covered in graffiti from what appeared to be a teenage girl. (I guess we know who the smoker was?) The owners before us had had a small child in the bedroom, so I don't think it was their work — I don't think they were really old enough to know what "shagadelic" meant, nor do I think that they had such fickle tastes in men as the writer of said graffiti clearly did.

    Anyway, that's been painted (well, primed) over now and should actually look reasonably nice by the time our visitors arrive. Once that's all done, we just need to do another coat of paint in the toilet and the inside of the house will be pretty much done for the immediate future, though there are bits and pieces we may want to change in the long term, like the rather '70s carpets in several of the rooms.

    The garden is another matter. The previous owners clearly hadn't had much to do with the garden, as it was rather overgrown when we arrived and has only continued to get worse since we've been here. I attempted to tackle the lawn with a lawnmower that my parents helpfully provided, but said lawnmower was regrettably not all that good, flattening the grass rather than actually cutting it, so we have replaced it with a brand new Flymo that should hopefully be a lot easier to manoeuvre as well as actually cutting the damn grass. I'll have the joy of trying that out at some point in the near future. Excitement.

    For now, though, it's time to head to bed, and back to the job hunt tomorrow morning. I really hope this doesn't take too much longer; while thankfully I have a bit of "rainy day" money in the bank — and right now certainly qualifies as the proverbial rainy day — I would rather, you know, save that up to spend on something useful and/or nice than just spend it on the boring necessity of, you know, living. Oh well. We shall see; this whole hideous jobhunting process is not something that, in my experience, you can rush, however much you emphasise the fact that you can start immediately and would really actually rather like to.

    Fingers crossed that there won't be too many of these posts before I can joyfully exclaim that I have a new job. And fingers crossed that said new job isn't rubbish, though with every passing day the fear grows that I will, indeed, end up doing something rubbish.

    We shall see, I guess.

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    1629: Are Pee https://imnotdoctorwho.moegamer.net/2014/07/05/1629-are-pee/ https://imnotdoctorwho.moegamer.net/2014/07/05/1629-are-pee/#comments Sat, 05 Jul 2014 23:44:30 +0000 http://angryjedi.wordpress.com/?p=6573 I've long been an enthusiast of role-playing games — the pen-and-paper kind in this case, not just in the world of video games, though as regular readers will know they are also my favourite form of video game — but I've had one consistent problem over the years: I've barely had the chance to actually play any. I've bought … Continue reading 1629: Are Pee

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    I've long been an enthusiast of role-playing games — the pen-and-paper kind in this case, not just in the world of video games, though as regular readers will know they are also my favourite form of video game — but I've had one consistent problem over the years: I've barely had the chance to actually play any.

    I've bought the Dungeons and Dragons rulebooks from Second Edition onwards and read them cover to cover; I used to have an extensive collection of Vampire: The Masquerade sourcebooks (which I kind of wish I still had); and, this week, toilet reading has been provided by the freely-downloadable Basic Rules for Dungeons and Dragons' Fifth Edition.

    And yet, I've not played any of them, outside of a brief 2nd Edition Dungeons and Dragons campaign back in my school days, another brief campaign early in my university career, and a memorably "freeform" campaign run by a friend using his own simplified, custom system that had an enormous amount of flexibility.

    This is a real shame, since as a creative type who greatly enjoys the act of creating a story, role-playing games are an ideal fit for me, combining, as they do, collective group improvisation and storytelling with a set of structured rules for satisfying, gradual progression over time. The exact form of those rules varies from game to game — Vampire: The Masquerade is very different from Dungeons and Dragons, for example — but the core is the same: it's a group of people getting together, led by a chief storyteller, Dungeon Master, Game Master, whatever you want to call them, and having journeys through their imaginations together. What could be more fun than that?

    I would really like the opportunity to get involved with a game of Dungeons and Dragons (or indeed any other role-playing game) at some point, but times I've attempted to raise the subject in the past with a friend whom I know plays a regular game seem to have fallen on deaf ears. (I'm not entirely surprised; campaigns that have been running for a while can be difficult to slot in new additions partway through, and certain groups prefer to limit their numbers to specific sizes to keep things manageable.) This leaves me with a somewhat more daunting prospect: planning and running my own game, and as someone who only has fairly limited experience of actually playing the game as a player character, the idea of putting together an epic, sprawling fantasy adventure for a group of players to potentially break with their own creativity is something that I'm not sure I'm up to just yet!

    Or perhaps I am. The new 5th Edition of Dungeons and Dragons promises a "Starter Set" with an introductory adventure included, so when that becomes available I might just check it out. And even if I don't play it, it can join the Dungeons and Dragons 4th Edition and GURPS rulebooks on my shelf, providing occasional entertaining reading material when I fancy perusing it — I like reading rulebooks, don't judge me — and hoping that one day they might actually get played.

    Will they? I have no idea. I can dream, though. And if I can just roll a 20, perhaps I can make it reality.

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    1628: Void https://imnotdoctorwho.moegamer.net/2014/07/04/1628-void/ https://imnotdoctorwho.moegamer.net/2014/07/04/1628-void/#comments Fri, 04 Jul 2014 21:54:12 +0000 http://angryjedi.wordpress.com/?p=6571 I don't really have a lot of interesting things to talk about right now, regrettably; I'm in one of those weird sort of "void" periods between meaningful things happening in my life. I'm no longer at my previous job, and I don't yet have a new one. There are a few possibilities of new jobs … Continue reading 1628: Void

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    I don't really have a lot of interesting things to talk about right now, regrettably; I'm in one of those weird sort of "void" periods between meaningful things happening in my life.

    I'm no longer at my previous job, and I don't yet have a new one. There are a few possibilities of new jobs on the horizon, but none have come to fruition as of yet and, on more than one occasion, the possibility of them coming to fruition has been postponed indefinitely as I find myself, frustratingly, waiting for other people for whom I have no direct contact details to get back to me.

    I'm not entirely sure where I'm going to end up, at this rate. As I noted when I left USgamer behind, pursuing further opportunities in the games press as it exists right now appears to be the height of folly. The business is a total mess, and is simply incapable of providing the stability that I need at this point in my life. Plus it's riddled with so many frustrations — some of which I've touched on in these very pages — that I'm not sure I even want to pursue it anyway, even if it did offer a stable career path. But that's a subject for another day, I feel.

    My days right now, then, are filled with not all that much. Browsing for jobs, submitting occasional applications, Atelier Rorona Plus, Final Fantasy XIV. I should get out and go to the gym or go for a swim, but the motivation is sorely lacking right now. I would probably feel better if I did so, and I know that, but something stops me every time. Perhaps it's the prospect of the long bus ride into town — Andie and I only have one car between us, and she uses it to get to work every day, leaving me reliant on public transport while I'm at home. (I'm not complaining about this, by the way — it's just the way things are!) Perhaps it's the fact that up until today, the days have been scorchingly hot and humid, which aren't particularly conducive to the prospect of physical activity. Perhaps it's the fact that I simply don't really want to because I know it's going to be tiring, uncomfortable and painful.

    Or perhaps it's just that perennial bugbear, the old faithful companion, the Black Dog. The thoroughly undesirable situation in which I find myself right now is playing havoc with my mental health, and there are days when I simply don't want to do anything productive. My anxieties about all manner of things manifest themselves in the form of terrible dreams — or, last night, in the form of simply not allowing me to get to sleep at all.

    I do not like it. It's frustrating. It's demoralising. And the really annoying thing is that there's only so much I feel I can do about it at the moment. I can't make these job prospects get back to me any more quickly; I can't magically make myself feel better; I can't summon up motivation out of thin air, as much as I'd like to.

    And so I continue on in the void, hoping someone will turn a light on soon so I can find my way back to some semblance of normality.

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    1627: Further Enthusing on the Subject of Alchemy https://imnotdoctorwho.moegamer.net/2014/07/03/1627-further-enthusing-on-the-subject-of-alchemy/ https://imnotdoctorwho.moegamer.net/2014/07/03/1627-further-enthusing-on-the-subject-of-alchemy/#respond Thu, 03 Jul 2014 23:54:48 +0000 http://angryjedi.wordpress.com/?p=6569 Finally got around to finishing a playthrough of Atelier Rorona Plus today — thanks in part to picking up a copy of the Vita version, which allows you to transfer your save across from the PS3 version, and playing it in the coffee shop when I felt like a change of scenery during a fit of particularly bleak … Continue reading 1627: Further Enthusing on the Subject of Alchemy

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    Finally got around to finishing a playthrough of Atelier Rorona Plus today — thanks in part to picking up a copy of the Vita version, which allows you to transfer your save across from the PS3 version, and playing it in the coffee shop when I felt like a change of scenery during a fit of particularly bleak depression earlier in the day. My opinion of it hasn't changed, but I thought I would enthuse about it once again for those who haven't yet tasted of its joys.

    Rorona Plus is an interesting game, and one with good pacing. Beginning with simple tasks for which the time limit you're given is ample — leaving you with plenty of time to take on other tasks to build up your relationships and reputation in the town — the game gradually progresses in such a way that what is the same amount of in-game time starts to feel more and more claustrophobic. The things you're tasked with making start taking longer to produce, and the journeys outside the workshop to gather ingredients and battle monsters take up longer stretches of time, too.

    Fortunately, to counterbalance this, you have a number of additional systems open up as you progress — you're able to "wholesale" items to the shops around town, allowing you to simply purchase useful "intermediate step" ingredients for more complex recipes rather than having to make them every time, and Rorona gets an assistant who can either be sent out to gather ingredients or craft items independently or Rorona. I must confess I didn't make nearly enough use of these facilities in my first playthrough, but you live and learn; I now recognise that in order to get everything done to such a standard as to unlock the numerous alternative endings to the game, it's necessary to make heavy use of them.

    Herein lies the interesting thing about Rorona Plus: despite having the trappings of a conventional Japanese role-playing game, the meat of the gameplay is actually more about management and strategy. In order to see the most success, you'll need to plan your time effectively, and set up systems in order to save time whenever possible. Some of these can be constructed yourself — a furnishing system added in the Plus version allows you to build various items that confer helpful benefits on Rorona and her party — while others, such as the aforementioned wholesale and assistant systems, unlock naturally as you progress in the game, though some can be unlocked sooner if you trigger certain events more quickly.

    I'm looking forward to playing through the game again knowing what I know now — plus I believe some stuff can be carried over to another playthrough — and seeking out the other endings. Whether or not I'll go for all of them remains to be seen — I'm keen to play the rest of the series, after all! — but I've had a blast so far, and I'm happy that there's plenty more where that came from.

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    1626: Quest for the Animus https://imnotdoctorwho.moegamer.net/2014/07/02/1626-quest-for-the-animus/ https://imnotdoctorwho.moegamer.net/2014/07/02/1626-quest-for-the-animus/#respond Wed, 02 Jul 2014 22:46:55 +0000 http://angryjedi.wordpress.com/?p=6567 We're counting down the days until Final Fantasy XIV's third major patch, Defenders of Eorzea — and in the meantime, a lot of us are trying to get as much of the previous time-consuming stuff done as possible. For a lot of people — those who have reached the endgame, anyway — this is the long and convoluted process … Continue reading 1626: Quest for the Animus

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    We're counting down the days until Final Fantasy XIV's third major patch, Defenders of Eorzea — and in the meantime, a lot of us are trying to get as much of the previous time-consuming stuff done as possible.

    For a lot of people — those who have reached the endgame, anyway — this is the long and convoluted process of acquiring and subsequently upgrading your "Relic" weapon. It's a questline that was originally available in Final Fantasy XIV's 1.0 incarnation which was then rejigged, tweaked and revamped for when A Realm Reborn launched. Over the course of the last few patches, it's continued to expand — and in the process, it's created a highly memorable gaming experience, albeit one that will drive some people to madness.

    Here's how it works. After beating the game's main scenario (as it existed in the base game when it launched), you can visit a smith named Gerolt in the North Shroud. Gerolt was once a master weaponsmith, but in the years since the Calamity it seems like he is now more frequently to be found at the bottom of a bottle than hammering out a masterwork. Until you show up, that is, having heard rumours of a legendary weapon.

    Through a somewhat convoluted series of events that see you finally tracking down the relic — which is broken, naturally — and then defeating a series of increasingly ridiculous opponents in order to acquire the ingredients necessary to repair it, you find yourself with a new incarnation of one of the legendary weapons of yore.

    But that's not where it ends. Acquire enough of the mysterious elixir Thavnairian Mist, and you can infuse your relic with additional power, turning it into its Zenith incarnation and giving it a rather fetching glowy effect in the process.

    This used to be where the questline ended, leaving you with a level 90 weapon — one of the most powerful in the game at the time it launched. But then came the Zodiac Braves questline, during which you hear tell of the exploits of a band of legendary warriors and hope to use the information to upgrade your weapon further.

    The first step in this process is to acquire twelve Atma, strange crystals that very rarely drop in all places around the realm of Eorzea. In gameplay terms, in order to acquire these, you'll need to complete the public quests (known as FATEs) in specific locations. Each FATE you complete with your Zenith relic equipped has a low chance of dropping the Atma for that location, and there are twelve in total. There are all manner of conspiracy theories about whether or not there's a way to game the system or if you really are at the mercy of the random number generator, but you'll get there eventually.

    Once you've collected twelve Atma, they're infused into your Zenith weapon, turning it into an Atma. It loses its shiny glow, but changes appearance slightly in the process — in the case of my Black Mage's Stardust Rod, for example, the orb on the end which used to glow purple now glows in rainbow colours. It's not any more powerful, though — it's the next step in the process that makes the Atma weapon unique.

    Continuing your research into the Zodiac Braves, it transpires that a number of books detailing the exploits of these legendary warriors are available, but the one who holds them isn't going to let them go cheap. Specifically, she's charging 1,500 Allagan Tomestones of Mythology — mysterious items left over by the 5,000-year old Allagan civilisation that are used as currency in certain parts of Eorzea — per book. And there are nine books to look into, each of which tasks you with a series of Trials of the Braves to follow in the footsteps of the legendary warriors. In gameplay terms, this means there are a number of tasks for you to complete, ranging from defeating specific monsters around the world to discovering and completing specific FATEs and other quests. Once one book is completed, your Atma weapon receives a small upgrade. When all are completed, the combined knowledge from the books  turns your weapon into its Animus form.

    This is what I'm working towards at the moment. It's a long and time-consuming process and, frankly, a massive pain in the arse — Mythology Tomestones are acquired at quite a slow rate, so don't expect to be blasting out all those books in a weekend, unless you weren't planning on sleeping at all.

    But at the same time, it's really quite satisfying. The upgrades you receive from completing a book are small but noticeable, and the prospect of an even more powerful weapon at the end of the process is a strong incentive to continue. Plus it helps give a feeling of "attachment" to this weapon you've put so much work into — it's something special that you've worked on, and it's become "your" weapon rather than just another item. This feeling further continues during the next phase of the process — upgrading the Animus weapon into a Novus — during which you have a strong degree of customisation over how your finished (for now, anyway) weapon will end up.

    And, importantly, it's optional. If you don't think you'll be able to deal with the grind, you don't have to. There are plenty of other means of acquiring powerful weapons in the game — though expect to be challenging some of the game's toughest encounters in order to do so. Many people, even knowing how much work goes in to one of these weapons, are still voluntarily starting down the long road, though — and, as painful as the process can seem at times, it's something which you and your friends can bond over and swap war stories about.

    Despite its negative aspects, then, I rather like it; it gives a feeling of investment in your character's development even after the experience points and levels have stopped flowing. It gives you a feeling of attachment to your weapon, much like characters in fantasy epics, or indeed the Zodiac Braves whose trials you're pursuing. And when you finally reach one of the important milestones in the process, good Lord is it satisfying.

    Will I reach Novus or even Animus before patch 2.3 arrives — possibly bringing with it another step in the upgrade process? I have no idea, but I'm working on it, with my in-game friends cheering me on every step of the way.

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    1625: From the Subconscious Mind https://imnotdoctorwho.moegamer.net/2014/07/02/1625-from-the-subconscious-mind/ https://imnotdoctorwho.moegamer.net/2014/07/02/1625-from-the-subconscious-mind/#respond Wed, 02 Jul 2014 00:15:23 +0000 http://angryjedi.wordpress.com/?p=6564 I had a weird dream last night, or possibly this morning, I'm not sure. It's been a while since I had a truly weird dream, so this one sort of stood out a bit. It wasn't quite a nightmare, but it wasn't a particularly pleasant experience, either. It was vivid, though, and unlike a lot of dreams … Continue reading 1625: From the Subconscious Mind

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    I had a weird dream last night, or possibly this morning, I'm not sure. It's been a while since I had a truly weird dream, so this one sort of stood out a bit. It wasn't quite a nightmare, but it wasn't a particularly pleasant experience, either. It was vivid, though, and unlike a lot of dreams it appears to have stayed in my memory for longer than five minutes after it happened.

    I'm not sure if there was a "setup" to the situation in which I found myself, but I was in a play. I was convinced it was Twelfth Night (which I have both been in and directed on two different occasions) but it clearly wasn't, because I was playing a character called Lord Parry, who is not in Twelfth Night. I was then half-convinced that it was The Wizard of Oz (which I have also been in) but there is not a character in that called Lord Parry, either. (I played both Uncle Henry and Lord Growlie, both of whom only appear in the stage version and are consequently largely unknown to anyone who has only ever seen the movie.)

    Anyway, the point was, I was in some sort of play. And I wasn't ready for my scene. I wasn't in costume. For some reason, I found myself putting on a suit, even though I knew somewhere inside me that the suit wasn't my costume. I did up my tie and was ready, and realised that it was time to get on stage, but that I was at the wrong end of the theatre. I had to run downstairs and get into the backstage area — quite why I wasn't getting changed in the backstage area is a mystery I guess we'll never solve — and prepare to go on, but I was suddenly hit with stage fright.

    This wasn't normal stage fright. I realised that I had forgotten my lines and cues — and wasn't sure that I knew them at all in the first place. I found a copy of the play lying backstage and tried to flip through to where the on-stage actors had got to, but was completely unable to find it, however frantically I searched. In the meantime, I could hear what was clearly a cue — someone calling Lord Parry's name. It came again, and I still wasn't ready. Eventually, the actors on stage started improvising — initially with some simple lines that drew giggles from the audience, eventually culminating in what appeared to be a full musical number that they had collectively pulled out of thin air.

    Meanwhile, I was still backstage, frantically leafing through the book, hoping to find my scene, when I realised that I was fully visible to the audience. I was standing behind a chest-high wall — possibly a bookcase or something? — and I looked up to see the audience gazing at me, or were they paying more attention to the increasingly elaborate improvisations of my castmates on stage?

    Eventually, the on-stage shenanigans had deviated so far from the plot of the play that it had become absolutely impossible for me to make an entrance, so I simply ran. And then I woke up.

    How odd. Not the most pleasant thing to experience, but equally a peculiarly fascinating incident. And probably one that has disappeared into my subconscious, never to be seen again.

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    1624: False Start https://imnotdoctorwho.moegamer.net/2014/06/30/1624-false-start/ https://imnotdoctorwho.moegamer.net/2014/06/30/1624-false-start/#comments Mon, 30 Jun 2014 22:05:31 +0000 http://angryjedi.wordpress.com/?p=6561 Hello. How was your day? Mine was almost entirely wasted, unfortunately. I was all set to have a second interview for a job I've been pursuing recently. I took a shower, got suited and booted, went to the toilet several times as my stomach became increasingly agitated thanks to the nervousness that comes with a … Continue reading 1624: False Start

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    Hello. How was your day? Mine was almost entirely wasted, unfortunately.

    I was all set to have a second interview for a job I've been pursuing recently. I took a shower, got suited and booted, went to the toilet several times as my stomach became increasingly agitated thanks to the nervousness that comes with a job interview situation, left the house, caught the bus, caught the train, had a sandwich, took a taxi to my place of prospective employment… and then waited.

    And waited some more. And then a bit more still for good measure. (Rolf Harris was declared guilty of indecent assault while I was waiting. I knew because the place I was at had the TV on in the reception area, and also Twitter was all over it before the Americans woke up and started complaining about whatever "Hobby Lobby" is.)

    The time of my interview came. I asked where my contact was. No-one seemed to know, and it appeared that my contact didn't even normally work on that site. A call was put in; my contact's voicemail was reached, a message was left.

    The time of my interview went. Still nothing. Rolf Harris was still guilty. Oscar Pistorius was declared free of mental illness, so his trial would continue. (News again. Twitter didn't appear to notice this one.)

    Nearly an hour passed, but I patiently waited. I didn't want to be the guy who obliterated his chances by walking out of the door when in fact there was a perfectly reasonable explanation for the fact my contact had apparently vanished off the face of the Earth.

    And indeed there was; they were sick. A member of the recruitment team came down and found me, spewed a string of apologies made from seemingly pure guilt — I didn't mind, really; there's nothing much that can be done if someone is ill — and assured me that the interview would be rearranged for another day. I politely thanked them for letting me know, reassured them that I wasn't angry or upset at the fact I'd travelled quite a way and had been waiting quite a while — I really wasn't — and indicated that I looked forward to the true main event, whenever it would actually happen.

    Then I walked back to the station — I didn't know a taxi number, and it was only about a half-hour walk, caught a train, grabbed a coffee and a slice of cake, caught a bus and returned home. Now here I am. (Actually, I've been here quite a while; I wasn't out until 11 in the evening.)

    Oh well. A wasted day, then, but not one that I feel particularly embittered by. It could be a blessing in disguise, anyway; now I have more time to prepare for the interview. Though I'm sure that even with this blessing, I'll still wake up on the day of the new interview, take a shower, get suited and booted, go to the toilet several times as my stomach becomes increasingly agitated thanks to the nervousness that comes with a job interview situation, leave the house and proceed much as things unfolded today.

    At least things are happening, I guess. Let's hope they lead to something a little more… conclusive soon.

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    1623: Attack on Twintania, Part 1 https://imnotdoctorwho.moegamer.net/2014/06/30/1623-attack-on-twintania-part-1/ https://imnotdoctorwho.moegamer.net/2014/06/30/1623-attack-on-twintania-part-1/#comments Mon, 30 Jun 2014 01:34:29 +0000 http://angryjedi.wordpress.com/?p=6559 Further to yesterday's post, I had the good fortune to spend a bit of time in Turn 5 of the Binding Coil of Bahamut in Final Fantasy XIV this evening, courtesy of my good friends in my Free Company — the "guild" of other people I play with on a regular basis. Although Coil goes beyond Turn … Continue reading 1623: Attack on Twintania, Part 1

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    Further to yesterday's post, I had the good fortune to spend a bit of time in Turn 5 of the Binding Coil of Bahamut in Final Fantasy XIV this evening, courtesy of my good friends in my Free Company — the "guild" of other people I play with on a regular basis. Although Coil goes beyond Turn 5 now, there are still a number of people who are yet to clear it, and I'm one of them — so part of this evening was set aside as some training time to get to know the encounter a bit better. We didn't clear it, but we made some good progress.

    What follows, then, is an account of how the fight went, written (hopefully) in a means through which a non-MMO player can understand what is going on. I found it an exciting experience — and if you've never tried it, you learn something about what high-level play in a massively multiplayer game like Final Fantasy XIV is all about.

    Turn 5 of the Binding Coil of Bahamut focuses entirely on one encounter: eight comrades-in-arms against an ancient dragon named Twintania, put there by the ancient Allagan civilisation to do their bidding. Actually, to be exact, it's eight comrades-in-arms against an ancient dragon named Twintania and her three friends, but said three friends aren't nearly as much of a threat.

    The fight began with our de facto leader the paladin — a strong defensive fighter whose strengths lie not in doing a lot of damage, but instead in keeping the attention of enemies off the more fragile members of the party — charging in and provoking Twintania and her allies. The remainder of the group then followed — at a safe distance for those members such as myself, who were able to inflict damage from a distance — and concentrated on dealing with Twintania's three friends. Meanwhile, we were fending off attacks from Twintania and her companions — fiery rings that dropped on the floor and hurt a lot if you didn't get out of them as quickly as possible when they fell on you.

    Once the three smaller dragons were down, the group turned its attention to Twintania proper, gathering around her with a strong defensive fighter at the front and another defensive fighter at the side, accompanied by our Scholar's fairy companion Eos. The group aggressively attacked Twintania until one of the three Neurolink devices around her neck dropped to the floor, at which point the real fun was about to begin.

    A curious "blip-blip" sound — perhaps from the Neurolink? — heralded the imminent arrival of a fireball attack from Twintania on a member of the party. No-one knew who these attacks were going to target, but as soon as the telltale signs appeared, they ran to the defensive fighter and fairy standing to one side of Twintania and shared the damage with their two companions — a direct hit without the support of others would have meant instant death.

    As the healers frantically worked to help those hit by the fireball recover, the rest of the group prepared for another troublesome ability Twintania had up her sleeve: the ability to summon a terrible conflagration and trap a combatant within. The telltale "blip-blip!" sound came again, but this time with a different marker; its appearance signalled that the victim was about to become caught in a fiery prison, and would need their companions to break them free before it exploded.

    Sometimes, despite our best efforts, it was impossible to break through the Conflagration before the next fireball attack came, but here it was possible to take advantage of a curious property of the Conflagrations: while those caught within were completely immobilised, it was possible to break in from without, and despite the temporary incapacitation, a Conflagration provided surprisingly good shelter and respite from the relentless fireballs.

    After successfully dealing with this tense situation for some time, Twintania took to the skies and flew off. Had we driven her away? Of course not; this was just the beginning.

    A second Neurolink fell from Twintania's neck; the signal that we had to move into a recessed part of the platform upon which we were standing — actually the right hand of the dormant dragon god Bahamut, who wreaked havoc on the realm of Eorzea five years previously. Keeping a careful eye on the dragon revealed when she was likely to swoop across our battleground, attempting to kill us off with her "divebomb" attack. Fortunately, staying nimble on our feet meant it was eminently possible to stay out of the way of these deadly swoops, and instead focus our attention on some new friends: three snake-like creatures, one of which was known as Asclepius and the other two of which were known as Hygieia.

    Although terrifying and against the principles of everything we'd trained for up until this point, the party stood firm directly in front of these three new opponents, eyes occasionally darting to the sky in case Twintania decided to swoop in once more. We weakened the two Hygieia without killing them, then set to work on the Asclepius — and then Twintania resumed her assault. Once again, some nimble footwork saw us dodge all but one of the deadly swoops — the last of which knocked me clean across Bahamut's palm, but thankfully didn't finish me off — and it was time to deal with two more Hygieia that had appeared to join the fray.

    Muttering an incantation under my breath, I summoned all my willpower and unleashed my Limit Break skill, calling down a shower of meteorites to pelt Asclepius and its four children with devastating, fiery projectiles. The two weakened Hygieia fell to the assault, enfeebling Asclepius, the two remaining Hygieia and the brave frontline paladins in the process. It wasn't long before the other two Hygieia fell, weakening Asclepius further in the process, and shortly after the larger snake was also defeated.

    By this point, Twintania was obviously furious and preparing for some sort of last-ditch "ultimate" attack. We had but moments to dart for the safety of the fallen Neurolinks on the ground — and then to hope and pray as the room was filled with the brilliant white light of an aetheric explosion.

    Not all of us survived the blast, and it wasn't long after this that Twintania's summoning of deadly whirlwinds finished the rest of us off. We collapsed to the ground — beaten for now, but determined to return once we had gathered our strength and prepared once again for the deadly conflict — and Twintania lived to fight another day.

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    1622: Another Turn in the Coil https://imnotdoctorwho.moegamer.net/2014/06/29/1622-another-turn-in-the-coil/ https://imnotdoctorwho.moegamer.net/2014/06/29/1622-another-turn-in-the-coil/#respond Sun, 29 Jun 2014 01:54:34 +0000 http://angryjedi.wordpress.com/?p=6557 The Binding Coil of Bahamut is — or at least was — the most daunting challenge in Final Fantasy XIV. Originally designed as an 8-player multi-part raid to challenge the very best of the best players, Coil, as it tends to be known by the denizens of Eorzea, is now something of a shadow of its former self, with the … Continue reading 1622: Another Turn in the Coil

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    The Binding Coil of Bahamut is — or at least was — the most daunting challenge in Final Fantasy XIV. Originally designed as an 8-player multi-part raid to challenge the very best of the best players, Coil, as it tends to be known by the denizens of Eorzea, is now something of a shadow of its former self, with the toughest challenge now being posed by the imaginatively named The Second Coil of Bahamut.

    The reason why it's a shadow of its former self is twofold: firstly, the average equipment level of most endgame players in Final Fantasy XIV is now considerably higher than it was when it first launched and Coil was the hardest thing in the game; secondly, you're now provided with a buff called "The Echo" upon entering, which boosts your HP, damage, healing and a few other bits and pieces by 15%. Second Coil has no such buff, but it will have one in the future, when Third Coil, or whatever comes next, is released — and so on as the game gradually ups the stakes time and time again.

    This is a clever and sensible move on the part of producer Naoki Yoshida and his team. The Binding Coil of Bahamut, despite still being a very challenging set of mini-dungeons and boss fights even with the Echo buff, is part of Final Fantasy XIV's overarching story. Working your way through it provides you with information about the ancient Allagan civilisation, whom you keep discovering artifacts of throughout your travels, and also what the main recurring villains of the piece — the Ascians — are up to. It also provides a tantalising glimpse at what really happened to the dragon-like god Bahamut as part of the Calamity — the in-game, in-lore justification for the shutdown of Final Fantasy XIV's version 1.0 incarnation in 2012 — and what the artificial moon Dalamud was actually hiding inside itself besides Bahamut.

    All interesting stuff, I'm sure you'll agree — well, you might not, but humour me. To put it another way, it's all stuff that people who are interested in the detailed lore and worldbuilding of Final Fantasy XIV will probably want to experience. And through the gradual "nerfing" of it as new content arrives, eventually everyone will be able to make it through Coil and see what's what — just some people will do it sooner than others.

    Anyway, the reason I bring this up tonight is that I've been doing a bit of Coil myself this evening. This is something of a big step for me, as I've previously only ever set foot inside that place in the company of my comrades from my Free Company. With a lot of high-level content in any MMO — not just Final Fantasy XIV — it's assumed that you know what you're doing when you step inside, and that you won't mess things up, because in many cases one mistake can bring an entire eight-person team crashing to its knees.

    This is, I'm sure you'll appreciate, an enormously daunting prospect, particularly for someone like me, who sometimes lacks confidence in himself. But tonight I not only voluntarily went into Coil "solo" (to be automatically matched up with seven other random players), I also did so on White Mage, a healer class, rather than my "comfort zone" (and main) class Black Mage. And while there were a couple of aborted attempts — largely due to poor party makeup rather than anyone making any horrendous mistakes — there was none of the rage, none of the aggression, none of the elitism that can make playing through difficult content even more daunting than it already is. On the whole, it was actually quite a pleasant experience, despite being challenging — and I was rewarded for my efforts, too, with a new ring for my Paladin and some new boots for my White Mage. Score!

    I'm always secretly pleased with myself when I overcome a fear like that. Because although Final Fantasy XIV is just a game, and I understand that, the anxiety and fear I feel from social situations is as real online as it is when I'm getting tongue-tied trying to make small talk with someone I don't really know. My ticking that box in Duty Finder, queueing up and then repeatedly going back into Coil this evening might not sound like much, but believe me when I say it was actually quite a big step for me in terms of self-confidence.

    And who says games can't do any good?

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    1621: Requiem for a Dead Game https://imnotdoctorwho.moegamer.net/2014/06/28/1621-requiem-for-a-dead-game/ https://imnotdoctorwho.moegamer.net/2014/06/28/1621-requiem-for-a-dead-game/#comments Sat, 28 Jun 2014 00:25:35 +0000 http://angryjedi.wordpress.com/?p=6555 Pour one out, if you will, for Blur. Longtime readers may recall that I was rather enthusiastic about Blur when it first came out — largely for what I thought at the time was a good example of how to use "social features" effectively. Of course now, in 2014, "social features" are everywhere in games and have a … Continue reading 1621: Requiem for a Dead Game

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    Pour one out, if you will, for Blur.

    Longtime readers may recall that I was rather enthusiastic about Blur when it first came out — largely for what I thought at the time was a good example of how to use "social features" effectively. Of course now, in 2014, "social features" are everywhere in games and have a habit of getting in the way more often than not, so I'm not entirely sure I still feel the same way, but Blur certainly had a lot going for it.

    Looking back on my past entries, I realise that I never really waxed lyrical about what a remarkable game Blur truly was, though. I talked a bit about its developer Bizarre Creations — Blur was to be one of its last games — but not about what made Blur special.

    For the unfamiliar, Blur was a racing game. Nothing unusual for Bizarre Creations, who had previously given us the wonderful Metropolis Street Racer on Dreamcast, which was succeeded by the Project Gotham Racing series on Xbox platforms. Both Metropolis Street Racer and Project Gotham Racing struck a good balance between the realism of "driving simulator" games such as Gran Turismo and Forza Motorsport, and the more arcadey thrills of titles like Ridge Racer and its ilk. Stuffed full of real-world cars screeching around beautifully depicted real-world locations mapped in what was considered for the time to be almost "photo-realistic" detail, both Metropolis Street Racer and Project Gotham in its various incarnations places a strong focus on driving stylishly in order to gain "kudos". Powersliding around corners, overtaking your rivals, getting air off the crest of hills — all of it would add to your kudos bank, and there was an extremely addictive high score-chasing thrill to it all.

    Blur, meanwhile, took the Project Gotham formula and added a twist that took it further from sim territory and well into the realms of arcade silliness. Although still involving real-life cars screeching around real-world locations, Blur went that extra step and incorporated power-ups too. Powerups that let you shoot homing missiles at your opponents, or rapid-fire bullets, or send out devastating shockwaves, or simply boost past your rivals while flipping them off.

    Sound familiar? Sound a bit like Mario Kart? That's because Blur pretty much was Mario Kart, albeit with much more realistic visuals and less fantastic tracks. It was genuinely something that hadn't really been done before — there had been automotive combat games, but they tended to focus on destruction derby-style gameplay rather than racing with powerups — and thus it was immediately memorable.

    And the multiplayer! My goodness, what a fantastic experience that was. Shamelessly lifting Call of Duty's system of experience levels and unlocks, Blur's multiplayer rewarded repeat play by providing you with all manner of ways to customise the way you play, as well as a selection of new cars to enjoy. The game was well-balanced, though, in that having a high rank didn't necessarily confer you an advantage as such, just more options from which to choose. It was enormously addictive and, for someone like me who generally doesn't enjoy competitive multiplayer games all that much, enjoyable for a surprisingly long time.

    I booted the PC version up today after having a bit of a hankering to play again, and out of curiosity I fired up the multiplayer mode. There were four people online. Not four hundred, not four thousand; four. These people appeared to be actively playing, mind you, but it was certainly a far cry from the hundreds of people who used to populate the game. I admire their dedication to the game, but I also feel a bit sad that here we have an unfortunate aspect of the fast-moving nature of the modern games biz: Blur is unlikely to ever see a great deal of action as a multiplayer game again, making one of its best features now almost worthless. It's a crying shame; Blur was sent out to die by Activision rather than being promoted properly — conspiracy theories have it that the company wanted an excuse to get rid of Bizarre Creations — and consequently never really had a chance to develop an active, long-life multiplayer community.

    If I had a tad more influence, I'd do my best to try and gather people together for one last race around the game's courses. But given that the PC version no longer appears to be available anywhere and the Xbox version requires an Xbox Live Gold subscription — which I no longer have — that's something easier said than done.

    I guess, then, that the good experiences of playing Blur multiplayer will have to live in my memory. The single-player is good — and still playable — but nothing quite compared to the thrill of taking on human opponents. It's a pity very few people will have the opportunity to enjoy that, and I'm glad I had the chance to do so when the game was most active.

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    1620: Community Matters https://imnotdoctorwho.moegamer.net/2014/06/26/1620-community-matters/ https://imnotdoctorwho.moegamer.net/2014/06/26/1620-community-matters/#comments Thu, 26 Jun 2014 23:19:31 +0000 http://angryjedi.wordpress.com/?p=6553 The Squadron of Shame, the "gaming book club" that was born on the 1up Radio message boards and has subsequently lived in several places across the Internet, has moved house again. We now have our own forum here — though if Squad co-founder "Beige" gets things sorted, we'll have either that forum or a variation … Continue reading 1620: Community Matters

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    The Squadron of Shame, the "gaming book club" that was born on the 1up Radio message boards and has subsequently lived in several places across the Internet, has moved house again. We now have our own forum here — though if Squad co-founder "Beige" gets things sorted, we'll have either that forum or a variation thereof on our own domain before long, which will be nice.

    Forums aren't all that fashionable these days, though they are still used somewhat, particularly for communities relating to specific software companies or even individual games. I can't say I've used one for a very long time indeed now, but having gotten back into the swing of posting on one thanks to the new Squadron of Shame boards, I can honestly say I've missed them.

    The reason? They're completely different to the way modern social media works. While you may think that social media would be the ideal place to begin discussions and have in-depth conversations, in actuality modern social media is not at all well-suited for this task. Whereas many forums have long-life conversational threads that stick around for months or even years, the very nature of social media means that posts are transient — they're there one moment, gone the next, replaced by a cat picture, some vapid meme or One Of Those Clickbait Headlines That Makes Poor Use Of Headline Case And You Just Won't Believe. And while certain social media posts can attract a long string of comments and stick around for a while due to consistent interest — the reason why Facebook steadfastly refuses to organise posts in chronological order is because of this, if you were wondering — they'll still fall away far quicker than an equivalent topic on a forum.

    This is fine for the sort of vapid nonsense that people post on Facebook and Twitter on a daily basis, but less ideal for more long-form discussion on more specific topics — such as the sort of thing we like to stroke our collective chins over at the Squadron of Shame. Now I know that many existing, well-established forums in 2014 — long-standing gaming forum NeoGAF is a good example — have proportions of the community that do not like seeing "walls of text" (even when they use paragraphs and punctuation and everything), but the fact is that forums are ideally suited to long-form discussion and thoughtful discourse. They're not instant messages, they're not time-sensitive, they're not places to post "fire and forget" comments that you never look at the responses to — they're places for asynchronous communication between people of similar interests, and an excellent means of having far more detailed discussions than is possible on social media in its current form.

    Social media is crowded. Social media is noisy. Social media is like stumbling into the middle of a party, slightly drunk, and shouting whatever you feel like and hoping someone hears it. And, sometimes, that's fine, and can lead to beautiful interactions, friendships and even relationships. (I'm sitting in this house with the person I own it with because of Twitter.)

    But a forum is like getting together a group of people with common interests — depending on the number of participants, it can be like a book club, a seminar or a large-scale gathering — and having a civilised, peaceful, thoughtful discussion on a particular topic. (Usually, anyway. This isn't to say forums are drama-free, but there's a lot less of the attention-seeking passive-aggression that's often seen on social media for the most part in my experience.)

    As I said above, I'm not sure whether the Squadron of Shame will be staying on that free forum software for now or whether we'll be moving to our own site. But either way, the shift — or should I say shift back, since that's where the group was born — to a forum-based means of discussion has so far proven popular, and I think it will be good for the group in the long term.

    If you're interested in joining us to talk about underappreciated and overlooked games, both new and old, drop by our new home and say hello.

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    1619: Reflections on Working in the Games Press https://imnotdoctorwho.moegamer.net/2014/06/26/1619-reflections-on-working-in-the-games-press/ https://imnotdoctorwho.moegamer.net/2014/06/26/1619-reflections-on-working-in-the-games-press/#comments Thu, 26 Jun 2014 00:13:53 +0000 http://angryjedi.wordpress.com/?p=6550 As I've noted a few times recently, my time with the games press is shortly coming to an end and, short of an amazing offer coming my way that I'd be a complete idiot to turn down, I'm not going to be pursuing further work in that enormously competitive industry. It's fairly unlikely I'll be pitching … Continue reading 1619: Reflections on Working in the Games Press

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    As I've noted a few times recently, my time with the games press is shortly coming to an end and, short of an amazing offer coming my way that I'd be a complete idiot to turn down, I'm not going to be pursuing further work in that enormously competitive industry. It's fairly unlikely I'll be pitching many freelance pieces, either, although I may find the time to do a few in between other things.

    Since this is largely, then, the end of my career in the games press, I feel it's probably an appropriate time to reflect back on my time doing it and what, if anything, I've gained from it.

    Let me preface this by saying that working in the games press was something of a lifelong dream for me, ever since I grew up with both my father and brother working for Atari magazines. My brother John, when he left home, began working on various magazines over the years and built a career for himself that eventually culminated in high-profile positions at 1up and Gamespot as well as the launch of his own site, the sadly defunct What They Play. His career was an inspiration to me that I hoped, one day, to be lucky enough to follow in the footsteps of. Because, frankly, there's a significant amount of luck involved in getting anywhere in the games biz… much as there's a significant amount of luck involved in not suddenly finding yourself without a place of work.

    I contributed a number of pieces to various publications over the years as I proceeded through school and on to university. I wrote reviews and articles for the same Atari magazine my father and brother did; I wrote reviews and walkthroughs for UK games magazine PC Zone (may it rest in peace); I wrote tips books and guides for The Official UK Nintendo Magazine, in the years before… well, let's just say we don't see eye to eye. But I didn't seriously pursue a full-time career in the business — it didn't seem like something feasible, and in the meantime I was at university studying and trying to work out what I was going to do with my life. (I opted for teaching, which turned out to be a Bad Choice from a mental health perspective.)

    Whizz forward a number of years and I'm in a bad place. My wife has left me and I'm staring down the oblivion of my life as I knew it. But there was a small glimmer of hope — I was writing for a small site named Kombo. Kombo didn't pay particularly well — certainly not enough to live on — but it was something. I was writing professionally, gaining some important and helpful experience and getting great feedback. It was a start.

    Eventually, Kombo folded and, through various combinations of circumstances, I found myself working for GamePro, a site and magazine that my brother had been in charge of previously, but had since moved on to pastures new. My work for GamePro was initially sporadic and occasional, but over time it grew to a proper part-time gig and eventually a full-time position on a wage I could actually live on.

    I had to make a choice partway through my time with GamePro, though. I had an interview with a software company in London, who actually offered me the job. At the same time, GamePro offered me the full-time position. The wages were similar, but the software company required me to move to London (expensive, plus not exactly friendly to my then-burgeoning relationship with Andie, with whom I now own a house) whereas the GamePro gig allowed me to work from home.

    It seemed like a simple choice. I turned down the software company and told GamePro I'd continue working for them full-time. Eventually, I got to a position financially where it was practical for me to leave home again and start living with Andie.

    All appeared to be going well for a while, until the collapse of GamePro one December. It was a quiet death; I came down to start work one morning, checked my email and discovered a message thread already in progress with everyone seemingly panicking about what was going on. The site was closing, it seemed, and so was the magazine. Everyone was being laid off. There was nothing we could do.

    Thankfully, a former colleague at GamePro was working for a business-facing site that focused on mobile and social games, and she offered me regular work for a very generous pay package indeed. Mobile and social are two of the most objectionable parts of the video games industry for numerous reasons, but work was work and the pay was great for what I had to do, so I sucked it up and continued, happy that I had the opportunity to write and still leave myself time to pursue other interests.

    But it didn't last.

    I realised something was wrong with the site when all my colleagues suddenly announced their departure within a day or two of one another. The new management who had taken on the site were… not great, to say the least, and it was looking very likely that the generous pay packet I'd become accustomed to every month was soon to shrink to literally less than a tenth of its size.

    I jumped ship. Fortunately, around the same time this was all happening, a former colleague from GamePro got in touch about USgamer and, well, you know the rest. Now, almost exactly a year after the site officially launched, I'm staring down unemployment, again through no fault of my own, but due to a shift in the way the site is doing business.

    I've worked hard for every outlet I've had the privilege to work for professionally. I've graciously accepted feedback to improve my work — a particular shout-out to Mr Jason Wilson (formerly of GamePro, now of VentureBeat) here, whose copy-editing skills helped me refine my craft in a way no other editor had done in the past — and made an effort to improve and challenge myself as and when I can.

    And yet even with a work ethic like that, there's no guarantee of a stable job. Each time a site folded or restructured and left me without a position, I've effectively had to start again from scratch, often with a big gap of unemployment leaving an unsightly hole on my CV in the meantime.

    For me, this isn't an acceptable or desirable way to live. I cannot, in good conscience, look for another job in the games press knowing the inherent instability and volatility of the business, particularly now I'm a homeowner and having no money has even more severe consequences than in the past. My dream is crumbling into dust, but it's been crumbling that way for a while now; what I really wanted to do, it turns out, was to write for magazines, but that hasn't been an especially viable option for many years now, thanks to the Internet and the way in which we consume media these days.

    More importantly, the way in which outlets make money — you know, with which to pay their staff — has changed. Readers on the Web expect their content for free — attempting to get people to pay money for text is a losing battle. As such, there just isn't the same amount of cashflow coming in as when a magazine is pulling in money from every sale from the newsstands. It also leads to "clickbait" articles, whether these are top 10 lists designed to encourage readers to read, agree and/or disagree, or provocative, inflammatory op-eds about whatever social justice issue is on the Tumblr sociologists' radar this week. Overall quality of content suffers as a result, and good quality writing about specific subjects goes all but ignored, leaving the games press a shadow of what it could be, and all outlets looking like slightly reskinned versions of each other.

    And then there's the growth of video to consider, too, but that's probably a matter to discuss another day.

    In other words, then, a career in the games press is simply not a viable option for me any more. Eternal respect and well-wishes to my peers out there who can make it work — whether on a salaried or freelance basis — but I simply can't do it any more with my current life situation. It's sad, but oddly I'm less cut up about the death of my dream than I thought I would be; it's become increasingly apparent over the course of the last four years that the games press I've been working in is not the same games press that I wanted so desperately to be a part of for so long. That games press is long-dead, replaced by something very different that I'm not entirely sure is sustainable in its current form.

    But it's not my problem any more. I wash my hands of it all. I'll continue to write about games on my own time, for the love of it, and if I can make a bit of money off it, so much the better. But career-wise? I'm looking elsewhere. And I'm not looking back.

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    1618: The End of a World https://imnotdoctorwho.moegamer.net/2014/06/25/1618-the-end-of-a-world/ https://imnotdoctorwho.moegamer.net/2014/06/25/1618-the-end-of-a-world/#comments Wed, 25 Jun 2014 00:20:47 +0000 http://angryjedi.wordpress.com/?p=6548 I've never been present at the end of a massively multiplayer online RPG. I've never even been present at the end of a beta testing period, which is usually marked by some sort of special event that, thematically, wipes the world "clean" and ensures that everyone starts on a level playing field when active service … Continue reading 1618: The End of a World

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    I've never been present at the end of a massively multiplayer online RPG. I've never even been present at the end of a beta testing period, which is usually marked by some sort of special event that, thematically, wipes the world "clean" and ensures that everyone starts on a level playing field when active service starts.

    So, given Final Fantasy XIV's curious development history — for those who don't know, it originally launched in 2010, was heavily criticised for its numerous flaws, then closed in 2012, only to reopen as its current, completely revamped and considerably better-received form A Realm Reborn last August — I was curious to see exactly what the shutdown of the original version looked like. The shutdown of version 1.0 is crafted into the narrative of A Realm Reborn as an event in the game world known as The Calamity. During the events of The Calamity, there was a large-scale battle between the Eorzean Alliance (the three nations that player characters represent) and the Garlean Empire (the villains of the piece, who reprise their role in the main scenario of A Realm Reborn) and the moon Dalamud — actually a weapon created by the ancient Allagan Empire — was pulled down from the sky by dark magic. Dalamud broke open and revealed Bahamut, the giant and extremely pissed-off dragon god. Bahamut's rage pretty much obliterated most of Eorzea, forever changing the landscape, but not before the heroes of Eorzea — the players of version 1.0 — were pulled into "The Rift" outside space and time, to be released only once peace had returned to the realm… or once A Realm Reborn had been released.

    With that in mind, then, here's how it went down from the perspective of several friends who apparently decided to see the apocalypse through together.

    Although a simple event — it's just players standing around with some haunting music playing in the background for much of the video above — it genuinely feels like something momentous is coming to an end; like the world is really ending. The players know there's nothing they can do about it; they know that their (virtual) lives are shortly coming to an end, so all there is to do is to spend their final moments in the company of people that are important to them.

    Watching the video made me want to shed a few tears, even though I didn't know the people involved. The quiet melancholy of the scene was surprisingly touching; as the time until the end of the world ticked down, the gathered friends started using their emotes and aesthetic items — fireworks and the like — to mark the end of their time together as a celebration, not a tragedy. Strange server messages started punctuating the chat log, and someone in the area was counting down the minutes until the switch was flipped and Eorzea would cease to be — at least temporarily.

    Then, eventually, it happened; the world ended. It was marked not with a huge cataclysm in the game world, but with a simple change to a tiny element of the on-screen interface: the data transfer meter in the top-right corner of the screen changed from green to red, and the "R" number, indicating the rate at which data was being received by the player's client software from the game servers, dropped to zero. There was a moment of quiet as nothing happened — nothing could happen, as client and server were no longer communicating with one another — and then a black screen and a loading break, followed by the spectacular cutscene that closed Final Fantasy XIV's initial incarnation once and for all — and which also opened A Realm Reborn.

    Prior to last August, I couldn't even begin to imagine what sitting through an event like this must be like for people who have been actively playing the game which it concluded — flawed or otherwise. Now, I can't help but think the whole thing would be an absolutely heartbreaking experience; although true friendships will persist outside of the game in which they were, in many cases, forged, the next time you see those people — whether it's in reality or in a new game altogether — they'll likely be very different. And those elusive moments you had together in your previous forms will be forever be trapped in the past — but they'll live on in your memories, as trite as that might sound.

    I hope A Realm Reborn stays healthy and lively for many years to come yet — at its current rate, things are going to be fine for quite some time, I'd say, thankfully — but when it eventually does come to an end, I hope I have the opportunity to see its final moments through with those whom I've come to know through playing. We'll laugh, we'll cry, we'll perform the Manderville, we'll set off fireworks — whatever we do, I can see it being a special but sad moment that will live with each of us in a way that very few other video games will be able to replicate. (Unless they're another long-running MMO, of course.)

    Still, let's not be melancholy; patch 2.3 of A Realm Reborn is coming early next month, and it's bringing with it a continuation to the game's excellent and enjoyable story plus a whole host of other content. I and my Free Company are really looking forward to it — and if you're interested in joining, may I point out that it's currently available at a discount on PC as part of the Steam Sale?

    I'll see you on the Ultros server, non?

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    1617: Uninformed Hate https://imnotdoctorwho.moegamer.net/2014/06/24/1617-uninformed-hate/ https://imnotdoctorwho.moegamer.net/2014/06/24/1617-uninformed-hate/#comments Tue, 24 Jun 2014 00:29:32 +0000 http://angryjedi.wordpress.com/?p=6542 This photo of a copy of the UK's Official Nintendo Magazine did the rounds earlier. Take a look at the small preview for Senran Kagura 2 in the middle. Now imagine that you work for Xseed Games, the company that did an excellent job on the localisation of Senran Kagura Burst for 3DS a while back, and that looks likely to … Continue reading 1617: Uninformed Hate

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    This photo of a copy of the UK's Official Nintendo Magazine did the rounds earlier.

    tumblr_n7li4auQH41smnt4ao1_500

    Take a look at the small preview for Senran Kagura 2 in the middle. Now imagine that you work for Xseed Games, the company that did an excellent job on the localisation of Senran Kagura Burst for 3DS a while back, and that looks likely to bring Senran Kagura 2 to Western audiences in the near future.

    Well, you don't have to imagine; Xseed's outspoken Production Coordinator Brittany "Hatsuu" Avery had a few choice words to say on the subject:

    https://twitter.com/Hatsuu/statuses/480921145445609472

    https://twitter.com/Hatsuu/status/480921515215437824

    https://twitter.com/Hatsuu/status/480922219652972544

    (Yes, it was; here's the piece in question, itself a needlessly inflammatory and ill-informed rant.)

    https://twitter.com/Hatsuu/status/480923786846289920

    https://twitter.com/Hatsuu/status/480923975682252802

    https://twitter.com/Hatsuu/status/481109395963936768

    https://twitter.com/Hatsuu/status/481110060555575296

    Senran Kagura, lest you're unfamiliar, is a series of games that centre around the exploits of some rival schools that train ninjas. In the first game, released as Senran Kagura Burst in the West, the story followed both the "good" ninjas and their rivals at the "evil" ninja academy, in the process delving into the personalities and histories of characters in a far deeper manner than many other games. The all-female cast is made up of distinct characters, none of whom are downtrodden or defined by the way men have treated them in the past, as some Western critics have complained of games as a whole recently. The story itself sees these characters grow, develop and change, and by the end you have a very good idea of who these girls are, how they relate to one another and their place in the world.

    Senran Kagura is also somewhat notorious for its costume damage system, that can leave player characters and bosses alike battling in increasingly tattered (and revealing) clothing as their fights progress. There's also a magical girl-esque "transformation" system whereby the girls can unleash their full hidden ninja skills by stripping down to their swimsuits, then magically re-robing themselves in a new costume. The transformation sequences are cheeky and sexy — unashamedly so — but the girls are, throughout the whole game, depicted as individuals who are firmly in control of the way they choose to present themselves  to the world. As anyone who has played and enjoyed Senran Kagura will tell you, there isn't a single piece of maliciousness in the game towards the characters; it simply revels in its sexy elements, and is rather refreshing as a result.

    Now, as Avery says in her tweets above, people are free to dislike Senran Kagura for whatever reasons they like. But the Official Nintendo Magazine preview — and the editorial linked above — come across as not only needlessly spiteful, but also completely ill-informed. It focuses entirely on the fanservice element of the game — one of the most visible aspects, sure, and one deliberately played up in some of the game's marketing — and completely ignores the rest, writing off the enormously fun Streets of Rage-style brawling as "there's also some fighting and we guess we should mention that."

    This is a problem — regardless of the intention with which the piece was written, whether it was intended to be "satirical", as some people have argued, or not — and not just for fans of Senran Kagura and its ilk. Writers for publications are tastemakers, and are in positions of power to dictate what their audience's opinions might veer towards. This is a simplification of how things actually work, of course — there are usually a lot more steps in the flow rather than a straightforward "hypodermic" model — but the fact remains that people who write things for high-profile publications have a lot of influence on how certain things are perceived. And when pieces like this get published, they cement popular perceptions — even if those perceptions are unfair or wrong.

    Because ultimately Senran Kagura is pretty tame, when it comes down to it. As Avery writes on her personal blog in response to a fan question, Senran Kagura Burst was only rated "T for Teen" by the ESRB in America because there's really nothing in there that warrants a Mature 17+ rating. To suggest that having pretty girls with large breasts in a game makes it somehow unsuitable for younger players is to be exceedingly prudish — not to mention the fact that the game takes considerable care to depict all these characters as far more than simply large-breasted women.

    Why are these popular perceptions a problem? Because they stop people from discovering cool games. I've lost count of the number of times I've seen people dismiss colourful Japanese titles as being "creepy" or "for paedos" simply due to their aesthetic, when in many cases these games address many of the most common things that people complain about in the games industry today. Not enough female protagonists in games? May I point you to Hyperdimension Neptunia, Atelier, Tales of Xillia and numerous other Japanese games with fantastically memorable female leads? Too much brown, grey and dark blue? May I point you to the vibrant, bright colours of most modern Japanese role-playing games? Juvenile attempts at being "mature" ultimately boiling down to people saying "fuck" a lot and being able to peep in on people having sex? May I point you to the Ar Tonelico series, which features some of the most in-depth explorations of characters' personalities — including respectful treatments of their dark sides and sexual fantasies — that I've ever seen? Or if that doesn't appeal, may I point you to the piece that prompted this post in the first place, Senran Kagura Burst?

    Fun fact: I reviewed the wonderful Atelier Rorona Plus this week. I was the only one who volunteered to do so. In the email thread discussing who wanted to take it on, one reason for turning it down included the fact that one person had looked at Google Image Search and it "didn't take long to find the creepiness". Atelier Rorona, for those who don't know, is one of the most charming, sweet and overwhelmingly nice games you'll ever play — it's not a fanservicey game by any means, yet the perception from someone who doesn't know about it is that there's "creepiness" involved. That's what we're dealing with. That's where these ill-informed rants by people who don't know what they're talking about lead to. That's why the games press could really do with specialist writers… and that's why I'm pissed off that I, someone who could more than ably step into that specialist role — and indeed have been doing so up until now — am shortly to be out on my ear.

    Thankfully for people like Avery and companies like Xseed doing their best to bring niche titles to the West, there are plenty of people out there — fans — who do treat these games with the respect they deserve. It's just a shame so few of them are part of the professional games press in 2014.

    Humour or not, I'm extremely disappointed in the UK Official Nintendo Magazine for the pieces mentioned above, but at least ignorance like that won't stop me from enjoying the games I enjoy. The frustrating thing, however, is that pieces like those mentioned above make it considerably more difficult to attract new people to these games; stigma is a powerful thing, and it's tragic to see it applied unnecessarily.

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    1616: Ascension + Dominion = Thunderstone https://imnotdoctorwho.moegamer.net/2014/06/22/1616-ascension-dominion-thunderstone/ https://imnotdoctorwho.moegamer.net/2014/06/22/1616-ascension-dominion-thunderstone/#comments Sun, 22 Jun 2014 22:07:51 +0000 http://angryjedi.wordpress.com/?p=6540 That's something of an oversimplification, of course, but it's not inaccurate; the card game Thunderstone Advance (of which I have the set themed around Monte Cook's Numenera setting) very much combines elements of the two distinct deckbuilding games Dominion and Ascension to create an experience that is altogether its own thing, rather challenging, enormously variable and a whole lot of fun. Thematically, the … Continue reading 1616: Ascension + Dominion = Thunderstone

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    That's something of an oversimplification, of course, but it's not inaccurate; the card game Thunderstone Advance (of which I have the set themed around Monte Cook's Numenera setting) very much combines elements of the two distinct deckbuilding games Dominion and Ascension to create an experience that is altogether its own thing, rather challenging, enormously variable and a whole lot of fun.

    Thematically, the game represents you and your friends each commanding a band of heroes as they attempt to storm a dungeon and defeat a Thunderstone Bearer, a powerful boss monster that triggers the end of the game if they are either defeated or reach the top level of the dungeon. In order to best your enemies, you'll have to recruit new heroes to your cause, gather a suitable source of income with which to equip them, level them up and proceed on regular expeditions into the dungeon to stomp all over monster faces and plaster their entrails all over the walls.

    There's a strongly thematic RPG feeling, in other words, but the deckbuilding aspect brings up some interesting new twists. The Dominion side of things comes from the "Village" phase of the game, whereby you can use the cash value on the cards you have in your hand — you draw a completely new hand from your deck every turn — to either hire new heroes or purchase items. These are then added to your discard pile, which means they'll start coming up in your hand the next time you cycle through your whole deck. As with any deckbuilder, though, cluttering up your deck with too much chaff makes it less likely that you'll pull a killer hand with a brilliant combination of cards to use together, so at times it's necessary to exercise a bit of restraint and determine the most efficient way to proceed — that or look into acquiring cards that let you draw more from your deck once your turn has begun.

    The Ascension side of things, meanwhile, comes in the dungeoneering side of the game, where you'll take your hand into the dungeon instead of the village and attempt to defeat the monsters therein. This is mainly a simple task of ensuring you have enough light to deal with a monster in a particular "layer" of the dungeon — deeper levels require more light, or you suffer an attack penalty — and then having enough attack score to equal or beat the monster's health value. The difficulty comes in the monsters' various special abilities, and each monster mini-deck, three of which are shuffled together at the start of the game, is themed around a particular style of opposition to the player. One set of monsters, for example, demands that you not only equal or beat the monster's health value with your attack, but ensure that you do not exceed a particular value, either — or, in a couple of particularly unpleasant cases, you have to get an exact match. Another becomes more powerful if certain types of card are in your hand; another still focuses on forcing you to discard (temporarily) or destroy (permanently) heroes and items you have in your hand. Nasty stuff.

    Defeating monsters awards you experience points and victory points. Victory points are how you win — whoever has the most when the Thunderstone Bearer either goes down or escapes the dungeon wins — while experience points can either be used to level up your hero cards into more powerful versions, or expended as "cyphers" to give you small, but often extremely helpful benefits during a turn.

    There's a nice balance of strategy and luck in the game. You can build a great deck but be stymied by a string of tough monsters storming through the dungeon. Alternatively, you can have a seemingly mediocre hand, decide to take a chance on a few extra-draw abilities and end up absolutely kicking arse. Either way, it's a lot of fun, and it never feels like games are a foregone conclusion.

    I've only had the opportunity to play the game twice so far — four times if you count the two solo games I've played — but I've really liked it every time. Hopefully I'll get the chance to give it another go at some point in the near future.

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    1615: As Yet Untitled https://imnotdoctorwho.moegamer.net/2014/06/21/1615-as-yet-untitled/ https://imnotdoctorwho.moegamer.net/2014/06/21/1615-as-yet-untitled/#comments Sat, 21 Jun 2014 23:23:31 +0000 http://angryjedi.wordpress.com/?p=6538 There was an interesting show on the TV channel Dave recently — yes, the Dave of my inexplicably popular Alpen Sponsors Characters on Dave post — that was, conceptually, very simple but managed to work extremely well. The show in question was Alan Davies: As Yet Untitled, a peculiar take on the chat show that was supposedly completely … Continue reading 1615: As Yet Untitled

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    There was an interesting show on the TV channel Dave recently — yes, the Dave of my inexplicably popular Alpen Sponsors Characters on Dave post — that was, conceptually, very simple but managed to work extremely well. The show in question was Alan Davies: As Yet Untitled, a peculiar take on the chat show that was supposedly completely unscripted and off-the-cuff.

    Davies hosted the show, accompanied by four guests, usually from the world of comedy. And not the newer brand of comedy that I talked about a short while back; the kind of comedians I liked in my twenties and still like now. People like Bill Bailey, Kevin Eldon, Ross Noble — that sort of calibre of performer; contemporaries of Davies himself, I guess. Performers who, in their own comedy material, do a good job of speaking conversationally to the audience rather than relying on heavily scripted routines, skits or one-liners. One-liner-centric comics such as Milton Jones, who are often seen on panel shows alongside people like Bailey, Davies and Eldon, were conspicuous by their absence, since their form of wit isn't really conducive to a flowing conversation.

    And this is an important point, because that's all the show was: a bunch of people sitting around a circular table, drink in hand, and having a conversation. And like any conversation between a group of friends, the topic meandered from one thing to another at a moment's notice, with all the natural flow and surprising twists and turns of a real conversation. One moment they'd be talking about dieting methods; the next they'd be talking about whether or not you'd grab a magic floating poo if it appeared in the air before you. (Would you?)

    The format — such as it was — worked really well, and it played to the strengths of its participants. Everyone involved seemed very relaxed and natural at all times, and this led to some convincing, free-flowing conversations that were entertaining to observe. The audience was acknowledged and involved without the participants playing up to them deliberately, and it really made me want to see more stuff like this — it couldn't have been particularly expensive to produce, after all!

    When I think about it, I guess all Davies and his team were doing with As Yet Untitled were applying good practices from another related medium — podcasting — to television. And it really worked well. Podcasts are often simply groups of people sitting around chewing the fat, usually on a particular topic but sometimes not even having that much focus — Kevin Smith's podcast is a good example of this — and such was the case with As Yet Untitled. It was nothing more than a group of friends sitting around talking about whatever they felt like — and in the process it managed to feel infinitely more involving, interesting and entertaining than any number of overly manufactured, lavishly produced, completely false-seeming shows like The X-Factor, Britain's Got Talent or My Dog Can Do This Thing With a Ball That is Quite Good. It was simple, raw, pure; it didn't need to be anything more, and so it wasn't.

    More, please.

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    1614: Remastered https://imnotdoctorwho.moegamer.net/2014/06/21/1614-remastered/ https://imnotdoctorwho.moegamer.net/2014/06/21/1614-remastered/#respond Sat, 21 Jun 2014 00:42:15 +0000 http://angryjedi.wordpress.com/?p=6536 One thing I'm growing to quite dislike about the new generation of games consoles is the number of times it seems they're going to try and sell us the same games we've already played under the pretense that it'll somehow be a new experience to see them in slightly higher resolution and at a better … Continue reading 1614: Remastered

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    One thing I'm growing to quite dislike about the new generation of games consoles is the number of times it seems they're going to try and sell us the same games we've already played under the pretense that it'll somehow be a new experience to see them in slightly higher resolution and at a better framerate. (Pro-Tip: if you played them on PC — obviously impossible for exclusives, but for everything else, a viable option — then you have already had this "new" experience.) It's already happened with Tomb Raider, it's happening soon with The Last of Us, Halo and numerous others.

    There's a sound argument for these releases, of course: some people might be coming to video games with the new generation and thus may have never had the opportunity to play things from the PS3/360 era — so why shouldn't they be able to play these games in their "definitive edition", as Tomb Raider called it? In the case of Halo, the upcoming Master Chief Collection will bring together games from two generations of consoles on one platform and allow players to jump straight to favourite moments rather than having to play all the way through four games. (It also misses out the two games widely regarded to be among the strongest installments in the series — ODST and Reach — but never mind, eh.)

    I do find myself resenting the idea of a game that didn't come out all that long ago — The Last of Us — getting a "remastered" release, though. As I say, I understand the reasons for it, it just feels a little… I don't know, cheap. Particularly given that most of the truly exciting, original titles for PS4 and Xbox One aren't coming until next year at the earliest — this leaves 2014 as, as one of my soon-to-be-former colleagues put it, The Year of the Remaster.

    Twist: At least, I thought I resented the idea of a remaster. Until I purchased a copy of Atelier Rorona Plus recently — a remake of a game that didn't come out all that long ago that hasn't even jumped generation: it's being released on the same platform it was originally released on!

    Atelier Rorona Plus is, as the name suggests, a rerelease of Atelier Rorona, the alchemy-themed RPG/strategy game from Gust that I started playing a while back then had to stop due to review commitments. But this is far from a straight remaster — there would be little point rereleasing it on the same platform otherwise. No, Atelier Rorona Plus instead rebuilds pretty much the whole game in a number of ways.

    Visually, it's had an overhaul. While the environments and 2D art are mostly the same, the 3D polygonal characters have been totally revamped to be more in line with their 2D counterparts — in the original, the polygonal characters looked far too young in comparison to the hand-drawn art and, while it wasn't a dealbreaker by any means, it was a little distracting. The new character models look gorgeous, and bring the game much more in line with its more recent sequels.

    But, notably, it's not just the visuals that have had an overhaul. The gameplay has been tweaked and adjusted, too, with a whole ton of nice little features that make the whole experience more streamlined and smooth to play without sacrificing any of its depth. The battle system has been redone, the crafting system around which the game revolves has been revamped, the quest system is clearer, there's less aimless running around… basically everything that needed fixing has, so far as I can make out, been fixed.

    Now that's how you do a remake. Full review coming soon as one of my last pieces on USgamer.

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    1613: A Distinct Lack of National Pride https://imnotdoctorwho.moegamer.net/2014/06/19/1613-a-distinct-lack-of-national-pride/ https://imnotdoctorwho.moegamer.net/2014/06/19/1613-a-distinct-lack-of-national-pride/#comments Thu, 19 Jun 2014 22:30:20 +0000 http://angryjedi.wordpress.com/?p=6534 It's that time again, that time that comes around every few years, when I'm supposed to care about football. The World Cup. I do not care about football. I would go so far as to say that I actively despise football. There was a brief moment in my childhood where I sort of liked it … Continue reading 1613: A Distinct Lack of National Pride

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    It's that time again, that time that comes around every few years, when I'm supposed to care about football. The World Cup.

    I do not care about football. I would go so far as to say that I actively despise football. There was a brief moment in my childhood where I sort of liked it — I played for my Cub Scout pack team, who were legendarily awful (worst result, 20-0 to them; best result, 1-1) and I used to talk about playing football with my erstwhile penpal Joanna (a former classmate who moved away and, unusually for the late '80s, a girl who liked football) — but once I got to secondary school and we started to be obliged to play football in P.E. lessons, my hatred of it started to grow.

    And it is hatred. Irrational, burning hatred. I'm not quite sure of the exact source of my irrational, burning hatred for "the beautiful game", but it sure is there, and despite several attempts over the years to overcome said irrational, burning hatred I just cannot get over it at all. I hate football. I hate everything about it.

    Perhaps it was the fact that football lessons in school were an opportunity for the "cool" kids to shine and be praised, whereas it made me feel utterly useless. Whereas — and I don't wish to sound like I'm blowing my own trumpet here, but I'm aware I sort of am — I was fairly academically gifted compared to my peers at my secondary school, I was not at all gifted in any way when it came to any form of physical activity. Clumsiness and inaccuracy — a hangover from my childhood, where I had such difficulty with a number of things I had to have various forms of therapy and support to get over it — meant that I was a hindrance to any team I ended up on, which meant I was pretty much always the proverbial (and indeed literal) last one to get picked for teams. It was humiliating.

    Or perhaps it's the fact that when I'm around hardcore football fans — the ones who drink beer by the gallon, shout at the TV and raise the roof of whatever drinking establishment they're frequenting any time something either good or bad happens on the pitch — I feel physically threatened. Nothing has ever actually happened to me — largely because I try and keep myself out of such situations as much as possible — but whenever I'm anywhere near a group of rowdy football fans I feel worried for my own safety. I even feel worried and scared when I hear, from my own home, drunkards staggering back from the pub late at night, singing football songs as they pass by.

    Or perhaps it's just because I resent being obliged to show an interest in something that I despise so. It's assumed by almost everyone that you'll be following the World Cup — it was even an informal question at a job interview I had last week (though to the asker's credit, she did then joke that "the job is yours!" after I said that I don't really like football; sadly, I don't think she meant it) — and if you say that you're not following it, or that you're not interested, or that you think anyone who doesn't put a comma in the statement "Come on, England!" is a barely-literate idiot (okay, perhaps that last one is a tad inflammatory, but it's not wrong, is it?) you get a funny look of confusion at best, disgust at worst.

    Either way, fuck the World Cup. I haven't been following it at all — aside from the unavoidable, endless posts on social media during a match (I usually go and do something else at this point) — but if I understand correctly, the England team (I refuse to say "we") is at risk of being knocked out shortly, at which point I will breathe a sigh of relief.

    Why? Because there are very few things out there that make me feel more like an outsider than the inevitable national hysteria over the national team's performance. I hate it. I despise it. And now I'm going to go and do something else to forget about it.

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    1612: "Box Set" Implies Boxes Are Involved https://imnotdoctorwho.moegamer.net/2014/06/19/1612-box-set-implies-boxes-are-involved/ https://imnotdoctorwho.moegamer.net/2014/06/19/1612-box-set-implies-boxes-are-involved/#comments Thu, 19 Jun 2014 00:32:19 +0000 http://angryjedi.wordpress.com/?p=6532 If you'll indulge me a moment, I need to complain about something. It's not anything particularly important or relevant to the world at large, but it has been bugging me recently. I'll preface this by saying that I accept that language is in a constant state of flux, as much as many of us may not like … Continue reading 1612: "Box Set" Implies Boxes Are Involved

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    If you'll indulge me a moment, I need to complain about something. It's not anything particularly important or relevant to the world at large, but it has been bugging me recently.

    I'll preface this by saying that I accept that language is in a constant state of flux, as much as many of us may not like the way it is changing on a seemingly daily basis thanks to the fast-moving nature of Internet culture. I accept that words and phrases change their meaning as time goes on — there are probably hundreds of words and phrases we all use on a daily basis that would have meant something completely different fifty, a hundred, two hundred, five hundred years ago. That's fine.

    What I'm not so cool with is when there's an obvious attempt by someone (or a group of people) to change the meaning of a word or phrase to something that really doesn't make sense in the slightest. There are a number of examples of this in modern parlance, but the one that is bugging me in this instance is the use of the term "box set".

    What does that term mean to you? To me, it means a box of something — usually some form of "complete collection". In the case of DVDs and Blu-Rays, a box set would include multiple discs and encompass either a complete season or a complete run of a TV show, or perhaps a movie and discs of special features. In the case of music CDs, a box set might collect together a band's singles or albums, or, again, provide a collection of tracks that you might not be able to get in another way. Even books can come in box sets — I used to have a box set of The Lord of the Rings that, rather than splitting the whole story into three volumes, split it down further into its smaller constituent novel-size books, making it seemingly much more digestible. (I still never made it all the way through, but I made it further than I probably would have if I were trying to plough through three volumes of several hundred pages apiece.)

    The key thing all of those have in common is that a box is involved. They're a physical object. They're a box, containing a set of things. A box set. Do you see how that works? Pretty straightforward, no?

    And, then, do you see how utterly stupid it is for digital TV services to refer to both video-on-demand and channels broadcasting a show's complete run back-to-back as "box sets"? There is no box involved. There is no physical object involved. It is not something you can collect and own; it is not something you can keep. They are not even the same thing. They are, respectively, a complete series available for video streaming, and a complete series being broadcast back-to-back on live television. Granted, the term "box set" is much more concise and people probably know what it means. But that doesn't stop it just being bloody wrong, all right?

    I get the feeling this is the work of some marketer who thought it would be a jolly smashing idea to attempt to rebrand the term "box sets" from its increasingly irrelevant meaning with regard to physical media. After all, if physical media is on the way out, why not take a term that's becoming obsolete and try to use it differently?

    Because it's dumb. Stop it.

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    1611: Look in the Middle https://imnotdoctorwho.moegamer.net/2014/06/17/1611-look-in-the-middle/ https://imnotdoctorwho.moegamer.net/2014/06/17/1611-look-in-the-middle/#respond Tue, 17 Jun 2014 23:04:02 +0000 http://angryjedi.wordpress.com/?p=6530 I was pointed in the direction of this post earlier by a retweet on Twitter, and while I agree with some of its points — the games press needs to embrace the ever-growing diversity continually exhibited by the development sector — I feel like it's not quite got its priorities right. The angle on display in … Continue reading 1611: Look in the Middle

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    I was pointed in the direction of this post earlier by a retweet on Twitter, and while I agree with some of its points — the games press needs to embrace the ever-growing diversity continually exhibited by the development sector — I feel like it's not quite got its priorities right.

    The angle on display in the piece is that press should pay more attention to the sort of things that were exhibited at IndiE3, an alternative presentation put on by the independent developer community during E3 — which is, as you may know, the busiest time of the year for both the mainstream games press and mainstream games publishers.

    The games on display at IndiE3, judging by the description in the article linked above, were all highly unusual, creative games — often lumped together as "art games" — and, for sure, their existence is worth exploring and celebrating. They're often very personal works put together by small teams — even individuals in some cases — and, in many ways, they're probably the closest we have to true "works of art" in the medium in the traditional sense.

    But I kind of have to disagree with the assertion that they're the ones suffering the most from the mainstream press' obsession with whatever the Top Three Triple-A Titles Right Now are at any given moment. In recent years, we've started to see the phenomenon of the "indie darling", for example, whereby mainstream press and gamers alike suddenly all jump aboard the same small-scale title and champion it until they're blue in the face. Not only that, but we've seen a significant growth in indie-specialist sites in the last couple of years; whether or not those sites make any money or not is another matter altogether, but they exist, and those are the places that are celebrating these highly creative, original and often very affecting titles — far better than the broad brush-strokes of the mainstream outlets can.

    No; the field that is suffering the most from the mainstream press' attention deficit disorder is that of mid-tier games. Barely acknowledged at the best of times and sort of waved away with a dismissive air of "this doesn't really need to be explored in detail" at others, mid-tier games are often where the most interesting, accessible work is going on in the video games business. In contrast to the often self-consciously "arty" world of the aforementioned indie games — a style of development that makes them less accessible to those who prefer somewhat more "conventional" (for want of a better word) titles — mid-tier games often make use of recognisable gameplay tropes and conventions and marry them to subject matter that is more creative, inventive and risk-taking than that seen by big publishers. It's mid-tier games that gave us titles like Deadly Premonition, the Twin Peaks game that never was. It's mid-tier games that gave us series like Atelier, an unconventional take on role-playing games that requires a different way of thinking and which is still, to date, something of a trailblazer in its prominent use of female protagonists. It's mid-tier games that gave us titles like Murdered: Soul Suspect, a game that was actually a whole lot more compelling and interesting than its mediocre reviews made out. I could go on all day.

    These are the games that the mainstream press is truly neglecting. But with the ever-increasing focus on clickbait and ad revenue — both GameTrailers and Polygon, both high-profile online outlets, let a number of people go in the last couple of weeks, not to mention my own redundancy a short while back — this is a situation that's only going to continue to get worse, until all big-scale games sites are going to be identikit news feeds with slightly different CSS.

    That's not an acceptable means of celebrating a medium with as much diversity as video games. That's not an acceptable way to treat the talent in the industry, both on the development and press sides. That's not a sustainable way for the business to continue to operate, surely. Surely?

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    1610: Titan Falls https://imnotdoctorwho.moegamer.net/2014/06/16/1610-titan-falls/ https://imnotdoctorwho.moegamer.net/2014/06/16/1610-titan-falls/#comments Mon, 16 Jun 2014 22:26:13 +0000 http://angryjedi.wordpress.com/?p=6528 Just wanted to share my enthusiasm for what I felt was a significant (gaming) achievement this evening: finally successfully toppling Titan's Hard Mode incarnation in Final Fantasy XIV without dying, without being blown up by bombs, without getting hit by Weight of the Land (too many times) and without doing anything stupid. The secret? Zoom out the … Continue reading 1610: Titan Falls

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    Just wanted to share my enthusiasm for what I felt was a significant (gaming) achievement this evening: finally successfully toppling Titan's Hard Mode incarnation in Final Fantasy XIV without dying, without being blown up by bombs, without getting hit by Weight of the Land (too many times) and without doing anything stupid. The secret? Zoom out the camera.

    For those unfamiliar with Final Fantasy XIV's endgame, Titan Hard Mode was formerly one of the hardest encounters in the game, taking the form of an 8-player variation on one of the main story's 4-player bosses. Mastering (or at least clearing) the fight is an important part of endgame play, since acquiring your class's "Relic" weapon requires you to beat him along with the other two Hard Mode primal fights and two original bosses Dhorme Chimera and Hydra.

    The actual battle against Titan bears some resemblance to its story mode counterpart in that Titan makes use of many of the same abilities throughout. The main difference is that the fight is overall a lot longer and incorporates a few new mechanics — most notably the addition of "Bomb Boulders" that drop down from the sky in set patterns and then explode in sequence, requiring the party to quickly and carefully manoeuvre from position to position in order to avoid damage — and while avoiding Titan's other abilities such as Landslide, which can knock you off the arena and out of the fight completely if you're not sharp enough.

    Like the other Hard and Extreme mode Primal fights in Final Fantasy XIV, Titan Hard is quite a "choreographed" fight that requires the party be in the right place at the right time, and respond quickly to prompts on the screen. Titan always uses the same abilities in the same order, so there's very much a sequence and timing you can learn, though there will be slight variations on exactly what you need to do each time you play owing to people standing in different places.

    It may sound odd to say, but it's a strangely beautiful sight to see a party pulling off a fight like Titan Hard efficiently and effectively. The group moving as one from place to place in response to the incoming threats is a very satisfying thing to watch, particularly when you're part of it. It's a hard thing to convey to anyone who hasn't experienced it for themselves, but in many ways it's like pulling off an impressive "dance" as a group — eight people working as one (for the most part… there's usually at least one person who falls off remarkably quickly, and up until tonight it's usually been me) to achieve a common goal.

    I must confess to feeling pumped up and happy about my victory this evening — and, now, much more willing to jump into the Trials Roulette mode of the Duty Finder, which I'd previously been extremely hesitant about making use of despite the helpful rewards on offer. The Extreme Mode primals may still be a while off before I can confidently tackle them — same for Twintania, the notorious boss that guards the end of the first super-tough endgame dungeon The Binding Coil of Bahamut — but for now, I feel I have conquered Titan Hard and can move on to stiffer challenges.

    Oh, and I should give a shout-out to Andie, too, who has been playing Final Fantasy XIV and has just got her first character to level 50, putting my friend James — who has been playing a lot longer — to shame. Nice job, W'khebica (an authentic Miqo'te name, apparently) — I look forward to enduring the endless Myth grind with you at my side.

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    1609: In Custody https://imnotdoctorwho.moegamer.net/2014/06/16/1609-in-custody/ https://imnotdoctorwho.moegamer.net/2014/06/16/1609-in-custody/#respond Mon, 16 Jun 2014 00:15:09 +0000 http://angryjedi.wordpress.com/?p=6526 Finished Murdered: Soul Suspect this evening. It's not a long game, which may cause consternation among some people wondering whether to splash their hard-earned cash on it, but I found it didn't outstay its welcome, and it was an eminently satisfying experience. (I am also of the age when I remember paying £30-40 for titles like Resident Evil and Silent … Continue reading 1609: In Custody

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    Finished Murdered: Soul Suspect this evening. It's not a long game, which may cause consternation among some people wondering whether to splash their hard-earned cash on it, but I found it didn't outstay its welcome, and it was an eminently satisfying experience. (I am also of the age when I remember paying £30-40 for titles like Resident Evil and Silent Hill, which are about 2-3 hours long apiece, so I don't mind too much when something clocks in at 10 hours or less. In fact, given the number of absolute behemoths I play on a regular basis, it can be quite refreshing to play something short.)

    I won't spoil the story here, but I was pleased to see that it didn't end up being quite as predictable as I initially believed it would be. Those with a better mind for this sort of thing than I — I'm thinking mainly of my friend Lynette here, who can spot a plot twist coming a mile off, however well the author might have obfuscated it — may still find it to be predictable, but I found that there were a few interesting surprises along the way, and the conclusion was satisfying and, well, conclusive.

    I stand very much by my feeling that it had the atmosphere of a 1990s PC game, and I've been trying to figure out quite what I mean by that. It's a combination of things, I think: the use of "real world" settings with various obstacles in the way so they don't end up having to render the entire interior of a building; the way that NPCs sort of mill around and occasionally have conversations with one another that occasionally give you little hints about the plot; collectible bits and pieces that help flesh out the world; and gameplay that is less concerned about being overly "cinematic" or based on spectacle than it is about using its mechanics to make the player feel involved in what is going on.

    It is not a hard game, and since the protagonist is already dead at the outset, there are relatively few situations in which you find yourself in peril, making it a mostly fairly cerebral experience. Even the few instances in which you find yourself threatened by angry spirits (known in the game as demons) are more environmental puzzles than fast-action combat — you don't actually "fight" the demons as such; instead, the only way to defeat them is to sneak up behind them and "execute" them. Alternatively, in pretty much any situation where you're threatened by them, you can just sneak past, too, which is nice.

    This latter aspect of the game called to mind a slightly more recent game: Silent Hill: Shatered Memories, a retelling of the first Silent Hill game that replaced the PS1-era "survival horror" gameplay with something a bit different, a bit more modern, and entirely combat-free. In Shattered Memories, the most you can do with the monsters that inhabit the dark world of Silent Hill is to block their path with something heavy — for the most part, you're simply fleeing from them, attempting to make your way back to the exit as quickly as possible. Murdered: Soul Suspect isn't quite that non-violent — you can defeat the demons through the aforementioned sneak attacks, after all — but playing a game that doesn't have a straight "attack" button that causes you to flail wildly at enemies is always a pleasant surprise.

    It may sound contradictory to compare Murdered: Soul Suspect to late-'90s PC games and Shattered Memories, a title I described above as being "modern", but there are certainly elements of both in there — the atmosphere and structure of a '90s game; the unconventional approach to gameplay of Shattered Memories.

    Ultimately, the whole thing ended up being a game that I'm very glad I played, and one which I have absolutely no hesitation recommending to anyone who enjoys a good ghost story, a good detective story or a bit of both. It's an enjoyable tale told well, and a worthwhile investment of 10 hours or so of your life.

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    1608: Soul Suspect https://imnotdoctorwho.moegamer.net/2014/06/15/1608-soul-suspect/ https://imnotdoctorwho.moegamer.net/2014/06/15/1608-soul-suspect/#comments Sun, 15 Jun 2014 00:21:17 +0000 http://angryjedi.wordpress.com/?p=6524 I've been playing a game called Murdered: Soul Suspect today. It's a game that immediately intrigued me back at the Eurogamer Expo last year when I attended a hands-off gameplay demo and developer talk about it. For the uninitiated, the premise is this: You play the role of Detective Ronan O'Connor, a sharp-eyed investigator in the traditional … Continue reading 1608: Soul Suspect

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    I've been playing a game called Murdered: Soul Suspect today. It's a game that immediately intrigued me back at the Eurogamer Expo last year when I attended a hands-off gameplay demo and developer talk about it.

    For the uninitiated, the premise is this: You play the role of Detective Ronan O'Connor, a sharp-eyed investigator in the traditional sense, complete with perpetual smoking habit and the dress sense of someone from the 1940s. Ronan is investigating a murder. Nothing unusual for a detective, you might think, until you discover that the murder he's investigating is his own. He's dead, you see, and not altogether happy about the situation in which he finds himself. And, in traditional ghost story fashion, he can't fully shuffle off this mortal coil until he unravels the mystery keeping him chained to existence.

    Murdered: Soul Suspect has received rather poor reviews to date, with its Metacritic rating varying anywhere between the low 60s and the 40s depending on which platform you look at. And yet, as I've found in so many cases recently, these numbers do not paint an at all accurate picture of what the experience of playing the game is like.

    It's enormously enjoyable. It's engrossing, well-written, well-acted and intriguing. Its blend of noir-style detective fiction and ghost stories is excellently handled, and the main storyline is backed up by some truly excellent supporting material, ranging from an exploration of setting Salem's history to some entertaining, authentically "campfire-style" ghost stories that you can unlock by discovering collectibles around the various environments in which you find yourself.

    Gameplay-wise, it's rather simplistic: you wander around, you uncover clues — occasionally using your ghostly abilities to do so — and every so often you're quizzed on what you've discovered in order to progress. These quizzes may involve putting a sequence of events in the right order, deciding on the right piece of information to use to get a witness to do something, or simply making deductions based on the evidence you've found. Some of the questions and answers throughout are a little obtuse — and some are deceptively obvious — but the game never feels like it's punishing you for picking the wrong choice. Story is king here, and in this sort of game that's exactly how it should be.

    In many ways, the game feels like a late '90s PC game, with its open, non-linear environments, lack of minimap and objective markers and… I don't know, there's just something about the general atmosphere of the whole thing that calls to mind titles like the original Deus Ex, Kingpin, Thief and any number of other titles from that similar era. It feels like a game out of its own time — and I kind of like that. (Oh, the PC version is also a tad buggy, too; I had to tweak an .ini file to get it running above 30 frames per second, and it works better with keyboard and mouse than it does with gamepad, but neither of these issues are something that has particularly hampered my enjoyment.)

    There's an interesting cast of characters to explore, and some enjoyable banter between Ronan and Joy, a young medium who becomes his "sidekick" and pair of physical hands as his investigation progresses. The story itself — which I'm yet to finish — is looking like it might end up being fairly predictable overall, but that's not necessarily a bad thing; plenty of hardboiled and noir fiction is, in itself, predictable and formulaic, but that doesn't make it any less enjoyable.

    In fact, I'd go so far as to say that Murdered: Soul Suspect has been unjustly lambasted by much of the press. I'm not entirely sure what people were expecting from it going in to it; I'm really enjoying it so far, and its simplistic gameplay certainly doesn't detract from the fact that it tells an enjoyable, interesting and unusual story. And that's what I want; I don't need fast action sequences, sprawling open worlds or a story that drags itself out unnecessarily over the course of 40+ hours. With Murdered: Soul Suspect what I've got is a good, concise, enjoyable interactive story that doesn't overcomplicate itself with unnecessary mechanics and irrelevant content.

    It's a game worth playing, in other words, and another nail in the coffin for the usefulness of most modern reviews, so far as I'm concerned.

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    1607: Future Unwritten https://imnotdoctorwho.moegamer.net/2014/06/13/1607-future-unwritten/ https://imnotdoctorwho.moegamer.net/2014/06/13/1607-future-unwritten/#respond Fri, 13 Jun 2014 23:25:27 +0000 http://angryjedi.wordpress.com/?p=6522 I had a job interview today. I feel like I should talk about that a bit, but then I've not been mentioning it much on social media — largely due to superstition about "jinxing" it — and so I won't talk about it in detail for now. (I hear whether I have another interview next … Continue reading 1607: Future Unwritten

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    I had a job interview today. I feel like I should talk about that a bit, but then I've not been mentioning it much on social media — largely due to superstition about "jinxing" it — and so I won't talk about it in detail for now. (I hear whether I have another interview next week; I may say something more then.)

    What I do want to talk about is the fact that said job isn't involved in the games press, or indeed anywhere in the games industry. It is in something completely unrelated that just happens to use my skills at using content management systems for editing digital content in a productive manner. It's for a large company and would involve me working at the site for said company rather than at home, so all around it will be a fairly significant change to how my life and career have been unfolding for the past four or five years.

    So why am I leaving the games press behind, when those of you who know me well will know it's something I wanted to do for most of my life? Well, the chief reason is that the games press of 2014 is not the same as the games press I initially gazed at with admiration back in the '80s and '90s. The industry has moved almost entirely to the Internet, for one thing — a few magazines do still exist, but their relevance is declining — and, as such, so has the way of working.

    The rise of the Internet has led to an explosion of games press outlets. Because it's so easy to get a website up and running, pretty much anyone can open a games site if they want to; whether or not it will become successful is another matter entirely, but the sheer volume of people writing about games on the Internet is ridiculous.

    And yet I don't feel like there's anything near the diversity of character that the old magazines had. When I think back to the edgy humour of Atari ST magazine Zero; the informative multi-format coverage of Advanced Computer Entertainment; the distinctly "British-feeling" PC Zone, I don't feel like we have anything quite like that in the modern games press. There are individual personalities who people like to follow around the Internet, for sure, but when was the last time you read something like Charlie Brooker's contributions to PC Zone, one notable example of which was an entire preview written in third-person perspective Franglais? (Fade to Black, as I recall.) When was the last time you read a boxout on a site about the fact they don't have Teletext in America? (Found on an Alpha Centauri preview, if I remember correctly.) If Half-Life 3 came out tomorrow, how many sites would devote a few words to a boxout listing "other famous Gordons" as PC Zone did with its review of the original?

    I feel a lot of that character has been lost. The modern games press is probably more "professional" (for want of a better word) but it's also become a whole lot more boring and predictable. The big sites, these days, are all but interchangeable in terms of what games get covered when; thanks to press embargoes on previews and reviews, everyone publishes their thoughts on particular games at the same time, meaning there's often relatively little reason to look at more than one place, whereas seeing different magazines' approaches to games coverage used to be a real joy.

    The chief reason I'm in no hurry to go back, though, is the volatility of the industry. Over the course of the past four years, I've worked for a number of different outlets, some of which you may have heard of, some of which you might not have — Kombo, Daily Joypad, Good Old Games, IGN, GamePro, Inside Network and, most recently, USgamer. In each of those positions there wasn't a whole lot of progression or advancement opportunities; games press positions are like gold dust, so a lot of people tend to stay where they are for as long as possible unless a significantly better offer comes along, which leads to a lot of positions stagnating somewhat. On top of all that, the aforementioned volatility of the industry meant that sometimes you come downstairs to start work only to discover an email announcing that the site you've been working on is to close, and that you'll be out of a job — or that you're surplus to requirements and no longer needed. (Yes, I am speaking from personal experience on both counts.)

    This has happened several times throughout my career, each time through no fault of my own — and I really mean that; I'm a hard, dedicated worker, and any of my past employers would happily back me up on that. Every time it's happened it's meant that I've effectively had to start again from scratch — because I held one position for some time at the previous post, that's what I'd end up doing at the next, and so the whole lack of progression thing perpetuated itself somewhat, because by the time I thought I should be advancing — and probably would have been advancing in a "normal" (i.e. stable) job — I was, instead, scouring the Help Wanted ads for where I'd be going next.

    I've been speaking selfishly so far, but I'm far from the only one affected by this sort of thing. Just today, for example, the day after E3 — the biggest event in the games industry calendar — GameTrailers, one of the biggest video game video sites in the world, laid off a whole bunch of staff. How is that happening in an industry that, in money terms, is taking on movies and winning? How is it that one of the biggest creative mediums in the world right now can't provide job security for anyone involved in it — whether you're a member of the press, a developer, an artist or anyone else?

    I'm tired of it, to be perfectly blunt. I've bought a house with Andie, and I want to be able to live my life without having to worry about whether I'll still have a pay packet at the end of each month. I want to be able to have a job that I can build into a career; a position where I can learn new things, advance, take on new responsibilities and, most importantly, come home at the end of the day and forget all about until I go back the next day. Video games, as much as I love them and as big a part of my life as they will always be, are not providing that right now, so it is time for me to look elsewhere.

    I worry that these feelings are coming too late. At 33 years of age, I'm no longer a fresh-out-of-university graduate, and I worry that prospective employers will see my fragmented work history and wonder what I've been playing at for the past 10+ years. Still, you can't turn back the clock, so all I can do is try my best and see where life takes me next.

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    1606: A Little Pleasantness Goes a Long Way https://imnotdoctorwho.moegamer.net/2014/06/12/1606-a-little-pleasantness-goes-a-long-way/ https://imnotdoctorwho.moegamer.net/2014/06/12/1606-a-little-pleasantness-goes-a-long-way/#respond Thu, 12 Jun 2014 23:42:27 +0000 http://angryjedi.wordpress.com/?p=6520 I partied up with, I think, the absolute worst party I have ever played with in Final Fantasy XIV earlier — skills-wise, I mean; there wasn't much in the way of ego on display, thankfully — but despite this, it was actually pretty fun. I was running Haukke Manor's normal mode as part of the daily "Low-Level … Continue reading 1606: A Little Pleasantness Goes a Long Way

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    I partied up with, I think, the absolute worst party I have ever played with in Final Fantasy XIV earlier — skills-wise, I mean; there wasn't much in the way of ego on display, thankfully — but despite this, it was actually pretty fun.

    I was running Haukke Manor's normal mode as part of the daily "Low-Level Roulette" system, whereby you're randomly thrown into one of the pre-level 50 dungeons with three random strangers and, depending on whether you're still earning experience points or at endgame, earn big bonuses that are of benefit to you regardless of what level you actually are. There's also an "Adventurer in Need" bonus for classes there are a shortage of at any given time — given that there's about 4,500 gil on offer for jumping in to the requested class, it's worth doing if you have the classes available.

    Anyway, jump in as a healer (the Adventurer in Need) I did, and Haukke Manor began. It quickly became apparent that the tank, a level 28 Gladiator who hadn't yet upgraded to the advanced job Paladin, hadn't been there before, as there were enemies that he didn't know to watch out for. He was also being very cautious, taking great care to mark enemies with thoroughness — an admirable enough trait, but he didn't need to be quite so thorough — and taking his time working his way through.

    I snuck a peek at his gear and some of his equipment was a little low-level for the dungeon we were challenging — a fact further emphasised by the fact that I, the healer in the party (typically the "weakest" player in terms of attack and defense power) had more hit points than him. Still, we pressed on, and as the healer I made sure he didn't die as much as I possibly could.

    I noticed after a little while that he didn't appear to be using the skill Shield Lob, a useful trick in the Gladiator/Paladin's arsenal and the typical way most battles begin. The Gladiator/Paladin flings their shield at an enemy, which attracts their attention onto the Gladiator/Paladin, and starts the fight off right, with the enemy in question attacking the tank. This is then, usually, followed up by a couple of Flashes, which attract the attention of nearby enemies. Once this is done, the enemies' attention is usually pretty firmly on the tank, which then allows everyone else to go hog wild killing them.

    Our tank in this group wasn't using Shield Lob because he didn't have it. He was level 28; you get Shield Lob at level 15 by completing the appropriate Gladiator class quest at that point, meaning he hadn't done that. To be fair to him, the first time I tried tanking in a dungeon I forgot to pick up Shield Lob first, but that was a little different in that I was still level 15 at the time. Tanky boy here was nearly double that level, and still didn't have it. Whoops.

    When you spot something like this happening in an MMO, you're always faced with a choice. Do you press on and hope the rest of the group is strong enough to make up for the weak link's shortcomings? Or do you quietly slip away, leaving them to fend for themselves? Being an altogether decent sort of person, I chose to stick around and offer the struggling tank some helpful, non-aggressive advice. (One of my partymates was less understanding, his only utterances throughout the whole dungeon being "lol", "omfg" and "wtf". Great communication there, chap.) As a result, we eventually — very carefully — managed to make it through the entire dungeon intact. I was genuinely pleased to see the tank make it through in one piece and pick up some good new equipment along the way, and I hope he felt the same way.

    I can't entirely blame the "lol omfg wtf" guy for his attitude, because it's easy to get into that mindset when you've been playing for a while. It's easy to assume that everyone is as skilled at the game as you are, and that everyone has the same knowledge of the game's mechanics and systems as you are. This is what leads to feelings of anxiety about living up to people's expectations — feelings that even people like me, who have been playing for hundreds of hours by now, still feel regularly.

    The reality is, in fact, somewhat different. People make mistakes. Some people don't know the game well. Some people might not even really know what "tanking" actually is, thinking the "dude with sword and shield" character class is more of a hack-and-slash affair rather than the important defensive role they play. Some people might not know that you have to do your class quests every 5 levels to get all your abilities — though to be fair, the game is pretty explicit about this at the outset.

    In a game like Final Fantasy XIV, it's everyone's responsibility to help make the game a pleasant, friendly place for everyone to enjoy. It's everyone's responsibility to help out those who are struggling, or who don't understand. It's easy to laugh and point fingers at "noobs" or "bads", but it's much more beneficial in the long run to help educate them so they know how to play the game better.

    After all, what's better: people leaving the game in droves because of elitist attitudes, or the gradual growth of the available base of players who understand the game mechanics and are able to take on its toughest challenges? It's not a stumper, really, is it?

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    1605: Let's Have Another Word About Vita https://imnotdoctorwho.moegamer.net/2014/06/11/1605-lets-have-another-word-about-vita/ https://imnotdoctorwho.moegamer.net/2014/06/11/1605-lets-have-another-word-about-vita/#comments Wed, 11 Jun 2014 23:48:39 +0000 http://angryjedi.wordpress.com/?p=6518 I got a bit annoyed earlier, prompted primarily by a tweet from Kotaku's Stephen Totilo depicting a "neglected" (his words) Vita stand in Sony's booth at E3. Indeed, in his photograph, no-one was playing the Vitas in the picture — one of which was proudly displaying the excellent upcoming rhythm game Hatsune Miku Project Diva f … Continue reading 1605: Let's Have Another Word About Vita

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    I got a bit annoyed earlier, prompted primarily by a tweet from Kotaku's Stephen Totilo depicting a "neglected" (his words) Vita stand in Sony's booth at E3. Indeed, in his photograph, no-one was playing the Vitas in the picture — one of which was proudly displaying the excellent upcoming rhythm game Hatsune Miku Project Diva f 2nd — but that's not really the point: the point is that his wasn't the only tweet I saw like this today, and all of them had something in common.

    None of them appeared to be making any effort to rectify the situation.

    Vita has been a self-fulfilling prophecy for some time now so far as the games press is concerned. It's an astonishingly good games system with backwards compatibility for PSP titles — enhanced backwards compatibility, more to the point, due to the fact you can map the right stick and touchscreen to PSP functions, allowing you more control flexibility than the original games offered — as well as a ton of its own interesting exclusives, ranging from the engaging and unusual 3D action-adventure Gravity Rush to the fantastic cartoonish golf game Everybody's Golf (aka Hot Shots Golf in the States) and a ton of Japanese role-playing games like Demon Gaze, Conception II, Persona 4 Golden and numerous others. On top of all that, it's rapidly becoming the de facto handheld for independent developers to deploy handheld versions of their games, so we're starting to see portable versions of indie classics previously confined to PC and TV-connected console: titles like Spelunky, Fez, Thomas Was Alone and, again, numerous others.

    Still it goes without coverage. Still the narrative continues that Vita is "doomed" — or, in some cases, the system is ignored altogether. Is it any surprise that it's not selling particularly well if none of the tastemakers in the industry — and, like it or not, games journos, that's what you are — are celebrating the things it's doing well, or even acknowledging its existence in some cases?

    Sony could be doing a better job, of course. Vita didn't get a lot of stage time at the company's E3 press conference, Japan's Vita TV has been rebranded PlayStation TV for the West and it's rare to see the Vita in promotional artwork by itself — it's more commonly depicted as a GamePad-like accessory for the PlayStation 4 — but at least they're trying, and representatives such as Shahid Ahmad are doing their best to keep the profile of the system high and solicit regular feedback from the people who do own it.

    But I place the blame squarely on the shoulders of the press here, who initially set unrealistic expectations for the platform — do you really want to play a triple-A experience on a small, handheld device? I certainly don't — and then followed this up with the aforementioned dismissal or lack of acknowledgement mentioned above. It's a sorry state of affairs, to be sure, made all the more tragic by the fact that Vita has a genuinely great library of games.

    The situation mirrors Nintendo's struggles with Wii U somewhat, where the narrative has again been that the system is "dying" which has, in turn, made people more hesitant to pick it up. There's a slight difference with Wii U this time around, however, because Nintendo wisely chose to focus on Wii U with its E3 presentation. This year, 3DS — a system which is doing just fine — was hardly touched on in Nintendo's main presentation, while the bulk of the company's livestream was focused on Wii U and its upcoming games. It was a successful decision; people came away from Nintendo's presentation excited about the future of Wii U, even though a significant number of the games shown wouldn't be with us until next year.

    I don't know what the answer is for Vita, or even if there is one. But what I would like to see, as my days in the games press draw to a close, is journalists taking a stab at not following the herd, at not perpetuating the established narrative, and instead attempting to explore what makes this wonderful little machine tick — and why it makes people like me so happy.

    Will it happen? No idea. Regardless of whether people start giving Vita a fair chance, I'm extremely happy with it — and if you're at all interested in any of the types of games I mentioned above, I strongly recommend grabbing one as soon as you can.

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    1604: Dissonance https://imnotdoctorwho.moegamer.net/2014/06/10/1604-dissonance/ https://imnotdoctorwho.moegamer.net/2014/06/10/1604-dissonance/#comments Tue, 10 Jun 2014 21:41:14 +0000 http://angryjedi.wordpress.com/?p=6516 There are two, great, bizarre pieces of dissonance in the games industry right now, and Nintendo's live video presentation earlier highlighted one of them very obviously. Both pieces of dissonance are very similar: they regard how good, interesting and widely-praised a platform is, and how poorly they're selling. The systems in question are, of course, … Continue reading 1604: Dissonance

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    There are two, great, bizarre pieces of dissonance in the games industry right now, and Nintendo's live video presentation earlier highlighted one of them very obviously.

    Both pieces of dissonance are very similar: they regard how good, interesting and widely-praised a platform is, and how poorly they're selling. The systems in question are, of course, Nintendo's Wii U and Sony's PlayStation Vita — both of which are excellent systems, both of which have a ton of excellent games, and both of which are selling like shit despite passionate, if small, install bases.

    Why is this happening? Well, it's at least partly due to the fact that the big-hitters of the industry — Sony and Microsoft — are now doing a much better job of appealing to the mainstream market than Nintendo were during the Wii era. The market that Nintendo courted with the original Wii — casual, family gamers — have since moved on to mobile phones and tablets (where they're having vastly inferior experiences, but that's a subject for another day). This leaves a different kind of mainstream market — the Call of Duty-playing beer-and-pretzels multiplayer brigade who are, for sure, bringing a ton of money into the industry, but who are also indirectly pushing budgets sky-high and encouraging some of the worst practices in the industry.

    The market that plays Call of Duty and other big-budget triple-A games on Xbox One and PlayStation 4, in other words, is much larger than the market that plays Mario on Wii U or JRPGs on Vita. This has led to both Wii U and Vita being perceived as "failures" somehow, despite the fact that they're both trundling along quite nicely, seemingly mostly oblivious to the rest of the industry. Both platforms, notably, provide something markedly different from what is seen on PS4 and Xbox One; Xbox One and PS4, conversely, currently have relatively little to distinguish between them — a swathe of predictable triple-A games, a promising-looking indie lineup and a bunch of features a significant number of people aren't sure if they really want or not.

    It was highly apparent during Nintendo's event today in particular that the games on offer for Wii U are completely distinct from anything coming down the pipe for Xbox One or PS4. They're colourful, they're family-friendly, they're creative — they're the sort of things computer and video games used to be, in other words. I'm not saying that this is inherently "better" than the muted blues, greys and browns of modern triple-A — those games have their place, even as people like me aren't interested in them — but that they provide something immediately more noticeable and distinctive than the identikit worlds of Assassin's Creed, Far Cry, Call of Duty and Battlefield.

    Vita, too, has a ton of interesting, unusual and distinctive games, whether it's colourful JRPGs or portable takes on indie titles. Developers for the platform have long since given up trying to make a "portable triple-A" experience and I, for one, am glad about that. Vita doesn't need to be a portable PS3/PS4 — it needs to be its own thing. And, despite the relatively small number of people who have one, even as more and more people yell about how great games like Persona 4 Golden are, it's doing a very good job at catering to the clear and distinct audience it's been building up.

    All this doesn't make Sony's announcement and subsequent retraction of an announcement for Final Fantasy Type-0 on Vita any less frustrating, however. Still, Final Fantasy Type-0 in HD is one more reason to pick up a PS4 or Xbox One, and those, for me, are in short supply so far.

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    1603: Gen7's Fine, Thanks https://imnotdoctorwho.moegamer.net/2014/06/09/1603-gen7s-fine-thanks/ https://imnotdoctorwho.moegamer.net/2014/06/09/1603-gen7s-fine-thanks/#comments Mon, 09 Jun 2014 21:49:12 +0000 http://angryjedi.wordpress.com/?p=6513 The video game-inclined among you will know that it's currently E3, the huge annual interactive entertainment expo in Los Angeles that generally shows off where the industry is going to be going for the next year or so. It's a good opportunity to see what games are coming down the pipe and, at times like … Continue reading 1603: Gen7's Fine, Thanks

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    The video game-inclined among you will know that it's currently E3, the huge annual interactive entertainment expo in Los Angeles that generally shows off where the industry is going to be going for the next year or so. It's a good opportunity to see what games are coming down the pipe and, at times like this, shortly after a new generation of hardware has been released, it's a great chance for publishers to show off their most impressive games and convince us all to upgrade to the new consoles.

    Well, at the time of writing Sony's press conference is yet to happen, but Microsoft's spectacularly failed to make me want an Xbox One. To their credit, they did keep their promise and made their presentation entirely about games — there wasn't a single mention of Kinect, Snap, entertainment apps or any of the other shit that clutters up the One's user interface — and to their further credit, they showed off three games that I'm interested in: a new Crackdown game, a new Platinum Games joint called Scalebound, and… and… uh… you know, I've actually forgotten what the third one was already, such was the impression it left on me. Oh right, Phantom Dust, a reimagining of a first-gen Xbox title that I never played but which my colleague Mike likes very much.

    To Microsoft's further credit, they showed an impressive sizzle reel of indie games that were coming to the platform "soon", though that's less of a selling point for me in that the vast majority of them will almost certainly be available on other platforms too — if not consoles or handhelds then certainly PC.

    But it's not really enough for me. Three games isn't enough to make me want a new console, and the Xbox One is still failing to impress me overall — particularly as I'm not entirely sure I trust Microsoft and its partners to not ram all its games full of microtransaction pay-to-win bollocks. The other stuff on display was technically impressive, sure — the new Call of Duty looked predictably spectacular — but the same sort of completely soulless, predictable, overly-gritty nonsense I described here a while back. (The game in question in that post, incidentally, was the Thief reboot; by all accounts a crushing disappointment in many respects despite being, again, technically quite accomplished.)

    The other issue I had — and its a problem that's been growing over the course of the last few E3s — is how much reliance there was on non-interactive, pre-rendered trailers. Sure, they give a feeling for the game's mood and some context to what is going on, but they are ultimately meaningless. They're not quite as bad as live-action trailers, but as someone pointed out on Twitter the other day, imagine if the movie industry promoted its upcoming titles with video games that bore little resemblance to the movie in question. (Actually, this sort of happens already with mobile games, but still.) I'd much rather the announcement of these games was delayed until there was something to actually show — but that would leave the press conferences looking rather lightweight, highlighting the fact that, well, there really aren't that many games coming out for next-gen systems in the immediate future.

    So in summary, then, I will not be picking up an Xbox One in the immediate future. PlayStation 4 remains to be seen — getting some awesome Japanese stuff on there will be an insta-win for me — but in the meantime I'm more than happy to continue playing what I've got on the PS3, Vita, PC and even, in some cases, PS2.

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    1602: Search Terms https://imnotdoctorwho.moegamer.net/2014/06/08/1602-search-terms/ https://imnotdoctorwho.moegamer.net/2014/06/08/1602-search-terms/#respond Sun, 08 Jun 2014 19:50:52 +0000 http://angryjedi.wordpress.com/?p=6511 It's been a long time since I pored over my blog's stats — largely because I don't particularly care about them, since I'm writing more for myself than anyone else — but it's occasionally interesting to take a peek at the search terms that show how people have arrived at this 'ere site. For the … Continue reading 1602: Search Terms

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    It's been a long time since I pored over my blog's stats — largely because I don't particularly care about them, since I'm writing more for myself than anyone else — but it's occasionally interesting to take a peek at the search terms that show how people have arrived at this 'ere site.

    For the longest time, my blog's most popular post was this one, which features animated GIFs of stickmen doing various offensive things to one another. People would show up at my blog through search terms like "stickman sex gif" and the like — why on Earth were so many people searching for this sort of thing when there is far better porn available on the Internet? — and this, consequently, led to that post being consistently popular. Alongside that, some things I wrote ages ago about classic PC games Divine Divinity and No-One Lives Forever proved consistently popular, as did my guide on how to play Kairosoft's mobile game Pocket Academy.

    It's only been fairly recently that those consistently popular posts have finally fallen off my top search terms — although, looking today, Pocket Academy is still there. Instead, we have a few newcomers.

    First up was this post, in which I bemoaned the repetitiveness and utter stupidity of "[brand] sponsors [programme] on [channel]" bumpers on commercial TV channels — specifically, the infuriatingly asinine "Alpen Sponsors Characters on Dave" campaign, which features a middle-aged, bearded man speaking with a funny accent and saying painfully unfunny lines clearly written by a bored advertising executive who was apparently once told by someone that they were "really funny" more to shut them up than anything else. Since said advertising campaign is still running on Dave, it seems there's a certain degree of interest in this campaign — search terms include people asking who the guy is (I have no idea) and, so far as I can make out, why the fuck it exists.

    It seems I've become a source of information on certain types of games and types of entertainment, too. Someone arrived today looking for a map of the Endless Road dungeon in Demon Gaze (while I am playing Demon Gaze right now, you won't find any maps here, sorry), while another person wanted to find out which of the in-game races had the most HP. (I have no idea there either.)

    Alongside that, there are just plain bizarre pairings of search terms, the oddest of which is kiss x sis and doctor who, an unholy fusion of a somewhat ecchi anime and the classic, resurrected BBC sci-fi series from which this blog takes its name, but which I do not.

    Then there's the person asking "is bovril good for you" — I have no idea, sorry, though with how salty it tastes, I doubt it — and "waiting for the phone to ring" which, I assume, led them to this post, or possibly this one.

    It paints an interesting picture of the people I am somehow attracting to this site — or at least, the type of people that Google feels is appropriate to send over here. Everyone is welcome, one and all; I can't promise you'll find what you're looking for, but hopefully you'll stumble across something fun in the meantime.

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    1601: On Not Assuming the Worst is the Most Representative https://imnotdoctorwho.moegamer.net/2014/06/07/1601-on-not-assuming-the-worst-is-the-most-representative/ https://imnotdoctorwho.moegamer.net/2014/06/07/1601-on-not-assuming-the-worst-is-the-most-representative/#comments Sat, 07 Jun 2014 23:14:58 +0000 http://angryjedi.wordpress.com/?p=6509 I had an interesting conversation with my friend Calin the other day. Calin is someone I've known for quite a while, have shared lots of interesting and enjoyable gaming stories with over the years — mainly through the Squadron of Shame — and even managed to meet face-to-face on one occasion at PAX East in 2010, an … Continue reading 1601: On Not Assuming the Worst is the Most Representative

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    I had an interesting conversation with my friend Calin the other day. Calin is someone I've known for quite a while, have shared lots of interesting and enjoyable gaming stories with over the years — mainly through the Squadron of Shame — and even managed to meet face-to-face on one occasion at PAX East in 2010, an event which, as a whole, I regard as the last great thing in my life before everything came crumbling down shortly afterwards. (I have since largely rebuilt my existence, but there's still some work to do after that chaos.)

    Anyway, the point is: Calin is, if you must put a label on such things, a "gamer". And yet he confessed to me that he's not entirely comfortable admitting that any more, for fear of being lumped in with what he regards as "gamers". His definition of gamers, it transpires, are those who are the most vocal on the Internet, and often the worst examples of the gaming community. They who shout loudest get the most attention and all that.

    This is, of course, a gross generalisation about the entire community of people who enjoy computer and video games, and I said as much in our conversation. The IGN and Gamespot comments sections are not representative of the entirety of humanity who enjoy computer and video games, in other words; there are plenty of other people out there who don't rage and swear at one another, who don't tell writers to kill themselves over reviews they disagree with, who don't act like spoiled children when things that they, personally, aren't interested in show up.

    And yet I can understand Calin's position somewhat. As I noted above, those who shout loudest get the most attention, and it's entirely natural to start believing "gamers" as a whole are the scum of the Earth if the representatives of the community you seem to hear the most from are the ones who are acting like complete tools.

    In vaguely related news, earlier today I observed a Twitter exchange between the members of Witch Beam, developers of the excellent upcoming arcade-style shoot 'em up for PC, PS4, Vita and Wii U, Assault Android Cactus. They were feeling disheartened by a tweet from a member of the Gamespot community who made some disparaging remarks about Sony "only" having titles like Assault Android Cactus — smaller-scale, lower-budget but no less interesting or enjoyable games — to show at E3, while Microsoft was promising that its Xbox One-centric E3 presentation would focus on games, presumably triple-A by implication. I commented to them that it's not worth worrying about the opinion of people who believe that triple-A is all there is to video games. In a way, those people are also judging something in its entirety by a small subsection of it — in this case, that anything outside the big budget triple-A space is somehow unworthy.

    The important thing in all this is to remember that not everyone agrees on everything, and not everyone behaves in the same way. For some people, trash talk and being a jackass online is just part and parcel of the way the modern Internet-connected world works. For others, they prefer to spend their time actually playing games rather than typing comments or tweets to each other online. And for others still, they prefer to engage in intelligent, lengthy discussion about things some people may not have heard of. (I kind of straddle the latter two categories.)

    Of those groups, the people acting like jackasses are but a small part of the whole. They're a problem, for sure, and it's difficult to know what — if anything — it's possible to do about their behaviour. (Hint: It's not posting lengthy social justice-themed editorials on the sites they frequent; that just makes them defensive and even more inclined to be obnoxious.) But here's the important thing: they are not everyone. They do not represent an entire medium. They do not represent the entirety of people around the world who are interested in games. Chances are, in my experience, there's a considerable amount of crossover with those people who believe in nothing but triple-A.

    Fuck those guys. If you enjoy games — however you enjoy them — enjoy them in your own way, and never, ever feel ashamed of something you enjoy because of the behaviour of people you probably have nothing to do with on a regular basis. In an extreme case, simply think back to how it all was before the Internet came along and ruined rational discourse for a lot of people; everyone could enjoy video games without feeling ashamed, guilty or disgusted then, because you never, ever came into contact with the more objectionable parts of humanity. Simply stay out of comments sections and only talk about games with your friends, just like things used to be. Works out pretty well for me, personally.

    And if you're one of the jackasses I've mentioned in this post? If you've ever told a writer to kill themselves over giving a game an 8 when you thought it deserved a 9? (For those who don't frequent gaming sites, this actually happens on occasion, though it's usually over more extreme differences of opinion.) If you believe there is only one "true" way to game, and that everyone else's interests and passions in one of the most diverse creative mediums in the world is somehow invalid? Take a good, long, hard look at yourself and decide whether or not that's the person you really want to be.

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    1600: Clover and Socks https://imnotdoctorwho.moegamer.net/2014/06/06/1600-clover-and-socks/ https://imnotdoctorwho.moegamer.net/2014/06/06/1600-clover-and-socks/#respond Fri, 06 Jun 2014 23:52:22 +0000 http://angryjedi.wordpress.com/?p=6506 As some of you will remember, we got a couple of new(er) rats a while back, initially to give Lucy Rat some company after her cagemate Lara died, and then to keep each other company when Lucy passed away not all that long afterwards. It's been interesting to get to know Clover and Socks since … Continue reading 1600: Clover and Socks

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    As some of you will remember, we got a couple of new(er) rats a while back, initially to give Lucy Rat some company after her cagemate Lara died, and then to keep each other company when Lucy passed away not all that long afterwards.

    It's been interesting to get to know Clover and Socks since we've had them, as they have markedly different personalities to Lara and Lucy. While Lara was a lazy rat who enjoyed attention and Lucy was an energetic psychopath who also enjoyed attention, both Clover and Socks are much more reserved. Scared is perhaps the word, although it seems to be the strangest things that set them off — certain noises and certain sudden movements will send them bolting for the nearest piece of shelter, but with other things they're absolutely fine.

    I'm not sure if they're actually proving more difficult to "socialise" than Lara and Lucy were, because in retrospect it was relatively late into both of their respective lives that they started coming out of the cage of their own volition, exploring, responding to stimuli and, indeed, doing absolutely anything for a prawn cracker or piece of lettuce. Socks and Clover, meanwhile, are both willing to come out and explore a bit — Sock in particular likes climbing up on top of the cage where she has a Lego house in which she can hide — but they're not yet willing to be picked up or petted with any reliability. It's a shame, but hopefully they'll come around eventually.

    They do both have very distinct personalities that they exhibit when they're not running for shelter, however. Socks is curious, cheeky and keen to run around — both of them will run on the wheel we originally got for Lara and Lucy, but Socks does it with far more regularity — while Clover is a little more timid and careful about what she does for the most part. I say "for the most part" because there are times when she'll skitter around the cage, dig a big hole for no apparent reason and then look out as if to say "…what?"

    Rats are very interesting pets to have and, despite the fact they have a slight tendency to keep antisocial hours — Socks and Clover both tend to get up and be most active when Andie and I are going to bed — they're good company. They're not the same kind of pet as a dog or cat, of course — while those animals will happily wander around and come and see you when they damn well feel like it (although most dogs, in my experience, are attention whores even more than cats are), rats are a pet you have to actively engage with due to the fact that they're — in most cases, anyway — not free to just roam around your house at will.

    It's kind of a shame that they're not in some ways, as it's fun to see them wandering around on the floor. And it was some "out of cage" time that gave me the fondest memory I think I have of Lara in particular: it was back when we lived in Chippenham, and we'd let them out for some reason — I forget exactly why, perhaps to clean them — and I was upstairs doing something on the computer. Suddenly, I felt something on my feet. Thinking it was just an itch or perhaps a fly or something, I moved my foot, but then looked down only to see Lara trundling around on the floor of my study; she'd climbed all the stairs in our Chippenham house — which must be like ascending a mountain for a rat — and come to see me, presumably by following my scent.

    I miss Lara and Lucy, particularly as Socks and Clover are yet to come out of their shells enough to interact with us a great deal. But I'm sure we'll become friends eventually, and then I'm sure we'll have some fun, silly stories with them, too.

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    1599: Through the Maelstrom Again https://imnotdoctorwho.moegamer.net/2014/06/05/1599-through-the-maelstrom-again/ https://imnotdoctorwho.moegamer.net/2014/06/05/1599-through-the-maelstrom-again/#respond Thu, 05 Jun 2014 23:37:52 +0000 http://angryjedi.wordpress.com/?p=6504 Final Fantasy XIV patch day! If you don't play an MMO, it's probably difficult for you to understand why people get excited about patches, but we really do. The reason for this is that, more so than any other type of game out there, MMO patches can considerably improve the experience of the game for … Continue reading 1599: Through the Maelstrom Again

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    Final Fantasy XIV patch day! If you don't play an MMO, it's probably difficult for you to understand why people get excited about patches, but we really do.

    The reason for this is that, more so than any other type of game out there, MMO patches can considerably improve the experience of the game for everyone playing as well as adding new content to enjoy. And Final Fantasy XIV has definitely been delivering on that front since it launched.

    Since launch, the game has, so far, enjoyed two major content patches and a few smaller patches along the way. These smaller ones are arguably the most interesting ones in many ways, because they tend to be the ones that improve the players' "quality of life" in various ways — perhaps through interface refinements, perhaps through balancing tweaks, perhaps through adjustments to the way the game works based on the community's feedback.

    So far, we've seen all of the above. We've seen the easy to miss red targeting markers for enemy attacks replaced with more brightly coloured, pulsing markers. We've seen the addition of the Challenge and Sightseeing logs to give people more things to do and ways to earn rewards. We've seen adjustments to the endgame currencies as the average "item level" of endgame players gradually increases. And we've seen much-appreciated little usability tweaks, like the fact you can now get off a chocobo you're riding by pressing the shoulder buttons on your controller rather than having to twat about with hotbars and icons.

    The game is still recognisable as what it was when it launched — it was already a solid game then, after all — but the refinements it has enjoyed ever since mean that it has been consistently, constantly improving — and, more importantly, it's proof that the development team is both willing to listen to players and implement some of their best ideas.

    The game is going from strength to strength, in other words. And they said subscription-based MMOs were dead.

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    1598: Filling a Niche https://imnotdoctorwho.moegamer.net/2014/06/05/1598-filling-a-niche/ https://imnotdoctorwho.moegamer.net/2014/06/05/1598-filling-a-niche/#respond Thu, 05 Jun 2014 00:00:18 +0000 http://angryjedi.wordpress.com/?p=6502 While the "next-gen" consoles are struggling to provide compelling reasons for people to pick them up beyond their launch lineup and a couple of more recent stragglers, there's never been a better time to be a fan of the more niche side of interactive entertainment — particularly the Japanese "otaku games" that I'm such a … Continue reading 1598: Filling a Niche

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    While the "next-gen" consoles are struggling to provide compelling reasons for people to pick them up beyond their launch lineup and a couple of more recent stragglers, there's never been a better time to be a fan of the more niche side of interactive entertainment — particularly the Japanese "otaku games" that I'm such a fan of.

    This week alone there's Hyperdimension Neptunia: Producing Perfection and Monster Monpiece (in Europe, anyway; North America has had the latter for a little while already). Later in the month there's Atelier Rorona Plus, and prior to that we've had interesting, intriguing titles like Nippon Ichi's surprisingly bleak The Witch and the Hundred Knight and Kadokawa Games' excellent dungeon crawler Demon Gaze.

    Hyperdimension Neptunia: Producing Perfection (Neptunia PP for short — stop giggling at the back) is a curious little game that I've been playing for the past couple of days. Ostensibly an "idol management" game — a genre we haven't really had in the West before — it's actually roughly equal parts stat-building life sim, relationship-building dating sim and visual novel. Unlike the rest of the Neptunia series to date, the game unfolds from the perspective of yourself as a participant narrator rather than an omniscient viewpoint which the characters occasionally break the "fourth wall" of. It's a fitting shift in narrative tone and perspective, because the relationship between a Japanese pop idol and her producer is a close one, and this is one of the many things the game explores. Mostly I'm just happy for the opportunity to virtually date Noire, but the game itself, while simplistic and straightforward, is proving to be an enjoyable little statbuilder accompanied by a strange "live performance" minigame that I haven't quite got my head around yet and an enjoyable, characteristically silly narrative starring the Neptunia gang.

    Monster Monpiece, meanwhile, I'm yet to boot up but I'm looking forward to trying out. Notorious for its "First Crush Rub" system — I defy you to find a single article about it which doesn't mention this aspect of the game — in which you essentially have to wank off your Vita while tweaking erogenous zones on pictures of moe girls in order to power them up (a process which, in a somewhat Ar Tonelico-ish twist, causes them to become somewhat more disrobed with each increase in strength), the game is actually, by all reports from people who have actually played it rather than getting outraged about what is, essentially, a fairly minor mechanic, rather good. (That was a clumsy sentence, I know. But you get the gist.)

    Monster Monpiece is, at heart, a collectible card game. You'll collect cards that depict various monster girls, and then throw your deck of up to 40 cards into battle against either AI opponents in the story or live online opponents via the Internet. Rather than a straightforward Magic: The Gathering-alike, the card battles unfold in a distinctive fashion, allowing you to summon your forces into several lanes, then pitting them against one another. Units advance along the "board" and clash if they run into each other, meaning you'll have to engage your strategic brain and think a few moves ahead in order to succeed. Like I say, I'm yet to actually play it myself, but its mechanics sound interesting and enjoyable to engage with. Plus, you know, Vita wanking.

    Atelier Rorona Plus, meanwhile, is a considerably enhanced version of Atelier Rorona: The Alchemist of Arland, an RPG-cum-crafting-strategy-game-type-thing by Gust that I started playing a while back but held off playing further upon hearing the Plus version was coming. The Plus version in question features considerably enhanced graphics — the in-game character models now look like their 2D counterparts rather than their little brothers and sisters — as well as tweaked, refined game mechanics based on the later installments of the series (which have, themselves, also had Plus overhauls, but were less in need of them). Again, I'm yet to play this new version, but it certainly looks lovely and I really enjoyed what I played of the original Atelier Rorona, and as such I'm very much looking forward to getting stuck in to this.

    So there's three games to get stuck into over the course of the next month — all of which are fairly lengthy affairs, particularly if you want to investigate all the narrative paths each of them offer. I know what I'm going to be doing for the next little while! Just as well, really, since I'm about to have a whole lot of time on my hands…

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    1597: Mario Kart 8 is Fucking Great https://imnotdoctorwho.moegamer.net/2014/06/03/1597-mario-kart-8-is-fucking-great/ https://imnotdoctorwho.moegamer.net/2014/06/03/1597-mario-kart-8-is-fucking-great/#respond Tue, 03 Jun 2014 22:07:00 +0000 http://angryjedi.wordpress.com/?p=6500 (Hey, that rhymes. It's like it was meant to be.) So, yes, Mario Kart 8 is, as the title says, fucking great. And it's a surprisingly complete-feeling package this time around, too; past installments of the series have typically not been anywhere near as interesting if you're sitting around by yourself, but the excellent online mode in Mario … Continue reading 1597: Mario Kart 8 is Fucking Great

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    (Hey, that rhymes. It's like it was meant to be.)

    So, yes, Mario Kart 8 is, as the title says, fucking great. And it's a surprisingly complete-feeling package this time around, too; past installments of the series have typically not been anywhere near as interesting if you're sitting around by yourself, but the excellent online mode in Mario Kart 8 means that there's always some interesting, enjoyable competition to be had even if you don't have anyone to play with in the same room as you.

    As ever, though, it's when you have people over to play that the game absolutely shines. I bought it primarily with the intention of this evening happening — my regular board gaming friends came over, we ate curry and then played Mario Kart 8 instead of something tabletop. And it was fab.

    The thing that has always been good about multiplayer Mario Kart is also the thing that frustrates people the most — the fact it can all turn at a moment's notice. One minute you'll be happily driving along in first place, not a care in the world, and the next you'll be pelted by blue, red and green shells, knocked back into the middle of the pack as you friends whizz by you, giggling.

    This is, of course, infuriating when it happens to you, but with the nicely tuned balance of Mario Kart you'll have the chance to get your revenge before very long. The further down the pack you are, the nastier the items you get are, so unless you were knocked out of the running moments from the finish line — which isn't beyond the realm of possibility — there's always a chance to claw your way back to a respectable position.

    Ultimately, the nice thing is that it doesn't matter all that much because it's simply fun to play. The simple controls and well-tuned difficulty level mean that anyone can pick it up and have a go, while the myriad shortcuts and special techniques mean that those who want to take their game to the next level can do so. Just remember, though, getting out in front effectively paints a big target on your back, so don't be surprised when the dreaded blue shell comes a-knockin'.

    I could tell that the game was well-received by my friends from the amount of foul language it was producing. I find it remarkable that Nintendo's family-friendly games provoke more bitching, swearing and cursing than pretty much any other game I know. Even our go-to multiplayer titles like Super Street Fighter IV and TrackMania don't make us yell and curse like we were during our Mario Kart session this evening, and the cursing grew in volume and intensity as we worked our way through the eight cups. Eventually, my friend James was reduced to a gibbering wreck, no longer using words and simply making what he apparently believed to be insulting noises, having previously passed through stuttering, peculiar insults ("W-wank yourself!") and some frankly unprintable utterances that would probably get certain quarters of the Internet angry at me (or James) were I to repost them here.

    Anyway. That's that. I hope there will be more Mario Kart 8 in my future, because that was one hell of a lot of fun. Nintendo very much still has the magic.

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    1596: Efforts https://imnotdoctorwho.moegamer.net/2014/06/02/1596-efforts/ https://imnotdoctorwho.moegamer.net/2014/06/02/1596-efforts/#comments Mon, 02 Jun 2014 22:52:31 +0000 http://angryjedi.wordpress.com/?p=6498 Trying to stay positive. Got up early today, went for a swim before doing anything else (only 25 lengths, alternating crawl and my laughable excuse for a breast stroke, but you have to start somewhere) and then took the bus (the bus!) back. (I managed to find all the Obsidian Mushrooms in Demon Gaze during the bus … Continue reading 1596: Efforts

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    Trying to stay positive. Got up early today, went for a swim before doing anything else (only 25 lengths, alternating crawl and my laughable excuse for a breast stroke, but you have to start somewhere) and then took the bus (the bus!) back. (I managed to find all the Obsidian Mushrooms in Demon Gaze during the bus journey back, which treated me to some enjoyable scenes with catgirl maid Pinay, so it was very much worth it.)

    Got back. Applied for two jobs, nearly applied for a third before I realised I'd already applied for it last week, took delivery of our new table (it's humongous, and it has metallic animal feet, because it clearly belonged to an old lady before ending up in the British Heart Foundation shop), attempted to assemble new table, was mostly successful, did some work, played some Game and Wario (the freebie game I got with Mario Kart 8, which I will almost certainly write more about tomorrow evening after a night of multiplayer fun) and… that's about it, really.

    I feel like I've got quite a bit done today, and, as usual, it can be attributed at least partly to getting up reasonably early and getting started on things before I have to do stuff. I think this every time I get up early, then I go and get all depressed and find it hard to get out of bed until immediately before I have to start work. (Also our new bed is really comfy.)

    As I say, trying very hard to stay positive right now, but it's a challenge. Too much is unknown. Several of the jobs I've applied for won't be letting me know one way or another for two or three weeks, and by then that's the time I will really need to have a new job sorted and ready for me. But I guess there's not a lot I can do about that. As time ticks on, it becomes more and more likely there'll be a gap between my current job ending and my new one starting. I just hope it isn't too long.

    In the meantime, I just have to keep doing what I can in order to stay as positive as it is possible to stay under the circumstances. I have to be grateful for the things I do have, rather than upset about the things that I don't have — even if the things that I don't have could cause potential difficulties. I can't think about that, though. I have to assume that things are going to work out all right. I have to assume that things are going to be fine, and that by this time next month, I'll be wondering what on Earth I was panicking about.

    Hmm. Well, it's going to be a challenge, but I guess I have no option but to try right now, huh?

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    1595: Other Side Up https://imnotdoctorwho.moegamer.net/2014/06/01/1595-other-side-up/ https://imnotdoctorwho.moegamer.net/2014/06/01/1595-other-side-up/#comments Sun, 01 Jun 2014 17:20:44 +0000 http://angryjedi.wordpress.com/?p=6496 A sense of low self-worth tends to coincide, oddly enough, with those times in your life when things aren't going all that well. The time when your actual worth is lower than it could be, in other words. I'm going through one of those phases right now, and it sucks. There's only so much I can do … Continue reading 1595: Other Side Up

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    A sense of low self-worth tends to coincide, oddly enough, with those times in your life when things aren't going all that well. The time when your actual worth is lower than it could be, in other words.

    I'm going through one of those phases right now, and it sucks. There's only so much I can do about it in the short-term, though. But there are probably at least a few things I can do, starting with outlining all the things that are causing me stress, anxiety and depression right now. This isn't for the benefit of any of you kind enough to read my self-indulgent ramblings: I'm simply hoping it will prove to be something of a cathartic exercise, or something.

    Okay. Number one on the list of Things That Are Getting Me Down is the lack of job. I still technically have a job until the end of June, of course, but after that I'm on my own. Far from making me feel relaxed, though, I just feel incredibly awkward about the whole situation. I've pretty much been cut off from the rest of the staff — partially voluntarily, since I didn't really trust myself to contribute meaningfully to staff meetings when at risk of bursting into tears at any moment — and am being largely left to my own devices. With the site's shift in editorial direction, I don't have to worry about news stories, either, so that takes a bit of pressure off, but it's still a bit of a weird situation.

    The main thing causing anxiety in this instance is the fact that I don't yet know what I'm going to be doing after the deadline of the end of June is up. I have a few applications in, but I've only heard from one so far, and that was a rejection. I have some more positions I need to apply for, but I also have to contemplate the possibility that I might not get any of those, which might leave me in a position where there doesn't appear to be anything worth applying for. What do I do then? Aim lower? That doesn't sound right, but it might be the only option.

    My issue, as I've pondered on these pages once or twice in the past, is convincing employers that the work I've done for the past few years is directly relevant to something that is… well, not directly related. I am good at writing about video games. I am good at writing in general. However, I worry that there's still a certain amount of "stigma" around professional games journalism, like it's not a "real job" and that, when attempting to apply for a position at a "real" company, I'll be judged negatively for the hard work I've put in over the last few years.

    This is an irrational and probably completely incorrect assumption, of course, but as I said, I'm simply spouting off the things that are causing me anxiety right now.

    Unrelated to the work issue is the fact that I'm just generally feeling pretty shitty about myself at the moment, particularly with regard to my body image. I'm painfully aware that I've put on loads of weight over the last few years, and I can't shift it. When I get depressed, I often turn to comfort eating, and it's a difficult habit to break. Right now, I'm making a conscious effort to try and eat more healthy things wherever possible, but sometimes you just want a chocolate bar or a cookie.

    I can feel the additional weight translating into unfitness, too. I get breathless, my legs ache and creak, and I feel crappy most of the time. I need to get up, about and being active again, but I know that for a good while after I start doing it, it's going to hurt. It's going to be difficult, I'm going to be gasping for breath and I'm going to feel like I'm not making any progress. And the prospect of that is putting me off doing it in the first place — which, of course, is making me feel worse about myself.

    I think I need to try and ease myself back in with something reasonably "easy" like swimming, and later graduate back to the gym and running and the like when I've built a bit of strength back up. I feel like a useless lump at the moment, so I don't know how long that is going to take, but I feel like I probably should start on this sooner rather than later. This week, perhaps; I already joined the gym in town shortly before we moved, so I just need to try and get into some good habits, getting up early and going in the morning.

    If I can stick to that, that solves part of my semi-conscious objections to indulging in regular exercise and the like. My main issues are that I get too ambitious too quickly — deciding I'll go to the gym every day every week, for example — and then lose motivation quickly, and also that I feel like taking time to do exercise is time that I'd rather spend doing literally anything else. I don't really enjoy exercising while I'm in the state I'm in at the moment; it's demoralising, embarrassing and painful. I need to work through that pain, somehow.

    All of the above, then, is conspiring to make me feel monumentally crap. I wish I could say that I knew things were going to be okay, and I have plenty I should be grateful right now — not least of which is the fact that Andie and I now own our own house, and with a little more work on it, it will be very much how we want it. But there are more immediate concerns weighing on my mind before I really feel like I can relax and enjoy that, and I need to figure out how to address those sooner rather than later.

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    1594: The Changing Times, As Seen Through the Lens of Challenge TV https://imnotdoctorwho.moegamer.net/2014/05/31/1594-the-changing-times-as-seen-through-the-lens-of-challenge-tv/ https://imnotdoctorwho.moegamer.net/2014/05/31/1594-the-changing-times-as-seen-through-the-lens-of-challenge-tv/#respond Sat, 31 May 2014 23:47:02 +0000 http://angryjedi.wordpress.com/?p=6494 Challenge, for those of you not in the UK, is a digital television channel whose programming consists almost entirely of gameshow reruns from the '70s, '80s and '90s. There's the odd bit of original programming and occasional repeats of more recent stuff, but for the most part it's about enjoying old gameshows. One of the most interesting … Continue reading 1594: The Changing Times, As Seen Through the Lens of Challenge TV

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    Challenge, for those of you not in the UK, is a digital television channel whose programming consists almost entirely of gameshow reruns from the '70s, '80s and '90s. There's the odd bit of original programming and occasional repeats of more recent stuff, but for the most part it's about enjoying old gameshows.

    One of the most interesting things about rewatching old gameshows in 2014 is pondering the sort of people who are on them — specifically, their jobs. In the older stuff you get on Challenge — stuff like Blankety Blank, 321 and any number of other shows with wobbly cardboard sets and LCD readouts of the participants' scores — people tend to have very straightforward jobs. "I'm a plumber," one contestant will say. "I work in a shop," another will say. "I'm a newsagent," another will say.

    Compare and contrast with the sort of contestants you get on today's shows — best exemplified by Challenge's repeats of shows like Who Wants to be a Millionaire?Catch Phrase and The Chase — and it's a very different situation. "I'm a management consultant," one will say. "I'm a business development manager," another will say. (Andie informs me that this is the new name for what we used to know as "salesmen".) "I'm an information technology technician in an educational establishment, specialising in campus-wide distributed network solutions," another will say. (I made the last one up. Sounds convincing, though, doesn't it?)

    Notice the difference? That's right, modern jobs all have utterly meaningless titles. Rather than being a straightforward description of what the person actually does, modern job titles obfuscate the person's true purpose behind layers of doublespeak, presumably in an attempt to make everyone seem more important than they actually are. It's probably the same reason that Asda has a "Colleagues Entrance" instead of a "Staff Entrance", and why Waitrose employs "partners" instead of, you know, people who work in a supermarket.

    It's a trend that's grown over the last ten or twenty years in particular, and it's not a particularly positive change for the use of clear English. There seems to be a mistaken assumption that using the longest, most complicated and fiddly words possible to describe something makes it sound more "formal" and "intelligent" — it's the same reason why people in suits incorrectly use "myself" instead of "me" when they're trying to impress clients or superiors — but I'm pretty sure that most of us are wise to this little trick by now. Any time someone starts "myself"-ing at me, I just want to shake them and say "speak like a normal person! Do you talk to your friends like that?"

    Actually, talking about this conjures up a number of fairly amusing mental images, the first one of which that sprang to mind was — don't judge me — a management consultant having sex and breathlessly gasping that "the copulation between myself and yourself is approaching its conclusion, please prepare the personal cleanliness solutions for the removal of errant ejaculate from those areas in which it was unintended to fall", by which point he would have probably already jizzed all over her tits anyway, rendering the entire statement moot and the pair of them sitting in slightly uncomfortable silence, both wondering why he can't just say "I'm gonna cum" or "unnnnnggggghhhh" like a normal person.

    [glances back at how this post started and where it ended up.]

    I, uh… sorry, I don't know what happened there. That sort of escalated quickly, didn't it? Oh well. It's late, all right? My brain is wandering to weird places and I apparently need to get some sleep.

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    1593: Niche Gaming's Struggle for Coverage https://imnotdoctorwho.moegamer.net/2014/05/30/1593-niche-gamings-struggle-for-coverage/ https://imnotdoctorwho.moegamer.net/2014/05/30/1593-niche-gamings-struggle-for-coverage/#comments Fri, 30 May 2014 20:55:15 +0000 http://angryjedi.wordpress.com/?p=6492 A blog post by the inimitable Mr James Mielke really resonated with me earlier today, because it touches on something that regular readers will know I feel particularly strongly about: the lack of coverage for interesting, niche games on mainstream, large-scale, commercial gaming sites. Mielke's piece focuses on the growing Japanese doujin (indie) scene and the excellent games … Continue reading 1593: Niche Gaming's Struggle for Coverage

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    A blog post by the inimitable Mr James Mielke really resonated with me earlier today, because it touches on something that regular readers will know I feel particularly strongly about: the lack of coverage for interesting, niche games on mainstream, large-scale, commercial gaming sites.

    Mielke's piece focuses on the growing Japanese doujin (indie) scene and the excellent games that are emerging from it — titles like, as Mielke mentioend, the joyfully retro Kero Blaster, the smashing mech shooter Armored Hunter Gunhound EX and Edelweiss' spectacular shmup Astebreed, and a list to which I'd also add intriguing, enjoyable titles like Croixleur, Cherry Tree High Comedy Club, Gundemonium, Exceed and numerous others — but it's a problem with niche games in general. These days, if you're not a triple-A game with an astronomical marketing budget and a PR team working overtime to ensure at least ten trailers are released every week, you'll struggle to even get noticed by the big hitters in the industry.

    Why is this? Well, there are lots of reasons at play. A huge consideration for many sites these days is determining what's going to pull in traffic. Since we're still not in a position where people will pay for quality content on the Web — and frankly, I don't see that changing any time soon, unfortunately — most sites still make use of an advertising-based revenue model, which is largely reliant on ensuring that eyeballs are directed on pages which, as well as interesting content, feature advertising in noticeable, prominent locations. Some sites are more obtrusive than others when it comes to advertising, but one thing all commercial gaming sites have in common is a reliance on advertising for revenue.

    This means that sites have a perceived obligation to serve up content that will "sell" — i.e. stuff that will guarantee eyes on pages and, by extension, ads. This means covering the latest hotness at any point — the Grand Theft Autos, the Mass Effects, the Watch Dogs…es of the world. And covering them as much as possible. Previews. Reviews. Guides. News stories. Everything you can possibly think of until there's nothing more that can possibly milked out of the latest big triple-A release, at which point you then proceed to do the same thing with the next one.

    Depending on the size of your staff at a publication, this then doesn't leave all that much time for coverage of other stuff — whether it's a Japanese doujin project put together by a single dude in his bedroom or a sprawling grand strategy extravaganza that may well be one of the most fascinating, ambitious games ever created. There is still time to cover these things to a certain extent, but a whole lot of stuff has to fall by the wayside. I regularly felt enormously guilty when I simply had to ignore a lot of stuff coming into my inbox on a regular basis because I was obliged to cover certain things in favour of others. It made me enormously sad to see hard-working pros like Tom Ohle of Evolve PR continuously bang their heads against a brick wall in an attempt to get the smaller — yet, in many cases, considerably more interesting — projects even considered by your average outlet. There simply isn't the manpower to do so.

    And it's doing the audience a disservice, too. When there's nothing to choose between all the big sites' almost-identical coverage of Watch Dogs, Call of Duty or whatever is big this month, there's little reason for people to look around for interesting takes. Sites could benefit hugely from specialising in particular areas — or simply making more of an effort to not cover exactly the same things all the time at the behest of the most powerful triple-A PR representatives.

    I made a point of covering niche games when I had the opportunity. I reviewed the games that no-one else would look at — and often in more depth than when other sites acknowledged their existence. I celebrated interesting games through my weekly columns. And here I am, staring down redundancy at the end of next month. So that worked, then.

    As the overused cliché goes, games journalism is broken. And I wish I knew how to fix it.

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    1592: Funnymen https://imnotdoctorwho.moegamer.net/2014/05/29/1592-funnymen/ https://imnotdoctorwho.moegamer.net/2014/05/29/1592-funnymen/#respond Thu, 29 May 2014 23:06:28 +0000 http://angryjedi.wordpress.com/?p=6490 I really enjoy a good bit of stand-up comedy — emphasis on the good — and so it was with some delight that I recently discovered the work of Louis C.K. Louis C.K. is someone whom I'd heard mentioned before — mostly by my American friends — but I'd never checked out his material before. I'm always oddly … Continue reading 1592: Funnymen

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    I really enjoy a good bit of stand-up comedy — emphasis on the good — and so it was with some delight that I recently discovered the work of Louis C.K.

    Louis C.K. is someone whom I'd heard mentioned before — mostly by my American friends — but I'd never checked out his material before. I'm always oddly wary of American stand-up — I think it's because I'm conscious that a number of stand-ups from the British Isles have struggled to make an impact in the States, so I find myself wondering if the reverse is true, too. Past experience — the best example I can think of being Bill Hicks — has demonstrated that good American comedy can very much still be funny on this side of the Atlantic, though, so I'm aware I'm being irrational; it's just one of those things.

    Anyway, Louis C.K. is extremely funny. I've watched two of his stand-up shows on Netflix and the first episode of his TV show Louie to date, and all of them have had me properly laughing out loud. He seems to strike a good balance between shocking — his discussion of the words "faggot" and "cunt" during the opening section of one of his shows is a particularly good example of this — and witty, intelligent, observational comedy with just a touch of cynicism. Meanwhile, Louie appears to show that he's a good character actor, too, with some wonderfully deadpan scenes throughout — my favourite being "…can you stop smiling exactly the same way at me every time I look at you?" "…No." — coupled with just the occasional dip into absurdity. I'll have more to say about that when I've watched a few more episodes, I'm sure.

    The reason why discovering Louis C.K. is such a pleasure is because I feel UK comedy isn't in a particularly good place right now — at least not the stuff you generally see on TV. There's still stuff like Dara O'Briain and Russell Howard being shown on repeat-centric channels such as Dave, of course, but the main face of British comedy right now appears to be Russell Kane, whom I just simply don't find particularly funny. I don't know if it's because I'm getting older or simply because I don't like his style, but I find the show he comperes — BBC Three's Live at the Electric — fairly excruciating to watch, not only for Kane's sequences, which are by far the strongest element of the show (which isn't saying much) but for the truly dreadful, painfully unfunny sketches and skits that punctuate the format.

    Louis C.K., meanwhile, has a style that I very much like. There's an air of seemingly defeated cynicism about a lot of it, with occasional crescendos into furious anger about something or other. He never seems to take it too far, though; the rants tend to stop before they become too preachy, and any tension built up through the yelling is usually defused nicely by a pithy comment or a reminder of what he was talking about beforehand. It's a style I really like.

    Anyway, if you've never checked out the comedy of Louis C.K. and you've been meaning to, I'd encourage you to do so at the next opportunity. I've really enjoyed what I've seen, and I hope there's more material out there to discover. In the meantime, I'll be enjoying the Louie series.

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    1591: Beat It https://imnotdoctorwho.moegamer.net/2014/05/28/1591-beat-it/ https://imnotdoctorwho.moegamer.net/2014/05/28/1591-beat-it/#comments Wed, 28 May 2014 23:14:39 +0000 http://angryjedi.wordpress.com/?p=6488 I beat the "bad" ending of The Witch and the Hundred Knight this evening. I'm not going to talk about that right now, though, because I feel there's at least one MoeGamer post in that game and its interesting story. What I instead wanted to talk about was the idea of "beating" games. I love finishing games. … Continue reading 1591: Beat It

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    I beat the "bad" ending of The Witch and the Hundred Knight this evening. I'm not going to talk about that right now, though, because I feel there's at least one MoeGamer post in that game and its interesting story. What I instead wanted to talk about was the idea of "beating" games.

    I love finishing games. I love the satisfaction of fighting the final boss — usually, if the game's sound team has any sense, accompanied by the best piece of music in the game — followed by the story's conclusion and the credits roll. Well-designed games feature satisfying conclusions that wrap everything up nicely, but at the same time leave you a little sad that you'll be leaving the main cast behind. Even poorly designed games can give a palpable sense of relief once they're all over.

    Interestingly, though, I don't seem to see an awful lot of people talking about beating games. There's occasional talk of scoring a Platinum trophy — usually from trophy whores who make a point of earning Platinum trophies on even games they don't particularly like — but I very rarely see people publicly expressing satisfaction that they've completed a game, seen its end sequence and have finally achieved some closure.

    I wonder why that is? Perhaps it's to do with the excessive spoilerphobia we have on the Internet these days. You can't mention a single plot point from recent popular media — be it games, movies or TV — without someone complaining about spoilers. It's a fair concern, if we're being honest; it's always nice to have a few surprises in an unfamiliar story. But it does make talking about interesting stories extremely challenging at times. How can you talk about School Days without talking about the ending where Kotonoha kills Sekai? How can you talk about Nier without mentioning the bit where it deletes your save file piece by piece in front of you as your character is erased from existence? What discussion of Hyperdimension Neptunia Victory is complete without mentioning the fact that the main villain is a disgruntled, embittered Atari? (Okay, maybe it's just me who cares about that last one.)

    Or perhaps people simply don't finish games as much as they used to. And if so, that's rather sad: all those dangling plot threads, ever to be unresolved; all those final bosses, waiting to show you their awesome piece of battle music, ever to remain unfought; all those 20-minute staff rolls left unread.

    I'm actually the opposite; I finish a whole lot more games these days than I used to. I remember one of the first games I ever beat — Super Mario World on the Super NES — and it being a huge deal. It was an even bigger deal when I got that magic "96" on the main menu: the 16-bit equivalent of earning a Platinum trophy. Despite the fantastic feeling that came from beating that game once and for all, it would be quite some time before I'd beat any others, though by the time I started getting into point-and-click adventures you couldn't stop me from reaching the end credits of even the most stubborn games (hello, Discworld) if you tried.

    I'd be interested to see the statistics for how many people beat particular games. It sort of is possible to get a general idea these days by looking at achievements — the cynical (or observant) might suggest that achievements are more a means of metrics-tracking for developers than an actual reward mechanism for the player, anyway — but it's not always easy to get the global picture using these. I have a strange feeling that a lot of games might get started but never finished by a lot of people, and this can be at least partly attributed to the ridiculous pace with which things come out these days. In some cases, you're barely out of the tutorial levels of one game before the Next Big Thing comes along vying for your attention, and the natural thing to do is to want to try out that Next Big Thing, which leaves the Last Big Thing languishing.

    I've had to discipline myself pretty ruthlessly to avoid this going on. Once I start something, I try and finish it — unless I'm really not enjoying myself, in which case I'll abandon it. Spanners have occasionally been thrown in the works by review obligations, but after the end of June I won't have to worry about those any more, meaning I can concentrate on clearing my ample backlog. (And purchasing all the titles I mentioned yesterday, of course, along with a couple of others I'd forgotten about — Mind Zero and Hyperdimension Neptunia: Producing Perfection). For the most part, this strategy works well; I'm in the good habit of playing a game as much as I find enjoyable, then setting it aside once I'm done, perhaps to be replayed at some time in the future. For games I particularly enjoy or want to show my appreciation to, I make an effort to obtain that Platinum trophy; not only is it satisfying to know I've been rewarded for everything the game is offering rewards for, it also provides the aforementioned feedback to developers that someone, somewhere out there enjoyed their game enough to want to see everything it had to offer.

    So, an open question to anyone reading and comment-inclined: how often do you beat games? Do you tend to focus on a single game and play it to completion, or juggle lots of games at the same time? How do you keep track of them all, if so?

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    1590: Deluge https://imnotdoctorwho.moegamer.net/2014/05/27/1590-deluge/ https://imnotdoctorwho.moegamer.net/2014/05/27/1590-deluge/#respond Tue, 27 May 2014 23:46:32 +0000 http://angryjedi.wordpress.com/?p=6486 Why is it that the moment you know you're not going to have very much money on hand — like, say, when you lose your job — that all the awesome things suddenly come out and vie for your hard-earned? Sod's law, I guess. Considering a lot of people seem to consider gaming is going through a … Continue reading 1590: Deluge

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    Why is it that the moment you know you're not going to have very much money on hand — like, say, when you lose your job — that all the awesome things suddenly come out and vie for your hard-earned?

    Sod's law, I guess.

    Considering a lot of people seem to consider gaming is going through a bit of a "dry spell" at the moment, there sure is one hell of a lot of things that I want to play that have either come out recently or are about to come out.

    One of the chief games I'm interested in is Nintendo's Mario Kart 8, which is looking like a stonker, if you'll pardon the '90s parlance. I haven't loved the last few Mario Karts — though granted, I didn't play the 3DS one — and have instead preferred the company of games like Sonic and All-Stars Racing Transformed, which is a truly excellent game filled with Sega fanservice. Mario Kart 8, meanwhile, is looking like it will be a return to form for the series — from my perspective, anyway — with some creative tracks, some astonishingly good music, all recorded with live instruments, and the usual array of multiplayer funtimes. I'm looking forward to getting together with friends and having an evening of throwing shells at one another.

    Aside from that, though, there's a glut of great RPGs that are dropping around the same time. On Vita, there's Conception II, which I'd very much like to play at some point but haven't downloaded yet, plus Demon Gaze, which I've been loving. On PS3, there's Drakengard 3, which is next on the list after I finish with The Witch and the Hundred Knight and Demon Gaze, and which I'm rather excited about as it's from the same people who did Nier, one of my favourite games of all time. I already have a copy of that ready to go and it's taking all my willpower to not just shove it in the PlayStation right now and start playing. But I am waiting until it can have my full attention.

    Then there's Monster Monpiece, the fun-looking card-battling game for Vita that features the notorious "rubbing" minigame in which you power up your monster girl cards by rubbing your Vita until… well, there's no two ways about it: some of their clothes fall off. Aside from the pervy aspect — which, to be perfectly and unabashedly blunt, has me intrigued — the card battling gameplay looks solid and interesting, and a friend of mine who played the Japanese version seemed to have a lot of fun with it, so I'm definitely interested in giving it some time.

    I'm sure there's more I haven't thought of, and this isn't even considering the most recent big triple-A release Watch Dogs, which sounds like it has ended up slightly disappointing a few people. I probably wasn't going to pick it up anyway, but it's a bit of a shame to see a game that's been hyped to absolute buggery for the last fuck-knows-how-long turn out to be received in a rather more lukewarm manner than its developers and publishers intended.

    Well, with all this gaming goodness dropping now, I know at least I won't be bored while I'm twiddling my thumbs in my house waiting to hear back from all the jobs I've applied for…

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    1589: The Digital Future https://imnotdoctorwho.moegamer.net/2014/05/26/1589-the-digital-future/ https://imnotdoctorwho.moegamer.net/2014/05/26/1589-the-digital-future/#comments Mon, 26 May 2014 23:36:42 +0000 http://angryjedi.wordpress.com/?p=6484 I was a bit surprised to read this piece from GamesRadar today. For those of you who can't be bothered to click the link, it's a piece decrying the fact that 73% of UK-based console gamers still exclusively buy boxed copies of games on disc, without ever purchasing any digital download titles. The article then … Continue reading 1589: The Digital Future

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    I was a bit surprised to read this piece from GamesRadar today. For those of you who can't be bothered to click the link, it's a piece decrying the fact that 73% of UK-based console gamers still exclusively buy boxed copies of games on disc, without ever purchasing any digital download titles. The article then goes on to pontificate as to how this can be "fixed".

    My immediate response was "why does this need to be fixed"?

    The piece does make some good points. Digital distribution cuts down on a considerable number of overheads and organisational considerations when compared with physical distribution — particularly on console platforms, where the platform holders still have very tight control over what can and cannot be released and sold in a box. Digital distribution allows smaller developers to release games to the public without having to worry about these overheads and organisational consideration — or even working with a publisher in some cases. It is ideally suited to the indie movement, in other words, though the article appears to espouse a philosophy of "all digital, all the time" being the way forward for interactive entertainment.

    I'm not resistant to the idea of digitally distributed titles being available. The vast majority of my PC game collection is digital, and in fact I threw out a whole bunch of physical PC games when we moved this time — largely because they were old copies of games that no longer run on modern systems, and in most cases there are downloadable modernised versions that will happily run on newer hardware and operating systems. Similarly, if the only way to acquire a particular game on console or handheld is to download it, I will happily hand over my money and download it.

    Here's the thing the article is missing, though: some people are collectors. I consider myself a collector of games, and I display my shelf of PC, PS1, PS2, PS3, Xbox 360, GameCube, Wii, Wii U, PSP, Vita, DS and 3DS games with a great deal of pride. I like being able to look at that shelf, think "oh, I used to enjoy that game", pull it down, pop it into a console and be playing it again a moment later. With the increasing speed of broadband these days — particularly if you're lucky enough to have fibre-optic like us — it doesn't take very long to download an older game, but there's still something very pleasant about seeing that box art, holding the box in your hands and putting the disc into the device. And for newer games — particularly with the excruciatingly slow speeds the PS3 downloads from PSN — I'd much rather just put in a disc and play than wait for 10GB or more to download.

    The other consideration, of course, is that console online stores are closed ecosystems that theoretically could close down at any time, denying you access to content you've purchased a license to. Note: purchased a license to, not purchased. That license can be revoked at any time, meaning that there's always the risk that, having deleted a game to make space on your hard drive at some point in the past, you might not be able to get it back ever again at some point in the future. This issue is hopefully a way off for now, but it will become a problem in a few years, I imagine.

    The newer consoles, the Xbox One and the PlayStation 4, have another problem, and that is the size of the downloads for newer games. Many new "next-gen" games are weighing in at 40 or 50 GB each, and with both consoles only coming with a 500GB hard drive as standard, that's only ten games you can have installed before you have to start deleting things. Granted, most gamers will probably only have one or two games on the go at once, but then there's that old concern again: what if, for some reason, you're suddenly no longer able to download something you paid £40 for? That sucks, and it does happen, even well before the whole store closes — recently, Europe saw the removal of Persona 4 Arena from the PlayStation 3's PSN without explanation.

    Ultimately what is needed in this regard is not someone slamming down a gavel and saying "The Digital Future begins now!" — what is needed is the acknowledgement that consumers like choice. Collectors like myself who value games as cultural artifacts to be displayed with as much pride as books should continue to have the opportunity to add to their collection, while those who prefer to declutter and have their digital entertainment on tap — or who perhaps see games as a more "disposable" form of entertainment — should also have the opportunity to enjoy their games without acquiring things to find a home for in their house. Small developers should continue to have the opportunity to release their games as digital-only releases, with the most successful ones — see titles like Journey and its ilk — eventually making it to a physical release if the demand is there.

    In other words, so far as I can see, pretty much the ideal situation is what we've got now. So why is that a problem that needs "fixing"?

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    1588: 33 Bloke LFG https://imnotdoctorwho.moegamer.net/2014/05/25/1588-33-bloke-lfg/ https://imnotdoctorwho.moegamer.net/2014/05/25/1588-33-bloke-lfg/#respond Sun, 25 May 2014 23:56:25 +0000 http://angryjedi.wordpress.com/?p=6482 Ahh, I'm jobhunting again. Goody. It's always so much fun to do this. Actually, though, this time around I don't feel quite as despondent about the process as I have done in the past. I am feeling pretty despondent about my impending unemployment, of course, but the timely acquisition of a new job will hopefully fend that … Continue reading 1588: 33 Bloke LFG

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    Ahh, I'm jobhunting again. Goody. It's always so much fun to do this.

    Actually, though, this time around I don't feel quite as despondent about the process as I have done in the past. I am feeling pretty despondent about my impending unemployment, of course, but the timely acquisition of a new job will hopefully fend that off before things get too difficult to deal with — either mentally or financially.

    When I've been in this position in the past, the main source of my despondency was due to the fact that, despite having both qualifications and experience, I wasn't really sure what I should be looking for. The reason for this is that both my qualifications and experience are quite specialist, with the possible exception of my degree — I have a PGCE, which is a teaching qualification, which naturally suggests a career in teaching, and I have experience with teaching, working in retail as both a salesman and a personal software trainer, and I also have experience at quickly and efficiently churning out content that people might actually want to read for specialist websites.

    The challenge now is in applying that knowledge and experience and being able to position my qualifications and skills as being suitable for… something else. There is absolutely no way I am ever going back into teaching, largely for the sake of my own mental health. I am also rapidly coming to the conclusion that I no longer wish to work in games journalism — I think there's a whole post in my reasons for doing that, so I'll save that for another day.

    So what, then?

    Answering this question is where I've stumbled before. When confronted with a website promising literally thousands of available jobs, where on Earth do you begin looking?

    Well, this time around I quickly found some suitable positions to delve into, largely in the web content editing and/or internal communications fields. Both types of position are directly relevant to my past experience, albeit from a different angle, and both types of position are something I could absolutely, positively do right now without requiring any additional training. For the most part, too, both types of position offer a salary that is at least competitive with what I've been earning at Gamer Network, and with the prospect of future promotions and actual career development — something that simply wasn't there with any of the games journalism positions I've held in the last few years — I might actually finally be able to get my hypothetical income graph heading back upwards instead of, as it's been doing for the last few years, downwards.

    Anyway, that's the situation right now. My Bank Holiday Monday is likely to be spent looking for and applying for more and more jobs. Hopefully one of them at least will come to something, as having dealt with long-term unemployment on one occasion in my life I'm in absolutely no hurry to return to that situation — particularly now Andie and I are safely in our new house.

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    1587: The Most Important Part of Moving https://imnotdoctorwho.moegamer.net/2014/05/24/1587-the-most-important-part-of-moving/ https://imnotdoctorwho.moegamer.net/2014/05/24/1587-the-most-important-part-of-moving/#respond Sat, 24 May 2014 22:28:54 +0000 http://angryjedi.wordpress.com/?p=6480 Unpacking shit, painting and hammering nails into walls are all very important parts of moving house, but by far the most important thing to do is to determine whether or not your local takeaways are any good. The prime time to do this is immediately after you've moved, when you almost certainly don't have anything … Continue reading 1587: The Most Important Part of Moving

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    Unpacking shit, painting and hammering nails into walls are all very important parts of moving house, but by far the most important thing to do is to determine whether or not your local takeaways are any good. The prime time to do this is immediately after you've moved, when you almost certainly don't have anything good in the fridge or freezer. And we've been doing just that.

    Last night we tried the local chippy, which is just over the road from us. It seemed pretty good — as good as a chippy ever is, anyway — and was noteworthy for having absolutely astronomical portions. The definition of a "large" chips varies enormously from chip shop to chip shop, and it seems that this place errs on the side of "large" meaning "enough to feed at least four people". Hard to beat value like that.

    Tonight, on the other hand, we gave the local Indian takeaway a go. This, too, is just across the road from us, and appears to have some involvement with one of the best curry houses in Southampton: Kuti's Brasserie on Oxford Street. We popped in yesterday to grab a menu and have a quick look and it smelled amazing, so after receiving a generous cash gift from my grandmother in the post today, we thought we'd give it a go to see what it was like.

    Turns out it was delicious, and again, very good value for money. Andie and I bought a couple of mains, a couple of starters, a couple of rices and a couple of bready things for a little under £30 and all that was clearly enough for about four people instead of just the two of us; consequently, a hefty chunk of it has gone into the fridge for warming up as leftovers at some point.

    One of my favourite Indian takeaways was in the Sholing area of Southampton when I used to live there. The building where my flat was located was attached to a small block of little shops and offices, and among the shops on the ground floor was an Indian takeaway, the name of which I've since forgotten. I have vivid memories of going in there, however, because the guy who owned it had obviously seen us moving all our stuff in: the night we moved in and wanted nothing more than to simply stuff our faces with delicious food we didn't have to cook ourselves, I was greeted by the gentleman in question standing behind the counter of his takeaway, arms splayed wide as if he was about to embrace me, bellowing "Welcome to the Sholing!" (The takeaway was not, I don't believe, called "The Sholing"; his greeting was simply a slightly broken English welcome to the area, which was simply called "Sholing" rather than "The Sholing".)

    Our experience with Kuti's Express this evening wasn't quite as heartwarming as that particular incident, but the food was good and you can order online to collect about 30 minutes later, so that's all good. And I'm almost certain we'll be heading back there — particularly with my board gaming friends' affinity for the spicy side of cuisine.

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    1586: pkunzip -d house.zip https://imnotdoctorwho.moegamer.net/2014/05/24/1586-pkunzip-d-house-zip/ https://imnotdoctorwho.moegamer.net/2014/05/24/1586-pkunzip-d-house-zip/#comments Sat, 24 May 2014 00:03:12 +0000 http://angryjedi.wordpress.com/?p=6478 The unpacking is done! I think. Unless there's a secret box hiding somewhere, just waiting to taunt me with its meaningless contents. If there is a secret box hiding somewhere, just waiting to taunt me with its meaningless contents, my response to it right now would almost certainly be to simply empty its meaningless contents straight into … Continue reading 1586: pkunzip -d house.zip

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    The unpacking is done! I think. Unless there's a secret box hiding somewhere, just waiting to taunt me with its meaningless contents. If there is a secret box hiding somewhere, just waiting to taunt me with its meaningless contents, my response to it right now would almost certainly be to simply empty its meaningless contents straight into the bin. The house is full; there's no more room for crap.

    That's not entirely true, of course — though I've had to find some creative storage solutions in my study — but this place most certainly now looks "lived in", in a good way. We have Things on Shelves in a vaguely organised fashion — the shelves in the living room are the best example of this, while the rickety bookcase in my study shouldn't be examined too closely lest one of the two loose shelves come crashing down, bringing a ton of heavy books with them — and there are places to sit. (We have two sofas in our living room, but that's largely because we had to buy a second one in the previous place because our nice leather sofabed wouldn't go up the damn stairs. Here, meanwhile, it came through the door without a single issue — and thankfully without any damage from having been kept in the garage for a year and a half.)

    We even have a spare bedroom, which is a first for me. (Second bedrooms in places I've lived have tended to end up converted to office/study space — here, we not only have a spare bedroom, but a study each.) Said spare bedroom had a bit of a paint accident earlier, leading to an ugly bare patch in the middle of the wall, but that was the one room we haven't yet redecorated anyway. I guess now there's an incentive to get it done, huh?

    The area that probably needs the most work at present is the dining room, which is in the small extension on the back of the house. Right now, we have a half-full shelf of board games — the other half of the board games are proudly displayed in the living room — and some display cabinets that Andie is yet to put her ample Lego collection in. Sitting in the centre of the room and looking rather lonely is the dining table and chairs I inherited from my former housemate Claire; the chairs are old and faded and the table is far too small for the space it occupies. At the very least, the table will be replaced with something much bigger at some point: the aim is for the dining room to become a suitable space for playing sprawling board games in. The room is certainly big enough; we just need a nice flat surface to put all those bits of card, wood and plastic on.

    Anyway. I'm aware I'm becoming a house bore. This is probably the last "yay house" post for a while yet, since most of the major things — unpacking, mainly — are done. There's a minor bit of decorating to do here and there still, and I'm sure we'll find some "projects" we want to work on in the near future. But what was an empty, slightly grubby house a few days ago is now very much a place where we live.

    And Andie and I have both agreed that we are not moving again, ever.

    Uh-huh. Sure.

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    1585: Taxing Polls https://imnotdoctorwho.moegamer.net/2014/05/22/1585-taxing-polls/ https://imnotdoctorwho.moegamer.net/2014/05/22/1585-taxing-polls/#comments Thu, 22 May 2014 23:24:25 +0000 http://angryjedi.wordpress.com/?p=6476 Did you vote today? I did, and so did Andie. I don't actually really care all that much whether or not you did — I'm guessing you didn't if you're reading this from outside the UK — but it seems to be "the done thing" to ask today. For those reading from outside the UK, … Continue reading 1585: Taxing Polls

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    Did you vote today? I did, and so did Andie. I don't actually really care all that much whether or not you did — I'm guessing you didn't if you're reading this from outside the UK — but it seems to be "the done thing" to ask today.

    For those reading from outside the UK, it was a combination of local elections and European elections today. I don't follow politics with any great interest, so I'm not really 100% sure what both of these elections will decide in the long term, but I do know that a significant proportion of people on the Internet were absolutely adamant that we must not vote for UKIP.

    UKIP, for the uninitiated, are a party led by a sour-faced trout called Nigel Farage who are strongly in favour of, among other things, the UK's independence from the rest of Europe. They've also garnered something of a reputation in recent weeks in particular for being possibly a little bit racist, maybe. Not quite as flagrantly, unashamedly racist as the British National Party (BNP), mind, but still enough to give people pause, especially if they are a member of an ethnic minority group or an immigrant themselves.

    Before we go any further, I'll note up front that I didn't vote UKIP. I disagree with what I know of their policies, I don't like racist attitudes and I think Nigel Farage is a twat. This site also suggested that I fundamentally disagreed with UKIP on all but three of the thirty different policies and opinions it tested, and had the greatest affinity with the Green Party, most closely followed by the Lib Dems, then after a bit of a gap, Labour and the Conservatives. I didn't have any particularly strong feelings before taking the test, so I voted Green today. They're one of those parties that are pretty unlikely to ever have any real power, but the way democracy is supposed to work is through you voting for the party that most closely aligns with your beliefs, right?

    Anyway. Now I've said that, I feel I can say that the run-up to this election has been absolutely insufferable largely due to the number of smug people pointing out with great delight how they're not going to be voting for UKIP. I saw the same "hilarious" Twitter messages that "Farage hates" being retweeted time and time again; the same Stewart Lee speech shared over and over again; the same people congratulating one another on how awesomely politically switched-on they were.

    Trouble is, the stated (or implied) intent in what these people were doing — to convince other people that voting UKIP would be a bad idea — was somewhat flawed. When it comes to political views, people are pretty ill-informed (I'm a fine example) and yet pretty stubborn when it comes to which party they choose to attach themselves to. (I am less of a fine example of this latter aspect.) This means that when you proudly declare how awful UKIP are and how you wouldn't possibly vote for them ever, and how nobody else should vote for them ever, you're not changing anyone's mind. If anything, all you're doing is reinforcing your own beliefs — and those of people you know already agree with you — and causing those people who do claim to support UKIP to dig their heels in and be more determined to vote for this party you detest and despise. Meanwhile, you end up irritating the fuck out of the people who don't feel particularly strongly one way or the other and who wish the Internet would go back to arguing about whether 1080p and 60 frames per second really matters.

    I suppose I can't really fault people for at least appearing to stand up for what they believe in — particularly in these increasingly apathetic times. I simply don't feel that the way people have chosen to express themselves in this instance — as with so many topics that people get passionate about on the Internet — has been particularly helpful or productive.

    I guess we'll find out when we hear the results of the elections, won't we?

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    1584: Seriously, Hire Movers https://imnotdoctorwho.moegamer.net/2014/05/21/1584-seriously-hire-movers/ https://imnotdoctorwho.moegamer.net/2014/05/21/1584-seriously-hire-movers/#comments Wed, 21 May 2014 20:50:40 +0000 http://angryjedi.wordpress.com/?p=6474 I am writing this from my new bed in my new house. Downstairs is a partially unpacked living room, a not-at-all unpacked study and a mostly done kitchen. I am pleasantly, satisfyingly tired, and not feeling stressed out about the house or the things in it. Moving Day has, in short, been a Big Success. … Continue reading 1584: Seriously, Hire Movers

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    I am writing this from my new bed in my new house. Downstairs is a partially unpacked living room, a not-at-all unpacked study and a mostly done kitchen. I am pleasantly, satisfyingly tired, and not feeling stressed out about the house or the things in it. Moving Day has, in short, been a Big Success.

    And a significant part of this can be attributed to one thing: the fact we hired a removals company. Not a man with a van, not some friends who offered to help, a professional removals company.

    They weren't cheap, mind, though thankfully they weren't one of the companies that wanted to charge us over a thousand pounds to move our stuff less than two miles down the road. (We get the impression that the companies who quoted us particularly stupid prices simply didn't want to do the job — fair enough, since it involved lugging a shit-ton of stuff down from a second-floor flat, but it would have perhaps been nice if they'd just said that rather than arguably attempting to take advantage of us.)

    But no, the company we used — Robinsons, if you're curious — were great. They showed up promptly at the agreed time with a big truck that was more than capable of fitting all our stuff in — I've proven on more than one occasion that I have too much stuff for a Transit van by myself, let alone with Andie's stuff in there too — and then proceeded to lug everything down the stairs for us while we alternated between twiddling our thumbs, making cups of tea for them and playing games on our phones, the only entertainment devices that were still within easy reach.

    Then they drove the truck to our new place, unloaded everything and were gone before 4pm. If we'd been doing this ourselves, we'd still be shifting things well into the night, probably taking multiple trips and getting increasingly irritable.

    But nope; the additional expense was well worth it for the peace of mind and lack of stress it brought. Tomorrow we can wake up refreshed and tackle the rooms that still need working on. We can buy and fit a dishwasher. And then we can flop down on the sofa — the sofa which wouldn't fit up the stairs to our previous flat and which we consequently haven't had the chance to sit on for a year and a half — to watch some television, safe in the knowledge that holy shit, this house actually belongs to us. Pretty neat, no?

    Now it may be a ridiculously lame hour but I'm off to get some sleep. Photos will undoubtedly follow at some point in the near future once the place is a little more presentable!

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    1583: Imminent New Digs https://imnotdoctorwho.moegamer.net/2014/05/20/1583-imminent-new-digs/ https://imnotdoctorwho.moegamer.net/2014/05/20/1583-imminent-new-digs/#respond Tue, 20 May 2014 22:44:17 +0000 http://angryjedi.wordpress.com/?p=6472 So, this time tomorrow we should be officially moved in to our new house. We almost certainly won't have everything unpacked by then — though I guess you never know! — but we will be in there. Which will be nice. This all seems to have rolled around rather quickly and surprisingly smoothly. You hear all sorts … Continue reading 1583: Imminent New Digs

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    So, this time tomorrow we should be officially moved in to our new house. We almost certainly won't have everything unpacked by then — though I guess you never know! — but we will be in there. Which will be nice.

    This all seems to have rolled around rather quickly and surprisingly smoothly. You hear all sorts of horror stories about people buying houses (particularly their first house) that are full of stupid words like "gazumping" and this has just been… well, pretty straightforward, really, and we haven't had to do nearly as much faffing around as I thought we'd have to. It was pretty much a case of going in to the estate agents, saying "we want to buy this house", answering a few questions and then, a couple of months later, taking possession of our new house.

    That's an oversimplification, of course, though not by much; the people we were buying the place from didn't dick around, and even the lawyers didn't seem to spend too much time arguing with one another, though there was a little of that. The process was so smooth and straightforward that the act of handing over a not-insignificant amount of money for the deposit felt no more "serious" than just paying a bill or something. And now here we are; one sleep away from moving in.

    While I was working last week, Andie and her mother spent a lot of time doing the new place up — painting, hanging curtains, cleaning, that sort of thing. I helped with a bit of the painting, but I stayed out of the way for most of it largely because I was busy, but also because I don't trust myself an inch with DIY. As a homeowner I'm supposed to start caring about this stuff now, I think, but I've never been particularly fussy about what colour my walls are or if they match the ceiling; generally speaking, so long as I have walls around me and a roof that doesn't leak above me, I'm fine. (Oh, and it should preferably be a comfortable temperature, too; warm when it's cold outside, cool when it's hot outside.)

    I'm interested to see what it will look like with our stuff in it. It's been a little hard to picture so far, but I'm sure it's going to look good. I'm looking forward to having my own downstairs study for working — though with my current employment situation, it remains to be seen how much use it will be getting on a professional basis — and having an actual spare bedroom. We have a brand new bed, too, which I'm hoping is going to be significantly more comfortable than our current one.

    There are still acquisitions to make before it will feel "finished" — though I'm aware once you own a house it's never truly "finished". We need a big-ass dining table for our extension out the back — big enough to fit sprawling board games, specifically — and we're getting a dishwasher and tumble dryer, too. The dishwasher in particular is something I'm looking forward to; there are few chores I hate more than washing up. I'm not sure why, but my mind has always somehow equated dirty plates with being utterly disgusting — even if you've only just finished eating off them — and thus sticking my hands into a bowl of water with them has never been especially appealing. If you can get a magic box to wash them for you, then great; having our own place gives us the freedom to do just that which you just don't get in most rental properties.

    Oh, and we're probably going to get a dog, too. We both quite wanted a cat, but we feel that would probably be foolish while we still have the rats Clover and Socks. Neither of them are big fans of coming out of the cage — except to climb up it and get into their Lego house that we usually put on top of it — so it probably wouldn't be a problem, but I still feel it's probably best not to risk having them in the house with an animal that might want to eat them. A dog, I feel, is less likely to want to munch on them — plus it's a good excuse to go out and about and get some exercise by giving it walks every day.

    Anyway, this is all hypothetical for now, but it's not long until it becomes reality. Pretty exciting — though to be perfectly honest I'm looking forward to the "exciting" bit being over and just being able to get down to some serious and much-needed relaxation.

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    1582: My Phone's Not Called "Mate" https://imnotdoctorwho.moegamer.net/2014/05/19/1582-my-phones-not-called-mate/ https://imnotdoctorwho.moegamer.net/2014/05/19/1582-my-phones-not-called-mate/#respond Mon, 19 May 2014 23:10:04 +0000 http://angryjedi.wordpress.com/?p=6470 So, an update on how I'm doing with my new phone after several days of fiddling around with it. (Said new phone, if you missed my post from the other day, is an HTC One M8 — my first Android phone, though not my first Android device.) I'm really liking it! Like, way more than … Continue reading 1582: My Phone's Not Called "Mate"

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    So, an update on how I'm doing with my new phone after several days of fiddling around with it. (Said new phone, if you missed my post from the other day, is an HTC One M8 — my first Android phone, though not my first Android device.)

    I'm really liking it! Like, way more than I thought I would. There are flaws, certainly — the phone has frozen and rebooted itself while I was in the middle of doing something rather more times than I would have preferred it to in the last few days — but on the whole, it's been a great experience so far and I dare say that I am actually starting to prefer it to iOS.

    Don't get me wrong, I'm not going to suddenly become an Android fanboy, largely because I find Android fanboys to be some of the most insufferable fanboys on the entire Internet. Nor do I feel that iOS is now "bad" because of the time I've spent with Android. But there are clear and discrete markets for both, and they both do their own thing extremely well.

    iOS, like most of Apple's other products these days, is designed to be accessible, simple and straightforward. I hesitate to say "designed for stupid people" but it's certainly designed in such a manner that stupid people can't break it easily. It doesn't blind you with unnecessary information — if there's something it can do quietly in the background without telling you what's going on, it will. This is great for people who panic when they see technical messages they don't understand; however, on the flip side, it's less than ideal for computer-literate people who like to know what their device is up to — and if it's up to something it shouldn't be (or not up to something it should be).

    There are two features on iOS where this is painfully apparent, and as I count myself in the more "computer literate" camp they'd been becoming increasingly frustrating to me.

    First up is Photo Stream, a feature whereby you take a photo with the phone's camera and it gets automatically backed up to your iCloud account and synced to any other devices you've also logged into iCloud with. This is, in theory at least, extremely useful for backing up images and just for transferring them from one device to another — from phone to computer, say — without having to faff around with long-winded sync processes or additional hardware. And, a good 90% of the time, it was great. The trouble was, for that remaining 10% of the time it would just not work, and it certainly wasn't going to tell you why. I eventually managed to figure out that if Photo Stream wasn't syncing it was generally for one of two reasons (the battery being below 20% or you not being connected to Wi-Fi) but the phone certainly didn't tell me that.

    iTunes Match, the service that allows you "cloud" access to your full iTunes music library from any device, is the same way. A few weeks back, my iPhone simply started refusing to download certain iTunes tracks to itself, which made loading it up with tunes to take on a long trip to be troublesome at best, completely impossible at worst. Again, there was no means of getting feedback on what was going wrong and why some tracks would download but others wouldn't; it simply wouldn't do it. Infuriating. But I can sort of understand why Apple chose not to put frightening error messages in there — so as not to scare off the casual, less computer-literate people.

    Android's big selling point is its customisability, and to be fair I haven't explored that a great deal with my new device just yet — I've been largely happy with the stock options so far. It comes preloaded with a standard app launcher and a special "car mode" with big buttons and quick access to music, navigation and other useful features you might need while driving, but I know the option is there for further customisation. I also like how you can have things installed on the device but not visible on the home screen.

    What I've really liked so far is the notifications system. I can clear all my notifications with a simple tap on a button, or I can also take action on a lot of them right from the notifications feed — reply to a tweet, archive an email, all manner of other things. It took a little adjusting to the fact that the phone doesn't display messages on the home screen like the iPhone does, but having used it for a few days now, it's actually quite nice to have the peace and be able to review notifications at your leisure rather than when your phone thinks you should.

    Plus there's the sound. I'm not normally a fan of playing music out of a mobile phone, but the M8 has some surprisingly competent speakers. They're never going to rival a proper setup, of course, but they're loud, reasonably beefy considering their size, and they make listening to music or podcasts without headphones while doing other things — housework, for example, or, more relevantly to now, packing — eminently practical. Combine with Google Music's much better, more stable  implementation of "cloud music" than iTunes Match offers along with the ability to put an extra SD card in there for storage and you have a device that is a kick-ass media player as well as a solid communication device, too.

    So I'm liking it a lot so far, and I'm certainly not missing my iPhone, which I gave to O2 for recycling in exchange for a little over a hundred quid — not to be sniffed at for minimum effort. Whether or not I'll stick with Android in the long term remains to be seen, but frankly it's looking quite positive right now.

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    1581: Two Days https://imnotdoctorwho.moegamer.net/2014/05/18/1581-two-days/ https://imnotdoctorwho.moegamer.net/2014/05/18/1581-two-days/#comments Sun, 18 May 2014 21:50:03 +0000 http://angryjedi.wordpress.com/?p=6468 I'm tired, hot and stressed out. We're moving on Wednesday, which means we have two more days to pack up all our stuff and be ready. I'm sure we'll manage it, but right now my own feelings of exhaustion — brought on at least partly by the incredibly hot, humid weather we've had today — … Continue reading 1581: Two Days

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    I'm tired, hot and stressed out. We're moving on Wednesday, which means we have two more days to pack up all our stuff and be ready. I'm sure we'll manage it, but right now my own feelings of exhaustion — brought on at least partly by the incredibly hot, humid weather we've had today — are making that "motivation" thing somewhat troublesome.

    I'm sure it's not as bad as it looks. I hope it's not as bad as it looks. There is still a lot of stuff to pack into boxes, but at least we had a pretty ruthless clearout of books today, meaning there are a lot fewer of those to move than there once were. It was a little odd to throw out a number of books that have followed me around from house to house since before I went to university, but there's really no point in carrying a lot of them around any more. All the fiction books I own that I'm going to read I have already read, and if I want a new book I'm more inclined to buy a digital book to read on the go rather than a physical one these days. (A curious inversion of my attitude to video games, where I prefer to have a physical disc.) The reference books I own are outdated and have been made largely obsolete by the Internet anyway. And I've resigned myself to the fact that I am never, ever going to read The Lord of the Rings. And so off for recycling they all go.

    The last time I was so ruthless with my possessions was a few years back when I ditched the large cardboard outer boxes for the older PC games I still own. There are occasional times when I regret doing that, but my available shelf space thanks me. To be perfectly honest, I could probably stand to throw out some of those old PC games, too, given that a significant proportion of them almost certainly won't run on a modern Windows 7 machine, but I can't quite bring myself to throw some of them out. At least I haven't been able to to date; perhaps I'll have a closer look at what's there tomorrow and actually chuck out the games that won't work on a modern system and which have modernised digital equivalents available from somewhere like GOG.com or Steam.

    It's easy to get attached to possessions and fall into a habit of hoarding. I've done that to a certain degree over the years, but in a lot of cases the things that I've kept are conversation pieces. Someone sees I have an original copy of Wing Commander III on my shelf and it's all "oh, cool! I remember that!" That's also one of the big reasons I keep a big physical collection of console games from the PS1 era onwards — they look cool, they sometimes spark conversations and, frankly, I just like it. (One day I might return to collecting cartridges for older systems, but to be honest I'm much more inclined to return to a PS1 game than an N64 game. Sorry, Nintendo fans.)

    Anyway, as the rambling nature of this post will attest, I am far too tired to be able to do anything particularly productive for the rest of this evening, so I think it's time for me to get into bed. Tomorrow I am getting a haircut — it may sound ridiculous, but I'm convinced part of my tiredness at the moment is coming from the mane I'm currently sporting making my head far too hot — and then coming back to do some packing, packing, packing. Then it's my final Japanese class for the academic year in the evening, and then probably some more packing, packing, packing.

    I'm really looking forward to being in the new house. I just wish all the other stuff wasn't between me and being able to snuggle down in our lovely brand-new bed.

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    1580: No, Not the Boxes https://imnotdoctorwho.moegamer.net/2014/05/17/1580-no-not-the-boxes/ https://imnotdoctorwho.moegamer.net/2014/05/17/1580-no-not-the-boxes/#comments Sat, 17 May 2014 23:50:18 +0000 http://angryjedi.wordpress.com/?p=6466 Well, we're nearly there. We own a house, Andie has spent most of this week redecorating it (and done a great job) while I've been working, and we have the movers booked for Wednesday. All that remains to do is to pack everything u– Shit. I really, really hate packing to move house. I also … Continue reading 1580: No, Not the Boxes

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    Well, we're nearly there. We own a house, Andie has spent most of this week redecorating it (and done a great job) while I've been working, and we have the movers booked for Wednesday.

    All that remains to do is to pack everything u–

    Shit.

    I really, really hate packing to move house. I also hate unpacking at the other end, but that's marginally better because you get to find new homes for things and figure out aesthetically pleasing arrangements for things like video games and board games and other stuff you might want to display.

    But before you can do that, you have to put everything into boxes. And inevitably you don't have quite enough boxes, or you can't quite fit everything in one "category" neatly into one box, meaning you end up dumping things in semi-randomly as you get more and more tired and annoyed at the whole hideous process, until eventually you simply resort to grabbing handfuls of possibly related things, throwing them into a box in a disorganised heap, then taping the box up, writing "STUFF" or "MISC" on it and ensuring it's the very, very last thing you unpack. (In the process, you'll almost certainly realise that something you really, really need is in there, but you just won't be able to face digging through the mountains of crap that are almost certainly piled on top of it.)

    In other words, yes, I am really not looking forward to packing everything up. I'm thinking I might take the opportunity to ditch some stuff — primarily books that are likely never going to be read again and clothes that haven't been worn for years in some cases — and minimise the packing of unnecessary crap. I know it's still going to be a massive pain, but at least we don't have to actually pick up and carry stuff ourselves this time. I hate that even more than putting things in boxes, particularly as the weather seems to have suddenly got hot and humid lately, so I'm more than happy to pay people money to carry heavy things for me.

    Mostly I just want the tedious side of moving to be over and done with and this (our old) place to be clean so I can settle down, relax a bit and look forward to — hopefully — a significant number of years in the same place. Outside of living back with my parents, I've never stayed in the same place for longer than about two years, tops, and the prospect of getting to stay somewhere for a significant amount of time — a place where I don't have to feel guilty about hammering nails or picture-hooks into the walls — is, frankly, extremely appealing. The fact it's big enough to have guests over — we have a spare bedroom for the first time in my life — is something I'm particularly happy about, and I'm looking forward to actually inviting people over to stay at some point.

    So it's nice to look forward to what the eventual goal is. But I'm conscious that we're moving in a few days and there are a lot of things to put into boxes. So I supposed we'd better start soon, huh?

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    1579: "Android?" https://imnotdoctorwho.moegamer.net/2014/05/16/1579-android/ https://imnotdoctorwho.moegamer.net/2014/05/16/1579-android/#comments Fri, 16 May 2014 23:01:24 +0000 http://angryjedi.wordpress.com/?p=6464 I took a bold step and did something very brave today. I… I… I switched from iOS to Android. Okay, "very brave" might be understatement of the century, but despite being curious about Google's mobile OS, I've resisted the temptation to ditch the iPhone series to date, largely because I felt that I was too … Continue reading 1579: "Android?"

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    I took a bold step and did something very brave today. I… I…

    I switched from iOS to Android.

    Okay, "very brave" might be understatement of the century, but despite being curious about Google's mobile OS, I've resisted the temptation to ditch the iPhone series to date, largely because I felt that I was too invested in the iOS ecosystem to make breaking free practical.

    I pondered this recently, though, and realised that I actually wasn't all that dependent on the iOS ecosystem at all. I run my mail, contacts and calendars through Google, I socialise through Facebook, Twitter and Google+, I take notes in Evernote and… well, that's about it, to be frank; I'm not an especially adventurous mobile user these days, largely because I feel that 95% of apps released these days are superfluous, pointless crap that no-one needs.

    And so it is that I find myself with an HTC One "Don't Call Me Mate" M8 Android handset. It's a rather larger handset than the iPhone 4S I was using before, and it's larger than Andie's iPhone 5S, too. I once thought that large phones were worthy of mockery, but having been using the HTC for a day I'm already feeling the benefit of the larger screen size. It's not a huge amount bigger than an iPhone, but it's a significant enough difference that things don't feel nearly as cramped.

    Bringing mail, contacts and calendars across was straightforward and easy because I was using Google. The one thing I was a little concerned about was being able to manage my music — something that I have, to date, relied on iTunes for. It turns out that Google's Google Music service has seemingly been designed for this exact situation, allowing you the ability to upload up to 20,000 tracks directly from your iTunes library to then be available for streaming or caching from anywhere. You can listen to them via the Chrome-based web player, or on your Android phone. There's even an optional Spotify-like subscription service where you can stream music you don't own, so as of today I've cancelled my Spotify Premium account and gone with Google instead.

    There are things to adjust with on the new phone. Not having notifications on the lock screen is very odd having had them for several generations of iOS hardware, but this is more than made up for by the fact you can dismiss all notifications at once from the notification centre. I haven't delved particularly into the customisation side of things yet, but I understand with a bit of fiddling and tweaking it's possible to rectify this behaviour if it really bothers me.

    There are a few things I really like. The fact that if you download an app and discover it's shit, you can delete it and automatically receive a refund if you do so within 15 minutes of purchasing. The way apps work together, sharing information much more easily than on iOS. The way the on-screen keyboard does a fake "haptic feedback" thing where it vibrates very slightly every time you press a key. The camera on this particular device is supposed to be very good, too, but I haven't really tried it as yet.

    So far I'm very happy with the new device so far, particularly as the tariff I've moved to post-upgrade is, for once, actually a better deal than the one I was on previously. I'm paying the same and getting more cellular data allowance plus "4G" speeds where they're available, so the overall experience should be superior. I'm looking forward to exploring what it's capable of further; it's a pleasant and fun change, and wasn't riddled with nearly as many difficulties as I was expecting.

    But don't worry. I'm not going to become one of those douchebags who comments on every article about a new iOS app/game and just says "Android?" like a brainwashed parrot. iOS is still great at what it does, and if you claim to be a lover of tech, you should be interested and curious in all the alternatives out there rather than swearing blind corporate allegiance to one company purely because they make the handset you currently own.

    But that's probably a discussion for another day. I'm going to go and lie in bed and fiddle with my phone for a bit now. Or possibly just play Nanaca Crash on it.

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    1578: Games Journalism is Broken https://imnotdoctorwho.moegamer.net/2014/05/15/1578-games-journalism-is-broken/ https://imnotdoctorwho.moegamer.net/2014/05/15/1578-games-journalism-is-broken/#comments Thu, 15 May 2014 21:49:18 +0000 http://angryjedi.wordpress.com/?p=6462 And I'm not going to fix it. I'm not sure anyone can. I mention this amid the news that Future, one of the biggest publishing companies in the UK that has been around for as long as I can remember, is having severe difficulties. Difficulties that are serious enough to see it considering the closure … Continue reading 1578: Games Journalism is Broken

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    And I'm not going to fix it. I'm not sure anyone can.

    I mention this amid the news that Future, one of the biggest publishing companies in the UK that has been around for as long as I can remember, is having severe difficulties. Difficulties that are serious enough to see it considering the closure of CVG (aka Computer and Video Games), one of the longest-running brands in the games press. Future's woes aren't solely to do with the games press side of its operation, of course — indeed, it is apparently intending to keep PC Gamer, Gamesradar and the new (somewhat redundant) Kotaku UK up and running regardless of what else happens — but the company's situation, particularly with regard to the games press, is not at all unusual. I was let go from my position at USgamer recently, as you'll know if you've been keeping up to date with this blog, and I believe Destructoid also lost some people recently, too.

    It's getting beyond a joke now. The video games industry is one of the most lively, vibrant and exciting creative sectors right now; a business that nowadays regularly puts the amount of money thrown about in movies and music to shame. Over the course of the last 30+ years, it's grown from something that nerds do alone in their bedroom — an activity to be ashamed of — to something that absolutely anyone can engage with on one level or another. Thanks to the rise of smartphones and tablets, there are more "gamers" out there than ever before, but even not taking this rapidly growing market into account, computers, consoles and handhelds are providing more diverse, more interesting, more creative experiences than at any other time in the history of interactive entertainment.

    So why is the games press a business that seemingly finds it impossible to remain stable for more than a year or two at a time? Why is the games press such a volatile sector that hard-working individuals (like me, the CVG lot whose jobs are at risk, and any number of other people who have lost their jobs recently) regularly have to effectively start their career over again time after time? How are people who have given up a lot to be a part of this business that they feel so strongly about supposed to build a career and progress?

    Part of the reason is the very nature of the Web. People aren't accustomed to paying for content, so they won't pay for it. This means that sites have to rely on lowest-common-denominator ad-based revenue, which in turn leads to a decline in the overall quality of content as producing work that shows up high in the search engine rankings or which provides answers to the most vapid of questions becomes a priority for sites. There are rare exceptions — a well-written piece from an established writer can attract a goodly degree of traffic and, consequently, revenue, as can something controversial or which exploits the hot-button topics of the day — but they're just that: exceptions. For the most part, it's all about the daily churn: getting as much content as possible out as quickly as possible; a far cry, to be sure, from the magazine model of the pre-Internet days.

    And you know what? I'm getting to the stage where I feel like I'm done. I love writing about games. Love it. But it doesn't feel like it's possible to make it into a career any more, and it certainly doesn't feel like it's possible to make a career out of writing about the most interesting niches of the industry. I've been doing the same thing in the business for four years now, largely because I've had to reboot my career and start over several times. I'm 33 years old; I can't keep doing that, and I can't go back to begging for scraps on a freelance basis, no disrespect intended to anyone who does successfully manage to draw a living wage through that way of working.

    And so, I find myself increasingly wondering whether or not if, should a fantastic-sounding job offer for a video games site find itself in my inbox tonight or tomorrow, I would take it. At this exact moment — 22:42 on a Thursday night in May 2014 — I'm erring towards "no". It would be wonderful to have the guarantee of a new job in this sector that I love, but I'd constantly be wondering if, a year or two down the line, I'd be in the exact same position I am now: never advancing; never progressing; never learning anything new.

    A career in video games sounds like a dream come true to most people who grew up with them. But I can tell you, it's not everything you might hope. In fact, there are a lot of times when it really, really sucks, and it seems like the spring of 2014 is one of those times.

    My best wishes to everyone who, like me, is going through a tough time right now. May we all land on our feet and find ourselves doing something where our skills are truly valued and appropriately compensated.

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    1577: Resolutiongate https://imnotdoctorwho.moegamer.net/2014/05/15/1577-resolutiongate/ https://imnotdoctorwho.moegamer.net/2014/05/15/1577-resolutiongate/#comments Thu, 15 May 2014 00:36:23 +0000 http://angryjedi.wordpress.com/?p=6460 The absolute most tedious thing about the new generation of games consoles is the endless parade of news stories with the headline "[game name] runs at [resolution] and [frame rate] on [platform]". This has happened before, of course, back when the PS3 and Xbox 360 first came out. Billed as "HD" consoles, people were quick to jump … Continue reading 1577: Resolutiongate

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    The absolute most tedious thing about the new generation of games consoles is the endless parade of news stories with the headline "[game name] runs at [resolution] and [frame rate] on [platform]".

    This has happened before, of course, back when the PS3 and Xbox 360 first came out. Billed as "HD" consoles, people were quick to jump on any games that didn't run at the full, promised 1080p resolution — usually for performance reasons. It was tedious and pointless fanboy baiting back then; it is tedious and pointless fanboy baiting now. And yet still it goes on and on and on, because, well, it's fanboy baiting that attracts clicks and comments.

    I do get the arguments why resolution and frame rate are important. 1080p resolution is noticeably crisper on a large screen, and particularly useful for games where you need to perceive fine details like first-person shooters where you do a lot of fighting from a long distance, or strategy games where you need to be able to parse a lot of information at once. Likewise, 60 frames per second looks lovely and slick — it's almost impossible to physically perceive anything higher than 60 — and is particularly suited to games in which precision timing is important like, say, manic shooters, music games and driving games.

    These two things are not the most important or interesting things about games, though. There are any number of interesting things you could say about upcoming games for Xbox One and PlayStation, and yet it always comes down to this, with the most recent example being Ubisoft's upcoming Watch Dogs — a game which, embarrassingly, Sony bragged about running at 1080p and 60fps "only on PlayStation 4" only for Ubisoft to subsequently go "aaaaactually, it's 900p and 30fps…" As the team behind The Witcher commented the other day, these numbers are little more than marketing figures, as Sony's ill-advised use of them clearly demonstrates; I seriously doubt that Watch Dogs will be an inferior experience for running at a lower resolution and half the frame rate.

    In fact, sometimes these things are almost irrelevant, or at least of significantly lesser importance than the universal "EVERYTHING MUST BE 1080p 60FPS" attitude that is starting to take hold these days. Take something like the visual novel Katawa Shoujo, for example, which I've been digging up screenshots for to post in articles over on MoeGamerKatawa Shoujo runs at 800×600 — yes, the 4:3 resolution that your old 386 used to run Windows 3.1 in — and looks beautiful due to its gorgeous art style. Likewise, from a frame-rate perspective, heavily cinematic-inspired games such as Uncharted, Heavy Rain and Beyond: Two Souls actually benefit from lower frame rates closer to the 30 mark because it makes them look more like — you guessed it — film, which has historically run at around 24fps. In these cases, bumping up to 60fps may look smooth and slick, but also looks very artificial and unnatural.

    In other words, looking good is less a matter of technical proficiency and more a matter of art style and direction — picking the appropriate means of presenting your title, in other words. Like so much else in gaming, this isn't a "one size fits all" situation, and I look forward to the day where the industry collectively stops assigning such importance to arbitrary numbers and focuses on the important things.

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    1576: Angel Beats: Gone Before Your Time https://imnotdoctorwho.moegamer.net/2014/05/13/1576-angel-beats-gone-before-your-time/ https://imnotdoctorwho.moegamer.net/2014/05/13/1576-angel-beats-gone-before-your-time/#respond Tue, 13 May 2014 23:34:14 +0000 http://angryjedi.wordpress.com/?p=6458 Looking back on recent entries, it occurs to me that I never summed up my final thoughts on the anime Angel Beats!, so let's rectify that right now, shall we? Angel Beats! was an excellent show, tragically cut short by a not-insignificant degree: about 7 episodes, to be exact. What ended up as a 13-episode show was originally intended … Continue reading 1576: Angel Beats: Gone Before Your Time

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    Looking back on recent entries, it occurs to me that I never summed up my final thoughts on the anime Angel Beats!, so let's rectify that right now, shall we?

    Angel Beats! was an excellent show, tragically cut short by a not-insignificant degree: about 7 episodes, to be exact. What ended up as a 13-episode show was originally intended to be explored more fully across a larger number of episodes, but it never got the opportunity; there is supporting material in other forms of media, apparently, but the anime itself leaves a significant number of unanswered questions and rushes through its latter half at a disappointingly rapid clip.

    Despite this aspect, however, it's still a great show, and shouldn't be passed up on just because it has stuff "missing". On the contrary, it has the feel of a great, unfinished work of art about it, and one can't help but wonder if, on a different worldline, the world was ever graced with a full 20-episode run of Angel Beats!

    But enough about what the show doesn't have; what it does have is a whole lot of personality. Like Clannad, which a lot of the same people worked on, Angel Beats! features a combination of light-hearted humour and tearjerking scenes that will put your heart through a wringer. The juxtaposition of the two elements is, I feel, even more considerably pronounced than it was in Clannad; while Clannad had a few silly characters — Fuuko and, at times, Kotomi being probably the most obvious examples from the main cast — Angel Beats! has a lot more in the way of self-consciously silly, slapstick scenes. There's a beautiful sequence in one episode, for example, that sees the main cast attempting to create a distraction in class — a distraction that is achieved by, of all things, several cast members' chairs being equipped with small rocket engines that send them blasting off into the ceiling. The sheer unexpectedness of this sequence coupled with its deliberately melodramatic presentation — when they're blasting off, they do so in slow motion, accompanied by the heartfelt, tearjerking main ending theme to the series — makes it genuinely hilarious.

    But then, often within the same episode where something ridiculous happened, there'll be at least one moment that will have all but the strongest souls in tears. These moments normally revolve around the series' central concept of the afterlife's inhabitants being "obliterated" and reborn as soon as they find true peace; rather than presenting a character's obliteration as the dramatic, over-the-top moment suggested by the word "obliterate", some excellent direction tends to mean that they just disappear — they're there in one frame, then the moment the camera angle changes, they're gone. Simple, beautiful — and often heartbreaking.

    I know that some people aren't a big fan of how the whole series ends and while I agree to a certain extent — the last few episodes are very rushed, and the show both introduces and shows an antagonist the door with alarming rapidity — I found the actual finale to be a wonderful way to wrap up the whole series. Despite the obviously missing content — most notably, a number of main cast members lacking backstories — there was a satisfying sense of closure to the final scenes, and I was both impressed and surprised to note that the show didn't exactly end up in the place where I thought it was going to go when I first started watching.

    And that's a real strength of the show as a whole. Most things about it start out as a mystery, and you're given a gradual drip-feed of information as the series progresses. By the end, you feel like you have a good understanding of at least the cast members positioned as the "main" characters; it's a shame that distinctive secondary characters such as TK (a blonde guy who speaks entirely in Engrish bastardisations of American clichés) remain completely unexplored, however.

    I'd love to see a "director's cut" one day that features the "missing" episodes. I'm not sure it'll ever happen, even with the show's good reception and popularity, but it's certainly a nice possibility.

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    1575: Crowdarchival https://imnotdoctorwho.moegamer.net/2014/05/13/1575-crowdarchival/ https://imnotdoctorwho.moegamer.net/2014/05/13/1575-crowdarchival/#respond Tue, 13 May 2014 00:18:23 +0000 http://angryjedi.wordpress.com/?p=6456 Since I finished both Steins;Gate and Saya no Uta recently (the latter was a whole lot shorter) I was pondering what visual novel I should read next this evening, and my thoughts were drawn to a disc I picked up from JAST a while back called the JAST Memorial Collection. This disc included several old JAST titles updated to … Continue reading 1575: Crowdarchival

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    Since I finished both Steins;Gate and Saya no Uta recently (the latter was a whole lot shorter) I was pondering what visual novel I should read next this evening, and my thoughts were drawn to a disc I picked up from JAST a while back called the JAST Memorial Collection. This disc included several old JAST titles updated to run on modern machines, plus two additional games called May Club and Nocturnal Illusion. I recalled that a friend of mine had said that Nocturnal Illusion was particularly interesting and worth playing, so I decided I'd check it out.

    Except it fell at the first hurdle. Being a super-old game, it does not like modern operating systems. It particularly doesn't like 64-bit Windows 7 and outright refused to start up at all.

    It's been a while since I've encountered something that simply doesn't run at all, but my reaction to it is the same as it was back in the days of MS-DOS and EMM386.EXE: the insatiable feeling of "I MUST GET THIS GAME WORKING NOW IF IT IS THE LAST THING I DO." It doesn't matter if it ends up being crap; the fact that my computer is actively preventing me from exploring something flips a switch in my brain and causes me to go into full-on research mode.

    In attempting to determine whether there was any way of getting Nocturnal Illusion to run under 64-bit Windows 7, I came across a project designed to do just that, known as ViLE. This seemingly abandoned project was designed to be a "virtual machine" for older visual novel titles, and specifically supports Nocturnal Illusion and May Club as well as a third title called Dividead. A bit of tinkering around and ensuring various pieces of game content were in the right place, and I eventually had Nocturnal Illusion up and running on my TV; not only that, but with the enhanced graphics of the untranslated Japanese remake, too. Neat!

    I can't speak much to the content of Nocturnal Illusion as yet as I only gave it a cursory look to see if it was actually working. What I did think was interesting, though, was how the community on the Internet is a lot more willing to archive the past of video games — even obscure, incredibly niche titles like Nocturnal Illusion — than the big companies who, you'd think, would have the resources to be able to do so.

    And this is great, because as an art form, video games are, to a certain degree, more difficult to archive than other forms of media. They're a lot more tied to technology than other art forms; a piece of music is timeless regardless of the media it's stored on, whereas a video game is inherently tied to a piece of hardware. You can't cram a Mario Kart cartridge into a Wii, for example.

    And this is where the archivists of the medium come in. In many cases continuing to (illegally) redistribute games long after they've gone out of print, the archivists of the Internet are dedicated to ensuring that even modern audiences can enjoy titles that are theoretically completely incompatible with modern systems, be it through emulators or clever pieces of software trickery like ViLE.

    I hope this never changes. While the legality of a lot of it is somewhat questionable, in some cases delving into the seedy underbelly of the Internet is the only way to be able to rediscover (or perhaps even discover) certain titles, even with the best efforts of high-profile retro specialists like GOG.com and Night Dive Studios. I don't see companies like GOG rushing to bring titles like Nocturnal Illusion up to date to run on modern machines — largely because of their adult content — and thus it is up to these amateur archivists, these heroes of digital preservation, to ensure that we can always celebrate the history of this rich and diverse medium of artistic expression — and of play.

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    1574: Oh, to Click One's Fingers https://imnotdoctorwho.moegamer.net/2014/05/11/1574-oh-to-click-ones-fingers/ https://imnotdoctorwho.moegamer.net/2014/05/11/1574-oh-to-click-ones-fingers/#comments Sun, 11 May 2014 22:04:39 +0000 http://angryjedi.wordpress.com/?p=6454 In case you missed the news, Andie and I now own a house. This is exciting and etc. etc. but it's also a big ol' pain. To give credit where credit is due, Andie has been working a whole lot harder on the house than I have been. This is at least partly because I … Continue reading 1574: Oh, to Click One's Fingers

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    In case you missed the news, Andie and I now own a house. This is exciting and etc. etc. but it's also a big ol' pain.

    To give credit where credit is due, Andie has been working a whole lot harder on the house than I have been. This is at least partly because I am woefully incompetent at DIY and will normally end up hammering a nail into myself rather than a wall… and that's when I'm supposed to be painting it. Oh ho ho ho.

    No, but seriously, I suck balls at DIY. I wouldn't want to put anything on a shelf that I put up, I'm afraid of climbing ladders beyond the second step, I don't know how most tools work and I'm the sort of person that will stand in the paint tray, flip it over so it splatters all over the carpet, then fall on my arse, bringing the curtain rails down with it and smashing the TV in the process.

    I hasten to add: thankfully, none of that has happened, and I successfully managed to apply a coat of paint to our new living room earlier without anyone dying. It is quite satisfying to know that I am at least capable of this.

    Where the frustration comes from, though — and this isn't by any means exclusive to residences — is when you walk in the front door and it doesn't look like a habitable place to live. (Because it isn't, usually.) The only things lying around are paint pots and various tools, the fridge is empty, there's rubbish everywhere and regardless of where you try to get to in the property, you'll trip over something. It's demoralising to see, and it's something that doesn't really go away until you stop dicking around with paint and start putting furniture in there. Only then does it start to feel like a home; a process that really comes to a head once you get your TV installed. I sometimes just wish I could click my fingers and it all be done.

    Things are going quite well, though. The painting is proceeding apace — since Andie has this week off work, she'll undoubtedly be doing some more of that without me over the course of the week — and I'm starting to get a mental picture of what goes where. Of course, there still comes the part I'm really not looking forward to — packing up all the shit in the flat I'm writing this in and transferring it to our new house — but at least this time around we're hiring professional removal people to do all the really hard work. We just have to stick it all in boxes.

    I am excited about having a place to call our own, I really am; the trouble is that with the bad news I had regarding my job recently, it's taken the edge off the excitement somewhat. It's hard to be super-excited and positive about it all when you're not sure where your next paycheque is going to be coming from after June.

    But I have to remember that I have a few irons in the fire and it's possible that any of them could come to something. The next few months may not end up being particularly easy, but they're probably going to be interesting, if nothing else.

    Oh, and did I mention how much I appreciate the hard work Andie's putting in to the new house while I mope around being miserable? I do. A lot. And now the Internet knows it. So there. <3

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    1573: Open Book https://imnotdoctorwho.moegamer.net/2014/05/10/1573-open-book/ https://imnotdoctorwho.moegamer.net/2014/05/10/1573-open-book/#respond Sat, 10 May 2014 22:11:06 +0000 http://angryjedi.wordpress.com/?p=6452 Finished Steins;Gate completely this evening (apart from one "Tip" which remains at large, but as far as the game is concerned, I have all the achievements and all the CG images, so I'm happy with that) so expect some more in-depth commentary on that next week over on MoeGamer. For now, I wanted to wax lyrical about the … Continue reading 1573: Open Book

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    Finished Steins;Gate completely this evening (apart from one "Tip" which remains at large, but as far as the game is concerned, I have all the achievements and all the CG images, so I'm happy with that) so expect some more in-depth commentary on that next week over on MoeGamer.

    For now, I wanted to wax lyrical about the visual novel medium once again, since sitting down and "playing" Steins;Gate for most of today has been an enjoyable, enriching experience — and the majority of the time I've spent with it has been spent reading, unable to influence what's happening on-screen.

    Those of us who grew up with video games in the '80s and '90s had the mantra "gameplay is everything" drilled into us from an early age. As technology improved and the CD-ROM era dawned, we started to see more and more reviews pointing this out; more and more reviews highlighting the fact that beautiful presentation counts for jack shit if your game isn't up to snuff.

    And for a while, this was actually kind of true. The games that sacrificed "gameplay" in favour of impressive presentation — usually of the prerendered cutscenes or full-motion video variety — tended to suffer in two regards. Firstly, they weren't very fun to play. Secondly, the only other potential redeeming feature they might have had — telling an interesting, enjoyable story — tended to crash and burn due to the low budgets of games at the time. It's all very well having real, live actors in your game, but if they can't act for shit then it doesn't make for much of an interactive movie.

    Here's where visual novels contrast with the early '90s interactive movie craze somewhat, even though they started to grow in popularity around the same time. Visual novels embrace the fact that they don't have any "gameplay" — and by that I mean moving a character around a screen, having perceived "freedom" to do what you want and so on — and present themselves as nothing more than interactive stories; effectively little more than multimedia takes on Choose Your Own Adventure books. In fact, in many cases, visual novels are even simpler than Choose Your Own Adventure books in that the vast majority of the narrative is prescribed for you, and you'll make only a few choices over the course of the complete story, rather than one at the end of every page.

    And yet this doesn't matter. Not having to deal with the consequences for every possible tiny little thing the player might decide to do in a more "sandboxy" environment frees up visual novel authors to concentrate on the story and the characters who help to tell it. It's perhaps for this reason that so many visual novels tend to go down the romance route; because the virtual relationships you build with visual novel characters are much more intense and intimate than in most other types of game — character-driven RPGs excepted, perhaps — many authors allow the reader a degree of wish-fulfilment through virtual dating. (Of course, at present the vast majority of visual novels are designed to cater to male heterosexual players, but there is an established marked for other players in Japan that is gradually starting to make its way over here; Sweet Fuse on PSP and the Hakuoki series for 3DS and PS3 are good examples of "otome games" designed for heterosexual female players, for example — let's see a few more of these in the future.)

    Not every visual novel necessarily revolves around love, though. At one end of the spectrum, we have the phenomenon of the nukige, which are games that deliberately focus on being sexually provocative or exciting, but which tend to still include considerably more characterisation and story (and better acting!) than you'd see in your average Western porn film; at the other, we have visual novels like Steins;Gate, where love might perhaps enter into the narrative at some points, but in which the main point is a different theme or piece of subject matter. (In the case of Steins;Gate it's several different interpretations of time travel and parallel worlds, for example.)

    What I find most enjoyable about these games is that there's no "gatekeeping" based on skill or dexterity. You sit down to play a visual novel, you know you'll be able to "finish" it, assuming you set aside the time to do so. Reading a walkthrough doesn't feel like cheating, either, since all you're effectively doing is looking up how to explore the alternative narrative paths. Good visual novels make effective use of multiple endings and narrative paths to further flesh out the story, too; the best ones can even leverage their "bad" endings into a meaningful narrative context, as I touched on yesterday.

    What I think I'm saying is that I'd actually be perfectly happy if, for whatever reason, the only games I was able to play were visual novels. There's diverse enough subject matter in them to keep them consistently interesting, and in most cases they're just "gamey" enough in terms of presentation to sate that hunger for multimedia content that most of us have in the modern age.

    Am I only going to play visual novels from now on? Of course not; but as a means of enjoying an interactive story, they're hard to beat.

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    1572: Bad End https://imnotdoctorwho.moegamer.net/2014/05/10/1572-bad-end/ https://imnotdoctorwho.moegamer.net/2014/05/10/1572-bad-end/#respond Sat, 10 May 2014 00:41:00 +0000 http://angryjedi.wordpress.com/?p=6450 Been feeling pretty low today (well, all week, really) so naturally, the best possible thing I could do in my mental state was to play Steins;Gate. Steins;Gate isn't an "utsuge" ("depression game") or anything, but it certainly doesn't pull any punches when it comes to the emotional side of things. And it's also an apt demonstration of … Continue reading 1572: Bad End

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    Been feeling pretty low today (well, all week, really) so naturally, the best possible thing I could do in my mental state was to play Steins;Gate.

    Steins;Gate isn't an "utsuge" ("depression game") or anything, but it certainly doesn't pull any punches when it comes to the emotional side of things. And it's also an apt demonstration of how the visual novel medium makes the process of seeking out "bad" endings a desirable process rather than an inconvenience.

    I've pointed this out before when talking about other games, most notably Corpse Party, which only has one story-advancing true ending per chapter and then a wide selection of bad endings that inflict varying amounts of unpleasantness on the main cast. And yet even though you know these bad endings are going to be bad — the clue's in the name, yo — it's hard not to indulge a sort of morbid curiosity just to see what happens. And, to these games' credit, your curiosity is usually rewarded through some deeper character insights or events you might not see normally — just before everything goes horribly wrong, of course.

    Steins;Gate's non-True endings aren't depicted as "bad" endings as such, just alternate ends to the story. And yet each of the four I've seen so far — I still have two to go, including the True — have been traumatic and bleak to varying degrees.

    And you know what, I've loved every minute of them, even in (or perhaps because of) as dark a mood as I've been this week. Each of them has provided an interesting twist on and conclusion to the narrative, bringing the story to a convincing close without giving that dissatisfying feeling of "you fucked up, game over, try again". Each of them has been enormously emotionally engaging, and the fact each one of them focuses on one of the main cast members provides deeper insights into these individuals that, by the time you reach one of the endings of the game, you've spent at least 30 hours or so with.

    What's been interesting about a lot of them is that they tie in nicely with the themes of the game. The central concept of Steins;Gate revolves around two different plausible implementations of time travel: manipulating the past by sending email messages to the past, and sending your memories back through time to an earlier incarnation of yourself, thereby being able to act accordingly to ensure something happens — or prevent it from happening. Among this, there's lots of discussion of worldlines, parallel worlds, attractor fields and all manner of other well fleshed-out scientific and pseudoscientific theories. As you might expect, tinkering around with worldlines, parallel worlds and past incarnations has all manner of potential to become royally screwed up, and the various non-True endings tend to revolve around dealing with the consequences of this tinkering.

    One ending, for example, explores what would happen if the only means of preventing something awful happening would be to voluntarily create a time loop and repeat the same events over and over again. Another explores what would happen if your changes to the worldline meant you'd never met your friends. Another still questions the consequences of making a decision where you know one person will get hurt — or worse — even as you choose to make someone else happy.

    They're all fascinating "what if" questions, but they're all tinged with sadness to one degree or another. Even the "Mayuri" ending, which forms the non-negotiable endpoint of the game if you've failed to trigger enough "True Ending" flags by a certain point in the narrative, is pretty heartbreaking — and by that point there are no more choices to make, so you have to live with them, at least until you start the game again and make sure you trigger all the True Ending flags this time!

    I'm interested to see what the last two endings have in store. Without wanting to give anything away, I'm guessing that the one remaining non-True ending will effectively be the opposite of one of the endings I've already seen — said ending involved a seemingly binary choice — but as for the true ending? I genuinely have no idea how that's going to play out. But I'm excited to find out.

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    1571: Fork in the Road https://imnotdoctorwho.moegamer.net/2014/05/08/1571-fork-in-the-road/ https://imnotdoctorwho.moegamer.net/2014/05/08/1571-fork-in-the-road/#comments Thu, 08 May 2014 22:53:46 +0000 http://angryjedi.wordpress.com/?p=6448 I'm at one of those points in my life where I feel I've reached a definite "fork in the road" where I need to decide if I'm going to continue on my current path, or branch off in a different direction. Going backwards is not an option, but both paths ahead are fraught with trials … Continue reading 1571: Fork in the Road

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    I'm at one of those points in my life where I feel I've reached a definite "fork in the road" where I need to decide if I'm going to continue on my current path, or branch off in a different direction. Going backwards is not an option, but both paths ahead are fraught with trials and difficulties.

    The road to the left is a continuation of the road I've been taking. It's the road that proceeds merrily through the land of Gamindustri, looping and wending its way past anthropomorphised hillocks and clouds before taking occasional detours into explosive-devastated warzones, alien landscapes and racetracks. It's a fun road, but you never know what's coming next; over the next hill could be a pot of gold, or there could be a pit of spikes.

    The road on the right I don't know much about. Not long after the fork there's a tunnel, and the lights inside seem to have failed. It's difficult to tell how far the tunnel goes, too; there's no way of seeing the light at the other end of it. But there are people coming and going, and they look if not actually happy then certainly at least vaguely satisfied with what is going on. None of them look as if they're afraid about what's happening either now or in the future, and it's then that I notice that posted along the side of the road are a number of uniformed officers. They're not armed and they carry kindly expressions on their face; I get the impression they're there to keep everyone safe and protect them from the unknown. There is no such detail on the road to the left.

    All of this is a rather pretentious way of saying that I think I'm going to have to make a decision soon: whether to continue pursuing life in the games industry, or whether to try and branch off in another direction. As I alluded to above, both roads carry their own fair share of potential pitfalls.

    Were I to take the left road, it's doing so on the understanding that I can't relax. Even if I work my hardest, there's no guarantee that I won't simply wake up one day to discover an email politely informing me that I will soon be out of a job through no fault of my own. And when that happens, there's no guarantee of being able to immediately score a new job; more often than not, it means a return to either begging for scraps as a freelancer or, were the unlikely to happen and I find myself with a new position straight away, having to work my way back up from the bottom, effectively starting my career over again. This has happened to me a couple of times now and it is already starting to get a bit old.

    Were I to take the right road, I have to deal with the true unknown, and there's no guarantee I'll be able to find my way to safety and security. My particular combination of qualifications and experience opens up a relatively narrow number of potential career paths to me, and looking at job site listings it can be challenging to determine exactly what type of job I should be looking for, or if it's even worth applying to things that sound like they might fit the bill. There's also the feeling that I'm walking away from something that, when it goes well, I do genuinely enjoy doing.

    I love writing about games. But I hate — hate — how volatile the games journalism business is. I understand the reasons for it — and it's a risk we all acknowledge when we enter into it — but that doesn't make it suck any less when promising careers are cut short for reasons that aren't any fault of the people in question.

    Which is why, to be perfectly frank, I'm leaning towards the right road. I've already put in some applications to jobs that are nothing to do with games, with the intention of, if I successfully secure a position, continuing doing games writing purely for myself and those who wish to follow me through projects such as MoeGamerGiven that Andie and I have recently purchased a house — we get the keys tomorrow, in fact — I am getting to the stage where financial security and not having to continually worry on a week-by-week basis about whether I still have a job is worth far more than being able to say that my hobbies and passions are also my career.

    That's a sad and disappointing way of looking at the world, and I'm annoyed that I'm even thinking that way. But unless there's a significant change in the way the games journalism business works, I'm not sure I can take going through this whole process again.

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    1570: Musou https://imnotdoctorwho.moegamer.net/2014/05/07/1570-musou/ https://imnotdoctorwho.moegamer.net/2014/05/07/1570-musou/#comments Wed, 07 May 2014 23:56:16 +0000 http://angryjedi.wordpress.com/?p=6446 I think I'm probably going to pick up the PC version of Dynasty Warriors 8 when it comes out, assuming it's a decent port. (I've been tempted by the Vita version but slightly put off by some people saying that it is not a particularly decent port… that said, Dynasty Warriors on the go sounds like a good time.) … Continue reading 1570: Musou

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    I think I'm probably going to pick up the PC version of Dynasty Warriors 8 when it comes out, assuming it's a decent port. (I've been tempted by the Vita version but slightly put off by some people saying that it is not a particularly decent port… that said, Dynasty Warriors on the go sounds like a good time.)

    I haven't played a Dynasty Warriors game since… 4, I think? It was certainly one of the PlayStation 2 titles. (I do actually own a PlayStation 3 installment in the series but have never booted it up; it was an acquisition in that dark period where it was looking like video game retail chain Game was likely to go under, so I managed to pick it up for something ridiculous like three quid or something.) Regardless of whenever it was or whichever installment it was, I recall having a lot of fun with these games, as ridiculous as they tended to be.

    For those who have never delved into the pleasures of this series, they're perfect escapist fodder. Taking on the role of one of the legendary heroes from the "Romance of the Three Kingdoms" period of Chinese history, it's your job to hack and slash your way across numerous battlefields, cutting a path through hordes of enemies and sending your foes flying off in all directions. Just to emphasise the ridiculously exaggerated nature of combat in the game, a handy counter in the bottom corner of the screen keeps track of how many "KOs" (no-one dies in Dynasty Warriors) you've scored in that session — a number that frequently finds itself well into the thousands.

    And yet despite what initially appears to be little more than a button-mashy 3D brawler with an impressive number of rather stupid foes on screen at once, the Dynasty Warriors series has always had a surprising amount of depth to it. You'll need to manage your character's condition carefully, for example, for pushing too far into enemy territory without the support of your troops is a good way to get your ass kicked. You'll have to keep a close eye on your health bar, too, because — at least in the earlier games — restoring it was something you didn't get to go all that often, meaning you'd often end up limping to the finish line of a mission with but a sliver of health remaining.

    What was always truly interesting about it, though, was that it felt like you were a unit in a real-time strategy game. Other stuff was going on around the battlefield independently of you, and you could have an impact on what was going on. Systematically work your way around the known locations of enemy generals, picking them off one at a time, and you'd be able to do some serious damage to the opposing force's morale, which would in turn make your life a bit easier when the time came to push forward. Alternatively, if you were feeling brave — or well-equipped — enough, you could simply charge forward from the outset and go straight for the main target. It was your choice.

    The whole thing was wrapped in some totally anachronistic electric guitar cock-rock and some of the worst voice acting I've ever heard, but all this cheesiness simply added to the games' overall charm. I hope the newer games maintain this slight feel of being done on the cheap, because if I'm honest, it was a significant part of why I liked the older ones.

    Anyway. The PC version isn't out for a few days yet, but I'm actually quite looking forward to jumping back into this series after a significant break, particularly if I can convince some of my friends to play with me — I used to really enjoy split-screen play on the PlayStation 2 versions. Even if I can't, though, a game in which I can hack and slash my way through thousands of enemies sounds like just the thing to relieve a bit of stress… something I desperately need right now.

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    1569: Life Gets In the Way https://imnotdoctorwho.moegamer.net/2014/05/06/1569-life-gets-in-the-way/ https://imnotdoctorwho.moegamer.net/2014/05/06/1569-life-gets-in-the-way/#comments Tue, 06 May 2014 23:25:54 +0000 http://angryjedi.wordpress.com/?p=6443 I was chatting with my friend Lynette earlier about various things, and the subject turned, as it often does, to anime. Don't worry, this isn't going to turn into a lengthy spiel on how emotional the ending of Angel Beats! was — though I did watch the last episode today, so expect some thoughts on that shortly. … Continue reading 1569: Life Gets In the Way

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    I was chatting with my friend Lynette earlier about various things, and the subject turned, as it often does, to anime. Don't worry, this isn't going to turn into a lengthy spiel on how emotional the ending of Angel Beats! was — though I did watch the last episode today, so expect some thoughts on that shortly. No, instead, it's going to be about the frustrating feeling of discovering things that you really like when it feels like it's almost "too late".

    I don't mean that I'm too old for anime or related media, of course — I really hope the day never comes when I feel like I've "grown out" of the things I love today — but rather I feel like the opportunity to enjoy and share these things with friends has been, to a large degree, mostly lost.

    I mention this because of my aforementioned conversation with Lynette. Aside from this blog — where, as we all know, I'm pissing in the wind — Lynette is one of the few people I have the opportunity to enthuse about anime with on a fairly regular basis. And it's somewhat frustrating to both of us that we're several thousand miles apart and consequently unable to get together regularly for cocktails, popcorn and a few episodes of some favourite anime series, perhaps educating one another on recent discoveries that we want to share. It's something we'd both really like to be able to do — indeed, we have done it before, on the occasions when I've had the opportunity to visit her and her husband Mark (also a close personal friend, and also someone with whom I can enthuse about anime) in Toronto.

    This is one unfortunate side-effect of the whole "global village" (hah, bet you haven't heard that term since a '90s issue of PC Format) thing the Internet has brought about. It's never been easier to find like-minded friends who share the same interests and passions as you, but the thing people don't mention about that seemingly great development in socialisation is how frustrating it is to not be able to get together with those friends on at least a semi-regular basis. (Unless you're loaded enough to be able to simply hop on a trans-Atlantic flight at a moment's notice whenever you fancy it, in which case I think I hate you a little bit.) I have friends literally all over the world — America, Canada, the Middle East, Japan, Australia — who I would love to hang out with and do all sorts of mutually enjoyable things with (no, not that sort of thing, pervert) but am unable to do so. I'm fortunate enough to have these friends in the first place, of course, but by gosh, I sometimes wish they were just around the corner so I could drop them a text, invite them over for an anime evening and subsequently have an enjoyable time.

    Why not ask your local friends, you might wonder. Because my local friends all have their own passions and interests — and, with us being the age we are (we're not in university any more!) a lot of them are doing distinctly "grown-up" things like grouting their bathrooms (whatever that means) or having children. I certainly don't begrudge them any of those things, but it can be sad and frustrating when it's difficult to get people together for anything more than the most cursory of social occasions. Life gets in the way, in other words.

    So, uh, anyone local want to hang out and watch some anime? We have popcorn.

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    1568: Prepare for To... no, I'm not making that joke https://imnotdoctorwho.moegamer.net/2014/05/05/1568-prepare-for-to-no-im-not-making-that-joke/ https://imnotdoctorwho.moegamer.net/2014/05/05/1568-prepare-for-to-no-im-not-making-that-joke/#comments Mon, 05 May 2014 21:57:25 +0000 http://angryjedi.wordpress.com/?p=6441 Towerfall! I'd heard good things about this indie-developed game, but had never tried it prior to this weekend. And blow me if the positivity wasn't justified. Towerfall — not to be confused with Titanfall — is a game for up to four players, available on PC, PlayStation 4 and, oddly enough, Ouya, where it was originally intended to be … Continue reading 1568: Prepare for To... no, I'm not making that joke

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    Towerfall! I'd heard good things about this indie-developed game, but had never tried it prior to this weekend. And blow me if the positivity wasn't justified.

    Towerfall — not to be confused with Titanfall — is a game for up to four players, available on PC, PlayStation 4 and, oddly enough, Ouya, where it was originally intended to be a flagship title for the ill-conceived Android microconsole. I'm extremely thankful that the developers weren't stubborn about sticking with Ouya exclusivity; this way, a lot more people get to play their game, and no-one has to buy an Ouya.

    Anyway. There are two ways to play Towerfall: Versus and Quest. I haven't tried Quest yet, but we played some Versus in between board games over the weekend. And it was a huge amount of fun. The concept is extremely simple: up to four players face off against one another armed with bows and a very limited number of arrows, and must defeat the other players. You can defeat a player by either shooting them or jumping on their head Mario-style, in which case you'll get a point — but if they end up killing themselves thanks to your actions, you won't get a point.

    That is, basically, it. The simplicity of the game is what makes it work so well, and everything else that goes on simply builds on this extremely simple formula. Collectible treasures that pop up around the level might replenish your arrows, or might give you a new type of arrow to play with such as arrows that explode or arrows that drill through walls. Or they might just do something weird; particular favourites in this category include one that turns the lights out on the level, meaning it's a lot more difficult to see the platforms and hazards; one that causes the background to start swaying drunkenly and everything to start moving at half-speed; and one that causes the whole level to scroll one whole screen in any of the four cardinal directions. (Levels are wrap-around, so you can run off the left edge and reappear on the right; this scrolling trick really messes with your perception of how this works while it's going on.)

    One thing I was particularly impressed with was the "variants" menu when setting up a new game. Rather than being confined to playing the game in just a single way, Towerfall features a huge variety of options for you to tweak the experience. If you want to play without arrows, knock yourself out (by having someone land on your head). If you want to start with the more powerful arrows, great. If you want to be able to come back as a ghost and continue harassing the other players rather than simply being eliminated from a round, that's an option too. There's a huge amount of flexibility, and a bit of experimentation will help make the experience into a game that hopefully everyone participating will be able to enjoy.

    The only potential downside to the game is that it's only possible to enjoy its multiplayer delights with other people in the same room as you. Frankly, I greatly prefer this to playing online, but for those who have friends who are difficult to gather in the same place at the same time, this may be a problem. Still, I'm hopeful I'll have the opportunity to play it a whole lot more in the future; when we move into our new house — which is pretty soon now! — we'll have a lot more room for hosting, and even a spare bed. So late night Towerfall sessions are very much a go!

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    1567: Hunting Mr. X https://imnotdoctorwho.moegamer.net/2014/05/04/1567-hunting-mr-x/ https://imnotdoctorwho.moegamer.net/2014/05/04/1567-hunting-mr-x/#respond Sun, 04 May 2014 23:05:15 +0000 http://angryjedi.wordpress.com/?p=6439 We've played through a whole bunch of board games this weekend, and it's quite difficult to pick a specific highlight. This morning's Battlestar Galactica game was very enjoyable — it was the first time I'd been a Cylon player — but I think that it was our Scotland Yard game that made for some of my favourite moments. We … Continue reading 1567: Hunting Mr. X

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    We've played through a whole bunch of board games this weekend, and it's quite difficult to pick a specific highlight. This morning's Battlestar Galactica game was very enjoyable — it was the first time I'd been a Cylon player — but I think that it was our Scotland Yard game that made for some of my favourite moments.

    We haven't played Scotland Yard for quite a long time. It's a fairly simple, straightforward game and thus it's the sort of thing that often gets overlooked in favour of more complicated and/or flashy-looking titles, but it's a hugely enjoyable game. Its simplicity really works in its favour, because it means you're not constantly looking up rules or checking you're "doing it right" — all you're basically doing is moving around the board.

    For the unfamiliar, Scotland Yard is an asymmetrical game in which a team of up to four detective players attempt to track down the criminal mastermind and all-round bastard Mr. X by chasing him across London and apprehending him. The twist is that Mr. X moves around the board in secret, only revealing himself after making specified numbers of moves. At all other times, the detective players can see which forms of transport he has taken — each space on the board is connected to at least one other by any combination of taxi, bus and underground routes, and making use of a route requires discarding a ticket of the appropriate type — but not exactly where he has gone. Thus, the challenge is determining where Mr. X is, where he is going and how you can possibly stop him when you're all moving by the same rules.

    Scotland Yard is a masterful game for the amount of tension it creates on both sides. Early in the game, it's easy for the detectives to stumble around blindly, not having a clue where their quarry might be; at the same time, though, Mr. X is trying to quietly slip away without being notices so he is, preferably, on the other side of the board by the time he has to reveal himself for the first time.

    The real tension comes from the fact that no-one ever feels like they're "winning" until very late in the game, which is the only point at which it becomes clear that either Mr. X is probably going to escape, or the detectives are almost certainly going to catch him. Up until you reach that point — which doesn't come along until the last couple of turns in many cases — both sides are constantly on edge, thinking "shiiiit…" while trying to outwit the others. It's a particularly nerve-wracking experience for Mr. X, who has to make some tough decisions about whether or not he's going to risk moving within capture distance of the detectives — who might not know where he is at this point — or try and get as far away as possible. The game creates a good feeling of "closing the net" on the Mr. X player, even with the very limited number of pieces on the board. It's hugely atmospheric and a lot of fun.

    Our game today went pretty well. I was Mr. X, which I was quite pleased about. For a lot of the game, I had the opportunity to sit back and chuckle to myself about how my opponents were making completely incorrect assumptions about which way I'd gone, but things gradually ramped up towards the end. I was within a couple of turns of winning — my opponents were down to their last few tickets, at which point it becomes more difficult for them to move around, particularly if they'd exhausted a particular type of transportation at that point — and I thought I'd outwitted them. Unfortunately, they managed to squeeze me into an unwinnable situation and I was eventually caught.

    Scotland Yard is one of those experiences that is distinctive to board games. There are video games that involve hiding from one another and trying not to give your position away, but the implementation of the mechanics in Scotland Yard makes it a huge amount of fun to get together around a table for. I believe there's an iOS version available out there, but I frankly can't see it being quite as much fun. Part of the enjoyment is in listening in on your opponents' discussions and thinking "I hope they don't figure out what I've done", and that's something that's best enjoyed in the live company of one another.

    Anyhow. This has been a pleasant weekend away from it all, and I should have a nice relaxing day off tomorrow for the Bank Holiday. Then it's back to shitting myself over whether or not I can find a new job. Yay.

    But I'm not going to think about that right now. For now, bed.

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    1566: Project MoeGamer https://imnotdoctorwho.moegamer.net/2014/05/04/1566-project-moegamer/ https://imnotdoctorwho.moegamer.net/2014/05/04/1566-project-moegamer/#comments Sun, 04 May 2014 00:16:53 +0000 http://angryjedi.wordpress.com/?p=6436 After some umming and ahhing (and not being able to get to sleep again) I decided yesterday to flip the switch on my little side project. I haven't done a huge amount of promotion or anything for it yet — though I guess this post counts — because I knew I was going to be … Continue reading 1566: Project MoeGamer

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    After some umming and ahhing (and not being able to get to sleep again) I decided yesterday to flip the switch on my little side project. I haven't done a huge amount of promotion or anything for it yet — though I guess this post counts — because I knew I was going to be away for the weekend. But I did feel like I wanted to get it out in the wild and ready to start tinkering with over the next few weeks.

    If you haven't already seen it, I present to you MoeGamerIt's a site inspired by my love of Japanese games — particularly those towards the more "anime-ish" end of the spectrum — and is intended to be a repository of articles I've written regarding games I've been playing. I've deliberately kept it free of any sort of "structure" for the moment — i.e. it's not intended to be a news, reviews and preview site — to allow for full creative freedom, and so far I've populated it with a selection of articles that have previously been seen on this site (with some minor edits) and one longer original article on the visual novel Kana Little Sister that I haven't published anywhere before.

    My intention for the site in the short term is simply to use it as an outlet for writing about Japanese games in as much detail as I enjoy. Realistically, I know that I've been quite lucky to have the freedom I've had at USgamer to post my weekly JPgamer column, and I also know that despite the reputation I've built up as a result of both JPgamer and my reviews of various Japanese games, it will take a fair bit of fighting at any mainstream site to be able to do the same. In other words, as much as it would be an ideal situation for me to be hired by a site to be their resident Japanese games expert, I know that, given these games' distinctly "niche" status (i.e. they're not necessarily huge traffic magnets except when they're embroiled in some sort of controversy) I will almost certainly not be writing about them on a regular basis unless I really fall on my feet.

    And so, MoeGamer.

    What I do with the site in the long term will depend on response and whether I have the time and inclination to continue working on it. I have several ideas of things I'd like to do — I'd like to experiment with video for one thing, and if I manage to attract a reasonably sized audience I'll look at some form of making money from the blog, be it through ads, crowdfunding or something like Patreon — but whether or not any of these get implemented will depend on how much time I have to spend fiddling with the site going forward. The same is true for whether I spend any money on the site; at present, it's simply a free WordPress blog, but if it proves to be worthwhile I'll happily purchase a domain name and premium services to make it more customisable.

    As it happens, in just under two months I'm going to have a whole lot of time to fiddle around with the site, for better or worse. While I'm not exactly relishing the prospect of finding a new job, I am enjoying that early buzz of getting a new website up and running and looking forward to seeing whether or not it's something that is viable to keep doing as a side project on the side. At the very least, I doubt I should have too many problems keeping it open as my go-to place for writing about games and archiving stuff that gets lost in all the OneADay posts here, but part of me is hoping I can grow it into something bigger, too.

    We'll see. It's far too early to ponder right now, and I'm not in a position to do much with the site over the next couple of days — I'm in Kent with some friends playing board games and drinking cider. It should hopefully be a nice period of unwinding after a stressful week.

    For now, then, there's a selection of articles on MoeGamer for your weekend reading — several of which, as I've said, longtime readers of this site will recognise — and from early next week onwards, you should hopefully see a whole bunch more there.

    In the meantime, please take a look, leave a comment, click the Like button on stuff you're interested in and feel free to share anything you enjoy. And I can keep writing about the stuff I love.

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    1565: Pressure Valve https://imnotdoctorwho.moegamer.net/2014/05/02/1565-pressure-valve/ https://imnotdoctorwho.moegamer.net/2014/05/02/1565-pressure-valve/#comments Fri, 02 May 2014 21:19:39 +0000 http://angryjedi.wordpress.com/?p=6434 If you'll pardon me, I need to vent some pressure in my head. I don't know whether or not it will make me feel better, but I feel like I need to do it anyway. I feel like shit today with regard to the situation in which I find myself. I can't, in good conscience, say that … Continue reading 1565: Pressure Valve

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    If you'll pardon me, I need to vent some pressure in my head. I don't know whether or not it will make me feel better, but I feel like I need to do it anyway.

    I feel like shit today with regard to the situation in which I find myself. I can't, in good conscience, say that I know everything is going to be okay because I don't know that everything is going to be okay, and that's frankly kind of scary. Andie and I have bought a house; that is not something you can just abandon if things get a bit difficult. If you mess things up with regard to money, that's a shitload of cash down the drain with nothing to show for it. While I doubt it will get to that stage — I at least have a little cash saved, though I had hoped I'd be able to hold on to it for a bit longer — it is still a concern.

    I don't feel like shit in the sense that I want to just break down and cry, though. I mean, I sort of do, but it's not coming right now. Instead, I'm in that sort of bleak, nothingness phase of depression; that phase where all you really want to do is stare into space, but the things going on around you are irritating. It took a considerable amount of mental strength to haul myself up off the bed and come to write this post, and I'm not entirely sure that doing so is helping matters any. But we'll see. I've started, so I'll finish and all that.

    I hate being laid off. I mean, I seriously doubt there's anyone out there who loves it, but it's shit, and I've been through it several times in my life. I at least have a little under two months to find myself something new to do this time around rather than waking up one morning to discover the site I write for is immediately closing (alas, poor GamePro), but the immediate reaction is one of being upset and disappointed. It is, in effect, being told that you're not needed or useful any more, so kindly off you go, on your way, off you pop. This is a fact of life and business, of course, but it doesn't make it any more pleasant to deal with. Being told that you're suddenly surplus to requirements doesn't do a great deal for the self-esteem, after all; it makes you question whether you've been useful for the time you were employed.

    This isn't fishing for compliments, by the way; I know that the exaggerated emotions in my mind are just that — exaggerated — and that I was useful throughout my time at USgamer; I also hope I will continue to be so for my remaining weeks there. It just feels extremely weird to still be part of a team and yet not; I don't feel like I belong any more, and that, too, is a horrible feeling.

    Still, I haven't been resting on my laurels. I have been gradually putting together a side project to tinker with while I look for new work. I'm not quite sure it's ready to reveal to the world just yet — perhaps over the weekend or early next week, depending on how much time I have to work on it, or perhaps I'll just say "fuck it" and flip the switch later tonight. We'll see.

    Said project is not something that's going to make me any money in the short term, but it might be a useful means of gauging interest for something I might be able to do in the future, whether on the side or even — stranger things have happened — full-time. While I'm not expecting overnight (or even overmonth) success with it, it's something that I personally am pleased with so far, and am enthusiastic about developing further. As I say, we shall see if it actually goes anywhere. (In the meantime, if any of you reading this have any success or horror stories about Patreon as a funding platform, I'd be interested to hear them.)

    For now, though, we have reached the weekend, and here in the UK it is, thankfully, another three-day weekend. Tomorrow morning I'm heading off to Kent to get away from things for a few days; some friends and I are going to hang out, play a ton of board games, play some Street Fighter, play some TrackMania, drink, eat and fart. I will be blogging over the weekend, Internet signal permitting, and will be back on Monday.

    Here's hoping things look up a little next week; I made the mistake a short while ago of feeling like things were going along quite nicely. Now I'm back to sleepless nights filled with anxiety again. Fuck that shit.

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    1564: Study Resume https://imnotdoctorwho.moegamer.net/2014/05/01/1564-study-resume/ https://imnotdoctorwho.moegamer.net/2014/05/01/1564-study-resume/#comments Thu, 01 May 2014 20:54:26 +0000 http://angryjedi.wordpress.com/?p=6432 Japanese classes started again this evening. I was a little nervous about going back, as I frankly haven't done as much independent study as I intended, but I was pleased to discover that I had actually retained a fair amount of knowledge — including, to my pleasure, a significant amount of the hiragana and katakana character sets required for … Continue reading 1564: Study Resume

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    Japanese classes started again this evening. I was a little nervous about going back, as I frankly haven't done as much independent study as I intended, but I was pleased to discover that I had actually retained a fair amount of knowledge — including, to my pleasure, a significant amount of the hiragana and katakana character sets required for basic reading and writing in Japanese. (We haven't looked at kanji at all yet; that's something I'm saving for when I'm thoroughly familiar with the kana sets and basic sentence construction — I'm getting there.)

    So, if you'll excuse me practicing for a moment…

    はじめまして。わたしはピーターです。(I had to look up how to spell my name in katakana, but now I know. Yay me.) どうぞうよろしくおねがいします。

    わたしはさんじゅさんさいですそしてジャーナリストです。わたしのかぞくはよにんです。ちちとははとあにとわたしです。

    Or, you know, something like that.

    It was actually a rather interesting lesson this evening as there was a second native Japanese speaker in the classroom for the second half of the session. Our teacher is a native Japanese speaker herself, but the addition of a second person — who, naturally, we all had to introduce ourselves to using something similar to the phrases I clumsily (and possibly incorrectly) constructed above — added an interesting dynamic to the mix. She was a teacher, too, so she was evidently well-versed in the clumsiness of English people attempting to speak Japanese, and thus supported any unfamiliar words and phrases she used with plenty of gestures and the like, allowing us to discern the overall meaning of what she was saying even if we didn't quite know the exact words or would be able to recreate the sentence ourselves.

    Language learning is really interesting. Despite my joking with school friends about German lessons slowing time down (I swear, those lessons always felt like they were twice as long as every other class at school) I actually quite enjoyed gradually picking up an alternative means of communication. Of course, the one time I went to Germany and attempted to speak the language to a vendor, they responded in perfect English, much to my chagrin. Now, school German lessons are literally half my life ago and I haven't retained a huge amount of knowledge; the German I still know today is pretty much limited to Zug um Zug (the German name for the board game Ticket to Ride) and proudly singing Essen mein Scheiße whenever university music friends get together. (Don't ask… and yes, I know it's gramatically incorrect.)

    Japanese has the added interestingness of not only having to learn a completely new spoken language with completely new grammatical structures — actually quite a bit simpler than English in its basic form, though I'm aware I'm still very much at "beginner" level — but also a completely new written language, too. Sure, German had umlauts and whatever the ß thing is called, but Japanese doesn't have anything even vaguely recognisable. And those things that do look like English characters are almost inevitably something else. You think ヒ might be "t"? Wrong, it's "hi", unless you write it ビ, in which case it's "bi", or if you write it ピ, in which case it's "pi". Obviously.

    I exaggerate for comic effect; knuckling down and actually attempting to translate and read these characters gradually burns them into your brain. I was delighted to find myself able to complete a revision sheet using entirely hiragana earlier this evening; granted, it was considerably slower than if I just wrote in Romanised characters, but in the long run it's going to be beneficial to get as much practice as possible using the kana characters. And, when the time comes, kanji.

    I'm currently torn on whether to continue classes in the new academic year, though — assuming a more advanced class is actually running, which I don't know as yet — or simply to study myself. The book we've been using in class — Japanese for Busy People — has proven to be a well-designed textbook with plenty of good supporting material (the Kana Workbook in particular has been invaluable in drumming those characters into my mind) and that is suitable for both classroom and independent study.

    Either way, though, this is something I'd like to take further. And who knows, it might even push me in the direction of a new career one day. But that's a long way off as yet. For now, then, おやすみなさい!

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    1563: Sullen and Ill-Tempered https://imnotdoctorwho.moegamer.net/2014/04/30/1563-sullen-and-ill-tempered/ https://imnotdoctorwho.moegamer.net/2014/04/30/1563-sullen-and-ill-tempered/#respond Wed, 30 Apr 2014 23:39:53 +0000 http://angryjedi.wordpress.com/?p=6430 I'll level with you, dear reader, I'm not entirely sure what to write today. The Black Dog has been creeping in somewhat over the course of the day, leaving me somewhat morose and not particularly in the mood for a great deal of communication. This feeling sucks, but I am taking some small solace from … Continue reading 1563: Sullen and Ill-Tempered

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    I'll level with you, dear reader, I'm not entirely sure what to write today. The Black Dog has been creeping in somewhat over the course of the day, leaving me somewhat morose and not particularly in the mood for a great deal of communication. This feeling sucks, but I am taking some small solace from the fact that there are a few irons in the fire right now. Whether or not any of them will come to anything remains to be seen, but at least they're there.

    In the meantime, it's largely been business as usual. I rediscovered the fun of Japanese doujin title Croixleur earlier through its new Sigma edition and would encourage anyone who enjoys a bit of hack-and-slash goodness to check it out. Then I spent some time moving towards cleaning up the rest of The Witch and the Hundred Knight. I'm torn on which ending to try for, since both the Normal and True endings are very straightforward to get, while the "Bad" ending actually takes significantly more effort to attain.

    This isn't the first time a Japanese game has locked its worst ending behind a particularly complicated series of hoops to jump through, and it probably won't be the last. The last time I encountered such a practice was with Hyperdimension Neptunia mk2, where the "Conquest" ending — an incredibly dark affair that, despite featuring a huge tonal shift from the rest of the game managed to fit in quite well with the overall narrative — required a huge amount of faffing around to accomplish. And your reward? Feeling awful at what you had done to the characters. I am, frankly, glad I did it first, and it's for this reason I'm contemplating getting The Witch and the Hundred Knight's "bad" ending out of the way first.

    Meanwhile, I continue to be enraptured by Demon Gaze. I adore the characters whom you get to hang out with while back at the inn between expeditions into the game's sprawling dungeons, but I was surprised to discover that it's the dungeon-crawling aspect I've been having the most fun with. Demon Gaze's dungeons are relatively simple in terms of tech, being designed on a flat 2D grid, but their design is superb. The current dungeon I'm running through — Endless Road, a dungeon towards the end of the game — is a multi-floor monstrosity that demands you pay careful attention to the relationship between the different levels and areas, and search carefully for secret doors.

    Secret doors! When was the last time you searched for a secret door in a video game? Demon Gaze is full of them. Granted, much of the old-school frustration of hunting for secret doors is mitigated by two things — the demon Comet, who, if equipped, marks them with a big flashing mark, and the fact that players tend to leave helpful Gazer Memos in front of them — but it's still enjoyable to kick down a wall and discover a door behind it.

    At the other end of the spectrum, I've been enjoying the aforementioned Gazer Memo feature a great deal, too. Somewhat similar to the messaging system in Dark Souls (in that you can't type freely but instead pick from predefined words and phrases) but with a few more suggestive terms included along the way, the Gazer Memo system allows you to scrawl messages on the dungeon floor which are subsequently uploaded to the Internet and downloaded into the game of anyone else who happens to be playing. During the time I was reviewing the game, the messages were fairly sparse and mostly helpful; now, they're still fairly helpful, but there's been a clear explosion in players: the sheer number of messages making rather suggestive implications about spears and butts is testament to that, I feel.

    It's fun to leave these messages, too. At several points during the game, after overcoming a particularly challenging maze of one-way doors, I found myself deliberately going back and leaving memos to future adventurers helping them out. (I also left them a few sarcastic "Nope"s if they went the wrong way.) I also couldn't resist a "Caution! Gigantic Butt Ahead" at the entrance to one particular dungeon — a message that I now see every time I happen to wander back to that area.

    But anyway. I'm rambling on about nothing much in particular and it's getting late. As such, I'm going to leave that there. Here's hoping that tomorrow is a more positive day.

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    1562: Soul-Searching https://imnotdoctorwho.moegamer.net/2014/04/29/1562-soul-searching/ https://imnotdoctorwho.moegamer.net/2014/04/29/1562-soul-searching/#comments Tue, 29 Apr 2014 21:41:16 +0000 http://angryjedi.wordpress.com/?p=6427 Unsurprisingly, yesterday's bad news has prompted a certain degree of soul-searching. The reality of the situation still doesn't quite feel like it has hit me yet. I'm depressed, yes, but it doesn't quite feel "real", if you know what I mean. I've been taking advantage of this calm before the inevitable storm to do a … Continue reading 1562: Soul-Searching

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    Unsurprisingly, yesterday's bad news has prompted a certain degree of soul-searching. The reality of the situation still doesn't quite feel like it has hit me yet. I'm depressed, yes, but it doesn't quite feel "real", if you know what I mean.

    I've been taking advantage of this calm before the inevitable storm to do a bit of pondering about what I might want to do next, or how I might want to do it. And so far I've pondered the following options.

    • Teaching. No. Nope. No no no. Never. No. I may have all the relevant qualifications, but the last two times I tried teaching it had an enormously negative impact on my mental health. I enjoy teaching, but all the other stuff that goes with it — primarily to do with behaviour management — is just too stressful to even contemplate.
    • Private music teaching. Possible, but difficult to become established, plus the fact that I don't have 1) my own transport (Andie and I currently share a car), 2) a real piano to teach at home or 3) a particularly suitable space to teach in. So I think that's out, at least for now.
    • Attempting to return to a previous career in a certain tech-related retail chain. That door closed a long time ago, despite the fact that I'm clearly eminently qualified and good at it. This was evidenced by the fact that I made superb progress on a previous attempt to return, the management of the store I was applying to were enormously enthusiastic, then they abruptly and bluntly turned me down without giving a reason after contacting my previous management. (We parted on poor terms after I made an official complaint about certain managers' workplace bullying.) That copy-book is forever blotted.
    • Freelancing. Not a terrible idea, but it brings with it a considerable degree of hassle, plus an unreliable paycheque each month. Successful freelancing involves endless pitching and hoping, writing content to tight deadlines if you do happen to be successful, having to do your own taxes (ugh) and occasional sleepless nights of despair as you note your bank balance is going steadily down and hasn't gone up for a very long time indeed.
    • A permanent position on another site or magazine. Obviously this would be the ideal solution, since it would make for a relatively seamless transition from what I'm doing now. The trouble is, very few places are hiring right now; even new sites such as Kotaku UK already have a staff in place, while others have a well-established network of writers; others still prefer to recruit quietly from their extended network rather than prominently displaying their available positions. So while achieving this would be ideal, actually doing so may be challenging. Still, feelers are being put out.
    • Broadening my remit. I write about games. I haven't written about anime, TV or tech professionally but I've had plenty of practice on this site and know I could do a good job. Question is, do I want to?
    • The shift that all games journalists seem to make at one point or another. A lot of games journalists end up in PR for some unknown reason — the better pay probably being a significant contributing factor. I know I could do a good job of PR with the skillset I have; the difficulty here is in convincing recruiters of that fact when I don't have any practical experience.
    • Taking a risk, Part 1. I have a number of books in me, both fiction and non-fiction. I could try and write those, but actually "making it" — i.e. being able to make enough money to survive — with one will be a challenge, particularly in today's crowded marketplace. It would have to be something great, unusual or both to stand out. Or perhaps I should write some vampire teen romance. Is that still fashionable?
    • Taking a risk, Part 2. One thing that came out of my announcing that I was leaving USgamer was that a lot of people reached out to me on Twitter and said that they were thankful for the unique perspective (among mainstream games journalism, anyway) that I provided on Japanese gaming. One went so far as to say that I understand the games they like and why they like them, which is exactly what I was hoping to achieve with my work. These people got me thinking: is there a market for specialist writing like this? Could I somehow do it full-time (or near-as-dammit) through something like Patreon? I don't know how viable Patreon is as a platform — I'm yet to really see any successful projects from it — but it's an interesting possibility at least. It's also a big risk.

    So that's where I am now. There are also a number of options that have flowed through my mind but which are impractical at this particular juncture due to my lacking some relevant skills — things like working in localisation for Japanese games, for example. I don't know where I'll end up or what I'll end up doing, but I sincerely hope it is sooner rather than later.

    Wish me luck. Oh, and wish me happy birthday while you're on.

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    1561: End of Another Era (Or: Please Hire Me) https://imnotdoctorwho.moegamer.net/2014/04/28/1561-end-of-another-era-or-please-hire-me/ https://imnotdoctorwho.moegamer.net/2014/04/28/1561-end-of-another-era-or-please-hire-me/#comments Mon, 28 Apr 2014 19:46:48 +0000 http://angryjedi.wordpress.com/?p=6423 I was informed today that, owing to various circumstances that I won't go into right now — it would be unprofessional of me to do so, but suffice to say it's not anything to do with something I've done, nor is there any ill will there — my position on Eurogamer's US counterpart USgamer would … Continue reading 1561: End of Another Era (Or: Please Hire Me)

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    I was informed today that, owing to various circumstances that I won't go into right now — it would be unprofessional of me to do so, but suffice to say it's not anything to do with something I've done, nor is there any ill will there — my position on Eurogamer's US counterpart USgamer would be coming to an end within 4-8 weeks, depending on how long I want/need to stay on.

    To be frank, I haven't quite processed this news yet. I fully expect that when I do I will burst into tears and be a dribbling, horrible mess for at least an hour or so but that hasn't happened just yet. It will come, though. In the meantime, while I'm still feeling reasonably rational, I wanted to compose a post explaining where I'm at in my career and where I'd like to head from here. Hopefully then anyone reading this as part of the traffic spike my blog is currently enjoying will have a better idea of who I am and what I can offer.

    The biggest thing that has come out of my announcement that I would be leaving USgamer is the confirmation (via direct messages and mentions) that I have built up a solid reputation as someone who not only knows his stuff about Japanese games, but that I am also someone who treats them with respect. You might not think this is a particularly unusual characteristic for a games critic, given the importance of Japan to console gaming throughout video game history, but in recent years, Japan's turn towards the moe side of gaming has caused many Western commentators to take its output considerably less seriously — even going so far as outright derision at times.

    Attitude and tone are, of course, the prerogative of the individual publication or writer in question, but I had been feeling for some time that there was a significant gap in the market for respectful, non-disparaging coverage of niche Japanese games such as RPGs and visual novels, and set out to provide that, first with my experimental columns over on Games Are Evil, where I served as Managing Editor for a short period, and later at USgamer, where I ran a weekly Japanese gaming column called JPgamer. This column attracted a regular audience who were both appreciative and vocal about my support for Japanese gaming, my positive attitude towards it and my willingness to look beyond the most superficial elements — an attitude perhaps best exemplified by my piece on "The Hidden Depths of Otaku Games" and my review of the widely derided Time and Eternity as well as JPgamer at large.

    J-gaming isn't the only niche I attempted to fill, though. I'd recently also launched a board game column on USgamer called BOARDgamer, and past coverage of board and card games had proven somewhat successful. Alongside this, I made a point to cover interesting, unusual games rather than the same things other sites were looking at. I'd accept reviews of games that other sites would either ignore or pass off with a cursory quick look — titles like The Witch and the Hundred Knight and Demon Gaze — and I'd treat them with the same amount of respect afforded to the big triple-A titles. I hope I don't sound arrogant when I say I feel I was fulfilling an important role that helped me to stand out somewhat.

    Which is why I'm so sad that my time with USgamer has to come to an end. Between us, Jaz Rignall, Jeremy Parish, Mike Williams, Cassandra Khaw and I — plus the various contributors who have come and gone over the months — were building USgamer into something distinctive and interesting; a site that celebrated long-form magazine-style articles as well as the usual daily grind of news. We each had our own interests and specialisms, and we were each afforded the opportunity and a platform to talk about those things as well as the latest hotness in gaming news and reviews. That's an immensely valuable thing not only for readers, but for writers, too. And, yes, I'm sad and upset that I will no longer be part of that once my time on the site comes to an end.

    As previously noted, I have between 4 and 8 weeks left on the site depending on how quickly I can find a new position. I am happy to continue doing what I've been doing — writing about games, and hopefully letting some of my passion shine through — but I am also interested in getting involved on the editing side of things. I've been doing this a long time now; it would be nice to move on up and take a little more responsibility if the opportunity is available.

    If you happen to hear of anything — or if you're hiring — then please reach out and get in touch. You can send me an email via the About Pete page on this site if you don't know my email address, or just leave a comment. You can also follow me on Twitter if you don't already, and check out my professional history via LinkedIn.

    Here's hoping I have some good news to share sooner rather than later; 1) it's my birthday tomorrow and 2) Andie and I are buying a house. Also, you know, 3) I don't like being unemployed.

    Thanks for reading, and thanks in advance for any help you can offer in the job search.

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    1560: Paradoxes and Worldlines https://imnotdoctorwho.moegamer.net/2014/04/27/1560-paradoxes-and-worldlines/ https://imnotdoctorwho.moegamer.net/2014/04/27/1560-paradoxes-and-worldlines/#respond Sun, 27 Apr 2014 23:42:39 +0000 http://angryjedi.wordpress.com/?p=6418 Time-travel fiction is notoriously difficult to get "right" (for want of a better term) because it brings all sorts of baggage with it, both from established (or at least popular) science as well as conventions of fiction. It can be interesting to see how different works of fiction tackle these aspects — if at all. … Continue reading 1560: Paradoxes and Worldlines

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    Time-travel fiction is notoriously difficult to get "right" (for want of a better term) because it brings all sorts of baggage with it, both from established (or at least popular) science as well as conventions of fiction. It can be interesting to see how different works of fiction tackle these aspects — if at all.

    The visual novel Steins;Gate jumps in head-first and attempts to spin a plausible example of how time travel might actually work were we to invent it in our lifetime. But despite the heavy science component — Steins;Gate really doesn't hold back on the science side of things, which will delight those who are particularly interested in the "sci" part of "sci-fi" — it is, at heart, a story about people and how they're affected by the strange, unnatural phenomenon of moving through time in a non-linear fashion.

    SPOILERS AHEAD for the Suzuha and Faris endings of Steins;Gate — if you're on the front page, hit Continue Reading (or whatever it actually says) to, err, continue reading.

    I've only seen Suzuha and Faris' endings of Steins;Gate so far (as if the spoiler warning above hadn't already tipped you off to that) but even in those, there's some interesting exploration of what the ability to time travel and/or affect the past — in the world of Steins;Gate they are two distinct things — would mean for an individual.

    Specifically, it explores what they would mean for Rintarou Okabe, a gentleman who is already straddling that fine line between "sane" and "insane" with his own chuunibyou delusions. Of course, it becomes increasingly clear over the course of the story that even Okabe doesn't really believe his own delusions — for the most part, anyway. When he and his "lab mem" compatriots finally do manage to convert a microwave into a working time machine (of sorts) he starts to discover that, even knowing his fantasies were just that — fantasy — the world is a dark and scary place where things you took for granted can't just be believed at face value. He also gets several first-hand examples of the "Butterfly Effect" at work as he and his companions manage to send email messages to the past and subtly — or, in a number of cases, not so subtly — impact the present day.

    I won't delve too deeply into all the mysteries of Steins;Gate today, but I did want to talk a little about both Suzuha and Faris' endings because they offer two "nightmare scenario" views of how time travel — often portrayed in sci-fi as the ultimate in glamorous "impossible things" — can come to impact someone's life.

    In the run-up to Suzuha's ending, which is the first one it's possible to get, we discover that Suzuha is "John Titor", a figure from the future who has returned to what Okabe and co know as the present in an attempt to prevent the world's inexorable path towards dystopia. We learn that her goal was to procure an IBM… sorry, "IBN" 5100 computer, as this is essential to making a significant change to the timeline. Her original intention was to head straight back to the '70s, pick one up and then find a means of ensuring it got where it was supposed to be by 2010 — because, as it transpires, her time machine can only go backwards in time, not forwards.

    But something goes wrong. Botched repairs to her time machine mean that when she finally arrives in the 1970s, she loses her memories. It's not until it's much too late that she remembers what her mission was and that she has failed it; she ends up killing herself in utter despair and loneliness, knowing that all her work was for naught.

    Okabe, understandably distressed by the discovery that the girl he had said goodbye to moments ago had gone on to live a full life and then kill herself in despair, takes it upon himself to try and save not only her, but his childhood friend Mayuri too — who, due to the matter of "convergence", seems destined to die. The only way in which he is able to do this is to repeatedly use the "Time Leap" machine that he and his friends develop — a device which sends his memories and consciousness back to the past by up to 48 hours — and remain stuck in a time loop of the same two days over and over again.

    Since Okabe keeps his memories each time, it quickly becomes an ordeal for him, and as the path to the ending continues, we see his mind finally start to unravel. And it's for real this time, not the fantasy world he was inhabiting before. He starts wondering what would happen if he were to indulge his dark fantasies and then turn back the clock once more; he considers letting his best friend Daru die in an easily avoidable accident, and he considers raping Suzuha. No-one will ever know, his darkening mind tells him, so why not just do it and see what happens? You might like it.

    It's eventually Suzuha that manages to talk some sense back into Okabe as she manages to spot the warning signs of his mind coming undone, but just for a little while, we get a glimpse of a genuinely horrific scenario. It might sound enjoyable to be able to repeat two pleasant days over and over again, but consider the feeling of helplessness when you realise that nothing you do matters any more and that no-one around you knows the pain you're feeling or why you're putting yourself through it. Suzuha's ending makes that ordeal painfully apparent.

    Contrast with Faris' ending, which takes a somewhat different approach. Earlier in the storyline, Faris sends an email to the past that has a profound effect on Akihabara, where the majority of Steins;Gate takes place. What we know in 2014 as a haven of moe and anime lovers goes back to being the "electric town" it was previously known as, with not a saucer-eyed anime girl in sight. Faris, previously a maid in a popular maid café in the worldline we come to regard as "home" from Okabe's perspective, becomes a champion RaiNet AccessBattlers player, but in the process manages to cause the IBM 5100 that Okabe and co. managed to acquire to disappear. In order to save Mayuri's life, Okabe needs the IBM 5100, and it seems like the only way to do that will be to undo whatever it was that Faris did.

    It takes some time for that to come to light, but it's eventually revealed: Faris prevented her father's death, since on the "original" worldline, he died when attempting to "rescue" Faris from a fake kidnapping she staged as an elaborate attempt to confirm whether or not he really loved her. Her father surviving meant that she never sat on the city planning board for Akihabara and never had the opportunity to push the moe agenda forward; more to the point, though, it means that her father sold his IBM 5100 to pay the "ransom" for Faris, which meant that there was no way it could ever end up in Okabe's hands.

    Eventually, Okabe and Faris devise a plan to change the worldline in such a way that neither Faris' father nor Mayumi have to die. But it transpires that in order to do that, things have to change significantly. In Faris' ending, none of Okabe's friends know who he is, except Faris. None of the rest of the game happened because they never met. None of his relationships are real; none of his memories are real; and because none of it happened, his time machine no longer exists, which means he's now trapped in this worldline.

    Okabe comes to the horrifying realisation that he's more alone than anyone else in the world because he's literally from a different world — one that he can never return to. Fortunately, he has Faris with him to help him start to build a new life, but he'll still have those memories of the past — memories of things that never happened. Utterly chilling.

    Between those two endings, Steins;Gate presents two ways in which time travel could really fuck you up. It's thought-provoking, emotional and disturbingly plausible.

    And they say video games have universally bad writing.

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    1559: Life Walkthrough: How to Defeat the Big Breakfast https://imnotdoctorwho.moegamer.net/2014/04/27/1559-life-walkthrough-how-to-defeat-the-big-breakfast/ https://imnotdoctorwho.moegamer.net/2014/04/27/1559-life-walkthrough-how-to-defeat-the-big-breakfast/#comments Sun, 27 Apr 2014 00:04:30 +0000 http://angryjedi.wordpress.com/?p=6416 You'll probably encounter the Big Breakfast on a weekend, particularly if you finish a Friday low on HP, MP or Sanity. If you want to guarantee an encounter with one, do one of two things: either ensure the fridge-freezer is stocked with Bacon, Eggs, Sausage, Hash Browns or Waffles and that you have at least … Continue reading 1559: Life Walkthrough: How to Defeat the Big Breakfast

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    You'll probably encounter the Big Breakfast on a weekend, particularly if you finish a Friday low on HP, MP or Sanity. If you want to guarantee an encounter with one, do one of two things: either ensure the fridge-freezer is stocked with Bacon, Eggs, Sausage, Hash Browns or Waffles and that you have at least one Beans in the cupboard; or alternatively, ensure that the fridge-freezer and cupboard have a complete lack of the aforementioned, in which case you'll fight a Big Breakfast in the wild rather than at home. The latter case is slightly advantageous in that you have a little longer to shake off the Sleepy status effect before the confrontation begins, but the former gives you the Home Turf boost.

    There are a number of ways to defeat the Big Breakfast, but following this strategy is one of the most effective and efficient. Prepare for battle!

    As the battle begins use the SAUCE — either brown or ketchup according to the preference you set during character creation — on Big Breakfast. Using the wrong sauce will provide you with smaller benefits.

    Next up, grab the BUTTER and apply it to the TOAST using the KNIFE. Don't attack the TOAST yet, though; we'll come back to that later.

    Equip the KNIFE and FORK and attack the TOMATO. This is the weakest part of the breakfast, but also has the potential to do the biggest damage to your Sanity. Try and defeat it in two attacks at most.

    Follow up by attacking the MUSHROOM. This is likewise weak, and its status effects can be mitigated if you applied the SAUCE correctly.

    Once the TOMATO and MUSHROOM are down, you'll need to begin attacking the SAUSAGES, but don't jump straight in to pure attacking. Instead, use STAB on a SAUSAGE and then attack the EGG with it — you'll be pleased that you did. After you've done this on both EGGS, you can commence normal attacks. Each attack will drain your MP significantly so don't be afraid to take a turn or two to rest if you need to.

    Follow up the assault on the SAUSAGES by attacking the EGGS. Weakening them with the SAUSAGES beforehand will make this part of the battle much easier.

    Attack the BACON once the EGGS have been defeated. The bacon should quickly fall to a concerted assault, but keep a close eye on your MP. You should find that your HP is steadily increasing as you defeat each opponent.

    Following the BACON it might be tempting to go for the next target in the list — the HASH BROWNS — but pass them by for the movement in favour of an attack on the BEANS. Characters with low agility will need to take a few turns to defeat these, but they're nothing too much to worry about.

    After the BEANS have been defeated, you'll notice that they've left a pool of BEAN JUICE behind. This cannot be defeated with normal weapons, so instead you must use the STAB move on a HASH BROWN to attach it to either your KNIFE or FORK — preferably FORK, since using the KNIFE carries a risk of damaging your own HP — and only then attack the BEAN JUICE.

    If the HASH BROWN attached to your weapon breaks, use STAB again on one of its remaining companions. Repeat the process until the BEAN JUICE has been defeated. If you fail to defeat it before the HASH BROWNS have been defeated, however, don't worry, you still have a final weapon up your sleeve.

    Unequip the KNIFE and FORK and pick up the TOAST. Equip it in either hand, then attack any remaining BEAN JUICE. If none is left, simply open your Item menu and USE the TOAST like any other item. If you find your MP are too low to be able to use the TOAST, rest for a turn or two until they restore. To restore them more quickly, either use the COFFEE or get up from the table and visit the TOILET. Note that if you pick the latter option you will need to be partied up with at least one other player, otherwise upon your return you will find that Big Breakfast has been taken away, and you will not receive full XP value since parts of it were left undefeated.

    Once Big Breakfast has been defeated, sit back and enjoy the cutscene, then save your game. The true weekend begins here.

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    1558: PeeVeePee https://imnotdoctorwho.moegamer.net/2014/04/25/1558-peeveepee/ https://imnotdoctorwho.moegamer.net/2014/04/25/1558-peeveepee/#respond Fri, 25 Apr 2014 22:54:19 +0000 http://angryjedi.wordpress.com/?p=6413 I'm not a huge fan of competitive play, be it online or on the tabletop; I generally prefer cooperative games. This explains why I'm generally drawn to theme-heavy games on the tabletop — they often tend to be cooperative in nature — and why I've been enjoying Final Fantasy XIV so much to date — most of … Continue reading 1558: PeeVeePee

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    I'm not a huge fan of competitive play, be it online or on the tabletop; I generally prefer cooperative games. This explains why I'm generally drawn to theme-heavy games on the tabletop — they often tend to be cooperative in nature — and why I've been enjoying Final Fantasy XIV so much to date — most of it is cooperative.

    Tonight, though, a couple of members of my Free Company in Final Fantasy XIV said that they'd been trying out the game's PvP (Player vs. Player) area, known as The Wolves' Den. And they'd been enjoying themselves a great deal. So, curious to take a look at this part of the game that I had, to date, never touched despite having ploughed an unspeakable number of hours into the game as a whole, I decided to join up with my comrades Avexxis and Emma and jump into The Wolves' Den.

    Before I go on, let me explain a little: I've played a number of MMOs in the past, and given the PvP experiences a go in most of them. And I've never really had a satisfying experience with them. In World of Warcraft my main experience with PvP was being ganked when I'd forgotten to turn my PvP flag off for whatever reason. In The Secret World the areas were too big and it couldn't seem to make its mind up if it wanted to be a fast-paced shooter or an RPG. Star Wars: The Old Republic had the same problem; sprawling areas and a feeling of extreme unbalance. The closest I've come to having a good time with PvP in an MMO was in Guild Wars, and coincidentally that's probably the closest equivalent to Final Fantasy XIV's PvP.

    PvP in Final Fantasy XIV isn't about huge, sprawling battles that inevitably continue into a stalemate because no-one knows how to work as a team and accomplish objectives together. Rather, it's about short, snappy, four-on-four battles in a small, enclosed arena that nonetheless has a number of convenient walls and pillars around the place to block line of sight. And it's a completely different experience to playing the normal "PvE" (Player vs. Environment) cooperative game.

    The biggest difference is that you can't rely on your usual MMO setup of the tank maintaining the attention of all your enemies while everyone else knocks them down one by one. In PvP, your opponents are controlled by actual, real people so a tank's aggro-management skills are utterly useless. More often than not, you'll see the enemy team making a beeline for the opposing healer, who will find themselves having the most to do in the fight — usually in the form of running away and trying to get out of sight for long enough to catch their breath.

    I was playing as the healer using my White Mage class, and it was a lot of fun. PvE White Mageing involves a lot of standing still and casting Cure on the tank, with occasional breaks to heal the party when a wider-range attack hits them, or to cure status effects when they crop up. In PvP, however, I was constantly using the Sprint ability to put some distance between me and the enemies chasing me — usually the opposing tank — and doing drive-by Regen casts on anyone I happened to be in range of. There simply wasn't time for the lengthy casting of Cure and its ilk, except when I had the opportunity to make use of the Black Mage skill Swiftcast and quickly drop in a Cure II on someone whose HP had reached critical level. It was extremely satisfying to bring someone back from the brink of death — even more so than in PvE.

    The second battle we fought this evening was my favourite. I saw the enemy team heading straight for my comrades rather than me for once, so I hid behind a pillar, hoping they wouldn't see me for a little while. But then out of the corner of my eye, movement: a tiny Lalafell black mage, creeping towards me. Before I could react, I heard the telltale sound of the Sleep spell, and I was completely immobilised for 30 seconds. Fortunately, the Black Mage chose not to get a quick hit off on me — that would have woken me up — and instead fled to return his attention to the rest of my party, but later returned to fling a Thunder (damage over time) spell at me just as the Sleep effect was set to wear off.

    I started running around the arena, hoping I wouldn't bump into someone who could stun me or do significant damage. I passed the opposing healer, who was fleeing in the opposite direction around the arena. I did a complete lap, and by the time I reached the rest of my party there were three members of the opposing group lying dead on the floor. I stopped running and watched them finish off the last. While I hadn't done any damage directly, I had evidently proven distracting enough to help win the fight, if only by dropping a few Regens and helping keep everyone alive.

    Overall, a thoroughly pleasant surprise, then, and I can see myself indulging in it a little more often, particularly if I can get together with some guildmates and form a team.

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    1557: Got the Number Right This Time https://imnotdoctorwho.moegamer.net/2014/04/25/1557-got-the-number-right-this-time/ https://imnotdoctorwho.moegamer.net/2014/04/25/1557-got-the-number-right-this-time/#respond Fri, 25 Apr 2014 00:23:03 +0000 http://angryjedi.wordpress.com/?p=6411 Can't believe no-one told me that I'd done three posts with the same number (1554, if you were wondering) — it's an irrational and largely not-terribly-important fear I have that one day I will completely bollocks up the numbering system on this blog and celebrate, say, my 2,000th post when I've actually written 2,003 or … Continue reading 1557: Got the Number Right This Time

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    Can't believe no-one told me that I'd done three posts with the same number (1554, if you were wondering) — it's an irrational and largely not-terribly-important fear I have that one day I will completely bollocks up the numbering system on this blog and celebrate, say, my 2,000th post when I've actually written 2,003 or something.

    Not that it really matters, obviously; the original people who were following this blog as part of the #oneaday movement have almost certainly long since moved on as I've continued to babble on for somewhere in the region of 500-1,000 words per day for the last 1,557 (that's 1,557, not 1,554… I think… I hope) days and I remain here largely talking to myself and the few people who stop in regularly or semi-regularly. (Thanks!)

    After yesterday's rant, I saw a few things today that kind of made me want to go off on one again, but I'm going to resist for now since it's one of those subjects which will almost certainly be wilfully misinterpreted by certain people on the Internet and shared with the inevitable "THIS IS NOT OKAY" in an attempt to attract the usual crowd of shamers. (And I'm not talking about members of the Squadron of Shame.) It's kind of disappointing to sometimes feel like I can't truly speak my mind on certain subjects for fear of inciting the wrath of the Moral Outrage Committee, but having seen a number of friends fall victim to said Committee on a couple of occasions, I'm in no hurry to join them in being publicly shamed for saying something that, frankly, was absolutely fine in the first place. (I guess I'm kind of ranting here again after saying I wouldn't. Apologies.)

    Anyway, the upshot of feeling like I've had my lips zipped like this is that I feel… I don't know, "backed up" for want of a better word, like I need some sort of release. It's a stressful feeling, and it's not a pleasant one, but at the same time I don't want to really let rip because I know it will be ultimately unproductive.

    So when I felt myself getting stressed out earlier, I booted up Final Fantasy XIV and escaped for a little while. It worked. I wasn't alone; I got to hang out with the friends I've made in that game and even play some stuff together. (I'm getting quite good at Garuda Hard Mode and slightly better at Titan Hard Mode, but I'm still not great.) It was a nice means of getting away from it all for a little while, and when I was done I was able to log out feeling a little bit calmer about the world. Which was nice.

    Anyway, I'm aware this has been a largely aimless post but I didn't have a lot of things worth talking about happen today, frankly, since my mind has largely been occupied by being stressed and trying not to explode. Which it hasn't, so that's good. But anyway. Tomorrow is another day, and, more to the point, the end of another week, and I'm looking forward to a nice relaxing weekend. Apart from the part where I need to go and shout at Novatech because my laptop's battery has died again for the third time in a not-very-long period of time. Sigh.

    Anyway. That's that. It's 1:20 and I need to sleep, so that's precisely what I'm going to go and do.

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    1556: Your Regular Reminder to Not Be a Dick https://imnotdoctorwho.moegamer.net/2014/04/23/1556-your-regular-reminder-to-not-be-a-dick/ https://imnotdoctorwho.moegamer.net/2014/04/23/1556-your-regular-reminder-to-not-be-a-dick/#comments Wed, 23 Apr 2014 22:12:15 +0000 http://angryjedi.wordpress.com/?p=6407 It saddens me to occasionally have to write posts like this, but today has been One of Those Days when you just want to pick significant portions of the Internet up by its collar and shake it about a bit. Put simply: don't be a dick. Put more specifically: don't make sweeping generalisations that might upset or hurt … Continue reading 1556: Your Regular Reminder to Not Be a Dick

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    It saddens me to occasionally have to write posts like this, but today has been One of Those Days when you just want to pick significant portions of the Internet up by its collar and shake it about a bit.

    Put simply: don't be a dick.

    Put more specifically: don't make sweeping generalisations that might upset or hurt people.

    This is good advice for interacting with the rest of the human race in general, and it applies to numerous situations on the Internet, the most common of which is the increasingly frequent discussions surrounding gender — and rightly so.

    But that's not the only place where these sweeping generalisations can hurt people. Those who have found solace in certain forms of entertainment and/or subcultures should not be ridiculed for the things they enjoy, so long as they're not hurting anyone. Those who sport a particular type of headgear should not be automatically assumed to be sex pests. And on the rare occasions when someone from a particular subculture does step out of line or do something stupid, for heaven's sake don't get on your high horse and start painting the entire subculture as some sort of disgusting deviant cult.

    Those who have been following me for a while will now that I identify as being on the periphery of the "brony" subculture — that is, adult-age fans of the TV show My Little Pony: Friendship is Magic. I count myself in this collective due to the simple fact that it's an excellent show, and the extent of my fandom is that my desk is adorned with a few figures, my wall is adorned with a giant Rainbow Dash picture that Andie bought me for Christmas, and Andie and I enjoy playing the My Little Pony collectible card game, which is actually a really solid and enjoyable little two-player game. I don't really engage with the rest of the community any more than that; I had a brief stint posting on a pony forum, but that shut down temporarily and I never went back after the relaunch. I don't make videos, I don't write fanfic, I don't make pony-related art, and I'm not into "rule 34" stuff. (If you don't know, for heaven's sake don't Google it.)

    Which is why I was so upset earlier on to be greeted by a tweet from someone I follow that simply read "destroy all bronies" (in that slightly annoying, all lower-case, unpunctuated sort of way that a lot of people seem to be favouring these days) without any sort of context. It turned out that the tweet in question was to do with an unpleasant (and, it turned out, seemingly debunked) story that had been circulating regarding a recent pony convention: a Tumblr user had claimed that an unaccompanied 11 year old girl was being stalked by an older dude (oh, and he was a fat guy, too; how convenient!) and this subsequently degenerated into a discussion of how bronies were the scum of the Earth, how they were corrupting something "meant for little girls" and all manner of other nonsense that assumed everyone in the entire fandom behaved in exactly the same unpleasant manner.

    I'm not going to deny there are some aspects of the fandom that delve into territories I'm not interested in exploring — see the aforementioned "rule 34" — but the fact is that the fandom as a whole is a large and diverse one made up of both men and women, and the creed it holds itself to, on the whole, is "love and tolerate". Which, in my experience, it does. Tarring the whole lot with the same brush is completely unhelpful, and of course people are going to get defensive if you start lumping them in with perverts, deviants and outright criminals.

    The irony of today's few "bronies should just leave My Little Pony for the little girls" discussions is that also in circulation today was an article, video or some other piece of "viral" media explaining how men shouldn't be "gatekeepers of culture" for women and girls; if that's the case, it works both ways, surely. Just don't gate off aspects of culture at all, regardless of gender or age. Girls can be geeks. Boys can like My Little Pony. And, as one post I read earlier pointed out, it's actually kind of cool for kids and adults to have something they can both engage with and enjoy together rather than deliberately segregating themselves from one another.

    All this happens with anime, too. You only have to mention something vaguely moe for the "anime fans are paedophiles" crowd to come out and start making wild assumptions and accusations. I had a brief but interesting discussion with a Japanese otaku on Twitter the other night who was surprised, confused and disappointed to see that Western mainstream media discussion of the moe side of anime culture largely seemed to paint it as some sort of sexual deviance for perverts rather than simply what it is: an aesthetic designed to elicit an emotional reaction, and not necessarily sexual at all. (This isn't to deny that there is sometimes a sexual aspect to moe, but to make it all about that is a gross oversimplification.)

    What I find infuriating about a lot of the times you see ridiculous discussions like today — whether they're about the creepiness of bronies, the paedo factor of anime fans, the rapey nature of men who choose to wear hats or whatever else Tumblr is angry about today — is that they often stem from people who are the first to jump atop the soapbox the moment there's a perceived injustice against women, or people from non-white ethnic backgrounds, or transgender people, or those with a disability, or any number of other groups. It's important to fight for justice in these areas, but doing so doesn't give you "social justice credit" to be spent on being a dick towards groups of people who gather together based on something they enjoy or something they have in common. It's a different situation, of course — you can choose what you're a fan of, but you can't choose your gender, race or all manner of other aspects about yourself — but the principles of love and tolerance still apply. People are different and diverse, both in terms of their non-negotiable characteristics and the things they choose to identify with, and that's wonderful. Celebrate this diversity rather than trying to tear it down.

    To put it another way: don't be a dick, and I hope I never have to write a post like this again.

     

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    1555: Rebels Against the God https://imnotdoctorwho.moegamer.net/2014/04/22/1555-rebels-against-the-god/ https://imnotdoctorwho.moegamer.net/2014/04/22/1555-rebels-against-the-god/#respond Tue, 22 Apr 2014 22:34:39 +0000 http://angryjedi.wordpress.com/?p=6404 Having finished To Love-Ru a few days ago, I decided to jump into another show I'd heard of but didn't know much about: Angel Beats!, a show from P.A. Works and Aniplex, with a story and character design from two members of Key, the folks behind Clannad. (I mention this because the latter aspect is particularly noticeable; the show has the same gorgeous, well-animated style … Continue reading 1555: Rebels Against the God

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    Having finished To Love-Ru a few days ago, I decided to jump into another show I'd heard of but didn't know much about: Angel Beats!, a show from P.A. Works and Aniplex, with a story and character design from two members of Key, the folks behind Clannad. (I mention this because the latter aspect is particularly noticeable; the show has the same gorgeous, well-animated style as Clannad, though thematically it's rather different.)

    Angel_Beats_-_12_-_Large_17_7482

    I'm only three episodes in so far but I'm very interested to see more already simply because the premise is so unusual. Unfolding in the afterlife, the show follows the exploits of a group who call themselves the SSS — a group of people who are attempting to resist a non-specific "god" to prevent themselves from being "obliterated" and subsequently reincarnated. Each of the characters clearly has their own story to tell about how they died and why they don't want to give up and accept their fate; three episodes in, we've already seen a couple of them, and I predict there will be quite a few tearjerking scenes before the end.

    Like Clannad, though, Angel Beats! doesn't rely purely on wringing out your tear ducts until you can't cry any more. In fact, even more so than Clannad, there's a heavy dose of humour to the proceedings, and it's often rather black in nature. In the second episode, for example, the main cast are attempting to find their way to a hidden base from which they can procure weapons and supplies for their fight against what appears to be God's representative, an emotionless young girl called Angel who constantly thwarts them with her mysterious, seemingly supernatural powers. Along the way, it becomes apparent that the "anti-Angel traps" that had been set along the route have been activated, and one by one the group gets picked off in a series of gruesome manners. One guy gets crushed by a rock; another drowns; another is sliced to ribbons by being too big and muscular to duck under an arrangement of laser beams. In most shows, this sequence of events would be a horrifying tragedy, but since all the characters in Angel Beats! are inhabitants of the afterlife, we're quickly reminded that something that would kill you in reality will merely inconvenience you for a few minutes if you're already dead. I sense this is something that's going to come around again in the future.

    One of the things I'm enjoying about the show so far is how it juxtaposes darkly humorous sections like the aforementioned — trust me, it is funny despite all the violence — with sections that are just plain dark. The sequence where leading lady Yuri explains her regrets from the latter days of her life is utterly heartbreaking, for example, as is the story of how songstress Iwasawa shuffled off the mortal coil and found herself in the afterlife. I'm pretty certain that the rest of the cast will have a similar tale to tell — with the final story undoubtedly being reserved for the currently amnesiac male protagonist, who is thoroughly confused by the whole situation he finds himself in.

    The show's beautifully presented; aside from the aforementioned lovely art and glorious animation, the soundtrack is excellent, too. There's been heavy use of diegetic music in the episodes I've seen so far, with the lyrics often being relevant either to the specific situation the gang finds themselves in, or their overall situation in the afterlife. It can sometimes be a challenge to keep up with the two sets of subtitles running at once — one for the music, one for the dialogue — but it's worth attempting. (It's also nothing compared to the bizarre way the show handles teasers for the next episode: short clips from the episode of characters talking, all overlaid on top of each other at a more and more frantic pace until you can't possibly take any more.)

    So that's that. At three episodes in I'm hesitant to say too much more at this juncture, but I've very much enjoyed what I've seen so far and am looking forward to watching more. I'm sure I'll have further thoughts when I have a few more episodes under my belt.

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    1554: Hyperlynx https://imnotdoctorwho.moegamer.net/2014/04/21/1554-hyperlynx/ https://imnotdoctorwho.moegamer.net/2014/04/21/1554-hyperlynx/#respond Mon, 21 Apr 2014 23:16:41 +0000 http://angryjedi.wordpress.com/?p=6402 The Game Boy apparently turned 25 recently, but I didn't own an original Game Boy when they first came out. (I did later pick up a Game Boy Pocket, a Game Boy Color and indeed every Nintendo handheld since, but no original Game Boy.) As such, I don't have quite as many fond memories of the … Continue reading 1554: Hyperlynx

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    The Game Boy apparently turned 25 recently, but I didn't own an original Game Boy when they first came out. (I did later pick up a Game Boy Pocket, a Game Boy Color and indeed every Nintendo handheld since, but no original Game Boy.) As such, I don't have quite as many fond memories of the little yellow-and-black wünderkind, because our household instead elected to indulge in the Atari Lynx for their handheld gaming needs. (More specifically, the Lynx 2, which was considerably smaller than the monstrous original Lynx but still far too big to even think about putting in your pocket.)

    The Lynx was a surprisingly impressive machine for the time, boasting a full-colour backlit screen, a 16-bit processor (compared to the Game Boy's 8-bit) and hardware scaling for smooth "zooming" of sprites and images a la the SNES' Mode 7 facility without the "rotation" part. All this technological advancedness (spellcheck tells me that's not a word, but I'm going to use it anyway) came at a price, though; the system gobbled batteries like they were rapidly becoming extinct. (In fact, the rate the Lynx consumed AAs, it's a wonder batteries didn't become extinct.)

    So bad was the battery life that it was literally impossible to make it through the entirety of a game such as Gauntlet III without having to plug the AC adapter in partway through the play session. And with the Lynx's "game card" cartridges lacking any sort of battery backup functionality (and, consequently, the ability to save games) this meant that every time you started playing a game you had to begin from the beginning again, unless the developer had thoughtfully included some sort of "password" function. (Oh, remember passwords? What a hellish time we used to live in.) This meant that games either had to be very short or friendly to replaying. Certain games handled this well. Others, like the otherwise excellent quasi-point-and-click adventure based on Dracula, did not.

    There were some really solid games, though. Unofficial Pole Position sequel Checkered Flag was a particular highlight due to its impressive use of the Lynx's sprite scaling facility (albeit on a distinctly "retro" style of racer, and Warbirds proved that it was indeed possible to have a good crack at a flight sim on a handheld device. The aforementioned Dracula had some impressively stylish visuals and was a good adaptation of Bram Stoker's story, lack of save function aside, and Gauntlet III was arguably the best version of Gauntlet the world has ever seen thanks to its wide variety of characters and sprawling, interesting levels.

    One of my favourites was Electrocop, a game whose technological achievements were really quite impressive for the time. Effectively a 3D third-person shooter before anyone knew what those were, Electrocop cast you in the title role as you wandered around a 3D base from a side-on perspective blasting robots and hacking terminals to open locked doors. It was far more than a straight blastathon, and the side-on 3D effect, in which you could run left and right as well as "into" and "out of" the screen in smooth motion, was utterly gobsmacking for the time. I also vaguely remember it having cool music. Let's see if I can't find some.

    Also of particular note was the Lynx version of Klax. Klax remains one of my favourite puzzle games of all time — there was just something so satisfying about it — and the Lynx version was pretty much arcade-perfect, right down to having a vertically-oriented screen.

    Yes, the Lynx was not at all afraid to demand that the player hold the already unwieldy device on its side with the joypad at the top and the buttons at the bottom (or the other way around if you preferred — there's a feature that modern handhelds don't offer!) and indeed boasted a number of vertically-oriented games, of which Klax was one and the aforementioned Gauntlet III was another. After you got your arms used to the initial awkwardness of the arrangement — a problem mitigated marginally on the slightly smaller Lynx 2 — it was actually quite a good way to play, and an eminently sensible solution to the problem of how to accurately represent ports of arcade games that originally played on vertically-oriented monitors.

    Anyway. I sold off my Lynx a good few years back now, along with the hefty collection of games I had for it. There are occasional days when I regret doing that, but unlike a lot of the old Game Boy games, many of the Lynx titles don't hold up particularly well these days, sadly. Although there were a few standout titles — most of which I've mentioned in this post — the majority of the library was fairly mediocre in retrospect, and would probably come as an unpleasant shock to people used to the incredible depth and breadth available in handheld games today. Like many systems that failed to endure as well as others, the Lynx was an impressive gizmo in its day, but today, I feel, owning one would be little more than a curiosity rather than something to take particularly seriously.

    Or perhaps just a Klax machine. Which, frankly, is actually probably reason enough to own one.

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    1553: Fight On: A Music Post https://imnotdoctorwho.moegamer.net/2014/04/20/1553-fight-on-a-music-post/ https://imnotdoctorwho.moegamer.net/2014/04/20/1553-fight-on-a-music-post/#comments Sun, 20 Apr 2014 21:36:29 +0000 http://angryjedi.wordpress.com/?p=6400 I wanted an excuse to share this excellent piece of battle music from Demon Gaze, which I'm still playing through for review, so I figured, what the hey, why not just do a battle music post? All right. Without further ado, first up, and in no particular order after that: Demon Gaze (PS Vita) – Blue Eyes … Continue reading 1553: Fight On: A Music Post

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    I wanted an excuse to share this excellent piece of battle music from Demon Gaze, which I'm still playing through for review, so I figured, what the hey, why not just do a battle music post?

    All right. Without further ado, first up, and in no particular order after that:

    Demon Gaze (PS Vita) – Blue Eyes Hunter

    This track from the dungeon crawler is the battle theme that plays when you fight against the enemies that pop out when you toss a gem into one of the many Demon Circles that adorn each of the game's levels. This is a core game mechanic that allows you to acquire new equipment without having to pay for it; you can subsequently either equip it if it's better than what you've got, break it down for Ether to use in upgrading existing equipment, or sell it for profit.

    Demon Gaze's soundtrack is consistently excellent and unusual. The fact there's a heavy Vocaloid component to most of the tracks gives them a very distinctive feel, and this track is a good example. There's a pretty wide selection of music throughout the game, and partway through your adventure the default battle theme changes — something that I always like to hear happen in an RPG, as it's an obvious signal that you've made significant progress.

    Final Fantasy XIV (PC, PS3, PS4) – Fallen Angel

    This track from one of the toughest battles in Final Fantasy XIV's main story (but one of the more straightforward battles from the endgame) is one of the best pieces of music in the whole game. It accompanies the battle against Garuda, one of the gigantic Primals who are threatening the land of Eorzea after being summoned by the beastmen tribes who worship them.

    Garuda, or the Lady of the Vortex as she's also known, is a nasty piece of work, and her fight really gives a strong feeling of clinging on for dear life against powerful winds lashing against your face. The music's frantic energy helps complement that, too, making this an incredibly exciting confrontation.

    Menace (Atari ST, Amiga) – Boss Fight Theme

    This isn't an RPG battle theme; instead it's a boss battle theme from the Psygnosis side-scrolling shooter Menace — a surprisingly competent game that stood up reasonably well to its console equivalents of the same period.

    This track by David Whittaker may be repetitive and simple, but it helped get the idea across that battling bosses was serious business. I vividly recall finding it almost impossible to beat the first boss on Menace when I was a kid. I wonder how difficult I'd find it now?

    Time and Eternity (PS3) – Towa Battle Theme

    Time and Eternity was critically panned when it was released by pretty much everyone except me — I rather liked it, and looking back on last year it's actually one of the games I feel like I enjoyed most even though I will freely admit it was not, by any means, the best game I've ever played.

    Two big contributing factors to my enjoyment of the game were its beautiful HD anime art style — the game used hand-drawn anime cels for sprites rather than the more common polygons seen in many of today's games — and Yuzo Koshiro's astonishing soundtrack. Koshiro, if you're unfamiliar, is the guy behind one of the finest soundtracks of the 16-bit era, the Streets of Rage 2 score. This particular track is one of the normal battle themes for the game — there are two; one for each of the two main characters, Toki and Towa. This is Towa's.

    Baldur's Gate (PC) – Attacked by Assassins

    I'm generally not so much of a fan of Western-style RPG soundtracks because they tend to be more "cinematic" in nature; in other words, in contrast to the catchy, singable tunes of Eastern games, Western games tend to have music more as something going on in the background. This is fine, of course — it's worked for a lot of movies and TV shows over the years — but I've never been a huge fan because it makes the soundtracks less memorable overall for me.

    There are exceptions, though, and this track by Michael Hoenig for the original Baldur's Gate is one of them. One of the first battle themes you hear in the game, this track just has a wonderfully aggressive, pounding energy to it that makes you want to keep on fighting. (Of course, at the time you first hear this track, all your characters are level 1 and consequently are very likely to get killed by a small rat breathing anywhere near them, but that shouldn't stop you from feeling like a hero while you still have a few HP.)

    TFX (PC) – Defence Suppression

    Oh man, I've been wanting to hear this track again for years now, and good old YouTube delivered the goods. YAY. Ahem. Anyway.

    This is from the distinctly "arcadey" (for want of a better word) flight sim TFX from 1993, a spectacular-for-the-time game that I always really wanted to play 1) to hear this music (which was included as Redbook CD audio, so you could listen to it on a CD player) during gameplay and 2) to switch between the internal and external views a few times just to see the G-LOC-style "zoom" animation where the camera zipped back and forth dynamically rather than just switching like other boring flight sims.

    Unfortunately, I could never get the copy we owned running, and thus to this day I've still never played TFX. I somehow doubt it will stand up quite so well today, but this is still a cool (if distinctly '90s cheesy) piece of music.

    Ar Tonelico Qoga (PS3) – EXEC_COSMOFLIPS

    Ar Tonelico Qoga was not the strongest installment in the Ar Tonelico series — that honour belongs to Ar Tonelico 2 — but it has one of the finest soundtracks. In fact, with the amazing music in all three Ar Tonelico games, it's nigh-impossible to pick one favourite soundtrack.

    It is less difficult, however, to pick a favourite individual song; this one, from Ar Tonelico Qoga, is simply wonderful. Just listening to it will hopefully give you an idea of its majesty to a certain extent, but taken in context of what is going on in the story at this point, it's just magnificent.

    Final Fantasy Tactics (PS1) – Trisection

    Final Fantasy Tactics had a few good tunes, but on the whole I thought it was a relatively weak soundtrack, especially when compared to the rest of the Final Fantasy series which, at this point, was still dominated almost exclusively by Nobuo Uematsu. (Tactics, meanwhile, was composed by Masaharu Iwata and Hitoshi Sakimoto.)

    This track, though, is one that I'll always remember. Accompanying the very first battle in the game, it was the absolute perfect way to stir up the emotions and encourage you to do your best — which is why I was disappointed it wasn't used more often over the course of the rest of the game. I always wanted major battles to be accompanied by this tune, and every time the "story" music faded out in preparation for the battle to begin, I found myself hoping and hoping that I'd hear those distinctive opening rising passages again.

    Trauma Team (Wii) – Be the One

    The Trauma Center series has consistently fantastic music throughout, thanks largely to the involvement of Persona composer Shoji Meguro for part of the run, but this track here is a particular highlight that I believe I've drawn attention to on this blog before.

    This track is from the culmination of the entire game's storyline; the final operation to stamp out the disease that has been running rampant throughout the population once and for all. (I won't spoil any further circumstances, as additional narrative aspects make this an incredibly nerve-wracking scene overall.) It's a track that says "don't fuck this up; everything is depending on this", and the track that comes immediately after it was enough to get me sitting forward in my seat pretty much holding my breath as I attempting to bring the game to its conclusion. Amazing stuff.


     

    Well, at nearly 1,500 words that's probably enough for a "throwaway" post on battle themes from video games. If you have any favourites of your own, feel free to share in the comments. Include a YouTube link if there is one!

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    1552: An American Workplace https://imnotdoctorwho.moegamer.net/2014/04/19/1552-an-american-workplace/ https://imnotdoctorwho.moegamer.net/2014/04/19/1552-an-american-workplace/#respond Sat, 19 Apr 2014 22:00:49 +0000 http://angryjedi.wordpress.com/?p=6398 Finally reached the end of the American incarnation of The Office today, and I was very pleased with how it all wrapped itself up. I was very pleasantly surprised with the series as a whole, in fact — though the early stages of the first series where it was literally nothing more than a word-for-word remake of … Continue reading 1552: An American Workplace

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    Finally reached the end of the American incarnation of The Office today, and I was very pleased with how it all wrapped itself up. I was very pleasantly surprised with the series as a whole, in fact — though the early stages of the first series where it was literally nothing more than a word-for-word remake of the English version were… not poor, but disappointing; and the latter part of the complete run did perhaps drag on a little longer than it needed to. Still, the finale was good, and the nine seasons of episodes meant that by the end you have a very strong understanding of all the characters involved.

    I liked the balance it struck between some genuinely touching stories and somewhat formulaic character comedy. Many of the characters in the show almost had a "catchphrase" — not literally, but an iconic means of behaving — but the show, on the whole, managed to ensure that these party tricks weren't used so much that the people using them became one-dimensional joke machines. Angela's prim and proper attitude was subverted by what happened to her in the later seasons with regard to her relationships, for example, while the seemingly alcoholic Meredith points out in the last episode that the side of her captured on film — the side that drank too much, frequently got her tits out and behaved completely inappropriately — was only part of the entire picture.

    And this was part of the point, really. As a spoof "docudrama", both the English and American versions of The Office play with the idea that it's possible to steer a narrative that you have no external influence on through careful, selective editing and manipulation after the fact. It's a common trick in reality TV; some shows even supposedly have disclaimers that you may not be portrayed entirely accurately if you appear on them, because the footage will be edited to fit the "script" rather than to give a truthful picture of what actually happened.

    In the case of The Office, of course, the whole thing was scripted and planned out from start to finish, and it was, at times, hard to forget that side of things. Jim and Pam's romance was a little too perfect at times — even with the several pieces of tension introduced in the final season. Similarly, characters such as Dwight, Erin and Andy were almost too much of a caricature to be truly "believable" at times; this certainly didn't hurt the show if you treated it as an ongoing comedy drama rather than attempting to suspend your disbelief and treat it as an ongoing documentary, but it did lose a little of the magic that the English original had.

    That said, thinking back to the English original version, David Brent was an obvious caricature that, on many occasions, behaved far too ridiculously to be "believable" as a real person. The difference is that alongside his obvious nonsense, everything else was a lot more understated. The Tim and Dawn possible romance was constantly left dangling — something the American version simply couldn't do with the considerably larger number of episodes it boasted — and even when it seemed to "wrap things up" had a certain degree of ambiguity about it. Not so much with Jim and Pam — though again, this isn't necessarily a bad thing; Jim and Pam's relationship and how they overcame their difficulties and stuck together was a pleasantly heartwarming tale when all's said and done.

    On the whole, then, I really enjoyed the whole series, and the last couple of episodes were an excellent finale to the entire run. It's a very distinct beast from the English original — I'm not sure if it's better overall, but it certainly managed to maintain our attention for nine seasons of twentysomething episodes each rather than the original's two seasons of six episodes each.

    It's a good watch, then; less dependent on outright uncomfortable comedy than the British original, and more focus on slow, gradual character development over time. The whole run could have possibly stood to be a couple of seasons shorter — things dragged a little in the middle — but it started and finished very strong, and I'm very glad I took the time to watch it from start to finish.

    The question is, then, what's next?

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    1551: Late-Night Dungeon https://imnotdoctorwho.moegamer.net/2014/04/18/1551-late-night-dungeon/ https://imnotdoctorwho.moegamer.net/2014/04/18/1551-late-night-dungeon/#respond Fri, 18 Apr 2014 23:37:06 +0000 http://angryjedi.wordpress.com/?p=6396 I've been dipping in and out of Demon Gaze since I wrote about it a few days ago, and while it has a few issues here and there — the discussion of which I'll save until my review on USgamer, coming next week — I've been really rather impressed with this game. In fact, that's a bit of … Continue reading 1551: Late-Night Dungeon

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    I've been dipping in and out of Demon Gaze since I wrote about it a few days ago, and while it has a few issues here and there — the discussion of which I'll save until my review on USgamer, coming next week — I've been really rather impressed with this game.

    In fact, that's a bit of an understatement; on more than one occasion now the game has kept me up until well past 3 in the morning after I thought I'd just flip the Vita on for a "quick" game in bed before I went to sleep. (Granted, the last occasion this happened — last night — I had had far too much caffeine throughout the course of the day and was consequently finding it very difficult to sleep, but I could have done anything else with that time, and I chose to spend it lying in bed playing Demon Gaze.)

    I've been trying to pin down what's so enjoyable about it and it's honestly quite difficult. It's not that there's no obvious good features about it; it's that they blend together somewhat, and different aspects of the game appeal in different ways according to the conditions under which you're playing.

    Playing late at night, as I was, I was particularly enjoying the dungeon-crawling aspect of it. It's not quite as hardcore as the 3DS series it's taking pot-shots at, Etrian Odyssey in that you don't have to map the damn thing by hand, but it's still a game that, from the very outset, doesn't hold you by the hand and expects you not only to work things out for yourself but also to experiment with the mechanics just to see what happens.

    The core game structure is based around capturing demons. In order to do this, you must explore the dungeon that is the demon's domain and capture all of the "circles" throughout by tossing a gem into them and then fighting the slobbering monsters that come out. Win, and you'll capture the circle as well as receive an item according to the gem you tossed. Lose, and, well, you're dead and better hope you had a recent save.

    For the most part, this isn't an issue. The monsters that come out of the cirlces are usually the same monsters you get in the rest of the dungeon, though sometimes in considerably larger numbers. As such, if your party is well-equipped to batter its way through the monsters in the dungeon, they can probably deal with the groups that come out of the circles.

    Until the demon master of the dungeon shows their face unexpectedly, that is. You're set up to believe they won't turn up until you've captured all the circles and found the boss fight location, but in actuality what happens is some time around when you capture about half of the circles in the dungeon, the next one you try for will summon the demon. And it's entirely possible they will smash your face in and then wear your buttocks as a hat, particularly in the first dungeon where your characters likely still aren't all that powerful or well-geared.

    The first time this happened, I thought I'd done something horribly wrong. Surely the game balance couldn't be that broken? I experimented a bit; did the demon only come out of one circle, or all of them? (All of them.) Was it every time? (No, but seemingly most of the time.) Did using special abilities help? (A little.) Did levelling up help? (A lot.) Did better equipment help? (Also a lot.) By the time I'd reached my own conclusions — I should have just run away the first time I encountered Mars, then come back better-equipped and better-trained a little later, and probably with a healer in tow — it felt enormously satisfying to take the demon down and effectively clear the dungeon.

    There are more subtle things, too. Occasionally you'll find "Loot Maps" as random treasures in battle, for example, and these will give an area name, an X and Y map reference and the name of the "power" you need to reveal the hidden treasure at that location. Trouble is, the area name never matches the actual area names — "Garden of Thorns" becomes "The Vine-y Land" — so you have to use a bit of your own brainpower and deduction to figure out what it's referring to. (Pro-tip: if the grid reference the map is pointing to appears to be a solid wall miles away from anything, you're probably looking at the wrong area.) You also have to figure out which of the demons the "power" names refer to — rather than saying "you need Comet, Mars or Chronos" it'll say something like "requires Dragon power" or the like. Again, there's a wonderful feeling of smug satisfaction when you successfully decipher a map and uncover the treasure hidden in the location — particularly when the treasure in question is something that you've been searching for for hours for a quest.

    Demon Gaze doesn't give up its secrets easily, then, but for me, this is proving to be one of the best things about it as it makes your victories feel like genuine accomplishments. I'm looking forward to working my way through the rest of the game not only to see how the interesting story proceeds, but also for more sweet old-school grid-based exploration and treasure-hunting.

    It's bringing back fond memories of old titles like Lands of Lore, it of the Patrick Stewart-voiced intro fame, and will be a solid investment for any Vita-toting players who have a penchant for traditional dungeon-crawling. Watch out for it — and my full review — this week.

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    1550: Alpen Sponsors Characters on Dave https://imnotdoctorwho.moegamer.net/2014/04/17/1550-alpen-sponsors-characters-on-dave/ https://imnotdoctorwho.moegamer.net/2014/04/17/1550-alpen-sponsors-characters-on-dave/#comments Thu, 17 Apr 2014 22:57:07 +0000 http://angryjedi.wordpress.com/?p=6394 It's been a while since I talked about how shit adverts are, so let's talk about how shit adverts are. Or, more accurately, how shit those annoying "bumpers" or whatever they're called before and after every ad break on a particular channel are. I'm thinking of two specific examples here, but I don't think I've … Continue reading 1550: Alpen Sponsors Characters on Dave

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    It's been a while since I talked about how shit adverts are, so let's talk about how shit adverts are. Or, more accurately, how shit those annoying "bumpers" or whatever they're called before and after every ad break on a particular channel are.

    I'm thinking of two specific examples here, but I don't think I've ever seen a good one, even thinking years back. Remember the annoying girls frantically scrabbling around with a hammer and a bowl of popcorn before Friends came on? I don't think I can ever remember what that was fo– wait, Wella Experience, so I guess it did its job to a certain extent. Or did it? Annoying girls frantically scrabbling around with a hammer and a bowl of popcorn before Friends came on didn't make me want to purchase any of Wella's Experience products, whatever the hell they were. No; it made me irritable, and it made me fast-forward the moment the screen faded for the ads whenever I watched the episodes on video, which is how I typically ended up watching Friends.

    The two specific examples I'm thinking of from 2014 are both from the channel Dave, it of the perpetual Top Gear, QI and Mock the Week reruns. The first is for Admiral multi-car insurance, and the second is for Alpen.

    They're both shit, and not just because they're repetitive — although by God they're both repetitive as fuck when they're repeated a considerable number of times every evening — and they're both shit for the same reason: they don't make any sense whatsoever.

    Take the Admiral ones. Here's one. (Actually, these are a little different from the ones that air on TV, but these are the ones that Admiral has inexplicably chosen to upload to their YouTube account.)

    And another.

    They appear to be attempting to make a catchphrase out of "ooh, that's primetime!" because, you see, they accompany "primetime" shows on Dave. Trouble is, that doesn't make any sense. "That's primetime!" isn't something people say, and it's not something you can force people to say. Not to mention the fact that the ads don't have anything whatsoever to do with what they're supposedly advertising — multi-car insurance. And no, saying the words "multi-car insurance!" during the advert when something completely incongruous is going on is not advertising multi-car insurance. Like the annoying Wella girls, these ads make me less inclined to ever make use of Admiral's services.

    Then comes Alpen, who have much the same problem. Alpen, as the campaign goes, sponsors "characters on Dave", or in other words, the shows that are on in the mid-to-late evening and typically involve recognisable, well-known comedians.

    A month or so ago, Alpen's campaign made a reasonable amount of sense. There was a dude tramping around his alpine apartment eating porridge. Geoffrey Palmer said "porridge full of character", then there was a close-up of the porridge. Fair enough.

    Now, however, there's a bearded bloke who waffles on some idiotic nonsense about what he thinks characters "are" ("Characters have eyes in the back of their head! Hello, mountains!" — he's standing in front of a window with a view over some mountains), then Geoffrey Palmer says "Alpen sponsors characters on Dave" with a rather worn-out voice, as if he knows what he's being asked to do is utterly stupid. And no porridge, full of character or no. (Unfortunately there's no videos of these sequences easily available. Sort it out, YouTube!)

    I just don't understand why or how someone signed off on these. Both the Admiral and the Alpen ads are clearly supposed to be funny, but they're also obviously composed by people who have absolutely no idea how to write comedy and thus have absolutely no business whatever writing comedy. Or attempting to, anyway.

    Anyway, yes. That's what I've been thinking about this evening. What a happy and exciting life I lead, no?

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    1549: HOUOUIN KYOUMA https://imnotdoctorwho.moegamer.net/2014/04/16/1549-hououin-kyouma/ https://imnotdoctorwho.moegamer.net/2014/04/16/1549-hououin-kyouma/#respond Wed, 16 Apr 2014 22:09:33 +0000 http://angryjedi.wordpress.com/?p=6392 Still not finished Steins;Gate — it's long! — but I wanted to talk about it a bit more, as I played it a whole bunch this evening and think I may be closing in on one of the games several endings. Like most good visual novels, Steins;Gate does an excellent job of drawing you into its world and helping … Continue reading 1549: HOUOUIN KYOUMA

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    Still not finished Steins;Gate — it's long! — but I wanted to talk about it a bit more, as I played it a whole bunch this evening and think I may be closing in on one of the games several endings.

    Like most good visual novels, Steins;Gate does an excellent job of drawing you into its world and helping you understand its protagonist. Despite being entirely composed of static images, character portraits and very occasional "event" images — much like every other visual novel — it manages to craft an extremely convincing setting. Or perhaps, given the game's focus on manipulation of time, the many-worlds interpretation and all manner of other goodness (this isn't a spoiler, by the way; it's a core theme of the whole thing), it would be more accurate to say "settings".

    One of the most interesting things about the game is the effort to which Nitroplus (and, by extension, the translators) has gone to ensure that all the background detail in the world is consistent, detailed and, in many instances, based rather obviously on reality. An extensive in-game glossary allows you to look up information on a variety of different keywords that appear throughout the course of the narrative and dialogue — and these cover a range of subjects from real-life scientific theory to popular hypotheses put forward by science fiction, snippets of otaku culture, online culture, and "chuunibyou" conspiracy theories. Although the game takes obvious pains to twist things slightly from their real-life counterparts — IBM becomes IBN, for example; CERN becomes SERN; names of popular anime and manga get similarly bastardised — it's obvious that a lot is based on things from the actual, real world, and consequently it's hard not to feel like the game is subtly sneaking some genuine knowledge into your brain as you play it.

    Okay, a lot of it may not be all that useful unless you have an otaku friend who constantly drops references you don't understand (Hi!) or are acquainted with a conspiracy theorist nutjob, but it's interesting that it's in there nonetheless — plus it helps provide a lot of the narrative with an interesting degree of context. It's also just plain cool for a narrative to be based on real-life urban legends such as John Titor and the question of what CERN are really up to with their Large Hadron Collider.

    Aside from all that, though, Steins;Gate is simply a phenomenally well-written visual novel. It's long and wordy, sure, but all the exposition in the game's early chapters really pays off with some wonderfully strong character development. The protagonist in particular is a fascinating individual; being a "chuunibyou" conspiracy theorist himself with delusions of being a mad scientist named Hououin Kyouma — a name his voice actor takes considerable delight in bellowing every time it comes up in the script — makes him far more interesting to inhabit the head of than many other "blank slate" protagonist characters seen in other visual novels. Not that there's necessarily anything wrong with those — they often fit well with more "dating sim"-style stories in which the protagonist is usually intended to be a self-insert for the player — but, well, yes. Steins;Gate makes a convincing case for the protagonist being a strong character in their own right.

    Anyway, three solid hours of reading earlier have driven my eyes a bit squiffy so I'm off to bed. Further thoughts will doubtless follow when I've finished the damn thing.

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    1548: Sell-Out https://imnotdoctorwho.moegamer.net/2014/04/15/1548-sell-out/ https://imnotdoctorwho.moegamer.net/2014/04/15/1548-sell-out/#comments Tue, 15 Apr 2014 20:22:24 +0000 http://angryjedi.wordpress.com/?p=6390 This is probably going to sound like a terribly "inside baseball" post, but I feel the need to vent a little, so apologies in advance. I am absolutely sick of the lack of respect given to my profession — games critic, games journalist, person who writes about games, whatever you want to call it — and I am … Continue reading 1548: Sell-Out

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    This is probably going to sound like a terribly "inside baseball" post, but I feel the need to vent a little, so apologies in advance.

    I am absolutely sick of the lack of respect given to my profession — games critic, games journalist, person who writes about games, whatever you want to call it — and I am likewise sick of the daily drama that accompanies it, particularly on the UK/European side of things. It's getting extremely tiresome to put up with the daily snark, outrage and condemnation of this, that or the other, and I really can't help feeling that ultimately all it does is distract from the reasons most of us got into this business in the first place: loving games.

    Whether it's someone using the infuriating scare quotes around the job title "journalist" (as in "so-called games 'journalists'"), the regular (and, to my knowledge, usually unjustified) accusations of bribery, corruption and otherwise unethical behaviour or the current favourite of the social justice crowd, complaining whenever a white man writes something, you sometimes have to wonder why people put up with this shit. And indeed some don't. And I can't say I blame them.

    I've been quite fortunate throughout my career in that there's only been one real occasion where I became a little uncomfortable as a result of the behaviour of a reader or community member. That was back on GamePro, when the GamePro Facebook page was frequented by a rather strange individual who didn't believe in debit cards and had some peculiar political ideas. He was harmless for the most part, until I posted a piece about an interesting-sounding game developed by a university that promised to explore matters of sexuality and gender. He exploded in a fit of rage; forced to confront things that clearly didn't fit in with his rather narrow-minded view of the world, he became extremely aggressive and unpleasant, and for the first time I felt a little afraid of the Internet. (The second time I was afraid of the Internet has been well-documented on these pages, but that was nothing to do with work.)

    The latest incident in Games Industry Drama involved a recent press event for Ubisoft's upcoming game Watch Dogs in which attendees were reportedly given a free Nexus 7 — a decent Android tablet. Predictably, this quickly descended into people condemning the people who had accepted them and people arguing about "ethics", while at the same time NeoGAF was doing its usual thing of whingeing about how game journalists are all paid off and how no-one writes "objective" reviews. (Hahaha.)

    It is exhausting to have to process all this sort of thing on a daily basis. I write about games for one reason and one reason only. (Well, two if you count the paycheque.) I write about games because I love writing about games. No other reason. I'm not trying to change the world. I'm not trying to make people rise up and fight against oppressive powers. I'm not trying to make people confront things they're uncomfortable with. And perhaps I should be doing those things. But I'm not. The reason I write about games is because I love writing about games, and because I love games.

    When I come across a brilliant game I love that few people are talking about, the first thing I think about is how I might be able to write about it in a way that gets my passion and enthusiasm across. These are experiences I want to share with people; experiences I want other people to be able to have. And if just one person reads something I've written and thinks "hmm, that sounds interesting; maybe I'll check it out!" then I'm happy.

    But if just one person rolls up and calls me a sellout or calls my integrity into question, that sucks. Fortunately I haven't had to deal with that particular issue in my career, but seeing it constantly going on all around me on a seemingly daily basis is just exhausting. Sometimes I wish everyone would just shut the fuck up and just enjoy themselves for once.

    And I realise that by writing this I'm simply contributing to the noise. But it needed to get out of my brain and on to the page. And now I'm done. I'm off to go and play either Final Fantasy XIV or Demon Gaze and not look at social media for the rest of the day.

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    1547: Reading Steiner https://imnotdoctorwho.moegamer.net/2014/04/14/1547-reading-steiner/ https://imnotdoctorwho.moegamer.net/2014/04/14/1547-reading-steiner/#comments Mon, 14 Apr 2014 22:49:33 +0000 http://angryjedi.wordpress.com/?p=6388 A lengthy Steins;Gate session this evening coupled with a chat about Saya no Uta (aka Song of Saya, a game I haven't played but am looking forward to trying) with my friend Mark has reminded me both how and why I love the visual novel medium. I use the word "medium" when referring to visual novels rather than "genre" because in … Continue reading 1547: Reading Steiner

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    A lengthy Steins;Gate session this evening coupled with a chat about Saya no Uta (aka Song of Saya, a game I haven't played but am looking forward to trying) with my friend Mark has reminded me both how and why I love the visual novel medium.

    I use the word "medium" when referring to visual novels rather than "genre" because in many cases, it's not entirely accurate to call them "games", despite the fact that they tend to be festooned in the trappings of video games. Most tend to include some sort of metagame element, be it a simple checklist of endings, a CG gallery with a completion percentage or, in the case of more complex games like Steins;Gate, even achievements. Most of them are presented in a distinctly game-like fashion, with console-style main menus that make pleasing noises when you click on them, colourful but clear text boxes with a little spinny thing in the corner that tells you when you've reached the end of the current paragraph, and all manner of other things.

    And yet they're not games. Not really. They're interactive stories — some having no more than one or two meaningful choices over the course of the entire narrative, and some even eschewing the element of choice whatsoever — that make use of multimedia presentation to distinguish themselves from, you know, reading a book. The combination of static background images, static or lightly animated characters, music, voice acting, sound effects and text all combine to create a very distinctive effect — and one that can be a powerful poke to the imagination.

    Books, of course, are the poster childs for stoking the fires of the imagination, but visual novels also do this, albeit in a different way. Whereas in a book it's left largely up to you how you picture the scene unfolding in front of you, in visual novels you tend to get a bit more in the way of audio-visual cues. You can hear the characters' voices (at least you can in recent releases; earlier VNs were text-only), you can see the characters, you can hear the music giving you an idea of the overall mood and, if the scene is a particularly important one, there'll be an "event" image depicting a dramatic moment from whatever is happening.

    Far from being an inferior means of stirring the imagination, this approach works in a different way. While books provide the stimulus for mental pictures through descriptive text, visual novels simply use their multimedia element to do so, which allows them to cut back a little on the descriptive text and instead explore the protagonist's innermost thoughts, or engage in some snappy dialogue between characters.

    Visual novels present a particularly good means of expressing a first-person narrative. While in first-person perspective books you tend to feel like you're just along for the ride, in visual novels it feels like you're taking a much more active role — even if your influence on the overall story is minimal. You're sitting inside the main character's mind looking out through their eyes and listening to their innermost thoughts — and even if the main character is some sort of awful jerk (as they often are in visual novels) this provides a very good means of exploring that character, why they are an awful jerk and how they may or may not go about changing themselves. Character growth! How about that.

    This isn't to say visual novels have to be confined to first-person narratives, however. No; in fact, it can be very effective for a visual novel to "cut away" to another character, or even a complete shift in perspective to third-person. Nitroplus' visual novel Deus Machina Demonbane is a particularly good example of this being used effectively; during its first-person sections, it's something of a film noir tale about a down-on-his-luck detective and how he becomes embroiled in a series of increasingly ridiculous events. During its third-person sections, however, the true scale of what Kujou is involved in becomes apparent thanks to being able to get an overall picture of what is going on — coupled with the authentically overblown and distinctly Lovecraftian narration that accompanies these scenes.

    Steins;Gate, also from Nitroplus, is a little more traditional than Demonbane in that it remains firmly stuck inside the protagonist's mind, but my gosh what an interesting head to be stuck inside, for Rintaro Okabe is a strange individual indeed — seemingly convinced he's a mad scientist named Hououin Kyouma (which his voice actor bellows with admirable aplomb every time it comes up in the script) who is being pursued by "The Organisation", it's not entirely clear for a lot of the game whether Okabe genuinely has a screw loose or if he's just playing up for the people around him. The sheer ridiculousness of his statements would seem to suggest the latter, but then he does something so outrageous that you have to wonder about his mental state. And when Steins;Gate's overarching narrative threads start to get moving, things become even more murky.

    The upshot of this is that Okabe becomes something of an unreliable narrator. And this is something that visual novels are particularly good at exploring. Saya no Uta is another particularly good example from what little I know of it, but there are countless others, too; when you're observing a narrative from a first-person perspective, after all, you're only getting one person's perspective on it — and how can you be sure that person is telling the truth?

    That's the question, huh? Anyway. That's that for now. Check out Steins;Gate if you've got a yawning chasm in your life that can only be filled by utterly fascinating sci-fi; full review coming soon on USgamer.

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    1546: Gaze This Way https://imnotdoctorwho.moegamer.net/2014/04/13/1546-gaze-this-way/ https://imnotdoctorwho.moegamer.net/2014/04/13/1546-gaze-this-way/#respond Sun, 13 Apr 2014 22:21:33 +0000 http://angryjedi.wordpress.com/?p=6386 Been playing an unusual Vita game for review recently. Normally I wouldn't blog about games that I'm reviewing, but I already wrote a "first impressions" piece about the game over on USgamer a while back, so, well, these are some second impressions, I guess. The game in question is Demon Gaze from Kadokawa Games, brought to the … Continue reading 1546: Gaze This Way

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    Been playing an unusual Vita game for review recently. Normally I wouldn't blog about games that I'm reviewing, but I already wrote a "first impressions" piece about the game over on USgamer a while back, so, well, these are some second impressions, I guess.

    The game in question is Demon Gaze from Kadokawa Games, brought to the West by the ever-reliable NIS America. I didn't know a lot about this game prior to starting to play it save for the fact that it had upset a few people — as many Japanese games tend to — by featuring a selection of pretty anime-style girls with artwork that is occasionally on the suggestive side.

    What I wasn't expecting from it was an old-school dungeon-crawler of the Wizardry mould, right down to creating your own party bit by bit as you can afford to, We're talking manually choosing race, class and appearance for your characters, then heading out into a grid-based dungeon to fight lots of monsters, solve some rudimentary puzzles and ultimately complete some quests.

    What I also wasn't expecting was a rock-hard level of difficulty almost from the outset. Unlike in some other Japanese role-playing games, a level 1 character in Demon Gaze really is utter shit. Their stats are poor, their HP is low and it's very rare for them to have any useful abilities from their class. This makes life interesting when you can finally afford to recruit an additional party member and they have to start from this position of non-power while the rest of your adventuring brigade are happily chopping the heads off monsters left, right and centre. You have to take care of the newbie until they find their feet a bit, and then only let them step into the front lines when you're absolutely sure they can handle it.

    Because this isn't a game that is afraid to kill you and dump you back at the title screen without any ceremony. Step into a fight you can't win and fail to get away quickly enough and there's no "retry" option, no fade-to-black-then-wake-up-back-at-the-inn, it's just Game Over. Reload. I hope you remembered to save every time you get back from an adventure because the game sure as hell isn't going to auto-save for you.

    The other thing that is a bit of a culture shock is that the game doesn't hold your hand with regard to quests at all. "Go find this dude," the game will say. "Where are they?" you'll ponder. "Oh, you know," replies the game. "Out there. Somewhere. Come back when you find him." Cue plenty of enjoyable exploration and risk-taking as you search every nook and cranny to complete your objectives. Can the party survive trudging through that poisonous swamp? Only one way to find ou– oh, they're all dead.

    In some senses, this old-school difficulty and unforgiving nature is going to put a lot of people off. But that's fine; titles like Dark Souls have proven there's a market for unforgiving games in which you have to take a bit more care than in many other modern titles, and Demon Gaze is seemingly designed along these lines. (That's not the only similarity, either; both Demon Gaze and the Souls series allow you to leave messages for other players that are then shared on the network, though the former lacks the latter's ability for true multiplayer.)

    I'm a relatively short way into the game so far, but I'm really enjoying it. It's the sort of thing that feels like it could be a "long-term project" of a game; it's fairly light on the story side of things (though it does have some seriously adorable characters who often greet you and have their own silly little side-plots when you get back from an adventure) and surprisingly friendly to quick play sessions, making it an ideal handheld game for a bit of grinding on the bus or over lunch.

    Full review coming towards the end of the month; for now, suffice to say, I like it a lot.

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    1545: Changing Communication https://imnotdoctorwho.moegamer.net/2014/04/12/1545-changing-communication/ https://imnotdoctorwho.moegamer.net/2014/04/12/1545-changing-communication/#comments Sat, 12 Apr 2014 23:39:42 +0000 http://angryjedi.wordpress.com/?p=6384 I'm trying to make a conscious effort to tone down the effect the Internet has had on the way I communicate over time. This may sound like a peculiar thing to say, given that the majority of the communication I engage in on a daily basis is via the Internet, but just recently a number … Continue reading 1545: Changing Communication

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    I'm trying to make a conscious effort to tone down the effect the Internet has had on the way I communicate over time. This may sound like a peculiar thing to say, given that the majority of the communication I engage in on a daily basis is via the Internet, but just recently a number of things have really started to bug me about the way people talk to one another online, and I simply want to make sure that I'm not a part of it and thus, perhaps, inadvertently annoying someone else.

    I think the chief thing I want to make sure I avoid is excessive hyperbole. Most people who use social media have been guilty of this at some point — posting a link to a mildly amusing cat video and declaring "Shut the Internet down. We're done." or "This is the best thing ever!" or "There are no words." or… I could go on, but I won't. You get the idea.

    Declaring things "the best thing ever" or along those lines is excessive hyperbole. It devalues that phrase "the best thing ever" if everything is the best thing ever, and the other examples are just putting undue pressure on something that was probably designed to be a throwaway joke to perform and be somehow amazing.

    Particularly gross examples of excessive hyperbole come in the form of headlines from sites like Buzzfeed, Upworthy and their numerous imitators. Inevitably conversational in tone but capitalised excessively So They Look Like This And You Won't Believe What Happened Next, these headlines, on an almost hourly basis, promise laughter until you evacuate your bowels, crying until your eyes shrivel up and stories so heartwarming you'll cook yourself from the inside. And they're rarely anything special; at best, they're sob stories deliberately designed to emotionally manipulate the reader; at worst, they're pointless nonsense deliberately designed in an attempt to make them "go viral".

    Excessive hyperbole can spill over into discourse, too, and it frequently does. I've lost count of the number of times things have been described as "toxic" over the last year or two, when in fact this is, in many cases, an exaggeration. (Well, of course it is; if it was literally toxic then it would kill anyone involved.) And once you jump onto your high horse and brand something as "toxic" there's really nowhere to go from there; the people who disagree will disagree forcefully because you were forceful in the first place, while the people who agree will look like wet lettuces if they decide to come in with a "Well, I wouldn't say toxic, but…". Thus online discourse frequently descends into who can be the most hyperbolic the loudest or the most often, and the quality of discussion suffers enormously as a result.

    Last time I wrote about this sort of thing I attracted commenters accusing me of something called "tone policing", which is where you distract attention away from the core argument that someone is trying to make by focusing on the way they are making it rather than the content. And that, perhaps, is something that people including myself do do, but if it's becoming an issue then perhaps the people who are getting "tone policed" should consider the way they are making those arguments in the first place. With less hyperbole, less use of strong, emotive language such as "toxic" and more in the way of constructive, descriptive comments, we can all get to know the way we feel about things a lot more easily, and we can move forward in debates and discussions.

    As it stands, however, the second someone jumps onto their high horse with a disproportionately passionate reaction to something that is, in many cases, very simple, I simply cannot take them seriously. And I doubt that's the effect they want to have with their arguments.

    I certainly don't. Which is why I'm making an effort to tone down my own hyperbole and try to speak like a normal human being when communicating on the Internet as much as possible. With a text-based medium of communication like the Internet, you have a moment to pause before you respond to or broadcast something to look back on what you've written, reflect and decide whether that's really what you wanted to say. Things said in the heat of the moment are often regretted with hindsight; those regrets can be easily avoided with a little less hastiness and a little more consideration, both for yourself and for others.

    This was a Public Service Announcement on behalf of the National Hyperbole Authority, the best thing to happen to language in three thousand years.

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    1544: Sick Notes https://imnotdoctorwho.moegamer.net/2014/04/11/1544-sick-notes/ https://imnotdoctorwho.moegamer.net/2014/04/11/1544-sick-notes/#respond Fri, 11 Apr 2014 23:36:40 +0000 http://angryjedi.wordpress.com/?p=6382 As I think I've mentioned a couple of times in the past, I keep a few copies of defunct UK games magazine PC Zone around as a reminder of some early forays into writing about games professionally. These '90s issues of the dead magazine feature nothing more exciting than a few walkthroughs by me, but it's the … Continue reading 1544: Sick Notes

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    As I think I've mentioned a couple of times in the past, I keep a few copies of defunct UK games magazine PC Zone around as a reminder of some early forays into writing about games professionally. These '90s issues of the dead magazine feature nothing more exciting than a few walkthroughs by me, but it's the rest of them I find so fascinating to read with modern eyes.

    What particularly caught my attention recently was a section called "Sick Notes". This was one of the many different things the magazine did with its last page before the back cover — over time, this included a regular column by "Mr Cursor", a look back on the month's gaming and what one of the editorial staff had been up to, and numerous other things.

    Sick Notes was the brainchild of Charlie Brooker — yes, that Charlie Brooker — and was intended as a complement to the magazine's other letters pages. PC Zone at this point had several different "reader input" pages, including a traditional "letters to the editor" page, a "Watch Dogs" letters page where readers could write and complain about service they'd received from hardware and software manufacturers, and a "Troubleshooter" letters page where they could ask technical queries about PC problems.

    Sick Notes, meanwhile, was marketed as "The Place to Write for Abuse" so you knew what you were getting when you wrote in — and you had to write specifically to Sick Notes. It certainly lived up to its name. Here's one memorable example that won the monthly £50 "Loser of the Month" prize, with Brooker's response in bold beneath.

    I see that in issue 67 of your "magazine" you asked us to send in a game idea. How's this then: You start off in a primary school where all goes well and you please the teachers. You then progress to secondary education and achieve above average results and so decide to sit A-levels in your local college and finally, after four years in university, end up with an honours degree in English language and English literature.

    AND THEN YOU END UP WRITING YOUR PATHETIC [swearword] PIECE OF [swearword] PAGE-FILLING SO-CALLED COLUMN.

    Mark Richardson

    There was a boy called Mark Richardson at my school. Everyone called him 'skids' because once, in the PE changing rooms, somebody noticed that he had huge brown skidmarks in his underpants. Not that this inability to tackle basic personal hygiene was restricted just to poor wiping skills. He smelled bad pretty much all the time. He was a mess. His face was permanently coated with a faintly shiny film of sweat and grime, his hair so caked in grease it recalled television footage of unfortunate seabirds in the aftermath of the Exxon Valdez oil slick. His clothing was dirty. To use the Whizzer and Chips terminology of the day, it 'ponged'.

    But the worst thing about Skids was the way he picked his nose. He was always at it, plugging a finger in as far as he could, corkscrewing it around inside the nasal cavity, unhooking entire strata of half-dried mucus, drawing out measureless strings of oleaginous grey-green slime. Then he'd take them to his mouth, puckering his lips as if sampling some exotic delicacy. Skids devoured snot. He relished it. Guzzled it. Chewed it up and swallowed it whole, then painted his finger clean with his pink, stubby tongue. Made you sick just to watch him do that.

    Anyway, sorry, what were you saying?

    This was pretty much par for the course back around the time of PC Zone issue 70 (December 1998) but looking back on it now it's hard to believe that this existed. And don't worry, I'm not about to go off on a whole big "This Is Not Okay" social justice rant here; quite the opposite, in fact. I find it a bit sad that people who write for a living — usually for websites rather than magazines these days, though print is still hanging on in there — don't really have the freedom to express this side of themselves any more; the means for some much-needed stress relief, and for the readers to try their luck against one of the most notoriously acerbic wits in the business.

    I mean, sure, these days we have the people who have made a name for themselves with strong opinion pieces — people like Ben Kuchera and Jim Sterling spring to mind immediately, and there are others, too — but it's not the same thing at all. Brooker didn't just blindly insult people in Sick Notes — though he always did so with carefully-considered barbs rather than mindless abuse on that page — he also wrote witty, creative, unconventional articles that were entertaining to read far ahead of fulfilling some sort of amorphous "obligation". And he wasn't alone, either; the writers of Zone, among them, did all sorts of things with even their most mundane articles, with particularly memorable examples including entire reviews written as movie scripts, a "Franglais" preview of Flashback follow-up Fade to Black written from the perspective of its protagonist Conrad Hart, and countless others I've doubtless forgotten.

    What's my point? I'm not quite sure, really, but I think it's that people who wrote about games used to seem like they were having more fun with it. This isn't to say that there aren't great, entertaining writers out there whose work is a pleasure to read, but rather there seems to be something of an unspoken rule that things need to be taken very seriously these days. You've got to get that SEO; you've got to get those clicks; you've got to capitalise on the popular things of the time; you've got to be seen to be criticising the things other people are criticising.

    Cynical? Perhaps, but it's why things like Goat Simulator feel so obnoxiously forced; what should be a silly little game that people stumble across organically and then tell their friends about has become something heavily promoted and treated with, in a number of cases, considerably more respect than I think even its creators intended. Fair play to them for successfully capturing the imagination of the press and the public, I guess, but it's just not the same as the magic I feel reading an old PC Zone and comparing it to its rivals PC Format and PC Gamer as well as multiformat magazines, each of which had their own distinctive tone about them.

    We can't go back now, though; the world expects daily updates as things happen these days, rather than a monthly digest of things the editorial team thought were interesting, intriguing or just amusing. And the world certainly doesn't expect a member of a site's staff to hurl such an amazing torrent of intelligent abuse at them as Brooker did to Mark Richardson above; these days, treating your readership with such contempt is probably a firing offence.

    Which is kind of weird, when you think about it; websites deal with reader numbers that magazines, even in their heyday, could only dream of, while for a magazine like PC Zone, every reader counted and thus you'd think posting something like Brooker's response would be taking something of a big risk.

    Maybe it was too much of a risk. Maybe that's why PC Zone doesn't exist any more. But I'll be honest with you; I miss those days. I'd much rather be working on a monthly magazine than a constantly-updated website, but this is 2014; that's the way things are, so I must, as the saying goes, "deal with it".

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    1543: Secret Diaries https://imnotdoctorwho.moegamer.net/2014/04/11/1543-secret-diaries/ https://imnotdoctorwho.moegamer.net/2014/04/11/1543-secret-diaries/#respond Fri, 11 Apr 2014 00:55:56 +0000 http://angryjedi.wordpress.com/?p=6380 Sue Townsend apparently died today. As with any "celebrity" (or at least well-known person) death, I'm not sure whether I really feel "sad" about this, but it's certainly the end of an era, and I definitely have some very fond memories of her work. The Adrian Mole books that she wrote are, I think, the books I've … Continue reading 1543: Secret Diaries

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    Sue Townsend apparently died today. As with any "celebrity" (or at least well-known person) death, I'm not sure whether I really feel "sad" about this, but it's certainly the end of an era, and I definitely have some very fond memories of her work.

    The Adrian Mole books that she wrote are, I think, the books I've re-read the most number of times in my life. When I first acquired copies of the first two books — battered old hand-me-downs with pages falling out; copies that I imagine used to belong to my brother — I had literally no idea what to expect. I didn't even know whether Adrian Mole was a person or some sort of anthropomorphized Wind in the Willows-style character.

    It wasn't very long before I was hooked. I started reading them at just the right age, and managed to catch the subsequent books at similarly relevant points throughout my life. While I've enjoyed the whole series over time, I feel that the first two books in particular — The Secret Diary of Adrian Mole, Aged 13 3/4 and The Growing Pains of Adrian Mole — remain the highlights for me. I retain, to this day, something of a fascination with teenage life; a fascination that I can continually indulge thanks to anime, TV shows like Buffy the Vampire Slayer and all manner of other media. I think it's the whole "coming of age" thing that appeals to me; seeing people go through genuinely formative experiences and changing as a result.

    The events that transpire in the Adrian Mole books are all rather mundane in nature, but help to shape Adrian into the person he later becomes. While he ends up not exactly realising a lot of his potential in later life, he remains, for the most part, a relatable character with whom I often found myself identifying, particularly in the early books. His feeling of slight detachment from the rest of the world, particularly when it came to being "cool", making friends or talking to girls, was something that I also found myself experiencing, and while I stopped short of considering myself an "intellectual" at the age of 13, there were times that I felt I could have been writing that secret diary myself.

    In fact, I did write several secret diaries over the years, beginning shortly after when I read the Adrian Mole books. Sadly, all of these (to my knowledge, anyway) have been lost to the mists of time, usually because I ended up writing something that embarrassed myself so much that I threw the whole thing away so there was absolutely no risk of anyone else ever having the chance of stumbling across it. I kind of regret that now; much as I regularly like browsing back over my entries on this blog — the Random Post button at the top is a vaguely fun time if you have nothing better to do — I also liked looking back over old diaries and reading my thoughts and feelings about things. During my teenage years, entries were often about girls and my various feelings towards them, inevitably unrequited. During my university years, entries were often about girls, too, but also, I feel, sparked the beginning of my coming to understand my own anxiety and depression issues — issues that I'm still coming to terms with today.

    If nothing else, writing down thoughts and feelings about things — even the most mundane things — can prove to be an enormously cathartic experience. I know that the fact my romantic (and, uh, erotic) feelings towards several girls in high school were inevitably unrequited was made somewhat easier to deal with by having that "release" of writing down how I felt about these things at times; and when I tried my hand at writing a diary again a couple of times during my university studies, it proved to be similarly helpful.

    What I'm doing with this blog is, for the most part, the same thing; the difference here is that it's public and digital rather than scrawled in biro and hidden under my mattress. Regular readers will know I'm pretty open about a lot of things, though, and the world hasn't ended as a result; perhaps if someone had inadvertently stumbled across those secret diaries — or, if they did, spoken up about them — it wouldn't have been all that bad.

    Or perhaps it could have been the most mortifying experience in the world. I guess we'll never know, now.

    Oh, and if, by any chance, through some twisting and turning of the worldlines, my 14-year old self ends up reading this? Give up on Nikki, mate; she's well out of your league.

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    1542: Terebi Desu https://imnotdoctorwho.moegamer.net/2014/04/09/1542-terebi-desu/ https://imnotdoctorwho.moegamer.net/2014/04/09/1542-terebi-desu/#respond Wed, 09 Apr 2014 23:38:22 +0000 http://angryjedi.wordpress.com/?p=6378 Our new TV arrived today at some ungodly hour in the morning — which felt all the more ungodly for the fact that excellent Vita dungeon crawler Demon Gaze had kept me enraptured until 3am — and I've been having a bit of a play with it. (For the curious, it's a Samsung Series 6 55-inch LED … Continue reading 1542: Terebi Desu

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    Our new TV arrived today at some ungodly hour in the morning — which felt all the more ungodly for the fact that excellent Vita dungeon crawler Demon Gaze had kept me enraptured until 3am — and I've been having a bit of a play with it. (For the curious, it's a Samsung Series 6 55-inch LED TV; it has a catchy three thousand-digit model number but I have no idea what it is.)

    When Andie suggested we grab a new TV, I was a little concerned that it might not be a significant upgrade over what we already had — a 40-inch Samsung, albeit one that is now about four or five years old. After all, despite the fact that my previous TV was an end-of-line model when I bought it — making it much cheaper — it was pretty good. Three HDMI ports, built-in Freeview tuner, full 1080p support — it had pretty much everything I needed, though it would have been nice to have an optical output port. Everything I connected to it worked just fine, though, ranging from the PlayStation 2 through the SCART port (yummy, blurry standard-def picture) to the various games consoles and PC through the HDMI ports.

    With the previous TV working just fine, why buy a new one, you might ask? Well, having spent this evening playing some Final Fantasy XIV on it and having watched some anime and TV on it earlier… yes, it was a good investment. The increase in size is extremely noticeable — it's big enough to have a touch of "peripheral vision" now, giving a much more immersive feel to both video and games — and the LED screen is lovely, bright and clear. I have no idea if I've optimized its settings appropriately — I've put the PC input into Game mode, because prior to that there was noticeable input lag, but haven't really fiddled with much else — but it certainly seems to look very nice, although as Andie pointed out, the bigger the screen you get, the more of a dog's dinner standard-definition footage and TV broadcasts look. Oh well.

    It's a Smart TV, too, which means it has two remotes, one of which has a trackpad rather than, you know, just being normal, plus "apps" for doing shit old, dumb TVs don't do. There's stuff like BBC iPlayer and Netflix built into it, for example, and even apps for things like Spotify and the like. (There are also games to download, but somehow I don't see them being particularly worthwhile, and as such I will be giving them a wide berth.) I'm not entirely convinced how much I will use the "smart" features over time, but it's nice to have them there, I guess — not to mention the fact it is seemingly now impossible to buy a new TV that isn't 1) "smart" and 2) 3D.

    The 3D thing surprises me somewhat, I must confess. I thought 3D TV and gaming had been a colossal failure, and yet all the televisions we looked at over the weekend were 3D in one form or another. The TV we ended up getting is "active 3D", which is supposedly better because you have to turn the glasses on before they work properly (and for some other reasons, too) and sure, it's quite fun — we watched a couple of trailers in 3D earlier and it was quite cool — but it's not something I can see myself using a lot of, and certainly not for protracted periods of time. It will almost certainly be something to show off to people who come and visit, but little else.

    Anyway, I'm very pleased with it. It fits nicely on our TV stand and doesn't look too big or too small, and it's a noticeable upgrade over what we had before — plus the almost bezel-free design, with the picture going right the way to the edges of the front of the unit, looks absolutely smashing.

    I'm sure I'll be taking it for granted before long — and I'm not looking forward to moving it when our new house is sorted — but yes; I'm glad we got it. And now I'm off to bed because I've been staring at it all evening and I think my eyes could probably do with a rest!

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    1541: Reclaiming the Inbox https://imnotdoctorwho.moegamer.net/2014/04/08/1541-reclaiming-the-inbox/ https://imnotdoctorwho.moegamer.net/2014/04/08/1541-reclaiming-the-inbox/#comments Tue, 08 Apr 2014 22:44:11 +0000 http://angryjedi.wordpress.com/?p=6375 Oh my goodness, email. What a massive pain in the arse you are. And yet you shouldn't be; you should be a convenient, quick means of asynchronous communication, and instead you're a cluttered, nigh-useless mess. At least my personal account is. So I'm trying to do something about it. When unnecessary mailing list entries that I … Continue reading 1541: Reclaiming the Inbox

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    Oh my goodness, email. What a massive pain in the arse you are. And yet you shouldn't be; you should be a convenient, quick means of asynchronous communication, and instead you're a cluttered, nigh-useless mess.

    At least my personal account is. So I'm trying to do something about it. When unnecessary mailing list entries that I never read show up, I unsubscribe with due haste. When my inbox starts to fill up with useless crap, I highlight it all and archive it — if I haven't read it immediately, it almost certainly isn't important to go back to in a few days' time.

    With a little coercion, I'm confident that I can start getting my inbox back under control. The trouble I'm having is largely due to the period of time where my personal email was also my professional email — while I was working on GamePro I didn't have my own address — and consequently got signed up to about a bajillion PR lists. Subsequently, when I worked for Inside Network, I then got signed up for a bajillion more PR lists for mobile games and apps — and there are a fuckload more mobile games and apps released every week than there are on computers and consoles. (And approximately 2 or 3 at most worth caring about, if that.)

    The reason I'm doing this is because I actually want to start using email again. When I think back to the early days of having an email address, receiving new messages was exciting. Spam was rare, and it always felt like an "event" to see Outlook Express pop up its progress bar and indicate that yes, messages were incoming via the magic of dial-up Internet. (Random, no-longer-existent free ISPs for the win. I was a "Hot Toast" man, myself.) This was because it was an event to receive a message — someone had taken the time to actually write to you.

    These days, the former function of email is largely covered by social media — to a point, anyway. But it's not quite the same, particularly with how much both Facebook and Twitter have wandered off from their original incarnations when they were first introduced. Facebook these days — even with my recently pruned feed — is nothing but links with people going "OMG SO AMAZING" or some other such hyperbole, while Twitter is inherently limited thanks to its character counts, and is becoming increasingly intolerable anyway thanks to the increasing regularity with which the social justice crowd continue to peddle their opinions and refuse to listen to anyone else.

    Then there's longer-form writing such as this blog, but that's a broadcast rather than a personal message. Sure, I could write private password-protected posts and send them to individuals or small groups of people, but if I'm going to do that, I may as well just send them an email in the first place. It feels impersonal.

    Which leaves email, as one of the most long-standing means of digital communication out there, as arguably the most practical means of actually getting in touch with other people — so long as you take control of it, that is. Going forward, my "good intention" is to try and use email a lot more than I have done in the past, perhaps to keep in touch with people I don't speak to enough on a daily basis or even to get to know people I want to know a bit better… a bit better.

    This is a bold plan, I know, and I wonder if it will prove to be a fruitless endeavour if everyone else has the same saturated inbox problem as me, but it's worth a try. Email is a brilliantly simple but amazing technology that brings people closer together, and it's wasted by most of us on a daily basis as we take it for granted. So I'm going to try and stop doing that. Maybe. We'll see.

    No you can't have my email address. Unless you ask really nicely.

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    1540: Darkness https://imnotdoctorwho.moegamer.net/2014/04/07/1540-darkness/ https://imnotdoctorwho.moegamer.net/2014/04/07/1540-darkness/#respond Mon, 07 Apr 2014 22:10:13 +0000 http://angryjedi.wordpress.com/?p=6371 I'm finally on to the final (well, most recent) season of To Love-Ru, aka To Love-Ru Darkness, and it's been really interesting to see this show's evolution over time in several ways, even over the course of just a few years. The first series of To Love-Ru came out in 2008 and was a fairly conventional episodic format in which … Continue reading 1540: Darkness

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    The focus of the new season is very much on what were previously secondary characters.
    The focus of the new season is very much on what were previously secondary characters.

    I'm finally on to the final (well, most recent) season of To Love-Ru, aka To Love-Ru Darkness, and it's been really interesting to see this show's evolution over time in several ways, even over the course of just a few years.

    The first series of To Love-Ru came out in 2008 and was a fairly conventional episodic format in which each episode was largely self-contained. Motto To Love-Ru, which followed two years later in 2010, instead followed the "mini-episodes" approach of Ika Musume/Squid Girl. And To Love-Ru Darkness, which aired two years after that in 2012, returns to an episodic format, but with a much stronger sense of ongoing plot and frequent use of cliffhangers to close off each episode.

    The atmosphere has changed markedly over time, too. The original series of To Love-Ru was rather silly, light-hearted nonsense that, as I've previously mentioned, was pretty undemanding fluff that you can watch without having to concentrate too hard — but it did close out the season with a spectacular two-part finale that brought things to a natural break, if not complete closure.

    Motto To Love-Ru, meanwhile, was enjoyable but for the most part felt even more "disposable" thanks to its short mini-episodes. Over the course of the series, we got a better understanding of the various characters involved by simply seeing them in a variety of different situations, but there was relatively little in the sense of overarching narrative that advanced as the series progressed aside from the introduction and exploration of a couple of new characters. The season finale, meanwhile, was a big moment for several of the characters involved, but in a completely different way to the original show. Rather than being an overblown epic involving protagonist Rito battling against unfeasible odds in an attempt to prove himself as in the first season, it instead was a fairly low-key affair that, in contrast to the rest of the run, linked its three mini-episodes together and culminated in a long-awaited confession from Rito to lead heroine (and super-cute space alien) Lala — and an unfortunate misunderstanding as he attempted to also confess to secondary love interest Haruna (who is likewise super-cute, but not a space alien).

    To Love-Ru Darkness picks up directly from where Motto To Love-Ru left off, in contrast to how Motto To Love-Ru assumed some time had passed between the first series, the first set of OVAs and the new season. And it has a noticeably different focus so far in the few episodes I've watched, too; rather than focusing on the relationship between Rito and Lala that was the centrepiece of both To Love-Ru and Motto To Love-Ru, early episodes instead explore the character of Lala's sister Momo, whose devious machinations sort of have Rito's interests at heart, but are fundamentally largely incompatible with the norms of Earth society.

    Lala, the centrepiece of the previous two seasons, doesn't even appear in a lot of promotional artwork for Darkness.
    Lala, the centrepiece of the previous two seasons, doesn't even appear in a lot of promotional artwork for Darkness.

    In short, Momo decides after seeing Rito make his heartfelt confessions at the end of Motto To Love-Ru that she, too, likes Rito, and decides that the best thing for everyone involved in the increasingly complicated love polygon situation they all find themselves in would be if Rito marries Lala, becomes King of the Universe and consequently no longer bound by the rules of Earth society, then marries everyone else that he has ever had feelings for or who has had feelings for him. She, in short, is firmly in favour of creating a harem of concubines for her beloved — a harem in which she, too, will play her role, of course.

    Rito, thus far, is somewhat resistant to this idea, since being of the "perpetually confused protagonist" mould, he is still not quite sure what his true feelings are with regard to Lala and Haruna, let alone Momo (who keeps showing up almost naked in his bed at night-time, much to his chagrin), class representative Kotegawa (whom Rito has a habit of falling over into inappropriately), the extraterrestrial assassin Golden Darkness (who clearly doesn't really want to kill Rito) and, indeed, his own sister Mikan, who has struck up something of a friendship with Golden Darkness. Constantly yanked from one situation beyond his control to another, I can sense that this season is going to see some of Rito's toughest trials to date — particularly now that some new characters, such as Golden Darkness' "sister", have gotten involved.

    In keeping with the previous seasons and OVA sets, the amount of fanservice has once again been ratcheted up, with the number of bare nipples and panty flashes in To Love-Ru Darkness having increased noticeably since the original (rather tame in comparison) season and even since the somewhat more suggestive Motto To Love-Ru. The show refuses to devolve into nothing but T&A, however; even amid all the clear and present fanservice, there's still an ongoing plot that, this time around, seems to blend the silliness of the earlier seasons with something that provides a bit more meat on the bones.

    It's shaping up to be an interesting season, all round, and I'm looking forward to seeing where Rito's misadventures take him next.

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    1539: Winding Up https://imnotdoctorwho.moegamer.net/2014/04/06/1539-winding-up/ https://imnotdoctorwho.moegamer.net/2014/04/06/1539-winding-up/#respond Sun, 06 Apr 2014 21:18:52 +0000 http://angryjedi.wordpress.com/?p=6369 The weekend is coming to a close, and another week of work beckons. After that, there will be another weekend, and the whole cycle will repeat over and over and over again. This weekend has been quite nice despite the fact we haven't really done all that much. Andie and I paid not one but … Continue reading 1539: Winding Up

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    The weekend is coming to a close, and another week of work beckons. After that, there will be another weekend, and the whole cycle will repeat over and over and over again.

    This weekend has been quite nice despite the fact we haven't really done all that much. Andie and I paid not one but two visits to a nice local restaurant/bar/lounge type place called Trago Lounge that we were first introduced to for a friend's birthday a while back. We went there on Saturday for one of their excellent burgers — the "Hero Burger", which also features chorizo, some unidentifiable green goo that tastes nice, chipotle mayo and a pickled chilli in a toasted, crispy brioche bun is delicious — and enjoyed it so much we decided we'd drop in for breakfast today.

    Trago Lounge has a substantial breakfast menu, largely inspired by the sort of stuff you'd typically get in an American breakfast-specialist place such as the Half-Day Cafe in Marin County, CA that my parents always insist on going to every time we go and visit my brother. (To be fair, they do do amazing breakfasts.) Today, I tried a stack of eggy bread with crispy bacon and syrup — predictably yummy, though the bacon was a little overdone — while Andie had what was called "dirty beans", which was essentially a bowl full of home-made baked beans (three different types) with a healthy dollop of barbecue pulled pork and some lumps of toasted ciabatta to dip. It's not what I would have called "breakfast" per se, but Andie enjoyed it. (It was a little too oniony for me, however.)

    After that, we wandered into town for an idle look around and I ended up buying a new television. I recently came into a bit of money, you see, and while I'm intending on saving most of it, Andie quite rightly suggested that it was probably worth spending some of it on something nice that I'd enjoy. After a considerable amount of umming and ahhing — there really wasn't all that much I want to spent a considerable amount of money on right now, aside from, you know, the house we're buying — Andie suggested replacing my current TV, which is now a good few years old. It still works perfectly well, I might add, but the new one is significantly bigger, has an almost bezel-free edge, is an LED screen (as opposed to my current TV's LCD), has optical sound output instead of analogue and has a lot more options to tweak for optimising performance when watching TV, watching movies or playing games. Oh, and it's 3D, too, because it's apparently impossible not to buy a 3D TV any more, despite 3D TV not really being anywhere near as much of a thing that everyone tried to convince us a year or two back.

    Anyway, that's turning up on Wednesday because John Lewis apparently don't stock anything above 50 inches in store (it's 55) so we're both looking forward to that. And that, really, was my weekend. Oh, I found two Atmas in Final Fantasy XIV earlier on, but I'm sure you don't want to hear about that. And people got angry on Twitter earlier on (not at me!), but people always get angry on Twitter and I'm frankly beyond giving a shit about any of it any more.

    So that's that, really. Night night.

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    1538: Loot Whore https://imnotdoctorwho.moegamer.net/2014/04/06/1538-loot-whore/ https://imnotdoctorwho.moegamer.net/2014/04/06/1538-loot-whore/#comments Sun, 06 Apr 2014 01:06:23 +0000 http://angryjedi.wordpress.com/?p=6367 Playing both Final Fantasy XIV and Diablo III — two fundamentally similar but also quite different games — this weekend has got me thinking about loot. Yes, this is a very specific thing to be thinking about, but I find the two games' differing approaches to providing the player with new equipment to be quite interesting. At heart, the … Continue reading 1538: Loot Whore

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    Playing both Final Fantasy XIV and Diablo III — two fundamentally similar but also quite different games — this weekend has got me thinking about loot. Yes, this is a very specific thing to be thinking about, but I find the two games' differing approaches to providing the player with new equipment to be quite interesting.

    At heart, the difference between the two games is in whether gear acquisition is purely vertical (Final Fantasy XIV) or whether there's a degree of horizontal… ness about it, too.

    What do I mean? Well, in Final Fantasy XIV, the equipment you put on your character is largely determined by your level. And when you hit the level cap, you then work your way up through several "tiers" of equipment that are increasingly challenging to acquire. Item Level 50 items are provided to you as the final stages of your class' quest; Item Level 60 items come from entry-level endgame dungeons; Item Level 70 items used to come from endgame currency and now come from more challenging endgame dungeons; Item Level 80 items come from Crystal Tower; Item Level 90 items… you get the idea. Everything comes from a specific place, and you generally have to "work" for it — items you purchase require grinding out the requisite amount of currency before you can afford them by running dungeons and other content, while items you acquire as loot from dungeons are random drops that, in many cases, will require a large number of runs of the same dungeon to acquire a complete set of.

    In Diablo III, conversely, you are constantly thrown new gear. Every other fight you get into, a monster drops something. And with the recent Patch 2.0, it's usually something interesting that has an impact on your stats, damage, healing potential or other stuff. You'll be swapping out equipment very regularly as you find new bits of gear; consequently, equipment starts to feel a lot more "disposable" than it does in something like Final Fantasy XIVDiablo certainly has an element of vertical progression, too, as items get gradually better over the course of the whole game and have minimum level requirements to use, but when you strap on a new piece of armour it's on the understanding that you might not be holding onto it for very long, unlike, say, my Sorcerer's Coat that my Final Fantasy XIV Black Mage has now been wearing for a number of months now. (That thing must reek.)

    There are other ways to handle it, too. Japanese role-playing games tend to take a vertical approach, with new "tiers" of equipment presenting themselves as you progress through the linear storyline, with the "ultimate" equipment usually either tucked away in a secret place or secreted behind a significant challenge. Western role-playing games tend to allow pretty much any character to strap on anything at all, though if your class isn't proficient in it you can expect penalties to your performance. Western role-playing games also tend to festoon their worlds and dungeons with hundreds of the same shitty pieces of armour and weaponry, and then hide a few good bits and pieces in the deepest darkest dungeons. And then you have weird hybrid games like The Witch and the Hundred Knight, which is a Japanese role-playing game that takes heavy cues from loot-whoring role-playing games like Diablo, which combine a toned-down degree of player choice/horizontal progression with vertical advancement as the game goes on.

    It must be a really tricky balance to get right, and I don't envy the people who have to design all that gear and ensure it's reasonably well-balanced for the game. (Although unbalanced super-gear can be a lot of fun, too, so it's not unusual to find at least one massively overpowered piece of gear in many games — at least in the single-player sphere.) I'm not sure, on the whole, which system I prefer — if indeed any — because they each have their pros and cons. I really like the sense of achievement that acquiring a new piece of equipment in Final Fantasy XIV brings, for example — it feels like you've done something major. Conversely, I like that the sheer volume of loot in stuff like Diablo allows you to tweak and tailor your character a lot more to your liking — but it is a faff to have to keep comparing stats every few minutes.

    There you go. One of the nichiest posts I've ever done. It's late. I'm going to bed.

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    1537: Lord of... Whatever https://imnotdoctorwho.moegamer.net/2014/04/04/1537-lord-of-whatever/ https://imnotdoctorwho.moegamer.net/2014/04/04/1537-lord-of-whatever/#respond Fri, 04 Apr 2014 23:26:58 +0000 http://angryjedi.wordpress.com/?p=6365 I decided to give Diablo III another chance now that the new expansion and its version 2.0 is here, bringing new loot rules and a bunch of other tweaks to the mix. And you know what, it's a big improvement. I actually enjoyed the original incarnation of Diablo III more than most, and I maintain that its move to … Continue reading 1537: Lord of... Whatever

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    I decided to give Diablo III another chance now that the new expansion and its version 2.0 is here, bringing new loot rules and a bunch of other tweaks to the mix. And you know what, it's a big improvement.

    I actually enjoyed the original incarnation of Diablo III more than most, and I maintain that its move to an MMO-like always-online structure was actually a pretty good idea from the perspective of easily allowing drop-in, drop-out multiplayer. I did find that it didn't hold my interest after I'd beaten it once, though, much like Diablo II; the fact that in order to unlock the other difficulty levels you had to play all the way through the campaign again and again and again just wasn't appealing — particularly if you wanted to try another character and thus had to start all over again.

    One of the biggest additions in the new expansion is called "Adventure Mode" and is probably the aspect I'm most interested in. Unfortunately, access to Adventure Mode is locked behind completing the story-based campaign (including the new Act introduced in the expansion) and thus I find myself having to play through the whole bloody game again because the character I previously finished it with was on the American servers and the people I'm most likely to be playing with this time are on the European servers. I understand why Blizzard separated people by region, but it doesn't stop that particular aspect of the game's always-online nature from sucking a big load of balls.

    Anyway, as I understand it, once you unlock Adventure Mode you can just play Adventure Mode whenever you want, and that's a much more appealing prospect. Unlocking the entire map from the get-go rather than forcing you to play through that interminably tedious desert sequence (why do action RPGs always have interminably tedious desert sequences?) again and again and again, Adventure Mode sees you tracking down "Bounties" in various areas of the game world and receiving rewards for them, and occasionally jumping into a "Nephalem Rift" where things go utterly bonkers and you have to kill bajillions of enemies.

    It's Diablo in its purest sense, in other words; stripped of the narrative aspects that people skip through and focusing entirely on the game's most enjoyable aspect: the grind, and the drive to earn ever-better items of equipment for your characters. Making the experience non-linear rather than forcing you to play through the campaign repeatedly is a masterstroke, and is likely to give the game a lot more longevity. It also makes it much more friendly to short play sessions, since you don't feel tied to checkpoints in the plot to have made "meaningful" progress. It's just a shame you can't just jump straight back into it — though with the effort Blizzard puts into the story of the campaign, I understand why they want people to see it at least once.

    I do find myself wondering why they bother, though. Much like I question the wisdom of including a single-player campaign in Call of Duty year after year when people are much more inclined to spend their time in the multiplayer mode, I can't help thinking Diablo would be a better game without the plot. And I generally like the nonsensical plots of role-playing games — but Diablo's mechanics jar so forcefully with its narrative aspect that it's hard to ignore. The mechanics are ridiculously fun, bringing in strong influences from arcade-style games such as time-limited challenges, secret levels and difficult-to-defeat opponents that yield massive rewards — and yet the plot takes itself deadly seriously. It doesn't quite mesh when you're supposed to feel bad for a major character in series lore dying (spoilers!) one minute, and the next you are literally punching the skeleton out of monsters.

    Still, I can't complain too much. I am actually enjoying the new run through the campaign — helped partly by the fact that you can start on a higher difficulty level now rather than being forced to coast through the super-easy "Normal" mode — and am making good progress with my current Monk character. I still prefer Final Fantasy XIV as an online RPG, but I'm looking forward to having the opportunity to play online a bit more with my friends very soon.

    If you played Diablo III back when it came out and have since left it behind, I'd encourage you to give it another look; the updates from Patch 2.0 alone are well worth exploring, and the additional content in the expansion looks like being a lot of fun indeed.

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    1536: Looking for the Calm Lands https://imnotdoctorwho.moegamer.net/2014/04/03/1536-looking-for-the-calm-lands/ https://imnotdoctorwho.moegamer.net/2014/04/03/1536-looking-for-the-calm-lands/#comments Thu, 03 Apr 2014 20:49:24 +0000 http://angryjedi.wordpress.com/?p=6363 I'm having one of those occasional periods where I don't feel my mental health is in a great place. I'm feeling a bit stressed out (for no specific reason), I've been feeling wracked by anxiety before I go to sleep for the last few nights and I find myself occasionally lapsing into depressed feelings during the … Continue reading 1536: Looking for the Calm Lands

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    I'm having one of those occasional periods where I don't feel my mental health is in a great place. I'm feeling a bit stressed out (for no specific reason), I've been feeling wracked by anxiety before I go to sleep for the last few nights and I find myself occasionally lapsing into depressed feelings during the day, particularly if I stay in working for the whole day.

    I think part of the cause is the working from home aspect. It may sound like a dream situation to be able to sit in your pants all day every day tapping away at a computer without fear of interruption from man or beast (well, occasionally from beast if I hear the rats causing mischief in the other room) but in actuality, it's a ticket to Stir Crazy-Town, and thus every so often I just feel the need to get out of the flat and go work at the coffee shop or something. Somewhere. Anywhere but here.

    It's an underacknowledged aspect of working from home, this stir crazy business. And I think it's particularly apparent if you live in a fairly small environment such as a flat. In our flat, my study is just one wall away from the bedroom, which in turn is just one wall away from the living room. The temptation is always there to just wander into the living room, flop down on the sofa and stare at the TV for a few hours — or, on particularly bad days, to just go back and lie in bed for a bit. But, as I've established pretty firmly for myself, that's a terrible idea, because if I don't get up as soon as I wake up, I'll fall asleep, wake up five minutes before I need to work and make the whole anxiety-depression-stress thing a whole lot worse.

    Going out to work at the coffee shop, like I did today, helps largely from the "change of scenery" aspect, and also helps remove a lot of distractions from the immediate vicinity. While distractions can sometimes be helpful motivators — "I'll do this, then reward myself with [distraction]" — they can also be… well, distractions. You know how it is. Today I felt like I got a lot more done than usual for sitting down, focusing and concentrating on what I was doing, even if sitting on one of Costa's arse-numbing chairs for most of the day hunched over my laptop isn't quite as comfortable as working on the big screen of my Mac in my rapidly-disintegrating-but-still-quite-comfy office chair. But at least I can break to get a coffee or a cake or a sandwich when I want to. (I know I can do this at home, too. But I have to make them myself.)

    It doesn't really help that I feel like I have a lot on my plate at the moment. There's a lot of games I need to cover, and my inbox is full to bursting every day with PR pitch after PR pitch that I just don't have time to contemplate in the depth they deserve. Pro-tip to anyone eyeing a career in the games journalism biz: reviewing games is the worst part of the job, despite the freebies. Review commitments make it very difficult to play the things you want to play, and in many cases they even make it difficult to explore the review titles in as much depth as you want. At the same time, I feel it is important to give consideration to a lot of the titles I end up reviewing, as many of them are often dismissed outright or treated somewhat unfairly by other critics, so it's a tough balancing act at times.

    Oh, and the air quality around here is shit at the minute thanks to a combination of a Saudi Arabian dust storm (apparently) and a big fire just down the road from us earlier today. This isn't helping me recover from the plague that laid me low recently.

    I don't know. I'm just having a complain. Things aren't too bad really, I guess. They've certainly been worse. Like I say, it's just one of those times when my mental health is getting the better of me. I should probably just go sit in bed and play Steins;Gate until I fall asleep or something. That sounds like a good idea, doesn't it?

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    1535: El Psy Kongroo https://imnotdoctorwho.moegamer.net/2014/04/02/1535-el-psy-kongroo/ https://imnotdoctorwho.moegamer.net/2014/04/02/1535-el-psy-kongroo/#respond Wed, 02 Apr 2014 23:20:29 +0000 http://angryjedi.wordpress.com/?p=6361 I've already written on the subject at some length over on USgamer, but on the offchance you haven't paid us a visit recently, I thought I'd wax lyrical about my initial experiences with Steins;Gate here, too. Steins;Gate, for the unfamiliar, is a visual novel from popular developer Nitroplus, whose name you may remember from the excellent "giant robots fight … Continue reading 1535: El Psy Kongroo

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    I've already written on the subject at some length over on USgamer, but on the offchance you haven't paid us a visit recently, I thought I'd wax lyrical about my initial experiences with Steins;Gate here, too.

    Steins;Gate, for the unfamiliar, is a visual novel from popular developer Nitroplus, whose name you may remember from the excellent "giant robots fight Cthulhu" visual novel Deus Machina Demonbane that I played a while back. Unlike Demonbane, it's not an eroge — though Demonbane's sex scenes were, for the most part, more horrifying and uncomfortable than anything else — but it's still an unabashedly adult affair, just one without any graphic uglies-bumping. It's an enormously well-respected title, known better to most people in the West through its apparently excellent anime adaptation, and an official English localisation has been a long time coming. But come it finally has, thanks to localisation and visual novel specialists JAST USA — one of my favourite publishers in the world for the last few years — and finally everyone can get in on the action.

    Steins;Gate is a science fiction tale that, for the few hours I've played so far, centres largely around the concept of time travel and parallel worlds. The main character is a gloriously chaotic individual afflicted with chuunibyou ("middle school second-grade syndrome") — he's utterly convinced that he's a mad scientist and that he's being pursued by a shadowy group called The Organization. Whether or not his delusions turn out to be true or not remains to be seen, but it's certainly an interesting setup; much like Demonbane put the player in the shoes of a protagonist that was a character in their own right rather than an obvious blank-slate cipher, so too does Steins;Gate.

    This time around, the narrative influences aren't drawn from Lovecraft, but instead from popular science and science fiction, both Eastern and Western. The game makes frequent references to real-life concepts, particularly with regard to topics like time travel and parallel world theories as well as the real-life modern-day myth of time traveller John Titor. The game makes unsubtle changes to things it mentions throughout (Jojo's Bizarre Adventure becomes Juju's Bizarre Adventure, for example, while the IBM 5100 computer Titor supposedly travelled back in time to retrieve becomes an IBN 5100), presumably to avoid breaching about a bajillion copyrights, but it's always clear what it really means. There's a constantly updated glossary you can refer to as you play, too, that gradually fills up with a wealth of information ranging from Japanese cultural tidbits to scientific and technology history.

    It's clearly a setting that has had a lot of thought poured into it. In many ways, although the premise, style and genre are completely different, Steins;Gate reminds me of Aselia the Eternal in the sense that the writers obviously had a very clear vision of how their version of the world worked and how the various characters fit into it all. This was very true in the case of Aselia the Eternal, which I maintain has one of the most well-realised, well-depicted fantasy worlds of any game I've ever played, despite the inherent restrictiveness of the visual novel genre, and is already shaping up to be very true in the case of Steins;Gate. Nitroplus' title goes a step further with all the supplementary information you can refer to as you play — not to mention the fact that clicking the "Internet" option on your in-game phone opens an actual website for the main character's "Future Gadget Lab".

    And speaking of the phone, the means through which you interact with Steins;Gate is bizarre and intriguing. Rather than making the usual binary choices that visual novels tend to present you with, Steins;Gate instead makes use of the protagonist's phone as its main means of interaction. As you progress, you'll receive email messages from characters and have the option to respond to them or not; you'll also receive phone calls and have the option of answering them or not answering them, and various other things will happen in and around your phone. The choices you make as to whether or not you engage with these various distractions determine the paths down which the plot proceeds, giving the flow of the story a much more "natural" feel than some visual novels with extremely obvious decision points. (Not that there's anything wrong with that!)

    Anyway. I'm but a short way into the overall plot as a whole as I type this and thus there's not a lot more I can say thus far save for the fact that I'm really enjoying it and looking forward to seeing where it goes. It's an immediately intriguing, compelling tale with some fascinating, unconventional characters and an utterly gorgeous art style, so if you're looking for a new interactive story to delve into, I'd encourage you to check it out and grab a copy as soon as you can.

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    1534: Self-Study https://imnotdoctorwho.moegamer.net/2014/04/01/1534-self-study/ https://imnotdoctorwho.moegamer.net/2014/04/01/1534-self-study/#comments Tue, 01 Apr 2014 16:36:41 +0000 http://angryjedi.wordpress.com/?p=6359 I successfully managed to get up early and do some Japanese self-study today. I'm glad I finally managed to make myself do it, because with a month off from my classes for Easter, I really, really need to undertake some independent study if I'm going to continue to progress. Today I prioritised the reading and writing aspect, … Continue reading 1534: Self-Study

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    I successfully managed to get up early and do some Japanese self-study today. I'm glad I finally managed to make myself do it, because with a month off from my classes for Easter, I really, really need to undertake some independent study if I'm going to continue to progress.

    Today I prioritised the reading and writing aspect, as those are areas where I'm weak. I want to get away from reading in romaji (Japanese words spelled using Western characters) as soon as possible and into being able to parse and understand hiragana and katakana before moving onto the more complex matter of kanji.

    I've been gradually building up my hiragana knowledge in particular quite a bit for a while now, but I'd somehow convinced myself that I only knew about half of the characters involved. Actually, I knew a whole lot more than that, with it only really being the characters for ね (ne) and ぬ (nu) giving me a bit of grief — that said, writing them down like that will probably help me remember them a bit better.

    I've been working through the companion Kana Workbook for the series of Japanese coursebooks we've been using in class (Japanese for Busy People, if you're curious), and it's proven to be quite a good resource. It walks you through how to draw each of the characters accurately, and highlights common sticking points such as characters that look similar to one another (ぬ nu and め me, for example, or ね ne, わ wa and れ re for three even more confusing examples) as well as little quirks such as the ability to change the basic sound of some characters with a smaller character following it — に ni plus や ya becomes にゃ nya, for example — or the ability to double a consonant by adding the つ tsu character in small format — for example, いつ itsu versus いっつ ittsuAnd then there's the times where characters don't mean what they normally mean — は is normally ha, for example, except when it's being used as the particle wa, while お is usually the character for the vowel unless you're using the particle o, in which case you use を instead because of course you do.

    I've hardly touched katakana as yet and I was a bit concerned as it's a whole new set of characters that refer to the same syllables but which, in many cases, look completely different. For those unfamiliar with Japanese script, katakana is used both as a means of highlighting text similar to how we use italics, and also to denote "loan-words" from other languages such as English. For example, you'd write the Japanese word for "computer" — konpyuutaa — in katakana rather than hiragana since it's a loan word from English, and the two character sets make the word look rather different: こんぴゅうたあ versus コンピューター, to be exact — note how katakana uses a long dash for long vowels rather than the extra vowel characters hiragana uses. Confusing, non?

    However, then I thought back to learning English and how we effectively have to learn two alphabets — lower-case and upper-case, not to mention how different fonts depict certain letters such as "a" — and it suddenly didn't seem quite so bad after all. I mean, what's another forty-something characters to learn? Yeesh.

    Still, I'm getting there. I'm making good progress and I'm confident I'll be able to read at least some Japanese script a bit more fluently in time if I keep practicing. In the meantime, it's back to studying.

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    1533: Motto https://imnotdoctorwho.moegamer.net/2014/03/31/1533-motto/ https://imnotdoctorwho.moegamer.net/2014/03/31/1533-motto/#respond Mon, 31 Mar 2014 22:12:24 +0000 http://angryjedi.wordpress.com/?p=6355 As a suitable means of switching my brain off when I need it (which is quite frequently at the moment) I've been continuing to watch To Love-Ru and am now onto the second series, Motto To Love-Ru. I was interested to discover that this second series is structured rather differently to the conventionally episodic first season, instead adopting … Continue reading 1533: Motto

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    Kotegawa is the best.
    Kotegawa is the best.

    As a suitable means of switching my brain off when I need it (which is quite frequently at the moment) I've been continuing to watch To Love-Ru and am now onto the second series, Motto To Love-Ru.

    I was interested to discover that this second series is structured rather differently to the conventionally episodic first season, instead adopting the same approach as Ika Musume (aka Squid Girl) by making each individual episode up out of three short stories rather than one large story that kind of sort of ties into the overall narrative. That said, narrative coherence is not a huge priority in To Love-Ru, since there are a couple of points throughout the series where things just evidently happen "between episodes" without explanation — or perhaps they just happened where I didn't notice. (Or, more likely, in the original manga, since it's not at all unusual for anime adaptations of popular manga to simply skip over chapters at a time for brevity's sake.)

    The series remains enjoyably fluffy, however, despite the predictability of the protagonist Rito falling over at least once per episode either face-first into someone's crotch or with his hands on someone's boobs. Despite the occasional bout of fanservicey smuttiness — which gradually increases in frequency between the first series and the first set of OVAs, and then again between the OVAs and the Motto second season — the show remains consistently good-natured, with it generally being Rito as the one who is ridiculed and made to look an idiot rather than the rapidly expanding female side of the cast, most of whom tend to come off pretty well out of their various misadventures.

    Except for when Yami is the best.
    Except for when Yami is the best.

    And as clichéd and tropey as a lot of those female cast members are, they all have their own appeal elements and twists on the usual formula. The stern, harsh class president Kotegawa, as you might expect, has her deredere side to go with all the tsuntsun, and predictably, it's adorable. Meanwhile, teen idol Run-chan's twist is that she turns into a boy when she sneezes — a side-effect of being an alien, naturally — while Oshizu is a ghost whose spirit has a tendency to evacuate her artificial body whenever she gets scared, such as when she sees a dog. (Naturally, one of the other characters has a dog, so this situation comes up quite a bit.) And then there's Yami-chan, aka Golden Darkness, who is all the things I loved about Ell from My Girlfriend is the President and then some. Also, she has hair that can turn into weapons and punch people. Hnnnnng, as they say.

    I'm not even going to pretend that To Love-Ru is anything more than fanservicey, switch-your-brain-off fluffy nonsense that is designed for pure entertainment value rather than attempting to say anything big or meaningful. It doesn't have the clever Lovecraftian references of the rather similar (but later) Haiyore! Nyaruko-san, nor does it have the clever self-awareness of other comedy anime. It's simple, it is, at times, sexy, and it is, at times, utterly stupid. And sometimes that's exactly what you need from a piece of entertainment. And thus I make absolutely no apologies whatsoever for enjoying it; it's a delightful accompaniment to my brain's boot-up sequence while I'm having breakfast of a morning, and it's likewise a pleasant accompaniment for the shutdown sequence of an evening before I go to bed.

    Anyway. Once I'm done with To Love-Ru (the rest of Motto, followed by some OVAs, followed by the third and, currently, final season To Love-Ru Darkness) I will watch something a bit more intelligent, I promise. Maybe. Possibly.

    Come on, I survived Clannad. I deserve this! 🙂

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    1532: Get It Done https://imnotdoctorwho.moegamer.net/2014/03/30/1532-get-it-done/ https://imnotdoctorwho.moegamer.net/2014/03/30/1532-get-it-done/#comments Sun, 30 Mar 2014 21:49:54 +0000 http://angryjedi.wordpress.com/?p=6353 Oh, for the ability to extend days as long as necessary so you can fit everything in. Oh, for the ability to call up motivation on demand and just get things done with time to spare. There are lots of things I want to get done at the moment. You may recall quite some time … Continue reading 1532: Get It Done

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    Oh, for the ability to extend days as long as necessary so you can fit everything in. Oh, for the ability to call up motivation on demand and just get things done with time to spare.

    There are lots of things I want to get done at the moment. You may recall quite some time ago that I was working on a game project with RPG Maker and that I was very excited about it. I am still very excited about it, and yet I haven't done a whole lot on it recently. Why? I can't really explain that, other than the fact I just feel like there hasn't been a whole lot of time to do so recently.

    I'm not sure whether or not that is actually true or whether it is just the perception in my mind, but that's certainly the way it's been feeling recently. I get up, I do work, I flop down in the evening, I relax, I go to bed, I repeat the process throughout the week and then take the weekend to recover.

    I could, of course, use my time more efficiently. I could get up earlier in the morning and do stuff, and in fact I had been intending to get into some good routines having rejoined the gym/swimming pool complex in town, but unfortunately getting horribly, revoltingly ill put paid to those plans almost as soon as I had put them into motion. As soon as I shake off the last remnants of whatever plagues have been filtering through my systems, I will get back on that.

    In the meantime, though, there's nothing stopping me getting up early and, instead of going to the swimming pool or the gym, working on my game instead. Tomorrow morning I will at least make an attempt to do that, though it will depend on how I feel when I wake up.

    I also need to do the same with my Japanese studies, since I now have a month off from classes and don't want all the things I've learned to fall out of my head.

    I think I am probably going to have to make myself some sort of schedule to try and stick to, though the mistake I often make with this sort of thing is making it too strict and consequently not wanting to stick to it. I think if I can set myself aside a few hours in the morning before I start work — I start late — to do something productive, be it game development, Japanese revision or going to the gym/pool, then that will get me into good habits and good routines, and thereby get some things done. When the evening comes, then, I can settle down and relax without guilt and do what I want to do. Maybe.

    This is all fine and good until I get a bunch of lengthy, time-consuming games to play through for review and as luck would have it, several of those are on the way now. But we'll cross that bridge when we come to it; for now, let's try and get into some good habits and get shit done!

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    1531: Zodiac Brave https://imnotdoctorwho.moegamer.net/2014/03/30/1531-zodiac-brave/ https://imnotdoctorwho.moegamer.net/2014/03/30/1531-zodiac-brave/#comments Sun, 30 Mar 2014 00:43:24 +0000 http://angryjedi.wordpress.com/?p=6351 Final Fantasy XIV's second major patch is brilliant stuff, bringing with it an absolute shit-ton of things to do for those who have reached the level cap. I used to be a little disappointed to hear that MMO expansions and major patches tended to favour endgame players over those working their way up through the levels, … Continue reading 1531: Zodiac Brave

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    Final Fantasy XIV's second major patch is brilliant stuff, bringing with it an absolute shit-ton of things to do for those who have reached the level cap.

    I used to be a little disappointed to hear that MMO expansions and major patches tended to favour endgame players over those working their way up through the levels, but now that I am an endgame player, I completely understand the logic. There's already a bunch of stuff there designed to get people from level 1 to level 50; but the people who have reached level 50 need a constant, continual stream of New Things to Do otherwise they'll simply jump ship and go off to play something else. In a subscription-based game such as Final Fantasy XIV, this is exactly what Square Enix does not want to happen.

    Patch 2.1 added a decent amount of new content for endgame players to work through, primarily in the form of new dungeons and Trials (complex boss battles) to play through. Patch 2.2, the most recent one, initially appears to be somewhat similar, but there's a bunch of more subtle tweaks here and there that are designed to keep people invested in the game in the long term rather than simply racing through the new content as quickly as possible, then taking to the forums to whinge that there's not enough to do.

    Chief among this time-consuming stuff is the Zodiac Weapons quest. One of the first things you'll want to do upon reaching the level cap in Final Fantasy XIV is complete the "A Relic Reborn" quest, which outfits you with a good weapon for your class that can subsequently be upgraded. The quest is a lengthy affair that demands you work through some of the toughest battles in the game and then participate in enough endgame content to earn the special currency required to purchase some items. Once it's done, it's done, though, and for each class there was previously only really one weapon better than the Relic available, and that was extremely difficult to obtain due to it being secreted in what was formerly the hardest dungeon in the whole game.

    Now, though, your Relic can be upgraded further through the new Zodiac Weapons quest. After maxing out your relic, you're then tasked with going on the hunt for twelve "Atmas" — mysterious items that are required to buff up your Relic weapon into something new and shiny. In order to obtain the Atmas, you have to participate in the "FATE" events around Eorzea — little mini-quests that pop up around the world map that anyone in the area can jump in and help out with. For each FATE that you attain a gold medal in, there's about a 5% chance that the Atma for that area will drop, and you need to obtain twelve Atmas in total, so I'm sure you can see how this will take a while.

    A grind it may be, but it's had the side-effect of making FATEs relevant again, which is a good thing, since they're a lot of fun and had fallen somewhat into disuse after the rewards from dungeon-crawling became significantly better. Now, though, there's always bands of wandering adventurers crawling around the various areas and stomping through the FATEs, and due to the game's level-sync mechanic, no-one will ever come along and simply overpower them, making it no fun.

    Once you've obtained the twelve Atmas, there's then a selection of books to work through, each of which have their own challenges to complete and each of which buff up the Zodiac weapon's stats by a particular amount when you complete them. And then you can do this for each class.

    In other words, it's going to take a while to accomplish. Despite the fact it's a fairly unsubtle move to keep endgame players invested in the game in the long-term, having a long-term goal like this is actually rather enjoyable because it brings a wonderful sense of achievement when you do finally accomplish it. I have no doubt that I'll put in the hours required to get a Zodiac weapon for my Black Mage class, and I will probably do it for the other classes I get to 50, too. I'm in this game for the long run, and I'm really enjoying the flow of new challenges that appear every few months.

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    1530: 50 BC https://imnotdoctorwho.moegamer.net/2014/03/28/1530-50-bc/ https://imnotdoctorwho.moegamer.net/2014/03/28/1530-50-bc/#comments Fri, 28 Mar 2014 23:51:29 +0000 http://angryjedi.wordpress.com/?p=6349 Over the intervening years since leaving home, I've either discarded or left behind a lot of the trappings of childhood. But one of the things that has constantly travelled with me is my modest collection of Asterix books — by no means complete, not by a long shot, but consisting of a number of adventures I occasionally … Continue reading 1530: 50 BC

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    Over the intervening years since leaving home, I've either discarded or left behind a lot of the trappings of childhood. But one of the things that has constantly travelled with me is my modest collection of Asterix books — by no means complete, not by a long shot, but consisting of a number of adventures I occasionally like to revisit.

    For those unfamiliar with Asterix — I'm not sure how well known it is these days — it was (is?) a series of full-length comic book stories based in the era of the Roman occupation of Gaul, circa 50 BC. Originally composed by French duo Goscinny and Uderzo and subsequently translated into a variety of different languages around the world, the stories combine a certain degree of real-life ancient history with material that is played purely for laughs to ridiculous effect. Central to all the stories are the eponymous protagonist Asterix, a cunning Gaul who is usually entrusted with his village's most important matters, and his overweight, somewhat dim friend Obelix who fell into a cauldron of magic potion as a baby and was consequently blessed with permanent superhuman strength.

    The books range from relatively small-scale adventures in which Asterix and his friends defend the village from the Roman encampments that surround them to grand adventures that see the indomitable Gauls heading off to places such as India and the Middle East. Elements of sci-fi and fantasy — usually in the form of magic — are incorporated into some of the later books, but the emphasis is always on vaguely plausible but ridiculous situations that poke fun at modern society through the lens of ancient Roman times.

    A particularly identifiable characteristic of the English translations — I can't speak for the other languages — is the sheer number of utterly cringeworthy puns used throughout, usually in the form of character names. Asterix and Obelix are pretty self-explanatory, but they're joined by village chief Vitalstatistix, druid Getafix, blacksmith Fulliautomatix, fishmonger Unhygienix, bard Cacofonix and numerous others. The female Gaulish characters have similarly unsubtle names — Vitalstatistix's wife is called Impedimenta, for example — as do the Romans, who usually have amusing Latin names of some description. One story features a centurion called Cumulo Nimbus, for example, while another features an athletic legionary called Gluteus Maximus.

    The books are filled with visual gags, too, not just in the panels' artwork, but in elements such as typesetting and fonts, too. An Egyptian adventure in which Asterix and friends visit Cleopatra, for example, features a number of sequences in which Egyptian characters "speak" in hieroglyphics, for example, while in Asterix and the Great Crossing, which sees Asterix and Obelix initially accidentally discovering America and subsequently coming into contact with some Viking explorers on the way home, the language barrier between the Gauls and the Vikings is represented by the latter adding stereotypically "Scandinavian" punctuation to the things they're saying. It's a visual equivalent of the TV series Allo Allo representing characters speaking in different languages through different accents, essentially.

    What I've been most surprised about on this most recent revisiting of the few Asterix books I do own is the fact that they hold up very well despite, in some cases, dating back to the 1960s. Not all humour ages terribly well and indeed there are certain elements of the Asterix books that clearly come from a, shall we say, somewhat unenlightened age, particularly when it comes to depictions of people of non-white races, but to be honest, there's a certain appeal to the fact that the early books in particular just don't give a toss about political correctness and end up being often darkly hilarious as a result.

    I've never got around to expanding my collection since leaving home, but I've now read the few Asterix books I do own so many times to know them pretty much inside out. Perhaps I should look into getting some of the ones I've never read — if these ones hold up well enough, then it'd be a pleasure to read some completely new ones that I don't know at all.

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    1529: The Whorleater https://imnotdoctorwho.moegamer.net/2014/03/27/1529-the-whorleater/ https://imnotdoctorwho.moegamer.net/2014/03/27/1529-the-whorleater/#respond Thu, 27 Mar 2014 21:33:05 +0000 http://angryjedi.wordpress.com/?p=6345 I imagine only a few of you reading this will give a toss, but Final Fantasy XIV version 2.2, aka Through the Maelstrom is out today. I haven't had a lot of time to play with it so far, what with having to do pesky work and then go out to Japanese class this evening, but after we've had … Continue reading 1529: The Whorleater

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    I imagine only a few of you reading this will give a toss, but Final Fantasy XIV version 2.2, aka Through the Maelstrom is out today. I haven't had a lot of time to play with it so far, what with having to do pesky work and then go out to Japanese class this evening, but after we've had dinner I'm going to spend some time with it tonight.

    I have had the opportunity to at least unlock the Glamour system I talked about a few posts ago, and from there begin assembling my own custom outfits for my high-level classes. So far I've put together some rather fetching ensembles for my Black Mage and White Mage classes — Black Mage looks rather classy in a figure-hugging black skirt, white thigh-highs, black velveteen gloves and a low-cut black coatee with a lacy white collar; White Mage, meanwhile, is clad in what I can only describe as a slightly slutty tennis player's outfit, eschewing the usual frumpy robe of level 50 white mages in favour of a snug-fitting, bone white hempen camise up top and the borderline-indecent Cleric's Culottes (aka the tiniest miniskirt in the world) down below.

    I followed my unlocking of the Glamour system with the unlocking of the new dance animations — I know where my priorities are, huh? — and after dinner I'll be delving into some of the more meaty new content. For now, it's time for dinner; I'll update this post with some pics and additional thoughts later.

    Okay, I forgot to take any pics, but I've done the three new dungeons, and they're a lot of fun. One of the best things about much of Final Fantasy XIV's multiplayer content is how most of it eschews the straight "tank and spank" approach seen in many MMOs. It's a very movement-heavy game, and success in boss battles is dependent on knowing any special mechanics that might be in play along with having the ability to avoid incoming attacks.

    A particular highlight was one of the bosses in the new Hard Mode version of the Brayflox's Longstop dungeon. Initially appearing to be a rather simple fight against a tough goblin, it's not long before the fight becomes highly chaotic, with exploding mines dropping into the battlefield and criss-crossing the arena with Bomberman-style cross-shaped explosions. Alongside all this, the boss is hurling stuff at you and summoning additional enemies, each of whom lock their attention on an individual party member, necessitating a quick takedown. You really have to stay on your toes and pay attention.

    Another particular highlight was the final boss of the same dungeon, which had several different phases: hurling damage at it, staying out of its way as it careened around the outside of the arena, and using area-effect skills to push back swarms of bombs to create a safe zone in the middle of the area. Again, it's another fight where you really need to pay attention to what's going on around you rather than simply going through the motions of triggering the same skills over and over again.

    It's the skill-based part of Final Fantasy XIV that, for me, distinguishes it from other MMOs where you might have a bit more character customisation. Everyone at level 50 in Final Fantasy XIV has the same abilities and probably very similar stats, too; the main distinguishing factors between individual players are pure skill and the equipment they're wearing. A skilled player in slightly lower-level gear will pretty much always beat a well-equipped player that is not very observant or not very good at dodging. We're not talking the level of dexterity and timing required by something like Dark Souls, for example, but it's pretty close in some fights — the challenging battles against Titan being probably the best examples.

    So far I've barely scratched the surface of the new content. The three new dungeons were great fun and I can see myself running them lots of times, particularly as the rewards on offer are pretty good. Tomorrow and over the weekend, it's onto the main story content and the long-awaited continuation of the hilarious and bizarre Hildibrand quests, which have proven to be a highlight of the new content in both updates so far.

    In case it wasn't clear, I continue to be super-impressed by Final Fantasy XIV. The fresh injections of content, the constant improvements to the game experience in response to player feedback and the great community of players I'm lucky enough to be able to enjoy the game with — it all adds up to one of the most satisfying gaming experiences I've had for years. For those of you thinking of joining the fray when the PlayStation 4 version arrives in April, I look forward to showing you around Eorzea!

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    1528: Oi, Hyakkihei https://imnotdoctorwho.moegamer.net/2014/03/26/1528-oi-hyakkihei/ https://imnotdoctorwho.moegamer.net/2014/03/26/1528-oi-hyakkihei/#comments Wed, 26 Mar 2014 22:21:55 +0000 http://angryjedi.wordpress.com/?p=6343 Now I've actually written my review for it over on USgamer, I can talk a little more about The Witch and the Hundred Knight, the game I've been playing most recently. I wasn't quite sure what to make of it initially. It's one of those games where there was a fair amount of negative buzz surrounding it … Continue reading 1528: Oi, Hyakkihei

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    Now I've actually written my review for it over on USgamer, I can talk a little more about The Witch and the Hundred Knight, the game I've been playing most recently.

    I wasn't quite sure what to make of it initially. It's one of those games where there was a fair amount of negative buzz surrounding it quite early on, led by an early review from IGN that wasn't altogether kind. But if my experiences with Time and Eternity were anything to go by, I knew very well that "popular" opinion was something I was unlikely to mesh with, and thus I went in to The Witch and the Hundred Knight with an open mind.

    I was very pleasantly surprised. What we have here is a very unconventional Japanese RPG in every respect. It's not turn-based, it's not party-based, it's not overly moe or ecchi, it's not a comedy. Instead, it's an action RPG with a surprisingly dark, deep storyline, and one of the most interesting main characters I've had the pleasure to hang out with virtually in quite some time.

    Metallia, the eponymous Witch, is a horrible person. Or at least she initially puts herself across as one. She's foul-mouthed, she's quick to anger and she's aggressive. She appears to have no qualms about inflicting bloody revenge on those she feels to have wronged her, and she seems utterly miserable and bitter about everything.

    Over the course of the game, we learn about her. We get to see her gradually letting new people into her life, and starting to seemingly trust them. We get some hints about where all that bitterness and rage has come from. And, quite early on, we also learn that Metallia is not long for this world — though not why immediately.

    We observe all this through the eyes of the Hundred Knight, a supposedly mythical figure that Metallia summons at the outset of the game to do her bidding. The Hundred Knight is the player avatar, though, so you have a certain degree of autonomy from Metallia's wishes, and indeed can express your opinions non-verbally at various points throughout the game. You're still bound to Metallia, so progress in the overall plot is largely determined by eventually fulfilling her wishes of destroying the "Pillars of Temperance" and spreading her swamp around the world, but between those predictable story beats, the Hundred Knight gets involved in a number of distinct adventures, each of which forms itself into a neatly contained episode of the overall narrative.

    A particularly effective episode is the seventh chapter in the game. I won't spoil the details for those who are planning on playing the game for themselves, but suffice to say that it tells a complete, surprising and interesting self-contained story with a surprisingly emotional payoff. It explores both Metallia and the other members of the cast who have joined by this point, and blends both humour and pathos to a surprisingly effective degree.

    The pathos aspect is what I think I've found most surprising about The Witch and the Hundred Knight so far. Developer Nippon Ichi is typically known for relatively light-hearted fare, though in some cases (ZHP is a good example) there's often a more thought-provoking core underneath the exterior fluff. The Witch and the Hundred Knight is, I think, the first Nippon Ichi game where the "dark" aspect has been very much pushed to the forefront, with any comedic moments being somewhat incidental rather than the other way around. The narrative is bleak and, at times, genuinely sad without resorting to being overly "gritty". It's a stark contrast to what I wrote about a short while ago with regard to triple-A games; compared to Thief, which wants desperately to be treated as an 18-rated movie, The Witch and the Hundred Knight never feels like it's trying too hard and, consequently, ends up coming across as far more genuinely mature than Thief ever did despite being considerably more colourful and stuffed full of stylised, bizarre characters.

    Anyway. As I noted in my review for The Witch and the Hundred Knight, I'm sure not everyone will be into the particularly abrasive personality of Metallia and her adventures, but if you're after an interesting action RPG with a compelling, unusual story and some satisfying, challenging game systems, you could certainly do far worse, so check it out if you have the chance.

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    1527: Trope-ical Crush https://imnotdoctorwho.moegamer.net/2014/03/25/1527-trope-ical-crush/ https://imnotdoctorwho.moegamer.net/2014/03/25/1527-trope-ical-crush/#comments Tue, 25 Mar 2014 22:02:52 +0000 http://angryjedi.wordpress.com/?p=6341 The word "tropes" has taken on something of a pejorative meaning in recent years, but I find something oddly comforting about the use of common, established, recognisable tropes — particularly when it comes to Japanese entertainment. I also find it interesting that Japanese entertainment — both games and anime — is a lot more willing … Continue reading 1527: Trope-ical Crush

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    The word "tropes" has taken on something of a pejorative meaning in recent years, but I find something oddly comforting about the use of common, established, recognisable tropes — particularly when it comes to Japanese entertainment. I also find it interesting that Japanese entertainment — both games and anime — is a lot more willing to fully embrace the idea of tropes as part of the medium's language rather than attempting to hide what it's doing.

    Take the common character tropes, for example. In a typical "harem" situation (usually a male protagonist surrounded by female characters, one of whom is typically positioned as the "main" love interest, but the others of whom are optionally also either interested in the protagonist or the objects of the protagonist's affections) you tend to have your tsundere, your kuudere, your childhood friend, your "princess" type, your genki girl and, depending on how many characters are involved, numerous others. And yet the predictability of this type of cast makeup, for me, doesn't prove to be tiresome; quite the opposite, in fact. I enjoy being able to point to the various characters and say "well, she's clearly… and she's clearly…" because it provides a recognisable, established starting point for these characters that can then subsequently be built on over the course of the rest of the work.

    Exactly how — or if — these tropes are built upon by the work depends entirely on the work in question. Some works embrace the established tropes wholeheartedly and make the characters into textbook examples of the character types they initially appear to be: a valid approach. Conversely, some works deliberately work to subvert the tropes they establish in their early hours with some surprising twists and turns for the characters: also a valid approach. And, for some archetypes, subversion of expectations is part of the trope itself: witness the tsundere, for example — usually frowning, overly defensive and, at times, somewhat aggressive — and how her character arc typically involves her "softening" and showing her deredere side. Or the yandere — quiet and meek, but with something seriously unpleasant festering inside that demure exterior. Knowing that at some point she's going to strike doesn't diminish the impact when it happens; if she's a particularly well-disguised yandereit's even more shocking and surprising.

    I'm a fan of tropes, then; I enjoy that feeling of comforting familiarity that comes about when I come across a new character and recognise their traits. And everyone has their favourites, too; for me, I must confess to having a soft spot for tsunderes, but I do also like a kuudere and there's always something heartwarming about a nice childhood friends romance. And the older sister "nee-chan" type. And a cutie imouto. And… Oh dear. (Essentially, I think I'm saying that my ideal anime harem would be made up of the cast of My Girlfriend is the President.)

    If you'll excuse me, I'm off to bed to read TVTropes. (Warning if you're at work: settling down for a "quick read" of that site is a good way to lose a few hours.)

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    1526: Skirting Shadows https://imnotdoctorwho.moegamer.net/2014/03/24/1526-skirting-shadows/ https://imnotdoctorwho.moegamer.net/2014/03/24/1526-skirting-shadows/#respond Mon, 24 Mar 2014 21:38:02 +0000 http://angryjedi.wordpress.com/?p=6339 I "finished" Senran Kagura Burst last night. Well, more accurately, I finished Senran Kagura: Skirting Shadows, also known as the Hanzou Academy side of the game's two-part story. On that side of things, there's still a bunch of bonus levels to complete, plus attempting to A-Rank everything and complete everything in Frantic mode, and then there's the same for the … Continue reading 1526: Skirting Shadows

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    I "finished" Senran Kagura Burst last night. Well, more accurately, I finished Senran Kagura: Skirting Shadows, also known as the Hanzou Academy side of the game's two-part story. On that side of things, there's still a bunch of bonus levels to complete, plus attempting to A-Rank everything and complete everything in Frantic mode, and then there's the same for the Hebijo girls, too, so optimistically I should be looking at at least 40 hours of gameplay in total. Not bad at all.

    I've really enjoyed what I've played so far, and I'm a particular fan of how well the package as a whole caters to different play styles. If you have a few minutes, you can pick up and play a level or two without worrying about plot; each level takes no more than a minute or two to play, and is a lot of fun, particularly with how different all the characters play from one another. If you have a longer period of time available, however, you can play through the story levels you haven't touched (with accompanying, lengthy visual novel sequences), or concentrate on trying to perfect a particular level for an A Rank, or levelling up a favourite character until you have her best moves.

    I was impressed with the story, which was enjoyably mundane throughout despite being about two clans of warring ninjas. The most interesting moments were the ones where the characters were just hanging out eating sushi or chatting among themselves; the most meaningful moments as the "good" shinobi of the Hanzou Academy come to realise that their "evil" counterparts from Hebijo perhaps aren't as different from them as they all once thought.

    Perhaps most notable, though, and I'm aware I've touched on this before, is the fact that throughout the story, the characters are treated with the utmost respect by the scenario writers. The game may be notorious for its gelatinous breasts and panty shots and it may be true that beating the story allows you to blow into the 3DS microphone in an attempt to peek up the girls' skirts, but as characters, Asuka, Katsuragi, Ikaruga, Yagyuu and Hibari are well-defined individuals, each in possession of a decent character arc (particularly so in the case of Hibari) and each designed to "feel" very much like a real person. There's a few recognisable tropes in there — Ikaruga's class president and Katsuragi's perverted older sister nature spring immediately to mind — but the game is set up in such a way that they all feel like much more than just eye candy or pure fanservice. I have no doubt that the Hebijo story path will be much the same when I come to it.

    I'm looking forward to the possibility of the other games in the series making it to Western territories, and very much hope that they do. There's a strong cast of loveable characters here, and it would be great to see them explored further. Whether or not that happens will presumably depend on sales of the first, but the fact that Xseed localised it in the first place (and Marvelous AQL Europe brought it to Europe in physical format) gives me a considerable degree of hope. As "niche interest" as games like Senran Kagura Burst are, they fulfil an important role in the industry and give people like me that pleasant feeling of "yes, this is a game for me" rather than the dumbed-down, lowest-common-denominator nature of a lot of mainstream titles.

    Now I'm feeling a bit shitty (yes, still) so I'm off to bed to snuggle up with the ample bosoms of Hanzou Academy, and there isn't a thing you can do to stop me!

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    1525: Through the Maelstrom https://imnotdoctorwho.moegamer.net/2014/03/23/1525-through-the-maelstrom/ https://imnotdoctorwho.moegamer.net/2014/03/23/1525-through-the-maelstrom/#respond Sun, 23 Mar 2014 20:51:50 +0000 http://angryjedi.wordpress.com/?p=6337 Final Fantasy XIV gets its second major "big patch" next week, and my Free Company and I are looking forward to it a great deal. Like the previous big update A Realm Awoken, Through the Maelstrom, as it's known, not only adds a bunch of new content, but also some tweaks, refinements and additions to the game … Continue reading 1525: Through the Maelstrom

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    Final Fantasy XIV gets its second major "big patch" next week, and my Free Company and I are looking forward to it a great deal. Like the previous big update A Realm Awoken, Through the Maelstrom, as it's known, not only adds a bunch of new content, but also some tweaks, refinements and additions to the game system as a whole.

    Top of the priority list for many players is not any of this new content, however; it's a simple addition known as Glamours, otherwise known as the game's long-awaited vanity system.

    For those unfamiliar, a vanity system in an MMO is pretty much what it sounds like: it's the opportunity to customise your character's appearance however you see fit rather than being restricted to the default appearance of the equipment you're wearing. There are pros and cons to both approaches: having gear with distinct appearances means that you can quickly and easily judge at a glance roughly what level (and class) a particular player is at, for example, but it does mean that everyone has something of a tendency to look the same, particularly at high level. Conversely, a vanity system allows players to look however they want at the expense of that visual shorthand that says "yes, I am an average item level 80 Black Mage ready for some hot Binding Coil of Bahamut action".

    On balance, in a socially-centred game such as an MMO, the opportunity for players to express themselves as they see fit is probably the best in the long run. After all, an MMO character is an extension of yourself, your avatar in the virtual space, and something you've worked hard to develop over the course of many weeks and months — so why the hell shouldn't they look and dress how you'd like them to? There's nothing stopping you wearing the distinctive "uniform" of your class if you still want to, of course, but with the presence of a vanity system you can take that step away from the herd, too.

    I haven't fully decided on the outfits for my various classes as yet, though my rough "theme" is that I want my character to look more feminine. (She is a lady, after all.) Mage gear in particular isn't terribly flattering, being all baggy robes, hoods and silly hats, so I'm contemplating a new black mage ensemble for her in the form of a slinky, sexy black dress (or, more accurately, skirt and top combo that looks a bit like a slinky, sexy black dress) and some dainty gloves, set off by a nice pair of shoes that don't look too ridiculous. I'm keeping an eye out for items that might fit the bill as I'm playing, and I have a feeling that the cloth "All Classes" items typically worn by crafters as they're levelling may just fit the bill nicely — though I'll probably stop short of the high-level ones that incorporate a garter belt on the outside of the incredibly snug skirt. Sexy, yes; impractical, uh, yes.

    In short, yes, I have been thinking about Amarysse's new Eorzea Spring Collection far more than I perhaps should have been. And later in the week I'll be able to implement it, take her out into the dungeons and rack up the Player Commendations for my fetching ensembles. That or get a torrent of questions from people asking why I'm wearing crafting gear as a black mage. We'll see!

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    1524: I Love DIVA https://imnotdoctorwho.moegamer.net/2014/03/23/1524-i-love-diva/ https://imnotdoctorwho.moegamer.net/2014/03/23/1524-i-love-diva/#respond Sun, 23 Mar 2014 00:14:22 +0000 http://angryjedi.wordpress.com/?p=6335 I was editing some Dark Souls 2 walkthroughs the other day, thinking to myself that the idea of spider enemies that cause instant death if they fall on you didn't sound like very much fun at all, and that I didn't really want to play Dark Souls 2. Then I contemplated what I have been playing recently — and, more notably, how I've … Continue reading 1524: I Love DIVA

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    I was editing some Dark Souls 2 walkthroughs the other day, thinking to myself that the idea of spider enemies that cause instant death if they fall on you didn't sound like very much fun at all, and that I didn't really want to play Dark Souls 2. Then I contemplated what I have been playing recently — and, more notably, how I've been playing it — and realised that perhaps I'm not quite so different from the Dark Souls nutcases.

    I am referring to the Vita version of Hatsune Miku: Project Diva f, a quite astonishingly excellent rhythm game starring the eponymous Vocaloid voice synthesiser personification and her similarly artificial friends. It's a game that encompasses a broad spectrum of electronic music, and has one of the best feelings of getting "into" the music that I've felt since plastic instrument-wielding games such as Rock Band and Guitar Hero.

    Project Diva f is a rhythm game in the Japanese mould, in contrast to Rock Band and its ilk, however. This means that there is a strong focus on attaining absolute perfection, and then improving on it some more if at all possible. Specifically, there are two scoring systems at play: a "Grade" bar that goes from 0 to 100 per cent as you accurately tap or hold notes with the correct buttons or flicks of the touchscreen, and a more conventional numerical score that increases according to whether your taps, holds and flicks are "Cool" or "Good" (or, heaven forbid, "Safe", "Bad" or "Awful"). In order to get a "Perfect" rating on a track, you have to hit every single note with a "Cool" or "Good" rating, including nailing two challenging "Technical Zone" sections as well as an additional "Chance Time" section which is also used to trigger bonus events in the background music video of a track.

    I got reasonably into the PS3 version of Project Diva F (the PS3 version has a capital for some reason) but the usual music game audio-visual latency issues rear their head at times, making it an occasionally frustrating experience. You can manually calibrate the latency, but without an easy test function a la Rock Band it can be difficult to judge. This problem is not at all present on Vita — plus there's something a whole lot more satisfying about having the music right there in the palm of your hand. Consequently, I've got a lot more into the Vita version than the PS3 incarnation.

    How much more? Well, I'm currently systematically working my way through the Normal difficulty and attempting to attain a Perfect rating on all the tracks. And I'm doing pretty well so far — though some of the later tracks are going to give me some grief, I can feel it. The challenge is something I relish, though; I enjoy the music, and the feeling of absolutely nailing a difficult track utterly flawlessly is hard to beat. Similarly, missing an easy note with a "Safe" is disappointing and a cue for an immediate restart. Yes, I'm being one of those players. But I'm having a blast — and this constant repetition, practice and improvement is just the same sort of thing that Dark Souls players are presently indulging in, albeit with more slobbering monsters rather than doe-eyed anime-style characters.

    Once Normal mode is done with, it's onto Hard mode, and possibly Extreme if I'm feeling very brave. These two modes are significantly more difficult than the already challenging Normal mode, but I'm looking forward to taking them on; unlike the seemingly impossible harder difficulties of Rock Band et al, I feel that Project Diva f's harder difficulties are well and truly within reach — and that mastering them will be a gaming accomplishment to be proud of.

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    1523: This or That https://imnotdoctorwho.moegamer.net/2014/03/21/1523-this-or-that/ https://imnotdoctorwho.moegamer.net/2014/03/21/1523-this-or-that/#comments Fri, 21 Mar 2014 20:53:58 +0000 http://angryjedi.wordpress.com/?p=6333 I've said this before, and I'll almost certainly say it again numerous times, but I'm finding increasingly frequently these days that there's less of a correlation between perceived/agreed "quality" and things that I actually want to spend my time with, whether that's in TV, movies, anime or video games. This isn't just a simple matter … Continue reading 1523: This or That

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    I've said this before, and I'll almost certainly say it again numerous times, but I'm finding increasingly frequently these days that there's less of a correlation between perceived/agreed "quality" and things that I actually want to spend my time with, whether that's in TV, movies, anime or video games.

    This isn't just a simple matter of, say, wanting to play "bad" games, though; as, again, I've said before, it's more to do with the fact that the "highest quality" games (by popular definition) tend to be the ones that play it most safe; the ones that stick to the established rules that will pretty much guarantee them a positive reception, whether that's mechanically or narratively. There's a reason why all "triple-A" games these days have very similar feelings and atmospheres about them — it's because that's what's been proven to work.

    And there's nothing wrong with that. Upon reflection, I've come to the conclusion that the things I'm more interested in engaging with are the ones that allow me to bring something new to a conversation rather than regurgitating the same opinions that everyone else is espousing at the same time.

    Take Dark Souls II, for example. A great game, no-one is going to deny that, but one for which your average online conversations about tend to run around and around in circles, usually involving one or another of the participants blurting out "Praise the Sun!" as if it's the height of wit. I have nothing to add to that conversation — at least partly because I haven't played Dark Souls II (I didn't like Dark Souls enough to want to invest in the sequel), but I doubt it would be different if I had.

    Contrast with say, something I've played that other people haven't. It doesn't necessarily have to be an obscure game, just something that people might have passed up in favour of something like Dark Souls II or Titanfall. Immediately I have an in-road into an interesting conversation. "Have you played The Witch and the Hundred Knight?" is, for me, much more likely to lead into an interesting opportunity for a conversation and an opportunity to educate my conversational partner than "Have you played Titanfall?"

    I've seen in happen in discussions with my friends before. A conversation that begins "have you played [game we've all played] before?" generally ends fairly quickly after we've done the requisite "oh, what about the bit where [cool thing happens]?" pleasantries. A conversation where I have the opportunity to tell someone about something cool they might not know about at all, however? That's hugely enjoyable; likewise, when I have the opportunity to learn about a type of game I don't normally consider from my friends, I relish the opportunity, too. I never would have considered the awesome things about Euro Truck Simulator, Crusader Kings 2 or all manner of other games out there had I not been willing to engage in conversation about them. I might not get around to playing some of those games in some cases — or if I do, there's no guarantee I'll like them — but I consider my life to be somewhat richer for knowing that they exist and that yes, there are people out there who love playing them, just as I love playing colourful anime games with big-eyed pretty girls in them.

    But I've found this feeling extends somewhat to games that are in my wheelhouse, too; Bravely Default, for example. It's an astonishingly good, PS1-style JRPG, and yet when I think back on the games that I've played in the last few months, I look back much more fondly on the stranger, the more quirky and the more flawed titles rather than that, which is "objectively" (insofar as it is possible to be "objective" about the quality of a video game) better. I gave Bravely Default five stars when I reviewed it over at USgamer and I stand by that score, since it's great; when I come to look back on the most memorable games I played in 2014, however, I have little doubt that other titles are going to be far, far ahead of it.

    This is what I like about gaming today, but it's also quite frustrating at times: there's a wealth of interesting, exciting and unusual games out there to play, but still the majority of conversation seems to fixate on the same one or two titles at the same time.

    Perhaps I just need to make some new friends.

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    1522: Esuna https://imnotdoctorwho.moegamer.net/2014/03/20/1522-esuna/ https://imnotdoctorwho.moegamer.net/2014/03/20/1522-esuna/#respond Thu, 20 Mar 2014 19:17:46 +0000 http://angryjedi.wordpress.com/?p=6331 If only the "Esuna" spell was a thing. (For the non-Final Fantasy-literate, Esuna is a spell that immediately heals all negative status effects.) That would have sorted me right out on Monday night when I felt this bug hitting me. It would have prevented nearly a working week of lying in bed coughing, moaning and … Continue reading 1522: Esuna

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    If only the "Esuna" spell was a thing. (For the non-Final Fantasy-literate, Esuna is a spell that immediately heals all negative status effects.)

    That would have sorted me right out on Monday night when I felt this bug hitting me. It would have prevented nearly a working week of lying in bed coughing, moaning and realising that actually, my bed isn't all that comfortable at all, really, particularly when you're in quite a lot of pain.

    Still, what's done is done, and unfortunately it's not as if I could have done anything about it anyway. You can take all the preventative measures you want, but if an illness decides it's going to strike, it's going to strike. Fuckers. I do find it slightly worrying and ironic that the last couple of times I've felt particularly bad recently — this week and one day last week — have been immediately after I made a conscious effort to do some exercise. It's like my body doesn't want to get fit and healthy. I'll show it who's boss, though. (Unless I get struck down with the plague immediately after going swimming again. In which case, fuck everything.)

    One thing I've never been able to shake out of my mind is a hangover from my days working in schools, and that's the guilt I feel at being ill. Taking a day off sick when you work as a teacher is a massive inconvenience to all of your colleagues, you see, and in many cases you actually end up having to do some work anyway to ensure you have some stuff sent in for those covering your lessons. In most schools, pupils don't simply get a free period if their teacher isn't there, after all, and when you teach a specialist subject such as music you can pretty much guarantee the person covering your class will not be a music specialist. (They will almost definitely be a PE teacher, which is pretty much the polar opposite of being a music teacher.)

    Guilt at being ill when you're a teacher is somewhat justified, then, as it often has a significant impact on a number of people's days — the office staff have to sort out who's going to cover your lessons, the staffers who were looking forward to a free period or two now have to cover your lessons and, more often than not, your head of department has to check that the kids aren't killing the poor cover teacher.

    But in other jobs? Variable. I felt particularly guilty this week due to the fact that my USgamer colleagues are at GDC and could have done with some support on the home front, but I have no doubt that they successfully handled it between them. And if I had a job that didn't face the public at all, like my ill-advised brief jaunt into temporary office work? My absence barely mattered at all; in fact, I don't believe anyone even noticed when I wasn't there, since none of them talked to me anyway.

    Anyway. I think I am on the mend. I still have a nasty cough that keeps flaring up, but the headache and accompanying dizziness appears to have faded. I'm not sure how well I'm going to be able to sleep tonight, given that lying down seems to exacerbate my cough somewhat, but we'll see. In the meantime, Hatsune Miku is keeping me entertained.

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    1521: Wretched https://imnotdoctorwho.moegamer.net/2014/03/19/1521-wretched/ https://imnotdoctorwho.moegamer.net/2014/03/19/1521-wretched/#comments Wed, 19 Mar 2014 19:14:28 +0000 http://angryjedi.wordpress.com/?p=6329 Still feeling utterly wretched, though not quite as bad as yesterday in that I can actually move and do things now, so long as I take an hour or two to psych myself up beforehand. Most of the more horrid symptoms I've been exhibiting — a cough that makes my head feel like it's exploding, … Continue reading 1521: Wretched

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    Still feeling utterly wretched, though not quite as bad as yesterday in that I can actually move and do things now, so long as I take an hour or two to psych myself up beforehand. Most of the more horrid symptoms I've been exhibiting — a cough that makes my head feel like it's exploding, a fever, body aches so strong that it hurt to even think about moving at several points yesterday — appear to be calming down a bit, but I'm still stuck with an unpleasant sore throat and, perhaps the most annoying of all, a bunged-up head that is not only the source of a constant, dull ache but also has kept me feeling consistently dizzy any time I stand up.

    I mentioned yesterday that this has been quite an "interesting" illness, though, and whatever is going on in my head is presumably something to do with that. I'm not sure of the exact definition of being "delirious", but my mind was definitely doing something odd any time I closed my eyes, particularly when I was lying down.

    If I lay on my right side, my brain would immediately kick into some sort of in-depth technical project that, for some reason, I associated with Metal Gear Solid: Ground Zeroes, despite the fact that I 1) haven't played it and 2) have no evidence that there is a Metal Gear in Ground Zeroes. Said project would repeatedly get tantalisingly close to completion, but I'd never quite figure out what it was, and by the time it looked like I might get somewhere, the process would start over again.

    If I lay on my left side, meanwhile, my brain would immediately start planning some sort of low-tech project to do with bows and arrows, possibly prompted by the fact that I spent part of yesterday whimpering on the sofa watching Disney's Robin Hood, which I haven't seen for a good twenty years or so. Again, this project would never come to fruition; by the time it felt like it might, I'd get uncomfortable and have to turn over and start the other one again.

    Both of these mental workouts, whatever they were, were interesting to see, but they made it an absolute bugger to get to sleep, and as such I'm not entirely sure quite how much sleep I've actually gotten in the last couple of days. Lying down isn't relaxing at all right now, but when I sit up I just don't have the energy to do anything. It took me a while to summon up the strength to sit down in front of the computer and pen this post, and said strength is already fading.

    As such, I'm going to dose myself up with Lemsip and try to actually get some sleep. Good night.

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    1520: fever dream https://imnotdoctorwho.moegamer.net/2014/03/18/1520-fever-dream/ https://imnotdoctorwho.moegamer.net/2014/03/18/1520-fever-dream/#comments Tue, 18 Mar 2014 21:59:27 +0000 http://angryjedi.wordpress.com/?p=6327 i'm super-ill right now, like can't get out of bed ill, so you'll forgive me if I don't have a lot to say. i am writing this post in all lower-case too, to elicit sympathy. is it working? ironically this has been quite an "interesting" illness for reasons i will go into when i feel … Continue reading 1520: fever dream

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    i'm super-ill right now, like can't get out of bed ill, so you'll forgive me if I don't have a lot to say. i am writing this post in all lower-case too, to elicit sympathy. is it working?

    ironically this has been quite an "interesting" illness for reasons i will go into when i feel a bit better. for now, i am going to continue sleeping.

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    1519: Hidden Traitor https://imnotdoctorwho.moegamer.net/2014/03/17/1519-hidden-traitor/ https://imnotdoctorwho.moegamer.net/2014/03/17/1519-hidden-traitor/#respond Mon, 17 Mar 2014 23:54:15 +0000 http://angryjedi.wordpress.com/?p=6325 I've played quite a few "hidden role" board games recently, and I'm coming to enjoy them quite a bit. Most recently, I've had the chance to have a go at Saboteur, Avalon and Quicksand, each of which have a very different feel to them but all make good use of the "hidden roles" mechanic. They're added to my list … Continue reading 1519: Hidden Traitor

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    I've played quite a few "hidden role" board games recently, and I'm coming to enjoy them quite a bit.

    Most recently, I've had the chance to have a go at Saboteur, Avalon and Quicksand, each of which have a very different feel to them but all make good use of the "hidden roles" mechanic. They're added to my list of "enjoyably backstabby games" that also contains the excellent Shadows Over Camelot and Battlestar Galactica.

    Quicksand was a new one on me this evening, and it's an enjoyable, lightweight, "filler" title. It's a simple race game at heart, but the hidden role aspect makes it very interesting

    There's six different characters, you see, and only you know which one is yours. On your turn, you can play cards from your hand to move one of the characters — one space per card played. Landing a character on a space of the same colour as themselves allows you to discard any number of cards from your hand and then draw back up to a full hand; otherwise, you simply replenish your hand at the end of the turn without discarding anything. Consequently, the game becomes about shifting the other pieces around to get an optimal hand of cars, then storming ahead with your own character — though naturally, there's the opportunity to fuck with each other thanks to Quicksand cards, which immobilise a character until you play an extra card of the correct colour.

    Saboteur, meanwhile, was an interesting little game that not only had hidden roles, but also asymmetrical play. Taking on the role of dwarves, two teams are racing to be the first to dig their way to the gold, but playing alongside them is at least one Saboteur, who is aiming to deplete the deck of cards as quickly as possible; a Geologist, who is aiming to get as many "crystal" cards on the table as possible; a Captain, who is aiming to help one of the teams to win; and… and… possibly something else I've forgotten but can't be bothered to look up because I feel like crap and just want to get this post over and done with. (Hey. At least I'm honest.)

    Avalon, on the other hand, is a completely different beast again. In this game, several of the players are around the table are loyal knights of King Arthur, while the others are evil people of various descriptions. Through an enjoyably silly "open your eyes, close your eyes" sequence at the outset, certain characters know who each other are but others don't, and from there it's a matter of assigning people to "quests" and then hoping they don't vote that it fails. It's actually a pretty simple, relatively quick game to play, but the amount of interaction around the table makes it a lot of fun and, I would have thought, a fun party game for those willing to invest a little time to learn the rules.

    I really do feel awful now so I'm going to go to bed and hope I feel better in the morning. Apologies for the bluntness but, you know. Whatever. Later!

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    1518: New Media https://imnotdoctorwho.moegamer.net/2014/03/16/1518-new-media/ https://imnotdoctorwho.moegamer.net/2014/03/16/1518-new-media/#comments Sun, 16 Mar 2014 23:45:35 +0000 http://angryjedi.wordpress.com/?p=6323 I've been contemplating the ways that people "consume" (ugh, I hate that word, but it seems to be the one in use most frequently these days) content online, and trying to determine a way it could be applied to our currently-stalled podcast over at The Squadron of Shame. The Squadron of Shame SquadCast certainly worked … Continue reading 1518: New Media

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    I've been contemplating the ways that people "consume" (ugh, I hate that word, but it seems to be the one in use most frequently these days) content online, and trying to determine a way it could be applied to our currently-stalled podcast over at The Squadron of Shame.

    The Squadron of Shame SquadCast certainly worked extremely well for the episodes we did it for, but it did often end up being a little more demanding on the editing time than I would have liked, particularly as we're all amateurs making use of not-brilliant equipment that often results in things like background hum, echo and other annoying flaws that are difficult to edit out. Much of my editing time was often spent manually trimming out echoes and funny noises, and in the case of a 2-3 hour episode — which most of our episodes tended to be — it would take the majority of the day to do this.

    One of the things I'm wondering right now is how relevant the podcast format still is. Obviously I know that there's enough of a market for sites like Giant Bomb to keep making one every week, and for established podcasting personalities like Garnett Lee to be able to start a new show and have people follow him to see what he's up to. But I'm also conscious of the rise of alternative means of "consuming" (blech) content in the last couple of years, with YouTube being one particularly disruptive influence, and live broadcasts such as Twitch streaming and Google Hangouts being another.

    Awareness of these alternative forms of media has made me ponder whether the standard podcast format is absolutely the best possible thing for the SquadCast going forward, or whether it's worth contemplating an alternative means of presentation (with an accompanying means of archiving/downloading where necessary.)

    The SquadCast has always been a "book group" style of discussion surrounding a game or gaming-related topic, and it's worked well for us in the past. But gaming is also an inherently visual medium, which makes me wonder whether some form of video presentation might be worth experimenting with, perhaps combined with live broadcasting.

    Another reason I bring this up is that Skype, which we have previously used to talk to one another and record the discussions we have, has become a largely unworkable mess ever since Microsoft bought it, making it impossible for me to "archive" the complete conversation just in case someone's individual recording fails to work properly. I haven't needed this facility on many occasions, but on the couple where someone's recording was destroyed by Audacity's frequent crashes, having that backup facility was a godsend. With the way Skype works now, though — you can't run it in more than one user account on a Mac at once, which is what I used to do — working this way is impossible without an unnecessarily convoluted setup involving more than one computer.

    What I've been pondering is making use of something like Google Hangouts, which allows for a number of features that would seem ideal for a discussion about games. It allows participants to converse via either audio or video chat, and it also allows for the footage of the participants to be intercut with other things such as videos from YouTube and the like. For example, while discussing a particularly interesting scene in a game, making use of Google Hangouts would allow you to find that scene on YouTube and then broadcast it to the people watching the Hangout, which strikes me as an eminently good idea. Presumably it would also allow for playing footage while the conversation continues over the top, which is a little more interesting than just gazing at a bunch of talking heads for a few hours.

    Google Hangouts can also be easily archived to YouTube, and then one of the many YouTube-to-MP3 converters out there can be used to archive an offline version of the discussion's audio, which can subsequently be released as a standard podcast for those who wish to continue listening in that way. It'll be rawer due to the lack of editing and its inherently live nature, but I've often felt when I edit a show that I was making the job a lot more difficult and time-consuming than it really needed to be.

    Anyway. I'm just thinking out loud here. Interested to know your thoughts, though, particularly if you've been either a listener or a participant in the SquadCast at any point in the past. (Those who are neither, you can educate yourself thanks to our archives here.)

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    1517: The Misunderstood Fan https://imnotdoctorwho.moegamer.net/2014/03/16/1517-the-misunderstood-fan/ https://imnotdoctorwho.moegamer.net/2014/03/16/1517-the-misunderstood-fan/#comments Sun, 16 Mar 2014 00:12:23 +0000 http://angryjedi.wordpress.com/?p=6321 It can be a trying task being a fan of something at times. And by "fan" I don't mean "rabid, frothing fanboy/fanmadam" (thanks NISA); I mean simply someone who has a particular preference for something, and who will, in many cases, indulge in that thing to the exclusion of other, perhaps more "mainstream" things. Since … Continue reading 1517: The Misunderstood Fan

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    It can be a trying task being a fan of something at times. And by "fan" I don't mean "rabid, frothing fanboy/fanmadam" (thanks NISA); I mean simply someone who has a particular preference for something, and who will, in many cases, indulge in that thing to the exclusion of other, perhaps more "mainstream" things.

    Since pretty much "coming out" as a fan of visual novels, anime and associated goodness around the time Katawa Shoujo was released, I've run into this issue a number of times. In the case of Japanese entertainment, the cultural rift between East and West means that some people are less than understanding about certain aspects of what our friends in the East produce.

    And perhaps that's understandable in some cases; even as a fan of a broad spectrum of Japanese entertainment, I'll happily admit that there's plenty of content — primarily around the area where sex and violence cross over — that makes me uncomfortable, and so I deliberately choose not to expose myself to that sort of thing. ("Discovering" Urotsukidoji in my teens was quite enough, thanks.) It exists, though, and I can deal with that; it's simply something I choose not to engage with. (I also don't believe for a second that it's actually harmful — to believe as such is to show an alarming lack of faith in humanity's ability to distinguish between fact and fiction, and a similarly alarming willingness to believe that everyone is stupid enough to just want to emulate everything they see. Sometimes fantasy is just fantasy.)

    The trouble comes when people start to assume the worst about an entire culture's output based on some of its more questionable or discomfort-provoking aspects, or even, in some cases, based on things they just think they know — the "lol Japan" approach.

    Let's take the recently released Senran Kagura as an example. Here we have a game that explores and respects its characters in great detail — going so far as to give each and every one of them their moment in the spotlight in lengthy, well-written visual novel sequences — that also happens to feature characters with big jiggly boobs who occasionally flash their pantsu. Are the jiggly boobs and pantsu necessary? Of course they're not, but they don't detract from all the other good stuff that the game is doing — and frankly, what is there to be ashamed of there, anyway? Senran Kagura's cast is depicted to be a bunch of strong, independent young women who are more than capable of taking care of themselves and who are, above all, confident and comfortable in who they are and what they look like. (Those who have played it will know that the possible exception to this rule is Hibari, but her own character arc revolves around her coming to terms with her own inferiority complex; the end result is her accepting herself, flaws and all, and recognising that she doesn't have to go it alone.)

    Admirable traits, I'm sure you'll agree, and so what does commentary about the game focus on? You guessed it; the jiggly boobs and the pantsu. And the aggression with which these criticisms are delivered is astonishing — take this outstandingly vitriolic takedown of the game that appeared not on someone's personal blog, but on the official Nintendo magazine's website. Or take the comments that habitually appear on any article about the game, which usually involve accusations of those who enjoy the game being "perverts" or, in more extreme cases "paedophiles". It's gross and disgusting, and it makes my heart sink any time I see it. And there's no point trying to argue your case against these people; they're people who have made their minds up about something, and have no interest in changing it.

    For what it's worth, I'm firmly of the belief that there's not actually anything wrong with enjoying the fanservicey aspects of titles like Senran Kagura and its ilk; acknowledging your own sexuality is a healthy thing to do, and finding something that isn't real attractive does not necessarily say anything about your attitudes towards a real-world equivalent. Indeed, I'll happily admit to having been attracted to some Japanese titles purely by the fanservice aspect, whether it's video games or anime; in pretty much every single case, I've been pleasantly surprised to discover that beneath the often in-your-face sexuality of some works, there beats a heart of gold; in many cases, I've even discovered that the fanservice aspect is a lot "tamer" than a lot of people tend to make out, and the whole point of it is actually to tell an interesting story with some loveable and, yes, attractive characters. (There's also some stuff that purely exists to be sexy, and that, too, is both fine and can be enjoyable.)

    Here's the thing: I, like, I'd wager, pretty much anyone else who enjoys anime and other Japanese forms of entertainment, am capable of distinguishing between fantasy and reality — and anime-themed entertainment is so obviously fantasy that I find it very difficult to take the more vitriolic criticisms of it seriously, particularly when they're delivered with such furious anger that it often becomes clear that the one raging has very little actual experience with the work in question beyond the most superficial knowledge — see that Official Nintendo Magazine piece.

    I often find myself wondering if fans of other niche interests find themselves subject to similar scorn. Is one of my dearest friends, who is such a fan of heavy machinery (whether military or agricultural) that he describes his reaction to various hulking metal beasts in terms of how "tumescent" they make him, likewise a "pervert" for talking about things in this way? Of course not. Whether or not they really do make him tumescent is neither here nor there, and is nothing but his own business; his own personal interest in such things is something that is important to him, something that I respect and something that, on several occasions, has in fact led me to checking out things that I otherwise never would have explored for myself at all. An ultimately positive experience, in other words.

    It's a pity that not everyone feels they can be open-minded about things not immediately familiar to them, and instead jump to conclusions without bothering to investigate them for themselves. It happens in all aspects of society, not just the ultimately not-all-that-important really fandoms of various forms of entertainment, and it sucks every time it comes up, particularly when I see it upsetting people I know and like. (Or when it upsets me which, I won't lie, it has done on a number of occasions.)

    Live and let live. And perhaps, just once, ask your friend what it is about [x] that they like so much. Be willing to take a look for yourself and reconsider your opinion.

    And if you still don't like it? Don't be an ass to people who do.

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    1516: New Dawn for the Galaxy https://imnotdoctorwho.moegamer.net/2014/03/15/1516-new-dawn-for-the-galaxy/ https://imnotdoctorwho.moegamer.net/2014/03/15/1516-new-dawn-for-the-galaxy/#respond Sat, 15 Mar 2014 02:43:45 +0000 http://angryjedi.wordpress.com/?p=6319 Been looking forward to this weekend not only for the fact I had the aforementioned shitty week, but also because it's been planned for quite a while to be a weekend of board gaming goodness, perhaps punctuated with a jaunt into starship bridge simulator Artemis tomorrow once everyone is here. Tonight, however, we played Eclipse, a game which we've … Continue reading 1516: New Dawn for the Galaxy

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    Been looking forward to this weekend not only for the fact I had the aforementioned shitty week, but also because it's been planned for quite a while to be a weekend of board gaming goodness, perhaps punctuated with a jaunt into starship bridge simulator Artemis tomorrow once everyone is here.

    Tonight, however, we played Eclipse, a game which we've had a good crack at on several occasions but never actually finished. Tonight, with no commitments, no-one needing to get home in the morning or any other considerations, we finally played a full game, and it was a lot of fun.

    Eclipse, for those unfamiliar, is a sci-fi "4X" (explore, expand, exploit, exterminate) strategy game in which each player is attempting to build the best galactic civilisation over the course of nine rounds. You do this through a combination of researching new technology, improving the ships and starbases of your fleet, exploring the cosmos and gradually expanding your sphere of influence across the galaxy. Meanwhile, your opponents are all attempting to the same thing, too, but interestingly — and unlike a multiplayer game of Sid Meier's classic 4X title Civilization, there's rarely a feeling that the game is forcing you into direct conflict against other players — indeed, the majority of our game tonight was a fairly peaceful affair, with most people building up their empires in relative isolation, but there's a pleasing feeling of "cold war" throughout; the sensation that, at any moment, things could erupt into unpleasant hostilities.

    This happened in the last round of the game, with several daredevil attacks and the unfortunate loss of a couple of my systems. I still managed to come second, though, which is considerably better than I usually do in strategy games.

    The thing I particularly like about Eclipse is how well designed it is. Your player information board may be full to bursting with small wooden cubes and discs, but the way the game asks you to place these and move them around means that you can always see the state of your empire at an easy glance. Take more actions in a round and your cost of upkeep will be higher; have more cubes taken off your population stock and you'll reveal higher numbers for production of money, science and resources. It works really well.

    The research system is also rather neat; it reminds me a little of the PC game Endless Space in some ways in that you have basic "blueprints" for your various ships and can upgrade and retrofit them over the course of the game according to the situation. And there's a lot of flexibility, too; I saw some mid-game success with interceptors and cruisers outfitted with powerful missiles and efficient targeting computers, while in the late game two of my opponents were slugging it out with immensely heavily armoured but not all that powerfully-armed vessels, leading to a lengthy exchange of dice rolls as they attempted to whittle one another down.

    It's a long game and a complete pain in the arse to set up due to the sheer number of pieces there are to lay out in appropriate places. There's also a fairly hefty element of luck regarding things like initial placement and whether or not you come across powerful alien technologies to immediately add to your ship blueprints, but there's also a pleasant feeling of being able to approach the game in your own way. I tend not to be an overly warlike player when playing something like Civilization against the computer, so I appreciate a tabletop game that doesn't necessarily force me into direct conflict against another player until it becomes apparent that things are otherwise at a stalemate. (As it stands, I should have probably prepared better for the attack that came in the final turn, but eh; I'm happy with second place.)

    The expansion supposedly improves the game in a number of areas, so we're probably going to check it out at some point. This one is very much a "weekend game" though; it's not one you can easily get through on a weeknight evening!

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    1515: Bring On the Weekend https://imnotdoctorwho.moegamer.net/2014/03/13/1515-bring-on-the-weekend/ https://imnotdoctorwho.moegamer.net/2014/03/13/1515-bring-on-the-weekend/#respond Thu, 13 Mar 2014 22:32:47 +0000 http://angryjedi.wordpress.com/?p=6317 I'm having a fairly shitty week. Not only have I not been feeling particularly 100% for a lot of it (though since I took that day off to rest and recuperate a bit, the rest of the week seems to have flown by) but a lot of things have been going frustratingly wrong, too. Nothing … Continue reading 1515: Bring On the Weekend

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    I'm having a fairly shitty week. Not only have I not been feeling particularly 100% for a lot of it (though since I took that day off to rest and recuperate a bit, the rest of the week seems to have flown by) but a lot of things have been going frustratingly wrong, too. Nothing major or anything; just a mountain of tiny annoyances that, when added all together, just make me want to throw things.

    For one thing, our coffee machine broke. It's been working perfectly for ages — about 13 months, if our receipt is to be believed — but the other day it just decided that no, it was no longer going to pour coffee out of its spout; instead, it thought it would be a much better idea to pour the coffee inside itself instead. (I don't even know how or why that is happening; there's nothing blocking the spout or anything, so I can only assume one of the bits that goes voonkarankachank when you turn it on has stopped moving to where it goes clunk.) Hopefully we should be able to return it to where we got it and get it replaced, though. If not, it's taking a trip back to Nespresso.

    Then my laptop's battery buggered up again. I only had this fixed back in January, and now it's stopped charging again. Well, no, that's not quite true — Windows says it's charging and it works absolutely fine when plugged into the mains, but the battery percentage never gets off 0%. The Internet says I should try freezing it, but I'm not doing that. Fortunately, given that the machine was repaired not all that long ago, Novatech, bless 'em, are going to take a look and repair it for free. Their customer service has been consistently excellent any time I've needed it — which is mercifully infrequently with both my desktop and laptop systems I got from them — and I wouldn't hesitate to recommend them to others.

    Then some documentation I sent off in order to cash in some investment I don't really understand that my parents had been holding for me didn't arrive at its destination, which has delayed me coming into possession of a pleasingly large amount of money which I could do with to do things like pay off my credit card and, you know, pay for things with the new house.

    None of this issues are "game-breaking" as they can all be resolved pretty easily; it's just frustrating when all this shit happens at the same time — the same day, in the case of the latter two. Hopefully it shouldn't take too long to get them all sorted out and I can get back to being pissy at people who won't talk about anything but Titanfall.

    For now, I'm off to bed with Hatsune Miku. On the Vita. Yes.

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    1514: New Journeys in the Dark https://imnotdoctorwho.moegamer.net/2014/03/13/1514-new-journeys-in-the-dark/ https://imnotdoctorwho.moegamer.net/2014/03/13/1514-new-journeys-in-the-dark/#respond Thu, 13 Mar 2014 00:13:54 +0000 http://angryjedi.wordpress.com/?p=6315 We finally got around to starting a new campaign of Descent: Journeys in the Dark 2nd Edition (hereafer Descent to save my own sanity) recently. We eventually abandoned our original campaign on the "finale" quest after getting a number of rules exceedingly wrong for the entire campaign, which meant that the party of heroes were exceedingly overpowered, while the … Continue reading 1514: New Journeys in the Dark

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    We finally got around to starting a new campaign of Descent: Journeys in the Dark 2nd Edition (hereafer Descent to save my own sanity) recently. We eventually abandoned our original campaign on the "finale" quest after getting a number of rules exceedingly wrong for the entire campaign, which meant that the party of heroes were exceedingly overpowered, while the Overlord (me) was vastly underpowered.

    This time around, we're going to do it right. I'm playing a hero this time around, so it'll be fun to be on the other side of the table, and we're also playing with the Lair of the Wyrm expansion, which adds a couple of new character classes plus rules for "rumors" and extra quests that bolt on to the existing campaign. They're mostly fairly minor changes, but it should be fun.

    The new class I'm playing as — a Geomancer — is looking like it has potential to be fun. Beginning with a ranged magic weapon and the ability to summon a stone familiar which can subsequently make use of aforementioned ranged magic weapon, levelling up eventually equips me with the ability to summon more than one stone, detonate them and blast enemies in the vicinity, and all sort of other happy funtimes.

    I actually haven't really explored the other classes all that much, but the way Descent is designed makes for an interesting set of combinations. Each player gets to pick a hero character, and that hero has fixed stats and special abilities (one of which can always be used, one of which may only be used once per "encounter" in a quest) — but from there, you can pick one of several specific classes for that hero's archetype. This allows for a ton of variety, particularly given that the game and the expansion certainly don't skimp on the available heroes. I'm looking forward to working through the campaign and getting a feel for how my character fits into the party as a whole.

    The game continues to impress me as a good balance between cooperative and competitive, strategic and thematic play. It is, I think, one of the best games in our collection for keeping pretty much everyone around the table happy for one reason or another, and thus I'm always glad to be able to get it out.

    As I think I've probably mentioned before, one of the things I particularly like is that it isn't a straightforward dungeon crawl, despite how it positions itself on its packaging and in its marketing. No, instead it's more of a small-scale skirmish game in which a small team of heroes faces off against a modest force of monsters, with both sides trying to complete objectives that are usually a lot more interesting than just "kill all of the other team". In the introductory quest, for example, the Overlord's task is to get five goblins off the map — and said goblins keep respawning even if the heroes kill them. The heroes, meanwhile, are tasked with defeating a strong boss monster while simultaneously attempting to block the flow of goblins. All of the quests are like this to one degree or another; it gives the game a pleasant feeling of asymmetry while keeping things interesting for both sides and preventing it from becoming mindless hack-and-slash.

    There's also a really nice system of dice for combat. A basic attack uses a blue six-sided die, which determines whether or not you hit and a small amount of damage. Equipped weapons then add additional dice to this basic die of either the yellow or red variety. Yellow dice do less damage overall, but they have more in the way of "surges" — energy markers that, when rolled, can be used to trigger special abilities. They can also be used to increase the range of ranged weapons — in order to hit something at range, you have to roll a high enough number as well as hitting with the blue die. Red dice, meanwhile, are largely focused on dealing more damage.

    On top of that, there are brown, grey and black defense dice that reflect how much protection a character has thanks to their equipment and innate abilities — but then certain weapons have a "pierce" skill that allows them to ignore some defense. The systems all gradually build on top of each other, but things never get overwhelmingly complicated. It's satisfying.

    In fact, the only thing I'm really not a fan of about Descent is that the box insert it comes with is absolute garbage — in fact, I chucked in in order to get everything fitting in the box a bit better. Between all the miniatures, the zillion tokens and the big thick cardboard map tiles, there's a lot of stuff in that box, though, and it's tricky to keep it organised. I'm going to have to look into a better storage solution for it if I want to play it a bit more often, I think!

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    1513: Take a Moment https://imnotdoctorwho.moegamer.net/2014/03/12/1513-take-a-moment/ https://imnotdoctorwho.moegamer.net/2014/03/12/1513-take-a-moment/#comments Wed, 12 Mar 2014 00:01:31 +0000 http://angryjedi.wordpress.com/?p=6313 As you probably gathered from yesterday's entry, I haven't exactly been feeling on top of my game, so I had today as a quiet day of rest to try and recuperate a bit. I'm not quite sure exactly what has been getting me down — some combination of stress, exhaustion and achey muscles from overdoing … Continue reading 1513: Take a Moment

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    As you probably gathered from yesterday's entry, I haven't exactly been feeling on top of my game, so I had today as a quiet day of rest to try and recuperate a bit. I'm not quite sure exactly what has been getting me down — some combination of stress, exhaustion and achey muscles from overdoing it a bit in the gym, I think — but whatever it was, it pretty much knocked me out of action for most of this morning and I spent most of the day sitting on the sofa not doing very much.

    Actually, that's not quite true; a quiet day was the perfect opportunity to get stuck into The Witch and the Hundred Knight, which I'm reviewing later in the month and as such won't be talking about on here just yet other than to say I'm enjoying it so far.

    A quiet day is something we all need now and then, regardless of whether or not we're actually feeling ill, run-down or some combination of the above. Weekends aren't quite the same thing, because weekends often turn into "let's do all the things we couldn't do in the week". You have to make a specific effort to have a relaxing weekend, otherwise you'll magically find yourself at the shop, walking around town, digging the garden or something equally both banal and tiring.

    The trouble with modern life is that it's all too easy to fall into "the guilt trap" — feeling that doing "nothing" (i.e. taking the time to relax and recharge a bit) is somehow a waste of time. Different people feel this to varying degrees — I have one friend who feels guilty when he sits down to play computer games, for example, while I tend to feel it when I take a day off from work, as I did today. In my case, the guilt from taking a day off work stems from my time working as a teacher — there, if you took a day off, there was absolutely no doubt: you were negatively affecting someone else's day, because they would have to cover your lesson. Not only that, but you'd still end up having to do some work even if you were on your deathbed; most schools expect you to provide some sort of cover work for you while you're off. A more organised teacher than myself would have a bank of cover work already available but… yeah, no.

    Anyway, suffice to say, despite feeling seriously grotty for pretty much the whole day, a restful day has done me the world of good. And while I'm not exactly feeling quite 100% again just yet, I at least feel a little more ready to face the world than I did this morning, which was, frankly, not at all — not helped by the fact that my coffee machine is presently broken. Boo, hiss and so on.

    Anyway, that's that. Off to bed for me, and back to the daily grind tomorrow.

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    1512: Fatigue https://imnotdoctorwho.moegamer.net/2014/03/10/1512-fatigue/ https://imnotdoctorwho.moegamer.net/2014/03/10/1512-fatigue/#respond Mon, 10 Mar 2014 23:32:36 +0000 http://angryjedi.wordpress.com/?p=6311 I joined the gym again yesterday, and got up early to go this morning. Now I feel like shit. I feel the two things are not coincidental, though the "feeling like shit" part, to be fair, was lingering in the background before the "going to the gym" part, so going to the gym probably did … Continue reading 1512: Fatigue

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    I joined the gym again yesterday, and got up early to go this morning. Now I feel like shit. I feel the two things are not coincidental, though the "feeling like shit" part, to be fair, was lingering in the background before the "going to the gym" part, so going to the gym probably did not help matters.

    I am in a frustrating situation in that I clearly need to do some exercise — I've been feeling super-crappy recently, getting out of breath far too easily, and something I've done somewhere along the line feels like it's knackered my left knee — but actually getting back into a good routine looks like it is going to be difficult. It will, of course, get easier over time assuming I keep it up, but it's getting that initial burst of motivation going that is going to prove challenging, I feel.

    My most positive experience with fitness was back when I worked at the Apple Store in WestQuay here in Southampton, and the gym and pool complex was both practically next door to where I worked, and on the way home. Consequently, it was pretty easy to just drop in, do some exercise either in the gym or the pool, then head home and have my whole evening ahead of me. It got me into good habits and made me feel reasonably good about the effort I was putting in — I'm not sure whether or not it actually helped me lose any weight, but part of it was just the mental wellbeing it brought about. I still wouldn't have described myself as particularly "fit" but I was certainly a whole lot better than I am now.

    The difficulty with being unfit is that it makes the process of actually getting fit infinitely more difficult to get started with. When it's uncomfortable and painful to engage in exercise, the idea of voluntarily putting myself through that is not at the forefront of my mind. But I need to; hopefully it will be something that gets easier relatively quickly and helps me improve my motivation. Because right now there's not a lot of it there — though some of that may be due to the fact that I don't think I'm very well.

    Going to get some good rest and then hopefully kick this thing off in earnest at some point in the next few days. I'm looking forward to having a swim, actually; it's been quite a while since I had a good swim, and while I'm not very good at it — I'm painfully slow, even when doing "fast" strokes — I do find it to be quite a relaxing experience, so that could be the ideal thing to ease myself back into things.

    Anyway, for now I'm off to bed. Apologies for the self-pitying nature of today's post but, eh, you're probably all used to it by now. G'night.

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    1511: Read This Post and I'll Give You £1,000 https://imnotdoctorwho.moegamer.net/2014/03/10/1511-read-this-post-and-ill-give-you-1000/ https://imnotdoctorwho.moegamer.net/2014/03/10/1511-read-this-post-and-ill-give-you-1000/#respond Mon, 10 Mar 2014 00:28:23 +0000 http://angryjedi.wordpress.com/?p=6308 No I won't. Because… come on, fucking seriously? Do you really need me to explain why that is never, ever going to happen? Apparently so, because last night's #AskHannaForCash travesty on Twitter proved beyond the shadow of a doubt that social media is turning people into dribbling idiots. For those not on Twitter, or who somehow missed this debacle … Continue reading 1511: Read This Post and I'll Give You £1,000

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    No I won't. Because… come on, fucking seriously? Do you really need me to explain why that is never, ever going to happen?

    Apparently so, because last night's #AskHannaForCash travesty on Twitter proved beyond the shadow of a doubt that social media is turning people into dribbling idiots.

    For those not on Twitter, or who somehow missed this debacle while it was unfolding, here's the gist.

    Twitter user @princessthot posted that she was, for some reason, pissed off with her father, and promptly posted a screenshot that she claimed was his his PayPal account, which supposedly contained in excess of $23 million. She then offered to send money to anyone who retweeted her message or helped spread the word — an offer which would appear to be backed up by a number of people (who, it later transpired, were her followers) who offered messages of varying amounts of exuberance claiming that yes, she "really was" sending out money to anyone who asked for it.

    Uh-huh. Sure.
    Uh-huh. Sure.

    The moment I saw this, I knew it stank. For one of just so many things wrong with this whole situation, who the hell keeps $23 million in a PayPal account — an unverified one, no less?

    And yet, very few people — including, I was disappointed to see, some people I follow — seemed to think this was worth questioning, instead engaging with the situation on the grounds that it "couldn't do any harm" or that it was "worth a try". One person I follow said that they were "pretending it was real but staying out of it, because [they] want to think humans are awesome instead of terrible."

    Via the Daily Dot, here's just how easy it is to fake a PayPal balance, incidentally:

    Uh-huh. Okay. Still believe it? Still want to believe humans are awesome?

    Humans are awesome, is the thing — just this week, two separate crowdfunding efforts paid for a little girl's headstone and an indie game critic's cancer treatment. But humans are also terrible, and social media is, regrettably, the natural habitat for some of the worst examples of everyday (i.e. not psychotic dictators or outright psychopaths) scumbags on the planet.

    Anyone who's used Facebook at all in the last few years will know that there's an epidemic of blindly resharing things without checking to see whether they stand up to scrutiny. If something uses enough exclamation marks and capital letters, many more gullible users are convinced of its urgency and authenticity, and go on to spread it to their social network — and from there, the more gullible users from among their group of friends then spread it further and further and further.

    #AskHannaForCash wasn't as obviously harmful as claiming that Red Bull gives you brain tumours or that a non-existent breed of snake is going to freeze your blood (and, aside: please direct anyone who shares shit like that on your Facebook news feed to those two links and indeed the rest of Snopes at every opportunity). But it's still harmful in its own way; the person behind the Twitter account, whoever he or she is, was purely seeking attention and validation through retweets and favourites — attach a number to anything and it is seen as social currency by some people, particularly those in their teens — and now, unsurprisingly, having revealed that the whole thing was a hoax (sorry, "social experiment" — the usual getout clause) they have come in for a torrent of abuse. That can't be good for their mental wellbeing — something which I'd assume is already in something of a fragile state if they felt the need to pull such an elaborate ruse on the less discerning members of the social media sphere.

    You my call it cynicism, but the attitude that "if it looks too good to be true, it probably is" will serve you well in the long term. Would you respond to an anonymous email claiming that you could come into possession of a huge amount of money just by providing some simple details? No — at least I hope not. Would you respond to a suspicious-looking Craigslist ad offering you a vast amount of cash for something simple? I imagine not. Would you let a random stranger into your house just because they promised to give you something amazing? I really hope you wouldn't. So don't do it on social media.

    And come on. Do you really think an obviously bitter and twisted teenager "getting back" at their father by doling out their cash to random strangers is an example of humanity at its finest? Would you really trust that cash? Would you really trust that the details you'd have to hand over to obtain that cash wouldn't find themselves into inappropriate hands?

    If you would, then your Internet license is hereby revoked. Go and read a fucking book instead; it'll be safer for everyone involved, including yourself.

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    1510: Hidden Ninpo https://imnotdoctorwho.moegamer.net/2014/03/09/1510-hidden-ninpo/ https://imnotdoctorwho.moegamer.net/2014/03/09/1510-hidden-ninpo/#respond Sun, 09 Mar 2014 01:45:18 +0000 http://angryjedi.wordpress.com/?p=6306 Been playing a bunch more Senran Kagura Burst over the last few days, and the more I play, the more I like it. This is partly because of the interesting, well-told story that actually bothers to explore its characters in some degree of depth thanks to some lengthy visual novel sequences, but that's not what I wanted … Continue reading 1510: Hidden Ninpo

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    Been playing a bunch more Senran Kagura Burst over the last few days, and the more I play, the more I like it.

    This is partly because of the interesting, well-told story that actually bothers to explore its characters in some degree of depth thanks to some lengthy visual novel sequences, but that's not what I wanted to talk about today. No, instead, today I wanted to talk a little about how what initially appears to be a simple, straightforward brawler grows more and more interesting to play as you progress.

    Senran Kagura Burst gives you five playable characters on each of the two "sides" of the story, plus some secret characters, I believe — haven't unlocked them yet, but there's a conspicuous question mark on the character select screen. Initially, these characters all have their own distinct characteristics — from the Hanzou path, Asuka has speedy attacks, Ikaruga has a long reach, Yagyuu hits hard, Katsuragi fights without weapons and Hibari hits lots of times — but they all "handle" fairly similarly. In other words, at the outset of the game you can pretty much button mash and get some good results.

    Thanks to an RPG-style levelling system, however, the characters evolve as you play them in several ways. At various level boundaries, they unlock new "arts", usually in the form of extending their usual combos, but as you play levels in one of two modes — Yang, which is "normal", for want of a better term, and Yin (or "Frantic"), which sees the girls stripping off all their clothes (and defense) in exchange for a massive damage boost — you build up power in your Yang and Yin stats. Separately from your experience level, you unlock new Yin and Yang abilities as these statistics build up, until eventually fighting in Yin and Yang are as different as… well, you know. Playing a level in Yang sees you chaining together massive combos and getting ridiculous hit counts — potentially well into the thousands if you're good at chaining knockouts together — while playing in Yin sees you steaming through, obliterating everything in your path. I finished the first boss level in the game in two seconds earlier thanks to a level 30 Asuka with a fully buffed up Yin stat.

    The game doesn't start with these two "modes" feeling different, however; no, it takes some time until the differences start to take effect — initially the only difference is in what the girls are wearing as you fight. But as you gain levels and increase the Yin and Yang stats, more and more depth is gradually added to the game until you're playing something a lot more technical and interesting than what initially appeared to be a fun but fairly mindless button-basher.

    This becomes particularly apparent as you work on several characters at once — the story often forces you to use specific characters the first time you take on a level, and so you'll get some experience with all of them while undoubtedly finding favourites. Again, initially, all the characters feel very similar outside of their obvious differences in weaponry, but again, over time, they start to become more and more distinct. Asuka, for example, becomes a whirling death machine able to hit lots of enemies at the same time with a spinning attack, then launch them all into the air. Katsuragi, meanwhile, actually changes significantly from her low-level incarnation; rather than being able to launch enemies simply by hammering the Fast Attack button and unleashing a combo, Katsuragi begins requiring Heavy Attacks to be in the mix in order to successfully launch them. This forces you to play Katsuragi noticeably differently from the other characters — and I'm sure the others are different again, and I'll come to discover their own quirks over time.

    The pace at which all this happens is really good, too; you start getting additional techniques and new moves just as hammering "Y" repeatedly starts to get a little tiresome and you start wondering whether there's anything more to it. It's not long after that your rate of pressing the attack buttons slows down from the frantic pace it almost certainly begins at, and you start actually counting how many attacks you get in in order to use the moves you want to. In a funny way, it reminds me a bit of Bayonetta, which I still regard as the benchmark of 3D action games — there was never a moment in Bayonetta where I didn't feel in control of the character, and that, likewise, gradually grew in complexity (and, consequently, in how rewarding it was to play) over time. Bayonetta is probably a superior game with more variety than Senran Kagura, but to get a similar vibe from it is testament to the latter's satisfying brawling.

    Anyway, if you've been hesitating over picking this up — perhaps you're an American holding out for a possible physical release? — then, well, I'd strongly advise you to grab a copy if you enjoy a good brawler. And then help me bug Xseed to bring the Vita game to the West, too.

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    1509: Love Trouble https://imnotdoctorwho.moegamer.net/2014/03/07/1509-love-trouble/ https://imnotdoctorwho.moegamer.net/2014/03/07/1509-love-trouble/#respond Fri, 07 Mar 2014 23:55:59 +0000 http://angryjedi.wordpress.com/?p=6302 Having finished Clannad a while ago, I needed my next anime fix. So the logical thing to do seemed to be to ignore all the things I've bookmarked and queued on Crunchyroll, and the DVDs I've bought but haven't watched yet, and instead check out something that I've often seen mentioned (largely by J-List, which tends to … Continue reading 1509: Love Trouble

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    Having finished Clannad a while ago, I needed my next anime fix. So the logical thing to do seemed to be to ignore all the things I've bookmarked and queued on Crunchyroll, and the DVDs I've bought but haven't watched yet, and instead check out something that I've often seen mentioned (largely by J-List, which tends to be my main source of "have you heard of…?" content when it comes to anime) but didn't know a whole lot about: To Love-Ru, alternatively known as Toraburu (which actually makes a little more sense, as it's supposed to be a pun on the word "trouble" — hence the title of this post — and "toraburu" is how you would pronounce the English word "trouble" using Japanese syllables).

    As I say, I didn't know much about To Love-Ru before I watched it other than it involved a cute pink-haired girl with a tail and was a tad fanservicey. Frankly, I stopped being ashamed of enjoying fanservicey content a long time ago — why deny that you like something? — and so, unlike many other people when confronted with the prospect of fanservice, didn't see the latter aspect as a negative thing at all. Beyond that, I knew nothing. It looked and sounded like enjoyably lightweight fluff, though, and after the emotional turmoil that Clannad put me through, that's exactly what I wanted.

    Shh. Don't tell anyone Pete admitted to liking fanservice.
    Shh. Don't tell anyone Pete admitted to liking fanservice.

    I've learned one thing in the few episodes I've watched so far, then: the "alien girl visits Earth" trope I was introduced to with the excellent if ridiculous Haiyore! Nyaruko-san is apparently widespread enough to be a genre in its own right. To Love-Ru has a lot in common with the aforementioned Nyaruko, as it happens, primarily in terms of the dynamic between the hapless protagonist Rito and Lala, the pink-haired, tail-sporting cute girl.

    Rito, much like Nyaruko's protagonist Mahiro, is a boy in his mid-teens who is clearly at the age where he's just starting to get interested in girls. He's had his eye on his classmate Haruna for some time, it seems, but just as he thinks he might build up the courage to talk to her, Lala bursts into his life in explosive fashion, and subsequently begins a chain of increasingly ridiculous events.

    Lala is from the planet Deviluke, and through an unfortunate series of coincidences — her running away from home to avoid an arranged marriage, her ship being shot down over Earth, her teleporting herself free of the wreckage and ending up in Rito's bathtub — ends up engaged to Rito. (Deviluke custom dictates that grabbing a woman's breasts is a proposal; something that Rito did completely accidentally while his bathtub appeared to be exploding around him as Lala made her entrance.) What then follows is an increasingly farcical comedy as Rito attempts to come to terms with being engaged to a perpetually energetic alien princess with a habit of getting herself and everyone around her into trouble, and whether or not he has finally had his last chance to confess to Haruna.

    Somewhat like Nyaruko again, there's a fair amount of sexual tension between Rito and Lala, though this is largely due to the fact that Lala is completely unashamed of her body and appears to be completely lacking in the ability to feel embarrassed, even when, for various reasons, all her clothes fall off. Rito, meanwhile, seems to constantly find himself in compromising positions with Lala just as Haruna is walking around the corner, leading to plenty of comic misunderstandings (and embarrassment on Rito's part) along the way.

    Like many shows of this type, incidental characters often get some of the most memorable moments, and Lala's personal bodyguard Zastin, an imposing figure clad in spiky armour, speaking in that stereotypical "badass" anime voice, is a particular highlight. After an initial misunderstanding when he first meets Rito, he subsequently has a habit of dropping in at unexpected moments; it's always amusing when Rito shows up home from school and Zastin is there in full armour happily drinking tea with Rito's younger sister.

    Lala. See? Cute.
    Lala. See? Cute.

    The main draw to keep coming back, though, is Rito's relationships with the various women in his life. It becomes clear very quickly that despite his protestations and his constant reassurances that he is in love with Haruna, he cares for Lala very deeply, even though she is a constant pain in the backside for him whenever she's around. Likewise, Lala treats Rito with genuine affection — though being from a literally alien culture, she sometimes doesn't treat him with the same degree of consideration that we humans typically expect from one another. And then on top of all that, it gradually becomes obvious that Haruna has feelings for Rito, too, but that Lala is constantly getting in the way between these two apparently star-crossed lovers.

    Will they ever get together, or is Rito doomed to an admittedly fun-looking life with the overly energetic Lala? I have no idea as yet, since I'm only a short way into the series as a whole, but I'm looking forward to finding out.

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    1508: Learn Through Play https://imnotdoctorwho.moegamer.net/2014/03/06/1508-learn-through-play/ https://imnotdoctorwho.moegamer.net/2014/03/06/1508-learn-through-play/#comments Thu, 06 Mar 2014 22:43:19 +0000 http://angryjedi.wordpress.com/?p=6300 Learning through play is not just something for pre-schoolers; it's something you can continue to do throughout your life, and I absolutely love it when you twig that it's happened. My earliest memories of genuinely learning something from a video game that wasn't explicitly an "educational" title came in the mid-'90s when MicroProse was on … Continue reading 1508: Learn Through Play

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    Learning through play is not just something for pre-schoolers; it's something you can continue to do throughout your life, and I absolutely love it when you twig that it's happened.

    My earliest memories of genuinely learning something from a video game that wasn't explicitly an "educational" title came in the mid-'90s when MicroProse was on top form churning out flight sim after flight sim. I learned that the F-19 wasn't real and the F-117A was; I learned how aircraft carrier takeoffs and landings worked; I learned about the physics of flight — though admittedly, most flight sims that weren't made by SubLOGIC and subsequently Microsoft didn't have particularly accurate flight models — and I learned about real-world conflicts around the world, primarily in Libya and the Gulf.

    More recently, my love of Japanese games has equipped me with a surprising amount of knowledge about Japanese culture and how people go about things over there. Shenmue taught me to take your shoes off when entering a Japanese person's house; School Days taught me about saying itadakimasu before starting to eat; Persona taught me about national holidays and the way schools work in Japan. Granted, relatively little of that is what we might term "useful" knowledge (unless, of course, you're going to live or work in Japan) but it's still pretty cool to learn it.

    My Japanese class this evening showed me that even Final Fantasy XIV has successfully taught me things, primarily through its seasonal events. Currently running, for example, is an event called "Little Ladies' Day", which I discovered is actually a real-life Japanese celebration in March known variously as Girls' Day, Doll's Day or hinamatsuri. In the questline for the seasonal event in the game, you're tasked with taking a doll around and showing it to people, and references are often made to it being far too expensive for most people to afford. Coincidentally, the real-life dolls displayed as part of hinamatsuri celebrations are often elaborate creations that are well out of the price range of casual collectors.

    This isn't the first time Final Fantasy XIV specifically has taught me something like this; last month, the Valentine's day celebrations had a distinctly Japanese flavour about it, too, particularly when it came to the whole "exchanging chocolates" thing. That and the costume you received as a reward for completing the questline there made you look like you were heading off to work at a maid café — no bad thing, indeed.

    I find it pretty fascinating to consider video games being used in this way — to passively impart knowledge without you realising it — and am particularly inspired by the prospect this raises of my favourite entertainment medium being a brilliant means of encouraging understanding and empathy between different cultures. The industry as a whole still has a very long way to go with regards to diversity, of course — while it's possible to learn a lot about Japanese culture through games, you're less likely to be able to interactively immerse yourself in, say, Middle Eastern or African culture, or even subcultures from closer to home — but I have faith that over time, we will start to see more and more interactive experiences that genuinely have something to teach us, whether that's knowledge we can actually apply in the real world, or simply a means of better understanding our fellow human beings. That'd be nice, wouldn't it?

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    1507: Why I Went Back, and The Fear https://imnotdoctorwho.moegamer.net/2014/03/05/1507-why-i-went-back-and-the-fear/ https://imnotdoctorwho.moegamer.net/2014/03/05/1507-why-i-went-back-and-the-fear/#comments Wed, 05 Mar 2014 22:50:08 +0000 http://angryjedi.wordpress.com/?p=6298 I was going to write about something else today, but after Mr Russ Pitts kindly linked to a piece I wrote this time last year in an excellent article regarding online abuse and trolling, I felt I should probably elaborate on some things that have happened since then. Firstly, despite what I said in that piece, … Continue reading 1507: Why I Went Back, and The Fear

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    I was going to write about something else today, but after Mr Russ Pitts kindly linked to a piece I wrote this time last year in an excellent article regarding online abuse and trolling, I felt I should probably elaborate on some things that have happened since then.

    Firstly, despite what I said in that piece, it transpires that I did eventually go back to Twitter. Why? Because, to be frank, I was lonely; I have a lot of friends on that social network, and it was difficult to stay in touch with them via other means. It's also a particularly convenient means of reaching out to people for my current profession.

    So I went back. However, I did so under a new username and a new email address — and being much more mindful of what I shared in my 140-character bio.

    This is in itself kind of silly, really; I have to effectively "silence" an aspect of my personality based on my previous experience, and cannot be fully open about the things I enjoy or love, because it might attract organised bile and vitriol not just towards me, but towards people close to me, too. Thankfully, on the few occasions I have happened to mention ponies recently, things have passed without incident — I suspect the charmers at the "GNAA" have moved on to new victims by now.

    Thinking of all this brings up an important consideration that I don't believe a lot of Internet commenters stop to think about before spraying vitriol over an article they disagree with: the fact that the words you read on the Internet are, for the most part, written by an actual person with a brain, a heart, a soul and, you know, feelings. People disagreeing over various things is a fact of life — the world would be a boring place if everyone felt the same way about everything, as The Lego Movie suggested in a somewhat hamfisted way — but it's the way you go about those disagreements that is important to consider, because arguing your case in the wrong way — or wilfully misreading or misunderstanding something someone has said — can have a severe impact on their mental health.

    I've been fairly open on this blog about my own self-esteem issues and occasional feelings of "imposter syndrome" — the feeling that one day, you might be "found out" and have everything taken away from you. I consider myself hugely lucky to have the job I have, working alongside people I have respected enormously for many years — since childhood in at least one case. There are days when I feel like I'm even quite good at what I do — but there are also days when I seriously consider throwing in the towel and going to do something "invisible" with the rest of the drones in the daily workforce.

    The difference between those two types of day can often be just a single comment. Just one, regardless of how many otherwise positive or supportive comments you might have that day — one single, unpleasant, negative or abusive comment can completely ruin the day of someone like me.

    I'm not saying all games journalists are like me — though from some conversation during the establishment of TakeThis.org, which Russ mentioned in his post, mental health issues of various descriptions are alarmingly widespread in our profession — but it's surely just basic human decency to not, in effect, walk up to someone and start hurling abuse at them. And yet it happens. And not just from inconsiderate gamers angry about the score you gave Titanfall, either; sometimes even people who claim to be fighting for worthy causes can be needlessly aggressive, confrontational or even abusive, too. It's a plague across the whole Internet.

    This leads to what I call The Fear, which in turn leads to what Russ talks about in his post: the assumption that "do not engage" is the only way to deal with bullying, abuse or even just plain unreasonable comments. There are days when I write things and I'm genuinely afraid to look at the comment section — it's an irrational fear, I know, but it's what this age of anonymous abuse has wrought.

    And what a ridiculous situation that is, when you think about it. People who write for a living — many of whom are considerably more talented than I am — are subject to The Fear on a daily basis. You never can tell what it is that's going to attract the next batch of abuse, or death threats, or defamation, or simple spitefulness. It's a horrible feeling.

    And yet we still stick around, for the most part. Why? Because even amid all this, we love what we do, and we love engaging with those people who like to have a reasonable discussion about things without necessarily agreeing on everything — those people who, if we're honest, make up the majority of our feedback. Sometimes we even become friends with those people.

    But as I say, it only takes one nasty comment to undo all the good those people do for us. Just one.

    Wouldn't it be nice if we could live in a world where we could just love what we do without having to worry about The Fear ever again?

    One day, perhaps. But there's a long road ahead before we get there.

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    1506: A Girl Who Lives in a World That Has Ended https://imnotdoctorwho.moegamer.net/2014/03/04/1506-a-girl-who-lives-in-a-world-that-has-ended/ https://imnotdoctorwho.moegamer.net/2014/03/04/1506-a-girl-who-lives-in-a-world-that-has-ended/#respond Tue, 04 Mar 2014 22:54:35 +0000 http://angryjedi.wordpress.com/?p=6296 Did I say that I finally finished watching Clannad all the way through? I'm not sure I did. Anyway, yeah; I finally finished watching Clannad all the way through. And what a fantastic series it was. Its reputation as "the crying anime" is well-earned, particularly during the second "After Story" season. After Story is just made up of moving … Continue reading 1506: A Girl Who Lives in a World That Has Ended

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    Did I say that I finally finished watching Clannad all the way through? I'm not sure I did. Anyway, yeah; I finally finished watching Clannad all the way through. And what a fantastic series it was.

    Its reputation as "the crying anime" is well-earned, particularly during the second "After Story" season. After Story is just made up of moving scene after moving scene, delivering frequent emotional gutpunches without a moment's remorse, though the first season certainly wasn't averse to all this.

    I particularly enjoyed it because it didn't feel the need to spell absolutely everything out. It was mostly realistic and down-to-earth, but there were occasional subtle suggestions that there was something peculiar or possibly supernatural going on. It never took over the story — and, in fact, it was never truly explained conclusively — but it was there. It gave the whole thing a very strange atmosphere throughout; as I've mentioned before, even during fairly happy, joyful scenes there was a strange undercurrent of melancholy about the whole thing.

    It helps that the show is held up by a strong, interesting cast, each of whom have their own stories to tell. Stars of the show are, naturally, protagonist Tomoya and heroine Nagisa — Tomoya is relatable and empathetic without being bland, while Nagisa has a few moe appeal elements without taking things too far — but the supporting cast are worthwhile additions, too.

    Tomoya's friend Sunohara provides some often-needed comic relief while dealing with his own personal struggles. Twin sisters Kyou and Ryou make up the tsundere and "sweet, shy girl" part of the cast nicely, with the twist that both of them may or may not have their own interest in Tomoya. Tomoyo, who is disappointingly absent from the series after it moves on from the cast's school life and into adulthood, is an ass-kicking student council president-type who doesn't take any shit from anyone. Kotomi is a wonderfully flawed genius with an airheaded personality (and a total inability to play the violin) but a keen mind.

    Even the characters who are seen even less frequently are well-defined and memorable. Particular highlights are Nagisa's parents Akio and Sanae, who are polar opposites in almost every way, and Sunohara's sister Mei, who is simply adorable, but who also cares for her brother without getting into the incestuous territory that many shows stray into.

    In a way, the manner in which various characters drift in and out of the "main" cast of the show is reflective of real life. After all, how many people you knew at high school are you still in touch with? Relatively few, I'd guess, but you'd still have a good catch up with them if you happened to be in the same place, I imagine. The same is true of Clannad's cast and unfolding story — it's Tomoya and Nagisa's tale primarily, but people come and go as their respective lives grow and change.

    Interestingly, one of the most interesting things the series does is outside of the main story arc, and it betrays the show's roots as a visual novel. At the end of both the first and second series, there's a "bonus" episode in which we get to see a "what if?" scenario where Tomoya gets together with someone else — Tomoyo in the first series, and Kyou in the second. Kyou's was a particularly good episode, and it actually made me want to see more of her; she was one of my favourite characters throughout the show, and should I ever get the opportunity to play the original visual novel in English — I'm not entirely sure if the fansub project was ever completed — I have a sneaking suspicion she'd be the route I went for first of all.

    Anyway. It was a sometimes painful, emotional struggle to make it through the complete series, but it was excellent. Memorable characters, touching moments, beautiful artwork and a satisfying conclusion; it's an anime well deserving of its "classic" status, and if you think you can deal with All the Feels, I'd recommend you check it out when you get a chance.

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    1505: Farewell to Lucy Rat https://imnotdoctorwho.moegamer.net/2014/03/03/1505-farewell-to-lucy-rat/ https://imnotdoctorwho.moegamer.net/2014/03/03/1505-farewell-to-lucy-rat/#comments Mon, 03 Mar 2014 19:44:24 +0000 http://angryjedi.wordpress.com/?p=6293 We had to say goodbye to the late Lara rat's former cagemate Lucy today. She'd always suffered to a certain degree with respiratory issues — she was a very sneezy, snuffly rat — but she had never let things get on top of her, and had always been full of energy and life. Even well … Continue reading 1505: Farewell to Lucy Rat

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    IMG_2751We had to say goodbye to the late Lara rat's former cagemate Lucy today.

    She'd always suffered to a certain degree with respiratory issues — she was a very sneezy, snuffly rat — but she had never let things get on top of her, and had always been full of energy and life. Even well after she was out of her "childhood", I continued to think of her as "the childish one"; "the silly one" while Lara was "the mature one".

    This is silly of course, since they were both rats and both consequently prone to acting like little furry psychopaths at a moment's provocation, but still I couldn't escape the personalities that I'd ascribed to them.

    We first got Lucy shortly after Lara's first cagemate Willow died very young. We didn't know much about keeping rats at that time — still don't, probably — but it was abundantly clear very quickly why people said that rats were sociable creatures, and that you should keep them at the very least as a pair. Lara was very lonely after Willow died, losing nearly all of her energy and spending most of her time just sitting in the plastic "house" we hung from the cage's ceiling, staring out at us. It was heartbreaking, so it wasn't that long before Andie came home with another little box from the pet store, and Lara had herself a new cagemate.

    Lucy was incredibly shy when we first got her. She spent her first few days in the cage attempting to hide in the corner, burying her head in the bedding on the floor. This didn't stop Lara fussing around her, though; we were worried that the two might not get along, since they weren't from the same group, family or whatever, but it turned out it was the opposite that was the case — Lara cared for her a little too much if anything. Eventually, we put Lucy in a carrying box but still inside the cage so she could have a little peace from her doting cagemate — Lara, meanwhile, became adorably frantic with worry, trying desperately to get into the box and to her new friend.

    Over time, Lucy came out of her shell — though not before she gave us a scare one day by playing dead very convincingly — and started to take on the cheeky personality we came to know her as. She'd harass Lara, occasionally giving her a playful nip on the ear or getting in her way when she was trundling around the floor, but it was clear the two of them cared for each other very much. When Lara hurt her leg and was limping for a day or two, Lucy laid off her a bit and instead stayed with her, huddling around her for warmth and looking to all intents and purposes like a little furry nursemaid. As soon as Lara was back on her feet, however, it was business as usual once again.

    When Lara died, we saw Lucy start to behave in much the same way as Lara did when Willow died. She became uncharacteristically lethargic, retreating into the hiding places in the cage and not coming out unless we specifically poked her. We tried to give her as much love as we could, but it was clear that while she appreciated our attention, it was the companionship of her own kind that she was looking for.

    So it was that we came into ownership of Socks and Clover, two much younger rats. Again, we were a little worried that Lucy might not take to them, but they became friends very quickly. Socks in particular took to following Lucy around and copying her; it was very cute indeed.

    A few times in the last couple of months, Lucy had become very wheezy and was obviously having trouble breathing. It worried us each time we saw it, but it usually passed in an hour or two and was normally a sign that she'd simply been overexerting herself — she wasn't as young as she used to be. Last night, she had an episode that worried me; with good reason, since she was still puffing and wheezing today, and clearly didn't have a lot of energy at all. We took her to the vets — tell them your pet is having breathing problems and they tend to magically have a same-day appointment available, it seems — and sadly we came to the conclusion that Lucy was in pain, miserable and unlikely to get better, even with treatment.

    And so we said our goodbyes and put her to sleep. It is very sad, as always — both Andie and I have had several good cries over our dear departed little furry friend — but it's better that she's released from her suffering rather than being forced to live on in obvious pain and discomfort. Besides, now wherever she is, she can catch up with Lara and get back to biting her ears for all eternity. Won't that be nice, Lara?

    Lucy now joins Lara buried in the small patch of garden behind our building. In a way, I'm glad they got the chance to be together, but it's still sad we had to say goodbye to her the way we did. As cute and friendly and curious as rats are — they're wonderful pets; I would have never considered them before we got Lara and Willow, but now I'm a total "convert" as it were — their time on this Earth is tragically short, and so before long you find yourself having to say goodbye to them.

    Goodbye, Lucy. Andie and I will treasure the happy memories you gave us, and we hope you're in a happy place now. Say hello to Lara for us, and we hope we brought you as much joy as you brought us.

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    1504: Life and Hometown https://imnotdoctorwho.moegamer.net/2014/03/02/1504-life-and-hometown/ https://imnotdoctorwho.moegamer.net/2014/03/02/1504-life-and-hometown/#respond Sun, 02 Mar 2014 23:37:57 +0000 http://angryjedi.wordpress.com/?p=6291 As promised (well, suggested) I booted up Senran Kagura Burst for the first time last night, and I've felt a strong urge to keep going back over the course of today. The reason? It's one hell of a lot of fun. Who'd have thought it? The reason I like it so much is not, as you might … Continue reading 1504: Life and Hometown

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    As promised (well, suggested) I booted up Senran Kagura Burst for the first time last night, and I've felt a strong urge to keep going back over the course of today. The reason? It's one hell of a lot of fun. Who'd have thought it?

    The reason I like it so much is not, as you might conjecture, all the bouncing boobies (though I won't lie, the various members of the main cast all push my buttons in various different ways — why deny it?) but rather the fact it plays like a modern-day brawler. Streets of Rage at turbo speed, if you will; the only thing that's really missing to make it into a truly authentic arcade brawler is a cooperative two-player mode, which appears to be sadly lacking.

    Still, this isn't a massive omission on a handheld game, and particularly not when there's seemingly so much to work your way through. There are two hefty stories to play through, each with five different playable characters, and when you've completed each level you can go back and replay it with any of the other characters in order to earn rankings and experience points for them. And then you can play it with each character in "Frenzy" mode, whereby they do 750% more damage but take considerably more damage on account of the fact that all their clothes have fallen off and they're fighting in their swimsuits. In other words, you can play each level up to ten times altogether — five for each character normally, then again with each of them in Frenzy mode — and have an enjoyable experience each time.

    Like the classic brawlers of yore, Senran Kagura's controls are simple and straightforward, but can lead to satisfyingly ridiculous combos. Senran Kagura's main contributions to the ridiculousness are the "Aerial Rave" skill, whereby landing a combo on enemies makes a green circle appear, and tapping the A button at this point launches them into the air for further punishment, and the Hidden Ninja Art attacks, each of which are themed around an animal and cause varying amounts of disaster for the enemies around or in front of you depending on which one you unleash.

    There's some lightweight RPG mechanics in there, too; completing levels earns you experience points, which levels the girls up, and new Hidden Ninja Arts become available every so often. Moreover, "Yin" and "Yang" bars build up depending on how many levels you've played in Normal or Frenzy mode, with various benefits (and potential shortcomings, particularly in the case of Yang) becoming available to you as these bars increase. It looks, then, as if the game will gradually grow in complexity as it progresses — though from the look of things, it will still remain pleasantly accessible.

    I haven't got that far into the game's story yet — I've been having too much fun challenging the first few levels with all the characters — but so far the cast seems to be a loveable bunch, each with their own distinct personalities. Many of them are anime trope-tacular, of course, but I have no problem with this whatsoever; tropes become popular for a reason, after all — and I'm particularly intrigued to see how their personal stories unfold over the course of the game, as I know that those who particularly enjoy the series see the character development as a real highlight of the whole thing.

    Further thoughts to follow, I'm sure; for now, I'm off to kick some Shinobi ass!

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    1503: Please Insert Gear 2 https://imnotdoctorwho.moegamer.net/2014/03/01/1503-please-insert-gear-2/ https://imnotdoctorwho.moegamer.net/2014/03/01/1503-please-insert-gear-2/#comments Sat, 01 Mar 2014 23:57:44 +0000 http://angryjedi.wordpress.com/?p=6289 I finished the first disc of Metal Gear Solid today. I miss disc swaps; as inconvenient as some people find them, many games used them as an important part of their drama — look at how Final Fantasy VII's first disc ended, for example, or indeed how Metal Gear Solid closes off its first disc. More than that, though, I'm impressed … Continue reading 1503: Please Insert Gear 2

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    I finished the first disc of Metal Gear Solid today. I miss disc swaps; as inconvenient as some people find them, many games used them as an important part of their drama — look at how Final Fantasy VII's first disc ended, for example, or indeed how Metal Gear Solid closes off its first disc.

    More than that, though, I'm impressed with how well Metal Gear Solid is holding up. I mean, sure, there are some aspects that have dated worse than others — the painful lack of motion capture and facial animation in the cutscenes being the most glaring issue, and the somewhat clunky controls being another — but as an interactive experience, its limited technology certainly doesn't hold it back from being a thrilling, compelling and exciting experience just as worth having today as it was back when it first came out. (And I maintain that the original is just… better, somehow, than the technically superior The Twin Snakes for GameCube; the revamped music and voice acting in that version just didn't feel quite right, somehow)

    I'm also quite impressed with how much of the game I've remembered since its original release. I don't think I've beaten it that many times over the years, but I still remember all the peculiar little quirks as if it was only yesterday I played — changing the controller port for the Psycho Mantis battle; how to spot Meryl when she's in disguise; how to get Meryl to be in her pants when you reunite with her; how to get out of prison. (Actually, I must confess to messing the latter part up — I remembered the whole "ketchup" thing, but cocked up knocking the guard out and ended up being released by the Ninja, which I didn't even know was a possibility. You learn something new every day.)

    Snake remains an awesome hero, too; convincingly badass, yet vulnerable and human at the strangest of times. He's at his most interesting when interacting with the diverse other members of the cast; whether it's struggling to show his feelings for Meryl or trying to work out the best approach to dealing with Otacon, who is terrified to the point of literally pissing himself one moment; overconfident and cocksure the next; emotional and irrational the next.

    The game still packs a surprising amount of emotional punch, too, even with its primitive technology, and it's at least partly down to Kojima's strong direction of the game's cutscenes. Say what you will about the series and its lengthy storytelling sequences between bouts of crouching in the dark (and, of course, "Snake, SNAKE, SNAAAAAKE!", which I have heard a good few times today during some challenging sequences I didn't remember quite so well) — Kojima knows how to make a good movie with some interactive elements, and I think it's a fairly well established fact by now that I have absolutely no problem with games that prioritise storytelling over what we might traditionally call "gameplay". (I'm particularly looking forward to revisiting Metal Gear Solid 2's infamous 20-minute cutscene towards its conclusion.)

    Anyway. Onward to disc 2 tomorrow, and a confrontation with Metal Gear, along with some other parts I've no doubt forgotten. For now, time for bed, possibly with some Senran Kagura Burst before sleepytime… Oh yes.

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    1502: The Only Shortcut That Matters https://imnotdoctorwho.moegamer.net/2014/02/28/1502-the-only-shortcut-that-matters/ https://imnotdoctorwho.moegamer.net/2014/02/28/1502-the-only-shortcut-that-matters/#respond Fri, 28 Feb 2014 21:26:42 +0000 http://angryjedi.wordpress.com/?p=6287 Looking for something to watch over breakfast the other day, I decided I'd check out Ricky Gervais' latest work Derek. I was expecting Gervais' usual brand of "cringe comedy" exemplified by The Office and Extras — perhaps with additional cringe factor thanks to the character he was portraying — and not anything special. Over the course of the show's few episodes, … Continue reading 1502: The Only Shortcut That Matters

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    Looking for something to watch over breakfast the other day, I decided I'd check out Ricky Gervais' latest work Derek. I was expecting Gervais' usual brand of "cringe comedy" exemplified by The Office and Extras — perhaps with additional cringe factor thanks to the character he was portraying — and not anything special. Over the course of the show's few episodes, though, I was very pleasantly surprised to find what is, without a doubt, Gervais' finest work to date — and not just from a comedic perspective.

    Derek, lest you're unfamiliar, centres around Gervais' titular character, a middle-aged guy who may or may not be autistic and who works in a nursing home. Joining him in the main cast are his friends Dougie the caretaker (Karl Pilkington essentially playing himself) and Kevin the unemployed, along with Hannah — the manager of the nursing home — and the various old folks who they take care of together.

    It's one of those shows in which not a whole lot happens, yet what does happen always feels meaningful. In keeping with Gervais' previous shows, it's presented in "docudrama" format, with candid footage interspersed with talking head shots from Derek and the gang reflecting on what's been happening. Over the course of the series, we get to know Derek and his friends extremely well, seeing them through both happy times and sad ones.

    Derek is unsurprisingly the highlight of the show, initially appearing to be a bumbling, gurning simpleton but occasionally showing flickers of sharp wit — such as the sequence where he makes Kevin explain a dirty joke to him until it's not funny any more, then explains to the camera afterwards that he did get it really, he just pretends not to because he knows it annoys Kevin.

    More than wit, though, Derek is in possession of an incredibly compassionate soul — and he's not the only one. Hannah is described by several characters as only caring about the happiness of others, even at the expense of her own, and she constantly wrestles with the path her life has taken, wondering if she might have done things differently if she hadn't dropped out of school early. There's a particularly awkward scene where one of her former peers at school shows up to bring her mother in to the home, but Hannah comes off best out of the whole exchange by the simple virtue of not having alienated everyone around her.

    It's an incredibly touching, moving show throughout — and not just at the times when one of the elderly residents of the nursing home passes on. There's at least one moment in every episode where something very simple but utterly profound happens, and it moved me to tears on more than one occasion. The last episode in particular, in which a long-term resident of the home finally passes on and causes all of the cast to reflect on their respective life situations, is both heartbreaking and beautiful at the same time — particularly when we see the normally gruff, "laddish" Kevin break down in tears as he comes to the realisation that Derek "took the only shortcut that matters: kindness."

    Critics of the show have called it transparently emotionally manipulative, and perhaps it is — the liberal use of Coldplay on the soundtrack is testament to that — but personally I'm not sure there's anything all that wrong with that. In Derek, Gervais has written an unusual but admirable character whom we could all do to observe the positive traits of; he's also crafted a show that is enjoyable, eye-opening and which encapsulates the philosophy of "don't judge a book by its cover" very neatly. It's well worth a watch — just have the tissues handy.

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    1501: A Hind D https://imnotdoctorwho.moegamer.net/2014/02/28/1501-a-hind-d/ https://imnotdoctorwho.moegamer.net/2014/02/28/1501-a-hind-d/#comments Fri, 28 Feb 2014 00:11:25 +0000 http://angryjedi.wordpress.com/?p=6285 I've finally acquired all of the mainline Metal Gear Solid games and have decided to play them through. To date, I've only ever played the first two (the first two Metal Gear Solids, not the first two Metal Gears), though I have had a copy of Snake Eater on my shelf for years now that I am yet to boot up. … Continue reading 1501: A Hind D

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    I've finally acquired all of the mainline Metal Gear Solid games and have decided to play them through. To date, I've only ever played the first two (the first two Metal Gear Solids, not the first two Metal Gears), though I have had a copy of Snake Eater on my shelf for years now that I am yet to boot up. (Despite this, I picked up a copy of the HD collection for PS3. Why not, eh?)

    Despite the fact that I've only ever played the first two, I have always thought of the series very fondly. I recall playing the original PS1 game to absolute death when it first came out since it was far and away one of the most gobsmackingly impressive console games around at the time.

    Today, it's not looking quite so impressive thanks to its 320×200 resolution, limited colour palette (so much dithering!) and complete lack of facial animations, but Hideo Kojima's artistic intentions still clearly shine through thanks to excellent, movie-like direction of the cutscenes and high production values for music and voice work. In terms of sound, at least, the original game is very much on a par with modern games, with spectacular voice acting and a stirring, memorable score accompanying the action.

    I think one of the reasons I enjoy the Metal Gear Solid games I have as much as I do is because they quickly subvert expectations. Obviously I don't have the same expectations of them as I did back when I first played them, but I still remember how enjoyable it was to see the game's setting and narrative evolve from gritty, manly super-soldier preventing nuclear war to comic-book style character-driven tale with a series of ridiculously overexaggerated villains. The gritty, manly super-soldier preventing nuclear war story is still there, of course, but with all the other stuff going on atop it, it becomes far more interesting than your average Call of Duty or whatever.

    This is, in part, Kojima's craft. He can blend things together remarkably well. He can blend the realistic and the fantastic; the mundane and the ridiculous. The first game is relatively tame compared to what happens in some of the later installments — even the second one — but it's still not afraid to let its hair down every so often with villains like Psycho Mantis, who requires you to plug your controller into the other slot so he can't read your mind, and Vulcan Raven, who manages to come off worse in a fight against Snake even when attacking him with a tank.

    Divisive though it may be, I'm also a fan of how Kojima tells his stories. My friend Mark described the Metal Gear Solid games as one part tactical stealth action game, one part movie and one part radio drama, and it absolutely is true. The stealth action stuff is solid, enjoyable and challenging; the movie is well directed and as enjoyable as anything I've seen on the big screen, despite only starring computer-generated characters; and the radio drama that unfolds any time you whip out your Codec to chew the fat with any of Snake's colourful cast of allies is well acted and always worth sitting through. I feel a bit sorry for those who feel the need to skip cutscenes and dialogue; they're missing out on a significant part of the Metal Gear Solid experience.

    Anyway. This time around I'm hoping to make it all the way through to the end of 4. I've renewed my interest in the series somewhat since looking a little into the new games Ground Zeroes and The Phantom Pain, you see, and it would be nice to be up to date with what's going on before I play those. Plus everyone always says Metal Gear Solid 3 is amazing, so I should probably see what they're all banging on about at some point, huh?

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    1500: Make a Run https://imnotdoctorwho.moegamer.net/2014/02/27/1500-make-a-run/ https://imnotdoctorwho.moegamer.net/2014/02/27/1500-make-a-run/#respond Thu, 27 Feb 2014 00:26:08 +0000 http://angryjedi.wordpress.com/?p=6283 [Aside: Gosh. 1,500 daily posts. Good job, me. I'd celebrate, but I already had something in mind to write about today, sooo…] Spent a pleasant hour or two teaching and playing Netrunner this evening. This is the third time I've had the opportunity to give this interesting game a go now, and each time I play, I … Continue reading 1500: Make a Run

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    [Aside: Gosh. 1,500 daily posts. Good job, me. I'd celebrate, but I already had something in mind to write about today, sooo…]

    Spent a pleasant hour or two teaching and playing Netrunner this evening. This is the third time I've had the opportunity to give this interesting game a go now, and each time I play, I like it a little more.

    I think the best thing about it is the psychology aspect of it. Like a good game of poker, success in Netrunner relies as least partly upon reading your opponent, figuring out how they're likely to act and taking advantage of it. When playing as the Corporation, for example, choosing which of your Remote Servers you're going to install Ice in front of is extremely important: do you think your opponent will assume your most valuable cards — the ones they're trying to steal in order to win the game — are heavily protected behind Ice, or will he see through the common bluff of leaving valuable cards unprotected as if they're no big deal?

    There's a wonderful sense of tension in the game, on both sides, and the game is seemingly balanced in such a way as to encourage this feeling as often as possible.

    In the last game I played today, for example, I was playing as the Corporation, and a victory on points was looking likely. My last Agenda card — the cards I needed to spend credits on to "advance" in order to score — was heavily protected behind three pieces of Ice, and I had enough credits to rez all of them without any difficulty. Moreover, I could see that my opponent James didn't have the Icebreakers he'd need to defeat my pieces of Ice, so I was feeling pretty confident. I advanced my last Agenda until it was one token away from final victory for me, and then it was the end of my turn.

    Naturally, James used this opportunity to make a final Run on my Remote Server, obviously hoping to pick up my Agenda and bring himself closer to victory, while denying me the win. He began with the Tinkering card, which made one of my already-revealed pieces of Ice into a type that his Icebreakers could deal with. Uh-oh. He also had enough money to power up his Icebreaker enough to crack through it and deactivate its subroutines. Uh-oh. James broke through the first piece of Ice without any difficulty, so I rezzed the next one — an infuriating little card called a "portal" whose main effect was to send James back to confront the first piece of Ice again. This would fuck him over nicely, since he didn't have enough credits left to confront it again, but unfortunately his Icebreaker was of the correct type to bypass the portal without any difficulty.

    This left the final piece of Ice for him to confront. My confidence had evaporated by this point, but I rezzed it anyway. It was pretty weak, but its subroutine would end his Run immediately — and best of all, it transpired that it was of a type his Icebreaker couldn't crack.

    My heart leapt. I had done it. I had fended off an attack that had got a whole lot further than I thought it was going to — and now I was going to win for sure. And win I did — and great it felt, too.

    I'm starting to get my head around this game now, and I'm really interested to play it some more. It's a big challenge — one false move, or an unfortunate draw of the cards, can leave you in serious shit or even with an instant loss if you're not careful. But knowing the things to watch out for allows you to prepare for most eventualities — and if you're playing against an evenly-matched opponent, it can lead to some genuinely thrilling faceoffs.

    I'm not quite brave enough to approach the clearly experienced Netrunner players in the Monday night board game group as yet, but I'm definitely keen to play more. Hopefully I'll have the opportunity to do so soon.

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    1499: Per. So. Na https://imnotdoctorwho.moegamer.net/2014/02/25/1499-per-so-na/ https://imnotdoctorwho.moegamer.net/2014/02/25/1499-per-so-na/#respond Tue, 25 Feb 2014 23:32:21 +0000 http://angryjedi.wordpress.com/?p=6281 So, Atlus confirmed today that the four new Persona games — Persona Q: Shadow of the Labyrinth for 3DS, Persona 4 Arena Ultimax for PS3 and 360, Persona 4: Dancing All Night for PlayStation Vita and Persona 5 for PlayStation 3 — are coming to English-speaking territories. And there was, as they say, much rejoicing. My love of the Persona series is well-documented on these very pages, … Continue reading 1499: Per. So. Na

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    So, Atlus confirmed today that the four new Persona games — Persona Q: Shadow of the Labyrinth for 3DS, Persona 4 Arena Ultimax for PS3 and 360, Persona 4: Dancing All Night for PlayStation Vita and Persona 5 for PlayStation 3 — are coming to English-speaking territories. And there was, as they say, much rejoicing.

    My love of the Persona series is well-documented on these very pages, but I'm particularly pleased the three spinoff titles are all making it West. I'm especially excited about Dancing All Night — as evidenced by yesterday's post, music games are very much my jam, and Dancing All Night is looking very lovely indeed. I can take or leave Persona 4 Arena Ultimax for now — I'm still yet to beat the first one, though I will get to it eventually — and Persona Q intimidates me a little as someone who is still yet to play an Etrian Odyssey game. But all of them are appealing in one way or another; all of them are games I will play and love.

    And then there's Persona 5, which we know next to nothing about so far. I'm really looking forward to this. The Persona team's previous game on consoles was Catherine, which turned out to be seriously great — not to mention a hefty challenge — and set a certain level of expectation for what a Persona 5 might look like. I'm thinking cel-shaded visuals interspersed with anime cutscenes, and that same sense of exquisite stylishness that has permeated the series since at least its third installment.

    As for the others, I would worry that they're milking Persona 4 dry were it not for the fact that all the spinoff games featuring the Investigation Team and pals are very different beasts. Of the upcoming titles, only Persona 4 Arena Ultimax is remotely similar to a Persona 4 game we've already had — and given that game's surprisingly visual novel-ish nature, I don't mind all that much, since it's the story that's the important thing, rather than the fighting. (Although competitive players might disagree.)

    As for Persona Q and Dancing All Night, though? I can't wait to give them a try — particularly, as I say, the latter. Rise was adorable in Persona 4, and the opportunity to spend another game in her company as she does what she does best — singing and dancing in an indefatigably cheerful manner — is not something to be passed up, particularly with the prospect of other Persona 4 stars putting in an appearance, too. Yu, Persona 4's original protagonist, looks particularly fetching strutting his stuff — I very much like how he's taken on a lot more of his own personality since the original game thanks to spinoff titles and the official anime adaptation.

    But sadly we have a fair while to wait before we can get our hands on them. Persona Q and Ultimax aren't showing up until autumn of this year, and Dancing All Night and Persona 5 are next year. Still, the fact they're not just around the corner is probably a good thing — gives me time to clear my backlog a bit, not to mention review the several games I've got on my plate at the moment!

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    1498: Diva https://imnotdoctorwho.moegamer.net/2014/02/25/1498-diva/ https://imnotdoctorwho.moegamer.net/2014/02/25/1498-diva/#respond Tue, 25 Feb 2014 00:52:13 +0000 http://angryjedi.wordpress.com/?p=6279 I've been playing a bit of Hatsune Miku: Project Diva F on PS3 recently. Every time I play it, I'm reminded that I really love rhythm games, regardless of whether or not they have "famous" music in them. (More hardcore Miku fans than I would probably be able to do a better job of explaining how each … Continue reading 1498: Diva

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    I've been playing a bit of Hatsune Miku: Project Diva F on PS3 recently. Every time I play it, I'm reminded that I really love rhythm games, regardless of whether or not they have "famous" music in them. (More hardcore Miku fans than I would probably be able to do a better job of explaining how each and every one of the tracks in Project Diva F is famous, but I'm happy just knowing "the one from Nyancat", "the one from Leekspin" and "the one from Black Rock Shooter" for the moment.)

    It helps, of course, that Project Diva F is an excellent rhythm game. It doesn't do anything too complicated with its gameplay — it's just tapping or occasionally holding buttons to the beat, sometimes breaking for some analogue stick-flicking rather than button-pressing — but has a good scoring system that rewards you in a number of different ways: overall accuracy, successfully completing high-pressure "technical zone" sequences and unlocking the "true" end to a track by completing another special bonus zone. You can then bump up the challenge factor through a nifty risk/reward mechanic whereby it becomes easier to fail a track, but in exchange you get considerably more "Diva Points" to spend on goodies if you successfully make it all the way through.

    I tend to judge music games based on how "in the zone" they make me feel. A good music game makes you feel at one with the rhythms in its tracks, and you feel like the buttons you're tapping have a real connection to the song. This doesn't necessarily mean just tapping out the beat — I recall vividly explaining to my friend Woody way back when that the various button-presses in Vib Ribbon didn't necessarily follow the vocal lines or the drum beat, but were in fact more like what you'd do if you were drumming your fingers to the song, and the note patterns in Project Diva F are much the same way. Sometimes you're tapping out the rhythm that Miku and friends are singing; others, you're following the guitar line, or the drums, or something else that is prominent in the soundtrack. Learning each track is a matter of familiarising yourself with what you're "playing" at any given moment, and how it fits in with the song as a whole.

    In short, Project Diva F gets me feeling very much "in the zone" while I'm playing. It's one of those music games that's hypnotic to play, though the fact that notes come from all directions means that you're not left with that strange "the whole room is scrolling!" feeling that I always got from lengthy Guitar Hero or Rock Band sessions. The background videos are a lot of fun, too, featuring Miku and her friends getting up to various misadventures just like real pop stars in real music videos.

    And the customisation. Man. I have a thing for playing dress-up in video games, and Project Diva F does not disappoint in this regard at all. Each of the game's characters has a hefty number of different costumes to unlock, with various accessories on top of that. Then you can decorate each of their rooms, and unlock amusing, silly cutscenes when they interact with the items. Some of the items even have a practical function — setting Miku's alarm clock puts her to sleep, for example, and she'll wake herself (and you) up when the timer expires. Arguably not all that useful on a TV-attached console such as the PS3, but a nice touch — and I can see it being cool on the Vita version we're supposedly getting in the West relatively soon.

    I haven't even touched the frankly terrifying Edit Mode yet, in which you can cut your own music videos and set up your own playable note patterns to your own music. If I jump down that particular rabbit-hole, I can see myself getting thoroughly lost, so I've held off for now. But I'm sure I'll investigate at some point in the near future.

    If you're a fan of music games as I am, be sure to check it out; don't worry that you might not know many of the songs — you'll pick them up by the umpteenth time you play them to perfect your score!

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    1497: Lab Work https://imnotdoctorwho.moegamer.net/2014/02/23/1497-lab-work/ https://imnotdoctorwho.moegamer.net/2014/02/23/1497-lab-work/#respond Sun, 23 Feb 2014 22:42:39 +0000 http://angryjedi.wordpress.com/?p=6277 Andie and I had another go at Pandemic: In the Lab this evening. I really like it; it completely changes the dynamic of the base game and, although it offers the potential to slow all players down considerably — for those unfamiliar, it makes the process of curing a disease considerably more complicated than just collecting enough … Continue reading 1497: Lab Work

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    Andie and I had another go at Pandemic: In the Lab this evening. I really like it; it completely changes the dynamic of the base game and, although it offers the potential to slow all players down considerably — for those unfamiliar, it makes the process of curing a disease considerably more complicated than just collecting enough cards — it encourages much more cooperative play, which is good.

    The reason for this is that the new "Lab" mechanics allow more than one player to collaborate on putting together a cure for one of the four diseases. No longer is it a case of trying to get five cards of the same colour into the hands of one player (four if they're the Scientist) — instead, one player can "sequence" the disease by playing an appropriately coloured card; another can test the cure by playing another appropriately coloured card; other players still can collect samples of the diseases required to build the necessary molecular structure for the cure itself. Finally, one player only now needs to collect three cards rather than five — because two have already been played to sequence and test the cure — in order to finally cure it. Despite the curing process taking more steps, then, this actually frees up players to stomp off around the world doing a bit of curing while collecting additional samples.

    It's still bloody hard, though. Andie and I played on the Introductory difficulty with just four out of the seven Epidemic cards, and we still lost — once without discovering any cures at all, and a second time after discovering two, with the third and fourth on the way. This is pretty much in keeping with the base game of Pandemic, which has a relatively low victory rate — particularly when playing on the more difficult settings with additional Epidemic cards — but has a pleasingly different feel to it all.

    So far it seems to be a great expansion. In fact, I've been really impressed with both of Pandemic's expansions to date — On the Brink added a wide variety of new ways to play (which, to my shame, I'm actually still to try any of) plus a bunch of new character roles, while In the Lab's main contribution is this new "Lab Challenge" mode. I'm not sure if I'd want to play the game this way every time, but that's the beauty of it, in a way; you don't have to. The expansions have both been build in such a way that it's easy to pick and choose the bits you bolt onto the base rules. If you want to play vanilla Pandemic with nothing more than the new roles, no problem. If, conversely, you want to play the Lab Challenge with a Bio-Terrorist player and a Virulent Strain, you can. It's your choice, and that's pretty great.

    Anyway. Looking forward to playing it more. Now we have a better handle on the way the new mechanics work, I have faith that we can save the world from the terrible plight of Itchy Scrot and Brown Rot once more. Maybe.

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    1496: Triple-Gritty https://imnotdoctorwho.moegamer.net/2014/02/23/1496-triple-gritty/ https://imnotdoctorwho.moegamer.net/2014/02/23/1496-triple-gritty/#comments Sun, 23 Feb 2014 00:09:27 +0000 http://angryjedi.wordpress.com/?p=6275 I've been playing an upcoming triple-A release today (it's still under embargo, I think, so I probably shouldn't name it directly) and although I've been enjoying it enough to play it for most of the day, it's caused me to finally pin down the reason why I'm less and less interested in triple-A games in … Continue reading 1496: Triple-Gritty

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    I've been playing an upcoming triple-A release today (it's still under embargo, I think, so I probably shouldn't name it directly) and although I've been enjoying it enough to play it for most of the day, it's caused me to finally pin down the reason why I'm less and less interested in triple-A games in my own free time — i.e. when I don't have to play them for a review or feature or whatever.

    It's the aesthetic and mood. They're all going for the same thing — that gritty, moody, self-consciously "mature" vibe that, if not handled correctly, can come off feeling a little adolescent. There are numerous tell-tale signs:

    • Someone says "fuck" quite early in the game, then people won't stop saying it. Even in situations where saying "fuck" quite so liberally would (arguably) be something of an anachronism, once a game opens the fuckgates, there's no stopping the stream of profanities belching forth from its characters lips like a never-ending tide of effluvium. Don't get me wrong, I have no issue with swearing, but swearing for swearing's sake — especially in a setting it doesn't quite feel "right" with — isn't the shortcut to "maturity" that some writers think it is.
    • There's at least one gratuitous sex scene, optionally during a mission that takes place in a brothel or similar house of ill repute. Look! Our game has tits in it! Incidental characters are fucking! Please like me!
    • The main character has a gravelly voice and an optional habit of describing things using tortured metaphors. And people complain about JRPG heroes being angsty. Seriously.
    • The main character will occasionally spout one-liners that Arnie would be embarrassed to say. These will often come up in situations where laughing just doesn't quite feel appropriate. And we all know the secret of comedy is ti—
    • It's never fantasy, always "dark fantasy". I blame Dragon Age and The Witcher for this. Both great games, but they started the whole "dark fantasy" thing rolling in earnest and now it won't stop.
    • You'll spend at least half an hour not knowing who anyone's name is. The intro sequence of the game I was playing today suggests the protagonist is supposed to know who his companion is, but I had no idea what her name was until after… events unfolded. I don't necessarily need Yakuza-style captions introducing every character's first appearance, but just a simple piece of dialogue where the characters call each other by name will do.
    • You'll realise halfway through an awesome setpiece that you have no idea how you got there. This may be a personal thing, but in dark, gritty triple-A stories I tend to have a much harder time following the story and remembering what was going on. By the time I got into the second main mission of the game I was playing today, I'd forgotten why I was there and how it tied in with the previous mission.

    There are probably more, but I'll leave that there for now. I realise similar accusations can probably be levelled at the types of games I like, but I'd actually argue there's more diversity in anime-style RPGs than there is in the self-consciously mature triple-A space. Compare something like Atelier Rorona (hand-drawn look; low-key, slice-of-life mood; strong emphasis on moe) to even its stablemate Ar Tonelico (more traditional anime-style look; more epic storyline; humour interspersed with in-depth explorations of real issues) or something like Final Fantasy XIII (CG look rather than anime; angsty characters; ridiculously over-the-top story and effects) — all very different subsets of the same basic thing, while Western triple-A tends to go for the "realistic or bust" approach for the most part.

    Note I'm not saying this is inherently bad; just that I find it a bit tiresome after a while. And playing [REDACTED] today has kind of driven that home a bit. I think I need to spend some time with Atelier Rorona to wash all the grit off tomorrow.

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    1495: Epidemic! https://imnotdoctorwho.moegamer.net/2014/02/21/1495-epidemic/ https://imnotdoctorwho.moegamer.net/2014/02/21/1495-epidemic/#respond Fri, 21 Feb 2014 23:22:51 +0000 http://angryjedi.wordpress.com/?p=6273 I really enjoy the board game Pandemic, as has been fairly well established on these very pages, but I was a little skeptical about trying the iOS version. After all, I have a perfectly good copy of the board game on my shelf — plus its expansions — so what use is a digital version? Well, it's … Continue reading 1495: Epidemic!

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    I really enjoy the board game Pandemic, as has been fairly well established on these very pages, but I was a little skeptical about trying the iOS version. After all, I have a perfectly good copy of the board game on my shelf — plus its expansions — so what use is a digital version?

    Well, it's easier to simply start playing, for one thing; for another, it has a somewhat different "feel" to it than gathering around a board with friends to play. The board game can be played solo too, of course — particularly with the solo rules introduced in the In the Lab expansion — but the iOS version is particularly friendly to either solo or pass-and-play formats. I'd argue that it feels more "right" to play it as a single-player, multi-character strategy game on the iPad, actually; it's much easier to collaborate on cooperative multiplayer moves when the board is right there in front of you, whereas passing an iPad around isn't nearly so practical from that perspective.

    I think the thing I like the most about the iOS version, though, is the presentation. Drawing most of its futuristic aesthetic from the newer edition of the board game that came out recently, its visual style is simple but effective, and the background music is excellent. Building in intensity as the Infection Rate increases over the course of a game, it keeps things feeling exciting and dramatic — and the special, super-intense music that plays when an Epidemic card is drawn really drives home the whole "Uh-oh, we might be fucked now" nature of the experience.

    The other thing worth considering about the iOS version is that it's a good way for people to try the game out without having to invest in the considerably more expensive board game version. It has a good interactive tutorial that explains the rules to you as you play, and a comprehensive in-game reference manual that goes into full detail about the game rules and all the available cards for special events, player roles and the like. It is, in short, like many iOS adaptations of board games, an excellent way of learning the game before jumping into a session with live tabletop players, or to refresh your memory on how it all works before teaching it to a group of newcomers.

    Plus, you know, Pandemic is just a great game, too. It is, for many people, their introduction to truly cooperative gaming — a team of players against the board — and at less than an hour for a game to unfold (considerably less for the digital adaptation) it's friendly to groups who tend to play on "school nights", too.

    Give it a shot. And don't worry if you doom the world to oblivion at the hands of Radical-6 (or whatever you call the Blue disease this time around) — it happens to the best of us.

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    1494: Another Pledge for Positivity https://imnotdoctorwho.moegamer.net/2014/02/20/1494-another-pledge-for-positivity/ https://imnotdoctorwho.moegamer.net/2014/02/20/1494-another-pledge-for-positivity/#comments Thu, 20 Feb 2014 23:28:45 +0000 http://angryjedi.wordpress.com/?p=6271 Earlier today, my friend (and former copy editor) Keri posted this Pledge for Positivity. And it's something I applaud; there is too much negativity around right now, for a variety of reasons. Things being taken out of context and branded as offensive; groups of fans berating each other for the most ridiculous of reasons; those … Continue reading 1494: Another Pledge for Positivity

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    Earlier today, my friend (and former copy editor) Keri posted this Pledge for Positivity. And it's something I applaud; there is too much negativity around right now, for a variety of reasons. Things being taken out of context and branded as offensive; groups of fans berating each other for the most ridiculous of reasons; those who enjoy niche interest entertainment branded with less than complimentary names; those who enjoy mainstream entertainment branded with less than complimentary names.

    I'm not going to say "this has to stop" because that causes people with a stick up their arse to start bleating about "tone policing". Instead, I'm going to try and follow Keri's example and remain focused on the positive things in life: the things I enjoy, the things I feel passionately about, the things I want to share with people. Things I don't like? Fuck 'em; I've got better things to do with my time than waste on discussing things I have no interest in or attempting to have rational debates with people who have no interest whatsoever in being rational. Such is the way of the Internet.

    As it happens, making such a pledge for positivity isn't all that far removed from what I generally try and do day in, day out on the Internet anyway. I steer well clear of whatever issue-du-jour people are angry about on Twitter today, and instead focus on talking with the people who share similar interests, but not necessarily identical tastes. Enjoyable discussions inevitably result; just the other day I had a lengthy discussion with someone who didn't like Final Fantasy XIII as much as I did, in which we remained rational, civil and articulate throughout. Neither of us changed the other's mind, but that's not what it was about — we both came away from the interaction feeling like we'd learned a little about the other's position. And that is a far more valuable result of communication than coming away understanding that, say, someone is angry but not really knowing what they want you to do about it.

    As such, you can expect the things I talk about to continue much in the same mould as they have been previously — positively. On here, I'll continue to talk about things I am enjoying and having fun with, or things that I am excited about. In my professional capacity, I tend to concentrate on things that are interesting or noteworthy rather than deliberately controversial — the most controversial thing I wrote recently was a positive piece noting that Final Fantasy XIII perhaps wasn't all that bad and people should maybe give it another chance (note: NOT "anyone who doesn't like Final Fantasy XIII is a douchebag who should probably be killed" or something similar) — and I'd much rather write something praising the interesting things that have been done well than tearing something a new arsehole for one reason or another.

    Of course, the latter part sometimes comes with the territory — some stuff is genuinely simply unmitigated crap, though it's significantly less likely to come across something with absolutely no redeeming features whatsoever today than it once way — but even then I tend to try and look for the positive where I can. Take my review of Time and Eternity, a game that was reviled by most of the games press, but which I had a good time with despite its flaws. Rather than focusing on its flawed aspects, I chose instead to concentrate on what I did like about it, and as a result produced a review that I'm still pretty pleased with today.

    Why am I talking about this? Well, aside from Keri's post, I was also pointed in the direction of this excellent article about the upcoming Senran Kagura Burst for 3DS — a game branded "damaging to the industry" by people who haven't played it. The Tiny Cartridge post was something I found particularly admirable and all too rare in the modern business — it was someone returning to an issue and proving willing to educate themselves, and being pleasantly surprised in the process. In this case, it was taking another look at Senran Kagura Burst and discovering that no, it's not just about boobs and fanservice; it's actually about some well-defined characters with realistic, human flaws — something which I've argued in the past in relation to similarly misunderstood games, too — titles such as Ar Tonelico that people are all too willing to dismiss for nothing more than their art style.

    Looking for the positive is a much more pleasant way to approach life. I can't imagine how utterly miserable the lives of these people who seem to spend all their time being angry must be. In some cases, they may well have valid reasons for their ire, and that's fine; others are angry for the sake of bandwagon-jumping. Both groups would benefit from a step back and some time alone with the things or people they genuinely do love. Works for me. Chill the fuck out and enjoy yourself for a change.

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    1493: Making the Tools Work for You, Not the Other Way Around https://imnotdoctorwho.moegamer.net/2014/02/19/1493-making-the-tools-work-for-you-not-the-other-way-around/ https://imnotdoctorwho.moegamer.net/2014/02/19/1493-making-the-tools-work-for-you-not-the-other-way-around/#respond Wed, 19 Feb 2014 22:15:28 +0000 http://angryjedi.wordpress.com/?p=6269 As an experiment, I've un-suspended my Facebook account. This blog post is the first I've mentioned of doing so, and I haven't really got back into "using" the site as such just yet, because there are a few things I wanted to do first. Specifically, I wanted to take a bit more control of my … Continue reading 1493: Making the Tools Work for You, Not the Other Way Around

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    As an experiment, I've un-suspended my Facebook account. This blog post is the first I've mentioned of doing so, and I haven't really got back into "using" the site as such just yet, because there are a few things I wanted to do first.

    Specifically, I wanted to take a bit more control of my experience there. The reason I shut down my account in the first place was because the amount of nonsense being posted was reaching intolerable levels — social media experts call this a poor signal-to-noise ration. In other words, little in the way of actual communication was going on, and instead it was becoming little more than Upworthy reshares (and, thankfully, Upworthy seems to have been all but forgotten now) and "OMG! I CAN'T BELIEVE THIS THING!" posts that people haven't fact-checked before posting. It was becoming infuriating and, as I believe I said around the time I closed my account, it was stopping Facebook from being actually useful — its original stated purpose was to be a "social tool that connects you with the people around you", after all, and for a while it did an admirable job of that.

    Anyway. In order to take control of my experience, I'm doing a few things that can largely be classified as "cleaning up my profile". I've "unliked" as many pages as it's possible to "unlike" — aside from ones that I actually do either want to show support for or get information from — and I've had a ruthless cutback on my friends list. There are still nearly 200 people on there, but when I compare it to some of the people I removed — many of whom had over a thousand "friends" — it seems a little more manageable. I've cut people whom I haven't spoken to for a while, or whom I didn't feel I'd had worthwhile interactions with online, or whom I simply didn't really actually like all that much. (Harsh but fair!) I've also cut a lot of people whom I mainly speak to on Twitter, and anyone that I wouldn't classify as a particularly close friend. (In other words, if I've removed you on Facebook, it doesn't necessarily mean I don't like you; it just means that I don't count you in my closest circle of friends, since the way Facebook is built has always felt like something that you should share with people you actually know, rather than people who are just Internet acquaintances at best.)

    I am attempting to make Facebook work for me, then, and hopefully it will provide a better experience for me. I'm still no fan of the site itself — the interface for unliking pages and removing friends was one of the most cumbersome, badly-designed pieces of UI I've seen for a long time, the current layout seems designed to make certain pieces of information as difficult to find as possible, and I'm really not a fan of how the company does business — but I am keen to use it to stay in touch with those people for whom Facebook is the best (or indeed, in some cases, only) means of reaching them.

    We'll see how long it lasts this time around. I'd like to keep an open mind, but we'll see. And if you dare post any shit from Upworthy at me, you're on my list. And not my friends list.

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    1492: The Alchemist of Arland, Reprise https://imnotdoctorwho.moegamer.net/2014/02/19/1492-the-alchemist-of-arland-reprise/ https://imnotdoctorwho.moegamer.net/2014/02/19/1492-the-alchemist-of-arland-reprise/#respond Wed, 19 Feb 2014 00:42:22 +0000 http://angryjedi.wordpress.com/?p=6267 I've been enjoying Atelier Rorona for the past few days, so I thought I'd talk a little about what I like about it. I know that Atelier Rorona isn't the best of the three …of Arland games on PS3, but my completionist nature (from a narrative perspective, anyway) insists that I play it thoroughly first before moving on to the supposedly … Continue reading 1492: The Alchemist of Arland, Reprise

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    I've been enjoying Atelier Rorona for the past few days, so I thought I'd talk a little about what I like about it. I know that Atelier Rorona isn't the best of the three …of Arland games on PS3, but my completionist nature (from a narrative perspective, anyway) insists that I play it thoroughly first before moving on to the supposedly superior Atelier Totori and Atelier Meruru. And while I was originally intending to wait for the revamped version of Atelier Rorona before I played it, there's still no confirmation one way or the other of whether it's coming to the West. I'll be surprised if it doesn't, but either way, I decided I couldn't wait any longer. I started playing it a while back — June of last year, in fact — but only got about ten hours in due to a combination of Hyperdimension Neptunia Victory, Time and Eternity and Tales of Xillia. Now, no more interruptions!

    So what the hell is Atelier Rorona and why should you care? Well, it's… I guess it's an RPG? It certainly has all the trappings of a typical RPG — hit points, experience points, levels, skills — but it's not at all your usual "band of plucky heroes saves the world" affair. No, instead it's a rather smaller-scale affair in which you play a young girl called Rorona who is tasked with saving the alchemy workshop in which she works by fulfilling a series of increasingly unreasonable requests. These all come from Meredith Alcock, the head of the Ministry of Arland, who is keen to stamp out alchemy in favour of industrialisation for his own, presumably greedy reasons. Failure to meet the requirements of the assignments brings your game to a premature end; successfully completing them means you're immediately presented with another one until you reach the conclusion of the game.

    Amid all these assignments are numerous visual novel-style narrative paths that are woven throughout the course of the game, and which you can advance by improving your relationships with various characters by performing additional tasks for them. There are numerous endings to the game, and it's designed to be replayed several times. I haven't yet decided if I'm going to attempt to play as much of Rorona as possible before moving on to Totori, or if I'm going to cycle around Rorona, Totori and Meruru several times in sequence. Either way, I'm presently enjoying the experience enough to want to try and see as many of the endings as possible.

    It's not necessarily the narrative that is the biggest draw in Atelier Rorona though. No, this being a Gust game, the emphasis is very much on an in-depth crafting system, which is excellent yet enjoyably distinct from that seen in Atelier's stablemate Ar Tonelico. In Ar Tonelico, crafting was a means of seeing various interactions between the characters and getting to know them a little better — plus getting some great items out of the experience in the process. In Atelier, meanwhile, the crafting system is the core of the game: it's the way you complete most of the assignments in the game, and the solution to most of the quests you're presented with to earn money or improve your relationship with other characters.

    The reason it's so interesting is because it's a lot deeper than simpler systems seen in other games that require you to do nothing more than combine specific items to get a brand new item. In Atelier Rorona, you have to take the quality of your ingredients into account — and things like organic ingredients spoil over time — as well as the various "traits" they have attached to them. In many cases, these are nothing more than flavour — if you make a metal ingot that is "stinky" it doesn't affect the stats of any items you subsequently create using it, for example — but in others you can do things like boost the base effect of a healing or attack item, improve the stats on equipment and improve its quality beyond that which its component items would normally provide.

    There's a lot of number-crunching involved to optimise your alchemy, and you can't always count on having perfect ingredients available, so sometimes you'll have to improvise somewhat. The ability to do this is reflected by some ingredient items for recipes being a generic category rather than a specific item. For example, when making a "Spring Cup" item that contains liquid, the exact liquid you put in there is up to you — it could be water, it could be tree sap, or something altogether more unpleasant. The items you choose to put in there will affect the final quality of the item, and experimentation is often very rewarding.

    Key to doing well in Atelier Rorona is managing your time effectively, because everything you do causes the in-game clock to tick away, counting down towards each new deadline. Whether you're crafting something or going out into the field to gather ingredients and fight monsters, everything takes time, so if you want to optimise how you're playing the game — which is presumably important when going for some of the endings — you'll need to plan your time well. Probably better than I'm doing right now, but I'm fine with just seeing which ending I get first time, then specifically attempting to pursue one or more of the others on a subsequent playthrough.

    If the other two …of Arland games are as enjoyable as Atelier Rorona I can see myself spending a hefty amount of time on this series. It helps that Rorona has an amazing soundtrack — I shouldn't expect anything less from Gust after Ar Tonelico's magnificence in that regard — but the gameplay is rock-solid too. I'm looking forward to crafting a whole bunch more pies, bombs and mysterious liquids over the next few weeks, and I don't doubt I'll report further on my progress as I continue.

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    1491: The Wiz https://imnotdoctorwho.moegamer.net/2014/02/18/1491-the-wiz/ https://imnotdoctorwho.moegamer.net/2014/02/18/1491-the-wiz/#respond Tue, 18 Feb 2014 03:51:08 +0000 http://angryjedi.wordpress.com/?p=6265 There's a board game group here in Southampton that meets regularly — most weeks, from the sound of things. I've never quite mustered the courage to go along, what with the whole social anxiety thing, but tonight Andie thought it might be a good idea for us to go together. I agreed, on the condition … Continue reading 1491: The Wiz

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    There's a board game group here in Southampton that meets regularly — most weeks, from the sound of things. I've never quite mustered the courage to go along, what with the whole social anxiety thing, but tonight Andie thought it might be a good idea for us to go together. I agreed, on the condition that she was the one who said hello and introduced us to begin with — that's always the hardest part of meeting new people, after all.

    And, against all the irrational scary thoughts my mind throws at me when confronted with a social situation like this, we both had a good time. We didn't even "need" to stick together; Andie went and played some interesting looking card games, while I joined in on a five-player bout of a game I'd heard of but never played: Wiz-War.

    Wiz-War, in case you've never come across it, is a relatively simple idea, executed beautifully well. You play a wizard, and your goal is to attain a target number of victory points (two in our first game; three in our second, for we played twice) by either pinching one of the other players' treasure chests and returning it to your own starting location, or by killing your rival wizards.

    The mechanics are simple and elegant. You can move three spaces per turn, and you can perform one "attack" per turn, which may either be a simple melee attack (or slap in the face, as it came to be referred to) or an offensive spell. Aside from that, you're free to cast spells from the cards in your hand at any point in your turn, and this is where things get interesting. The spells are far more than simple attacks, in many cases. Some allow you to set traps; others allow you to temporarily control the minds of other player characters; others still allow you to impact the board in various ways such as rotating its various sections or applying environmental effects. Taken as standalone events, most of these spells can have an amusing impact on another player, but when you find a great combination of things — or when something backfires spectacularly — that's when this game gets really amusing.

    It's a brilliant game for griefing one another, with tons of the spells seemingly built for the express purpose of being a bastard. One great example in our game involved one of the players backing himself into a corner, casting a "Prismatic Mist" spell, which enveloped two spaces in a magical effect that had random, mostly unpleasant effects when stepped into, then casting a "Swap Places" spell on me, causing me to be the one stuck behind the Prismatic Mist. (Fortunately, I had a Dispel spell in my hand, so it caused me few difficulties, but the setup was most entertaining at least.)

    I'd be interested to play it again; I feel it's something that my more regular gaming group would probably respond well to, particularly as it's a purely competitive game. It's dripping with theme but also has a decent amount of strategy to it, so it's something I may well look into trying again — or nabbing my own copy — in the future.

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    1490: Bros Before Titans https://imnotdoctorwho.moegamer.net/2014/02/17/1490-bros-before-titans/ https://imnotdoctorwho.moegamer.net/2014/02/17/1490-bros-before-titans/#respond Mon, 17 Feb 2014 01:39:44 +0000 http://angryjedi.wordpress.com/?p=6263 As I mentioned yesterday, I've been playing a bunch of Atelier Rorona this weekend, but tonight I decided to play through something a few people have been bugging me to try: Brothers: A Tale of Two Sons. And it proved to be the perfect antidote to the endless Titanfall chatter there's been on social media all weekend. For those unfamiliar, Brothers, as I … Continue reading 1490: Bros Before Titans

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    As I mentioned yesterday, I've been playing a bunch of Atelier Rorona this weekend, but tonight I decided to play through something a few people have been bugging me to try: Brothers: A Tale of Two Sons. And it proved to be the perfect antidote to the endless Titanfall chatter there's been on social media all weekend.

    For those unfamiliar, Brothers, as I shall refer to it hereafter, is a game about the titular brothers going on a quest to find the cure for their sick father. It sells itself as a "single-player cooperative game" and that's not actually a bad description in mechanical terms — using both thumbsticks on a controller, you control both brothers, and use the triggers to make each of them interact with things. Big Brother is stronger, taller and older; Little Brother is more agile, smaller and more childish. Most of the game's puzzles revolve around working out which brother is the most appropriate one to use in a situation, and whether or not they need to work together, which they usually do.

    But mechanics are probably the least interesting thing about Brothers. Where the game really shines is in telling a compact, emotional story whose characters are introduced, undergo some serious, well-paced growth and bring the story to a fitting conclusion… all without saying a word. Or not a word in English, anyway; I'm not entirely sure if the language the characters speak in the game is real or just a Simlish-style made up language, but it doesn't matter — the meaning is got across through a combination of context, body language, facial expressions plus other presentational elements such as music. The game packs a seriously powerful emotional punch by slowly building up these characters and giving you a chance to get to know them before throwing them into harrowing situations that will tax the emotional constitution of even the most hard-hearted soul.

    I cried three times over the course of the game, but as we've probably established in a number of posts over the last 1,490 days, I am somewhat susceptible to this sort of thing, not to mention a lot more willing to allow my emotions to leak out through my eyes if something affects me strongly. I'm not actually sure if game makers have genuinely got better at emotional storytelling over the past years, whether I've become more susceptible to emotional manipulation, or something in between. It doesn't really matter too much, I suppose; the fact that a game like Brothers can have a legitimately emotional impact is something that's worth celebrating and praising in itself — it doesn't necessarily need to be compared to anything else.

    I'm being deliberately vague about details of the plot here because I believe that if you're reading this and have access to some sort of gaming device on which you can play Brothers, you should definitely give it a go. It's a short game — it took me just under 3 hours to get all the way through — and not a particularly challenging one either, but it's not about challenging the player (in mechanical terms, anyway — it's definitely emotionally challenging). Rather, it's about telling an interesting, compelling story in a somewhat unconventional and interactive way. It's the kind of story that might work as an animated movie, but which has a whole lot more power added to it by virtue of the fact that you're the one in control.

    Grab a copy for PC here. And if you're planning on playing it, I recommend not reading up on it at all beforehand. It's an experience best had with beginner's mind, and one best had in a single sitting. So set aside a few hours, grab a controller, turn out the lights and enjoy a fantastic story.

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    1489: Championing the Underdogs https://imnotdoctorwho.moegamer.net/2014/02/15/1489-championing-the-underdogs/ https://imnotdoctorwho.moegamer.net/2014/02/15/1489-championing-the-underdogs/#respond Sat, 15 Feb 2014 22:57:49 +0000 http://angryjedi.wordpress.com/?p=6261 If you've ever wondered why I talk so much about lesser-known games and visual novels I come across that I end up loving, Twitter today is the reason why. Specifically, this is the reason why. For those unfamiliar with the way Twitter works, that's a search page giving a snapshot of the number of people … Continue reading 1489: Championing the Underdogs

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    If you've ever wondered why I talk so much about lesser-known games and visual novels I come across that I end up loving, Twitter today is the reason why. Specifically, this is the reason why.

    For those unfamiliar with the way Twitter works, that's a search page giving a snapshot of the number of people using the words "Titanfall beta" at any given moment — at the time of writing, there are approximately 30 tweets every minute on the subject.

    Titanfall, the new game from Respawn Entertainment, the studio set up by the guys who created the astronomically popular Call of Duty series, one of the biggest names in gaming for the past few years, is going to be a big hit, it seems. And this is lucky not only for Respawn, but also for Microsoft, who are counting on Titanfall being a system-seller for its so far disappointing Xbox One console. We'll have to wait and see whether Titanfall shifts Xbox One systems, but if interest in the beta is any indication, chances are good.

    But I don't want to talk about Titanfall. I haven't played it and thus can't comment on it in any great detail. I have registered for a beta key because I'm interested to see if it can change the mind of someone who finds Call of Duty utterly mind-numbing, but I'm not going out of my way to get one, and frankly I'm sick of hearing about it.

    It's this latter point that ties in with what I said in the first paragraph. Any time something "big" like Titanfall comes along, any smaller developers attempting to promote their work may as well just pack up and go home, because the big game is all anyone's talking about. This is how marketing works, of course; EA and Respawn want Titanfall to be as big a seller as possible, so it's in their interests to ensure as many people are talking about it as possible, and what better way to stir the pot than a steady flow of beta keys being released into the wild?

    But what of the poor souls who, like me, have pretty much zero interest in Titanfall? There's nothing stopping us continuing to go about our gaming business, of course, but it's frustrating if it just happens to be this week that we find something really cool that we want to share with people. It's also frustrating if otherwise great games come out, but news of them actually being great is drowned out by everyone stampeding to play the beta for the latest manshoot. I fear for Bravely Default and Danganronpa, both of which are fantastic games that deserve a far greater audience than they will almost certainly get — Michael Pachter would probably brand them "failures" if he had any idea either of them existed — and titles that are competing against Titanfall's beta test for the attention of gamers worldwide.

    I certainly don't begrudge anyone who's enjoying the experience of the Titanfall beta; by all accounts, it sounds like something that someone who enjoys competitive team-based multiplayer shooters will have a lot of fun with, and that's great. But at times like this, it's easy to feel a little cynical about the games biz's apparent inability to acknowledge the existence of more than one Good Thing at a time. As ever, the game that's likely to make the most money gets the majority of the spotlight attention, leading to swathes of articles from diverse sites all writing very similar things to one another, providing validation to those who were probably going to buy the game anyway and continuing to alienate those who are more interested in more niche, specialised titles.

    At times like this — and I've said this before — I feel as if the games press needs more specialised publications. We're starting to get this to a certain extent with indie-focused websites, but we need to go further. There needs to be an acknowledgement — or more of an acknowledgement, at least — that gaming isn't just about the latest, biggest-budget game out there, and that games don't cease to be relevant after their "opening week". The latter point in particular is something that infuriates me no end; if a game doesn't sell a zillion copies in its first week, it's instantly branded a failure by analysts and press alike — meanwhile, it's extremely rare that people like, say, me buy something the moment it's released.

    What have I been playing today, for example? Atelier Rorona, a PlayStation 3 game that came out in 2010. Are the experiences I've had with that game today irrelevant due to the fact it came out four years ago? No, of course not, but you might be forgiven for thinking that if you took a look at Twitter today.

    Sigh. I'm pissing in the wind with this, of course, and it's far easier to just get on with what I'm doing, talk about the things I'm enjoying and hope people who feel the same way might gather together with me. I just felt the need to express some frustration, and I'll start taking my own advice tomorrow, I think.

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    1488: Veeday https://imnotdoctorwho.moegamer.net/2014/02/15/1488-veeday/ https://imnotdoctorwho.moegamer.net/2014/02/15/1488-veeday/#respond Sat, 15 Feb 2014 00:45:04 +0000 http://angryjedi.wordpress.com/?p=6259 Andie and I are having a night away because like the good person I am I booked a nice evening in a hotel with a nice meal. Andie's currently somewhere between falling asleep and watching the morbidly fascinating spectacle that is the '80s gameshow 3, 2, 1 on Challenge TV, while I'm… well, writing this. I don't … Continue reading 1488: Veeday

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    Andie and I are having a night away because like the good person I am I booked a nice evening in a hotel with a nice meal. Andie's currently somewhere between falling asleep and watching the morbidly fascinating spectacle that is the '80s gameshow 3, 2, 1 on Challenge TV, while I'm… well, writing this.

    I don't remember ever watching 3, 2, 1 as a kid but I'm sure it must have been on at some point in my childhood, since it seemingly ran until 1988. I knew of its terrible, terrible mascot — a dustbin called Dusty Bin — but not what format the show took. Having somehow watched half (at the time of writing) of a single episode, I'm still a little bewildered. Oh well.

    Besides watching questionable (though apparently ludicrously popular) '80s TV, we also had a go at the new Pandemic expansion In the Lab earlier. This adds some interesting new mechanics to the base Pandemic game, namely a separate Lab board in which you have to process samples of the four types of disease and make use of several different pieces of processing equipment to sort them into appropriate dishes. To treat a disease, you must then collect a specific combination of cubes, categorise the disease, test the cure and finally produce your medicine.

    It's a really interesting twist on the base Pandemic mechanics because it totally changes the flow of play. It also slows down your actions significantly, which puts you significantly more at risk of losing the game through running out of cards. After just one game, I haven't quite grasped what you need to do differently, but I'm intrigued to try it again, either with other players or with the new solo rules that are also introduced in In the Lab.

    Pandemic and its two expansions probably make up one of my favourite games in my collection, and one of the most interesting things about its fully-expanded form is how flexible it is. There are lots of different "roles" for the players to play, each with their own special abilities, and several different variants to try out. There's even a competitive mode where the team as a whole competes against a "Bio-Terrorist" player who moves around the board invisibly, somewhat similar to Mr. X in Scotland Yard. I haven't yet tried the latter form of the game, but I'm keen to give it a go the next time it's my pick at games night, I think.

    Anyway. It is late and 3, 2, 1 is still burbling its surreal nonsense all over the television. I feel I should probably see the peculiar show through to its conclusion now, then tomorrow we're off to see the house we're currently in the process of buying. Scary.

    Hope you've had a good Valentine's Day, regardless of whether you're in a relationship or not. If you are, I hope you had a good time with your partner of choice. If you're not, I hope you found something entertaining to do with your time. (I hear the Titanfall beta is quite good.)

    Good night!

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    1487: Uchikoshi's Last Reward https://imnotdoctorwho.moegamer.net/2014/02/14/1487-uchikoshis-last-reward/ https://imnotdoctorwho.moegamer.net/2014/02/14/1487-uchikoshis-last-reward/#respond Fri, 14 Feb 2014 00:26:56 +0000 http://angryjedi.wordpress.com/?p=6255 Kotaro Uchikoshi, the creator of the two Zero Escape games 999 and Virtue's Last Reward, opened an English language Twitter account today, even despite his own admission that his English is not all that great. Still, he felt compelled to communicate directly with his fans since, surprisingly, it seems the majority of the Zero Escape fanbase is actually in English-speaking territories … Continue reading 1487: Uchikoshi's Last Reward

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    Kotaro Uchikoshi, the creator of the two Zero Escape games 999 and Virtue's Last Reward, opened an English language Twitter account today, even despite his own admission that his English is not all that great. Still, he felt compelled to communicate directly with his fans since, surprisingly, it seems the majority of the Zero Escape fanbase is actually in English-speaking territories — and that neither 999 or Virtue's Last Reward sold well enough in Japan to make a third and final installment in the series possible in the immediate future.

    This is… distressing to see, frankly. Uchikoshi's Twitter feed is heartbreaking to read. Even through the occasionally slightly broken English — his English is certainly better than my Japanese, mind — it's clear that there stands a passionate man who would like nothing better than to realise his grand vision for his magnum opus, a man constantly frustrated by the realities of the modern games biz — key word "biz" — and a man who genuinely feels bad that he's letting his fans down. I find it incredibly sad that someone doing such wonderfully distinctive things with interactive storytelling has been put in such a position in this, an age where story-centric games such as Gone Home, The Stanley Parable and numerous others can be held up and celebrated — even declared "Game of the Year" in some quarters of the Internet. Surely the modern industry is diverse enough to support both the Titanfalls of the world and a third installment in the Zero Escape series?

    999-pic

    Perhaps it is — in fact, given the outpouring of support I've seen for it today, I know it is — and Uchikoshi simply hasn't yet found the right route to market. Despite the bleak, apologetic nature of his tweets, it's clear that he hasn't given up hope as yet. Following a heartfelt plea for any prospective investors to contact him directly via Facebook (I'm providing the link there on the off-chance that anyone rich is reading and feels like funding Zero Escape 3) he attempted to reassure fans that Zero Escape 3 "will definitely be released somehow, someday!" And I'd like to believe that he's right.

    The question is "how?" Uchikoshi claims that he's considered crowdfunding but was concerned that it wouldn't be "persuasive" enough, but this may partly be due to the fact that crowdfunding is still yet to make a huge impact in Japan; it's still primarily a Western thing, with the exception of a few Japanese developers like Nigoro (though still in collaboration with Western publisher Playism, I might add) turning to the platform to fund projects such as La-Mulana 2. I would have thought that Kickstarter would be an ideal solution for Uchikoshi to clearly solicit and demonstrate fans' support for the Zero Escape series, but this may not help the situation in his native Japan, which is where the problems really are. I'm assuming there are some sort of rights issues involved with developer Spike Chunsoft that prevent him from striking out on his own and making Zero Escape 3 as an independent developer, or releasing 999 and Virtue's Last Reward (and Zero Escape 3) on PC, or…

    Well, anyway. Sadly, I don't have the power to do anything about the situation. But it will be absolutely criminal if someone with as clear an artistic vision as Uchikoshi isn't able to realise his creative visions due to matters of "business". This is something I hope that the industry as a whole can solve together; regardless of whether or not you liked 999 and Virtue's Last Rewardyou can hopefully agree that the gaming landscape is a richer place with titles like them in it. Creative, interesting games should be encouraged and rewarded; instead, if we're not careful, we'll drive people like Uchikoshi away forever and be stuck with an vicious cycle; an endless of soulless but profitable games, and no-one wanting to rock the boat by doing something a bit different.

    Zero-Escape-Virtues-Last-Reward-Review-Topper

    That's a Doomsday scenario, obviously, and unlikely to happen, particularly while the Western indie space is flourishing to such a degree. Now we just need the East to follow suit.

    I wish Uchikoshi the best of luck in his endeavours to get Zero Escape 3 into the hands of those of us who really, really want to see it, and would urge you to support him in any way you can if you believe in interesting, distinctive games that do some truly creative things with the medium as a means of interactive storytelling.

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    1486: Funny Ha-Ha https://imnotdoctorwho.moegamer.net/2014/02/12/1486-funny-ha-ha/ https://imnotdoctorwho.moegamer.net/2014/02/12/1486-funny-ha-ha/#respond Wed, 12 Feb 2014 23:57:36 +0000 http://angryjedi.wordpress.com/?p=6253 As I type this, a Dave broadcast, repeat, whatever (probably repeat) of a Frank Skinner stand-up show has just finished. It made me laugh rather a lot. I haven't watched a Frank Skinner show for quite some time and I was pleased to see he doesn't appear to have changed all that much — he … Continue reading 1486: Funny Ha-Ha

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    As I type this, a Dave broadcast, repeat, whatever (probably repeat) of a Frank Skinner stand-up show has just finished. It made me laugh rather a lot. I haven't watched a Frank Skinner show for quite some time and I was pleased to see he doesn't appear to have changed all that much — he still primarily tells imagery-heavy stories about sexual encounters, and in doing so paints quite the vivid picture with his words.

    Catching this show got me thinking a bit. I haven't watched a whole lot in the way of stand-up comedy for a long time, whereas it used to be something I really enjoyed doing. I think part of this is due to the fact that I don't really know who's good these days — and the little modern stand-up I have seen doesn't really appeal all that much. This may partly be due to the fact that you tend to catch stuff like this on Dave or BBC3, the latter of which in particular is aimed at young and stupid people.

    Comedy goes in cycles and phases, and the comedians who are popular at any given moment give a good snapshot of culture at the time. A few years back when Eddie Izzard was popular, for example, that kind of fast-paced, clever humour was fashionable — everything tying together. Today, it seems that one fashionable style of comedy is the string of unrelated one-liners, one after another — funny, sure, but it doesn't quite "click" with me as much as the intertwining threads of something like Izzard's comedy.

    I haven't seen a lot of musical comedy of the the kind best exemplified by Bill Bailey and Tim Minchin recently, either. This is a real shame, because both of these performers are clearly very skilled musicians as well as witty comedians. Both still occasionally show up on comedy panel shows — a good means of catching favourite comedians long after their standup isn't seen quite so often on the television — but, you know, I'd pay good money for a new Bill Bailey show.

    I saw Bill Bailey live when I went to the Edinburgh Festival from university, and it was a magical experience. I, and many of my companions who were also in attendance, immediately fell in love. Many of us were familiar with Bailey's work on TV shows, but perhaps not his stand-up; after that, meanwhile, it wasn't long before all of us went and picked up all his DVDs.

    I don't really have a point to all this. Perhaps I'm asking in a roundabout way whether there are any good comedians out there who are worth seeking out. For reference, I enjoy stuff like Bill Bailey, Eddie Izzard, Dara O'Briain and that sort of thing. (I've even been known to enjoy Michael McIntyre, though as I recall you're not supposed to admit that sort of thing. But ah, fuck it.) Any must-see comedians out there that I'm missing out on?

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    1485: Trigger Happy Havoc https://imnotdoctorwho.moegamer.net/2014/02/11/1485-trigger-happy-havoc/ https://imnotdoctorwho.moegamer.net/2014/02/11/1485-trigger-happy-havoc/#respond Tue, 11 Feb 2014 23:59:00 +0000 http://angryjedi.wordpress.com/?p=6248 I've been refraining from talking about it until I put my review up, but now that's safely filed, I feel I should enthuse somewhat about Danganronpa: Trigger Happy Havoc. For the uninitiated — and all the people who constantly claim they have no idea what Danganronpa is — allow me to explain. It's a visual novel-cum-adventure game from … Continue reading 1485: Trigger Happy Havoc

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    I've been refraining from talking about it until I put my review up, but now that's safely filed, I feel I should enthuse somewhat about Danganronpa: Trigger Happy Havoc.

    For the uninitiated — and all the people who constantly claim they have no idea what Danganronpa is — allow me to explain.

    ADOOOOORABLE.
    ADOOOOORABLE.

    It's a visual novel-cum-adventure game from Spike Chunsoft, the developers who brought us the Zero Escape series that consists of 999 and Virtue's Last Reward. Its concept is something of a cross between Corpse Party and Zero Escape: a disparate group of individuals are kidnapped, trapped in an enclosed environment (in this case, a twisted, not-quite-right version of a school, hence the Corpse Party comparisons) against their will, and then presented with a series of challenges between them and their final escape. In Zero Escape's case, this was a matter of solving puzzles and choosing the correct path to the end; in Danganronpa's case, meanwhile, it's a little more complex.

    The game's Zero-equivalent Monokuma — a far more in-your-face and sinister antagonist than the largely hands-off Zeroes — challenges the game's cast to a "killing game" in which anyone who successfully gets away with murder graduates from the twisted school and gets to escape; meanwhile, everyone else gets "punished" by, well, being killed. Conversely, should the "Blackened" murderer be found out, they get punished, but the remaining students don't get to escape — they just have to continue their school life.

    The game unfolds over a series of chapters, each of which involves the surviving members of the cast investigating the mysterious school, trying to get to the bottom of what is going on and then, subsequently, investigating a murder that happens. This is then followed by a "class trial" in which everyone argues and yells at each other and, if you've done your job correctly, the culprit is identified and punished. In between these phases, you get short periods of "Free Time" in which you can hang out with the remaining characters to build up your relationships, which subsequently unlocks "skills" for use in the trial segments.

    Ooh, I know, I know. It's... [SPOILERS]
    Ooh, I know, I know. It's… [SPOILERS]
    The trials themselves are a far cry from Ace Attorney territory. The majority of them revolve around a mechanic called "Non-Stop Debate" in which the characters continue speaking their lines whether or not you're ready to continue, and you have to shoot down "weak points" in their arguments with the "truth bullets" you gathered over the course of your investigation. On the default difficulty, for the majority of the game you'll only have to identify which statement to shoot down with a single truth bullet; on harder difficulty levels (and at certain, critical moments on normal difficulty) you'll also have to choose the correct truth bullets to refute the statements you think are false. This then gets even more complicated as the game progresses as people start shouting over the top of each other, represented by irrelevant "noise" statements floating across the screen and getting in the way of the things you actually want to shoot down.

    This Hangman game has a lot more at stake than a stickman's life.
    This Hangman game has a lot more at stake than a stickman's life.

    These arguments are supplemented by Hangman-like sequences in which you have to recall specific pieces of information by spelling them out, rhythm action sequences in which you struggle to make yourself heard over someone's constant objections and, at the end of each "case," a Trauma Team-style summing up of exactly what happened by assembling a comic strip depicting the events leading up to the murder, and what happened after that.

    It's a fascinating game; perhaps not as "clever" as 999 and Virtue's Last Reward, but that's no bad thing — while 999 and Virtue's Last Reward specialise in bending your brain around complicated narratives with peculiar structures, Danganronpa's relatively straight line to the finish still manages to have plenty of surprises, twists and turns along the way, and has no qualms whatsoever about killing off its main cast with alarming rapidity.

    In short, my review has hopefully already made this abundantly clear, but if you have a PlayStation Vita and the slightest interest in intriguing, compelling murder mysteries, you should abso-posilutely pick up a copy of Danganronpa this week. No, I don't care if you're already playing Bravely Default. No, I don't care if you're getting stuck into Lightning Returns. Danganronpa is fantastic, and I don't mind admitting that I want as many people as possible to play it so we continue to see more and more games like this in the West.

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    1484: Virtue's Last Reward, No Really It's Totally the Last One This Time https://imnotdoctorwho.moegamer.net/2014/02/11/1484-virtues-last-reward-no-really-its-totally-the-last-one-this-time/ https://imnotdoctorwho.moegamer.net/2014/02/11/1484-virtues-last-reward-no-really-its-totally-the-last-one-this-time/#respond Tue, 11 Feb 2014 00:42:09 +0000 http://angryjedi.wordpress.com/?p=6246 So I did it. I finished Virtue's Last Reward. Spoilers follow for both 999 and VLR. Damn. What a great game. I wasn't quite sure what to expect in the plot of the new game after 999 wrapped up, because although 999's plot was pleasingly self-contained, it left things on an intriguing cliffhanger with regard to one character in particular — the peculiar and almost-naked … Continue reading 1484: Virtue's Last Reward, No Really It's Totally the Last One This Time

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    So I did it. I finished Virtue's Last Reward.

    Spoilers follow for both 999 and VLR.

    Damn. What a great game.

    I wasn't quite sure what to expect in the plot of the new game after 999 wrapped up, because although 999's plot was pleasingly self-contained, it left things on an intriguing cliffhanger with regard to one character in particular — the peculiar and almost-naked Alice, whom, at the end of 999, you are led to believe may very well be an Egyptian mummy full of Ice-9.

    Virtue's Last Reward initially appears mostly unconnected to 999 aside from a few elements — the presence of the character Clover, who looks somewhat different (and rather more cheerful) than her moody, brooding self in 999; the main "antagonist" (for want of a better term) being called "Zero"; and the main concept of the game's setting being the "Nonary Game," which involves attempting to escape through a door marked "9" (which, this time around, is visible from the very start rather than buried within the depths of the facility) and trying not to get killed by the bracelets locked to your wrists (which, this time around, inject you with anesthetic and muscle relaxant rather than blowing you up — something which I find somehow more horrifying than simply blowing up, despite the fact that the injecty-bracelets were designed to tone down the horror elements from 999.)

    Aside from those aspects, however, it's not immediately apparent that there's any direct connection between the previous game and this one. The protagonist is different; there's no sign of characters from the first one (aside from Clover) and it's not immediately apparent whether or not the new Zero has any connection at all to the past one.

    What's most intriguing about the overarching plot of Virtue's Last Reward is how it drip-feeds information to you. As you progress through the game, you gradually start picking up more and more pieces of information, but for the most part, the game doesn't put it together for you. In fact, there are several situations where you're just plonked in front of a computer's login screen and expected to figure out the user ID and password based on what you've seen before, but aside from that, you're also expected to draw your own conclusions about how the characters relate to one another, which of the numerous timelines down which the story can proceed is the "right" one (if any) and what things people tell you in one timeline might mean in another.

    A particularly fascinating aspect of the game's structure is the fact that the in-game ability to "jump" from narrative node to node at any time is specifically addressed in game as Sigma and Phi are revealed to have the ability to send their respective consciousnesses forwards and back in time. In the absolutely, positively, completely, no-really-we-mean-it-this-time final final ending, the game even shatters the fourth wall by having the characters talking directly to you, and strongly implying that somehow you have been present through all this (and will likely be there in the sequel too).  It's mind-bending, but always remains coherent and consistent throughout; to paraphrase the game's unsurprisingly comprehensive TVTropes page, the game wilfully and happily breaks all of Knox's Ten Commandments of detective fiction, but does so in such a way that it remains true to the spirit of the rules — deus ex machina is kept to a minimum, and even the strangest stuff that goes on is eventually explained in a manner that is utterly convincing; that which isn't explained is used as a sequel hook and manages to do so without being unsatisfying — by the end of Virtue's Last Reward it's abundantly clear what actually went on in the new Nonary Game and as such it takes a bit of a sting out of the whole "Oh, but then they went off and did this, which we're not going to show you right now" stuff they pull at the end.

    One thing I'm sure of having finished it now, though: that third game needs to get made. Given the relatively low sales of both 999 and VLR, I fear for the series' future, but I do hope that the third game gets made and wraps up the complete story. As it stands, it's a fascinating, brilliantly crafted story that would only really be possible through the video games medium, and it would be a shame to see it left as an unfinished work. It may have taken me a while to get around to finally playing these two games, but having done so, I'm confident in saying that a third installment is a day-one purchase for me, no questions asked.

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    1483: Virtue's Almost-Last Reward https://imnotdoctorwho.moegamer.net/2014/02/09/1483-virtues-almost-last-reward/ https://imnotdoctorwho.moegamer.net/2014/02/09/1483-virtues-almost-last-reward/#respond Sun, 09 Feb 2014 23:23:24 +0000 http://angryjedi.wordpress.com/?p=6244 I will finish this game. I will finish this game. It's been 40 hours. It's a matter of pride now. There may be mild spoilers for Virtue's Last Reward in this post. There will almost certainly be spoilers for 999. I haven't quite worked out what I'm going to write yet; I just feel like I need to do … Continue reading 1483: Virtue's Almost-Last Reward

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    I will finish this game. I will finish this game. It's been 40 hours. It's a matter of pride now.

    There may be mild spoilers for Virtue's Last Reward in this post. There will almost certainly be spoilers for 999. I haven't quite worked out what I'm going to write yet; I just feel like I need to do something like a brain dump in order to try and work out what on Earth is going on.

    Putting in a "read more" tag so those casually browsing the front page don't run into any spoilers… see you after the jump if you're continuing to read.

    All right. First up, let me say that I really liked the big reveal at the end of 999. It explained a lot and wrapped up a lot of things. For those who can't remember, or who have no intention of playing the game, it went something like this: each of the various "endings" happened on a different timeline, and a core concept of the story involved the ability to transmit information through the "morphogenetic field" across time and space. One of the cast of 999 — young girl and sort-of love interest June — had her past self communicating with the protagonist Junpei in her future (which is actually the present) in order to help save her from a horrible fate in an incinerator. The different paths down which the story progressed reflected how close Junpei and the rest of the gang came to figuring out what was going on and saving June's past self — when heading down a route where her past self was likely to die, she'd become more and more feverish and ill as the time of her death drew nearer. Eventually, final success revolved around "remembering" information from one path and applying it to another — something which the morphogenetic field made possible.

    Virtue's Last Reward plays with this idea in a different way. Straight away, we can tell things are at least a little different, since the game is narrated from a first-person perspective rather than 999's third-person — it transpires (in my eyes, anyway) that 999's narrator was actually past-June, not Junpei, which explains why everything he did was narrated as if someone was watching him, rather than as if it was he himself doing it. By contrast, Virtue's Last Reward has narration that is very clearly from the perspective of new protagonist Sigma, who remains largely enigmatic throughout.

    This time around, however, Sigma and one of the other characters have the ability to "jump" between parallel timelines and see how different situations pan out. This is specifically addressed and referenced in one of the aforementioned timelines, but it's something you'll probably figure out before getting there due to the fact that every so often, Sigma will "remember" some information that he couldn't possibly have known in the timeline that he's presently on. In fact, specifically leveraging this fact is essential to reaching the end of not only Virtue's Last Reward's "true" path, but also several of the other endings, too.

    At several points in the game, Virtue's Last Reward throws up "locks," you see, which is where Sigma and company get themselves into a seemingly unwinnable situation. The difference between a lock and a full-on "Game Over" bad ending, however, is that by finding something out in one of the other timelines, you can overcome a lock, whereas a Game Over is an unavoidable ending as a consequence of one or more of your past choices — usually the most recent one.

    Interestingly, at at least one point in the game, you have to have seen a Game Over before you can continue down the "correct" path for that particular timeline, since overcoming the challenge in front of you requires the use of knowledge that you only discover in your last moments. At several other points, immediately before something disastrous happens — bombs exploding and obliterating the entire facility that Sigma and his companions are in, for example — you discover some information that needs to be used in one of the other paths. Usually, this is used automatically, but I've started to run into situations now where you actually need to remember (or at least note down) the things you've discovered in order to proceed.

    Each time Sigma blurts out something that he "shouldn't" know, it's pointed out. It's not a plot hole; it's supposed to happen. Having not quite beaten the whole game yet, I don't know exactly how this is all resolved, but I'm very, very interested to find out. It's utterly mindbending but handled with enough internal logic and coherence to be convincing… so far, anyway. Will it manage to keep that up until the bitter end?

    That remains to be seen. Now if you'll excuse me, I'm going to go and try to find out.

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    1482: Lego, not LEGO https://imnotdoctorwho.moegamer.net/2014/02/09/1482-lego-not-lego/ https://imnotdoctorwho.moegamer.net/2014/02/09/1482-lego-not-lego/#respond Sun, 09 Feb 2014 00:41:39 +0000 http://angryjedi.wordpress.com/?p=6242 Andie and I went to see The Lego Movie today (or, if you work in PR, The LEGO Movie™) — it's the first time we've been to the cinema for ages since neither of us really like going all that much, but given Andie's admirable obsession with Lego (we have three awesome display cabinets with … Continue reading 1482: Lego, not LEGO

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    Andie and I went to see The Lego Movie today (or, if you work in PR, The LEGO Movie™) — it's the first time we've been to the cinema for ages since neither of us really like going all that much, but given Andie's admirable obsession with Lego (we have three awesome display cabinets with City stuff in at our place, and I'm sure our new home will have considerably more) there was never a time where we weren't going to see it.

    I shall refrain from spoiling the movie too much, save to say that it's an excellent kids' movie of the type designed to appeal in numerous ways to grown-ups as well. The concept of Lego being an all-ages toy (whatever it might say about upper age limits on the boxes) is specifically lampshaded, and there are numerous cameos from characters who have been immortalised through various Lego sets over the years — ranging from Star Wars to Lord of the Rings via the DC universe.

    What I did want to talk about is how Lego has done a great job of positioning itself to a ridiculously broad market in 2014, and how that's changed significantly over the years I've been alive. Or, at least, the way I've come to look at Lego has changed significantly over the years, anyhow.

    I never really got hugely into Lego as a kid. I'm not sure why, really, since you'd think it would appeal to my inherent creative sensibilities. But no; my brother was the big Lego person in our family, though I certainly delved into the big brown plastic box full of it that was a fixture in the playroom when I was growing up. I liked the idea of Lego — something which you could use to build anything you wanted — but always felt a little intimidated by it, too.

    Part of the reason for this was that in the big brown plastic box was an extremely well put-together house, complete with doors, windows and a slopey roof. I liked looking at this house because I was impressed with the craftsmanship — I assume it was originally the work of my brother, though I don't know if it was assembled from instructions or not — but I also didn't want to take it apart, because it was "complete", and taking something apart that is "complete" didn't quite feel right to me. Unfortunately, it consisted of all the "best" pieces, which made building other coherent structures a little more difficult, so ultimately I never really became much of a builder.

    That was how I thought of Lego; it was something you built things with. I didn't really think of it as having much of a "personality" as such, despite the presence of minifigs. (Incidentally, I was very happy to see that the "spaceman" minifigs, which appeared to be all we had in the big brown box, were specifically brought up in the movie.) It was just sort of… there, and given that I didn't end up building all that much stuff with it, it drifted out of my consciousness for many years, never to return until I met Andie, really.

    Today, however, Lego very much has a personality, demonstrated aptly by the movie. But I think the slightly irreverent attitude that Lego is infused with today started somewhat earlier. I can't say for certain exactly when it began, but I have a feeling the computer games made by Traveller's Tales have a lot to do with it. Again, I haven't played all that many of these, but they have developed somewhat over time, too — they began with "silent movie" recreations of Star Wars that ended up being hilarious because of their lack of dialogue, and gradually moved into movie adaptations that used actual lines and sounds from the movie, and subsequently on to original titles such as Lego City Undercover.

    The personality of the latter in particular was very evident in the movie, and it's one of the things that made it so enjoyable — it was silly, highly quotable nonsense for children, but at the same time the references and sly winks throughout were clearly aimed at those of us who are old enough to have kids of our own (whether or not we actually do).

    In short, it was a lot of fun that I highly recommend you go and see. I'm glad to see something as cool as Lego endures so well in the modern world, and solid adaptations like The Lego Movie will undoubtedly help it continue to do so.

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    1481: Faceoffs are Magic https://imnotdoctorwho.moegamer.net/2014/02/08/1481-faceoffs-are-magic/ https://imnotdoctorwho.moegamer.net/2014/02/08/1481-faceoffs-are-magic/#respond Sat, 08 Feb 2014 00:03:43 +0000 http://angryjedi.wordpress.com/?p=6240 Picked up a copy of the My Little Pony Collectible Card Game the other day, and Andie and I gave it a shot tonight. After some initial confusion over some of the rules and how it all worked, I think I've grasped how the flow of play goes now, and I'm interested to try it again. I … Continue reading 1481: Faceoffs are Magic

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    Picked up a copy of the My Little Pony Collectible Card Game the other day, and Andie and I gave it a shot tonight. After some initial confusion over some of the rules and how it all worked, I think I've grasped how the flow of play goes now, and I'm interested to try it again.

    I haven't played a CCG since the name Portal was primarily associated with Magic: The Gathering rather than Valve. I never really got hugely into Magic (or the game I half-heartedly started collecting but never once played before, the Star Trek: The Next Generation Collectible Card Game) but recently, with some attempts at Netrunner (not technically a CCG, but it was originally) and now this, I'm interested to play more.

    Being based on My Little Pony: Friendship is Magic, the My Little Pony CCG isn't based around direct conflict. Rather, it's based on the rather family-friendly premise of solving problems and giving "troublemakers" the boot before they cock up your plans to solve the aforementioned problems.

    The mechanics are relatively straightforward, though not introduced massively clearly in the rulebook. Essentially, each turn you have a certain number of action points to spend, which is determined by the player with the highest score. Consequently, a trailing player has the potential to catch up somewhat by the fact that they'll still have the opportunity to play more cards.

    During your turn, you can play "Friends" either directly to one of the two Problems in play, or into your Home, from which they can later be moved at a cost of two action points per card. Cards often have prerequisites and costs in order to play — for example, in order to play one card, you might need to spend two action points and already have two yellow Power points on the board.

    Once you've spent all your action points, you check to see whether you've amassed enough Power of the appropriate colours to "confront" a Problem and score a point for it. If two players both have enough power to confront a Problem, after you score a point, you have a Faceoff over it, where you compare your respective Power levels, replace the Problem and score bonus points. On the off-chance you've scored from both Problems in play at once, you have a Faceoff, even if your opponent doesn't meet the requirements for either. Again, this replaces the problems, sends all the Friends home and discards any other cards, meaning both sides then have to start building up Power again to confront the next Problems.

    What's difficult to judge from just one play of the game is how the different colour decks play. It seems apparent that the Fluttershy starter deck is concerned with amassing strong amounts of Power very quickly — the Caretaker ability that pops up quite often allows certain cards to boost the power of other ("Critter") cards, for example, which means you can quite easily muster an unassailable force of Friends to hoover up Points nearly every turn — while the Pinkie Pie starter deck is more concerned with fucking over your opponent by reducing their power or removing certain cards from the board.

    There's a couple of aspects of the game that appear to be fairly key to strategy — firstly, how you "flip" your main character card, and secondly, how you use Troublemakers.

    To the first point, "flipping" your character card involves meeting a specific condition, after which you can turn the card over and use its more powerful "Boosted" side for the rest of the game, which generally has a higher base Power level, a special ability and fewer restrictions on the cards you can keep in your Home area. Fluttershy seemed quite easy to flip, since she simply needed to confront a Problem with another Critter in tow, whereas Pinkie Pie seemed significantly harder to flip — she has to confront a problem unopposed by any of her opponent's cards, which means she probably has to make a bee-line for her own starting Problem before things get too hectic.

    To the second point, Troublemakers are cards you play and flip over on your next turn, which then block your opponent from being able to confront a problem, since they first need to beat the Troublemaker at a Faceoff. The flip side of this inconvenience you give them is that if they do beat the Troublemaker in a Faceoff, they score points for doing so, then can potentially pick up some points for the Problem too. With some Troublemakers worth 3 points, that's potentially a gain of 4 or more points in a single turn, which has the potential to completely swing a game from one way to another — you play to 15.

    Anyway. To cut a long story short, I won, 15-3, though I'm not sure it really counts since it was a training game. I'm intrigued to try it again, and potentially to try out some of the other character decks and see how they work. Looking at discussion of the game online, its apparently simplicity appears to be somewhat deceptive — there's a fair amount of deep strategy possible to incorporate, as with any good CCG, though naturally there's always the question of who has the "better" cards if you've started delving into the world of booster packs.

    There will be more ponycards in the near future!

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    1480: Before the End of After Story https://imnotdoctorwho.moegamer.net/2014/02/07/1480-before-the-end-of-after-story/ https://imnotdoctorwho.moegamer.net/2014/02/07/1480-before-the-end-of-after-story/#respond Fri, 07 Feb 2014 00:54:42 +0000 http://angryjedi.wordpress.com/?p=6238 Looking back over these entries, I can see that I started watching the Clannad anime quite some time ago, and still haven't quite finished it. I'm closing in on the end, though, but it's tough going. Really tough going. In short, its reputation as "the crying anime" is pretty well-deserved, given that the last three episodes have all, well, … Continue reading 1480: Before the End of After Story

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    Looking back over these entries, I can see that I started watching the Clannad anime quite some time ago, and still haven't quite finished it. I'm closing in on the end, though, but it's tough going. Really tough going.

    In short, its reputation as "the crying anime" is pretty well-deserved, given that the last three episodes have all, well, you know. Let's just say that watching them first thing in the morning while trying to get fired up to do some work perhaps wasn't the best idea.

    This isn't a bad thing, of course, and one of the things I've come to particularly like about Clannad is that, despite its reputation, it's not overtly emotionally manipulative. There's a lot of filling in the blanks yourself, a lot of figuring things out — and that moment when you come to a realisation yourself is what hits the hardest. Certain things aren't made at all explicit, leaving you to come to your own conclusions about what happened. Said conclusions may not be particularly difficult to come to — I'm trying to remain spoiler-free here for the sake of those who haven't seen it — but still, somehow, you're left with a few questions as to whether or not you're really right. After one episode I watched, I simply couldn't go back to it for a couple of days because the possibility of something awful having happened that I wasn't sure I'd reached the correct conclusion about was something I couldn't quite deal with at the time. Eventually I found the courage, though; like any tragedy, you have to face up to things sooner or later.

    Part of this vaguely ambiguous feeling about it stems from the faintly otherworldly, dream-like atmosphere it has. I commented back when I was watching the first series that there was something of an air of melancholy flowing through the backdrop of even the most joyful scenes, and this continues during the After Story second arc. After Story also contains more in the way of outright tragedy, but the obviously bad things happening aren't necessarily the most affecting moments — it's the consequences that sometimes come two or three episodes later that hit the hardest.

    Similarly, After Story continues the seemingly unrelated parallel storyline that appears to have nothing to do with the main narrative, but which occasionally kind-of-sort-of-possibly-maybe? reflects what's been happening in terms of tone and overall feeling. Having not yet watched until the very end of the whole series, I can't yet tell if this is wrapped into the overall narrative in a specific way, or whether it remains as it was left at the end of the first series — as a story one of the characters ends up telling — but it's certainly something that regularly gives you food for thought throughout the entire run.

    I'm appreciating it because I find the protagonist Okazaki quite relatable, too. He's a young man (I know I'm not quite so young as I used to be, but humour me) who appears to have a certain degree of difficulty showing outward signs of emotion, but who occasionally explodes with pent-up feelings that simply can't be held in any longer. To those not familiar with him, he might seem cold or morose, but the complete run of Clannad reveals him to be a sympathetic character who quietly deals with his own turmoil as best as he can while trying not to bother other people with the things that are on his mind. Despite this, he's a passionate, caring person who tries to do the right thing and gets frustrated when the injustices of the world conspire to prevent him from doing just that. He's humble and realistic; he doesn't get ideas above his station, but he wants to try and do what he can for the people who love him.

    I'm intrigued to see how it all ends. I have about five or six more episodes left, I think, and things are starting to tie themselves up towards a conclusion. I have literally no idea how it will actually finish right now, though I'm sure there will be more tears before the final credits roll.

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    1479: Moneybags https://imnotdoctorwho.moegamer.net/2014/02/05/1479-moneybags/ https://imnotdoctorwho.moegamer.net/2014/02/05/1479-moneybags/#respond Wed, 05 Feb 2014 21:17:40 +0000 http://angryjedi.wordpress.com/?p=6236 Andie and I have bought a house. (Or possibly, "Andie and I are buying a house" — I'm not entirely sure which tense is appropriate at this stage.) Thus far the process has been significantly less stressful than I have been led to believe, but I'm sure there's still scope for something to go horribly … Continue reading 1479: Moneybags

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    Andie and I have bought a house. (Or possibly, "Andie and I are buying a house" — I'm not entirely sure which tense is appropriate at this stage.) Thus far the process has been significantly less stressful than I have been led to believe, but I'm sure there's still scope for something to go horribly wrong along the way. Until that time, however, I'm going to enjoy what has, so far, been a fairly painless process.

    One thing that has struck me during this process, however, is how much your perception of money can change in such a short space of time. Or, indeed, how much the quantities of money you deal with on a regular basis can change in a short period.

    When you're young, getting a couple of quid pocket money is a lot. Getting an expensive present — something that costs £20 or more — is pretty awesome, and getting a really expensive present — a games console, say — is really awesome. At the same time, if you're not dealing with a lot of money at once, it can be easy to disregard it completely. I recall when I was very young — like, early primary school young — thinking that cashpoint machines simply gave you money if you put in the right number. It didn't even occur to me that you had to have that money to your name in order to be able to receive it in physical form.

    Then you move into your teenage years, and start having a bit more money of your own. It's still not in huge quantities, though that said there's plenty of teenagers wandering around sporting the latest iPhones, so modern teens are certainly getting money from somewhere. Some even save up and get their own car, although admittedly said car tends to be a rustbucket monstrosity that will fall apart the second you look at it.

    Then on to university, where, in many cases, you'll have early encounters with both crippling debt and seemingly more money than you know what to do with. You'll start paying rent, which costs hundreds of pounds a month, and you'll have expenses to consider. You'll get thousands of pounds through a student loan, then blow it on booze and whatever else students spend money.

    Despite university being a whole bunch of years ago now, I must confess that I still find myself in that mindset sometimes. I feel like I don't have much money coming in — even though I'm drawing a respectable wage and can live comfortably — and even a hundred pounds feels like a lot of money.

    Until now. We're buying a house, which costs six figures. This involves being saddled with a six-figure debt, and spending five figures up front. The most I've ever spent on something in one go up until now was four figures on a computer, so the prospect of spending five figures at once is… well, it's a little mind-boggling, if I'm honest. I'm not sure the idea has sunk in yet.

    Still, at least once all the house stuff is sorted we can hopefully both go back to thinking about much smaller numbers on a regular basis. At least until we decide we want to move and buy another one somewhere else…

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    1478: Virtue's Numerous Penultimate Rewards https://imnotdoctorwho.moegamer.net/2014/02/04/1478-virtues-numerous-penultimate-rewards/ https://imnotdoctorwho.moegamer.net/2014/02/04/1478-virtues-numerous-penultimate-rewards/#respond Tue, 04 Feb 2014 23:37:40 +0000 http://angryjedi.wordpress.com/?p=6233 I'm still plugging away at the sequel to 999, Virtue's Last Reward. This is an interesting game in many ways, but one of the most fascinating things I've found about it so far is how it's far more willing to withhold an ending from you than 999 was. In 999, there was only one ending that had a "prerequisite" — … Continue reading 1478: Virtue's Numerous Penultimate Rewards

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    Feb 4 -- PathsI'm still plugging away at the sequel to 999, Virtue's Last Reward. This is an interesting game in many ways, but one of the most fascinating things I've found about it so far is how it's far more willing to withhold an ending from you than 999 was. In 999, there was only one ending that had a "prerequisite" — i.e. you had to finish one path before you could finish the "true" path — but in Virtue's Last Reward, there are numerous plot branches that end prematurely with a "To Be Continued" message that may only be unlocked using knowledge obtained in one of the other narrative paths. Consequently, a big part of the game's challenge looks set to revolve around determining precisely which order you should do things in.

    To speak too much about this aspect of the game and why it's structured in this way would be to get somewhat spoileriffic, and I know that at least one person who might be reading this is currently playing through the game at the same time as me, a number of hours behind where I am. As such, I'll refrain from discussing this aspect of it too publicly for the moment and satisfy myself simply by saying that I find this approach really interesting.

    It's one of the things I like best about the visual novel medium, as it happens. It's also one of the main means through which the visual novel medium distinguishes itself from conventional novels and other linear forms of storytelling. The branching nature of visual novels means the medium inherently lends itself to a form of storytelling whereby you only get the complete picture of what is going on by seeing things from multiple perspectives. And I'm not necessarily talking about switching narration perspectives to different characters — in most cases I'm simply talking about the protagonist making different choices, proceeding down a different path and consequently demonstrating a different side to themselves.

    In some cases, these different paths are manifested as the protagonist changing in different ways. In Katawa Shoujo, for example, each narrative path sees the protagonist learning something from his chosen partner, and growing into a markedly different person as a result. He's still Hisao at heart, but each of the girls bring a different aspect of him to the forefront — Rin brings out his artistic side, for example, while Emi encourages him to never give up and to always keep on with whatever he's put his mind to.

    In other cases, these different paths simply allow us to see how the protagonist responds to different life situations. In Kira Kira, for example, each of the main narrative paths corresponds to each of the very different female members of the cast, each of whom have their own story to tell. By seeing all of these stories through to their conclusion, you get a complete picture of who they are — and perhaps the reasons they do the things they do.

    One of the best examples I can think of in recent memory is School Days HQ, too. I'm still yet to see 100% of the scenes in this, but I've seen enough of the endings to know that knowledge gained in some narrative paths can completely change the way you look at others. What may superficially seem to be a romantic scene can be tinged with sadness or tragedy when approached from a different angle with different knowledge already in your mind. And if you're unfortunate enough to catch that game's most notorious bad ending on your first run through… well, I pity you trying to see the rest of the game in the same way afterwards.

    Rather than separating narrative paths into their own discrete threads that neatly tie themselves up, then leaving the player to do all the mental fingerwork to weave them all together into a complete picture, it seems that Virtue's Last Reward is deliberately structured in such a way as to encourage you to explore all the different options — including the "bad" endings. In the path I played tonight, making a "bad" choice ultimately proved to be something I actually needed to do in order to progress the story further down another route. That's something I've never seen before, and it's proving to be a real highlight of the experience for me.

    But as I say, in discussing this we're getting dangerously close to spoiler territory, and I'm keen to avoid that. So I'll leave that there… and now I'm off to go and see if I can't actually make it to one of the endings before I go to sleep this evening.

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    1477: Nondescript https://imnotdoctorwho.moegamer.net/2014/02/04/1477-nondescript/ https://imnotdoctorwho.moegamer.net/2014/02/04/1477-nondescript/#respond Tue, 04 Feb 2014 00:36:00 +0000 http://angryjedi.wordpress.com/?p=6231 It's been one of those days that just sort of… happened today. I wrote about EA's horrendous molestation of the Dungeon Keeper series, gave Flappy Bird a well-deserved drubbing in a review and a few other things, then played an interesting horror game called Serena which I'm going to write a review of tomorrow, then capped the evening off with some Final … Continue reading 1477: Nondescript

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    It's been one of those days that just sort of… happened today. I wrote about EA's horrendous molestation of the Dungeon Keeper series, gave Flappy Bird a well-deserved drubbing in a review and a few other things, then played an interesting horror game called Serena which I'm going to write a review of tomorrow, then capped the evening off with some Final Fantasy XIV. That was my day. That was it.

    Much as we might like to always have interesting things to talk about and tall tales to tell, the fact is that most days we go through our existence are pretty humdrum, boring and nondescript, with almost nothing of note happening whatsoever.

    This isn't necessarily a bad thing, of course, because having humdrum, boring and nondescript days suggests that things are going all right — it's better than having days that are crushing disappointments, or that make you want to punch walls, or that make you want to sit in the shower and cry, for example, but it's also not quite as good as days that make you want to explode in happiness or play a pair of tea tongs like castanets. (Actually, I must confess to doing the latter earlier while waiting for a cup of tea to brew, but it was more through boredom than happiness. Tea tongs actually make a surprisingly convincing castanets substitute, FYI.)

    Perhaps this is why social media has risen to such prominence in recent years. Everything from the humble status update to a "selfie" has the potential to make the mundane seem so much more fascinating than it really is — at least it does to the people posting these things. Yes! they'll think. Here's my dinner! It's amazing! Maybe people will be jealous of what I'm having! I have beans with sausages! Joke's on you, losers! Oh God I'm so lonely.

    It's sort of baffling if you take a step back from it all, really. Take photography in particular — the rise of digital photography and phone cameras have devalued the humble photograph from cultural artifact to disposable, throwaway thing. Photos used to be a precious commodity — you'd go on holiday with a couple of 36-exposure rolls of film in your bag, and you'd try to make every shot count. Now, you can afford to take pictures of every course of every meal you have and share them to the world as if they give a shit. And Silicon Valley types who enjoy making new social media apps for no other reason than to say they attracted several million in seed funding, whatever that is, can take advantage of people like this by offering them apps that allow them to "turn your photographs into beautiful memories" and the like. Ugh.

    Of course, the Internet belongs to everyone so it is your choice how you choose to go about using it. Just remember that the things you're posting might not be as interesting to other people as they might be to you. Heaven knows I know that after writing 1,477 days of nonsense on these very pages.

    There you go. I even have something to say on a humdrum, boring and nondescript day such as today. And now I'm going to bed. Good night.

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    1476: Go There, Do That https://imnotdoctorwho.moegamer.net/2014/02/03/1476-go-there-do-that/ https://imnotdoctorwho.moegamer.net/2014/02/03/1476-go-there-do-that/#respond Mon, 03 Feb 2014 00:37:17 +0000 http://angryjedi.wordpress.com/?p=6229 One thing I've discovered that I quite enjoy doing with regard to writing about games is writing walkthroughs, guides and that sort of thing. Admitting this is the sort of thing that gets me some funny looks, since writing guides and walkthroughs is often regarded as one of the lowliest jobs in the business. But … Continue reading 1476: Go There, Do That

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    One thing I've discovered that I quite enjoy doing with regard to writing about games is writing walkthroughs, guides and that sort of thing.

    Admitting this is the sort of thing that gets me some funny looks, since writing guides and walkthroughs is often regarded as one of the lowliest jobs in the business. But I still like it — and in order to do it effectively, it does require a distinct combination of skills: the ability to write and explain things clearly being the main one.

    I'm currently assembling a bunch of guides for Final Fantasy XIV with a mind to publishing them around the time of the PlayStation 4 version's release, which is when the game is likely to see a bunch of new players trying it for the first time. I'm finding it enjoyable to write the guides for several reasons: firstly, it's another means of writing about a game I like a whole lot, and secondly, it's an opportunity to demonstrate my knowledge and pass on the things I've learned to other people. (Thirdly, it's an opportunity for me to remind myself — or learn for the first time, in some cases — the exact details of how everything in the game works.)

    Perhaps the reason I think so fondly on writing guides is the fact that it's how I got my real start in writing for publications. (Okay, that's not quite true — I had a couple of reviews published in an Atari enthusiast magazine when I was quite a bit younger, but that didn't have nearly the same reach of the games press I've written for since.) After doing some work experience on the magazine my brother was in charge of at the time — the now sadly defunct PC Zone — I published a number of guides and walkthroughs for sprawling games such as Lands of Lore II, Final Fantasy VII and Discworld II. They were hard work to assemble and the remuneration I received for each piece probably wasn't what it could have been, but I have fond memories of putting them together.

    It also led to one of the things I'm most strangely proud of in my career: the fact I wrote a tips book for the notorious crash-and-smash game Carmageddon, which was cover-mounted on PC Zone one month and was subsequently included as a pack-in extra with Virgin Megastores' special edition bundle pack of the game one Christmas. After that, some years after I thought I'd ever see a copy of it ever again, popular digital distribution storefront GOG.com saw fit to include a PDF version of my tips book in with their newly modernized version of this classic game. Digital immortality — and not a royalty cheque in sight, but I'm not really bitter about that.

    I wonder if my enjoyment of writing tips and walkthroughs stems from the fact that when it didn't make me want to kill myself, I actually enjoyed teaching? It's a similar sort of skill, after all — taking a potentially complex concept and introducing it to people who may not be familiar with it at all — and thus I feel that's a plausible explanation. If that's the case, though, it's perhaps a shame it's a form of writing that's not taken particularly seriously — although I feel the enthusiasts doing it for free over on GameFAQs are something to do with that.

    Anyway. That's my revelation for the day. I like writing walkthroughs. So there. And here's my walkthrough for EA's Dungeon Keeper on iPhone: 1. Press and hold the icon on your home screen. 2. Tap the "X" that appears in the corner. 3. Tap the "Delete" button.

    Sorry, couldn't resist.

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    1475: Thundercards https://imnotdoctorwho.moegamer.net/2014/02/01/1475-thundercards/ https://imnotdoctorwho.moegamer.net/2014/02/01/1475-thundercards/#respond Sat, 01 Feb 2014 20:05:54 +0000 http://angryjedi.wordpress.com/?p=6226 We've finally got our Internet back after it being down for most of today as well as last night — not to mention BT's site noting that the problem was reported at 4:30 am and would be fixed by 12 am (errr…) — but yes. Internets we have. Woo! While it was down, Andie and … Continue reading 1475: Thundercards

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    Feb 1 -- ThunderstoneWe've finally got our Internet back after it being down for most of today as well as last night — not to mention BT's site noting that the problem was reported at 4:30 am and would be fixed by 12 am (errr…) — but yes. Internets we have. Woo!

    While it was down, Andie and I went out for a bit, initially to have a scary grown-up talk with a mortgage advisor. We're well on the way to owning our own house, though I'm hesitant to talk too much about it right now in case it all falls through. Exciting, though.

    Anyway, Andie buggered off after lunch to go and see a friend in Portsmouth, so I thought I'd have a wander into town and see what was what. Actually, I had a vague idea in mind that I wanted to pick up a copy of the board game Mage Knight that I could play solo while the Internet was down — while our regular gaming group is hesitant to return to the game again since our last 5-player game took literally all day, I do like the idea of the solo game, which is much shorter owing to the lack of downtime.

    Long story short, I went to Forbidden Planet (which appeared to be playing host to a Magic: The Gathering tournament of some description — interesting to know) and had a browse of their board games. There was no Mage Knight — they haven't had that in for a while, I don't think — but they did have a game called Thunderstone which I recalled seeing positive comments about in the past.

    I didn't know much about Thunderstone, but a quick browse of its BoardGameGeek page revealed that it was very positively received by the community as a whole (an average rating of 8.1 is very high for that notoriously picky community) and was something that may indeed be worth picking up, particularly since it was £10 off as part of Forbidden Planet's sale. So I grabbed it, took it home and gave its solo version a go — yes, the fact it supports solo play is one reason I was willing to give it a shot.

    Many board games take a significant amount of time to "unpack", what with all the counters and tokens you need to pop out, but Thunderstone takes the cake in that there are about a bajillion cards, all of which need to be sorted into their own little compartments — though thankfully the game does include special "divider" cards to make organising the box pretty straightforward.

    The game itself is a deckbuilding game with elements that are similar to both Ascension and Dominion, but with enough unique flavour and mechanics to make it clearly its own beast. The gist is that you're a faceless hero attempting to save the realm of Numenera — a setting I'm not familiar with, but which I understand is relatively popular in fantasy enthusiast circles — from "Doom," some sort of amorphous unpleasantness that has been hopping through dimensions from the original incarnation of Thunderstone to the version I bought today.

    Your "goal," such as it is, is to defeat an evil horrible Thunderstone Bearer, a powerful monster who shows up later in the game, and one who brings about the end of the game if you allow him to advance far enough. In order to do this, you'll need to recruit heroes, purchase equipment and then tonk a whole load of monsters on the head with various blunt and sharp implements until Big Bad comes out, you tonk him on the head and save the day. (Or until Big Bad comes out, you fail to tonk him on the head and the world is swallowed by eternal darkness, or something.) Victory is determined not by whether or not you beat the Thunderstone Bearer, but by the number of Victory Points you've earned at the end of the game — this is a competitive game at heart, though in solo play you are playing against the game itself rather than simply attempting to amass as many points as possible.

    Each turn, you can either visit the village or delve into the dungeon. Going to the village allows you to spend money up to the value of the cards in your hand to purchase various items or the services of local heroes. You can also use XP tokens gathered through previous successful combats to level up your existing heroes — so long as they're in your hand on that turn.

    Yes, this being a deckbuilder, you're somewhat at the mercy of the cards you draw, though through careful use of various abilities that let you "discard" (remove temporarily) or "destroy" cards and manage your hand more effectively. Although there's a random element that can, at times, be frustrating when you don't quite get what you want, as with most deckbuilders it's about considering what you might need a little way down the road, and planning accordingly. It's all very well recruiting a deck full of "Strong" heroes (massive Physical damage, may only level up after combat instead of in the village) but as soon as a monster that requires you to twat it with Magical damage at least once shows up, you're buggered if you haven't allowed for that eventuality.

    The monsters all have interesting abilities. Some force you to destroy cards in your hand before you can confront them, some provide benefits after you've killed them — you add them to your deck as trophies rather than keeping them separately as in Ascension — and one particular category, known as Ultraterrestrials, all have an infuriating special ability where if your total damage exceeds — or, in some cases, is not exactly — a particular value, then you simply can't kill them, even if you would have otherwise obliterated them off the face of the planet. This makes for more interesting strategies than simply acquiring as much power as you possibly can — it's worth your time to gather some abilities that will let you reduce the amount of damage you inflict, too.

    Anyway, I played a solo game and lost to the game. It was reasonably close, though — I think it was 54-46 in favour of the game, if I remember rightly — which isn't bad for a first attempt. I'd be interested to see how the dynamic changes with more than one player, so hopefully I'll have a chance to get it to the table at some point in the near future.

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    1474: Disconnected https://imnotdoctorwho.moegamer.net/2014/02/01/1474-disconnected/ https://imnotdoctorwho.moegamer.net/2014/02/01/1474-disconnected/#respond Sat, 01 Feb 2014 00:39:18 +0000 http://angryjedi.wordpress.com/?p=6224 Our Internet is down. Apparently broadband services in our whole area are affected, so thankfully it's nothing to do with our hardware. This does mean that I have to compose this post on my phone, though, which is always a faff, but at least the option's always there, so I should be grateful for that … Continue reading 1474: Disconnected

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    Our Internet is down. Apparently broadband services in our whole area are affected, so thankfully it's nothing to do with our hardware.

    This does mean that I have to compose this post on my phone, though, which is always a faff, but at least the option's always there, so I should be grateful for that at least. And I should also be grateful for the fact that the phone networks haven't been knocked out by a zombie apocalypse or whatever, though frankly if there were a zombie apocalypse daily blogging would probably be the last thing on my mind.

    I'm currently sitting in bed watching the rats go about their business. Newcomers Socks and Clover are still both very timid, but they are getting bolder — both of them have been emerging from the parts of the cage they've decided are their "safe places" a lot more often, and they seem to be getting along well with one another even if they don't quite seem sure what to make of Andie and I yet. We have to be very quiet if they're doing anything other than hiding, since the slightest sound — even breathing too heavily — can cause them to go scampering off.

    The best part about the new little ones is how much happier Lucy seems to be. Lara's passing was sad, and this was driven home even more by how depressed it made Lucy. She had lost all her usual pep, energy and cheekiness and simply wasn't herself; a couple of days after getting some new friends, though, and she's thoroughly back to her old self.

    I could watch these little buggers for hours. When I do, it reminds me once again how long I'd been missing out on animal companionship — I have a feeling that some furry friends of some description may have helped me out through some dark times in my past, but, well, hindsight is… You know.

    Hopefully our Internet will be back to normal tomorrow. In the meantime, mata ashita.

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    1473: Ruined https://imnotdoctorwho.moegamer.net/2014/01/31/1473-ruined/ https://imnotdoctorwho.moegamer.net/2014/01/31/1473-ruined/#respond Fri, 31 Jan 2014 01:52:15 +0000 http://angryjedi.wordpress.com/?p=6222 Oh, EA. Why. Why. Why. Why. I am, of course, talking about the new iOS version of Bullfrog's classic Dungeon Keeper, which was released today and is, of course, utter bobbins. Why? Because it's a free-to-play mobile game. And yes, I think we've reached the stage where it pretty much is reasonable to brand free-to-play mobile games … Continue reading 1473: Ruined

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    Oh, EA. Why. Why. Why. Why.

    I am, of course, talking about the new iOS version of Bullfrog's classic Dungeon Keeper, which was released today and is, of course, utter bobbins.

    Why? Because it's a free-to-play mobile game.

    And yes, I think we've reached the stage where it pretty much is reasonable to brand free-to-play mobile games a universally bad thing, because the fucking awful ones far outnumber the very, very few good ones. In fact, I can't think of any good free-to-play mobile games offhand, whereas on PC I can name plenty.

    Dungeon Keeper does every offensive thing it's possible for a shitty free-to-play mobile thing to do. It has wait timers, it has premium currency, it has the ability to purchase resources and other things rather than collecting them yourself (by, you know, playing the game) and worse than all the monetisation crap is the fact that they've taken a game that was originally an interesting, fun and original idea and made it into something utterly predictable and boring.

    Dungeon Keeper is clearly aiming to ride the coat-tails of popular "midcore" strategy games such as Clash of Clans but this isn't a particularly good thing, either; Clash of Clans is an unashamedly pay-to-win title whose "top players" ride high in the leaderboards for no other reason than the fact they have paid more money into the game. Thousands of dollars, in many cases.

    This is the second time EA has trawled Bullfrog's back catalogue to "re-imagine" them for iOS — the first being Theme Park — and it's the second time it's proven to be a complete insult to the memory of a great game. The people behind this monstrosity should be disgusted with themselves — as profitable as free-to-play games are and as much sense as they make from a business perspective, there's no getting away from the fact that the games themselves are complete shit, being devoid of any real depth and compromising good game design in the name of being more exploitative .

    Stop it, EA. The people you're hoping to court with these games' names are the people you're pissing off the most.

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    1472: New Friends https://imnotdoctorwho.moegamer.net/2014/01/29/1472-new-friends/ https://imnotdoctorwho.moegamer.net/2014/01/29/1472-new-friends/#respond Wed, 29 Jan 2014 23:15:03 +0000 http://angryjedi.wordpress.com/?p=6220 After Lara died, Lucy rat was very lonely. She seemed reasonably all right for a few days, but took a turn for the worse over the next couple. She'd spend most of the day hiding in her box and not being very sociable — she'd come out for a bit if you made a fuss … Continue reading 1472: New Friends

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    After Lara died, Lucy rat was very lonely. She seemed reasonably all right for a few days, but took a turn for the worse over the next couple. She'd spend most of the day hiding in her box and not being very sociable — she'd come out for a bit if you made a fuss of her, but before long she'd go back into hiding.

    It's strange and fascinating to see, in a morbid sort of way. Watch an animal who is suddenly left all alone after having become accustomed to the company of another, and it's very clear that they do "feel" things — whether that's true "emotions" as we know them or simply more of a survival instinct "oh shit, I'm not as safe as I was before" isn't entirely clear, but they definitely feel something.

    And it was heartbreaking to see in Lucy rat's case. She was normally such an energetic, silly little thing, so to see her so lethargic and unenthusiastic about everything was difficult to deal with. And so, after confirming via a bit of online research that yes, rats really do prefer to live with others of their own kind, we went to the pet store and picked up a couple of young playmates for Lucy. (We got two because, practically speaking, Lucy is getting older, too, and we didn't want a new playmate to be left in the same situation when Lucy does eventually leave us.)

    They're a lot younger than her — they're literally half her size — but so far they appear to have been getting on well with one another. One in particular has been following Lucy around, snuggling up with her in the little hideaway and generally being very friendly. The other doesn't appear to object to the presence of either Lucy or her young friend — whom she previously lived with in the pet store, so was at least accustomed to the presence of — but is still very shy, preferring to sit very still in the corner and hope no-one notices her.

    The two of them are very distinct both from one another and from Lara and Lucy. Lucy is all white with a few light grey splotches here and there, while Lara was mostly white with a dark grey head and grey patterning on her back. Socks, as one of the newcomers has been christened, is all dark grey except for her belly, which has a white stripe down it. Clover, as the other one has become known, has more of a splotchy pattern all over her, plus a noticeably more fluffy, slightly messy-looking coat.

    It's very early days for us to get to know them yet, but they're very cute and Lucy seemed immediately happier as soon as she had some company. It's always a slightly nailbiting moment when you introduce new rats to one another, especially when one has been living somewhere for a while. We had the same moment after Willow died and we got Lucy to keep Lara company — Lucy spent her first few days hiding in the corner and, on one memorably terrifying occasion, even decided to "play dead" worryingly convincingly for a while. Before long, though, the two of them at least appeared to be friends with one another, even if Lucy was always a cheeky little shit towards Lara.

    I'm looking forward to seeing how the three of them get along with one another, and I'm sure there will be further updates as they start to come out of their shells a bit.

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    1471: Netrunning, Again https://imnotdoctorwho.moegamer.net/2014/01/29/1471-netrunning-again/ https://imnotdoctorwho.moegamer.net/2014/01/29/1471-netrunning-again/#respond Wed, 29 Jan 2014 00:23:08 +0000 http://angryjedi.wordpress.com/?p=6216 It was supposed to be one of our regular gaming evenings tonight, but two of the usual five participants were unable to make it, so the remaining three of us decided to try something a little different — concentrate on a single, two-player game and really get a feel for it. The game was Android: Netrunner, which … Continue reading 1471: Netrunning, Again

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    Jan 28 -- NetrunnerIt was supposed to be one of our regular gaming evenings tonight, but two of the usual five participants were unable to make it, so the remaining three of us decided to try something a little different — concentrate on a single, two-player game and really get a feel for it.

    The game was Android: Netrunner, which I talked about a short while back, and after tonight I feel I have a stronger grasp for the "feel" of the game and how it works.

    In particular, what I've found interesting is quite how different the various factions play. The recommended starter decks — Jinteki for the Corporation player, Shapers for the Runner player — include an interesting balance of abilities, but can often see a game ending somewhat quickly. The Jinteki deck in particular is rammed with traps to set for the Runner player, most of which do various types of "damage" to him, causing him to discard cards and lose the game completely if he has to discard more cards than he has in his hand.

    A key part of the Jinteki deck strategy appears to be making good use of these traps. One, known as Project Junebug, is particularly deadly in that it can be quite well "disguised" as one of the point-scoring Agenda cards by spending credits to "advance" it, then unleashed when an unsuspecting Runner hacks into it, only to discover an ambush waiting for him that does more damage than your maximum possible hand size early in the game. I won a game in this way this evening; my friend Tim likewise won one against my other friend Sam by making use of a similar strategy, though this time by simply setting two identical traps, luring Sam into the belief that one was an Agenda and the other was not, but actually revealing after the fact that both were deadly Project Junebug cards. Nasty.

    Part of what is clearly the most interesting thing about Netrunner came out in our game this evening: it's as much about reading your opponent's psychology as it is about playing the optimum cards. In my game against Sam, for example, I left an Agenda card completely unguarded for a significant part of the game, building up defences in front of my other cards — including Project Junebug, which I then proceeded to "advance" in order to further cement the appearance that it was, in fact, an Agenda. By the time I laid some defenses in front of the previously unprotected Agenda and started to advance it, Sam was firmly of the belief that the more well-guarded card was the more valuable one — and from there, I was able to eliminate him easily.

    Conversely, when Sam and Tim played one another, they tried different decks. Tim tried the Criminals Runner deck, while Sam went for the Haas-Bioroid corporation. It was quite hard to get a feel for how the Criminals deck played — it appeared to be quite focused on attaining a decent amount of wealth, which can subsequently be spent to enhance your capabilities during a "run" — but the Haas-Bioroid deck was a clear contrast from Jinteki. While Jinteki is all about bluffing and setting traps, Haas-Bioroid is all about setting up impenetrable defenses that are quite difficult for the Runner to get through. Conversely, a Criminals vs Haas-Bioroid match went on for significantly longer than the Shaper vs Jinteki matches we had previously tried — and rather than the games ending quite quickly, this matchup resulted in a much more protracted battle in which either side could have feasibly won.

    I'm yet to delve into the more complicated side of building your own deck to play the game with, but even the differences between these starter decks are fascinating. I'm really looking forward to having the opportunity to play the game again and see how differently the other factions play to one another.

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    1470: Move https://imnotdoctorwho.moegamer.net/2014/01/27/1470-move/ https://imnotdoctorwho.moegamer.net/2014/01/27/1470-move/#respond Mon, 27 Jan 2014 08:26:59 +0000 http://angryjedi.wordpress.com/?p=6213 Well, I did it; a little later than intended due to an all-round shitty week last week, but did it nonetheless: I got up early and battled through my own sense of inadequacy to have a very slow run, kicking off yet another attempt at the Couch to 5K program. My trouble with getting up, … Continue reading 1470: Move

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    Jan 27 -- RunningWell, I did it; a little later than intended due to an all-round shitty week last week, but did it nonetheless: I got up early and battled through my own sense of inadequacy to have a very slow run, kicking off yet another attempt at the Couch to 5K program.

    My trouble with getting up, out and exercising at the moment is the fear that it's going to be difficult and painful. The rational response to this is "well, of course it is" but the irrational side of me uses that as a reason to want to put it off. I'm not sure why, though, because putting it off for longer is just going to make it more difficult and painful in the long run, which will just make me feel worse, which is ultimately somewhat counter-productive, to say the least.

    What I've found I need to do in the past is try not to worry about what other people think of me, and try not to compare myself to others. I am woefully unfit and rather overweight, so of course I'm not going to be able to run as well as that guy with the frighteningly muscular legs who just overtook me. It's hard not to compare and want to push yourself, though — but in my current physical condition, pushing myself too hard just makes me want to stop completely which, again, is ultimately somewhat counter-productive.

    What I generally try to do is to blot out the outside world as much as possible. When it's crappy weather like this, I put on my hoodie and put the hood up, and put some loud music on to encourage me to give it my best. Today I had on my "Gym Battles" playlist from the last time I had a half-hearted fitness drive, which includes a selection of anime themes plus battle music from a variety of RPGs — all of which make fantastic exercise music, I might add. The soundtrack to Split/Second also makes for brilliant running music, so I can highly recommend that if you have a copy.

    Now I'm back and about to have breakfast, and my legs are aching. I'm sure they're going to hurt even more later and tomorrow, but that's an oddly satisfying feeling — it's physical evidence that you've worked hard and done something positive. So long as it doesn't continue aching for too long, that is!

    I'm going to try and support the occasional running with some Wii Fit. I don't want to set myself too ambitious goals so I get disheartened and don't stick to them, but at the same time I also don't want to waste my time. I'll have to experiment a bit and see what works for me in the long run.

    For now let's hope I can keep this up for a while at least.

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    1469: Read Before Posting https://imnotdoctorwho.moegamer.net/2014/01/26/1469-read-before-posting/ https://imnotdoctorwho.moegamer.net/2014/01/26/1469-read-before-posting/#respond Sun, 26 Jan 2014 23:24:36 +0000 http://angryjedi.wordpress.com/?p=6210 I'd like to try a little exercise with you, oh fellow denizens of the Internet. Find the last thing you posted online, be it chat message, tweet, Facebook status update or, if you've got more time than sense, blog post. Then what I would like you to do is read that post out loud — … Continue reading 1469: Read Before Posting

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    Jan 26 -- Colon-PI'd like to try a little exercise with you, oh fellow denizens of the Internet.

    Find the last thing you posted online, be it chat message, tweet, Facebook status update or, if you've got more time than sense, blog post. Then what I would like you to do is read that post out loud — but with a twist. I'd like you to make all the faces you typed emoticons for, and any acronym you used, I'd like you to actually do the thing you said you were doing. (For example, if you typed "lol", I would like you to laugh out loud; if you typed "lmao" I would like you to laugh until your arse falls off. Yes, literally.)

    Did you look like a complete dingbat and/or a creep? Exactly. Herein lies part of the problem with online communication: while emoticons and acronyms were originally intended to allow for some semblance of "tone" to be indicated in the necessarily dry nature of text, they don't really work all that well in the way that they tend to be used today.

    Take the humble "lol". Depending on your literacy level, you may actually put "lol" in a sentence where you really would laugh out loud. But more often than not, it seems, it's used as a substitute for punctuation, and it doesn't really matter what punctuation mark should have gone in there if we were going to be all persnickety about Standard English. No, many's the time when I've seen people type a message ending with a redundant (and, frankly, somewhat disquieting) "lol" or even joining two completely largely unrelated sentences to one another. I recall one former Facebook "friend" (actually someone I went to school with but barely spoke to when I was there, let alone since) posting some epic rant about how she had had a difficult week lol but was looking forward to putting her feet up with a glass of wine lol xxx. That's… no. That just doesn't make any sense.

    I think more infuriating to me than inappropriate lolling is the use of the tongueface smiley, however. I associate sticking your tongue out with a distinctly 1950s expression of rebellion — something an Enid Blyton character would do while running away from someone they didn't like very much. It's not something I generally think to do… well, at all really, as a 32 year old man, and so I tend not to pepper my online utterances with tongueface smileys at any time other than when I am clearly mocking someone and need to make it abundantly clear that I'm not actually being mean. I will confess to making a fair amount of use of the good old-fashioned smiley face emoticon, but that's about it. (I don't even use "XD", whose usage annoys me for much the same reasons as "lol" does.)

    I am sure I am overthinking this, and that the tongueface smiley has somewhat transcended its associations with Enid Blyton characters, but I still find it oddly jarring when I see it somewhere that it just doesn't seem to belong. So again, I urge you, before you send that message, just read it out loud and make all the facial expressions you said you were making. If it feels weird to stick your tongue out… maybe take that particular colon-P out, hmm?

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    1468: Magick and Mend https://imnotdoctorwho.moegamer.net/2014/01/26/1468-magick-and-mend/ https://imnotdoctorwho.moegamer.net/2014/01/26/1468-magick-and-mend/#respond Sun, 26 Jan 2014 01:13:19 +0000 http://angryjedi.wordpress.com/?p=6207 I'm just shy of level 49 on the White Mage class in Final Fantasy XIV, which means I'll more than likely hit 50 tomorrow, which in turn makes Final Fantasy XIV the first MMO that I've not only reached the level cap and done some endgame stuff, but also the first MMO in which I've reached the level cap more … Continue reading 1468: Magick and Mend

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    Jan 25 -- WHMI'm just shy of level 49 on the White Mage class in Final Fantasy XIV, which means I'll more than likely hit 50 tomorrow, which in turn makes Final Fantasy XIV the first MMO that I've not only reached the level cap and done some endgame stuff, but also the first MMO in which I've reached the level cap more than once. Granted, once you've done it once, subsequent levelling is significantly quicker thanks to the "Armoury Bonus" mechanic — bonus experience points based on the difference between your current class' level and your highest class' level — but it still demands a significant amount of commitment and, as the complete-once quests around the world dry up, creativity and flexibility in terms of how you're going to level up 49 times.

    This second run to 50 has been interesting for a number of reasons, firstly because it's involved playing the game in a completely different way. During my first runthrough, in which I took the Thaumaturgist/Black Mage class up to 50, I was following the game's "Main Scenario" questline, which takes you through a complete, authentically Final Fantasy story in the purest sense. And it's a resolutely old-school Final Fantasy, too, all about crystal-related mysticism, powerful ancient forces stirring to cause chaos and, of course, a cast of villains in memorable-looking but impractical armour that probably makes it impossible for them to go to the toilet without lacerating their genitals. It's also paced in such a way that aside from a slight "dry spell" in the mid-40s, it's always taking you to new places in the world and providing you with a bunch of sidequests to do — by the time you reach the grand finale, you'll be level 50 and have a thorough understanding of how your class works, and consequently should have little difficulty challenging the "final" eight-player dungeons and obliterating the Big Bad from the face of Eorzea.

    Conversely, once you're done with all that, there's not quite the same narrative push to keep you earning XP and progressing — the game switches, for the most part, from being all about following a linear storyline to "living" in the game world and making your own fun to a certain extent. It takes on a much more freeform feeling — though there's still something of an "optimal" route to level up as quickly as possible — and provides fun of a different sort. There's also a lot more flexibility to take on your own personal challenges — I'm hoping to eventually collect all the unique sets of equipment from the various dungeons, for example, but this will require me to be a bit more organised than I currently am, clear out my bulging Armoury Chest and make some checklists. Soon. Soon.

    As well as this shift in play style, playing a completely different type of class has been interesting, too. Ever since my first serious attempt at playing an MMO — World of Warcraft — I've largely focused on playing heavy damage dealers, usually mages or the local equivalent. While these roles are demanding in their own right — particularly later in the games, there's an expectation that you have a thorough understanding of your abilities and how to use them efficiently to inflict as much damage as possible in as short a time as possible — there's often not as much "responsibility" as comes with the other two important roles in a typical MMO party: the "tank" and the "healer". Consequently, when I came to Final Fantasy XIV, I wanted to start with something I was familiar with — and while Black Mage comes with its own unique mechanics that I haven't seen in an MMO before, it was still largely about flinging flamey things at bad things until they fall over.

    Switching to Conjurer/White Mage, though, was truly interesting, and it becomes particularly clear how different it is to play a healer the moment you step into a dungeon. No longer are you concentrating on the enemies and queueing up devastating attacks; instead, you're focusing your attention for the most part on the little party window in the upper-left corner of the screen, and making use of your restorative abilities to ensure none of those numbers reach zero as much as you can. This is very easy early in the game — a lot easier than I was expecting, in fact — but becomes more challenging the more abilities you have available to you. By the time you're healing later dungeons, you're having to content with status effects (dispatched with a swift cast of the "Esuna" spell) and bosses that inflict damage on the whole party at once. You start having to prioritise your actions carefully — can the tank take a few more hits while you buff up the armour of the more squishy party members, or should you fling him a heal or two first? — and the responsibility of knowing that the fate of the party largely (though not completely in many cases) lies with you becomes more obvious.

    I actually thought this experience would be terrifying — to be frank, I was worried I'd fuck it up and get yelled at by people who died as a result of my incompetent healing — but I've found myself enjoying the experience a great deal, and seemingly being quite good at it. I haven't yet been thrown into an eight-player dungeon — the first of those don't show up until you reach level 50 — and I'm a little nervous at the prospect since I'm not quite sure how two healers divide up the workload of healing a much larger party, but I'm sure I'll figure it out. Plus it's always nice to be useful, and healers are certainly that.

    Anyway. Time for bed. It's been a pleasantly peaceful day today, and I can feel my head gradually getting back to whatever passes for "normal". Not quite perfect yet, but getting there.

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    1467: Broken https://imnotdoctorwho.moegamer.net/2014/01/24/1467-broken/ https://imnotdoctorwho.moegamer.net/2014/01/24/1467-broken/#respond Fri, 24 Jan 2014 20:20:32 +0000 http://angryjedi.wordpress.com/?p=6205 Lara's death hit me pretty hard. Or, to be more accurate, it was the tipping point; the straw that broke the camel's back and other such cliches: the bad thing happening that caused all the other bad things in my head to overflow, boil over and spill out like some sort of pitch-black overcooked soup … Continue reading 1467: Broken

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    Lara's death hit me pretty hard. Or, to be more accurate, it was the tipping point; the straw that broke the camel's back and other such cliches: the bad thing happening that caused all the other bad things in my head to overflow, boil over and spill out like some sort of pitch-black overcooked soup of eternal despair.

    To clarify: today has not been a good day. After spending yesterday rather upset at our dear little furry friend's passing, I woke up this morning not feeling any better. In fact, feeling significantly worse. It was that kind of bleak feeling where it's nearly impossible to move, speak or function at anything more than the most basic level. I cried for no apparent reason on two separate occasions; it helped a little.

    Right now? I'm at least functioning somewhat better than I was earlier, but I still feel like my brain is broken (and I have a headache, too, which isn't helping matters). I've had a good day at work — got an article shared by TotalBiscuit, yo — to distract me from the bad things rattling around in my head, but they've still been there lurking on the periphery, waiting to lay me low once again.

    I haven't felt this bad for quite some time, and it sucks. It's not entirely due to Lara's passing, either; while that did indeed make me very sad and it still makes me tear up a bit to see Lucy by herself in her cage, as I say that was little more than the stimulus; the additional pressure that caused everything to come gushing out.

    It's hard to know how to keep feelings like this under control. For the most part, I'd been feeling reasonably positive recently, but apparently I'd been repressing more emotions than I'd thought. The silly thing — and one that will be familiar to anyone with depressive tendencies — is that with all the confusion and chaos these emotions bring, it's impossible to come to some sort of rational explanation as to what is making you feel so bad. This, of course, makes the answer "what's wrong?" extremely difficult to answer with anything other than a non-committal "I don't know", but it's true; more often than not, when I feel like this, I really don't know what it is that's making me feel so bad.

    Today should be a positive day, though, for a couple of reasons: Andie and I went to find out how much the bank would lend us for a mortgage earlier today and it turned out to be more than we were expecting; and I wrote an article that's been pretty widely shared and attracted a ton of potentially new eyes to USgamer, which is great. So I should focus on those positive things and less on the negative, and use the rest of the evening to do things that cheer me up and make me happy. Then hopefully, eventually, the dark edges will fade and I can get back to some semblance of normality again.

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    1466: Lara Laid to Rest https://imnotdoctorwho.moegamer.net/2014/01/23/1466-lara-laid-to-rest/ https://imnotdoctorwho.moegamer.net/2014/01/23/1466-lara-laid-to-rest/#respond Thu, 23 Jan 2014 17:15:13 +0000 http://angryjedi.wordpress.com/?p=6201 A day I had a feeling that was coming, but didn't want to think about happened today: our pet rat Lara passed away, from the looks of things during the night or the early hours. We came into the lounge for breakfast and she was just lying there, sleeping peacefully underneath the little log cabin … Continue reading 1466: Lara Laid to Rest

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    IMG_2592A day I had a feeling that was coming, but didn't want to think about happened today: our pet rat Lara passed away, from the looks of things during the night or the early hours. We came into the lounge for breakfast and she was just lying there, sleeping peacefully underneath the little log cabin in her cage. She didn't look as if she had suffered; she had just obviously thought it was time to pass on, so fell asleep and didn't wake up.

    While I had maybe been expecting and worrying about this for a lot longer than was strictly necessary — she was a pretty old lady, as rats go, and she'd obviously been developing a few health problems over time — that doesn't stop it being any less upsetting and sad to see it come to pass, however peacefully she passed away.

    Lara was part of our family. She was not only the first pet I've ever owned myself — along with her cagemate Willow, who was taken from us well before her time — but an important part of the home Andie and I have built for ourselves. She was a presence I had grown accustomed to; I enjoyed seeing her face peeking out of a Pop-Tarts box — she loved hiding in boxes — and to see how she'd scurry frantically to the cage door at the prospect of treats. Especially yogurt. She loved yogurt.

    She had her own distinct personality that developed over time. We initially called her Lara because in the original pairing of her and Willow, she was the one who came out of her box first and started exploring the cage, climbing all around it like the Tomb Raider heroine. (Willow, conversely, was shy and meek, much like her namesake in Buffy the Vampire Slayer.) As she grew older, she became a little chubby and discovered the concept of "comfort". We'd put a hammock with a furry lining in the cage and she'd often be found reclining in there; we gave her some pieces of an old towel, and she'd always find wherever she thought was the best possible place to put them, then sit and relax on them as her newer, slightly younger cagemate Lucy would buzz around her excitedly.

    Seeing Lucy today is making me feel a bit sad. As I type this, I can see her climbing around the cage, sneezing and inxeplicably digging in the food bowl as she always does, but she seems to be a little down from her usual energy levels. I couldn't tell you for sure whether or not rats actually "feel" anything emotionally, but my gut tells me that Lucy is lonely, and that she misses Lara; she has spent much of the day tucked up in the Pop-Tarts box her cagemate loved so, and would only come out with a bit of encouragement. I certainly know that Lara felt very attached to Lucy: any time we'd take Lucy out of the cage for whatever reason — to take her to the vets, for example — Lara would panic and begin frantically searching around for her uncharacteristically energetically, so I can't help but feel Lucy probably feels something similar. Only for her, Lara isn't coming back. I feel sorry for the poor little thing, so I have little doubt she's probably going to get quite spoiled over the next few days.

    This is always the saddest, worst part of owning pets. They offer such warmth, happiness and companionship when they're alive that it's difficult not to feel like a member of your family has passed on when their time is eventually up. I still find death quite difficult to deal with, to be honest, though I don't think that's necessarily a particularly bad trait to have in the grand scheme of things.

    So it was that we said goodbye to Lara earlier. Living in a third-floor flat, we don't have a garden of our own, but fortunately the border of our building's car park has some soily flower beds. We laid her to rest in a fresh Pop-Tarts box, dug her a grave and planted some flowers above her.

    I hope that wherever she's going next that she is happy, and that she thinks back fondly on the time she spent with us, and with Lucy.

    Goodbye, Lara. We love you.

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    1465: Day of Peace https://imnotdoctorwho.moegamer.net/2014/01/23/1465-day-of-peace/ https://imnotdoctorwho.moegamer.net/2014/01/23/1465-day-of-peace/#respond Thu, 23 Jan 2014 03:43:23 +0000 http://angryjedi.wordpress.com/?p=6199 Today didn't quite go according to the sort-of plan I made yesterday, but that's all right; aside from sorting out some urgent personal matters that I won't go into here, it was the opportunity for a much-needed, stress-free break from the daily grind. I know, I know, it's not long since Christmas, but there's a … Continue reading 1465: Day of Peace

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    Today didn't quite go according to the sort-of plan I made yesterday, but that's all right; aside from sorting out some urgent personal matters that I won't go into here, it was the opportunity for a much-needed, stress-free break from the daily grind.

    I know, I know, it's not long since Christmas, but there's a difference between taking a day for yourself and the obligations that come with holidays such as Christmas time. Christmas is stressful, in short; taking a day for yourself is not. Usually, anyway.

    Right now, it's silly o' clock in the morning and I'm still awake. On this particular occasion, it is, as usual, Final Fantasy XIV to blame. As I type this, our party is in the middle of some dowtime between "turns" of The Binding Coil of Bahamut, the main endgame dungeon and the hardest challenge in the game as it stands right now. (It's also home to some of the best music in the game, as any good "final" dungeon worth its salt should be.)

    I've been finding it interesting to compare the teamwork required in Final Fantasy XIV with popular online game Dota 2, which my friends and I have been tentatively dipping our toes into recently. For sure, the two games have a certain amount in common with one another — a reliance on true teamwork being the main aspect — but it's interesting to compare and contrast. I wasn't altogether convinced I'd like Dota 2 after our first outing — in which I hadn't done any of the tutorials and didn't know anything about how to play — but it's grown on me a little bit since I've learned it a little better. I still think I prefer the purely cooperative nature of Final Fantasy XIV, but ultimately they're both very different games that can coexist quite happily; both will happily eat up your life, but in different ways — Final Fantasy XIV sessions can go on pretty much indefinitely if you have plenty of things to do; Dota 2 sessions, conversely, are 45-60 minutes at a time, but there's never any shortage of opponents to take on.

    Anyway. I'd better wrap this up as it looks like we'll have our final party members ready to go shortly. Wish us luck as we delve into Turn 2 and beyond — there's 5 altogether, but we've never made it beyond 4 as yet. It's hard!

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    1464: In One's Own Skin https://imnotdoctorwho.moegamer.net/2014/01/21/1464-in-ones-own-skin/ https://imnotdoctorwho.moegamer.net/2014/01/21/1464-in-ones-own-skin/#respond Tue, 21 Jan 2014 18:31:07 +0000 http://angryjedi.wordpress.com/?p=6196 Self-indulgent, self-pitying ahead. Feel free to skip on by. Whoever started (and perpetuated) the rumour that fat people are "jolly" is a cock. I am feeling decidedly uncomfortable in my own skin today, and, as usual, it's largely to do with my weight. I'm conscious of the fact that I have put on weight recently, … Continue reading 1464: In One's Own Skin

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    Jan 21 -- Des

    Self-indulgent, self-pitying ahead. Feel free to skip on by.

    Whoever started (and perpetuated) the rumour that fat people are "jolly" is a cock.

    I am feeling decidedly uncomfortable in my own skin today, and, as usual, it's largely to do with my weight. I'm conscious of the fact that I have put on weight recently, and I know it's due to my largely sedentary lifestyle coupled with the fact that past exercise programmes I followed have fallen by the wayside.

    It's something of a self-perpetuating problem, though. I get anxious about my weight, which frequently stops me from sleeping well at night, which means I find it difficult to get up in a timely fashion in the morning, which means I get up feeling tired and shitty and having to immediately start work, which means that when I'm finished in the evening all I want to do is just zonk out and relax, which means I feel guilty and anxious about not doing anything about my weight, which means… you get the idea.

    It also doesn't help that if I get upset or depressed, I tend to want to eat something, too. Even knowing how counter-productive it is to want to eat something because I'm depressed about my weight, I still do it. Justifications vary, but I still do it, sometimes when I'm not even really feeling hungry.

    I know I should do something about it. The anxiety I feel about my weight at night-time frequently escalates from "you're fat and disgusting" to "you're probably going to die if you don't do something about it." This is how irrational anxiety works. But, as I say, said anxiety often stops me from sleeping and makes me feel too exhausted in the morning to want to get up and exercise or do anything, really.

    I hate it. I hate the feelings it gives me, and I hate the disgust I feel when I see myself in the mirror. I hate worrying when I sit down on a chair and wondering if I'll break it. I hate feeling physically uncomfortable because of my weight. I hate none of my clothes quite fitting properly, and I hate worrying that people look at me negatively as I walk past them in the street. I hate being afraid to fly in case I'm finally too fat to fit in a seat or to get the seatbelt around myself, and I hate sitting down in a restaurant where the tables and chairs are too close together and I find it difficult to fit in. And I hate not seeing people for a long time and wondering if they'll judge me harshly for being bigger than I used to be. I see photos of myself from years gone past when I felt like I was fat, and I look skinny in comparison to how I am now, and it makes me sad when I think that's what other people are probably thinking when they see me, too.

    There are two ways out of this, as I see it: one, to accept who I am, to understand that I'm probably always going to be a little bigger and thus be unable to do certain things — something which I'm not altogether comfortable with; or two, to try and do something about it, something which has frustrated and upset me in the past. Both of them are difficult prospects to contemplate, and I'd rather see success with the latter if at all possible. I don't enjoy being the person I am, but I don't know if I have the willpower or motivation to be able to combat it effectively.

    I'm going to try, though. I'm going to make an effort to get up in the morning and perhaps start the Couch to 5K program again, since I had some success with that in the past when I was in a similar combination of physical and mental disrepair. I mean, I never got slim or anything, but I got to a state where I made it through a 10K race, albeit with walking part of it. That's something, and I'd at least like to get back to a state where walking up some stairs doesn't leave me out of breath. Wii Fit U will probably help, too. I'm going to try my best to start all that tomorrow, though I'm making no promises at this juncture.

    I have to fight my way through these feelings and dispatch the Shadows that infest my mind, because they're doing me no good whatsoever and I don't like the person they make me become. I don't know if I can do it, but I don't really have any option other than to try.

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    1463: Losing Face https://imnotdoctorwho.moegamer.net/2014/01/20/1463-losing-face/ https://imnotdoctorwho.moegamer.net/2014/01/20/1463-losing-face/#respond Mon, 20 Jan 2014 17:40:00 +0000 http://angryjedi.wordpress.com/?p=6193 I've been off Facebook for some time now — a cursory search through these pages suggests I closed my account in October of last year — and for the most part I haven't missed it. I certainly haven't missed the endlessly inane reshares of content from George Takei('s PR intern) which in turn was stuff … Continue reading 1463: Losing Face

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    Jan 20 -- FBI've been off Facebook for some time now — a cursory search through these pages suggests I closed my account in October of last year — and for the most part I haven't missed it.

    I certainly haven't missed the endlessly inane reshares of content from George Takei('s PR intern) which in turn was stuff that already did the rounds on Reddit and subsequently Twitter several days earlier.

    I also haven't missed the few people who seem to think that Facebook is an appropriate platform for standing atop their soapbox and bellowing the most ill-informed political and/or sociological opinions they can possibly think of.

    also haven't missed having shit games and advertising jammed forcibly down my throat every time I log in. I spent a considerable amount of time reviewing Facebook games professionally and all it left me with was a bitterly passionate desire to never play one ever again.

    And yet…

    Over the weekend I went out. This is nothing unusual in itself, but this was something of a special occasion — it was a reunion of sorts for those of us who studied music at the University of Southampton between 1999 and 2002. We were a pretty close-knit bunch while we were there — though I must confess, being a joint-honours English and Music student, that I always felt somewhat on the periphery of this particular social group — and most people have kept in touch pretty well ever since. A number of us are still in Southampton, too, though a distressingly small number of us are actually doing anything with our music studies professionally. (Note to kids planning their future: when someone tells you that a particular degree is a "good, general choice that will get you into most careers," they are talking bollocks.)

    Anyway, yeah. We went out to a pub near Newbury and ate our respective body weights in roast dinners and custard-covered desserts. It was thoroughly pleasant, particularly as I hadn't seen some of these people for a while.

    It's partly my fault, of course — I could have very easily picked up the phone and invited them over for dinner, or coffee, or whatever, but I haven't. But then they haven't either. I don't say this with bitterness — it's just the way that the rapid pace of modern 21st century life makes people think. Real-life friendships often fall by the wayside somewhat, and people whom you once spent every day with become people that you see a couple of times a year — albeit on those occasions, you'll start singing improvised offensive German barbershop a cappella as if no time whatsoever had passed between the last couple of times you saw one another. (At least you will if you are me and my friends.)

    The thing is, though, for many people, Facebook fills that gap between in-person interactions — or "face time" as obnoxious wankers like to call it. It allows you to remind each other of your existence, and to likewise acknowledge one another's existence with a Like or a Comment.

    At least, that's the intention. One might argue that said intention has been somewhat diluted over the last few years as Facebook has become less and less about meaningful social interactions and more and more about sharing viral content in an attempt to amass as many Likes, comments and shares as possible.

    Having almost missed out on this reunion due to my non-presence on Facebook, I find myself questioning my decision to leave the network. It also makes me ponder whether or not it might be possible to use it in a different way — specifically, to have a substantial cull of my friends list to just those who are local and whom I am likely to want to see again at some point. I'd cut out any Pages that I was following — not that I think I was following many in the first place — and keep my friends list down in the double-digits if at all possible. I'd be ruthless in the culling of people who didn't post anything interesting or useful and consequently cluttered up my news feed with bullshit, and I'd lock down my account so I'd be in complete control of who could find me. I'd also minimise overlap between Facebook and Twitter, because what's the point?

    I'm tempted to try this, though with all the changes I've seen Facebook make regarding how it decides what it wants to show to you, I have my doubts as to how useful the service is even with these attempts to take ownership of the experience. It certainly can't hurt to give it a go, anyway, and if it does turn out to be useless nonsense as I suspect, it's little bother to simply hit the "deactivate" button again.

    I'll leave you with this, which is a big part of my hesitance to return:

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    1462: Filthy Lucre https://imnotdoctorwho.moegamer.net/2014/01/20/1462-filthy-lucre/ https://imnotdoctorwho.moegamer.net/2014/01/20/1462-filthy-lucre/#respond Mon, 20 Jan 2014 00:02:57 +0000 http://angryjedi.wordpress.com/?p=6190 There are many things that bug me about free-to-play games — specifically, those of the mobile and Facebook variety — but one of my biggest bugbears is the ability to purchase in-game currency. Frustratingly, this is an option that has transcended its free-to-play origins and is now starting to infest other types of game — … Continue reading 1462: Filthy Lucre

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    lucreThere are many things that bug me about free-to-play games — specifically, those of the mobile and Facebook variety — but one of my biggest bugbears is the ability to purchase in-game currency. Frustratingly, this is an option that has transcended its free-to-play origins and is now starting to infest other types of game — including full-price retail games on the new consoles.

    The ability to purchase currency is usually touted as a time-saving feature that eliminates the need for grinding. In some cases, it's simply that — an option. In others, it becomes abundantly clear before very long that the game's economy has been balanced on the assumption that most players probably will purchase in-game currency at some point, and consequently those who just want to play the game without having to get their credit card out every ten minutes can just go fuck themselves.

    Now, in many ways, choice is a good thing. Not everyone has time to spend earning virtual money in games to achieve somethingorother. But does that mean they should have the option to spend real money in order to get ahead in the game? I'm not so sure.

    You see, the second you put that option there, it devalues the efforts of those willing to put in the work to earn the money themselves. Why would you bother working for something if you can just throw money at it, effectively paying to not play the game?

    The reason I bring this up is that my Free Company in Final Fantasy XIV has started saving up for a medium-sized plot of land on which to build a house for guild activities. We already have a small plot, but the shed-like house that fits on the small plots is already full to bursting with the furniture that the crafters have been churning out. Consequently, active members of the guild have been working together to earn money in order to purchase one of the larger plots, which allows you to build significantly larger houses.

    This evening, we spent a couple of hours in a "spiritbonding party" — we grouped up together, equipped with items of jewelry that weren't part of our normal equipment loadout, and then proceeded to battle hordes of monsters until said pieces of jewelry were "spiritbonded" to us — a mechanic in Final Fantasy XIV that means you can then break the item of equipment down and turn it into "materia". Materia are items that can be socketed into pieces of equipment for various stat bonuses, and certain among them — particularly the better ones — sell for pretty high prices due to their usefulness in completing the high-level "A Relic Reborn" quest that culminates in a character acquiring their almost-best weapon.

    As you may have surmised already, someone in the guild had the bright idea of mass-producing a bunch of these jewelry items, taking them to an area with enemies that respawned quickly, and then indulging in some mass Water Sprite genocide until we had all Spiritbonded with the items enough to turn them into materia. We could then sell the resulting materia and plough some (or all, depending on how generous we were feeling) of the profits into our fundraising efforts for the new house.

    The point is, while the act of going through the spiritbonding process is rather tedious — it largely involves killing lots of things that you're way overpowered for — it was something that brought a lot of us together for an enjoyable time. The experience was meaningful, worthwhile and even fun for the fact we were working together on it, even though the actual things we were doing were pretty mindless. And, when each of us successfully and finally spiritbonded with the items we had equipped, there was a feeling of achievement; a feeling of achievement that amplified considerably when the little message popped up on screen some time later saying that the materia we created had sold for a respectable amount of money; a feeling of achievement that amplified even more when voluntarily donating some of our own in-game currency to the guild coffers.

    Everything I've described above would have been utterly meaningless had the option to purchase currency been in there. Attaining the medium-sized house would have felt like a hollow victory, as we wouldn't have done it through our skill and dedication to the game — we'd have done it through how deep our collective pockets are. That carries no meaning in the game world; one of the nicest things about Final Fantasy XIV's land of Eorzea is that the real world never intrudes. There's no "cash shop", the game never once asks you for your credit card details — you set up your subscription before you start playing — and once you're in the virtual world, everything you do relates to the virtual world somehow. It's a highly immersive experience, and one of the best things about the game.

    Drop in a "Buy Gil" button and that goes out of the window. When working hard to attain something challenging in the game that costs a lot of money, the thought would always be there: "I wonder if I should just pay up and get it instead." And sure, it's certainly nice in the short term to be able to buy your way to victory — but in the long run, it's much more satisfying to know that everything you've achieved is because you've put the effort in.

    A bit like life, you know.

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    1461: Day After Day https://imnotdoctorwho.moegamer.net/2014/01/19/1461-day-after-day/ https://imnotdoctorwho.moegamer.net/2014/01/19/1461-day-after-day/#respond Sun, 19 Jan 2014 00:23:57 +0000 http://angryjedi.wordpress.com/?p=6187 Every so often when I sit down to write this blog thing every day, I look at the number before the post title and think "bloody hell, that's a lot of posts." Then I think "bloody hell, that's quite a long time I've been doing this." Of course, given that my day job involves writing … Continue reading 1461: Day After Day

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    Jan 18 -- 1461Every so often when I sit down to write this blog thing every day, I look at the number before the post title and think "bloody hell, that's a lot of posts." Then I think "bloody hell, that's quite a long time I've been doing this."

    Of course, given that my day job involves writing lots of things every day, it's perhaps arguable whether or not having written a single post on here every day for the last 1,461 days is as impressive as it once was, but I like to think it still shows a certain degree of dedication and commitment on my part. And, given that I'm not the sort of person who spends a lot of time thinking particularly good things about themselves, that's one thing with concrete evidence that I can specifically point to and say "yes, that's good; that's something I can be pleased with."

    I feel doubly pleased when I think back to how this all started. For those who have joined me recently, the basic gist was this: a few UK-based writers got together and decided to write something every day, initially for a year. I joined quite late in January in that first year, and haven't stopped since. Interestingly, a significant number of the people who started that first year also gave up very quickly — the person I regard as the "founder" simply bowed out with a tweet that said "fuck #oneaday" one day and never picked it up again — but others stuck it out for most or even all of that first year.

    Following that, I managed to organise a ragtag group of bloggers into a group who helped motivate each other somewhat, and in the process we raised a bit of money for charity. Again, though, relatively few people made it through the whole year, but I stood firm. Now, to my knowledge, I'm the only one of the original participants from either of those first couple of years to still be blogging on a daily basis and while I may not always have a lot of meaningful things to say, I still sit down and write every day, regardless.

    Because it wasn't necessarily about writing something meaningful or useful. It was just about writing. As with any creative endeavour, regardless of how ambitious it is, the only way to get better and refine your craft is to continue doing it as often as possible. You might just discover a few things about yourself in the process.

    For my part, I've discovered — well, confirmed, really — that writing is a good outlet for me. If stress and anxiety is starting to build up in my head, as it often does, writing this post each day is a good means of venting some of that steam. I don't even necessarily have to write specifically about what I'm stressed or anxious about; if you look back to the period on this blog where my marriage was falling apart and I was in a seriously bad place mental health-wise, you'll notice that a lot of the posts are considerably more creative than they perhaps are now. I don't think this is coincidental at all; misery appears to beget creativity, which may account for the whole "tortured artist" stereotype.

    Note: I do not advocate the seeking out of misery purely to get your own creative juices flowing, but if, for whatever reason, you're not in a good place, use that negative energy to make something. It doesn't have to be good. But it can help.

    Anyway. I think that's enough blabbering on for now. Just another day in the increasingly long list.

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    1460: Flexitime https://imnotdoctorwho.moegamer.net/2014/01/18/1460-flexitime/ https://imnotdoctorwho.moegamer.net/2014/01/18/1460-flexitime/#respond Sat, 18 Jan 2014 00:38:26 +0000 http://angryjedi.wordpress.com/?p=6184 Where's all the time gone? I'm not talking about the year zipping by — we're still in January when I last checked, so things are proceeding at about the right pace there — but instead I am talking about the time within each individual day. I know that reasonably speaking each day absolutely isn't any … Continue reading 1460: Flexitime

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    Jan 17 -- TimeWhere's all the time gone?

    I'm not talking about the year zipping by — we're still in January when I last checked, so things are proceeding at about the right pace there — but instead I am talking about the time within each individual day. I know that reasonably speaking each day absolutely isn't any shorter than it normally is, but it certainly feels like it at the moment for some reason. I feel like I used to be able to fit more things into the day, whereas now I seem to spend the majority of the day working, a little while chilling out in the evening and then before I know it it's after midnight and I should be sleeping.

    This is, as you might expect, somewhat frustrating. There are things I want to do, see. Lots of things. And, as any respectable human being in the 21st century will almost certainly tell you, there is rarely enough time to do everything you want to do. This seems to be a particular issue at present.

    Perhaps I'm just trying to squeeze too many things into too short a space of time, and I should be more realistic about things. In fact, let's try a little exercise: let's list all the things that I want and/or need to do, and determine which of them can wait a bit and which of them I can probably squeeze in to the time I have. I am thinking out loud here, which is probably terribly tedious to those of you good enough to still be reading at this point, but eh. I've started, so I may as well finish.

    I present, then, in no particular order, The (Possibly) Definitive List of Things I'd Like to Do (Perhaps on a Regular Basis), 2014 Edition, Not Including Things to Do With Other People.

    • Finish watching the anime Clannad. (Eminently doable; I'm watching an episode with breakfast and sometimes lunch each day right now, and there's only 20-something of them.)
    • Watch the anime series Ghost Hunt, Hell Girl and whatever I've been adding to my Crunchyroll queue over the last year or so. (Also eminently doable; do not start until Clannad is finished to minimise confusion.)
    • Study Japanese. (Currently attending weekly evening classes, and have just signed up for a second semester; in order to progress further, I both want and need to set aside some time each week for self-study, not necessarily every day, but at least two or three times a week, I'd say. Perhaps this is something to do in the morning.)
    • Make my game. (Haven't worked on this for ages, but still really want to get it done. At the same time, I find it difficult to believe I will ever get it done. Again, a case of setting aside regular time each week, I think; perhaps on days when I'm not doing Japanese self-study.)
    • Play the visual novels and dating sims I have on my shelf that I haven't even touched yet. These include Saya no Uta, Tokimeki Check-In, Yumina the Ethereal and a number of others. (Requires a think. How can I fit these into daily life? Should I finish some other games first, or treat them more like "books" and, say, read in bed or something? Or perhaps play them when I would "normally" watch anime?)
    • Repeat plays of visual novels I haven't seen all the paths of. These include Aselia the Eternal (super-long, lots of paths), Deus Machina Demonbane (quite long, few paths) and possibly some others. (See above.)
    • Play the bajillion PS1, PS2 and PS3 RPGs I have on my shelf. There's about fifteen years' worth of games there. Fuck next-gen.
    • Play more music. (Stop making excuses and set aside 30-60 minutes a day to do so. The piano's right there.)
    • Finish ZHP on PSP/Vita. (Need to not be playing any other RPGs first in order to concentrate on this, and perhaps even start again altogether.)
    • Get my Final Fantasy XIV white mage to level 50. (Eminently doable at the rate I'm going.)
    • Write something long-form, either a non-fiction book on some aspect of gaming (perhaps visual novels) or a novel, then publish it somehow. (The latter I've sort of done for the last few years on this blog each November, but more planning and editing is required to make something worth paying for.)
    • Forgive the few people who have wronged me and for whom I hold grudges. (Never gonna happen. I don't hold many grudges, but the few I do are, to me, entirely justified.)
    • Get back into walking, running, fitness, some combination thereof, without getting demotivated that they don't obviously make me any smaller.

    I'm sure there are more, but I think that's probably plenty to be getting on with for now.

    Whew. I think I might need to go back to making myself a schedule and trying to stick to it again.

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    1459: What the Person in That Car is Trying to Say https://imnotdoctorwho.moegamer.net/2014/01/17/1459-what-the-person-in-that-car-is-trying-to-say/ https://imnotdoctorwho.moegamer.net/2014/01/17/1459-what-the-person-in-that-car-is-trying-to-say/#respond Fri, 17 Jan 2014 00:38:53 +0000 http://angryjedi.wordpress.com/?p=6181 During particularly long and boring drives — down a particularly tedious stretch of motorway, for example — I often find my mind wandering in various ways, pondering various subjects. One of the things that occasionally pops into my head is a sort of "what if?" scenario about how communication between vehicles could work. If you've … Continue reading 1459: What the Person in That Car is Trying to Say

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    Jan 16 -- DrivingDuring particularly long and boring drives — down a particularly tedious stretch of motorway, for example — I often find my mind wandering in various ways, pondering various subjects.

    One of the things that occasionally pops into my head is a sort of "what if?" scenario about how communication between vehicles could work. If you've ever played a '90s or '00s space sim, you'll know that it's implied that most spacecraft have an always-open communication channel allowing them to be hailed by other pilots and installations, and it always feels fairly natural.

    Were we to have an equivalent for our roadgoing vehicles today, the results would be anything but natural, since it would provide those with road rage with the ability to directly yell at people without having to stop and get out of their car, and it would also open the real world up to griefing and trolling. Of course, it might also facilitate helpful communication, but, well, the Internet has taught me to be something of a pessimist when it comes to forms of communication.

    But if we consider the way that people in cars communicate with each other now, it's clear that there's something of a problem. Allow me to elaborate.

    What is happening: The brake lights on the car in front of you are flickering.
    What it means: The car in front is being driven by an old person.
    Or: The car in front is suffering from a loose connection to its brake lights.
    Or: The driver of the car in front isn't quite comfortable with exactly how hard you need to press the brake pedal to keep it under control.
    Or: The driver of the car in front is trying to send you some sort of message using Morse code.

    What is happening: The car in front is continuing to drive forwards, but it has put its hazard warning flashers on.
    What it means: There is a hazard.
    Or: The car in front has broken down and is coasting to a smooth stop.
    Or: "Thank you."
    Or: "Fuck you."
    Or: If the car in front is of German origin and costs more than £10,000, this also means "I am parking here," regardless of whether parking is permitted here.

    What is happening: The car in front is approaching a junction and its indicators are not flashing.
    What it means: The car in front is going straight on.
    Or: If the car in front is of German origin and costs more than £10,000, this may mean "I am turning left" or "I am turning right".

    What is happening: The car behind you is flashing its headlights.
    What it means: "Hello!"
    Or: "You're going too slowly."
    Or: "You're going too fast."
    Or: "Thank you."
    Or: "Fuck you."
    Or: "Look at my headlights, I bought them at Halfords, aren't they bright?"
    Or: "You should probably turn on your headlights, it is dark after all and I nearly ran into the back of you, you cretin."

    What is happening: The driver of the car in front is making a gesture that looks like he is tenderly stroking two invisible, curved penises.
    What it means: I have no fucking idea, but I saw this once and it's haunted me ever since.

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    1458: Wonderful! https://imnotdoctorwho.moegamer.net/2014/01/16/1458-wonderful/ https://imnotdoctorwho.moegamer.net/2014/01/16/1458-wonderful/#respond Thu, 16 Jan 2014 00:21:05 +0000 http://angryjedi.wordpress.com/?p=6178 I was fortunate enough to catch a pricing error on Nintendo's Web store yesterday — I didn't even know they had a Web store until yesterday, incidentally — that enabled me to score copies of The Wonderful 101 and Pikmin 3 for Wii U for just £8.95 each. It was touch-and-go as to whether Nintendo … Continue reading 1458: Wonderful!

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    tw101I was fortunate enough to catch a pricing error on Nintendo's Web store yesterday — I didn't even know they had a Web store until yesterday, incidentally — that enabled me to score copies of The Wonderful 101 and Pikmin 3 for Wii U for just £8.95 each. It was touch-and-go as to whether Nintendo would honour these low prices, as it is any time a pricing error such as this comes up, but fortunately they honoured my purchase and I'm now the proud owner of digital copies of both of the aforementioned games. (I'd normally prefer physical, but my Wii U isn't exactly heaving with other downloads, so I can live with these two being boxless.)

    You may ask why I didn't already own these two games, given that many Wii U owners regard one, the other or both as among the best games on the console. Well, the simple answer is that I wasn't sure if I'd like either of them — and certainly not enough to drop £50 on them. £8.95, while a relatively high price compared to what you can pick up in a Steam sale, is well within "impulse purchase" territory, however, and I was happy to give them both a go for that price.

    I tried The Wonderful 101 tonight. I have enjoyed the Platinum games I've played to date — particularly Bayonetta, which in retrospect is probably one of my favourite games of the console generation just gone — but had heard that this was somewhat challenging and tough to get to grips with. As such, I approached it with a certain degree of trepidation.

    It is somewhat challenging and tough to get to grips with, but much like Bayonetta rewarded you spending some time with it and getting to know how everything worked, so too does this game — and it doesn't take all that long to get your head around what's going on enough to improve your end-level ranking by a considerable degree.

    For the uninitiated, The Wonderful 101 is a bizarre game in which you play a small army of superheroes as they attempt to fend off an alien invasion. The entire band moves as a group following whichever character is currently marked as the "leader", and various button presses can cause their formation to expand or contract.

    The key mechanic in combat is making use of the "Wonder Line", which allows you to do various things with your small army of minions. By drawing shapes on the touchscreen of the Wii U GamePad or twiddling the right stick in various ways, you can perform "Unite" attacks — drawing a circle causes a number of the party to form a giant fist, for example, while drawing a straight line allows them to form a sword. You can also stretch your line of heroes over gaps and up walls to make bridges and ladders, too, and in order to snag some of the levels' secrets it's entirely necessary to do this.

    The game is obviously very different to Bayonetta, which focused on a single character with a diverse variety of skills, but it also has a number of things in common with its spiritual precursor. For starters, all the enemies have distinctive "tells" to show when they're about to attack, and by learning these you'll know when to dodge and when to make use of the hilarious "Unite Guts" move, in which the entire party morphs into a giant pudding and shields against an attack. In Bayonetta, dodging attacks was key to the experience as it allowed you to trigger "Witch Time" in which time slowed down and you could send your score into orbit; in The Wonderful 101 it's a much more practical affair — it simply prevents you from taking damage, though in some cases, successfully blocking can rebound projectiles back at enemies or flip armoured vehicles onto their rooves.

    I've only played two levels so far — both of them twice — but having got a handle on how everything works relatively quickly I now feel I "get" what the game is doing and look forward to trying more. I don't know if I'll end up obsessing over it quite as much as I did with Bayonetta when that first came out, but it's certainly got a lot of the same ingredients — and if you're a Wii U owner who has enjoyed Platinum's other work, I'd say you probably can't go all that far wrong with this.

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    1457: Escape, Again https://imnotdoctorwho.moegamer.net/2014/01/15/1457-escape-again/ https://imnotdoctorwho.moegamer.net/2014/01/15/1457-escape-again/#respond Wed, 15 Jan 2014 00:02:42 +0000 http://angryjedi.wordpress.com/?p=6174 Enjoyed our bi-weekly board gaming session with some of my local friends tonight, and it was the first opportunity to get a number of games to our communal table — though sadly we didn't quite have time to get to play all of them. I was particularly curious to see how Escape: The Curse of the … Continue reading 1457: Escape, Again

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    escapeEnjoyed our bi-weekly board gaming session with some of my local friends tonight, and it was the first opportunity to get a number of games to our communal table — though sadly we didn't quite have time to get to play all of them.

    I was particularly curious to see how Escape: The Curse of the Temple played with more than two people, though, and as predicted, it's incredibly chaotic — at least initially. After a while, you start to realise you don't necessarily have to be as quick as possible, you simply have to be methodical and careful.

    For those unfamiliar with Escape and/or those who didn't read my original post on the subject, it's a real-time cooperative board game in which the group of players has ten minutes of real time to escape from a collapsing temple. In order to do so, they need to activate a certain number of "magic gems" along the way — and, of course, find the exit, which is somewhere among the randomly generated complex of rooms.

    Gameplay in Escape is initially bewildering if you're not ready for it. Being a real-time game, you don't take "turns" as such; everyone is doing their thing at the same time — primarily rolling dice. In order to reveal new rooms, for example, you need to roll two "adventurer" symbols; in order to move into a room, you need to roll a specific combination of two symbols. Rolling black masks temporarily puts dice out of commission, and rolling golden masks "heals" up to two black masks, and other players in the same room as you are able to use their golden masks to heal you.

    Given the seemingly short span of time in which you have to escape the temple, it's easy to run around in a blind panic and lose track of what everyone else is doing. But success in Escape is more contingent on cooperation than the initially chaotic-seeming premise may lead you to believe. It rewards teamwork and communication, with the most efficient route to success appearing to be to split into teams and work together to discover the rooms that allow you to acquire the greatest number of magic gems as efficiently as possible.

    Despite its heavily random nature — it's all about rolling dice as quickly as possible — there's a surprising amount of depth to this fast-paced game. The ability to "hold" dice you haven't used to perform an action allows you to reduce your chances of rolling symbols you might need to achieve something in the name of being prepared for something else. And if you play with the optional "Curses and Treasures" modules included in the base set, there's even greater depth — curses provide distractions from your main task, while treasures offer you alternative means of achieving your goals.

    It's a really interesting game and all the more notable for unfolding in just ten minutes. We got two games of it in tonight, and I'm really keen to play it again soon.

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    1456: The Bigger... https://imnotdoctorwho.moegamer.net/2014/01/14/1456-the-bigger/ https://imnotdoctorwho.moegamer.net/2014/01/14/1456-the-bigger/#respond Tue, 14 Jan 2014 02:28:00 +0000 http://angryjedi.wordpress.com/?p=6171 There are certain types of people in this world for whom the bigger the audience they have, the more of a colossal tool they become. It happens in all walks of life and all occupations, and conveniently explains the existence of Piers Morgan, though it by no means excuses it. In my own personal experience, … Continue reading 1456: The Bigger...

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    Jan 13 -- CocksThere are certain types of people in this world for whom the bigger the audience they have, the more of a colossal tool they become.

    It happens in all walks of life and all occupations, and conveniently explains the existence of Piers Morgan, though it by no means excuses it.

    In my own personal experience, I've encountered this phenomenon in several disparate environments.

    Firstly, when I was a teacher, we have "the problem child". Rare is the class that doesn't have at least one of these little horrors; unfortunate is the teacher who has to deal with more than one simultaneously.

    The "problem child" is often an interesting case because his or her dickish behaviour is usually a ploy to get attention, whether positive or negative. If this is disruptive to what other people are doing, they don't care. It is consequently easy to assume that this type of child in a classroom simply wants to be a dick and annoy everyone as much as possible, when in fact all they want is everyone to pay attention to them. This is amply proven by the fact that if you get one of these children by themselves to talk about their behaviour, they'll often appear to be completely reasonable and open to your requests. But as soon as there's a class full of other children in front of them, off they go again, and so the whole hideous cycle continues again and again and again.

    Secondly, it happens in the workplace. The more power and prominence certain types of individual have, the more dickish they become, flaunting their new-found power over you and pissing everyone else off in the process. Grab them one-on-one and, again, they'll often appear to be reasonable, only to undermine you at the next opportunity when they have an audience.

    I suffered the effects of not one but several of these types during a job a few years back. They all seemed to feel like they had something to prove, and I — and several other members of the staff who generally did nothing but keep our heads down and got on with our jobs as best we could — were caught in the firing line as they attempted to prove… whatever it was they were trying to prove.

    Thirdly, of course, you have certain people in the media, such as the aforementioned Piers Morgan, but also people who specialise in comedy of various types. Certain comedians deliberately favour the "being a dick" approach to comedy, and it works for them, so fair enough; again, though, take that supportive audience away, and they crumble.

    Fourthly, it happens in online games, and this is the reason I bring this up at all this evening thanks to reliable old blog topic Final Fantasy XIV.

    Simply put, the more people you're together with at once in an online game, the greater the chance that one or two "alpha" types will try and fight it out to determine who has the biggest e-peen of them all.

    Compare and contrast, if you will, the experience of running a 4-player dungeon in Final Fantasy XIV with the 24-player Labyrinth of the Ancients raid added in the most recent patch. I did both this evening: true to form, Labyrinth of the Ancients provided the rest of the group with a few loudmouths who liked nothing more than swearing at one another and passing blame for things that went wrong; conversely, when I ran Pharos Sirius — regarded as probably the hardest four-player dungeon in the game — with a group of three randomly-matched players from the Duty Finder, I had a very pleasant experience in which everyone was helpful, communicated well and was polite to one another.

    In this instance, I wonder how much of it is due to the fact that managing communication between 24 people who are supposed to be working together is a lot more challenging than managing communication between just 4 people. Someone has to take the lead when there are that many people milling around, and it just so happens that those with the loudest voices often seem to become the de facto leaders — or at least think they're in charge anyway.

    There are exceptions to all of the above, of course; the second time I ran Labyrinth of the Ancients this evening, it was a perfectly smooth run with no disagreements, yelling or willy-waving, for example — and for every "problem child" in a class, there are usually 29 kids who are quite-to-very nice.

    It's just a shame that the few dicks out there have to spoil things, isn't it?

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    1455: LF FLGS https://imnotdoctorwho.moegamer.net/2014/01/13/1455-lf-flgs/ https://imnotdoctorwho.moegamer.net/2014/01/13/1455-lf-flgs/#respond Mon, 13 Jan 2014 00:32:47 +0000 http://angryjedi.wordpress.com/?p=6168 I often see board game enthusiasts talking online about their "Friendly Local Game Store" (FLGS) for short, and I can't help feeling a bit annoyed that for all the stuff Southampton does have, an FLGS is one of the things that is distinctly lacking. We have a Forbidden Planet, of course, which is a pretty neat geek … Continue reading 1455: LF FLGS

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    Jan 12 -- FLGSI often see board game enthusiasts talking online about their "Friendly Local Game Store" (FLGS) for short, and I can't help feeling a bit annoyed that for all the stuff Southampton does have, an FLGS is one of the things that is distinctly lacking.

    We have a Forbidden Planet, of course, which is a pretty neat geek superstore — though very expensive for things like anime DVDs and the like — and shops like bookseller Waterstones have now started selling board games as well as books. But we're still short of an absolutely dedicated FLGS, and I feel like it's something that's sorely lacking from the city centre — or even one of the areas a little further out, such as studentsville Portswood.

    I think back to my time in Toronto and the few visits we had to the board game café Snakes and Lattes and I wonder if such a venture could work in a place like this. I know that Southampton has a reasonably active board gaming scene — enough to support a regular meetup at a pub in the centre that I've not yet had the courage to go along to, for one thing, and I believe my friend Tim also goes to a regular meetup one night a week elsewhere — so is it much of a stretch to wonder if players in the area would respond well to a dedicated space for buying, talking about and possibly even playing board and card games?

    I wonder if it's a cultural thing. Near where my brother lives in California, there's an excellent board game shop called Gamescape that has tons of the latest releases in the front, an ample collection of "classics" further back, plus roleplaying sourcebooks, miniatures, supplies and all manner of other things — plus tables with ample space for playing games at the back of the store. There's always plenty of people in there on the few occasions I've been lucky enough to pay it a visit, and I'd imagine it makes a fair amount of money from enthusiasts. So why don't we seem to see more places like that here, in built-up areas like Southampton?

    If I knew anything about business, I'd contemplate opening one myself. Unfortunately I don't, so I won't. Which is sort of a shame, really, because I can't help thinking that something like this is the kind of project that needs as much passion as it needs business acumen. And I certainly have one of those two things; it's a pity it doesn't really go hand-in-hand with the other.

    Perhaps I should play more games about business. Who fancies a game of, uhh, Power Grid or something?

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    1454: Disciple of Magic https://imnotdoctorwho.moegamer.net/2014/01/12/1454-disciple-of-magic/ https://imnotdoctorwho.moegamer.net/2014/01/12/1454-disciple-of-magic/#respond Sun, 12 Jan 2014 01:03:08 +0000 http://angryjedi.wordpress.com/?p=6165 I've now spent a decent amount of time with all three of Final Fantasy XIV's "Disciples of Magic" classes, and it's abundantly and pleasingly clear that all three of them play markedly differently from one another. Which is great! In a game where you can switch your class pretty much whenever you want to, having something to … Continue reading 1454: Disciple of Magic

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    Jan 11 -- BLMI've now spent a decent amount of time with all three of Final Fantasy XIV's "Disciples of Magic" classes, and it's abundantly and pleasingly clear that all three of them play markedly differently from one another. Which is great! In a game where you can switch your class pretty much whenever you want to, having something to distinguish between all of them is extremely important. And while they all follow the same basic "hotbar and cooldowns" procedure as one another, their application is very different.

    Thaumaturgist, which later becomes Black Mage, is the class I've spent the longest with, and I also find it one of the most fun to play. The core of playing this class involves managing your pool of magic points carefully, but not in the same way as mages typically work in RPGs — no, here Black Mages don't have a single stock of magic points and then they're done; by alternating casting ice spells and fire spells, Black Mages have a potentially limitless stock of magic points. Casting ice spells provides you with the "Umbral Ice" buff, which causes your magic points to regenerate quickly but your damage to be less; casting fire spells first cancels out Umbral Ice and then provides you with the "Astral Fire" buff, which increases your damage and the MP cost of your fire spells, but prevents your MP from regenerating altogether. Consequently, your "rotation" — the set of skills you cycle around by default — tends to involve casting Fire spells until you're low on MP, then casting Ice spells to regenerate, maybe throwing in a Thunder spell (which causes damage over time) while those precious MP are coming back.

    Conjurer, which later becomes White Mage, meanwhile, is very different. For starters, it's primarily a healing class rather than a damage dealer, though it does have a number of offensive spells that can be surprisingly effective. Unlike Black Mage, White Mage has no means of quickly regenerating magic points, but to make up for this, its spells are a fraction of the cost to cast. This means that playing a White Mage skilfully involves again managing your stock of magic points — but this time around, bearing in mind that you only get one barful of them for a single fight. As a result, you often need to weigh up what your priorities are — can you afford to throw in a few offensive spells to support your damage dealers? Should you use lots of smaller Cure spells or a more powerful, more expensive higher level spell? Getting better at playing White Mage involves quickly understanding the overall party situation — you spend most of your time looking at the party information box in the corner of the screen rather than what's actually happening — and then responding to it appropriately. So far — up to level 30 — it's been reasonably straightforward, but I'm intrigued to see how different it is in the harder dungeons.

    Then finally there's Arcanist, which I've just started playing, because I need to level it to 15 in order to turn Conjurer into White Mage. Arcanist is an interesting one because unlike the other classes in their current form, it can branch of in two different directions at high level — the healing-centric Scholar, or the more offensively-oriented Summoner. All have one thing in common, though; the ability to summon various creatures to support them in combat. As well as siccing your pet on enemies, you also have access to both offensive and defensive spells, including healing, buffs and debuffs. It looks like it has potential to be a complicated but rewarding class to play — and again, very distinct from what Black Mage and White Mage offer.

    I haven't really done that much with the melee-based Disciple of War classes as yet, but I have little doubt that they'll be a similar way; I spent a bit of time with Pugilist (which later becomes Monk) in the beta test period, and this played a little like Thief/Rogue does in some other games — positioning becomes important, as you do better damage if you're hitting the enemy in the back rather than taking them head-on. I haven't tried Lancer/Dragoon at all yet, but I'm sure it's in my future.

    My priorities in the game are kitting out my Black Mage as well as possible — it's the first class I levelled to 50, so it will probably always feel like my "main" — then get White Mage to 50, then experiment with Arcanist some more. I don't know how confident I'll be with high-level healing, but with supportive guildmates who have helped me through a lot of the game so far, I feel confident and safe giving it a go. But there's a way to go before I have to worry about that; 20 whole levels, in fact, and while they should shoot by more quickly than they did for Black Mage — FFXIV's "Armoury Bonus" system, whereby you gain more experience when you're levelling a new class, sees to that — it'll still be a while before endgame White Mage.

    Listen to me. I had a feeling I was going to like Final Fantasy XIV when I first considered playing it, but I never thought I'd be as into it as I am. Great job, Square Enix.

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    1453: Winding Down https://imnotdoctorwho.moegamer.net/2014/01/10/1453-winding-down/ https://imnotdoctorwho.moegamer.net/2014/01/10/1453-winding-down/#respond Fri, 10 Jan 2014 19:05:29 +0000 http://angryjedi.wordpress.com/?p=6162 And so we come to the end of another week, with the prospect of a nice relaxing weekend sprawling out in front of me. This week feels like it's been quite a long one. Not really for any particular reason; things have just dragged a little, and I've been quite busy. Still, better that than … Continue reading 1453: Winding Down

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    Jan 10 -- WeekendAnd so we come to the end of another week, with the prospect of a nice relaxing weekend sprawling out in front of me.

    This week feels like it's been quite a long one. Not really for any particular reason; things have just dragged a little, and I've been quite busy. Still, better that than be twiddling my thumbs or wallowing in a black puddle of depression, right?

    Not sure how I'm going to spend the weekend as yet. I'm almost certain there will be some Final Fantasy XIV involved, and probably some Danganronpa — which I'm previewing next week for USgamer — too.

    I can't say a lot about Danganronpa at present due to content embargoes and whatnot — though it's the kind of embargo that says I can't talk about content in the game after a certain point in the story, not the kind that gags me until a specific date — but I will say that it's utterly fantastic. If you have enjoyed any combination of Corpse Party, Ace Attorney, 999, Virtue's Last Reward and adventure games or visual novels in general, you're going to have an absolute blast with this one — though bring a strong stomach, because you're going to need it.

    Other than that — well, even with all that, really — not a lot of great import or interest has happened this week. I mean, I received my gigantic fabric wall scroll poster of Nepgear from Hyperdimension Neptunia and hung it on my wall having successfully remembered how to use picture hooks after initially forgetting, but that's not all that fascinating, really. (It is a great poster, though.) And I reached level 50 in Weaver on Final Fantasy XIV the other night by discovering an extremely easy repeatable quest and then simply making forty-seven pairs of woolen tights in order to complete it multiple times in rapid succession — I must have looked funny running back and forth between the Levemete and the quest's "target" over and over, with the distinctive "level up" flash surrounding me every few minutes. But again, of all the things I've done in that game to date, that's not one of the more interesting things I've done.

    I'm looking forward to next week, though, since Tuesday is our first official board gaming night of the new year, and it's my turn to pick what we get to play. Since I've received a pleasantly large selection of new games through a combination of Christmas presents and Christmas money, I'm taking along a nice taster selection for us to enjoy — and with many of them clocking in at half an hour or less to play through, we should hopefully have time to get plenty of gaming in over the course of the evening. I wonder which of the games will go down the best — or if we'll get time to squeeze them all in? We'll see. I'm particularly looking forward to experimenting with the insanity that is ten-minute real-time dice-rolling game Escape.

    Anyway. That is that for now. My working week is over, so I'm going to go and flop on the sofa with a coffee now. Have a pleasant weekend!

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    1452: What Can You Use Bovril For? https://imnotdoctorwho.moegamer.net/2014/01/10/1452-what-can-you-use-bovril-for/ https://imnotdoctorwho.moegamer.net/2014/01/10/1452-what-can-you-use-bovril-for/#respond Fri, 10 Jan 2014 10:06:48 +0000 http://angryjedi.wordpress.com/?p=6158 [Note: This was written last night, but for some reason didn't publish. My apologies!] Inspired by someone who found my blog today by searching for "what can you use Bovril for?" I proudly present to you the Definitive List of Things You Can Use Bovril For. You can make it into a drink. This is … Continue reading 1452: What Can You Use Bovril For?

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    bovril[Note: This was written last night, but for some reason didn't publish. My apologies!]

    Inspired by someone who found my blog today by searching for "what can you use Bovril for?" I proudly present to you the Definitive List of Things You Can Use Bovril For.

    • You can make it into a drink. This is supposedly its primary purpose. Essentially you put a dollop of it in a cup and add hot water. The result is a jet-black drink that is somewhat salty, and which is supposed to taste of beef but doesn't really. I'm not really sure what it tastes of. It actually doesn't really taste of Bovril any more, oddly, because I associate the taste of non-drink Bovril with being somewhat… pungent, for want of a better word; the kind of thing that feels like it's stripping the lining of the roof of your mouth off. Bovril as a drink doesn't have that effect, really; it just tastes of salt and disappointment.
    • You can put it in sandwiches. Growing up, this was a mainstay of my school lunchbox, but I genuinely don't think I've had a Bovril sandwich since I was at school. If the idea of putting a thick, sticky, vaguely beef-flavoured salty black paste in a sandwich as its sole ingredient doesn't sound massively appealing, you can also use it as a sort of condiment; cheese and Bovril works quite well, for example.
    • You can put it on toast. This is, for me, the second-most optimum use of Bovril, because toast's relative solidity compared to regular bread ensures that the Bovril remains largely in its natural state and gives your toast a strong, vaguely spicy flavour that is not altogether unpleasant. In fact, it's actually quite nice — but again, be careful with the quantities, since applying too much Bovril to your toast will cause your mouth to feel rather strange for the rest of the day. As a guideline, when looking at your toast, it shouldn't be a solid mass of Bovril; it should instead be smeared across it relatively lightly.
    • You can put it on toast, then dip it in Heinz Cream of Tomato Soup. This is the absolute best use of Bovril, and the discovery of which is one of the very few good things I look back with fondness on from my relationship with an ex-girlfriend. It sounds like it should be disgusting, but trust me on this one; you absolutely won't regret it. Unless, of course, you don't like Bovril, in which case why are you reading this post anyway?
    • It makes a not very effective adhesive. In other words, you probably wouldn't want to stick anything together using Bovril, but in the process of opening a jar that's a few months old you will almost inevitably end up accidentally doing so — usually your fingers to each other, or the spoon to a wall, or your face to a cat. Wash hands thoroughly after preparing any sort of Bovril-based dish.
    • It makes a not very effective fake tan. Again, in the process of opening a jar that has been in your cupboard for perhaps a little longer than it should have — though trust me, unless you leave toast crumbs in it, a jar of Bovril will happily survive the apocalypse — you will almost certainly end up staining yourself with it. For fair-skinned individuals, a light smearing of Bovril over your entire body will equip you with the uneven tan typically sported by Britons returning from a holiday on the continent.
    • It makes for excellent scatological practical jokes. A light smearing of Bovril in the victim's underpants — probably best to do while they aren't wearing them — will make them look like they've shat themselves. Be sure to scoop out any excess Bovril before secreting your victim's underpants back in the drawer, because seeing black sludge that has apparently emanated from their rectum will probably make them want to call the doctor rather than just throw the pants in the bin and/or washing machine.
    • Apparently if you hit Marmite repeatedly with a spoon it turns white. I don't know if the same is true for Bovril, but if you are bored of an evening, the attempts to prove or disprove the theory may prove to be adequate entertainment if the television is showing nothing but reality shows.

    I hope you have found this list helpful, mystery reader. Be sure to enjoy your Bovril safely and responsibly, and always remember your safe word.

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    1451: Learning to be a Better Virtual Person https://imnotdoctorwho.moegamer.net/2014/01/09/1451-learning-to-be-a-better-virtual-person/ https://imnotdoctorwho.moegamer.net/2014/01/09/1451-learning-to-be-a-better-virtual-person/#respond Thu, 09 Jan 2014 01:33:57 +0000 http://angryjedi.wordpress.com/?p=6154 Contemplating my time in the virtual realm of Eorzea so far, I feel that Final Fantasy XIV has had something of a positive effect on my mental wellbeing in a number of ways. I also acknowledge that it brings with it its own problems and considerations — primarily the fact that what is one of its best … Continue reading 1451: Learning to be a Better Virtual Person

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    Jan 8 -- FFXIVContemplating my time in the virtual realm of Eorzea so far, I feel that Final Fantasy XIV has had something of a positive effect on my mental wellbeing in a number of ways. I also acknowledge that it brings with it its own problems and considerations — primarily the fact that what is one of its best qualities — its inherently social nature — is also something that makes it compelling and addictive, and consequently distracts from other things. As with anything, it's all about finding a good balance.

    But I don't want to focus too much on the less positive aspects of the experience because they're all things that can be solved with a degree of self-control and discipline. What I instead want to focus on is, as I mentioned at the beginning, the positive impact it's had on me.

    I started playing Final Fantasy XIV's new version A Realm Reborn for several reasons: I'd been curious about it for a while, but had never played the much-maligned version 1.0; I'd enjoyed my time in Final Fantasy XI, but had never got that far; and someone I knew via a combination of Twitter, 1up and possibly some other places around the Web too invited me to come and play with a group of like-minded somewhat casual players who were in it to have fun rather than become the sort of people who run tightly-regimented raids and complain about "noobs".

    When I fired up the closed beta version of the game, I was instantly smitten, and my love for the game only continued to deepen as the closed beta became open beta, and open beta became live service — with significant, noticeable improvements along the way. But what keeps me playing day after day is the fact that the people whom my friend invited me to come and play with have turned out to also be extremely pleasant virtual company — and while I don't know very much (or indeed anything) about their real-life selves in many cases, in the land of Eorzea I most certainly consider them to be friends.

    The growth of these friendships has not only helped me from the simple perspective of making friends and having a reliable group of people to interact and play with every time I log on, but it's also helped me to build up my own confidence slowly and gradually.

    As longtime readers will know, I struggle somewhat with social anxiety, particularly from an assertiveness perspective. Even when I'm among friends, family or other people I trust, I find it difficult to be truly assertive and say what I'm thinking or what I want. And indeed I often find myself acting the same way in online games — I find myself apologising in advance for messing things up, or not knowing how something works, or not being as familiar with the challenges ahead as more experienced players.

    Over time with FFXIV, however, I've noticed myself changing somewhat. Whereas a month or two ago I'd respond to a guildmate's request for companions to take on a dungeon or boss fight with an "I'll come if you've got room for me" or "I'll come if you don't mind a newbie coming along" whereas now I feel a lot more confident in stepping forward right away without qualifiers. I've even stepped up and led my own expeditions into particular dungeons, or helped provide the impetus for a group excursion into more challenging content by expressing my desire to see it.

    There was still the question of strangers to conquer, though. Final Fantasy XIV features a system called the Duty Finder whereby you can queue up to play the multiplayer content by yourself or with friends, then get matched up with other people to fill the spare slots in your party. For someone with anxiety issues about meeting new people and disappointing them, this is a daunting prospect, but again over time I've noticed myself changing. I've not only been happy to queue for the level 50 dungeons I now know quite well by myself, I've become more confident at stepping into the "Duty Roulette" option to challenge a random dungeon with a group of random strangers.

    Not only that, but I've started experimenting with party roles other than my traditionally-held post of black mage — a damage-dealing class that specialises in standing back from the main melee, flinging spells, killing monsters and trying not to draw the attention of the more powerful enemies. No, while I still consider Black Mage to be my "main" class — largely because it's the one I've spent most time with, feel most attached to and have consequently kitted out the best — I've been having a lot of fun with playing as a healer, though I haven't yet got to the dungeons where it's a significant challenge to be the healer, and this evening I tried tanking for the first time.

    Tanking is a particularly daunting prospect in a game like this because you become the de facto leader of the party. You're the one who goes up front; you're the one who starts fights; you're the one who's supposed to protect everyone else. The tank has important responsibilities — ensure you maintain the attention of the monsters, and don't die. A tank is generally expected to know what they're doing but, of course, everyone has to begin somewhere.

    I'd levelled Final Fantasy XIV's "Gladiator" class to level 15 previously, which is the earliest point at which you can take on the game's multiplayer dungeons. But I'd never yet had the courage to step into a dungeon and lead one like a proper tank. The prospect was scary; I was worried about doing a bad job and getting yelled at by my fellow party members. And as such, I'd put it off.

    This evening, however, I formed a party with my "real life" friend and board-gaming buddy James, who's recently started playing, and another guildmate who agreed to come along. That only left one slot for strangers, and that helped me feel a bit more confident about using our run through the game's first dungeon as a learning experience.

    It didn't start well; I died at the first monster, but that was because James was busy figuring out important healer things like how to target me and how to cast curative magic on me, not himself. As we progressed through the dungeon, I felt myself getting the hang of what was expected of me — still hesitant and keen to get the advice of my comrades, but more confident about being the one standing at the front. By the time we reached the end and successfully beat the boss, I felt like I'd happily take on that challenge again — though I couldn't resist a quick apology to the lone stranger in our party — who was also something of a newbie, as it happened — for my "incompetence".

    "It's cool," she said. "We made it through, and that's all that matters."

    As any social anxiety sufferer will tell you, the reality of a situation that's been a considerable source of anxiety to you is rarely anything even a little bit like what you've built it up to be in your head. And that's something that Final Fantasy XIV is helping me remember more regularly.

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    1450: Netrunning https://imnotdoctorwho.moegamer.net/2014/01/07/1450-netrunning/ https://imnotdoctorwho.moegamer.net/2014/01/07/1450-netrunning/#respond Tue, 07 Jan 2014 23:13:02 +0000 http://angryjedi.wordpress.com/?p=6151 Putting the more formal board game posts on hold for a moment because an idle mention of them during a staff meeting yesterday may have led to us doing a bit more board game coverage over on USgamer in the very near future. So yay for that! I did want to talk a bit about a … Continue reading 1450: Netrunning

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    Jan 7 -- NetrunnerPutting the more formal board game posts on hold for a moment because an idle mention of them during a staff meeting yesterday may have led to us doing a bit more board game coverage over on USgamer in the very near future. So yay for that!

    I did want to talk a bit about a tabletop game, though — Android: Netrunner, which I got a copy of for Christmas.

    Android: Netrunner is a two-player "living card game" based on the customisable card game of the same name from a few years back. (A "living card game", for those unfamiliar, follows many of the same principles of customisable card games — primarily the ability to build your own deck of cards prior to playing a match — but provides additional cards through static, predictable expansions rather than randomly mixed booster packs) It's a particularly interesting concept in that it's asymmetrical — the two opposing "sides" in the game have very different goals, mechanics and even terminology.

    The concept of Android: Netrunner is classic cyberpunk: anarchic, rebellious "runners" are attempting to undermine the powerful "corporations" who run the dystopian future in which the game is set. They go about this through hacking into the corporations' systems to disrupt them from advancing their agendas; meanwhile, the corporation is steadily building up its defences against intrusion.

    In gameplay terms, this means that the two sides have very different roles to play. The corporation's role is primarily defensive and involves protecting particularly precious pieces of data from the runner player, setting traps and generally messing with the runner's head. The runner, meanwhile, must build up their resources and equipment to such a degree that they can — hopefully — safely bypass the corporation's security countermeasures and steal the precious "agenda" cards required to win the game.

    I tried the game for the first time with my friend Tim this evening. We played several games, all of which were over relatively quickly. In the first case, I, playing the runner, was flatlined on my second turn for attacking what I thought was a safe bet to score some points, only to fall foul of a booby trap, lose all my cards and consequently be eliminated. In a subsequent attempt where we swapped roles, Tim successfully managed to acquire the seven points' worth of "agenda" cards required to win, but it was a close-run thing — the server in which the last agenda card was hidden was heavily protected, and if Tim had played just a little less carefully he would have been obliterated by my security measures.

    Obviously it's very early days yet, but I enjoyed the game very much. The cyberpunk theme is much more than window dressing — the cards you play are all very much thematically appropriate, and the initially confusing terminology starts to make a lot more sense when you start thinking about what you're actually representing when you play your various cards to the table.

    It's going to be a challenge to learn how to play effectively, though, I feel. It's clear that being reckless can result in swift and merciless defeat very quickly, but this is good — it prevents games from dragging on way too long with a foregone conclusion, and instead allows you to gather everything up, shuffle your decks and try again with minimal fuss. This is exactly what this sort of game needs — not everything needs to come in epic packages of an hour or more.

    Tim enjoyed himself, though, as did I, so hopefully we're going to be playing it at least semi-regularly. I'm keen to try it with my other friends, too — I think it's the sort of game that will be very interesting to observe how different people play.

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    1449: From the Game Shelf: Ascension: Storm of Souls https://imnotdoctorwho.moegamer.net/2014/01/06/1449-from-the-game-shelf-ascension-storm-of-souls/ https://imnotdoctorwho.moegamer.net/2014/01/06/1449-from-the-game-shelf-ascension-storm-of-souls/#respond Mon, 06 Jan 2014 10:34:53 +0000 http://angryjedi.wordpress.com/?p=6144 Ascension: Storm of Souls Publisher: Gary Games Designer: Justin Gary, John Fiorillo Released: 2011 Players: 1-4 (1-6 with expansions) Recommended Ages: 14+ Play Time: 30-60 minutes Theme: Fantasy Mechanics: Deckbuilding Randomness: Moderate to high Luck factor: Moderate Strategy: Moderate Interaction: Low Ascension: Storm of Souls is one of several games in the Ascension series of fantasy-themed "deckbuilding" card games. In contrast to "customisable card games" (CCGs) such as Magic: The Gathering, Ascension: … Continue reading 1449: From the Game Shelf: Ascension: Storm of Souls

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    Ascension: Storm of Souls

    Publisher: Gary Games
    Designer: Justin Gary, John Fiorillo
    Released: 2011
    Players: 1-4 (1-6 with expansions)
    Recommended Ages: 14+
    Play Time: 30-60 minutes

    Theme: Fantasy
    Mechanics: Deckbuilding
    Randomness: Moderate to high
    Luck factor: Moderate
    Strategy: Moderate
    Interaction: Low

    IMG_2721

    Ascension: Storm of Souls is one of several games in the Ascension series of fantasy-themed "deckbuilding" card games. In contrast to "customisable card games" (CCGs) such as Magic: The Gathering, Ascension: Storm of Souls comes with everything you need to play in a single box without the necessity of purchasing booster packs, and you build your deck naturally through the course of gameplay rather than prior to beginning play. This means that each time you play, things will likely proceed noticeably differently to previous encounters.

    The rules of Ascension are also considerably simpler than games such as Magic and its ilk, making this an easy game to pick up and play, and a potential gateway into more complex card games.

    How it Plays

    In Ascension, you deal with two main resources: runes and combat power. Most of the cards you play will provide you with either or both of these resources, which may be spent on your turn but not stockpiled. Runes are generally used to purchase cards to add to your deck that will be of benefit to you in the future; combat power is used to defeat monsters, which are immediately worth "honour points", and in some cases may be kept as trophies to be cashed in for an additional benefit later. There's a set stock of honour points available at the start of the game according to the number of people playing, and when this is depleted, the game ends.

    The cards that you either purchase or defeat are placed in the centre row on the game board, meaning that six are available at any one time. Purchasing or defeating a card immediately replaces it with another one, and there are several cards that are always available regardless of what is in the middle row. These are generally less effective than the more specialised cards from the middle row, but acquiring some of these is often a sound early-game strategy.

    IMG_2725

    Since there are only two real mechanics to learn — how to buy things and how to kill things — and the remainder of the game involves reading the cards themselves to make use of special abilities, Ascension is a very quick and easy game to learn. The Storm of Souls version adds a couple of additional elements to the basic Ascension game that began with Chronicle of the Godslayer — specifically, the addition of "Event" cards, which stay in play until replaced by another one and have a constant effect on gameplay in some way, and the aforementioned "monster trophies" rule. These additions aren't hard to learn, though it's easy to forget the effect an Event card has, so be sure to check it each time your turn comes around.

    At the end of the game, players add up the honour points they have earned through killing monsters and add the number of points they have on the cards they have purchased, and whoever has the most is the winner.

    Bits and Pieces

    Ascension's main component is, of course, its deck of cards, which are made of good quality material, stand up to repeated shuffling and are of a standard size, so may be sleeved if you wish to protect them. The cards are designed in a similar way to standard customisable card game cards such as those seen in Magic and its ilk, with artwork at the top and descriptive text explaining special actions at the bottom. Iconography used is clear, simple and easy to learn, so most players will be able to pick up and play fairly quickly.

    IMG_2723

    Aside from the cards, many new players' eyes are drawn to the plastic gemstones that represent the pool of available "honour points". These look nice, and it's satisfying to acquire your own little collection of them — plus they provide a clear and simple means of determining how many points each player has earned through combat, though of course it's important to try and remember how many points each player has on their cards, too — something which can only be determined by keeping an eye on which cards they buy and play.

    Ascension also includes a pleasantly chunky gameboard with appropriately labelled spaces for the middle row of cards, the always-available cards, the draw deck, the event cards and the "void" (discard pile). This isn't really necessary, but it provides a nice centrepiece to the game, makes setup easier and is also helpful when teaching the rules.

    Is it Fun?

    The deckbuilding nature of Ascension leads to a strong degree of randomisation, which makes the game very replayable. As with many other deckbuilding games, however, it's more difficult to come up with a long-term strategy if you're not sure exactly which cards are going to come up when — it's not like Magic where you know what cards are going to definitely come into your hand at some point regardless of what you do.

    This may frustrate players who like to come up with strategies in advance, but it does help level the playing field somewhat: everyone has an equal chance of getting their hands on the "best" cards, and it's still possible to focus on purchasing specific cards with a particular strategy in mind rather than simply grabbing the first ones that become available: the various different categories of cards each have their own specialisms, so the most effective decks will take advantage of this.

    IMG_2722

    Ascension is a satisfying game to play. There's a wide variety of different cards that will come up over the course of the game, and playing a particularly devastating combo of cards that allows you to score a huge number of points in a single turn is very enjoyable. For those who find the base game getting a little stale, however, it's possible to combine any of the Ascension games together for a wider selection of cards and some potential rules tweaks — later expansions and standalone sets add additional rules, while earlier sets simply add more cards and consequently more variety. Adding more cards to the mix also allows the game to support more players — up to six maximum — though it does significantly slow down with more players, and with interaction practically non-existent this can lead to some downtime.

    Ascension actually plays best with just two players, because the more players you add, the more the centre row changes before it comes around to your turn again, making it harder to devise long-term strategies and turning the game into one where you're more responding reactively to the situation you're currently in rather than trying to think a few turns ahead. Playing this way isn't necessarily a bad thing, but it is worth noting that it's a very different experience to duelling it out with just two participants.

    Overall, Ascension is a fun, lightweight card game that's easy to learn, quick to pick up and speedy to play, making it ideal either as a filler game or an option for impromptu multi-game tournaments.

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    1448: New Term https://imnotdoctorwho.moegamer.net/2014/01/06/1448-new-term/ https://imnotdoctorwho.moegamer.net/2014/01/06/1448-new-term/#respond Mon, 06 Jan 2014 00:55:57 +0000 http://angryjedi.wordpress.com/?p=6141 Taking a break from the board game posts for today, largely because I've left it a bit late to start faffing around with taking photographs and whatnot. I'm quite tired and it's back to work properly tomorrow; I'd like to try and be up and about at a reasonable time in the morning so I … Continue reading 1448: New Term

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    2014Taking a break from the board game posts for today, largely because I've left it a bit late to start faffing around with taking photographs and whatnot. I'm quite tired and it's back to work properly tomorrow; I'd like to try and be up and about at a reasonable time in the morning so I have time to do "stuff" of an indeterminate nature before I have to actually start working, but we both know that's statistically quite unlikely to happen.

    This is one of the many problems with working from home. I mean, sure, it's great to not have to commute anywhere. And, theoretically, being able to stay in bed until pretty much whatever time you want so long as you actually get the work done before the end of the day is pretty great.

    But it's not, really. The temptation when provided with potentially limitless time to lie in bed in the morning is to… well, lie in bed for a limitless amount of time until you really can't justify lying there any more. To be fair to myself, I have never actually overslept to such a degree that I haven't started working by the semi-arbitrary 11am start time I set myself to knuckle down and start writing, but I've cut it fine a few times.

    Getting up is hard, though. I find it quite difficult to get to sleep quickly at night-time — much to my chagrin, Andie can fall asleep in a matter of seconds — and thus I like to enjoy as much restful sleep as I possibly can. Then there's the matter of "morning dreams" — the incredibly vivid workings of my imaginative subconscious that I can usually recall rather well for a few moments after I wake up, and indeed have documented a number of times on these very pages. (Obligatory link to "the poo dream" post for the benefit of my good friend who occasionally comments here.) These are often so compelling that it's difficult to tear myself away from them, even though I know even as they're happening that they're nothing but dreams, and they almost certainly won't conclude in a satisfying manner.

    At least I am able to get up, however. When I was going through what I shall euphemistically refer to as my "rough patch" a few years back, I completely fucked up my sleep patterns to such a degree that I actually found it impossible to even wake up before 5pm in the afternoon. I was unemployed, alone and shortly to be without a place to call my own, so there really wasn't very much to get up — or even wake up — for. It was embarrassing to walk into the shop across the road from my flat and be greeted by the guy with the smelly armpits behind the counter with a polite request as to how my day had been when I knew that my day had only started ten minutes ago, despite his working day being almost over. It was frustrating, too, as I felt I should be doing something more productive with my time than sleeping, but, well, I was not exactly of sound mind at the time, and I'm not sure getting up in the morning would have helped all that much at that point.

    Thinking back to that time, I should count myself lucky that I'm enjoying a period of stability right now, then. There aren't all that many things I really need to "worry" about right now — though as anyone who's ever suffered with anxiety and depression will know, you don't necessarily need "something" to stress about to feel stressed out. Life at the start of 2014 is pretty good, by all accounts, and hopefully it will only continue to get better as time goes on.

    Now, before I pontificate further on matters of the mind, I believe it's probably time to bid you all farewell. I'll see you at the start of the new working week. Don't be late!

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    1447: From the Game Shelf: Guildhall https://imnotdoctorwho.moegamer.net/2014/01/04/1447-from-the-game-shelf-guildhall/ https://imnotdoctorwho.moegamer.net/2014/01/04/1447-from-the-game-shelf-guildhall/#respond Sat, 04 Jan 2014 23:52:46 +0000 http://angryjedi.wordpress.com/?p=6134 Guildhall Publisher: AEG Designer: Hope S. Hwang Released: 2012 Players: 2-4 Recommended Ages: 12+ Play Time: 30 minutes Theme: Medieval/Dark Ages Mechanics: Set collection, hand management Randomness: High Luck factor: Moderate Strategy: Moderate Interaction: High Guildhall is a card game themed around the concept of you opening… well, a guildhall. Your guildhall will play host to a variety of different professions, ranging from dancers to assassins; farmers to … Continue reading 1447: From the Game Shelf: Guildhall

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    Guildhall

    Publisher: AEG
    Designer: Hope S. Hwang
    Released: 2012
    Players: 2-4
    Recommended Ages: 12+
    Play Time: 30 minutes

    Theme: Medieval/Dark Ages
    Mechanics: Set collection, hand management
    Randomness: High
    Luck factor: Moderate
    Strategy: Moderate
    Interaction: High

    IMG_2717Guildhall is a card game themed around the concept of you opening… well, a guildhall. Your guildhall will play host to a variety of different professions, ranging from dancers to assassins; farmers to traders. The aim of the game is to score 20 Victory Points through a combination of point cards and individual points, and in order to do so you'll need to collect sets of professions. There's six different professions and five colours of each.

    The rules of Guildhall are simple, straightforward and easy to follow and all the special mechanics are depicted through simple icons rather than text. Once you have your head around what all these icons mean, play is quick and snappy, making this an ideal filler game.

    How it Plays

    On your turn in Guildhall, you can take two actions. Your options from each action are to play a card to the table, which may trigger its special ability; to draw cards into your hand; or to use a completed "chapter" of your guildhall (all five colours of a single profession) to purchase one of the victory point cards, five of which are on offer at any one time. You are not allowed to play a card that is identical to one already down on the table — if you already have a red Dancer down, for example, you are not allowed to play another red Dancer, but you may play a blue Dancer instead if you have one.

    Each of the profession cards in Guildhall has a different effect when you play it to the table, and each becomes more effective — or at least different — when you have more copies of that card in your guildhall already. For example, playing your first Dancer simply allows you to take an extra action; playing a Dancer when you have three Dancers in your guildhall already allows you to draw three extra cards and take an extra action.

    IMG_2718

    Many of the profession cards allow you to mess with the other players to some degree. The Assassin card, for example, allows you to destroy cards that are in other players' guildhalls, while the Trader forces another player to swap one (or more) of their guildhall's cards with one (or more) of yours. Collecting sets is often a matter of manipulating what other players have available without annoying them too much — piss off an opponent and it's very possible for them to exact amusing revenge on you with some well-chosen cards. If you want a quiet life, the Historian, Farmer and Weaver cards are handy — Historian lets you go through the discard pile, Farmer simply allows you to collect victory points at a slow rate, and Weaver allows you to play extra cards from your hand, perhaps in exchange for picking something up from your guildhall.

    Take care with one rule when playing: cards played from your hand to the table do not go into your guildhall until the end of your turn — until that time, they are considered to be in the "action area" and as such chapters are not completed until your turn has ended. This means that you can't play a card to finish a chapter and then immediately spend that chapter on a victory point card of sufficient value to win the game, for example. (You can, however, use special abilities of cards such as Weaver to complete a chapter before the end of your turn.)

    Bits and Pieces

    Being a card game, Guildhall's box is largely taken up by, you guessed it, cards. There are two decks — a large one of all the profession cards and a smaller one of victory point cards — differentiated from one another by different backs, and separated into two distinct areas of the box insert, which leaves space for expansions. The only other components are a stack of victory point chips, used when playing the Farmer to acquire small quantities of victory points without buying cards.

    IMG_2719

    The cards are good quality, of a satisfying thickness and pleasingly glossy. They're standard-sized, too, which means they may be sleeved if you so desire. Artwork on the cards is distinctive, attractive and in keeping with the box art, while the lower half of the card is devoted to iconic descriptions of the various special abilities. It takes a little time to learn what all these mean, but there's a handy guide in the instruction leaflet, plus all the card special abilities are helpfully summarised on a single page, too.

    Cards can also be quickly differentiated by the icons in their top-left along with their large, prominent title text, and colour-blind players are catered to with the pennant down the left edge of the card, which displays a different piece of heraldry for each of the five colours.

    Is it Fun?

    Guildhall's theme is mostly irrelevant to its mechanics, but the "collecting professions" concept helps put what you're doing in the game into context, and the professions themselves mostly have thematically relevant special abilities: Assassins "kill" cards; Historians look back at what's come before (i.e. the discard pile); Traders trade cards. Dancers, Farmers and Weavers have a somewhat more tenuous link to the theme of the game, but at least each of their purposes is clear and distinct from one another — every card feels like it has a use, and there's little in the way of underpowered, "dead weight" cards to clutter up your hand — unless, of course, you just can't get your hands on the right colour.

    It's a fun game that maybe takes a play or two to get your head around, but once you do it's an enjoyable, quick and surprisingly cut-throat competitive filler game that's well worth having in your collection — it's just a bit of a shame it doesn't support more than four players.

     

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    1446: From the Game Shelf: Dixit https://imnotdoctorwho.moegamer.net/2014/01/03/1446-from-the-game-shelf-dixit/ https://imnotdoctorwho.moegamer.net/2014/01/03/1446-from-the-game-shelf-dixit/#respond Fri, 03 Jan 2014 20:13:22 +0000 http://angryjedi.wordpress.com/?p=6128 Dixit Publisher: Libellud Designer: Jean-Louis Roubira Released: 2008 Players: 3-6 Recommended ages: 8+ Play Time: 30 minutes Theme: Abstract Mechanics: Bluffing, communication, description, educated guessing Randomness: Moderate to high Luck factor: Depends on who you play it with! Strategy: Light Interaction: High Dixit is a card-based party game that revolves around the idea of creatively describing images. (Do not confuse it with the 1983 crossword-building game of the … Continue reading 1446: From the Game Shelf: Dixit

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    Dixit

    Publisher: Libellud
    Designer: Jean-Louis Roubira
    Released: 2008
    Players: 3-6
    Recommended ages: 8+
    Play Time: 30 minutes

    Theme: Abstract
    Mechanics: Bluffing, communication, description, educated guessing
    Randomness: Moderate to high
    Luck factor: Depends on who you play it with!
    Strategy: Light
    Interaction: High

    IMG_2713

    Dixit is a card-based party game that revolves around the idea of creatively describing images. (Do not confuse it with the 1983 crossword-building game of the same name, as the two are very different!) The aim of the game is to score points — this can be achieved by, depending on what your role is that turn, describing cards in just enough detail that one or two people around the table successfully guess what you were describing, by successfully identifying what that turn's "storyteller" was describing, or by convincing other people that the card you played was the one the storyteller was describing.

    It's a quick, easy to learn game that's high on communication and creativity, making it ideal for social gatherings. There are numerous expansions available too, as well as standalone variants that bump up the maximum player count to 8 rather than the original's 6.

    How it Plays

    The role of "storyteller" is passed around the table one player at a time. On your turn as the storyteller, you must select one of the cards from your hand and play it face-down onto the table, then describe it in any way you please — a word, a phrase, a little song and dance routine.

    Once this is done, all of the other players select a card from their hand that they believe would also fit the storyteller's description and play them face-down. The storyteller then shuffles the played cards and reveals them to the table.

    At this point, players secretly vote which one they think was the storyteller's card using cardboard chips with numbers on them. The storyteller does not vote. All votes are revealed simultaneously, and the storyteller then reveals which card was theirs.

    IMG_2715

    If all players correctly voted for the storyteller's card or if no-one correctly identified it, all players except the storyteller receive two points. In all other cases, the storyteller and any players who successfully identified their card receive three points. Bonus points are awarded for each vote a player received for the card they played when they were not the storyteller. In other words, it's in the storyteller's interest to be slightly obtuse about their clues, but not so obtuse no-one will recognise what they're talking about. Savvy storytellers will make use of references and descriptions they know only certain players around the table will catch.

    Players then draw up to a hand of 6 cards, and the role of storyteller passes around the table. Play continues until the deck of cards is exhausted, and the player with the most points at the end is the winner.

    Bits and Pieces

    The highlight of Dixit is its 84 oversized cards, each of which depicts a different image. The images — the work of one Marie Cardouat — are all somewhat surreal in nature and deliberately difficult to describe in simple terms, but they have a consistent art style that is pleasingly distinctive and instantly recognisable.

    IMG_2714

    Scoring is tracked using wooden rabbit markers that proceed around a track printed on the box insert which may be removed if desired. The markers are well-made but their shape makes them somewhat prone to falling over or being knocked around if the table or box is bumped inadvertently, and with the close positioning of the numbers on the board, this can sometimes lead to inaccurately tracked scores. The score tracker also only goes up to 30, and it's possible for games — particularly those with fewer players — to exceed this total, necessitating further "laps" around the board.

    Voting is accomplished through coloured cardboard tokens with numbers on one side and the Dixit logo on the back. They're functional but in keeping with the game's playful art style, and the bright, vibrant colours make each player's tokens immediately distinguishable from one another.

    Is it Fun?

    Dixit's a game you need to play with the right people, and it's also a game that changes over time the more times you play it with the same people. Ideally, you want to play with a group of people who all know each other well so that psychological tricks such as obscure references and in-jokes can come into play. Those who are not very creative or imaginative — or those who find it difficult to grasp more abstract games — probably won't have as good a time playing Dixit.

    The more times you play, the more you'll come to recognise various cards as they come up, and how people generally tend to describe them. This forces you to either come up with more creative ways of describing the images — or, of course, to invest in one of the various expansion decks available.

    IMG_2716

    The game makes for some memorable occasions, however, particularly if someone comes up with a particularly creative (or offensive!) description for one of the cards. It's fun trying to read the other players around the table, and determining how best to bluff your way to victory. It may initially seem like a simple, straightforward party game and indeed there's nothing stopping you treating it as such. But it's also possible to turn the game into a gruelling battle of wits against your rivals as you attempt to take advantage of what you know about all of them.

    So yes, it's very much a fun game — and a pleasantly short, light affair that's good for either opening or capping off an evening's gaming. If you have a group of players who would respond well to its creative challenges, it's well worth your time.

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    1445: From the Game Shelf: Dungeonquest https://imnotdoctorwho.moegamer.net/2014/01/02/1445-from-the-game-shelf-dungeonquest/ https://imnotdoctorwho.moegamer.net/2014/01/02/1445-from-the-game-shelf-dungeonquest/#respond Thu, 02 Jan 2014 16:55:25 +0000 http://angryjedi.wordpress.com/?p=6118 [As promised, here is the first instalment in a series of posts exploring my collection of board games. I'm not making any promises as to how regular these will be since they're a fair amount of work to put together, but ideally I'd like to cover everything on my shelf and hopefully provide a few … Continue reading 1445: From the Game Shelf: Dungeonquest

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    [As promised, here is the first instalment in a series of posts exploring my collection of board games. I'm not making any promises as to how regular these will be since they're a fair amount of work to put together, but ideally I'd like to cover everything on my shelf and hopefully provide a few of you with some ideas as to what games you might want to try with your friends sometime. Here we go with the game that happened to be in the top-left corner of the shelf, Dungeonquest.]

    Dungeonquest ('80s Version)

    Publisher: Games Workshop
    Designer: Dan Glimne and Jakob Bonds
    Released: 1987
    Players: 1-4
    Recommended ages: 12+
    Play Time: 1 hour

    Theme: Fantasy
    Mechanics: Tile-laying, exploration, press-your-luck, player elimination
    Co-Op or Competitive: Competitive, asymmetrical player abilities
    Randomness: Very high
    Luck factor: Very high
    Strategy: Minimal
    Interaction: Moderate

    IMG_2708

    Dungeonquest is a simplistic dungeon crawler originally from Games Workshop back when they still made board games. It is a dungeon crawler in the purest sense of the word, though it bears little relation to Games Workshop's other well-known dungeon-centric games such as Hero Quest, its Advanced counterpart and the later Warhammer Quest aside from a heavy focus on random generation and a necessary reliance on luck. The version I'm exploring here is from the late '80s; Fantasy Flight Games have since revamped the game to a considerable degree and set it in their "Terrinoth" campaign setting along with tweaking, improving and outright changing a number of the mechanics described here.

    In Dungeonquest, you take on the role of one of four different heroes who are attempting to raid the ruins of Dragonfire Castle. As you might expect, Dragonfire Castle plays host to a dragon — and as every good adventurer knows, where there's a dragon, there's treasure. As such, your aim is to get in to Dragonfire Castle, pinch as much loot from the dragon as you can and get out again without getting horribly killed by something or other.

    It is, of course, not that simple, and more often than not you will find yourself getting horribly killed by something or other.

    How it Plays

    The basic mechanics of Dungeonquest involve drawing a face-down tile and placing it off one of the entrances to the room you're in, then moving into it. According to the type of room drawn, various things might happen. Normal rooms have nothing special about them, but may be searched. They also force you to draw a Room card, which may force you into combat against a monster. Certain Room cards allow you to draw other cards relating to looting corpses or crypts for treasure — but there's no guarantee you'll find anything, and there's a chance you'll end up hurting yourself in the process.

    IMG_2711

    Combat is resolved through a rock-paper-scissors contest against another player — you and your opponent each have a choice of three moves, and the combination of your two respective choices will determine who gets hit and how much damage they take according to a chart on the board. Depending on the group you play with, this will either end up being completely random or a brain-frying battle of wits.

    Special rooms vary from a bottomless pit — which you must pass an Agility test using the dice to survive, else forfeit the game — to rotating rooms that immediately spin through 180 degrees once you enter, potentially trapping you in a dead end.

    The aim of the game is to make your way to the dragon's lair at the centre of the board — not necessarily as easy as it looks, depending on the room tiles you draw and the merry path they lead you — and steal its treasure. Acquiring treasure is a press-your-luck challenge in which you take treasure tokens and then draw dragon cards, hoping that the one you draw doesn't depict the dragon awakening. The longer you stay gathering loot, the fewer cards there are to draw and consequently the greater chance you'll be roasted alive.

    IMG_2710

    Once you've stolen the treasure, in order to be credited for it and potentially win, you have to get back out of the dungeon before the turn timer expires. This makes for a minimal amount of strategy — in other words, determining how many turns' grace period you have before you need to start heading homewards. Alternatively, you can risk trying to escape via an alternative route. Both options usually end in failure.

    The winner of the game is whoever is not dead when all players have either escaped or died, and who has most treasure out of the survivors. Since it's rare for anyone to survive, you may wish to implement a house rule determining who the winner is in case of everyone being dead.

    Bits and Pieces

    As you might expect from a Games Workshop game, Dungeonquest features some high-quality miniatures to depict the heroes, but these are by far the best quality components in the game.

    IMG_2709

    The board itself is made up of six interlocking pieces, and its rather thin nature makes it somewhat prone to warping. This is a bit of a problem considering the number of things you need to lay on top of it over the course of a typical game.

    The cards, which sport some gloriously '80s fantasy artwork, are made of thin, flimsy cardboard and are all a little too small to be comfortable. Each deck is its own distinctive shape, too, and while it is thematically rather fun to draw "crypt" cards from a coffin-shaped deck, this makes storage of the cards a little awkward, particularly given the lack of an insert in the box. This is a game in which all its components absolutely need to be bagged and stored separately from one another if you don't want to spend longer setting up than playing.

    Is it Fun?

    Dungeonquest is not a game to be taken seriously. There's no persistent progression of characters — they don't survive long enough for that — and there's nothing to do with the treasure save winning the game. Its highly luck-based nature makes it impossible to devise strategies for, so it's more a game for groups that don't mind a high amount of randomness — and groups that don't mind losing.

    It's also not very well balanced. Certain characters have a significantly higher chance of survival than others — there's one for whom a bottomless pit tile is almost-guaranteed unavoidable death, for example, and others who have a tough job surviving the amount of damage the average player takes on a run into the castle.

    IMG_2712

    The game makes for good stories when everything goes wrong if nothing else, and it's undoubtedly fun from a "one disaster after another" perspective, but for those players who want to get their teeth into something a little meatier or more strategic, it's probably one to pass by.

    So yes, it is fun; it's just not something you'll probably want to play week after week. It's an enjoyable game for a drunken beer-and-pretzels sort of evening; just be sure to have something with a bit more depth up your sleeve to play afterwards. Or perhaps before!

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    1444: 2014 Arrives https://imnotdoctorwho.moegamer.net/2014/01/02/1444-2014-arrives/ https://imnotdoctorwho.moegamer.net/2014/01/02/1444-2014-arrives/#respond Thu, 02 Jan 2014 00:47:30 +0000 http://angryjedi.wordpress.com/?p=6116 …and it was with a bit of whimper, to be honest. This isn't any reflection on our gracious hosts Tim and Sophie, of course, who not only laid on a sausage-tasting session (no, that's not a euphemism) for us, but also cooked an immense amount of beef and other goodies, but to the fact that … Continue reading 1444: 2014 Arrives

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    …and it was with a bit of whimper, to be honest.

    This isn't any reflection on our gracious hosts Tim and Sophie, of course, who not only laid on a sausage-tasting session (no, that's not a euphemism) for us, but also cooked an immense amount of beef and other goodies, but to the fact that we all, as a group, found the moment of that single digit changing on everyone's calendars to be somewhat underwhelming.

    Is it cynicism? Jadedness? World-weariness? I don't know, really. Perhaps it's the fact that staying up until midnight isn't really a novelty as a "grown-up", or the realisation we've all had at some point of the fact that a new year doesn't magically mean a new beginning, a fresh start or anything like that.

    I mean, sure, the first of January is as good a time as any to say "right, I'm going to get [x] sorted out" but I'd be interested to know just how many people do successfully manage to get [x] sorted out and who are quite happy to maintain the status quo, continuing to allow [x] to do its thing as it's always done.

    I don't have many things I'd like to do massively differently this year. I'd like to pick up on the exercise again, even though every time I engage in it I feel like it's an increasingly futile gesture. I'd like to start drawing a few stupid little cartoons on this blog again — not today, though, as it was a busy day; tomorrow perhaps. I'd like to pick up work on my game again. And I'd like to continue learning Japanese.

    These are all relatively simple, small and attainable goals. I'm not going to make any grand gestures or promises that are impossible to keep — no "I will be thin in 2014!" bullshit, for example — but I would like my life to continue in a reasonably positive direction, even if my own messed-up brain occasionally gives me days of distressingly dark thoughts.

    There's plenty of possible good things to look forward to in 2014, at least, but I shall spare you enthusing about things that may or may not happen for now because… well, they may or may not happen. But we shall see. I'd like to be positive. I'd like for it to be a good year. But I'd settle for it simply to not be a bad one.

    Happy new year, everyone; may your 2014 be adequate for your needs.

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    1443: Death to the Chimera https://imnotdoctorwho.moegamer.net/2013/12/31/1443-death-to-the-chimera/ https://imnotdoctorwho.moegamer.net/2013/12/31/1443-death-to-the-chimera/#respond Tue, 31 Dec 2013 14:28:46 +0000 http://angryjedi.wordpress.com/?p=6114 It's another Final Fantasy XIV post, I'm afraid, but I feel compelled to share the experience I just had, as I think it's something that's going to stick with me for some time. A bit of context, first, for those who don't play. My character is primarily a Black Mage, which is part of the group known … Continue reading 1443: Death to the Chimera

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    It's another Final Fantasy XIV post, I'm afraid, but I feel compelled to share the experience I just had, as I think it's something that's going to stick with me for some time.

    A bit of context, first, for those who don't play. My character is primarily a Black Mage, which is part of the group known as "DPS" (damage per second" or damage dealers. I don't have a lot of health, but my spells do hit hard and do a considerable amount of damage. When playing as a member of a party, I rely on the "tank" character to keep the enemies' attention off me, and occasionally the assistance of a healer to keep my health topped up if I do happen to get hit by something. For the most part, my responsibility is to avoid getting hit as much as possible, and to simultaneously ensure that I'm doing as much damage as possible.

    I'm at level 50 on my Black Mage, which means I'm no longer gaining experience and have instead been gathering better and better equipment. My average item level is now 71, which is significantly stronger than where you are when you first hit 50 — though the effectiveness of all said equipment is scaled down accordingly if you happen to run a dungeon that's lower than level 50.

    Which, as it happens, is exactly what I was doing earlier. I decided to run the dungeon Cutter's Cry, because I was well behind on my "Hunting Log" for the Immortal Flames Grand Company, and wanted to actually polish it off and make some progress. (In the game, your Hunting Log is a checklist of specific monsters to defeat, with rewards on offer for completing items on the list, and larger rewards on offer for completing a complete difficulty rank. The Grand Company is an organisation tied to one of the three main city-states in the game, and is effectively where your character pledges their allegiance to.)

    Our run through Cutter's Cry didn't go as smoothly as it could have done. Our tank — the guy who stands at the front and gets hit, as well as the guy who generally leads jaunts through dungeons — wasn't especially skilled, and was having trouble maintaining the attention of monsters that really wanted to chomp on our healer's testicles. I spent a lot of the dungeon casting my Sleep spell to take a bit of the heat off the party and allow us to concentrate on a single monster at a time, and it overall seemed to work pretty well, with a few minor mishaps along the way.

    We eventually reached the dungeon's boss monster Chimera, albeit with a different healer to the one we started with, who disconnected. Our first attempt failed miserably in a matter of seconds. The second, however, is where things got interesting and exciting.

    It was going reasonably well for a while. We were doing decent damage to the Chimera, and the tank was successfully maintaining the attention of the enemy, allowing the party's Bard and I to pelt it from a distance with arrows and fireballs respectively.

    Then something went horribly wrong. The tank didn't quite move far enough to get out of the path of one of the Chimera's special attacks, and hit the deck. The Bard followed shortly afterwards, leaving just me and the party's healer to deal with a by now very pissed off Chimera.

    I thought this would almost inevitably be the end, but on a slightly selfish whim I decided to see what I could do. We'd already whittled the beast's health down to an amount that certainly looked doable, so I started alternating running away from it and flinging a few spells at it whenever it stopped to try and do one of its special attacks. The healer cottoned on quickly to what I was doing, and supported my efforts while the tank and Bard lay on the floor — the fight's too hectic to make raising party members practical, particularly if the tank's down.

    The Chimera's health bar continued to deplete, and I somehow remained standing, successfully dodging each and every one of his special attacks and only occasionally taking damage from an occasional claw swipe. Meanwhile, I'd continue to electrocute him with my Thunder spells — which causes him to continually take small amounts of damage over a short period of time — and pelt him with fireballs whenever I had enough distance between us to make casting practical and safe-ish.

    Finally, his health was into the "holy shit, are we actually going to pull this off?" territory — and conveniently, the party's Limit Break bar was fully charged at this point. (The Limit Break bar builds up gradually through combat, and any one party member can trigger it once it's charged high enough for a powerful special ability according to what class they are — in the case of Black Mage, it summons, as you might expect, a devastatingly destructive spell.)

    "Limit Break!" called the party members. I was skeptical as to whether or not it would do enough damage, but I put some distance between the Chimera and I, waited for the perfect moment and then began casting.

    The screen exploded in fire and my speakers erupted with the sounds of falling meteorites… and then there was a deafening screech as the beast collapsed to the floor and dissipated into a cloud of aether. The Chimera was down!

    "Holy shit," said the fallen Bard afterwards as the healer helped him to his feet. "Good job."

    I don't often like to toot my own horn, but in this case? Yeah, I have to agree.

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    1442: Yearly Wasteland https://imnotdoctorwho.moegamer.net/2013/12/31/1442-yearly-wasteland/ https://imnotdoctorwho.moegamer.net/2013/12/31/1442-yearly-wasteland/#respond Tue, 31 Dec 2013 00:58:22 +0000 http://angryjedi.wordpress.com/?p=6112 We've reached that peculiarly barren time of year — it's no longer Christmas, but it's not quite New Year either. Some unlucky people have to go back to work for a few days — Andie is one of them — while the rest of us bum around, twiddling our thumbs and wishing we had more … Continue reading 1442: Yearly Wasteland

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    We've reached that peculiarly barren time of year — it's no longer Christmas, but it's not quite New Year either. Some unlucky people have to go back to work for a few days — Andie is one of them — while the rest of us bum around, twiddling our thumbs and wishing we had more presents to open. (Actually, we will have a few more presents to open on New Year's Day, which is nice. I think I know what mine will be, and if I'm right I'll be very pleased with it.)

    I feel a bit frustrated by the holiday season at the moment. I miss the "magic" it used to have when I was a kid. I'm not sure quite when it stopped being exciting and fun, but it'd be nice to get that back.

    I've mentioned before my curious inability to express genuine-seeming outward signs of excitement, surprise or anything like that, and I have a feeling that may be something to do with it. I love opening presents and getting cool stuff, but I hate the pressure there is to look pleased with what you got. Everyone who buys you something is almost inevitably looking carefully at your face to see if you smile, grin, laugh or look disappointed at the things that have been purchased for you, and given that I feel enormously self-conscious about getting excited or joyful, my reaction often appears to be somewhat more "meh" than it actually is. I generally do like presents, whatever they are — because I'm not an ungrateful twat who returns gifts that other people have bought for him — and I am always appreciative when someone thinks of me and buys me something nice. It's just sometimes a bit difficult to show.

    Same with New Year's. Everyone builds it up to be some kind of massive big deal, so when the time comes to actually say "Happy new year!" to people I feel very self-conscious and stupid. It feels like a cliche to say it. Well, it is a cliche to say it, but surely there's no better time to actually say "happy new year!" to someone than at one minute past twelve on New Year's Day. Garrgh.

    One day I might get over all these stupid neuroses. Sadly, that day is not today, so if you are, by any chance, hanging out with me for New Year celebrations at any point in the future, I apologise in advance for my seeming lack of enthusiasm about the year increasing by one.

    We're off out to a party at my friend Tim's tomorrow night to ring in the new year. There will be sausages. And no, that's not a euphemism; the plan is actually for there to be lots of sausages. This is a situation I am absolutely fine with.

    There will be one last post of 2013 before the new year — that will hopefully be before midnight, if I remember — and then it's onward to 2014 and great things. Or just the same things as usual, but with a different number in the "YYYY" section of forms.

    Anyway. Happy holidays or whatever.

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    1441: Panic! https://imnotdoctorwho.moegamer.net/2013/12/30/1441-panic/ https://imnotdoctorwho.moegamer.net/2013/12/30/1441-panic/#respond Mon, 30 Dec 2013 01:45:04 +0000 http://angryjedi.wordpress.com/?p=6109 Having tried Escape yesterday, Andie and I gave Castle Panic a go earlier. Despite the title, it's a somewhat more sedate affair than Escape, though you're still dealing with difficult odds and a distinct chance of being horribly defeated at any point. Castle Panic is a cooperative game in which you and up to five other players are tasked with defending your … Continue reading 1441: Panic!

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    Having tried Escape yesterday, Andie and I gave Castle Panic a go earlier. Despite the title, it's a somewhat more sedate affair than Escape, though you're still dealing with difficult odds and a distinct chance of being horribly defeated at any point.

    Castle Panic is a cooperative game in which you and up to five other players are tasked with defending your castle from an incoming onslaught of goblins, orcs and trolls. Your castle is made up of six towers, each of which has a wall protecting it. Lose all the towers (but not necessarily the walls) and everyone loses; get through all the monster tokens and kill everything and everyone wins, but whoever scores the most points wins slightly more than everyone else.

    Gameplay is pretty straightforward. The board is split into three coloured sections, each of which is subdivided into two numbered areas and five different rings. The outermost ring is the "forest" surrounding the castle area; the next three rings represent the effective ranges of your archers, knights and swordsmen respectively; the innermost ring is inside your castle walls and is where you're trying to prevent the beasties getting to.

    In order to deal with the incoming hordes, you need to play cards from your hand. Many of these take the form of a coloured archer, knight or swordsman, which means you can deal one point of damage to a monster in the appropriately coloured section of their respective ring on the board. Different types of monster take different amounts of damage — goblins only take one, for example, while trolls and some "boss" monsters have three and orcs have two.

    There's a selection of special cards in the mix, too — a "lucky shot" card allows a monster to be outright killed rather than damaged when used in conjunction with an appropriate card; "hero" cards can attack any ring in one coloured area of the board; barbarians can attack enemies who have managed to breach the castle walls.

    Each turn, more and more enemies show up to make life difficult, and the enemies already on the board move in by one ring. If they hit a wall, they destroy it and take a damage, and likewise for the towers. Certain monster tokens cause more monsters to show up, or move further than they would normally, or rotate around the board. Giant Boulder tokens roll across the board, killing everything in their path but also destroying the first wall or tower they meet, making them something of a mixed blessing.

    Andie and I won the game we played earlier, which surprised me somewhat — I'm used to cooperative games smacking me about somewhat more than this one did, but it may have been a lucky combination of card and monster token draws.

    I'm interested to try the game with more people, since then you have smaller hands of cards but are able to trade more cards with people at the start of your turn.

    It's an interesting take on cooperative because there's a competitive element, too — while you're all working together for a common goal, there is a scoring mechanic to encourage you to try and be the "best", too. This somewhat discourages the "alpha player" problem that some cooperative games suffer from, in which one player takes charge and orders everyone else around. In Castle Panic, there's not so much scope for that to happen and turns are pretty quick, so everyone can feel like they're contributing.

    It's a good game, in short. I'm looking forward to trying it some more.

    Talking about all these board games has given me a blogging idea for January — I'm thinking I might go through my collection and compile some detailed posts on selected (or perhaps even all!) of the games I own, sharing some thoughts, images and details on them for those curious. I have a pretty decent collection now, and it would be nice to do it justice with some more detailed posts. So look forward to that!

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    1440: Escape! https://imnotdoctorwho.moegamer.net/2013/12/29/1440-escape/ https://imnotdoctorwho.moegamer.net/2013/12/29/1440-escape/#respond Sun, 29 Dec 2013 02:54:14 +0000 http://angryjedi.wordpress.com/?p=6107 I spent some of my Christmas money today on some board games — I grabbed Castle Panic, which I've never played but which I understand is an enjoyable moderate-length game that isn't horrendously complicated, and Escape, which I hadn't heard of prior to today, but which came recommended by some board gamers I follow on G+. Escape is a really … Continue reading 1440: Escape!

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    I spent some of my Christmas money today on some board games — I grabbed Castle Panic, which I've never played but which I understand is an enjoyable moderate-length game that isn't horrendously complicated, and Escape, which I hadn't heard of prior to today, but which came recommended by some board gamers I follow on G+.

    Escape is a really interesting game, as it happens, and I'm looking forward to trying it out with various different group sizes. Andie and I gave it a shot today, initially not quite sure what to make of it, but after a third playthrough — a game is only ten minutes long — we nailed it.

    Escape is a cooperative game that unfolds in real time. You and your compatriots play intrepid explorers who have gone and got themselves stuck in the middle of a temple, with no idea of where the exit is. (Presumably they fell in through the ceiling or something.) It's your job to find the exit, then exit through it. Simple, right? NOPE.

    The temple, being a mysterious old temple, is cursed, and in order to be able to escape you need to not only find the exit, but also activate some magical gems along the way. Each gem you activate makes it easier to escape, but attempting to activate them takes up valuable time.

    Almost everything you do in Escape hinges on the roll of the dice. Each player has five dice they can roll, and there's no need to take turns — you just keep rolling until you get what you want, and you can set aside dice that you haven't used to perform an action. Roll a black mask, however, and that die is out of commission until you roll a golden mask to return up to two of your dice to play. If you're in the same room as another player, you can use your golden masks to "heal" another player's dice, too, so it's in your interests to team up rather than get too far apart.

    Activating the gems is generally a matter of rolling a certain number of either torch or key symbols. Certain rooms allow you to activate multiple gems in collaboration with other players by pooling your dice, but obviously rolling 10 of one symbol is going to be a little more time-consuming than rolling, say, 4, so you have to weigh up the risks and potential rewards.

    Just to add a little more stress to the mix, at two points during the ten-minute play session, a gong sounds, and then you have a short span of time to get back to the central chamber or lose one of your dice permanently. Conversely, if you manage to escape before someone else does — by both finding the exit and then rolling as many keys as there are gems left in the pool, plus one — you can give one of your dice to another player. If you haven't all escaped by the time the third gong and countdown ends, you all lose, regardless of how many people have escaped.

    Escape makes use of an audio CD to manage the time limit, but also provides a sand timer for when you're playing in quieter environments. The CD is a lot of fun, though, being full of ambient noise and dramatic stabs when you're all racing back to the central room. It reminds me of the somewhat more complicated Space Alert, another cooperative game that involves working together against a tight time limit — unlike Space Alert, however, which unfolds in hilariously painful slow motion after the CD is over, Escape happens in completely real-time, which takes a certain degree of getting used to but gives it a pleasingly enjoyable, frantic feel to it.

    Looking forward to trying it some more and adding the "Curse" and "Treasure" modules for additional complexity and strategic options. In the meantime, if you're looking for a super-quick game to hit your table as a filler or warmup, it's well worth a look.

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    1439: Titanic https://imnotdoctorwho.moegamer.net/2013/12/28/1439-titanic/ https://imnotdoctorwho.moegamer.net/2013/12/28/1439-titanic/#respond Sat, 28 Dec 2013 01:20:17 +0000 http://angryjedi.wordpress.com/?p=6105 Been making good progress with Final Fantasy XIV over the last few days and once again I'm pleasantly surprised by how much I've taken to the multiplayer-centric endgame content. Tonight's job — the last-but-one step in the quest to acquire the almost-but-not-quite-ultimate weapon for my level 50 Black Mage class — was to fell Titan in his … Continue reading 1439: Titanic

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    Been making good progress with Final Fantasy XIV over the last few days and once again I'm pleasantly surprised by how much I've taken to the multiplayer-centric endgame content.

    Tonight's job — the last-but-one step in the quest to acquire the almost-but-not-quite-ultimate weapon for my level 50 Black Mage class — was to fell Titan in his "Hard Mode" fight, a notoriously difficult boss battle that I had a considerable degree of uneasiness about going into — and which I was terrified of the prospect of jumping into with strangers.

    As it happens, the fight wasn't all that scary if you know what you're doing — much like every other fight in the game. You'd think I'd have learned that by now.

    Titan, like Ifrit and Garuda before him, is one of the "Primals" — major bosses that crop up over the course of Final Fantasy XIV's main story, and a good opportunity to test your party's skills against one very strong opponent without having to run through a long dungeon first. The battles against them — known as "trials" in game parlance — tend to be unfold in deceptively simple boss-fighting arenas, but the simplicity of the environment is to ensure there's nothing to distract you from the important thing: paying attention to what your opponent is doing.

    Ifrit, Garuda and Titan all have abilities that are far beyond almost anything else you fight in the game, and a party that doesn't know what it's doing can wipe out very quickly if they're not careful. They're highly mobile fights that demand you recognise your opponent's attack patterns and know how to counter them — and how to avoid them. Titan in particular is highly dependent on the party being able to avoid a relentless string of devastating attacks — and the healers being able to deal with the few, less-damaging attacks that are unavoidable for the whole party.

    Aside from Titan, I spent a bit of time playing with the Conjurer class earlier — this is the healing class that later becomes White Mage, but also has a few offensive skills, too. It's an interestingly distinctive class to play when compared to Black Mage, and a good demonstration of how Final Fantasy XIV makes even ostensibly similar classes play markedly differently from one another.

    Black Mage and its predecessor Thaumaturgist involve highly destructive spells that cost large amounts of magic points to cast. The key mechanic to get your head around with Black Mage is the balance between "Umbral Ice" and "Astral Fire" — the former causes your ice-based spells to cost more to cast, but increases your magic points regeneration enormously, while the latter causes fire-based spells to cost more to cast and deal considerably more damage, and also stops all magic points regeneration. Essentially, Black Mages have a limitless pool of magic points that mean they can continue casting indefinitely, so long as they make the switch between Umbral Ice and Astral Fire at appropriate junctures — and, at higher levels, make good use of the MP-free, instant-cast spells that occasionally trigger.

    White Mage and its predecessor Conjurer, meanwhile, are very different. Spells are considerably cheaper to cast, but there's no Umbral Ice mechanic to quickly regenerate magic points in a hurry — so you have to manage your spellcasting a little more carefully. The class also has an interesting "stance switch" option, allowing the white mage to swap their Intelligence (determines spell damage) and Mind (determines healing power) stats around, effectively making them either damage- or healing-focused at the touch of a button. And then, of course, there's the fact that white mages are mainly regarded as healers rather than damage dealers, and as such you have to be a lot more aware of people around you so you can heal them. The tradeoff for this, of course, is that people tend to like you because you can stop them from dying — and, once you reach a high enough level, you can even bring them back from the dead.

    I jumped into one of the short party-based "Guildhests" earlier on to have a go at healing as part of a group with a relatively straightforward challenge. The party I was with was clearly very inexperienced — the fighter charged ahead without waiting for me to cast protection spells on him, and the damage-dealing mage seemed to take as much damage as he inflicted. I managed to keep everyone alive, though, and my reward from these random strangers whom I'll probably never see again was three "Player Commendations" — a new system introduced in the latest patch which allows players to show their appreciation for random teammates they were matched up with through the Duty Finder system. It's a very nice, friendly addition to the game, and I can't deny feeling a pleasantly warm and fuzzy feeling inside after a successful dungeon run when I see that little "You have received a player commendation" message in my chat window. Even better when there's more than one.

    Anyway. With Titan down, the only thing left for me to do to get my Black Mage relic weapon is to collect 400 more Allagan Tomestones of Philosophy by running dungeons — should be easy enough. Once I've done that, I'll be well on the way to being appropriately geared for the Binding Coil of Bahamut, the most difficult dungeon in the game… or I can just start working on one of the other classes, with the eventual goal of getting their Relic weapons, too.

    This post was probably indecipherable to those of you who don't play Final Fantasy XIV but eh. Whatever. Tomorrow I'll write about kittens or something.

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    1438: Mario Time! https://imnotdoctorwho.moegamer.net/2013/12/26/1438-mario-time/ https://imnotdoctorwho.moegamer.net/2013/12/26/1438-mario-time/#respond Thu, 26 Dec 2013 19:41:23 +0000 http://angryjedi.wordpress.com/?p=6103 Finally picked up Super Mario 3D World today with some of our Christmas money. (Andie spent all hers on Lego; I still have some left, which I'm probably going to spend on board games.) What do you know? It's fantastic, and to be honest I feel a bit sorry for anyone playing through the PlayStation 4 or … Continue reading 1438: Mario Time!

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    Finally picked up Super Mario 3D World today with some of our Christmas money. (Andie spent all hers on Lego; I still have some left, which I'm probably going to spend on board games.)

    What do you know? It's fantastic, and to be honest I feel a bit sorry for anyone playing through the PlayStation 4 or Xbox One's weak launch lineup in preference to the variety of really great games available for Wii U this Christmas time, with Super Mario 3D World certainly being a candidate for strongest of a strong bunch.

    I've played through two "worlds" so far, and already it's shown considerably more invention and creativity than almost any other game I've played in recent memory. Nintendo just gets "fun". The Mario devs know what would be enjoyable and memorable to play, and they implement it in such a way that it manages to be consistently surprising and delightful even as you continue to progress through the levels. Rarely does it become predictable, and rarely does it get so hung up on a single trick that it becomes stale or boring; often, you'll come across an enemy or trap that shows up maybe once or twice and is then never seen again — a far cry from some other games that repeatedly fling the same generic tricks and traps at you over the course of a lengthy adventure.

    The thing I particularly like about Super Mario 3D World and its predecessor Super Mario 3D Land for the 3DS is how intuitive it is. You'll very rarely be given an explicit tutorial or an insultingly simple level to teach you how things work; rather, you'll immediately be given a new item and it be implemented in such a manner that you can't help but figure out how it works and what it's for straight away. Beautiful game design.

    Take the very first level: almost right off the bat, you're given Super Mario 3D World's new power-up, the cat suit. You're not explicitly told how the cat suit works — how you can run up the walls, how you can "pounce" while you're in the air — but the way the first level is designed encourages you to try these things out for yourself. You'll naturally discover how the mechanics work, and it's always pleasing and delightful to do so. The first time I found that wearing the cat suit allowed Mario and friends to climb up the flagpole at the end of the level for an easy gold flag put a genuine smile on my face.

    The presentation is immaculate, too. A rock-solid 60fps; some well-designed, clear visuals; a minimal but informative interface; and some really, really great music performed on real instruments — Super Mario 3D World is without a doubt one of the most polished Mario games I've seen in recent memory, though I understand the Super Mario Galaxy games — which I'm yet to play — probably give it a run for its money, albeit in standard definition.

    I'm looking forward to playing more, but I flattened the GamePad battery playing earlier. Perhaps I should invest in one of those new high-capacity batteries!

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    1437: Merry Christmas Again https://imnotdoctorwho.moegamer.net/2013/12/26/1437-merry-christmas-again/ https://imnotdoctorwho.moegamer.net/2013/12/26/1437-merry-christmas-again/#respond Thu, 26 Dec 2013 03:56:46 +0000 http://angryjedi.wordpress.com/?p=6101 Well, I hope you all had a nice Christmas with lots of presents and too much to eat and all that jazz. As I said yesterday, Andie and I had a nice quiet Christmas with just the two of us (and the rats) — I'd seen my parents shortly before Christmas, and we're going to … Continue reading 1437: Merry Christmas Again

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    Well, I hope you all had a nice Christmas with lots of presents and too much to eat and all that jazz. As I said yesterday, Andie and I had a nice quiet Christmas with just the two of us (and the rats) — I'd seen my parents shortly before Christmas, and we're going to go see Andie's family on New Year's Day.

    Not a lot else to say, really. There were presents, there was food — Andie's first time preparing Christmas lunch, and it was great — and then there was sitting around doing not very much.

    I got a couple of board games as presents, and we tried one of them out. It's called Tsuro: The Game of the Path, and it's a deceptively simple little affair where you take it in turns to lay tiles with lines on them down on the board, then move any pieces that connect to the lines until they can't go any further. The aim is to be the last piece standing, either by causing all the other players to crash into one another, or to fall off the board. There's some sort of mystical Chinese theme about it all, but it really doesn't matter — it's a super-quick, simple but very clever little game that will serve as an excellent "filler" on board game nights, either to start the evening or as a palate-cleanser after something more substantial.

    The other game I got was Android: Netrunner, a two-player card game that was originally a Magic: The Gathering style CCG, but which has now been transformed into one of those fashionable LCGs. (For those who don't know the different, CCGs are customisable card games, where you buy a base set and then add to it with blind booster packs and other expansions; LCGs are living card games, where everything you need to play is included in the base box, but there are also regular expansions — unlike CCGs' blind booster packs, though, LCGs' expansions always have the same cards in them so you know what you're getting.

    The game itself looks fairly complicated but enjoyable, and I like the cyberpunk/hacking theme — it looks like it'll be an interesting and asymmetrical game for two players. Now I just have to make sure I can get people to play with!

    On that note, it's nearly 4am since I accidentally Final Fantasy XIV for a bit, so I'd better go to sleep. Andie and I are going to pop out and perhaps spend some of our Christmas money tomorrow — I've certainly got my eye on Super Mario 3D World for Wii U, and potentially some other things besides.

    I hope you had a thoroughly pleasant Christmas and some peaceful time away from the chaos of everyday life. Enjoy it for a bit longer before it all kicks off again!

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    1436: Merry Christmas https://imnotdoctorwho.moegamer.net/2013/12/25/1436-merry-christmas/ https://imnotdoctorwho.moegamer.net/2013/12/25/1436-merry-christmas/#respond Wed, 25 Dec 2013 00:32:30 +0000 http://angryjedi.wordpress.com/?p=6098 Technically this is my post for the 24th, but it's past midnight so I can probably officially say "merry Christmas" to you all. And possibly again tomorrow. Andie and I are having a nice quiet Christmas in our own place this year, with no-one having to travel anywhere. It will be nice to have a … Continue reading 1436: Merry Christmas

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    Technically this is my post for the 24th, but it's past midnight so I can probably officially say "merry Christmas" to you all. And possibly again tomorrow.

    Christmas

    Andie and I are having a nice quiet Christmas in our own place this year, with no-one having to travel anywhere. It will be nice to have a fairly chilled out day.

    One thing we will sort of be missing out on a bit though is the fine art of the "family tradition". Everyone's family doubtless has their own little traditions and routines for Christmas Day, and when you're not spending said day with your family you either have to come up with your own ones, or adopt the ones you've known for the rest of your life by default. (That or attempt to ignore Christmas altogether; I did that a couple of years ago, not entirely through choice, and it was not altogether pleasant.)

    The "traditions" Andie and I will be adopting once we get up later this morning will doubtless be a blend of both of our families' typical way of doing things. We've already done the "open one present at midnight" thing that Andie insisted on (a copy of the board game Tsuro — thanks Michelle!) but we will more than likely open presents in the morning, as is Davison family tradition, rather than in the afternoon, as is Capes family tradition. Because come on, presents.

    Those who have been following this blog for a while will know that I haven't really had my heart in Christmas for a number of years now. I'm not entirely sure why this is, but I have a feeling it's something to do with my own inability to express genuine-seeming excitement or happiness when put in a situation where it's expected. I really hate being put under pressure to "be happy" or "act more excited" because, in my mind, I picture an "excited" thirty-two year old Pete as an overexcited five-year old Pete with everyone laughing and chuckling at how adorable he is to be so excited. I of course know that this is completely stupid and that it's okay to be excited, but that doesn't stop me from feeling really embarrassed at the prospect of being excited and demonstrating anything more than a Fluttershy-style "Yay".

    Still, even if I don't really show it at times, I am at least appreciative for a pleasant, enjoyable and peaceful festive season — and I hope all of you reading this are in the process of enjoying the same thing.

    Have a thoroughly merry Christmas, everyone, and here's to a happy 2014 when it eventually decides to show its face.

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    1435: Something to Try This Steam Sale https://imnotdoctorwho.moegamer.net/2013/12/23/1435-something-to-try-this-steam-sale/ https://imnotdoctorwho.moegamer.net/2013/12/23/1435-something-to-try-this-steam-sale/#respond Mon, 23 Dec 2013 23:04:51 +0000 http://angryjedi.wordpress.com/?p=6096 "Lock up your wallets," the tired old joke goes, "it's Steam sale time." And indeed, the Steam holiday sale is a great opportunity to pick up tons of games for not very much money. The trouble is, the Steam sale tends to encourage people to pick up as many games as possible, then never get … Continue reading 1435: Something to Try This Steam Sale

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    "Lock up your wallets," the tired old joke goes, "it's Steam sale time." And indeed, the Steam holiday sale is a great opportunity to pick up tons of games for not very much money.

    The trouble is, the Steam sale tends to encourage people to pick up as many games as possible, then never get around to playing them. In previous Steam sales, I've probably gathered sufficient games to keep me busy for literally years now — to such a degree that it's now quite hard to find something new I might want to buy when a new sale comes around — and yet have still only barely scratched the surface of the games I own.

    A lesser-appreciated thing that you can do around Steam Sale time, though, is try out something that you might not have given a chance normally. Perhaps it's in a genre you don't normally like, or you've been put off by mixed or middling reviews, or you're simply not sure if you'll enjoy it from what other people have told you about it.

    The Steam sale is the perfect time to take a chance on these games, though, and see how well you get on with them. If you like them, great! Keep playing! And if you don't… well, you've only spent a few quid on them at most — at least if you've obeyed the Unwritten Law of Steam Sales, which is to not buy anything unless it sees a larger-than-50% discount — preferably 75% off.

    One might argue that demos fulfil much the same function as what I'm proposing here, but demos don't often give you the full picture of how a game plays in the long term — often, they provide a simple slice of gameplay divorced from its surrounding context, which in many cases doesn't do it any favours, particularly if the game itself is a complex one. Grabbing a copy of a game you've been on the fence about for a few quid, meanwhile, allows you to jump into the experience with beginner's mind, try it out for yourself and give it a fair shot without having to worry about it "expiring" or anything just as it starts getting interesting.

    I've got my eye on a few things I might be interested in trying this Steam sale, and they're all titles I probably wouldn't buy under normal circumstances.

    First up, I grabbed XCOM the other day, since everyone says it's great. I don't know if or when I'll get around to playing it, but it's nice to have the option.

    Second, I'm interested in taking a look at WarGame: AirLand Battle after a friend of mine expressed some interest in potentially playing it multiplayer sometime. Military war games aren't usually my thing, but that may be just because I haven't tried many of them in the past. AirLand Battle sounds like it does some interesting things that I quite like the sound of, but I'm worried I'll be embarrassingly shit at it and never be able to get anywhere.

    Thirdly, I have the original version of Sins of a Solar Empire in physical format and quite liked it, but didn't get super-into it. The latest version Rebellion is in the Steam sale, and I'm umming and ahhing over giving it another shot — particularly since, again, it's something I might be able to play with friends.

    Finally, Divinity: Dragon Commander looks like an enjoyable time, featuring, as it does, jetpack-wearing dragons, political intrigue, RPG elements atop a strategy game. I saw a very early version of this back at Gamescom in 2010 and liked it a lot, so I'd be interested in giving the full version a go.

    If the price is right on any of these over the course of the Steam sale — they're all a little high at the time of writing — then I'll more than happily give them a go. Who knows? I might find a new favourite among them. Why don't you try doing the same?

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    1434: Free Company https://imnotdoctorwho.moegamer.net/2013/12/23/1434-free-company/ https://imnotdoctorwho.moegamer.net/2013/12/23/1434-free-company/#respond Mon, 23 Dec 2013 01:08:32 +0000 http://angryjedi.wordpress.com/?p=6093 The Internet is by turns a strange and wonderful place, filled with all manner of people from fair to foul. Wander inadvertently into the wrong corner of it and you'll find yourself surrounded by some of the very worst people in the world; somewhere else and you'll find people who will go on to become … Continue reading 1434: Free Company

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    The Internet is by turns a strange and wonderful place, filled with all manner of people from fair to foul. Wander inadvertently into the wrong corner of it and you'll find yourself surrounded by some of the very worst people in the world; somewhere else and you'll find people who will go on to become lifelong friends.

    Online gaming is somewhat troublesome in this regard at times, particularly for those of us who struggle somewhat in social situations. The prospect of talking to strangers in an online game is, to me, pretty much as frightening as the prospect of walking up to a random stranger in a bar — particularly if voice chat is involved. With text chat, it's somewhat easier since you have more time to consider your responses, but the inability to express your tone of voice can sometimes lead to misunderstandings, and it's still nerve-wracking to, say, ask a favour of someone.

    This is something that's held me back a little from fully enjoying some online games, because sooner or later you're going to have to play with people you don't know personally. Your friends won't always be available to play with you, or you might need more help than your friendship groups can provide, or you might be playing a game mode where you're organised into teams. Whatever the reason, it can be anxiety-inducing.

    In the case of MMOs, you have to put your virtual life in the hands of strangers quite often, whether it's for running a dungeon, beating a boss or getting a piece of equipment crafted. It's easy to forget that a lot of people playing these games are in a similar situation where they need help from others to progress, and thus it's in their interests to be nice to one another.

    There are, of course, exceptions. The team-based e-sports games Dota 2 and League of Legends have notoriously "toxic" (the word that's most commonly bandied about) communities that are somewhat unforgiving of newcomers attempting to learn the game "in the wild," as it were. MMOs, too, have elitist players who are quick to complain at those whom they do not think are playing the game "properly", and players who are impatient with newcomers just trying to have fun and learn how to get through some of the tougher dungeons and fights.

    I get it. It's frustrating for these people, who want to play in a particular way, to find themselves having to change their play style to support someone who's perhaps less familiar with a particular challenge. But there's really no excuse for rudeness.

    That's me in the big black coat in the background.
    That's me in the big black coat in the background.

    I've been extremely lucky with my time in Final Fantasy XIV so far. While most of my runs through dungeons and boss fights have been with friends, the few times I've dared to jump into the Duty Finder alone and be grouped up with strangers have been very pleasant surprises. Pick-up groups (or PUGs, as they're sometimes called) have a rather poor reputation in most MMOs, and indeed in Final Fantasy XIV's case most people seem to have at least one tragically amusing Duty Finder story where they played with someone who was just a colossal dickhead. I'm glad to have escaped that fate to date — but it also makes me extremely nervous about "going solo", as it were: in other words, braving things like the new Duty Roulette system, which picks a random dungeon for you and three other random players to play in exchange for some very generous rewards, and indeed other group-based content I need to complete in order to proceed further in the game.

    Which brings me on to my main point: how grateful I am to have a group of regular players whom I enjoy playing with, and whom I like. I'm a member of the "Giant Bomb" Free Company after being invited by someone I know through some combination of 1up, Twitter, The Squadron of Shame and possibly some other places — I forget the exact details — and am very happy that what I originally hoped would transpire when I started playing Final Fantasy XIV — that I'd make some friends with whom I felt comfortable playing — has indeed come to pass.

    The interesting thing is that I don't really know anything about the people I'm playing with, so they're basically still "strangers" to me — just strangers I'm somewhat more familiar with. I'm not an active member of the community on the Giant Bomb website, so outside of my friend who originally invited me in the first place, I can't relate any of these in-game names to real names or even usernames.

    It sort of doesn't matter, though; when we're online in FFXIV, we're there to play FFXIV. There's the occasional mention of real-life things — usually when someone has to go and make dinner, or go out, or whatever — but for the most part, conversation in the game is about the game. We're all enthusiastic and passionate about the game, and we all enjoy talking about it, whether that's sharing our thoughts on the new content in the latest patch, sharing strategies for clearing dungeons, or collaborating on group projects such as the Free Company house and the various weird and wonderful objects therein.

    I'm really very grateful to these people for making my experience with the game so enjoyable and welcoming, and the pleasant feeling of friendship and camaraderie I have with these folks is the main thing that keeps me coming back to the game time after time. Final Fantasy XIV is a great game in its own right, but when played with the right people, it becomes even more enjoyable — even for an old hermit like me.

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    1433: Search This https://imnotdoctorwho.moegamer.net/2013/12/22/1433-search-this/ https://imnotdoctorwho.moegamer.net/2013/12/22/1433-search-this/#respond Sun, 22 Dec 2013 00:24:17 +0000 http://angryjedi.wordpress.com/?p=6091 In the absence of anything particularly interesting to talk about today, I once again braved the pit that is this blog's search terms to see exactly how people are finding me. Yesterday's search terms were less than enlightening, consisting of one instance of "your minge smells", one instance of "ayakashi ghost guild hot girls" and … Continue reading 1433: Search This

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    In the absence of anything particularly interesting to talk about today, I once again braved the pit that is this blog's search terms to see exactly how people are finding me.

    Yesterday's search terms were less than enlightening, consisting of one instance of "your minge smells", one instance of "ayakashi ghost guild hot girls" and twenty-two search terms that the search engines in question didn't pass on to WordPress.

    I'm not entirely sure how the first one led someone here, since actually searching the site itself for "your minge smells" reveals that, as I suspected, I have never used that particular combination of words in any of the 1,498 posts I've written on here since July of 2008. I can't think why I would use that particular combination of words on a post here, save for the fact that it's an amusing way to tell someone they have an unpleasantly fragrant vagina. That said, there aren't all that many people I feel comfortable enough with to comment on the scent of their lady-parts, so I don't honestly see myself breaking it out all that often.

    As for "ayakashi ghost guild hot girls", I can only assume this was a reference to the time when I briefly tried to understand the Japanese card-battling phenomenon by spending a bit of time with Zynga's take on the genre, the aforementioned Ayakashi Ghost Guild. While noting that most of these card-battling games are full of hot girls in various provocative outfits isn't entirely inaccurate, it's not something I commented on in my original post, nor is it a game that I've returned to or deemed worthy of further discussion since then. So to the person who came here searching for the hot girls of Ayakashi Ghost Guild, I can only apologise and send you on your way. (And if you're after sexy pics of anime girls, believe me, there are a lot better places to look than a mobile card game. Uh, apparently.)

    What about those mysterious hidden search terms, though? I kind of want to know what they are now, though there's no real way of finding out as far as I can tell. I do know that for some inexplicable reason the top search term on my blog of all time is "BioShock", a game I didn't like all that much, closely followed by "teaching sucks", a viewpoint I still very much stand by.

    But then "monster cock" is pretty high up the list too, so I don't really know what to think any more.

    Anyway, I'm getting  tired and slightly delirious so I think that's a good place to leave that.

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    1432: They Don't Look Like That Any More https://imnotdoctorwho.moegamer.net/2013/12/21/1432-they-dont-look-like-that-any-more/ https://imnotdoctorwho.moegamer.net/2013/12/21/1432-they-dont-look-like-that-any-more/#respond Sat, 21 Dec 2013 02:30:41 +0000 http://angryjedi.wordpress.com/?p=6083 Hello. Video games today look like this: Or this: Or this: Or this: Or, indeed, many other things besides. So why, then, any time some switched-on young advertising executive wants to, for some inexplicable reason, make use of the idea of "video games" to advertise something completely different — like, say, shoes — it ends … Continue reading 1432: They Don't Look Like That Any More

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    Hello.

    Video games today look like this:

    ffxiv_01092013_154543Or this:

    close_1920x1080Or this:

    neptunia_victory_003_thumbOr this:

    athena_thumb

    Or, indeed, many other things besides.

    So why, then, any time some switched-on young advertising executive wants to, for some inexplicable reason, make use of the idea of "video games" to advertise something completely different — like, say, shoes — it ends up looking like this?

    I have… quite a few issues with this campaign. First of all, why the hell does it even exist? It sort of looks cool, I guess, but it has nothing to do with Schuh's stock in trade which is, unsurprisingly, shoes. I get the impression that someone just thought "hey! Video games are cool and popular! Let's do something with them to advertise our product!"

    Actually, having inadvertently stumbled across the agency that came up with this bizarre marketing effort, it seems that, unless "Isobel" isn't telling us something, that pretty much is all there was to it.

    "Schuh's 'Start Xmas' Christmas campaign was inspired by the retro theme of 1st Generation arcade games," Isobel explains. "We won the creative pitch against several other agencies earlier in the year."

    Um. Well done? As I say, it looks cool but has absolutely fuck all to do with shoes. The main concept appears to be the word "start", which is a button commonly found on video game controllers and arcade machines, and then they've just gone and run with it. "Start" Xmas. Geddit?

    The problem is, though, that as I mentioned at the beginning, video games don't look like that any more, with the exception of some indie games that are deliberately channelling the super-pixelated styles of yore. This style of video game is not something that is massively culturally relevant to the sort of person who would fall for a marketing campaign based around video games — namely, a young and rather stupid person. A young and rather stupid person who likes video games probably plays stuff like Halo, Battlefield, Call of Duty or FIFA — no judgement on older, wiser people who also play those games, naturally — and not Space Invaders.

    WHY?
    WHY?

    Ultimately the whole thing comes off as a bit desperate. It caught my eye when I walked past the store earlier today, but it certainly didn't make me want to buy shoes. It did, however, make me want to write this blog post, so well done for that. It also made me feel that the people from "Planarama" behind the campaign haven't actually played a video game ever. Can you name any games that actually say "game on" when you start them — even games from the '80s? I can't.

    I guess it's sort of cool that video games have reached a sufficient degree of cultural penetration for a mainstream shop like Schuh to attempt to use them to peddle their wares, but it's also indicative of the fact that the average person in the street likely has very little clue that video games have advanced significantly in the last 30 years — to such a degree that they'd be all but unrecognisable to someone from the '80s.

    Still, I guess the super-pixelated art style is a convenient shorthand for "video games" but that doesn't really address the core problem I have with this campaign: it's for a shoe shop's Christmas sale. No amount of pixelated Christmas puddings or aliens in Santa hats will hide the fact that it's a campaign completely irrelevant to the product it's trying to sell, and just, in fact, looks rather foolish.

    On the other hand, it compelled me to talk about it and mention Schuh several times, so perhaps it is doing its job after all.

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    1431: Relics and Rebirth https://imnotdoctorwho.moegamer.net/2013/12/20/1431-relics-and-rebirth/ https://imnotdoctorwho.moegamer.net/2013/12/20/1431-relics-and-rebirth/#respond Fri, 20 Dec 2013 00:39:59 +0000 http://angryjedi.wordpress.com/?p=6081 I must say, I wasn't sure I'd enjoy it, but I'm really having fun with Final Fantasy XIV's endgame content. Part of this is due to the fact the new content update that dropped earlier in the week added a significant amount of stuff to do for people who had hit the level cap, but I'm also … Continue reading 1431: Relics and Rebirth

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    I must say, I wasn't sure I'd enjoy it, but I'm really having fun with Final Fantasy XIV's endgame content. Part of this is due to the fact the new content update that dropped earlier in the week added a significant amount of stuff to do for people who had hit the level cap, but I'm also enjoying working my way through the stuff that was already there. A lot of it encourages you to try stuff that you might have ignored throughout the rest of the game.

    Take the A Relic Reborn quest, for example, which culminates in you getting your class' powerful Relic weapon, which can subsequently be upgraded to a Relic +1, for those who just like to be slightly better than the best.

    A Relic Reborn tasks you with a number of different things to do, the first of which is acquiring a specific weapon and melding specific materia to it. (For those less familiar with Final Fantasy, materia are things you can plug into items of equipment to improve their abilities; in Final Fantasy VII they determined what specific spells and other actions your characters could perform, while in XIV they tend to confer bonuses to various stats.)

    I had gone through pretty much the whole game without melding any materia to anything. This was partly because I wasn't able to do it myself — in order to meld materia to a piece of equipment you need to have one of the crafting classes up to a high level, and my efforts as a Weaver were stalled by my running out of lightning crystals — and partly because I'd been replacing my equipment reasonably often as I levelled up, and consequently didn't see the value in upgrading an item only to discard it a few levels later.

    I was hoping a member of my Free Company might be able to meld the necessary materia to the weapon in question, but no-one had the right skills, so I had to brave random strangers. As someone with social anxiety, the prospect of approaching a random stranger and asking for a favour is, as you might expect, rather nerve-wracking — particularly when you're not quite sure of the etiquette for doing so in this particular community. Should I offer them some (in-game) money? Is it rude to ask them if they want paying? How do I find them in the first place?

    As it happened, finding them was a simple matter of wandering into the Ul'Dah marketplace and yelling really loud. Virtually, of course; it's a matter of typing "/shout [message]" rather than literally having to bellow your message into the ether. Just as well, too; if I was using voice chat, there'd be no doubt in anyone's mind that my short-but-pretty female redhead character was being played by a big hairy bloke. Not that I think anyone would care; playing off-gender is pretty common if our Free Company is anything to go by. And occasionally, playing a female character can allow you to flutter your virtual eyelashes and get people who might not otherwise help you out to play with you. (Well, it worked in World of Warcraft; the land of Eorzea appears to be a somewhat more egalitarian and less sexually frustrated society, perhaps due to the fact that the player base is slightly older than that of World of Warcraft.)

    Anyway, it took me a matter of seconds to be bombarded with people who wanted to help me. Eventually I picked someone whose name I'd seen in public chat before, and whom I remembered didn't seem to be a jerk. I met up with him at the Goldsmiths' Guild, used the game's convenient "request materia meld" interface to indicate what I needed and offer him suitable compensation — my Free Company brethren had suggested 5,000 gil per meld was a good starting point — and within a matter of moments it was done. We bowed courteously to one another and went about our business.

    That wasn't so hard, was it? No, of course it wasn't; as anyone with social anxiety will know, the reality of a particular social situation that gives you cause for unease is rarely as bad as what you build it up to be in your mind. And this is just as true in the online space as it is when you're meeting people in reality — even with online games and virtual worlds' capacity to let you represent yourself in any way you wish.

    Anyway, the upshot of all that is that the quest to construct my Relic weapon is now well underway, and a big punch-up with Chimera is in my near future. But that is a story for another day.

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    1430: Step Into My... https://imnotdoctorwho.moegamer.net/2013/12/19/1430-step-into-my/ https://imnotdoctorwho.moegamer.net/2013/12/19/1430-step-into-my/#respond Thu, 19 Dec 2013 02:52:07 +0000 http://angryjedi.wordpress.com/?p=6079 As I mentioned in a previous post, I've been watching the US incarnation of The Office recently. And I have to say, I'm a big fan — even more so than I liked the UK original, in fact. And I liked the original a lot — the three DVDs that made up the complete UK series in … Continue reading 1430: Step Into My...

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    As I mentioned in a previous post, I've been watching the US incarnation of The Office recently. And I have to say, I'm a big fan — even more so than I liked the UK original, in fact. And I liked the original a lot — the three DVDs that made up the complete UK series in its entirety joined Spaced and Black Books as titles that were in my regular "rotation" for a while — things I'd watch over and over again when I just wanted to zone out and not really do anything.

    I watched the first episode of the American The Office mostly out of curiosity. And the first episode disappointed me a lot, as it was little more than a word-for-word recreation of an episode of the original series.

    However, clearly the team behind the new American version understood that this wasn't good enough, because by the second episode, there was enough new stuff to distinguish it significantly from the original. And by partway through the first series, it's a completely different show that never looks back.

    For my money, it's a better show, too. It still has the same kind of uncomfortable humour as its UK counterpart does, but it carries off better and more consistently. It makes better use of the "docudrama" format, with a lot more in the way of sidelong glances to the camera and otherwise acknowledging that the characters are being filmed going about their business, rather than gradually drifting into a relatively straightforward "comedy drama" format.

    Michael Scott, the David Brent equivalent, is a much more sympathetic character, too. At least part of this may be due to the fact that he's not played by Ricky Gervais. I personally have no issue with Ricky Gervais, but it's sometimes difficult not to see him as just Ricky Gervais rather than David Brent. Perhaps it's just because I'm not particularly familiar with Steve Carrell and there's none of the associated baggage that comes with Ricky Gervais — whatever the case, I think Michael Scott works much better as a character than David Brent does, since although he's obnoxious, stupid and utterly, utterly tone-deaf, there are numerous occasions when you will find yourself feeling genuinely bad for him.

    The Tim-Dawn equivalent will-they-won't-they romance between Jim and Pam is explored in much greater depth, too. The fact that nothing was ever really quite resolved in the UK version was one of its hallmarks, and indeed so far in the US version, nothing has become particularly "conclusive" as yet, but it's already gone further than it did in the UK version. Their relationship is interesting, depicted — and rather familiar, too.

    A real highlight is the supporting characters, though. In the UK Office, I'd be hard-pressed to name many of the supporting characters other than the fantastic Keith, of Scotch egg-eating fame. In the US version, meanwhile, each of the other characters is fleshed out rather nicely; we perhaps only see each of them for a few minutes in most episodes, but we start to get a sense of who they are and what they're all about over time — and each of them has their own little story arc, too, which is nice. The focus is still very much on Michael Scott's troubles as a boss and the relationship between Jim and Pam, but this bit of extra detail just helps to flesh everything out that little bit more.

    I'm about into the third season or so now, I think, and I'm looking forward to seeing where it goes next. There's certainly plenty of it to enjoy!

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    1429: Call me Farmer Heathcliff https://imnotdoctorwho.moegamer.net/2013/12/18/1429-call-me-farmer-heathcliff/ https://imnotdoctorwho.moegamer.net/2013/12/18/1429-call-me-farmer-heathcliff/#respond Wed, 18 Dec 2013 00:43:25 +0000 http://angryjedi.wordpress.com/?p=6077 Before we get started, a shout out to the person who found this blog by searching for "are there any games on facebook that arent crap" [sic]. In answer to your question, good sir and/or madam, the answer is "no". Thank you for your time. Right then, to business. Tonight we played a game of Agricola: … Continue reading 1429: Call me Farmer Heathcliff

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    Before we get started, a shout out to the person who found this blog by searching for "are there any games on facebook that arent crap" [sic]. In answer to your question, good sir and/or madam, the answer is "no". Thank you for your time.

    Right then, to business.

    Tonight we played a game of Agricola: Farmers of the Moor, the expansion to Agricola. Agricola is still not my favourite game in the world, but the expansion does add some interesting new elements to it — and, crucially, multiple ways to do well. By way of example, the top two players out of our four-player game this evening scored 61 and 60, adopting two totally different approaches to one another. (I came third, with 27 points, but at least I didn't come last, which I count as a personal victory.)

    My difficult with Agricola is a matter of prioritisation, and of finding an efficient strategy to do the things I want to do. I get that you should spend the early game building a house, the mid-game building up your family and the end-game racking up as many points as possible, but I find it very difficult to determine what are the best possible actions to achieve those things, and on top of that, what the best Occupation and Minor Improvement cards to achieve those things might be. My tablemates are always talking about "synergies" and "combos" but I have real trouble spotting all but the most obvious combinations.

    I know that part of the problem is that I just haven't played it enough compared to them. I should get in more practice with my own copy — yes, I own a copy, despite having somewhat mixed feelings about it — or the iOS version. But it's one of those things that when I consider actually sitting down to play it, I start thinking I'd rather do something else instead. Not in the "I'd rather light my own eyeballs on fire" sense; it's just something fairly low down the list of things I feel like doing, somewhere behind "playing Bravely Default", "playing Final Fantasy XIV until 5 in the morning" and "watching several episodes of The Office back-to-back". (Incidentally, The Office — the American incarnation — is something I'd very much like to talk about, but I'll save that for another day.)

    On the whole, we had a decent game this evening and I was reasonably pleased with most of my game — right up until the last turn where my lack of contingency plan was brought into stark focus by someone taking the one space that would screw me over almost completely. Consequently, I spent the last turn frantically gathering the food needed for survival rather than racking up points — and even then, I forgot the fuel needed to heat my home and took a two-point hit for having a sick person. Bollocks.

    Oh well. Fortunately, I managed to get Yeoman Farmer (take no negative points, except for unused farmyard spaces and Begging cards — of which I had neither) out when things looked like they might go a bit pear-shaped. If I hadn't managed to get that out, my pathetic farm at the end of the game would have had a truly embarrassing score; possibly my worst of all time.

    Still, as my tablemates say, it was a training game — it's only the second time we've played with the expansion — and so we all probably have a lot to learn, still.

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    1428: ...Of the Year https://imnotdoctorwho.moegamer.net/2013/12/16/1428-of-the-year/ https://imnotdoctorwho.moegamer.net/2013/12/16/1428-of-the-year/#respond Mon, 16 Dec 2013 20:05:31 +0000 http://angryjedi.wordpress.com/?p=6073 2013 is coming to a close, and with it, most people's thoughts turn to the "best [x] of the year". Gamers this year have a double-dip in the form of also being able to indulge in some "best of the generation" talk, even despite the fact that the PS3/360 generation is clearly far from over. … Continue reading 1428: ...Of the Year

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    2013 is coming to a close, and with it, most people's thoughts turn to the "best [x] of the year". Gamers this year have a double-dip in the form of also being able to indulge in some "best of the generation" talk, even despite the fact that the PS3/360 generation is clearly far from over. (That said, I anticipate a quick death for the 360; the PS3, which is where all the Japanese developers are, is likely to cling on for a lot longer due to Japanese devs' propensity to continue with old tech rather than immediately embrace the latest and greatest.)

    Looking back on the year, it's hard to pick out exactly what, if anything, was my absolute favouritest gaming experience I've had. Thinking about it, I have fond memories of pretty much everything I've played.

    My feelings on Hyperdimension Neptunia Victory are well documented, for example, but I also had a lot of fun with Time and Eternity and Tales of Xillia. Final Fantasy XIV also proved to be an immensely pleasant surprise — and with a significant new content update coming tomorrow, I'm looking forward to seeing how that game's going to continue developing over the coming year.

    Then there's smaller experiences that I've had, not all of which actually came out this year. Sweet Fuse, which I'm yet to clear all the paths on, was a particular highlight, as was Corpse Party: Book of Shadows, though the latter was left frustratingly unresolved with no word on if or when we'll get an English version of the sequel. 999, too, was absolutely fantastic, and I'm currently really enjoying its sequel Virtue's Last Reward, which is shaping up to be a real mind-bender.

    And then there's last minute entries like Bravely Default, which is looking rather marvellous so far. Really looking forward to spending lots of time with that — I'm going to be reviewing it for USgamer in February, but since the game came out over here in Europe well before the North American version, I have the rare opportunity to get a significant head start and play it well ahead of having to review it, rather than being obliged to rush through.

    One thing I've been particularly conscious of this year, though, is that a great game is always a great game, regardless of how long ago it came out. There's an immensely frustrating, irritating trend in today's games industry to brand something a "success" or "failure" on nothing but its opening week — but taking just me as an example, I think there are maybe one or two things in the whole year that I've bought in launch week, the rest of which I've purchased down the road when they're either significantly discounted, or when I know I've got time to play them. Does me buying a game well after release not "count" or something? Apparently not, at least in the eyes of the "analysts". Grr. Fuck analysts.

    Anyway, I'm getting a bit distracted by Andie having a video call on her phone in the other room — there's no way of doing those quietly. As such, I'm going to sign off for now, and stick my head into a good video game for the remainder of the evening, I think.

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    1427: RPG With a Stupid Name https://imnotdoctorwho.moegamer.net/2013/12/16/1427-rpg-with-a-stupid-name/ https://imnotdoctorwho.moegamer.net/2013/12/16/1427-rpg-with-a-stupid-name/#respond Mon, 16 Dec 2013 02:20:47 +0000 http://angryjedi.wordpress.com/?p=6071 Nearly forgot to write something today. But here I am at 2 in the morning having just finished a lengthy session of Bravely Default in bed. (Yes, as promised, I finished Hyperdimension Neptunia Victory earlier, and it was awesome. But I'll save further discussion of that for another day.) Bravely Default, meanwhile, has been a very pleasant surprise so far … Continue reading 1427: RPG With a Stupid Name

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    Nearly forgot to write something today. But here I am at 2 in the morning having just finished a lengthy session of Bravely Default in bed.

    (Yes, as promised, I finished Hyperdimension Neptunia Victory earlier, and it was awesome. But I'll save further discussion of that for another day.)

    Bravely Default, meanwhile, has been a very pleasant surprise so far — though at least part of this is due to the fact that, as I mentioned before, I knew very little about this game going into it.

    Bravely Default, then, is a new Final Fantasy game. I don't just mean that in the "it's a bit like Final Fantasy" sense, I mean that it is Final Fantasy — right down to the item names, abilities and Job system. Quite why it doesn't carry the Final Fantasy name is anyone's guess — perhaps Square Enix wants to continue to take the Final Fantasy brand in a different direction, while Bravely Default will pick up where the more old-school installments in the series left off? I can't say I'd object to that situation all that much; I like the new Final Fantasies for sure, but playing Bravely Default has reminded me somewhat that the older entries had their charms, too.

    It's closest in execution to Final Fantasy V, in that you have a four-character party, each of whom has a character level and a Job level for each of the available Jobs in the game. Both level up independently; levelling up your character improves your base stats, while levelling up your Job gives you access to better abilities and passive skills. You can also make use of the abilities or passive skills from Jobs you're not currently equipped with, but there are limitations and the stat changes that come with a Job change may make some abilities impractical — while it's cool to have a heavily-armoured knight that can fling black magic spells around, for example, he'll never be as good at magic damage as a dedicated black mage.

    There's some interesting modern systems at play amid the traditional RPG mechanics, too. The game's use of the 3DS StreetPass system allows you to summon other players' characters and make use of them, and to "link" with your 3DS friends to borrow their abilities — particularly useful if they've levelled up a Job you haven't and unlocked access to a useful special ability.

    Less thrilling is the "Bravely Second" system, whereby you can tap the Start button in mid-battle to interrupt whatever's going on and sneak in an extra turn, with actions in this bonus turn costing "SP" rather than the usual "BP" to perform. You can only "carry" up to three SP at once, and they're acquired at the rate of one every eight hours you have the 3DS asleep and running Bravely Default — or, alternatively, you can pay for them. Ugh. Fortunately, so far I haven't seen any need to make use of this system; it mostly seems to be a "panic button" system whereby you can get yourself out of a sticky situation should the worst happen. If you play well, you shouldn't need to use it at all, I hope.

    There's also a strange real-time building minigame where you reconstruct a village, and the more players you StreetPassed with, the more workers you have to devote to projects and, consequently, the quicker they can complete their work. Working on the village unlocks shops, special abilities and new items; it's a neat use of real-time mechanics without it feeling like a means of extracting money from you, because there's mercifully no monetisation option to speed things along. What it does mean is that you can make some sort of "progress" on the game even if you don't have a lot of time to play; simply flip open your 3DS, start your workers on a project, then put it to sleep and come back later — when you do have time to play the game proper, you'll have some handy extras.

    Mostly, though, the emphasis is on a beautifully presented old-school role-playing game with some excellent mechanics, some stunning music and a pretty cool augmented reality opening cutscene. I'm looking forward to playing more, and I anticipate it stealing a significant proportion of my time from hereon.

    Lucky I finished Neptunia Victory, then, huh?

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    1426: Day of Rest https://imnotdoctorwho.moegamer.net/2013/12/14/1426-day-of-rest/ https://imnotdoctorwho.moegamer.net/2013/12/14/1426-day-of-rest/#respond Sat, 14 Dec 2013 18:12:33 +0000 http://angryjedi.wordpress.com/?p=6069 I have done absolutely nothing "useful" today, and instead spent most of the day playing Hyperdimension Neptunia Victory in an attempt to actually finish the bloody thing before the year is over. Thankfully, it finally seems as if I am going to succeed, since I've successfully attained every single one of the trophies except the three that … Continue reading 1426: Day of Rest

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    I have done absolutely nothing "useful" today, and instead spent most of the day playing Hyperdimension Neptunia Victory in an attempt to actually finish the bloody thing before the year is over.

    Thankfully, it finally seems as if I am going to succeed, since I've successfully attained every single one of the trophies except the three that relate to the three endings. I'm on course to complete the "True" ending in this first playthrough, then I'll race through and get the Normal and Good endings in subsequent playthroughs. If Victory is anything like its predecessor, the actual "game" side of things will end up being extremely short if you're not doing any side content and skipping story scenes you've already seen. Despite this, however, I've somehow now spent over a hundred hours on this game — so I think I can definitely say I've got my money's worth.

    I'll be sorry to see the back of it when I'm all done, to be honest, because the Neptunia cast, while tropetacular, is immensely lovable and has a wonderful chemistry between them. Mostly I'm impressed that they've managed to spin out what I imagine probably began as a bit of a joke — hey, let's imagine the "console wars" as if they were actual wars between goddesses — for three games, with more on the horizon. Oh, and I'm slightly annoyed with myself that I accidentally put myself on the "true" ending path first, because my brain always prefers saving the "best" ending for last. Still, it's too late now, plus the "true" ending is the only path where you get certain characters required to achieve some of the trophies, so it's probably a good thing: I'm getting all the "grindy" stuff out of the way now so my subsequent two playthroughs can be straight runs to the two respective finish lines.

    While I'll be sorry to see the back of Neptune and the gang, it'll also be nice to be able to play other stuff without guilt. Neptunia Victory has been on my shelf since April of this year, though my starting to play it was delayed by quite how much I ended up loving the Ar Tonelico series. I was then further delayed partway through by reviewing Time and Eternity — a game that I maintain is nowhere near as bad as a lot of people made out — and Tales of Xillia — which was utterly fantastic. Both of those were lengthy RPGs — 40 hours or so in Time and Eternity's case, nearly 100 for Tales of Xillia and consequently something had to fall a little by the wayside in order to play them and be able to review them in a timely manner.

    Next on the schedule once Victory is down for the count is the highly anticipated 3DS RPG Bravely Default, which isn't out in America until February, so I'm going to get a head start on it ahead of reviewing it for USgamer. To be honest, I know absolutely nothing about Bravely Default save for the fact it's by Square Enix, it's a spiritual successor to Final Fantasy: The Four Heroes of Light (which I never played) and that it has distinctly Final Fantasy Tactics-esque art. Beyond that, I'm going in with complete beginner's mind, which I find is often the best way to be, as it minimises the possibility of disappointment and maximises the possibility of pleasant surprises. We shall see, I guess; doubtless I'll have a few thoughts to share on here ahead of the official review closer to the North American release date.

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    1425: An Open Note to @Twitter https://imnotdoctorwho.moegamer.net/2013/12/13/1425-an-open-note-to-twitter/ https://imnotdoctorwho.moegamer.net/2013/12/13/1425-an-open-note-to-twitter/#respond Fri, 13 Dec 2013 11:02:27 +0000 http://angryjedi.wordpress.com/?p=6066 [Note: Since I wrote this post this morning, Twitter has reversed its policies on blocking. That was fast!] I'm not normally one to jump on the controversy du jour and add my voice to the throngs of people yelling about a particular issue, but in the case of Twitter's recent changes to its "block" system, … Continue reading 1425: An Open Note to @Twitter

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    [Note: Since I wrote this post this morning, Twitter has reversed its policies on blocking. That was fast!]

    I'm not normally one to jump on the controversy du jour and add my voice to the throngs of people yelling about a particular issue, but in the case of Twitter's recent changes to its "block" system, whereby blocked users are now effectively "muted" in only one direction rather than truly blocked, I feel it's important I share my experiences.

    Earlier in the year, I suffered an organised campaign of harassment that was enough to drive me from the Twitter service and completely close my account. I only returned a while later for professional reasons — in my occupation of online journalist, Twitter is a convenient means of both getting in touch with people and promoting content. Were it not for my job, I doubt I would have returned.

    The harassment stemmed from a single word in my profile: "Brony." Lest you're unfamiliar, this term describes an adult-age fan of the TV show My Little Pony: Friendship is Magic by Lauren Faust and her team. The "Brony" community is a large and active one on the Internet, and for the most part a hugely supportive one, with its creed being "love and tolerate". It accounts for a significant proportion of creative derivative works such as fan fiction, artwork and music videos, and is a fascinating cultural phenomenon. I always considered myself somewhat on the periphery of this fandom, since although I liked the show I wasn't so deep in that I was making these creative works; I included the word in my Twitter bio as a means of showing my support for the community, however, and acknowledging something I found to be enjoyable.

    What I wasn't aware of until my harassment incident was the fact that there are people on Twitter — and the Internet at large — who specifically seek out self-professed "Bronies" and torment them, usually through repeated and public accusations of paedophilia. In my case, this began as a series of Twitter @mentions that grew in frequency and intensity over the course of several days; I quickly blocked the main instigators without engaging with them, but more and more people came as the situation escalated and the group responsible for the harassment — known as the GNAA — came together against me.

    I changed my Twitter username in an attempt to deter the attackers, but all this achieved was causing them to take over my original username, pose as me and post links to pornographic content.

    The harassment went a step further than just Twitter @mentions, however. My Twitter bio also linked to the Twitter account of my brother, and to the video games website I was, at the time, managing editor of. The instigators of the harassment followed these links to my brother's personal website and the site I worked for, trawled the WHOIS records to find the phone numbers of the owners — my brother himself and the person who was paying for the hosting of the games site respectively — and then called them to make further accusations of paedophilia against me.

    These calls continued for several days, and prompted me to contact the police to find out if there was anything I could do. Unfortunately the police were unable to do much save for keep the incident on file, and recommended that I work with Twitter to resolve the situation.

    I contacted Twitter to explain the situation and point the support staff in the direction of the accounts that had been instigating most of the trouble, and which had hijacked my original account name to pose as me. After several days of waiting, during which the harassment continued, Twitter's response was that those responsible were not in breach of Twitter's terms and conditions because it was a "personal dispute". It took another round of contacting them to convince them to suspend my original username, at which point I decided to leave the service entirely, and had no intention of returning unless I absolutely had to.

    Without Twitter's Block function allowing for forced unfollows and true blocking of troublemakers, this incident would have been even worse than it already was. Moreover, Twitter has shown itself to be either incapable or unwilling of dealing with persistent and organised harassment that spills out into the non-online sphere.

    I am not the only person who has suffered such abuse at the hands of online bullies, but everyone who has has something in common: all they are doing is attempting to be their true selves, unashamed of who they are, what they do and what they like — and attempting to engage with like-minded or supportive people. Harassment on the grounds of something that you are — or, in my case, something that you like — is completely unacceptable, and it's not at all appropriate to just brush these levels of personal attacks off as personal disputes, then do nothing about them.

    The changes to the Block policies do not encourage a change in behaviour on the part of the bullies. If anything, they punish the victim more by forcing them to take their account private when they may wish to remain public in order to meet new friends. Twitter is taking its policies with regard to harassment and bullying in the wrong direction — and these policies weren't in a particularly good place to begin with, as I can say from first-hand experience.

    I would encourage Twitter to rethink how it is handling this situation, and to ensure that more robust solutions are in place for blocking and reporting persistent offenders. Twitter is an enormously useful online communication resource, and the means through which I have come to know a significant number of friends a lot better. But it needs to be a safe place; for marginalised and vulnerable groups, those who have suffered previous harassment or those who simply suffer from social anxiety, these new changes are not a step in the right direction.

    Please consider the good of the community that has been built and not just the supposed needs of the business. When you build a social network, both aspects are important; without the former, the latter simply ceases to exist.

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    1424: わたしはいぎりすじんです。(Or Something.) https://imnotdoctorwho.moegamer.net/2013/12/12/1424-%e3%82%8f%e3%81%9f%e3%81%97%e3%81%af%e3%81%84%e3%81%8e%e3%82%8a%e3%81%99%e3%81%98%e3%82%93%e3%81%a7%e3%81%99%e3%80%82or-something/ https://imnotdoctorwho.moegamer.net/2013/12/12/1424-%e3%82%8f%e3%81%9f%e3%81%97%e3%81%af%e3%81%84%e3%81%8e%e3%82%8a%e3%81%99%e3%81%98%e3%82%93%e3%81%a7%e3%81%99%e3%80%82or-something/#respond Thu, 12 Dec 2013 22:02:12 +0000 http://angryjedi.wordpress.com/?p=6064 Last Japanese class before the Christmas break this evening. I've been quite pleased with my progress to date, though there are still things I struggle to remember — and the second half of the hiragana table continues to elude my memory. I'll get there in the end, though, particularly if I make some time to … Continue reading 1424: わたしはいぎりすじんです。(Or Something.)

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    Last Japanese class before the Christmas break this evening. I've been quite pleased with my progress to date, though there are still things I struggle to remember — and the second half of the hiragana table continues to elude my memory. I'll get there in the end, though, particularly if I make some time to revise over the Christmas break.

    One thing that's really struck me after each session is how much I get into the "other language" mindset when I come out of the class. Immediately after finishing a session, my brain is still in "Japanese" mode and I find myself having to stop myself saying ありがとう rather than "thanks" when someone holds the door for me, or attempting to respond to someone's initiation of a conversation with some random Japanese phrase. ("So, how did you like that?" ”スミスさんのほんです。” "That's… nice. See you later." ”おやすみなさい!” "Yeah, whatever.")

    This is a positive sign, I guess. And more and more phrases are coming readily to mind, too. Not necessarily enough to make a conversation flow particularly naturally, mind, but enough to be able to state some basic things and ask some basic questions.

    Japanese is a challenging language to learn for sure, but the fact is it's perhaps not as challenging as its crazy non-Roman alphabets might suggest. In fact, grammatically speaking, it's a lot simpler than English, and its pronunciation — reading kanji aside — is very straightforward, since there's only one way to pronounce each hiragana/katakana character. Once you get your head around the correct pronunciations of the vowel sounds in particular, it becomes very easy to read Japanese words and phrases out loud — if they're in romaji, anyway; deciphering hiranaga and katakana takes a little longer to learn, but once you get your head around it, it should be reasonably straightforward.

    I have no idea how long it will take to get my use of the language to a functional standard for something useful, such as going to Japan, speaking to a Japanese person without the aid of an interpreter or even seeking a career that makes use of said knowledge.

    Actually, the latter point is an interesting one; I've mentioned a few times on these pages that over the years I've realised I don't have a whole lot of "ambition" to be a particularly successful, well-known or famous person. I have accomplished one personal goal by becoming a professional games journalist — and believe me, there are days when that isn't all it's cracked up to be — but beyond that? Who knows.

    Well, that's not quite true; since getting considerably more interested in Japanese entertainment — video games, anime and other related material — I've found myself thinking that a career in translation and localisation would be something I'd really enjoy doing. I'm under no illusions, of course; I follow a few localisation specialists on Twitter, and they put in long hours, do hard work and regularly have to deal with some of the more idiosyncratic aspects of both English and Japanese… but that's the sort of challenge I think I'd enjoy. I can see myself poring over the script for, I don't know, a Legend of Heroes game and mulling over the best possible translation of a particular idiom; arguing with fellow localisers about whether or not it should be a straight translation that keeps the Japanese character intact, or an Ace Attorney-style localisation that transplants the overall narrative thread to a situation that's a bit more "Western".

    Anyway, that's at least a few years off yet, but it's something to potentially aim for, anyway. And in the meantime I can satisfy myself with starting to understand more and more of the unsubtitled battle callouts in JRPGs and fighting games, or recognising particular common words and phrases in anime.

    わたしはうちにかえります。

    おやすみなさい!!

    Or, you know, something.

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    1423: Enough With the "Corruption" Allegations https://imnotdoctorwho.moegamer.net/2013/12/12/1423-enough-with-the-corruption-allegations/ https://imnotdoctorwho.moegamer.net/2013/12/12/1423-enough-with-the-corruption-allegations/#respond Thu, 12 Dec 2013 00:23:27 +0000 http://angryjedi.wordpress.com/?p=6062 Cracked published an article today that pissed a lot of people off. (I'm not linking to it, but here's a Pastebin of the relevant section.) This is nothing unusual, of course, what with Cracked being renowned for clickbaiting rather than particularly rewarding content, but today it crossed a line from being relatively inoffensive clickbait into … Continue reading 1423: Enough With the "Corruption" Allegations

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    Cracked published an article today that pissed a lot of people off. (I'm not linking to it, but here's a Pastebin of the relevant section.)

    This is nothing unusual, of course, what with Cracked being renowned for clickbaiting rather than particularly rewarding content, but today it crossed a line from being relatively inoffensive clickbait into perpetuating some bullshit that has been on the rise for a few years now: the assumption, among certain members of the public, that game journalists are inherently corrupt, and that good review scores are frequently "bought" by publishers, particularly those who are advertising on the site in question.

    The assumption that this sort of thing is going on probably goes back to "Gerstmanngate" back at Gamespot, when Jeff Gerstmann was let go following a mediocre review of Kane & Lynch from Eidos, and the story runs that Eidos put pressure on Gamespot to let Gerstmann go because they were ploughing a lot of money into the site at that time, paying considerable amounts to "reskin" all of Gamespot with a Kane & Lynch theme. It took several years — and Gamespot purchasing Gerstmann's new online home Giant Bomb — before the full story came out, and it actually wasn't all that different to what it appeared to be in the first place, though there were a few other factors at play, too.

    The fact is, in this instance, Gerstmann didn't do anything wrong, and Gamespot's behaviour in this instance was highly irregular for the rest of the industry — so much so that it's an incident still talked about today, and one which hasn't been recreated since. And yet somehow we're still plagued with the assumption that the big gaming sites — and indeed some of the smaller ones — are in cahoots with the publishers, with stacks of cash regularly changing hands in exchange for good review scores. The Cracked piece's evidence for this was the disparity between Metacritic critic aggregates and user review scores for a variety of popular titles, including Mass Effect 3, Call of Duty Ghosts and a few others — neglecting to take the commonplace practice of "review bombing" into account, whereby Metacritic users deliberately skew their scores in one direction or the other in an attempt to influence the overall user rating. (This also happens on Amazon.)

    I can categorically state that any respectable site worth its salt in today's modern gaming industry is completely independent from developers and publishers, and has no moral or financial obligation to be nice to people. Reviews of video games are the opinion of one or two people at most, and common practice in the industry sees people who are interested in particular genres being given games of that type to review — it makes sense, since they have the specialist knowledge, and giving a game of a particular type to someone who clearly is not experienced in that genre often attracts accusations of bias in the other direction, so sites can't really win.

    Packets of money do not change hands in exchange for review scores. The most contact your average video game journalist has with a publisher during the review process is a couple of emails back and forth requesting review codes, and perhaps another when it's all over sending a link to the publisher's PR representative sharing the review. Review events such as the writer of the Cracked piece describes are relatively unusual, and most outlets deliberately eschew these tightly-controlled environments in favour of giving their reviewers adequate time to spend with the game and get a good feel for it, rather than playing edited highlights with a PR person breathing down their neck. These events do occasionally happen, of course, particularly for big games, and they can be useful — Call of Duty events can be a good opportunity to test out the games' multiplayer modes before the game goes live on public servers, for example — but for the most part, lavish, PR-funded events tend to be for previews rather than reviews, and again, no money exchanges hands. Because why the hell would it?

    The Cracked piece is based on a number of completely unsubstantiated assumptions, and on a number of flat-out inaccuracies. Publishers do not pay either outlets or individual reviewers for the right to quote their words on box art or in trailers, for example; nor do any but the most disreputable publications charge publishers for reviews — look at the recent controversy over Indie Game Mag, for example; they've since released the person who was attempting to charge for reviews and ditched his policies, since pretty much any games journalist or outlet with any respectability was genuinely shocked and disapproving of what was going on there.

    I've worked for a number of different magazines and online outlets over the years — both paid and unpaid — and all have been the absolute picture of honour, respectability, professionalism and ethics. Ironically, the rest of the Cracked piece actually made some fair points about the state of the industry in 2013 — though I disagree fundamentally with its core assertion that the industry is teetering on the brink of a crash — but, J.F. Sargent and Dave Williams, your unsubstantiated allegations about the games press are massively disrespectful to those of us who work our arses off every day to bring people the latest news, views and opinions about what's hot in gaming, and it's extremely disappointing to see that even after widespread criticism of the Cracked piece today, it still has not been edited, modified or clarified.

    Perhaps this is revenge for all the times people have referred to Cracked as lowest-common-denominator Internet clickbait with absolutely no journalistic integrity; unfortunately, pieces like this one today only go to prove that there's more than an element of truth to those allegations.

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    1422: Zero Bossu https://imnotdoctorwho.moegamer.net/2013/12/10/1422-zero-bossu/ https://imnotdoctorwho.moegamer.net/2013/12/10/1422-zero-bossu/#respond Tue, 10 Dec 2013 23:18:32 +0000 http://angryjedi.wordpress.com/?p=6060 Can't remember if I've mentioned Virtue's Last Reward or its predecessor Nine Persons, Nine Hours, Nine Doors or Some Other Combination Thereof (aka 999) on these pages to date, so I thought now might be a good time to talk about them, with particular (and spoiler-free) regard to the latter. The two games, collectively known as Zero Escape, are a combination … Continue reading 1422: Zero Bossu

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    Can't remember if I've mentioned Virtue's Last Reward or its predecessor Nine Persons, Nine Hours, Nine Doors or Some Other Combination Thereof (aka 999) on these pages to date, so I thought now might be a good time to talk about them, with particular (and spoiler-free) regard to the latter.

    The two games, collectively known as Zero Escape, are a combination of visual novel and room escape adventure games. The former you've heard me talk about extensively on these very pages; the latter is a peculiarly Japanese offshoot of the adventure game genre in which you're regularly thrown into self-contained puzzles in which you must escape from a room, and everything you need in order to do so is in the room with you.

    You actually spend the vast majority of your time in both 999 and Virtue's Last Reward reading non-interactive visual novel segments rather than solving puzzles, but that doesn't make the room escape sequences any less satisfying. In fact, given that the room escape sequences in Virtue's Last Reward in particular are pretty damn challenging, they're incredibly satisfying to successfully solve.

    The puzzles strike that perfect balance between bewildering and making you feel smart, you see. At no point will you be thrown into a situation where the answer is so obtuse you'll never work it out without an FAQ at your side, but at the same time, those initial moments as you wander around the room, looking at everything and hoping to find some clues, are magical in how daunting they feel.

    How on Earth am I going to get out of here? you'll think. What am I even supposed to do?

    Fortunately, those feelings rarely last all that long; after a little careful and methodical investigation, you'll generally uncover one or more "big tasks" that you'll need to complete in order to solve the room, and your job then becomes prioritising these tasks into an appropriate order, figuring out how to complete them and then, well, completing them.

    There's a good mix of puzzle types in there, too, though not as much diversity as Level-5's Professor Layton series. For my money, though, I think I prefer Zero Escape's approach because there's at least some attempt to integrate the puzzles into the game's narrative and setting; that said, I'm basing my entire opinion of Professor Layton on the first game in the series, so that may be something that improves in the future — I do own all of them so I fully intend to find out.

    Anyway, I digress; Virtue's Last Reward's puzzles in particular are enormously satisfying because they make you feel clever. It's pretty rare you'll find a puzzle in which the solution is just blind trial and error until something good happens — though I still hate slidey-block puzles — instead, for the most part, puzzles are reliant on a keen sense of observation, and a willingness to trawl through the various documents in the in-game archives to figure out various pieces of information's relevance to the situation at hand.

    Virtue's Last Reward goes one little extra step beyond this, though; you can solve the room and get out without too much difficulty in most cases, but all rooms have more than one solution, one of which opens the exit and the other of which unlocks supplementary reading material in the in-game archives. It can be just as challenging — if not more so — to figure out what the conditions for unlocking this bonus content are as it can be to just escape the room successfully. And the supplementary material is always worth a read, too; while much of it is revealed in the game, it often delves deeper into the real-life concepts and experiments explored through the narrative, such as the "Chinese Room" experiment and all manner of other things.

    Despite reaching the "end" of a number of narrative paths in Virtue's Last Reward, I'm yet to actually get a definitive "ending". I've had two bad endings, a narrative path which I need to go back to when I have more information, an ending that "locked" itself until I figured something out in one of the other narrative paths, and I'm currently working on another branch. All in all, there are supposedly 24 different conclusions, including "bad ends", and you're damn right I'm going to see every one of them.

    In fact, let's go work on that right now. Bye-bye.

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    1421: APPLAUSE https://imnotdoctorwho.moegamer.net/2013/12/10/1421-applause/ https://imnotdoctorwho.moegamer.net/2013/12/10/1421-applause/#respond Tue, 10 Dec 2013 00:06:03 +0000 http://angryjedi.wordpress.com/?p=6057 One of the things I find quite interesting when watching my favourite comedy shows from over the years — something I like to do over dinner, or when I just want to switch off my brain and zone out for a bit — is how the role of the "audience" has evolved. Specifically, how we've … Continue reading 1421: APPLAUSE

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    One of the things I find quite interesting when watching my favourite comedy shows from over the years — something I like to do over dinner, or when I just want to switch off my brain and zone out for a bit — is how the role of the "audience" has evolved. Specifically, how we've gone from prominent canned laughter, applause and other reactions to, in many cases, the complete opposite — the total absence of audience noise.

    I say this because it took me nearly eight seasons of How I Met Your Mother to notice that that show has a laugh track in the background, albeit a very quiet one. It's nowhere near as pronounced as in, say, Friends, which, in turn, was less pronounced than shows that were very proud of the fact that they were filmed in front of a live studio audience such as The Cosby Show. (I'm probably dating myself somewhat there, but eh. Whatever. The Cosby Show gave us the word "zurbit" to describe the act of blowing a raspberry on someone's stomach, so it clearly had an important impact on culture at large.)

    I remember back when I still lived at home and we started to get the first wave of new comedy shows that didn't have laugh tracks in the background. They were often described as "comedy dramas" rather than sitcoms, and initially they made somewhat uncomfortable viewing because it was never quite obvious whether or not you were "supposed" to be laughing. I remember the first time I saw Spaced on TV, for example; it may be one of my favourite shows of all time now, but when it was first on TV and there was no easily recognisable prompt that you should laugh here, here and here, it was a little confusing.

    This may sound strange to those of you reading this who have never known anything but shows without an audience track in the background, but it's true. Nowadays, I've adjusted to the norm of there not being a laugh track — so much so that it's jarring when you do notice it in shows like How I Met Your Mother.

    That said, while the absence of a "live" audience has worked well for sitcoms and "comedy dramas," it doesn't work universally well. Game shows that unfold without a live studio audience are a curiously lifeless experience, for example, as anyone who has ever watched Eggheads or Only Connect will tell you. There's nothing inherently wrong with the format of either of these shows (though the combination of smarmy presenter and the titular "eggheads" on Eggheads infuriates me beyond belief) — they just feel a bit "wrong" without, say, applause at the end of a round, or people laughing when someone cracks a joke.

    I remember for a while some video games experimented with having a laugh track. The strangest one I remember was the N64 version of Mystical Ninja Starring Goemon, which was extremely Japanese and rather poorly translated, which meant the moments when the canned laughter kicked in were often… bizarre, to say the least. (Still, it was a great game; I recall enjoying it more than Zelda at the time.) It's not something that ever really took off, though, and now that laugh tracks are the exception rather than the rule in other forms of media, it's something I don't really see games going back to any time soon — unless they're specifically trying to capture the feeling of '80s or early '90s sitcoms.

    Anyway. I didn't really have a point to make with all this. I just thought it was mildly interesting.

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    1420: Ploot-chan https://imnotdoctorwho.moegamer.net/2013/12/08/1420-ploot-chan/ https://imnotdoctorwho.moegamer.net/2013/12/08/1420-ploot-chan/#respond Sun, 08 Dec 2013 20:27:20 +0000 http://angryjedi.wordpress.com/?p=6055 I've mentioned Hyperdimension Neptunia and its two sequels numerous times on these pages, but I thought today I'd focus particularly on a character who appears for the first time in the third game, Hyperdimension Neptunia Victory. Plutia — named, much like Neptune, after an abandoned Sega console; in this case, the unreleased second model of the Saturn — … Continue reading 1420: Ploot-chan

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    I've mentioned Hyperdimension Neptunia and its two sequels numerous times on these pages, but I thought today I'd focus particularly on a character who appears for the first time in the third game, Hyperdimension Neptunia Victory.

    Plutia — named, much like Neptune, after an abandoned Sega console; in this case, the unreleased second model of the Saturn — is Planeptune's goddess (or "CPU", in Neptunia parlance) in the alternate dimension Neptune finds herself dragged into towards the outset of the game. Much like Neptune, she's largely incompetent at her job, prone to slacking off and being lazy, but it's a different kind of incompetence to Neptune; while Neptune in her human form is an energetic, dizzy young girl, Plutia is rather slothful in many ways; she's habitually clad in slippers and housecoat rather than something a little more appropriate for a goddess, and she speaks very, very slowly and deliberately (in Japanese, anyway) — like a child who doesn't seem to have quite grasped communicating just yet.

    Plutia's seeming innocence extends to how she's depicted in battle, too. Initiating a battle with Plutia will often see her exclaiming konnichiwa! ("hello!") or yoroshiku onegaishimasu! (in this context, "nice to meet you!") to the party of enemies, while her turn coming up in the order of action will see her mumbling eto… eto… doushiyou… ("umm… umm… what should I do?") or e… watashi? ("eh? …me?") as if she's perpetually slightly unsure of what's going on around her.

    Plutia's not innocent, though. Far from it. Much like Neptune's personality (not to mention cup size) undergoes a significant change when she switches from human form to "HDD" goddess form, Plutia too goes through some changes. While Neptune is all business in HDD form, though, Plutia unleashes her inner desires and becomes a sadistic dominatrix (whom Neptune in particular takes to calling "Sadie") and whom a number of the other characters become rather afraid of.

    Plutia in HDD form is actually quite a refreshing character to come across, because she has absolutely no shame in who she is and what she likes. And what she likes more than anything is indulging her sadistic desires — whether that's on her enemies or, in a pinch, her friends.

    She's overtly sexualised — arguably more so than most of the rest of the cast, most of whom would put your eye out if they turned around too quickly while in HDD form — but she uses this to her advantage on numerous occasions.

    She knows that she scares and disturbs people with her sexuality, so often all it takes is a knowing comment that she's "starting to get angry" to get people to do what she wants them to. This backfires on a few occasions — for example, her early encounter with a young alternate-dimension IF traumatises the latter to such a degree that one of the strongest, spunkiest characters in the other two Neptunia games is relegated considerably more often to the role of "cowering in the background" than she would be normally. A shame, since IF is one of my favourite characters, but the focus on the main cast in Victory certainly works for me, too.

    Plutia's sexual preferences are sometimes played for laughs, but more often than not they're played relatively straight, with her castmates alternating between acknowledging her tastes and desires, and trying to hold her back from going too far. Anything… inappropriate that Plutia does is kept completely off-screen, but all that achieves is getting the imagination working even harder. Exactly what did she do to those people who, upon meeting her subsequently, are utterly terrified?

    I have not yet finished Victory, though I am, after a long run, on the path to the "true" ending, I think. I'll be interested to see if Plutia is explored any further in the rest of the game; up until now, she's been rather refreshing to spend time with. Terrifying too, yes, but one of the more interesting characters I've seen in a candy-coloured moe RPG in recent memory.

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    1419: Endgame https://imnotdoctorwho.moegamer.net/2013/12/08/1419-endgame/ https://imnotdoctorwho.moegamer.net/2013/12/08/1419-endgame/#respond Sun, 08 Dec 2013 01:23:24 +0000 http://angryjedi.wordpress.com/?p=6053 I can't remember if I mentioned it on here, but I reached level 50 — the level cap — with my Black Mage class in Final Fantasy XIV a short while ago, which means that I'm now into what MMO players refer to as "endgame content". I've only ever reached the level cap in one other MMO … Continue reading 1419: Endgame

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    I can't remember if I mentioned it on here, but I reached level 50 — the level cap — with my Black Mage class in Final Fantasy XIV a short while ago, which means that I'm now into what MMO players refer to as "endgame content".

    I've only ever reached the level cap in one other MMO to date — World of Warcraft — and in that instance I didn't really explore a lot of what the endgame had to offer. In fact, I think I stopped playing not long after getting that far; I tried to return after a break when Blizzard offered a free upgrade to the Cataclysm expansion back and a free boost to the slightly-higher level cap of 85 that they introduced then, but the magic was gone, and I've felt no inclination to go back since.

    You see, as I mentioned in that post I linked to above, for me, a key part of the appeal of MMOs — and indeed RPGs in general — is that journey you make from, quite literally, zero to hero. The road to the level cap is paved with a variety of new skills and things to learn, and by the time you reach your "pinnacle" you're well-equipped with everything you need to survive… and continue onwards.

    You see, once you hit level whatever-the-cap-is-in-your-game-of-choice, it stops being about gaining XP, and it starts being about doing other stuff. It starts being about running dungeons, acquiring new gear, taking on new challenges with friends. For those who played through most of the game solo, now is probably the time to jump off the train, because most endgame content is reliant on playing together with others, whether that's running small-scale dungeons to get gear, or taking on raids that require larger parties.

    It's also often where the story grinds to something of a halt. In Final Fantasy's case, "endgame" is where you've beaten the final boss of the main scenario quests, so the main story is indeed over. But there's plenty of things still to do, most of which have some sort of narrative context, and if the impressive recent trailer for the upcoming patch 2.1 is anything to go by, the main scenario quests will continue to be added to with each new update every three months, which is nice.

    What I've found interesting in the endgame stuff I played this evening, is that it lets you concentrate on the game mechanics a lot more than if you're trying to pay attention to the story. Some MMO players play through the whole game this way, skipping cutscenes and not reading any text, but I can't help but feel in Final Fantasy XIV's case that this is missing the point somewhat.

    Regardless, once you reach endgame you're probably going to be running a lot of the same dungeons and other content over and over again, often with different groups of people each time. And while this might sound boring, there's a few things to bear in mind: firstly, some people plough hundreds or even thousands of hours into games like League of Legends and Dota, and those have very few maps, and secondly the appeal isn't necessarily in seeing new and unique content; it's in seeing new and unique people.

    I braved Final Fantasy XIV's Duty Finder system for two runs into the "so you've just reached level 50, what now?" dungeon the Wanderer's Palace this evening. My two runs were markedly different from one another, despite the monsters being in the same place and me playing exactly the same character class.

    In the first case, the party was well-organised, careful and methodical. We didn't talk much because it was clear from our behaviour that we'd all done this before, and we all knew what we were doing. Consequently, we got through the whole thing without any serious mistakes — and, more importantly, no-one dying.

    Compare and contrast with the second party, in which the de facto leader — usually the "tank" class, who runs ahead to get pummelled by enemies while everyone else hangs back and throws fireballs at them — was seemingly trying to race through the dungeon as quickly as possible, and causing issues in the process. Speedruns of dungeons aren't particularly unusual, particularly in the case of places like Wanderer's Palace that provide a good source of material for acquiring high-level gear, but in order to be successful at them you need a well-oiled party that communicates well.

    Our poor old tank wasn't very good at speedrunning, you see, and ended up getting him — and the rest of us — into situations that it was difficult to survive. Wanderer's Palace is particularly harsh due to the presence of an unkillable "Tonberry Stalker" enemy who runs up to you and stabs you in the throat if you enter his field of vision; on more than one occasion, the tank attracted so many enemies that we weren't able to defeat them all before someone got throat-stabbed.

    This was interesting to me. It wasn't frustrating or annoying because everyone took it in good humour and no-one was a dick about it — a constant risk with online games — but was instead fascinating to see. I have a feeling there's some intriguing psychological observations to be made about the different ways in which people play — and how people like me respond differently to different types of people — but I'm not sure I'm altogether qualified to make those observations.

    It was also an interesting experiment for me in that throughout most of the game, I've played with people that I'm at least casually acquainted with. These two runs were attempts to test the water and see what it's like playing with random strangers; you often hear horror stories of people getting together with a bunch of jerks in the Duty Finder but, aside from the tank's clumsiness, there was nothing untoward going on, and so it's something I'd feel comfortable doing again.

    Fortunate, really, because I need one hell of a lot of Tomestones if I want to upgrade my equipment to a suitable level to be able to take on the later dungeons and boss fights…

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    1418: Eight and Thirteen https://imnotdoctorwho.moegamer.net/2013/12/06/1418-eight-and-thirteen/ https://imnotdoctorwho.moegamer.net/2013/12/06/1418-eight-and-thirteen/#respond Fri, 06 Dec 2013 23:16:36 +0000 http://angryjedi.wordpress.com/?p=6051 Final Fantasy, once one of the biggest names in gaming, is now something of a laughingstock to many people. To a lot of these detractors, it was the Final Fantasy XIII sub-series that triggered this feeling. (Many of said detractors have not played Final Fantasy XIV, incidentally, refusing to even try it because it's an MMO. Fair enough, but it's … Continue reading 1418: Eight and Thirteen

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    Final Fantasy, once one of the biggest names in gaming, is now something of a laughingstock to many people.

    To a lot of these detractors, it was the Final Fantasy XIII sub-series that triggered this feeling. (Many of said detractors have not played Final Fantasy XIV, incidentally, refusing to even try it because it's an MMO. Fair enough, but it's also the best Final Fantasy in years.)

    To others, though, Final Fantasy VIII is an object of ridicule — and the recent rerelease of the game on Steam has caused all these people to come out of the woodwork once again.

    It will undoubtedly prove somewhat unsurprising to you to hear that I played and enjoyed both, and feel that they both get an undeservedly bad rap.

    Let's start with Final Fantasy VIII. After my friends and I discovered JRPGs with Final Fantasy VII and promptly played it through a good seven or eight times, Final Fantasy VIII shot straight to the top of our most-anticipated lists. And it looked amazing; gone were Final Fantasy VII's weird super-deformed polygonal models, to be replaced with much more realistically-proportioned character models along the lines of what we now recognise as the "Final Fantasy look" today. Gone was the "magical disaster threatening to destroy the planet" plotline, to be replaced with something that was, above all else, a love story.

    Final Fantasy VIII did a bunch of weird, unconventional things, and I loved it for it. Its character-driven story was much more intimate and personal than my limited experience with the genre at the time — hell, it was much more intimate and personal than a lot of games I'd played up until that point, period. It was one of the few times I'd encountered a convincing love story in the context of a video game; Squall and Rinoa were both interesting, flawed characters and I felt myself rooting for them throughout the game.

    The battle system was enjoyable, too. The Junction system was really, really odd, but made sense once you got your head around its extremely abstract nature. The reflex-based actions, where you had to pull the trigger on Squall's gunblade for additional damage, or hammer in button combinations while performing Limit Breaks, or repeatedly bash the Square button while summoning a "Guardian Force", gave the battles a feeling of "action game" intensity when they were essentially still sort-of turn-based.

    And the final boss? Easily one of the most spectacular final confrontations of the PS1 era, even if the plot in the immediate run-up to it started veering into seriously odd plot-related territory. "Time kompression" was a bit weird, yeah, but it certainly didn't undo all the good work for the many hours beforehand, and damn, those last battles were genuinely exciting.

    Fast forward a whole bunch of years (I'd work it out, but I can't be arsed right now) and we have Final Fantasy XIII. Again — I've covered this before — this did things markedly differently to past Final Fantasies, replacing the open-world MMO-style gameplay of Final Fantasy XII with more linear progression that opened up into an interesting, enjoyable open world towards the end.

    People hated Final Fantasy XIII for its linearity, but in practice it really wasn't all that much more linear than previous Final Fantasies — it was just more obvious about it. Previous Final Fantasies had provided the illusion of freedom through their world maps, you see, but your progression was still railroaded by being unable to cross certain types of terrain until the story dictated that you got your hands on a particular vehicle. And, like Final Fantasy XIII, these games would tend to open up towards the end, giving you freedom to explore.

    There's always been a reason for that linearity in Final Fantasy games, however, and that's to push the story along. Because you didn't get a lot of opportunity to stray from the path set out in front of you, the story was kept pacy and snappy, and maintained its momentum — something which many more open RPGs, and not just those of the J-variety, really struggle with. By the time you reached the more open part, you had an extremely firm grounding in the game's mechanics — more than enough to take on some of the extremely tough challenges that said open world presented you with.

    As for the characters? I liked them a lot. Sazh was an interesting character in that he was an older, black character who didn't resort to Mr. T stereotypes like Barret in FFVII. Vanille was cute and adorable. Fang was badass. Lightning was enigmatic, intriguing and all-business; Snow was her perfect foil with his laid-back attitude. And Hope, whom many people accuse of being "whiny", watched his parents die towards the beginning of the game. I think being a little emotional is perhaps understandable in this instance, no?

    Ultimately I know that if you've made up your mind about Final Fantasy VIII and XIII I'm probably not going to change your mind, and that's fine; this post simply outlines what I feel about these much-maligned installments in the long-running series. The thing that annoys me, I think, is how people feel the need to declare them unequivocally "crap" when what they really mean is that they didn't personally like them.

    But then this is nothing new to the games biz, and I've spent the best part of the last couple of years playing and adoring games that many people think are "crap" if you believe Metacritic scores and the like. Each to their own, I say, and if you can eke out enjoyment from something that isn't popular, I say good on you. And if you can't, maybe try not to make other people feel bad about liking it?

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    1417: Roll the Credits! https://imnotdoctorwho.moegamer.net/2013/12/05/1417-roll-the-credits/ https://imnotdoctorwho.moegamer.net/2013/12/05/1417-roll-the-credits/#comments Thu, 05 Dec 2013 23:41:13 +0000 http://angryjedi.wordpress.com/?p=6049 Nelson Mandela died today, apparently. He was 95. Rather than pretend to know anything in-depth about him, his life or his work, I'll simply say I'm sorry to hear that he's dead, and that for someone who spent his life fighting for peace to die at home surrounded by his family at the age of … Continue reading 1417: Roll the Credits!

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    Nelson Mandela died today, apparently. He was 95. Rather than pretend to know anything in-depth about him, his life or his work, I'll simply say I'm sorry to hear that he's dead, and that for someone who spent his life fighting for peace to die at home surrounded by his family at the age of 95 is surely a fitting end to a complicated and eventful life.

    Anyway, just thought I'd acknowledge that because it seemed significant, but I have literally nothing else to say on the matter so I'm certainly not going to devote an entire post to pontificating about a subject I know very little about. (Although it wouldn't be the first time I had done that.)

    Instead, I thought I'd burble on about something ultimately insignificant but which has been on my mind recently; a phenomenon I'm encountering with my entertainment choices at present. It's analysis paralysis when it comes to what I "should" spend my free time enjoying.

    I like to enjoy things in their entirety, you see, particularly when there's a story involved, and to leave something half-finished and then pick it up again later is something I don't like to do — more often than not because the actual "pick it up again later" part often doesn't roll around for a considerable period of time, which usually means by the time I return to the thing in question, I want to start it from the beginning again. (I say "thing" rather than "game" because this phenomenon also applies to things like TV shows in many cases.)

    At present, I have three "big games" on the go in my free time, plus a few things I have to review and a couple of smaller things. The smaller things are less of an issue; one of the review games is something I really want to play anyway, but I know that it's going to eat into the three big games I have on the go that, in a couple of cases, I've been playing for months.

    The three big games in question are Final Fantasy XIV, Hyperdimension Neptunia Victory and Virtue's Last Reward. Of the three, I've been playing Hyperdimension Neptunia Victory the longest and kind of don't want it to end because I'm in love with all the characters like the sad otaku I am. Final Fantasy XIV I have now finished the main story of, at least, so I can now enjoy that as a pure mechanics-focused game rather than a narrative experience, and Virtue's Last Reward is on Vita so it's a game I can play on the toilet and/or in bed.

    Here's the issue: free time rolls around, and I find myself wondering what I "should" play.

    Should I try and beat Neptunia? Probably, but then that means it'll end, which I don't really want it to. Although when it does end, I'll be able to start playing new stuff without guilt, which will be nice.

    Should I play Final Fantasy XIV and work towards getting my awesome level 50 gear for my black mage? Possibly, but that's reliant on other people and time-consuming, so probably best saved for late nights and/or the weekend.

    Should I play Virtue's Last Reward, a story-centric game that is more rewarding if you play through as much as possible as quickly as possible while it's fresh in your mind? Probably.

    Or should I get stuck into the games I have to review? This is, of course, the correct answer, but in doing this for previous games I've already stretched Neptunia in particular out over the course of way more months than I thought it was going to take. (To be fair, though, the games that pushed it aside temporarily, Time and Eternity and Tales of Xillia, were both lengthy games in their own right that I enjoyed a great deal, so it's not exactly a loss there.)

    My analysis paralysis over this also makes me feel a bit guilty about starting up more open-ended experiences such as strategy games or story-light action RPGs. It's my own fault for developing completionist tendencies and wanting to enjoy things as fully as possible before moving on to something else — I'm sure there are plenty of people out there who juggle lots of games simultaneously and happily flit back and forth between them, and I can certainly do this with TV shows, so why not games?

    Anyway, ultimately it's hardly the worst problem in the world to have so I certainly can't complain — and indeed I'm not complaining, merely observing — so if you'll excuse me, I'm off to go and play Virtue's Last Reward in bed. Or maybe some Final Fantasy. Or maybe…

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    1416: Rooted https://imnotdoctorwho.moegamer.net/2013/12/04/1416-rooted/ https://imnotdoctorwho.moegamer.net/2013/12/04/1416-rooted/#respond Wed, 04 Dec 2013 20:48:23 +0000 http://angryjedi.wordpress.com/?p=6047 I haven't embraced the next generation of video games consoles as yet — except for Wii U, which people keep insisting doesn't count — and, barring something absolutely astonishing coming out on Xbox One (still a fucking stupid name) or PlayStation 4, I have very little intention of doing so until I absolutely have to … Continue reading 1416: Rooted

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    I haven't embraced the next generation of video games consoles as yet — except for Wii U, which people keep insisting doesn't count — and, barring something absolutely astonishing coming out on Xbox One (still a fucking stupid name) or PlayStation 4, I have very little intention of doing so until I absolutely have to for professional purposes.

    Launch lineups are rarely much cop anyway, but it's not just a weak selection of games that's putting me off this time around; no, it's more the fact that neither of the two boxes really offer anything I particularly want out of my gaming time at present. That may well all change when they both have some decent exclusives — not to mention the variety of indie games we've been promised on both — but at present, they're two shiny black boxes that do a bunch of things I don't give a toss about and occasionally, if you ask them nicely, play games.

    Let's take Xbox One first, because this is by far the least appealing of the two systems. Xbox One is a sprawling mess of "entertainment apps," rolled together into an OS that has seemingly been designed by someone who had no idea what things actually worked about the Xbox 360's already imperfect OS. Gone is the facility for cross-game party chat; gone is the ability to pop up the guide and quickly check your friends list in game; gone is the ability to see how much fucking hard drive space you have left — and instead we have "Snap" functionality, that allows you to do two things at once.

    I do not want to do two things at once with my console. I barely even care about the limited social functionality already built into the PS3 and Xbox 360. I certainly don't want to make a Skype call while I'm trying to immerse myself in a game, and I definitely don't want to watch television at the same time as I'm playing a game. When I play a game, I devote my full attention to it; anything less is, to me, disrespectful to the people who worked hard on it. I won't turn off the soundtrack and listen to my own music — except in racing games, where the soundtrack is usually generic bland-o-rock anyway — and I certainly won't listen to podcasts or watch videos while I'm playing. I don't play games as idle wastes of time or just "something to do" — it's my chosen means of entertaining myself and consuming cultural content, so it deserves me showing it that much respect, and Xbox One doesn't appear to be built with that in mind.

    PlayStation 4 is less offensive to me in this regard but it's still stuffed full of features I'll never use. I seriously doubt I'll ever use the video recording facility, for example, and I still do not see the appeal of streaming as either a broadcaster or a viewer — particularly if every bastard person in the world is doing it. The system is, at least, on the whole, seemingly designed more as a games console than an entertainment megabox, so there's that, but without any compelling games — save perhaps Resogun, which I'm certainly not buying a new console for — there is precisely zero reason to pick one up just yet.

    I'm not convinced either of these systems have been designed with players like me — people who have grown up with the video games medium almost since its inception — in mind. I know for a fact Xbox One certainly hasn't been — it's trying desperately to replace the "family friendly box" reputation that the Wii had and the Wii U has, so far, failed to replicate, and in the process has decided to vomit a bunch of features only useful to those with chronic attention deficit disorder all over itself. Balls to that shit. Also, Microsoft's "experiments" with microtransactions can go eat a thousand dicks.

    I will almost inevitably get both systems at some point in the future, either for work purposes or if some particularly compelling exclusive emerges — something from any of my favourite Japanese devs appearing on PS4, for example — but at present I'm more than happy working through my substantial PlayStation 3 backlog, dipping occasionally into a few Xbox 360 titles I'm yet to play and spending the majority of my gaming time on PC. Not to get all master racey, but PC still beats the pants off both consoles in terms of both performance and flexibility.

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    1415: Return to Normality https://imnotdoctorwho.moegamer.net/2013/12/03/1415-return-to-normality/ https://imnotdoctorwho.moegamer.net/2013/12/03/1415-return-to-normality/#respond Tue, 03 Dec 2013 23:53:47 +0000 http://angryjedi.wordpress.com/?p=6045 Whew. There we go. That was, as I previously mentioned, a bit of an ordeal to write. Perhaps not my best piece of creative writing, but certainly one of the more therapeutic ones. Now I can get back to posting about random crap only I care about. Something something Hyperdimension Neptunia. So, what to write about … Continue reading 1415: Return to Normality

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    Whew. There we go. That was, as I previously mentioned, a bit of an ordeal to write. Perhaps not my best piece of creative writing, but certainly one of the more therapeutic ones. Now I can get back to posting about random crap only I care about. Something something Hyperdimension Neptunia.

    So, what to write about this evening? It is late in the day but I'm not all that tired just yet, thanks largely to the vast amounts of coffee I inevitably consume whenever I go over to my friend Tim's for a board game evening. And this evening I went over to my friend Tim's for a board game evening.

    My local friends and I have been playing board games together for quite some time now, and our tastes have gradually evolved over time. Our tastes haven't always necessarily evolved in the same directions, however, which isn't always easy to deal with, but we're currently trialling a new system whereby we 1) get to play regularly rather than semi-regularly and 2) pick games in such a way that no-one is ever waiting for too many sessions before they get to play something that would be high up on their list of personal preferences.

    One of the issues we have is that two of our number (two out of five) are big into fairly hardcore strategy games that require a degree of mathematical, analytical thinking that, as a largely creative, artistic person, I'm ill-equipped to deal with as well as them. I would love to get better at this sort of game, but I'm just not very good at being able to look several moves ahead or have contingency plans if the things I want to do suddenly become unavailable. Perhaps I should start playing with a notepad to hand so I can scribble things down and work them out as I go. (Actually, that's not a terrible idea. I may try that at some point in the near future.)

    Another two out of our group — including me — tend to prefer cooperative games, particularly those that enjoy either dungeon crawling or battling eldritch horrors from beyond time and space. These games tend to have a longer run time, be more heavily thematic and, in many cases, have a stronger element of luck involved. I love them, at least in part due to the fact that they have a much stronger sense of "narrative" than the often drier world of Euro-style strategy games.

    Ultimately I just like the opportunity to get some boards, cards and chits onto the table, really, so I don't mind all that much what I play despite my regular protestations against Agricola. I'm grateful to have a group of friends I can share that with on a regular basis, and if you're looking for something fun, enjoyable and highly social to do with your friends, I can't recommend the wonderful world of board gaming enough.

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    1414: Epilogue https://imnotdoctorwho.moegamer.net/2013/12/02/1414-epilogue/ https://imnotdoctorwho.moegamer.net/2013/12/02/1414-epilogue/#respond Mon, 02 Dec 2013 20:40:13 +0000 http://angryjedi.wordpress.com/?p=6043 Things weren't perfect, but she was happier. Christmas had come and gone, and she'd gone back to the doctor in the new year to review her situation, but found herself in tears before she'd even started speaking. Taking this as a sign that she wasn't ready to go back to the classroom, Dr. James had … Continue reading 1414: Epilogue

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    Things weren't perfect, but she was happier.

    Christmas had come and gone, and she'd gone back to the doctor in the new year to review her situation, but found herself in tears before she'd even started speaking. Taking this as a sign that she wasn't ready to go back to the classroom, Dr. James had no qualms about signing her off for a longer period. When she got home, she'd immediately drafted her resignation, and gone back and forth between a simple, to the point letter and a lengthy one explaining in great detail why she was leaving.

    Eventually she settled on the latter, and when she received an email from Thompson on the same day explaining that he completely understood how she felt and certainly didn't begrudge her wanting to get out and do something that didn't have such a negative impact on her mental health, she felt like she'd done the right thing.

    Time passed. Her sick note had signed her off until the end of her notice period, so she took some time to rest, recuperate and recover, and gradually began the process of looking for work. It was hard going; her specialist qualifications made her overqualified for a lot of entry-level positions, but the only job they would really help her jump into would be another teaching job, which was the last thing she wanted to do.

    The business with Mark resolved, Kristina had been using her new-found freedom to hang out with Maxine much more than she had been able to in the past. Maxine, meanwhile, was doing her best to find Kristina a position in her office; it took some time, but she eventually managed to convince her bosses to bring her on for a probationary period.

    Kristina took to the work quickly, and began picking up new skills easily. The work was deathly dull, but it paid reasonably well and, most importantly, she could just leave it behind at the end of the day and not have to think about it again until she got into the office. In comparison to the nights of anxiety and nightmares, it was heaven.

    Winter changed to spring, and the days got longer and hotter as summer arrived.

    Kristina hadn't seen much of Sian for about a month, since her young friend had been busily preparing for her exams. An occasional text message revealed that she was getting on well, though, and had even managed to repair the rift between herself and her friends. She didn't mention Edward though; Kristina found herself wondering how he was doing.

     

    *  *  *  *

    "Hi, you made it!" Sian exclaimed, running up to Kristina and throwing her arms around her. "Sorry I haven't been around much. Busy, you know!"

    "It's okay," said Kristina. "Thanks for inviting me. Are you ready?"

    Sian glanced down at the envelope in her hands.

    "Yeah," she said. "Yeah, I think so. But hold on a minute. Wait there. I'll be right back."

    She disappeared inside the school for a moment. Kristina looked around at the other Year 11 students milling around, talking to one another. Some looked ecstatic; others less so. One girl over there was in tears; another was comforting her and clearly trying not to grin too broadly.

    School's a boiling, simmering pot of emotions and hormones, thought Kristina. It's no wonder it was difficult to deal with. Everything's so intense; everyone's forced together to work on things they might not want to do; emotions run high. For these kids, it must feel like they've got their whole lives ahead of them. They have, I guess.

    She sighed at the thought. Oh, to be young again.

    Sian came back out pulling a familiar figure with her.

    "Hello," said Edward, smiling. There was no trace of the anger and resentment Kristina had seen in his eyes the last time she'd seen him. "How are you, Miss?"

    "You don't have to call me that any more, Edward," said Kristina with a laugh. "Just Kristina or Kris is fine."

    Edward looked her in the eye and his smile broadened, then he looked over at Sian.

    "You ready?" Sian asked, holding up her envelope.

    "Ready," he said, holding up his own, identical envelope.

    "Then… go!" she cried, tearing into it before she'd finished speaking. She withdrew several sheets of paper and made an exaggerated show of reading them. Edward, meanwhile, tore the envelope open more methodically, withdrew the papers and glanced them over.

    "Well?" said Kristina. "Don't keep me in suspense any more. How did you do?"

    "Take a look," said both Edward and Sian together, offering their respective pieces of paper to Kristina. She looked down at the sheets.

    A moment later, a spot of water plopped onto the top page on Edward's stack. Kristina handed them back and turned away from her former students.

    "Congratulations," she said. "I'm really happy for you both."

    She felt an arm around her waist from her right, then another from her left. As she blinked away the tears that had sprung suddenly to her eyes, she looked down either side of herself and realised that both Edward and Sian were hugging her.

    "We couldn't have done it without you," Sian said.

    "Thank you," said Edward. "Thank you."

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    1413: Part 27 https://imnotdoctorwho.moegamer.net/2013/12/01/1413-part-27/ https://imnotdoctorwho.moegamer.net/2013/12/01/1413-part-27/#respond Sun, 01 Dec 2013 20:48:41 +0000 http://angryjedi.wordpress.com/?p=6040 The smell of antiseptic filled Kristina's nostrils. It wasn't a pleasant smell, but it was a familiar, immediately identifiable one. The smell of medicine. Kristina had never been a sickly person, but she had oddly fond memories of going to the doctors as a young child. It was a simpler time, when she felt she … Continue reading 1413: Part 27

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    The smell of antiseptic filled Kristina's nostrils. It wasn't a pleasant smell, but it was a familiar, immediately identifiable one. The smell of medicine.

    Kristina had never been a sickly person, but she had oddly fond memories of going to the doctors as a young child. It was a simpler time, when she felt she got along better with her parents, and felt like she could trust "adults" to do the right thing to help her.

    Now she was an adult herself, and she knew all too well that adults' motivations weren't always particularly simple, nor did everyone just want to help each other and make a better world. But neither was it so simple that some people were just outright evil, either; Mark was clear and living proof of that. She'd grown to think of him as a monster, but it had become apparent that he was a broken man responding poorly to an unfortunate hand that life had dealt him more than anything else. She still wanted nothing to do with him, mind, but she at least pitied him rather than hated him now.

    Kristina looked around the waiting room. No-one was talking to one another. The atmosphere felt awkward.

    Behind the reception desk, the receptionist was chatting to a nurse who was rifling through some files. Kristina couldn't make out the details of the conversation, but the pair of them seemed to be getting along well with each other, laughing and joking as they went about their workday. She felt suddenly envious that she had never really felt that way about her own job; she'd always felt isolated, even though she was supposedly part of a team.

    Still, it wouldn't matter much longer. Today, she hoped, would be the first steps towards a new beginning. She knew it was probably going to be a tough road ahead, but it was for the best. The alternative didn't bear thinking about.

    "Miss… Kristina Charles?" called the receptionist. Kristina raised her hand politely and stood up, then walked over to the desk. "Dr. James is ready for you. Room 3. Do you know the way?"

    "Yes, thank you," said Kristina. She hadn't spent much time in this surgery, but she had seen Dr. James several times in the past, and knew the way to his room. She passed through the double doors next to the reception desk, followed the corridor around the corner to the left, and came to the door of room number 3.

    This is it, she thought. Are you ready?

    She rapped three times on the door, heard a cheerful-sounding voice call "Come in!" from within, then pushed it open.

    Dr. James was sitting in his large leather chair at his computer. He motioned for Kristina to sit down in the chair across the room from him.

    "Hello, Kristina," he said with a familiar tone. "What can I do for you today?"

    "Um," said Kristina. "I'm not quite sure how to bring this up, really."

    She'd been running over and over in her mind how she was going to explain her situation to the doctor, but now she was here, she felt embarrassed; like she was committing some sort of fraud. Did she have any right to do what she was about to do? Wasn't she just letting everyone down, giving up?

    "It's okay," said Dr. James with a sympathetic smile. "I can see that you're distressed. In your own time."

    Kristina closed her eyes and took a deep, unsteady breath. She suddenly felt like she was about to start crying, but held back the tears, because she knew if she started, it would be very difficult to stop.

    "I am… having some trouble," she said. "A lot of trouble, in fact."

    The floodgates opened. She explained how she had been feeling; how it was difficult to motivate herself to get up in the morning, how it was hard to summon up the enthusiasm to do her job, how she felt guilty that she didn't feel better about what she did for a living.

    She talked about how she suffered nightmares; how she was kept awake most nights by images of things that had happened in the day.

    She talked about the times she'd suffered nosebleeds when she felt she couldn't take any more pressure; how she felt constantly overwhelmed and unable to cope with everything that was going on around her, even the most mundane things.

    She started to explain her breakdown in front of the science class, but the doctor stopped her.

    "I get the picture," he said gently. "And it's okay. I understand how this sort of thing can be embarrassing to admit. It's not easy to contemplate the fact that the course you thought your life was on might not be the right one, and it's even harder to admit that something you once clearly felt passionately about is now causing you real problems. Because these are real problems; it's not all in your head, if that's what you're worried about.

    "What you're describing to me, Kristina, is stress. Serious stress, likely coupled with depression. Now, I could prescribe you some medication and send you on your way, but I'm hesitant to do that right now. Instead, what I'm going to do — and what I suspect you were hoping I might do — is get you some time off to collect your thoughts and determine what it is you might want to do, because I feel it's something you're struggling with right now. The year is getting on, and Christmas is coming up; I'll sign you off until the end of the year, and when the New Year is coming up I'd like you to make another appointment, come and see me and determine what you're going to do. Does that sound good?"

    "Yes," said Kristina meekly. "Thank you."

    "All right, then," said Dr. James. He turned to his desk, pulled out a pad of paper with red lines on it from his desk drawer, then began to write. A moment later, he was done.

    "Give this to your employer," he said. "And then get some rest. Lots of rest."

     

    *  *  *  *

    She'd done it. She'd admitted that she'd had a problem, and she'd bought herself some time to deal with it. But now she had to determine how she was going to handle it.

    She didn't feel like she could really face going in to school right now — not while all the children were still there — but she felt it was probably better to give the note in sooner rather than later.

    For the rest of the day she sat watching the clock, wondering if now would be a good time to go, but she still worried that there would be people hanging about. She wanted to be sure the school would still be open, but minimise the risk of actually running into someone, because now she had gone through with this, she was starting to feel scared and ashamed again.

    She watched some television to take her mind off clockwatching, but her thoughts were too preoccupied to take anything in. She was grateful for the noise if nothing else, though; it proved to be distraction from her anxiety.

    Nearly there, she thought, as the time approached six o' clock in the evening. And then I can be free.

    She closed her eyes, took a deep breath, sighed, then stood up. She opened her eyes and felt resolved. This was for her own good. This was the right thing to do.

    She threw on her coat and left her home before she could convince herself to do otherwise.

    *  *  *  *

    She was happy to see that the school was still open when she arrived there, but the number of cars in the car park had thinned out somewhat. A few lights were still on, and she could see a couple of her colleagues in their rooms, probably getting things ready for the following week. Friday afternoon was a good time to tidy up and get things ready, but it was also the time when a lot of people — Kristina included — just wanted to get out and leave the work behind for a couple of days.

    Kristina grimaced as she thought that it was more than a couple of days she'd be leaving the work behind for; it was, in all likelihood, forever.

    She pushed open the front door of the school and looked around. The corridor was quiet — no children, no staff, and no-one on the reception desk. Kristina tried the door to the reception booth and found it unlocked; she fished the doctor's note out of her pocket, left it prominently in the middle of the desk, and then made to leave.

    As she put her hand on the handle, though, she had a sudden crisis of confidence; she reached for the receptionist's pad of sticky notes, scribbled a quick note that read "Sorry — Kristina" on it, then stuck it to the doctor's note. Then she removed it and stuck it to the desk next to the doctor's note. She wanted to ensure that it was seen, and that she wouldn't have to talk to anyone about it, even though she felt sure that would probably be unavoidable in the long term.

    Then she departed the reception booth, trotted out to the school's front door and broke into a run as soon as she was outside again.

    She didn't look back.

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    1412: Part 26 https://imnotdoctorwho.moegamer.net/2013/11/30/1412-part-26/ https://imnotdoctorwho.moegamer.net/2013/11/30/1412-part-26/#respond Sat, 30 Nov 2013 14:37:19 +0000 http://angryjedi.wordpress.com/?p=6038 Sian was nervous. She didn't bring friends home often, and she hadn't brought many different people home. Jasmine and Nicola had both been over a few times, of course, but with them still not talking to her, it looked unlikely that they would be coming over again any time soon. She had certainly never brought … Continue reading 1412: Part 26

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    Sian was nervous.

    She didn't bring friends home often, and she hadn't brought many different people home. Jasmine and Nicola had both been over a few times, of course, but with them still not talking to her, it looked unlikely that they would be coming over again any time soon.

    She had certainly never brought a boy home. And while she knew that there was nothing going on between her and Edward beyond simple friendship, she also knew how her mother liked to take things out of context and blow them out of proportion. But Sian was putting her own distaste at being interrogated by her mother aside for now, because her friend needed her.

    The day after Parents Evening at school had been a peculiar one. Sian knew that Kristina wouldn't be there, because she had received a text to that effect, though Kristina hadn't gone into detail as to what had happened. When she met up with Edward at breaktime, however, things started to become a little more clear.

    Edward explained the awkward situation that had occurred, but managed to remain calm while he was doing so. He sounded frustrated, but for once he didn't seem to be outright angry. Sian wondered if she had had anything to do with that, but doubted it; she wasn't so confident in herself as to believe she could "fix" emotional scars as deep as those Edward had in such a short space of time.

    She wanted to help, though, so that's where the invitation had come from. It had come out of her mouth before she could stop herself; she'd invited Edward over at the weekend. As soon as she said it, she realised she had absolutely no idea what she was going to do with him once he was there, but she felt it was important for him to get out of his house for a while. She couldn't even begin to imagine what his situation at home must have been like after the confrontation at Parents Evening; she didn't even know if he was staying at home, given the revelations that had come out.

    "What time's he coming?" asked her mother with a wry grin. Sian could tell she had already misunderstood the situation.

    "Mum, listen," she said. "I need to explain some things." She could feel her hands shaking as she spoke up. She normally tried to avoid difficult conversations like this, but she felt it wouldn't be a good idea to bring Edward into her house without warning her mother about what the stakes were.

    She took a deep breath and explained everything: who Edward was, what his background was, why he needed to be treated with a certain degree of care, particularly after last night. By the time she had finished, her mother's face didn't look anywhere near as cheerful as it was before.

    "Oh," she said. "Um, is he going to be… all right?"

    "I think so," said Sian. "Just… don't provoke him, okay?"

    "I wasn't planning on it!" said her mother. Then she smiled. "But I'll be careful."

     

    *  *  *  *

    A couple of hours later, the doorbell went. Sian, who had been sitting in the living room, raced to the door to be the first to answer it, though she could hear her mother heading to the hallway.

    "I got it," called Sian.

    She opened the door. There was Edward, standing on her doorstep. He'd brushed his hair, making him look a little tidier than usual, though he appeared to be wearing his white school shirt and trousers beneath his usual coat. He'd left the tie off, at least. Sian looked him up and down.

    "Hello," said Sian, who now felt rather underdressed in her jeans and t-shirt. "You look very smart."

    "I, uh, don't have that many smart clothes," said Edward. "This is the best I could do."

    "You didn't have to dress up!" said Sian with a gentle laugh. Edward looked a little embarrassed. "It's okay though. I'm happy you made an effort."

    He looked up at her, and smiled. It was still such a rare sight, it made Sian's heart flutter to see it. She was glad that she was someone who could make him smile, but it made her a little sad to think that she was probably one of the few people in the world who was able to do so.

    They paused like that for a moment, neither moving. Then Sian caught herself, stood aside and motioned for him to come through the door.

    "Come in," she said. "Please. Oh, would you mind taking your shoes off?"

    "Sure," he said, stepping into the house. He removed his shoes, and Sian noticed that his socks were threadbare, with a couple of prominent holes.

    "Sorry," he said, looking sheepish. "Like I said, I don't have many smart clothes."

    "It's fine," said Sian. "Here, let me take your coat." He removed it and Sian took it from him, hanging it up in the cupboard beneath the stairs. "Come on through."

    She led him to the living room, where the television was still on. Her mother was nowhere to be seen, and her father was sitting upstairs browsing the Internet, as usual. She was grateful to them both for knowing to stay out of the way; perhaps they had a bit more sensitivity and consideration than she gave them credit for, she thought.

    Edward sat down on the couch; Sian sat in one of the armchairs. They both stared at the television for a few minutes.

    "Is there anything you want to watch?" said Sian, indicating the TV.

    "Not really," said Edward. Then he sat forward. "We could watch a movie or something?"

    "Okay," said Sian. "What do you want to watch?"

    "What have you got?" he asked.

    Sian smiled, and switched the channel on the TV, then pulled up her favourite video-on-demand service. "Pretty much anything you want," she said. Her smile widened at Edward's open-mouthed expression of wonderment. Apparently he had never encountered this sort of service before.

    "That one," he said, indicating a movie starring a popular action her. It looked like a distinctly testosterone-fuelled movie to Sian, which wasn't normally her sort of thing, but she was willing to give it a shot. Today was about Edward, after all, so if sitting through some blood-splattered action movie would make him happy, that's what they'd do.

    She set the movie playing and moved onto the couch next to him so she could see the screen better. Edward looked like he didn't quite know where to put his hands, or whether he could relax. Sian just sank back into the soft cushions of the couch with a sigh.

    Five minutes into the movie, there was a tap at the living room door, and Sian's mother poked her head around.

    "Would you two like a drink?" she asked quietly.

    "Please," said Sian. "Edward, do you want anything?"

    "Yes," he said. "Please," he added, correcting himself. "Whatever you have."

    Sian's mother disappeared, then returned a moment later with two large glasses of Coke. She passed one to Sian and one to Edward, then quietly left the room, closing the door behind her. Sian was grateful for her keeping out of the way, but felt slightly embarrassed at the assumptions her mother was probably making about her right now. She was probably going to go upstairs and have a good laugh about this with Sian's father right now.

    Sian shook her head and took a sip of the Coke. It was cold and still super-fizzy, so it tasted good. It had obviously come from a new bottle. Edward followed suit and took a big gulp, then belched thunderously.

    "Sorry," he said, looking faintly embarrassed. Sian just laughed.

    "It's fine," she said. Impulsively, she took a big gulp, felt the bubbles rise up inside her, then burped and giggled.

    "Heh," said Edward, not quite laughing, but that smile coming to his face again. "Don't think I've ever heard a girl burp."

    "We're full of surprises," said Sian. "Hey, do you want anything to eat? I can make some popcorn if you want."

    "Sure," said Edward. He turned his attention back to the movie. Sian wasn't really following it, but Edward seemed to be enjoying himself, and she was glad about that.

    She went into the kitchen, reached into the cupboard and drew out one of the bags of microwave popcorn. She placed it into the microwave, set the timer and waited. Nothing happened for a few seconds, then pop… pop… pop pop pop. She listened carefully until the popping slowed down again, then took the bag out and emptied its hot, popped contents into a bowl and took it back into the living room.

    Edward was right where she'd left him. She sat down next to him and laid the bowl of popcorn between them, then reached in and grabbed a handful. Then she turned back to the movie.

    This isn't so bad, she thought. This almost feels like a normal life. I wonder what Edward's thinking right now?

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    1411: Part 25 https://imnotdoctorwho.moegamer.net/2013/11/30/1411-part-25/ https://imnotdoctorwho.moegamer.net/2013/11/30/1411-part-25/#respond Sat, 30 Nov 2013 01:01:47 +0000 http://angryjedi.wordpress.com/?p=6034 Kristina didn't quite remember how she got here; it had all been a bit of a blur ever since Mark had walked in. Stormed in might have been more accurate; regardless, she felt dazed, confused, and not really up to whatever was about to happen in this small room. She was sitting in a small … Continue reading 1411: Part 25

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    Kristina didn't quite remember how she got here; it had all been a bit of a blur ever since Mark had walked in. Stormed in might have been more accurate; regardless, she felt dazed, confused, and not really up to whatever was about to happen in this small room.

    She was sitting in a small chair next to the Head's large, comfortable-looking swivel chair. Across the room from her was Edward, Mark and Edward's mother, whose name Kristina didn't know. The Head had stepped out for a moment, leaving the four in uncomfortable silence. Mark still looked as if he might snap at any moment, though he was leaning more towards "emotional breakdown" than "jealous rage" right now, and Edward's mother's face was unreadable. Edward, meanwhile, stared at the floor, his cheeks flushed.

    Eventually, the Head walked back in, relieving some of Kristina's tension. She was just starting to think she ought to say something to break the silence, but had come to the conclusion that she really had nothing to say right now.

    "Hello," said the Head. "I'm Mr Thompson, the headteacher here."

    Thompson was only a year older than Rhodes, but he looked about twenty years older. While Rhodes looked like a kindly uncle coming gracefully into middle age, Thompson's worn face and greying hair made him look more like a world-weary grandfather. Right now, he looked particularly tired. Kristina found herself wondering what he spent his days doing, since his door was usually closed and it was pretty rare the staff would see him at all; most matters of school business, be they discipline or dealing with parents, went through Rhodes rather than Thompson.

    This must be serious to involve the Head, thought Kristina. She shook her head. Of course it's serious. A man burst in to Parents Evening yelling and screaming, and collapsed on the floor in tears. What a silly thing to think, Kristina.

    She felt oddly detached from this whole situation now she wasn't the centre of attention. She almost felt like she could float right out of her body and watch the meeting unfold from outside; she wasn't even sure what she was doing here. Although the incident in the main hall had involved her, she didn't quite know how she could contribute to this meeting, whatever it was.

    "We have a problem," said Thompson. "There is obviously some sort of… history here." He gesticulated in the general direction of Mark and Kristina, then continued. "I take care not to involve myself in the private lives of my staff, but when something spills over into the professional space, I cannot help but pay attention. Would anyone care to explain the situation, please?"

    Silence. Kristina felt like she was a naughty child being admonished for a major misdemeanour, even though she knew she hadn't really done anything wrong. She glanced over at Mark, who didn't look in any fit state to talk right now.

    Eventually Edward's mother spoke up.

    "There's a bit of background we need to talk about," she said. She looked from Edward, to Mark, to Kristina. "And then we need to figure out how we're going to resolve this."

    Thompson nodded. No-one else said anything.

    "As I'm sure you know, Mark and I are no longer together," she began. "We tried to stay together for the sake of Edward, but it simply wasn't working." She sighed. "I knew that Mark wouldn't be capable of taking care of Edward by himself, but he insisted. He insisted so much he spent more money and time than he had fighting me for legal custody of Edward. There was nothing I could do; even though I knew the situation wouldn't be good for anyone, Mark was too stubborn to give up."

    Kristina looked over at Mark as Edward's mother said these things. He was tapping his feet and wringing his hands, but still he said nothing.

    "Edward occasionally contacted me in secret," she continued. "He told me how Mark was neglecting him; how he was angry and frustrated; how Mark would hit him in anger; how Mark would lock him in his room when he didn't want to deal with him. I wanted to help him, but the first legal battle against Mark had cost me almost all the money I had; I couldn't afford to fight him again.

    "But Edward kept contacting me. He wouldn't give up. He wanted to escape so badly, and I felt so bad for not being able to help him. But I was living in a one-bedroom flat and struggling to get by, so my situation would have barely been better than what Mark could offer, though I would have at least treated him better."

    "I'm confused," said Thompson. "If the situation at home was so bad, why didn't this get reported to Child Protection?"

    "It was an irrational fear on my part," continued Edward's mother. "I worried that if they took Edward away from Mark, they'd look at my living situation and deem me unfit to take care of him, either. I didn't want him to end up with some foster family he didn't know; that would just make his emotional problems even worse than they already are. At least in my mind. I know now that I should have done something sooner, and I regret that I didn't." She turned to her son. "I'm sorry, Edward."

    Thompson turned to Kristina, who was shifting uncomfortably in her chair.

    "And I'm not clear how you're involved, Miss Charles. Would you care to explain?"

    "I—" Kristina began, but before she could start mumbling her way through an explanation, she was interrupted.

    "It's my fault," said Mark with a cracked voice, sounding utterly defeated. "I… used to work with her friend. We had been flirting at work for a long time, and eventually we agreed to go out. But I had been such a mess ever since she left…" – here he gestured to his ex-partner – "…that I was having trouble dealing with… being normal." He took a deep breath and continued. "I thought things were going well. I craved intimacy, both emotional and physical, and I thought I had found it in Maxine. But I went too far, and when she resisted, I became angry and… did some things I regret."

    Kristina was surprised he was being so open about what had happened. She had expected him to lie, cheat and become aggressive, but seemingly the simple presence of the woman he had once loved had reduced him to little more than a shell of a man. His voice was cold and emotionless; there was no sadness, no anger, no bitterness; nothing.

    "Very well," said Thompson. "Can I please ask you to wait outside for a moment? I need to speak with Miss Charles privately for a moment."

    Edward's mother nodded, and was first to stand. She ushered Mark out of the room ahead of her. Edward trailed along, still staring at his shoes, his feet kicking the floor as he walked.

    Thompson closed the door after them.

    "Anything else you can tell me?" he said, standing in front of the door with his arms folded.

    Kristina felt a little uncomfortable.

    "Not about this situation," she said. "I can tell you that Edward seems to have been responding well to music lessons, and has actually been doing quite well." She hesitated a moment before continuing. "He has also been getting on well with Sian Beaumont in the music class. She's been helping him out a lot, and they seem to have made quite a friendship out of it. Unfortunately that seems to have had a negative impact on Sian's own friendships, as we've seen recently."

    "Hm," said Thompson, stroking his chin. "Anything else?"

    "No, I don't think so," she said. She paused. "Err," she began. She considered whether or not now would be the right time to reveal her plan.

    "Yes?" he said.

    "N-no, nothing," she said. "Would you mind if I… if I just went home now, please? It's been a difficult day."

    "Of course," he said. He stepped aside from the door and opened it. She passed through, not stopping to speak to Edward and his parents on the way past. She just wanted out, right now.

     

    *  *  *  *

    The following morning, Kristina woke up late. She could have probably made it in to school if she threw on her clothes and ran, but all motivation had left her.

    She fumbled around on her bedside table for her phone, but when she pressed the button to wake it from sleep, it became apparent its battery had gone flat. Groaning, she reached down beside the bed to grab the charger cable — why did they make them so damn short? — and plug it into the phone. Then she lay back and closed her eyes for a moment, hoping she wouldn't fall asleep.

    A few minutes later, after successfully remaining awake, she grabbed her phone, which now had enough charge in it to wake up. She dialled the school's number; she knew that, given how late it was, she'd have to actually speak to someone rather than leave an answerphone message, but it was better than leaving them high and dry.

    "Hello," she said with a cracked voice. She didn't clear her throat to fix it; the more ill she sounded, the better. "It's Kristina, I'm afraid I'm not very well today so I won't be coming in."

    It was technically a lie, but she really didn't feel like she had the energy to face school today. She tried to avoid pulling a sickie if she could possibly avoid it, but today she felt like she had earned it.

    The inevitable question came. Did she have any cover work for her classes?

    "I'll email some through to Martin," she said. She had no intention of doing so, but it was easier to say that she was going to send something. Then she hung up before there could be any more questions.

    She lay back, closed her eyes and this time allowed sleep to claim her once again.

    *  *  *  *

    She wasn't sure how long she'd slept when she awoke again; her mind had been bounced around by some truly peculiar dreams. She opened her eyes and stared at the ceiling for a while, not wanting to move. All her joints ached, and she just wanted to lie still for hours.

    She stared at the ceiling for a while, closed her eyes and felt herself falling asleep again. But she forced herself awake again, rolled over and pulled one leg out of bed, then the other, sitting up groggily as her feet hit the floor.

    She grabbed her phone. There was a missed call from school on it, and another from a mobile number she didn't recognise. Probably Martin asking where the cover work she promised was.

    She dismissed the notifications and opened up her contact list. She scrolled through until she found the number for her local doctor's surgery.

    "Hello," she said as the receptionist answered on the other end. "I was wondering if you had any appointments today."

    There was a pause as the receptionist checked.

    "There is?" Kristina said. "Okay, I'd like to make an appointment, please. Thank you."

    This was it. There was no turning back from here, but she no longer felt any regrets or hesitation; this was the right thing to do.

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    1410: Part 24 https://imnotdoctorwho.moegamer.net/2013/11/28/1410-part-24/ https://imnotdoctorwho.moegamer.net/2013/11/28/1410-part-24/#respond Thu, 28 Nov 2013 22:43:42 +0000 http://angryjedi.wordpress.com/?p=6031 The week rolled around, day by day. Sian felt demotivated and indifferent towards her studies for the first time in years, and her teachers had noticed, with several of them pulling her aside after class to ask whether everything was all right. Most of them were aware of the altercation between her, Jasmine and Nicola … Continue reading 1410: Part 24

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    The week rolled around, day by day. Sian felt demotivated and indifferent towards her studies for the first time in years, and her teachers had noticed, with several of them pulling her aside after class to ask whether everything was all right. Most of them were aware of the altercation between her, Jasmine and Nicola the previous week, but they also tended to assume that spats between teenage girls were usually patched up almost as quickly as they happened.

    This one hadn't, though. Jasmine and Nicola had barely said a word to Sian since the incident, and had pointedly moved away from her in the classes they had together, leaving her to sit by herself. It made her feel bad.

    The only person she felt gave her any meaningful interaction any more was Edward, and despite her good intentions to be positive towards him, she was wary of being seen with him for fear of either or both of them being harassed — and worse, it causing Edward to fly into one of his rages. She didn't want that, and she knew Edward didn't either; it just happened. It was part of who he was, and Sian felt like she was one of the only people in the school — staff of the Unit aside, whom she'd got to know quite well over the last few days — who could look past the angry exterior to the person within.

    Sian had discovered through her conversations with him that Edward was actually quite an intelligent person, with a particularly natural flair for the creative. The fact that his difficulties had caused him to miss a lot of lessons meant that he was lacking in certain basic skills, particularly when it came to literacy and numeracy, but when he could communicate his feelings and articulate his thoughts coherently, it was clear to her that there was quite a clever young man struggling to get out from beneath all the resentment, bitterness and anger.

    Sian had paid Kristina a few visits over the course of the week, but had found her friend increasingly distant, distracted and unwilling to talk. She often had a far-off look in her eyes, like she was seeing something Sian couldn't, and she rarely had time to spend more than five minutes talking.

    Sian knew the reason, of course; it was abundantly clear. Kristina had given up. She had had good intentions to try her best for one last shot when they had met in the coffee shop, but her attempts had obviously been unsuccessful, because now she looked utterly defeated. Sian recognised the feelings, and felt for her teacher, but didn't know what else she could do.

    She thought back to the story Sian had told her about her friend at university, the one who had suffered from depression and had regularly shut herself away from anyone who wanted to help or comfort her. She couldn't help but draw comparisons to Kristina; she was starting to show much the same symptoms, and Sian recognised her own feelings of helplessness as what Kristina must have gone through several years previously.

    Thursday morning came around; the day of Year 11's Parents Evening. Sian tried her best to maintain her focus over the course of the day, but knew that most of her teachers had already noticed how distracted she had been for the rest of the week and would almost certainly tell her parents about it. She really wasn't looking forward to the inevitable conversation in the car on the way home; her mother in particular would ask probing questions that she wouldn't want to answer, and her father would get increasingly frustrated as she refused to answer them. She predicted the evening would more than likely end in a huge argument between her and them.

    When lunchtime came, Sian decided to go and see Kristina again. When she arrived at the classroom, Edward was already there waiting outside the door, peering through the small window.

    "Hello," she said.

    "Hey," he said quietly, not turning to look at her.

    "What are you doing?" she asked.

    "I wanted to see Miss," he said. "But she looks… well, take a look."

    He moved away from the door and gestured for Sian to take a look through the small window. She did so.

    Inside, she could see Kristina sitting at the piano, but she wasn't playing. No, she was crying. Her head was in her hands, and she was crying; judging by the heaving of her shoulders, it was a particularly intense bout.

    "Should we go talk to her?" Edward asked. "I, uh, don't really know how to deal with this."

    Sian didn't either.

    "I…" she began, turning to him, then turned back to look through the window again. Kristina was right where they had left her. "Yeah. Yeah, we should."

    She pushed the door open assertively without knocking. Kristina looked up, startled, tears sparkling on her cheeks and makeup running down her face.

    "Oh God," she said. "I'm sorry, was I supposed to…"

    "No," said Sian as calmly as she could manage. "No, there's nothing to worry about. We just wanted to…"

    She wanted to say "see if you were all right," but that seemed like a silly thing to say right now. Of course she wasn't all right.

    "We just wanted to come and see you," said Edward. "We're worried about you."

    Sian looked at Edward in surprise. It wasn't like him to show such open empathy.

    "Yeah," said Sian. She fumbled around in her pocket to find the packet of tissues her mother pushed onto her every few days. She drew one out and handed it to Kristina, who took it with a weak smile.

    "Yeah, you should be," said Kristina. "I know I'm being completely unprofessional by being like this, but, you know, fuck it. I can't take this any more."

    Both Sian and Edward bristled as they heard Kristina hiss the profanity bitterly, but they didn't say anything.

    "I'm sorry," she continued. "I'm sorry to you both. But…" she hesitated and took a deep breath, which was interrupted by the remnants of a sob. "I don't think I'm going to be your teacher for much longer."

    Sian nodded.

    "I understand," she said. Edward said nothing; he just looked at the floor.

    The room was silent for a moment.

    "It's my fault, isn't it?" said Edward quietly, still looking at his shoes.

    "No," said Kristina. "No, Edward, why would you say that?"

    "I don't know," he said. "But I feel like everything's my fault. I fuck everything up."

    Sian placed a hand on his shoulder, and heard him take a sharp intake of breath as she made contact with him.

    "You don't," she said quietly. "You can't blame yourself for everything. There are things you could do better, sure, but that's true for all of us. But this; this isn't your fault."

    "No," said Kristina. "It's not. It's not you. It's me. I'm not cut out for this job. I thought I was, but I'm not. It's taken me quite some time to admit that to myself, but this really isn't me. This isn't the person I used to be. I don't like the person that this job is turning me into, and if I carry on I'm not only going to be letting myself down, I'm going to be letting the rest of you down, too."

    Sian took her hand off Edward's shoulder and walked towards Kristina. She put her arms around her teacher's shoulders and hugged her.

    Kristina started crying again, but the tears didn't have quite so much sadness in them this time.

     

    *  *  *  *

    Finally, the end of the day came around. Kristina somehow managed to survive her afternoon lessons without having an emotional breakdown, and knew that she only had to make it through Parents Evening, and then she would be free.

    Between the end of school and her first appointment, she took a moment to wash her face, reapply her makeup and make sure she looked presentable and professional.

    Might as well go out on a high note, she thought.

    She walked back to her classroom, picked up her mark book and headed to the table assigned to her in the hall; tucked away in the back corner, much like the music department as a whole.

    She only had a few appointments; a number of her students' parents had apparently decided that music wasn't important enough to check their progress in, and so she spent much of the evening drinking the staffroom's horrible instant coffee and eating cheap biscuits.

    As the light faded outside, she couldn't help but look at the last entry on her list: Edward's parents. She wasn't sure how she was going to deal with Edward's father, and Edward hadn't said whether or not his estranged mother would be coming along, either. But time was ticking down, and she knew that there was no escape.

    She went and sat back at her desk, feeling her heart rate gradually increasing as she watched the clock gradually work its way ever-closer to seven o' clock.

    As she saw Edward's father approaching, she felt like her heart had stopped and time was standing still.

    "Holy shit," she said to herself. "Mark."

    There was no mistake; it wasn't the clean-cut, well-dressed Mark she'd seen before, however; he had shaggy, unkempt hair and he obviously hadn't shaved for a while. But it was still him.

    She made eye contact, and she knew it was too late to get away; he was storming towards her, striding with furious purpose down the aisles between the tables.

    The rest of the world became a blur, darkening at the edges; all she could see right now was him, with Edward following closely behind him, looking more scared than she had ever seen him.

    "Bitch!" hissed Mark as she reached Kristina's table. He slammed his fist down on her desk and said it again, louder. "Bitch!"

    The noise of the other meetings going on in the room subsided, and Kristina could feel all eyes turning to her. She wanted out, now.

    "Uh-uh-uh-uh," she stammered, unable to get any words out. Her heart was pounding in her chest.

    "You and your little friend ruined my life!" he yelled, pushing her table aside as if it were nothing more than a light curtain. Kristina stood up and moved behind her chair, though she knew it would offer little protection if he did decide to become violent.

    "You ruined my life!" he said again, but this time he wasn't screaming with anger; it was said with agonising frustration and sadness. He sank to his knees and clutched at his temples; tears formed in his eyes and he started to sob.

    He let out a bloodcurdling howl and sank to the ground. Kristina looked at him in astonishment, and could tell the rest of the room was doing the same.

    The room fell silent for a moment, then the noiselessness was broken by the sound of high-heeled footsteps on the wooden floor, echoing through the high-ceilinged hall.

    They came closer and closer; Kristina didn't recognise the woman, but as soon as Edward turned around, looked at her and smiled, she understood.

    "Have I come at a bad time?" said Edward's mother.

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    1409: Part 23 https://imnotdoctorwho.moegamer.net/2013/11/27/1409-part-23/ https://imnotdoctorwho.moegamer.net/2013/11/27/1409-part-23/#respond Wed, 27 Nov 2013 20:36:48 +0000 http://angryjedi.wordpress.com/?p=6028 The weekend came and went, and with it, time to think. Kristina had reached an agreement with herself; she would return to school on Monday, stick it out until Parents Evening, and only then decide what to do next. She was trying very hard not to decide beforehand what she was going to do; she … Continue reading 1409: Part 23

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    The weekend came and went, and with it, time to think.

    Kristina had reached an agreement with herself; she would return to school on Monday, stick it out until Parents Evening, and only then decide what to do next. She was trying very hard not to decide beforehand what she was going to do; she was determined that it would be a considered decision, but not one she had made her mind up about days beforehand.

    Parents Evening was Thursday; today was Monday. That gave her three full days and most of a fourth to prepare herself and figure out what was going on — whether she could continue surviving the way she had been, or whether it was time to bow out gracefully and try to do something else.

    Kristina couldn't help but see the second option as a failure somehow, but in a long conversation with Maxine, she had learned to at least entertain the possibility that it might, in fact, be the right thing to do. Regardless of whatever sense of "duty" she had; regardless of whether or not it meant that all that time she'd spent training had somehow been wasted; if it was the right thing to do, it was the right thing to do.

    But no. She wasn't going to decide one way or another until after she had made it through Parents Evening, at which point she would make her mind up once and for all, and then try her best at whatever she decided to do next.

    It felt like an attainable goal. It was just three and a bit days, after all — perfectly doable.

    She stepped into the school grounds on Monday morning feeling oddly positive and detached. She dimly heard a few children jeering at her as they saw her, but she successfully ignored it and walked into the building, through the corridors and down to her classroom.

    The room was just as she'd left it. The papers were still on the desk, though in her absence at least the piles hadn't grown any more. The book of music was still on the piano, so she took a moment and indulged herself in flamboyantly performing a couple of favourite pieces to no-one in particular. She looked at the clock; it was time for the staff briefing, but she didn't feel like going today. Instead, she just waited for the inevitable.

    There was the bell for registration; the gradual calming of the noise outside. There was the second bell for the end of registration; the gradual crescendo of talking, laughing and shouting as the children returned to the hallways of the school, then the diminuendo of them entering the classrooms and beginning their lessons.

    She noticed that the noise she expected outside her own door was nowhere to be seen. Where was 7C?

    She stood up from the piano and walked outside; no-one was in the open area outside her room. How odd. Had she missed something important?

    She returned to her room and rummaged through the papers on her desk. Eventually she found her answer: year 7 was on a field trip today, and as such their normal lessons would not be taking place. All teachers who would normally teach year 7 were expected to be available for cover lessons.

    Kristina looked at the date on the memo; it had gone out last week, and had seemingly just got buried amid all the other piles of paper on her desk. Fortunately, it didn't appear to matter too much; no-one had come to fetch her for cover today, and so she smiled at the prospect of a free period, and resolved to get up to date on marking some of the books she'd neglected for so long.

    She'd had good intentions for marking, but had somehow never managed to stick to them. The school had rather exacting standards as to how books should be marked, with particular attention paid to things like spelling and punctuation, and an overly complicated system of marks to denote various things about the things students had written. In her first few weeks, Kristina had stuck to the marking scheme rigorously, but over time had determined that whatever she wrote, whatever she pointed out with her pens — red or green, she'd tried both — it was, more often than not, summarily ignored by students, so much so that there were children in year 9 who were still writing answers to questions in textspeak and completing homework with printouts from Wikipedia.

    She opened the first of a stack and sighed at the sight of the owner's clumsy handwriting and poor spelling. She flicked through the pages, admiring her seeming dedication to the job in the early days of the term, spotting the cut-off point where she'd simply stopped marking books and begun the path she was on now — the path of never being able to get caught up, ever.

    She closed the book and returned it to the stack, then returned the stack to its customary spot on the windowsill. Marking had waited this long; it could wait for another day, and besides, the attainment levels for music were so poorly defined that she had proven on several occasions already that she could pretty much make up the results for her students based on what she knew of their personalities and work ethics and still be complimented on her rigorous marking and solid tracking of their attainment — just so long as they didn't take a random sample of her exercise books, of course.

    Oh God, she thought, sitting down at her desk. I really am an unsatisfactory teacher. I can't be bothered with any of this shit.

    But did it matter? That's what she wasn't sure of. She still held the somewhat idealistic view that teachers should be people who inspired and imparted knowledge, not people who filled out forms. It shouldn't matter that she hadn't used the school's secret code for showing when someone had misspelled something or failed to put a comma in the right place, because she had it where it counted — she had heart and soul, and she wanted these kids to learn about music.

    It wasn't that simple, of course. Her mind drifted back through numerous lessons, and it naturally fixated on all the times where she'd spent more time shouting at the class than actually imparting knowledge or helping them out. She saw the faces of the few industrious, committed children in even the most unpleasant classes, and worried that they felt disappointed in her.

    Then she saw Sian's face, looking at her supportively. If Sian understood what she was going through, didn't it follow that other students would too? Not necessarily, she thought, since Sian was a special case; she was far more mature than many of her peers, and she was rare in that she clearly saw her teachers as real people rather than automatons purely designed to make the life of teenagers difficult.

    Kristina sighed and laid her head down on the piles of paper on her desk. The positivity with which she had arrived at school this morning was draining out of her by the second, and she was becoming more and more convinced of what her decision would be come the end of Thursday.

    Her door opened, and a child she didn't recognise walked in.

    "Miss?" she said. "Um, I think you're supposed to be covering our class?"

    Shit, Kristina said to herself. They must have doled out cover assignments during briefing. Bollocks. Fuck. Shit.

    "All right," she said. "I'll, uh, be right there. What class is it?"

    "8A," said the girl. "We're doing Maths."

    "Okay," said Kristina. "I'm sorry, no-one told me, I…" She stopped herself, realising that the child probably didn't care, and that the class probably welcomed the fact they had been without a teacher for twenty minutes.

    She gathered her things and turned to the girl.

    "All right," she said. "Ready to go."

    "Uh, miss?" said the girl. "Your nose…"

    Kristina put her hand to her nose, which she now noticed was feeling a bit strange. When she looked down at her hand, it was covered in blood.

    Oh shit, she thought. Great timing. Just perfect.

    "Let me get you a tissue," said the girl, running out of the door.

    Kristina tipped her head back and pinched the bridge of her nose, unsure of what else to do; it had been a long time since she'd had a nosebleed, and she couldn't for the life of her remember how to fix it. When the girl came back, Kristina took the sheet of paper towel from her and held it under her nose. Before long, it was stained a deep crimson with her blood; the girl passed her another as Kristina tossed it aside.

    "Can you go to Reception, please," said Kristina from behind the tissue. "I… don't think I'm very well. I'm going to need someone else to cover your class."

    "Okay," said the girl. "Get better soon, Miss."

    Then she was gone.

    Eventually the bleeding stopped, and Kristina looked down at the bloody tissue in her hand.

    "Nothing is worth this," she said out loud. "I've got to get out of here."

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    1408: Part 22 https://imnotdoctorwho.moegamer.net/2013/11/26/1408-part-22/ https://imnotdoctorwho.moegamer.net/2013/11/26/1408-part-22/#respond Tue, 26 Nov 2013 20:54:27 +0000 http://angryjedi.wordpress.com/?p=6026 I gave up. Sian looked at the message again, feeling a great sense of sorrow. She had heard about the incident where Kristina had run out of the science lesson — how could she not? The school was abuzz with it. The way people were talking about it disgusted Sian. A number of people whom … Continue reading 1408: Part 22

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    I gave up.

    Sian looked at the message again, feeling a great sense of sorrow.

    She had heard about the incident where Kristina had run out of the science lesson — how could she not? The school was abuzz with it.

    The way people were talking about it disgusted Sian. A number of people whom she knew for a fact had never had a lesson with Kristina seemed to be seeing the fall of a teacher as a "victory" — for whom, she couldn't really determine. She certainly didn't feel it was something to be celebrated when the teacher of one of the subjects she was going to be examined in come the summer had been driven out of her job, perhaps never to return. She knew that music was hardly the most popular subject in school, but that was no reason to celebrate.

    The injustice of it all frustrated her. She knew that Kristina was trying her best, struggling against difficult odds made even harder by the school's own woes. And Sian thought she was doing a good job, too; she always came away from her music lessons feeling like she'd learned something and that her life was somehow richer — even in those sessions where she'd done little more than play the piano or sing. Kristina just helped her feel like she was doing something good and worthwhile.

    Now she had lost Jasmine and Nicola to the mob, too, she wasn't sure what to do with herself. She got on well enough with her peers in her music class, but not well enough to feel confident hanging out with them. And she felt sure that by now, if Jasmine and Nicola had judged her for her supposed "sins," the rest of her peers were likely thinking much the same thing.

    She felt very alone.

    I can understand how you feel, replied Sian. I'm feeling that way too.

    She rolled over and faced the wall. She felt comfortable inside her duvet; safe and peaceful. At least until her mother came in on one of her regular visits to see if she was "all right".

    Sian had successfully managed to convince her parents that she wasn't feeling well enough to go into school today. It was a lie, of course, but she felt like she needed some time to recuperate and gather her thoughts.

    She hadn't told her parents anything of what had transpired, nor had she told them of her worries about Kristina. She'd made an appointment for them to see Kristina at Parents Evening earlier in the week, and as far as they were concerned, that was going to go ahead as normal next week. Sian found herself doubting that was an appointment that would be kept, however.

    There was a tap on her door, and she heard it open.

    "Hello," said her mother in an overly cheerful voice. "I brought you a cup of coffee. How are you feeling now?"

    "Not great," said Sian, faking a croaky voice and continuing to face the wall. "I'm really tired. I think I'd like to try and sleep for a bit."

    "That sounds like a good idea," said her mother. She leaned over and stroked her daughter's hair. "You should put that phone away if you're trying to get some sleep."

    Sian realised she was still clutching her phone in her hands, and hoped that her mother hadn't seen the message exchange on the screen. She looked down at the device and saw that it had automatically gone to sleep. Suddenly, it buzzed in her hand and lit up.

    "Oh, you've got a message," said her mother. "Is it your friends checking up on you?"

    "Something like that," said Sian, silently urging her mother to please just leave her alone.

    Eventually, she did, and Sian was left to review the message. It was, of course, from Kristina.

    How do we pick ourselves up after this? she'd written. How do we get back to normal?

    I don't know, Sian typed back immediately. I wish I knew. I wish life was easy.

    Moments later, Kristina replied again. You sound like me. You're a bit young to start talking like that, aren't you?

    Apparently you're never too young, responded Sian. We'll work it out. We have to. There's no other option, is there?

    There are other options, replied Kristina. But none of them are particularly desirable or helpful. So I guess you're right.

    Sian paused, unsure of what to say next.

    Do you want to meet for a coffee later? came another message from Kristina, moments later.

    Yes, said Sian. Only my Mum thinks I'm sick, so I doubt she'll let me out.

    Are you skiving off? came the reply. I didn't think you had it in you.

    Sian smiled weakly. I could say the same to you.

     

    *  *  *  *

    Later in the day, well after the school day had ended, Sian successfully convinced her mother that she was feeling better, and that a walk in the fresh air would do her more good than sitting around the house.

    Her "walk" was actually to the bus stop, and onward into town, where she would meet Kristina and the pair of them would commiserate with one another.

    The bus ride seemed to pass very quickly, since Sian was lost in her thoughts. She got off and walked down the street to the coffee shop, which wasn't far away. Kristina was already in there waiting for her. She looked very tired, with bags under her eyes, unkempt hair and no makeup.

    "Hello," she said as brightly as she could manage.

    "Hey," said Kristina with a dry, cracked voice.

    Sian sat down opposite her defeated teacher, and the pair just looked at the table in silence for a moment, then Sian got up, fumbled around in her pocket for her purse and went to the counter.

    "What are you doing?" Kristina called.

    "I owe you one," said Sian. "Let's indulge."

    Sian returned a moment later with two large lattes and two big slices of chocolate cake, much like the ones they'd had at the supermarket a few days earlier. The pair of them dug in, and Sian found herself immediately feeling a little better.

    "This is so weird," said Sian. "These feelings, I mean. It's like… I feel really sad, but there doesn't feel like there's anything causing it. I mean, I know shitty things have happened recently, but it's not those things I'm sad about; it's just a general feeling of, you know, meh."

    "I know exactly what you mean," said Kristina. "That's depression, Sian. And it happens to the best people."

    The pair of them took another mouthful of cake. Kristina continued.

    "I had a friend at university while I was training," she said. "A really close friend. We got on really well. But she had depression. So much so that there were times when she just couldn't deal with being around people. I felt terrible when that happened, because there was just nothing I could do; I couldn't comfort her, I couldn't tell her everything was going to be all right — she'd just push me away and want to hide. As difficult as it is to admit now, I think I finally understand where she was coming from. There isn't always a cause. There isn't always a cure. It just… is. And you sort of have to learn to deal with it."

    "Well, you're handling it better than she did," said Sian.

    "Really?" said Kristina with a weak laugh. "Have you seen me? I've seen me. I look like a tramp. And I just don't care right now."

    "No," said Sian. "You haven't locked yourself away though. You're not hiding. You're here now, aren't you? You're talking to me about it."

    "Hm," said Kristina, pondering. "I guess you're right." She smiled. "Kindred spirits or something, perhaps."

    Sian took a gulp of coffee, and Kristina put another piece of cake in her mouth. She chewed it a few times, swallowed and then sighed.

    "Oh, Sian," she said. "What are we going to do?"

    "Well, I don't have much of an option," said Sian. "You, on the other hand, I think…"

    "Miss?"

    The third voice interrupted Sian. The pair of them hadn't noticed him approach, but now Edward was standing by their table, looking slightly uncomfortable.

    "Edward," said Kristina weakly. "Hello."

    "You all right, Miss?" said Edward. "You look like shit."

    Sian smirked. Kristina looked at her, then back to Edward with a slight smile.

    "Yes, well, I feel like shit," said Kristina. Sian couldn't help but feel a ripple of excitement at hearing a teacher swear. "But Sian here is helping. And perhaps you'd like to join us, too?" She looked to Sian for approval; Sian gave her a nod.

    "Okay," said Edward. "Will someone buy me a drink?"

    Sian reached into her pocket but Kristina stopped her.

    "I got this," she said. "What do you want, Edward?"

    "Hot chocolate," he said. "Extra cream. And marshmallows."

    Kristina walked off to the counter to order Edward's drink. He turned to Sian.

    "You weren't at school today," he said.

    "No," she said.

    "I, umm," he said, his cheeks flushing somewhat. "I, err, missed you."

    Sian was surprised at what he was saying, but that surprise soon gave way to a pleasant feeling of warmth inside.

    "Thanks," she said. "Since the other day I was… wondering if anyone would care if I wasn't there."

    "I, err, I do," he said awkwardly, his face now bright red. "You've been really nice to me, so I… I don't know, I…"

    At this point, Kristina returned with Edward's hot chocolate and rescued him from his stammering. Sian was intrigued; was he simply expressing friendship or preparing to confess deeper feelings? She was surprised to find herself not entirely repulsed by the idea, but knew anything more than friendship with Edward would almost certainly be more trouble than it was worth.

    Kristina put the big glass of hot chocolate in front of Edward, who received it gratefully and immediately dug in, a moustache of whipped cream forming on his top lip. He turned to Kristina.

    "Miss," he said. "I just wanted to say I'm sorry for being a dick in the past. And I wanted to say thanks, too." He turned to Sian. "You two are the only people outside the Unit who take me seriously."

    "That's my job, Edward," said Kristina, passing him a napkin and indicating his top lip. "It's a teacher's job to take her students seriously and try and do what she can for them."

    Sian smiled. She knew that Kristina's words were for her own benefit as much as Edward's, but Edward seemed to appreciate them.

    "Well," he said. "I'm going to try. I'm going to try harder, and make my Mum proud. Then I can tell my Dad to stick it."

    Sian raised her eyebrows. She knew that Edward didn't talk a lot about his family or his troubles with his father, so was both surprised and pleased to hear him being so open with Kristina.

    "That's good, Edward," said Kristina. "I've seen how hard you've been trying, and I think it would make your Mum proud." She hesitated a moment. "Edward, your Mum and Dad aren't together any more, isn't that right?"

    "Yes," he said, looking at the floor. "I live with my Dad."

    Sian unconsciously grit her teeth, but said nothing.

    "Why don't you ask your Mum to come along to Parents Evening?" she asked. "It'd be good for her to find out how you're doing, and I don't know how well you're getting on in other classes, but I'll be more than happy to give you a good report, given how hard you've been trying."

    Edward smiled.

    "I don't know if she'll say yes," he said. "But I'll try."

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    1407: Part 21 https://imnotdoctorwho.moegamer.net/2013/11/25/1407-part-21/ https://imnotdoctorwho.moegamer.net/2013/11/25/1407-part-21/#respond Mon, 25 Nov 2013 11:32:55 +0000 http://angryjedi.wordpress.com/?p=6023 Kristina lay on her couch, staring at the ceiling. Underneath her blanket was nice and warm, and it felt safe. The TV was still mumbling something in the background, but her mind was too hazy to even contemplate what was on right now. It had been on all night, but she hadn't paid any attention … Continue reading 1407: Part 21

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    Kristina lay on her couch, staring at the ceiling. Underneath her blanket was nice and warm, and it felt safe.

    The TV was still mumbling something in the background, but her mind was too hazy to even contemplate what was on right now. It had been on all night, but she hadn't paid any attention to it, nor had she got a wink of sleep. She kept replaying the incident with the year 9 class over and over again.

    She felt ashamed; she had utterly overreacted to the situation, and she had lost her cool. She doubted she'd ever be able to recover her credibility from what had happened — at least among that class, and probably now among the rest of Year 9, too — and knew that she had made a huge mistake. But there was no turning back now.

    The stress had been gradually building in her head for some time now. How much she noticed it depended on how good a day she had had, but it was always there in the background, rumbling away like the noise from the TV in her living room right now. It never truly left; the feelings of inadequacy, of worrying that she couldn't match up to people who did her job far better than she did; the feeling of panic that she would be somehow letting her young charges down through her own incompetence.

    She screwed her eyes up and rolled onto her side, burying her head in the couch cushions. It was a futile gesture, of course, since anxious thoughts are not something you can blot out like unpleasant noises, but it made her feel momentarily better to try and escape from her own feelings. Then they caught up with her and she felt like she wanted to cry, but instead she just rolled onto her back again and stared at the ceiling. No tears came; she simply didn't have the energy to do anything.

    She heard her phone buzzing on the table where she left it, but didn't move to answer it. She had no idea what time it was or who might be calling her, and right now she didn't care. She just wanted to sink into the couch and disappear, never to be seen again.

    I've failed, she thought. I've failed utterly. This is the one thing everything in my life up until this point has been leading towards, and I've ruined it.

    Finally, a tear spilled from the corner of her right eye and rolled down her cheek, but she still couldn't muster the strength to actually cry properly. It frustrated her, because she felt it would probably help to release all the tension currently wracking her body, but it wasn't happening.

    She closed her eyes and was immediately confronted with the image of what had happened again, replaying over and over. She could hear herself screaming, could see the sneering face of the boy she'd sent out, could feel the mocking looks of the children she was being paid to look after and educate. She had let them down.

     

    *  *  *  *

    There was a banging on her door, and it happened to coincide with one of the rare instances where she had got off the couch — this time to get herself a drink to soothe her parched throat.

    She had spent most of the day on the couch with the curtains drawn, so she had no idea what time it was — nor did she know who might be banging on her door at this hour. She had a feeling she didn't want to know, either, but despite part of her brain urging her to just return to the couch and continue to wallow in her own depression, she walked to the door and opened it.

    She was relieved to see it was Maxine — the one person she felt like she could be reasonably comfortable with right now.

    "Hey, you," began Maxine, before looking Kristina up and down. "Man, you look like hell. What happened?"

    Kristina was clad in her pyjamas — a rather immature, girlish pink top with a picture of a rabbit on the chest, and some ill-matching striped bottoms that weren't at all flattering to her figure. Her hair was bedraggled, her eyes were puffy from sporadic bouts of crying, and her lips were dry and cracked.

    "I…" said Kristina. "I'll tell you in a bit. Come in. I'll put some coffee on. I need it. Now."

    Maxine followed Kristina inside, a concerned expression on her face. Kristina wordlessly walked into the kitchen and began preparing the coffee. Maxine sat down on the couch, moving Kristina's blanket aside and turning the television off. The familiar loud buzzing of the coffee machine emanated from the kitchen.

    Kristina returned a moment later with two steaming cups of coffee and sat down on the couch. She handed one of the cups to Maxine, sat down and wrapped her legs in the blanket.

    "I was going to tell you some stuff," said Maxine. "But you haven't been answering your phone all day and… well, you look like you might need to talk first."

    Kristina sighed.

    "No," she said. "You go first. I think I need to work up to mine."

    "All right," said Maxine. "I went back to work today. Mark was there, but I steered well clear of him."

    "He was there?" said Kristina. "I'm surprised he wasn't locked up."

    "No," said Maxine. "By the time the police got there, he'd long gone, and there was nothing I could do to prove what had happened. At least, not then. But while I was away he sent me a ton of threatening messages. Messages that proved more than adequate evidence to show to work."

    "Oh!" said Kristina. She could feel her anxiety and depression lifting — temporarily at least — and was grateful to Maxine for providing a distraction. "So you…"

    "Yep," said Maxine. "First thing I did today was go see my boss, explain what had been happening and show her those messages. By the time I got back to my desk, Mark was nowhere to be seen in the office, and I somehow don't think he'll be back."

    "Well, that's good," said Kristina. "Just be careful. He strikes me as the sort of person who will probably hold a grudge for something like that."

    "Well, if he does, I have plenty of ammunition to give to the police now, too," said Maxine. "I'd like to think that he's not so stupid as to jeopardise his wellbeing further, particularly as I discovered he's got a kid he's supposed to be taking care of, too."

    "A kid?" asked Kristina, suddenly curious. "You never mentioned that."

    "Neither did he," said Maxine. "And I never saw any sign of them, either. But apparently it's true."

    "Huh," said Kristina. "Well, I can't judge his parenting, but if he behaves anything like he does towards you towards his kids, then…"

    "Yeah," said Maxine. "I'm not sure what the deal is. And frankly I'm not sure I want to know any more."

    The pair took the opportunity presented by the natural break in the conversation to sip their coffee. Kristina leaned back, exhausted, after she swallowed.

    "Oh, gosh," she said. "I needed that. I didn't get a wink of sleep last night."

    "Yeah," said Maxine. "Come on, spill it. What's going on with you?"

    Kristina took a deep breath and recounted the story of what had happened the previous day. Maxine's face alternated between horrified and sympathetic towards her friend.

    "Man, you've got to get out of there," said Maxine after Kristina had finished. "It's killing you. Possibly literally."

    Kristina shivered. She'd never actually gone so far as to seriously contemplate suicide, but had found her thoughts wandering to dark places in particularly stressful times; last night had been particularly bad.

    "Yeah," she said. "But it's not quite that simple, unfortunately. I can't just quit. I'd be letting everybody down. I'd be letting the kids down, letting the staff down—"

    "Fuck those guys," said Maxine. "Right now, you're the most important one. You need to take care of yourself. And do you really think you won't be letting them down if you collapse in the middle of a lesson from a heart attack or, I don't know, fly into a crazy violent rage or something?"

    Kristina knew that Maxine was joking, but shuddered at the possibility of actually hurting one of her young charges in anger. Sometimes it was so, so frustrating, and in her mind's eye she saw herself dealing with the problems with force. She was ashamed of those thoughts, but she knew at the same time they were nothing but fantasies that no-one really needed to know about.

    "Yeah," said Kristina. "I'm… going to take the rest of this week off, then see how next week goes. It's Parents Evening, so I really need to be there to talk to these kids' folks on how they're doing. I'll decide what to do once that's all dealt with."

    "Jeez," said Maxine. "You have a twisted sense of duty to that place."

    "It's how we're trained to be," said Kristina sadly. "However shit it gets, you're supposed to just deal with it and keep on carrying on."

    "That's no way to live," said Maxine.

    "No," said Kristina. "It's not."

    Internally, she had already made her mind up and knew what she was going to do, but had decided to maintain the appearance that she was going to "try" going back next week to see what would happen. She knew that she had already given up, though; there was no going back. She needed a clean break, though, and Parents Evening felt like a good time to cut the cord and escape.

    *  *  *  *

    Kristina invited Maxine to stay the night. She wanted her friend to be safe from any potential repercussions of her reporting Mark earlier, and also wanted to not be alone, though she didn't admit the latter part. Maxine immediately saw through her, though, and agreed to stay.

    Later that evening, while Maxine was in the bathroom, Kristina looked at her phone for the first time that day. She had heard it buzzing off and on as the hours had passed, but had deliberately stayed away from it. She didn't want to know.

    Now, she picked it up. It was down to 5% battery, so she knew it wouldn't last much longer, but she also saw that there were ten missed calls, some from the school's number, others from mobile numbers she didn't recognise. There were three voicemails, too, but she didn't feel up to listening to those right now.

    She started feeling the grip of anxiety around her stomach again. She felt like she'd done something really wrong, and that she'd have to somehow make up for it.

    But then the rational part of her brain kicked in, and thought of her plan. Not much longer to go, she thought. Then I can escape.

    She hadn't thought of what she would do after she escaped, of course, but she'd cross that bridge when she came to it.

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    1406: Sunday Night https://imnotdoctorwho.moegamer.net/2013/11/24/1406-sunday-night/ https://imnotdoctorwho.moegamer.net/2013/11/24/1406-sunday-night/#respond Sun, 24 Nov 2013 23:14:46 +0000 http://angryjedi.wordpress.com/?p=6021 It is, as the title says, Sunday night, and as usual I have left writing this until the last minute, and as such rather than churn out the first thing that comes into my head while tired, I'm instead going to hold fire on the ongoing story until tomorrow. This week I'm going to attempt … Continue reading 1406: Sunday Night

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    It is, as the title says, Sunday night, and as usual I have left writing this until the last minute, and as such rather than churn out the first thing that comes into my head while tired, I'm instead going to hold fire on the ongoing story until tomorrow. This week I'm going to attempt to write each installment in the morning before I start work rather than saving it until the last thing in the evening.

    This will also (hopefully) have the side-effect of allowing me to focus on those aspects of it that are a little more challenging to write — i.e. the bits drawn from my personal experience as a teacher — while my brain is reasonably alert and thus able to process things a little more clearly.

    This, then, leaves this entry free for some generic ramblings about what I've been up to. So, okay then, let's do just that.

    After a short break, I've been getting back into Final Fantasy XIV and it remains just as compelling as it ever was. Over the last few evenings, I've been completing the "Lightning Strikes" questline, in which the heroine from Final Fantasy XIII and its upcoming spinoff Lightning Returns shows up in the lands of Eorzea and enlists your assistance in defeating various unpleasant beasties, culminating in a battle against a giant… thing called "Aspect of Chaos". It's essentially an advertising event for Lightning Returns, which came out in Japan recently and comes out in the West in February. (And yes, the event is repeating in February.) But it's pretty well done. The usual Final Fantasy XIV battle music is replaced by the brilliant "Blinded by Light" from Final Fantasy XIII, until the final boss battle, which is accompanied by Final Fantasy XIII's boss music, the name of which escapes me right now.

    The equipment you get out of it allows you to cosplay as either Lightning or Snow from Final Fantasy XIII, depending on your character's gender, but it's not particularly good equipment — it's just level 13, so it's all but useless to those who are bumping their head against the level cap. That said, the Free Company I'm in is considering doing some low-level dungeon runs all in Lightning gear, so that might be fun to do at some point.

    Aside from Final Fantasy XIV, I've also finally got around to playing Nine Hours, Nine Persons, Nine Doors, aka 999. I was expecting to like this, so I was unsurprised to find myself enjoying it a great deal. It's a very clever game that makes good use of the DS' twin screens to present its visual novel-style storytelling sequences effectively — dialogue on the top, narrative on the bottom — and features some enjoyable "room escape" puzzle sequences. There are six endings to the game; so far I've seen three of them, and they've all involved the untimely death of the entire cast, which is unfortunate. There is a "true" ending but I haven't yet determined the conditions that cause you to proceed down that path — I have my suspicions, but I'm investigating thoroughly since a single playthrough doesn't take very long and I'd like to see all the different endings, even if most of them are "BAD END"s.

    Anyway. Now I'm off to sit in bed and find yet another way to kill off the whole cast. The story will continue tomorrow, assuming I manage to haul myself out of bed in a timely manner.

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    1405: Part 20 https://imnotdoctorwho.moegamer.net/2013/11/24/1405-part-20/ https://imnotdoctorwho.moegamer.net/2013/11/24/1405-part-20/#respond Sun, 24 Nov 2013 00:25:20 +0000 http://angryjedi.wordpress.com/?p=6018 Ring, ring. Kristina had been trying all evening to get through to Maxine, but had still had no luck. Her phone was on, because it was ringing — she just wasn't answering for whatever reason. The ringing cut out and went to Maxine's voicemail. Kristina hadn't left a message yet — she hated voicemail because … Continue reading 1405: Part 20

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    Ring, ring.

    Kristina had been trying all evening to get through to Maxine, but had still had no luck. Her phone was on, because it was ringing — she just wasn't answering for whatever reason.

    The ringing cut out and went to Maxine's voicemail. Kristina hadn't left a message yet — she hated voicemail because she never quite knew what to say. But calling her obviously wasn't helping — perhaps she should leave a message?

    She hung up before the announcement finished. If she was going to leave a message for Maxine, she wanted to make sure she knew what she was going to say before she said it. Then she realised how ridiculous that sounded, and tapped on the screen to once again dial Maxine's number, telling herself that she'd leave some sort of casual, breezy message even though she was feeling anything but casual and breezy right now.

    Ring, ring.

    Okay, she thought. Here we go.

    Ring, ring.

    I can do this.

    Ring, ring.

    I hope she gets this.

    Ring, ri—

    "Hello?"

    To Kristina's surprise, Maxine finally answered the phone. Her voice was soft and sounded extremely tired.

    "Maxine?" Kristina said.

    "Yeah," she said.

    "What… where the hell have you been?"

    "I told you," she said. "I went up to my mother's for a bit. I needed to get away." She yawned.

    "I've been worried about you," Kristina said. "You weren't replying."

    "Yeah, sorry," said Maxine. "Signal's shit out here in the country."

    Kristina paused for a moment. She didn't know if her friend was telling the truth or not, but they'd always trusted one another, and she didn't want to start wondering if she was lying now.

    "Oh," she said eventually. "Okay. When are you coming back?"

    "Tomorrow," said Maxine. "Listen," she hissed, her voice suddenly a whisper. "Has Mark given you any grief since the other night?"

    "No," said Kristina. "I haven't heard a peep from him. Has he given you any trouble?"

    There was a pause.

    "A couple of abusive messages," said Maxine. "I binned 'em. If I can just stay away from him, he'll get over it. I'm going to talk to work about him when I go back. They need to know what kind of person he is."

    "Yeah," said Kristina. "Yeah, they do."

     

    *  *  *  *

    The next morning, the inspectors were present for the school's staff briefing once again. Apparently they were setting aside some time to give feedback to those teachers they'd observed over the past few days. Kristina felt the familiar knot of nervousness in her stomach, and didn't relish the prospect of hearing what the team thought of her lesson on Monday. But it couldn't be helped; as much as she wanted to just run out and never come back right now, she knew that ultimately that wouldn't solve anything — she'd just have to suck it up, deal with it and perhaps have a good cry later.

    Yes, that sounded about right.

    Jesus, she thought to herself. When did that become my life?

    She didn't listen to a word of the briefing, until some familiar names came up.

    "It seems that there was something of an altercation between Edward Jennings, Sian Beaumont, Jasmine Naper and Nicola Janes in Year 11 yesterday," said Mr Rhodes. "Edward has been placed in internal exclusion over in the Unit for the next few days to try and calm down. We're trying to get to the bottom of what caused the incident, but in the meantime please keep an eye on all four students if you happen to see them around."

    Kristina, of course, knew Sian's side of the story and, even though she knew there was probably at least one other side to it, she felt inclined to side with her friend. Sian had always been a trustworthy student in her experience, and the things she'd heard her peers say about her in the staffroom and at the pub after school certainly seemed to back that up. She found it hard to believe that Sian would have instigated any problems; her only experience of Jasmine and Nicola was a cover English lesson she'd taken a few weeks ago in which she'd found them to be chatty, but otherwise pleasant enough.

    Lost in thought, she stretched and grunted noisily before realising she was surrounded by her peers. Thankfully, the briefing had finished, but she got one or two funny looks from her peers. She blushed and stood up, taking care not to meet anyone's eyes, then walked out of the classroom quickly.

    "Miss Charles," came a familiar voice she couldn't quite place, just as she was passing through the door. She turned around to see the middle-aged woman who had inspected her lesson with 7C on Monday, and she knew what was coming next. "I understand you don't have a tutor group, so would you be free to talk about your lesson?"

    Kristina momentarily contemplated giving an excuse about having something urgent to do with the music department's stock cupboard, but since Martin was passing by just as this exchange was taking place she thought better of lying.

    "Sure," she said meekly. She cleared her throat. "Okay."

    "Lead the way, please," said the inspector. Kristina felt like the woman had never expressed joy in her life, then immediately felt bad for thinking that.

    She's just doing her job, she thought. I'm sure she's a nice person really.

    Right now, though, she was the enemy, and Kristina could feel her defences going up. She didn't want to talk to this woman, but she could see no way of avoiding the inevitable.

    Feeling like a prisoner on Death Row, she led the way to her classroom.

    *  *  *  *

    As the woman left, Kristina looked after her in astonishment. One word had stuck out in her mind; the rest were all a blur.

    "Good."

    The lesson she'd been observed on — the one where Edward had come in and interrupted, bellowing expletives and ready to break things, was "good", apparently. Not "unsatisfactory" like last time, not even "satisfactory"; "good". She knew, of course, that she could also have been "outstanding", but she didn't consider herself to be an outstanding teacher even on her very best, most confident days, which didn't come around very often.

    But "Good"… she didn't know what to make of that. It was certainly the last thing she'd expected to hear, especially given what happened, but she wasn't sure if she should be satisfied with it or concerned that it was so different to what had come before.

    She started second-guessing herself. Was it only "Good" because it was 7C, by far her most pleasant, well-behaved class? Or had she actually done something that was particularly noteworthy?

    Her mind started going in circles, but before she could get too engrossed in her own anxiety, the bell went and she knew it was time to start the day's work.

    *  *  *  *

    The temporary buzz-cum-anxiety from her "Good" rating didn't last long, because not only did she start the day with a particularly poorly-behaved Year 8 class, she was then called upon to cover a Year 9 science lesson.

    She hated covering science lessons. She didn't feel at all confident in the subject, and she hated working in the laboratories — there was too much dangerous equipment around, and she knew that the Year 9 class she was lumbered with would be the sort to play with the gas taps, have water fights with the sinks and generally cause trouble.

    She was already dreading the lesson, but then things got worse: as she finally quietened the class down and led them into the room, she saw an inspector sitting in the corner.

    It wasn't the same inspector she'd had before; this time it was a wiry older man with grey hair and a toothbrush moustache. He looked just as joyless as his comrades, and he did not look impressed that it had taken Kristina nearly ten minutes of the lesson to get the class settled down and sat in their places.

    Kristina took the register with a shaking voice. Several of the students asked if she was all right, but she ignored them.

    A pair of boys sat at the back of the class started fiddling with the taps on the sink. She had no idea what their names were.

    "You," she said, clicking her fingers as she'd seen some of her peers do to great effect. "Stop that."

    "Fuck you," said one of the boys and laughed. "You can't tell us what to do. You're, like, the worst teacher in this school."

    Kristina knew that the boy probably didn't mean what he said — how could he know how well she taught, given that she had never seen this class before? — but it still stung. She felt her brain pulling in two separate directions, neither of them desirable. She needed to—

    "Get out! NOW!" she screeched, pointing at the boy and then at the door. "And don't come back!"

    The boy gave her a sneer as he walked out of the door and stood in the corridor. The rest of the class was staring at her, and she felt more vulnerable than she had ever felt in her life. She wanted to run away, to hide, to cry.

    Normally, she kept these feelings in check, but this time she couldn't. Tears starting to fall from her eyes, she ran out of the room, past the cocky-looking boy, who was leaning nonchalantly against the wall outside the classroom, and through the corridors of the school back to her classroom. She shut herself in and locked the door, then looked around in a panic.

    She felt unsafe. The rational part of her brain — which, at this moment, was being somewhat muffled by the adrenaline — told her that she was not only overreacting and being ridiculous, but that she had probably just done some serious damage to her career. But right now, she didn't care; she just wanted to calm down, to get rid of these feelings of panic.

    She closed her eyes and breathed deeply; her breaths were ragged and uneven, and she could feel her heart pounding in her chest. She became aware that she was clenching her fists, and that within them her palms were sweaty. Her legs were shaking and she felt unsteady; she opened her eyes and leaned on one of the desks that adorned the perimeter of her classroom.

    "Fuck," she said to herself. "Fuck. Fuck. Fuck."

    She heard someone try to open her door, but of course she had locked it. She didn't want to know who it was; it could be no-one good, but she was trapped here right now and the only way out was either through that door or out of the window. She didn't fancy her chances with the latter option; not only were her sills cluttered with various music scores and other books, the window only opened onto the school's sad-looking "garden", which was supposed to be maintained by an extracurricular group, but which hadn't been touched for several years by the look of things. There was no obvious way out of the garden, so the door it was.

    Still breathing heavily, she unlocked the door with shaking hands, and saw it was Mr Rhodes — Tom.

    As she opened the door and let him in, she stepped back from him every time he approached.

    "Kristina," he said. "I won't insult you by asking if you're all right. What can we do to help?"

    "Let me out of here," she said weakly. "I need to get out of here."

    "Okay," he said gently. "We'll arrange for someone else to cover your classes. Do you have any work we can give them?"

    "No," she said.

    "That's okay," said Rhodes. "You get yourself home and try and calm down, and we'll talk tomorrow."

    Inwardly, Kristina thought herself unlikely to be in tomorrow, but she decided to cross that bridge when she came to it. Without saying goodbye, she ducked past Rhodes and ran out of the classroom, out through the hallways and out through the front door of the school.

    She wasn't sure if she'd ever be back.

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    1404: Part 19 https://imnotdoctorwho.moegamer.net/2013/11/22/1404-part-19/ https://imnotdoctorwho.moegamer.net/2013/11/22/1404-part-19/#respond Fri, 22 Nov 2013 21:29:57 +0000 http://angryjedi.wordpress.com/?p=6015 "Oi," came a familiar voice. Sian turned around to face it. "Oh, hey," she said , with a smile. Jasmine didn't return it, and neither did Nicola, who was standing next to her. "We know what you've been up to," said Jasmine. "We've seen you." Sian didn't know what they were referring to. "What?" she … Continue reading 1404: Part 19

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    "Oi," came a familiar voice. Sian turned around to face it.

    "Oh, hey," she said , with a smile. Jasmine didn't return it, and neither did Nicola, who was standing next to her.

    "We know what you've been up to," said Jasmine. "We've seen you."

    Sian didn't know what they were referring to.

    "What?" she asked. "Um, what?"

    "You're going out with Edward, aren't you?" said Jasmine, pointing an accusatory finger at Sian. "Don't try to deny it."

    Sian raised her eyebrows in surprise. She didn't quite know how to respond to that.

    "We've seen you!" said Nicola, chiming in. "We saw you walking together with him and going back to his house. And we saw you coming out."

    Something broke in Sian's mind.

    "What is this, are you stalking me or something?" she snapped. "Why is it any of your business what I'm doing?"

    "So you don't deny it?" said Jasmine, a triumphant expression on her face, her finger still pointed at Sian.

    "I won't deny I've been talking to him," said Sian. "But I'm not going out with him. Are you really that shallow?" She was getting angry now. She didn't get angry often, but things she perceived as injustices pushed her buttons more than anything else, and Jasmine and Nicola were the last people in the world she expected to be the source of them.

    "What's it like?" said Nicola, a mocking tone in her voice. "How is he?"

    Sian turned to her.

    "What?" she said, wanting very much for this conversation to be over as soon as possible, but knowing there was nowhere it could go from here but an escalation into a full-on argument. She knew she should just walk away and be the bigger person here, but she also knew what Jasmine and Nicola could be like once they got started. She'd occasionally found it funny in the past, but then their ire had never been directed at her before. Now it was scary.

    "How is he?" Nicola repeated. "Come on, tell us. What's it like shagging a crazy person? You have done it, haven't you? Bet that's what you were doing in his house."

    "No!" screamed Sian. "What the fuck is wrong with you two? Why are you suddenly doing this to me? Do you hate him that much?"

    "He's a fucking psycho!" yelled Jasmine back at her. By now, people were stopping and staring, and Sian wished Jasmine hadn't picked the middle of one of the busiest corridors in school at lunchtimes to have this particular confrontation. "He's scum! The worst kind of scum! And you're sticking up for him?"

    "I…" began Sian, but she knew it was no use. They'd made their minds up based on circumstantial evidence, and there was no way she was going to convince them; no way that they were going to listen to her explain the situation. And besides, she'd promised Edward not to tell anyone anyway.

    She'd told Kristina, of course, but that was a different situation. It was unlikely that Kristina would tell Edward that Sian had spilled his secrets. It was–

    Her thoughts were suddenly interrupted. Everything happened in a flash.

    First, there was the shout; a dreadful, otherworldly yell of pure rage. Then, there was the blur of movement; it knocked Sian aside and toppled the two other girls to the floor. Dazed, Sian took a moment to come to her senses and realise what was going on.

    It was Edward; he'd knocked Jasmine and Nicola to the ground  and was now sitting astride them on the floor. He looked furious; they looked terrified.

    "Leave her alone!" he screamed in their faces, and raised his fist as if he was about to punch them.

    Sian stepped forward and laid a hand lightly on his shoulder. He hesitated — just in time, Sian thought — and turned to look at her, red-faced, his eyes brimming over with tears.

    "Leave her alone," he said in a much weaker voice. "Leave her alone," he said again, rolling to one side to release his captives. He slumped back against the lockers that adorned one side of the corridor walls and suddenly looked utterly defeated, all trace of the anger that had fuelled him a moment ago suddenly dissipating.

    Jasmine and Nicola stumbled to their feet and ran away. Sian knew it wouldn't be long before they were back with a teacher in tow.

     

    *  *  *  *

     

    Sian glanced around at the walls of the office. She'd been in here before a number of times, but never in the circumstances she was here right now. She knew that she'd done nothing wrong and felt that she was, at least to a certain degree, something of a victim here. But she couldn't help herself worrying that she'd get into trouble for this — the first strike against her in eleven years of school.

    The door opened behind her and Rhodes entered carrying several sheets of paper. He sat down behind his desk, stacked them carefully then took out an expensive-looking pen.

    "Okay, Sian," he said with that familiar kindly old uncle tone. "Why don't you tell me what happened?"

    Sian proceeded to explain everything — how she had, against all odds, befriended Edward; how he had confided in her; how Jasmine and Nicola had seen her and apparently misinterpreted the situation, then attacked her for something that wasn't true. She left out anything involving Kristina; she couldn't help but feel that bringing that up would add a whole other layer of complication to the a situation that really didn't need it.

    When she finished, she looked at Rhodes' face to try and determine what he thought of it all. He remained inscrutable.

    "Okay," he said, writing something on one of the sheets of paper. "Thank you. You can go."

    Was that it? She was expecting some sort of admonishment, but it sounded like he had either believed her story, or was waiting to hear from the others before there were any consequences. She blinked and stood up.

    "Sorry," she said as she walked away, opened the door and passed into the corridor. She felt she had let him down.

    Out in the corridor, Jasmine and Nicola were sitting on the chairs outside Rhodes' office. Edward was nowhere to be seen; he'd been taken down to the Unit after the incident. He was in no state to give a coherent account of what had happened, anyway, thought Sian.

    Jasmine and Nicola glared and Sian, but she pointedly ignored looking at them and passed back out into the main corridor of the school, and headed for the music room. She knew that Kristina normally spent her lunchtimes in her room rather than the staffroom, and she really needed to talk to someone right now.

    Sure enough, there she was, sitting at her desk, eating a sandwich. Although her desk had briefly been clear, there were already new stacks of paper starting to build up on top of it. Sian smiled despite the grim feelings bouncing around inside her head; some things could always be relied upon.

    She walked in without knocking.

    "Oh," said Kristina, putting down her sandwich hastily. "Sian! Hello." She paused. "Are you all right? You look upset."

    Sian was about to respond when she suddenly, without warning, found herself bursting into tears. She ran over to Kristina and hugged her — a completely inappropriate gesture, she knew, but right now she didn't care. She just wanted comfort, and the only place she felt she could find it was here.

    She felt Kristina's hand on the top of her head; hesitantly at first, but then it started gently stroking her hair. The tender gesture made her want to cry even harder; she let out huge, gulping sobs and would have found the whole situation terribly embarrassing were it not for the swathe of other emotions that were bubbling up right now.

    Eventually, Kristina gently but assertively pushed Sian away and held her at arm's length. Sian felt utterly wretched and stood like a limp rag doll; she looked as if she might collapse the moment Kristina released her hand.

    "What's going on?" said Kristina. "This isn't like you at all."

    "No," said Sian, sniffing. "It's been… a bad day. A really bad day. And I don't think I can deal with it right now."

    "I know the feeling," said Kristina. "I have days like that all the time. I won't insult you by saying things will get better because they don't always, but I want you to know you can talk to me any time you feel like you need to."

    "I…" began Sian, then stopped. "I'm sorry. I'm not quite sure where to begin right now."

    "Perhaps we should talk about it after school," said Kristina.

     

    *  *  *  *

     

    Sian somehow made it through the afternoon classes without bursting into tears or anything else of note happening. Once the bell went, she headed straight for Kristina's classroom. Kristina already had her coat on and was ready to leave.

    "Come on," said Kristina. "Let's get out of here. I have work to do, but between you and me it's the last thing I want to do right now. Coffee?"

    The pair of them headed out of the school gates and to the nearby supermarket, and went straight to the café. Sian sat down and waited while Kristina ordered; a moment later, she came back with two tall lattes and two gigantic slabs of chocolate cake.

    "You looked like you could do with it," said Kristina with a smile. "Oh, you're not allergic or anything, are you?"

    "No," said Sian with a weak chuckle. "Thanks."

    "Don't get used to this," said Kristina. "We teachers don't earn all that much. At least not newbies like me."

    "I'll make it up to you," said Sian. "One day, anyway."

    "All right," said Kristina, her face turning serious. "Now why don't you tell me what happened?"

    Sian reiterated the same story she'd told Rhodes earlier in the day. She could feel the tears welling up again as she recounted what had happened, but fought them back and pressed on. When she finished, Kristina reached out her hand and took Sian's in her own.

    "I'm so sorry," she said. "Kids can be complete shits. Present company excepted, of course."

    Sian chuckled and sobbed at the same time.

    "Yeah," she said. "We can. I just thought I was doing something good, you know? I thought I was actually helping him out. But am I just making it worse?"

    "Believe me," said Kristina, sipping on her coffee, "I ask myself the same thing most days. My job is about helping people, and yet an awful lot of days I find myself wondering why I'm bothering."

    She suddenly looked very deflated, and Sian felt guilty at having brought it up.

    "Don't feel bad," said Kristina. "I've been feeling this way for a while. It's worse when I see one of the good ones like you suffering. It either makes me want to try harder, or just give up altogether."

    "I hope you don't give up," said Sian.

    "Me neither," said Kristina with a sigh.

    The pair of them started eating their chocolate cake. Not a word passed between them for several minutes.

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    1403: Part 18 https://imnotdoctorwho.moegamer.net/2013/11/21/1403-part-18/ https://imnotdoctorwho.moegamer.net/2013/11/21/1403-part-18/#respond Thu, 21 Nov 2013 21:00:06 +0000 http://angryjedi.wordpress.com/?p=6012 "Don't forget that Parents Evening for Year 11 is at the start of next week," said Rhodes, who was delivering the staff briefing today. Kristina knew that his name was Tom, but given the age difference between them she couldn't help but think of him as "Mr Rhodes". "You'll need your students to make appointments … Continue reading 1403: Part 18

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    "Don't forget that Parents Evening for Year 11 is at the start of next week," said Rhodes, who was delivering the staff briefing today. Kristina knew that his name was Tom, but given the age difference between them she couldn't help but think of him as "Mr Rhodes". "You'll need your students to make appointments with you. Please try and see as many parents as you can, it's important that they're kept abreast of their children's progress."

    A stack of appointment sheets was passed from one teacher to another in the staffroom. Kristina took her copy and passed the stack on, then looked down at it glumly.

    She hated Parents Evening. She always felt afraid that the parents were going to accuse her of not doing her job properly, or that her students had been telling them what a bad job she'd been doing. She knew from past experience that this was an irrational fear, and that, for the most part, parents seemed to like her, but she still couldn't help thinking those things.

    At least in the case of her GCSE group, there weren't that many sets of parents to see given the relatively small size of the class. And she felt pretty confident about what she was going to say to most of them — all except one, in fact.

     

    *  *  *  *

    "Miss," said Edward. Kristina looked up from her desk with a start. She hadn't heard him come in.

    "Oh!" she exclaimed, quickly composing herself. "Sorry, Edward, I didn't hear you come in. What can I do for you?"

    "I need an appointment," he said, sullenly thrusting a sheet similar to Kristina's own in front of her. "My Dad wants to talk to you."

    Kristina felt the familiar, anxious knot in her stomach. After what Sian had told her the previous night, she was curious to meet Edward's father, too, but she was also wary of what sort of person he might be. She didn't know whether or not what Edward had said to Sian should be taken seriously — or even if she should know it at all. She decided not to broach the topic right now, and instead to seek advice from the team down at the special educational needs unit. After all, it was their job to know what to do in situations like this.

    "Okay," she said. "What time would you like?"

    "Seven," he said.

    "All right," said Kristina, writing his name in the appropriate slot. It was just her luck — Parents Evening ran from immediately after school until 8 in the evening, and all the other appointments she'd made so far had been much earlier in the day. Still, she thought, a big gap in the middle would give her the opportunity to drink some coffee and mentally prepare herself for whatever might happen with Edward and his father — assuming they showed up at all, of course.

    "Edward, is everything all right?" she said.

    "Yes," he said bluntly, then turned and walked out without another word. She was growing accustomed to his peculiar behaviour, and was glad that he, for the most part, seemed to be responding to her in a much more positive way than he had done in the past. There had been no angry outbursts, no threats of violence, nothing that had made her feel scared.

    Of course, a lot of this was because — she freely admitted this — she had been pandering to his whims somewhat by allowing him to come and work in the classroom when he had been kicked out of other lessons, but she figured it was better that way for a quiet life than running the risk of further confrontation. He was, at least, getting the work done for her class, after all.

    After Edward left, Kristina looked at the clock. There was still a good 30 minutes of the lunch break left, so she decided to walk down to the special educational needs unit to get some advice.

    A few students milling around the hallways greeted her as she walked past them, and she nodded politely in response. She found herself wondering where Sian was and what she was up to; she'd seen her earlier to make a Parents Evening appointment, but aside from that, she'd seen no sign of her.

    As she pondered, she ended up at the unassuming door to "the Unit" as most people on staff called it. She knocked on the door and waited for someone to come and answer; as it happened, it was the kindly teaching assistant who had helped her out with Edward on those couple of previous occasions.

    "Oh," said Kristina. "Hello."

    "Hello, Miss Charles," said the teaching assistant.

    "Kristina, please," said Kristina. "I'm so sorry, you've been in my classroom several times and I'm completely unsure of your name."

    The teaching assistant laughed.

    "Millie," she said. "Millie Miller. And yes, I know."

    Kristina smirked, then remembered that she was here on serious business.

    "May I come in?" she asked politely. "I need to talk to someone about a few things, if that's all right."

    "Of course," said Millie. "Please, come on in. I'll put the kettle on."

    Kristina had never been inside the Unit before. Behind the door was a corridor with two doors on either side. On the right, large windows looked into rooms that each had a few chairs and tables, plus a selection of cushions, soft toys and boxes of games and activities. On the left, the wall was decorated with what Kristina assumed was the work of the children who came to work in the Unit on a regular basis.

    Longmore was unusually well-equipped to deal with children who had special educational needs thanks to the Unit, so the proportion of children who came there with such needs was significantly higher than the national average. A lot of these children were significantly behind in terms of attainment and would more than likely struggle to attain the same qualifications as their peers, but the Unit provided them with a supportive environment in which they could feel safe and supported.

    The Unit didn't just cater to children with disabilities; it also dealt with children who were struggling with difficult personal circumstances or emotional and behavioural difficulties such as Edward. Kristina greatly respected the work that the staff of the Unit did, even if she didn't quite understand how they put up with what they had to put up with every day.

    Millie led Kristina through one of the doors on the left wall, which led into a spacious office-cum-staffroom. Several other teaching assistants were sitting back in chairs drinking coffee, and one staff member was typing something up on the computer.

    Millie sat down and gestured for Kristina to do the same.

    "I wanted to talk about Edward Jennings," said Kristina. "I have a few concerns."

    "Oh, don't we all," said one of the other assistants with a jocular tone. "That poor boy."

    "Um," said Kristina, looking around. "Is it all right to talk here like this?"

    "We all know the deal here," said Millie. "We wouldn't be able to do our jobs if we didn't know what was going on with the kids we have to work with."

    Kristina nodded. "Okay, um, so. Can I ask what you know about Edward already?"

    "Specifics are on a need-to-know basis," said Millie, "But what was said in the staff meeting was accurate; he's having some trouble at home, which might be reflected in his behaviour. When he wasn't showing up to school, that was less of an issue — truancy is a different matter to deal with — but now he's seemingly coming along a bit more regularly, we have to be careful."

    "Okay," said Kristina. "Well, I'm not entirely sure how to bring this up, so I'll just say what I've heard."

    Kristina explained what Sian had told her, taking care to leave out the fact that she had done so via text message and instead making up a little white lie that Sian had just come to tell her after school one day. She explained how Sian was worried about Edward, and that she had promised not to tell anyone his "secret" but had felt like she had to inform someone. She explained the fears that they both had that Edward's father might be hurting Edward, and Kristina admitted that she was feeling somewhat nervous about the prospect of meeting Edward's father at the upcoming Parents Evening.

    After Kristina finished talking, Millie chewed thoughtfully on the lid of a pen she had pulled out of her pocket.

    "Hmm," she said. "Well, this is a concern, and something we'll have to take very seriously. As for Parents Evening, you'll be in the hall with all the other teachers, so you should be safe. I doubt that he'll do anything — assuming he wants to try anything, that is — while that many other people are around."

    "What should I do in the meantime?" asked Kristina.

    "Keep doing what you've been doing," said Millie. Edward's told me in private that he feels like he's safe in your classroom, and that he likes to come there when he feels like he can't cope. If you don't mind him coming in and doing what he's been doing on the computer, then keep doing that."

    "What about the inspectors?" said Kristina. "Edward barged into my Year 7 lesson yesterday, and I was being observed."

    "You should be fine," said Millie. "In my experience, they're mostly interested in you delivering a good lesson without interruptions, so if you can get him straight in with minimal disruption, that should be fine."

    "Okay," said Kristina. She started to feel a little better — more confident, even.

    Then the bell went for the start of afternoon classes, and that confidence instantly dissipated as she remembered she had her worst year 9 class to cap off the day with.

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    1402: Break Time https://imnotdoctorwho.moegamer.net/2013/11/20/1402-break-time/ https://imnotdoctorwho.moegamer.net/2013/11/20/1402-break-time/#respond Wed, 20 Nov 2013 21:37:32 +0000 http://angryjedi.wordpress.com/?p=6009 Taking another short break, if you'll forgive me. Not feeling too hot, plus seemingly every piece of technology in my entire house conspiring at the same time to irritate me is not helping. Seriously, it's one thing after a-fucking-nother tonight. If it's not our new speaker set suddenly forgetting it has a subwoofer (it's wireless, … Continue reading 1402: Break Time

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    Taking another short break, if you'll forgive me. Not feeling too hot, plus seemingly every piece of technology in my entire house conspiring at the same time to irritate me is not helping.

    Seriously, it's one thing after a-fucking-nother tonight. If it's not our new speaker set suddenly forgetting it has a subwoofer (it's wireless, so there's no way of just forcing them together and saying "LOOK, IT'S RIGHT THERE, YOU MASSIVE SHIT") then it's our Wi-Fi refusing to do anything. Or my Mac refusing to talk to the Wi-Fi. Or my phone claiming it's connected, then refusing to allow me to do anything with this site.

    All in all, it's putting me strongly in a mood where I quite want to punch things very hard indeed, but I know from painful experience that doing so is both counterproductive and, well, painful. So I guess I'll just stew or, more likely, settle down with my DS and play 999 until I fall asleep or something.

    Whatever the case, I apologise for the short and blunt nature of this post, but I'm really not in the mood right now. Hopefully whatever has caused everything to magically stop working today will likewise cause it to magically start working again tomorrow.

    Grrr.

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    1401: Part 17 https://imnotdoctorwho.moegamer.net/2013/11/20/1401-part-17/ https://imnotdoctorwho.moegamer.net/2013/11/20/1401-part-17/#respond Wed, 20 Nov 2013 00:07:38 +0000 http://angryjedi.wordpress.com/?p=6005 Sian had had trouble concentrating all day. She and her peers had noticed the inspectors milling around in the school, and they all knew that everyone had to pull together. The pressure had proven to be rather distracting; she hadn't got into trouble, but several of her teachers had commented that she didn't seem to … Continue reading 1401: Part 17

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    Sian had had trouble concentrating all day. She and her peers had noticed the inspectors milling around in the school, and they all knew that everyone had to pull together. The pressure had proven to be rather distracting; she hadn't got into trouble, but several of her teachers had commented that she didn't seem to have completed as much work as she usualy did.

    Longmore had its share of disruptive kids, sure, but even the very worst-behaved students wouldn't want to see their school close down after a poor inspection — though very few of them would actually admit that. Even Edward probably doesn't want the school to close down, Sian thought to herself with a slight smile.

    She'd found herself thinking about Edward quite a lot over the last few days. It wasn't that she was developing romantic feelings for him — she'd never been in a proper relationship, and somehow felt that jumping into such an entanglement with someone as volatile as Edward probably wouldn't be a good idea — but she did acknowledge that, in spite of everything, she cared about him and wanted to see him succeed, or at least not to fail.

    She knew that Edward didn't really have any friends. On the rare occasions when he was in school, he was always by himself; occasionally his peers would egg him on when he got into a rage, but this was more for their own amusement than offering him actual encouragement. In fact, more often than not such confrontations tended to end with Edward getting into trouble as his peers just laughed and jeered at him, and Sian always found herself pitying him when such incidents occurred.

    She put up her hood against the chill wind that was blowing outside. She was waiting for Jasmine and Nicola, but had seen no sign of them as yet. Where could they be?

    "Uh, Sian?" came a voice behind her. She instantly recognised it, and turned around to face the person who had addressed her.

    "Edward," she said with a smile. "How are you doing?"

    "Not bad," he said, a sullen expression on his face. "I nearly finished my music composition."

    "That's great," she said. "You got that done quickly."

    He looked a little embarrassed.

    "I spent most of the day working on it," he said. "Miss let me use the computer after I got kicked out of lessons in the morning. I got bollocked at lunchtime for wandering off, but I don't really care."

    Sian smiled.

    "Well, I'm glad you managed to get some work done," she said. "I've nearly finished mine, too. I've been working on this one for ages, I'll be glad to get it over and done with."

    Silence fell between them. Edward gazed at the floor. Sian wasn't sure where to look.

    "Uh," he grunted after a moment. "Would you mind coming home with me again? I need to talk about some stuff."

    Sian raised her eyebrow quizzically, but didn't object.

    "Sure," she said. "I was waiting for my friends, but they don't seem to be coming. Are you ready to go now?"

    "Yeah," he said, and immediately started walking. Sian quickly caught up with him and walked alongside him.

    "So what did you want to talk about?" she asked as they left the school gates and began walking up the road.

    "It's… sort of a bit weird and embarrassing," he said. "But you've been nice to me, so I think I can talk to you about it. I need to talk to someone about it because it's just been building up and building up inside my head and — augh! You know what happens when I get frustrated."

    Sian nodded grimly, but said nothing. The pair continued walking up the road in silence for a moment, the only sounds the crunching of their feet on the pavement and the distant sounds of their peers laughing and shouting.

    "You mustn't tell anyone about this," he said eventually. "You mustn't. Will you promise me?"

    "Sure," said Sian, though she already felt wary of what secret she was about to burden herself with.

    "Okay," he said. He took a deep breath, then began to speak.

    "It's my Dad," he began. "Ever since my Mum left, he's been a real mess. He doesn't know how to deal with being by himself, and he doesn't know how to deal with me or talk to me. He gets angry at me all the time and treats me like shit, and that's what makes me angry. But because I get so angry, no-one believes me that it's all because of him; they just think it's me being an arsehole. And maybe I am. Everyone hates me, so I must be a complete dick, right?"

    "No," said Sian. "I don't think you're a dick. I wouldn't be here right now if I did, would I?"

    Edward contemplated this for a moment as the pair continued to walk up the road.

    "No, I guess not," he said. "Anyway, when he gets angry, he kind of takes it out on me a bit. He—" Edward paused here for a moment, apparently collecting himself. "He hurts me. He always makes sure never to leave a mark or do anything that people might notice, but sometimes he really hurts me. Some days I just can't face coming into school, the pain's so bad. I'm not just skiving — I mean, sometimes I am — but sometimes there's just no way I can get out to school after he's done a number on me."

    "I'd have thought you'd want to get out of the house if something like that happened," said Sian, shocked at what she was hearing. "I'd want to run away."

    "I've got nowhere to go," he said. "And besides, by the morning he's either gone out to work, or he's forgotten everything that happened the night before."

    "Forgotten?" said Sian. "How?"

    "He drinks," said Edward, looking at the ground as he walked. "He drinks a lot. He doesn't know when to stop. He just comes home, chugs it back and then he gets angry and aggressive, and I can't do anything. I've got nowhere to go and nothing I can do."

    "Haven't you called the police or something?" Sian asked. "Surely they could help?"

    "He's my Dad," said Edward. "He may treat me like shit but he's all I've got. What kind of shit would I be if I dobbed in my own old man?"

    Sian wasn't sure what to say to that. It sounded like Edward was caught in a very difficult situation.

    Presently, they arrived at Edward's house. As before, no-one was at home, and Edward led Sian into the kitchen, pouring her a drink without asking.

    "I don't know what to do," he said. "I know I can't keep doing this. I get so angry. I'm surprised I haven't hurt anyone or got kicked out of school yet. I don't know why they put up with me."

    "Edward," said Sian. "It's not your fault. Listen! It's not your fault. Your Dad's dealing badly with something in his own life, and that's something he's going to have to learn to deal with on his own — especially if he wants to keep you around. But you can't keep just taking this. It's not fair to you. I really think you should say something to someone."

    "They wouldn't believe me," he said.

    "They have to listen," said Sian. "You should really try it."

    "No!" said Edward forcefully, putting his glass down on the counter with a "bang". Sian said nothing further.

    "I'm sorry," he said eventually. "I just don't know how to deal with this. He's been behaving really weirdly lately, particularly in the last week or so. He's up to something. I don't know what, but he is. He even locked me in my room a couple of times, and I could hear something going on downstairs, but I couldn't hear what. I don't know what he was doing."

    "He locked you in your room?" said Sian. "That's…" But she held her tongue. Edward had made it clear that he didn't want to tell anyone — except her, apparently — and so she didn't push the matter.

    "He's going to be home soon," he said, looking at his watch — a battered, retro-looking digital affair. "You should get out of here before he comes back."

    "Okay," said Sian. "And Edward, if I can do anything to help, just let me know."

    She took out a pen and tore a strip from a notebook she had in her bag. She wrote her phone number down on the scrap of paper and handed it to him.

    "I don't have a mobile," he said. "But thanks."

    Sian blinked, and there was an awkward silence for a moment. She was the one to break it.

    "I'd better go," she said. "I hope things aren't too bad tonight."

    "I hope not," he said. "See you tomorrow."

    Sian turned away from him and headed for the front door, smiling. That "see you tomorrow" was the most positive thing she'd ever heard him say.

     

    *  *  *  *

    When Sian eventually got home, she went straight up to her room to do her homework. It was mostly catch-up work today, and quite a bit of it due to the fact she had been distracted by the inspectors. Once she put on some music and got into a good groove with it, however, she found that most of it didn't take long to complete at all.

    Tossing her pen aside as she finished writing her answer to the last question, her thoughts turned back to her earlier conversation with Edward. Her stomach churned at the thought of his father abusing him, and in such a careful, calculated way as to hide the signs of abuse from prying eyes, too. The thought that people such as that existed in this world made her feel a little sick, and she noticed her hands were trembling at the thought.

    She had to talk to someone about this. She knew she'd promised Edward she wouldn't, but there was no way she could bottle this up inside.

    She didn't think Jasmine and Nicola would handle the situation with any degree of maturity, and she didn't feel comfortable talking to her parents about it; she felt pretty sure they'd misunderstand the situation and assume she was in a relationship with Edward, which would lead to all sorts of what they thought were light-hearted mocking comments, but which Sian found intensely frustrating. It had happened before.

    That left Kristina, really, and she didn't know if she should share something like that with her teacher. Or her friend. What was she to Sian?

    They'd agreed to be friends, with an implicit agreement that they'd help each other through tough times. Kristina had already opened up to Sian and shared her worried about her friend, so why shouldn't she reciprocate? After all, Kristina was an adult, and might know what Sian should do, if anything.

    Kristina, Sian typed, then stared at the screen for several minutes wondering what to say next. I'm sorry to bother you, but I need your help. She deleted the word "help" and replaced it with "advice". Then she deleted the words "your advice" and replaced them with "to talk to you".

    I need to talk to you, she continued. Is it all right to share some stuff with you?

    Vague enough, she thought. I don't want to jump straight into it.

    A few moments later, the response came through with a beep.

    What's up? it said.

    Well… Sian paused before she continued, as if she was speaking the words aloud. I've been talking to Edward like I told you the other day, and he finally told me some… stuff.

    She sent the message. She didn't want to give away too much detail at once. She wanted to give Kristina the option to back out of this conversation if she wanted to.

    What sort of stuff? came the response.

    He's having problems with his Dad, Sian wrote. Really bad problems, I think. It sounds like his Dad's hurting him. I don't know what to do or how to help him. Is there anything I can do?

    Sian waited for the response. There was none for several minutes. Sian's stomach was in knots.

    I'm not sure, replied Kristina eventually. But we'll figure something out, I promise.

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    1400: Part 16 https://imnotdoctorwho.moegamer.net/2013/11/18/1400-part-16/ https://imnotdoctorwho.moegamer.net/2013/11/18/1400-part-16/#respond Mon, 18 Nov 2013 22:50:14 +0000 http://angryjedi.wordpress.com/?p=6002 Kristina was rudely awakened by some braying idiot bellowing nonsense into her ear. She'd been meaning to retune her bedside radio for months now — ever since her favourite morning DJ had moved on to pastures new — but had somehow never gotten around to it. It was one of those things that, while very … Continue reading 1400: Part 16

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    Kristina was rudely awakened by some braying idiot bellowing nonsense into her ear.

    She'd been meaning to retune her bedside radio for months now — ever since her favourite morning DJ had moved on to pastures new — but had somehow never gotten around to it. It was one of those things that, while very simple and straightforward to do in terms of effort required, she never quite felt the inclination or motivation to do.

    Besides, if the last few weeks were anything to go by, it was rare she'd actually make it to her bed; she'd been sleeping on the sofa almost as much as she had slept in her own bed recently. The sofa was comfortable, and it allowed her to fall asleep to the quiet background noise of the TV, whereas the bedroom was often eerily quiet — an unwelcome atmosphere while she had so much anxiety racing around inside her head.

    It was likely to get worse before it got better, too; after all, this was the week that the inspectors were due to come back. It felt like they had only just left, but Kristina knew that was what the Special Measures badge of shame meant; the inspectors would keep coming back, ostensibly to help the school get back on track, but she couldn't help seeing them as "the enemy", regardless of their supposedly good intentions.

    She lay in bed staring at the ceiling for a little while, letting the irritating noise from the radio just wash over her. She wasn't listening to the new DJ's words; it was just a mumbling in the background that was having a faintly soporific effect on her.

    Her eyes gradually started to close again. Just another few minutes, she thought. Just a…

     

    *  *  *  *

    Kristina's eyes snapped open, and she sat up. The radio was no longer blaring, and she had a sudden, horrible feeling in the pit of her stomach.

    "Shit," she said. "Shit, shit, shit, shit."

    She looked at the glaring red numbers on her bedside radio and it took her a moment to process them. As her brain gradually kicked into gear, she realised that she wasn't late for work — yet — but it would be a close-run thing, and there would certainly be no time whatsoever to get coffee or anything on the way. She'd arrive, and she'd be thrown straight into work. At least 7C offered a relatively gentle introduction to the week.

    Her thoughts turned to Maxine. After she'd called the police at the weekend, all she'd heard from her friend was a brief phone call thanking her, and telling her that she was going to go and stay with her mother for a few days. Since then, she hadn't picked up her phone, hadn't returned any of Kristina's messages and, to all intents and purposes, appeared to have disappeared off the face of the planet.

    She didn't have time to worry about Maxine right now, though, as harsh as it seemed. She didn't even really have time to sort her bird's nest of hair out, nor to have a shower.

    She clambered out of bed, her joints aching and making her feel about twenty years older than she actually was. She surveyed herself in the mirror on her dressing table and pouted; she looked a complete mess, but there was no time to do anything about it right now. She quickly ran a brush through her hair to get the worst of the tangles out and threw on some clothes that weren't too wrinkled and didn't appear to smell too bad.

    *  *  *  *

    As Kristina had suspected, the inspectors were back in school when she arrived. The team of them were in attendance at the staff briefing just before registration, glaring at the teaching staff with their all-seeing eyes. Kristina couldn't stop stealing glances at them — so much so that she didn't hear a word the Head said in the briefing.

    The inspectors filed out of the staff room first, followed by the rest of the teaching staff. Kristina waited until most of them had departed before getting up from her chair.

    "Are you all right?" said Martin. "You look really tired."

    Kristina was still feeling bitter towards Martin for his behaviour towards her the previous week, but he appeared to have forgotten all about it. She grit her teeth and tried to be mature.

    "I am," she said. "Sorry, just a rough weekend. I don't want to talk about it."

    "Okay," he said. "But let me know if I can do anything."

    That was more like the Martin she had come to know when she had first arrived at the school. Just recently, she felt like their relationship had soured somewhat, though now that she thought about it, that feeling coincided somewhat with her growing sense of anxiety and that she was somehow an "impostor" that would be found out at any minute.

    She shook her head and stood up fully.

    "Thanks," she said, and walked out of the room, picking up a few papers from her pigeonhole on the way.

    The papers immediately went onto her desk as soon as she got into her classroom, but then she caught herself and examined them closely. None of them appeared to be particularly important until they reached the last one, which was a memo from the special educational needs unit.

    "Edward Jennings is having some difficulties at home," it read. "We ask that all members of staff be especially understanding towards Edward at this time. Please report any inappropriate behaviour directly to us, and do not attempt to get into a confrontation with Edward as he has been known to become violent."

    Great, thought Kristina.

    She crumpled up the pieces of paper and threw them straight in the bin, then sat down at her desk and rested her head on her hands. She sighed. She really did not want to be here today, but knew that she needed to do her part in order to try and help the school through its difficult time.

    It's not fair, she thought. I know it's childish to think that, but I don't care. I'm trying my best, but it's not good enough. I feel like whatever I do, it turns to shit; how am I going to make it through this?

    She exhaled a long breath, then stood up, walked to her classroom's piano and sat down. She fumbled through the stacks of music laid atop the battered old instrument, and selected a book of popular song arrangements that she always enjoyed playing pieces from.

    There were probably more productive ways that she could spend her time, but she didn't care right now; she wanted to relieve some stress, and music was as good a way as any to do that.

    She started playing one of the pieces — a cheesy ballad originally recorded by a girl group from one reality show or another. The song had always been something of a guilty pleasure for her, both to listen to and to play the piano arrangement of; it was predictable enough to be oddly comforting in a strange sort of way. The pleasingly obvious chord progressions felt like they were massaging her brain as they played, and when she reached the end she felt a little better.

    So she played it again. And again. And then the bell went for the end of registration, and it was time to begin work.

    *  *  *  *

    7C arrived in their usual manner — chatty but friendly, and receptive to Kristina's instructions. Just as she had got them quietened down as they lined up outside her room, a middle-aged woman whom Kristina recognised as one of the inspection team walked up to them, her low heels clacking on the floor as she approached.

    "Miss Charles," she said with a nod. It wasn't a question.

    "Yes," said Kristina.

    "I'll be observing part of your lesson today," she said. "Please, don't mind me and continue as you always would."

    Fuck, thought Kristina. This is the last thing I need, though I guess there are worse classes than 7C to be observed on.

    "All right," she said, hoping her tone wasn't too obviously acidic. "Would you like to go in and make yourself comfortable?"

    "I'll follow the class in, thank you," said the inspector. "Please continue."

    "Miss, who's that?" said Becky, a young-looking girl who stood at the head of the line and who was secretly one of Kristina's favourite students.

    "She's come to see how you're getting on with your work today," Kristina said. "So make sure you work hard, please."

    Becky smiled. Kristina wanted to pat her on the head and ruffle her hair.

    "All right," said Kristina. "Let's head in, please."

    *  *  *  *

    The lesson proceeded without a hitch; Kristina took great care to tick all the inspector's boxes by ensuring she had a starter activity to begin the lesson, keeping her "teaching time" down to a minimum and getting the children engaged in practical activities as soon as possible.

    But then her door flew open, and she knew everything was about to go horribly, horribly wrong before it happened.

    She also knew who had thrown her door open like that long before she looked over.

    Sure enough, it was Edward, and the force with which he'd thrown open the door, banging it into the wall in the process, had caused all eyes in the classroom to turn to him.

    He looked furious, aggressive and dangerous, and Kristina suddenly felt scared. But she also thought back to the music lesson where she had successfully got through to him the other day, and knew that she had to make a choice.

    "Miss!" said Edward, not waiting to be invited in. He stormed into the centre of the room, fists clenched. "I'm coming in."

    Kristina blinked, then looked around the class. All of 7C had turned their gazes to her to see what she was going to do.

    "Back to work," she said, hoping she sounded more assertive than she felt. "Now, please!"

    She turned to Edward. "What are you doing here?"

    "I got fuckin' sent out," he said. "I got angry. I'm still angry. I could… argh!" He swiped aggressively at Kristina's pencil case that was laying on the edge of her desk, and it fell to the floor, scattering pens and pencils everywhere.

    "Edward," she said, not wanting to provoke him. "Would you…"

    She considered asking him to clear up the mess he had caused, but assumed that he probably wouldn't respond all that well to orders or even requests right now, so she bit her tongue. Instead, she finished her sentence in a different way.

    "Would you like to go on the computer and continue with your coursework?" she said. "So long as you're quiet and don't interrupt 7C's work, you're welcome to do that."

    She knew it was most irregular to allow a student to behave in such a manner, and that she'd probably be accused of "rewarding" Edward's poor behaviour by allowing him something that he wanted to do, but she didn't care right now; he was a disruptive influence in the classroom, and she either wanted him gone — which looked unlikely to happen — or at least out of the way — which was at least possible.

    He nodded mutely, and walked over to the computer in the corner of the room without another word. He donned the pair of headphones that were perpetually attached to the system, fired up the composition software he'd been using to work on his piece the previous week and didn't bother the class again.

    Kristina looked over at the inspector, who had been sat in the corner of the classroom all this time. She was writing frantically in her notepad.

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    1399: Part 15 https://imnotdoctorwho.moegamer.net/2013/11/17/1399-part-15/ https://imnotdoctorwho.moegamer.net/2013/11/17/1399-part-15/#respond Sun, 17 Nov 2013 19:50:28 +0000 http://angryjedi.wordpress.com/?p=6000 Sian enjoyed coming into town on a Sunday. There tended to be fewer people than on a Saturday, and the staff in the shops she liked to visit tended to be look considerably less harassed. Today she had come out with the express purpose of looking at shoes. She didn't have the money for new … Continue reading 1399: Part 15

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    Sian enjoyed coming into town on a Sunday. There tended to be fewer people than on a Saturday, and the staff in the shops she liked to visit tended to be look considerably less harassed.

    Today she had come out with the express purpose of looking at shoes. She didn't have the money for new shoes, of course, but she thought it'd be nice to get some ideas. There would be parties around the end of term, and she knew from experience that everyone — male and female — would be judged by their peers on how well they dressed.

    Sian was reasonably confident enough in her appearance, but not enough to feel like she could get away with not making an effort. She was always rather envious of Jasmine in this respect; even on days where her friend claimed she'd overslept and hadn't had time to spend on her appearance, she still looked gorgeous, and as such it was unusual for a party to come and go without Jasmine having at the very least shared a kiss with some of the more desirable boys in the year.

    Sian, meanwhile, was yet to give her first kiss to anyone — not that she really minded, of course, since there was no-one in particular she had her eye on. She often fought with herself internally about this; her own sense of maturity meant that she often felt like many of her peers were too immature for her, and she was in no rush to jump into bed with the first guy who paid her any notice.

    That didn't mean that she wasn't interested in a relationship, of course; just that she wasn't actively pursuing one right now.

    As these thoughts flowed around her head, she realised she'd been staring at the same pair of shoes for a good few minutes now. She blinked, looked around — no-one seemed to be giving her any funny looks — and sauntered down the aisle to look at some other pairs.

    Nothing was really grabbing her right now, so she decided to leave the shop. The high street was busy, but not unmanageably so. Time was marching on towards the end of the year, but the populace hadn't quite switched into full-on Christmas panic-buying yet — that would probably start from next week, Sian thought, and continue throughout the rest of November right up until Christmas.

    She sighed. She was struggling to muster up much enthusiasm today, despite leaving the house earlier with some enthusiasm. She was discovering that her relatively new-found freedom from incarceration at home by her parents wasn't particularly exciting after all — though secretly she'd always suspected this — and was now wishing she'd stayed in her room, listened to some music or played some video games.

    "Oi!" came a yell from further down the street. "Get back 'ere!"

    The source of the yelling was the middle-aged owner of the newsagent that bookended one end of the main shopping drag in the high street. Even as the rest of the street had gradually started to be taken up by nothing but clothes shops, leading to several half-hearted residents' campaigns to "save our high street", the newsagent's had steadfastly refused to move. He was always doing good business, too, even with a larger WH Smiths further down the street.

    Now it looked like he was having some trouble, though. Sian followed the sound and saw the owner standing outside his shop yelling, and a figure running down the road, knocking people out of the way as it went.

    It looked strangely familiar. In fact, Sian knew exactly who it was without having to look too closely.

    She started up the street in the direction of the running figure. She didn't break into a run of her own, though; she figured that the shoplifter would probably tire himself out before long, and that's when she'd find him.

    Sure enough, it didn't  take all that long; after glancing down several side streets after seeing him apparently vanish from the main road, she eventually found an exhausted-looking Edward leaning breathlessly against a wall, clutching a bundle of magazines to his chest.

    "Hey," she said. He jumped in fright and dropped his magazines on the floor; she was unsurprised to see that they were made up of a combination of men's interest magazines with scantily-clad women on the front, and outright pornography, some of which were bagged and had a covermounted DVD. "Don't worry, I'm not going to tell anyone you're here."

    He gave her a look that was somewhere between terror and anger, and said nothing. To Sian's eye, he looked like a wild animal cornered by a predator, unsure whether to fight or run away.

    She took a step closer and he visibly stiffened, pressing himself back against the wall as if willing himself to sink into it. She paused and looked at him.

    "What's up, Edward?" she asked, trying to use as calm a voice as possible. He still didn't answer; his face was turning more and more wild by the second — now it was contorted into an outright snarl.

    She took another step closer to him, and this time he moved; he bolted, leaving his stack of magazines on the floor. Charging down the side street, he knocked several dustbins over before disappearing around a corner at the end. Sian took off at a jog after him; she felt fairly confident that she'd catch up to him again before long.

    She was right; Edward had barely got around the corner before having to stop to get his breath again.

    "What do you want?" he yelled. "Leave me alone!"

    "I just want to talk to you," said Sian. "I'm not going to tell anyone where you are, I said that before."

    "Why do you want to talk to me?" he said breathlessly, a little less aggression in his voice now. "You saw what I did, didn't you?"

    "I did," said Sian. "But I don't care."

    Sian surprised herself by saying that, but after a moment of reflection she realised that she meant it. She detested the kids in her year — mostly boys, but there were a few girls, too — who wore criminality like a badge of honour, vandalising property and shoplifting in ever-increasing attempts to look cool. But she also knew that Edward wasn't like that; because he'd alienated pretty much everyone around him, there was no-one for him to look cool in front of — except perhaps Sian, and she believed he was intelligent enough to know how she felt about that sort of thing — and thus he was obviously indulging in this behaviour for another reason. Perhaps stress relief?

    "Huh?" he said, panting. His breathing was slowing a little now.

    "I don't care," she said. "You did something wrong, but I don't believe you wanted to actually hurt anyone. And if you were really that attached to those magazines you'd have taken them with you."

    He said nothing and just looked down at the cracked surface of the pavement on this side street; a far cry from the fresh, clean paving slabs of the high street.

    "I hate myself," he said after a moment's pause. He didn't look up, and kicked the ground lightly. "I don't know why I do the things I do."

    Another pause.

    "Well, I do. But I don't want to talk about that right now."

    Sian said nothing. She wasn't quite sure what to say to Edward right now. He sounded like he wanted to get some stuff off his chest, but also that he was embarrassed by it. Sian felt it would be better to let him say what he wanted — if anything — at his own pace.

    "I want to take the stuff I nicked back," he said after a long moment's silence. "I'll get in trouble but I don't care. I want to do it."

    Sian was surprised at his proposed course of action, but didn't argue. As he started walking back in the direction the pair of them had come, she followed along behind him.

    "You don't need to come," he said, looking over his shoulder.

    "Yeah, well, I think I'm going to," she said. "If you don't mind."

    "Whatever," he replied, turning his eyes back to the front.

    He led the pair of them back to the side street and picked up the pile of magazines that lay where they had fallen just moments ago.

    "Shame," he said, looking fondly at the cover of one of the pornographic magazines. "This one looked pretty hot. But I can't afford to buy it." He looked over at Sian.

    "If you can't afford it, I'm not buying it for you," said Sian with a laugh. "You buy your own porn."

    She had to admit she was morbidly fascinated with the magazine and its covermounted DVD; she was familiar with the idea of porn and had even looked some up on the Internet out of curiosity once or twice when her parents were out — taking care to delete the browsing history afterwards, of course — but had never actually seen a pornographic magazine or DVD up close.

    She caught herself staring and looked away, feeling her cheeks flushing slightly.

    "You sure you don't want it?" asked Edward, a mocking tone in his voice.

    "No," said Sian, firmly.

    Edward gathered the magazines, clutched them to his chest and led the pair of them back out of the side street into the relatively bright daylight of the high street. They proceeded up the pavement towards the newsagent's until they reached the doorway; Edward paused before going in.

    "Do you want me to come with?" asked Sian.

    "No," said Edward. "Yes. No."

    Sian giggled.

    "Come on, then," she said. "I'm coming in."

    Edward walked into the shop with Sian in tow. She immediately saw the owner stiffen behind the counter as if preparing for another confrontation, but she was grateful that he didn't seem to have called the police as yet. She got the feeling that this wasn't the first shoplifting incident he'd suffered, and ultimately a few "specialist" magazines going missing probably weren't going to cut into his profits too much.

    Edward plopped the bundle of magazines onto the counter in front of the owner, who looked at them in surprise.

    "Sorry," Edward muttered, then looked at the floor.

    "He wanted to return them," Sian explained. "He really is sorry. He's just… going through some things at the moment."

    "Hmm," said the owner, looking Edward up and down. Edward, meanwhile, was still staring at the floor.

    There was an awkward silence for a few minutes. Then the owner spoke again.

    "All right," he said. "I believe you. After all, you did bring them back. Just… please don't do it again."

    "I can't promise anything," Edward muttered. He looked up at the owner, then over at Sian. "Things are worse than they've ever been. Or perhaps they're better than they've ever been. I don't quite know. I'm so confused. I don't know what to think any more."

    Suddenly, without warning, he started to cry. Sian looked over at the newsagent, who looked slightly embarrassed, then back to Edward, who clearly didn't care what a spectacle he was making of himself right now.

    "Shhh," said Sian, laying a tentative hand on his shoulder. He immediately flinched.

    "Don't touch me," he said through huge, gulping sobs. "Don't ever touch me."

    Then he ran, leaving a very bewildered Sian standing, confused, in the middle of the newsagent's, with the owner and several customers looking curiously at the door Edward had just charged through.

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    1398: Part 14 https://imnotdoctorwho.moegamer.net/2013/11/16/1398-part-14/ https://imnotdoctorwho.moegamer.net/2013/11/16/1398-part-14/#respond Sat, 16 Nov 2013 19:12:09 +0000 http://angryjedi.wordpress.com/?p=5995 Kristina was awoken by the sound of someone hammering on her door. Drowsily, she stumbled to her feet; it took her a moment to realise that she had fallen asleep on her couch, and that Maxine was still there snoring peacefully. "I have a bloody doorbell," she muttered to herself. "Why does no-one ever use … Continue reading 1398: Part 14

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    Kristina was awoken by the sound of someone hammering on her door. Drowsily, she stumbled to her feet; it took her a moment to realise that she had fallen asleep on her couch, and that Maxine was still there snoring peacefully.

    "I have a bloody doorbell," she muttered to herself. "Why does no-one ever use it?"

    This was a constant and irrational source of frustration for her. She'd spent good money on a doorbell — there wasn't one there when she moved in — and apparently no-one ever noticed it.

    She wasn't quite sure what time it was; the TV was still on, and it was showing some sort of early morning cookery show. She couldn't really tell what was going on as she was still half asleep, but the things they were cooking did not look at all appetising right now.

    Staggering over to the front door, she peered through the peephole and saw an unfamiliar face. A delivery, perhaps? She hadn't ordered anything recently, but perhaps it was one of her mother's infrequent "care packages," or perhaps a gift from a secret admirer.

    She snorted derisively at the prospect. As if, she though.

    She chained the door and opened it a crack.

    "Hello?" she said.

    "Hello," said the unfamiliar face. He looked like a pleasant enough sort — perhaps a little older than Kristina. She put him somewhere around Martin's age, which would put him in his mid-thirties. There was a youthfulness around his eyes, though, that made him look younger than he was. "Sorry to bother you. Are you Kristina?"

    "Yes," she said uneasily. How did this stranger know who she was?

    "I'm Mark," he said. "I'm really sorry to just drop in like this, but I was wondering if Maxine was with you?"

    "Um," said Kristina. She knew she had to think quickly.

    So this was Mark. She still didn't really know what to make of him, or indeed what had truly happened between him and Maxine. Maxine had assured her that everything was fine and that it had all been a big misunderstanding, but Kristina knew her friend well enough by now to know when she was putting on a brave face and lying to avoid talking about difficult things. And now seemed to be one of those times, so letting the source of her anxiety know she was here would probably be a bad idea.

    "No," she said finally. She knew only a fraction of a second had passed, but it felt like several minutes had gone by in the instant she'd been considering what to do. "Sorry. Are you looking for her?"

    "Yeah," he said. "We were supposed to have a date last night, but she stood me up. I just wanted to make sure she was all right, and you seemed like the right person to ask."

    "Okay," said Kristina. Her skin was crawling, but she wasn't sure why; speaking to him like this, he seemed like a perfectly reasonable, polite person, but at the back of her mind, she harboured thoughts that all was clearly not as it appeared. "Well, I'll see if I can get hold of her and let her know you were after her. Looking for her," she corrected herself.

    "All right," he said, seemingly trying to peer in through the crack in the door. "Again, sorry to bother you."

    "It's okay," she said. "Take care now. Have a nice day."

    She closed the door on him, and she watched through the peephole as he walked away. He paused at the end of the path up to the front door, turned around and looked back at the door, looked as if he was about to come walking back up the path, then finally walked away.

    Kristina quietly walked back into the living room, where Maxine was stirring.

    "What was that?" said Maxine, sleepily. Kristina felt like telling the truth might not be a good idea here.

    "Um, nothing," she said. "Just a delivery."

    Maxine sat up and rubbed her eyes, then yawned.

    "A delivery?" she asked. "But you're not holding any package."

    "I…" Kristina looked down at her empty hands before realising the stupidity of her lie. "Um."

    "Kris?" said Maxine, suddenly perking up and looking worried. "Is everything all right?"

    "Yeah, I, um," she stammered.

    "Kris," said Maxine. "It's fine. You can tell me if there's something wrong."

    "It's just…" Should she say anything? Should she— "It was Mark. He was looking for you."

    That answers that, she thought. Her mouth had a tendency to run ahead of her brain when she was nervous.

    Maxine turned pale, but didn't say anything.

    "He said that you two had a date last night," she continued. No sense stopping now. "And that you stood him up. And he came here to see if you were all right."

    Maxine frowned.

    "Bastard," she muttered under her breath, sighing.

    "My turn now, Max," said Kristina. "I want you to tell me what's going on, because I know you haven't been telling me the truth."

    Maxine closed her eyes and took a deep, unsteady breath; Kristina thought she heard a slight sob in there somewhere.

    "All right," said Maxine. "And I'm sorry for getting you wrapped up in this, but it looks like you are. He must have gone through my phone when I wasn't looking or something and found your details. Asshole."

    "I thought  you said things were going all right?" said Kristina. But she could tell her friend was becoming more agitated.

    "Well, they're not," said Maxine. "Mark may act all sweet and nice when he's around other people or trying to get something he wants, but behind closed doors he's… not a nice person." Her tone was acidic. "He lives on power; on exerting it over other people, and proving to himself that he's the best."

    "How do you mean?" asked Kristina.

    "After… what I told you before, I told him I didn't want to see him again, that I felt uncomfortable with what he did," Maxine replied. "He threatened me. Said he was going to tell the bosses at work that I'd been harassing him. And he's weaseled his way into so many people's good graces that they'd believe him over me."

    "Why would he do that?" said Kristina. "That doesn't make any sense."

    "Like I said," Maxine continued, "he just loves to exert power over others. I don't know why, because he's not particularly successful or high up in the company; it just seems as if he's compensating for something. But in all our conversations, I never figured out what; he's been putting up one hell of a front in order to get what he wanted."

    "Max," said Kristina, laying a hand on her friend's shoulder. "Has he hurt you?"

    "He's tried," said Maxine. "Fortunately I've always managed to get out of the way before he could do anything. But he's been forcing me to keep seeing him with these threats and everything. Last night, I just told myself "no more," and ditched him. But it looks like he's not going to take no for an answer.

    "Well, he's gone away for now," said Kristina.

    "He'll be back," said Maxine. "Oh, Kris, I'm sorry, I really hope he doesn't start giving you grief, too. I feel terrible."

    "Don't," said Kristina seriously. "The guy clearly has problems. Is there anything you can do? Can you go to the police or whatever?"

    "And say what?" said Maxine. "He hasn't actually done anything to me, so what can I report him for? I don't want to get in trouble for wasting their time. 'Please, officer, this man's been being a bit weird around me.'"

    "Max!" said Kristina. "You just said he tried to hurt you."

    "But I have no proof of that," she said. "Why would they ever believe me?"

    "Because it's their job to check it out if you report it?" said Kristina. "It can't hurt to tell them, can it?"

    "I don't know," said Maxine.

     

    *  *  *  *

    Later that day, well after Maxine had gone home — after the pair of them had made sure Mark was nowhere to be seen outside Kristina's place — Kristina's phone rang once again.

    It was Maxine. Kristina immediately had a bad feeling. She tapped the screen to answer.

    "Hello?" she said. But there was no response from Maxine; perhaps she had pocket-dialled her again?

    She heard the sound of banging in the distance, and someone shouting. Was it Mark? Was he trying to get in to Maxine's place?

    Kristina continued to listen, and she heard Maxine's voice shouting something back. The banging continued; more forcefully now. It didn't sound like knocking any more.

    Kristina was horrified by what she was hearing, but was at a loss for what to do; she couldn't tell if she was misinterpreting the sounds she heard, or if Maxine really was in some kind of danger.

    Fortunately, it didn't take long for her to find out; she heard the distinctive sound of the phone being picked up at the other end, then Maxine's voice hissed down the phone at her.

    "Kris, please, get help."

    The phone clattered down on some sort of surface, and Kristina could hear her footsteps going away. She wanted to continue listening — there was something morbidly fascinating about what was going on — but at the same time she knew that she had to do something, right now.

    She hung up the call and, fingers trembling, dialled 999.

    "Hello, emergency services, which service do you require?" came a calm, friendly voice on the other end of the line.

    "Police, please," said Kristina, her voice shaking.

    As she waited to be connected, her mind started turning over all the possibilities of what might be happening at Maxine's place right now. She was terrified for her friend, and she hoped beyond hope that the police would be able to get there in time to save her.

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    1397: Part 13 https://imnotdoctorwho.moegamer.net/2013/11/15/1397-part-13/ https://imnotdoctorwho.moegamer.net/2013/11/15/1397-part-13/#respond Fri, 15 Nov 2013 23:35:49 +0000 http://angryjedi.wordpress.com/?p=5992 "Ugh," said Kristina to the empty room. The stacks of paper on her desk had got slightly smaller, but they were still present. She was quite pleased with herself for having dealt with some of them, but feeling unmotivated to go any further than she had done. And yet she knew if she left them … Continue reading 1397: Part 13

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    "Ugh," said Kristina to the empty room. The stacks of paper on her desk had got slightly smaller, but they were still present. She was quite pleased with herself for having dealt with some of them, but feeling unmotivated to go any further than she had done. And yet she knew if she left them be, they'd just build up again until it was impossible to even walk past her desk without causing an avalanche.

    She looked up at the clock. It had been well over an hour since the end of school, and all traces of noise had ceased outside the classroom — she couldn't even hear the out-of tune warblings of what Martin laughably called his "jazz band" — actually nothing more than him on piano, one year 10 boy on trumpet, a year 8 girl on a tenor saxophone that was slightly too big for her, and a year 9 violinist who didn't really like jazz music, but wanted something to do on Friday afternoons. They must have gone home; she didn't know if Martin was still here and didn't really feel like seeing him right now, anyway.

    Gritting her teeth, she set about going through a few more of the papers. If I'm still here at five o'clock, she thought, I'm just going to leave it there. This is ridiculous.

    More and more papers went in the bin. Another bundle of letters for her non-existent tutor group; a note from the Head reminding all staff that there would be a fire alarm three weeks ago; a mysterious form just labelled "Action Plan" with no indication of what actions she was supposed to be planning and to what end.

    A bright yellow piece of paper was emblazoned with the word "IMPORTANT" in bold-print Comic Sans at the top of the page, with three exclamation marks either side of it. Having piqued Kristina's interest, she was disappointed to note that the paper was requesting nothing more than volunteers to help at a school cake sale that had taken place well over a month ago. Into the bin it went.

    Kristina was unsurprised to discover that the vast majority of pages she'd been hoarding were, in fact, completely useless and should have just gone straight in the bin the moment she got them. The trouble was, with how hectic a typical school day was, papers were usually dropped on her while she was right in the middle of something else, and just got tossed aside to be reviewed and dealt with later. This continued over and over until her desk was, like it was now, full to bursting.

    "Oh, fuck this," she said. She had gone through barely half of the stacks on her desk, but she couldn't take any more. She held the binbag open and simply swept all the remaining papers off the desk and into the bag. Then she tied the bag up and threw it — now surprisingly heavy — to the side and sat down in her chair, admiring the wooden surface of her desk for the first time in what felt like forever.

    Tiredness suddenly set in. She leaned her elbows on her now-clear desk and rested her head on her hands. She closed her eyes for a moment but quickly sat up again when she realised that she would actually fall asleep then and there if she wasn't careful. But she couldn't quite bring herself to stand up and get moving just yet.

    She looked around her classroom with tired eyes. She honestly wasn't sure what she thought any more. Some days, like today, she almost felt like a good teacher, particularly when she managed to get through to notoriously "difficult" students like Edward. Others, she felt like she was an imposter standing in front of the classes she taught; paranoid that she'd be found out any moment.

    The prospect of the inspectors coming back didn't help with this feeling — particularly when the last time around she'd been branded "unsatisfactory". She already felt nervous any time someone watched her teach, whether they were her peers, a teaching assistant or someone from the local authority. But to know she was being graded on her performance made it all the more difficult to concentrate and be natural.

    She sighed to herself. Why was she doing this? How had she fallen into this career?

    She knew the answer; she'd come to the end of her undergraduate course and found herself at a loss for something productive to do with her degree, so had decided that staying on another year and attaining a qualification that was all but guaranteed to lead to a career was the right thing to do. It was a sound plan; what she hadn't counted on was how tough life at the chalkface in modern schools was. Her own memories of school had been somewhat rose-tinted — or perhaps she just didn't remember the bad parts — and so it was a bit of a shock for her to discover that teachers weren't always treated with respect by students, and that a typical lesson involved as much time being spent on what was euphemistically referred to as "behaviour management" as on actually teaching.

    She'd stuck it out, though. She was determined to make it work — the pay was reasonable, and it was a job that conferred a certain amount of respect from people her own age. It wasn't until it was too late that she realised the respect she was getting was more due to the fact that everyone knew she was likely having to put up with abuse rather than because she was making a difference in young people's lives.

    She was snapped out of her reverie by her phone beeping in her pocket. She pulled it out and looked at it; it was a message from Sian.

    Are you still at school? it read.

    Yes, she typed back. Did you need something?

    I'm not sure, came the response after a moment. Can I come and talk to you?

    I was going to go home soon, typed back Kristina. Would you like to go and get a coffee or something?

    Sure, typed Sian. I'll meet you at school, I'm not far away.

     

    *  *  *  *

    "Hello," said Sian cheerfully, though Kristina noted her greeting didn't have quite the same energy it usually did.

    "Hi," said Kristina. "You okay?"

    "Um," said Sian. "I'm not sure. But let's go somewhere before I tell you about it."

    "All right," said Kristina.

    The pair of them walked the short distance from the school to the local supermarket. Sian found a table while Kristina ordered the pair of them some lattes.

    "So what's up?" she said, sitting down. "Problems with your schoolwork?"

    "No," said Sian. "I, umm, I feel a bit silly saying this because it might be nothing, but I'm worried about Edward."

    "I think we all are, Sian," said Kristina. "Is there something specific?"

    "Yes," said Sian. "I walked him home after music class today. He's been opening up to me a bit recently, and I think he enjoyed class today. But, umm…"

    Sian took a sip of her latte and then recounted the strange experience she'd had at Edward's house — relaxing with a drink one minute; being ushered out of the back door the next; then the sounds of yelling and things breaking.

    Kristina frowned at what Sian was telling her.

    "Okay," she said seriously. "Thanks, Sian. You did the right thing telling me. Obviously we don't know exactly what was going on there, but it sounds like something worth at least looking into."

    And it might explain a lot, she thought to herself, but didn't say it out loud.

    "I wonder if we can help him," said Sian. "He's got a bad reputation, but I think underneath all that he wants to be a good person."

    "I'd certainly like to believe that," said Kristina. "I'll admit my first encounter with him made me think he was just another badly-behaved kid, but today opened my eyes a bit, I won't lie." She laughed. "I probably shouldn't be telling you that, should I?"

    "It's okay," said Sian with a giggle. "We all figure you teachers feel that way about us sometimes anyway."

    "It works the other way too," said Kristina with a conspiratorial smile. "But I really should stop saying things now before I get my colleagues into trouble."

    *  *  *  *

    "It's… going well," said Maxine, taking a sip of wine. It was the middle of the month, so neither she nor Kristina had a lot of spare money to go out with, so they'd just decided to meet up, drink some wine and watch some TV together. Kristina had tentatively asked her how things were going with Mark; she was still worried about her friend.

    "Are you sure?" she said. "You sound a bit hesitant."

    "Yeah," replied Maxine. "No. No, it's nothing. I'm just tired."

    "You can stay here tonight if you want," said Kristina, secretly hoping she'd agree. Her place had felt entirely too empty and lonely for the past few days, and she felt she would welcome the company.

    "I might," said Maxine. "It's nice to just hang out and relax. It's been a long week."

    "It really has," said Kristina. "And I know next week is going to feel even longer in my case, but for now I'd just like to enjoy the weekend and not think about anything that's stressing me the fuck out."

    Maxine put her hand on Kristina's shoulder.

    "You're super-strong," she said out of nowhere. "I really admire what you do, you know."

    "That's the wine talking," said Kristina, picking up the bottle and refilling her friend's glass. "But thanks."

    "I mean it," said Maxine. "You put up with a hell of a lot of shit, including from me, and you never complain. Well, sometimes you do. But you just deal with it. You never let it get to you. Well, you do. But you, oh shit, I'm pissed."

    "Yeah you are," said Kristina. "And I think I need to catch up."

    She refilled her own glass with wine and took a big swig. The pair of them sat in silence for a while. Kristina stared at the television, but didn't really pay attention to what was on it; it was some reality show that she hadn't caught the premise for, involving the usual combination of stressed-looking people shouting at one another in obviously contrived situations.

    She smiled bitterly to herself. Can't even escape the stress in entertainment these days, she thought.

    "Hey, Max?" she said, turning to her friend. "Are you sure you're all right? I've been…"

    But Maxine was already asleep, the wine glass still held in her hand, her head thrown back in a distinctly undignified manner.

    Kristina smiled, removed the wine glass from her comatose friend's hand, pulled her blanket around the pair of them and rested her head on her friend's shoulder. She closed her eyes and felt her own consciousness drifting away before long; the dreamless sleep of an exhausting day — no, an exhausting week — finally coming to a close.

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    1396: Another Interlude https://imnotdoctorwho.moegamer.net/2013/11/14/1396-another-interlude/ https://imnotdoctorwho.moegamer.net/2013/11/14/1396-another-interlude/#respond Thu, 14 Nov 2013 21:57:08 +0000 http://angryjedi.wordpress.com/?p=5990 I need another break. I haven't gone anywhere this time, but I just… need a break. Why? Well, several reasons. Firstly, I quite simply feel like shite right now, in more ways than one. I feel like I'm coming down with something — feeling super-tired, bunged up and finding it tough to get up in … Continue reading 1396: Another Interlude

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    I need another break. I haven't gone anywhere this time, but I just… need a break.

    Why? Well, several reasons. Firstly, I quite simply feel like shite right now, in more ways than one. I feel like I'm coming down with something — feeling super-tired, bunged up and finding it tough to get up in the morning — and have also spent the past few weeks feeling more than a little depressed.

    As those who have dealt with depression will know, there doesn't have to be anything in particular that "causes" a depressive episode, they just come and go at times. It sucks, but all you can really do is just ride it out until things feel better, and preferably not provoke it as much as possible.

    Which brings me slightly to my point; with this piece of writing, I think I'm provoking myself a bit. As regular commenter and good friend Jud astutely observed the other day, at least part of the work I'm doing on this current piece of creative writing is drawn from my own experience. There's a healthy dose of fiction in there too, just to be clear, but there are certain aspects of the whole thing that I'm drawing directly from my own experiences and memories, and that's proving to be more difficult than I thought it would be.

    It's not that I haven't written about my thoughts, feelings and memories before, of course — particularly when it comes to teaching — but I haven't drawn on those memories for such a sustained period of time in quite a while, and that's the thing that's proving to be somewhat challenging.

    Don't get me wrong, I'm going to finish the story and see it through to its conclusion, but depending on how busy I am and how my mental wellbeing for the day has been, I may find myself having to take occasional breaks along the way, so I apologise in advance for any other posts like this one along the way.

    Taking breaks provides me with the opportunity to gather my thoughts, relax and vent a little steam. It also provides the potential for talking about the creative process, should I feel so inclined. And perhaps most importantly, it takes some of the pressure off me, meaning that I can enjoy the writing process more in the long run rather than subjecting myself to arbitrary deadlines that matter to no-one other than me.

    So yes. Tonight is a break. I got back from my Japanese evening class a short while ago, and in just a moment I'm going to go and sit in bed and play either Super Mario 3D Land or 999. Or perhaps a bit of both. That seems like a particularly wise course of action at this juncture.

    Normal business to resume shortly.

    おやすみなさい!

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    1395: Part 12 https://imnotdoctorwho.moegamer.net/2013/11/13/1395-part-12/ https://imnotdoctorwho.moegamer.net/2013/11/13/1395-part-12/#respond Wed, 13 Nov 2013 21:12:50 +0000 http://angryjedi.wordpress.com/?p=5986 It was Friday again; the end of another week. Sian was exhausted; she hadn't got much sleep the previous night. She didn't blame Kristina — it was her own fault that she couldn't "let go" after hearing something worrying like what her teacher had told her — but she did wish that she could have … Continue reading 1395: Part 12

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    It was Friday again; the end of another week.

    Sian was exhausted; she hadn't got much sleep the previous night. She didn't blame Kristina — it was her own fault that she couldn't "let go" after hearing something worrying like what her teacher had told her — but she did wish that she could have just stayed at home today.

    Still, she thought. It's almost the weekend. Time for a well-earned break.

    The morning seemed to pass by in something of a haze. Sian was pretty sure she'd been to all her lessons and had participated as much as she always did, but by the time lunchtime rolled around she was struggling to recall anything she'd learned today.

    She took a bite out of one of her sandwiches and chewed thoughtfully.

    "So are you going to tell us what's up, Sianie?" said Jasmine. Sian gave a start; in her tired delirium, she'd all but forgotten her friends were there.

    "Nothing," she said absently. "Just tired."

    "What were you up to?" said Nicola, a mocking, cheeky tone in her voice. "You got some fella on the side?

    "No," said Sian, not rising to the bait more because she'd barely noticed Nicola's tone than anything else. "Nothing like that."

    "Then what?" said Jasmine. "Come on, Sianie, we're worried." She sounded a lot more serious than her usual light-hearted self.

    "Nothing," she repeated, a little more forcefully. The persistent questions were starting to bring her out of her reverie, and she wasn't entirely sure she wanted to come back from wherever she was just yet. Although part of her was worrying that she wasn't taking anything in and was feeling very detached, another part of herself was enjoying the relative peace and quiet in this happy place.

    "Okay, okay," said Jasmine, standing up. "Come on, Nic."

    "What? Where?" said Nicola, confused.

    "I don't think Sianie wants us around right now," said Jasmine. "Let's leave her to it."

    "See you later," said Sian.

    She put her sandwich down and sighed, then looked around herself. Everyone around her seemed to be laughing, joking and having a good time, but she suddenly felt very lonely, and she'd just driven her friends away.

    "Stupid," she muttered to herself. She didn't feel hungry any more, so she stuffed the remains of her sandwich back into her lunch bag, stood up and headed for Kristina's classroom in the hope of finding some company.

    When she arrived, she tapped on the door, then pushed it without waiting for a response. Kristina was sitting at her desk, which was still covered with piles of paper. She didn't appear to be doing much.

    "Hey," said Sian, tentatively stepping into the room. "How are you?"

    "Oh, I'm all right," said Kristina, coming to life and facing her student. "I'm… actually, no, I'm not great. Didn't get all that much sleep tonight, so I apologise in advance if this afternoon's lesson is rubbish."

    "Join the club," said Sian with a gentle laugh. "I didn't sleep much either."

    "Oh," said Kristina, a frown appearing on her face. "I'm sorry. Was that my fault? Did I worry you?"

    "Well," said Sian, hesitating for a moment. "Yes, you worried me. But no, it's fine. I'm glad you felt you could tell me those things. And I'm sorry you were worried about your friend. Have you heard from her?"

    "I got a text from her earlier," said Kristina. "She said that everything was fine and that everything went well, but I'm not sure I believe her."

    "Why's that?" asked Sian.

    "I know her," said Kristina. "She went from being so freaked out that she couldn't go into work to being absolutely fine with everything in the space of a day. She doesn't do that. She holds grudges and takes ages to come around to people she thinks have wronged her. I mean, she's liked this guy for ages, but still. That's no excuse, is it?"

    "Don't they say love is blind or something?" said Sian with a slight laugh. She didn't know if the humour was appropriate. "I can't speak for her, but I've known people go out with boys who are just plain bad for them."

    "Well, no offence, Sian, but my friend's a lot older than your friends," said Kristina. "I'd like to think Max is a bit more mature than some teenage girls, present company excepted."

    "You might be right," said Sian. "You should talk to her about it, though."

    "I'll try," said Kristina. "Now you should get along. It's registration in a minute. I'll see you later this afternoon."

    "All right," said Sian.

     

    *  *  *  *

    Registration came and went, and before long Sian was back in the music classroom. She was the first there, but it wasn't long before her classmates — including Edward, again accompanied by a teaching assistant — were sitting down and ready to go.

    Today was composition day. Sian enjoyed the process of putting together her own music, but knew that some of her peers struggled with the creative aspect. It was something she'd always found very natural, though she felt extremely self-conscious about sharing the things she'd come up with. She'd always got good marks for her composition assignments, so she knew that she didn't really have anything to worry about in terms of her abilities; it was more that letting other people hear her compositions felt like she was making herself very vulnerable and putting herself on display. It was an uncomfortable process for her, but to date she'd always been supported and encouraged by friends, peers and teachers alike.

    The class was already halfway through an assignment, and Sian was almost finished. Once Kristina finished her initial lecture and sent everyone off to get on with their work, Sian did not dart into her usual practice room; instead, she gravitated towards Edward.

    "Hey," she said softly.

    He was staring at the wall, his jaw set and his face scrunched up into a frown. He grunted in acknowledgement.

    "Are you all right?" she said.

    "Edward," said the teaching assistant. "Be polite."

    "Yeah," he said, turning to her. He looked miserable. "I'm all right. Why?"

    "I was just wondering if you wanted a bit of help," said Sian. "You missed a bunch of lessons, so I thought you might want a hand."

    There was a pause. In the distance, Sian could hear her electric guitar-wielding classmates warming up.

    "Okay," he said.

    Sian raised her eyebrows and smiled a little. She turned to look over at Kristina, who was sorting through some of the papers on her desk.

    "All right," said Sian. "Have you got anything at all yet?"

    "No," he said. "And Miss wouldn't help me." He paused. "I don't blame her."

    "Oh, now come on," said Sian. "I'm sure she'll help you if we ask nicely."

    "Go on," said the teaching assistant.

    After a moment's consideration, Edward stood up. Sian led him over towards Kristina, who looked up at the pair of them in surprise, then immediately looked uneasy at how close Edward was.

    "Miss," he said.

    "Yes, Edward?" replied Kristina. Sian could tell she was uneasy, but she said nothing.

    "I'm… sorry about the other day," he said. Sian's eyes widened, and Kristina's eyebrows raised. "I just sort of lost control. I'm sorry."

    "That's… okay, Edward," said Kristina. "Just try not to let it happen again."

    "Edward was hoping he could get some help with his composition," said Sian. "I said I'd give him a hand, too, as I'm nearly done with mine."

    "That's great," said Kristina. She looked like she was loosening up a bit. "Okay, Edward. The first thing we need to do, then, is figure out what you want to compose for."

    *  *  *  *

    Sian was pleasantly surprised to discover that Edward actually took quite well to composition. Due to his relative lack of instrumental skills, Kristina had suggested he try using the computer to make a piece of electronic music. She had several pieces of software installed specifically designed to allow users to arrange samples in sequence and produce convincing-sounding dance music, and Edward seemed interested enough to try them.

    Edward offered the headphones to Sian, so she put them on and he clicked the "Play" button. Instantly her ears were filled with a thumping beat and throbbing bassline; the two complemented each other well, and Edward had taken care to ensure that they synced up nicely with one another. He had a good ear for rhythm, it seemed, though the layers of synthesiser he was just starting to put on top of the basic beat were rather too loud.

    "That's really cool," said Sian, and she meant it. She knew that the music composition program essentially involved using musical "building blocks" rather than composing things from scratch, but even so, for someone with relatively little musical ability like Edward to come up with a convincing-sounding dance beat and bassline was impressive to her.

    Kristina came over to see how they were getting on.

    "How's it going?" she asked. Sian offered her the headphones without saying a word, and Edward clicked the "play" button. When the piece had run its course, she smiled at Edward.

    "Great job, Edward!" she said. "I think we've found your calling."

    Sian looked at Edward and smiled, too. Then, something unexpected happened: he smiled, too.

    *  *  *  *

    "Thanks," said Edward as he walked out of the classroom with Sian. "I actually had a good time today."

    "I'm glad," said Sian. "Music is great. It's a really good way to express yourself."

    "Yeah," he said. "I liked that music program. It was fun."

    "It looked it," said Sian, laughing. "I'm a bit jealous, actually."

    The conversation died for a moment as the two walked to the front door of the school.

    "Hey, um," said Edward. "Can I ask you something?"

    "Sure," said Sian.

    "Would you mind walking with me to my house?" he asked. "Sorry, it's stupid, I know. But it's not far."

    Sian paused for a moment. She wasn't sure where he was going with this. Then she decided.

    "Sure," she said.

    I seem to be getting through to him, she thought. Perhaps I can help him, and then that's one less worry for Kristina, too.

    At the back of her mind was the knowledge that he had been known to snap at any moment, but ever since she had started talking to him he'd been a lot calmer than she'd ever seen him.

    Edward, it turned out, was speaking the truth; his house was no more than five minutes' walk away from the school. It was an unassuming-looking terraced house with a slightly unkempt front garden and a rusty iron gate. Edward pushed it open and pulled his keys out of his pocket before opening the door. He turned back to Sian.

    "Do you want to come in and grab a drink?" he asked. "I'm not going to do anything weird, I promise."

    Sian smiled. He'd read her mind, much as she felt ashamed to admit it.

    "All right," she said.

    The hallway of Edward's house was dark and smelled a little musty, but he flicked a light on and it was soon illuminated with warm orange light from a bare bulb hanging from the high ceiling. He pushed the front door closed and led her into the kitchen, which was at the back of the house.

    "Orange juice?" he asked, opening a cupboard and pulling out two glasses.

    "Sure," said Sian. She looked around, trying to figure out what sort of family lived here — and what sort of family could have produced someone like Edward.

    The kitchen was in reasonable condition, but there was a significant pile of washing-up in the sink and the bin was full. The light in the kitchen was similarly without a lampshade, and Sian noticed that there were numerous discarded bottle tops on the kitchen table, though from what she couldn't tell.

    "There," he said, thrusting the glass towards her.

    "Thanks," she said, taking a sip. It was the cheap orange juice that you could buy in bundles of six cartons at once, but at least it was cold and refreshing — plus the fact that it was clearly a few days old gave it an invigorating "zing" to it.

    She drained her glass and put it on the kitchen table.

    Suddenly, there was the sound of keys in the front door. Edward's expression immediately changed.

    "Oh fuck," he said. "You've got to get out of here."

    "What?" she asked, confused.

    "Go on!" he said. "Go!" He unlocked the back door, which led from the kitchen into the overgrown back garden, and pushed Sian out of it, slamming it shut the second she was outside.

    Sian dusted herself off and looked back, but got the sudden sense she shouldn't stick around here. Taking care not to make herself visible to the kitchen windows, she crept through the garden, looked around, found the back gate and slipped out into the alleyway that led back to the street.

    As she closed the gate behind her, she heard yelling and what sounded like a glass breaking coming from the house. What was going on in there?

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    1394: Part 11 https://imnotdoctorwho.moegamer.net/2013/11/12/1394-part-11/ https://imnotdoctorwho.moegamer.net/2013/11/12/1394-part-11/#respond Tue, 12 Nov 2013 22:52:00 +0000 http://angryjedi.wordpress.com/?p=5984 "You look like hell," said Maxine as Kristina walked in to the café where they normally met. "Everything all right?" Kristina dumped her bags forcefully on the floor, then sat down with a "thump" and exhaled, but she said nothing. "That bad, huh?" said Maxine. "Sorry." "The inspectors are coming back," said Kristina. "So yay, … Continue reading 1394: Part 11

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    "You look like hell," said Maxine as Kristina walked in to the café where they normally met. "Everything all right?"

    Kristina dumped her bags forcefully on the floor, then sat down with a "thump" and exhaled, but she said nothing.

    "That bad, huh?" said Maxine. "Sorry."

    "The inspectors are coming back," said Kristina. "So yay, I get to be branded 'unsatisfactory' all over again."

    "Coming back?" asked Maxine. "Didn't they just leave?"

    "That's what Special Measures means," explained Kristina, leaning her elbows on the table and resting her head on her hands. "They keep coming back until we're… not unsatisfactory, or whatever."

    "That sucks," said Maxine. "And seems counter-productive."

    "Well, I sort of get it," said Kristina. "I mean, being in Special Measures basically says that we fucked up and we need to shape up or shut down. And them coming back is a way of checking that we're, you know, shaping up. But, ugh, everyone's really stressed about it again, particularly as they come at such short notice."

    "Sorry," said Maxine, laying a hand on Kristina's arm. "Wish I could help more."

    "Just listen to me rant every so often," said Kristina. "That'll do me."

    One of the baristas came over and brought two large lattes.

    "I ordered for you," said Maxine with a smile. "Hope you don't mind."

    Kristina chuckled weakly. "No, not at all," she said. "I feel like I need this." She picked up the heavy glass and took a sip of the coffee, giving an exaggerated gasp after she swallowed. "So what's new with you? Are you feeling better after… the other day?"

    "Oh, yeah," said Maxine cheerfully. "It was all a misunderstanding. We talked about it at work and sorted it out. It's all fine."

    Kristina raised an eyebrow. This wasn't quite what she expected to hear.

    "Really? Are you… sure?"

    "Yeah," said Maxine. "I was just overreacting. It's all good. We're seeing each other again later tonight, actually."

    Kristina frowned, but didn't say anything. She took another sip of her coffee.

    Something felt off about all this. Maxine had been so upset the other day, and now everything was fine? She didn't say anything, though; she felt she was in no position to give her thoughts on her friend's love life, what with her own lack of experience in that department. Sometimes she was grateful for that lack of experience; at others, she wished she had more experience to draw on to be able to give advice. Now was one of the latter times.

    "What are you going to do this time?" she said. She instantly regretted adding the "this time", but Maxine didn't seem to notice — or care.

    "He's going to cook me a meal," Maxine said. "He's quite a chef, apparently."

    Was that a hint of uneasiness in her voice? Kristina couldn't quite tell, but she didn't feel happy about this.

    "You're going to his house?" she said. She couldn't stop herself. There was a slight pause — not a long one, but noticeable.

    "Yes," said Maxine.

     

    *  *  *  *

    Kristina had brought some of the paperwork home with her to try and sort. Not all of it, but she reckoned she had about half of it. After finishing her dinner — a microwave curry tonight; not at all bad — she heaved the box of papers onto her dining table and started drawing them out one by one, a binbag by her side ready to discard useless or irrelevant items into.

    First was a copy of the school newsletter; she never read these, as they were largely aimed at parents. Into the binbag it went. Then came a stack of letters home to parents explaining the results of the inspection and what "Special Measures" meant. Since Kristina didn't have a tutor group, she wasn't sure why she'd been provided with a stack of these; into the binbag they went.

    Beneath that was a form from the school's special educational needs unit asking for feedback on Edward. She was apparently supposed to track his behaviour in the lessons he attended, then submit the report to the SEN department so they knew how he was getting on — whether he was successfully integrating into the school or whether he was going to be even more of a problem than he had been in the past. She put that to one side; although she had neglected to fill it in earlier, she made a mental note to focus on that and remember it for the future.

    Then there was a pile of worksheets from Martin — she'd made her own for the lesson they covered, so into the binbag they went, although she kept one just in case she wanted to use it in future — and a note from the Head reminding everyone that was a Governors' meeting two weeks ago; binbag.

    Her phone rang at this point; she fumbled around in her dressing gown robe pocket for it and clumsily dropped it face-down on the table in her rush to answer it. She picked it up and saw that it was Maxine calling her; wasn't she supposed to be on her date with Mark? She slid her finger across the screen and answered.

    "Hello?" she said uneasily. There was no response from the other end, but she could hear something; she wasn't sure what. Had Maxine pocket-dialled her?

    There was a rustling sound, and mumbling in the background, though she couldn't hear what was being said. There were two voices — she assumed they were Maxine and Mark. They sounded like they were talking normally.

    "Maxine?" Kristina said, a little louder than she would normally speak. "Maxine, are you there? I think you pocket-dialled me. Hello?"

    No response. The voices in the background sounded a little louder. She couldn't tell if they were closer or actually louder. Then there was more rustling. What was going on? Kristina was morbidly curious, although she knew that she was intruding on what was probably quite a private moment right now.

    Mark said something, and Maxine responded in what Kristina recognised as her "girl power" tone; an assertive voice that made it clear she was in charge. But it sounded like Mark was persisting. Kristina still couldn't make out the words, but it sounded as if they were disagreeing on something. She considered speaking up again, but against her better judgement she didn't want either of them noticing her "presence" and hanging up just yet.

    She could feel a knot in her stomach forming; she had a feeling something bad was going to happen. And yet she didn't hang up, nor did she do anything about it; she just listened.

    Mark sounded like he was raising his voice now, and Maxine's voice sounded less assertive. There was a loud "thump," and what sounded like a yelp from Maxine. What was going on? She had a feeling she already knew, but she didn't want to admit it to herself; she also felt guilty at the fact she was listening in and wasn't able to do anything to help her friend.

    "Maxine!" she cried as loud as she could. There was the rustling sound again, louder this time, and then the line went dead with the usual "beep, beep beep."

    "Shit," said Kristina, the knot in her stomach tightening by the moment. She tried to call her back, but it simply went straight to voicemail; one or the other of them — she had a feeling she knew who — had turned her phone off.

    What should she do? She could feel herself starting to panic. Should she call the police? But what should she tell them? She didn't know where Mark lived and thus didn't know where Maxine was, and with her phone off, they wouldn't be able to track where she was — and anyway, she wasn't sure if they could even do that. She didn't know Mark's full name or any other details; there was nothing she could do.

    Flailing around, she knocked the box of papers off the table. They scattered onto the floor, and some went under the sofa, but she didn't care right now; she was now utterly convinced that her friend was in trouble and didn't know what to do. Actually, she did: nothing. There was nothing she could do, and the feeling of helplessness was making her panic even more.

    She flipped to the messages app on her phone, and chose the conversation thread with Sian.

    Sian, she typed. I need help. I really need help. What do I do? 

    She just sat and stared at her phone for several minutes. Eventually, a response came back.

    What's wrong? came the reply. Simple but to the point.

    Kristina took a deep breath, closed her eyes, exhaled sharply, then started to type.

    You remember my friend that I told you about? she wrote. Well, after what happened with the guy she went on a date with the other day, she's back seeing him again tonight. At his house. And I'm worried that he's doing something bad to her. I don't know what, but she pocket-dialled me and it sounded like something was going on. Am I overreacting? I think I'm overreacting. Sorry, you don't need to hear all this.

    Kristina could see that Sian started typing immediately after her message arrived.

    It's okay. It's all right, said the message. Sian started typing again immediately afterwards.

    You're not overreacting, came a second message shortly afterwards. Your friend would probably be glad to know you're worried about her.

    But I don't know how to help her, Kristina typed back. If he's doing something, what can I do?

    There was a long pause. Kristina's house suddenly felt like time had stopped, and all sound had simply ceased. She knew that she was putting a lot of pressure on Sian here — pressure that she really didn't deserve — but she also felt terrified of being alone right now. And, in acknowledging that, she felt guilty for putting her own concerns above those of Maxine.

    But Maxine might be fine, she told herself. She said it was all a misunderstanding, that they'd cleared it all up.

    The sound of the muffled, mumbling voices becoming increasingly agitated and louder echoed in her head.

    "Oh, God," she said to herself, putting her head in her hands. She felt like she was about to cry.

    I'm sorry, said Sian. I really don't know what to suggest. It doesn't sound like there's much you can do. I know that's not what you probably want to hear, but it's the truth. If you're worried, you should keep trying to contact her, and make sure you see how she is tomorrow.

    Kristina felt a tear rolling down her face. How had this young girl gotten to be so wise at her age? How is it a sixteen-year-old was able to keep her cool, while she — a grown woman and a qualified teacher — was falling apart like this?

    The most frustrating thing is that she knew Sian was right. She knew that she was talking sense, that she was simply confirming everything she had already thought. But that didn't make it any easier. It wouldn't make it any easier to sleep tonight; in fact, Kristina felt that there was a distinct possibility she wouldn't be sleeping at all tonight.

    I'm sorry about all this, Sian, she typed back to her young friend. I'll leave you alone now. I shouldn't have bothered you with this. Thank you for listening, though.

    You're welcome, came a response a moment later. Please take care of yourself.

    The post 1394: Part 11 appeared first on I'm Not Doctor Who.

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    1393: Part 10 https://imnotdoctorwho.moegamer.net/2013/11/11/1393-part-10/ https://imnotdoctorwho.moegamer.net/2013/11/11/1393-part-10/#respond Mon, 11 Nov 2013 20:38:16 +0000 http://angryjedi.wordpress.com/?p=5980 Sian put her phone down and contemplated what was going on. She didn't quite know what to make of the whole situation still. She was happy that Kristina was reaching out to her as a friend, but what they were doing still felt somehow… wrong. At the same time, it was a little exciting, but … Continue reading 1393: Part 10

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    Sian put her phone down and contemplated what was going on. She didn't quite know what to make of the whole situation still. She was happy that Kristina was reaching out to her as a friend, but what they were doing still felt somehow… wrong. At the same time, it was a little exciting, but she tried not to focus too hard on that side of things; steering clear of things that were exciting but perhaps morally dubious had kept her out of trouble thus far.

    Kristina was worried about her friend, it seemed, but she hadn't elaborated on the details. It sounded like it might be something serious, but Sian couldn't even begin to imagine what the problem might be. She wondered if it was one of the things contributing to Kristina's seeming emotional fragility at the moment, but didn't like to guess. She knew all too well that guesses often escalated into outright anxiety, and that never got anyone anywhere.

    She picked up her phone again — no more messages yet — and put it into her pocket. She left her room and trotted downstairs to go and make herself a drink; she felt like she hadn't drunk anything all evening, and her throat was parched.

    Her mother was downstairs watching television.

    "Are you all right?" she asked as Sian darted past, trying to avoid being noticed.

    "Yes," said Sian.

    "What are you doing?" her mother called from the other room.

    "Just getting a drink," Sian called back.

    "Use the juice that's in the door, please," said her mother. "It needs using up."

    Sian obliged, and filled a tall glass with the orange juice, giving it a sniff before she took a sip just to make sure. It smelled fine, and there was only a tiny drop left in the carton now she'd filled her glass; checking to see no-one else was around — her mother hated it when people drank straight from the bottle or carton — she swigged the last of it, then tossed it in the bin. Then she headed back for her room.

    "Do you want anything else?" called her mother as she passed.

    "No, Mum, I'm fine," said Sian, a little more bluntly than she intended. Her mother didn't respond. She paused on the stairs for a moment, then continued her way back up to her room.

    As she crossed the threshold of her room, with perfect timing her phone buzzed in her pocket. It was Kristina.

    Well, said the message, sent in response to a query Sian had sent earlier. She wouldn't tell me exactly what happened. But it sounded like she had a date that went badly. Her date tried to hurt her. It's so weird, because she always said the two of them had gotten along so well.

    Hurt her? probed Sian. What, did he hit her or something? She instantly knew that wasn't what Kristina had meant, and regretted asking such a silly question.

    No, came the reply. I probably shouldn't be talking to you about this sort of thing, but hell, I probably shouldn't be talking to you at all. He tried to… you know. When she didn't want to.

    Sian looked at the screen in horror. The idea of someone being subjected to a crime like that was difficult for her to process; she and her family had always lived in reasonably well-off areas in which the most unpleasant things that happened involved having more than one door-to-door salesman in a day, and so she'd always considered most crimes to be vague, amorphous concepts that never really actually happened. Although she didn't know Kristina's friend, she felt somehow attached to her; and the prospect of her being assaulted in such a way was utterly horrifying and frightening.

    OMG, wrote Sian. I'm so sorry to hear that. She didn't really know what else to say, so she sent the message as is.

    I'm so sorry, came the reply from Kristina a moment later. It was completely inappropriate for me to share that with you. Let's talk about something else.

    It's okay, said Sian. It was just a shock.

    *  *  *  *

    It was lunchtime, and both Jasmine and Nicola had been given detention for talking too much in their science lesson earlier in the day, so Sian was at a loose end. She had other friends, of course, but tended to default to hanging out with Jasmine and Nicola, since they were her closest friends.

    She often wondered why, as their characters were so very different to hers, but she certainly didn't begrudge them their friendship. She was grateful for it, in fact; she often felt strangely detached from the rest of her peers, so to have a reliable pair of friends who didn't seem to mind her being around too much was something she welcomed very much.

    She wandered out of the doors and into the school grounds. It was chilly outside, and the wind was blowing, making it feel even colder. She buttoned up her coat and pulled up her hood, then started walking. She didn't have a particular destination in mind; she just wanted to walk. The air, while cold and uncomfortable, was invigorating, and she was enjoying the sensation of just the front of her face being buffeted by the breeze while the rest of her head remained toasty warm.

    Most of her peers had elected to stay inside due to the weather, so it was fairly quiet outside, though she could hear the crowd of boys who always played football every lunchtime whatever the weather doing their thing off in the distance. They always sounded like they were enjoying themselves; shouting and screaming like children much younger than they really were. Sian envied them a little; she had forgotten what it was like to be a "child".

    As she rounded the corner of the school and came up on the school's bike sheds, she noticed a lone figure perched on the wall, staring at its shoes. As she got a little closer, she recognised it as Edward, sitting out in the cold without a jacket. She hesitated for a moment and just watched him, but he didn't seem to be going anywhere; the only sign of life was when he occasionally kicked his feet at the floor, but he didn't look up.

    Sian felt suddenly curious, though at the same time a little afraid. Despite her misgivings, she approached Edward and sat down next to him. She removed her hood and looked at him. He didn't look up.

    "Hey, Edward," she said in a soft voice. "Are you all right?"

    "Uh-huh," he said. He didn't elaborate, and he didn't look all right.

    "Aren't you cold?" she asked.

    "No," he muttered.

    There was an awkward silence between the two of them for a moment.

    "What are you doing?" asked Sian.

    "Just thinking," he said.

    "What about?" asked Sian.

    There was another pause, and finally he lifted his head and turned to face her.

    "What do you care?" he asked.

    "I'm just curious," said Sian. "You looked… I don't know, a bit sad."

    "I'm not sad," he said, aggressively. "I'm just thinking."

    "Okay," said Sian, recognising that she probably shouldn't continue down this line of enquiry.

    Silence fell again. A cheer echoed across the school grounds; one of the footballers had evidently just scored.

    "Everyone hates me," said Edward after a moment, unprompted.

    "I'm sure that's not true," she said.

    "Everyone hates me," he repeated. "And I don't blame them. I hate me, too."

    "Edward," said Sian, trailing off. She wasn't quite sure what to say next.

    "I can't help myself," he continued. "I just… can't control it. And it ruins things. I fucked everything up with that music teacher."

    "Miss Charles?" asked Sian. "What happened?"

    Edward sighed.

    "She was being nice to me," he said. "She was helping me, and then I just… I got so angry. I got so mad. I scared her. I feel like shit."

    Things started to click into place for Sian.

    "If you feel bad, you should say you're sorry," said Sian. "I'm sure she'd like that."

    "No," said Edward. "She won't want to come anywhere near me now. I fucked it up." He sounded like he was starting to get a little angry and frustrated; Sian felt she should tread carefully, and perhaps change the subject.

    "Do you know what makes you feel upset?" asked Sian tentatively.

    "I don't feel upset," he said through gritted teeth. "I feel angry."

    "Okay," said Sian. "What makes you feel angry?"

    "I don't know," said Edward. "It just… happens. Things pop into my mind, and they just make me… explode."

    "What sort of things?" asked Sian.

    "I… don't want to talk about it," he said. "You'll laugh."

    "No," said Sian. "I won't."

    "No!" he said. "I'm not talking about this!"

    He stood up, and for a moment Sian felt a flash of fear. But he wasn't lunging for her or attacking her; he was just standing up.

    He started to walk away in the direction of the school's back gate. Sian had a feeling he wouldn't be coming back for afternoon classes.

    After a few steps, he paused, turned and looked over his shoulder.

    "Sorry," he said. "And thanks. People don't normally talk to me."

    Before Sian could respond, he was walking away at a brisk pace. She just stared after him.

    In the distance, the footballers roared again. Another goal.

    The post 1393: Part 10 appeared first on I'm Not Doctor Who.

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    1392: Part 9 https://imnotdoctorwho.moegamer.net/2013/11/10/1392-part-9/ https://imnotdoctorwho.moegamer.net/2013/11/10/1392-part-9/#respond Sun, 10 Nov 2013 18:25:08 +0000 http://angryjedi.wordpress.com/?p=5975 Kristina felt enormously awkward the following day. She couldn't make eye contact with Martin and went out of her way to avoid speaking to him. As soon as the headteacher's droning lecture that constituted the morning briefing was over, she snatched up her things and headed straight for the music department without waiting for Martin. … Continue reading 1392: Part 9

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    Kristina felt enormously awkward the following day. She couldn't make eye contact with Martin and went out of her way to avoid speaking to him. As soon as the headteacher's droning lecture that constituted the morning briefing was over, she snatched up her things and headed straight for the music department without waiting for Martin.

    She was still angry, but she was embarrassed now, too; it wasn't a great combination inside her head. She knew all too well that her colleagues were probably just as stressed as she was, but given how much she was inclined to bottle things up and then explode rather than talk about them rationally, she couldn't help feeling like she was being treated a little unfairly.

    Then she felt that she was being unfair, too; her colleagues weren't mind-readers, after all, so how could she expect people like Martin to know that she was feeling overwhelmed and stressed by everything that had been going on, even without almost being assaulted by a student.

    Either way, she didn't really want to talk about it right now, so went straight to her classroom and began sorting things out ready for the day's lessons. The piles of paper were still on her desk — she swore they'd grown since yesterday — and were still no closer to being filed or sorted. She sighed at the sight of them and spent a moment just gazing forlornly around her classroom.

    It wasn't an awful classroom in comparison to the rest of the school, but it was a distinctly awkward shape. Long and thin, the design of the room made it largely impractical for any layout of tables other than around the perimeter walls, but in doing so that meant the students were encouraged to turn their backs on Kristina — not ideal for getting them to pay attention. She'd tried to counter this in various different ways, with the most effective by far being getting everyone to pull their chairs away from their tables and gather around the piano when she was talking. It wasn't ideal, but it sort of worked; she was extremely pleased with herself when it had proven effective, as it was something she'd come up with herself rather than something a textbook had told her to do.

    Suddenly, she jumped as her phone chimed in her pocket. She normally switched it to silent before classes started for the day — it was hard to regain control of a class after they'd heard a teacher's phone go off — but she'd apparently forgotten today. There were still a few minutes to go even before registration, so she fished it out, flicked the silent switch and then glanced at the screen.

    It was a message from Maxine. hey babe, it read. need to talk2u. call me when u have a sec? x

    Okay, said Kristina. TTYL. x

    *  *  *  *

    The day passed fairly uneventfully. Just before lunchtime, it was the GCSE group's performance practice period, so Kristina, after doing her rounds and making sure everyone who was present — a group that excluded Edward today — was actually practicing, decided to take advantage of the relative peace to call Maxine.

    She was grateful for her GCSE group being so motivated to get on in their own time. She knew by now that, Edward aside, she could trust them all to get on with practicing without having to continually badger them; playing their instruments or singing was the reason most of them had actually picked to continue studying music, so they appreciated the opportunity to have some free time to do just that — Kristina, meanwhile, appreciated the opportunity to sit back and let them get on with it. She was sure it wasn't quite in the spirit of "active teaching," but given how much energy some classes took up, she had decided to take up any opportunity to slack off a bit.

    She knew that Martin was teaching a lesson himself right now, so slipped quietly into the music departmental office and drew out her phone, scrolled through its contact list and tapped on Maxine's name.

    "Hello," came the answer after a few rings. Her voice didn't seem to have its usual energy.

    "Hey, Max," said Kristina as cheerfully as she could muster. "What's up?"

    "It's…" There was a long pause, and Kristina thought she heard her friend sob. She felt a knot immediately form in her stomach, and braced herself for some unpleasant news, whatever it might be. "Sorry, Kris, I can't do this over the phone. Meet me for coffee after you're done working today?"

    "Sure," said Kristina. "Are you… all right?"

    "No," said Maxine. "I'm really not. But I'm not sure how to talk about it yet. I'll figure it out by this afternoon. See you later."

    She hung up before Kristina could get another word in. The strange conversation had dampened her spirits considerably, and she was starting to worry. After a moment of standing alone in the office grinding her teeth in thought while just gazing at her phone, Kristina eventually decided to do another round of the music students to distract herself from her own thoughts.

    *  *  *  *

    Kristina was out of the gates almost as soon as the end-of-day bell went, and headed for her friend's favourite coffee shop.

    When she arrived, Maxine was already there. She was considerably dressed down from her usual appearance; her face was without makeup, her hair was disheveled and she was wearing a rather drab sweatpants and hoodie combo. It looked like she'd been crying.

    "Max?" said Kristina, sitting down opposite her almost unrecognisable friend. "What the hell happened to you?"

    "I…" Maxine began, but her lip began to tremble and she was obviously holding back tears.

    "Max?" said Kristina again. She reached out her hand across the table, and Maxine took it; Kristina was surprised at how cold it was.

    "Oh boy," said Maxine, sniffing and composing herself somewhat. "Last night was… a bad date."

    "Bad date?" said Kristina. "Oh, right, you were going out with Mark, right? It didn't go well?"

    "No," said Maxine. "I… may have misjudged him somewhat."

    "How so?"

    "I, uh," said Maxine. "It's sort of embarrassing."

    "Hey," said Kristina. "I'm not judging. Honestly. You can tell me anything." She really wanted to know, but she was trying her best to frame her curiosity as supportiveness.

    "Well," said Maxine, "it was going well. So well, in fact, that we headed back to his place after the movie, and, um…"

    "Did you…?"

    Maxine's face screwed up and a tear rolled down her cheek.

    "You know me, Kris. I don't do that on a first date, I just wanted to… but he… he…"

    The knot in Kristina's stomach grew tighter, and she felt like she wanted to throw up.

    "Oh, God, Max, did he…?"

    Maxine closed her eyes, took a deep breath, then exhaled noisily through her mouth. It seemed to help her compose herself a little.

    "No," she said. "Thankfully. But it wasn't through lack of trying, I don't think; I managed to get out before he could… do anything. But, oh, Kris, he was scary. I… can't believe I misjudged him so badly."

    Kristina's eyes widened.

    "Um," she said. "Are you… are you sure you're not just misreading the situation? Perhaps he's just one of those guys who likes to, you know, take control?"

    "No," said Maxine. "This was different to that. I was up-front with him, told him it wasn't going to happen that night, but that I liked him and that we should see where things went from there, but he was… he was very persistent. He wouldn't take no for an answer."

    "Ugh," said Kristina. "I'm glad you got out when you did. He sounds like a dick."

    Maxine chuckled. "To the point," she said, a weak smile on her face. It quickly turned serious again. "I just don't know how I'm going to face him now. I skipped work today because I couldn't deal with the prospect of seeing him in the office. What am I going to do?"

    "I… don't know," said Kristina. "I'm sorry. You know I don't have a lot of, you know, experience at this sort of thing." She pondered for a moment. "But you can't hide from him by not going to work, can you? You'll need to go back eventually, so you need to think about what you're going to do about that then."

    "What can I do?" said Maxine, an exasperated tone creeping into her voice. "I just… can't face him."

    "Um," said Kristina, thinking for a moment. "Perhaps you should mention it to someone. Not details, obviously, just that… there's problems between you, and that you need to stay away from him or something? Would that work?"

    "I don't know," said Maxine. She sighed. "I guess I'll have to find out though, huh?"

    *  *  *  *

    That evening, Kristina lay on her sofa beneath her favourite blanket, watching TV. A half-eaten microwave meal lay on the coffee table in front of her; she didn't feel hungry enough to finish it.

    She was feeling very lonely. She wanted to talk to someone about what Maxine had said earlier in the day, but felt that she didn't want to upset Maxine further.

    Then she had an idea. She didn't know if it was a sensible one. She paused, weighing up her options for a moment. Then she got up from the sofa, rummaged around in her bag until she found her "admin" folder, flipped through the pages inside until she found the list of phone numbers she'd taken from the students participating in the charity 24-hour music marathon that had taken place the previous month.

    Where was it… Ah!

    Her finger slid smoothly down the page until she found what she was looking for. With her other hand, she reached into her pocket, took out her phone and brought up the contacts page.

    After registering the details, she switched to the messaging app.

    Hi Sian, she typed slowly and hesitantly, then paused for a moment to consider how she should phrase what she wanted to say. This is Miss Charles. No. She backspaced over "Miss Charles" and replaced it with Kristina.

    This is Kristina, she typed. I hope you don't mind me messaging you like this, but I could do with someone to talk to. She added an "x" to the end of the message out of habit, but suddenly thought it might be inappropriate, so she deleted it. Then, before she could reconsider, she sent it.

    Hi, came the response a few minutes later. Thanks for the message. Is it okay for you to be texting me like this?

    I don't know, said Kristina. I guess we'll have to find out.

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    1391: Part 8 https://imnotdoctorwho.moegamer.net/2013/11/09/1391-part-8/ https://imnotdoctorwho.moegamer.net/2013/11/09/1391-part-8/#respond Sat, 09 Nov 2013 21:07:16 +0000 http://angryjedi.wordpress.com/?p=5970 [Normal business will now resume. Will I catch up two days' worth of stuff? I doubt it, but let's have a go anyway.] The bell went, and school was over for the day, but Sian didn't want to go home just yet. Her parents were out for a few hours yet, and she didn't feel … Continue reading 1391: Part 8

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    [Normal business will now resume. Will I catch up two days' worth of stuff? I doubt it, but let's have a go anyway.]

    The bell went, and school was over for the day, but Sian didn't want to go home just yet. Her parents were out for a few hours yet, and she didn't feel like being in the house by herself. So she decided to partake of her usual after-school activity: shutting herself in one of the music practice rooms, banging out some show tunes on the piano and singing her heart out.

    She knew that Mr Bilton was the head of department, but it was usually Kristina she turned to to ask for permission for this sort of thing — even before the two of them had struck up their friendship agreement — and so it was her classroom she headed for rather than the departmental office.

    She tapped lightly on the door and pushed it straight open without thinking; instantly, she regretted it.

    Kristina was sitting at her desk, reams of paper scattered all around her, and she had her head in her hands, sobbing. At the sound of the door opening, she looked up and frantically tried to organise herself, but only succeeded in creating more mess.

    "Miss… Kristina, are you all right?" said Sian, her voice full of concern.

    "No," said Kristina. She didn't elaborate, and Sian didn't ask. Instead, she moved closer, and started to pick up some of the pieces of paper that had fallen to the floor. She put them back on Kristina's desk, then laid a hand on her teacher's shoulder.

    "I'm worried about you," said Sian.

    "Isn't that my line?" said Kristina, trying to laugh through her sobbing.

    "Not if you're the one who's hurting," said Sian. "Do you… want to talk about it?"

    "Not really," said Kristina, sniffing. She reached into her handbag, which she had been keeping beneath the desk, and pulled out a tissue before blowing her nose noisily. "I mean, it would probably help, but would also probably be unprofessional, too."

    "Right," said Sian. "Of course. I… wouldn't want to get you in trouble."

    All was silent for a moment. Kristina sniffed. Then it was quiet again.

    "Um," said Sian. "I was wondering if I could use a practice room? It's okay if you're… busy."

    Kristina closed her eyes and took a deep breath, then looked at Sian.

    "Why can't everyone be like you, Sian?" she said. "Why are people so complicated? Yes, of course you can use a practice room. I'll just be here. Let me know if you need anything." She turned back to her desk and half-heartedly began shuffling papers. Sian didn't move.

    "Um," she said. "If you'd like, we could… do something together?"

    Kristina paused, then turned back to Sian.

    "Actually, that might be nice," she said. "What did you have in mind?"

    Sian smiled, reached into her bag and pulled out her battered show tunes book.

    "I've been working on these," she said. "I can play and sing at the same time, but it's much easier if someone else plays the piano part. Could you help me?"

    Kristina wiped her swollen eyes and took the book from Sian, flipping through it.

    "Sure," she said.

    "Shall we go to a practice room or…?" Sian began, but Kristina interrupted her.

    "We've got a decent enough piano here," she said. "The acoustics aren't quite as good, but I'd rather stay in here for now, if that's all right with you."

    "That's fine," said Sian.

    "All right," said Kristina. "Where do you want to start?"

     

    *  *  *  *

    An hour later, Sian's voice was starting to crack.

    "Whew," she said. "I think that's probably enough."

    "Don't strain yourself," said Kristina. "We don't want to damage that voice of yours." She sounded a lot more upbeat, and Sian was thankful for that, but she was still incredibly curious about what had gone on earlier. She didn't push her luck, though; she got the impression that Kristina either didn't want to or wasn't sure how to talk about it just yet.

    She took the book back from the piano and stuffed it into her bag, then made for the door.

    "See you later," she said. "I hope you have a nice evening."

    "Thank you, Sian," said Kristina. "You too."

    Sian walked out of the door and into the corridor, and instantly wished she had done more, but also felt like it would be inappropriate to turn back now. She'd already barged in on Kristina's moment of apparent grief and upset and she felt a little guilty at having denied her the opportunity to stew in peace, but at the same time knew that being alone at a time of great difficulty like that would often lead to dark thoughts, so felt she had probably done the right thing.

    What had got her in such a state, though? She knew that Kristina had been struggling, particularly when it came to dealing with difficult students like Edward, but she was feeling genuinely worried for her teacher — her friend — now. She hoped things wouldn't get any worse.

    *  *  *  *

    "Kristina, have you got a moment?"

    It was Martin. Kristina had been expecting him to show his face at some point, and she wasn't looking forward to the conversation.

    "Yes," she said. "Come in."

    Martin came inside the door and let it shut behind him, but he didn't approach Kristina's desk.

    "We need to have a talk about what's been going on," he said. "I heard about what happened today."

    "Yes," she said. She could feel the tears welling up in her eyes again just contemplating talking about it. "It was horrible and frightening."

    "I'm sure it was," said Martin. "But you need to be careful, Kristina. None of this would have happened if you hadn't done what you did."

    Kristina was about to respond, but realised she had no words. Her mouth hung open for a moment before she caught herself.

    "Wait," she said. "What?"

    "You know the policies and procedures," said Martin, without a hint of emotion in his voice. "You should not have engaged with Edward in the way that you did. You should have immediately informed the leadership team, and they would have dealt with him. It was not your call to make, and it led to unfortunate consequences."

    "Hold on," said Kristina. She could feel her feelings of fear and upset being replaced by anger. "Let me get this straight: you're saying the fact that I was almost assaulted by a child with some serious, serious anger management issues is somehow my fault?"

    "You have to understand, Kristina," continued Martin. "The school is in Special Measures. We can't afford to do anything other than 'by the book.' If the inspectors had come back today to see how we were getting on and saw how you had handled that situation, the department would be in big trouble."

    "You're… what… I can't believe this," she said, standing up. "You're seriously saying this to me? Do you not give a shit what nearly happened to me?"

    "I do," said Martin. Kristina was unconvinced. "But the point is, it could have been avoided, and, as I said, we have to play things very carefully while the school is in the state it's in."

    "It 'could have been avoided?'" she said, mocking him. She immediately felt bad for doing so, but it was too late to turn back now. "Forgive me for trying my best to engage a difficult child with my subject — and succeeding for a short while, I might add — and not being able to anticipate that he might try to jump me and do fuck-knows-what?"

    "Kristina," said Martin, his voice remaining calm. "I understand it's frustrating…"

    "You're fucking right it's frustrating!" she said. "This is just par for the course, isn't it? Always the teacher's fault, never the kid's! We're done here!"

    She stormed out, her heart racing and her hands shaking. She didn't like getting angry and tried to avoid it whenever possible, but Martin's attitude had just infuriated her beyond measure. She stomped through the corridors, her shoes clacking on the hard floors, and headed for her car. It wasn't until she reached it that she realised she had left her handbag — and in it, her keys — in the music room. How could she possibly go back now?

    *  *  *  *

    More Maths homework. Sian's heart really wasn't in it tonight, but she idly scribbled down what she thought were the correct answers anyway, then tossed her books aside and lay down on her bed.

    She couldn't stop thinking about the sight of Kristina sobbing into her hands. For most of her life, she'd always thought of teachers as somehow superhuman, immune to the thoughts, feelings and quirks of regular people. And yet there Kristina had been, more vulnerable than anyone she'd ever seen. Her faith was shaken; teachers were human after all.

    She'd always known this on some level, of course; her pleasant, friendly nature had always endeared her to most of the teachers she had known over the years — so much so that she was often treated with a lot more respect and a lot less "distance" than many of her peers. But it was somewhat sobering to discover that teachers like Kristina were subject to negative emotions such as fear and sadness as much as they could be friendly, jovial and casual.

    She rolled on to her side, and pulled out her phone.

    Hey, she tapped out in a message to Jasmine. What are you up to? x

    She felt like she needed some sort of conversation, but didn't really feel like going downstairs and talking to her mother — least of all while she was cooking dinner. Jasmine wasn't the most sparkling conversationalist in text form, but she'd do for now.

    She contemplated phoning her, but then remembered how much she disliked talking on the phone. The ease and convenience of mobile chat messages was her preferred method of communication — it gave her time to think, and helped alleviate any occasional feelings of awkwardness. She often wondered how someone like her would have coped in the ages before mobile phones; would she have simply learned to cope with talking on the phone, or would she have been doomed to a life on the social sidelines?

    not much, came the reply from Jasmine. what abt u? xx

    Just finished my homework, she typed back. Felt like a chat. Hope you're not busy.

    nope, came Jasmine's reply. what u wana tlk abt? xx

    Nothing in particular, she wrote. Just had a bit of a weird day.

    u wana tlk abt it? xx

    I'm not sure what there is to say, to be honest.

    did u get in truble??! xx

    No, no, nothing like that.

    She paused, wondering how much information she should share.

    wel then wat? xx came Jasmine's impatient reply.

    Eventually, Sian decided to explain everything that had transpired recently. It was a long message, and several messages from Jasmine arrived in the meantime, mostly admonishing her for apparently typing a "wall of txt", but she pressed on regardless. As she typed, it felt like there was a weight lifting from her; it felt good to share these things… but as she placed the final full stop at the end of her lengthy message, she hesitated over pressing the "Send" button.

    She scrolled up, read through her complete message, pondered a moment, then deleted all of it.

    Nothing, she typed. Never mind.

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    1390: Temporary Interlude https://imnotdoctorwho.moegamer.net/2013/11/09/1390-temporary-interlude/ https://imnotdoctorwho.moegamer.net/2013/11/09/1390-temporary-interlude/#respond Sat, 09 Nov 2013 01:32:22 +0000 http://angryjedi.wordpress.com/?p=5967 Forgive the sudden break in the action, but I'm out this evening, have been drinking and am not in a situation where coming up with 2,000 words of prose is particularly practical — especially as I'm writing on my phone — and as such I'm taking a temporary break for tonight; I shall catch up … Continue reading 1390: Temporary Interlude

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    Forgive the sudden break in the action, but I'm out this evening, have been drinking and am not in a situation where coming up with 2,000 words of prose is particularly practical — especially as I'm writing on my phone — and as such I'm taking a temporary break for tonight; I shall catch up over the next few days.

    What I did want to mention briefly while I'm out of narrative mode is the fun I've been having with Nintendo's Wii Fit U, which released for free on the eShop the other day. I enjoyed the original Wii Fit but found its lack of overall structure a little frustrating; Wii Fit U is much better in this regard, offering training programs according to how many calories you want to burn or how long you want to work out for, although ironically now those features are available I haven't been using them all that much!

    It's the new activities that are the main attraction. There's a selection of dance routines, for example, that require you to rhythmically step on and off the Balance Board while doing various arm movements using Wii Remotes in each hand, and some fun new games that provide a surprisingly decent workout while remaining genuinely fun.

    Highlights for me so far have been the Jazz dance routine, which I've pretty much mastered on its easy difficulty but get completely tied in knots on its Advanced variant, and the minigame Puzzle Squash, in which you whack balls back at a wall made of coloured blocks in an attempt to knock out large contiguous like-coloured areas. It's a fun workout that gets you moving, but the skill element, whereby your timing determines where the ball ends up and thus how you score, that proves most addictive. I found myself firing it up just to play outside of my "workout" session earlier, such is its fun factor.

    Most importantly, though, Wii Fit U has got me off my arse and doing some exercising again. Not a lot, admittedly, and hardly the most intense workouts in the world, but that's fine; after becoming so demotivated and discouraged by the whole thing, this sort of gentle, fun easing back in is exactly what I needed.

    Anyway. Time for bed. The story continues tomorrow.

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    1389: Untitled etc. etc. Part 7 https://imnotdoctorwho.moegamer.net/2013/11/07/1389-untitled-etc-etc-part-7/ https://imnotdoctorwho.moegamer.net/2013/11/07/1389-untitled-etc-etc-part-7/#respond Thu, 07 Nov 2013 22:42:26 +0000 http://angryjedi.wordpress.com/?p=5964 "He did what?" Maxine was agog at Kristina's description of what had unfolded with Edward earlier in the day. Kristina felt a little bad for sharing what should probably be private information, but Maxine was her best friend, and after all, how likely was it that she would come into contact with anyone who had … Continue reading 1389: Untitled etc. etc. Part 7

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    "He did what?"

    Maxine was agog at Kristina's description of what had unfolded with Edward earlier in the day. Kristina felt a little bad for sharing what should probably be private information, but Maxine was her best friend, and after all, how likely was it that she would come into contact with anyone who had anything to do with either the school or Edward himself?

    Kristina also felt a little bit bad for having built Edward up to be some sort of demon when she last told Maxine about what was going on at work. The incident earlier in the day had shown that Edward was, despite appearances to the contrary at times, a human being with a lot of raging, conflicting emotions.

    That hadn't stopped her from sharing what had gone on earlier, though.

    "He just started crying," Kristina said again. "I don't know why. He wouldn't explain, even after I went and got the deputy head. He just kept saying that he didn't want to go home, he didn't want to go home."

    "Huh," said Maxine. "That's odd. And he wouldn't say why?"

    "Nope," said Kristina. "Which makes me think that it's something… you know, serious."

    Maxine sat back and placed her coffee on the table in an exaggerated gesture of concern.

    "Yeesh," she said. "Heavy. Poor kid."

    Kristina took a sip of her coffee and gazed into the middle distance.

    "Let's talk about something else," she said absently. "The whole thing is a bit… you know. And I probably shouldn't talk about it too much anyway."

    "Uh-huh," said Maxine. "Sure. Hey, did I tell you about Mark?"

    Mark was a guy who worked with Maxine. Maxine liked him a lot, but rather than actually telling him, she'd settled into a routine of flirting with him, always stopping short of actually asking him out on a date. He reciprocated in the same way — so much so that the pair had now been working together for over a year and built up a considerable degree of sexual tension that, so far, had no hope of ever being released. Or did it?

    "No," said Kristina. "Have you asked him out yet?"

    "Yes!" said Maxine. "I did!"

    Kristina's eyes widened, and she placed her coffee cup down on the table.

    "What? No!"

    "I did!"

    "And? Come on, don't keep me in suspense!"

    "He said no."

    "What?!"

    Maxine giggled.

    "He didn't really. We're going out tomorrow night. Dinner and a movie. A classic."

    Kristina smiled.

    "That's great, Max," she said. "I hope you two get on well after all this time."

    "I think we're probably all right," said Maxine. "I doubt we'd have kept going the way we have been if there wasn't something there. We were just at a bit of a, you know, stalemate. Neither one of us was sure if taking it further was the right thing to do."

    "Well, there you go," said Kristina. She couldn't help feeling a little jealous, since there was no-one even slightly on her radar at the moment, and very little time to actually go out and meet people. Not that she'd ever been particularly good at meeting new people, anyway.

    "I'm sorry," said Maxine. "I don't want to sound like I'm gloating."

    "No, it's fine," said Kristina, realising that her face had fallen somewhat since Maxine's good news. "I'm just… distracted."

     

    *  *  *  *

    Kristina liked Tuesdays for the simple fact that they were her quietest day, and that they started with a free period. Today she had finally resolved to do something about the ever-growing stack of paper on her desk. She'd started making two piles — one for "keepers" and one for the bin. She'd only got through about ten sheets in total when the door to her classroom opened without knocking. Who she saw when she looked up was the last person she expected to see.

    "Miss," said Edward. "Can I play the drums?"

    Kristina wasn't quite sure how to respond to this. She shuffled her feet uneasily, looked around the room in the vain hope that someone would show up and tell her what to do, then back to Edward.

    "Um," she said. "Where are you supposed to be?"

    "Dunno," he said. He plunged his hands into his pockets and kicked at the floor.

    Silence hung heavy in the room for a moment. It was Kristina who eventually broke it.

    "I'm fine with it," said Kristina. "But I'm going to have to let Reception know where you are. Your teacher from wherever you're supposed to be is probably looking for you."

    Edward grunted. She took it as an acknowledgement.

    "Come on, then," she said, picking up her bundle of keys from their customary spot on her classroom's piano. "Let's get you in a practice room."

    She led Edward to music room 4, one of the department's smaller rooms that was used for practicing and instrumental lessons. Tuesday was the one day of the week when there were no instrumental lessons running, so Kristina felt confident that Edward would be safe in there without distracting anyone. She waited until he sat down at the drum kit, then closed the door behind him, momentarily tempted to lock it behind her, then immediately feeling guilty at the thought of it.

    As she heard Edward starting to bang out some unsteady rhythms on the drum kit, she made her way towards the Reception desk. Janice was there waiting for her, and greeted her with a smile.

    Janice was the school's receptionist, and the face of the school to the public. She was always friendly and professional, regardless of how whoever was talking to her was treating her, and knew how to remain calm in a crisis. Kristina envied her somewhat; she seemed completely unshakeable, and Kristina figured that she'd probably make a good teacher.

    "Hello, Miss Charles," said Janice. She always addressed teachers in the same way as the children, mostly to set a good example. "What can I do for you?"

    "Um," she began. "It's Edward…"

    "Oh," interrupted Janice. "Mr Smith was looking for him. Do you know where he is?"

    "Yes," said Kristina. "He's in one of my practice rooms right now. He seems to be… comfortable there. Someone can come and get him if they want, but I get the impression he might need to let out a bit of stress."

    "Okay," said Janice. "I'll let Mr Smith know. Please call through if he causes any problems and we'll get someone to come and remove him."

    "All right," said Kristina. "Thanks."

    She wandered back towards the music department, and could hear Edward thumping away on the bass drum long before she got back. He was unambitious with his rhythms, sticking to a slightly unsteady four-on-the-floor pounding bass drum rhythm, alternating with high-hats. She wondered if this might not be a good opportunity to try and engage him with something.

    She opened the practice room door, and Edward turned to face her, stopping his thumping for a moment.

    "Edward," she said. "Would you like me to teach you some simple drum rhythms?"

    "Okay," he said in a monotone.

    *  *  *  *

    Kristina was surprised to discover that Edward was actually quite a fast learner when he put his mind to it. By the end of first period, he'd successfully got his head around a basic rock rhythm and fill, and was now trying to up the tempo a little.

    Kristina was inwardly quite pleased with herself. She wasn't a drummer by trade, but she'd dabbled a little in the past, and her first instrument of the piano had helped her with the coordination necessary to play at least some simple, straightforward rhythms. She was also quite pleased at the fact that somehow, she'd managed to get through to Edward. She didn't know if it was her, the fact that he was getting some one-on-one attention or if he was simply doing something he enjoyed, but he was responding positively to her teaching, and although his face still wore a perpetual scowl, the energy he was putting in to his practice suggested that he was enjoying himself, much as he was probably loathe to admit it.

    Then the bell went, and it was time for Kristina to teach a lesson, and thus time for Edward to go.

    "All right, Edward," said Kristina as assertively as she could manage over the noise of his drumming. "That's the bell. It's time for you to head off to your next lesson, I'm afraid, but you've done really well this morning."

    He stopped his drumming abruptly, but didn't look at Kristina.

    "Don't want to," he said.

    "Now come on, please, Edward," said Kristina. "I've been understanding this morning — you should have been in your lesson with Mr Smith, but instead you've been allowed to be here. Now it's time for you to go."

    "Don't want to," he said, more forcefully.

    "Edward," she said.

    "Don't want to!" he yelled, flying into a rage. He leapt up from the drum kit's stool, kicking it aside and lunging at Kristina. Adrenaline suddenly flowing through her body, she darted out of the way and he slammed into the wall; unfortunately, she had dodged in the wrong direction, putting a now-furious Edward between her and the door.

    She was suddenly scared. Edward was armed — only with drumsticks, admittedly, but she figured he could probably do some damage with them — and he certainly looked dangerous. She didn't know what to do now — trying to stay calm had only provoked him further, and now she was trapped in the room with him. What should she do?

    He took a step towards her, his scowling face now contorted into a furious-looking snarl. She stepped backwards, and found herself bumping up against the wall of the tiny practice room. There really was nowhere to run. She could feel her heart pounding fast; her breathing was ragged and she was starting to feel sick. How on Earth was she going to get out of—

    Her thoughts were interrupted by the door to the practice room suddenly swinging open forcefully, and Mr Rhodes stepping in, his normally jovial face looking thunderous.

    "Edward!" he bellowed. "Out! Now!"

    Edward roared an incoherent, wordless yell, flung the drumsticks up in the air, then barged straight past Mr Rhodes into the corridor. The drumsticks hit the ceiling, then clattered back down to the floor via the drum kit's toms.

    "Sorry," mouthed Mr Rhodes to Kristina as he ducked back out of the door. "I'll be back."

    Kristina couldn't move. Her heart was still pounding and she still felt short of breath. Her legs and hands were shaking, and it felt like it was taking all of her strength to keep standing up.

    What had gone wrong? It was all going so well, and then she'd lost him. She didn't think she'd been unreasonable or aggressive or anything; he'd just exploded. And she didn't understand why. How could she help him like she was supposed to if he just responded with aggression and violence?

    And what would he have done if they hadn't been interrupted? She swallowed. She didn't want to think about that, but knew beyond a doubt that pretty much every one of the unpleasant possibilities would be whirling around her head tonight when she wanted to get to sleep. She wasn't looking forward to that.

    She wanted nothing more right now than to run away and hide. But she had a class waiting. And so, despite the fact she could barely breathe, and that her shaking legs made walking a lot more difficult than she had anticipated, she prepared to put on a brave face, push all her anger, fear and uneasiness beneath the surface and try her best to be a "satisfactory" teacher.

    It wasn't the first time she'd had to do this. And it probably wouldn't be the last.

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    1388: Untitled etc. etc. Part 6 https://imnotdoctorwho.moegamer.net/2013/11/06/1388-untitled-etc-etc-part-6/ https://imnotdoctorwho.moegamer.net/2013/11/06/1388-untitled-etc-etc-part-6/#respond Wed, 06 Nov 2013 21:31:54 +0000 http://angryjedi.wordpress.com/?p=5961 "Hey, Sian, you coming down the shop?" It was Nicola, and Jasmine was trotting up the corridor just behind her. "Um," said Sian, thinking for a moment. "Okay. I just… need to go and pick something up." She'd left Miss Charles'… Kristina's class without saying goodbye, and she was feeling a little guilty, so she … Continue reading 1388: Untitled etc. etc. Part 6

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    "Hey, Sian, you coming down the shop?"

    It was Nicola, and Jasmine was trotting up the corridor just behind her.

    "Um," said Sian, thinking for a moment. "Okay. I just… need to go and pick something up."

    She'd left Miss Charles'… Kristina's class without saying goodbye, and she was feeling a little guilty, so she wanted to poke her head in before she headed to the shops with Jasmine and Nicola. Of course, she didn't really want to tell the girls that — she had a feeling they wouldn't really be on board with the whole "being friends with a teacher" thing — and so she concocted an excuse in her head with an appropriate amount of detail should either of them ask any questions.

    Fortunately, they didn't. They did offer to come with her, but Sian managed to convince them to wait by the entrance for her; she said she wouldn't be long. Before they could protest, she took off down the corridor towards the music department at a half-jog, conscious of the fact that she was moving in the opposite direction of most of the foot traffic through the school.

    Moments later, she was outside Kristina's room. She was about to push the door open but suddenly had a crisis of conscience and decided to knock instead. There was no response for a moment, so she peeped through the small window in the door and was very surprised by what she saw.

    Kristina was kneeling down in front of Edward, who looked as if he was in tears. There was a teaching assistant standing with her hand on his shoulder, too, and both of them looked very concerned. Kristina was saying something, but Sian couldn't hear what it was with the door closed. It looked like a serious conversation, though.

    She hesitated a moment, then knocked again, moving away from the window so as not to give herself away. After a moment, the door opened with its distinctive "click", and Kristina emerged looking slightly flustered.

    "Oh… Sian," she said, sounding a little dazed. "Good timing. Can you do me a favour, please?"

    "Sure, Kr… err, Miss," she said, correcting herself. She figured she should probably remain appropriately formal within the walls of the school. "What's up?"

    "Please go and fetch Mr Rhodes for me," she said. "Please tell him it's extremely important."

    "Okay," said Sian. Mr Rhodes was the deputy head teacher who tended to deal with the more difficult children in the school, and Sian figured Kristina probably wanted him to help deal with Edward. But it was strange; Edward wasn't being his usual angry self, and it didn't look as if he was in trouble this time around. What could it be? She was curious, and couldn't help herself asking.

    "What should I say to him if he asks what it's about?" said Sian as innocently as she could manage.

    "Tell him…" Kristina paused for a moment. "Tell him it's about what we had that training day about on… no, that's not right… Oh, just tell him it's about Edward, please, and that it's very important. Very important."

    "Okay," said Sian. "I'll be right back."

    She jogged back through the corridors and into the school's entrance hall. Jasmine and Nicola were still there; Jasmine was leaning against the wall fiddling with her phone and Nicola was wandering around aimlessly. They looked bored.

    "Sorry," she said. "I'm going to be a little while. Go on ahead without me."

    Nicola looked up.

    "You all right, hun?" she asked. Sian hated when Nicola called her "hun", but she knew all too well that her friend's playfully provocative nature meant that telling her to stop it would just make her do it more.

    "Yeah," said Sian. "Yeah, I'm fine, I just have a couple of things I need to sort out. It's fine."

    "Okay, if you're sure," replied Nicola. "Come on, Jas."

    "Catch you later, Sianie," said Jasmine. "Text you later."

    "Talk to you later," said Sian. And then they were gone. Sian immediately turned to the corridor that led to the staffroom and headteacher's offices, and tapped gingerly on the dividing door. She wasn't convinced anyone could hear her, but she was hesitant to step through it; that area had always felt like a "restricted" zone in which students weren't welcome. But no-one was in there right now; how would she find Mr Rhodes?

    She took a deep breath, opened the door and strode purposefully through it. Mr Rhodes' office was just inside the corridor, so she didn't have to go far; his door was slightly ajar when she reached it, so she tapped tentatively on it.

    "Come in," came the response almost immediately. She pushed the door open to reveal Mr Rhodes sitting at his desk.

    Mr Rhodes had always reminded Sian of a kindly old uncle — it was something about the combination of his grey and ginger beard and his gentle voice. He normally set her at ease, but she felt out of her depth coming to his office; she'd always associated coming to one of the offices in this corridor with being in trouble — something that she'd mercifully avoided for all of her school career to date.

    "Sian!" he said, putting down his pen and throwing his arms up in an exaggerated gesture of welcome. "Hello. What can I do for you?"

    "Um," said Sian. "Miss Charles sent me. She said she needed your help. Something to do with Edward. I don't know any more than that, I'm afraid, but she said it was important."

    "Okay," said Mr Rhodes. "Just give me a moment…" — he picked up his pen, quickly scribbled his signature on a couple of pieces of paper, then put the cap back on it purposefully — "There. Lead the way."

    Sian blinked, but he didn't seem to notice. He stood up from behind his desk and walked out from behind it, so Sian headed back out into the corridor and aimed for the music department, with Mr Rhodes in tow.

    When they arrived back at Kristina's room, Sian stood back from the door. Mr Rhodes looked through the window, then turned back to Sian.

    "Thank you Sian," he said. "You should get home now."

    Sian's curiosity was bubbling up inside her, but she knew there was no way she was going to find out what was going on right now, so rather than protesting she said her farewells and headed back in the direction of the school's entrance.

     

    *  *  *  *

    It was cold outside. Sian pulled up her hood and immediately felt a lot warmer. She felt safe inside her hood; it was like a barrier she could put up not only against the cold, but against the whole world. It wasn't that she was embarrassed to be seen or anything; more that she just wanted some time alone with her thoughts.

    This time around, her thoughts turned once again to Kristina, and to Edward, and to what could have transpired between them. She'd left the classroom before whatever had happened had unfolded, so she had no idea whatsoever, and didn't know Edward well enough to take a guess as to what the issue might be. What she had seen was new even to her; her relatively few encounters with Edward in the past had been limited to times he'd been exploding in a rage or storming out of the classroom, so to see him so vulnerable like that was more than a little disturbing.

    Sian didn't like to think what could have caused that. She knew Longmore had more than its fair share of students with problems at home that occasionally spilled into their school life, but Edward had always been an extreme case, so she figured whatever it was must be something serious. She felt bad running through the possibilities in her head, but couldn't help herself.

    Eventually, she pulled out her phone in an attempt to distract herself. There was a message from Jasmine on the screen.

    u comin yet? xx

    Yeah, she typed back. Are you still at the shop?

    "The shop" was the local supermarket that was a few minutes' walk away from the school. It was a frequent stop for the three girls after school let out; it wasn't a particularly nice place to hang out, but it did have a café, a good selection of chocolate bars and a bus stop right outside, making it a convenient place for them to chat, gossip and then go their separate ways for the evening.

    Sian felt like she wanted to talk about what had happened, but wasn't quite sure how she was going to raise it. She knew Jasmine in particular hated Edward with a passion, and Nicola usually followed Jasmine's opinions on things like this. She didn't think either of them would be particularly sympathetic or understanding towards… whatever his plight might be, and thus came to the conclusion that bringing it up probably wouldn't be a brilliant idea.

    It wasn't long before she reached "the shop", and Jasmine and Nicola were waiting outside for her.

    "You all right?" said Jasmine. "You're not in trouble, are you?"

    "Please," said Nicola. "When has Sian ever been in trouble?"

    "Oh, come on," said Sian, but she knew they were right. She felt she should change the subject. "Fancy a coffee?"

    "Sure," said Jasmine. "You paying?"

    Sian sighed. "Have you not got any money again? I swear you owe me about fifteen coffees by now."

    "I'll buy you something nice," said Jasmine. Sian didn't believe her.

    The three trooped into the shop and made their way straight to the café. It was usually pretty quiet at this time of day, and today was no exception. Jasmine and Nicola sat down, and Sian went to order the coffees.

    "So you had Miss Charles again today, right?" said Jasmine. "Did she explode again?"

    "Yeah, I heard it was crazy!" said Nicola. "I saw Edward was in again today, did he wind her up?"

    Sian paused for a moment and took a sip of her coffee.

    "No," she said meekly, suddenly worried about standing up to her friends. She cleared her throat and tried again. "No, it wasn't like that."

    "Oh?" said Jasmine. "What happened, then?"

    Sian paused and took another sip.

    "Edward came in and was particularly… Edward, you know?" she said. "He was screaming and swearing and knocking things over and all sorts. It was horrible. Miss Charles didn't explode; she did her best, but I don't blame her for being freaked out by what happened. Edward is scary, and she'd never met him before."

    "Edward's a wanker," said Nicola. "Ain't that right, Jas?"

    "Yeah," said Jasmine. "Wish that little arsehole would just fuck off like he normally does. No-one wants him in school. Not even the teachers, I bet."

    "I'm not so sure," said Sian philosophically.

    "Eh?" said Jasmine. "You what?"

    "Oh, nothing," said Sian. "I just… don't think it's quite as simple as all that. I think there's something a bit more complicated going on with Edward. I sort of want to know what, but at the same time I want to stay as far away from him as possible, you know?"

    "Heh," chuckled Jasmine. "I get that. Actually, just the last bit. I wouldn't worry about it, Sianie; he'll be expelled before we know it."

    "I'm surprised he hasn't been already," said Nicola.

    "Yeah," said Sian. "I wonder why he hasn't?"

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    1387: Untitled November Creative Writing, Part 5 https://imnotdoctorwho.moegamer.net/2013/11/06/1387-untitled-november-creative-writing-part-5/ https://imnotdoctorwho.moegamer.net/2013/11/06/1387-untitled-november-creative-writing-part-5/#respond Wed, 06 Nov 2013 00:53:50 +0000 http://angryjedi.wordpress.com/?p=5958 Monday morning. She could do this. The morning bell had already gone and the sound of students milling around outside had subsided. Kristina didn't have her own tutor group, so she liked to use this time in the morning to mentally prepare herself for what was to come — and perhaps even to get her … Continue reading 1387: Untitled November Creative Writing, Part 5

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    Monday morning. She could do this.

    The morning bell had already gone and the sound of students milling around outside had subsided. Kristina didn't have her own tutor group, so she liked to use this time in the morning to mentally prepare herself for what was to come — and perhaps even to get her room a little more in order than it usually was.

    Her desk was still covered in unfiled paperwork, but she was trying not to let the sight of it bother her. She'd told herself that she was going to go through it at the end of the day, regardless, and just toss out anything that didn't need her immediate attention. It was all about prioritising, she'd decided, and about being ruthless. She wasn't quite sure she had it in her to be ruthless, but she was going to give it a shot.

    She was surprised to note that she was actually feeling rather positive this morning — much more so than usual. Her night out with Maxine coupled with her unexpected but not altogether unwelcome conversation with Sian yesterday had perked her up somewhat; it had made her feel like she wasn't going through life completely alone, and that there were still people looking out for her; people who had her best interests at heart.

    She still wasn't quite sure what to make of what had happened with Sian; she felt like she'd crossed a bit of a line, but wasn't quite sure why. They hadn't done anything inappropriate, after all — it was just two people who happened to meet and have a chat. She'd seen Sian in passing that morning and the teenager had just given her a polite wave and smile rather than anything that might cause people to think their relationship was anything more; that was fine. She had a lesson with her later, though — it would be then that she'd see if their agreement to be friends would have an impact on the way they worked together.

    For now, though, she was enjoying the peace and quiet of an empty classroom. She had a fairly gentle start to the week as soon as the registration period was over — the quietest, most polite year 7 class. Not all of year 7 was like that, unfortunately, but 7C had always been thoroughly pleasant and enjoyable to teach — the kind of class that Kristina wished she had all the time. She knew that was an unrealistic dream — particularly in the kind of area Longmore was in — but still indulged in it regardless.

    The bell went again, and she came to her senses. 7C would be here soon, and she wanted to be ready. She was going to start the week as she meant to go on — learning objective on the board, starter activities ready to go by the time everyone sat down, and a well-organised, well-planned lesson all set to go. She liked starting the week with 7C because it was the sort of class where she could plan things down to the minute, safe in the knowledge that a disruptive child wouldn't wreck her carefully crafted lesson.

    Before long, she could hear the kids — as far as she was concerned, they were still "kids" in year 7, not "students", though she knew some of her colleagues objected to the K-word — gathering outside her room. She closed her eyes, took a deep cleansing breath, then strode purposefully over to the door and opened it. She was ready.

     

    *  *  *  *

    By the time break came around, she was feeling pretty good about herself. Her lesson with 7C on Saint-Saëns' Danse Macabre had gone so well she'd been able to deliver it flawlessly to 7B, who came along immediately afterwards. 7B usually caused a few more problems thanks to a few students with behaviour-related special needs, but somehow she'd managed to keep them engaged and interested today. She liked it when that happened; it gave her momentum for the rest of the day. Of course, it only took one Edward to stop all that momentum in its tracks, but she didn't have the GCSE group until this afternoon and was thus trying not to think about it too much.

    He might not even be here today, she thought. I hope he's not here.

    At that moment, her door opened without so much as a knock, and a colleague she didn't know all that well barged in. She couldn't remember his name offhand, but she was pretty sure it was something Greek and hard to spell, and that he taught design and technology.

    "Duty," he said bluntly, gesturing for her to come out of her room and into the common area where students were milling around, talking to one another, eating snacks and generally making a mess.

    "Oh!" she said. "Sorry. Just coming."

    Shit, she said inwardly. She was always forgetting her Monday break duty. She hoped it didn't annoy or frustrate her colleagues too much, but the one standing in the doorway, whatever his name was — Pan, she thought she'd heard people refer to him as? — didn't look all that happy.

    "In this school, we work together," he said tartly as she passed by him. She didn't respond, but she felt the familiar feeling of anxiety in her stomach; the feeling she always got when she felt like she'd done something wrong, regardless of how major it was. She hated letting people down, and she hated people being annoyed with her, even if she didn't really know them.

    Just like that, her momentum was gone.

    *  *  *  *

    Lunchtime came and went, and Kristina chose to spend it alone in her room. No-one came to find her or talk to her, but she was fine with that; she felt like she wanted to be by herself for a bit. She only had the afternoon lesson to go, which could go one of two very different ways depending on whether Edward was present or not. She hoped he wasn't, then immediately felt guilty for wishing one of her students — one who had picked her subject as an option, no less — was absent.

    "Afternoon," she said as the GCSE group filed into her room rather casually. It was a small class compared to those from lower down the school; those who had spent three years thinking that music lessons were a pointless waste of time were able to filter off and do things they were interested in — or at least found tolerable — which, theoretically, anyway, left her with those who were genuinely interested in what she had to say.

    Today was set to be a listening lesson; something that she didn't feel Edward would respond all that well to.

    Stop thinking like that, she said to herself. You've met him once, and he might just have been having a bad day.

    Sian entered the room with a cheerful "hello, Miss!" and a friendly wave, but didn't do anything that might have tipped her classmates off about their encounter the previous day. She was grateful for that — not that she was ashamed of having had coffee with Sian or anything, but she didn't quite feel ready to deal with that right now.

    "Okay," she said after everyone had taken their seats. "Everyone okay?"

    There was a general murmur of approval. The group were always tired in their afternoon lessons, which is why Kristina had thought it most appropriate to set that time aside for the listening activities; they didn't require as much activity, and certainly didn't make anywhere near as much noise.

    She invited the group to turn to a page in their school-issued music anthologies, and turned to the CD player to find the right track. Behind her, she heard the door open again, and she immediately felt nervous.

    She pressed the pause button on the CD player and turned around slowly. Edward was in the doorway, but he wasn't alone this time around; he had one of the teaching assistants with him. His face was frosty, but he didn't say anything. The assistant urged him into a seat away from the rest of the class, then sat down next to him.

    "Sorry to interrupt," she said. "I found him wandering around outside."

    "That's okay," said Kristina. "Do you have an Anthology, Edward?"

    Edward said nothing. The teaching assistant muttered something quietly to him, but he didn't respond.

    "Well, let me give you one anyway," said Kristina, her voice wavering slightly. She turned to her cupboard, took out one of the battered spare anthologies and passed it to Edward. He didn't thank her and didn't open it to the page she'd written up on the board, but she didn't push her luck.

    "Okay," she said, addressing the rest of the class and pointedly not looking at Edward any longer than she had to. "You remember when we talked about Serialism a while back? We're going to take a closer look at a piece of Serialist music today."

    "That's the weird plinky-plonk stuff, right?" asked Gemma, a friend of Sian and another member of the class with whom Kristina got along quite well.

    "In a manner of speaking," said Kristina. "Can you remember the word we used to describe the way it sounded?"

    "Atonal!" said Sian, her hand shooting up as she said it. She always was overenthusiastic about giving answers; it was the only thing that frustrated Kristina about her — she sometimes wished some of the quieter members of the group would pipe up and answer. Sian was all but guaranteed an "A", after all; it was the others who needed to focus.

    "That's right," said Kristina. "Now, can anyone remember what that actually means — not you this time, Sian," she added before Sian could jump in again.

    There was silence for a moment; Kristina could practically hear the cogs whirring in her students' brains as they struggled to recall the fact she'd taught them just last week.

    "'S no key," came an unfamiliar voice. Kristina looked around for its source. Surely it couldn't…

    "Speak up," said the teaching assistant to Edward.

    "'S got no key," said Edward.

    Kristina blinked. She wasn't quite sure what to make of this development. Where did that come from? She caught herself after a moment; it wouldn't do to be fazed by this.

    "That's… that's right," she said. "Good job, Edward."

    Edward didn't smile; his eyes remained fixed on Kristina and his face still looked like he was furious about everything, but he gave a small, almost imperceptible nod.

    Kristina blinked again and turned to the rest of the class.

    "Okay," she said. "Who can remember what that means?"

    *  *  *  *

    The class passed completely without incident, much to Kristina's surprise. She still felt uneasy around Edward, but he didn't cause any trouble, and even answered a couple of questions. After his initial correct answer, the rest were completely off-target, but at least he was trying, and Kristina felt that she should probably re-evaluate her opinion of him.

    The final bell of the day went just as Kristina was wrapping up her summing-up of the day's studies. Most people seemed to have taken at least some of it in, but she felt they'd probably need another lesson to absorb it completely, much to her chagrin; she hated Serialist music and resented having to teach it and sound enthusiastic about it, but there it was on the exam syllabus, so she had to deal with it sooner rather than later.

    The class gathered their things, packed their bags and filed out of the room. Everyone, that is, except for Edward.

    "Come on, Edward," said the teaching assistant — Kristina made a mental note to find out what her name was and thank her for her help later — "It's time to go home."

    Edward said nothing for a moment.

    Then he buried his head in his hands and started to cry.

    "I don't want to go home," he said. "Please don't make me go home."

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    1386: Untitled November Creative Writing, Part 4 https://imnotdoctorwho.moegamer.net/2013/11/04/1386-untitled-november-creative-writing-part-4/ https://imnotdoctorwho.moegamer.net/2013/11/04/1386-untitled-november-creative-writing-part-4/#respond Mon, 04 Nov 2013 21:44:19 +0000 http://angryjedi.wordpress.com/?p=5956 Sian was bored. It was Sunday, the most boring day of the week, and she was stuck in the house with nothing to do. Her parents were both "busy," they said, which meant they couldn't take any time to give her a lift anywhere interesting, and none of her friends were free either. She'd spent … Continue reading 1386: Untitled November Creative Writing, Part 4

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    Sian was bored.

    It was Sunday, the most boring day of the week, and she was stuck in the house with nothing to do. Her parents were both "busy," they said, which meant they couldn't take any time to give her a lift anywhere interesting, and none of her friends were free either.

    She'd spent the morning reading her book, an uninteresting "supernatural romance" novel that all her classmates had been raving about recently, but which she was finding deathly dull. She had a mental block that prevented her from leaving a book unfinished once she'd begun, however, so she figured that a boring Sunday was as good a time as any to get some of it out of the way.

    She had tired of the book, though; she frequently found her mind wandering as she read and had eventually given up. She tried listening to some music, but she couldn't sit still. She tried playing some games on her phone, but suffered the same problem; nothing was engaging her brain and keeping her occupied.

    Sighing to herself, she opened the door to her room and decided to try fluttering her eyelashes at her parents one last time. Surely they couldn't expect her to stay cooped up here all day while they did… whatever it was they were doing sitting at their desks at opposite ends of the house. She wasn't worried about them; they always did this, and they'd been married for a long time now, so it obviously worked for them. It frustrated her, though.

    Her father was predictably dismissive of her attempts to convince him. He had a whole stack of email to get through, he said, and it needed to be done right now. He did, to his credit, apologise, but Sian didn't feel particularly appeased by his half-hearted "sorry, Sian."

    Her mother, however, surprised her.

    "Why don't you just take the bus into town?" she said. Sian was taken aback for a moment; normally her parents weren't at all keen on her going out by herself, so this was an unexpected development — so much so that she had to check what she had just heard.

    "Are you sure?" said Sian. "I mean…"

    "It's fine, dear," she said. "Your Dad and I were talking earlier, and we figure it's time we let you be a bit more independent. You're sixteen, after all, and you can probably handle going to town by yourself."

    At last, Sian thought, but didn't say it out loud. Her friends had been "independent", as her mother put it, for many years now, but she had always felt like a shut-in. She had fought with her parents on numerous occasions about it, but had never been able to prevail; what had changed?

    It didn't really matter to her; she was finally getting to go out without a chaperone, and the reasons were unimportant.

    "Here," her mother said, handing her a five-pound note. "Get yourself a treat while you're in town."

    "I have money, Mum," said Sian, but graciously accepted the note regardless. Her mother chuckled.

    "Go and have fun, Sian," she said. "Don't be back too late. Send me a message or give me a call when you're on the way back."

    "All right," Sian replied. "I'll see you later."

    She wandered out into the hall, threw her coat around herself and fumbled in her pockets to make sure she had everything. Keys, purse, phone — yes, that was everything.

    "See ya," she called from the front door.

    "Bye," said her mother. She heard the sound of her father getting out of his chair and coming down the stairs, but decided to leave before he came down.

    The door slammed behind her, and she was free.

     

    *  *  *  *

    Town was surprisingly busy, despite the fact that there was a chill in the air. Sian zipped her coat up to her chin and hid the bottom half of her face inside the collar. Now she was here, she wasn't sure what to do.

    Coffee, she thought to herself, glancing a nearby café. That ought to warm me up.

    She strode purposefully over to the cafe and entered. The air inside was warm, and the smell of freshly-ground coffee beans was invigorating. She ordered herself a latte and a cake to treat herself, and paid with the five-pound note her mother had gave her, plus an extra pound from her pocket since it wasn't quite enough. She knew it was extravagant, but she didn't care right now; it was just nice to be out and about.

    As the barista passed her her latte, she glanced around the café in search of a place to sit, and was surprised to see Miss Charles sitting by herself in a window seat. She didn't seem to have noticed Sian; in fact, she didn't seem to have noticed anything at all, since she just appeared to be staring out of the window into the middle distance.

    There was a table not far from Miss Charles' table, so Sian decided to sit there and observe what her teacher was up to.

    Not much, as it happened; her initial assessment was correct, as Miss Charles did indeed appear to be doing little more than staring out of the window, occasionally turning to her table to sip her large, black coffee. She still hadn't noticed Sian.

    I wonder if I should go and talk to her, Sian pondered to herself. No, she probably wouldn't want that… but she does look sort of lonely. Maybe I…

    Her phone chimed loudly and interrupted her thoughts. It was a chat message from Jasmine.

    ey babes what u up to? x it read.

    Not much, Sian tapped out in response. Just in town for a bit. She chose not to mention that she was staring at her music teacher and was contemplating going to sit with her.

    She sipped her coffee and returned to gazing at Miss Charles.

    She doesn't look at all happy, thought Sian. I really think I should…

    Her phone chimed again.

    "Oh, for fuck's…" she muttered, this time flicking the switch onto silent. She always felt embarrassed when her phone went off in public, even though she knew her ringtone was far less obnoxious than some of the ones she'd heard.

    im free now, came the reply from Jasmin. wana meet up for a coffee or sumat? x

    Sian was about to tap out a response in the affirmative, but paused for a moment, frowning to herself.

    Sorry, she eventually replied. I have a few things to do, then I have to be back soon. Another time. My folks finally seem to be cool with letting me out of the house by myself, she added.

    k x came the reply after a moment. Sian always felt a little bad when she received a blunt response like that from Jasmine, even though she knew that it was just the way she was. She hoped that Jasmine wouldn't mind being turned down, but she had something on her mind right now, and wanted to see if she could resolve it.

    She picked up her latte, leaving the crumb-covered cake plate on her previous table. Then, feeling a little nervous, she pulled up the chair opposite Miss Charles and sat down.

    "Oh!" said Miss Charles, suddenly snapping free from her reverie. "Um. You're… Oh, Sian? Are you all right?" Sian could tell that she was switching into "teacher mode," obviously trying to sit up straight and look a lot more prim and proper than she was a moment ago.

    "It's okay, Miss," said Sian quietly. "We're not at school now. I just… I just wanted to come over and see if you were all right."

    "Yes, I'm all right," said Miss Charles. "I'm just having some quiet time."

    "Sorry to interrupt," said Sian with a gentle smile. She swallowed, then took a swig of her latte before she continued. "I, err, was a little worried about you."

    Miss Charles' eyes widened a little, and she stared directly at Sian.

    "You… were worried about me?"

    "Yes," said Sian. "Friday was… not very nice for anyone, was it?"

    "No," said Miss Charles with a slight sigh. "No, it wasn't. I'm really sorry about that. It put a real downer on things, didn't it?"

    "It couldn't be helped," said Sian. "You hadn't… dealt with Edward before, but we all know what he's like. Seriously, it's not you, it's totally him."

    Miss Charles gave a weak chuckle. "Yes, well, it doesn't—" She trailed off. "Anyway, I hope it didn't upset you too much."

    "Not at all," said Sian with a smile. "I've seen people handle Edward much worse than that, believe me. A lot of people really can't keep cool when he's being a di— when he's being like that. Sorry."

    Miss Charles chuckled again. She seemed to be loosening up a bit.

    "Thank you for coming to talk to me, Sian," she said. "I appreciate it." She hesitated for a moment, apparently unsure of whether she should say any more. "It's… difficult," she added after a moment.

    "I bet," said Sian. "I don't envy you at all. Sometimes I just want to give those kids a good slap."

    "Yes, well, we're not allowed to do that, unfortunately," said Miss Charles. "N-not that I want to."

    Sian laughed. "Well, we're not really allowed to, either," she said. "I sometimes think it would do some of them good, though."

    Miss Charles smiled slightly uncomfortably, apparently thinking the same thing but being unwilling to actually say it out loud.

    "Look," said Sian. "I'm sorry for interrupting your Sunday like this, but, well, you looked kind of sad, and I just wanted to see if I could help."

    Miss Charles took a sip of her coffee, then closed her eyes and sighed deeply.

    "I don't know if you can help, Sian," she said. "I'm not sure if anyone can. But… well, I appreciate that someone like you is trying."

    "We're not all bad," said Sian. "Some of us are even human beings, believe it or not."

    "So are we," said Miss Charles. "Teachers, I mean."

    "I know," said Sian, laughing.

    Miss Charles set down her coffee cup and sat forward, suddenly looking a lot more youthful.

    "You know," she said. "I always hated that big divide between teachers and students, even back when I was at school."

    "Yeah," said Sian. "I do too. Some of the kids in my class seem to feel obliged to just… I don't know, fight against the teachers or something. You'd swear school was some great oppressive regime or something. It's just… weird."

    Miss Charles chuckled. "Yeah, I get that feeling," she said. "I haven't been in the job for very long, I know, but I think it's always been that way."

    "Okay," said Sian. She swallowed, unsure of whether or not she should say the next part, but pressed on regardless. "How about… how about we be friends, then?"

    That wide-eyed look again. Sian immediately regretted saying what she'd said.

    "I'm sorry, Miss," she stammered. "I didn't mean… I'm sorry, I…"

    "N-no, Sian," Miss Charles replied. "It's fine, I just… that's a really nice thing to say."

    "Oh," said Sian. "Whew. I thought I'd crossed a line."

    "You probably have," replied her teacher, laughing. "We probably both have. But you know what? Right now I just don't feel like it matters. All right, Sian, let's be friends."

    "Okay, Miss," said Sian.

    Miss Charles raised an eyebrow.

    "If we're going to be friends," she said with a slight smile, "I'm going to have to insist you call me Kristina, or Kris."

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    1385: Untitled November 2013 Creative Writing, Part 3 https://imnotdoctorwho.moegamer.net/2013/11/03/1385-untitled-november-2013-creative-writing-part-3/ https://imnotdoctorwho.moegamer.net/2013/11/03/1385-untitled-november-2013-creative-writing-part-3/#respond Sun, 03 Nov 2013 22:45:30 +0000 http://angryjedi.wordpress.com/?p=5953 "Oof." She'd slumped down on the couch, expecting herself to sink into it, but it turned out it was a lot harder than it looked, and now her backside was telling her to be a little more careful next time. She winced, leaned forward and placed her drink on the table with what she thought … Continue reading 1385: Untitled November 2013 Creative Writing, Part 3

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    "Oof."

    She'd slumped down on the couch, expecting herself to sink into it, but it turned out it was a lot harder than it looked, and now her backside was telling her to be a little more careful next time. She winced, leaned forward and placed her drink on the table with what she thought was ladylike delicacy, but which was actually cack-handed drunkenness.

    "Hey Kris," yelled a familiar voice over the din of the club. "You all right?"

    "Yeah," she yelled back, aware that her head was lolling like a ragdoll as she turned to look at the person who had addressed her. Through her blurry wine goggles, she could just about make out the figure of her best friend Maxine, who had a habit of looking out for her any time she got drunk.

    Maxine and Kristina had come out on a Saturday night for once. Kristina didn't normally like to do this, but she felt like she didn't see Maxine anywhere near often enough these days, especially with the fact that her evenings were normally taken up with extra work. Maxine never turned down an opportunity to go out to their favourite club — well, it was more Maxine's favourite club than Kristina's — and, more often than not, watch Kristina get steadily drunk over the course of the evening.

    She wasn't drunk right now, of course; she was in full and perfect possession of all her faculties, and any lolling around was purely the result of tiredness, not the "few" glasses of wine she'd consumed this evening. "Few" was the descriptor she used when she'd lost count, which was usually the case after two small glasses of pungent house wine. This evening, she'd actually had five; Maxine knew that, but Kristina had, as usual, lost count, and as usual it was apparently up to Maxine to ensure she didn't get up to any mischief. Keeping an eye out for Kristina over the years had helped Maxine develop an astonishing tolerance for alcohol, so much so that she was pretty confident she could drink even the most hardened football hooligan under the table at a moment's notice.

    "I'm fine," Kristina reiterated, even though Maxine hadn't said anything else to her. "Totally fine. Absoposolutely fine. Hey, that guy's pretty fit."

    Maxine chuckled.

    "He is, isn't he? But I'm not sure you're in any state to strike up a conversation with him right now."

    "I told you, I'm fine," Kristina slurred, picking up her glass and taking a big swig, then wincing. "I just… bollocks, no I'm not. Excuse me."

    She snatched up her handbag , stood up hastily and trotted as quickly as her heels could take her towards the toilets. Maxine sighed.

    "Classy chick," she muttered to herself.

     

    *  *  *  *

    Not long after, a slightly sober Kristina was walking arm-in-arm with Maxine down the road. Kristina throwing up usually meant two things: firstly, that she would almost immediately become a lot more alert; and secondly, that she would probably want to walk home. Maxine knew that Kristina didn't need the support to walk any more, but held on to her arm as a sign of affection towards her friend regardless.

    "I've had a shit week," said Kristina. "Life sucks."

    "I don't understand why you're still in that job, Kris," replied her friend. "You obviously hate it. Why do you still do it?"

    "Oh, I don't know," she said, wafting her free arm into the night air in an exaggeratedly philosophical gesture. "Denial, perhaps. I don't want to feel like a failure."

    "And why should you feel like a failure?" Maxine asked. "Incidents like that little scrote you told me about earlier aside, you're doing all right, aren't you? You told me most of the other kids seem to quite like you."

    "They do seem to," she said. "But I don't know if that's because I'm a pushover, or because they actually like me. I shouldn't care so much, I know; I'm not there to make friends with them, but still. But…" She trailed off.

    "But?"

    "Well, the school got inspected last week," she said, hesitantly.

    "Oh, right," said Maxine. "I remember you telling me. Everyone was stressing out about it."

    "Yeah," replied Kristina. "Well, it turns out that I'm an 'unsatisfactory' teacher."

    "What? Says who?"

    "Says some bitch who came in, observed twenty minutes of one of my Year 9 lessons in the afternoon, then wandered out before we got to the interesting bit. Oh, I really wish I'd let her have it when she gave me her 'feedback'."

    "Oh, fuck her, Kris. You just said yourself, that doesn't sound like a fair assessment at all."

    "That's not all, though," Kristina continued. "Now the school's in Special Measures because it sucks so bad, and I feel like it's my fault."

    Maxine stopped walking and turned to face Kristina.

    "Look, Kris," she said seriously. "If something like that's happened it's pretty clear that there's something very wrong with the whole place, not you. I really doubt they'd put the whole place in Special Whatevers because of one person. Not that I believe you did anything wrong anyway."

    "I… I guess," she said. "But every time I hear the Head talk about the results of the inspection and the feedback and I hear the word 'unsatisfactory', I just feel like they're talking about me. It sucks."

    "Oh, Kris," said Maxine. "C'mere." She wrapped her arms around her friend and gave her a hug. Kristina sniffed and reciprocated the gesture. The two girls pulled apart at a "weeeeyyyy!" of encouragement from a gang of drunken men a little further down the road, and continued on their way.

    "Point is," Maxine continued, "you can't blame yourself. You can use this as an opportunity to improve, or you can use it as a kick up the arse to go find something else to do if you're really having such a miserable time."

    Kristina said nothing. She knew that Maxine was right, but didn't want to admit it. The pair continued walking in silence for several minutes — Maxine knew when not to push her luck.

    "Thanks, Max," said Kristina after a while. "I needed tonight. I know we didn't do much, but, still. Thanks."

    "Any time," she replied with a smile.

    *  *  *  *

    Kristina wasn't quite sure what time it was when she woke up on her couch, but the TV channel she'd apparently left playing for background noise while she drifted off to sleep was displaying nothing more than a digital "this channel will be back later" page on the screen, so she figured it probably was the early hours of the morning. Someone — she figured either Maxine or herself — had put a heavy woollen throw over her, and it was lovely and warm, but she still felt a little uncomfortable. Peeling back her makeshift blanket, she realised that she had apparently fallen asleep in her clothes — though at least she had taken her shoes off.

    "Ugh," she groaned to herself. "Real classy, Kristina." She swung her legs down off the couch, pushed the throw to one side and reached around behind herself to unzip her dress. She wriggled out of it and tossed it on the floor, then unfastened her bra with an exaggerated gasp of satisfaction — she was convinced that she wasn't wearing quite the right size, but she did like that one — and similarly flung that aside, too. Then she wrapped herself in the cocoon of her makeshift blanket once again, enjoying the feeling of the warmth enveloping her bare skin.

    She closed her eyes, but sleep wouldn't come again. She felt completely sober now, but too tired to get up and actually go to bed properly, so she decided to stay on the couch for now. There was no-one here to judge her, after all. Fumbling around beside herself for the remote, she flicked the TV onto a channel that didn't close down in the early hours of the morning, then closed her eyes again, only half-listening to the dull mumbling of what passed for late-night TV on whatever channel she'd randomly hopped to. She was dimly aware of it being some comedy show that she didn't find at all funny, but the number of times it had been repeated meant that it was comfortably familiar, and a good way to break the silence in her flat.

    She didn't like silence, or the dark, but was ashamed of these feelings; they felt childish and silly, and she had never admitted them to anyone, not even Maxine. But she had a good enough reason for them; given no other stimuli, her mind would inevitably be drawn to the things that were making her more anxious than anything else — her job; her lack of love life; the fact that she didn't really know how to make friends with her colleagues; and, of course, incidents like the one that had unfolded on Friday.

    Oh, why did she have to think of that? Now it was creeping into her head again, even with the sound of the TV distracting her from her unwanted thoughts. Her eyes still shut, she fumbled around for where she thought she'd left the remote, and found the volume button by touch to turn up the sound and drown out the noise in her head.

    It worked. For now. But it was only a temporary measure; sleep would soon take her, and that's when her subconscious would get to work. She was tired of the nightmares, but knew there wasn't anything she could really do about them; sometimes she wished that life was more like a fantasy story she'd read as a teenager, in which a young girl banished nightmares from people's souls and minds with the help of a magic blade that allowed her to enter another dimension — the land of dreams.

    Before long, her mind wandering through idle flights of fancy caused her to drop off to sleep without noticing.

    "Based on what I saw there, that was an unsatisfactory lesson," said the sour-faced woman.

    "Fuck you!" bellowed Edward, bursting through the door.

    "Your behaviour management needs some significant work," continued the woman, apparently oblivious to the profanity-spewing teenager in the doorway. "And the pace of your lesson is all wrong. You didn't have a starter, and you spent too long on teaching time."

    "Fuck you!" cried Edward again, throwing a table aside.

    "Unsatisfactory," said the woman. "Special measures."

    "Fuck you!"

    Kristina covered her eyes, dimly aware that what was unfolding was nothing more than a dream from her subconscious, but terrified of it all the same. She didn't know how much more of this she could take, and things were only going to get more and more difficult in the coming weeks. What could she do?

    On the couch, her unconscious body twitched in its sleep, an occasional moan escaping from its lips. But there was, of course, no-one around to hear it; she was, as she had been ever since she left home, completely alone.

    The post 1385: Untitled November 2013 Creative Writing, Part 3 appeared first on I'm Not Doctor Who.

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    1384: Untitled November 2013 Creative Writing, Part 2 https://imnotdoctorwho.moegamer.net/2013/11/03/1384-untitled-november-2013-creative-writing-part-2/ https://imnotdoctorwho.moegamer.net/2013/11/03/1384-untitled-november-2013-creative-writing-part-2/#respond Sun, 03 Nov 2013 04:53:12 +0000 http://angryjedi.wordpress.com/?p=5951 "You okay, sweetie?" "Yeah, I'm… I'm fine, Mum." Sian knew better than to reveal her true feelings to her mother by now. One hint of sadness, anxiety or any emotion outside the "happiness" part of the mood spectrum, and she'd be bombarded with a torrent of questions, ostensibly in an attempt to make sure she … Continue reading 1384: Untitled November 2013 Creative Writing, Part 2

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    "You okay, sweetie?"

    "Yeah, I'm… I'm fine, Mum."

    Sian knew better than to reveal her true feelings to her mother by now. One hint of sadness, anxiety or any emotion outside the "happiness" part of the mood spectrum, and she'd be bombarded with a torrent of questions, ostensibly in an attempt to make sure she was "all right" but which almost inevitably made her feel worse than she had in the first place. Consequently, she'd taken to bottling things up somewhat. She knew it wasn't altogether healthy, but it had been a successful coping mechanism so far, and she wasn't about to change now.

    Besides, the fact that she was feeling a little dejected wasn't, for once, due to anything in her own life. Instead, she was feeling bad on behalf of someone else; specifically, her teacher Miss Charles, whom Sian had felt was perilously close to the edge today.

    Sian pondered to herself that this was, sadly, nothing unusual for Miss Charles, whom she liked and respected very much but secretly felt probably wasn't cut out for life in a school like Longmore. Not that this reflected badly on Miss Charles in Sian's mind; Sian herself often found herself thinking that she wasn't really cut out for life in a school like Longmore, either. But it was the hand that life had dealt her, and so she'd deal with it, whatever it took. It built character. At least, that was what she always told herself.

    "Are you sure?"

    "Yes, Mum, I promise I'm fine. Now I'm going to go and do my homework."

    Before her mother could protest, she trudged up the stairs to her bedroom, closed the door — carefully, so as not to sound as if she was slamming it — and turned on the radio. It was time for the show she liked with the songs from musicals; she'd always been a fan of songs from the shows, partly because of her own studies, but had never intended to become the sort of person who listened to them in her free time. The fact that this show typically coincided with the point in the day where she would typically do her homework meant that it was a regular companion, and it had got to the stage where it was a comfortably familiar, pleasant presence to work alongside.

    She unzipped her bag and took out her planner, opening it on her desk in front of her. There was only one thing she needed to do today; the rest could wait until next week. Finishing off those Maths questions needed to be done for Monday, though. It was her own fault — she'd gotten herself involved in a particularly lively and animated conversation with her friends Jasmine and Nicola rather than working in Maths today. Their teacher Mr Abraham didn't mind them chatting usually, but did insist that everyone complete all the work that was set by the time the next lesson rolled around — and the next lesson was Monday. She could do it over the weekend, of course, but Sian objected to doing homework on Saturday and Sunday unless she absolutely had to; she'd rather give up her Friday night instead, even if it was for Maths.

    Sian hated Maths lessons. She knew this was an opinion that wasn't worth expressing, however, because almost everyone in her class seemed to hate Maths — and this was the top set, too. She found her distaste for the subject frustrating, because she understood that it was something that was important to everyday life in various ways, but she also knew that today there were more tools than ever that meant people would never have to remember what "some old houses creak and howl through old age" meant ever again.

    She let out an exaggerated sigh, reached into her bag and drew out her Maths textbook and exercise book, then opened them both to the pages she'd marked earlier. She picked up her pencil and was just getting started on the first problem when her phone chimed. It was a chat message from Jasmine.

    heard tht miss charles wuz proper mental earlier lol, it read. did u see it? xx

    Sian pondered how to reply — or even if to reply — for a moment. On the one hand, she liked Jasmine and always enjoyed chatting to her; on the other hand, she also liked Miss Charles and didn't really want to gossip about her.

    No, I didn't, she replied after a minute, with her customary perfect use of spelling, punctuation and grammar. She refused to compromise her own standards for the sake of convenience. Knowing Edward, though, I'm not surprised.

    It was a gentle lie to try and steer the conversation away from Miss Charles. She had seen Miss Charles go "proper mental" earlier, of course, but she didn't really want to talk about it, and in fact it was recalling the incident that was making her feel so anxious right now.

    She put her phone down and picked up her pencil again. It wasn't long before her phone chimed again, but she grit her teeth and told herself that she wouldn't look — much less reply — until she had conquered the first of the questions she had to complete this evening.

    The question, as it happened, was rather easy, and so in a matter of moments the phone was in her hand again.

    yea, came the reply from Jasmine. edwards a dick lol sounds lyk miss charles wuznt redy 4 him xx

    Can you ever be ready for Edward? she replied. I don't understand why he even comes to school. Not that he does very often.

    By the time the reply came back from Jasmine, Sian had conquered the second problem, too.

    well its cuz his ma got fined for him being off all the time lol, it said. he may be a dick but i guess hes still scared of his ma xx

    You could be right, she sent back. My battery's low and I'm about to have dinner, she lied in an attempt to end the conversation. I'll talk to you later?

    The third question took a little longer to calculate, and Jasmine's reply arrived in the middle of the process, making Sian jump. She frowned, and managed not to look at her phone until she finished, though, secretly feeling quite pleased with her own self-discipline.

    ok babe, read the reply. ttyl xx

    Sian flicked her phone onto silent and tossed it onto the bed. There were four more questions to go, of increasing complexity, and she wanted to get them out of the way sooner rather than later. She knew all too well that it took a good two or three times of saying goodbye — or fake goodbye, at least — to get rid of Jasmine, though a long silence often did the trick, too.

    The radio had started to play Memory from Cats. As much of a fan of musicals as she was, she couldn't stand Cats, and particularly couldn't stand Memory, so she flicked off the radio and completed the rest of her homework in silent protest to no-one in particular.

     

    *  *  *  *

    Later that evening, after she'd had dinner with her mother and father, Sian lay on her bed gazing at the ceiling. She thought of this as her "thinking position", though in actuality it was more an "anxiety position"; she tended only to lie staring into space like this when she was worrying about something or someone. And she couldn't get Miss Charles out of her mind.

    She kept replaying the scene from earlier over and over in her head. She wondered if she should have stood up and said something — probably not, she thought; although she counted herself quite lucky that she was one of the few people in her year who was both academically gifted and relatively popular, she didn't fancy her chances against the seething ball of rage that was Edward. Edward was too unpredictable; he might have listened to her, he might have redirected his anger away from Miss Charles and towards her, or he might have gotten even angrier.

    Sian didn't understand Edward, and that scared her. She was the sort of person who liked to figure people out as soon as possible so she knew how to act around them. She was generally quite good at reading people shortly after becoming acquainted with them, but with Edward's frequent long absences from school, she'd never really had the opportunity to get to know him, and, if she was being honest, didn't really have the inclination to get anywhere near him when he was present.

    She understood Miss Charles, though. She could tell that Miss Charles was suffering, and that made her sad, because not only did she like Miss Charles as a person, she respected the amount of knowledge Miss Charles had of her subject. She liked spending time with Miss Charles, and she liked studying music with Miss Charles. It was just a shame that the experience had to be spoiled by people like Edward. She didn't even know what Edward was doing in that class; the boy had no musical talent whatsoever, and his assertion that he was "a drummer" translated, in her experience, to him being able to do little more than bang out an unsteady four-on-the-floor beat at an uneven tempo and high volume.

    She closed her eyes, and saw the classroom again.

    "Fuck you!" Edward yelled.

    "Now, Edward," Miss Charles said, her voice wavering. "If you need to take a moment outside to calm yourself down, please do. Otherwise, please return to your seat."

    Sian could tell that Miss Charles was scared. The young teacher's hands were shaking, and she was propping herself up against her desk for security — something Sian had noticed she did when she was nervous.

    "Fuck you!" Edward screeched again, driving his fist into the wood of the door and apparently feeling no pain from the impact. Sian saw Miss Charles flinch and shrink away from him slightly — she certainly didn't blame her for that, because she'd felt scared too. This wasn't her first encounter with an Edward rage, unlike Miss Charles, but experience didn't make them any easier to deal with.

    "Urgh, stop it," muttered Sian to herself, rolling onto her side on the bed and holding the pillow around her ears, as if doing so would cause the memory to stop replaying itself. It didn't work, of course — it never did — but that never stopped her from trying at times like this.

    Eventually she sat up. Lying in thinking position wasn't achieving anything; she just wanted to distract herself with something — anything. She pulled out her phone and looked at it; she scrolled through Twitter and Facebook but found nothing of interest, then checked her favourite YouTube channels for any updates, but it seemed like everyone she might want to watch was having Friday off. Eventually she settled for a favourite cat video, watching it four times until it made her giggle out loud and start to feel slightly better.

    She lay back down again and closed her eyes, trying to force her mind's eye to see the cat jumping in and out of cardboard boxes rather than Edward screaming "Fuck you!" at the top of his voice.

    It's the weekend, she said to herself. And it's not your problem. Just relax.

    She took a deep breath in, held it a moment, then released it. She did it again, then again, then again — and finally sank into a dreamless sleep.

    The post 1384: Untitled November 2013 Creative Writing, Part 2 appeared first on I'm Not Doctor Who.

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    1383: Untitled November 2013 Creative Writing, Part 1 https://imnotdoctorwho.moegamer.net/2013/11/02/1383-untitled-november-2013-creative-writing-part-1/ https://imnotdoctorwho.moegamer.net/2013/11/02/1383-untitled-november-2013-creative-writing-part-1/#respond Sat, 02 Nov 2013 00:25:22 +0000 http://angryjedi.wordpress.com/?p=5949 The sun was going down; the light was fading. But she couldn't bring herself to move quite yet. Lolling back in her chair, her breathing heavy and laboured, Kristina Charles wanted nothing more than to get out of this place. But her body was telling her something else; it was telling her to calm down, … Continue reading 1383: Untitled November 2013 Creative Writing, Part 1

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    The sun was going down; the light was fading. But she couldn't bring herself to move quite yet. Lolling back in her chair, her breathing heavy and laboured, Kristina Charles wanted nothing more than to get out of this place. But her body was telling her something else; it was telling her to calm down, relax, take a moment.

    She closed her eyes, took a deep breath in, then rolled herself forward as she exhaled noisily. After a moment, she opened her eyes again, the papers scattered all over her desk gazing back at her; cold, unfeeling. They weren't going anywhere unless she moved them, but the last thing she wanted to do right now was touch them, look at them, do anything with them. But she knew that if she didn't do anything with them now, they'd still be there at the start of next week, and things would just continue to get worse.

    It was times like this that Kristina resented the teacher's life. Even as the rest of the world was being drawn inexorably into the future thanks to technology that seemed to get more advanced by the day, the teaching profession remained resolutely set in its ways, seeming absolutely determined to keep the world's paper manufacturers in business. Everything was dealt with through some sort of printout; her desk was covered with everything from school newsletters to action plans via behaviour trackers, and she hated all of it. She wanted nothing more than to just sweep it all off her desk, into a black bin-liner and be done with it. She had contemplated it on several occasions, but had never been able to bring herself to do it.

    She heard the distinctive "click" of her classroom door pushing open, accompanied by a gentle "tap, tap, tap"; looking up, she saw the familiar face of Martin, her head of department. He was smiling that gentle smile he always seemed to have on his face; she envied his seemingly unflappable nature and wished that she could "switch off" as easily as he seemingly could.

    "Hey, Kris," he said. "Long day?"

    "Uh," she replied. "You could say that."

    "Well, the week's over now. Why don't you leave it behind for now and come to the pub?"

    She looked from Martin to the stack of papers on her desk, then back to Martin. An unspoken question hung in the air.

    "Leave it," he said. "I know you've had a rough time today, and the last thing you need right now is to be fretting about all that paperwork. Just leave it." He leaned in in an exaggeratedly conspiratorial fashion. "Between you and me, I ignore a good 90% of it. Most of them are like utility bills; you can leave them be until someone comes chasing you for them."

    Kristina chuckled. She'd learned this herself quite early on, but she always found it amusing when someone as seemingly respectable as Martin — her direct superior, no less — effectively urged her to shirk her duties. She was under no illusions; she knew perfectly well that most of her colleagues had managed to survive as long as they had simply by knowing what work them simply had to perform, and what could be safely ignored and left behind.

    "Fine, whatever," she said, shrugging and getting to her feet. "I'm not achieving anything here anyway, and moping in the dark isn't going to solve anything."

    "That's the spirit," said Martin. "I think your first drink's on me."

    *  *  *  *

    Raucous laughter erupted around the table. Kristina made an effort to join in, but felt she didn't quite get the joke — or perhaps she simply wasn't in the mood. Either way, she was bluffing, but no-one seemed to notice.

    No-one ever seemed to notice her. She was pretty sure that most people around this table probably knew her name, but she was equally sure that not one of them — with the possible exception of Martin — knew anything beyond that about her, barring perhaps the subject she taught. That said, she didn't know much about any of them, either; in the few months she'd been in this job, she'd had trouble getting to know people, partly due to her own natural shyness and partly due to the fact she'd felt from the very beginning that the staff of Longmore Community College had already formed their cliques well before she'd arrived, and that it would take a more confident woman than she to break into their inner circles.

    She picked up her wine glass and swished it from side to side, the swaying waves of the wine within proving vaguely hypnotic. She wasn't even listening to the conversation around her any more; inwardly, she was counting the minutes until she felt it would cease to be impolite to get up and just leave, but another part of her mind wondered if anyone would actually notice if she did just that right now.

    She downed the remainder of her wine and decided to try an experiment. She put her glass purposefully down on the table, picked up her handbag and stood up.

    "Y'all right, Kristina?" said Paul, whom she knew only as the Northern PE teacher, and often the butt of some light-hearted ribbing from the "cool kids" of the English department. She was surprised to be addressed by him, but his gently lilting Sheffield accent put her somewhat at ease.

    "Yes, yes, I'm fine," she said quietly, scratching her face in the way she normally did when she was feeling uncomfortable. "I'm just. You know. I'll be right back." It somehow didn't feel quite right to tell someone she didn't know that well that she was just going to head to the toilet and decide from there whether or not to make a break for it.

    She excused herself and walked out into the corridor that housed the doors to the toilets. As usual, the corridor smelled strongly of urine — a stench that was wafting out from the gents', she assumed — but once she was into the ladies', the stink was replaced by that of cheap perfume, presumably applied hastily by young women off out on the town after a long week. There was no-one in the toilets when she entered, but the smell was strong; either the owner of the perfume wasn't long gone, or must have drenched herself in the fragrance enough for it to stick around long after she had departed.

    Kristina opened the door to the cramped cubicle, put the seat down and sat down. She didn't need to actually "go"; she'd just come here for a moment's escape and a bit of peace and quiet. She knew that with her mind the way it was at the moment, that wasn't necessarily a good idea — quiet rooms tended to cause her to dwell on things she would rather forget — but it was, for now, preferable to sitting at that table pretending to be sociable.

    Suddenly, she felt a tear run down her face. She had been expecting that she was probably going to cry this evening — she knew herself well enough by now to recognise the signs of an impending mini-breakdown — but hadn't expected it to come on quite so soon and quite so suddenly. Resigning herself to the apparent inevitability, she just let the tears silently roll down her face until there were no more.

    *  *  *  *

    "Hey, Kris, you all right?"

    It was Martin.

    "I'm all right," she said, not turning around. "I just need to go home. Sorry."

    "It's all right," he said. "We were just worried about you. You were gone a long time and then you headed straight for the door without saying goodbye."

    "Yeah, I—" she began, not sure where that sentence was going. She started again. "I just. I'm not feeling well. Sorry. See you Monday."

    She started walking, determined not to look back over her shoulder. She didn't know if he was watching her walk away or whether he'd already gone back inside. She told herself that she didn't really care one way or the other, but really she hoped that he wasn't watching her. She felt like a pitiful wreck of a human being right now, and just wanted to curl up in bed and go to sleep. It had been a terrible day to draw a terrible week to a close, and she wanted to leave it well and truly behind her, just like she'd left the stack of papers on her desk.

    She knew those papers would be there waiting for her when she got back, and in all likelihood the fallout from the terrible week would still be there when she got back too. But that didn't matter right now, she told herself. It was the weekend; a time to reflect, relax and regroup. There was no guarantee that next week was going to be as bad as this one, and who knows? All those papers might have magically vanished by the time she got back. If only.

    *  *  *  *

    "Fuck you!" the kid screeched. His name was Edward, and this had been her first encounter with him. She'd heard his name before in staff meetings, but since he was a serial truant, it was rare for him to be in school. She'd been secretly hoping that his truancy would continue indefinitely, culminating in his expulsion from the school without her ever having to come face-to-face with him, but here he was, every bit as unpleasant as she'd been led to believe.

    "Now, Edward," she said, as calmly as she could manage. "If you need to take a moment outside to calm yourself down, please do. Otherwise, please return to your seat." She could feel her voice quavering as she said the words; she hoped it wasn't as obvious to the ears of her class.

    "Fuck you!" he yelled again, punching the door. He followed his profanity with an incoherent yell that didn't appear to contain any words, then walked around the room throwing his classmates' pencil cases and books onto the floor. It was an utterly bewildering sight; it would probably have been comical to Kristina if it weren't so terrifying. She knew that this kid could snap — further than he already had, anyway — at any moment, and she didn't know what to do.

    Suddenly, something in her mind went, and she felt like she was watching herself, out of control.

    "You little shit!" she screamed. "Get the fuck out of my classroom now before I pick you up and throw you the fuck out! If you're so fucking ungrateful that you can't be bothered to sit down and shut the fuck up, then just get the fuck out and don't fucking come back, ever!"

    There was a moment of silence. She could feel the entire class looking at her in shock. No-one was breathing. Time seemed to be frozen.

    Then he leapt at her with a feral roar, screaming bloody murder — possibly literally. She put her hands up to defend herself and—

    She finally woke up, breathless. Her heart was pounding, and the darkness of her room felt like it was constricting her, choking the life out of her. She was panicking, almost too scared to move, but she eventually managed to summon the strength and courage to reach over to her bedside lamp and flick it on.

    As the light filled the room, she unsteadily sat up, resting her back against the headboard. It thumped gently against the wall as she leaned her weight back into it. She closed her eyes and took a deep breath just like her CDs had trained her to do, then exhaled through her mouth. Again, in; again, out. Once more, in; one more, out. She felt the panic slowly subsiding, though her heart was still racing.

    This kept happening, and she couldn't control it. Her subconscious mind apparently liked nothing more than to look back on the day's events, and reinterpret them into "what if" scenarios that culminated in the worst possible outcome, usually involving some combination of furious anger and/or violence. She always woke up feeling guilty, even though she knew that she'd done nothing wrong; in reality, she'd handled things carefully, calmly and as effectively as she could under often difficult circumstances, but in her mind, things had gone as badly as it was possible for them to go.

    She knew she had to change, to grow, to get stronger; she just didn't know how she was going to go about it.

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    1382: Foreword https://imnotdoctorwho.moegamer.net/2013/10/31/1382-foreword/ https://imnotdoctorwho.moegamer.net/2013/10/31/1382-foreword/#respond Thu, 31 Oct 2013 21:42:04 +0000 http://angryjedi.wordpress.com/?p=5946 It's November tomorrow, and that means NaNoWriMo. Or, if you're me, and you like to be awkward, it means monopolising your daily blog with creative writing rather than inane blog posts about nothing in particular and/or video games. Yes! I'm going to do it again. Much like previous years, I'm going to write… something every … Continue reading 1382: Foreword

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    It's November tomorrow, and that means NaNoWriMo. Or, if you're me, and you like to be awkward, it means monopolising your daily blog with creative writing rather than inane blog posts about nothing in particular and/or video games.

    Yes! I'm going to do it again. Much like previous years, I'm going to write… something every day for the next month. Exactly what that's going to be I haven't quite decided yet — and if previous years are anything to go by I will probably "improvise" it and make it up as I go along, with variable results — but I do have a few themes, plots and characters in mind already; it's just a case of actually fleshing them out into something over the course of a month.

    Normally I try and post a minimum of 500 words per day for my generic posts and often exceed that; in November, because I'm writing something a bit more long-form, I typically set myself a minimum of 1,800 words instead. I'm going to stick to that because it's worked pretty well for me in past years, and I've usually been able to churn out 2,000 words or more each day, resulting in a total of 60,000+ words by the end of the month, which is sort of novel length-ish.

    As for what I'm going to write about? Well, you're going to have to wait and see, aren't you? Largely because I haven't decided which of the ideas I have I'm going to run with as yet. Those who have read my previous work know that I have various stylistic elements that I'm rather fond of using — and have been since creative writing classes at school and university, as it happens — so I'm pondering whether or not to experiment a bit with other perspectives or tenses. Again, we'll see, and I'll make a decision tomorrow when I actually start writing. Once I start writing, I will stick with whatever I go with until the bitter end, and see what happens. Sounds like fun, non? Of course it does.

    I'm half-tempted to work on a story I've been working on off and on since school, but I kind of feel doing that would be "cheating" somewhat. While I'm very fond of said story and the characters involved, I do kind of want to do it justice whenever I get around to actually finishing it, whatever medium I end up completing it in. (There's a distinct possibility it will become a game rather than a book, for example.) Not that spending a solid month of churning out 2,000-ish words a day isn't "doing it justice," but I sort of feel like I want to do that without the added time pressure — not to mention the fact that there's already 17,000 words of it that I'm rather pleased with on my Google Drive that I don't really want to abandon and start again.

    Anyway. I'm rambling in an attempt to fill space and do something prior to dinner being ready. Hopefully dinner will be ready soon so I can spare you further inane ramblings, and you can enjoy (or be subjected to, depending on your outlook) the fruits of my creative labours over the course of the next month. Either way, thanks for reading.

    Oyasumi nasai!

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    1381: The Hand You're Dealt https://imnotdoctorwho.moegamer.net/2013/10/30/1381-the-hand-youre-dealt/ https://imnotdoctorwho.moegamer.net/2013/10/30/1381-the-hand-youre-dealt/#respond Wed, 30 Oct 2013 22:35:59 +0000 http://angryjedi.wordpress.com/?p=5944 There's been a whole load of drama recently surrounding resolutions — exactly what resolutions PS4 and Xbox One games will run at; the fact that Deadly Premonition for PC only runs at 720p; the fact that Typing of the Dead renders at 720p even if you set its resolution to 1080p — and I find it very difficult to … Continue reading 1381: The Hand You're Dealt

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    There's been a whole load of drama recently surrounding resolutions — exactly what resolutions PS4 and Xbox One games will run at; the fact that Deadly Premonition for PC only runs at 720p; the fact that Typing of the Dead renders at 720p even if you set its resolution to 1080p — and I find it very difficult to care.

    I mean, sure, I acknowledge and accept the fact that if you've spent a thousand quid or more on a PC — or bought a brand-new next-gen console, for that matter — many people want everything they play to take full advantage of their hardware and look as good as possible… but if it doesn't, I just shrug my shoulders and move on. It ultimately doesn't matter; I can think of very few situations where technical deficiencies have significantly impacted my experience to such a degree that something becomes unplayable or even that word that NeoGAF appears to enjoy throwing around: "unacceptable". (The last was Guild Wars 2, and that was an extreme case; something the game doesn't like about my particular system configuration makes it run at about 5 frames per second, which really is unplayable.)

    I wonder if part of the reason I feel like this is the fact that I've spent a significant proportion of time over the past few years playing games that aren't at the technological forefront. I've played a lot of pixel-art indie games, for example, but I've also played low-poly stuff, games from the early 3D era, games on PS2, handheld games and even low-budget PS3 games. Hell, three of my favourite games in recent memory — the Hyperdimension Neptunia series — are some of the most technically flawed titles I've played for a while, struggling to reach even 30 frames per second at a resolution that I'm pretty certain is not 1080p.

    It could also be the fact that I grew up with PCs that weren't always the most powerful or the best and as such quickly learned how to optimise detail settings for a good balance between looking good and running smoothly. I remember playing Doom on a 386 and finding that balance; that said, I also remember us getting a 486 and it being like a completely different game.

    Yes, it's lovely when something looks beautiful and animates smoothly to boot — one of the best things about upgrading or replacing your PC is trying out something that brought your previous system to its knees and seeing that it runs butter-smooth — but it really doesn't spoil my day in the slightest if something doesn't run at 60 or even 30 frames per second. It's just not something that matters to me in the slightest. For me, the important thing is the actual game itself: is it fun? Is it emotionally engaging? Do I like the characters? Am I enjoying the experience? Do I want to talk about it to friends? Whether or not I can give positive answers to any or all of those questions, "does it run at 60 frames per second?" is not something that even enters my mind at any point.

    Note: I'm not saying you shouldn't care about 60 frames per second or 1080p or whatever — it's your decision what to care about, of course. I'm simply giving my take on all this — and it transpires that I don't really give a shit about it at all. I'm happy just to play a new Typing of the Dead, or Deadly Premonition on PC, or… you get the idea.

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    1380: Suffer Like QWERTY Did? https://imnotdoctorwho.moegamer.net/2013/10/29/1380-suffer-like-qwerty-did/ https://imnotdoctorwho.moegamer.net/2013/10/29/1380-suffer-like-qwerty-did/#respond Tue, 29 Oct 2013 22:06:26 +0000 http://angryjedi.wordpress.com/?p=5942 There's a new Typing of the Dead game out. There's a sentence I never thought I'd have the opportunity to type truthfully, but here we are on October 29 in the year of Our Lord 2013, and there's a new Typing of the Dead game out. Lest you're unfamiliar with Typing of the Dead, allow me to explain. Sega have a … Continue reading 1380: Suffer Like QWERTY Did?

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    There's a new Typing of the Dead game out.

    There's a sentence I never thought I'd have the opportunity to type truthfully, but here we are on October 29 in the year of Our Lord 2013, and there's a new Typing of the Dead game out.

    Lest you're unfamiliar with Typing of the Dead, allow me to explain.

    Sega have a franchise known as House of the Dead. Originally, it was one of those big-screen arcade machines that you and a friend point plastic guns at and pretend you're blasting zombies. House of the Dead and its various sequels were notorious for having some of the worst voice acting ever witnessed in a video game, but also for being fun light gun shooters that didn't take themselves too seriously.

    The Typing of the Dead, which came out in arcades in 1999 and was followed a couple of years thereafter by Dreamcast and PC ports, was a… varation on House of the Dead 2. Specifically, it replaced the light-gun shooting aspect with what essentially amounted to a series of touch-typing challenges — zombies would shamble towards you with letters, words or phrases attached to them, and in order to defeat them you'd have to type out their letters, words or phrases before they reached you. As the game progressed, the things you had to type got increasingly complex and silly, culminating with a final boss fight in which the ending you got was determined by how honestly you typed out the answers to a series of questions you were presented with.

    The Typing of the Dead Overkill, which came out today, does for House of the Dead Overkill what The Typing of the Dead did for House of the Dead 2. In other words, it's pretty much the same game, only you type things out instead of shooting them. And it's glorious.

    I never played House of the Dead Overkill when it came out as a Wii and PlayStation Move-based shooter — lightguns have long gone the way of the dodo — but I was dimly aware of the fact that it was Sega taking the inherent silliness of House of the Dead and turning it up to the maximum, producing a game that is refreshingly unafraid to be completely offensive to absolutely anyone and everyone as often as possible, but which underneath its boobylicious, foul-mouthed exterior, is an immensely enjoyable arcade game of the old-school variety.

    The comic juxtaposition between the amusingly mundane things you're typing and the profanity-laced dialogue going on the in the background is hilarious, plus I can't not like a game whose three difficulty levels are "Bitch", "Agent" and "Motherfucker". Aside from the humorous aspect, though, Typing of the Dead Overkill seems to be a solid game underneath, too; there's lots of secrets to find in each level, which you need to grab by hitting the Tab key when you see them on screen in the environment, and a combo-based scoring system rewards you for being as accurate, skilful and quick as possible, so there's plenty of potential for enjoyable high-score chasing.

    The voice acting isn't quite as bad as that seen in the original House of the Dead games, but while the actors involved are now clearly professionals, it's pretty clear they've been told to ham it up as much as possible. The characters — including the original House of the Dead's hero G — are broadly-painted stereotypes who all call each other "bitch" and "motherfucker" all the time, and the whole thing just revels in its childishness. It's refreshing.

    Also, I've just discovered that the game also includes all of House of the Dead Overkill for those who want to play a traditional lightgun-style shooter. Bargain.

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    1379: Press Pause https://imnotdoctorwho.moegamer.net/2013/10/29/1379-press-pause/ https://imnotdoctorwho.moegamer.net/2013/10/29/1379-press-pause/#respond Tue, 29 Oct 2013 00:34:08 +0000 http://angryjedi.wordpress.com/?p=5940 The assertion that "video is the future" of online media is probably more hyperbole than anything else — much like the argument that "free-to-play is the future" of gaming — but it still concerns and frustrates me somewhat. This isn't to put down any of the hard work that genuinely talented video producers, editors and … Continue reading 1379: Press Pause

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    The assertion that "video is the future" of online media is probably more hyperbole than anything else — much like the argument that "free-to-play is the future" of gaming — but it still concerns and frustrates me somewhat.

    This isn't to put down any of the hard work that genuinely talented video producers, editors and performers do, of course. It just makes me worried — particularly given my occupation — and also frustrates me as someone who still likes to, you know, read things.

    You see, I don't like video as a generic means of consuming information. It's intrusive, it's noisy, it's disruptive and it demands your full attention for a fixed period of time. This is fine if what you are specifically doing is sitting down to watch a video, but when you want to get a piece of information quickly, video quite simply can't compare to a simple piece of text and possibly a Find function.

    Video is not particularly portable, either. While mobile phone data networks — and the devices with which to access them — have improved considerably over the last few years, there's still a significant chance that if you're out and about on the go, you may not be able to watch a video link, and even if you do, there's the risk of running afoul of your mobile provider's data limits and/or fair use policies. A simple text link, meanwhile, is something that is quick to download and, perhaps more importantly, easy and discreet to browse in public or while doing other things.

    It also makes me a little sad to see people well-known for their entertaining writing skills stepping back from penmanship in favour of video content. Let's take Jim Sterling, for example. This isn't specifically to "pick on" Sterling; he's just a good example of what I'm talking about.

    Sterling's work around the Web has historically been somewhat provocative, but to an entertaining degree rather than any attempt to deliberately cause offence. He's mellowed somewhat from his quasi-"shock jock" nature of a few years back and become someone who can bellow well-informed vitriol without alienating people — or at least, without alienating people who don't deserve to be alienated. His reviews and opinion pieces over on sites like Destructoid were always a good read — he wrote in a distinctive voice, but from a well-informed perspective, and even if you didn't agree with his points, he usually made a convincing argument.

    Now, Sterling is primarily doing video content, in which he does much the same thing. No bad thing, you might think, and indeed I've specifically sat down and watched a good few Jimquisition episodes when I wanted to have a giggle at the game industry's expense. But I'm significantly less likely to watch a Jimquisition video than I am to read an article simply because of the time involved — and now he's taken to variations on Let's Play videos I now have even less interest in his content whatsoever. It's a bit sad, though I also recognise that I am but one person and he is simply doing what there is apparently demand for.

    I've made my thoughts on Let's Plays reasonably clear in previous posts, but I'll reiterate and perhaps reinforce them, since I've had a while to think about them as the format has grown in popularity: I'm not a fan. At all. Particularly Let's Plays of story-based games, which, to me, completely defeat the object of a story-based game. People already get pissy at the slightest hint of a spoiler about games, movies and other media, and yet there are people out there doing nothing but spoiling games… in more ways than one. This is baffling to me; I understand the basic concept of a Let's Play as an opportunity to see how a game plays and get some commentary about it, but to watch a story-based game with someone babbling over the top of it rather than playing it is just, frankly, the absolute last thing I want to do with my time. Again, though, I recognise that the format has popularity and there's apparently demand for it.

    I guess what I'm getting at is that I don't want traditional media to go away. I don't want to see the death of long-form articles about games — or even short, snappy news pieces, though I wouldn't mind seeing the back of two-sentence placeholder pieces. I want to see talented writers continue to have the opportunity to express themselves in a medium that they're comfortable with; I don't want to be forced to watch a video just to find out what a voice I trust thinks about a particular game or issue in the industry, particularly when I'm out and perhaps want to share it with friends.

    By all means, then, video content producers and consumers, keep doing what you're doing; just don't forget that the way you do things is not the only way to do things.

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    1378: Oh, Ambassador https://imnotdoctorwho.moegamer.net/2013/10/27/1378-oh-ambassador/ https://imnotdoctorwho.moegamer.net/2013/10/27/1378-oh-ambassador/#respond Sun, 27 Oct 2013 15:42:45 +0000 http://angryjedi.wordpress.com/?p=5937 Given Dave on Demand's apparent inability to stream anything to my computer at present — we wanted to watch the last episode of Dave Gorman's Modern Life is Goodish — I decided to check out Mitchell and Webb's new show Ambassadors earlier, and was pleasantly surprised by what I discovered. Mitchell and Webb are an excellent comedy duo, and … Continue reading 1378: Oh, Ambassador

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    Given Dave on Demand's apparent inability to stream anything to my computer at present — we wanted to watch the last episode of Dave Gorman's Modern Life is Goodish — I decided to check out Mitchell and Webb's new show Ambassadors earlier, and was pleasantly surprised by what I discovered.

    Mitchell and Webb are an excellent comedy duo, and have proven themselves to be pretty adaptable and flexible through stuff like Peep Show and their sketch show. Of course, David Mitchell usually plays characters that are reasonably close to his real-life persona — or perhaps he adapts his real-life persona to be closer to the characters he plays? — and Robert Webb usually plays slightly supercilious, smug arseholes, but the pair of them actually have a surprising amount of range outside their most well-known roles as Mark and Jeremy from Peep Show.

    Ambassadors is a good example of this. The show wasn't at all what I was expecting, but then, I went into it reasonably blind, so this perhaps isn't altogether surprising. I was expecting something along the lines of a modern-day Yes, Minister type thing, with bumbling, incompetent British officials having to deal with comic shenanigans in some far-off country, but what I actually got was something a little more serious. Oh, there was still plenty of ridiculousness along the way, for sure, but the ridiculousness wasn't the main point of the show; in other words, it was more of a "comedy drama" than a straight-up comedy.

    Mitchell plays the British ambassador to the fictional country Tazbekistan, while Webb plays his second-in-command — who is actually a little more assertive and confident than his "superior", but who is also being blackmailed for some reason or another that hasn't yet become altogether clear. They're supported by a strong cast of other actors playing officials from both Britain and Tazbekistan, and the first episode revolves around Mitchell having to juggle the seemingly conflicting questions of whether to negotiate the release of a human rights activist or a lucrative arms deal with Tazbekistan for helicopters that can "pick off a rabbit from 70 miles away."

    I can't say I'm massively switched on politically and thus can't really comment as to how "biting" the satire inherent in the show really was, but leaving that aside, the show itself was entertaining enough. Mitchell and Webb are always very watchable, and seeing them play characters other than Mark and Jeremy (or variations thereof) is rather pleasing. If nothing else, Ambassadors certainly shows that the duo have the capacity to be serious when it counts — and when strange things do happen, their particular brand of deadpan humour contrasts well with the sillier things going on.

    I'll be interested to see how the show develops. With hour-long episodes and the addition of drama to their usual comedy, it's a lot slower-paced than Mitchell and Webb's previous work and thus it will be a good test of their abilities, and whether they can carry an interesting story as well as a series of amusing happenings. The first episode was certainly a reasonably strong start — I'm looking forward to seeing if it continues.

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    1377: Galactic Competitions of Speed https://imnotdoctorwho.moegamer.net/2013/10/27/1377-galactic-competitions-of-speed/ https://imnotdoctorwho.moegamer.net/2013/10/27/1377-galactic-competitions-of-speed/#respond Sun, 27 Oct 2013 00:18:15 +0000 http://angryjedi.wordpress.com/?p=5935 One of our regular board game group's recent acquisitions is Race for the Galaxy, a card game which has something of a superficial resemblance to the Puerto Rico spinoff San Juan, albeit with more of a sci-fi theme and some slightly different mechanics. I'm aware there are some people out there who don't particularly rate … Continue reading 1377: Galactic Competitions of Speed

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    One of our regular board game group's recent acquisitions is Race for the Galaxy, a card game which has something of a superficial resemblance to the Puerto Rico spinoff San Juan, albeit with more of a sci-fi theme and some slightly different mechanics. I'm aware there are some people out there who don't particularly rate this game that much, but we've been enjoying it a lot — particularly with one of the expansions in tow, which adds some extra "goal" cards as additional means of earning points.

    Race for the Galaxy's mechanics are pretty straightforward, and the sci-fi theme is, to be honest, largely irrelevant, much as the "colonist" theme in San Juan is. Each turn consists of every player picking one of several different possible "actions" to perform, and everyone gets to perform the actions everyone picked — though anyone who actually chose the action card in question gets a bonus of some description.

    The aim is to build up a "tableau" of cards on the table consisting of planets and developments, each of which offer various benefits to the different action phases, and each of which is also worth a certain number of points at the game's end. Essentially, you want to ensure you have cards on the table that have you ready to take advantage of pretty much any situation as it comes up — one of the reasons we like the game a little more than San Juan so far is because there's seemingly a wider variety of routes to success than the main two seen in San Juan.

    I also like it because I won a game of it this evening, which is not something that happens all that often so should probably be celebrated!

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    1376: Turnabout Weekend https://imnotdoctorwho.moegamer.net/2013/10/25/1376-turnabout-weekend/ https://imnotdoctorwho.moegamer.net/2013/10/25/1376-turnabout-weekend/#respond Fri, 25 Oct 2013 23:03:57 +0000 http://angryjedi.wordpress.com/?p=5933 I am glad this week is over. Really glad. It's not been a great one. Granted, pretty much all of the "bad things" that have happened have actually happened to Andie rather than me — she's the one who got ill, then her phone broke, just to add insult to injury — but what with me being … Continue reading 1376: Turnabout Weekend

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    I am glad this week is over. Really glad. It's not been a great one.

    Granted, pretty much all of the "bad things" that have happened have actually happened to Andie rather than me — she's the one who got ill, then her phone broke, just to add insult to injury — but what with me being somewhat of the anxious persuasion, all this has had a bit of an effect on me too.

    Still, pretty sure the worst of everything is over and done with now, which means we can hopefully enjoy a quiet, peaceful weekend and get back to some semblance of normality next week. Andie's not yet sure if she's going back to work next week or not, but that's up to her, not me, of course.

    So what am I up to? Well, I spent a chunk of this evening playing Hyperdimension Neptunia Victory and finally cleared the enormous backlog of sidequests I'd built up, leading me to achieve a "perfect 40" rating for a chapter, which is what I was really after. Helpfully, chasing all these sidequests has equipped me with some powerful items and levelled my characters up to "comfortably overpowered" status, so the remainder of the story should be reasonably straightforward — though, of course, there will be plenty more sidequests to do along the way, too.

    I also downloaded Ace Attorney: Dual Destinies (aka Ace Attorney 5) yesterday, and am already in love with it. Those who know me well will know that the Ace Attorney series is one of those few series that, like Neptunia, I will immediately purchase a new installment of without question and without reading reviews. I'm only partway into the game's first chapter so far, but it's already impressive stuff.

    The DS versions of the Ace Attorney series were actually enhanced ports of Game Boy Advance games, and thus were rather technologically limited. It wasn't until brand new content was added in the fifth case of the first game, the fourth game in the main series and the Ace Attorney Investigations spinoff came out that we started to see some slight variations on the formula — better use of the touchscreen, for example, along with objects that could be examined in 3D.

    Ace Attorney 5 is a bit of a milestone for the series, then, in that it's the first installment to be specifically built for the platform it's on rather than based on old code and assets. And it shows.

    I was a little worried when I heard that Capcom was making the shift to 3D characters and environments — the 2D artwork of the original games was always charming and full of character, and I was concerned that the move to 3D would lose some of this. Thankfully, it hasn't; the 3D characters are cel-shaded and look convincingly like much better-animated versions of their 2D counterparts, with a few tweaks here and there. Phoenix Wright looks noticeably older, for example, but this makes sense — by this point, he's a veteran defense lawyer, not the frantically sweating rookie he was in the first game.

    The 3D aspect also allows for more dramatic, cinematic presentation; occasionally, in the old games, the view would switch to an overview of the courtroom while the peanut gallery would mumble about something that had just been said. Now, rather than this being a static image, it's a dynamic pan across the courtroom that looks much cooler. It's a small touch, but it's neat.

    There's anime sequences, too, to depict things that don't really work with just the usual visual novel-style narration. This also means that characters have a voice; I'm pretty sure Wright is voiced by the same guy who did Jude in Tales of Xillia, which will continue to prove distracting until I find out for sure.

    In fact, let me research that right now.

    ………

    Yes, he is. Here's proof. Well, that answers that. So long as Wright doesn't start coming out with things like "I wish we didn't have to fight, but we must!" I think we'll probably be all good.

    Oh, yeah. You should buy Ace Attorney: Dual Destinies. I'm sure there will be more enthusing about it in the very near future. Now I'm off to play Ace Attorney: Dual Destinies and flip the bird to this week. Mata ne.

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    1375: Desu https://imnotdoctorwho.moegamer.net/2013/10/24/1375-desu/ https://imnotdoctorwho.moegamer.net/2013/10/24/1375-desu/#respond Thu, 24 Oct 2013 22:06:32 +0000 http://angryjedi.wordpress.com/?p=5929 A few weeks into my Japanese evening class and I'm enjoying myself. There's been a fair amount of stuff I'd managed to pick up naturally simply through watching anime, playing games and looking things up myself out of curiosity, but it's nice to know that I was at least correct in all of these cases. … Continue reading 1375: Desu

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    A few weeks into my Japanese evening class and I'm enjoying myself. There's been a fair amount of stuff I'd managed to pick up naturally simply through watching anime, playing games and looking things up myself out of curiosity, but it's nice to know that I was at least correct in all of these cases.

    I'm finding the process of learning enjoyable. It's been a while since the opportunity to learn something in a classroom-style environment — and no, I don't count teacher training days — and it's good to get back to it. I can't help but feel that, having chosen to do this, I'm appreciating it far more than if I was obliged to be there at, say, school or even, to a lesser extent, university.

    It's also enjoyable to be in a group where there's a decent mix of abilities. I know first-hand how frustrating it is to teach a mixed-ability group, but it's quite satisfying to sit in a room with other people and be able to tell — this sounds bad, but what the hell — that I'm not the worst person there. In fact, so far I'm feeling quite confident in my own abilities with regard to pronunciation, remembering phrases and so on.

    The part that's doubtless going to be somewhat more challenging is the learning of the Japanese characters, beginning with the hiragana set. I can remember a couple of "sets" of these without too much difficulty, but others are a bit harder to remember — and it takes me time to parse them into the syllables they represent. I'm sure that's something that will come with practice, but it's my one real stumbling block at present. It's not a massive problem since the majority of the initial work we've been doing is in romaji rather than kana, but I rather optimistically picked up the textbook the course is using in its kana incarnation, not realising that it pretty much expected you to have both hiragana and katakana pretty much sorted by the time you start learning words and phrases. I may have to invest in the romaji version for at least the early weeks — that or spend a bit more time doing self-study on hiragana and katakana, anyway. It'll come in time, I'm sure.

    So far we've only learned a few basic words and phrases — introducing ourselves, saying good morning/afternoon/night/bye, giving our phone number — but things seem to be moving along at a reasonable pace, and the class is working well together. I still feel a bit nervous about interacting with relative strangers, to be honest, but I've been going for three weeks now, including talking to people, and haven't exploded or shat myself or anything like that, so that's good.

    I'm interested to see how far this initial course takes things. I've certainly got the taste for learning again, so may well end up continuing my studies once it finishes in January — or perhaps that's the time to switch to self-study. We'll see. Either way, I'm enjoying myself at present, and hopefully it will prove useful (or at least vaguely bragworthy) at some point in the near future.

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    1374: Nep-Ko https://imnotdoctorwho.moegamer.net/2013/10/23/1374-nep-ko/ https://imnotdoctorwho.moegamer.net/2013/10/23/1374-nep-ko/#respond Wed, 23 Oct 2013 21:31:44 +0000 http://angryjedi.wordpress.com/?p=5927 Now that I've finished Tales of Xillia I am, as promised, once again playing Hyperdimension Neptunia Victory. I'm now pushing 60 hours of playtime, a significant proportion of the last few of which have been spent doing nothing but non-story content. And lordy, what a lot of non-story content there is. There's sidequests to do, which tend to have fairly modest … Continue reading 1374: Nep-Ko

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    Now that I've finished Tales of Xillia I am, as promised, once again playing Hyperdimension Neptunia Victory. I'm now pushing 60 hours of playtime, a significant proportion of the last few of which have been spent doing nothing but non-story content.

    And lordy, what a lot of non-story content there is. There's sidequests to do, which tend to have fairly modest rewards but challenge you to battle powerful monsters and master the game's various mechanics. There's a crafting system, which requires you to discover new recipes for various items, then gather the materials for them either from enemies or "harvest points" in dungeons. There's the Scout system, in which you send out numerous NPCs on your behalf to check out dungeons and potentially manipulate the items, enemies, drop rates or experience point gain in particular areas and occasionally discover completely new places. And there's little tricks like earning money by gathering an item called "Invisible Cloth," purchasing a cheap costume, combining it with the aforementioned Invisible Cloth to make a new item of clothing and then selling them for 1.5 million credits a pop.

    All of this side stuff is conspiring to prevent me from advancing the game's story. Said story is immensely entertaining as it always has been in the Neptunia series, but Victory's mechanics and optional content are far more solid than even Neptunia mk2, which certainly had plenty of things to do. The combat system has been refined into something that is immensely enjoyable to repeatedly engage in, the difficulty has been ramped up considerably over the rather straightforward mk2, and just chasing down these sidequests and items is extremely addictive.

    Although the Neptunia series is widely derided by the mainstream press, I'm consistently impressed by what it's managed to achieve over the course of three games. What initially began as something of a cheap joke at the expense of the games industry and the "console wars" in particular has developed into something much more over time — each of the game's main characters has been developed into their own unique person with a distinctive personality. Okay, there's plenty of standard anime tropes at work, but combined with the fact that these characters are supposed to represent games consoles and manufacturers, it really works; why wouldn't PlayStation be a tsundere who enjoys nothing more than working too hard, and why wouldn't she have a sister afraid of never quite being able to match up? Why wouldn't Nintendo live in a vibrantly-coloured candyland but actually be ruthless, cold and prone to bouts of completely irrational anger?

    By nearly 60 hours into Victory, I'm no longer really thinking of the Neptunia cast as "the Sega one, the PlayStation one, the Microsoft one"; they've become great characters in their own right, and their interactions with one another are a real highlight. In fact, such is the popularity and success of the series in its native Japan, it's got its own anime spinoff which I'm curious to watch at some point, and there are several new games on the way, too.

    I find it quite odd but also rather pleasing how much this game series has resonated with me since I first picked it up on a whim out of interest one day. "Objectively" speaking — in as much as it's possible to be "objective" when talking about pieces of entertainment — there are far better games out there, both in terms of gameplay and technical proficiency, but something about the adventures of Neptune and the gang has really spoken to me ever since that clunky first game, and has ensured that any time something with the words Hyperdimension Neptunia is released, it's pretty much an instapurchase for me. It's been a while since a "big-name" game has elicited that sort of feeling from me.

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    1373: Steem-Powered https://imnotdoctorwho.moegamer.net/2013/10/22/1373-steem-powered/ https://imnotdoctorwho.moegamer.net/2013/10/22/1373-steem-powered/#respond Tue, 22 Oct 2013 23:24:19 +0000 http://angryjedi.wordpress.com/?p=5925 Although I grew up with the Atari 8-bit range of computers, some of my fondest early memories of using computers and playing games relate to that range's successor: the Atari ST. Unlike the 8-bit range, the ST was a 16-bit machine with an 8MHz processor, either 512K or 1MB of memory, support for MIDI, hard … Continue reading 1373: Steem-Powered

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    Although I grew up with the Atari 8-bit range of computers, some of my fondest early memories of using computers and playing games relate to that range's successor: the Atari ST. Unlike the 8-bit range, the ST was a 16-bit machine with an 8MHz processor, either 512K or 1MB of memory, support for MIDI, hard drives and floppy disks that held up to 720K of information. It was a huge leap over the 8-bit systems in many ways — though it did suffer from an appalling soundchip that actually sounded worse than the 8-bit range's POKEY chip in the hands of anyone other than the most skilled chiptune musicians.

    I had a sudden urge to revisit some old ST memories the other day, prompted partly by a discussion with Andie on the subject of chemistry, of all things. (Andie's in hospital right now, if you didn't know, so discussions naturally turn to vaguely medicine- and science-related things on occasion.) Our discussion caused me to randomly remember an old Atari ST puzzle game from Psygnosis and Blue Byte called Atomino in which you had to create molecules by attaching atoms to one another and not leaving any… err… connecty bits (I'm not a chemist!) dangling loose. Remembering turned into downloading the Steem emulator and a copy of the game just to see if it held up. And it does!

    I played Atomino for a bit until the emulation crashed (I think it was more a problem with the dodgy pirate disk image rather than the emulator itself) and then suddenly remembered a few other things — specifically, a few entries from the demoscene that I used to enjoy indulging in on occasion.

    The demoscene is an odd old beast when you think about it, but it was a popular movement that, I believe, is still going on today. For the uninitiated, a demo disk was exactly what it sounds like: it was something you booted up when you wanted to demonstrate what your computer was capable of. More often than not, said demos were technically impressive in some way — they might use graphical trickery to get more than the normal 16 colours on screen, for example, or they might show off by putting graphics in places where it was normally "impossible" for the ST to render graphics. They'd often have good music, demonstrating skilled chiptune artists' mastery of the ST's crappy three-channel sound chip, and they were also often notable for quite how much stuff they fit onto a single disk.

    One demo I remember particularly fondly — and which I successfully found a disk image of, so am enjoying while I type this out — was called The B.I.G. Demo. I can't remember why we had a copy with our original computer — chances are it was one of the disks acquired via my dad and brother's attendance at the local "computer club" (actually more of a local piracy swap meet — everyone was at it in the '80s and early '90s) that adorned the several big boxes of 3.5-inch floppy disks we had for the ST.

    Anyway, The B.I.G. Demo was pretty neat. It wasn't the absolute flashiest demo I've ever seen, but it was cool. It had graphics in the borders, it had 256-colour visuals, and it had renditions of a wide variety of music from the 8-bit era. In fact, the main point of the demo was to act as a jukebox, providing access to a huge number of C64 classics in glorious ST-o-phonics. There was also a "Digital Department" menu that loaded separately and included digitised (more than likely MOD file-based) renditions of a number of the same tracks. Aside from this, though, everything in The B.I.G. Demo was loaded into the ST's memory, meaning no loading breaks whatsoever — not bad for a 512K machine.

    One of the most interesting things about many of these demos was the scrolling text that inevitably adorned them. In many cases, the length of the scrolling message in the demo was the source of considerable bragging rights for the developers — not an unreasonable boast, given that when you only have 720KB tops to play with on a double-sided ST disk, even a short bit of text can and will eat into that space significantly.

    The B.I.G. Demo had a whole bunch of scrolling messages, including one on the main screen that bragged about its lower border artwork, and the demo's crowning glory, the B.I.G. Scroller. This was quite simply a scrolling message that whizzed past in large print and would make you quite dizzy if you watched it for more than a few minutes at a time, but reading the whole thing would take you a significant amount of time. I can't remember a lot of the content from the B.I.G. Scroller (and haven't tried to read it since re-downloading the demo), but more often than not these "scrolltexts" took the form of stream-of-consciousness ramblings from one of the demo's creators, and were often quite interesting to read. In many ways, I guess they were a precursor to stream-of-consciousness blogging, and they're certainly an artifact that is very distinctive to the late '80s and early '90s.

    I haven't kept up on the demoscene since I was a daily user of the Atari ST but I'm sure this sort of thing is still going on. I wonder how long the longest scrolltext is today?

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    1372: The Good Old Days of the App Store https://imnotdoctorwho.moegamer.net/2013/10/22/1372-the-good-old-days-of-the-app-store/ https://imnotdoctorwho.moegamer.net/2013/10/22/1372-the-good-old-days-of-the-app-store/#respond Tue, 22 Oct 2013 00:03:44 +0000 http://angryjedi.wordpress.com/?p=5923 I'd been pondering this a little recently, but I actually confirmed it for myself today: the games on the App Store of today are not a patch on those that were on it when it first went live. Oh sure, they're technically more impressive, with all manner of lovely "console-quality" (whatever the fuck that means) graphics and … Continue reading 1372: The Good Old Days of the App Store

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    I'd been pondering this a little recently, but I actually confirmed it for myself today: the games on the App Store of today are not a patch on those that were on it when it first went live.

    Oh sure, they're technically more impressive, with all manner of lovely "console-quality" (whatever the fuck that means) graphics and download sizes that will easily fill up a lesser phone, but there's really something missing from modern App Store games that was there in spades in early titles.

    The title that really drove it home for me was a game called Tilt to Live. This was a score-attack action game that some described as "the iPhone's Geometry Wars". It's not quite an accurate comparison, since Geometry Wars is a twin-stick shooter and Tilt to Live doesn't involve any shooting whatsoever, but they share a couple of important similarities: they're easy to understand and super-addictive.

    Tilt to Live, lest you've never had the pleasure, sees you controlling a small arrowhead-shaped… thing as it attempts to fend off the unwanted attentions of its red dot rivals. In order to destroy red dots, you have to pick up powerups, each of which has a specific effect. Nukes explode at the spot where you picked them up, for example, taking anything caught in the circular Missile Command-style explosion with them, while lasers take a moment to charge before firing a broad beam in the direction you're travelling. As you progress through the game, you unlock more and more different weapons which are then available from the outset in subsequent playthroughs; the more weapons you have, the easier it is to maintain a combo of dot-killing without stopping, and consequently attain higher scores.

    Tilt to Live is so genius because it's built for its platform. It uses nothing more than the iPhone's built-in accelerometer, tuned to perfection, and all you have to do is tilt your device around like one of those old "Labyrinth" games. Nothing more than that. There are a couple of other modes, but in essence, all you're doing in each of them is tilting to move your arrow and attempting to avoid red dots. Simple. Addictive. The perfect mobile game.

    Tilt to Live was far from the only game from the App Store's early years I have fond memories of, though. The early stuff from ngmoco was fantastic, for example — titles like Dr. Awesome (essentially tilt-controlled Qix), Dropship (Defender meets Thrust meets Geometry Wars) and Rolando were all top-notch games that were pretty much essential purchases in the early days of the App Store — everyone who had an iPhone downloaded them, and Apple even featured them in advertising for both the iPhone and iPod touch, the latter of which it looked for a while like Apple was attempting to position as a serious handheld gaming device.

    So what happened? Why have I largely lost interest in what the App Store has to offer today? Well, this is probably a gross oversimplification of the matter, but essentially I believe things started to go downhill with the addition of in-app purchases to the App Store.

    I remember being skeptical about the supposed benefits of in-app purchases when the upcoming new feature was first announced — it sounded awfully like what triple-A publishers were doing with downloadable content for console games, and that was something that a number of teams had proven could be done very, very wrong. Oddly, initially only paid apps could have in-app purchases, meaning that free apps were always just that — free, though sometimes ad-supported.

    Nowadays, of course, the words "free" on an app more often than not mean that you can download the app in question for free, but are often then expected to cough up extra, particularly in the case of games. In-app purchases have gotten so out of control on iOS that it's rarer not to see a game have a "Get More Gold" button allowing you to purchase in-game currency. And, of course, the moment you see that "Get More Gold" button, you have to start questioning whether the game has been deliberately made more grindy and inconvenient — experts call this "adding friction" or "fun pain" — in the name of squeezing a few extra pennies out of you.

    Herein lies the issue, I think: modern App Store games are designed to be money-making machines that trick people into thinking they're having fun, then encourage them to open their wallets to have even more fun. It's all a ruse, of course; the "fun" is more often than not an illusion created through carefully-paced rewards and ego-massaging, and the "pain" is created by suddenly denying the player access to these rewards that they've come to accept. It's good business design, but bad game design.

    Compare and contrast with a game from the App Store's earlier era such as Tilt to Live, or ngmoco's early games. These are games designed for pure fun — and more to the point, they're highly creative, interesting, distinctive games. Not one of them is a predictable "tap on everything, then wait until you get a push notification to tap on everything again in three hours" title; while some are inspired by classic retro games (or even more recent games such as Loco Roco in the case of Rolando), they each put their own twist on things, respecting the player's time and wallet in the process — in other words, once you bought these games, they wouldn't ask you for money again, except in some rare instances such as in Tilt to Live where the developers later added a whole new game mode and sold it rather than bundling it in as a free update.

    One of the saddest sights in the App Store is, I think, the massive decline in quality that ngmoco's titles have taken since those early days. Games like the aforementioned Dr. Awesome and Rolando were genuinely excellent games that helped to define the platform; now, however, all ngmoco does is churn out some of the most tedious, derivative, copycat titles in the entire industry, all in the name of exploiting the social gaming bubble. RIP ngmoco; I thought you were going to be the next big thing in creative indie games at one point, but it was not to be.

    True creativity and distinctiveness in the App Store isn't dead; but with well over a million apps and games on the App Store now, and the charts dominated by free-to-play titles that have effectively bought their rankings rather than earned them, it's getting harder and harder to find them. How sad.

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    1371: Cutting the Cord https://imnotdoctorwho.moegamer.net/2013/10/20/1371-cutting-the-cord/ https://imnotdoctorwho.moegamer.net/2013/10/20/1371-cutting-the-cord/#respond Sun, 20 Oct 2013 20:55:18 +0000 http://angryjedi.wordpress.com/?p=5920 You'll recall that I've been contemplating this for some time now, but as I promised to myself, I've reached a decision: the Monday after this one just coming, I'm deactivating my Facebook account. "Who cares?" I hear you say. And, well, that's sort of the point, really; I don't care about Facebook. It is largely … Continue reading 1371: Cutting the Cord

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    You'll recall that I've been contemplating this for some time now, but as I promised to myself, I've reached a decision: the Monday after this one just coming, I'm deactivating my Facebook account.

    "Who cares?" I hear you say. And, well, that's sort of the point, really; I don't care about Facebook. It is largely useless to me these days.

    As I noted in my post a few days ago, there's been a noticeable shift in the quality of posts among my Facebook friends recently. While I don't blame any of them for wanting to share things that are important to them personally, it's getting to the point where there's so much noise that there's not any room for conversation any more.

    Social media is increasingly becoming "fire and forget"; people post something designed to get noticed — perhaps a passive-aggressive status update, or some sort of sociopolitical rant, or an Upworthy article with a particularly smug title — and then wait for the comments and likes to roll in. And then… nothing. Nothing at all. There's no discussion — except in rare sociopolitical cases where you can guarantee there'll be at least one person coming along to state the opposite opinion and start a tedious circular argument in which no-one ever agrees to disagree — and no real value to it all. For me, anyway.

    I remember being resistant to Facebook when it first started getting big. A number of my real-life friends were encouraging me to jump aboard — remember, Facebook used to only allow you to add people you actually knew — but I thought it was going to be a passing Myspace-ish fad, and as such held off for a long time. I finally gave in while I was on holiday in the States visiting my brother, and Facebook proved to be a good means of sharing the photos I'd taken — photos that I was particularly keen to share because I'd started experimenting a bit more with composition and editing.

    All was good for a while; Facebook's Groups and Events features served their purpose for a while, too, proving to be a practical means of organising collections of people and inviting people to events. But increasingly, over time, and as Facebook started to become more and more popular and more open, these features lost their value. When was the last time you responded to an Event invite? When was the last time you joined a Group?

    I can trace the beginning of Facebook's downfall from my personal perspective to a fairly precise moment — it was back when they started making it into a "platform" instead of simply a site; back when Facebook games and "apps" first started appearing. I was initially in favour of this — the accompanying site redesign that came with the launch of the Facebook platform made the site look a whole lot better on big, high-resolution monitors, and it was and still is a potentially good idea to have the site act a bit like an operating system.

    Unfortunately, things just declined from there. There started to be too much of everything. Too many games, too many people, too many ways of posting. People felt obliged to share each and every mundane little thing about their lives, egged on by other people and the mass media. Today, you can't watch the news without the newsreader demanding to "let us know what you think"; you can't watch a new TV show without a hashtag appearing in the corner.

    These things aren't bad in isolation, of course. It's neat to be able to discuss a TV show in real time while it's on; it's cool that people have a medium of self-expression and communication that simply wasn't really possible and practical pre-broadband and smartphones. But everything just adds up to a frustrating experience, and it all but destroys the original point of Facebook — a cosy little private network where you could easily communicate with your real-life friends and share select photos and notes with them.

    Times have changed. I haven't gone with them. And I'm fine with that. As such, the Monday after next, my Facebook account is going kaputt. I'm leaving a week's leeway in order to ensure that those people who do want to stay in touch have the opportunity to pick up my alternative contact details; those who don't bother? Well, it's probably time I cut those people out of my life, anyway.

    If you're reading this, have (or indeed had, if you're reading this after the fact) me on Facebook and want to know alternative means of getting in touch with me if you don't already have them, let me know via a comment on this post — be sure to leave your email address in the appropriate field.

    Tata, Facebook. It's been fun. It's not you, it's me.

    Actually, it is you.

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    1370: What's Up, Red? https://imnotdoctorwho.moegamer.net/2013/10/19/1370-whats-up-red/ https://imnotdoctorwho.moegamer.net/2013/10/19/1370-whats-up-red/#respond Sat, 19 Oct 2013 23:08:02 +0000 http://angryjedi.wordpress.com/?p=5918 As predicted, I completed Tales of Xillia (like, Platinum completed) earlier, but prior to jumping back into Hyperdimension Neptunia Victory I decided to give Cognition: An Erica Reed Thriller a try. I've had my eye on Cognition ever since it was a modest Kickstarter campaign from a group previously best-known for a(n admittedly very good) King's Quest spinoff. It sounded interesting for a number of … Continue reading 1370: What's Up, Red?

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    As predicted, I completed Tales of Xillia (like, Platinum completed) earlier, but prior to jumping back into Hyperdimension Neptunia Victory I decided to give Cognition: An Erica Reed Thriller a try.

    I've had my eye on Cognition ever since it was a modest Kickstarter campaign from a group previously best-known for a(n admittedly very good) King's Quest spinoff. It sounded interesting for a number of reasons: firstly, that it was a modern adventure game — the supposed "death" of the point-and-click genre was somewhat exaggerated — and secondly, that Jane Jensen (of King's Quest VI and Gabriel Knight fame) was acting as "story consultant". While this isn't quite the same as having her actually write it, it would, I thought, at least provide a greater-than-average chance of the game having a decent, well-written story.

    I played through the first of the game's four episodes earlier, and was not disappointed. Given that most people I know who have played it seem to think that the first episode is the weakest, I'm very excited to see what follows.

    Cognition follows the adventures of FBI agent Erica Reed, a feisty redhead haunted by her inability to save her brother from a serial killer three years prior to the events of the main plot. Erica's a little unusual, however, in that she has a strange supernatural ability that enables her to relive and even manifest memories from the past simply by touching things. Initially, all she can do is touch an object or body and witness a short snippet of what happened, but as the game proceeds, she learns a couple of new abilities under the tutelage of the Wise Old Mystic Woman Who Runs the Antique Shop.

    It would have been easy for Cognition to play up its supernatural aspect and even rely on it too much to carry its mystery story, but Erica's abilities are used sparingly, subtly and effectively. It's rarely a "magic bullet" that allows her to do things a good forensics team wouldn't be able to do given enough time; it is, more often than not, used as a means of ushering the story along by providing clues.

    It's much more complex than just flashbacks, though; in one of the best puzzles in the game, you're tasked with using your "regression" ability to reconstruct the memories of a key witness who can't remember some important information you need. By collecting information and using it to prompt the witness to remember things, you're able to manipulate the images of his memories to provide specific details — the colour of someone's dress, the time a photo was taken, what was written on a note — that ultimately lead you to the answers you seek. It's a clever system that works really well without resorting to mystical mumbo-jumbo — it's just something Erica can do and while it's clear that part of the plot is going to revolve around her struggling with these visions, for the most part she accepts it as just another tool in her arsenal.

    Jensen's influence is apparent in the characters, all of whom are strongly defined. Erica herself initially appears to be somewhat "flat" personality-wise, but over time it becomes clear that she is, more often than not, being quite deadpan, and when she's around people she likes and trusts, she opens up and shows her more good-humoured side.

    One of the things I'm particularly enamoured with is that I'm getting a slight "Dr. Naomi" vibe from Cognition. It's not quite the same, of course — Erica is an FBI field agent compared to Naomi's forensic investigator — but there are certain similarities. Most notably, on a number of occasions you're "quizzed" by characters on what you've learned from your investigations, with progression dependent on you giving the correct answers. The penalty for giving an incorrect answer isn't as harsh as in Trauma Team — there are relatively few moments in the game where you can die or "fail" — but it's nice to have a game check that you're paying attention in a suitable, plausible context.

    I'm intrigued to try the subsequent episodes now. I have a feeling that four won't be enough!

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    1369: Closing Tales https://imnotdoctorwho.moegamer.net/2013/10/19/1369-closing-tales/ https://imnotdoctorwho.moegamer.net/2013/10/19/1369-closing-tales/#respond Sat, 19 Oct 2013 01:20:30 +0000 http://angryjedi.wordpress.com/?p=5915 Finally closing in on the end of my second playthrough of Tales of Xillia, and it's led to some interesting observations. First up, Xillia's handling of New Game Plus is well-implemented, enjoyable and unusual. As you play, you unlock a number of "Titles" by completing various in-game achievements such as using certain abilities a particular number of times, … Continue reading 1369: Closing Tales

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    Finally closing in on the end of my second playthrough of Tales of Xillia, and it's led to some interesting observations.

    First up, Xillia's handling of New Game Plus is well-implemented, enjoyable and unusual. As you play, you unlock a number of "Titles" by completing various in-game achievements such as using certain abilities a particular number of times, completing various numbers of sidequests and passing various milestones in the story. Depending on the difficulty of (or endurance/patience required for) each of these titles, you're awarded various amounts of "Grade" points. These are useless until you've completed the game once, at which point you can spend them when you start a New Game Plus.

    The things you can spend them on vary from carrying across various things like items, levels, money, shop levels and so on, or they can be spent on bonuses such as boosters to experience and money gain. By carefully spending your Grade, you can put together a "package" of bonuses that makes your subsequent playthroughs of the game work the way you want them to.

    Personally, I'm playing through with 10x the normal amount of experience, double the normal amount of money gained and carrying over the "Devil's Arms" special weapons that I acquired through a sidequest in the first playthrough. This made the game quite easy, so I bumped up the difficulty to Hard, and it's now providing a suitably-paced challenge even though I've been well over the recommended levels for most of the game, and will cap out at 99 before taking on the final boss in my second playthrough.

    What's also interesting about Xillia is its two-protagonist structure. For probably about 80% of the time, the game is the same regardless of whether you chose Jude or Milla at the outset of the game, but the points where it splits are interestingly distinct from one another. For those who are yet to play the game but who are planning to, I strongly recommend you play Jude's storyline first, if only for the fact that a certain event that occurs partway through the story is infinitely more dramatic from Jude's perspective than it is from Milla's. I'll spare you the details in the name of spoiler avoidance, however.

    Playing both stories gives you an interesting amount of context and insight into the two characters, though. Jude's story gives you a good understanding of the overall events of the game, while Milla's focuses a little more on her as an individual character — thankfully, she's an interesting character in her own right who is more than worthy of a little specific exploration.

    Reviews of Xillia criticised it somewhat for being "clichéd" or "typical JRPG" in its narrative, but this is a lazy descriptor that tends to be levelled at pretty much every JRPG out there — and I'm not even sure how true it is, anyway. Xillia's cast is unconventional and interesting, consisting as it does of a broad mix of ages from 12 to 62, male and female. The adventure they go on boils down to the usual "do a couple of laps of the world" but the setting is interesting and well-realised, and by the end of it you have a thorough understanding of the setting's culture, spiritual beliefs and society. It's a convincing game world that it's easy to immerse yourself in; it feels like far more than just a backdrop to cutscenes, though I would argue that the areas between the major towns are a bit bland at times.

    By far the highlight of the game, though, is the sense of companionship and camaraderie between the party members, emphasised by the optional "skits" that pop up in response to your actions throughout the game. There's a real sense of these characters being real people, real friends and sometimes rivals, and they've been written with a wonderful sense of chemistry between them. It's one of the most enjoyable RPG casts I've had the pleasure of hanging out with for 90 hours or so, and I'll be sorry to leave them behind; but, of course, at least some of them will be back in the upcoming Tales of Xillia 2, so all is not lost.

    Should polish off the rest of Xillia tomorrow, and then I can finally get back to Hyperdimension Neptunia Victory, which I was really enjoying prior to me having to play Xillia for review.

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    1368: Confessions of a Failed Mayor https://imnotdoctorwho.moegamer.net/2013/10/17/1368-confessions-of-a-failed-mayor/ https://imnotdoctorwho.moegamer.net/2013/10/17/1368-confessions-of-a-failed-mayor/#respond Thu, 17 Oct 2013 22:12:55 +0000 http://angryjedi.wordpress.com/?p=5912 I played it for a good few weeks on its original release in the name of understanding what the hell everyone was so excited about, but I have to admit defeat and confess that I didn't really like Animal Crossing all that much. I'm not saying it's bad, per se, more that I just don't really understand the … Continue reading 1368: Confessions of a Failed Mayor

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    I played it for a good few weeks on its original release in the name of understanding what the hell everyone was so excited about, but I have to admit defeat and confess that I didn't really like Animal Crossing all that much.

    I'm not saying it's bad, per se, more that I just don't really understand the appeal of it. For sure, it does what social gaming companies like to call "invest and express" gameplay far better than any of the shite churned out by Zynga ever will — and without continually begging the player for money, more to the point — but the trouble is that what Animal Crossing offered just wasn't enough to hold my attention.

    There's lots to do in Animal Crossing, for sure, and the game drip-feeds you new things happening in your town every few real-time days to keep you coming back. MMO-style special events allow you to compete against your friends at catching bugs or whatever, and the game world expands a little over time — though not by much.

    Trouble is, most of the stuff to do in Animal Crossing wasn't very interesting or enjoyable to me. By my last few days playing, I had settled into a tedious routine of picking fruit, going to the island, catching as many bugs as I could put in the box, selling them all, then paying off part of my loan. I'd then close the game because I'd found the experience so mind-numbing that I didn't really want to play any more. It was feeling more like a job than a game; I was feeling obliged to earn money just to give to Tom Nook, and it just wasn't enjoyable. By the time I'd done my daily "chores" I just wanted to turn the game off and do something else — usually go to sleep, since I inevitably put off said chores until last thing in the evening.

    This is, of course, arguably the whole point of Animal Crossing. It's a reflection on modern life and the joyless things we do to get ourselves through the day with enough money to put food on the table. Of course, in Animal Crossing you can't actually starve to death or be turfed out of your house for being unable to keep up repayments on your mortgage, but the feeling of guilt is there — that feeling that you should be doing something more, that feeling that you should be pursuing your ambitions but instead you're trapped in a rut barely scraping by unless you make some sacrifices in the name of being more profitable. (In Animal Crossing's case, the sacrifices I was having to make included "playing games that I found more fun," which was ultimately not something I was willing to give up.)

    Multiplayer, too, was confusing. While it was neat to be able to invite friends over, ultimately all I found myself doing when I visited a friend's town was admire how their trees and houses were in slightly different places to my own trees and houses, and nod knowingly if they had discovered how to make "paths" using designs printed on the floor. I never knew what I was supposed to do when I was in someone else's town; there was no structure to it, and no real incentive to actually play together beyond pinching each other's fruit and planting it, or occasionally doing that hilarious thing you can do with Pitfall Seeds. The only multiplayer stuff I found enjoyable were the structured "tours" on the island, and even those weren't all that interesting or competitive to me.

    I certainly don't begrudge people their enjoyment of Animal Crossing. I just… don't get it. And I'm cool with that; time to move on.

    Pokémon, on the other hand, that I'm starting to come around to. But that's a story for another day.

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    1367: Alpha https://imnotdoctorwho.moegamer.net/2013/10/16/1367-alpha/ https://imnotdoctorwho.moegamer.net/2013/10/16/1367-alpha/#respond Wed, 16 Oct 2013 22:38:35 +0000 http://angryjedi.wordpress.com/?p=5910 Eurogamer published the first of its "alpha and beta reviews" earlier on the subject of Peter Molyneux's possibly rubbish new God game Godus. The posting of said review, coupled with the accompanying justification for it (including why it doesn't carry a score) immediately prompted the usual snark on Twitter. This made me gnash my teeth in … Continue reading 1367: Alpha

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    Eurogamer published the first of its "alpha and beta reviews" earlier on the subject of Peter Molyneux's possibly rubbish new God game Godus.

    The posting of said review, coupled with the accompanying justification for it (including why it doesn't carry a score) immediately prompted the usual snark on Twitter. This made me gnash my teeth in frustration.

    After the previous paragraph, it will probably not surprise you to learn that I'm actually in favour of Eurogamer doing what it's doing — and no, not just because I work for their sister site USgamer. No, I actually think this is an important thing, particularly given recent developments in the growing "early access" model of selling games — and the fact that some people apparently aren't aware of said developments.

    You're probably already familiar with the basic "early access" programme — buy something, often for a cut-down price, and get immediate access to an early version of the game so you can 1) try it out before everyone else does and 2) provide some feedback that can actively help with development. It worked for Minecraft, it worked for Frozen Synapse and there's plenty of others out there it's worked for too.

    Here's the strange new development, though: a number of free-to-play games have put themselves in Steam's Early Access catalogue. Nothing unusual, you might think, until you notice that they're actually charging for you to play this early version. In effect, you're paying to be part of a closed alpha/beta test for a game that won't cost any money to download when it's finished.

    This is weird, no?

    Okay, in most cases you're not just paying for access — in the case of Snow, you get some bonus items and in the case of Magicka: Wizard Wars' upper tiers, you get a full copy of Crusader Kings II for considerably less than its full retail price — but it still seems a little odd; I can't get away from the fact that you're "buying" a free-to-play game.

    And this is why Eurogamer's idea of specifically reviewing commercially available alpha and beta versions is a sound one. It's something distinct from a hands-on preview — which is what most of the snark from earlier was comparing it to — because it discusses something that people can actually hand over money for right now, despite the fact it's not finished. A hands-on preview typically comes from something that not everyone has access to, be it a play with the game at a developer's office, a behind-closed-doors look at a trade show, or even a report on a demo from a consumer show such as Eurogamer Expo that not everyone would have had the opportunity to attend for whatever reasons; by contrast, an alpha/beta review lets people know whether or not it's worth spending their hard-earned money on something that may or may not cost a different amount of money when it's finished being developed — or indeed something that may be completely free when it's finished.

    Being informed is important, particularly when it comes to making a decision about whether or not to spend money on something. I think we'll start to see more of this sort of thing in the near future, and it's going to be an important part of how we look at the development process of games in the coming years.

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    1366: Modern Life https://imnotdoctorwho.moegamer.net/2013/10/15/1366-modern-life/ https://imnotdoctorwho.moegamer.net/2013/10/15/1366-modern-life/#respond Tue, 15 Oct 2013 20:59:30 +0000 http://angryjedi.wordpress.com/?p=5908 I'm in a bit of a hurry tonight, so apologies if there's any typos or bits that don't quite make sense. I'm in a bit of a hurry because in approximately 15 minutes' time I'm going to be watching the one TV show on at present that I will actually watch when it's broadcast — Dave … Continue reading 1366: Modern Life

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    I'm in a bit of a hurry tonight, so apologies if there's any typos or bits that don't quite make sense.

    I'm in a bit of a hurry because in approximately 15 minutes' time I'm going to be watching the one TV show on at present that I will actually watch when it's broadcast — Dave Gorman's Modern Life is Goodish.

    I'm a fan of Dave Gorman's comedy, and have been ever since I saw his show from a few years back where he travelled around trying to find all the other people called Dave Gorman in the world. He followed this up with Googlewhack Adventure which, besides teaching me what "Googlewhack" meant, was a similarly entertaining experience. And so far Modern Life is Goodish has been just as enjoyable.

    Gorman's comedy is fairly distinctive in that his shows are almost structured like a lecture, complete with Powerpoint presentations, visual aids and all manner of other things. He picks a topic and explains it in detail, taking great pains to provide evidence and proof for the things he's saying, usually in the form of photographs or diagrams. He often lampoons himself, though, by launching into a detailed quasi-scientific explanation of something utterly ridiculous and pointless, yet treating it as seriously as if it were a lecture on, say, global warming, or Shakespeare's influence on modern theatre or something.

    Modern Life is Goodish has been particularly enjoyable to me as a lot of his observations are in line with things I think about the modern world. It's always nice to have your own opinions (and irrational prejudices!) validated by someone else, and while I haven't always found myself agreeing with everything Gorman says — particularly outside the context of his shows, such as on Twitter — I've found enough common ground in my limited experience of him to know that he's someone that I like, and that I enjoy listening to.

    The absolute highlight of Modern Life is Goodish, though, is his weekly "found poem" feature, in which he trawls comment sections of news stories from a topic he's discussed throughout the rest of the show, then arranges them into, well, a found poem. Not only is this an enjoyable feature in its own right, it brings back incredibly fond memories of an English lesson back in secondary school where we were challenged to create our own found poem using only things we could see around the classroom. Our particular effort was an increasingly urgent exhortation to "Graham Coop" (actually someone we knew from a couple of years above us whose work happened to be displayed on the wall) to put out a fire in the classroom. (Pull out pin, Graham Coop!)

    I'm not entirely sure why I remember that particular experience from school, but it's one of those things that's stuck with me for no apparent reason. Graham Coop wasn't even a particularly good friend (though I did borrow Terminal Velocity from him at one point) and I haven't spoken to a lot of those other people from school for a while; regardless, that particular experience has stuck with me, and I'm reminded of it every week when I watch Modern Life is Goodish.

    I'll leave you with a teaser from one of the early episodes. If you're in the UK, you can find the most recent episodes on Dave's website.

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    1365: Your Face https://imnotdoctorwho.moegamer.net/2013/10/14/1365-your-face/ https://imnotdoctorwho.moegamer.net/2013/10/14/1365-your-face/#respond Mon, 14 Oct 2013 22:24:24 +0000 http://angryjedi.wordpress.com/?p=5905 I find myself once again giving serious thought to the closure of my Facebook account. This is not something I should be agonising over as much as I have been, I know, but given that Facebook is such a firmly-entrenched part of modern society, it bears some consideration. The main thing that's frustrating me with … Continue reading 1365: Your Face

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    I find myself once again giving serious thought to the closure of my Facebook account. This is not something I should be agonising over as much as I have been, I know, but given that Facebook is such a firmly-entrenched part of modern society, it bears some consideration.

    The main thing that's frustrating me with it at present is the fact that the whole "broadcast and amplification" thing seems to be getting far worse than it's ever been. My News Feed at present consists almost entirely of people making ill-informed political statements and sharing the latest scaremongering chain letter that they haven't bothered to fact-check. (Currently? It's an apparent epidemic of "false widow" spiders in the UK — these spiders do actually exist, but it's rare that a bite from one will cause anything more than a bit of discomfort, and certainly not require the amputation of a limb in any cases other than those which have suffered the most severe of allergic reactions.)

    The point here is that Facebook's original purpose of communicating and sharing personally meaningful things has all but completely gone out of the window in favour of sharing the latest "inspiring" clickbait from Upworthy (seriously, fuck off, Upworthy, Buzzfeed and all of your fellow content farms), the latest moral panic from Daily Mail-like sources, or the latest "OMG hilarious!!!" video from whatever dark corner of the Internet produces nothing but "OMG hilarious!!!" videos.

    The reason I hesitate so much and continually wonder whether cutting the Facebook cord is a good idea is that old chestnut — "it's the only way I'm still in touch with some people." Well, to be honest, a lot of those people for whom Facebook is the only means I can still contact them I haven't actually spoken to for ages, even on Facebook; those people who actually care will probably know how to reach me via other means, or will pay attention if I leave some sort of post with alternative contact information prior to closing down my account. Those people who don't care? Well, I guess they weren't that good friends after all.

    In cutting the Facebook cord, then, it will doubtless be sad to effectively cut ties to some university and school friends, but it's also an inescapable truth of life: people go their separate ways following milestones, and sometimes that's for the best. I won't deny that there are people I miss, but I've been just as lax at staying in touch with a lot of these people as they have been lax towards me. It's no reflection on either me or them in most cases; it's simply the fact that our lives have moved on in different directions, and we each have our own different priorities, groups of friends and personal interests.

    Typing this out has helped me think a few things over. I'm going to carefully examine my Facebook usage over the next week, and make a decision at the end of the week as to whether or not I'm going to close my account. If I decide to close it — which, right this second, is the decision I am erring towards — I will leave a message up on my profile for a further week with alternative contact information — where people can find me elsewhere on the Internet (primarily Twitter or Google+), or via email — and then close it. At that point, those people who want to get in touch can; those who can't will be confined to the past, likely never to be heard from again.

    Anyway. Apologies for thinking out loud. Perhaps some of you are thinking the same things too, though.

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    1364: Pokey https://imnotdoctorwho.moegamer.net/2013/10/13/1364-pokey/ https://imnotdoctorwho.moegamer.net/2013/10/13/1364-pokey/#respond Sun, 13 Oct 2013 23:25:15 +0000 http://angryjedi.wordpress.com/?p=5902 I'm mildly bewildered by the fact everyone is losing their shit over the new Pokemon games for 3DS. Don't get me wrong, I don't begrudge anyone their excitement and I'm sure they're very good, I just feel like I've never really "got" Pokemon. This is strange, really, because the Pokemon games are effectively JRPGs which, as longtime readers will know, … Continue reading 1364: Pokey

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    I'm mildly bewildered by the fact everyone is losing their shit over the new Pokemon games for 3DS. Don't get me wrong, I don't begrudge anyone their excitement and I'm sure they're very good, I just feel like I've never really "got" Pokemon.

    This is strange, really, because the Pokemon games are effectively JRPGs which, as longtime readers will know, is my favourite genre of gaming. And yet despite a brief dalliance with Red back in the Game Boy Color days, I've felt absolutely no inclination whatsoever to return to the series. I'm sure it's changed a lot since Red — at least I hope so — but honestly, my fairly underwhelmed experience with the original installment in the series was enough to discourage me from checking it out again in the future.

    My main reason for disliking Red back when I tried it was that it felt like a "JRPG for kids". This isn't necessarily in and of itself a bad thing, and it's probably actually a fairly accurate description what with the warning on the box informing players that "basic reading ability is required to enjoy this game". However, what this translated to for me was something that played like a JRPG, but which didn't really include many of the things about that genre of gaming that I liked.

    Pokemon Red came out in the UK in 1999. I'd discovered JRPGs with Final Fantasy VII back in 1997, and it felt like a big step backwards. Obviously I'm aware that this isn't a particularly fair comparison, what with FFVII being on a CD-ROM based 32-bit machine and Red being on a cartridge-based 8-bit handheld. But even so, limited technical capabilities doesn't prevent you from doing good things with writing and characterisation, and Red just didn't offer that to me. I didn't care about what was happening in the world, I couldn't put myself in the shoes of the mute, personality-free protagonist and there were very few relatable characters scattered around the world. It felt like a game about the grind, and about collecting endless reams of things that you'd never use, rather than the kind of JRPG that I definitely do like: games where there's a cool story to follow and, oh, by the way, here's a bajillion other things to do in this world with these characters you like.

    I don't know if the Pokemon series has changed since then, because I've never felt inclined to try another one after that. As I say above, I'd hope it has — surely the long-running anime has shown that people are hungry for some actual characters and story in among the monster-training gameplay — but I remain unconvinced at present. I am almost — almost — curious enough to pick up a copy for myself and see why everyone seems so excited about this latest version, but not enough to spend £35 on a new copy. After growing tired of Animal Crossing a lot more quickly than some other people I know, I'm hesitant to jump aboard another Nintendo hype train.

    If, on the other hand, someone wanted to send me a copy so I could educate myself, I would certainly do my best to try and understand the new games' appeal. (Worth a try.)

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    1363: Near Miss https://imnotdoctorwho.moegamer.net/2013/10/13/1363-near-miss/ https://imnotdoctorwho.moegamer.net/2013/10/13/1363-near-miss/#respond Sun, 13 Oct 2013 00:13:27 +0000 http://angryjedi.wordpress.com/?p=5900 Whew. Made it. Nearly went to sleep without writing something. Doing so wouldn't really matter, of course, but it's a matter of personal pride by this point. It has been 1,363 days of daily posts (of wildly varying quality) after all. So now here I am at 1am trying to think of something to write … Continue reading 1363: Near Miss

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    Whew. Made it. Nearly went to sleep without writing something. Doing so wouldn't really matter, of course, but it's a matter of personal pride by this point. It has been 1,363 days of daily posts (of wildly varying quality) after all.

    So now here I am at 1am trying to think of something to write and, in my tired-out state, struggling. So I'll just do some sort of babbling on about what's going on this weekend and hope that's vaguely interesting to at least one person out there somewhere.

    Actually, pretty much nothing's going on this weekend. We went out to town earlier, mainly for me to go and look for a course book for my Japanese evening class, but Waterstones failed me so I'm going to have to turn to the Internet, as ever. I don't know why I'm surprised.

    Then tomorrow we are taking Lucy the rat to the vet. You may recall a while back that Lara the rat wasn't very well and I was worried about her — thankfully she seems to have made a full recovery thanks to some medicine we were given for her, so that's good. Lucy, on the other hand, has suffered with a snuffly nose for quite some time and it seems to have gotten a little worse recently, so we're going to go get her checked out just to see if there's anything we can do. Said snuffly nose doesn't actually seem to bother her all that much, since she's still as energetic and mischievous as ever — she's very much "the childish one" compared to the older, lazier Lara — and so I'm not too worried; I just hope it's not been causing her too much discomfort.

    That's about it, really. Andie and I played both Flash Point and Guildhall earlier, both of which are board/card game acquisitions from our trip to Canada a while back. I contemplated teaching Andie the full rules for Agricola, but by the time that was a possibility it was already getting late and my brain wasn't up to the task of medieval German farming, so that's something to save for another day.

    Played a bit more Beyond earlier, too. Still very impressed with the whole thing and intrigued to see where it goes. I have a lot more patience for David Cage letting loose than most other people, it seems, but it's been nice to talk to a few people who have also been enjoying it and don't feel the need to ridicule and mock Cage at every opportunity.

    That's definitely it now. I'm going to bed because I should have been asleep half an hour ago, so now I'm going to go and do that. Yeah.

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    1362: Caged Animal https://imnotdoctorwho.moegamer.net/2013/10/12/1362-caged-animal/ https://imnotdoctorwho.moegamer.net/2013/10/12/1362-caged-animal/#respond Sat, 12 Oct 2013 00:25:19 +0000 http://angryjedi.wordpress.com/?p=5898 I like David Cage's stuff, and I'm not ashamed to say that. I shouldn't have to point that out, really, but it seems it's become rather fashionable to bash Cage's work in journalist/critic circles recently and frankly I'm not altogether sure why — it seems to be one of those things that has just become … Continue reading 1362: Caged Animal

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    I like David Cage's stuff, and I'm not ashamed to say that.

    I shouldn't have to point that out, really, but it seems it's become rather fashionable to bash Cage's work in journalist/critic circles recently and frankly I'm not altogether sure why — it seems to be one of those things that has just become accepted without much argument. Fahrenheit, Heavy Rain and now Beyond: Two Souls all have their flaws, sure, but they're also some of the most genuinely impressive interactive stories I've ever had the pleasure of playing through. (I haven't finished Beyond yet, but given that it's had me absolutely glued to the screen for the last several hours, I feel I can say that with some confidence.)

    Let's talk about Beyond, because it's had enormously mixed reviews.

    Beyond is the spiritual successor to both Heavy Rain and Fahrenheit in that it combines Heavy Rain's realistic appearance with the more supernatural aspects of Fahrenheit's narrative. It's got a peculiar structure in that it jumps back and forth in time rather than unfolding chronologically like Heavy Rain, but there is at least a narrative framing device in place to justify it. (Whether or not you think it's a good narrative framing device is a matter of opinion, but I have no objections to it.)

    Like its predecessors, Beyond is an interactive movie above all else. That is, this is largely David Cage's story, and you have the opportunity to influence it along the way with your action or inaction rather than having complete freedom. In this sense, it is more like a fully animated visual novel than a traditional "game" per se, and the experience is crammed full of contextual actions and quick-time events. These are, much like the interactive movie style as a whole, very much a matter of taste.

    One of the most common complaints levelled at Cage's work is that he might as well be making movies. He might, since he's clearly a talented director and cinematographer, even if — arguably — his writing skills don't quite match. However, I've still found all his works considerably more interesting, enjoyable and engaging than a traditional movie for the simple fact that even the relatively limited interaction offered by contextual actions and quick-time events means that you're involved in the game. You're physically doing things to participate in the game; perhaps you're not controlling the character with complete freedom, but that doesn't matter — you're determining whether they succeed or fail at something, and you're making choices that actually have an impact. It's the same reason a visual novel, where 90% of the "gameplay" is you pressing a button to advance the text, can still be compelling.

    This isn't to put down games with strong emergent narrative or freedom to do as you please, of course — my recent stories about Grand Theft Auto V should be enough to convince you of that — but as a card-carrying narrative junkie, I'd always, always much rather play a game with a strong, pre-composed story and perhaps limited freedom than something where I have the ability to go completely off-piste and run riot.

    Short version: if you liked Cage's past work, you should most definitely pick up a copy of Beyond: Two Souls. More thoughts — both here and at USgamer — when I've actually beaten it.

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    1361: Hajimemashite https://imnotdoctorwho.moegamer.net/2013/10/10/1361-hajimemashite/ https://imnotdoctorwho.moegamer.net/2013/10/10/1361-hajimemashite/#respond Thu, 10 Oct 2013 22:55:27 +0000 http://angryjedi.wordpress.com/?p=5896 A new experience for me tonight as I started an evening class. That's a symbol of being a "grown-up" isn't it? Something like that. I've actually been looking to do something like this for a while, as I've been missing the experience of learning stuff. And I'm not talking about the interminable tedium of corporate … Continue reading 1361: Hajimemashite

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    A new experience for me tonight as I started an evening class. That's a symbol of being a "grown-up" isn't it? Something like that.

    I've actually been looking to do something like this for a while, as I've been missing the experience of learning stuff. And I'm not talking about the interminable tedium of corporate training or the equal horror of teacher training days; I'm instead talking about actually sitting there in a class, learning something that won't necessarily be directly relevant to your life and/or job immediately, but which will provide some sort of knowledge you can whip out on occasion and impress people with.

    Those who know me will be unsurprised to hear that it's Japanese I'm learning. My choice of this is partly due to my own interest in Japanese culture, but also for the fact that it might genuinely be useful in the future depending on what directions my career goes in. If I can get good enough at Japanese — this is a big "if", obviously — I'll be able to talk to Japanese developers more easily, or move into localisation (something I'd actually quite like to do) or any manner of other things. The prospects are quite exciting — a hefty period of concerted study away, sure, but still exciting nonetheless.

    I impressed myself with how much of the first session's content I already knew having picked it up from various places. Anime and games are not always the best place to pick up Japanese since there's often a lot of dialect and deliberately "wrong" mannerisms used (Squid Girl's use of "de geso" at the end of every sentence springs to mind, as does Compa's overuse of "desu" in Hyperdimension Neptunia) that will probably make you look rather foolish if you were to use them in conversation desu.

    This evening, we largely focused on things like introducing yourself, giving some basic details like where you're from, what you do and that sort of thing, and asking questions. A lot of it was stuff I'd already figured out for myself from a combination of my own deductions and occasional Internet searches prompted by an "I wonder if…" thought. I was pleased to discover that a lot of things I'd figured out for myself turned out to be correct, so I can now reasonably confidently introduce myself, say good morning, good day, good evening and good night, and say "excuse me" and "sorry" — both rather important.

    I felt a little of my usual social awkwardness when we were required to talk and practice with the other students in the room, but no-one bit my head off, yelled at me or called me a prick, so I guess it was successful. I'm sure everyone — including me — will loosen up in the coming weeks, too; after all, the very nature of an evening class means that everyone there actually wants to be there to learn something, so it's unlikely anyone there is going to be a cock deliberately.

    So a success for now then. I have absolutely no idea how much I'll learn over the course of the next few months, but I'm interested to find out, and the structure of a class will hopefully spur me on to keep practicing and studying in my own time too.

    On that note, oyasumi nasai.

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    1360: Lord of Spirits https://imnotdoctorwho.moegamer.net/2013/10/09/1360-lord-of-spirits/ https://imnotdoctorwho.moegamer.net/2013/10/09/1360-lord-of-spirits/#respond Wed, 09 Oct 2013 23:16:26 +0000 http://angryjedi.wordpress.com/?p=5894 After going back and forth on whether or not I really felt like doing it, I've decided to go for a Platinum trophy on Tales of Xillia. As I wrote some time back, I've started thinking of trophies (though not so much Achievements, for some reason) as a means of showing my appreciation for a particularly good … Continue reading 1360: Lord of Spirits

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    After going back and forth on whether or not I really felt like doing it, I've decided to go for a Platinum trophy on Tales of Xillia. As I wrote some time back, I've started thinking of trophies (though not so much Achievements, for some reason) as a means of showing my appreciation for a particularly good game. Working on the assumption that developers and publishers are looking at trophies and achievements as some sort of metric as much as they're intended as a metagame for players, I'm happy to put in a bit of extra effort to show I liked the game enough to devour every bit of content it had to offer.

    My hesitation with Tales of Xillia's trophies is that although the game itself is excellent, the trophy list was rather uninspiring and distinctly grindy. A significant proportion of the trophies consist of "use [x] character's [y] ability [z] times", and there's one frustratingly missable trophy that's going to require a second playthrough to get. (Fortunately, I was intending on doing that anyway, since Tales of Xillia gives you the option to run through the story as one of two different main characters.)

    What I've found in the course of going for some of these trophies, though, is that they're slightly more enjoyable than they might have suggested. The most interesting thing about a lot of them is that they're seemingly designed to give you a deeper appreciation of the battle system and how it works — sure, you can knock the difficulty down to Easy and basically hack-and-slash your way through, but go for some trophies and you'll come to understand that each character handles noticeably differently, and has special abilities that are suited to various situations, many of which require actual skill to pull off. Jude, for example, has an ability called "Snap Pivot" where if you block and backstep at the right moment, you'll zip around behind an enemy for some uninterrupted pummelling for a moment; performing the same move with Leia, meanwhile, causes her staff to extend, giving her a greater reach for a few moments.

    The way the trophies help you understand the battle system extends beyond the ones where you have to actively trigger skills, though. Each character has a "link skill" that they perform when you're not actively controlling them, but you partner them up with your active character. Achieving some of the trophies requires that you understand how, why and when these link skills are triggered: Jude heals you if you get knocked down (assuming he wasn't knocked down as well); Leia steals from enemies if you knock them down, requiring you to figure out which skills are reliable knockdown providers; Rowen protects you from magic; Alvin breaks guards; and Milla can "bind" enemies.

    I've still got a way to go yet — including a whole other playthrough, which hopefully shouldn't take too long, given that I'm cleaning up as many of the time-consuming trophies as possible in the post-game section of my first run — but I'm still enjoying myself, and given how consistently good Xillia has been, I'm happy to show it my appreciation by striving for a Platinum.

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    1359: Lady of the Wind https://imnotdoctorwho.moegamer.net/2013/10/08/1359-lady-of-the-wind/ https://imnotdoctorwho.moegamer.net/2013/10/08/1359-lady-of-the-wind/#respond Tue, 08 Oct 2013 22:23:32 +0000 http://angryjedi.wordpress.com/?p=5892 I'd been putting it off, but I finally beat the Garuda boss fight in Final Fantasy XIV this evening, renowned by some as one of the harder battles in the game's main story. The "Primal" fights that you engage in over the course of the main quest's narrative are genuinely thrilling engagements that reward cooperation, communication and … Continue reading 1359: Lady of the Wind

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    I'd been putting it off, but I finally beat the Garuda boss fight in Final Fantasy XIV this evening, renowned by some as one of the harder battles in the game's main story.

    The "Primal" fights that you engage in over the course of the main quest's narrative are genuinely thrilling engagements that reward cooperation, communication and everyone knowing what they're doing. Sure, the fact that there's the possibility of instakill moves is frustrating, but with a good party gathered you shouldn't fall foul of them, particularly if you've taken the time to either discuss the fight with more experienced combatants beforehand, or learned from past mistakes.

    The thing I've been most impressed with by the Primal battles in particular but also a number of other setpiece engagements in the game is how exciting they are. This is something I'm not altogether used to in MMOs, many of which are focused on doing things by rote as efficiently as possible. Final Fantasy XIV's combat, while not deviating hugely from the template set by World of Warcraft, requires that you stay on your toes, survey your surroundings and move around the battlefield according to what's going on. In the case of the Garuda fight, there's a lot of cowering behind pillars (until the horrid harpy destroys them all, anyway) and then ensuring that you don't get sucked into the increasingly tumultuous storm all around you during the latter stages of the fight.

    I played through most of World of Warcraft up through Wrath of the Lich King and I can only think of a few fights I participated in that elicited the same feeling of heart-in-mouth excitement as these Final Fantasy XIV battles. The difference is that in World of Warcraft's case they were all high-level or endgame content, while Final Fantasy XIV spreads them out over the course of its entire main quest. And then you get to do them all again, but harder, once you hit the level cap. They're some beautifully designed encounters, and I'm interested to see how Yoshi-P and the team intend to top them in the coming content updates.

    It's that heart-in-mouth feeling that feels most authentically Final Fantasy to me. I can vividly recall the first few times I beat Final Fantasy VII (because I beat it a whole bunch of times in my teenage years) — every single time I reached that final cutscene before the final boss ("And Sephiroth! … To the settling of everything!" — God bless that game's appalling translation) I would feel real, honest-to-goodness excitement. I'd get a delightful feeling of "butterflies in the stomach" before the screen went all swirly and Birth of a God started playing, and it would continue right through the final fights, even if I was hopelessly overlevelled, which I usually was.

    In fact, a good JRPG (hell, game, full stop) these days will still give me that feeling, and if a game makes me feel that way I'll immediately think considerably more fondly of it than those that don't. It'll be a sad day for me when I can't get fired up by a game's final confrontation at all — I hope that day never comes, and I shall continue to enjoy that pleasurably anxious feeling for as long as I can in the meantime.

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    1358: The Bits You Fast-Forward Through https://imnotdoctorwho.moegamer.net/2013/10/07/1358-the-bits-you-fast-forward-through/ https://imnotdoctorwho.moegamer.net/2013/10/07/1358-the-bits-you-fast-forward-through/#respond Mon, 07 Oct 2013 23:13:36 +0000 http://angryjedi.wordpress.com/?p=5890 I'm struggling to remember the last time an advert actually had its intended effect on me — that is to say, I can't really remember the last time I actually bought something or made use of a service based on an advert. The reason for this is that advertising appears to be getting increasingly infuriating … Continue reading 1358: The Bits You Fast-Forward Through

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    I'm struggling to remember the last time an advert actually had its intended effect on me — that is to say, I can't really remember the last time I actually bought something or made use of a service based on an advert.

    The reason for this is that advertising appears to be getting increasingly infuriating and lazy as time goes on. TV ads these days are actively irritating rather than positive in promoting things, Internet ads are seemingly designed to be as obtrusive and distracting as possible, and print ads barely exist any more.

    Consider TV ads, if you will. There seems to be an increasing number of people writing TV ads who seem to think that doing the whole thing as a rhyme is a good idea. No. This is never a good idea, because poetry sounds pretentious and arty-farty even when it's good; get someone without a literary bone in their body to write some sort of rhyme about yogurt or nappies or haemorrhoid cream or something and the result is just embarrassing, like the sort of shit children come out with for the usually short-lived "poetry" project they inevitably do as part of "literacy" lessons in primary school.

    Then there's the ads that take a well-known song and "hilariously" change the lyrics to something to do with insurance or plasters or credit cards. Inevitably, the songs chosen are the most horrendously overplayed, clichéd shit that everyone is already sick of, and similarly, the ad itself is inevitably edited by someone who has no clue about musical structure or indeed how the original song actually went, leaving the whole thing feeling like a band of year 9 music students who think they're really good but actually keep forgetting the lines.

    Worst of all, I think, are the ones that actively try to "go viral" or become a meme. This is always painful to watch, because it's something you can't force. This is perhaps best demonstrated by the fact that anything that has tried to deliberately "go viral" since the dawn of the Internet has spectacularly failed (is anyone following O2's advice to "be more dog"? Didn't think so.) while anything which did successfully permeate popular culture ("you've been Tango'd", say) did so largely through word of mouth rather than a group of marketing executives specifically trying to make people say things.

    I think my least favourite ads in the world are "interactive" Web ads, though. They'll start as a postage stamp-sized version of a TV ad, and then those infuriating words "Get ready to interact!" will appear on the screen. Rather arrogantly, the people behind the ad then expect you to indulge in all the fun of, say, hoovering a carpet or wiping a dirty toilet seat, with your reward being the helpful information that you can buy the product you've just been "using" at all good supermarkets.

    I should probably just use an adblocker if all this infuriates me so much, but unfortunately I'm all too painfully aware how much of the Internet is reliant on these stupid ads, and there's relatively little I can do about TV ads aside from not watch TV, which I don't really do that much anyway.

    Anyhow. Bollocks, piss and fart. I am grumpy so I am going to bed.

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    1357: Le Chien Noir https://imnotdoctorwho.moegamer.net/2013/10/06/1357-le-chien-noir/ https://imnotdoctorwho.moegamer.net/2013/10/06/1357-le-chien-noir/#respond Sun, 06 Oct 2013 21:25:20 +0000 http://angryjedi.wordpress.com/?p=5887 Been having one of those "crisis of confidence" days today, for a variety of reasons. It's the culmination of a lot of things, really — a stressful week, tiredness, feeling ill for most of the weekend — and it just gave my sense of self-confidence a bit of a beating this evening. I haven't quite … Continue reading 1357: Le Chien Noir

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    Been having one of those "crisis of confidence" days today, for a variety of reasons. It's the culmination of a lot of things, really — a stressful week, tiredness, feeling ill for most of the weekend — and it just gave my sense of self-confidence a bit of a beating this evening. I haven't quite bounced back as yet, so you'll forgive the maudlin tone of this post.

    To be perfectly frank, I've been feeling dissatisfied with my life and the several different directions it's been going in pretty much ever since I left university. I launched into a PGCE immediately after finishing my degree because it seemed like a logical thing to do with said English and Music degree, plus I'd done some private teaching in the past. Classroom teaching is not, however, the same as private teaching, as I found out to the cost of a considerable proportion of my mental health. I stuck it out for about three years — dealing with being made redundant at the end of my first year, and suffering a complete emotional breakdown at the end of my third — before deciding that continuing on that path would probably do bad things to me.

    I followed this up with some work in retail. This went well. I enjoyed the work, and it involved working with computers and tech — which I love — and teaching — which I also enjoy, when it doesn't involve badly-behaved brats. Unfortunately, it ran into something of a dead end progression-wise, and then I suffered a pretty horrendous amount of workplace bullying that I still haven't really forgiven the people involved for.

    I then went back to teaching for a bit. It was a maternity cover contract, so whatever happened, I'd have a relatively easy "out". It was also in primary school, so it was more of an attempt to experiment in that field than anything else. Again, I enjoyed the actual teaching side of things, but the dealing with horrible, badly behaved children (who, in many cases, had parents who didn't give a shit what they did) took its toll on me somewhat.

    After that, I did a bit of supply teaching, which was pretty much the most depressing job in the world, and took up an opportunity to start writing for a little, low-paying games site called Kombo. I made some good friends and built up a decent, if small-scale reputation. Kombo eventually folded, sadly, and I was left without work, money or, due to unfortunate circumstances in my personal life at the time, a wife. I moved back home with my parents with great reluctance.

    I spent ages looking for jobs, but I have no idea what my real "skills" are besides being knowledgeable about video games, being able to type like the clappers (at least 85 words per minute the last time I tested) and being able to write things very quickly to order. The qualifications I do have are very specialist — my BA is far from being the "good, general degree" I was assured it would be when I was deciding what to do, and my PGCE is pretty much a waste of the paper it's printed on now — and for the things I do know how to do, I have no real tangible means of proving I can do them. Essentially, I might as well be completely unqualified.

    Fortunately, after a long and depressing process of jobhunting, I scored a position on GamePro, a magazine and website my brother had formerly been in charge of. This began as a part-time gig which eventually expanded to full-time after I made a very difficult decision between sticking with it and moving to London for what would have, in retrospect, probably have been a considerably more secure job. (But… London. No thanks.) I stuck with GamePro, as I was enjoying the work.

    Again, I worked well, built up a decent body of work and a good — if, again, small-scale — reputation… and again, the site folded. This time around, thankfully, I had another job to jump into, reviewing mobile and social games and apps. It wasn't a fun job in the slightest and made me never, ever want to work in mobile and social games, but it paid well. Long story short, that site didn't fold as such, but the majority of the staff left (including me) and I was left without anything to do for a little while… although the possibility of USgamer, my current position, was already starting to bubble.

    And, as you know now, I'm working for USgamer. I'm enjoying the work, though it can be challenging at times. On days like today, though, I can't help but find myself worrying a little about the future. Where do I go from here? What's the progression? Is this a "real job"? Should I instead be looking for something boring and joyless but stable with good promotion prospects? I'm 32 and I've never had the opportunity to say "I got promoted." Is that a problem?

    I don't have the answers to any of those questions, and I doubt anyone else does, either. I'll probably feel better by the morning, but for now everything's just feeling a bit "meh."

    Apologies for the self-indulgent moaning, but it helps to get it out of my head and on to paper sometimes. I'll try and be more cheerful tomorrow.

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    1356: Exhaust Port https://imnotdoctorwho.moegamer.net/2013/10/05/1356-exhaust-port/ https://imnotdoctorwho.moegamer.net/2013/10/05/1356-exhaust-port/#respond Sat, 05 Oct 2013 22:13:16 +0000 http://angryjedi.wordpress.com/?p=5885 Wow. More tired than I thought I was. Today hasn't exactly been strenuous, consisting largely of visiting Andie's sis and significant other — plus, more importantly, their new kitten — but I am absolutely wiped out. I think a combination of a weirdly stressful week (the details of which I'll spare you), the lack of … Continue reading 1356: Exhaust Port

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    Wow. More tired than I thought I was. Today hasn't exactly been strenuous, consisting largely of visiting Andie's sis and significant other — plus, more importantly, their new kitten — but I am absolutely wiped out. I think a combination of a weirdly stressful week (the details of which I'll spare you), the lack of a weekend thanks to EGX and overall not feeling all that great since last night have all conspired to make me feel pretty shitty today.

    Still, tomorrow should be equally stress-free, beginning with what is supposedly the best breakfast in Wiltshire, and proceeding to what I can only assume (and hope?) will be a lazy afternoon probably consisting of some combination of Grand Theft Auto, Final Fantasy XIV, Tales of Xillia, Sweet Fuse and/or Velocity.

    This is a short one I know but I'm on my phone and consequently can't judge word counts. Also I am exhausted. So there.

    Signing off. See you on Sunday.

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    1355: Impending Lie-In https://imnotdoctorwho.moegamer.net/2013/10/04/1355-impending-lie-in/ https://imnotdoctorwho.moegamer.net/2013/10/04/1355-impending-lie-in/#respond Fri, 04 Oct 2013 22:27:08 +0000 http://angryjedi.wordpress.com/?p=5881 Good golly gosh, I'm knackered. This is at least partly due to the fact that I didn't really have a weekend last weekend. (Actually, there's no "really" about it; I flat-out didn't have a weekend last weekend, since although Eurogamer Expo was enjoyable, I still had to work through it, and also had to overcome … Continue reading 1355: Impending Lie-In

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    Good golly gosh, I'm knackered.

    This is at least partly due to the fact that I didn't really have a weekend last weekend. (Actually, there's no "really" about it; I flat-out didn't have a weekend last weekend, since although Eurogamer Expo was enjoyable, I still had to work through it, and also had to overcome my not-inconsiderable social anxiety in order to actually, you know, talk to developers and stuff. I think I did fairly admirably, all things considered.)

    Anyway. Consequently, I am looking forward to having a weekend this weekend, and the first thing I shall be doing with said weekend is having a lie-in. I've been waking up relatively late each morning this week and desperately wanting a lie-in — in some cases even dropping off until about half an hour before I need to start work (which, fortunately, as you probably know, involves walking from my bed to my study, and I don't even have to put on pants if I don't want to) — and not being able to have it. But tomorrow morning, I can have a lie-in, and it will be glorious.

    Except going on recent past experience, the opportunity to actually have a lie-in is usually a signal for my body to wake up promptly at 7am and be unable to get back to sleep. This is infuriating when it happens, because any hope of catching up on sleep is then completely ruined. Of course, it's often quite nice to deliberately wake up early and have considerably more hours available in the day than usual, but come on. It's the weekend. I want to lie in bed and not move for more hours than I'm normally able to, then get up, have a bacon sandwich (or similarly greasy equivalent) and do nothing of any value for the remainder of the day.

    Ah well. We'll see how it goes tomorrow morning. Perhaps I'll play some Sweet Fuse until the early hours and see if that will lull me into a deep sleep filled with bishounen.

    (Speaking of Sweet Fuse, I'm still enjoying it a great deal. What a silly game. I'm glad it exists. If you'd have told me ten years ago that one day I'd be playing a game in which I took on the role of Mega Man creator Keiji Inafune's niece as she wandered around a theme park that had been taken over by a pig-like terrorist, I would have probably laughed in your face. I have since learned, of course, that anything goes in gaming, and when you take into account the possibilities of less interactive genres such as visual novels, you really can tackle pretty much any subject matter as a "game". But that, as ever, is a discussion for another day, I feel; time to head bedwards for me — Saki Inafune and her harem of gentlemen friends is awaiting me.)

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    1354: GTA is More Fun with Friends https://imnotdoctorwho.moegamer.net/2013/10/03/1354-gta-is-more-fun-with-friends/ https://imnotdoctorwho.moegamer.net/2013/10/03/1354-gta-is-more-fun-with-friends/#respond Thu, 03 Oct 2013 22:10:07 +0000 http://angryjedi.wordpress.com/?p=5879 I'm not talking about Grand Theft Auto Online, either, which is, so far as I can make out, still a predictably shambolic mess after throwing its doors open to the public earlier this week. No, I'm talking about that peculiar joy you get from playing a game made for… well, play… with someone else. To put … Continue reading 1354: GTA is More Fun with Friends

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    I'm not talking about Grand Theft Auto Online, either, which is, so far as I can make out, still a predictably shambolic mess after throwing its doors open to the public earlier this week. No, I'm talking about that peculiar joy you get from playing a game made for… well, play… with someone else.

    To put this in some sort of context, allow me to explain. I played through Grand Theft Auto V and enjoyed it. I liked the characters, I found the story enjoyable and the gameplay entertaining enough to keep going after the credits rolled. Can't ask for more, really.

    Except this evening my good friend Sam came over and we played together. Sam and I used to play Grand Theft Auto III and Vice City together when we were at university, usually drunk. (We'd play Grand Theft Auto drunk, not we were usually drunk at university. Though we were drunk quite a lot at university.) Since going our separate ways and entering what careers advisors insist on calling "the world of work", though, the only games we've really played together have been things specifically designed for group play with structured rules — things like board games and the like. I thought it would be interesting to see if GTAV would recapture the magic of the previous games, so I invited Sam over this evening primarily to play it, and if it didn't, well, there's a shelf full of board games to play instead.

    Fortunately, GTAV very much has the old magic. In several hours of play, we didn't do a single structured piece of content in the game — no missions, no races, no Flight School, nothing. Instead, we'd set largely improvised challenges and then attempt to complete them. First up, we wanted to get to the Los Santos airport and successfully steal a plane — something we'd regularly try to do in GTAIII — without getting shot to pieces by the police who were summoned the moment you step on the runway. Eventually we managed that, so we turned our attention to the enormous Mount Chiliad, the peak that dominates the north end of the map. First we tried to fly a plane over the top of it and parachute onto the summit. Having successfully accomplished that (once — never again after that) we discovered a pair of dirt bikes near the top, and a conveniently-placed jump ramp nearby.

    After an unsuccessful attempt to make the jump that ended in the unfortunate demise of poor Trevor, we tried to get back on top of the mountain — firstly by parachuting again, then by driving and finally by walking. All of these attempts ended in failure — my parachuting concluded prematurely when I failed to realise that leaping out of a plane at a couple of hundred knots would cause you to go flying at a couple of hundred knots, too, and ended up plastering myself all over the site of the mountain; driving up the mountain was stymied by the fact that most vehicles can't drive up near-vertical rock walls (though driving the front of a big rig past some very surprised hikers was enormously entertaining while it lasted); walking up the mountain concluded after several "trip-and-fall" incidents that saw Trevor rolling part of the way down the mountain, with the last fall being a big one that brought his life once again to a premature end.

    I haven't laughed so much at a game for ages. GTAV still has the magic.

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    1353: Criminology https://imnotdoctorwho.moegamer.net/2013/10/02/1353-criminology/ https://imnotdoctorwho.moegamer.net/2013/10/02/1353-criminology/#respond Wed, 02 Oct 2013 23:15:47 +0000 http://angryjedi.wordpress.com/?p=5875 I watched my first ever episode of CSI today. Or CSI: Miami, to be exact, since the original CSI isn't on Netflix as far as I can make out. I enjoyed it! It reminds me how much I do enjoy police procedurals and crime thrillers — yes, even the cheesy, stupid, unrealistic ones — when I watch them, yet it's … Continue reading 1353: Criminology

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    I watched my first ever episode of CSI today. Or CSI: Miami, to be exact, since the original CSI isn't on Netflix as far as I can make out.

    I enjoyed it! It reminds me how much I do enjoy police procedurals and crime thrillers — yes, even the cheesy, stupid, unrealistic ones — when I watch them, yet it's pretty rare I'll actually seek them out. It's one of those things that I forget I like, if that makes sense, and I'll just occasionally stumble across the, and remember all over again.

    As with many forms of non-interactive media, I find myself thinking that there should be more procedural games. Trauma Team on Wii was a great example — particularly from the crime scene investigation angle — plus the Ace Attorney series has always provided a neat combination of private detective-style investigation and courtroom drama. I'd like to see more of that kind of thing.

    There's the Police Quest series, of course, which I'm still yet to try, though those have the dubious distinction of being Sierra adventures (i.e. already brutally difficult, and not necessarily in a fair way) that are notoriously finicky about you actually following police procedure to the letter. There's nothing wrong with this, of course — how many other "police sims" are there out there? — but it doesn't necessarily push exactly the same buttons as a police procedural drama on TV.

    I'm surprised that over the years we haven't seen more games branching out into popular TV genres. We've done sci-fi and fantasy to death, obviously, because both of those are eminently compatible with the most common means through which we interact with a game world: attacking it. We've also seen crime drama through the eyes of the criminals a lot thanks to titles like Grand Theft Auto and Saints Row. But what we haven't seen a lot of is a game about being a doctor, or a policeman, or a lawyer, or a journalist. I remember having a conversation with fellow Squadron of Shame members a while back about how cool it would be to play a war-themed game in which you weren't one of the American soldiers on the scene, but instead an embedded war reporter tasked with covering the conflict from the front lines. Plenty of scope for interesting storytelling there, plus gameplay that doesn't involve shooting people with a different skin colour to your character.

    We could even expand that, though. Sci-fi and fantasy games don't have to be about killing, either; how about a sci-fi "future police" game? Or a "future medicine" game? (I guess that's Trauma Center, but still.) Or a game where you play a member of the Watch in a typical fantasy city? Plenty of scope for interesting things, and yet — at least in the mainstream — we still rely on the same old stuff.

    Ah well. The times are a-changin', and we are starting to get more and more interesting thematic content in our games that isn't just about stabbing and shooting. I just wish there was a bit more.

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    1352: Critical Urgency https://imnotdoctorwho.moegamer.net/2013/10/01/1352-critical-urgency/ https://imnotdoctorwho.moegamer.net/2013/10/01/1352-critical-urgency/#respond Tue, 01 Oct 2013 22:35:38 +0000 http://angryjedi.wordpress.com/?p=5873 I can't remember if I've talked about Velocity here before, so here I am talking about Velocity. Velocity, in case you've never come across it before, is a game from the Brighton-based indie developer FuturLab. It began its life as a PlayStation Minis title for PS3 and PSP, then was subsequently ported to Vita with numerous enhancements as Velocity Ultra. … Continue reading 1352: Critical Urgency

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    I can't remember if I've talked about Velocity here before, so here I am talking about Velocity.

    Velocity, in case you've never come across it before, is a game from the Brighton-based indie developer FuturLab. It began its life as a PlayStation Minis title for PS3 and PSP, then was subsequently ported to Vita with numerous enhancements as Velocity Ultra. So positive was the reception to the first game, it seems, that the team at FuturLab is currently in the process of putting together a sequel — a sequel that's looking rather fab, if the early version I had the good fortune to play at the recent <a href="http://www.usgamer.net/articles/egx-turning-up-the-velocity" target="_blank">Eurogamer Expo</a> is anything to go by.

    But I want to talk about the original today, or rather Velocity Ultra. I reviewed Velocity Ultra a while back for USgamer and enjoyed it a lot, but I must confess that in the process of reviewing it, I didn't make it through every little bit of content it had to offer — largely because doing so would have taken significantly longer than I had time for, and also because I'd already seen a lot of it in Velocity's previous incarnation as a PlayStation Minis title.

    I've been going back to clean up what I missed in the game recently, though, and I'm reminded of what a fantastic game it is. Beginning as what appears to be a relatively straightforward top-down shooter, the game gradually evolves, changes and grows in complexity as it progresses; firstly, you get the ability to teleport over short distances (including through walls); then you get the ability to drop telepods at strategic points in the level in order to teleport over long distances and take alternative routes. By the time you get through all 50 of the game's main levels, you're practically playing a different game.

    Things are mixed up along the way, too. Sometimes you'll have levels that are filled with enemies; other times they'll be complex maps with multiple paths. Other times still you'll have a very tight time limit and have to get through as quickly as possible. Different types of level require different strategies.

    Where the truly addictive gameplay in Velocity comes in, though, is medal-chasing. Upon completion of a level, you're ranked according to how many survivors you rescued, how many points you scored and how quickly you successfully completed the level. Attain the highest accolade in all of these categories without dying once and you'll earn a "perfect" medal, and it's chasing these "perfects" that is so ridiculously addictive. The reason for this is that the difficulty of achieving the goals is pitched just perfectly; it's always just tantalisingly out of reach rather than seemingly impossible. Pretty much anyone with a good handle on the mechanics will be able to attain at least a few Perfects along the way, though it does get significantly more difficult as the levels become more complex.

    And then there are the secret levels. Secret levels! I can't remember the last modern game I played that had secret levels, and yet here they are in Velocity, unlocked through getting your tiny Quarp Jet into places you wouldn't normally expect it to go, usually as a result of checking the map and spotting something out of place. There are a further 20 secret levels on top of the 50 main levels, and not all of them use the standard game mechanics. There's a 10-level Thrust-inspired minigame, for example; there's a twist on FuturLab's earlier game Coconut Dodge; there's even a version of Snake. Successfully contend with all those and you have the incredibly challenging but rewarding and addictive "Red Zone" and "Blue Zone" levels in which time limits are tight, the pathways tighter and the slightest clipping of a wall will destroy you.

    I was delighted that the upcoming Velocity 2X felt so much like the first Velocity when I played it at Eurogamer Expo — and particularly pleased that the brand new sections where you get out of your ship and run around for some platforming sections make use of pretty much the same mechanics, with the only real difference being that you're now affected by gravity. I'm really looking forward to playing the sequel, but in the meantime, I've got a whole bunch of Perfect medals to try and attain, so if you'll excuse me I'm going to challenge a few more before I go to sleep.

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    1351: After Story https://imnotdoctorwho.moegamer.net/2013/09/30/1351-after-story/ https://imnotdoctorwho.moegamer.net/2013/09/30/1351-after-story/#respond Mon, 30 Sep 2013 22:34:20 +0000 http://angryjedi.wordpress.com/?p=5870 I was surprised to discover that Manga Video had a booth at the Eurogamer Expo over the weekend, so I took a moment to rifle through their collection between seeing various bits and pieces. As good fortune would have it, it would seem that Clannad After Story has recently been released in "complete series" box set format, … Continue reading 1351: After Story

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    I was surprised to discover that Manga Video had a booth at the Eurogamer Expo over the weekend, so I took a moment to rifle through their collection between seeing various bits and pieces.

    As good fortune would have it, it would seem that Clannad After Story has recently been released in "complete series" box set format, so I snapped up a copy — £25 is eminently reasonable for six DVDs, particularly when compared to some other anime DVDs, and particularly particularly when compared to the exorbitant prices Forbidden Planet charges for anime DVDs.

    Ever since I got to the end of Clannad — which wasn't that long ago — I've wanted to see After Story, which picks up directly where the original leaves off. It's the anime adaptation of the second half of the original visual novel, and continues the story beyond the end of school over the course of the following seven years.

    This alone makes it noteworthy in anime, since most "slice of life" or school-based drama shows restrict themselves to just the school years, so it's unusual to see the characters actually grow older and move on from school and into their lives proper. Indeed, this is usually the case with visual novels, too, which often tend to have high school-age protagonists and heroines, and stick that way. There are exceptions, of course — Kana Little Sister and Kira Kira immediately spring to mind — but it's something that, in my experience anyway, happens more often than not.

    I've only watched a single episode of After Story so far so I can't comment with any great authority on what the new series is like, but I'm looking forward to exploring it. The original Clannad series didn't end how I was expecting it to end — no spoilers — but in retrospect, I think this was because I wasn't aware that After Story was not just a direct follow-up, but the continuation and conclusion of the complete narrative.

    I can guarantee now that it's going to make me cry at least once, though. I found the Fuko arc in the first Clannad series incredibly emotional, and if After Story is going to go where I think it's going to go, it's going to be about three bajillion times worse. That's okay, though; the reason I'm even watching Clannad in the first place is because I know it's sad. This may sound like a strange reason to watch something, but there's something oddly enjoyable (if that's even the right word) about getting emotionally engaged with something to such a degree. People still watch sad movies and listen to sad music, after all — and, despite the fact I know absolutely nothing about Breaking Bad (and don't want to right now, thanks; I'm going to watch it when everyone else shuts up about it, which should hopefully be soon now that it's finished) I understand that it's not exactly the most cheerful thing on the tellybox.

    Further reports as I continue watching, I'm sure.

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    1350: Open-World Ridiculosity https://imnotdoctorwho.moegamer.net/2013/09/29/1350-open-world-ridiculosity/ https://imnotdoctorwho.moegamer.net/2013/09/29/1350-open-world-ridiculosity/#respond Sun, 29 Sep 2013 23:51:49 +0000 http://angryjedi.wordpress.com/?p=5867 As you'll know if you've been reading recently, I finished Grand Theft Auto V the other day, and have approximately 75% on the completion-o-meter. Once I got back from Eurogamer Expo today, I thought I'd fire it up and specifically piss around in the open world rather than doing anything structured. (Okay, I cleaned up a couple … Continue reading 1350: Open-World Ridiculosity

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    As you'll know if you've been reading recently, I finished Grand Theft Auto V the other day, and have approximately 75% on the completion-o-meter. Once I got back from Eurogamer Expo today, I thought I'd fire it up and specifically piss around in the open world rather than doing anything structured. (Okay, I cleaned up a couple of Strangers and Freaks missions, but aside from that… yeah.)

    I'm pleased to confirm that Grand Theft Auto V's open-world freeform silliness is possibly the best it's ever been. In about an hour or two of play, I tripped over and rolled all the way down a mountain without dying; had a police shootout at a truck stop (where I did die, sadly); successfully landed on the roof of a car park at the airport by using a billboard as a jump ramp; successfully leapt onto a passing train (and then fell off while attempting to climb down and hijack it); inadvertently attracted the attention of the police and decided to run up the steepest face of a mountain, surviving quite a while and single-handedly taking down six helicopters before finally tripping over, rolling all the way down the mountain and failing to survive this time; cycled all the way from one end of the map to the other; and a few other things besides.

    I'm happy that the idea of "I wonder if I can do that?" has survived intact from Grand Theft Auto III; many was the night back in university when drunken incarnations of me and my friend Sam would get home after a cheap night at Poundstretcher or Lennon's and cause chaos in Liberty City until the small hours. It's a concept that I haven't felt nearly as strongly in the more recent Grand Theft Auto titles, though I don't doubt it's there.

    And it's a different feeling to Saints Row's open-world mayhem. Saints Row is very much a map with Things to Do scattered across it, clearly signposted for your reference. Grand Theft Auto, meanwhile — particularly in V's case — provides you with a map filled with cool and interesting stuff, but doesn't signpost a significant amount of it. It's not all "activities", either, in GTA's case; in some instances, it's just breathtaking views, or impressively detailed locales, or the location of a hidden vehicle.

    Both approaches very much have a place in modern gaming culture, but it should be evident that Saints Row and Grand Theft Auto are not the same game, and have not been for a very long time. In the case of Saints Row IV in particular, the two have diverged sufficiently to pretty much be different genres; Saints Row IV is now an open-world superhero game, while Grand Theft Auto V is a more realistic (albeit skewed) look at modern society. Saints Row is self-consciously kooky, silly and funny; Grand Theft Auto's humour can be just as obvious, but it's not pushed to the forefront of the experience in the same way as it is in Saints Row; it's just part of the experience.

    This isn't to say that either approach is "wrong," of course; I've played both games and really enjoyed them both. The difference is that after I finished Saints Row IV's story I didn't really feel the need to continue exploring the open world — over a thousand collectible items is just too many, yo — whereas this evening I was actually quite excited and interested to be able to zip around GTA V's world without the pressure of story missions or other external influences getting in the way.

    And then, of course, there's all this, but that's something to explore if and when I ever reach 100% completion…

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    1349: Zeds https://imnotdoctorwho.moegamer.net/2013/09/29/1349-zeds/ https://imnotdoctorwho.moegamer.net/2013/09/29/1349-zeds/#respond Sun, 29 Sep 2013 00:13:26 +0000 http://angryjedi.wordpress.com/?p=5865 I am tiiiiiiired. So tired, in fact, that I very nearly forgot to write something today. That would have been disastrous. (I'm sure no-one would have minded if I "caught up" tomorrow, but that always felt like cheating somehow, and after 1,349 days it's a matter of pride.) Here I am at 1am, then, wondering what to … Continue reading 1349: Zeds

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    I am tiiiiiiired. So tired, in fact, that I very nearly forgot to write something today. That would have been disastrous. (I'm sure no-one would have minded if I "caught up" tomorrow, but that always felt like cheating somehow, and after 1,349 days it's a matter of pride.)

    Here I am at 1am, then, wondering what to write about before I fall asleep. I could talk about the Eurogamer Expo again, I suppose, since that's been occupying literally all of my time since Thursday.

    It's the last day of the Expo tomorrow. I'm probably not going to hang around until the end because I want to get home, but I am going to catch a couple of last developer sessions and spend some time with my friend Mitu's game Redshirt. It'd also be nice to actually have a chance to fiddle around with a PS4 and/or an Xbox One, but the queues for those have been so ridiculous it hasn't really been practical up until now. I had to lurk around the Nintendo booth before the show opened to be able to play Bayonetta 2, so I shudder to think what hoops I'll have to jump through to see the things that people are really excited about. (Aside: Bayonetta 2 has been drawing an impressive queue of people each day — thought obviously not on the scale of something like Call of Duty or Titanfall — which was nice to see.)

    What else? Today I met Mike Bithell, and he's a thoroughly pleasant person — a preview-cum-interview type thing I did with him will be up on USgamer on Monday. I also had the good fortune to meet both Damien McFerran and Johnny Cullen, both of whom are people I have, until now, only known through Twitter. It's nice to put names to faces, and Damien in particular had some very kind things to say about my work that pretty much made my day, so thanks for that, sir, if you're reading.

    I've eschewed the evening social gatherings while I'm here, much as I did when I went to Gamescom. The workload has been less insane here than it was at Gamescom, but I've still been working into the evening most nights. I'm also not all that great socialising with people I don't know all that well who do know each other, either — I know there's no way to fix that aside from actually jumping in and getting involved myself, but frankly I haven't quite felt up to it! I do like the Eurogamer lot on the few occasions I've met them, though, so perhaps some other time I'll have the opportunity to hang out with them socially.

    I've remained relatively swag-free from this visit, with my freebie acquisitions being limited to a T-shirt that's too small for me from the The Evil Within presentation the other day, a poster from the indie game Cloudbuilt that I was awarded for being only the second person to beat a particular level on display, and some flyers from FuturLab for their upcoming PS4 and Vita game Velocity 2X which, in all honesty, has been one of my favourite things I've seen at the show. I'm thinking of framing both the poster and one of the flyers, since both of them have super-distinctive artwork that would look great on display. We'll see.

    Anyway. I'm yawning my head off and it's getting hard to concentrate so I'm going to leave that there. Tomorrow's entry will be from back in my own home rather than this not-all-that-bad-really-but-I-can't-believe-how-expensive-the-tariff-displayed-in-reception-is hotel room.

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    1348: A Part of It https://imnotdoctorwho.moegamer.net/2013/09/27/1348-a-part-of-it/ https://imnotdoctorwho.moegamer.net/2013/09/27/1348-a-part-of-it/#respond Fri, 27 Sep 2013 22:23:09 +0000 http://angryjedi.wordpress.com/?p=5862 I've been on and off the show floor at Eurogamer Expo over the last couple of days, with more to come tomorrow and Sunday. One thing that struck me today is an immense sense of pride to be part of such a vibrant, enthusiastic and exciting industry. Speaking with developers like FuturLab about Velocity 2X … Continue reading 1348: A Part of It

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    I've been on and off the show floor at Eurogamer Expo over the last couple of days, with more to come tomorrow and Sunday.

    One thing that struck me today is an immense sense of pride to be part of such a vibrant, enthusiastic and exciting industry. Speaking with developers like FuturLab about Velocity 2X (day one purchase for me) and Witch Beam Games about Assault Android Cactus as well as seeing Sony's legendary indie guru Shahid Ahmad speak on stage just gave me the overwhelming sensation that the business has never been in a healthier place — particularly from a cultural perspective.

    Today, I played a variety of different games, each of which was a markedly different experience. I played a peculiar abstract game in which you guide a cube through a floating tunnel-like structure; a platform game in which you can independently control your shadow and use other shadows as platforms; a third-person parkour platformer inspired by Sonic and Mega Man; a first-person psychological horror adventure with low-poly textureless graphics combined with gorgeous lighting; the newest Final Fantasy; and a game that purports to be a spiritual successor to Flashback while successfully combining both top-down shooting and side-on platforming.

    At no point did I feel the sense of fatigue or cynicism people sometimes direct at the industry; the show floor was a vibrant place filled with creativity and experience for all ages and ability levels. Even from the press office where I was doing the majority of my writing, I could look one direction and see Surgeon Simulator 2013, look the other way and see Microsoft's representatives jumping, whooping, hollering and cheering on stage as they showed off new Kinect games, look another way still and see people staring intently at a multiplayer digital card game.

    It's easy to get lulled into a sense of thinking that "all new things are the same; everyone's risk-averse", but it's not until you see a significant proportion of the industry spread out in front of you like that that you realise that no, that's not the case at all; the risk-averse triple-A sector is just one of many parts that make up the whole — and, judging from the number of people who attended Shahid Ahmad's talk on indie games on Sony platforms, one that's quickly being caught up to by other sectors.

    So well done, games biz; you're all right. Now it's just a case of successfully countering the cynics with reports of fascinating, intriguing, creative projects that people from all over the world are doing. You can start by taking a peek at my coverage from the Expo over at USgamer.

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    1347: Om Nom Nom Nom (Plus) https://imnotdoctorwho.moegamer.net/2013/09/26/1347-om-nom-nom-nom-plus/ https://imnotdoctorwho.moegamer.net/2013/09/26/1347-om-nom-nom-nom-plus/#respond Thu, 26 Sep 2013 22:16:17 +0000 http://angryjedi.wordpress.com/?p=5860 Pac-Man Championship Edition DX+ is a magnificent game, though I'm still at a loss as to whether or not Namco are taking the piss with that title or if they genuinely thought Pac-Man needed that many suffixes. To be fair, though, Pac-Man CE DX+, as I shall refer to it from hereon, isn't actually all that unreasonable a title … Continue reading 1347: Om Nom Nom Nom (Plus)

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    Pac-Man Championship Edition DX+ is a magnificent game, though I'm still at a loss as to whether or not Namco are taking the piss with that title or if they genuinely thought Pac-Man needed that many suffixes.

    To be fair, though, Pac-Man CE DX+, as I shall refer to it from hereon, isn't actually all that unreasonable a title if you analyse it. It's a variation of Pac-Man (hence Pac-Man) that evolved into a version designed specifically for competitive play (hence Championship Edition) that subsequently evolved further into a considerably expanded version (hence DX, short for Deluxe) which was then expanded even further with some additional content for the new PC version (hence Plus).

    If you haven't played Pac-Man CE DX+ yet, you'll be pleased to know that it's now available for PC via Steam as well as consoles, so you can play it pretty much regardless of whatever system you favour.

    If you're a fan of the original Pac-Man, be warned, though; Pac-Man CE DX+ is a noticeably different game, though its ancestry is obvious.

    While the original Pac-Man required you to repeatedly clear the same screen of dots over and over again while contending with the unwanted attentions of four ghosts, Pac-Man CE DX+ is a much faster-paced game. The maze is divided into two halves, each of which, when cleared, causes a piece of fruit to appear in the other half. Eating said fruit causes the empty maze to regenerate with a new layout, and thus the process repeats. In the main modes, you're against the clock, attempting to score as many points as possible in either five or ten minutes, so it's in your interest to find the quickest routes possible.

    The twist on the formula that DX added was the ridiculous number of ghosts that can be involved. Rather than the four ghosts of the original Pac-Man, each maze half in Pac-Man CE DX+ has a number of sleeping ghosts who are disturbed if Pac-Man passes by them, at which point they form an increasingly long chain and chase him, following the same route he does. High scores are dependent on eating a power pill and then gobbling up a massive chain of ghosts, so as well as finding the best route through the dots, it's actually in your interests to attract as many ghosts in your wake as possible, too. There's very much an "optimum route" for each of the courses in the game, though human error means that, unless you've practiced enough to be literally perfect every time, there'll be slight variations in each run you make — usually costing you a few points or precious seconds in the process.

    It's a really interesting game that maintains the basic mechanics of the original Pac-Man while simultaneously turning it into a kind of game that's hard to define. Is it a score attack game? Yes. Is it a puzzle game? Yes. Is it a racing game? Yes, kind of.

    It's one of the most peculiar games I've ever played, and revisiting it thanks to the new PC version reminds me that it's also one of my favourite games of all time, and I highly recommend you give it a try if you've never had the pleasure. Enjoy, and I make absolutely no apologies if you end up addicted.

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    1346: Exposition https://imnotdoctorwho.moegamer.net/2013/09/25/1346-exposition/ https://imnotdoctorwho.moegamer.net/2013/09/25/1346-exposition/#respond Wed, 25 Sep 2013 22:24:24 +0000 http://angryjedi.wordpress.com/?p=5858 I'm off to the Eurogamer Expo tomorrow to cover a bunch of interesting stuff for USgamer. It should be a fun experience, particularly because since Eurogamer's parent company Gamer Network is also the parent company of USgamer, I'll be there as "staff" and consequently should be able to wander around fairly freely and get hands-on … Continue reading 1346: Exposition

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    I'm off to the Eurogamer Expo tomorrow to cover a bunch of interesting stuff for USgamer. It should be a fun experience, particularly because since Eurogamer's parent company Gamer Network is also the parent company of USgamer, I'll be there as "staff" and consequently should be able to wander around fairly freely and get hands-on with things without too much difficulty.

    I last went to the Eurogamer Expo back in 2010. This was the same year I went to PAX for the first time, and it was interesting to compare the two. They're very different events, of course; PAX is more of a cultural convention, while Eurogamer Expo that year (and possibly still is) more of a traditional consumer-facing trade show, with booths, queues and lots of things to play if you can be arsed to line up for them. Eurogamer does have a bunch of developer presentations, however, and it's great to hear and see devs speak about their upcoming or recent projects. Peter Molyneux may be the master of broken promises, for example, but it's easy to see how people get caught up in his grand posturing on stage.

    I'm interested to see a selection of things around the show, and I have plenty of time to do so. I'm particularly interested to have a look at the next-gen consoles and see whether they're noticeably better from current offerings, and I'm meeting up with a few smaller developers who are working on some interesting-sounding titles such as top-down bullet hell/Smash TV combo Assault Android Cactus, the NFL-inspired follow-up to Frozen Synapse, Frozen Endzone and Mike Bithell's intriguing-sounding new stealth game Volume. I should also hopefully get a chance to see my friend Mitu, whose intriguing social media-themed strategy game/RPG/strangely undefinable thing Redshirt is looking pretty great, as well as inching ever-closer to release.

    I should probably get some sleep beforehand, though. Tomorrow is going to be a long and hopefully exciting day, and that situation will continue for the next couple of days, then I'll be back on Sunday. Hopefully I'll have some interesting things to write about while I'm away, and a chance to get a bit of a rest on Sunday before next week kicks off once again!

    Hopefully it's also payday within the next couple of days… London ain't cheap. And I need to buy a notebook. I do things old-school.

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    1345: A Grand Old Time https://imnotdoctorwho.moegamer.net/2013/09/24/1345-a-grand-old-time/ https://imnotdoctorwho.moegamer.net/2013/09/24/1345-a-grand-old-time/#respond Tue, 24 Sep 2013 23:18:59 +0000 http://angryjedi.wordpress.com/?p=5854 I'll probably write something in more depth over on USgamer tomorrow, but I wanted to give some immediate reactions to having just finished Grand Theft Auto V. Short version: I was extremely impressed. I was expecting to just duck into it for a little while in order to be able to write about it during its … Continue reading 1345: A Grand Old Time

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    I'll probably write something in more depth over on USgamer tomorrow, but I wanted to give some immediate reactions to having just finished Grand Theft Auto V.

    Short version: I was extremely impressed. I was expecting to just duck into it for a little while in order to be able to write about it during its launch week, but I found myself hooked in various ways: the story, the world, the characters. The whole thing is put together in such a marvellously coherent way that it just works really well — and I barely even touched all the largely irrelevant side stuff.

    GTA V has drawn a bunch of flak for various reasons, but from what I can tell, it's business as usual in GTA-land. In fact, GTA V nails the balance between biting satire and straight-up drama better than any previous installment in the series — there's always been a certain dissonance between the fact that you can freely whip out a rocket launcher and start blowing shit up and the actual linear story that Rockstar is trying to tell.

    The interesting thing about GTA V is that a lot of its most "offensive" stuff is down to the player. The notorious "shag a prostitute then run her over to get your money back" thing that people always fixate on? That was emergent player behaviour that people discovered in Grand Theft Auto III. Murderous rampages? You're free to commit them any time you see fit, but there will be consequences — some people will shoot back, other times, you'll attract the attention of the police. The story and all the bad things you commit in the name of the ongoing narrative? It's always your choice to proceed down that path; if you'd rather play the game as a "city living" simulator, you can do. If you'd rather play the game in an attempt to steal the most heavily-guarded vehicles as possible, you can do. If you want to ignore the structured content, you can do — and there's very little "unlocking" of things to do, unlike earlier installments, so you have pretty much free roam of the enormous map from the get-go.

    I was surprised that GTA V's plot actually hooked me, though. I enjoyed spending time with Michael, Trevor and Franklin, each of whom are interesting, well-realised characters and all distinctive in their own right. None of them — not even Trevor, whom a lot of critics have fixated on — are one-dimensional characters, and each have their own personal story arcs to follow amid the overall plot. The story itself has a good blend of dark humour and serious(ish) crime drama, and there's some fantastic setpieces. There's potential for different playthroughs to unfold slightly differently thanks to some (admittedly limited) choices — but the game caters to and copes with these differences with unique dialogue.

    Outside of the main story components, the missions are well-designed, too; one of the strengths of the open-world structure is that it provides the scope for you to tackle situations as you see fit, and the game embraces this philosophy wholeheartedly on a number of occasions. There are assassination missions where you need to figure out the best way to approach a target, for example; and later in the game, you have to steal some cars based on limited photographic information. This latter one really impressed me, actually; I found myself walking rather than driving around the city, looking carefully for the landmarks I was supposed to be seeking out, and it wasn't a frustrating experience at all — it felt like walking around a real city looking for something.

    GTA V has its elements that will make people uncomfortable or turn them off, sure, but there's little denying it's a great game and a fantastic technical achievement. I'm glad I actually took the time to play it through — I was all set to pass it by after getting frustrated with all the frankly ridiculous hype, which I still think was completely overboard — and would recommend that if you've been on the fence about it, you should give it a go.

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    1344: Problem? https://imnotdoctorwho.moegamer.net/2013/09/23/1344-problem/ https://imnotdoctorwho.moegamer.net/2013/09/23/1344-problem/#respond Mon, 23 Sep 2013 22:59:02 +0000 http://angryjedi.wordpress.com/?p=5852 I fucking hate the word "problematic". I've been struggling to articulate exactly what it is that bugs me so much about "problematic," (and please imagine me screwing up my face, using a sarcastic voice and making exaggerated air-quotes while you read that) but an idle insomnia-fueled wander around the Internet the other night led me to the … Continue reading 1344: Problem?

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    I fucking hate the word "problematic".

    I've been struggling to articulate exactly what it is that bugs me so much about "problematic," (and please imagine me screwing up my face, using a sarcastic voice and making exaggerated air-quotes while you read that) but an idle insomnia-fueled wander around the Internet the other night led me to the Urban Dictionary definition of the word, which conveniently sums up pretty much how I feel about this word and how it it used today:

    A corporate-academic weasel word used mainly by people who sense that something may be oppressive, but don't want to do any actual thinking about what the problem is or why it exists. Also frequently used in progressive political settings among White People of a Certain Education to avoid using herd-frightening words like "racist" or "sexist."

    I've heard the term "weasel word" in the past, but it had somehow slipped out of my mind. Reading this definition brought it all back, though, and made me realise what a wonderfully descriptive term it is. "Weasel word" — a word or phrase designed to weasel your way into (or out of) a difficult topic without saying anything truly confrontational. Or sometimes without saying anything of substance at all.

    Alongside the fact that "problematic" is a particularly slimy example of a weasel word, it also bugs me that it seems to be the first and only word people turn to when attempting to discuss Important Matters of Social Justice That We're All Supposed to Get Really Fucking Angry About. Whenever it's used, it just makes me think of people trying to sound more intelligent than they actually are. In fact, what it makes me think of — and here's a random memory for you — is a time shortly after my Grandad Davison died and my parents were having a Serious Conversation in the front of the car. I was very young at the time, but I felt that it was Important for me to join in said Serious Conversation, so I listened, nodded and murmured "Mm. True. Very true," at moments when I thought it would be appropriate, but actually ended up looking like a bit of a tool. I get the same feeling any time people start dropping "problematic" all over the place in conversation — like they're trying to have a conversation that they're not really quite mentally equipped for. Unfair? Perhaps. But that's how I feel.

    My teeth-gritting annoyance at the use of this word was actually concerning me somewhat since so many people were using it, so I looked it up and attempted to determine if it was actually some sort of established sociological term, but no, I found no evidence to suggest that. It's just a word that's caught on and become fashionable for some inexplicable reason — much like "entitled" was a year or two back — and now everyone and their radical feminist dog is using it. The English language is rich, diverse and full of multiple ways to say the same thing. Use it.

    If you're similarly frustrated with the prevalence of this weasel word and want to do something about it, may I suggest that when Christmas rolls around, you purchase a thesaurus for everyone on your Twitter and/or Facebook feeds who has expressed an interest in being some sort of militant crusader for social justice. And maybe by next year we'll have a new overused word to get sick of.

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    1343: Melancholy Contemplations https://imnotdoctorwho.moegamer.net/2013/09/22/1343-melancholy-contemplations/ https://imnotdoctorwho.moegamer.net/2013/09/22/1343-melancholy-contemplations/#respond Sun, 22 Sep 2013 22:38:02 +0000 http://angryjedi.wordpress.com/?p=5850 Lara, one of our two pet rats, is not very well, and I'm very worried about her. Earlier in the week, she started losing her balance somewhat, with her head tilted over to the side. She was obviously finding it difficult to judge distances and maintain her balance on things, and looked rather wobbly and … Continue reading 1343: Melancholy Contemplations

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    Lara, one of our two pet rats, is not very well, and I'm very worried about her. Earlier in the week, she started losing her balance somewhat, with her head tilted over to the side. She was obviously finding it difficult to judge distances and maintain her balance on things, and looked rather wobbly and unsteady when climbing. She has never been the most graceful rat there was — despite her name coming from her being "the climby one" when we first got her and her former cagemate Willow (who was "the shy one") — but she's always been happy to leap halfway up the cage  and clamber around, particularly when there's the prospect of food involved.

    The situation continued for a day or two, so Andie and I decided that it would be a good idea to take her to the vet. I don't mind admitting that the cowardly part of myself was worried about this for the prospect of getting some bad news or, worse, having to have her put to sleep. Fortunately, the prognosis wasn't awful — there was the distinct possibility that it was just either a chest or ear infection, and so we were given some antibiotic medicine to give her twice a day, which will hopefully clear it up.

    We've had surprisingly little difficulty giving her the medicine — turns out Lara likes breadsticks enough to not care when one end of them is covered in drugs — but, as antibiotics are wont to do, they seem to have upset her stomach somewhat. It may be my imagination, but it seems like her balance might be slightly better — albeit still not perfect — but her insides are obviously struggling a bit with the antibiotics.

    I know that realistically speaking, she is quite an old rat — well over a year old now — and, consequently, probably not much longer for this Earth, but that doesn't make the prospect of potentially saying goodbye to her any easier, particularly when I don't know whether or not she'll be there to greet me in her cheerful rat-like way each morning when I look in on her in the cage. I don't want her to die. I know that she will, eventually — possibly sooner rather than later if her illness doesn't improve — but that doesn't make thinking about it any easier.

    Death frightens and disturbs me, you see, whether it's a person or a small furry creature we're talking about. (Spiders and daddy long-legs can fuck off, though; they get put up the Hoover. Yes, some lives are worth more than others to me.) I have had relatively little exposure to death over my life, and as such I haven't quite figured out how I'm supposed to deal with it. I haven't even been to many funerals — one, to my recollection — and the only dead bodies I have ever seen in my life were that of my family's first cat Penny, who died in her sleep one night after very obviously saying goodbye to us, and Lara's former cagemate Willow, who left us well before her time.

    Perhaps death and loss gets easier to deal with as you encounter more of it. Perhaps it doesn't. I don't know one way or the other yet, and that in itself worries and scares me.

    I hope you get better soon, Lara. I don't want to have to say goodbye to you yet. You are a precious and beloved part of this household, and life won't be the same without you.

    Sorry for the morbid post. This has been rattling around inside my head, though, and I needed to get it out, more as a therapeutic exercise than anything else.

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    1342: Hidden World https://imnotdoctorwho.moegamer.net/2013/09/21/1342-hidden-world/ https://imnotdoctorwho.moegamer.net/2013/09/21/1342-hidden-world/#respond Sat, 21 Sep 2013 22:59:14 +0000 http://angryjedi.wordpress.com/?p=5846 I've been continuing to watch Clannad, and I'm thoroughly enamoured with it. I haven't yet finished it, though I am pretty sure how it's going to end and I am also pretty sure that if it follows the path I think it's going to follow it's going to be very, very sad in the way I perversely enjoy so much. … Continue reading 1342: Hidden World

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    I've been continuing to watch Clannad, and I'm thoroughly enamoured with it. I haven't yet finished it, though I am pretty sure how it's going to end and I am also pretty sure that if it follows the path I think it's going to follow it's going to be very, very sad in the way I perversely enjoy so much.

    Mild spoilers ahead?

    One of the things that has struck me throughout is how quietly weird it is. For the most part, it's your usual sort of slice-of-life story complete with all the clichés that usually involves — someone trying to resurrect a long-dead school club; a harem of female characters who each initially seem to encapsulate one main defining factor but later reveal themselves to have hidden depths and/or dark pasts; a protagonist who is down on his luck but inspired to become a better person by said group of girls.

    But then it goes and throws a few curveballs along the way, the first of which is the character Fuko, whose physical presence and relationship with the other characters is seemingly impossible due to the fact that she's really lying in hospital in a coma. After her particular story arc is finished, she disappears, not only from regularly appearing in episodes but from the characters' memories, too — though every so often she shows up for a brief cameo in a future episode, usually in some botched attempt to make a difficult situation better. Since I haven't finished watching the series as a whole yet, I don't know if the deal with Fuko is truly and conclusively explained, or if it's left somewhat open to interpretation. I'd be fine with either, actually, though at my current point 18 episodes deep into the complete run, I'm torn between a few theories.

    Then there's the character Kotomi, who initially appears to be the resident socially-inept "weird genius" character, but whom it transpires has some forgotten history with the protagonist. Not only that, but her parents were supposedly researching some sort of theory about when the universe was created, a tiny dimension was sealed away. I don't know if that gets resolved, either.

    And then there's the occasional cuts to "the girl who lives alone in a world that has ended" with her mechanical companion. These sequences are almost Nier-like in their bleakness, and at present I have no idea how they fit into the narrative as a whole.

    I'm absolutely and completely intrigued by what's going on, though. Someone is clearly going to die at some point, or perhaps they're already dead. There's a feeling of "fever dream" about the whole thing, where it's not quite all making sense yet, but I feel I'm getting closer to the truth.

    In other words, I'm very much looking forward to seeing how the whole thing plays out — and it's pretty much a given that I'll be checking out Clannad After Story once I'm done, too. Expect some more spoileriffic thoughts when I've made it through the whole lot.

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    1341: Life in Los Santos https://imnotdoctorwho.moegamer.net/2013/09/20/1341-life-in-los-santos/ https://imnotdoctorwho.moegamer.net/2013/09/20/1341-life-in-los-santos/#respond Fri, 20 Sep 2013 23:26:15 +0000 http://angryjedi.wordpress.com/?p=5843 I'm very impressed with Grand Theft Auto V. Much, much more than I was expecting to be — most notably for the fact that it's actually the story keeping me interested. Grand Theft Auto has undergone a gradual evolutionary process since its first installment. The first Grand Theft Auto was a fast-action arcade game — you had a score, … Continue reading 1341: Life in Los Santos

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    I'm very impressed with Grand Theft Auto V. Much, much more than I was expecting to be — most notably for the fact that it's actually the story keeping me interested.

    Grand Theft Auto has undergone a gradual evolutionary process since its first installment. The first Grand Theft Auto was a fast-action arcade game — you had a score, lives, crazy bonuses and the fact you were driving around being an asshole was largely incidental. Grand Theft Auto II introduced a few additional mechanics, but was still largely a "game" rather than an immersive world and story.

    Grand Theft Auto III is where things started to change. Transplanting the action from the top-down maps of earlier installments into a fully three-dimensional city, it was many folks' first encounter with a "sandbox" game, in which you could do as you pleased. That "freedom" was something of an illusion, though; Grand Theft Auto III still had a very "game-like" progression whereby you couldn't make it to the next "level" — the next of Liberty City's three islands — until you had progressed far enough in the structured content. It worked well, though; by the time you finished a region, you knew it really well. That said, if you were booting up the game for the first time on, say, someone else's console and you just wanted to get the great sports cars and cause havoc, there were arbitrary limitations in place.

    Vice City took the basic structure of Grand Theft Auto III and removed those restrictions for the most part. The Miami-inspired setting was split between two islands that you could drive back and forth between at will, and there were plenty of things for you to do besides the story missions — though the story itself was interesting in a Scarface sort of way. This was taken to an extreme in San Andreas, which offered three cities and a whole host of countryside in between, with plenty of side things to do along the way, although the early part of the game did reinstate the arbitrary game-like restrictions on where you were "allowed" to go.

    Grand Theft Auto IV was another turning point for the series. Although III onwards had had an actual narrative with a beginning, middle and end, IV placed the emphasis on the story rather than freeform chaos. You still had a lot of choice and freedom in how you went about beating the game, but real efforts had clearly been made to make the protagonist an interesting character. For some, however, this went against the grain of what they felt Grand Theft Auto "should" be about — particularly when you started getting regularly harassed on the phone by virtual in-game girlfriends and friends to go and hang out. I personally quite liked it — though not enough, I might add, to ever actually finish it.

    And now we have Grand Theft Auto V, a game which is attracting as much cynicism as it is popularity and commercial success. And I'm a bit sad about the cynicism part, because Grand Theft Auto V is doing some clever things, is written well and is a remarkably effective piece of fiction — both from the perspective of its scripted narrative and in the building of its world that presents a skewed, twisted but eerily accurate view of our own society in 2013. At the same time, the open world chaos is still very much present and correct — it just doesn't feel as "gamey" as it once did. And that's good — it shows the series has evolved over time rather than stagnating, because it has.

    Grand Theft Auto V has the most seamless transitions between freeform wandering around and scripted narrative that I've ever seen. There's no loading breaks, no fade-outs with mission titles, no "letterboxing" — just one moment you'll be walking around, the next you come across a couple of people talking, you walk up to them and you're seamlessly into a cutscene.

    Then there's "the torture scene," a scene that has caused a considerable amount of hand-wringing from people across the industry. (Spoilers ahead, obviously.)

    In "the torture mission," two of the game's three protagonists become embroiled in a plot involving the in-game equivalent of the FBI. Having "rescued" a hostage from the CIA-equivalent, said hostage is then kidnapped by the FIB (sic) and dragged to an abandoned warehouse for interrogation. Michael, one of the protagonists, is sent out to find a person — supposedly a threat to national security — based on the information the hostage gives. Trevor, another of the protagonists, stays behind to administer torture and get the hostage to talk.

    For the mission, your control flips back and forth between Trevor and Michael several times. As Michael, you have to use the information Trevor finds to locate and assassinate the right person; as Trevor, you have the option of using several different implements to administer torture to the hostage, and you have to actively participate in said torture by following on-screen prompts.

    The scene is graphic, horrible, disturbing and unpleasant. Taken out of context, you'd be forgiven for thinking Rockstar had finally gone too far with this scene. Take it in context, meanwhile, and it's entirely appropriate for this scene to be there. It makes sense, and it has something to say. The hostage starts talking almost immediately after the prospect of torture is on the table, and yet as the player we're still forced to administer torture four times in total, reflecting the fact that both Trevor and Michael are very much under the control of the FIB at this point. Trevor, being a psychopath, takes a certain degree of pleasure from administering the torture but is still aware that not performing it would be worse for both him and the hostage. And when it's all over and the FIB agents leave Trevor alone with the hostage to "deal with" him, Trevor instead cuts the hostage's bonds, loads him into his car and drives him to the airport, telling him that his old life is over now and he needs to get as far away from Los Santos as possible.

    "Torture is for the torturer," Trevor says to the hostage on the drive. "And for the person giving orders to the torturer. Sometimes it's for the torturee, but only if they're paying well enough. It's a terrible means of getting information."

    I had no idea of the latter part of the scene's context from the articles that emerged shortly after the game's release, and it's important. It gives it meaning and a message — whether or not you think it's succeeding in delivering that message is a matter of opinion, of course, but I think it was remarkably effective. One thing I am certain of, though; it's certainly not in there just to court controversy. Like so many other things in Grand Theft Auto V, it's a brutal and biting attack on some of the things about modern culture that we might not want to acknowledge or admit.

    Should we have been able to skip it? Should it have come with warnings? Those are questions I can't answer, I'm afraid, but for me, some of the impact of that particular part of the story would have been lost if that scene was not present.

    And I'll be honest, I never expected to be sitting here talking about the impact a Grand Theft Auto's story had on me, which is just one of many signs of how far the series has come.

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    1340: Bzzzzz https://imnotdoctorwho.moegamer.net/2013/09/19/1340-bzzzzz/ https://imnotdoctorwho.moegamer.net/2013/09/19/1340-bzzzzz/#respond Thu, 19 Sep 2013 23:34:48 +0000 http://angryjedi.wordpress.com/?p=5840 Think I've had too much caffeine today. I sometimes feel like caffeine doesn't really affect me all that much, but then I drink as much as I apparently have today and I get all jittery and anxious. It's not an altogether pleasant feeling, but at least I think it's finally wearing off and I just … Continue reading 1340: Bzzzzz

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    Think I've had too much caffeine today. I sometimes feel like caffeine doesn't really affect me all that much, but then I drink as much as I apparently have today and I get all jittery and anxious. It's not an altogether pleasant feeling, but at least I think it's finally wearing off and I just want to sleep. It's like that moment in The Sims 3 where your temporary caffeine buzz positive moodlet wears off and is replaced by a caffeine crash negative movement. Actually, it's not "like" that at all, it just is that.

    I should have probably heard the warning signs when I went to work in the coffee shop earlier, and I ordered my usual "first drink of the working day" if I'm working in there — an iced white Americano. I'm pretty sure that up until today, the people there have been making said iced white Americanos wrong, because previously they looked more like iced lattes. (I don't mind; I like iced lattes. Iced Americanos are marginally less calorific, though.)

    "Four shots," said the girl serving me to her colleague who was preparing my drink. Four shots? So I was essentially drinking four espressos in one go? Hmm.

    I thought nothing of it at the time, and it certainly didn't feel like it had much of a "kick" while I was drinking it, so once I'd got on top of all the work I had to do I had a latte to keep me going through the rest of the afternoon.

    That was the tipping point, I think. While it was delicious as usual, once I finished it I started to feel a little queasy. Not to the point of actually wanting to be sick or anything, just… not quite right. And as the day continues to progress, I started to feel more and more anxious and jittery. As I said before, it's not an altogether pleasant feeling.

    There's probably a lesson to be learned amid all this somewhere. Will I learn it, though? Probably not. I give it a few days before I do this exact same thing to myself again, completely accidentally.

    Now if you'll excuse me, I'm going to go and try and sleep. Or, failing that, I'm going to stare at the ceiling for a few hours while trying very hard not to let all the chattering inside my brain distract me too much. Or, failing that, I'll go and play some more GTA V, which has hooked me a whole lot more than I thought it would. The police chase I had earlier, which culminated in me driving an open-top sports car up a mountain and then flinging it off the summit at top speed, only to cartwheel several times on the way down and land right way up on the freeway while in the middle of a phone conversation, made it all worthwhile.

    Anyway. Sleep. Attempted sleep. Whatever. Bzzzzzzz.

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    1339: Obligatory GTA Post https://imnotdoctorwho.moegamer.net/2013/09/18/1339-obligatory-gta-post/ https://imnotdoctorwho.moegamer.net/2013/09/18/1339-obligatory-gta-post/#respond Wed, 18 Sep 2013 22:35:37 +0000 http://angryjedi.wordpress.com/?p=5838 So I've been playing Grand Theft Auto V and, as often happens with overly-hyped games that I've started to feel sick of the sight of before they already came out, I've found myself genuinely surprised to be enjoying it. This doesn't make the "hype" problem any less of a problem, though. I get that people are excited … Continue reading 1339: Obligatory GTA Post

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    So I've been playing Grand Theft Auto V and, as often happens with overly-hyped games that I've started to feel sick of the sight of before they already came out, I've found myself genuinely surprised to be enjoying it.

    This doesn't make the "hype" problem any less of a problem, though. I get that people are excited about it and that it's a relatively "important" game from the perspective of it costing a fucking fortune to make and also being one of the last great "big" games of this hardware generation, but the sheer level of hype is actually having something of a negative impact.

    You might think that's a contradiction — any publicity is good publicity, after all — but in GTA's case the sheer pressure there is to write something — anything — about this fucking game is leading to what I can't help but feel is a bit of an unrealistic picture.

    The cynicism surrounding the game's characters, writing and story is probably the worst thing. Going in to GTA V relatively "blind" having deliberately avoided as much of the hype as I possibly could, I've been surprised at quite how well-written it is. Michael is a sympathetic character prone to bouts of extravagant rage — often manifesting in some of the game's more spectacular setpieces — while Franklin is a character who is clearly much too smart for the life he's been living up until this point.

    Trevor, meanwhile, whose missions I finally unlocked this evening, is a genuinely loathsome character, but not in the sense that he stops me wanting to play. On the contrary, his loathsomeness is horrifyingly compelling — particularly as he's not just a blindly raging psychopath and is instead clearly something of a complex character prone to violent mood swings. He's cracking genuinely amusing witticisms one moment; screaming bloody murder (literally) the next. He's certainly memorable.

    There's been a lot of hand-wringing over the game's overall sense of morality, and I do think that it's the most graphic, violent GTA we've ever seen. Again, that's not necessarily a bad thing, though; if a story told in a medium known for desensitising people to virtual violence still has the capacity to shock and make you feel uncomfortable, it's doing its job right. Is it necessary? Perhaps not, but this is the story the writers have chosen to tell and the characters they have chosen to create, and in a game so focused on its unfolding plot — and yes, regardless of all the open-world chaos there is on offer, this is very much a game about its plot and characters — I have to respect the writers' decisions. Also, we are talking about a series called Grand Theft Auto — a series which has long been known for its strong focus on deliberately being a tosser.

    Interestingly, one thing I've found with GTA is that I want to "method act" the characters. When I'm playing as Michael, I want to play things straight — drive properly and respectfully, not start fights or cause chaos. When I'm Franklin, it's similar — it feels particularly right, as Franklin, to stop for the people who've had their bag snatched, chase down the criminal and then return it to the person who lost it rather than walking off with it. When I'm Trevor, meanwhile, everything goes out of the window; it doesn't feel "wrong" to take the most direct route possible to a destination, even if that means flattening every fence and lamppost along the way; it doesn't feel "wrong" to wander down the street punching random pedestrians in the face.

    I had my suspicions before I unlocked him, but now I'm all but completely certain that Trevor is in the game primarily for one reason: to address the most common criticism of GTA IV, which was that the story the game was trying to tell and the freedom to cause carnage were at odds with one another. Using the "method acting" analogy again, it simply didn't feel right to play Niko as a psychopath who randomly attacked people and stood in the middle of the road with a rocket launcher. The simple presence of Trevor in GTA V — plus the ability to give him a massive beard and a ridiculous scraggy mullet just to make him look even more disheveled than he already is — ably addresses this concern while still allowing the rest of the game to unfold its narrative in peace. Well, as much peace as can be expected from a GTA narrative, anyway.

    Is GTA V perfect? No, of course not. Does it have issues that could do with resolving? Perhaps, though I'd perhaps argue not to the degree some people are making out. Is it good, though? Absolutely, and if you've been debating whether or not to get it… you should at least give it a look. If it does something that turns you off, fair enough; but it's certainly well worth a look.

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    1338: Educating Everywhere https://imnotdoctorwho.moegamer.net/2013/09/18/1338-educating-everywhere/ https://imnotdoctorwho.moegamer.net/2013/09/18/1338-educating-everywhere/#respond Wed, 18 Sep 2013 01:10:54 +0000 http://angryjedi.wordpress.com/?p=5836 I watched an episode of Channel 4's docusoap/fly on the wall show Educating Yorkshire earlier and, as I could have predicted, I found it most enjoyable. You see, despite my unpleasant experiences at the chalkface a few years back, I still find myself interested in the world of education. I find schools to be fascinating … Continue reading 1338: Educating Everywhere

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    I watched an episode of Channel 4's docusoap/fly on the wall show Educating Yorkshire earlier and, as I could have predicted, I found it most enjoyable.

    You see, despite my unpleasant experiences at the chalkface a few years back, I still find myself interested in the world of education. I find schools to be fascinating places, with their collection of hundreds or even thousands of diverse people thrown together and expected to survive without killing each other. They're a great source of stories, both from the perspective of the teachers and the pupils, and I am constantly fascinated by fiction set in schools. (This explains my love of the following things: Buffy the Vampire Slayer; appalling high school drama movies; slice of life anime; visual novels)

    Educating Yorkshire is set up well to tell some of these supposedly real stories, and it tells them well. Over the course of the single episode I watched today, we learned about the school's headteacher and his ideals; the students' attitudes towards him; the "back stories" of two persistent troublemakers; and a few other things besides. Although everything that happened was mundane to the max, these stories were presented in a compelling manner that made them interesting.

    One image I absolutely could not get out of my head, though, was how much typical disciplinary proceedings at a school resemble a police interrogation — or at least one as depicted in the media. Before long, I was picturing Cole Phelps from L.A. Noire yelling at a kid ("[DOUBT] You did it, didn't you, you sick son of a bitch!") and pondering if there might be a market for a video game in which you play a teacher and have to investigate these incredibly mundane transgressions.

    Well, I'd play it, even if no-one else would. Though given some of the creative interactive experiences we're starting to get today, now, I can't help but feel I might not be alone!

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    1337: The Value of Comments (Or the Lack Thereof) https://imnotdoctorwho.moegamer.net/2013/09/16/1337-the-value-of-comments-or-the-lack-thereof/ https://imnotdoctorwho.moegamer.net/2013/09/16/1337-the-value-of-comments-or-the-lack-thereof/#respond Mon, 16 Sep 2013 17:24:49 +0000 http://angryjedi.wordpress.com/?p=5833 Grand Theft Auto V's reviews came out today — the game itself is out tomorrow. Unsurprisingly, comments sections the world over erupted into chaos on each individual site's review (although USgamer's has, as ever, remained largely very polite and articulate, which is a trend I sincerely hope continues). Of particular concern is Gamespot's review, which gave the … Continue reading 1337: The Value of Comments (Or the Lack Thereof)

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    Grand Theft Auto V's reviews came out today — the game itself is out tomorrow.

    Unsurprisingly, comments sections the world over erupted into chaos on each individual site's review (although USgamer's has, as ever, remained largely very polite and articulate, which is a trend I sincerely hope continues).

    Of particular concern is Gamespot's review, which gave the game 9/10 while still managing to point out the fact that yes, GTA has some issues with women that it really should have probably gotten over by now. My concern isn't with the review itself, which is an interesting, well-argued read; rather, it's with the 3,192 comments that are beneath it at the time of writing — a figure that is literally increasing by the second right now.

    What is the value in that comments section? Leaving aside the loathsome content of a significant proportion of those individual comments, what possible value is there in allowing people to comment on a review at such a rate that it becomes literally impossible to follow a single conversation? What possible value is there in 3,216 (yep, it's gone up in just those few words) comments, many of which contain the same ill-informed, bile-spewing opinions? For that matter, even if they didn't contain said bile, what possible value is there in having 3,230 comments beneath a review? Who is going to read all that shit except, possible, judging by Twitter, for people who have a particular taste for masochism?

    It's not just Gamespot's review that's a problem, though it, at the time of writing, appears to feature by far the most objectionable people. Destructoid's Jim Sterling has been complaining about commenters once again lambasting him for rating [game x] one score and [game y] another score when they have nothing to do with each other. He notes that he doesn't believe review scores are the problem there, either.

    Perhaps they aren't, either; perhaps the problem is the comments section.

    The trouble with proposing something drastic like eradicating all comments sections, however, is that they're occasionally valuable — though increasingly we're in a situation where comments sections are only useful and conducive to meaningful discussion on smaller sites such as USgamer, and personal outlets such as this blog. In the case of large-scale sites like IGN and Gamespot, it seems that all comments sections achieve is to give imbeciles a soapbox to stand on and bellow their idiocy from while simultaneously finding like-minded twats to validate their opinions, culminating in the ridiculous sight of people genuinely clamouring for Gamespot to fire the reviewer Carolyn Petit for giving Grand Theft Auto V 9 out of 10 instead of the 10 that they, the people who have not played it yet, think it deserves.

    But what can be done? Should IGN and Gamespot just close their comments sections?

    Well… Yes, I think they should. They're clearly not adding any value to the conversation. There's no sense in trying to make it a "dialogue" between the site and the readers when the comments come at such a pace and in such a volume that it's impossible for the original writer to engage in discussion with people who actually want to engage in discussion, and in the meantime the braying idiots just get a megaphone with which to bellow their idiotic shit into the void. Shut 'em all off, I say, and leave the discussion to sites with a community small enough to make online interactions actually meaningful; let the big sites become places from which content is just shared and discussed via social media rather than the wretched scum-pits they seem to be becoming today. It'll put the attention back on the actual writers and the things they're saying — and it will probably significantly benefit said writers' mental health, too, because I know I certainly wouldn't want to be on the receiving end of the torrents of abuse some people have been getting today.

    3,512 comments.

    Can we reboot the Internet?

    [EDIT, June 7, 2023: 22,164 comments. Just in case you were curious.]

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    1336: Where's My Paid-For Version? https://imnotdoctorwho.moegamer.net/2013/09/15/1336-wheres-my-paid-for-version/ https://imnotdoctorwho.moegamer.net/2013/09/15/1336-wheres-my-paid-for-version/#respond Sun, 15 Sep 2013 15:46:28 +0000 http://angryjedi.wordpress.com/?p=5829 Disney released a sequel to its popular iOS game Where's My Water? recently. Where's My Water?, if you're unfamiliar, is supposedly one of the best iOS games out there, and even managed to pick up an Apple Design Award at WWDC in 2012. It's an extremely popular game that was well received by both press and public alike, … Continue reading 1336: Where's My Paid-For Version?

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    Disney released a sequel to its popular iOS game Where's My Water? recently. Where's My Water?, if you're unfamiliar, is supposedly one of the best iOS games out there, and even managed to pick up an Apple Design Award at WWDC in 2012. It's an extremely popular game that was well received by both press and public alike, and spawned a couple of spin-off games prior to the recently released official sequel.

    The official sequel is, inevitably, free-to-play, unlike the 69p original. Said original did have in-app purchases, yes, but they were mostly actual additional content — new levels and so on — plus, until recently, the game was continuously supported with weekly challenges that kept the game relevant over time. (The removal of these weekly challenges in the most recent update has annoyed a bunch of players, incidentally, but surely they can't expect Disney to continually support a game from 2011 forever.)

    Where's My Water 2 has, unsurprisingly, been torn a new one by App Store reviewers for being free-to-play — and with good reason. Like Plants vs. Zombies 2, there is not one single convincing reason why making it free-to-play is a good thing for anyone except Disney. At least you can play Plants vs. Zombies 2 for as long as you like, however; Where's My Water 2 adds the ultimate insult of incorporating an energy mechanic into the game, effectively blocking people from continuing to play every few levels unless they pay up.

    hate energy systems. They were a fucking pain in the arse when I had to review mobile and social games because they meant I could only play the game for a certain amount of time before having to leave it for several hours (because I sure as fuck wasn't paying), and they're a fucking pain in the arse if I just want to enjoy a mobile game these days. They're a slap in the face to the player, and effectively a sign that the developer/publisher of the game don't trust their player base to actually slip them some money if they're enjoying themselves. It represents the absolute worst of everything about free-to-play, and it needs to stop.

    I'm glad that App Store reviewers are starting to speak up against things like energy systems and excessive in-app purchases, because it's getting out of control. I find myself actually wanting Where's My Water 2 to fail, because it will teach Disney a lesson. This may sound harsh — I haven't played Where's My Water 2, so for all I know it could be a great game, and I'm sure the dev team worked hard on it — but this continuing trend of games that hold their content hostage needs to stop. Rather than it being an incentive to download and try something for myself, I will now actively avoid games on the App Store that are "free". And since most of the games on the App Store are now "free", this means I'm simply avoiding most of the stuff on the App Store, which is probably doing a great disservice to the few people out there who are doing great work, and who are treating their players with respect.

    You want to see how to do free-to-play right? Go play Card Hunter.

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    1335: Perrrrssssppp https://imnotdoctorwho.moegamer.net/2013/09/14/1335-perrrrssssppp/ https://imnotdoctorwho.moegamer.net/2013/09/14/1335-perrrrssssppp/#respond Sat, 14 Sep 2013 22:03:45 +0000 http://angryjedi.wordpress.com/?p=5827 Hello! We fixed our Internet, no thanks to BT; Andie called 'em up earlier and they wanted to spend several days "testing our line" before calling us back on Tuesday, presumably with an engineer visit to follow after that if necessary — which it probably would be, since it appeared to be our fibre modem that was … Continue reading 1335: Perrrrssssppp

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    Hello! We fixed our Internet, no thanks to BT; Andie called 'em up earlier and they wanted to spend several days "testing our line" before calling us back on Tuesday, presumably with an engineer visit to follow after that if necessary — which it probably would be, since it appeared to be our fibre modem that was borked. Thankfully, a past example of BT's incompetence meant that we did, in fact, actually have two fibre modems, so we tried the old one and it turns out it still works. Win.

    Anyway, enough of that. What I want to talk about today is the PSP.

    The PSP came out in 2005, some five years after the launch of the PS2 and a year before the PS3. It failed to make a significant impact in the West upon its original launch and has sometimes been considered one of the problem children of Sony's lineup. There's a degree of justification for that — its reliance on a proprietary physical media format (UMDs); a laudable but ultimately doomed attempt to jump into the "all-digital" future well before the world was ready for it (PSP Go); a distinct lack of prominent marketing — but in the intervening years since its original launch, the PSP has actually become one of my favourite systems.

    Perhaps the most impressive thing about it is the fact that after eight years, it's still relevant and doesn't show any sign of going away any time soon — and it has the Vita to thank for that. Vita is the best way to play PSP games due to its lovely OLED screen and its second thumbstick — which, when playing PSP games, can be assigned to emulate buttons, allowing for a fairly convincing fudging of dual-stick control for games that previously only supported a single stick — and as such has, in many cases, given the surprisingly vast PSP library of games a whole new lease of life.

    This isn't a case of "it's backward compatible so you can still play old games" either — people are legitimately still making brand new games for the PSP. Just recently we've had Sweet Fuse, for example, and JRPG fans were all aflutter recently when it was announced that Xseed and Carpe Fulgur would be bringing the second part of the magnificent Trails in the Sky to English speakers in the near future.

    Access to the entire PSP digital library is, for me, a convincing enough reason in itself to own a Vita — as I noted above, PSP games look and play great on Vita, with the only slight issue being that you can't play physical versions of games due to Vita's lack of a UMD drive. It's also something you can point to any time people complain that Vita has no games — a complaint which is getting more and more inaccurate by the day, incidentally.

    So although the PSP is very much one of Sony's more troublesome children, I have to give the company a huge amount of credit for creating a platform that has endured as long as it has. The PSP has some fantastic games, if you've never explored them for yourself, and you might just find yourself discovering some new favourites. And with the impending release of Vita TV — which I'll be very surprised if we don't see in the West — all those of you who don't like playing on handhelds for whatever reason will be able to play these great games on your TV, too. Which sounds pretty great to me.

    Now I'm going to go sit in bed and play Sweet Fuse. 

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    1334: Blackout https://imnotdoctorwho.moegamer.net/2013/09/13/1334-blackout/ https://imnotdoctorwho.moegamer.net/2013/09/13/1334-blackout/#respond Fri, 13 Sep 2013 21:18:57 +0000 http://angryjedi.wordpress.com/?p=5825 Our Internet has gone down. Proper down, too — there's not even any signal coming through the magic box on the wall into the modem, though the phone still works. As such, I'm writing this on the WordPress app on my phone, which means I have no word counter and thus have to roughly judge … Continue reading 1334: Blackout

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    Our Internet has gone down. Proper down, too — there's not even any signal coming through the magic box on the wall into the modem, though the phone still works.

    As such, I'm writing this on the WordPress app on my phone, which means I have no word counter and thus have to roughly judge how much I've written. (For those who haven't been following me for that long, my personal target for these daily posts is at least 500 words apiece, which I usually achieve — it's a bit harder to judge when writing on the small screen of my phone, though.)

    It's quite fortunate that we have mobile devices with their own Internet connections these days, as it means we don't have to be completely cut off from the world when something like this happens. But I do always find it interesting to think back to a time pre-broadband when this happens — a time when you had to tell everyone in the house if you were going online, because doing so meant tying up the phone line. There was also no means of illicitly going online in the middle of the night, either, because of the horrendous screechy noises that modems made, and also due to the fact that all your midnight porn browsing would show up on the phone bill at the end of the month.

    Sometimes I do think it would be nice to go back to those times, when there wasn't the pressure on everyone to share stupid photos of pointless shit, six-second videos of someone being a twat or misattributed quotes and unresearched scare stories.

    Then I need to look something up and I remember the Internet is an important part of modern life, and that there ain't no going back now.

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    1333: Passé https://imnotdoctorwho.moegamer.net/2013/09/12/1333-passe/ https://imnotdoctorwho.moegamer.net/2013/09/12/1333-passe/#respond Thu, 12 Sep 2013 23:13:37 +0000 http://angryjedi.wordpress.com/?p=5821 Considering how exciting the iPhone was when it first launched, I'm surprised how unmoved I am by the prospect of the new ones. At present, my 4S is still working just fine, and for the first time in many years of phone upgrades, I'm feeling no particular desire to have the latest and greatest piece … Continue reading 1333: Passé

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    Considering how exciting the iPhone was when it first launched, I'm surprised how unmoved I am by the prospect of the new ones. At present, my 4S is still working just fine, and for the first time in many years of phone upgrades, I'm feeling no particular desire to have the latest and greatest piece of technology in my pocket.

    I think part of the reason is what I've already said: my 4S is working fine, still — though it remains to be seen whether iOS 7 will kill its performance — and thus I certainly don't need a new phone. The other part is the fact that smartphone upgrades each year have become so incremental that it's just not particularly exciting any more — the new iPhone looks much like the old iPhone, and will probably work much like the old iPhone, except perhaps a bit faster, depending on what it is you're doing.

    One reason to upgrade to the latest and greatest iPhone, iPad, whatever would be if you're a big game player on these devices. And I've come to the conclusion recently that I'm just not.

    This may surprise you, given the amount of waffling on about games that I do on this here blog, but it's true: I haven't played an iOS game for probably months now, and every time I look at the App Store, I have very little desire to even try a lot of the stuff that churns its way through the front page and into the abyss beyond, never to be seen again.

    There's the odd exception; I still have something of a soft spot for the various excellent iOS versions of board and card games, but in most cases I'd rather play the real thing. For the most part, though, iOS gaming carries little to no interest for me; it's not for me any more. It is, instead, for children, or people who aren't particularly "game-literate", or people who don't mind increasingly obtrusive business models. There's relatively little with any "meat", though; nothing you can get stuck into for hours at a time, and in fact an awful lot of games are specifically designed to stop you from playing after a short while by causing you to run out of "energy" or "fuel", or for your car to require "repairing" — and, of course, you can instantly get back into the game if you'd just hand over your credit card details… No, thank you.

    I'm probably painting a somewhat unfair picture of the iOS landscape there, since I know there's a lot of talented developers working on the platform — some out of necessity, some out of choice — but I'm sort of over the idea of mobile gaming, for now at least. There are too many exciting things going on on other platforms — including dedicated gaming handhelds — for me to muster up any enthusiasm for a platform prone to making really, really stupid collective decisions when it comes to the way games should be made.

    Perhaps I'll revisit mobile gaming if it ever emerges from the free-to-play rut it's currently stuck in, but I'm not holding my breath for that to happen any time soon.

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    1332: Sweet Otome https://imnotdoctorwho.moegamer.net/2013/09/11/1332-sweet-otome/ https://imnotdoctorwho.moegamer.net/2013/09/11/1332-sweet-otome/#respond Wed, 11 Sep 2013 23:20:14 +0000 http://angryjedi.wordpress.com/?p=5819 I started playing the PSP game Sweet Fuse: At Your Side after finishing Corpse Party and it's been an interesting experience, particularly given my gaming background. Sweet Fuse is what's known as an "otome game", you see — in stark contrast to "bishoujo games" that tend to have a male protagonist and a veritable harem of dateable female characters, otome … Continue reading 1332: Sweet Otome

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    I started playing the PSP game Sweet Fuse: At Your Side after finishing Corpse Party and it's been an interesting experience, particularly given my gaming background.

    Sweet Fuse is what's known as an "otome game", you see — in stark contrast to "bishoujo games" that tend to have a male protagonist and a veritable harem of dateable female characters, otome games are the complete opposite: female protagonist, veritable harem of dateable male characters. (There are also yuri variations where the female protagonist can date female characters, much as there are yaoi titles for men, where a male protagonist can date male characters. But let's not get off the point: Sweet Fuse is an otome game in its purest sense.)

    I was somewhat intrigued by the prospect of playing Sweet Fuse since although I'm no stranger to playing female characters in games, where romantic options exist I will still generally pair up my heroine with another woman in preference to anything else — my Dragon Age character made a beeline for Leliana, for example, while my LadyHawke in Dragon Age II went for Merrill, as I recall. Sweet Fuse, being an otome game, was going to make me (or rather, my female protagonist) date a male character and like it. And although I'm fairly open-minded about such things, I confess I did feel somewhat skeptical about whether or not I'd feel the same degree of emotional engagement seeing a relationship grow from the opposite way around to how it's usually depicted in this sort of game.

    Why shouldn't I, though? In your average dating sim or visual novel, you are not playing as the protagonist; you're along for the ride and making occasional decisions on their behalf. You see stuff unfold and occasionally get frustrated at the protagonist not doing things exactly as you would have done them — but therein lies a sense of dramatic tension. In practice, the only thing that is different between a bishoujo game and an otome game is the fact that the voices are all female in one and all male in the other; and the same for the on-screen portraits of other characters.

    That is a reasonably big difference, to be fair, but the fact is that in both cases, you're still watching two people who aren't you get together rather than pretending to get off with some virtual girl/dude from the first person. In that sense, it's not really any different to reading a novel with a love story, or watching a movie with love scenes. So why should playing as a protagonist of the opposite sex who becomes attracted to people who are the same sex as you make you feel weird?

    Answer: it doesn't. In the admittedly limited time I've spent following the adventures of Saki Inafune and her six gentlemen friends as they attempt to defuse the bombs a terrorist who is also a pig secreted in her uncle Keiji Inafune's theme park — yes, that is indeed the creator of Mega Man — I've been surprised to find myself feeling much the same as I do when playing a bishoujo game.

    Specifically, I've found myself playing "favourites" with the cast of dateable characters. I can't quite pin down if it's due to actually finding them attractive, or simply liking their characters, but I've naturally found myself gravitating towards one of the characters in my first playthrough, much like I would in a typical bishoujo game. (I tend to "go with my gut" for my first playthrough of this type of game, then go back and systematically pursue the remainder of the cast/endings one at a time in order to see everything the game and its stories have to offer.)

    It helps that Sweet Fuse has a cast of male characters easily as diverse — possibly more so, even — than your average bishoujo game. There's the cold, stern detective; the young boy band idol; the aggressive, overly-compensating male escort (who reminds me of Kanji from Persona 4 to a distracting degree); the world-weary reporter; the shut-in; and the "mystical guy". The latter, a guy named Urabe, is the one I have my eye on for this first playthrough, but we'll see where it goes.

    I'm only on the second "stage" of my first playthrough so far so there's probably quite a way to go yet. There's some interesting mechanics in the game that I'll talk about a bit more on another occasion. In the meantime, if you have the slightest interest in character-centric, story-focused games — and a PSP or Vita — then you could certainly do far worse than check out Sweet Fuse. Full review coming soon over on USgamer.

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    1331: Not That Irish Band https://imnotdoctorwho.moegamer.net/2013/09/10/1331-not-that-irish-band/ https://imnotdoctorwho.moegamer.net/2013/09/10/1331-not-that-irish-band/#respond Tue, 10 Sep 2013 23:01:51 +0000 http://angryjedi.wordpress.com/?p=5817 Been a while since I talked anime (relatively speaking, anyway) so, well, here we go. I finished watching the second season of Haiyore! Nyaruko-san recently and enjoyed it a great deal — perhaps not quite as much as I liked the first season, but certainly enough to regard it very fondly — and have now moved on to a … Continue reading 1331: Not That Irish Band

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    Been a while since I talked anime (relatively speaking, anyway) so, well, here we go.

    I finished watching the second season of Haiyore! Nyaruko-san recently and enjoyed it a great deal — perhaps not quite as much as I liked the first season, but certainly enough to regard it very fondly — and have now moved on to a series I've seen a lot of people mention in the past, but have never checked out myself: Clannad.

    I know very little about Clannad save for the fact it was originally a visual novel (that, to my knowledge, never received an official English release, nor a complete fan-translation — do please correct me if I'm wrong) and that it was a show with a certain degree of notoriety for being emotional and moving. As those of you who have been following me a while will know, I have a real soft spot for emotionally engaging media, and take a perverse pleasure from works that are genuinely "harrowing" in some way. I liked Corpse Party so much, for example, because I found it genuinely horrifying, disturbing and upsetting — you might think that would make it unappealing, but in my mind it was just a sign that it was achieving exactly what it set out to do. I think fondly of To The Moon because it legitimately made me properly full-on cry at the ending, and I feel the same way about Kana Little Sister. You get the idea.

    So I was always going to check out Clannad sooner rather than later, despite knowing next to nothing about it. And after four episodes, I still know next to nothing about it, but I do know enough to talk a little about my first impressions and what I like about it.

    Clannad initially appears to be one of the many slice-of-life high school comedy dramas that make up so much of the modern anime landscape. I'm a big fan of this style of thing, so I have no problem with this, but I'm also conscious of the fact that some people don't like it quite so much.

    Where Clannad differs from your usual slice-of-life business is in its atmosphere. On the surface, it's the usual sort of high-energy, high-intensity chaos that this type of show is known for, but there's a very peculiar atmosphere overlaid on the top of it all. Specifically, despite the show's initial impression of being colourful, vibrant and full of energy, there's a very clear sense of melancholy about it, too; a feeling of loneliness.

    This is partly personified by the character Nagisa, a lonely girl whom the protagonist comes to befriend. Exactly what Nagisa's deal is hasn't quite been revealed yet, but it's clear that she's a sickly girl — she missed a year of school and had to repeat, and in one early episode she just collapses in the rain without explanation. I have the distinct feeling that Things are going to Happen with Nagisa at some point in the series, though exactly what I don't know just yet — and I'm avoiding spoilers like the plague for the moment.

    Nagisa isn't the only source of this loneliness, though; occasionally, the show cuts to a seemingly completely incongruous sequence where a young girl lives alone at the end of the world, and ends up building herself a mechanical friend out of junk. I have no idea of the relevance of all this, yet, whether it's real, dream, metaphor or all three, but it's certainly got my attention.

    There's not a lot more I can really say about the show as yet, save for the following opinions: 1) The art and animation is gorgeous. 2) Its visual novel roots are obvious, what with the protagonist's recurring encounters with the female leads. 3) It has the most irritatingly catchy ending song ever. (Dango, dango, dango, dango, dango daikazoku!)

    More to almost inevitably follow once I've watched a bit more.

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    1330: Closed Book https://imnotdoctorwho.moegamer.net/2013/09/09/1330-closed-book/ https://imnotdoctorwho.moegamer.net/2013/09/09/1330-closed-book/#respond Mon, 09 Sep 2013 20:34:40 +0000 http://angryjedi.wordpress.com/?p=5814 Andie (and some of you, I'm sure) will undoubtedly be delighted to hear that I finished Corpse Party: Book of Shadows last night, which means I will no longer be sitting in the dark before going to sleep with the sounds of Japanese schoolgirls screaming emanating from my headphones. So what of Book of Shadows as a whole? … Continue reading 1330: Closed Book

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    Andie (and some of you, I'm sure) will undoubtedly be delighted to hear that I finished Corpse Party: Book of Shadows last night, which means I will no longer be sitting in the dark before going to sleep with the sounds of Japanese schoolgirls screaming emanating from my headphones.

    So what of Book of Shadows as a whole? Well, I enjoyed it — as much as it is possible to "enjoy" a Corpse Party game, anyway — and, as I noted the other day, I particularly appreciated its unconventional narrative structure. For those who didn't read that post the other day and are too lazy to click on that link, Book of Shadows essentially acts as a collection of "deleted scenes" and alternate endings to the original Corpse Party for the most part, with each chapter focusing on a different group of characters and either exploring "what if?" scenarios if things had gone differently in the original game, or acting as a means of expanding on and exploring the stories of a number of incidental characters who were either already dead by the time the first Corpse Party's story unfolded, or who showed up in the game's "Extra" chapters after you'd finished it.

    One of the strengths of the original Corpse Party was how well-realised all of the characters were, and this continues in Book of Shadows, even in the chapters that explore characters other than the main cast of the first game. Each character is an interesting person to spend time with, and the fact the game is structured as more of a visual novel than the original game was means that there's a lot more in the way of narration from each chapter's protagonist than there was in the original. This lets you get inside the head of these characters to a much greater degree than previously, and this, coupled with the again fantastic Japanese voice acting, makes for an experience where you really get a strong sense of who these characters are, what they're like and how they're handling the horrific situation in which they find themselves. And, as I noted in my previous post, there's not usually a happy ending, since by the time the cast of the first Corpse Party arrive at Heavenly Host Elementary School, most of the people they come across are dead.

    Once you've worked your way through all the main chapters of Book of Shadowsyou unlock a hidden final chapter called Blood Drive. (If you've finished the game and haven't unlocked this, you either need save data from the original Corpse Party on your memory card or to see all of the Wrong Ends from all the previous chapters before it will unlock.)

    Blood Drive is the "true" sequel to the original Corpse Party, following on directly from where the previous game left off. Unfortunately, the chapter Blood Drive is but a preview for the game Blood Drive, which is not yet even out in Japan, meaning that the game ends on one hell of a cliffhanger that won't be getting resolved in the immediate future. Still, the amount of "oh NO!" I felt as the credits rolled for the last time is testament to how engaging I found the game as a whole — I liked these characters, enjoyed spending time with them and felt bad for them when they suffered, and I really, really want to see how the story continues (or ends?) in Blood Drive.

    Unfortunately, I'll be waiting a while yet. Still, it's not as if I'm short of other things to play right now — not least of which is Idea Factory's Sweet Fuse, which I've been looking forward to for a while.

    Sachiko-san, onegaishimasu. Sachiko-san, onegaishimasu. Sachik– shit, how many times was I supposed to chant it again?

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    1329: Day After https://imnotdoctorwho.moegamer.net/2013/09/08/1329-day-after/ https://imnotdoctorwho.moegamer.net/2013/09/08/1329-day-after/#respond Sun, 08 Sep 2013 19:28:50 +0000 http://angryjedi.wordpress.com/?p=5811 It was the wedding of my good friend James to his good wife Charlotte yesterday — an event which, apparently, had been a very long time coming. (I've only known James for a relatively short period of time and only met Charlotte once or twice, so it felt like a perfectly reasonable amount of time … Continue reading 1329: Day After

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    It was the wedding of my good friend James to his good wife Charlotte yesterday — an event which, apparently, had been a very long time coming. (I've only known James for a relatively short period of time and only met Charlotte once or twice, so it felt like a perfectly reasonable amount of time to me, but judging by the jokes in the speeches, it was, as I say, apparently a long time coming.)

    In stark contrast to my friends George and Mitu's wedding the other week, which was a vibrant, multicultural affair that must have cost a fucking fortune to put on, James and Charlotte's wedding was a much more traditional British affair: church service, followed by retiring to a stately home for afternoon tea (including an astonishing variety of finger sandwiches and cakes), barn-dancing, a selection of meats (beef, lamb and pork — with crackling) and, of course, various types of booze on tap.

    I must confess to having had a little too much to drink yesterday. I don't drink a lot these days, you see — Andie doesn't drink, and I normally join her on that, since the last few times I've drunk I haven't really enjoyed it all that much, and I don't tend to "go out" to occasions that involve imbibing vast quantities of alcohol very often, either. As such, my tolerance is considerably less than it was when I was at university and drinking fairly heavily on a regular basis. This makes me a cheap date, of course, but also means that I have to be somewhat… careful, particularly when strong drinks are involved.

    The reception began with some Pimm's, which was flowing pretty freely and getting regularly topped up by some ninja waiters and waitresses — the moment your glass was less than half-full, someone would appear as if from nowhere with a jug and refill it. Pimm's is delicious, too, of course, and so it's perfectly natural to just keep drinking it if it keeps coming.

    Then there was champagne during the toasts and speeches. I'm not all that fond of champagne these days, to be honest — not that fond of wine in general, in fact. I had a bit of a "wine phase" at one point, but have since gone off it somewhat so I was rather underwhelmed by the champagne, even though I can probably safely assume — judging by the rest of the day, anyway — that it was probably quite expensive.

    Later in the evening came the real killer, though — there were two different types of scrumpy, one of which just looked like orange squash, and the other of which was called "Bee Sting" and looked a bit like elderflower cordial. I tried some of the latter and it's some of the nicest scrumpy I've ever tasted — very sweet, not at all "alcoholic-tasting" — but by golly it had a kick and a half, and you didn't really notice until it was too late. In my case, it was looking up at the stars outside the venue and staggering unsteadily around that made me realise that yes, I was, in fact, a bit pissed. Not overly so — certainly not enough to make me want to take to the dance floor or do anything particularly outrageous — but enough to affect my balance somewhat. I felt all right, though.

    That is, until about 2:30 in the morning, when I woke up to an unpleasant feeling and an accompanying mental image of an army advancing on my position. As the army got closer, I started to feel worse, and attempting to distract myself from the encroaching horde only made me pay more attention to it. Eventually, as the sound of marching boots was bearing down on me and mental pikemen started clashing with mental knights, I felt that there was only one real explanation for the battlefield in my head and stomach, and there was probably also only going to be one resolution to, it, too.

    I was correct. Afterwards, however, I felt considerably better and have remained pleasantly hangover-free, too. Which is nice.

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    1328: Saturday Morning Ramblings https://imnotdoctorwho.moegamer.net/2013/09/07/1328-saturday-morning-ramblings/ https://imnotdoctorwho.moegamer.net/2013/09/07/1328-saturday-morning-ramblings/#respond Sat, 07 Sep 2013 10:08:20 +0000 http://angryjedi.wordpress.com/?p=5809 Look, I managed to blog in the morning rather than last thing in the evening! This is probably a mistake, as we're supposed to be heading out to a wedding in about half an hour and I still need to have a shower and get dressed, but I have coffee to drink and I shower … Continue reading 1328: Saturday Morning Ramblings

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    Look, I managed to blog in the morning rather than last thing in the evening! This is probably a mistake, as we're supposed to be heading out to a wedding in about half an hour and I still need to have a shower and get dressed, but I have coffee to drink and I shower quickly. Yes, I bloody well do. So there.

    In lieu of anything particularly massively exciting happening in the intervening hours since last night and this morning (largely sleeping) I thought I'd mention a peculiar dream I had. It is one of those ones that was very vivid but didn't really make much sense, so as such I found it quite intriguing.

    The main gist of it all was that I was using a computer of some description. For some reason, the casing for the computer (which seemed to be some sort of strange hybrid between a desktop and a laptop system) was open, and I could see into it. I dropped a piece of chocolate (I don't know) onto a vent on part of the casing that was still covered, and I could see it was seeping in, so I wanted to do something about it. I opened the case further and saw that there was, for some reason, a screwdriver that had been left inside the machine. Against all of the advice people give you when you're learning about computers, I reached inside to grab it, when…

    ZZap!

    I felt a slight electric shock, and the display on the screen went what can only be described as "wrong". If you've ever seen what a graphics card with a loose connection does, it was that. Wrong colouring, fuzzy bits, pixels where they shouldn't be. I hastily switched off the computer, removed the screwdriver, gave it a moment and then turned it back on again.

    Instead of booting up normally, the computer switched to a second display that invited me to fix the problem with the main screen by drawing straight lines across photographs of walls. Except after I completed the first one, I somehow found myself actually drawing paint lines across a real wall with my big toe. I couldn't make it all the way across one of the walls, so I gave up, turned the computer off and back on again. It went back to having broken graphics, and then I saw a leaflet on the desk explaining the wall-painting thing — it was a piece of software you could install to randomly pop up the wall-painting game randomly whenever you turned your computer on. It had no discernible benefit whatsoever, and certainly couldn't fix a fried graphics card.

    I have no idea what all that means. It's probably some sort of metaphor for some sort of dee-seated anxiety or neurosis. But I don't really have time to think about it now. Coffee. Shower. Wedding. Later!

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    1327: Friday Night Ramblings https://imnotdoctorwho.moegamer.net/2013/09/06/1327-friday-night-ramblings/ https://imnotdoctorwho.moegamer.net/2013/09/06/1327-friday-night-ramblings/#respond Fri, 06 Sep 2013 23:26:59 +0000 http://angryjedi.wordpress.com/?p=5807 Blergh. End of another week and my brain has just pretty much switched off altogether, so you'll forgive me if I indulge in little more than a stream of consciousness for the evening. Today's been another week that feels like it's dragged a bit. Not sure why, really, because nothing especially out of the ordinary … Continue reading 1327: Friday Night Ramblings

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    Blergh. End of another week and my brain has just pretty much switched off altogether, so you'll forgive me if I indulge in little more than a stream of consciousness for the evening.

    Today's been another week that feels like it's dragged a bit. Not sure why, really, because nothing especially out of the ordinary has happened — though that might, in itself, be the cause of the week dragging somewhat. Very little of note has happened, really, though I did my tax return earlier. Tax returns are shit. I am looking forward to not having to do them any more, though I will have to do one more next year to cover the last two months of payment from when I was self-employed. How irritating.

    Anyway, you don't want to hear about that. What do you want to hear about? Oh, you can't respond. Never mind, then.

    I was idly musing during a quiet moment earlier and had an interesting idea for what I might do for my not-NaNoWriMo month of creative writing this coming November. I'm actually quite pleased with the idea, but as with many of my ideas I find myself wondering if I'll be able to spin it out into a complete story. We'll see. I'm not going to share anything about it for now, but I might actually make a note of it. There are few things more frustrating for a creative type than having a really amazing idea (or at least an interesting idea) and then forgetting to make a note of it anywhere, so that by the time you actually have the time to do something about it, you've completely forgotten the cool thing you were going to do.

    Fortunately, over the years I've discovered that I have a pretty good memory for fairly useless crap, including a host of half-finished stories — many of which I've been carrying around in my head since school. I really should actually make an effort and get some of them written; in fact, I have started writing some of them several times — one of them in particular — but often find myself getting a little hung up on the middle bit.

    This may sound like a strange thing to get hung up on — surely the beginning and ending are more important? — but it's something that tends to bug me. Often I know where characters are going to start and what the finale is going to be; the difficulty is in determining how they are going to get from one place to the other, because those two places are often very different from one another. Obviously. (Or perhaps not, I don't know.)

    Anyway, as you can probably tell, my mind is continually drifting at the moment so I think I'm going to call it a night for now. Andie and I are off to a wedding tomorrow so I almost certainly will be tired out by the evening, which means you can probably expect something similarly stimulating from tomorrow's post, unless I remember to write something in the morning which is, let's face it, based on previous experience, fairly unlikely. (I wish I would remember to write a bit earlier, though; it's nice to be able to wind down for the evening and not have to worry about writing this… though at the same time writing this forms a nice "end point" to the day where I can collect my thoughts before going to sleep.)

    Anyway. Yeah. Whatever. Have a good weekend. Good night.

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    1326: Books with Shadows In Them https://imnotdoctorwho.moegamer.net/2013/09/05/1326-books-with-shadows-in-them/ https://imnotdoctorwho.moegamer.net/2013/09/05/1326-books-with-shadows-in-them/#respond Thu, 05 Sep 2013 22:46:35 +0000 http://angryjedi.wordpress.com/?p=5805 I have — I believe — two more chapters to go on Corpse Party: Book of Shadows, the sequel to one of my favourite PSP games, and, like its predecessor, one of the most emotionally engaging games I've ever played. Book of Shadows is much more of a visual novel than its predecessor was — the RPG-style … Continue reading 1326: Books with Shadows In Them

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    I have — I believe — two more chapters to go on Corpse Party: Book of Shadows, the sequel to one of my favourite PSP games, and, like its predecessor, one of the most emotionally engaging games I've ever played.

    Book of Shadows is much more of a visual novel than its predecessor was — the RPG-style wandering around and pressing X on things is all gone now, to be replaced with either straight-up "read many, many pages of narration and dialogue" or, slightly less frequently, with some first-person perspective wandering and mild point and click adventuring.

    The change in gameplay style isn't the most interesting thing about Book of Shadows, though; instead, it's the narrative structure. Rather than telling one continuous story like its predecessor, Book of Shadows is more of a spin-off than a true sequel — at least, as I understand it, anyway, until the final chapter — and instead chooses to spend its time telling self-contained stories that are either prequels to the events of Corpse Party, or "alternate universe" tales that answer a number of hypothetical "what if?" scenarios. For example, one scenario explores what would have happened if a character who died in the original Corpse Party had instead been rescued; another fleshes out one of the original game's "wrong ends" by showing you exactly what unpleasantness happened to a particular character; another still looks at the story of some incidental characters from one of Corpse Party's "extra" scenarios.

    The fact that the game is being so experimental and exploratory in its various "short stories" is, in itself, interesting, but an even more intriguing thing about it is that the "correct" ending for each of the chapters is not necessarily a "good" one. Indeed, in many cases, all of the possible outcomes are filled with death, pain and suffering, but only one of them is the "correct" one that allows you to proceed to the next chapter. It's honestly surprising to see something really quite horrible happen to a particular character — even though I was expecting it, given the context — and for the game to then cheerfully announce that I had "cleared" that particular chapter.

    This idea of a conclusion to a chapter not necessarily being a happy one is something the first game played with — the "true" ending to the first chapter of the original Corpse Party often has people reaching for the "reload" button the first time they see it — but Book of Shadows really runs with it. It's something that it's interesting to see games experimenting with, since most games still take the "happy ending" as the default, "best" or only option, and it's pretty rare to play something that genuinely ends on a downer. (Of course, I don't know how Book of Shadows as a whole concludes, but I have the distinct impression that at least one or more of the characters will probably not get out unscathed.) There are a few exceptions, of course — Conker's Bad Fur Day being one of the most surprising, best examples I can remember — but for the most part it's still quite rare to come across something deliberately designed to bum you out. (You have achieved a trophy: "Pass the Kleenex." Wait, that sounds wrong.)

    Anyway, two more chapters and I can stop freaking myself out with this game — there's a deliciously uncomfortable, oppressive atmosphere about the whole game that makes it quite "hard work" to play, but it's enjoyable in that perverse sort of way good horror is. Next on the agenda, portable-wise, anyway, is Sweet Fuse, aka That Game Where You Play as Keiji Inafune's Niece.

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    1325: Focal Point https://imnotdoctorwho.moegamer.net/2013/09/04/1325-focal-point/ https://imnotdoctorwho.moegamer.net/2013/09/04/1325-focal-point/#respond Wed, 04 Sep 2013 08:21:22 +0000 http://angryjedi.wordpress.com/?p=5803 I'm sure any writer pals reading this can probably relate, judging from some things I've read recently: it is infinitely easier to focus on negative things than it is about positive ones. And those negative things absolutely dominate your thoughts, almost completely obliterating any good work the positive things might have done. Let's take an … Continue reading 1325: Focal Point

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    I'm sure any writer pals reading this can probably relate, judging from some things I've read recently: it is infinitely easier to focus on negative things than it is about positive ones. And those negative things absolutely dominate your thoughts, almost completely obliterating any good work the positive things might have done.

    Let's take an example. Recently, I wrote a lengthy article about "otaku games" — that particularly misunderstood aspect of Japanese gaming where people who don't play them constantly judge them as being nothing more than pervy fanservice. To be fair to their opinion, there often is a fair amount of pervy fanservice in them, but it's pretty rare that is the sole or even the most important part of them. Check out the piece here.

    On the whole, response to the post has been very positive. I've been very happy to hear from a lot of fans of Japanese gaming who thanked me for giving a reasoned, rational take on the subject — with input from people who are actually involved in bringing these titles to the West — and for treating both the games and their fans with respect. I've had people tell me it's a wonderful article, compliment me on covering something that other sites don't bother with (or take the more common "This is Bad and Wrong, LOL JAPAN" stance on) and generally express a very genuine-feeling sense of appreciation for something I worked hard on.

    So what do I find my brain focusing on? The guy who tweeted at me saying "TLDR" (seriously, that is pretty much one of the most disrespectful things you can say to a writer, especially when they've worked hard on something — try giving some constructive criticism or, even better, actually engaging with the points made in the piece), and the commenter who complained about me "not talking about the game" in my Tales of Xillia review and lambasting me for promoting an "incest simulator" in an article about visual novels. (Said "incest simulator" was Kana Little Sister, an incredibly moving work which I've written about at length in a number of places on the Internet; to refer to it as an "incest simulator" in a distinctly Daily Mail/Jack Thompson-esque way shows an astonishing lack of understanding, my keen awareness of which was what inspired me to write the "otaku games" piece in the first place.)

    I wish I didn't feel this way, but it made me feel somewhat better to read this piece over on Hookshot, Inc recently. Here's what was, for me, the most pertinent part:

    "Reader feedback is, in many ways, wonderful. It pulls writers down from pedestals and/or ivory towers, and it democratises a whole medium. Every voice is heard, and charlatans are uprooted. A culture of reader-fear has, arguably, been fostered – but ultimately people raise their game, and those much-suspected dirty deals are (by my reckoning) far less likely to occur today than they were five years ago.

    "The problem is that all this is incredibly unhealthy for writers with… what you might call an ‘amiably complex psychological disposition’. I’m one of these people (it’s hugely common in my field – and indeed any creative arena) and I couldn’t even count how many of my working days have been ruined by an angry person venting steam beneath a piece I’ve written. The black dog starts barking, and your creative mojo runs away.

    "Sure, the trolls are generally a minority – but when your mind has been built to concentrate on negativity rather than happy, happy, joy, joy (and you work at home, on your own) then comments threads are a mental plague pit.

    "As a writer – what can you do about this? Well, you can start making your review scores more conservative for a start. Oh, and you can definitely avoid rocking boats that contain angry devotees of certain platforms, genres and franchises. Oh, and how about excising all humour for fear of miscomprehension from angry dullards you’ll never meet?

    "OMG HANG ON GUYS OUR COLLECTIVE INSECURITY JUST BROKE GAMES WRITING.

    "So basically: say what you want to say, and suck it up. There’s no wrong opinions, only a lot of people who think you should be fired for having a right one."

    I was simultaneously surprised, delighted and slightly depressed to read that. I wish it didn't have to be that way, and I wish it was possible to train oneself to be more like, say, Jim Sterling — someone whom I greatly admire for his no-nonsense attitude and at least outward appearance of having thick skin. (For all I know, Sterling might finish his day job and cry himself to sleep over the torrents of abuse he receives on a daily basis, and I wouldn't blame him if that were so — but I somehow doubt that's the case anyway.)

    Ah well, as Will Porter writes in that excellent Hookshot piece — seriously, go read it if you have a few minutes — the only real thing we, as writers, can do is say what we want to say and suck it up somehow. If we start sanitising our own opinions, thoughts and even writing styles to appease the lowest common denominator in the comments threads, then the world of writing would be a boring one indeed.

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    1324: Fury https://imnotdoctorwho.moegamer.net/2013/09/03/1324-fury/ https://imnotdoctorwho.moegamer.net/2013/09/03/1324-fury/#respond Tue, 03 Sep 2013 20:27:48 +0000 http://angryjedi.wordpress.com/?p=5801 I hate anger in all its forms — whether it's directed at me, coming from me or going on around me. I'm not entirely sure where this feeling comes from — perhaps there's some sort of deep-seated trauma from some event in my past that I'm repressing — but it means I've always felt enormously … Continue reading 1324: Fury

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    I hate anger in all its forms — whether it's directed at me, coming from me or going on around me.

    I'm not entirely sure where this feeling comes from — perhaps there's some sort of deep-seated trauma from some event in my past that I'm repressing — but it means I've always felt enormously uncomfortable whenever there's any sort of anger present near me, whether "near" means physically close to me or simply within my frame of awareness thanks to the Internet.

    I remember getting extremely upset any time my parents would have an argument when I was little. However much I was assured that it was a natural part of any relationship, it still always filled me with anxiety. I felt that same feeling of anxiety whenever got angry at school — usually the result of being bullied — and fearing that I'd lose control. And I feel the same thing today whenever there's anger around me — or coming from me. I get uncomfortable, restless — even physically shaky at times if I'm the one expressing anger — and I hate it.

    Consequently, I find it increasingly difficult to deal with the seemingly-constant fury that comes from certain quarters of the Internet. If it's not one thing, it's another — there's always something out there pissing someone off, and they always want to talk about it at great length, usually with some sort of public shaming involved. And I just can't deal with it, frankly.

    The natural response is, of course, to simply switch off, walk away or unfollow these people altogether but that brings with it a whole host of modern etiquette questions that we simply didn't used to have to worry about. If I unfollow, for example, a Twitter user who is mostly a decent person but who occasionally descends into mouth-frothing zealotry any time certain topics come up — to what I consider an unreasonable degree, regardless of how valid their points are — what will they think of me? What do I say if I ask them why I unfollowed them, assuming they notice? Am I honest about it? Or do I make up some lie about that probably fictional Twitter bug that makes it "randomly unfollow" people every so often? (Oh shit, did I let the cat out of the bag? Sorry.)

    I am overthinking this issue, I'm sure; if people make me uncomfortable, I should just take myself out of that situation and prevent myself from getting drawn into something that would make me even more uncomfortable. The consequences I worry about might not even happen at all; if they do, I just have to deal with them. The fact I'm unable to participate in some discussions as a result is probably a good thing in the long term — there are plenty of other things out there that I can engage with, so I should focus my attention on those rather than things that make me anxious or uncomfortable.

    This self-indulgent stream of consciousness brought to you by Internet Rage. Now I'm off to go and play Corpse Party in bed. Good night.

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    1323: PAX Pox https://imnotdoctorwho.moegamer.net/2013/09/02/1323-pax-pox/ https://imnotdoctorwho.moegamer.net/2013/09/02/1323-pax-pox/#respond Mon, 02 Sep 2013 22:22:00 +0000 http://angryjedi.wordpress.com/?p=5799 Another Penny Arcade Expo (aka PAX) is coming to a close, and once again I find myself sorry I wasn't there — though perhaps not quite as sorry as I'd be if I wasn't working in the games press and would not therefore be obligated to, you know, write about stuff if I was actually … Continue reading 1323: PAX Pox

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    Another Penny Arcade Expo (aka PAX) is coming to a close, and once again I find myself sorry I wasn't there — though perhaps not quite as sorry as I'd be if I wasn't working in the games press and would not therefore be obligated to, you know, write about stuff if I was actually there.

    That said, attending an event like PAX as a professional is pretty exciting, too — though for different reasons to if you're going as a "civilian". I haven't covered a PAX as a professional since I've worked full-time in the biz, but I did attend a Gamescom for GamePro a couple of years back, and that was oddly thrilling. It was also completely exhausting due to the fact that I'd spend all day zipping between appointments and all night writing up the things I learned in said appointments, leaving approximately three hours for sleeping per night — no, I didn't do any socialising whatsoever, but you know me; that was, to be honest, absolutely fine by me.

    Gamescom is a bit of a different setup to PAX, though — at least in my limited experience having attended one of each. While PAX is a sprawling consumer show that occupies convention halls, theatres and corridors, and at which you generally have to make some very tough decisions about whether to wait in line to see panels and/or concerts or actually brave the show floor, Gamescom has a very clear divide between the "consumer" bit and the "trade" bit.

    The "consumer" part of the Gamescom I attended was even more chaotic than PAX. Several huge halls of the Kölnmesse were devoted to the event, and for some reason the organisers seemed to think that turning the lights down low would be a really good idea. The floor of all the exhibition halls was literally (yes, I mean literally) carpeted with discarded flyers and other rubbish, and it was noisy, crowded and difficult to get around.

    Contrast with the "trade" part, which was over on the opposite side of the Kölnmesse, and was the complete opposite — in fact, much more what I expected from a games industry show, based on my extremely limited experience from attending ECTS once back in the '90s. A sense of calm; companies showing their products privately in booths, many of which had refreshments and comfortable chairs; a feeling of organisation rather than chaos. (Much more stereotypically German, to put it another way.) I vastly preferred the "trade" side of things, because it meant I got to see lots of cool stuff without having to fight my way through hordes of people who just wanted to stare at other people playing League of Legends on a big screen. This was largely because I had appointments to see specific people in the trade bit, whereas the consumer bit was pretty much a free-for-all.

    That said, on balance I think I preferred my trip to PAX East to my professional engagement at Gamescom. At Gamescom I didn't feel like I was "at home" or "among friends", largely because I was just there to do a job and didn't really have time to enjoy anything. At PAX East, meanwhile, I was among friends — many of whom I was meeting in person for the first time after many years of communicating on the Internet — and I had a real sense of "belonging"; of being among people who understood the same things I was passionate about.

    One day I'll make it back, and I'll make a point of making some time to hang out with cool people. Until that happens, though, I'll just have to gaze jealously from a distance at each PAX that comes and goes — and at my friends and colleagues who attend them.

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    1322: Online Gamers Aren't Always Jerks https://imnotdoctorwho.moegamer.net/2013/09/01/1322-online-gamers-arent-always-jerks/ https://imnotdoctorwho.moegamer.net/2013/09/01/1322-online-gamers-arent-always-jerks/#respond Sun, 01 Sep 2013 18:45:24 +0000 http://angryjedi.wordpress.com/?p=5796 People who play games online are always dickwads, right? Wrong. For starters, if you've ever taken that attitude, it's entirely possible that you aren't a dickwad yourself and just simply find the prospect of coming face to face with a dickwad distasteful — and thus it stands to reason that there are probably other people out there … Continue reading 1322: Online Gamers Aren't Always Jerks

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    Sep 1 -- Online GamersPeople who play games online are always dickwads, right?

    Wrong. For starters, if you've ever taken that attitude, it's entirely possible that you aren't a dickwad yourself and just simply find the prospect of coming face to face with a dickwad distasteful — and thus it stands to reason that there are probably other people out there like you. (You may also take that attitude because you're a dickwad yourself, and use it as an excuse to behave like a dickwad. If that is the case, I'd encourage you to take a good, long, hard look at yourself, and perhaps indulge in some self-flagellation until you see the error of your ways.)

    Anyway, I have a specific story that happened today — one that filled me with a pleasant amount of hope. It was only a little event in the grand scheme of things, but it was one where I felt happy after it had transpired.

    A little context, first: Final Fantasy XIV allows you to play cooperatively with other players in one of two ways: either forming a party with them manually, or by letting a mechanic called the Duty Finder match you up with people who are looking to complete the same challenges. The advantage of the former option is that you can get together with people you know, or at least people on the same server with whom you'll be able to communicate with afterwards. The advantage of the latter option is that it allows you to play with the entire player base of the game, rather than just the 5,000 (maximum concurrent players at the time of writing) present on your specific server. Both approaches have drawbacks, though: in the former case, it can often be difficult to find people who are available at the same time who want to do the same thing; in the latter case, you're usually paired up with complete strangers, with all the inherent risks that carries.

    Earlier today, I took on one of Final Fantasy XIV's dungeons with a party of random people found through the Duty Finder. Things were going reasonably well to begin with — though I would have preferred that the tank mark targets to help mages like me know what order to set fire to things — but after a while I started to notice one of the players behaving a little strangely.

    Her in-game name was "Amelia," and she was a black mage like me. She'd obviously run the dungeon before, as she was regularly charging ahead well before the rest of us had got our bearings — sometimes even causing enemies to start attacking before we were ready. Partway through the dungeon, I could see her continually running off in the opposite direction to us, only to come running back when the tank started the next combat. I could tell she was getting frustrated, but she wasn't saying anything for some reason. So, once the next combat had finished, I spoke up.

    "Amelia," I typed. "If there's something you'd like to show us, please say something rather than just charging off by yourself. Thanks!"

    I gritted my teeth and was prepared for a barrage of abuse. A lot of online players don't like being told how to play the game and get very defensive if someone criticises them. I was all set for "Amelia" to start yelling at me, or even to quit the party in a huff. It wouldn't be the first time I had seen something happen.

    What happened next surprised me.

    "Yeah," she replied. "I was just thinking that myself."

    The rest of the party stopped — the tank hesitated before pulling in the next group of enemies — and I could feel virtual eyes on me.

    "Communication helps," I typed. "Is there some treasure down there or something?" I asked, referring to her continual attempts to run off to the south.

    "Yes," she replied quickly. "There's two chests down there."

    "Okay," I typed. "Let's go get those before we go any further then."

    After that, we followed Amelia's lead and, sure enough, found our way to some extra enemies and some treasure chests. I was sure to thank her for her help, and when it came to time to fight the boss at the end of the dungeon, she volunteered some helpful information that ensured we were able to take it down without too much difficulty.

    Ultimately, a bit of communication helped rescue a party that was at serious risk of falling apart. I'm not-so-secretly quite proud of the fact that I was the one to initiate communication and help hold things together — and I was very pleasantly surprised to discover "Amelia" was receptive to the things I was saying, and apparently knew she wasn't handling things as well as she could have done.

    So wherever you are now, "Amelia," thanks. And I hope we get the chance to play together again soon.

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    1321: My Blog Post Can't Be This Cute https://imnotdoctorwho.moegamer.net/2013/08/31/1321-my-blog-post-cant-be-this-cute/ https://imnotdoctorwho.moegamer.net/2013/08/31/1321-my-blog-post-cant-be-this-cute/#respond Sat, 31 Aug 2013 23:55:10 +0000 http://angryjedi.wordpress.com/?p=5794 I thought I hadn't written about OreImo before, but apparently I have, and with almost the same title as this post, too. Oh well. I'm going to write about it again, then I'm going to watch the last two episodes that are disappearing from Crunchyroll at 9pm PT this evening, because I'm hooked. OreImo, or, to give … Continue reading 1321: My Blog Post Can't Be This Cute

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    I thought I hadn't written about OreImo before, but apparently I have, and with almost the same title as this post, too. Oh well. I'm going to write about it again, then I'm going to watch the last two episodes that are disappearing from Crunchyroll at 9pm PT this evening, because I'm hooked.

    OreImo, or, to give it its full title that I have to look up every time, Ore no Imouto ga Konna ni Kawaii Wake ga Nai (My Little Sister Can't Be This Cute) is a really interesting show that wasn't at all what I expected it was going to be, and it made that fact abundantly clear within a few moments of it starting. I was expecting some sort of lighthearted slice-of-life anime with a long-suffering male protagonist dealing with the wacky behaviour of his moe moe little sister. Instead, what I got was an intriguing exploration of a number of interesting characters, and a genuinely surprising story that I found hard to predict — not in the sense that it was chaotic, but in that I was never quite sure which direction they were going to take it.

    I'll refrain from posting spoilers here in case you're intending to watch it, but suffice to say it explores a number of interesting themes: what it means to be an otaku; dealing with the conflict between your public persona and your "true self"; what it means to confide in someone; the nature of true friendship; and the fickleness of teenage love. There is also an undercurrent of "will they, won't they" incestuousness, which makes some people uncomfortable, but having watched (nearly) the whole series now I'm firmly convinced that this feeling of discomfort is entirely deliberate. I shall say no more on the matter for now.

    The characters involved are all interesting to explore, too. The protagonist Kyousuke is a late-teens guy who clearly thinks he's going nowhere, and appears to be quite depressed about it as a result — along with the fact that, at the outset of the series, his relationship with his little sister Kirino appears to be broken beyond repair. The two series then unfold as he tries to repair the rift between them by attempting to understand her and her tastes a little better.

    It's not just a two-hander, though — there are others involved, too, and they each have interesting roles to play. Kuroneko, for example, is a character even more obsessed with anime culture than Kirino is, and appears to live her life in a constant delusion that she actually is one of her favourite manga characters — or at the very least, puts across that impression in order to escape from reality. Saori, another "otaku" character that Kirino gets to know early in the series, is also escaping from reality, but for different reasons — to explain why, however, would be a spoiler, so I'll refrain from talking further.

    At the other end of the spectrum is Ayase, Kirino's supposed best friend and someone who is not at all sympathetic to otaku culture and tastes. Seeing Ayase struggle to come to terms with the truth about her best friend — and her feelings for Kyousuke, for that matter — is one of the more interesting parts of the show. Plus she's kind of a badass, too.

    It's nearly 1am here, but I have a couple of episodes to watch before sleep if I'm going to catch them before they're gone, so I'm out of here. Good night!

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    1320: Anime After Hours https://imnotdoctorwho.moegamer.net/2013/08/30/1320-anime-after-hours/ https://imnotdoctorwho.moegamer.net/2013/08/30/1320-anime-after-hours/#respond Fri, 30 Aug 2013 23:52:45 +0000 http://angryjedi.wordpress.com/?p=5792 I started a new anime discussion community over on Google+. You can find it here. If you're wondering why I chose Google+, the most-frequently-ridiculed-by-people-who-have-never-used-it social network on the Internet, it's because Google+'s Community tools are both really good and extremely simple to use, with unnecessary fluff kept to a minimum. Also, it's ad-free, which is … Continue reading 1320: Anime After Hours

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    I started a new anime discussion community over on Google+. You can find it here. If you're wondering why I chose Google+, the most-frequently-ridiculed-by-people-who-have-never-used-it social network on the Internet, it's because Google+'s Community tools are both really good and extremely simple to use, with unnecessary fluff kept to a minimum. Also, it's ad-free, which is lovely.

    Anyway, my thinking behind creating the Anime After Hours community, as it's called, was relatively simple. There are a number of anime communities on G+ already, but the vast majority of them tend to end up doing the same things: posting pictures without context (usually with at least one commenter yelling at the poster to remember to put a source in their post); asking the same simplistic questions over and over again; playing tagging and meme games; and only discussing the most popular, mainstream titles.

    This is all fine, of course; it's great that there are active communities that allow people to discuss the mainstream side of anime — stuff like Naruto, Pokémon and the like — and that are friendly to the younger end of the market. But, as any anime fan who's looked a little deeper into the medium will know, there's a lot more going on than just Naruto. A lot of anime is aimed at more mature audiences; late teens at the earliest, grown adults in some cases. And I'm not just talking about ecchi or hentai adult content; I'm also talking about shows that take in mature subject matter, or which are violent, or which kids simply wouldn't get.

    As I watch more and more anime series and find myself discovering the things I like, I was becoming more and more conscious of the fact that there was a serious dearth of places for people around my age to discuss the medium — it's difficult to be heard in the rapid posts of G+'s more popular anime communities, for example, and they're not saying anything particularly interesting anyway. As such, Anime After Hours was designed as a place for people to come and discuss their favourite anime, whatever form that might take. It's an inclusive community that will accept anyone, on the understanding that it's a community for talking and discussing, not for superficialities. Already there's 13 members, which isn't that much, but we've started kicking off some interesting discussions — and I'm sure as (if?) more people roll in, the community will become more active.

    So consider this your invitation, dear reader; if you're the slightest bit interested in anime and you've been looking for a place to come and discuss the medium free of Naruto-loving kids, you know where to come. All you need is a Google account.

    See you there?

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    1319: The Fine Art of Working from Home Without Going Mental https://imnotdoctorwho.moegamer.net/2013/08/30/1319-the-fine-art-of-working-from-home-without-going-mental/ https://imnotdoctorwho.moegamer.net/2013/08/30/1319-the-fine-art-of-working-from-home-without-going-mental/#respond Fri, 30 Aug 2013 00:10:34 +0000 http://angryjedi.wordpress.com/?p=5790 The title of this post would probably suggest that I am something more of an authority on this subject than I actually am, but I do at least have the benefit of experience to draw from when talking about this. Working from home may sound like an absolute dream come true, but it can be … Continue reading 1319: The Fine Art of Working from Home Without Going Mental

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    The title of this post would probably suggest that I am something more of an authority on this subject than I actually am, but I do at least have the benefit of experience to draw from when talking about this.

    Working from home may sound like an absolute dream come true, but it can be surprisingly challenging, particularly from a motivational perspective. I'm fortunate in that I like my job and enjoy doing it; if I was doing something less enjoyable like, say, the audio typing for insurance companies that I did for one dark summer, I'd probably be feeling less positive about things.

    That's not to say that even with a job you enjoy, working from home isn't fraught with distractions from all angles, ranging from something as simple as a desire to go and get yet another coffee to the myriad procrastination tools The Internet offers.

    I think the most difficult thing to deal with, though, is the fact that there's no-one else around. I'm not a particularly "social" person, as you know, and struggle with small talk, especially with people I don't know all that well. However, that's not to say that I don't necessarily enjoy company; on the few occasions I've been down to the Eurogamer offices in Brighton, I've enjoyed being around other people doing the same things I'm doing, even if most of them spent most of the day with headphones on, immersed in their own work. It was nice to just be around others, and to be able to jump in to occasional conversations.

    In order to counter the loneliness thing, I often make a point of going out, even if it's just to the local coffee shop. (I've been there so often now that the staff recognise me, though I've stymied their attempts to pigeon-hole me with a "usual" by regularly ordering different drinks.) I find that it's quite pleasant to change environment and do some work with other people around, even if I don't have anything to do with them directly. There's just a nice atmosphere; a sense of comfort, of not being alone. Weird, I know, but true.

    It's not an ideal situation, of course — it's over half a mile of walking to get to said coffee shop, and then when I'm there I'm expected to, you know, actually buy something, which costs money, but eh. I can take the rough with the smooth.

    Perhaps what I should actually do is open up a coffee shop in my living room so there can be people milling around at all times while I do my work. But that sounds like an awful lot of effort, frankly.

    Eh. There's no easy answer, and I'm not sure I'm even looking for an "answer" — I think, on balance, I'd rather be doing what I'm doing from home than feeling my life slowly being sucked out of me by a traditional office job.

    I'll leave you with this Mitchell & Webb sketch, which pretty much sums things up rather nicely.

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    1318: Cooperative Collective https://imnotdoctorwho.moegamer.net/2013/08/28/1318-cooperative-collective/ https://imnotdoctorwho.moegamer.net/2013/08/28/1318-cooperative-collective/#respond Wed, 28 Aug 2013 23:38:19 +0000 http://angryjedi.wordpress.com/?p=5787 I probably don't need to tell you this by now, but Final Fantasy XIV is really great, predictable MMO launch issues aside. One thing I've been very pleasantly surprised with is how well it handles group cooperative content. This is something that its predecessor, Final Fantasy XI, did not handle as well as it could — which was unfortunate, … Continue reading 1318: Cooperative Collective

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    I probably don't need to tell you this by now, but Final Fantasy XIV is really great, predictable MMO launch issues aside.

    One thing I've been very pleasantly surprised with is how well it handles group cooperative content. This is something that its predecessor, Final Fantasy XI, did not handle as well as it could — which was unfortunate, since progression in Final Fantasy XI was pretty much dependent on you being able to reliably get into a group of other players.

    Final Fantasy XIV has a nifty system called the Duty Finder, which is essentially a cross-server matchmaking system that picks up players who are looking to play a specific part of the game, groups them together in an appropriately balanced party, then sends you on your way to do the thing you said you wanted to do. It's a good system, though you can sometimes be waiting for up to half an hour or more depending on what type of character you play.

    If you're unfamiliar with the way massively multiplayer online RPGs tend to do things, there's a fairly standard setup for a productive, cooperative party to complete cooperative content, and that is this: at least one "tank", who is designed to take the brunt of the damage from enemies and protect the other party members; at least one healer, whose role is self-explanatory; and the rest of the slots taken up by damage dealers, whose role is also self-explanatory. In Final Fantasy XIV, you'll either be in a "Light Party," which is made up of four members (one tank, one healer, two damage dealers) or a "Full Party," which is, I believe, eight people — though I'm yet to encounter anything that requires that many people.

    Early to mid-level content is based on playing in a Light Party which has a few benefits: firstly, it's easier to gather four people together than eight; secondly, it helps everyone in the party understand what their role is and see how they're contributing to the group effort. In larger parties, it can sometimes be difficult to understand exactly what you're actually doing. If you're one of just four people, each of whom has a clearly defined role, however, you can see the effect you're having.

    The established party structure has one unfortunate side-effect, though, and that is the fact that it's easy to assume that completing challenges will be impossible if you don't have all the requisite members. This isn't always true, as my experiences this evening proved.

    A group of us — three "Free Company" (guild) members and a random fourth person — had entered the dungeon Halatali using the Duty Finder. All was going reasonably well until I had an unfortunate crash, and it took me a few minutes to get back into the game. When I returned, the random fourth person had vanished, apparently having tried to get the rest of the party killed before leaving. Dick. The three of us fought our way through a few enemies while waiting for a fourth member to come and join up. When they eventually arrived, we were good to go.

    Unfortunately, our tank had a connection problem towards the end of the dungeon, leaving me, the other damage dealer and the healer stranded wondering what to do next. Eventually, we decided to charge forwards anyway and see if we could survive the dungeon's main boss — and you know what? We did, thanks to some excellent teamwork, and everyone doing their job properly. Sure, we probably could have done it a bit easier if we actually had our tank with us, but it was a fun challenge to do it without someone drawing the boss monster's attention away from me flinging fiery death at all and sundry.

    We all had a good laugh about it afterwards — particularly at the fact that we finally managed to get a new tank to join us just as we were whittling down the boss' last 15% of health. By the time he'd run through the dungeon and met up with us, the boss was lying defeated on the floor. Immensely satisfying — and very amusing.

    Anyway. Yeah. FFXIV is great — even for someone like me who is normally quite uncomfortable playing with strangers. I'm having a blast. And when the servers calm down, you should totally give it a chance, too.

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    1317: Never Gonna Dance Again https://imnotdoctorwho.moegamer.net/2013/08/27/1317-never-gonna-dance-again/ https://imnotdoctorwho.moegamer.net/2013/08/27/1317-never-gonna-dance-again/#respond Tue, 27 Aug 2013 22:34:42 +0000 http://angryjedi.wordpress.com/?p=5783 We went to a wedding today — that of our friends George and Mitu — and it was a pretty spectacular affair. Given their respective families' diverse cultural and religious backgrounds (civil ceremony, followed by Islamic blessing, plus traditional Bengali and Ukrainian ceremonies, plus some Greek dancing somewhere along the way), there was a hell … Continue reading 1317: Never Gonna Dance Again

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    Aug 27 -- yayWe went to a wedding today — that of our friends George and Mitu — and it was a pretty spectacular affair. Given their respective families' diverse cultural and religious backgrounds (civil ceremony, followed by Islamic blessing, plus traditional Bengali and Ukrainian ceremonies, plus some Greek dancing somewhere along the way), there was a hell of a lot going on all day. I wouldn't expect anything less from this particular couple; one of many complimentary things I can say about them is that they certainly don't do things by halves.

    As the evening session got underway, though, I found myself becoming contemplative, specifically with regard to the matter of dancing. I have never been a particularly good dancer, though when I first started university all it generally took to actually get me on the dance floor was a few vodka and Red Bulls. These days, though… I just can't do it. I can't bring myself to do it at all, and I find that fact a little distressing.

    It's not that I particularly want to dance, see — I think dancing is, on the whole, one of the more ridiculous things the human race has decided is a good way to spend its time — but it's more the wider picture: over the last few years I've become very conscious of the fact that I find it very difficult to outwardly express joy in any form, whether that's simply through saying something positive, "acting" excited or doing something typically associated with joyfulness like, say, dancing.

    The precise reasons for this state of mind elude me somewhat, though I have more than a few suspicions that it's something to do with either or both of the two related issues that are depression and self-esteem. Whenever I feel like I'm being "pressured" to act excited or joyful, I just clam up and feel horribly embarrassed; like if I do outwardly display some form of excitement or joy, people will immediately call it out for being "fake" or something. Perhaps "fake" isn't the right word; it just doesn't feel "right" to do or express these things. I can't quite pin down if it's a sense of feeling like I don't "deserve" to feel these things — I don't think it's that — or whether it's just a sense of embarrassment at being anything other than the stony-faced dude in the corner of the room.

    I think it's also something to do with social pressure. I have no problem with being excited when I'm by myself (ooer) and, as regular readers will note, I also have no problem with expressing excitement for something via the medium of the written word. But place me in a situation where I'm supposed to be acting excited? I can't do it. I feel like people are judging me and will somehow not believe that I'm happy or excited if I don't do it "enough" — ironically, though, this often makes me do some sort of half-hearted Fluttershy-style "yay" rather than genuinely act excited, which probably leads to the exact issue I'm afraid of.

    (Incidentally, that whole "yay" scene with Fluttershy is absolutely, positively, 100% the reason why I love that show so much. I absolutely am her, in more ways than one.)

    Sooooo. Yeah. If something cool happens to you, that's great. I really am happy for you. If I don't appear to be showing it on my face, however, it's nothing personal. It's just the way I am.

    Yay.

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    1316: Get Hype https://imnotdoctorwho.moegamer.net/2013/08/26/1316-get-hype/ https://imnotdoctorwho.moegamer.net/2013/08/26/1316-get-hype/#respond Mon, 26 Aug 2013 16:02:27 +0000 http://angryjedi.wordpress.com/?p=5780 I've written about this on at least one occasion before, but the fact that Breaking Bad is on television again has reminded me of the curiously inverted effect that hyperbole has on me. In other words, the more people waffle on about how amazing something is, the less I want to pay any attention to it whatsoever. … Continue reading 1316: Get Hype

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    I've written about this on at least one occasion before, but the fact that Breaking Bad is on television again has reminded me of the curiously inverted effect that hyperbole has on me. In other words, the more people waffle on about how amazing something is, the less I want to pay any attention to it whatsoever. I've long since muted everything to do with Breaking Bad for this reason, as it's completely dulled any enthusiasm I might have once had for something that is — by most accounts — very good.

    Breaking Bad is a curiously extreme example of what I'm talking about. It's doubly infuriating because everyone posting about it on social media is also being incredibly conscious of spoilers — Breaking Bad fans hate spoilers — and thus what we end up with at the time a Breaking Bad episode is broadcast is a string of tweets that say absolutely nothing. To be more precise, they tend to be nothing but a string of tweets of people going things like "OH MY GOD" and "WOW" which has absolutely no meaning whatsoever to those who aren't watching the show.

    Now, I'll grant that Twitter provides a reasonably practical means for Breaking Bad fans to get together and discuss the show — or, more accurately, "react" to it in real-time — but it really doesn't inspire anything like in-depth discussion, and thus I have to question the value of doing this, particularly as it has several knock-on effects: 1) people who don't like Breaking Bad get pissed off 2) people who might have wanted to watch Breaking Bad at some point get fed up and decide they don't really want to watch it until everyone shuts the fuck up about it and 3) the people who are actually watching Breaking Bad are only giving the show half their attention because they're flip-flopping back and forth between the TV screen and their phone.

    I tried the "livetweeting" experience a couple of years back when I got vaguely into The Apprentice. I picked up a few followers in the process and found some entertaining people, too, but it really wasn't worth it; the number of people who got irritated at it didn't really make up for the people I "met" in the process, and the interactions I was having with others who were "reacting" to the show in real time were superficial at best. I didn't find it particularly valuable, in other words; certainly no more so than sitting around watching a show with friends in the same room, which is something I don't tend to do — TV, for me, tends to be an accompaniment to something else (like eating dinner) rather than an activity in itself.

    More than the fact I didn't find it particularly valuable socially, though, I just found it frustrating to do — if I was tweeting while watching, I found myself unable to concentrate on what was going on on the screen, so eventually I gave up, much to the relief of my Twitter followers.

    Ultimately, it's your Internet; if you want to "ooh" and "aah" at Breaking Bad while it's on, feel free — I simply reserve the right to mute your ass if you do it too much!

    Grump over. Time to go to a pre-wedding celebration.

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    1315: Twitchy https://imnotdoctorwho.moegamer.net/2013/08/25/1315-twitchy/ https://imnotdoctorwho.moegamer.net/2013/08/25/1315-twitchy/#respond Sun, 25 Aug 2013 18:04:38 +0000 http://angryjedi.wordpress.com/?p=5778 I'm still thoroughly baffled by the phenomena that are Let's Play videos and livestreaming of video games. In the latter case, I sort of get why it would be useful for e-sports — it allows audiences to watch matchups between skilled players, just like real-world sports — but in the former case… hmm. The argument … Continue reading 1315: Twitchy

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    I'm still thoroughly baffled by the phenomena that are Let's Play videos and livestreaming of video games.

    In the latter case, I sort of get why it would be useful for e-sports — it allows audiences to watch matchups between skilled players, just like real-world sports — but in the former case… hmm.

    The argument tends to run that Let's Play videos and livestreaming allow people to get a feel for games they might not have tried. And that's a fair point, with one fairly major-ish issue: the popular Let's Play and livestream feeds are all for the same games all the time… and they're popular games that people already know all about. ("Hey guys, DarkPhantom123 here; welcome to part 527 of my Let's Play Minecraft video!")

    The current trend is for people to post videos of them taking on Spelunky's Daily Challenge, a randomly-generated level that is the same for all players worldwide. This can occasionally be amusing, but when there are hundreds of people all posting these same videos, I have to confess I find myself feeling like I'd just rather play the game for myself. Perhaps you can learn something from watching someone else's run, but in my experience, most of these videos tend to be characterised by blind luck and fluke, with genuine skill only entering the picture relatively occasionally. It might just be the people I've watched videos of though.

    The thing that strikes me the most about all this, though, is that it feels like such a massive waste of time. I love games; they're my go-to form of entertainment, and I'm fortunate enough to be able to call playing the games I like my job, too. However much I love games, though, whenever I look at, say, the Twitch front page, I feel no desire whatsoever to watch other people playing games; I would rather just get on and play myself. I have lots of games I want to play; it simply, as I say, feels like a massive waste of time to watch other people doing so, particularly when a lot of these streams appear to be nothing more than vanity projects.

    I clicked on a few streams on Twitch the other day out of curiosity and felt no desire to keep watching. The first was a guy playing Blizzard's new World of Warcraft-themed card game Hearthstone, and featured a picture-in-picture webcam view of him playing — hardly the most interesting thing to watch, since he wasn't talking or looking at the camera; all you saw was him looking engrossed in the game. The second was someone playing the free-to-play MMO Ragnarok Online 2, which featured some dreadful backing music and footage of someone apparently just running around doing random solo quests. Again, why would I watch that? Particularly when Ragnarok Online 2 is free-to-play, even, meaning that if I was genuinely curious about it I could just, you know, download it and actually try it out for myself?

    Perhaps this is a generation gap thing; maybe I'm just too old to understand why people would want to treat games as a spectator sport when they're not designed to be — e-sports excluded, obviously. If I have some free time to devote to games, I want to spend it playing games, not watching other people doing so. Other people apparently disagree, and that's cool — I just wish I understood the phenomenon a bit better. Can anyone explain it to me?

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    1314: Day One in Eorzea https://imnotdoctorwho.moegamer.net/2013/08/24/1314-day-one-in-eorzea/ https://imnotdoctorwho.moegamer.net/2013/08/24/1314-day-one-in-eorzea/#respond Sat, 24 Aug 2013 21:14:47 +0000 http://angryjedi.wordpress.com/?p=5775 So it's finally here: Final Fantasy XIV. Of course, this isn't the first time I've played, as well you'll know if you've been paying attention to my enthusing, but we're at last at the stage where the game won't be "turned off" for significant periods of time (maintenance periods aside), and all characters people are playing as … Continue reading 1314: Day One in Eorzea

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    So it's finally here: Final Fantasy XIV. Of course, this isn't the first time I've played, as well you'll know if you've been paying attention to my enthusing, but we're at last at the stage where the game won't be "turned off" for significant periods of time (maintenance periods aside), and all characters people are playing as now are for keeps. (Here's mine, if you happened to be curious.)

    While I'm not exactly what I'd call a hardcore MMO player, I have been present at the launch of a number of reasonably-to-large-sized MMOs, including World of Warcraft, Star Trek Online, DC Universe Online and a few others I've doubtless forgotten. And I have to say I've been pleasantly surprised at how well things have been going for Final Fantasy XIV so far — more often than not, an MMO's launch is a complete disaster, with servers going down, significant gameplay problems and at least one Legendary Error that becomes a meme before the first day is out.

    Today's experience on Final Fantasy XIV hasn't been completely flawless — on more than one occasion, there has been problems with the instance servers, for example. For those not au fait with MMO lingo, an "instance" is a private copy of part of the game world specifically for your character and, in some cases, your party. Final Fantasy XIV makes extensive use of instances not just for multiplayer dungeons, which is how World of Warcraft popularised their use to the world, but also to keep significant "story events" for your character private and free of naked catgirls wandering around ruining the atmosphere (or enhancing it, depending on your view on naked catgirls).

    FFXIV isn't completely reliant on these instances, thankfully, but the game's main story quest and class-specific quests do make use of them quite frequently, so the fact that they haven't been working properly for part of today has meant some people haven't been able to make as much progress as they'd like to have done. Naturally, some players have expressed anger at this — this is the Internet, after all, where people start petitions to remove Ben Affleck as the next Batman, for fuck's sake — but, as ever, this isn't particularly reasonable. Sure, it'd be lovely to have the game working as intended from the moment it's turned on, but we're currently in an "Early Access" period, with official service not starting until Tuesday for players who didn't preorder or play the previous incarnation of the game. As such, it's a good opportunity for Square Enix to work out any last-minute kinks — like this instance issue — and ensure things are running as smoothly as possible when new, non-preorder players start to arrive.

    I should also draw attention to the fact that Square Enix hasn't just been sitting back and letting these problems go on; they've been investigating the causes and trying their best to fix them. There was a maintenance period earlier today that temporarily fixed the instance issues, but then they came back; as I type this, they think they've found the solution, but are testing it thoroughly before rolling it out to the game proper. By later tonight, it should hopefully be a lot more stable.

    So far, then, FFXIV's launch has been one of the smoother ones I've seen. It hasn't been without issues, no, but at the same time they've been handled as well as can be expected — and things can only improve from here.

    So here's to many more adventures in Eorzea; I've had fun today, and I'm looking forward to the further adventures of my character Amarysse as she becomes an ever more skilled thaumaturgist.

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    1313: Whew https://imnotdoctorwho.moegamer.net/2013/08/23/1313-whew/ https://imnotdoctorwho.moegamer.net/2013/08/23/1313-whew/#respond Fri, 23 Aug 2013 21:59:10 +0000 http://angryjedi.wordpress.com/?p=5772 That's what's felt like a very long week over and done with. And I'm happy to see the back of it. It's been tiring and stressful, though I'm not entirely sure why; nothing really specifically stressful or distressing has happened as such, it's just been… bleh. I haven't had particularly restful sleep all week; that's part of … Continue reading 1313: Whew

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    Aug 23 -- End of the WeekThat's what's felt like a very long week over and done with. And I'm happy to see the back of it. It's been tiring and stressful, though I'm not entirely sure why; nothing really specifically stressful or distressing has happened as such, it's just been… bleh.

    I haven't had particularly restful sleep all week; that's part of the problem, I think. We appear to be bang in the middle of Flying Things That Like to Bite You About the Arse, Legs and Arms season. I'm not sure exactly what form said Flying Things That etc. are taking this particular year, but I'm pretty sure I've heard mosquitoes at the very least. Bastard things.

    Trouble is, it's at that frustrating sort of temperature where if you shut the windows it's too warm, open the windows and it's slightly too cold (plus Flying Things That etc. come in uninvited), put a fan on and you wake up with a mouth like a badger's been sticking its arse in it all night long.

    I'm not sure why I'm telling you all this. I think my brain has just plain shut down for the weekend, suggesting that I should attempt to get some sleep and hopefully feel a bit fresher in the morning. After all, it is Final Fantasy day tomorrow — Early Access for Final Fantasy XIV starts tomorrow, which I've been looking forward to a lot.

    I levelled my Thaumaturgist class to 20 — the level cap for the recent open beta — and made a start on the Weaver crafting class. I'm torn as to what to do when I get back in, though; should I start a new class, or carry on developing the ones I've already been working on? I haven't tried a "Disciple of the Land" gathering class at all yet, and I've been curious to.

    I guess I don't even have to decide if I don't want to. That's one of the nice things about the new game; once you've reached level 10 in your starting class and completed the appropriate quest, you can then switch classes whenever you want simply by swapping out your weapon. This is absolutely ideal for situations where you want to play with friends who are perhaps just starting out in the game — I'd be able to swap to a class I haven't levelled at all and help them out from the very beginning. For situations where that isn't practical, the Level Sync function artificially limits your level in situations like dungeons and boss battles to ensure you're never overpowered and that you always have a decent challenge to take on.

    Incidentally, if any of you reading this are planning on playing the game and want to meet up with me, my character's name is Amarysse Jerhynsson (naturally) and she calls the Ultros server home. Depending on how many of my colleagues at USgamer I manage to rope into joining me, I may start an official USgamer Linkshell on that server; in the meantime, I'm part of the Giant Bomb Linkshell and will continue to be part of that once the game goes live. (A Linkshell is basically a global chat channel; not quite a guild, but a means of a group of people to communicate with one another. FFXIV does have "guilds" in the form of Free Companies, too; a single character can be in one Free Company and, I think, eight Linkshells at once.)

    I'm just rambling now. I'm off. Good night all.

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    1312: Hoarding https://imnotdoctorwho.moegamer.net/2013/08/22/1312-hoarding/ https://imnotdoctorwho.moegamer.net/2013/08/22/1312-hoarding/#respond Thu, 22 Aug 2013 22:14:03 +0000 http://angryjedi.wordpress.com/?p=5768 Occasionally I look around and wonder why I keep some of the crap I do. I'm actually not that much of a hoarder — I've been fairly ruthless about throwing useless crap out on several occasions, usually when moving house — but there are some thing that, over the years, I just haven't been able to bring … Continue reading 1312: Hoarding

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    Aug 22 -- HoardOccasionally I look around and wonder why I keep some of the crap I do.

    I'm actually not that much of a hoarder — I've been fairly ruthless about throwing useless crap out on several occasions, usually when moving house — but there are some thing that, over the years, I just haven't been able to bring myself to part with.

    One of the things that's stayed with me for over half my life now — well, several things, really, if we're being picky — is my old school work. Not all of it — reading through old school books would make me cringe — but some of it. Most notably, I appear to still have most of my coursework assignments from A-Level Sociology (and possibly GCSE Integrated Humanities, too), all my course notes from A-Level English Language and I even found one of my GCSE (or possibly A-Level… I forget) Music compositions the other day — a piano piece called "The Storm" that I momentarily contemplated giving a French title ("L'Orage", which I'm not even sure is grammatically correct) before mentally punching myself in the face with a silent admonishment to not be so fucking pretentious.

    The aforementioned English Language notes actually moved binders during the course of my studies, but I still have the previous ring binder they were in before they got a bit too… big. Said smaller binder was decorated on the inside covers by my friends and I (mostly me) with a series of fake classified advertisements, many of which are in-jokes that I can still remember but which, going by past experience attempting to resurrect them with my old school friends, are probably remembered by only me. For example, I can remember exactly whom the advert "Ninja Assassin Wanted to Eliminate Annoying Twat in English Class" refers to; likewise, I remember who the phone number for the adjacent "Ninja Assassin for Hire" panel belonged to. Other jokes are a little more obvious: an advert inviting people to acquire fake identification to get served in pubs by writing to the local police station (postcode PE19 999, obviously); an advert for a new book called "How to Use Windows 95 Without Getting in a Stress" (judged "indispensible" by the Daily Mail, apparently); Poppets offering a new "Rabbit Poo" flavour.

    Interestingly, the inside cover of my English Language folder also marks an instance of Capitalising Things to Make Them Sound Like Official Things that predates TVTropes by a good few years, and also displays a convincingly large amount of evidence that I held some sort of deep-seated grudge towards Cambridgeshire Careers Guidance for some inexplicable reason. It's also quite magnificently dated by the references made throughout the adverts — the ad for the fictional PC product Mr Volpe's MATHS! Is Not Boring… Honest proudly boasts of "16-bit colour video starring Mark Hamill and Patrick Stewart" and "music by Oasis" along with the fact it's "powered by Id's Quake Engine"; meanwhile the Hanson Interactive CD-ROM apparently came with "tickets to see Hanson live, a working sniper rifle with live ammunition (for use at concert) and actual footage of band members being dismembered horribly" (with no apparent realisation that if they'd already been recorded being dismembered then there'd be no-one to shoot at the concert).

    It is, in short, a rather eye-opening glimpse into my psyche from when I was around 15. I'm not sure it's a healthy image, but eh. It helped make me the person I am to– WAITAMINUTE

    Photo on 22-08-2013 at 23.08

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    1311: Shorty and the EZ-Mouse https://imnotdoctorwho.moegamer.net/2013/08/21/1311-shorty-and-the-ez-mouse/ https://imnotdoctorwho.moegamer.net/2013/08/21/1311-shorty-and-the-ez-mouse/#respond Wed, 21 Aug 2013 22:33:35 +0000 http://angryjedi.wordpress.com/?p=5763 "Kitty-ENN. Versus. GAAAAAS-OOOOOOOOO!" … "I will never ever run away, I will live to fight another day, I will make you re-a-lise, I'm always here, right by your side, now our love is sanc-ti-fied, I'm here to bust this groove." … "It is me or is the timing off a little bit?" "Nah. I'm just … Continue reading 1311: Shorty and the EZ-Mouse

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    Aug 21 -- Bust A Groove"Kitty-ENN. Versus. GAAAAAS-OOOOOOOOO!"

    "I will never ever run away, I will live to fight another day, I will make you re-a-lise, I'm always here, right by your side, now our love is sanc-ti-fied, I'm here to bust this groove."

    "It is me or is the timing off a little bit?"

    "Nah. I'm just more skilled than you are."

    "No, I seriously think the timing's off."

    "C'mon, man, stop being a sore loser."

    "No! I'm serious! I'll go and get my PlayStation right now and prove it."

    "Fine. Go ahead. And you'll see that I'm just better."

    "All right. See you in a bit."

    "So, do you believe me, now?"

    "…Fine. All right. I believe you."

    That incident actually happened. The game in question was Bust-A-Groove, a PlayStation offering that helped spawn (or at least popularise) the now all but dormant music game genre. This was no Guitar Hero precursor, though; Bust-A-Groove was very much its own thing, and there hasn't really been a game quite like it since. (Well, apart from Bust-A-Groove 2, but that's sort of a given.)

    Bust-A-Groove was a peculiar blend of fighting game (sort of) and rhythm-based music game. Each "bout" was a one-on-one competition between two of the weird and wonderful characters, and victory was determined by whoever the camera was closest to at the end of the bout. (Yes, really.) In order to attract the camera towards yourself, you have to correctly punch in the directional inputs on the screen and then tap either the circle or X button in time with beat "4" of a bar. If you press the triangle button instead of O or X, you'll unleash an attack on your opponent, which will interrupt their flow if it hits them, but which they can dodge if they tap the square button instead of O or X.

    That's it. That's all the game was, and yet it was massively addictive, thanks at least in part to the magnificent soundtrack. Each character, much like in a fighting game, had their own stage with unique crazy animations going on in the background, and each stage had its own piece of music that told you something about the character — it was implied that, in most cases, the "owner" of the stage was singing the song, and it helped give both the game and its cast a huge amount of personality.

    Also it ended with you defeating a giant robot by standing on a rooftop and dancing at it, which was awesome.

    The timing issue I alluded to above came from the fact that, at the time Bust-A-Groove came out, I was struggling on with a Japanese PlayStation, and consequently, in order to play European games, I had to prop the system's lid open with a biro lid and a bit of Blu-Tac, boot it up with a Japanese game in, whip the Japanese disc out when it stopped spinning quite so quickly then quickly swap in the European disc. (I later acquired an actual European PlayStation after I completely knackered the lens on the Japanese system by doing this all the time. I promptly chipped it so that I could play import games. Still one of my favourite consoles of all time; I wish I still had it.)

    Anyway, the fact that a Japanese PlayStation is designed to run on a 60Hz display and a European PlayStation was designed to run on a 50Hz display (this was the pre-HD era, folks) meant that the Japanese PlayStation ran slightly faster than the European game was expecting it to, meaning that the on-screen button prompts did not line up properly with the beat of the music. Having grown accustomed to this naturally, I didn't notice it, but my friend Woody, with whom I was playing the game's two-player mode, was immediately thrown off by it. (We were both absolute S-Rank Bust-A-Groove players, so every match should have ended in stalemate; he was perturbed to find himself repeatedly losing due to being unaccustomed to my PlayStation's wonky timing.)

    Not sure why I shared that little anecdote, but whatever. Bust-A-Groove was great… and I am now searching Amazon and eBay for cheap copies.

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    1310: Nice Job, Sony https://imnotdoctorwho.moegamer.net/2013/08/20/1310-nice-job-sony/ https://imnotdoctorwho.moegamer.net/2013/08/20/1310-nice-job-sony/#respond Tue, 20 Aug 2013 22:35:07 +0000 http://angryjedi.wordpress.com/?p=5760 It was a day of press conferences at Gamescom in Germany today — always a long, tiring day, so forgive me if tiredness gets the better of me and I either start making ridiculous typos or fall asleep on my keyboard. Out of the three conferences we saw today (or heard about second-hand in the … Continue reading 1310: Nice Job, Sony

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    It was a day of press conferences at Gamescom in Germany today — always a long, tiring day, so forgive me if tiredness gets the better of me and I either start making ridiculous typos or fall asleep on my keyboard.

    Out of the three conferences we saw today (or heard about second-hand in the case of Microsoft, who weren't streaming their event), for my money, Sony's was clearly the best. For my particular tastes, anyway.

    What's kind of cool, though, is that in each of the three cases — Microsoft, EA, Sony — there were clear target audiences, and while sometimes they overlapped, for most of the time they were very distinct from one another. This is good. This makes things exciting and interesting, and means we don't keep seeing the same things over and over again.

    The big divide seen today came largely between Sony versus Microsoft and EA. The latter put out huge, dubstep-fuelled trailers featuring lots of shooting and sports and other manly pursuits. The former opened the show with Shuhei Yoshida quietly playing with the console live on stage, closely followed by one of its least exciting games (Gran Turismo) accompanied not by dubstep, but with some rather stirring orchestral/choral music.

    Microsoft and EA have their audiences — the people who enjoy their triple-A blockbuster experiences; the people who enjoy playing sports games; the people who are happy to play nothing but games with Battlefield in their title — and that's cool. But it was even cooler to see Sony catering to its own niche rather than trying to emulate Microsoft. Some gorgeous looking independent titles; some solid support for the Vita; some intriguing looking exclusives — good stuff, and it got me far more excited than Microsoft and EA's stuff. And that's fine — I've long thought that various companies should specialise their output a little more rather than attempting to, as Jim Sterling so frequently mocks, "appeal to a wider audience".

    Interestingly, opinions have been a little split today. For the most part, my Twitter feed was enthusiastic about Sony's conference while it was happening, but I've seen a few people expressing disappointment. Those who were particularly disappointed were either 1) in Microsoft and EA's target audience, which is understandable because Sony very obviously aimed in the opposite direction, or 2) fans of Japanese games, of which there weren't any on display. Still, there's always TGS for the latter, at least, so it's a little premature to worry about the PS4 — and I remain convinced that Sony platforms will remain the place to be for Japanese titles, especially if their publishing partners teased back when the PS4 was first announced are anything to go by.

    Anyway. My eyelids are drooping so I'm off to sleep.

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    1309: Dress-Up https://imnotdoctorwho.moegamer.net/2013/08/19/1309-dress-up/ https://imnotdoctorwho.moegamer.net/2013/08/19/1309-dress-up/#respond Mon, 19 Aug 2013 21:54:23 +0000 http://angryjedi.wordpress.com/?p=5758 A guilty pleasure of mine that I've always had is playing dress-up. It doesn't matter if it's in reality or in some sort of virtual world (more commonly the latter these days, to be honest) — I love picking out outfits and accessories and attempting to coordinate and/or clash them horribly. It's ironic, really, given … Continue reading 1309: Dress-Up

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    A guilty pleasure of mine that I've always had is playing dress-up. It doesn't matter if it's in reality or in some sort of virtual world (more commonly the latter these days, to be honest) — I love picking out outfits and accessories and attempting to coordinate and/or clash them horribly. It's ironic, really, given my own complete lack of interest in fashion — though this comes about more from being a big guy who can't get any decent clothes that fit than anything else.

    A number of different interactive experiences have scratched my dress-up itch over the years. Most recently, I've been having fun with the "attachments" feature in Namco Bandai's Tales of Xillia, which allows you to deface all of your party members with various accessories, extra bits of hair and glasses, then enjoy your monstrous creations in battle, in the field and in cutscenes. Despite the potential for mischief, though, I've stayed largely restrained and sensible: protagonist Milla is sporting a pair of elf ears (that really suit both her looks and personality); "childhood friend" character Leia is sporting some adorable pigtails and half-rim glasses; young girl Eliza has her adorability factor amped up to 11 with the addition of wiggly rabbit ears and a fluffy tail.

    Final Fantasy XIV has its share of amusement value from clothing and appearance options, too. I spent quite a long time on creating the look of my character this time around, eventually settling on a Hyur (human) female with red hair (of course) with some bright highlights giving her a slightly "frosted" look — very Final FantasyXIV's character creation tools give you a wealth of options to play with, some of which you'll only ever see in cutscenes, but it's nice to be able to take advantage of them. My character, for example, has a small heart-shaped tattoo on her cheek that is all but invisible unless you look closely, and also has odd-coloured eyes. No-one I'm playing the game with will notice those things as, generally speaking, you don't get close enough to other players to see that much detail. But when I see her doing her thing in cutscenes, I'll see those little details I added and she'll feel like my avatar, rather than something arbitrarily chosen for me.

    I used to play on a roleplaying server for World of Warcraft, which meant a significant proportion of my time in the game was spent sitting around talking to other players and pretending to actually be our characters. It was a lot of fun, particularly as WoW offered you a few "non-combat" outfits that you could dress in. Since my character was a skilled tailor, she'd managed to make herself a nice array of different dresses to suit various occasions, and it was always fun to show up in a new outfit and have it acknowledged.

    This particular guilty pleasure of mine means that there's one type of DLC I have a total weakness for, even with my general like of nickel-and-dime pointless DLC that doesn't add anything to the experience, and that's costume DLC. If I have the option to customise my characters' appearances further with new downloadable costumes, chances are I will take that opportunity. This likewise means that if a game provides the opportunity to earn a new costume by completing various challenges, I will generally drop everything I'm doing to try and earn that costume. I recall a ridiculous amount of grinding in Dark Chronicle (aka Dark Cloud 2 to earn a leopard-print bikini, but man, it felt good to finally earn it and subsequently take on the final boss in a woefully underdressed state.

    Anyway. I digress, before I start getting into a lengthy discussion of how immensely fashionable my Second Life avatars were in their heyday…

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    1308: Adventurer's Guild https://imnotdoctorwho.moegamer.net/2013/08/19/1308-adventurers-guild/ https://imnotdoctorwho.moegamer.net/2013/08/19/1308-adventurers-guild/#respond Mon, 19 Aug 2013 00:05:26 +0000 http://angryjedi.wordpress.com/?p=5756 The Final Fantasy XIV beta closes down early tomorrow morning, so I've been making the most of it this weekend. I've levelled my Thaumaturgist class all the way to 20 — the level cap for the beta — and had a play around with the Weaver crafting class for a bit, taking that up to level 11. … Continue reading 1308: Adventurer's Guild

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    The Final Fantasy XIV beta closes down early tomorrow morning, so I've been making the most of it this weekend. I've levelled my Thaumaturgist class all the way to 20 — the level cap for the beta — and had a play around with the Weaver crafting class for a bit, taking that up to level 11. This gives me a nice head start ready for when live service begins — though the nice thing about Final Fantasy XIV is that if at any point you fancy a change, just switch out your weapon and bam! You're another class.

    This carries its own considerations however — the main one being that if you switch to a class based in a city you've already done all the low-level quests in, you might struggle to find things to do if you're not used to all the additional stuff the game offers. In that particular situation, you turn to any one of a number of different possibilities: the short, snappy, time-limited Levequests; your Hunting Log, which challenges you to hunt down specific monsters in set quantities in exchange for very generous experience point rewards; Guildhests, which are short, extremely fun co-op challenges you take on alongside other players; or simply grinding.

    I wanted to give another shout-out to the amount of effort that's been put into the game's story. As well as the usual MMO-style "random people need you to do odd jobs" quests you get around the place, there's a "main quest" to follow, too. After a certain point, this quest tasks you with travelling to the other two capital cities in the world to meet their leaders and start making preparations for what is clearly going to be some sort of Epic Battle later in the plot. What was particularly great about this quest was the fact that it makes you feel super-important — you're sent off on an airship to the other cities, and as the ship leaves, the Final Fantasy prologue theme triumphantly blares out, as majestic as ever. Then you get some awesome "meanwhile" scenes — something that doesn't tend to happen in MMOs — that give you a real feeling of the plot unfolding even when you're not present. There's some characters who look a lot like FFXII's Judges in play, it seems, and I'm looking forward to the inevitable confrontation with them later in the story.

    It's hard to pin down one thing that's quite so satisfying about FFXIV because it really is an example of lots of overlapping systems complementing each other very well. There are lots of different ways to play, and plenty of means to ensure that you shouldn't find yourself getting bored or with nothing to do — unless, of course, you don't enjoy the base mechanics, in which case there's probably not a lot that can be done for you. The final game's going to be great; I can't wait to see what the future holds in updates and expansions.

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    1307: Thaumaturgist https://imnotdoctorwho.moegamer.net/2013/08/18/1307-thaumaturgist/ https://imnotdoctorwho.moegamer.net/2013/08/18/1307-thaumaturgist/#respond Sun, 18 Aug 2013 01:20:04 +0000 http://angryjedi.wordpress.com/?p=5754 You'll have to excuse any typos in this post; I'm very tired due to having spent a significant proportion of the day/evening playing the Final Fantasy XIV beta. And I'm pleased to confirm that it's very much living up to my expectations. I'm playing a Thaumaturgist this time around — in the last phase of beta I … Continue reading 1307: Thaumaturgist

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    You'll have to excuse any typos in this post; I'm very tired due to having spent a significant proportion of the day/evening playing the Final Fantasy XIV beta. And I'm pleased to confirm that it's very much living up to my expectations.

    I'm playing a Thaumaturgist this time around — in the last phase of beta I played a Pugilist. I was a little concerned that the game would fall into the usual MMO trap of all classes playing in a pretty similar manner — spamming the same combination of hotbar items over and over again, repeat until dead — but the Thaumaturgist plays noticeably differently to the Pugilist. As it should be.

    While the Pugilist is a melee character that demands you get close in to — and preferably behind — your enemies, the Thaumaturgist is a ranged magic damage dealer. Unlike your common or garden usual MMO mage, though, the Thaumaturgist makes use of an interesting mechanic that, thematically, represents their "aetherial balance" between "Astral Fire" and "Umbral Ice". Essentially, what this means is one of two things: if you're in Astral Fire state, you do increased damage with your fire spells, but they also cost more magic points to cast; if you're in Umbral Ice state, your spells do less damage but your magic points regenerate a lot more rapidly than they would usually. Playing a Thaumaturgist effectively involves knowing how to use these two states effectively to ensure you have good damage output while also keeping your stock of magic points high.

    That's not all, though. Each of the classes in FFXIV has its own unique questline to follow, with new "episodes" in the story coming every five levels or so. The nice thing about these is that they have their own storyline to follow, but also they help teach you things about your class you might not have realised. The level 15 quest for the Thaumaturgist, for example, is essentially a stealth mission that teaches you about the effectiveness of your Sleep spell: you're tasked with sneaking in to retrieve an artifact, and rather than fighting the strong enemies who are between you and it, you simply put them all to sleep and prance through singing "trollolololol" or something.

    What I've really been surprised about is how much effort's been put into the narrative side of things — something that's often neglected in MMOs. The genre giant World of Warcraft, for example, has an enormously rich and detailed setting to draw on, and yet — at least in its early incarnations, I haven't been back since Catacylsm — this storytelling potential was utterly squandered in boring quests that were given to you in the form of dull text readouts.

    Final Fantasy XIXIV's predecessor, was somewhat better in that there were "missions" as well as "quests" to do — these often incorporated cutscenes, story progression and even boss fights at times, but XI's difficulty and painfully slow progression meant that a lot of people might not have got very far.

    XIV nails the balance. There's a ton of solo content you can do, with a storyline to follow that makes your character feel important. There are recognisable non-player characters whom you come to have various feelings about, and events occur that actually have some sort of meaning. There's also a lot of instanced battles where you get your own private special event without other players interrupting — proper boss battles. And these aren't just like fighting any other monster — sometimes you'll be battling alongside other non-player characters in a huge skirmish, other times you'll have to hold out against seemingly overwhelming odds until an NPC shows up to tip the balance in your favour.

    It all feels like an actual Final Fantasy, in short, rather than an MMO with a Final Fantasy skin atop it. Your incentive for progression comes as much from the unfolding story and the cool setpieces as it does from gaining yet another level.

    I haven't done a lot of group stuff yet, but I did try a Guildhest earlier. This also gave me the opportunity to try the Duty Finder system, whereby you mark yourself as wanting to do a specific multiplayer "thing" — be it a Guildhest, a dungeon or something else — and then let the game match you with other people looking to do the same thing automatically. Pleasantly, you can continue playing while you wait to find a party — it's a good time to take on the short, snappy, time-limited "levequests" for some pocket money and experience.

    As for the Guildhest, it was short but very enjoyable. It was essentially a party-based arena battle intended to give players practice at working together and trying not to aggro multiple groups of enemies. Initially, you and your teammates must simply take out two parties of relatively easy monsters; then another set appears, accompanied by a huge boss monster. Inevitably, they all come charging towards you, so it becomes necessary to prioritise your targets — taking out the smaller things first before starting on the big boss. When you've successfully completed it, the iconic Final Fantasy fanfare plays as if you'd just completed a battle in a "normal" Final Fantasy game — a nice touch.

    I'm really looking forward to seeing how the game continues once it officially launches later this month — the current beta only allows you to progress up to level 20 and is still lacking a couple of features. The only real challenge is going to be — as ever — juggling both it and other games I want and/or need to play!

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    1306: Mark Book https://imnotdoctorwho.moegamer.net/2013/08/16/1306-mark-book/ https://imnotdoctorwho.moegamer.net/2013/08/16/1306-mark-book/#respond Fri, 16 Aug 2013 22:19:45 +0000 http://angryjedi.wordpress.com/?p=5752 My brain occasionally lapses into childhood when I contemplate looking at comment sections, because, as full of cretins as they sometimes are, comment sections are the modern-day equivalent of the red (sorry, green — red's too aggressive) pen scribblings your teachers would scrawl after your assignments at school. Imagine if the two scenarios were reversed, … Continue reading 1306: Mark Book

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    My brain occasionally lapses into childhood when I contemplate looking at comment sections, because, as full of cretins as they sometimes are, comment sections are the modern-day equivalent of the red (sorry, green — red's too aggressive) pen scribblings your teachers would scrawl after your assignments at school.

    Imagine if the two scenarios were reversed, though. That'd be weird, wouldn't it? Get your maths homework back with "lol fake and gay" written after it; read a New Statesman article and discover the entire comment section is nothing but people writing variations on "You have the beginnings of a good argument here, but your overuse of the word 'problematic' displays a disappointing lack of creativity that ultimately hurts the piece's credibility. See me to discuss."

    Actually, I think in the latter case, that'd probably be preferable, to be honest.

    I joke, but I do genuinely feel like I'm being "marked" when I see that there are comments on things that I've posted. In some senses, when you put something up for public perusal — particularly on something with a wider audience than this teeny-tiny personal blog — you are being marked, particularly if you've written something contentious.

    A lot of writing on the Web is designed to persuade people of something or other, whether that's that the reader should go and buy Gone Home (you probably should) or that the art in Dragon's Crown is going to bring about the downfall of society as we know it (it's probably not), and as such when someone feels compelled to leave a comment, they're going to be going through your arguments, deciding whether or not they agree with them and then leaving their "judgement" on the piece. If someone agrees with you, it's like getting a nice big tick, a "Good." and a gold star; if someone disagrees with you — particularly if they do so aggressively — it's like not only having a lengthy teacher comment that you hope your parents don't catch a glimpse of, but it's like having that comment publicly read out to the rest of the class.

    Except there's one key difference between comments and marks — comments are (theoretically, anyway) a dialogue; marks from your teacher are a one-way thing. (At least they were when I was at school; I wouldn't be at all surprised if modern education invited pupils to "respond" to their teacher's comments and/or "appeal" if they didn't feel they'd been treated fairly.)

    That's a pretty big difference. Even if someone gives you a "bad grade" through a negative comment or a complete disagreement/dismissal of your opinion, you can attempt to engage with that person and start a conversation. Sometimes interesting discussions can arise; other times, utterly pointless shouting matches can result, leaving you wishing you'd never written the fucking thing in the first place.

    Are comments valuable? There's no easy answer to that question. I don't think they're valuable in all circumstances — it's extremely rare to find a helpful YouTube comment, for example, and comments left on Facebook are 95% pointless, regardless of whether they're left on personal posts or adverts — but at other times they can be the source of thought-provoking discussion and even the fostering of friendships. (Comments on this site have certainly fallen into that latter category, which I'm happy about, and over on USgamer we've mostly enjoyed respectful, well-considered discussion and debate from our commenters so far, which is immensely encouraging to see.)

    Would the Internet be a better place without comment sections? Quite possibly; but it would also remove a lot of the ability to converse and engage with things that we take for granted today. So, for better or worse, they're clearly here to stay.

    Just remember to give your favourite writers a good mark every now and then!

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    1305: Kiss Kiss https://imnotdoctorwho.moegamer.net/2013/08/16/1305-kiss-kiss/ https://imnotdoctorwho.moegamer.net/2013/08/16/1305-kiss-kiss/#respond Fri, 16 Aug 2013 00:20:29 +0000 http://angryjedi.wordpress.com/?p=5749 Okay. After mentioning it the other day in my lengthy post about hentai, I feel compelled to talk a little more about the anime KissXSis, since I've watched a few more episodes of it now and am about halfway through the complete run. KissXSis is, let's not mess around here, not a fine work of art. I am … Continue reading 1305: Kiss Kiss

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    Okay. After mentioning it the other day in my lengthy post about hentai, I feel compelled to talk a little more about the anime KissXSissince I've watched a few more episodes of it now and am about halfway through the complete run.

    KissXSis is, let's not mess around here, not a fine work of art. I am finding it entertaining, certainly, but I question as to whether or not it's "good". It's certainly not something that everyone would appreciate, given that it's riddled with gratuitous fanservice throughout and actually gets a whole lot racier in certain episodes than I thought it was going to.

    Speaking completely honestly and frankly, though, this is quite refreshing in a strange sort of way. It's a show that has absolutely no shame whatsoever — in its subject matter; in its gleeful celebration of eroticism; in its acknowledgement that teenagers — both male and female — are horny little fuckers. While I'm well familiar with this side of Japanese culture from eroge, this is, I think, the first show that actually goes noticeably further in this direction than others I've seen.

    Let's back up a mo just in case you're unfamiliar with this series — and let's face it, unless you've specifically sought it out for one reason or another, you probably are. (I'm actually fuzzy on exactly how I came across it in the first place, to be honest; I think I may have stumbled upon it on a fansub site or something.)

    KissXSis is a slice-of-life anime (there, that's probably enough to put a bunch of you off; as regular readers will know, however, I'm a big fan of this sort of thing) in which the male lead Keita is constantly harassed by his twin stepsisters Ako and Riko. Keita — initially at least — knows that despite the fact he is not related to his sisters by blood — and despite the fact his father (his blood parent) is seemingly desperate for him to get with one or both of them — it would probably be a bad idea to do anything inappropriate with them. That doesn't stop them from trying, however, and indeed the temptation proves to be a little too much for Keita on more than one occasion — though the show consistently interrupts anything truly outrageous happening before it gets out of hand.

    If that were all, the show could have probably hobbled along as something of a one-trick pony for twelve episodes or so, with Ako and Riko concocting increasingly elaborate plans to seduce Keita — and indeed it looks as if it might go that way in the first couple of episodes. As the series progresses, though, the cast gradually expands and Keita's relationships become more complex. We have his awkward relationship with the quiet, shy librarian girl Miharu whom Keita regularly ends up accidentally and unintentionally doing totally inappropriate things to, usually as an indirect result of the twins' interference; we have his "childhood friend"-type relationship with his underclassman Mikazuki, a loli with an pantsu-flashing fetish whose innocent appearance belies the fact she's actually far more mature than her 23-year old sister; and, in the arc I'm just getting into, said 23-year old sister — also Ako's homeroom teacher — turns out to not only be a closet otaku, but also a bit of a pervert herself, much as she'd rather deny that fact to herself and everyone around her.

    It's a horny little show, much of whose humour revolves around sexuality and inappropriateness, and it's perhaps for this reason it's not all that well-known over in the West — I don't believe it's had an official translation or localisation, which might explain the hack job on the subtitles in some of the episodes I've watched so far. It's oddly endearing, though, and like a good eroge it knows when to turn up the heat and when to relax. It's a massive prick-tease for a significant proportion of its screen time, and if you're as shallow a pervert as I am that will doubtless be enough to keep you watching. However, alongside all this is an amusing — if occasionally uncomfortable — tale about teenagers coming to terms with themselves and their feelings, told by a genuinely memorable cast of characters. Ako and Riko in particular are both genuinely loveable characters and I've found myself rooting for them to get with Keita even despite the inherent "wrongness" of it all.

    So, then, while it's not a show I'm going to recommend specifically to you or to anyone, I'll just say that I am enjoying it as a bit of a guilty pleasure at present and leave it at that. You may do with that information as you please. (Except blackmail. I hate blackmail.)

    (Oh, and it has one of my favourite ending animation/song combos I've seen. Super-simple, but super-effective. I'll leave you with it.)

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    1304: Reppin' the Row https://imnotdoctorwho.moegamer.net/2013/08/14/1304-reppin-the-row/ https://imnotdoctorwho.moegamer.net/2013/08/14/1304-reppin-the-row/#respond Wed, 14 Aug 2013 22:14:25 +0000 http://angryjedi.wordpress.com/?p=5747 The Saints Row IV embargo lifted earlier today, and some of you may have already read my contribution to USgamer's review. Since I wasn't the main reviewer on that, though, I thought I'd take a moment or two to write something a bit more personal about why I like it so much and why you, dear reader, … Continue reading 1304: Reppin' the Row

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    The Saints Row IV embargo lifted earlier today, and some of you may have already read my contribution to USgamer's review. Since I wasn't the main reviewer on that, though, I thought I'd take a moment or two to write something a bit more personal about why I like it so much and why you, dear reader, should probably pick the game up when it comes out.

    Saints Row IV is exactly, as many people have already said today, where the series needed to go. Rather than aping Grand Theft Auto — something the series hasn't really been doing since its first installment, and even then it was its own distinct thing to a certain extent — it's gone full-on batshit crazy, and is all the better for it.

    Let's back up a moment and look at a game that clearly had a significant impact on Saints Row IV's development: Crackdown.

    Crackdown was an interesting game, and one of the more underrated titles in the Xbox 360's library. Most people picked it up purely for access to the Halo 3 beta, but I spent a lot of time with both Crackdown and its subsequent sequel. It wasn't perfect, but it was good fun, particularly when you shared the experience with a friend. It was one of the few games in which the relative lack of storyline helped rather than hindered the experience — it meant that leaping around from rooftop to rooftop collecting those elusive "agility orbs" didn't feel at odds with what you were "supposed" to be doing in narrative terms. Rather, Crackdown set itself up to be a superpowered playground, and that's exactly what it provided. To make things even better, it makes the best use of Achievements I think I've ever seen on the platform, encouraging players to cooperate with their friends to complete various silly challenges, such as playing tennis with a car and a pair of rocket launchers.

    Crackdown's biggest thrill was its sense of freedom — the feeling that you could go anywhere, do anything, or at least anything within the constraints of the controls you were provided with. The game encouraged you to explore and try to do ridiculous things. One of the first things a lot of people tried to do was climb the tallest tower in the city, then leap off without dying. Sure enough, in the full version of the game you get an achievement for doing both of these things. It's a game that not only encourages its players to have fun, it rewards them for it.

    Saints Row IV is, to a certain extent, the same. While it has a more structured narrative than Crackdown ever did, it has that same sense of freedom that comes from the use of ridiculous superpowers. Not long after starting the game, you're provided with both super speed and super jump powers, both of which can be gradually upgraded. Eventually, you're not only hurtling along the roads faster than traffic, you're running up walls, leaping from building to building, gliding across half the city in a single bound, then crashing down to earth, scattering everything and causing chaos around your landing area. You're encouraged to make full use of these powers by collecting Saints Row IV's equivalent of Agility Orbs — and there are over a thousand of them to find. You're also challenged to make skilful use of them by climbing vertigo-inducing alien towers, and to use them in creative ways to clear out heavily-fortified alien outposts.

    The activities you'll be indulging in while playing Saints Row IV are diverse, and there's been an obvious and conscious move away from the more "criminal" activities seen in Saints Row The Third. You're still doing things like deliberately injuring yourself for insurance fraud, though this time around your superpowers causes your ragdoll to go cartwheeling down the road for miles at a time, making the experience far more akin to something like Burnout Paradise's Showtime mode than anything else. At another moment, you might be using telekinetic powers to throw objects, cars and people through hoops. On another occasion, you might be carefully using your superjump to accurately land on platforms in an abstract environment, or racing through Wipeout-style tunnels in an attempt to score as many points as possible before you reach the end. There's a lot to do, and pretty much all of it is genuinely fun, whether you're alone or playing co-op with a friend.

    The story provides a good impetus to keep playing, too. The characters are all endearing, despite all of them having "asshole" tendencies to varying degrees, and there's a real sense of camaraderie between them. Those who have played earlier games in the series will be pleased with some significant nods towards series continuity — including a guest appearance by Eliza Dushku, who played Shaundi back in Saints Row 2 — but this is never done in such a way as to feel exclusionary to those for whom this is their first Saints Row game. Collectibles include audio logs from each of the major characters, so you can delve into their backstory as much or as little as you like — and it's clear that the team at Volition considers this motley crew far more than just generic tropes.

    By far the best thing about the whole experience, though, is how much ownership you can take of it all. You can design your own character to be however you please. It can be male, female, transgender or anything you please. It can be attractive, ugly, fat, thin, realistic, alien-looking… the list goes on. And once you're into the game, you can continue to feel like your character is "yours" by choosing their voice, the way they taunt people and the way they compliment them. Seeing them in cutscenes is a constant delight, even if they don't look anything like "you" — there's something inherently satisfying about seeing a character that is entirely of your own design playing the leading role in a game. Of course, it's mostly an illusion — there's only a limited selection of voices to choose from, for example — but even knowing that, there's a huge amount of joy to be had from it being "your" character while still having a personality that has obviously been written with some care.

    Short version, then: you should play Saints Row IV. It's out soon. Buy a copy. You won't regret it.

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    1303: Pervert https://imnotdoctorwho.moegamer.net/2013/08/13/1303-pervert/ https://imnotdoctorwho.moegamer.net/2013/08/13/1303-pervert/#respond Tue, 13 Aug 2013 23:21:28 +0000 http://angryjedi.wordpress.com/?p=5739 Borderline NSFW stuff on the subject of hentai ahead. I'll put a "Read More" tag in place for front-page browsers who want to skip past, though I'll note there's nothing outright explicit in this post. I've been pondering how to broach this particular topic for some time now, and I guess in some ways I … Continue reading 1303: Pervert

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    Borderline NSFW stuff on the subject of hentai ahead. I'll put a "Read More" tag in place for front-page browsers who want to skip past, though I'll note there's nothing outright explicit in this post.

    I've been pondering how to broach this particular topic for some time now, and I guess in some ways I already have with posts such as these.

    I don't want to talk just about visual novels, though they're a big part of this subject and by far the part I'm most familiar with. I want to talk about the concept of "hentai" in general.

    Hentai, lest you're unfamiliar, is generally used as a catch-all term to describe Japanese animated, video game or computer graphic content that is sexually explicit — the word is of Japanese origin and means "pervert". The related term "ecchi" tends to be used in a similar context and is often also translated as "pervert", but can also be read as "questionable" and is consequently more commonly used to refer to content that is "suggestive" rather than outright explicit. Compare, if you will, an image of two anime characters banging (hentai) with a female character flashing her panties (ecchi) — though these terms are both somewhat flexible in terms of what they refer to. (Interesting aside — erotic content in Japanese media is often referred to as "H" material, but the "H" isn't short for "hentai" as I once thought — "H" is actually pronounced "ecchi" in Japanese, so there you go. You learned something today.)

    Ring Out
    Ring Out — a tragic tale of a cat-faced mother's child being sold into sex slavery. Emphasis on the "sex".

    Definitions aside, I find the very concept of hentai (as I'll refer to all content of this type from now on for simplicity's sake) fascinating. Unsurprisingly, it has something of a stigma attached to it — the very word means "pervert", after all — but I'll do my best to explain what I find interesting, and you can, by extension, be comfortable in the knowledge that I am certainly not in a position to judge anyone for their individual tastes, whatever they might be.

    I forget exactly when my first encounter with hentai was, what the context was or how I came across it. I do remember I found it immediately striking, though, and very distinct from "ordinary" pornography. Freed from the constraints of reality, hentai is free to explore whatever it pleases — even straying into seriously "deviant" territory at times — and is always able to fall back on the argument that it's clearly "not real". While that doesn't necessarily make it "harmless" as such, particularly from an early socialisation perspective, it's a lot "safer" and less exploitative than pornography that involves real people. Consequently, it allows its audience to freely and safely explore concepts and ideas that they may not have thought to explore — or things that they know "should" (whatever that means) be kept to nothing but fantasy.

    I recall a few early encounters with hentai. Initially it was just images, but I became curious as to the source of these sets of pictures after a while, as they seemed to, in their own way, tell some sort of story — or at least, within the same set, involve the same recognisable characters. I noticed that as in more "conventional" pornography, there was a strong emphasis on looking at the women from a male perspective — male characters tended to be depersonalised to various degrees, usually lacking a face, being out of shot or, on some occasions, being nothing more than a disembodied or ghostly penis. It was clear that this was intended to allow the viewer to put themselves in the role of the male character — to picture themselves in these sexual scenarios with these attractive women without the distraction of the dissonance between their own appearance/self-perception and the depiction of the male character in the image.

    Paradise Heights
    Paradise Heights — she kind of has the right idea, despite your protestations.

    I discovered that most of the images I'd come across (no pun intended) up until this stage hailed from games — or, more accurately, what I'd later come to know as visual novels and dating sims — so I investigated further. I have no idea how I managed to find (and, more to the point, successfully download) full H-games using a dial-up connection in the late '90s-early '00s, but somehow I did. Early examples I found included True Love — which actually became something of a hit among my friends and I due to the fact it included genuinely satisfying, fun gameplay — along with Paradise Heights, Ring-Out and Three Sisters Story.

    I'll tell you the thing that immediately floored me about all these games: the fact that they were all far more than being "just porn". Okay, some of them were more "porny" than others — both Ring-Out and Paradise Heights in particular had somewhat flimsy stories that were little more than an excuse to get you from one sex scene to another, and Ring-Out was a little too rapey to be comfortable or indeed titillating — but all of them, without exception, at least made an effort to have a sense of narrative progression and characterisation. Even in the more sex-heavy ones, there was a sense of who these characters were and why you should be interested in them — both sexually and non-sexually: amid all the erotic lesbian wrestling in Ring-Out was a tragic story about a young girl sold into sex slavery to pay a family's debts; Paradise Heights explored the life of a voyeur; True Love was a relatively early example of the "slice of life" genre. Interestingly, in the case of Three Sisters Story, you actually ended up punished at the end of the game if you played through trying to bed as many of the characters as possible — something which greatly surprised me, as I was still working on the assumption that, despite the stories in these games, they were primarily "porn".

    Hentai and related content isn't just about games, though, as I noted at the start of this post. It's also about manga (which I haven't explored at all) and anime (which I have, to a limited degree). In the former case, a lot of erotic content comes about through the doujinshi (self-published) market, many of whom base their work on established properties without permission — something that is in direct contravention of Japanese copyright law, but which is such a huge part of national culture now that it just seems to be let slide these days. The fact is, doujinshi actually serve as a good means of existing works being promoted, and also as a means of new talent being discovered, regardless of whether the works they've produced are family-friendly or not — after all, a lot of manga absolutely isn't family-friendly at all, even if it's not specifically intended to be pornographic.

    Tsundere Inran Shoujo Sukumi -- yes, she's pointing at his todger.
    Tsundere Inran Shoujo Sukumi — yes, she's pointing at his todger.

    As for anime, in my admittedly limited experience, hentai and related works tend to be their own original thing. As with games, they vary in how "porny" they are — some are clearly designed as stories that happen to include a lot of sex along the way, while others are obviously designed as little more than something to get one's rocks off to. The subject matter also varies a great deal — compare something like the horrific Urotsukidoji, which is full of rape by demons and strange techno-magical machinery, and, say, Tsundere Inran Shoujo Sukumi, which is little more than an excuse for pretty much every Japanese anime-related fetish (school swimsuits, school uniforms, catgirls, maids and so on) to be explored in rapid succession.

    Once again, though, even the hentai equivalent of a "gonzo" porn movie — i.e. one in which the sex is the focus rather than any sort of plot — makes considerably more of an effort with characterisation and even a degree of narrative progression than its "real world" (for want of a better term) equivalent. Soushi Aiai, for example, tells the story of a couple of teens who know each other in real life but who are only able to finally admit their true feelings for one another through Internet sex sessions where one of them doesn't recognise the other; the aforementioned Tsundere Inran Shoujo Sukumi sees the titular heroine buying the rather subservient male protagonist's silence with regular, rather fetishistic sex after he catches her masturbating in the locker rooms, and subsequently falling for him; others spin off in a variety of different weird and wonderful directions. Okay, in many cases they're not complex, deep or particularly thought-provoking stories, but at least they've made an effort — and sometimes they go much further than simply providing flimsy context for the shagging, much like a good (emphasis: good) visual novel does.

    A peculiar offshoot of explicit hentai anime comes in the form of anime series that are more "ecchi" than "hentai" — i.e. they don't actually involve any sex at all, and instead focus on suggestive situations that… oh, let's not beat around the bush here, since we haven't for the past 1,400 words: they're big cock-teases. Examples of this particular style of presentation come in the form of stuff like KissXSis, which, when it's not being incredibly (but alarmingly compellingly) inappropriate spins an amusing and entertaining tale about a high school guy's awkward relationship with his older (and emphatically non-blood-related) stepsisters, both of whom are constantly competing for his affections (both emotional and physical); and the Isshoni Training series, which sees the cute anime girl Hinako encouraging the viewer to take good care of themselves across several installments in which she showers, performs an aerobics routine, sleeps (yes, there's an entire episode that consists almost entirely of watching her sleep, which is simultaneously uncomfortably weird and strangely relaxing) and takes a bath with her best friend.

    Bathtime with Hinako -- the things she's about to ask you to do aren't particularly comfortable, however.
    Bathtime with Hinako — the things she's about to ask you to do aren't particularly comfortable, however.

    This kind of presentation — particularly Isshoni Training, which not only breaks the fourth wall but sets fire to it, stomps on its remains and then invites you to step through the convenient gap it's left you — is often described as "pandering" or "fanservice" and neither of these are inaccurate descriptions, but those don't necessarily have to be negative things. Isshoni Training in particular is something that — as sad as it might sound to those of us who live perfectly "normal", well-adjusted lifestyles — might provide comfort to someone who is particularly lonely or who feels unable to interact with others for whatever reason. Whether or not immersing yourself in a fantasy world to such a degree is healthy or not is probably beyond the scope of what we're talking about here, but when I think back to a time in my life when I was incredibly lonely — like immediately after my wife left, for example — I would have probably found something along those lines to be somewhat comforting.

    Anyway. I've rambled on for over 1,700 words on this rather stigma-tastic subject, so I think I'd probably better leave that for now. Hopefully I have, however, at least given you a better idea of why I find this stuff so interesting far beyond "hurr hurr, it makes me feel funny in my swimsuit area." I'm not attempting to convince anyone that everyone should like it or explore it — just that it's something I, personally, find oddly intriguing.

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    1302: ZETTAI RYOUI-- I mean HERO https://imnotdoctorwho.moegamer.net/2013/08/12/1302-zettai-ryoui-i-mean-hero/ https://imnotdoctorwho.moegamer.net/2013/08/12/1302-zettai-ryoui-i-mean-hero/#respond Mon, 12 Aug 2013 21:12:47 +0000 http://angryjedi.wordpress.com/?p=5736 Have I mentioned ZHP, aka Zettai Hero Project: Unlosing Ranger vs. Darkdeath Evilman on these pages yet? I forget. If not, I'm about to. If I am about to repeat myself, eh, whatever. ZHP, as I will refer to it from now on to save my sanity, is an RPG from Nippon Ichi for PSP (Vita compatible). … Continue reading 1302: ZETTAI RYOUI-- I mean HERO

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    Have I mentioned ZHP, aka Zettai Hero Project: Unlosing Ranger vs. Darkdeath Evilman on these pages yet? I forget. If not, I'm about to. If I am about to repeat myself, eh, whatever.

    ZHP, as I will refer to it from now on to save my sanity, is an RPG from Nippon Ichi for PSP (Vita compatible). Its aesthetic and style is strongly reminiscent of NIS' flagship strategy RPG series Disgaea, but it's a very different sort of game — rather than being a turn-based strategy RPG, it's a turn-based sort-of-roguelike in which you control a single character.

    The concept of ZHP is pleasingly ridiculous. The Earth's hero, the Unlosing Ranger, is on the way to save the world from villain Darkdeath Evilman when he gets run over. As he dies, he passes on his powers to the silent protagonist you spend the rest of the game playing. You, as the new Unlosing Ranger, are immediately thrown into NES-style turn-based RPG combat against Darkdeath Evilman and are defeated almost as quickly as combat begins. Thus begins a lengthy adventure to "train" yourself how to be a proper hero.

    I'm only about 10 hours or so into the game so far so I can't comment with any authority on how the game progresses, but I'm really enjoying it. It's pleasantly portable friendly while at the same time being deep enough to also encourage hefty play sessions if you've got the time or inclination. Despite being turn-based, the dungeon crawling, exploration and combat feels very fast-paced and enjoyable. There's a lot of loot to collect, all of which is reflected on your character's appearance when you equip it, but a lot of it is very temporary — items have very limited durability, and thus become all but useless after a while.

    Progression in ZHP is unconventional and bizarre. Unlike a traditional roguelike, there's no permadeath — instead, being defeated in a dungeon tots up all the levels you gained on that particular run and adds them to your "Total Level". This, in turn, provides bonuses to your base statistics, which means that "level 1" the next time you go into a dungeon is a significantly better "level 1" than it was at the start of the game. This progression can be supplemented by inserting various objects into your body, at which point they become "chips" that affect your base statistics. Then there's Hero Energy to direct around, booster items to plug into your chips and all manner of other nonsense. It's unlike anything I've ever seen before, but it seems to work really well.

    At the stage I've just got to in the game, I've just unlocked a 60-floor dungeon that is clearly intended for grinding purposes. Given that the maps, enemies and even environments are randomly generated each time you enter, the whole game could have been this enormous dungeon and I'd have been happy, but there's a fun and surprisingly "nice" story running alongside it all too — part of the game's concept is that by running through the dungeons in "Bizarro World" you're helping solve the problems of "real" people back on Earth while simultaneously powering yourself up enough to battle Darkdeath Evilman.

    Anyway. If you need a portable RPG — and one that's both toilet- and commute-friendly — then it's well worth a look. Don't let the Disgaea-esque aesthetic put you off if you weren't a fan of that series — ZHP is a very different beast indeed and well worth your time.

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    1301: Eclipse of an Empire https://imnotdoctorwho.moegamer.net/2013/08/11/1301-eclipse-of-an-empire/ https://imnotdoctorwho.moegamer.net/2013/08/11/1301-eclipse-of-an-empire/#respond Sun, 11 Aug 2013 21:28:12 +0000 http://angryjedi.wordpress.com/?p=5734 My regular group of board gaming buddies and I finally got around to trying a game of Eclipse today. We didn't finish it, but we all had a pretty firm grasp of what was going on, so the next time we play things will hopefully run a little more quickly and smoothly. It's very much a "weekend … Continue reading 1301: Eclipse of an Empire

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    My regular group of board gaming buddies and I finally got around to trying a game of Eclipse today. We didn't finish it, but we all had a pretty firm grasp of what was going on, so the next time we play things will hopefully run a little more quickly and smoothly. It's very much a "weekend game," though, due to its length, so I find myself wondering how often it will hit the table.

    Eclipse, lest you're unfamiliar, is a sci-fi empire building game in which you take control of one of several spacefaring civilisations (human or alien) and then proceed to attempt to score as many points as possible over the course of the game's hard time limit. Scoring is achieved through controlling sectors, winning battles, forming trade agreements with other players and researching new technology.

    The nice thing I found about Eclipse is that its sheer number of components make it look hideously complicated at first glance — and the rulebook perhaps doesn't help matters, either — but its mechanics are actually pretty simple to understand once you get into it. It is essentially a game of resource management and ensuring you don't overstretch yourself — there's a lot of having to restrain yourself from doing too much too soon, lest you find yourself having to undo all your hard work in order to, well, pay for your hard work.

    Eclipse works with three currencies — money, science and resources, each of which are produced each turn in varying amounts according to which planets you've colonised. Each planet has a particular colour according to whether it's a money, science or resource planet, and one or more "slots" for adding population cubes to them. Taking a population cube off your civilisation's reference sheet reveals your new income level while simultaneously giving you the means to mark your ownership of a planet. It's an elegant system, albeit one that requires a lot of "bits" to function.

    The main mechanic of Eclipse involves making use of your "influence" to perform various actions. By spending an influence point, you can take another action in the current round of the game, but the more influence you use, the more money you're going to have to spend at the end of the round. Influence is also used to take control of sectors (and indirectly, by extension, colonising planets) and thus you can find yourself running up a significant bill rather quickly if you're not careful. This is where the "pacing yourself" thing comes in — you need to balance a series of productive actions with ensuring that your expenses are kept at a manageable level.

    Eclipse has a great research system, whereby you use collected science units to purchase technologies, and then, using another action, use your researched tech to upgrade the blueprints for your various types of ship. Your civ's reference sheet has a "blueprint" for each of the ships and starbases, and adding new tech is a simple matter of laying tiles over the existing stuff to upgrade them. You can customise each ship a huge amount in this way, though you have to do things like ensure there's enough power available to power the massive cannons you've just strapped onto the hull.

    I enjoyed what I played. I sometimes get a bit weary during games like this as they can sometimes be a bit too heavyweight for my distinctly non-strategic brain, but Eclipse seems to strike a good balance between accessibility and depth. Plus the excellent iPad version means I can practice whenever I like!

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    1300: I'm Not a Foodie https://imnotdoctorwho.moegamer.net/2013/08/11/1300-im-not-a-foodie/ https://imnotdoctorwho.moegamer.net/2013/08/11/1300-im-not-a-foodie/#respond Sun, 11 Aug 2013 00:17:01 +0000 http://angryjedi.wordpress.com/?p=5731 After going out for a very nice (and expensive) meal for a friend's stag weekend tonight, I can confirm something I've suspected for quite some time now: I'm not a foodie. It's not that I can't appreciate food that has had care, attention, time and effort expended on it to make it look, taste and … Continue reading 1300: I'm Not a Foodie

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    After going out for a very nice (and expensive) meal for a friend's stag weekend tonight, I can confirm something I've suspected for quite some time now: I'm not a foodie.

    It's not that I can't appreciate food that has had care, attention, time and effort expended on it to make it look, taste and smell great. It's just that I don't think these expensive restaurants are significantly nicer than something simple. If anything, I find fancy food too fussy — there are too many flavours for me, when I much prefer something simple, homely and enjoyable.

    Take steaks. I love a good steak. Steak is one of the most delicious meats there is when just cooked nicely and served up by itself, perhaps with some chips and/or a bit of salad. Smother it in some sort of sauce or marinade, though, and it becomes considerably less appealing — the delicious taste of the steak is, more often than not, overwhelmed by the taste of the sauce, and that's not the reason I wanted to have steak in the first place.

    The menu this evening had a lot of delicious things on it — steak, fish, chicken, pasta, gnocchi. And yet I found it very difficult to pick something I actually liked the sound of, because for every item that was based on something I enjoy — steak, fish, chicken, pasta, gnocchi — it was promptly made far too fussy by rubbing rosemary all over it, festooning it with onions or incorporating herbs and spices I'd never heard of.

    This may sound like being a fussy eater and I guess it sort of is — my longstanding violent dislike of onions precludes me from eating a lot of fancy food, which is often riddled with them — but more than being fussy, it's simply the fact that I just don't really enjoy food that's too "complicated", for want of a better word. I don't know whether this is because I don't have a particularly refined palate, or because I'm not used to food of this type, or because it's just my particular tastes, but regardless of what the reason is, I think I would, in most cases, much rather have a pub lunch or a nice roast dinner than anything that been anywhere near the word "jus".

    I wonder how you refine your palate for things like this? I often contemplate this question when confronted with an impressive-looking cheeseboard, none of which I have the slightest inclination to eat, or am invited to appreciate a salad as being anything more than just bland leaves… or, indeed, as with this evening, am presented with a number of individual ingredients I like by themselves that are smothered with things that I either actively dislike or don't really appreciate in conjunction with the things I do like.

    So there you have it. I'm not a foodie. Consequently, I'm something of a cheap date, too.

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    1299: It's Four O'Clock in the Morning https://imnotdoctorwho.moegamer.net/2013/08/10/1299-its-four-oclock-in-the-morning/ https://imnotdoctorwho.moegamer.net/2013/08/10/1299-its-four-oclock-in-the-morning/#respond Sat, 10 Aug 2013 02:57:50 +0000 http://angryjedi.wordpress.com/?p=5729 Good morning! I've just got in. (Well, I got in about half an hour ago, but whatever.) I've been "out" this evening. I recall writing a post a while back about how I don't really "go out" any more in the way I used to — that's "go out" in the sense of "going somewhere … Continue reading 1299: It's Four O'Clock in the Morning

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    Good morning! I've just got in. (Well, I got in about half an hour ago, but whatever.)

    I've been "out" this evening. I recall writing a post a while back about how I don't really "go out" any more in the way I used to — that's "go out" in the sense of "going somewhere to imbibe a lot of alcoholic beverages then stumble somewhere you probably won't remember in the morning." And yet this evening I found myself doing almost exactly that. (The only part lacking was the "lot of alcoholic beverages", since I was driving.)

    It was my friend James' stag night this evening, you see — an event which is continuing over the weekend. This evening was intended to be a fairly conventional night out — a nice meal, then maybe a couple of drinks somewhere, then back home in preparation for other stuff tomorrow. Since we're all considerably older than we used to be, we weren't particularly intending on doing anything "big" or time-consuming like clubbing, but somehow here I am at nearly 4am having just rolled in from what ended up being a rather long night.

    The specifics? Not a chance. What happens on the stag night stays on the stag night and all that.

    Suffice to say, though, I was surprised how much I ended up enjoying myself, and it was largely down to two things: the company, who were pleasingly laid back for the whole evening, and the venues, which, while hastily chosen in all cases apart from the restaurant we'd booked, turned out to be entertaining, pleasant places to hang out. And by that — yes, I'm aware how old I sound when I say this — I mean they were places where you could actually hold a conversation with the people you were with, rather than having to bellow small talk into each other's ears — something which I always find to be embarrassing and surprisingly exhausting.

    On the whole, I think James had an eminently suitable start to his stag night, weekend, whatever you want to call it. The evening took a few twists and turns I don't think any of us were expecting when we started, and I think everyone had a good time. I also think most people involved were surprised that we all still had what turned out to be a lengthy night out in us — it's nice to know that we're perhaps not as decrepit as we might have perhaps thought we were.

    I do quite urgently need to sleep now, though, despite the amount of Coke I've imbibed over the course of the evening. I can have a lie-in tomorrow morning, at least, then it's Doing Stuff that is Probably a Little More Sedate Than This Evening tomorrow afternoon and evening. For now, adieu.

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    1298: Far from the Valley https://imnotdoctorwho.moegamer.net/2013/08/08/1298-far-from-the-valley/ https://imnotdoctorwho.moegamer.net/2013/08/08/1298-far-from-the-valley/#respond Thu, 08 Aug 2013 22:07:50 +0000 http://angryjedi.wordpress.com/?p=5726 Jeez. I am so glad I'm not reviewing mobile and social apps any more. I know I've said this numerous times before, but I feel like every day I come across something even more offensively vapid and pointless that makes me want to punch everyone involved in the face for thinking it could possibly have ever been a good idea. Today, … Continue reading 1298: Far from the Valley

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    Jeez. I am so glad I'm not reviewing mobile and social apps any more.

    I know I've said this numerous times before, but I feel like every day I come across something even more offensively vapid and pointless that makes me want to punch everyone involved in the face for thinking it could possibly have ever been a good idea.

    Today, I came across an app called "Kahnoodle." Here it is.

    Kahnoodle is a "relationship app" that, according to The Atlantic, "wants to make maintaining your relationship automatic and easy — as easy as tapping a button. Its options include sending push notifications to initiate sex; 'Koupons' that entitle the bearer to redeemable movie nights and kinky sex; and, of course, the love tank, which fills or empties depending on how many acts of love you’ve logged."

    Oh dear. Oh dear oh dear oh dear.

    Kahnoodle isn't the only app of this type, I might add. As the Atlantic piece linked above notes, "couples' apps" have been around for a while now, and represent some of the most pointless implementations of social media I've ever seen: they're social networks designed for just two people. I reviewed one a while back called either Couple or Pair (I forget which one it was, because they changed the name from one to the other, which made all the App Store reviewers of it disproportionately angry at the developers) with Andie, and we both agreed within a matter of seconds that it was an utter waste of time.

    The reason that apps like Couple/Pair and Kahnoodle are utterly pointless, of course, are because there are infinitely better ways to do the same thing already available that don't require their own dedicated app. You can privately message people via Facebook, Google, AIM, Skype, email, text message, What'sApp, Kik… hundreds of other potential apps, from which you can talk to, you know, other people as well as your partner.

    Kahnoodle's selling point is that it "gamifies" your relationship, and as we all know from listening to Silicon Valley startup tosspieces, "gamification" increases "engagement" and "brand awareness" or whatever bullshit they're talking about this week. Because these apps, despite appearances, aren't really about bringing people together and helping them communicate at all; they're about building up a captive audience who can then be either advertised at or monetised straight up the bumhole — sometimes both, in some sort of hideous business double-penetration scenario.

    I apologise for that mental image. But if you need to "gamify" your relationship in order to remember to have sex or whatever, then perhaps you should sit down and have a very serious talk with your partner, because I would suggest that's a sign that Things Aren't Going All That Well. A real-life relationship is not like The Sims, where you can get yourself out of the doghouse by grinding the Chat, Compliment and Joke options until the meter climbs out of the red.

    Sigh. Anyway.

    One of the big reasons the App Store, Google Play and its ilk are such frustrating places to browse these days are because there are so many of these ridiculous apps available that provide nothing of any particular worth to society. The few useful apps that are available for phones inevitably get buried under this torrent of digital sewage, leaving those who are making good things consistently frustrated at the fact their stuff can never get noticed. It's not just in mobile games this is happening — it's in all types of apps. I've pretty much given up looking at the App Store now — I use my phone for basic communication through Twitter, Facebook, email and the like, and only download something from the App Store if I know precisely and specifically what I'm looking for.

    So good job, shovelware merchants; you've pretty much destroyed the concept of "discoverability" with your relentless pursuit of the crap. I hope you're pleased with yourselves.

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    1297: "Remember When..." https://imnotdoctorwho.moegamer.net/2013/08/07/1297-remember-when/ https://imnotdoctorwho.moegamer.net/2013/08/07/1297-remember-when/#respond Wed, 07 Aug 2013 21:20:12 +0000 http://angryjedi.wordpress.com/?p=5723 "…games were fun?" It's a question often trotted out any time there's some sort of controversy in the video games medium, whether it's someone saying something stupid, or something in a game offending someone. Basically any time there's discussion beyond "this game are good, I liked the graphics the best". Actually, that's grossly unfair to … Continue reading 1297: "Remember When..."

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    "…games were fun?"

    It's a question often trotted out any time there's some sort of controversy in the video games medium, whether it's someone saying something stupid, or something in a game offending someone. Basically any time there's discussion beyond "this game are good, I liked the graphics the best".

    Actually, that's grossly unfair to those who do good work on video games criticism when there isn't some sort of overblown controversy going on, but it is accurate to say that there are some people out there who use "remember when games were fun?" as a method of attempting to shut down discussion beyond simple, relatively superficial comments.

    "Games are fun" isn't even a particularly accurate statement to make these days, because there are plenty of experiences out there that are specifically designed to be not fun. Take something like Corpse Party, which I wrote a little about yesterday, or Silent Hill — neither of those series are intended to get you thinking "this is fun; I'm having a good time". Quite the opposite, in fact — both are intended to unnerve, disturb, frighten and depress you. This doesn't make them bad games, however; in fact, it makes them extremely good games, because they both succeed admirably in achieving what they set out to do; both are genuinely unnerving, disturbing, frightening and depressing experiences.

    Take something like Journey or Flower, too; neither of those carry the deliberately negative emotional baggage of stuff like Corpse Party or Silent Hill, but neither are they particularly designed to be "fun". Rather, they're artistic, contemplative experiences that are enormously open to interpretation; your own personal interpretation of both games might be that you find them fun, but likewise you might find them sad, or they might make you angry, or they might leave you awestruck at the scenery, or… you get the idea.

    Visual novels, too, aren't designed to be "fun", at least not in the traditional sense of "having fun gameplay". No, you might find the characters, setting or story of a visual novel to be fun to hang out with or immerse yourself in, but the actual act of "playing" a visual novel is not fun at all. And that's fine — it's not a negative thing at all. In the case of visual novels, "gameplay" can distract from the narrative, which is the reason to play (or, more accurately, as many fans say, "read") these games in the first place. (There are exceptions, of course; Aselia the Eternal strikes a great balance between narrative and gameplay, and successfully integrates both into a surprisingly coherent, if technologically rather primitive, experience.)

    So yeah. I remember when games were just fun. That was cool, I guess, but I'm much more of a fan of the diversity of experiences we have today. I enjoy the fact that modern games make me think or make me feel something. I'd be kind of sorry if we didn't strive for anything more than "just fun" in interactive entertainment.

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    1296: Repeated Fear https://imnotdoctorwho.moegamer.net/2013/08/06/1296-repeated-fear/ https://imnotdoctorwho.moegamer.net/2013/08/06/1296-repeated-fear/#respond Tue, 06 Aug 2013 21:30:27 +0000 http://angryjedi.wordpress.com/?p=5720 After re-finishing Corpse Party for the second time (and this time around actually playing through all the bonus chapters) I moved straight on to its sort-of-sequel Corpse Party: Book of Shadows, a game which I've owned for quite some time but haven't got around to because I wanted to replay Corpse Party first. So far, I'm very impressed. Book of Shadows maintains … Continue reading 1296: Repeated Fear

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    After re-finishing Corpse Party for the second time (and this time around actually playing through all the bonus chapters) I moved straight on to its sort-of-sequel Corpse Party: Book of Shadows, a game which I've owned for quite some time but haven't got around to because I wanted to replay Corpse Party first.

    So far, I'm very impressed. Book of Shadows maintains the things that were great about Corpse Party — its dark, mature storyline; its realistically flawed but likeable characters; its unusual but startlingly effective soundtrack; and its incredible, incredible sound design and voice acting — while making a few significant and notable changes.

    The most notable change from the previous Corpse Party is that it's no longer a top-down RPG-style affair and has instead become a first-person perspective point and click adventure with lengthy visual novel-style sequences to advance the plot. I'm fine with this, but I was also fine with the top-down nature of the original. I actually really liked the fact that the first Corpse Party had all the trappings of a JRPG — top-down perspective, a menu you pop up with the triangle button, hit points — without any fighting whatsoever. (That said, the PC-98 original version of Corpse Party, of which the PSP version is one of several remakes, concluded with a boss fight.)

    Book of Shadows' shift to the first person is an interesting one, because despite the change in perspective and despite the change from tile-based backdrops to hand-drawn environments, it's still recognisable as Heavenly Host Elementary School. The map is the same; the rooms are laid out the same; you're just seeing them from a different perspective. This gives a pleasing degree of consistency to the experience.

    The concept is peculiar but kind of neat, too. One of the "wrong ends" of the original Corpse Party saw the band of unfortunate teens travel back in time after successfully reversing the charm that had got them into the school in the first place, only to find themselves repeating the same events exactly as they were before — thereby dooming themselves to the same fate. Book of Shadows runs with the idea that the characters being aware of this "time loop" might see them try to cheat their fate, and the first chapter at least explores what happens if a particular tragedy that occurred early in the first game was averted. In doing so, we get a chance to spend a lot more time with characters who didn't get a great deal of screen time in the original game (because they were the first to be unpleasantly murdered) and gain a greater understanding of both them and their relationships with others in the process.

    I'm digging it so far. The palpable sense of menace of the original is very much intact in this new game, as is the wince-inducing violence — though as with the previous game, Book of Shadows has a wonderful understanding of the concept of "less is more" when it comes to horror. The most effective scares come from the imagination rather than gory scenes on the screen — and while Book of Shadows, like its predecessor, certainly isn't afraid to show the aftermath of a violent event, the actual instance of something unpleasant happening tends to be depicted through nothing more than text and sound.

    Book of Shadows deserves particularly special mention for its sound. The original Corpse Party made magnificent use of fake 3D effects in the stereo field to make it sound like people were whispering in your ear, standing behind you and all manner of other things. Book of Shadows continues this and somehow manages to be even more effective. In an early scene, for example, you're playing the role of the character Naomi, who finds herself in bed with her possibly-a-lesbian best friend Seiko, who is over for a sleepover. When the lights go out and Seiko falls asleep, you can hear her soft breathing and occasional murmuring to herself in your left ear while Naomi ponders things to herself; when Seiko is roused by Naomi's mumbling, her voice sounds like she's lying right next to you. It's unnerving in its realism, but startlingly effective for immersing you in the game world and story.

    I'm partway through the second chapter of Book of Shadows so far. I'm enjoying the "what if?" nature of these chapters, but what I'm really looking forward to is the not-so-secret final chapter that actually acts as a sequel of sorts to the original story. I'm intrigued to see where the story goes, and despite the fact it's such a consistently unpleasant, depressing series, I really hope we see more in the future.

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    1295: Co-Op, Counter-Op https://imnotdoctorwho.moegamer.net/2013/08/05/1295-co-op-counter-op/ https://imnotdoctorwho.moegamer.net/2013/08/05/1295-co-op-counter-op/#respond Mon, 05 Aug 2013 20:59:10 +0000 http://angryjedi.wordpress.com/?p=5717 I like cooperative modes in games, though usually only when I get the opportunity to do so with people I know and trust. Co-op gameplay is often reliant on communication, you see, and as has been well-documented here in the past, I often feel a little uncomfortable when forced to communicate with strangers. I'm usually … Continue reading 1295: Co-Op, Counter-Op

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    I like cooperative modes in games, though usually only when I get the opportunity to do so with people I know and trust. Co-op gameplay is often reliant on communication, you see, and as has been well-documented here in the past, I often feel a little uncomfortable when forced to communicate with strangers. I'm usually all right when it comes to text-based chat, but voice chat? No no no. Thank you.

    I've had a few great co-op experiences over the years. Actually, one of them wasn't co-op at all — it was "counter-operative" in Perfect Dark for the Xbox 360. This mode, somewhere between traditional co-op and competitive multiplayer, cast one player in the role of the usual protagonist, and the other in the role of all the enemies in the level. If the protagonist character dies, the counter-operative wins; if the counter-operative player dies, meanwhile, they simply shift to another body and continue until no enemies are left.

    One of my favourite instances of this game mode came when I was playing with my friend Calin on the first level of Perfect Dark — a level that had already played host to some frighteningly competitive speedruns between my friends and I. Calin was the Counter-Operative, I was the protagonist. Wandering through the level, I was surprised to discover there didn't appear to be a single trace of any enemies. I made my way down through the building, as you were supposed to do in the level, and got to the bottom. Still no enemies.

    Suddenly… BIFF. My gun was knocked from my hand and my vision blurred. I'd been hit over the back of the head. I wheeled around to discover the only remaining enemy in the level — Calin had been through and, before I'd got there, systematically eliminated all his "extra lives," as it were — and it was coming down to a fist fight. By this point, we were both in stitches, which made flailing wildly at each other all the more difficult. I forget who "won" — probably me, because the protagonist has significantly more health than generic fodder enemies — but it was a hilarious experience.

    My other favourite co-op experience is in Saints Row The Third. Saints Row's co-op is great because it's just the exact same game as in single-player, only there's two people running around causing chaos instead of just one. You can work together to complete missions, or participate in all the silly activities together, adding your scores together in an attempt to reach the various targets. Alternatively, you can both just tool around the open world completely separately if you desire, independently causing chaos. It's a lot of fun, particularly given the diverse array of different activities on offer in the world of Saints Row — one minute you might be flinging yourself in front of vehicles in order to commit insurance fraud; the next, you might be working your way through a "killing floor" gauntlet on the city of Steelport's favourite hyper-violent gameshow.

    Having completed Saints Row IV over the weekend, I'm particularly keen to try that in co-op, as the single player was ridiculous enough. For those unfamiliar with the fourth installment, it's set in the same game world as Saints Row The Third, albeit a computer simulation of it instead of the "real" world. This means there's Tron-style visual effects all over the place, but more importantly it means you have "superpowers" such as super speed and a ridiculous Crackdown-style jumping ability. I can only imagine the ridiculous situations that will result from not one but two superpowered nutcases boinging around the city rooftops. I'm looking forward to trying it when the retail version of the game becomes available in two weeks.

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    1294: Campaign Mode https://imnotdoctorwho.moegamer.net/2013/08/04/1294-campaign-mode/ https://imnotdoctorwho.moegamer.net/2013/08/04/1294-campaign-mode/#respond Sun, 04 Aug 2013 21:19:16 +0000 http://angryjedi.wordpress.com/?p=5711 Random bit of gaming trivia for you: the word "campaign" wasn't always synonymous with "single-player story mode." In fact, in the 16-bit era I recall playing numerous games in which the "campaign" was actually just one of several different game modes — it most commonly cropped up in flight sims, but occasionally made an appearance … Continue reading 1294: Campaign Mode

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    Random bit of gaming trivia for you: the word "campaign" wasn't always synonymous with "single-player story mode." In fact, in the 16-bit era I recall playing numerous games in which the "campaign" was actually just one of several different game modes — it most commonly cropped up in flight sims, but occasionally made an appearance in other types of game, too.

    Taking flight sims as the main example, a "campaign" mode tended to be what it sounds like: an ongoing campaign of the player against computer-controlled enemies, either through a linear sequence of missions like we have in many of today's single-player modes, or through a more dynamic, strategic sort of affair that changed and evolved as the player took various actions.

    One particular example I can think of was the then-popular flight sim Falcon 3.0, which was one of numerous F-16 simulators around at the time. Past incarnations of Falcon had generally seen players taking on one-off missions, raising in rank and collecting medals through grinding the same missions over and over again. What Falcon 3 brought to the table was what was regarded as one of the best campaign modes ever seen in the genre at the time — I'm sure it's been bettered by all manner of other games since, but I remember it being quite impressive at the time.

    Looking the game up to better refresh my memory, in fact, it seems that Falcon 3.0 was, in fact, one of the first games ever to incorporate a dynamic campaign mode, and this is what drew praise. In fact, so confident were developers Spectrum Holobyte that they even gave the campaign engine its own branding: "Electronic Battlefield."

    Electronic Battlefield was originally intended to be a campaign engine that transcended individual games and allowed for multiple different products to interlink with one another for network games. Three games eventually made it to market: Falcon 3.0 itself, MiG-29: Deadly Adversary of Falcon 3.0 (for it was tradition that the F-16s in flight sims at the time would spend most of their time fighting MiG-29s, their biggest rival from the Soviets) and Falcon 3.0: Hornet: Naval Strike Fighter, which simulated the F/A-18 Hornet. These three games could all talk to each other in network sessions, but I never got a chance to try it; sadly, this was in an age prior to widespread use of the Internet and online play in general, so when it says "network game" it actually means LAN play — a luxury only really afforded to those who worked in offices.

    So how is this kind of "campaign" different from what we have today? Well, the main thing is that it's not scripted, and there doesn't necessarily have to be an "end". Falcon 3.0's campaign simulated a conflict in which the player is just one element; through completing or failing various missions, they could help or hinder the war effort as a whole, presumably eventually culminating in one side or the other declaring victory. I never saw that as I wasn't really very good at flight sims, despite enjoying them as a young 'un, but I could tell my efforts were having an impact on the virtual war as a whole.

    It was kind of cool, really — despite the fact there was no ongoing "story" like in, say, the later Strike Commander (which again concentrated on F-16s, but had a much more arcadey flight model), there was a real sense of emergent narrative — of things happening due to your actions rather than just being plopped down in front of either a limited selection of missions, or randomly-selected scenarios. It was pretty neat.

    I'm not sure why I blabbered on about all that — I just find myself thinking back to that every time a game makes me click on the word "Campaign" when what it really means is "Story".

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    1293: [Incredibly tough][Miq'ote][rod] https://imnotdoctorwho.moegamer.net/2013/08/03/1293-2/ https://imnotdoctorwho.moegamer.net/2013/08/03/1293-2/#respond Sat, 03 Aug 2013 20:38:16 +0000 http://angryjedi.wordpress.com/?p=5707 I'm getting a bit antsy for Final Fantasy XIV. I haven't felt genuinely excited about an MMO for a while — the last one I played, which was The Secret World, was something I picked up more out of idle interest than anything else. Final Fantasy XIV, meanwhile, is something I'm really looking forward to. While I'm waiting for the … Continue reading 1293: [Incredibly tough][Miq'ote][rod]

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    I'm getting a bit antsy for Final Fantasy XIV. I haven't felt genuinely excited about an MMO for a while — the last one I played, which was The Secret World, was something I picked up more out of idle interest than anything else. Final Fantasy XIV, meanwhile, is something I'm really looking forward to.

    While I'm waiting for the announcement that the open beta has started and I can finally start building what will become my "permanent" character in the game, I've been reading back over some of the forum posts, and particularly about people who once played Final Fantasy XI and ended up leaving.

    I enjoyed Final Fantasy XI a lot. I didn't play it for anywhere near long enough to reach the level cap or anything like that, but I enjoyed the experience of what I played. It helped that I had some good friends who played regularly, but it was also just an experience that I found enjoyable. I'm hoping Final Fantasy XIV recreates that kind of feeling, though I'm already aware it's a very different game — and I'm glad about that.

    Final Fantasy XI was hard. Really hard. This was the kind of game where if you inadvertently got a monster chasing you that was too strong for you to beat, you'd better outwit them and run away as fast as possible, because they would chase you across the whole map, and they would kill you. To add insult to injury, Final Fantasy XI also penalised your experience each time you died, meaning that dying too much could actually result in you losing levels if you weren't careful — something I haven't seen in any MMO since. This gave the game a real feeling of consequence — if you got yourself into a situation you couldn't handle, you had better either figure out how you were going to deal with it, or accept your fate.

    This sort of "penalty" thing is something that people praise Demon's Souls and Dark Souls for, because it makes death meaningful. And that's good. In World of Warcraft, death just means your equipment gets a bit damaged and you have a bit of a run back to your corpse, but otherwise there aren't really any major penalties you have to deal with. This means that in many cases, challenges can be brute-forced by simply chipping away, dying, running back, repeating. This isn't really possible when you're by yourself, as monsters who aren't being actively attacked tend to run back to their spawn point and heal fully, but if you're in a party it was most certainly possible.

    In Final Fantasy XI, meanwhile, you had to work together. It was one of the most intensely cooperative games I've ever played, and while this sometimes led to player tempers flaring, I was fortunate enough for the most part to group with people who both knew what they were doing and were patient with newbies.

    Getting into a fight in Final Fantasy XI was a big deal. It wasn't a hack-and-slash game; it was something where, when you saw an enemy, you had to carefully weigh up your chances of victory as a group. Once the battle began, everyone had to play their part and know what they were doing — even in combat against non-boss enemies. Battle was an intricate dance led by the Warrior, who maintained the enemy's attention while other classes dealt damage or healed the party. It was stressful, but in a good way; as I say, it was intensely cooperative, and the knowledge that what you were doing was important felt great. Contrast this with something like World of Warcraft, where I often felt rather detached in party play, particularly playing as a Mage. Combat often boiled down to little more than standing back and spamming the same few attacks over and over again while other people did their thing independently.

    (Aside: I have no idea what "Abyssea" is, but people who stuck with Final Fantasy XI longer than me seem to complain about it an awful lot.)

    I'm not yet sure how Final Fantasy XIV's cooperative play will work as I didn't get a chance to try it during closed beta. I am curious to see, though, since from what I've heard from other people, each class plays noticeably differently from the others. The Pugilist class that I experimented with had a strong focus on quickly triggering attacks in a specific order to form combos, and this was probably most like what I was doing as a Mage in World of Warcraft. You had to memorise the combination of buttons that was most effective, then repeatedly trigger them as appropriate. Final Fantasy XIV added a bit of extra depth, though; positioning is important, as you can dodge area-of-effect attacks and do extra damage from certain angles.

    Party play in Final Fantasy XIV also features the return of the Limit Break gauge from Final Fantasy VII, which I'm interested to see — in this particular incarnation, it's a meter shared between the whole party which any member can use when it's charged. The exact effect it has is determined by who triggered it. I'm wondering how sensible and restrained people will be with this feature, or if it will end up getting spammed by people. We'll see.

    With the recent announcement of Everquest Next and its impressive dynamic quests and terrain deformation, attention seems to have swung off Final Fantasy XIV a bit, but I'm still intending to give it a good shot. I really liked what I played in open beta, and I anticipate it's something that I'll enjoy sticking with — particularly if I get the opportunity to play with some people on a regular basis, which is looking likely.

    Hopefully not too long to wait until open beta. Count on some enthusing on these very pages when it does arrive.

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    1292: LFRP https://imnotdoctorwho.moegamer.net/2013/08/02/1292-lfrp/ https://imnotdoctorwho.moegamer.net/2013/08/02/1292-lfrp/#respond Fri, 02 Aug 2013 22:51:36 +0000 http://angryjedi.wordpress.com/?p=5705 I haven't done nearly as much role-playing in my life as I'd like to have done by now. No, I'm not talking about sexy role-playing (although now that you me– huh? You're still here? As you were.) but rather role-playing in the, you know, role-playing game sense. I play a lot of RPGs on computer … Continue reading 1292: LFRP

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    I haven't done nearly as much role-playing in my life as I'd like to have done by now. No, I'm not talking about sexy role-playing (although now that you me– huh? You're still here? As you were.) but rather role-playing in the, you know, role-playing game sense.

    I play a lot of RPGs on computer and console, of course, but those aren't the same thing. True role-playing is the opportunity to become someone else for a while; to take on another persona and enjoy a complete escape from reality.

    I've indulged on online role-playing a few times in an attempt to get my fix. The earliest time I tried was when I gave the original Everquest a go out of curiosity. I joined a "roleplaying" ("RP") server, created my character and jumped in. The first person I ran into, I spoke in character, the message log at the bottom of the screen noting that I was speaking in Elvish. The response? "lol". I was disappointed, to say the least.

    Later attempts yielded somewhat better results. My fondest memories of online role-playing — and probably my fondest memories of playing any sort of game online, for that matter — come from the game Neverwinter Nights, the spiritual successor to the Baldur's Gate series and an unusual multiplayer game. Neverwinter Nights was based on the popular pen-and-paper Dungeons and Dragons role-playing game, see, and in keeping with that, the multiplayer mode allowed one player to be the "Dungeon Master" and take control of the game world and all the characters in it. This meant you could run adventures that simply weren't possible using pre-scripted modules; instead of being railroaded down a plotline, things could go off in unusual directions.

    I had a group of people I played with semi-regularly that I met via the website Neverwinter Connections — said site still seems to be there, but it doesn't look like it's really very active these days, which is sad. I'm not entirely sure how I came to Neverwinter Connections in the first place, but that's where I met StarStuff, Scorpio and several others. I've since lost touch with them — this wasn't entirely my fault, as they moved on to Guild Wars, a game I didn't really stick with, but I do regret not being able to count them among my friends any more. We had some good times.

    One of my favourite games we played together was a lengthy quest that went on for several hours. I forget the exact circumstances of the quest itself, but I remember my character: Jay Wrekin the sorcerer. Jay was a middle-aged wizard with a pixie familiar named Sianie, and a quirk of the Neverwinter Nights engine allowed you to take direct control of your familiar if you saw fit — including making them speak. This led to the interesting role-playing challenge of speaking for both Jay and Sianie simultaneously, though Jay chose to keep Sianie's existence a secret initially, with her only appearing when he sneezed (or possibly the other way around).

    Later in the quest, we found ourselves in a tricky situation — again, I forget the precise circumstances, but I do remember that for whatever reason, the only option was for Jay to reveal the existence of Sianie to the rest of the party, and for Sianie to go off and complete some sort of tricky challenge on her own. It was great fun and, although I felt I was monopolising the role-playing at times, the rest of the troupe all complimented me a great deal after the adventure was over. It was a significant challenge role-playing one character, they said; to manage two and make them distinct in personality from one another was an impressive achievement.

    Later, I played a bit of World of Warcraft off and on with some friends. Like my initial abortive foray into Everquest, I picked the role-playing server, only this time I found a lot more people willing to indulge in role-playing fantasies. My friend and I decided how our characters related to one another before we started, and over a long period of time we developed their relationships and personal stories, culminating in us role-playing a run on the original form of the Stratholme dungeon. This was a surprisingly dramatic experience, since we'd agreed between us that, in terms of our character backstory, we both grew up in Stratholme and were driven out during the events of Warcraft III; consequently, we were hungry for revenge, and the long time it had taken us to get up to an appropriate level to beat Stratholme comfortably meant it really felt like we'd been on an epic journey.

    There's a bit of an issue with role-playing in massively multiplayer games like World of Warcraft, however: they're not really designed for it. Oh sure, you have emotes and can sit in chairs and whatnot, but there aren't really the tools available to get some really good role-playing going. There's also a constant nagging feeling of conflict — while you're sitting around chatting in character with friends, you could be outside bashing goblin heads together for experience points. There's no inherent rewards for role-playing in World of Warcraft, only the satisfaction of creating an immersive environment with friends.

    I'm intending on playing Final Fantasy XIV when it launches later this month, but I don't think I'm going to be role-playing — it just doesn't seem to be the right kind of game for it, though I can probably have my arm twisted if people I play with are into it. I am not, however, ruling out the possibility of other forms of online role-play in the future — I do find myself wondering if it'll ever match up to the adventures of Jay and Sianie, though.

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    1291: The Gentrification of Snack Foods https://imnotdoctorwho.moegamer.net/2013/08/01/1291-the-gentrification-of-snack-foods/ https://imnotdoctorwho.moegamer.net/2013/08/01/1291-the-gentrification-of-snack-foods/#respond Thu, 01 Aug 2013 21:38:33 +0000 http://angryjedi.wordpress.com/?p=5701 Have you noticed how it's increasingly difficult to buy a bag of salt and vinegar crisps these days? I don't mean that they're hard to find — they're still everywhere, and still the second-best flavour of crisps (the best being, of course, prawn cocktail) but rather it's increasingly difficult to find a bag that just … Continue reading 1291: The Gentrification of Snack Foods

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    Have you noticed how it's increasingly difficult to buy a bag of salt and vinegar crisps these days?

    I don't mean that they're hard to find — they're still everywhere, and still the second-best flavour of crisps (the best being, of course, prawn cocktail) but rather it's increasingly difficult to find a bag that just says "salt and vinegar" on them.

    No, these days it's all "sea salt" and either malt, cider or, in extremely pretentious cases, balsamic vinegar. Granted, each of those does have a distinctive taste from the others, but it's a distinction we didn't used to make because no-one knew what the fuck balsamic vinegar was.

    Crisps aren't the only type of food that has undergone gentrification, though. We now have "fruit terrine" rather than "jelly with fruit in"; "artisan bread" rather than "crusty bread" (or, you know, "bread"); and almost everything that involves chocolate that isn't a chocolate bar has suddenly become "Belgian chocolate" as if its Flemish origins somehow make the poor-quality chocolate sauce you get with a chocolate pudding magically better.

    There's probably some sort of deep-seated sociological reason for all this happening that marketing people have picked up on. At a guess, I'd say it's something to do with people having aspirations towards being "middle class", and what's more middle class than balsamic vinegar? Slap that on your bag of crisps and you immediately no longer have crisps — which are clearly a working class food — but instead you have posh crisps or, more accurately, "nibbles". The sort of things you pour into a bowl because eating them out of the bag is just so frightfully common.

    Where does it end, though? Wagon Wheels become Alloy Rims? (with Jammy Alloy Rims being marketed as "a delicate berry jus nestled in a bed of delectably fluffy mallow, all encased in rich, smooth Belgian chocolate") Cheestrings launch a new "Cheestrings Pro" range made out of suitably pongy blue cheeses? Cheetos complement their Pepsi flavour (yes, it totally exists — see?) with an array of flavours based on popular wines and ports?

    I jest, of course. I'm not annoyed about all this; I just think it's an interesting cultural phenomenon that appears to have been growing over the last few years in particular — or perhaps it's been going on for a lot longer and I just never noticed. When I was a student, for example, I didn't go looking for pretentious crap like balsamic vinegar; I bought value goods. (Actually, that's not so bad; cheap crisps are frequently the best due to the sheer amount of flavouring crap they cover them with. Plus you'd never get Tangy Toms rebranding themselves as "Sundried Tomato Flavour Bites".)

    Anyway, I'm off to enjoy a cool glass of triple-filtered cow beverage, and perhaps a Belgian chocolate chip Snack Disc.

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    1290: The Never-Ending Battle https://imnotdoctorwho.moegamer.net/2013/07/31/1290-the-never-ending-battle/ https://imnotdoctorwho.moegamer.net/2013/07/31/1290-the-never-ending-battle/#respond Wed, 31 Jul 2013 21:10:07 +0000 http://angryjedi.wordpress.com/?p=5697 Oh, God. Reviews for Dragon's Crown came out today, and I had a feeling there was going to be at least one shitstorm over it. Dragon's Crown, lest you're unfamiliar, is a new game for PS3 and Vita loosely inspired by the brawler classics of yesteryear such as Golden Axe, fused with some modern ideas from roguelikes and action RPGs. … Continue reading 1290: The Never-Ending Battle

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    Oh, God. Reviews for Dragon's Crown came out today, and I had a feeling there was going to be at least one shitstorm over it.

    Dragon's Crown, lest you're unfamiliar, is a new game for PS3 and Vita loosely inspired by the brawler classics of yesteryear such as Golden Axe, fused with some modern ideas from roguelikes and action RPGs. It gained notoriety prior to release for featuring some heavily exaggerated, almost abstract art, in which the "Amazon" character is a gigantic, musclebound behemoth of a woman; the "Sorceress" character has boobs that will give her significant back problems later in life; and the "Fighter" character has armour that would put the COGs from Gears of War to shame. The female elf ranger, meanwhile, looks almost normal, though she has some grade-A zettai ryouiki going on with her boots.

    Here's the Sorceress and the Amazon.

    SorcererandAmazon-1024x664Now, you may have one of several reactions to the art used in this game. You may find it offensive in its overly sexualised depictions of women. You may find it ludicrous and amusing. You may find it beautiful. You may find it erotic or arousing. You may find it kind of cool in a stylised sort of way. Or you just might hate it not for what it represents, but simply because the style doesn't appeal to you.

    Here's the thing: all of those opinions are "right". Or, more accurately, none of them are "wrong". Your opinion is your own, and you should take ownership of it, not be pressured into thinking what other people seem to think you should think.

    Unfortunately, there are people on both "sides" of the argument that has sprung up around this game — leaving aside the people in the middle who either think it's "kind of neat" or "meh" — who are being a little unreasonable about all this. Not everyone, by any means — both Polygon and GamesBeat's reviews, for example, while differing wildly in their final evaluation of the game, read as fair comments that accurately reflect the authors' perspectives as people who strongly disliked the art — but there's a significant proportion of people both on the "pro" and "anti" sides of the debate who are, frankly, being a bit dickish.

    The most obviously obnoxious side is, of course, the group of people who have just become collectively known as "the misogynists". The young men who enjoy their T&A and get defensive any time they feel someone is attacking them and their tastes. The same people who, in extreme cases, send death threats to people like Anita Sarkeesian simply for exploring depictions of women in video games.

    However, I've seen equally obnoxious comments today on the side of people who dislike the art style and think it's sexist, misogynist or otherwise discriminatory. I've seen Dragon's Crown referred to as a "wank game" (by a woman) and numerous snide comments from people (men and women) on Twitter calling it "juvenile" or being otherwise disrespectful towards those who either don't have a strong opinion on the art style, or those who actively like it. I've also seen people implying that the people who do like Dragon's Crown will never get laid, and are just pathetic losers for whom, I quote, "the closest u will ever get 2 a woman is ur miku miku dominoes figurine" [sic — in reference to Hatsune Miku, the popular animated Japanese mascot who was recently used in a Dominos Pizza campaign in Japan.] Real classy, there.

    When you see this going on, it's sort of understandable why the "misogynist" side gets overly defensive and wants to lash out at the people criticising them. It's not acceptable. The ones attacking the art style of Dragon's Crown are the same ones criticising others for disrespectful comments and behaviour — particularly towards women — and yet they're engaging in it themselves simply because someone disagrees with them. Not good at all.

    Where do I stand on Dragon's Crown? I think it's cool. It's distinctive, heavily stylised and immediately recognisable — not to mention memorable. I don't find it erotic or arousing, personally — it's just too exaggerated for my particular tastes — but acknowledge that there may be some people who do. For context, I enjoy the art style of modern anime — particularly the more "moe" end of the spectrum — and freely admit that I believe drawings and animations can be as sexually arousing — sometimes more so — than photographs and videos. I also like looking at — and, even better, playing as — attractive female characters in video games, because they're everything I'm not, and I often identify or empathise with them a lot better than beefcake males.

    Most importantly, I acknowledge that not everyone agrees with the way I feel and I wouldn't expect to make anyone feel the same way if they're just not into it. Similarly, I acknowledge that some people find Dragon's Crown's art distasteful, but I do not expect those people to be patronising, condescending and even, at times, outright aggressive towards those who do like the way it looks.

    Let's maybe try to respect each other a little more, even when we disagree — even on controversial topics.

    If only.

     

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    1289: Oh When The... You Know https://imnotdoctorwho.moegamer.net/2013/07/30/1289-oh-when-the-you-know/ https://imnotdoctorwho.moegamer.net/2013/07/30/1289-oh-when-the-you-know/#respond Tue, 30 Jul 2013 22:24:24 +0000 http://angryjedi.wordpress.com/?p=5695 I've been playing a game for review this evening, but I can't talk about it yet because blah blah embargo, etc. So instead I'm going to talk about Saints Row The Third, which, conveniently, is available for whatever price you please as part of the latest (pretty incredible) Humble Bundle. Grand Theft Auto has been losing me … Continue reading 1289: Oh When The... You Know

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    I've been playing a game for review this evening, but I can't talk about it yet because blah blah embargo, etc. So instead I'm going to talk about Saints Row The Third, which, conveniently, is available for whatever price you please as part of the latest (pretty incredible) Humble Bundle.

    Grand Theft Auto has been losing me for a while. It took me a long time to get around to finishing Vice City — though I eventually did — and I never finished San Andreas or Grand Theft Auto IV at all. (I also own the two Grand Theft Auto IV side stories, but haven't touched them at all.)

    The problem is that Grand Theft Auto had started taking itself a bit seriously. While it's still full of cringeworthy puns and scathing putdowns of American culture, the stories themselves have been getting a bit too "gangsta drama" for me; there seemed to be less of the colourful characters from earlier installments and more in the way of people calling each other "bitch" and "motherfucker". (Confession: I actually had to turn the subtitles on in San Andreas not because I couldn't hear the speech, but because I couldn't understand what the characters were saying.) This is probably a grossly unfair assessment, but I've been struggling to maintain interest in them for quite some time, and Grand Theft Auto V doesn't really have me hyped at all. (This makes the fact the Internet collectively jizzes its pants every time a new screenshot appears especially frustrating, as I'm sure you can sympathise.)

    I'm not sure what prompted me to pick up Saints Row The Third for PC. I don't even think it was a Steam sale — I'm pretty sure I bought it at full price shortly after it came out. Reviews I'd read had been mostly positive, with a few criticising it for not having as interesting a setting as Grand Theft Auto, but most had mentioned one important thing: fun.

    I'd never played a previous Saints Row game, so I had no frame of reference to compare The Third to except for Grand Theft Auto. And it quickly became apparent that Saints Row The Third was the game I'd been wanting Grand Theft Auto to turn back into ever since Vice City. Freedom to run around causing chaos; lots of side missions to do; a plot that was enjoyable, silly nonsense; and the fact that if you wanted to run down the street punching everyone in the face, it didn't really feel "out of character" for the protagonist.

    Saints Row The Third is a playground. Sure, there's a plot to follow, but the main attraction is the "activities" scattered around the map. These vary from destroying as much shit as possible while on foot and equipped with infinite ammo to destroying as much shit as possible while in a bloody great tank. There are also missions where you have to drive around with a tiger in your car, arena challenges where you have to defeat enemies and avoid traps, and "insurance fraud" missions where you have to fling yourself into traffic and injure yourself as much as possible against the clock.

    By far my fondest memory of Saints Row The Third is the one and only time I've had the chance to play multiplayer with my good friend Mr Alex Connolly, though. We just so happened to actually be online and available at the same time for once, so we jumped into a game together and caused chaos. There's really nothing quite like rolling up to a character you know is another real person, letting them jump in your Tron-style car and then tearing around the city to cause some havoc. Saints Row The Third doesn't significantly change its structure when played in co-op, but the simple presence of another player helps make it even more fun than it already is.

    If you've never played Saints Row The Third and like the sound of a chaotic romp through something like Grand Theft Auto used to be, that Humble Bundle I linked above is a fantastic deal. Or, let's not forget, the fourth entry in the series is coming soon. But that… that I can't talk about right now.

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    1288: Final Fantasies https://imnotdoctorwho.moegamer.net/2013/07/29/1288-final-fantasies/ https://imnotdoctorwho.moegamer.net/2013/07/29/1288-final-fantasies/#respond Mon, 29 Jul 2013 21:13:48 +0000 http://angryjedi.wordpress.com/?p=5690 I've been thinking a lot about the Final Fantasy series recently, prompted in part by the impending release of the third Final Fantasy XIII game Lightning Returns, which is actually looking rather spiffy. It's a series that, as I've noted a few times before, I've followed from VII onwards, though I later went back and educated myself on earlier installments in the series. … Continue reading 1288: Final Fantasies

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    I've been thinking a lot about the Final Fantasy series recently, prompted in part by the impending release of the third Final Fantasy XIII game Lightning Returns, which is actually looking rather spiffy. It's a series that, as I've noted a few times before, I've followed from VII onwards, though I later went back and educated myself on earlier installments in the series.

    As such, here's a few thoughts on each mainline entry.

    FINAL FANTASY I: Generic as hell, right down to the monsters ripped straight from the D&D Monster Manual and its high fantasy setting. Minimal plot, incomprehensible plot twist right at the end. Worth playing to see the series' origins, but feels very grindy these days.

    FINAL FANTASY II: Very interesting, particularly when you compare it to other JRPGs around at the time. Not only was it an early example of a Final Fantasy game focusing on plot, its mechanics were kind of cool. Okay, they had their problems, too, but indirectly Final Fantasy II set the template for the "use it to improve it" skill system seen in, among other things, the Elder Scrolls series.

    FINAL FANTASY III: By now, the pattern of odd-numbered Final Fantasy games focusing on mechanics and even-numbered ones focusing on plot was set in place. Final Fantasy III had minimal plot, even in its later 3D remake, but it's a game worth playing to see the genesis of the Job system that made frequent reappearances throughout both the mainline series and its numerous spinoffs.

    FINAL FANTASY IV: Heavy on the plot, light on the mechanics. In Final Fantasy IV, you're stuck with whatever party members the plot dictates you have at any one point, with minimal customisation. This isn't necessarily a bad thing, though; it allows you to focus on the plot which, while basic and clichéd these days, was impressive, epic stuff back when it first came out, and noteworthy for having characters with distinct personalities.

    FINAL FANTASY V: I must confess to never having finished this one, but it has one of the best implementations of the Job system of the whole series, allowing you to blend abilities from two different Jobs, assuming you've already learned some from the Job you're not actively equipped with. Once again, it's an odd-numbered Final Fantasy so the plot is somewhat disposable, but again, the mechanics are the reason to explore this game.

    FINAL FANTASY VI: For many, the best Final Fantasy but again, I must confess to never having beaten this, and somehow never having had the ending spoiled for me. VI gives a good balance between the predefined characters of IV and the customisation of by having distinctive characters whom you could teach spells to. The plot, meanwhile, was excellent, if arguably overly ambitious for the technology it had available to tell it.

    FINAL FANTASY VII: I'll always have a soft spot for this one, what with it being the reason I like JRPGs as much as I do today. I haven't played it for probably a good ten years or so, but I'm open to the idea of revisiting it at some point. Those awful field screen character models bugged me even back then, though; I believe the PC version allows you to mod them.

    FINAL FANTASY VIII: Much-maligned, but this is one of my favourites of the series. A touching love story coupled with some world-shattering silliness, with one of the best final encounters of all time — even if the finale itself was somewhat nonsensical.

    FINAL FANTASY IX: One of the best battle themes in the series, though the child-like characters looked a little strange after the realistically proportioned people in VIII. IX has a ton of series fanservice, as it was the series' swansong on PS1.

    FINAL FANTASY X: The change to PS2 and full 3D was very jarring to me, especially when combined with the move to a fully turn-based system. Said turn-based system was great, though, particularly the way you could manipulate the turn order to your advantage. This mechanic would later be seen in a whole bunch of other JRPGs — Trails in the Sky is one that springs to mind — so it proved to be massively influential. Also noteworthy for having a cool level-up system that made for highly customisable characters… and for having a terrible conversion to PAL consoles, with ugly black borders at the top and bottom of the screen and a frame rate significantly slower than the NTSC (Japan and US) versions.

    FINAL FANTASY X-2: Gloriously camp, and delightful as a result. Final Fantasy X-2 may have taken place in the same world as X, but it had a completely different character. was melancholy throughout; X-2 was rambunctious and joyful. This ultimately wasn't to everyone's taste, but the game certainly didn't suffer as a result. A non-linear structure combined with a fantastic implementation of the Job system made Final Fantasy X-2's small party of three immensely customisable, and there was a ton of stuff to do in the game, much of it optional. Highly recommended.

    FINAL FANTASY XI: The first of the two MMOs in the series, Final Fantasy XI is noteworthy for being one of the first games of its type to actually make an effort with narrative progression alongside the otherwise relatively straightforward MMO gameplay. There was a story, there were bosses, there was even a final boss. Subsequent expansions continued the stories into ever more exciting encounters, but you had better be ready to invest a lot of time — the game had one of the slowest rates of levelling of any MMO, and though this was marginally improved over time, it's still painfully slow and dependent on playing in parties.

    FINAL FANTASY XII: XII took a bunch of ideas from the MMO XI and transplanted them into a single player game. It was the biggest shift the mainline Final Fantasy series — many fans don't count Final Fantasy XI due to its online nature — had seen for a long time, since it abandoned the old-school turn-based or active time battle systems in favour of a quasi real-time system somewhat akin to that seen in a Western RPG like the later Dragon Age. In fact, Dragon Age pinched a few ideas from Final Fantasy XII itself, such as being able to program the game's AI to respond to specific circumstances.

    FINAL FANTASY XIII: The first HD Final Fantasy divided opinion significantly. I really liked it, but others didn't appreciate the streamlined first 20 hours or so, in which you have a bunch of options locked off as you're forced by the game to familiarise yourself with specific party setups with limited — but still some — customisation. The battle system shifted from micromanagement to switching character classes on the fly, and was very fast-paced. When the game opened up very late on, there was a ton of side content to do, and you could go back and do more after you'd beaten the final boss. Whatever you think of the game, though, it's hard to deny the fact it's one of the most beautiful games you'll ever see on any platform.

    FINAL FANTASY XIII-2: Many of the criticisms against Final Fantasy XIII were addressed with XIII-2, but the previous game had built up such an inexplicable bank of ill-will that many people never even bothered with it. The time-travelling story was convoluted and hard to follow, but the non-linear game structure provided a lot of interesting things to do. There were also some actual puzzles in the game, which the series hadn't seen for quite some time.

    Lightning Returns: FINAL FANTASY XIII: Details are relatively thin on the ground for this upcoming new entry in the series too because everyone's so angry about the fact that Lightning has jiggly boobs, but it sounds like it's going to be more "actiony," but provide you with a number of different means of tackling various situations. An open world section is also promised, along with some Final Fantasy X-2-style dress-up funtimes that I'm looking forward to very much.

    FINAL FANTASY XIV: The second massively multiplayer incarnation of the series was reportedly awful, but I never played it.

    FINAL FANTASY XIV: A Realm Reborn: The second incarnation of the second massively multiplayer incarnation of the series is simply marvellous, however, and I'm looking forward to playing it when it releases later in August. It takes the good things about Final Fantasy XI — the Final Fantasy-like presentation, the music, the diverse characters, the implementation of a plot into a massively multiplayer game — and throws out the grindy stuff in favour of a wide variety of stuff to do, friendly to both solo and group players, and a number of mechanics inspired by other successful MMOs such as Guild Wars 2.

    FINAL FANTASY XV: Details are scant on this one as yet, but early videos look pretty spectacular. Will it be a next-gen system seller? Who knows? I'm certainly looking forward to finding out.

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    1287: Thunderbolts and Lightning https://imnotdoctorwho.moegamer.net/2013/07/28/1287-thunderbolts-and-lightning/ https://imnotdoctorwho.moegamer.net/2013/07/28/1287-thunderbolts-and-lightning/#respond Sun, 28 Jul 2013 16:09:51 +0000 http://angryjedi.wordpress.com/?p=5688 Japanese gaming never died. It just shifted its focus. And that's a good thing. I find myself contemplating this topic for a few reasons, including Twitter discussions on various related topics, and a few articles I've seen posted around the Web recently on the subject of Japanese gaming making "a comeback". Japanese gaming never went … Continue reading 1287: Thunderbolts and Lightning

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    Japanese gaming never died. It just shifted its focus. And that's a good thing.

    I find myself contemplating this topic for a few reasons, including Twitter discussions on various related topics, and a few articles I've seen posted around the Web recently on the subject of Japanese gaming making "a comeback".

    Japanese gaming never went anywhere. It may not be the focus of the games industry now — a side-effect of the very American Xbox 360 dominating a healthy proportion of the console generation we're just coming to the end of now — but it's still been ticking along very nicely, and in fact, for my money, it's been doing a much better job of catering to unique audiences than focus-grouped Western titles.

    Japanese role-playing games used to be a big deal. Or, more accurately, a new Final Fantasy release used to be a big deal, particularly back in the PS1 era, which carried some of the best installments in Square Enix's long-running series. The JRPG market was always far broader than just Final Fantasyeven in the West, but Final Fantasy was in the unique position of being a Japanese role-playing game — by all accounts, a fairly "niche" genre, even back then — that successfully achieved mainstream penetration thanks to its impressive presentation. There were plenty of other JRPGs that flew under the mainstream radar but which are still fondly remembered by fans, but Final Fantasy was the one that everyone latched onto — with good reason.

    These days, however, Final Fantasy enjoys a curious reaction from press and public alike. Ever since Final Fantasy XIII came along, there's been a significant amount of negativity directed at the series — negativity that isn't altogether justified.

    Final Fantasy XIII, like every other Final Fantasy before it, mixed up the formula rather than just being a reskinned version of the previous game. It abandoned the micromanagement of previous games' battles in favour of a fast-paced take on the Active Time Battle system that focused more on carefully-timed switches of character roles rather than choosing individual commands. It provided a focused experience, pushing the story constantly forwards, forwards, forwards down a linear path until a point close to the end, where you suddenly had a large open world to explore.

    Past Final Fantasy games have actually followed this exact formula to the letter — linear beginning that gets more and more open as you proceed towards the finish line, with the game completely "open" by the time you reached the end. Final Fantasy XIII just didn't hide it quite as well as the previous ones — and intentionally so; game director Motomo Toriyama wanted players to concentrate on the story for the beginning part of the game without distractions.

    This is something to be criticised, apparently, yet it honestly baffles me as to why. Final Fantasy XIII's extreme linearity for the first 20-30 hours or so means that the story is constantly moving rather than doing the usual RPG thing of stalling for hours at a time while the player goes off and breeds chocobos or something. You're always moving from place to place, seeing new things, meeting new characters, fighting new enemies and learning new nuances of the game's systems. By the time you come out the end of this "20-hour tutorial," as some people call it, you're fully equipped to take on the challenges of the open world you're dropped into — and you have characters that are beefed up enough to be able to take on some significantly powerful monsters.

    A common criticism of that "20-hour tutorial" is that there's "nothing to do but fight," which is an argument I can sort of see, but which I disagree with. Sure, in game terms you're doing little more than running forward and fighting, but in the process you're seeing things happen around you, meeting new characters, learning about the world — not to mention the fact that you're choosing how your characters develop and crafting weapons to improve their performance… and not to mention the fact that the fighting is funFinal Fantasy XIII may not populate its world with gimmicks and sidequests, but that doesn't make it bad at all. It simply means it's not to some people's tastes, and that's fine; what the people who find it distasteful don't seem to realise, however, is that "I don't like it" is not the same as "this is bad" — the very same thing that happens with other, more "niche" JRPGs like Hyperdimension Neptunia, Ar Tonelico and Time and Eternity: games with a laser-sharp focus on exactly the sort of person they want to be playing that game. (Me.)

    The initial reaction to Final Fantasy XIII unfortunately meant that its sequel Final Fantasy XIII-2 was met with everything from indifference to hostility on its release, when it was actually a remarkably solid game. Its time-travelling story was confusing and convoluted, yes, but much like the weak, forgettable story of Final Fantasy XII didn't affect the fact that the game itself was good, so too was the case with XIII-2which built on and evolved many of XIII's ideas. It addressed most of the criticisms people had about Final Fantasy XIII while simultaneously remaining recognisably true to its predecessor.

    And now we find ourselves coming to the third game based around Final Fantasy XIII's world: Lightning Returns. Once again, this game is being met with outright hostility for a variety of reasons. Particular attention is being paid this time around to the matter of the main character Lightning, whom everyone seems to have suddenly decided is massively offensive. Game director Motomu Toriyama is clearly enamoured with his creation and that's absolutely fine — in many ways, it's delightful to see a creator so passionate about something he's created; at the same time, I don't blame Square Enix for indulging in some gratuitous cross-promotion such as putting Lightning in a special quest in the upcoming MMO Final Fantasy XIV, or putting out some promotional art of her wearing the starting costume for one of Final Fantasy XIV's character types and doing a(n admitedly provocative) pose from that character's set of default "emote" animations.

    It's here that Final Fantasy's background as a niche title with mainstream acceptance is working against it. With the JRPG genre regularly losing out to more popular types of game like first-person shooters and open world adventures, it seems that Toriyama is choosing to focus the Lightning Returns experience on a smaller niche that will appreciate it, and in the process is alienating the mainstream. In the case of most modern JRPGs, which have been happily ignoring the mainstream completely for several years now, this is fine; when you have a property as well-known as Final Fantasy, though, it's an issue. Not that Toriyama and co are trying to focus on a more niche audience, mind you — that's something I wholeheartedly encourage — but that people seem pissed off that Square Enix isn't making the games they want them to make.

    Well, to that, I simply say good on Square Enix for sticking with what they want to do. Not every game needs to be a focus-grouped mass appeal game designed to shift five million copies. I often find the ones that are to be rather soulless experiences at their core, so I wholeheartedly encourage and embrace any title with the balls to say "don't like this? Fine. Leave." rather than grabbing onto their ankles and screaming for them to "PLEASE DON'T GO". Games are a business, yes, but that doesn't mean that those who create them have to be beholden to the whims of the public; ultimately it should be the creator's decision what to, you know, create.

    I'm looking forward to playing Lightning Returns. You may not be, and that's fine. But if you're not, try not to push your opinions on everyone else as gospel, because there are a lot of people in the world, and everyone has their own take on things. No-one's forcing you to play or like Lightning Returns; just respect the fact that there are people out there who will be playing it, and who may well end up liking it as a result… just like any other game out there.

    Stepping away from the Internet now.

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    1286: Take a Note, Nep-Nep https://imnotdoctorwho.moegamer.net/2013/07/27/1286-take-a-note-nep-nep/ https://imnotdoctorwho.moegamer.net/2013/07/27/1286-take-a-note-nep-nep/#respond Sat, 27 Jul 2013 22:24:26 +0000 http://angryjedi.wordpress.com/?p=5686 When was the last time you played a video game that required you to either 1) map it yourself or 2) make notes while playing? I'm willing to bet it's quite a long time, unless you've either 1) been playing the Etrian Odyssey series or 2) been playing an old-school Sierra game. I've been playing a much … Continue reading 1286: Take a Note, Nep-Nep

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    When was the last time you played a video game that required you to either 1) map it yourself or 2) make notes while playing? I'm willing to bet it's quite a long time, unless you've either 1) been playing the Etrian Odyssey series or 2) been playing an old-school Sierra game.

    I've been playing a much more recent game and making notes, however. The game isn't demanding that I make notes, but I'm getting a strange sense of satisfaction from figuring the game out for myself rather than immediately reaching for the walkthroughs, as is the common approach these days.

    The game in question is Hyperdimension Neptunia Victory, which I'm now 40 hours into and probably about halfway through the plot, I estimate. I could have raced through and finished by now, I'm sure, but there's something about this game in particular — even more than the previous two Neptunia games, which I adored in all their flawed glory — that is making me want to take my time and soak everything up.

    It's a different kind of wanting to soak things up to something like Ar Tonelico, though. In the case of Gust's oeuvre, I wanted to continue immersing myself in the world; spend more time with the characters; see every possible conclusion to that lengthy story that I'd been enjoying so much. With Victory, meanwhile, my enjoyment is coming from the game mechanics as much as the setting and characters.

    The three Neptunia games have a fun setting and some immensely entertaining characters, you see, but I wouldn't call the world especially "immersive". The only real "exploring" you do is going into dungeons, and these are primarily designed for being 1) a place to fight monsters and 2) a place to harvest items for use in crafting and/or quests. There's a lot of repeated content — some dungeons are just variations on the same map, a la Phantasy Star Online and Dragon Age II — and thus they're best regarded as a backdrop for the more interesting stuff that's going on with the game mechanics.

    More so than any of the previous Neptunia games, Victory is a case of a number of individually simplistic systems and mechanics coming together to create something significantly more complicated and deeper than the sum of its parts would appear to create at first glance. Sure, you can play through Victory without exploring these aspects of it, and that's a perfectly valid way to play. But since mk2 in particular, I've found the gameplay of this series so satisfying that I want to indulge myself in all its nuances as much as possible.

    Let me explain what I've been doing and taking notes on this evening. In doing so, you'll hopefully see how the different individual systems at play in Victory combine to make something that is a surprisingly deep experience.

    Each dungeon in Victory has a bank of monsters you'll encounter. Like mk2 and unlike the first game, you can see the monsters on the map and attack or avoid them as you desire, though a single monster figure on the field actually represents a party of enemies that might include other opponent types.

    Each monster drops at least one item, most of which are "trash" items that don't have any use by themselves. But most of these items are used either in crafting recipes — crafting an item once means that it's then available for purchase in all of the game's shops, so it's something you need to do — or for completing quests. Already we have several overlapping systems here — exploring dungeons leads to combat, which leads to the acquisition of items, which can be sold, used in crafting recipes or traded in for quest rewards.

    As well as tangible rewards, quests also manipulate the game's "shares" mechanic that has been around since the first game. I haven't studied the effects these shares have in great detail yet, but if it's anything like the first two games, the characters associated with a particular nation will be powered up or down according to how high their shares are. In my experience, it's not a huge increase or decrease, but I'll need to analyse things more comprehensively to figure that out. In mk2 the shares values also determined which ending you got; I don't think that's the case in Victory but I could be wrong.

    Now, here's the twist on the usual "monsters drop shit" thing — partway through the game, you gain access to a mechanic called Scouting, whereby you can send several NPCs off to scout dungeons while you do other stuff. Depending on how much you pay them and their level of proficiency, they may come back with items, money or, more importantly, a report that something has changed in the dungeon they were scouting. This could be a change in the amount of credits monsters drop or the experience points they award, or it could be a shift in the harvestable items or the monsters wandering around the dungeon.

    The latter two are significant, because they are the only means of acquiring some items that are, again, used for crafting or completing quests. Most dungeons have at least one optional boss monster, and it's usually these that are manipulated through the Scout system. Normally, these optional bosses are referred to as "Dangerous", which simply means they're tougher than the other stuff in the dungeon and have their own cool battle theme. However, a Scout spotting a shift in the monster patterns may turn them to either a "Risky" monster, which drops chips that can be used to burn discs with specific characteristics, abilities and stat improvements on, or a "Tough" monster, which drops medals that can be traded in to acquire the actual discs required to make use of this mechanic.

    Whether a "Dangerous" monster becomes "Risky" or "Tough" when a scout finds it — actually finding something at all is determined largely by chance, but is influenced by both how much you pay the scout and their own abilities — is decided by whether a "flag" item in a dungeon is standing or broken. If it's standing and your scout spots a change in monster patterns, you'll come across a "Tough" monster; if it's broken, you'll meet a "Risky" monster. These shifts in monster patterns only last for one in-game "day", though, so if you've sent your scouts off to random places all over the world and they've all found new monsters, you'll need to decide which ones to take on. It becomes necessary to think about where you send your Scouts and why, otherwise it's a bit of a waste of time.

    This "flag" system also determines which harvestable items become available when a scout spots a change in the items available in the dungeon.

    Confused? I was initially, too, because the game doesn't explain this in great detail, which I was initially a bit annoyed about. However, having sat down and actually taken some notes this evening on each dungeon — what the normal lineup of collectable items and monsters are, and the differences that successfully Scouting it has, both with the flag broken and standing — I now feel like I understand this game mechanic. It isn't explained in great detail because it's not something you need to use to finish the game. You're told regularly by NPCs that you don't need to do quests and you don't need to use Scouts, but if you do, you'll find more cool stuff.

    I could, of course, have simply gone to GameFAQs and looked all this shit up myself. But there's something inherently very satisfying about figuring out how it all works myself. It makes me feel like I'm really "beating" the game at what it's doing — learning how to leverage its rules to my own advantage, rather than simply getting someone to tell me how to do it. It's something I can see myself doing a lot more in the future, as I'm appreciating the game a great deal more as a result.

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    1285: Wake Up Club https://imnotdoctorwho.moegamer.net/2013/07/26/1285-wake-up-club/ https://imnotdoctorwho.moegamer.net/2013/07/26/1285-wake-up-club/#respond Fri, 26 Jul 2013 22:22:18 +0000 http://angryjedi.wordpress.com/?p=5683 I hate mornings. Actually, that's not quite accurate. I don't mind mornings in and of themselves, and in fact if I get my day started early enough I'm always pleasantly surprised how much free time I have left at the end of it. What I actually hate is the combination of waking up and getting up. Waking … Continue reading 1285: Wake Up Club

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    I hate mornings.

    Actually, that's not quite accurate. I don't mind mornings in and of themselves, and in fact if I get my day started early enough I'm always pleasantly surprised how much free time I have left at the end of it. What I actually hate is the combination of waking up and getting up.

    Waking up is the first challenge. Or rather, remaining awake after waking up for the first time is the first challenge — the actual act of waking up isn't, in and of itself, especially difficult.

    I've mentioned this before, but I tend to have very vivid dreams in the morning after I've woken up for the first time and fallen asleep again. Sometimes I have very vivid dreams immediately before I wake up for the first time, too, and the immediate temptation is to fall back asleep again to "finish" them, because waking up almost inevitably interrupts them at an interesting, exciting or otherwise pleasing point. (Sometimes they're nightmares — err, morningmares? — but even then there's a sort of morbid curiosity to see how things pan out.)

    It's so easy to just close my eyes and drift back off to sleep again, particularly if Andie has gone out to work and I've been left by myself. Without anywhere I "have" to be and with a job that I don't need to start until late morning, I can quite feasibly fall back asleep again if I want to.

    Doing that isn't really compatible with having a productive day, though, and certainly isn't compatible with the programme of light exercise (walking 3-4 miles a day at a fairly leisurely pace) I've been following for the past couple of weeks. So I've been forcing myself out of bed in the morning, even if I don't really want to. And this morning I really didn't want to, but I managed it anyway.

    One tool I've found quite helpful in making myself wake up and get up first time is a freebie download for Vita called Wake Up Club. This is basically little more than an alarm clock app, but it has a few little features built in that engage the brain enough to prevent you from falling asleep again.

    There are two main ways it does this. Firstly is the fact that in order to get it to shut up in the first place, you have to actually pick up the Vita, press the "Yes" key when it asks if it's all right to let the Wake Up Club app bring the Vita out of sleep mode without you having to touch the power button. Once the app is open, you then have to tap on a leisurely bouncing image of your PSN avatar to actually get the thing to be quiet.

    Except there's another step after that, too, which is where the "club" bit of the app's title comes from. Every morning, Wake Up Club picks a bunch of people who have all set their alarm for the same time and invites them to harass each other if they don't wake up immediately. You do this by tapping on their avatar, which causes their Vita to yell at them until they, too, inform their device that they have indeed woken up and could they please stop shouting at them?

    I'm actually yet to have to do this on other "players" who are using the app, since everyone seems to wake up fairly quickly. The only time I get to tap on other people's avatars are if there's no-one else "playing," or if the Vita has had some sort of PSN-related meltdown in the night and has lost connection. Then you get to tap on the avatars of computer-controlled "club" members until they wake up, which takes a good few seconds. By the time you have finished tapping on things, you're well and truly awake, those simple motor actions being enough to get your brain moving beyond that point that will allow you to fall asleep again as soon as your head hits the pillow.

    Also there are trophies if you are a trophy whore and like receiving arbitrary rewards for "gamifying" your life. So there's that.

    Anyway. Yeah. If you're having trouble waking up, get some form of alarm clock that requires you to do something more than just hit it to shut it up. If you have a Vita, Wake Up Club is as good as anything, particularly as it's free.

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    1284: MIRAKURU ROMANSU https://imnotdoctorwho.moegamer.net/2013/07/25/1284-mirakuru-romansu/ https://imnotdoctorwho.moegamer.net/2013/07/25/1284-mirakuru-romansu/#respond Thu, 25 Jul 2013 22:37:22 +0000 http://angryjedi.wordpress.com/?p=5680 I'm a little further into Sailor Moon now. (That sounds a bit wrong. Never mind, let's just run with it.) Still not a long way, but long enough for both Sailors Mercury and Mars to have shown up, which has thrown an interesting twist into things. As I suspected, both Mercury and Mars are considerably more competent than poor … Continue reading 1284: MIRAKURU ROMANSU

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    I'm a little further into Sailor Moon now. (That sounds a bit wrong. Never mind, let's just run with it.) Still not a long way, but long enough for both Sailors Mercury and Mars to have shown up, which has thrown an interesting twist into things.

    As I suspected, both Mercury and Mars are considerably more competent than poor old Usagi, who is still a clumsy crybaby even when transformed. That said, it's interesting to see the different ways that Mercury and Mars come to "competence" — Mercury, in keeping with her "normal" incarnation as Ami, is quiet, intelligent and thinks things through; Mars, meanwhile, is aggressive, quick to anger and courageous. Mercury is by far the most "mature" of the bunch, despite Mars clearly being the oldest (I assume, anyway; I'm judging largely on the basis of their physical development and the fact that Mars has a job rather than attending school) [correction — the episode I watched the day after this post was written saw Mars turn up in a school uniform, so scratch that!] — the episode I watched today featured Usagi and Mars arguing throughout, with Mars in particular betraying the facade of maturity she clearly tries hard to keep up by getting sucked into Usagi's ridiculous world. I'm spotting a bit of a tsundere streak in Mars, too (well, mostly tsuntsun at present) which, of course, means I find her tremendously attractive.

    The show continues to be simplistic, entertaining fun at its current stage. I don't know if it gets any more complex later on, but to be honest, I don't mind at all if it continues in its present, rather formulaic fashion. You don't have to think too hard about it or try to hunt for hidden meanings; you can just flop down in front of it and enjoy the silliness. It's the Saturday morning cartoon formula — predictable villains who are always after the same thing (the curiously non-specific "energy" in Sailor Moon's case), a predictable main cast who get to do one majorly awesome thing per episode that can be easily represented through the insertion of stock footage, and a comic sidekick character. (That said, Sailor Moon's sidekick character Luna the cat is actually the most mature, sensible one out of all of them.)

    What's interesting about Sailor Moon at this early stage — and I could be wrong about this, since I'm only ten episodes into the whole run — is that it's essentially a superhero show, focused almost exclusively on female superheroes, in which said female superheroes don't appear to be there just to be "sexy". Sure, they're all in short skirts, Sailor Mars is wearing some distinctly impractical-looking high heels and there was a rather gratuitous pantsu shot (Sailor Mars again) in the last episode I watched, but for the most part when they're in their Sailor Senshi forms, it's all business, bubbles, fireballs and Moon Tiara Action. (Incidentally, I feel that Sailors Mercury and Moon drew the short straws when it came to their awesome powers — Sailor Mars can set things on fire, while Mercury can, err, make a lot of bubbles, and Moon can throw her tiara at things. Granted, getting hit by Sailor Moon's tiara generally appears to make things turn into dust, but still. Sailor Mars can set things on fire.)

    Anyway, yeah. Sailor Moon is awesome. I'm disappointed in myself I haven't watched it sooner, but at least I can make up for lost time now.

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    1283: Dislike https://imnotdoctorwho.moegamer.net/2013/07/24/1283-dislike/ https://imnotdoctorwho.moegamer.net/2013/07/24/1283-dislike/#respond Wed, 24 Jul 2013 21:47:43 +0000 http://angryjedi.wordpress.com/?p=5676 I find myself thinking more and more about deactivating my Facebook account. I realise that in this day and age doing such a thing is tantamount to unplugging yourself from The Matrix, but I really don't feel there's a lot of value there for me any more. The thing that has stopped me from closing … Continue reading 1283: Dislike

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    I find myself thinking more and more about deactivating my Facebook account. I realise that in this day and age doing such a thing is tantamount to unplugging yourself from The Matrix, but I really don't feel there's a lot of value there for me any more.

    The thing that has stopped me from closing my Facebook account in the past is the fact that "it's the only real means I have of staying in touch with certain people." That may be true, but the real question is how often I actually speak to the people for whom the only means I have of reaching them is Facebook? I have a lot of doubling-up between Facebook and Twitter, and in the case of most of my "real-life" friends I have their phone numbers. If I want to make plans with someone, I'll generally text them. If I don't have their phone number, I'll reach for Twitter. Facebook messages are frequently ignored.

    The reason Facebook's value has declined for me over time is because the social media landscape has changed. What was once a cool means of communication has been roughly shoved in the direction of "branding" and advertising. It's obvious the moment you read anything in tech journalism about social media, whether it's Facebook or the latest pointless mobile app that lets you manipulate photos no-one cares about in a slightly different way to all the other apps that let you manipulate photos no-one cares about. None of the press coverage about new social media apps has anything to do with people communicating with one another; it's all about how brands can leverage their social graph and monetize their core demographics. It's about how a seemingly innocent app that allows you to subtly manipulate photos no-one gives a shit about is actually a means of getting your "brand" in front of as many people as possible. It's about "engagement", "ROI" and "CPC".

    I don't give a fuck. And I don't want to be a part of it. I don't want to be confronted with an ad for an app or game I don't give a shit about before I see anything my friends have posted — which, nine times out of ten, I probably don't give a toss about anyway. I don't want to be continually confronted with "sponsored posts" festooned with comments from complete imbeciles who think telling an ad to "fuck off" will make it go away. And I really couldn't give a flying honk what George Takei's PR team (spoiler: that's not George Takei writing those posts) saw on Reddit last week and is only now getting around to sharing with everyone on the Internet.

    Even outside of "branding" and advertising, though, the way people use Facebook has changed, too. With more and more different types of post available, the service has become more of a means of simply broadcasting pointless, impersonal shit into the void of the Internet rather than a way to start discussions or have conversations. What was once a two-way discussion is now a largely one-way street. (I'm aware a blog is exactly the same, but at least a blog is under no illusions about what it is and is not; Facebook, meanwhile, has always marketed itself as some form of communication tool, when this is, in fact, a relatively minor part of its reason for existence these days.)

    All this may be hypocritical, because I've been guilty of all of the above at one time or another. But that was a process of discovery and exploration, leading me to the realisation I'm at today: aside from Twitter, which genuinely is still a reasonably useful means of communication for me, most other forms of social media carry little value to me besides giving me something to fiddle with on my phone when small talk dries up and I don't want to just sit there looking like some sort of mute twat.

    I haven't decided yet whether or not I'm actually going to close down my Facebook account, but now I don't work reviewing awful, exploitative and, hell, just downright crap social games for a living, I have no real "need" for that particular ball and chain any more. I'm going to do some very serious thinking about whether Facebook has a place in my life any more in the next week or two, and come to a conclusion then. If you've been having similar thoughts to me, then I urge you to do the same. I have a strange feeling we'll feel better without that particular annoyance in our lives.

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    1282: Dead Body Gathering https://imnotdoctorwho.moegamer.net/2013/07/23/1282-dead-body-gathering/ https://imnotdoctorwho.moegamer.net/2013/07/23/1282-dead-body-gathering/#respond Tue, 23 Jul 2013 23:06:35 +0000 http://angryjedi.wordpress.com/?p=5673 I've been replaying Corpse Party recently due to the fact that I've owned the sequel Book of Shadows for ages and haven't gotten around to it yet. Since Book of Shadows is more of a spinoff that tells other concurrent stories that take place during the first Corpse Party, I figured it would probably be a good idea to refresh my memory … Continue reading 1282: Dead Body Gathering

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    I've been replaying Corpse Party recently due to the fact that I've owned the sequel Book of Shadows for ages and haven't gotten around to it yet. Since Book of Shadows is more of a spinoff that tells other concurrent stories that take place during the first Corpse Party, I figured it would probably be a good idea to refresh my memory on the original.

    I'm reminded how much I liked the game first time around, for a number of reasons. It has its frustrating elements, sure — chief among which is the lack of a "fast forward" function for scenes you've seen before and want to skip after reloading from a "Wrong End" — but there's a lot more to like than there is to dislike.

    The most impressive thing about Corpse Party is still its sound. Not only does it have some fantastic music, but it also makes use of some utterly brilliant 3D sound effects that are alarmingly realistic when listened to on headphones. There's one sequence partway through where a character is listening to someone's voice on their phone, and the way the sound is positioned actually makes it sound like a phone held up against your ear. Elsewhere, careful positioning of sounds in the stereo field can make it sound like they're coming from over your shoulder, or off in the distance.

    Alongside the marvellous 3D sound is some incredible voice acting. I have pretty limited knowledge of Japanese seiyuu, but it's clear that those who signed on to voice Corpse Party's cast really know what they're doing. The delivery of their lines is packed with character and some really genuine-sounding emotion. When a character shouts, they sound angry. When a character is crying, it's heartbreaking. When a character screams, it's enough to send shivers down your spine.

    The game, as I've said on a few occasions previously, is also a masterclass in that essential part of horror — "less is more". While Corpse Party has its share of explicitly gory moments, its most horrifying scenes are completely invisible in terms of visuals, instead unfolding entirely through sound effects, text and occasional flashes of colour. The imagination really gets to work in these scenes, filling your mind with some truly, truly unpleasant mental images that are all the worse for the fact you know that you're responsible for picturing them. I often find myself wincing at explicit, gory horror movies, but Corpse Party is the only game that's managed to genuinely get me squirming using nothing but a minimalist approach.

    I'm into the game's fourth chapter, so I'm making good progress on my playthrough. I've managed to avoid a lot of the "Wrong Ends" so far, though the growing completionist streak I appear to be developing will probably insist I go back and get them all in order to fill in all those "Ending List" stars at some point. And this time I will actually play the "Extra" scenes that you unlock as you play through, too — for some reason I didn't get around to those last time around.

    Anyway. Yeah. Corpse Party. If you're yet to experience this creepy classic on PSP and Vita and are hungry for something scary, get on that right now.

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    1281: MIRACLE ROMANCE https://imnotdoctorwho.moegamer.net/2013/07/22/1281-miracle-romance/ https://imnotdoctorwho.moegamer.net/2013/07/22/1281-miracle-romance/#respond Mon, 22 Jul 2013 21:40:29 +0000 http://angryjedi.wordpress.com/?p=5670 I guess about now is a good time to admit that I've started watching Sailor Moon and, predictably, enjoying it a great deal. In my defence, after watching Revolutionary Girl Utena and finding it enjoyable but immensely confusing, I felt obliged to check out Sailor Moon for further education in the ways of the magical girl. I have a sort of … Continue reading 1281: MIRACLE ROMANCE

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    SMoonI guess about now is a good time to admit that I've started watching Sailor Moon and, predictably, enjoying it a great deal.

    In my defence, after watching Revolutionary Girl Utena and finding it enjoyable but immensely confusing, I felt obliged to check out Sailor Moon for further education in the ways of the magical girl. I have a sort of ulterior motive for educating myself on this particular aspect of anime — for starters, I've always been interested in it, but never got around to checking any of it out; secondly, I hear that Puella Magi Madoka Magica or whatever it's called is very good, but is something of a deconstruction of the magical girl genre as a whole and consequently is best appreciated when you have more than a passing familiarity with its tropes.

    So, Sailor Moon, then. In stark contrast to Revolutionary Girl UtenaSailor Moon is charmingly unsubtle about everything it does. The lead character Usagi seems to do nothing but shout or cry all the time, and the show's moral messages are only a couple of steps removed from He-Man's posturing. While there's no "Hey, Kids!" moment at the end of a Sailor Moon episode, the inherent "message" of each chapter is so startlingly obvious within about five seconds of it starting that it becomes more of a Columbo-style show, where you're waiting to see how it reaches the conclusion you already know from the outset, rather than holding on tight for some narrative twists and turns.

    That's not to say it's bad, though; simple is good sometimes, and God knows it's appreciated after UtenaSailor Moon's characters are charming and endearing, even if they're loud, and they've all grown and developed even in the space of the few episodes I've watched to date. I'm looking forward to seeing how Usagi — who, spoiler, is also Sailor Moon — develops over the course of the 300 bajillion episodes there are, because she is comically incompetent at present, despite ostensibly being the show's heroine. Her "sidekicks" who are teased in the show's opening titles haven't shown up yet, but I assume it's only a matter of time.

    It's clear even from this early stage that Sailor Moon was very influential, however. I'm seeing elements of its humour and characterisation in the latest Hyperdimension Neptunia game, for example, where Neptune takes on the Usagi role of "amusingly rubbish protagonist who's aware she's rubbish", and her companions are actually far more capable than she is. There's also the more obvious fact that Neptune and co are all themselves magical girls, able to transform into their "Hard Drive Divinity" forms to power up and become stronger — though there's less "identity hiding" in the world of Neptunia than there is in the more "grounded in reality" world of Sailor Moon.

    And that music. Amazing. While the copies of the episodes I'm watching aren't brilliant quality — or perhaps they really were that poor quality when originally broadcast — the amazing background music still stands out, if only for the fact it sounds like it belongs in a 1960s TV series rather than the 1992 anime from which it actually hails. Huge string orchestras, wakka-wakka guitars, choirs of singers mewling "oooooooh, oooh-ooooooohh, Saiiiiloooor Mooooooon…" as Usagi transforms. Marvellous stuff.

    Anyway. I'm going to watch a lot more of Sailor Moon, I predict. I have the whole series to hand, but it remains to be seen if I can manage all of it. I'm sure I can, and I'm sure I will feel suitably satisfied at its conclusion. I hope there's a good ending. Please don't tell me if the ending is rubbish!

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    1280: More Truckin' https://imnotdoctorwho.moegamer.net/2013/07/21/1280-more-truckin/ https://imnotdoctorwho.moegamer.net/2013/07/21/1280-more-truckin/#respond Sun, 21 Jul 2013 22:06:01 +0000 http://angryjedi.wordpress.com/?p=5664 I had an all-too-brief chat with my good friend Mr Alex Connolly earlier today, during which I briefly extolled the virtues of Euro Truck Simulator 2, which I played for a good few hours today. This post is primarily intended for Alex — and anyone else who is similarly curious about Euro Truck Simulator 2 — since … Continue reading 1280: More Truckin'

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    I had an all-too-brief chat with my good friend Mr Alex Connolly earlier today, during which I briefly extolled the virtues of Euro Truck Simulator 2, which I played for a good few hours today. This post is primarily intended for Alex — and anyone else who is similarly curious about Euro Truck Simulator 2 — since we only had a brief moment to talk earlier.

    Here's what Euro Truck Simulator is all about, then.

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    You start the game by creating your driver profile by giving yourself a name, naming your haulage company-to-be, choosing a logo for yourself and selecting a truck you like the look of. You then choose a home base somewhere in Europe, and then it's off to work you go.

    Your first job is what is later referred to in the game as a "quick job" — you're provided with a truck already loaded up with cargo, and all you have to do is deliver it to the destination. If you elect to follow the tutorial, you're walked through various elements of the interface, though you're not told where a few important keys (headlights, windscreen wipers, indicators) are, so you'll need to check the options menu for that. (I recommend assigning all of those controls to a controller, if you're using one.)

    Delivering cargo is a simple matter of following your GPS, which sits in the corner of the screen like a space sim's multi-function display. (Indeed, here it is multifunction, too, allowing you to switch between views of your route, diagnostic information and other helpful bits and pieces.) While driving, you'll have to be reasonably careful. Hitting things can damage your truck and potentially cargo, too — the latter will cost you some of your fee at the end of the run. Similarly, breaking the rules of the road will cause you to be fined, though much like reality, you can get away with speeding so long as no-one catches you doing it.

    The roads are convincingly rendered, meaning you'll have to merge carefully onto motorways, slow down for country roads, and stop-start-stop-start at the traffic lights found in city centres. If you're driving in the UK, you'll have to drive on the left; head out onto the continent, meanwhile, and you'll be on the right. Both left- and right-hand drive trucks are available.

    Once you reach your destination, there'll be a glowing parking space that you must reverse into. This is harder than it sounds, as trucks and trailers behave strangely when in reverse. You can, of course, press the "auto-park" button, but if you do so you're effectively declaring that you're a big wuss.

    Once you've successfully parked and detached your cargo, you'll be rewarded with money and experience points, with a bonus if you parked yourself. Levelling up rewards you with skill points, which you can plug into one of several different skills — one allows you to transport hazardous (and consequently higher-value) cargo of various types; another allows you to take on more long-distance jobs; another still provides you with larger rewards for heavy, oversized or otherwise valuable cargo. You can effectively tailor your driver's profile according to the types of job you like to do.

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    After a couple of successful runs, you'll be invited to head along to a truck dealership that sells the type of truck you indicated was your "preferred" type at the outset of the game. A new truck will inevitably be much too expensive for you to afford with the few thousand Euros you've acquired from a couple of jobs, so you'll receive an email shortly afterwards from the bank inviting you to take out a loan. Here you have a choice; keep doing quick jobs for reasonable pay until you can afford to buy a truck outright, or take out a loan, buy your own truck immediately, and ensure you make enough money each in-game day to pay off that particular instalment.

    Once you have your own truck — which can be customised in numerous ways, more of which open up as you level up — you have a lot more freedom. You can freely drive around Europe at your leisure, and the in-game map keeps track of how much of the road network you've explored. Arriving at new towns "discovers" them and unlocks them as a starting point for future jobs; coming across "?" markers on the map reveals new truck dealerships, recruitment agencies for hiring additional drivers for your fleet and other facilities; stopping at petrol stations or hotels allows you to restore your fuel and fatigue levels respectively.

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    Having your own truck allows you to take jobs from the "Freight Market" rather than the "Quick Job" menu. Here, you have to actually drive to the place where the job offer is — they expire after a while, so if you don't get there quickly enough, you're not doing the job — and then manually attach the trailer to your truck.

    From here, it's a case of proceeding to do more jobs and build up your available funds, then gradually build up your fleet of trucks and drivers so it's not just you hauling shit around Europe, but your very own army of bearded chain-smokers too. Each of your hired drivers can be levelled up the same way as your own character, so you can get different drivers to specialise in different things.

    All in all, it's a really neat game. I didn't think it would have much to offer beyond the initial appeal of "WOW I'M DRIVING A LORRY" but there's actually a surprisingly competent game in there, too. And even if you struggle to handle one of these many-wheeled beasts, you can have some fun by causing chaos on the open world. Which is nice.

    Anyway, there's my enthusing on the subject of Euro Truck Simulator 2. It's surprisingly worth your time, particularly if you like open-world driving games where you just pootle around rather than killing everybody. Plus there's something inherently satisfying about driving such a gigantic vehicle and not killing everyone around you, or ending up on your side. (Though it is possible to end up on your side.)

    So there you have it. Euro Truck Simulator 2. Enjoy.

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    1279: Hauling Ass (and Wood, Propane and Other Exciting Things) https://imnotdoctorwho.moegamer.net/2013/07/20/1279-hauling-ass-and-wood-propane-and-other-exciting-things/ https://imnotdoctorwho.moegamer.net/2013/07/20/1279-hauling-ass-and-wood-propane-and-other-exciting-things/#respond Sat, 20 Jul 2013 21:32:31 +0000 http://angryjedi.wordpress.com/?p=5661 I picked up Euro Truck Simulator 2 in the Steam Sale the other day on a bit of a whim. This is one of those simulator games that, like Farming Simulator, was roundly mocked upon its original release, but promptly turned out to be a rather good game. I haven't spent a huge amount of time with it … Continue reading 1279: Hauling Ass (and Wood, Propane and Other Exciting Things)

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    I picked up Euro Truck Simulator 2 in the Steam Sale the other day on a bit of a whim. This is one of those simulator games that, like Farming Simulator, was roundly mocked upon its original release, but promptly turned out to be a rather good game.

    I haven't spent a huge amount of time with it so far and I don't know how much time I will spend with it in the long term, but early impressions are that it is basically a game that I've thought should exist for a long time — that is to say, it's Elite, but on the roads instead of in space.

    Okay, that's perhaps not quite accurate; you're not really "trading" stuff, you're simply taking jobs and hauling shit (sometimes literally) from one place to another, and there's certainly no "combat" besides any accidents you deliberately cause yourself, but the idea of fusing a management/business game with a vehicle simulator is a sound one, and it has always surprised me somewhat that we've only ever seen it happen in space, really.

    Euro Truck Simulator 2 is an odd experience. It's a driving game, but without all the jostling for position and chaos that normally accompanies driving games that focus on racing. It's an open-world game, but without anything to really "do" besides seek out truck dealerships, try and visit every road in the game and sightsee. I haven't got far enough into the game to look at the business sim side of things yet, but I assume that will add an element of light strategy to the mix, particularly once you start hiring other drivers, too.

    It's a peculiarly relaxing experience to play. Once your truck is out on the open road, you don't really have to do a lot besides ensure you don't hit anything, and try not to get caught by speed cameras. But it's pleasingly chilled out to just trundle along at 50mph down some convincingly-realised (if geographically-inaccurate) roads that go to real, actual places with recognisable landmarks. It also implements another feature that I've always thought should be in open-world driving games — the ability to stream Internet radio stations as the soundtrack to your drive. I was listening to some pleasingly mellow German jazz while I drove from Southampton to Dover earlier.

    I say it's a relaxing experience to play. Well, that's only mostly true: it's relaxing until you reach your destination and have to reverse the fucking thing into a parking space. Parking a truck is horrendously difficult and I have new-found respect for anyone who is able to do it successfully, particularly in a yard that doesn't have very much space available. I don't really understand how to make it go the correct way when I'm reversing it yet, but I'm sure it's something that comes with practice.

    Anyway, I guess what I'm saying in a roundabout way is that if you've seen Euro Truck Simulator 2 in the Steam sale and are mildly curious about it, do yourself a favour and download it. You might just find yourself enjoying the experience. It's just a shame there isn't multiplayer; hauling stuff around Europe with a friend would be a lot of fun, I feel.

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    1278: Christopher Walkern https://imnotdoctorwho.moegamer.net/2013/07/19/1278-christopher-walkern/ https://imnotdoctorwho.moegamer.net/2013/07/19/1278-christopher-walkern/#respond Fri, 19 Jul 2013 22:20:44 +0000 http://angryjedi.wordpress.com/?p=5658 So the whole "go for a walk for some exercise" thing has been going pretty well. I've managed to get up early and get out every day since I said I was going to, which bodes well. I am, however, probably going to take the weekend off so I can enjoy a lie in. I've … Continue reading 1278: Christopher Walkern

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    So the whole "go for a walk for some exercise" thing has been going pretty well. I've managed to get up early and get out every day since I said I was going to, which bodes well. I am, however, probably going to take the weekend off so I can enjoy a lie in.

    I've been walking for at least an hour each day, usually covering a distance of just under 4 miles or so. I usually follow pretty much the same route — up the road to the Common, wiggle around a bit in this side of the Common, cut across, walk down the road into town, walk through the vaguely attractive parks on the edge of the city centre, walk past the station and back up the other end of my road to finish where I started. It's a big loop, and there's a mix of flat, uphill and downhill walking all the way, so there's a bit of variety and challenge in places. It's still relatively "leisurely" compared to gasping and wheezing my way through a run, though, which makes it infinitely more appealing for the moment even if it isn't quite as good for me.

    One of the helpful inspiring factors while I've been walking has been the use of audiobooks. I don't normally listen to a lot of audiobooks or podcasts any more, because I don't really have a suitable situation in which to listen to them. I can't listen to them while I work, because I have proven to myself on numerous occasions that I absolutely, positively 100% cannot write anything more than notes while someone else is talking in the same room, whether they're a real person or a recording. However, when all you're doing is walking aimlessly for the purposes of exercise, an audiobook or podcast is ideal listening. You're not running, so there's no real need for some music with a sense of "pace" to it; you can take your time and take in the words of whatever it is you're listening to.

    The accompaniment to my walks this week has been the audiobook of a Dean Koontz novel. I had a couple of Koontz works recommended to me a while back and enjoyed them — I read those, rather than listened to them — so I decided to take a chance on another one. It's a bit bigger of a "risk" to try out an audiobook, since they're significantly more expensive than eBooks or even just, you know, books. Still, I haven't been disappointed so far; the story is interesting and the narrator appears to be pretty good, too, which is nice. (The novel is "Lightning," if you were wondering. I have no idea if this is considered "good" or not by Koontz fans, but I'm enjoying it.)

    The other nice thing about audiobooks is the fact that it allows me to enjoy books without having to actually read them. I have nothing against reading and actually enjoy it rather a lot, but it's quite hard to make time for it when I have lots of other things I want to do as well. Reading is something I like to do when it's quiet — much like writing — so I can't really do it in front of the TV, and I certainly can't do it while I'm doing something else. Audiobooks allow me to enjoy a book while I'm doing something else, which is ideal.

    So that's that. I'll be taking it easy for the weekend, then continuing this new regime next week. Let's see if it helps at all.

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    1277: Failing to Resist the Urge to Call This Post 'Rim Job' https://imnotdoctorwho.moegamer.net/2013/07/18/1277-failing-to-resist-the-urge-to-call-this-post-rim-job/ https://imnotdoctorwho.moegamer.net/2013/07/18/1277-failing-to-resist-the-urge-to-call-this-post-rim-job/#respond Thu, 18 Jul 2013 22:47:11 +0000 http://angryjedi.wordpress.com/?p=5655 I'M SORRY. (I'm not sorry.) I went to see Pacific Rim this evening with my similarly-named friends Tim and Tom. This, along with Akira the other night, means that I've officially been to the cinema more times in the past week than I have in the last year. As for Pacific Rim, it was enjoyable, if cheesy. Good, dumb fun … Continue reading 1277: Failing to Resist the Urge to Call This Post 'Rim Job'

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    I'M SORRY. (I'm not sorry.)

    I went to see Pacific Rim this evening with my similarly-named friends Tim and Tom. This, along with Akira the other night, means that I've officially been to the cinema more times in the past week than I have in the last year.

    As for Pacific Rim, it was enjoyable, if cheesy. Good, dumb fun on the surface, but a movie clearly designed with an appreciation — possibly even reverence — for Japanese giant robot anime. Throughout the whole thing, I couldn't help thinking that the movie might have been better just as a straight-up anime. In fact, partway through the movie, I found myself making mental comparisons with the visual novel Deus Machina Demonbane, with which Pacific Rim actually shares a significant number of similarities.

    Lest you're unfamiliar with Deus Machina Demonbane but have seen Pacific Rim, the former is a visual novel about giant robots battling monsters loosely inspired by the work of HP Lovecraft; the latter is a movie about giant robots battling monsters with too many mouths. Already quite similar, albeit the Lovecraftian twist on Demonbane is a pleasant break from the norm.

    Then we have the whole "you need two people to pilot a giant robot" thing, which is present in both Demonbane and Pacific Rim; in the former, the pilot is paired up with a "tome" (in the case of the protagonist, an absolutely adorable personification of the Necronimicon), while in the latter, two people have to "drift" together and share their consciousness, or memories, or something.

    Then there's the fact that the main "hero" robot gets the crap kicked out of it repeatedly, yet somehow always gets repaired to immaculate condition every time, which is present in both works.

    And the fact that the giant robots fighting do just as much damage — if not more so — to the places they're trying to protect than the monsters they're fighting, which is, again, present in both works.

    Demonbane does have a bit of a twist in that the antagonists are given personalities and stories of their own, rather than just being "GRRR ARRGH MONSTERS". There's an overall "bad guy" in Demonbane, who is responsible for the Lovecraftian beasts invading our dimension, and there are some truly loathsome "lieutenants" who give the protagonist and the other characters in the story a lot of grief, to say the least.

    Also, there is more fucking in Demonbane, while there is none in Pacific Rim, what with it being a 12A and all while Demonbane is an adults-only title. For the most part, the sexual scenes in Demonbane are more horrific than titillating, though; it's one of those "I can't fap to this!" games, unless you have some seriously weird tastes. Likewise, you cannot fap to Pacific Rimbut for different reasons.

    Anyway, I guess what I'm saying is that if you enjoyed Pacific Rim and you're open to the idea of playing sexually explicit visual novels, then you should give Deus Machina Demonbane a look. It's one of the more memorable, well-written visual novels I've played in my time, and it's satisfyingly hefty in length, too, particularly if you go for all the endings.

    I am hot and sweaty. I am going to drink something cold and go to bed. Good night.

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    1276: Be Patient https://imnotdoctorwho.moegamer.net/2013/07/17/1276-be-patient/ https://imnotdoctorwho.moegamer.net/2013/07/17/1276-be-patient/#respond Wed, 17 Jul 2013 22:00:37 +0000 http://angryjedi.wordpress.com/?p=5651 Those who are "against" video games are always quick to mock how supposedly "brainless" and "useless" they are — the other day, for example, a writer for The Times displayed a staggering amount of ignorance on the issue, which resulted in this article. But video games can teach us all manner of new skills and … Continue reading 1276: Be Patient

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    Those who are "against" video games are always quick to mock how supposedly "brainless" and "useless" they are — the other day, for example, a writer for The Times displayed a staggering amount of ignorance on the issue, which resulted in this article.

    But video games can teach us all manner of new skills and abilities. Besides the old favourite hand-eye co-ordination — everyone says it because it's true — games also help train our reflexes, develop the problem-solving parts of our brain, express our creativity, socialise with others and all manner of other things.

    One of the things they've helped me with most over the years is the matter of patience. I have a significant amount of patience for irritating situations, which is something I was regularly complimented on back when I was a teacher. (Having patience to endure irritating situations is very much a benefit when you're dealing with a class of 30 misbehaving little scrotes.)

    Actually, it's not just irritating situations I have patience for; it's the patience to keep beavering away at something until I'm successful (also file under: stubbornness); the patience to try and achieve something even if I don't know that I can do it; the patience to learn things that initially seem difficult.

    A combination of video games and learning musical instruments growing up taught me this particular virtue. And it pays off.

    My patience means that I have a lot more time for, say, games that take a while to get going; games that might not be the most accomplished technically, but which have their heart in the right place. My patience means that I am able to keep trying a particularly difficult part of a game until I'm successful at it; my patience means that I'm willing to explore beyond the superficial in games that have hidden depths.

    This sense of patience has persisted over the years, too; replaying old first-person shooters such as Blake Stone: Aliens of Gold recently has revealed that they're a lot more difficult than I remember, and people with less in the way of patience would undoubtedly give up very quickly. But I've been persisting, and it's been an enjoyable experience to return to these games that I grew up with — while they may look dated, they're still extremely fun, so long as you can deal with the fact that these are games that make much more of an effort to actually kill the player than a lot of modern titles.

    I'm weirdly proud of my sense of patience, because it means I can find a lot more things enjoyable than some other people. The games in which I've made use of my patience to look past flaws and problems have become some of my favourite games of all time, no exaggeration, and it's largely due to the fact that I know relatively few people have seen the things I have.

    That may sound smug and superior and for that I apologise (a bit, anyway) — but I wouldn't have things any other way.

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    1275: Got Out https://imnotdoctorwho.moegamer.net/2013/07/16/1275-got-out/ https://imnotdoctorwho.moegamer.net/2013/07/16/1275-got-out/#respond Tue, 16 Jul 2013 21:31:49 +0000 http://angryjedi.wordpress.com/?p=5646 I successfully put my proposed plan from yesterday's post into action today. Now it is just a matter of sticking to it. Walking isn't as inherently satisfying as running, because it's not as obviously tiring. But it's still a reasonably good workout — Runkeeper assured me that I had burned a significant number of calories … Continue reading 1275: Got Out

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    I successfully put my proposed plan from yesterday's post into action today. Now it is just a matter of sticking to it.

    Walking isn't as inherently satisfying as running, because it's not as obviously tiring. But it's still a reasonably good workout — Runkeeper assured me that I had burned a significant number of calories by the time I got back home. In total, I was out for just over an hour, and walked about 3.5 miles in total.

    I've always been something of an indoor person, but I do like just going for a walk sometimes. This is a surprise to me, because the idea of "going for a walk" was bewilderingly ridiculous when I was young. Why, I thought, would you ever just go out with the intention of not actually going anywhere? Why, I pondered, would you ever just go out without a final destination in mind?

    Well, now I'm a little older, I can appreciate the answers to those questions a little more: the reason you would do those things is simply to appreciate the things that are around you, and perhaps discover some interesting new things in the process.

    I'm not sure when my attitudes changed on this note, but I have a feeling it was when I was forced to move back home for a while after my marriage broke down. Staying in the house just made me feel exceedingly depressed all the time, so I welcomed any excuse to get out and do something, even if that "something" wasn't really anything in particular. I'd go out for a run around the area; I'd go out for a walk to the local woods; I'd walk out of the village by one road, all the way around its perimeter and re-enter from a completely different angle. In the process, I found myself exploring places that I'd either never been to before, or which I hadn't been to for a significant number of years.

    When I go out for a walk, I enjoy it when I can find myself surrounded by nature. Again, I note that I've never really been an outdoor person, but I do feel something of a curious affinity for the greenery of forests and otherwise wooded areas. I enjoy being under a canopy of leaves, sunlight dappled on the ground through the few breaks in the green ceiling above me. I enjoy the crunch of twigs and dead leaves underfoot as I walk down a dirt path; I enjoy seeing peculiar, twisted, gnarled trees that have grown in peculiar directions for reasons known only to themselves.

    I'm reasonably fortunate where I am now because I'm pretty close to Southampton Common, which has a lot of greenery. There's a lot of open space, too, what with it being a common and all, but there's also plenty of wooded areas with well-worn pathways to explore. There's also a creepy graveyard on the boundary which is interesting to wander through.

    I'm going to try and get in the habit of going for a walk every morning if possible. It worked out quite well today — I got up early, went out, walked for an hour, got back, had breakfast, had time to chill out for half an hour, then started work, and I didn't feel like I'd "wasted" any time. Whether or not I feel "better" is a matter of some debate, but I can't really expect to feel significantly different after just one day, can I?

    Well. Let's stick with it and see what happens, anyway.

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    1274: Get Out https://imnotdoctorwho.moegamer.net/2013/07/15/1274-get-out/ https://imnotdoctorwho.moegamer.net/2013/07/15/1274-get-out/#respond Mon, 15 Jul 2013 21:08:44 +0000 http://angryjedi.wordpress.com/?p=5643 As I mentioned a few days ago, I'm feeling a little low. Whether this is a symptom of some sort of summer-related Seasonal Affective Disorder or if it's just a symptom of my ongoing depression I don't know, but I am feeling a little low. One of the reasons I'm feeling low is because I … Continue reading 1274: Get Out

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    As I mentioned a few days ago, I'm feeling a little low. Whether this is a symptom of some sort of summer-related Seasonal Affective Disorder or if it's just a symptom of my ongoing depression I don't know, but I am feeling a little low.

    One of the reasons I'm feeling low is because I feel fat and gross. I always feel fat and gross, to be fair, because I am fat and gross, but there have been times when I didn't feel quite as bad about myself as I do right now. Those times had one common factor: I was indulging in a regular exercise routine, either at the gym and pool, or out on the roads running.

    I haven't done any real exercise for quite some time for various reasons — mostly a lack of motivation related to depression, which just feeds the cycle and makes it worse, I know, but also just recently the blazing hot weather we've been having every day hasn't been helping either. The last thing I feel like doing when it feels like a greenhouse outside is picking up my pace to anything more than my usual walk, let alone persisting at that pace for 30-45 minutes at a time.

    Consequently, most of the good work I've done on running in the past has been largely undone, and I'm a mess with regard to fitness. I don't really know what to do about it, either; I just feel completely unmotivated and have absolutely no desire whatsoever to go out and "better myself", but at the same time know that if I don't I'm going to continue along in this funk not really wanting to do anything.

    This Oatmeal comic got me thinking somewhat, because I recognised a lot of the things he was talking about therein. It's almost — almost — inspired me to get up and go out this evening, but I'm not really feeling it right now. I may make a start on some sort of regime tomorrow, however.

    What I'm thinking I might do is rather than jump straight back into the demoralising experience of being a fat guy trying to run, I'll just try and do a long walk each day. That's something that feels "doable" and "achievable," and from there I can always work my way up to doing something a bit more strenuous. I'm not talking about a casual amble, just to be clear; I'm talking about a brisk walk for a significant distance for somewhere in the region of 45 minutes to an hour. I live right near Southampton Common, which is the ideal venue for such perambulations, so I may just start taking advantage of that fact.

    Here's my plan, then, which it remains to be seen whether or not I'll be able to stick to: I'm going to try and get up reasonably early-ish — i.e. considerably more than half an hour before I'm supposed to start doing work — and head out for a walk in the morning before it gets too unbearably hot. Then I will come home, have breakfast, relax, chill out and start work. Hopefully that small change will have some sort of impact, if not on my body then at least on my mental state.

    I'm making no promises as to whether or not this is actually going to do anything, but having good intentions is a first step at least. Let's see if they lead anywhere.

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    1273: You Have Earned a Trophy https://imnotdoctorwho.moegamer.net/2013/07/14/1273-you-have-earned-a-trophy/ https://imnotdoctorwho.moegamer.net/2013/07/14/1273-you-have-earned-a-trophy/#respond Sun, 14 Jul 2013 22:24:26 +0000 http://angryjedi.wordpress.com/?p=5640 I can feel my attitudes towards achievements and trophies mellowing somewhat. While I still think people who play games just to get the trophies/achievements are big pillocks — and people who refuse to buy a PS3 game if it doesn't have a Platinum trophy are even bigger pillocks — I have started to think about … Continue reading 1273: You Have Earned a Trophy

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    I can feel my attitudes towards achievements and trophies mellowing somewhat. While I still think people who play games just to get the trophies/achievements are big pillocks — and people who refuse to buy a PS3 game if it doesn't have a Platinum trophy are even bigger pillocks — I have started to think about them a bit differently, particularly with regard to PSN's implementation of them.

    The way I've started thinking of them now is as another means of showing my appreciation for a quality (or at least enjoyable) piece of entertainment to the people who make it. Trophy data is public and synced online, so it's not unreasonable to assume that developers and publishers are looking at the proportion of people who achieve particular milestones in their games. Thinking of it in that way, I'm happy to put in a bit of extra effort to attain a Platinum trophy in a game I especially enjoyed, as it shows that I liked the game enough to want to see everything it had to offer. That enjoyment is then recorded permanently — or as permanent as my PSN profile is, anyway — for all to see.

    I've achieved Platinum trophies — or 100% completion, where a game doesn't have a Platinum — in relatively few games to date. One was Thatgamecompany's Flower, which remains one of the most beautiful, moving interactive experiences I've ever had — and yes, I think it's better than Journey. The second was Hyperdimension Neptunia mk2, which ended up being way better than I thought it would be; the third was Ar Tonelico Qoga, which was the climax to a series of games that now ranks among my favourites of all time. At my present rate, the fourth will be Time and Eternity, which I want to give some recognition and love to purely because it's been so thoroughly (and slightly unfairly, in my opinion) panned by a lot of critics, and completely ignored by others. In the case of all these trophies, attaining the Platinum represented a good balance between being able to enjoy the game normally, and going out of my way to make a bit of effort; I wouldn't have bothered if achieving it required too much in the way of unenjoyable grindy bollocks. (On Xbox, incidentally, the only games I've achieved 100% of the, uh, achievements on are Oblivion and Pac-Man Championship Edition DX. In the case of Oblivion, chasing the achievements actually spoiled the experience significantly for me because it directed what should have been a freeform experience far too much, and Pac-Man Championship Edition DX had insultingly easy achievements that really didn't reflect whether or not you were actually good at the game.)

    I think much more fondly of PSN trophies than I do of Xbox or Steam achievements for some reason. I think it's because the "value" of PSN trophies is more immediately obvious. Sure, Xbox achievements have Gamerscore values, but Gamerscore is fairly meaningless, particularly as it's applied inconsistently between games and, well, doesn't do anything. Trophies, meanwhile, have instantly recognisable values; bronze ones are "fodder" for the most part; silver ones require a little more effort; gold ones are generally either challenging or time-consuming; and platinum ones show true dedication to a game. To say you have "Platinumed" a game is a much simpler, more elegant way of saying that you've done everything on that game's arbitrary checklist than "I got all the achievements".

    Also, the PSN "You have earned a trophy" noise is infinitely better than the Xbox's "plink", and anyone who says otherwise is wrong. The Xbox noise is the same sound as when someone comes online, for heaven's sake; the PSN one sounds like you've picked up a powerup in a retro game. See? BETTER.

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    1272: The Worst Headache in the World https://imnotdoctorwho.moegamer.net/2013/07/14/1272-the-worst-headache-in-the-world/ https://imnotdoctorwho.moegamer.net/2013/07/14/1272-the-worst-headache-in-the-world/#respond Sun, 14 Jul 2013 00:26:04 +0000 http://angryjedi.wordpress.com/?p=5635 I went to see Akira at the cinema this evening. I recall around the period anime first got fashionable in the UK that there was a considerable degree of snobbery about this movie, with people saying "oh, you have to see it on the big screen" and whatnot whenever it came on TV. You know what, though? … Continue reading 1272: The Worst Headache in the World

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    I went to see Akira at the cinema this evening. I recall around the period anime first got fashionable in the UK that there was a considerable degree of snobbery about this movie, with people saying "oh, you have to see it on the big screen" and whatnot whenever it came on TV.

    You know what, though? Having now seen it both on TV and on the big screen… yeah, the snobs were right. It's spectacular.

    The reason I was seeing Akira at all this evening was because my good friends George and Mitu, whose marriage we are attending later in the year, happened to be in the area and had booked tickets. George popped up on Steam earlier and asked me if I fancied coming out at short notice for a 10.30pm showing, and because I'm never really doing anything of note, I accepted. (If anyone else is in the area and wants to do something fun… try me. I'm usually available.) So thanks, George and Mitu, for getting me out of the house on a Saturday evening and seeing a film I don't think I've seen for at least 15 years or so.

    I first saw Akira when it came on Channel 4 late at night one evening. Well, to be more precise, I taped it, because it was on at some ungodly hour in the morning. Eventually I sat down and watched it, though, and was thoroughly bewildered by almost everything about it. I hadn't really watched many foreign-language films before, so watching something with subtitles was new, and I also hadn't really had much contact with anime before, either, so the concept of an "adult" animation (not that kind of "adult," though there is one pair of visible boobs, albeit not in an even slightly titillating context) was also something new to me.

    I think it's probably fair to say that I didn't really "get" Akira the first time I saw it. Those who have seen Akira will know that not "getting" it is part of the point, really; again, this was a concept that was somewhat new to me at the time I first saw it. I was used to things being much more literal, and indeed even today I do sometimes find it difficult to latch on to stuff that is being too deliberately obtuse.

    Seeing it today, though, I feel I appreciated it a lot more than when I first saw it. It's a real spectacle, all the more remarkable for the fact it came out in 1988 and thus would have been largely hand-animated. As George pointed out when we came out, a lot of things blow up, shatter and collapse in Akira, and someone had to animate each and every one of those bits of rock, glass and other miscellaneous bits of debris by hand. Quite a feat.

    Akira's also interesting for having quite a distinctive style. While recognizable Japanese in appearance, it doesn't look like modern anime, nor does it look like stuff that came a little later in the '90s. I'm mostly familiar with more recent anime, but '90s stuff in particular has a very distinctive look that is a bit different from today, and Akira is different again.

    One thing I thought that was quite interesting about the film's look is that all the characters actually look like Japanese people, whereas from '90s anime onwards, we tended to see a lot more in the way of the heavily-stylised, big-eyed look that typifies the medium today. The characters are also relatively subdued in their defining characteristics, and realistic in their appearance. Of the three female characters who put in an appearance in the movie, not one of them is intended to be "the hot one" or "the cute one" or anything like that — they're just women. (Well, okay, one of them is a weird, wrinkled, old-looking child with blue skin, but eh.) Very progressive, particularly for 1988.

    Anyway. I enjoyed myself. It was good to revisit a movie I hadn't seen for a long time, and it was good to see friends I hadn't seen for a long time, albeit in a situation where we couldn't really talk a lot! Now it is 1:30 in the morning so I had probably better get some sleep.

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    1271: Don't Read the... You Know https://imnotdoctorwho.moegamer.net/2013/07/12/1271-dont-read-the-you-know/ https://imnotdoctorwho.moegamer.net/2013/07/12/1271-dont-read-the-you-know/#respond Fri, 12 Jul 2013 21:47:59 +0000 http://angryjedi.wordpress.com/?p=5632 Popular gaming site IGN has decided to crack down on shitty comments. Given that a single IGN article attracts thousands of comments — the post describing the proposed changes currently has 2,309 and it was only posted a few hours ago — this is very much a good thing. I've never really read IGN all … Continue reading 1271: Don't Read the... You Know

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    Popular gaming site IGN has decided to crack down on shitty comments. Given that a single IGN article attracts thousands of comments — the post describing the proposed changes currently has 2,309 and it was only posted a few hours ago — this is very much a good thing.

    I've never really read IGN all that much. I had a couple of pieces posted there a few years ago — here and here (I was not responsible for the dreadful headline on that one, by the way) — but I've never really felt the need to engage with the community. There's a few good writers there — a couple of whom I know personally — but it's not, on the whole, a site I check regularly. And, by extension, it's not a site I tend to look at the comments form.

    My God.

    Yeah. They need this crackdown. The comments section is a mess. Just on that one post linked above, there's a surprising amount of negativity ranging from people insulting the writers (and their names… yes, his name is Steve Butts; grow the fuck up) to perpetuating stupid fanboy platform wars. The few positive comments that are there are quickly drowned out or reacted to with further abuse, and the "upvote/downvote" system the site has in place courtesy of popular third-party comment solution Disqus is completely abused; "good quality" comments aren't upvoted, but dumb comments from "popular" posters are. Meanwhile, people advocating reason and praising the site's changes are downvoted. Ridiculous.

    I have to question how on Earth it got like that in the first place, and I can only assume it was a matter of complacency — of assuming that problems would sort themselves out after a while. But, since a lot of Internet commenters on sites like IGN are seemingly children and teenagers (or at least act that way), they'll try and push the boundaries. If they encounter no resistance, they'll continue to push further. It's exactly the same as in teaching; if you don't set expectations up front, you are only making life difficult for yourself down the road.

    I've been fortunate with this blog that I only get a few commenters, all of whom are very welcome, and pretty much all of whom I'd call friends. Meanwhile, over at my new professional home USgamer, we're already building a strong community of intelligent, articulate commenters who have plenty of value to add to the conversation. The quality of our content and the way in which we have written it — to provoke and inspire discussion — has helped set those initial expectations in place, so hopefully things will continue in a positive direction. I have no doubt we'll have to deal with troublemakers before long — we've already had one charming chap call Kat Bailey a "bitch" for not liking Project X Zone as much as he did, and we swiftly and positively dealt with it — but for now, I'm very much liking the rather mature, erudite community we appear to have attracted for the most part so far.

    Internet comments are both a blessing and a curse, as the cliché goes. On the one hand, it's great to be able to have discussions around things that writers have posted on the Web; on the other hand, there's little value in them if they always descend into trolling, name-calling and insulting. Fortunately, a lot of sites seem keen to put a stop to the bullshit; it remains to be seen if, in the long term, anything good will happen.

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    1270: Black Cloud https://imnotdoctorwho.moegamer.net/2013/07/11/1270-black-cloud/ https://imnotdoctorwho.moegamer.net/2013/07/11/1270-black-cloud/#respond Thu, 11 Jul 2013 22:52:02 +0000 http://angryjedi.wordpress.com/?p=5629 Been struggling a bit with depression again recently. It is my own fault for not proactively doing anything about it, but once it sets in there's really not a lot you can do about it save for just riding it out and hoping it passes. Some people describe their experiences with depression as being strangely comforting; those … Continue reading 1270: Black Cloud

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    Been struggling a bit with depression again recently. It is my own fault for not proactively doing anything about it, but once it sets in there's really not a lot you can do about it save for just riding it out and hoping it passes.

    Some people describe their experiences with depression as being strangely comforting; those negative feelings acting as a sort of blanket that surrounds them and cuts them off from the outside world. I can sort of empathise with that, but at the same time it's frustrating.

    Here's what dealing with depression is like for me.

    I'll wake up in the morning, usually after a semi-to-very vivid dream that leaves itself half-finished. At this point I have a choice; go back to sleep and finish the dream, or get up and start the day. If I choose the former option, I'll find it very hard to get up for several hours, regardless of how many alarms I set. If I choose the latter option — which is often quite difficult to do — I'll generally start the day in a more positive manner.

    The day will then proceed as normal, so long as I keep myself occupied with something or other that stimulates my brain — whether that's work, watching something on TV or playing a game. If I stop doing things, I'll find myself staring into space, and that same feeling I have when I'm trying to get up sets in; I just don't want to move. I feel myself being tugged in different directions: the depression wants me to just stare into space and feel sorry for myself, dwelling on all the things that I don't want to dwell on, or that are completely unnecessary to dwell on; the rational part of my brain tells me that I'd feel better if I just reached over and grabbed the PS3 controller, or stood up and got a glass of juice, or put my shoes on and went outside for a bit. Sometimes the depression wins; sometimes the rational part of my brain wins. The rational part usually wins the war, as I am still able to function and do the things I need to do each day, but depression often scores a few victories in skirmishes along the way.

    By the end of the day, I'm often left feeling mentally exhausted from having to keep the depression at bay. Sometimes, despite feeling tired, I don't feel I can go to bed until an ungodly hour because I know I'll just spend hours unable to sleep, my mind awhirl with conflicting emotions and anxieties. Sometimes, I'll try and exhaust myself before collapsing into bed; other times, I'll just pray for the best, lie down and hope that sleep claims me before too long.

    Being depressed is frustrating, because there is often no particular cause for it. "What's wrong?" people will ask. "Nothing in particular," I'll reply, because it's true; there is nothing wrong, but that just feeds into the whole cycle. I start to feel guilty about feeling down about, well, nothing at all, and then I feel bad about feeling guilty; if you've been there, you know what it's like.

    I'll get over it. I always do. Just needed to vent a little today.

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    1269: In Sickness and In Health https://imnotdoctorwho.moegamer.net/2013/07/10/1269-in-sickness-and-in-health/ https://imnotdoctorwho.moegamer.net/2013/07/10/1269-in-sickness-and-in-health/#respond Wed, 10 Jul 2013 22:17:10 +0000 http://angryjedi.wordpress.com/?p=5626 So, now I've written my review for USgamer, I can talk a little about Time and Eternity, the game I've been playing recently. For those too lazy to click through and read my review, the gist: Time and Eternity is an anime-inspired JRPG that makes use of hand-drawn, hand-animated anime cels instead of polygonal characters. … Continue reading 1269: In Sickness and In Health

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    So, now I've written my review for USgamer, I can talk a little about Time and Eternity, the game I've been playing recently.

    For those too lazy to click through and read my review, the gist: Time and Eternity is an anime-inspired JRPG that makes use of hand-drawn, hand-animated anime cels instead of polygonal characters. Its story is based around two people — one of whom is actually two different people in a single body, so it's actually three people, I guess — who are trying to get married but find their wedding interrupted by assassins. Naturally, the thing to do when this happens is to travel back in time and get to the bottom of what is going on.

    I won't go on too much about the game itself, because my review covers that territory in more detail. What I did want to talk about is how much I appreciate the fact this game exists, and how it highlights some issues with conventional criticism.

    Time and Eternity has been mostly panned since its release, leading to severely negative preconceptions about it, even among the hardcore JRPG-lovin' community. I personally enjoyed it a lot — I've finished it once, and am contemplating going back for a New Game Plus run to get the "special ending" — but at the same time acknowledge the fact that it most certainly isn't a game that has universal appeal.

    However, just because it doesn't have universal appeal is not to say that it doesn't have any appeal whatsoever. This is the thing that a lot of reviews I've seen seem to be missing to a certain extent; this is a game aimed at a specific, niche audience, which means by definition that it won't appeal to everyone. Should it be punished for this fact? Absolutely not; in fact, it should be celebrated.

    To qualify that statement, let me explain. One of the most common criticisms of modern gaming — modern mainstream gaming, I should say — is the dumbing down of popular franchises to appeal to a mass market. The idea that a new entry in a popular series needs to sell literally millions of copies to have been worth making in the first place. All too many times recently, we've seen high-quality games fail to reach the overambitious expectations set by their publishers and be declared a failure, despite the fact that something like Time and Eternity would kill for those numbers.

    Meanwhile, however, titles like Time and Eternity from niche-focused publishers like NIS America bob along under the radar, only to be occasionally noticed by reviewers who aren't really into the niche they're aiming for, and thus get woefully, woefully misunderstood. Consequently, they get treated unnecessarily harshly.

    This isn't me being defensive about a game I enjoyed that everyone else didn't; this is something that I feel is going to become a bigger issue as time goes on. Not every critic bears in mind the potential target audience for something; very few outlets have the "specialists" on staff to be able to handle all titles in an appropriate manner, and I've mentioned before how frustrating it is to read a criticism of something from someone who obviously hasn't given it the amount of time it deserves, or who isn't "well-read" enough in the genre to be able to make informed comments. I am under no illusions that I am able to handle every type of game out there, but I know what I'm interested in, and I know the things that I know well. I wouldn't take on a review project for a genre I didn't know well or didn't have experience of; it wouldn't happen in any other medium.

    So anyway. If you've read my Time and Eternity review you'll know that I quite liked it, but wouldn't recommend it to everyone. There are only a select few people in my circle of friends that I would specifically recommend it to, in fact, but I have a feeling those people would enjoy it. Everyone else will probably not. And that's fine. Not every game is for everyone, and the sooner we figure that out the better.

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    1268: Printing Press https://imnotdoctorwho.moegamer.net/2013/07/09/1268-printing-press/ https://imnotdoctorwho.moegamer.net/2013/07/09/1268-printing-press/#respond Tue, 09 Jul 2013 22:33:43 +0000 http://angryjedi.wordpress.com/?p=5623 Print media is very much on the way out, particularly in the games industry, but I enjoy keeping some around for old times' sake. Specifically, as I've probably mentioned a few times before, I have several back issues of the now defunct PC Zone magazine on my shelf, each of which contains a single article … Continue reading 1268: Printing Press

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    Print media is very much on the way out, particularly in the games industry, but I enjoy keeping some around for old times' sake.

    Specifically, as I've probably mentioned a few times before, I have several back issues of the now defunct PC Zone magazine on my shelf, each of which contains a single article that I wrote on a freelance basis — mostly game walkthroughs, because no-one likes writing those.

    Occasionally I like to have a flip through those old magazines. It's nice to look back on what the games industry looked like nearly 20 years ago (jeez) and see what people were excited about. It's also interesting to ponder which grand plans came to fruition and which didn't; which supposedly "big games" ended up being massive successes, and which were big wet farts.

    One of the most interesting things about reading an old magazine in 2013, though, is realising what an impact the Internet has had on our brains. More than once I caught myself reading something in one of these old Zones and habitually looking to the end of the article for the comments section. Of course, being a magazine, there is no comments section (unless you scribble on the page yourself) and thus this is a stupid thing to do, but I found it interesting that the way The Internet works is now so firmly ingrained into my brain that I just do things like that on reflex.

    The letters pages are also interesting to look at. One of the most fascinating things I rediscovered recently is that people have been whingeing about tacked-on multiplayer modes ever since 1997 — one chap got a Letter of the Month award for complaining about how X-Wing vs Tie Fighter wasn't as good as either X-Wing or Tie Fighter because it didn't have the story-driven campaigns of its predecessors. (He had a point.)

    The other one that raised a bit of a smile was a selection of gentlemen defending the fact that they found Lara Croft attractive — yes, the low-poly, big-lipped, pyramid-breasted Lara from 1997, not the gritty one from the recent reboot. Of all things, it brought to mind the popular otaku discussion of whether "2D" or "3D" is better. (Inevitably, to most otaku, the answer is "2D", but that's a topic for another day, I think.) "Lara is a collection of pixels," runs the slightly flawed argument, "and Pamela Anderson is just a collection of pixels or ink on a page, because none of us are ever likely to actually meet her." Well, true, I guess, but… oh, let's not get into that now.

    Anyway. If you happen to have any old magazines lying around, think twice before you throw them out; they make interesting cultural artifacts to look back on, as they take a snapshot of how people thought and felt at a particular point in time. They're also something to do on the toilet on the off-chance all the electronic devices in your house are out of battery.

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    1267: Strange and Horrible Day https://imnotdoctorwho.moegamer.net/2013/07/08/1267-strange-and-horrible-day/ https://imnotdoctorwho.moegamer.net/2013/07/08/1267-strange-and-horrible-day/#respond Mon, 08 Jul 2013 19:54:10 +0000 http://angryjedi.wordpress.com/?p=5617 What a strange and horrible day today was. Most of it went well enough. I went down to Brighton to work in the Eurogamer offices as I said I was going to, and that was thoroughly pleasant — particularly getting to meet some of the people I've only known as names and Twitter avatars up … Continue reading 1267: Strange and Horrible Day

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    What a strange and horrible day today was.

    Most of it went well enough. I went down to Brighton to work in the Eurogamer offices as I said I was going to, and that was thoroughly pleasant — particularly getting to meet some of the people I've only known as names and Twitter avatars up until now.

    It was after my working day ended that things got strange and horrible though.

    First up, I heard the news that Ryan Davis of Giant Bomb has died. I didn't know him personally — and in fact my only real awareness of him was he and the GiantBomb team mocking USgamer's name when we launched — but it's been clear from the outpouring of grief on Twitter today that he was a beloved character in the gamer community. The poor guy had just got married, too; my heart really goes out to his friends, family, fans and colleagues. I can't really say any more than that — other people who actually know him have said it much better than I can.

    The fact that Davis had clearly touched so many lives and brightened them up made the subsequent event all the more difficult to stomach. Polar opposites, if you will; Davis as an apparent force for good; what I'm about to talk about as a clear force for shitty awful rubbishness.

    I caught the train to Brighton today because Brighton is not very good with parking spaces, and also because the train fare was surprisingly cheap. In fact, it was so cheap that I paid just a couple of quid extra and got a First Class ticket for shits and giggles — Southern Trains' First Class compartment is more of a small cupboard with eight seats in it rather than any kind of luxurious accommodation, but it was nice to be away from the noise and irriatingness of my fellow passengers.

    The trip to Brighton went without incident. I played some Animal Crossing and some Velocity Ultra and was thoroughly ready to settle in for a workday by the time I got to the Gamer Network offices. It was the way back that was a little less pleasant.

    The train I caught back to Southampton was rammed solid, so I was glad to be in the First Class compartment — it pretty much guaranteed me a seat. Moments after I sat down and settled in, though, another guy came in.

    I will freely admit that I judged him as soon as I saw him. He was wearing tatty jogging bottoms and a tracksuit jacket, carrying a plastic bag and nursing a can of some cheap and awful-looking lager. He sat down, put his feet on the table and almost immediately started playing music incredibly loudly from his phone. My immediate prejudice against him was, it seems, entirely correct.

    It became very apparent that he was deliberately trying to annoy me. I took off the headphones I was wearing to play Animal Crossing, because the combination of the 3DS woefully quiet sound output and my cheap headphones was not blocking out his shitty music. I turned to him and asked him politely if he'd turn down his music, please. He told me to "fuck off" and "stop being such a fat cunt". I clearly wasn't going to get any reason out of him, so I grit my teeth, put my headphones on and tried my best to ignore him, even when he was on the phone to one of his shitbag friends and was openly mocking me over the phone, knowing full well that I could hear him.

    I won't lie; I was somewhat afraid. I didn't want to confront him over the way he was acting again, because he clearly wouldn't listen to any sort of reason or a reasonable request. I didn't know what to do, and I certainly wasn't going to just walk out of the compartment and abandon the seat I'd paid for.

    Eventually, the conductor showed up and discovered that — surprise! — this asshole didn't have a ticket. I wanted to tell the conductor that he'd been being abusive and that I feared for my safety, but I utterly choked; it had taken all the confidence I had (which isn't much) to ask him to turn his music down in the first place, and his aggressive response had destroyed any hope of me being able to be any more assertive. I just had to grit my teeth and continue to try and ignore him. Thankfully he got off the train a few stops later, so I didn't have to suffer the entire two-hour train journey fearing for my safety and sanity.

    The conductor came back after he got off and apologised to me; apparently this lout was a regular on that service, and there was really very little they could do about it. Fines wouldn't work because his bank card inevitably wouldn't work; they just had to grin and bear it.

    Which is shit, really, isn't it? To relate this to the earlier part of this post, there is really no justice in this world. Someone like Ryan Davis, who touched a significant number of people's lives in a very positive manner from the look of things, is taken from the world at the age of 34 while utter wastes of space like this shitbag on the train this evening continue to survive and pollute the gene pool with their fetid stench.

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    1266: Hotness https://imnotdoctorwho.moegamer.net/2013/07/07/1266-hotness/ https://imnotdoctorwho.moegamer.net/2013/07/07/1266-hotness/#respond Sun, 07 Jul 2013 23:11:00 +0000 http://angryjedi.wordpress.com/?p=5615 It's still massively warm, but at least our Internet is back. (It came back briefly shortly after I wrote last night's post, actually, but by then it was too late.) Our flat is like a fricking oven at the moment. All the hot air in the whole building rises, making our place on the top floor unbearably … Continue reading 1266: Hotness

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    It's still massively warm, but at least our Internet is back. (It came back briefly shortly after I wrote last night's post, actually, but by then it was too late.)

    Our flat is like a fricking oven at the moment. All the hot air in the whole building rises, making our place on the top floor unbearably warm, even with all the windows open and fans running. You can feel it as you come up the stairs; pass by our first floor neighbours and ascend the stairs to the second floor (third if you're American) and you can feel yourself pass through a wall of heat. It's really quite unpleasant.

    It's times like this that I wish air conditioning — or indeed any form of cooling — was more commonplace here in the UK. Heating is fine — the heaters in our flat are great when it's cold — but when it gets too warm? There's really very little that you can do save for sit around in your pants and drink lots of cold drinks. We have been plying the poor rats with bowls of iced water, which they seem to appreciate; Lara, our slightly older rat, particularly seems to be suffering somewhat in the heat. Poor girl.

    I'm heading down to Brighton tomorrow to work in the Eurogamer office for a change. It's nice to have the option to work in an actual office with other people — this is something I've not had the luxury of doing in previous games writing gigs, so I intend to take advantage of it every so often, if only to break the monotony of working from home. (Also, hopefully the EG offices have air conditioning, which will save me gasping for breath in this oven of a flat. Also, I owe Chris Donlan a sandwich.)

    One thing I'm actually quite looking forward to about the trip to Brighton is having a commute where I don't have to drive. Finally — finally — I have a commute long enough to play some handheld games on. There will be some Animal Crossing, Velocity Ultra and possibly some Persona 4.

    For now, though, there will be a large glass of something cold and wet in an attempt to cool off a bit, then sleep. Or, alternatively and more likely, very little sleep and instead a lot of sweaty tossing and turning as I attempt to get comfortable in an environment which is not in the slightest bit comfortable.

    Moan moan moan, I know. At least Andy Murray won the tennis earlier. Supposedly that's important or something.

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    1265: Warmness https://imnotdoctorwho.moegamer.net/2013/07/06/1265-warmness/ https://imnotdoctorwho.moegamer.net/2013/07/06/1265-warmness/#respond Sat, 06 Jul 2013 22:32:04 +0000 http://angryjedi.wordpress.com/?p=5613 It is extremely hot here at the moment. Judging by Twitter this evening, this particular climatic condition is not isolated solely to Southampton, but this doesn't make me feel that much better. I'm currently writing this post on my phone because for some frustrating reason our Internet has gone down. I've rebooted the router several … Continue reading 1265: Warmness

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    It is extremely hot here at the moment. Judging by Twitter this evening, this particular climatic condition is not isolated solely to Southampton, but this doesn't make me feel that much better.

    I'm currently writing this post on my phone because for some frustrating reason our Internet has gone down. I've rebooted the router several times and it's still not playing with us. I'm not entirely sure why I'm telling you this, but writing a post on my phone like this tends to put me in "stream of consciousness" mode more than anything else. (The WordPress app still doesn't have a word count facility, either, so I just keep banging on until it "feels" about the right length.)

    Family Guy is currently on BBC3. I do quite like Family Guy, but the frustrating way about its being broadcast on BBC3 is that whatever dribbling idiot is in charge of the scheduling for that otherwise atrocious station clearly has no idea how to broadcast something in chronological order and without repeating the same episode at least twice a week, sometimes more. These are all repeats anyway, so there's really no need for this repetition, particularly when iPlayer is a thing that exists.

    I say I quite like Family Guy, but there is one exception: that fucking episode with Surfin' Bird. It was doubly annoying when it was on recently, because, as mentioned above, it was on twice in one week. I wasn't even watching it and it irritated me. I know that episode is supposed to be irritating, but it just goes much too far in its irritation factor.

    Anyway, my concentration is shot right now due to the combination of typing this on my phone, Family Guy on the TV, Andie playing Animal Crossing next to me and the rats playing in their cage at the end of the bed. (We brought them into the bedroom so they could have some company, and also because it's slightly cooler in here; they don't seem to like the heat all that much!)

    As such, I'm going to call that a night there. Hopefully our Internetz will be back tomorrow, which will allow me to type something on a proper computer rather than using just my thumbs!

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    1264: Smash the World's Shell https://imnotdoctorwho.moegamer.net/2013/07/06/1264-smash-the-worlds-shell/ https://imnotdoctorwho.moegamer.net/2013/07/06/1264-smash-the-worlds-shell/#respond Sat, 06 Jul 2013 00:29:49 +0000 http://angryjedi.wordpress.com/?p=5610 I finished watching Revolutionary Girl Utena at last today. Honestly, I'm really not sure what to make of it. I don't mean I didn't like it — I did — but rather, I feel like I've woken up from a dream and don't really know how to parse what I watched. As anyone who has watched Utena will tell … Continue reading 1264: Smash the World's Shell

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    I finished watching Revolutionary Girl Utena at last today.

    Honestly, I'm really not sure what to make of it. I don't mean I didn't like it — I did — but rather, I feel like I've woken up from a dream and don't really know how to parse what I watched.

    As anyone who has watched Utena will tell you, of course, this is part of the attraction of the show. It is a show that prides itself in its surrealism, symbolism and deeply metaphorical nature. There's a sense throughout that nothing is quite as it seems, and that you probably shouldn't be taking some of the things that happen over the course of the 39 episodes too literally — not least because none of the characters appear to. They seem to shake off the frankly utterly baffling things going on with alarming rapidity, which leads you as the viewer to question whether those things were really happening at all, or whether they were merely representative of something else.

    One of the best yet most frustrating things about Utena is that there are no definitive answers, though. The show's creator, I'm told, enjoys taunting fans and deliberately misleading them, and pointedly won't say what the definitive explanation for it all is. This might be because there isn't a definitive explanation for it all; or it might simply be an attempt to get people to figure it out for themselves, come to their own conclusions and take whatever they want from the show as a whole.

    In some respects, the whole thing reminded me somewhat of Silent Hill, of all things. Obviously the two series are very different from one another despite having a common heritage — Silent Hill is Japanese psychological horror, while Utena is colourful Japanese anime — but both actually have a surprising amount in common, not least of which is the fact that both are pretty open to a hefty degree of interpretation.

    Both are riddled with psychosexual imagery, too. Neither are outright explicit with it — though Silent Hill 2 does feature a scene where Pyramid Head, that game's iconic recurring monster, is raping a tailor's mannequin — but both feature a very strong sense that sex and sexuality are a core theme. In Silent Hill's case — particularly Silent Hill 2 — there's a sense of guilt and shame attached to sexual desires for a variety of reasons; Utena, meanwhile, is rife with both phallic and… uh… whatever the word for the vaginal equivalent of phallic is… imagery. (Just "vaginal", I guess, but that doesn't seem to fit quite right.) There's a strong sense of Utena's characters reaching sexual maturity and coming to terms with that in different ways, much as James had to come to terms with aspects of his own sexual desires in Silent Hill 2.

    Frankly, I'm not sure I'm intelligent enough to be able to do a particularly deep reading of Revolutionary Girl Utena without spending a significant amount of time researching, but suffice to say I enjoyed it and very much respected what it was doing, even if I didn't always understand it fully. As I say, though, that was probably sort of the point all along.

    If you're curious, I'll share a super-interesting essay I read earlier immediately after finishing the series. It doesn't claim to be a definitive interpretation of the show, but it's certainly a plausible reading of it, and definite food for thought. Check it out here.

     

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    1263: Lifestream https://imnotdoctorwho.moegamer.net/2013/07/04/1263-lifestream/ https://imnotdoctorwho.moegamer.net/2013/07/04/1263-lifestream/#respond Thu, 04 Jul 2013 22:47:29 +0000 http://angryjedi.wordpress.com/?p=5607 Final Fantasy VII came out on Steam today, a full year after its "new" PC port hit Square Enix's store with new achievements, cloud saves and an option to make the whole thing insultingly easy for yourself. Final Fantasy VII holds a very special place in my heart for a variety of reasons, the main one being … Continue reading 1263: Lifestream

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    Final Fantasy VII came out on Steam today, a full year after its "new" PC port hit Square Enix's store with new achievements, cloud saves and an option to make the whole thing insultingly easy for yourself.

    Final Fantasy VII holds a very special place in my heart for a variety of reasons, the main one being that it was the first ever JRPG I played and understood.

    I'd played role-playing games beforehand, largely on home computers, but didn't really understand the concept. I'd tried games like Temple of ApshaiAlternate Reality and Origin's dreadful Times of Lore, but didn't really get my head around the concept of numbers affecting your performance in the game. When I first started playing Final Fantasy VIII still didn't quite get it, but all the core concepts gradually started to come to me: turn-based combat, abstract representations of game elements, characters distinguishing themselves with unique special abilities.

    It wasn't the mechanics that attracted me to Final Fantasy VII, though; it was the story. I'd never experienced a video game with a story 1) that long and 2) that emotionally engaging. Of course, both Final Fantasy VII's length and emotional engagement value are both somewhat laughable today, but remember, this is 1997 we're talking about here, and also I had never played a previous installment in the Final Fantasy series. Largely because quite a few of them never made it to Europe.

    I'll tell you the one reason I picked up Final Fantasy VII in the first place: my brother explaining to me that it was the first video game he knew of that had made people cry. I don't remember if he was one of them or not, but certainly someone he associated with had wept openly at That One Scene That Everyone Knows by Now But Which I Won't Spoil on the Off-Chance You Still Haven't Played FFVII and Were Thinking About Picking it Up on Steam.

    That idea was fascinating to me. Up until that point, computer and video games had been an important form of entertainment in my life, but very few had engaged my emotions in such a manner as to have a physical effect. In fact, none had. There had been story-based games, sure, and there were a number of these which contained characters I thought rather fondly of — I still fancy Sophia Hapgood from Indiana Jones and the Fate of Atlantis — but none which had really made me feel something.

    By the time I reached the end of disc 1 on Final Fantasy VII, I was thoroughly invested in the story and characters. By the time that disc actually ended — you know the bit I'm talking about — I had to put the controller down, sit back and dry my eyes. It felt a bit odd tearing up at "just a game", but it marked the beginning of my lifelong fascination with interactive storytelling — particularly those works that grab you by the heartstrings and tug, tug, tug.

    I don't know yet if I'll pick up Final Fantasy VII on Steam. I have a perfectly serviceable physical copy on PS1, after all, and aside from the hi-res graphics on the PC version (which aren't all that great) the PS1 version is The Way to Play. But that game will always have a very special place in my heart. It may not be the best entry in the Final Fantasy series; it may not be my favourite game of all time any longer, but it will always be special.

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    1262: Review of Reviews https://imnotdoctorwho.moegamer.net/2013/07/03/1262-review-of-reviews/ https://imnotdoctorwho.moegamer.net/2013/07/03/1262-review-of-reviews/#respond Wed, 03 Jul 2013 23:53:48 +0000 http://angryjedi.wordpress.com/?p=5605 I've been pondering an interesting question with regard to reviews — primarily in the video games medium, but I imagine it also applies to other media too. That question is the one of who you are writing a review for. When it comes to an obviously mainstream piece of entertainment, it's obvious: the review is … Continue reading 1262: Review of Reviews

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    I've been pondering an interesting question with regard to reviews — primarily in the video games medium, but I imagine it also applies to other media too.

    That question is the one of who you are writing a review for.

    When it comes to an obviously mainstream piece of entertainment, it's obvious: the review is for everyone, or at the very least the significant majority of people who enjoy mainstream entertainment. When a new Call of Duty or Assassin's Creed hits the market, that review is aimed at everyone because the game is aimed at everyone. Theoretically, anyway — there's plenty of room for debate there, but that's something for another day.

    But let's take something that is obviously more niche interest; something that will obviously only appeal to a very specific set of people. Something that will appeal very strongly to that specific set of people, but which anyone from outside that group of people will not appreciate, for whatever reason. I'm hesitant to give specific examples because I've just started playing a game for review that very much falls into this category, and I will likely address this point in said review.

    Here's how I feel I should probably approach this situation, though: I would preface the review with a preamble that explains the things people from outside its target audience may appreciate and/or dislike, and the fact that the remainder of the review is primarily intended for people who do fall into the game/movie/book/whatever's target audience. This step is unnecessary if you're writing the review on a site that is specifically aimed at the media's target audience, since it's a given; if, however, you're writing for a more "general audience" site, it's worth noting, I feel.

    The reason I feel it's worth making this distinction is because of the subjective nature of opinions, and the fact that a "general audience" isn't a homogenous bunch of people. Rather, said general audience can be subdivided into various smaller groups, each of which has their own interests. Should something be panned just because it's not universally appealing? Of course it shouldn't — unless it's objectively actually broken in some way, it deserves to be given the benefit of the doubt and looked at through the eyes of someone who it's theoretically "for". It's not particularly fair, otherwise; you wouldn't review a saxophone case and give it one star for your clarinet not fitting in it, for example. Not precisely the same thing, I know; perhaps a more apt comparison would be a classical music magazine giving a dubstep album a low mark for not being classical enough.

    This highlights a peculiarity of the games press, though: we're short on "specialist" outlets. We may have specialist writers working on a single outlet, of course, but with the exception of a few, mostly enthusiast-driven rather than commercial sites, however, a significant proportion of game sites try and cover as much of "everything" as possible. This probably does a lot of games a disservice, to be perfectly honest: games have a perceived level of "importance" that is usually directly proportional to their marketing budget and/or likely sales figures. This can, in some cases, lead to games of "lesser" importance not being given the time and attention they deserve; the most prominent example I can think of this happening is Cavia's Nier, which received middling-to-low review scores from pretty much every big outlet around, but which is absolutely beloved by people who have played it through from start to finish and engaged with it.

    Why the discrepancy? Reviewers are busy; they might not have the time to delve into all of Nier's sidequests and look at it from the perspective of someone who has the luxury of time to immerse themselves in the world and story. It's a simplistic explanation, but it's entirely plausible; in the rush to get that Nier review done before whatever big triple-A title hit that week, it's entirely believable that some reviewers may not have given it the time and attention it deserved.

    I understand. It sucks, but I understand.

    Hopefully over at USgamer, since our focus is more on editorial pieces than traditional reviews/previews and the like, we can give these "lesser" games an appropriate degree of care, and subject them to an appropriate degree of criticism rather than making snap judgements. And, to me anyway, that criticism should take into account the game's target audience; if it's a game obviously designed for a very specific group of people, how successful it is at reaching that audience — possibly to the exclusion of others — should absolutely form part of its evaluation.

    Anyway. I've waffled on enough. It's nearly 1am. I should sleep. Farewell for now.

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    1261: Registered Version https://imnotdoctorwho.moegamer.net/2013/07/02/1261-registered-version/ https://imnotdoctorwho.moegamer.net/2013/07/02/1261-registered-version/#respond Tue, 02 Jul 2013 21:48:26 +0000 http://angryjedi.wordpress.com/?p=5603 The resurrection of various video games from my youth is interesting. I'm not talking about remakes here — though this discussion is in part prompted by the upcoming Unreal Engine 3-powered remake of Rise of the Triad — but instead, the rerelease of old DOS games, suitably tweaked and DOSboxed up in order to make them work properly on … Continue reading 1261: Registered Version

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    The resurrection of various video games from my youth is interesting.

    I'm not talking about remakes here — though this discussion is in part prompted by the upcoming Unreal Engine 3-powered remake of Rise of the Triad — but instead, the rerelease of old DOS games, suitably tweaked and DOSboxed up in order to make them work properly on modern machines.

    An awful lot of these games that are being resurrected were once "shareware" titles. For those of you too young to remember the shareware model — I'm not even sure it's still around these days — it was a means of distributing usually independently-developed games that involved giving away a significant proportion of a finished product for free, then inviting people to cough up for a more fully-featured "registered version" if they liked it.

    The distinguishing factor between a shareware version and a good old-fashioned demo was the fact that demos are usually crippled or limited in some way; shareware versions, meanwhile, are fully-functional, just not quite as fully-functional as the registered version.

    I didn't explain that very well. Let me give you a practical example that might make it a bit clearer.

    Let's take the PC game Rise of the Triad, since it was that that got me thinking about this today. Rise of the Triad's shareware version was subtitled The HUNT Begins and featured ten levels in which you could only play one of the different characters available in the full version. These ten levels did not appear anywhere in the registered version, which was known as Dark War. This meant that you could play through the shareware version, decide you liked the game, buy the "full" version and play through a completely new series of levels.

    This was one approach to the shareware model. Other games, such as Rise of the Triad's spiritual predecessor Wolfenstein 3D, were split into discrete "episodes", with the shareware version consisting of only the first episode and usually not featuring all the enemies, weapons and graphics from the full version.

    The reason I'm thinking about this today is because when I was young and playing shareware versions of these games that I got from various magazine cover CDs and downloaded from CompuServe (yeah, you heard me), attaining the registered version appeared to be something that was all but impossible to me as a teenager with no credit or debit card. Digital distribution of paid-for titles was unheard for, so there was no "just download it from Steam", and many shareware titles required you to order the registered versions from America, leading to exorbitant shipping costs.

    As such, I didn't really get to play many registered versions of shareware games I remember rather fondly until much, much later. It's a lot of fun to be able to revisit these games so quickly and easily these days and discover that the registered versions were indeed rather fun, after all.

    Do they still hold up as decent games after all this time, though? Your mileage may vary somewhat, but I certainly still have a soft spot for things like Rise of the Triad, and am very much looking forward to seeing what Interceptor Entertainment have made of the upcoming reboot, which I preordered today. (It's $15, and you get four old Apogee titles for free when you preorder, including the original Rise of the Triad, its expansion and the two Blake Stone games. Not a bad deal at all.)

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    1260: Which Way? https://imnotdoctorwho.moegamer.net/2013/07/01/1260-which-way/ https://imnotdoctorwho.moegamer.net/2013/07/01/1260-which-way/#respond Mon, 01 Jul 2013 23:02:30 +0000 http://angryjedi.wordpress.com/?p=5599 To be perfectly frank with you, dear reader, I sometimes feel like I'm running out of things to write about on this 'ere blog. It's not true at all, of course — there's always something to write about, however niche interest it might be. But on more than one occasion I've sat down to write and wondered … Continue reading 1260: Which Way?

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    To be perfectly frank with you, dear reader, I sometimes feel like I'm running out of things to write about on this 'ere blog.

    It's not true at all, of course — there's always something to write about, however niche interest it might be. But on more than one occasion I've sat down to write and wondered if it was really worth talking about the thing I feel like talking about. My usual response to this particular mental block is just to say "fuck it" and write it anyway, with the usual disclaimer that anything I write here is my own personal opinion and does not reflect the opinions of etc. etc. you know the drill from a million and one Twitter bios.

    I do sometimes question why I'm still writing this. This is the 1,260th day since I started writing something on this blog every single day, and my reasons for writing have changed considerably over that time.

    Actually, I'm not sure that's entirely true; my reasons for writing here have always been nothing more noble than "for personal satisfaction" and "to have something interesting to do". My feelings towards the things I'm writing have obviously changed in parallel with my life situation at various times, however: when I first started blogging daily, I was still working in teaching and having a thoroughly miserable time; this then proceeded through my 2010 trip to PAX East, a mini-vacation that I maintain is one of the most carefree, happy times I've ever experienced; through the breakup of my marriage; the general collapse of my life as a whole and the subsequent rebuilding thereof.

    I find it quite interesting to look back every so often and see the course my life has taken, whether that's through manually navigating to fondly-remembered posts — yes, even with 1,260 daily posts, I still have specific favourites and can usually navigate to them fairly quickly — or clicking the "Random Post" button at the top of the screen.

    One thing I have found is that I was at my most creative when I was at my most miserable. I won't lie to you, dear reader, I most certainly haven't shaken off the Black Dog of depression by any means, but I'm a lot better than the emotional wreck I was during the downfall of my marriage. But while I have absolutely no desire to return to those dark days, I do find it intriguing that I found it a lot easier to come up with creative, funny, off-the-wall posts when I was suffering. Perhaps it was a defence mechanism: putting up a barrier around the pain I was feeling in an attempt to not "bring down" everyone around me; perhaps it was just a way of attempting to make myself feel better. I don't know. Whatever it was, I miss it in a perverse sort of way; the flashes of inspiration I had in those days don't come quite as often as they once did.

    Said flashes of inspiration were three years ago, though, so it's entirely possible that I'm just older and wiser(?) or, at the very least, just older. I don't really feel that different, though; perhaps it's a subtle thing. The evidence is there, after all.

    Anyway, I've pontificated for long enough about nothing at all, but at least it's given me an entry for today. I am tired now. I think it is time to go to sleep. Good night!

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    1259: Gross https://imnotdoctorwho.moegamer.net/2013/06/30/1259-gross/ https://imnotdoctorwho.moegamer.net/2013/06/30/1259-gross/#respond Sun, 30 Jun 2013 22:42:27 +0000 http://angryjedi.wordpress.com/?p=5595 My year and a bit reviewing social and mobile games was enough to make me never, ever want to play one of them ever again, but I feel it is worth educating people on the things that these games are doing — seriously unpleasant things. I'll preface this with the caveat that not all social and mobile … Continue reading 1259: Gross

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    My year and a bit reviewing social and mobile games was enough to make me never, ever want to play one of them ever again, but I feel it is worth educating people on the things that these games are doing — seriously unpleasant things.

    I'll preface this with the caveat that not all social and mobile games do these things. But a huge majority of them do. And you should be aware of it, if you're not already.

    First thing to do is read this.

    If you read that, I probably don't actually need to say any more. But I will anyway.

    "Coercive monetization." Sounds horrible, doesn't it? Well, it is; it's the practice of convincing players that they "need" to spend money, and that it's their "choice" to spend money. It's underhanded trickery, in other words, and it's massively commonplace in the free-to-play sector — but particularly in the realms of mobile and social games.

    That post's author Ramin Shokrizade describes the use of coercive monetization techniques in relation to "fun pain" — a term coined by Roger Dickey from Zynga to describe games that actively put obstacles in the way of the player's fun. These could be any of a wide variety of things — an energy system telling them they can't play any more; a timer saying they can't use this building/hero/object until it's been readied/built; an object which is just slightly too expensive, and which is all but necessary to progress. All of these things are used in order to get the player making that all-important first payment — to "convert" them from a freeloading bastard (albeit one with some common sense) into a person blindly willing to continue paying into an obviously manipulative business model while under the illusion of having "fun".

    Shokrizade cites one of my least favourite games ever in his piece — King's Candy Crush Saga. This game is immensely popular, yet is 1) a Bejeweled ripoff and 2) one of the most manipulative, exploitative, outright unpleasant games I have ever encountered.

    It begins innocently enough. You're given levels that are pretty straightforward to complete, and you'll make good progress through them. Gradually, they'll get more difficult, but not noticeably so — not until you reach an artificial barrier on the game map that requires you to either spam your friends with requests or pay real money to progress. Since to many people, spamming one's friends with Facebook requests is becoming something of a taboo, many choose to pay the $1 fee to progress — but in doing so they break that seal and "convert" themselves into a paying player.

    King knows this, and thus makes the levels after this barrier noticeably more difficult. But it doesn't do this in a fair way; as with Bejeweled (and particularly its free-to-play social counterpart Bejeweled BlitzCandy Crush Saga is primarily based on luck rather than skill — you can't plan ahead because you don't know what's going to fall from the top of the screen, so more often than not running out of moves is unavoidable. What Candy Crush Saga does as it progresses is weight the behind-the-scenes random number generators significantly against the player so it will be very difficult for them to progress without paying up for boosts, or extra lives, or permanent upgrades, many of which are extremely expensive.

    You may feel that there's no harm in this, and indeed some people make it a badge of personal pride to play through something like Candy Crush Saga without paying a penny. But in the process, they're having a frustrating, boring experience. Why would you deliberately do that to yourself, when you can pay, say, $1 for the iOS version of Bejeweled and have literally infinitely more fun than with Candy Crush Saga?

    These manipulative business models are not harmless, nor are they worthy of praise, regardless of how many millions of dollars they're bringing in every day. They're making money from conning gullible idiots — and while some of you may argue that people with no common sense need to be woken up a bit, it's not really fair to take advantage of people in this manner, particularly when many of them are children.

    I find the whole practice utterly reprehensible, and I can't help hoping that the whole bubble on free-to-play social and mobile games bursts very soon. Unfortunately, with the amount of money many of the more popular titles are making every day — and the sheer number of the bastard things that are released each day — I don't see that happening any time soon, making mobile gaming in particular all but a lost cause for me these days.

    Do yourself a favour: if you're currently playing something like Candy Crush Saga or its ilk, stop. You're being manipulated. Find a low-cost game with the same mechanics, pay for it, then play it as much as you want. This is the way it's always been in the past, and I long to go back to a time where that is the only model.

    "Coercive monetization" is gross. It is borderline unethical. So don't support it.

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    1258: Crossing Over https://imnotdoctorwho.moegamer.net/2013/06/29/1258-crossing-over/ https://imnotdoctorwho.moegamer.net/2013/06/29/1258-crossing-over/#respond Sat, 29 Jun 2013 23:36:41 +0000 http://angryjedi.wordpress.com/?p=5593 After a bit of time playing Animal Crossing, I think I sort of "get it" now. Well, as much as it is possible to "get it", anyway. See, the thing with Animal Crossing is that it is precisely what you make of it. If you want to play it as a financial management sim and try to get all … Continue reading 1258: Crossing Over

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    After a bit of time playing Animal Crossing, I think I sort of "get it" now.

    Well, as much as it is possible to "get it", anyway.

    See, the thing with Animal Crossing is that it is precisely what you make of it. If you want to play it as a financial management sim and try to get all the upgrades to your house as quickly as possible, you can do that. If you want to play it as a collectathon game, attempting to fill the in-game encylopaedia and museum as well as your virtual house with everything the game has to offer, you can. If you simply want to play it as a means of chilling out for a bit without any pressure… well, you can do that, too.

    The nice thing is that it doesn't railroad you into any of these activities. It encourages you to try things for yourself and see what you enjoy. There's no obligation to keep doing the same thing over and over again — though you'll find that there are certain things that are more enjoyable or profitable to do more often than others. The game also keeps introducing things at a good pace as you play, too — new characters, new shops, new gameplay options — and continues doing so months and months after you started playing. It really is quite impressive how much content there is packed into a game that is ostensibly about nothing at all.

    One of the things I never really explored in my last encounter with the series on the DS was the multiplayer stuff, and I believe that the 3DS version adds a considerable amount more depth to the multiplayer — i.e. you can actually see each other, wander around together and interact with one another. This is surprisingly entertaining, though it's a little frustrating that some game mechanics simply "switch off" when other players are visiting, leaving you unable to take advantage of them.

    I played for a bit with Andie earlier, and it was great fun. We wandered around her town together, then took a boat trip over to her town's tropical island, and played some of the "Tour" minigames, in which you cooperate with one another to achieve various tasks — catch a certain number of bugs, retrieve and reassemble fossils, fish a certain number of fish. The nice thing about these games is that they encourage you to work together to a certain degree, but also provide a mild competitive element in that whoever "worked harder" gets a slightly larger reward at the end of the game. It's not a massive extra reward, no, but it's enough to put a nice competitive spin on things and keep them interesting.

    I'm certainly enjoying it now — for a while after starting to play I was wondering if I was actually enjoying myself when I was playing, but I'm well and truly into the groove now. I'm interested to see how my little town develops over time, and how the game grows, changes and evolves — and the nice thing is, because so many other people are playing the game at present, it's possible to share all this fun with other people. It's a social game in the very truest sense, and one that encourages people to laugh, play and enjoy themselves together, rather than simply to spam each other with facile Facebook wall posts.

    Good job, Nintendo.

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    1257: You Ess Gee https://imnotdoctorwho.moegamer.net/2013/06/28/1257-you-ess-gee/ https://imnotdoctorwho.moegamer.net/2013/06/28/1257-you-ess-gee/#respond Fri, 28 Jun 2013 22:25:32 +0000 http://angryjedi.wordpress.com/?p=5589 I'm really happy with the way USgamer is going. Lest you've somehow missed me going on about it, USgamer is my new job. It is the American counterpart to the well-established European gaming site Eurogamer, but it is absolutely not a reskinned Eurogamer. It is its own beast, and the small team we have working … Continue reading 1257: You Ess Gee

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    I'm really happy with the way USgamer is going.

    Lest you've somehow missed me going on about it, USgamer is my new job. It is the American counterpart to the well-established European gaming site Eurogamer, but it is absolutely not a reskinned Eurogamer. It is its own beast, and the small team we have working on it are carving out a great little niche.

    In order for a new gaming site to make sense in this crowded content marketplace, it needs to offer something different and interesting. There are already far too many sites doing the "daily news, occasional previews and reviews" thing, and after a while they become all but interchangeable. That's not to say that there's anything inherently wrong with that model, but there are already a whole bunch of well-established sites out there that do that, and so jumping head-first into the fray and hoping to compete is, frankly, lunacy.

    Instead, what we're doing with USgamer is a combination of original reporting and personal, opinionated editorial pieces. The news that has already been covered by other sites gets put into our front-page "feed", allowing us to acknowledge that things have happened but not waste any time on rewriting things that have already been written five or six times over — and will be rewritten several hundred more times by the time the day is over. This frees us up to write interesting features, interviews, reviews, previews and opinion pieces, with a strong focus on us writing in our own personal "voices" in order to provoke discussion. It's the kind of site I'd like to read if I weren't actively writing for it; in fact, I still read the stuff my colleagues write and comment on it, and we're building a very pleasant little community in the process.

    This is the first time I've really been present at the birth of a website like this. I was around when my brother launched the now-defunct What They Play, but in a freelance capacity rather than as a regular staffer, so I didn't really get to see in detail how the community built up and responded to things. With USgamer, however, it's interesting to observe the new community members showing up, tentatively commenting, engaging in discussions and subsequently growing in confidence, becoming regular posters in the process.

    It's early days yet — our most commented-on piece has about 30 comments or so, which is a fraction of what a fairly throwaway story on Eurogamer attracts on a daily basis — but we're setting a good groundwork. By having high-quality stuff on the site at this early stage and actively participating in discussions with the community, we're setting high expectations both for ourselves and our readers, and I really think that's going to pay off in the long term. We're never going to be a Kotaku, but we're not trying to be; Kotaku posts far too much stuff to keep up with in a single day anyway.

    Basically, I'm having a blast with it so far, and I hope you like it too. On the off-chance you haven't taken a peek just yet, get thee hence, even if you're not an American. You might just like what you see.

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    1256: V for Victory https://imnotdoctorwho.moegamer.net/2013/06/27/1256-v-for-victory/ https://imnotdoctorwho.moegamer.net/2013/06/27/1256-v-for-victory/#respond Thu, 27 Jun 2013 22:07:40 +0000 http://angryjedi.wordpress.com/?p=5584 Been playing a bit more Hyperdimension Neptunia Victory this evening. While the newest game is, as I mentioned a few days ago, more of an evolution from mk2 than the revolution that mk2 was over the original, I'm starting to notice some more pronounced differences — differences that make it abundantly clear Idea Factory and Compile Heart are both receptive to … Continue reading 1256: V for Victory

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    Jun 27 -- VictoryBeen playing a bit more Hyperdimension Neptunia Victory this evening. While the newest game is, as I mentioned a few days ago, more of an evolution from mk2 than the revolution that mk2 was over the original, I'm starting to notice some more pronounced differences — differences that make it abundantly clear Idea Factory and Compile Heart are both receptive to feedback and keen to iterate on their past work in order to make things better in subsequent installments.

    Let's take Victory's battle system as an example. At first glance, it appears almost identical to mk2's mechanics. On a single character's turn, they can move within a set radius according to their Move stat (which tends to be improved from its per-character baseline value via equipment rather than increased through levelling up) and, if they can reach an enemy, they may attack it. Different weapons have different "threat" areas, meaning that some are designed for focusing on a single enemy, while others have long areas that can attack enemies in a line; others can "sweep" in a wide arc in front of the character. Usually, you can position yourself in such a way that it's possible to hit two or more enemies at once for the most efficient combat. There are three different "types" of attack — Rush attacks hit more times, Power attacks are stronger (and often magical) and Break attacks have a stronger effect on the enemy's "Guard Points" bar, which, when depleted, causes them to take more damage.

    In these respects, the two battle systems are identical. But from hereon, they diverge somewhat. Today I am going to talk in detail about how they are different from one another. A good proportion of you will not find this in the slightest bit interesting, and I make absolutely no apologies whatsoever for that. I'm going to talk about it anyway.

    In mk2, the amount of attacks a single character could perform in a turn was determined by their "AP" (Ability Points) value. Each attack they performed cost a set number of ability points to perform, and the character could continue attacking until they had run out. Alternatively, it was also possible to finish the combo early and "bank" some AP for the following turn — in order to perform some of the special moves, this was necessary, as the AP cost was more than the character's baseline maximum AP in many cases. If a combo spent over a particular number of AP in a single turn, an "EX" move became possible, which tended to be more powerful, hit more times or have some sort of special effect.

    In Victory, meanwhile, the AP system has been removed entirely, and each character's combo in a turn may only ever consist of up to four moves. (At least, this is true at the early stage I'm at, anyway.) The big difference comes in how you assign the Rush, Power and Break moves to each character; rather than being able to assign any unlocked moves at will and being able to perform them if you had enough AP, Victory gives each move a "CP" (Combo Points) cost, and each character an allowance of CP that gradually increases as they level up. Early in the game, there are not enough CP available to fill all possible slots in the command list, meaning that you're forced to think a bit more carefully about each character's strengths and weaknesses when prioritising which moves they should have available.

    This is a very simple and straightforward change to mk2's system, but it works incredibly well. While I enjoyed fighting in mk2, there was relatively little to differentiate between a lot of the different characters, special moves aside. In Victory, meanwhile, it becomes possible (and indeed necessary) to specialise characters in each of the three types of attack, then make them work as a team to take down enemies. For example, my current party contains Plutia, who is weak at physical attacks (particularly Rushes) but has some strong elemental-infused Power attacks and is also very good at Break attacks; Neptune, who is a fairly well-rounded character I have focusing on Rush attacks; and Noire, who I have using some strong Power attacks.

    With this configuration, I can have Plutia run in and wear down the enemy's guard, then Neptune and Noire can step in for the kill. Noire does more damage with her power attacks; Neptune's Rush attacks cause the "EX meter" to rise quicker. When said meter reaches particular boundaries, strong "EX Finisher" moves become available, allowing for slightly longer combos with special effects at the end. Later in the game, the EX meter can also be used to unleash extremely powerful special attacks, though doing so depletes it, unlike the Finisher moves.

    Another big change comes in the SP (Skill Point) system. In mk2, SP, which were used to cast spells and/or allow the characters to transform into their more powerful "Hard Drive Divinity" forms, gradually charged up as the characters took and received damage. In Victory, they start a dungeon expedition with a full bar, which gradually depletes as special abilities are used. In this sense, it's more like a traditional bank of magic points, which is arguably a little less creative but works somewhat better. The SP system of mk2 nerfed the Hard Drive Divinity feature significantly in that it was often only possible to remain transformed for a turn or two at a time, which didn't seem quite in keeping with the supposedly awesome power of these "CPU" goddesses. In Victory, meanwhile, you can transform at the start of a fight and remain comfortably in HDD for quite some time — what you have to take into account here instead is managing your stock of SP over the course of the whole dungeon, rather than within the individual fight.

    These few changes to Victory's battle system help make a game that initially seems rather similar actually quite distinct from its predecessor, which is very much a good thing. The enemies have been buffed up somewhat, too, meaning that you have to work quite hard to defeat some of them, and many of them are more than capable of giving you a good smack in the face in return. I don't remember getting a Game Over more than once or twice over the course of mk2less than 10 hours into Victory and I've already had 4 or 5, and all of them have been my own stupid fault rather than the game being cheap. This is a good sign — while piss-easy combat has its appeal, it's nice to have a bit of challenge now and then.

    Anyway. Suffice to say I am enjoying Victory so far and have little doubt that I will spend an obscene amount of time on seeing everything it has to offer in the long term. I am, however, a bit put out that my favourite character IF doesn't seem to be in this one very much! Oh well. You can't have everything, and Plutia is kind of adorable in a dopey sort of way. Also, Noire still makes me weak at the knees. "I-it's not like I'm lonely or anything…!"

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    1255: A Realm Reborn, Redux https://imnotdoctorwho.moegamer.net/2013/06/26/1255-a-realm-reborn-redux/ https://imnotdoctorwho.moegamer.net/2013/06/26/1255-a-realm-reborn-redux/#respond Wed, 26 Jun 2013 22:38:23 +0000 http://angryjedi.wordpress.com/?p=5579 I really, really like Final Fantasy XIV. There, I said it. It may not be fashionable to like a new (well, rebooted) MMORPG that steadfastly follows the old-school subscription model, but given the alternative is the inherent restrictions and inconveniences of the free-to-play model or the regular badgering to check out the "cash shop" in pay-once-play-forever games, I'll … Continue reading 1255: A Realm Reborn, Redux

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    Jun 26 -- FFXIVI really, really like Final Fantasy XIV.

    There, I said it.

    It may not be fashionable to like a new (well, rebooted) MMORPG that steadfastly follows the old-school subscription model, but given the alternative is the inherent restrictions and inconveniences of the free-to-play model or the regular badgering to check out the "cash shop" in pay-once-play-forever games, I'll take a few quid a month on the promise of gradually-evolving content.

    I'm not going to rabbit on about the game itself here — I've already written two articles over at USgamer on that very subject — but I do want to talk about one thing I'm quite looking forward to: the game's social aspect.

    A touch of context here: I have a pretty wide circle of friends, but unfortunately the vast majority of them are scattered across the globe, from California to Japan and everywhere (well, not everywhere) in between. I get to see the friends I have in the local vicinity every so often and we have a good time, but 1) I don't necessarily get to hang out with them as often as I'd like — none of us are in our twenties any more — and 2) not all of them are into the same things as me.

    One thing I'm looking forward to with Final Fantasy XIV is the opportunity to make new friends. But I have some personal struggles to overcome in order to make that happen.

    As longtime followers will know, I suffer from a degree of social anxiety, particularly when confronted with strangers. I worry a lot about what people will think of me, and my low self-esteem and low opinion of my physical appearance causes me to immediately believe people will think the worst of me.

    So strong is this issue — and yes, I know I should do something about it; that's not really the issue here — that I've been surprised to discover myself having the same feelings of anxiety when playing online games. I'm actively afraid of voice chat with strangers, for example — a hangover from when I was young and really, really hated the sound of my own voice — and I even find myself hesitant to do what I feel would be "butting in" to online conversations in virtual worlds such as World of Warcraft and Second Life. I haven't hung out in Second Life for a very long time, but on more than one occasion I behaved in that virtual world's virtual clubs exactly the same way as I did in real clubs; I'd sit or stand at the side of the room, watching everyone, and wondering what it would be like to talk to that person over there, who I found quite attractive, or that person over there, who was wearing a T-shirt emblazoned with a design based on something I found interesting.

    Well, I feel like I need to take control of this somewhat. While my issues with interpersonal interactions with strangers in "reality" are a more deep-seated issue that probably requires a degree of professional help (or at least a lot of self-discipline), I can do more about the online thing. I chat with people with no problem on Twitter, for example, and pretty much every means of online communication has some form of "safety net" where you can either "escape" from an uncomfortable situation or "mute" people who are bothering you. Chances are I won't need to use either of those things, but the knowledge that they're there is comforting.

    So where does Final Fantasy XIV fit into all this, then? Well, once the current phase of the beta test ends and the characters everyone starts playing as become "permanent," I intend on actually making some new friends. I want to play with other people; I want to enjoy the game together with people who like it as much as I do.

    I've been hesitant to join "guilds" or equivalents in MMOs in the past because I fear not being able to commit to the regular play schedules that they often require. But the more I think about it, the more I think it might be something worth pursuing. After all, at present, I have no regular "social" event in my weekly calendar; my board gaming nights with my best "real-life" friends are sporadic and irregular, and hanging out with everyone else tends to be a more "spur of the moment" thing. Why shouldn't playing Final Fantasy XIV be some sort of regular, albeit electronic, social event, in which I can get to know people and hopefully make some good friends? Stranger things have happened.

    The reason I'm picking Final Fantasy XIV for this purpose? Because Final Fantasy XI is, out of all the MMOs I've tried over the years — and that's quite a lot — the one in which I found people whom I most enjoyed hanging out with virtually. I have no idea where the delightfully entertaining "Bendix" and "Nefertari" are now, but I do quite often find myself missing them. Obviously having some friends a long time ago in a completely different game is no guarantee that the same thing will happen in Final Fantasy XIV, but it's as good a starting point as any, I figure. I've long since abandoned all hope of getting existing friends to play with me in an MMO, because it's impossible to coordinate.

    It remains to be seen whether this plan is successful once the game enters open beta and rolls ever-onward towards its August launch. But I feel strangely optimistic about this coming opportunity to meet some new virtual people; I can represent myself however I want in the game, with no-one pre-judging anything about me besides my character's name and their appearance. And since everyone in Final Fantasy land is impossibly attractive in that distinctively "Japanese video game" sort of way, I don't even really have to worry about that, unless I accidentally call myself Pooface McScruntyflange. Which I probably won't.

    Anyway, in the meantime, rest assured that Final Fantasy XIV is shaping up to be something actually quite special, and I'm really looking forward to getting stuck into the game as a whole for realsies. Enthusiastic blog posts will undoubtedly follow once my "real" character is born.

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    1254: I Typed This Post (Except the Title) With My Eyes Shut https://imnotdoctorwho.moegamer.net/2013/06/25/1254-i-typed-this-post-except-the-title-with-my-eyes-shut/ https://imnotdoctorwho.moegamer.net/2013/06/25/1254-i-typed-this-post-except-the-title-with-my-eyes-shut/#respond Tue, 25 Jun 2013 23:13:57 +0000 http://angryjedi.wordpress.com/?p=5574 I've always been pretty good at touch-typing, so I thought it would be an interesting experiment to see how well I could type a blog post with my eyes shut. This is the result. I apologise in advance if it is completely indecipherable. It's interesting, doing this, because it makes me realise how much I … Continue reading 1254: I Typed This Post (Except the Title) With My Eyes Shut

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    Jun 25 -- Eyes ShutI've always been pretty good at touch-typing, so I thought it would be an interesting experiment to see how well I could type a blog post with my eyes shut. This is the result. I apologise in advance if it is completely indecipherable.

    It's interesting, doing this, because it makes me realise how much I rely on muscle memory while I'm typing. I can visualise where the keys are in my head, which is all very well and good, but I can't tell whether or not I've made any typos in the process.

    Actually, I sort of can. I can "feel" when I've typed something incorrectly (assuming my hands were in the right place in the first place) but going back to correct it when you're not looking at the screen is actually somewhat difficult.

    I wonder how well I'm doing. More to the point, I wonder how many words I've typed so far.

    I learned to touch-type when I was very young. I learned through the use of an Atari 8-bit computer and the use of computer magazines, which in the 80s tended to include type-in listing s for games and various other bits and pieces each month.

    If you're too young to know what a type-in listing is, it's this: a program is printed in the magazine, and if you copy it into your computer's programming language BASIC and run it, you'd have a fully-functional program of some sort to play with — usually a game.

    Usually these programs were written in BASIC so you could see how they worked and adapt them for your own purposes. However, sometimes they were written in machine code, which meant they were nothing but a string of numbers in hexadecimal format. Not something you can decipher at all, really.

    Anyway, the reason I am so good (hopefully) at touch-typing today as I (possibly) am is because I spent so long copying these listings into my Atari. I'd type with my hands on the keyboard while simultaneously looking at the magazine. The magazines I read came with a special program that checked for typos when you were copying out listings, so you could make sure you'd copied everything exactly.

    Anyway, through the process of copying out these programs while not looking at either the keyboard or the screen, I learned to touch-type pretty well.

    I hope I haven't embarrassed myself by this post being completely indecipherable. I am also coming up with this nonsense on the spur of the moment like a freewriting exercise; I didn't plan anything beforehand. So hopefully you'll forgive the stream of consciousness that is currently erupting from my fingers.

    I wonder how many words this is now. It feels a bit weird to be sitting here with my eyes closed. I'm actually quite sleepy, so I hope I don't suddenly fall asleep in the middle of typing this. I've had a few cups of coffee at my friend Tim's house this evening, though, so that's probably unlikely for an hour or two at least.

    We'll see.

    Anyway, I think I'm probably running out of patience for this little exercise, so I'm going to sign off at this point and publish the post as-is. If you can't read it because I've made too many mistakes, please bear in mind that I was typing it with my eyes closed. Can you do any better? Show me in the comments if so.

    That's enough. Enough. STOP!

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    1253: Nepgagaga the Third https://imnotdoctorwho.moegamer.net/2013/06/24/1253-nepgagaga-the-third/ https://imnotdoctorwho.moegamer.net/2013/06/24/1253-nepgagaga-the-third/#respond Mon, 24 Jun 2013 22:17:52 +0000 http://angryjedi.wordpress.com/?p=5571 As I mentioned yesterday, alongside Atelier Rorona, I'm also finally getting around to playing the third Hyperdimension Neptunia game, Hyperdimension Neptunia Victory. For those who haven't read my numerous enthusiastic rants on the previous entries in this much-berated series, allow me to get you up to speed. The first Hyperdimension Neptunia was critically panned for numerous reasons, but I found myself … Continue reading 1253: Nepgagaga the Third

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    Jun 24 -- NeptuniaAs I mentioned yesterday, alongside Atelier Rorona, I'm also finally getting around to playing the third Hyperdimension Neptunia game, Hyperdimension Neptunia Victory.

    For those who haven't read my numerous enthusiastic rants on the previous entries in this much-berated series, allow me to get you up to speed.

    The first Hyperdimension Neptunia was critically panned for numerous reasons, but I found myself enjoying it a huge amount despite its crap 3D graphics, repetitive gameplay and clunky mechanics. It established some immensely endearing characters, and it was largely this fact that encouraged me to check out the subsequent entry in the series.

    Hyperdimension Neptunia mk2 was more of a reboot than a sequel, since it didn't really acknowledge the first game existed. It was superior in almost every respect — better graphics (though the frame rate was still on the low side), an almost infinitely better battle system, more streamlined mechanics and massively better music — but kept the things that were good about the original game: the wry, self-referential sense of humour; the endearing, memorable characters; the amusing setting; the gorgeous 2D art. It was one of the few games I actively wanted to play all the way through and see every single bit of content it had to offer — including the surprisingly dark "conquest" ending that took a considerable amount of effort to unlock.

    Now, I'm playing Hyperdimension Neptunia Victory, the third game in the series. This is more evolution from mk2 than the revolution that mk2 was over the original, but that's fine; I loved mk2, so I'm happy to effectively play it again with a bunch of refinements. The adorably ditzy Neptune is back in the lead role this time around, after giving up the spotlight to her sister Nepgear in the previous game, and there's been a strong focus on the rather tsundere girl who represents the PlayStation platform, Noire so far in what I've played. (This is absolutely fine by me, as I have a total crush on Noire.)

    I'm still quite early in the new game so far, so I'm hesitant to comment on it too much. What I instead wanted to mention was an Extra Credits episode I watched earlier today, in which the different between game mechanics, the dynamics they create and the aesthetic reasons to play were explored. It got me thinking about the various JRPGs I've been playing recently, and how not all of them would appeal to everyone — even among JRPG fans.

    Given the diversity of the games industry today, it's very difficult and not particularly helpful to say that you're a fan of a specific "genre" of games any more, because these genres exclusively describe game mechanics. "I like RPGs," people will say, implying that they like games that involve hit points, statistics and equipment. And yet if I plonked Skyrim's biggest fan down in front of Hyperdimension Neptunia mk2, they'd probably look at me in disgust, walk out then never speak to me ever again. (I'm seeing my friend Tim tomorrow night, who is possibly the biggest Skyrim fan in the world; I might try it. Though he probably won't walk out of his own house in disgust.)

    What we should actually start doing a little more is considering our tastes with regard to things like subject matter, mood and the aesthetics described in the Extra Credits piece. Hyperdimension Neptunia doesn't appeal to me because it's a JRPG — though I enjoy those mechanics and the related play aesthetics — it appeals to me because of its characters; because of its bright colours; because of its light-hearted nature and refusal to let you take it seriously. We're talking about a series of games where one special attack allows you to summon Keiji Inafune in the form of a sword, then hit things with it; and another where a girl using an electric guitar as a weapon smacks an enemy into a giant microwave and then turns it on for massive damage. We're talking about a series of games in which Sega, Sony, Nintendo and Microsoft's gaming platforms are personified as a series of young girls who rather aptly embody many of their inspirations' key characteristics.

    Despite superficial similarities, I wouldn't necessarily expect someone who enjoyed, say, Ar Tonelico to enjoy Hyperdimension Neptunia — though there may be some crossover. (I love both, for example!) Ar Tonelico has its light-hearted moments but, for the most part, takes itself reasonably seriously; Neptunia, meanwhile, is flippant and silly. Both are emotionally engaging but in completely different ways; Ar Tonelico is dramatic and affecting; Neptunia feels like hanging out with old friends.

    Anyway, I'm looking forward to playing more of Neptunia V, particularly as the story seems to have some interesting, mind-bending twists this time around. It's early days yet, but I'm already having a blast, and I anticipate spending a considerable amount of time on this game.

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    1252: The Alchemist of Arland https://imnotdoctorwho.moegamer.net/2013/06/23/1252-the-alchemist-of-arland/ https://imnotdoctorwho.moegamer.net/2013/06/23/1252-the-alchemist-of-arland/#respond Sun, 23 Jun 2013 22:03:02 +0000 http://angryjedi.wordpress.com/?p=5568 Now Ar Tonelico is over and done with, I've been able to start up some other games without guilt. Specifically, I made a start on Hyperdimension Neptunia Victory today, which I'll talk about in more detail in a day or two, as well as Atelier Rorona: The Alchemist of Arland. This is my first encounter with the Atelier series. I do, in … Continue reading 1252: The Alchemist of Arland

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    Jun 23 -- AtelierNow Ar Tonelico is over and done with, I've been able to start up some other games without guilt. Specifically, I made a start on Hyperdimension Neptunia Victory today, which I'll talk about in more detail in a day or two, as well as Atelier Rorona: The Alchemist of Arland.

    This is my first encounter with the Atelier series. I do, in fact, own all three PS2 games (known as Atelier Iris and all three PS3 Arland games (Atelier Rorona, Atelier Totori and Atelier Meruru) plus the first entry in the new Dusk series (Atelier Ayesha), but this is my first time playing them — they're all games that I picked up when I saw good deals a while back, and subsequently added them to my stack of Stuff I'd Like to Play at Some Indefinite Point in the Future.

    From what I understand, each "subseries" in the Atelier franchise as a whole does things markedly differently. The PS2 games, from what I can make out, appear to be rather more conventional JRPGs with a lot of game mechanics brought across from the Ar Tonelico series — no bad thing. The PS3 games, meanwhile, if Atelier Rorona is anything to go by, are an interesting twist — and not at all what I expected.

    In Atelier Rorona, you play the titular heroine, a young girl with a bit of a self-confidence problem. Rorona is currently employed in an alchemy workshop as a means of paying off a debt to the alchemist Astrid. Rorona is a lovely girl, but unfortunately Astrid is not particularly popular, and as such the kingdom of Arland is doing its level best to get her workshop shut down so factories can be built on its location. It's up to you to make sure that doesn't happen.

    On the surface, Atelier Rorona resembles a fairly straightforward JRPG. You have big-eyed anime characters who chat to each other at great length via the medium of 2D emote portraits, text and voice acting. You have hit points, experience and levels. You have "dungeons". But it's not a JRPG. No, in fact, it's actually more of a strategy/management game, in which the most important thing is not pushing through the story or powerlevelling your characters, but instead making careful — very careful — use of your time.

    The flow of gameplay in Atelier Rorona is pretty straightforward. Roughly every three months or so of in-game time, you're given an assignment by the kingdom of Arland; meet the deadline and everything's fine, but fail to meet the requirements and your alchemy workshop will be shut down, prompting an immediate Game Over. The assignments generally require you to turn in items of one or more different types, with your overall evaluation score for the assignment as a whole being calculated on a combination of the number of items you submitted in total, their quality, and the variety of different types of item you submitted.

    Completing assignments isn't the only thing you have to do, though. No, as well as ensuring that your workshop survives for the next three months, you also have to try and improve its dreadful reputation by taking on smaller-scale quests for the local populace, and improve your relationship with your friends by taking on quests for them. And in the meantime, you need ingredients, of course, so you'll need to spend a few days every so often going on a jaunt into the forest/ruins/mines to go and collect things. And in order to protect themselves on said jaunts, your party needs equipment, of course, which means you need to synthesise the raw materials needed then take them to the friendly local blacksmith to forge them into something new.

    It's initially overwhelming, but once you get into the groove of prioritising what you need to do vs. what you want to do, it's a lot of fun.

    What I find particularly interesting is that while it's clearly a strategy game, its approach to things is very different to the high level of abstraction found in Western games. Were this a Western-developed game based on the same premise, you'd be spending a lot of time in abstract menus, dragging icons around and that sort of thing. Combat would perhaps be resolved automatically. There's nothing wrong with that approach, of course; it's just a little too dry for my tastes. Which is why I appreciate the amount of time and effort which Gust has made to infuse Atelier Rorona's tiny world with a great deal of character.

    In order to do various things, you need to wander around town and visit people. In the process, you'll stumble across things happening on various occasions, with further events happening according to your friendship level with your various party members. We get a strong feeling of who Rorona is and how she relates to the people around her, not to mention a strong sense of unfolding narrative, but the core gameplay is straight up hardcore strategy/management.

    It's actively stressful to play, but enjoyable in the process; there's just enough light relief with the characters and story sequences to keep things interesting. I'm already very much enamoured with the Rorona's rather tsundere best friend Cordelia, who hasn't explicitly said so yet, but clearly has a big chip on her shoulder about her short stature. I'm looking forward to the inevitable explosion about that at some point, but in the meantime I have a batch of incense to make that just won't wait…

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    1251: Bottomless Memory for Irrelevant Nonsense https://imnotdoctorwho.moegamer.net/2013/06/22/1251-bottomless-memory-for-irrelevant-nonsense/ https://imnotdoctorwho.moegamer.net/2013/06/22/1251-bottomless-memory-for-irrelevant-nonsense/#respond Sat, 22 Jun 2013 17:20:47 +0000 http://angryjedi.wordpress.com/?p=5566 I have, as the title suggests, a bottomless memory for completely irrelevant nonsense. I'm not sure how or why I have developed this particular characteristic, and it very rarely comes in handy, but there it is. Occasionally it is a good icebreaker when hanging out with people that I have known for many years, as … Continue reading 1251: Bottomless Memory for Irrelevant Nonsense

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    I have, as the title suggests, a bottomless memory for completely irrelevant nonsense. I'm not sure how or why I have developed this particular characteristic, and it very rarely comes in handy, but there it is.

    Occasionally it is a good icebreaker when hanging out with people that I have known for many years, as coming out with something that apparently only I remember often makes people laugh. And, as we all know, making people laugh is a good means of keeping a social situation going. (There are only so many times you can get away with starting a story with "Do you remember when…?" in a single gathering, however.)

    I have no idea what causes my brain to remember the things it does, however. Let me give you an example, and you'll see that there's really no reason I should remember this particular incident.

    When I was at school, a member of my main friendship group was a kid called Daniel. His main distinguishing features were his crooked teeth and his very outgoing, borderline insane nature — the latter of which frequently came to a head in Drama lessons. (An unrelated memory to the one I'm about to recount is the time my friends and I put together a short play called "The Time Trial of Dr. Paradox" in which Daniel played the titular villain, whose crowning moment was when he screamed "I want him tracked down by 2400 hours!" and knocked a small globe onto the floor, causing it to go rolling away and make our mutual friend Andrew almost piss himself with laughter.)

    Our drama teacher for one year was actually also our school's headmaster at the time, one Mr Cragg. Mr Cragg was a pleasant sort of middle-aged man, all beard and jovial nature. He would have made a good Father Christmas if his hair was white. He enjoyed playing theatre games in Drama lessons, and one day we were playing one that involved fruit. I don't remember the exact game itself, but the bit of the memory I have inexplicably clung on to in the intervening 15+ years is the way in which Mr Cragg said the word "raspberry" ("Razzzberri!"), which my aforementioned friend Daniel found immensely amusing for weeks afterwards. He also found the word "Bilberry" similarly amusing, but that's fair enough; I found it quite amusing, too, because it sounded a bit like "dildo".

    Well, okay, not really, but we were in our early teens; I'm not even going to pretend we had a particularly sophisticated sense of humour.

    What puzzles me is how and why that memory has endured for so long. Why on Earth do I remember the way my old headmaster said the word "raspberry," and the fact my friend Daniel found it incredibly amusing? I find it difficult to believe that if I ever saw Daniel again — I haven't seen him since leaving school — that if I walked up to him and went "Razzzberri!" he'd have the slightest fucking clue what I was on about.

    Ah well. I suppose it makes for good stories. Or at least confusing ones.

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    1250: Anger Leads to Suffering https://imnotdoctorwho.moegamer.net/2013/06/21/1250-anger-leads-to-suffering/ https://imnotdoctorwho.moegamer.net/2013/06/21/1250-anger-leads-to-suffering/#respond Fri, 21 Jun 2013 23:05:53 +0000 http://angryjedi.wordpress.com/?p=5563 I've been back on Twitter for a little while. I know I said I wouldn't, but for professional reasons, it made sense to have it as a means of communication now I'm on USgamer — I've already managed to get in touch with a number of different devs and write stories thanks to that bloody … Continue reading 1250: Anger Leads to Suffering

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    I've been back on Twitter for a little while. I know I said I wouldn't, but for professional reasons, it made sense to have it as a means of communication now I'm on USgamer — I've already managed to get in touch with a number of different devs and write stories thanks to that bloody service.

    Twitter remains infuriating, however, because people still don't quite seem to get that 140 characters is not a good amount of space in which to have a discussion. You can spill over into more and more tweets and rant on and on, but as soon as you start spamming like that, people switch off.

    The other thing that Twitter encourages is kneejerk, usually furious responses. Sometimes these are justified; other times, all they do is damage the perception of the people who are trying to make otherwise coherent arguments.

    By far the most consistently-occurring issues that come up in my Twitter feed are matters relating to any and all of sexism, feminism and transphobia in particular. As I've said on numerous occasions in the past, I support the causes that these people are trying to forward: women are just as awesome as men and should be treated as such; a person is a person, regardless of biological sex and/or gender, and shouldn't be treated as a second-class citizen based on prejudice; most importantly, just don't be a dick.

    However, where the people campaigning for these things lose me is in their behaviour when it comes to advancing their causes. I do not and will not believe that the best way to enact change is to get really fucking angry at something, mock people who don't subscribe to your exact viewpoint and then publicly shame people repeatedly until they clam up and don't want to say anything. That shit is viral — if you behave that way, people will see the way you act towards others, and that in turn will make them not want to engage in discussions we should all feel confident and good about having. In trying to further a cause of equality and encouraging oppressed minorities to stand up for themselves, in other words, you're actually silencing people in the process. It doesn't matter whether those people you silence are the "privileged" — usually white men — because all you're doing is… doing what you want people to stop doing. Do you see where the problem is, here?

    Most recently, Mike Krahulik of Penny Arcade attracted the ire of these particularly vocal people on Twitter by making some ill-advised and ill-informed comments about transgender people. This isn't the first time he's said something stupid, and it probably won't be the last. I honestly believe he's not saying these things from a position of genuine hatred; he's just naturally a jerk towards a lot of people — and, as he notes in an apology on Penny Arcade, the first time these issues raised their heads he wasn't even aware of many of them. To be fair to him for a moment here, I knew absolutely nothing about transgender people at all prior to this year, either; the subject simply hadn't come up, so it's not at all unreasonable to assume that he hadn't come into contact with this particular group of people before and thus didn't know the "appropriate" or "acceptable" ways in which to talk about them.

    There's a degree of common sense required here, of course, which Krahulik didn't always display, particularly as the most recent incident was actually the second time he had run headlong into being perceived as "transphobic", but for him to be immediately labelled a "bigot", a "sexist" and outright insulted is, frankly, a little much. People don't teach you these things. (Well, perhaps they do now; it's a long time since I was at school and took a Humanities lesson.) And as such, when people are confronted with unfamiliar things, sometimes mistakes are made; things are said without thinking; sometimes offence is caused. The appropriate response to someone making a mistake is to point out that they made a mistake and then educate them so they don't do it again in the future.

    Key point: both the pointing out of the mistake and the education should be done in a calm, respectful manner that acknowledges ignorance isn't the same as bigotry. If your first response to someone saying something that you believe is offensive is to start swearing at and insulting them, then of course they are going to get defensive and start flinging mud back at you rather than attempting to engage with you — particularly if they don't understand what they did wrong in the first place, however silly that might seem to you as someone more well-informed.

    It's a natural response; look at how children respond to being yelled at as opposed to having positive behaviour reinforced, or calm explanations as to why the thing they were doing was inappropriate. These reflex behaviours continue well into adulthood for many of us; no-one likes to feel like they did wrong, so the more aggressively people shout and scream, the more the recipient of the ire will dig their heels in and just escalate the whole situation. In Krahulik's case, this happened previously with the "rape culture/dickwolves" incident a while back — people yelled, he got defensive, discussion was shut down before it could begin — and again with this more recent incident.

    There are a number of sad things about this whole situation. Krahulik could have had the opportunity to learn about part of culture he's unfamiliar with, but the immediately aggressive response shut down any hope of rational discussion and education and caused him to get defensive. The aggressive response didn't stop, either; it grew and grew into a seething ball of hatred, with people referring to him and his Penny Arcade partner Jerry Holkins (who had remained very quiet throughout this whole debacle — a sign which some saw as tacit approval of Krahulik's actions) as "dicks" and other, far more spiteful terms. People started calling for boycotts of PAX. One indie developer even publicly pulled out of PAX's indie showcase.

    None of this had to happen, and it is not solely Krahulik's fault that it did. He's not blameless at all, no, but I place as much blame for the subsequent fallout squarely at the feet of the people who did the aggressive yelling, the swearing, the insults, the death threats as I do at the feet of Krahulik. This could have been an opportunity for everyone involved to grow; instead, it was just yet another sign that people like nothing more than a good fight rather than actually talking and educating one another. And I worry that serious damage has been done on all sides of this issue; there are no winners here.

    The really sad thing, I think, is how much this sort of thing erects barriers between people. Every time I see something like this happening, I feel genuinely afraid to open my mouth for fear of saying something that will make everyone hate me; and that little nagging voice in the back of my head says "you're not allowed to have an opinion on this; you're a privileged white male". I have seen how quickly people can turn on someone for one little thing that they said, and no-one will ever back down or attempt to understand or educate. It's just shout, shout shout. It kills discussion. It kills education. And it achieves the absolute opposite of what many of these "social justice" types are supposedly fighting for; instead of promoting inclusivity and harmony, it sows discord and excludes people. We're better than that.

    So everyone, try a little harder to get along and understand one another, please.

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    1249: Platinum https://imnotdoctorwho.moegamer.net/2013/06/20/1249-platinum/ https://imnotdoctorwho.moegamer.net/2013/06/20/1249-platinum/#respond Thu, 20 Jun 2013 23:00:27 +0000 http://angryjedi.wordpress.com/?p=5560 Finally finished Ar Tonelico Qoga as much as it is possible to finish it tonight. I saw every ending, got every PSN trophy (including one that required me to go back and replay a good three hours due to an inadvertent mistake I made, and that ABSOLUTE COCK of a "find every treasure chest" trophy) and generally … Continue reading 1249: Platinum

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    Finally finished Ar Tonelico Qoga as much as it is possible to finish it tonight. I saw every ending, got every PSN trophy (including one that required me to go back and replay a good three hours due to an inadvertent mistake I made, and that ABSOLUTE COCK of a "find every treasure chest" trophy) and generally had my money's worth several times over.

    All told, the experience took me in excess of a hundred hours altogether. Given that I exhausted literally every piece of content that game had to offer, I'm happy with that. Were there more content, I would have probably continued, but as it stands, I feel very satisfied with what I've experienced.

    A hundred hours is a long time to spend on a single piece of entertainment, and there was a growing movement a while back in favour of shorter, more easily-digestible games. To be honest, I can see the appeal — it's nice to sit down to play something and know that you're almost definitely going to finish it — but at the same time there's something immensely gratifying in a game that takes this long to exhaust the possibilities of.

    A hundred hours isn't actually a particularly long period of time to be required to see everything in a role-playing game, however. Persona 3 and 4 each take approximately a hundred hours to finish normally, let alone collecting all the Personas, completing all the sidequests and levelling up enough to beat The Hardest, Most Irritatingly Cheap Secret Boss in the Known Universe. If you delve into all that extra content, it's entirely possible you could add at least another 50-100 hours on top of that base figure. I must confess to having never actually finished a Persona game in this manner — generally, by the time I get to the end, I'm exhausted and ready to move on to something else. This is a compliment to the game's story, incidentally — Persona games are deliberately emotionally exhausting, and the palpable sense of relief you get from beating the final bosses in them remain among some of my favourite moments in gaming.

    Where's the sweet spot? And what was it about Ar Tonelico Qoga that made me want to see absolutely everything it had to offer, regardless of how long it took?

    Well, in part, it's because everything I did felt like meaningful content. Sure, I had to repeat some story bits several times over, but there were differences here and there that kept me paying attention. Nothing felt grindy; my characters hit level 99 naturally while I was doing other stuff, so it was pretty rare that I'd find myself running around in circles waiting for enemy encounters. Similarly, crafting was a pleasure, because the enjoyable combat meant that I'd been inadvertently stocking myself up on ingredients without realising it over the course of the whole game and thus never had to go hunting for anything in particular. And when I did craft something new, I was rewarded with one of the many delightful intra-party scenes where the characters discuss whatever the hell it is they're putting together this time, and Aoto can embarrass himself in some new and exciting way. ("Every man's number one fantasy is a drill!")

    I can't help comparing and contrasting with my experiences in something like Skyrim, which I played and sort of enjoyed for about 35-40 hours or so, then gave up on without getting anywhere near the conclusion of the main plot. It just wasn't interesting. It didn't draw me in. I felt like I was walking around a diorama rather than a living world; a model populated by mannequins who all said the same thing rather than a world filled with actual people.

    Your average JRPG's worldbuilding is all an illusion, of course — if anything, most JRPG worlds are even more static than those seen in Western RPGs, but a great deal more character is added by making every single character unique, regardless of their relevance to the overall narrative. This is something that Ar Tonelico did consistently well throughout — NPCs would change what they said according to the point in the story where you visited them, allowing for the exploration of some completely irrelevant but fun little mini-stories in the process.

    Anyway. That's that. Now I have to decide what's next. While I'm mildly tempted by The Last of Us, I find myself wondering if I'll feel like I got my money's worth if it's over in 10 hours or so. Perhaps I'll wait until the price comes down a bit, as I have no real interest in the multiplayer modes. In the meantime, I have a pile of shame the size of a house to start on, and doubtless you'll hear all about what I'm going for next very soon.

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    1248: OneEighty https://imnotdoctorwho.moegamer.net/2013/06/19/1248-oneeighty/ https://imnotdoctorwho.moegamer.net/2013/06/19/1248-oneeighty/#respond Wed, 19 Jun 2013 23:45:02 +0000 http://angryjedi.wordpress.com/?p=5558 So Microsoft reversed its stance on almost everything about Xbox One. I'll probably write something a little more detailed about this professionally tomorrow, but I thought I'd indulge in some general musings on here while it's fresh in my mind. In case you haven't seen the news yet, here's the relevant post, in which Microsoft … Continue reading 1248: OneEighty

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    So Microsoft reversed its stance on almost everything about Xbox One. I'll probably write something a little more detailed about this professionally tomorrow, but I thought I'd indulge in some general musings on here while it's fresh in my mind.

    In case you haven't seen the news yet, here's the relevant post, in which Microsoft explains it's backtracking on almost every single contentious policy that it outlined prior to E3, and which had a significant proportion of the game-playing Internet up in arms.

    On the whole, it's good that Microsoft has at least put across the image of being receptive to feedback and willing to act on it, though the ridiculously slow pace at which this news was revealed doesn't fill me with confidence. Negative public and press reaction alike was already swirling around the Internet even when it was just rumours about 24-hour checkins and restrictions on used games; I find it difficult to believe that Microsoft doesn't have at least a few social media monkeys on the payroll who would have noticed this sort of thing. And yet they went ahead and announced their plans anyway.

    I'm not sure what they were hoping to achieve. They didn't even attempt to put a positive spin on the restrictions — they were just flat-out restrictions on things you could and could not (mostly the latter) do with your new console and your games. Restrictions that would have made the console completely inoperable in a number of countries on launch — including, amusingly, the homeland of The Witcher 3 developers CD Projekt Red, who were just as surprised to discover the restrictions as the rest of us were.

    By posting this "We're Listening" stuff today, they're attempting to paint themselves as the good guy; the massive corporation who listens to Internet outcry and responds accordingly in a seemingly positive manner.

    However, there are a few problems with this. They're all hypothetical situations, of course, but none of them bode particularly well for Microsoft in the future. Let's examine them one at a time.

    Firstly is the possibility that the whole thing was a carefully-orchestrated PR stunt, which isn't beyond the realm of possibility. Announce a series of ridiculous restrictions on the Xbox One, then a week or two later, announce that you've "listened" to the public and relaxed said restrictions, come out looking like the good guy.

    Secondly is the fact that if it's that easy for them to turn off these features on the system — the relaxing of the restrictions will apparently come from a day one patch that — oh snap — you need to be connected to the Internet to download — then it will be just as easy for them to turn them back on again without warning in the future. I'd like to hope that they're not that stupid, but… well, they announced this shit in the first place, so it's going to be a while before they earn the benefit of the doubt in my eyes again.

    Thirdly is the fact that this was even considered. This suggests that Microsoft is keen to adopt some form of online strategy like this in the near future, and that if it didn't work like this, it could well be implemented in a much more insidious way.

    As I say, most of this is conjecture for now, so I'll leave it at that. It's going to be interesting to see if Microsoft sticks to its promises, though, because they destroyed a lot of people's trust with this whole debacle.

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    1247: Easy Listening, Part 3 https://imnotdoctorwho.moegamer.net/2013/06/18/1247-easy-listening-part-3/ https://imnotdoctorwho.moegamer.net/2013/06/18/1247-easy-listening-part-3/#respond Tue, 18 Jun 2013 22:25:44 +0000 http://angryjedi.wordpress.com/?p=5554 I'm feeling marginally lazy, so I thought I'd continue with a post style I last did some time ago. Yes, it's time for a soundtrack post. And, if you know what I've been playing recently, you'll probably know the subject of said soundtrack post. That's right, it's Ar Tonelico! (Note to those who are sick of … Continue reading 1247: Easy Listening, Part 3

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    I'm feeling marginally lazy, so I thought I'd continue with a post style I last did some time ago. Yes, it's time for a soundtrack post. And, if you know what I've been playing recently, you'll probably know the subject of said soundtrack post. That's right, it's Ar Tonelico!

    (Note to those who are sick of me rabbiting on about this series: I'm closing in on absolutely, positively and completely finishing the third and final game in the series, so short of deciding to run through the whole trilogy again — which I promise I won't do for at least a year or two — you will be subjected to enthusing about something else from thereon. Indulge me a little while longer, however.)

    The Ar Tonelico series has consistently fantastic soundtracks, but there's a clear divide in them between the "game" music and the vocal, choral "Hymnos" pieces that mark special events in the story. Today I'm going to focus on the latter and share some of these astonishing pieces of music with you. I urge you, even if you normally skip past the promise of "video game music", to listen to these in their entirety: they're simply gorgeous pieces of music in their own right, and carry a significant amount of emotional weight to them when heard in context.

    Let's begin, then. I'll try and refrain from spoilers while discussing these, but be aware that the lyrics shown in some of the videos may constitute mild spoilers.

    This piece, known as EXEC_LINCA — pretty much all the Ar Tonelico Hymnos songs are named like computer processes or programs — marked the moment that made me sit up and pay attention to the music of this series. Up until this point, the music had been competent, even memorable and catchy, but it wasn't until this piece that I had to just sit back for a moment and take in the majesty of what I was hearing. This led to some rather conflicting feelings, as the moment in the story where this song comes up is a very dramatic one that makes you want to keep pushing forward — but, of course, pushing forward runs the risk of causing the music to end sooner!

    In stark contrast to EXEC_LINCA, EXEC_CHRONICLE_KEY is a much more restrained, majestic piece for the most part. To say too much more about it would constitute spoilers, but suffice to say the time when this piece plays is a moment of significant emotional significance in the story of the first Ar Tonelico game, Melody of Elemia.

    A significant proportion of Ar Tonelico 2 is spent attempting to assemble the legendary Hymnos Metafalica, which supposedly has the power to magically create new land. This version is the first time we hear half of the Metafalica theme, known as EXEC_METAFALICA.

    Here's the second half, known as METHOD_METAFALICA.

    And here's what happens when you put the two pieces together: possibly one of the most spectacular, beautiful pieces of music I've ever heard. Also noteworthy for the moment near the beginning where the two singers are singing in binary code.

    Here's a strongly-contrasting piece from elsewhere in Ar Tonelico 2. This one technically isn't a Hymnos piece, being in Japanese, but it's a lovely little song that accompanies a rare moment of calm in that game's storyline. It's called "Hartes ciel, melenas walasye", which translates to "Beloved World, Beloved People."

    And on to Ar Tonelico Qoga, the third and final game in the series. Give this one a moment to get going; it starts slow and gentle, then builds to a furious climax that truly gets the blood pumping.

    And I'll leave you with this one, a grand, majestic piece that accompanies an important story moment in the latter third of Ar Tonelico Qoga. Again, to say too much more would be to spoil it, but that doesn't mean you can't enjoy the regal nature of this piece.

    I hope you enjoyed these pieces. If you've never played the Ar Tonelico series, rest assured that the music alone makes these three games more than worth playing — it helps enormously that they're all excellent games in their own right, too.

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    1246: Eeeeee Three https://imnotdoctorwho.moegamer.net/2013/06/17/1246-eeeeee-three/ https://imnotdoctorwho.moegamer.net/2013/06/17/1246-eeeeee-three/#respond Mon, 17 Jun 2013 22:13:03 +0000 http://angryjedi.wordpress.com/?p=5551 It occurs to me that I don't think I've written my own personal thoughts on E3 and the stuff therein yet. Allow me to rectify that. Let's start with the Xbox One. While it would be tempting to just write "HAHAHAHAHAHA" and leave it at that, Microsoft's strategy, if you can call it that, bears … Continue reading 1246: Eeeeee Three

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    It occurs to me that I don't think I've written my own personal thoughts on E3 and the stuff therein yet. Allow me to rectify that.

    Let's start with the Xbox One. While it would be tempting to just write "HAHAHAHAHAHA" and leave it at that, Microsoft's strategy, if you can call it that, bears some examination.

    The Xbox One was received very negatively when it was first announced, thanks to the reveal's focus on the box's TV aspect. Things didn't get much better when Microsoft revealed an FAQ document detailing the fact that yes, the things everyone had been fearing — the console needs to "phone home" once every 24 hours via the Internet; publishers may choose to restrict the resale and/or trading in of games if desired; you can "pause" Kinect but you can't turn it off — were all true.

    The company's E3 presentation was reasonable, but didn't show anything that particularly blew me away. We had Call of Duty: Roman Wars, sorry, I mean Ryse: Son of Rome and a host of other stuff so uninspiring that I can't remember a goodly proportion of it. The few things that were genuinely interesting and outside the "norm" were glossed over; Below, a new title from Sworcery and that weird Might & Magic puzzle RPG that was actually really good developer Capybara was given a minute-long trailer with no explanation, for example.

    However, as I wrote over on USgamer the other day, these press conferences aren't designed for people like me — they're designed for people who, for want of a better term, don't know any better. They're designed for the more casual gameplaying public and shareholders, in other words, and consequently need to show off the biggest, the best, the most exciting-looking. It's unfortunate that a significant proportion of the "core" gamer population is growing increasingly weary of the biggest, the best, the most exciting-looking, particularly as their favourite studios regularly suffer rounds of layoffs when, say, their five million-selling game "isn't performing to expectations" or some such nonsense.

    All in all, I was left underwhelmed by Xbox One. I didn't see a single title that sold the system to me, and Microsoft's determination to make the platform even more closed off and irritating than it already is is just baffling. It's like they're looking at feedback and then doing the exact opposite. That can't be good business, surely.

    As for the PS4, I was impressed. I can live without all the social nonsense, though I can see that being a bit of fun on occasion — so long as you can turn it off. The fact that Sony simply said "we're doing things the way we do now" and they got a round of applause says it all, really, though; it's not a case of people being "set in their ways", it's a case of people actively wanting to resist the suspiciously anti-consumer practices that Microsoft are trying to put in place.

    Let me go off on a tangent to explain for a moment.

    I like owning my games as physical copies, particularly on console. I feel less strongly about this on PC for a reason I haven't quite worked out, but given the option between getting a physical copy and a digital download on console, I will always, without fail, go for the disc.

    The primary reason for this is that I want to always be able to play this game, even if, say, PSN no longer exists one day in the distant future. A secondary reason is that I enjoy displaying my collection the way a movie buff displays their DVDs, a music lover displays their CDs and/or records, and a book lover displays their books. There's a growing movement to "declutter" our lives from all this stuff we've collected over the years, and I really dislike it, because it encourages us to think of things as impermanent. While it can be a pain to store and move all this stuff, I know that if I got rid of any of it, I'd regret it. Sure, once I'm done with, say, Ar Tonelico Qoga it's unlikely that I'll go back to it in the immediate future, but what about five years down the line when I hear a snipped of EXEC_COSMOFLIPS and think I'd really like to relive Aoto's adventures?

    I'm saying all this for a reason: PS4 fills me with more confidence than Microsoft does in this regard. Xbox One will have disc-based games, sure, but it's abundantly clear that Microsoft mean business on the whole "you are licensing this piece of software, you don't own it" thing that everyone ignores in EULAs these days. We still don't have a straight answer in place for them on what happens when Xbox Live goes down, or when you don't have Internet access, or when your account gets banned or hacked… or years into the future when the Xbox One is a "retro" console and Xbox Live doesn't exist in the same form, or perhaps at all. Can you still play your games? Or does the lack of authentication render them completely useless?

    Video games are the only art form where I see this discussion happening, and we're drifting in the wrong direction. As modern games get more and more advanced, they become more and more worthy of preservation as genuine works of art. And yet with each passing console generation seemingly determined to get more and more restrictive and based around connectivity, it's a real concern to me that some of these titles will one day be lost forever.

    Anyway. It remains to be seen whether Sony does anything stupid between now and the PS4 coming out — because this is Sony, let's not rule it out — but at present, I'm feeling much more confident about them than Microsoft.

    As for Nintendo, well, they're Nintendo. Nintendo has always been happy bumbling along doing its own thing… and I'm absolutely fine with that. I have no need for them to try and compete with PS4 and Xbox One or try to become yet another Call of Duty machine. I have no issue with the third-party support that people were whingeing about all the way through the Wii's lifespan but which didn't hurt its profitability at all.

    What Nintendo machines do are provide "pure games" — experiences which tend not to have any aspirations to be considered "art", but which provide excellent examples of simply entertaining and fun things to do. For this reason, I'm actually relatively excited to see things like Wii Party U, as Nintendo Land is a big favourite any time friends come over; having something with even more games to play together will be even better.

    Anyway, I'm not sure if anyone "won" E3 for me, because I didn't really come away from the show thinking "I MUST BUY THIS GAME THE SECOND IT COMES OUT" with regard to anything, but it was certainly an interesting show. The coming console generation is going to be an intriguing one to watch, and I have a feeling that Microsoft is going to get its nose bloodied more than once in the process. Whether that will take them down completely or just relegate them to the position Sony spent most of this generation in remains to be seen, but it's going to be a hell of a fight to watch.

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    1245: New Game Plus https://imnotdoctorwho.moegamer.net/2013/06/16/1245-new-game-plus/ https://imnotdoctorwho.moegamer.net/2013/06/16/1245-new-game-plus/#respond Sun, 16 Jun 2013 23:18:01 +0000 http://angryjedi.wordpress.com/?p=5547 I'm currently 90 hours or so into Ar Tonelico Qoga, an RPG that is, by all accounts, quite short (about 30-40 hours or so) under normal circumstances. And yet for some reason I've been inspired to not only try and get all its endings, but to literally see everything it has to offer, leading to the grossly extended … Continue reading 1245: New Game Plus

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    I'm currently 90 hours or so into Ar Tonelico Qoga, an RPG that is, by all accounts, quite short (about 30-40 hours or so) under normal circumstances. And yet for some reason I've been inspired to not only try and get all its endings, but to literally see everything it has to offer, leading to the grossly extended playtime just mentioned.

    This is not something I generally do unless I really like a game, so it's considerable praise from me to Ar Tonelico Qoga that I'm doing this. I never went back and finished Dragon Age Origins with a different, well, origin, for example, nor did I ever go back and play through Knights of the Old Republic as a Dark Jedi rather than the poncey Light Side-type person I normally do. I liked those games, sure, but they didn't grab me by the Feels in the same way that the Ar Tonelico series has done fairly consistently over the course of three games, despite the fact that both Dragon Age and KOTOR are objectively "better" games in terms of mechanics, production quality and all manner of other considerations.

    I've been trying to determine the reasons why Ar Tonelico in particular has resonated with me so much that I want to seek out everything it's hiding. Longtime readers may recall that I felt much the same way about Hyperdimension Neptunia mk2, a game which was almost universally panned by the press (though not quite as much as its predecessor) that I actually ended up loving.

    The reasons why these games resonated with me so much are many. Chief among them is the fact that I genuinely adore both the setting and the characters. Neptunia's cast is silly and full of tropetacular stereotypes, but, crucially, is well aware of what it's doing and consistently pokes fun at itself. Ar Tonelico, meanwhile, simply has an astonishingly well-realised world with some incredible backstory and lore. And, unlike many Western RPGs that include an in-game encyclopaedia of completely irrelevant information, Ar Tonelico's lore is woven into the tapestry of not only the individual games, but the overarching narrative that runs across the three games in the series. Each game stands by itself, but playing all three gives you a thoroughly deep understanding of the situation that humanity has found itself in, and the quirks of this strange world's unique culture.

    Aside from the narrative, setting and characters, though, another reason I have found such enjoyment in the Ar Tonelico series is that I've never once felt like I was grinding through content, plodding through "filler" material solely designed to artificially bump up the playtime. Granted, I artificially bumped up the playtime to a certain degree myself by deciding (foolishly) that I'd seek out each and every treasure chest in the game for the measly promise of a bronze PSN trophy, but even while doing that, I begrudged the game anything it was doing — though I must admit that after I hit level 99 with all my characters, I began to wish there was a button to turn enemy encounters off.

    I'm not going to lie; not everyone will enjoy the Ar Tonelico series. If you can't stomach big-eyed teenage anime girls and Japanese voice acting with a lot of melodramatic screaming and crying, then this series probably won't do much for you. If you enjoy those things, though — or if you can at least look past them — then you'll find one of the most interesting, emotionally engaging JRPG series that I've ever played, and one that, across its three games, has some of the richest content I think I've ever explored in the genre.

    I've got five more endings to get. I'm closing in on the first of these, and the last four should be pretty straightforward to get. When I've seen everything the game has to offer, I'll be genuinely sad to leave the game world behind, because not only will I be done with Ar Tonelico Qoga, I'll be done with the series, too; not to spoil anything, but the "true" ending of the third game all but guarantees that there won't be a fourth game.

    Still, stranger things have happened, particularly in the world of Japanese games.

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    1244: New Leaf https://imnotdoctorwho.moegamer.net/2013/06/15/1244-new-leaf/ https://imnotdoctorwho.moegamer.net/2013/06/15/1244-new-leaf/#respond Sat, 15 Jun 2013 23:34:52 +0000 http://angryjedi.wordpress.com/?p=5543 I started playing Animal Crossing: New Leaf on 3DS today. I haven't played an Animal Crossing game since whatever the one on the DS was called, and I didn't really get very far into that one. It wasn't that I didn't like it, it's that it came out at a time when there was all manner of other stuff … Continue reading 1244: New Leaf

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    I started playing Animal Crossing: New Leaf on 3DS today. I haven't played an Animal Crossing game since whatever the one on the DS was called, and I didn't really get very far into that one. It wasn't that I didn't like it, it's that it came out at a time when there was all manner of other stuff I wanted to play, and I didn't give it enough of a chance to get into it. Consequently, when it came to time to trade some stuff in — this was back when I still traded in games, something which I rarely do these days (though I still buy used games) — it was one of the first things to go.

    Consequently, I'm still pretty much a complete newcomer to Animal Crossing and the way it does things. And I'm still somewhat confused. But in a kind of good way.

    Most games you play these days take a very proactive approach to directing the player's enjoyment. "Go here," the game will say. "Do this." In the case of terrible, awful, shitty Facebook games, more often than not the game will literally prevent you from clicking on anything but the thing it wants you to click on.

    Animal Crossing, meanwhile, takes the complete opposite approach. It drops you into a strange world — a small town populated by animals in which you are inexplicably the only human resident, and which you have somehow become the mayor of — and then pretty much tells you to just get on with it. There are characters wandering around who will give you a nudge in the direction of things to do, but for the most part, the game is all about figuring out what the fuck it is you're supposed to be doing.

    And the answer isn't a simple one. There's a sense of structure given to the game by the ever-present loan-shark raccoon Tom Nook and his increasingly-unreasonable bills he keeps lumping you with game after game, but other than that it's entirely up to you to make your own fun. Will you cultivate a crop of profitable fruit trees? Will you spend your time catching bugs? Will you dig up fossils and try to fill the museum? Or will you primarily spend your time bumming around your friends' towns, stealing their fruit when they're not looking?

    This latter part is where the 3DS version is infinitely superior to the DS version. Theoretically, the DS version featured Internet connectivity and the ability to do things with your friends, but when I was playing I didn't know anyone else, and as such this feature — which is, to be honest, a big part of the game's appeal — was completely useless. Contrast that with today, when I went over to my friend Jeff's town along with our mutual friend Cody, then we took a trip over to a tropical island, swam in the sea, harvested bananas and mangoes and marvelled at Cody's ability to catch the most enormous fish I've ever seen.

    It's an utterly pointless experience at heart, but unlike many of those utterly pointless Facebook games out there which are only after your money, Animal Crossing's self-contained nature means that there's always a sense of gentle, good-natured humour about the experience — and, more importantly, no pressure on the player. It's an escapist experience for you to dip into for half an hour to an hour at a time, not something you play as your "big game". And yet even in those short, bite-sized sessions — ideal for handheld play — there's plenty of stuff to do, and enough variety to keep some people playing for hour after hour after hour after hour.

    It remains to be seen how long I stick with it, but I'm interested to see how much more there is to the experience over time. Something must be there to keep people playing for upwards of a hundred hours; let's see if I can find it.

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    1243: A Realm Reborn https://imnotdoctorwho.moegamer.net/2013/06/15/1243-a-realm-reborn/ https://imnotdoctorwho.moegamer.net/2013/06/15/1243-a-realm-reborn/#respond Sat, 15 Jun 2013 02:42:28 +0000 http://angryjedi.wordpress.com/?p=5539 I spent some time with the Final Fantasy XIV beta earlier. Since said beta is now in its third phase, Square-Enix has dropped all the non-disclosure agreements and has started to allow people to talk about it, which is nice, because I'd quite like to talk about it. I'll add at this point that I've only just … Continue reading 1243: A Realm Reborn

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    I spent some time with the Final Fantasy XIV beta earlier. Since said beta is now in its third phase, Square-Enix has dropped all the non-disclosure agreements and has started to allow people to talk about it, which is nice, because I'd quite like to talk about it. I'll add at this point that I've only just started participating in the beta, so my thoughts on Final Fantasy XIV are based purely on the hour or two I spent fiddling around with it earlier. But — spoiler alert — my thoughts are positive.

    I'll preface this by saying that I really enjoyed Final Fantasy XI, Square-Enix's previous foray into the massively multiplayer online RPG market. Final Fantasy XI successfully managed to capture the feel of a Final Fantasy game while simultaneously transplanting it to a massively-multiplayer environment. It had its problems, sure — mainly a glacial rate of experience gain that didn't accelerate in line with what level you were, meaning by the time you reached about level 20 or so it was taking weeks to gain a single level — but it was good fun, and I met some entertaining people during my time in that world. (Bendix and Nefertari, I often wonder where you are! I miss you! [Bendix pokes.])

    Anyway, from what I can see, Final Fantasy XIV — in its new A Realm Reborn incarnation, at least — appears to fix most of the annoying things about Final Fantasy XI while keeping the things that were awesome.

    One of my favourite things about Final Fantasy XI was character creation. It was a very simplistic character generation tool with very limited options, but the characters it created looked recognisably "Final Fantasy" in nature. They had the spiky hair and the obviously Japanese "look" about them (artistically as opposed to their physical characteristics), and I found them a lot more appealing to look at than, say, World of Warcraft's heavily-exaggerated, low-poly physiques.

    Final Fantasy XIV takes the recognisably Japanese aesthetic of XI and provides you with a veritable wealth of options with which to customise your avatar. Consequently, you can take a much greater degree of control over how you represent yourself to the world, but you'll still come out of the process looking like a Final Fantasy character. And the decisions you make about your character's appearance aren't just there to be forgotten, either; cutscenes in the game make a point of giving you a good look at the parts of your character you don't normally see during regular gameplay — i.e. their face.

    Once into the game proper, I was immediately struck by how much better than XI it looks. This isn't altogether surprising, of course — XI was built on an engine designed to run on the PlayStation 2, while XIV was designed for the PlayStation 3 and beyond. There's a high level of graphical detail, but the best thing about the way the game looks is the butter-smooth frame rate. XI was capped at somewhere around 25-30 frames per second regardless of how good your computer was; XIV, meanwhile, will happily glide along at 60+ frames per second, looking simply lovely in the process.

    The sound is way better, too. Final Fantasy XI had a great soundtrack, but it sounded very synthesised. This was in keeping with the "sound" of the Final Fantasy series at the time — it wasn't until Final Fantasy XIII that we'd finally get a fully-orchestrated soundtrack for the duration of the game rather than just in special cutscenes — but it sounds a little dated now. Final Fantasy XIV, meanwhile, has a simply gorgeous orchestral soundtrack that I'm going to have to score a copy of if and when it becomes available. It's properly "cinematic" in nature, and is very much in keeping with the game's style.

    In terms of gameplay, your initial minutes and hours in the game are relatively business as usual for an MMO. You pick your class (which also determines your starting city) and set off to complete quests for random strangers all over town. These quests are generally either fetch quests of some description, or kill quests that demand you leave the safety of the city walls and start punching ladybirds in the face. Like Final Fantasy XI, however, a nice feeling of "context" is given to these quests through short dialogue sequences before and after them, which is much more immersive and interesting than World of Warcraft's pop-up wall of text. The quests themselves generally aren't all that interesting — yet, anyway — but promise to provide the main means through which the game's story unfolds a little later.

    The biggest and most welcome change from XI's mechanics is in the way you gain experience. In XI, the maximum amount of experience you could gain from a single enemy was 200, and this was only if you took on something considerably stronger than yourself, preferably in a group. Since the amount of experience required to level up increased very rapidly, there was a lot of grinding involved. This improved significantly with subsequent updates, which added "hunt" quests with experience bonuses, but the quests you got from NPCs around town largely remained as a means of gaining cool items rather than experience.

    In XIV, meanwhile, you get experience for all sorts of things. You get it for killing monsters, for completing quests and even for crafting items. This means that you don't get the feeling you occasionally got in XI whereby you felt like you were "wasting your time" if you weren't out in the fields killing monsters — you can be rewarded for non-combat activities, which is great.

    There's some neat little additions to the usual formula, too. As well as quests, you have Hunting, Crafting and Gathering logs, which challenge you to hunt specific creatures, craft specific items and gather specific raw materials respectively. Successfully completing challenges in these logs provides significant experience bonuses, so if you just want to spend a bit of time grinding rather than working on specific quests, this provides a degree of "direction" to what you're doing by encouraging you to hunt down specific things.

    I'm only level 5 so far, so that's about all I can talk about as yet. I haven't yet fiddled around with the strange class system, whereby you can change your class simply by changing your equipment, but I'm interested to see how it differs from XI's excellent Job system. I also haven't actually spoken to or teamed up with anyone yet, but the community speaking publicly seems to be very friendly and very positive about the game so far, which is nice to see. I'm sure it won't last, but for now it's nice to see people speaking politely and helpfully to one another.

    Anyway. It's nearly 4am because Ar Tonelico. I am, much to my chagrin, apparently chasing the Platinum trophy for that game, and one of the tasks required to attain said intangible reward is to locate all the treasure chests in the whole game. I am having some difficulty with said task, but I will return to that tomorrow, and perhaps even finally finish the damn thing.

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    1242: Sod Off, LinkedIn https://imnotdoctorwho.moegamer.net/2013/06/14/1242-sod-off-linkedin/ https://imnotdoctorwho.moegamer.net/2013/06/14/1242-sod-off-linkedin/#respond Fri, 14 Jun 2013 01:32:35 +0000 http://angryjedi.wordpress.com/?p=5533 I have a LinkedIn account. It is one of those things that people recommend you have. And yet I don't think I have ever used it. Not for finding a job, not for "professional networking" and certainly not for socialising. In fact, I find the whole thing massively irritating. The thing that irks me so much about … Continue reading 1242: Sod Off, LinkedIn

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    Jun 13 -- LinkedInI have a LinkedIn account. It is one of those things that people recommend you have. And yet I don't think I have ever used it. Not for finding a job, not for "professional networking" and certainly not for socialising. In fact, I find the whole thing massively irritating.

    The thing that irks me so much about LinkedIn is that the people who do actually use it are inevitably the sort of greasy smarmballs who refer to themselves as "entrepreneurs" and "gurus" (neither of those are jobs; sorry to burst your bubble) and run "startups". They communicate exclusively in that particularly annoying brand of business-speak that gave us such awful additions to the English language as "monetise" and "leverage" used as a verb.

    That's not all, though. LinkedIn itself perpetually bombards you with emails about what's "hot" on their network each week, and again, the articles linked to are almost certainly written by people who woke up one day, decided they were an expert on "business" and promptly started vomiting their thoughts all over the Internet.

    This sort of thing occasionally spills over onto other social networks, particularly Google+, which appears to harbour a healthy number of LinkedIn refugees. You can spot one of these people's posts a mile off — they're inevitably an image post featuring some sort of "inspirational" image, and the accompanying text usually makes the person posting the image sound like they're a 50-year old discovering Imgur for the first time.

    But I digress.

    No, I find LinkedIn utterly useless because no-one I have come into contact with on there appears to use it for… well, anything at all, really. I have a "professional network" that is, apparently, 236 "connections" strong, and yet I have never spoken to any of them on LinkedIn. Many of them I speak to daily on Twitter and Facebook, which leaves LinkedIn rather — if you'll pardon the employment-related pun — redundant. The people I have as connections on LinkedIn who I don't speak to daily on Twitter and Facebook are generally people whose mobile apps I might have reviewed once in the past, and this apparently makes me a "professional connection", even if I slated their app for being shit. (I did that a fair bit; there's a lot of shit out there.)

    I find myself wondering why I keep an account open at that God-forsaken website, but everyone I mention it to seems to think that you "must" have a LinkedIn account these days, otherwise you're some sort of unemployable nobody. I guess if nothing else it provides a reasonably convenient means of creating an electronic CV that can be easily shared with employers. The Recommendations thing is a good idea in theory, too — though the fact that they don't show up on your "public" profile, only to people who have actually added you as a connection is irritating — but these appear to have been superseded by "endorsements" whereby people who remember to log in to LinkedIn every so often click through a few automatic prompts to confirm that yes, I do indeed have skills in "Facebook" and "iOS", without even thinking about it.

    Basically, LinkedIn represents all that is wrong with the social Web. It's full of self-important imbeciles who believe they are the ones who know how the world works, and that everyone else is wrong. It's utterly vapid and useless to 95% of the population, and the other 5% you probably wouldn't want to speak to anyway.

    So yeah. Fuck LinkedIn.

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    1241: The Trouble with Rule 34 https://imnotdoctorwho.moegamer.net/2013/06/12/1241-the-trouble-with-rule-34/ https://imnotdoctorwho.moegamer.net/2013/06/12/1241-the-trouble-with-rule-34/#respond Wed, 12 Jun 2013 22:40:52 +0000 http://angryjedi.wordpress.com/?p=5528 Lest you're unfamiliar with one of the most notorious "Rules of the Internet", Rule 34 states that "There is porn of it. No exceptions." In other words, if it exists, someone, somewhere, somehow has generated some form of pornographic version of it. It may be "official", it may be a fan work, but one way or … Continue reading 1241: The Trouble with Rule 34

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    Jun 12 -- Rule 34Lest you're unfamiliar with one of the most notorious "Rules of the Internet", Rule 34 states that "There is porn of it. No exceptions." In other words, if it exists, someone, somewhere, somehow has generated some form of pornographic version of it. It may be "official", it may be a fan work, but one way or another there is some sort of pornography based around absolutely anything you can think of.

    My issue with Rule 34 is not that it exists, nor the fact that it's true in an alarmingly high number of cases. No, my issue with Rule 34 is somewhat more psychological in nature.

    Let's back up a moment. Currently I'm playing Ar Tonelico Qoga on PS3, a game that features a mechanic in which characters take their clothes off in order to become more powerful. (It is justified in the game's lore, to its credit, but yes, it is totally fanservicey.) Consequently, you spend a hefty amount of time in the game looking at the cast in their skimpies — particularly the female characters.

    And yet do I want to see them actually completely naked? Do I want to see them — if you'll pardon the explicitness for a moment — getting fucked roughly from behind or covered in jizz? Well… no, not really.

    Why not, though? I find the characters themselves attractive — enough to want to spend virtual time with them, enough to genuinely agonise over decision points that require me to pick between them, and enough to project my own feelings about various issues and people onto them — so why don't I feel the need to look at erotic material featuring them?

    Well, the simple answer is… because of all the reasons I listed above. In a good character-led game (or movie, or TV series, or book, or whatever) you develop a close, intimate bond with the characters involved. In many cases, you spend a significant portion of time with them, and usually at a point in their life that is somehow meaningful or important in some way. This "important" moment could be anything from coming to terms with something small they've been in denial about for a long time, or it could be saving the world alongside them. Either way, you're there with them, and you feel close to them. All right, maybe you don't, but do.

    Consequently, unless you're the sort of person who has a somewhat… physical relationship with your closest friends, to suddenly throw nakedness and banging into the mix can be somewhat… jarring. If my virtual time with these people has been, up until this point, entirely non-sexual (or at least, not explicitly sexual), I find it a bit weird to suddenly see them in this whole other way, and not at all comfortable in many cases. Kind of like, say, if I had a sister, suddenly saw her naked and got turned on in the process. (I don't, haven't and wouldn't, before you rethink your friendship with me.)

    artonelico337Which is kind of weird when you think about it, sister stuff aside. (Kind of wish I hadn't mentioned that now.) Being physically intimate with someone else is… well, the clue's in what I just said. It's intimate. If you're very close with someone you love, chances are you want to have sex with them. (Sometimes you want to have sex with people you don't love, but that's an entirely different matter.) And yet I have no desire to look up erotic images of, say, Finnel from Ar Tonelico Qoga (pictured to the right), even though she's a character I feel close to and can relate to in many ways having spent the last 56 (at last count) hours of gameplay with her.

    I wonder why this is? It's perhaps the fact that a lot of pornography ("real" or otherwise) is presented from a third-person perspective, making the viewer feel somewhat detached from the action. (Exceptions do, of course, exist.) Taking this interpretation to an extreme, I could probably argue that looking at an erotic image of, say, Finnel getting banged would feel like I was watching someone else having sex with her, rather than finding the image of her naked body in any way arousing, or feeling like was the one in a physically intimate situation with her.

    An exception to the feelings I describe above comes in the realm of eroge — visual novels with erotic content. In this case, the lack of "discomfort" I feel at seeing the characters in compromising situations is perhaps more understandable — it is, in many cases, in context. It's not out of character for the protagonist of a visual novel and his loved one to want to indulge in some nookie to show how much they're into each other. In many cases, the actual sexual content is teased and built up to with sexual tension — for all its faults and ridiculousness, I found that My Girlfriend is the President was actually very good at this, for example; the ero scenes were undoubtedly erotic, but I didn't find them satisfying because of that — no, I found them satisfying because they marked a turning point in these characters' relationships, or saw them showing a side of themselves that "the public" didn't see.

    In other words, in these cases, the sex doesn't feel out of place or out of character because of the context. It makes sense. The relationship between the characters (and between the characters and player) is built on the understanding that these are people for whom sex is A Thing, and that they're probably going to want to do it at some point. With that expectation in place, it somehow feels less awkward. (Until someone walks in on you watching an H-scene, of course.)

    Perhaps I'm alone in this, and everyone who loved Final Fantasy VII as much as I did when I was younger is happily wanking away to contextless animated GIFs of Tifa giving Cloud a soapy titwank. I don't know. And I have a strange feeling no-one would admit to it even if they did!

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    1240: Zzzz https://imnotdoctorwho.moegamer.net/2013/06/11/1240-zzzz/ https://imnotdoctorwho.moegamer.net/2013/06/11/1240-zzzz/#respond Tue, 11 Jun 2013 23:44:07 +0000 http://angryjedi.wordpress.com/?p=5525 Please don't expect anything especially coherent for the next few days. E3 is happening, and I worked a 20-hour day yesterday, a pretty long one today (with a few breaks) and will doubtless continue to do so while the show is still on. I'm not even at the show. This does, however, mean that I don't have … Continue reading 1240: Zzzz

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    Please don't expect anything especially coherent for the next few days. E3 is happening, and I worked a 20-hour day yesterday, a pretty long one today (with a few breaks) and will doubtless continue to do so while the show is still on. I'm not even at the show. This does, however, mean that I don't have to endure parties where everyone around me is getting drunk and inevitably having more fun than me.

    That said, it would be quite nice to hang out with some people I only know as Twitter avatars at present – or people that I haven't seen in person for several years.

    Things I have seen at E3 that I like so far: Final Fantasy XV, Monolithsoft's X, Bayonetta 2, The Wonderful 101, The Crew, Quantum Break, David Cage's Dark Sorcerer thingy, the PlayStation 4.

    Things I have seen at E3 that I am not crazy about: The Xbox One, Battlefield 4, Killzone, Titanfall, Destiny, any other shooters. BORING.

    If you want any more from me, go check out USgamer. And I'll be back to my more usual wordy self later in the week all being well.

    Now, sleep.

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    1239: I Think I'm Actually Dying https://imnotdoctorwho.moegamer.net/2013/06/11/1239-i-think-im-actually-dying/ https://imnotdoctorwho.moegamer.net/2013/06/11/1239-i-think-im-actually-dying/#respond Tue, 11 Jun 2013 00:47:45 +0000 http://angryjedi.wordpress.com/?p=5521 Hello. It is 1:43 in the morning and I am still at work. I am actually in an office doing work, too — the nature of my new job means that I can actually pop in to the Eurogamer offices in Brighton on occasion and feel like I actually work with other people (when in … Continue reading 1239: I Think I'm Actually Dying

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    Hello. It is 1:43 in the morning and I am still at work. I am actually in an office doing work, too — the nature of my new job means that I can actually pop in to the Eurogamer offices in Brighton on occasion and feel like I actually work with other people (when in fact my real colleagues are several thousand miles away, but eh.)

    The reason it is 1:43 in the morning and I am still at work is because it is E3. I have been working since 11am yesterday, and I will likely continue working until approximately 4am, at which point I have to drive back to Southampton, which will take nearly two hours. Thankfully, this is the only day that this much crap is going on at E3, so I can live with it for now.

    I can also live with it because I'm actually enjoying myself. I can tell I enjoy my job because I think about writing things for it when I'm not "on the clock," as it were. I want to post things. I want to talk about games. It's great fun. The other people who work with me on USgamer feel the same way, too, and we're building a great site through our collective enthusiasm and knowledge.

    Speaking of USgamer, the site's now live after a somewhat hectic day. The sites have been up and down all day for various reasons, but they currently seem somewhat stable. Check it out here. Enjoy! And that's all I'm going to write for now, because I need to conserve my energy somewhat!

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    1238: Inns and Cathedrals and Traders (and Builders), Oh My! https://imnotdoctorwho.moegamer.net/2013/06/09/1238-inns-and-cathedrals-and-traders-and-builders-oh-my/ https://imnotdoctorwho.moegamer.net/2013/06/09/1238-inns-and-cathedrals-and-traders-and-builders-oh-my/#respond Sun, 09 Jun 2013 22:48:47 +0000 http://angryjedi.wordpress.com/?p=5517 (Aside: I usually hate it when people use the "x and y and z, oh my!" trope for titles, but I couldn't resist this time. "Keep Calm and [insert humorous thing here]" can still fuck off, though.) Andie and I played a game of Carcassonne this evening. It's one of our favourite games, both in physical format … Continue reading 1238: Inns and Cathedrals and Traders (and Builders), Oh My!

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    Jun 09 -- Carcassonne(Aside: I usually hate it when people use the "x and y and z, oh my!" trope for titles, but I couldn't resist this time. "Keep Calm and [insert humorous thing here]" can still fuck off, though.)

    Andie and I played a game of Carcassonne this evening. It's one of our favourite games, both in physical format and on iOS, and it's probably the one we play together most, with Ticket to Ride being a close second.

    Recently, I picked up two of the expansions to Carcassonne as I'd heard that they added some interest to the base game. Not that there's anything wrong with the base game as is, but it can sometimes be interesting to add some additional mechanics, or change a few things around. And sure enough, Inns & Cathedrals and Traders & Builders both change Carcassonne to a noticeable degree — and, for my money, make it a considerably better, more interesting game in the process — without breaking what makes the original game so good.

    For the uninitiated, Carcassonne is a tile-laying game in which you and up to five other players take it in turns to draw tiles representing areas of French countryside out of a bag, then place them in such a manner that you gradually build up a map. When you place a tile, you can put one of your little wooden "followers" (affectionately referred to as "meeples" by most board game geeks) on one of the tile's features to "claim" it. When you finish the feature in question — making a completely enclosed wall for a city, having something at both ends for a road, completely surrounding it with other tiles for a monastery — you score points. At the end of the game, you score additional points for any half-finished features, and also for any "farms" you have claimed — these are fields in which you've placed a follower, in which you gain an additional 3 points for every completed city that borders that field.

    The fun in Carcassonne is in strategically placing the tiles in such a manner that you can complete features while simultaneously screwing over your opponents. The "farmers" mechanic in particular is highly competitive, but focusing too much attention on it can cost you the game.

    What Inns & Cathedrals and Traders & Builders do is add a few little twists on these basic mechanics.

    Inns & Cathedrals is the simpler of the two expansions. In the additional tiles that make up the expansion, there are several road tiles that have an inn on them. If you add an inn to a road that you've claimed, you get 2 points per tile instead of the usual 1 when you complete it, but to balance out the increased reward, there's an additional risk: if you fail to complete it, at the end of the game, you get nothing for that road instead of the usual 1 point per tile. Similarly, if you place a cathedral in a city, you get 3 points per tile and flag in that city when you complete it instead of the usual 2, but nothing at the end of the game if you fail to complete it. Starting one of these features can be a gamble — particularly as the cathedral pieces are among the most awkward city tiles available — but can be enormously lucrative. Alongside these new tiles, there's also a "big meeple" piece for each player that has the strength of two normal followers — great for aggressively stealing territory from other players.

    Traders & Builders, meanwhile, adds three distinct mechanics. Firstly, the "trader" mechanic means that if you finish a city (by laying the last tile), you claim all the "goods" represented on the various city tiles, even if you don't have any followers in the city. At the end of the game, the player who has the most of a type of good gains 10 bonus points, and there are three different types of goods, allowing for a potential bonus of up to 30 points for a savvy trader.

    Meanwhile, a new "builder" piece can be placed in a city or on a road that you've already claimed. On subsequent turns, if you add to the city or road the builder is on, you immediately get an extra turn. Careful placement of the builder is a must, as it's quite easy to get him "stuck" and be unable to enjoy his benefits.

    Finally, a new "pig" piece can be added to a farm you already control, and this means that if you're still in control of that farm at the end of the game, you'll gain 4 points per city in that field instead of 3. This can potentially be quite a big difference.

    Both expansions also include a selection of new tiles with interesting new designs that add intriguing strategic possibilities.

    What we found with the two expansions was a much higher-scoring game than usual, with much bigger "swings". In other words, the fact that things like the inns and cathedrals let you score considerably more points than usual meant that it was much more possible to "catch up" to a player who is seemingly screaming ahead in the points stakes; at the same time, the "goods" mechanic can completely change the standings at the very end of the game, as happened this evening, when I was all set to win and then Andie's monopoly on all the goods in the kingdom caused her to snatch victory from my clutches by a measly two points. Dammit!

    Anyway, I'm glad I picked up these expansions; they add a lot to the base game, and I can see why a lot of board game geeks out there never play without them. I'm interested to try it out with more than two people — with the expansion, the game now supports up to six players altogether, which sounds like a recipe for disaster in the best possible way.

    Anyway. E3 starts tomorrow, and I'm spending the day with the fine folks at Eurogamer, so I'm looking forward to that. I'm also proud to announce that USgamer, my new professional home, will be launching tomorrow, so watch this space! That space. Whatever.

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    1237: Is Everything All Right? https://imnotdoctorwho.moegamer.net/2013/06/09/1237-is-everything-all-right/ https://imnotdoctorwho.moegamer.net/2013/06/09/1237-is-everything-all-right/#respond Sun, 09 Jun 2013 00:49:15 +0000 http://angryjedi.wordpress.com/?p=5513 Members of the restaurant industry! Be you serving staff or restaurant owner, know this: my meal is just fine, and thus you don't need to ask me if everything is all right with it. If, on the off-chance, something is actually wrong with my meal, I will attract your attention and explain what the problem is. In … Continue reading 1237: Is Everything All Right?

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    Jun 08 -- Is Everything All RightMembers of the restaurant industry! Be you serving staff or restaurant owner, know this: my meal is just fine, and thus you don't need to ask me if everything is all right with it. If, on the off-chance, something is actually wrong with my meal, I will attract your attention and explain what the problem is. In the meantime, kindly bugger off and leave me alone.

    I know this is an irrational thing to get annoyed about, but it's not so much the thing itself that I find irritating as it is the reason it happens. Because when your waiter/waitress comes over and asks you if everything is all right with your meal, they are not doing so because they care. They are doing so because their restaurant's policy is to go and check up on people five or ten minutes after they have started eating, just in case they're too, I don't know, shy to bring up the fact that their food isn't cooked properly.

    I give this information from a position of experience, having worked in a few pubs and restaurants back when I was at university. It was simply policy to do this to make it look like the staff cared when in fact all they really wanted was for all the members of the public to go away so they could enjoy a good old-fashioned apple sauce fight in the kitchen.

    I think the knowledge of why this happens — to give the illusion of good customer service, rather than simply to provide good customer service — is what makes it particularly infuriating. If I believed at any point that the people attempting to look like they cared about my dining experience actually did care about my dining experience, I'd be fine with it. However, my mind poisoned by my past experiences on the other side of the customer/staff divide, I just can't see it that way; I just can't believe that these people really give a toss whether or not my meal is to my satisfaction or not.

    It's the same with going to shops, of course. That innocuous-sounding "is everything all right there, sir?" can usually be translated as "can I sell you anything, sir?" Checkout operators have stickers on their tills reminding them to thank customers for waiting, and to smile at them. And employees of certain fruit-based computer manufacturers' retail presences have a little "routine" to go through any time they attempt to engage a customer in conversation. (To be fair, in the latter case, it worked quite well, but it's still a completely "false" interaction with another person — speaking from the script rather than from the heart.)

    Pish and balls. I guess I'm just grumpy. It is nearly 2AM after all. I should probably go to sleep. It is Sunday tomorrow, then on Monday I am covering E3 professionally for the first time in a while, albeit still only on the "home front" rather than actually going there. One day… one day.

    I'll leave you with this.

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    1236: On Being That Guy Who Picks 'Japanese' in the Sound Menu https://imnotdoctorwho.moegamer.net/2013/06/07/1236-on-being-that-guy-who-picks-japanese-in-the-sound-menu/ https://imnotdoctorwho.moegamer.net/2013/06/07/1236-on-being-that-guy-who-picks-japanese-in-the-sound-menu/#respond Fri, 07 Jun 2013 23:31:31 +0000 http://angryjedi.wordpress.com/?p=5509 I always used to be one for having my game's voices in English. I liked being able to understand what they were saying as well as reading the subtitles on screen. In some cases, I didn't have the option; I'll always associate Persona 3 and 4 with English voices, for example, even though, in retrospect, … Continue reading 1236: On Being That Guy Who Picks 'Japanese' in the Sound Menu

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    Jun 07 -- AaaaaaaaI always used to be one for having my game's voices in English. I liked being able to understand what they were saying as well as reading the subtitles on screen. In some cases, I didn't have the option; I'll always associate Persona 3 and 4 with English voices, for example, even though, in retrospect, it would probably be better with Japanese voice acting. In others, the English voiceover job was so genuinely good that I didn't want to try the Japanese version — Xenoblade Chronicles springs immediately to mind in this regard.

    I can remember the moment that I realised Japanese voice acting was something worth exploring even though I didn't speak the language, though. It was while I was playing the utterly terrifying PSP visual novel/adventure game Corpse Party — one of my favourite games on that platform, and legitimately one of the most disturbing games I've ever experienced — that I realised that, frankly, Japanese video game voice actors aren't afraid to let rip with the utterly raw emotion. They'll shout until their voice cracks; they'll scream; they'll cry. And by God, they sound like they mean it.

    It was around one of the many points in Corpse Party where one of the characters is bawling their eyes out and screaming in terror at the horrific situation they've found themselves in that I realised when it comes to voice acting in games — which are typically accompanied by subtitles, particularly in the visual novel and JRPG genres — it's not about the words that are being said, but about how they're being said. It didn't matter that I didn't understand the Japanese words that were being screeched into my ears (seriously, play that game on headphones and you'll never want to turn the light out again) — the meaning was all too clear simply from the tone of voice.

    Those who have been reading regularly will know that I've been playing Ar Tonelico 3 recently. I played the first game in that series in English, largely because I found the English voices in the video cutscenes too jarring when paired with Japanese speech in the main game. I played the second in Japanese because I'd been warned that the English dub, much like the overall translation job, was somewhat questionable. And I started the third in English, but after not very long I switched to Japanese. It is a decision I did not regret.

    It's very obvious from the huge rift in quality between the English and Japanese voice tracks in something like Ar Tonelico 3 that the English actors are, for the most part, phoning it in somewhat, while the Japanese actors care about what they're doing. In many cases, it is the difference between a rush job (English) and having well-known professionals handle the voices.

    I witnessed a scene this evening — no spoilers — that had me more than a little choked up due to the amount of raw emotion and passion that the actress playing one of the characters was throwing into the delivery of her lines. I believed that she meant what she was saying. This character was supposed to be upset, and I believed that.

    The other thing that comes into play is that when a game's dialogue has been translated relatively literally from the original Japanese rather than fully localised, reading it out loud in English often sounds very stilted and artificial, simply because that's not how English people talk. We don't say things like "what is this, all of a sudden?" and start entire conversations with "By the way". We don't refer to ourselves in the third person to be cute. (Usually. Saki will do it!) And we don't use the term "lovey-dovey" anywhere near as much as Japanese people apparently do.

    There's nothing wrong with doing a literal translation from the Japanese — so long as you do it with enough care to make it understandable, of course — but if you're going to take this approach to translation, I've come to the conclusion it's best to leave the voices as they are. If, on the other hand, you're going to take the Ace Attorney/Cherry Tree High Comedy Club/Recettear approach to localisation and actually make the dialogue significantly and noticeably more "Western" in the process, then we can talk about English voiceovers.

    I must confess to always having found an attitude like the one I just described a little snobby in the past. Having immersed myself in this side of gaming (and anime) culture for this long, though, I totally get it. Once you get used to the infinitely more professional job Japanese voice actors do on productions like Ar Tonelico (and even on lighter fare like Hyperdimension Neptunia, for that matter) you'll likely never want to go back.

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    1235: I Hate Clothes Shopping https://imnotdoctorwho.moegamer.net/2013/06/06/1235-i-hate-clothes-shopping/ https://imnotdoctorwho.moegamer.net/2013/06/06/1235-i-hate-clothes-shopping/#respond Thu, 06 Jun 2013 23:33:57 +0000 http://angryjedi.wordpress.com/?p=5506 As has previously been discussed on here once or twice, I am, to say the least, unhappy with my body. Specifically, I hate the fact that I am a fat bastard who cannot seem to keep the weight off, even when I make a concerted effort to exercise regularly and eat well. I hate the … Continue reading 1235: I Hate Clothes Shopping

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    As has previously been discussed on here once or twice, I am, to say the least, unhappy with my body. Specifically, I hate the fact that I am a fat bastard who cannot seem to keep the weight off, even when I make a concerted effort to exercise regularly and eat well. I hate the way I look.

    More than that, though, I hate how shitty clothes make me feel. And the only thing I hate more than that is how shitty clothes shopping makes me feel.

    I'm not huge. I must confess, to my shame, to sometimes seeing people who are larger than me and thinking "well, at least I'm not that big." I feel bad the moment I do it, but it also makes me feel slightly better. I can, at least, usually buy clothes that sort-of fit off the rack.

    That "sort-of" bit is the frustrating part, though. I went out to go and get some new clothes earlier today, since I had a ruthless clearout of crap I don't wear or which doesn't fit recently, and I need to stock up on things like, you know, all types of clothes. What I discovered was that I appear to be somewhere between standard sizes, whereby one size is just slightly too small to be comfortable — particularly when it comes to shirts — and the next size up is much too big and baggy. It doesn't help that the more X's you add to the size of your clothes, the more revoltingly abnormal you feel.

    I really do wish I could lose weight. A lot of weight. There are a lot of thing I would like to do if I lost weight that I simply can't right now either because I don't have the confidence to do so out of fear I'd look ridiculous, or because it's simply not possible for me to do so. It may sound trite and stupid, but, for example, I would love to cosplay. I absolutely love dressing up and pretending to be someone else, and combining that with expressing my appreciation for a favourite game or anime would be awesome. Yet as it stands, I'd just be the fat nerd who thinks he can pull off a [insert character name here]. No thank you.

    I'm aware this is all very self-pitying and whatnot, and frankly I don't care right now. I know I need to lose weight, and I do intend to keep trying to do something about it; it's just immensely frustrating when all my efforts — and I've spent considerable effort over the years — appear to amount to nothing in the long term, and in the meantime, making those efforts often makes me miserable.

    Oh well, at least other aspects of my life are going reasonably well at the moment. Guess you can't have everything, huh.

    Sorry for the half-hearted post. I'm feeling meh and the rest of the Internet (including me, frankly) is far too angry at Microsoft to care what I have to say tonight anyway. Good night!

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    1234: Not Going to E3 2013? Here's What to Wear https://imnotdoctorwho.moegamer.net/2013/06/05/1234-not-going-to-e3-2013-heres-what-to-wear/ https://imnotdoctorwho.moegamer.net/2013/06/05/1234-not-going-to-e3-2013-heres-what-to-wear/#respond Wed, 05 Jun 2013 23:29:31 +0000 http://angryjedi.wordpress.com/?p=5499 Are you a video game developer? Or perhaps a programmer, graphic designer or other exec working in the video game industry? Or perhaps you're a video game journalist? If "yes," then it's entirely possible that, much as you would like to go to the upcoming Electronic Entertainment Expo (E3) — the premier trade show for … Continue reading 1234: Not Going to E3 2013? Here's What to Wear

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    Jun 05 -- Style FileAre you a video game developer?

    Or perhaps a programmer, graphic designer or other exec working in the video game industry?

    Or perhaps you're a video game journalist?

    If "yes," then it's entirely possible that, much as you would like to go to the upcoming Electronic Entertainment Expo (E3) — the premier trade show for the computer and video game industry — it's just not practical for you to do so. Perhaps you don't have the finances to subsidise a trip there. Perhaps your company won't pay for you to go. Perhaps, if you're a journalist, you actually prefer covering it on the home front.

    It's a terrific opportunity to sit back and watch what's hot in your market without actually having to get hot and sweaty in those crowded exhibition halls.

    If you've not been to E3 before, you know the challenge. How do you remain comfortable working far away from the convention centre while simultaneously maintaining a professional attitude?

    Many people who are not going to E3 prefer to keep a low profile, wearing casual clothes like a baggy t-shirt and jeans. But in an industry increasingly based around remote working, it's worthwhile to spend some time thinking about how what you wear can have a significant impact on your comfort level, while simultaneously allowing you a certain degree of decency if the postman comes to the door with that package you've been expecting for a while.

    jpeg-1My suggestion for the gentlemen is this rather fetching Marks & Spencer stretch cotton "Grumpy and Grumpier" two-pack of trunks, with a design copyrighted by Disney. For just £15 GBP, these trunks offer a soft, comfortable fit and add variety to your underwear drawer while simultaneously accurately reflecting your mental state at not being invited to any of those E3 parties.

    The trunks include an elasticated waistband for added comfort while consuming entire "sharing bags" of crisps at your desk, and also have a keyhole fly opening for easy access when the beer you're drinking has its inevitable effect on your bladder.

    jpeg-2The more modest man-in-his-home office may wish to pair the trunks with this cotton-rich towelling dressing gown. Made from soft and comfortable cotton-rich fabric, this dressing gown has a rich texture for rapidly absorbing moisture, making it ideal for after a bath or shower, or just if you're rather sweaty. It is getting quite warm out, after all. It's also snag-resistant, meaning it stays looking newer for longer.

    This product was rated 4.5 out of 5 by people who cared enough to rate it on Marks & Spencer's website, leading some to refer to it as "the Citizen Kane of towelling robes" — an accolade sure to be plastered all over adverts for the robe soon.

    For the ladies… I don't know, wear whatever the fuck you want, and don't let Forbes tell you what to do.

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    1233: Playing It for the Articles https://imnotdoctorwho.moegamer.net/2013/06/05/1233-playing-it-for-the-articles/ https://imnotdoctorwho.moegamer.net/2013/06/05/1233-playing-it-for-the-articles/#respond Wed, 05 Jun 2013 00:43:11 +0000 http://angryjedi.wordpress.com/?p=5494 I overheard a Twitter conversation the other day (yes, I'm back on there, largely to make my professional self easier to reach if necessary) in which disparaging comments were thrown around regarding people who "play games for the story". As someone who primarily plays games for the story, I feel honour-bound to take exception to … Continue reading 1233: Playing It for the Articles

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    Jun 4 -- StoryI overheard a Twitter conversation the other day (yes, I'm back on there, largely to make my professional self easier to reach if necessary) in which disparaging comments were thrown around regarding people who "play games for the story".

    As someone who primarily plays games for the story, I feel honour-bound to take exception to this line of argument, though I forget exactly what the actual point of the discussion in question was. Anyway. Allow me to describe what being someone who plays games for the story — a self-professed "narrative junkie" — means.

    Quite simply, it means that I am extremely forgiving of a wide variety of "sins" on a game's gameplay front if — and it's a big if — the narrative content of the game in question keeps me interested and compelled. (Caveat: the only unforgivable sin that I simply can't get past is a free-to-play game putting up a paywall with an energy system or similar mechanic; no matter how good your narrative is, if you actively stop me from playing your game before I'm good and ready to stop, I'm not coming back. Ever.)

    Said narrative doesn't have to be big and clever, or trying to be anything more than a piece of enjoyable entertainment. But it pretty much needs to be there to keep me interested.

    Similarly, I can happily take a game with practically no "gameplay" in a traditional sense — see: interactive movies like School Days HQ or any of the myriad visual novels available — so long as the narrative entertains me and keeps me interested.

    I'm relatively easily pleased when it comes to storylines. About my only real requirement to enjoy a video game story (or any story in any medium at all, really) is that there are some characters in it that I either like or find interesting — because those two feelings aren't necessarily the same thing. Give me something in which relatively little "happens," but in which I gain a deep understanding of the characters involved, and I'll be very happy indeed.

    It's this love for the art of the story that has led me to give a whole bunch of much-derided games the time of day where others would pass them by. The titles which spring most readily to mind are the Hyperdimension Neptunia series, which is riddled with technical flaws, dull gameplay (in the first game, at least; I actually thought the second was genuinely fun, and I'm yet to try the third one) and various other issues; and Nier, which everyone seems to have decided looked drab and boring and thus was unworthy of further exploration. (I never quite understood this; I thought Nier was actually a pretty good-looking game — it certainly had a lot of personality.) Even the Ar Tonelico series, which I've been playing through for the last… quite a while isn't widely regarded as providing shining examples of "good games".

    For the record, I found the Neptunia series genuinely amusing as well as being a wonderfully on-the-nose parody of both anime and video game culture; I found Nier a fascinating, deeply moving experience; and Ar Tonelico… well, having known nothing about it when I started playing, this is now a series I would happily defend to the death.

    It's this attitude which brought me to the realisation I'm not really a fan of Western-developed role-playing games any more — particularly those of the "open world" variety favoured by Bethesda. I enjoy a good dungeon crawl, sure, but when your lovingly-crafted game world behaves more like a diorama with animatronics than a living world with actual people in it, I get a bit bored.

    I realise there's a certain degree of irony in accusing titles like Skyrim of having diorama-like worlds when most JRPG towns are populated by NPCs who constantly stand in the same place and spout the same crap every time you talk to them. But for me, paradoxically, that gives them a lot more personality. Rather than constantly running into the same recycled guard model and wanting to throw a brick through the TV every time someone makes an "arrow to the knee" reference, each NPC is unique and, for those one or two lines they speak, vaguely interesting.

    Ar Tonelico handles this rather well by having the NPCs' lines change according to the point in the story you're at. The stories of all three games in the series take place over a relatively small geographical area, so you're revisiting locations a lot; it's a fun little "unofficial" sidequest to check in with your favourite NPCs and see how their own completely irrelevant story arc is progressing. Will the little kid outside the General Store ever get up the courage to ask Sasha to come and play with him? Will Skycat ever actually make a move on Luca or is she just flirting? Will those weird furry creatures ever say anything other than "Poo"?

    This is all a matter of taste, of course, and I'm well aware that there are thousands — millions? — of people out there perfectly happy with the way Skyrim does things. And that's fine. Just, as always, be aware that not everyone enjoys the same things in the same way — no-one's way of enjoying a creative work is inherently "wrong", so live and let live.

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    1232: Knell of Ar Ciel https://imnotdoctorwho.moegamer.net/2013/06/03/1232-knell-of-ar-ciel/ https://imnotdoctorwho.moegamer.net/2013/06/03/1232-knell-of-ar-ciel/#respond Mon, 03 Jun 2013 23:56:04 +0000 http://angryjedi.wordpress.com/?p=5490 I haven't posted about Ar Tonelico for a while, and having just witnessed the "bad ending" of the third game (ooh, it's bad) I feel now may be a good time for a progress report on my thoughts thus far before I jump in and try for the other endings. Ar Tonelico Qoga, as the third game is … Continue reading 1232: Knell of Ar Ciel

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    Jun 03 -- Ar Tonelico 3I haven't posted about Ar Tonelico for a while, and having just witnessed the "bad ending" of the third game (ooh, it's bad) I feel now may be a good time for a progress report on my thoughts thus far before I jump in and try for the other endings.

    Ar Tonelico Qoga, as the third game is known, is a peculiar beast. While it's the most outright "perverted" of the series — the previous two games had plenty in the way of innuendo but stopped short of being overly fanservicey, a couple of scenes where the heroines were clad only in towels aside — it's also probably the most open-minded of the three with regard to the subject matter it tackles. This is a game that revels in sexuality in all its forms as one of its themes, and if you feel somewhat uncomfortable playing it, I feel I know Gust's work well enough by now to say that it's probably intentional that you feel that way.

    Let me qualify the above statements a little. Insofar as the game is "perverted", one of its core gameplay mechanics involves the female "Reyvateil" characters (essentially glass-cannon mages if you want to assign them a traditional RPG party role) stripping off their clothes throughout the course of battle. While, yes, this is gratuitous and unnecessary and etc. etc. (for the record: I am an unabashed (well, mildly abashed) pervert and have no issue with pervy fanservice in my entertainment) they do at least make an attempt to justify the reason for this happening to a certain degree in a narrative sense: Reyvateils are artificial human-like life forms that are basically equipped with Wi-Fi (bear with me) and communicate wirelessly with the titular tower of Ar Tonelico in order to produce the magic-like effects of their Songs. By stripping — or "purging", as the game calls it — the Reyvateils are able to get better reception, so to speak, and can absorb more magic from the tower. This translates, in gameplay terms, to the "Burst" gauge, which represents how powerful the Reyvateil's spell will be if you set it off right now, increasing at a much more rapid rate according to how few clothes she is wearing. (They stop short of her getting fully naked, I might add — after purging three levels of clothing, she's down to her skimpies, and purging a fourth time triggers her powerful (and surreal) "Flipsphere" über-attack, at which point her clothes magically reappear.)

    Read all that back again, and I'd forgive you for never wanting to give this game the time of day. A game whose female characters strip off in exchange for increased magical capabilities? Sounds like some sort of Male Power Fantasy™. And perhaps it is.

    Thing is, though, Ar Tonelico Qoga is far more interesting and intelligent than just pretty girls getting almost-naked. For starters, it's worth noting that after a certain point in the game, all the male characters will strip off at a moment's notice too — performing each character's best attack causes all their clothes to fall off and for you to get a good look at what each of them are packing underneath their armour. Doctor Hikari Gojo's fundoshi in particular is a sight to behold.

    But no. It's not even about characters getting naked. Much like the previous two games in the series, the really interesting stuff comes about thanks to the "Dive" mechanic — a system whereby you can increase the power of the two Reyvateils by taking a wander through their "Cosmosphere" — a multi-level psychic world that exists within their subconscious. By exploring the two heroines' Cosmospheres, you learn a great deal about them — facts that simply don't come up explicitly in the game's "normal" plot, but which can help inform your reaction to things that go on once you know them.

    As is par for the course in the series, each level of the two heroines' Cosmospheres focuses around some sort of problem that they are having — be it a difficulty coming to terms with who they are, the strange influences other aspects of their personality have on them, or simply something they're having trouble admitting or dealing with. By interacting with the Reyvateil and the other characters in her Cosmosphere, the protagonist Aoto forges an incredibly strong, incredibly intimate bond with the heroines and gets to know them in a way that no-one else in the world does.

    This leads to some really interesting scenes, many of which are touching on territory I can't recall exploring in a game before. And unlike the gaudy excesses of the strip-centric battle system, they're handled sensitively and with care; clearly composed by someone who knew what they were talking about.

    I'm trying not to spoil anything here for those of you who are reading this and intend to play through this fascinating game, but I feel I should give one example to highlight what I'm talking about, and that is the character who, in one of her Cosmosphere levels, essentially "comes out" as being a submissive or "bottom" with somewhat masochistic tendencies. Given what you know about this character by this point, her confession is not altogether surprising, but what is surprising is that it is actually referenced and explored through more than simple innuendo.

    "Don't take off the chains," she says after a convoluted, embarrassing and humiliating sequence of events for her, where Aoto is about to give her her freedom. "I feel safe when I'm in the chains, so long as you're there."

    I'll confess to not knowing anything about BDSM and related sexual preferences, but I found it fascinating to see this character opening up about her secret passions and desires like this. It wasn't treated as a kind of "wish fulfilment" scene for male players, either; it was simple, to the point and helped me to understand one aspect of this particular character. In short, it's the sort of thing I'd like to see explored in more games; sadly, it's abundantly clear that very few "triple-A" producers would greenlight a game that delves into such subject matter, though thankfully there's always the "lower-tier" games such as Ar Tonelico willing to step up to the plate and try something new.

    As guilty as I feel for what occurred in the bad ending, I should probably go to bed now and absolutely not try to get a better ending now. Right? Right. Suuuuuure.

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    1231: On Your Doorstep https://imnotdoctorwho.moegamer.net/2013/06/02/1231-on-your-doorstep/ https://imnotdoctorwho.moegamer.net/2013/06/02/1231-on-your-doorstep/#respond Sun, 02 Jun 2013 23:03:23 +0000 http://angryjedi.wordpress.com/?p=5486 Something sprang to mind for me and Andie while we were over in Toronto. Our friend Mark was taking us out for lunch to an intriguing little Vietnamese place called Banh Mi Boys that served all manner of interesting sandwiches and meat buns and the like, and we suddenly realised that were the roles reversed, … Continue reading 1231: On Your Doorstep

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    Jun 02 -- DessertSomething sprang to mind for me and Andie while we were over in Toronto. Our friend Mark was taking us out for lunch to an intriguing little Vietnamese place called Banh Mi Boys that served all manner of interesting sandwiches and meat buns and the like, and we suddenly realised that were the roles reversed, there weren't all that many interesting places we'd be able to take visitors to our fair(ish) city of Southampton.

    This evening, then, we went out in an attempt to start rectifying this situation just so, on the off-chance that friends from abroad do come and visit, we'd have somewhere more interesting that Burger King or a Wetherspoons to take them.

    We actually visited two different establishments this evening. The first of these was La Cantina (or just Cantina as it appears to be known now) in the Bedford Place area of the city, just on the outskirts of the city centre. This is a Mexican place that I'd heard good things about in the past, but had somehow never made it to. They serve you standard Mexican platters like nachos, burritos and whatnot, but they also do tapas servings of tacos and various other tortilla-based dishes whose names I've forgotten. Andie and I had a sharing platter of nachos with beef mole and two of these tapas dishes each, and that was plenty of food for the pair of us.

    It was some tasty food, and a good level of spice — just enough to get you sweating a bit, but not so much that your tongue goes completely numb and you can no longer actually taste what it is you're eating. The beef mole had a bit of a kick, though I suspect this came from the seasoning of the meat rather than the slices of chili pepper that were in it, which actually turned out to be pleasantly mild-ish.

    After dinner, we decided to drop into a brand new establishment that has just moved in almost next door to Cantina — Tutti's Gelato. This is, to my knowledge, the second dedicated gelato shop that has opened in Southampton — the first being Sprinkles in "student central" area Portswood.

    Tutti's offers a wide variety of gelato flavours, available either as scoops in a cone or little bowl, or as part of a bigger dessert. Said bigger desserts — crepes, waffles, sundaes — all look like they'll probably give you a heart attack, but I most definitely intend to give them a try at some point in the near future, perhaps when I haven't filled myself up with Mexican food beforehand.

    My only real criticism of Tutti's — which was clean, looked good, served delicious desserts and had some comfortable seating — was that their menu was riddled with spelling and punctuation errors, and wasn't even consistent about the mistakes they made. If you can correctly pluralise "crepe" into "crepes", then why the fuck did you put an apostrophe in the word "sundaes"? And don't even get me started on how they spelled "raspberries" (hint: it involved an apostrophe, and did not involve the correct "-ies" ending.)

    This aside, though — which, after all, isn't really the most important thing (yes, I winced a bit writing that, but it is true) — Tutti's was a great place to go, and I've been all for the "late night dessert" thing ever since I was taken out to a shop that specialised in chocolate-based desserts in New York several years ago. (I can't remember the name, but by God it was amazing. They had a chocolate pizza that looked like instant diabetes.)

    Anyway, my rambling point in all this is simply that now, if someone comes to visit, I have two places I can take them. And hopefully we'll discover some more in the near future.

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    1230: In Pursuit of Score https://imnotdoctorwho.moegamer.net/2013/06/01/1230-in-pursuit-of-score/ https://imnotdoctorwho.moegamer.net/2013/06/01/1230-in-pursuit-of-score/#respond Sat, 01 Jun 2013 21:59:48 +0000 http://angryjedi.wordpress.com/?p=5481 The sole aim in a lot of video games circa the '80s and early '90s used to be to attain a high score. But in all but a few genres of gaming, that simple pleasure of watching a number get steadily higher — a number which proved indisputably how much better than your friends you were — … Continue reading 1230: In Pursuit of Score

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    Jun 01 -- HiscoresThe sole aim in a lot of video games circa the '80s and early '90s used to be to attain a high score. But in all but a few genres of gaming, that simple pleasure of watching a number get steadily higher — a number which proved indisputably how much better than your friends you were — has fallen by the wayside. This is kind of a shame because, having been playing a bunch of games recently in which the old-school objective of "score as many points as possible" is their reason for existence, it's, you know, fun. Lots of fun.

    My fondest memories of high-score chasing in recent years came with two different Xbox Live Arcade games: Geometry Wars 2 and Pac-Man Championship Edition DX. Both of these games got their hooks into both me and my friends and saw us eschewing bigger, more exciting, more impressive releases that were around at the time in favour of simply pumping in virtual quarter after virtual quarter. Geometry Wars 2 in particular completely monopolised the gaming time of a number of us for a good several weeks, as each of us vied for dominance of the game's six different leaderboards. It became a sort of hypnotic ritual — fire up the game, start up (say) Pacifist mode, play, die, immediately restart and repeat. Three hours later, I'd look up and see that, well, three hours had passed, and that my hands had locked into a claw shape only suitable for 1) holding a controller or 2) in a pinch, wanking.

    Since those two games, however, there haven't been that many other titles that have drawn the attention of my friends and I quite so consistently. This is a shame, as I greatly enjoyed that feeling of competition, and relished the opportunity to take a snapshot of my latest high score and rub it in the face of a competitor via some form of social media. (This is where the term "Be A Dick Mode," often stylised as the hashtag "#beadickmode" on Twitter, originated.)

    I've been thinking about how and why there hasn't been a simple score-attack game to get everyone's teeth into for a long time. And the only plausible reason I can think of is the fact that gaming has grown even more broad and diverse since that time. The rise of mobile phone games in particular has all but eliminated the perceived need for "simple" arcade games with a score attack mechanic, which is somewhat sad.

    Bejeweled Blitz remains popular, of course, but I now refuse to play that game because it's become infested with pay-to-win crap. Leaderboards are utterly meaningless if you sell advantages to players, which is what PopCap's doing. Unfortunately, I appear to be in a minority thinking this, as the "Blitz" puzzle template is immensely popular — in-app purchases and all — with the latest addition to the formula being a rather sorry addition to the Tetris legacy from EA. I'm just not interested; what's the point in playing if all it takes to top the leaderboards is being more willing to dip your hand into your pockets than your rivals? Bullshit, I say. Bullshit!

    Fortunately, there is a degree of respite, albeit one that I'm yet to convince my friends to engage with. The shmup genre — which people on the Internet don't quite seem able to agree as to whether it's flourishing or dying — remains a resolutely score-focused genre, and demands a great deal from its players both in terms of simple manual skills and in the learning of often-complex scoring mechanics. Like a good fighting game demands that you spend time exploring its systems and getting to know how everything fits together, a good shmup demands that you study it, figure things out and then try to put all that knowledge into practice while attempting to avoid fiery laser death.

    It's immensely satisfying when you figure out how a particular game "works", and the first time you see your score skyrocketing into the high millions or even billions. It's a genre that brings thrills and excitement with minimal effort expended on storytelling or trying to do anything particularly "artistic", but at the same time the finished result can be oddly beautiful — hypnotic bullet patterns; the "dance" of the player's ship navigating through these perilous onslaughts; the sheer, unrelenting energy of most of these games. But these games aren't trying to say something in the same way that an arty indie platformer is trying to say something; no, instead, all they're trying to say is "c'mon, one more try and you'll beat that score" or "c'mon! Bet you can't clear me in one credit."

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    1229: What's Next https://imnotdoctorwho.moegamer.net/2013/05/31/1229-whats-next/ https://imnotdoctorwho.moegamer.net/2013/05/31/1229-whats-next/#respond Fri, 31 May 2013 22:34:13 +0000 http://angryjedi.wordpress.com/?p=5477 Those of you who have me on some form of social media will know this already, but I've started my new job. Excitingly, this is the first ever new job I've had that was accompanied by an official press release. Yes, really — check it out. For those of you too lazy to check out … Continue reading 1229: What's Next

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    May 31 -- SqueeThose of you who have me on some form of social media will know this already, but I've started my new job. Excitingly, this is the first ever new job I've had that was accompanied by an official press release. Yes, really — check it out.

    For those of you too lazy to check out that link I've so graciously provided for you, allow me to explain as much as I'm able to at present.

    You may be familiar with the video games website Eurogamer, home of some fine commentary on games, the games industry and all manner of other things. Eurogamer is one of the few European (specifically, British) sites that has risen to prominence amid the dominance of primarily American publications such as Gamespot, IGN, Kotaku and Polygon. However, one thing Eurogamer lacked — as you might expect from the name — is a presence in the US.

    Enter USgamer, a new site set to launch into beta next week, and a site on which I'm officially acting as News Editor, but in practice will be contributing a whole lot of lovely stuff to on a regular basis. USgamer will be more than just a reskin of Eurogamer — it's going to be a great, very distinctive site, but you'll have to wait until next week to see exactly how and why it's great.

    I've been preparing some content this week in preparation for the site's launch, and I've been surprised how refreshing it's been. After over a year of writing about mobile and social games — a good 80% of which were total bobbins — it's an absolute pleasure to be able to get my teeth back into writing about the industry as a whole, and specifically to explore, criticise and wax lyrical on the parts I'm truly passionate about.

    It pains me a little to admit, but there were times when I was ashamed to be associated with the mobile and social side of things. There are too many companies out there peddling products that are just flat-out sleazy in the ways they attempt to coerce their audience into paying exorbitant amounts of money for "consumable" digital goods; in the way they shamelessly clone other people's work (or even, in some cases — *cough*Kabam*cough* — their own); or in their gross, misleading, often sexist or otherwise offensive advertising (Hai, Wartune!). I made a point of calling out these objectionable titles whenever possible, but I fear my criticisms may have fallen on deaf ears in most instances. So long as you keep pulling in the monthly and daily active users, it seems, it doesn't matter if you steal a bit of artwork here, outright lie about your game there, charge £70 for in-app purchases everywhere.

    The mainstream games industry isn't free of sleaze and anti-consumer practices, of course, but at least it's easier to avoid, whereas it's fast becoming the norm in mobile and social, disappointingly. But I digress. My thoughts on social games and how they fail to cater to lifelong gamers have been well-documented.

    No, the thing that is nicest about my new position at USgamer is the fact that I get to write about things I truly care about. I'm currently preparing a feature on the history of a particular game genre (find out what soon!), for example, and I'd forgotten quite how enjoyable it is to research and put together pieces like this. Gaming is a rich and diverse art form, and it's exciting to look back on how far things have come since the inception of the medium. It's also exciting to look forward to the future and imagine where we might be in a year or two — and it's also exciting to explore the sheer breadth of content that's available now. For every Call of Duty, there's an Ar Tonelico, Fez, a Dungeons of Dredmor, a Long Live the Queen, a Deadly Premonition… there's certainly more to talk about than one person could ever manage in a lifetime, and new things happening all the time.

    As you can probably tell, I'm very excited about this new position and about the site as a whole. I'm aware of the irony of me — an Englishman in, well, England — writing for a site called "USgamer", but I'm extremely happy to be working with the team that's in place, which includes some industry veterans as well as some old colleagues from my days on GamePro. It's going to be a fantastic site once it's up and running and available to the public, and I can't wait to show it to you when it goes live.

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    1228: Dungeon Delving https://imnotdoctorwho.moegamer.net/2013/05/31/1228-dungeon-delving/ https://imnotdoctorwho.moegamer.net/2013/05/31/1228-dungeon-delving/#respond Fri, 31 May 2013 00:41:25 +0000 http://angryjedi.wordpress.com/?p=5473 Way back before I started doing this daily blogging shenanigans — yes, there was a time when I was an erratic blogger, just like normal people on the Internet — you may recall that I once gave a harrowing account of the adventures of Count Kurt von Hellstrom and his merry band of warriors, otherwise … Continue reading 1228: Dungeon Delving

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    May 30 -- ChopWay back before I started doing this daily blogging shenanigans — yes, there was a time when I was an erratic blogger, just like normal people on the Internet — you may recall that I once gave a harrowing account of the adventures of Count Kurt von Hellstrom and his merry band of warriors, otherwise known as the characters my friends and I rolled to play a campaign of Games Workshop's tabletop roguelike Warhammer Quest. On the off-chance you haven't been reading this blog since December 2009, here's a link for your delectation.

    I greatly enjoyed my experiences with Warhammer Quest, though it hasn't hit the gaming table for a good few years now, which is a shame. It takes quite a long time to set up, you see, and the heavily-random nature of the game's encounters wasn't altogether to the taste of a couple of our group; our more recently-acquired Descent: Journeys in the Dark 2nd Edition is scratching the dungeon-crawling itch a bit better for the group as a whole. Despite this, I still consider myself highly privileged to own a copy of this much sought-after collector's item, and one that is in pretty good (certainly playable) condition, too.

    As such, it will probably not surprise you to hear that when Rodeo Games, developer of the excellent Hunters series of XCOM-style turn-based strategy games for iOS devices, was working on a digital adaptation of Games Workshop's classic, I sat up and paid attention. Hunters and its sequel already played more than a little bit like Games Workshop's Space Marine-based board games such as Space Hulk and Space Crusade, so I was confident that they were a good team to take on the challenge of porting Warhammer Quest to the small screen.

    And you know what? They've done a great job. The iOS version of Warhammer Quest, which hit the iOS App Store around midnight last night, is a fantastic adaptation of the board game and its various foibles, tweaked just enough to feel like an original video game rather than a straight-up port of the board game's mechanics.

    The iOS version of Warhammer Quest features a substantial single-player campaign in which the player's party of heroes moves between various towns in the Warhammer Old World, and takes on quests, as all good heroes should do. Most quests are introduced by some well-written text that gives a good feel of context to the dungeon crawling, and these are supported by various encounters in the dungeons themselves.

    The actual dungeon-crawling gameplay is very similar to how the board game works. Characters have a particular move allowance for each turn, and a certain number of ranged and melee attacks available, assuming they have the appropriate weapons equipped to perform these. The wizard character may cast spells on his turn as well as moving and attacking, and all characters may also use items or certain other special abilities as well as moving and attacking.

    Fans of the board game will recognise certain specific quirks of the tabletop version — for example, rather than having a set pool of magic to cast spells at will, the wizard character is dependent on the randomly-determined Winds of Magic that change each turn and provide the power required to cast spells. Likewise, the satisfying "Deathblow" rule is in effect, which means any time a character defeats an enemy in a single mighty blow, they can automatically attack any other adjacent enemies and sometimes clear out a room rather quickly.

    A few changes have been made, however. The level-up system, which was simply based on the amount of gold acquired in the board game version, takes the form of a more traditional experience point-based system in the iOS version. This works just fine, and a helpful breakdown of who killed what (or healed whom) at the end of a quest helps you easily figure out which of your characters is pulling their weight and which ones need to step up to the plate a bit more readily in the next adventure.

    There's a couple of frustrating bugs present in the current version, which mars the experience a little — firstly, occasionally the game will get "stuck" while resolving an encounter upon entering a new room tile and require a restart to proceed. (Thankfully, the game autosaves regularly, so you'll be back before the move you made that froze the game.) Secondly, the game's "hardcore" mode, in which characters can die permanently, doesn't appear to work correctly at present — I lost a character in an early quest, completed the rest of it and was very surprised to discover them waiting for me back in town when I returned.

    The game also falls into the trap of offering obnoxious "Get more Gold" in-app purchases for players too lazy to earn their way to higher-tier equipment. Not only does the ability to purchase in-game currency remove all need to manage your finances carefully — an important part of the game if you're playing it properly — but it also raises questions over how well-balanced the in-game economy actually is. Is the rate of gold acquisition in the game deliberately slow in order to push players in the direction of the in-app purchases? It's hard to say at this early stage, but it's something that will be on the mind of some players.

    The game also includes a selection of day-1 DLC — three new characters and a bolt-on series of quests. Normally, I object thunderously to day-1 DLC but when the game itself is just £2.99 it's hard to get too mad, particularly when each package adds a significant amount of cool stuff to the game and is still pretty cheap even if you buy all of them.

    Despite these issues, the iOS version of Warhammer Quest is well worth your time if you're a dungeon-crawling fan. An update should hopefully fix the bugs described above, and with any luck Rodeo will continue to support the game with new content over time. As it stands, they claim there's 25-30 hours of single-player content in the game already, which should keep you busy for a while.

    Download it here.

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    1227: Cards of Love https://imnotdoctorwho.moegamer.net/2013/05/29/1227-cards-of-love/ https://imnotdoctorwho.moegamer.net/2013/05/29/1227-cards-of-love/#respond Wed, 29 May 2013 22:43:16 +0000 http://angryjedi.wordpress.com/?p=5468 One of the games I had the chance to try out during my recent trip to Canada was a charming little card game called Love Letter, the brainchild of Seiji Kanai and the fourth entry in AEG's Tempest series of games that share the same setting. Today, my own copy of it finally arrived, so I thought … Continue reading 1227: Cards of Love

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    May 29 -- Love LetterOne of the games I had the chance to try out during my recent trip to Canada was a charming little card game called Love Letter, the brainchild of Seiji Kanai and the fourth entry in AEG's Tempest series of games that share the same setting. Today, my own copy of it finally arrived, so I thought I'd talk about it a bit. I know I already mentioned it a number of posts ago, but I thought I'd dedicate a whole post to it.

    In Love Letter, players take on the role of potential suitors to the princess of Tempest. Unfortunately, grieving for her arrested mother — presumably an event which occurred in one of the previous games — the aforementioned princess has locked herself in the castle and is not receiving visitors, let alone missives declaring various eligible bachelors' undying love for her.

    Or is she? Fortunately, there is a selection of people around the castle who are able to get your sweet words of love to the princess, and it's entirely possible that you might be able to get her to come out of her room, if only you can just get that message to her.

    These people — including the princess herself — are represented by the 16 cards that make up the complete Love Letter deck. Each is marked with a number, which denotes how "close" that person is to the princess, and each number also corresponds to a particular type of character. All the "1" cards are guards, for example, while number "8" is the princess herself. Certain cards, such as the princess, her best friend the Countess, the prince and the king, only have one card each; others have several duplicates, with the most numerous being the guards.

    A round of Love Letter runs thus: first a single card is removed from the deck, without anyone seeing what it is. Following this, each player is dealt a single card, which becomes their hand. On each player's turn, they draw a card from the communal stack of remaining cards and either discard it or the other card in their hand. When a card is discarded, its special ability must be resolved. If a player discards the princess, they are out of the round as the princess has thrown their letter into the fire. Other cards are laid face-up in a stack in front of the player, allowing the others to see which cards have been discarded already, and thus deduce which ones are probably in the other players' hands.

    Knowledge of the other players' hands is extremely important, as several of Love Letter's cards have special abilities that can knock out players if you correctly identify their cards. Guards, for example, allow you to ask another player if they have a specific card in their hand, and if they do, they are caught by the guards and are out of the round. The Baron, meanwhile, sees you compare your other card's rank with that of another player, and the highest rank wins. This has the unfortunate side-effect of also revealing your hand to the player you're comparing against, so you'd better be sure you'll win before pulling out the Baron.

    It quickly becomes apparent after a short session that Love Letter is a game about bluffing. Certain cards are clearly designed with this in mind — for example, the Countess card, which is second only to the princess in terms of rank, must be discarded if the player has the prince or king as their other card, since they don't approve of her. However, there's nothing stopping you from discarding the Countess when you don't have either of these cards in hand — purely to make people believe that you do.

    The round ends either when all players except one have been eliminated, or if the draw deck is exhausted, at which point all surviving players reveal their hands, and the highest-ranked card wins a token of the princess' affection. The cycle then repeats until someone gains the required number of tokens, determined by how many people are playing.

    Love Letter is a simple production, but it's, if you'll pardon the phrase, lovely. It doesn't come in a standard game box — rather, it comes in a charming little red velvet bag with the game's name embroidered on it. The cards themselves are of decent quality and sport some lovely artwork, and the tokens of the princess' affection are that kind of little coloured transparent plastic cube that look like they'd be delicious but will actually probably cause you to choke.

    The game itself is ideal filler material, as it's over and done with within about 15-20 minutes, which makes it a great pre-dinner game, or a great game to play while you're waiting for one of the rest of your group to finish having a long poo or something. It's also quite ridiculously cheap, though it is a tad hard to find at present due to its sudden explosion in popularity.

    In the meantime, find out a bit more about it over at BoardGameGeek, the best resource for board game information on the whole Internet.

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    1226: Call Me 'Pan' https://imnotdoctorwho.moegamer.net/2013/05/28/1226-call-me-pan/ https://imnotdoctorwho.moegamer.net/2013/05/28/1226-call-me-pan/#respond Tue, 28 May 2013 22:07:11 +0000 http://angryjedi.wordpress.com/?p=5462 I have been contemplating my own mortality lately. Actually, that's a total lie. I've simply been pondering what it means to be 32 years old, and whether society expects something different of me to what I am providing. You see, in many ways I consider myself to be a "grown up" but in lots of … Continue reading 1226: Call Me 'Pan'

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    May 28 -- ImmaturityI have been contemplating my own mortality lately.

    Actually, that's a total lie. I've simply been pondering what it means to be 32 years old, and whether society expects something different of me to what I am providing.

    You see, in many ways I consider myself to be a "grown up" but in lots of others I feel very immature, and I'm actually quite pleased about the latter part. I still feel odd when I hear, say, a mother in a supermarket refer to me as "that man" rather than "that boy" when telling her child to get out of my way. Conversely, I don't feel any shame in purchasing things that are for adults (get your mind out of the gutter) such as alcohol, 18-rated videos or mature-rated games or other media. I occupy a sort of weird middle ground where I'm aware I'm an adult, but I have no particular desire to start acting like one.

    Why am I babbling on about this? Well, it stems from a conversation Andie and I just had where we both agreed that when I'm 60+ I will probably still be happy to sit around in my pants playing video games where girls' clothes fall off to allow them to absorb more magic from the air, or to bust out the board games for a social occasion rather than doing something more dignified like a dinner party or whatever. I will also probably never stop finding burping, farting and the word "cock" funny.

    I feel pretty confident that that is how my life is probably going to go. And I have absolutely no problem with that whatsoever. (Neither does Andie, I might add.)

    Why? Because being a grown-up is boring. Being a grown-up means being interested in things like bank accounts and shares and insurance providers and all manner of other equally tedious things. I'm aware that many of these things are essential to survival, but I just don't have the time, energy or inclination to waste on them any more than necessary. I keep my financial arrangements simple but effective, for example, and so long as service providers such as insurers and utilities aren't actively robbing me, I'm happy to pay them their money just so I don't have to think about complicated things. About the most "grown-up" thing I'm prepared to entertain the thought of is buying a house, and even then that's largely because 1) I want a cat and 2) I want to be able to put up awesome pictures without having to worry about where I'm putting holes in the walls.

    There are doubtless some people out there who would chide me for this arguably reckless attitude, but the fact is that — at present, anyway — I'm happy with the way my life is in terms of boring things like financial security and who supplies electricity to my flat. And, frankly, my own ultimate goal for existence isn't particularly lofty or ambitious — I just want to be happy. As longtime readers of this blog will probably know, I have had more than a few lengthy periods of unhappiness over the years, so my current state of reasonable contentment is quite enjoyable, frankly. Long may it continue.

    The only really frustrating thing about taking this approach to life is, of course, the fact that not everyone around shares the same desire to remain "young at heart". Some people I know actively want to be grown-ups, and to have grown-up responsibilities and whatnot. Some people I know get excited about things like extensions and gardening and their new investments and all manner of other things. And fair play to them, if that's what makes them happy. I just don't find anything either interesting or desirable in behaving in that manner, and that's why I intend to stay the way I am for as long as I possibly can.

    And if you don't like it, you can &c. &c.

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    1225: Red Wizard Needs Z's Badly https://imnotdoctorwho.moegamer.net/2013/05/27/1225-red-wizard-needs-zs-badly/ https://imnotdoctorwho.moegamer.net/2013/05/27/1225-red-wizard-needs-zs-badly/#respond Mon, 27 May 2013 23:33:49 +0000 http://angryjedi.wordpress.com/?p=5457 I'm exhausted. I'm not quite sure why I feel so utterly exhausted because I slept well last night and today hasn't exactly been a particularly strenuous day. We played a couple of short games this morning before departing the pleasant country farmhouse we'd been staying in over the weekend, drove back, then, presumably, did our respective "Things" … Continue reading 1225: Red Wizard Needs Z's Badly

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    May 27 -- SleepyI'm exhausted. I'm not quite sure why I feel so utterly exhausted because I slept well last night and today hasn't exactly been a particularly strenuous day. We played a couple of short games this morning before departing the pleasant country farmhouse we'd been staying in over the weekend, drove back, then, presumably, did our respective "Things" once we got home rather than immediately falling into a coma like I feel like doing right now.

    The only thing I can possibly attribute it to is the two gin and tonics I had last night. I don't really drink any more so even a tiny bit of alcohol tends to have quite a strong impact on me — disappointingly, this doesn't tend to take the form of getting amusingly giggly or wobbly any more; rather, it tends to just make me a bit tired, particularly the day after I've been drinking. I guess what I'm enduring is a sort of hangover, albeit a rather pathetic one that will be immensely disappointing to those who used to enjoy past drunken (and post-drunken) ramblings.

    The other thing it could be, of course, is the fact that we stayed up until about 2 in the morning playing various combinations of board, card and computer games, then tumbled into bed (not together) before waking up relatively early (for a bank holiday Monday, anyway) today.

    Either way, it's not a particularly good show, is it? I vividly remember the days when I'd happily stay up all night just for the hell of it (and regret it for the majority of the following day, particularly if there were any university lectures involved) and consume several gallons of alcoholic beverages before texting people I fancied messages with lots of X's on the end of them (the number of X's was typically proportional to how much I fancied them) and collapsing into bed, quite possibly fully-clothed.

    Depressingly, the time when I was able to behave like that on a regular basis was over ten years ago now. Longtime readers will doubtless note that the posts I linked to above were from relatively early in this whole #oneaday lark, but they were isolated incidents rather than something I was doing on a regular basis.

    Actually, I say "depressingly", but I don't really feel the need to stay up until ungodly hours in the morning and stagger in as pissed as a fart on a regular basis. At the tender age of 32, I'm more than happy to spend my evening lounging on the sofa watching some entertaining videos or playing a game. It doesn't stop me from indulging in a late night once in a while, of course — apparently I just have to be prepared to deal with the consequences the following day!

    Now I am going to go to bed and possibly sleep for about a thousand years. (Note: It will probably not be about a thousand years. Probably more like 8 hours or so, I imagine.) Good night, and hopefully I'll have a more lively brain that is willing to talk about something a bit more interesting on the morrow.

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    1224: The Clue is 'Tits' https://imnotdoctorwho.moegamer.net/2013/05/27/1224-the-clue-is-tits/ https://imnotdoctorwho.moegamer.net/2013/05/27/1224-the-clue-is-tits/#respond Mon, 27 May 2013 01:27:33 +0000 http://angryjedi.wordpress.com/?p=5454 I'm away on an (almost) full weekend of board gaming fun as I write this. Today we were particularly pleased that we actually managed to finish a complete game of Mage Knight — albeit the "quick" scenario, which still took from 10am until 6pm. (Granted, we did go out to the pub and have lunch halfway through, … Continue reading 1224: The Clue is 'Tits'

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    I'm away on an (almost) full weekend of board gaming fun as I write this. Today we were particularly pleased that we actually managed to finish a complete game of Mage Knight — albeit the "quick" scenario, which still took from 10am until 6pm. (Granted, we did go out to the pub and have lunch halfway through, but still.)

    What I really wanted to talk about today, though, was an interesting little game I picked up having heard it was good, but not really knowing a great deal about it. That game is Dixit, and I can see now why it's so highly-regarded by many gaming groups.

    Here's the gist. You're dealt a hand of six oversized cards, each of which depicts some gorgeous storybook-style imagery that doesn't necessarily tie in with a specific concept — instead, they're all deliberately ambiguous. The reason for this is that it's up to the players to come up with descriptions for them.

    Each turn, the player assigned as the "storyteller" must secretly pick a card from their hand, then lay it face-down on the table. They must then describe it using a word, sentence, phrase or even guttural noise, at which point the other players at the table pick the card from their hands that they think most closely fits the storyteller's description. The submitted cards are then jumbled up and revealed, and everyone except the storyteller has to secretly vote on which one they think was the original card. If either everyone or no-one gets it right (indicating that the storyteller was either too obvious/specific or too vague respectively) then the storyteller scores no points, while everyone else scores two points plus another one per vote that was on their card. If at least one person got the storyteller's card right, both they and the storyteller get three points each, and the other players still get one point per vote on their card.

    Play then proceeds until you've exhausted the deck, at which point whoever has the highest score wins.

    It's a really interesting game. The mechanics are super-simple and for some groups it might be kind of a hard sell, because it sounds like fluffy filler with no real substance. And perhaps in some respects it is. But on the other hand, it's also an extremely clever game about bluffing, misdirection and understanding the people who are sitting at the table with you. As storyteller, your ideal approach to your turn is to play a card and make an appropriate reference that only one other person at the table — preferably the person in last place — will get. Too obvious and you'll score nothing; not obvious enough and, again, you'll score nothing. It's a fine line.

    Where the strategy of the game, such as it is, comes in is in the combination of playing appropriate cards and giving appropriate clues while simultaneously getting your head around how the other players are playing. Do they tend to make literal references? Do they try and be deliberately obtuse? Are they obviously trying to pander to someone else's sensibilities? In short, can you figure out how they think?

    It may sound like a somewhat flimsy premise for a game, but we played two full games this evening and it became clear very quickly that you could spot patterns in people's behaviour and adjust your own play style accordingly — while the mechanics are simple, the real complexity of Dixit comes in reading your fellow players and determining what they're likely to do next. Knowing the people at the table obviously helps, as this enables you to describe a card using carefully-selected words or phrases that will mean something to some, but not all of the people you're playing against.

    I was very pleasantly surprised at how enjoyable the game was, and I'm looking forward to playing it again sometime — its simple nature means that it's particularly well-suited to both those who are unfamiliar with more complex board games as well as established gaming groups who are looking for something a little "lighter" between bouts of Power Grid or Agricola.

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    1223: Chronicle of the Godslayer https://imnotdoctorwho.moegamer.net/2013/05/26/1223-chronicle-of-the-godslayer/ https://imnotdoctorwho.moegamer.net/2013/05/26/1223-chronicle-of-the-godslayer/#respond Sun, 26 May 2013 00:46:54 +0000 http://angryjedi.wordpress.com/?p=5449 One of my favourite iOS games also happens to be one of my favourite physical multiplayer games. Dubbed Ascension: Chronicle of the Godslayer (not Wrath of the Godslayer as I seem to keep thinking it is), it's what's known as a "deckbuilding" game, and it has numerous attractive qualities. It has simple to understand rules, it plays at a … Continue reading 1223: Chronicle of the Godslayer

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    cardsOne of my favourite iOS games also happens to be one of my favourite physical multiplayer games. Dubbed Ascension: Chronicle of the Godslayer (not Wrath of the Godslayer as I seem to keep thinking it is), it's what's known as a "deckbuilding" game, and it has numerous attractive qualities. It has simple to understand rules, it plays at a pleasingly rapid pace, and it provides a lot of the fun found in expensive collectible card games like Magic: The Gathering and its ilk without requiring that you obsessively try and collect rare cards via fair means or foul.

    Okay, it doesn't have anywhere near the depth of Magic, say, but it provides its own entertaining experience that is eminently worthwhile.

    Here's the gist of Ascension for those who have never encountered either it or a deckbuilding game before. You begin the game with a deck made up of Apprentices and Militia cards. Each of these is worth one of one of the game's two currencies: Apprentices are worth 1 "rune" while Militia are worth 1 "combat". The basic mechanic of the game involves you playing cards from your hand and then using the total accumulated value of "rune" cards to purchase new cards to add to your deck, and to use the total accumulated value of "combat" cards to defeat monster cards and score points. Once a communal pool of points has been exhausted, the game draws to a close and whoever has the highest total score acquired through both defeated monsters and purchased cards wins.

    Simple, right? Where it gets interesting is in the fact that most of the cards you purchase or defeat in the game have some form of special effect that gets resolved when you play them. Some are "constructs", which means that they remain in play and have an ongoing effect, in the Storm of Souls variant, there are also monsters that provide you with "trophies" to hold on to that can be redeemed at a later time for various benefits. The particularly fun thing about the game is in spotting which cards will be most advantageous to you and purchasing or defeating them. As you buy cards, your deck expands — this potentially provides you with more options, but at the same time makes it harder for "favourite" cards to come around more quickly; conversely certain cards' special abilities let you "banish" cards from your deck to whittle it down to size if necessary.

    Finding a good balance between acquiring cards and offloading trash is key, because simply having the biggest deck isn't a guarantee of success; at the same time, though, the point value of the cards you have purchased is secret until the end of the game, so it's entirely possible for someone to have been apparently ahead of you on points for most of a match, only for you to swoop in and defeat them with the value of the cards you've acquired over the course of the game.

    The nice thing about the iOS version of the game is that it's a totally faithful recreation of the card game experience, only with nice 21st-century benefits such as asynchronous online multiplayer — play your turn when it's convenient to you — and, well, the ability to play without faffing around with all those cards. (That said, there is something rather pleasant about playing a card game's physical incarnation.)

    The iOS version of Ascension is developed by a company called Playdek, who are also responsible for a number of other excellent board and card game ports for iOS, including Nightfall, Summoner Wars, Can't Stop, Penny Arcade: Gamers vs Evil and Fluxx. They're also responsible for the upcoming iOS version of Agricola, which I'm hoping will help me end my long-standing losing streak on that bloody game by allowing me the opportunity to practice a bit more regularly. If you're an iDevice-toting board game fan, you could certainly do far worse than check their various pieces of awesomeness out.

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    1222: Stupid Acronym, Great Game https://imnotdoctorwho.moegamer.net/2013/05/24/1222-stupid-acronym-great-game/ https://imnotdoctorwho.moegamer.net/2013/05/24/1222-stupid-acronym-great-game/#respond Fri, 24 May 2013 16:12:53 +0000 http://angryjedi.wordpress.com/?p=5445 I've been playing First Encounter Assault Recon, or F.E.A.R. to its friends, recently. And while its acronym-based title is mildly cringeworthy — look, it must be scary, it's called F.E.A.R.! — what I've discovered is that it's actually a rather magnificent game that I'm sorry I haven't got around to sooner. I'm not normally a big fan of first-person shooters … Continue reading 1222: Stupid Acronym, Great Game

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    May 24 -- FEARI've been playing First Encounter Assault Recon, or F.E.A.R. to its friends, recently. And while its acronym-based title is mildly cringeworthy — look, it must be scary, it's called F.E.A.R.! — what I've discovered is that it's actually a rather magnificent game that I'm sorry I haven't got around to sooner.

    I'm not normally a big fan of first-person shooters because all too many of them these days follow the Call of Duty model — linear pathways with no divergence punctuated with predictable shooting galleries coupled with a story which neither I nor the developers could give a shit about because the focus of the game is squarely on multiplayer. That's not to say Call of Duty is necessarily a bad thing, of course — the millions of people who buy every single installment prove this fact — but it's just not for me.

    For me, however, I grew up with first-person shooters as single-player experiences: Wolfenstein 3D, Doom, Quake, Duke Nukem 3D, Shadow Warrior, Blood, SiN, Half-Life… the list goes on. And while many of these had a multiplayer component, it was only really Doom and Quake that (arguably) pushed it to the forefront. Given the time they came out, it wasn't practical for me to explore multiplayer at all due to the poor quality of your average Internet connection — most of us here in the U.K. were still using dial-up at that point, after all. As such, I still tend to prefer the solitary experience of a good first-person shooter.

    Which is why I'm enjoying F.E.A.R. so much. While it did launch with a (now-defunct, save for a fan-run service) multiplayer component, the focus of the game is very much on its single-player story. While perhaps a little slow to get started, after playing for a few hours last night, I found myself well and truly enraptured by the curious tale it has to tell.

    To say too much about the story would be to spoil it, but suffice to say all is not as it first appears, as you might expect. The story is paced extremely well, flip-flopping between relatively conventional "military types barking orders at each other" and some seriously weird shit going on. Monolith, the developers of F.E.A.R., clearly played a lot of System Shock 2 at some point as a lot of the "weird shit" going on in F.E.A.R. is of a similar ilk to the "weird shit" that goes on in System Shock 2 — hallucinations, ghosts and all manner of other quasi-supernatural phenomena, all of which is kept tantalisingly mysterious throughout most of the game.

    F.E.A.R.'s protagonist is the very embodiment of a silent protagonist the player is supposed to superimpose their own personality over the top of. He doesn't even have a name, for heaven's sake, being referred to only as "point man". Unlike many other first-person shooters, however, Point Man very much has a sense of presence in the game world — look down and you can see your feet; wander into an area where you're backlit and you'll project a shadow in front of you. While you never see your character from outside the first-person perspective, this gives a much better feeling of being "part of the world" than many other games of this type.

    F.E.A.R. adopts a similar storytelling style to Half-Life in that the story unfolds as you play, and you never "break character" to see things from a third-person perspective. Much of the narrative is revealed through rather one-sided radio conversations between Point Man and other members of the F.E.A.R. team, but there are also numerous things throughout the game's levels that let you delve deeper into the details of what is actually going on. By hacking laptops to recover data files and listening to voicemails, you gradually start to get a very strong sense of who is who in this game world, even though you meet relatively few of the characters involved face-to-face. While I initially thought the story was going to be somewhat throwaway when I started playing the game, after about 6 hours of the campaign mode, I'm genuinely interested in what is happening and what will happen next.

    The voicemails and laptops are, of course, simply variations on the oft-derided "audiologs" that are found in games like the aforementioned System Shock 2 and Bioshock, but somehow they seem to make a lot more thematic sense here. Because you're listening to messages — fragments of conversations — between people rather than someone inexplicably babbling all their innermost thoughts into a tape recorder, there's a much better sense of context, and of these characters having relationships. Similarly, the laptops simply contain data files that gradually reveal the facts of the events rather than incongruous audio logs or personal diary entries. It makes a lot of sense, and gives you a very strong feeling of "following the trail" to unravel the mystery of the game's strange goings-on.

    I mentioned earlier that I disliked the Call of Duty way of doing things in single-player campaigns — linear corridors punctuated by shooting galleries — and it is in its level design that F.E.A.R. really shines. Most of the levels take place in realistic environments such as office blocks and service tunnels, but it rarely feels like you're being pushed down a single path, because there's often more than one. Charge into an enemy encounter and get shot to ribbons and it's probably because there's a better way to approach it. Come to a junction and choose one of two or three ways to get to your destination, some of which might offer some hidden goodies. Levels often require that you double back on yourself and discover pathways that have opened up as a result of various events, too, so there's a real sense of being in a real place rather than simply running forwards until the end. Likewise, it's not non-stop action — many levels feature long expanses of simply running around exploring and admiring the environment before coming across another squad of enemies. It's hard to explain how excellent and satisfying the pacing is without simply plopping you down in front of it to experience it for yourself.

    And my God, you don't realise how much fun waypoint markers suck out of first-person exploration-based games until they're not there any more — F.E.A.R. doesn't once patronise you with a "FOLLOW" marker over anyone's head, and instead trusts that you have the intelligence to explore the level for yourself and determine what the correct route is. While this could easily lead to confusion and running around in circles, F.E.A.R.'s levels are so well-designed that the correct way to go tends to feel very "natural" — highlighted in subtle ways through environmental cues rather than big flashing arrows or golden breadcrumb trails. It's a good way of doing things, and one I wish modern first-person shooter makers would go back to.

    Suffice to say, I've been having a blast (no pun intended) with F.E.A.R. and if you, like me, are weary of modern military shooters but still enjoy occasionally shooting the heads off people with a shotgun in slow motion, then I strongly recommend you check it out — particularly if you're a fan of intriguing, creepy horror as well as action. I haven't yet finished the game, but I'm hooked on the story. It's dangling enough clues in front of me to keep me interested, yet keeping me in the dark enough that I can't quite tell where it's going. I'm looking forward to seeing how it ends, and if the expansions and sequels are even half as good as this, I'll be very happy indeed.

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    1221: How Do You Make Friends Again...? https://imnotdoctorwho.moegamer.net/2013/05/23/1221-how-do-you-make-friends-again/ https://imnotdoctorwho.moegamer.net/2013/05/23/1221-how-do-you-make-friends-again/#respond Thu, 23 May 2013 11:15:53 +0000 http://angryjedi.wordpress.com/?p=5440 One of my earliest and most enduring memories of my time at secondary school is also, coincidentally, the first time I was consciously aware of what I now recognise to be a longstanding case of social anxiety. It was the first day of secondary school. Everything was big and new and scary — I'd come … Continue reading 1221: How Do You Make Friends Again...?

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    May 23 -- FriendsOne of my earliest and most enduring memories of my time at secondary school is also, coincidentally, the first time I was consciously aware of what I now recognise to be a longstanding case of social anxiety.

    It was the first day of secondary school. Everything was big and new and scary — I'd come from a small village school in which the entire school population was roughly the size of a single year group in my secondary school. I'd chosen to go to said secondary school because a lot of my friends were going there, and also my brother had attended there some years previously and had come out of the experience as what is generally accepted to be a Good Person. Also, a lot of the people who had been bullies to me in primary school were going to a different secondary school, so I knew that I wanted to avoid that one like the plague.

    But I, as ever, digress.

    It was the first day of secondary school. I was sitting in my new seat in my new tutor group, and our tutor, Miss Quirk (yes, really), had tasked us with spending a few minutes getting to know the people around us.

    I gazed around me. I was sitting next to a boy named Murray whom I didn't know. In front of me was a girl named Claire, whom I had instantly fallen in love with due to her long shiny blonde hair and the fact she wore short skirts with tights — something which I found (hell, find) inexplicably attractive. (Hey. I was eleven years old and easily pleased — but to be fair, she did remain consistently stunning throughout our entire school career.)

    Behind me was my sometime best friend from primary school, Matthew. I say "sometime" because he wasn't always my best friend — he was a somewhat fickle chap rather prone to occasionally deciding he'd rather hang out with the "cool" kids, whose opinion of me tended to flip-flop back and forth on an almost weekly basis. Needless to say, I ditched him fairly soon into my secondary school career as a result of two events: one, him sneezing so hard he snotted over his hands and then ate it — mmm — and two, him deciding that sitting in his chair, miming masturbation and bellowing "I'm a wanker! I'm a wanker!" would be somehow amusing. (To be fair, it was sort of amusing, but perhaps not in the way he intended; needless to say, I didn't really want to be associated with him after that.)

    Anyway. Our seating arrangements were the way they were in order to encourage us to interact and get to know each other. We'd been deliberately seated next to people we didn't know to encourage us to break out of our primary school "cliques" and widen our friendship circles — a theoretically sound idea that even at that tender age, I could see the benefits of.

    Unfortunately, I couldn't act on it. Given the prospect of being thrown into enforced interaction with someone I didn't know from Adam, I froze up. I had no idea how to begin a conversation, how to get to know this person. Frantically, I turned around to gaze at Matthew (a pre-"I'm a wanker! I'm a wanker!" Matthew, I might add) and looked at him pleadingly.

    "I can't remember how to make friends!" I said quietly to him. He just laughed and motioned for me to turn around and talk to Murray. He obviously hadn't taken my statement seriously, and that was frustrating, but I had little option but to try. It was a terrifying experience, though, and obviously I didn't set a particularly good first impression on Murray, because he became a complete bellend who bullied me on a regular basis. (I got my own back by punching him in the face just as the principal was walking around the corner and, although I was punished for lashing out like that, the unspoken consensus between my parents and the teachers involved was that he probably deserved it — and to be fair, he didn't bother me again after that.)

    That first day and that pitiful statement — "I can't remember how to make friends!" — stuck with me, though. Because I can't remember how to make friends. It just sort of happens. I have made friends with people over the years, of course — the friends I made after I abandoned Matthew following the "I'm a wanker!" incident (such as Edward James Padgett, who has been mentioned in this post since it was first written, he just didn't see it); my university flatmates; my fellow students on my music course (though not on my English course — I didn't really get to know anyone on that side of things); and people I've worked with — but if I'm thrown into a new situation with unfamiliar people, or simply decide that I want to get to know new people who perhaps share my interests… I still have no idea how to do this.

    This is, as I'm sure you can appreciate, frustrating, particularly as at the age of 32 I finally feel that I have found a number of geeky "niches" that I fit nicely into, and would like to share these experiences with like-minded people. I greatly enjoyed spending time with Mark and Lynette while we were over in Canada because they are both My Kind of People who enjoy the things I do — but I also found myself somewhat envious of them for having a group of friends they play Dungeons & Dragons with, watch anime with while drinking cocktails and all manner of other things that are in keeping with their interests.

    This isn't to say I don't have friends, obviously. The friends I see most frequently are my regular(ish) board gaming group, and I wouldn't exchange them for anything, since I really, really appreciate the time I spend with them indulging in our mutual hobby. However, we do have our own incompatibilities — two of our number are really into football, for example, while the rest of us either have no strong feelings or actively hate it. (I fall into the latter category.) Similarly, I very much like Japanese video games, while several of the others cling to common misconceptions about them and thus either refuse to play them or have little interest in exploring them and having their misconceptions disproven — though at least they are patient and willing to listen to me talk about them. Conversely, a couple of our number are big into Skyrim, a game which I found almost unbearably tedious after a while. To continue the pattern, I'm a big fan of anime and would really like it if I could have a semi-regular viewing session with a small group of people, but no-one from that particular group is biting for various reasons — some don't like or don't see the point of sitting and watching something together as a group; some aren't interested in anime.

    You get the picture, anyway. I obviously don't begrudge my friends these incompatibilities we have — everyone is different, after all, and thus has their own tastes — but I find myself wishing on a regular basis that it was a bit easier to find additional friends (note: not "new" friends, because to me that implies a degree of "replacement", which I don't want) who have common interests.

    Actually, let me qualify that somewhat: I find myself wishing that it was a bit easier to find additional local friends who have common interests. It's obviously no problem whatsoever to find new friends on the Internet who have similar tastes to me, and I'm very grateful for the fact that I do have so many people on the Internet that I can rant and rave about how awesome Ar Tonelico is or how much Kana Little Sister made me cry or whatever. But as much as I appreciate these friends in far-flung corners of the world, it's not quite the same as having someone you can just pop over and see at short notice, hang out and do some things that you both enjoy.

    So, uh, anyone want to hang out, play some games and watch some anime?

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    1220: An Open Invitation to My Friends in the Southampton Area (and Anyone Who Can Get to Southampton Relatively Easily) https://imnotdoctorwho.moegamer.net/2013/05/22/1220-an-open-invitation-to-my-friends-in-the-southampton-area-and-anyone-who-can-get-to-southampton-relatively-easily/ https://imnotdoctorwho.moegamer.net/2013/05/22/1220-an-open-invitation-to-my-friends-in-the-southampton-area-and-anyone-who-can-get-to-southampton-relatively-easily/#respond Wed, 22 May 2013 14:08:35 +0000 http://angryjedi.wordpress.com/?p=5433 Hello! This is a curiously specific post, I know, but looking at my frankly quite impressive board game collection, I realise that I'm keen to share it with more people than I currently do. Don't get me wrong, I greatly enjoy playing with our regular board game group — this very weekend we're taking a … Continue reading 1220: An Open Invitation to My Friends in the Southampton Area (and Anyone Who Can Get to Southampton Relatively Easily)

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    May 22 -- Board GamesHello! This is a curiously specific post, I know, but looking at my frankly quite impressive board game collection, I realise that I'm keen to share it with more people than I currently do. Don't get me wrong, I greatly enjoy playing with our regular board game group — this very weekend we're taking a trip away to do nothing but play board games for several days — but as a group we have specific tastes that means certain games get to the table more often than others, and certain other games rarely get to the table at all. Everyone has different tastes, of course, so it would be good to try out these games on a selection of people — plus it'll give me some practice in teaching them to people, as well as the opportunity to socialise with people a bit more than I do currently. (Part of the reason I wanted to move back to Southampton, of course, was so I could see my friends more often — something which I could probably do more of now I'm here!)

    What I thought I'd do, then, is outline the games in my collection in one or two sentences each rather than detailed writeups, then if any sound interesting or appealing to you, dear Southampton-based friend, you can let me know and we can arrange an evening of gaming good times. Sound good? Of course it does. Let us begin, then.

    Here's what I have to offer you:

    Advanced Heroquest: More complex version of Hero Quest. Explore dungeons, fight monsters, solve puzzles. Best played as a long-term campaign in which your characters grow in strength over time.

    Agricola: A game in which you play a medieval German farmer. By carefully assigning your family members to perform various activities, you must build up your farm to be as successful and profitable as possible while ensuring you can still feed everyone. You will probably beat me at this.

    Arkham Horror: A long, cooperative game in which everyone teams up to battle one of the Old Ones from H.P. Lovecraft's Cthulhu mythos. Relatively complex, but a lot of fun — particularly if you enjoy some light role-playing.

    Ascension: A "deckbuilding" card game in which you gradually acquire more and more cards which can be played to either buy further cards or defeat monster cards to score points. Simple to learn, quick to play but a surprising amount of depth.

    Blokus: A simple, abstract game in which you have a selection of oddly-shaped Tetris-style pieces and must arrange them so that they only touch corners. Meanwhile, your opponents are doing the same, and whoever uses the most of their pieces by the time no-one else can put a piece down wins. Available in four- and two-player formats.

    Catan: A building and trading game in which three or four players compete to settle an island. Acquire resources, trade with your opponents and attempt to be the first to score ten points. I also have the Seafarers expansion, which adds a few extra mechanics and more variety.

    Catan Card Game: A two-player card game loosely based on Catan in which players compete to build the best kingdom before their opponent does.

    Carcassonne: A simple to understand but highly competitive tile-laying game in which players compete to control the most areas of French countryside by the time all the tiles have been laid.

    Cards Against Humanity: One of the best "icebreaker" games I've ever seen — in Cards Against Humanity, one player asks a question or provides a "fill-in-the-blank" phrase from a black card, while all other players submit their answers using white cards with various words and phrases printed on them. The answers are then jumbled up, and the one who asked the question chooses their favourite, who then scores points.

    Chess: It's chess.

    Chez Cthulhu: A gang of Old One-worshipping slackers must make use of their items and spare time in order to gain as much "Slack" as possible without going mad… or while going as mad as possible.

    Cleopatra and the Society of Architects: A beautifully-designed game in which you collect various cards in order to construct Cleopatra's palace. Similar in many ways to Ticket to Ride — see later.

    Cranium Cards: I'm yet to play this, but it looks like a fun party game. Lots of vaguely cerebral, creative and improvisational challenges.

    Defender: A board game adaptation of the '80s arcade game. Yes, really. Not really the best game in the world, but I keep it around for novelty value.

    Descent: Journeys in the Dark: While resembling a "dungeon crawler" (a la Advanced Heroquest above), Descent is actually more of a team-based strategy battle game. A team of "hero" players, each controlling one unique character each, take on the forces of the Evil Overlord player to complete various scenarios which can optionally be linked together into a story-based campaign.

    Dixit: A simple game about creative descriptions, knowing your friends and bluffing. Each player is dealt a hand of unique cards with pictures on them. The player who is currently the "storyteller" secretly chooses a card and describes it with a word, phrase or sentence. Everyone else then picks a card from their hand they think relates to the sentence, then the storyteller shuffles and reveals them. Player then vote on which one they think the storyteller's card was, with points being scored according to various criteria.

    Dominion: A card game somewhat similar to Ascension in that you gradually build up a deck of cards as you play, but where instead of fighting monsters you are attempting to build up a kingdom. A lot of variety due to the fact the game doesn't use all its cards in a single play — instead, a random selection is chosen for each session.

    Dungeons and Dragons Adventures: The Legend of Drizzt: A simple cooperative dungeon crawler loosely based on the popular Dungeons and Dragons role-playing system. This is strictly focused on exploring dungeons and battling monsters rather than role-playing, however, and makes use of an easy to understand system that is quick to play.

    DungeonQuest: A heavily-random, brutally difficult game in which four players compete to make it to the dragon's lair at the centre of the board, nick as much treasure as possible then escape without dying in the process. Harder than it sounds. Not very strategic, but amusingly fun.

    Flash Point: A cooperative game in which players control a team of firefighters as they attempt to rescue survivors from a burning building. Each player has their own special abilities, so collaboration and cooperation is a must.

    Fluxx: A card game whose rules change as you play.

    Gold Thief: A simple card game in which you use various "character cards" to add or remove to your personal stash of gold coins in an attempt to have the specific amount requests on a "goal card" at the start of your turn.

    Guildhall: A simple, quick card game in which you must collect "sets" of cards with the same job on them in order to purchase cards with points on them. Each card has its own special ability that becomes more effective the more copies of it you have in your "Guildhall".

    Hero Quest: Super-simple dungeon crawler with a wide variety of quests that can either be played as one-offs or as a longer campaign.

    King of Tokyo: A very silly dice game in which you play one of several B-movie-style monsters as they attempt to take over Tokyo. Shouting "RRAAARRGH" while playing is optional, but encouraged.

    Last Night on Earth: A survival horror game in which one team of players controls the survivors in a small American town, while the other controls the zombies as they attempt to eat their brains. Several different scenarios give this one a good amount of variety.

    Lord of the Fries: You are a zombie that runs a fast-food restaurant. Compete against your friends to be the first to create various dishes and score points.

    Monopoly Deal: How do you make Monopoly good? Ditch all the rules, pieces and board and turn it into a card game with lots of screwing each other over. Simple, quick and fun.

    Munchkin: A humorous card game based on the "kill enemies and take their stuff" formula of most dungeon crawler games. Not to be taken seriously.

    Mystery of the Abbey: Cluedo for grownups. Taking on the role of a monk in the titular abbey, you must use your deductive skills to determine who the murderer is while going about your usual monkly duties.

    Mystery Express: It's Murder on the Orient Express: The Game. To be honest, I am yet to play a complete game of this, so I wouldn't mind busting it out with some people who would like to learn it.

    Pandemic: A cooperative game in which players team up to battle four virulent diseases that are taking over the globe. Like Flash Point, each player has their own unique special ability to contribute to the team's effort as a whole.

    Pit: A game in which you shout at each other in order to trade cards and attempt to be the first to collect a set.

    Risk: It's Risk.

    Scrabble Dash: A simple word game in which you must be the first to lay down letter cards from your hand to make a word that meets the requirements.

    Smash Up: A simple and hilarious card game in which you combine two "factions" together to make a single deck of cards, then use these factions' abilities to smash the crap out of various bases and score points. The factions include zombies, pirates, ninjas, robots, fairies, dinosaurs, aliens and wizards. So yes, you can be robot pirates. Or dinosaur wizards. Or ninja fairies.

    Shadows over Camelot: A cooperative game with a twist: one of the Knights of the Round Table might be a traitor secretly scheming to undermine the others' hard work questing around the realm.

    Space Crusade: The classic Games Workshop game in which up to three Space Marine players enter an alien spacecraft in an attempt to take down the forces of the Alien player and complete a specific objective.

    StarCraft: The Board Game: A board game adaptation of the popular computer game that actually has relatively little in common with its source material save for the factions and units. In StarCraft, you're competing against your opponents for control of the galaxy and its precious resources while attempting to wipe your rivals out.

    Ticket to Ride: A fun, easy to understand game in which you collect sets of coloured cards in order to claim train routes across America and score points. Bonus points at the end if you complete specific routes on cards handed to you at the outset; penalty points if you don't complete them.

    Uno: Simple card game, popular with naked people on Xbox Live.

    Warhammer Quest: Variant on Advanced Heroquest and its ilk. Warhammer Quest is quite heavily randomised, but a lot of fun and friendly to both individual sessions and ongoing campaigns.

    Whack a Catgirl: An anime-themed card game in which you lure an adorable catgirl over to you with various "bait" items, then whack her over the head with other amusing items to score points.

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    1219: Yes, The Third Xbox Really Is Called 'Xbox One' https://imnotdoctorwho.moegamer.net/2013/05/21/1219-yes-the-third-xbox-really-is-called-xbox-one/ https://imnotdoctorwho.moegamer.net/2013/05/21/1219-yes-the-third-xbox-really-is-called-xbox-one/#respond Tue, 21 May 2013 22:04:25 +0000 http://angryjedi.wordpress.com/?p=5429 So Microsoft announced the third-generation Xbox console today, and just to confuse everyone they called it the Xbox One. I can't quite make up my mind whether this is more or less stupid than the "Xbox 720" moniker that everyone inexplicably latched onto a while back, but the fact remains that it's a stupid name. And … Continue reading 1219: Yes, The Third Xbox Really Is Called 'Xbox One'

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    May 21 -- Xbox OneSo Microsoft announced the third-generation Xbox console today, and just to confuse everyone they called it the Xbox One. I can't quite make up my mind whether this is more or less stupid than the "Xbox 720" moniker that everyone inexplicably latched onto a while back, but the fact remains that it's a stupid name. And not stupid in the same way that the Wii has a stupid name; no, calling the third Xbox "Xbox One" is stupid in that it is misleading and confusing. Have Microsoft learned nothing from Nintendo's apparent difficulty at communicating that the Wii U is a completely separate system from the Wii?

    It seems not. And apparently Microsoft are not particularly keen to learn from anything either — least of all the general buzz surrounding the machine prior to its official reveal today.

    No mention was made of the rumoured "always online" requirement, at least — though that doesn't mean it won't be there, of course — but in possibly the biggest facepalm news of the day, it was revealed by Wired that the Xbox One will indeed feature some anti-used games technology — not an outright block as was originally rumoured, thankfully, but instead an apparent requirement that all games be installed, and that once a game is installed it is tied to a single "account". Other "accounts" (and it's not clear whether this refers to a single console or literally a single user) may install and run the game by paying a fee. It's not yet been announced what this fee will be… but it's there.

    Here's the quote from Wired:

    There’s one feature of Xbox One from which we can infer quite a few conclusions: You can install any game from the disc to the console’s hard drive, and then play that game whenever you like without having to put the disc in.

    Wired asked Microsoft if installation would be mandatory. “On the new Xbox, all game discs are installed to the HDD to play,” the company responded in an emailed statement. Sounds mandatory to us.

    What follows naturally from this is that each disc would have to be tied to a unique Xbox Live account, else you could take a single disc and pass it between everyone you know and copy the game over and over. Since this is clearly not going to happen, each disc must then only install for a single owner.

    Microsoft did say that if a disc was used with a second account, that owner would be given the option to pay a fee and install the game from the disc, which would then mean that the new account would also own the game and could play it without the disc.

    But what if a second person simply wanted to put the disc in and play the game without installing – and without paying extra? In other words, what happens to our traditional concept of a “used game”? This is a question for which Microsoft did not yet have an answer, and is surely something that game buyers (as well as renters and lenders) will want to know. (Update: Microsoft called Wired after this story was originally published to say that the company did have a plan for used games, and that further details were forthcoming.)

    Some of that quote is, of course, drawing conclusions from the things that Microsoft said (and, for that matter, didn't say) but the fact that this "fee" is present at all is further evidence of the growing anti-consumer trend in the mainstream gaming industry. Between all the stupid preorder bonuses, season passes, DLC that should have been part of the game in the first place, Online Passes (recently discontinued by EA — now we know why!), the "business" side of things is not presently particularly friendly to the people who, ultimately, hand over the money at the end of the day: the consumers.

    The fact that Microsoft implemented this system at all is utterly bewildering. Surely someone at the company noticed the overwhelmingly negative attitudes expressed towards even the slightest rumour that the new Xbox would either block or restrict access to used games. There is absolutely no way that no-one at Microsoft would have noticed this — which means that they've taken an executive decision to simply ignore public opinion. This smacks of arrogance — and of pride before a fall. Although there are already Microsoft apologists in comments sections across the land saying that they "don't mind" this proposed "fee" system, there are significant numbers of people saying they will jump ship to Sony if this is the way that things are going to be.

    Sony learned this lesson the hard way after enjoying the huge success of the PS2 and then falling on their asses when they tried to overreach with the PS3 — something they still haven't quite recovered from. That left room for Nintendo to swoop in and corner the market with the technologically-inferior Wii, and then for Microsoft to catch up with its successful courting of the casual gaming "dudebro" contingent who play little more than Call of Duty and Madden. While Microsoft has built itself a considerable degree of brand loyalty over the last few years, they're in serious danger of "core gamers" (ugh) leaving them in favour of the PS4 if they're not careful.

    But perhaps this doesn't worry them at all. The Xbox brand has gone from a hulking dark grey slab that featured a warning not to drop it on children in its manual (really) to an all-in-one entertainment solution with an appalling interface and an all-but-mandatory subscription fee if you want to do anything vaguely cool with it. People are still buying the 360 even though its user experience has gradually got significantly worse over the years — and despite a proven track record of hardware failure. The Call of Duty loyalists still see their beloved game as an Xbox-centric title. With all these people, perhaps they don't need the support of the more dedicated gamers who want to do more than indulge in brown-tinted manshoots. Perhaps the Xbox One will be little more than a Call of Duty machine so far as games are concerned.

    To be honest, if that happens, it's actually fine with me — it saves me a few hundred quid. It's just a bit sad that what should be something exciting — new consoles for the first time in quite a long while! — is instead reacted to with caution and cynicism rather than genuine enthusiasm. How the times have changed.

    I'll revisit my opinion on the Xbox One once I see some games for it. But for now, Microsoft have done a very bad job of selling it to me — someone who has been playing games since he was old enough to pick up a joystick. And I'm not alone in that viewpoint.

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    1218: Sins of the Fathers https://imnotdoctorwho.moegamer.net/2013/05/20/1218-sins-of-the-fathers/ https://imnotdoctorwho.moegamer.net/2013/05/20/1218-sins-of-the-fathers/#respond Mon, 20 May 2013 23:06:43 +0000 http://angryjedi.wordpress.com/?p=5425 I've been replaying Gabriel Knight: Sins of the Fathers recently. I've been meaning to do this for some time now and have in fact restarted it several times, but never got around to finishing it for various reasons. This time is "the charm", though, and I intend on running through the whole series — I can't remember … Continue reading 1218: Sins of the Fathers

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    May 21 -- Gabriel KnightI've been replaying Gabriel Knight: Sins of the Fathers recently. I've been meaning to do this for some time now and have in fact restarted it several times, but never got around to finishing it for various reasons. This time is "the charm", though, and I intend on running through the whole series — I can't remember much about The Beast Within (except, bizarrely, for the puzzle solution "Thomas? Thomas? Herr Doktor Klingmann here. Show our wolves to Mr. Knight.") and I've never finished Blood of the Sacred, Blood of the Damned. Perhaps more impressively, I've managed to survive this long without having the latter spoiled at all, though I do know it ends on an apparently-infuriating cliffhanger that will likely never be resolved. Oh well.

    Back to the subject, though: Sins of the Fathers is still a cracking good time, and one of the best adventures that ever came out of the Sierra stable. Sure, it's not quite as elegant as LucasArts' best work — the lack of smart cursor is still somewhat exasperating when hunting for teeny-tiny interactive hotspots on the screen and the game has a peculiar habit of adjusting its animation speed seemingly at random occasionally — but the important thing is that it tells one of the best stories ever seen in video games. And it's a well-written story, too, because having a good story and being well-written aren't necessarily the same thing.

    I first played Sins of the Fathers when I was but a teenage whelp. I enjoyed it a lot and have thought back fondly on it and its successors ever since, but playing it now at the age of 32, I find myself wondering how much I truly appreciated it when I first played it. Playing it now, it's abundantly clear that it's a genuinely mature game, written for adults. This doesn't mean it's full of sex, violence and bad language — though it does contain all three to varying degrees — but that it doesn't treat its audience as idiots. The characters are written in such a way as to be realistic and believable, even once the plot starts entering its stranger territory in the latter half of the game.

    It's also a wonderful example of pacing. By splitting the game into "days", it has a somewhat episodic flavour that helps structure the story and gradually ramp up the intensity as it progresses. The activities you're doing on Day 1 of the game are rather mundane — they're the interactive equivalent of "establishing shots" — but by the end of the game, you're thoroughly immersed in the game's small world, feel like you know the game's cast of characters extremely well and you're emotionally invested in seeing things through to their conclusion.

    The amount of detail in the setting is impressive, too. The topic-based conversation system allows you to quiz most of the game's characters on any of the subjects Gabriel has found out about throughout the course of the plot, and most people have something to say about most of them. Whether it's discovering Gabriel's family history or delving into the historical roots of Voodoo, there's a massive amount of obviously well-researched material in the game — much of which can be safely skipped past if you just want to get to the meat of the plot, but much of which provides some wonderfully flavourful background information on the game world, plot, characters and real-life concepts on which the narrative is based.

    Also, mid-'90s all-star voice cast? Tim Curry! Mark Hamill! Leah Remini! Michael Dorn! Efrem Zimbalist Jr!

    In short, if you haven't yet played Sins of the Fathers, you should rectify this as soon as possible. It costs just $5.99 over at GOG.com, so there's really no excuse. Get to it, Schattenjäger!

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    1217: Board Game Geek https://imnotdoctorwho.moegamer.net/2013/05/20/1217-board-game-geek/ https://imnotdoctorwho.moegamer.net/2013/05/20/1217-board-game-geek/#respond Mon, 20 May 2013 01:08:49 +0000 http://angryjedi.wordpress.com/?p=5411 I really like board games, as those of you who have been reading for a while will know. While I'm perhaps not quite as "hardcore" into the hobby as some on the Internet — largely due to not getting to play quite as often as I'd like — I do firmly count myself in that … Continue reading 1217: Board Game Geek

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    I really like board games, as those of you who have been reading for a while will know. While I'm perhaps not quite as "hardcore" into the hobby as some on the Internet — largely due to not getting to play quite as often as I'd like — I do firmly count myself in that contingent of geeks who enjoy shuffling cards, fiddling with cardboard chits and moving wooden and/or plastic pieces around on a table. There's something inherently fun about it as a physical activity, and the social side of things shouldn't be understated, either — it's a great thing to do with friends if you don't feel like going out, and is an activity that can easily be "scaled" according to how many people you have and how much time you have available.

    Next weekend, I'm taking a short trip away with some friends of mine to make merry and play a ton of board and card games. I'm really looking forward to it, since it will be some uninterrupted time to enjoy ourselves without having to worry about being home on time or anything like that. (I will add at this juncture that Andie is enormously understanding and patient regarding my geeky hobbies, and that I appreciate it enormously — especially when she joins in!)

    Anyway, in preparation for said weekend, I catalogued the games I have available, and it seems I have amassed quite a sizeable collection over the last few years. I am happy about this, and I like displaying them as a talking point. (If you come over to our place and you see anything exciting-looking that you'd like to play on my shelf, just say the word and I'll be more than happy to bust it out.)

    For those less familiar with the hobby, it's difficult to know where to start. So I thought today I'd spend a moment going over some of my favourites from "The Davison Collection" and why they're worth a look. Not all of these games hit the table regularly in our gaming group due to our varying tastes, but I enjoy all of them for various reasons.

    tickettoride_boxTicket to Ride

    If you're just getting into board gaming — and by that I mean "ready to step beyond Monopoly and Scrabble" — there are few games I can recommend more than Alan R. Moon's classic Ticket to Ride. It's as simple as that.

    Ticket to Ride's theme is that you are claiming train routes across North America, circa 1920. (Alternatively, in one of the many other versions of the game, you might be traversing Europe, Scandinavia or all manner of other places — each alternative version also features slightly-modified rules for variety.)

    This isn't a dry, complicated business simulation, though; quite the opposite. Ticket to Ride is actually a relatively simple game of set collection. You're dealt a hand of coloured cards at the outset of the game, and on each of your turns you can do one of three things: draw two more cards, either from the selection of five face-up cards on the table, or from the face-down draw pile; claim a route by playing the corresponding number of like-coloured cards to the discard pile and scoring points for it; or drawing new "route tickets" that provide long-term challenges to be scored at the end of the game. That's essentially everything you need to know to get started — there are a couple of extra rules involving when you can and can't draw rainbow-coloured "locomotive" wild cards, but essentially those three actions are all you need to know to start playing Ticket to Ride.

    Once you've got the rules down, a game of Ticket to Ride is done and dusted in maybe 30-45 minutes, depending on how many players you've got. It's a great game to introduce "non-gamers" to the hobby, and a good "start of evening" game to get everybody warmed up.

    carcassonne_boxCarcassonne

    Staying with the theme of "easy to understand, hard to master" games, we have Klaus-Jürgen Wrede's Carcassonne, a deceptively simple yet enormously competitive game that is as fun with two players as it is with five.

    There are very few rules to learn in Carcassonne. On your turn, you draw a square tile from a face-down stack, then place it somewhere on the table in such a manner that it connects to something else. Pretty much every tile connects to something, so I believe it's impossible to get into a situation where you can't play anything at all — though clever play by your opponents may mean that you might not be able to play exactly where you want to.

    Points are scored in Carcassonne by completing "features" on the map. These include cities, roads and cloisters. Each of these is claimed by placing one of your little wooden "meeples" on the tile you just placed to mark your ownership of the feature, then completing it. Cities must have a complete wall; roads must terminate at junctions, cities or cloisters; cloisters must have the eight tiles surrounding them filled. You don't get your meeple back until you complete the feature, so one strategy is to make it as hard as possible for your opponents to finish their features, thereby depriving them of further point-scoring opportunities in the later game. You also can't "share" a feature with another player unless you claim an unconnected part of it and later join it up. You can add more than one meeple to a feature to defend it more strongly in the same way — you can't, however, simply add multiple meeples to connected tiles of the same feature.

    Carcassonne's "long game" comes in its "farming" mechanic, the exact implementation of which depends on how old the edition you're playing is. In most current editions of the game, farms are claimed by lying a meeple down on its side in the grasslands between roads and cities. This meeple can never be reclaimed, and scores no points at the end of the game. When the game ends, each field enclosed by cities and/or roads is calculated separately — the player with the most meeples in that field scores three points per city. Again, you can't add meeples to a farm that has already been claimed except by claiming an unconnected area and later joining it up — a process which can often be quite tricky to complete.

    Carcassonne has extremely simple mechanics that belie a huge amount of tactical depth. It's quick and easy to play, yet has the potential to get enormously competitive — in other words, it's a great game for board game newbies to cut their teeth on, and one that remains relevant even as you get deeper into the hobby.

    pandemic-2013-box-art-fullPandemic

    Pandemic is a cooperative board game in which players take on the role of disease control specialists attempting to cure four viruses that are spreading across the world. Each player has unique special abilities, and a significant amount of collaboration is required to beat the challenges the game provides.

    Like the other games on this list, Pandemic's mechanics are fairly simple. To cure a disease, all you have to do is collect a set of like-coloured cards, then ensure you're in a research station to discard the cards and discover a cure. The twist is that it's a bit fiddly to trade these cards between hands, and all the while you're faffing around collecting cards, the disease is continuing to spread across the world, meaning you occasionally have to prioritise charging off on an aid mission to stop the viruses spreading unchecked.

    Pandemic is a challenging game. There are several ways to lose: running out of cards to draw; running out of coloured cubes to represent a disease; or allowing the number of "outbreaks" — occasions where an already heavily-infected city causes nearby cities to be struck down also — to reach its maximum. It is fairly likely that the players will lose the game, particularly when playing on the harder difficulty levels — but it is still fun despite its challenge factor.

    Pandemic is a good game to encourage cooperation, communication and collaboration, and it's great for those who aren't good with super-competitive games or direct conflict. It's strictly the players against the game — unless you're playing the "bio-terrorist" mode that comes with the "On the Brink" expansion set — and thus either everyone wins together… or more likely, everyone loses together.

    catgirl-coverWhack a Catgirl

    I'm not going to pretend this is the best game in the world, but it is silly and enjoyable — and not only that, it plays super-quickly, too.

    In Whack a Catgirl, you are attempting to pelt an irritatingly cute anime-style catgirl with a variety of amusing objects. The basic mechanics of the game consist of drawing cards from a central face-up pool and either playing them immediately if they are an action card, or putting them in your "arsenal" in front of you if they are item cards. Once you have at least two "hearts" worth of items in front of you, you can lure Neko-chan the catgirl over to you with them — discarding them in the process — and then batter her over the head with another one or two of your items, depending on how many "hearts" you expended to lure her. Flinging items at Neko-chan allows you to discard them into your face-down score pile, which is totted up at the end of the game.

    That's basically it. The game mechanics are super-simple, but the fun in Whack a Catgirl comes from the silly cards and the theme. It's fair to say that the humour and references on the cards are probably best suited to anime fans or at least those familiar with Japanese popular entertainment, but anyone can get a kick out of the amusing artwork and inherent ridiculousness of the theme.

    Fun fact: this was one of the first games from Asmadi Games, who have come to somewhat greater prominence recently through their chaotic card game We Didn't Playtest This At All.

    RoboRallyRobo Rally

    This is basically Logo: The Game, a reference which was totally lost on everyone I last mentioned it to. Come on! PEN DOWN, FORWARD 100, RIGHT 90? No? I'll be over here, being an old fart.

    In Robo Rally, you take on the role of one of several amusingly-named robots and must proceed through a series of checkpoints before the other robots do. Simple as that. Except it's not quite that simple — the courses are extremely hazardous, the other robots have a habit of shooting at you if you're in their firing line, and the amount of control you have over your robot can occasionally be inconveniently unpredictable.

    A single turn in Robo Rally consists of drawing cards, then using them to "program" your robot's actions for the turn. Cards allow robots to move forward and backwards and turn left and right. Once everyone has programmed their robots, everyone resolves their moves one step at a time. If a robot ends a move facing another robot, it fires at it and causes damage. If a robot moves into another robot, it pushes it along — something which can seriously fuck up a carefully-laid plan.

    As a robot gets more damaged, more of its cards become "locked", which means that the robot must perform that same fixed action on its turn. As you can probably imagine, this can be enormously inconvenient, particularly if it's a "move forward" card that carries a significant risk of throwing you down a pit. Further complications are added by environmental hazards such as conveyor belts, lasers, walls and all manner of other problems. What initially appears to be a simple task quickly becomes very challenging — particularly with the chaos of the other players thrown into the mix.

    Robo Rally is simple to pick up but hard to master. It's a lot of fun, particularly for those who enjoy thinking about things logically, but be warned, it's pretty rare you'll be able to pull off the "perfect" plan every time!

    Storm-of-SoulsAscension

    This is a "deckbuilding" game — a game where you start with a fixed deck of cards, shuffled randomly, and then gradually acquire more and more cards as the game progresses. These cards fall into two main categories — cards which help you buy things, and cards which help you fight things. Your points largely come around from fighting things by playing a high enough value of "fight" cards on the table — but in order to acquire said fight cards you will, of course, have to spend some time acquiring some cards that help you buy things.

    Ascension's mechanics are easy to pick up and games flow quite quickly, even with four players. The deckbuilding mechanic is a lot of fun and helps ensure that games are never quite the same, and it's just thematic enough to keep fans of fighting fantasy monsters happy, while providing enough strategy for beard-scratching tactical fans to have things to think about.

    Talking of deckbuilding…

    dominion_boxDominion

    Dominion is an interesting game that has a lot of potential variations. Each time you play, you pick a random selection of card decks to use, meaning that each game has a different combination of special abilities available to you. Thematically, you're building a kingdom by purchasing territory and constructing facilities, but in practice you're collecting cards that work well together and allow you to do more with your turn than you can at the outset of the game. The basic mechanics are relatively simple, but the tactical possibilities provided by the cards mean that the game grows gradually in complexity as you collect more cards for your deck.

    Dominion perhaps isn't quite as accessible as Ascension is, but it's probably the deeper game. Once you get your head around the rules and become familiar with the cards, games can flow pretty quickly — until then, however, be prepared to spend a bit of "thinking time" determining how the various cards can benefit you.

    Agricola-box-artHonourable Mention: Agricola

    I feel honour-bound to mention Agricola because my gaming group is such a big fan of it, but I honestly don't enjoy it all that much when it does come out. This is largely due to the fact that I'm not very good at it, which I appreciate is a somewhat shallow reason to dislike it, but there you are.

    Actually, the thing I dislike more than anything about Agricola is not that I always lose at it, but it's that I don't really understand why I lose, or how I can do any better. And looking up potential strategies online doesn't really seem to help either. It's just something I need to become more familiar with, I guess. I can certainly appreciate the interesting, complex but accessible mechanics at work in the game — I just have no idea how to do any better than I already do.

    Time to practice, I guess.

     

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    1216: Hometime https://imnotdoctorwho.moegamer.net/2013/05/19/1216-hometime/ https://imnotdoctorwho.moegamer.net/2013/05/19/1216-hometime/#respond Sun, 19 May 2013 00:00:25 +0000 http://angryjedi.wordpress.com/?p=5406 I am writing this to you from English soil. Boooooo! Yes, that's right; we're back home. Apologies to those of you who are in the Toronto area who maybe wanted to catch up and we didn't get the opportunity to — turns out we filled two full weeks pretty nicely with Stuff to Do. A … Continue reading 1216: Hometime

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    I am writing this to you from English soil. Boooooo!

    Yes, that's right; we're back home. Apologies to those of you who are in the Toronto area who maybe wanted to catch up and we didn't get the opportunity to — turns out we filled two full weeks pretty nicely with Stuff to Do.

    A very public "thanks" to Mark and Lynette for putting us up for two weeks at their lovely house with its regular squirrel visitors, and thanks to our mutual friend Jonathan for providing us with some board and card game entertainment on more than one occasion. It's a shame we didn't have more time to try some games a little more than we did — I would have liked to play A Touch of Evil again, and I'm bummed we didn't get time to play Mice & Mystics — but we'll just have to save those for next time, I guess!

    The flight back was uneventful, and unusually for me, I managed to actually sleep for most of it. This was perhaps at least partly due to the fact that we had to be up at some ungodly hour in the morning to actually catch the plane, but perhaps it was also a case of the prior two weeks catching up with us somewhat. It wasn't the most hectic, chaotic holiday I've been on — thankfully; I'm not a big fan of holidays where you're constantly doing stuff and never get any time to just kick back and relax — but it had enough stuff going on to keep things interesting while wearing us out somewhat. To be honest, my main priority for the trip was to see my friends rather than do the "tourist" thing, but I'm glad we had the opportunity for a jaunt around the ROM and the zoo while we were there.

    I think the highlight of Toronto for me has to be the board game cafe Snakes & Lattes that I mentioned the other day. If there was such a place here in Southampton, I think I would probably spend a lot of time there — so long as I could find people to go with, of course.

    There actually is a regularly-meeting board game group here in Southampton, but I have held off attending thus far due to my own issues with social anxiety and meeting new people. I have little doubt that I would probably have a good time if I just went along and met some new people, but it's getting over that initial hurdle that's the tough bit. Of course, if I lived in Toronto and attended Snakes on a regular basis, I'd probably run into the same issue, so… well. That's something to contemplate another time.

    It is both nice to be back and sad to be home. We both had a great time, and I hope we get the chance to do it again sometime soon. For now, however, I think it's probably time to get some sleep!

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    1215: Zoology https://imnotdoctorwho.moegamer.net/2013/05/18/1215-zoology/ https://imnotdoctorwho.moegamer.net/2013/05/18/1215-zoology/#respond Sat, 18 May 2013 05:08:07 +0000 http://angryjedi.wordpress.com/?p=5399 Andie and I took a trip out to Toronto Zoo today. Getting there from Mark and Lynette's house was quite a trek on public transit, but it's eminently possible. (For those curious, you ride the subway all the way to the east end of the green line — Kennedy station — then catch an 86A … Continue reading 1215: Zoology

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    Derrrrrp.Andie and I took a trip out to Toronto Zoo today. Getting there from Mark and Lynette's house was quite a trek on public transit, but it's eminently possible. (For those curious, you ride the subway all the way to the east end of the green line — Kennedy station — then catch an 86A bus to the zoo. Said bus stops approximately every 100 yards on the way, lengthening the journey by a considerable degree, but you do get there eventually.)

    I've been to the zoo here before, but Andie hasn't. (Obvious, really, since she hasn't been to Toronto before.) Like much of my wanderings around the city in general over the last couple of weeks, I was surprised by quite how much I remembered. A few things have changed since I last came — some exhibits have opened and closed, and we were just a day too early to get a chance to see the zoo's newly-acquired giant pandas — but for the most part it was pretty much as I remembered.

    I'm generally not particularly big on "cultural" trips. Museums often bore me if there's not much in the way of interactivity, and my appreciation of the visual arts (or lack thereof) limits my enjoyment of an art gallery. I'm not even a huge fan of live music in many cases, despite being a musician myself, because I'm more interested in the music itself rather than the performance more often than not. (The exception to this rule is live performances of jazz/soul etc, which often have a lot more "personality" than live performances of art music. But I digress.)

    IMG_2551Where was I? Oh yes. I'm not generally that big on "cultural" trips, but I must confess to having something of a soft spot for a good zoo. I think it's the simple fact that animals are interesting and unpredictable to watch, and it can be fascinating to discover a creature you were previously unfamiliar with. Particular highlights today, for example, included a "tree kangaroo", which looked rather cat-like; the discovery that bats can and will climb around like monkeys as well as hanging there being boring and/or flapping around wildly; that tigers actually do say "rawr"; and that somewhere in deepest darkest Africa there's a ridiculous-looking bird with an enormous beak that would apparently rather jump between tree branches than actually fly.

    Toronto Zoo is a good zoo if you enjoy looking at animals (derp) because there's a lot of them in a variety of different environments. It's quite a trek to get around the whole thing, but it's a worthwhile experience, as you'll have the chance to see all manner of different things. Although today, being a weekday, was relatively quiet, it was clear what the "highlights" for the general public were — the polar bears were winning by a long shot, though I suspect once the new panda exhibit is open to the public it will prove similarly popular, if not more so.

    We also took a ride on the "zoomobile" electric car tour thing. This initially appeared a bit steep at $8 each, but after riding it all the way around and being taken into some "zoomobile exclusive" safari park-style areas with free-roaming animals, it proved a worthwhile experience, so be sure to check it out if you're in the area.

    IMG_2568Oh, and also we saw a horny male zebra with a gigantic dong trying to boff a female who wasn't having any of it. Poor chap.

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    1214: Inner Sanctum https://imnotdoctorwho.moegamer.net/2013/05/17/1214-inner-sanctum/ https://imnotdoctorwho.moegamer.net/2013/05/17/1214-inner-sanctum/#respond Fri, 17 May 2013 04:50:18 +0000 http://angryjedi.wordpress.com/?p=5392 Mark and I played a bunch of a recently-released indie game today. That game is Coffee Stain Studios' Sanctum 2, which I purchased a copy of for Mark as a thank-you present for putting us up for the last couple of weeks, and which I was also interested in playing. I enjoyed the original game's interesting … Continue reading 1214: Inner Sanctum

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    ss_41673936cf0df5cdf2b4c0549e118829730d8e88.1920x1080Mark and I played a bunch of a recently-released indie game today. That game is Coffee Stain Studios' Sanctum 2, which I purchased a copy of for Mark as a thank-you present for putting us up for the last couple of weeks, and which I was also interested in playing. I enjoyed the original game's interesting fusion of tower defense and first-person shooter mechanics as well as its distinctive presentation and excellent music, so I was actually quite interested to try the second game, and purchased a copy without a second thought.

    Then the game was released, and I decided to take a peep at the Steam Community page to see what the rest of the world thought of it.

    Big mistake.

    It seems that Sanctum 2 is the latest victim of elitist players expecting one thing from a game and getting something slightly different, then throwing all their toys out of the pram, demanding refunds and hurling abuse at the developers. Because Sanctum 2 is not the same game as the original Sanctum, it seems, it is worthy of scorn and vilification. Because Sanctum 2 incorporates a number of features that not only make it workable on console — it's also being released on Xbox Live Arcade — but change the game balance significantly from the original, apparently it is worthy of review-bombing on Metacritic and endless, endless whining on forums.

    ss_18b928231ce4b8b50c8e6f1bd11e9ef7cbd88164.1920x1080You know what, though? I've played a good 4 or 5 hours of Sanctum 2 today in total, and it's great. It isn't the original game, no, but why would you want it to be? Sanctum is still available for download, so if you like that, go play that. Sanctum 2 is a distinctive experience that, while in possession of a couple of strange design decisions, is a lot of fun to play both solo and cooperatively with other people. It is both strategic and action-packed; challenging and fun; and it offers a significantly greater amount of content and depth than the original game did when it came out of the gates.

    The complainers' biggest issues with the new game seem to be the fact that resources to build towers are now delivered as "drops" that have to be picked up manually, and that there is a hard limit of ten towers per level. The "drop" system means that everyone playing has to either agree on who is going to be in charge of building what — or charge off and race to be the first to pick up the resources. If you're playing with friends or people with whom you can communicate well, no problem. If you're playing with griefers and trolls, potential problem, but not insurmountable. (For what it's worth, I always prefer playing cooperative games with people I actually know anyway, and I'm sure I'm not the only one — and as such I probably won't run into this problem personally.)

    The ten-tower limit also simply isn't an issue in practical terms. I am yet to hit said limit, because plonking down "tower base" blocks to create a maze to hold up enemies does not count towards this limit, and the limited quantity of resources on hand means that it's only really practical to build a few towers per level anyway — you have to support your towers with your own gunplay in order to succeed. It's a true hybrid, in other words; you can't win without your towers, and your towers can't win without you.

    Some complainers have also whinged about the fact that you supposedly can't make complex mazes in this new game. To those people, I would invite them to have a go at the level Mark and I were playing before we wrapped up for the evening, in which we were defending two cores simultaneously from assault, and built impressive mazes on both sides of the level in order to keep the enemies away from our precious charges as long as possible. Careful tower placement and resource management was a must, and the nature of many of the enemies that came along made it necessary to cooperate, communicate and use skill and tactics to take them down rather than simply firing blindly at anything moving.

    ss_8a9cbab892d41cb1734508a572f1471a5b5a2117.1920x1080In short, Sanctum 2 is a very good game if you enjoy both first-person shooters and tower defense games that demand a slightly heavier degree of thought and strategy than normal. It's an excellent fusion of two fairly disparate game genres, and while there are a few things that could be tweaked here and there, it's perfectly enjoyable as it is. Not only that, Coffee Stain Studios have demonstrated that they are open to constructive feedback, too, and will likely continue to improve the game after its release. Given the abuse and vitriol that has been hurled their way today, they would be perfectly within their rights to just say "fuck you" to all the ungrateful gamers who are bitching about their new release, to be honest, so I have to admire them for their self-restraint in dealing with these people.

    It is, essentially, yet another case of a not-insignificant number of people suffering under the assumption that Their Way is the Right Way, and that anyone who disagrees with them is somehow an awful person. These people preferred the original Sanctum to its sequel and that's absolutely fine; their behaviour towards Coffee Stain Studios and anyone who has expressed a liking for the new game is not.

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    1213: Another Board Game Post https://imnotdoctorwho.moegamer.net/2013/05/16/1213-another-board-game-post/ https://imnotdoctorwho.moegamer.net/2013/05/16/1213-another-board-game-post/#respond Thu, 16 May 2013 05:08:26 +0000 http://angryjedi.wordpress.com/?p=5389 Today we had another little jaunt into Toronto. Our original intention was to have a wander around Kensington Market, but by the time we got there it was so hot and sunny that it was getting not-particularly-pleasant to wander around outside, so we decided to repair to Snakes & Lattes to sit in the relative cool, play … Continue reading 1213: Another Board Game Post

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    Today we had another little jaunt into Toronto. Our original intention was to have a wander around Kensington Market, but by the time we got there it was so hot and sunny that it was getting not-particularly-pleasant to wander around outside, so we decided to repair to Snakes & Lattes to sit in the relative cool, play some board games and wait to meet Mark and Lynette later that afternoon.

    Andie and I hit a few old favourites while we waited, including Carcassonne (which I won), Ticket to Ride: Nordic Countries (which I did not win), and Blokus (which I did win). Then other people showed up, including our mutual friend Jon, who introduced us to a few interesting games I hadn't come across before.

    The first of these was Fist of Dragonstones. I'd heard of this before but wasn't really familiar with it, so it was essentially new to me.

    Fist of Dragonstones is a bidding game in which you're trying to be the first player to score three victory points. This might not sound like a lot, but it's not especially easy to come by points. Most of the game revolves around bidding various amounts of in-game currency (the exact amount of which you have is kept secret from the other players) in a "closed-fist" bid to acquire character cards with various special abilities. These range from dragons, which provide you with coloured dragonstones, to wizards and magicians, who help you score points from various combinations of dragonstones. Certain cards allow you to mess with the other players or hinder their efforts, but your access to the cards is limited by what money you have on hand — and there's nowhere near enough for you to be able to bid on everything.

    It's an interesting game that I feel probably takes a few goes to "get" but it proved enjoyable. The dragonstones themselves are sparkly and shiny, too.

    The "main event" for the afternoon was a game I've been curious about for a while: A Touch of Evil. This game had been sold to me as being "like Arkham Horror but a fraction of the length and a fraction of the complexity". Since I like Arkham Horror but it rarely hits the table due to the sheer amount of time it takes to play it to completion, I was very curious to try this theme-heavy game that sees you fighting various evil masterminds in Colonial America.

    A Touch of Evil is indeed quite like Arkham Horror in many respects in that it encourages players to contemplate the narrative of their characters' actions rather than just following the game mechanics in a rather dry manner. There's no requirement to "role-play" or anything, but a considerable amount of enjoyment is added to the experience if you imagine or describe what the characters are getting up to and attempt to contextualise their dice rolls and skill checks.

    It's also interesting in that, unlike Arkham Horror, it doesn't have to be played as a purely cooperative game. It can instead be played as a co-op-competitive game in which players split into teams to see who can be the first to take down whatever Great Evil is threatening the world this time around, or even as a "free for all" game in which all players are working individually to be the first to take down whatever Great Evil is threatening the world this time around.

    There are a bunch of interesting little mechanics in A Touch of Evil that make it enjoyable, and heavily thematic. For example, the game's setting features a band of "elders" who can potentially be recruited to help out in the game's final confrontation. However, each elder has their own secret, represented by a card played under their character card. These secrets range from minor misdemeanours which don't affect the gameplay but which add some flavour to their character to the potential for them to be in league with the Great Evil — or even to be the Great Evil in disguise themselves! There's a lot of scope for surprises and hilarity, and the game never really felt like it was dragging — by the time Arkham Horror is starting to get tiresome, at least one player in A Touch of Evil is probably ready to trigger the showdown against the scenario's boss.

    I took advantage of Snakes & Lattes' excellent prices before I left and picked up copies of Flash Point and Guild Hall to add to the copies of Smash Up and Zombie Dice I acquired the other day. Andie also bought me a copy of King of Tokyo as a belated birthday present, and I grabbed a copy of Race for the Galaxy on behalf of one of my regular board game buddies back home. I'm looking forward to trying all these games out when I get back — we have a "gaming weekend" lined up at the end of the month, so that should be a lot of fun.

    Not sure what we're doing tomorrow as yet. It's possible we might have another quiet day, then we'll probably hit Toronto Zoo on our last full day here on Friday. We fly back on Saturday. It'll be sad to leave after the enjoyable time we've had here, but it'll also be nice to get back to relative "normality". I miss our rats!

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    1212: The Meme-Ing of Life https://imnotdoctorwho.moegamer.net/2013/05/15/1212-the-meme-ing-of-life/ https://imnotdoctorwho.moegamer.net/2013/05/15/1212-the-meme-ing-of-life/#respond Wed, 15 May 2013 04:43:41 +0000 http://angryjedi.wordpress.com/?p=5386 We went out to Toronto's apparently-famous comedy club The Second City tonight to see a sketch/improv show called The Meme-Ing of Life. And what do you know? It was pretty great. I'm a fan of sketch comedy, and have been since the days of The Fast Show and Big Train. One of my favourite shows that I've seen live … Continue reading 1212: The Meme-Ing of Life

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    We went out to Toronto's apparently-famous comedy club The Second City tonight to see a sketch/improv show called The Meme-Ing of Life. And what do you know? It was pretty great.

    I'm a fan of sketch comedy, and have been since the days of The Fast Show and Big Train. One of my favourite shows that I've seen live at the Edinburgh Festival Fringe in years gone by was a sketch/improv show, too — performed by Amsterdam outfit Boom Chicago. I particularly enjoyed tonight's show because it reminded me, to a certain degree, of Boom Chicago's shows that I've seen in the past — and that is most certainly a very good thing indeed.

    The Meme-Ing of Life was an interesting show for a number of reasons, perhaps chiefly for what it wasn't. The name and posters implied that this would be a show heavily inspired by Internet memes, which gave me some degree of trepidation going into it. A two-hour show in which people who think they're funny simply regurgitate things they've seen on Reddit recently would be pretty cringeworthy, I'm sure we can all agree — there are certain things about Internet humour that make it best viewed in its native environment rather than bringing it into meatspace.

    Fortunately, however, the cast didn't take this route. Rather than directly referencing memes, the show consisted of a series of sketches that were loosely inspired or which made oblique references to things which had been Kind of a Big Deal on the Internet at various points in the past. For example, one sketch featured a band of cheerleaders spewing out increasingly-inappropriate sexual chants on the subject of "legitimate rape", abortion et al, while "Coach," an "old white man who knows what's best for us" gets increasingly irate. This is, obviously, a reference to a number of things — the famously-heated discussions over whether or not you can make the word "rape" funny (hey! You can!) and the U.S. politician (I forget who) who made the ill-advised comments about "legitimate rape" a while back.

    It wasn't all politically-charged stuff, though, and not all of it wore its inspirations on its sleeve. Two of the best sketches in the show featured no words whatsoever — one was a wonderful mime/dance number accompanied by music in which a man and a woman did the "dance" that will be familiar to anyone who has ever ridden public transit in their life as the man attempted to get the woman to move her bag off the seat; the other was a fantastic mime scene in which two rival basketball players performed increasingly-ridiculous shots.

    The overall theme of the show was "making a little difference", and this was returned to a number of times throughout the course of the evening through a number of touching little interludes. In one, a member of the audience was "picked on" and it looked as if he was going to be the butt of a few gags, but it actually turned out the cast were just buying him a drink. In another, the same thing happened, but this time the "unfortunate" audience member was rewarded with a pre-loaded Starbucks card. And in the last, an audience member was quizzed on what she would do if she had a bit of money to spare and then rewarded with an improvised song about her desires which unfolded while a bucket was passed around the audience for everyone to sling some spare change into — once the song was over, she was just given the money.

    To say too much about the show would be to spoil it significantly, but it provoked a number of genuine laughs very regularly. I'm always impressed by the quick wit of people who are good at semi-improvised sketch comedy, and this show certainly did not disappoint in that regard. In fact, just to prove that they were serious about what they do, the cast returned after the main show had ended and performed an extra, completely improvised routine based on an audience prompt word. It was something quite special to see.

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    1211: I Want A Place Like This https://imnotdoctorwho.moegamer.net/2013/05/14/1211-i-want-a-place-like-this/ https://imnotdoctorwho.moegamer.net/2013/05/14/1211-i-want-a-place-like-this/#respond Tue, 14 May 2013 04:30:42 +0000 http://angryjedi.wordpress.com/?p=5383 Toronto is in possession of an establishment that I very much wish was a more widespread "Thing", particularly in the U.K. Said establishment is known as Snakes & Lattes, and you can probably guess from its name what sort of place it is. Or perhaps you can't, since it's sort of an unusual establishment. Snakes & … Continue reading 1211: I Want A Place Like This

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    Toronto is in possession of an establishment that I very much wish was a more widespread "Thing", particularly in the U.K. Said establishment is known as Snakes & Lattes, and you can probably guess from its name what sort of place it is.

    Or perhaps you can't, since it's sort of an unusual establishment.

    Snakes & Lattes is a board game cafe. That is to say, it's a cafe in which the playing of board games is not only welcomed, it is actively encouraged. How, you ask? By the fact it has an impressively huge selection just sitting there on its back wall waiting to be played with, ranging from well-thumbed copies of popular card games to the hardest of the hardcore Eurogames and everything in between. It costs just $5 (plus food and drink) to hang out there for as long as you like, and that price gives you access to the establishment's impressive collection of titles as you please.

    Snakes, as it tends to be known, is not just a place to go and play board games, though. It's also a great place to go and learn new board games. The staff on hand are all ready, willing and able to recommend new titles to you, and even to teach you how to play. If you're looking for a particular kind of game and you're not sure what to try, chances are someone at Snakes will be able to recommend it to you.

    The other thing that Snakes is is a place to buy board games. A healthy proportion of the games that it has available for play are also available for purchase at the front of the establishment, and for very reasonable prices, too — I picked up a couple of games myself today on the recommendation of a Snakes staffer. Specifically, I grabbed a copy of Zombie Dice, which is a very simple game I've heard a few people recommend recently, and a copy of Smash Up, a very entertaining and chaotic card game that rewards being a complete dick to your opponents — I'm looking forward to introducing this one to my friends back home.

    I'm certainly going to be taking at least one more trip back to Snakes before our holiday is over, since there are a number of games I've had a chance to try that I'd like to take back with me. Specifically, King of Tokyo and Flash Point are two that intrigued me a great deal — King of Tokyo for being an excellent, fun and quick game with simple but enjoyable mechanics, and Flash Point for being a great cooperative game with enough differences from Pandemic — and a similarly short play time — to be worth a look. There are also a bunch of small games that I'm keen to introduce to my friends back home, too — stuff like the color-matching card game Coloretto and the thoroughly silly Ghost Blitz and Anomia, but I haven't decided which of these, if any, I'm going to pick up my own copy of. I did also try and snag a copy of Love Letter to take home, but that game appears to be like gold dust at present.

    Anyway. No idea what's on the cards for tomorrow daytime, but I believe we're going out to a comedy club tomorrow evening to see an entertaining-sounding improv and sketch show on the subject of Internet memes. There's a subject that could easily be cringeworthy, but the comedy club in question is apparently rather highly regarded in the area, and thus I'm looking forward to it quite a bit. Doubtless I will be splurging my thoughts on the matter over these pages tomorrow evening, so look forward to that then.

    For now, good night!

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    Quick Note to PR People https://imnotdoctorwho.moegamer.net/2013/05/13/quick-note-to-pr-people/ https://imnotdoctorwho.moegamer.net/2013/05/13/quick-note-to-pr-people/#respond Mon, 13 May 2013 23:01:08 +0000 http://angryjedi.wordpress.com/?p=5380 Dear anyone contacting me through this site: please note that I no longer write for Inside Network (Inside Social Games/Inside Mobile Apps) — please direct any pitches for mobile and social game coverage to emanuel.maiberg@insidenetwork.com (Inside Social Games — mobile and social games) or scott.reyburn@insidenetwork.com (Inside Mobile Apps — non-game apps). Thank you!

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    Dear anyone contacting me through this site: please note that I no longer write for Inside Network (Inside Social Games/Inside Mobile Apps) — please direct any pitches for mobile and social game coverage to emanuel.maiberg@insidenetwork.com (Inside Social Games — mobile and social games) or scott.reyburn@insidenetwork.com (Inside Mobile Apps — non-game apps). Thank you!

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    1210: Reppin' the Squad https://imnotdoctorwho.moegamer.net/2013/05/13/1210-reppin-the-squad/ https://imnotdoctorwho.moegamer.net/2013/05/13/1210-reppin-the-squad/#respond Mon, 13 May 2013 04:27:09 +0000 http://angryjedi.wordpress.com/?p=5370 Those of you who know me well will probably know that Mark and Lynette, the people Andie and I are staying with on our vacation in Toronto, are members of the Squadron of Shame. The Squad is, of course, a ragtag group of gamers who came together back in the heyday of 1up.com to champion … Continue reading 1210: Reppin' the Squad

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    Those of you who know me well will probably know that Mark and Lynette, the people Andie and I are staying with on our vacation in Toronto, are members of the Squadron of Shame. The Squad is, of course, a ragtag group of gamers who came together back in the heyday of 1up.com to champion the underdogs of the games industry, and we've been doing an admirable job of that ever since through a combination of online discussion, podcasting and playing games together.

    One of the reasons I've been enjoying this vacation so much is because as well as getting out and about a bit to see some of the city — something we'll be doing a lot more of in the coming week — I've had the chance to hang out with people who have very similar tastes in games to me; people who understand why JRPGs and visual novels are awesome, and why a middling-to-low Metacritic rating isn't necessarily something that should put you off playing a game if you like the look of it.

    In the last week or so, we've been repping the Squad pretty well between the games we've been playing. Mark has been playing a lot of Fire Emblem on 3DS, of course, since he's been glued to it since it was released back in February, but we've been exploring some other interesting games together, too. As I type this, we're enjoying the distinctly Canadian flavour of Sang-Froid: Tales of Werewolves, a very strange game that combines elements of tower defense, strategy games, role-playing games, action games and survival horror to create something quite unlike anything any of us have ever seen before. Meanwhile, I've completed three playthroughs each of Long Live the Queen and Spirited Heart, two extremely interesting if somewhat unpolished "life sims" in which you build up stats in an attempt to complete various tasks and/or romance any of the in-game eligible bachelors and/or bachelorettes.

    ss_3e43f0db754a065088488400eb23a1321c7c5172.1920x1080

    Sang-Froid (above) is an interesting game. At the outset, it looks like a rather ordinary third-person action game with a distinctive aesthetic, but as the levels progress it grows in complexity a bit at a time until — I assume, anyway; we haven't got that far yet — the game you're playing at the end of the story is virtually unrecognisable from the hack-and-slash it appeared to be at the very beginning. I haven't played it myself yet, but it looks like a challenging game with a huge amount of depth. The two different playable characters allow you to enjoy the game in two distinctive styles, too — one has better combat skills, making the action sequences easier, while the other is weaker, meaning that the strategic sequence where you lay traps and build structures is considerably more important to get right before the hordes of darkness come running.

    But I digress. Allow me to talk about the games I have been playing personally.

    llq-ss6I've already talked about both Long Live the Queen (above) and Spirited Heart (below) in two previous posts, but they both bear mentioning again, I think. Both games are examples of the "life sim" genre — a style of game which is rarely explored outside of low-budget indie games. I guess you could count The Sims as a life sim, but it's not quite the same thing — The Sims is a detailed simulation of social interactions and other related business, but both Long Live the Queen and Spirited Heart are more like role-playing games in which you're not travelling the world in order to save humanity, but instead trying to eke out the best possible existence for your (female) protagonist.

    newjobsystemBoth Long Live the Queen and Spirited Heart differ considerably, however, despite having fundamentally similar mechanics. Long Live the Queen sees you playing a predefined character — the titular Queen — and then sending her down the path of your choice, while Spirited Heart allows you a lot more freedom to design your own character and choose what your goals are, be they romancing a specific character or attempting to accomplish a mission set for you by your race's goddess. While neither of these games are particularly shiny or exciting to look at, I've found them surprisingly compelling, and they make me want to check out more games of a similar ilk.

    trueloveOne reason I've been enjoying them a lot is due to their similarity to an old favourite visual novel/dating sim known as True Love (above). I first played this back in probably 1999-2000 and still think of it very fondly today, despite the fact it is an absolute bugger to get running on modern machines. Like the life sims I've been playing recently, True Love saw you managing your time carefully in an attempt to build up your stats enough to attract one or more of the game's heroines and make her your "true love". I attribute my present-day love of games like the Persona series to my earlier experiences with True Love, and I'm getting a lot of the same feelings from titles like Long Live the Queen and Spirited Heart, too, which is nice.

    The other interesting thing about them is that these are games obviously designed with a primarily female audience in mind, and that in the case of Spirited Heart at least, they're gay/bisexual positive. Long Live the Queen doesn't have a strong romance component, whereas it's a key focus of Spirited Heart. In Spirited Heart, you even have the option to turn the girl-boy and girl-girl romances on or off independently of one another — in fact, it's sold as two separate "games" that bolt on to each other, so if you want to play an all-yuri life sim, simply pick up the Girl's Love version by itself and go nuts.

    And the one final reason I'm mentioning these games is that there doesn't seem to be an awful lot of discussion about them online generally. I'm a strong believer that great games should be celebrated and appreciated as much as possible, regardless of their budget or where they hail from, and thus, well, I'm doing my bit.

    You can grab Long Live the Queen from Hanako Games' website, Spirited Heart from Winter Wolves' website, and Sang-Froid from Steam.

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    1209: Further Adventures in Fudz https://imnotdoctorwho.moegamer.net/2013/05/12/1209-further-adventures-in-fudz/ https://imnotdoctorwho.moegamer.net/2013/05/12/1209-further-adventures-in-fudz/#respond Sun, 12 May 2013 04:28:53 +0000 http://angryjedi.wordpress.com/?p=5367 As I noted the other day, one of the fun things about our trip to Toronto is that we've had the opportunity to sample some of the city's more colourful eating establishments. Mark and Lynette both know the places that Torontonians (I bet they hate being called that) visit on a regular basis rather than … Continue reading 1209: Further Adventures in Fudz

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    As I noted the other day, one of the fun things about our trip to Toronto is that we've had the opportunity to sample some of the city's more colourful eating establishments. Mark and Lynette both know the places that Torontonians (I bet they hate being called that) visit on a regular basis rather than the inevitably much more expensive touristy places in touristy areas. Consequently, we've had the opportunity to eat well for relatively reasonable prices — Mark and Lynette refer to a $20 bill as a "yuppie food stamp" and it's easy to see why, since the vast majority of meals we've had while we've been here have come out somewhere in the region of $20 each.

    We've had a lot of Asian cuisine of various descriptions since we've been here, as I noted the other day. Today I added to the range of Asian foods that I've experienced by having a taste of okonomiyaki. I had no idea whatsoever what okonomiyaki was prior to today, but I had at least heart of it — the character Kirari in the visual novel Kira Kira (which is eminently worth your time, by the way) is obsessed with it.

    I was half expecting okonomiyaki to be something similar to takoyaki — the small fried rice flour balls filled with octopus meat and other goo, then drizzled with Japanese mayonnaise. Okonomiyaki is, as it turns out, absolutely nothing like takoyaki. No; rather than being small bite-sized thingies like takoyaki, okonomiyaki is instead somewhat akin to a cross between a potato cake and an omelette, with lashings of a rich barbecue sauce-style substance slathered all over the top of it. I forget exactly what the omelette-type-thing was made from and am far too tired to actually research it at this hour in the morning, but it was quite tasty. Like an omelette, it could also be made with a variety of different fillings, ranging from beef to shrimp or squid. I had a squid one to make up for the fact I didn't have a squid taco at Banh Mi Boys the other day, so I now feel suitably guilty about devouring some of Ika Musume's relatives.

    I wasn't quite sure what I was going to make of okonomiyaki, as I was aware going into it that it was made with onions, which those who know me well will know are a vegetable I despise with a great passion. (I had terrible trouble growing up convincing my parents that I really genuinely didn't like onions, despite actually retching at the dinner table when I could taste them on several occasions; the fact that being able to taste onion today still makes me retch makes me feel somewhat vindicated that I wasn't just being an awkward child about them.) Fortunately, however, the onions were shredded up to such a degree (not to mention having had the shit fried out of them) that they were inoffensive to my palate's delicate sensibilities, and consequently there was no retching.

    Actually, I enjoyed the okonomiyaki very much. I'm pleased I tried it; I'm not sure it's my favourite of all the Japanese food I've tried to date, but I am happy that I've tasted it and now know what to expect should I find myself ordering it again.

    Now all we have to do is complete the "Japanese trifecta" by having sushi one night this week and we'll be all Asianed out.

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    1208: Spirited Heart https://imnotdoctorwho.moegamer.net/2013/05/11/1208-spirited-heart/ https://imnotdoctorwho.moegamer.net/2013/05/11/1208-spirited-heart/#respond Sat, 11 May 2013 04:54:05 +0000 http://angryjedi.wordpress.com/?p=5361 Inspired by my recent excursion into Hanako Games' Long Live The Queen, I decided to check out another "life sim" game that has been sitting in my virtual pile of shame for some time, ever since I picked up a "Manga Bundle" from Hanako and Winter Wolves a while back. Spirited Heart is a very similar sort of game … Continue reading 1208: Spirited Heart

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    Inspired by my recent excursion into Hanako Games' Long Live The Queen, I decided to check out another "life sim" game that has been sitting in my virtual pile of shame for some time, ever since I picked up a "Manga Bundle" from Hanako and Winter Wolves a while back. Spirited Heart is a very similar sort of game to Long Live The Queen, only instead of playing as a princess-slash-queen-to-be, you're playing a "normal" person in a fantasy world. Specifically, you're playing as an 18-year old human, elf or demon woman coming to "the big city" for the first time and trying to "make it" before she turns 30. Just like real life, then.

    03_characteroverviewSpirited Heart does a number of interesting things that distinguishes it from Long Live The Queen. Chief among these is the fact that you're not playing a fixed character — you're playing one of your own design, to a certain extent anyway. There isn't any option to customise your character's appearance, for example, but the way you play does determine what sort of person your character ends up as.

    This starts right from the beginning of the game. Choosing a race sets your initial basic statistics, and you can then tweak this starting set of abilities by "role-playing" a few simple scenarios with multiple-choice questions. By the time you've answered these basic questions about your character's childhood and adolescence, you have a good idea of who they are and what kind of person they can be, and can start working on their statistics further.

    06_demoncleanerThe way the game works is that each week, you choose whether your character goes to work or takes a week off. Going to work allows you to choose any occupations you meet the prerequisite stat requirements for, while resting allows you to restore your health and morale, which can often be negatively impacted both by going to work and through random events that occur. You can't go to work if you're too unhealthy or if your morale is too low, so sometimes you need to take a week off in order to progress. Working, meanwhile, often improves your stats and allows you to earn money, which can be used on more effective vacations when required.

    Occasionally during your work day, you'll have "random encounters" with the game's other characters. These visual novel-style scenes see your character interacting with these other potential love interests — both male and female (assuming you've bought both the basic heterosexual game and the standalone Girl's Love expansion) — and occasionally offer you a choice to advance your relationship.

    This is probably the most interesting thing about the game: the emergent narrative created through the stat-building gameplay combines with the prescripted narrative of the visual novel-style romance scenes to create something that is much more than the sum of its parts. For example, in the game I'm currently playing, my character is a strong young woman who grew up on a farm and thus doesn't have a lot in the way of social graces. In her career so far, she has worked as a farmer and a builder. In the latter case, she encountered a young and somewhat clumsy elf noble whom it transpired she was building a house for. Somewhat later, after improving her skills enough to become a maid in a noble house, she ran into this elf maiden once again and discovered that she was betrothed to a fat, unattractive nobleman who obviously didn't give a shit about her. And thus we're into a pleasing "star-crossed lovers" sort of situation as my commoner character attempts to prove herself worthy to this noble elf maiden and her family. I don't yet know how that ends yet, but I'm curious to see.

    11_marriageproposalJust to confuse matters, partway through the game, my character was visited by her Goddess and tasked with attaining a particular "title" by the time she reaches the age of 30. Unfortunately, pursuing the elf of her dreams and following the Goddess' quest are not really compatible, since the Goddess' quest requires me to become an Artist, while pursuing the elf requires me to continue working as her maid. CHOICES. DECISIONS. CONSEQUENCES.

    Like Long Live The Queen, Spirited Heart is a fairly no-frills production with minimal graphics, animation and sound, but like Long Live The Queen, it's also a surprisingly compelling game if you take it in the spirit in which it is intended. It's a role-playing game in which you're not battling monsters or going on epic quests; you're living a (relatively) normal life in a fantasy world and trying to make the best of your situation. It's an interesting little game, and one which I see myself playing through a few times.

    Find out more here.

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    1207 Part 2: Food Travels https://imnotdoctorwho.moegamer.net/2013/05/10/1207-part-2-food-travels/ https://imnotdoctorwho.moegamer.net/2013/05/10/1207-part-2-food-travels/#respond Fri, 10 May 2013 16:31:02 +0000 http://angryjedi.wordpress.com/?p=5358 Here's a full update to make up for the pitiful effort last night. Apologies for that, but I was in far too much pain to even contemplate writing more than a couple of sentences at the time. I was even sick. You really wanted to know that, didn't you? Of course you did. BLAAAARGH. Anyway, … Continue reading 1207 Part 2: Food Travels

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    Here's a full update to make up for the pitiful effort last night. Apologies for that, but I was in far too much pain to even contemplate writing more than a couple of sentences at the time. I was even sick. You really wanted to know that, didn't you? Of course you did. BLAAAARGH.

    Anyway, what I actually wanted to talk about in last night's post was one of my favourite aspects of travel: food. I'm not necessarily talking about sampling local cuisine — which here in Toronto would probably be poutine, I guess — but wandering around and having a chance to sample some local eateries, and eat some interesting food that you might not be able to get back home.

    Toronto is particularly good for Asian eateries of various descriptions. Yesterday we sampled two of them: the Banh Mi Boys sandwich shop, and Kinton Ramen.

    Banh Mi Boys is a pokey little shop that often has queues extending out of the door. They serve a variety of Vietnamese-inspired food that includes Asian-style tacos — floppy rather than crispy — and steamed rice flour buns known as bao. They also do Vietnamese-style baguettes, the titular banh mi, which are a decent meal in themselves. We tried the tacos and the bao, both of which were delicious. I had pulled pork in my bao and some sort of spicy beef in my taco — there were several different options on offer besides these, including squid tacos, which I sort of regret I didn't try now, even if eating them would make me feel a bit guilty towards Ika Musume-chan.

    Kinton Ramen, meanwhile, is fairly self-explanatory. It's a ramen shop. All they do is ramen and a few side dishes. They do do several different types of ramen, to be fair, but if you don't want ramen this is probably not the place to come. I must confess to not being overly familiar with ramen, as it's something we don't seem to get all that much of back in the U.K., but the couple of occasions I have had it in the past have been thoroughly enjoyable.

    For those unfamiliar with Japanese cuisine, eating "ramen" generally involves getting an enormous bowl full of broth made from pork bones (with the amount of fat used in it determining how "rich" it is) which is then filled with ramen noodles, vegetables such as beansprouts, nori and various other bits and pieces, and typically topped with a lump of pork. Some also have a whole egg in them — sometimes this is served chopped, but at Kinton, there's just a whole egg dropped in it, which is quite amusing. You then proceed to consume the whole bowl using a combination of chopsticks and a wooden Japanese soup spoon. At Kinton, they take your photo if you finish the whole thing, which is actually quite an achievement — there's a lot of food there, and due to the way it's structured, it often looks like you're not making any progress with it for a very long time. Like the Persona 4 beef bowl, if you will.

    Anyway, that should hopefully make up for last night. And hopefully my headache will fuck off and die now.

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    1207: Ow ow ow ow https://imnotdoctorwho.moegamer.net/2013/05/10/1207-ow-ow-ow-ow/ https://imnotdoctorwho.moegamer.net/2013/05/10/1207-ow-ow-ow-ow/#respond Fri, 10 May 2013 04:56:22 +0000 http://angryjedi.wordpress.com/?p=5356 Sorry for the brief post. My blogging ability is currently impaired by possibly the worst headache I think I've ever endured. Normal business will resume tomorrow.

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    Sorry for the brief post. My blogging ability is currently impaired by possibly the worst headache I think I've ever endured. Normal business will resume tomorrow.

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    1206: My Holiday, by Pete, Age 32 https://imnotdoctorwho.moegamer.net/2013/05/09/1206-my-holiday-by-pete-age-32/ https://imnotdoctorwho.moegamer.net/2013/05/09/1206-my-holiday-by-pete-age-32/#respond Thu, 09 May 2013 03:18:40 +0000 http://angryjedi.wordpress.com/?p=5353 I am still on holiday, or "vacation" as you crazy Americans call it, and I'm having a great time. A significant proportion of this can be attributed to our gracious hosts Mark and Lynette, whom I've been looking forward to coming to visit again for the past several years. It's a bummer not living near … Continue reading 1206: My Holiday, by Pete, Age 32

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    I am still on holiday, or "vacation" as you crazy Americans call it, and I'm having a great time. A significant proportion of this can be attributed to our gracious hosts Mark and Lynette, whom I've been looking forward to coming to visit again for the past several years. It's a bummer not living near the vast majority of my friends, most of whom live in various parts of North America and a few of whom live even further afield than that. This means that the opportunity to actually spend some time with people who mean a lot to me is something that I will seize whenever possible.

    The other part of the reason I'm having a great time is simply the fact that I'm on holiday with absolutely no commitments or worries right now. It's a thoroughly pleasant feeling to be in a position where I know I can just enjoy myself without having to think about getting work done, or live up to any responsibilities, or anything like that. It's a feeling I haven't had for quite some time, so I'm taking full advantage of the opportunity while I can.

    Today has been a lazy day. Andie has been feeling a little under the weather as a side-effect of being a bit ill shortly before we left, so we took it easy for the day. Most of our time has been spent sitting around playing video games, watching TV and generally just hanging out. Some people may think it's a waste to come three and a half thousand miles to do things that I'd do at home anyway, but combine the opportunity to relax without responsibilities with the chance to hang out with friends I literally haven't seen face-to-face for years — despite talking to them most days thanks to the Intertubes — and that sounds like a thoroughly good time to me.

    I'm a very easy guest. Provide me with a couch to sit on, something to look at and occasionally someone to talk to and I'm happy. I never feel obliged to be doing stuff constantly, unlike many other people I know. (That's not a passive-aggressive thing — it's simply the fact I know different people like to holiday in different ways.) I'm very happy just sitting around relaxing and doing things I enjoy with people I like rather than always being on the go, trying to cram as many "sights" into a short period of time as possible. To me, that way lies madness; I go on holiday to chill out and relax, not to be stressed out trying to mark things off on an imaginary, arbitrary checklist.

    Basically, all is well in the world, and the holiday period is progressing pleasingly slowly. By the time I return, I should be ready to face whatever the future has in store for me.

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    1205: Long Live the Queen https://imnotdoctorwho.moegamer.net/2013/05/08/1205-long-live-the-queen/ https://imnotdoctorwho.moegamer.net/2013/05/08/1205-long-live-the-queen/#respond Wed, 08 May 2013 03:45:41 +0000 http://angryjedi.wordpress.com/?p=5346 A short while back, a few indie developers that I enjoy the work of very much released a bundle of games that looked interesting. Among this selection of games was a title known as Long Live the Queen by Hanako Games, developer of Magical Diary, a game which I enjoyed very much. I picked up the bundle and, as … Continue reading 1205: Long Live the Queen

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    lltq_wallpaperA short while back, a few indie developers that I enjoy the work of very much released a bundle of games that looked interesting. Among this selection of games was a title known as Long Live the Queen by Hanako Games, developer of Magical Diary, a game which I enjoyed very much. I picked up the bundle and, as tends to happen frequently with this sort of thing, forgot all about it completely until recently.

    The specific circumstances which caused me to remember the existence of Long Live the Queen as a Thing were catching a glimpse of it on Steam Greenlight earlier. The premise of taking a young anime girl, dressing her up and then watching her die horribly sounded appealing and interesting, so I decided to check the game out for myself.

    What I discovered was a very interesting "life sim"/strategy game with a surprising amount of hidden depth. Since Hanako Games is a small developer with only a couple of people to its name — creator Georgina Bensley and one or two others — it's a game that was obviously made relatively "on the cheap," as it were, with relatively little in the way of graphics and sound/music, but that doesn't stop it from being very interesting indeed.

    steamworkshop_webupload_previewfile_142369710_previewEssentially, Long Live the Queen is a game somewhat akin to old Japanese games like Princess Maker, in that you have a young anime girl to take care of and must train her up to deal with various situations appropriately. The course which the game's plot takes depends on the skills which you choose to train up, and the skills which you can train most effectively are determined by Our Heroine's current mood — for example, if she's depressed, she's particularly wont to express herself through things like music and singing, whereas if she's angry, she can channel her aggression into training in things like military strategy and proper use of weapons. Training to particular levels in things unlocks various costumes appropriate to the skills she's learning — for example, learning a lot of spiritual skills unlocks a priestess outfit, while becoming a "Lumen" and awakening to her family's magical heritage unlocks a particularly awesome "magical girl" outfit.

    These skills aren't just for bragging rights, though. Each in-game "week" sees various events happening, many of which require a skill check to successfully resolve. Failing the skill check isn't necessarily a bad result, though — it simply means that Our Heroine doesn't have the requisite skills to resolve a situation in a particular way. For example, early in the game, she's sent a necklace by a Duke who is proposing marriage to her, but having a distinct lack of knowledge of the way things work in the royal court means that she doesn't recognise the gift for what it is and instead responds with a rather unqueenly "Oooh! Sparkly!" — but it cheers her up.

    steamworkshop_webupload_previewfile_142369710_previewMaking it through the game without dying horribly is a case of carefully making decisions and levelling up skills appropriately, and it's not at all uncommon for Our Heroine to meet a sticky end — in fact, it's positively encouraged via the "collect them all!" death checklist in the game's main menu. It's almost preferable to play the game like a roguelike — starting from the beginning, only saving when you're stopping playing rather than before you make a critical decision, and dealing with the consequences of your actions. In a nice touch, reaching the end of a game — whether with Our Heroine's coronation as Queen or with her death — allows you to export a complete log file of everything that happened so you can perhaps figure out what on Earth went wrong.

    In short, it's a very interesting game, and well worth checking out. Don't go into it expecting something spectacular — the music loops are nice, but very short and repetitive, and there's not a lot of variation in the graphics (though Our Heroine's various costumes are all great) — and you'll have a great time building your own custom princess and seeing how she survives in the world.

    steamworkshop_webupload_previewfile_142369710_preview (1)

    Find out more here.

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    1204: Torontonia https://imnotdoctorwho.moegamer.net/2013/05/07/1204-torontonia/ https://imnotdoctorwho.moegamer.net/2013/05/07/1204-torontonia/#respond Tue, 07 May 2013 05:25:44 +0000 http://angryjedi.wordpress.com/?p=5344 We went out and about for a bit in Toronto earlier, primarily to pick up some computer bits for my friend Mark to build his "Steam Box" PC but also to get some dinner and have a little wander. Again I was struck with this city's enormous diversity. It is, for me, one of Toronto's … Continue reading 1204: Torontonia

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    We went out and about for a bit in Toronto earlier, primarily to pick up some computer bits for my friend Mark to build his "Steam Box" PC but also to get some dinner and have a little wander. Again I was struck with this city's enormous diversity.

    It is, for me, one of Toronto's most defining characteristics, and one which you can notice very quickly upon spending some time downtown, or even out in the greater Toronto area. Go for a walk and you'll be in one distinctive district one moment — perhaps Chinatown — but then you'll round a corner and suddenly it'll be suburban-style houses with lots of greenery. It's quite disconcerting at first, but you soon realise it's part of the city's character.

    Today we had a wander in the Kensington area, which is fascinating to walk around. It's difficult to describe exactly what it's like, but there's a definite sort of Latin/Central American vibe going on, with lots of pokey little shops, many of which have their wares strewn all over the street outside them.

    We happened to find an amazing video games shop in the middle of all this. From the outside it looked like just another crappy used games store, but inside it was like a treasure trove of Every Game I Want To Play Ever. Seriously. I have either played or very much want to play every title on the back wall of that place. It even had some rare offerings, such as the original Persona games for PS1 and rare stuff like Dracula X, Chrono Trigger and Mother 2 for SNES — all of which cost a pretty penny!

    It's very warm here at the moment, which makes going out and walking for too long a little uncomfortable. I think I might invest in a pair of shorts while I'm here as I feel like wearing jeans is suffocating my legs!

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    1203: Back to the Mansion Again https://imnotdoctorwho.moegamer.net/2013/05/06/1203-back-to-the-mansion-again/ https://imnotdoctorwho.moegamer.net/2013/05/06/1203-back-to-the-mansion-again/#respond Mon, 06 May 2013 04:56:36 +0000 http://angryjedi.wordpress.com/?p=5342 I played a bit more Luigi's Mansion 2 earlier. Haven't played it a lot yet, but I'm really liking it for a number of different reasons. Firstly, the single-player mode has a very strong "adventure game" feel about it. Specifically, it features frequent occurrences of getting "stuck" — something which is not altogether common in modern games that hold … Continue reading 1203: Back to the Mansion Again

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    I played a bit more Luigi's Mansion 2 earlier. Haven't played it a lot yet, but I'm really liking it for a number of different reasons.

    Firstly, the single-player mode has a very strong "adventure game" feel about it. Specifically, it features frequent occurrences of getting "stuck" — something which is not altogether common in modern games that hold your hand quite a lot. Luigi's Mansion, though, despite appearing quite tutorial-heavy in the first couple of levels, very quickly turns into a game where you're expected to work things out for yourself, to remember things from earlier and to explore thoroughly rather than just following the handy glowing trail of breadcrumbs on the map.

    Secondly, the multiplayer mode is awesome. It hadn't occurred to me that multiplayer in Luigi's Mansion 2 might actually be good, but by golly, it really, really is. I've only tried the "Hunters" mode in Download Play so far — this apparently means it's a "limited" form of the full multiplayer experience — but it was a blast by itself.

    Essentially, the multiplayer mode is a cooperative ghost hunt for up to four players at once. Before starting the game, the players choose how many floors of a mansion they want to tackle and must then clear each of them against a strict time limit. Each level is randomly generated, requiring methodical exploration to locate where all the ghosts are and then to take them down. Communication between players is also helpful, but for those who don't want to actually talk to each other — or those who are unable to due to playing online, for example — there's a handy little "quick chat" thingy on the D-pad, allowing you to make Luigi say various things, but more importantly, display a callout on the map indicating that the other players' attention is required in a specific location.

    It's a really interesting mode because it's simple but extremely flexible. If you want a short game, you can play just 5 floors. If you want a longer game, you can play up to 25 floors, and successfully clearing this opens up an "Endless" mode, which sounds like a lot of fun. Within the individual play session, players earn points towards upgrades that are valid just for their single play session, making a single multiplayer game feel like a microcosm of the main game's upgrade and reward structure. It's really, really neat and I can actually see myself playing it quite a bit.

    The Download Play functionality also reminds me of one of the great unsung features of Nintendo's handhelds. It is absolutely awesome to be able to wirelessly beam a limited version of a game over to your friends and play them without them having to own the game. Wireless multiplayer on its own is great — remember the awkwardness of hooking up link cables? — but when your friends don't have to have their own copy of the game? Brilliant. The only thing about this that I hate is the fact that the 3DS' stupid region locking prevents handhelds from different regions downloading these multiplayer-specific packages. Sometimes. (If it was consistent, I might not be quite so mad about it, but still.)

    Anyway. Luigi's Mansion continues to be an entertaining experience, and I'm looking forward to investigating it further. For now, however, I bid you good night!

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    1202: Say Anything https://imnotdoctorwho.moegamer.net/2013/05/05/1202-say-anything/ https://imnotdoctorwho.moegamer.net/2013/05/05/1202-say-anything/#respond Sun, 05 May 2013 05:35:46 +0000 http://angryjedi.wordpress.com/?p=5340 We're in Canada! Also quite jetlagged. Andie flaked out pretty early and went to bed, but I powered on through and played a bunch of board and card games before being introduced to Adventure Time (hilarious) and Polar Bear Cafe (also hilarious, but in a completely different way). We played a few games this evening, including Love Letter, Magical Athlete and Say … Continue reading 1202: Say Anything

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    We're in Canada! Also quite jetlagged. Andie flaked out pretty early and went to bed, but I powered on through and played a bunch of board and card games before being introduced to Adventure Time (hilarious) and Polar Bear Cafe (also hilarious, but in a completely different way).

    We played a few games this evening, including Love Letter, Magical Athlete and Say Anything. All of them are pleasantly lightweight, quick games that can easily be slotted in to an evening, and they're also particularly friendly to casual players or inexperienced gamers.

    Love Letter is an exercise in simplicity. Each of the players are a prospective suitor to the princess, and they're trying to get their love letter into her hands. The card they have in their hand at any one time represents who has their letter at any given time, and the numerical rank on the card represents how "close" to the princess the love letter is. When the deck — which is made up of just 16 cards — is exhausted or all players except one have been eliminated, the surviving player with the highest-ranked card is declared the winner of that round. Play then repeats until someone has won four rounds.

    The interesting part of Love Letter comes in the special effects all the cards have. Each turn, you draw a second card, and you must then "play" one of your two cards by discarding it. Discarding any card causes its effect to occur, and these range from swapping hands with other people to being able to peek at their cards or potentially eliminate them from the current round. As you might expect, the princess card is the strongest if you survive to the end of the game, but if somehow you find yourself having to discard it, you're immediately eliminated.

    It's a very simple game that is easy to understand, and there's a surprising amount of hidden depth to it — card-counting, bluffing and working out the best way to pull the wool over the other players' eyes.

    Magical Athlete, meanwhile, was described to me as "Snakes and Ladders with special powers", and that's a fairly apt description. The game unfolds in two phases — firstly, each player must assemble a team of five magical athletes, each of whom have their own special abilities, and secondly, everyone then has to compete in five rounds of roll-and-move racing using a different one of their chosen characters each time. The player with the most points at the end wins.

    While roll-and-move games rely heavily on luck, Magical Athlete sidesteps the experience being completely random through the aforementioned special abilities, many of which are designed to either help the owner out, hinder the others, or sometimes both. Many of the abilities are also designed to interact with one another to various degrees, which makes for some interesting encounters. By far the most memorable race we had earlier included the combination of the Siren, who pulls every other player towards her — forwards or backwards — by a single space at the start of her turn; Cupid, who moves forward five spaces any time a male and a female character occupy the same space; and the Pirate, who can "kidnap" any player and bring them back to their space. Consequently, the race became a farce: Siren constantly pulling people onto her space activated Cupid's power, which meant that Pirate would inevitably pull him back every turn.

    It's a fun game — perhaps light on the strategy, but a lot of entertainment to be had here from simply observing how the different cards interact with one another.

    I think my highlight of the evening had to be Say Anything, though, which has a certain degree in common with Cards Against Humanity, only with dry-wipe markers and less filth provided up-front.

    In Say Anything, players take it in turns to read one of several different questions from a card, and the other players must then scrawl an answer on their own personal whiteboard and put it in the middle of the table. The asker then picks their favourite and secretly records their choice, then everyone else bets their two coins on which one they think the asker will pick. Points are then awarded according to whether players bet on the asker's pick and various other means.

    The beauty of Say Anything is that it "scales" to any type of social group — I'm not talking about difficulty or group size, but subject matter. The questions are all fairly "general" and you can literally write anything you want on your whiteboard as an answer — even if it's not "true". Like Cards Against Humanity, there's an element of playing to your "audience" when providing an answer, but unlike that game, there's no obligation to delve into depravity unless you really want to. Cards Against Humanity is as filthy as you make it to a certain extent, but there's little denying that a card that reads "Pac-Man uncontrollably guzzling cum" is anything but questionable in nature. There's nothing stopping you writing exactly the same thing in Say Anything, but equally you're not forced into the less salubrious side of things unless you want to. This means it can be played with the whole family, as opposed to Cards Against Humanity's well-deserved "mature" rating.

    I'd write more about all of these but I feel like I'm about to pass out from tiredness/jetlag. So, hello Canada, goodbye U.K. for a couple of weeks — expect updates at strange times for the next two weeks! 🙂

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    1201: WE AR GOINGON HOLLYDAY TUMOROW https://imnotdoctorwho.moegamer.net/2013/05/03/1201-we-ar-goingon-hollyday-tumorow/ https://imnotdoctorwho.moegamer.net/2013/05/03/1201-we-ar-goingon-hollyday-tumorow/#respond Fri, 03 May 2013 23:43:39 +0000 http://angryjedi.wordpress.com/?p=5338 Well, we are. I'm looking forward to it a lot, even though my innate Britishness prevents me from showing any outward signs of it. It's the first proper holiday either Andie or I have had for quite a while, and it's the first one I've had for ages where I haven't had to do at least some work in … Continue reading 1201: WE AR GOINGON HOLLYDAY TUMOROW

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    Well, we are. I'm looking forward to it a lot, even though my innate Britishness prevents me from showing any outward signs of it.

    It's the first proper holiday either Andie or I have had for quite a while, and it's the first one I've had for ages where I haven't had to do at least some work in it. (As it happens, depending on when my new gig starts, I may find myself having to do some work while I'm out there, but at present I'm as free as a bird, which is a very pleasant feeling indeed.)

    Holidays are ludicrously expensive, aren't they? Well, depending on where you go, obviously. But for the most part, if you want to go somewhere nice and/or abroad, you'll generally find yourself having to pay through the nose just to get there, and then a whole bunch on top of that once you are there, assuming you actually want to, you know, do stuff. Fortunately, we're lucky enough to have some friends where we're going (all right, the primary reason we're going on holiday is to visit them) and as such the expenses while we're actually there will be significantly less than had we had to find a hotel for the time we're out there. So thank you enormously to our gracious hosts for putting up with us!

    This will be the second time I've visited Toronto. I really enjoyed my last trip there, as it's an interesting city. Those who live there probably take it all for granted by now, but I was struck by its incredibly multicultural nature. I'm not talking like British multicultural, either, where you have districts that are predominantly Asian, Polish, whatever — no, I'm talking about this strange and wonderful thing Toronto has going on where you'll be walking down one street and it's Chinatown, then you'll walk down another and the architecture is completely and utterly different and the people are likewise completely and utterly different. It's quite chaotic, in a sense, but in a thoroughly pleasant sort of way.

    The other reason I'm looking forward to visiting Toronto, of course, is the people we're going to visit. Mark and Lynette are some very dear friends whom I haven't seen face-to-face since 2010 and my trip to PAX East, at which I got to meet a whole bunch of people from the Squadron of Shame for the first time. I've often said that that trip was one of the most genuinely happy times of my life, and I stand by that; the fond memories are made all the more potent by the fact that everything else in my life pretty much fell to pieces shortly after that trip, but fortunately, as long-time followers will know, things are in a much better place for me now.

    I'm looking forward to seeing Mark and Lynette (and their friends, too, some of whom I'm already acquainted with) because they are My Kind of People — people with whom I can nerd out about Persona, anime, JRPGs, board games and all manner of other geeky stuff. Don't get me wrong, I very much enjoy spending time with my friends who live near me here in Southampton, but very few of them are "into" the same things to quite such a degree as I am. Sure, a lot of them are gamers to varying degrees, but an unfortunate side-effect of the games industry's diversity these days is that not everyone is into the same things. One of my regular board gaming buddies is massively into Minecraft and Skyrimfor example, whereas I think I'm pretty much "over" both of those games, largely because I have such an astonishingly huge Pile of Shame to play through and thus don't really want to devote any time to two potentially endless experiences. I don't really know many people in this country — certainly not anyone I can just pop over for a coffee with — who would get quite so excited about, say, Ar Tonelico or Trauma Team as me.

    Still, I guess in one sense this is a sort of good thing — I'm grasping here, I know — because it makes those rare opportunities to get together with Your Kind of People special occasions to be enjoyed and treasured. I'm hoping the coming two weeks will be memorable and fun not only for me and Andie, but for Mark, Lynette and anyone else who gets involved, too. There will doubtless be plenty of board and video games along the way, plus eating good food with good friends.

    Can't wait. So I should probably get to bed so I don't miss our flight in the morning, huh? Catch you on the other side of the Atlantic, then.

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    1200: It Was Just a Joke https://imnotdoctorwho.moegamer.net/2013/05/02/1200-it-was-just-a-joke/ https://imnotdoctorwho.moegamer.net/2013/05/02/1200-it-was-just-a-joke/#respond Thu, 02 May 2013 23:37:35 +0000 http://angryjedi.wordpress.com/?p=5334 Playing Robot Unicorn Attack 2 on the toilet earlier, a question came to me. It's been lingering in my mind for a few days, actually, but as I was there attempting to better my score and ensure supremacy for Team Rainbow in the twilight hours of the second of May, 2013 — Team Inferno probably have it … Continue reading 1200: It Was Just a Joke

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    Playing Robot Unicorn Attack 2 on the toilet earlier, a question came to me. It's been lingering in my mind for a few days, actually, but as I was there attempting to better my score and ensure supremacy for Team Rainbow in the twilight hours of the second of May, 2013 — Team Inferno probably have it in the bag, sadly — it struck me that perhaps Robot Unicorn Attack 2 is taking itself a bit too seriously.

    And then this, naturally, led my mind on to ponder "how far is too far?" for things that are, essentially, jokes, memes, gags, whatever you want to call them. Because that's what the original Robot Unicorn Attack was — a joke. An immensely popular joke, yes — one million plays within a week of its release, apparently, and plenty more since then — but still a joke. This much is probably self-evident from its title. It is a game called Robot Unicorn Attack. No-one has called a video game something quite so literal and ridiculous and meant it since the 1980s.

    And yet here we are in 2013 with Robot Unicorn Attack 2, a surprisingly well fleshed-out expansion of the original's "endless runner" gameplay that features online asynchronous cooperative "community" goals, an upgradeable unicorn, a levelling system, downloadable content, a bonus level unlockable if you either progress far enough in the game or stump up enough in-game currency, and all manner of other things. It's not the deepest game in the world, but it is a mobile phone game — and, more to the point, it is a mobile phone game that understands the sort of experience that is sensible and practical to put on a mobile phone. (It's also one of the less offensive examples of the "freemium" model I've seen recently, though the pop-up adverts are a bit gross.)

    It's hard to explain, but it just feels a bit "wrong". It feels like it's not a joke any more. I hesitate to use the words "sold out" but… well, yes, it's sold out. It's Robot Unicorn Attack, but monetised out the wazoo to be profitable, whereas the original was a freeware Flash game that anyone could play without having to pay a penny.

    I think that "monetisation" part is the key defining characteristic that determines "how far is too far" when it comes to jokes — particularly ones which started on the Internet. By the time money gets involved — i.e. it gets incorporated into something which is sold, or used to advertise something else for profit — it is probably already well past its sell-by date.

    I can think of a number of examples where this has happened in advertising in particular. Take the advertisements for the price comparison website Go Compare, for example. For quite a while, these featured an irritating moustachio'd arsehole singing the service's jingle over and over again in various different styles. Everyone got immensely irritated with it. So, naturally, what the "clever" marketers did was leverage the fact that everyone was irritated with the "Go Compare Man" and put out some ads in which he was subjected to various indignities. But by that point, everyone had already pretty much just moved on to wanting to fire everyone involved with Go Compare into the sun and never hearing of their stupid company ever again. (Any time I need insurance, I will not go to their stupid site on principle any more.)

    See also: the number of pointless mobile apps that have attempted to incorporate any combination of Nyan Cat, Gangnam Style, the Harlem Shake or any other "viral" sensation out there. Viral sensations are a marketer's dream — they provide a ready-made audience, so long as you can inextricably link one annoying thing with a specific brand. The audience doesn't even have to like the annoying thing — they just have to start thinking of these things not as "Gangnam Style" but as "that music off the [Brand X] advert".

    I often wonder how a lot of marketers sleep at night knowing that their career is, essentially, to irritate people as much as possible. It surely can't be satisfying to flick on the TV, see a Go Compare advert and think "I did that."

    Still, I guess they'd probably say the same about a games journalist's output. Oh well. Each to their own, I guess.

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    1199: Back... to the Mansion https://imnotdoctorwho.moegamer.net/2013/05/01/1199-back-to-the-mansion/ https://imnotdoctorwho.moegamer.net/2013/05/01/1199-back-to-the-mansion/#respond Wed, 01 May 2013 20:17:48 +0000 http://angryjedi.wordpress.com/?p=5332 I never played the first Luigi's Mansion, to my shame, but I understand it was a good time, if perhaps not quite up to the standard of some of Nintendo's other, more high-profile titles. I have, however, been playing the second Luigi's Mansion game thanks to a copy generously provided to me by my brother for my birthday. … Continue reading 1199: Back... to the Mansion

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    I never played the first Luigi's Mansion, to my shame, but I understand it was a good time, if perhaps not quite up to the standard of some of Nintendo's other, more high-profile titles.

    I have, however, been playing the second Luigi's Mansion game thanks to a copy generously provided to me by my brother for my birthday. Yes, it's the second 3DS-related post in as many days, but I actually want to talk a little more generally about Nintendo and how they do things rather than go into the specifics of the console and the game itself.

    Luigi's Mansion 2 doesn't come with a manual. It comes with a pathetic little single sheet of paper that outlines the basic controls, plus all the other usual health and safety crap that Nintendo always bundle all their products with.

    What struck me in the couple of levels of Luigi's Mansion 2 that I've played so far was this, though: it doesn't need a manual, because it is so immaculately and intuitively designed that even someone completely unfamiliar with the original game will be up and ghost hunting within seconds, and all without any real "tutorial". Okay, there are a few messages the first time you get items, but an awful lot of stuff isn't explicitly explained at all — it just makes perfect sense.

    This is in direct opposition to the way that a lot of mobile and social games work — pretty much every mobile and social game out there begins with a long, tedious, badly-worded and unskippable tutorial that literally doesn't allow you to do anything but the thing it's telling you to do. No sense of exploration, no means of discovering things for yourself, no means of skipping the bullshit if you're already familiar with how to "Build Your Own Town!" and then spend the rest of your life tapping on things every time your phone lights up.

    I found this interesting, because ostensibly a lot of Nintendo's games target a similar demographic to those who play mobile and social games. This isn't to say that they're dumbed down or "casual", I hasten to add — but their recognisable, consistent, family-friendly aesthetic and "pick up and play" nature makes them ideal for pretty much anyone to try for themselves and probably have a pretty good time with.

    I think it's a difference in approach. Nintendo comes at it from a rather welcoming angle that is friendly to both experienced gamers who have been helping Mario out since the '80s, and newcomers who are coming to a Nintendo game for the first time on the 3DS. "Come on in," their games say. "We're going to have some fun. If you know what you're doing, go right ahead and enjoy yourself. If you're not sure what to do, though, don't worry — we'll help you out."

    Compare and contrast with the way that, say, Zynga treats you when you start one of its games. "YOU!" the game seems to say. "You are STUPID. You are a WORTHLESS IDIOT who has NO IDEA how to play a fucking video game. Why else would you be playing one of OUR games? Let me walk you through everything EXTREMELY SLOWLY. No, I don't believe that you know how to play this game already. SHUT UP. You can start playing when I say so. Don't click there, click here. I said CLICK HERE. I'm going to wait here until you click here. No, I don't care if you want to make it full screen. I say click here, so you DAMN WELL BETTER CLICK HERE. Twat."

    I'd never really noticed this strong distinction until recently, but by golly it is noticeable. And it makes the difference between me playing a Zynga game and feeling like I'm having my intelligence insulted at every turn, and playing a Nintendo game and wanting to show everyone how awesome it is.

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    1198: ThreeDeeEss https://imnotdoctorwho.moegamer.net/2013/04/30/1198-threedeeess/ https://imnotdoctorwho.moegamer.net/2013/04/30/1198-threedeeess/#respond Tue, 30 Apr 2013 22:03:45 +0000 http://angryjedi.wordpress.com/?p=5329 After some hesitation — and despite owning several games for it — I finally got my own 3DS today. We've actually had one in the household since Andie's last birthday — it belongs to her — but with the combination of Fire Emblem: Awakening and the copy of Luigi's Mansion 2 my brother got me for my birthday (thanks!) … Continue reading 1198: ThreeDeeEss

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    After some hesitation — and despite owning several games for it — I finally got my own 3DS today. We've actually had one in the household since Andie's last birthday — it belongs to her — but with the combination of Fire Emblem: Awakening and the copy of Luigi's Mansion 2 my brother got me for my birthday (thanks!) I figured it was probably about time I got my own rather than depriving Andie of the opportunity to play Harvest Moon whenever she pleased.

    And, as predicted, just a short period of time with the 3DS has reminded me once again that people who claim traditional handhelds are on the way out and that mobile phone/tablet gaming is the future are talking out of their arse. Yes indeed.

    The quality of the experiences on the 3DS and Vita is just in a completely different league to that you get on a smartphone. Completely. It also makes the rapidly-widening schism between free-to-play/"freemium" and traditionally-sold "pay once, play forever" games extremely apparent.

    Today, for work (last day! Woo!) I reviewed the new Transformers game for iOS and Android. Said game is the latest in the interminable string of "card battle" games that are available for those two platforms, which means it's a monotonous, tedious, strategy-and-gameplay-free experience that has only the most tenuous link to its source material. It is, in short, designed as little more than a means of getting people addicted enough to the sight of little bars filling up to want to pay money to "collect" virtual cards that don't actually exist. "This is a super rare card!" they'll say, failing to point out that it is data rather than a physical object and is thus only as "rare" as they decide it should be at any given point in time. There's no joy in playing that game; it's mindless busywork — something to do for the sake of having something to fiddle with rather than something that actually engages your brain and makes you interested in what's going on.

    The phrase "mindless busywork" describes probably 90% of the new mobile and social games that are released every day. Which is why I have no desire whatsoever to play them in my free time.

    Compare and contrast the crap that is Transformers Legends to Fire Emblem: Awakening on 3DS, then. Ostensibly, the two games are of the same genre: RPG. And yet the difference in quality is apparent from the moment you fire up the game. And it only gets more painful to even contemplate this difference as you go on.

    Fire Emblem is a game designed to entertain you and challenge you. It's not designed to massage your ego through giving you tasks to do that are completely free of any sort of challenge, and then extract money from you while you're feeling good. It has the means of extracting money from you through its paid (optional) downloadable content, but the experience in and of itself is complete, and it doesn't nag you at any point to do something that will cost you money. It doesn't tell you how long you can play before you have to either stop or pay, it doesn't tease you with "if you pay $5 you might get this awesome hero" nonsense — note, "might" — and it doesn't thrust gigantic screen-filling adverts in your fucking face every five minutes like most modern mobile games do. Nothing breaks immersion for me more quickly than happily playing a game then suddenly everything stopping and the device on which I'm playing said game asking me if I want to download another, completely unrelated free game. The answer is, without exception, "no, fuck off."

    And if the adverts don't break immersion, the "user retention" strategies certainly do. "Play the Daily Spin now!" announces a game that is attempting to be a gritty depiction of medieval life, failing to see how completely inappropriate a slot machine is in this context. "Spin the wheel for prizes!" barks Gollum in the official mobile game of The Hobbit. "Get free coins every day!" bellows whatever shitty puzzle game has ripped off Bejeweled and monetized it out the arse this week.

    No. So long as mobile phone gaming is the preserve of sleazy chancers who prey on the weak and stupid, traditional handhelds have absolutely nothing to worry about.

    Were you an advocate of mobile and tablet gaming, you may well point to the disparity in price between mobile games and 3DS/Vita games and make some sort of non-specific sneering noise at this point. My response to that is very simply "you get what you pay for."

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    1197: 32-Bit Power https://imnotdoctorwho.moegamer.net/2013/04/29/1197-32-bit-power/ https://imnotdoctorwho.moegamer.net/2013/04/29/1197-32-bit-power/#respond Mon, 29 Apr 2013 21:23:30 +0000 http://angryjedi.wordpress.com/?p=5326 It's my birthday today. I am 32. Big fucking whoop. I still have a somewhat childish outlook on a lot of things, I will freely admit — come on, it's endearing — and birthdays are one of those things. I still feel that birthdays are special days, that they should be celebrated and enjoyed — … Continue reading 1197: 32-Bit Power

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    It's my birthday today. I am 32. Big fucking whoop.

    I still have a somewhat childish outlook on a lot of things, I will freely admit — come on, it's endearing — and birthdays are one of those things. I still feel that birthdays are special days, that they should be celebrated and enjoyed — and that preferably, nothing unpleasant should happen to you on them. Ideally, you wouldn't even have to work on your birthday — it would be a guaranteed holiday for each individual person — and you could just spend the day eating cake, reading cards, opening presents and wondering how you'll spend your birthday money.

    Which is why I'm here at just after 10pm in the evening feeling a bit glum. Today has… well, not "sucked" exactly, but it has been nothing but a normal day in which I got a significantly larger number of posts on my Facebook Timeline than usual. Don't get me wrong, I'm grateful for people taking a moment to wish me happy birthday after Facebook reminded them to do so, but it's not really the same as, you know, something exciting happening. And absolutely nothing exciting has happened today. At all. It has just been a Monday. Any other Monday.

    It doesn't help that Andie is ill and thus we can't really do anything exciting and celebratory, though we are going to Canada at the weekend, so I'll look at that as a slightly-belated birthday celebration. I also had some friends over at the weekend for board and computer games, and had the chance to catch up with some other friends I haven't seen for ages on Sunday, so that was nice, and I'm grateful for that.

    I can't shake the feeling that today should have been more "special" than it was, though. It just wasn't. At all. And I know that as you get older, birthdays do get less and less special — largely because you've had so many of them, but also because you start to get to a point where you want to forget about them — but, you know, I still like to feel like there's a day that's "mine"; a day when I can enjoy myself, when I can be immune from the unpleasantness of the world and just enjoy a bit of selfishness for once.

    Today wasn't that day.

    Oh well. There's always next year.

    BALLS

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    1196: What's Yours is Mine https://imnotdoctorwho.moegamer.net/2013/04/28/1196-whats-yours-is-mine/ https://imnotdoctorwho.moegamer.net/2013/04/28/1196-whats-yours-is-mine/#respond Sun, 28 Apr 2013 23:15:08 +0000 http://angryjedi.wordpress.com/?p=5322 My good friend Mark and I played a bunch of Monaco: What's Mine is Yours What's Yours is Mine (damn it all to hell, I KEEP getting that the wrong way round) via the wonder that is the Internet this evening. It's rather fun. If you haven't come across this peculiar little game before, it's essentially a … Continue reading 1196: What's Yours is Mine

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    My good friend Mark and I played a bunch of Monaco: What's Mine is Yours What's Yours is Mine (damn it all to hell, I KEEP getting that the wrong way round) via the wonder that is the Internet this evening. It's rather fun.

    If you haven't come across this peculiar little game before, it's essentially a multiplayer stealth game in which you cooperate to complete various heists as efficiently as possible. This isn't a ludicrously violent first-person shooter-style heist as in Payday: The Heist, however; no, these are missions where you have to sneak, think carefully about what you're doing and occasionally frantically improvise while being chased by a pack of slathering dogs.

    Monaco's main distinguishing feature over many of its peers is its heavy sense of style. Levels are depicted from a top-down perspective as a black-and-white "blueprint" of the building the team are currently plundering, with only the regions visible to the player's current position "lit up" and showing their full detail. The rest of the blueprint is marked with various icons showing objects that can be interacted with, treasures to find and the eventual mission goal.

    Controlling Monaco is extremely simple. Most actions are performed simply by walking into the object you would like to interact with — walk into a locked door to pick its lock, walk into a computer to hack it, walk into a safe to crack it. Each of the game's character classes, each of whom are unlocked over the course of the complete campaign, have their own special abilities that can help the team as a whole. The Lookout, for example, displays the locations of all guards and civilians (who alert guards) on the map when she is either standing still or sneaking. The Locksmith, meanwhile, can pick locks and crack safes more quickly, while The Cleaner can knock out guards or civilians that are unaware of his presence. Each level also has certain items that can help out — sometimes there are guns which can be used to kill guards, sometimes smoke bombs to sneak past, sometimes EMP grenades to disrupt electrical systems.

    The interesting thing about Monaco is that it doesn't spoon-feed the player everything. You're given basic tutorial text through prompts on the floor as information becomes relevant, but the specifics are up to you to determine through experimentation. For example, on the last level Mark and I played this evening, we came across doors marked with a "hand" symbol that appeared to set off alarms if we successfully opened them. We subsequently discovered that these doors and the alarms could be bypassed by either hacking a nearby computer or cutting the power to the area they were in. The game didn't tell us this — we had to find it out for ourselves. I'm all for this.

    This lack of spoon-feeding extends to the visual information provided to the player, too. The top-down display of what's going on is presented in a rather abstract manner, so you have to use your imagination to picture what's actually going on. In many ways, it's quite like a board game — albeit one you play in real-time — as you spend a lot of time looking at abstract representations of things rather than what they actually are. Nice little touches are there to stoke the fires of the imagination, however — the "blueprints" for the buildings are all marked with the names of each room, for example, so you can picture the purpose of each place you visit and why you're there. Some truly excellent (and easy-to-miss) ambient sound gives a wonderful sense of atmosphere to the whole experience, too. This is a game worth wearing headphones for, as just by using speakers you'll miss out on a lot of interesting audio cues.

    Perhaps most pleasing is the fact that it's a cooperative game that can be played either online or off. Up to four players can cooperate with one another either all on the same computer, over a LAN or via the Internet. The game can also be played solo — and is a completely different experience when doing so, as you can't rely on the other players and their characters' abilities to back you up.

    On the whole, it seems to be a really interesting game that I'm looking forward to trying again with friends. It's noticeably different from the "norm" and a lot of fun to play. It's also just twelve quid, so grab a copy today.

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    1195: City of Horror https://imnotdoctorwho.moegamer.net/2013/04/27/1195-city-of-horror/ https://imnotdoctorwho.moegamer.net/2013/04/27/1195-city-of-horror/#respond Sat, 27 Apr 2013 22:11:32 +0000 http://angryjedi.wordpress.com/?p=5319 It's my birthday on Monday, so we decided that today would be a good day to celebrate it while people were around. As has been the tradition among the more geeky portion of my circle of friends, we decided to mark the occasion with a day of board and computer games, including Surgeon Simulator 2013, a failed … Continue reading 1195: City of Horror

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    It's my birthday on Monday, so we decided that today would be a good day to celebrate it while people were around. As has been the tradition among the more geeky portion of my circle of friends, we decided to mark the occasion with a day of board and computer games, including Surgeon Simulator 2013, a failed attempt at getting Artemis to run due to the iOS versions not matching the PC versions, some NintendoLand (still a firm hit with everyone, and a good reason by itself to own a Wii U and four controllers) and, on the board game front, Descent and City of Horror.

    It's the latter that I'd like to talk about today, as it's a very interesting game indeed, and quite unlike anything I've really played before.

    For the uninitiated, City of Horror is a semi-cooperative survival horror game themed around a zombie apocalypse. Each player takes control of several survivors and then, over the course of four turns, moves them around, fends off zombies, makes deals with the other players and tries to end the game with as many points as possible. In order to acquire points, your characters have to be alive, and in order to ensure they are alive at the end of the game, they must have an antidote on hand and not have been devoured by zombies. To gain more points, you can grab food supplies or additional antidotes. Each character is worth a particular number of points at the end of the game, but loses value if they use their special ability, which can only be used once per game unless they "recharge" themselves using special cards or locations.

    The gameplay is surprisingly free-for-all once it gets started, and reading the rules doesn't really make it entirely clear how things are going to unfold until you start playing. Essentially what happens is this: everyone secretly makes a decision as to which of the game's locations they are going to move one of their characters to this turn, then reveals this plan simultaneously. Then, zombies appear and move, and sometimes supplies in the form of action cards and antidotes are dropped in. Then, characters move in a set order; if there isn't a space in the location they're trying to move to, they end up in the streets in the centre of the board.

    After this comes the tricky bit. Each location is "resolved" in order. Firstly, each player gets an opportunity to use the location's special ability, which usually involves discarding a card to get some sort of benefit. This happens in turn order. Next, all players — even those who don't have a character present in that location — can play action cards, negotiate, lie, cheat and backstab their way into an advantageous position. Action cards allow for the manipulation of stuff that is on the board — some allow you to move or add zombies to particular locations; others let survivors kill zombies; others still have special abilities such as guaranteeing safety from a zombie attack.

    Each location has its own criterion for triggering a zombie attack — usually an upper limit of zombies milling around the outside of the building. If this criterion is met, then one of the characters present in the location will die after everyone has finished playing their actions — exactly which one is determined by a simultaneous vote among everyone present. Consequently, there's a lot of scope for making deals with other players and then stabbing them in the back by siding against them when it comes to the time when someone has to be thrown out through the window into the slobbering hordes.

    In many ways, it's a nasty, horrible little game that is best played among a group of friends who won't take it personally. If you're not willing to be a complete asshole to the people you're playing with, you will not succeed — it's as simple as that. In many ways it's rather refreshing — rather than being directly competitive based on skill, random elements or accumulated resources, it's all about interacting with other people and determining where everyone's weak points are. There's a lot of bluffing, a lot of lying and a lot of outright cheating (within the confines of the rules) and I seriously doubt it's possible to finish a game with everyone still standing.

    It's great fun, in short — just be sure not to play it with anyone who might get upset when you promise not to let them get killed and then promptly let them get killed!

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    1194: Courting the 'Core' https://imnotdoctorwho.moegamer.net/2013/04/26/1194-courting-the-core/ https://imnotdoctorwho.moegamer.net/2013/04/26/1194-courting-the-core/#respond Fri, 26 Apr 2013 22:22:26 +0000 http://angryjedi.wordpress.com/?p=5314 Social games, it's fair to say, have a bad reputation among those who are euphemistically referred to as "core gamers". This bad reputation isn't altogether unjustified, of course — social games are, in many cases, derivative, exploitative or just plain boring — but despite the prevalence of Men In Suits (or, probably more accurately, Men In Trendy … Continue reading 1194: Courting the 'Core'

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    Social games, it's fair to say, have a bad reputation among those who are euphemistically referred to as "core gamers". This bad reputation isn't altogether unjustified, of course — social games are, in many cases, derivative, exploitative or just plain boring — but despite the prevalence of Men In Suits (or, probably more accurately, Men In Trendy T-Shirts And/Or Turtleneck Sweaters) who have never played a video game before in their life running the show for the most part, there's a lot of talent in that particular sector of the industry.

    So why the hell doesn't this part of the industry do more to attract the "core"?

    It's at this point that, if I was talking about this in person with someone directly involved with the industry, that they would point to one of the following facts: 1) Candy Crush Saga having approximately 15 million daily active users; 2) CSR Racing on iOS earning somewhere in the region of $12 million a month when it launched; 3) The Top Grossing chart on iOS being dominated by games that are free to download.

    These are all facts, and cannot be ignored. However, that doesn't necessarily mean that they're good things. As I've said many times in the past, just because you can do something doesn't mean you shouldCandy Crush Saga has 15 million daily active users because it nags them via notifications to come back and play; CSR Racing earned $12 million a month by forcing people to pay up for "gas" for their cars if they didn't want to wait; and don't even get me started on what I think of the Top Grossing chart on iOS and the awful crap therein.

    Aside from these matters, the fact that the social and mobile games sectors aren't courting the "core" more aggressively is just baffling to me. While those who identify as "core" gamers — i.e. those who will happily sit down in front of a computer or console for several hours at a time to use it as their primary means of entertainment rather than an idle timewaster — do not exist in as vast a number as those who have a Facebook account and who have tried Candy Crush Saga at least once, there are some important things to bear in mind.

    Most crucially, of those 15 million daily active users that Candy Crush Saga has, only a tiny fraction of them actually pay anything. Some of them might pay a lot — these people are rather revoltingly referred to as "whales" by people in the industry — but an awful lot of them will either refuse to pay out of principle or just not enjoy the game enough to want to spend money on it.

    Here's the thing: "core" gamers spend a lot of money. "Core" gamers will happily spent £40 on a brand new game without having read a review. "Core" gamers will pay a premium to get pointless cool stuff that they can show off. "Core" gamers are a lucrative source of income, in other words. Much as it pains me to break it down that way — I'd much rather games be seen as creative works than business products — it is, in fact, true.

    So, then, I have to question why more of an effort isn't being made to make "core" gamers take social and mobile games seriously. Because it's not. "Core" gamers see the majority of social and mobile games as a massive joke — a festering boil on the arse of the industry; a source of interactive entertainment that doesn't create "proper games" and instead puts out the very worst sort of shovelware.

    They're right, to an extent. So here's a few things the social and mobile sectors could do to be taken a bit more seriously by potentially one of the most lucrative markets out there.

    Stop ripping the same things off all the time.

    Seriously. Cut it out. We've all played Puzzle Bobble. We've all played Bejeweled. Stop trying to make out your puzzle game is new and innovative when, in fact, it is simply either Puzzle Bobble or Bejeweled (or, in a few cases, Jawbreaker).

    If you must draw inspiration from past titles, that's fine; just stop drawing inspiration from such a small pool. Just in the puzzle game genre there are hundreds of great games begging for a social adaptation — Columns, Klax, Super Puzzle Fighter II Turbo, Puzzle League, Dr Mario, Baku Baku Animal… I could go on — so why are we constantly subjected to the same "match-3" bollocks over and over?

    This isn't just an issue in the puzzle genre — social RPGs all rip off Mafia Wars; farming sims all rip off FarmVille; citybuilders all rip off CityVille, and none of them were actually that good in the first place.

    Stop ripping yourself off.

    If you already have a match-3 puzzle game in your portfolio, you don't need another one. King, currently the biggest social game company in the world thanks to the aforementioned Candy Crush Saga, is terrible for this. Now that Candy Crush Saga is the top performing game on Facebook, they've put out another game. What kind of game do you think that is? That's right; a game where you swap coloured things around to make groups of 3 in horizontal or vertical lines. Only this time they're fruit and vegetables!

    Or how about Kabam, who have now released the exact same game with slightly different graphics and a different name four times (Kingdoms of Camelot, Kingdoms of Camelot: Battle for the North, Arcane Empires, The Hobbit: Kingdoms of Middle-Earth) and no-one (except me) has called them on it.

    The fact that people buy into this is just depressing.

    Hire some fucking writers.

    Quite a few social games these days are very well presented, with quality graphics and decent sound and music. In many cases, they actually create quite an impressive atmosphere… until the player is asked to read anything and it becomes very apparent that the "plot" of the game, such as it is, was written by a dyslexic Russian 10-year old who had just played Magic: The Gathering for the first time.

    Good writing is just as important as the more immediate parts of your game's presentation. Don't skimp on it. And even if you're not going for an epic plot in your game — incidentally, puzzle games do not need plots, so just stop trying to cram one in — at least get someone to proofread the in-game text, fix any typos and glaring grammatical errors… and make sure if you're releasing it in English-speaking territories that all of the game's text is actually in fucking English.

    A shout-out to 5th Planet Games here, who actually make an effort with this sort of thing, even if the gameplay of the games sometimes isn't up to much; Legacy of a Thousand Suns may be a Mafia Wars ripoff in terms of gameplay, but at least it has some consistently well-written story text throughout, unlike Mafia Wars, which didn't even try in this regard.

    Stop using outdated tech.

    Adobe is winding down Flash support, so it's time for Web-based games to do the same. Relying on Flash means that you limit yourself to those using a computer that supports Flash, and excludes those on tablets and mobile phones. There are a ton of cross-platform solutions available now that allow you to deploy an app on the Web, mobile platforms and as a standalone PC, Mac or Linux executable, so there's really very little excuse for not using one.

    Not only that, but your average computer these days is more than capable of dealing with some simple 3D graphics — in fact, most are more than capable of handling decent-quality 3D graphics. Unity is a solid option that makes porting between platforms a snap; use it.

    Stop using stupid, inappropriate aesthetics.

    This is what the artwork for the CSI Miami Facebook game looks like:

    622367_325365960890338_170300072_oThis is a screenshot from the official House M.D. Facebook game, developed by the same team:

    house_1And this is what a zombie looks like in the Walking Dead social game:

    Social_Game_Zombie

     

    I don't think I really need to say anything else on that note.

    If it doesn't belong in the game, don't put it in the game.

    You want to keep your players coming back day after day? Don't shoehorn in a stupid roulette game that makes absolutely no thematic sense whatsoever; instead, simply make a good game that people will want to keep playing.

    Stop assuming I'm an idiot.

    "Core" gamers have played games before. They don't need your tutorial to unfold over the course of the first 20 levels of your puzzle game. Make it brief, and make it skippable.

    Along the same lines, it's okay to tell someone to do something and then not put a gigantic flashing arrow over the top of it and simultaneously darken the rest of the screen, just in case they missed the gigantic flashing arrow. Allow the player to experiment and discover things for themselves rather than pointing every single thing out to them. At the same time, provide a detailed Help file and/or tooltip system so that they can look things up if they aren't clear.

    On a slightly different but related note, it's okay for games to be complex. Again, "core" gamers have played games before and are okay with complex mechanics. Important note: "complex" is not the same as "boring". Kabam and anyone else making "midcore strategy games", please learn this.

    Make it so fun I want to pay, not so inconvenient I have to pay.

    This is the biggie. Monetisation is the biggest challenge in free-to-play gaming in general, and particularly in mobile and social games, which often attract huge audiences but relatively tiny proportions of paying customers.

    "Core" gamers do not like feeling nickel and dimed. Look at the negative response to stuff like Dead Space 3, or Real Racing 3 — both of which, not coincidentally, are by EA.

    "Core" gamers also do not like having their time wasted. This does not mean that they will pay to bypass wait timers in your game; it means they will simply stop playing.

    Provide "core" gamers with stuff they can buy that improves their experience, but which doesn't break the game. Throw out that stupid energy system — a "core" gamer will stop playing when they're good and ready, not when you tell them to stop. Throw out that "it takes three hours of real time to harvest your crops" bullshit — if you explicitly send them away, they won't come back. Instead provide them with cool stuff that they want to show off — new outfits for their character, new paint jobs for their car, new background music or even whole new levels or areas to explore. If you want a good example of how to do it right, look at stuff like DC Universe Online and Perfect World's free-to-play MMOs — all are satisfying to play for free, but all offer a ton of non-game-breaking benefits to those willing to pony up and buy some premium currency.

    Talking of which…

    Quit the "pay to win" crap.

    "Core" gamers complain. A lot. Particularly when they believe that a game isn't being fair. They'll whinge about mages being nerfed, shotguns being OP'd and generally anything else that breaks the game balance. "Core" gamers play a lot of games and are thus very good at spotting when a game is unbalanced to an unfair degree. Do not make your game so that a crap player can buy their way to dominance over a skilled player; make it so the crap player wants to get better at the game. Reward the skilled player with cool stuff and allow the crap player to see all the awesome stuff they could earn if they were just a bit better; but don't allow them to buy their way to success.

    Along the same lines, quit the "Get More Coins" nonsense. Part of the satisfaction of experiences like role-playing games and business sims for "core" gamers is feeling like they've struggled against all odds to earn their rewards. The second you allow them to simply purchase all the money in the game world for $50, you devalue those rewards and make them meaningless. You also, again, break the game balance. Instead, pace your game in such a way that the rewards are earned at a good, satisfying rate, and save the paid stuff for purely cosmetic items. If you must use a virtual currency for premium items, make it a completely separate currency that it's clear can only be acquired through spending money. Keep the "Cash Shop" stuff separate from the normal shop. And for heaven's sake stop plastering the screen with special offers and other sparkling icons — nothing breaks the atmosphere of your otherwise well-rendered fantasy world quicker than a large flashing icon bellowing about "20% Off Gems!"

    ____

    I accept that many of these things are more difficult to implement than what is being done by many mobile and social games now. But they, among other things that I've undoubtedly forgotten — feel free to chime in in the comments — are why "core" gamers do not take mobile and social games seriously.

    Court the "core" and you'll make a lot of money. Continue to alienate them, however, and you'll always be a big joke to a significant proportion of people who are willing to spend a lot of money on their favourite hobby.

     

     

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    1193: London Calling https://imnotdoctorwho.moegamer.net/2013/04/25/1193-london-calling/ https://imnotdoctorwho.moegamer.net/2013/04/25/1193-london-calling/#respond Thu, 25 Apr 2013 20:25:49 +0000 http://angryjedi.wordpress.com/?p=5311 I went to London today. I do not like going to London. I do not like London generally, in fact. Fortunately, my trip to London today meant that I didn't have to go very far, as in I didn't have to catch the tube or the train or the bus or anything like that. We … Continue reading 1193: London Calling

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    I went to London today. I do not like going to London. I do not like London generally, in fact.

    Fortunately, my trip to London today meant that I didn't have to go very far, as in I didn't have to catch the tube or the train or the bus or anything like that. We got a coach in (which, yes, did require getting up at 5 in the morning, but which was a relatively painless experience) then were able to walk to where we were going (the passport office, if you were curious) and then walk back, catch the bus home and not have to piss about with Londoners and their attitudes towards other people.

    For many, living in London appears to be some sort of ultimate goal, some sort of Ultimate Cool Status. It is, of course, certainly true that a lot of industries make their home in the nation's capital — the UK video games industry barely acknowledges that any other city exists, for example — but I cannot possibly imagine ever living there. It must be hellish. And expensive. Why would you want to pay a fortune to live somewhere that is hellish?

    I had a job offer a while back that would have required me to move to London. I've thought back on my career path since then, which has been entirely working from home for American companies, and I wonder if I might have been better off taking that one as it was a more inherently "stable" position. The conclusion I inevitably reach is "no", incidentally, with a large contributing factor to feeling that way being the fact that I don't have to live in London. (The others being that I wouldn't, by now, be living back in Southampton near my friends and with Andie, which are all awesome things in my life that I'm happy about.)

    I'll tell you why I don't like London. Well, some of the reasons, anyway.

    The weather is never right. When it's grey and miserable, it's really grey and miserable, and the dirty streets and oppressive, cramped way in which all the buildings are crammed together just emphasises how grey and miserable it is. When it's hot, meanwhile, like it was today, it's really hot, and humid, and the thickness of the dirty air from the hordes of cars who inexplicably think it's a good idea to drive around Central London (hint: it's really not) just makes it all the more unpleasant to immerse yourself in. Particularly when, yes, you've been up since five in the morning.

    As I said above, thankfully I didn't really run into my other London bugbears today as we were pretty much "in and out" — or as close to "in and out" as is possible when riding a bus from a couple of hours' drive away. For the record, though, said bugbears largely revolve around people who have to be wherever they're going faster than you getting wherever you're going. This most commonly shows itself on the Underground escalators, where the left lane is the "dickhead" lane of people who think that barging past people who are often carrying large, heavy suitcases and/or bags will get them where they're going a bit faster. (Hint: it probably doesn't, given that when you get to the bottom you all have to wait for the same train.) It also shows itself on the street, where if you dare walk anywhere except smooshed up against a wall, some jerkoff in a suit will come charging past you on Important City-Boy Business and make you — just for one, single, blissful, homicidal instant — consider pushing him into the path of the open-top tour bus that is coming around the corner.

    As I say, though, thankfully I didn't encounter any of these issues today, and instead we saw some ducks, geese and other unidentified (well, someone has identified them, obviously) birds in St. James' Park. Which was quite nice.

    I still hate London, though. Even with its "nice bits".

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    1192: Take That! https://imnotdoctorwho.moegamer.net/2013/04/24/1192-take-that/ https://imnotdoctorwho.moegamer.net/2013/04/24/1192-take-that/#respond Wed, 24 Apr 2013 21:14:40 +0000 http://angryjedi.wordpress.com/?p=5308 (Because it's just too obvious to start a post about Ace Attorney with the word "Objection!" these days.) I've started replaying the Ace Attorney series, largely because I recently reacquired the two installments I used to have in my collection that went missing when I loaned them to someone unknown a while back. (The person I thought I loaned them … Continue reading 1192: Take That!

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    (Because it's just too obvious to start a post about Ace Attorney with the word "Objection!" these days.)

    I've started replaying the Ace Attorney series, largely because I recently reacquired the two installments I used to have in my collection that went missing when I loaned them to someone unknown a while back. (The person I thought I loaned them to swears blind he doesn't have them, and I believe him, sooo…) After finishing Lifesigns in all its Ace Attorney-esque glory, I was keen to revisit Nick, Maya and the rest of the gang for some happy fun times.

    And I'm reminded why this is still one of my favourite game series of all time. It pushes all my buttons. Visual novel? Check. Adventure game elements (i.e. puzzles?) Check. Interesting characters? Check. Anime silliness? Check. Overdramatic music? Check.

    It's testament to the quality of this game series that, even remembering most (though not all!) of the solutions to the various puzzles throughout, it's still a compelling experience I'm happy to sit through again, primarily because of the characters throughout.

    Phoenix himself is a good protagonist. He doesn't enforce his personality on the player too much, but he's very much his own person rather than a blank slate. His growth from constantly-sweating, nervous rookie lawyer in the first game to confident giantkiller over the course of the entire series is heartwarming to see, and as I recall, taking down the villain in the final case of the third game was an immensely satisfying experience on a par with, say, defeating Sephiroth for the first time in FFVII.

    One thing I like about the series is that it manages to successfully involve the player in a sense of "conflict" without ever resorting to violence. Not once does Phoenix draw a gun or any other weapon over the course of the game, yet the courtroom showdowns are as thrilling and exciting as any lengthy RPG battle sequence. This is one thing that actually improves slightly as the game progresses — in the first game, you simply have five "lives" in the courtroom sequences, whereas in later games you have a "health bar" that depletes by various amounts when you make an incorrect answer or accusation. This is a much better solution, as it allows for a storytelling trick that is unique to games — drama through interface. When the judge says that you'd better get your facts straight before you answer and you see that an incorrect response will drain your entire health bar in one go, you think damn carefully about what you're going to say next.

    Ace Attorney is also pretty much the poster child for why it's a good idea to have a "companion character" with the protagonist — particularly if you're not going to go full-on visual novel and have them narrate everything they do. The chemistry between Maya and Phoenix — which successfully manages to get a cross a real sense of love between the two of them without ever once getting the slightest bit sexualised — is a real highlight of the series, and again it's something that grows and changes over the course of the three Wright games. It's a tradition that's continued in the fourth game Apollo Justice, too, albeit with a different companion character, and again in Ace Attorney Investigations (again with an all-new companion), which brings the wonderful Miles Edgeworth to the fore and inverts the series' usual format.

    The game looks great on the big screen of the DSi XL, too. I'm rediscovering a bunch of great DS titles on those lovely big screens, and I'm really looking forward to playing the other Ace Attorney games in succession. It's actually been quite a few years since I last played them, and I don't think I've ever played all five one after another. I'll be interested to see how "coherent" they end up being. We'll see!

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    1191: Social Burnout https://imnotdoctorwho.moegamer.net/2013/04/23/1191-social-burnout/ https://imnotdoctorwho.moegamer.net/2013/04/23/1191-social-burnout/#respond Tue, 23 Apr 2013 22:43:45 +0000 http://angryjedi.wordpress.com/?p=5304 I've been thinking this for quite a while, as you've probably noticed from past posts I've made on the subject, but I'm beginning to feel completely burned-out on social media. Everything has to be social these days. Everything has to have little like buttons and little comment buttons and allow every denizen of the Internet to spew … Continue reading 1191: Social Burnout

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    I've been thinking this for quite a while, as you've probably noticed from past posts I've made on the subject, but I'm beginning to feel completely burned-out on social media. Everything has to be social these days. Everything has to have little like buttons and little comment buttons and allow every denizen of the Internet to spew their ill-informed thoughts and opinions over it, or to share it pointlessly to Facebook.

    Earlier today, I was distressed to discover that an official Pizza Hut app is coming to Xbox 360, presumably aimed at those people who find phoning, using a mobile phone app or using the Internet to order a pizza too easy and would instead prefer to do so by navigating the monstrosity that is the Metro interface. One line in the Polygon article about it — here — jumped out at me and kind of drove it home how "way too far" we've taken social media these days. Here it is:

    "After submitting an order, users can share their choice with friends via Facebook."

    Why. Why. Why why whywhywhy would you want to do this?

    Pizza Hut aren't the only offenders in this regard, of course — Amazon offer a convenient facility to tweet or share on Facebook anything that you've just bought, as do a lot of other websites. You can even set up the PlayStation 3 and Vita to automatically share every purchase you make on PSN to Facebook. And every time I see this facility, I wonder why on Earth anyone would want to use it. But apparently people do.

    This glut of auto-sharing is killing the original point of social media, which was to allow people to engage in conversations with one another by sharing things that were important to them. Now, it's more like a convention of ADHD sufferers running around going "I JUST BOUGHT A PIZZA! LOOK AT THIS VIDEO OF A DUCK RUNNING! HERE'S A PICTURE OF A CAT! I'D SAY SOMETHING PASSIVE-AGGRESSIVE BUT 'SOMEBODY' WOULDN'T LIKE IT!" rather than what I remember my early experiences with Facebook being like.

    I vividly recall resisting signing up to Facebook in its early days, because everyone seemed to be doing it and I just couldn't be arsed with it. When I eventually started using it, however, I was impressed to discover a site that was seemingly built for real-life friends. Any time I added someone to my friends list, I had to indicate how I knew them, and the other person had to verify that story. My profile was only visible in full to those whom I had marked as a friend, and there weren't really any privacy settings to worry about. Stuff that was shared was the sort of stuff you'd share if you were actually in the same room with friends — what you'd been up to, some photos from your holiday, perhaps a longer piece of writing in the form of a "Note". No games, no spam, no "I Fucking Love Science" posts. Just actual interactions. The Like button was there, but it didn't have the all-encompassing power it has now, and people hadn't really started using it as a substitute for actually saying things.

    Now, though, with the proliferation of "LIKE IF YOU HATE CANCER, SHARE IF YOU LOVE KITTENS" posts, the signal-to-noise ratio is all out of whack, and people are used to posting tons of crap while simultaneously saying nothing of value. This has the side-effect of meaning that when you actually want a response from someone, it's quite difficult to get one. The other day I attempted to find someone to take care of our pet rats while we're on holiday in Canada; the only responses I got were jokey, non-serious ones, and within a couple of hours it had dropped off the face of everyone's News Feed, never to be seen again… unless I were to slip Facebook $7 to "promote" it, of course.

    Or take today, when I saw someone post an actual non-rhetorical question that needed an answer, and the first response was a "Like".

    Not helpful. At all. You "Like" my question? Great. Do you "Like" it enough to actually fucking answer it, perhaps? No? Then piss off. I'm not so desperate for validation that I count the number of "Likes" a particular post gets and see it as some form of brag-worthy e-peen.

    That said, if you want to "Like" my new "K-On Girls Wear the Union Jack" fanart cover photo, feel free.

    Sigh. I'm such a hypocrite.

    I've been rediscovering forums recently — I was a member of a My Little Pony forum for a while before it shut down due to admin drama, and I'm currently taking some tentative steps into the RPG Maker community. While forums have their own issues — largely people being a little lawyerish about the community rules and regulations — I'm beginning to think they're not such an outdated means of discussion as many seem to think…

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    1190: Dev Diary 5 https://imnotdoctorwho.moegamer.net/2013/04/22/1190-dev-diary-5/ https://imnotdoctorwho.moegamer.net/2013/04/22/1190-dev-diary-5/#respond Mon, 22 Apr 2013 22:31:03 +0000 http://angryjedi.wordpress.com/?p=5294 I've been thinking about interface design today. I told myself that I wouldn't faff around with the default RPG Maker bits and bobs too much so as not to hold up actually writing the story, but in practice it's so simple to tweak this stuff that I couldn't help myself. In doing so, I've immediately made a … Continue reading 1190: Dev Diary 5

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    I've been thinking about interface design today. I told myself that I wouldn't faff around with the default RPG Maker bits and bobs too much so as not to hold up actually writing the story, but in practice it's so simple to tweak this stuff that I couldn't help myself. In doing so, I've immediately made a difference to the game that makes it look a little less like a half-arsed default RPG Maker project and has a bit more individuality, despite still largely using stock assets.

    As a reminder, here's a typical shot of how it looked before:

    oneyearlater5And here's how a different moment in the game looks as of today:

    oneyearlater14Not a huge difference, I know, but the astute among you will notice two things: firstly, the colour of the text box has changed to a deep navy blue rather than the default gradient fill, and the main game screen now has a Persona 3-style "clock" in the upper-right corner of the screen, indicating what time of day it is. Presently, this only shows the time of day, but I'm toying with it showing what day it is, too — my hesitation on this note is that which day it is is only relevant for part of the game rather than the whole thing.

    Earlier today, the "clock" was much bigger and looked a bit like this:

    cRuISM7 - Imgur

     

    I actually kind of liked it at the larger size, but it was overlapping the portraits of characters who appeared on the right-hand side of the screen a bit too much for my liking, so I reduced it a bit.

    The reason I changed the colour of the text box was because I was experimenting with some scripts that changed the behaviour of the menu. Specifically, they allowed a "wallpaper" image to be applied, so my menu screen now looks like this:

    oneyearlater10I figured I'd run with the "flat blue" colour scheme, and add a nice silhouette of Ami in the background for a bit of visual interest, and tweak the message box colour to match for consistency's sake. The silhouette image shows up nicely in the various menu screens without being too obtrusive, as you can see from this shot of the save menu:

    oneyearlater15

    In fact, it shows up particularly nicely when choosing to quit or return to the title screen — a happy coincidence of the fact that selecting this option darkens the screen somewhat:

    oneyearlater16

    Those of you who know RPG Maker well will also notice I've replaced the default font with the nice, simple and clean lines of Verdana. This was primarily to match the default font used in a message box script I'm using, because it was bugging me a bit that the font in my message windows and in the rest of the interface didn't match.

    Oh, God. What is happening to me?

    I jest. Fact is, today I'd reached a good natural "stopping point" in terms of composing the story, and it was as good a time as any to fiddle around with the "look" of the game a bit. I'm pleased with the effect it's had — they're only subtle little changes, but they've had a noticeable effect.

    Now it's time to stop farting about with all this and move the plot onwards. To give you an idea of how things are going, the game is structured in several parts: firstly, there's a prologue; then there are five in-game days, during which a whole host of different things can happen according to exclusive choices the player makes in each of the morning, afternoon and evening time slots; then there are four unique "second parts" to the game, and one "true ending". So far, I've completely and totally finished the prologue, and I've finished the morning of the first day. If you're actually reading all the text like a normal person and not fast-forwarding it like me when I'm testing (yes, there is a fast-forward function) then there's probably just under an hour of Stuff to Do and Read so far. After I've created various environments once, I can reuse them for other events, which means that development will continue to accelerate as I progress through the story.

    oneyearlater11Environments like the one seen above are quite complex, and most stuff in the game is "examinable", so there's a lot of flavour text in there. Now it's done, though, if I want Ami to come back here with another character — which I probably do — I don't have to design that map all over again. Which is nice.

    Anyway. I'll leave that there for now. Just wanted to share how things were going!

     

     

     

     

     

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    1189: Lifesigns Critical https://imnotdoctorwho.moegamer.net/2013/04/21/1189-lifesigns-critical/ https://imnotdoctorwho.moegamer.net/2013/04/21/1189-lifesigns-critical/#respond Sun, 21 Apr 2013 21:39:18 +0000 http://angryjedi.wordpress.com/?p=5291 I completed a playthrough of the DS game Lifesigns last night, wrapping up a pleasantly satisfying experience that I enjoyed very much as a whole. For those who haven't read my past enthusing on the subject, Lifesigns is an Ace Attorney-style adventure game/visual novel for the DS that happens to be set in a hospital and occasionally involve surgery sequences … Continue reading 1189: Lifesigns Critical

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    I completed a playthrough of the DS game Lifesigns last night, wrapping up a pleasantly satisfying experience that I enjoyed very much as a whole.

    For those who haven't read my past enthusing on the subject, Lifesigns is an Ace Attorney-style adventure game/visual novel for the DS that happens to be set in a hospital and occasionally involve surgery sequences using the DS' touchscreen. Unfortunately for the game, on its original release this caused it to be compared unfavourably (and unfairly) to Atlus' excellent Trauma Center: Under the Knife, and as such it was passed over by many due to some rather middling reviews that missed the point somewhat.

    Lifesigns proved to be a great experience for me, though, and it made me think about all the potential genres of gaming we simply don't get all that often. And when I say "genre", I'm not referring to whether something is a shooter or a platform game or an adventure — I'm talking about subject matter. Lifesigns is a medical drama, pure and simple, and that's something we simply don't get much in the gaming space. Trauma Center approaches it, but then veers off into crazy sci-fi town partway through — though the more recent Trauma Team does a much better job at remaining at least semi-plausible rather than going quite as batshit as its two predecessors. Then there was 1988's Life and Death and its sequel Life and Death II: The Brain, but both of those were more simulations of the surgical aspects than narrative-centric medical dramas. And don't even get me started on Surgeon Simulator 2013 — hilarious it may be, but realistic medical drama? No no no.

    As you have probably gathered from my past enthusing on the subject, the strange and wonderful land of visual novels is one of the most forward-thinking subdivisions of the games industry in this regard. In visual novels, we have "slice of life" games that are about interpersonal relationships (too many to name); games about suffering with chronic conditions (Private Nurse); games about supporting people with terminal illnesses (Kana Little Sister); games about being a member of a rock band (Kira Kira) and plenty more besides. The freedom to pursue these rather unconventional subjects — unconventional for gaming, anyway — is due to visual novels' strong focus on narrative over gameplay rather than the other way around.

    But that doesn't mean that there can't be any of what we'd traditionally call "gameplay" in there — Lifesigns is a great example of how you can keep something narrative-focused and still provide the player with things to do. The player has the option to move between different locations at will rather than being railroaded around the place by a completely linear plot; the player can ask various characters about pieces of information they have gathered; the player occasionally has to convince various characters to do or think things by presenting them with appropriate pieces of information; and, of course, the player has to pick up the scalpel and perform everything from appendectomies to emergency open-heart surgery.

    Basically I think what I'm trying to say is that I'd just like to see more games about relatively mundane subject matter — and they don't have to be visual novels to be that way. I want to see an interactive sitcom in which you play one of the characters and interact with the others, but in which nothing of earth-shattering importance happens. I want to see more interactive medical dramas. I want to see more games like Ace Attorney where the focus in criminal investigations is on the lawyers, not the police or private detectives. I want to see more "slice of life" games like Cherry Tree High Comedy Club. And, should I find myself never having to look down the iron sights of a realistically-rendered machine gun ever again, I most certainly won't be sorry.

    Note that as ever, I'm not saying that massively popular subsections of gaming such as competitive first-person shooters should go away. But I am saying that those of us who prefer something a little more sedate and cerebral should be catered to a bit more, that's all. We're getting there, slowly — I've certainly found enough to keep me entertained without even looking at the triple-A sector for a very long time — but there's still some distance to go before the same people who tune in to House every week are picking up a controller to play a new Lifesigns game.

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    1188: What the Hell Does 'Qoga' Mean Anyway? https://imnotdoctorwho.moegamer.net/2013/04/20/1188-what-the-hell-does-qoga-mean-anyway/ https://imnotdoctorwho.moegamer.net/2013/04/20/1188-what-the-hell-does-qoga-mean-anyway/#respond Sat, 20 Apr 2013 21:56:45 +0000 http://angryjedi.wordpress.com/?p=5287 So, I still have one ending of Ar Tonelico II left to see, but given that seeing it involves playing through approximately 85% of the game again, I decided to start the third Ar Tonelico game — the curiously-named Ar Tonelico Qoga — in the meantime. Also, I was waiting for my new old PS2 and my new copy of Ar Tonelico … Continue reading 1188: What the Hell Does 'Qoga' Mean Anyway?

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    So, I still have one ending of Ar Tonelico II left to see, but given that seeing it involves playing through approximately 85% of the game again, I decided to start the third Ar Tonelico game — the curiously-named Ar Tonelico Qoga — in the meantime. Also, I was waiting for my new old PS2 and my new copy of Ar Tonelico II to arrive before I returned to the lands of Metafalss, so it just made sense to try out the sequel while I waited.

    And… gosh. The Ar Tonelico series' jump to "next-gen" consoles (how dated that sentence will look in a few months) meant that the team at Gust et al clearly decided to let loose with their wildest fantasies and build something that is, frankly, off the chart in terms of JRPG weirdness. And that's just within the first four or five hours; I've barely got anywhere with the story yet.

    38-Qoga-00033Within the first five minutes, you're thrown into combat against what is either a big muscly man dressed in a cheerleader outfit or an incredibly masculine woman dressed in a cheerleader outfit (I haven't had that particular question conclusively answered yet), only to be followed by a tough-looking swordswoman inexplicably shapeshifting into the adorable young Reyvateil Saki, who regularly refers to herself in the third person and apparently has the ability to transmogrify assailants into cake, but at the expense of some of her memories. An hour or two later, you meet another Reyvateil named Finnel, who is a waitress at a local bistro, but who has somehow managed to get herself stuck halfway up a cliff a very long way away from where she is supposed to be. Also, there's some business with a master assassin who is dressed like a jester, one of the party members is clearly actually [SPOILER REDACTED] from [SPOILER REDACTED] rather than who they say they are, and somewhere along the line Reyvateils "discovered" the fact that if they take their clothes off, their magic gets more powerful due to their bare skin being able to absorb more magic from the tower, or something.

    I would like to reiterate that I am approximately four hours into the game so far, and already this is the calibre of insanity we're dealing with. I shudder to think where this one is going to end up.

    While none of the above descriptions are exaggerations, though, I have to say that the game appears to handle itself just as well as the previous entries in the series. It's got a self-consciously silly element, yes, and that's even more pronounced than the two PS2 games, but at the same time it also takes itself seriously when it needs to. Ar Tonelico Qoga's setting is a curious inversion of the first game's power structure in particular; whereas in the original game, Reyvateils were often treated as little more than servants to do their masters' bidding, in Qoga it's the Reyvateils (or, more accurately, the Clustanian Reyvateils) who wield all the power, regularly inflicting acts of genocide on humankind in the name of "Cleansing" an area. It's interesting to see the difference this makes to the dynamics of the game world — while I'm not far enough to be able to comment on this in detail yet, it's intriguing.

    In all three games, Reyvateils are enormously powerful entities, but the way in which they're treated is very different. In the first game, they are, for the most part, downtrodden and treated like crap; in the second, they are mostly respected but also feared, particularly if they become infected with the "I.P.D." condition that causes them to become uncontrollable and dangerous; in the third, it seems, they are the "enemy" — or at least some of them are, anyway. As the jaunts through the mental worlds of their Cosmospheres make clear, however, Reyvateils are complex beings, just like "normal" humans, and no two are alike — so to say "Reyvateils are evil" is as ridiculous an assertion as saying "humans are evil".

    I can't comment that much more on the plot as yet, but it's shaping up to be interesting — and if they go where they're implying they're going in Ar Tonelico II's ending, I'll be very happy indeed.

    What has taken a bit of adjusting to so far is the new battle system. Just like Ar Tonelico II shook up the battle system from Ar Tonelico's interesting (if very easy) combat, Ar Tonelico Qoga completely reinvents in-game combat once again, replacing the turn-based fighting of the previous games with real-time arena-based combat that requires you to attack rhythmically in order to build up the Reyvateil's enthusiasm and, well, make her clothes fall off. Sorry, "Purge". I haven't quite got my head around it yet as it's fast-paced and confusing (and challenging!) but it's certainly an interesting change from the previous games, and I look forward to discovering its hidden depths over time.

    I'm looking forward to "Diving" into the two heroines and finding out more about them. Even the first levels of their Cosmospheres in this one seem to indicate that they're both, as the vernacular would have it, "dealing with some shit", so I'm intrigued to find out what makes them tick — and also to figure out how on Earth this whole new "Hyuma" system for programming their song magic works. I get the feeling it's going to be a long, bewildering and enjoyable journey.

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    1187: Dev Diary 4 https://imnotdoctorwho.moegamer.net/2013/04/20/1187-dev-diary-4/ https://imnotdoctorwho.moegamer.net/2013/04/20/1187-dev-diary-4/#respond Sat, 20 Apr 2013 00:42:31 +0000 http://angryjedi.wordpress.com/?p=5281 This is actually more of a "writing diary" rather than a dev diary, because I'd like to talk specifically about the way I write, and how this relates to the game I've been making. I've never been the sort of writer who plans things out in exhaustive detail. I know, I know, this is probably … Continue reading 1187: Dev Diary 4

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    This is actually more of a "writing diary" rather than a dev diary, because I'd like to talk specifically about the way I write, and how this relates to the game I've been making.

    I've never been the sort of writer who plans things out in exhaustive detail. I know, I know, this is probably woefully self-evident from the nonsensical ramblings I've been posting here for the last 1,187 days (and more occasionally beforehand, too) but it works for me. It got me through all of school, all of university and what has so far been a relatively lucrative career in writing professionally.

    Note that I'm not saying I don't plan things out at all. (Although some better planning would have probably avoided that awkward double negative right there.) No, instead what I tend to do is get things firmly in my mind in fairly broad terms, then "fill in the blanks" as I go along. It's not quite writing by the seat of my pants, but it's also not doing a detailed, bullet-pointed list of every single point I'm going to cover over the course of the complete piece. It gives me a sense of structure, but also allows me the flexibility to veer off in another direction if I want to. Those of you who have read my past month-long creative writing endeavours on this site will have likely spotted the points in the (largely improvised) narratives where I had what I thought was a great idea at the time and proceeded down that path with gay abandon, sometimes to discover I'd written myself into a corner and promptly had to dig my way out somehow. (Oh, God. I shouldn't have said that. You'll all be looking for those moments now.)

    Anyway, how does this relate to One Year Later? Well, quite a lot, as it happens. Writing an interactive game isn't quite the same as writing a novel. Even writing a visual novel isn't quite the same as writing a regular novel, since you (usually) have to deal with branching plot paths and whatnot. In the case of One Year Later, there is a linear path of "story beats", for want of a better word, but each of those has several different possible things that could happen, and within those several different possible happenings comes a series of optional things that people might not see at all. These optional things let me play with various aspects of the characters while still allowing the plot to continue moving forwards.

    This is all very vague, as I'm trying not to spoil things, but let me give you a specific example to make things a bit clearer.

    Who wouldn't want to go and have breakfast with Dax here?
    Who wouldn't want to go and have breakfast with Dax here?

    Early in the game, the protagonist Amarysse wakes up bright and early in the morning and goes out into the city. As she's leaving the inn where she's staying, she's accosted by Dax, one of the other main characters, who invites her to go for breakfast with him. If she accepts, they go for breakfast, they have a nice chat and various tidbits of information about both Ami and Dax are revealed, after which time passes and it becomes the afternoon. If she refuses (or, more accurately, defers his invitation until she has all the information available to make a decision) then she can go out into the city streets, where she comes across Feena, another one of the main characters, who invites her to go shopping. The player can only pick one or the other during this particular "time slot" of the game; both focus on Ami and a different main character, and both have the potential to reveal some new information, but they also exclude each other.

    Someone who wants to go shopping with Feena, obviously.
    Someone who wants to go shopping with Feena, obviously.

    This, naturally, presents a challenge in later scenes, where I can't really refer to information in scenes that the player might not have seen. However, what I can do is use the built-in game mechanics to determine whether or not Ami knows about a particular subject, and if she does, trigger some different (or additional) dialogue to if she was discovering this information for the first time. An example of this comes if Ami chose to speak to Feena earlier in the game and revealed the information that Feena is, for some reason, not as happy as she could be. In game terms, hearing this information for the first time rewards Ami with a "topic" item called "Feena's Worries"; later, asking Feena specifically about it when given the opportunity upgrades the topic item with new information (she's not happy with her work), allowing Ami to then automatically pick up on little things that Feena says about her work and put them in context — something that she doesn't do if she doesn't have any knowledge of the topic at all, or if she doesn't know that the thing that's making Feena antsy is her work.

    It's very interesting (and challenging!) to write this way, as it really forces me to think about the characters and how they might have interacted in the past, and how that might inform their future interactions. One Year Later is a game all about dialogue and interpersonal relationships, so it's important to get this right. I hope I do!

    This particular piece of dialogue only shows up if, indeed, Amarysse discovered Feena's real age the previous night -- an optional bit of dialogue that some players might miss.
    This particular piece of dialogue only shows up if, indeed, Amarysse discovered Feena's real age the previous night — an optional piece of information that some players might miss.

    What this brings me on to is something I suddenly noticed very consciously earlier on while writing some optional, missable incidental dialogue between Ami and Feena: I very much get "into character" while writing.

    I say I noticed this earlier; I've actually been conscious of it for quite some time when doing more traditional writing — it's one reason why I enjoy writing stories from the perspective of a first-person participant narrator — but it seemed particularly pronounced earlier. I very much felt like I was "inside the heads" of both Ami and Feena as they talked to each other about, frankly, fairly mundane things — things that those racing through the game would miss, but which those who wanted a deeper understanding of these characters would appreciate as a reward for thorough exploration and investigation.

    The thing to be careful of when feeling like this, of course, is getting that characterisation across to the player, who doesn't "know" these characters in quite the same way as I do. Since while I'm writing the dialogue between these characters I'm effectively "role-playing" them, hopefully this will give the dialogue a reasonably natural-feeling flow. This is something that I won't be able to tell for sure until someone else who doesn't know these characters at all plays the game — which is a scary prospect, for sure!

    Anyway. That's it for today. I've been doing some good work on the game recently and making some good progress. There's not enough there to proudly show off in playable form yet (though there is just under an hour of "Stuff to Do" implemented now, which feels a significant amount!) but there will be before long. In the meantime, I intend to post some occasional thoughts on the subject of its development on this 'ere blog as I (hopefully) continue to make progress.

    One day you might even be playing it. Who knows?

    The post 1187: Dev Diary 4 appeared first on I'm Not Doctor Who.

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    1186: Don't Hate https://imnotdoctorwho.moegamer.net/2013/04/18/1186-dont-hate/ https://imnotdoctorwho.moegamer.net/2013/04/18/1186-dont-hate/#respond Thu, 18 Apr 2013 22:55:27 +0000 http://angryjedi.wordpress.com/?p=5278 There's a curious phenomenon in comments sections around the land. And that phenomenon is that it is seemingly the law that someone, somewhere, must hate everything. Actually, that's badly phrased; I don't mean that one person hates everything — though I'm sure there are people who do — but instead I mean that whatever the thing that has been … Continue reading 1186: Don't Hate

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    There's a curious phenomenon in comments sections around the land. And that phenomenon is that it is seemingly the law that someone, somewhere, must hate everything. Actually, that's badly phrased; I don't mean that one person hates everything — though I'm sure there are people who do — but instead I mean that whatever the thing that has been posted, there will always be at least one person who dislikes it for some reason and is inevitably the sort of person who is very vocal about their dislike of it.

    This seems to happen particularly frequently in sectors that already have passionate userbases, or in which the userbases are seen as being a "subculture" and/or outside the "norm" somehow. I'm thinking specifically of the video games and anime sectors here — and before you start on me, for all the massive steps forward these media have made in terms of mainstream acceptance over the last 20-30 years they are still indelibly tarred with the "geek" brush to one degree or another.

    Today, I was exploring the RPG Maker community who, by all accounts, appear to be a fairly friendly and helpful bunch for the most part, as I've previously mentioned. I was curiously browsing through some of the other users' projects in progress and came across a few interesting-sounding games. One of the users noted that they had submitted their game to Steam Greenlight, the process whereby a game can end up being sold on Valve's popular PC gaming digital download storefront if it gets enough positive votes from the community.

    The game, by all accounts, sounded interesting and unconventional, and something I'd be intrigued to play. It was an "artistic" game, for want of a better word, designed as a means for the author to show what it was like living with depression. The author said upfront on the site that it was a mostly-linear, narrative-centric experience with a lot of text, and made no apologies for this fact. (For people like me, the terms "narrative-centric" and "lot of text" are selling points, not things to be ashamed of!)

    Sadly, the Greenlight comments section was less than supportive for various reasons, featuring disparaging remarks for everything from it being "another depression game" (oh, sorry, there have been so many of those) to dismissing it simply because it's an RPG Maker game. I've made my feelings on the latter point quite clear in the past, but they bear repeating: if a tool is available to help someone realise their artistic vision, there's no reason why they shouldn't use it, regardless of how many other people are also using it. And besides, some of my favourite games in recent memory have been RPG Maker titles — Corpse Party, To The Moon, Cherry Tree High Comedy Club… all of them were made in earlier versions of RPG Maker that were considerably less sophisticated than the excellent toolset that is VX Ace.

    But I digress. The point is that the comments section was filled with hate for the sake of hate rather than actually constructive feedback. The fact that the game in question (Actual Sunlight, I believe it was called) was "another depression game" and an RPG Maker project had nothing to do with its quality, or its "value" to the Steam community as a whole, and yet these things were used as reasons to reject it, without even bothering to check it out.

    In the anime sector, it seems that it's fashionable to hate on whatever the biggest name show is at the time. Most recently, this has been seen with Sword Art Online, which I found to be a rollicking good time with an astonishingly spectacular soundtrack, some memorable characters and an interesting, intriguing and pleasingly mature (for the most part, anyway) storyline. It was a good show, in short; while it perhaps wasn't the most intelligent anime you'll ever see, it was certainly far more than a dumb, formulaic show.

    Perhaps not something everyone would want to watch, no, but certainly far better than the overly-negative comments that would appear on J-List's Facebook page any time site owner Peter Payne posted a piece of artwork relating to SAO. (Granted, J-List's Facebook page is a place where any time a picture of a vaguely attractive anime girl is posted, one specific user will always be along within three comments of the start of the thread to helpfully inform everyone that "[he] would fuck her", so it's perhaps not the best place to go for objective criticism, but still; you'd expect a community of Japanophiles such as the followers of J-List's page to be a bit more enthusiastic about the things they supposedly like!)

    I honestly don't get why this happens, and it seems to happen a lot. Why waste your time on hate when there is so much stuff out there to get you excited? Wouldn't you rather feel happy and intrigued by something than angry or upset?

    The post 1186: Don't Hate appeared first on I'm Not Doctor Who.

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    1185: Top Ten Panty Shots in Video Games https://imnotdoctorwho.moegamer.net/2013/04/17/1185-top-ten-panty-shots-in-video-games/ https://imnotdoctorwho.moegamer.net/2013/04/17/1185-top-ten-panty-shots-in-video-games/#respond Wed, 17 Apr 2013 22:24:00 +0000 http://angryjedi.wordpress.com/?p=5276 I'm not normally a big fan of Ben Kuchera's work (for reasons I won't go into right now because they're not relevant to what I want to talk about) but he's bang on the money (no pun intended) with this piece. I shan't reiterate Kuchera's points here — read the feckin' article! — but I … Continue reading 1185: Top Ten Panty Shots in Video Games

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    I'm not normally a big fan of Ben Kuchera's work (for reasons I won't go into right now because they're not relevant to what I want to talk about) but he's bang on the money (no pun intended) with this piece.

    I shan't reiterate Kuchera's points here — read the feckin' article! — but I will say that on this note, I do agree with him.

    The Internet's (and tech in general's) reliance on advertising has to end. It's not sustainable. It simply isn't. And in the meantime, all it's doing is devaluing content, pissing people off and causing us to continually circle the plughole, drawing ever closer to being sucked into oblivion forever, or at the very least into that weird, disgusting black smelly goo we found in the end of the pipe the last time our sink got blocked.

    Whenever a site like, say, Kotaku (who are usually the ones who get picked on for this sort of thing, but they're far from the only offenders) posts some bullshit story that gets everyone riled up about how irrelevant/pointless/offensive it is, the war cry that goes up is that they're doing it "for the hits". More accurately, as Kuchera says, they're doing it for the pageviews, because like it or not, the bullshit stories that make everyone angry are the ones that lots of people take a look at "just to see what the fuss is about". The Daily Mail makes a living from posting this sort of garbage on a daily basis; Kotaku at least punctuates its rubbish with some interesting and thought-provoking pieces, while the Mail is just uninterrupted crap. As Kuchera notes, though, the bullshit more often than not pays for the interesting and thought-provoking pieces.

    It's not just professionally-written content that suffers from this problem, though. Look at Facebook and the idiotic, illiterate ads that festoon its sidebar on every page. Look at Facebook (again) and its obnoxious, obtrusive "Sponsored Posts" thrusting themselves in your face uninvited. Look at Twitter and its "Promoted Tweets" that you don't want to see. Look at whatever bullshit ad WordPress has decided to serve up underneath my writing on this site (although only on the mobile site, seemingly) Look at the mobile app I reviewed today, which rammed two full-screen ads down my throat before I could even open the main menu, and two more when I started picking a photo from my device's photo library to manipulate. (I was not kind to said app in the review.) Look at the ads you get for casinos and shady-sounding "download services" any time you browse for porn or torrents or anything else you wouldn't admit to looking for in polite company, but which we all know everyone looks for. (Yes, even you, you pervert.)

    Internet advertising isn't positive or helpful. It is, for the most part, shady, misleading, obnoxious and obtrusive. Which is, of course, why it's so understandable that so many people — particularly the tech-savvy among us — run ad-blockers and thus deprive many sites of what little revenue they are scraping in from these revolting blights on the otherwise awesome nature of the Internet's global community.

    I don't run ad-blockers. Honestly, this isn't for any particularly noble reason — I simply haven't set one up. But knowing what I know of the online publishing industry from the inside, I don't intend to run one, either. Those "One Weird Tip to Peel Your Skin Off and Whiten Your Teeth in the Casino that One Weird Old Florida Mum Found While Downloading Now!!" ads are many sites' main means of income. This isn't the magazine industry — there's no "cover price"; no newsagent looking over your shoulder and asking rather bluntly "you gonna buy that, mate?" (The magazine industry is, of course, in decline, meaning its model isn't necessarily particularly desirable either — but what do you think damaged it beyond repair in the first place?)

    It's clear that this situation has to change. But it's not going to be an easy process. Readers used to consuming content for free and blocking ads are going to have to suck it up and start paying for their content. Content creators need to be confident enough in their work to make it worth paying for. And those responsible for the sort of bullshit ads you see on the Internet every single day… well, frankly they need to find a new career, because they've done more than enough damage to the media biz already.

    If things don't change, there are going to be big problems down the line. Whether these problems take the form of the entire "new media" industry turning into the most stupid parts of your Facebook News Feed over and over again or the business collapsing entirely remains to be seen — but I'd rather not see either of those things happen if at all possible.

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    1184: For the Love of God, Please Learn About Snopes.com https://imnotdoctorwho.moegamer.net/2013/04/16/1184-for-the-love-of-god-please-learn-about-snopes-com/ https://imnotdoctorwho.moegamer.net/2013/04/16/1184-for-the-love-of-god-please-learn-about-snopes-com/#respond Tue, 16 Apr 2013 21:28:21 +0000 http://angryjedi.wordpress.com/?p=5273 Hello, you, random acquaintance and/or friend of my parents on Facebook. Yes, you. The one who has been clicking "Like" and "Share" on everything from posts that imply you want cancer to kill everyone if you don't click "Like" to posts that wilfully spread misinformation, such as accusations that Red Bull causes brain tumours, that … Continue reading 1184: For the Love of God, Please Learn About Snopes.com

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    Hello, you, random acquaintance and/or friend of my parents on Facebook. Yes, you. The one who has been clicking "Like" and "Share" on everything from posts that imply you want cancer to kill everyone if you don't click "Like" to posts that wilfully spread misinformation, such as accusations that Red Bull causes brain tumours, that baby carrots are saturated with chlorine, or that aspartame causes cancer, brain tumours and multiple sclerosis.

    You know who you are.

    I'd like to introduce you to a website. I'd like you and this website to become best friends. I would like you to go to this website any time you find yourself questioning the validity of something that someone else asks you to share. I would like you to check this website before you share the thing that someone asks you to share. And if this website informs you that the thing that someone asks you to share is not, in fact, true, please politely tell the person who asked you to share the thing about this website, and direct them to the relevant entry debunking the thing they asked you to share. (Conversely, if this website informs you that the thing that someone asks you to share is, in fact, true, feel free to share as you see fit, but please stop using quite so many exclamation marks.)

    This website is called Snopes.com.

    It may not look like much, but it has been around in one form or another since 1995, and has been debunking chain letters and other urban myths ever since. It is a valuable resource that has been proven on numerous occasions to be both accurate and reliable. Please use it.

    The reason I bring this up is that the unpleasantness that accompanied the Boston Marathon yesterday has brought with it a number of stories that are complete fabrications, and which have nonetheless found themselves spreading at an alarming rate across all varieties of social media. There is a convenient page summarising all of the claims made about the Boston Marathon and the events which supposedly occurred there right here. Please read it. Please familiarise yourself with it. Please take note of which stories are completely false and/or based on inconclusive, unproven information. Please do not share stories which have been proven to be false, or which are based on inconclusive, unproven information.

    You may feel that there is "no harm" in "raising awareness" of issues by sharing things like this, even if they are not true. Unfortunately, that is not the case. By polluting social media with falsehoods, it becomes difficult for people who are personally invested in an unfolding story such as the Boston Marathon bombings to determine what the facts really are. By polluting social media with falsehoods, you run the risk of causing considerable distress to these people who are likely already very emotional. By polluting social media with falsehoods you continue to perpetuate a cycle where people willingly share misinformation in lieu of actually doing something useful, because clicking "like" and "share" feels like you've done your bit. And, frankly, by polluting social media with falsehoods, you make yourself look uninformed at best; gullible and stupid at worst.

    So use a bit of common sense, will you? The next time something sounds unbelievable, it probably is; before you jump on that "Share" button, pay a quick visit to Snopes.com and look up the key points. And if Snopes.com tells you that the claims are complete rubbish, for heaven's sake don't just share them anyway. Educate the person you saw them from. Teach them about Snopes.com. And hopefully together we can make the world a less ignorant place.

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    1183: Suit Up https://imnotdoctorwho.moegamer.net/2013/04/15/1183-suit-up/ https://imnotdoctorwho.moegamer.net/2013/04/15/1183-suit-up/#respond Mon, 15 Apr 2013 22:38:28 +0000 http://angryjedi.wordpress.com/?p=5269 I was exceedingly bored today, so rather than sitting around in my pants as I usually do I decided to put on my suit for no reason other than for the hell of it. Well, there were a few reasons, to be honest. I'm not a particularly vain type, as anyone who has met me … Continue reading 1183: Suit Up

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    Page_1I was exceedingly bored today, so rather than sitting around in my pants as I usually do I decided to put on my suit for no reason other than for the hell of it.

    Well, there were a few reasons, to be honest. I'm not a particularly vain type, as anyone who has met me and seen the state of my hair (both -cut and facial) will attest, but I've never quite been comfortable with my "look", for want of a better word. I don't really have a signature "look" unless you count "jeans and (usually) geeky T-shirt" as a "look", and I'm not sure I do, because that involves pretty much the minimum amount of effort possible that enables you to go outside and not be arrested.

    I also wanted to see if there was any truth to the pseudo-psychological theory that if you dress "professionally" you'll be in a more "worky" frame of mind.

    I've also been watching a lot of Friends recently and noted that most of the male characters in that spend a lot of time wearing suits. (This was, of course, followed up by the character of Barney in How I Met Your Mother, who makes wearing a suit into an explicit character trait rather than something that "just is".)

    So what were my conclusions?

    Umm… to be honest, I'm not sure I really have anything particularly… conclusive. That said, wearing a suit is more comfortable than I remember, though it can get a bit hot and stuffy if you keep the jacket on.

    Did I feel more "confident" and "professional", though?

    I can't really say with any certainty. This is perhaps largely to do with the fact that I put it on once I had done all my paid work for the day and was taking a wander into town to sit in various coffee shops and post things on Games Are Evil then work on my game a bit. To my credit, I did get quite a lot done, but I think this may be more to do with the amount of coffee I consumed and my surroundings than what I was covering myself up with. Or perhaps it was part of the whole equation.

    Oh well. I can't say it was a particularly unpleasant experience, anyway. And since I'm working from home and not in an office, it's about the only airing this suit gets apart from weddings (yes, people I know who got married in the last year, I wore the same suit to your wedding that I "just wear" or put on for job interviews) or job interviews (yes, people who interview me, I wear the same suit to your interview that I wear to my friends' weddings) so I might as well give it a day out every so often.

    Am I going to "suit up" as my "new look" though? Probably not. I have far too many geeky T-shirts that I actually like showing off. (No-one has recognised my Deadly Premonition one yet, frustratingly.)

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    1182: Fixed That For You https://imnotdoctorwho.moegamer.net/2013/04/14/1182-fixed-that-for-you/ https://imnotdoctorwho.moegamer.net/2013/04/14/1182-fixed-that-for-you/#respond Sun, 14 Apr 2013 20:52:07 +0000 http://angryjedi.wordpress.com/?p=5265 I've had a week of not having a lot of luck with technology. Firstly, I was reminded that my electric piano was suffering a sticky key issue on the B above middle C (which is quite a commonly-used note) and proving rather difficult to play effectively. This was annoying, because as I noted yesterday, I'd … Continue reading 1182: Fixed That For You

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    Page_1I've had a week of not having a lot of luck with technology. Firstly, I was reminded that my electric piano was suffering a sticky key issue on the B above middle C (which is quite a commonly-used note) and proving rather difficult to play effectively. This was annoying, because as I noted yesterday, I'd just come into possession of the official piano arrangements for the Nier and Final Fantasy X-2 soundtracks along with some fan-arranged printouts of a variety of anime and game pieces.

    Secondly, my PS2 Slim mutilated my Ar Tonelico 2 disc right in the middle of one of the endings I hadn't seen, causing it to freeze up completely and not be able to go any further. (I have since replaced the PS2 Slim with a PS2 Fat — which hasn't arrived yet — and acquired a new copy of Ar Tonelico 2, but that's some money I didn't really need to spend.)

    Fortunately, one of these problems has been rectified thanks to Andie's willingness to get her hands dirty and tinker around inside things. (Get your mind out of the gutter.) Loosely following some instructions online, we took the casing off my Yamaha P80 and had a look inside. It wasn't immediately obvious what was causing the key in question to stick, but as it happened, the process of popping it out (which we didn't even manage to do completely, just sort of half-out) and popping it back in again completely fixed the problem. This was, as I'm sure you can imagine, extremely pleasing as it means 1) I don't have to attempt to fit my piano into the back of a Peugeot 207; 2) I don't have to drive it 25 miles to the nearest Yamaha engineer; and 3) I don't have to pay aforementioned Yamaha engineer £100+ to get it fixed. Don't get me wrong, I would have happily paid Captain Piano-Fix his fee in order to get things sorted, but given that the fix was apparently that simple — I guess the key must have got knocked out of its normal place somehow, perhaps while we were moving house — I'm glad that I don't have to do any of the above three things.

    This isn't the first time I've seen something get "fixed" by peculiar means. Back in university, I came into possession of a Sega Saturn, which I still own to this day (though I no longer have any games for it). The controller that came with the Saturn didn't work very well, so, having nothing better to do that evening — my housemate was out and no-one fancied going down to the Union to get obliterated on Juicy Lucies — I took it apart and decided to see what I could do, despite not having any clue whatsoever about how it worked. Eventually, I ended up cleaning the contacts on the circuit board using a piece of kitchen towel dipped in vodka — I honestly have no idea why this particular combination of things seemed like the right thing to do at the time; I was possibly a bit drunk — and putting it back together again. Astonishingly, it worked after this. To date, I have no idea if my ridiculous efforts to "fix" the thing actually had any effect or whether it was just the simple process of taking it apart and putting it together again.

    I guess the moral of this story is that if something is broken (and out of warranty) then there are worse things you can do than pull out all the screws, pull everything out and then put it back together again. Obviously don't try and do this on a human body, however, because 1) human bodies don't have any screws and 2) they're a lot harder to put back together once you've disassembled them, which is why degrees in Medicine take so long to complete.

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    1181: 1:20am Blogging https://imnotdoctorwho.moegamer.net/2013/04/14/1181-120am-blogging/ https://imnotdoctorwho.moegamer.net/2013/04/14/1181-120am-blogging/#respond Sun, 14 Apr 2013 00:31:57 +0000 http://angryjedi.wordpress.com/?p=5262 It is 1:20am and I haven't written anything here, nor do I have any particular idea as to what to write about. So I'm just going to write any old crap that comes into my head right now. I hope you'll forgive me for that. This isn't going to be a "freewriting" exercise as my … Continue reading 1181: 1:20am Blogging

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    It is 1:20am and I haven't written anything here, nor do I have any particular idea as to what to write about. So I'm just going to write any old crap that comes into my head right now. I hope you'll forgive me for that. This isn't going to be a "freewriting" exercise as my brain is not awake enough for the mental agility required for that (though doing freewriting when absolutely exhausted is probably an interesting exercise in itself) — instead, it's just going to be… stuff. All right? Good.

    As I was logging in to write this post, I happened to see what my "top searches" are. I find these interesting to look at every so often as they provide a curious insight into how people are finding me here. And it's not always in the manner you might expect. (Those bloody stickman GIFs I made a while back attracted a lot of people, but that seems to have died down somewhat now.)

    My top searches at present are "My Girlfriend is the President Irina Route", "Candy Crush Features on PC that Aren't on Mobile", "You Have Earned a Trophy" and "Cis Male Guilt". I think that about sums things up nicely, doesn't it? If any of those things have brought you here, allow me to address them in order: Irina's route in My Girlfriend is the President was my third favourite route after Ell-chan and Yukino but ahead of Ran-neechan; Candy Crush Saga is a mug's game whatever platform you play it on, so go and buy a copy of Bejeweled instead; well done, you have earned a trophy; and cis male guilt is one of the most irritating blights on the Interwebs of 2013. Happy? Good.

    I've had a fairly dull day today, which is why I don't have a lot to talk about, really. I've done a fair amount of work on my game, though nothing significantly more interesting than the stuff I talked about yesterday. In terms of how far through the "plot" I am, though, I've officially finished the first "day" in the story and got the structure in place for the next five in-game days to branch off in several different directions and lead the player towards one of the endings. So progress is being made — noticeable progress — which is exciting.

    In other news? I had a little play on the piano earlier, but given that the B key above middle C is sticking and making it very difficult to play at times, doing so is an infuriating experience. It is doubly infuriating because I have just come into possession of the piano scores for the Nier and Final Fantasy X-2 soundtracks along with a bunch of fan-arranged sheet music for a selection of tracks covering everything from Ar Tonelico 2 to School Days HQ. I would very much like to play all these and record them to share with you, but without a working B key I can't do that to the standard I'd like to. So next week I have to take my keyboard to a scary man in Ringwood who will hopefully fix it without too much difficulty.

    That's about it, really. I think I'm going to go to bed now. Andie's having a night out with her friends and isn't back yet. I have no idea when she will be back, but I will almost definitely be awake when it happens. Or perhaps not. I have no idea. I'm quite tired. To such a degree that I'm babbling nonsense out through my fingers, so I think it's probably best for everyone involved if I just cut my losses, click that Publish button and go to bed now. Good night!

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    1180: Dev Diary 3 https://imnotdoctorwho.moegamer.net/2013/04/13/1180-dev-diary-3/ https://imnotdoctorwho.moegamer.net/2013/04/13/1180-dev-diary-3/#respond Sat, 13 Apr 2013 00:44:36 +0000 http://angryjedi.wordpress.com/?p=5257 I'm pleased to report that work on my game is continuing apace and even seems to be accelerating somewhat. This is very pleasing, as making progress is hugely motivating. Every time I add a new bit and it works properly, it feels good. Okay, I'm not doing anything massively complicated, unlike some of the badass scripters out … Continue reading 1180: Dev Diary 3

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    I'm pleased to report that work on my game is continuing apace and even seems to be accelerating somewhat. This is very pleasing, as making progress is hugely motivating. Every time I add a new bit and it works properly, it feels good. Okay, I'm not doing anything massively complicated, unlike some of the badass scripters out there (some of whose work I've incorporated into this project for simple improvements to RPG Maker's basic functionality) but I am making something that's more than a completely linear path to the finish line. (To be fair, that can be challenging enough, depending on what you're doing!)

    Anyway, I thought I'd share two more WOLD EXCULSIVE!! screenshots with you to give you a sneak peek at what's going on so far.

    oneyearlater3Look at it being all night-time and stuff! Night-time effects are easy to create in RPG Maker thanks to the convenient screen-tinting command — this even incorporates various presets for times of day and weather conditions if you don't trust yourself to tweak the sliders.

    If you'll recall my previous post where I shared a couple of images, you may recognise this as the other end of "The Strip," a road in the capital city where a lot of the game's business unfolds. In this shot, we see the complete party following Amarysse following an evening of debauchery in the Tail of the Dog on the right, and two creepy mages wandering around outside their mysterious guild tower. The one on the left is called Bill. He has sweaty armpits.

    oneyearlater4Here's the "topic" system I talked about last time I wrote about the game. Ami and Dax here are having a late-night chat about various bits and pieces, and Ami's decided to ask Dax about some specific things she's got on her mind rather than just general chitchat. This "Ask" system won't be available for every conversation because that will just slow things down unnecessarily, but in situations where Ami is free to wander around and chew the fat with her companions — most commonly before everyone goes to bed — it will provide the opportunity to pick everyone's brains on various subjects and potentially gather some further information. The end of each day in the game will also provide the opportunity for Ami to reflect on the things weighing on her mind, and there will be events throughout where Ami will have to use the topics she's gathered to convince people of things or prove something. I'm taking strong cues from Ace Attorney and Lifesigns here.

    Implementing this system was actually surprisingly easy without any need for delving into complicated scripting. Instead what I've done is I've replaced the staple RPG "Key Items" menu with a "Topics" menu, and simply added topic key items to Ami's inventory as they come up in discussions. The actual "Ask about…" functionality is a straightforward event call in RPG Maker that prompts the player to select one of their key items (or topics in this case). This event call stores the value of the item the player selected in a variable, which you can then check to see what was picked. All you need to do then is add some "conditional branches" to check if the item picked was [x], [y] or [z] and then display the appropriate exchanges between the characters — and just to cover all bases, add a generic event handler if the player picks something about which the character doesn't have anything in particular to say.

    If that all sounds like gibberish, don't worry. It's actually just a series of simple, logical statements, though. If you were telling a person to handle what I've just described, it would go something like this:

    Let the player pick one of the topics, and remember what it is. Was the topic they picked about "Feena's Worries"? If so, then play back the conversation on that subject; after that, forget the topic they picked and give them the opportunity to pick another one. Was the topic they picked about "Hiro X Lily?" If so, then play back the conversation on that subject; after that, forget the topic they picked and give them the opportunity to pick another one. Was the topic they picked something else? If so, then play back a generic conversation; after that, forget the topic they picked and give them the opportunity to pick another one.

    Clearer? No? Well, never mind. I know what I'm doing, and that's the important thing.

    Anyway, it's 1:30am and I must resist the urge to tinker and fiddle around with things (IN THE GAME) and go to bed. There'll be plenty of time for tinkering and fiddling over the weekend, particularly as I'm not friends with my PS2 any more — it scratched the bejesus out of my Ar Tonelico 2 disc to such a degree that the ending videos don't work at all any more. I've had to order a new copy (thankfully not that expensive) and I've also ordered an old-school PS2 fat (also thankfully not that expensive — the two items cost the same as a single new copy of Bioshock Infinite, which is quite amusing to me), as this scratching problem is apparently a known issue with PS2 Slims of a certain age. What that does mean is no Ar Tonelico 2 for a few days until those replacements arrive, so plenty of time to work on my own game. Or possibly just bum around with something else. Or start Ar Tonelico 3.

     

     

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    1179: Open for Browsing https://imnotdoctorwho.moegamer.net/2013/04/12/1179-open-for-browsing/ https://imnotdoctorwho.moegamer.net/2013/04/12/1179-open-for-browsing/#respond Fri, 12 Apr 2013 00:03:27 +0000 http://angryjedi.wordpress.com/?p=5254 A few days ago, the app AppGratis was pulled from the App Store for specific reasons unknown, but many conjectured it was due to the service that the company provided for developers — specifically in promotion of their apps. AppGratis, it was claimed, was gaming the system and manipulating the charts of the App Store … Continue reading 1179: Open for Browsing

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    A few days ago, the app AppGratis was pulled from the App Store for specific reasons unknown, but many conjectured it was due to the service that the company provided for developers — specifically in promotion of their apps. AppGratis, it was claimed, was gaming the system and manipulating the charts of the App Store so that they didn't really accurately reflect reality. I don't know whether or not that's actually true, but it's plausible given the shadiness of some parts of the mobile sector.

    What I do know, however, is that the App Store charts are useless anyway, largely due to the huge amounts of miscategorisation (is that a word? It is now) going on, making it absolutely impossible to browse and find something you're looking for.

    But is it really that bad? I decided to do a little experiment to see how accurate the descriptors in the Games category — the only App Store category to have subdivisions — actually are. Let's take a look at the Top 10 in a selection of these categories and see if the games therein actually belong in those groupings, shall we? Wait, where are you going…?

    Huh. Sod those guys, we didn't like them anyway, right? Here we go, then.

    Adventure Games (Paid)

    Wikipedia's definition of adventure games:

    An adventure game is a video game in which the player assumes the role of protagonist in an interactive story driven by exploration and puzzle-solving instead of physical (e.g. reflexes) challenge.[1] The genre's focus on story allows it to draw heavily from other narrative-based media such as literature and film, encompassing a wide variety of literary genres. Nearly all adventure games (text and graphic) are designed for a single player, since this emphasis on story and character makes multi-player design difficult.[2]

    1. Temple Run Oz — not an adventure game, it's an action/arcade game
    2. Minecraft — not an adventure game, it's a… Minecraft
    3. Badland — not an adventure game, it's a platform game
    4. Doodle Jump — not an adventure game, it's a platform/arcade game
    5. Grand Theft Auto: Vice City — not an adventure game, it's an action game
    6. Temple Run Brave — see No. 1
    7. Dead Crossing — not an adventure game, it's a shooter/driving game
    8. Eden — not an adventure game, it's a Minecraft-alike
    9. Clear Vision — not an adventure game, it's a sniper-centric shooting game
    10. Blue Toad Murder Files — HOLY SHIT AN ADVENTURE GAME

    One out of ten is correctly categorised. So that's not all that good, really, is it? Let's look at the free adventure games.

    Adventure Games (Free)

    1. Gangster Granny — shooter
    2. Temple Run 2 — See No. 1 in the Paid category
    3. The Simpsons: Tapped Out — citybuilder
    4. The Sims: FreePlay — It's The Sims, but more boring
    5. The Croods — citybuilder/farming game
    6. Frontline Commando: D-Day — shooter
    7. Minecraft Lite — Minecraft
    8. Jail Break Now — vaguely adventure-ish
    9. Tap Paradise Cove — citybuilder/farming
    10. Nimble Quest — Snake with a twist

    Nope. Nope. Nope. One out of ten, and that might not even count as it's more of a stealth game. Let's look at a favourite genre: role-playing games.

    Role-Playing Games (Paid)

    Wikipedia again:

    role-playing game (RPG and sometimes roleplaying game[1][2]) is a game in which players assume the roles of characters in a fictional setting. Players take responsibility for acting out these roles within a narrative, either through literal acting or through a process of structured decision-making or character development.[3] Actions taken within many games succeed or fail according to a formal system of rules and guidelines.[4]

    1. Slayin — arcade game with RPG elements
    2. Gemini Rue — THIS IS AN ADVENTURE GAME WHAT THE FUCK IS IT DOING IN THE RPG SECTION
    3. Mighty Dungeons — old-school dungeon-crawler. It counts.
    4. Skylanders Battlegrounds — Sort of RPG-ish, but more action game than anything
    5. Dentist Surgery Game — NO. Not even a little bit.
    6. Minecraft Explorer Pro — Not even a game; this should be in the Reference section.
    7. World Explorer – Made for Minecraft — Crap Minecraft clone. Not an RPG.
    8. Monster Wars — Strategy game
    9. Surviving High School — Visual novel/adventure game, not RPG
    10. Minecraft Papercraft Studio — Not a game at all

    Hmm. Slightly better. Still not great. And the presence of Gemini Rue in there just feels like the App Store is mocking me for writing this. Let's look at the freebies.

    Role-Playing Games (Free)

    1. Beauty Dentist — NO. (Also what the fuck is up with all the dentist games?)
    2. Tekken Card Tournament — Vaguely RPG-ish, but no. It's a card game. There is a card game section.
    3. Mighty Monsters — Pokémon ripoff. Crap, but could accurately be described as an RPG.
    4. Come on, Zombie! — More of an RTS than an action RPG, but I'll allow it.
    5. Campus Life — Poor-quality The Sims knockoff.
    6. Campus Crush — Visual novel/dating sim, not RPG
    7. Dungeon Hunter 4 — Yes!
    8. My Beauty Spa — No!
    9. Epoch — shooter
    10. Crime City — Citybuilder wanting to be edgy, actually just crap. Not RPG.

    Oh dear. (And seriously, people, why all the virtual dentistry?)

    What about board games? I like board games, and there are some good adaptations on the App Store, I know that for a fact. So what do the charts look like?

    Board Games (Paid)

    1. Monopoly — Yep
    2. Scrabble — Yep
    3. Words With Friends — Yep
    4. Monopoly Here & Now: The World Edition — Yep
    5. Trivial Pursuit — Yep
    6. The Game of Life — Yep
    7. MahJong — Please learn the difference between "Mahjong" and "Mahjong Solitaire", but yep
    8. Pentix: warning! this developer likes to put stupidly long titles in things in the hopes of making their game look better! — Nope
    9. Doodle God — Nope
    10. Risk — Yep

    Much better. Not perfect, but better. Shame all the top-selling ones are crap board games, though. Seriously, people, two different varieties of Monopoly? I don't mean to sound like a board game snob (actually, I do) but there are far better games out there. But at least it's actually in the right fucking category.

    Board Games (Free)

    1. 6 Numbers — Countdown ripoff. More of a puzzle game.
    2. Lazors — Again, more of a puzzle game, but there is a board game a bit like this.
    3. Bingo — Nope. To the Casino section with you! Away, filth!
    4. Four In A Row 2013 — (Spoiler: it's the same as Four in a Row has always been) Yep
    5. Words With Friends Free — Yep
    6. Monopoly Hotels — NOPE. This is a shitty Monopoly-themed building game, not a board game. Sadly, there isn't a "shitty building game" category, but it would better belong elsewhere.
    7. Sudoku — Puzzle, not board game.
    8. Ruzzle — Yet another Boggle ripoff, but yep
    9. Chess Free — Yes!
    10. Friendle — Live Board Games with Friends and Family — The clue's in the name!

    Again, better. But again, crap that has nothing to do with board games (except the name in Monopoly Hotels' case) is in the board games category.

    So the situation varies a bit from category to category. But it should hopefully be clear from that that there are some significant problems there. Imagine you really want to play an adventure game on your iPhone or iPad — something like the excellent Gemini Rue or Broken Sword. Browse through the adventure game category and you may well have trouble finding things that are actually adventure games. That's a problem.

    Sadly, without a complete wipe of the App Store's catalogue and recategorisation of everything, I think we're too late to really do anything about this. Developers deliberately submit their titles to the wrong categories to get greater visibility, and this effect spreads as more and more people do it — and in the meantime, Apple don't appear to care all that much when things are incorrectly categorised. The whole situations is a big ol' mess, and I'm not surprised independent developers working on genuinely great games are enormously frustrated that it's impossible to get their stuff seen amid all the other shite.

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    1178: Mage Knight Night https://imnotdoctorwho.moegamer.net/2013/04/10/1178-mage-knight-night/ https://imnotdoctorwho.moegamer.net/2013/04/10/1178-mage-knight-night/#respond Wed, 10 Apr 2013 22:49:25 +0000 http://angryjedi.wordpress.com/?p=5251 We played Mage Knight again this evening and actually managed to successfully get all the way through the introductory scenario, which allows the opportunity to explore the basic rules and get a feel for how the game as a whole works, but which is also (theoretically) significantly shorter than the other scenarios. It still took us about … Continue reading 1178: Mage Knight Night

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    We played Mage Knight again this evening and actually managed to successfully get all the way through the introductory scenario, which allows the opportunity to explore the basic rules and get a feel for how the game as a whole works, but which is also (theoretically) significantly shorter than the other scenarios. It still took us about three hours altogether.

    I have mixed feelings about long games like this. On the one hand, I really like the experience — the depth and complexity inherent in long games means that they tend to remain consistently interesting throughout, even in something like Mage Knight where there's a fair amount of downtime. Mage Knight is designed in such a way that while other people are taking their turns, you can easily be planning what you're going to do next, so in actual fact you can keep turns fairly snappy if you take the time to think ahead. There are still a lot of turns to take, however.

    On the other hand, games that take a long time tend not to hit the table all that often, and we tend to end up playing something we're all familiar with like Agricola, which still frustrates me inordinately because I suck at it. (I do at least have my own copy with which I can practice now, however.)

    Despite the apparent complexity of the game that the "walkthrough" game guide appears to imply it has by explaining everything in exhaustive detail, Mage Knight's mechanics are actually relatively simple. It's basically what you get if you combine a deck-building game like Dominion or Ascension with a turn-based strategy RPG-type thing. There are random elements, but for the most part the game is a matter of setting yourself up for success, and then being able to make the best use of the resources you have to hand at any one time.

    The basic mechanic involves playing cards to gain values in various abilities. Move cards allow you to, err, move; Influence cards allow you to purchase items and perform special actions in populated locations such as villages and forts; Siege and Ranged Attack cards allow you to deal damage before the enemy attacks; Block cards let you fend off enemy attacks; Attack cards let you attack the enemy after they've had a pop at you; Attack and Block cards with elemental affinities are more or less effective depending on the capabilities of the enemy you're going toe-to-toe with. These "value" cards are then supplemented with cards that allow the use of various special abilities, and most cards have both a weak and a strong effect, with the stronger effect requiring the expenditure of "mana," which can either be collected (and possibly stockpiled) through special actions or drawn from a common pool that changes every so often.

    The introductory scenario is basically a case of trying to collect as much shit as possible before the game is over. Bonus points are scored for all the "extra" things you acquire over and above your starting deck — spells, special abilities, mana crystals, treasures, supporting units — and lost for any damage you're still suffering from at the end of the game. In retrospect, triggering the end of the game when I did tonight was a silly move — I should have moved away and simply continued to try and rack up points. (Yes, I lost. Except at being wounded, which I was the best at. Yay negative bonuses!)

    My trouble with strategy games like this is that I often lack the confidence to try certain more adventurous things. I'll give you an example: in Mage Knight, when you uncover a "Mage Tower" structure on a new map tile, you can conquer it if you can defeat its guardians, who are typically quite strong and resistant to certain types of damage. The rewards are great — particularly when you take end-game bonuses into account — but it's a bit of a risk, especially if you have a crap hand of cards at the time. This is where the "planning ahead" bit comes into it, I guess — something I clearly need to work on, since I spent most of my time earning points from exploring the map and defeating the "rampaging" enemies on the map rather than the more difficult opponents that would have earned me both more points immediately as well as the potential for bigger bonuses at the end of the game.

    Anyway. I'm pleased we got through a whole game, and I'm keen to try it again — perhaps just the introductory scenario again, making some different decisions along the way — and see if I can do any better. I'm also quite tempted to get my own copy, since there are full rules for playing it solo, which I think will be quite an interesting experience. It has the feel of an old-school computer role-playing game — moving a bit at a time over a sprawling map, interacting with people through abstract systems and gradually growing in power. It works well — it's just very time-consuming!

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    1177: Dev Diary 2 https://imnotdoctorwho.moegamer.net/2013/04/09/1177-dev-diary-2/ https://imnotdoctorwho.moegamer.net/2013/04/09/1177-dev-diary-2/#respond Tue, 09 Apr 2013 23:14:58 +0000 http://angryjedi.wordpress.com/?p=5248 Progress has been continuing on the RPG Maker game I'm working on (which is called One Year Later if you missed the slightly spoilerish post a while back). I'm very pleased with how things are going, because I've pretty much figured out How It All Works and am picking up speed with actually making things happen. Here's the … Continue reading 1177: Dev Diary 2

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    Progress has been continuing on the RPG Maker game I'm working on (which is called One Year Later if you missed the slightly spoilerish post a while back). I'm very pleased with how things are going, because I've pretty much figured out How It All Works and am picking up speed with actually making things happen.

    Here's the gist of things. All of this will be common knowledge to the player before they start playing if they read the accompanying "manual" or help file or website or whatever I put out alongside it, so these aren't really spoilers. I will keep specific plot details that aren't immediately apparent under wraps for now, however — I'd like people to explore this game's story with "beginner's mind", after all!

    The game is set one year after the conclusion of a typical JRPG, when our plucky band of heroes drawn together by fate successfully defeated the demonic overlord T'Bon and restored peace to the land. At the end of their adventure, they had one last meal together in a pub they'd grown fond of, and agreed to meet back up again exactly one year later. The game begins on that day.

    There are six main characters in the story.

    Amarysse "Ami" Jerhynsson is the game's main character. She's a 30-year old woman from the farming village of Wishford, the destruction of which set her on her path to adventure when she was rescued from the wreckage by a wandering mercenary. She became the de facto leader of the group thanks to her level-headedness and rationality, despite the fact she never saw herself as particularly remarkable. Since her adventure, she's spent the last year helping the citizens of Wishford rebuild their town, and has been taking after her parents by tending the farm beside her house, much to the pleasure of Wishford's citizens.

    Daren "Dax" Zael is the mercenary who rescued Ami from the wreckage of Wishford. No-one knows exactly how old he is, but he appears to be of a similar age or slightly older than Ami in appearance. As soon as he opens his mouth, however, his immature sense of humour and crudeness generally makes people think a little differently about his otherwise seemingly noble bearing. He was a strong fighter and was always the first into battle to protect his friends from harm.

    Feena Denimore is a priestess of the Order, the organised religion that worships the divine entity known only as "The Goddess". She is skilled in divine magic and is a beloved priestess, but when she lets her hair down outside of her holy duties, she's cheeky, spunky and flirtatious, and more than capable of drinking someone like Dax under the table.

    Hiro Nagase is a teenage boy who spent his formative years learning to fight with a sword under the tutelage of his father. These skills were put to the test shortly after the party came across him in his seemingly-abandoned family home — his parents had been killed by T'Bon's forces, and Hiro decided to tag along with the party in an attempt to get revenge. He likes to make out he is braver than he is, gets easily embarrassed and frequently says stupid things without thinking them through first.

    Lily Cole is a teenage girl who came from the small fishing village of Bannford. She once had the strange ability to summon "Guardians" — supernatural creatures thought to be nothing but a myth — and eventually used this skill to seal away T'Bon once and for all. Since the final battle, she lost her powers and is now nothing but a normal, rather cheerful and optimistic teenage girl — traits she somehow managed to retain even in the party's darkest hours.

    Zero is a powerful, knowledgeable mage whose real name is unknown. The party rescued him from torture at the hand of one of T'Bon's lieutenants, and he adopted the name "Zero" as a mark of spite against those who had abused him — an attempt to reclaim the word and give it positive connotations. Zero is typically stony-faced, contemplative and quiet, but occasionally displays a dry, dark sense of humour.

    The game begins with Amarysse leaving home and heading for the capital, then meeting up with her former comrades-in-arms. Exactly where the story goes from there depends on the choices the player makes as Amarysse — which aren't always explicit choices from a menu. Sometimes taking a particular action (or choosing not to act) has an effect on the unfolding story and its eventual conclusion. There will be multiple endings as well as a "true ending" that is only accessible once certain conditions have been met. Discovering the "true ending" will require that the player make use of the New Game+ feature to carry over certain data from one playthrough to the next when they see one of the conclusions.

    Interacting with the game will largely be like a regular top-down sprite-based JRPG. Players will control Amarysse and any party members tagging along with her as they visit various locations. The emphasis is very much on the story, so what needs to be done next in order to advance the plot will always be very obvious, though charging straight for the next story trigger without completing certain side objectives may mean you miss out on certain events — or perhaps trigger new ones later. Through the New Game+ system, the game will reward the player for experimenting and trying all the possibilities in various playthroughs.

    Amarysse collects "topics" as discussions unfold between her, the party members and other incidental characters. Topics have three levels — at "bronze" level, they're something Amarysse is curious about; at "silver" level, they're something she's found something out about and wants to know more; at "gold" level, they're a truth she's discovered beyond any doubt. Advancing the plot will sometimes require Amarysse to use the topics she has collected to trigger various events or discussions between characters. At other times, she will have the opportunity to relax a little by herself and contemplate some of the things that are weighing on her mind. Sometimes, whether or not Amarysse has knowledge of a particular topic will have a significant impact on whether or not she can resolve a critical situation.

    Currently, I have a plot outline in my mind. I know how the whole thing is going to end, and I know a few snippets of things that are going to happen along the way. I just have to work out the specifics, which I've found tend to flow quite naturally once I start actually composing scenes. I'm very much looking forward to exploring these characters through writing, and I hope some of you will take the opportunity to explore them through playing the game when it's finished. At present, I have no idea when that will be, but I will, of course, keep you posted!

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    1176: Absolute Destiny Apocalypse https://imnotdoctorwho.moegamer.net/2013/04/08/1176-absolute-destiny-apocalypse/ https://imnotdoctorwho.moegamer.net/2013/04/08/1176-absolute-destiny-apocalypse/#respond Mon, 08 Apr 2013 22:39:41 +0000 http://angryjedi.wordpress.com/?p=5243 At the insistence of my good friend Lynette (well, all right, she mentioned it a couple of times and I was intrigued) I have been watching an anime series called Revolutionary Girl Utena, also known in various places as Shoujo Kakumei Utena and La fillette révolutionnaire Utena. Utena, as I shall refer to it from hereon, is clearly from a very … Continue reading 1176: Absolute Destiny Apocalypse

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    Utena-1-_(2)At the insistence of my good friend Lynette (well, all right, she mentioned it a couple of times and I was intrigued) I have been watching an anime series called Revolutionary Girl Utena, also known in various places as Shoujo Kakumei Utena and La fillette révolutionnaire Utena.

    Utena, as I shall refer to it from hereon, is clearly from a very different period to the anime I have watched to date. It has a very distinctive "'90s anime" appearance to it, particularly with regard to character proportions and design — everyone has chins that could cut glass, and all the girls have inhumanly long legs, a fact usually accentuated by their clothing — but it still makes use of a lot of common non-realistic "stylized" features that we see in modern anime, particularly with regard to facial expressions and the way people move.

    Thematically, it's also of a genre I haven't really explored before — technically, it could be described as a "magical girl" anime since Utena regularly gains special powers accompanied by special effects and recognisable catchphrases, but it's a lot more than just Pretty Girl Fights Crime. No; so far I'm only relatively few episodes into the whole thing but it's very clear that there are a lot of things going on.

    A friend of mine described Utena as being "like a fever dream" and that's absolutely true. There's a curious sense of surrealism about most of the episodes, with fairly mundane activities juxtaposed with obviously fantastic happenings that only certain characters are aware of. The whole thing is also absolutely riddled with imagery and visual metaphor, some of which are more obvious than others and most of which only contribute to the strange, surreal feelings of things not quite being what they seem.

    But you probably want to know what it's all about, right? Well… as I say, I've only seen a few episodes so far so I can't comment with full authority on everything that has happened, but here goes.

    00003sp0Utena is a statuesque high school girl who habitually dresses as a boy. The reason for this is that when she was younger, she was helped by a kind "prince", who gives her a ring with a rose signet and tells the young Utena that it will "lead her to him". It transpires that there are other people out there who wear the rose signet on their rings, and they're at Utena's school. Specifically, they're the student council, who appear to have some sort of special relationship with an unknown entity, person or organisation known as "End of the World" and are keen to "smash the world's shell to bring about revolution" as dictated by their creed. ("If it cannot break out of its shell, a chick will die without being born. We are the chick. The world is our egg.")

    Key to the plans of the Student Council is the "Rose Bride" Anthy Himemiya, who also happens to be a student at Utena's school — and who appears to share some characteristics with the "prince" from Utena's past. Anthy, for the most part, appears to be a normal girl, but whoever is "engaged" to her "possesses" her and can make her do anything they want. Through a series of unfortunate happenings, Utena becomes engaged to Anthy and then proceeds to protect her from the other members of the Student Council, who all have their own reasons for wanting to possess the "power of Dios" that Anthy contains.

    The interesting thing about the series so far is that no-one is really outright "evil" — there are plenty of obnoxious characters who are unpleasant or dislikable, but they all appear to have their reasons for doing the things they do. In fact, there are several characters who, despite being on the Student Council and thus at various points taking the role of "antagonist", are actually rather sympathetic and/or likable. It's really cool, and I'm looking forward to finding out the truth behind some of them.

    Anyway, given that I'm only partway through the series' first story arc, that's really all I can say for now, but I will say that I'm enjoying it, even if it's currently very confusing and bewildering. I get the impression that's entirely deliberate, though — I wonder how many answers I'll have by the end of it all?

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    1175: Stream of Rubbish https://imnotdoctorwho.moegamer.net/2013/04/07/1175-stream-of-rubbish/ https://imnotdoctorwho.moegamer.net/2013/04/07/1175-stream-of-rubbish/#respond Sun, 07 Apr 2013 22:42:07 +0000 http://angryjedi.wordpress.com/?p=5240 I'm really not at all sure what to write about tonight, so I'm going to indulge in some "freewriting", if you'll pardon me. For those unaware, "freewriting" is where you just start writing and keep going for a set period of time without stopping or going back to correct the things you've done in order … Continue reading 1175: Stream of Rubbish

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    I'm really not at all sure what to write about tonight, so I'm going to indulge in some "freewriting", if you'll pardon me. For those unaware, "freewriting" is where you just start writing and keep going for a set period of time without stopping or going back to correct the things you've done in order to make them make sense. (When freewriting on the computer, I find it very difficult to break my normal habits of automatically correcting typos for the most part, so I am allowing myself that small indulgence, but otherwise this post will be pure, bona fide stream-of-consciousness bullshit. I hope you enjoy. And if you don't… well, I don't really care all that much as it's 11:33 in the evening and I'd quite like to go to bed. I should probably close these brackets and finish this paragraph sometime soon, huh.)

    Anyway. What is happening right now? Not a lot, because it's 11:33 in the evening and I'd quite like to go to bed, as previously mentioned. I am sitting in front of my Mac frantically typing this blog post while Andie is sitting in the other room watching Family Guy on BBC Three. This must be at least the sixth or seventh time I've heard the whole series go around and around and around and I'm never quite sure how I feel about it. Family Guy can be quite entertaining, but it's one of those things that it seems to be quite fashionable to bash on these days, so I'm never quite sure if I'm supposed to like it or not. I do know that I like it rather less now that it's been around and around so many times. Certain things remain entertaining on repeat viewings — as I've previously said elsewhere on this blog, for me Friends is one of those shows that I can watch over and over again without getting tired of it for the most part — but for me, Family Guy is a bit of a one-trick pony, particularly when they start pulling the "remember the time when" etc etc jokes where they cut away to something HILARIOUS that probably didn't really happen. What a hoot!

    I'm going to stop talking about Family Guy now and think of something else to say. But what? Hmm. How about food? Today we went out for lunch with my parents to Yo! Sushi in WestQuay. I'm a big fan of Yo! Sushi even if it is a bit expensive, really. Go on Sunday, though, and it's an all-you-can-eat for £20 sort of affair, though, so if you leave plenty of room you can ensure you get your money's worth. I really like the food there, too. It's tasty. I'm sure it's not quite up to the standard of a "proper" sushi restaurant, but it's certainly very tasty and a bit different from the normal sort of things that you get around the place.

    I can still hear Family Guy and it's a little bit distracting. I will try and maintain my concentration. I set a goal for myself to keep writing non-stop for ten minutes and I'm about halfway through at this point. Lucy the rat is currently running rather aggressively on the wheel in her cage — I can hear, not see her — so I will have to go and check on her in a bit. I like our rats. They are friendly. Lara likes to run up the sleeve of my dressing gown, which is very amusing except when she does a wee in my armpit. To be fair to her, she has only done that once, but it was not very nice.

    Anyway, I believe I was talking about sushi before I got distracted by Family Guy. One of the things I like at Yo! Sushi is takoyaki — octopus dumplings which various Japanese video games taught me about the existence of. (I'm specifically thinking of the takoyaki stand people hang out at in Persona 3, but the game I'm currently playing on the DS, Lifesignsalso features a lot of mentions of takoyaki). For some reason, mentioning something repeatedly like that really makes me want to investigate it and try it for myself — and hey, what do you know? Turns out that takoyaki is pretty tasty, though I'm not sure it was quite what I expected when I first had it. I recommend you try it. I didn't have it today because by the time it came around on the conveyor belt at Yo! Sushi, we were already pretty full on everything else we'd eaten. Another time, dear octopus balls, another time.

    One more minute to go. Can I break a thousand words by the time that minute passes? Probably not. I'd have to type a little bit quicker than I am typing right now. I can type pretty quickly, but I'm not sure I can type 250 words in a minute. That would be pretty speedy. Superhuman speedy, in fact.

    Oh, time's up. Time to go. I apologise for the disjointed, dumb nature of this blog post but I thought I'd do that instead of babbling on about Ar Tonelico II again. (I'll get back to that tomorrow! Just kidding! Maybe.) Anyway. Time for bed. Good night.

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    1174: The Second Tower https://imnotdoctorwho.moegamer.net/2013/04/06/1174-the-second-tower/ https://imnotdoctorwho.moegamer.net/2013/04/06/1174-the-second-tower/#respond Sat, 06 Apr 2013 22:47:44 +0000 http://angryjedi.wordpress.com/?p=5234 I beat Ar Tonelico II: Melody of Metafalica this evening. Or, more accurately, I saw one of its four endings. Two of the other endings won't be particularly difficult to obtain with the tactical saves I made on the way to the finale, but the last remaining one will require playing about 80% of the game again, … Continue reading 1174: The Second Tower

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    I beat Ar Tonelico II: Melody of Metafalica this evening. Or, more accurately, I saw one of its four endings. Two of the other endings won't be particularly difficult to obtain with the tactical saves I made on the way to the finale, but the last remaining one will require playing about 80% of the game again, albeit with a completely different second "phase". I'll probably take care of that last ending alongside a new game, which will either be Hyperdimension Neptunia Victory or the third Ar Tonelico game, both of which I anticipate I will be enthusing about considerably on these pages in the very near future if previous instalments in their respective franchises are anything to go by.

    Anyway, Ar Tonelico II. It's… well, fantastic. I must confess to having not been as immediately smitten with it as I was the first game, as the conflicting art styles between the field and battle sprites (and between the field sprites of the first game and the second game) were initially a little jarring. (Seriously, everyone has really, really big hands and massive feet on the field maps and it's very disconcerting to begin with.) But after not very long at all, I found myself looking past this rather superficial consideration and immersing myself in what turned out to be a very pleasingly deep and meaningful story packed with good characterisation and questionable translation from the original Japanese. (On that note, though, the translation was at least understandable despite a few errors, and certainly no worse than some visual novels I've played.)

    Spoilarz Ahead

    2a91og8Ar Tonelico II stands on its own, but also fits into the current "trilogy" as the sort of "dark middle episode". Whereas the first Ar Tonelico was rather bright and breezy most of the way through, the land of Ar Tonelico II is a bit bleaker. The people are struggling, there isn't enough land for everyone and everyone is clinging to the seemingly hopeless desire that the land's Holy Maiden will be able to create "Metafalica" — a verdant green land summoned through the use of Reyvateil Song Magic. Plenty of political machinations and backstabbings threaten to fuck everything up completely (and pretty much do on several occasions over the course of the entire narrative) but, this being a JRPG, our plucky band of heroes are there to wander the lands, right wrongs and eventually figure out how in the world they are going to help everyone find hope for the future.

    Ar Tonelico II's story is nice in that it isn't quite the clichéd "Big Bad wants to destroy the world" business. Sure, there's world-threatening stuff going on and the eventual aim of the game is to save the world from an unpleasant fate, but it's not quite what you might expect. For starters, you spend most of the game not being quite sure who the "good" and "bad" guys are. There's no sign of a single easily-identifiable antagonist who is fucking shit up and needs a good Omnislash to the face; no white-haired pretty boy accompanied by tubular bells and organ music every time he appears. In fact, over the course of the narrative, none of these characters are presented as one-dimensional — most of them go through some sort of change and/or growth as the story progresses.

    Perhaps the most interesting thing about Ar Tonelico II in this regard is the fact that the final boss "Mir" from the first game is actually a party member in the second — though you don't know this when you first meet her, and in fact it's entirely possible to go through pretty much the whole game without noticing this or figuring it out, depending on the choices you make and the optional events you witness. Not having played the first game won't affect your enjoyment of the second, but if you have played the first game, the moment where you find yourself going "Wait… OH. Mir?!" is a "big reveal" on a par with Darth Revan in Star Wars: Knights of the Old Republic or SHODAN's first appearance in System Shock 2.

    Herein lies one of the interesting things about the first two Ar Tonelico games in general: "good" and "evil" aren't absolute. In Ar Tonelicowe get some insight into why Mir is the way she is and why she is so angry about everything — and it's easy to find yourself sympathising with her rather than just wanting to kick her ass. In Ar Tonelico II, by spending some time with her as a (relatively) normal person, we get to find out a whole lot more about her — what happened to her in the distant past, what led her to her actions in the first game, and how she feels about what has happened to her then and since. If you follow her "route" through to its complete conclusion in Ar Tonelico II, it's a really wonderful story arc for one of the most interesting, troubled characters I've encountered in a very long time. I don't yet know if she shows up in Ar Tonelico Qoga, the third game, but I'll be very happy to see her again if she does.

    The overriding theme of the Ar Tonelico series is that of bonds between people, and this is particularly apparent in the second game. The main theme of Ar Tonelico II's story is that the more intense a relationship between two or more people, the more painful it is. The more people you surround yourself with, the more "alive" you feel from being part of something bigger than yourself, but the more pain you suffer when you lose those precious people. The world-ending chaos at the end of Ar Tonelico II is not brought about by a desire for dominance or a display of power, but instead out of a simple desire to not feel that sharp pain of loss any longer. If everyone was able to abandon their physical bodies and live on purely as an individual spiritual entity, the primary antagonist's theory goes, no-one would have any need for other people, no-one would feel the pain of loss, and everyone would be happy in their complete and total individuality. But, responds the protagonist, no-one would be truly alive then. Life would not have meaning drawn from the people around you and the hardships you work together to overcome. You'd be little more than data.

    It's an interesting and somewhat bittersweet message, but it works hugely well in the context of both the overarching plot and the smaller, individual character-led stories that unfold over the course of the whole game. I'm all for exploring deep and thought-provoking themes through interactive entertainment, and Ar Tonelico II successfully achieves that without sacrificing the "spectacular" side of its overall experience. It's still recognisably a JRPG with all the over-the-top pyrotechnics and anime-style special attacks that entails, but at the same time it's a complex and emotional tale far beyond the "Evil Guy Is Over There, Go Stab Him" trope that people (largely incorrectly) assume still characterises the genre.

    In other words, just go play it, all right?

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    1173: Am I Missing Something? https://imnotdoctorwho.moegamer.net/2013/04/05/1173-am-i-missing-something/ https://imnotdoctorwho.moegamer.net/2013/04/05/1173-am-i-missing-something/#respond Fri, 05 Apr 2013 23:04:47 +0000 http://angryjedi.wordpress.com/?p=5231 Yesterday, game-centric social network Raptr reported that in the month of March, its members played more of King's Candy Crush Saga than StarCraft II, World of Tanks and Halo: Reach (all historically very popular games) combined. This is significant for a number of reasons. Firstly, it shows that Raptr is getting some pretty wide usage by more casual gamers as well as … Continue reading 1173: Am I Missing Something?

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    Yesterday, game-centric social network Raptr reported that in the month of March, its members played more of King's Candy Crush Saga than StarCraft II, World of Tanks and Halo: Reach (all historically very popular games) combined.

    This is significant for a number of reasons. Firstly, it shows that Raptr is getting some pretty wide usage by more casual gamers as well as those who care about achievements, hour counts and whatnot — demonstrating (arguably) that a lot of people playing Candy Crush Saga are "serious" enough about their gaming to sign up for a game-centric social network and tracking service.

    Secondly, it shows something we all know: the vast numbers of people playing Facebook and mobile games far outstrips those who have perhaps grown up with the industry and who play what one might call "traditional" video games — players whom mobile and social gaming companies euphemistically refer to as "core" gamers.

    The second point isn't all that surprising; how many people do you know who don't have a Facebook account? While we're not yet in a world where every single person is permanently jacked in to the social network via a transmitter in their spinal column, I'm willing to bet that regardless of your age, there's probably a large proportion of the people you know who have Facebook accounts, and of those people most of them have probably tried playing some games at least once. The exact same situation is true when we consider smartphone ownership these days — of those who have acquired a new mobile phone recently, it's highly likely that it was one of the two most well-supported platforms out there: iOS and Android. And of those who haven't acquired a new mobile phone recently, a lot of people are investigating tablets as a home computer solution — pretty much all of which run, you guessed it, iOS and Android.

    It's the first point that surprises me, though. Raptr is the sort of service that is historically only of interest to those "core" gamers we mentioned earlier, as your average soccer mom who only plays games on Facebook has no real need or desire to keep up with industry happenings or the latest stupid thing that a Microsoft employee has said on social media — let alone how their number of hours played stacks up against their friends. So what does it mean when the number of hours racked up on Candy Crush Saga outstrips some of Raptr's most heavily-tracked, popular titles?

    Well, it could mean one of a couple of things. Firstly, it could mean that Facebook and/or mobile gamers are more serious about tracking their playtime and achievements in the games they play than most people thought. I find this rather difficult to believe, to be honest, as the sort of people who only play Facebook and mobile games are typically playing them as a means to fill a spare few minutes rather than as an engaging form of entertainment that they feel particularly passionate about.

    Secondly, it could mean that those "core" gamers out there are playing Facebook and mobile games as well as (apparently, more than) "traditional" computer and console games that are aimed specifically at them? Judging by the notifications that pop up on the Raptr client that runs on my PC, this is much more likely; there are several people on my friends list whom I would describe as "core" gamers by that definition, but who are regularly seen playing everything from FarmVille to Marvel Avengers Alliance and Candy Crush Saga.

    One question, though: why?

    No, seriously, why?

    If you're a "core" gamer by the popular definition, you're serious about your interactive entertainment. You might play games instead of (or as much as) watching movies and TV shows. Your exact reasons for playing may vary — those who enjoy Call of Duty play it much like a competitive team sport, while people like me prefer narrative-centric experiences that stimulate similar parts of the brain to movies and TV shows — but the fact is, you're highly likely to make time for your gaming rather than indulge in it as an idle diversion. You'll sit down, you'll play a game for a not-inconsiderable amount of time, then you'll switch off and do something else. Or pass out with the controller in your sweaty mitts.

    So if you're investing time and probably money into what is, after all, a hobby rather than a mindless pastime, why, dear "core" gamers, aren't you playing anything better? Don't get me wrong, Candy Crush Saga has performed so well because it's a polished product that is pretty accessible even to those who haven't played many games before, but 1) it's a Bejeweled ripoff, and Bejeweled 3 (or just Bejeweled as it is called on mobile) is a better game with more variety; 2) it's rammed to the gills with obnoxious enforced "social" features that don't actually promote social interaction at all (ask for lives! ask friends to unlock levels! brag about your score!); 3) it's rammed to its other gills with obnoxious monetization — aside from the fact that every so often you'll run into a wall where it literally just stops you from playing unless you either wait for several hours or pay money, there's one powerup in the game that costs £35 and can be used once per level. Thirty-five pounds. Bejeweled 3, which, as previously mentioned, is an infinitely superior game that doesn't bug you every five fucking seconds to insert coins or invite friends, costs £14.99 — less than half the price of that one powerup in Candy Crush Saga — on Steam (and is regularly reduced in price in sales), and sixty-nine pence on mobile phones.

    "But Candy Crush Saga is free to download!" I hear you cry. "Surely people aren't dimwitted enough to repeatedly spend money on this when they could just buy a copy of Bejeweled outright and then never have to pay again!" Wrong. Candy Crush Saga is, as I write this, the number 1 Top Grossing app on the App Store. Note: "app" not "game". (It is also the number 1 Top Grossing game, but that shouldn't be surprising given its other position.)

    Let me reiterate that. Candy Crush Saga, which is free to download, is making more money than apps that cost money. By a significant margin. It is making more money than high-quality productivity apps for professionals, which typically carry a relatively hefty price tag. It is making more money than high-quality "pay once, play forever" games. It is making more money than Bejeweled, which is basically the same fucking game for the price of a packet of Chewits. It is making more money than anything else on the App Store.

    It is at this point I throw my hands up and say I absolutely do not understand why this is the case. It absolutely boggles my mind, because can see why I wouldn't want to repeatedly and indefinitely churn money into a game that isn't noticeably better than another game I've already paid for once (Bejeweled), so why can't these hundreds, thousands, millions of other people? It does not make any sense whatsoever. And this isn't even considering the question above of why on Earth "core" gamers are apparently playing this game so much when there is so much other good stuff out there — too much for one games enthusiast to ever hope to fit into one lifetime, even if they became hikikomori in order to try and do so.

    I am so, so torn about this sort of thing, and have been for a while now. On the one hand, it's great that more and more people are embracing video games as a pastime, form of entertainment or even hobby. On the other, the swathes of people who are coming to gaming as a result of free-to-play mobile and social games are perpetuating a business model that, while immensely profitable, is not particularly friendly to the consumer and is actually quite unsafe to people who don't keep a tight rein on their finances. More people playing games? Good. Sending the message that charging £35 for one powerup is okay? Very, very bad.

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    1172: Mage Knight https://imnotdoctorwho.moegamer.net/2013/04/04/1172-mage-knight/ https://imnotdoctorwho.moegamer.net/2013/04/04/1172-mage-knight/#respond Thu, 04 Apr 2013 23:25:23 +0000 http://angryjedi.wordpress.com/?p=5228 It was a board games evening tonight, and since we were down one member from our usual troupe to play Descent: Second Edition we decided to crack open a new acquisition and give it a shot: Mage Knight. None of us really knew anything about Mage Knight prior to going in save for the fact it was supposed to be … Continue reading 1172: Mage Knight

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    It was a board games evening tonight, and since we were down one member from our usual troupe to play Descent: Second Edition we decided to crack open a new acquisition and give it a shot: Mage Knight.

    None of us really knew anything about Mage Knight prior to going in save for the fact it was supposed to be good, so it was always going to be something of a learning experience. Due to the relative complexity of the rules — or at least, the relative complexity of introducing the rules to everyone — we didn't manage to finish a complete game, but at least now we have a good understanding of the basic mechanics and will probably be able to romp through the introductory scenario without too much difficulty.

    Mage Knight, if you're unfamiliar, is a rather interesting game with elements of role-playing, strategy and deck-building card games. You play a single character who begins with a deck of basic abilities — one of which is unique to each character, the rest of which are the same for everyone — and then work your way towards the objective of the scenario you're playing. Scenarios vary from cooperative ones where you work together as a group to competitive ones, where whoever gets the most points after the end condition is fulfilled wins, to "very competitive" ones, where whoever fulfils the victory condition first wins.

    Play is split into rounds, which represent either day or night-time, and each round can and will go on for several circuits of the table. On each turn within a round, you can play some cards from your hand, some of which award you with movement, combat or influence points, and can then use those points to do various things. For example, moving requires a particular number of points according to the type of terrain you're moving over, and influence is used in settlements and other friendly locations to do things like make use of services or acquire troops. Some cards have special abilities, too, and most have two possible functions — one simple one that can be used for "free", and a more powerful one that generally requires a specific colour of mana to activate. Mana can be acquired through cards, through crystals you've stocked up on through various means, or most frequently through the dice that represent the "Source" — the mana naturally flowing through the world.

    Through moving and attacking, you'll reveal more and more areas of the map, each of which include various things to do. In villages, you can recruit new troops, get healing or pillage them. Come across a fortress and you can assault it in an attempt to take it over for yourself. Discover a wizard's tower and you'll have the opportunity to get some powerful spells. Most actions affect your "fame" level — which acts as a combined score and "experience" system, allowing the player to grow stronger in various ways every so often — and your reputation in the area, which provides bonuses or penalties to the amount of influence points required to do "friendly" actions. Defeating marauding monsters improves your reputation; attacking fortresses unprovoked has a negative impact. There's a nice feeling of "consequence" to your actions.

    We didn't play far enough to finish the first scenario, but we learned enough to be able to make it through the next time we try it. We learned about the simple but elegant combat system, which requires you to make careful use of your cards to defeat your enemies, and about the various ways you can acquire the more powerful abilities and items. There's clearly a lot to this game, and the really nice thing about it is that it's one of those games that, like Descent, scratches both the strategic Eurogame and theme-heavy Ameritrash itches simultaneously. Consequently, I can see it hitting the table reasonably often — though the only downside for our group is that it only supports up to four players, whereas our full complement is typically five people.

    I'm looking forward to trying it again, anyway. It looks like a great game and the components are gorgeous — lovely linen-backed cards, pre-painted miniatures and high-quality tokens and other bits and pieces. It takes a while to set up but once you're up and running it's a game that continues to look good in the middle of a session rather than devolving into a chaotic mess. Combine that with the host of scenarios and variants provided in the rulebook and here's a game with the potential to be pretty different each time you play it. I can see why it's so well-regarded.

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    1171: Easy Listening, Part 2 https://imnotdoctorwho.moegamer.net/2013/04/03/1171-easy-listening-part-2/ https://imnotdoctorwho.moegamer.net/2013/04/03/1171-easy-listening-part-2/#respond Wed, 03 Apr 2013 21:31:17 +0000 http://angryjedi.wordpress.com/?p=5225 As promised, I'm continuing yesterday's post with another game music fest to introduce you to the joys of some soundtracks you might not be familiar with. Today, it's Cavia/Square Enix's strange, wonderful and rather depressing action-JRPG Nier. Nier Nier wasn't particularly well-received by critics upon its release due to a variety of factors. Having played it (and … Continue reading 1171: Easy Listening, Part 2

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    As promised, I'm continuing yesterday's post with another game music fest to introduce you to the joys of some soundtracks you might not be familiar with.

    Today, it's Cavia/Square Enix's strange, wonderful and rather depressing action-JRPG Nier.

    Nier

    Nier wasn't particularly well-received by critics upon its release due to a variety of factors. Having played it (and adored it, I might add), I can see why it was criticised, but equally I feel it was treated a little too harshly. Not only was it doing some fascinating things with the way it told its story and what its story was about — I'll leave the spoilers out of the discussion for now — but it was also doing some really interesting things with its gameplay, too. What initially appeared to be a relatively conventional third-person character action game/RPG subsequently revealed itself to have elements of visual novels, text adventures, farming sims, 2D platform games, isometric-perspective dungeon crawlers, bullet hell shooters and numerous other genres. It really was a massively interesting game in almost every way.

    And then there was its soundtrack, which even if you don't like the game is indisputably amazing. Let's look at some standout tracks.

    This track, known as Hills of Radiant Wind, is one of the tracks you'll hear most frequently in the game, since it typically accompanies your jaunts across the countryside surrounding the small settlement where the title character Nier and his daughter Yonah live. This track is hugely memorable both for having a catchy melody and capturing the atmosphere of the game world beautifully. The pounding drums at the bottom of the mix give a sense of adventure and driving forwards, while the vocal line atop the relatively simple accompaniment gives a suitable air of melancholy to the experience. Nier is not a happy game, and this track, while one of the more "upbeat" ones from the soundtrack, reflects that nicely.

    This song, simply called Grandma, is beautiful, and is, to me, probably the most representative piece of music that illustrates what the Nier experience is all about. A simple accompaniment accompanied by a mournful voice provides a massively atmospheric backdrop to some of the most emotional story moments in the game.

    And then we move on to a few tracks that use the "leitmotiv" technique I'm so fond of, where a number of different pieces make use of similar melodic or harmonic sequences to reflect various things happening to different characters and/or places.

    Let's start with Emil, who, without spoiling anything, gets fairly consistently screwed over throughout the course of the whole game, through no fault of his own. Poor kid.

    Anyway, here's Emil's "Sacrifice" theme, which accompanies some heartbreaking, sad moments:

    And by contrast, here's his "Karma" theme, which comes shortly after a heartbreaking, sad moment when you're venting some aggression on the perpetrators:

    The addition of the pounding drums and the urgent piano line in this one always gives me shivers, particularly when I remember how it was used in context.

    Then we have Popola and Devola, two characters who are extremely important to the overall narrative in ways I won't spoil right now. When we encounter them, we hear various versions of the "Song of the Ancients" theme, beginning with this acoustic guitar-centric version:

    …and moving on to this… I'm not sure how to describe this, really. Plinky-plonky version?

    Well, if you're going to do two different versions based on the two characters who sing it, you might as well do a third version where they sing it together, mightn't you? Yes, obviously. This, along with Devola's theme above, are some of the only examples of diegetic music in the game — the rest is there to evoke a mood rather than actually be "present" in the world.

    And, hell, if you're going to do that, you may as well go the whole hog and have a battle theme based on their (by now) iconic song, right? Of course.

    The latter one, like Emil's "Karma" theme, still gives me shivers because I can remember it in context. Gobsmacking.

    Then we come to Kainé, possibly one of the most fascinating characters in any game ever for a whole host of reasons, many of which aren't made entirely explicit in the game. Kainé has two main versions of her theme: a slow one, which goes like this…

    …and a fast one, which goes like this.

    Those who know their Nier lore will be familiar with the fact that Kainé is intersex. If you weren't familiar with your Nier lore, now you know too — don't worry, this isn't technically a spoiler in terms of the game's overall plot, and in fact knowing it beforehand brings a whole host of hidden meanings to a bunch of sequences in the game to the fore. I like to think that the markedly different character of these two pieces reflects Kainé's "masculine" and "feminine" sides, because she is most definitely in possession of both. She is, it's fair to say, a very angry person — and with good reason — but not afraid to express her feminine side in some rather… flamboyant ways.

    One of the most interesting things about the vocal-heavy tracks in Nier are that they don't use a language from this world. Instead, vocalist Emi Evans was encouraged to make up words in a "futuristic language" — Nier is set in the far, far future — and used elements of Scottish Gaelic, Portuguese, Spanish, Italian, French, English and Japanese to create something with a very distinctive sound, but which doesn't "mean" anything in and of itself. Instead, the vocal sounds are simply intended, for the most part, to evoke the overall feeling of sadness that pervades the whole game without distracting the player with recognisable words.

    So that's Nier. Easily one of my favourite game soundtracks of all time, and a score which adds a huge amount of emotion to what is already a game rammed to the rafters with heartbreak.

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    1170: Easy Listening, Part 1 https://imnotdoctorwho.moegamer.net/2013/04/02/1170-easy-listening-part-1/ https://imnotdoctorwho.moegamer.net/2013/04/02/1170-easy-listening-part-1/#respond Tue, 02 Apr 2013 21:03:00 +0000 http://angryjedi.wordpress.com/?p=5222 I am, as you probably know, a big fan of video game soundtracks. They've come on a very long way since the bleep-bleep-bloop of yore, and in many cases these days are eminently worth listening to in their own right. Over the next few posts I'd like to take a mildly self-indulgent tour around some … Continue reading 1170: Easy Listening, Part 1

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    I am, as you probably know, a big fan of video game soundtracks. They've come on a very long way since the bleep-bleep-bloop of yore, and in many cases these days are eminently worth listening to in their own right.

    Over the next few posts I'd like to take a mildly self-indulgent tour around some of my favourite tracks from some of my favourite soundtrack albums. YouTube-heavy post ahead… you have been warned.

    Trauma Team

    Let's start with something that's fresh in my memory. The Trauma Center series as a whole has pretty consistently great soundtracks, largely composed by Atlus mainstays Shoji Meguro and Atsushi Kitajoh. Both of them have a very distinctive (and quite similar) sound to their compositions, and this is very much in evidence throughout the Trauma Team soundtrack.

    What's most striking about the Trauma Team soundtrack, though, is how well the various pieces of music reflect the different characters. For example, for the cool "ice maiden" that is forensic investigator Dr Naomi Kimishima, we have this wonderfully chilled-out number called, appropriately enough, Cool Beauty:

    Dr Naomi's segments, as it happens, have some of the best music in the game. For the uninitiated (or those of you who haven't read my enthusing at length about this wonderful game), Dr Naomi's levels are adventure game-style puzzles in which you must unravel the mystery of what happened to one or more corpses using various forensic investigation techniques. As you progress through them, the truth gradually gets closer and closer until finally everything clicks into place and you understand exactly what happened to the poor person lying on the slab in your examination room.

    That gradual uncovering of the truth is something beautifully captured by this piece, imaginatively titled Uncover the Truth, which starts out simple and gradually builds up in complexity as it progresses through. Accompanying this piece on screen is Dr Naomi piecing together all the case's various pieces — with a little help from you, of course — and coming to a firm conclusion about what happened. It's pretty great — and surprisingly powerful in context:

    Dr Naomi is just one of six different doctors who star in Trauma Team, however, and each of them has their own distinctive "sound" throughout. For example, nameless surgeon "CR-S01"'s pieces are all rather electronic-rock in nature and wouldn't sound out of place in a Shin Megami Tensei game — unsurprising, considering the composers:

    Meanwhile, Dr Hank Freebird's pieces focus a lot more on gradually-building tension, such as this piece, which in-game builds itself up as your "combo" of moves made without mistakes (or taking a break) grows:

    Dr Cunningham the diagnostician, meanwhile, is a much more laid-back sort of dude for the most part:

    Except when things get serious, of course.

    Trauma Team's story is split into two distinct segments. The first half sees the six doctors working largely independently from one another, following their own parallel storylines that do nonetheless make a coherent narrative if played in the correct order. However, the really interesting stuff starts happening in the second half, which is completely linear, and follows the entire team's attempts to battle against a disease known as the Rosalia virus.

    This part of the game makes use of one of my favourite compositional techniques for soundtracks, which is to take one theme and gradually evolve and adapt it over the course of the story. Rosalia's theme goes through a number of changes throughout the second half of Trauma Team, culminating in something pretty spectacular.

    Here we have Spread of Rosalia, a piece that plays during the endoscopy sequences of the game while battling against the Rosalia virus. The recognisable chord sequence and strings backing of the Rosalia theme is present and correct here, with a nervous, tense, slow-moving melody overlaid over the top of it. Treating Rosalia is something that requires care, precision and nerves of steel; this piece of music reflects that rather nicely.

    Encounter Rosalia during Maria's First Response missions, meanwhile, and you get treated to this wonderfully intense number that really gets the pulse pounding. Just the thing you need while you're running back and forth between five different patients trying not to let any of them die, huh?

    This piece of music, meanwhile, plays during Dr Hank Freebird's orthopaedic surgery missions where he comes across Rosalia. Hank's missions aren't as time-sensitive as many of the other operations throughout Trauma Team, but the high level of accuracy required in them makes them some of the most tense, most physically-exhausting levels you'll be challenged with:

    This track, on the other hand, plays while discussing Rosalia and how best to treat it. It's less intense than the other Rosalia pieces, but has a certain air of desperation about it, while at the same time offering a sense of hope… before exploding in intensity towards the end.

    Finally, spoilers I guess, our final showdown with Rosalia comes pre-packed with this rockin' piece of music — beautifully fitting for an intense surgical battle against a thoroughly unpleasant illness. Will our heroes make it through…? Well, that's up to you, really…

    More tomorrow.

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    1169: Suffering Fools https://imnotdoctorwho.moegamer.net/2013/04/01/1169-suffering-fools/ https://imnotdoctorwho.moegamer.net/2013/04/01/1169-suffering-fools/#respond Mon, 01 Apr 2013 22:47:22 +0000 http://angryjedi.wordpress.com/?p=5219 The Internet has ruined April Fools' Day. That's the sentiment that seems to have been prevalent on social media for most of today. And to be fair, it has. Between Operation Rainfall's teasing of games that will never exist (Catherine 2, The Last Story II, Theatrhythm Deus Ex) to the utterly cringeworthy press release I received … Continue reading 1169: Suffering Fools

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    The Internet has ruined April Fools' Day.

    That's the sentiment that seems to have been prevalent on social media for most of today. And to be fair, it has. Between Operation Rainfall's teasing of games that will never exist (Catherine 2, The Last Story II, Theatrhythm Deus Ex) to the utterly cringeworthy press release I received earlier claiming that Doodle Jump is becoming a Broadway show (seriously, guys, 1) Doodle Jump hasn't been relevant for several years now, and 2) try harder) it's been a thoroughly irritating day to be online. Thankfully, a significant proportion of the press seems to have grown up a bit and is refusing to play along with these shenanigans, but there's just as many reputable publications putting out exceedingly lame "jokes" that they really should know better than to post. The Guardian producing special liberal glasses that block Richard Littlejohn columns? Hilarious. The New Statesman rebranding entirely in Comic Sans? Oh, help me, Doctor Tendo, for my sides have split.

    Thinking about it, though, I'm not sure April Fools' Day has ever been particularly… well, fun. Sure, the stuff Google comes up with is often mildly amusing, but for the most part it seems to be a day where people think that lying as much as possible is an adequate substitute for being genuinely entertaining. That's sort of mean when you think about it, really.

    I'm trying to think back to a time before the Internet (yes, young 'uns, we did live in such dark times once) and whether or not April Fools' Day was fun then. I have a peculiar feeling that it wasn't. I recall a time at school when everyone suddenly and inexplicably learned the word "gullible" simultaneously for some dark purpose, and it was a hellish few weeks of people making up outlandish stories and then jeering "HAAHAHHAAH GULLIBLE" and running away if you even looked like you were about to say "really?" April Fools' Day is just like that, really. An opportunity for unfunny twats to be particularly unfunny twats and think they're being Comedy Gods.

    I know it's all a bit of fun and I shouldn't be so grumpypants about it. But as with so many things on the Internet, oversaturation leads to cynicism and active dislike. And over the last few years, we've seen so many painfully obvious April Fools' Day jokes that it's just a bit old now. By far the most laughable example was the Doodle Jump press release I mentioned earlier — that actually really made me quite cross, though I restrained myself from rebuking the sender with a tersely-worded response — but that's far from an isolated example.

    To quote my former editor Mr Jason Wilson: "Journalism isn't about jokes. No one for a journalistic site should be making up shit. No one at a PR agency should be, either. Send me that BS and you go straight into my 'you suck at PR' folder."

    Quite. The news is enough of a disorganised mess in which it's a nightmare for some stories to get noticed anyway; quit cluttering these channels up with your made-up crap. It's not big, it's not clever and it's not funny.

    This has been your Grouch for the day. Tomorrow I will write about something nice.

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    1168: Dev Diary https://imnotdoctorwho.moegamer.net/2013/03/31/1168-dev-diary/ https://imnotdoctorwho.moegamer.net/2013/03/31/1168-dev-diary/#respond Sun, 31 Mar 2013 23:06:20 +0000 http://angryjedi.wordpress.com/?p=5214 I've been working a bit on my game over the weekend. And just to prove I'm not just all talk, I present to you two world exclusive screenshots.   "Boy," you're probably thinking. "That sure looks like an RPG Maker game." And, of course, you'd be absolutely right. The relatively generic appearance and use of stock assets is … Continue reading 1168: Dev Diary

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    I've been working a bit on my game over the weekend. And just to prove I'm not just all talk, I present to you two world exclusive screenshots.

    oneyearlater
    "The Strip", the main shopping street in the capital city of Acathlata. That's the department store Don Lewis on the left, and on the right is the Green Boar Inn. Further to the right out of shot are the Fighters' and Mages' Guilds and the pub The Tail of the Dog.

     

    oneyearlater2
    Protagonist Amarysse (left) and her erstwhile companion Feena (right) shoot the breeze in The Tail of the Dog.

    "Boy," you're probably thinking. "That sure looks like an RPG Maker game." And, of course, you'd be absolutely right. The relatively generic appearance and use of stock assets is deliberate for several reasons, though: firstly, it allows me to concentrate on what I feel is the important part of the game, which is the writing and overall structure, and secondly, if you read my vaguely spoilerish post from a few days ago you'll doubtless be familiar with why I've chosen to stick with the "default" aesthetic for the moment.

    What these screenshots perhaps don't clearly show is that I've built a little on the stock assets with some additional material from the RPG Maker community and beyond. The portraits you see in the second image, for example, were created by RPG Maker community members Archeia and Scinaya, who took the time to make some "emote" variations on the stock characters' portraits. This means that I no longer have to have characters smiling even while they were being angry or upset, which was a little disconcerting.

    What you really can't tell from the screenshots is the fact that I've found some great royalty-free music to use for the game's soundtrack. While I would absolutely love to compose the entire score to the whole game, again that's something that would distract from the important part of things, which is actually writing and implementing the game's story and structure. I'm not ruling out the possibility of composing a custom soundtrack in the near future, but for now I'm very happy with the high-quality stuff I'm presently using, as it suits the atmosphere I'm going for quite nicely.

    Insofar as the story and scripting is going, it's going slowly but well. I'm almost finished with the interactive introductory sequence, which is probably one of the more complicated parts of the game, as it will branch off into more linear "paths" shortly after all that concludes. I've been taking care to incorporate hooks for my intended game structure, which will help encourage people to replay with variations on scenes and alternative ways for events to unfold according to the player's past actions and decisions. I've implemented these in such a way as to make them hopefully seem pretty "seamless" when playing the game for the first time, but those with a keen eye playing through again will notice the places where it diverges slightly. I believe doing this sort of thing is quite important, as no-one really wants to read through the exact same material several times just to see the whole game. Plus there are other rewards and incentives in place to explore all your available options, too, but I'll refrain from discussing that side of things too much for now.

    Perhaps most importantly, I've figured out my ending, or more accurately, my "true ending". Again, no spoilers for now, but the structure of the game will be such that you'll need to play through all the "normal" paths and meet a couple of other conditions (which I'm debating whether or not I should make explicit) in order to see the definitive conclusion to the game's narrative. I can see how the ending will unfold in my mind's eye, and it's a good 'un — in my humble opinion, anyway. I actively want to get the story to that point, to bring the characters to that finale. I'm half-tempted to make the finale events now while they're fresh in my mind then go back and fill in the middle part of the game, in fact. But we'll see.

    So far as writing the rest of it goes, I have a vague idea of how each path is going to go, but not the specifics as yet. I have a firm idea of who all these characters "are" in my mind, though, which will make it easier to write scenes with them as I progress onwards. I like the characters, too, which is important, and the introductory scenes I've created so far hopefully help to establish their personalities and other character traits. The challenge from here is, of course, ensuring they remain believable and consistent as the rest of the story progresses, but we'll cross that bridge when we get to it.

    Anyway. In summary, things are going slowly but well. I'm enjoying myself. And hopefully at some point in the next fifteen years I'll have something more to show those of you who are interested.

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    1167: How NimbleBit Finally Nailed It https://imnotdoctorwho.moegamer.net/2013/03/30/1167-how-nimblebit-finally-nailed-it/ https://imnotdoctorwho.moegamer.net/2013/03/30/1167-how-nimblebit-finally-nailed-it/#respond Sat, 30 Mar 2013 21:12:55 +0000 http://angryjedi.wordpress.com/?p=5209 If you own a modern mobile phone or tablet, chances are you've encountered NimbleBit's games at least once, most likely in the form of their runaway success Tiny Tower. Lest you're one of the few people out there who never played Tiny Tower, let me explain: you run a tower block, presented in Commodore 64-style low-resolution … Continue reading 1167: How NimbleBit Finally Nailed It

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    mzl.dirqlssw.320x480-75If you own a modern mobile phone or tablet, chances are you've encountered NimbleBit's games at least once, most likely in the form of their runaway success Tiny Tower.

    Lest you're one of the few people out there who never played Tiny Tower, let me explain: you run a tower block, presented in Commodore 64-style low-resolution pixel art. In order to progress in the game, you must continue to purchase and build new floors onto your tower, which can be assigned as residential or commercial properties. Residential properties hold, well, residents, while commercial properties must be staffed with residents and can then generate money for you even when you're not actively playing the game. However, there's a limit to how much money they can make, since each commercial establishment only has a limited amount of stock for each of the three items they sell, and when it runs out, you need to manually restock it by tapping on it.

    Essentially, that was pretty much all there was to the gameplay. You booted it up, you tapped on a few things, you marvelled at how much money you'd "earned," you felt a bit depressed that the amount you'd earned was less than a tenth of what the next floor costs, you closed the app only to repeat the process a few hours later. In terms of complexity it was little more than FarmVille, and the early comparisons to SimTower it attracted were most certainly not justified in the slightest.

    Tiny Tower was a free-to-play game. That means it was free to download but you could purchase things with real money. For the most part, this took the form of "Bux", a premium currency that allowed you to bypass anything in the game that would normally take a long period of non-interactive real time to complete, such as building a new floor. The game was fairly generous about giving out Bux for free, but it was still essentially a "pay to win" experience, whereby the more money you paid in, the faster progress you made. Exactly the same was true for Tiny Tower's follow-up Pocket Planes, which adopted the exact same faux-retro aesthetic and was just as devoid of meaningful decision-making as Tiny Tower was.

    mzl.ugpnqerz.320x480-75NimbleBit are back with a new game. It's still self-consciously retro in terms of both gameplay and presentation, but in terms of being a quality experience it's a huge jump over the company's past work. Nimble Quest is a curious combination of Snake and Gauntlet, it's free-to-play, and it's fabulous.

    In Nimble Quest, you select one of a number of unlockable heroes to start the game and then proceed to use that hero's style of attacking to defeat enemies. Different heroes have different styles of attacking — some are melee, some are ranged, and within those groupings there are variations, too: some ranged heroes fire fast-moving arrows straight forwards, others throw short-range bombs at anything nearby and deal splash damage, for example. As you progress through the game, certain enemies will release additional heroes whom you can "collect" — these are then added to your "snake", tagging along behind your lead hero and performing their own individual attacks when appropriate. Heroes other than the lead can be defeated without penalty (besides losing them, obviously) while if the lead hero either runs out of health or ploughs into a wall or enemy they die immediately and the game is over.

    To progress through the game, you have to defeat a particular number of enemies on each level. This number increases with each subsequent level, but so too do the number of enemies on screen at once and the different types of assailant you'll have to deal with. The further you manage to get in one playthrough, the more types of hero you'll unlock and the longer your maximum "snake" length becomes in all subsequent games. Heroes also gain experience when they're used as the lead, and level up through three distinct levels. They can also be levelled up early by paying with the gems you find scattered around the levels.

    The "free to play" bit primarily comes in the form of "Tokens", which are Nimble Quest's equivalent of "Bux" from Tiny Tower and Pocket Planes. Here, though, they're not used to bypass inconveniences; instead, they're used for actually useful things. They can be spent on buffs before each level starts. They can be spent on continuing after death — and pleasingly, this prevents itself from becoming a "pay to win" scenario by forcing you to restart the level you're on with your score and team as it was then rather than simply magically resurrecting without penalty — and they may also be spent on competing in the social "Arena" leaderboards in cooperation with friends. Like Bux, they're awarded at a healthy rate through normal play, so there's absolutely no obligation to pay for them unless you're a bit spend-happy with them. Crucially, though, the game never stops you from playing if you don't have any tokens — it never forces you to sit through long wait times or anything like that; it just means you need to earn some more before you can use what effectively amount to very slight "cheats".

    It's this "monetising without inconveniencing the player" thing that makes me look very favourably upon Nimble Quest. At no point do I feel like I'm being punished for not purchasing currency — in fact, the game has more longevity if you don't pay, because it'll take you longer to level up all your heroes and get good enough at the game to survive the very challenging later levels. Nothing in the game feels like "pay to win" — even the continue feature is well-implemented so as to allow you the opportunity to correct a mistake while still running the risk of actually doing worse than you did on your previous attempt.

    Most important, though, is the fact that Nimble Quest is actually a good game. No-one really wanted to admit that Tiny Tower and Pocket Planes just weren't very interesting or fun once you got over the aesthetic and humour in them, but Nimble Quest has been designed as a fun game first and foremost rather than a monetisation vehicle, and it really shows. It's a top-quality mobile game, and one which every iOS owner should have on their device. This is how you do free-to-play right… and this is how you do mobile gaming right, too. Please download and support it to send the right message to NimbleBit. More of this and less tap-tap-tap-snore nonsense, please.

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    1166: The Invader Comes from the Bottom of the Sea! https://imnotdoctorwho.moegamer.net/2013/03/29/1166-the-invader-comes-from-the-bottom-of-the-sea/ https://imnotdoctorwho.moegamer.net/2013/03/29/1166-the-invader-comes-from-the-bottom-of-the-sea/#respond Fri, 29 Mar 2013 23:21:56 +0000 http://angryjedi.wordpress.com/?p=5203 It's been a while since I talked anime here, so I'm going to talk anime. Oh yes indeedy. Specifically, I'd like to talk about a bizarre little show I've just started watching called Squid Girl, also known as Ika Musume. Squid Girl is a rather peculiar show in a number of ways. Firstly, it's not quite "episodic" in … Continue reading 1166: The Invader Comes from the Bottom of the Sea!

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    It's been a while since I talked anime here, so I'm going to talk anime. Oh yes indeedy. Specifically, I'd like to talk about a bizarre little show I've just started watching called Squid Girl, also known as Ika Musume.

    squidgirl1Squid Girl is a rather peculiar show in a number of ways. Firstly, it's not quite "episodic" in the same manner as other anime series, though there is a sense of progression throughout. Instead of being a sequence of 20-minute episodes, each "episode" of Squid Girl is instead made up of three short self-contained mini-stories that tend not to have a great deal to do with each other besides having the same core cast. However, the whole thing does have a clear chronology, since characters, concepts and settings introduced in earlier episodes tend to show up again later rather than being "one-shots". I haven't watched far enough to know exactly how it all ties together — if at all — yet, but already in the four full episodes I have watched we've seen the introduction of certain characters and their subsequent return — and I'm sure there'll be more to come.

    Secondly is the concept, which anime pros probably won't bat an eyelid at, but which those used to more… "conventional" Western entertainment might find a little bizarre. As you might expect from a show called Squid Girl, the main character is a girl who shares a number of characteristics with squid. Specifically, her blue hair is actually a set of ten tentacles which she can manipulate independently at will, her hat causes the shape of her head to resemble that of a squid (and removing it will apparently kill her) and she is able to spew squid ink from her mouth. She also has the abilities of various different types of squid, including luminescence, the ability to change her weight at will and flapping the… flappy bits on her hat. The English subtitles and dub also see her making frequent squid- and tentacle-themed puns in her dialogue, while in Japanese she tends to end her sentences with "de geso" (translated literally, something to do with squid legs) similar to how super-cute moe characters often deliberately overuse or exaggerate the "desu" or "desu no" final particle (see Compa and Gust from Hyperdimension Neptunia for good examples), and she also tends to emphasise the syllables "ika" ("squid") in her speech whenever they come up, regardless of whether or not doing so would really make sense. (Aside: I love finding out about the equivalent of puns and the like in other languages, as I do often find myself wondering how non-English languages deal with jokes, slang, dialect and puns like this. It's fascinating to learn this stuff through things I enjoy.)

    squidgirl2The basic premise of the show sees Squid Girl coming ashore ostensibly to subjugate all of humanity in revenge for the shitty way they've treated the ocean, but she instead finds herself forced into working as a waitress at a beachfront restaurant when an outburst and demonstration of her "power" ends up smashing through the wall. The various mini-stories that make up the episodes depict Squid Girl learning more about human society and what a "normal" life is, and much of the humour comes from her complete unawareness of how to behave like a human despite resembling one for the most part. There's also a huge amount of comedy value inherent in her interactions with the owners of the beachfront restaurant she damaged, who seem completely unperturbed by the fact that she is obviously not human and each have their own distinct characters and means of dealing with the girl-shaped hurricane that is Squid Girl. Eiko is slightly weary and a little tsundere but tolerates Squid Girl for the most part. Her sister Chizuru, meanwhile, initially appears to be the stereotypical quiet, demure and kind "older sister" type, but reveals herself very early on to have a distinctly dark side that utterly terrifies poor old Squid Girl. In actual fact, this "dark side" is not truly threatening or unpleasant — it's simply the ability to perform a "withering look" that is the Holy Grail for parents and teachers alike, but which is often depicted as a horrifying dark aura from Squid Girl's perspective. Even as Squid Girl tries to convince herself that she's still going to subjugate humanity, she quickly learns not to step out of line when Chizuru is around.

    For the most part, Squid Girl is thoroughly silly fun, and I frankly wasn't expecting much more than something fairly throwaway to watch while I had breakfast and then forget about shortly afterwards. However, one of the mini-stories I watched earlier well and truly changed my mind and convinced me that this is actually a show doing some surprisingly clever things. I shan't spoil it completely for those who are planning on watching the show, but I'll just say that the "mini-Squid Girl" vignette — which was depicted almost completely wordlessly — was surprisingly heartfelt and touching, and I was very surprised to realise that even after just a few episodes, I already cared very much about these characters.

    squid girlI shouldn't have been surprised, really; one of the things that continually strikes me about Japanese media the more of it I consume — be it video game, anime or manga — is the deft skill with which creators are often able to weave their magic to create compelling characters and make you care about them remarkably quickly. Squid Girl, as ridiculous as it sounds on paper, is certainly no exception to that, and I look forward to seeing the rest of this surprisingly captivating nonsense.

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    1165: Endless Infinite Discussion https://imnotdoctorwho.moegamer.net/2013/03/28/1165-endless-infinite-discussion/ https://imnotdoctorwho.moegamer.net/2013/03/28/1165-endless-infinite-discussion/#respond Thu, 28 Mar 2013 22:25:33 +0000 http://angryjedi.wordpress.com/?p=5200 Around this time of year in 2011, one Mr Tom Ohle, a fine upstanding gentleman at the forefront of promoting games you might not have heard of quite so much as the games you have heard of a lot, wrote this post, named The Case of the Great Game Nobody Saw. Lest you're too lazy … Continue reading 1165: Endless Infinite Discussion

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    Around this time of year in 2011, one Mr Tom Ohle, a fine upstanding gentleman at the forefront of promoting games you might not have heard of quite so much as the games you have heard of a lot, wrote this post, named The Case of the Great Game Nobody Saw.

    Lest you're too lazy to follow the link, allow me to summarise: Tom works in PR for video games. The titles his company Evolve PR has represented over the years include things like CD Projekt Red's The Witcher series, the deep strategy games of Paradox Interactive, TimeGate Studios' Section 8 series, the Anomaly series and numerous others. As all good PR people should, Tom believes in the games he's paid to promote — some more than others. Sometimes games come along that are genuinely excellent — games that, in Tom's words, are "magical, revolutionary, disruptive or otherwise worthy of consumers' awareness" — and, as you'd expect, Tom and co. would very much like to see these titles succeed, and they do their utmost to try and convince various outlets that these games are worthy of coverage and promotion. When these games don't get the coverage they deserve — either because of "bigger" games monopolising the front page or simply through being rejected outright — it's enormously disheartening, not only for Tom and co. but also for the makers of these games.

    "At its core, this is an issue that pervades entertainment and consumerism as a whole," writes Tom. "People stick with brands they know. Everyone craps all over themselves (myself included) when a new Rockstar game is announced. That's fine; they make great games. But in an industry that so often complains about derivative sequels, soulless big-budget productions and a lack of risk-taking, isn't it about time we started focusing on quality? Shouldn't those companies looking to push the boundaries of the medium begin to reap the rewards? If things keep going the way they are, we'll never shed the $60 price point, we'll get sequels to major franchises every year, and we'll all keep complaining and wishing things were different."

    Almost two whole years have passed since Tom wrote that post, and I don't think things have improved at all since then. If anything, I think they've got worse. For all Polygon's posturing about reinventing games journalism and for all Kotaku's posting of random bullshit only tangentially related to games, we're still in a situation where an alien visiting the games industry would believe there were only a few interesting games released every year, and that they're often entries in the same series. Call of Duty. Battlefield. Assassin's Creed. And so on.

    Most recently, I've been becoming somewhat frustrated with Bioshock Infinite. I have no doubt whatsoever that it's a fantastic game, and everything I've heard seems to indicate that it is, in the words of a friend of mine, "intelligent Hollywood… a 'The Matrix of gaming'" and that is, on the whole, a good thing. We need creators like Ken Levine in the mainstream of the industry to push things forward and prove that there's a market for intelligent experiences as well as Mildly-Racist Brown Michael Bay Manshoot #327. I am glad that Bioshock Infinite exists, that it is apparently living up to the hype and that, I imagine, it is probably selling quite well as a result of all that hype.

    What I'm less thrilled about is the fact that it's not really solving the problem Tom was talking about in his post. Bioshock Infinite may be "intelligent Hollywood", but it's still Hollywood. It's still a single game from a high-profile creator monopolising press coverage and social media, completely dwarfing smaller-scale experiences that — shhh — might actually be more interesting. Do we need videos explaining "why you should play Bioshock Infinite on Hard mode", articles about its ending, articles about why Ken Levine doesn't believe in Utopias, articles about how to edit the INI files, tips articles, articles about why having it spoiled didn't matter, articles about… have I made my point yet? This is a disproportionately large amount of coverage for one game — one very good game, admittedly, and one which has a lot of expectations to live up to, yes, but still just one game, and one game that people were already very much aware of in the run-up to its release. I'm already absolutely fucking sick of hearing about it, and the more I hear about it, the smaller the already-miniscule chance I will ever play it becomes — a phenomenon I discussed in this post.

    The standard response to this is, of course, that this is what the greater audience is hungry for. Millions of people are going to buy, play and love Bioshock Infinite, and they should be catered to, as those millions of people are probably also going to want to read lots of things about Bioshock Infinite.

    However, here's my (slightly selfish) question. What about me? What about people like me? What about all of the people out there — I'm sure I'm not the only one in the world — who didn't really like the first Bioshock all that much (I played System Shock 2 almost immediately beforehand, which just made the fact that Bioshock wasn't System Shock 3 all the more painful and frustrating) and consequently are not all that interested in this new one? What about the people who are more interested in other types of games? Don't we deserve some quality and wide-ranging coverage of the things that we're interested in? (Where's my "Tips for playing Hyperdimension Neptunia Victory" post, hmmm?) We have fan communities and enthusiast blogs, sure, but where's our high-profile professional outlet covering this stuff that's a bit off the well-worn path? (Besides Games Are Evil, of course, which I'm not going to pretend is anywhere near as big as I would love it to be!)

    The gaming medium has grown up enormously in the last few years. With constantly improving software and hardware technology providing more and more flexibility for interactive artists to realise their digital dreams, and the rise of the indie space and Kickstarter allowing game makers to break free of the shackles of corporate culture, we're most definitely undergoing the "Cambrian explosion of possibilities" that SimCity, The Sims and Spore creator Will Wright talked about back in 2008. It's a great time to be someone who enjoys playing games.

    But the games press has not evolved alongside the medium as a whole. The medium as a whole is now, as I've said numerous times in the past, far too broad for one outlet to be able to do justice to all of. And yet pretty much all of the big outlets choose to focus on the same part of this massively diverse medium. It's the part with the biggest audience, the biggest budgets and the biggest amount of money involved in it, yes, but it's still just one part of a whole. Read the news pages of one big site and you've read them all. Read the reviews section of one site and you've read them all. The sheer volume of things on display at events like PAX East and GDC help a little, but more often than not you still just hear about the same things from slightly different perspectives. Or you hear about Battlefield 4.

    Why haven't we got to a stage where big outlets can feel confident enough to distinguish themselves from one another yet? Don't give me a reason to stick with one outlet, give me a reason to read all of them because of their completely different content. (Right now, I don't read any of them with any degree of loyalty, because very few of them provide coverage of the sort of thing I'm interested in any more!)

    It's massively frustrating, and I don't even work in PR. I can bang my drum all I like about the types of game I'm interested in and want to experience more of… but is anyone really listening?

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    1164: Urgh https://imnotdoctorwho.moegamer.net/2013/03/27/1164-urgh/ https://imnotdoctorwho.moegamer.net/2013/03/27/1164-urgh/#respond Wed, 27 Mar 2013 23:04:45 +0000 http://angryjedi.wordpress.com/?p=5197 I'm exhausted. Mentally and physically. It's one of those times of year where everything seems to be dull, grey and miserable, both literally and metaphorically. It's cold outside, it's often raining or snowing, everyone is getting pissy with everyone else and I'd just quite like Existence to be a bit nicer, please. The thing I … Continue reading 1164: Urgh

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    I'm exhausted. Mentally and physically. It's one of those times of year where everything seems to be dull, grey and miserable, both literally and metaphorically. It's cold outside, it's often raining or snowing, everyone is getting pissy with everyone else and I'd just quite like Existence to be a bit nicer, please.

    The thing I think I'm finding most tiresome and exhausting at the moment is how short everyone's fuse on the Internet seems to be at the moment. I'm not even on Twitter any more and I'm still seeing stupid, ill-informed, pointless arguments erupting all the time. I'm deliberately avoiding all of them because I know from past experience attempting to provide some sort of rational viewpoint on any even vaguely "hot-button" issue will just get everyone yelling at you for no apparent reason. If they want to yell at each other, fine; it's just frustrating to see it happening, and Facebook's refusal to allow users to take control of their experience so they can insert advertising into mental orifices you didn't know you had means that it's all but unavoidable.

    The current thing that seems to be getting everyone riled up is the current gay marriage Supreme Court thing that's going on in the States. Not being American, I don't know all the details of what's happening but I know my feelings on gay marriage, which are as follows: if you love each other and would both like to get married, you should be able to get married, whoever you are. Simple as that.

    But this isn't about my views on gay marriage or indeed anyone else's views on gay marriage; rather, it's about one of those "Internet solidarity" things where everyone changes their avatar to the same thing to show support for a cause, "get people talking" and "raise awareness". I personally think that this is an idea that never works properly (I wrote about it when it happened for a different issue here) and sparks more arguments than it raises awareness — particularly when people don't explain what their sudden change to an abstract avatar is all about — but ultimately it's something that people are going to do if they think it helps, and I've learned it's really not worth arguing over.

    Why? Because no-one on the Internet actually listens to anyone else. (That's a generalisation. There are exceptions. But check out any comments thread on a hot-button issue like this and you'll see.) People stick staunchly to their viewpoint and refuse to entertain the possibility of acknowledging (let alone embracing) an alternative outlook. And because people on both sides are so resolute that Their Way is the Right Way, tempers inevitably flare, people start calling each other hypocrites and trawling back over old social media posts to find that one post they know where their opponent did something that doesn't match up with the viewpoint they're advocating now.

    I'm tired of it. Really tired. And I feel selfish saying that, but I'm saying it anyway. I'm tired of feeling like the exhausted teacher sitting at the front of the room powerless to do anything while a classroom full of children fight over silly "he said, she said" quarrels that aren't really addressing anything at all. (I speak from experience.)

    I remember in the early days of the Internet, when communication with like-minded strangers was exciting. I remember spending hours on CompuServe's "CB Simulator" chat room talking to people — I even made some actual friends through it. I remember being polite and treating strangers with respect, and I remember them doing likewise. I remember being excited about this awesome-seeming future whereby anyone in the world could communicate with anyone else at the touch of a button.

    Fast forward fifteen years or so and everyone is using this frankly amazing technology to call each other wankers. Good job, world.

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    1163: The Engine https://imnotdoctorwho.moegamer.net/2013/03/27/1163-the-engine/ https://imnotdoctorwho.moegamer.net/2013/03/27/1163-the-engine/#respond Wed, 27 Mar 2013 00:34:52 +0000 http://angryjedi.wordpress.com/?p=5193 [Sorry I've been lax with the cartoons recently — been blogging late and when I'm tired so haven't felt inclined to do many. They'll be back soon.] As I've noted a couple of times recently, I've been beavering away at the game I'm making with RPG Maker VX Ace and trying to do a little bit each … Continue reading 1163: The Engine

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    [Sorry I've been lax with the cartoons recently — been blogging late and when I'm tired so haven't felt inclined to do many. They'll be back soon.]

    As I've noted a couple of times recently, I've been beavering away at the game I'm making with RPG Maker VX Ace and trying to do a little bit each day. It's slow progress at the rate I'm going, but it is satisfying to see things coming together piece by piece.

    One thing that always impresses me with toolsets like RPG Maker is how active the community is, and how willing they are to help each other out. There's relatively little in the way of insular thinking, with people wanting to keep all their trade secrets to themselves — quite the opposite, in fact. No, the RPG Maker community is filled with people who create graphical, musical, audible and script…able resources for public consumption and are more than happy to share them with other aspiring developers out there in exchange for nothing more than a wee credit in the finished game.

    It's a marked contrast to the ridiculous secrecy in other parts of the games industry, which is infested with embargoes and other bullshit to control the flow of information. I think that's quite interesting. While I get why it happens, I think it's starting to lose its impact. I've mentioned before on a number of occasions how all the reviews for a particular game hitting simultaneously makes me not want to read any of them (and, more often than not, not want to play the actual game ever) but this also goes for carefully-timed announcements and the like. The trouble is that a lot of these announcements are for things that people are expecting. A new Assassin's Creed — surprise! A new Call of Duty — HOLY SHIT. A new Grand Theft Auto screenshot — STOP THE PRESSES.

    Even the mobile sector has ridiculous embargoes in place. This always strikes me as weird given the sheer volume of mobile apps and games that are released every day. Companies are lucky to get their product covered at all in most cases, and enforcing arbitrary restrictions on said coverage can only be counter-productive, surely.

    But I don't want to get on an embargo rant. I just thought the openness of the amateur development community was an interesting contrast to the OMG TOP SEKRIT nature of mainstream game development.

    I guess it's largely to do with the fact that the majority of people tinkering around with stuff like RPG Maker and its ilk are amateur/bedroom developers putting stuff together in their own time rather than as their job. There are exceptions, of course, but the fact that RPG Maker is so easy to get up and running encourages people to give it a shot a lot more than the rather daunting task of learning a programming language and/or how to use an engine like Unreal Engine 3. The fact that there's a sense of joyous discovery and entering a strange new world of wondrous creativity helps encourage a pleasing sense of camaraderie — plus the people who develop the more well-known scripts and resource banks become mini-celebrities in their own right, which must be nice for them. It's also something they can potentially put on their CVs, I guess — saying that you're the person behind one of the most widely-used battle system Ruby scripts for RPG Maker VX Ace may not have quite the same clout as saying you designed Unreal Engine 3, but it must count for something.

    I can't say I've gotten overly involved with the RPG Maker community as a whole yet since keeping up with forums always seems like a whole lot of hassle, but I'm certainly very grateful for the hard work of artists like "Archeia" and "Scinaya" and scripters like "Yanfly", who are helping my game come together one piece at a time. If and when it ever gets finished, they'll certainly be getting some love from me.

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    1162: Launch Lineup https://imnotdoctorwho.moegamer.net/2013/03/25/1162-launch-lineup/ https://imnotdoctorwho.moegamer.net/2013/03/25/1162-launch-lineup/#respond Mon, 25 Mar 2013 23:10:30 +0000 http://angryjedi.wordpress.com/?p=5190 I have a curious habit that I tend to fall into pretty much any time I purchase a new games system. Thinking about my recent purchasing habits and my ongoing desire to forgo the "triple-A" experience in favour of more interesting, distinctive titles from further down the "food chain" it's actually entirely understandable in retrospect, … Continue reading 1162: Launch Lineup

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    I have a curious habit that I tend to fall into pretty much any time I purchase a new games system. Thinking about my recent purchasing habits and my ongoing desire to forgo the "triple-A" experience in favour of more interesting, distinctive titles from further down the "food chain" it's actually entirely understandable in retrospect, but I always used to wonder why I did it.

    It's this: whenever I purchase a new games system, I will typically not buy the "system-seller" games, and instead buy something that looks interesting and quirky. I've been doing it for quite some time, as it happens, if my memory is to be believed, anyway.

    When I bought a PS2, I picked up Shadow of Memories (aka Shadow of Destiny) instead of, uh, whatever was exciting in the PS2's early days. When I bought an Xbox, one of the first titles I grabbed was Sudeki. When I bought a Gamecube… actually, I can't remember what I bought with my Gamecube. Possibly that Sega volleyball game Beach Spikers. Anyway, you get the general idea.

    When it came to the Nintendo DS, I forget exactly what the first games I bought were, but it was one or all of Phoenix Wright Ace Attorney, Trauma Center: Under the Knife and/or 42 All-Time Classics (aka Clubhouse Games in the States). All of them are still favourite games.

    42 All-Time Classics is a particularly interesting one to me. I'm not entirely sure what inspired me to pick it up in the first place, as on paper it sounds like shovelware of the worst kind — 42 simple board, card and touchscreen games that you can play either against the computer, against other players in the same room with other DSes or via the Internet. It's the sort of thing that these days you'd download for free on your mobile phone and then be expected to shell out in-app purchases for "energy" or extra games or game-breaking powerups or something.

    But no. 42 All-Time Classics was a full-price game for the DS (and was subsequently split into a number of smaller individually-downloadable chunks on DSiWare) that offered everything you need for a virtual "game night", so long as you had a few DSes to hand around. You only needed one copy of the game, though; thanks to DS Download Play, you could transmit a copy of the game you wanted to play with other people over Wi-Fi and play with a single cartridge. This is still one of my favourite things about the DS system.

    42 All-Time Classics is such a great DS game because it doesn't do things half-heartedly. There's a hefty single-player mode that will keep you busy for a long time completing specific missions and unlocking new content through "stamp" mode. The multiplayer mode allows childish chatting through PictoChat during play, which is somewhat pointless when you're in the same room as your fellow players, but I must applaud any game that practically encourages you to draw knobs at your friends while you're playing multiplayer with them.

    The presentation is pretty good, too. While there's only so much you can do to visually represent various classic board and card games, 42 All-Time Classics supports its relatively simple visual aesthetic with pleasant little animations, catchy music and distinctly "gamey" sound effects. It doesn't overdo any of these things, but they round the whole experience off nicely — and cute little touches like the music getting more "dramatic" when someone's about to win a game add a bit of drama to the experience.

    42 All-Time Classics is a great little diversion and pretty much the perfect handheld game. While a lot of people prefer playing this sort of thing on their phone these days, the simple knowledge that I can just open up 42 All-Time Classics on my DS and play without having to connect to the Internet, share to Facebook, make in-app purchases or wait for energy to restore makes it worth the price of admission all by itself. So if you own a DS… well, I strongly recommend grabbing a copy.

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    1161: Hospital Affairs https://imnotdoctorwho.moegamer.net/2013/03/24/1161-hospital-affairs/ https://imnotdoctorwho.moegamer.net/2013/03/24/1161-hospital-affairs/#respond Sun, 24 Mar 2013 21:40:45 +0000 http://angryjedi.wordpress.com/?p=5184 Continuing my trend of "playing games that reviews didn't like much and ending up liking them a lot," I picked up a copy of the Nintendo DS game Lifesigns: Hospital Affairs (also known as Lifesigns: Surgical Unit in the States) recently. And I've been loving it. Lifesigns, or Resident Doctor Tendo 2: The Scales of Life as it was known … Continue reading 1161: Hospital Affairs

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    Continuing my trend of "playing games that reviews didn't like much and ending up liking them a lot," I picked up a copy of the Nintendo DS game Lifesigns: Hospital Affairs (also known as Lifesigns: Surgical Unit in the States) recently. And I've been loving it.

    Lifesigns, or Resident Doctor Tendo 2: The Scales of Life as it was known in Japan, is actually a contemporary of the original Trauma Center: Under the Knife in Japan, but it didn't come out until two years later in the West — nearly three years later for Europe. The reason I mention this is that the game suffered somewhat from comparisons to Trauma Center in reviews, when in fact this is a completely unfair comparison that has diverted attention away from what is actually a very interesting game.

    Don't get me wrong. I love Trauma Center. It does its own crazytown sci-fi medical horror thing and it's fantastic for it. It remains, to date, one of the most genuinely nerve-wracking series of games I've ever had the pleasure of playing, and it always manages to spin an interesting story to couple with its action-packed gameplay. The latest installment Trauma Team, which you'll recall I was babbling on about recently, refined that formula brilliantly by toning down somewhat on the sci-fi aspects and jacking up the feeling of "this is a team of doctors working together in the same place". Ultimately, though, as good as the story was, Trauma Team was still just as much about performing the various operations as it was about the unfolding story.

    image0036Lifesigns, meanwhile, is actually a completely different beast. Sure, it's set in a hospital and features a number of surgery sequences, but it is not Trauma Center. Instead, I was delighted to discover, it is rather more akin to the Ace Attorney games — longstanding favourites of mine — than anything else, placing a much stronger focus on well-written character development and unfolding narrative than on the "action" sequences. It's for this reason that comparing it to Trauma Center and complaining about there being "too much talking" — a criticism also levelled at the Ace Attorney series by some — is utter nonsense. Without the talking… well, there would barely be anything left. The talking is sort of the point. Whether or not you like that is a matter of taste, of course, but given the continued existence of visual novels as a storytelling medium you better believe that there are plenty of people out there who are more than happy to play games that are about nothing more than people talking to each other.

    As the Japanese title suggests, Lifesigns is actually the second game in the Resident Doctor Tendo series, though the first never made it to the West for reasons unknown. Ultimately this doesn't matter too much, as like the Ace Attorney games, the overarching plotlines are completely self-contained and only occasionally make reference to the events and characters of the previous game. When they do, they take their time to explain who these random characters that the protagonist knows (and the player doesn't) actually are, too, so it hasn't been an issue.

    Lifesigns casts the player in the role of the eponymous Dr Dokuta (yes, really) Tendo, a second-year intern at the fictional Seimei Medical University Hospital. We learn quickly that he had quite an eventful first year, with one of the major events seemingly being a misdiagnosis that nearly ruined his career. We also learn that he was partially inspired to get into medicine after his mother died of cancer, and partially by the fact that his father is a heroic firefighter. We also learn that the resident evil-looking dude Dr Sawai is Tendo's biological father and that there's some bad blood (no pun intended) there.

    The game's first episode introduces the major characters around the hospital — Tendo's mentor Suzu-sensei, an attractive older woman whose trademark appears to be a large cat bell around her neck; head nurse Florence, who has an alarming talent for gossip; adorable nurse Hoshi, who is clearly carrying a rather large torch for Tendo; and Aoshima, the new first-year intern whom Suzu assigns Tendo to keep an eye on. There are also a selection of other incidental characters who put in occasional appearances such as the frankly terrifying surgical assistant nurse Kurai, the deadpan anaesthetist Masui and Tendo's relatively normal-seeming friend in paediatrics Dr Ueto. All of them are fun, distinctive and, like the characters in Ace Attorney, just the right blend of believable and caricature to make them all memorable.

    The majority of gameplay in Lifesigns requires the player to move from location to location in the hospital to advance the story. The location map shows which characters are hanging out where at any given moment, though there's no indication given as to whether the conversation you'll have in that location is an important one or not. (Important conversations advance the plot and tend to change around the arrangement of which other characters are hanging around where; non-important ones tend not to impart useful information for the most part but are usually entertaining or give a little further insight into the characters.)

    When you reach a location, important conversations tend to unfold automatically and occasionally require some input from the player. This is accomplished in a similar manner to in Ace Attorney, whereby you open up your Court… sorry, Medical Record and present various objects, concepts and characters to the other person. Yes, much like in Ace Attorney, your inventory is not necessarily restricted to holding physical items; instead, as the plot unfolds, Tendo will take various notes, which he can then discuss with people. Usually if you're stuck at some point, you simply have to present something to someone else to advance the plot along. Occasionally, there are sequences where you have to convince another character to do something — these unfold in much the same way, albeit with more dramatic music and visual effects and an on-screen meter depicting how close you are to successfully convincing them. Presenting the wrong piece of information in these scenarios can lead to a bad ending, so you have to be careful — though bad endings don't necessarily mean the end of the game.

    image0050What with Tendo being a doctor, you'll be unsurprised to note that you do actually get to do a bit of doctoring around the place, too — life in a hospital isn't just flirting with the nurses and hanging out with the pervy old cancer patient who can't resist pinching female doctors' bottoms. No, at least once in each of the game's five episodes, you'll find yourself having to deal with realistic medical cases, beginning with an examination in which you must successfully diagnose their symptoms, and usually concluding with a surgery sequence in which you must treat their ailment accordingly.

    The diagnosis sequences are like a simplified version of Dr Cunningham's episodes in Trauma Team (or it's perhaps more accurate to say that Dr Cunningham's episodes are like expanded versions of Lifesigns' diagnostic sequences) — after having an initial discussion with the patient, you're presented with a view of them that you can look up and down and then interact with in several ways — inspecting areas visually, using a stethoscope to listen to the body's sounds and palpating areas by rubbing the touchscreen. The patient will generally give you a few clues here and there ("ooh, it hurts more on the other side…") but for the most part you're expected to perform a thorough examination to find all the symptoms. Unlike in Trauma Team, there's no chance of missing anything as you can't proceed until you've made a successful diagnosis; and also unlike Trauma Team you don't have to worry about eliminating possible candidates by matching symptoms to your database. Tendo knows his stuff — though often the visual examination is followed up by one or more "spot the difference" ultrasound/X-ray/CT/MRI scans in which you have to circle the abnormal areas on the touchscreen and pin down a final diagnosis.

    The surgery sequences, meanwhile, are not very much like Trauma Center at all… aside from the fact that they're incredibly tense and quite challenging. Rather than tending to follow the same format, requiring the player to remember the appropriate means to deal with "common" ailments such as lacerations, tumours and inflamed areas, each surgery sequence in Lifesigns is a unique procedure that doesn't necessarily involve opening up the patient. For example, in the first episode, you'll find yourself performing an appendectomy as your first operation, then later you'll be navigating a catheter through someone's blood vessels in an attempt to stop some internal bleeding.

    The diversity of tasks in the operations means that rather than trusting the player to switch between tools as they need to, each surgery is split into a number of smaller objectives which must be achieved in linear sequence to progress. Making mistakes injures the patient and causes damage to their vitals bar, and there's no convenient "cure all" stabiliser to inject here — though performing a task quickly and accurately has a chance of restoring the vital signs somewhat. There's also a "concentrate" button that displays the areas on which you're supposed to perform the current action along with the movements required, but all the time you're holding down this button the operation's time limit is zipping by five times faster than usual. Experienced surgeons will, of course, be able to complete the operations without having to rely on this at all, and in at least one situation the ending of an episode is determined by how quickly you complete an operation. (You can save beforehand… but as noted before, the "bad endings" to each episode aren't game-ending, so it's often worth continuing and perhaps replaying the game later to see the different possible conclusions.)

    133I'm only partway into the second episode so far so I'll refrain from speaking further on the plot and whatnot, but so far it's been pretty great. It successfully combines the character- and dialogue-driven narrative of the Ace Attorney series with the tension of Trauma Center and comes out feeling like its own distinctive experience. While, yes, there is a lot of talking, as I said earlier that's sort of the whole damn point. This isn't a kinetic novel with arcade sequences like Trauma Center was (that's not a criticism, incidentally) — it's a visual novel/adventure game in which performing surgery plays an occasional role, but in which the relationships between the hospital staff, the patients and the other people in their respective lives is brought to the forefront. It's a really interesting game, and I strongly suggest you check it out if you're a fan of games that are a little bit off the beaten track.

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    1160: Spoilers Ahead https://imnotdoctorwho.moegamer.net/2013/03/23/1160-spoilers-ahead/ https://imnotdoctorwho.moegamer.net/2013/03/23/1160-spoilers-ahead/#respond Sat, 23 Mar 2013 23:07:10 +0000 http://angryjedi.wordpress.com/?p=5181 After writing yesterday's post and doing a little more work on it today, I've decided that I would actually quite like to talk about my RPG Maker project a little more rather than being unnecessarily vague and obtuse about it. Those of you reading who like the concept might be able to give me some motivation to … Continue reading 1160: Spoilers Ahead

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    After writing yesterday's post and doing a little more work on it today, I've decided that I would actually quite like to talk about my RPG Maker project a little more rather than being unnecessarily vague and obtuse about it. Those of you reading who like the concept might be able to give me some motivation to continue with it in the long-term, then, which is probably going to be a valuable thing if (when, more likely) this initial burst of enthusiasm runs out.

    However, I am also conscious that discussing some things about this project may constitute spoilers of various descriptions, so I am going to add a "read more" tag to this post so those who would like the finished product to remain a complete surprise can avoid it if they desire.

    So, without further ado, click the link to continue reading if you want to… otherwise, I'll see you tomorrow!

    All right, elite people. Here we are. Let's talk about this project. One more time: spoilers ahead.

    First up, the name: One Year Later, the relevance of which will be immediately apparent once I explain the concept of the game.

    One Year Later is a JRPG that takes place a year after the conclusion of a JRPG that doesn't exist. Through the game's intro sequence and other events throughout the game, you'll be able to get some idea of "context", but the important thing about the game's concept is that everything in it is taking place after all the world-shattering chaos of a typical JRPG has already been resolved and everyone has lived happily ever after.

    Our heroine is Amarysse Jerhynsson (+10 Friend Points if you remember the relevance of that name), a woman from the country village of Wishford. Wishford was previously destroyed by the machinations of the demonic overlord T'Bon, and escaping from the carnage is what set Amarysse on her journey in the first place. Along the way, she met a number of companions — the brave and strong mercenary Daren "Dax" Zael; the cheeky but devout priestess Feena Denimore; the orphaned teenage fencer Hiro Nagase; the young, endearing and innocent Lily Cole; and the mysterious amnesiac former prisoner of T'Bon's evil schemes known only as "Zero".

    Given the rest of the concept, I'm sure I don't have to tell you that our plucky band of heroes were ultimately victorious over T'Bon, and the world was once again at peace after their adventure. The companions ultimately parted and went their separate ways, promising to meet back up exactly one year later at a pub named The Tail of the Dog in the capital city of Acathlata.

    We join our story the day of the reunion. The player takes control of Amarysse, who moved back to Wishford after her adventure to help with the reconstruction efforts, and guides her through a new adventure with her companions: the various challenges of re-integrating into normal society after such an abnormal series of events. Amarysse and her companions have each dealt with their return to "civilian" life in different ways, and some are finding it easier to adjust than others. Amarysse is also not quite sure what to make of the fact she turned 30 in the intervening year.

    Despite superficially resembling a JRPG — Amarysse and her companions' stats and levels are all as they would have been at the end of their previous adventure, and there's nothing stopping the player fiddling around with equipment and items — the gameplay will unfold more like a visual novel, with a strong focus on story and characterisation rather than epic adventures and battles. There will be a number of "paths" through the game, each focusing on one of Amarysse's companions in detail with the others in supporting roles, plus a "true" ending to the story which will become available by fulfilling certain conditions.

    I intend to use the story as a means of exploring a number of different real-life issues. I shan't go into specifics about what issues I'd like to explore over the course of the game, but suffice to say I'd like to explore some relatively "weighty" (or at least personally meaningful) subjects over the course of the various paths down which the story will unfold. I intend to try and apply some of the knowledge I've picked up from all the VNs and JRPGs I've played in recent months to create an experience in which the player will (hopefully, anyway) give a damn about these characters and the things they're working out. I have a good idea of who these characters "are" in my mind — the challenge now is to get this across to the player through good writing and interesting events. I've made a conscious stylistic decision to write the game more like a VN than a JRPG — that means Amarysse takes on the role of narrator as well as active participant in the story rather than the whole thing being presented entirely through dialogue. This allows greater flexibility to explore characters' thoughts and feelings in detail, plus the ability to present events and concepts that are difficult to depict using top-down 2D art and sprites.

    Alongside the serious stuff, though, I'm slipping in a bunch of sly references to other things. If and when the finished project finally emerges, you'll be able to do your best and see if you can spot all of them. Fanservice (of the non-panty-flashing variety) for the win.

    There's a long road ahead — the stuff I've put together so far is simply the first part of the prologue, with Amarysse travelling to the capital and meeting up with her friends — but I'm pleased with how it's going. Hopefully I'll be able to maintain some momentum while working on this — and hopefully at least a few of you will ultimately be interested in trying it for yourselves as it develops.

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    1159: WAY More Than Seven Days https://imnotdoctorwho.moegamer.net/2013/03/22/1159-way-more-than-seven-days/ https://imnotdoctorwho.moegamer.net/2013/03/22/1159-way-more-than-seven-days/#respond Fri, 22 Mar 2013 22:09:00 +0000 http://angryjedi.wordpress.com/?p=5179 Back on Day 793, you may recall that I mentioned I was working on a game and that I was quite enthusiastic about it. Well, it stalled somewhat for various reasons — work, general lethargy, moving house, jury service, many other reasons that aren't really excuses — but this week I've started working on it … Continue reading 1159: WAY More Than Seven Days

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    Back on Day 793, you may recall that I mentioned I was working on a game and that I was quite enthusiastic about it. Well, it stalled somewhat for various reasons — work, general lethargy, moving house, jury service, many other reasons that aren't really excuses — but this week I've started working on it again, and it's a good feeling.

    To be honest, doing what I'm doing was partly spurred on by this painfully accurate article from The Onion. I figured that I'm in a relatively good position right now — financially secure, working in a job which is reasonably challenging at times but which leaves me with plenty of free time — so instead of sleeping until 10-11am (usually unintentionally) I should make use of some of that extra time. As such, I've been getting up a bit earlier and, well, making use of some of that extra time.

    In the previous post I linked to, I talked about how much I enjoy the world-building aspect of creating a game. Today, I've been rediscovering the joy of populating those locales that I've created with people. Specifically, the stuff I've been working on over the last couple of days has been the first appearance of the story's main characters, so it's been an absolute pleasure to see these characters I've had in my head (and a Google document) finally appear on screen and act the way I've told them to.

    I'm going to do that annoying developer thing and not talk in specifics about the project because I'd like some aspects of it to remain a surprise, but I will say a few things about what I've achieved so far.

    Thus far I've got a controllable protagonist and an interactive introduction sequence that introduces her, the setting and the context of the story. I've got some sequences where the player is able to make choices and subtly change some of the things that occur next. I've laid a few "hooks" for future interactions between the protagonist and other characters, and I've put together the story up until the point where the protagonist meets up with the other main characters. And, as I type this, I've composed the initial conversations between the protagonist and the other characters — including, again, a few events that change a little bit according to choices that have been made.

    I'm deliberately keeping things relatively unambitious with this project, as I would very much like to actually finish it at some point. It's a concept that I really like and would very much like to carry through to completion, so I'm keen to try and devote some time to it. One thing that was stopping me was a lack of certain art assets that I needed to progress, but now I've found those (or at least got some solid placeholders put in) I have, as far as I can make out, everything I need to pick up this project and run with it, motivation and free time permitting. Aside from the art assets I was lacking, most of the other stuff I'm using is either RPG Maker's built-in content or publicly-available/royalty-free stuff. The somewhat "generic" nature of using built-in and publicly-available assets is entirely deliberate — if and when it's finished you'll hopefully see why I chose to go that route. It wasn't just laziness and/or a desire to get up and running without having to worry about creating custom content — though being able to work with pre-made character sprites and the like certainly makes working on this a bit easier.

    I'll leave it at that for now, and if I make any significant progress that I'm happy to share in the near future, I may drop in a few screenshots here and there. Suffice to say that for the moment, I'm happy with the way things are going and hopefully I'll have something more to share soon.

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    1158: Forking One's Dongle https://imnotdoctorwho.moegamer.net/2013/03/21/1158-forking-ones-dongle/ https://imnotdoctorwho.moegamer.net/2013/03/21/1158-forking-ones-dongle/#respond Thu, 21 Mar 2013 23:33:06 +0000 http://angryjedi.wordpress.com/?p=5176 Some of you may have been following this recent unfolding story via the social Web and other avenues, but I thought I'd mention it here for those who haven't seen it. I am talking about the recent incident at PyCon, a conference for Python developers all over the world. There's a comprehensive rundown of what … Continue reading 1158: Forking One's Dongle

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    Page_1Some of you may have been following this recent unfolding story via the social Web and other avenues, but I thought I'd mention it here for those who haven't seen it. I am talking about the recent incident at PyCon, a conference for Python developers all over the world.

    There's a comprehensive rundown of what happened over at VentureBeat (and follow-up here), but in case you can't be bothered to read all those difficult words, here are the pertinent points:

    • "Evangelist" is an actual job title these days outside of the religious community. Sweet Jesus. No pun intended.
    • Adria Richards, a "developer evangelist" for a company called SendGrid that has something to do with email (I don't really understand it, to be perfectly honest, but that's not massively important) "called out" two male developers during a keynote session at PyCon for making allegedly "sexual" jokes about "forking repos" and "big dongles". She did this by taking a photograph of them and then posting it to Twitter.
    • "Forking a repo" apparently refers to taking a piece of source code and developing it into a new piece of software not, you know, fucking it, despite the fact "I'd like to fork that" is a somewhat innuendo-laden phrase, particularly if you say it like a Cockney while rubbing your thighs, which reports don't suggest these two gentlemen did.
    • "Dongle", a piece of hardware that allows a particular function to happen, is an indisputably funny word because it has the word "Dong" in it. "Dongle" is also ripe for innuendo because it has the word "Dong" in it.
    • The inevitable Twitter shitstorm kicked off as a result of Richards' tweet.
    • Richards started receiving rape and death threats but continued to feed the trolls.
    • One of the developers in the photograph was fired after the incident.
    • One of the developers (I'm not sure if it's the same one who was fired offhand) apologised to Richards.
    • SendGrid suffered a DDOS attack following the incident.
    • SendGrid fired Richards today, explaining that the company supported her right to speak out against content she found objectionable, but not in the very public, provocative manner in which she did so.
    • ???
    • Profi– wait, no, that's something else.

    Now, I've said a number of times on here that I recognise and accept that women in the tech industry generally — not just the video games sector — are in a difficult position, having to compete against something of a "boys' club" mentality. And these women should speak out when something inappropriate is said or done to them.

    This incident, though? I could tell yesterday when it all kicked off that it was going to be a real mess. The big issue we have here is that the things the male developers said weren't really sexist comments. They weren't directed at a woman, they clearly weren't maliciously intended and for all we know, they really were talking about literally wanting to fork the repo under discussion rather than making the rather childish joke it seems they were making. (And come on. When your profession requires you to talk about "dongles" with a straight face, even the most sour-faced git has to crack a smile every so often.)

    There's also the issue of Richards and whether or not she invaded their privacy. The comments were made between the two men as a "private" joke — or as private as a joke can be in a crowded conference hall, anyway. Richards, the argument goes, eavesdropped on their conversation then shared details of it to the social Web when what she should have actually done was spoken to the two men herself, told them that the things they were saying made her uncomfortable, given them the opportunity to apologise if they wanted to, and that should have been that.

    The flip side to the issue, of course, is that by making innuendo-laden jokes at a tech conference like this, these gents could be seen to be perpetuating the "boys' club" mentality — even if the comments weren't directly addressed to a woman. But in response to that I would again point out that at worst they were indulging in a childish, harmless pun that even a primary school kid would shake their head at, and at best they were simply using programmer slang with absolutely no intended sexual connotations whatsoever. Besides, I know plenty of women who are a dab hand at the old innuendo game themselves. And even Richards herself was caught making jokes about stuffing socks down someone's pants for when the TSA felt them up at the airport.

    In short, the whole thing ended up being rather surreal, and no-one really came out of it a winner. Richards came out of it looking like one of the stereotypical feminists that those ridiculous "men's rights" groups get up in arms about, getting offended at something that really wasn't worth getting offended over. The developers who made the comments have had their names and faces dragged through the mud. And in the meantime, two people have lost their jobs and at least one of them is suffering a considerable amount of bullying and abuse as a result of this whole situation.

    Ultimately, Richards' "speaking out" against the two developers' behaviour has probably done more harm than good, not least because the manner in which she did it cost her her own job and attracted the wrath of the very worst the Internet has to offer. I sympathise with her from that perspective, having suffered cyberbullying on a far smaller scale than this incident — but I also think she was a complete pillock for inciting this whole shitstorm in the first place. To reiterate: that doesn't justify the atrocious behaviour and abuse that has been directed her way, but at the same time, she's not at all blameless in this matter.

    The social Web is a powerful tool and can be a force for good. But it can also destroy lives. Think about that before you do or say anything stupid.

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    1157: The 'Fandisc' Experience https://imnotdoctorwho.moegamer.net/2013/03/20/1157-the-fandisc-experience/ https://imnotdoctorwho.moegamer.net/2013/03/20/1157-the-fandisc-experience/#respond Wed, 20 Mar 2013 22:16:15 +0000 http://angryjedi.wordpress.com/?p=5173 So having finally completed Kira Kira (which is excellent, by the way — one of the best visual novels I've had the pleasure of playing to date) I decided to make a start on its semi-sequel Kira Kira Curtain Call, which is considerably shorter and more of a spin-off than a full sequel. Technically, it's a "fandisc", which … Continue reading 1157: The 'Fandisc' Experience

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    So having finally completed Kira Kira (which is excellent, by the way — one of the best visual novels I've had the pleasure of playing to date) I decided to make a start on its semi-sequel Kira Kira Curtain Call, which is considerably shorter and more of a spin-off than a full sequel. Technically, it's a "fandisc", which is a concept I hadn't come across prior to getting into the visual novel medium.

    I'm assuming this probably means that you aren't familiar with it either, in that case, what with VNs being rather niche and all. Basically it's exactly what it sounds like: it's a disc (or download) of extra content that continues where the main game left off. Sometimes it involves the same characters, sometimes it has side stories. It's usually considerably shorter than the original game, too, but it's a standalone game in its own right rather than an addon. I guess the closest equivalent in Western gaming would be a standalone expansion pack or piece of DLC.

    Not many of these fandiscs make it over to the West, for some reason, though there are a few that have. Persona 3 FES could be considered a fandisc, for example, due to its 20-hour extra campaign that ties up the loose ends left by Persona 3's main campaign. Corpse Party: Book of Shadows could be considered a fandisc for the original Corpse Party, too, since it fleshes out (no pun intended) a number of the incidental characters from the original before continuing the plot in preparation for a true sequel. And Kira Kira's English-language publisher Mangagamer have taken to translating and releasing some of these fandiscs for the more popular visual novels out there — Kira Kira is one of them.

    Kira Kira Curtain Call is a two-part follow-up to the events of Kira Kira, and stars a mostly new cast of characters. Unfolding several years after Kira Kira's conclusion (and assuming that the "True End" was, well, true), the game initially begins with the player in the role of Souta Honda, a passionate, fiery-haired young man who is angry and frustrated at the world, and wants nothing more to express himself through the medium of rock music. At the same time, though, he doesn't want the trappings of fame that being a famous musician begins — indeed, shortly after the game begins, we see him thrown into a sexual situation with two groupies and an old senpai who is now a member of a successful band, and he refuses to take part.

    Souta, you see, is desperately in love with a girl named Yui, and herein lies one of the reasons why Curtain Call is such an interesting and distinct experience from the original game. Rather than the first part of the game allowing the player to get to know the characters and then, through their choices, progressing down one of their "routes" to their eventual conclusion, in Curtain Call we begin with a protagonist who is already obsessed with the object of his affections. In what I've played so far, Yui's feelings towards Souta are somewhat ambiguous, but it's clear that there's some affection there despite Souta's previous advances leaving her with mild androphobia.

    Souta is a marked contrast to the original game's protagonist Shikanosuke. Initially, Shika was a guy very much caught up in a tidal wave of events that you always felt were slightly beyond his control — though it was abundantly clear by the end of the story that he was genuinely enjoying himself despite spending a good half of the game in drag — but he grew and changed in various ways according to which of the three heroines' paths he proceeded down. Each of the paths had something in common, though: the fact that the main cast's band left an indelible mark on their high school of Oubi Academy, and you get a real sense of this fact in Curtain Call. In a nice touch, Shikanosuke's sister Yuko, who was often heard but never seen in the original Kira Kira, is one of the main supporting characters in Curtain Call and has even been very obviously designed to resemble Shikanosuke in drag to an almost uncomfortable degree.

    Other characters put in an appearance, too: the second half of the game (which I haven't reached yet) focuses on one of Kira Kira's supporting characters and his attempts to make his own band. In one of the routes through the original game, Shikanosuke becomes part of this group as he attempts to [SPOILER REDACTED] but in the "True End", we simply hear that this band exists.

    All in all, I really like the idea of a "fandisc". It provides the potential for a story to continue and for the game's world to be considerably more fleshed out even after the main game has concluded. Of course, you have to be careful not to outstay your welcome — Persona 3 FES ran into this issue with its immensely frustrating, cheap boss fights — but if you handle it well, it gives the player the opportunity to spend just a little more very welcome time in a game world with some characters and settings that they have become very fond of. While I was completely satisfied with the way Kira Kira concluded in all its various routes, I'm happy to have the chance to see "what happened next" and take part in the extension of that story.

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    1156: Dream a Little Dream https://imnotdoctorwho.moegamer.net/2013/03/19/1156-dream-a-little-dream/ https://imnotdoctorwho.moegamer.net/2013/03/19/1156-dream-a-little-dream/#respond Tue, 19 Mar 2013 22:34:10 +0000 http://angryjedi.wordpress.com/?p=5170 Sometimes I like my subconscious. Sometimes it comes up with creative, awesome ideas or simply entertains me with peculiar, fascinating and sometimes grotesquely compelling images that then provide suitable fodder from which to compose a blog post later in the day. I know I have at least one friend for whom the experience he dubbed … Continue reading 1156: Dream a Little Dream

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    Sometimes I like my subconscious. Sometimes it comes up with creative, awesome ideas or simply entertains me with peculiar, fascinating and sometimes grotesquely compelling images that then provide suitable fodder from which to compose a blog post later in the day. I know I have at least one friend for whom the experience he dubbed "the poo dream" is a source of considerable amusement.

    Sometimes, though, I don't like my subconscious. Today is one of those days.

    I don't tend to suffer from nightmares a lot. I don't have many memories of being woken up suddenly by something unpleasant happening to me in my dreams, and I've certainly never done the Hollywoodesque thing of suddenly sitting bolt upright, wide awake and covered in sweat. This morning, though, my brain decided to show me some messed-up crap.

    And yes, I said morning. As those of you who remember my previous posts on vivid dreams will remember, I tend to experience my most vivid flashes of weirdness from the subconscious after I've sort of kind of woken up once and drifted off back to sleep. In this case, it was shortly after Andie had gone out to work at half-past some ungodly hour in the morning, and I was far too tired to get out of bed at that point. So, without much encouragement required, I fell asleep again, and the peculiar images began.

    This time around, I was back at my old secondary school. Specifically, I was in the music department's main room. This was quite a big room with a stage at one end, though it was relatively rarely used for concerts when I was there — school concerts tended to take place in the large (and extremely reverberant) sports hall. Regardless of that, though, there was a concert going on this time around. I was set to perform. Specifically, I was set to perform Carnival of the Animals on the piano, which the astute and/or classically-trained among you will know is a piece of music that normally requires at least two people and two pianos and possibly some additional instruments too. However, for reasons that were at best unclear over the course of this dream, I was set to perform it solo, and I was extremely nervous about it.

    I don't remember anything else that was going on in the concert, but I remember the audience feeling somewhat rowdy. In fact, it felt more like a performance in front of a class of schoolkids than an actual concert — as I looked around, I remember noticing that the desks were laid out just as they always were — three rows, with another at 90 degrees to the rest of them down the side.

    My time came to perform and I psyched myself up. I was going to give a small speech prior to starting my performance to explain why I was going to be performing Carnival of the Animals as a soloist, but as I stepped on stage the noise level from the audience (who, it was clearly evident by now, just were schoolkids) increased and increased and increased. I stood there mutely waiting for them to calm down so I could give my speech, but the hubbub didn't dissipate. Eventually I gave up, laid my music down on the piano that was on stage and prepared to take a seat.

    Suddenly, from out of the audience, out burst a kid who was a fairly notorious bully when I was back at school. His appearance in my dream was just as when I last saw him at the age of about 15. While I was at school, I didn't have a lot of problems with this particular individual personally, but he was someone that I was wary of and tended to avoid whenever possible — not only because I was afraid of him, but also because I thought he was a bit of a tosser. Anyway, that aside, he leapt at me, and it wasn't until it was too late that I saw he was wielding a knife. He slashed across me as he leapt at me. I didn't feel anything, so I figured he missed.

    Then I looked down and saw he hadn't missed. The front of my clothing was stained crimson with blood, and the pain suddenly kicked in.

    Then I woke up. That was not a pleasant way to wake up, I can tell you, and it's not an exaggeration to say that it pretty much put a downer on most of the rest of my day. I've been feeling low and depressed all day and while I'm sure not all of it can be attributed to the activities of my subconscious, starting the day in that manner probably didn't help.

    But what does it mean? Well, aside from the apparent long-term damage to my sanity that classroom teaching did… who knows? And I'm not sure I want to know!

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    1155: The Tablet Revolution https://imnotdoctorwho.moegamer.net/2013/03/18/1155-the-tablet-revolution/ https://imnotdoctorwho.moegamer.net/2013/03/18/1155-the-tablet-revolution/#respond Mon, 18 Mar 2013 23:12:01 +0000 http://angryjedi.wordpress.com/?p=5166 I've come to the conclusion that I'm a dusty old bastard who is set in his ways like an old man. That or everyone else is just plain wrong. Or perhaps a combination of the two. I'm specifically referring to the "tablet revolution" — that futuristic gubbins that supposes everyone is going to replace their … Continue reading 1155: The Tablet Revolution

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    Page_1I've come to the conclusion that I'm a dusty old bastard who is set in his ways like an old man. That or everyone else is just plain wrong. Or perhaps a combination of the two.

    I'm specifically referring to the "tablet revolution" — that futuristic gubbins that supposes everyone is going to replace their computer/console/handheld/everything with a tablet such as an iPad or whateverthefuck the bajillion Android tablets are called these days. I even read an article earlier where someone from Zynga said that tablets are "becoming the ultimate game platform".

    I must respectfully disagree — at least for my needs and wants, anyway.

    Our house has three tablets — an iPad 2, a Motorola Xoom and a Nexus 7. The Nexus 7 is currently in for repair, but got a fair amount of use by Andie, largely for free-to-play mobile games and Kairosoft titles. The iPad 2 also gets a fair amount of use by Andie for the same reasons. My Xoom gets barely any use, though the fact I have SNES, Mega Drive and various other emulators on there ready to go at a moment's notice is pretty cool.

    But yeah. The fact stands: I hardly use these devices at all. Why? Because for my purposes, they don't offer a superior experience to other bits of kit. For gaming, I have consoles, dedicated handhelds, a laptop PC and a desktop PC. For work, I have my Mac, the aforementioned laptop PC and the desktop PC at a pinch. For browsing the Internet, I have… you know how this goes by now. For me, all of these devices offer a considerably superior experience to all of the tablets we have in this house.

    Oh, sure, tablets can ably perform several of these functions, but they don't do any of them as well as the pre-existing devices. About all they do offer, really, is the fact that they're incredibly quick to turn on (assuming they have some charge left in them, which my Xoom in particular rarely does) and are a lot more portable and lightweight than many other devices.

    But personally speaking, the fact that, say, the iPad is thin and lightweight isn't enough to make up for the fact that it's a lot more difficult to type on than an actual physical keyboard. And yes, I know, you can pay through the nose and get an iPad-compatible wireless keyboard (or a generic one for Android) but not only does that remove one of the main benefits of a tablet — its all-in-one portability — there's other issues too: the pain in the arse it is to access the file system (on iOS, anyway; this is one area where Android is marginally better), the fact that proprietary iOS and Android apps rarely play nicely with established formats (just try getting a Microsoft Word file with any formatting or layout whatsoever to look even a little bit right in Pages for iOS), the fact that some of the work I do requires the precision of a mouse rather than the cack-handedness of a touchscreen, the fact that some websites I want to use are designed for use on a computer with a keyboard and mouse rather than a touchscreen and a virtual keyboard.

    And don't get me started on the games. "The ultimate gaming platform"? Don't make me laugh, Zynga. While mobile and tablet games have been enormously successful in getting more and more new people into video games, and that's a good thing for the industry as a whole, there is no way you can say with any good conscience that tablets are an adequate replacement for more established systems — and better-designed control schemes in particular. Have you ever tried to play a first-person shooter on a touchscreen tablet with no buttons? It is one of the most bewildering experiences you'll ever encounter: why would anyone want to put themselves through that? There are certain genres that work well, of course: strategy games, board game adaptations, word games and adventure games are all good uses of a touchscreen interface… as are the never-ending throng of isometric-perspective building/farming/dragon-raising games that are little more than vehicles for monetisation. There are very few tablet-based games that hold my attention for more than a couple of minutes, in short — the last was Ghost Trick, which doesn't really count as it was a conversion of a Nintendo DS game.

    I guess that's sort of the point, though. The main benefit of tablet devices (and smartphones, for that matter) is their immediacy — you turn them on, you tap a button and you're (almost) straight into a game, and you can be out of it again within a matter of minutes if you just needed to fill an awkward silence or wait for someone to come back from the toilet. And that's good, in a way; it just doesn't really fit with how play games. As I noted in a reply to Anne on yesterday's post, I play games as my main form of entertainment. I don't watch much TV, I don't watch movies, listening to music is something I tend to do while engaged in some other activity, and so games are my main "relaxing time" activity. I want to sit and play something for an hour or two (or more) at a time, and between freemium energy please-insert-credit-card-to-continue bullshit and the "bite-size", disposable, forgettable nature of most mobile/tablet games, I just don't get a satisfying experience from them.

    Meanwhile, the laptop I bought a short while back is easily my favourite piece of kit in this house. It's powerful enough to play pretty-looking games like TrackMania, yet portable enough to carry around in a bag. Its battery life is decent (though not a patch on a tablet) and it has a nice screen. It's a good means of playing visual novels without having to tie up the TV, and it copes well with anything I might want to throw at it while working on the go. In short, it's an all-in-one device that does absolutely everything I want it to without making any compromises or dumbing the experience down at all. Sure, it takes a bit longer to turn on than the iPad, but it's also infinitely more useful and fun to me.

    Fuck the tablet revolution, basically. Long live the laptop. And the games console. And the desktop PC. And the dedicated handheld. And, you know, sometimes, just a piece of paper.

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    1154: Operation Successful https://imnotdoctorwho.moegamer.net/2013/03/18/1154-operation-successful/ https://imnotdoctorwho.moegamer.net/2013/03/18/1154-operation-successful/#respond Mon, 18 Mar 2013 00:23:46 +0000 http://angryjedi.wordpress.com/?p=5163 I beat Trauma Team this evening, and I am very happy with the way it all played out. Despite having a touch of that recognisable Atlus craziness about it, the team did kind of keep to their promise of providing a more "realistic" experience that veered less into the realms of sci-fi and more into the realms … Continue reading 1154: Operation Successful

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    I beat Trauma Team this evening, and I am very happy with the way it all played out. Despite having a touch of that recognisable Atlus craziness about it, the team did kind of keep to their promise of providing a more "realistic" experience that veered less into the realms of sci-fi and more into the realms of vaguely plausible… I don't know what you'd call it, really. Disease horror?

    Of course, that realism doesn't extend to the operation sequences being in any way "authentic" — the Trauma Center series has always been about being quick and skilful rather than accurately simulating real-life surgical procedures — but it really doesn't matter too much. The six different styles of gameplay all complement each other very well, and the pace of the narrative is such that you never really get bogged down in a single discipline for too long — unless of course you choose to do so in the non-linear first half of the game.

    As I predicted even before I played the game, I think the Dr Naomi forensics sequences were my favourite aspect. These combined some lightweight adventure game-style gameplay with a lot of lateral, logical thinking and some great character development. There was a wonderful sense of piecing together a narrative in these cases, even though you didn't directly see any of it unfold until you'd "solved" it all. Instead, Dr Naomi's habit of thinking out loud fulfils the same narrative function as things like Phoenix Wright's internal monologues in the Ace Attorney series, of the narration text in a more traditional visual novel. You have to use your imagination a fair bit, but somehow this doesn't diminish from the emotional impact of some of the tales told. The very nature of Dr Naomi's specialism means that there was always going to be a degree of darkness about her cases, but I was quite surprised how far they went in a few cases.

    Trauma Team manages to be so emotionally engaging throughout thanks to its strong cast of characters. The focus is very much on them instead of the patients — indeed, in the surgery sequences, patients are always represented as abstract mannequin-like figures — and the game has a strong character-led story as a result. If we were getting bogged down in the individual tales of each and every patient these doctors came into contact with, the impact of the game's "true" story (which unlocks after you've completed all the individual episodes for each of the six doctors) would be somewhat diminished. Instead, each of the doctors' episodes is to do with their own sense of personal growth and coming to understand something about themselves, or about life, or about each other. By the end of the game, it's very clear that they're all better people in one way or another.

    I think this point above is why I like the Trauma Center series so much. I was initially drawn to it by the fact that games about surgery are something you don't see very often, but it quickly became apparent that these aren't really games that are overly concerned with providing a realistic depiction of life in a busy hospital — though Trauma Team does a much better job of that than its predecessors. No, instead, they're games about the characters, and about the overarching plot, which is usually fairly ridiculous in nature but somehow seems perfectly reasonable in context.

    Atlus' skill at storytelling — achieved through its excellent character artists, talented music team and skilled writers (and localisers, for that matter) — has pretty much earned them a "free pass" from me for anything they put out in the future. Between strong offerings like the Trauma Center and Persona series plus quirky one-offs like Catherine, they're easily one of my favourite developers, and I hope they continue to make great games for years to come.

    Now, let's have a new Trauma Center game for Wii U, hmm?

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    1153: Reasons to Own a Wii https://imnotdoctorwho.moegamer.net/2013/03/17/1153-reasons-to-own-a-wii/ https://imnotdoctorwho.moegamer.net/2013/03/17/1153-reasons-to-own-a-wii/#respond Sun, 17 Mar 2013 01:03:32 +0000 http://angryjedi.wordpress.com/?p=5161 Poor old Wii. Despite being one of the biggest-selling consoles of all time and bringing new people who never would have considered gaming before to the hobby, it doesn't have the best reputation among self-professed "hardcore" gamers. In fact, it's not really taken seriously by the press or public alike in most cases, with Wii … Continue reading 1153: Reasons to Own a Wii

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    Poor old Wii. Despite being one of the biggest-selling consoles of all time and bringing new people who never would have considered gaming before to the hobby, it doesn't have the best reputation among self-professed "hardcore" gamers. In fact, it's not really taken seriously by the press or public alike in most cases, with Wii titles often being noticeably absent from "best of the generation" lists and people often forgetting that it is, in fact, home to some astonishingly good games.

    What's also worth noting is that if you've picked up a Wii U recently, you have access to all of these previous-generation games and can discover them for the first time if you've never checked them out.

    I'm going to share some of my favourite Wii games now, and none of them are going to be Mario or Zelda games. They are, however, all excellent games, and you should absolutely check them out. If the sole reason you haven't checked them out is because the Wii runs in 480p resolution, get over yourself and stop being so shallow. You're missing out on some fantastic experiences.

    So without further ado and in no particular order, here we go:

    Xenoblade Chronicles

    First of the three "Operation Rainfall" games, Xenoblade Chronicles is a sprawling Japanese role-playing game that bucks almost every convention of the genre to create an experience that should get even the most hardened, grizzled Western RPG veteran to sit up and pay attention. The game features a sprawling open world populated with hundreds of unique NPCs, many of whom have quests to give you; an awesome real-time(ish) MMO-style combat system with some fantastic party AI; some brilliant British voice acting (and the option for Japanese if you prefer); a decent story in a highly imaginative setting; and a rockin' soundtrack, Xenoblade Chronicles is an absolute winner that will keep you busy for well over a hundred hours in total.

    The only real criticisms you can level at it are that there's a bit of filler content (that you can easily ignore), the character faces are a bit blurry and facial animations are a bit inconsistent. The latter two are side-effects of the game being produced on a much smaller budget than a game of this magnitude would require on HD consoles, and as such are easily forgiven.

    The Last Story

    The second of the three "Operation Rainfall" role-playing games, The Last Story is a cinematic JRPG with a resolutely linear storyline that is over and done with within 25-30 hours, making it something you can play and enjoy without having to dedicate a month or two to it. It has interesting and unconventional characters, a well-realised "hub town", a cool story, an interesting combat system and the pedigree of Hironobu "Final Fantasy" Sakaguchi behind it.

    Common criticisms include the prevalence of brown in the graphics (a deliberate stylistic choice to sepia-tint the whole thing that you'll either be into or not), the fact that some parts are pushing the Wii a little too hard, leading to drops in frame rate, and the fact the unusual real-time combat system takes a little while to get interesting. Still well worth a punt, though. There's also a multiplayer mode, bizarrely, though I'd be surprised if anyone's still playing.

    Pandora's Tower

    The third of the three "Operation Rainfall" games, and the most unconventional of the lot. Unfolding more like a cross between Zelda, Ico and Shadow of the Colossus than a typical Japanese role-playing game, Pandora's Tower is an emotional tale of a young man trying desperately to save the woman he loves from a horrific curse — and the pair of them doing anything it takes to survive the ordeal. By turns romantic and horrific, Pandora's Tower is simultaneously epic and intimate, with a wonderful sense of atmosphere and excellent use of the Wii's unique control scheme.

    Trauma Center: Second Opinion

    Despite the name, this was the first Trauma Center game to hit the Wii; the Second Opinion part of the title refers to the fact that it is a remake of the first Trauma Center game: Under the Knife for Nintendo DS. The plot tells the tale of rookie surgeon Dr Derek Stiles and his assistant Angie as they attempt to rid the world of a mysterious illness known as GUILT, and the Wii version adds some new story material to the mix courtesy of newcomer Dr Naomi Kimishima and her assistant Navel.

    Gameplay is a peculiar fusion of visual novel sequences and frantic, terrifying, arcade-like surgery sequences in which your skill with the Wii Remote and its unique capabilities will be well and truly put to the test. Don't be fooled into thinking this is a realistic medical drama — this is entertaining Japanese sci-fi at its finest, and you'll find yourself doing everything from performing relatively conventional surgical procedures to battling mutant viruses and defusing bombs with your surgical implements. It's not perfect — lack of 16:9 aspect ratio support is a sticking point for some — but it's still worth playing. As is its sequel.

    Trauma Center: New Blood

    The first all-new Trauma Center game to hit the Wii brings a whole new cast, a new storyline and a new disease to battle against. It also adds 16:9 aspect ratio support, a rather unnecessary (and not particularly well-implemented) two-player cooperative mode, full speech for the story sequences and generally a nice refinement of the formula. The main theme tune also sounds like it was ripped off from House.

    Trauma Team

    The ultimate refinement of the Trauma Center formula, Trauma Team features not only the surgery gameplay of the previous two games, but also adds a variety of other gameplay styles — the frantic pace of First Response missions, the tense, skill-based gameplay of Orthopedics, the Descent-style first-person exploration of Endoscopy, and two distinct adventure game-style components in Diagnosis and Forensics. Each of the game's characters has their own distinct plotline to follow, and they all come together for a seriously epic final episode towards the end of the game. The traditional visual novel presentation of the earlier games has been replaced by a fantastic "motion comic" style, and the whole experience is absolutely gripping.

    Fire Emblem: Radiant Dawn

    I must confess to not having played this yet, but you can't go wrong with Fire Emblem. Radiant Dawn is the direct sequel to Gamecube title Path of Radiance, and continues the series' iconic strategy-RPG gameplay.

    Zack & Wiki: Quest for Barbaros' Treasure

    This unusual and all-but-unknown offering from Capcom is a curious fusion of traditional point and click adventure and puzzle game, and has a huge amount of visual charm. Deceptively simple gameplay — point at things with the Wii Remote and click on them — belies some absolutely fiendish puzzles that alternate between slow-paced headscratchers and tests of reflexes.

    Silent Hill: Shattered Memories

    Arguably one of the best Silent Hill games, and one of the most thought-provoking games out there. Silent Hill: Shattered Memories is a complete reimagining of the first Silent Hill game (and consequently requires no knowledge of the franchise) and features some immensely clever psychological tricks and treats over the course of its narrative. It's also noteworthy for featuring no combat whatsoever, instead replacing the fighting and gunplay of the other games in the series with "running frantically away in the dark" sequences that aren't entirely successful, but do evoke a pleasing feeling of panic.

    Honourable Mentions (that I haven't played but have on my shelf)

    No More Heroes/No More Heroes 2
    Sin and Punishment
    Resident Evil 4
    Cursed Mountain

    ____

    Got any more to share that don't have Mario or Zelda in the name? Feel free to comment!

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    1152: Gaming on the Go https://imnotdoctorwho.moegamer.net/2013/03/15/1152-gaming-on-the-go/ https://imnotdoctorwho.moegamer.net/2013/03/15/1152-gaming-on-the-go/#respond Fri, 15 Mar 2013 23:45:06 +0000 http://angryjedi.wordpress.com/?p=5158 I play a lot of mobile games for my day job. Some of them are great. Some of them are fucking atrocious. Very few of them hold my attention after I have reviewed them. I've been trying to pin down why this is, and it comes down to a variety of factors. Firstly, and probably … Continue reading 1152: Gaming on the Go

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    I play a lot of mobile games for my day job. Some of them are great. Some of them are fucking atrocious. Very few of them hold my attention after I have reviewed them. I've been trying to pin down why this is, and it comes down to a variety of factors.

    Firstly, and probably most seriously, is that I don't get any real feeling of "accomplishment" (or perhaps more accurately "fulfilment") from playing them for the most part. In the vast majority of cases, I find myself drawn to games that have a bit more "structure" to them, usually in the form of a strong narrative. So many mobile games — particularly those with social features, or which purport to be a "mobile MMO" — completely eschew any sort of narrative in favour of a completely open-ended experience with no discernible end and no real "goal" save for the short-term objectives set by the ever-present quest system. If I have nothing to aim for, I have no incentive to play. And no, "reach level 50" isn't enough of an incentive for me — I know it is for some people, just not for me.

    Secondly is the fact that it's often difficult to shake the feeling that in many cases, there are plenty of better games I could be playing. I play something like Candy Crush Saga with its obnoxious £35 in-app purchases and just feel that I'd rather be playing Bejeweled 3 on PC; I play something like Infinity Blade and feel that if I wanted to play an extended Quick-Time Event, I could just play Fahrenheit or Heavy Rain and have a decent story to go along with my occasional carefully-timed button pushing; I play a slot machine game and I'd rather slit my wrists.

    Thirdly is the frequency with which in-app purchases ruin everything. If they're not throttling your play sessions (hello, Real Racing 3), they're unbalancing the gameplay so that you need to pay money to progress — that or grind the same level for three thousand years to earn the money you need for the slightly better gun that is always just out of your reach. I also just get a bad taste in my mouth any time I play a game in which I have the choice between using my skill to progress or simply paying up to bypass anything that might be a bit difficult. Again, I know there are people who are fine with this; I'm just not one of them.

    Fourthly is the fact that so many mobile games are so fucking completely clone-tastically identical to each other that I have absolutely no need (let alone desire) to play them in my free time. I have no desire to ever play another bubble shooter, Bejeweled ripoff, slot machine game, text-based "card battle RPG", isometric-perspective citybuilder or "hardcore" (hah) strategy (hah) game. I wouldn't mind so much if these developers were ripping off good ideas, but as far as I can tell they rip off the lowest common denominator, "most likely to make idiots pay through the nose in IAP" ideas, flooding the market with complete turds and making the genuinely good games utterly impossible to find if you don't know what you're looking for.

    What this leaves me with is a significantly reduced proportion of mobile games that I can actually find enjoyable. If you discount all the directionless free-to-play crap in which the sole purpose of playing is mindless busywork with no long-term goal, there's significantly less in the way of quality interactive entertainment. But thankfully there are still developers out there who cater to people like me, even though people like me don't necessarily lead to obscene monthly profits.

    Today I reviewed a title from an indie studio called Vlambeer. The game was called Ridiculous Fishing and has been in development for two and a half years, which is an incredibly long time for a mobile game. The reason for its incredibly long gestation period is that shortly after the team started development, they discovered that a large mobile game publisher called Gamenauts had completely ripped off their game idea (from an earlier Web-based version of what would later become Ridiculous Fishing) and released their own iOS game before Vlambeer could even officially announce their own offering. Understandably demoralised, they put the project on the backburner and almost cancelled it, but this week it finally hit the App Store and has been doing very well. It's a $2.99 paid app with no in-app purchases whatsoever. I bought it immediately without hesitation; I like the developer, and I was sorry to see how bummed they were when their game was cloned. I also want to support the survival of the "pay once, play forever" business model, because it's a dying breed in the mobile sector.

    Ghost Trick. Chaos Rings. Sword of Fargoal. Anything by Jeff Minter. Anything by Cave. Support these developers and the great work they do, because if you don't, mobile gaming will become a wasteland even more devoid of creativity than it already is. Fuck it if the price of admission isn't "free" for these games; "free" doesn't mean "free" any more. Forgo a latte and a sandwich from your local coffee house and support the hard work of developers who have brought you quality creative entertainment rather than regurgitated clonesville crap.

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    1151: Twitter Let Me Down (Or: Why I'm Not Going Back) https://imnotdoctorwho.moegamer.net/2013/03/14/1151-twitter-let-me-down-or-why-im-not-going-back/ https://imnotdoctorwho.moegamer.net/2013/03/14/1151-twitter-let-me-down-or-why-im-not-going-back/#respond Thu, 14 Mar 2013 18:28:34 +0000 http://angryjedi.wordpress.com/?p=5154 Let's recap. About a month ago, I was the victim of an organised "cyberbullying" campaign on Twitter. (Aside: I hate the term "cyberbullying", but it seems to be the accepted terminology so I will use it for now.) Members of an Internet-based organisation known as the "GNAA" (NSFW Wikipedia link) started harassing me, attempting to spread slanderous … Continue reading 1151: Twitter Let Me Down (Or: Why I'm Not Going Back)

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    Page_1Let's recap.

    About a month ago, I was the victim of an organised "cyberbullying" campaign on Twitter. (Aside: I hate the term "cyberbullying", but it seems to be the accepted terminology so I will use it for now.) Members of an Internet-based organisation known as the "GNAA" (NSFW Wikipedia link) started harassing me, attempting to spread slanderous rumours that I was a paedophile, and copying me in on their pronouncements, presumably attempting to get a rise out of me. I blocked and ignored them as is the sensible thing to do in this sort of situation, but still they kept coming.

    They started phoning people close to me — specifically, my brother and the owner of Games Are Evil, both of whose phone numbers are stored in the "WHOIS" information for their respective websites. Not just one phone call, either — several, each increasing the intensity of the threats to get the authorities called on me for my supposed (and, I'm sure I don't have to add, fictional) perversions.

    The reason for this group's attack on me, it transpires, was the fact I had the word "Brony" on my Twitter bio. ("Brony", for those who don't know, is the term for adult-age fans of the recent My Little Pony: Friendship is Magic TV show, a group which I identify myself as being a part of. Seriously, that show's great.) This group had been attacking Bronies for a while and attempting to slander them in similar ways. They were also responsible for a high-profile attack on the social networking/blogging platform Tumblr back in December — said hack was also an attack on the Brony community.

    Because this unprovoked assault on both me and my reputation was frightening and unpleasant, I reported it to Twitter. Because it was spilling out of the online sphere and into the "real world" with the phone calls, I also reported it to my local police station. The latter weren't able to do much about it — I wasn't really expecting them to be able to, to be honest — but I did at least feel somewhat reassured that I'd done all the things they would have suggested I do in this situation: change my username, block the perpetrators, do not engage with them, let other people know what's going on. Eventually, the perpetrators tracked down my new username and hijacked my old one, using it to impersonate me with the most obviously fake "this is what a paedophile does" sort of posts you'd ever see.

    I reported the impersonation to Twitter as a separate issue, which required me to fax them a copy of my passport at my own expense to prove my identity. (Fax? Seriously?) It took them a few days to respond to this, but they eventually suspended my old Twitter username to prevent it from posting further offensive content in my name; in the meantime, I closed my Twitter account completely.

    What I'm particularly disappointed about is Twitter's handling of the rest of the issue. I reported the problems I had been having back when that original post I linked to was written — mid February — and only received a response last night. The response I received was boilerplate text that simply said there had been no violation of Twitter policy, and that they didn't mediate in disputes between users. No attempt to address my concerns. No response to the fact that I had clearly laid out a series of tweets that showed an organised — and demonstrably unprovoked — campaign of hate against me. No concern for my wellbeing.

    There is a difference between a "dispute between users" or a "difference of opinion" and an organised campaign to victimise someone based on their tastes and preferences. The offenders in this particular case went above and beyond simple name-calling into full-on harassment of not only me, but also my family and friends — and not only on the Internet, but also over the phone. None of this appears to have been taken into account in the month that Twitter's safety team have had to review this situation. In the meantime, the unpleasant individuals responsible for causing me such upset remain at large and unpunished, free to do it again to someone different for just the same stupid reasons they attacked me.

    For this reason, I will not be returning to Twitter as a means of personal communications or social networking. While I appreciate a network of that size is difficult and time-consuming to police, that doesn't mean that the site's user safety department should get to just sit back and say "deal with it." This incident caused me considerable personal distress, and doubtless it upset and confused my family and friends who were dragged into it, too. The complete lack of concern Twitter's user safety department has shown towards a demonstrable case of organised harassment and bullying means that I do not feel comfortable trusting them in future; consequently, I will not be returning.

    I doubt they care, of course; one user is but a drop in the ocean. I felt the need to share my frustration regarding this issue, however. Cyberbullying is a real problem that destroys lives — literally in many cases — and for Twitter to just turn a blind eye like this doesn't strike me as particularly acceptable.

    If you used to follow me on Twitter, please feel free to share this post with any of our mutual friends. I would like to spread the word about this if at all possible.

    Thanks, as always, for listening.

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    1150: Further Enthusing Regarding Trauma Team https://imnotdoctorwho.moegamer.net/2013/03/13/1150-further-enthusing-regarding-trauma-team/ https://imnotdoctorwho.moegamer.net/2013/03/13/1150-further-enthusing-regarding-trauma-team/#respond Wed, 13 Mar 2013 23:20:57 +0000 http://angryjedi.wordpress.com/?p=5150 It's not an exaggeration to say that I have been eagerly anticipating the ability to play Trauma Team ever since it was first announced, and I have been inordinately frustrated until recently at Atlus' complete lack of a regular European distributor meaning that it never got an official release on this side of the pond. Now that … Continue reading 1150: Further Enthusing Regarding Trauma Team

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    Page_1It's not an exaggeration to say that I have been eagerly anticipating the ability to play Trauma Team ever since it was first announced, and I have been inordinately frustrated until recently at Atlus' complete lack of a regular European distributor meaning that it never got an official release on this side of the pond. Now that I am happily playing my North American copy on my hacked Wii, you'll hopefully forgive me if I perhaps dedicate a few posts to the awesome things about this game I've been waiting to play for a very long time — because judging by the bit I played tonight (I know I said I wouldn't, but I am weak) there are going to be a lot of them.

    I specifically wanted to talk about the Forensics missions today, because they're one of the reasons I was so interested to play this game. A friend of mine described the presence of these missions as "you got Ace Attorney in my Trauma Center" — and if you know me well, you'll know that that sounds like a match made in heaven for me. I'm pleased to note that these missions very much lived up to their promise.

    In a Forensics mission, you take on the role of Dr Naomi Kimishima, a character who occasionally showed up in Trauma Center: Second Opinion. Naomi is a forensics specialist with a curious (and secret) talent — when she enters a crime scene, she can hear the victim's dying words on her phone. Exactly why this is the case hasn't been explained yet, but given that we're dealing with a game in which an orthopaedic surgeon is also a superhero and the hospital's resident endoscopy specialist comes from a long line of ninjas, I'm not entirely surprised by this turn of events.

    Anyway. Gameplay in a Forensics mission involves nipping back and forth between Naomi's office, the evidence room that houses the corpse and their personal effects, and the crime scene itself. By examining various items and pointing out abnormalities, Naomi collects "cards" that represent items of evidence or thoughts about the situation. By combining these cards together or sending them off for analysis to her FBI partner "Little Guy" (rather charmingly represented as a Mii avatar on her computer — this is a Wii game after all) she can inch them closer to being "solid evidence". When all the cards she has in her possession are "solid evidence," the case is solved, and you have to point out the relevant cards as she does her police procedural-style "wrap up" of the end of the case.

    It's not quite that simple, though. You effectively have to "show your working" as you deduce various things about the situation by answering multiple-choice questions. These generally ask what you, the player, have deduced from the items of evidence you've observed or combined. Most of the time, thinking logically through them will get you through, but there have already been a few headscratchers and pieces of misdirection along the way — plus you have to make sure you remember plenty of details about the case as you go along. You can't just try every answer until you get it right, either — make too many mistakes and you'll fail the mission.

    The whole thing was brilliantly presented with some atmospheric music, excellent visuals and decent voice acting, and it's exactly the sort of thing I'd like to see more of in the console space. Essentially, it was nothing more than a kind of point and click adventure, but it was hugely fun and massively engaging. I'm looking forward to seeing more of Naomi — and of seeing how her story ties in with that of the other doctors, as so far she's been largely separate from the rest of them. Trauma Team has a very interesting narrative structure, but that's something I'll save talking about until a later time when I'm a bit further on.

    This sort of experience is exactly why I love Atlus, and why I love the Trauma Center series in particular. I'm doing things in this game that I have never done in any other game before — not just in Naomi's forensics section, but also in the diagnostic and surgery components, too. The game is also a fantastic use of the Wii's distinctive control scheme, making brilliant use of all the Wii Remote and Nunchuk's features, ranging from their accelerometers to the pointer function and even the speaker in the handset. It's a game that really couldn't be done in the same way on any other platform — perhaps PlayStation Move, though making a Move-exclusive title is pretty much commercial suicide — and a fantastic experience that I would very much like to jam in the face of anyone who complains that the Wii doesn't have any good games.

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    1149: Let's Begin the Operation https://imnotdoctorwho.moegamer.net/2013/03/12/1149-lets-begin-the-operation/ https://imnotdoctorwho.moegamer.net/2013/03/12/1149-lets-begin-the-operation/#respond Tue, 12 Mar 2013 22:19:39 +0000 http://angryjedi.wordpress.com/?p=5147 I really love the Trauma Center games, and have done ever since I first picked up Under the Knife on a whim early in the lifetime of my Nintendo DS. (As a matter of fact, it was a combination of Under the Knife and Phoenix Wright Ace Attorney that convinced me to pick up a DS in the first place, thereby proving … Continue reading 1149: Let's Begin the Operation

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    Page_1I really love the Trauma Center games, and have done ever since I first picked up Under the Knife on a whim early in the lifetime of my Nintendo DS. (As a matter of fact, it was a combination of Under the Knife and Phoenix Wright Ace Attorney that convinced me to pick up a DS in the first place, thereby proving that there most definitely is a market of at least one person for games based around relatively "mundane" things.) I loyally picked up all the subsequent entries that made it to the UK, these being the Wii remake of Under the Knife (known as Second Opinion) and the official sequel (on Wii again) New Blood. To my knowledge, Under the Knife 2 for DS never made it other here, and neither did Trauma Team. It's the latter I'd like to talk about today, as I've had a brief play with it for the first time this evening.

    The early Trauma Center games, lest you're unfamiliar, were curious beasts, somewhere between medical procedural drama, simulation, visual novel, arcade game and batshit crazy sci-fi extravaganza. Essentially they unfolded with lots of talking head scenes between the main characters and others who were involved in the story, and were frequently punctuated with frankly terrifying surgery sequences in which you had to perform various lifesaving procedures with a considerable degree of gusto. Time limits were tight, vital signs were constantly dropping and the dramatic music didn't help matters. To date, I've never played any games that set me so delightfully on edge.

    The format didn't change a huge amount between the three games that made it to the UK. Sure, it jumped from the touchscreen interface of the DS to the "pointer" control of the Wii (which I actually preferred, I think) but for the most part, you were doing fairly similar procedures. In a sense, this was a strength of the series' gameplay — by learning how to do these relatively straightforward procedures (and learning to recognise when you needed to perform each one) you could eventually end up as some sort of lightning-fast surgery god by the end of each game. It was immensely satisfying to, say, complete a heart operation within the space of about 30 seconds while any astonished onlookers gaze, bewildered, at your frantically-wiggling hands. And by golly, did you need those skills by the end of each game. Each Trauma Center's final boss (yes, they had final bosses — I told you they were batshit sci-fi crazy) was an immensely challenging piece of game design that forced you to use all the techniques you'd learned as quickly and efficiently as possible, and it felt good when you finally took them down.

    A common criticism of the early games was their drift away from recognisable (if "arcadified") medical procedures and a reliance on made-up diseases that were best treated by playing Space Invaders inside someone's lungs. (I exaggerate. But you get my drift.) Trauma Team was set to be a rethink of the series, though. To quote Atlus themselves:

    "Trauma Team is a subtle departure from the standard Trauma Center game experience. By moving the experience away from a sci-fi concept and making the situations more realistic, our new focus is on the characters and the sense of accomplishment that stems from having saved a life instead of simply beating a stage. It's our intention to provide you with a medical drama more immersive and fulfilling than any you've ever experienced."

    Of course, two pages later in the manual we have this:

    "This young surgeon was apparently involved in a biochemical attack on Cumberland University that killed several people, during which he lost his memory but not his impressive surgical skills. While serving a 250-year sentence for the atrocity he can't remember committing, he was approached by the government with an unusual offer…"

    …but then it just wouldn't be Atlus if there wasn't a touch of crazy in there. (See also: the orthopaedic surgeon who is also a superhero.)

    Trauma Team takes the focus off the surgery (although that's still present) and adds a bunch of different specialisms that you can flip back and forth between at will. In total, you'll find yourself indulging in "regular" surgery (hah), first response (improvised surgery with limited tools and multiple patients), endoscopy (first-person perspective bowel ulcer-blasting), orthopaedic surgery (banging nails into things?), diagnosis and forensics. This evening, I tried a touch of the endoscopy and diagnosis, and both were pleasingly distinctive experiences.

    In endoscopy, you take control of an endoscope and must carefully thread it through the patient by fine-tuning its angle with the Nunchuk stick and pushing it forward by holding buttons and pushing the Wii Remote towards the TV. Along the way, you'll run into various symptoms that need to be treated — blood pools need to be drained, ulcers need medicine injecting into them, injuries need haemostatic forceps applying to them. While doing all this, you need to make sure you don't bang into any walls, and on occasion you'll find yourself having to thrust your endoscope through various pulsating sphincters without getting caught. The introductory mission wasn't too tough, but I can see this being good old Trauma Center edge-of-the-seat stuff later on.

    Diagnosis was really interesting, though. Rather than being "actiony" like the various surgery sequences, diagnostic sequences are much more adventure gamey. In the episode I played this evening, a teenage girl came in complaining of shortness of breath and it was up to me to determine what was wrong with her. Coming to a diagnosis is achieved through a pleasingly authentic-feeling procedure in which you must question the patient, point out statements that include abnormalities, perform an examination with a stethoscope, review CT, MRI and another type of scan I've forgotten the name of results and finally determine what the hell is wrong with the person. There's even a fun House-style deduction minigame in which your computerised assistant presents you with a bunch of possible diseases, and you have to match the symptoms you've found with the various descriptions to whittle it down to a definitive diagnosis.

    I'm yet to try the other specialisms, but I can already tell I'm going to like this game a lot. The past games had interesting characters and fun (if insane) stories, and I'm looking forward to seeing where they go with this one. Plus the Trauma Center team is one of the few series where I've found myself actively wanting to go back and improve my scores/ratings.

    Before I play any further, though, I should probably complete something else. I'm coming up on the end of Kira Kira, so once that's done I'll be able to play Trauma Team without guilt alonside Ar Tonelico 2 and SimCity!

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    1148: On the Stage https://imnotdoctorwho.moegamer.net/2013/03/11/1148-on-the-stage/ https://imnotdoctorwho.moegamer.net/2013/03/11/1148-on-the-stage/#respond Mon, 11 Mar 2013 23:30:16 +0000 http://angryjedi.wordpress.com/?p=5144 I happened to be online earlier when a university friend of mine posted a Soundcloud clip of a comedy set he performed recently on Facebook. (That was a clumsy sentence. I apologise profusely. He posted the set on Facebook, he didn't perform it there.) I had a listen and found it immensely entertaining. Here it … Continue reading 1148: On the Stage

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    I happened to be online earlier when a university friend of mine posted a Soundcloud clip of a comedy set he performed recently on Facebook. (That was a clumsy sentence. I apologise profusely. He posted the set on Facebook, he didn't perform it there.) I had a listen and found it immensely entertaining. Here it is:

    At least, there it is if the embed code works correctly.

    (EDIT: It did not. Here is a link to it instead.)

    Anyway. Listening to Mr Millerick strutting his stuff and yell at British Gas on the stage got me thinking rather nostalgically about the reason I know him, and one of my favourite parts of university, which was my involvement with the university Theatre Group.

    The Theatre Group was known at various junctures as Theatre Group, Blow Up and Rattlesnake! (with an exclamation mark) and I cannot for the life of me remember where the latter two names came from. I first joined it in my first year during that period of time when you feel like you should join some sort of club and meet people. I had enjoyed the two productions I'd been involved in at secondary school (The Wizard of Oz and Twelfth Night, if you're curious) and so I figured I'd try out for the university's luvvies society. One of my flatmates was also involved in the group, so I was glad to know there'd be at least one friendly face there.

    The first production I was involved in was MacbethThe Matrix hadn't long come out, so this marked the beginning of that phase when it was seemingly obligatory for everyone doing Shakespeare to do something Matrix-inspired, particularly if you were a student theatre group. By all accounts our production was pretty spectacular (and massively over budget) — it was a hugely enjoyable experience, though to be honest I didn't feel I got to know that many people that well at the time. The fun of being on stage was enough to make up for that, though.

    Over my time at university, I was involved in several other productions, including a double-bill of French play L'Epreuve (A Test of Character) by Marivaux and Black Comedy by Peter Shaffer; Turgenev's tragic love story A Month in the Country (which we took to the Edinburgh Fringe to modest success); Alan Ayckbourn's Round and Round the Garden from The Norman Conquests (which we also took to the Edinburgh Fringe to more noticeable success — turns out punters are more interested in relatable, gentle comedy in proper theatres rather than tragic Russian love stories performed in botanical gardens several miles away from the main Festival area); and doubtless some others that have slipped my mind along the way. As time passed, I got to know a lot of the Theatre Group peeps well, and they became close friends.

    One of my favourite things that the group did, though, was our Monday night improvisation sessions, where we all showed up, played some theatre games that we normally used for "warmups" in rehearsals for shows, then went out and got really drunk. Although these sessions weren't particularly structured, everyone got involved (even shy, retiring wallflowers like myself) and everyone was immensely supportive of each other's efforts. So successful were these events that they eventually spawned a semi-regular event in the Theatre Group's calendar — Count Rompula's Showcase. It had a more grand title which I've sadly forgotten, but Count Rompula was certainly involved in there somewhere.

    Count Rompula brought us a variety of memorable performances, including one known as The Web of Dan. The Web of Dan started as a running joke among the group at Edinburgh, if I recall correctly, in which we figured it would be amusing if we did some sort of experimental theatre that was just Dan (obviously) trapped in a web and saying vaguely profound things. Count Rompula helped make this a reality, and it was glorious — though I do have to wonder what those people who showed up and had no idea what the big in-joke was thought.

    Of all the aspects of university, Theatre Group is the thing I miss the most. One day I might actually succeed in getting these people back together for some sort of entertaining improvisation session (or, more likely, a drinking session) but in the meantime, I have very fond memories that I believe will stay with me for many years.

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    1147: SimCity Limits https://imnotdoctorwho.moegamer.net/2013/03/10/1147-simcity-limits/ https://imnotdoctorwho.moegamer.net/2013/03/10/1147-simcity-limits/#respond Sun, 10 Mar 2013 22:28:36 +0000 http://angryjedi.wordpress.com/?p=5141 So I played an hour or two of the new SimCity earlier, and I have some thoughts. I shall now elaborate on these thoughts for your reading pleasure. After the game applied a patch (which took a few minutes, though this may be more down to the fact that I hadn't long started up my computer and … Continue reading 1147: SimCity Limits

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    So I played an hour or two of the new SimCity earlier, and I have some thoughts. I shall now elaborate on these thoughts for your reading pleasure.

    • After the game applied a patch (which took a few minutes, though this may be more down to the fact that I hadn't long started up my computer and it was still doing that inexplicable hard-drive churning Windows does for about half an hour after you turn it on when you've had a computer for more than a year or so), I logged straight in and started playing with no hiccups whatsoever. Looks like those server issues are mostly sorted out — though there are plenty marked as "full". The team at Maxis/EA have bumped up the server number by a significant amount, however, so you should always be able to find one on which you can play. Pleasingly, too, you can play on any server in the world, meaning cross-region play is viable.
    • Is the "online-only" requirement a form of DRM? Frankly I don't give a shit, much like I didn't with Diablo III. As far as I'm concerned, it's an online game, regardless of the previous games' single-player status. Thinking of it in that way, regardless of the reasons for it, means considerably less frustration. It's annoying when you can't log in, yes, but it's annoying when you can't log in to World of Warcraft or Guild Wars 2, too. Getting irritable doesn't solve the issues, though. Go and play something else for a bit. There are enough neat things added to the game by it being online that I have no problem with it requiring a connection to play. It should have worked perfectly on launch day, yes, but I am yet to see any online game from any publisher — even those who know what they are doing — not have server issues for the first few days after launch. We should be past that by now, but we're not; that's a fact we can do little about.
    • The actual online component of the game is very cool, giving the game "world" a much greater feeling of life than in any other past SimCity game. I was playing a small two-city region with a friend earlier, and I was constantly kept updated as to what was going on in their city as well as mine. I could set up trade routes, send gifts of products or money or volunteer some of my "spare" emergency services to go and help out in their city, which brought me some money. There's actually a pretty neat requirement to cooperate here — if your city is manufacturing tons of stuff and has nowhere to sell it, you'd better ask the other people in the region nicely if they wouldn't mind awfully building some commercial districts so that you can send them your goods. The various city plots also all have various resources that can be tapped using the right specialist buildings, so there's plenty of scope for collaboration there.
    • The actual gameplay is simultaneously familiar and probably the biggest change to the series since it went isometric-perspective with SimCity 2000. Gone is the grid-based system, meaning you can build roads in any shape you like, and even make them actually curve. Gone is the rectangular zoning system, replaced with the ability to only zone immediately along roads, with the maximum building size on a road determined by how big the road is. In comes a much deeper use of various buildings like the police station and fire station, all of which can be expanded by bolting extra bits on to them such as new garages, offices, prison cells and other things appropriate to the structure in question. There's a huge amount of depth, but it's kept accessible by a simple, logical interface in which clicking on a particular category of items to build also summons relevant overlay information relating to, say, power, water or crime.
    • The available area for buildings cities is quite small, but again I don't mind too much. I don't think I ever played a previous SimCity well enough to fill a full region, so I'm absolutely fine with the small space. When it's full, I can either work hard to try and optimize it, knock it down and start again, or go and play in another region altogether. The game features a sort of "win condition" if you want one — each region has a space for a "Great Work" that generally requires the collaboration of all the cities in the area to complete, and if you want to say that you've "won" when you've built one, so be it.
    • The soundtrack is lovely, being composed by one Mr Chris Tilton of Alias and Fringe fame.
    • The tutorial is a bit patronising. I've played too many Facebook games to tolerate condescending pulsing arrows telling me what I should click on. I couldn't see a means of skipping it, either, though it did at least have some useful information to impart.
    • On the whole, it's pretty good. It scratches that nice "creative" itch that SimCity has always stimulated, and the collaborative aspect opens up some really interesting possibilities. Once the server issues are stabilised and the team at Maxis can start concentrating on doing things like the regular special events and competitions, it's going to be a really cool experience, I think.

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    1146: Doing It Wrong https://imnotdoctorwho.moegamer.net/2013/03/10/1146-doing-it-wrong/ https://imnotdoctorwho.moegamer.net/2013/03/10/1146-doing-it-wrong/#respond Sun, 10 Mar 2013 01:52:00 +0000 http://angryjedi.wordpress.com/?p=5138 We've had a day of board gaming today, including a game of Agricola, a game of Small World and finishing off with a quest and a half worth's of Descent: Second Edition. Partway through our Descent session, I looked up something on a whim, and it transpires that we've been playing a certain rule completely wrong for the duration of our … Continue reading 1146: Doing It Wrong

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    We've had a day of board gaming today, including a game of Agricola, a game of Small World and finishing off with a quest and a half worth's of Descent: Second Edition.

    Partway through our Descent session, I looked up something on a whim, and it transpires that we've been playing a certain rule completely wrong for the duration of our campaign. It turns out the Stun condition, which we'd been playing as completely eliminating a figure's go (i.e. the only action they could take that turn is getting rid of Stun status) actually only removes one of a figure's two actions per turn. Given that one of the hero characters has an ability that automatically inflicts Stun on any monster figure that begins their turn adjacent to them — and, more to the point, has been making extensive use of that ability — this has likely had a significant knock-on effect on our campaign. I knew that ability as we had been playing it felt distinctly unbalanced, and now I know why — the way we were playing it, it was!

    Fortunately, Descent 2 is fun enough that even with the hero players being armed to the teeth with a variety of ill-gotten gains through earlier quests that they might not necessarily have won had my Overlord's forces not spent most of their time staggering around in a daze, it's still enjoyable to play. I'm still losing pretty much every quest and it's entirely likely that I will lose the entire campaign as a result of our earlier fuckup, but it doesn't matter too much. We know now, at least, and from the sound of the conversation around our gaming table this evening it looks highly likely that we're going to do another run through the campaign once we're finished, with everyone in different roles.

    This is the one tricky thing about board games versus video games. In video games, assuming they have been programmed correctly, there is no way to do that wrong. Had Descent 2 been made as a Fire Emblem-style video game (which would be fantastic, incidentally — I would pay good money for a video game version of it, particularly with multiplayer) then there would have been no ambiguity about the rules. We'd always be using the correct skills, we wouldn't inadvertently be breaking the rules and there'd be no disputes over what the wording of certain cards meant.

    This is actually a common problem with the theme-heavy games that I'm such a fan of. Because theme-heavy games tend to have a lot of rules, many of which only apply to very specific situations (usually tied to happenings in the "narrative" of the play session), it's very easy to misunderstand, forget or otherwise mutilate the rules in some way. If everyone agrees on a variation, it hurts no-one, but it can be frustrating to have played something for a hefty period of time and discover that you've been Doing It Wrong.

    Oh well. As I say, I'm not too worried. I've had a blast playing through the Descent 2 campaign so far, and we're coming up on the finale. Once that's done and dusted, we'll be able to start a new game — possibly with the recently-released expansion pack — and play it, you know, properly. We have a running joke in our gaming group that if we fuck something up rules-wise and it's too late to do anything about it, the game in question is a "training game". When it comes to a multi-session campaign like this, it's a little harder to justify, but as I say, since we're highly likely to be playing it again we can chalk our experiences this time around up to learning the ropes, and hopefully do a better job next time around.

    If I haven't made it clear by the several other posts I've written on this subject to date, Descent 2 is a really good game. It's been a big hit with our gaming group due to the fact that it marries genuinely strategic gameplay with theme-heavy shenanigans and lovely-quality components — the miniatures in particular are beautifully-detailed, if rendered in rather bendy plastic — and thus appeals to both the people who enjoy games with "stories" and a lot of theme, and those who enjoy competitive, strategic play. I can highly recommend it for anyone looking for a good, relatively easy to understand (rules for the Stun condition aside) game with a lot of variety and huge replay value.

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    1145: Metafalica https://imnotdoctorwho.moegamer.net/2013/03/08/1145-metafalica/ https://imnotdoctorwho.moegamer.net/2013/03/08/1145-metafalica/#respond Fri, 08 Mar 2013 23:53:25 +0000 http://angryjedi.wordpress.com/?p=5134 I've been continuing to play Ar Tonelico II and it's really rather good. One thing I've found particularly endearing about it is the fact that just when you think you've got a handle on the way it does things, it goes and does something else interesting just to throw you off a bit. And yet even despite all these … Continue reading 1145: Metafalica

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    Page_1I've been continuing to play Ar Tonelico II and it's really rather good. One thing I've found particularly endearing about it is the fact that just when you think you've got a handle on the way it does things, it goes and does something else interesting just to throw you off a bit. And yet even despite all these mechanics that get added over time, it still feels like a coherent experience as a whole.

    Let's take the stage I've got up to now — "Phase 2" in game terms. In the first Ar Tonelico, the change from Phase 1 to Phase 2 marked the point where you were out of the "exposition" chapter and into the plot proper. Phase 2 was also the point where you had to choose between the two heroines, and then had two completely separate (but related) storylines to follow along with. The paths then reconverged towards the end of Phase 2 and remained together for the (completely optional) Phase 3, which offered the "true" ending of the game.

    Phase 2 in Ar Tonelico II is a bit different. Rather than, like the first one, being set in the same locations and simply branching off in two different directions, Phase 2 of Ar Tonelico II takes place in a completely different area that works completely differently to the environment you've spent the previous 12 hours in. The early part of the game is, aside from its many and varied peculiar gameplay systems, relatively conventional — you visit towns and do stuff in them, then you go to dungeons. Then you go back to towns. And so on. The linear plotline is broken up by an optional "hunting" sidequest in which you can track down various "I.P.D."-infected Reyvateils to add to your "Girl Power" arsenal (I'm not even going to get started explaining that, I'll be here all day) but for the most part, you're doing the usual JRPG business.

    Phase 2, meanwhile, takes place in an environment that changes according to your choices. Early in the Phase, you're introduced to a new mechanic known as the Infelsphere. This virtual world works in a similar way to the "cosmospheres" found inside the heroines' minds, but rather than reflecting their inner turmoil and anxieties, the Infelsphere represents the relationship between the two heroines and how they understand each other. Events unfold in the Infelsphere in which you have to make choices as to how to respond, and the choices you make in the Infelsphere subsequently affect what parts of the "real world" open and close to you. Your eventual goal is to get to a specific location by navigating your way through a maze of these pathways that open and close according to how the Infelsphere events unfold, with each point on the path containing some sort of "trial" to overcome. This might be as simple as defeating a monster, or it might be a challenge such as successfully smuggling biscuits past the penguin-like "Pippen" creatures.

    Thematically, in each of these trials, you're "proving your love" to one of the heroines, which subsequently provides you with keys to unlock new events in the Infelsphere, and so it continues. It's a really peculiar, really interesting structure that not only offers some unconventional JRPG gameplay in the "real world" sections, but also provides some intriguing insights into the characters and the way they respond to various situations in the Infelsphere component.

    You'll notice I haven't really mentioned the plot in this description, and that's deliberate, as discussing the plot surrounding all this would be a massive spoiler, so I'll spare you that — for now, anyway. What I am finding particularly pleasing about Ar Tonelico II as a whole, though, is that even if it didn't have a compelling plot and awesome characters — which it does — it would still have rock-solid gameplay with an absolute bucketload of things to do. It is just one of the many, many examples out there that prove JRPGs are far more than the "ATTACK, MAGIC, ITEM"-fests that ill-informed detractors of the genre assume these games still are.

    They haven't been that way for a long time, people. So if you haven't played a JRPG since Final Fantasy VII I strongly recommend you check out what the genre has done since then — you might just be very pleasantly surprised by what you find.

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    1144: A Life Without Nerd-Rage https://imnotdoctorwho.moegamer.net/2013/03/07/1144-a-life-without-nerd-rage/ https://imnotdoctorwho.moegamer.net/2013/03/07/1144-a-life-without-nerd-rage/#respond Thu, 07 Mar 2013 22:45:07 +0000 http://angryjedi.wordpress.com/?p=5128 I haven't even contemplated going back to Twitter yet, but not because I have no desire to run into the scumbuckets who drove me off it in the first place. No, my lack of desire to go back to Twitter stems from my dislike of irrational table-thumping arguments on the most ridiculous of subjects, usually … Continue reading 1144: A Life Without Nerd-Rage

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    Page_1I haven't even contemplated going back to Twitter yet, but not because I have no desire to run into the scumbuckets who drove me off it in the first place. No, my lack of desire to go back to Twitter stems from my dislike of irrational table-thumping arguments on the most ridiculous of subjects, usually video game-related.

    Mr Craig Bamford said it best back in February:

    CAN WE PLEASE STOP TRYING TO HAVE SERIOUS DEBATES ON TWITTER OF ALL THINGS?

    See title.

    No, really. See title. I’m enormously, impossibly tired of how everybody who writes about games seems to think that the best-or-only way to have debates on serious, often wrenchingly-personal issues is on Twitter.

    Yes, I’m guilty of this myself. I know. But every single time it happens, I feel like I’ve made a mistake. I’m just reminded of how Twitter is an incredibly dumb way to handle these things. The posts are too short, there’s no proper threading, you can’t follow the discussion properly unless you follow everybody involved, expanding the size of the group makes it even worse, you can barely mention people without drawing them in…

    …it’s just a gigantic dog’s breakfast that makes absolutely everybody involved look bad.

    Worse, it elevates bad arguments. It seems custom-tailored for dumb appeals to authority/popularity and thrashing of strawmen and misquotation and pretty much everything OTHER than an actual grownup  discussion of issues. It’s absolutely one-hundred-percent boosting the arguments that are “simple, straightforward, and wrong”, as the saying goes. That likely has a lot to do with why everybody seems to rush to the most extreme interpretation of arguments and positions. Extreme arguments tend to be straightforward ones.

    Sure, there’s worse. Facebook, for example. But every day I’m more and more convinced that Twitter should really be used to link to  arguments, instead of make arguments. It’s not working. So, please, stop.

    I agree with him entirely. Too many times over the last year in particular have we seen game journalists and critics with disproportionately loud online "voices" telling us what to think. Usually these loudmouths are attempting to address the issues of sexism and misogyny in the industry — a noble goal, for sure, as few can deny that women still get treated like shit at times through no fault of their own — but more often than not they get so embroiled in beating their fists on their desk that they lose all track of their arguments and end up coming across as… well, a bit childish really. Often these rants come about when the full information on a given situation isn't available, either — they're a kneejerk response to things which often aren't the "problem" they appear to be at first glance.

    Let's take the recently-released Tomb Raider reboot as an example. I haven't played it yet, but I've been discussing it with a friend who has this evening. He's an intelligent sort of chap with a keen critical eye, and he has found himself very impressed with the depiction of the young Lara Croft as a vulnerable young woman caught up in a situation that she isn't entirely comfortable with, and having to do things that she finds difficult or scary. The tale of Tomb Raider is as much one of Lara overcoming her own difficulties at dealing with particular things as it is about… whatever the overarching plot of the new game is. (I'm intending to "go in blind" when I eventually play it, so I have no idea what the actual story is about.) My friend compared it to the movie The Descent, with which it sounds like it shares many of its themes and much of its tone. This means that Lara is frequently put in various types of danger — from the environment, from wild animals, and from other people. This also means that there are times when the wet-behind-the-ears young Lara is absolutely fucking terrified of what is happening to her, and justifiably so.

    Is this sexist? No, not really; it's a perfectly human response to shit your pants (not literally… I don't think) at the prospect of having various forms of unpleasantness inflicted upon you, regardless of whether you're male or female. Likewise, as much as we would like to forget it happens, violence and sexual assaults do happen to women — and men too, for that matter — because there are certain portions of human society who are complete scumbags who have no regard for human life, male or female.

    Lara happens to be female, which means that the situations she is put in over the course of Tomb Raider have been under a disproportionately greater amount of scrutiny than if she was a male hero — regardless of whether or not said male hero is a realistically-rendered character (as Lara is intended to be in this reboot) or a muscle-bound caricature. Lara is put into some difficult situations over the course of the game, including at least one scene where she appears to be at risk of sexual assault. Much was made of this scene when it was first revealed — particularly comments from the development team that it would make players "want to protect Lara". This was immediately interpreted by the aforementioned loudmouths as being misogynistic and in a sense they're correct to say that — the characters in the game are misogynists who don't care about Lara's wellbeing. But — and here's the thing — this doesn't mean that the developers share these attitudes just because they put these characters in the game. You have to have conflict and tension for something to be exciting. Did it have to be the implied threat of sexual assault? No, of course it didn't, but equally that doesn't mean we should shy away from such subjects in our entertainment — to do so can actually be pretty harmful, as it makes genuine victims of this sort of thing feel like their suffering is something to be ashamed of. It's also just plain insulting to grown-ups who want their entertainment to acknowledge that Sometimes Bad Shit Happens to Good People.

    I don't want to get too bogged down in Tomb Raider because it's just one example of this sort of thing going on. I happened to sneak a glance at Twitter earlier out of curiosity and it seemed that the latest controversy to hit the Intertubes related to Sony's new God of War game, which features an automatically-attained story-related Trophy awarded to the player the moment after the lead character Kratos stomps on the face of a Fury following what, I assume, is one of the series lengthy combat sequences. The trophy is called "Bros Before Hos", which is arguably somewhat in bad taste, but we're talking about a series full of a muscle-bound man ripping the eyeballs out of mythological creatures the size of your average Ikea while shouting incoherently, so I think we can agree that subtlety went out of the window a long time ago.

    Because a Fury is a woman, this scene (and by extension the Trophy) is now misogynistic. Again, it might well be in the context of the game — I haven't played any of them so I don't know what sort of person Kratos is (besides "the angriest man in Greece") and what his attitudes towards women are — but in the case of the game's development, God of War is based on established mythology (or an interpretation thereof, anyway) in which the Furies were (are?) female, and not very nice things to encounter to boot. If you had the opportunity and the means, you would probably want to stamp on their face too, and that's nothing to do with the fact they are women — it is, however, everything to do with the fact that they are infernal goddesses of much unpleasantness. Do we now have to disregard established mythology because of concerns over violence against women? No, that's ridiculous; that's wrapping the world in cotton wool, which helps no-one.

    Note that in all of these cases I am not advocating for people to be free to promote things that are harmful to society. I would feel deeply uncomfortable playing a game in which you were somehow rewarded for inflicting domestic violence on someone, for example — although if tackled with sensitivity and care (which many triple-A developers lack, but which many smaller-scale or indie developers have proven themselves to possess in abundance) it could be possible to create an interesting, if distressing sort of interactive story about domestic violence. (In fact, it has sort of been done at least once, to an extent anyway: for a fascinating and challenging exploration of an abusive relationship through the use of allegory, play the game Magical Diary — which was written by a woman — and pursue the romance with Damien.)

    What I am instead saying is that getting outraged any time a female character (or, for that matter, a non-white, young, elderly, homosexual, trans or other "non-white twentysomething cis male" character) is placed in peril, regardless of the circumstances, is counter-productive. It diminishes the value of the arguments as a whole, and distracts attention from content that genuinely is a problem. After the controversy over the Hitman trailer with all its leather-clad nuns and other assorted ridiculousness dreamed up by the 14-year olds in Square Enix's marketing department, I confess I found myself blocking most of the people involved in the "discussions" around the issue on Twitter not because I wanted to deny there was a problem, but because I couldn't deal with the way people were arguing about it. There was no debate, no discussion — nothing but "I'm Right, You're Wrong" for day after day. And as soon as one controversy subsided, another appeared. And so it continued for month after month after month. It made me stop caring completely, which is the complete opposite of what these people presumably intended.

    Rage like this doesn't even have to be directed at a sociological issue, though; just recently everyone has been getting extremely angry at EA because of SimCity's online requirement, just like they did with Diablo III. Again, very few people are considering all the facts at play here, which I won't get into now, and instead resorting to kneejerk rage which, if you disagree with, you're somehow an asshole. There always has to be something to be angry about. And it's exhausting.

    So, in summary, I am very happy to have now, for the most part, taken a step back from the seething masses — and while said masses are still seething I have very little intention of heading back in a Twitterly direction unless absolutely necessary.

    I'll let Irina sum up how I feel about all this with the Understatement of the Century.

    President6Quite.

     

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    1143: Kilo-Commuter https://imnotdoctorwho.moegamer.net/2013/03/06/1143-kilo-commuter/ https://imnotdoctorwho.moegamer.net/2013/03/06/1143-kilo-commuter/#respond Wed, 06 Mar 2013 23:14:39 +0000 http://angryjedi.wordpress.com/?p=5124 My brother posted a link on Facebook earlier about "mega-commuters" — a relatively small number of Americans (about 600,000) who travel more than 50 miles each way to get to work each day. He's one of them. Sounds hellish, doesn't it? But it doesn't necessarily have to be that bad. I can't make a claim … Continue reading 1143: Kilo-Commuter

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    Page_1My brother posted a link on Facebook earlier about "mega-commuters" — a relatively small number of Americans (about 600,000) who travel more than 50 miles each way to get to work each day. He's one of them.

    Sounds hellish, doesn't it? But it doesn't necessarily have to be that bad.

    I can't make a claim to be a "mega-commuter" as the longest commute I've done on a daily basis was about 35 miles each way — I guess that makes me a kilo-commuter? — but that was plenty to potentially drive me insane. As it happened, it was the job itself I was doing at the time that did a much better job of driving me insane, but I digress; my distaste for the teaching profession and reluctance to return to it ever again is well-documented elsewhere on this blog. (In fact, it was my growing sense of discomfort at an ill-advised return to the profession that spurred me on to start writing on this 'ere site every day in the first place, so I guess I can't complain too much.)

    No, believe it or not that's actually sort of relevant, because my daily 70 mile round trip to get to and from work actually became something of a haven of calm amid the chaos of my professional existence. While I was in my car, no-one could "get" me. (Well, technically, I suppose they could; someone could have crashed into me and injured or killed me. But… oh, shush.) It was some time I had to myself to spend as I pleased… sort of, anyway — I mean, obviously I still had to do the driving bit.

    Consequently, I found myself spending my commute doing things that I don't really do any more as a "work from home" person. I listened to the radio. I listened to podcasts. I listened to a lot of music. I sometimes phoned people. (Hands-free, obviously.) I phoned people. Jesus Christ, I never do that now, largely because the telephone tends to fill me with an uncommonly-large amount of dread, but nope, the sheer tedium of driving down the M3 (or sometimes, for variety, the A31) every day was occasionally mitigated by actually talking to someone other than myself. But more often than not it was mitigated by listening to the radio or podcasts. I attribute the fact that I can tolerate (and even enjoy) Chris Moyles' brand of comedy — something that it appears to be fashionable to hate — to the fact he accompanied me to work and made me laugh every morning through what turned out to be a very difficult period of my life. I'm not sure I would have stuck out a job that eventually pretty much gave me a nervous breakdown had I not had something like that to help me mentally prepare myself each morning. (Obviously ultimately it didn't really work, but still.)

    While it was nice to spend that zombified period of time driving in a straight line for about 50 minutes, the prospect of doing so every day isn't really the sort of thing that makes you want to get out of bed each morning. You have to really like your job to be able to stick it out for longer than a few months. I somehow managed to convince myself to do it for a total of two and a bit years altogether — eventually I moved closer to the job that eventually saw me escaping the teaching profession, which is probably something I should have done sooner — but that commute was probably one of the contributing factors that made me come over all queer, as a grandmother might say.

    Despite that, though, I do sort of miss it. I don't have my own car at all any more — Andie and I share one, as I have no real need for my own now — and so long drives accompanied by the radio or podcasts are now an increasingly-distant, wistful memory for the most part.

    Then I remember that I don't have to get up before 6am any more and I don't miss it nearly as much.

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    1142: Hello https://imnotdoctorwho.moegamer.net/2013/03/06/1142-hello/ https://imnotdoctorwho.moegamer.net/2013/03/06/1142-hello/#respond Wed, 06 Mar 2013 00:19:01 +0000 http://angryjedi.wordpress.com/?p=5120 So after publishing last night's post (which, I'll be honest, was composed somewhat in haste after a lengthy Ridge Racer Unbounded session prompted it, immediately before my bedtime) I was rather surprised to receive an email from someone named Michelle at WordPress, who informed me that my post was going to be featured in the Freshly Pressed … Continue reading 1142: Hello

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    Page_1So after publishing last night's post (which, I'll be honest, was composed somewhat in haste after a lengthy Ridge Racer Unbounded session prompted it, immediately before my bedtime) I was rather surprised to receive an email from someone named Michelle at WordPress, who informed me that my post was going to be featured in the Freshly Pressed section of WordPress.com. Thank you, Michelle, that was very nice of you, and it was even nicer to receive an email that was clearly from an actual person rather than an automated robot. Big love to all of the WordPress team.

    Taking Michelle's email to heart, though, it's entirely possible that there might be a few new visitors around here in the immediate future, so I thought I'd take today to (re)introduce myself for the umpteenth time, and explain a little about what this blog is for and why I number all my posts.

    So, then. Hello. I'm Pete. I'm a 31-year old bloke from the grey and miserable isle that is Great Britain. I live in Southampton, which is a city that has been the focal point of my life ever since I left home in 1999 to go to university there. Over the years, I've flitted around a bit for various reasons (mostly work) but always ended up coming back to Southampton either temporarily (to see friends) or, as happened just before Christmas, permanently. Or as "permanently" as any place I've lived since 1999 has been.

    I live in a nice flat with my girlfriend Andie. Technically I'm married to someone else, though the circumstances of why the person I'm living with is not the person I'm married to are terribly complicated and not something I feel particularly inclined to go into here. Suffice to say, if you look at blog posts from around May of 2010 you'll get a general idea of how I was feeling when that all went down, and besides, all of that will be resolved this year. (I will also note that there is no bad blood there — forgive and forget and all that — it's just something I have found difficult to deal with until quite recently. And no, I don't want to talk about it further.)

    The above sort of brings me onto the subject of this blog, which you may have noticed I update on a daily basis. I actually posted a number of pieces on this site before beginning to post daily, but it was in January of 2010 (the 19th, to be exact) that I started a personal tradition that I still keep to this day: daily blog posts. Originally, these daily posts were part of a Twitter-based movement known as "#oneaday". This was a group who banded together in an attempt to post something — anything — once per day as a means of continually flexing our collective writing muscles. Many of the original participants — including the person who started the whole thing — dropped out of the running very quickly, but there were a number of us who kept it up all the way through 2010. In 2011, I attempted to coordinate a larger effort to get as many people posting regularly on their blogs and encouraging their readers to donate to charity. It was moderately successful — we raised about £200 or so, I think, which wasn't too bad considering the number of people involved — but ultimately most writers lost interest. It also became a bit too much work for me to manage by myself, but I'm not ruling out the possibility of organising something along the same lines again in the future.

    Anyway, all that aside, I'm still going, and this post you're reading right now is my 1,142nd daily post in a row. I cover a variety of different topics on this blog according to what I'm thinking about at any given moment and, to a lesser extent, whether or not my girlfriend has complained that I'm being "boring". My strongest interests are video games (particularly Japanese role-playing games and visual novels, though if you mention TrackMania to me I can go for hours); music (I play the piano, clarinet and saxophone and occasionally compose stuff); board games; and, as 1,141 previous posts will attest, writing. I also use this blog as an "outlet" when I need to get some raw, honest words or thoughts out of my head and onto the page. I suffer with depression and anxiety (personified by the big black cloud "Des" in the header image) and find it helpful to talk about these things.

    If this blog and its crudely-drawn stickmen aren't enough Pete for you, then you can check out my professional work every day at Inside Social Games and Inside Mobile Apps, and my "pet project" at Games Are Evil. I also hang out a lot with my video gaming buddies the Squadron of Shame on Google+, and if you either 1) would like to hear my delicious, fruity, full-bodied English accent or 2) are interested in "underappreciated" video games , then I suggest you have a listen to the Squad's irregularly-occurring podcast, the Squadron of Shame SquadCast. You can find the archives here, and a new episode on the subject of Spec Ops: The Line is coming soon.

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    1141: Give Me A Reason to Race https://imnotdoctorwho.moegamer.net/2013/03/05/1141-give-me-a-reason-to-race/ https://imnotdoctorwho.moegamer.net/2013/03/05/1141-give-me-a-reason-to-race/#respond Tue, 05 Mar 2013 00:45:42 +0000 http://angryjedi.wordpress.com/?p=5117 Why are there no racing games with stories? No, wait, scratch that, why are there no racing games with good stories? Or at the very least well-told stories? It is surely not a difficult thing to do. You take the basic game structure from Wing Commander and replace all the space combat with racing cars around tracks and/or city streets. Then you … Continue reading 1141: Give Me A Reason to Race

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    Page_1Why are there no racing games with stories? No, wait, scratch that, why are there no racing games with good stories? Or at the very least well-told stories?

    It is surely not a difficult thing to do. You take the basic game structure from Wing Commander and replace all the space combat with racing cars around tracks and/or city streets. Then you profit. Why has no-one done this?

    The few racing games out there that do have storylines of sort are generally half-assed efforts where all the plot is delivered through badly-written text put into the game as an afterthought, or they simply don't carry their potential through far enough.

    I can think of a few recent examplesMotorstorm Apocalypse, though I didn't play it, reportedly had a plot of sorts, but it fell into the former category above. Motorstorm Apocalypse, lest you're unfamiliar, had you racing around a city that was blowing up and falling to pieces — surely an ideal situation for a rudimentary Michael Bay-style plot with some characters and shouting. It wouldn't have to be a complex plot, just something to break up the racing with some motivational scenes that gave it some meaning.

    Split/Second had a go, too, with its TV show-style presentation, incredible electro-orchestral cinematic soundtrack and episodic structure. It stopped short of actually giving the game's antagonists, the "Elite Racers", any degree of personality (or indeed faces), though it did end on a cliffhanger (which will now never be resolved — thanks a lot, Disney).

    Recent Need for Speed games have taken a pop at it too, but tend to lose interest after the introductory sequences. The closest example I've seen to what I'm looking for is Need for Speed The Run, but apparently — again, I haven't played it — neither the racing nor the plot are particularly up to much. (I must say, I am curious to try it, though, purely to see how close they get to what I'm imagining in my head.)

    There's also a Japanese eroge called Moero Downhill Night Blaze that reportedly combines a visual novel with racing action, but judging by its required system specifications, I'm not counting on it being an especially spectacular offering on the racing front. (I do intend to play it, though, as the whole series sounds like fun in story terms, even if the racing ends up sucking.)

    And then there's Midnight Club Los Angeles, which occasionally has Grand Theft Auto-style cutscenes, but not nearly enough to carry a coherent plot.

    I'm honestly bewildered as to why no-one has tried this properly yet. We live in an age where video games are more "cinematic" than ever, and yet the racing game genre is still following the same old conventions it's been using since the PlayStation 1 era — and possibly before. I would pay good money for a racing game with a good, well-written plot — given that I never, ever complete racing games (Split/Second is, to date, the only exception), an unfolding narrative with interesting characters and a degree of overblown drama would be just the incentive I need to up my game and see the experience through to its conclusion.

    If I had any clue how to make such a game — or indeed access to a team to make such a game — I would do so in a heartbeat. Sadly, though, I have a sneaking suspicion my desire to see a game like this will remain nothing but a far-off dream.

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    1140: Another Valley Without Wind https://imnotdoctorwho.moegamer.net/2013/03/04/1140-another-valley-without-wind/ https://imnotdoctorwho.moegamer.net/2013/03/04/1140-another-valley-without-wind/#respond Mon, 04 Mar 2013 00:50:56 +0000 http://angryjedi.wordpress.com/?p=5115 I really liked A Valley Without Wind, even though I never came anywhere near to "finishing" it, for want of a better word. (I say that because once you beat the "Overlord" who was supposed to be your antagonist throughout the game, you simply moved on to another randomly-generated continent that was being threatened by another … Continue reading 1140: Another Valley Without Wind

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    I really liked A Valley Without Wind, even though I never came anywhere near to "finishing" it, for want of a better word. (I say that because once you beat the "Overlord" who was supposed to be your antagonist throughout the game, you simply moved on to another randomly-generated continent that was being threatened by another Overlord.) It was a really interesting, if somewhat flawed game that obviously had a lot of love thrown into it. It was a game clearly put together by people who had a vision of what they wanted to achieve and were willing to experiment in order to realise that vision.

    For those who are unaware of A Valley Without WindI wrote about it a few times approximately three hundred days ago. Here's one post, here's another, and here's a bit of creative writing inspired by the game's emergent narrative.

    I was intrigued and excited to hear that the developer was putting together a sequel to the game, and that said sequel would be provided free to everyone who owned a copy of the first game. (You don't see that sort of generosity in the triple-A sector, that's for sure!) Details were relatively scarce to begin with, but it sounded like the intention was to completely overhaul the game and make it a more focused experience. The reason it was being developed as a sequel and not as another one of the many updates that the first game saw is that it involved a fundamental rethinking of the game structure in particular — rather than being potentially endless and rather freeform like the first game, A Valley Without Wind 2 was to have much clearer victory and loss conditions, making for a game which felt much more like it had a "point".

    I spent a little while playing A Valley Without Wind 2 today and I'm intrigued by what I see so far. Here's the gist: rather than playing the role of a series of adventurers given magical powers by a "glyph" like in the first one, in this game you play a single character who is immortal thanks to a crystal given to them by the big evil demon overlord dude whose dark forces you've infiltrated. This means that you can't technically die — well, you can, but it's more of an inconvenience than a tragedy, since you can just come back again afterwards.

    You're thrown into command of a ragtag group of survivors on the planet of Environ as they attempt to scavenge resources, build up their defences and eventually take down the big evil demon overlord dude. The game unfolds in two distinctive components — a turn-based strategy game and a 2D side-scrolling platform game. This is a similar structure to the first game, though the overworld map in the first game didn't involve much strategy and was more a means of simply exploring rather than anything else.

    Each turn, you can move any of the survivors in your group to any of the "purified" squares in your domain. If they're already in a suitable location, they can perform an action such as working a farm to produce food, working a factory to produce scrap metal or building a new structure. Occasionally, monsters emerge from the overlord's lair on the map and the survivors must deal with them. Eventually, after 15 turns, the overlord comes out to play and starts stomping around the map, and the survivors must avoid his unwanted attentions as much as possible while you build up your power to a strong enough level to take down His Demonicness.

    To end a turn, you move yourself into a space next to your currently-controlled area and begin a 2D platform game mission in which the aim is to get from left to right and destroy a generator to "purify" that square and its surroundings. Beating the level ends the turn, causing time to advance. Each level has a different theme according to its terrain type, and many have special buildings and structures to explore. Within the levels, you'll find various types of enemy and pieces of equipment, many of which have peculiar randomly-generated special effects — how does a pair of boots that makes you run faster but sets you on fire in the process sound?

    Your character is highly customizable, and you can tweak your "loadout" each turn if you want — though not once you're into a mission. Several different classes are available at the outset of the game, each of which has their own set of four spells. Additional classes become available as you explore, and defeating bosses in special "Level Up" towers unlocks new perks that improve your abilities in various ways. You have to find a good balance between expanding your territory so the survivors have space to run away from the overlord when he comes out to play; finding Level Up towers to improve your own abilities; and ensuring your forces have enough resources to survive. As soon as your last survivor dies, you lose the game, so it's in your interest to keep expanding and recruiting new members to your forces.

    I really like what I've seen so far. It's much more "focused", though this has come at the expense of the wonderfully complex randomly-generated levels of the original game. One thing I really liked about the first A Valley Without Wind was the sheer amount of stuff there was to do. You could wander into pretty much every building and explore it to try and find cool stuff. You'd never get anywhere if you did that, of course, but the fact it was possible was really cool. By contrast, A Valley Without Wind 2's levels are much shorter and more linear, and traipses through buildings are linear shortcuts between two parts of the level rather than sprawling, mysterious structures to explore. On the whole, it's a change for the better — as I say, though, it does make me miss some of the first game's idiosyncrasies.

    One thing I'm not sure how I feel about is the change to the soundtrack. The original game featured a rather wonderful score that had more than a touch of chiptune about it, giving the retro-style gameplay an even greater sense of retro flair. The new game features a number of recognisable themes from the first game, but a much more "realistic" sound to its score. It's good — but is it as charming as the bleepy chiptunes from the original? I'm not sure. One thing I will say, though; the title screen music is absolutely gobsmacking and well worth just sitting and listening to for a bit.

    I'll be checking this game out a bit more in the coming days, and I'll be intrigued to see if it can hold my attention. I liked the first game a lot, but the fact I never really felt like I was getting anywhere put me off playing a long way into it. This new version appears to have fixed that particular problem with a much more focused experience, so I'm keen to see how it plays out. Knowing my general abilities in the strategic department, I am anticipating a complete loss at the hands of the overlord within 20 turns, but we'll just have to wait and see about that, won't we?

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    1139: Just Shut Up https://imnotdoctorwho.moegamer.net/2013/03/02/1139-just-shut-up/ https://imnotdoctorwho.moegamer.net/2013/03/02/1139-just-shut-up/#respond Sat, 02 Mar 2013 23:22:21 +0000 http://angryjedi.wordpress.com/?p=5111 I think I'm "over" social media. Allow me to clarify that bold statement, however, as it's perhaps not entirely accurate as is. I think I am over social media as it exists today — a sprawling, disorganised mess of ill-defined concepts that contribute very little to the people's understanding of one another, and more often … Continue reading 1139: Just Shut Up

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    Page_1I think I'm "over" social media. Allow me to clarify that bold statement, however, as it's perhaps not entirely accurate as is. I think I am over social media as it exists today — a sprawling, disorganised mess of ill-defined concepts that contribute very little to the people's understanding of one another, and more often than not is about vanity rather than actual socialisation.

    In other words, I yearn for the days when social media was simple and straightforward — when its sole intended purpose was to allow people to stay in touch with each other and perhaps, occasionally, share a photograph or two with them.

    Looking back on this blog, I see I have written about this subject at least twice in the past, and my disillusionment with it has only grown over the last year or so — perhaps due in part to the fact that as part of my job I come into contact with some of the most utterly pointless examples of social media that I've ever seen.

    These days, there are social media apps to share anything you can think of. I mean, there are literally (YES LITERALLY) apps and services that allow you to share anything you can think of. There are also more specialised ones with questionable usefulness to society as a whole. I reviewed one recently where the entire purpose was to share what your current mood was — you couldn't add any text explaining said mood, only an emoticon — and another where you could share the weather in your local area, then "like" or comment on the weather in other places. Another still allowed you to send a video or photo to someone, but they were only allowed to look at it for ten seconds, after which it locked itself and became useless (I swear I'm not making this up).

    The trouble with these things is that despite their pretensions towards being "social media," they're not actually all that social at all in terms of the way in which people use them. They're a means of broadcasting things and seeking approval of other people rather than a means of actually engaging in conversation with anyone. Take a look at the average comments thread on an Instagram picture of a moderately-attractive person (usually a woman) and you'll see what I mean. No-one's actually talking to each other — everyone's just dropping an asinine opinion bomb and then never coming back. The poster of the selfie is seeking approval from commenters telling them how attractive they are; meanwhile, the commenters are seeking approval from the poster and hoping that their specific compliment is the one that will get them some specific attention.

    This isn't the case universally, obviously. There are still some actual conversations that go on on Facebook, for example, but these can easily be lost in the torrent of people resharing crap from pages like "I fucking love science" (do you? Then go do some rather than recycling endless fucking memes) and "LIKE AND SHARE!!" (NO!!). Twitter is a reasonable platform for discussion at times, but conversations are easily derailed and, as has been proven hundreds of times in the past year alone, 140 characters is really not enough to make a coherent argument about a complex issue. It's also incredibly easy to be taken out of context on Twitter.

    Google+ perhaps fares the best out of all of these services in my experience, though even that's variable. Join a good, small community that has a clear focus and whose moderators keep a tight leash on discussion and you'll have a good experience chewing the fat with people who may well become good friends. Follow Felicia Day or Wil Wheaton and you might see some interesting content, but the quality of discussion goes out of the window. Follow Google+'s own page and all you get are blithering idiots making ill-informed political rants any time the team behind the page even dare to mention the President.

    I think the thing that's been striking me most heavily recently is "do I really need to share this? Do people really need to know this?" And more often than not, the answer is "no". I don't feel the need to collect an arbitrary set of "Likes" with services like CircleMe or GetGlue. I don't feel the need to "check in" to places with Foursquare. I don't even really need to use stuff like Raptr to broadcast my gaming activity, but that has, on occasion, sparked some good discussions — as, I'm sure, the other services do in some cases. Just not mine. Not any more. Perhaps once in the past — I met some good friends through Foursquare's now-defunct competitor Gowalla — but not now.

    Consequently, since quitting Twitter a while back (and not really missing it, to be honest — though I do miss some of the people) I've been paring back my personal social media use hugely. I've closed my Tumblr account — I never really understood the point of that site, and these days all it seems to be used for is white people shouting about how guilty they are about being white and how we should all stop being such racists/misogynists/fedora-wearing perverts — and I've unistalled the vast majority of social apps from my phone, including Twitter and Instagram. Facebook made the cut, because as much as I dislike it at times, it's still a good way of staying in touch with a lot of people, and Google+ also survived, as it's the new home of the Squadron of Shame and serving our needs well.

    Obviously this blog is still going, too (and will be for a long time to come, hopefully!) and I still comment on friends' blogs — but I don't really count that as "social media" in the same way, particularly as the discussions had tend to be (for the most part, anyway) wordy and thought-provoking rather than inspiring little more than a knee-jerk "lol".

    Everything else, though? Out the window. And life is much calmer and more pleasant as a result.

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    1138: Song Magic https://imnotdoctorwho.moegamer.net/2013/03/02/1138-song-magic/ https://imnotdoctorwho.moegamer.net/2013/03/02/1138-song-magic/#respond Sat, 02 Mar 2013 00:05:44 +0000 http://angryjedi.wordpress.com/?p=5109 Been playing some more Ar Tonelico 2 this evening, and I'm liking it a great deal. Like its predecessor, it has a very pleasing system of "feature creep" whereby it starts out feeling rather straightforward but gradually, over the course of the early stages of the game, introduces more and more new and interesting mechanics until … Continue reading 1138: Song Magic

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    Been playing some more Ar Tonelico 2 this evening, and I'm liking it a great deal. Like its predecessor, it has a very pleasing system of "feature creep" whereby it starts out feeling rather straightforward but gradually, over the course of the early stages of the game, introduces more and more new and interesting mechanics until you have something that is very, very distinctive.

    In the original Ar Tonelico, we were introduced to the basic combat system; then the way it worked when you have the magic-using Reyvateil characters in your party; the Dive system, in which you could explore the inner recesses of the heroine's mental "cosmosphere" worlds; the "bedtime conversations" system whereby the protagonist and the heroines could get to know each other a bit better (and subsequently unlock deeper levels in the cosmosphere); the "Grathmeld" crafting system, whereby you could take all the junk you'd acquired from the hundreds of NYO?!s you'd killed and turn them into various items, then enjoy some amusing scenes as the heroines try and convince you to let them name the item something ridiculous; and the "Install" system, whereby you're able to insert crystals into the heroines (and yes, they relish the opportunity for innuendo inherent in this process) to power up their various abilities and customise the effect of their spells.

    In Ar Tonelico 2, meanwhile, we're first of all introduced to a new and rather odd combat system in which the two sides in the combat alternate attacking and defending for a set period of time — when attacking, you have to press buttons corresponding to the party member you'd like to attack and combine it with a directional button to do a specific move; when defending, you have to time button presses carefully to protect the back-line Reyvateil "mages" from attack, if they're present. The way the Reyvateils work is then introduced — a weird meter in the corner of the screen reflects what they want the front line to do, and fulfilling their demands provides bonuses, helping them to cast more effective spells more quickly. Then, once again, we have the Dive system, which works largely as it did before, albeit with a lot more multiple-choice bits where you have to say the right thing to proceed. Then we have the "I.P.D." system, whereby part of the plot dictates that you have to subdue and capture Reyvateils that are infected with I.P.D., which hasn't been explained yet. Then we have a slightly different crafting system, whereby certain items can only be crafted in certain places (you can only make food in a restaurant kitchen, for example), and the same recipe has different outcomes depending on which heroine you get to help.

    Then things get a little odd. "Dualstalling" replaces the "Install" system from the previous game, and is the only way of levelling up Reyvateils, who no longer gain experience normally. Instead, at regular opportunities, you have to let them take a bath in water infused with crystals you've collected or purchased. During the bath (which looks rather large and luxurious, I must say), they wander around a bit, and if they pass over one of the crystals they dropped in, they gain a temporary special effect until the next time they bathe. And if you drop in toys (bath toys, you pervert) and scented oils, different effects might emerge. Oh, and if both heroines are bathing together, they'll often chat about things, too, which helps improve their "sync" value, which in turn helps them fight more effectively together in combat.

    Then we have the "Dive Therapy" system, which I was introduced to in tonight's session. Now the subdued I.P.D.-infected Reyvateils have a purpose — they can be "cured" by one of the characters, who is a Dive therapist. Indulging in Dive Therapy involves talking to the Reyvateil and attempting to manipulate her mood to its ideal level on a meter at the top of the screen. Administering various treatments can affect the rate at which this meter changes with each response you give to their statements. Some responses increase the meter, others drop it, and each infected Reyvateil has a "sweet spot" where the meter needs to be in order to be cured.

    That's not all you can do with them, though. The cured Reyvateils then bugger off and scatter themselves around the world to form a fan club for one of the heroines, and their affection for her increases as they see her doing cool stuff. When their affection maxes out, they will help out — exactly how, I'm not sure yet, but we'll see.

    Oh, and also through the "Girl Power" system you can "equip" rescued Reyvateils to help the protagonist out in various ways. They then level up and improve their abilities and… waah, my head hurts.

    All these weird and wonderful mechanics may sound overwhelming, but they're introduced at just the right rate. You're shown a new concept, then given a period of time in which to explore it in practical terms. Then another one comes along, and you can explore that. And so it continues. The nice thing is that only a few of these mechanics are "spoiled" in the game's manual, meaning the existence of things like the Dive Therapy system and various other bits and pieces are a nice surprise when you come across them for the first time. (Unless you've read this post first, of course.)

    On the one hand, it's nice to be ready for all the game's mechanics and be able to refer back to a manual when you need to. But on the other, it's quite interesting (and oddly liberating) to play a game that trusts you to experiment a bit and figure out what on Earth (Metafalss?) is going on. Take the Dualstalling system, for example — while the help menu in the game explains roughly how it works, it's only by fiddling around with various arrangements of bathtime goodies that you'll figure out the most effective means of letting your mage-ladies wash their stinky bits and level up.

    Basically, Ar Tonelico 2's more esoteric features are something you'll either be on board with or not. As you've probably gathered, I love them — and besides, are they really any more weird than summoning giant chariot-riding penis demons by fusing cards together, or sucking the magic out of monsters to somehow attach to your own strength? No. No they're not. So shush.

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    1137: Animal Magic https://imnotdoctorwho.moegamer.net/2013/03/01/1137-animal-magic/ https://imnotdoctorwho.moegamer.net/2013/03/01/1137-animal-magic/#respond Fri, 01 Mar 2013 00:22:26 +0000 http://angryjedi.wordpress.com/?p=5103 I could sit and watch animals for hours, and have done on numerous occasions in the past. It can be pretty much any animal, too, so long as it's not a scary one like a big hairy spider or a snake that could kill you or a shark with frickin' lasers on its head. The … Continue reading 1137: Animal Magic

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    I could sit and watch animals for hours, and have done on numerous occasions in the past. It can be pretty much any animal, too, so long as it's not a scary one like a big hairy spider or a snake that could kill you or a shark with frickin' lasers on its head. The majority of my animal-watching over the years has been taken up by the observation of cats (both live when I was younger — including one memorable occasion when I was hanging out with my friend Woody, we both got absolutely munted and found my family's cat inexplicably hilarious — and more recently on the Internet courtesy of Maru) but I also often find myself oddly enraptured by a friend's tortoise any time I go to visit and have an idle moment (seeing him munching nonchalantly on lettuce is oddly hilarious — the tortoise, not my friend, obviously). Most recently, though, I find myself spending an altogether healthy, reasonable and perfectly normal amount of time staring at our pet rats Lara and Lucy and have absolutely never got up in the middle of the night if I can't sleep purely to go and see them.

    It's been oddly fascinating to watch their behaviour change over time, because both of them have absolutely developed their own personalities. Lara always used to be the dominant one over her original cagemate Willow (who sadly died a few months after we got her) but was always a lot more confident and friendly — Willow, meanwhile, was shy and nervous, and prone to biting if she felt threatened, which was quite often. She got out of the cage on one occasion and it was an absolute nightmare to get her back in, as she was too terrified to realise that we just wanted to help her get back home. (We did, eventually.)

    After Willow died, Lara very obviously became very sad. She was much less energetic than she used to be, and spent a lot of time just sitting in her "saucer section" house that hung from the roof of the cage staring out rather pathetically. It was heartbreaking to see, so it wasn't long before we decided to get her a new playmate. We introduced the two of them to each other on "neutral ground" (the bathtub, where they couldn't escape and skitter off), they had a good sniff around each other and a bit of a poo, then both cooperated when we put them in their little carry box and subsequently back into the cage.

    Lucy, who is a fair bit younger than Lara and consequently much smaller, seemed to have a difficult time adjusting to her new home initially, as Lara spent a lot of time fussing around her and seemingly frightening her. On one terrifying occasion, we found Lucy lying on her back completely motionless and were worried that she had suddenly died. Fortunately, we discovered a couple of minutes later that it was just a "submission" thing — it was her way of accepting Lara as the queen of the cage. She spent a few days cowering in the corner and not wanting to come out, and gradually built up her confidence. On one evening we put her in her carry box but in the cage so that Lara could get used to her scent without harassing her, and Lara got in an absolute panic, frantically scrabbling around and trying to get into the box because she thought she'd lost her new playmate. They were both fine the next day.

    Fast forward to today, a number of months later — I forget how many exactly — and the two have settled into a healthy dynamic. Lara, as the older one, is for the most part a little more "careful" about what she does — though not always — while Lucy is clearly the "annoying younger sister", regularly sniffing around Lara and occasionally… well, all right, fairly regularly giving her a playful nip in an attempt to kick off a play-fight which she'll inevitably lose in a flurry of rolling around and screeching. (Rats can be very loud if they want to be, surprisingly — though it's mainly Lucy who makes all the noise, as Lara doesn't seem to squeak much at all.)

    Lucy has also become the adventurous one — if we open up the cage, she's always the first one to come out, start exploring and want some fuss from us. Lara will come out and demand some attention, too, and will also go off and explore, but it's always Lucy who comes out first. She won't stand still. Lara, meanwhile, who is bigger, older and a bit more "world-weary" now — at least, those are the personality traits I attribute to her — is much more receptive to standing still and being petted, and will even sometimes come crawling up me to sit on my shoulder if I sit in a climb-friendly position.

    Lara hurt her leg the other day — she was limping around and obviously didn't like putting weight on it, but didn't seem to be in too much pain. She certainly wasn't complaining, anyway, but it was clear that she wasn't quite as mobile as usual. (It transpires that rats are fairly prone to sprains — given the regularity with which they fall off things in an extremely amusing manner, I'm surprised this is the first time either of them have done it.) She spent a lot of time just resting, occasionally coming out for water or food, but for the most part just snuggling down in a comfy, warm spot and letting herself heal naturally. (Rats heal super-quickly.) Rather than being her usual irritating little sister self, Lucy seemed to know that something was wrong with her "adoptive sister" and left Lara alone for the most part, occasionally popping in to snuggle up and keep warm with her or help her groom herself. The two were obviously communicating somehow, and it was really heartwarming to see. After a couple of days of rest, Lara was back to her old self, and the pair were back to their usual dynamic.

    When I think of all that time I spent alone and depressed back in 2010, I find myself wishing that I'd discovered how joyful it is to have your own pets sooner, as it would have probably saved a large degree of my sanity around that period — if not my money, of which I didn't really have any at the time. I mean, I always knew that having a cat around was awesome from my childhood, when our family pets Penny and Kitty were fixtures in the household, but somehow the thought of owning my own pets had never really crossed my mind. Largely because most rental properties specifically state that you're not supposed to have pets in them, of course, but seriously, the amount of damage a tiny rat can do is significantly different from the chaos a small dog can wreak!

    Anyway. Yeah. Pets are awesome. 9/10. Get one.

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    1136: Thoughts on RPG Maker https://imnotdoctorwho.moegamer.net/2013/02/27/1136-thoughts-on-rpg-maker/ https://imnotdoctorwho.moegamer.net/2013/02/27/1136-thoughts-on-rpg-maker/#respond Wed, 27 Feb 2013 21:58:19 +0000 http://angryjedi.wordpress.com/?p=5100 I read this piece by Robert Boyd of Zeboyd Games earlier. Now, I normally agree with Mr. Werezompire on a lot of things, but I take issue with a few things he says about RPG Maker in this article, which was posted shortly after the latest version RPG Maker VX Ace hit the Steam store a while back. Boyd … Continue reading 1136: Thoughts on RPG Maker

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    Page_1I read this piece by Robert Boyd of Zeboyd Games earlier. Now, I normally agree with Mr. Werezompire on a lot of things, but I take issue with a few things he says about RPG Maker in this article, which was posted shortly after the latest version RPG Maker VX Ace hit the Steam store a while back.

    Boyd is quite right to note that this is the first time a piece of software such as RPG Maker has hit a mainstream digital download storefront for PC — past iterations of the software were sold directly by the publisher via a rather cumbersome e-commerce solution, so to get it on Steam is a big step forward in both accessibility and visibility. Boyd is also right to note that lowering the barrier of entry to creating games through tools such as RPG Maker also encourages everyone to want to have a go — and that this can result in a glut of "incomplete, buggy, generic, or downright awful games". (It also results in people who are otherwise unable to get their heads around programming becoming empowered to realise their own digital dreams and creativity.)

    What I take a certain degree of umbrage to is his assertion that it is a "general RPG maker" and thus ill-suited to producing anything more than the most generic JRPG possible. While it is true that the default art assets and music provided with the game are aimed at people who want to get a fairly generic JRPG up and running quickly, the very nature of the software is that it is completely customisable depending on how much "individuality" you want to give your project. You can have something fairly convincing up and running in a matter of minutes using the default assets… but with a bit of time and artistic talent (or at least creativity), you can completely revamp the default "look" to anything you please. Not only that, but by using its built-in Ruby-based scripting language, you can completely overhaul the way the game works — battle system, menus, method of moving around the game world, anything can be modified or added if you know what you're doing. And even if you don't, there's a lively and active community out there that has put together plenty of free scripts for anyone to make use of.

    This isn't "trying to modify RPG Maker to do things it wasn't really intended to do," as Boyd asserts. This is, in fact, using RPG Maker in the manner in which it was intended for power users — and it also aptly demonstrates one of the most admirable things about the application: the fact that it is simple and accessible enough for beginners to use, yet powerful and flexible enough for more advanced users to take complete control of. You only have to look at examples like To The Moon and Cherry Tree High Comedy Club, both of which were created in RPG Maker XP (two versions previous to the current edition) to see what is possible — and to be fair to Boyd, he does at least mention these titles in his post.

    Boyd makes some fair points in the article, but what I don't like much is the underlying tone that "if you're using RPG Maker rather than programming it yourself, you're doing it wrong." While it is undoubtedly more satisfying to program your own engine from scratch and see a complete game come together from literally nothing, not everyone has the time, ability and/or C#-speaking friends to be able to do that. Plus if there's a perfectly good tool already out there to realise what you want to do… why shouldn't you use it?

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    1135: Melody of... The Other Place https://imnotdoctorwho.moegamer.net/2013/02/26/1135-melody-of-the-other-place/ https://imnotdoctorwho.moegamer.net/2013/02/26/1135-melody-of-the-other-place/#respond Tue, 26 Feb 2013 23:27:16 +0000 http://angryjedi.wordpress.com/?p=5096 As I noted yesterday, I completed Ar Tonelico: Melody of Elemia. So naturally, having discovered a new RPG series that I like very much, what's a boy to do but to make an immediate start on the sequel, much to the delight of my Ar Tonelico-adoring friend who convinced me to play the damn things in the first … Continue reading 1135: Melody of... The Other Place

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    Page_1As I noted yesterday, I completed Ar Tonelico: Melody of Elemia. So naturally, having discovered a new RPG series that I like very much, what's a boy to do but to make an immediate start on the sequel, much to the delight of my Ar Tonelico-adoring friend who convinced me to play the damn things in the first place?

    Ar Tonelico 2: Melody of Metafalica is a surprisingly different beast to its predecessor in many ways. Its Japanese incarnation came out in the same year as the first Ar Tonelico hit Western shores, but it wouldn't be until 2009 that North American and European players would get their hands on it. That actually makes it a surprisingly recent game, released in the twilight of the PS2 era. This might explain why I never really paid it much mind first time around (besides being unfamiliar with the prequel, obviously) — everyone (including me) was already well and truly enraptured by "next gen" by that point, though games like Persona 4 (which also came out in 2009 in Europe) had shown me that the previous generation still had plenty to offer.

    The whole Ar Tonelico experience has had a complete overhaul in Ar Tonelico 2. Gone are the distinctly PS1-ish isometric-perspective graphics (though I actually sort of miss them now), replaced with hand-drawn backdrops in towns and a pleasing combination of polygons, flat objects and fixed camera angles to create "3D" dungeons. The sprites, too, have had a bit of a change in aesthetic — they have peculiar, stylised proportions now, which frankly has taken a little adjusting to, but the improved amount of emotive animation on them makes up for the fact that everyone has really, really distractingly massive hands.

    The biggest change is in the battle system, however. I liked Ar Tonelico's battle system, as it combined conventional JRPG turn-based battling with an interesting magic system that encouraged you to find creative ways to finish battles "well" rather than quickly. It was a bit repetitive by the end, however, and it was consistently way too easy pretty much all the way through the entire game.

    Ar Tonelico 2's battle system, meanwhile, is a completely different beast. It's still sort of turn-based, but not in the same way as its predecessor. Instead, the two sides in the conflict each take turns to attack and defend. When it's your turn to attack, you have a limited amount of time to use your two "vanguard" (front line) characters to attack; when it's your turn to defend you have to carefully time button presses to protect the back line Reyvateils from taking damage. The Reyvateils make demands on you during battle, too, requesting that you perform specific attack moves by pressing the button for the corresponding front line character and a particular direction. Fulfilling these demands gives you various bonuses that make the battle turn in your favour. It's interesting, as it means you have to really concentrate on every battle rather than just mashing the "attack" button, but I'm yet to have a significantly challenging battle to show its full potential just yet.

    The "Dive" system makes a return, and is almost identical to its predecessor. You get to know the game's heroines in the real world by talking to them at campsites and inns, then "dive" into their mental "Cosmosphere" world to find out more about their various inner struggles and problems. Overcoming these problems helps them craft new Song Magic which you can then use in battle — plus these are entertaining mini-stories in their own right. Diving is mostly the same, though there are a lot more situations where you're given a choice of responses to a particular situation and must pick the correct one rather than simply following it through.

    In "new, weird gameplay mechanics" news we have the new Dualstall system, which replaces the "Install" mechanic from the previous game (which allowed you to boost a Reyvateil's abilities by plugging various crystals into her… spells in a rather suggestive manner). Dualstalling essentially means flinging the game's two heroines into a bath infused with magic crystals, nice-smelling bath oils and bath toys and letting the attached abilities, uh, be absorbed. The heroines will also have a good chat in the bath, so this is a good way of building up their "Sync" gauge, which helps them work together better in battle.

    So far I'm about four hours into the new game and enjoying it a lot so far. The change in aesthetic and gameplay style gave me a bit of "culture shock" initially but that thankfully soon faded, and I'm now enjoying the story and characters just as before. It's interesting to note that the game still feels recognisable as an Ar Tonelico game, yet has a different setting (albeit in the same overall world), different characters and different gameplay mechanics. I'm assuming that the third game (which is where the series made the jump to PS3) will be "similarly different", too, judging by a quick flick through the manual.

    Further reports as events warrant.

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    1134: Melody of Elemia https://imnotdoctorwho.moegamer.net/2013/02/25/1134-melody-of-elemia/ https://imnotdoctorwho.moegamer.net/2013/02/25/1134-melody-of-elemia/#respond Mon, 25 Feb 2013 22:31:24 +0000 http://angryjedi.wordpress.com/?p=5092 I completed Ar Tonelico: Melody of Elemia this evening. What a fine, fine game that was. I'll be writing somewhat more "professionally" for want of a better word about it this Wednesday over on Games Are Evil, but for now I just wanted to enthuse a little about the great experience that was that game. There may … Continue reading 1134: Melody of Elemia

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    Page_1I completed Ar Tonelico: Melody of Elemia this evening. What a fine, fine game that was. I'll be writing somewhat more "professionally" for want of a better word about it this Wednesday over on Games Are Evil, but for now I just wanted to enthuse a little about the great experience that was that game. There may be some spoilers ahead; be forewarned.

    The most immediately striking thing about Ar Tonelico for a new player coming to it for the first time in 2013 is that it looks old. It's also worth noting that it came out in 2007, so it actually looked pretty old when it first came out. That said, after a few hours of play, the low-resolution isometric-perspective sprite-based graphics cease to matter on a technical level, and the amount of character and personality in them starts to shine through. A friend of mine just noted that the visual style is actually something of a successor to stuff like Secret of Mana and the like and that's a great comparision — I'm kicking myself for not figuring that out sooner.

    Outside of the in-game graphics, Ar Tonelico has some absolutely lovely character designs. Lyner may look fairly "generic JRPG hero" in his stylings, but at least he has some personality about him. The two heroines Aurica and Misha are both attractive and appealing in completely different ways, and a plot twist I won't go into here sees you interacting with Misha in both her "spunky young girl" and "equally spunky young woman" forms. The third Reyvateil introduced later in the game also proves herself to be an interesting character in her own right, again with her own unique visual style and "appeal elements".

    One of the most interesting things about the game to me — and the thing I'm intending to write about this Wednesday — is the game's multi-route, multi-ending structure. Now, this could very easily be a recipe for disaster, as multiple endings in lengthy RPGs are often a good method to ensure your players won't see all of the awesome story content you made. That's not necessarily a bad thing — it's kind of cool when you can discuss a game with a friend and discover they had a completely different experience to you — but it's also frustrating to some people who like to know they've got everything they can out of a game before moving on.

    Ar Tonelico's multiple endings and routes are handled in a rather peculiar manner. There are three "phases" to the game, each of which is a complete story arc in and of itself, complete with final boss confrontation at the end of each. Early in the second "phase", you have the opportunity to go with one of the two heroines and experience their story. Aurica's story gives you an overall view of what is going on in the overarching plot of the game, while Misha's story gives you a more personal view of what is going on with her and how she is relevant to everything. If you play Misha's route first, there are a number of scenes you see completely without context that don't really make sense. If you play Aurica's route, however, you play an important part in these scenes. The two paths then converge towards the end of the second phase, and the game then apparently ends — the credits roll and everything.

    There's a twist, though. In a post-credits sequence, you get to run around and do all the usual JRPG "our party's splitting up, say goodbye" business, but once you've done all that, you're presented with another choice: live a happy life with [insert girl you chose here], or refuse to accept that as "the end" and move on. If the latter option is chosen, you find yourself entering a completely optional third phase that is about 20 hours by itself, and which leads to the "true" ending.

    Except in that third phase, there are four possible endings, three of which relate to one of the three heroine characters — the latter of whom only becomes a major player in this third phase. The third phase is pretty much identical regardless of which girl you picked earlier, but the very end — if you fulfilled some very precise conditions — allows you to pick between the girl you chose earlier and the new addition. There's also a "bad" ending relatively early in the third phase that basically says "I can't be bothered with all this sidequesting, let's just get this over with".

    So that's a total of… hang on… (counts) six endings? Fortunately, there's absolutely no need to play through the game six times to see all of them — instead, you can play through once, save before the "big decision" in phase 2, play one route to either the end of phase 2 or to complete completion in phase 3, then go back and do the other route, stopping wherever you didn't stop first time around. In my case, I played Aurica's route through to total completion, then played Misha's route to the natural end at the conclusion of phase 2. I don't feel like I missed out on anything, and it only required me to play less than 10 hours over and above what I'd already played anyway. And I feel rewarded for having done so — I have a deeper understanding of the story as a whole, and particularly the characters.

    So that's Ar Tonelico — a really, really excellent JRPG and surprisingly thought-provoking if you can look past the notorious innuendo (of which there isn't anywhere near as much as people make out). It's also in possession of I think the best soundtrack I think I've ever heard in a JRPG… though I'm about to start Ar Tonelico 2 as I type this, so I may well be revising that statement in the near future!

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    1133: Board Game List of If Not Wishes, then Certainly Mild-to-Moderate Interest https://imnotdoctorwho.moegamer.net/2013/02/25/1133-board-game-list-of-if-not-wishes-then-certainly-mild-to-moderate-interest/ https://imnotdoctorwho.moegamer.net/2013/02/25/1133-board-game-list-of-if-not-wishes-then-certainly-mild-to-moderate-interest/#respond Mon, 25 Feb 2013 00:42:54 +0000 http://angryjedi.wordpress.com/?p=5083 I really like board games and relish the opportunity to play them with my friends — an opportunity I get much more often now that I live in the same place as them. One of my favourite things about board gaming as a hobby is getting a new game, punching out all the bits and … Continue reading 1133: Board Game List of If Not Wishes, then Certainly Mild-to-Moderate Interest

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    I really like board games and relish the opportunity to play them with my friends — an opportunity I get much more often now that I live in the same place as them.

    One of my favourite things about board gaming as a hobby is getting a new game, punching out all the bits and learning to play it for the first time — though arguably it's your second or third game where a new title really starts to hit its stride, as you generally know the rules reasonably well by then.

    The trouble with getting new games is that often if they don't prove an immediate "hit" with the group, then they can be relegated to the shelf for quite a long time, with old favourites instead hitting the table much more frequently. Our group is a little prone to this, tending to fall back on stuff like Agricola and Ticket to Ride, though my (relatively) recent acquisition of Descent: Journeys in the Dark 2nd Edition proved to be pretty popular with everyone thanks to its excellent balance of strategic ("hmm, if I use this ability, then move here, I'll be able to win in two turns…") and thematic ("I AM A WIZARD! BOOOOOOOOM!!") gameplay.

    As well as player tastes — our group is split roughly 50/50 on people who prefer strategic/mechanic-focused games and thematic-focused offerings — there's also things like player count to consider. Some games only work with three or more people — fine if you have a regular group — while some are for two players only. All of these things can conspire to ensure that something doesn't necessarily hit the table as often as you might like.

    With absolutely none of that in mind, here are some board games that have caught my eye recently that I am somewhat interested in acquiring and playing with someone. If any of you, dear readers, happen to have played any of them, please feel free to tell me whether they're actually any good or not.

    In no particular order…

    Cadwallon: City of Thieves

    pic715841_lg

    (Image credit: BGG user bretteur)

    I was unaware of this game prior to today, as it happens, but when I wandered into Forbidden Planet in town and saw it on the shelf, it caught my attention.

    From the sound of things, it's a competitive game between up to four teams of "thieves guilds" vying for control of a small city district. A number of different scenarios challenges the 2-4 players to, in most cases, nick as much stuff as possible while attempting to ensure the other players get royally screwed over. According to reviews on Boardgamegeek, it's a relatively simple game with an element of strategy to it.

    I'm actually fine with it being simple — we have plenty of complex games like Agricola and Power Grid, so it's nice to bust out something simple once in a while. That certainly explains why stuff like Ticket to Ride hit our table so often. The other nice thing about it being simple is that if everyone can remember the rules, everyone's likely to want to play it again in the future — especially if it's a relatively short game, which is sounds like this is.

    So chalk this one up as a "very interesting" for me.

    RuneWars

    pic717838_lg

    (Image credit: BGG user brainst0rm)

    I'm primarily interested in this one because it's from the same team as made Descent, and Descent is a popular choice among our group for reasons already outlined above. Rather than being a small-scale strategy RPG type thing with asymmetrical competitive multiplayer like Descent, however, RuneWars is a larger-scale strategy game between up to four players vying for control of an overall world map. I don't know a great deal about how the game works but simply from reading descriptions of it, it sounds like it could potentially prove popular with our group for similar reasons to Descent. Tim and I (the players who favour theme-heavy and co-op titles) will be happy going "DRAGONS! ROOOOOAR!" while Sam and Tom (the players who favour more strategic, mechanics-focused experiences) will be happy planning out elaborate strategies to flatten everyone and declare themselves Overlord of Everything.

    The only thing stopping me from immediately picking up a copy of this is the fact that a game takes about 3-4 hours, which means it probably wouldn't hit the table too often. The only other game we have of that length is Arkham Horror, which everyone seems to like, but which everyone is also reluctant to play due to the sheer amount of time it takes to do so.

    Carcassonne Expansions

    pic78106_lg

    (Image credit: BGG user j0ran)

    I like Carcassonne. It's a nice simple game that anyone can pick up the rules of very quickly. It's fun, strategic, has plenty of scope for screwing over your opponents and has the potential to be very different every time you play due to its heavily-randomised nature.

    One thing I've not explored, however, is the wealth of expansions available for it. There are loads of them, and I have no idea which ones are actually any good or not. I think the thing to do will be to just pick up one or two and give them a shot to see how they are.

    See also: Catan expansions.

    BattleLore

    pic403596_lg

    (Image credit: BGG user jtspecial)

    BattleLore itself is apparently out of print now, which means that new copies of it will set you back £80 or more — that's only about £20 more than it was when it was readily available, but it's still quite a lot. BattleLore is a two-player skirmish game in which two players face off against one another in an attempt to kick the snot out of each other using their armies. Apparently the game system for this works very well, with a nice combination of luck and strategy making it both accessible and deep.

    A new version of BattleLore has been released, based on the Game of Thrones universe. I don't know the setting well — the limit of my knowledge is playing the surprisingly good Facebook game (seriously, try it — you'll be pleasantly surprised, especially if you like stuff like King of Dragon Pass) — but it certainly seems like the ideal setting for armies to kick the snot out of each other.

    Two things have stopped me picking this up — one, it's two-player only (though the original BattleLore had an "epic" variant allowing additional players) and two, it apparently involves a bit of faffing around to get all the miniatures sorted out and ready to play. I don't have anything against that per se, but I'd need to know I'd be able to play it semi-regularly before committing to a campaign of supergluing tiny men to plastic bases.

    Various "Living Card Games"

    pic1066934_lg

    (Image credit: BGG user FortyOne)

    There's a few of these that look interesting — particularly the Call of CthulhuWarhammer and Lord of the Rings ones. Again, I don't know a huge amount about them, but I'm assured that they're good fun, offering the enjoyment of deckbuilding without having to repeatedly shell out ridiculous amounts of money for booster packs that contain cards you've probably already got.

    The main thing stopping me checking these out further is that deckbuilding games have had a relatively mixed reception at our gaming table to date — Dominion doesn't come out that often, though I like it a lot, but Ascension proved to be a lot more popular. Again, I'd need to know I'd be able to play them reasonably regularly before investing in one of these.

    Elder Sign

    pic1099165_lg

    (Image credit: BGG user ckirkman)

    I'm a fan of Cthulhu-themed stuff, which partly explains why I enjoy Arkham Horror so much. From what I understand from playing the iOS version, Elder Sign has a fair amount in common with Arkham Horror in thematic terms — it even uses the same characters and artwork — but has much simpler mechanics and a playtime that doesn't extend into the days. I believe it's rather more luck-based, though, being primarily based around dice rolls, though Arkham Horror certainly isn't without its share of dice-based randomness, either.

    Perhaps I'll play the iOS version a few more times before I consider looking into this one.

    ____

    As with so many things in life, there are hundreds of examples of great games that I'd love to try, but not enough time and/or opportunities to do so. If nothing else, though, building up a collection of board games certainly looks impressive — even if it is a pain in the arse to move the bloody things from one house to another!

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    1132: Stop Calling it "Gen4" https://imnotdoctorwho.moegamer.net/2013/02/23/1132-stop-calling-it-gen4/ https://imnotdoctorwho.moegamer.net/2013/02/23/1132-stop-calling-it-gen4/#respond Sat, 23 Feb 2013 23:29:17 +0000 http://angryjedi.wordpress.com/?p=5080 The eighth generation of video games consoles is upon us — yes, despite the fact that EA desperately wants everyone to believe that it's the fourth generation it is, in fact, the eighth. Don't believe me? Allow me to prove it before proceeding further. First generation: Magnavox Odyssey, Atari Tele-Games Pong, Coleco Telstar, Nintendo Color … Continue reading 1132: Stop Calling it "Gen4"

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    Page_1The eighth generation of video games consoles is upon us — yes, despite the fact that EA desperately wants everyone to believe that it's the fourth generation it is, in fact, the eighth. Don't believe me? Allow me to prove it before proceeding further.

    • First generation: Magnavox Odyssey, Atari Tele-Games Pong, Coleco Telstar, Nintendo Color TV Game
    • Second generation: Magnavox Odyssey2, Intellivision, Atari 2600, Atari 5200, ColecoVision
    • Third generation: NES, Master System, Atari 7800
    • Fourth generation: TurboGrafx-16, Mega Drive, Super NES, Neo Geo
    • Fifth generation: 3DO, Jaguar, Sega Saturn, Sony PlayStation, Nintendo 64
    • Sixth Generation: Dreamcast, PlayStation 2, Gamecube, Xbox
    • Seventh Generation: PlayStation 3, Wii, Xbox 360
    • Eighth Generation: PlayStation 4, Wii U, something from Microsoft.

    See? Proof. Thank you, Wikipedia.

    Anyway. My point was not that people are getting the generation number wrong (I KNOW it's the "fourth generation of 3D consoles" but it's still stupid, so sod off) but that we are well and truly into the eighth generation now. One of the "big three" game console manufacturers has already released their new console (Nintendo with the Wii U) while a second has announced some skimpy details about what is to come (Sony with the PlayStation 4). We can doubtless expect something from Microsoft very soon.

    It's going to be an interesting generation, I think, because the leaps hardware is taking forward with each subsequent generation are getting smaller. Graphics and performance still have room for improvement, sure, but there's actually been something of a backlash towards the striving for photorealism that has been the driving force behind most new game-related technological enhancements. Turns out people still like games that look like video games, which explains the popularity of heavily-pixelated titles like Fez as well as the heavily-stylized artwork of a lot of Japanese games. It also explains why people are so cynical about the "brownness" of Western games, though this is actually nothing new — I vividly recall my brother referring to the original Quake as "the brown game" before the turn of the century, so a drab colour palette is something we've been enduring for a while yet.

    Because the leaps in hardware are getting smaller, though, that means each platform has to distinguish itself in different ways. Nintendo has fired the opening salvo with the use of its Gamepad for asymmetrical multiplayer in titles like Nintendo Land, and it works very well when used appropriately — we just need some more games that make creative use of this second screen. The lack of games isn't really cause for concern as yet, despite what professional industry doomsayers like Michael Pachter might say, because it also took developers a while to get their head around the two screens of Nintendo's last handheld the DS, and that ended up being the most popular handheld in the history of ever. There's no guarantee the Wii U will catch on in the same way, of course, but it's far too early to declare it a failed experiment as some have.

    Besides, Nintendo are doing some other interesting things, too. The integration of the console's proprietary social network "MiiVerse" into a variety of different games is a really nice idea — complete a challenge in Nintendo Land, for example, and you can see drawings and messages from other people who are playing, and you can interact with these people. In games that are built for playing socially — think of the possibilities in something like Animal Crossing, for example — there's a lot of potential here, though from a personal perspective I really hope that it's not something that makes it into all games. Or if it does, I hope you can turn it off. Seeing silly messages after a go on Donkey Kong's Wild Ride or whatever the minigame in Nintendo Land is called? Fine. Seeing "lol i cant beet dis bossss lol xx" message while I'm playing an epic RPG? Not OK.

    This "social" thing seems to be a big deal with the PlayStation 4 too, though I'm yet to review the information about the new console in any great detail. Apparently the controller has a "share" button right there, allowing players to do things like record brag clips and share them with their friends. Perhaps fun for someone 15 years my junior, but I personally don't really see the point for the most part — we'll see if it's used for anything interesting in the long run.

    I'm a bit torn about the increased emphasis on "social" aspects of games consoles. On the one hand, it's quite fun to be able to see what other people are playing and talk to them about it. On the other hand, the vast majority of games that I enjoy are single-player experiences that I don't want interruptions from. I can't help feeling that my experience with, for example, the Halo series was tarnished somewhat by continually being frustrated by popup messages from friends inviting me to play multiplayer when all I wanted to do was see if the dreadful story was going anywhere. I could have just gone offline, of course, but it felt a bit "rude" to do that. Irrational and silly, I know. But it's the way I felt.

    As for "sharing"? We're yet to find a really good balance of that. Both the PS3 and Xbox 360 allow you to share Achievements/Trophies to Facebook to brag about cool things you've accomplished, but neither are implemented particularly well. Part of the problem is the tendency for modern (younger) Internet denizens to "overshare" and make absolutely everything they do public, which diminishes the meaning of these "brags". This is a trend which is perpetuated by a large number of mobile and social games, many of which post crap all over social networks without you really wanting them to or, in worse cases, bribing you to do so. It's a means of marketing the game, yes, but more often than not — among my circle of friends anyway — it's a turn-off rather than something that makes people want to check out the game in question.

    I don't have much interest in the promise of streaming games to PS4 via Gaikai because 1) my experiences to date with game streaming via OnLive haven't always been optimal, 2) I like to own my games and 3) I'd rather the quality of experience I get from my games not be reliant on my Internet connection, thank you very much. I hope Sony includes some form of backwards compatibility in the PS4 through a means other than Gaikai, but I won't be surprised if they don't. Sony, Microsoft and Nintendo have all made it clear that backwards compatibility is not a particular priority for them, and this is a trend I expect to see continue in the next generation. Consequently, I don't see myself getting rid of my 360 and my PS3 (or my PS2, for that matter) when the PS4 hits.

    In short, I'm yet to be totally won over by the PS4, but yet to be dissuaded entirely either. A number of developers that I like have reportedly pledged their support to the new console, so that's something, but I'll have to wait and see if there's anything I want to play before I'm convinced to pick one up. Triple-A just doesn't cut it for me any more; I need something that appeals to my specific and peculiar tastes, and if it ain't there, it ain't getting my support.

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    1131: Lavatorial Subconscious https://imnotdoctorwho.moegamer.net/2013/02/23/1131-lavatorial-subconscious/ https://imnotdoctorwho.moegamer.net/2013/02/23/1131-lavatorial-subconscious/#respond Sat, 23 Feb 2013 00:31:32 +0000 http://angryjedi.wordpress.com/?p=5076 It is, as I have noted a number of times previously on these very pages, during the hours of the morning between waking up for the first time and actually waking up enough to be able to get out of bed that your subconscious works the hardest to show you the most fucked-up shit possible … Continue reading 1131: Lavatorial Subconscious

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    Page_1It is, as I have noted a number of times previously on these very pages, during the hours of the morning between waking up for the first time and actually waking up enough to be able to get out of bed that your subconscious works the hardest to show you the most fucked-up shit possible to get you wondering what the hell someone was injecting into you while you slept. These "morning dreams" are also the ones that tend to stick in your memory a lot more than the things your brain dreams up in the main part of your sleep cycle, too.

    As you will recall if you've been following this blog for a while, I have recounted these peculiar and surreal experiences in the past. And I thought I'd do that today, largely to resist the temptation to write about Ar Tonelico yet again.

    This morning's weird dream was once again somewhat lavatorial in nature, at least in part, so for that I apologise.

    I forget the specific circumstances which brought me to the situation, but something had caused me to arrive at a building which looked somewhat like Kazuma's orphanage from the video game Yakuza 3. There were a few differences, though. For some reason, inside the wooden building there was a large room with windows all around its walls, except for one completely wooden wall, which had a toilet on it.

    I had arrived at the building to see someone I knew — I think they were a teacher, but I don't recall seeing their face clearly. Their class were with them, but ignored me until I stepped into the bizarre "toilet room" and started having a piss, at which point some kid pointed out the fact that I was clearly having a piss, and that everyone should watch closely. Naturally, once I had started, I couldn't stop — you know how it is when you really need a piss and you release that valve — but I was also very conscious of everyone standing around outside this room, with me on display.

    Somehow, I managed to find a way of standing where I knew that no-one would be able to see my knob or the seemingly never-ending stream of piss erupting from me, but the crowd began to become more rowdy. At first it was shouting and laughing, but then it changed to singing — a few scattered voices at first, which eventually became as one, singing a driving, dramatic song that inexplicably developed an orchestral backing after a while despite the fact there was clearly not an orchestra present — at least not one which I could see. As the music built in intensity, volume and tempo, I became aware that I was losing control of my, uh, "flow" and it was going everywhere, and that everyone could see this.

    Suddenly the music stopped, and I was done. I flushed, and went to wash my hands at the sink that I'm sure wasn't there beforehand. The sink was full of paint and the draining board next to it looked rusty and dirty, but clean water came out of the taps, at least. I washed up and left the room, trying to get far away from my "audience", who thankfully didn't follow me. I'm not sure how long I ran or to where, but eventually I found myself in a room with Emma Watson, who grabbed me and kissed me rather forcefully.

    And then I woke up, disappointingly. Well thank yousubconscious, for keeping me asleep during the bizarre, slightly traumatic part and waking me up just as things were getting interesting.

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    1130: Pour One Out for 1up.com https://imnotdoctorwho.moegamer.net/2013/02/21/1130-pour-one-out-for-1up-com/ https://imnotdoctorwho.moegamer.net/2013/02/21/1130-pour-one-out-for-1up-com/#respond Thu, 21 Feb 2013 23:48:44 +0000 http://angryjedi.wordpress.com/?p=5073 The "digital age" brings with it many benefits — most of which relate somehow to the concept of "convenience" — but an unfortunate side-effect of it is that things aren't as permanent as they once were. Sites grow, change and relaunch, and occasionally die altogether. Today it emerged that Ziff Davis, former owners of 1up.com … Continue reading 1130: Pour One Out for 1up.com

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    The "digital age" brings with it many benefits — most of which relate somehow to the concept of "convenience" — but an unfortunate side-effect of it is that things aren't as permanent as they once were. Sites grow, change and relaunch, and occasionally die altogether.

    Today it emerged that Ziff Davis, former owners of 1up.com until it was sold to IGN, and now the company that owns IGN (and consequently 1up.com again… yes, it's confusing) would be shuttering three sites, including 1up.com.

    This is immensely sad news for a number of reasons. Today I will primarily be outlining my own personal feelings about that site; I'm sure a number of people reading this will have their own opinions and thoughts about the site and the changes it's gone through over the years, so feel free to share them in the comments.

    I first became aware of 1up.com while my brother was working at Ziff Davis on Electronic Gaming Monthly and the Official U.S. PlayStation Magazine (I think I've got that chronology right). He played an important role in shaping the site and its content, and it became a regular hangout for me not just because of me supporting my bro, but also because I really liked what it was doing. It was my first real contact with what was to become "social networking", and I found myself really enjoying making use of all the site features — the ability to blog, the forums, the ability for users to create clubs and communities as part of the main site. My 1up blog was one of the first places where I wrote about games regularly, primarily for myself but also in an attempt to keep myself in "practice" should I ever find myself in a situation where I'd be able to do so professionally.

    My main reason for thinking so fondly of 1up.com is the Squadron of Shame. I've told this story before, but it doesn't hurt to tell it again.

    The Squadron of Shame was a group of people who came together as the result of a fairly throwaway feature on one of 1up's podcasts. The podcast participants had got talking about their "Pile of Shame" — all the games they owned but had never got around to finishing (or even playing in some cases) — and discussion had turned to Tim Schafer's cult classic Psychonauts. The intention was for the Pile of Shame to become a regular feature on the podcast as the participants played through the games together and gave their thoughts on more obscure titles that people might have missed out on.

    It was a short-lived feature, and quickly abandoned on the show — but a bunch of people on the 1up forums really liked the idea and thus decided to come together and finish the job they'd started. We checked out Psychonauts and had a blast playing through it together. Then we started talking about other games that people might have missed — System Shock 2Psi OpsOdin Sphere and all manner of other titles. For each one, we made a thread on the forums for discussion, played through it together and got to know each other a bit better in the process. It was a fantastic experience, and I made a lot of very good friends in the process — friends who I still "talk" to on a daily basis even today.

    Trouble was on the horizon, though. The once-sprawling 1up.com forums, which used to be split into a wide variety of distinct sections, were merged into simple "Games" and "Not Games" categories. The Squadron of Shame's threads used to call the "1up Radio" forum home — this forum primarily related to the site's podcasts and the features therein, and was generally a home of more mature, respectful discussion than other parts of the forums as a whole. Suddenly, though, our thoughtful threads — which often included long posts with members writing mini-essays on their experiences with the games we were playing — were lumped in with all the "wot iz ur favorit wepon in halo" threads from the hoi polloi of the site. Consequently, on at least one occasion we found ourselves being rather unpleasantly trolled by users who, for some inexplicable reason, took great umbrage to our writing of posts that included more than five words, knew how to use paragraphs and punctuated properly, and discussion wasn't quite so easy any more.

    Around that time, the "club" pages on 1up got an overhaul; there used to be a "communal blog" where individual members could post in a linear fashion, but this was replaced by a dedicated forum just for that club. We made use of that for a while, but further trouble was on the horizon with the event which became known as the Great Upheaval, when a huge proportion of the talent from the site was laid off as part of the transition to new owners UGO. The site wasn't the same after that, so a lot of people drifted away from the community, mostly to places such as Twitter.

    It was around this time that we started producing the Squadron of Shame SquadCast, an irregularly-occurring podcast that continues the Squad's original mission in earnest. To this day, we still have a small but dedicated following keen to tune in and hear our thoughtful, mature (and lengthy!) discussions on obscure games and gaming-related topics. It's something I'm really happy to be a part of, and something that still feels me with great pride any time I hear someone from outside my core friendship group talking about — people like Garnett Lee, one of the original 1up podcasters who gave us the idea in the first place.

    Today, the Squad primarily lives on Google+, which seems to be a good home for our discussions. You can check out and join our community here. Prior to that, a healthy amount of discussion also took place on the "Squawkbox", a WordPress site we set up to emulate the old-school "club journal" format from the original 1up.com club, but which is now primarily used as a site linking to the SquadCast's archives. There have been plans on and off to make a "proper" Squad site for many years now (including a nice-looking mockup), but they're yet to come to fruition. One day…?

    Anyway, I'm drifting off the point somewhat. The main thing I wanted to say is that none of this would have happened without 1up.com. Without 1up.com, I never would have met this disparate group of people from all over the world and made a group of friends with whom I really feel that I can be "myself". Without 1up.com, I wouldn't have as solid a "support network" as I feel I do today. Without 1up.com, there's every chance that I'd be a lot more lonely than I am today. I feel privileged and honoured to have met everyone who came together as a result of the Squad, and am glad that we're still attracting new members a few at a time every so often, many of whom are fast becoming just as good friends as those who I have known since those early days of the group. I now have a solid group of international friends that I trust and depend on, and without 1up.com I simply wouldn't have that. (Of course, there's every chance that I would have made a similar group of friends on a different website, but, you know.)

    So it's for this reason I'm sorry to see 1up.com go. The loss of the articles and writing talent on the site is sad too, of course, but for me it will always be the community side of things that captured my heart and imagination, and showed me that my passion for video games was not something to be embarrassed or ashamed about, but instead celebrated and explored.

    So thanks for the memories, 1up. You'll be sorely missed.

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    1129: Disc of Memories https://imnotdoctorwho.moegamer.net/2013/02/21/1129-disc-of-memories/ https://imnotdoctorwho.moegamer.net/2013/02/21/1129-disc-of-memories/#respond Thu, 21 Feb 2013 00:10:10 +0000 http://angryjedi.wordpress.com/?p=5070 For the longest time, I've kept a specific CD-R hanging around. Somehow it's survived all the different house moves I've gone through since leaving home and is still intact. I'm more impressed that I haven't lost it or accidentally thrown it out than by the fact it still works, but I guess that's pretty cool, … Continue reading 1129: Disc of Memories

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    For the longest time, I've kept a specific CD-R hanging around. Somehow it's survived all the different house moves I've gone through since leaving home and is still intact. I'm more impressed that I haven't lost it or accidentally thrown it out than by the fact it still works, but I guess that's pretty cool, too. (Edit from 2026: I have now lost it. I found the case but there was nothing in it. I am sad.)

    The raggedy inlay lists a few bits and pieces on the front, but gives relatively little indication to its contents. "PETE'S STUFF" it proudly announces in green felt-tip pen. "\PIERRE\ (GENERAL), \KNP\ (KLIK GAMES), \FFCOLLECTION\ (FINAL FANT.)" it elaborates, also in green felt-tip pen. The last entry is simply a collection of emulators and ROM files for all the Final Fantasy games up until VI, including a translated Japanese ROM for the NES original version of III. But it's the other two that are more interesting.

    The "Pierre" folder is from my first PC, which was a mighty Pentium 133 that could run Doom and Quake like nobody's business. It had both a DVD-ROM drive and a CD rewriter, and I also eventually installed a Sound Blaster Audigy into it, which took up another drive bay with a ridiculous front-panel audio interface that looked pretty cool. Said folder contained a wide variety of almost-organised bits and pieces, consisting almost entirely of MIDI files downloaded from CompuServe and the Internet at large — mostly music from Final Fantasy and Chrono Trigger, with a brief break into Wild Arms, Xenogears and Zelda territory — as well as saved walkthroughs from an early incarnation of GameFAQs. This was the age of dial-up networking, you see, and thus it wasn't possible to simply "quickly" hop onto GameFAQs to check a walkthrough; it was much more efficient to save it. (If you're wondering, my saved guides included Alundra, Bust-a-Groove, Rival Schools, Wild Arms and Xenogears.)

    Also in this folder is an early form of a tabletop roleplaying game system called "The Returners," based on Final Fantasy, along with original text files for some of my earliest pieces of freelance writing work — a two-part guide to Final Fantasy VII for PC Zone, a 3,000 word Discworld II guide, a Lands of Lore II guide that was an absolute nightmare to put together, and a walkthrough to Turok 2 using the Official Nintendo Magazine's curious internal system of markup to include special characters and other layout bits and pieces.

    Pleasingly, one thing that I have found among all this crap is a folder containing a bunch of half-finished creative writing works from a long time ago. There's a sci-fi epic I started working on that was loosely based on Sierra's excellent spacefaring strategy game Alien Legacy (kudos if you remember that, it was awesome) along with a piece I wrote for my A-Level English Language coursework. I liked it so much when I wrote it that I extended it somewhat. It's also probably my earliest example of writing creative prose in "stream of consciousness" style — we'd not long covered Jean Rhys' Wide Sargasso Sea in English Lit class, and the curiously disjointed method of writing had proven to be quite appealing to me, so I experimented with it. It paid off with a good mark, as I recall, though I'm not sure it holds up quite so well to further inspection some fifteen years later. Still, it's nice to have it.

    (Oh, also, there's a subfolder in the "Pierre" folder just labelled "ANNA KOURNIKOVA IS FIT", which I think is fairly self-explanatory.)

    The "KNP" folder is an interesting one, as it contains a selection of half-finished (yes, I have a habit of half-finishing things) games made with Clickteam's excellent software Klik and Play, later superseded by The Games Factory and Multimedia Fusion. This folder contains the earliest ever incarnation of the story "Dreamwalker", which I still fully intend to get out of my head and into some form of creative medium before I die. The original version of Dreamwalker was more an experiment to see if it was possible to make a Zelda-style action-adventure using the rather limited Klik and Play tools, and indeed it was, with a bit of creativity. Once I'd started making it, though, I found myself getting quite attached to the characters involved, even if I'd borrowed the basic concept (if not the setting and characters) from Alundra on PS1, which I'd played around the same time. I also actually composed some music for Dreamwalker, which I still have the MIDI files for, and which are in dire need of mixing properly. Perhaps that can be a project sometime — the tunes themselves are actually pretty solid, in my humble opinion.

    The KNP folder also includes the original version of Pie Eater's Destiny, one of the only four complete video games that I have ever made. (The other three are London Taxi Chase, London Taxi Chase II and… a remake of Pie Eater's Destiny) Pie Eater's Destiny holds a fond place in my heart because it was a collaborative project between me and my two best buds in the late stages of school, and it's a running joke among us that one day we'll make a sequel. We've started several times, but somehow, well over ten years later, we're yet to get anywhere. Pleasingly, the data files for Pie Eater's Destiny also include the original .WAV file recordings of us doing voice acting for the game, including the outtakes which we saved. There are also .WAV files of us experimenting with pitch shifting and other special effects, including several alarmingly-convincing "Jabba the Hutt doing things he was never supposed to be depicted doing" files. JABBAWNK.WAV, indeed.

    Anyway, I was happy to rediscover some of the useless crap on this disc when I opened it up on a whim today. It's missing a few things that I hoped I'd find on there, but I'm glad I found the other stuff. Perhaps when I can be bothered I might share some of it here. Those voice acting outtakes are crying out to be edited into some sort of YouTube clip.

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    1128: Suddenly Silenced https://imnotdoctorwho.moegamer.net/2013/02/20/1128-suddenly-silenced/ https://imnotdoctorwho.moegamer.net/2013/02/20/1128-suddenly-silenced/#respond Wed, 20 Feb 2013 01:38:11 +0000 http://angryjedi.wordpress.com/?p=5065 While I don't particularly relish the circumstances under which I left Twitter recently — which I won't go into now as it's all still a bit "raw" and upsetting, to be honest — it's sort of been nice to not have the omniscient little blue bird hovering over my shoulder all the time. Twitter was … Continue reading 1128: Suddenly Silenced

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    Page_1While I don't particularly relish the circumstances under which I left Twitter recently — which I won't go into now as it's all still a bit "raw" and upsetting, to be honest — it's sort of been nice to not have the omniscient little blue bird hovering over my shoulder all the time.

    Twitter was a big part of my life for a very long time. According to my Twitter archive — which I downloaded before I closed my account — I first posted a tweet on May 8 of 2008, but didn't really do anything with it until the end of June of that year. It's fair to say that I — like many other people — didn't really "get" what it was all about to begin with, largely because it was so ill-defined and hadn't pervaded popular culture quite as much as it has today. "It's like Facebook statuses," I'd say to people when trying to explain it, "but without all the other crap."

    It sort of is like Facebook statuses without all the other crap — those early tweets of mine very much followed the "Pete is… [doing something]" format — but it quickly became a lot more than that. It became one of my primary means of communication with my international friends.

    As many of you reading this may know, I have a lot of friends, but disappointingly few of them live in the same place as me. I have at least rectified that a little by moving back to Southampton to be near my university and board game buddies, but many of my other friends are still scattered the world over, all the way from America to Japan and lots of places in between. It's sort of awesome to have such a global group of friends, though it naturally means that I've never actually met an awful lot of them and possibly never will in some cases. It also meant that I needed a good, simple, reliable means of staying in touch with them; Facebook was all right, but as it gradually became more and more cluttered with crap, fewer and fewer people were using it as a serious means of communication. Today, it's a bloated mess that it's very difficult to be "heard" on, but it still has a place.

    Twitter, meanwhile, was simple, pure and to the point. It was like exchanging text messages with friends, only on a global scale. I made a lot of new friends through Twitter and got to know some a bit better. I got through some tough times, too; the immediacy of the service meant that it was a good outlet for me to talk about the way I was feeling when I was going through my "difficult period" a few years back, and I appreciated the support I got from my friends — and sometimes strangers — during that dark period.

    Twitter is addictive, though. It becomes a compulsion. Install it on your phone and you'll find yourself idly opening the app to see if anyone has said anything interesting in the last two minutes, even if you just stepped away from your computer where you were staring at a Twitter client. You'll find yourself wanting to step into (or start) conversations at silly hours in the morning, and get relatively little sleep as a result. It'll worm its way into your life, in short, and start to take over.

    Not that that's necessarily a bad thing — as I've already outlined above, it proved to be a good means of communication for me, and a good means of meeting new people. It allowed me to put myself out there a lot more than I feel comfortable doing in the "real world", and in many ways helped me to build confidence. And let's also not forget that I met Andie through Twitter, so that's pretty cool.

    The recent things that happened to me, though, brought the service's public nature into sharp focus. Sure you can be free to be open and honest about your feelings, your likes and dislikes, but that also means that you can be open to attack, too, without provocation. And once you're in the sights of one of these obnoxious groups, it's very difficult to get yourself out of them. Twitter the company aren't much help, either — after several support messages keeping them apprised of everything that was going on, the only thing I've heard from them is a request for a clarification on something. They take great pains in their terms and conditions to say that they don't mediate personal disputes — though I feel there's a strong case for what happened to me to be considered a criminal offence, and as such I reported it to the police and intend to keep hounding Twitter until they do something about it.

    In some ways, I feel sickened and angry that I was forced off a service that has been a prominent and important part of my life for a long time now. In other ways, it's actually quite relieving to know that I don't need to read that feed of inanities any longer, or get frustrated at people trying to have in-depth discussions on tricky issues in 140 characters when what they should really do is pen a 3,000-word blog post. I'm not ruling out a return in the future when the scumbags who drove me away give up and do something else, but for the moment I can certainly live without it — and there's no way I'm going back to a service which I don't feel safe using.

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    1127: The Stench of Manure https://imnotdoctorwho.moegamer.net/2013/02/19/1127-the-stench-of-manure/ https://imnotdoctorwho.moegamer.net/2013/02/19/1127-the-stench-of-manure/#respond Tue, 19 Feb 2013 00:11:09 +0000 http://angryjedi.wordpress.com/?p=5061 There are a few games that our gaming group plays on a regular rotation. One of them is Days of Wonder's Ticket to Ride, which is a fantastically accessible game that pretty much anyone can pick up and enjoy. The other is Z-Man Games' Agricola, which is still relatively easy to understand, but which I find immensely … Continue reading 1127: The Stench of Manure

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    Page_1There are a few games that our gaming group plays on a regular rotation. One of them is Days of Wonder's Ticket to Ride, which is a fantastically accessible game that pretty much anyone can pick up and enjoy. The other is Z-Man Games' Agricola, which is still relatively easy to understand, but which I find immensely difficult. (And, judging by a few comments I received on Facebook earlier, I'm not alone in that!)

    Agricola, for the uninitiated, is a game based on the thrilling world of 16th century German farming. As experienced board gamers will know, however, fairly tedious-sounding themes like this are actually ideal for adaptation into a board game. You have a variety of different tasks to perform and inevitably not quite enough time in which to perform them. You have the opportunity for expansion and building. And you need to think ahead in order to enjoy success.

    My trouble with Agricola has always been that I get overwhelmed by all the possible courses of action and end up picking just one, following it to the exclusion of all else. While this is a valid strategy if no-one else is doing the same thing as you, the second someone takes an action that you were planning to do, your whole plan falls apart, since in the cutthroat world of 16th century German farming, only one person may plough a field at any one time.

    Such was the difficulty I've had with Agricola in the past that I had convinced myself that I don't like it very much, and found myself generally resisting requests to play it in our group. (I like to play something I can win every so often!) However, in an attempt to better myself and also allow my friends to play the games they want to play a bit more often, I picked up my own copy of Agricola recently in the hopes of getting in a bit of practice and improving my own skills.

    The nice thing about Agricola is that it's eminently suitable for solo play. Sure, it takes a bit of time to set up and it has a tendency to sprawl across the entire table, but as a solitaire game it's relatively quick and straightforward to play, and the nature of its mechanics mean that there aren't too many difficult-to-remember rules adaptations for solo players. Consequently, it's an experience fairly similar to playing with others, only without people getting in your way — and as such, it's a good means of trying out a few different strategies.

    I've played a couple of solitaire games so far, and my score improved between the two of them. I'm not sure if I was actually playing better or if I simply had better "luck" the second time around, but I did feel a bit more confident and comfortable with my choice of actions in the second game. Rather than feeling like I was "wasting" certain turns, as I was in my first solo game, I felt like each turn achieved something. In an attempt to study my own way of playing, I even made a note of how each turn unfolded — what I did and how it affected my score. I'm not sure how helpful those notes will be, though I will say that writing things down as I played actually helped me to think a bit harder about what I was doing. It's not always easy to organise complex, abstract mechanics in your head — let alone plan several moves ahead and take into account the fact that anyone might scupper your plans at any minute.

    The net result of me playing a few solo games of Agricola, though — plus introducing Andie to it earlier (she liked it! Yay!) — is that I feel a bit better about the prospect of playing it again in the future. I have no doubt my score will still be demolished by my companions, who have all played it much more than I have and thus know the good strategies and cards to look out for, but at least I'll feel like I have a bit more of a fighting chance.

    We'll see, I guess. To the farm!

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    1126: Ah! Tonelico https://imnotdoctorwho.moegamer.net/2013/02/17/1126-ah-tonelico/ https://imnotdoctorwho.moegamer.net/2013/02/17/1126-ah-tonelico/#respond Sun, 17 Feb 2013 22:42:58 +0000 http://angryjedi.wordpress.com/?p=5059 I've been continuing to play through Ar Tonelico, and it's certainly pushing all my buttons in all the right ways. I've stopped noticing the "subpar" (compared to its contemporaries) graphics and accepted them as quaint and charming, and have found myself able to concentrate on the story and characters, both of which are great stuff. The … Continue reading 1126: Ah! Tonelico

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    I've been continuing to play through Ar Tonelico, and it's certainly pushing all my buttons in all the right ways. I've stopped noticing the "subpar" (compared to its contemporaries) graphics and accepted them as quaint and charming, and have found myself able to concentrate on the story and characters, both of which are great stuff.

    The highlight of the game by a long shot is still the Dive system, which I believe I mentioned in a previous post on the subject. Just in case I didn't, though (I'm tired and can't be bothered to go back and check, all right?) let me explain once again.

    One of the key plot concepts in the Ar Tonelico universe is the relationship between humans and the Reyvateil, the latter of whom are the only ones able to make use of "Song Magic". A Reyvateil and her partner, known as an Oracle, share a close personal bond — so close, in fact, that it's possible for her Oracle to "Dive" into her mind and explore the worlds inside her imagination, known as her Cosmosphere.

    Note that I said "worlds," not "world" — each Reyvateil has multiple similar but not identical worlds inside her head, each of which reflect a particular facet of her personality, something she has had to deal with (or repress) and struggles she is yet to overcome. As the Oracle delves deeper into her mind, the worlds become increasingly strange and twisted, and the problems that the Reyvateil must overcome more deep-seated and difficult to resolve.

    Inside the Cosmosphere, the player character Lyner comes across numerous different incarnations of the Reyvateil he's diving into. On one level, she might be a shrine maiden who wants to protect people, but who is anxious about being able to do so. On another, she might be a schoolgirl with no faith in her abilities, who believes she'll never be able to live up to her peers. On another, she might be sexually aggressive and dominant. Sometimes incarnations from other levels put in an appearance, too, and their interactions reflect the Reyvateil's inner struggles between clashing emotions and ideals.

    Alongside the incarnations of the Reyvateil, Lyner also encounters characters whom he (and the Reyvateil) know in the real world. But there's often something a bit "off" about these characters, something not quite right. It transpires that these projections of familiar characters reflect how the Reyvateil sees them, not necessarily how they actually are. This provides yet another interesting perspective on the Reyvateil's personality — not only do we see her internal struggles, but also her own attempts to deal with how she thinks other people see her.

    I love this kind of thing. It's one of the reasons I adore Persona 3 and particularly so much. Games are a brilliant medium through which the inner workings of a character's mind can be explored, and games that do just that are among my most fondly-remembered titles — stretching right back to The Adventures of Alundra on PS1 and its "nightmare dungeons". Ar Tonelico is certainly scratching that itch very nicely — and it helps massively that the characters involved are entertaining and fun to be around. Plus it seems there's a very obvious "split" just after the halfway point, so after I've finished it once I can go back and focus on the other Reyvateil to see what her subconscious has to say about herself. Looking forward to it.

    I haven't touched on the series' endearing use of innuendo, which is seemingly the main thing it's known for, but I'll save that discussion for another day — perhaps when I've played the apparently increasingly-shameless sequels!

    (Comics back tomorrow.)

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    1125: Low Ebb https://imnotdoctorwho.moegamer.net/2013/02/16/1125-low-ebb/ https://imnotdoctorwho.moegamer.net/2013/02/16/1125-low-ebb/#respond Sat, 16 Feb 2013 21:19:01 +0000 http://angryjedi.wordpress.com/?p=5056 After the events of the last few days, which I won't go into right now, I feel compelled to write a few words about bullying in general. I've already written a considerable number of words on the time I suffered workplace bullying towards the end of my time working at an Apple Store (check it … Continue reading 1125: Low Ebb

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    After the events of the last few days, which I won't go into right now, I feel compelled to write a few words about bullying in general. I've already written a considerable number of words on the time I suffered workplace bullying towards the end of my time working at an Apple Store (check it out here) but I wanted to talk a little more about the subject in general.

    The word "bullying" is an incredibly loaded one that brings to mind images of schoolkids taking the piss out of each other for the most ridiculous reasons. When I was a young child at primary school, it was my ears. They stuck out and looked quite large, so naturally I was picked on and ridiculed for that — not just occasionally, but pretty much daily. The experience left me with mental scars that  are yet to heal, and which manifest themselves in my cripplingly low sense of self-esteem.

    But bullying isn't just something that children suffer from. Adults can suffer bullying, too, in a variety of forms. It could be workplace bullying such as that described in my previous post, where those in a position of "power" or "authority" use their influence to negative, unfair ends; it could be one group of people taking an irrational dislike to another group and expressing that dislike through verbal or physical abuse; it could be organised campaigns of hatred using the Internet.

    The latter is an option that didn't exist when I was a youngster. The Internet wasn't a widespread thing until I was well into my teenage years, and social media certainly was nowhere to be seen. As such, any instances of bullying tended to confine themselves to the "real world" where they could normally be dealt with relatively easily, since there was usually an identifiable perpetrator to pin the blame on. It wasn't always easy for the victim to come forward and report the perpetrator, of course, for fear of reprisals — that "knowing them in real life" thing worked both ways — but if they could muster up the courage to do so, then the situation could often be dealt with.

    With online bullying, though, it's a much more difficult proposition. There isn't always a visible perpetrator, because they often choose to hide behind a veil of anonymity. Some particularly arrogant online bullies do so under their real name because they've also taken steps to ensure that they will never get caught, and herein lies part of the problem: the very nature of online crime makes it extremely difficult to police, meaning that more often than not the groups responsible for making some people feel really, really shitty go completely unpunished and thus receive the message loud and clear that what they are doing is Okay.

    The worst thing about bullying in all its forms is the degree of self-doubt it can instill in its victim. Am I worthless? they'll think. Do I deserve this? Are those things they're saying actually true? Do people really think that about me? Is that how other people see me? These are, of course, all things that I've found myself thinking at various points in my life.

    It's useless and irrational to think that way, of course, but sadly, often the sort of people who are affected the worst by the actions of bullies are those who, like me, turn irrational when they have to deal with a difficult situation like this. Because it's not easy to stay rational in the face of totally irrational, unprovoked hatred, either, for in many cases these instances of bullying are born from little more than boredom rather than feeling particularly strongly about the person or group in question. It becomes a sport for the bullies, more about the chase and the observation of the victim's behaviour than specifically trying to hurt a person. This is particularly apparent when it comes to online bullying, where it's very easy to conveniently forget that the target of your vitriol is actually a real person with real feelings, and that any hurtful things you send off into the ether after you click that "Send" button may have a very real impact on that person's emotional, mental and, in some cases, physical wellbeing.

    There's no easy solution, either. And that's sad. What's even more sad is the fact that we seem to have got to a stage as a society where we just accept that this sort of thing happens, and we don't do anything about it. I don't have any suggestions or solutions, either, mind you, but surely by the year 2013 you'd think humanity might have gotten over irrational hatred by now.

    But apparently not.

    (Sorry for the lack of comic today. I'm emotionally exhausted and there's no real way I can make all this shit funny.)

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    1124: Bovril https://imnotdoctorwho.moegamer.net/2013/02/15/1124-bovril/ https://imnotdoctorwho.moegamer.net/2013/02/15/1124-bovril/#respond Fri, 15 Feb 2013 22:01:52 +0000 http://angryjedi.wordpress.com/?p=5053 (with apologies to Spaced.) I actually intended to write this post yesterday, but instead became embroiled in the unpleasantness I describe in yesterday's post. If you would like to read yesterday's post, which you have probably noticed is password-protected now, please contact me via some other means than this website so I know who you are and … Continue reading 1124: Bovril

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    (with apologies to Spaced.)

    I actually intended to write this post yesterday, but instead became embroiled in the unpleasantness I describe in yesterday's post. If you would like to read yesterday's post, which you have probably noticed is password-protected now, please contact me via some other means than this website so I know who you are and I will happily furnish you with it assuming I am happy that I actually know who you are.

    Regardless, here is a blog post about Bovril.

    For those who are unaware — which is probably most of you who aren't from the United Kingdom or the Antipodean lands — Bovril is a thick, sticky, black-brown substance that looks like you could probably use it to tar roads with. It comes in small, distinctively-shaped jars with red lids, and is sometimes grouped in the same category as Marmite, which comes in the same shape of jar but with a yellow lid. The key difference between Marmite and Bovril — which are fairly similar in many ways — is that Marmite is made of yeast extract, while Bovril is something to do with beef. (I've never asked exactly what to do with beef it is, as I figured given how little it seems to taste of beef, I'm probably better off not knowing.)

    There is another key difference between Marmite and Bovril, however, and that is the fact that you can make Bovril into a drink. Yes indeed; plop a dollop of the black goop into a cup, add boiling water, stir until it turns as black as a moonless midnight sky and then enjoy a… weirdly salty, not particularly pleasant hot beverage that certainly doesn't really taste of beef. (Besides, as I memorably once commented to my former housemate Claire — so memorably that she actually made a note of it, as I recall — "any drink that is beef is just wrong".)

    I actually don't know whether or not it's possible to make Marmite into a drink. I guess technically there's no reason why it shouldn't work, but if any drink that is beef is just wrong then surely any drink that is yeast is just even wronger. Except for various alcoholic beverages. Although those tend not to be made of nothing but yeast. Anyway, fuck Marmite. (Not literally.)

    You know what is a far better use of Bovril than turning it into a weirdly salty, not particularly pleasant hot beverage that certainly doesn't really taste of beef? Spreading it lavishly on toast. That way you end up with toast that would stick to a wall if you threw it at a wall (but then you wouldn't be able to eat it), and which tastes of something weirdly salty, peculiarly spicy and not at all beefy. It's worth noting at this juncture that amateurs should take care when spreading Bovril on toast because the application of too much Bovril to a single slice of toast when inadequately prepared will lead to that curious feeling where you feel like you don't have a roof on your mouth any more. Once you eat it, obviously. Just spreading too much Bovril onto a piece of toast doesn't magically strip off the roof of your mouth. That'd be weird.

    You know what is an even better use of Bovril than turning it into a weirdly salty, not particularly pleasant hot beverage that certainly doesn't taste of beef, or spreading it lavishly on toast and ending up with something that tastes weirdly salty, peculiarly spicy and not at all beefy that would stick to a wall if you threw it at a wall (but then you wouldn't be able to eat it)? Spreading it lavishly on toast and then dipping said black goo-encrusted toast into a piping hot bowl of Heinz cream of tomato soup. (It has to be Heinz, otherwise the magic doesn't work.) What you end up with is a piece of toast that tastes weirdly salty, peculiarly spicy and not at all beefy covered in tomato soup, which makes everything involved in that equation taste approximately 4,000% better through reasons only known to the Food Wizards.

    So anyway. That's Bovril. It's weird but sort of awesome, but like Marmite, you will either, as they say, love it or hate it. Try the tomato soup thing before you declare your feelings one way or another, however.

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    1123: Assholes with Nothing Better to Do https://imnotdoctorwho.moegamer.net/2013/02/14/1123-assholes-with-nothing-better-to-do/ https://imnotdoctorwho.moegamer.net/2013/02/14/1123-assholes-with-nothing-better-to-do/#respond Thu, 14 Feb 2013 22:22:31 +0000 http://angryjedi.wordpress.com/?p=5049 I don't know if any of you reading this have ever been properly trolled by someone who really knows what they're doing, but I have. Twice. The first was during my GamePro days, and I believe I've mentioned it on this blog before. Basically there was this dude who frequented the GamePro Facebook page and … Continue reading 1123: Assholes with Nothing Better to Do

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    Page_1I don't know if any of you reading this have ever been properly trolled by someone who really knows what they're doing, but I have. Twice.

    The first was during my GamePro days, and I believe I've mentioned it on this blog before. Basically there was this dude who frequented the GamePro Facebook page and was a bit of a nutcase, to put it mildly. He'd often come along and comment on updates, talking about how debit cards were somehow evil and various other ravings. He seemed mostly harmless, however, so he was tolerated, left alone and largely ignored by other members of the community.

    That is, until I posted a news story about Singapore-MIT Gambit Game Lab's interactive JRPG-style exploration of queer issues, A Closed World. Suddenly, nutjob went on the offensive, posting raving comment after raving comment and directly attacking me, accusing me of being a paedophile and all manner of other slurs. Apparently he was a big fat homophobe as well as a crazy person, it seems, so he got summarily blocked from the GamePro Facebook page, reported to Facebook and also blocked from the main GamePro site despite his best efforts to continue harassing me. This rapid response (largely from me, I might add, without engaging with him) meant that he went away pretty quickly, thankfully, but it was still a somewhat unpleasant experience to go through, even though I knew that none of the things he was saying were true.

    Something very similar happened today. Yesterday, I received a bizarre tweet from a complete stranger that wasn't a reply to anything which I had said, but which simply called me a "sick, sick man." I took a brief look at this person's profile and they appeared to be… not the sort of person you'd really want to associate yourselves with, let's say, so I immediately blocked them and thought nothing more of it.

    Today I received an email from Rob, the owner of Games Are Evil, informing me that he'd received a voicemail from someone — someone who neither he or I knew, I might add. Apparently they'd made some rather unpleasant allegations about me and had supposedly contacted the authorities. Much like the previous time I was attacked without provocation, my heart almost stopped, even though I knew there was absolutely no truth to these allegations whatsoever. It took me quite some time to calm myself down.

    Calm myself down I did, though, and I did a little digging, as I was suspicious about a few things. So firstly I went back and looked at the Twitter account that had sent me the strange message last night. The location on it matched the location the caller was supposedly from, and the first name on the account also matched the Twitter account. Things were starting to fall into place.

    I checked the WHOIS records for Games Are Evil and discovered that, as I suspected, Rob's phone number and contact details were recorded alongside the site's other information, which explained how this person was able to contact him by phone when the only information on the site itself is a selection of email addresses. The only question left was why someone would do all this.

    And the best answer I can come up with is "because they had nothing better to do." My attacker is, according to his Twitter profile, a member of an anti-blogger group with a spectacularly offensive name whom I'd never heard of prior to today, and it seems they have something of a habit of attacking people in this manner for reasons best known unto themselves. It seems that today, I was just unlucky enough to be the one in the firing line. I'm now not all that worried about this ridiculous turn of events, because frankly I don't really see the "authorities" — if they were contacted at all, which I seriously doubt — trusting the word of someone who voluntarily chooses to associate themselves with a group called… well, this. (Wikipedia link, offensive name. You have been warned.)

    Still, it sucks that there are people out there malicious enough to pull shit like this against complete strangers. May they all fall off a cliff and land arse-first on a sharp spike. Cunts.

    So yeah. Happy Valentine's Day and all that.

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    1122: Coke Zero May or May Not Taste Like Ass (Inspired by Mike Minotti) https://imnotdoctorwho.moegamer.net/2013/02/13/1122-coke-zero-may-or-may-not-taste-like-ass-inspired-by-mike-minotti/ https://imnotdoctorwho.moegamer.net/2013/02/13/1122-coke-zero-may-or-may-not-taste-like-ass-inspired-by-mike-minotti/#respond Wed, 13 Feb 2013 22:24:39 +0000 http://angryjedi.wordpress.com/?p=5045 Today's topic comes to you courtesy of GamesBeat, GameStuff and the Exploding Barrel Podcast's Mike Minotti, one of the finest gentlemen I've ever had the pleasure of meeting and one of the biggest fans of Tales of Game's Presents Chef Boyardee's Barkley, Shut Up and Jam: Gaiden, Chapter One of the Hoopz Barkley SaGa I know. Today I am going … Continue reading 1122: Coke Zero May or May Not Taste Like Ass (Inspired by Mike Minotti)

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    Page_1Today's topic comes to you courtesy of GamesBeatGameStuff and the Exploding Barrel Podcast's Mike Minotti, one of the finest gentlemen I've ever had the pleasure of meeting and one of the biggest fans of Tales of Game's Presents Chef Boyardee's Barkley, Shut Up and Jam: Gaiden, Chapter One of the Hoopz Barkley SaGa I know.

    Today I am going to talk about Coke Zero. I have not drunk Coke Zero for at least a year now, because the last time I drank it it tasted like ass. Not literally like ass, obviously — not that I actually really know what ass tastes like — but like shit. Not actual shit, but… oh, you get the idea. It didn't taste good.

    Or at least, it didn't taste good after you drank it. Specifically, it had this weird sort of aftertaste thing going on that made your mouth feel all fuzzy and weird afterwards. While you were actually drinking it — particularly if it was nice and cold and in a can — it tasted surprisingly like Coke. And considerably more like Coke than Diet Coke, which doesn't taste like Coke at all. Diet Coke also tastes like ass. But a different kind of ass. The kind of ass that hits you up front with its flavour rather than lingering somewhere around the roof of your mouth making you wonder at what point during the day a leprosy-ridden hobo with an upset stomach farted directly into your oral cavity and you immediately forgot about it. You know, the sort of ass that the Coke Zero of two years ago tastes like.

    As I say, though, I haven't had a Coke Zero for a very long time so any accusations of it tasting like ass may, in fact, be completely unjustified at this point in time, and thus I apologise to any dedicated Coke Zero drinkers (such as Mr Mike Minotti) who may take offense to my remarks. Mr Mike Minotti does raise a good point with regard to Coke Zero, though — given that it has no sugar and is supposedly zero calories because it's made of antimatter or something, why didn't it just replace Diet Coke? Were the Coke overlords somehow afraid that the people who inexplicably liked the taste and tooth enamel-stripping properties of Diet Coke would rise up against them and usher in some sort of new world order of black-brown fizzy liquid?

    Actually, they probably were, huh. That's probably why Coke Zero is a thing. It's a thing for people who like Coke more than people who like Diet Coke like Coke, and for people who like Coke more than Diet Coke, but also people who don't like the amount of calories and sugariffic goodness that Coke has in it. Coke for people in denial, if you will. Compromise Coke. The Khitomer Accords of Coke, allowing people who like Coke and people who point disapprovingly at people who like Coke to live in harmony with one another. Peace and tranquility.

    Actually, that doesn't sound too bad, really. Now I'm thirsty…

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    1121: Dreamscape https://imnotdoctorwho.moegamer.net/2013/02/12/1121-dreamscape/ https://imnotdoctorwho.moegamer.net/2013/02/12/1121-dreamscape/#respond Tue, 12 Feb 2013 23:22:33 +0000 http://angryjedi.wordpress.com/?p=5040 I had a "game dream" last night. As any longtime gamer will tell you, these happen with increasing frequency the more you like or have spent time playing a particular game, are often extremely vivid and are usually quite memorable, too. In my case — and disappointingly for this blog post, which is about to … Continue reading 1121: Dreamscape

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    Page_1I had a "game dream" last night. As any longtime gamer will tell you, these happen with increasing frequency the more you like or have spent time playing a particular game, are often extremely vivid and are usually quite memorable, too.

    In my case — and disappointingly for this blog post, which is about to get a whole lot of padding — I can't remember the specific details about said dream. What I can remember, however, is the peculiar combination of games that formed the basis of said dream. First up were Ar Tonelico, which is my new RPG jam having finished Hyperdimension Neptunia mk2; and Hyperdimension Neptunia mk2 itself — hey, I really, really liked it, okay? These two aren't especially weird to put together, since Ar Tonelico's developer Gust also contributed to Hyperdimension Neptunia and was even personified in the game as the character called, err, Gust.

    Combining with Ar Tonelico and Hyperdimension Neptunia was the visual novel Kira Kira, which I was reading shortly before I went to sleep last night, so it's perhaps unsurprising it put in an appearance. Kira Kira doesn't really fit with the other two, though — it may also be Japanese, but it's 1) not an RPG 2) not in a fantasy setting and 3) not quite as "crazy" as the other two.

    This isn't as bizarre an inclusion as the presence of CD Projekt Red's dark fantasy opus The Witcher, however, which also put in an appearance courtesy of its white-haired protagonist Geralt, who looked very much out of place alongside the colourful characters from the other games.

    As I say, I can't remember what actually happened in the dream, so this story is mostly a waste of time, but I thought it was an interesting combination of things that my subconscious chose to put together — particularly since I haven't played The Witcher for quite some time.

    Game dreams don't always blend together experiences like this. Sometimes they're a focused experience based on a single game. Puzzle games used to be particularly bad for this — I remember shortly after getting my very own Lynx (Atari's ill-fated 16-bit handheld which was absolutely enormous) and playing a whole bunch of Klax that I had a number of Klax-related dreams, which mostly centred their attention on my mental image of the female voice that whispered such sweet nothings as "Klax Wave!" and "Yeah!" and "Oooh!" while you were playing. (I think it was the latter that made me go weak at the knees. It was quite a sexy "Oooh!". I have tried to find it on YouTube but instead found nothing but Flight Simulator videos. Apparently "KLAX" is the abbreviation for Los Angeles International Airport. What was I talking about again?)

    Um, anyway… Yeah.

    Dreams are a strange thing. I am fairly convinced that you can influence your own dreams strongly by what you're doing immediately before you go to sleep (wash your mind out, pervert) but it seems that the most vivid dreams tend to show themselves when you're not specifically trying to think really hard about something, and instead have a mind full of things that have stimulated it. In my case last night, the rather wordy prose of Kira Kira obviously kept my mind active as I drifted off to sleep, and then other influences that I felt strongly about drifted in there, too.

    That still doesn't really explain the presence of The Witcher, but eh, I'm tired, so I'm off to read a bit of Kira Kira and then go to sleep for hopefully some more subconscious happy fun times. See you on the other side.

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    1120: Warm Symbol https://imnotdoctorwho.moegamer.net/2013/02/11/1120-warm-symbol/ https://imnotdoctorwho.moegamer.net/2013/02/11/1120-warm-symbol/#respond Mon, 11 Feb 2013 22:24:23 +0000 http://angryjedi.wordpress.com/?p=5036 So I finally popped my Fire Emblem cherry today. This is a series that I've been aware of on the periphery of my vision for some time, but have never actually got around to exploring. Which is sort of weird, really, because it's exactly my sort of thing. Naturally, because I'm an arbitrary sort of person, I … Continue reading 1120: Warm Symbol

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    Page_1So I finally popped my Fire Emblem cherry today. This is a series that I've been aware of on the periphery of my vision for some time, but have never actually got around to exploring. Which is sort of weird, really, because it's exactly my sort of thing.

    Naturally, because I'm an arbitrary sort of person, I am not playing the newly-released Fire Emblem Awakening on 3DS (largely because it's not out yet, and also because Andie is away all week and has taken the 3DS with her) — no, instead, I am playing the Gamecube game Path of Radiance, which I acquired at great expense recently after being informed that I should probably play it before the Wii version Radiant Dawn that I got for a pocketful of change when Game was undergoing its, uh, "troubles" a while back.

    Although Fire Emblem Awakening's immensely positive reception from press and public alike has caused the series to enjoy unprecedented visibility recently, it's entirely possible that some of you reading this may, like me, have missed out on it so far. So allow me to explain.

    Fire Emblem is a strategy RPG series developed by Intelligent Systems, who over the years have also been responsible for the Paper Mario and Advance Wars series as well as the excellent 3DS puzzle games Pushbloxpullmo or whatever they're called in each territory. It is closer in execution to a strategy game with a linear campaign like Advance Wars than something more explicitly RPG-ish like Final Fantasy Tactics, but the important thing about it is that you're taking it in turns with the enemy to move little dudes around on a grid-based map and beat the snot out of each other, much like a board game.

    Even the mechanics are very similar to Advance Wars — certain units may only perform "direct" attacks by standing next to enemies; others may only perform "indirect" ones by standing a square away from their target. Attacking an enemy isn't a guarantee you'll get away unscathed, either — a typical combat exchange between two units allows both attacker and defender to strike, assuming the defender survived the initial blow, of course.

    I often find strategy games somewhat daunting as I'm not very good at them, but the relatively little I've played of Path of Radiance so far does a good job of introducing concepts to you very gradually and letting you explore them for yourself. At the core of the combat system is a sort of "rock, paper, scissors" system whereby characters with swords are better against ones with axes, characters with axes are better against those with lances, and characters with lances are better against those with swords. This is gradually built upon with ranged combat, mounted units, magic-using units who can cast spells using a staff, static ballistae on the battlefield and numerous other considerations. It eventually — presumably, anyway, I'm only four missions in — builds up to something of satisfying complexity, but which remains straightforward enough to be easily understandable for even rookie wargamers.

    Then there are the interesting other mechanics laid atop these foundations. In maps based on towns, for example, you can spend a turn "visiting" any building with an open door, which leads to a short conversation with the inhabitant and usually an item. It also secures that building and prevents the enemy from destroying it; conversely, an enemy who gets to an open-door building before you will raze it to the ground, preventing you from getting at the goodies within and making you feel bad for the residents in the process.

    And, of course, there's the series' trademark: permadeath or, in other words, if you lose a unit it's gone forever. This is a thorny issue for some — some believe that it adds an extra layer of excitement to the game (I'm inclined to fall into this camp) while others simply find it frustrating. Others still find themselves appreciating the permadeath system, but restarting any mission they lose one of their units on — a point which Matt's blog post linked above argues may be missing the point a little!

    I'm a fan of the permadeath system. The last game I played that was vaguely like Fire Emblem was Aselia the Eternal, which featured a similar system whereby if you lost a particular character, they were gone forever. I managed to get all the way through the entire game (with a few tactical reloads, admittedly) only using one single unit in the final battle. (Her sacrifice was worth it.) I tend to find that a permadeath system is best paired with a strong sense of characterisation, however; for some people, the feeling of having nurtured an awesome character up to level amazing is enough, but for me I like to know who this person is before I feel bad about losing them. It's something that Aselia the Eternal did particularly well with its incidental scenes between its protagonist and his troops, and it also looks like Fire Emblem will be this way, too.

    I'm very early in the game so far but I can tell it's going to be a pretty cool experience, plus its extremely linear mission-based nature means that it's friendly to being played alongside other stuff and has natural "break points" to stop, which is good. I will probably play it alongside Ar Tonelico and the other bits and pieces I'm enjoying at the moment, and then move on to Radiant Dawn when I'm done. By the time I'm finished with that, you never know, the 3DS Awakening might be out over here in Europe!

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    1119: My Deep-Seated and Irrational Annoyance at Clichéd Rhythmic Patterns https://imnotdoctorwho.moegamer.net/2013/02/10/1119-my-deep-seated-and-irrational-annoyance-at-cliched-rhythmic-patterns/ https://imnotdoctorwho.moegamer.net/2013/02/10/1119-my-deep-seated-and-irrational-annoyance-at-cliched-rhythmic-patterns/#respond Sun, 10 Feb 2013 23:28:12 +0000 http://angryjedi.wordpress.com/?p=5030 I have, as the title of this post suggests, a deep-seated and irrational annoyance at clichéd rhythmic patterns. By clichéd rhythmic patterns, I mean two specific rhythmic patterns. These are as follows: …also known as "knock knock-a knock knock… knock knock" or "shave and a haircut, two bits" (don't look that up on Wikipedia like … Continue reading 1119: My Deep-Seated and Irrational Annoyance at Clichéd Rhythmic Patterns

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    Page_1I have, as the title of this post suggests, a deep-seated and irrational annoyance at clichéd rhythmic patterns.

    By clichéd rhythmic patterns, I mean two specific rhythmic patterns. These are as follows:

    Screen Shot 2013-02-10 at 22.49.17…also known as "knock knock-a knock knock… knock knock" or "shave and a haircut, two bits" (don't look that up on Wikipedia like I did, you'll fall into one of those Internet research rabbit-holes and end up reading about Denglisch when you're supposed to be doing something else) and its best friend:

    Screen Shot 2013-02-10 at 22.52.34…also known as "bang, bang, bangbangbang, bangbangbangbang, bangbang" or "that annoying football rhythm".

    (Incidentally, you can tell how much these rhythms annoy me from the fact that I took the time to use Logic to actually write them out for inclusion in this blog post. And if they're wrong… well, I don't care, because I hate the fucking things.)

    I have absolutely no idea why these two rhythmic phrases irritate me quite so much, but it is sufficient to put my teeth on edge any time someone uses them in any context, whether they're drumming their fingers idly, knocking on my door or hitting a drum. Actually, that's not quite true; in the case of the second one, I became particularly irritable towards it when I was a music teacher and the various little scrotes I was teaching thought it was both hilarious and incredibly clever to use it every time I asked them to make up a rhythm of their own. (It also, by tenuous extension, brought back painfully embarrassing memories of a year 7 music class back when was a pupil, where my friends and I thought it would be awesome to recreate the Pink Panther theme using a set of Indian bells we had and then building the rest of our piece off that. Unfortunately, we didn't get any further than the initial "ding ding-di-ding ding-di-ding" bit in our rehearsal, leading to a mortifyingly awful performance to the rest of the class that was almost completely improvised.)

    But yes. Apart from that, I'm not entirely sure why these two rhythms irritate me quite so much, but they really do. I have a suspicion it may be something to do with my own attitude towards creativity and always wanting to see and hear new things. I feel a little uncomfortable when certain things repeat themselves — I feel odd practicing the same piano piece for several days in a row, for example, especially if people are listening; and I even feel peculiar if I watch a stand-up comedian's DVD and I recognise some of the material they've used from previous shows. (Bill Bailey, one of my favourite comedians ever, is somewhat prone to this… though in his case he often starts off a routine in the same way as in a previous show and then veers off in a completely different direction, which is a very effective method of making the audience pay attention.)

    With that in mind, then, I think my negative response to the two rhythms above may well be nothing more than me simply wishing that people would be a bit more creative when they're banging on things rather than using these age-old rhythms that have seemingly been passed down from generation to generation for the sole purpose of irritating people like me.

    Or there may simply not be a reason at all. It is an irrational annoyance, after all.

    Basically, what I'm trying to say is very simple: if you bang on my door using one of the above rhythms, I will not be held responsible if I accidentally end up banging on your face using the other. With a hammer.

     

     

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    1118: My 1,118th Blog Post Can't Be This Cute https://imnotdoctorwho.moegamer.net/2013/02/09/1118-my-1118th-blog-post-cant-be-this-cute/ https://imnotdoctorwho.moegamer.net/2013/02/09/1118-my-1118th-blog-post-cant-be-this-cute/#respond Sat, 09 Feb 2013 15:54:59 +0000 http://angryjedi.wordpress.com/?p=5022 Anime is full of surprises and frequently subverts your expectations, prejudices and preconceptions. In few places is this more apparent than in the recent show Oreimo, also known as Ore no Imouto ga Konna ni Kawaii Wake ga Nai or, literally in English, My Little Sister Can't Be This Cute. Now, with a title like that, you'd be … Continue reading 1118: My 1,118th Blog Post Can't Be This Cute

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    Page_1Anime is full of surprises and frequently subverts your expectations, prejudices and preconceptions. In few places is this more apparent than in the recent show Oreimo, also known as Ore no Imouto ga Konna ni Kawaii Wake ga Nai or, literally in English, My Little Sister Can't Be This Cute.

    Now, with a title like that, you'd be forgiven for thinking that this show is one of two things — or perhaps both. One: moe moe happy funtimes featuring a wacky little sister running around being cute. Two: incestuous "sister complex" story in which male protagonist ends up falling for his little sister through various shenanigans they get up to together. While I can't speak for number two in the show as a whole — I've only watched four episodes so far, so I'm still half-expecting them to pull the frequently-used "but they're not blood relations!" trope out of the bag (please don't spoil it even if that is the case!) — number one couldn't be further from the truth. Far from being a wacky show about nothing in particular as I expected it would be, Oreimo is, it turns out, an oddly personal show about being true to oneself and accepting each others' idiosyncrasies.

    The concept is fairly straightforward. The main character Kyosuke is a 17-year old high school student who has had a somewhat strained relationship with his 14-year old sister Kirino for some time now. The reasons why they have been struggling aren't explained, at least at the start of the show, but it's clear that there's a certain degree of tension between them, whether that be the usual case of siblings resenting one another or something more. Kirino is a model student — she's pretty, she's popular, she gets good grades and she's a top athlete — and she also makes a lot of money doing modelling work for various catalogues and magazines.

    But she has a secret.

    Oreimo12-23Early in the first episode, Kirino makes a bold move. She comes to Kyosuke's room in the middle of the night, wakes him up and confesses something that she's been hiding for a long time: she's a secret otaku with a hidden closet full of anime, manga, doujinshi and eroge — all paid for with her modelling earnings — with a particular focus on one particular (fictional) magical girl show, and also on anything related to little sisters. Kyosuke initially isn't sure how to react, but it becomes clear that Kirino wants his help, even though her own pride and somewhat tsundere nature prevents her from stating this outright. He agrees to help her work out how to handle her secret "addiction" and figure out what to do with her life, because the stress of leading a "double existence" is starting to take its toll on her, as she feels uncomfortable showing the world who she really is.

    As the series progresses, Kirino learns to make friends who are into her secret hobby, and comes to trust them. Kyosuke watches with some degree of pride as he sees his little sister starting to open up and be herself, but it isn't an easy ride — particularly when her two worlds start to collide as the siblings' parents and Kirino's non-otaku friends start to find out what has been going on. Kirino faces constant judgement and scorn from people who look down upon her hobby, and has a habit of becoming defensive and lying as her first reaction, often leaving Kyosuke to take the fall — something which he usually resigns himself to without complaining, even when it involves (as it frequently does) him being kicked in the testicles.

    The face of a defeated man.
    The face of a defeated man.

    When it comes down to it, though, Kirino will often (eventually) stand up for herself and say what she believes in; she's passionate about her hobby, and over time begins to accept the fact that there will always be people out there who will judge her for it — often without knowing anything about it. Kyosuke, meanwhile, comes to understand his little sister a bit better, and also becomes something of a focal point for all her friends and acquaintances when various problems arise.

    The nice thing about Oreimo that I've seen so far is that, a little like the excellent series Welcome to the NHK, it deals with subject matter that divides opinion but does so without being judgemental or preachy about it. You don't get the impression from watching the show that it specifically wants you to think that being an otaku is either okay or that it is vile and shameful; it simply presents things the way they are, places a strong focus on the concepts of people's "public" and "private" faces, and others' reactions to those faces. Far from being wacky, silly fun times, it's actually proven so far to be an interesting, very human story that doesn't hide behind moe shenanigans despite having, as the title suggests, a super-cute female lead. (It could probably do without some of the occasional curiously-angled shots of said super-cute female lead's bum, admittedly, but… well, there's not much you can do about that, really.)

    Oreimo12-42Anyway. Thus far I've been enjoying it a lot, and am looking forward to seeing how it continues. Further reports will undoubtedly follow.

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    1117: Another Game with a Barely-Pronounceable Title https://imnotdoctorwho.moegamer.net/2013/02/09/1117-another-game-with-a-barely-pronounceable-title/ https://imnotdoctorwho.moegamer.net/2013/02/09/1117-another-game-with-a-barely-pronounceable-title/#respond Sat, 09 Feb 2013 00:04:43 +0000 http://angryjedi.wordpress.com/?p=5018 If you had no idea what genre a game called Ar Tonelico: Melody of Elemia fell into, it's highly likely that you'd guess that it was a JRPG. And you'd be absolutely correct. It's a title that doesn't make a whole lot of sense if you know nothing about the game, though to its credit, unlike many … Continue reading 1117: Another Game with a Barely-Pronounceable Title

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    Page_1If you had no idea what genre a game called Ar Tonelico: Melody of Elemia fell into, it's highly likely that you'd guess that it was a JRPG. And you'd be absolutely correct. It's a title that doesn't make a whole lot of sense if you know nothing about the game, though to its credit, unlike many other barely-pronounceable game names, its relevance does become apparent almost immediately. However, it's still pretty much the exact opposite of the rather literal naming conventions adopted by social and mobile games these days, which tend to be called things like "City Wars" and "Farm Town" and "Slots".

    Strange name aside… yes, I've been playing the PS2 game Ar Tonelico: Melody of Elemia, hereafter referred to as Ar Tonelico to save me typing out that whole title every time. I knew literally nothing about this game prior to firing it up for the first time, but had been urged to do so by a friend over at the Squadron of Shame who has been accompanying on my journey through the oddest and quirkiest undiscovered treasures that the Japanese role-playing game genre has to offer. I promised him that the next game I played after I completed the crap out of Hyperdimension Neptunia mk2 would be Ar Tonelico, so here I am.

    So what's it all about? Well, if you live in the UK, don't count on any help from the box or manual — the game never saw an official release in the UK despite being fully-translated into English, and instead your best bet for a copy these days is Italy, of all places. It's rather peculiar to think of Italians playing JRPGs, but there you go.

    Anyway. Ar Tonelico initially appears to be a rather straightforward JRPG with a floppy-haired, youthful protagonist wandering around the world seeking adventure on a Grand Quest to Save the World. And on the one hand, it is. On the other hand, however, it does a lot of very, very interesting things that have really made me sit up and pay attention, even only about four hours into the whole experience.

    For starters, there's a deep crafting system to explore. This is a game from Gust, developers of the Atelier series (which I am yet to try but have all the PS3 incarnations of on my shelf), and their specialism is deep crafting systems. In Ar Tonelico's case, it takes the form of the peculiarly-named "Grathmeld" system, in which you have to find recipe cards around the world and in shops, find ingredients inside chests, shops and monsters and then fuse them all together using crystals. When you craft, you get a fun little animated sequence of your character Lyner assembling whatever item it is, then if it's a new item he has a fun little conversation with one of the other characters about it, and a discussion often ensues about what the new item should be called. You can't freely rename items, which is a shame, but you do get to choose between a couple of different suggestions, and the game then tracks which character named which item, which is a nice touch.

    Perhaps the most bewildering aspect of the game is its battle system. For the first hour or two, it's a very conventional turn-based "attack, magic, item" affair. But as soon as you encounter the "Reyvateil" characters, also known as Song Maidens, things start to get interesting.

    Reyvateils sit in the back row of your party and don't follow the usual turn order. Instead, they act like a mage or priest in an MMO, sitting behind the front row of fighters charging up spells (or Songs, in this case) to have various effects, while at the same time the front row is knocking seven shades of shit out of the enemy and ensuring the Reyvateil doesn't take damage. A strong focus is placed on the party's "harmonics" with the Reyvateil, with this represented by a bifurcated horizontal meter at the bottom of the screen. The left half of the bar fills when the front row lands successful attacks and drops when they take damage. The right half of the bar fills as the Reyvateil chants to charge up a spell. Should the two halves meet, the whole party goes up a "Harmonic level", which means the Reyvateil's spellcasting speeds up and the front row gain access to stronger attacks. The Harmonic level at the end of the battle also determines what rewards you receive.

    There's another consideration in that system, which is the cap on the Harmonic level. At the start of each battle, you can only level the Harmonics up to 2; to increase the cap, you have to let the Reyvateil unleash her magic and deal enough damage for a separate bar to fill and open up the next level cap. The trouble is, at least early in the game, most enemies are absolutely obliterated by the Reyvateil's Song Magic, so you'll sometimes find yourself deliberately pulling your punches a little in an attempt to earn some higher Harmonic levels. It's an interesting system that will doubtless come into its own in more difficult battles later.

    By far my favorite part of the game so far, however, has been the "Dive" system, where the protagonist Lyner is able to enter the subconscious of a Reyvateil and learn more about her. A Reyvateil's subconscious is split into ten distinct levels, each of which is made up of a number of different locations. Lyner must spend "Dive Points" earned through battle — which represent the trust the Reyvateil holds in him — to trigger various events, with revelations and strange happenings often unlocking new spells for the Reyvateil to cast in the real world. These vary from simple attack magic to "green magic" spells which can be cast outside of battle, usually to solve puzzles.

    In gameplay terms, it's an elaborate means of unlocking abilities. But in story terms, it's a way of literally doing a deep dive into a character and discovering their innermost secrets. The scenes I've seen already have been heartfelt, interesting and help make me interested in the character. I'm very intrigued to see how they continue as the game progresses, as it's clear that the whole point of the "Dive" system is to help the Reyvateil come to terms with repressed memories and emotions in a vaguely similar manner to Persona 4's "Midnight Channel" — or perhaps just to peek in on some embarrassing things they'd rather forget about.

    At four hours in, that's about all I can say so far, but I'm enjoying it a great deal. It looks super-dated — it's in 4:3 aspect ratio running on the PS2 and it pretty much looked like a PS1 game in the first place — but none of that matters to me. It is worth noting that it has an astonishingly good soundtrack, and that the English dub appears to be handled by the entire cast of Persona 3, which is fine by me — if a little odd to hear voices I recognise playing characters I'm less familiar with. (If you're wondering why I'm not playing with the Japanese voices, which are also included on the disc, it's because the FMV sequences in the game use the English voices, and it would be somewhat jarring to go back and forth between the two. The game also isn't fully-voiced, either, so it doesn't make as much difference as it would have in, say Hyperdimension Neptunia mk2.)

    I'll be sticking with this one, then — though I may well be splitting my time between it and the Gamecube version of Fire Emblem when that eventually arrives. (The new 3DS version isn't out here until April, and I'm told I should play the Gamecube version before the Wii version that I scored for a song when Game was in trouble a while back.)

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    1116: Neptunia Master System mk2 https://imnotdoctorwho.moegamer.net/2013/02/07/1116-neptunia-master-system-mk2/ https://imnotdoctorwho.moegamer.net/2013/02/07/1116-neptunia-master-system-mk2/#respond Thu, 07 Feb 2013 20:45:39 +0000 http://angryjedi.wordpress.com/?p=5015 I finally completed the shit out of Hyperdimension Neptunia mk2 tonight. And by that I mean I did pretty much everything it was possible to do in that game. I feel confident in saying it's one of the most consistently fun JRPGs I've played for quite some time — not necessarily the best, no, but certainly one … Continue reading 1116: Neptunia Master System mk2

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    Page_1I finally completed the shit out of Hyperdimension Neptunia mk2 tonight. And by that I mean I did pretty much everything it was possible to do in that game. I feel confident in saying it's one of the most consistently fun JRPGs I've played for quite some time — not necessarily the best, no, but certainly one that most definitely has its heart in the right place.

    It was a really interesting game on the whole, and one that clearly knew its (small, niche) audience very well. I found it particularly interesting that instead of making a direct sequel to the first game, which apparently sold pretty well in Japan but bombed over here due to appalling review scores, they instead chose to reboot the setting and characters, creating a game which newcomers could happily start with but which those who played through its predecessor could appreciate on a deeper level. Neptunia mk2 wasn't a retelling of the first game's story — it was a completely new tale that pretty much assumed the first game didn't happen. This was a little jarring at first, as characters showed up whom I thought should know each other having played the first game, and the characters IF and Compa were obviously retconned to be childhood friends. Over time it ceased to matter, though, and it became clear that Neptunia mk2 was intended to be taken on its own merits without the baggage of its predecessor — a sensible choice, I'm inclined to think.

    Besides proving to be a good jumping-on point for the series (the physical package's apparent rarity aside), Neptunia mk2 also dialed back its reliance on rather forced game and anime references for its humour, instead opting to focus on its distinctive and entertaining (if rather archetypal) characters. The one notable exception to this was in the game's "true ending" path, where there's a wonderful scene shortly before the final boss that features the "older sister" characters (meant to personify the seventh-generation consoles plus the ditzy Neptune/Sega, who has no idea what she's doing and is more interested in cookies than ruling the world) arguing over whose console is best, while the "younger sisters" (who are really the main characters of the game, and who personify the current-generation handheld systems… and, err, the Game Gear) sit and play Monster Hunter together while talking about how awesome Shenmue was.

    A side-effect of the above is that the game's endearing sense of humour can be enjoyed by pretty much anyone, regardless of your knowledge of the video games industry as a whole. Those who have been playing for a long time, however, will appreciate the numerous sly nods and winks throughout — an area called Atari Marsh; a city called Sim City; characters called Cave and Falcom; and enemies that resemble everything from Tetris blocks to Dr Kawashima's freaky floating head from the Brain Age/Brain Training series.

    The overall plot, which is essentially an anti-piracy, pro-"reward the creators of the content you enjoy" parable, initially appears to be a bit heavy-handed with its message, but this is nicely subverted by the time the previous game's protagonist Neptune puts in an appearance and berates the other characters for "sounding a bit preachy and stuff". It has a good narrative arc, building to a suitably dramatic conclusion and one of seven different endings — including a shockingly dark one that is quite impressive in its brutality. (Though it could possibly have gone even a bit further than it did.)

    One of the most interesting things about it is its female-centric nature. While there's a lot of fanservice in it — within five minutes of starting, there are three quasi-"bondage" scenes; several characters are prone to flashing their panties at every opportunity (and the in-game camera is happy to encourage this); and a number of the "event" pictures feature a childishly amusing "jiggle" feature that… well, you can probably imagine — it's difficult to look on the game as being particularly anti-women.

    In fact, it's very positive about a lot of things to do with sex and gender. The whole (enormous) party of playable characters is made up of women, for starters, and while many of these use anime archetypes as the basis for their personality, they're all their own individual characters with their own quirks and ways of interacting with each other rather than being nothing but shallow stereotypes. This team of ass-kicking women doesn't once rely on a man to help them out throughout the course of the entire story — and in fact, the few faceless appearances that men do make throughout the plot tend to depict them as shallow, image-obsessed borderline sex pests, with the exception of the boss character Brave, who is more of a Transformer than a man anyway. (Any good that Brave does for the male gender's representation in the game is immediately undone by Trick, however, who it's not an exaggeration to say is a revolting robotic paedophile, and one of the most delightfully odious characters I've had the pleasure of virtually beating up for a long time.)

    There are also no unnecessary romantic scenes in the game, though there's a subtle implication that all the main characters in the story are gay and that there's nothing wrong with this whatsoever. (Because, you know, there isn't.) This doesn't mean lesbian melodrama or anything, either; rather, it's simply accepted that some of these girls like each other a bit more than others, and this is depicted in the way that they interact with one another with obvious tenderness and care. It's clear that these characters and their relationships have been written with genuine affection and a desire to make them believable people rather than just tits and arse, and I came away from the experience feeling like I had a good understanding of who they were, who they got along with the best and who they clashed with. It was one of those experiences where the final credits rolled and I felt like I was going to miss the characters, which is always a good sign.

    So that's that. It's all done. No more Neptunia… at least until March, when the third game in the series arrives and I will inevitably become obsessed all over again.

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    1115: Twittertwat https://imnotdoctorwho.moegamer.net/2013/02/07/1115-twittertwat/ https://imnotdoctorwho.moegamer.net/2013/02/07/1115-twittertwat/#respond Thu, 07 Feb 2013 02:52:23 +0000 http://angryjedi.wordpress.com/?p=5012 Quite a few people I know have quit Twitter in the last year or so. A few of them have also come back again, and some have gone through this process more than once, but a few have gone, never to return, either. Fortunately, in the cases of people I'm actually interested in staying in … Continue reading 1115: Twittertwat

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    Page_1Quite a few people I know have quit Twitter in the last year or so. A few of them have also come back again, and some have gone through this process more than once, but a few have gone, never to return, either. Fortunately, in the cases of people I'm actually interested in staying in touch with, I have alternative means of contacting them, and Twitter was only ever a way of easily sending short messages to them — a global texting service, if you will.

    I use Twitter a lot, for engaging in conversations, posting links to my work and just generally being part of the global community. But over the past few weeks, I'm starting to understand why increasing numbers of people are jumping ship.

    The experience is, of course, as with so much else on the Internet, exactly what you make of it, and I've taken fairly ruthless control of my experience by simply blocking people I find objectionable and/or annoying. Not necessarily people who are being abusive — I appear to be a relatively inoffensive tweeter that doesn't attract trolls compared to some — but people whom I just don't want to hear from. (If only real life were that simple.)

    Even with doing this, though, it's still increasingly frustrating when the entirety of my timeline is taken up by some sort of snark on one subject or another. Today, there were several subjects — a report by Edge about the next-generation Microsoft console which framed a bunch of rumours as if they were confirmed facts; the ECA announcing that HipHopGamer was going to be their new ambassador; and something about J. J. Abrams and Valve. I've only really dipped in and out of Twitter today, and the snark in relation to all of these things was unbearable then, so I can't imagine how irritating it would have been had I had a client open all day.

    This is the thing, though. There's nothing really fundamentally wrong with having strong opinions on matters such as those mentioned above — which will, of course, mean nothing to people who don't follow the games industry — but Twitter is not a particularly good place in which to have discussions about those opinions. It's fine for raising awareness of something — perhaps posting a link to a relevant story — but when people start trying to have "debates" about these things, it all sort of starts to fall apart a bit, really. Any pretext of rational discussion is inclined to quickly go out of the window in favour of short, snappy arguments, and the ease with which a tweet can be posted means that things are often spoken in haste without any real thought. To me, the very benefit of arguing a point using the written word is that you can take your time over it and consider it carefully; not so if you're in a Twitter argument.

    I haven't been involved in any of these discussions/debates/arguments as I know how they inevitably go. I also know the people to avoid engaging with by now — those who seem to take offense at everything it's even slightly possible to take offense to. Even though I don't engage with them, though — and in many cases, as mentioned above, have blocked them — it's still exhausting to feel that there are certain subjects which just can't be broached; certain turns of phrase which can't be used; certain words which are off-limits. (And I'm not talking about anything explicitly offensive like racial epithets or anything like that; I'm talking about words which these people specifically choose to interpret using the worst possible meaning rather than the tone and context in which they were intended.)

    I'm rambling a bit, I know, but the gist of the matter is that this week I've come closer to quitting Twitter altogether than I have ever done. Twitter has been an important part of my life for a long time, a key way in which I stay in touch with a lot of my international friends and the means through which I first met Andie, but I'm beginning to feel that "honeymoon" period is over. It doesn't feel like the warm, welcoming, positive community it used to be. Perhaps that's just the people I follow, and I'm long overdue for a ruthless unfollow-and-block session — or perhaps people really are being more snarky than they were. Either way, the negativity is starting to get to me a bit.

    It's doubtful that I will quit Twitter at any point in the near future — I still have too many friends who use it as their primary means of communication, and it's still the best way to quickly and easily share things that probably don't really need to be shared with the world — but I just found it mildly interesting that this is the closest I've ever come to actually ditching it.

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    1114: Amazing Discoveries https://imnotdoctorwho.moegamer.net/2013/02/06/1114-amazing-discoveries/ https://imnotdoctorwho.moegamer.net/2013/02/06/1114-amazing-discoveries/#respond Wed, 06 Feb 2013 01:07:52 +0000 http://angryjedi.wordpress.com/?p=5008 Amazing discovery of the day: my Nespresso "Aeroccino" milk frothing device not only heats and froths milk suitable for both lattes and cappuccinos (it's all to do with how wibbly-wobbly your whisk is, apparently), it also makes a killer milkshake. I've had a pot of Mars milkshake mix lurking in my cupboard for months now … Continue reading 1114: Amazing Discoveries

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    Page_1Amazing discovery of the day: my Nespresso "Aeroccino" milk frothing device not only heats and froths milk suitable for both lattes and cappuccinos (it's all to do with how wibbly-wobbly your whisk is, apparently), it also makes a killer milkshake.

    I've had a pot of Mars milkshake mix lurking in my cupboard for months now — it even moved house with us back in December — but I've not had that much of it despite it being yummy because apparently I am crap at mixing powder-based milkshakes by hand. They almost inevitably come out either lumpy or not actually tasting of the thing they're supposed to taste of, and are thus infinitely more disappointing than a milkshake you'd pay well over the odds for in a single-portion bottle. (I say "single portion" — most of the nutrition info in the side of bottles of things like Mars milkshakes and Frijj seems to imply that a "normal" person would drink no more than half the bottle in one go. Who does that?)

    As an experiment, then, I decided to use the Aeroccino, because I knew it had a "cold" mode that does all the stirry-stirry business, but doesn't do all the heaty-heaty business like it normally does. I plopped in the appropriate amount of milk and a few scoops of the Mars milkshake mix, then pressed and held the button until it went blue rather than the usual red… then sat and hoped that it didn't blow up. There's no reason why it should blow up simply from having a bit of powder in it as well as the usual milk, but, well, I was still doing something with it that you're not really supposed to.

    What do you know? It made a perfect, lump-free milkshake that actually tasted like Mars milkshake without being all powdery and horrible. I call that a victory. It didn't even gum up the stirry thing with goopy half-dissolved milkshake mix, meaning it could just be rinsed out ready for the bajillion cups of coffee I will almost inevitably consume over the course of tomorrow. (I'm having a bit of a caffeine crash as we speak — I've largely been drinking strong black "Lungos" today and thus have been a bit wired for most of the evening.)

    I find it oddly satisfying to use culinary implements for purposes other than that which they were originally intended. (Get your mind out of the gutter, you filthy pervert.) That and doing weird things with stock foods. Adding hot sauce to reheated bolognese. Layering a slice of beef under the cheese of cheese on toast. (I call this "Deluxe Cheese on Toast".) Dipping Bovril on toast into tomato soup. (Seriously, try this, it's delicious. Assuming you like Bovril on toast, obviously.) Making weird sandwiches. (I put a whole roast dinner — well, the leftovers thereof — in a sandwich once, and you really haven't lived until you've had a pie sandwich.)

    I have no idea where I'm going with this post, to be perfectly honest. I think it's probably best that I just stop writing here as it's nearly 1am and I'm quite tired. I seem to have fallen into habits of staying up quite late again. I should probably try and kick that, because it makes it difficult to get up in the morning. Oh well.

    See you tomorrow.

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    1113: Thin Skin https://imnotdoctorwho.moegamer.net/2013/02/05/1113-thin-skin/ https://imnotdoctorwho.moegamer.net/2013/02/05/1113-thin-skin/#respond Tue, 05 Feb 2013 01:02:31 +0000 http://angryjedi.wordpress.com/?p=5004 You know one of the people I admire the most on the whole Internet? Jim Sterling. While I may not always agree with his opinions and the way he argues them, that's not why I admire him. No, the reason I admire him is how he can say something which may end up being controversial … Continue reading 1113: Thin Skin

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    Page_1You know one of the people I admire the most on the whole Internet? Jim Sterling. While I may not always agree with his opinions and the way he argues them, that's not why I admire him. No, the reason I admire him is how he can say something which may end up being controversial in some way (either due to subject matter or by going against popular opinion) and then not let the subsequent barrage of vitriol flying his way bother him. Or, if he does, he manages to hide it exceedingly well and simply brush it off as part of the job. (I have a sneaking suspicion that if it really did bother him, he wouldn't still be in this business.)

    I last wrote about this topic back on day 795 of this blog, and the things both I and Sterling said back then still ring true. I'm envious of Sterling because of the way in which he can rise above the abuse and not let negative comments get to him, because I am the exact opposite.

    Let me explain to you what it's like to browse a comments section when you suffer from anxiety and depression in various forms. First of all, you find yourself hoping that there are comments there at all. It's nice to know that something you wrote has resonated enough with someone to compel them to respond. It's even nicer if said someone comes along and agrees with you. Everyone likes to be agreed with and made to feel like they're "right", even in topics where there is no clear "right" or "wrong" answer. It's particularly pleasing to know you've made a connection with someone who is often a complete stranger, and that you've been able to bond over the words that came out of your head and onto the page.

    Now let's say there's a dissenting comment in there, too. It doesn't have to be a vitriolic or abusive one, just one which disagrees with you in some way. Immediately, all the good work done by the positive comment is undone. Immediately, you feel a knot in your stomach as you start to read the dissenting opinions, and immediately you start to feel like a failure as a human being because your thoughts didn't coincide with someone else's. Should you have written that article at all? Should you continue writing at all? Or should you just pack it in altogether, because every time a dissenting opinion comes along, you end up feeling sick to your stomach?

    There is, of course, a specific example I'm thinking of in this case. As you may be aware, I write a regular column about visual novels every week for Games Are Evil. I don't claim to be an expert on the subject, just someone with a strong interest in the medium and an urge to tell others about the great experiences I've had with them. This week, I decided to write about the treatment of sex in visual novels, which often tend to be very explicit on the erotic content front. The first comment I got was from a regular commenter on the column, and fell into the first category I described above. A subsequent one fell into the second category, telling me that I'd chosen bad examples to back up my points and accusing me of not knowing my subject matter. The comment itself was relatively respectful in tone, now that I've had a few hours to stew on it, but I came away from initially reading it feeling pretty shitty about myself. I'd worked hard on that piece and had put myself out there by sharing my opinions, and to have them shot down in that manner and accused of not knowing my stuff was actually quite upsetting.

    I am aware that I broke one of the cardinal rules of the Internet by looking at the comments section at all, I am also aware that it's highly possible that I will never see or hear from that commenter again, and I am also aware that everyone is entitled to their opinion and no-one is obliged to agree with me — but that simple failure to connect made me rather upset and has left me feeling quite glum all evening. It's a total overreaction, I know, and I should learn from Sterling's example and grow a thicker skin — or argue my corner better — but, well, that's the experience of living with anxiety and depression. It only takes a few poorly-chosen words to make someone like me feel like crap, and it's mostly our fault for being that way and not doing anything about it.

    You should, of course, be able to freely express your opinions just as much as me, but just think about the way you're saying the things you want to say before you hit that "post" button, please?

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    1112: Freebies https://imnotdoctorwho.moegamer.net/2013/02/04/1112-freebies/ https://imnotdoctorwho.moegamer.net/2013/02/04/1112-freebies/#respond Mon, 04 Feb 2013 01:18:32 +0000 http://angryjedi.wordpress.com/?p=4998 It is a truth universally acknowledged, that a mobile game which carries the price tag of "free" must be in want of the contents of your wallet. There are exceptions, of course, but it's pretty rare to find something that you can download for free that actually is free these days. It's even rarer to find one … Continue reading 1112: Freebies

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    Page_1It is a truth universally acknowledged, that a mobile game which carries the price tag of "free" must be in want of the contents of your wallet.

    There are exceptions, of course, but it's pretty rare to find something that you can download for free that actually is free these days.

    It's even rarer to find one of these games that doesn't suck, as the market becomes increasingly-flooded with appalling "card battle" games and gameplay-free tap-fests in which you do little more than log in every few hours for a shower of coins.

    The last free-to-play mobile games which really captured the public's imagination came from Nimblebit. Their game Tiny Tower in particular got an alarming number of people hooked, despite the fact that there really wasn't actually very much gameplay there at all, and there certainly wasn't enough strategy to call it a successor to Sim Tower, like some people were. Their follow-up Pocket Planes captured people's interest for a while, too, but by that point a lot of people were starting to get wise to the fact that these games were little more than fairly mindless diversions rather than anything which required something more than the very minimum of brainpower.

    It's been a while since Pocket Planes, and a whole ton of free-to-play mobile games have come and gone since then, many of them bloody awful. So it's only fair, then, that I pay a bit of attention to some which aren't complete crap and which are even actually — hush, now, don't tell anyone — quite good.

    Here they are. They're free, of course, so you can try them out for yourself and see if they're worth bothering with for more than a single session.

    Pixel People

    IMG_2147This new title published by Chillingo has more than a little bit in common with Nimblebit's games. It's populated by oddly-endearing pixelated people, there is no real hard "goal" as such and the majority of your time is spent making sure your income stream is as efficient as possible. You don't have any expenses to worry about — it's just a matter of how quickly you can make your pixelated town earn the spondulicks required to level up and expand your territory.

    The basic gameplay in Pixel People revolves around genetic splicing. You're building a Utopian colony of clones, you see, and in order for it to run smoothly you need clones in appropriate roles. When clones are delivered to your colony — which will happen regularly so long as you have houses available for them — you are able to pick two "jobs" that you already know and splice them together to hopefully make a new one. The interface gives you feedback as to whether or not the combination you're trying will make a new job, so you won't waste clones or time, and there are various ways to unlock hints (including, yes, paying up) as you progress through the game.

    The thing I like about Pixel People is that as you play through, you're constantly discovering new neat little things. You're never doing much more than picking random combinations of jobs and tapping on buildings to keep them producing money, but every so often you'll discover that tapping on a certain building performs a special function. Tap on the police station, for example, and you'll find your achievements list — the game doesn't even log in to Game Center until you've discovered this for yourself — and be able to claim rewards for challenges you've already completed. Tap on the observatory, and you can change the background of your colony — and also score yourself an achievement. While none of these things vastly affect the way you play the game and certainly don't give it any "strategy," they're a nice touch that keeps you wanting to play without resorting to the usual Skinner Box tricks of using experience points and showers of gold.

    By far the best thing about Pixel Peoplethough, is that it just looks like one of those awesome gigantic pixel art town pictures. Despite the fact that the placement of your buildings and roads doesn't matter in the slightest — and you can move anything around at will, anyway — I've found it oddly compelling to just want to arrange my buildings into an aesthetically-pleasing, vaguely "realistic" arrangement rather than just clustering them all together haphazardly like I did when I first started playing. So now my cloning centre has a road running from it with shops and other facilities down it, running around a corner (on which the L-shaped university building sits), past a large park and into a residential district. Beyond the residential area is some natural forest land, which is where the sheriff and his deputy live, next to the Utopium mine.

    I'm overthinking it. It's not that good, really, but if you liked Tiny Tower you'll probably enjoy Pixel People — and, like Nimblebit's titles, you never feel like you need to pay up to make satisfying amounts of progress.

    Book of Heroes

    IMG_2148I remember trying this for the first time a good few months back, and I remember quite liking it then. Book of Heroes is a role-playing game specifically designed to be played in short, bite-sized instalments on your phone. It's largely text-based, its interface is designed for touchscreens, and it's not trying to be World of Warcraft or anything.

    Since I last tried it, what I believe used to be a single-player experience has gone full-on MMORPG on your ass. Now you can compare your characters with your friends, chat in real time with other people, join guilds and go on "raids" together in an attempt to prove your own supremacy.

    Mobile MMORPGs of this type are often utter garbage, usually falling into the "card battle" category and being completely free of any sort of gameplay or strategy whatsoever. Where Book of Heroes differs is in the fact that it actually demands some interaction from its players; rather than following a linear line of quests, you gradually open up a large number of areas in the game world to "explore" (well, fight a string of battles in) and complete various objectives before returning to town to spend all that hard-earned loot.

    Combat is the main area where Book of Heroes differs from its rivals. Rather than taking all control away from the player, as happens frustratingly frequently with this sort of game, Book of Heroes allows the player to control their character's actions in a quasi-turn based format. Each action takes a set amount of real time to perform — we're talking seconds here, not "pay up to do this quicker" — and while an action is "charging" the enemies are doing the same thing. It becomes a matter of weighing up whether or not it's worth using the slow-charging super-powerful attack or whether you should try and get some quick hits in before the enemies have a chance to attack. It's a fairly simplistic system, but it works well in the context of a mobile game.

    ____

    The thing with both of these titles is that they understand how mobile players treat games — as a diversion to dip into for a few minutes at a time, not a massively compelling experience intended to keep them hunched over staring at their tiny screen for hours. They're both eminently suitable for toilet play, and they're both simple to pick up but provide plenty of long-term… I hesitate to say "challenge" because neither of them are difficult in the slightest… umm… content, I guess, for players to check out over time. So, in short, they're at least worth a look.

    Grab Pixel People here and Book of Heroes here.

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    1111: Oneoneoneone https://imnotdoctorwho.moegamer.net/2013/02/03/1111-oneoneoneone/ https://imnotdoctorwho.moegamer.net/2013/02/03/1111-oneoneoneone/#respond Sun, 03 Feb 2013 01:22:36 +0000 http://angryjedi.wordpress.com/?p=4994 So today is my one thousand and eleventh daily post on this blog, and the… errr, hang on… (*counts*… 11, 22, 33, 44, 55, 66, 77, 88, 99, 111, 222, 333, 444, 555, 666, 777, 888, 999… 1111) 19th time that all the digits in my post number have been identical, something which, coincidentally, will … Continue reading 1111: Oneoneoneone

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    Page_1So today is my one thousand and eleventh daily post on this blog, and the… errr, hang on… (*counts*… 11, 22, 33, 44, 55, 66, 77, 88, 99, 111, 222, 333, 444, 555, 666, 777, 888, 999… 1111) 19th time that all the digits in my post number have been identical, something which, coincidentally, will not happen again for another one thousand one hundred and eleven days.

    This feels like it should be significant somehow, but in reality, well, it just isn't. It's just another arbitrary post number on a relatively unremarkable day. Regardless, since it feels like it should be something significant, I shall use this post as a permanent (well, as permanent as anything on the Web is) record of exactly what happened today, Saturday the 2nd of February 2013. (Yes, I know the post date probably says February 3rd, but that's because I played Hyperdimension Neptunia for too long and drifted all the way past midnight… as usual. I'm sure you're used to it by now.)

    This morning I woke up rather late because I'd stayed up rather late the previous night reading my current visual novel fix, a rather compelling (if also rather wordy) tale called Kira Kira. I'll save any discussion of Kira Kira for another day and instead point you to my "first impressions" post over on Games are Evil if you're curious, since that's not relevant to what went on today.

    Andie and I eventually got up, had some breakfast (bacon and omelette; Andie added some chilli peppers and onions to hers but branded it ultimately disappointing due to the lack of "kick" that said peppers had; I had a plain one as my digestive tract was already on fire following a spectacularly spicy dhansak at my friend Tim's on Thursday night) and contemplated what the day would hold.

    Andie decided that she was going to look at new cars, as her trusty Nissan Micra "Ratty" had been starting to develop a few flaws and also had an impressive (though purely cosmetic) dent on the rear-left door. (It wasn't her fault, but it would have cost several hundred quid to fix.) I was going to spend the day editing the much-delayed Squadron of Shame horror-themed podcast, but was requested to come along for moral support on the car hunt, so I agreed. I've never bought a car myself before, and Andie hadn't done it "solo" before, either, so I understood her hesitance to go alone.

    We took a drive down to a local used car dealership that was basically a big hangar-type building full of used cars of various descriptions. Andie took a bright red Peugeot 207 and a white VW Polo out for a spin; the Polo was a nicer car but was also several thousand quid more expensive, so that was eliminated from the running after some deliberations. Despite the best attempts of the newbie salesman and his boss double-teaming us and trying to convince us to buy a car there and then, Andie told them firmly that we would be taking a look at some other places before we made a decision. ("Why?" asked the boss guy, clearly only half-jokingly.)

    We went and grabbed some lunch at The Crown, a pub I used to frequent as a student at Southampton University. It hasn't changed at all, though the prices have probably gone up a bit. We both had a "Crown Inn Burger", which is a burger with two toppings of your choice; Andie went for chili con carne and egg, I went for bacon and cheese. It was tasty — they do good burgers, so if you happen to find yourself in there, I recommend them. (I also recommend the "hill" or "mountain" of nachos, which are super-tasty.)

    Following lunch, we went to a strip of car dealerships in the middle of town, opposite Ikea. There was a Hyundai place that looked like it also sold Renaults, a Honda place and a Ford place. Andie was particularly keen to look at the Fords, and I've had reasonably good experiences with Fords in the past too. (Apart from the fact that my Fiesta blew up on the way to work one day, and the Escort I subsequently had just flat-out died one day for no apparent reason.)

    We took a look in the Hyundai place first, and were immediately accosted by a smug, smarmy salesman who completely ignored everything Andie said ("I'm interested in a used car," she said. "Here's a brand new Hyundai," he said. "Fuck you," we thought.) who showed us a car that we weren't really interested in. Then we tried the Ford garage and discovered that it closed at lunchtime on Saturdays, which seemed enormously counter-productive from a "we want to sell lots of cars" perspective, then discovered that this was apparently not an unusual practice, since the Honda place was also closed.

    Eliminating both Honda and Ford from our deliberations, we moved on to a dedicated Peugeot dealership on the very far side of the Southampton urban area. I was flagging a bit and getting a bit depressed and frustrated by this point, but we stuck it out. Andie took a diesel-based Peugeot 207 out for a spin and really liked it, so after a bit of pondering we decided that it would make a good new car. Andie did a bit of haggling (and judging by how little they argued, could have probably got away with more, but it was late in the day and we were tired) and we agreed to part-exchange both Andie's current car and my elderly Peugeot 106 (which I really don't need any more) against the new vehicle. (The trade-in value on the 106 is considerably better than the cash prices I've been quoted for selling it to places like We Buy Any Car and whatnot, so it seemed foolish not to do that, as we'll both use the new car.)

    Then we came home, and I posted the first of two new columns on Games are Evil (the second came later) then settled down for a bit of Hyperdimension Neptunia mk2. I'm closing in on the end of my second playthrough. I still haven't decided if I'm actually going to play it through seven times, but it's seriously tempting, plus it will actually minimise some of the "grinding" required to get certain specific endings, so I might; skipping events I've already seen lots of times cuts the total time down considerably, and fights are over in a flash when your main fighters are level 90+ and equipped with beastly weaponry. Man, I love that game.

    Then, seeing the time stamp on my save game, I figured I should probably come and write this. So I did. After I click "Publish" I'm going to bed. Good night. Happy oneoneoneone day.

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    1110: The Collector https://imnotdoctorwho.moegamer.net/2013/02/01/1110-the-collector/ https://imnotdoctorwho.moegamer.net/2013/02/01/1110-the-collector/#respond Fri, 01 Feb 2013 23:51:39 +0000 http://angryjedi.wordpress.com/?p=4988 Reading this post from Matt Mason earlier made me think somewhat about my own game buying and playing habits and how they have evolved over time. I've come to the conclusion that I'm becoming something of a "collector", particularly when it comes to more obscure games that almost inevitably become hard to find if you … Continue reading 1110: The Collector

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    Page_1Reading this post from Matt Mason earlier made me think somewhat about my own game buying and playing habits and how they have evolved over time. I've come to the conclusion that I'm becoming something of a "collector", particularly when it comes to more obscure games that almost inevitably become hard to find if you don't snag them immediately upon release.

    This doesn't mean that I pay over the odds to get "Collector's Editions" of games, though, because I tend to think that for the most part those are a waste of time — or perhaps it's just that I've never really had a Collector's Edition for a game that I felt particularly passionately about. Had I known how much I was going to love Hyperdimension Neptunia mk2, for example, I might have seriously considered spending a bit more and picking up the swanky limited edition that came with a soundtrack CD, an art book and some playing cards. (Yeah, I know the cards are a bit lame, but I love soundtrack CDs.)

    NepnepLE-More often than not, though, the super-expensive limited edition versions are for games I have no interest in, like Call of Duty, Assassin's Creed and Skyrim. For sure, these limited editions are often cool, but there's only so many gigantic statuettes that you can scatter around your house before people start asking questions. (Particularly if one of those statuettes is a gory female torso… but let's not open that can of worms again.)

    I'm actually fine with this, though, because I've been tending to find that the games I'm most interested in playing are the ones that maintain their value the best — simply because they're often not put out in particularly large quantities and thus often become quite hard to find after a little while. As such, I've come to accept that taking a chance on a new game like this often involves an outlay of at least £20 and may, in a few isolated cases, require payment of a price considerably inflated from what it would have cost when the game was first released. (I ordered a copy of Fire Emblem for Gamecube recently, for example… I'm pretty sure that's not what it cost when it first came out.) The fact that I've had to hunt for these games and occasionally pay a bit more for them than something of an equivalent age that had a wider release makes them feel somehow more "valuable", and makes me feel like my growing collection is something that I can be proud of. I know they're "just" games, but they represent a hobby that I truly love and which inspires me to do other things.

    What this "collector's" attitude has meant in practical terms is that I'm now much more inclined to pick up interesting-sounding titles as soon as I become aware of them, rather than when I know I have time for them. This inevitably leads to an ever-growing backlog, of course, but it also means that I have things to look forward to. It's also an approach which works for my personal circumstances at present. In other words, I don't spend a lot of money on other "vices" — I don't drink, I don't smoke, I don't buy DVDs (with the exception of anime that can't be found for streaming online), I don't tend to travel a lot and, by the end of this month, I won't have any car expenses either (apart from any contributions I make to help Andie out with hers). This means that I tend to have a fair bit of disposable income that I don't feel guilty about splurging on my collection, and still have plenty left over for living expenses and to do nice things for Andie.

    I like having physical things that I collect. My bulging Steam library also counts as part of my collection, but somehow that big list of games inevitably acquired for a couple of quid during a holiday sale isn't quite as satisfying as seeing that big shelf full of cases. Downloadable games feel more "disposable" somehow, like they won't last; I often find myself worrying what will happen to all these games when, say, Steam or PSN or Xbox Live don't exist any more. How will future generations be able to play awesome stuff like Flower, or Journey, or any of the other titles which everyone raves about now but which are only available via download? (I got around this issue with some of the visual novels I own by burning a copy to disc and printing my own inlay for the DVD case. Sad? Perhaps. But it means I can add them to my shelf with some degree of pride.)

    The unfortunate side-effect of collecting physical things, of course, is that you have to find space for all of them, and if you get into full-on "hoarding" mode, where you don't want to trade anything in, ever, then you need more and more space as time goes on. I've currently still got a few shelves free on the other bookcase, but it's starting to get a little bit tight… and then what? Creative packing time.

    photo (3)If you're curious, here's my game shelf as it stands right now. (The fairy lights were Andie's idea, but they are pretty sweet.) If you click to embiggen and zoom in on the image, you might even be able to see individual titles of at least some of the games. I haven't played all of these, not by a long shot, but they each — even the array of PS2 SingStar titles — represent something with genuine meaning to me. And that's pretty neat to think about.

     

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    1109: Killachine https://imnotdoctorwho.moegamer.net/2013/02/01/1109-killachine/ https://imnotdoctorwho.moegamer.net/2013/02/01/1109-killachine/#respond Fri, 01 Feb 2013 01:29:46 +0000 http://angryjedi.wordpress.com/?p=4985 Another day, another article declaring the console will be "dead" before we know it. Lots of people — mostly analysts and business-savvy people who work in the mobile and social sectors — have been saying things like this recently, so it must be true, right? Nah. 'Tis bollocks, as usual. While it's impossible to deny … Continue reading 1109: Killachine

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    Page_1Another day, another article declaring the console will be "dead" before we know it. Lots of people — mostly analysts and business-savvy people who work in the mobile and social sectors — have been saying things like this recently, so it must be true, right?

    Nah. 'Tis bollocks, as usual. While it's impossible to deny the huge impact that mobile devices have had on bringing the concept of playing games to the masses — the actually-not-all-that-good Temple Run 2 recently surpassed a whopping 50 million downloads — to say that they are going to "kill" consoles and/or dedicated gaming handhelds is, frankly, ridiculous.

    Why? Because they cater to completely different markets and tastes. Mobile and social games are, for the most part, designed for players to while away a few minutes while something else is going on — perhaps a lengthy dump, a wait for a bus or a particularly boring meeting with a conveniently-placed table to hide what you're up to — while computer and console games are, for the most part, designed for players to sit down in front of for a more protracted period of time and immerse themselves in the experience. There are exceptions in both cases, of course — hence the "for the most part" disclaimers — but, on the whole, that's where we stand. And there's nothing wrong with either aspect of gaming — they both exist, and they will both more than likely continue to exist.

    The word "games" isn't all that useful any more, in fact, because the medium it describes is now too diverse to be covered by a single word. I can say "I like playing games" and that will mean something completely different to what someone else means when they say it. When I say it, I mean that I like relaxing on my couch with a controller in my hand, staring at the TV and immersing myself in a game with depth, an interesting story, or both. When someone else says it, they might mean that they have three-starred all the levels on Angry Birds, or that they fire up FarmVille during quiet periods in the office, or that they have fifteen Words With Friends games on the go at any one time. These are obviously completely different experiences, though there can be a degree of crossover between the two extremes — there's nothing to stop someone who, say, is big into competitive League of Legends play also enjoying playing Scramble With Friends against their less gaming-savvy friends and family.

    Where we start to get problems is when developers and/or publishers from one group start to try and step across the invisible line into the other group. More often than not, this is seen in the form of mobile and social developers promising a mobile or social experience that will appeal to "core gamers" — in other words, the group that, like me, enjoys immersing themselves in an experience for hours at a time rather than as a throwaway diversion. It is, sadly, abundantly clear that a huge number of developers who try and take this route have absolutely no clue whatsoever how to design a game that will appeal to these players. The article I linked above is from the CEO of a company called Kabam, who specialise in developing a variety of almost-identical "strategy" (and I use the term loosely) games that supposedly appeal to "core" players. All of their games are the same (literally — I tested three side-by-side as an experiment once, and the quests the player was expected to follow were completely identical, right down to the wording) albeit with a slightly different visual aesthetic, and all of them are as dull as ditchwater.

    The bewildering thing is that someone, somewhere, is playing these games — and, more to the point, spending money on them — enough to let them be considered a "success". So more and more of them start appearing, each inevitably following the exact same template, making all the same mistakes and pissing off the same people while somehow convincing the same others that reaching for their credit card is a really, really good idea.

    Note that I'm not saying here that mobile, social and/or free-to-play games are inherently bad in and of themselves; it's that in many of these cases — particularly those that are supposed to be designed to appeal to "core" gamers — they are designed by people with an astonishingly strong sense of business savvy, and a complete lack of understanding in what makes a game actually fun or interesting to play. In other words, the fact that something is financially successful should not be the only criteria for it being considered "good" — you just have to look at Mobage/Cygames' shockingly awful Rage of Bahamutone of the top-grossing mobile games in the world, to see how this is the case.

    No, the problem that we have is that everything new always has to "kill" something else. This flawed logic has been seen with numerous other technologies in the past; laptops would kill desktops, tablets would kill laptops, TV and video would kill the cinema… the list goes on. In very few cases is it actually true. Okay, DVD killed VHS, but that was a simple case of a superior format doing the same thing rather than two vaguely related — but not identical — things battling it out for supremacy. People still use desktops as well as laptops because big screens are nice and more practical in many circumstances. People still use laptops as well as tablets because typing on a touchscreen is still a horrid experience. People still go to the cinema as well as watching TV or DVD/videos because it's nice to see something on a huge screen with room-shaking sound.

    Why does everything have to be reduced to binaries? Why does something new always have to "kill" something else, even if it clearly isn't performing the same function? Can't these people just accept that certain parts of the populace are happy with one thing, and others are happy with another?

    Ahh, if only.

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    1108: Countdown to Internet https://imnotdoctorwho.moegamer.net/2013/01/31/1108-countdown-to-internet/ https://imnotdoctorwho.moegamer.net/2013/01/31/1108-countdown-to-internet/#respond Thu, 31 Jan 2013 00:21:32 +0000 http://angryjedi.wordpress.com/?p=4981 We finally get Proper Internet installed in our new flat tomorrow. If you are, at this point, scratching your head and pondering how on Earth I am writing this post when I do not have Proper Internet installed in our new flat already, fortunate circumstances meant that our new neighbours have BT as their service provider and … Continue reading 1108: Countdown to Internet

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    Page_1We finally get Proper Internet installed in our new flat tomorrow. If you are, at this point, scratching your head and pondering how on Earth I am writing this post when I do not have Proper Internet installed in our new flat already, fortunate circumstances meant that our new neighbours have BT as their service provider and thus have part of their bandwidth set aside as a public hotspot. Because we're also with BT, it means that we're able to make use of this hotspot for free.

    You may think that sounds ideal, and it's certainly been better than nothing — without it I'd have spent about a billion pounds on working from coffee shops by now, or have struggled on with a data-capped 3G dongle — but it's had its share of annoyances. The main issue is that our neighbours' router is just slightly too far away for a reliable connection on devices like the iPhone and iPad — it's been fine on my laptop, but my Mac steadfastly refuses to stay connected for more than five minutes at a time. Since my day job requires me to download a lot of stuff from the App Store, I need my phone to have a reliable connection, because apps over a certain size are impossible to download over a mobile data connection — and besides, my mobile data connection has a bandwidth cap, too, which I hit last billing month thanks to the very issues I'm describing here.

    The other irritant is the hotspot's "fair use policy", which means that "unlimited" use is, in fact, not unlimited at all — instead, once you hit a certain number of minutes used on your account (cumulative between all devices which have logged in using those details) you get put in a special Naughty Corner for people who use the Internet too much, and disconnected without warning every half an hour. This is especially infuriating if you've been typing an article into a web-based content management system such as WordPress, idly hit Publish without remembering to check if the connection is still active and promptly run the risk of losing all your work. (Fortunately, Chrome seems to cache the body of your text when this happens, but tends to lose headlines, tags and that sort of thing.) I have taken to both copying the entire body of my text before publishing and opening a new tab to any old site — usually Facebook, since I only have to type the letter "F" into the address bar in Chrome for it to suggest that to me and it loads quickly — just to make sure the connection hasn't gone tits-up.

    It could, of course, be significantly worse. I've been re-reading some old issues of PC Zone recently, and they hail from the pre-broadband days when getting unlimited Internet access via your phone line was a new and exciting thing, but most people were struggling on with 0845 numbers that charged them the same rate as a local phone call while they were online. The letters page of one issue features a letter from someone who wished that multiplayer-focused games would go away — not for the same reason people say this today (oversaturation) but because, in the UK at least, it was a relative minority of people who could play these games at a practical speed and without their phone bill going through the roof.

    I remember vividly trying to get a two-player game of Quake going via a direct modem connection a while back, and it was just impossible to do so. And all the while I was trying to get this going, the phone line was tied up and pissing off my parents. (You young 'uns don't know you're born, I tellsya.) We got direct-connect games of Command and Conquer and Red Alert going a few times, but Quake continually eluded us. It wasn't until I got to university and managed to figure out a way to use our free phone calls between rooms in our hall of residence to fake a Windows network connection that I was able to play a PC-based first-person shooter against another person for the first time. (Not coincidentally, those days spent playing Half-Life against my flatmates Sam and Chris are some of my fondest gaming memories of all time.)

    Still, as I say… Proper Internet tomorrow. You don't realise how much you miss it until it's not there. It's such a big part of everyone's daily life now that the fact we used to only be able to use the Internet for short periods of time at specific times of day (phone calls were cheaper after 6pm!) is all but unthinkable. Nowadays, I'm bitching about the fact I can't watch Netflix and Crunchyroll over breakfast.

    The perils of living in The Future, I guess.

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    1107: The Common Room https://imnotdoctorwho.moegamer.net/2013/01/29/1107-the-common-room/ https://imnotdoctorwho.moegamer.net/2013/01/29/1107-the-common-room/#respond Tue, 29 Jan 2013 23:56:27 +0000 http://angryjedi.wordpress.com/?p=4977 When I look back on past experiences, as I am often wont to do, one of the times I look back on most favourably was my time at sixth form. (For Americans, that's the equivalent of whatever you call 16-18 education, and is optional; those who want to go straight in to work or training … Continue reading 1107: The Common Room

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    Page_1

    When I look back on past experiences, as I am often wont to do, one of the times I look back on most favourably was my time at sixth form. (For Americans, that's the equivalent of whatever you call 16-18 education, and is optional; those who want to go straight in to work or training or whatever can leave school at 16.)

    There are plenty of reasons that sixth form was one of the happier times of my life, most significantly being the fact that all of the dickheads who had made a large proportion of my school life a misery left at 16, never to be seen again. I wasn't sorry to see them gone, particularly as their non-presence meant that I was left with just people I actually liked.

    Our sixth form was based on the same campus as our secondary school, you see — it was part of the school, in fact — which meant that it was a lot smaller than a dedicated sixth form college and thus the sort of environment where it was completely possible to be friends with (or at least knoweveryone. This was a pleasant feeling; it brought a sense of comfortable familiarity to the daily grind, and it meant that you were rarely, if ever, thrown into an uncomfortable social situation whereby you were forced to work with people you'd never seen before in your life. (I know some people have no problem with that, but as you probably know if you've been reading this a while, I most definitely am not one of them.)

    I enjoyed the learning side of sixth form. The teachers were far more informal, willing to let us call them by their first names and, in some cases, confiding in us about students lower down the school that they just didn't like. (One of our teachers pretty much believed that no-one under the age of 15 had any right to exist in public, and could often be seen tutting and shaking his head out of the window at some particularly rambunctious youngsters. Having spent some time at the chalkface myself, I now understand exactly where he was coming from.)

    We learned interesting stuff, too. Learning A-Level Sociology, for example, was a completely different matter to learning GCSE Integrated Humanities, which was basically the same subject. We had hardcore textbooks and we wrote essays that included names and dates in brackets, like proper academics.

    A-Level English was great, too — I enjoyed the language side far more than the literature side, I have to say — and we got to study all manner of interesting topics like the way children acquire language, pidgins and patois and even taboo language. There was a certain degree of novelty in being able to get away with writing the word "fuck" in an essay.

    I think by far my fondest memories, though, are from the downtime between classes, during free periods and those times when we were avoiding going to the utterly pointless General Studies class. (I got an A in its final exam having attended one lesson out of two years' worth.) We'd hang out, we'd eat rather poor baguettes from the coffee shop at the recreation centre on the school campus, and we'd mess around with the "brand new" (rather battered, old and crusty) computers that the (actually) brand new sixth form centre had been provided with.

    The computers were a source of constant amusement despite the fact that none of them were connected to the Internet. (The Internet was still in its relative infancy in those days, and having a school-wide network for students to use was unheard of.) The gentleman in charge of the computers was a chap called Adrian, who couldn't have been that much older than us and clearly didn't know the first thing about computers. He'd often berate us for completely nonsensical misdemeanours, and warn us of bizarre things like the fact that dropping paper down the back of the printer would supposedly make it catch fire. (Uh, no.)

    We took great delight at tormenting Adrian at every opportunity. He sort of deserved it, because he was an interfering busybody who regularly got in the way of people actually trying to do useful stuff with the computers, and his overly-superior attitude (and complete lack of ICT knowledge) made him a worthwhile opponent. Consequently, we often engaged in various acts of light cyber-terrorism to mess with him. We'd set passwords on the screensavers, set all the computers to play a full-screen video of a chimp having a wee in its mouth (I think it may have been this one, though obviously this was long before YouTube, meaning someone must have brought it in on a floppy disk or CD — I never knew who) before subtly unplugging the mouse and keyboard, and on one memorable occasion we spent lunchtime making a complete game in Klik & Play called Cock Wars, which featured two crudely-drawn phalluses battling it out for intergalactic spunky supremacy, then left it running on every machine as afternoon classes started.

    Our crowning achievement in trolling Adrian had to be what we did on our very last day at sixth form. Someone had discovered how easy it was to pop off the keys on the cheap and nasty computer keyboards that were hooked up to our cheap and nasty computers, so we had the bright idea of leaving Adrian a little message on one keyboard, just as our way of saying goodbye. Said message ended up being "BOLLOCKSPANTSHOMOCOCK" where once there had been a normal keyboard layout. You'll notice there are quite a few letter "O"s in that little sequence; this, of course, meant that we had to borrow keys from a variety of other keyboards, including those from different rooms. Sadly, we never got to see his reaction, and the Instamatic photo we took of the keyboard turned out to be far too blurry to make out the letters. Boo.

    I do sort of feel a bit bad, looking back on those days — I know what it's like to be tormented by teenage charges — but then I remember how irritating Adrian was and how he would completely refuse to listen to someone who actually did know what they were talking about when it came to computers. He was completely unable to listen to reason, and… look, he was just a bit of a dick, all right? You'll have to take my word on this one; most of you will know I don't dislike people lightly. Besides, we never did anything that actually damaged the computers; the only incident that would have inconvenienced him at all would have been the keyboard thing.

    Anyway, yeah. Sixth form was good times. I miss those days, but they're a long time ago now.

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    1106: Nepgagaga Complete... Mk2 https://imnotdoctorwho.moegamer.net/2013/01/29/1106-nepgagaga-complete-mk2/ https://imnotdoctorwho.moegamer.net/2013/01/29/1106-nepgagaga-complete-mk2/#respond Tue, 29 Jan 2013 00:48:02 +0000 http://angryjedi.wordpress.com/?p=4969 I beat Hyperdimension Neptunia Mk2 tonight, and have now seen one of its seven endings. The one I got tonight was the most fiddly and awkward to get — those who have played the game will know it as the "Conquest Ending" — and was also very, very, dark. Said darkness was all the more effective considering … Continue reading 1106: Nepgagaga Complete... Mk2

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    Page_1I beat Hyperdimension Neptunia Mk2 tonight, and have now seen one of its seven endings. The one I got tonight was the most fiddly and awkward to get — those who have played the game will know it as the "Conquest Ending" — and was also very, very, dark. Said darkness was all the more effective considering how light and breezy the rest of the game had been; after some 20-odd hours of all-female yuri moe shenanigans in the party, to suddenly be confronted by something that was quite genuinely emotionally affecting was testament to what a good job the game had done in building up its characters' personalities and relationships.

    But I shan't talk too much more about the plot for fear of getting into spoiler territory. I do, however, want to make a point of talking about the game itself a bit more, and reiterating a few things I have previously said about it.

    The main thing that I would like to say about it is that it's quite possibly the most fun I've had with a JRPG in ages. It was consistently fun, didn't outstay its welcome (a single playthrough clocks in at under 30 hours on your first time through and is considerably quicker if you New Game+ it up after that) and made use of some great (and quite original) systems. It then wrapped the whole experience in a plot that, while a little preachy at times, provided a great opportunity for the characters and setting to shine and show that the world of Hyperdimension Neptunia was far more than just a one-trick pony of self-referential humour relating to anime and games.

    It's a stark contrast to the first Hyperdimension Neptunia; I had a huge amount of fun with the original game, but any time I talk about it I feel the need to add a disclaimer that I'm aware of all its flaws and that it was critically panned on release. And that's at least partly justified; if you don't get into the plot, setting and characters of the first Hyperdimension Neptunia, there's little more than a mediocre dungeon crawler with an interesting combat system underneath — probably not enough to hold the interest of someone who is not fully invested in the experience.

    The second installment, meanwhile, is quite simply a good game. While it's still got its cheeky, innuendo-filled self-referential sense of humour intact and its tongue firmly planted in its cheek for most of the way through, it doesn't rely on cheap gags and references alone to carry the experience. Beneath the silliness is a rock-solid JRPG with some really cool mechanics.

    hyperdimension_neptunia_mk2_featured_screenshot_04Let's start with the combat system. Unlike the previous game, which followed a fairly conventional turn-based system coupled with a Xenogears-style combo-making mechanic, Hyperdimension Neptunia Mk2's battle system brings in some additional tactical elements that really change things up.

    In the first game, each character had a set amount of "action points" (AP) to expend on their combos each turn, and various achievements such as breaking an enemy's guard or performing a special "combo link" move would give some of these points back, allowing a single turn to last for longer. You could also switch the currently-active member with one who was in the off-screen "back row" using certain special combo finishers, effectively allowing you a free turn if you were careful about your AP expenditure.

    The second game maintains the AP system, but provides a degree more flexibility. Each character has a base amount of AP that top up to full at the start of each turn if they used them all the previous turn, but AP can also "overflow" over their maximum if the character deliberately finishes their turn early. This is a necessary tactic to unleash some of the more effective "EX combos" — special moves triggered by specific button combinations, some of which require more than a full AP bar's worth of AP to use.

    Alongside the AP system is a new stat called Skill Points (SP). This is a mechanic in which hitting an enemy and taking damage adds to a bar which gradually counts up to 300. Characters' unique skills — now selectable from a separate menu rather than having to be incorporated into a combo — all cost a particular number of AP and SP to unleash, with the more devastating moves requiring more SP. SP skills vary from powerful attacks on a single enemy to area or line attacks, or buff/healing skills to benefit the party. Protagonist Nepgear and the other "CPU Candidate" characters can also transform into their "Hard Drive Divinity" goddess forms by spending 100 SP, but the remaining SP after the 100 ticks down each turn, and they revert to human when SP runs out completely.

    There are three different types of move that can be performed in combat: fast moves hit multiple times and thus build up the SP bar faster, hard moves inflict more damage and are often magical in nature, and breaker moves concentrate on damaging the enemy's "guard" bar, which, when depleted, allows the player characters to do more damage than usual. Fighting effectively is a case of knowing what moves to use when — some enemies are more susceptible to magical hard attacks, for example, while others take more damage from multi-hit combos. Building up a big combo also helps Nepgear and her friends to maintain their goddess forms for longer.

    Oh, you can move around in combat, too. It's surprising what a huge difference this makes; the simple addition of a mechanic whereby attacks affect a physical area rather than a specific enemy/character means that positioning is very important.

    hyperdimenision-neptunia-mk2-01 (1)So that's the combat system. The other interesting mechanic is the "shares" system, which was also present in the first game but never explained at all, despite its manipulation being necessary to attain the "true" ending. The amount of control the game's four "friendly" nations and the antagonist faction have over the game world is reflected by the shares, and forms an interesting (if lightweight) strategic metagame atop the whole experience. There's an overall "world control" chart, which shows which faction has the upper hand — initially the antagonists by a considerable degree — and localised charts corresponding to each nation's capital and smaller, non-interactive towns around their landmass.

    You can manipulate the shares by doing quests. Each quest has a sponsor city somewhere on the map — either one of the four capitals or one of each nation's smaller towns — and will increase one faction's shares in that area while depleting another's by the corresponding amount. By manipulating the shares, you can effectively change which faction controls each area, and which area has greater dominance over the world as a whole. It's not always simple, though — sometimes you'll have to run one quest to wrest an area's control away from the antagonists and into its native hands, then another to give these shares to another territory if necessary.

    While it may be tempting to simply plough all your efforts into increasing Nepgear's native Planeptune shares as high as possible, this isn't necessarily advisable — controlling more than 55% of the world by a particular point in the story unlocks the aforementioned "Conquest" ending, which is rather traumatic if you're not ready for it!

    The shares are used for a number of different purposes. Firstly, they affect various characters' stats — if you're using one of the "goddess" characters from the land of Lastation, for example, increasing Lastation's world share will make these characters stronger while others become weaker. It is possible to keep things nicely balanced if you want to use all the goddesses in your party — you'll just have to eradicate the antagonist's faction altogether to do that.

    The second function of the shares is to help determine the ending you get. I've already mentioned the 55% world share that Planeptune requires for the "Conquest" ending; that's by far the hardest one to get, as it involves effectively taking over the other countries through a whole bunch of careful questing. Other endings have less stringent requirements; faction-specific endings simply require that particular capital cities have a strong majority control by their native territory as well as Nepgear having a good relationship with the goddess characters of the area, while the "human" ending requires that you avoid any sort of dominance whatsoever. Finally, the "true" ending, which goes on for a whole extra chapter after the game usually ends, requires that the world is divided up nice and neatly between the four factions, and that the antagonists are wiped out as much as possible.

    Neptunia_Mk2_CastYou'll notice I've barely mentioned the plot at all in this post, and that's because I want to make a point about Hyperdimension Neptunia Mk2 — even without its big-eyed anime girl shenanigans, it would be a rock-solid game. It's a crying shame that so many people I've spoken to won't even consider playing it because of 1) its predecessor's poor reputation and 2) its aesthetic and character design. Hopefully the things I've said in this post have at least piqued your curiosity a little — it's a great game and genuinely well worth your time, and if you don't feel like you can stomach the first in the series (which I maintain is fun and entertaining despite its myriad flaws) it's perfectly accessible to newcomers.

    I'll see you in Gamindustri!

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    1105: Braindead https://imnotdoctorwho.moegamer.net/2013/01/28/1105-braindead/ https://imnotdoctorwho.moegamer.net/2013/01/28/1105-braindead/#respond Mon, 28 Jan 2013 01:44:18 +0000 http://angryjedi.wordpress.com/?p=4965 It's coming up on 1am and I'm struggling of things to write here. But write I must. Well, let's review how things are going. That's usually a good way to fill a day's post, as nothing especially interesting has happened today. Unless you count letting our pet rats out for a run around in the … Continue reading 1105: Braindead

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    Page_1It's coming up on 1am and I'm struggling of things to write here. But write I must.

    Well, let's review how things are going. That's usually a good way to fill a day's post, as nothing especially interesting has happened today. Unless you count letting our pet rats out for a run around in the hallway and going to Yo! Sushi (not at the same time) as being somehow "interesting". I guess both of those are sort of interesting — I mean, I enjoyed them both — but really, you sort of had to be there in both instances.

    It's coming up on the end of the first month of 2013, and we're still in that weird sort of limbo where it doesn't quite feel right to talk about the year being 2013. I mean, I'm not sure what I'm really expecting to "feel" different, after all, but a new year is always a symbolic sort of thing, after all.

    This year has already started somewhat differently, though, because I'm in a nice flat in the city I wanted to (and indeed used to) live in. I'm close to my friends (geographically speaking, obviously) and have even had them over to visit more times in the last month than I did in the year and a half I lived in Chippenham, which is good and makes me happy. I feel like I'm in a relatively comfortable situation — I enjoy my job, particularly as I get to work from home; I have an awesome girlfriend who puts up with my idiosyncracies and shows an interest in the things I'm passionate about; I have two surprisingly entertaining pet rats to whom I probably attribute far too much in the way of perceived personality; I'm relatively comfortably off money-wise, having cleared a bunch of longstanding debts last year (though student loan is still outstanding and probably always will be, gah); and, to cut a long, tedious and fairly directionless list short, I'm feeling fairly positive about the future.

    As anyone who has suffered with one of the various forms of depression and/or anxiety will attest, though, it's not always that easy to keep feeling positive, even though things are generally seemingly going sort of all right. It's easy to lapse into negative feelings or self-doubt, and wonder if the things you're doing are really the right things. It's easy to want to make big, grand gestures to define yourself and feel like your life is moving in the right direction, but at the same time it's difficult to either carry those things through — or even to know if they're the right thing to do in the first place.

    I'm content for now, though, occasional lapses in mood aside. It's a pleasant feeling. I know I still have some way to go before feeling "better" — if it's ever truly possible to feel "better" from these sorts of issues — but I at least feel like I'm heading in the right direction. When I look back at some of the posts I made over a thousand days ago, I see someone who was desperately unhappy and struggling to make it through the day for much of his time. It's hard to let memories of bad times like that go, but I'd be lying if I said things weren't massively better than they were way back then.

    Onwards and upwards, then. The end of January will see us take ownership of a new sofa that will hopefully fit up the stairs into our flat, have our Internet properly connected and subsequently feel like we're "properly" settled in.

    Bring it on 2013, I'm a-ready for ya.

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    1104: Tsuntsun, Deredere https://imnotdoctorwho.moegamer.net/2013/01/27/1104-tsuntsun-deredere/ https://imnotdoctorwho.moegamer.net/2013/01/27/1104-tsuntsun-deredere/#respond Sun, 27 Jan 2013 00:16:01 +0000 http://angryjedi.wordpress.com/?p=4961 It's funny to think that it was only this time last year that I played Katawa Shoujo, rekindled my love for all things Japanese and got properly "into" the visual novel medium. Over the course of last year, I played a bunch of VNs and took some tentative steps into the world of anime, too, and … Continue reading 1104: Tsuntsun, Deredere

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    Page_1It's funny to think that it was only this time last year that I played Katawa Shoujo, rekindled my love for all things Japanese and got properly "into" the visual novel medium. Over the course of last year, I played a bunch of VNs and took some tentative steps into the world of anime, too, and I haven't really looked back since. I've found a medium (well, several forms of closely-related media, really) that "speaks" to me, and that's always a pleasant feeling, particularly when there is a whole shitload of stuff in that medium for you to explore and discover.

    Because it was only last year that I got into all this shit, though, it was only last year that I found out what the word "tsundere" means. I had occasionally heard it mentioned by people I knew were into anime and Japanese games, but I'd never thought to look it up before — perhaps because I assumed it was an obscure, specialist piece of jargon relating to something that I wasn't, at the time, particularly immersed in.

    There's a good chance that there are a few of you reading this who have absolutely no fucking idea what I'm talking about right now, so allow me to educate you. Then you can walk away from one of these posts feeling like you've learned something for once. Wouldn't that be nice? Of course it would. Let's go, then.

    "Tsundere" is a word primarily (though not exclusively) used in relation to characters in Japanese media (manga, anime, games and everything in between) who run "hot and cold". Tsunderes are usually female, though not always. The word is a portmanteau that combines parts of two different words to describe the two main moods of the character — tsuntsun describes the part of the personality that is aloof and/or irritable or even outright hostile; deredere describes the soft, squishy and adorable lovestruck centre that the abrasive exterior is protecting.

    The tsundere is a stock character in a variety of Japanese works, and can pretty much be guaranteed to put in an appearance in any "harem" stories — i.e. those that include a male protagonist and a disparate gaggle of female heroines who flock to him for various reasons that are not always to do with love or sexuality. (Popular anime Sword Art Online has been described by some as a harem work, for example; even though the main focus of the story is on the romantic relationship between protagonist Kirito and female lead Asuna rather than Kirito attempting to knob his way around cyberspace, a number of episodes introduce a female character who is drawn to the protagonist for some reason before disappearing without a trace by the next episode.) They are a character type that is obviously exaggerated for either comic or dramatic effect — sometimes both — and thus it's unlikely that you'd find a real-life tsundere. At least, not one that takes quite the same form as you'd see one in an anime or game.

    The tsundere can be recognised through a number of different means. Most commonly, it's through the use of the iconic combo of stuttering slightly when around the object of their affections, and the curiously-specific denial of something that belies their deredere side through what initially appears to be tsuntsun behaviour. ("What? I-it's not like I've been thinking about you or anything…!") Other tell-tale signs include excessive use of the word "baka" (idiot, stupid) for the slightest misdemeanour and blushing beet red when confronted with an obviously romantic or sexual situation that they haven't steeled themselves for.

    Most tsunderes have tsuntsun as their default behaviour pattern and lapse into deredere when they let their guard down, but characters who represent an inversion of this format exist, too, spending most of their time adorably lovestruck and occasionally lapsing into abrasiveness and hostility if provoked. The latter type can easily be confused with the yandere, which also has deredere as their default behaviour type, but hides proper full-on psychotic mania underneath if the object of their affections either doesn't want them or is taken away from them. (A tell-tale sign that an anime yandere is about to go bonkers, incidentally, is that their eyes go completely blank, lacking the usual "sparkles" seen in the corner of anime eyes. If a character goes like that, you should probably get worried, and you can pretty much guarantee that someone is going to die very soon.)

    Yanderes aside, the tsundere's behaviour is usually tolerated and accepted by their friends, and rarely commented on directly — it's just the sort of person they are. The object of their affections usually has to take the brunt of the tsuntsun side, but close friends who want to help the tsundere get closer to the person they obviously like often have to deal with this, too. More often than not, the long-suffering best friend either just shakes it off or is completely oblivious to it, having presumably learned to tune it out a long time ago.

    There's something oddly attractive about a tsundere character, which probably explains why it's such a commonly-appearing trope. I couldn't possibly speak for everyone on why this is, but from my own personal perspective, I find the commonly-used "hard-hearted bitch showing a softer side" approach to be an effective one that helps me to sympathise with the characters in the relationship. Reasons that "tsuntsun by default" tsunderes act the way they do vary by story, but one thing is constant — letting that deredere side out is a sign that they're letting down the barriers around themselves and showing another character that they both trust them and care about them. It can be a very touching moment if handled effectively.

    Here are a few of my favourite tsunderes. Oh come on, you knew this was coming.

    noireNoire (Hyperdimension Neptunia)

    Noire, the character who represents Sony and the PlayStation in the Hyperdimension Neptunia series of games, is very obviously a tsundere thanks to her regular use of curiously-specific denials when talking to Neptune in particular. She seems aloof, arrogant and abrasive most of the time, but gradually reveals herself to be someone who just really likes to try and do their best at all times. She obviously likes Neptune, despite what often appears to be open hostility, and has found that her efforts to make the land of Lastation as good as it can be have left her lonely.

    President4Irina (My Girlfriend is the President)

    Irina Vladimirovna Putina, the Rusian [sic] president in the visual novel My Girlfriend is the President, is a textbook tsundere. Spending most of her time early in the game alternating between yelling at the protagonist Junichiro and twatting him around the head with her slapping fan every time he does something pervy (which is quite often), she eventually shows a softer side and ends up being a positive influence on Jun. Jun also has a positive effect on her; while she manages to mellow him out somewhat, his easygoing nature helps her be less uptight.

    Yuru Yuri no Uta Series 07 - Sugiura AyanoAyano (Yuru Yuri)

    Poor old Ayano is the butt of a bunch of jokes in the slice-of-life anime Yuru Yuri. The feisty redhead is obviously carrying a rather large torch for resident chaotic character Kyoko and is completely unable to express her feelings adequately, instead regularly flying into a blind rage at Kyoko's slightest misdemeanours. Kyoko, being Kyoko, doesn't mind at all, and is oblivious to Ayano's feelings. The only one who is truly aware of Ayano's crush is student council member Chitose, who regularly fantasises about the pair of them, usually resulting in a violent nosebleed.

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    1103: One Hundred Percent https://imnotdoctorwho.moegamer.net/2013/01/26/1103-one-hundred-percent/ https://imnotdoctorwho.moegamer.net/2013/01/26/1103-one-hundred-percent/#respond Sat, 26 Jan 2013 01:09:37 +0000 http://angryjedi.wordpress.com/?p=4947 I very rarely "100%" the games I play. The reason for this is that in many cases, doing so involves a lot of abject tedium and just stops being fun after a while. Often it requires the systematic use of a walkthrough to find all the hidden packages/shoot all the pigeons/see all the events, and … Continue reading 1103: One Hundred Percent

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    Page_1I very rarely "100%" the games I play. The reason for this is that in many cases, doing so involves a lot of abject tedium and just stops being fun after a while. Often it requires the systematic use of a walkthrough to find all the hidden packages/shoot all the pigeons/see all the events, and once you start playing with a walkthrough next to you, I often feel you're missing out on part of the game's fun — discovery.

    And yet I find myself tempted to pursue all of the endings in Hyperdimension Neptunia Mk2 simply because it's one of the most enjoyable, entertaining games I've played for a very long time. Whether or not this means I will actually play through the whole thing enough times to get each separate ending or just cheat the system with a well-timed save I haven't decided yet… but I do sort of want to see all the different endings and all the content on offer.

    An exception to the 100% rule is visual novels. I'll usually try and see everything a visual novel has to offer before moving on, because it's often quite straightforward to do so — though in games with a huge number of decision points like School Days HQ, it's often quite a time-consuming process. I have, to date, 100%ed several visual novels, though, including Katawa Shoujo and Kana Little Sister. When I finished them, I did feel satisfied that I'd seen everything the game had to offer because, in those cases, very little felt like filler.

    In the case of RPGs, though, a lot of that additional content to push you up towards the magic 100% figure is very grindy, rather dull and has nothing to do with the story. But in some cases, the game can wrap you up in its world and its systems enough for that to not matter. Final Fantasy VII is the earliest example I can think of that my friends and I worked all the way through and acquired (almost) all of the secret stuff — all the hidden materias, all the nightmarish Chocobo breeding and at least a good attempt at the secret areas and bosses. We loved that game so much we didn't want to stop playing; pursuing these time-consuming, ultimately irrelevant and often game-breaking sidequests meant we could continue playing for longer, so we did. Then we played it again. To date, I have no idea how my friends and I found time to complete Final Fantasy VII as many times as we did.

    So far as Hyperdimension Neptunia Mk2 goes, a single playthrough is apparently relatively short (for an RPG, anyway) and thus charging through it multiple times isn't out of the question. The advent of the "New Game+" mode means that you can carry a bunch of stuff over from game to game, too; given that a number of the endings are dependent on some gradually-increasing relationship statistics that will likely be a bit of a pain to achieve in a single playthrough without some serious grinding, it almost makes sense to play it through several times to make building up these values a more natural process. Hmm. Hmm.

    Oh, what the hell. I saw all four endings of Nier (and had my save file deleted by the game to prove it) and enjoyed the experience hugely. (Yes, I enjoyed Nier.) It is but a small jump from four different endings to seven, right?

    Right?

    Place your bets now on how many I get through before I give up.

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    1102: The Golden Age of Magazines https://imnotdoctorwho.moegamer.net/2013/01/25/1102-the-golden-age-of-magazines/ https://imnotdoctorwho.moegamer.net/2013/01/25/1102-the-golden-age-of-magazines/#respond Fri, 25 Jan 2013 00:13:16 +0000 http://angryjedi.wordpress.com/?p=4943 I really love re-reading old games and tech magazines, particularly those from the '80s and '90s. There's a rather wonderful sense of innocence about the monsters that video games and Internet culture would become, and an even more pleasant feeling of knowing that an article was written to be a lot more "permanent" than the … Continue reading 1102: The Golden Age of Magazines

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    Page_1I really love re-reading old games and tech magazines, particularly those from the '80s and '90s. There's a rather wonderful sense of innocence about the monsters that video games and Internet culture would become, and an even more pleasant feeling of knowing that an article was written to be a lot more "permanent" than the somewhat disposable writing for websites we have today. I'm not saying that writing is inherently worse today, of course — on the whole I think it's a lot better for the most part — but that the sheer volume of it these days makes it more and more difficult to build up a portfolio of specific pieces you're really proud of rather than stuff that's just been churned out for the daily grind.

    Taking video games magazines specifically, I particularly enjoy the completely different approach to games criticism seen in the mid- to late '90s. Because reviews came out on a magazine's street date rather than under the carefully-timed embargo of a PR department, you could generally feel pretty secure that the writers in question had spent a healthy proportion of the preceding month with the game, and that you knew they would have explored it inside out in most cases rather than rushing through. Consequently, we got a lot of reviews that were more like multi-page features, filled with big images, annotated screenshots, quotes from the developer and all manner of other things. Sometimes you even got reviews in a completely different format — PC Zone magazine, which I was loyal to initially because I liked it and later because my brother became the big boss man over there (also I wrote a number of articles for it), liked to experiment with short-form quick reviews for budget or crap games, and also held regular "Supertests", in which they took a variety of different games in the same genre (often flight sims of various descriptions) and compared them directly to each other to determine which one was "best".

    You know what the absolute best thing was, though? No comments sections. I must confess that when reading a 1998 copy of PC Zone on the toilet the other day, I instinctively found myself glancing at the end of a somewhat contentious article (written by none other than Charlie Brooker, who used to be a regular for Zone, believe it or not) to see the ranty comments. I had already flipped the pages to the end of the piece before I realised I was holding a magazine in my hands, and that its content was static and non-interactive. It was probably for the best; Brooker's article was a candid exploration of "why girls don't like games" which was very, very amusing, very, very irreverent and would not have got within a mile of today's Misogyny Police before being torn to shreds — despite the fact that it had a wealth of valid points and was clearly intended to take the piss out of anyone who believed that games were solely "boys' toys". But I digress. The point was, there was no opportunity to respond immediately to an article and belch forth the first opinionated effluvia that came into your head; if you wanted to respond, you had to damn well write a letter (or, later — much later — an email) and hope it got published in the following issue. PC Zone engaged in what is surely one of the first acts of trolling their comments sections on a number of occasions, tasking Brooker with responding to the most offensive, rude and generally disrespectful messages on a special "Sick Notes" page. Hilarity inevitably ensued, usually at the expense of the person who had written in.

    I kind of feel like there was a lot more character about the old magazines in general. I read PC Zone primarily because I enjoyed the writers' work and knew their tastes and senses of humour; I knew that David McCandless was obsessed with Doom and Quake (particularly multiplayer); I knew that Chris Anderson loved X-Com; I knew that you could count on Brooker for an irreverent, hilarious article — his Fade to Black preview written entirely as a short story about "Monsieur Conrad 'Art" in Franglais was a particularly memorable example.

    Different magazines had their own distinctive personalities, too — I contributed walkthroughs and tips books to the Official UK Nintendo Magazine for a while and was obliged to write using a particularly loathsome house style that effectively required me to write like a chav. Lots of "ya"s and "yer"s, and Mario was perpetually referred to as "Mazza". It was a magazine primarily aimed at children, of course, so this style was understandable, of course — looking back on it, though, it's more than a little cringeworthy.

    I sort of miss magazines, then — I know they're still around and all that, but the magic just isn't there any more when you can get access to high-quality writing for free at your fingertips thanks to the Internet. That's sort of sad, really; while you can take an iPad into the toilet with you and browse your favourite sites, it's still not quite the same as having a proper magazine to leaf through at your leisure.

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    1101: Just Finish the Damn Thing https://imnotdoctorwho.moegamer.net/2013/01/24/1101-just-finish-the-damn-thing/ https://imnotdoctorwho.moegamer.net/2013/01/24/1101-just-finish-the-damn-thing/#respond Thu, 24 Jan 2013 01:36:02 +0000 http://angryjedi.wordpress.com/?p=4937 I've lost count of the number of "make my own game" projects I've started and abandoned over the years. I've started a new one recently which, theoretically, should be relatively straightforward to finish, so I will keep you all updated on its progress occasionally via this blog. I'm no programmer, so I tend to gravitate … Continue reading 1101: Just Finish the Damn Thing

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    Page_1I've lost count of the number of "make my own game" projects I've started and abandoned over the years. I've started a new one recently which, theoretically, should be relatively straightforward to finish, so I will keep you all updated on its progress occasionally via this blog.

    I'm no programmer, so I tend to gravitate towards solutions that allow you to flex your creative muscles and create interactive entertainment without having to, well, code anything. My weapon of choice for the last few attempts has been the excellent RPG Maker VX Ace, which is an immensely powerful tool capable of doing some really great things while at the same time allowing pretty much anyone to churn out a fairly generic top-down JRPG without too much difficulty.

    It's the "capable of doing some really great things" part that I often find myself struggling with. Y'see, the trouble with being presented with a wealth of possibilities is choosing which ones you want to pursue and which ones you want to ignore. The temptation is to incorporate as many of them as possible in an attempt to make something as awesome as possible, but inevitably if you do that — particularly if you're working alone — you'll hit a brick wall where something doesn't quite work properly with something else, get disheartened and probably give up.

    I'm talking vaguely. Let me give some specific examples. The new game I've started making as a means of proving I can take a project through from start to finish is simply an adaptation of the quests from MB/Games Workshop's classic board game Hero Quest. Given that the structure and storyline of the Hero Quest board game is very much a generic sort of dungeon crawler, this shouldn't be too difficult once I've done what I always initially think of as "the annoying bit" — setting up the characters, statistics, skills and whatnot, and finding some appropriate graphics for their sprites. (I call it "the annoying bit" but if I sit down and get on with it, I actually find this part quite fun after a while.)

    Anyway, I'm about halfway done with "the annoying bit" — its initial stages, anyway — and already I'm finding myself torn in several directions. Do I stick with RPG Maker's rather generic first-person battle interface? It doesn't evoke the feel of Hero Quest that much, but then trying to adapt a board game and sticking too religiously to its rules can often ruin the "computer gaminess" of it. All right then, I thought, I'll stick with this battle system, but I'll tweak it so things like damage formulae are a little closer to rolling the dice in the game. Except when I thought I'd done that, I discovered that my ineptitude with composing damage formulae to accurately simulate dice rolls created a number of monsters that were literally impossible to hurt. Not good. I replaced the formula with its original one, which deals with much higher numbers than your average tabletop game. Will that ruin the atmosphere? Is "Rogar does 96 damage" somehow less powerful than "Rogar does 4 damage"? Probably not. That's a stupid thing to think.

    I'm probably overthinking it, I know, and should just get on with it. What I think I really need to do is just make the game with the default systems, and then tweak and fine-tune afterwards. Difficulty balancing and that sort of thing is an important part of testing, so I'll leave that until there's actually a game there to test — there's no point getting hung up on problems that don't actually exist yet.

    So that's the plan. Over the next few days I will be taking some time to plug in Hero Quest's various spells and items into the game in a format that will work within RPG Maker's style of play, then I'll put the game itself together. Then I'll show it to some select friends — this project probably won't get a wide release, unless it actually ends up being surprisingly good — and then, flush with satisfaction at having actually carried something through to completion for once, I can embark on something a little more ambitious.

    One step at a time.

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    1100: The One where Pete Watches 'Friends' for the First Time in Quite a While https://imnotdoctorwho.moegamer.net/2013/01/23/1100-the-one-where-pete-watches-friends-for-the-first-time-in-quite-a-while/ https://imnotdoctorwho.moegamer.net/2013/01/23/1100-the-one-where-pete-watches-friends-for-the-first-time-in-quite-a-while/#respond Wed, 23 Jan 2013 00:22:12 +0000 http://angryjedi.wordpress.com/?p=4932 I went through a phase a few years back of watching just two or three different TV series over and over again on a cycle. They were my passive-consumption "comfort food", if you will — things I turned to when I didn't really want to do anything, but didn't really want to fall into that … Continue reading 1100: The One where Pete Watches 'Friends' for the First Time in Quite a While

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    Page_1I went through a phase a few years back of watching just two or three different TV series over and over again on a cycle. They were my passive-consumption "comfort food", if you will — things I turned to when I didn't really want to do anything, but didn't really want to fall into that pit of depressed ennui that normally ends up with staring at the wall for hours at a time. Those shows included Spaced and Black Books, which are two series I still own the DVDs for and will never get rid of, and Friends, which I have never owned a complete collection of but have had scattered home-recorded VHS tapes and a few purchased DVDs and videos over the years — also, for many years, it was on a constant cycle of repeats on E4 alongside Scrubs.

    Friends is something that I've watched so many times now that I can pretty much recite it word for word along with any episode that's on. It kind of fell out of favour with the public in its latter stages as many people saw it as outstaying its welcome, but I enjoyed it consistently all the way through. As I say, it was comfort food; you knew what to expect with every episode. It was never anything adventurous, but the characters were both relatable and attractive, the situations they got into often personally relevant, and the quips and jokes memorable and, yes, genuinely amusing.

    I started re-watching Friends again the other day having come into possession of a complete collection, only this time around I'm watching the "extended cuts" that came out a few years back. These aren't Lucasesque "special edition" versions, they're simply about 5 minutes longer per episode, with numerous scenes restored to their full length and, in many cases, adding a whole bunch of additional context and depth to the characters and setting that simply wasn't there before due to the constraints of the TV scheduling.

    I'm really enjoying them so far. This extra footage means that watching the show again after a few years' break strikes a wonderful balance between the comfortably familiar and the brand-new — and, given how well I know the original versions, I can immediately recognise when something is new. In many cases, scenes that had rather awkward and obvious edits on TV now make much more sense, and in some cases there are scenes that I simply don't think were even there at all in the first place — Joey's first meeting with his colourful agent Estelle, for example.

    More than the pleasure of getting some "new" Friends to watch, though, I'm overwhelmed with the feeling of comfortable nostalgia that watching this show always infuses in me. I've spent so much time with these characters inside my TV over the years that I feel like they're my friends, too — a fact helped by the fact that I still, to this day, tend to group people in my mind according to which one of the main cast they most remind me of. (Shh. Don't tell anyone.)

    One thing I'd forgotten about is that the show appeared to coin the term "friend zone" back in its first season, where Joey uses it to describe Ross having waited too long to make his move on Rachel. I shan't get into any of that endless discussion over people who use the term "friend zone" today because it's inordinately tedious and frustrating, but I wonder how many people remember where it actually came from and its original context. A few years back, I would have deemed it unthinkable for someone to not have knowledge of Friends, but a lot of years have passed since then.

    And yet, I struggle to think of a recent TV show I've been quite as attached to as Friends. I've enjoyed various American comedies that have come since — How I Met Your Mother was originally sold to me as something of a successor to Friends in many ways, and I have major soft spots for Parks and Recreation and 30 Rock — but for me, nothing will ever be quite the same as the time I spent with Monica, Phoebe, Rachel, Ross, Chandler and Joey. However well (or otherwise) you think it may well have aged, there's little denying that for many people of a similar age to me, Friends was and is a touchstone of popular culture that will always carry at least some degree of personal resonance.

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    1099: Nep-Nep-Nep-Nep https://imnotdoctorwho.moegamer.net/2013/01/22/1099-nep-nep-nep-nep/ https://imnotdoctorwho.moegamer.net/2013/01/22/1099-nep-nep-nep-nep/#respond Tue, 22 Jan 2013 01:00:37 +0000 http://angryjedi.wordpress.com/?p=4928 It's another Hyperdimension Neptunia post, I'm afraid. Normally I'd make an effort to try not to talk too much about the same thing several days in a row, but having started the sequel to Hyperdimension Neptunia (imaginatively titled Hyperdimension Neptunia Mk2) this evening, I felt compelled to share some of my first impressions. (Besides, this is my blog, dammit.) That first … Continue reading 1099: Nep-Nep-Nep-Nep

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    Page_1It's another Hyperdimension Neptunia post, I'm afraid. Normally I'd make an effort to try not to talk too much about the same thing several days in a row, but having started the sequel to Hyperdimension Neptunia (imaginatively titled Hyperdimension Neptunia Mk2) this evening, I felt compelled to share some of my first impressions. (Besides, this is my blog, dammit.)

    That first impression can largely be summed up by me nodding and smiling at developers Compile Heart and Idea Factory and going "Good job, guys."

    You see, Hyperdimension Neptunia Mk2 takes all the things that were good about its predecessor — an amusing but oddly well-realised world; some excellent, memorable characters; some lovely 2D art — and ditches all the things that were a bit rubbish. Consequently, out go the endless cookie-cutter dungeons, out go the PS1-era random encounters, out go the weirder aspects of the battle system (like the bizarre mid-combat "item crafting" system and the seeming necessity to skip animations to take full advantage of the "guard break" mechanic) and out go the sequences that served no purpose (waiting for landmasses to approach and then having to run an insultingly easy dungeon every time you wanted to travel anywhere).

    In comes a game which is not just a dream come true for a Hyperdimension Neptunia fan, but a game which actually appears to be a very good JRPG generally. Okay, you're still controlling an all-female party of candy-coloured self-referential anime archetypes so if you're not on board with that you're never going to be on board with this series, but almost everything about the first game that sucked a bit has seemingly been rectified with this new game. It's still not perfect and it's still rough around the edges — the in-engine graphics are still a bit PS2-ish in quality, riddled with jaggies (can't remember the last time I wrote that word!) and the frame rate still blows, but just like the original managed to be entertaining despite its flaws and technical shortcomings, so too does its sequel. Only said sequel is, as I say, a much better game on the whole, too.

    The biggest overhaul to the game's base can be seen in the battle system. It's still focused on making combos, but there's no longer the need to micromanage every possible combination of three different buttons pressed up to four times. I actually quite liked this aspect of the original, as it gave the game a fun puzzly mechanic as you attempted to make combos that flowed nicely in to one another, but it did make getting a new character a bit tiresome, as you had to spend a good 10-15 minutes setting up their button combinations — usually only to discover in a boss fight that you'd done something wrong somewhere. (Fortunately, it was possible to rejig combos in mid-fight, which was nice.)

    Nope, what we have now is a much more streamlined system — triangle button does multi-hit attacks, square button does powerful attacks, cross button does attacks that prioritise damage to the enemies' "guard gauge". Like before, each attack costs a certain number of Ability Points (AP) to perform. An initial attack is of a fixed type, but from that point on, you can customise the specific "move" (and AP cost) that is assigned to each of the three buttons depending on if it is the second, third or fourth attack in a combo. Characters unlock "EX" attacks as they level up, requiring that the player use both a specific button combination and expend a particular number of AP during a combo before triggering a more powerful special move. Each character has their own suite of "skills" outside the attacks, too, which cost a combination of AP and Skill Points (SP, which charge up through attacking enemies) to perform. These vary from special attacks to support buffs and healing skills, and mean there's no longer the reliance on random chance when attempting to keep your party at full health.

    Combat now allows characters to move, too, giving the whole thing a light strategic feel, as all attacks cover a particular area, and characters clustered together can all feel the brunt of one enemy's attack if you're not careful. The whole thing is way more fast-paced than the previous game — a feeling helped even more by the fact that the load times between field and battle screens are lightning-fast.

    I'm not far into the story yet, but it's been enjoyable so far, despite what essentially amounted to an extremely mild tentacle scene approximately five minutes into the experience. (Said "tentacles" — actually cables — weren't doing any more than just holding the previous game's "CPU" goddesses prisoner, but it's very clear that it was a reference to… well, you know.) New protagonist Nepgear (hah) is appealing and endearing, and successfully distinguishes herself from her ditzy sister — the previous game's protagonist — by basically being the exact opposite in terms of personality. Where Neptune was loud, brash, confident and, let's not beat around the bush, endearingly stupid at times, Nepgear is much more reserved, rational, intelligent and innocent. There's a lot of scope for her to grow as a character — particularly when accompanied by the increasingly world-weary IF (rapidly becoming my favourite character in the series) and the ever-optimistic Compa — so I'll be interested to see how she develops as her journey progresses.

    There's still a heavy focus on non-linear and repeated sidequesting in the new game, but it actually explains what effect doing quests has right from the beginning this time instead of, you know, not at all. Yes, the "shares" system from the previous game is back again, but it's integrated into the story this time, representing the world's level of belief in the "good" goddesses and the evil forces of "Arfoire" — the previous game's villain and a thinly-veiled reference to the popular Nintendo DS storage device that was often used for piracy. Essentially, doing quests now wrests back "control" of particular areas from Arfoire's followers, allowing you to strengthen an area's belief in the goddesses and ultimately turn things around for the world, which has seemingly gone to shit in the intervening time between the end of the first game and the start of the second. Manipulating the shares is also key to unlocking certain events.

    Oh, and there's a whole relationship system between Nepgear and her party members now, rather charmingly called "Lily Rank". (For those who don't get why it's called this, the Japanese word for "lily" is "yuri", which is a word also often used to refer to same-sex romantic and/or sexual relationships between women — rather appropriate for describing the relationships between members of an all-female party, particularly as within the first three hours Nepgear has already been kissed by one of them, ostensibly to shock her into transforming into her "goddess candidate" form for the first time since escaping captivity in the intro.) Characters with a better Lily Rank between them provide bonuses to one another in combat, and can be paired up to do various joint special abilities. Naturally, a better relationship between them also results in more scenes between them, too.

    Also the music's much better by about a thousand percent.

    Also it's just great. I like it a lot. Actually, I liked the first one a lot, despite its flaws. I can see myself really loving the second one. And the third one's coming in March! Yay!

    I'll shut up now.

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    1098: Nepgagaga Complete! https://imnotdoctorwho.moegamer.net/2013/01/21/1098-nepgagaga-complete/ https://imnotdoctorwho.moegamer.net/2013/01/21/1098-nepgagaga-complete/#respond Mon, 21 Jan 2013 00:51:32 +0000 http://angryjedi.wordpress.com/?p=4921 I finished Hyperdimension Neptunia tonight, thereby proving beyond a doubt that review scores are now completely and utterly useless to me. I kind of suspected this already, but the fact that I devoured and loved a game that Eurogamer gave a 2/10 speaks volumes about how far my tastes have drifted from the mainstream. With that in … Continue reading 1098: Nepgagaga Complete!

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    Page_1I finished Hyperdimension Neptunia tonight, thereby proving beyond a doubt that review scores are now completely and utterly useless to me. I kind of suspected this already, but the fact that I devoured and loved a game that Eurogamer gave a 2/10 speaks volumes about how far my tastes have drifted from the mainstream.

    With that in mind, some people have been expressing curiosity about this game after hearing me talk about it, so I am going to use this post in an attempt to share some facts about it that may help you reach a decision as to whether or not you would find it an enjoyable experience. Not everyone will like it, and that's fine — I really enjoyed it, but I recognise its flaws.

    So here we go then.

    It's roughly 50% visual novel. Story scenes in Hyperdimension Neptunia are selected from a menu rather than occurring naturally during exploring a town or something, and are all presented in a head-and-shoulders visual novel style. In a twist on the usual way in which VNs are presented, however, the portraits are animated — they breathe, change expressions, have lipsyncing and move their heads. It's not quite the same as a fully-animated anime scene (or indeed in-engine cutscenes) but it looks very nice and the art is lovely.

    The other 50% is old-school JRPG dungeon crawler. You'll spend your non-story time in Hyperdimension Neptunia wandering through a variety of rather samey dungeons. There are a very limited number of environments, and only a set number of layouts to explore. Objectives are generally either "reach the exit" or "kill the boss", with occasional "collect [x] of [y]". Structurally, it's nothing special, and the "collect [x] of [y]" or "kill [x] of [monster]" objectives are largely dependent on luck, which some may find frustrating. The game is non-linear all the way through, however, meaning if you're struggling on one dungeon (or even the final boss!) you can simply shoot off and do something else for a bit.

    There are random encounters. A hangover from the old days of JRPGs, random encounters are the bane of some RPG fans' existence. They are present and correct in Hyperdimension Neptunia. Whether or not you get irritated by random encounters will play a big part in determining whether or not you will have an enjoyable time.

    This girl is the PlayStation personified. I'm not even joking.The combat system is GREAT. To counter the potential annoyance of random encounters, the combat system is hugely enjoyable. Taking its cues from Xenogears, each character has a set number of Action Points to spend per turn. Three of the PS3 controller's face buttons are assigned to different attacks (each costing a particular number of AP) by default, and as each character levels up they learn new moves. These moves must then be manually assigned to individual button presses in any of the possible combinations of four buttons that make up a combo. Different moves have different "end bonuses" if placed in the fourth slot of the combo — some allow the combo to continue registering after the fourth button press, others allow the party member to "switch" with one in the back row, effectively granting the player a free turn, and some characters have the magical girl-esque ability to transform. It's great fun setting up and naming your own combos, and there's a pleasing almost puzzle-like element to working out which ones will flow nicely into other ones while still leaving you with enough AP to be effective.

    You can customize a whole ton of stuff in combat. You can rename button combos and apply your own images to certain special attacks. Other special attacks that you find throughout the course of the game are all based on old Sega games, allowing you to do things like summon the dude from Altered Beast or Alex Kidd to lay the smack down on your enemies.

    There's a really weird item system. Rather than a conventional item system, Hyperdimension Neptunia makes use of a strange "crafting" system in combat to handle healing and the like — you can't heal outside battle, except by leaving or completing a dungeon. There are four crafting materials that you collect and/or purchase, and different combinations of these are required to activate each character's unique "item skills", each of which has a time when it occurs, a trigger condition and a target. For example, a basic healing item skill might be "When damaged and HP is 50% or less, heal 30% of HP in exchange for 5 of one item and 5 of another." The twist is that each character only has a limited number of "item skill points" which can be funneled into any of their item skills — one point equates to a 1% chance that when the condition is fulfilled at the appropriate time, the skill will trigger. For example, the character IF has a skill that will resurrect any fallen party members with 50% HP at the end of her turn, but this is only absolutely guaranteed to happen if you put 100 points into that skill. You can shift these points around at will — even during combat, except in the middle of a combo — and it adds an interesting degree of strategy to an otherwise attack-focused combat system, but it's bizarre, only sort-of works as a concept and will almost certainly piss some people off. I quite liked it by the end of the game, but it takes some adjustment to get your head around.

    There's a "skip animation" button in combat. If you're starting to find the endless fighting rather dull, you can simply tap the L2 button to skip any animation, whether it's a regular attack by you or the enemies or a lengthy piece of JRPG "final attack" showboating. This means that you can romp through combats super-quickly if you're not too concerned about watching animations.

    There's a bunch of grinding later in the game if you want to get the best ending. There are three endings to the game that are dependent on whether or not you recruit three characters in the story — a "bad" one if you don't recruit any of them, a "good" one if you recruit one or two of them and a "true" one if you recruit all three of them. Getting all three of them involves manipulating a mechanic which is never explicitly explained in the game, and requires replaying a lot of dungeons that are, by that point, far too low-level for you and thus almost insultingly easy. Fortunately, you can make use of the aforementioned "skip animation" button to rip through most of these dungeons in a minute or less.

    The in-engine graphics aren't great. While the hi-res visual novel scenes look lovely, the in-game graphics look distinctly PS2ish and suffer from a fairly poor frame rate when compared to their mediocre quality. This is, apparently, fairly common practice for the developers Compile Heart and Idea Factory, and doesn't affect the enjoyment at all, but those who appreciate super-pretty graphics will only find functional visuals here. That said, the animations are nice and the characters all have plenty of personality about them.

    The music is annoyingly catchy, but limited. There aren't many different music tracks in the game, which means by the end you may well be tiring of some of them. That said, they are catchy, recognisable themes that you may well find yourself humming along with, and there are multiple battle themes rather than the same one all the way through the game.

    The game offers both Japanese and English voiceovers. Both have their merits, though some parts haven't been dubbed into English, meaning they're just text. On the whole, the Japanese voice track is superior in terms of acting quality (though beware the high-pitched voices if that sort of thing bugs you), but it's nice to hear the American voice actor who plays Yukari in Persona 3 again on the English track.

    The game is genuinely amusing… if you're a fan of Japanese media and video games. The game prides itself on affectionate lampshading of anime and video game tropes, with the characters regularly breaking the fourth wall to talk about their role in the game. There are also plenty of optional scenes with references to various video games and anime, though some feel a little forced. If you don't like things being very obviously referenced, the humour in this game may not be for you. See also:

    The game is stuffed full of innuendo and fanservice. The party in Hyperdimension Neptunia is exclusively female, and male characters throughout are very limited, mostly represented as silhouetted portraits alongside the huge, animated head-and-shoulders shots of the girls. There's a lot of boob-related humour, particularly surrounding the discrepancy in size between several party members' breasts, and a number of comic misunderstandings that initially appear to be somewhat sexual in nature but later turn out to be something far more innocuous. There's also a clearly-underage openly-lesbian character (though it's implied that most of the characters have at least a slight inclination in this direction), you'll see a lot of pantsu-flashing and suggestive positions (see below) over the course of the game, most of the girls wear incredibly impractical outfits (see below), and their boobies bounce on the special "event" pictures that normally accompany a character's first appearance (see below!). It's all fairly harmless and there's nothing outright pornographic; it feels cheeky and light-hearted rather than malicious or exploitative and is certainly no worse than anything seen in popular anime, but some may object to it or find it embarrassing.

    This is how you first encounter IF, Iffy, I-chan.There's a bunch of DLC, 90% of which is completely unnecessary. For the true Hyperdimension Neptunia fan, the game carries a wide selection of downloadable content, most of which takes the form of free additional quests that can be added into the game. Most players who download these will be very surprised to discover that a lot of them have recommended levels well into the hundreds, while the level cap in the game is just 99. You can, however, purchase extensions to the level cap to take it right up to 999, along with "boosters" to increase the various characters' stats if you're really struggling. None of these are essential, and these high-level dungeons provide the exact same experience as the rest of the game, so they're really not worth downloading. (If you do want to grind to 999, it will take you roughly the length of the rest of the game put together doing the same dungeon over and over and over again. Methinks someone was having a laugh with this DLC.)

    The other 10% of the DLC should probably have been in the game in the first place. There are four pieces of DLC that are worth buying — two "battle tickets" that allow the use of otherwise non-playable party members in combat, and two additional characters who have their own sequence of event scenes. Again, none of these are essential — the additional characters' plotlines tend to be kept fairly separate to the main core of the party, and you get plenty of characters over the course of the main game to fill up your party — but it's curious that these weren't just included on the game disc. (They're not on-disc DLC, either — each is a 100MB+ download.) Given that you can find a copy of the game for not-very-much-money fairly easily these days, I didn't really object to paying a couple of extra quid to see what I might be missing out on — as it happens, they were a nice addition, but I'm not sure I would have missed them if I chose to forgo the DLC.

    The characters are memorable and adorable. For all the game's flaws, the thing that kept me coming back over and over again until the very end was the cast. While most of them are recognisable anime archetypes, the self-aware nature of much of the game's humour means that they're not above calling each other out when they're behaving in a particularly stereotypical fashion. The central cast of the ditzy, airheaded Neptune, the pink and fluffy cries-at-the-slightest-provocation girly-girl Compa and the rational, sensible but somewhat tsundere IF complement each other perfectly, and poor old IF, as the "straight man" (well, woman) of the ensemble usually ends up having to deal with the aftermath of all the other characters' idiosyncracies. She's by far the most sympathetic character by the end of the game, but there's something eminently likeable about all the rest of them, too.

    So there you go. A list of facts about Hyperdimension Neptunia. Don't go into it thinking it's going to be the best thing ever because you will almost inevitably be disappointed. If you have a lot of patience for what is essentially a combination of an old-school, combat-heavy JRPG and a visual novel, however, there's a highly enjoyable experience with some very memorable characters and some endearingly self-referential humour to be had here. If that sounds like your sort of thing, give it a shot.

    I'll be starting the sequel tomorrow, and I understand that's a superior experience. I'll be interested to see quite how different it is.

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    1097: Five Reasons Kotaku Made Yakuza Fans Angry Today https://imnotdoctorwho.moegamer.net/2013/01/20/1097-five-reasons-kotaku-made-yakuza-fans-angry-today/ https://imnotdoctorwho.moegamer.net/2013/01/20/1097-five-reasons-kotaku-made-yakuza-fans-angry-today/#respond Sun, 20 Jan 2013 01:15:34 +0000 http://angryjedi.wordpress.com/?p=4917 Fan of Sega's long-running modern-day JRPG series Yakuza? Then you may want to give Kotaku a wide berth today, as they published an article (FreezePage link so as not to direct traffic to the piece in question; petty, I know, but I know a few people who won't click Kotaku links on principle) which has incited the ire … Continue reading 1097: Five Reasons Kotaku Made Yakuza Fans Angry Today

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    Page_1Fan of Sega's long-running modern-day JRPG series Yakuza? Then you may want to give Kotaku a wide berth today, as they published an article (FreezePage link so as not to direct traffic to the piece in question; petty, I know, but I know a few people who won't click Kotaku links on principle) which has incited the ire of an angry mob of Yakuza fans. And since Yakuza is a fairly niche game with a dedicated core of fans keen to see Sega continue to bring it to the West, they're pretty passionate about the series that they love.

    The main issue with the article is that it is clearly written by someone who has very little knowledge of the Yakuza series at all — the author even states this up-front, noting that prior to taking Yakuza 5 for a spin they had played nothing more than the demos of Yakuza 3, 4 and Dead Souls and hadn't felt inspired to purchase or try the full games. Leaving aside the fact that he was coming in at the fifth installment to a series that is very strict about its chronology — each subsequent game follows on directly from the previous one — the bigger question is why on Earth this writer was picked to write an "Import Preview" for this game when his familiarity with the series is questionable by his own admission?

    Of course, there is merit in judging the accessibility of a long-running series to newcomers, but just as certain series of books, movies and TV shows expect you to start from the very beginning and work your way along, so too are there series of games that demand the same of their audience. Yakuza is one of these, though it does give a cursory nod to newcomers in each game by allowing them a sequence where the protagonist "reminisces" about the events of the previous installment. These are primarily intended for series veterans who have endured a significant wait between games, however, and are designed to remind them of the key events rather than the actual experience of playing through a Yakuza game. They are not really designed to tell the entire story of a whole game in 30 minutes of cutscenes. You want to know what happened in, say, Yakuza 2? Go play it — it's still out there and (relatively) readily available.

    I won't go through and address all of Eisenbeis' five points in the article one at a time as that just seems somewhat petty, but it's abundantly clear from the things he says that he is unfamiliar with the series and its conventions, and has also not spent a significant amount of time with it to discover its hidden depths. Pleasingly, the comments from Yakuza fans beneath the article have mostly been relatively respectful (if incredulous) and systematically point out how most of his arguments are flawed or, in some cases, completely incorrect.

    I will address one point specifically, however, and that is the matter of "unskippable conversations". This is a particular bugbear for me. Yakuza is notorious for being a story-heavy, character-focused game in which the moments when you're kicking back in a hostess club attempting to woo your lady of the hour are just as important as the times when you're punching goons in the face and smashing traffic cones over their heads. If anything, they're more important, as they're where the characters get to demonstrate their hidden depths — far from being generic, silent protagonists, the playable characters in the Yakuza series are all very complex people with interesting motivations and outlooks on life. More interestingly, they're all grown-ups.

    Brief aside: a friend and I were discussing this recently, and we thought it would be very interesting if there was a Japanese-style role-playing game that instead of featuring your usual band of Plucky, Idealistic Teens Who Are Always Right getting to save the world from Some Great Evil, put the spotlight on a group of older, more jaded and cynical adults who maybe had more complex motives for embarking on whatever the game's "quest" happened to be. The Yakuza series provides just that sort of experience, with characters who age and evolve as the series progresses, giving the complete franchise a truly remarkable feeling of coherence and changing with the times. At the same time, however, certain things remain constant — Kazuma will always care for his adoptive sort-of-"daughter" Haruka; Kamuro-cho will always be by turns beautiful and terrifying; Majima's sanity will always be somewhat questionable.

    Anyway, my point with all that was that the very essence of Yakuza is in the story, so why would you skip it? I'll allow you the answer "because I died on a boss fight and I've already seen this bit", but anything beyond that — such as the reason Eisenbeis gives in his article — is very much missing the point. "I started to dread playing through the plot, knowing that the game's pace would be about to grind to a halt," he writes. Good grief, man. The point is the plot. If you were hoping for a brawler or character action game — or even a Grand Theft Auto-alike — there are plenty of other titles that will better fit your needs.

    One thing I will say at this point is that I'm not attempting to convert anyone to the Yakuza fold who isn't already there. As has probably been made clear by the fact I'm writing this at all, you're either "in" or you aren't, and getting "in" these days involves playing four (possibly five if you count Dead Souls) games of between 10-40+ hours that straddle the generation gap between PS2 and PS3. From the second game onwards, you also have to be able to deal with the fact that there's no English dub, either — it's all subtitled with Japanese speech (and is an infinitely better experience as a result, I might add). It's a worthwhile experience, but equally it's one I'd understand people forgoing as the perceived barrier of entry gets higher.

    Consequently, I'm not denying that some of the criticisms Eisenbeis makes of Yakuza in his article are valid; many of them are, and yes, they're offputting to series newcomers. However, this article really didn't need to be written, and in the worst-case scenario, it may have done some damage to the already-tenuous chances of Sega bringing this latest installment to the West. The piece's content essentially boils down to "Guy Who Doesn't Like Yakuza Doesn't Like Latest Yakuza", which is a matter for a personal blog, not for one of the world's most heavily-trafficked video games websites. Fans of the Yakuza series who see the "Import Preview" header would likely have been hoping for some insights on the ways in which the new game has evolved its systems and what has happened to the characters in the intervening time since Yakuza 4 and Dead Souls; instead, what they get is a poorly-researched opinion piece that does nothing but frustrate the people who are most likely to read it.

    I'm sorry that Eisenbeis didn't enjoy his time with Yakuza 5, but it's his prerogative to dislike it if he pleases. He should clearly not, however, have been given the opportunity to write about it in the way that he did, as it does a great disservice to both the game and its fans who were hoping for some genuine new information. I hope that Kotaku will think much more carefully about who they assign preview articles to in the future, but I won't hold my breath.

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    1096: Colourspace https://imnotdoctorwho.moegamer.net/2013/01/19/1096-colourspace/ https://imnotdoctorwho.moegamer.net/2013/01/19/1096-colourspace/#respond Sat, 19 Jan 2013 01:37:07 +0000 http://angryjedi.wordpress.com/?p=4911 I wrote a thing about veteran independent game developer Jeff Minter the other day for Games Are Evil — you should go read it, then go buy all the iOS games I listed in that article, as they're all fab. For me, though, some of Jeff Minter's most memorable creations weren't games at all — … Continue reading 1096: Colourspace

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    Page_1I wrote a thing about veteran independent game developer Jeff Minter the other day for Games Are Evil — you should go read it, then go buy all the iOS games I listed in that article, as they're all fab.

    For me, though, some of Jeff Minter's most memorable creations weren't games at all — they were what he called "light synthesisers". The first of these was Psychedelia for the 8-bit computers of the time, superceded the following year by Colourspace, which is where I first became aware of… whatever lightsynths actually are.

    Essentially, a lightsynth — as it existed back then, anyway — is a piece of software that allows you to play with colours and shapes as you see fit. In the case of the Atari 8-bit version of Colourspace, which is where I first encountered it, you used the joystick to move a cursor around the screen, then held the fire button and moved around to make shapes, colours and swirly patterns. The exact behaviour of the program could be tweaked in various ways, too, allowing for colour-cycling, variable pixel sizes — something the Atari was good at due to a nifty little feature called Display List Interrupts — and for the colours and shapes to flow over or under static on-screen graphics such as logos. Minter notes on his website that for a long time, this was his "performance lightsynth" of choice, and he often showed it off as a means of demonstrating both what he and the hardware of the time were capable of. (He also claims he sold a copy to Paul Daniels and was subsequently rude to him when he phoned up for technical support.)

    The 16-bit era saw a new version of Colourspace released for the Atari ST. The shift to a platform that is much closer to what we understand as being a "PC" today meant that Minter could take advantage of things like mouse control for more fluid movement of the shapes, colours and patterns, and the relatively large amount of memory in the ST (512K or a whopping 1MB!) meant that performers could load a selection of images and switch between them at will to help supplement their dancing swirly patterns. Minter himself performed using Colourspace for the ST on a number of occasions, including hiring out the London Planetarium for a laser-and-Colourspace extravaganza to celebrate the new version's launch.

    Following Colourspace came Trip-A-Tron, an evolution of the formula that still allowed for simple real-time swirly patterns, but also featured its own scripting language allowing clever people (cleverer than I was at that tender age) to remotely control other computers running Trip-A-Tron via the MIDI port, triggering various animations, rendering scenes in 2D and 3D and all manner of other exciting things. I never really got deep into Trip-A-Tron because the thickness of the manual was somewhat disconcerting for a youngster like I was then — Minter notes it took him longer to write that manual than it did to write some of his earlier lightsynths!

    One thing that does stick in my mind from Trip-A-Tron, however, is a peculiar artistic project Minter undertook with a musician named Adrian Wagner known as MerakMerak was a wordless, abstract story about the adventures of an android in space, and it was a spectacular combination of psychedelic visuals and memorable music that I can still remember today. Disappointingly, there don't appear to be any clips from Merak anywhere on YouTube, but Wagner did rerelease the video on DVD more recently — I'm quite tempted to pick up a copy, but worried that my memories of this remarkable work won't match up to the reality.

    The really interesting thing about this whole "lightsynth" concept of Minter's is that it was one of the first real examples of computers being used for pure creativity and self-expression. It was entirely what you made of it, and it was fuel for the imagination. I remember vividly spending hours at a time playing with the Atari ST version of Colourspace, which allowed you to render starfields and came with a preset background that looked like the bridge of a spaceship. I'd imagine a grand space opera, rendering the abstract shapes and spectacular light shows of this vessel flying into combat, putting up a brave fight and being eventually destroyed. I'd swirl the mouse around to create abstract shapes and trails, adjust the colour-cycling patterns to change the atmosphere and eventually fill the screen with an explosion of colourful particles as the ship, in my mind, blew to pieces.

    Minter's latest lightsynth is known as Neon, and a version of it comes built in to every Xbox 360 console as the music visualiser. The sad thing is that the frustrations Minter expressed in the article I linked to above mean that it's unlikely we'll see a new lightsynth from this eccentric genius any time soon. His tweets on the subject pretty much speak for themselves.

    The end of an era, to be sure. Unless anyone's up for crowdfunding a new Colourspace?

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    1095: Czerny's School of Repetitive Strain Injury https://imnotdoctorwho.moegamer.net/2013/01/18/1095-czernys-school-of-repetitive-strain-injury/ https://imnotdoctorwho.moegamer.net/2013/01/18/1095-czernys-school-of-repetitive-strain-injury/#respond Fri, 18 Jan 2013 01:05:05 +0000 http://angryjedi.wordpress.com/?p=4906 I did some actual honest-to-goodness piano practice today. It's been some time since I practiced "properly" and I'll admit that it wasn't for a particularly long session today — I had work to do — but it's a start at least. I started learning the piano when I was about five years old and have … Continue reading 1095: Czerny's School of Repetitive Strain Injury

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    Page_1I did some actual honest-to-goodness piano practice today. It's been some time since I practiced "properly" and I'll admit that it wasn't for a particularly long session today — I had work to do — but it's a start at least.

    I started learning the piano when I was about five years old and have been playing ever since. Since leaving university — and particularly since leaving the teaching profession — it's fallen a little by the wayside, though, for various reasons. You never really "lose it" if you've been doing it for as long as I have, though — sometimes it just takes a little concerted effort to get yourself back to where you were before.

    Why did I let it slide? Difficult to say, really. Poor self-discipline, mostly, but I also attribute it at least partly to feelings of anxiety and depression. If I get depressed, there's really very little that I find myself actively wanting to do. Many is the time where I've spent hours at a time literally just staring at a wall feeling sorry for myself, even though I know how stupid that is, and that I'd probably feel better if I actually did something. As those who have suffered feelings like this will know, though, it's not always that easy to get up and do something.

    Music is a good outlet for such feelings, however, because by its very nature it is able to express a wide variety of complex concepts and emotions without the necessity for any words whatsoever. People more talented at improvisation than I am can just sit down at a keyboard and make something up to reflect the way they're feeling — as a classically trained pianist first and foremost, however, I find this somewhat difficult and thus tend to rely mostly on music that has been composed for me.

    This isn't a lesser form of expression by any means — it may be slightly less creative, but you can certainly channel those emotions into a piece of music composed by someone else and put your own interpretation on it very easily. Particularly if the piece of music in question is from an era of music where the composers made a point of writing pieces that were particularly expressive and/or open to interpretation. It's for this reason I've always gravitated more towards the Romantic and early 20th century periods than anything else — Baroque music still leaves me cold with its much stronger focus on technical expertise rather than expression, though some Classical period works for me.

    Rather than jumping in to something I can't quite play today, though, I decided to get out the books of technical exercises I got a while back but have underexplored somewhat. I can still run through all the scales back to back (though my accuracy when playing at speed needs some work) but sometimes (all right, most of the time) it's nice to practice your skills with something that sounds a bit more like an actual piece of music.

    I have a few books of technical exercises from composers with difficult to spell and pronounce names like Dohnanyi, Pischna and Czerny — it was the latter's "Art of Finger Dexterity" books I went for today, starting from the first exercise in the first book. Its position at the front of the book doesn't mean it's a particularly "easy" one, mind; it involves rattling up and down scales at high speed in one hand while playing block chords with the other, then later shifting to parallel and contrary motion perpetually-moving semiquaver passages. It is exhausting, but oddly satisfying to play, particularly when you actually get it right. I was expecting my finger dexterity to be much worse than it was having had so much time off from a concerted effort to practice, but I was pleasantly surprised to find myself whipping up and down these passages without too much difficulty. Which is nice.

    One of the things I've felt over the years with the piano is "I'll never be able to play that" — either because it looks technically demanding, or it's fast, or it's in a difficult key, or whatever. With some persistent, consistent and regular exercise, though, I have faith I'll be able to build my skills up somewhat and perhaps tackle some more adventurous pieces than I have done in the past.

    Eventually, anyway. In the meantime, I shall continue to enjoy playing Final Fantasy and Persona themes for fun!

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    1094: Today: The Walkthrough https://imnotdoctorwho.moegamer.net/2013/01/17/1094-today-the-walkthrough/ https://imnotdoctorwho.moegamer.net/2013/01/17/1094-today-the-walkthrough/#respond Thu, 17 Jan 2013 00:35:28 +0000 http://angryjedi.wordpress.com/?p=4901 January 16 This is quite an easy day to get through — all you have to do is make sure you get all the tasks done by the end of the day and you're good to go. As always, save your game as the day begins in case you make a mistake, and use any … Continue reading 1094: Today: The Walkthrough

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    Page_1January 16

    This is quite an easy day to get through — all you have to do is make sure you get all the tasks done by the end of the day and you're good to go. As always, save your game as the day begins in case you make a mistake, and use any free time you have to go secret-hunting. See the SECRETS section for more details.

    Morning

    You have three main objectives in the morning: wake up, have breakfast and complete your work. All can be easily achieved quite quickly if you focus on the task at hand and save item-hunting for later.

    You'll start the day with "tired" status, which makes it more difficult than usual to wake up. After the cutscene where Andie leaves for work, repeatedly tap the Triangle button to force yourself out of bed. Don't worry if you fail, though — it's actually pretty challenging to succeed in this. You can try again, but you'll take a hit to your HP each time you do so, so you might find it easier to just fall asleep again and wake up once the "tired" status has evaporated — there's no real benefit to the early start beyond having more time available.

    Once you're up, walk to the bathroom and press X to start the morning routine. Skip the animation if you want — you've probably seen it plenty of times by now. Once you re-emerge, walk to the kitchen and press X in front of the bread bin to examine it. Pick up the BREAD and make sure you examine it in your inventory rather than just eating it — it's mouldy, so use it on the bin unless you want to find yourself with a rather inconvenient toilet-focused status effect lasting the rest of the day.

    Pick up the BREADSTICK instead, then open the fridge and pick up the EGGS. Open the drawer next to the fridge and take the SMALL PAN. Use the pan on the cooker, then use the cooker again to turn it on. You can stand and wait — there's some amusing comments if you keep examining it — but it's a better use of your time to walk over to the other side of the room and use the coffee machine. Pick a CAPSULE according to how much EP you have — if you've been following this walkthrough exactly so far, a green one will probably suffice. Use the capsule on the machine, then open the cupboard across the room from the machine to take a CUP. Use the cup on the machine, then use the machine. Voila! One coffee. Drink it immediately — coffee provides a nice boost to EP, but isn't nearly as effective if you allow it to cool.

    By now the pan should be starting to boil, so use the eggs on the pan, then use your phone in your inventory to automatically set the timer. You have four minutes in which to wander around the house and its environs before the eggs are ready. A good use of your time is to empty the bin — walk up to the bin and use it to take the BINBAG out, then use the bag to pick it up. You won't be able to open your menu or access your inventory while carrying the bag, though you can put it down if you need to.

    Open the front door while carrying the bag, run down the stairs and out of the front door. Use the binbag on the green bin, NOT the blue one, then run back into the building, up the stairs and back into your flat. You should be back just in time for the timer to expire and your eggs to be ready — use the cooker to automatically take them out and prepare them; use the breadstick on the resulting plate to finish preparing your meal; use the finished meal to trigger a cutscene.

    When you regain control, you'll be in the study in front of the computer. Three battles will ensue as you attempt to get your work done, but you can pause to regain lost HP/EP between each one.

    Battle 1: Blitz (HP 50,000)

    This is an easy one. Kick off with a Comparison, follow it up with Context, Quip and finally Verdict.

    Battle 2: Cross (HP 60,000)

    This one's a little tougher. Kick off with a Comparison again, but use your phone in the second round for additional damage. Follow with Praise, Quip, Question and finally Verdict.

    Battle 3: Snapper (HP 70,000)

    Despite the higher HP, this is the easiest one of all. Quip, Question and Verdict is all you need to do here.

    Afternoon

    The main objective in the afternoon is to pick up the missing package, but it'll help you out to pick up some supplies at the same time. Fortunately, we can do both things in one expedition.

    Pick up the CARD from the desk in the study. Then go to the living room and open the drawer to pick up the DRIVING LICENSE. It's very important you get both of these items!

    Pick up your COAT and equip it — it'll be on the back of the chair as usual. Pick up your SHOES and equip them — they'll be in the hallway. Then open the front door and use your keys on it to lock it. You don't have to do this — burglaries are triggered by random chance, so you won't always suffer one if you don't lock the door — but it's best to be safe.

    Run down the stairs and out of the building's front door. There's no need to use your keys on the building's main door — this one doesn't affect the odds of burglary.

    Now we have a fair old trek ahead of us. You can trigger a time challenge now if you want to — the rewards are pretty worthwhile, so we might as well do so. Run around the back of the building to the  car park and look behind your car — you should see the icon there. Use it to start the clock.

    Head out of the car park and on to the main road. Keep an eye out for cars and cross if it looks clear, but remember they don't stop for you! If you're worried about safety, you can use the crossing, but you'll find attaining the best rank on the time challenge difficult if you do so.

    Follow the road west for quite some time. When you come to some more traffic lights, turn right and start heading north-west. You'll see there's a shop here, but we're not going to use that just yet — priorities!

    Continue north-west up the road, and cross the road when you come to McDonald's — it's not a true crossing, but the small island in the middle of the road means you can keep safe if the traffic gets heavy. Continue north-west on this side of the road, taking care to avoid the hoodie-wearing enemies. They won't bother you if you don't bump into them, so keep a wide berth as much as possible.

    Don't worry about finding the post office — you'll get a cutscene when you reach it. When you regain control at the counter, use the card then use your driving license to identify yourself. Pick up the package but don't open it yet.

    If you were quick enough, an S-rank on the time challenge should be yours. Enjoy the reward in the gallery.

    Now retrace your steps south-east back to the shop we saw earlier. Purchase some BREAD and some items of your choice to restore the HP and EP you've used up today. Then continue back east to return home. Run into the building, up the stairs and use your keys on your door to enter. Use any of the food items you bought in the kitchen if you need to.

    Open the package when you're ready to trigger a cutscene. Oh my!

    Evening

    There's not much you need to do in the evening, so spend some time restoring your HP by playing with the rats in the living room. When Andie returns, you'll get a cutscene; after it finishes, talk to her again, then go to the kitchen, pick up the JUICE, open the fridge, pick up the WATER and use them both on a GLASS from the cupboard. Pick up the resultant DRINK and take it to Andie for a reward.

    When you're ready to start the final events of the day, go to the study and use the computer. A battle will ensue as usual.

    Battle: Inspiration (HP 109,400)

    Whew, these battles are starting to get pretty tough now, huh? Charge up a bit by using Focus three times, then Ponder. This should give you the Inspired buff, which is when you should trigger your Tortured Metaphor ability. While this is active, simply repeatedly attack Inspiration and it'll all be over before you know it.

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    1093: 'Problematic' is This Year's 'Entitled' https://imnotdoctorwho.moegamer.net/2013/01/15/1093-problematic-is-this-years-entitled/ https://imnotdoctorwho.moegamer.net/2013/01/15/1093-problematic-is-this-years-entitled/#respond Tue, 15 Jan 2013 16:19:02 +0000 http://angryjedi.wordpress.com/?p=4895 Remember last year when everyone was busily calling each other "entitled" for complaining about stuff like the Mass Effect 3 ending and Capcom's absurd DLC-on-disc policies? Ah, good times. They were fun, weren't they? Particularly when members of the press who should really know better starting insulting their audience. But let's leave that aside for now, … Continue reading 1093: 'Problematic' is This Year's 'Entitled'

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    Page_1Remember last year when everyone was busily calling each other "entitled" for complaining about stuff like the Mass Effect 3 ending and Capcom's absurd DLC-on-disc policies? Ah, good times. They were fun, weren't they? Particularly when members of the press who should really know better starting insulting their audience. But let's leave that aside for now, because now it's 2013, and we have bigger fish to fry.

    Now, you see, the fashionable thing to do is to declare something "problematic". I can't quite work out what irks me so about this word — in all likelihood it's simply its overuse — but it really does bug me.

    The declaration of something as "problematic" usually ties in with the growing trend of guilt-ridden white straight cis men to want to champion the poor downtrodden parts of society — the women, the transsexuals, the homosexuals, the people of non-white ethnic backgrounds — and show themselves to be enlightened enough to stand up to the privileged of the world. Trouble is, a white straight cis man standing up for these groups only helps to reinforce that perceived "weakness" in many ways — and in worst-case scenarios, it starts to look a bit like bandwagon-jumping.

    Such is the case with many of these things that have been declared "problematic" in recent months. A while back we had that beyond-stupid Hitman: Absolution trailer, more recently we had CD Projekt Red's actually quite excellent Cyberpunk 2077 trailer, and today we had the announcement of Dead Island Riptide's ridiculous "Zombie Bait" special edition. Leaving aside Cyberpunk 2077 for a moment, which is something of a different issue, both Hitman: Absolution and Dead Island Riptide are obviously incredibly stupid marketing ploys designed for shock value, little more. I find it honestly hard to believe that either Square Enix or Deep Silver genuinely want to condone violence against women or misogyny in general, but that is what they're being accused of with these "problematic" marketing materials — in the case of Dead Island, within minutes of the images hitting the Interwebs.

    The thing is, all the shouting about how "problematic" these things are actually just plays right into the marketers' hands. For every table-thumping opinion piece that decries these things as the most awful thing ever dreamed up by a game's marketing team, there will be at least a few readers who will think "well hang on, actually I'm quite interested in that now," whether or not they actually admit to it in public. The amount of "OMG THIS IS AWFUL" stuff floating around about Dead Island Riptide's bloody torso is only really serving to make people more aware of the game's striking, gross (and Europe/Australia-exclusive) special edition; the hoo-hah over the Hitman: Absolution trailer likely helped raise awareness of the game in the run-up to its release to a considerable degree, and it had been all but forgotten by most people by the time the game actually came out.

    In short, they're stupid and in poor taste, but all they are are marketing ploys, little more. And they're doing their job admirably — both games now have considerably higher visibility than they once had. As they say, all publicity is good publicity. If you really want to punish them, don't provide them with any coverage whatsoever.

    The Cyberpunk 2077 trailer is a little more complex to discuss. Taken out of context, it could be seen as a representation of brutality against a sex worker — until it pans out and she reveals her MASSIVE FUCKING ROBOT SCYTHE BLADES, that is — but taken in the context of the original Cyberpunk 2077 source material from the '80s, it is, to my knowledge anyway, entirely in keeping with the aesthetic and atmosphere of that which it is based on. I observed some lengthy discussions about this on both Facebook and Google+ recently, and now that I know the context, it's clear that this trailer is entirely appropriate for the setting. One may argue that the use of a scantily-clad woman is somewhat unnecessary, and you might be right about that, but that doesn't mean that this is suddenly a huge violence against women issue. It's a stylistic choice; little more — a subversion of audience expectations. "A woman being abused by the police… oh wait, no, she's actually some sort of hideous mechanical monster with very little humanity remaining." (Spoilers.)

    You could also argue that the requirement to be familiar with the source material before being able to recognise the trailer for what it is is something of a failing of the marketing, but then Cyberpunk 2077 was always likely to appeal to a very specific, niche audience — those who remembered the original tabletop RPG — anyway, so is there really anything wrong in catering to that specific, niche audience rather than attempting to make something bland, unremarkable and mainstream?

    My point, essentially, is that by shouting and screaming about how "problematic" these things are, you're fuelling the fire. You're helping the things that you hate. You're making people aware of them, and not in the way you probably intend. It's a catch-22, really. If you say nothing, you might feel as if you're tacitly condoning things that you don't agree with; if you say something, you actually end up bringing it to a much wider audience, many of whom may become defensive when confronted with your viewpoints that counter their feelings.

    The key thing, I think, is moderation. The trouble with the number of things that have been declared "problematic" recently is that it's losing its impact. We're apparently supposed to find so much stuff "offensive" these days that it's getting difficult to keep track — and who are the people who get to say what is and isn't offensive, anyway? Following the release of the Dead Island Riptide pictures today, for example, I saw a variety of comments from female gamers (as in, gamers who just happen to be female, not girls who make a big deal out of the fact they play games or specifically identify as "girl gamers") along the lines that it really didn't bother them and that they just found this sort of thing rather childish and amusing.

    That, to me, is a more healthy attitude to take. All of the outrage I've seen today has been from men — always the same men, too, so much so that any time something like this comes up it's incredibly predictable who will be the first to jump on their virtual soapbox. It's easy to play the "champion of feminism" from behind a computer keyboard, but I have to question how many of these self-appointed arbiters of taste and decency have actually done anything beyond pen an angry blog post (yes, just like this one, I know) to help make life better for these groups they're supposedly standing up for.

    Dead Island's bloody tits are a horrid thing you probably wouldn't want on your mantlepiece. Hitman: Absolution's nuns trailer was an exercise in how ridiculous a trailer they could get away with. I'm not defending either of them, because they're both shit, let's not beat around the bush. But I really don't believe they're symptomatic of anything more than marketing departments that are highly adept at taking advantage of "shock value". And attempting to make these into anything more than that will achieve little more than starting arguments that have little value to the real concerns, which are a much more complex set of sociological issues.

    I like women and have never, ever thought of a woman as someone "inferior" to me. The thought of perpetrating violence against a woman in reality is, to me, abhorrent, but then the thought of perpetrating violence against a man is also, to me, abhorrent. But then I liked the Cyberpunk 2077 trailer, too. Does that make me an awful, hideous misogynist?

    No, of course it doesn't. But what do I know? I like Hyperdimension Neptunia.

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    1092: Modest-Breasted Heroine https://imnotdoctorwho.moegamer.net/2013/01/15/1092-modest-breasted-heroine/ https://imnotdoctorwho.moegamer.net/2013/01/15/1092-modest-breasted-heroine/#respond Tue, 15 Jan 2013 00:53:11 +0000 http://angryjedi.wordpress.com/?p=4891 The title of this post is taken from a trophy I attained in Hyperdimension Neptunia today celebrating my acquisition of the character "Nisa", an embodiment of the game's Western publisher NIS America. ("Nisa", geddit?) Nisa wears a Bayonetta-style super-revealing leather catsuit unzipped to beneath her bellybutton, but is constantly ridiculed for having small breasts. She doesn't seem … Continue reading 1092: Modest-Breasted Heroine

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    Page_1The title of this post is taken from a trophy I attained in Hyperdimension Neptunia today celebrating my acquisition of the character "Nisa", an embodiment of the game's Western publisher NIS America. ("Nisa", geddit?) Nisa wears a Bayonetta-style super-revealing leather catsuit unzipped to beneath her bellybutton, but is constantly ridiculed for having small breasts. She doesn't seem to mind too much, to be fair, even when surrounded by the heaving bosoms of squeaky-voiced Compa and Neptune in her, I quote, "magical boob girl" form.

    Hyperdimension Neptunia revels in the sort of innuendo and playful, childish humour prevalent in a lot of anime, particularly of the moe variety. In many ways, it's quite refreshing to play a game that doesn't really hold back on the boob-related humour, but it's also easy to see how some might take issue with the game and its all-female cast's shenanigans. Having played it for more hours than I'd care to count (the game doesn't include the usual timer seen in most other RPGs) I can say with a fair degree of confidence that the game certainly doesn't mean any harm by all this — it's being bawdy and lewd for the sake of getting a few cheap giggles out of the player (regardless of gender) rather than explicitly "sexy", a few fanservicey "event" pictures and costumes aside.

    More importantly, though, said bawdy humour is but a small part of the game as a whole. After a while it just becomes the way things are in that world; part of the aesthetic. The characters all do plenty more than comment on the size of each others' jumblies; they're all actually rather well-realised, if a little reliant on rather conventional anime tropes. (I swear this game has more tsunderes per square foot than anything else I've ever played… b-but it's not like I'm complaining or anything!) That said, the game often lampshades said anime tropes with the characters calling each other on when they're falling into particular stereotypes, and there are several who have occasional surprises up their sleeves.

    IF/Iffy/I-chan is a case in point. Initially appearing to be your stereotypical sour-faced textbook tsundere, Iffy quickly reveals herself to be quite an interesting character on the whole, particularly if you pursue the story arcs of the two DLC characters 5pb and Red. In the case of 5pb, we see Iffy acting as a confidante and counsellor to the chronically-shy idol, who is immensely insecure in herself when not hosting her radio show or performing her songs for fans. In the case of Red, we see Iffy humouring a childish girl's fantasies and showing a softer side to her sometimes gruff-seeming exterior. It would be easy for Iffy to tell Red and her "Wifey number 1!" babblings to take a hike, but instead she plays along, even going so far as to award her "charisma points" any time she does something good.

    The "goddess" characters are something of an enigma at this point in the story, but it's quite amusing that the grumpiest of all the tsunderes in the whole game is the one supposed to be representing the Nintendo Wii, the happiest and most sunshiney of all consoles. The land of "Lowee" is a fantasy kingdom filled with houses that look like cakes, rainbows, mushrooms and bizarre, surreal happenings, but its ruler is a sour-faced, foul-mouthed young girl who would much rather lock herself in her room and read a book rather than have to deal with any of the events that are transpiring in the world. The PlayStation-themed goddess, meanwhile, is rather Gothic Lolita in her stylings (and very tsundere when in her "CPU" form) while the Xbox goddess is a sleepyhead blonde-haired, blue-eyed girl (anime shorthand for "foreigner") who is addicted to online games.

    It's been a pleasure to discover the various layers this game has as I've progressed through it. The dungeon crawling is still very straightforward and unlikely to change significantly for the rest of the game, but the moves the characters are unlocking are becoming increasingly ridiculous, the time-attack dungeons are fun to challenge and the growing party means that I can start to take advantage of interesting mechanics such as the ability to switch party members in mid-combo.

    The pacing is such that you never spend too long battling through endless random combats, either; each dungeon is short (if you know what you're doing and skip the excess of the attack animations you can clear each one in 3-5 minutes tops) and you're often rewarded for making progress with additional entertaining scenes between the girls. And as the game's narrative has continued, these characters have started to show that they have been crafted with what seems like genuine affection from their creators. There's a good sense of them being friends with one another, though the various "optional" characters don't put in nearly enough appearances in the story scenes. I guess that's understandable, though. The "core" of the game is the way the three contrasting characters of Nep-Nep, Compa and IF behave around one another; the others are relatively incidental characters whom you just happen to be able to take into batle.

    I'm a little under 50% done with the game according to the menus, and I have no intention of stopping until I've finished it. Whether I tackle any of the free DLC dungeons (many of which have obscenely high "recommended levels") remains to be seen, but I certainly intend to see as much of the core game as possible. And then move on to the sequel.

    So yes. I laugh in the face of Hyperdimension Neptunia's sub-50 Metacritic score. I'm having a blast, and you can't stop me! MWAHAHAHA!

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    1091: You've Got... You Know https://imnotdoctorwho.moegamer.net/2013/01/14/1091-youve-got-you-know/ https://imnotdoctorwho.moegamer.net/2013/01/14/1091-youve-got-you-know/#respond Mon, 14 Jan 2013 00:27:23 +0000 http://angryjedi.wordpress.com/?p=4885 Speaking as someone who grew up with the early days of popular online activity (BBSes, CompuServe and finally the "proper Internet") I find it mildly interesting (or at least worthy of a late-night blog post, which isn't necessarily the same thing) how much the role of email has changed over the course of the last … Continue reading 1091: You've Got... You Know

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    Page_1Speaking as someone who grew up with the early days of popular online activity (BBSes, CompuServe and finally the "proper Internet") I find it mildly interesting (or at least worthy of a late-night blog post, which isn't necessarily the same thing) how much the role of email has changed over the course of the last 15-20 years or so. I am prompted into these thoughts by a casual glimpse at my own inbox, which currently contains a devilish 666 messages, none of which visible on the front page are, to my knowledge, written directly to me by an actual human being.

    This is something of a change from the earlier days, when clicking "Send/Receive Mail" in Outlook Express was an exciting moment, and you knew if the progress bar came up you had email incoming. Who would it be from? Would it be from someone interesting? What would they have to say? Would there be an attachment? In just a minute or two (LOL DIALUP) you would find out, and then you'd lovingly file the email into an appropriate folder to keep for all eternity. (I say "you" again when, of course, what I actually mean is "I". I don't know if everyone else was quite so fastidious with their email organisation when they first got online, but I certainly ran a tight ship… for a while, anyway.)

    Looking at my inbox today, though, it's clear that email has a very different purpose today to what it once had. Whereas once it was effectively one of the only forms of social media (the others being forums and live chat rooms) it is now a general repository for crap. You'll occasionally get a meaningful message in there from someone who actually has a brain and a soul, but more often than not, if my inbox as of right now is anything to go by, it'll be a string of automated messages notifying you that so-and-so has added a new track to a playlist in Spotify (unsubscribe!), so-and-so has commented on something you don't give a fuck about on Facebook (unsubscribe!) or that that website you signed up for just so you could download a .zip file containing some porn/games that you wanted wants to wish you a happy birthday.

    A relatively recent addition to the types of email you get nowadays is the guilt-trip "PLEASE COME BACK!" email. This happens with everything from mobile apps to online games, but the execution is always the same. "Here's all the great stuff you're missing out on!" it'll say, usually worded in such a way as to make you think that you're somehow doing something wrong by not using a service you currently have no need for. Often there will be some sort of bribe involved in getting you back, particularly when it comes to online games of various descriptions.

    A Facebook game I reviewed a while back known as Outernauts was particularly bad for this. Outernauts was highly-anticipated by a lot of people because it was from a high-profile studio (Insomniac, for those in the know) and was aiming to be a social game that appealed to the sort of people who typically only played standalone, "pay once, keep forever" games on computer and console. It wasn't awful, but the overzealous means through which it was monetised — the ever-obnoxious "energy" mechanic — prevented anyone from being able to enjoy it for more than a few minutes at a time. Consequently, after an initial surge of interest, the very players it was trying to attract dropped it. Some months after I reviewed it and criticised it for its aggressive monetisation, it "relaunched", apparently with "fast recharging energy". It was still a pain in the arse to play. Some months after that, it relaunched again, this time promising "near limitless energy". Note: "near limitless", not "limitless".

    I'm getting off the point slightly, but the fact is, every time Outernauts decided to do something a little different, it sent a begging email to me pleading for me to take it back, because it can change, it won't annoy me any more, it won't do that thing that annoys me any more. It was too little, too late, though; my experiences with Outernauts while reviewing it left such a sour taste in the mouth that I had (and still have) no desire to return, "near limitless energy" or not. That probably won't stop them sending me another email the next time they change something, though. Unless I blocked them. I might have blocked them.

    Another offender in this sort of thing is a service called Earndit which I evidently signed up for at some point in the past. (I think I mistakenly signed up for it while looking for Fitocracy while the latter was still in closed testing; the two are different services but do have a few things in common.) Earndit sends me an email every week with sickly-sweet, overly-apologetic language about how I haven't earned any points this week, and that if they have it wrong I should get in touch with them PLEASE LOVE ME etc. It's annoying.

    The response to all this annoying email is, of course, to unsubscribe from the mailing lists I've found myself on, send these messages to the spam folder or just to stop using my actual email address to sign up for things. But it's a pain to keep on top of. You can be as careful as you like to tick/untick the boxes that give websites permission to spam you with crap, but some will still get through, and over time there'll be so much incoming stuff that it's almost impossible to keep on top of your "unsubscribe" needs. The knock-on effect of all this is, of course, that genuine messages from real people can easily drift by completely unnoticed. If this has happened to you, it is nothing personal; you can blame Zynga, EA, Facebook, Twitter, Spotify, Google and indeed any of the million-and-one completely unnecessary social networking apps for mobile devices that I've reviewed over the course of the last year.

    I miss the old days; the days when being notified you had a new message was exciting. Checking your email used to be a pleasure; now it's a chore.

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    1090: Housewarming https://imnotdoctorwho.moegamer.net/2013/01/12/1090-housewarming/ https://imnotdoctorwho.moegamer.net/2013/01/12/1090-housewarming/#respond Sat, 12 Jan 2013 17:37:57 +0000 http://angryjedi.wordpress.com/?p=4881 Tonight Andie and I are hosting a housewarming party. We attempted to do this in the last house we moved into, but failed miserably at getting people to come, making it a rather quiet affair. (We did have some people, just nowhere near what we were hoping for!) (Aside: If you are a friend of mine and … Continue reading 1090: Housewarming

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    Page_1Tonight Andie and I are hosting a housewarming party. We attempted to do this in the last house we moved into, but failed miserably at getting people to come, making it a rather quiet affair. (We did have some people, just nowhere near what we were hoping for!)

    (Aside: If you are a friend of mine and in the Southampton area and were inexplicably left off the invites list on teh Facebookz, it was not intentional and you are welcome to come and join us — just drop me a text or a message via various forms of social media and let me know you're coming.)

    Anyway, yes. We are throwing a party. Now there's a word that changes its meaning as you get older and, theoretically, wiser.

    When you're a kid, a "party" is a big deal, because it's something well out of the ordinary and, usually, a celebration of an important event — typically a birthday. I remember going to a number of birthday parties for various kids in the village where I grew up, and it was always fun doing things like playing Pass The Parcel and that stupid game where you had to put on a scarf, hat, coat and gloves and then eat a bar of chocolate with a knife and fork. You know, that one. No? Just me? Damn rural upbringing.

    Then you get to be a teenager, and a "party" is typically an illicit sort of affair where you take over the house and invite too many people around while your parents are away. I attended a few of these and threw one of my own that I got into a lot of trouble for and still feel somewhat guilty about to date. (It was an awesome party, though, to be fair.) The key thing here was the illicit nature of it, though — it was an occasion for teenagers to do things they weren't supposed to do, like drink, smoke and… err, anything else that teenagers who weren't me probably did. (I had a somewhat sheltered life.)

    Then you get to university, and "parties" become acceptable again, though they tend not to be tied to a particular occasion. "[Insert name of person you barely know] is having a party tonight," your housemate will say. "Want to go?" The correct response is, of course, "yes," because undoubtedly there will be a ton of drink, possibly stuff to eat and, in the eyes of a horny late-teens-early-twenties person, the potential to get laid that inevitably never comes to anything. (Not that I'm complaining; I was never really the one-night stand type.) The thing with parties of this nature, though, is that they tend to have no real purpose — they're purely social occasions designed to get people together, not a celebration of anything. They're barely even a celebration of friendship, because inevitably there'll be a bunch of people there who no-one seems to know, who will have showed up as a sort of "friend of a friend" arrangement.

    There are exceptions to the above, of course — after-show parties from Theatre Group productions at university were always entertaining. I will never forget the one which coined the phrase "The Chair of Eternal Disappointment" and subsequently went on until well after sunrise, moving on from the original house party to a dirty, horrible beach on the banks of the river that we somehow found our way to. On said beach, we engaged in improvisatory theatre and then our friend Tom got his knob out before eating some dirty seaweed and commenting it "tasted of oil and poo".

    Then you leave university and enter the adult world, and parties tend to take on that air of vague respectability once again. Rather than being aimless, meaningless social occasions, they tend to revolve around a special event, much as they did in childhood. In our case, we're celebrating our housewarming, but they're also often thrown in celebration of the new year or someone's birthday. In many ways, an adult party (not THAT kind of "adult party") is a lot closer to the joyful exuberance of a child's party than anything else, albeit with everyone usually behaving in a slightly more respectable manner than your average child.

    The exception to the "special event" classification of adult (NO) parties is, of course, the "dinner party", which isn't really a "party" as such in that you're not really celebrating anything. No, rather you're just having people around for dinner, presumably in an attempt to show off your cooking skills and talk in a respectable, grown-up way around the dinner table before retiring to the living room to, I don't know, listen to jazz or something. I'm not quite sure at what age you start having "dinner parties" but it doesn't feel quite like something that's "right" just yet. Do people even have "dinner parties" any more? The very concept of "dinner parties" feels like something from an Alan Ayckbourn play.

    Anyway, there's no real point to this post, I'm aware, I just wanted to write something before everyone arrived and starts eating the copious amounts of party food we have laid on for them. As I say, if you're in the Southampton area, are free tonight and missed out on an invite (probably because I assumed you were no longer in the area) then feel free to show up and say hello — contact me for the address.

    Now I'm off to gaze longingly at the bajillion cupcakes Andie's made.

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    1089: Ding, Dong, Ding, Dong https://imnotdoctorwho.moegamer.net/2013/01/11/1089-ding-dong-ding-dong/ https://imnotdoctorwho.moegamer.net/2013/01/11/1089-ding-dong-ding-dong/#respond Fri, 11 Jan 2013 23:44:21 +0000 http://angryjedi.wordpress.com/?p=4877 (Buffy's Swearing Keyboard. You're welcome. NSFW, obviously.) Andie and I bought a doorbell the other day. This is not something I have ever had to purchase before, but it was something of a necessity — we live on the second floor (third if you're American) and there were doorbells for flat 1 and 2 in … Continue reading 1089: Ding, Dong, Ding, Dong

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    (Buffy's Swearing Keyboard. You're welcome. NSFW, obviously.)

    Andie and I bought a doorbell the other day. This is not something I have ever had to purchase before, but it was something of a necessity — we live on the second floor (third if you're American) and there were doorbells for flat 1 and 2 in our block, but not ours. This meant a distinct chance of missing out on deliveries of orders from Amazon and Chinese takeaway due to a lack of any means for someone at the block's front door of letting us know we were there. And that will never do. A man needs his Chinese takeaway and AMAZOO.nep deliveries.

    Actually, the statement that said I've never had to purchase a doorbell before isn't quite accurate — in my second year at university, I lived in a first (second) floor flat which didn't have a doorbell. The front door was at ground level and opened straight on to some stairs up into the main part of our flat, so if my housemate and I were in our rooms or the living room, chances are we wouldn't hear anyone knocking. (We sure as hell heard the fight outside our door one night, though, and got a bit scared when we heard shattering glass. Luckily the aggressor in the incident had punched through our neighbours' door, not ours. I say "luckily" — obviously not for our neighbours, who then had to spend the next few months with their front door boarded up because the landlord of the building was too lazy to do anything, ever. But these brackets have gone on for too long so I'd better close them before I lose the point of what I was saying.)

    Anyway, yes. I popped down to our local massive hardware store, which was but a short walk from our flat, and investigated doorbells. At the time, wireless doorbells, which would have been the ideal solution, were rather expensive. As a student, spending forty quid on a doorbell was out of the question, and I didn't really feel like drilling holes in the doorframe and poking wires through, largely because I didn't have a drill. So on that occasion we survived without a doorbell.

    Not so this time, though. Both Andie and I are in gainful employment, and as such we were more than able to afford a doorbell for our new place, particularly as wireless doorbells appear to have come down in price considerably over the course of the last ten years. Wired ones didn't appear to be an option, even. I am fine with this.

    The doorbell we chose was a bog-standard model with a single sound that thankfully isn't too horrendous — it just makes a nice, normal (if obviously electronic) doorbell sound. It doesn't play a horrible monophonic ringtone-type tune and it doesn't go on for longer than it needs to, which were the things I was worried about. There's nothing more embarrassing than a doorbell that outstays its welcome. (Well, there is. Lots of things are. But you know what I mean.)

    What I was particularly surprised about as we were browsing the fine selection in B&Q (which I maintain is one of the most tedious stores in the world despite the presence of chainsaws) is the ridiculous features the more expensive doorbells offered. The most expensive one they had there — which was about the same price as the basic wireless ones from ten years ago, as I recall — not only had a wide selection of built-in chimes for you to pick from at your leisure, it also had the ability to play MP3s.

    Think about that for a moment. A doorbell. That plays MP3s. Truly we are living in the future. An incredibly pointless future where instead of flying cars and cures for cancer we have doorbells that play fucking MP3s.

    I express mock outrage at this but I guess it's sort of amusing. You could, with that doorbell, essentially have anything as your chime. If you wanted Brian Blessed shouting "GIMME THAT FUCKING BADGE BACK!" (possibly the best video on all of YouTube, that) every time someone was at the door, you could. Or perhaps the chiptune ALF theme from the dancing chicken man video I used to love so much. (Used to? I just put it on and fell in love all over again. CAN'T STOP WATCHING) Or, if you really wanted to drive yourself absolutely insane, this. Or this. Or perhaps the song that gave us Epic Sax Man. Or… well, yeah. You get the idea.

    Damn. Now I sort of wish I'd splurged on the stupid MP3-playing doorbell. Much better for trolling Andie with than getting Siri to call her "Bumface".

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    1088: Shadows Over Camelot https://imnotdoctorwho.moegamer.net/2013/01/11/1088-shadows-over-camelot/ https://imnotdoctorwho.moegamer.net/2013/01/11/1088-shadows-over-camelot/#respond Fri, 11 Jan 2013 00:03:27 +0000 http://angryjedi.wordpress.com/?p=4873 I had some friends over tonight. (I'm still reeling from the novelty of being able to invite my friends over and them actually coming because I'm not a two-hour drive away from them, but I digress.) We played some Wii U (Nintendo Land is still great) and then settled down for a board game. Tonight, it was … Continue reading 1088: Shadows Over Camelot

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    Page_1I had some friends over tonight. (I'm still reeling from the novelty of being able to invite my friends over and them actually coming because I'm not a two-hour drive away from them, but I digress.) We played some Wii U (Nintendo Land is still great) and then settled down for a board game.

    Tonight, it was the turn of Shadows Over Camelot, a new acquisition that I got for Christmas. It's a game that we've had on our collective radar as a board gaming group for quite some time, but none of us knew that much about it. All we really knew is that it had a mechanic similar to that found in the Battlestar Galactica board game (which is absolutely excellent, even for those unfamiliar with the show) in that there was a chance with every game that one player would be a secret traitor tasked with foiling the group's otherwise cooperative attempts to beat the game at its own… you know.

    Shadows Over Camelot is a Days of Wonder production, and anyone who is into board games will know what that means — a nice hefty box with quality artwork, decent components, lovely thick gameboards and nice stiff cards that are easy to handle and shuffle. The only slight letdown with Shadows Over Camelot's components is with some of the miniatures provided — a few of them have unnecessarily "bendy" bits — swords in particular are very soft and bendy, though I suppose it's better that than them be rigid and easily breakable — or, for that matter, sharp and easy to poke into bits of delicate skin and make yourself bleed. (I speak from experience — Games Workshop's dungeon crawlers mauled me more than a few times in the past.)

    I'd read through the instructions when I first got the game, but it didn't make a ton of sense without sitting down and actually trying it out for ourselves. We nearly didn't try it at all because as a group, we're generally terrible with new games — they tend to take twice as long as the suggested amount of time given on the game box, and we inevitably mess something up along the way. It had already got to 9pm by the time we'd eaten, so the worry was that we'd be there until the early hours of the morning playing.

    Fortunately, there was no such problem, as Shadows Over Camelot actually has pleasantly simple, elegant mechanics that give it a nice, fast pace that constantly keeps flowing around the table — again, much like many other Days of Wonder titles.

    Essentially, the aim of the game is twofold: firstly, do not allow any of the "defeat" conditions to come to pass, and secondly, ensure that victory is achieved. The players (except the traitor, if there is one) lose if there are twelve siege engines outside Camelot, if all the player characters die, or if the Round Table fills up and there are more black swords than white ones. Or if there are seven or more black swords, which amounts to much the same thing.

    White and black swords are attained by going on quests, each of which are represented by small boards, and all of which are takes on Arthurian legends. You have the tournament against the Black Knight, the quest for the Holy Grail, fending off invasions, fighting dragons and claiming Excalibur.

    Each quest has its own specific mechanics, but most involve playing cards in various arrangements. The Grail quest, for example, demands that players, between them, play a total of seven Grail cards onto the quest area — though if various "anti-Grail" cards appear, additional Grail cards must be played to remove these, too. Combat-focused quests, meanwhile, involve playing various poker-style hands one card per turn in an attempt to accumulate a high enough value to defeat the value of the black cards the game mechanics have been putting on the quest in the meantime. It's difficult to describe in words, but when playing, it makes sense very quickly.

    A turn is simple and snappy. First of all, you do a "bad thing" — either take a point of damage, add a siege engine outside Camelot or draw a black card, which has one of a variety of bad effects. Later in the game, black cards that would normally be played on a quest that has now been completed summon additional siege engines, so the late game involves fending back the tides of darkness while attempting to push the game into a victory state.

    Once your "bad thing" has been done, you get to do a "good thing". This can be as simple as moving, or performing an action unique to the quest you're currently standing on — playing a card, for example. Alternatively, there are some special cards you can play with specific useful effects, or you can even heal yourself by discarding a set of three identical cards. It's cooperative in that you are working together to defeat the game, but each player maintains their own independence to do as they please. Meanwhile, the traitor is doing their best to remain hidden while screwing everyone over as much as possible.

    We were surprised when the game was over within an hour and a half — that's absolutely a new record for us when trying out a new game for the first time, and testament to Shadows Over Camelot's simple but elegant mechanics. I'm impressed, in short, and looking forward to trying it again, this time with a traitor — we followed the game's recommendation and played without one this time. Hopefully that will be pretty soon!

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    1087: Recaffeinated https://imnotdoctorwho.moegamer.net/2013/01/09/1087-recaffeinated/ https://imnotdoctorwho.moegamer.net/2013/01/09/1087-recaffeinated/#respond Wed, 09 Jan 2013 23:21:03 +0000 http://angryjedi.wordpress.com/?p=4868 I'm in serious danger of becoming a coffee snob. I haven't had a cup of instant coffee — not even the nice Nescafe Azera stuff (which I can highly recommend for people who don't have more complicated coffee-making equipment but who find normal instant coffee to be gross) — for quite a while now, and … Continue reading 1087: Recaffeinated

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    Page_1I'm in serious danger of becoming a coffee snob. I haven't had a cup of instant coffee — not even the nice Nescafe Azera stuff (which I can highly recommend for people who don't have more complicated coffee-making equipment but who find normal instant coffee to be gross) — for quite a while now, and am instead enjoying an array of cafetiere and espresso coffees.

    The reason for this is primarily the fact that Andie and I acquired a Nespresso machine as a Christmas present to ourselves. I've owned a coffee machine for quite a while, but it's a right faff to keep clean, plus it vibrates so much when pumping the water through it that the cups fall off the platform. Not ideal.

    The Nespresso machine (a Krups U, if you're curious) is lovely, though. You turn it on, wait for the little light on the top to stop flashing (which takes less than a minute, rather than waiting for a kettle to boil), pop in a coffee capsule and close the slidey lid thing, ensuring you have a cup underneath first, obviously. After a loud farty noise (and a complete lack of accompanying vibration, unlike with my previous coffee machine) you have a cup of espresso. Combine this with the "Aeroccino" milk frother (which either does warm, slightly whisked milk for lattes and warm, fluffy, frothy milk for cappuccinos) and you have the means of making some fine, fine coffee right in your own home. It's the kind of coffee that's even nice just straight and black — the machine makes a lovely crema on top that makes it nice and smooth and easy to drink, even without milk.

    We actually got a Nespresso machine just before Christmas, albeit sans the Aeroccino frother thingy, but it seemed to be leaking a lot. We just put it down to us doing something wrong somewhere along the line, but one morning it blew a fuse in the flat, suggesting that it was, in fact, faulty and water was getting into places that water wasn't supposed to get into. We're waiting for the ever-unreliable Yodel to come and pick up our old one so we can get a refund, and we purchased a combined package that included the frother thingy from John Lewis in the meantime — it worked out cheaper than buying the frother separately.

    This kind of "capsule coffee" machine has been around for a while now, and I've held off looking at them until now as I was concerned that the capsules were wasteful and would end up costing significantly more than fresh-ground or instant coffee. The difference actually isn't that bad — I can't remember the exact "price per cup" it works out to offhand, but it's certainly fairly reasonable and definitely way cheaper than going to Starbucks. You also get a selection of different coffees bundled with the machine for you to try out, and we also snagged a voucher to get a bunch of money off an order from the Nespresso "coffee club", so our next order of capsules should be significantly cheaper than it would be normally! There's the mild inconvenience of having to order them and receive them through the mail rather than just nipping down the shop when you're getting low, but it's easy enough to see how many capsules you have left and prepare accordingly.

    If you're in the market to become a coffee snob, then I can personally recommend the Nespresso machines as, beside our leaking problem with our first machine, they seem to be well-made pieces of kit that make good coffee and are simple to keep clean.

    Too lazy to Google it? Here you go.

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    1086: Keep on Moving https://imnotdoctorwho.moegamer.net/2013/01/08/1086-keep-on-moving/ https://imnotdoctorwho.moegamer.net/2013/01/08/1086-keep-on-moving/#respond Tue, 08 Jan 2013 23:32:51 +0000 http://angryjedi.wordpress.com/?p=4864 Moving house this time around has made me realise a few things: firstly, that it's actually quite a while since I moved from one place of my own to another (my last two moves were from my parents' place to Chippenham, and prior to that from Southampton to my parents' place), and secondly, that things … Continue reading 1086: Keep on Moving

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    Page_1Moving house this time around has made me realise a few things: firstly, that it's actually quite a while since I moved from one place of my own to another (my last two moves were from my parents' place to Chippenham, and prior to that from Southampton to my parents' place), and secondly, that things have changed quite a bit for the better when it comes to all the annoying things you have to do when you move.

    I dread moving house every time it happens. There are many reasons for this. I don't like packing up boxes. I don't like carrying heavy boxes. I don't like discovering that the box I spent ages packing is far too heavy to carry, or that it collapses under the weight of the contents if I do manage to get it off the ground. I don't like trying to squeeze everything into a van (or, in particularly unpleasant cases, a car) and I really don't like driving a van.

    But those aren't the only things you have to do when you move. They're the things that are foremost in the mind, sure, because they're the hard work, physical labour bit. But once you're in your new place, you have to deal with a whole new set of inconveniences and frustrations, mostly related to telling various utility and service companies that you are now, in fact, living in a different location.

    To their credit, a lot of these companies have implemented online interfaces that allow you to tell them that you're moving and provide them with your meter readings and whatnot. This helps get around one of the things I used to dread — having to spend hours on the telephone listening to Chris de Burgh hold music and then having to deal with talking to an overly-cheerful person reading from a script and trying to convince you to stay with them. (I've moved house, asshole — I am leaving your company out of necessity.) In the case of our gas, electricity, water and phone/broadband providers, I've been able to inform them that I've moved without having to speak to anyone at all. Efficiency! It's the way of the 21st century.

    For the most part, it's been great, though Andie and I are a bit miffed at BT because they delayed the installation of our broadband and phone connection without any explanation — we now have to survive until the end of the month using only our neighbour's Wi-Fi hotspot, which carries a rubbish "fair use" policy that means once we go over a certain number of minutes' usage (which seemed to be devoured alarmingly quickly) it will unceremoniously and without warning disconnect us every 30 minutes. The irony is that said hotspot is a BT service and part of the package we're paying for — if they hurried up and installed our proper broadband in our new place we wouldn't be running afoul of their stupid policies. I sent them a stroppy email today politely pointing out that by the time our broadband and phone is installed, we will have paid for a month of pretty much jack shit. Oh well. Patience is a virtue and all that — though it's infuriating to have such an unreliable connection (the iPhone and Mac in particular struggle to stay connected) when I'm trying to work from home.

    Some companies don't seem to quite "get" the convenience and security of the Internet, however. Take the bank. I bank with Lloyds. Their online banking service is pretty good — it lets me manage my money, transfer money between accounts and make payments quickly and easily. Payments are transferred within a couple of hours rather than taking several days, and there are other features I could use to budget more effectively if I wanted/needed to.

    The one thing you can't do? Change your address. There's a link for it, oh yes there is, but clicking it takes you to a page inviting you to print out a form and either take it into a branch or post it to them. The reason I am doing this on the Internet is because I don't want to do either of those things, jackass. Sigh. I can understand the reason for it, of course — it's presumably something to do with security and the prevention of identity theft, but given that logging into Lloyds uses two-step authentication it's already a pretty secure service, and really, do you think that sending a form through the post is actually any more secure than transmitting your information over a secure Internet connection? (Clue: It's not.)

    Oh well. I guess I can't complain too much, really. At least I have some form of Internet access here, and I can walk to the bank to sort things out if and when I can be bothered. And I've successfully avoided having to use the phone for all the other stuff, so that's pretty good really.

    All in all, this move has been a lot less painful than it could have been. Okay, granted, I was absent for a lot of it due to my recent jury service, and Andie sorted a bunch of stuff out for us while I was absent, but getting other stuff done has been relatively painless. And once it's all done (and our bloody Internet is installed, grumble grumble) we can really start to enjoy this new place.

    Then think about moving somewhere new. Hah.

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    1085: Don't (Always) Ignore the Crap https://imnotdoctorwho.moegamer.net/2013/01/08/1085-dont-always-ignore-the-crap/ https://imnotdoctorwho.moegamer.net/2013/01/08/1085-dont-always-ignore-the-crap/#respond Tue, 08 Jan 2013 00:47:51 +0000 http://angryjedi.wordpress.com/?p=4859 I last wrote about this topic some time ago, so I figure it's time for a revisit, given what I've been playing and enjoying on my PlayStation 3 recently. My point today is this: you shouldn't immediately dismiss stuff that is regarded as "crap" because there's every chance that if you tried it for yourself, … Continue reading 1085: Don't (Always) Ignore the Crap

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    Page_1I last wrote about this topic some time ago, so I figure it's time for a revisit, given what I've been playing and enjoying on my PlayStation 3 recently.

    My point today is this: you shouldn't immediately dismiss stuff that is regarded as "crap" because there's every chance that if you tried it for yourself, you might just find yourself enjoying it. (Note: I'm not saying that stuff regarded as "crap" is always going to end up being good — some stuff we can all agree is shite — but in many cases it pays to go in with an open mind!)

    Let's take Hyperdimension Neptunia as a timely example. Hyperdimension Neptunia received a spectacular 2/10 panning from Eurogamer's Simon Parkin, by all accounts a well-respected critic whose opinions a large number of people trust. Consequently, a lot of people didn't even bother to pick it up. This was such an issue that the (apparently considerably superior) sequel only had a limited print run and is now extremely difficult to find a copy of. (I tracked one down from Italy — European console games tend to be in English by default, perhaps with the packaging localised.)

    And yet, while I can see its many flaws, I am having a lot of fun with Hyperdimension Neptunia. It's bright, brash, colourful, silly and rather entertaining despite being the sort of game some people I know would be embarrassed to be seen playing, particularly when the occasional "fanservice" images make an appearance, or every time the character Compa trips over and flashes her panties at the end of a fight. It's genuinely amusing, though — if deliberately cringeworthy at times — and packed with plenty of things to do. It combines two of my favourite styles of game — visual novel and JRPG — into one package with some really nice features. I love the ability to set custom images on "summon" spells, for example. Seeing the "I HAS A HERB" cat setting off a wind spell never gets old.

    Hyperdimension Neptunia is far from the only example of a game which was poorly received but which I have ended up enjoying. In the post I linked to at the top, I mentioned Duke Nukem Forever and Alpha Protocol, both of which endured critical drubbings for various reasons — Duke for its grossout, sexist humour and Alpha Protocol for its broken gameplay aspects and appalling console versions. And yet in both cases — for I played them both to completion — I found myself having fun, being able to look past the flaws or "problematic" material and find an entertaining experience underneath. Am I somehow "wrong" to feel this way?

    Well, of course I'm not. Opinions are entirely subjective, after all. I could tell you I found the critically-acclaimed movie Drive to be stultifyingly boring, for example (I did) but that doesn't stop you from enjoying it, rewatching it a bajillion times or putting it atop your "My Favourite Movies of All Time" list. Likewise, Nier's heavy reliance on fetch quests and seemingly tedious activities may cause you to switch off completely, while I found the experience to be an interesting example of a game requiring the player to "method act" the role of the protagonist, and found myself playing it obsessively as a result. We both might tell each other about how much we like our respective Things We Like, but it's unlikely we'll sway each other around to our way of thinking. And that's just fine.

    The sad thing, though, is the fact that there are people out there who hold a considerable degree of influence over the public's spending decisions, and their opinion carries an undue amount of weight that might cause some people to miss out on things they might actually like. If Parkin gives Hyperdimension Neptunia 2/10, you better believe that's going to affect a large number of people's decisions as to whether they're going to buy it or not. (Probably the latter in this instance — in the notoriously top-loaded game review score scale, a score of 2/10 is theoretically reserved for an absolute stinker that is completely broken.) How many of those people whose opinion was swayed by Parkin's review would actually enjoy the game if they gave it a chance? How many people are actually going to give it a chance after reading that review?

    The other thing worth mentioning particularly when it comes to titles like Hyperdimension Neptunia and Duke Nukem Forever is the fact that some critics seem to feel obliged to act as arbiters of taste and decency, when in fact everyone's tolerance for potentially "offensive" content is completely different. Both Hyperdimension Neptunia and Duke Nukem Forever attracted accusations of sexism on their original release to varying degrees of justification — the specifics of which I'm not going to get into right now because that's a whole other matter, particularly in the former's case — and these accusations negatively impacted the critic's view of the game in both instances. That's fair enough — as I said, everyone's "good taste" boundaries are different and said critics are entitled to voice those views — but when it comes to interactive entertainment, subject matter is just one part of the whole experience. And more to the point, in all forms of media, enjoying something that contains potentially objectionable subject matter doesn't imply that the person reading/watching/playing the thing in question is, by extension, a supporter of that particular viewpoint. In other words, you can like anime boobies and still see actual real-life women as actual real-life people. (I say "you" when, obviously, I mean "I".)

    If you enjoy something, you enjoy something; you shouldn't feel guilt about your own tastes. Unless, you know, your "tastes" involve bludgeoning kittens, puppies and babies to death with a sledgehammer. (In real life, not in video games, obviously.) Or, you know, actively stirring up hate against a specific social group. Or just generally being a dick. Then you should probably feel a bit guilty. Basically, so long as you're not actually hurting anyone (physically or psychologically) or actively oppressing someone with the things you like, enjoy whatever you want within reason!

    Now, if you'll excuse me, I'm off to plumb the depths of the bottom half of Metacritic to see what awesome experiences I can find to enjoy next…

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    1084: Darkdeath Evilman https://imnotdoctorwho.moegamer.net/2013/01/06/1084-darkdeath-evilman/ https://imnotdoctorwho.moegamer.net/2013/01/06/1084-darkdeath-evilman/#respond Sun, 06 Jan 2013 23:46:03 +0000 http://angryjedi.wordpress.com/?p=4855 So, I seem to have jumped down something of a rabbit-hole with regard to my current gaming. Specifically, I seem to have jumped down the NIS America rabbit-hole, which means lots of brightly-colored anime-style JRPGs with heavy degrees of ridiculousness. Hyperdimension Neptunia, which I discussed yesterday (and which I'm aware is developed by Idea Factory … Continue reading 1084: Darkdeath Evilman

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    Page_1So, I seem to have jumped down something of a rabbit-hole with regard to my current gaming. Specifically, I seem to have jumped down the NIS America rabbit-hole, which means lots of brightly-colored anime-style JRPGs with heavy degrees of ridiculousness. Hyperdimension Neptunia, which I discussed yesterday (and which I'm aware is developed by Idea Factory rather than Nippon Ichi themselves), is a fine example of said ridiculousness being taken to the extreme with its personifications of gaming platforms and companies as cute anime girls with a habit of flashing their panties.

    I decided to start something on portable in parallel, though, so I had something to play on the toilet/in bed/in coffee shops. I wanted to pick something that was portable-friendly — i.e. something you could dip into in short sessions rather than feeling like you need to spend hours at a time playing, but which would last a good long while in total. The game I picked for this purpose was the rather gloriously-titled Z.H.P. Unlosing Ranger vs. Darkdeath Evilman for the PSP/Vita, a game from the Disgaea team and one which wears its influences on its sleeve.

    Z.H.P. (as it shall be known from hereon) is an isometric-perspective tactical roguelike RPG that plays somewhat like Disgaea (which is normally a strategy game somewhat akin to Final Fantasy Tactics, if you're unfamiliar) would play if you only controlled one character and could only move them one space at a time per turn. It follows the traditional style of roguelike gameplay, in other words — you move, the enemies move, but between moves you can stand still and contemplate what to do next without fear of getting twatted while you come to your decision. As per usual for the genre, you find yourself exploring a series of increasingly-difficult, increasingly-complex randomly-generated dungeons in an attempt to become as strong as possible and eventually take down the titular bad guy Darkdeath Evilman.

    There's a bit of a twist on the usual formula, though. Rather than featuring a permadeath system that forces you to start over when you bite the big one in a dungeon, Z.H.P. instead features a rather odd levelling system whereby each time you enter a dungeon, you start at level 1, but your total levels gained over your lifetime playing the game determines your base statistics. If you die, you lose all the loot you acquired on that particular dungeon run, but any levels you gained are added on to your total level count, boosting your base statistics by a little and meaning that the next time you start a dungeon run, you'll be slightly stronger even though you're still technically level 1. If that makes your head hurt, don't worry — it starts to make sense after playing for only a short period.

    The eventual aim of the game is to work your way through the story and make the nameless, voiceless protagonist (who, rather endearingly, is canonically named simply Main Character) into the hero he was supposed to replace — the Unlosing Ranger, the only one who can defeat Darkdeath Evilman. Every so often in the story, you'll find yourself returning to Earth from the Bizarro Earth in which you've been doing all your dungeon-crawling, and thrust into a traditional JRPG-style battle against Darkdeath Evilman, who is your stereotypical "final boss" sort of character. As the game progresses, these battle sequences become increasingly elaborate — they start with a first-person 8-bit sequence somewhat reminiscent of the end of the original Phantasy Star and gradually progress to… well, I'm not sure yet as I haven't got that far.

    There are some fun additions to the basic roguelike formula, and it's here that the Disgaea influences are apparent. You can pick up enemies and fling them around, for example, though disappointingly you can't simply lob them off the edge of a precarious platform into the lava below. You can also throw items from your inventory, many of which have special effects. It also provides a use for items that have degraded to a durability level of 0%, meaning that the bonuses they normally provide are completely ineffective until repaired. If you don't want to spend your limited funds on repair bills, simply throw them at the enemies.

    Then there's the guest appearances from the Prinnies, the weird explosive penguin-like things from Disgaea. Early in the game, you inexplicably find yourself married to one and gain the once-per-expedition special ability to summon your "wife" and have her bring you a lunchbox to restore your endurance points.

    I could go on, but I would like to play the game a bit more before I talk about it too much. Early impressions are very positive, though, and if it's anything like Disgaea this will be a game designed to keep one occupied for a frighteningly long time. If you're looking for something endearingly bizarre but which backs up that bizarreness with solid gameplay and good presentation, you could do far worse than check out Z.H.P. — it works on Vita, too, so you can just download it from the PSN store rather than attempting to track down a physical copy.

    See you in the dungeon, dood!

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    1083: Hyperwhatnow Nepperwho? https://imnotdoctorwho.moegamer.net/2013/01/05/1083-hyperwhatnow-nepperwho/ https://imnotdoctorwho.moegamer.net/2013/01/05/1083-hyperwhatnow-nepperwho/#respond Sat, 05 Jan 2013 22:23:17 +0000 http://angryjedi.wordpress.com/?p=4851 I finished Trails in the Sky this morning (not last night — it got to 4am and I still hadn't reached the final boss so I decided to save it for this morning, and it was well worth the wait) so today saw that age-old question, "What to Play Next" rear its head. I fancied something … Continue reading 1083: Hyperwhatnow Nepperwho?

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    Page_1I finished Trails in the Sky this morning (not last night — it got to 4am and I still hadn't reached the final boss so I decided to save it for this morning, and it was well worth the wait) so today saw that age-old question, "What to Play Next" rear its head.

    I fancied something light-hearted and silly, so I chose Hyperdimension Neptunia. I knew nothing about this prior to starting to play, and just knew that it was rather silly, very Japanese, packed with rather unnecessary fanservice (that I secretly quite enjoy) and not necessarily what you'd call "good" by the traditional definition. However, given that many of the games I've enjoyed most of all over the course of the last year have not been what you'd call "good" by the traditional definition (Nier springs immediately to mind) I was willing to give it a chance.

    I think I'm going to like it.

    Hyperdimension Neptunia casts you in the role of Neptune, a personification of the cancelled console the Sega Neptune. Cast out of Celestia by her goddess sisters (each of whom represents one of the Xbox, PlayStation and Wii respectively) and forced to fend for herself in the lands of Gamindustri, it's up to her to… well, I don't really know yet, as I haven't got that far and the events in the intro left her with amnesia which she conveniently points out is to help the players understand what is going on. I swear I'm not making any of what I just said up. This is indeed a game that represents the seventh-generation "console wars" as ridiculous anime-style battles between anthropomorphised hardware manufacturers.

    Besides the silly premise, which I have a lot of time for, there actually seems to be quite an interesting game under there, too. The game unfolds in several distinct components — visual novel-style storytelling sequences; a "between missions" bit where you can shop, read background information and discover sidequests; and dungeon-crawling. The game isn't really a traditional JRPG in terms of structure — there's no wandering around field screens or towns, for example, and the story scenes all unfold using head-and-shoulders shots of the characters rather than in-engine graphics, like a visual novel rather than a standard JRPG.

    Where the interesting gameplay comes in is in the dungeon-crawling component. Structurally, this is very straightforward — you wander around a dungeon finding treasure chests and occasionally getting into random battles. The characters in your party each have "dungeon abilities" that recharge over time that allow them to do different things — Neptune can smash through obstacles, for example, while Compa, a character who appears early on, can trigger tough battles at special summoning zones to temporarily lower the random encounter rate, and IF, another early character, has the ability to lead the way to normally-invisible treasure chests.

    The battle system is turn-based, but makes use of an "ability points" system, whereby each character has a certain number of points that they can spend on their turn. Each move they do costs ability points, and up to four moves can be chained together into a combo. Certain moves allow the combo to continue registering with second, third, fourth sets of four button pushes, and the longer a combo goes on for, the better.

    It's this combo system that provides some rather daunting complexity to the battle system. You're not limited to the basic skills the game provides for you. Rather, you can redefine pretty much any combination of four buttons to perform any of the character's unlocked skills to create custom combos. Some skills are learned through levelling up, others through acquiring CD-Rs and CD-R/Ws with skill information on. CD-Rs have preset skills; CD-R/Ws have customizable skills that you can rename and visually tweak by importing an image from your PS3's photo library. So yes, you can have a spell that summons, say, Twilight Sparkle to kick some ass. This is, as they say, awesome. And hilarious. It also gives people an actual reason to load some images into their PS3's photo library, which is surely worthy of praise.

    So thus far it seems like an interesting game, albeit one with more than a few flaws. On the technical front, the frame rate and graphics aren't all that great (though the visual novel scenes look lovely and feature animated characters); the dungeons look like they might be a bit "samey" over time; and the game doesn't do a great job of explaining its more complicated aspects in detail. But, for me anyway, part of the joy in this sort of thing is in discovering the hidden secrets for oneself and working out just what the fuck is going on.

    It's early days yet, but I've enjoyed what I've seen so far. Let's see if it has what it takes to keep me playing in the long run!

    The post 1083: Hyperwhatnow Nepperwho? appeared first on I'm Not Doctor Who.

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    1082: Squeakers https://imnotdoctorwho.moegamer.net/2013/01/05/1082-squeakers/ https://imnotdoctorwho.moegamer.net/2013/01/05/1082-squeakers/#respond Sat, 05 Jan 2013 02:34:57 +0000 http://angryjedi.wordpress.com/?p=4846 Apologies for the lateness of the hour, but I'm on the Very Definitely Final Dungeon in Trails in the Sky, and it was getting rather difficult to stop playing. It was one of those times where you start playing at an eminently reasonable hour in the evening, look up and it's suddenly nearly 2am. Oops. … Continue reading 1082: Squeakers

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    Page_1Apologies for the lateness of the hour, but I'm on the Very Definitely Final Dungeon in Trails in the Sky, and it was getting rather difficult to stop playing. It was one of those times where you start playing at an eminently reasonable hour in the evening, look up and it's suddenly nearly 2am. Oops. I will likely push on to the finale tonight, since it's the weekend and all.

    But I don't want to talk about Trails in the Sky today. (Well, I do, but I am specifically choosing not to.) Instead I thought I'd talk a bit about our pet rats. Those who have been following for a while will remember we got Lara and Willow back in June but Willow sadly died a few months later. We left Lara on her own for a little while to see how she was, but she became much less energetic and looked very sad, so it wasn't long before we went out to try and find her a playmate.

    I was a bit worried about this, as Lara and Willow knew each other and got along very well with one another despite being polar opposites personality-wise — Lara is adventurous, curious and mostly quite gentle; Willow was nervous, jumpy and had a habit of biting. (I didn't get bitten, but Andie assures me that a rat bite fucking hurts.) I'm not sure if they were related, but they certainly got along well. What would happen if we introduced a new, unknown rat into the mix?

    We found out when we got Lucy, who was younger than Lara and thus about half her size when she first arrived. We introduced them to each other on "neutral territory" (the bathtub, in this case) and they both had a wander around and a bit of a sniff and didn't seem to mind each other, so we put them both in the cage to see how they got on. Lucy just hid in the corner not moving for several days, with the exception being the time she terrified us by lying down on her back and pretending to be dead to stop Lara hassling her. We were worried that Lara was being too aggressive towards her, so we tried putting Lucy in a carry box for the night so she could get some rest, but put the carry box inside the cage so that Lara could get used to her scent.

    Lara's behaviour when we did that was both adorable and heartbreaking. You could see her panicking. She thought that we were taking her new friend away from her, and she was frantically scrabbling away at the box trying to get to Lucy. Lucy, meanwhile, was happily getting some rest at last. When we opened up the box in the morning, both of them were fine, and over time they got to know each other, established a pecking order and Lucy started behaving a bit more normally.

    The thing that surprised me about owning rats is how much personality the pair of them have. I've never owned small furry creatures before, so I didn't know much about them. (My family had cats when I was younger, and my brother has dogs and cats, but no small furry things.) But the pair of them do obviously have different attitudes and responses to things. I'm not sure how much of this is me projecting human characteristics onto them, but it certainly looks that way, anyhow. As I said above, Lara is adventurous, curious, mostly gentle, protective of Lucy and absolutely loves coming out of the cage to explore all the nooks and crannies of the room. Lucy, meanwhile, is cheeky — there's no other word for it, really. She regularly sneaks up on Lara and tries to bite her playfully, and you can see Lara just gritting her teeth and putting up with it most times it happens, though occasionally she'll give Lucy a slap on the nose. As Lucy has grown, she has become more confident, and will hold her own in the play-fights the two of them have now rather than losing every time. She's also just started coming out of the cage to explore, though not quite as far afield as Lara just yet, and she's much more talkative than Lara, who stays quiet most of the time. Lucy, meanwhile, is always squeaking (I never knew before owning rats that they squeaked like mice!) and makes a hell of a noise when the two of them are play-fighting, which made us worry a bit the first few times they did it.

    Rats are great pets, then. They're very social — they'll get up and climb up the side of the cage to come and see you if they know you're nearby or if you talk to them — and they're fun and relaxing to watch. They're amusing and entertaining once they get brave enough to step out of the cage and wander around the room, too, though they're almost impossible to catch standing still, particularly if they're female, as apparently female rats are much more inquisitive than the somewhat lazier males. It's also a bugger to get them back in the cage if you're in a hurry, but both of ours will return of their own accord when they've had enough "playtime", so I assume this is fairly common behaviour.

    I'm glad we got them, in short. It's nice to have a bit of life in the house when I'm stuck here working by myself (or on evenings when Andie is elsewhere, like tonight) — it helps the place feel less "empty". I sort of wish I'd learned this a bit sooner. 🙂

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    1081: Reasons to Get a Wii U (or a Friend Who Owns a Wii U): Nintendo Land https://imnotdoctorwho.moegamer.net/2013/01/04/1081-reasons-to-get-a-wii-u-or-a-friend-who-owns-a-wii-u-nintendo-land/ https://imnotdoctorwho.moegamer.net/2013/01/04/1081-reasons-to-get-a-wii-u-or-a-friend-who-owns-a-wii-u-nintendo-land/#respond Fri, 04 Jan 2013 01:03:52 +0000 http://angryjedi.wordpress.com/?p=4842 I had some friends over tonight for some computer and board game action. I lost our game of Agricola as usual (though not by as much as normal — I'll take that) but what I really wanted to talk about was the game we played earlier in the evening — Nintendo Land. I had a … Continue reading 1081: Reasons to Get a Wii U (or a Friend Who Owns a Wii U): Nintendo Land

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    Page_1I had some friends over tonight for some computer and board game action. I lost our game of Agricola as usual (though not by as much as normal — I'll take that) but what I really wanted to talk about was the game we played earlier in the evening — Nintendo Land.

    I had a feeling that Nintendo Land would go down well, but I'm super-impressed by quite how much fun it really is. We were concentrating on the competitive games, based on the Mario, Animal Crossing and Luigi's Mansion franchises, and all of them provide chaotic fun for up to five players along with an apt demonstration of exactly what the Gamepad controller device brings to the table.

    The Luigi's Mansion game sees the player with the Gamepad taking on the role of a ghost and up to four players with Wii Remotes playing the part of ghost hunters armed only with torches. The ghost's job is to knock out all the ghost hunters by sneaking up on them and touching them; the ghost hunters' job is to reduce the ghost's hit points to zero by shining light on it. The twist is that the ghost is invisible on the TV screen, which the hunter players are referring to, and only the ghost player gets a full overview of where they are in relation to the others on the Gamepad screen. The ghost also occasionally reveals itself when lightning flashes and when it performs a "dash" action, and the hunters' controllers vibrate when the ghost is nearby. The ghost player has an on-screen marker showing the boundary of where the vibrations will occur, meaning they can play some amusing mind games with the other players if they desire.

    The Animal Crossing game, meanwhile, casts the Gamepad player in the role of two guards and the Wii Remote players in the role of animals trying to collect sweets. The animal players have to collect a particular number of sweets before the guards catch them three times, though the more sweets they are carrying, the slower they move. The twist with this one is that the single Gamepad player controls both guards using the dual analogue sticks on the Gamepad, and their viewpoint pans and zooms to keep both guards in view at once, while the players on the TV may only see what is in their immediate vicinity.

    Finally, the Mario-themed game casts the Gamepad player in the role of Mario and the Wii Remote players in the role of various-coloured Toads. It's Mario's job to stay un-caught until a timer expires, and it's up to the Toads to capture him as quickly as possible. Like in the Animal Crossing game, the Toads may only see what is in their immediate vicinity, and their controls are deliberately clunky and awkward to make it more challenging for them to catch the more agile Mario. The Mario player, meanwhile, has a screen that shows both an overview of the entire level (including where the two Toads are) and a close-up of their immediate surroundings. For the most part, the Mario player will be using the overview map to try and stay out of trouble, but when the Toads get near the close-up view comes into it own as Mario tries to avoid their tackles.

    These three games offer a tiny subset of what Nintendo Land has to offer — there are a selection of more cooperative games on offer as well as a bunch of single-player games for the Gamepad that would still be fun for friends to take it in turns on.

    The interesting thing about Nintendo Land is that it's a slight shift in attitude from Wii Sports, the pack-in game with the previous-generation Wii. Wii Sports was designed to be accessible and intuitive, making use primarily of motion controls that anyone could perform. Nintendo Land, meanwhile, assumes a basic level of "game literacy" — familiarity with a controller being used "traditionally" — but still remains accessible to a wide audience. Consequently, it strikes a good balance between being casual-friendly as well as challenging and fun to veteran gamers.

    Next week I'll hopefully have the opportunity to play both Nintendo Land and the excellent Sonic & All-Stars Racing Transformed with a full complement of five players, so I'm looking forward to that. The games described above are great fun with three; I can only imagine the chaos with five. I can't wait.

    Think about that. When was the last time you played a game that you couldn't wait to get your friends over to your house for?

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    1080: How These Endless "Friendzone" Rants Make Me Feel https://imnotdoctorwho.moegamer.net/2013/01/02/1080-how-these-endless-friendzone-rants-make-me-feel/ https://imnotdoctorwho.moegamer.net/2013/01/02/1080-how-these-endless-friendzone-rants-make-me-feel/#respond Wed, 02 Jan 2013 11:53:43 +0000 http://angryjedi.wordpress.com/?p=4838 Good morning. Today another article about "nice guys" and the concept of the "friendzone" appeared. Here it is. Today I would like to talk about how this article made me feel. It made me angry, and it made me want to cry. Why? Not because I am the sort of person who exhibits those behaviours … Continue reading 1080: How These Endless "Friendzone" Rants Make Me Feel

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    Page_1Good morning. Today another article about "nice guys" and the concept of the "friendzone" appeared. Here it is.

    Today I would like to talk about how this article made me feel.

    It made me angry, and it made me want to cry.

    Why? Not because I am the sort of person who exhibits those behaviours — I certainly do not expect women I am friends with to immediately jump into bed with me, particularly because I'm now in a committed, loving relationship with someone who is super-awesome — but because I recognise some of the things being described, and the fact that they are being twisted, generalised and used as a means of shaming people feels like a punch in the gut.

    I don't normally talk about this stuff because it's embarrassing and difficult to talk about, but I am going to make an exception for today as a means of making my point. This article made me feel like absolute fucking shit, even though I know it was not about me. I am going to talk about my past relationships and how they came to be, though naturally I will omit names and personally-identifying details.

    Some context for those who are newcomers to this blog or don't know me very well: I suffer a pretty strong degree of social anxiety, and have done since an early age. I feel enormously uncomfortable when around strangers, clam up completely when faced with the prospect of making small talk, and even, at times, find it difficult to talk to my own friends or relations.

    As you might expect, these circumstances are not ideal for getting together with someone. Consequently, even as all my peers around me at school were getting into relationships, going out with people, having sex and bragging about all of the above, I was left constantly frustrated and bewildered. My already-active imagination would picture what it might be like to be in a relationship with someone — note: relationship, not simply having sex — and I'd even go so far as to imagine how those conversations might go in great detail. One of the diaries I kept as a teenager included numerous fantasy scenarios of how I might get a girl I liked to talk to me, and how I might express my feelings. Sex did not enter into this at all — I simply wanted to be with that person. (I'm aware writing fantasy conversations in itself is creepy, but I was ashamed of these entries the moment I wrote them, and inevitably ended up throwing them away immediately.)

    The fact I overthought these things meant, inevitably, that I never did anything about them, and I was always absolutely mortified any time a friend of mine would tell the girl in question that I liked them. I hated myself — you can thank near-constant bullying through primary school and a fair proportion of secondary school for that — and thought that the girl discovering that I liked her "in that way" would cause her to immediately hate me because I was certain that no-one would ever want to be with me. (This never happened, of course, but it's the way my mind worked, and to a certain extent still does.)

    Fast-forward a bit, and I got into my first relationship during a school production. I had got very close to a female friend of mine, and after the fact I learned that most of my friends were expecting us to get together as part of the production. However, what actually happened was that she set me up with a friend of a friend whom I didn't know very well and didn't particularly fancy. I'm not particularly proud of saying this, but I entered into that relationship because I was worried no-one else would be interested in me, and I wouldn't get another chance. (I was young. And stupid. And suffering from what I now recognise to be mental health issues.)

    As it turned out, said relationship grew quite nicely over time, and I realised I actually did quite like this girl — I just didn't know her that well before we were pushed together. We did a lot together, I got on well with the rest of her family and it was all looking good.

    We never had sex, though. I remember vividly "missing my chance" on this. We were sitting in her bedroom one day fooling around, and she mumbled something to me. I couldn't make out the words because she was embarrassed to say them out loud. In retrospect, it was obvious that she was saying "I really, really want to make love to you" but I was too scared to make assumptions — too wrapped up in my own self-loathing to believe that anyone would ever want to have sex with me. I asked her what she said, and to say it more clearly. She wouldn't. The moment passed.

    A couple of months later, it was our school prom. We went together. We did not leave together, because she cheated on me on the dance floor with a guy she is now married to. Good on her, I guess.

    My only other relationship at school was one which lasted from Monday to Friday of one week, during which time I saw my paramour precisely once and kissed her once before she decided at the end of the week that actually, she didn't want to go out with me after all, and that we should go back to being friends again. Once again, sex did not enter the equation. The fact that our relationship began at a recording of Songs of Praise may have had something to do with that. (I swear I am not making that part up.)

    Fast forward to university. Early in my student career, I met someone who seemed perfect for me. We spent a ton of time together. She was constantly in my room, she was into the things I was into and we had a great time together. I knew very early in our relationship that she was someone I wanted in my life. I was attracted to her, I liked the person she was and I wanted her around as much as possible.

    I said nothing. Because I was too scared. Because I hated myself. Because I thought she would hate me and think I was some sort of disgusting pervert if I said anything. Consequently, she got together with someone else, who I spent a healthy proportion of time absolutely despising as a result. (Said person is now, paradoxically, one of my closest friends. Funny how things work out.)

    I liked a couple of other people at university. I even went to the effort of sending a secret Valentine to one, complete with a cuddly toy and some truly dreadful poetry. (I am never writing poetry again.) She immediately knew it was me and let me down gently. I left it at that and we continued being the friends we were before. Again, sex didn't enter into the equation. I just liked this person and wanted to be with them.

    My next girlfriend at university was someone I got together with at a Christmas meal for one of the groups I was a member of. I'd never met her prior to that night, but we hit it off and were in each other's arms by the end of the night. Neither of us were the one-night stand types, though, so we went our separate ways at the end of the evening and arranged to meet up again. We went out a few times, but she dumped me after I bought her a Christmas present because it made her feel "weird". That made me feel weird.

    We subsequently met up again later a few times and went out, but we eventually lost contact. To this day, I'm still not entirely sure quite what went on there, and if I could have done things anything differently. Ships in the night and all that.

    I could go on, but we'd be hitting a bit close to home if I started talking about some of these other relationships. What I wanted to (hopefully) make clear by sharing some of these things is that in many cases, a dude making friends with a girl and complaining of not being able to take things any further is not always a case of "putting in kindness coins and expecting sex to fall out", as runs the phrase I've seen numerous times recently. In many cases, it is a simple case of the dude in question not knowing how to express that he would like to take things any further. In more cases than one, you can probably see that I blew my chances with someone largely as a result of my own crippling self-loathing and lack of confidence.

    I have had a number of situations in my life that fall into the "friendzone" category by popular definition, and I'm fully aware they're my own fault for not expressing myself properly. But it's not a case of being a creeper, or of expecting a woman to provide me sexual gratification in exchange for my kindness — in every single fucking case I wanted an actual relationship with that person; because I wanted to be with them; because I wanted to share my life with them; because I felt we understood each other. It was not because I expected them to have sex with me. It was not because I wanted to have sex with them. I didn't express myself because I was too fucking terrified to say anything to them, because I was too fucking terrified that they would run away from me screaming if they thought I was a creep who was leching after them.

    You see, herein lies my problem with articles like the one I shared at the start of this post. They are gross generalisations. There are men out there who don't know when to quit. There are men out there who have unreasonable expectations of women. There are men out there who see women purely as sex objects there for their own gratification.

    I am not one of them.

    But every time I read one of these endless fucking "friendzone" articles that uses a lot of words to say almost nothing we haven't seen a hundred times already, I feel like shit. I feel like a creep. I feel like a piece of sub-human scum. Why? Because I recognise some of the situations being described. I have been in some of the situations described. And yet, apparently, the following quote from the above article is universally How It Is:

    Here’s the hard truth, Friendzone. You’re not a nice guy. You are a gutless, pathetic, sad, horny little worm who’s too afraid of rejection to just tell a woman how you really feel.

    Yes. Yes I am. Yes, I am a gutless, pathetic, sad, horny little worm who is too afraid of rejection to tell a woman how I really feel. Do you know why I am afraid of rejection? Because I hate myself. Because the early part of my life was spent with people reinforcing my own self-hatred through near-constant bullying and harassment. Though those days may be long gone, the mental scars remain. And every time you say shit like the above, even though it may not be intended to be about me specifically, I take it personally. And it hurts. And it makes me angry. And it makes me want to cry.

    It hurts even more when you make the assumption that I am afraid of rejection purely because I want sex. As I have hopefully outlined above, in every single case I was the one who wanted an actual relationship but found myself unable to express it properly. I'm pretty sure I can't be the only person in the world who feels like this, so every time you publicly shame "friendzone guys" like this, you run the risk of doing some very real damage to what is probably already a very fragile sense of self-esteem and self-worth for those people you have inadvertently and inconsiderately lumped in to your catch-all descriptions. While you may cause some of the creepers to re-evaluate their behaviour and start behaving in a less misogynistic manner — though personally I feel it is unlikely that they will read anything like the article above and take it to heart — you're just as likely to make people who already lack confidence to never ever want to put themselves out there. (Those are the people who will read the articles.)

    I am very fortunate in that after my last relationship — which led to marriage — fell apart and nearly destroyed me completely, I found someone who loves me for who I am, respects me and is a good match for me. Not everyone is so lucky. If I were still alone right now, I don't want to think about how awful I'd be feeling. Fortunately, instead I find myself on the way back up from the bottom rather than slowly sliding into the abyss.

    So just fucking stop it with the "friendzone" and "nice guy" articles. Please. We get it.

    (As an aside, I would like to stop writing about this now because I know it's probably quite tiresome to read. But in this instance I felt it important to respond to the article linked above. I will return to writing about something more entertaining tomorrow. Hopefully. None of you die or anything in the next 24 hours.)

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    1079: It's 2013 https://imnotdoctorwho.moegamer.net/2013/01/01/1079-its-2013/ https://imnotdoctorwho.moegamer.net/2013/01/01/1079-its-2013/#respond Tue, 01 Jan 2013 20:36:23 +0000 http://angryjedi.wordpress.com/?p=4834 Welcome to the first day of a new year. Doesn't feel much different, does it? That's because it isn't, really, yet we ascribe such huge importance to the December 31/January 1 changeover that you'd believe the world ended and was subsequently reborn every New Year's Eve. I've seen a number of people expressing such cynical … Continue reading 1079: It's 2013

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    Page_1Welcome to the first day of a new year. Doesn't feel much different, does it? That's because it isn't, really, yet we ascribe such huge importance to the December 31/January 1 changeover that you'd believe the world ended and was subsequently reborn every New Year's Eve.

    I've seen a number of people expressing such cynical sentiments recently, and they do sort of have a point. But at the same time it's quite nice to have a relatively arbitrary place to draw a line under everything and say "right — that's enough of that, time to move on with new and better things."

    I do it myself, as you've probably noticed. I refer to 2010 as a "bad year" because it was largely memorable for the bad things that happened in it. 2011 and 2012 were relatively unremarkable throughout their duration, with relatively little to distinguish the two of them, and yet here, now, on January 1, 2013, I still find myself looking forward to a new year as if something is going to be magically different. And yet we all know it's probably going to be the same old, same old for the most part, because those big changes in the world take significant amounts of time.

    This is true of new year's resolutions, too. While it's admirable to use the start of a new year as a "starting line" for a new challenge, many people are a bit unrealistic about their own expectations of themselves. "I'll get fit," they'll say. "I'll lose weight." It's not that simple — those aren't behaviours that you can just "turn on", sadly, otherwise life would be much easier for the fatties of the world. It takes time to change, and it's easy to fall off the wagon. Believe me, I know.

    As such, I'm not going to make any grand, sweeping statements about what I will or won't achieve in the coming year. It would be nice if I could get fit and lose some weight, but I know from past experience that neither of those things are particularly easy. There are plenty of other things I would like to achieve, too, but none of those are easy, either. As such, setting unrealistic expectations for myself is only going to set me up for future disappointment. Much better to set some long-term targets and use the year to at least start working on them, even if they do not come to complete fruition in a single year. After all, unexpected things have a habit of throwing spanners in the work. Best-laid plans and all that.

    As such, here are some things I am going to make a start on (or, in some cases, revisit) in 2013, with no promises of any of them actually being finished in 2013:

    • I will do some form of exercise at least twice a week. I've had a hefty period off from running, gymming or indeed anything — a combination of depression and a general lack of motivation sapped my inclination towards doing these things towards the end of the year. Now I'm in our new place, I will make an effort to use at least two days in the week for sweaty purposes. I anticipate this will primarily take the form of taking my bike to Southampton Common, which is very near our house and eminently suitable for cycling around.
    • I will work on my visual novel book. I have already made a start on this, and now I'm a bit more settled, I'm in a position where I can devote some time to it regularly.
    • I will make a game. It will be a small-scale, not-overly ambitious game made with RPG Maker, and it will probably be rubbish. But I will use my writing skills and creativity to make something I can show to other people. If I find myself able to make said game relatively quickly, I might even make another one that is better.
    • I will play the piano several times per week. I have had relatively little motivation to make music for a while (again, partly due to depression and whatnot) but I will regularly settle down and attempt to get my skills back up to scratch.
    • I will see my friends more often. I am fed up of being a hermit. I know I am not an especially social person, and social anxiety doesn't make that any easier, but I would like to see my friends more often — for coffee, food, board games, video games, whatever. I am in the right place to do it, so I will take full advantage of that where possible.

    I also have a more concrete target in mind, but I will keep that to myself for the moment, and perhaps share it in the near future.

    For now, after an exhausting couple of days, I think I need a rest. Back to regular working days tomorrow for me — if you, too, are heading back to work, I hope you've had a suitably relaxing break and are ready to go back to the grindstone. And for everyone, I hope you had a wonderful (or at least tolerable) New Year celebration — here's to 2013 being a good one. Cheers!

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    1078: Things I Hope We See the Back of in 2013 https://imnotdoctorwho.moegamer.net/2012/12/31/1078-things-i-hope-we-see-the-back-of-in-2013/ https://imnotdoctorwho.moegamer.net/2012/12/31/1078-things-i-hope-we-see-the-back-of-in-2013/#respond Mon, 31 Dec 2012 10:25:49 +0000 http://angryjedi.wordpress.com/?p=4829 As I noted yesterday, 2012 was a reasonable year, if a relatively unremarkable one. However, it did play host to a number of trends that really, really need to fuck the fuck off. Here is a selection of my picks for things that I would very much like to not see any more next year. … Continue reading 1078: Things I Hope We See the Back of in 2013

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    As I noted yesterday, 2012 was a reasonable year, if a relatively unremarkable one. However, it did play host to a number of trends that really, really need to fuck the fuck off. Here is a selection of my picks for things that I would very much like to not see any more next year.

    Gangnam Style

    LOOK! LOOK AT THE FUNNY KOREAN MAN! HE DANCING! HAHAHAHAHA

    No. Fuck off. When your "viral sensation" gets performed on X-Factor, you know it has officially jumped the shark.

    The phrase "jumped the shark"

    I can remember it now, but I originally had to look this up five or six times before I could actually remember what it meant. It is a Happy Days reference, for heaven's sake. Is there not something a bit more, you know, timely you could refer to? Or perhaps just say what you mean? Speaking of which…

    Using the term "nice guy" to mean "creep"

    I have ranted at length on this subject before so I will spare you that this time and simply say that by doing this you are simply perpetuating the stereotype that people who describe themselves as "nice guys" are creeps and rapists-in-training. Some of them are creeps, to be sure, but some of them are simply shy people with poor social skills. I count myself in the latter category, and have referred to myself as a "nice guy" in the past, and now feel hideously guilty about that. So quit tarring everyone with the same brush and find a new term to describe creepy guys who make women feel uncomfortable, regardless of what they call themselves. I suggest "creepy guys who make women feel uncomfortable" or perhaps just, you know, "creeps". Capitalising Nice Guy or adding a ™ is not an acceptable way of creating a new term.

    Reducing complex sociological issues to binary debates

    This is apparent when you look at a number of different issues in today's sociological climate, but it's particularly evident any time someone starts talking about sexism and/or feminism. If you're not in support of the most vocal, outspoken, ranty people who are standing up against sexism, you're a misogynist. If you are someone who speaks out against sexism, regardless of whether or not you're being obnoxious in your arguing techniques, you're a "feminazi". If you try and have a reasoned, rational debate on this subject, you're "part of the problem". There are no shades of grey here.

    (Clarification that I am annoyed I feel obliged to include: My beliefs: sexism is bad, regardless of who it is directed towards. Women are awesome. Men are equally awesome. If the world learned this and treated people accordingly, it would be a much nicer place. Yelling incoherently at people is not the same as re-educating them.)

    "dot TXT" Twitter accounts

    NaNoWriMo participants, fanfic authors and bloggers are all pretty brave to put their work out there for public scrutiny, so how do you think they might feel about having extracts of things they have written or said quoted out of context, posted to Twitter and then retweeted to all and sundry? Yeah. Cut that shit out. On the subject…

    Public shaming

    Twitter users like "@fart" spend an awful lot of time trawling the social network for examples of things like "ungrateful teens" at Christmas, retweeting what is apparently their most offensive tweet and then, as a bit of frantic backpedaling, encouraging their followers not to harass these people. (I'm aware @fart isn't the only one, but he's certainly one of the most well-known.) Sites like BuzzFeed then collect together these tweets and post them as evidence of "first world problems" and other such bullshit. An example was here, but it has since been removed by the author, perhaps partly as a result of this article on Slate.

    Public shaming of people for things like this is a horrible way to behave that makes you little more than a bully — especially in cases such as this, where we see that all is not necessarily as it first appears. Call people out if they are genuinely being publicly offensive, sure, but don't hold them up for ridicule.

    Tumblr

    Back in 2008, I posted this short entry in which I lamented the fact I didn't really know what Tumblr was for or why anyone would want to use it. Now I know: it's for telling the world how awful white people, men, and white men are. The second a white person says something stupid, you can count on there being a Tumblr for it within a matter of minutes, which runs whatever "joke" there was well and truly into the ground, often setting world records for how quickly it can make grumpy people like me want to set fire to anyone who makes such a reference.

    White straight cis male guilt

    Much of the above leads to white straight cis male guilt. (If you don't know what "cis" means, it is an abbreviation of "cisgender", which is where an individual's self-perceived gender matches their sex, and the opposite of "transgender". I had to look it up, despite the number of people who are now using it regularly, often in an attempt to make themselves look super-socially aware.) Being a white straight cis male is not anything to be ashamed of, but from the number of people who preface pieces of work by seemingly apologising for being the person they are, you'd think it was the worst thing in the world. The white straight cis male viewpoint is just as valid as the black gay transgender female perspective, and nothing to feel guilty about.

    The only thing you should feel guilty about is not giving viewpoints other than your own the time of day, regardless of your ethnicity, sexual orientation, gender, sex and any other factors. You can give respect to viewpoints other than your own without diminishing the relevance of your own contributions.

    Variations on that Keep Calm and Carry On poster

    If I never have to see an "amusing" poster that says "Keep Calm and [something that isn't Carry On]" again in 2013 and beyond, I will be happy. Indeed, if I never see a piece of merchandise that has the original "Keep Calm and Carry On" slogan on it again in 2013 and beyond, I will be happy. For those who were unaware, the original poster was put out in very limited quantities in 1939 to raise the morale of the British public in the face of the rise of the Nazis, and was subsequently rediscovered in 2000, at which point it exploded and was everyfuckingwhere. Ironically, the reaction on seeing a "Keep Calm and Carry On" poster is now a crushing sense of distress at the state of the modern world rather than a feeling of increased morale.

    Data limits

    We're living in the future. We really are. We carry around gizmos in our pocket that are straight out of Star Trek, and yet our usage of them is artificially limited by mobile phone companies' desire to squeeze as much money out of us as possible. That didn't happen in Star Trek.

    Negativity towards new tech

    The new consoles that have been released recently — 3DS, Vita and Wii U — were all met with negativity upon their initial release. The situation with 3DS has improved somewhat, but Vita is still struggling a bit, and it's too early to say with Wii U so far. These are all great bits of kit that, in many cases, don't deserve the beatdowns they get. In 2013 I'd like to see a much greater focus on the things that these systems do well, and things that people who have bought one can appreciate, rather than endless Why Not To Buy One pieces.

    Sales figures being equated to whether something is any good or not

    People don't like buying stuff that isn't selling (see: Vita) but this doesn't mean that those things aren't actually any good. The Vita (sorry to keep harping on about it, but it's a good example) is a gorgeous piece of kit, but people are ignoring this arguably more important fact because its sales figures aren't very good.

    Fact: pretty much everything I've enjoyed this year has been a "niche" title that hasn't been designed to sell in massive quantities. Not everything has to be a blockbuster.

    Unnecessary mobile social networking apps

    If you're considering seeking funding for a new mobile app that "lets you Like anything!" or is yet another Instagram ripoff then just stop. Now. No-one is going to use your product for more than five minutes. Before you design your app consider whether or not the world really needs it or would at least find it somehow beneficial. If the answer to either of those questions is "no", then reconsider what you are doing.

    Blind reposting

    This has been a particular issue on Facebook this year. People see something that they think is amazing (like that supposed Morgan Freeman quote on the school shooting) and then blindly reshare it to their Facebook friends without checking to see whether or not it's actually trueIt subsequently spreads and spreads and spreads, because very few people along the way bother to fact-check it. When someone does fact-check it, discovers it to be bollocks and says so, they are often lambasted. "It does no harm," people will say. "It's a nice quote, does it matter who said it?"

    Well, perhaps not in the case of a thought-provoking quote misattributed to Morgan Freeman, but when you see the massive virality of scaremongering posts accusing, say, Red Bull of containing a chemical that causes brain tumours, that's when you can hopefully start to see where the problem lies.

    Let me introduce you to Snopes.com. If something sounds suspiciously like bollocks, it probably is, so check it out on Snopes.

    ____

    I could go on but I've already written nearly 1,500 words so far. I think if all of the above just went and vanished in time for the new year, I'd be happy for maybe a few days at least. Then something new will undoubtedly come along to irritate me, and I can write another post like this on December 31, 2013. See you then.

    (Actually, I'll see you tomorrow, but you know.)

    Oh, and happy new year for later, I guess.

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    1077: New Year's Honours https://imnotdoctorwho.moegamer.net/2012/12/30/1077-new-years-honours/ https://imnotdoctorwho.moegamer.net/2012/12/30/1077-new-years-honours/#respond Sun, 30 Dec 2012 22:26:31 +0000 http://angryjedi.wordpress.com/?p=4827 I know it's December 30, but I'm out for New Year's Eve tomorrow night (just at a friend's house — I don't really do obnoxiously loud, drunken parties any more) and probably won't feel particularly inclined to write a lot tomorrow evening. So I thought I'd look back on the year that was, as is … Continue reading 1077: New Year's Honours

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    I know it's December 30, but I'm out for New Year's Eve tomorrow night (just at a friend's house — I don't really do obnoxiously loud, drunken parties any more) and probably won't feel particularly inclined to write a lot tomorrow evening. So I thought I'd look back on the year that was, as is traditional for regular bloggers to do around this time of year.

    Actually, looking back, I didn't really do that at this time last year. Instead I apparently wrote a bit about the board game Pandemic, The Old Republic (was it really a year ago I was playing that and actually enjoying it before the move to suffocating free-to-play pretty much removed everyone's desire to ever play it ever again?), Minecraft and insomnia. (The above subjects may be somewhat related.) This leads me to believe that the year that was in that instance (being 2011) was not something especially worth looking back on.

    And is this year? As I've been writing these first few paragraphs, I've been pausing occasionally to consider this question. Was 2012 in any way notable or interesting? It certainly wasn't a "bad" year as such — no, 2010 had that pretty much covered and thankfully I haven't had a year that bad since — but neither was it a particularly exciting year. I guess that's sort of good, though — if the most you can say about a year as it is ending is that it just sort of passed by relatively without incident, then I suppose that's a good thing.

    There were good things, of course. The fact that I'm sitting in a flat/apartment/whateverthefuckyouwanttocallit in Southampton — a place I've been trying to get back to ever since 2010 went and fucked everything up — is testament to the fact that Things Are Going Sort of All Right, Really, and I'll certainly take Things Are Going Sort of All Right, Really over Things Are Going Really Fucking Terribly and I Just Want to Cry All Day and All Night. I've done both, and I don't recommend the latter.

    But yes. The move back "home" to Southampton is a big positive step. I am now within walking, biking or short driving distance from the vast majority of my friends that I would like to see much more often, which makes me feel good. Okay, none of them have come to visit me yet, but I think I can excuse that, what with it being a rather busy and chaotic time of year and all. Also, delaying their arrival a little increases the chances that we will have got rid of the hundreds and thousands of massive cardboard boxes that are seemingly breeding in this place as we unpack stuff and assemble new pieces of furniture. (We now own a new wardrobe. It's a bit bigger than we initially thought, but that's not necessarily a bad thing, as the rooms in this place are pleasingly large.)

    What else happened in the last year? I did jury service for the first (and hopefully last) time, in which I got to see how the court system worked for a relatively major case which had to be subsequently abandoned and restarted at some indefinite point in the future. It was an interesting experience, though I would have enjoyed it more if I had a regular job in this country I could just easily take time off from, was not suffering with some sort of hideous plague and was not in the process of moving house (and consequently spending several nights sleeping on the floor of a house with no furniture in it). As I predicted it might do, jury service prompted an immediate re-examination of my life and consideration of whether or not law would be Something Interesting to Look Into.

    Regarding Something Interesting to Look Into: this is an occasional crisis of confidence I have at various points in my life where I wonder whether or not I'm on the "right" path career-wise. I've been back and forth over a few careers, after all — classroom teacher, private music teacher (though that was never enough to support myself on), retail store employee, software trainer, regular contributor on a mainstream video games site, regular contributor on a specialist social/mobile games site — and frequently find myself pondering what next steps might be. Where do I go? Do I want to go there? Should I stay doing what I'm doing — which is comfortable, fun, relatively challenging and something that I'm good at — or should I do some sort of complete (early) mid-life crisis turnaround, retrain as something that I'm not currently and make a career out of that? I honestly don't know. But now's not really the time to be thinking about that.

    It's funny. When I titled this post "New Years Honours" I anticipated that I was going to be able to make a list of Specific Happenings in 2012 that were particularly noteworthy, but this has turned into something of a ramble, really. I apologise. Still, it's something to think about.

    All right, let's make a list of a few things just to round things out.

    Best Video Games I Played: School Days HQ, Katawa Shoujo, Trails in the Sky, Pandora's Tower, Sonic & All-Stars Racing Transformed, The Walking Dead

    Best Wee I Did: Friday morning this week, it was well over a minute long.

    Favourite Technology Purchase: My Novatech laptop, which runs everything from visual novels to TrackMania 2 in relatively portable form without a hitch.

    Most Pleasing Restaurant Chain Discovery: Yo! Sushi — I don't care how authentic it is/isn't, it's delicious.

    Medium I Abandoned Completely and Don't Feel Any Regrets About: Movies.

    Medium I Embraced Wholeheartedly and Don't Feel Any Regrets About: Anime. Also visual novels.

    Amount I Earned by Emptying my Small Change into the Coinstar Machine in Sainsburys: About £80

    Amount I Earned by Music Magpie-ing Almost my Entire CD Collection (Except for the Stuff They Wouldn't Take Like Spice Girls and Other Stuff That Escapes Me Right Now): About £80

    Amount I Anticipate I Will Probably Get for Selling My Knackered Old Car Next Year: About £80

    Most Expensive Purchase: New sofa

    Most Expensive Purchase That is Probably Impossible to Get Into Our New Flat: New sofa

    Meme I'm Most Sick Of: Grumpy Cat

    Number of People I've Blocked on Twitter for Arguing Too Aggressively or Unreasonably (Not Necessarily Towards Me): Too many to count

    Number of Completely Unnecessary Mobile Social Networking Apps I Have Encountered in the Course of my Job This Year: Too many to count

    What I Can Smell Right Now: Smoked mackerel

    What I am Going to Do After This Blog Post: Make a warm milk, go to bed, play Trails in the Sky.

    Why I am Still Thinking of Things to Put in This List When I've Clearly Run Out of Ideas: I don't know.

    Good night.

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    1076: My Favourite T-Shirts https://imnotdoctorwho.moegamer.net/2012/12/29/1076-my-favourite-t-shirts/ https://imnotdoctorwho.moegamer.net/2012/12/29/1076-my-favourite-t-shirts/#respond Sat, 29 Dec 2012 23:37:37 +0000 http://angryjedi.wordpress.com/?p=4823 [Author's Note: This post is a response to my girlfriend's accusations that posts about video games are "boring". She wants "boring", I'll show her "boring".] [Supplementary Note: Both she and I are joking. But I'm still going to write about My Favourite T-Shirts just because I can.] I have a lot of T-shirts. I primarily … Continue reading 1076: My Favourite T-Shirts

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    [Author's Note: This post is a response to my girlfriend's accusations that posts about video games are "boring". She wants "boring", I'll show her "boring".]

    [Supplementary Note: Both she and I are joking. But I'm still going to write about My Favourite T-Shirts just because I can.]

    I have a lot of T-shirts. I primarily wear T-shirts. I work from home so, to be honest, you're lucky if I get dressed at all for my average working day, but most days I do manage to cover up my disgusting hairy flabby body with some form of cloth-based accoutrements that generally take the form of jeans and a T-shirt. Consequently, I have collected a wide variety of T-shirts over the years, relatively few of which I have actually paid for.

    The reason for this is that, as many of you will know, my brother is one John Davison, veteran of the games industry and, at various points in his life, a member of the staff of publications as diverse as Games-X, Mega Drive Advanced Gaming, PC Player, PC Zone, Electronic Gaming Monthly, the Official U.S. PlayStation Magazine, 1up.com, What They Play, GamePro, Gamespot and doubtless some others I've missed along the way. (Kudos if you recognise the earlier ones, incidentally.)

    Why is this relevant? Well, because as anyone currently working in the games industry knows, working on a mag or website means freebies. Freebies are somewhat ridiculed these days, with wearing a freebie T-shirt to a professional engagement seen as a big ol' faux pas, but I've never had a particular problem with people wearing them, largely because I spent a healthy proportion of my childhood wearing them. Nowadays, the ones that still fit (which is quite a few, due to the fact that freebie T-shirts inevitably come in gigantic sizes) have a certain degree of retro charm about them, though I must confess that many of them have fallen by the wayside and/or into the bin over the years.

    So, then, without further ado, here are my Top Five Favourite T-Shirts.

    The "More Drinks Kevin" MDK T-Shirt

    I like this T-shirt (which I don't have a picture of, I'm afraid) for two reasons: 1) it bewilders people who have no idea why my T-shirt says "MORE DRINKS KEVIN?" on the front and "MDK" on the back and 2) it has long sleeves, meaning it's nice and warm. This is, I think, the only T-shirt from the numerous freebies my brother gave me over the years that I actually still have. It has survived my numerous house moves, the collapse of my life a couple of years ago and my subsequent clawing back to my current status of "not doing too badly, thanks." I don't wear it that often, but it's a nice reminder of simpler times.

    Rattlesnake! Theatre Group Official Shirt

    I have two of these (and no pictures right now) and they are among my most-worn T-shirts. They are old, grotty and horrible and really only suitable for bumming around the house in, but I like them a lot because they remind me of one of my favourite times of my life — going to the Edinburgh Fringe with the Southampton University Theatre Group (which we inexplicably redubbed "Rattlesnake!" temporarily for the trip) and putting on two shows for two weeks.

    Persona 4

    I have a Persona 4 T-shirt. It doesn't fit very well so I don't wear it very often, but I like it. It came free with my copy of the game. It is bright yellow (the kind that is not just "yellow" but "YELLOW!") and features a minimalist TV design with colour stripes and the "You Are Not Me" phrase from the game.

    "FK In The Coffee"

    I have a lot of time for anyone who enjoyed Deadly Premonition, because Deadly Premonition was brilliant. Consequently, anyone who successfully identifies the reference on this T-shirt is destined to be a lifelong friend.

    Minimalist Pony T-Shirt

    I like this T-Shirt because it allows me to declare myself as a card-carrying Brony to people who are "in the know", while to others it simply looks like some sort of retro pixelated design. I'll let those of you who haven't seen this type of T-shirt before into a secret: the key is in the colours.

    Those are my favourite T-shirts. I hope you liked them.

    [Supplementary note: I'm not sure these actually are my favourite T-shirts, but they're the first ones that sprang to mind that were vaguely interesting. I have a lot of T-shirts. Maybe if this post proves popular I'll share some more. Won't that be nice? Yes, yes it will. Now I am going to bed. Good night.]

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    1075: Those Trails in the Sky Get Longer https://imnotdoctorwho.moegamer.net/2012/12/28/1075-those-trails-in-the-sky-get-longer/ https://imnotdoctorwho.moegamer.net/2012/12/28/1075-those-trails-in-the-sky-get-longer/#respond Fri, 28 Dec 2012 22:49:48 +0000 http://angryjedi.wordpress.com/?p=4821 [Author's note: See, I resisted the temptation to make another "Tits" joke in the headline. You should be proud of me.] After a bit of a break to play some other stuff, mainly Persona 3: FES, I am back on my Vita and proceeding nicely with Trails in the Sky. Trails in the Sky, for those who … Continue reading 1075: Those Trails in the Sky Get Longer

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    [Author's note: See, I resisted the temptation to make another "Tits" joke in the headline. You should be proud of me.]

    After a bit of a break to play some other stuff, mainly Persona 3: FES, I am back on my Vita and proceeding nicely with Trails in the Sky.

    Trails in the Sky, for those who missed the earlier post I made about it, is a role-playing game for the PSP and Vita from Falcom. It also happens to be one of the best role-playing games I've played in recent memory, for a diverse array of reasons, some of which I've already talked about and others of which I will touch on today.

    Plot-wise, Trails in the Sky isn't your conventional JRPG. I'm over 30 hours in now and there's been no trace of any villain wanting to take over the world, call down a meteor, kompress time [sic],  sit inside a mountain going "MWAHAHAHAHA" or indeed any of the other things that JRPG villains typically want to do. In fact, I'd be hard-pushed to identify a single "villain" as yet — there have been villainous groups and individuals, sure, but not a single character that I'd particularly identify as a specific "antagonist". No-one with silvery-white hair flowing down their back; no-one with a good line in evil laughs; no "evil empire" to fight back against. The closest we've had is a few men clad in black, and they're clearly working for someone.

    While this may cause you to worry about the game being directionless — what's an epic RPG without an antagonist taunting you throughout making that final boss smackdown all the more satisfying? — in actual fact the opposite is true. The focus may be different, but there's most definitely a plot with direction and good pace going on here.

    The focus in this case is the relationship between the two lead characters Estelle and Joshua, foster siblings and a classic case of a "will they, won't they" relationship that will undoubtedly come to smooches by the end of the game's 50-hour quest. The main thrust of the game's story is the pair's journey around the game world, training their abilities and learning more about themselves, each other and the way they feel about one another. Third and fourth party members come and go, but Estelle and Joshua are permanent fixtures, with the player taking direct control of Estelle for the vast majority of the game.

    Estelle is a great lead character, largely because she's not a traditional female protagonist. She may be pretty cute visually — as a redhead/brunette with twintails, she's seemingly designed to appeal specifically to me — but personality-wise, she's certainly far from demure, cute or helpless. She's spunky, loud, opinionated, brash, sarcastic and quick to anger. At the same time, she doesn't deny her feminine side to herself — even if she seemingly tries to hide it when others are around. There are a number of scenes, particularly late in the game, where she tries to come to terms with her own feelings towards Joshua that give us some interesting insight into what she's really thinking behind her slightly-abrasive facade.

    The side-effect of Estelle's somewhat tomboyish nature when she's around other people is that said other people tend not to treat her in a particularly "girlish" manner, often deriding her for not particularly conforming to gender stereotypes and acting in a "mannish" or "boyish" manner. She takes it in her stride throughout, often swiping such comments aside with a sarcastic rebuttal or two of her own, and you get the impression that she is someone who is thoroughly comfortable in who she is — or at least comfortable with the "public face" she shows to people. Despite her self-assuredness, though, a sure-fire way to make Estelle skittish and nervous is to bring up the possibility of her getting together with Joshua, which in many cases makes her literally want to run away or furiously deny any such accusations, even if it's blatantly obvious that she's thought about it more than once in her life.

    I'm looking forward to seeing the game through to its conclusion. It's structured very nicely in that you always feel like you're doing something, and grinding has been absolutely non-existent so far. Wandering monsters provide relatively trivial amounts of experience points, and are primarily used to acquire the "Sepith" gems used to craft new special ability items called Orbments, and if you're that way inclined, you can race through most of the game without stopping to have random encounters at all if you don't want to — though you may find yourself struggling to acquire better spells if you do so.

    In short, it's nice to play a JRPG that focuses on the good things about the genre — exploration, discovery, questing, character development and narrative — and doesn't force players to live with frustrating and outdated conventions like grinding. If you're an RPG fan toting a PSP or Vita, you should consider Trails in the Sky an essential purchase, as it is a fine example of how the genre is alive, well and more than happy to not follow the traditional Final Fantasy "OMG WORLD IS ENDING" route. (That's not to say that doesn't have a place, of course — I still love saving the world, but I'm well aware many others are sick of it.)

    Check out the official website to find out more — and I believe there's a sequel inbound at some point in the near future, too.

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    1074: Loving the Vita https://imnotdoctorwho.moegamer.net/2012/12/27/1074-loving-the-vita/ https://imnotdoctorwho.moegamer.net/2012/12/27/1074-loving-the-vita/#respond Thu, 27 Dec 2012 22:50:35 +0000 http://angryjedi.wordpress.com/?p=4816 It's fashionable to bash Sony's latest handheld, the Vita. This is partly justified, because it hasn't been selling particularly well — especially when compared to Nintendo's latest powerhouse the 3DS, which seems entirely likely to repeat the success of its predecessor the DS family. The poor sales can be attributed to its relatively high price … Continue reading 1074: Loving the Vita

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    It's fashionable to bash Sony's latest handheld, the Vita. This is partly justified, because it hasn't been selling particularly well — especially when compared to Nintendo's latest powerhouse the 3DS, which seems entirely likely to repeat the success of its predecessor the DS family. The poor sales can be attributed to its relatively high price and the fact that its proprietary memory cards are unnecessarily expensive and can't be used in anything else, unlike the standard SD cards that the 3DS uses.

    But even though I know these criticisms are valid and warranted, it still bugs me a little that this means people are quickly writing off the Vita as a no-hoper, as a stillborn, with some even going so far as to compare it to disastrous past industry efforts such as Nintendo's dreadful Virtual Boy. That's just ridiculous.

    Fact is, the Vita is a wonderful piece of kit. For your money, you get a gorgeous shiny gadget with a deliciously bright, big, high-resolution LED screen, two not-very-good-but-functional cameras (front and back) and not one but two touch-sensitive surfaces (again, front and back). Games specifically designed for Vita look beautiful on that big shiny screen, and the system runs downloadable PSP titles perfectly — though the lack of UMD drive means that those who have an extensive collection of physical PSP games will either need to keep their old handheld around or re-purchase their games as downloadable versions.

    The PSP support is an aspect of the Vita that I can't help but feel is understated. I know, I know, you could buy a used PSP for a fraction of the price of a new Vita, but how great the games look on that LED screen shouldn't be underestimated — plus with the latest system firmware, it's possible to apply bilinear filtering to the games to smooth out edges without making them look overly-blurry, and assign the Vita's right stick and touchscreen to various functions. You'd be surprised quite how much more comfortable it is using the right stick to move the camera in games that previously used the shoulder buttons for this purpose — the PSP, let's not forget, didn't have a right stick and had that peculiar and uncomfortable "nub" instead of an actual stick on the left.

    The other aspect of that PSP compatibility is that it makes the old "Vita has no games" argument sort of invalid — because not only do you have a healthy selection of largely good-quality Vita titles to draw on, you also have a huge selection of downloadable PSP titles to work your way through, too. If you're a JRPG or SRPG fan in particular, the Vita is a fantastic system. The first three Persona games; Trails in the Sky; all the Final Fantasy games up to IX plus spinoffs Final Fantasy Tactics and Dissidia Final FantasyTactics Ogre; the list goes on. (It goes on longer if you're American, because you also have titles like Growlanser and Gungnir to enjoy, too. Damn you, Atlus, for not having a European arm.)

    As for the actual Vita games themselves, there are some real gems there. Everybody's Golf/Hot Shots Golf is fantastic fun, and packed with content. Gravity Rush is a beautiful, stylish, challenging game that makes good use of the Vita's accelerometers alongside a more traditional control scheme. The Vita version of Need for Speed Most Wanted is a very good one, ideal for a quick race on the go. Lumines Electronic Symphony is a fantastic puzzle game — though not very toilet-friendly, as sessions tend to go on for quite a while. LittleBigPlanet is an ideal fit for the Vita's interface and touchscreen. And then there are a bunch of cheaper download-only games that are also fantastic — the strange and abstract world of Sound Shapes; the John Cleese-voiced, Unreal Engine-powered brain training of Smart As…; the freebies like that ecosystem game I've forgotten the name of and hilarious pass-and-play party game Frobisher Says.

    And then you have PlayStation Minis, which is home to some surprisingly brilliant games — Velocity by FuturLab being one in particular you should really check out. And then there's the newly-added support for PlayStation Mobile, which offers super-cheap ports of some of the best iOS and Android games out there.

    Need I go on? Yes, the cost of entry may be higher than a 3DS or a PSP, but the Vita is packed with a ton of possibilities that people just aren't talking about enough. "The story" about the Vita always seems to be that it's "Sony's big failure" — and while that may end up being true, it'd be nice to see, just once, a feature in the professional press detailing the many things this system does wonderfully well rather than yet another predictable article heralding its apparently-imminent doom.  We've all seen this article many times over — so how about ditching the negativity for a bit and exploring the many good things the system does offer so those of us who do have one can unearth some of the platform's hidden gems — because they're out there.

    If you happened to get a Vita (or PS3, for that matter) for Christmas, do feel free to add "Angry_Jedi" to your PSN friends list!

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    1073: It's-a Me! https://imnotdoctorwho.moegamer.net/2012/12/26/1073-its-a-me/ https://imnotdoctorwho.moegamer.net/2012/12/26/1073-its-a-me/#respond Wed, 26 Dec 2012 22:49:36 +0000 http://angryjedi.wordpress.com/?p=4812 As I said I probably would, I picked up New Super Mario Bros. U or whatever it's called today. Mario in HD is a pleasing sight, though I'm one of those people who still likes the blocky old pixel-art too, and to whom SD graphics aren't as offensive as they appear to be to some. … Continue reading 1073: It's-a Me!

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    As I said I probably would, I picked up New Super Mario Bros. U or whatever it's called today. Mario in HD is a pleasing sight, though I'm one of those people who still likes the blocky old pixel-art too, and to whom SD graphics aren't as offensive as they appear to be to some. But I digress.

    It's somewhat ironic that the most old-school Mario experience you can get today comes from a subseries with "New" as part of its title. Ever since the first New Super Mario Bros. launched on the DS and provided traditional 2D platforming with an up-to-date 3D aesthetic, this particular offshoot of the Mario series has remained firmly and staunchly set in its ways, providing gameplay that is not fundamentally any different from Super Mario World, which, let's not forget, came out in 1990.

    This is not, I hasten to add, a bad thing. Super Mario World is probably my favourite Mario game of all time — at least it was. It remains to be seen whether or not this new Wii U version will be able to uproot it, but I will always have a very fond place in my heart for the SNES classic. It was so perfectly balanced, so completely fair all the way through — even on the ridiculously difficult Special Island levels — and so packed with things to discover that I actually played it through several times, which I don't normally tend to do with platform games. 96 levels (or, more accurately, exits) was a big deal at the time, too. It's still pretty massive for a platform game even today.

    New Super Mario Bros. U follows the Mario World tradition very closely, with a few bits and pieces from Mario 3 along the way. You have your top down map screen with multiple routes to your eventual destinations (castles housing bosses, naturally); you have a mixture of levels where the challenge comes from evading enemies and levels where your pixel platforming skills are tested to the limit; you have a selection of interesting but natural-feeling puzzles incorporated into the gameplay; and you have gameplay so intuitive that there isn't a tutorial because there really doesn't need to be one. (After playing so many Facebook games for work where the tutorial literally doesn't let you press anything you want to press for anywhere between ten minutes and half an hour, this is a breath of fresh air.)

    There are a few intriguing additions, however, some of which may have been present in the previous Wii-based New Super Mario Bros. game which I haven't really played much of. First up, there's the baby Yoshis, who can be carried around and fed, but unlike in Mario World, their special abilities can be used even in baby form. The pink one, for example, blows up like a balloon and can be used to reach otherwise inaccessible areas; the yellow one explodes in light, useful for dark caves. I'm not sure (yet) if there's anything more to them than this, but they add some interesting new game mechanics which, as Mario games always have done in the past, encourage experimentation.

    I really haven't played a Mario game seriously since Super Mario Sunshine, which I didn't really enjoy all that much, and certainly haven't finished one since Super Mario 64. I was never quite sure how I felt about Mario's shift into 3D — although I respected Mario 64 in particular, I always felt like I preferred 2D platformers, and the same is still true today. New Super Mario Bros. U looks set to scratch that itch with tight controls, challenging levels and an interesting-sounding cooperative mode that I'm keen to try out when I get some friends around.

    I'm very much enjoying the Wii U so far, if you hadn't already gathered. It's a console designed for pure fun. Whereas both the PS3 and Xbox 360 are trying desperately to be that "one box you need under your TV," Nintendo are once again sneaking past to provide a system that is fun, accessible and entertaining for the whole family. It may not be the most technologically advanced system in the world (though the Gamepad is super-cool — I'm looking forward to seeing some creative uses of that), the games may not be the biggest-budget blockbusters (though the presence of Arkham City, Darksiders II and Call of Duty in the launch lineup suggests that big-name publishers are at least willing to give it a shot for now) and it's doubtful it will become any "serious" gamer's primary console, but it does what it does extraordinarily well — and that is to provide "pure" gaming experiences such as those Nintendo has always provided. Hopefully we'll see some niche publishers taking a few risks like we saw towards the end of the Wii's lifespan, too — sequels or follow-ups to Xenoblade Chronicles, The Last Story and Pandora's Tower would be just lovely, thankyouplease.

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    1072: Christmas Day https://imnotdoctorwho.moegamer.net/2012/12/25/1072-christmas-day/ https://imnotdoctorwho.moegamer.net/2012/12/25/1072-christmas-day/#respond Tue, 25 Dec 2012 22:16:02 +0000 http://angryjedi.wordpress.com/?p=4810 Merry Christmas everyone! I hope you all had a good one. Mine was nice and quiet and relatively relaxing, which is, I guess, what it should be. There were no kids in the house (despite Andie and my parents' worrying obsession with the Santa NORAD tracker thingy) so it was pretty restrained. Like I've said … Continue reading 1072: Christmas Day

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    Merry Christmas everyone! I hope you all had a good one. Mine was nice and quiet and relatively relaxing, which is, I guess, what it should be. There were no kids in the house (despite Andie and my parents' worrying obsession with the Santa NORAD tracker thingy) so it was pretty restrained.

    Like I've said before, I sort of miss that feeling of excitement, though; that knowledge that on December 25th you'll have something awesome to unwrap and then spend the rest of the day scattering over the living room floor to play with. I had some pretty great presents over the years when I was a kid, ranging from a Super NES (unbelievably exciting at the time — and which I still own to this day, I might add) to a toy called "Manta Force" that was actually a giant spaceship filled with smaller vehicles and little dudes. On a subsequent Christmas, I got the Manta Force Battle Fortress, which complemented the main Manta Force set with a mountainside base that had working guns. That was awesome, though I never managed to get hold of a Red Venom (the "bad guys'" equivalent of the main Manta Force mothership), which was a shame. Still, the Battle Fortress was great fun to have two-player face-offs with.

    This Christmas, I had a few cool goodies. Andie got me the world's biggest My Little Pony poster, which I'm looking forward to assembling (yes, it requires assembly, it's that big) and sticking on the wall of my new study. I got some books and some chocolate and a nice throw for our sofa that won't fit in our flat. And lots of money which I am looking forward to spending — the Wii U I acquired shortly before we came away will doubtless be getting some new game love (I'm thinking Mario at the very least — I haven't played a Mario game properly since Mario 64, I don't think), and I fully intend to pick up a copy of 999 for the Nintendo DS because I really want to play Virtue's Last Reward and everyone says I should play 999 first. So I will.

    I've spent a bit of time rediscovering how lovely a piece of kit the Vita is, too. I downloaded a few demos and had a fiddle around with them. LittleBigPlanet for Vita looks lovely, for example, but still has floaty jumping that annoys quite a few people I know. There's a fun "brain training" game called Smart As… that features John Cleese on voiceover duties that seems quite fun, too, so I'm contemplating grabbing that as I always used to quite enjoy the old DS brain training games. (It is £20, though, which feels like a lot for that kind of game in these days of cheap crappy 69p apps, but I understand it has a healthy amount of content in it.)

    I've resisted the Steam Sales so far, with a couple of minor exceptions — playing Sonic & All-Stars Racing Transformed got me in the mood to replay the Dreamcast Sonic Adventure games which I remember being praised quite highly back in the day (and enjoying a great deal) but which everyone seems to hate these days. I also have to play the rest of Sonic Generations at some point, which genuinely is good.

    But anyway. I am just rambling away a load of bollocks now so I will curtail that forthwith and simply wish all of my readers a very merry Christmas, and a pleasant holiday season onwards towards the New Year.

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    1071: Christmas Eve https://imnotdoctorwho.moegamer.net/2012/12/24/1071-christmas-eve/ https://imnotdoctorwho.moegamer.net/2012/12/24/1071-christmas-eve/#respond Mon, 24 Dec 2012 23:27:52 +0000 http://angryjedi.wordpress.com/?p=4808 It's Christmas Eve. Technically it's almost Christmas Day. Exciting, huh? I've noted this for the past few years, but I find it tough to get really excited about Christmas these days. I'm pretty sure this is fairly common for people once they get beyond a certain age, but it's felt particularly pronounced for the past … Continue reading 1071: Christmas Eve

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    It's Christmas Eve. Technically it's almost Christmas Day. Exciting, huh?

    I've noted this for the past few years, but I find it tough to get really excited about Christmas these days. I'm pretty sure this is fairly common for people once they get beyond a certain age, but it's felt particularly pronounced for the past few years. I'm not sure if it's because I've had a few Christmases that haven't been particularly merry, or because I've had a few years where my life hasn't been exactly what I'd call "on track", but eh. Whatever.

    This year, theoretically, I am enjoying a Christmas where my life is getting back to where it should be; to where I want it to be. This is good. It still feels a little difficult to enjoy it though, to find it easy to lighten up, chill out and just accept that things are nice. The holiday season doesn't magically make your anxieties and worries go away, sadly, as these are things that stick with you through the best and worst of times.

    But let's try not to be overly negative about the whole thing. Tomorrow is a day for eating to excess, for opening presents, for relaxing and doing as little as possible. It may lack that childish excitement over whether or not there's, say, a Super NES under the tree (largely because I am now old and affluent enough to purchase myself the modern-day equivalent the Wii U if I want one) and it may lack that particular "spark" that believing in Father Christmas involves, but it's a time of peacefulness, of trying to set your worries aside, and of enjoying good food and good company.

    I'm sure tomorrow will be fine. And once the holiday season has passed by, we can really start to look forward to whatever it is the future holds. Hopefully the things that the future hold are good, and I can start enjoying life a bit more. That'd be nice. I would like to enjoy life a bit more.

    Merry Christmas to everyone reading this. I hope you have a thoroughly pleasant day tomorrow, and eat your fill of turkey, stuffing, those little sausages wrapped in bacon and sprouts. (My fill of sprouts is "no sprouts". It is not hard to eat my fill of sprouts. Sprouts are disgusting.)

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    1070: Victory and Answers at Last https://imnotdoctorwho.moegamer.net/2012/12/24/1070-victory-and-answers-at-last/ https://imnotdoctorwho.moegamer.net/2012/12/24/1070-victory-and-answers-at-last/#respond Mon, 24 Dec 2012 00:54:42 +0000 http://angryjedi.wordpress.com/?p=4805 I finished Persona 3: The Answer. I won't lie, I am more relieved than anything, but after such an ordeal I find myself glad that I have now played the complete Persona 3 experience from start to finish. (This is, of course, excluding the female protagonist's path through the PSP version, but I think I … Continue reading 1070: Victory and Answers at Last

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    I finished Persona 3: The Answer. I won't lie, I am more relieved than anything, but after such an ordeal I find myself glad that I have now played the complete Persona 3 experience from start to finish. (This is, of course, excluding the female protagonist's path through the PSP version, but I think I may need a bit of a break from Shin Megami Tensei for quite a while now — so that will have to wait!)

    The Answer is a curious beast. All the while I was playing it, I had a big question in my mind, appropriately enough. That question was "should this exist?"

    It's a fair question. Does it need to exist? I certainly wasn't unsatisfied with the way Persona 3's original story ended, but I was also excited by the prospect of it continuing, which is why I immediately picked up a copy of Persona 3 FES as soon as it came out, despite having bought the original at full price. (Both are still on my shelf. And yes, it has taken me this long to finally get around to actually beating FES. For those who aren't keeping track, FES came out in 2008. It is now nearly 2013.) I was excited by two things: firstly, the prospect of a "director's cut" of the main Persona 3 story, and secondly, by an additional 20+ hours of gameplay that resolved more than a few unanswered questions posed by the ending.

    On balance, I think I am glad that The Answer exists, because the story that runs through it and particularly its ending are very satisfying — at least, they are if you've played through all of The Journey beforehand. I just wish that the execution was better.

    It's sort of difficult to imagine how they could have done it differently, however. The core concept of The Answer is that the party have trapped themselves in the situation they're in through their own regrets and desires, which means that they're literally stuck in the same place at the same time on the same day until you beat it. This means none of the awesome "life sim" aspect of Persona 3 — no going out and going to school, no balancing whether or not you should go to Track Team or Music Club after school, no hanging out with the drunken old monk in the bar in the evening, no singing karaoke to build up your Courage statistic. Just dungeons. Fighting. Lots of fighting.

    I like Persona 3's combat system. (I prefer Persona 4's ability to let you take direct control over all your members, but I still like Persona 3's.) There's nothing fundamentally wrong with the idea of an add-on campaign involving a whole bunch of fighting using what is a very good JRPG combat system. However, what is wrong with The Answer's gameplay is that it is regularly cheap, unfair and controller-flingingly frustrating, particularly when it comes to boss battles, and especially later in the game.

    A key part of the Persona 3 combat system is learning the various weaknesses of enemies and then exploiting them to knock them down. Knocking all the enemies in an encounter down at the same time allows the entire party to unleash an "All-Out Attack" for massive damage, so generally speaking your aim in any battle is to knock down the enemies as efficiently as possible to trigger one of these, as they will usually if not finish the battle immediately, they will certainly tip the scales in your favour.

    Here's the annoyance with The Answer's bosses, though — many of them have these weaknesses as in The Journey, but they also have passive abilities that allow them a not-insignificant chance of automatically avoiding any attack with the attributes they are weak to. For example, in one encounter there are three enemies — one is weak against fire, another is weak against ice, another is weak against wind. The one who is weak against fire has the "Evade Fire" skill, which means that on a significant number of occasions when you attack it with fire and attempt to knock it down, you will simply miss. The other two also have the corresponding "Evade [x]" skills, making it very difficult to actually knock them over and deal damage. I'm all for a bit of a challenge factor, but because these mechanics are so heavily based on luck rather than skill or strategy, it just felt incredibly cheap any time I died because of them.

    To add insult to injury, The Answer's final boss, while spectacular to look at as all good final bosses should be, was almost insultingly easy to beat, making the big finale more of a test of patience more than anything else. Actually, I can't be too mad about this, because if I had to repeat the cutscenes leading up to that final battle as I had to repeat the cutscenes leading up to numerous other boss battles on a number of occasions earlier in the game, I would have probably been very annoyed. As it happened, I was able to take it down in one attempt, meaning the story kept flowing nicely at the moment when it needed to be pacy.

    So after completing the whole shebang I am left with somewhat mixed feelings. On the one hand, I am happy that I saw the story end conclusively. I am satisfied that I successfully beat a very difficult game. But at the same time I am a little annoyed that a game as brilliant as Persona 3 has been slightly soured in my memory by the amount of annoyance The Answer gave me.

    Am I glad The Answer exists? Yes, I think I am. Will I ever play it again? No fucking way!

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    1069: Home https://imnotdoctorwho.moegamer.net/2012/12/23/1069-home/ https://imnotdoctorwho.moegamer.net/2012/12/23/1069-home/#respond Sun, 23 Dec 2012 01:07:54 +0000 http://angryjedi.wordpress.com/?p=4802 The new place is starting to come together nicely. There are still a few bits of crap lying around the place so I won't share any photos just yet, and there's still a whole heap of crap waiting for us to go and pick up from Andie's mum's at some point soon (plus the rats… … Continue reading 1069: Home

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    The new place is starting to come together nicely. There are still a few bits of crap lying around the place so I won't share any photos just yet, and there's still a whole heap of crap waiting for us to go and pick up from Andie's mum's at some point soon (plus the rats… I miss the rats) but on the whole, it's coming together pretty well.

    I spent a large proportion of this morning sorting out the room that has become my "study". It's significantly larger than the room I was using for a similar purpose in our previous place, and there's a lovely large amount of open space in the middle, giving the whole thing a… well, sort of spacious feel.

    The one nice thing about all this space is the fact that I can reconfigure it for various purposes. Perhaps the most exciting thing (exciting to me, all right, I'm sure you don't give a shit) is that there is enough room for my two gigantic and heavy wooden desks to be arranged separately, meaning that the smaller of the two can be a permanent fixture as my computer desk, but the larger of the two can sit at the side of the room as a general purpose work surface for most of the time, but when required it can be pulled out and used as — wait for it — a games table. Finally, the dream of having a Room for Board Games appears to have come true.

    I am yet to try it for this proposed purpose, but there's certainly plenty of space available to do this, and there's some spare chairs we'll be able to use. The nice thing about the giant desk is that it's actually bigger than our dining table, which has proven itself on several occasions to be not quite big enough to play the more sprawling games comfortably. The giant desk, meanwhile, will quite happily house Arkham Horror with space to spare — though whether or not it will be able to handle a particularly winding dungeon in The Legend of Drizzt or Advanced Heroquest remains to be seen.

    I got my electric piano set up again today, and have retrieved some of my music books. I haven't been feeling that motivated to play for quite a long time, what with everything else that has been going on in my life and all the things I've wanted to prioritise and aim for, but having this nice big room with all my music on display will hopefully get me playing a bit more. It will certainly stop people making pointed comments about how they wish I'd play the piano more. (Or perhaps it will encourage them more.)

    Anyway, things are coming together nicely, in short. This is a nice feeling, and it's good to be feeling like this just before Christmas. This has, of course, had the side-effect that Christmas has completely snuck up on me almost without me realising it, but at least I have managed to get all the appropriate shopping done. I think. Possibly. I hope. I'm almost certain I will wake up in the middle of the night on Christmas Eve and realise I've forgotten presents for someone important, but we'll cross that particular bridge when we come to it.

    It's got to 1am somehow. It's probably time to sleep. Today has been incredibly long in the sense that both Andie and I have got a lot done. Days "feel" longer here for some reason. Perhaps it's a side-effect of being in a nice place that we like. Or perhaps we're just using our time more efficiently. Either way, I'm not complaining!

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    1068: Still Waiting for The Answer https://imnotdoctorwho.moegamer.net/2012/12/21/1068-still-waiting-for-the-answer/ https://imnotdoctorwho.moegamer.net/2012/12/21/1068-still-waiting-for-the-answer/#respond Fri, 21 Dec 2012 23:51:43 +0000 http://angryjedi.wordpress.com/?p=4799 I never thought I'd say this, but I'm getting kind of sick of Persona 3. Actually, that's not quite true. I still freaking love Persona 3. What I do not love, however, is the "epilogue" sequence The Answer that was added in the "FES" rerelease of the game. The Answer adds 20+ hours of dungeon-crawling in an … Continue reading 1068: Still Waiting for The Answer

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    I never thought I'd say this, but I'm getting kind of sick of Persona 3.

    Actually, that's not quite true. I still freaking love Persona 3. What I do not love, however, is the "epilogue" sequence The Answer that was added in the "FES" rerelease of the game. The Answer adds 20+ hours of dungeon-crawling in an attempt to resolve some of the story's loose ends, but in doing so strips out almost all of the things that made the main bit of Persona 3 such an amazingly awesome game.

    For those still somehow unfamiliar with Persona 3 in general, allow me to elaborate.

    The main part of Persona 3 (known as "The Journey") is nigh on 100 hours long. You begin the game at the beginning of the Japanese school year in April, and work your way up to the finale nearly a year of in-game time later. With a few exceptions, you "live" every day along the way as a relatively normal Japanese high school student — going to school, dealing with your exams, hanging out with your friends, looking for love. Because of your special Persona-summoning power, however, during the "Dark Hour" that occurs on the stroke of midnight every day, you also get to dungeon-crawl through possibly the biggest single dungeon in any RPG ever — the tower of Tartarus. You have to balance your time effectively between levelling up your "social links" with your friends, which infuse your Personas with power, and levelling up your characters through fighting in Tartarus. It's a good balance that combines dating sim/visual novel mechanics with more traditional RPG systems to produce something that gives all that fighting a huge sense of "meaning."

    I won't spoil the ending of The Journey because I maintain that anyone who enjoys RPGs needs to play it, whether that's on PS2 or PSP. But let's talk about The Answer.

    The Answer unfolds several months after the events of The Journey are concluded. The original protagonist is… indisposed elsewhere, so you are instead placed in the role of robot girl Aigis, a key character in the latter stages of The Journey. The original party (minus the original protagonist, and plus a new member) find themselves trapped in their dormitory, with the same day repeating itself over and over. A mysterious hole opens up in their lounge, and beneath their dormitory they discover "The Desert of Doors," which leads to "The Abyss of Time" and the answers to all their questions.

    As such, the aim of The Answer is to work your way through all the doors in the Desert of Doors and figure out just what the jolly fuck is going on. Behind each door is a dungeon which, like Tartarus, is split into several sections with bosses guarding progress at regular intervals. Unlike exploring Tartarus, you don't have to manage your fatigue levels — you just keep going for as long as you think you can survive, then head back up for air when you're running low on items, health or skill points. Then you go back in, perhaps get a little deeper, perhaps beat the boss that's been giving you difficulty, and then you get a story scene when you reach the very bottom of each door's dungeon.

    This process repeats a number of times over the course of about 20 hours or so, and there is no real break in it. The dungeons are all randomly-generated, and the tiles used to create them are mostly palette-swaps of what you've already seen in Tartarus. The enemies are almost all the same as what you've seen in Tartarus. And the bosses are all the cheapest, most irritating fucking assholes you will ever encounter, necessitating heavy reliance on either 1) luck or 2) copious amounts of grinding until you are overlevelled.

    This is not fun, and it's starting to test my patience somewhat. Still, now, as a matter of pride I feel I have to get to the end of it for a number of reasons, not least of which is the fact that I actually want to find out what the titular "Answer" is. The Journey's ending is left nicely ambiguous and open to interpretation, and to be honest I would have been quite happy leaving it as is if The Answer didn't exist. As it does, however, I find myself really, really wanting to know. And that's why I'm enduring the suffering of grinding my way through these dungeons in an attempt to discover what's what.

    Don't get me wrong, Persona 3's combat system is still great; Shoji Meguro's music is still J-ghetto fabulous; and the characters are still interesting — there's just not enough of the things that made The Journey great, and too many of the things that aren't the reason people play Persona 3 in the first place. I have managed to go this far without having anything spoiled for me relating to The Answer, so I have the joy of discovering what happens at the end still to come.

    It had better be worth it!

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    1067: I Accidentally a Wii U https://imnotdoctorwho.moegamer.net/2012/12/21/1067-i-accidentally-a-wii-u/ https://imnotdoctorwho.moegamer.net/2012/12/21/1067-i-accidentally-a-wii-u/#respond Fri, 21 Dec 2012 00:57:44 +0000 http://angryjedi.wordpress.com/?p=4796 As the title says, I most certainly did accidentally a Wii U. And no, it's not dangerous. Actually, it wasn't accidental at all; I'd been pondering getting one for a little while, particularly after hearing a number of my friends were having fun with their respective ones, and I saw in Game today that they … Continue reading 1067: I Accidentally a Wii U

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    As the title says, I most certainly did accidentally a Wii U. And no, it's not dangerous.

    Actually, it wasn't accidental at all; I'd been pondering getting one for a little while, particularly after hearing a number of my friends were having fun with their respective ones, and I saw in Game today that they were doing some quite nice deals. So, after gaining suitable approval from Andie (who is actually quite interested in playing with it too) I appear to find myself with a shiny new black Wii U plus copies of Sonic and whatever Racing Transformed and NintendoLand, which comes with the console.

    I can't comment too much on the system's capabilities as we don't have reliable Internet access at our new place as yet — we're leeching Wi-Fi off our neighbours' bandwidth at present. (Legally, I might add — service provider BT offers the ability for users to set aside part of their bandwidth for public use, so we're taking full advantage of the fact that our neighbours have this facility turned on while we wait for our own high-speed line to be installed… which won't be until January 16. Boo!) However, I can comment a little on the games I have played so far.

    Let's start with Sonic and… ugh, I'm going to have to actually check what the sodding thing's called, aren't I? Let's see… *rummages* Sonic and All-Stars Racing Transformed, commonly shortened to just Sonic Transformed. Right. Yes. Sonic Transformed. It is a kart racing game. As seemingly usually happens, someone else has beaten Nintendo, supposed masters of the kart racing genre, to the kart racing punch on their own system. And wouldn't you know it, it's actually rather good.

    Sega's had a few goes at this kart racing lark with previous entries in the Sonic and All-Stars Racing series, and they've actually been quite good in my admittedly limited experience — even the iOS version is pretty decent, and it is very easy to fuck up the controls in an iOS racer. (Believe me. I know. I have suffered through a lot of them for the sake of reviewing them.) With Sonic Transformed, though, what they've done is channel Diddy Kong Racing, which is something I am very happy about because Diddy Kong Racing was freaking awesome.

    For those unfamiliar, Diddy Kong Racing was a kart racer for the Nintendo 64 console, developed by Rare, who were the undisputed masters of development for that platform besides Nintendo. One of many cool things about Diddy Kong Racing was that you weren't limited to just straight kart racing — you also got to fly planes and race hovercraft over watery courses, too. This gave the game plenty more variety than your average kart racer, and meant that not only did you have to figure out how each character handled, but you also had to get to grips with each of the three vehicles' idiosyncracies, too.

    Sonic Transformed also features karts, hovercrafts and aircraft. Only rather than having races focused around just one of these at a time, a single event in Sonic Transformed will more often than not see you switching back and forth between them at various points, with frequently hilarious results. For example, an After Burner-themed level sees you racing your karts across an aircraft carrier deck as F-14 Tomcats launch either side of you. Drive through the blue gate that signals a transformation, and suddenly you're flying through the air on the way to the next carrier, surrounded by dogfighting aircraft and other mayhem. Fly through the blue gate on the next carrier and you're back in your kart again, powersliding around the deck to head back the other way and repeat the whole process.

    Sonic Transformed is also fantastic for Sega fanservice. While the characters and settings may not be quite as universally recognised as the old Nintendo favourites seen in the various Mario Kart games, it is absolutely delightful to be reminded of some of Sega's past masterworks — everything from Jet Set Radio to Panzer Dragoon via Skies of Arcadia, all with wonderful remixes of their iconic music, and all having their own dynamic take on the game's chaotic, track-shifting racing.

    Sonic Transformed is, of course, also available on other platforms and whether or not the Wii U is the "best" platform for it is a matter of debate as I haven't played it multiplayer yet, though five-player local multiplayer is not to be sniffed at, plus there are a couple of "Party Play" modes that make use of the Gamepad device. When racing in single-player, the Gamepad is used to display a top-down map view — not particularly practical to glance at while racing, but a nice touch nonetheless.

    So I'm impressed with Sonic Transformed. How about NintendoLand?

    NintendoLand is clearly the Wii Sports/Play equivalent, in that it's a series of simple little games designed to showcase the system. Unlike Wii Sports and Play, however, the whole experience is fleshed out a little better, with incentives for progress, trophy scores to challenge and achievement-like stickers to collect. The games make good use of the Gamepad's capabilities, and many of them include nice little touches like displaying your face on screen during play using the Gamepad's front-facing camera. They're little more than minigames in most cases, but I can see these being fun at parties, plus the obsessive collector types out there will want to get their hands on as many "prizes" as possible.

    In more general terms, I like the feel of the Gamepad a lot — it's not too heavy, and it's shaped nicely in the hand, though as with Nintendo's handhelds having to hold the stylus and use the buttons can sometimes be a little cumbersome. The use of sound is very clever — the Gamepad sound tends to complement what is coming out of your TV/home theatre speakers, giving a really nice "3D" effect as some noises are literally closer to you than others. This is put to interesting effect in NintendoLand, where the "guide" character Monita typically talks to you through the Gamepad, but her voice can also be heard in a muffled, mumbly form through the TV/HT speakers. I anticipate plenty of other games will make intriguing use of this functionality in the future.

    So far I'm pretty impressed, then. It seems like a decent system that will only improve over time, and if nothing else it's likely to continue the Wii's legacy as the go-to machine for fun, easy to understand local co-op experiences. I'll be interested to try out the online functionality — particularly MiiVerse — but that will have to wait until we have proper Internet access here!

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    1066: Doubleplusgood https://imnotdoctorwho.moegamer.net/2012/12/19/1066-doubleplusgood/ https://imnotdoctorwho.moegamer.net/2012/12/19/1066-doubleplusgood/#respond Wed, 19 Dec 2012 22:54:54 +0000 http://angryjedi.wordpress.com/?p=4794 There's been a lot of hand-wringing over both Facebook and Twitter recently, mostly due to both of them tweaking their terms of service in various ways that some people don't like very much. Me, I don't particularly mind too much because at the end of the day, I'm not paying for either of them, so … Continue reading 1066: Doubleplusgood

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    There's been a lot of hand-wringing over both Facebook and Twitter recently, mostly due to both of them tweaking their terms of service in various ways that some people don't like very much. Me, I don't particularly mind too much because at the end of the day, I'm not paying for either of them, so as the saying goes, "if the product is free, then you are the product" — I accepted this some time back and think back on it any time one or the other of them does something apparently stupid. I use both daily to stay in touch with various people, so quitting either is out of the question.

    For those feeling somewhat wary of the big F and the big T, however, I'd encourage you to give the big G another shot. (Unless you're one of those people who irrationally hates Google too, in which case… err, I hear Myspace is coming back soon?) Yes, G+ is still a smokin' hot social networking service that is far from the ghost town the media likes to portray it as. It's an active, thriving community that has only gotten better over time.

    The latest addition to the service, and one which could well prove to be a "killer feature" with a little refinement, is Communities. Communities are little mini-networks within G+ that allow members to post content as they would do normally on G+, but keep it all within one community rather than sharing it publicly or having to use the slightly cumbersome "Circles" system. It's a good way of bringing people together who want to talk about the same thing, and it's pretty customizable, too — you can change the community's iconic image, title, headline and basic information, but also create categories for posts to help keep things organised, too. The latter feature needs a little tweaking — you can't reassign a post to a new category if you miscategorise it upon creating it, for example — but the groundwork is there for a solid community system.

    And, crucially, people are using it. Google+ may not quite have the same number of daily active users as Facebook, but there are more than enough to make these communities active, vibrant places to hang out. The board games community I joined has over 2,000 members, for example, while there are over 3,500 bronies hanging out in the "Pony+" community. The anime community has over 20,000 members, as do various photography-related communities. G+ is an attractive destination for photographers, as it provides practically unlimited space for high-quality photo storage along with some basic editing tools — and the G+ interface is a nice means of showing off one's work, too.

    G+ is built to be used on a variety of platforms, too. The mobile apps for both iOS and Android are quick to be updated with new features and are consistent in their behaviour and functionality. Pretty much everything you can do on the desktop website can be done from the mobile app — and the mobile app has the added bonus of looking rather lovely, too, for those who like that sort of thing.

    So if you've got a Google account, give it a shot. And by "give it a shot" I mean do more than just open it up, complain that there's no-one to talk to and then close it down — like Twitter, you need to actually "follow" some interesting people before it starts to show its true value. The new Communities feature will help people find like-minded friends more easily, as this was one weakness of the old version — it was quite tricky to find new people to follow.

    Here's some links to get you started. Here's my profile. Here's the Squadron of Shame Community. Here's the "Too Old For This" Community run by my buddies Chris and Jeff. Here's the board game Community.

    Now get on there and get chatting! I'll leave you with this, from The Oatmeal.

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    1065: The Third https://imnotdoctorwho.moegamer.net/2012/12/18/1065-the-third/ https://imnotdoctorwho.moegamer.net/2012/12/18/1065-the-third/#respond Tue, 18 Dec 2012 23:07:56 +0000 http://angryjedi.wordpress.com/?p=4791 Pete slumped down into the chair in front of the hotel room desk and began to type. "It has been a long day," he wrote. It had been a long day, but not quite in the way he had anticipated when he woke up this morning. He was expecting a day of jury service followed by a … Continue reading 1065: The Third

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    Pete slumped down into the chair in front of the hotel room desk and began to type.

    "It has been a long day," he wrote. It had been a long day, but not quite in the way he had anticipated when he woke up this morning. He was expecting a day of jury service followed by a bit of heavy lifting as he attempted to clear out the rest of his now-former residence in Chippenham, Wiltshire. Instead, what he got was a whole lot of sitting around in the courthouse until lunchtime before being apologetically told by the judge that the jury were being let go due to the fact that the trial they were sitting on had to be abandoned.

    Pete paused, considering whether he should share further details of the trial in question now that he was technically allowed to, but that he wasn't supposed to "publicise" it due to the fact it would be restarting with a new jury at some point in the future. He eventually decided against explicit details, and instead invited his readers to have a chat with him if they wanted to know the dirt. It was a moderately interesting case, after all, and it had left him with something of an interest in the law. He resolved to check whether or not Murder One was on Netflix when he finally got "proper Internet" back in his new place… and then hastily explained to his readers that the trial he was sitting on was not, in fact, a murder trial.

    He let out a theatrical sigh and wondered what to write next. This hotel room wasn't the most interesting place in the world, but at least it was warm, vaguely comfortable and had a bed in it, which was more than could be said for the floor he had been sleeping on last week. A "high-tech hobo," he had called himself — essentially squatting in his own house due to the fact that pretty much all the furniture and other stuff had been moved out in preparation for his girlfriend Andie and him to start their new life in Southampton.

    The weekend had been pleasant. The new flat was good, and a lot of stuff had already been unpacked and put in its place. His study still needed putting together, but the skeleton was there — bookshelves around the outside waiting for books and the music scores that had been boxed up for a while. He winced as he remembered how heavy the box that contained them was, and reminded himself to take extra boxes to repack them when he went to pick them up from Andie's mother's house.

    "Wait a minute," he said out loud, pausing the frantic clacking of his fingers on the laptop keyboard for a moment. "Why the hell am I writing this in the third person?"

    No answer was forthcoming, for the room was otherwise devoid of life.

    "I really, really need some sleep," he said to himself, clicking the Publish button and flicking on the hotel's painfully slow little kettle for a pre-bed drink.

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    1064: First Days https://imnotdoctorwho.moegamer.net/2012/12/17/1064-first-days/ https://imnotdoctorwho.moegamer.net/2012/12/17/1064-first-days/#respond Mon, 17 Dec 2012 18:32:19 +0000 http://angryjedi.wordpress.com/?p=4788 It was Andie's first day at her new job today. I don't know how it went yet because she's not back yet as I type this, but I'm sure you'll all join me in wishing her the best, particularly as it was her getting that job that allowed us to move back to Southampton. Woo! … Continue reading 1064: First Days

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    It was Andie's first day at her new job today. I don't know how it went yet because she's not back yet as I type this, but I'm sure you'll all join me in wishing her the best, particularly as it was her getting that job that allowed us to move back to Southampton. Woo!

    With Andie out of the way, this means that it's been my first real day on my own in the new flat getting some work done and it's gone quite well, even with the many boxes that are still behind me, taunting me to unpack them. (I will do it when I get back here on a more permanent basis later this week!)

    In other words, I'm feeling pretty good. I took a drive into town earlier on and got the headlamp bulb replaced on my car before I got pulled over for it — there's going to be a lot of driving in the dark over the next few days so I figured better safe than sorry — and grabbed a coffee. My car's decided that it doesn't like the cold again, so is mocking me with its generic "engine warning light" once again just like it did the last time it got really cold. It's a little unnerving, as when it's really cold it gets a bit juddery while sitting still, but once it warms up a bit it runs just fine — it just doesn't like the cold. I mean, who does?

    I'm probably going to get rid of my car once I'm settled in this new place. Now I'm in the middle (ish) of a city, I really don't need it that much. While I was two hours away from my friends? Yes, it was a necessity, even if I didn't manage to get away to see them quite as often as I would have liked to. Now, though? It's a fairly long walk, but I can feasibly walk over to my friend Tim, who lives down near the waterfront, and I can very easily walk to the station and catch a train to go and see my friend Sam, who lives in the next town over. I will probably be quite sorry to give up the freedom a car provides, but I will not miss the constant feeling that "I should probably get that [thing that rattles/broken headlamp/light that keeps coming on/brakes that make funny noises] looked at" which inevitably leads to a significant amount of money being extracted from my bank account. I will also not miss paying exorbitant amounts of money for car insurance and tax — instead, I'll contribute to the running costs of Andie's car, which I'm insured to drive and is much nicer than my leaky old banger. (Seriously, sometimes you'll get in after a particularly wet patch and there's a puddle of water on the floor in the footwell. I'm yet to determine where it's actually getting in from, because nothing else seems to be wet.)

    I'm off to a hotel later this evening so I can sleep in a proper bed ahead of having to spend the day in sunny Swindon tomorrow — as opposed to sleeping on the floor of my empty previous residence. Then there's things to pack up and load up and pick up to ensure the house is clean and empty and ready for us to give our keys back and everything on Friday. Hopefully my accursed civic duties will be done with by then — if they're not, I literally have no idea what I'm supposed to do. More nights in a hotel, I guess. That or vagrancy in Swindon town centre.

    Anyway, as I've said already, once this week is over and done with I can relax. Hopefully. That will be nice. For you lot, too, as it means you won't have to read me moaning about how stressful these last couple of weeks have been.

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    1063: Disjointed https://imnotdoctorwho.moegamer.net/2012/12/16/1063-disjointed/ https://imnotdoctorwho.moegamer.net/2012/12/16/1063-disjointed/#respond Sun, 16 Dec 2012 22:09:16 +0000 http://angryjedi.wordpress.com/?p=4785 I'm aware these posts have been disjointed, dull and a bit crap recently and for that I can only apologise, but, well, if you've been paying attention you'll doubtless appreciate that they are not the thing at the forefront of my mind right now! It's been nice to have a weekend "off" (sort of) though, … Continue reading 1063: Disjointed

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    I'm aware these posts have been disjointed, dull and a bit crap recently and for that I can only apologise, but, well, if you've been paying attention you'll doubtless appreciate that they are not the thing at the forefront of my mind right now! It's been nice to have a weekend "off" (sort of) though, however, even if I have been suffering from plague for most of it. Fortunately, I think I am pretty much over the worst now, so hopefully the impending stress of next week won't cause a relapse or anything.

    Next week should — hopefully, anyway — be the last of the stress for the year. Christmas shopping is almost done and dusted, nearly all of the stuff is in the new house and there's just some boxes to unpack into relevant locations before we're "finished" and ready to start living properly. (We need to retrieve our pet rats, too. I am looking forward to seeing them again. I hadn't anticipated quite how much I would miss the little buggers.)

    The only real issue we've had is that the lovely new sofa we bought a while back won't go into our flat. Well, it will; it just won't go up the stairs that lead to it. To be fair, the removal people had a try before giving up, but it was at the end of the day after they had lugged all the rest of our stuff up the stairs, so they probably weren't much in the mood to attempt to manoeuvre a three-seater sofa around an awkward staircase. Perhaps it will work better with a fresh outlook — any local friends reading this who would like to come and help try at some point in the near future, please get in touch and let me know, otherwise it's going to be a case of either leaving it in the garage (undesirable) or getting someone to take out a window and hoist it in (probably expensive). Bah! Why are things never easy?

    I head back to Wiltshire tomorrow evening to finish up my "civic duty". I'm really hoping it won't go on for too long, largely because we're supposed to be all moved out and checked out of our old house by next Friday, which means if things go on any longer than that I have a very long commute. Or a stay in a hotel. (I'm actually staying in a hotel for a couple of nights this week because it's infinitely preferable to sleeping on the floor of an almost-empty house with no curtains. A few sleeps on the floor this week probably didn't help with the plague I've been suffering from for the past few days. Blergh.)

    Just. Got to. Make it. Through. This. Week. Then everything will be fine and dandy. Christmas will be here, and it will be nice. Then it will be 2013, which will be a good year. I hope.

    I feel as if the last few New Years have consisted of me wishing that the impending year was better than the previous one. 2013, despite having a "13" in it, will be a good one, I'm sure. I'm back in the place I want to be, and with any luck things will get nicely "settled" so I can look forward to the future rather than worrying about the past and present.

    We'll see, I guess. For now, I'm going to drug myself up and try to get some sleep.

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    1062: In Defense of Theatrhythm iOS https://imnotdoctorwho.moegamer.net/2012/12/15/1062-in-defense-of-theatrhythm-ios/ https://imnotdoctorwho.moegamer.net/2012/12/15/1062-in-defense-of-theatrhythm-ios/#respond Sat, 15 Dec 2012 17:43:57 +0000 http://angryjedi.wordpress.com/?p=4783 It's not often you'll read me defending a free-to-play title these days, what with their increasingly-obtrusive business models, but Square Enix's latest release Theatrhythm Final Fantasy for iOS is not a game that people should be attacking. Why? Because it's not exploitative at all. You put as much money into it as you want, and then you stop … Continue reading 1062: In Defense of Theatrhythm iOS

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    It's not often you'll read me defending a free-to-play title these days, what with their increasingly-obtrusive business models, but Square Enix's latest release Theatrhythm Final Fantasy for iOS is not a game that people should be attacking.

    Why? Because it's not exploitative at all. You put as much money into it as you want, and then you stop paying and get to keep everything your money has bought. There's no consumable energy systems, no gambling to get rare cards, no time-limited premium items… but I'm getting ahead of myself. Allow me to back up and explain what the deal is for those who are not familiar with Theatrhythm and its new iOS incarnation.

    Theatrhythm Final Fantasy was originally released as a Nintendo 3DS game — specifically, a full-price retail game on cartridge. It includes a variety of songs from all the Final Fantasy games from I-XIII (excluding the spin-off X-2 and XIII-2 titles) plus also offers some additional songs for download for a fee. It is a rhythm-based music game — you tap, swipe and hold the touchscreen in time with various pieces of music to trigger various visual effects inspired by past Final Fantasy games. It's a simple but fun game, as most rhythm games are.

    The game itself has several modes, and an obvious sense of progression. You play through all the songs on the easiest difficulty, then on the harder difficulty, all the while collecting an in-game currency called "Rhythmia". When you've collected 10,000 Rhythmia, you've basically "finished" the game, though there's nothing stopping you going back and trying to beat your scores, taking on the various "Challenge" missions or indeed purchasing the additional content.

    Now Theatrhythm Final Fantasy is also an iOS game. Only instead of doing a straight port, Square Enix instead decided to revamp the game completely for mobile play. This is wise, because people play games on their mobile phone very differently to how they play on a dedicated games system, whether it's a handheld or a TV-connected console.

    Instead of the sense of progression, you're presented with all the songs you have available — two in the basic free download, with others available via in-app purchase. You can play any of the songs you own at any time in a one-off session — good for on the toilet — or you can take on the "Quest" mode, which challenges you to make it through a bunch of songs randomly selected from your collection with a single HP bar. Quest mode rewards you with collectible cards and other goodies, so there's plenty of replay value — meanwhile, those who have less time to spare can just fire it up for a single song, then quit.

    The press surrounding the iOS version of Theatrhythm has been placing undue focus on the amount of downloadable content available for the game and how much it costs if you were to buy all of it. Now, I'll grant to you that if you were to buy all of the songs available for Theatrhythm right now it will cost you a lot of money, and that figure will only increase as Square Enix adds content. But here's the thing — no-one is saying that you have to buy all of that content. I have bought one pack of content (a bundle of music from Final Fantasy VIII) and I'm happy with that for now — when I tire of it, I can purchase more or put the game aside. There is no obligation for me to buy all of that content, because that's not how free-to-play works — or not how it's supposed to work anyway.

    Put it this way — if you played Rock Band or Guitar Hero, did you feel obliged to purchase every single piece of DLC? Probably not; and here with Theatrhythm for iOS you don't have the cost of entry — you simply pay for what you want. (Granted, both Rock Band and Guitar Hero come with a wide selection of songs, but I know very few people who like all of those)

    I'd argue that Theatrhythm is actually one of the least-obnoxious implementations of free-to-play I've seen for a long time — as I said earlier, there's no obligation to keep paying over and over again due to energy systems and consumable items — you simply put in as much money as you would like to spend, if any, and then you get to keep that content. The free version is limited in what it offers, but it's enough for you to tell whether or not you'd like to spend more time with the game — if you decide you don't like it, no problem, simply delete the app and you're not out of pocket; if you decide you do like it, however, you can spread out how much content you choose to purchase over time.

    Basically, I think what I'm saying is that we should stop trying to see free-to-play as universally evil. There are good and bad implementations, and Theatrhythm is a good one. Don't believe me? Go play any of the interminable string of shitty card-battle games on the Mobage and GREE platforms to compare and contrast. Then you'll see.

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    1061: Hell from Week https://imnotdoctorwho.moegamer.net/2012/12/14/1061-hell-from-week/ https://imnotdoctorwho.moegamer.net/2012/12/14/1061-hell-from-week/#respond Fri, 14 Dec 2012 22:54:49 +0000 http://angryjedi.wordpress.com/?p=4781 Well, that's the particularly awful week done and dusted. Sort of. I still have more Shit to Do next week, but hopefully things should calm down a bit from here. We'll see. I am looking forward to a bit of time off at Christmas to just relax and, you know, chill out. I've been somewhat … Continue reading 1061: Hell from Week

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    Well, that's the particularly awful week done and dusted. Sort of. I still have more Shit to Do next week, but hopefully things should calm down a bit from here. We'll see. I am looking forward to a bit of time off at Christmas to just relax and, you know, chill out.

    I've been somewhat out of the loop today due to the things I've been doing, but I did managed to catch the awful news out of the States today — for those who missed it, there's been a mass shooting at a school in Connecticut. I don't know all the details so I don't want to comment on it, but it's massively sucktastic. I feel somewhat distanced from it being over here in the UK as I am, but I know enough people in the US for it to carry some degree of resonance for me. Facebook and Twitter are full of messages of support and debates about gun control at the moment. The inevitable arguments are ensuing from the usual suspects. I don't really want to get involved, but it's pretty clear that something needs to be done.

    Anyway, that sounds an awful lot like commenting on it, and many people have doubtless done so far more eloquently than I today, and will doubtless continue to do so over the next few days. (Fox News, of course, have been quick to blame video games, but fuck Fox News). So I will leave that there.

    I am still ill. I drove for two hours after a full day of "civic duty" today and am now exhausted, battered and feeling like utter shite. Andie seems to think I'm a day "behind" her in this plague, however, so hopefully I should improve a bit from here. I hope so. Obviously I'm not comparing my own pitiful physical state to a tragedy which has unfolded in the US, but, well, this week has just been one of those ones that you get the impression the entire world would like to erase from existence.

    I'd be fine with that. Also with a fast-forward button. The end of next week would be nice. KTHX.

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    1060: Magical Diary https://imnotdoctorwho.moegamer.net/2012/12/13/1060-magical-diary/ https://imnotdoctorwho.moegamer.net/2012/12/13/1060-magical-diary/#respond Thu, 13 Dec 2012 21:26:11 +0000 http://angryjedi.wordpress.com/?p=4778 Still feeling shitty, but you don't want to read entry after entry about how shitty I feel, so I'll talk about a game I've been playing instead. I've had it in my Steam library for probably well over a year now — possibly more — but have only just got around to it. And wouldn't … Continue reading 1060: Magical Diary

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    Still feeling shitty, but you don't want to read entry after entry about how shitty I feel, so I'll talk about a game I've been playing instead. I've had it in my Steam library for probably well over a year now — possibly more — but have only just got around to it. And wouldn't you know it? It's great.

    The game in question is Magical Diary. This game initially attracted my attention with its promise of combining dating sim-like mechanics with dungeon crawling and puzzle solving. Any combination of "dating sim and…" will immediately get my attention and has done ever since I played Persona 3 for the first time, and here it's particularly well-implemented.

    Here's the setup: you're a 16 year old girl (yes you are!) who has recently been inducted into Iris Academy, a Hogwarts-like establishment in New Hampshire that trains witches and wizards in the ways of pentachromatic magic. During your time at the school, you'll be juggling your time between studying the five colours of magic, each of which unlocks various different types of spells; managing your stress levels (which, naturally, increase with too much studying); and getting to know your fellow students, some of whom are rather more odd than others.

    The gameplay is something like ancient eroge (and particular favorite of mine) True Love — at the start of each week, you set up your schedule, choosing which classes to attend (if any) and then letting the week unfold. Depending on your whereabouts at various points in the week along with past choices, numerous events will unfold and you'll have the opportunity to do things like run for class president, shop for magical accessories (which, pleasingly, appear on your character avatar as well as affecting your various stats) and, of course, go on dates.

    Every so often, the school will throw you an "exam", which involves tossing you into a dungeon and demanding that you find your way out using the spells you've managed to learn. Generally there are several ways to solve a dungeon — for example, in one early case, you're locked in an area with no apparent exits, so you can do several things: methodically search the walls for illusions, cast a spell to stir up the air and indicate where the way out might be, cast a spell to determine if any living creatures passed by recently and so on. As you level up your five colours of magic, you learn a variety of interesting-sounding spells — and this isn't your usual "fireball, ice bolt" and that sort of thing — no, here you're dealing with things like empathy spells, manipulating matter, fooling the senses and all sorts of other things. It's really quite something.

    I'm not that far into it yet, but I'm liking what I've seen so far. The graphics are good, the music is catchy, the writing is witty and full of character and the gameplay is interesting. It also looks like being a game that will be well worth replaying several times to tackle situations in different ways — I'll be very interested to do so when the time comes.

    Right. Time to dope myself up on drugs and try and get some sleep. Or possibly play some more Magical Diary. One or the other…

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    1059: High-Tech Hobo https://imnotdoctorwho.moegamer.net/2012/12/12/1059-high-tech-hobo/ https://imnotdoctorwho.moegamer.net/2012/12/12/1059-high-tech-hobo/#respond Wed, 12 Dec 2012 21:14:21 +0000 http://angryjedi.wordpress.com/?p=4776 I'm writing this lying on the floor of my now-empty bedroom, covered in a slightly-malodorous duvet and trying not to let the cold of an unfurnished house in to my Secret Kingdom of under-duvet warmth. Yes, it's that peculiar part of moving house where it's not entirely clear where you're supposed to be sleeping or … Continue reading 1059: High-Tech Hobo

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    I'm writing this lying on the floor of my now-empty bedroom, covered in a slightly-malodorous duvet and trying not to let the cold of an unfurnished house in to my Secret Kingdom of under-duvet warmth.

    Yes, it's that peculiar part of moving house where it's not entirely clear where you're supposed to be sleeping or how, not helped by the fact that my "civic duty" responsibilities in Swindon are preventing me from actually moving in to my new place for the moment.

    This is, I'm sure you'll appreciate, somewhat annoying, and it explains why I'm effectively sleeping rough in what is still technically "my" house. I feel like a tramp, albeit an Internet-connected tramp surrounded by technological gadgets and who doesn't have to beg for change from anyone passing by. I am getting memories of my university days, when I used to proudly brag that I could happily "sleep anywhere" and normally could, and frequently spent whole weeks sofa-surfing between several of my friends' houses rather than going home. (Apparently I've always had something of an issue with living too far away from my friends to be quite practical to varying degrees.)

    I'm also ill, which is making me grumpy. I have some sort of bunged-up head thing and a nasty cough. My head feels constantly like I'm going to faint or something (I haven't — it's just stuffed up with crap) and every time I cough I feel like my intestines are going to fly out of my mouth. Trying to hold this in while fulfilling one's civic duty is not the easiest thing in the world. Much water has been consumed.

    I tried to get to sleep a little while back, but at 10 past 9 in the evening, that's clearly not going to happen just yet. I wish it were possible to just hit a button and shut yourself down — that would be much, much easier than the annoying bollocks the human body normally has to do to get to sleep. I'm not even entirely sure how to make myself fall asleep, but I do know that some people can do it frustratingly easily. As in, you'll be having a conversation one moment, they'll be snoring away the next. I've known a number of people like this over the years, both male and female.

    My head is throbbing so I'm going to leave that there for now. This is a rubbish post but right this second I don't really give a toss. I have to be up early tomorrow, then I have work to do in the afternoon with no desk. Which will be nice.

    Still, I just have to keep an eye on the long-term goal. When all this is done and dusted I'll be living where I want to be and life will (hopefully) be good. I just wish there was a fast-forward button to jump through this annoying bit.

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    1058: Badvertising Revisited https://imnotdoctorwho.moegamer.net/2012/12/11/1058-badvertising-revisited/ https://imnotdoctorwho.moegamer.net/2012/12/11/1058-badvertising-revisited/#respond Tue, 11 Dec 2012 22:54:51 +0000 http://angryjedi.wordpress.com/?p=4772 [Preamble: I know I said comics would be back, but I realise this was a rather foolish promise to make given that I am in the process of moving house and my Mac (which holds the Comic Life software I use to produce them) is now packed up. So you can live without them for … Continue reading 1058: Badvertising Revisited

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    [Preamble: I know I said comics would be back, but I realise this was a rather foolish promise to make given that I am in the process of moving house and my Mac (which holds the Comic Life software I use to produce them) is now packed up. So you can live without them for a little while, I'm sure — at least until the chaos of the next couple of weeks is resolved!]

    As I grow older, I find myself less and less tolerant to the tactics of marketing people. I can't quite work out if this is simply my own intolerance building up as a result of my advancing years, or if adverts really are significantly more annoying than they were in the past. I have a feeling there's a touch of both, because there's a whole lot of new technology to make advertising more annoying these days.

    Specifically, let's consider Internet-based advertising. Now, the vast majority of content on the Internet is available for free (connection charges notwithstanding) so it has to make its money somehow — and it just so happens that advertising is a reasonable way to do that. (Whether or not it's a "good" way is a matter of some debate, as traditional advertising models seem to be becoming less and less effective among savvy Internet users, many of whom use ad-blocking software to make their life considerably less intruded-upon by marketing people.)

    I have no real problem with advertising being used as a means of keeping content free. I'll sit through a couple of pre-roll adverts when watching, say, 4OD on YouTube. I'd have to sit through adverts on TV, and there are actually fewer adverts on YouTube than when it's broadcast live on TV. No problem there.

    What I do have an issue with is when adverts start to get too big for their boots and start engaging in any of the following behaviour:

    • Making noise without me telling them to
    • Monopolising my web browser and/or actively getting in the way of what I'm trying to do
    • Urging me to "interact" with them
    • Urging me to share them on Facebook.

    All of these things are monumentally irritating, albeit for different reasons.

    In the case of noisy adverts, they are a pain simply because they make noise and it's usually difficult to shut them off. And there tends to only be a couple of them available at once, meaning that it's entirely possible that several times in a session you'll hear that stupid woman from the air freshener advert whingeing about being "stuck in bad odours" or something. You can stay there, love.

    Monopolising my web browser is something that really pisses me off because it ruins the experience of the site. The most recent example I've seen is on GameFAQs' mobile site, which occasionally gets completely taken over by a Samsung advert. You'll be looking at the page, trying to tap on a link when suddenly these stupid arrows appear, inviting you to "swipe". "Fuck off," you'll say — possibly out loud — until you realise that you can't do anything on this page until you do as it says, and then you're stuck in a stupid interactive "experience" about a phone you probably don't give a shit about. (Alternatively, you refresh the page until it goes away.)

    This brings me on to another point: interactive adverts. Why? Why would I want to play your stupid game where I get to actually clean the grime off the filthy worktop? Why would I want to pick which one of your vapid Z-list celebrities tells me about your awful product? "Get ready to interact!" they'll say. "Get ready to fuck off!" I'll say, particularly if, as they so frequently are, are also browser-monopolising and noisy ads.

    Finally is the seemingly-obligatory necessity to connect everything to Facebook and Twitter. I've lost count of the number of adverts I've seen recently that include hashtags, Facebook pages or even, in some cases, buttons to share the advert on Twitter or Facebook directly. Pro-Tip: if you click either of those buttons, you are a dickhead. And if you don't know why, well, I don't think I can help you.

    Advertising serves a purpose, and if it keeps out of my way I'm happy to let it sit there to help pay the bills for a particular site — I don't use an ad-blocker and will probably keep it that way for the moment. But the moment advertising starts actively obstructing what I'm trying to do, that's when I start thinking about installing one. And that's not going to make me think positively about your product; it means I'm not going to see it at all.

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    1057: The Week from Hell https://imnotdoctorwho.moegamer.net/2012/12/10/1057-the-week-from-hell/ https://imnotdoctorwho.moegamer.net/2012/12/10/1057-the-week-from-hell/#respond Mon, 10 Dec 2012 22:26:00 +0000 http://angryjedi.wordpress.com/?p=4769 This week… I have been both looking forward to and dreading this upcoming week, as I believe I've already mentioned a couple of times. There are a number of reasons for this. I'm looking forward to it because we now have the keys to our new apartment, which means we will soon be living in … Continue reading 1057: The Week from Hell

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    Page_1This week… I have been both looking forward to and dreading this upcoming week, as I believe I've already mentioned a couple of times. There are a number of reasons for this.

    I'm looking forward to it because we now have the keys to our new apartment, which means we will soon be living in our new apartment. Our new apartment, I believe I mentioned, is in Southampton, which is a place I've been trying to get back to for the last couple of years ever since Bad Things happened and caused me to have to leave.

    I am dreading it because the moving process involves 1) packing all my shit up and 2) moving all my shit. To be fair, Andie has done the vast majority of the packing, meaning there's actually relatively little left to do. But that last bit of packing is always the worst bit, involving, as it does, picking up all those stray bits of rubbish you've been inexplicably hoarding for the last few years, and which have moved house with you several times for no discernible reason. It involves finding all those bits of paper that you think "might be important" and deciding not to throw them out "just in case you need them." You never need them. I have a (now-broken) expanding file full of such pieces of paper, which I'm strongly considering just whizzing instead of dragging it with me yet again. Obviously I will remove important pieces of paper like my driving licence, insurance documentation and that printout of my friends and I from the Leonardo da Vinci machine in Sega World before I throw it away. Or perhaps I will just take it with me yet again.

    I am also dreading this week because of the fact I'm on some very inconveniently-timed jury service. Obviously as this is going on at the time of writing I am unable to say anything about this, so you'll just have to take my word for it that it is very inconveniently timed and I could really do without it right now. (It's a shame, because if I weren't in the middle of moving house, I'd probably find the whole experience quite interesting — I have a mild fascination with the workings of the law, perhaps sparked by my love of the Ace Attorney series of DS games.)

    Still. Despite all the chaos surrounding me, somehow I have been organised enough to complete almost all of my week's work in the space of a day and a half, with only a few bits and pieces to clean up as the week progresses.

    It's all going to be fine. It's all going to be fine. By the time Christmas is here, I'll be living back where I want to be with a person I want to be with, and everything will be fine and dandy. Hopefully.

    Now, if you'll excuse me, I think I'm going to go and lie face-down on my bed and scream into my pillow for a bit.

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    1056: More Things I Thought Were True, But Aren't https://imnotdoctorwho.moegamer.net/2012/12/10/1056-more-things-i-thought-were-true-but-arent/ https://imnotdoctorwho.moegamer.net/2012/12/10/1056-more-things-i-thought-were-true-but-arent/#respond Mon, 10 Dec 2012 00:43:07 +0000 http://angryjedi.wordpress.com/?p=4766 [I have written twelve articles of between 500 and 1,000 words each today so I am too tired to do a comic strip. They'll be back tomorrow.] A long while back, while I was in my faintly delirious "holy shit my life has just fallen apart, I need to distract myself in any way possible" … Continue reading 1056: More Things I Thought Were True, But Aren't

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    [I have written twelve articles of between 500 and 1,000 words each today so I am too tired to do a comic strip. They'll be back tomorrow.]

    A long while back, while I was in my faintly delirious "holy shit my life has just fallen apart, I need to distract myself in any way possible" phase, I composed a series of fever-dream blog posts that I have a feeling might have actually been relatively amusing. (Or at least I found them amusing. Your mileage may, as always, vary.) One of these posts was Things I Thought Were True, But Aren't, in which I explored a selection of things that I had ingrained into my brain for various reasons — either I'd overheard my family or friends say them and gullibly believed them, or I'd simply never seen anything to prove my opinion wrong.

    So, in the spirit of that original post from way back when, here are some more Things I Thought Were True, But Aren't.

    1. Taking a drink into the bathroom is forbidden.

    You just can't do it. You shouldn't do it. I never questioned why this was — I believe the somewhat vague explanation of it being "unhygienic" may have been bandied around at some point — but over time I just sort of gradually grew to make up reasons why people didn't take drinks into the bathroom, unless they were attending a house party, in which case everyone must take their drinks into the bathroom.

    My favourite explanation of why you shouldn't take drinks into the bathroom is because of all the "poo particles" floating around in the air as a result of whoever last had a dump or did a really big fart. If you take a drink — particularly a hot one — into the bathroom, then all the poo particles are naturally attracted to the drink and infect it with poo. So when you start drinking your drink that you took into the bathroom, you'll then be drinking poo. And no-one wants to drink poo. So don't do it.

    2. You can make yourself dream about a thing by thinking about it really hard before you go to sleep.

    I'm actually in two minds as to whether or not this one is actually true. Because certainly when you do something intense (get those thoughts out of your mind, hentaibefore going to sleep, you'll often dream about it. See: playing too much Tetris/Klax/Dr. Mario before bed and consequent surreal dreams. (My favourite was the one where I met the lady who said "Klax Wave!" before every level and "Ooh!" every time you got a 4-tile Klax in Klax on the Atari Lynx, and she was like totally fit and into me and we… wait, what was I talking about again?)

    For a long time, though, I was utterly convinced that lying there with your eyes shut trying to picture something really vividly would influence your dreams. Of course, it doesn't; your brain occupies itself too much with trying to picture something really vividly rather than actually attempting to shut off and get to sleep, making the whole exercise a fruitless endeavour. I've also found that as I've got older, my concentration span for lying awake trying to think of things has lessened considerably than it was when I was a teenager. This is perhaps a side-effect of the build-up of depression and anxiety over the years.

    3. The first time you see something is the first time it ever happened/existed.

    I genuinely believed this as a kid. The first time I got a copy of Fast Forward magazine, I thought it was the first issue. The first time I saw things on television, I thought it was the first time they'd been broadcast. Kind of silly, now that I think back on it.

    This attitude did sort of perpetuate itself even after I left home, though. When a friend referred to baseball cap and tracksuit-wearing white trash as "chavs", it was the first time I'd heard that word and I thus assumed that it had originated in our social group. Of course, it transpires that the word "chav" is very much in common usage to mean exactly what we thought it meant. It must have spread around the country somehow. I wonder where it originated? I'm pretty sure it didn't originate from my friend Cat on the No. 11 bus heading to Safeway in Portswood, Southampton.

    4. If you fart when you're not ready, you'll shit yourself.

    I have no doubt that in certain circumstances, this may be true, but for the most part, the act of farting and the act of shitting are two distinct motions — unless, of course, you're attempting to force out the fart, which carries a significant risk of following through. Let it come naturally and you'll be safe. Probably. Right? OH GOD NOW I NEVER WANT TO FART AGAIN.

    5. If you sleep on your back, you'll…

    To date, I'm not entirely sure if this actually happened or if I dreamed it at some point, but I am absolutely convinced that for a sex education class at secondary school, all the boys were taken to the library while all the girls went off to talk about periods, and we watched a video of a 1950s-style very British man explaining how if you slept on your back, you'd probably spunk your pants in your sleep. He obviously didn't use that exact terminology — I forget the exact words he used, probably "nocturnal emissions" or something — but I vividly remember it. At the same time, though, I also have the strongest feeling that I might have made it up. Because it just doesn't seem very likely.

    That said, I used to have a recurring dream where I was going to have sex with someone on the London Underground, but couldn't go through with it because I didn't have the sheet music for it, so… wait a minute, that doesn't really help at all.

    I'm off to bed now. To sleep on my side. I have a hellish week coming up. See you on the other side, and apologies in advance for any day's entries that are just "AAAAAAAAAAAARRRRRRRRRRRRRGGGGGGGGGGGGHHHHHH".

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    1055: Tim's Wedding Day https://imnotdoctorwho.moegamer.net/2012/12/08/1055-tims-wedding-day/ https://imnotdoctorwho.moegamer.net/2012/12/08/1055-tims-wedding-day/#respond Sat, 08 Dec 2012 23:11:00 +0000 https://angryjedi.wordpress.com/?p=4765 My friends Tim and Sophie got married today, and I'm sure they'll be delighted I'm marking the occasion with a blog post hastily composed on my phone because the Wi-Fi at this hotel doesn't seem to work properly. It was a very nice wedding, all told. I know people always say that weddings are at … Continue reading 1055: Tim's Wedding Day

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    My friends Tim and Sophie got married today, and I'm sure they'll be delighted I'm marking the occasion with a blog post hastily composed on my phone because the Wi-Fi at this hotel doesn't seem to work properly.

    It was a very nice wedding, all told. I know people always say that weddings are at least "nice" if not "beautiful" and "wonderful" and so on, but it really was. Taking place at Cain Manor, an old big house (remarkably similar to the one Tim grew up in) near Farnham in Surrey, the whole affair was pleasingly compact in nature — the ceremony started at 4, was over by 4.30 and after not too much milling around we were sat down waiting for dinner. An electrical mishap delayed the food a bit but even with that delay, it didn't feel like there was too much standing around doing nothing, which was a blessed relief.

    Tim and Sophie also decided not to have an official photographer either, which meant there was no standing around waiting for all that shenanigans either. I was relieved about that — one of my least favourite things about other people's weddings is standing around in the cold while waiting for some person with a camera to finish shouting "Friends! University friends! Obscure cousins neither the bride nor the groom recognise!" Don't get me wrong, wedding photographers do a great job and I know several people who make a good living from it, but man, that waiting around is dull. I can only imagine what it must be like for the bride and groom, having to pull increasingly-false smiles as their fingertips slowly succumb to frostbite and they're surrounded by relatives they don't know the names of.

    Andie and I are back at the hotel we're staying at now. It's about 4 miles away from the wedding venue, and is called The Devil's Punchbowl after the nearby park. It seems like a pleasant enough place, though it would be nice if we couldn't hear all the drunkards in the pub part of the hotel doing karaoke, and it would also be nice if the Wi-Fi worked properly. The room also smells like a dental surgery for some reason, but that's all right.

    It's been nice to get away for the day. There's a super-stressful week coming up for both of us — I have jury duty and we're moving house. I also have to squeeze my usual work in somewhere! Still, I'm not thinking about that right now. Just going to have a nice rest and return to stressing out tomorrow!

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    1054: Death Means Nothing in Miami https://imnotdoctorwho.moegamer.net/2012/12/08/1054-death-means-nothing-in-miami/ https://imnotdoctorwho.moegamer.net/2012/12/08/1054-death-means-nothing-in-miami/#respond Sat, 08 Dec 2012 01:40:23 +0000 http://angryjedi.wordpress.com/?p=4761 So, after being repeatedly bugged by almost everyone I know to try Hotline Miami, I tried Hotline Miami. Actually, to be more accurate, I sat down to play some Hotline Miami several hours ago and somehow here I am at 1am having completed it. What happened there? I had been warned of the strange time-distorting … Continue reading 1054: Death Means Nothing in Miami

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    Page_1So, after being repeatedly bugged by almost everyone I know to try Hotline Miami, I tried Hotline Miami. Actually, to be more accurate, I sat down to play some Hotline Miami several hours ago and somehow here I am at 1am having completed it. What happened there?

    I had been warned of the strange time-distorting properties of this curious little game by those who had played it, but having experienced it myself this evening… yes, there's something very odd going on there. A genuine feeling of, for want of a better word, "addiction" — of not wanting to stop until you've seen it through, even if the level you're on is ridiculously difficult. My "Die 1,000 times" achievement attests to the fact that I apparently did spend quite some time on it this evening.

    But allow me to back up for a moment for those who are unfamiliar with Hotline Miami and its dubious charms.

    Hotline Miami is basically that game the Daily Mail have been worried about for years. It's a straight-up game about murdering people with a variety of implements. It's gory, it's gross… and after about five or ten minutes of playing, it completely desensitises you to the acts of wanton violence you're committing. It then shows its true (neon) colours — despite its hyper-violence, it's actually a sort of puzzle game, a sort of lightning-fast strategy game, a sort of… I don't know. I don't like throwing this word around as it's rarely true, but I have a suspicious feeling that it's *whisper* unique.

    The setup of Hotline Miami is that you, the faceless, nameless protagonist, repeatedly receive strange phone calls from a variety of sources. The phone calls themselves seem relatively innocuous, but when you get to the location you were told to go to, you apparently feel a strange urge to don an animal mask and then slaughter everyone who is there. Which is sort of convenient, because everyone there also wants to slaughter you.

    You work your way through the levels by killing all the enemies. You have to scavenge weapons from dead enemies or the environment, and guns only have a small amount of ammunition in them when you do find them. Melee kills are silent, whereas attacking with a gun will often bring enemies running. When enemies are unaware of your presence, they follow very simple, predictable patterns. All you have to do is complete each stage of each chapter by killing all the enemies, at which point you'll receive a score breakdown showing how you did. The better you score, the better your grade and the more stuff you unlock.

    Unlockable stuff includes weapons, which show up randomly in the levels, and masks, which you can equip before the level starts. Each mask has a special ability — one provides larger amounts of ammunition in guns, for example, while another makes your bare-handed attack (which normally just knocks enemies down, necessitating a ground attack to finish them off) a fatal strike. After unlocking the latter, I found that I didn't really use the others all that much. Perhaps I'm just unimaginative.

    There is a plot that gradually unfolds as you progress through the levels. Like the swirly, pixelated, colourful visuals, it is rather vague and dream-like, and the end leaves a large number of questions. There are a few nice twists and turns, but it's not really the star of the show here — it simply provides a loose justification for the various top-down locations in which you visit and kill everything.

    Hotline Miami is tough. There are levels that will repeatedly kill you over and over and over again — a thousand times or more, apparently — but somehow it will keep you playing in that same, inescapably compulsive way that Super Meat Boy encourages "just one more go". The fact that respawning after death is completely instantaneous helps this somewhat — there's no real feeling of being "penalised" for dying, it's simply part of the learning experience for each level. Death ceases to become something that makes you want to throw your controller out of the window, and instead becomes an exhortation from the game to try again and do better. It's still frustrating — I called the game (or possibly myself) "dickhead" a good few times while playing — but the important thing to note about it is that when you die, it's usually your own fault rather than that of the game. This is the sign of a well-designed difficult game — one where you accept that you'll make mistakes and learn from them, rather than where dying repeatedly simply makes you want to switch off and play something that repeatedly massages your ego, gives you a cuddle and tells you everything is going to be all right.

    Anyway. That's Hotline Miami. If you have no issue with your games being borderline abusive in terms of difficulty, hyper-violent with little to no remorse, and leave you feeling like you've had some sort of drug-fuelled experience for several hours, then you should probably check it out. Conveniently, it's 50% off on Steam this weekend. How about that.

    You should also check out this "two-headed review" over at Games Are Evil.

    Now, if you'll excuse me, I need to sleep… and probably have some very peculiar dreams.

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    1053: Kira Kira, Sparkle Sparkle https://imnotdoctorwho.moegamer.net/2012/12/07/1053-kira-kira-sparkle-sparkle/ https://imnotdoctorwho.moegamer.net/2012/12/07/1053-kira-kira-sparkle-sparkle/#respond Fri, 07 Dec 2012 00:17:30 +0000 http://angryjedi.wordpress.com/?p=4757 Having completely and utterly 100%-ly finished classic visual novel Kana Little Sister, which you can read all about here (and in the book I'm still fully intending on writing and have already written just under 3,000 words of), naturally I immediately started on a new project, and one of a markedly different tone. Kira Kira (which, apparently, … Continue reading 1053: Kira Kira, Sparkle Sparkle

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    Page_1Having completely and utterly 100%-ly finished classic visual novel Kana Little Sister, which you can read all about here (and in the book I'm still fully intending on writing and have already written just under 3,000 words of), naturally I immediately started on a new project, and one of a markedly different tone.

    Kira Kira (which, apparently, is Japanese onomatopoeia for "sparkle sparkle") is a game about a bunch of high school kids (natch) who decide to put together a band. I haven't got far enough to know whether or not their band is particularly successful, but given the intro sequence showed them well and truly rocking out with suitably ridiculous hairstyles and outfits, I can only assume that they enjoy at least a small degree of success. Given that there is also a sort of sequel called Kira Kira Curtain Call, too, it's probably a fair assumption.

    The reason I'm playing Kira Kira now is actually because of a completely different game I picked up a while back called DeardropsDeardrops is also about a bunch of high school kids who decide to put together a band — I think, anyway, as I haven't played that one at all yet — but a fellow (and considerably more experienced) VN enthusiast on Twitter recommended that I play Kira Kira first, because some of the characters have cameo appearances in Deardrops. Got all that? Good.

    I like this sort of "crossover" idea, and apparently it's not all that uncommon — I understand that the story of Kana Little Sister is depicted as a movie in another game by the same developer called Crescendo, which is also in my growing pile of shame. (I have a sub-pile purely devoted to VNs, but given that the damn things are so time-consuming yet enjoyable, I'm not getting to anything outside it at the moment! That's… fine by me, to be perfectly honest. But I digress.)

    Anyway. Kira Kira. As I say, I'm not all that far into it yet so I'm hesitant to say too much right now, but so far early impressions are very positive. Coming off the back of Kana Little Sister's 640×480 visuals and distinctly synthesized music — both of which are great, I hasten to add, just obviously dated — the super-sharp, crisp visuals, glorious digital music, quality voice acting and wonderfully atmospheric ambient sounds of Kira Kira make it obvious that this is a much more recent production. It's a much more multi-sensory, "multimedia" sort of experience, and it makes a massive difference. Kana immerses the player with its compelling story and interesting characters despite its relatively simplistic aesthetics; Kira Kira has, so far, immersed me with its presentation — it's a bit early for me to comment on the characters and plot so far, but they seem to be an interesting enough bunch.

    Kira Kira isn't just interesting from an audio-visual presentation perspective, however. No, the way it's written and the way the text is presented is quite interesting, too, adopting a full-screen "novel" style similar to that seen in Kana Little Sister rather than the more common "adventure" (smaller text box, larger, unblocked image) interface seen in many other titles.

    In terms of the way it's written, it seems to be quite wordy so far, but that's not necessarily a bad thing. It allows the player to understand the thoughts of the protagonist quite deeply, and the narration is presented almost as if the protagonist is talking to the player at times — not quite breaking the fourth wall, but certainly testing its structural integrity. Maejima-kun, it seems, thinks about things a lot, including his feelings about people, the things he's seen and where his life is going. His introspective nature makes the beginning of the game seem rather slow paced — it's a good hour or two before the OP video plays — but, as I say, I have no issue with this personally; he seems like an interesting character thus far, so I'm happy to have the opportunity to get to know him. Plus on subsequent playthroughs, the "Skip" button is right there if I want to fast-forward through all his exposition.

    What's really interesting about the writing, though, is that it provides a uniquely Japanese take on something that is peculiar to the Western hemisphere — rock music. The setup of the game is that the school's "Second Literature Club", which Our Hero is a member of having quit the tennis club some time back, are struggling to think of something to do for the upcoming cultural festival. Naturally, after Our Hero and the resident squeaky-voiced, faintly annoying ditzy girl Kirari attend a live show by local legends "STAR GENERATION" (the capital letters are important), they decide that forming a band is The Right Thing To Do, despite the fact that none of them play an instrument or indeed know anything about music whatsoever. Enter Our Hero's friend, a fan of punk music that hasn't been to any live shows himself, who decides to educate the club with an informative video about The Sex Pistols and the punk movement. The club are understandably rather bewildered about all this, having hilariously little understanding of culture outside of Japan ("R&B? Isn't that music for black people?") but decide that yes, they'll give it a shot.

    That's as far as I've got so far, but it's an intriguing setup with potential for plenty of hijinks — yes, hijinks — along the way. I'm looking forward to seeing how it progresses — and to hearing more of the excellent soundtrack.

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    1052: Kiss, Kiss, Fall in Love https://imnotdoctorwho.moegamer.net/2012/12/05/1052-kiss-kiss-fall-in-love/ https://imnotdoctorwho.moegamer.net/2012/12/05/1052-kiss-kiss-fall-in-love/#respond Wed, 05 Dec 2012 22:11:25 +0000 http://angryjedi.wordpress.com/?p=4753 During November, as you know, I was writing non-stop fiction in my own NaNoWriMo spinoff. This doesn't mean I wasn't doing anything worth talking about in my spare time, however. You may recall that a relatively short while back I well and truly "got into" anime and had some enthusiastic words to say about a … Continue reading 1052: Kiss, Kiss, Fall in Love

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    Page_1During November, as you know, I was writing non-stop fiction in my own NaNoWriMo spinoff. This doesn't mean I wasn't doing anything worth talking about in my spare time, however. You may recall that a relatively short while back I well and truly "got into" anime and had some enthusiastic words to say about a number of different series. I thought I'd share my thoughts on one more that I finished at some point in the middle of last month: Ouran High School Host Club.

    This was a recommendation from my anime-enthusiast friend Lynette, who has been the source of many good recommendations to date. I wasn't entirely sure what to expect from it, though armed with my relatively limited knowledge of "host club" culture that I'd picked up from playthroughs of Yakuza 1, 2 and (I'm still yet to tackle 4, but I'll get there) I had a general idea.

    (For those unfamiliar with this particular quirk of Japanese culture, host/hostess bars are establishments in which patrons can come in and settle down for a pleasant evening's chat with a host/hostess of their choice. Their chosen companion will ply them with drinks and food and attempt to get them to spend as much money as possible, though if Yakuza is to be believed there's every possibility that the host/hostess and their client will strike up a genuine friendship "and maybe more" in the process — good for the people and good for the business, too. It is, it should be said, rather different from prostitution.)

    Anyway. Ouran High School Host Club revolves around a group of bored, rich male students at a very exclusive high school (the titular Ouran Academy) who formed their own host club in an attempt to entertain the equally bored, rich female students. The club covers a diverse array of "tastes", ranging from pretty boy Tamaki to the borderline-incestuous twins Hikaru and Kaoru via the… whatever the male equivalent of "loli" is embodied by the childish, cake-loving "Honey".

    Enter Haruhi, who is a girl. Haruhi stumbles upon the Host Club's premises — the disused music room — and inadvertently breaks an incredibly valuable vase in the process. She is saddled with a debt that she couldn't possibly repay, so the club agrees that if she joins as a host and entertains the girls of Ouran Academy, they will let her "work off" her debt.

    Thing is, certain members of the club initially don't realise that she is a girl, since she first appears dressed in a boy's uniform and sporting a rather boyish short, shaggy haircut. Hilarity, as you might expect, ensues, and the series progresses as Haruhi and the gang get into a series of increasingly silly scrapes, all the while learning new things about each other and their backgrounds. The rich kids of the Host Club learn about Haruhi's poor background, her deceased mother and her cross-dressing father — one of the more memorable characters in anime I've seen recently — while Haruhi learns to come out of her shell a bit, and solidifies her own idea that gender doesn't define her personality.

    At heart, Ouran High School Host Club is a very silly show. The characters are heavily exaggerated, and the visual aesthetic is very stylized — everyone has noses that you could cut glass with, for example, and the show isn't afraid to pop up captions to explain various things or even to put big flashing arrows over the top of something that will become important in a few minutes' time. Similarly, the show is a textbook example of anime not being afraid to have characters that defy the laws of physics for comic effect — there's lots of exaggerated facial expressions, black clouds looming around the depressed and angry people suddenly becoming inexplicably huge. The whole thing is presented with an almost childish degree of enthusiasm, and the energy is relentless. It's perhaps for this reason that I actually found it difficult to watch more than one episode at a time, whereas conversely I can and will watch a whole bunch of slower-paced stuff in a single sitting. (I devoured the entire series of AnoHana in one go, for example, but that's a story for another post altogether.)

    As well as being silly, though, there's a tender heart beating within. The characters have very real affection for one another and their relationships deepen and blossom as the show progresses. It manages to pull this off without dropping into the realms of cliché, either, except where it is deliberately lampshading romantic clichés — usually through the identical twins duo of Hikaru and Kaoru.

    The show is gloriously, gloriously camp, managing to pretty much out-gay both Bayonetta and Space Channel 5 (both of which are games, I know, but they're the yardsticks by which I measure relative campness) but it also knows when to show restraint. There's a time and a place for shenanigans and prancing around, it seems to say, and a time for people to be serious. The good pacing that the show enjoys means that it builds to a very satisfying payoff come the end of the series — and not necessarily in the way you might expect, either. I shan't spoil it for those who are planning to watch it, but suffice to say it's worth sticking it out for the whole run, even if the seemingly-relentless chaos of some episodes feels like it might be a bit much sometimes.

    In short, I enjoyed it a lot. It doubtless won't be to everyone's taste — what is? — but I found it a lot of fun. Give it a chance if you're looking for something a little bit different from the norm.

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    1051: Take This, Right in the Feels https://imnotdoctorwho.moegamer.net/2012/12/04/1051-take-this-right-in-the-feels/ https://imnotdoctorwho.moegamer.net/2012/12/04/1051-take-this-right-in-the-feels/#respond Tue, 04 Dec 2012 19:48:33 +0000 http://angryjedi.wordpress.com/?p=4749 (With apologies to Jeff Green for the gratuitous use of "Feels".) I was going to write something positive and happy today as a counterpoint to 1) yesterday's post and 2) the amount of anger that has been circulating on the Internet yet again today, this time as a result of an ill-conceived PR stunt by … Continue reading 1051: Take This, Right in the Feels

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    Page_1(With apologies to Jeff Green for the gratuitous use of "Feels".)

    I was going to write something positive and happy today as a counterpoint to 1) yesterday's post and 2) the amount of anger that has been circulating on the Internet yet again today, this time as a result of an ill-conceived PR stunt by Square Enix. I'm not going to get into that now, because everyone yelling about it is already getting very tiresome. But I decided there was something else I wanted to discuss instead.

    Instead I wanted to talk a bit about something which started up during the course of the last month — the Take This project, an attempt by a bunch of games industry professionals (including my good self) to do something positive about the stigma surrounding depression, anxiety and other mental health issues. Over at the site, numerous people are sharing their stories of their experiences with these issues in an attempt to encourage others to do the same, and to help people realise that they're not alone with the feelings they might be experiencing. Here's my contribution — more will probably follow in the near future.

    I may well post something along these lines over on Take This at some point in the near future, but for now I thought I'd share it here.

    I wanted to talk a bit about crying.

    If you see someone else crying, chances are you'll start feeling pretty shitty too. It's not a nice thing to watch, particularly if you don't know what caused it. There's that air of immense awkwardness around the situation, particularly if a stranger's involved, where you're not quite sure if you're "allowed" to talk to the person and see if you can help with what they're upset about, and generally the whole thing is something most people like to avoid whenever possible. There's also an element of gender stereotyping that comes into play, too, where it's somehow "more okay" for women to cry than men. (I don't agree with this at all, but "big boys don't cry" is still a real stigma that stops many men from effectively expressing their emotions.)

    But consider how that person who is in tears is feeling. It's sometimes difficult to judge from outside, because only the person who is crying knows exactly what they're feeling. Crying isn't always an unpleasant thing, either — sometimes it is a sweet release from pent-up emotion that has been bubbling away inside that person's head. Of course, sometimes it is outright hysteria, too — a complete inability to deal with a particular situation and a desire to simply let rip with some absolutely raw emotion. Only the person who is crying knows, and they're often not really in a position to talk about it while it's happening.

    Oddly, though — and this is where I might lose a few of you — sometimes it's desirable or even enjoyable to cry. The feeling of being affected so profoundly by something that you actually want to weep is oddly intoxicating at times, and it can, at times, be outright pleasant.

    It's not as strange as it initially sounds, though. How else can you explain the fact that most forms of media boast a "tearjerker" genre or equivalent?

    Most recently, I've been playing a visual novel called Kana Little Sister, which I talk about in greater detail over on Games Are Evil here. Kana is described as an "utsuge" — a "depression game", or a title that is specifically designed to elicit "negative" (for want of a better word) emotions in its audience, in this case sadness. (Other examples include Silent Hill 2, which evokes reactions ranging from slumping back in one's chair and sighing to crying bitter, bitter tears.) I have played through Kana five times now, and even though you know from the very outset that the titular little sister character is going to die at the end (spoiler: except in one ending), it still gets me every time, and the tears fall without fail.

    This doesn't make me feel bad, though. It's a perversely enjoyable experience. I like responding to something in this way. I like the feeling of being overtaken by emotion and being physically affected by a work. It's an impressive mark of how much something has engaged me fully if it can make me cry — or if, for that matter, it can make my pulse race, or generate that hard-to-define feeling of "butterflies in the stomach" that a good, epic final confrontation in something like an RPG can sometimes manage.

    Even now, though, as open as I generally am about this sort of thing, there's still a slight feeling of embarrassment when it happens. It's perhaps because when you cry, you're making yourself quite vulnerable. You're "letting go", turning off the safety switches that let you behave "normally" in polite society without breaking down into tears every five seconds. If you do it around someone else, you're showing a great deal of trust in them — trust that they won't laugh at you for having emotions in the first place, and trust that they won't think any less of you in the future because of your reaction.

    Basically, I think what I'm saying is that you shouldn't be afraid to cry — regardless of whether you need to or just want to. So, you know, let it out.

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    1050: I Said A-Snark, Snark, A-Snarkitty Snark, A Snark-Snark-Snarkitty-Snark https://imnotdoctorwho.moegamer.net/2012/12/03/1050-i-said-a-snark-snark-a-snarkitty-snark-a-snark-snark-snarkitty-snark/ https://imnotdoctorwho.moegamer.net/2012/12/03/1050-i-said-a-snark-snark-a-snarkitty-snark-a-snark-snark-snarkitty-snark/#respond Mon, 03 Dec 2012 21:59:44 +0000 http://angryjedi.wordpress.com/?p=4746 Another day, another day of snark on the Internet. This time the sources were twofold: firstly, the Pope joined Twitter (and, apparently, his first tweet will be on December 12, begging the question why the account has been set up and announced now) and secondly, it emerged that Kate Middleton (or whatever we're supposed to … Continue reading 1050: I Said A-Snark, Snark, A-Snarkitty Snark, A Snark-Snark-Snarkitty-Snark

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    Page_1Another day, another day of snark on the Internet. This time the sources were twofold: firstly, the Pope joined Twitter (and, apparently, his first tweet will be on December 12, begging the question why the account has been set up and announced now) and secondly, it emerged that Kate Middleton (or whatever we're supposed to call her now) is pregnant and suffering from "acute morning sickness", apparently.

    Neither of these things are of particularly earth-shattering importance, and both of them can be easily ignored. I have spent most of the day ignoring them both completely, and am only mentioning them now out of frustration — not at the things themselves, of course, but rather at the reaction to them.

    The Pope's presence on Twitter was, of course, greeted by numerous sarcastic replies and fake retweets; the news of the "royal baby" (as it is now known) was greeted by general disdain and constant repetition of "THIS ISN'T NEWS". Well, whether or not it is is a matter of opinion, of course, but if you don't think it's news and have no wish to contribute to making it news, you could always, you know, stop talking about it.

    I don't know if my weariness with this sort of thing is just a symptom of getting older or general fatigue at having seen so much snark over the past couple of years in particular, but either way… yes, I am tired of it. Because it doesn't let up, either. You can unfollow and block the people who are being a pain, but they'll get retweeted and quoted; you can close your social media windows altogether, but then you can't talk to your friends. (And when you are, at least for the next couple of weeks, a long way away from your nearest friends, yes this is a big deal.)

    It is probably related to my general fatigue with the Internet-based slacktivists (previously discussed here) who rant and rave about a particular issue (usually, at the time of writing, sexism) until they're blue in the face but then don't appear to actually do anything beyond declare certain blog posts and articles "mandatory reading" and then ignore any attempts to actually engage in discussion or education.

    The ironic thing with this behaviour is that it drowns out the actual message they're trying to convey. In the case of the fervent anti-sexism brigade, who are quick to splatter anyone who disagrees with them with the "privileged white male" brush — perhaps fairly in some cases, perhaps not in others — it means that the underlying message of tolerance, acceptance and equality gets lost in all the noise of people shouting and screaming and demanding that everyone unfollow a particular person on Twitter because they said something they don't agree with. (It wasn't me.)

    Not only does it drown out the message they're trying to convey, it makes me care less, which is the complete opposite of what they're trying to do, surely. I don't know if anyone else feels this way, but I certainly do. The more these people froth at the mouth and shout and bellow and point fingers and demand that people read this article by their friend, the less of a shit I give — because I don't want to be associated with them. Not because I disagree with their ideals — as I've mentioned a number of times previously, I agree with what they're arguing for in most cases! — but because the confrontational, aggressive way in which they try to get their points across is just so completely loathsome to me that I don't want anything to do with it.

    So I block them. I literally silence them. Which is exactly one of the things that they complain about, usually without any sense of irony that their own furious, righteous anger is itself intimidating and silencing people who genuinely want to discuss, engage and understand these complex, non-binary issues in greater depth.

    I didn't take the decision to block a bunch of these people lightly, and I occasionally feel guilty that I have done so. Many of them are supposedly "respected" figures, and some are friends with people that consider to be friends. But I haven't unblocked them.

    Why? Because I have tried to engage them in discussion. I have tried to see these complex issues from a variety of different perspectives and talk about them accordingly. I have tried to have a rational, reasoned debate. And yet the last time I attempted to do this — I forget the exact topic now, as I unfollowed the Facebook comment thread shortly afterwards feeling genuinely upset — I was shouted down with the words "get a grip". No attempt to engage. No attempt to discuss or debate. No attempt to help me understand their points of view. A simple shutdown.

    I gave up at that point. That is when I wrote this post. That is when I simply decided to avoid confrontation altogether and "stay out of trouble", as it were.

    This isn't how it should be, surely. People should be aware of these issues and feel able to discuss them openly without fear. Fighting hate with hate is counter-productive and achieves nothing except alienating people like me while causing both "sides" of the debate to dig their heels in and argue ever-more aggressively.

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    1049: Season Finale https://imnotdoctorwho.moegamer.net/2012/12/02/1049-season-finale/ https://imnotdoctorwho.moegamer.net/2012/12/02/1049-season-finale/#respond Sun, 02 Dec 2012 22:54:26 +0000 http://angryjedi.wordpress.com/?p=4742 It occurs to me that while I was spending the last month doing creativey things, a lot of things happened and, being dedicated to blogging 1,500-2,000 words per day of the narrative nature, I really didn't have the time or energy to devote any blog space to these things that were happening. So let's rectify … Continue reading 1049: Season Finale

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    Page_1It occurs to me that while I was spending the last month doing creativey things, a lot of things happened and, being dedicated to blogging 1,500-2,000 words per day of the narrative nature, I really didn't have the time or energy to devote any blog space to these things that were happening. So let's rectify that today.

    The main thing that has happened is that Andie and I are moving (back, in my case) to Southampton very shortly. And yes, I mean very shortly — our new rental starts on December 10 (pending references) and to be honest I'm not convinced it's quite sunk into my own mind yet. Hopefully writing this will convince me that yes, it is happening and yes, I need to do that thing with the boxes I hate so much. (Packing them, obviously, not sticking them up my arse.)

    Those who have been paying attention and/or following me for a while will know the rough chronology of what happened to me over the last couple of years — my wife and I parted ways; I failed to find a new job; ran out of money; moved back in with my parents; gradually built back up to full-time freelance employment that earns enough to live on; met Andie; moved back out, to Wiltshire this time; witnessed the catastrophic collapse of the second website I'd been a regular contributor to (GamePro this time — the first was Kombo); secured my current gig and, well, here we are.

    Both Andie and I had been becoming a little despondent at our relative isolation. Andie was a few minutes down the road from her job, which was convenient, but neither of us really had any friends in the area. We spent a day celebrating the Queen's jubilee earlier this year in which we got to know our immediate neighbours a little bit, but I found the whole thing painfully awkward and certainly wouldn't count them as "friends".

    My true friends were (well, are) still in Southampton, as it happened, meaning that any time I wanted to spend time with them there was a 1.5-2 hour drive involved. Andie's friends, meanwhile, were scattered everywhere from Southampton to Australia, so we decided that looking to move back towards the South coast would be a good idea. (Australia's a bit far.) Since I can work from anywhere, it was up to Andie to find a job in the area suitable for her talents, and she hates job hunting almost as much as I do. Possibly more. Thankfully, though, she successfully managed to score a position recently, and so our quest to find a new place to live began.

    House hunting is rubbish, as everyone knows, but we happened to be down in the area anyway last weekend as I'd taken us away on a short break to celebrate Andie's birthday. We made some appointments and called in at a few estate agents to make some enquiries, and decided that if we found a place that looked acceptable, we would just take it rather than faffing around for weeks. Largely because we didn't have weeks.

    The first place we saw was a reasonable (if rather small) house that was in shitty condition, and probably wouldn't be ready in time for when we wanted to move in. Next we saw a decent (but, again, small) house with an abnormally narrow staircase that would have been all right were it not for its location, which suffers something of a dearth of parking spaces.

    Then we saw The One. A flat in a good, conveniently-located area with awesome large rooms (including a massive kitchen) that looked to be in excellent condition. It costs a little more than we're paying right now in Chippenham, but that was an expected part of the move, plus given the location I'm probably going to get rid of my car once we're in place, which will save some money.

    It was pretty apparent that The One was The One after we gave it a cursory once-over, but we still had a couple more to see, so we went and had a look just to make sure. One was a nice-quality flat in a great location, but the rooms were far too small. The other was another nice-quality flat in a not-so-great location, but again the rooms were a bit small and the layout was a bit weird.

    So, The One it was. Assuming our references come back all in order shortly, we'll be moving in mid-December, meaning we'll hopefully be in place well before Christmas. Then, once 2013 starts, we can really feel like a new stage of our lives is starting.

    You have no idea how much I am looking forward to this. It feels like things are finally starting to fall back into place. I realise that, of course, I'm probably cursing myself by uttering those words, but what the hell. I can't wait to be back in that slightly crappy town that I still consider to be "home"; to be near my friends and to be able to actually socialise with people without having to make plans weeks in advance.

    I'm extremely grateful to Andie for her major part in making all this happen. Without her, I wouldn't be back on this path to "recovery", for want of a better word, so I don't know, everyone bake her a nice cake or something. Or just come to our inevitable housewarming party! We might have a Wii U for everyone to play with by then.

    See you in December, Southampton.

    Shit, that's this month. ARGH

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    1048: HELLO https://imnotdoctorwho.moegamer.net/2012/12/01/1048-hello/ https://imnotdoctorwho.moegamer.net/2012/12/01/1048-hello/#respond Sat, 01 Dec 2012 21:05:17 +0000 http://angryjedi.wordpress.com/?p=4739 Hello! I'm back. Yes, it's me. You know, Pete. The guy who runs this blog. I'm not writing in character or being creative any more. Well, I am being creative. Sort of. Just not in quite the same way I spent the last month. It's back to my normal ramblings from now. It occurs to … Continue reading 1048: HELLO

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

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

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

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

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

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

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

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    1047: Final Chapter https://imnotdoctorwho.moegamer.net/2012/11/30/1047-final-chapter/ https://imnotdoctorwho.moegamer.net/2012/11/30/1047-final-chapter/#respond Fri, 30 Nov 2012 22:32:13 +0000 http://angryjedi.wordpress.com/?p=4736 [This is the last part. Back to "normal" blogging tomorrow! Go back to the start!] A moment's silence. "I'm not quite sure what else I can tell you," I say. "I think you've told me plenty," the kindly voice tells me. I've been coming here for a while now. I think it's helping. Having a safe … Continue reading 1047: Final Chapter

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    [This is the last part. Back to "normal" blogging tomorrow! Go back to the start!]

    A moment's silence.

    "I'm not quite sure what else I can tell you," I say.

    "I think you've told me plenty," the kindly voice tells me.

    I've been coming here for a while now. I think it's helping. Having a safe place in which I can tell my story has certainly helped me to leave things in the past and look forwards rather than backwards.

    The owner of that kindly voice is the only person who has heard my whole story as I have just finished relating it. I'm still not quite sure how I feel about that. Sometimes I feel like I should tell Alice, or my parents, or my friends; other times I feel like I should keep this all to myself just in case it makes me seem like I've completely lost it.

    I sigh to myself.

    did completely lose it. The story I've just told is proof of that, surely. Even looking back on it with the benefit of hindsight as I have been, I'm still not entirely sure what was truly real and what was simply the creation of my own mind.

    "It all felt so real," I say out loud.

    "Oh?" says the kindly voice.

    "Yes," I say. "It was… like I was there. Well, I was there. But not. It was like it was really happening; like I was really there with those people."

    The voice says nothing. I know by now that this is one of those times I'm supposed to figure things out for myself, but I'm not sure I have the answers. I've started now, though, so I can't just leave it hanging there.

    "Perhaps they were real in some respects," I continue. "I mean, obviously Alice is, but the Alice from another world? Perhaps she was real too."

    "Go on," says the voice, its tone soft, warm and supportive.

    "Aril was obviously someone I dreamed up from somewhere," I say. "I don't know where from. But he… I'm not sure. He always seems to come to mind when I'm trying to be calm and rational about things."

    "Yes," says the voice. "I'd agree, from what you've told me. And what do you understand by that?"

    I pause and think for a moment. It's sort of obvious, looking back on it now. Perhaps it was even obvious to me at the time.

    "Aril is part of me," I say. "He's an aspect of myself that I wasn't entirely comfortable with, but part I wanted to explore."

    "Go on," says the voice.

    "He's the kind who generally stays calm and rational under pressure," I say. "But he's not infallible. Even he could get rattled. When I… when he thought that part of me had disappeared he wasn't sure what to do."

    I feel silly relating that now. I didn't go anywhere. No-one went anywhere. But for that short period, I saw things from a different perspective. It helped me to understand a little better. Perhaps that was why it happened.

    "And what about the others?" says the voice. It hasn't changed its tone.

    "Alice," I begin. "The Alice who was with me through all that… she was the things I admired about my sister. Her strength. Her confidence. Her assertiveness. Everything that I'm not."

    I pause.

    "Or rather, everything that I thought I could never be," I correct myself. "Because I'm here now, of my own free will. I'm saying these things because I want to, not because I'm being forced to. That sounds like something she'd do."

    "I'd agree," says the voice. "And Laura?"

    I consider my next words for a moment.

    "Laura was what she appeared to be," I say. "Unpredictable. Acting without reason. But reliable despite all that."

    "And what did she represent?" says the voice.

    "Chaos," I say, without hesitation. "Or rather, the ability to deal with chaos. The ability to deal with the unexpected; the ability to accept the fact that sometimes things happen beyond your control; the ability to accept that sometimes things don't make sense."

    There was another pause. I became aware of the ticking of the clock in the corner of the office.

    A sudden slamming noise. I recognize this. It's time to finish.

    I sit up and look at the face of my therapist Dr. Noakes. His face matches his voice well. He's a middle-aged man, slightly built, with thinning grey hair and a scraggly salt-and-pepper beard covering most of the bottom of his face. I went through a few therapists before I settled on Dr. Noakes here, but there was something about him that set me at ease and made me feel like I could finally tell my story.

    Now that I've finished telling that story, I'm not quite sure what to do with myself.

    "So what's next?" I ask.

    "That's up to you," says Dr. Noakes. "I know that being able to tell your story has probably been a big help for you. But is that all you want?"

    "I–" I begin, but then trail off. I'm not quite sure what I want now.

    "It's okay," he says with a friendly chuckle. "I don't expect an answer now."

    That's good, because I don't have one to give.

    "I'll take a week or two," I say. "Get my head together, figure out what I want and if there's anything else I want to work on."

    I'm pretty sure there are things I would like to work on. The underlying things in my brain that led to this whole situation in the first place aren't going to just go away overnight after all. But already, over the time I've been telling this story to Dr. Noakes — how long is it now? — I've been able to come to terms with some truths about myself that I wouldn't have been able to accept before.

    That's good, I guess.

    "Fine," says Dr. Noakes. He extends his hand. I grasp it firmly and assertively — Other Alice would be proud of me — and shake it. "Make an appointment if or when you're ready to come back and I'll be happy to talk more."

    "All right," I say. I release his hand and turn for the door. I open it.

    Then I pause.

    "Thanks," I say. Then I walk out.

    *

    As I step out into the street, the bracing, cold air is refreshing. I start to walk.

    I feel good.

    It's strange to think that way, but I'm suddenly conscious of it.

    I actually feel good.

    Up until now, I've been living my life feeling like something has constantly been pushing down on my from above. That weight on my mind made me want to hide away, to keep away from everyone and eventually led to the situation I just finished telling to Dr. Noakes. It made me want to keep my face hidden, to walk along the street staring at the floor.

    But today I feel different.

    Rather than turning my head downwards, I walk down the street with it held high, looking straight ahead. The streets are quiet at this time of day, but I don't feel afraid of the few people around me; I don't feel ashamed of myself; I don't want to hide from them.

    I know that this feeling will probably pass and that I won't feel this good all the time. But for now I'm determined to enjoy it. I'm determined to embrace the person I am, and to move forward with my life.

    I'm still faintly ashamed of what I put myself through — and of the way I treated my family — but ultimately, you can't go back and change things that have already happened. You don't get any do-overs, but you can get a second chance to make things right. And that's what I intend to do.

    I pull out my phone from my pocket, scroll through the address book and find my sister's name. I tap the screen to call her, and she picks up after three rings.

    "What's up, Josh?" she says brightly.

    "Nothing," I say, a slight smile on my face.

    Right then, it was true.

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    1046: Chapter 29 https://imnotdoctorwho.moegamer.net/2012/11/29/1046-chapter-29/ https://imnotdoctorwho.moegamer.net/2012/11/29/1046-chapter-29/#respond Thu, 29 Nov 2012 21:09:32 +0000 http://angryjedi.wordpress.com/?p=4733 I became aware of being awake, though my eyes were still shut. I could tell it was dark. I wasn't sure how long I'd been asleep or even where I was right now. My eyelids — no, my whole body — felt heavy. I was so exhausted. I wasn't sure if I could move. I … Continue reading 1046: Chapter 29

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    I became aware of being awake, though my eyes were still shut. I could tell it was dark. I wasn't sure how long I'd been asleep or even where I was right now. My eyelids — no, my whole body — felt heavy. I was so exhausted. I wasn't sure if I could move.

    I tried.

    I couldn't.

    I groaned. That came out all right. Eventually I managed to get my eyes open. They felt like they'd been glued shut.

    My body ached like I'd never felt before. I was utterly exhausted and felt like I could have probably slept for a whole lot longer. I just lay on my back and stared at the ceiling.

    Images of what had happened flowed through my mind as I gazed upwards. Reality flowed into fantasy until I wasn't sure what to believe any more. What was real? What was just the creation of my own jumbled mind? What had actually happened?

    I couldn't make sense of it.

    I closed my eyes again.

    I wasn't sure if I actually fell asleep again, or if I just lay there for a while, but when I opened my eyes again I felt a little bit better, like I could move. It wasn't easy, but I managed it.

    I sat up very slowly, my back aching as I did so, and lifted my heavy-feeling legs down off the bed. They made a dull "thump" sound as they hit the floor.

    I rubbed my face and took a deep breath. Then I glanced over at the clock radio, more out of habit than anything else now. Assuming those previous times I'd looked were real.

    I groaned again. It wouldn't do to get bogged down in this kind of thinking. Not now. I could think about things and make sense of it in the morning. For now — what?

    I blinked a few times and the digits on the clock radio, which had been nothing but a blur to my sleep-filled eyes until now, read — of course — 2:30. I don't know why I was expecting it to read anything other than that time.

    I pushed myself off the bed and stood up unsteadily. I felt like I was waking up from a coma and learning to walk again on atrophied limbs, but I knew that wasn't the case. It was just tiredness and exhaustion, brought about by my own stupidity.

    I staggered to the door and opened it, then out onto the hallway. I knew where I was going. I'd done this lots of times before. Only this time… This time I knew for sure what I'd find.

    Before I knew it, I was outside Alice's door. I reached for the handle and was about to open it, but then reconsidered. Instead, I tapped on it three times and waited for a response. There was nothing for a moment, but then I heard the distinct sounds of movement from within, then a "click". The faintest hint of light came out from the tiny crack beneath the door, and I heard a soft voice say "come in."

    I opened the door quietly and stepped inside. Alice had turned her bedside lamp on, and it was casting a faint glow over her corner of the room. I could see she was sitting up in bed, her back against the wall. She was holding the covers over herself so that just her head and arms were poking out. It was sort of cute, even with her bruised face. She smiled at me as I came in.

    "Hey," she said quietly. Her voice sounded cracked and dry. "Can't sleep?"

    "No," I said, sitting down at the end of the bed, not looking at her.

    We were both silent for a moment. Rather than feeling awkward, though, it just felt nice to be in each other's company, to know that neither one of us was alone.

    "I don't blame you," she said eventually. "I really don't. I know how guilty you must have been feeling."

    I said nothing right away. I wasn't sure how to respond to that.

    "I'm still sorry," I said. "You must think I'm pathetic."

    "No!" she said. "Not at all."

    I wasn't convinced.

    "I think I'm pathetic," I said calmly. I was surprised how calmly I said it. It felt like something I should say with anger or despair, but no; it just… was. "When I got away, all I could think about was how I didn't deserve to be the one who survived."

    "But we all survived," she said. "No-one died."

    "Yes," I said. "I know that now. But I didn't at the time. I got so caught up in my own shit that I didn't even stop to find out if you were all right or not."

    "It's okay," she said softly. "It's all right."

    "Is it?" I asked. "I'm not sure if I could say the same if this was the other way around."

    It was my honest opinion. I really wasn't sure how I would feel if I had been the one put into hospital by the accident, and that a family member had all but abandoned me.

    "We're different people," she said. "You know that. I'm not upset. I understand. I…"

    She paused a moment.

    "No. I don't know how you feel," she said. "You obviously feel like shit. And not just now. Before all this happened. I could tell that you were upset and sad and lonely, and I didn't do anything to help. I'm sorry for that."

    "It's not your fault," I said. "It's not anybody's fault."

    I knew this to be true now. Some things just happened. Some things had no reason. Some things just were. This was the essence of chaos. This didn't mean that you didn't have to take responsibility for things that were your fault; it just meant that certain things happened regardless of what you did. Some things happened unpredictably and without reason; they just happened.

    I had no real reason to be miserable, to be suffering, to be angry at the world as I had been. But I was. It was just the way I had been built; the way that random chaos had determined that my body and mind would be put together. I had a loving family and a small but close-knit group of friends who clearly cared for me enough to talk me out of doing something really stupid. These people cared for me even though I was a self-absorbed dick.

    I covered my face with my hands and let out a sob. I didn't want to cry, and I'd been holding it back, but it burst out and wouldn't stop. I felt Alice move on the bed next to me, then I felt her arms around me.

    "It's okay," she said. "You're going to be all right. You're safe."

    Her words were soothing and calming, but still the tears came.

    "I'm sorry," I whispered breathlessly. "I'm so sorry,"

    "Stop being sorry," she said. "What happened happened. All we can all do is move on. I'm not mad. Mum and Dad aren't mad. We're just happy that everyone's safe. These bruises will heal, and then we can all get on with our lives normally."

    "Yes," I said. That sounded nice. It had been getting hard to remember what a "normal" life was, particularly as my delusions had continued to grow and take over my life.

    I knew that the bruises and scars were not the only thing that needed to heal, though. The rational part of my mind took over and told me to calm down. I took some deep breaths. The flurry of sobs slowly came to an end and I felt like I was regaining my strength and control over my body.

    "I," I began. It was difficult to get the words out. "I."

    Alice didn't say anything, but she continued to hold me.

    "I need some help," I whispered. Then I started to cry again. This time the emotion washed over me with such force that I collapsed onto Alice's bed and just sobbed into her duvet. Alice pulled away before she was dragged down with me, but continued to sit by me. She rested her hand on me as I curled up like a baby on her bed and just cried and cried and cried.

    Everything that had ever hurt me was coming out. Flashes of memories; repressed things from my past; images of my recent delusions. All of them swirled together and assaulted my senses. I felt like I was under attack, but at the same time it was a sweet relief to let all of these things out.

    Those words I had said; I meant them. It was the first time I had admitted it to myself, much less anyone else.

    I had thought I could handle life by myself. But my experiences had proven beyond a doubt that wasn't an option for me. More than that, though, it had proven to me that it didn't have to be that way. I didn't have to feel bad about wanting to ask others for help. I didn't have to get through everything on my own. I didn't have to be lonely.

    As I felt Alice's comforting hand on my side while I continued to lie on her bed and cry, I knew that I'd taken a step forward into a new world. Not through a "gate", but instead a new world in which I could come to terms with the person I was, and begin to heal. A world in which I wouldn't have to be alone, and wouldn't have to be afraid any more.

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    1045: Chapter 28 https://imnotdoctorwho.moegamer.net/2012/11/28/1045-chapter-28/ https://imnotdoctorwho.moegamer.net/2012/11/28/1045-chapter-28/#respond Wed, 28 Nov 2012 22:40:23 +0000 http://angryjedi.wordpress.com/?p=4730 The word hit me like a bolt of lightning. It excited and terrified me. My name. How long had it been since someone had said my name? How long had it been since someone had actually acknowledged my existence, since someone had shown that they had the slightest idea who I was, since someone had … Continue reading 1045: Chapter 28

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    The word hit me like a bolt of lightning. It excited and terrified me.

    My name. How long had it been since someone had said my name? How long had it been since someone had actually acknowledged my existence, since someone had shown that they had the slightest idea who I was, since someone had shown me that I mattered to someone out there? There it was. My "weak connection" to this world, strengthened once again with just a single word.

    "Joshua," she said again. "Please."

    I knew it was selfish. I knew that I didn't deserve to be liked, loved, respected, acknowledged. I knew that it was better for everyone if I just faded into obscurity, to be forgotten. What I did was not something you can forgive; everything I felt from that point on was my fault, my punishment.

    "Joshua," she said again. I could have sworn I heard another voice along with hers, but there was no-one else around in this eerie scene.

    Or was there? I looked over my shoulder again to check, but sure enough, there was only Alice.

    Aril and Laura and Alice were asking me to come to terms with so much. To accept that what had happened wasn't my fault, that it was the fault of chaos; the fault of random chance; the fault of no-one. There was no-one to blame, least of all me, and that there was nothing I could have done differently.

    But that wasn't true. I could have done something differently. I could have stayed with them. I could have waited in that wreckage rather than fleeing like a coward. I could have called for help. I could have done something to save them. Instead, I chose to look out only for myself, and the guilt was tearing me apart.

    "Joshua," she said again. Every time she said it, I felt stronger. Every time she said it, it felt like more voices were adding themselves to hers, but still I could see no-one; still I was unaware of any other presences.

    And where were they now? I thought. What was the result of my running away? I had escaped that horrific situation, and to what end? I had just assumed that they–

    I had just assumed–

    I had believed–

    I didn't even know if they were alive or… dead.

    Tears came to my eyes as this thought occurred to me. My selfishness really knew no bounds. I had been so wrapped up in my own personal self-pitying that I hadn't once tried to find out whether or not they were still alive, whether someone had been able to save them, whether my guilt was justified.

    My parents. Alice. They had taken the brunt of the damage from the crash, but somehow I had walked away from it. Didn't it stand to reason that they, too, might be able to pull through?

    "Joshua!" came Alice's voice again. Once more, it felt like she wasn't alone.

    I thought back to my ride home with the stranger, and seeing the ambulance's blue flashing lights marking the site of my sin. How had that ambulance got there so quickly? How had someone known that it had happened? How did–

    Was this, too, the work of chaos? Random chance? Things happening without a reason? And if so, was it possible that, as much as it had the power to destroy lives and take away precious things, it also had the power to save?

    "Joshua," said Alice's voice. It seemed softer this time, but full of warmth. There seemed to be echoes, repeating her words after she'd said it. "Joshua. Joshua. Joshua."

    Dammit. What was this?

    Did I really want this? Would the pain really go away if I jumped?

    I looked down into the murky depths below. It would be so easy to just let go. It would be so easy to just leave this all behind. But–

    "Joshua, please don't do this," said Alice's voice. It sounded different. Weaker. Weary. Scared. But unmistakably still her. "Joshua, please. I'm here. It's all right. I'm here. And so are–"

    I looked over my shoulder again.

    Alice was standing there, but not the Alice who had been there a moment before. This Alice was bruised and battered, with stitches and bandages on her face. This Alice was wearing some baggy, loose-fitting clothing that was easy to put on. This Alice was holding herself up on a pair of crutches and looking absolutely exhausted.

    "Alice?" I said in a voice barely more than a whisper. "Is that really–"

    Time seemed to stand still. Could this really be–

    "Yes," she said. "It's really me. Please look at me. Please see. Please understand. Please come back to me — back to us."

    Us?

    I looked at Alice. Her eyes were full of tears and she looked like she would keel over at any moment. I twisted my body and turned around atop the barrier to look at her more closely, but I didn't step down — not yet. I needed to understand for sure.

    "Joshua," she said. "You don't need to do this."

    As I looked at her, the ominous dark mist surrounding us seemed to lift slightly, and colour seemed to slowly fill the world, as if someone was adjusting the controls on a television. As the world — my world — gradually came back into focus, I could tell that Alice was not alone. Flanking her on either side were two figures in wheelchairs, and behind them was a small group of people. A group of people whom I thought I recognised.

    A group of people who had had my back all along. A group of people to whom I had reached out for help. A group of people who–

    "Joshua," she said again. "You see us, don't you? All of us."

    "Yes," I whispered.

    "Joshua," came my mother's tired-sounding voice from one of the wheelchairs either side of Alice. "Please come down."

    "Joshua," came my father's voice from the other side. "Don't do this."

    As they spoke, my vision became clearer still, and I saw that the figures either side of my sister were indeed my parents. They looked even more bruised and broken than my sister, but they were still fighting on. Chaos hadn't taken them; chaos had, perhaps, saved them.

    Tears came to my eyes again.

    "Oh, God," I said. "I'm sorry."

    Those two words weren't enough. But within them was everything I'd been holding inside. My guilt at leaving them behind. My lack of concern for them. My focus on myself. My shutting out of everyone dear to me, and my embracing of a world that was full of self-inflicted horrors; but a world that was mine.

    I wailed, and stepped down off the barrier. I couldn't stop the tears. I sank to my knees before my sister and parents, and cried. I cried, and cried, and cried. It didn't feel like it would ever stop. It felt like my soul was pouring out of me; like my very life force was flowing out of my tear ducts and plopping onto the pavement. It was exhausting, but refreshing at the same time, because I knew that these tears were not for an ending; they were for a beginning.

    I heard a "clack, clack, clack" sound as Alice hobbled over on her crutches to me, and I became aware of being surrounded. I felt a hand on the top of my head and one on either shoulder. The feeling gave me a sense of comfort.

    I was home.

    *

    Joshua blacked out, but he was all right — just exhausted. We decided to take him home. One of his friends from college had picked us up from the hospital in his car, so we loaded him into the middle seat at the back and put our parents either side of him, with their wheelchairs folded up and put in the boot. I sat in the front.

    "So," I said, turning to his friend, a guy with messy brown hair and glasses. "Do you know what happened to him?"

    "I can't say for sure," he said in a low voice. "But we didn't see him for a few days. We just thought he was ill. But then we heard about your accident, and we got worried. We tried to go over and visit him, but he wouldn't let anyone in. The lights were all off in the house, but we knew he was home — some of us wandered past and just looked in on him occasionally, and we saw him through the windows sometimes. But he still wouldn't see anyone."

    "Uh-huh," I said. I winced as one of my bruises throbbed a bit.

    "Then a couple of days ago, he came to us," he said. "He just wandered in like a zombie, said nothing, gave us a piece of paper and then ran away. Hang on."

    He fumbled in his chest pocket and withdrew a crumpled, ragged-looking piece of paper.

    "He gave us this," he said.

    I unfolded the scrap of paper and looked at the words on it. A couple of lines down I started to cry.

    "Yeah," said Joshua's friend. "Pretty intense stuff, huh."

    The note was like a confession and a suicide note all in one. He felt sorry to be alive — what a horrible way to feel! — and just wanted the pain to go away. The note ended with his plans to be at the bridge, and asked anyone reading it to come at the time he'd written and stop him. It had ended with just one word.

    "HELP."

    "What does it say?" asked my mother from the back seat. I turned around and looked at them. It looked like Joshua was sleeping soundly, so I passed the crumpled note to her. Within a moment she was in tears, too, as was my father, who was reading over her shoulder.

    He'd been in pain. A different kind of pain to what we'd been feeling, but still pain. He'd been blaming himself for what happened to us when really it was no-one's fault at all. He'd been feeling guilty for running away from what must have been a horrible sight. He'd started to think he didn't deserve to be alive. That must have been awful. I couldn't even begin to imagine how he felt.

    I'd always been a bit harsh towards my brother in the past, as he'd always been a bit of a loner and didn't have many friends besides the group who'd shown up today. But I could tell now that he needed help and support, not a little sister taking the piss.

    I hoped I could help him feel safe. I probably wouldn't be able to do it by myself, but I hoped that I could at least play a part in his recovery. I didn't want him to feel that lonely again.

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    1044: Chapter 27 https://imnotdoctorwho.moegamer.net/2012/11/28/1044-chapter-27/ https://imnotdoctorwho.moegamer.net/2012/11/28/1044-chapter-27/#respond Wed, 28 Nov 2012 00:31:02 +0000 http://angryjedi.wordpress.com/?p=4727 I felt I was getting closer to a resolution. I knew after the experience I'd just had that I wasn't going to see Aril again. I understood now. My door opened. Alice walked in. "Are you all right?" she said. "I had a bad feeling." "Yes, I'm fine," I said, uncharacteristically calmly. "Are you sure?" … Continue reading 1044: Chapter 27

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    I felt I was getting closer to a resolution. I knew after the experience I'd just had that I wasn't going to see Aril again.

    I understood now.

    My door opened. Alice walked in.

    "Are you all right?" she said. "I had a bad feeling."

    "Yes, I'm fine," I said, uncharacteristically calmly.

    "Are you sure?" she asked.

    "Yes," I said.

    Silence fell between us. I looked at her.

    Alice. My sister. My little sister. She shouldn't be here, and yet here she was, standing before me as if it was perfectly natural. I knew that she couldn't really be here, and I was starting to question everything I'd experienced.

    But for now, she was here. Looking at me. Her eyes were on me, and right now it felt as if they were looking right through my body and into my soul.

    "What?" I asked. Her constant gaze was starting to make me feel a bit uncomfortable. Still she stared.

    "Come with me," she said. "I need to show you something." She reached out her hand.

    I took it.

    The static sound again, and my room was gone.

    Once again, I was back on the bridge, standing in the middle of the road. Alice was in front of me. She was within arm's reach, but she'd never felt so far away.

    "Why are we here again?" I asked.

    "Again?" she said.

    "Yes, again," I said. "I seem to keep coming back here."

    "Perhaps it means something," she said, mysteriously, but didn't elaborate. She just turned away from me to face the side of the bridge. I had a bad feeling.

    I wanted to walk towards her, but found myself rooted to the spot. I just watched as she took a step forward, then another. She looked like she was in a trance.

    "Alice," I said.

    "Yes?" she asked, turning her head to face me. She stopped walking.

    "What are you doing?" I asked.

    "Bringing this to an end," she said. "This is what you want, isn't it?"

    "No," I said.

    "Don't lie to me," she said. "I know you want to put all this behind you and move on."

    The bad feeling got worse. I felt like I'd been punched in the stomach.

    "No, I…" I began. She turned away and took another step towards the edge of the bridge. She had come to the side of the road and was about to step onto the pavement.

    I closed my eyes and took a deep breath.

    "Stop," I said, meekly.

    She did so, and her head turned to face me again.

    "Why?" she asked.

    I said nothing. I couldn't think of an answer. Why should she stop? I had no right to control her.

    She turned away again, and took another step forward. Now she was on the pavement.

    "Stop," I said again, a little more strongly than before. Again she stopped, and turned to me.

    "Why?" she asked again.

    "Because I don't want you to," I said.

    "That's not true," she said. "You want this to end. You want me out of your life."

    "No," I said.

    Again she turned away, and again she took another step. By now she was at the barrier at the side of the bridge, and I knew that if I made any more mistakes she'd be mounting the barrier and possibly–

    "Stop!" I said forcefully. Again she did so; again her head turned to face me.

    "Why?" she asked again.

    "Because this isn't how I want it to end," I said.

    She smiled.

    "Now we're getting somewhere," she said.

    There was a flash of light, and suddenly Alice was replaced by Laura. She leaned back against the barrier of the bridge and grinned at me with an expression that made my skin crawl. This wasn't the Laura I knew — or was it?

    "Say it again," she said.

    "This isn't how I want it to end," I said again without hesitation. "This isn't the way it should end."

    "Isn't it?" she asked. "Why not?"

    "Because it's not right!" I asked. "There's no reason to it!"

    "No, there's not," she said. She didn't elaborate.

    I wanted to walk towards her and — I didn't know what I'd do when I got to her. But it was irrelevant; still my feet were rooted to the floor, and all I could do was watch.

    There was no reason to all this. There was no reason to what had happened. There was no reason as to why I was the one who was still alive and yet–

    "No, there's not," she'd said.

    Wait. Was this…

    "Chaos," I muttered under my breath.

    "Good!" said Laura, giving me a condescending slow clap as she walked towards me.

    "I'll beat you," I said, not entirely convincingly.

    "You'll beat me?" she — it? — said with a mocking tone in her voice. "You'll beat me? You're the one who brought me here."

    I was stunned into silence for a moment. What was she talking about?

    "But you're Laura," I said. "Aren't you?"

    "And who is Laura?" she asked. She'd walked right up to me by now, and pressed her body against mine. It was an exciting sensation that made my skin tingle, but I couldn't think about that now. "Who is this girl?"

    She stepped back and gestured at her body with a rather grand flourish.

    "Who is Laura?" she asked again. "Who is this girl so precious to you?"

    "She's–" I stopped and amended my statement, though I didn't know what was accurate any more. "You're my friend. My only friend."

    "Are you sure about that?" she asked, a smile creeping up the corners of her mouth again.

    "Yes," I said, though my voice made it plenty clear that I wasn't really sure.

    "How did we meet?" she asked, moving close to me, putting her face right in front of mine. I could lean forward and kiss her right now if I wanted to.

    "What?" I said.

    "I said, how did we meet?" she said. "If I'm so precious to you, surely you must remember that."

    I looked into her eyes. My skin crawled again, but at the same time I felt excited. A combination of fear and eroticism that wasn't altogether unpleasant, but–

    "I don't remember," I whispered. It was true. It had been bothering me, recently, and there was apparently no sense in hiding anything from Laura, or whatever this thing that looked like her, was.

    "No," she said. "You don't. Do you know why?"

    She leaned her head over my shoulder and whispered into my ear.

    "There is no reason," she whispered.

    Suddenly, she was gone from next to me, and standing in the middle of the road again. I swallowed.

    "There's no reason," I repeated.

    It was starting to make a twisted sort of sense. Why all this was happening. What Aril, and Laura, and Alice all wanted from me — or, more accurately, what I wanted from them.

    "There is no reason," I said again. Was that true? Could I accept that fact?

    "Yes," she said.

    "There is no reason," I repeated, like a mantra. "There is no reason. There is no reason. There is no reason!"

    "There is no reason for what?" she asked finally.

    I closed my eyes, and felt tears welling up in them. I took several deep breaths; in, out; in, out. I shivered and clenched my fists. Then I opened my eyes and stared at Laura — or whatever she really was.

    "There is no reason that I'm the one who was able to walk away while Alice and my parents didn't," I said after a pause that felt like it was years in length.

    "That's right," she said in a low voice, walking towards me. She grabbed my collar. "There is no reason. That is the essence of chaos. And that is what you are coming to understand. Am I wrong?"

    Was she right? Was there really no reason? Was it just fate? No, that's a reason. Destiny? No; another word for fate. Luck? Perhaps. Karma? No.

    Chaos?

    "Yes, you see it now," she said in a harsh whisper. "There is no reason. You can work and work and work to be the best you can be, but still there are times when everything is beyond your control. Times when you cannot predict the future. Times when everything seems without reason. Those times really are without reason. That is chaos. That is the way of the world. That is what you need to accept."

    I closed my eyes.

    I could see it. The smashed, mangled wreckage. The broken window through which I made my escape.

    The bodies.

    I was the one who had survived. I was the one who had escaped. Was that enough? Would that take away the guilt I felt?

    I had left them behind. What I'd done was unforgivable. I'd left them to–

    I opened my eyes again. Both Laura and Alice were standing before me, both oddly expressionless.

    My body was still motionless, but something was different. Could I move?

    I took a step forward. Yes, I could.

    I turned towards the barrier on the bridge and walked forward. I stopped after a couple of steps and looked over my shoulder at Alice and Laura. They were still standing completely motionless, staring into the distance.

    Whatever Laura, Chaos, or whatever she was had said, I wasn't sure I could accept her words. I couldn't just eradicate my guilt by accepting that "shit happens," which is basically what she was saying.

    The accident may have been the work of random chance — of chaos — but my response to it was not.

    A sudden flash of light. I glanced over my shoulder and Laura was no-longer there. Alice still stood staring into the distance, though. I turned back to the barrier. Just moments earlier I'd been watching Alice walking slowly towards this barrier; now it was my turn. Something was trying to push me over the edge here. Literally.

    I felt myself climbing up onto the barrier — by now, my body felt like it was moving on autopilot. I stood on the side and once again looked down into the murky black miasma below.

    I wouldn't be coming back from that. There would be no return from it.

    Should I?

    I weighed up my options, feeling oddly rational about the whole thing. I pictured Aril's face in my mind as I contemplated.

    If I fell now, no-one would mourn me. There was no-one left to mourn me. My parents and sister were — well, I'd left them behind, and that guilt stayed with me, making me feel physically sick.

    On the other hand, something else was telling me that if I fell now, there would be no answers, no resolution. Just an ending from which there would be no return.

    Did I want that? It was certainly the easy option. Was it worth sticking around to try and find those answers, though? Did they even exist? Or was this another example of Laura's — Chaos' — "there are no reasons"?

    I didn't know.

    That loneliness I felt constantly kept gnawing at me, though. That feeling that if I were to jump right now and never be seen again, no-one would know; no-one would care.

    "What makes you think that?" said Alice's voice softly behind me. I held on to the bridge support and looked over my shoulder. She was facing me. "I care."

    "Do you?" I asked. "Do you care?"

    "Yes," she said. "I care."

    "Then prove it," I said.

    "How?" she said.

    "Say it," I said. "You saved me once before by saying it. Say it again."

    There was a pause, and she looked down at the floor. I swallowed.

    She looked back up at me, her eyes wide.

    "Joshua," she said.

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    1043: Chapter 26 https://imnotdoctorwho.moegamer.net/2012/11/26/1043-chapter-26/ https://imnotdoctorwho.moegamer.net/2012/11/26/1043-chapter-26/#respond Mon, 26 Nov 2012 23:42:58 +0000 http://angryjedi.wordpress.com/?p=4724 I ran. I kept running. Into the night. I didn't know where I was going. All I knew was that I needed to be as far away from that horrifying sight as possible. I ran. The cold night air whipped past my face; it stung, and made my eyes water, mingling with the tears that … Continue reading 1043: Chapter 26

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    I ran.

    I kept running. Into the night. I didn't know where I was going. All I knew was that I needed to be as far away from that horrifying sight as possible.

    I ran. The cold night air whipped past my face; it stung, and made my eyes water, mingling with the tears that were falling from pure fear.

    I ran.

    I stumbled.

    I fell.

    I lay on the ground, just staring at the night sky. I didn't know how far I'd run, or how long I'd been running for. I was still in the middle of nowhere, though, but right now I didn't care. I was scared; my body was in "fight or flight" mode, but everything hurt too much to go any further.

    A piercing sound shattered the silence of the night. I jumped. It took me a moment to identify the source of the sound as my phone in my pocket, which had somehow survived everything that had happened unscathed.

    Uneasily, I pulled the phone out of my pocket. I glanced at the screen. It was 2:30 in the morning, and a number I didn't recognise was calling me.

    Who was it? I didn't want to answer, but I figured if someone was calling at this hour, it was probably important. Perhaps it was–

    "Hello?" I said in a cracked voice, tapping the option to answer the call.

    "I'm sorry to disturb you so late," came a voice on the other end of the phone. I didn't recognise it. It was speaking urgently. "But I'm afraid I have something you need to hear right now."

    “What is it?” I said breathlessly. I felt like I had just run a marathon. Perhaps I had.

    “There’s been an accident,” said the voice. “Involving your family. We need you to–”

    I didn't hear the rest. I took the phone away from my ear, and the horrifying realisation of what I had done crept up on me.

    I had been in an accident with the rest of my family, for whom it might already be too late, and instead of trying to help them… instead of trying to help them, I had just run away.

    Why had I done that?

    Fear, I guessed, but it didn't make me feel any better. The fact was, they were lying there in that wreckage, and somehow, miraculously, here I was, all but unscathed — physically, at least — and I had done nothing. Nothing at all.

    I'm an awful person, I thought. I am the worst person in the entire world. My family have never done anything but support me and look after me, even in my most difficult times, and when they needed me, I just turned my back and ran away. I am an awful person. I am weak. I am terrible.

    Guilt flooded my body. I felt it creeping in through my skin; it was a horrific, crawling sensation, like a million insects had burrowed into my flesh and were now working their way through my body. I scratched my arms, but the sensation didn't go away.

    I threw up, and just lay there breathlessly looking at the pool of my own vomit for a moment. I became aware that there was still a sound coming from the phone.

    I pressed the button and hung up. I didn't deserve to hear it.

    *

    Eventually, I walked back to the road and managed to flag down a passing motorist. My disheveled state caused them to take pity on me and give me a lift home. As it happened, we weren't far out, and the late-night driver was going the right way.

    We passed the blue flashing lights of an ambulance as we drove through the dark night. I turned away, my heart hurting.

    "Whew, that looks nasty," said my companion. "Hope whoever was involved in that is all right."

    I shivered. I was involved in that, and I was all right, but–

    "Mm," I said absently, trying not to let my voice betray my guilt.

    The drive continued in silence for a while. Apparently my companion didn't like to listen to the radio.

    "So, what were you doing out here by yourself at this time of night?" he asked eventually.

    "Car broke down," I said, trying not to let my voice shake. "Just want to get home." I'd worked out the story before he asked it. I hoped it was convincing.

    "Ugh, bad luck for you," he said. "You don't have breakdown cover?"

    "No," I said. "I'll get it sorted tomorrow."

    Silence fell again.

    "Thanks for this," I said, grateful for the kindness of this stranger.

    Kindness I didn't deserve.

    *

    When I finally got home, I thanked the stranger again and watched him drive off into the night. I unlocked the door, went inside and went straight up to my room. I lay face down on my bed and just cried.

    At some point I fell asleep, because when I raised my head again, light was starting to come in through the window. A new day was beginning, for some of us anyway. Others hadn't been so lucky.

    I groaned and sat up. I retrieved my phone from my pocket. The battery had gone flat at some point during the journey home, so I plugged it in to the charger. Nothing happened for a moment — it normally took a few minutes for it to get enough charge to do anything if it was completely flat.

    Last night felt like a bad dream. Perhaps it was a bad dream.

    I staggered to my feet and stood up. I looked in the mirror and saw that my face was filthy. I turned away, and walked out. I looked in on my parents' room, and there was no-one there; it was made up exactly as if it was expecting its occupants to come home any moment. I looked in on my sister's room — it, too, was made up perfectly, as if nothing was wrong.

    But something was terribly, terribly wrong. These rooms wouldn't see their occupants again.

    There was no way.

    It was impossible.

    Not after what I'd done.

    I went back to my room. The phone had sucked up enough charge to turn itself back on, and I saw that there were ten missed calls, all from the same number that had phoned me last night. There was a voicemail message, too.

    I couldn't bring myself to listen to it.

    *

    I opened my eyes, and I found myself standing on the barrier at the side of the bridge. Aril was still leaning on the pillar behind me. He looked bored.

    I looked down. The water below still looked like a swirling black mass of evil. One part of me just wanted to cast myself into that abyss and never be seen again; the other knew that was a terrible idea.

    That other part of me was standing behind me, looking bored.

    "You're not going to jump," he said calmly.

    "Why?" I asked.

    "You already know why," he said. "You know perfectly well why."

    "But it was my fault!" I said.

    "Was it?" he asked, his voice still infuriatingly calm and rational.

    "Of course it was!" I cried. "I left them behind. I left them to… to die."

    "Oh?" he said. I was facing the other way, but I could tell from the tone of his voice that he'd probably raised an eyebrow. "And if you'd stayed, what would you have done?"

    "I…" I trailed off.

    What would I have done?

    I had no answer.

    "Exactly," he said. "Now come on down."

    I thought about what he had said. Silence hung over us. Time seemed to stand still.

    "No," I said.

    "Why?" he asked.

    "Because I don't deserve to live," I said.

    "Why?" he asked again.

    "Because I'm the one who walked away," I said. "And I'm the one who has least to offer. I'm pathetic. I'm nothing. I'm worthless. No-one cares."

    "Is that true?" he asked.

    "No," I said. "I have you. I have Laura. I have Alice. Like I said before. But it's not enough. None of this is real. None of you are real. I can't accept this. I can't go on like this."

    "Now you're starting to understand," he said. His voice hadn't raised once during this whole conversation, while I wanted to scream and shout everything I said. It infuriated me, but not because he was being condescending; it infuriated me because I knew he was right.

    I turned around carefully, and stepped down off the barrier. Aril showed no sign of relief or exasperation. He just looked at me.

    "Good," he said. "I think I'm done here."

    He extended his hand to me. I took it. He shook my hand once, then my vision filled with a bright white light. It blinded me and disoriented me. My skin seemed to tingle. Something indescribable felt… different. I couldn't describe it.

    The sensation soon passed, and I felt a rushing of wind — or did I? I wasn't sure what was real any more — and eventually the light faded.

    When my eyes recovered from the brilliance of the shining white light, I was standing in my bedroom. It was dark. I glanced at the clock radio.

    2:30.

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    1042: Chapter 25 https://imnotdoctorwho.moegamer.net/2012/11/25/1042-chapter-25/ https://imnotdoctorwho.moegamer.net/2012/11/25/1042-chapter-25/#respond Sun, 25 Nov 2012 22:15:06 +0000 http://angryjedi.wordpress.com/?p=4722 I stood up and looked around. All was quiet and peaceful. I was disoriented. I couldn't tell whether it was night or day; whether I had just woken up or if I was hallucinating. I glanced over to where the clock radio should be, but the display was blank. There was a momentary sound like … Continue reading 1042: Chapter 25

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    I stood up and looked around. All was quiet and peaceful. I was disoriented. I couldn't tell whether it was night or day; whether I had just woken up or if I was hallucinating. I glanced over to where the clock radio should be, but the display was blank.

    There was a momentary sound like radio static, and the surroundings of my bedroom disappeared, only to be replaced by the empty, darkened corridors of the college.

    No-one was here. I could see a hint of daylight off in the distance, but no evidence that anyone was alive; no evidence that this building had not been abandoned for years.

    The static sound again; this time, the corridors were replaced by the darkened, foul-smelling innards of the long-forgotten supermarket. There was no-one here, either, and the stench of the spoiled food was overpowering.

    Static again; this time a place I'd passed by many times before but hadn't given a second thought — the bridge over the river on the way from my house to the centre of town.

    I stood still, waiting for the static sound and another sudden shift, but it didn't come.

    There was a dark mist in the air, though looking up at the sky I could tell it was still daytime. There were no cars on the street, though, and not a soul to be seen in any direction.

    I was standing in the middle of the road, a place I'd passed many times before in Laura's car or on the bus but had barely noticed at all. I walked over to the edge of the bridge and looked down. It was a long drop into the water below. The water didn't look normal, either; it seemed to be a swirling mass of darkness from which there'd be no return if you jumped.

    I shivered slightly. The thought of jumping off this bridge had never even occurred to me in the past, but now it was at the forefront of my mind, as if someone was urging me on to mount the barriers at the side of the road and just let myself fall.

    "No," I said, even though there was no-one to hear me. My voice sounded very hollow and lifeless in the empty surroundings.

    Was this Alice's world? It certainly fit the description. There was no-one around, and there was an almost palpable aura of loneliness about the place. I imagined my sister walking these streets by herself, that defiant expression on her face, and I felt a tear fall from my eye.

    The silent urging to leap into the miasma below continued in the back of my mind. I ignored it.

    "No," I said again. "No!" I shouted, louder. "No!" I cried. My voice echoed in the empty streets.

    The static sound again, and suddenly I was sitting back in the cinema next to Laura, who looked completely engrossed in the film. I gasped, and she turned to face me in surprise.

    "You okay?" she said. "It's not THAT exciting."

    I looked around. There was no evidence that I'd been anywhere. Was all that in my head?

    "Yeah," I said, "No, I'm… I'm just going to step out for a moment."

    I made my excuses, walked out into the lobby and headed for the bathroom. The lights were on and the staff were standing around looking bored, but there didn't seem to be any other members of the public here. It was quiet and peaceful, but not the lonely sort of deserted in the landscapes I'd just seen.

    I entered the bathroom and looked at myself in the mirror. I had bags under my eyes, and my face was pale. I looked ill. I felt ill.

    I ran the cold tap for a little while and washed my hands, then splashed the cold water on my face. The experience I'd just had meant that I wasn't quite sure if I was asleep or awake, so this was a vain attempt to figure it out. It didn't help.

    I sighed and looked at myself again, staring deep into my own tired-looking eyes.

    "This is getting too much," I said. "This needs to end."

    "I quite agree," said Aril, stepping out of one of the toilet cubicles. I jumped and turned to face him.

    "Jesus," I said, my pulse racing. I wasn't sure how many more frights I could take today. "What are you… actually, no, I'm not sure I want to know."

    Aril ignored me. "You want this to end, right?" he asked.

    "Yes," I said.

    "And you're starting to figure some things out, right?" he asked.

    "Yes," I said. It was true. Though there were almost as many unanswered questions as there were things I was starting to get a handle on.

    "Then we need to start preparing for the end," he said.

    "The end?" I asked. He was being mysterious, and I didn't like the… finality of the words he was using.

    "Yes," he said. "The end. If you want this to end, it makes sense that you need to prepare for the end, right?" He sounded exasperated.

    "Oh," I said. "Right. Yeah. That makes sense."

    He sniffed and scratched his cheek.

    "The only way you can reach an answer is by yourself," he said. "Alice and I are here to support you, but that last step has to be yours alone."

    "Uh," I said. I didn't really know exactly what "step" he was referring to.

    "You know what I'm talking about," he said.

    "No," I said. "I'm not sure I do."

    "Are you sure about that?" said Aril. "Think about what you've experienced today."

    I thought back over what had happened. I had no idea what was real and what was just in my mind any more. Everything overlapped and blended into each other like wet paints on a canvas. Only there wasn't a clear picture forming; just a mass of colours, none of which made any sense, and none of which seemed more "right" than others.

    I contemplated the feelings I had experienced on the bridge. A strong, hard to resist urge to launch myself into the dark miasma of the river below, perhaps never to be seen again. Something was telling me to do that, but at the same time, part of myself felt like it was holding me back, that it would be a terrible idea.

    "Think," said Aril. "You're getting somewhere."

    I pictured the bridge.

    Suddenly, the static sound again, and I was there, standing in the middle of the road. Aril was leaning against one of the pillars at the side, gazing at me nonchalantly.

    "Right," he said. "Now what?"

    I said nothing and looked around. Aril was the only soul around; the only movement in any direction.

    "Do you want to jump?" he said.

    "No," I said immediately.

    "Why not?" he said.

    "I don't know," I said.

    Or did I?

    I thought about this for a moment, and walked to the side again. I looked over the barrier, and down to the water below, which still looked like an evil black miasma rather than normal water.

    I knew in my heart that if I jumped into there, I wouldn't be coming back.

    "Are you sure?" he asked.

    "No," I said.

    "I'll ask again," he said. "Do you want to jump?"

    "No," I said.

    "You sound pretty sure," he said. "Why not?"

    I thought as hard as I could. Why didn't I want to jump? Why didn't I just want to disappear? It would be so much easier if I just wasn't here any more. After all, no-one needed me. No-one cared about me. I was all alone. I had nothing, and no-one.

    I closed my eyes and tried to clear my mind.

    When I opened them again, I saw things a little differently.

    "No," I said out loud, knowing that Aril had been listening to my thoughts. "That's not true at all, is it?"

    "You tell me," said Aril.

    "It's not true that no-one needs me," I said. "It's not true that no-one cares about me. I have you. And Alice. And Laura."

    "Is that enough?" he asked.

    "No," I said. The sudden, natural response that came out of my mouth without me having to even think about it surprised me. "No, it's not enough."

    "And why not?" he asked.

    "Because," I said. "Because none of this is real, is it? You're not really here. I'm not really here. Alice isn't really here. All of this is some deranged fantasy conjured up by that chaos beast, whatever it is, and it's driving me crazy!"

    I started to shout, and I could feel my cheeks getting hot as I became angry.

    Was I really being toyed with like this? Was everything that I had experienced so far a lie? It certainly didn't feel like it, but something in my mind was telling me that it was true.

    "Oh, we're here all right," he said, a slight note of menace in his voice. "But perhaps you still have a little way to go before you completely understand the situation."

    "What?" I asked. "What don't I understand yet? What is to understand? This is chaos we're talking about! Chaos! Its very nature is that it is unpredictable and difficult to understand! It's irrational! It doesn't make any sense! And I'm sick of it!"

    Aril smiled at me.

    "Let me ask you a question," he said. "What is it that you want?"

    I just stared at him, my fists still clenched from my previous outburst.

    "What?" I asked.

    "What is it that you want?" he repeated. "What is your desire, right now? What do you want to do? Where do you want to be? What, more than anything, do you want to happen?"

    "I want…" I paused and considered this for a moment. What did I want?

    The answer came quickly.

    *

    It was dark. The low murmur of the guy talking about some play on the radio was putting me to sleep — particularly when coupled with the hum of the engine and the pattering of the rain on the windscreen and the roof. It was fairly peaceful, but the back seat wasn’t very comfortable and I was starting to feel my usual sensation of travel sickness. I wasn’t sure when I started getting it, but it was always unpleasant. It just made me want to curl up in a corner and groan, and that’s not really practical when you’re sitting in the back of a car — not least because my mother usually told me to sit up, and also because Alice was sitting on the other side of the back seat, sound asleep. I doubted she'd have appreciated my head in her lap. I was pretty sure she'd only been dragged along on this trip to pick me up because my mother was paranoid about leaving her in the house by herself.

    I closed my eyes. The car gave an occasional bump on uneven parts of the road, but the motion was mostly fairly relaxing.

    “So, did you have a good time?” I heard my mother’s voice saying. “You look exhausted. Hope you didn’t spend all your time drinking and carousing.”

    “No,” I grunted, in a vain attempt to try and close off the conversation before it began. I really wasn’t in the mood.

    “So what was the best bit?” she asked.

    “I’m not sure,” I said. “It was all pretty fun.”

    I was going to think back on what had occurred over the last few days, but the bubbling feeling in my stomach wasn’t going away, so I just found myself thinking about that. Thinking about it didn’t help, of course, since focusing on it just made the feelings worse. The more conscious I was of them, the more I thought I was going to throw up. I tried to think about something — anything — else.

    “Oh, come on, Jan,” said my father slightly irritably. “Can’t you see he’s knackered? Let him rest. We’ve got a long drive ahead of us, and I’m sure we can talk about it in the morning.”

    “Sorry! Sorry!” said my mother in a mock-flustered tone, as if she had somehow offended me with her questions. “I’ll shut up.”

    My father didn’t rise to her bait, and instead turned the radio up. Whatever it was the voice was talking about was terribly boring, but I was thankful for the distraction — both for my own gurgling stomach and from my mother’s incessant questioning. She never did quite know when to stop.

    A few minutes passed, and no-one except the droning bore on the radio said anything. I was aware of Alice stirring beside me, but she didn't wake up. Eventually the programme came to an end, and it was time for the news. The radio gave the distinctive “pips” that signalled it was on the hour, and the newsreader announced that it was two o’ clock in the morning. I didn’t really listen to the bulletin; the smooth, soothing voice of the female newsreader washed over me and made me relax.

    Patterns swirled behind my eyes. I recognised this as a sure sign I was tired. I knew that if I opened my eyes again, those patterns would still be there; hypnotic, washing over my vision. I focused on them, trying to make sense of them, and felt my consciousness slowly, gradually drifting away. I was falling asleep at last. Hopefully by the time I woke up again, we’d be home and I could just get into bed.

    I don’t know how long I slept for, but I was awoken with a start by a sudden noise. It was my mother screaming. My eyes snapped open, but it took a moment for me to figure out what was going on. My mother was frantically grabbing for the steering wheel and there, in the driver’s seat, where my father should have been… was no-one at all. At least, that’s what it seemed like.

    I blinked, and he was back again, wrestling with the wheel. But it was too late. The car was in a skid, and it was heading for the barrier at the side of the road. I didn’t know what was beyond it as it was still dark, but I had a bad feeling. I looked over at Alice, who was fully awake, and staring at me with absolute terror in her eyes.

    The car, which was still moving at a fair speed, crashed straight through the barrier and into the blackness beyond. I felt the world spin sideways, and I knew that there was a drop beyond the barrier. I didn’t know how big it was or how long we would fall, but I knew that we were probably not coming back from it.

    My stomach felt like it was in my mouth as the car went into freefall, still spinning and rolling in the air. The world felt like it was in slow motion. I wanted to look around, to work out what was going on, but I couldn’t — I was being thrown around too much.

    I couldn’t hear anything. I was sure my mother, father and sister were both screaming in terror at the inevitable fate that seemed to await us, but somehow everything seemed to be muted; a silent, frightening world with no future.

    The last sounds I heard were shattering glass, crumpling metal and the sickening crunch of bones.

    I blacked out.

    I don't know how long I was out for, but I woke up. And somehow, miraculously, despite the devastation around me, I was fine.

    I crawled out of the shattered window.

    And I ran.

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    1041: Chapter 24 https://imnotdoctorwho.moegamer.net/2012/11/24/1041-chapter-24/ https://imnotdoctorwho.moegamer.net/2012/11/24/1041-chapter-24/#respond Sat, 24 Nov 2012 23:54:39 +0000 http://angryjedi.wordpress.com/?p=4719 I glanced at the clock radio just as the digits ticked over from 2:29 to 2:30 a.m. I knew I should probably get back to sleep, but I was far too awake and alert right now for that — I was in full-on “fight or flight” mode, and lying down while I was in this … Continue reading 1041: Chapter 24

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    I glanced at the clock radio just as the digits ticked over from 2:29 to 2:30 a.m. I knew I should probably get back to sleep, but I was far too awake and alert right now for that — I was in full-on “fight or flight” mode, and lying down while I was in this state would doubtless just lead to a panic attack and a completely sleepless night. Best that I tried to calm myself down rather than making things difficult for myself.

    Suddenly, a piercing sound from the other side of the room. It took me a moment to identify it as the ringtone of my phone which, as usual, I’d put out of reach so I’d have to get up and turn it off in the morning. I jumped to my feet and dove for the phone. The sound was shattering the silence of my room, just as I was getting used to it, and I wanted it to go away.

    I didn’t recognise the number that was coming up on the screen. I didn’t want to answer, but I figured if someone was calling at this hour it was probably important. So, with some trepidation, I tapped the option on the screen to answer the call.

    “Hello?” I said in a cracked voice.

    "I'm sorry to disturb you so late," came a voice on the other end of the phone. I didn't recognise it. It was speaking urgently. "But I'm afraid I have something that you need to hear right now."

    My pulse quickened further. I could feel my chest pounding.

    "What is it?" I said breathlessly. I felt like I had just run a marathon.

    "There's been an accident," said the voice. "Involving your family. We need you to–"

    *

    I woke up suddenly, sweating profusely. It wasn't the first time I'd remembered that time in my dreams, but this felt by far the most vivid. It felt like I was there again, experiencing those terrible feelings once more. But as always happened, I woke up before the conclusion. The memories of what happened after the part I had just dreamed were vague and fuzzy; why couldn't I remember them clearly?

    I sat up and threw the covers off me. I was feeling hot, and my body was covered with sweat. I glanced at the clock radio and was not surprised to see that it was, of course, 2:30 in the morning.

    Alice was already here now, though, so I didn't need to creep into her room or do anything weird with… "gates" or anything like that. Right?

    I felt uneasy. Something didn't feel quite right.

    I got up.

    It was too quiet. This really didn't feel right. I walked out into the hallway and headed for Alice's room — she'd taken up residence in there, for now, as it made sense. I had no idea where Aril was sleeping, or even if he needed sleep, and I didn't ask.

    I put my hand on the doorknob and paused for a moment. I felt uneasy. I shook it off, turned the knob and opened the door. I looked in.

    The bed was empty.

    My blood ran cold. I froze on the spot. My heart felt like it had stopped.

    I don't know how long I stood there, staring at the empty, made-up bed. But it must have been a while.

    What had happened? Had she been… taken back? Had she–

    "What are you doing?" came a voice behind me. I let out a shout and fell to my knees. "Jesus! What's the matter?"

    "I thought you'd gone," I whispered breathlessly. "I really thought you'd gone. That you'd been taken from me. That you were gone."

    I could barely breathe. My heart was beating fast. I was in a panic.

    I felt Alice's hand on my shoulder.

    "Relax. It's okay. I'm here."

    I closed my eyes and tried to calm down. I felt her hand squeeze my shoulder, and I heard her kneel down behind me. I felt her arms wrap around my neck from behind, and her head rest on my shoulder.

    "It's okay," she said again. "Breathe."

    *

    I don't remember going back to bed, but when I woke up, the sunlight was coming in through the window. I heard a gentle tapping on my door, and knew it was Alice.

    "Hey," she said. "You awake?"

    "Yeah," I grunted. I sat up. I could smell myself; the stale stench of sweat. It wasn't pleasant.

    "I'm going to make some breakfast," she said. "You want some?"

    "Sure," I said.

    I heard her footsteps walk away. I got up and went into the bathroom for a shower. I felt somewhat refreshed when I stepped out, and by the time I'd pulled some clothes on I could smell the waft of bacon coming up the stairs. I followed it to discover Alice waiting for me with a bacon sandwich for each of us. I gratefully received it, and ate it in just a few bites. It was delicious.

    "Thanks," I said.

    "You're welcome," she said. "You better hurry, or you'll be late. I'll be all right here. Aril should be back soon."

    I looked up at the clock. She was right. I said my goodbyes and headed out the door.

    *

    When I arrived at college, I found Laura waiting for me.

    "So," she said, a grim look on her face. "You want to let me in on what's going on?"

    "I'm not sure what there is to say," I said. "You obviously know that Alice is here, and…" I trailed off.

    "What about the club?" she said. "What did you write for them?"

    "Just… a piece of creative writing," I said. "Nothing special. They said they'd publish it."

    She was making me feel uneasy. I couldn't quite pin down why. When had my feelings toward her changed so much?

    And when had her feelings changed?

    She was looking at me with a sour expression, and it wasn't the usual one she used to mock me. She looked genuinely annoyed. I felt a bit guilty.

    "Hey," I said, trying to soften my tone and stop this turning into a confrontation. "I'm sorry I've been a bit weird recently. It's just… you know. Been a lot to deal with."

    Her mouth was still turned down, but her eyes seemed to soften a bit. She sighed.

    "Oh, it's all right," she said. "Just don't leave me out of the loop, you know? I worry about you. And… do you remember what I told you?"

    I felt further pangs of guilt. I'd been leaving her by herself, after she'd opened her heart and told me she felt lonely.

    "Yes," I said. "I'm sorry. I really am."

    "All right," she said, smiling for the first time. "Let's do something, then. Come on, we'll blow off classes today and go do something fun."

    I hesitated. We were already here. Surely someone had seen us? I looked around. No-one seemed to be paying any attention to either one of us. The invisible twosome.

    Laura looked at me expectantly.

    "All right," I said. "What do you want to do?"

    "Well," she said, "let's make it like a date, huh? How about we go catch a movie, grab some food, maybe do something else fun? My treat."

    She seemed eager. Something made me feel a little uneasy about her eagerness, but my guilt overrode those feelings and made me go along with her. I found myself nodding enthusiastically before I was sure what I was doing.

    She grabbed my hand and pulled me along. We hastily left the building, got into her car and headed for town.

    The first stop was the cinema. I didn't recognise any of the films that were on, so I let Laura pick. Before long, we were sitting in the dark next to each other, with a big tub of popcorn and a large drink between us. We were the only ones in there. Laura started stuffing kernels of popcorn into her mouth one after another like an assembly line. I took one and chewed on it for a little while as I watched the adverts go around and around.

    Eventually, the lights dimmed completely, and the trailers started. I remembered why I didn't pay much attention to movies, even despite the fact we'd only been to one recently. All of them seemed so loud, so in your face, so… chaotic. That was part of the thing with trailers, of course. They had to make the movies they were for seem exciting. They had to–

    Suddenly my view was blocked by Laura's face, and I became aware that she was straddling me. I felt strange, and afraid. I still remembered the last time something had seemingly happened with Laura, and how she had reacted when I had said something about it.

    "Come on," she whispered to me. "I know you've been thinking about it."

    I looked at her. I knew that the fear was probably showing in my eyes.

    "I know I was a bit weird when you had that… fantasy, delusion, whatever it was," she said, leaning forward and kissing me on the side of my neck. It felt like electricity was shooting through my veins. "But, you know, I've been thinking about it, and… well…"

    She shifted her body weight forward and started to grind herself against me. It was incredibly erotic, but I was still rooted to the spot. The only part of me that was moving was–

    "Gosh," she said, reaching her hand forward and touching it. "You have been thinking about it. Dirty boy."

    She moved again, and it started to feel good, but I still felt uncomfortable. What was I supposed to do here? I sort of wanted to do things back to her, but at the same time, I was afraid the same thing as last time would happen.

    "Come on," she whispered at me, leaning in and nibbling on my earlobe. "Come on. Come on."

    I blacked out. Or at least, I stopped being aware of everything around me. I couldn't see the screen, I couldn't hear the sound, I couldn't see Laura in front of me, close enough to kiss.

    I wasn't aware of my own body.

    I'd been here before. Complete darkness. The total absence of anything. Where was this? Was it anywhere? Had I passed through a "gate" without realising it? No, it couldn't be that; passing into that strange darkness last time had needed Aril's help.

    I was all alone. I tried to move, but the total absence of anything around me — even light or air — made it difficult to judge whether or not I was actually doing anything.

    I found myself missing them. All of them.

    I missed Alice's confidence, ability to make things seem simple, and assertiveness.

    I missed Aril's calmness and rationality.

    And I missed Laura's loyalty, unpredictability and sense of… chaos.

    Chaos?

    No, it couldn't be. Laura was…

    I found myself trying to remember again. Where had Laura come from? Why were we friends? How had we met?

    The thoughts flitted away from me as I tried to grasp onto them, and I became aware of a presence. A horrible, menacing presence that made what I assumed was still my skin crawl. A feeling of darkness, a feeling that anything could happen at any time, a feeling of…

    Yes. Chaos.

    "I see you're beginning to understand," came a booming voice that seemed to reverberate through my entire skull.

    "Yes," I said, picturing how Alice would respond to this situation. "I am starting to see the truth."

    "Then you probably want this to end," said the voice. It sounded amused.

    I pictured Aril's face and responded calmly and rationally. "It will end when the time is right," I said. "And the time isn't right yet. Not all the pieces are in place."

    "Very good!" said the voice with a somewhat condescending tone. "The time is drawing near. You know this, of course. You will have a choice to make. And you will have to–"

    Laura's face flashed into my mind, and I suddenly leapt with cat-like agility at where I thought the voice was coming from, my fist outstretched. I didn't feel it hit anything, but I knew that it had passed through… something.

    The voice chuckled.

    "Yes," it said. "Yes! This is good."

    The world suddenly came back into focus, and I was sitting on the side of my bed, awake and fully dressed.

    What had just happened?

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    1040: Chapter 23 https://imnotdoctorwho.moegamer.net/2012/11/23/1040-chapter-23/ https://imnotdoctorwho.moegamer.net/2012/11/23/1040-chapter-23/#respond Fri, 23 Nov 2012 22:49:42 +0000 http://angryjedi.wordpress.com/?p=4716 We spent most of the walk home in silence. Alice held on to my hand for most of it. I felt a little self-conscious at first, but after a while it just felt comforting to have her there. It was a little chilly out, but I felt warmth through her hand, both physically and from … Continue reading 1040: Chapter 23

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    We spent most of the walk home in silence. Alice held on to my hand for most of it. I felt a little self-conscious at first, but after a while it just felt comforting to have her there. It was a little chilly out, but I felt warmth through her hand, both physically and from her affection. It felt nice.

    I found myself wondering if she'd be able to stay. My thoughts once again strayed to the unwelcome fact that she didn't belong in this world. "My" Alice was gone now. Could she really be replaced by this… alternative version? She was exactly the same in almost every respect — the only difference was in what she had lived through. It must have been horrifying.

    And yet there was something different. I don't think I had ever felt so close to my sister. We were siblings and we loved each other, sure, but more often than not in the past I'd kept myself to myself and she'd gone on with her own life. She'd always been the social, outgoing one; I'd always been the awkward loser spending most of his time in his room. We'd had our disagreements and fights, too; there were times when she got frustrated with me and the way I was, I think, and just took out that frustration on me by hurling insults she didn't really mean. I never responded. Whatever she said, I never felt like I could say a harsh word to her.

    Now, it was different. She was still the feisty Alice I knew, but there was more obvious warmth, affection and love in the way she treated me. Was this the result of her loneliness? Of the horrors she'd been through? Or was it me who'd changed? Was I the one who was coming to understand her a little better, and she was just starting to respond to me in a different way accordingly?

    I wasn't sure just yet. But I felt like I was creeping ever-closer to an answer.

    There were still other questions to resolve, too, not least of which was this mysterious "chaos" thing that was there as a constant, menacing backdrop to our time together. Every time I looked at Alice, I became aware that there was a reason she was here, and it wasn't a happy one.

    It didn't help that I still had no idea what I was supposed to do. How do you deal with something that is pure chaos? How do you deal with something that is clearly capable of devastating atrocities? How do you deal with something that can mess with your mind so thoroughly, even when it's not at its full strength?

    Alongside that, there was my relationship with Laura. I wasn't sure where I stood any more. I felt like I'd been pushing her away a bit since Alice had come to this world. But oddly I didn't feel too bad about it, even despite what she'd told me about being alone. I thought I should feel guilt, but I didn't. She was slipping away, and I knew it, and I felt nothing.

    I thought back over our time together, and something occurred to me: I had no idea how we had met, or when.

    It hadn't struck me as particularly odd up until now. But today the thought refused to be ignored. I couldn't remember how or where I had met Laura, and the more I thought about it, the less it seemed to make sense.

    She was a pretty, confident, nice girl who by all rights should have been surrounded by friends and admirers. And she chose to spend her time with me. Why would she do that? Why would she settle for me, as awkward and messed up as I am, when it's clear that she could do so much better? Why didn't she have any other friends? And why couldn't I remember where she had come from?

    "Ow," said Alice. I became aware that I had been squeezing her hand rather tighter than I had meant to.

    "Sorry," I said. She didn't let go.

    We continued to walk in silence.

    I tried to put thoughts of Laura out of my mind. She wasn't important right now. The only person who mattered was Alice. She was here with me now, and she was helping me. I didn't want to feel too much like I was relying on her — I was starting to think that was a problem both Laura and I were having with each other — but I was glad to have her around. And I hoped she felt the same way. She certainly didn't seem to have a problem with being here. I suppose that anything must be better than being stuck in the only remaining hint of civilisation in an otherwise-devastated world.

    "What's it like?" I said out loud suddenly, before I realised what I was asking.

    "What?" she said, looking up at me.

    "Your world," I said. The words were just coming out. I didn't want to upset her, but at the same time I wanted to know.

    "Oh," she said. She turned away and looked a little sad for a moment. Then she looked back at me with a surprisingly bright face. "It's actually not as bad as you might think. I know I've complained and cried and whatnot when you showed up, but that was more out of shock than anything. It feels weird to say this, but it's not so bad."

    "Really?" I asked. Her response surprised me. I considered how I would feel if I was in her situation, and realised that it was entirely possible that I wouldn't survive it. I shivered slightly.

    "Yes," she said. "I mean, yes, it's desperately lonely and I do hate not having anyone to talk to. I much prefer it here, where I can talk to you and Aril and anyone else I see whenever I want, but you know, being all alone doesn't have to be awful."

    "No?" I asked. I was genuinely interested in what she had to say. It sounded like the worst thing possible to me.

    "No," she said. "It's nice to be, I don't know, free. Oh, God, that sounds awful. I didn't mean to say that I'm glad everyone's gone. But, you know, it's really nice to know that you're not being judged or pressured to do stuff. I can just be who I want to be without having to worry about anything like that."

    "Huh," I said. I hadn't thought of it that way. And it was true — loneliness was a terrible, awful feeling that I had experienced, though not on the same level as Alice clearly had, but being by yourself didn't have to be a terrible thing. Even when you're surrounded by people, you can feel lonely. You can feel their eyes on you, sizing you up, trying to work out what sort of person you are. And I'd do the same, wondering what the best way to approach that person and strike up a conversation with them would be.

    It wasn't that I didn't want to talk to people or make new friends. It was that I couldn't. I'd feel completely crippled by this sense of self-doubt and believe that the person I was looking at wouldn't want to speak to me, ever, and thus I'd just sit there and not talk to anyone. It's why I stopped going to college parties. I tried going to a few but after a while it just got more depressing to watch all the people who could do it having fun in front of me, as if they were mocking me. Rationally, I knew that they weren't, of course — they were just being themselves — but it still stung all the same.

    "Look," said Alice seriously. "I know you're hurting. I know it's been that way for a while. And I know that, if your Alice is anything like me, I probably haven't helped much in the past either. But I also know that you're strong. You may feel battered and beaten and broken, but you're still standing. You're still here. You're still going. You're always pushing forwards. You're always trying to make it better, whether or not you realise it."

    It was the most mature thing I think I'd ever heard come out of her mouth, and again it surprised me a little. I wasn't quite sure how to respond to it, so I just squeezed her hand affectionately and we continued to walk.

    "Thanks," I said a few minutes later.

    "Uh?" she said.

    "You're right," I said. "I look at you, who has been through something infinitely worse than anything I can possibly imagine, and then I look at me, who has his own stuff to deal with, sure, but nothing on that scale. If you can stay standing after what you've been through, then surely I can, too."

    "That's the spirit," she said, smiling broadly at me. "Now how about we stop at the shop on the way home? I want chocolate."

    We took a detour to the little corner shop that was a few blocks away from my house and bought Alice some chocolate. I bought myself an energy drink in an attempt to wake myself up a little bit. It didn't feel like it was helping, but I gulped it down anyway.

    "Those things'll kill you," said Alice, munching on her chocolate bar. "Some chemical they used to use on soldiers in Vietnam or something."

    "Bollocks," I said, laughing.

    "It's true!" said Alice. "I remember reading it online before 'online' didn't exist any more."

    "Oh, and you believe everything you read online, do you?" I asked. It momentarily occurred to me that Alice might have come from a dimension where you could trust everything you read online, but that just seemed too ridiculous a prospect to even contemplate.

    "No," she said, giggling.

    This was nice. It was like old times, only better. I loved her. I didn't want her to go away again. I wanted my life to carry on almost as it was now, though I could live without that constant slight feeling of lingering malice in the background.

    She'd told me several times now that we were going to get through this whole situation, and that everything would be all right.

    Finally, I was starting to believe her.

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    1039: Chapter 22 https://imnotdoctorwho.moegamer.net/2012/11/22/1039-chapter-22/ https://imnotdoctorwho.moegamer.net/2012/11/22/1039-chapter-22/#respond Thu, 22 Nov 2012 21:52:45 +0000 http://angryjedi.wordpress.com/?p=4713 We ordered pizza. There wasn't much food in the house, and after my experience the other day I didn't much feel like going to the supermarket again, plus it meant we'd be able to just sit down and talk about what the plan was. There wasn't a lot to plan, really. I would go along … Continue reading 1039: Chapter 22

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    We ordered pizza. There wasn't much food in the house, and after my experience the other day I didn't much feel like going to the supermarket again, plus it meant we'd be able to just sit down and talk about what the plan was.

    There wasn't a lot to plan, really. I would go along to the club tomorrow, take something I'd written — which I still had to do — and then submit it. Alice would come along for moral support if I needed it, but quite rightly pointed out that I needed to be the one to do the talking if I could. It was no good her making bonds with people in this world, because–

    I didn't finish that thought. I didn't want to think about that right now. Alice didn't belong here, and I didn't know what that meant in the long term. But it didn't matter. We had to resolve this situation, and it had to be soon. Every day we delayed, this "chaos"… thing grew in power, and if it regained the strength it had in Alice's world… well, then, I really didn't want to think about it.

    "This is good pizza," said Alice. "Feels like forever since I've had one. Guess it has been quite a while. Hard to get one delivered if there's no-one else alive."

    How could she do that? She was so strong. I had no idea how she had lived through the experience in her world and come out of the other end seemingly unscathed, cracking jokes about it. Everyone in her world was dead, and here she was munching on a slice of pizza in a world that was not her own as if nothing at all was amiss.

    I envied her. I wished that I could adjust to new situations as quickly and deftly as she clearly could.

    "Hey Alice," I said, swallowing the last piece of the slice I was on. "I've been meaning to ask, what were you doing for food? When I went to the supermarket in your world, all the power was off and everything was spoiled. It smelled awful."

    "Oh, you know what Mum was like," said Alice, smiling. "Always kept a fully-stocked freezer. Turns out there was enough frozen bolognese and chillies and whatnot in there for several months, especially as I was the only one eating." She grinned at me. "After this pizza, though, I don't think I ever want to eat bolognese ever again."

    I smiled at her. I was glad to have her in my life again, even if it was under these bizarre circumstances.

    "So, Mr Author," said Aril grandly. "What are we going to write for your debut?"

    He produced a pad of paper from somewhere and laid it down on the table. I thought for a moment.

    "A piece of creative writing," I said. "I'm good at that." I felt a little guilty building myself up like that, but it was true — it was the one thing I knew I could do, and which I believed in my own abilities at.

    "What about?" said Alice, interested.

    "I'm not sure yet," I said. I took the pen which Aril had also produced from somewhere and chewed thoughtfully on the end of it.

    Then I started to write.

    The words flowed naturally and easily. They tumbled out of my head, through the pen and on to the paper. Before long, I'd filled a page.

    "Easy there," said Aril. "You're not writing a novel."

    "I know," I said.

    "What are you writing?" said Alice.

    "Oh, it's nothing," I said, a little embarrassed. I turned the pad away from her so she couldn't look over my shoulder. "You can have a look when it's done."

    "All right," she said with a smile.

    It didn't take much longer to finish. I filled two sheets of paper from the pad in the end. I could have gone on for a lot longer, but I figured it was better to try and finish it where I could. Like Aril said, I wasn't writing a novel, just something to publish in the magazine. That meant it had to be reasonably short, and good.

    I wasn't sure it was either of those things.

    Alice saw an opportunity and snatched the pad from me with a triumphant "Ha!". I went to stop her, but it was too late. She was already starting to read.

    She read. I saw her eyes following each line, then returning to the start of the line, a little lower. She worked her way down the page, then onto the next.

    Halfway down the second page, I saw her eyes grow moist.

    By the end of the piece, tears were rolling down her face. She said nothing, and just put her arms around me.

    "Looks like we're good to go," said Aril, smiling out of one corner of his mouth.

    *

    The next day, I went to school on the bus again. Alice promised to meet me after school, and we'd go to the club together. She reminded me that I had to do this myself, but she promised to be there to help me if I needed it.

    The day passed in something of a haze. All I was focusing on was the task I had to complete after classes. I spent lunchtime with Laura, but don't remember what we talked about. I managed to get rid of her after classes by saying I needed to talk to some teachers about my coursework. She looked a little sad as she walked away. I felt bad for a little while, but she'd just get in the way.

    And so I found myself outside the library. Alice stood next to me. She took my hand and squeezed it. I looked down at her, and her wide eyes gave me a look that said "you can do this."

    I opened the door and walked in. Alice trailed behind me. I looked around. The club seemed to be assembled at a table at the far corner of the library. I went over.

    "Ah, hello," said a guy with shaggy brown hair and thick-rimmed glasses. "Have a seat."

    I recognised him. I wasn't sure why. I didn't think I had any classes with him… or did I?

    I looked around the group. Something was familiar about all of them — the girl with the dyed red hair, the guy with a blonde bob that I always thought looked like a girl, the big guy with the sour expression on his face. Did I know these people? No, I couldn't.

    My mind felt a little cloudy, but I remained lucid enough to sit down at the head of the table, directly opposite the guy who had first spoken to me.

    I took out the pieces of paper with my contribution written on them and handed them over without saying a word. The guy in the glasses took them and looked them over. He nodded and passed them around the group.

    The redheaded girl was the last to put the papers down. They all looked at me.

    "That's really good," said the guy with the glasses. "That's really… brave. Very bold. Are you sure you want to do this?"

    My mind remained cloudy. It felt like I was watching a dream, not sitting here talking to these people. I glanced over my shoulder to try and find Alice, but she was nowhere to be seen. I closed my eyes for a moment, took a deep breath and opened them again.

    I regained my sense of self. What was that?

    I looked over my shoulder again and Alice was there, pretending to look at a bookshelf. She glanced at me and smiled, then turned back to the book she was browsing. She looked out of place, but no-one commented on her presence.

    "Yes," I said finally, looking right into the eyes of the guy with the glasses. Then I looked around the faces of the assembled people around the table. All of them were gazing at me with sympathetic eyes. "Yes, I'm sure."

    I suddenly felt the overwhelming urge to cry, but I didn't want to do it in front of these people. I didn't want to do it at all. But it was becoming harder and harder to resist.

    I felt it build up inside me. It rose up from my heart, up my throat and out of my mouth as gulping sobs. My eyes filled with tears, and they started to flow freely down my face.

    I covered my face with my hands and leaned on the table to support myself. My shoulders shook with every sob. The tears wouldn't stop. It was horrible to experience, but at the same time it was a sweet relief. I felt like this had been building up inside me for a long time, and letting it out seemed like a good thing to do.

    I felt a hand on one shoulder, then the other. Alice?

    I peeped out through a gap between my fingers. The sobbing was starting to subside, to be replaced by a dull feeling of absolute misery. I started to feel a little less embarrassed. The worst was over, so I could probably face Alice now.

    I wiped my cheeks and eyes and took my hands away from my face. As my blurred vision came back into focus I was surprised to see not Alice standing next to me, but the faces of all of the assembled people from the club.

    "What," I said. A sob threatened to prevent me from saying anything else. "What is this?"

    They didn't say anything else. They just stood by me. I felt a sense of warmth and comfort.

    I didn't understand. Surely this was wrong? I didn't know these people… did I? Or did I? There was something overwhelmingly familiar about them, and it occurred to me that when I had showed up today, not a single one of them had asked why I was there. Did they know me?

    No, that couldn't be true, I thought. The only person in my life is Laura. And now Aril and Alice, of course. But before them, there was no-one but Laura. She'd stood by me and helped me out. She'd helped me to be strong, to deal with all this. She'd been my rock.

    I felt a bit bad about how I'd been treating her recently, but it was too late now.

    "I think we're good for today," said a voice that I recognised as the guy in the glasses. "Do you need any help getting home?"

    I took a deep breath and slumped back in my chair.

    "No," I said. "I think I'll be fine."

    "All right," he said. "We'll print this in the next issue. Thank you so much for writing it."

    They walked out and left me sitting there.

    Alice came up to me and put her hand on my shoulder.

    "Well done," she said softly. "I knew you could do it."

    "Let's go home," I said. "And let's walk. I feel like I need to clear my head a bit."

    "Sure," she said. She took my hand and led me out of the library. Once we got outside, the cool breeze felt good on my face. My eyes still stung a bit, but the feeling of wanting to break down in tears had passed. Now I just felt a bit numb.

    I didn't quite understand what had happened today, but I knew that it was important. I knew that I'd taken a big step towards resolving this situation. But exactly how it fit into the whole picture wasn't yet clear to me.

    "We'll get there," said Alice. "We'll be all right."

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    1038: Chapter 21 https://imnotdoctorwho.moegamer.net/2012/11/21/1038-chapter-21/ https://imnotdoctorwho.moegamer.net/2012/11/21/1038-chapter-21/#respond Wed, 21 Nov 2012 21:53:15 +0000 http://angryjedi.wordpress.com/?p=4709 And so it was that a school day came around, and I had a mission to fulfil. I had to find a club to join so I could make some friends. It was a ridiculous idea. It wouldn't work. It was too hard. It actually made me nervous to think about. The idea of talking … Continue reading 1038: Chapter 21

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    And so it was that a school day came around, and I had a mission to fulfil. I had to find a club to join so I could make some friends.

    It was a ridiculous idea. It wouldn't work. It was too hard.

    It actually made me nervous to think about. The idea of talking to people made me sweat. It made my hands shake. But I knew it was the only thing we had to go on for the moment.

    I assumed that Laura wasn't going to show up, so I got up early and headed out to the bus stop. I hadn't caught the bus for a while. Too many people for my liking — and too many people that I didn't want to associate myself with.

    No, I thought. I have to stop thinking like that. I'll never get through this if I keep alienating myself like that. I can't keep thinking that people are something to be feared and avoided.

    I fiddled with my phone as a few people showed up at the bus stop. None of them gave me a second glance. I was glad. I wasn't quite ready for this yet. I continued cycling around between my email and the Web until the bus finally showed up, then pocketed my phone and handed the exact change to the driver without a word. I sat down in a vacant seat and tried to ignore the kids at the back blasting music out of their mobile phones. They intimidated me, even though they were clearly much younger than me. I hoped they didn't come over and harass me.

    They didn't.

    The bus arrived at college without incident. The younger kids got off well before my stop when the bus arrived at their school, leaving me to relax a little.

    I walked into my classroom, not looking at anyone. I sat down. I didn't look around to try and find Laura. If she wanted to talk to me, she'd come and find me.

    Morning registration was over before I knew it, and I slipped out as part of the rush. Morning classes also passed without incident. Laura didn't come and find me. I was quite glad. I couldn't face her right now.

    Lunchtime came. Time for phase one of the plan — a bit of scouting.

    I realised I had no idea where to start.

    Alice had made a few suggestions. The college magazine. There certainly was one, but where would they meet? The library? The computer suites? I wasn't sure, so I headed for the library first. Sure enough, there was a scrappy-looking piece of paper taped to the wall inviting contributions for the next edition of the magazine. The next meeting was tomorrow after classes.

    All right, I thought. I can spend a day preparing myself for that. But I'd need to show up with something to contribute. What? I'd never read the magazine, so I wasn't sure what sort of thing they were after.

    I walked into the library. It was deserted. I wasn't surprised. It was cold and the selection of books wasn't particularly good, making it largely worthless to most of the student population. The librarian looked up with a start from her desk as I walked in, as if surprised to see another living being.

    "Hello," she said. "Can I help you with something?"

    "Yes," I said, my voice wavering. I realised I hadn't spoken all day. "Do you have a copy of the college magazine?"

    "I think so," she said. "Hold on."

    She disappeared into the mysterious office behind the counter and returned with a floppy-looking magazine made of sheets of copier paper stapled inexpertly together. It didn't look like much. Perhaps this wouldn't be so hard.

    "It's fifty pence," she said.

    It costs money? I thought. Of course it does.

    I rummaged around in my pocket, hoping that I still had some change left over. Fortunately, I did, so I handed it over to the librarian and settled down at one of the desks to read my new acquisition. I had a feeling that no-one would be bothering me.

    I opened the magazine. Inside it was quite professionally laid out, though the print quality wasn't up to much. You could tell it had been put together using some basic computer software and then just photocopied.

    I flipped through. There was a surprising amount of well-written content. There was a full-page writeup on a recent sporting success for the college football team; some reviews of recent films; but what really caught my eye was a section that seemed to feature creative submissions — poetry and very short stories. I read them through and, to my modest eye, they certainly seemed like the sort of thing I could come up with without too much difficulty. I usually got good marks in my English Language classes for my creative projects, so perhaps that could be my contribution.

    I closed the magazine and laid it down on the table. As I looked up, I realised that Laura was standing right in front of me.

    "Hey," she said quietly. "You okay?"

    I looked at her. She looked… normal. She didn't look mad, or upset, or anything. She was just Laura.

    "Yeah," I said. "I'm all right."

    There was an awkward silence for a moment.

    "What are you doing?" she said. "I didn't know you were interested in the mag."

    "I'm just curious," I said. "I realised I'd never really checked it out."

    There was another awkward silence.

    "Can we talk?" she said. "Not here?" She glanced at the librarian, who was very pointedly not watching us, but very obviously eavesdropping.

    "Sure," I said. I had a bad feeling, but it was probably better to clear the air sooner rather than later.

    We walked out of the library and out into the corridor. It was quiet around here — you could hear students milling around in the distance, but you could tell the library was a forgotten backwater by the fact that no-one at all was walking through these hallways.

    "I'm sorry," she said suddenly. "I freaked out a bit. I shouldn't have done that. I know you're dealing with a lot of things."

    "No," I said. "I'm sorry. I was… confused. I shouldn't have said those things. I… I can't explain them."

    "It's all right," she said. She walked a little closer to me and put her hand on my shoulder. "I can't pretend to understand even half of what you've been going through recently. If you say that something weird happened that made you believe… what you said, then I'll accept that."

    "That's exactly what happened," I said. "It was… strange."

    I sat down on a bench at the side of the corridor and held my head in my hands.

    "I don't know what's going on any more, Laura," I said. "This is all too much to deal with. And now I've got to…"

    I trailed off. I got a sudden feeling that telling Laura about our new plan would be a very bad idea indeed.

    "You've got to what?" she asked.

    "Nothing," I said. I changed the subject. "Did you drop by my house recently?"

    "Yes," she said. "I… ran into your sister."

    I nodded.

    "You managed to… bring her here?" she asked. "I was surprised to see her."

    I nodded again, but said nothing else.

    "I'm sorry," she said again. "I'm probably poking at you too much. Would you like me to leave you alone?"

    I raised my head and looked at her.

    Did I want her to leave me alone? On the one hand, having her here was comforting. On the other, it was making it harder to deal with everything. I felt like I needed to hide some things from her, and lying to her was proving more stressful than I thought. I figured that probably said something positive about my personality. I'll take small victories where I can get them.

    "I think… Yeah, I just need a bit of time to think," I said. "Sorry. I just–"

    "It's okay," she said. She placed her hands on my cheeks and held my head in place, looking straight at me. "It'll be all right."

    She kissed me on the lips and walked away. I was left sitting on the bench in this forgotten corner of the school, more confused than ever.

    *

    I hope he's doing all right, I thought. I sipped on a cup of tea that I'd made for myself. Aril was just sitting in the corner of the room staring into space. He wasn't being much of a conversationalist.

    I stood up.

    "Want anything?" I asked.

    "No," he said bluntly.

    Fine. I walked up the stairs to my room and browsed the bookshelves. They were exactly as I remembered them. I ran my finger along the cracked spines of the many paperbacks I'd read over the years, and eventually settled on a cheesy, funny, teenage "coming of age" book I'd been through several times already. The characters in it were supposed to be older than me, but I'd always felt more mature than them. It made me happy to feel that way.

    I took the book and returned to the living room. Aril was still staring into space. Well, all right then.

    I opened the book and started to read quietly. Aril still said nothing.

    I finished the prologue. Then the first chapter. Finally he spoke.

    "Do you think he'll be able to do this?" he asked.

    "Yes," I said straight away. I gave my brother a hard time, but I believed he could do it.

    "Are you sure?" he asked. There was a hint of worry in his voice. I didn't like it.

    "Yes," I said again, not looking up from my book. "We've got to believe that, right?"

    "Yes," he replied.

    The room became silent again. The only sound was the fwip-fwip of my pages turning. I finished two more chapters.

    "I'm not doing nothing," he said.

    I closed the book and looked up.

    "What?" I asked.

    "I said I'm not doing nothing," he said, sitting forward in his chair. "I'm keeping an eye on him. Or his mind, anyway."

    "Oh," I said. Creepy. "And?"

    "It's…" he began. "You're probably right. It will all be fine. From what I could make out, I think we might need your talents tomorrow."

    "Oh?" I said. "Did he pick a club?"

    "Looks like the school magazine," he said. "For some reason he's hiding what he's up to from that girl he knows," he added.

    "That girl?" I asked. "The one who came over?"

    "Yes," he said.

    Another long pause.

    "I think he's right to do that," he said. "I'm not sure, but there's something… strange about her."

    "Strange?" I asked. "How?"

    "Hard to say," he said. "I'm just getting a bad feeling."

    Aril hadn't been acting like Aril lately. I didn't like it. I preferred it when he was leaning against walls looking bored and occasionally making sarcastic comments. This was all a bit serious for my liking.

    "Well," I said. "Not much we can do right now. We'll just wait for him to come home, and then we'll decide what to do."

    "Yes," he said. He sounded uneasy. I didn't blame him. It wasn't clear how this was going to end. The only thing that was clear was the fact that it wasn't over yet.

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    1037: Chapter 20 https://imnotdoctorwho.moegamer.net/2012/11/21/1037-chapter-20/ https://imnotdoctorwho.moegamer.net/2012/11/21/1037-chapter-20/#respond Wed, 21 Nov 2012 01:56:19 +0000 http://angryjedi.wordpress.com/?p=4705 We sat down in the living room. I had brought some coffee in. I was surprised to see Aril drinking it, but apparently he had something of a taste for it, not to mention an asbestos mouth, given the rate at which he knocked it back. After we'd all calmed down a bit — even … Continue reading 1037: Chapter 20

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    We sat down in the living room. I had brought some coffee in. I was surprised to see Aril drinking it, but apparently he had something of a taste for it, not to mention an asbestos mouth, given the rate at which he knocked it back.

    After we'd all calmed down a bit — even Aril had looked somewhat on edge, which surprised me — I tried to explain what had happened, to the best of my memory.

    It was strange. I couldn't remember all of it. It was fading rapidly, like a dream. Was it a dream? No, of course it wasn't, because both Aril and Alice had seen me disappear, and had said so.

    Aril and Alice. Two people who didn't belong in this world. My only assurance that what I thought had happened was real came from two people who shouldn't exist.

    "Are you all right?" said Alice. "You stopped in mid-sentence."

    "Oh, right," I said, catching myself. "No, I'm fine, I was just… trying to remember."

    Alice gave me a funny look, but didn't say anything else. I continued trying to explain.

    There was darkness, definitely. And loneliness. A feeling of being nowhere. A feeling almost like I'd been completely erased from existence, but was still somehow aware. Perhaps existence had been erased from around me instead. I didn't know. It didn't really matter.

    Something had happened to me. Someone was there. Who?

    The memory was there, I could tell, but every time I tried to remember it in detail it was as if it was "hiding" in a dark corner like a frightened animal.

    "Some girl came over," said Alice suddenly. "She was looking for you."

    Laura? Was it Laura?

    Wait. Laura was… was she…?

    No, she couldn't be. If she was here, then she couldn't have been… but then she did disappear… but that wouldn't make any sense, because this doesn't have anything to do with her.

    "No, it's worth considering," said Aril out loud, apparently reading my thoughts. Alice gave him a curious look.

    "Do you have to do that?" I asked. "It's weird."

    "Do what?" said Alice.

    "Root around inside my head," I said. "Him, not you," I added, for clarification.

    "Oh," said Alice. "Right." She looked a little confused. I realised that she still had no idea what we were talking about.

    "Did you know the girl who came over?" I asked her.

    "I thought I knew her," she said, "but I couldn't remember her name."

    "What did she look like?" I asked.

    "She was pretty," said Alice. "And about your age. I guess she's a friend of yours or something." She paused and gave me a rather childish smile. "Or your girlfriend, perhaps?"

    I winced slightly.

    "She is your girlfriend?" she said. "Oh, I was just teasing. But…"

    "She's not," I growled. I was remembering the confusing sequence of events that had happened the last time I had seen her. Had that really happened? I realised it had come out a little more acidic than I had perhaps intended. "Sorry. No. She's… just a friend. I think. That's neither here nor there, really. You didn't finish describing her."

    Alice rattled off a fairly vague physical description that sounded pretty much like Laura. I nodded. Hm. So she'd come back to see me? That was… unexpected. She was the one who had said she needed space and wanted to get away after… whatever had happened. But she'd come back?

    I was confused. Very confused. And thinking about it wasn't helping matters.

    After a short silence, eventually Aril spoke.

    "So," he said. "It sounds like our friend is paying attention to you, at least. If it interfered with you to such a degree that you can barely remember what happened, it's certainly taking an interest. So we apparently know how to attract it. Now all we have to do is figure out how to deal with it."

    How do you deal with "chaos" anyway? I had no idea. I was well out of my depth. I was only just coming to terms with the fact that I could apparently step between worlds. And, given what had happened, I was in no real rush to try that again.

    Aril once again sensed what I was thinking.

    "It's a difficult question," he said. "Logically, the way to beat 'chaos' is with 'law', but I'm not entirely sure how that applies here."

    I scratched my head. "Law," huh? I wondered what that looked like. If "chaos" was a confusing mass of conflicting messages that didn't make any sense and "law" was the opposite, then it must be a sense of being firmly grounded in reality, of being absolutely sure of the truth and sticking resolutely to it.

    I thought once again about Aril's words — my "weak connection" to this world. I wondered if that was the key somehow. If I could somehow strengthen that connection, then perhaps that would count as "law" standing against "chaos". But how would I strengthen that connection? I had no idea whatsoever what a "connection" to this world even meant — although I had assumed that Laura's sudden departure after the strange events had weakened that connection further.

    Hmm.

    "You could be on to something there," said Aril. Damn him. Why couldn't he have a conversation out loud like a normal person? "So we need to think about how you can strengthen your connections to this world to ward off the chaos. It's something to try, if nothing else."

    "So basically you need to make some friends?" said Alice. "That doesn't sound so tough."

    Of course it doesn't sound tough, I thought. You always had friends swarming around you.

    I was suddenly wracked with guilt at the wave of bitterness towards Alice I had just felt, but I couldn't deny where it had come from. She had always been much more outgoing and social than I ever was. She had always had lots of friends, and was always spending time with them — going out at the weekends, having people over, having sleepovers at her friends' houses. At least, I assumed that this Alice was the same as the one I had known.

    Me, on the other hand… I had always found it difficult to make friends. Any time I even thought about talking to someone other than Laura, I felt choked up and unable to speak. My old problem tended to raise its head — I'd imagine talking to the person in front of me, then I'd imagine the conversations going as bad as it was possible to go, and then I'd walk away without actually having the conversation.

    This was a silly way to be, I knew, but it was the way I'd always been. I'd never really trained myself out of it as a young child, which meant it was even harder to do so now. I'd somehow survived my entire school life without really having anyone close to me — apart from Laura, of course — and had come out of the other end relatively unscathed. Well, unless you counted all the terrible things that had happened since then. But I somehow doubted they were anything to do with me having friends or not.

    Alice frowned at me.

    "You haven't said anything for ages," she said. "Are you all right?"

    "Mm," I said, absent-mindedly. I was still considering what we'd just talked about. It made a certain amount of sense. It was perfectly logical that the more people I knew — or who knew me — the stronger a "connection" I'd have. But the prospect of doing that terrified me somewhat. Wasn't there another way?

    "You don't sound all right," said Alice. "Are you worried about the prospect of making some new friends?"

    I paused for a moment. There was no point in lying.

    "Yes," I said simply.

    "Hm," said Alice. "Perhaps I can help you out with that somehow."

    "How?" I asked.

    "Well," she said. "You go to college, right? Perhaps I should come along and try and help you meet some new people. People seem to like me. At least they did before they all, you know, disappeared."

    I nodded. It actually wasn't a bad idea. Obviously I wouldn't be able to sneak her into lessons, but there was nothing stopping her coming onto the campus at lunchtime and helping me make some friends. I didn't want to come to rely on her, though. But I grudgingly accepted that I needed some help.

    The big question was where to start. I wasn't a member of any of the clubs or societies that ran, and I didn't have any real talents that made any of them a particularly good fit. Also, we were already well into the term, so I figured that they probably wouldn't want to take on new people.

    This was pointless, I thought. There's no way this can work.

    "Stop it," said Aril.

    "What?" said Alice.

    "He's thinking about giving up before he's even tried," he said, tapping his fingertips together and turning to address me directly. "That's a poor habit. You need to stop that."

    He was right, of course. There was really no rational reason for me to not give this a try. If the person I tried to talk to didn't like me, then all I had to do was move on to someone else and avoid the original person. With so many people milling around the college each day, that surely wouldn't be a problem.

    Alice repeated almost exactly what I was thinking. I smiled at her. We were apparently on the same wavelength. That knowledge was comforting.

    "Okay, okay," I said. "I'll do it. Where should I start? A club?"

    "A club's not a bad idea," said Alice. "It's a good chance to meet people who like things you like. Plus you can meet several people at once. I know that might be a bit scary, knowing you, but it's a good, quick way of getting to know people. And I sort of get the impression we should hurry a bit."

    "All right," I said.

    "So what club are you going to start with?" she asked, her eyes bright. She was enjoying this a little too much. But given that back in her world, joining a club and hanging out with people was something that was now impossible for her, I didn't begrudge her the feeling.

    "I don't know," I said, a sour expression on my face.

    "Oh, cheer up," she said. "What do you like doing?"

    I considered this for a moment.

    "Reading," I said. "And writing."

    "So your ideal club is just 'school', then," she said sarcastically. "I'm just kidding. Is there a book club or a magazine or newspaper or something? I used to help out with the newspaper at my school."

    "I remember," I said fondly. "I used to like your articles."

    She smiled at me. I knew that the articles I read and the ones she wrote might not have been quite the same, given the circumstances, but it wasn't a lie. Her school newspaper was a surprisingly professional production. It only came out about once or twice a term, though, depending on whether or not the club could be bothered. Someone needed to teach them about deadlines.

    "I'm not sure," I added. "That's one thing to have a look at."

    "What about music?" she said. "You don't play anything, do you? What about singing?"

    The prospect of singing filled me with enormous dread, but I knew that the college had a decent choir. I mentally filed it under "possible" — one to fall back on if there was really nothing else.

    "And sports?" she asked.

    "No," I said.

    "Oh come on," she said. "No sports at all? You'll get fat and unfit."

    Her words stung a bit. I wasn't any good at sports, and had always felt a bit excluded for my lack of skill.

    "Hey!" she said, apparently seeing my expression. "I was just joking! Stop being so sensitive."

    She'd always been like this, joking around and light-heartedly needling me about various things. It was a trait that had always frustrated me back then, but now it was quite endearing, perhaps because I hadn't been around it for so long. I felt a bit sad.

    "All right," she said. "Well, we have an idea. You should go to college tomorrow and scout out what clubs there are. Then when you decide to join one, I'll come along and be awesome and help you make friends. Sound good?"

    "Sounds good," I said, smiling.

    Perhaps this would work after all. It wouldn't be easy for me, but nothing ever was. At least this was doing something positive.

    I felt myself filling with resolve. I looked at Alice and her eyes seemed to sparkle. I looked at Aril and he gave me a slightly bored-looking smile.

    I felt strong.

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    1036: Chapter 19 https://imnotdoctorwho.moegamer.net/2012/11/19/1036-chapter-19/ https://imnotdoctorwho.moegamer.net/2012/11/19/1036-chapter-19/#respond Mon, 19 Nov 2012 20:30:18 +0000 http://angryjedi.wordpress.com/?p=4703 "Whoa," said Aril. "You've got quite a pair of lungs on you." I closed my eyes and balled my hands up into fists. I hope it reached him. Wherever he was. Of course it couldn't have reached him. That was ridiculous. I couldn't shout between worlds. Could I? No, that was ridiculous. I felt Aril's … Continue reading 1036: Chapter 19

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    "Whoa," said Aril. "You've got quite a pair of lungs on you."

    I closed my eyes and balled my hands up into fists. I hope it reached him. Wherever he was.

    Of course it couldn't have reached him. That was ridiculous. I couldn't shout between worlds. Could I?

    No, that was ridiculous.

    I felt Aril's hand on my shoulder. It was cold.

    "This will… work out," he said. It didn't sound overly convincing. "He'll be back. I'm sure of it. He's… special."

    I hadn't heard him use this tone before. I didn't like it. He sounded uneasy.

    BANG-BANG-BANG.

    What?

    BANG-BANG-BANG.

    Someone was knocking on the door. Both Aril and I froze. What were we supposed to do? I looked at him in the hope that he might give me some sort of signal. He looked back at me, but his eyes were blank. I half expected him to just vanish into nothingness to not deal with an awkward situation — it wouldn't be the first time he'd done that, for sure.

    I was glad when he didn't do that.

    BANG-BANG-BANG.

    Whoever was knocking on the door wasn't going away. I grit my teeth and walked into the hallway, trying not to make a noise, or a movement obvious enough to be seen through the frosted glass. I carefully put my eye to the peephole and looked out.

    There was a girl out there. I vaguely recognised her, but I couldn't remember her name. Had I met her before? I didn't know.

    What to do?

    BANG-BANG-BANG.

    The sudden sound of her knocking again made me jump, and I bumped into the door, making a sound.

    "Bugger," I muttered to myself.

    "I know you're in there!" came the girl's voice from outside. "Please open up. I want to talk to you."

    I wanted to shout back "no!" at her, but figured that would probably just confuse her. Better to take the direct approach?

    I flung open the door and stood there defiantly with my hands on my hips.

    "Leave this place!" I bellowed in my strongest voice. "Begone! Away! And never return!"

    No, actually, I didn't do that. It would have been fun, but also there was really no reason to. Also, who talks like that outside of books?

    I did, however, decide to open the door — slowly and carefully rather than flinging it open dramatically, though.

    "There you a–" began the girl. She stopped when she saw me. "What the fu–"

    She trailed off. Obviously she knew who I was. I couldn't remember her name, though.

    "Alice?" she said. "Is that you?"

    I nodded.

    "But you're–"

    I smiled sweetly.

    "No, never mind," she said. "Um, can I come in?"

    "It's not really a great time," I said. "Do you need something?"

    "I was hoping to talk to your brother, actually," she said, eyeing me warily. "But… I'm guessing he's not here?"

    "No, actually," I said, a little more defiantly than I meant to. "I'm not sure when he'll be back."

    It wasn't technically a lie. I didn't know when he'd be back. I also didn't know where he was, but this girl didn't need to know that.

    Where did I know her from?

    "Oh," she said, looking a little upset. "Sorry to bother you, then. I'll… try again another time."

    "Okay," I said brightly. "Bye!"

    She turned around and walked away. I watched her leave. I felt Aril walk up behind me, though as usual he didn't make a sound while he was walking. I just felt his presence. I also felt a sense of relief from him.

    "Okay, that's that dealt with for now," he said. "Now we need to figure out what to do next."

    I frowned.

    "Do you know who that was?" I said. "She seemed familiar but I just couldn't place her."

    Aril scratched his face.

    "She's… hmm, how to explain it," he said. "She's important to your brother, though there's something not quite right about her. I haven't quite figured it out yet. We should keep an eye on her, though."

    "Uh-huh," I said, looking down the path where she had just walked away. "So we let her go."

    Aril nodded. His usual confidence was nowhere to be seen. This whole situation had obviously shaken him up a bit, and it worried me. He was normally so calm and cool about everything, and for this to mess him up? I didn't like it.

    "We let her go. But we should keep an eye on her," I said.

    He nodded again. He didn't seem to see what I was getting at.

    "Should we perhaps follow her?" I said, spelling it out for him.

    "Oh," he said. "Right. Yes. Maybe."

    "Come on then," I said, pulling one of my brother's coats off the hooks by the door. It was way too big but I didn't have any of my own clothes here, so it was the best I could do. It was cold outside. I wasn't about to go out in the cold without a coat.

    I left the door unlocked so we could get back in later. I had no idea where the keys might be in this world, so rather than waste time looking for them I just left it unlocked. This always used to be a nice neighbourhood, at least in my world, so hopefully it was the same here.

    Aril followed me out of the door and we set off down the path to follow the girl.

    *

    She'd left me. She'd made me feel safe, comfortable and warm — holding me, embracing me, kissing me — and then she'd left. I was all alone again. I was back in the darkness again. Where was I? Who was–

    Suddenly, there was a bright flash, and I heard a sound. A rushing, roaring, whooshing sound that culminated in the sound of someone's voice, distorted and echoey, like it was being amplified too much and blasted out of some speakers too small to cope with the sound. It was something that I hadn't heard for a very long time. But it was something that I needed to hear — something that I hadn't realised how much I had longed to hear.

    It was something that gave me hope. Something that I knew would bring me home.

    A connection. A weak connection, but a connection nonetheless. I could make it back. I could make it back. I could make it back.

    I closed my eyes and followed the sound. I didn't know which direction it was coming from or even which direction I was facing, but I could tell where to go. I knew what it was. It was calling me. It needed me. It wanted me.

    I floated. I couldn't tell how long for. But I could tell I was going somewhere. The actual sound had long since dissipated, but I still knew that I needed to continue onwards. Ever onwards. Follow the sound. Return home.

    Where was home? Who was calling me? And why was I here?

    My mind kept being clouded by strange questions and doubts, but I shook them off. I didn't need to hear them. I needed to focus right now, to concentrate, to make sure that I got to my destination.

    Home. That was where I was going.

    Home.

    I felt my feet land on solid ground. I opened my eyes, and I was back where I thought I should be. It took a moment to orient myself, but I recognised the open door, the shelves, the cold room in front of me.

    I was back home. Back where I should be.

    "Hello?" I called, my mind swirling back into place as if it was trailing behind my body by a few seconds. "Aril? Alice? Are you here?"

    There was no response. I swallowed and looked around. How long had I been gone?

    I closed the pantry door.  I walked to the bottom of the stairs and called up them.

    "Alice? Aril? Are you here?" I shouted again. "Hello?"

    Still no response.

    This was the… right world, right? Doubts started to creep in. The questions started to slip into my mind through the cracks again. They were unwelcome, but the fact I was still alone was making it harder to fight them off.

    I looked around the hallway. I saw that one of my coats was missing from the hooks on the wall. Oddly, that gave me a sense of relief. Alice must have taken it. But when? Where had she gone? Why? How would I find her?

    It wouldn't do to stand around here. I took one of my other coats down from the coat hook. I opened the door — it was still unlocked, presumably from when Alice had left — and walked outside. I fumbled in my pocket for my keys and locked it behind me.

    Now what?

    I walked down the path from my front door and onto my street. Which way? I couldn't tell.

    I closed my eyes. I wasn't sure why.

    "Alice!" I cried out. I didn't expect it to work. If I couldn't see her, she probably wouldn't be able to hear me, either. I didn't like speaking loudly in the street. There was no-one else around, but I was still self-conscious about the neighbours looking outside and seeing me yelling to myself. I gave it one more try, though, louder and longer this time. "Alice!"

    There was no response. I didn't expect there to be. Why would there b–

    I heard footsteps. They were running. Coming from — over there? Yes, there they were. And they belonged to–

    "Alice!" I said, shocked. Part of me wasn't expecting to see her again at all, let alone so soon. She flung her arms around me and nearly knocked me over as she ran into me.

    "You heard!" she said. "You heard!"

    I wasn't really sure what she meant, but I was happy that she was pleased to see me.

    Wait… "you heard"? Had she been the source of the sound? My connection?

    "Yes," I found myself saying, almost automatically. "I heard, Alice. Thank you for bringing me back."

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    1035: Chapter 18 https://imnotdoctorwho.moegamer.net/2012/11/18/1035-chapter-18/ https://imnotdoctorwho.moegamer.net/2012/11/18/1035-chapter-18/#respond Sun, 18 Nov 2012 23:18:48 +0000 http://angryjedi.wordpress.com/?p=4700 "I want you to try something," said Aril to me. "What?" I asked. "You've crossed over to the world Alice here came from," he said, waving his hand in the general direction of my sister, who was presently wandering around the top floor of my house looking at everything, presumably trying to work out how … Continue reading 1035: Chapter 18

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    "I want you to try something," said Aril to me.

    "What?" I asked.

    "You've crossed over to the world Alice here came from," he said, waving his hand in the general direction of my sister, who was presently wandering around the top floor of my house looking at everything, presumably trying to work out how things differed from her world. "But you know, that's not the only other world out there."

    "Right," I said. "You said something about… other worlds existing on a 'continuum' and the world Alice is from being 'closest' to this one, right?"

    "Yes," said Aril. "It's also the last world that our chaotic friend passed through. What I'm interested to see is what's going on in the next world. His next target."

    "The next one?" I asked curiously. I knew already that there were other worlds out there, of course — infinite possibilities, infinite worlds, presumably — but I'd always been drawn to the one Alice had come from. I hadn't seen a hint of another one, but presumably if I was able to make use of my new… abilities, I'd be able to do so. Assuming there was a "gate".

    I thought about this for a moment.

    "But wait," I said. "The reason I can go back and forth to Alice's world is because of the gates, right?"

    "Yes," said Aril.

    "And the gates are a result of this chaos thing messing things up, right?"

    "Yes," said Aril.

    "So if the chaos thing hasn't been to the next world, there won't be any gates, right?"

    "Yes," said Aril.

    How infuriating. Say something more.

    "You're correct," said Aril. "Which is where I can help you out a bit. I don't have the energy to pass through myself right now, but I can create a temporary gate for you."

    I nodded.

    "All right. What am I looking for?"

    That was decisive. When did I become so assertive? I could feel Alice's eyes on me. They were displaying something like surprise… or was it admiration? I couldn't tell.

    "Nothing much," said Aril. "You won't be able to stay long. But take a look and see if things are… all right there. We're only assuming that our friend hasn't paid it a visit yet, of course. It'd be nice to know if we were right."

    "Okay," I said. "I'm ready."

    "Right," said Aril. "Now, we should probably find a place that wouldn't be too obtrusive for you to suddenly appear. Just in case…"

    I shivered slightly at the thought. Alice seemed to be just fine with what had been going on, but I couldn't guarantee that the incarnations of my family from another plane of existence would be quite so accepting of all this.

    We eventually settled on the walk-in pantry in the kitchen. I didn't keep it particularly well-stocked these days, as I tended to just put stuff in the fridge or freezer, but that meant that there was enough room to stand in there.

    "Okay," said Aril. "I'll try and open the gate there."

    Aril clicked his fingers and what looked like a holographic display appeared from the back of his hand. He tapped some floating virtual buttons and there was a momentary flash, but as usual I couldn't see the gate.

    "Go on," he said. "Step on through."

    I tried to recreate the way I felt and what I did when I stepped through into Alice's room before.

    "Go for it!" I heard her voice say behind me. "You can do it."

    I closed my eyes, grit my teeth and made my mind go blank. I felt oddly relaxed as I stepped through the doorway of the pantry.

    Darkness.

    It was all black. I opened my eyes, but it was still dark.

    I reached out in front of me for the familiar pantry shelves, but I didn't feel anything at all, not even a breeze as I moved my arms. Were my arms there? I couldn't tell. This world just seemed to be… absolute nothingness.

    Had I come to a world where everything was all over? Had I come to a world where existence had simply stopped? If so, how was this place — if it was even a place — even here? And if there was nothing here, presumably I was in the darkness and vacuum of space, but I was still alive.

    Wasn't I?

    I felt like I was alive. But I couldn't feel anything. Because there was nothing to feel.

    I wanted to call out, but something stopped my voice from coming out. Was it the lack of air? No, because if there was no air, I'd be dead. I was still alive, right?

    I felt like I was alive. But I couldn't feel anything. Because there was nothing to feel.

    This was loneliness. This was absolute nothingness. This was being isolated from everything I had known, everyone I had ever loved.

    Somehow I found them hard to picture right now.

    Why was I here? What was I doing?

    Who was I?

    I… didn't know.

    I floated — floated? — around, though there was nothing to see that gave me a reference point. I couldn't tell where the "gate" I had come in from was any more. I couldn't see anything. I couldn't feel anything. Again, my thoughts turned to the question of my own existence. Was I alive?

    I felt like I was alive. But I couldn't feel anything. Because there was nothing to feel.

    I thought I should be more scared at this strange situation. I thought I should be more worried. But I wasn't. I wasn't relaxed, either. I just… was. A consciousness floating in the void. Swirling nothingness in some further swirling nothingness.

    Suddenly I felt another presence, though I still saw nothing.

    I didn't like the new presence. It seemed threatening, but still I felt nothing.

    It seemed like it was mocking me, laughing at me. But still I felt nothing.

    I tried to ignore it, tune it out, but it felt like it was following me around. If I could see anything, it would have been following wherever I was looking, like something stuck in my eye. But there was nothing to see. There was nothing here. I was all alone, apart from this strange presence. I didn't even feel like my own "self" was here.

    I wanted to come back. But to where? To what? To whom?

    Where was home? Who was I? Who was waiting for me?

    I fell to the ground with a thump and realised my eyes were closed. My back hurt. I'd fallen onto a solid floor.

    Wait, I thought. A solid floor? Feelings. Pain.

    I opened my eyes and looked up. It was still dark, but I could at least see where I was now. I recognised it. This place felt familiar. Was it… home?

    I unsteadily got to my feet. Yes, this was familiar. I reached out for the door in front of me and opened it. Inside were some shelves, but they were all bare. It was cold inside. It felt like this place had been deserted for a long time.

    I closed the door.

    Where was I? Was this really home? It looked like there was no-one here. Should there be someone here? Something lingered at the back of my mind. Someone was waiting for me. Who was it?

    "Hi," came a voice from behind me. I span around. She was standing in front of me. I knew her. I remembered her.

    "Laura?" I said. "Yes, it's you."

    "Yes, it's me," she said. "It's all right. You're safe now."

    I didn't feel safe in this strange place, but the girl — Laura — was a comforting presence. She was important to me. I was important to her. We belonged together.

    Did we?

    Yes.

    Was she the one who was waiting for me? Something at the back of my mind made me unsure, but that feeling was rapidly fading.

    Laura stepped forward and put her arms around my neck. She embraced me tightly, and kissed me passionately on the lips. It was a nice feeling. I didn't want her to let go.

    "I won't," she whispered to me. "I won't let you go."

    I knew that she wasn't joking. And I was happy. I closed my eyes and let the pleasurable sensations of her lips meeting mine, her tongue exploring my mouth, wash over me. This was happiness. This was companionship. This took the loneliness away. I was safe, and no longer alone.

    I felt my "self" slipping away, but I didn't care any more. This was the place I wanted to be, the place I wanted to stay, and nothing was going to change that.

    *

    "Shit," said Aril.

    "What?" I said. I felt bad. It felt like there were spiders crawling up my back. I really hoped that there weren't. It was just nerves. But something seemed wrong.

    Aril stayed quiet. I didn't like it. I spoke again.

    "What?" I said, a bit louder.

    He still stayed quiet. That wasn't like him.

    "Come on!" I said. "Tell me! You're going to have to eventually."

    He paused, and turned to look at me. The creepy feeling on my back started up again.

    "We may have a problem," he said. "He's… gone."

    "What do you mean, gone?" I said. The spiders on my back felt like they'd doubled in size and got twice as hairy.

    "Exactly what I say," he said. "He's gone. I don't know where he is. He went through the gate and now… nothing."

    "Then get him back!" I said, louder still. I really didn't want to shout at Aril, but I felt I probably would before long. "Please!"

    "There's no getting him back," said Aril. "Wherever he's gone, he's going to have to find his own way back. Because he's not where he should be."

    "What?" I shouted. "But he was…"

    "I know," said Aril, interrupting me. It annoyed me a bit, but I wasn't quite sure what I was going to say anyway. "I'm sorry."

    I just stood and looked at Aril, then at the open door of the pantry, then back at Aril again.

    I'd lost him twice now. I'd lost my brother twice. It wasn't getting any easier. How was I supposed to deal with this? How was I supposed to deal with meeting my brother who I thought was dead, then losing him again? How was I supposed to accept this? How could I get him back?

    I felt my eyes filling up with tears. I wanted to just fall down and cry, but I tried to hold back the feeling. It was difficult. My lip trembled and my knees shook. But I didn't let the tears out.

    I needed him back. He'd saved me from that terrible, awful, lonely world of nothingness. Now I needed to save him. How could I save him? How could I get him back? How could I find him?

    I couldn't work it out. My eyes were stinging. I wanted to cry. I wanted to shout. I wanted to scream.

    So I did. Just one word.

    I hoped it was enough.

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    1034: Chapter 17 https://imnotdoctorwho.moegamer.net/2012/11/18/1034-chapter-17/ https://imnotdoctorwho.moegamer.net/2012/11/18/1034-chapter-17/#respond Sun, 18 Nov 2012 00:14:10 +0000 http://angryjedi.wordpress.com/?p=4697 The first task Aril set me sounded simple, but ended up being significantly more challenging than I think either of us thought. Due to my supposed "weak connection" to this world — a connection which I felt could have only been weakened by the disastrous and inexplicable encounter with Laura — Aril theorised that I … Continue reading 1034: Chapter 17

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    The first task Aril set me sounded simple, but ended up being significantly more challenging than I think either of us thought. Due to my supposed "weak connection" to this world — a connection which I felt could have only been weakened by the disastrous and inexplicable encounter with Laura — Aril theorised that I should be able to make use of the "gates," as he called them, without having to wait for the times when they were at their "widest."

    Each gate was seemingly different in the times it expanded and contracted — that would explain how I had passed through ones in the middle of the day at school and yet the one that was seemingly in Alice's doorway only opened at 2:30 in the morning. As it was nowhere near that time, we decided to use that very gate as a means to test the theory.

    Aril gave me an overly-technical explanation of how he passed between worlds, but it went right over my head, and it involved some sort of technology from his people, anyway. I figured that if I was one of his group of "Crusaders" I might have had a clue what he was on about, but I wasn't, and I didn't.

    He sighed at the bewildered look on my face.

    "Look," he said, "it's basically down to willpower. You have to let go of the world you're leaving and reach out for the one you're heading for. Your body will follow your will."

    I still didn't really understand, but I was at least willing to give it a try.

    I opened the door to Alice's room and peered inside. It was just as it always was — empty and devoid of life. I looked around the frame of the door and didn't see anything unusual — of course I didn't, why would I? — and grit my teeth ready to make an attempt.

    "Focus," said Aril in a low voice. "You can do this."

    I clenched my fists, though I wasn't sure why, and closed my eyes. I pictured walking through the doorway into Alice's room as I had done in the past, and seeing her sitting up in the bed.

    I opened my eyes. I was standing in Alice's bedroom. There was no-one here. I turned around. Aril was leaning against the wall casually, shaking his head.

    "No," he said. "Try again."

    I walked back out of the room and tried again.

    Let go, I thought. I don't belong here. I want to be with Alice.

    I stepped through the doorway, and again nothing happened.

    "Clear your mind," said Aril. "You're trying to reach out for another world, not for your sister. Your sister exists in this world still, too, as a concept at least, so wanting to be with her isn't going to help this."

    I nodded, stepped out of the room, closed my eyes and blanked my mind as well as I could possibly manage. Then I walked through the doorway again.

    This time I felt a strange sensation. It was like the uneasy feeling I'd experienced the very first time this had happened to me, but this time there was a strange tingling all over my body, too. It felt oddly pleasurable in a perverse sort of way.

    Then I felt a "bump" as I collided with something, and a voice that I recognised. I fell forward and onto something soft and sweet-smelling.

    "Jesus fucking Christ!" said Alice. "Where the fuck did you come from? And also, get off me!"

    I opened my eyes and pulled back from whatever I had fallen onto. I saw bare skin and a bellybutton. I immediately blushed and stood up hastily, turning back towards the door with a sickening feeling in my stomach.

    I heard the sound of Alice frantically putting clothes on behind me as I gazed out of the doorway. Aril was nowhere to be seen.

    "You know," she said, her voice sounding a little calmer now, "I do appreciate these little visits, you know that, but at least when you were coming at predictable times you were less likely to walk in on me getting dressed after a shower. You may be from a different world or whatever, but you're still my brother, so it's still weird."

    "Yes," I said, mortified. "Sorry."

    "It's all right," she said with a slight laugh. I felt her hand on my shoulder. "You weren't to know. But I'm surprised; what are you doing here now? It's normally the middle of the night when you show up."

    I sat down on her bed and gestured for her to join me. I explained about the conversations I'd had with Aril, and about our attempts to make use of my… strange properties to help sort out the whole situation. She seemed to take the whole explanation in her stride. I guess Aril was right; her inner strength and ability to deal with unusual, strange and terrifying situations was something else.

    Something was bothering me, though.

    "Um," I began, not quite sure how to raise it. "I'm… sorry about earlier."

    "Earlier?" she said. "What about earlier?"

    "In the bathroom," I said. "When you… you know, saw me."

    "Saw you?" she said with a laugh. "I think seeing you in the bathroom probably would traumatise me, but no, that didn't happen. Did it? I don't think so. I think I would have remembered that."

    It was strange. I definitely had a memory of her creeped-out face looking disgusted at me kneeling naked on the floor, but apparently she did not. But then Laura had no memory of what had supposedly happened between us, either, so perhaps it wasn't so unusual. Was this the power of chaos?

    "Forget it," I said. "Too many strange things have been happening to me lately. It's getting difficult to keep track of them."

    There was something else, though; something else that had been bothering me for a while now and I hadn't had the chance to ask.

    "Alice," I said. "There's something else I wanted to ask you."

    "Shoot," she said.

    "When I first… appeared to you, it sounded like you were calling out to someone, as if you weren't surprised to see a person in your room. But if what you and Aril have told me about what happened here is true…"

    "Oh, that," she said casually. "Yeah, I thought you were Aril. He'd been paying me regular visits since all this stuff started happening. I thought I was going mad from loneliness at first, hallucinating an imaginary friend or something, but it started happening too often for me to dismiss as just something my brain was cooking up. Unless all of this is a hallucination or nightmare that either or both of us is having. That'd be funny, wouldn't it?"

    She laughed half-heartedly. I did the same. It didn't seem very funny. I sort of wished that was actually what was going on, because that meant it would all go away and life would go back to normal once the root cause was dealt with. I started to think that was sort of true anyway — but no, even if Aril and I were able to deal with the chaos thing, that was never going to bring Alice and my parents back. And it wouldn't bring this world's me back to Alice, either.

    But Aril already knew Alice and had been visiting her? Somehow this news didn't surprise me, but I sort of resented the fact that neither of them had told me prior to this point. It seemed like something that might be a big deal. But apparently it wasn't. I bit my tongue before I made a sarcastic comment at Alice.

    "So," she said. "What now? You're here, and I think this is the longest you've managed to stay without getting pulled back against your will. What's the plan?"

    The first part of the plan was to get me into a situation where I was able to pass through these "gates" more easily without having to rely on them opening and closing. Beyond that, Aril had had a few ideas about how to proceed, but I wasn't sure I quite understood them just yet.

    "I need to talk to Aril," I said. "Now that I can apparently do this, I imagine he's got something terrifying lined up for me to do in order to attract this chaos thing."

    "Probably," said Alice. "If I can help, let me know, though I'm not sure what good I can do from here."

    "Hmm," I said. "You've come through into my world before, though, right?"

    "Yes," she said. "But I've no idea how that happened or if I could do it again."

    "Can I try something?" I asked.

    "Nothing weird," she said.

    "Does passing between planes of existence count as 'weird'?" I said with a slight smile.

    "These days? No, sadly," she said.

    I stood up and offered her my hand. She seemed to know what I was thinking, and took it. I closed my eyes, grit my teeth and willed myself back to my own world as I pulled her through the doorway. I felt the oddly pleasurable tingling sensation once again, and a slight giggle behind me confirmed that Alice had felt it too. When I opened my eyes, Aril was still leaning against the wall, looking rather bored.

    "Ah, welcome back," he said. "Not so difficult, is it? I'd say you're a natural. And hello to you, Alice. Hope you're well."

    "As well as can be expected," she said, bowing her head slightly. "Sorry I didn't tell you about us sooner," she added, giving me a sheepish look.

    "It's fine," I said. I gave Aril a sour look, but he said nothing. "So what now?"

    "Well, actually, you might have done us a bit of a favour by bringing Alice here," said Aril. "You've sort of upset the natural order of things. She's not supposed to be here in this world; she shouldn't exist. I'd say that probably qualifies as something that might attract the attention of a chaotic entity, wouldn't you say?"

    "Oh," I said limply. "Right. So, uh, what do we do? We fight it?"

    "It's not quite that simple, I'm afraid," said Aril. Of course it isn't. "In its current state, there's no guarantee it'll want to show itself directly. It's already messed with you once, so it might lay low for a little while. There's no way to know for the moment."

    "So that doesn't really help us that much," I said.

    "Perhaps not," said Aril. "But in the long-term, it's more likely to be attracted to this thing that shouldn't be here–"

    "I have a name," interrupted Alice.

    "–and try to use that as a focal point for any future chaos it intends to sow in this world."

    "I still don't understand why it's doing what it's doing," I said. "It just doesn't make any sense."

    "That's because you're thinking too rationally," said Aril, "too like a sentient, living being. What we're dealing with here is not like a human; it's a primal force that exists only for a single-minded purpose. While it may come across as malicious, it's simply doing what comes naturally to it. Unfortunately, 'what comes naturally' coupled with its own innate power is a spectacularly dangerous combination."

    "Yes, I get that," I said. "I just wish we could get this over and done with."

    "There's no quick fix," said Aril. "I wish there was. But I believe that if we all work together, we'll be able to deal with it."

    "I hope you're right," I said. I put a hand on Alice's shoulder, and she placed one of her own hands on it. I was grateful for the support. I knew this wasn't "my" sister, but for now, it sure felt like she was.

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    1033: Chapter 16 https://imnotdoctorwho.moegamer.net/2012/11/16/1033-chapter-16/ https://imnotdoctorwho.moegamer.net/2012/11/16/1033-chapter-16/#respond Fri, 16 Nov 2012 23:41:24 +0000 http://angryjedi.wordpress.com/?p=4694 I eventually calmed down, picked myself up and sat on my bed in my room. I didn't move for several hours, trying to figure out what had happened. It certainly felt like all those things I remembered had actually happened, but then Laura seemed to think that none of them had happened. And yet she … Continue reading 1033: Chapter 16

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    I eventually calmed down, picked myself up and sat on my bed in my room. I didn't move for several hours, trying to figure out what had happened. It certainly felt like all those things I remembered had actually happened, but then Laura seemed to think that none of them had happened. And yet she was still here… afterwards… so some of it must have happened.

    I was so confused, and I was ashamed of myself for dwelling too much on whether or not I had actually had my first kiss and my first sexual experience or not. But it felt like it mattered. I knew it was an old-fashioned thought to have, but I wanted both of those things to carry some sort of meaning. Thinking back on it happening — or not happening as the case may be — I repeatedly remembered that strange feeling of detachment, like I was watching from the outside and not really… participating.

    My mind wandered to the words that the strange shadowy figure had said to me previously. It had told me about a being of chaos, a being that it was pursuing and trying to stop. A being that had something to do with these strange… gateways, portals, whatever they were. It had sowed chaos through the previous worlds it had visited, and now it was trying to do so here.

    The experience I had just been through certainly struck me as fairly "chaotic." It didn't make any sense. It confused me, it confused Laura, it confused Alice, and it threatened to tear us apart. It looked like it had already torn me and Laura apart, and I didn't know what to do about that. We hadn't really had a fight before; it was a new experience for me, and I'm not sure about her. If she was as alone as she'd told me, it's entirely possible that she was in a similar state to me right now, not knowing what to do, wondering what I was thinking and how to resolve it.

    I picked up my phone and scrolled through the "recent calls" list. Laura was the only entry. I stared at her name for a few minutes. What would I say? How could I possibly come back from that? How could I possibly make this right?

    I was doing my old trick — mentally having a conversation in my head and assuming the worst possible outcome before it had actually taken place. It was the main reason I had so few friends, and I knew it. But it didn't stop me from doing it. It was a habit, and no-one ever corrected me — largely because there was no-one who knew I did it. A vicious circle.

    I closed my eyes and just tapped the screen. I would never get around to it if I didn't try.

    I raised the phone to my ear. After a moment, I heard it connect, and the ringing started.

    Ring, ring.

    No answer yet.

    Ring, ring.

    Still no answer.

    Ring, ring.

    She wasn't going to answer me.

    Ring, ring.

    I didn't blame her.

    Ring, ring.

    "Hi!" came her bright and cheerful voice down the phone.

    "Hello," I said hesitantly. "Look, about earlier, I'm sor–"

    "Got you!" she giggled. "I'm not here really. Leave me a message and I'll call you back."

    A joke message. I smiled to myself, then felt a little sad when I thought that I might be one of the few people to have heard it.

    I hung up before the message finished, waited a moment and then dialled again.

    Ring, ring.

    Please answer.

    Ring, ring.

    Come on.

    Ring, ring.

    Please.

    Ring, ring.

    "Hi!" came her voice again, and I recognised it as the message again. I hung up before the joke.

    Of course she wasn't answering. Why would she want to talk to me after that? After I'd said we'd had sex when she firmly believed that we hadn't? Oh, Christ, I thought, that must have been fucking creepy. Ugh.

    I lay back on the bed and closed my eyes. How was I going to get out of this one?

    "Hello," said the infuriatingly calm voice, and I knew that the shadowy figure was there. I didn't get up.

    "Hello," I said wearily. "I am not having a good day, so I hope this is important."

    "I know," it said. "I came as quickly as I could, but I needed to be sure that it was… safe."

    I sat up at that word.

    "Safe?" I asked. "What do you mean?"

    "I think you already know," said the figure. "What you experienced was just a small taste of the chaos you can expect once our adversary returns to full strength."

    "Full strength?" I swallowed. I had just about come to terms with the fact that the peculiar happenings of the day could be attributed to the strange "chaos" creature, whatever it was. But knowing that this thing wasn't at full strength, and could become more powerful?

    "Yes," it said. "Are you ready to help me out yet?"

    I scratched my head and thought for a moment, then I looked right at my companion and spoke a single word in a tone more decisive and final than I'd ever heard myself use.

    "Yes," I said.

    "All right," said the figure, a little less impressed than I was hoping it would be. "Then we need to start formulating some sort of plan. But before that, I think we need to formalise our working arrangement with one another."

    It sat down on the bed next to me and raised its hand to my face. It felt curiously similar to when Laura–

    No. It wouldn't do to dwell on that now.

    The figure touched my face with its long fingers, and I felt a strange sensation in my head. It wasn't entirely unpleasant, but it also felt strangely unnerving. Suddenly, without any words being exchanged between us, I knew that its… his name was Aril, that he was technically sexless but preferred to be referred to as a male when it was necessary, that he was a member of an organisation that referred to themselves as the Crusaders, that he had spent his life travelling between worlds tracking down interdimensional beasts such as the one that was apparently tormenting me now… and that he was afraid. I could feel that he was slightly ashamed of the last part, but he didn't make any attempt to hide it from me.

    "I assume you now know everything about me, too," I said, feeling slightly dizzy as Aril released his hand from my face. "If you didn't already."

    "Of course," he said. "I've been… keeping an eye on you for a while now."

    "Great," I said sarcastically. But there was no point in getting indignant now. Aril's existence was so hugely different from my own that it was almost impossible to contemplate what he must have been through, and for how long. If someone had just told me the stories I now knew, I would have laughed in their face at how far-fetched they were, dismissed them as science fiction. But after… whatever Aril had just done, I knew that they were true.

    Aril paced back and forth a little, looking a little more at ease and less… "formal", somehow.

    "So tell me about this chaos… thing," I said. "I don't really understand. You said something about it not being at full power?"

    "Yes," said Aril, spinning around on one foot and turning to face me in an overly-flamboyant gesture. "Yes, indeed. It's a worry. But it also means that we have some time, particularly if it keeps pulling little stunts like it did today."

    "You're going to have to explain more than that," I said honestly.

    "Basically," said Aril, "passing between worlds as we — I hasten to throw myself in the same category as that… thing — do is a rather demanding process. It expends an enormous amount of energy to do it right. And by 'do it right' I mean 'not leaving holes in existence' like you've been encountering."

    I nodded. It probably said something that I was no longer bothered by discussion of "holes in existence", but I shook off the thought before I dwelled on it too much. Aril continued speaking.

    "Basically, what this… thing has been doing is moving from world to world, sowing as much chaos as it possibly can, hopping to the next world to try and 'hide' while it recharges itself, then repeating the process," he explained. "The last world it went to I believe you're already familiar with."

    I nodded, and an image of Alice's creeped-out face entered my mind for a moment. Then it was gone.

    "So," I said, "what exactly do you mean by 'sowing chaos'?"

    "Well it varies," replied Aril. "Sometimes it sows the seeds of conflict between important people in the world, and then simply sits back to see what happens. Sometimes it messes with people's minds around the world, making them believe things that aren't true or making them forget things they ought to know."

    Aril paused for a moment and turned away from me.

    "What it did in the last world was the worst thing it's done yet," he said. His voice sounded sad rather than smug for once. He didn't elaborate.

    "What happened?" I asked. I had a feeling I already knew, but I wanted to be sure, however unpleasant it sounded.

    Aril didn't say anything for a moment. I was about to ask the question again, but he turned round and looked me right in the eyes.

    "It took an interest in your sister and the way she responded to chaos," he said. "It started by killing the people dearest to her — not directly, mind — and gradually tried to drive her insane by, piece by piece, wiping out everyone else in that world."

    "Everyone else?" I asked, my mouth hanging open. Could something… do that?

    "Yes," said Aril, the sad tone creeping into his voice again. "It started by arranging increasingly-chaotic, inexplicable accidents. But as it saw the terror and horror in people as more and more awful things happened to more and more people, it started playing a more… active role."

    "But what has my sister got to do with this?" I said, an unpleasant crawling sensation creeping up my back. "Why is she still–"

    "Well, remember that it initially took an interest in your sister and how she was responding to chaos," explained Aril. "It turns out she was handling it well. A little too well. Her inner strength was infuriating it, frustrating it. It resorted to increasingly-outlandish measures to try and make her respond, but she wouldn't — not in any way that satisfied it. Eventually, it made one last-ditch attempt to drive her mad — to make her the last person alive."

    "It can really do that? Just… get rid of everyone?" The thought was not a pleasant one. I already felt out of my depth, and this wasn't helping.

    "Yes," said Aril. "It's horrid to think about, I know. But despite how awful what it did was, it's actually given us a bit of breathing room. After it made its last 'jump' to this world to hide out and recharge, it was utterly exhausted. Wiping out an entire world of people is not, as you might expect, a particularly easy thing to do, so it's significantly weakened at the moment. In this state, we could deal with it. Of course, we have to actually find it first."

    I sighed. "Let me guess. That's where I come in?"

    "Precisely," said Aril. "For one reason or another, it has taken an interest to you and your family. Not just in this world. Not just in the other one you're familiar with. But it always seems to start somewhere around your family. I guess you have to start somewhere, even with chaos."

    "All right," I said. "So how do we go about finding this thing and dealing with it?"

    "I have an idea," said Aril. "But I don't think you're going to like it."

    I knew that, without a doubt, he would be right. And I also knew that not going along with it would probably be a very bad idea. I took a deep breath, grit my teeth for a moment, and then looked Aril straight in the eyes.

    "I'll do whatever it takes," I said. "For Alice. For Laura. Let's do this."

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    1032: Chapter 15 https://imnotdoctorwho.moegamer.net/2012/11/15/1032-chapter-15/ https://imnotdoctorwho.moegamer.net/2012/11/15/1032-chapter-15/#respond Thu, 15 Nov 2012 23:18:27 +0000 http://angryjedi.wordpress.com/?p=4691 "That was a fun movie," said Laura as we walked out into the daylight. "Not normally the sort of thing I'd go in for, but I ended up quite enjoying it. What did you think?" "Yeah, it was good," I said absentmindedly. I hadn't really been paying attention. It was some sort of science fiction … Continue reading 1032: Chapter 15

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    "That was a fun movie," said Laura as we walked out into the daylight. "Not normally the sort of thing I'd go in for, but I ended up quite enjoying it. What did you think?"

    "Yeah, it was good," I said absentmindedly. I hadn't really been paying attention. It was some sort of science fiction thing, presumably chosen for my benefit, but I just couldn't get into it. My tiredness was getting the better of me, and it was all I could do to not fall asleep in the dark, even with the loud surround-sound explosions and rumbles reverberating all around me.

    "Come on," said Laura, tugging on my sleeve. "How about some food? I'm going to make you smile by the end of today, so don't think you'll get off that easily."

    "Uh-huh," I said, not really listening. Her enthusiasm today was bugging me a little bit, but I humoured her. She was trying her best, after all, so I couldn't be too bitter or annoyed at her. She couldn't understand what I was going through, however much I explained the situation. I still felt self-conscious talking about it, even though we'd already discussed it in depth and she had seen proof with her own eyes.

    She dragged me to some awful greasy fried-chicken place near the cinema, sat me down and, after a moment or two, returned from the counter with a bucket full of chicken thighs and drumsticks. Dripping with grease, they didn't look particularly appealing, but they tasted pretty good, so I gratefully ate them. I could have probably done with something a little more nutritious given the crap I'd been eating recently — and some days barely eating at all — but for now, this tasted good.

    "Wow, you're putting that away," said Laura with an expression that I couldn't quite read — it was either her being impressed or disgusted with me devouring the chicken at a rate roughly twice hers.

    I put down the bone I'd been gnawing on and looked at her with tired eyes.

    "Feel any better?" she said.

    "A little," I said. "Thanks."

    "Don't mention it," she said. "Still no smile though, huh? I meant what I said, you know."

    "I don't doubt it," I said, with a slight smile.

    "Hey, there's one!" she said gleefully. "That doesn't count, though. That was more of a sneer."

    "Thanks," I said, feeling a little put out. I always found smiling to be rather unnatural when I was conscious of it, and comments like that didn't help.

    "Sorry," she said, giggling. She was in a good mood. "Anything else you want to do while we're out, or shall we just go and chill at your place for a bit?"

    I could tell that I wasn't going to get rid of her easily. I just wanted to go back home and sleep for about a week, but that wasn't going to happen. I compromised and agreed that she should take me home and we should just "chill" for a bit.

    We didn't say much to each other on the way home, but I felt her occasionally glance over at me during the drive. She followed me in to my house, and then took the lead, taking my hand and leading me upstairs. I wasn't sure what she was doing, but there was an odd feeling in the air.

    She led me into my bedroom, and sat down next to me on the bed.

    "Laura, what–"

    I was interrupted by her grabbing my face, pulling it towards her and kissing me.

    My first kiss. I'd always suspected it would be with Laura, but I'd never considered the circumstances, or that it was a serious possibility, to be honest. But now it was happening, and all I could feel was a curious detachment from the situation, like I was watching it from outside.

    Her lips were soft, and there was a pleasant scent about her. Her hands were clasping my face firmly but not roughly so, and the sensations weren't unpleasant. I felt something stirring and immediately wished I hadn't noticed it. Ugh, what if she saw?

    She pulled away from me for a moment and looked at me with an expression I'd never seen on her face before. But before I could say anything or consider what it meant, she'd pushed me down on the bed and was straddling me. There was no way that I could hide my body's excitement now. She was brushing against it. It felt good. But still I felt that odd detachment, that feeling like I wasn't quite "present" while all this was going on. It just seemed to be happening, unfolding without any input from me. I wasn't sure I liked it.

    Correction. My mind wasn't sure it liked what was going on, but my body sure did.

    *

    She climbed off me, her face reddened and beads of sweat visible on her cheeks. I collapsed back onto my pillow, panting like I'd just run for several miles.

    So that was what it felt like.

    I felt curiously unfulfilled. The feeling of detachment had only continued as she did more and more pleasurable things to me; the more erotic the situation had gotten, the further away I felt. She didn't seem to care, though — she just carried on as if she had planned all this and was following a script.

    Perhaps it was the tiredness. I had gone from having my first kiss to losing my virginity in the space of an afternoon. That should be a big deal. It was with my best friend, too. That should be a big deal, too. And perhaps it was. I just couldn't process it right now.

    She got up and went to the bathroom. I was left alone to contemplate things further, but just found myself wanting to close my eyes and fall asleep.

    Sleep didn't come — it would have probably been quite disrespectful for her to walk back in on me and find me snoring away after what had just happened — but I realised that it had been several minutes since she'd left, and she hadn't come back. I didn't hear any sounds coming from the bathroom, either.

    I opened my eyes again, sat up and walked to the bathroom. The door was closed, but not locked. I still couldn't hear anything.

    "Laura?" I called. "You there?"

    There was no response. I was starting to get a bad feeling. The feeling of detachment was slowly being replaced by a gnawing, uneasy sensation.

    "Laura?"

    Still nothing. I couldn't hear her moving inside. Was she all right?

    "Laura, I'm… coming in, okay?"

    I opened the door slowly. It creaked as I did so — all the doors in this house creaked to one degree or another, but the bathroom was particularly noisy. Despite the noise the door was making, I still pushed it open slowly, just in case Laura wasn't ready for me.

    Instead I wasn't ready for what I saw.

    Laura was lying face-down on the floor, still naked. She wasn't moving. I couldn't tell if she was breathing or not, but it didn't look good.

    "Shit," I said, racing into the room to be by her side. I tried frantically to remember the few things about first aid I'd learned in the past. I knelt beside her to try and work out if she was actually breathing or not, but I couldn't tell with her lying face down. I reached out to touch her and turn her over, but as I did so, I was assailed by a feeling of absolute terror. It was only for a second, but it was enough to make me want to close my eyes and blot out the world.

    I knew before I opened them again that the situation had changed. Sure enough, there was no sign of Laura's naked body on the floor before me, and the light that had been on previously was now off. I stood up slowly and just stared at the floor.

    The door creaked behind me and I suddenly turned around.

    "Oh my God," came Alice's voice before I saw her. "What the fuck are you doing? Put some fucking clothes on!"

    I frantically looked around for something to cover myself with and could only find a towel that wasn't really big enough to cover me completely.

    "Sorry," I said, looking up at where Alice had been standing a moment before. She was gone. The light was back on. "What?"

    I span back around to look for Laura's prone body, but it was no longer on the floor.

    What was happening?

    "You all right?" came Laura's voice from around the corner. I heard her footsteps, and then she was there in the doorway, fully clothed. I was still holding the towel around my waist. "Whoa, what are you…"

    "I don't know!" I yelled, a little more harshly than I intended. "I just… it all happened so fast! After we… you know… you went to the bathroom and you were gone a long time, so I came to make sure you were all right, and you were lying on the floor and–"

    "Whoa," she said. "Back up. After we what?"

    I blinked. This was not happening. Or, more accurately, what I thought had happened had not really happened. Or had it? I certainly remembered it, and the current state I was in seemed to suggest that my mind was not playing tricks on me, but–

    "No, come on," she said, sounding a little more agitated now. "After we what?"

    "You want me to say it?" I asked, my voice becoming meek. I didn't like where this conversation was going.

    "Yes," she said. "You're freaking me out a bit right now, if I'm honest, so I'd appreciate an explanation."

    "But we… you know…" Did she really not know?

    "No, I don't know!"

    "We… did it," I said, feeling my cheeks flush as I said it. What a ridiculous, childish way to put it. "We had sex."

    "What?" Her face contorted; she looked like she was laughing and incredulous at the same time. "We most certainly did not. I think I would have remembered something like that. What is wrong with you?"

    Something was very wrong here.

    "What?" I said. "You really don't…"

    "No!" she cried. "You honestly think that I would want to do that with you? Particularly with the state your life is in right now? I don't think that would be the most productive use of our time, now, would it?"

    Her words stung me. She didn't need to be so cold about it.

    "I think I should go," she said. "I'll see you around. Sometime. Not for a while. Don't contact me. I… need some space."

    She stormed off. I heard her go down the stairs, and shortly afterwards the front door opened and then slammed.

    I fell to my knees on the floor of the bathroom. The towel fell to the floor, forgotten. I could feel the stress, anxiety, fear and confusion rise up through my body. I gulped a little as the tears sprang to my eyes, then simply exploded with all that pent-up emotion. I wailed and sobbed, and the tears wouldn't stop flowing. I was a pathetic figure right then, but I didn't care.

    "You have a weak connection to your world," the mysterious figure had said to me. It felt like that last connection had just been cut.

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    1031: Chapter 14 https://imnotdoctorwho.moegamer.net/2012/11/15/1031-chapter-14/ https://imnotdoctorwho.moegamer.net/2012/11/15/1031-chapter-14/#respond Thu, 15 Nov 2012 00:11:55 +0000 http://angryjedi.wordpress.com/?p=4688 It was dark. The low murmur of the guy talking about some play on the radio was putting me to sleep — particularly when coupled with the hum of the engine and the pattering of the rain on the windscreen and the roof. It was fairly peaceful, but the back seat wasn't very comfortable and … Continue reading 1031: Chapter 14

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    It was dark. The low murmur of the guy talking about some play on the radio was putting me to sleep — particularly when coupled with the hum of the engine and the pattering of the rain on the windscreen and the roof. It was fairly peaceful, but the back seat wasn't very comfortable and I was starting to feel my usual sensation of travel sickness. I wasn't sure when I started getting it, but it was always unpleasant. It just made me want to curl up in a corner and groan, and that's not really practical when you're sitting in the back of a car — not least because my mother usually told me to sit up. I found myself wishing she treated me according to my age. Legally, I was an adult, but she would never seem to quite get that into her head.

    I closed my eyes. The car gave an occasional bump on uneven parts of the road, but the motion was mostly fairly relaxing.

    "So, did you have a good time?" I heard my mother's voice saying. "You look exhausted. Hope you didn't spend all your time drinking and carousing."

    "No," I grunted, in a vain attempt to try and close off the conversation before it began. I really wasn't in the mood.

    "So what was the best bit?" she asked.

    "I'm not sure," I said. "It was all pretty fun."

    I was going to think back on what had occurred over the last few days, but the bubbling feeling in my stomach wasn't going away, so I just found myself thinking about that. Thinking about it didn't help, of course, since focusing on it just made the feelings worse. The more conscious I was of them, the more I thought I was going to throw up. I tried to think about something — anything — else.

    "Oh, come on, Jan," said my father slightly irritably. "Can't you see he's knackered? Let him rest. We've got a long drive ahead of us, and I'm sure we can talk about it in the morning."

    "Sorry! Sorry!" said my mother in a mock-flustered tone, as if she had somehow offended me with her questions. "I'll shut up."

    My father didn't rise to her bait, and instead turned the radio up. Whatever it was the voice was talking about was terribly boring, but I was thankful for the distraction — both for my own gurgling stomach and from my mother's incessant questioning. She never did quite know when to stop.

    A few minutes passed, and no-one except the droning bore on the radio said anything. Eventually his programme came to an end, and it was time for the news. The radio gave the distinctive "pips" that signalled it was on the hour, and the newsreader announced that it was two o' clock in the morning. I didn't really listen to the bulletin; the smooth, soothing voice of the female newsreader washed over me and made me relax.

    Patterns swirled behind my eyes. I recognised this as a sure sign I was tired. I knew that if I opened my eyes again, those patterns would still be there; hypnotic, washing over my vision. I focused on them, trying to make sense of them, and felt my consciousness slowly, gradually drifting away. I was falling asleep at last. Hopefully by the time I woke up again, we'd be home and I could just get into bed.

    I don't know how long I slept for, but I was awoken with a start by a sudden noise. It was my mother screaming. My eyes snapped open, but it took a moment for me to figure out what was going on. My mother was frantically grabbing for the steering wheel and there, in the driver's seat, where my father should have been… was no-one at all. At least, that's what it seemed like.

    I blinked, and he was back again, wrestling with the wheel. But it was too late. The car was in a skid, and it was heading for the barrier at the side of the road. I didn't know what was beyond it as it was still dark, but I had a bad feeling.

    The car, which was still moving at a fair speed, crashed straight through the barrier and into the blackness beyond. I felt the world spin sideways, and I knew that there was a drop beyond the barrier. I didn't know how big it was or how long we would fall, but I knew that we were probably not coming back from it.

    My stomach felt like it was in my mouth as the car went into freefall, still spinning and rolling in the air. The world felt like it was in slow motion. I wanted to look around, to work out what was going on, but I couldn't — I was being thrown around too much.

    I couldn't hear anything. I was sure my mother and father were both screaming in terror at the inevitable fate that seemed to await us, but somehow everything seemed to be muted; a silent, frightening world with no future.

    The last sounds I heard were shattering glass, crumpling metal and the sickening crunch of bones. The pain that shot through my body left me in no doubt that at least some of those cracking bones were my own.

    I blacked out. And didn't wake up.

    *

    I came to on the floor of my bedroom. I was lying face-down with my mouth open; my tongue was covered in bits of carpet. I was breathing quickly and my heart was racing. I felt something wet on my face and wondered if I'd hurt myself in the fall from my bed, but I was too afraid to move. I just lay there motionless on the floor for a moment, trying desperately to tell my mind and body that what I had experienced was just a dream, just a dream, just a dream.

    I closed my eyes and tried to take some deep breaths, but just ended up inhaling some dust and fluff from the carpet. I coughed a little, and the spasms were enough to "unlock" my body and let me move. Slowly, gradually, I pushed myself up off the floor and knelt up. My room was dark, again illuminated only by the glow of the clock radio. I looked up towards the source of the light, more out of habit now than anything. For once, it didn't read 2:30.

    That meant I couldn't go and see Alice. I wasn't entirely sure I wanted to right now, anyhow, but I was feeling scared and very alone.

    I hauled myself up onto the bed and pulled myself back under the covers. I lay on my back, staring at the ceiling.

    That was a bad dream, I thought. The worst I've ever had. It felt so real. Like I was actually there. Like it was a memory. But it couldn't be a memory, because…

    Because that was what happened to Alice, and not me.

    Except…

    In Alice's world, I was the one who had been in that situation. I was the one who had failed to come home that night. I was the one who had…

    This didn't make sense. Was that dream a work of my own imagination, or something else? Could it be a memory from that other world?

    No, of course it couldn't. I wasn't from that other world, so how could I possibly have any memories from it? I certainly couldn't have the memory of the moment that Iost my life.

    It must be my imagination, I thought. It must be.

    I closed my eyes and tried to sleep until morning. All I managed to do was stare at the inside of my eyelids for several hours.

    *

    Once the sun was up, I groggily got out of bed and trudged downstairs to get myself some breakfast, which would consist mostly of a very large, very strong cup of coffee.

    My phone rang while I was nursing the cup of hot liquid. It was Laura.

    "You all right?" she asked immediately.

    "Yeah, I'm fine," I growled.

    "You don't sound fine," she said. "Are you sure?"

    "Yeah," I said. "Just didn't sleep well, that's all."

    "Oh," she said. "All right. Hey, listen, you want to do something today?"

    "Huh?"

    "Do you want to go out and do something? I figured you could probably do with a change of scenery. Fancy going to the pictures or something?"

    I hadn't been to the cinema for probably a good three or four years. The people there annoyed me. I wanted to watch a film, not grit my teeth at people fiddling with phones, eating sweets noisily and laughing at bits of the film that weren't funny.

    "Yeah, all right," I found myself saying. "Why not?"

    "Okay," she said brightly. "I'll come pick you up in an hour or so. Be ready!"

    "All right," I said. "See ya."

    She hung up. I drained my coffee cup and put some bread in the toaster. I still felt exhausted from events of the previous day. It had been emotionally and physically tiring, and that awful dream hadn't helped either. I still didn't know what it meant, and was in two minds as to whether or not I should bring it up with Laura. After a bit of internal arguing, I decided that she'd probably get it out of me eventually anyway, so for a quiet life, I should probably just tell her. I would pick my moment carefully, though. No sense telling her before the film; she'd only spend the rest of it worrying, then.

    "Urgh," I said out loud to no-one in particular, leaning my head down on the table. "I'm so tired."

    I was no nearer to any answers on what the meaning of this whole "alternate existences" thing, and the strange figure hadn't showed up again to offer any further explanations. I resolved that it would probably be sensible to try and forget about it all just for today, and to try and relax and have a good time with Laura.

    I smiled to myself in spite of the exhaustion I was feeling. Yes, that was probably the right thing to do. I'd enjoy myself today, then we could worry about things afterwards. I'd earned that much. I deserved a break.

    Unfortunately, I already knew for a fact that the moment you start thinking you "deserve" a break is the moment all possibility of actually getting a break departs forever.

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    1030: Chapter 13 https://imnotdoctorwho.moegamer.net/2012/11/13/1030-chapter-13/ https://imnotdoctorwho.moegamer.net/2012/11/13/1030-chapter-13/#respond Tue, 13 Nov 2012 23:54:45 +0000 http://angryjedi.wordpress.com/?p=4685 "Hello," came an infuriatingly calm voice, breaking the silence. I looked up and was unsurprised to see the strange figure from before leaning nonchalantly against the doors of the supermarket. Escape was so frustratingly close, but so long as there was no power I couldn't get out. I was stuck with… whatever this thing was. … Continue reading 1030: Chapter 13

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    "Hello," came an infuriatingly calm voice, breaking the silence.

    I looked up and was unsurprised to see the strange figure from before leaning nonchalantly against the doors of the supermarket. Escape was so frustratingly close, but so long as there was no power I couldn't get out. I was stuck with… whatever this thing was.

    I said nothing.

    "Fine," it said. "I'll talk. You listen."

    It pushed itself off the door and stood up straight, then took a couple of steps towards me.

    "Do you know where you are?" it asked in a tone that sounded slightly mocking. "Other than the supermarket, I mean."

    I nodded. I didn't really feel up to saying much right now.

    "So you've probably figured out that you've 'crossed over', right?" it continued.

    I nodded again.

    "While we wait here, I should probably explain a couple of things," it said. "I mean, it's not as if you look like you have anything better to do right now."

    It was true. While I was trapped in here, there was literally nothing else I could do. Well, I guess I could try and break the doors open, but I didn't feel like my body had enough strength to heft anything that might break that thick glass.

    "Fine," I said, with a deep sigh. I took a deep breath and tried to calm my nerves. "Explain."

    The figure turned around and presented its back to me — proof enough that it clearly didn't consider me a threat.

    "We… have a problem," it said after a moment's pause. "And, from what I've been observing, you might be instrumental in fixing it."

    It paused and turned around again to look at me. I felt a chill as I felt those eyes on me.

    "How to explain this," it pondered, nibbling absentmindedly on a slender fingertip. "There's a 'boundary' that stops all these alternate existences from crashing into one another and interfering with each other, you see. And in certain places, it's weakening."

    I nodded dumbly.

    "Most of the time, these weakened boundaries don't affect anyone, as most people are firmly stuck on their own timeline," it continued. "Their destiny is set, as it were. They're secure in where they're going, and where they're going to end up — even if they don't know it just yet."

    I blinked. What?

    "You're a little different, though," it continued, looking through narrowed eyes at me as if it was trying to analyse me. "You have… a curiously weak attachment to your own world. The weakened parts of the boundary ebb and flow like the tides of the sea; when they're at their widest, you have something of a habit of being pulled through, you see."

    I blinked again. This sounded completely unbelievable.

    "Pulled through?" I asked. "Because of my weak attachment to my world." The fear that had been gripping me was fast diminishing and being replaced with slight annoyance. I couldn't tell if this mysterious, shadowy figure was just toying with me and trying to make me believe any old thing, or if it was really telling the truth.

    "Yes," it said. "I appreciate it all sounds very strange, but that's really the simplest way I can put it. There is a lot more to it, obviously, but yes. The fact is that your connection to your world is weak, and this means that you often find yourself… paying others a visit. Specifically, this one. This dark, depressing, deserted…"

    "Hold on," I interrupted. "Why just this one? If these 'boundaries' are weak, why do I keep coming to this same world?"

    "Several reasons," the figure answered, scratching its cheek with a long finger. "One, you have some sort of attachment to this world as well as your own."

    "Alice," I muttered to myself.

    "And two — this is the complicated bit — all these alternate existences exist on a sort of 'continuum', and this world is, hmm, 'closest' to your own world."

    I said nothing for a moment. The silence hung heavily over us.

    "So," I said eventually. "Uh, so what? What exactly does all this have to do with me?"

    "Well," said the figure. "I'm still trying to work out exactly what your role in all this will be. But suffice to say your ability to 'cross over' between these existences is almost completely unique in the universe. In fact, I only know of two others who have similar capabilities, myself and my people excepted — we're a… special case. One of them is that sister of yours you've been paying a visit to, though her ability doesn't seem anywhere near as strong as yours."

    I blinked, but I wasn't surprised to hear this. I'd seen her, after all.

    "So who is the other?" I asked.

    "That's the thing," it said. "I don't know. And that's where these problems are coming from. We have a… rogue element, shall we say. They could be hiding anywhere, and they're very powerful."

    "Powerful?" I asked. "How do you mean?"

    "Difficult to say right now," it said. "But know that they've already crossed through several possible alternate existences at will, and are currently hiding out in your world somewhere."

    "Why?" I asked. "Why are they doing… whatever it is they're doing?"

    "Chaos," said the figure simply. "They simply desire to sow chaos. In their own existence, they revelled in the chaos they created; now, they seek to spread it through the other possible existences, one world at a time."

    "That's it?" I asked. "Just to… sow chaos and mess things up?"

    "The multiverse is a strange and mysterious place," said the figure with a grandiose gesture. "Some beings have… purer intentions than others. Your people are complex beasts, filled with many different motivations. Others, like this creature we're talking about here, are rather more single-minded."

    "And what about you?" I said finally. "Where do you fit in?"

    "I just try and keep everyone safe," it said.

    The lights flicked on and suddenly people appeared around me. A security guard nearly tripped over me, cowering as I was in the corner.

    "You all right there, sir?" he asked, offering me his hand, a curious expression on his face.

    "Yes," I said. "I'm fine."

    I felt dizzy and confused. This was all a bit much to take in. Parallel existences? Beasts of pure chaos? Me having a "weak connection" to my own world? And that figure being a member of a "special case" race who apparently could jump back and forth between all these existences at will?

    I took the guard's hand and stood up unsteadily, and staggered out of the shop without any of the things I had come in to buy.

    Outside, I took a deep breath and let the cool, crisp air fill my lungs. I leaned back against the wall of the supermarket and just breathed for a few minutes. Then I opened my eyes and started to walk home.

    *

    The walk had given me time to think and try to make sense of some of the things the strange figure had told me.

    Okay, I said to myself. So here's what's happening. I have a weaker connection to my own world than most people, which means that I get pulled through weaknesses in the "boundary" between worlds when they ebb and flow in just the right way. The world that is "next" to mine is the one where Alice is all alone, and the main differences between that one and my own is that 1) Alice is alive and well and 2) everyone else has disappeared.

    Alice also has the same strange property that she, too, can be pulled through these weak points in the boundary between worlds, though apparently less frequently than I do. And somewhere else out there is a being that enjoys sowing chaos who has already passed through several different existences, doing God knows what along the way, and is supposedly currently hiding out somewhere in my world.

    Also, there is a whole race of what appears to be multiverse "caretakers" who chase miscreants like this chaos-sower between worlds and try, apparently, to keep everyone "safe".

    That about covers it, I thought.

    It didn't bring me any closer to an understanding of what on Earth it was I was supposed to do about all this though, and whether or not my sister had anything to do with it.

    *

    At 2:30, I paid Alice a visit as usual. She was unsurprised to see me, and it transpired she'd also had a visit from the strange figure. She didn't know its name and whether or not it had a gender either, but she didn't seem quite so uneasy about it as me. I guessed that she probably enjoyed having some company, whoever it might be.

    The thought reminded me; she never finished her story of how everyone disappeared.

    "I can't explain it for sure," she said. "It was just… after I got that phone call, I was really upset, you know?"

    I nodded. I knew exactly how she felt.

    "And then… the next day I went out to try and get some air and get my head together… and there was just no-one around," she explained. "I went to the shop and there was no-one there. I tried to call my friends, and no-one answered. Little by little, the power and phones started going down, leaving most places dark. For some reason, the power's always stayed on here, though. It's like this place is a sort of beacon in the night or something."

    I frowned. I wondered if this "chaos" thing had deliberately set all this up. I raised the possibility to Alice, who seemed unperturbed by the existence of beings of pure chaos hopping between worlds and doing their chaotic thing.

    "I couldn't say," she said. "If that's really the case, I don't really understand what it's trying to do. I guess drive me mental or something? I'm sure there are far easier ways it could do that. I mean, you know, this situation sucks, and I spent a good few weeks doing nothing much but crying my eyes out, but in a weird way it's not so bad. I've got food, I've still got water, I don't have to do anything, and I get to see you sometimes."

    I admired how calmly she was taking all this. I thought to myself that if I was in her situation I probably wouldn't be dealing with it anywhere near as well as she was.

    "Hey," I said. "I want to try something, and I think we should probably be quick about it. Come with me."

    I took her hand, pulled her out of bed and pushed her out of the door before she could protest. I went to follow her and was surprised to see her disappear before my eyes. I walked out of the door and she reappeared in front of me.

    "Whoa," she said. "Yeah, it felt weird the last time I did it, but it's even weirder seeing you coming through like tha–"

    She disappeared again. I looked back through the door behind me. The room was dark; the bed was empty. It looked like one of those "weak points" the figure had been talking about was over that doorway, and that it went through one of those "ebb and flows" some time between 2:30 and a little after 2:45 every night. Whenever the weak point… "closed" or whatever it did, we got pulled back into our respective existences — the ones we were supposed to be "attached" to.

    I let out a wordless shout to the silent house. I staggered back into my own room and fell face-down on the bed. I was asleep again within minutes, my brain completely exhausted from the bewildering things it had been told. Inwardly I hoped that I would wake up in the morning and this would all have been a figment of my own imagination.

    I knew that wasn't going to happen, though. This was probably going to get worse before it got better.

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    1029: Chapter 12 https://imnotdoctorwho.moegamer.net/2012/11/12/1029-chapter-12/ https://imnotdoctorwho.moegamer.net/2012/11/12/1029-chapter-12/#respond Mon, 12 Nov 2012 20:45:05 +0000 http://angryjedi.wordpress.com/?p=4682 Laura went home shortly before it got dark. I offered her the chance to stay, but she got a little flustered and made her excuses. I felt suitably embarrassed for having even made the suggestion. All this stuff wasn't making it any easier for me to work out my feelings towards her, but I did … Continue reading 1029: Chapter 12

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    Laura went home shortly before it got dark. I offered her the chance to stay, but she got a little flustered and made her excuses. I felt suitably embarrassed for having even made the suggestion. All this stuff wasn't making it any easier for me to work out my feelings towards her, but I did know one thing: I was very grateful for her support in all this.

    I slumped back down on the sofa and turned on the TV for the first time in ages. I wasn't sure what was on, but I just felt the need for some background noise of some description. It was starting to feel a bit "too quiet" again, so I broke the silence with what looked like some sort of vapid reality TV nonsense. I had no idea — I hadn't kept up to date with popular culture at all, so I really didn't know what it was that everyone was watching these days. It didn't appear to have improved much since the last time I had turned the television on. Some floppy-haired guy with rippling abdominal muscles looked like he was eating insects while everyone else alternated between laughing hysterically and looking like they were about to vomit.

    I leaned back against the arm of the sofa and just stared at the blaring nonsense for a few minutes. I didn't find myself drawn in by the programme at all — it was just noise, a distraction. I guess that was sort of the point. No-one in their right mind would watch something like this deliberately, would they?

    I closed my eyes and let the giggling and screaming from the TV wash over me. For once, it felt like I was surrounded by people. Obnoxious, loathsome, awful people, of course, but people nonetheless. It was a nice change to normal. Even at college, I felt like I was in my own little bubble at times, and Laura was the only one who could ever break through and get in. I didn't mind too much; more often than not, I found other people to be irritating and frustrating, but there were times when I felt lonely.

    I thought back to what Laura had said to me, that she, too, was alone. It occurred to me that I never saw her hanging around with anyone else. Did she even have any other friends? She certainly always seemed to be available whenever I needed her.

    I started to feel a little bad about the way I'd been treating her. I'd been selfishly concentrating on my own problems and not considering the way she might be feeling. She didn't seem to mind, but perhaps it really was frustrating her, and she just found it difficult to express. That would certainly account for the mood swings she seemed to have been having recently. Perhaps I should talk to her about it. She seemed to want to talk about it — otherwise she wouldn't have brought it up, I thought.

    *

    The rest of the evening passed uneventfully. I stared at the TV for a few hours in the end — the awful celebrity "reality" show was eventually replaced by a rerun of a TV comedy from a few years back that I had always enjoyed, so I appreciated the chance to relive some fond memories and laugh for what felt like the first time in forever.

    I started to feel tired around eleven o'clock or so, just as some "update" show for the awful celebrity thing was coming on, so I flicked off the TV and trudged up the stairs to bed. I undressed and lay down under the covers. I was asleep within minutes.

    I wasn't surprised to awaken what felt like a few minutes later when, sure enough, the time on the clock radio read 2:30. I wearily rubbed my eyes and sat up on the side of my bed. Was I going to do this again? It was starting to feel like a routine. The last few times I'd paid her a visit, Alice hadn't been surprised to see me. Did she appreciate it? Or did it hurt?

    I asked myself the same question. The first time I saw her, I was shocked and upset. I didn't know what to do with the knowledge that apparently somewhere, somehow, she was still alive. But now I found myself looking forward to seeing her again, even though my visits only seemed to be able to last for a few minutes. I appreciated the chance to see her again, and the pain I felt when we were pulled apart had lessened somewhat — I knew that I'd be able to see her again the next night, so it wasn't so bad. Perhaps she felt the same way. She apparently had the same ability to… "cross over" and see me, as she'd turned up in here, that one time — but if that was the case, why hadn't she done it more often?

    I shook off the rogue thoughts. They probably weren't important right now. I stood up, pulled on my discarded trousers and a wrinkled T-shirt and headed for her room. I opened the door and walked in. She flicked the light on as soon as I entered.

    "Hello," she said.

    "Hello," I said.

    "I thought you'd be back," she said.

    "Yeah," I said.

    She patted an area of the covers on the side of the bed, indicating I should sit down. I did so.

    "Alice," I said. "I'm sorry to just jump into this, but going by the last few times we might not have long to talk about it. Can you explain what you meant by… being all alone?"

    She sighed.

    "Fine," she said. "You're doubting me, aren't you? It's okay. It's a pretty weird story. And I'm not sure I can answer your question, really, to be honest."

    "It's okay," I said. "Just tell me what you know."

    "Well," she began. "It was, hmm, let me think… probably two or three months ago now."

    "What?" I interjected. "But that… No, never mind. Sorry, carry on."

    "Yeah," she said, giving me a strange look. "About two or three months ago, I was in bed. You and Mum and Dad were out somewhere — they were picking you up from some thing you'd been doing — and told me not to wait up for you all. So I'd gone to bed. I was pretty tired, so I fell asleep pretty quickly."

    This was starting to sound a little too familiar, but I kept my mouth shut for now.

    "I woke up in the middle of the night," she continued. "My phone was ringing. It was about 2:30 in the morning — I remember because I saw it on the clock on my phone when I picked it up. I was a bit scared. No-one ever phoned me, and I'd only ever heard about bad things happening from phone calls that happened in the middle of the night. I didn't want to answer it. I knew it would be bad news."

    "Okay," I said, stopping her. "Just hold up there. What you're describing is exactly what happened to me, only I was the one who was waiting back home for Mum and Dad to bring you back. And then…"

    The lights went out, and I was left on my own again.

    "Fuck!" I shouted at the empty room. "Fuck! Fuck! Fuck! Fuck! Fuck!"

    *

    The next morning, I awoke groggily. It was the weekend, so my alarm didn't go off. I sat up in bed, my joints aching like I'd been running a marathon. The digits on the clock radio indicated that it was after eleven in the morning. It had been a while since I'd had a decent lie-in, and it felt good. I wanted to lie back down and sleep through most of Saturday, but knew that if I shut my eyes again that's exactly what I would do, and that wouldn't really help anyone.

    I got up and walked downstairs to prepare some breakfast. I used the last of the milk in the fridge on a cup of strong coffee to try and make myself feel more alert, and decided that today might be a good day to go shopping. I considered calling Laura and asking her to give me a lift, but eventually decided against it. The fresh air and the walk would probably do me good.

    After breakfast, I washed my face, cleaned my teeth and put on some clean clothes. Then I checked my pockets several times to ensure I had my phone, wallet and keys on me, and left the house. It was a brisk, breezy day outside, but the crisp air felt good against my face. I breathed in deeply. The smell of the outdoors felt much better than the stagnant, dusty air inside my house, so I found myself thinking that I should probably try and get out a bit more.

    I walked the familiar route to the supermarket. The roads were busy — it was a Saturday, after all — and traffic was backed all the way up the street. I never understood why everyone wanted to do their shopping on a Saturday, not when most of the supermarkets around here were open twenty-four hours, but then I realised that I was part of that group of people also. I smiled wryly to myself.

    Eventually, I came into the supermarket car park, which was chock full of cars. There wasn't a single space to be seen, so people were just abandoning their vehicles wherever they could find a space — in the "pick-up" area, on the double yellow lines outside the store entrance, and one motorcyclist had even parked his bike in one of the trolley bays.

    I grit my teeth. I wasn't a fan of crowds at the best of times, but I needed to pick up a few things. I resolved to try and get in and out as soon as possible. I'd been here by myself enough times and often enough to know exactly where everything I needed was, so I should be able to manage without too much difficulty.

    With a feeling of slight anxiety at the sight of all the people bustling around inside the store, I stepped through the front doors, and headed straight for the refrigerated sections to grab some milk.

    Just as I reached for the milk, my nose was assailed by an awful stench. It made me gag and retch; I staggered away in a random direction, trying to get away from it. My eyes were blurred with tears from the terrible smell. I closed them and leaned on the counter I knew was at the back of the store to try and steady myself, and it was around then that I realised something was definitely amiss, stench aside.

    I opened my eyes and stood up unsteadily. With a sinking feeling, I looked around the deserted supermarket and noted that all of the lights had gone off. The only light coming in was through the skylights in the ceiling, and the awful smell was presumably coming from the rotting food in the long-abandoned refrigerators, which were no longer working.

    My pulse and breathing quickened, and I felt a sudden urge to get out of there as soon as possible. I took off at a run towards the exit and ran straight into the doors.

    Of course. They were automatic, electrically-powered doors, and if there was nothing to power them, they wouldn't open.

    I tried frantically to pry them open with my fingers, but it wasn't happening. There was only one real option here — to break my way out. That was the only thing I could do.

    Fear got the better of me instead. I sat down in the corner by the door and just hid my face in my hands. My body shivered and my heart raced.

    Why was this happening to me? And what was the connection with that time?

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    1028: Chapter 11 https://imnotdoctorwho.moegamer.net/2012/11/11/1028-chapter-11/ https://imnotdoctorwho.moegamer.net/2012/11/11/1028-chapter-11/#respond Sun, 11 Nov 2012 22:15:46 +0000 http://angryjedi.wordpress.com/?p=4679 I recounted everything I knew to Laura as she sipped the tea I'd made her. Her eyes were wide, but she didn't say anything. I didn't know if this was because she wanted to let me finish, or because she simply had no response to the bizarre-sounding story I was telling her. Either way, I … Continue reading 1028: Chapter 11

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    I recounted everything I knew to Laura as she sipped the tea I'd made her. Her eyes were wide, but she didn't say anything. I didn't know if this was because she wanted to let me finish, or because she simply had no response to the bizarre-sounding story I was telling her. Either way, I kept talking.

    As I continued explaining all the strange happenings in as much detail as I can, it felt like someone had opened a valve in my mind, and the pressure was gradually releasing. All of these pent-up emotions, worries, anxieties and feelings — all of them were coming out now, and Laura was just listening as I let them out without any sense of shame. I was long past that. Keeping quiet wasn't helping me, and I needed help.

    I smiled to myself at that thought. Just a few days ago I'd been so resistant to the idea of asking for help or talking about this, but now I was speaking freely like this — speaking about things that would probably get me committed to a mental institute if I were talking to anyone but Laura.

    I wrapped up with the details of my last conversation with Alice, and how she had told me that she was all alone in her world, all by herself. I stopped and waited.

    There was silence for a moment. Laura gazed at me, then took a sip of her tea with a soft "slurp" sound. Then she put the cup down on the coffee table next to the chair she was sitting in.

    "Here's one part that doesn't make sense," she said, frowning. "You said that the first time you went into Alice's room, she sounded like she thought you were someone else, like she wasn't surprised to see someone else coming in."

    I nibbled on the tip of my finger. I had said that. How did I not notice this before? That was a clear inconsistency in Alice's story. The first time I went into her world, she'd asked me what I was doing, asked me what time it was. She didn't know it was me when she said those words, so who was she talking to? If everyone else in her world was gone, as she'd said, then surely she wouldn't have anyone to talk to. So who was she expecting to come into her room that night?

    There were several possible explanations, and I didn't know how likely any of them were. The first was that she was simply sleepy and disoriented when she woke up and spoke without thinking, but this didn't seem plausible. Surely even in a bleary-eyed state, she'd know that no-one was around to hear her words.

    The second was that she was talking to herself. This seemed equally unlikely, as she'd asked me directly what I was doing, even though she didn't know who it was that had come into her room. So that one was out of the window.

    The third was that there was actually someone else in her world and that she had lied to me. As much as I didn't want to think about it, this was probably the most plausible explanation. She didn't sound surprised to hear someone coming into her room in the middle of the night, but she froze solid when she discovered it was me. Perhaps she was expecting my… her… our parents or something.

    The fourth and final possibility, so far as I could make out, was that there was someone else out there in a similar situation to me — another "visitor," as it were — who had been paying her occasional visits before my first appearance. I didn't know how likely this was, as I wasn't any closer to figuring out exactly why I was able to visit her in the first place, so I had no idea if anyone else would be able to do it.

    I explained my thoughts on these four possibilities to Laura, who looked deep in thought for a moment, and took another swig of tea.

    "Hmm," she said. I was impressed how unfazed by all of this she seemed to be. I'd said some pretty outlandish things, but it didn't seem to bother her in the slightest. For some reason, it made me slightly anxious.

    "Hmm?" I said.

    "Yes, hmm," she said, setting the teacup down again. "I don't think we have enough information to go on just yet. The only real thing we seem to know about when you can… cross over, or whatever it is you're doing… is that it happens at, what, around 2:30?"

    "Yeah," I said. But that didn't explain the few exceptions to that rule — the bathroom in college, and that time Alice had come into my room just after the sun had set one day. I said as much.

    "Uh-huh," she said. "Let's focus on the 2:30 thing for the moment, then we can think about the others. Does the time 2:30 have some sort of… meaning?"

    I racked my brains, trying to think if there was anything relevant that might explain it. 2:30. 2:30 in the morning. Half-past two. What was–

    "Holy fuck," I said, more to myself than to Laura.

    "What is it?" she asked eagerly. "Did you think of something?"

    "Yeah," I said. "Yeah, I did."

    *

    My eyes snapped open. I'd been having a nightmare. It was one of those ill-defined nightmares that was just born from depression and anxiety, not anything specific. There was no sense of narrative to it, no purpose, not even anything I'd be able to talk about. It was just the emotion of fear, running away from something terrible that was coming for me. I didn't know what it was or why it was after me, but I knew I needed to be as far away from it as possible.

    My body was drenched with sweat, and my pulse was racing. It felt as if I really had been exerting myself; fleeing in terror from whatever terrible fate was pursuing me. I was short of breath; I gasped and tried to calm down, but I couldn't. I was on edge. I felt scared and worried. I couldn't explain why. I just had a terrible feeling, and it wouldn't go away.

    I sat up unsteadily and leaned back against the wall. The room was dark, as usual, the only illumination coming from the glowing digits of the battered old clock radio. They gave off a cold, green light, but I found the sight of them to be oddly comforting — a pleasing constant in my life.

    I didn't have a bad life, really, but it wasn't particularly good either. I was doing well at my new college, though I was having trouble making friends and felt a bit lonely. I felt anxious about my future, though. I wanted to do the very best I possibly could, and I was never sure if what I was doing was good enough. Was I trying hard enough?

    I glanced at the clock radio just as the digits ticked over from 2:29 to 2:30 a.m. I knew I should probably get back to sleep, but I was far too awake and alert right now for that — I was in full-on "fight or flight" mode, and lying down while I was in this state would doubtless just lead to a panic attack and a completely sleepless night. Best that I tried to calm myself down rather than making things difficult for myself.

    Suddenly, a piercing sound from the other side of the room. It took me a moment to identify it as the ringtone of my phone which, as usual, I'd put out of reach so I'd have to get up and turn it off in the morning. I jumped to my feet and dove for the phone. The sound was shattering the silence of my room, just as I was getting used to it, and I wanted it to go away.

    I didn't recognise the number that was coming up on the screen. I didn't want to answer, but I figured if someone was calling at this hour it was probably important. So, with some trepidation, I tapped the option on the screen to answer the call.

    "Hello?" I said in a cracked voice.

    *

    Laura's eyes had widened yet further.

    "Holy fuck," she said, echoing my earlier words. "Yeah. Yeah, that would make sense. Well, not sense, but…"

    I scowled at her.

    "Sense?" I snapped. "None of this makes any sense. What possible connection could… that… have to what's going on now?"

    "Well, not to state the obvious, but… Alice?" said Laura bluntly.

    Damn. She was right. But it still didn't really make sense. What was the connection between the events of that night and the other Alice? They shouldn't have anything to do with each other, right? After all, the other Alice was convinced that I was the one who had… departed — me, along with, apparently, everyone else in the world.

    Could that have happened at the same time as…

    "I can tell you're thinking what I'm thinking," said Laura. "But we have no way of knowing right now."

    "Yeah," I said. "The only way I'd be able to find out would be to talk to her and find out, and even then, there's no guarantee that she'd remember the exact time something as awful as…"

    I trailed off for a moment. It occurred to me that Alice hadn't explained exactly what had happened to everyone else in her world. She claimed they were all gone, but before she'd had the chance to explain herself, we were torn apart again.

    I made a mental note. The next time I saw her, that would be the thing to talk about.

    I slumped back against the arm of the sofa and looked wearily at Laura.

    "I don't get you," I said quietly.

    "What's not to get?" she said softly.

    "One minute you're hysterical and upset about me; the next, I feel like you're looking at me as if I'm mad; the next, you're trying your hardest to help me. I guess… I'm just wondering what you're really thinking."

    "I want to help," she said simply. "I honestly don't know what to believe right now, even after seeing you disappear from in front of my eyes that time… but the one thing I do know is that I want to help. However I can."

    "Just… please promise me one thing," I said.

    "Sure," she said.

    "Please don't even think about getting me taken away as some sort of nutcase until we've figured this all out," I said. "I know there's the distinct possibility that all of this is some sort of fucking crazy hallucination I'm having from lack of sleep or something, but I need to know for sure. If it looks like, beyond a doubt, I'm going insane, then sure. Do what you need to do. But for now, please, trust me. Believe me. Even if it's difficult. Even if it makes no sense."

    "I do," she said without hesitation. "I believe in you. We're going to get through this."

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    1027: Chapter 10 https://imnotdoctorwho.moegamer.net/2012/11/10/1027-chapter-10/ https://imnotdoctorwho.moegamer.net/2012/11/10/1027-chapter-10/#respond Sat, 10 Nov 2012 21:24:46 +0000 http://angryjedi.wordpress.com/?p=4676 I'm not sure when I eventually fell asleep, but I knew without looking at the clock what time it was when I woke up again. "2:30?" I said to myself as I pulled the covers off my head and emerged into a dark room illuminated only by the digits of the clock radio. "2:30," I … Continue reading 1027: Chapter 10

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    I'm not sure when I eventually fell asleep, but I knew without looking at the clock what time it was when I woke up again.

    "2:30?" I said to myself as I pulled the covers off my head and emerged into a dark room illuminated only by the digits of the clock radio. "2:30," I said, confirming my suspicion via a glance at the glowing numbers.

    "Let's get this over with," I said, climbing out of bed. I'm not sure at what point I had become so complacent about these strange happenings — after all, it was just yesterday that I had been yelling at the mysterious figure about how much I wasn't ready to deal with whatever its stupid plan was. Perhaps it was just mental exhaustion — not having anything more left to "give" — or perhaps it was a sign that I really was growing accustomed to this strange and unnatural existence.

    I walked slowly and carefully down the hallway in the direction of my sister's room. Without hesitating this time, I grasped the door handle and opened it. I felt the same sense of nervous tension as I always did when doing this, and I knew that she'd be there waiting for me. I didn't sit down on the bed, and I didn't reach out to touch her; I just spoke in a soft voice.

    "Alice," I said. "Are you there?"

    "Yes," she said, apparently unsurprised to hear my voice. "Come on in. Not that I think I have a choice in all this, huh?"

    "No, I guess not," I said with a slight chuckle. "But I don't really have a choice either."

    I sat down on the side of the bed.

    "Shut your eyes," she said.

    "What?" I asked, and was promptly answered by Alice flicking the light on, dazzling me. I snapped my eyes shut.

    "I warned you," she said. "Now, is there a reason you keep bothering me in the middle of the night like this?"

    I thought about this for a moment.

    "Well, if I'm honest, not really," I said. "But I wanted to see you again, and it helps to have someone else to talk about these weird happenings with."

    "I suppose you're right," she said. "After all, whatever it is that's happening to you happened to me that one time. I managed to come in and see you in your room."

    "Oh, so that was you," I said.

    "Of course it was me, you big lunk," she said. "You recognised me and everything."

    "Right, right," I said. "That's not what I meant, though."

    I took a deep breath and started to recount my strange conversation with the shadowy figure from yesterday — including the part about how we were different "versions" of each other from the ones we knew.

    "Whoa, whoa, whoa, hold up there," she said. "So I was right, then. This is some sort of weird parallel universe thing."

    It sounded utterly ridiculous in the blunt manner she said it. But I had to admit that there weren't many alternative explanations.

    "Yes," I said. "I suppose so. You're convinced I'm… you know."

    "Dead?" she said, slightly irritably. "Stop pussy-footing around it and just say it. I thought you were dead, yes. And you apparently thought I was dead. And?"

    "Well, then," I said. "That there doesn't add up. We can't both be right. Unless we are. The only way in which we could both be right is if one version of each of us is…"

    "Dead," she said, finishing my sentence. I thanked her silently for not making me say it. "Man. My head is spinning. And, I gotta say, if it is the whole 'parallel universe' thing going on, I think I'm the one who got the shitty end of the stick here."

    "Why?" I asked, a little more indignantly than I intended. "You're alive, aren't you?"

    "Yes," she said. "But you're dead. And so is everyone else."

    "You mean Mum and Dad?" I asked.

    "Uh-huh," she said. "Along with pretty much everyone I've ever known, ever. I'm all alone. And not just all alone in an 'I'm so depressed so I'm going to lock myself in my room' sort of way. I mean literally all alone. There is no-one else here at all. They are all dead. They are all gone. I am the only person alive. Are you getting this yet? Are you understanding me?"

    My blood ran cold as her increasingly-agitated words reached my ears and my brain decoded their meaning.

    "Holy shit," I said. Then the lights went out, and I was left sitting on the side of her bed back in my own reality.

    *

    I couldn't get back to sleep after that revelation, so I had spent the rest of the night making myself strong cups of coffee and staring at the clock on the oven. As the sun began to rise, I dug around for my phone and sent Laura a message saying that I'd be all right to go to college today. This empty house was starting to feel like a prison — though it couldn't possibly compare to what Alice must be feeling.

    I felt a little guilty about the amount of self-pitying I had done over the course of the last few days. I thought I had it bad, but at least I still had Laura, and at least I was still living in a world that actually had people in it.

    I had considered the possibility that Alice might have been playing a cruel prank on me, of course, but I remembered the curiously empty, dark college campus I'd seen. There was certainly no sign of human life there — was that part of the same strange phenomenon that was, for some reason, bringing me together with this… "other Alice"? If so, it would certainly seem to match up with her story.

    I had too many questions to be able to draw firm conclusions. I never stayed long enough in what I was coming to think of as "Alice's world" to be able to tell if she was telling the truth or not. I didn't even know for sure that the deserted campus and the darkened room in which she was still alive were the same… parallel world, or whatever they were. I got the feeling Alice wanted to say more to me last night, but she didn't get the chance to. Why was she the only one left alive? How did everyone else die? What was so special about her? And what was so special about me, who was able to… cross over and see her?

    I lay my head down on the kitchen table as I grasped my latest cup of coffee — I'd lost count somewhere around the fifth or sixth — and closed my eyes. I groaned to myself. This was not getting any easier to deal with, but somehow my past feelings of fear were starting to seem like a distant memory. I was mentally and physically exhausted, and right now I just wanted to get out of here. The prospect of going to college and immersing myself in some tedious coursework was just what I needed right now — a semblance of normality in a completely chaotic existence.

    There was a knock at the door, and I recognised the distinctive pattern as Laura's. I got up, tossed my now-cold coffee into the sink and went to answer it. Sure enough, there she was on the doorstep, looking as tired as I felt.

    "You all right?" I asked.

    "Yeah," she said. "I've just been… worrying, you know."

    "Yeah," I said. I felt bad. "I'm sorry."

    "It's not your fault," she said. "I don't think. I don't know. Hey. You're probably right. Getting out of here is probably a good idea, but do you think we could talk about this later?"

    "Sure," I said. "But it's not really making any more sense now than it was before. In fact, it's probably making less sense."

    "That's okay," she said. "I just want to… feel like I'm in the loop, you know? I don't want you to get dragged away by whatever weird shit is going on. I want to help. If I can."

    "I'm not sure you can," I said. "But thanks. How about you come back here after classes today and we'll talk about it?"

    She smiled at me.

    "You've changed a little," she said. "I like it."

    I felt my cheeks flush slightly and got a sudden urge to change the subject.

    "Shall we go, then?" I asked.

    "Yep," she said, visibly brighter, though still with massive bags under her eyes.

    *

    The passed uneventfully. I was grateful for the lack of weird incidents, and happy for the opportunity to throw myself into the surprisingly tiresome task of writing 1,500 words on the subject of "taboo language". It turned out that exploring the etymology of the word "fuck" wasn't nearly as interesting as it sounded.

    Laura met up with me outside the front door of the college once the day had come to an end. She looked a little more lively than she had done earlier.

    "All right?" she said. "Still okay to come by for a bit?"

    "Yeah," I said. I felt a slight sense of nervousness at the difficult, bizarre conversation I had waiting for me at the end of the drive home, but also grateful for the fact that Laura was willing and able to stick by me through all this. I wasn't quite sure if I'd be able to handle it all by myself.

    I thought to myself, with a not-inconsiderable amount of guilt, that handling it by herself was exactly what Alice was doing right now. Her words — if they turned out to be true, of course, and I didn't really want to doubt her — meant that she really was all alone, rather than having someone who was apparently willing to stick by me even as I came out with the most outlandish-sounding nonsense about why I was acting so strangely.

    "Hey Laura," I said as I got into her car. "I probably don't say this enough, but… thanks."

    "What for?" she said, smiling.

    "Everything," I said. "I really appreciate you being there for me. You're always there for me. You've got my back, I know that."

    "It's fine," she said, starting the engine. "You know, it's not entirely selfless on my part, either, as you've probably noticed."

    I hadn't. Should I have?

    "Oh?" I said.

    "Yeah," she said, pulling the car out onto the road. "You're not the only one who feels alone, you know. While I really like spending time with you, I don't hang around with you so much just because of that. Outside of my parents, I haven't really got anyone else either."

    "Oh, wow," I said, quietly. I felt awful. I'd never even thought of that. I'd always just thought of Laura as "my friend" and not even considered the question of who — if anyone — she might be hanging around with when I wasn't around. So that was why she'd been so upset at the weird happenings the other night. She thought she was losing… her only friend?

    "It's okay," she said. "You've had your own stuff to deal with, so I never brought it up. But… since strange stuff is going on, I'd like you to remember it if you can. I know I got a bit hysterical the other night, but I meant what I said. I don't want you to go anywhere. I'm not sure what I'd do without you so please… whatever it is you're involved with, and I'm hoping we'll have a good talk about this when we get home, please try and stay safe."

    "I will," I promised. "I will."

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    1026: Still-Untitled Month-Long Work of Fiction, Chapter 9 https://imnotdoctorwho.moegamer.net/2012/11/10/1026-still-untitled-month-long-work-of-fiction-chapter-9/ https://imnotdoctorwho.moegamer.net/2012/11/10/1026-still-untitled-month-long-work-of-fiction-chapter-9/#respond Sat, 10 Nov 2012 01:46:05 +0000 http://angryjedi.wordpress.com/?p=4673 Laura took a while to calm down, but she eventually pulled herself together and decided to go home for a little while after I repeatedly assured her that yes, I would be all right for now. She looked almost as exhausted as I felt, and I really didn't want to upset her any further. Apparently … Continue reading 1026: Still-Untitled Month-Long Work of Fiction, Chapter 9

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    Laura took a while to calm down, but she eventually pulled herself together and decided to go home for a little while after I repeatedly assured her that yes, I would be all right for now. She looked almost as exhausted as I felt, and I really didn't want to upset her any further. Apparently whatever had actually happened from her perspective last night had been pretty strange. Not that it wasn't weird from my own perspective, of course, but if what she said was true — if I really had "disappeared" from in front of her… then yes, I could sort of understand her reaction.

    I lay back on my bed and stared at the ceiling. The silence seemed oddly oppressive, but I couldn't be bothered to get up and put on something that made noise. I was used to the silence by now. This house was always quiet. Most of the time I didn't notice it, but for now it seemed particularly noticeable.

    I blinked a few times and continued to gaze at the featureless patch of ceiling above my bed. My mind started to wander as I considered everything that had happened so far.

    Things were starting to come together in my mind, but they seemed highly improbable, if not impossible. How was this all happening?

    I made a mental checklist in my mind.

    Okay, I thought. Let's go through these things one at a time.

    The main mystery was how on Earth I was suddenly able to see and speak with my sister. This was something that should be impossible, and yet it wasn't. She seemed just as bewildered as I did at the concept.

    That led on to the second mystery: our apparently different memories of what had happened in the past. My memory clearly believed that she was… gone, along with my parents. That was surely a fact that couldn't be argued with. The house I was in was so silent right now because they were gone. If they were still here, I'd have been able to hear my parents talking and my sister probably listening to whatever God-awful pop group she'd seen on the television that week. But they weren't I was here, alone.

    And yet she seemed to think that was the one who was not around any more. Her reaction to me was very similar to my reaction to seeing her again. She seemed to think that my presence was the thing that should be impossible.

    That was the part that didn't really make sense to me. How could we both be right? Because we both clearly believed that we were right.

    There was only one real possibility, but I couldn't even bring myself to think it, it seemed so ludicrous. And yet it continually crept in to the corner of my mind, begging me to consider it further.

    "Ah," came a familiar and unwelcome voice; an oddly-soothing voice. "So you're starting to get it."

    I sat up suddenly and looked around. I couldn't see where the voice was coming from. It seemed to fill my mind rather than my ears; to come from all around me, everywhere and nowhere.

    "What is this?" I asked in an unsteady voice. "Who are you?"

    "Oh, you've found your voice at last," said the voice. It was taking a somewhat patronising tone that I didn't much care for, but the feeling of fear was overriding annoyance at the moment. "Good. That will make conversing with you much easier."

    "You didn't answer my question," I said, trying to sound assertive but just ending up painfully aware of how much my voice was quavering.

    "Calm down," said the voice. It was as smooth as butter, and I couldn't help feeling soothed by its tones, even though it also scared me. "My name is not important right now. I mean you no harm, though."

    Somehow I wasn't entirely convinced, but I said nothing in response to it.

    "Doubtless you are trying to make sense of what is, after all, a very strange situation, correct?" it continued. "And doubtless you are rapidly coming to the conclusion that something that appears to be fairly implausible must, in fact, be the explanation, yes?"

    "Yes," I said meekly.

    "Tell me what you think is happening," said the voice bluntly. "And then we'll go from there."

    I paused. I felt ridiculous even contemplating saying these things out loud. And yet here I was talking to some sort of presence that may or may not be a figment of my own imagination. In for a penny, in for a pound, I thought.

    "All right," I said. "Clearly I am… going somewhere sometimes. Otherwise Laura wouldn't have seen me disappear."

    "Go on," said the voice, goading me.

    "And when I… go somewhere, it's a place where my sister is."

    "Yes."

    "When I meet my sister, she has no memory of… that night. Instead, she seems to be convinced that I am the one who… passed on."

    "Continue."

    "Therefore, the only possible explanation for all this is that…"

    "Yes?"

    "Is that…"

    "Just say it."

    I swallowed, grit my teeth and remained silent for a moment.

    "The only possible explanation," I said again after a moment, "is that the 'sister' I'm seeing is… a different version of her to the one I lost back then."

    "Bravo!" said the voice. I heard what sounded like a slow clap, and a figure that absolutely wasn't there before was suddenly standing by my bed. It was indeed giving me a slow clap. I instinctively recoiled and pressed myself into the corner of my bed, as far away from the figure as I could possibly get.

    I could tell it was the same figure I'd seen in the mirror the other day. I avoided looking at it. It freaked me out then, and it was freaking me out now, not least because it had appeared out of nowhere and was now standing in the middle of my room as if it was the most natural thing in the world. It didn't belong here, and I very much wanted it gone, but I had the feeling that wasn't going to happen until it had finished whatever its business was with me right now.

    "Yes, indeed," it said, turning to face me. "And do stop cowering. I told you I didn't mean you any harm and I mean it. You're far too interesting for me to let you get hurt."

    Interesting? Me? I thought it, but didn't say it.

    "Yes, you," it said, apparently reading my thoughts. This didn't make me feel any better. "You're an intriguing one, which is why I'm here now."

    "Are you… the one who is making these strange things happen?" I asked uneasily.

    "Heavens, no," said the figure with a ghastly laugh that chilled me right up my spine. "I don't have that sort of power. I'm just… keeping an eye on things, shall we say. You see, the things that are happening to you are… a bit of a concern. They're not supposed to happen, in short. You shouldn't be able to do the things that you're doing. But you are."

    "And… what am I doing?" I asked. I wasn't sure I actually wanted to know, but I felt like the figure was expecting that I should ask it.

    "Hmm, how to put this in terms you can understand," said the voice in a condescending tone. "Basically every so often you're crossing a 'threshold' — a boundary between worlds, I guess you'd call it — and that, not to put too fine a point on it, is causing problems."

    "What kind of problems?" I said.

    "That's… not important right now," said the figure. "For the moment, I'm simply studying what is happening with you and then we'll work out what the best thing to do is. In the meantime, you get to see your sister again when you thought that became impossible the moment she died. Pretty great, right?"

    Something snapped in my mind and the fear was gone, replaced with anger. I looked at the figure for the first time. It was oddly androgynous, dressed all in black. I couldn't tell from either its figure or voice whether it was male or female. Its skin was pale as snow, and its eyes, which were looking straight at me, were a sparkling ruby red. It was both beautiful and terrifying to look at.

    "Pretty great, you say?" I growled. "Pretty great? Do you have any idea what I've been going through? How difficult this all is to deal with, how much of a complete and utter headfuck it is to be seeing Alice again?"

    "Yes," said the figure simply and calmly. "I've been watching all of this since it started. I've tried to appear to you a few times before this but you… well, you showed that you weren't quite ready to process the information just yet."

    "And you think I am now?" I said, the volume of my voice rising. "You think I'm 'ready' for whatever your weird little plan is? Well, I'm not. I'm out. I just want some peace. I want a normal life. I want to be able to grieve properly for the people I have lost and move on. I want to be able to concentrate on my future rather than being constantly reminded of the most painful thing in my past. I just want to live, for fuck's sake."

    I wasn't sure, but I thought the figure looked slightly impressed at my outburst.

    "Okay, okay," it said, brushing something off its arm with a dismissive expression. "Perhaps this was a bad idea to come here and talk to you today. You're still clearly… dealing with a lot of things. I will leave you in peace for now, but like I say, the strange things that have been happening to you are nothing to do with me. Or, rather, I should say, they're not caused by me. And they are going to keep happening to you until you're ready to deal with what's going on. I'll ask you one last time before I let you go back to staring at the ceiling with that vacant expression on your face: are you ready to deal with this?"

    "No!" I yelled. "Please! Leave me alone!"

    "That's all I needed to know," said the figure. Then it was gone.

    I had no idea what had just happened to me. I wasn't sure if I had actually just experienced that utterly bizarre conversation, and Laura wasn't here to tell me whether or not anything strange had happened from her perspective.

    Suddenly I felt very alone and isolated, and I didn't know what to do.

    I simply climbed under the covers of my bed and hid in the warm darkness. I would be safe here. Nothing could get me here.

    It was a childish thought, of course — I used to hide under the covers when I was a kid and afraid of monsters in the dark. But right now, the monsters seemed that little bit too real, and I wasn't ready to fight them head-on. I didn't know if I would ever be ready. Perhaps I would get there. That strange figure, whoever it was, seemed to think I would. But right now, all I wanted to do was hide away from everything and never come out.

    So I hid.

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    1025: Still-Untitled Month-Long Work of Fiction, Chapter 8 https://imnotdoctorwho.moegamer.net/2012/11/08/1025-still-untitled-month-long-work-of-fiction-chapter-8/ https://imnotdoctorwho.moegamer.net/2012/11/08/1025-still-untitled-month-long-work-of-fiction-chapter-8/#respond Thu, 08 Nov 2012 23:42:33 +0000 http://angryjedi.wordpress.com/?p=4670 Laura stayed for the whole day, and we came up with a plan. I wasn't sure I liked it, but if nothing else it would help both of us to work out what was going on. We — well, she, mostly — decided that she should stay over and keep an eye on me. If something weird … Continue reading 1025: Still-Untitled Month-Long Work of Fiction, Chapter 8

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    Laura stayed for the whole day, and we came up with a plan. I wasn't sure I liked it, but if nothing else it would help both of us to work out what was going on.

    We — well, shemostly — decided that she should stay over and keep an eye on me. If something weird happened, I said I'd tell her, and she'd tell me if she could see anything. If nothing else, it would help to establish if I was really seeing Alice, or if I was just going a bit weird in the head. I didn't really want to think about what it meant if she didn't see anything when I did, but at least it would be proof that this was maybe something I couldn't handle on my own.

    But then what if she did see something? What would that mean then?

    These questions swam around inside my head as I lay down on my bed and closed my eyes. I heard Laura rustling in the sleeping bag on the floor. She said she'd try and stay awake, but she already sounded like she was getting comfortable.

    Within a few minutes, her breathing became soft and regular, and it was clear that she was asleep.

    I smiled bitterly to myself. Most people my age would probably be thrilled to have a girl in their bedroom. But these were hardly normal circumstances. Laura was here — let's not be under any illusions about this — to determine whether or not I was going insane.

    I scrunched up my eyes tightly and tried to banish the thoughts from my head, but it wasn't really working. I rolled over onto my front and buried my head in the pillow, but it was hard to breathe. Was I ever going to get to sleep tonight?

    What felt like minutes later, I woke up with a start. I could hear Laura's soft snoring still coming from down on the floor. The room was noticeably darker than it had been when I was trying to get to sleep. I looked at the clock radio; sure enough, as I expected, it was 2:30.

    I sat on the edge of my bed and stretched my aching muscles. Then I nudged Laura with my foot. She gave a mumble but didn't stir.

    Possibilities crossed my mind. Should I just not wake her? If she didn't wake up, I could just say I slept through the night and nothing happened. It's possible that nothing will happen anyway, but perhaps it would just be easier if she…

    "Oh, hey," she groaned. I heard the sleeping bag rustle as she sat up. "What time is it?"

    That answered that.

    "2:30," I said. "I keep waking up at this time for some reason."

    "Is something…" she began, then hesitated. "Have you seen anything?"

    "No," I said. "But the last few times I've woken up at this time, I've… I've seen Alice in her room."

    Laura was silent for a moment. The only sound was her gentle breathing. There was something delicate and feminine about it. I felt a strong and sudden urge to try and keep her safe.

    "Do you want to go and look?" she asked eventually.

    "Yes," I said, almost immediately. I felt the same usual sense of unease and fear, but rather than stopping me from acting, now it felt like it was spurring me on into action. I had to see her again. I had to see her. "Yes. Come on."

    "All right," said Laura. She yawned. "Let's get this over with."

    She braced herself on the side of my bed and stood up, shaking the sleeping bag off her legs. I couldn't stop myself from stealing a glance at her in the dull glow of the digits from the clock radio. She was wearing one of my T-shirts to sleep in, and nothing else. My eyes followed the contours of her shapely legs for a moment before I stopped myself. I shouldn't look at her like that.

    "Hey," she said. "You all right?"

    "Yeah," I said, trying to shake the impure thoughts out of my mind. "Yeah. Let's go."

    We walked out into the hallway, and I led the way to my sister's room. I paused in front of the door as usual. I felt Laura place her hand on my shoulder behind me, and I felt somewhat reassured, but still uneasily.

    I put my hand on the doorknob and opened it. I stepped over the threshold into the darkness of my sister's room. I felt Laura's hand release me as I stepped inside, and I knew she was hanging back to wait for me rather than intruding on this.

    I sat down on the side of the bed as I had done before and reached over to try and stir my sister. She was already awake.

    "Hello again," she said. "Is this going to be a habit? It would be nice to get a full night's sleep one of these days, you know."

    "Sorry," I said. "I'm trying to work all this out."

    "I'm just joking," she said, her voice softening a little. "I want to know what's going on too. And I know it probably means at least a few nights of interrupted sleep."

    "I'm still sorry," I said. I felt a wave of emotion rising up inside me. I felt like I wanted to cry, but I held myself back from the brink. "I wish I could have done something. I wish I could have saved you."

    "Whoa, wait, what?" she said. "Save me? From what? I'm here! I'm safe. See? Here."

    I felt her small hand touch me on the cheek. It was freezing cold, but she was definitely there. A tear fell from my eye.

    "Yeah," I said. "Sorry, I…"

    "Yeah, something funny's definitely going on here," she said. "It's like… you're convinced I'm dead, right?"

    "Yeah," I said in a voice that wasn't much more than a whisper.

    "And… I'm convinced you're dead," she continued.

    "Yeah," I repeated.

    There was a momentary silence.

    "No, I got nothing," she said. "Well, nothing that makes any sense, anyway."

    "This isn't exactly a situation that makes sense anyway," I said to her, wiping my eyes. "So let's hear your situations that don't make sense."

    "No, they're too stupid," she said. "They couldn't possibly be happening."

    "Come on," I said. "You can tell me."

    There was no response.

    "Alice?"

    I wondered what weird suggestions she had, and my mind started wandering, trying to think of some of my own. All of them just seemed too ridiculous to even consider. But like I said to her, this whole situation didn't make sense. When you rule out all of the plausible things, what you're left with, however implausible or impossible-seeming, must be the truth. I'd heard that somewhere.

    She wasn't saying anything.

    "Alice?" I called. I reached out to touch her, but found only bedding.

    She was gone again. But now there was a different sound coming from outside the room. It sounded like someone crying.

    Laura?

    I stood up from Alice's bed and pulled the door open. Laura was kneeling on the floor of the hallway, sobbing.

    "Hey, uh, you all right?" I said. Her head snapped up and she gazed at me with wide, tear-filled eyes — eyes that looked afraid.

    "How the fuck did you do that?" she whispered in a broken voice.

    "Do… what?" I asked.

    She stood up and walked slowly towards me until she was so close our bodies were almost touching. Her hands moved to my face, her slender fingers caressing my cheeks, as if she was a blind girl trying to visualise the appearance of someone she would never see with her eyes. She was breathing raggedly through her mouth, and I felt her hot breath against me.

    "You're really here, right?" she said.

    "Yes," I whispered. Her face was very close to me. I didn't know what was happening. She put her arms around me and pressed herself against me.

    "Please," she said. "Just hold me until morning."

    *

    I woke up as the sun was rising. My bed felt more cramped than normal, and it took my sleepy mind a moment to realise that there was something in my bed with me, another moment to realise that it was a person and yet another to remember that it was Laura.

    She was still sound asleep, facing away from me towards the wall.

    I had only dim memories of exactly what had happened last night, but as my brain went through its startup sequence I remembered Laura's words, her request, her plea for me to hold her until morning. I remembered how scared she'd looked. What happened?

    She looked peaceful now, at least, so I decided not to wake her. I honoured her request as best I could, though, and hesitantly draped an arm over her sleeping figure.

    I closed my eyes and found myself drifting off again.

    *

    The next time I awoke, Laura's face was right in front of me. Her hair was a mess and her eyes looked tired.

    "Hey," she said. "I'm, uh, sorry about last night. Not that I imagine you're complaining."

    I was suddenly very conscious of the "morning glory" erection I had, and tried discreetly to ensure that I didn't poke her with it inadvertently.

    "It's, um, all right," I said. There was an awkward silence that I felt the need to fill as soon as possible. "You seemed pretty upset about something… did you see my sister?"

    "No," she said, the cheeky smile from a moment ago fading instantly. "In fact, I didn't see anything."

    I felt an unpleasant feeling, like icy-cold fingers crawling up my spine.

    "So… I am going mad, then?" I asked.

    "No," she said, her voice becoming a little more agitated. "No, you don't understand. I didn't see anything at all. You weren't there. You just disappeared, right in front of me."

    Her eyes filled with tears.

    "You went away," she said again. "You disappeared. I couldn't see you, couldn't find you. You were gone. You left me. Please don't leave me. Please don't go away."

    She buried her face in my chest, and all I could do was put my arms around her and hold her as she broke down completely. I'd never seen her like this before, and I hated myself for the fact that I was the one who had done it to her.

    "Please don't go away," she kept saying. "Please don't leave me."

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    1024: Still-Untitled Month-Long Work of Fiction, Chapter 7 https://imnotdoctorwho.moegamer.net/2012/11/07/1024-still-untitled-month-long-work-of-fiction-chapter-7/ https://imnotdoctorwho.moegamer.net/2012/11/07/1024-still-untitled-month-long-work-of-fiction-chapter-7/#respond Wed, 07 Nov 2012 22:45:01 +0000 http://angryjedi.wordpress.com/?p=4665 I was in a dark room, the only illumination coming from a small candle in the middle of a table in front of me. The rest of the room was filled with the sort of darkness so thick it looked like it would be hard work to walk through; like it would try to suffocate … Continue reading 1024: Still-Untitled Month-Long Work of Fiction, Chapter 7

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    I was in a dark room, the only illumination coming from a small candle in the middle of a table in front of me. The rest of the room was filled with the sort of darkness so thick it looked like it would be hard work to walk through; like it would try to suffocate you, smother you.

    I walked towards the table — there was nowhere else to go — and stood in the small pool of light around it.

    Nothing happened for a moment. I looked around with some curiosity, but for some reason I didn't feel uneasy or scared. I felt like I should just wait, so I did.

    There was no sound. The room, wherever it was, just wasIt simply existed. I couldn't hear any sounds from outside, nor any noise from in here. Even the slightly-flickering candle flame wasn't making a sound.

    Then, suddenly, I heard something. Footsteps? They were slow and tentative, and they sounded like bare feet on a tile floor. I looked down at my own feet, but the light from the candle wasn't enough to tell what I was actually standing on. I tried to move my feet and make a sound with them, but I found I was rooted to the spot. I couldn't move.

    I still felt curious rather than scared or uneasy. This was happening and there was nothing I could do about it.

    The footsteps were coming closer now. They sounded like they were slow; tired.

    I knew who they would belong to before the shadowy figure emerged from the impenetrable darkness.

    "Alice," I said quietly, in a calm, emotionless voice. She looked up and continued walking towards me slowly but regularly; not quite stumbling, but looking like she had walked for a long time and just wanted to rest. Her eyes looked at me, but there was no spark behind them, no glimmer of recognition. She looked, to all intents and purposes, like she was–

    As she stepped into the visible pool of light around the table, suddenly she vanished, her body seemingly shattering into a pale smoke. I watched it rise into the air and gradually disappear into the darkness–

    –and then my eyes flicked open, and I was gazing at the ceiling of my room again. The familiar sounds of the middle of the night — the gurgling of the radiators, the occasional sound of a car driving past in the distance — were back once again.

    I rubbed my face and sat up, groaning to myself. I glanced over at the clock. 2:30 again. What was it about this time?

    I decided to go downstairs and get myself a glass of water, as my throat felt completely parched. I did so, the cool yet not-that-nice water from the tap washing down smoothly, feeling like it was filling me with life.

    The details of the dream were fast fading from my mind, but I knew that Alice was involved in there somehow. I wasn't quite sure what to make of it all. Perhaps it meant something, or perhaps it was just my unconscious mind struggling to make sense of what was, after all, an inexplicable series of events that had taken place over the last few days.

    I began to wonder if Alice would be in her room again tonight. I wasn't sure what I'd do if I saw her, but I felt a powerful urge to check in on her anyway. The prospect of seeing her again still caused my guts to tie themselves in knots and my heart to begin pounding, but tonight felt different somehow — like I was expecting, wanting it to happen. I walked quietly up the stairs and hesitated outside her room just as I had done several times before.

    I pushed the door open slowly and it gave its usual little creak. Inside, it was dark; the moon was clouded over again, so there wasn't much light coming in through the crack in the curtains. I could tell from the strange feeling I was getting that Alice would be in her bed, though.

    I sat down on the side of it and reached out to touch her. She groaned a little and rolled over, then I heard her take a sharp breath.

    "You're here again," she whispered. "Why?"

    "That's what I'm trying to figure out," I said in a low voice.

    "I don't have a clue either," she said. "It's weird. It's like… I don't know. One minute you're here, the next you're not. Or one minute I'm there, or the next I'm not. What's going on?"

    I paused in thought for a moment. Could it be–

    "Wait," I said. "Is something… strange happening to you?"

    "Besides my dead brother creeping into my room in the middle of the night?" she hissed sarcastically. "No, things are just peachy." She paused. "Yes, of course something strange is happening to me, you prick. I was hoping you'd be able to explain why you keep showing up like this."

    "I… was actually hoping the same thing," I admit. "I don't understand what's going on. So far as I'm concerned, you're…"

    "Dead?" she said. Her bluntness stung a little. "No, I'm not dead. Look."

    I couldn't see what she was doing in the darkness but I heard and felt her moving around in the bed. I figured it might be best that I didn't see exactly what she was doing.

    "Well, I'm… still here, too," I said. I reached out my hand and touched where I assumed her arm was.

    "Ew!" came the response. "Don't be weird. Also, your hands are cold."

    Evidently that wasn't her arm.

    We both sat in silence for a moment. I cleared my throat a couple of times to let her know I was still there. It seemed that we were being allowed to stay together for a little longer than usual.

    "You know," she said after a while, "I know I give… gave, whatever… you shit all the time, but I am glad to know that you're sort of alive somewhere."

    It was a clumsy sentiment, but it was a strange situation and there really wasn't a better way for her to express it.

    "Yeah," I said. "I'm glad too. I thought you were gone forever."

    There was no response, and I knew that we'd been torn apart once again.

    *

    The next morning, Laura showed up as usual, but when I opened the door she came in.

    "You're taking the day off," she said. "You need rest. Lots of rest. And I'm going to make sure you get it."

    She said it in a tone that indicated there was to be no arguing with this arrangement. I knew that it was futile to resist.

    "Fine," I said. "But is it okay?"

    "I called Gladwell," she said. She was on good terms with our tutor. "He'd noticed you'd been a bit out of sorts recently, so I arranged it all with him. Don't worry."

    I instantly found myself wondering exactly what she'd said to him.

    "I said don't worry!" she said, seeing my face. "I didn't tell him anything specific. Not that I really know anything specific, either. Come on. Talk to me. Please?"

    "I'll try," I said. "At least come in properly. Take your shoes off."

    She obliged. I closed the front door behind her and I led her into the lounge. I plopped myself down in one of the armchairs and she sprawled on the sofa.

    "Make yourself at home," I said sarcastically. I didn't mind, really. I spent very little time in this room. There was no real reason to. When I was at home, I spent most of my time in my room, and when I wasn't here, I was at college. This was what my life, such as it was, had become.

    "So," she said, sitting up and propping herself up on the sofa arm. "Let's try and have this conversation again. Before you start, I know it's tough. And I know it hurts. I also know you. I know you're trying to be strong and carry all this on your own shoulders because you feel that you have to for some weird reason. But I'm telling you that you don't have to. I'm here. I want to help."

    I sighed. Rationally speaking, I knew she was right; I was being an idiot, and that was probably what was leading to these tricks my brain was playing on me — assuming they were tricks — but it was difficult. I didn't "do" opening up to people. I didn't "do" talking. It wasn't that I didn't want to. I couldn't. Laura had been literally my only friend for a long time now, so I'd had very little practice at expressing myself properly.

    It was a strange feeling. Often I could imagine the conversation I'd want to have with her, or at least the way I'd want to start it, but would end up choking on the words. Not literally. Well, not quite. But I would feel my throat tighten and become dry, and the words would be impossible to get out. I'd either end up just staring at a wall or making an excuse, and the things that probably needed to be said were left unsaid. This was starting to develop a strong risk of becoming one of those times.

    "Laura, I–" I began, then paused. "Thank you," I said simply. "You've always been there for me, and I don't deserve it. I treat you like shit, but you're still around."

    "That's not true," she said. "You know me well enough by now, surely. I wouldn't stick around if I actually thought you were treating me like shit. I'd tell you off first, but yeah. If you kept it up, I'd be off."

    I smiled a little. Her words weren't overly convincing. I did worry a little about her.

    "Really," she reassured me. "I promise. I would tell you if you were taking the piss."

    "All right," I said.

    I paused and contemplated what I should say next for a moment.

    Then I released the safety catch on my mind, and started talking.

    I explained about the previous evenings, how I'd been absolutely convinced that I'd seen my sister, alive and well, in her bedroom. I explained about the weird darkness I'd experienced at school. I even told her about the voice I'd heard in the classroom, and the weird figure in the mirror. I just kept going and going and going because I knew that if I stopped, I wouldn't be able to start again. I had to get this all out of my head. I had to tell someone. I had to release this tension. I had to–

    "Holy shit," she said eventually. "I… I'm not quite sure how to respond to that."

    There was an awkward silence.

    "You think I've actually gone insane, don't you?" I said wearily. My tirade had taken all of my mental strength, and now I felt exhausted, despite the fact it was barely an hour since I'd got out of bed.

    "Well, no…" said Laura. "I don't know. No. You're not insane. If you'd actually gone crazy I doubt you'd be able to talk about this right now. But something's going on, and — don't hate me for saying this, I know you don't like it — you could probably do with some help."

    "You might be right," I said, closing my eyes and leaning back in the chair. It was a moment before I spoke again. I sat up again and looked at her. "I honestly don't know what to do. It happened again last night. I saw her, spoke to her, but then we were pulled apart again. And the weird thing is, the same thing seems to be happening to her. She seems to think that I'm the one who's… you know."

    "That is strange," said Laura. She swung her legs down off the sofa and stood up. Then she walked over to me, leaned over me and put her arms around me. "We're going to get through this. You're going to be fine."

    At that moment, I believed her.

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    1023: Still-Untitled Month-Long Work of Fiction, Chapter 6 https://imnotdoctorwho.moegamer.net/2012/11/07/1023-still-untitled-month-long-work-of-fiction-chapter-6/ https://imnotdoctorwho.moegamer.net/2012/11/07/1023-still-untitled-month-long-work-of-fiction-chapter-6/#respond Wed, 07 Nov 2012 01:05:45 +0000 http://angryjedi.wordpress.com/?p=4662 I sat down at the desk, and Laura plopped herself down in a chair across from me. "Here," she said, reaching into her bag and handing me a foil-wrapped lump. I tentatively unwrapped it and discovered a sandwich inside. It looked good — turkey and ham, accompanied by some lettuce and cucumber, with a drizzling … Continue reading 1023: Still-Untitled Month-Long Work of Fiction, Chapter 6

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    I sat down at the desk, and Laura plopped herself down in a chair across from me.

    "Here," she said, reaching into her bag and handing me a foil-wrapped lump. I tentatively unwrapped it and discovered a sandwich inside. It looked good — turkey and ham, accompanied by some lettuce and cucumber, with a drizzling of mayonnaise over the top. Simple but tasty. I took a bite and it made me all the more painfully aware that I hadn't eaten properly since yesterday lunchtime.

    "This is good," I mumbled with my mouth full. Laura grimaced. I remembered that people talking with their mouth full bugged her, but it was already too late. She smiled and chuckled.

    "I figured you could do with something nice," she said. "But I can't afford to buy you lunch every day. So you got this."

    "Thanks," I said, making sure to swallow first this time. She took out another foil-wrapped package from her bag and unwrapped it to reveal another identical-looking sandwich. She started eating it, and we both sat in silence for a few minutes, enjoying the simple but comforting food and each other's company.

    "I–" I began, before realising that I wasn't sure what I wanted to say. Unusually for me, I felt like I wanted to actually talk about the things I'd been thinking and feeling, but found myself completely unable to express them. Where to begin? And was it even a good idea to bring it up? It was so much easier to just shoulder it all by myself, but–

    "You…?" Laura replied, putting the last of her sandwich in her mouth and looking at me quizzically.

    I paused for a moment, then figured I'd test the waters.

    "I've… I've not been doing so great recently," I said.

    "I know," said Laura gently. "It's okay."

    "Well," I said, "I'm not sure it is. I'm kind of worried."

    She raised an eyebrow.

    "Uh-huh. Is this anything to do with you working yourself to the point of exhaustion and scaring the crap out of me?"

    "Partly," I said. I hesitated. Where to go from here? "I've… Well, my mind has been going back to that time, you know?"

    "Mm," she said, leaning in a little closer. "Yeah. I'm not surprised. I can't even begin to imagine how much it must hurt."

    This was probably the first time we'd actually had a serious conversation about all this. Laura knew how much I hurt, of course, because she'd borne the brunt of my irrational lashing out when I was at my worst. But we'd never really talked about it. It was always just implicit understandings and mutual avoidance of difficult topics. Today felt different, though. I felt like I'd opened the floodgates a little, and just behind them was a torrent of… what? Feelings? Emotions? Memories? Something was waiting to burst out, and I wasn't quite sure I was ready for it.

    "It does," I said. "It does hurt. And I thought I was dealing well with it, but now I'm not so sure."

    She nodded and waited for me to continue.

    "I've… I've been…" I faltered. I wanted to say that I'd been seeing things, that I'd been seeing my sister, but I just couldn't. It just sounded too insane. I still didn't know how she'd react, and I wasn't quite ready to find out.

    "You've been what?" she asked. She reached out her hand and took mine. "It's all right."

    "I've just been… thinking about her a lot," I said eventually. "My sister. Alice. I miss her."

    It wasn't, strictly speaking, a lie. But there was enough padding between it and the actual truth to protect me from coming across as a complete madman. My eyes were stinging a little. I really didn't want to start crying.

    "I know you do," she said softly. "And it's okay. It's okay to miss her."

    She stood up, walked around the desk and put her arms around my neck and shoulders from behind. I could feel the warmth of her body pressing against mine. It was comforting.

    Something burst inside my head and I started to cry; big, gulping, undignified sobs. The emotions I'd been bottling up and keeping to myself were breaking through and crashing through the barriers I'd built up. I couldn't speak. I couldn't explain. I couldn't tell Laura why I was putting on such an undignified display in front of her, but she didn't seem to mind. She simply held me more tightly, but that just made me want to cry more.

    After several minutes, the outpouring of emotion started to subside a little. Laura passed me a tissue that she'd produced from somewhere, and I wiped my tear-soaked face. She knelt down beside me.

    "Did that help?" she asked quietly.

    "Uh?" I said dumbly.

    "Did that help? Letting all that out? You've clearly been bottling that all up for a while now," she said. "I didn't want to push you too hard because I figured you should probably come to that conclusion yourself. But for what it's worth, I'm sorry you're suffering. I wish I could do more for you."

    "Uh-huh," I said, sniffing. I wiped my dripping nose with the now-sodden tissue. Laura passed me another one without a word.

    "Are you all right for this afternoon?" she asked. "Or do you want me to take you home?"

    I thought about it for a minute, and decided that I really didn't feel up to the afternoon. I didn't want everyone staring at me, even though I had a sneaking suspicion that no-one really gave a shit.

    "Home," I said. "Please."

    "All right," said Laura. "Let me go sort some things out, then I'll take you home. I'll be back in a few minutes."

    "Okay," I said in a voice that was little more than a whisper. She smiled at me and walked out the door, closing it behind her. I was left alone in the classroom.

    I leaned forward and rested my head on the desk, then closed my eyes for a moment. I took some deep breaths, trying as hard as I could to compose myself.

    When I sat back up and opened my eyes again, I was confronted with an unwelcome sight. The lights in the room had gone off, and the muted background sound of students milling around the building at lunchtime had gone. I felt a crawling sensation on my spine as I recognised this strange phenomenon from what had happened before.

    "Hello," came an unfamiliar voice from somewhere behind me. "How are you feeling?"

    I froze in shock. There was no-one else in this classroom a moment ago. Who was this?

    "You know, it's rude to ignore someone when they're talking to you."

    I closed my eyes. This wasn't happening. I was not hearing voices. I was not hearing voices. I was not hearing voices.

    "Fine," said the voice, which was soft, gentle and oddly soothing despite the shivers it sent down my spine, yet now displaying the slightest hint of irritability. "Have it your way. This isn't over. And eventually you're going to have to face this head-on. But I can see now that you're not ready yet."

    I said nothing. I was too afraid. I closed my eyes and screwed up my face. I wanted to cry again, but no tears would come.

    I heard the door open. When I opened my eyes, Laura was standing there.

    "Come on," she said. "Let's get you home. You look like crap."

    It was a light-hearted jibe, but I was pretty sure it was the truth, too. I got to my feet and found that my legs were shaking. My heart was pounding. I was afraid. But Laura was here now. I could always rely on Laura. She'd keep me safe.

    *

    Laura stayed with me for several hours when I got home. We didn't say anything to one another. I just lay on my bed and she sat on the side holding my hand, occasionally squeezing it a little more strongly to remind me she was still there. Her presence was a comfort. I didn't want her to go away, but I knew she'd have to eventually.

    That time came as the light was starting to fade.

    "I'd better get home," she said. "I'm sorry. I wish I could stay longer, but my folks will worry otherwise."

    "Okay," I whispered, not moving.

    "I'll see myself out," she said. "Take care of yourself."

    Then she was gone. I heard the front door open, then close again a moment later. I had no idea what time it was. I felt I should probably sleep, but it wasn't happening. I closed my eyes and all I found myself doing was remembering that chilling voice from earlier.

    "What the… what happened?" came a voice suddenly. I jumped and my heart began to race as I recognised the voice as Alice's. "Whoa. You're there. Again. This is… wow. This is messed up. I…"

    She'd walked into my room. Or appeared from somewhere. I don't know what had happened, but Alice was standing by the side of my bed looking at me with wide eyes. She didn't look scared or tearful this time, just curious. She always was stronger than me.

    I couldn't move. This was all too much. I felt the weight on my bed shift as she sat down beside me.

    "It's really you, isn't it?" she said. "I don't know how it's happened or why, but I'm glad I got to see you again."

    I turned my head to look up at her face. She was smiling slightly.

    "I'm glad too," I said quietly.

    Her smile broadened a little.

    Then, to my surprise, she simply disappeared. The weight on the side of my bed was gone, and that smile was gone too.

    I sat up immediately and climbed out of bed.

    "Alice?" I called. "Alice! Where are you?"

    I got no response. She was gone. Once again, I was alone in an empty house. I was starting to get tired of constantly regaining and losing the things that were important to me. All I wanted more than anything else right now was some stability, but I had a strange feeling that I wouldn't be seeing any of that for quite some time.

    I flopped back down onto my bed face-down and closed my eyes.

    I just wanted to sleep in peace. I just wanted all this to go away. How could I make it go away?

    A dark thought crossed my mind, and not for the first time, but I pushed it back hastily as I always did. There was one way that all this could go away and I wouldn't have to worry any more. But that was no way out. I couldn't do that to the people who cared about me.

    "The people who cared about me." That implied there was more than one. But really, there was just Laura. I couldn't bear the thought of making her cry again, though. So I couldn't do… that.

    I just wanted peace, though. Simple, pure, peace. Why couldn't I be left in peace? Why couldn't I just get on with my life?

    "I can see now that you're not ready yet," the voice had said to me.

    Ready for what?

    That was the last thought I had before the world faded out and I succumbed once again to deep, exhausted sleep.

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    1022: Still-Untitled Month-Long Work of Fiction, Chapter 5 https://imnotdoctorwho.moegamer.net/2012/11/06/1022-still-untitled-month-long-work-of-fiction-chapter-5/ https://imnotdoctorwho.moegamer.net/2012/11/06/1022-still-untitled-month-long-work-of-fiction-chapter-5/#respond Tue, 06 Nov 2012 00:44:10 +0000 http://angryjedi.wordpress.com/?p=4659 I just stood there, holding her against me for several minutes. The only sound was her sobbing. Her head jerked slightly every time she gasped and sobbed, and I could feel her tears wetting my shirt. I didn't know what to do. Was what she had just said to me true? Was I– No, I … Continue reading 1022: Still-Untitled Month-Long Work of Fiction, Chapter 5

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    I just stood there, holding her against me for several minutes. The only sound was her sobbing. Her head jerked slightly every time she gasped and sobbed, and I could feel her tears wetting my shirt.

    I didn't know what to do. Was what she had just said to me true? Was I–

    No, I thought. That couldn't possibly be true. Otherwise how could I be here right now?

    But then how is she here? She's supposed to be–

    I closed my eyes and suddenly fell forward, landing face-first on her bed. Dust went up my nose, but I didn't move. I didn't want to get up and confirm my suspicions about what had just happened. I didn't want to get up and find her gone again. But I knew that when I eventually did, I would be all alone once again, and that the room would be back as it was before; deserted, dark and dusty.

    I groaned wearily to myself and pushed myself up off the bed, my eyes still shut. I took a deep breath and held it, then opened them.

    Darkness. An empty room, long-abandoned. Just as I thought. She was gone again.

    Or was it me who was gone? Her words had cut deep into my soul and filled me with doubt, even though I knew how insane and ridiculous it was to wonder whether or not I was actually alive. I pinched myself and it hurt. I certainly felt like I was alive, and Laura certainly hadn't made any weird comments apart from fussing over me as usual.

    I lay down on Alice's now-empty bed and closed my eyes. I was too mentally exhausted to make it back to my room. The world faded out, and I was asleep in minutes.

    *

    I wasn't sure what time it was when I woke up, but the sun was up; the light was just peeping through the gap in the curtains. I roused myself slowly and groggily — I didn't feel like I'd slept particularly well, but I obviously had, as there was a big gap in my memory after I lay down on the bed.

    I stood up and wandered down the hallway to my room. The clock radio indicated that I had about ten minutes before Laura was due to arrive. I considered just lying down and trying to sleep again, but I knew it was futile at this stage. I was up and about, and there was no way my brain was going to calm down enough to let me sleep now. Last night I had passed out from sheer mental and emotional exhaustion; this morning I just felt like a husk. I didn't know what to feel, what was real or what was my addled brain playing tricks on me. It still didn't make any sense.

    I walked to the bathroom, turned on the cold tap and splashed some water on my face. It didn't do much to help the way I looked, but it at least made me feel a little more alert. I splashed it again and kept my head in the sink for a moment; temporarily mesmerised by the droplets falling from my cheeks into the bowl. I closed my eyes, took a deep breath, turned the tap off and looked up.

    I felt a sudden sharp, stabbing sensation of absolute terror. When I looked in the mirror above the sink, there was a figure standing behind me; it was dressed in black, its face, as pale as snow, contrasting sharply with its dark clothes. Its piercing, oddly beautiful eyes were looking straight at me.

    I looked away immediately. My heart was suddenly racing, and my stomach felt like it was full of angry bees. I didn't want to look in that mirror again. I couldn't. But I had to know. I had to know if I had just imagined that, or–

    Deliberately banishing such thoughts from my mind, I tentatively glanced back into the mirror… and all was normal. There was no sign of the shadowy, pale-faced figure whose eyes had felt like they were burrowing into my soul. It was just me. Now I was the one with the pale face. I looked positively green, in fact.

    Suddenly, uncontrollably, I felt the urge to vomit. I doubled over and threw up into the sink. I'd eaten so little that it was mostly just acrid, bitter liquid, and it burned as it came up. The suddenness of the attack left me breathless, panting into the sink. I rested my head on the edge and supported myself with my arm, trying desperately to compose myself.

    "You're a fucking state," I whispered to myself. I knew talking to myself was one of probably many signs that I was losing my grip on reality, but right now I didn't care. "Come on. Pull yourself together."

    I heard Laura banging on the door downstairs. Should I go–

    Yes, I thought, interrupting myself. I should go. Otherwise she'll only worry and fuss. She doesn't need to know about this. I'll just clean myself up and go.

    I rinsed out my mouth with water, then mouthwash, and washed my face with cold water once again. It didn't help my pale appearance, but it was better than having flecks of vomit dripping from the corner of my mouth. I sighed as I looked at my reflection, my heart still beating quickly from the fright it had had before, but gradually subsiding as the rational part of my brain kept repeating that it couldn't be real, couldn't be real, couldn't be real…

    Laura banged on the door again.

    "Coming!" I shouted in a cracked voice, even though I knew she couldn't hear. I picked up my bag from where Laura had left it in my room yesterday and headed downstairs. By the time I opened the door, Laura was already turning to leave.

    "Sorry," I said. "Overslept."

    "It's okay," she said, smiling at me. "I guess you needed the sleep. You sure you're all right to come today?"

    "Yeah," I said. "I feel like I need to get out for a bit."

    "Uh-huh," she said. "All right. But don't overdo it. Let me know if you feel like crap and we'll… I don't know. We'll sort something out. If you're sure, let's get moving, otherwise we'll be late."

    I tried to display a convincing smile, then gave up, turned around and locked the door behind me. Another day was beginning, and I inwardly hoped that it would be calmer than the previous — although going by what had already happened before I'd even left the house, I wasn't feeling too confident.

    We said nothing during the ride to school and walked to our respective classrooms for the first sessions of the day in silence. It wasn't a tense silence — Laura had learned long ago that there were times when it was okay to push me and times when it wasn't, and today was one of the latter times. Instead we sat in a comfortable, familiar silence, not needing to make a sound or fill the space with inane conversation. We sometimes joked that we were like an old married couple whose need to communicate constantly had long since faded away; one of those couples who were happy to just sit there in peace and quiet.

    The conversations usually got a little awkward and embarrassed around that point, so one or both of us usually changed the subject.

    I'd never quite sorted out my feelings towards Laura. We had been together for a very long time — I couldn't even remember quite how we had first met — but things had never progressed beyond the close friendship we had. I wasn't sure if I wanted them to, and had even less idea if she did. She was a pretty girl, sure — and she'd only improved as she'd gotten older — but I honestly felt a little strange about thinking about her in "that way." She was kind of like–

    I dropped my pen and it clattered onto the desk. I tutted to myself.

    Yes. She was kind of like my sister. Except not. In many ways she was the opposite of Alice. Alice was always louder, more confident, almost brash at times. She always said what she was thinking — I winced at the memory of her using the "d" word so unashamedly — while Laura was quiet, calm and respectful of my feelings most of the time. The most upset I'd ever seen her was yesterday when I woke up in the nurse's office. I felt bad about getting her into that state, because she was normally so composed, so calm, so cool about everything. I didn't want to make her worry any more, but I was starting to grow afraid that whatever was happening to me was going to affect her too.

    I had to solve this problem — whatever it was — by myself, the same as always. I couldn't rely on others. I could be strong — I'd survived this long, after all — so all I had to do was endure it until it passed. Until it passed.

    If it passed.

    The thought occurred to me that I had no idea what was causing the strange incidents, and thus there was no guarantee that they would ever go away. Rationally, I figured that they were symptoms of the combination of grief, depression, anxiety and exhaustion that I was suffering — there was no other reasonable, practical explanation, after all — but irrationally, I wondered if there was really something strange happening, as impossible as it seemed. Could my sister — could Alice — really be out there somewhere, occasionally visible to me? And if so, what was causing it?

    A shiver ran down my spine as I remembered the shadowy figure in the mirror this morning. There really was no explanation for that. Unless, of course, it was just another hallucination. It disappeared after the first time I saw it, after all, though that didn't stop it having a profound physical effect on me.

    I'd tuned out completely and had no idea what the teacher was saying any more. I picked up my pen from the desk and started twiddling it absent-mindedly. I became engrossed in the strange optical illusion of the pen appearing to "bend" as I moved it rapidly. I don't know how long I just watched it, but before I knew it everyone around me was getting up and leaving for lunch.

    I stood up and followed the other students out of the room. I wanted to get out of there quickly in case the teacher had noticed that I had been spacing out and hadn't written a single thing in my notebook. Fortunately, he said nothing, and I was out into the freedom of the corridors before long. I had automatically set my course for Mr Gladwell's room to meet up with Laura, but she caught up with me before I got there.

    "You all right?" she said, linking arms with me. "You look a bit better than you did this morning."

    "Yeah," I said, though I wasn't sure how much I meant it. Too many things were still racing around my mind.

    We walked together, our arms linked. It was an oddly comforting feeling to be in such close physical contact with Laura. I felt safe, for once; simply touching her made me feel… less alone. I didn't want to let go. But I knew that eventually I'd have to. I had to solve my problems by myself.

    For now, though, I decided to enjoy the short-lived feeling while it lasted.

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    1021: Still-Untitled Month-Long Work of Fiction, Chapter 4 https://imnotdoctorwho.moegamer.net/2012/11/04/1021-still-untitled-month-long-work-of-fiction-chapter-4/ https://imnotdoctorwho.moegamer.net/2012/11/04/1021-still-untitled-month-long-work-of-fiction-chapter-4/#respond Sun, 04 Nov 2012 21:33:46 +0000 http://angryjedi.wordpress.com/?p=4656 I'd spent so much of the day asleep that despite the unsociable hour, I actually felt surprisingly alert. I sat straight up after seeing the time, and propped myself on the side of the bed. I rubbed my face and yawned, then sighed dejectedly. Why couldn't I just lead a nor– No, I thought, interrupting … Continue reading 1021: Still-Untitled Month-Long Work of Fiction, Chapter 4

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    I'd spent so much of the day asleep that despite the unsociable hour, I actually felt surprisingly alert. I sat straight up after seeing the time, and propped myself on the side of the bed. I rubbed my face and yawned, then sighed dejectedly.

    Why couldn't I just lead a nor–

    No, I thought, interrupting myself. I gave up a "normal" life long ago. It wasn't entirely voluntarily, of course, but there was always the possibility of moving in with some distant far-off relative that I didn't really know. I had put my foot down, though; I had no desire whatsoever to do that. I struggled enough to make friends as it was; uprooting myself from the home I'd known since I'd been born would be too difficult. Enough money had been left for me to continue living here, so that is what I decided to do. It was the most assertive I'd ever been.

    The money would run out eventually, of course, but that was a bridge I would cross when I came to it — and it was also the main reason I was still sticking with college and attempting to better myself. I knew that 18-year olds were supposed to prioritise socialising and getting drunk or something — judging from the conversations I often overheard in the common room, anyway — but for me, left all alone, the priority was getting my life in order. Forced to grow up too fast, as people tended to say in this sort of situation.

    I sighed again. No, the "normal life" ship had sailed long ago, but that didn't mean that I had to suffer from these constantly-disturbed sleep patterns and… whatever it was that had happened yesterday. I was trying not to think about it too much, but the more I tried to put it out of my mind, the more I remembered. The strange, sudden darkness; the feeling of desertion, of being all alone — what had happened? Had it really happened at all?

    And then there was the matter of the night before, too. I still couldn't explain what had gone on there, and I was still uneasy about it. But alongside the uneasiness, a feeling of curiosity was starting to creep in — the same feeling you get when you know that there's a massive spider in a hole in the wall and that it will freak you out when you see it, but you find yourself wanting to peek in anyway.

    I had to know. Or I had to try and find out, anyway.

    I stood up. I was still wearing my clothes from earlier. Laura and I were close, but she evidently drew the line at undressing me when putting me to bed. I was okay with that. As fond as I was of Laura, I didn't really feel comfortable with the idea of exposing myself to her like that. And she probably didn't either.

    I shook my head to eject the stray thoughts and focus on the task at hand. I had to see what was going on. Would it happen again? Or would I have just imagined it all? It could go either way, and there was only one way to find out.

    I paused at the door to my room. What would it mean if it did happen again? Would it mean my sister was… alive? And if so, how? And why? And where was she when she wasn't here? There were too many unanswered, unanswerable questions; questions that threatened to bog me down and prevent me from pushing forward to satisfy this gnawing sense of curiosity.

    I flung open the door to my room rather more forcefully than I intended and stepped out into the hallway. A few steps later, I was outside the closed door of my sister's room. My heart was pounding. My breathing was rapid. I felt uneasy. And that peculiar sense of tension I'd experienced before was back once again, and stronger this time. It was hard to describe; I felt it deep in my stomach, and it wouldn't go away. If I had to attribute a particular feeling to it, it was as if I was being watched by something so horrifying that I would go mad if I ever saw it, that it was toying with me before it did something unspeakably awful, that it was biding its time, waiting to strike when I least expected it.

    I swallowed. Concentrating on the feeling hadn't made me feel any more confident about what I was going to do. In fact, it had made me freeze up in terror. My hand hovered over the doorknob to my sister's old room and I found myself unable to move.

    Keep it together, I thought. Keep it together. Come on. Come on. You can do this. It's just a room. Just a room.

    I closed my eyes for a moment and took a deep breath. In, two, three, four. Out, two, three, four. I opened my eyes again, grasped the doorknob firmly and pushed it open.

    Inside, the room was dark, and I couldn't make anything out. It was a cloudy night, so the moonlight was far fainter than it had been previously. I considered turning the light on, but thought better of it. Instead, I simply stood in the doorway, waiting for my eyes to grow accustomed to the darkness.

    Vague shapes gradually started to swirl into view as my eyes adjusted themselves. I could see her bed resting against the far wall, but I couldn't tell if there was anyone in it from the doorway. I couldn't hear anything, but that didn't mean anything.

    What was I expecting to find? What was I hoping to find? Did I want to find my sister in that bed, or would it be better to find just empty covers? What would it mean if she was there? What if she wasn't? Should I wake her if she was? Should I try again if she wasn't?

    The questions started coming thick and fast in my mind, and they weren't helping with my already-frayed nerves. I closed my eyes and took a deep breath again, trying to clear my mind; in, two, three, four; out, two, three, four.

    I took a step forward into the darkness. Then another. A floorboard creaked beneath my feet. I froze — I don't know how long for, but it felt like an eternity. When nothing happened, I relaxed a little and took another step forward. I was nearly at the edge of the bed now, and–

    Suddenly, all at once, my eyes were assailed by bright light and I heard movement. I was dazzled by the light, but could tell it wasn't the main room's light. It was coming from the bed.

    I heard a sharp intake of breath.

    "Oh my God," came a familiar voice, little more than a whisper. "Oh my God. Oh my God. How…"

    I froze again. There was no sense in running now. It would achieve nothing. My answers were sitting in front of me, shining some sort of bright light in my face so that I couldn't see.

    "Is that you?" hissed the voice, still whispering. "Is that really you?"

    Silence. I didn't quite know what to say. There was one obvious thing to say, of course, but it proved difficult to make my voice cooperate and actually say it.

    The long silence was probably only a few seconds at most, but it felt as if time had stopped. Eventually, the voice broke it before I could get a word out.

    "It is, isn't it?" it said, answering its own question. It sounded like it was cracking; was she crying? "How is this possible?"

    "Yes," I managed to say eventually in a broken, dry voice. "It's me."

    I heard that sharp intake of breath again. The bright light was still shining in my face, but it moved as I heard the owner of the voice shift. Was she getting up?

    I heard footsteps on the floor coming towards me, and the light dropped as I felt a presence close to me. I heard her breathing, then I felt a delicate hand on my chest. Another gasp from her; I was too nervous to make another sound.

    A moment later, I felt a pair of arms throw themselves around me and a head barge into my chest. The bright light fell to the floor with a "thump," its glow illuminating the area around us. There was no mistake; sobbing in my arms was my sister Alice, and as I hesitantly embraced her and placed my hands on her shoulders, I felt that she was warm; alive.

    We stood like that for a few minutes, Alice crying into my shirt, me standing dumbly embracing her. She eventually released me from her iron grip and stepped backwards, slumping backwards to sit on the bed. She reached down and picked up the light from the floor, using it to guide her way to the lightswitch by the bed. She flicked it on and suddenly both our eyes were assaulted by an even brighter glow than before, this time from the room's main bulb.

    I screwed up my eyes against the bright glow. The inside of my eyelids glowed red from the brilliance of the light. I gradually opened them a crack, a little more at a time until I was looking on a sight I thought I'd never see again.

    My little sister Alice, her mousy-brown hair bedraggled and her face weary-looking, was sitting on the side of the bed in her nightdress. Her mobile phone — the source of the bright light from before — lay on the bed beside her. Her bare feet and legs were fidgeting uncomfortably, and she was looking to one side, seemingly trying to avoid looking in my direction. I couldn't take my eyes off her, though. I gazed at her, unblinking, for several minutes. Neither of us said anything, but I felt a tear fall from the corner of my eye. I didn't know if it was because I hadn't blinked or whether it was the sheer emotion of the moment. But she was there. There was no mistaking that fact.

    After a moment, she turned her head and looked up at me at last. Her eyes were red, and the bags under them showed how tired she was. Tears had left streaks down her face, and she looked like she was in some distress.

    "How…" she whispered to herself. "How…"

    "I don't know," I said to her, finding my voice finally. "But however it's happened, it's happened. I'm here now, Alice, and I won't let you go again."

    I knelt down on the floor in front of her and moved to embrace her again, but she stopped me. She steeled herself and spoke.

    "Wait," she said softly, her voice wavering. "What do you mean?"

    "I thought I'd lost you forever," I said. "I thought I'd never see you again. But now that you're here… Alice, I'll do everything I can to keep you safe."

    Her face loosened and I could see that she was starting to cry again.

    "I don't know what you mean," she said, her voice breaking and her words coming more quickly, more urgently. "You never lost me. I never left you. You never failed to keep me safe."

    She swallowed deeply and looked straight at me, her eyes brimming with tears.

    "You never lost me," she said again. "I'm the one who lost you. You were dead, at least I thought you were, but you're not. Why are you not dead? Why are you here now? I don't understand!"

    She broke down in uncontrollable tears and was unable to say anything else. I took her in my arms and hugged her sobbing face to my chest. But comforting her was far from my mind; I held onto her feeling nothing but a horrible sense of nauseous shock at what she had just said to me.

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    1020: As-Yet Untitled Month-Long Work of Fiction, Chapter 3 https://imnotdoctorwho.moegamer.net/2012/11/04/1020-as-yet-untitled-month-long-work-of-fiction-chapter-3/ https://imnotdoctorwho.moegamer.net/2012/11/04/1020-as-yet-untitled-month-long-work-of-fiction-chapter-3/#respond Sun, 04 Nov 2012 00:42:47 +0000 http://angryjedi.wordpress.com/?p=4653 The morning at college passed relatively uneventfully. I threw myself into my English language and literature studies, and by the time it got to the lunch hour, I was starting to feel a little more human. Laura came and found me as I was leaving the classroom. "C'mon," she said. "I'm buying you lunch, and … Continue reading 1020: As-Yet Untitled Month-Long Work of Fiction, Chapter 3

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    The morning at college passed relatively uneventfully. I threw myself into my English language and literature studies, and by the time it got to the lunch hour, I was starting to feel a little more human.

    Laura came and found me as I was leaving the classroom.

    "C'mon," she said. "I'm buying you lunch, and you can talk about what's eating you."

    I considered protesting for a moment, but thought better of it. Laura usually knew better than to pester me, but when she had made her mind up that she was going to "help", she was difficult to get rid of. And besides, I'd been thinking that talking about it all might actually help.

    I still didn't know how I was going to bring it up, though. It was all too weird, still.

    I followed Laura through the bustling lunchtime corridors to the cafeteria. She bought us each a plate of the goopy but delicious macaroni cheese that they served here every Monday, and led me out of the busy cafeteria back in the direction of our tutor group's classroom. It was always deserted at lunchtime, and our tutor Mr "Call Me Bob" Gladwell didn't mind us borrowing it as a nice private hangout on occasion.

    Today, it was empty as usual. Laura set down her plate at one of the desks and sat down. I pulled a chair around and sat across from her. We took our first few mouthfuls in silence. Then, she laid her fork down, and I knew the interrogation was about to begin.

    "So what's up?" she asked bluntly. "You looked like crap this morning and you still look pretty knackered now. Did something happen?"

    I took another bite of my lunch, considering the best way to tackle this. Just telling the truth — or what I thought was the truth, at least — would surely make me seem like I was going mad, so I decided to be vague.

    "No, nothing happened," I said quietly. "I've just been… you know, thinking."

    "Uh-huh," said Laura. "About… that time?"

    "Yeah," I said. Neither of us liked saying it. Those words — the d-words — were all so final, so utterly without hope, that I just couldn't ever get them out of my mouth. Whenever possible, I used euphemisms like "passed on" or distancing words like "deceased" — or more commonly, simply referring vaguely back to "you know, that time". Laura had picked up on this quickly — she was always sharp — and followed suit. We knew each other well enough by now that we didn't have to make things explicit. It made me feel comfortable talking to her that I didn't have to explain these things. I had never been good with putting my feelings into words, but Laura understood me just fine.

    "So what was it this time?" she asked. "Bad dreams? Dark thoughts?"

    "Bit of both," I said, trying to brush it off. "I'm not sure. I think I'm just tired."

    "That much is obvious," she said, brushing a strand of hair out of her face as she leaned forwards to look more closely at me. "The bags under your eyes are so dark you look like you've been punched in the face."

    I chuckled slightly at her blunt comments.

    "You should take better care of yourself," she said. "I know you think you can handle all this stuff by yourself, but, you know, you can ask for help if you need it."

    My face fell somewhat. I didn't like it when people had this conversation with me. I was resolved to surviving through my problems and not dragging anyone else down with me, but everyone always seemed so desperate to help all the time. I couldn't win. I felt guilty if I asked someone for help; I felt guilty when people suggested that I wasn't asking for enough help. It was easier to just hide away and deal with things myself.

    "Hey, now, come on," said Laura. "Don't make that face. There's no shame in it. It's all right. People are looking out for you. People are worried about you."

    I appreciated her attention, I really did, but this conversation was starting to make me feel uncomfortable. It always did, whoever had it with me, and I knew it was completely irrational, but there was nothing I could do about it. It was an automatic response. Any time it came up, I just found myself wanting to get away from it as quickly as possible.

    "I, uh, I'll be right back," I said, pushing my plate away and standing up from the desk. "I just need to  go to the toilet."

    Laura smiled. "You could have just excused yourself," she said. "I didn't need to know the details. But I'll be here. See you in a minute."

    I walked out of the classroom. I wasn't running away, I just needed a breather. And I did kind of need the toilet, too.

    I walked down the corridor, avoiding eye contact with my fellow students who were still wandering around aimlessly as the lunch break continued. Eventually, I came to the gents' bathroom door and went inside.

    It was empty, brightly lit by the flickering fluorescent light on the ceiling and stank of piss as usual. I was pretty sure the cleaners had long since given up on trying to give this bathroom any kind of pleasant smell, because it always stank this bad in here. I wrinkled my nose and tried to ignore it as I pushed the door of a cubicle open, locked the door behind me and sat down on the toilet seat to compose myself.

    I closed my eyes and took a deep breath. In, two, three, four… out, two, three, four. In, two, three, four… out, two, three, four.

    I opened my eyes again. I blinked. And blinked again.

    Something wasn't right.

    For starters, the bright light of the fluorescent tube was gone. It was dark. Secondly, there was something strange in the air. Or, more to the point, the air seemed to be completely still. The stench of stale piss had gone, and there didn't seem to be the slightest breeze or movement in the air, even as I stood up and moved around.

    I fumbled in front of me for the latch on the cubicle, which was difficult to find in the darkness, and popped it open. I pulled open the door and stepped out into the darkened bathroom. My footsteps echoed on the polished floor, but that was the only sound — I couldn't hear the plumbing, the heating or indeed the sounds of any people outside.

    I carefully felt my way to the bathroom door, opened it and stepped out into the corridor. It was dark out there, too.

    My throat went dry, and I started to get a familiar feeling of uneasiness. This obviously wasn't right, and I had absolutely no explanation of what was happening here. I swallowed deeply and felt my pulse quicken somewhat.

    Laura, I thought. I should find Laura.

    I walked back down the corridor towards where our classroom should be. This passageway was deep inside the building, so there wasn't much in the way of natural light, but the occasional recognisable glow of daylight off in the distance helped me to get my bearings. My senses felt like they were heightened; I could hear my blood pumping in my ears. Thump, thump; thump, thump. What was happening to me?

    I reached the classroom door, grasped the handle, pushed it open and stepped inside–

    –and Laura was there as if nothing had happened. The lights were back on, and she was there, smiling at me, obviously oblivious to the strange occurrence. I turned around and looked behind me, and the lights were back on in the corridor, too; the students were still milling to and fro, and the familiar ambient noise of the college at lunchtime was back once again.

    Laura's smile quickly disappeared when she saw my face.

    "Jesus Christ, you look white as a sheet," she said, standing up and rushing to my side. "Are you feeling all right?"

    I staggered slightly. I felt a bit dizzy. I slumped to the side and steadied myself on the door frame.

    "No," I said. "I'm not feeling all right. I… I don't feel well at all."

    "Come on," she said. "We're off to the nurse's office."

    Laura took me firmly by the hand and led me through the milling students — some of whom might have been giving us a strange look, but my head was too clouded to care by this point — until we reached the nurse's office. I didn't remember walking there — before I knew it, I was lying on the bench with the nurse peering at me over the top of a pair of thick spectacles.

    I closed my eyes as she examined me. I couldn't hear anything any more. I just wanted to sleep. I needed to sleep. It was all too much. Just let me sleep.

    *

    I awoke several hours later, still on the bench. I sat up suddenly, which caused the woollen blanket that had been laid over me to fall to the floor.

    "Where am I?" I blurted out. I blinked and tried to orient myself. My eyes were bleary and took a while to come into focus. "What happened?"

    "You scared me half to death, that's what happened," came a familiar voice. I heard running footsteps and felt a pair of arms fling themselves around me long before I saw its source. "What's wrong with you?"

    Laura was sobbing. I felt bad. I'd made her cry. This is exactly why I didn't want people to get involved. I only dragged them down and made them upset. I didn't deserve to be worried over. But still, there she was.

    I heard the door open, and the nurse came back in.

    "Ah, welcome back," she said. "I hope you feel better after a good rest. You clearly needed it."

    I did feel a bit better. Evidently my body had just given up on trying to remain conscious and passed out.

    "Yeah," I said. "Sorry," I added, turning to Laura and sheepishly putting my hands on her waist.

    "Look after yourself, for fuck's sake," Laura said, pulling back from me. I could see the tears streaming down her face. She was really worried. I felt awful. "Please."

    "All right," I said. "I'll try."

    "Are you all right to take him home, Miss?" said the nurse. "He should be all right now he's had a bit of a rest so I won't refer this to anyone else for now, but make sure he gets home safe and sound, all right? And come back if this happens again."

    "Uh-huh," said Laura, sniffing. The two were talking about me as if I wasn't here, but I didn't really feel capable of saying anything meaningful right now, so I just let them carry on as if I was a sick child.

    "Come on," said Laura, grabbing my hand and pulling me up off the bench. "Let's get you home."

    I didn't remember much about the ride home. I kept drifting in and out of consciousness. Laura helped me into my house and upstairs into my bed, and I fell asleep almost straight away. I don't know how long she sat there watching over me, but she was gone when I eventually awoke.

    I turned my head and looked over to the bright green glow of the digits on my clock radio.

    Hello again, 2:30 a.m. We meet again.

    The post 1020: As-Yet Untitled Month-Long Work of Fiction, Chapter 3 appeared first on I'm Not Doctor Who.

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    1019: As-Yet Untitled Month-Long Work of Fiction, Chapter 2 https://imnotdoctorwho.moegamer.net/2012/11/02/1019-as-yet-untitled-month-long-work-of-fiction-chapter-2/ https://imnotdoctorwho.moegamer.net/2012/11/02/1019-as-yet-untitled-month-long-work-of-fiction-chapter-2/#respond Fri, 02 Nov 2012 23:59:15 +0000 http://angryjedi.wordpress.com/?p=4647 I couldn't deal with it. It was too much. The book fell from my hands, forgotten, and hit the floor with a thump. I fled the room at high speed, not looking back. That couldn't have been true. It couldn't have happened. It just couldn't. She was… No. She was definitely gone. She couldn't have … Continue reading 1019: As-Yet Untitled Month-Long Work of Fiction, Chapter 2

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    I couldn't deal with it. It was too much. The book fell from my hands, forgotten, and hit the floor with a thump. I fled the room at high speed, not looking back.

    That couldn't have been true. It couldn't have happened. It just couldn't. She was… No. She was definitely gone. She couldn't have been there. It was just the tiredness in my mind playing tricks on me. Just the exhaustion.

    I flew into my room and slammed the door behind me. I sat down on the edge of the bed and closed my eyes, trying to compose myself. I was hyperventilating; my heart was pounding. I could hear the blood pumping in my ears, and my senses were keenly alert.

    What had just happened?

    I took some deep breaths — in… out. In… out. In… out. I felt my pulse slow a little, but I still felt on edge, like something awful was about to happen, or something dangerous was about to "get" me.

    The rational side of my brain said to me that this was ridiculous; even though what I saw should have been impossible, it wasn't dangerous, it was only my sister, after all. There wasn't anything strange about her, just that…

    Just that she shouldn't have been there at all.

    My mind kept coming back to that point. She shouldn't have been there. There was no way that she could have been there. It was impossible. Physically impossible. And yet I was finding it difficult to believe that right now, because if it had been some sort of hallucination, it was a damned realistic one.

    I didn't have much experience with hallucinations. I'd had a couple brought on by tiredness, but there had been nothing with such clarity — in most cases the rational side of my brain had been able to win out and convince the irrational part that what it was seeing was, in fact, complete nonsense. It hadn't stopped me from hiding under the bedclothes in a panic, of course, but when I eventually emerged and found myself alone with nothing but my own thoughts as usual, I was able to relax… somewhat.

    This felt different though.

    I clenched my fists and opened my eyes. I had to know if what I had seen was real or not. Was I going mad? It was possible. I hadn't had any proper human contact for a few days now, so it wasn't beyond the realm of possibility that my mind was conjuring up imaginary people for me to interact with, but…

    I stood up, opened my door with an attempt at confidence and walked down the hallway, back towards my sister's old room. My hands were trembling. Every sound the creaky floor of the upstairs hallway made felt amplified, and the journey — one of just a few steps — felt like it was going on forever.

    Eventually I arrived at her door. It was still slightly ajar from when I reached it, but there did not appear to be any light coming from within. Had she simply turned out the light and gone back to sleep? Or had I imagined the whole thing?

    There was only one way to find out.

    My hand hovered over the doorknob once again as I prepared to push it open. I felt uneasy and tense — my hands were still trembling slightly — but this was different from before. I didn't feel the same palpable sense of anxiety and fear that I did last time.

    No more hesitating. I pushed the door open a little more forcefully, causing it to bang into the wall with a loud "thump."

    Inside, the room was just as I expected it to be — the bed neatly made up, the lights off, nothing out of place.

    And no sign of my sister.

    I wasn't sure how I felt about it all. I sat down on the edge of the now-vacant bed and tried to clear my mind, tried to make some sense of what had happened. But there wasn't any sense to make of it. It absolutely did not make sense. At all.

    "What is happening to me?" I said out loud to no-one in particular. The empty room did not answer. I rubbed my face and eyes in frustration and looked around the dark room, the small pool of moonlight creeping through the gap in the curtains still casting its eerie glow on the floor.

    That's when I noticed something odd.

    I remembered why I had originally come into this room in the first place — to get a book — and I suddenly remembered dropping it when I fled. But looking down at the floor right now… where was it?

    It wasn't there.

    I got down off the bed and onto my hands and knees, and crawled around on the floor, feeling around to see if I could find the distinctive lump that was the hardback book I'd pulled randomly out of the shelf before. I was too afraid to turn the light on, as it would confirm my suspicions beyond all doubt.

    It wasn't there. It just wasn't there. All I could feel everywhere on the floor was carpet. There was nothing there. The book had gone.

    I stood up and walked to the shelf where I had taken it from. I felt along the row of books on the top shelf — sure enough, there was the gap. But where was the book?

    I swallowed deeply. My throat was dry again, but this time from fear rather than dehydration. My stomach was churning and I felt nauseous. I couldn't understand what was happening here. It was all too much.

    I ran out of the room, back to my bedroom and hid under the covers. I closed my eyes and covered my ears, trying as hard as I could to will myself out of this strange and terrifying world that the night had become.

    It wasn't long before I eventually succumbed to exhaustion and fell into a dreamless sleep.

    *

    I awoke several hours later as the alarm on my phone went off. I no longer trusted the old clock radio to wake me up reliably, so I tended to set my phone's alarm to be as loud and obnoxious as possible, then leave it on the other side of the room so I had to get up to make the noise stop. This morning it was some sort of awful klaxon noise. Groaning, I hauled myself out from under the covers into the welcome sight of daylight and staggered over to my desk where my phone lay, bellowing its obscene noises to anyone who would listen. I silenced it and just leaned on my desk for a moment.

    I really didn't know what to make of last night. The only explanation I could think of was that I was so exhausted I had conjured up the whole scenario from my imagination. That had to be the case.

    But it didn't explain the book.

    That book. I didn't even know what book it was, having picked it up in the dark and dropped it in terror before I'd even seen the cover. I knew it was a hardback, slightly oversized volume, but that's it. It wasn't important what book it was, of course, but I found myself wondering whether even that was something my addled brain had imagined.

    Was the whole thing a dream? I didn't think so. It felt far too vivid and there were far too many details that were still all-too-clear in my mind. Details that didn't make any sense, of course, but details nonetheless.

    There was nothing to do, though; the weekend was over, and I was going to be late if I didn't get moving.

    I pulled on the clothes that I'd left hanging semi-neatly over the back of the chair and made my way downstairs to get some breakfast. Laura would be here soon, and I didn't want her worrying about me any more than she already did. At least I'd managed to actually get some sleep last night for once, but I felt — and probably looked — like a wreck.

    Laura was one of a few people who'd stuck by me through thick and thin. We'd been friends for a long time, and she'd been a particular pillar of support ever since that night. She came by every so often to make sure I was all right; sometimes I didn't want to see her, and she'd learned not to argue when that was the case. The fits of irrational anger born of my own sadness and frustrations had subsided somewhat recently, meaning that I hadn't yelled at her for a very long time — and still felt guilty about all the times I had — but still she watched out for me.

    On weekdays, when I felt up to it, I went with her to college. The one thing I had refused to give up on even in my darkest hours was my own future, so I was determined to get through my course intact. I knew that the teachers and my peers trod carefully around me and tried not to do anything to put me out due to my circumstances. I kind of wished that they wouldn't. As cold and detached as I'd become — even more than I used to be — some days I just wanted to feel like I "fit in," that I had a normal life.

    That was never going to happen any more, though. The idea of "normality" had been taken from me that night along with those dear to me. I'd come to accept it — mostly — but it was occasionally painful to be reminded of it.

    As I sipped my coffee and put the last of my hot, slightly-burnt buttered toast into my mouth, the doorbell rang. I glanced up at the clock on the oven to see that Laura was right on time as usual. I drained my coffee cup and swallowed my toast hastily before walking out into the hallway, throwing on my coat and picking up my bag before opening the door.

    "Hey," said Laura, her kind, gentle face looking up at me. "You ready?"

    "Yep," I said. "Let's get out of here."

    I closed and locked the door behind me and we walked together to her car, which was parked just outside on the road.

    "You all right?" she asked as she fumbled with her keys in an attempt to unlock the door. I'd told her a thousand times that she really didn't need to lock her car for the minute it took to come and pick me up and walk back to it, but she never listened.

    "Mm," I said, my mind elsewhere. The cool, early morning breeze was feeling surprisingly good today for some reason.

    "You sure?" she said. "You look knackered."

    "Didn't sleep well," I said. "I'm all right, though."

    "Uh-huh. If you're sure," she said with a kind smile. She knew not to press me any further for now. If I felt like talking about it, I'd talk about it.

    To be honest, I did feel like talking about it, but I had no idea what to say. I couldn't explain the strange events of the previous night at all. And I wasn't even sure that they'd actually happened. People probably already thought my mental state was fragile enough as it was; I didn't need Laura thinking that I'd gone completely nuts.

    I resolved to try and figure out a way to bring it up later. For now, I'd just try and occupy myself as much as possible with college work and deal with it later.

    I leaned back in the car seat and let the music on the stereo wash over me as Laura pulled away and we set off on our daily journey. I closed my eyes and tried to relax; I tried to smile.

    But that smile wouldn't come. Moments after I closed my eyes, my mind just started picturing her face — that face I never thought I'd see again. My sister.

    Where was she? Was she really out there somewhere? Or just in my mind?

    The post 1019: As-Yet Untitled Month-Long Work of Fiction, Chapter 2 appeared first on I'm Not Doctor Who.

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    1018: As-Yet Untitled Month-Long Work of Fiction, Chapter 1 https://imnotdoctorwho.moegamer.net/2012/11/01/1018-as-yet-untitled-month-long-work-of-fiction-chapter-1/ https://imnotdoctorwho.moegamer.net/2012/11/01/1018-as-yet-untitled-month-long-work-of-fiction-chapter-1/#respond Thu, 01 Nov 2012 20:26:56 +0000 http://angryjedi.wordpress.com/?p=4645 [Note for people who haven't been paying attention: I am not "officially" doing NaNoWriMo (though if this goes well I may sign up late) but, much like I did last year with Wasteland Diaries, I am going to spend the month of November writing a long-form piece of fiction a chapter at a time. I'm … Continue reading 1018: As-Yet Untitled Month-Long Work of Fiction, Chapter 1

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    [Note for people who haven't been paying attention: I am not "officially" doing NaNoWriMo (though if this goes well I may sign up late) but, much like I did last year with Wasteland Diaries, I am going to spend the month of November writing a long-form piece of fiction a chapter at a time. I'm aiming for 1800-2000 words per day, to be published on this 'ere blog a chapter at a time. Let's get started.]

    I turned my head to the side to glance at the dull green glow of my clock radio, that faithful old gizmo that didn't really work properly any more but which I'd always kept by the side of my bed for as long as I could remember. At least the clock part still worked, even if the radio didn't.

    Half-past two in the morning. It was looking like another sleepless night.

    It was the silence that did it. On nights like this, it just seemed oppressive, like it was palpable. The darkness seemed to close around my head, crushing me, suffocating me. Most of the time when this happened, I ended up getting up and doing something — anything — to try and occupy myself until the sun came up, at which point I'd start another day as if nothing happened. No-one ever commented on the obvious bags under my eyes. It wasn't that they didn't care; it's that people had long since learned to tread carefully around me. I hadn't taught them that. In many ways, I would have preferred it somewhat if people had taken a little more interest in my mental wellbeing, but I guess I'd always been somewhat aloof and standoffish, and my protestations that I could handle things by myself had led people to think that I was happier by myself.

    I wasn't.

    I groaned to myself and sat up on the side of the bed. The darkness continued to swirl around me, so I reached up and flicked on the light, wincing at the sudden brightness invading the room and chasing the shadows away.

    I was so tired. I felt like I hadn't slept properly for… how long? I'd lost count. Eventually I usually did succumb to exhaustion after a day or two of tossing and turning and staring at the ceiling, but it did worry me sometimes. I'd considered going to the doctor about it, but they'd only want to talk about it all and give me medicine. As much as it would probably help, I really didn't want to become dependent on medicine to get through activities like sleeping — things that, let's face it, normal people have absolutely no problems with.

    My situation was far from normal, though. How many other 18 year olds had a huge house like this to themselves? Not many, I'd imagine. And those that did probably found themselves in possession of it in a similar manner to how I did. That didn't really make me feel any better.

    The nightmares about that terrible evening had long since stopped and been replaced with the sort of numb feeling I was experiencing, but I still found myself reminiscing in a morbid sort of way sometimes. I found myself pondering if I could have done anything differently, but of course I couldn't. I was far away from being able to do anything, hearing the horrible details from an anonymous voice on the other end of the phone, completely helpless to do anything. I screamed and raged and cried solidly for the rest of the night, but it wouldn't help. There was nothing to do. They were gone — my mother, father and sister, all taken from me in one fell swoop. So senseless. So frustrating. Fate has no remorse.

    I rubbed my face and stood up. It wouldn't do to dwell on those past events right now. What I needed to do was occupy my mind. Perhaps I could read a book or watch some terrible early-morning TV. My first priority was to get a drink for my dry throat, however. I always seemed to dehydrate when I was anxious, and tonight was no exception. My throat felt like it was lined with cut glass. It hurt to swallow.

    The stairs made those familiar creaks as I walked down them. The first one would make a sort of "crunch" noise, the second would "click", the third would "groan". There wasn't anything wrong with them, they were just noisy stairs. I'd been hearing these noises ever since I'd been born, and I'd always found them strangely comforting. I'd always been able to tell how close someone was to the top floor simply by the sounds of the stairs, and over time I'd even learned to recognise the different sounds different people made on them.

    Now, of course, there was only me to make a sound on them. I tried to vary my pattern every so often, but more often than not it was just the usual trudge, trudge, trudge; crunch, click, groan.

    I flicked on the light in the kitchen and pulled out a glass from the cupboard above the microwave. It clinked loudly as I knocked it against another one. Sounds always seemed louder in the middle of the night. A long time ago, I had thought this was just because of trying to avoid being noticed by people who were asleep; but even now, everything always seems amplified when I'm doing it at the "wrong" time. The world should be asleep now, I found myself thinking. Why aren't I?

    I filled up the glass with some water from the tap and gulped the whole thing down straight away, immediately refilling it. I took just a sip this time. The tap water wasn't particularly pleasant, but it helped soothe my dry throat somewhat. I swalllowed deeply, and after a few more mouthfuls of water, it ceased to hurt when I did so.

    How was I going to while away the night this time? The green glow of the clock on the oven indicated that a quarter of an hour had passed since I'd decided to forgo sleep, and I wasn't any closer to making a decision on how I was going to pass the time. My brain felt woolly and numb and my eyelids felt heavy, but I knew that if I lay down I wouldn't be able to drift off. It would be pointless. I might as well do something. Anything.

    Perhaps a book, I thought. And I know just where to find one.

    I rinsed out the now-empty glass and put it upside-down on the draining board, then switched off the light in the kitchen and walked back upstairs. Trudge, trudge, trudge; groan, click, crunch. I didn't have the energy to do anything different.

    My room was at the far end of the upstairs hallway. On the right was the door to what was once my parents' bedroom; on the left, the bathroom and my sister's former bedroom. I hadn't done anything with these rooms out of a combination of respect and laziness. Both were still made up as they were on that day, as if they were expecting their residents to just come home at any time. All of the doors were closed, which tended to mean they smelled a bit musty on the few occasions when I went in there, but I preferred it that way. I could look in on them, frozen in time as they were, and then simply close them off when I wanted to. Out of sight, out of mind. It may sound callous, but I preferred it that way.

    Tonight, I decided I would look in on my sister's room. She had always had some well-stocked bookshelves, as she was an avid reader. I hadn't developed that trait until long after she was gone, but now I regularly raided her collection. I often found myself wishing that she was still here just so I could talk about the books I'd read with her — she loved to talk — but there was no helping it. Sometimes I just sat on her bed and talked to her anyway, just imagining she was there, hanging on her big brother's words. She was a good girl. I missed her more than my parents. I felt guilty every time I thought that to myself, but it was true. We'd spent much of our lives as bitter rivals who didn't really get along with one another, but I regretted that now. Now, I wanted nothing more than to give her what she had wanted all along — to be treated as an equal, as a peer, not as the annoying younger sister I'd always regarded her as.

    My hand hesitated over the doorknob to her room for some reason. Something felt… strange. There was a curious feeling of tension in the air. I couldn't put my finger on exactly what it was, but it was there the moment I put my hand near her door. I removed it and it went away; I put it back, and there it was again. What was that?

    Shaking it off as just my exhausted mind playing tricks on me, I steeled myself and grasped the doorknob again. I turned it to the side quietly and gently — those old night-time habits are hard to break — and pushed open the door, which made a slight "squeak" as it opened for what was probably the first time in several weeks.

    Inside, it was dark, but I knew my way around well enough to not need the light. I'd done this several times in the past — just walked in, picked a random book in the dark, then decided to read it. I found it quite fun — it made me try some things that I might not have otherwise given a chance, and I found myself enjoying some surprising titles. My sister enjoyed everything from trashy pulp romances to epic, multi-part fantasy sagas, so there was always something new for me to try — and somehow, I hadn't pulled out the same book twice yet.

    Tonight, I decided to pick one from the top shelf at the far end of the room, near the window. The bright moonlight was peeking in through the small gap I'd left in the curtains — I kept them shut most of the time — and casting a pool of light on the floor. I walked towards the far shelves, using the light from the window as my guide, and reached up to take a book. Hmm. Felt like a hardback. Glossy cover, slightly oversized format. I wonder what it could be. I pulled it out from the shelf and turned to leave.

    The strange feeling of tension at the back of my mind was still irking me, and it felt like it had been getting stronger ever since I'd walked into the room. What was it? I couldn't put my finger on it, but something felt… wrong. Something felt weird. This wasn't right. Why wasn't it right? Was I cracking up? Was the stress of being alone finally taking its toll on my mind?

    Clasping the book to my chest, I started to feel a growing sense of inexplicable, inescapable panic. I couldn't tell where it was coming from, but that gnawing feeling of wrongness was starting to overtake me. I could feel my senses sharpening as my brain was clearly going into "fight or flight" mode. My pulse quickened, and cold sweat dripped down my back. What was the matter here? It was just me, getting a book from my sister's room, the same as I've done many times in the past. Why was this freaking me out so much? Why was–

    "Hey, what are you doing…?" came a bleary voice from the other side of the room, shattering the silence. I froze on the spot. My heart felt like it had stopped. "What time is i–"

    Click.

    The room suddenly filled with the harsh but warm glow of artificial light, tinted slightly by the colourful shade on the ceiling. I stood there, utterly paralysed in terror, unable to believe my eyes, for there, sitting up in bed, staring at me wide-eyed and obviously feeling something similar to the emotions I was currently being wracked by, was my deceased sister.

    The post 1018: As-Yet Untitled Month-Long Work of Fiction, Chapter 1 appeared first on I'm Not Doctor Who.

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    1017: An Uneventful Halloween https://imnotdoctorwho.moegamer.net/2012/10/31/1017-an-uneventful-halloween/ https://imnotdoctorwho.moegamer.net/2012/10/31/1017-an-uneventful-halloween/#respond Wed, 31 Oct 2012 23:30:44 +0000 http://angryjedi.wordpress.com/?p=4641 I actually quite like Halloween, barring the whole "locking yourself in the dark to avoid terrifying teenage trick or treaters" thing, which I don't have to do any more because I don't live in an area infested with pikey scumbags. (Also, it was absolutely chucking it down with hail earlier, so any trick or treaters … Continue reading 1017: An Uneventful Halloween

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    I actually quite like Halloween, barring the whole "locking yourself in the dark to avoid terrifying teenage trick or treaters" thing, which I don't have to do any more because I don't live in an area infested with pikey scumbags. (Also, it was absolutely chucking it down with hail earlier, so any trick or treaters who actually braved the elements deserve a fucking medalnot some pathetic "fun size" chocolate. "Fun size". What the fuck is "fun" about chocolate that is smaller than it is supposed to be anyway? Fuck off, pathetic chocolate. Gosh, I'm in a bad mood tonight. I apologise, and will take a deep breath after I close these parentheses.)

    Ahem. Anyway. Yes. I actually quite like Halloween, though this is perhaps more due to my love of dressing up than the actual spooky day itself. Although there is a certain perverse pleasure in the amount you can get away with on Halloween. I won't get into the whole "sexy costumes" thing now, but, well, no-one really bats an eyelid (no pun intended) if you're dressed like a complete loon.

    One of my favourite Halloweens was back when I was at university. It was around the time of Scream and Scary Movie, so the "black robe with mask" look was "in". I participated, and went along on a night out with my friends dressed in full Scream regalia. It was an interesting experience, because beneath all the flowing robes and the mask that completely obscured my identity, I felt pretty confident for once, even going so far as to share a few Scary Movie– (and Budweiser-) -inspired "WAZAAAAAP"s with complete strangers. So that was fun. (Drinking through that mask was impossible, though, which kind of ruined the illusion somewhat.

    I haven't had the opportunity for a good Halloween fancy dress kind of situation for a long time now, though. When you're in your early 30s and two hours away from all your friends, no-one seems to invite you to parties any more. (Not that I'm particularly fun at parties anyway, but still. Or perhaps it might just be that no-one's actually throwing any parties.) I'm not really complaining — parties are rife with all that enforced socialisation, and if you feel like you want to leave after half an hour, everyone gives you weird looks, regardless of how awesome your costume was. Clearly what I need to do is to throw my own Halloween party and invite only people I actually like and who all know each other. That way the entire hideous situation can hopefully be avoided for everyone. And we can concentrate on doing something like playing board games instead.

    Regrettably, it's a tad late to organise that now, but perhaps next year. I propose an evening of horror-themed entertainment — perhaps an episode or two of something like Haiyore! Nyaruko-san early in the evening to get everyone warmed up, then some light horror-themed games (Chez CthulhuLord of the Fries and Last Night on Earth spring to mind) followed up by a lengthy game of something like Arkham Horror into the wee small hours. With everyone in costume.

    That sounds fun, right? It sounds fun to me. Sadly, for this year, I will have to content myself with the complete non-event that was Halloween in Chippenham, in which I spent most of the evening being by turns grumpy at the fact my brand new laptop apparently has a faulty battery (BOO to you, Novatech!) and quite depressed at the news that a games journalism freelancer killed himself earlier. He wasn't someone I knew personally, but it's still sad news to hear. But that's a discussion for another day, I feel.

    On a brighter note, tomorrow is November, and if you'll recall my post from a few days ago that means a month of fiction here on this site. The stickmen will be taking a short hiatus while I aim to churn out a couple of thousand words a day, but they'll be back at the start of December. (Holy crap, December. Where did this year go?)

    I am rambling. So I will cut that short. Hope you had a good Halloween.

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    1016: A Few More Aselia Thoughts https://imnotdoctorwho.moegamer.net/2012/10/31/1016-a-few-more-aselia-thoughts/ https://imnotdoctorwho.moegamer.net/2012/10/31/1016-a-few-more-aselia-thoughts/#respond Wed, 31 Oct 2012 01:56:20 +0000 http://angryjedi.wordpress.com/?p=4636 I finished my first playthrough of Aselia the Eternal this evening. Clocking in at about 54 hours, this $30 title is certainly good value for money in terms of its dollars-to-hours ratio. It's also a very, very good game, though one that will undoubtedly not be to everyone's taste. Simply put, if you enjoy the narrative being the focus of a … Continue reading 1016: A Few More Aselia Thoughts

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    I finished my first playthrough of Aselia the Eternal this evening. Clocking in at about 54 hours, this $30 title is certainly good value for money in terms of its dollars-to-hours ratio.

    It's also a very, very good game, though one that will undoubtedly not be to everyone's taste. Simply put, if you enjoy the narrative being the focus of a game rather than its gameplay, you will dig Aselia the Eternal. If you're the sort of person who skips cutscenes even if you haven't seen them before, you will not like Aselia the Eternal.

    This is not to say that Aselia the Eternal is as "gameplay-free" as most other visual novels, however — in fact, it plays host to an excellent strategy-RPG component as well as its decision-based visual novel aspect — but you have to be willing and able to deal with the fact that the game will frequently break without warning in mid-"mission" for a considerable amount of plot exposition. I love that the game does this, as it gives a nice feeling of "coherence" to the experience rather than sharply demarcating where "plot" and "game" are. Equally, it will doubtless annoy some others. If it sounds like it might annoy you, you will probably not appreciate Aselia the Eternal.

    There are eight endings to the game. I have now seen one of them. After the break, some spoileriffic thoughts on the whole playthrough.

    MAHOOSIVE SPOILERS AHEAD, in case that wasn't already clear.

    The route I beat the game with was the Aselia route, which I was quite pleased about, since my (usually unintentional) habit with this sort of game is to play what appears to be the "canon" route first (assuming there is one) and then possibly explore the other options. And come on, you can't play a game called Aselia the Eternal and not be at least a little bit interested in the character Aselia.

    The player-protagonist Yuuto's first encounter with Aselia isn't until a fairly hefty amount of time into the game. Its first few hours are all set in the "real world" as Yuuto goes to school, hangs out with his friends and (foster) sister Kaori and attempts to stave off the relentless advances of the human ball of hyperactivity that is Kaori's friend Kotori.

    When we first meet Aselia, it becomes clear that something is amiss. Just prior to her appearance, Yuuto was engulfed by a mysterious white light outside his local shrine, and he woke up in an unfamiliar forest. When Aselia eventually appears to rescue Yuuto — an event that was seemingly preordained to happen — her ethereal appearance and huge white wings make it immediately apparent that she is Not Of This Earth. Of course, everything around Yuuto is Not Of This Earth, as he has been sucked into the strange parallel world that is Phantasmagoria, and is soon to meet the rest of the cast — along with Aselia, there's the kind, gentle and motherly green spirit Esperia, the youthful, energetic red spirit Orpha and the noble princess Lesteena, initially frustrated with her megalomaniac father's worrying ambitions, but later put in a position to make the world a better place when he meets an unfortunate end.

    It's a while before we get to know much about Aselia. Early in the game, she is quiet and somewhat aloof, responding to most situations with nothing more than her trademark "……Nn." There's a playful innocence about her, though, best exemplified by the scene a little later where she gets into the bath with Yuuto while he isn't paying attention. It's not the same sort of innocence that Orpha demonstrates throughout, though — Orpha is all childish exuberance and willingness to throw herself into awkward situations without thinking of the consequences, while Aselia is more hesitant but inquisitive; you get the impression that Aselia always things everything through very carefully before she does it, but still has the confidence to try things that are unusual.

    In the times where Yuuto and Aselia get to spend some time together away from the rest of the spirits, we get to see her "drop her guard" somewhat, letting her true feelings out and even smiling and laughing. It's during one of these scenes that we discover Aselia's core motivation: she wants to understand her reason for living. Spirits are raised to believe that they are weapons, that the sole reason they exist is to fight on behalf of humans — it's something that Esperia frequently states in an increasingly-resigned manner — but Yuuto's influence causes Aselia to question whether this is really true. It's clear that Aselia thinks about things a lot and has probably considered this possibility even before Yuuto's arrival, but his belief in the Spirits and his treatment of them as "family" causes her to explore these feelings in more detail.

    For Yuuto, his attempts to build a relationship with the spirits are an attempt to make up for something he has lost several times in his past. Not only are his birth parents dead, but his foster parents — Kaori's birth parents — are also deceased. It was only through binding a contract with the Eternity Sword "Desire" that Yuuto was able to ensure Kaori's survival — but in exchange, he incurred the debt which drew him to Phantasmagoria. Yuuto initially resents his obligations to "Desire", referring to it as "stupid sword" rather than addressing it by name throughout the majority of the game, but over time he comes to feel a sense of begrudging gratefulness to the mysterious consciousness for all the good things he has found in Phantasmagoria.

    Aselia sees how Yuuto naturally draws close to people and tries to feel like "family" with them — even with those who are initially resistant, such as the petulant Nimnthor, her perpetually-masked companion Faren and the cold, formal Selia — and starts to feel like she wants to draw close to Yuuto, too. She takes an interest in his home world — which Phantasmagoria's residents refer to as "Hyperia" — and eventually, through a surprising turn of events and a lucky escape, manages to fulfil her dream of seeing it.

    Unfortunately, her happiness is not to last, as the thin mana in Hyperia causes her to fall ill. Yuuto takes it upon himself to tend to her, but quickly realises that he will be unable to make it back "home" to Phantasmagoria — for by now he regards the other world as "home" — if he doesn't find some clues as to how to cross between worlds. He eventually enlists the help of Kaori's friend Kotori after explaining the strange situation that has unfolded — including the fact that Kaori, too, was drawn into Phantasmagoria when the whole mess started, and that she is in terrible danger — and manages to find the information he needs.

    But fate has another surprise in store for Yuuto. The Eternals Matriarch Temuorin and her lieutenant Takios abduct Kotori and drag her to school, where they use their powers to draw out her "true self" which tells Yuuto some things that he doesn't want to hear. This sends him flying into a rage, wasting the limited mana held in "Desire" and leaving him unable to open the gate back to Phantasmagoria by himself — Temuorin's plan all along.

    Temuorin didn't count on Aselia's presence, though. Aselia sacrifices her mind to draw out the power from her own Eternity Sword and cast the two back into Phantasmagoria, but loses herself to her sword's control in the process. All life fades from her eyes, and she becomes an apparently-unfeeling automaton, incredibly strong in battle, but free of all the personality she once had. Yuuto, understanding the sacrifice she has made for him, feels terrible. Fortunately, a deep-cover mission that crops up shortly after their return to Phantasmagoria presents Yuuto with a potential opportunity to recover her soul — but it doesn't quite go according to plan. Yuuto and Aselia are left to hide in a cave while the Empire's soldiers hunt them down. Yuuto eventually comes up with the idea of using "Desire"'s power to try and bring Aselia back — a selfless move, as this would leave him completely powerless temporarily.

    It's here Aselia reaches her "turning point". Far from being so weak as to have her soul devoured completely by her sword, her strength of will is such that she manages to convince "Desire" to recover her mind without expecting anything in return. "Desire" admits that this is most irregular, but her persuasive words and powerful belief in Yuuto allow her to convince him that this is indeed the best course of action.

    Aselia is all the more determined to stick by Yuuto from this point on. This culminates in her desire to join Yuuto in becoming an Eternal — the only way in which he can defeat his old school rival Shun, who has since been swallowed by an incredibly powerful Eternity Sword that is threatening to destroy the world — and dooming herself, along with Yuuto, to wander forever throughout eternity with everyone having forgotten her original existence. The fact that neither Yuuto nor Aselia hesitate for a moment when "crunch time" comes and they have to say goodbye to the lives they have been living says a lot about them both — and proves that they're both a good fit for one another.

    When the battles are finally over, though, we see that Yuuto still has some hesitations and is still, as ever, prone to shouldering all the burdens by himself. He attempts to slip away and begin his eternal wanderings without Aselia, but she knows him too well by now and is already waiting for him. Yuuto feels guilt about what he sees as dragging her into this, but she has already made her choice — she's already become an Eternal, which means that everyone has already forgotten her original life. Yuuto finally accepts that she's in this for the long haul — for eternity, in fact — and fully embraces her.

    The last we see of the couple is a hundred years after the events that unfolded in Phantasmagoria. They have had a child together — previously unheard of for Eternals — and are happy. Both have grown very comfortable with one another — you'd hope so after a century together — and are cracking jokes and ribbing one another. Aselia's gentle, innocent nature is still apparent, but the seemingly "uptight" side of her personality has mellowed considerably.

    She is happy, because she has finally found her reason for living.

    The post 1016: A Few More Aselia Thoughts appeared first on I'm Not Doctor Who.

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    1015: JARNAWRITINGLIZMZ https://imnotdoctorwho.moegamer.net/2012/10/30/1015-jarnawritinglizmz/ https://imnotdoctorwho.moegamer.net/2012/10/30/1015-jarnawritinglizmz/#respond Tue, 30 Oct 2012 01:17:36 +0000 http://angryjedi.wordpress.com/?p=4632 The discussion surrounding the recent "Games Journalists Might Be Corrupt" debacle continues, it seems, with a recent piece by Ben Kuchera over on the Penny Arcade Report summarising nicely why it's an issue worth discussing. I don't really want to get into that conversation again right now because it's already being researched and reported on … Continue reading 1015: JARNAWRITINGLIZMZ

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    The discussion surrounding the recent "Games Journalists Might Be Corrupt" debacle continues, it seems, with a recent piece by Ben Kuchera over on the Penny Arcade Report summarising nicely why it's an issue worth discussing. I don't really want to get into that conversation again right now because it's already being researched and reported on by people with more time and resources on their hands than me.

    What I do want to talk about, though, is the ancillary discussion which always crops up any time Issues surrounding "games journalism" crops up — that is, a matter of what is "games journalism" and the divide between "journalist", "blogger" and any other definitions you'd care to give.

    I saw an interesting quote earlier today on Twitter. I forget who it was from so I can't link to it, unfortunately, but it read something like this:

    "Don't get into games journalism because you like games. Get into it because you love writing."

    That's exactly the reason I enjoy writing about games — because I love writing, as the 1014 posts prior to this will attest. I mean, sure, I love games, too, but I could love games without wanting to write about them, and yet I voluntarily compose thousands of words on the subject every week — here, over at Games Are Evil and for my day job. If I didn't love it, I wouldn't do it.

    There's something of an air of snobbery surrounding writing about games, though, and it's all to do with that "J" word. When outlets like Polygon publish a piece like this, you get people expressing genuine surprise that someone has "done some actual games journalism". For sure, well-researched investigative pieces are very much worthy of note and should be praised — but just as in regular newspapers, they are not the be-all and end-all of writing. In mainstream culture and current affairs, we have plenty of critical and opinion pieces alongside the deep-dive investigative pieces — so why is this sort of thing looked down upon in games writing?

    It's the obsession with that "J" word. "Journalism" carries with it certain expectations — specifically, reporting and investigation, and perhaps uncovering some facts that might not have come to light otherwise. But there's just as much value in someone composing an in-depth personal response to something they've played in detail, or indeed an opinion piece on a pertinent current issue in the industry.

    It's not "one size fits all", in short, and I think part of the problem in the "writing about games" sector (whatever you want to call it) is that too many outlets are trying to be one size fits all. We see sites like VG247 posting articles on everything from the latest DLC drop for Call of Duty to sales figures via who has got a new job on a magazine — something which the vast majority of gamers who are not involved in the industry probably wouldn't give a toss about. We have sites like GamesBeat experimenting with a review format that features feedback from a games critic, a business analyst and an academic, and it's not entirely clear who that's for.

    We need greater focus and less generalisation. The outlets that are good at "real journalism" such as Kuchera's Penny Arcade Report (and to a lesser extent Polygon) should keep doing what they do because it's important — and it'd be good to see more outlets focusing on this side of things with properly-trained staff. But at the same time, the sites who are effectively "magazines" as opposed to "newspapers" should keep doing what they're doing too. Their work is no less valid or important, but their purpose is different — while the "journalistic" outlets' primary purpose is to inform, the "magazine" outlets' primary purpose is to entertain. There's a degree of crossover between both, of course, but I can't help but feel that focusing on either one or the other rather than ending up doing a half-assed job at both would benefit everyone in the long run.

    I actually wrote a piece on this subject a while back regarding the ever-controversial Kotaku, a site which consistently draws heat for its seemingly "irrelevant" articles and often irreverent attitude. I still stand by what I say in that post — if Kotaku was more honest and open about its target audience (18-30 year old men) and tailored its content accordingly, then I feel it would be a better publication as a result.

    It's also what I'm trying to do over at Games Are Evil with a limited team and resources. We're not under any illusions about being the first to report on anything or the most timely with our coverage, but in acknowledging that fact and taking a more "magazine-like" approach — weekly, focused columns punctuated by brief news snippets on subjects that are a little "off the beaten track" and regular features such as our daily Song of the Day — I feel we're building a better, more distinctive publication rather than yet another "me too" blog, and one that I'm actually pretty proud of so far.

    Anyway. The "games journalism is broken" discussion will probably continue in perpetuity, particularly given recent events. I do know one thing, though, and that's that I am really glad I am not Lauren Wainwright right now.

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    1014: Aselia the Exceedingly Lengthy but Still Well Worth Playing https://imnotdoctorwho.moegamer.net/2012/10/29/1014-aselia-the-exceedingly-lengthy-but-still-well-worth-playing/ https://imnotdoctorwho.moegamer.net/2012/10/29/1014-aselia-the-exceedingly-lengthy-but-still-well-worth-playing/#respond Mon, 29 Oct 2012 01:28:02 +0000 http://angryjedi.wordpress.com/?p=4625 Back in early October, I did an initial blog on my impressions regaring a Japanese-developed visual novel known as Aselia the Eternal. Since that time, I've written two columns on the subject for Games Are Evil — one about the game itself, the other about how it creates a convincing, coherent-feeling game world mostly through words — and … Continue reading 1014: Aselia the Exceedingly Lengthy but Still Well Worth Playing

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    Back in early October, I did an initial blog on my impressions regaring a Japanese-developed visual novel known as Aselia the Eternal. Since that time, I've written two columns on the subject for Games Are Evil one about the game itself, the other about how it creates a convincing, coherent-feeling game world mostly through words — and there's still a huge amount more to say about it. So I'll brain-dump it all here and you can sift through at your leisure.

    The first thing I want to say is that it's a pity more people won't play this. I can shout its name from the rooftops all I like, but I know for a fact that most of you reading this are not even considering picking it up and trying it out. This is the one failing of the video games medium becoming so broad and wide-ranging in recent years — no-one has time to play everything, so the vast majority of people concentrate on the recognisable names, the new releases, the triple-A blockbusters and the "indie darlings" of the moment, leaving titles like Aselia to — relatively speaking — flounder. Take a look at this great article by Rowan Kaiser, for example, in which he suggests a variety of games to give a gaming newbie a "crash course" in what the medium is all about. Everything on that list is, I'd argue, mainstream or at least "well-known", and yes, I include titles like Journey and Papo and Yo in that description. They're all "safe" options — and that's not a particularly bad thing, especially when trying to introduce someone new to the medium — but a lot of people don't ever step out of this comfort zone because there's no real need to.

    On the plus side, however, this means that the fans of these particularly niche games are almost infinitely more passionate and willing to discuss them than someone who has completed, say, Assassin's Creed III. (There are exceptions, of course — I know I follow several people on Twitter who are obsessed with Ezio di whateverhisfullnameis and the overly-complicated lore of the Assassin's Creed series to an unhealthy degree — but I'd argue the people who care that much are in the relative minority.) And, of course, there's the fact that titles like Aselia represent "mainstream  PC gaming" in Japan, so if you can actually speak Japanese (I'm working on it… slowly!) you'll find like-minded people out there.

    But anyway. If you have played Aselia the Eternal (or indeed any other visual novels) and want to enthuse about them with me, please feel free to do so at any time.

    Now. To business. Indulge me a moment while I explain what it is that makes Aselia the Eternal particularly noteworthy or at least "interesting" to look at.

    First of all, a little history. Aselia the Eternal was originally released in 2003 on PC as an 18+ eroge called Eien no Aselia – The Spirit of Eternity Sword. In 2005, it was stripped of its erotic content and released on PlayStation 2 as Eien no Aselia – Kono Daichi no Hate De (Aselia the Eternal: At the Ends of this Earth). Rather than the excision of the erotic content making it a "gutted" experience, however, the game was rewritten to make it more friendly to a wider audience. This "all-ages" version was later backported to PC in 2010, and translated into English by JAST USA in 2011, leaving us with the version we have today. JAST took the decision to translate the "all-ages" version rather than the 18+ original due to content which would have proven "problematic" to get around the censors — specifically, there are a number of characters who look very young (despite, as with most eroge, character ages not being made explicit anywhere), which makes erotic content involving said characters out of the question to Western audiences; and also, the original carried an "evil path" through the story which featured graphic scenes of violence and sexual assault — also deemed unpalatable to Western players. 

    The upshot of all that is that the version of Aselia the Eternal you can buy legally today is not compromised in any way from the vision of its writers, but equally it does not feature any content that you might not want anyone viewing over your shoulder. In other words, this is not a hentai game; rather, it is simply a Japanese visual novel/strategy game/RPG type thing sans bonking.

    It's the peculiar blend of genres in its gameplay that makes Aselia the Eternal an interesting one, though. Initially appearing to be a fairly conventional visual novel involving a cast of high school students, a pair of (foster) siblings with a mildly questionable relationship and the occasional innocuous-seeming choice that you just know will have surprisingly far-reaching ramifications, the game gets truly interesting after about 5-6 hours of pure exposition — 5-6 hours that will determine whether or not you're in it for the long haul. The game's player-protagonist Yuuto as well as several other characters get spirited away to a mysterious fantasy world, and a battle for survival begins. From this point on, you'll be splitting your time between the number-crunching of a strategy RPG and the plot-heavy relationship manipulation of a visual novel. The two aren't necessarily clearly demarcated, either — the game frequently breaks in mid-mission for 30-60 minutes of plot advancement — but this actually works in the game's favour as it tries to tell its story, and stops story feeling like a "reward" and instead like everything you do is part of the ongoing narrative.

    It helps, of course, that the actual gameplay in the strategic side of things is extremely solid. Here's how it works.

    As you progress through the game, you gain control of a wide variety of female "spirits" of different colours, as well as the protagonist. Differently-coloured spirits have different specialisms — blue spirits are good at direct attacks, for example, while green spirits tend to have higher HP and defense. Red spirits, meanwhile, are good at magic, while black spirits are a bit of a "jack of all trades, master of none" class, with good HP and defense, decent attack power and some useful enemy-crippling abilities.

    Your forces are split into four "squads" of up to three units each. The unit in the first position of the squad is the Attacker, the second is the Defender and the third is the Supporter. The Attacker's job is to… well, attack… the Defender's job is to soak up damage and prevent critical hits, and the Supporter's job usually involves casting spells of some description, which might be direct attacks, buffs or debuffs. Each unit has up to three equipped skills for each of the three different squad positions, for a total of nine skills at any one time. I say "at any one time" because as they level up, abilities get overwritten — sometimes this is your choice, other times, "Limited Skills" mean that you must overwrite a previous level of a skill when you earn a new one. Only one skill from each category may be "set" at once — this is the one which will be used in battle — and each skill only has a limited number of uses before the unit needs to return to a friendly town to rest and recharge.

    You move around the "campaign map" via preset pathways, one "space" per turn. If you move onto an enemy, you attack them. Before the battle resolves itself, you can see the lineup of the enemy squad (including HP and abilities), and you then have the opportunity to rearrange your squad members and set the abilities you would like them to use in the upcoming battle — this is an immensely important step that can mean the difference between life and death — and then it's into combat.

    Battle unfolds in several phases. First of all, the attacking side's Supporter casts an "Attack Support" spell if it has one set — these include buffs or some healing spells. Then the other side gets to do the same. Then the attacking side's Attacker gets to make an attack, which is usually intercepted by the Defender if there is one, then the Supporter, then the Attacker finally. Certain skills allow units to target specific units other than the Defender — this can be particularly useful if the Supporter has a nasty spell ready, but not many HP left.

    Following the first attack, the Supporter gets to cast a Divine Magic spell if they didn't already case an Attack Support spell. These are mostly offensive in nature. Then the defending side gets to attack, then Divine Magic. This then repeats until all the units involved in the battle have expended the number of "actions" for the skills they have set. Certain skills may be used more than once per battle, and this can be used to your advantage — if, for example, the enemy Defender can only use their damage reduction skill once per battle and you have a powerful attack that can be used twice, that second attack will connect and do "critical" damage.

    There's an added twist with the Attack Support and Divine Magic spells — blue spirits have the special "Ice Banisher" ability when in the Supporter role, which can interrupt certain spells. Naturally, there's a trade-off — blue spirits are also the strongest Attackers, so having one in the Supporter slot means that they're not doing damage, but making effective use of Ice Banisher is essential to survival as the enemy gains access to stronger spells.

    It's a system that initially appears rather complex and confusing, but becomes second nature after no time. It's actually a very elegant system that forces you to think carefully about which characters would be most useful in dealing with the situation in front of you, and requires that you manage your army carefully to ensure they're strong enough to take on the challenges ahead of them. It also means that there are often a number of ways of getting past seemingly insurmountable challenges — that boss who is giving you grief may hit hard, but he only has two uses of his attack skill before he's left unable to damage you, so if you can just keep your green spirit alive for two turns, you can then exact bloody revenge at your leisure.

    Pleasingly, there's no grinding in Aselia the Eternal. While you're wandering the game world, your captured towns are converting their stored "mana" to "ether" at a rate dependent on how many Ether Refinery buildings you've constructed. The more towns you have, the more mana in your pool, but mana can't be used in its raw state — it has to be converted to ether first. Once you have ether, however, this can be spent on constructing new buildings or, most importantly, levelling up spirits and the protagonist. To do this, they must be located in a town which has a Training Facility constructed, and their entire squad must rest while the individual unit trains. You gain access to various different trainers with different specialisms as the story progresses, putting an effective "cap" on your progress as you go through — but sometimes you hear rumours of trainers in far-off locations, and can enlist their services if you send a squad to go and pick them up.

    So Aselia the Eternal would be an interesting strategy game even if it didn't have the plot attached to it. What makes it a remarkable experience, however, is how the plot makes you feel about those units scampering around the world map. Because you get to know all the people in your squads in various story scenes, not just the main characters, you care about them and you don't want them to die. Letting a unit die means that you'll never see them again in the story, because there are no revive skills until very late in the game. When you see how many little subplots involving these seemingly "unimportant characters" are weaved into the overall narrative, you'll very much want to be "that guy" and reload every time someone kicks the bucket. After all, Halion promised you that she'd bake some special treats for you in her shop when the war is over… you can't let her die, now, can you?

    And goodness me. The Feels. Aselia the Eternal has them by the bucketload, particularly when it comes to chapter finales. This is a game that doesn't hold back on the emotional manipulation at all, and does its very best to make you feel terrible about every virtual life you take. The overarching story is at once both epic in scale and very personal to the protagonist, and the romantic subplots are expertly weaved into the narrative as a whole rather than serving as the sole focus as in some other visual novels.

    I have one more chapter of the story to go, and I'm very interested to see how it concludes. Hopefully that will happen sometime this week.

    But I feel I should probably stop there, as I've wittered on for over two thousand words. I won't tell you to buy and play Aselia the Eternal because I know that probably 95% of you aren't going to, but if, on the off-chance, you do, be sure to come and enthuse about it with me sometime.

    The post 1014: Aselia the Exceedingly Lengthy but Still Well Worth Playing appeared first on I'm Not Doctor Who.

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    1013: Heads Up https://imnotdoctorwho.moegamer.net/2012/10/27/1013-heads-up/ https://imnotdoctorwho.moegamer.net/2012/10/27/1013-heads-up/#respond Sat, 27 Oct 2012 23:56:26 +0000 http://angryjedi.wordpress.com/?p=4622 Thought I'd give those of you who care a heads-up as to my impending plans: for November I will be doing something very similar to what I did last year, which is not participating in NaNoWriMo officially, but still taking the month to write something purely "creative" every day, and hopefully ending up with something … Continue reading 1013: Heads Up

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    Thought I'd give those of you who care a heads-up as to my impending plans: for November I will be doing something very similar to what I did last year, which is not participating in NaNoWriMo officially, but still taking the month to write something purely "creative" every day, and hopefully ending up with something at least semi-coherent. Note that because this will be harder work than the bollocks I spout every day for normal posts, the stickmen will be taking a short break while I write it. They'll be back in December, though.

    Last year, the result of my productive november was a project called Wasteland Diaries, which you can read from the start here. This was an interesting experiment, in which I just started writing and "improvised" my way from start to finish. I didn't plan out where the story was going in advance (and that probably showed) — but in the end I feel that helped a bit with the deliberately confusing, mysterious nature of the whole thing. I specifically wanted the reader to be thrown off a bit by what was going on, and what better way to do that than by not knowing myself what was going to happen next?

    I knew that attempting to keep that going for a whole month would be a difficult challenge, though, so gradually I introduced new elements — the other characters, the shifting narrators, the meta-plot — until eventually, by probably about halfway through the whole thing, I had a vague idea of where it was going and where it was going to end up. Perhaps not the best way to write a piece of fiction, but eh. It worked. Kinda. Of course, there were a few points where I remembered that I'd left a "plot hook" back in the first few chapters that I promptly hadn't resolved at all and now had no idea what to do with, but for the most part… yes. It worked.

    This year, I already have an idea ready to go ahead of time. I haven't planned anything specifically, but I have at least thought about it. What I might do is figure out the beginning, midpoint and ending before I start and then work my way from one to the other over the course of the month. That strikes me like a good idea.

    Naturally, I won't be sharing any details of what it's all about beforehand — if you want to find out what it is, you'll have to read for the whole of November. (Or, you know, look back on it afterwards and read it all in one go.) I'm quite excited about the basic idea behind it, though, so hopefully that should come across in my writing.

    Decisions to make now, though. Character names? First or third person narrative? How much should I aim to write per day? What word count should I try and end up with? (To date, I'm still not entirely sure how many words a typical novel has in it… and I guess it varies a lot anyway. Also, am I aiming to write a novel? Or just an extended piece of fiction? I don't know. We'll see how it goes.)

    Well, whatever happens, it should be an interesting month if nothing else. Plus I know a few of you out there enjoy my creative writing, so I hope you will like this project.

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    1012: Indisputable Measure of Quality https://imnotdoctorwho.moegamer.net/2012/10/27/1012-indisputable-measure-of-quality/ https://imnotdoctorwho.moegamer.net/2012/10/27/1012-indisputable-measure-of-quality/#respond Sat, 27 Oct 2012 00:24:12 +0000 http://angryjedi.wordpress.com/?p=4619 I can tell when an iOS app or game is genuinely good — I keep it on my phone after I've finished reviewing it. For my day job, I spend an awful lot of time trawling through iOS games and apps of various descriptions and quality levels. There are some true gems among them, and … Continue reading 1012: Indisputable Measure of Quality

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    I can tell when an iOS app or game is genuinely good — I keep it on my phone after I've finished reviewing it.

    For my day job, I spend an awful lot of time trawling through iOS games and apps of various descriptions and quality levels. There are some true gems among them, and there is some complete bollocks, too — and not just in gaming. I've lost count of the number of utterly pointless and unnecessary mobile-social networks I've come across in just the last few weeks, for example, and you'd be surprised how many Instagram clones there are out there.

    On the gaming front, I've played too many completely shallow card-battle games to count — so many, in fact, that I've actually forgotten the name of most of them as they all blend into one another so much — and far too many isometric-perspective citybuilders that have absolutely no strategy whatsoever. I was also very disappointed to discover that the upcoming My Little Pony mobile game from Gameloft will be — you guessed it — an isometric-perspective citybuilder. Fuck.

    But the amount of utter garbage on the App Store makes the titles that are actually good worth celebrating. As such, I'd like to present you with a breakdown of everything that is currently installed on my iPhone. I haven't necessarily played or used some of these recently, but I like to keep them around because they have either been useful/fun in the past, or simply because I feel "attached" to them. Or in some cases, I've just forgotten that they're on there.

    Here we go, then. In no particular order… well, all right, in the order they're in on my disorganised home screen:

    • Google+ — official mobile app for Google's oft-ridiculed-but-actually-rather-good social network. Beautifully-designed app in my opinion, though said design is a bit divisive.
    • Facebook — official mobile app for the world's most popular social network. The app may be a bit clunky and festooned with obtrusive "sponsored links", but it's finally become a reasonably solid experience.
    • WordPress — official app for the service this blog is hosted on. The app is reasonably good, but limited compared to the Web interface. It also lacks a word count facility, which annoys me more than I thought it would.
    • Skype — not actually sure why I still have this installed. In fact, I'll delete it right now.
    • imo.im — my instant messaging client of choice. Supports most protocols you'd care to think of, including Skype.
    • Formspring — I haven't used Formspring for ages but occasionally it's fun to answer silly questions. The app makes that easy to do on the go.
    • LinkedIn — also not entirely sure why I have this installed, given that I never use LinkedIn. Time to delete!
    • Steam — official mobile app for Valve's digital storefront and social client. Seems to lack push notifications, but otherwise quite useful to get in touch with friends for whom Steam is a reliable point of contact.
    • Comic Touch — old app that hasn't been updated for ages, but features some fun, silly camera effects and the ability to add annotations and speech bubbles. Mobile version of the software I use to create the comic strips on this blog.
    • Instagram — still the best pretentious photography app in the world.
    • Snapseed — a genuinely excellent and surprisingly powerful photo manipulation app.
    • Brushes — best paint program for iPhone, bar none.
    • Evernote — probably the most solid "cloud notebook" solution there is, particularly now it is compatible with a bunch of other apps.
    • Bump — I never use this any more, but it carries positive associations of a very dear friend with it, so I've kept it around.
    • Air Sharing — handy little Wi-Fi file sharing app, allowing transfer of files between computer and iPhone easily. Also has built-in image viewer, media player and whatnot.
    • iDisk — urgh. FUCK YOU APPLE for removing the most useful thing about MobileMe.
    • Red Laser Classic — occasionally useful for price-checking while you're out and about, though you inevitably don't have mobile signal when you're in a Waterstones.
    • HippoRemote Lite — an excellent, reliable and free virtual trackpad/keyboard that can be used to control computers.
    • Box — I signed up for a Box account when someone tweeted one of those special offer links. I don't think I've used it, but it's handy to know it's there if I need it.
    • MotionX-Dice — no longer available, but an excellent virtual (six-sided) dice app.
    • Night Stand — my favourite app that puts a big clock on your screen. Not sure this version is still available.
    • Lloyds TSB — convenient access to mobile banking, though the app itself is a bit shit.
    • Primrose — strange and addictive puzzle game by Jason Rohrer of Passage fame.
    • WordFu — a game you should not start playing on the toilet.
    • Scramble CE — Didn't realise I still had this installed. Superceded by Scramble with Friends, which I can no longer be bothered to play.
    • Bejeweled Blitz — Still a fine toilet game, even with the increasingly-obtrusive monetization.
    • Spelltower — a brilliant little word puzzle game.
    • Fruit Ninja — probably no introduction needed. Slice fruit, have fun.
    • Tilt to Live — one of the best games iOS has ever seen, and certainly a game with one of the best soundtracks of all time. Known as "Try Not to Die" by my friend Woody, who can never remember the name of it.
    • DoDonPachi Resurrection — spectacular, wonderful bullet hell shooter with an outstanding soundtrack, gorgeous graphics and a touchscreen control scheme that works really well.
    • Mushihimesama Bug Panic — curious top-down action-adventure shooter from the DoDonPachi developers.
    • Groove Coaster — one of the best rhythm games ever.
    • Gridrunner — fantastic new version of one of Jeff Minter's classic games.

    (Jesus. I didn't realise I had quite so much crap on here. No wonder I never have any space left. Continuing…)

    • RogueTouch — An excellent iOS version of the original Rogue.
    • Sword of Fargoal — Fantastic reimagining of a Commodore 64 roguelike classic.
    • 100 Rogues — Possibly the best roguelike on the App Store. Apart from Sword of Fargoal and Rogue Touch.
    • Frotz — Interpreter for text adventures and interactive fiction. Comes with access to a whole bunch of old and new classics.
    • Various board game adaptations: Catan, Blokus, Carcassonne, Ascension, Bohnanza, Ticket to Ride, Elder Sign
    • Necronomicon Redux — Fun Cthulhu-themed card game.
    • Hard Lines  Geometry Wars meets Snake.
    • Bit.Trip BEAT — Pong with rhythm.
    • Space Invaders: Infinity Gene — Very little to do with the original. But awesome.
    • Shazam — occasionally useful, but one of those apps you inevitably don't have mobile signal when you actually want to use.
    • Apple Remote — occasionally useful when, say, I want to listen to music from my Mac while I'm on the toilet. Somewhat superceded by the use of iTunes Match.
    • Spotify — it's Spotify on my phone.
    • Modizer — brilliant chiptune and MOD file player with access to a variety of downloadable selections.
    • Instacast — nifty podcast discovery and subscription app.
    • NanoStudio — portable music production lab. Should probably play with this more than I have.
    • Netflix — it's Netflix on my phone.
    • Co-Pilot GPS — this satnav app has never steered me wrong.
    • King of Dragon Pass — terrifyingly complex strategy game that I don't really understand, but would very much like to someday.
    • Starbase Orion — it's Master of Orion on my phone.
    • Game Dev Story — The only Kairosoft game that's really consistently held my interest.
    • Cardinal Quest — Actually, this is one of the best roguelikes on the App Store.
    • Pages — Not really sure how practical this is on iPhone, but it's nice to have it there.
    • MyFitnessPal — useful calorie-tracking app that I should probably start using again sometime.
    • RunKeeper — best run/cycle/walk-tracking app there is.
    • Diptic — got this when it was free, never used it.
    • Zookeeper Battle — see this post.
    • Super Hexagon — the most irritating game in the world.
    • Figure — cool little synth toy thing from the makers of Reason.
    • Any.DO — excellent to-do app.
    • Neon Blitz — surprisingly addictive, mindless little game.
    • Crunchyroll — anime wherever I go!
    • Ayakashi: Ghost Guild — for some reason, I am still playing this and attempting to determine why this has appealed to me where other card-battle games have failed. I think it's the fact it actually has a story, and is presented pretty well. In-app purchases are far too expensive though.
    • Rune Gems — excellent Shanghai-meets-match-3 puzzler.
    • Rayman Jungle Run — best game on iOS, hands down. I will fight you if you disagree. Unless you cite Tilt to Live as the best game on iOS, in which case I will forgive you.
    • YouTube — everyone bitched about the lack of the built-in iOS YouTube app, but Google struck back with a new one that is infinitely better than the previous crap which had barely been updated since iOS 1.0.
    • MangaCamera — this is awesome fun. Just try it.
    • Skitch — skitchy skitchy skitch!

    WHY AM I STILL DOING THIS

    oh, thank God, my battery has died. Oh well. I'll have to leave that there. Anyway. I hope you have found this list helpful, interesting or just, you know, eh. Whatever. I don't know. I'm tired. Bugger off. *slumps face-first onto keyboard*

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    1011: Sigh... Another Shitstorm https://imnotdoctorwho.moegamer.net/2012/10/26/1011-sigh-another-shitstorm/ https://imnotdoctorwho.moegamer.net/2012/10/26/1011-sigh-another-shitstorm/#respond Fri, 26 Oct 2012 00:38:01 +0000 http://angryjedi.wordpress.com/?p=4615 Boy, it all kicked off earlier. Again. For those who missed the whole shebang, basically, this is the flow of events over the last two days to the best of my knowledge. Yesterday: Twitter "debate" erupts over whether or not it was ethical for UK games journalists attending the annual "Games Media Awards" ceremony to … Continue reading 1011: Sigh... Another Shitstorm

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    Boy, it all kicked off earlier. Again.

    For those who missed the whole shebang, basically, this is the flow of events over the last two days to the best of my knowledge.

    Yesterday:

    • Twitter "debate" erupts over whether or not it was ethical for UK games journalists attending the annual "Games Media Awards" ceremony to be tweeting promotional hashtags in the hope of winning a PS3.
    • Winners of said competition name-checked by several Twitter users.
    • Several of said winners speak up and say they are giving away their PS3s.
    • Eurogamer publishes this article by Robert Florence (now recreated on GAF because the Eurogamer-hosted one has been edited) in which he notes that journalists defending such a competition could be seen as corrupt. He quotes tweets from several public sources (mostly Twitter) in said article.
    • MCV staff writer Lauren Wainwright, who was originally quoted in Florence's article, posts on Facebook "Yes, I've seen it. Yes, it's slander. No, it's not being taken lightly." and quickly makes it clear that she is referring to Florence's article.

    Today:

    Most of the salient points surrounding this issue have probably already been addressed far better than I will do in this post, but since this is my personal blog I thought I would give my take on the matter, as something of an "outsider" to the UK games industry. (It's true; despite living in the UK, pretty much all games/tech journalism work I've done in the last few years has been for American outlets — the last UK publication I wrote for was the UK Official Nintendo Magazine, and that was back when the N64 was one of the current-generation consoles.)

    I have come to the conclusion, not just as a result of this shitstorm, that I am Not A Fan of the UK games journalism industry.

    Actually, that's not quite true — there are plenty of people in the UK industry with a considerable degree of integrity who sadly toil away in relative obscurity. People like Lewis Denby over at Beefjack, Ashton Raze and Tom Hoggins over at The Telegraph's games column, and itinerant freelancer Chris Schilling — and scores of others, too, most of whom I follow on Twitter. These are all people that I may not have had the pleasure of actually meeting in most cases (though I met Denby at the Houses of Parliament one day) but whom I have interacted with and have grown to trust the opinions of. I have no issue with these people.

    However, what I do have an issue with is the "old boys' club" that is at the core of the UK games journo industry; a toxic heart beating away and infecting all around it with its bitterness and vitriol. In this inner circle, most people seem to actively hate their job, mocking it at every opportunity and deriding genuinely interesting ventures such as a games journalism introductory session that IGN attempted to host in London a short while back. The apparent priority for a number of these individuals — from what I can tell from their public output, anyway — is getting drunk and taking the piss out of the medium they're supposed to be representing. "VIDEOGAMES," they'll say (and misspell), deriding something that everyone is already aware of and completely ignoring the more interesting things going on in the business.

    The focal point of all this vitriol is surely the Games Media Awards, an odious annual event hosted by Intent Media, the parent company of Wainwright's employer MCV. Now, you might not think that celebrating the achievements of hardworking journalists is a bad thing, and for the record, I don't either — but for the last two years I have seen nothing but obnoxious behaviour surrounding this event. I don't know about you, but for a professional industry awards ceremony, I expect a certain level of professionalism, formality and decorum — none of which are readily apparent in the slightest when looking at the GMAs, which are little more than a pissup for journalists organised by PR staff and publishers.

    I knew that something was up when the "humorous" Twitter account promoting the event last year was publicly lambasting anyone (including me) who took umbrage with its less-than-professional tone. These suspicions were only confirmed when the sponsors for the event showed up brandishing about a million free condoms and with an army of dwarfs in tow. The event was a complete debacle and many of the journos present did decry the sponsor Grainger Games' behaviour as abhorrent, to be fair — but equally, there were plenty of "oh man, I was so drunk" stories circulating.

    This year, it was a different controversy — specifically, a whole lot of behaviour which Florence quite accurately pointed out could be interpreted as shilling. Journos were getting their photograph taken with the dude from Far Cry 3 and tweeting about some game I've never heard of called Defiance, and publicly sharing both on Twitter. Some people quite rightly criticised this, and that's what kicked off this whole debacle. Specifically, it was Intent Media and various other members of the "inner circle" defending their behaviour that kicked off this whole debacle.

    You see, part of the problem with the "inner circle" is that it believes itself superior and immune to criticism. At no point were those who had been "caught in the act" willing to discuss the possibilities that their actions might be misinterpreted, whatever the actual intentions behind them. Wainwright's "complaint" and possible threat of legal action is just one of many silencing tactics that have been used surrounding this issue, with the others being the old favourite "remember when we just talked about games? Games were fun!" and "get back to work" arguments.

    Well, yes, games are fun, and it would be nice to get back to talking about them. But these conversations that we're having here are important, too. This whole ridiculous situation came about for a reason, after all, and it's something that the industry should learn from. Specifically, outlets should begin getting their staff better acquainted with media law, and they should also instill in their employees a culture that criticism is not always a negative thing; sometimes it is an opportunity to grow, change and improve.

    Will the industry actually learn from this, though? Probably not, sadly. I would, however, like to state for the record that I have never seen this level of ridiculously shameful behaviour from the American games press. Sure, there's been plenty of public spats — particularly surrounding high-profile figures such as Destructoid's Jim Sterling and the Polygon crew — but nothing that's actually left me feeling as ashamed of the industry I've worked so hard to be a part of as the last 48 hours have.

    I'll leave you with this excellent piece by Jeff Grubb from back in the early days of Bitmob. I agree with everything my hirsute honey says. And that's the last I will say on the matter!

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    1010: Connected Hearts https://imnotdoctorwho.moegamer.net/2012/10/24/1010-connected-hearts/ https://imnotdoctorwho.moegamer.net/2012/10/24/1010-connected-hearts/#respond Wed, 24 Oct 2012 23:21:25 +0000 http://angryjedi.wordpress.com/?p=4608 I finished watching another new anime tonight specifically so I could write about it for today's post. Oh, don't worry (as if you were) — I was enjoying it a lot, so I was more than happy to zip through it and see how it concluded. Kokoro Connect is its name, and it's an interesting one. … Continue reading 1010: Connected Hearts

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    I finished watching another new anime tonight specifically so I could write about it for today's post. Oh, don't worry (as if you were) — I was enjoying it a lot, so I was more than happy to zip through it and see how it concluded.

    Kokoro Connect is its name, and it's an interesting one. It's also not at all what it makes itself out to be initially, which I can't help but feel is perhaps not to its benefit. But that aside, it's worth a watch, and here's why.

    The elevator pitch of Kokoro Connect is as follows: five high school students have escaped their school's You Must Join A Club rule by establishing the Student Cultural Society, or StuCS for short. Ostensibly, StuCS is responsible for putting together a school newspaper, but in actuality they spend most of their time hanging out in their club room in relative privacy, talking to one another.

    Everything is shaken up one morning when two of the group show up visibly shaken by what appeared to be a strange dream they both had at the same time. For half an hour, they believe that they had switched personalities, with their respective consciousnesses swapping places and then shooting back with no explanation. The others are understandably skeptical of this bizarre story… until it happens again while everyone is watching. Thus begins a rather peculiar tale.

    That's how Kokoro Connect sells itself, anyway. The reality is, in fact, much more interesting, as while the whole "body-swapping thing" is cool, it's a difficult concept to sustain over a long period. Consequently, the supernatural "hook" of Kokoro Connect actually ends up taking a back-seat to the real reason to watch it — its five characters and their growth over the course of the show's 13 episodes.

    Kokoro Connect's cast is a relatively diverse one, initially appearing to cover a selection of predictable tropes. We have Taichi, who is the relatively "blank slate" male character; Aoki, who is the jocular "best friend" character; Yui, who looks (presumably unintentionally) identical to Asuna from Sword Art Online and is the "quiet girl"; Iori, who is the "loud, immature girl"; and Himeko, who is the "cold, aloof, mature girl".

    As you might expect from modern anime, however, none of these characters are quite what they appear to be at first glance. I shall resist spoiling exactly what's up with each of them — because there is something "up" with all of them — but suffice to say that they all have plenty of hidden depth that is explored throughout the course of the series. The various supernatural happenings (which eventually extend beyond body-swapping) serve as a trigger for each of them to confront their various issues and discover their "true" selves — sometimes independently, but more often than not with the help of their friends.

    Kokoro Connect is, at its core, a show about friendship and the way people can and/or should help each other through hardships. A key theme is whether or not you should always help someone when they're hurting, or whether or not it would be more beneficial to let them work things out themselves in the long run. A question that is asked explicitly partway through the run, in fact, is whether or not you should hide from your problems (both individual and collective) or face them head-on, knowing full well that doing so will probably hurt both you and those around you.

    It's actually quite Persona-ish in many ways — specifically, it's a lot like Persona 4, which is about people accepting themselves, including the parts they might not want to acknowledge. The supernatural aspect of Kokoro Connect is significantly toned down compared to Persona 4 and is never really adequately explained — a situation which may well be resolved in the four new episodes set to be released next year — but it doesn't really matter. If it wasn't there at all, these would still be interesting characters and interesting stories. (This does, of course, raise the question of why it's there in the first place, but it does serve as a good catalyst for a number of subplots throughout the show's run.)

    If I had to critique the show specifically, I'd say that a couple of the characters' "issues" are resolved a little too quickly and I would have liked to see some more time spent exploring them, but to be fair, no-one ever comes out and suggests that they've been magically "fixed" — the resolution of said issues tends to be of the "I think I know how I might be able to deal with this now" variety rather than anyone having a "magic bullet" to administer.

    This aside, it's a great watch with some very likeable characters who make up a good ensemble cast. There's a nice balance of light-hearted comedy alongside the fairly serious issues the story tackles, and it isn't afraid to depict high school kids like how high school kids actually are rather than the squeaky-clean paragons of virtue they're sometimes portrayed as. (There's a particularly toe-curling exchange of "secrets" between Taichi and Himeko at one point, but I'll spare you the details.) This latter aspect is another thing that the Persona series was particularly good at, and it's a big draw here, too.

    All round, then, if you like character-driven stories that tackle personal issues with just a dash of the supernatural, then you should give it a shot. If you can get Crunchyroll where you are, you can do just that right here.

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    1009: Some Favourite Characters https://imnotdoctorwho.moegamer.net/2012/10/24/1009-some-favourite-characters/ https://imnotdoctorwho.moegamer.net/2012/10/24/1009-some-favourite-characters/#respond Wed, 24 Oct 2012 00:02:26 +0000 http://angryjedi.wordpress.com/?p=4598 One of the things I always find most memorable about any story I experience, be it a book, TV show, movie, anime or game, is the characters. If the characters aren't interesting, chances are I'm not going to get hooked in. It's the reason I usually cite as to why I loved the open-world adventuring … Continue reading 1009: Some Favourite Characters

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

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

    Grace (Gabriel Knight)

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

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

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

    Angel (Buffy, Angel)

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

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

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

    Also, this.

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

    Damn right.

    Toshino Kyouko (Yuru Yuri)

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

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

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

    Seiko (Corpse Party)

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

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

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

    Polgara (Belgariad, Malloreon)

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

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

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

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

    ____

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

     

     

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    1008: Three Wishes https://imnotdoctorwho.moegamer.net/2012/10/22/1008-three-wishes/ https://imnotdoctorwho.moegamer.net/2012/10/22/1008-three-wishes/#respond Mon, 22 Oct 2012 22:58:48 +0000 http://angryjedi.wordpress.com/?p=4594 My mind regularly wanders, particularly when I'm trying to get to sleep, and often delves into the territory of rather predictable fantasies. No, not that kind of fantasy — well, not all the time, anyway — but rather the sort of fantasies that tend to provoke conversations in the pub or at the end of a house … Continue reading 1008: Three Wishes

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    My mind regularly wanders, particularly when I'm trying to get to sleep, and often delves into the territory of rather predictable fantasies. No, not that kind of fantasy — well, not all the time, anyway — but rather the sort of fantasies that tend to provoke conversations in the pub or at the end of a house party. Things like "what superpowers would you like to have?" or "what would you do if you had three wishes?"

    I've always found the idea of three wishes a fascinating one, ever since I first heard various genie-toting tales from the Arabian Nights and the subsequent primary school "I wish I had three more wishes" jokes. I've never quite managed to come up with a definitive answer as to what my three would be. The closest I've come is determining that I'd probably have two "practical" ones, one of which is usually ensuring that my body is in perfect physical condition — because, well, if you have the opportunity, you might as well ensure you're in full working order, right? (And also I'm fed up with having an itchy scalp. TMI? Fuck off.) The second practical one is often ensuring I'm in a situation where I don't have to worry about money. (This fantasy came up considerably more frequently while I was out of work, as you might expect.)

    It's the third wish I often spend a long time pondering, though. I figure once I've done the vaguely responsible thing and wished for things that ensure my affairs are in order, I can cut loose with the third one. (Of course, I could also set the genie free with my third wish, but where's the fun in that?)

    Several recurring possibilities usually enter my mind for this third wish. They probably say something about me. Please do not read too much into them. (Or do. I don't care. You can do what you want.)

    My first possible third wish (you're following, right?) is the ability to "do magic". Perhaps as a side-effect of my love of role-playing games, every time I imagine requesting this wish I picture the genie bringing up what essentially amounts to a character creation interface and inviting me to pick my spells. The magic I end up choosing usually ends up being of the elemental variety. Thinking about it, I'm not entirely sure why I pick this, because if there's one thing that probably isn't that useful in everyday modern society, it's elemental magic. Whatever role-playing games might tell us, there are not monsters wandering around outside every town, problems cannot always be solved by setting fire to people who disagree with you and broken machinery cannot be repaired simply by calling down a thunderbolt on it. (In fact, some might say that usually has the opposite effect to repairing it.)

    My second possible third wish is that my car would become a VTOL flying vehicle powered by anti-gravity technology which is physically impossible — so far as we know, anyway. Or it might be magic, given that said car doesn't usually require any fuel. This is a fairly self-explanatory wish usually provoked by the fact I've been stuck in a traffic jam at some point during the day and inevitably found myself picturing what it might be like if my car could just rise up off the ground and fly over all the frustrated motorists beneath me. It would be awesome. Don't say it wouldn't be, because you would be wrong.

    My third possible third wish is the ability to switch bodies with someone — usually a person of the opposite sex who has absolutely nothing to do with my normal life and who possibly exists outside of normal space and time. This is pure curiosity, and come on, who hasn't wondered about how "the other side" lives? Different times I've had this particular fantasy have varied slightly — sometimes the other person simply ceases to exist when my consciousness isn't present in her; other times she goes about her normal life and simply switches places with me willingly; sometimes she's an empty vessel (like a robot body) built to hold my consciousness; other times, she is me in a parallel dimension and I am actually both people, I'm simply only aware of one at a time; other times still, the change comes without warning at unexpected moments. (The latter situation, I've recently discovered, is the plot hook of the anime Kokoro Connect, so naturally I've immediately started watching it.) My motivation for this wish is simply to see what it would be like living another life that is completely different to my own — opposite in almost every respect.

    A variation on that third possible wish is to gain the ability to shapeshift. When I picture this wish, my imagination usually puts some surprisingly conservative limitations on my power. I can usually only shapeshift for a limited amount of time, meaning that I can't just stick in another form — I'll just change back to my real self after a set period of time has elapsed. I'm usually only limited to changing into other human forms, as well — no turning into, say, a xylophone or a fridge for me. It's enough to have a similar experience to the "body-swapping" wish, though — I get to try out what it's like to be someone completely different for a little while.

    Obviously, I know all of these will never come true so it's a completely moot point. But I wonder, if the opportunity did arise, which one I'd actually choose when the time came?

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    1007: Battle of the Cards https://imnotdoctorwho.moegamer.net/2012/10/21/1007-battle-of-the-cards/ https://imnotdoctorwho.moegamer.net/2012/10/21/1007-battle-of-the-cards/#respond Sun, 21 Oct 2012 23:42:53 +0000 http://angryjedi.wordpress.com/?p=4585 I've made my distaste for the growing trend for Japanese "card-battling" mobile-social games well-known on these pages a number of times in the past, but I've been growing increasingly conscious of the fact that I must be missing something. After all, these titles consistently show up in the Top Grossing charts on both Android and iOS, so … Continue reading 1007: Battle of the Cards

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    I've made my distaste for the growing trend for Japanese "card-battling" mobile-social games well-known on these pages a number of times in the past, but I've been growing increasingly conscious of the fact that I must be missing something. After all, these titles consistently show up in the Top Grossing charts on both Android and iOS, so there must be something to them that keeps people playing and, indeed, spending.

    The other day, I reviewed a new mobile game from Zynga called Ayakashi: Ghost Guild. Before I go any further, let me explain something about the way Zynga does business for those who have always given their titles a wide berth for whatever reason.

    Zynga behave very much like Apple do, in that they're not trendsetters — or perhaps more accurately, they're rarely the first to try something, as they're both often the ones to make something popular. What both companies are inclined to do is hang back, watch and wait to see what early adopters of new technology and systems are doing. What is proving popular? What are users ignoring? What are the potential pitfalls in doing something new, and can they be avoided?

    Once they've done this, they'll swoop in with something fundamentally very similar to that which has come before, but polished to a fine sheen. Zynga's games are rarely, if ever, original, but it's hard to deny that they often have a significantly higher degree of polish than many other games that may have gotten there first. Similarly, Apple's work on iOS frequently lags behind Android in terms of features — a frequent criticism in the interminably tedious fanboy wars — but when said features hit, they tend to be implemented very well. (Of course, there are exceptions in both cases, but these patterns are noticeable enough to be worth commenting on.)

    Anyway, I digress; Ayakashi: Ghost Guild is a card-battling title from Zynga, and it follows the outline above to the letter. It's clear that the specific developers behind it have examined what makes early trailblazers tick — many of which, like the inexplicably popular Rage of Bahamut, are very rough around the edges — and then given the whole set of proceedings a pleasing coat of paint. Where Rage of Bahamut is silent throughout, Ayakashi: Ghost Guild has an atmospheric, context-sensitive soundtrack; where Rage of Bahamut's story is completely throwaway and irrelevant, delivered via blocks of text that most players will ignore completely, Ayakashi: Ghost Guild makes an effort to introduce characters and an unfolding narrative with first-person visual novel-style scenes; where Rage of Bahamut's interface resembles a Geocities website from the late '90s… Ayakashi: Ghost Guild's interface resembles a Geocities website from the late '90s designed by someone who owns a copy of Photoshop. (You can't have everything.)

    The thing that I've found most obnoxious about these games in the past is their seeming total lack of gameplay. But have I been giving them a fair shot? I have delved into Ayakashi in some detail over the past few days in an attempt to try and understand the appeal a little better, and I'm still not quite sure that I've made my mind up.

    For those who haven't played one of these games before, allow me to give you a rundown of how play works, with specific regard to Ayakashi. You start by picking a card, usually from one of three different types that have particular strengths and weaknesses. Cards have an attack rating, a defense rating and a "spirit" value. They also generally have some lovely (and usually rather boob-heavy) Japanese-style artwork on them. Ayakashi: Ghost Guild does not disappoint in any of these regards.

    Following this, there are two main components to gameplay — the single-player component, referred to in Ayakashi as the "Story" mode; and the multiplayer component, described simply as "Battle" mode.

    In Story mode, you're presented with a series of linear chapters to work through. To work through a chapter in Ayakashi (and, indeed, in all other games of this type) you simply press a button. At this point, several things happen: an animation plays, you lose some health, you gain some experience and you gain some progress in the chapter. Occasionally you will discover an item or a card — each chapter usually has a set number of hidden items which are clearly marked and discovered completely by chance — or run into another player, at which point you can add them to your "crew" if you have enough slots left. If you fill up the chapter's progress bar, you're given a story scene and can then move on — or stay behind if you want to try and collect the remaining items — and if you fill up the experience bar, you gain a level, gain some points to spend on your basic stats and refill your health to full. Your first few levels give you more health than is needed to level up a single time; after you reach about level 8 or 9, however, you'll either have to wait for health to regenerate (at the rate of 1 point per minute) or purchase restorative items using "Gold", a currency which may only be acquired through in-app purchases. Generally speaking, health is exchanged for experience at a 1:1 ratio; as the story progresses, the health cost and related experience gain for a single press of the "Investigate" button increases.

    When levelling up, you have three stats to power up: health, which upgrades the amount in your health pool, allowing you to play Story mode for longer; Attack Spirit, which determines the cards you can hold in your "attack deck" for Battle mode; and Defense Spirit, which determines the cards you can hold in your "defense deck" to protect yourself against attacks from other players when you're not there.

    Battle mode consists of you picking an opponent and then letting your attack deck compete against your opponent's defense deck. Some cards have special abilities which boost their base attack and/or defense power, and these are triggered at the start of battle. Following this, the winner is automatically determined with no interaction required from the players. This allows battles to unfold without both players having to be present. After a battle, your available Attack Spirit is depleted by the spirit value of the cards you used, meaning at least initially you can only do one battle at most in a single session if you use your most powerful cards — and why wouldn't you?

    There's a reason to play Battle mode in Ayakashi — the collection of Sealstones. If you collect all of the colours of a particular Sealstone set, you'll get a rare card that is usually significantly more powerful than the ones you just find naturally in Story mode. Beat another player in Battle mode and you get to steal one of the Sealstones they have — but naturally, others will be trying to do the same thing to you, meaning you'll have to leave a strong defense deck behind in order to ensure they don't get nicked while you're not playing. You can also, you guessed it, buy special items with that in-app purchase currency Gold to protect your Sealstones against being half-inched by randoms.

    Despite being a massively-multiplayer game, direct interaction between players in Ayakashi is, like most other games of its type, very limited. You can add a limited number of other players to your "crew", with the limit increasing as you level up. When you add a new crew member, you get more ability points — more than when you level up, in fact. You then have the option of "poking" or commenting at them once per day, and are rewarded with "Summon Points" for doing so. Collect ten Summon Points and you can get a free, usually shit, card. You can also get two additional free, usually shit, cards per day — one at any time, the other only at lunchtime.

    Those free, usually shit, cards have a use, though — fusion. By picking a card to enhance and then choosing up to ten "material" cards to fuse with it, you can level it up, which increases both its attack and defense power and often makes any special abilities it has more effective, too. Some free, usually shit, cards are specifically designed purely for fusion purposes as they are otherwise terrible but provide massive experience point boosts; in other cases, ensuring you fuse cards of the same "type" (ideally identical ones) together nets you the biggest bonuses. Fusion costs in-game money to perform, though it's the type of money you can earn in the game very easily without having to spend real cash — the game bombards you with it throughout Story mode and you can sell those free, usually shit, cards you've been building up over time.

    That's about it. You grind through Story mode, stopping when you run out of health (or until you purchase more if you just can't wait); you twat another player or two in the face to nick something, then you set the game down for a few hours and come back later. Then you repeat the process.

    Is that fun? I'm honestly not sure. There is a certain degree of satisfaction to gradually levelling things up and making them more powerful — progress bars are, as we all know, a powerful motivational tool. The fact that Ayakashi has actually made an effort with its story makes it considerably more interesting than most games in this oversaturated genre, too. But the lack of interaction bugs me somewhat; if I'm supposed to be "investigating" a location, I'd like to be actually doing that investigating, not just tapping an "Investigate" button over and over again. If I'm fighting an opponent, I'd like to do more than simply sit back and let the battle resolve itself.

    On the other hand, there's an argument that all Ayakashi and its numerous competitors are providing is the same experience you'd get from a "proper" MMO, albeit stripped down to its most bare essentials. What do people like to do in MMOs? Level up, so make that easy. What else do people like to do in MMOs? Compete against other players, so make that easy too. What these games are in effect doing is stripping down the conventions of MMOs into something that is a lot more friendly to mobile gamers' lifestyles — you can pick up Ayakashi for five minutes and "accomplish" something, whereas to do the same in, say, World of Warcraft or Guild Wars 2 takes a lot longer. But in that longer amount of time, you actually get to do stuff.

    As I say, after having spent a bit of time with Ayakashi in particular, I find myself a little conflicted. With Rage of Bahamut, I felt justified in my dislike; it's a poorly put-together, amateurish effort that actually felt quite insulting to play. With Ayakashi, meanwhile, Zynga has taken the time to do its usual spit-and-polish routine to make something that isn't outright embarrassing to play from a presentation perspective. I'm just not entirely sure there's a game worth playing — much less paying for — beneath the glitz.

    I will feel even more conflicted when the Persona 4 card-battling game eventually makes it to Western app stores.

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    1006: Far, Far Away https://imnotdoctorwho.moegamer.net/2012/10/20/1006-far-far-away/ https://imnotdoctorwho.moegamer.net/2012/10/20/1006-far-far-away/#respond Sat, 20 Oct 2012 23:52:50 +0000 http://angryjedi.wordpress.com/?p=4581 It may be shocking to some to hear this given how much of a massive nerd I am in almost every other respect, but I'll just come out and say it: I've come to the conclusion that I've never really cared for Star Wars. I'm sorry. I just don't. I've seen all of them several times … Continue reading 1006: Far, Far Away

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    It may be shocking to some to hear this given how much of a massive nerd I am in almost every other respect, but I'll just come out and say it: I've come to the conclusion that I've never really cared for Star Wars.

    I'm sorry. I just don't. I've seen all of them several times — including the original trilogy in their original, un-messed-around-with incarnations — and I just struggle to get excited about it. I never wanted to be Luke Skywalker, I don't give a shit whether Han shot first or not and I always preferred Wing Commander over X-Wing.

    Of course, these days it's not uncommon to not give a shit about Star Wars due to the massive oversaturation of the market perpetuated by the Lucas empire, but I'm pretty sure I've felt this way even since before the prequels came out. I'm not sure what it is — whether it's just the fact that it's so pervasive in geek culture that I'm just sick of it, or if I actively dislike it. For what it's worth, I don't think it's the latter; I think it's more a sense of indifference and not really feeling like it's worth all the fuss.

    Oh, I get why it was a big deal on its original release, of course. I can appreciate that the original trilogy are good films — they're well-structured, reasonably well-paced (they are quite long, though) and stuffed with memorable characters — and I can see what an impact it's had on modern sci-fi. I just can't get excited about the prospect of anything Star Wars-related these days.

    It doesn't help, of course, that aspects of the franchise get continually co-opted for completely inappropriate purposes. I knew that I was completely over Star Wars when Yoda started advertising for Vodafone, though I had my suspicions when he appeared in one of the Soul Calibur games. The moment that the marketing people get hold of something that enjoys mainstream (or even niche) popularity, it dies a death. Whatever soul it once had is gone, replaced by that cold-hearted capitalist desire to make cash.

    In fact, my only really fond memories of Star Wars include the amateur video production called Yoda's Bar my school friends made with a bunch of Star Wars figures, and the drunken evening I spent after one of our school leaving days sleeping on the floor next to my friend Woody, who was doing what he called "Emperor Farts", which consisted of him doing an impression of Emperor Palpatine and then letting rip with some of the most thunderous flatulence I'd ever heard. (He managed to keep this up for well over an hour; I am still surprised to this day that he didn't shit himself.)

    I digress.

    I think it's largely the oversaturation issue that gets to me in situations like this, because it's not just Star Wars that I feel this way about. I find myself instinctively starting to dislike anything which I'm constantly bombarded with. It's an automatic response now — I start to see so much of something that I just feel utterly sick of the sight of it, and thus want to take myself as far away as possible from it. Recent things I have felt this way about include Call Me Maybe, Gangnam Style, anything to do with Batman, and the video game Dishonored. The more I see of a thing, the less I want to see of it. Marketing through constant "brand visibility" evidently doesn't work on me.

    This instinctive behaviour that I have picked up from somewhere probably accounts for my changing tastes in media consumption — my present fascination with anime, Japanese games and related media falls firmly into the "niche interests" category and consequently is not prone to the "JUST SHUT UP ABOUT IT FOR FIVE MINUTES!" problem that I'm describing here. Ironically, of course, I'm happy to talk about all of the above things with like-minded people for hours on end and never get sick of them.

    I don't particularly think that feeling this way is a problem per se — everyone should be free to pursue their own tastes and interests — but as I posted the other day, it can sometimes lead to feelings of isolation. I occasionally think I should make more of an effort to try and engage with things that are otherwise popular, but then I just think to myself "no, why should I? I have plenty of things that I'm interested in to keep me busy and entertained; I don't need the stuff that everyone else is talking about."

    I just end up with fewer people to talk about my interests with. But eh. 'Twas ever thus for those mysterious creatures known as geeks, nerds, whatever you want to call us. And the fortunate side-effect of the smaller numbers of people who are into more "niche" things is that the people who are into those things are, more often than not, infinitely more passionate about their interests than those who are following the herd. I'll take passion and enthusiasm over conformity any day.

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    1005: Easygoing Lilies https://imnotdoctorwho.moegamer.net/2012/10/20/1005-easygoing-lilies/ https://imnotdoctorwho.moegamer.net/2012/10/20/1005-easygoing-lilies/#respond Sat, 20 Oct 2012 00:18:30 +0000 http://angryjedi.wordpress.com/?p=4575 Well, as I suspected might happen when I wrote my first post on the subject of Yuru Yuri, I appear to have become mildly addicted to the thoroughly silly adventures of the Amusement Club. For those who missed aforementioned post and are too lazy to click on the link and see what I'm talking about, Yuru … Continue reading 1005: Easygoing Lilies

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    Well, as I suspected might happen when I wrote my first post on the subject of Yuru YuriI appear to have become mildly addicted to the thoroughly silly adventures of the Amusement Club.

    For those who missed aforementioned post and are too lazy to click on the link and see what I'm talking about, Yuru Yuri is a show about lesbian schoolgirls. No, not like that. That is basically what it is, though. (A show about lesbian schoolgirls, not porn.) It's a show that features an all-girl cast where homosexual feelings towards one another are the norm rather than the exception — rather refreshingly, the show regards same-sex feelings of attraction and love as just something that happens rather than something that is in any way "shocking" or out of the ordinary. It's not a show that's trying to push a particular agenda on its viewers, in short — certain members of the cast feel certain ways towards one another, and they just happen to be girls. Which is cool with me.

    After a little while, this simply becomes something you accept in the world of Yuru Yuri, and you are then able to focus on the real highlight of the show — the characters. This is not a show where anything earth-shatteringly important happens, you see; no-one is struggling with Big Issues, no-one is feeling a sense of guilt over their sexuality, no-one suffers anything other than the most temporary setbacks (and then usually only for laughs) and no-one gets hurt in anything more than the most ridiculous slapstick fashion — we're in the territory of comedy "bumps" popping out of people's heads here, which is something I don't think I've seen since I was a kid.

    But no; there are no Big Issues to come to terms with, which lets the characters shine simply by being themselves. It's an excellent and diverse cast made up of an interesting mix of established tropes and characters who subvert said tropes nicely.

    Chinatsu, Akari, Yui and Kyoko, the four girls who make up the school's "Amusement Club" pictured above, are the main stars, with Akari ostensibly being the "protagonist". Akari's main distinguishing feature is that there is absolutely nothing remarkable about her whatsoever, however, which tends to lead her being the butt of many episodes' jokes as she gets left behind entirely or, in some cases, ends up turning completely invisible due to her lack of presence. She is endearing and entertaining in her own right, however, and despite the show's joking insistence that she is not worth focusing on, she's sweet and cute. She also has the most terrifyingly creepy siscon older sister I've ever seen, too — in one particularly hilarious and memorable (if weird as fuck) scene, said sister settles in for a comfortable evening home alone, clutching her Akari body pillow which she's dressed in one of Akari's uniforms, and wearing a pair of Akari's knickers on her head. It's a gloriously uncomfortable scene, particularly when Akari comes home early and her sister only just manages to hide the evidence of her misdeeds.

    Yui, meanwhile, is "the sensible one", and a bit of a tomboy. She's the sort of character who rarely smiles and is quite softly-spoken. In many ways, she's the mother figure of the group, as she lives by herself and puts up with the others — particularly Kyoko — invading her home and demanding food. Yui sometimes seems to be a bit of a "blank slate", but occasionally we get a glimpse of her humanity through her getting into a video game or playing with her younger relative Mari. Yui is also particularly skilled in dealing with Kyoko, regularly shutting down her often-incoherent hyperactive rants with just a single word.

    Chinatsu is the exact opposite of Yui. A lively, energetic young girl with bright pink frizzy hair in bunches, Chinatsu is carrying a rather large torch for Yui and will do anything to try and get closer to her. While she is initially presented as a sweet, innocent, shy girl, it becomes very apparent very quickly that Chinatsu can be aggressive, grumpy, mean and a bit of a bully at times — though she's not particularly good at any of those things, often leaving her looking rather ridiculous. She's also terrible at drawing, creating pictures that look like something out of a particularly unpleasant horror movie.

    Kyoko is the clear highlight of the show, however. Kyoko does not give a shit what anyone thinks and just does what she feels like. She clearly has some sort of attention-deficit disorder, and is usually hyperactive. Despite this, however, she is fiercely loyal to her friends and clearly values her time with the group. She's also caring and considerate, and is also the most obviously "gifted" of the group — not only is she a talented (and respected) doujinshi manga artist, but she's also able to score full marks on almost every test she takes with minimum effort, much to the chagrin of her rival Ayano. She's also mildly obsessed with Chinatsu's unbearable cuteness, and takes every opportunity to find an excuse to make her cosplay as "Witch Girl Mirakurun", to whom Chinatsu bears an uncanny resemblance even when out of costume.

    Although these four make up the main cast, the secondary characters are all interesting and entertaining too, particularly in the second season, where they each get much more of a chance to shine. We have the aforementioned tsundere student council vice-president Ayano, who likes Kyoko but would never admit it; her best friend Chitose, who has a habit of getting nosebleeds as a result of perverted thoughts about Ayano and Kyoko getting together every time she takes her glasses off — and also goes on a kissing rampage any time she ingests chocolate; and the ever-entertaining duo of rivals Sakurako and Himawari who are absolute polar opposites in almost every way but clearly care deeply for one another. Sakurako is extremely childish, aggressive, demanding, hot-headed and flat-chested; Himawari is mature, motherly, firm but fair and in possession of a fine pair of breasts which Sakurako is quite understandably very jealous of.

    The way these girls interact with one another and play together is the reason to watch Yuru Yuri. You can get to the end of an episode and realise that absolutely nothing happened beyond "some girls hung out together" — but that despite this, you still had an entertaining experience. It's one of those experiences where you feel like you're "friends" with the characters and that you're getting the opportunity to just chill out and hang around with them. It's not a show that's going to slap you around the face with The Feels on a regular basis, nor does it ever claim it's going to be, but for something that's just plain fun to watch, I think it's going to be hard to beat.

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    1004: Thwarting The Fall https://imnotdoctorwho.moegamer.net/2012/10/19/1004-thwarting-the-fall/ https://imnotdoctorwho.moegamer.net/2012/10/19/1004-thwarting-the-fall/#respond Fri, 19 Oct 2012 01:01:14 +0000 http://angryjedi.wordpress.com/?p=4571 I finished Persona 3 FES: The Journey this evening, something I've been meaning to do for a very long time and finally got around to. Persona 3 remains one of my favourite games of all time, and the additions to The Journey — the story told in the original version of Persona 3 — are very welcome, offering … Continue reading 1004: Thwarting The Fall

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    I finished Persona 3 FES: The Journey this evening, something I've been meaning to do for a very long time and finally got around to. Persona 3 remains one of my favourite games of all time, and the additions to The Journey — the story told in the original version of Persona 3 — are very welcome, offering deeper insight into the characters as well as some good old-fashioned fanservice.

    Persona 3's biggest strength is also one of the reasons why I imagine an awful lot of people won't finish it: its length. Having played The Last Story earlier this year, I'm very much of the opinion that JRPGs don't have to be incredibly long to be tell satisfying stories, but in the case of Persona 3 and its sequel, both of which are somewhere in the region of 85-100 hours in length, I can't help but think that a lot of the respective stories' impact would be lost if they decided to reign things in a bit and keep them snappy.

    Persona 3, for those who haven't played it, takes place over the course of a school year in Japan. You start in April, increasing amounts of Bad Shit comes to pass as the year progresses and you eventually finish either on New Year's Eve with a bad ending or on January 31st with a good ending. And you're expected to play through all the days in between, with only a couple of exceptions.

    A day in Persona 3 typically consists of getting up, going to school (assuming it's a school day), perhaps answering a question or two in class, hanging out with friends after school then either going dungeon-crawling, studying or socialising in the evening. The format occasionally gets shaken up with public holidays (and Sundays) when you don't have school to worry about, and there's a couple of trips out of the game's main Japanese town setting at specific points in the story, but for the most part you are living the life of a Japanese teenager, albeit one who fights monsters after midnight.

    It's a long, slow slog through the game's days, in short, but it's only through dealing with this that you truly come to respect the sacrifices the game's main cast has made in the name of trying to build a better world and beat back the darkness. Sometimes you really want to hang out with that hot girl who seems to have taken an interest in you, but instead you know that you should go shopping with the nice policeman who sells you various sharp implements, then go climbing the mysterious tower that appears after midnight and start twatting some Shadows in the face. Having to find this optimum "work-life balance" means that the time you do actually get to spend with your in-game friends becomes more precious — particularly as each of the "Social Link" stories that is attached to each person ends up being interesting and often emotional.

    By the time you reach the game's final battle, you have been through Hell and back with these characters, both in terms of having to cope with the everyday stresses of teenage life — exams, angst, friendship drama — and in having fought your way through hordes of Shadows to strengthen your party. By the time the final boss appears, you are ready to kick some ass and save the world.

    And then the final boss fight takes somewhere in the region of an hour to complete. The game isn't going to let you win so easily. It's not an especially difficult fight if you've prepared appropriately, but it is long — a test of endurance… and of whether or not you remembered to stock up on items before wandering into the dungeon. It's not boring, though — it's paced in such a way that it shakes things up regularly, requiring you to change and adapt your strategies accordingly, particularly as you get closer and closer to final victory. By the time you finally take down the boss and get onto the "home straight", as it were — and there's actually a surprising amount still to see even after you've kicked its ass — you are physically and mentally exhausted, just like the characters, and the game knows this, hitting you with some intensely emotional scenes while you're weakened.

    Persona 3, then, uses its length to its advantage. While there is plenty of stuff in there that is clearly designed to allow masochistic players to inflate their play time yet further (I didn't beat the Reaper, for example, and I seriously doubt I will ever seelet alone beat the "Ultimate Opponent" secret boss that only appears in New Game+) for the most part, it's good stuff that allows you to immerse yourself in the small but very well-realised game world. You're either doing teenagery things, or you're fighting Shadows. Fight too many Shadows and you'll exhaust yourself, meaning you'll need to make sure you get some rest before you do anything strenuous — but while you recover, all your friends are waiting for you.

    There's always something to do and someone to see, and meanwhile the clock is ticking ever-onwards towards an inevitable conclusion. As time passes, everyone's life goes on — even the incidental NPCs sitting around in various locations all have their own stories to tell that progress gradually as the seasons turn. Will the shy girl ever talk to the boy she's stalking? Will the girl who's obsessed with Mitsuru ever confess her feelings? Will the elementary school student at the station ever stop being a jerk to her obviously-nervous new teacher?

    "Bonds of people are the true power," runs the tagline to the Persona 4 anime, and it's right. Both Persona 3 and 4 are what they are because of the people in their respective game worlds. After 80+ hours with them, it's difficult to not feel a sense of attachment to them — even the most seemingly-innocuous incidental character. This sense of "belonging", of immersion in a game world with realistic, believable characters — that, right there is why I love these games so much.

    On to The Answer next, which I know nothing about beyond the fact it's supposedly very difficult and wraps up the ambiguities left by The Journey's ending. I'm very intrigued to see how it concludes for real, so doubtless you can expect another post on the subject after another 20 hours of gameplay or so.

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    1003: Isolation Chamber https://imnotdoctorwho.moegamer.net/2012/10/17/1003-isolation-chamber/ https://imnotdoctorwho.moegamer.net/2012/10/17/1003-isolation-chamber/#respond Wed, 17 Oct 2012 22:28:40 +0000 http://angryjedi.wordpress.com/?p=4567 Last night I spent a thoroughly pleasant evening in the company of the few "real-life" friends I see on a regular basis. We played Descent, I made some poor tactical decisions and lost yet another quest (seriously, I am the most incompetent evil overlord of all time) and we had fun. As always, though the experience … Continue reading 1003: Isolation Chamber

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    Last night I spent a thoroughly pleasant evening in the company of the few "real-life" friends I see on a regular basis. We played Descent, I made some poor tactical decisions and lost yet another quest (seriously, I am the most incompetent evil overlord of all time) and we had fun.

    As always, though the experience was, for me, tinged with a certain hint of bittersweetness. Said friends, you see, all live back in the Southampton/Winchester area, which is where I used to live before the rather inconvenient and upsetting collapse of almost my entire existence over two years ago. I, however, am not located there; instead, I am nearly two hours' drive away in Chippenham, Wiltshire. It's not a difficult drive, to be sure, but it isn't something I can particularly do on a sudden whim. Well, I can, but I do need to have plenty of time on my hands before I do it, and there are other considerations as well.

    It's frustrating, though. Regular readers will know that I am not an especially "social" person a lot of the time, but I do appreciate and enjoy the time I get to spend with these friends. We've built a strong Social Link as a group together in recent years, and most of us have had to take on some difficult challenges in that time. Although in a lot of cases, said group of friends didn't necessarily help and support directlythe fact that they were simply there was often enough. I know I certainly felt that way, though naturally I can't speak for the others.

    It's hard to feel that way when you're two hours away, though; when you have to make full on capital-P Plans to see them rather than just sending a text and asking if people are up for something. I miss being able to do that, and not just with the particular group of friends I saw last night, either; there are ex-colleagues still in the area whom I used to love being able to just call up (well, text up) and hang out with.

    I feel more than a tad isolated, in short.

    And in more ways than one, if I'm honest. Leaving aside the geographical issue that gets in the way of seeing "real life" friends for a moment, there's also the whole issue of having like-minded friends who are into similar things that you are. I have a number of interests that I am perfectly willing to describe as "niche", and at times it can be difficult and frustrating to be a fan of these things when there's no-one nearby to share the experience and enjoyment of them with. It's not as if I have absolutely no-one, obviously — Andie is good at taking an interest in the things I like (for the most part, anyway!) and aforementioned friends share at least some of my interests.

    The "simple" solution seems obvious — take an interest in more "mainstream" things so you can more easily share the enjoyment of things that everyone enjoys. But it's not that simple. I have tried on a number of occasions to engage with things I know various friends and acquaintances are interested in — everything from football to The X-Factor — and every time I have come away feeling like I'm forcing myself to try and enjoy something I dislike immensely, and it just doesn't seem worth it. Apparently your tastes are hard-wired into your head somewhere, and it is very difficult to change them. I am predisposed to like the things I like (board games, video games, anime, soundtracks, music, writing, The Internet, My Little Pony) and similarly to dislike the things I despise (too many to list).

    Knowing that doesn't help with those feelings of isolation, though. Knowing that the things I enjoy are only appreciated by certain specific subcultures can be a difficult pill to swallow at times, but it's the situation that my own tastes have gotten me into. Don't get me wrong, I don't regret or feel embarrassed about anything that I enjoy; it'd just be nice to be able to enthuse about it with people who are a bit closer sometimes.

    But at least I can enthuse about it with people thanks to the trappings of modern society. I can chat with my friend in Canada about anime; I can discuss strategies for failing to beat the hideously difficult secret boss in Persona 3 with another friend in the States. I can rant and rave in private about the things that are getting my goat to someone in yet another disparate geographical location; I can share my pride in something I have achieved with yet someone else entirely.

    Things could be worse, in short — but it doesn't stop those occasional feelings of loneliness and isolation. I've been having more than a few of them recently, and it's getting me down a bit, so apologies if the tone of these posts may be a bit on the melancholy side at times.

    Oh well. I'll deal. I always do.

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    1002: Irritants of the Modern World https://imnotdoctorwho.moegamer.net/2012/10/16/1002-irritants-of-the-modern-world/ https://imnotdoctorwho.moegamer.net/2012/10/16/1002-irritants-of-the-modern-world/#respond Tue, 16 Oct 2012 23:36:40 +0000 http://angryjedi.wordpress.com/?p=4563 I have a peculiar sense of déjà vu as I write this as I have a strange feeling I've written a very similar post before… but d'you ever feel like the world just isn't quite built with you in mind? I'm not talking about difficulty getting around — though obviously there are people out there … Continue reading 1002: Irritants of the Modern World

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    I have a peculiar sense of déjà vu as I write this as I have a strange feeling I've written a very similar post before… but d'you ever feel like the world just isn't quite built with you in mind?

    I'm not talking about difficulty getting around — though obviously there are people out there with physical difficulties for whom the world literally isn't really built for — but rather a sense of detachment, a feeling of not quite "belonging" to modern society, a sense that others are "getting" something you're not. (No filthy comments!)

    I've been having this feeling to an increasing degree over the past few years. When I consider the things about modern society that irritate me, I sometimes find myself wondering if I'm just being unreasonable or if there is, in fact, some sort of root cause for the feelings of dissatisfaction and frustration I so often feel.

    Let's take a few examples to demonstrate what I mean.

    Firstly, one from my professional life. I review social and mobile games for a living, from the perspective of whether or not they're likely to be profitable and if developers can learn/steal something from each other. Objectively speaking, I can recognise the patterns in design, structure and the use of compulsion mechanics to draw players in and encourage them to spend money, but I can never picture spending my own money on such titles. It might be because I'm a traditional (or "core" as we tend to be called nowadays) gamer and thus have certain expectations from my entertainment — expectations that more often than not aren't met by puddle-deep mobile and social games — or it might be something else. Rage of Bahamut, for example, which is complete crap in almost every way it is possible for a game to be crap, is immensely successful and has been showing up high in the Top Grossing charts ever since its launch. I do not understand this.

    Then there's the perpetual popularity of terrible, terrible television shows and the attached assumptions that you should know who Rylan(?) from The X-Factor is in order to have a successful water-cooler conversation. Thing is, every time X-Factor comes on, all I see on Twitter from the fairly broad spectrum of people I follow is unbridled hate — but they're still watching it. I do not understand this either.

    Then there are smaller, stupid questions. Why do people buy clothes with dates they probably weren't born in printed prominently on them? What possible use could a 19-inch 1080p television be? What sort of pillock falls for those text messages that tell you how much money you could claim from your "recent" (and non-existent) accident? Who wakes up one morning and decides they want to be a loss adjuster? Why would I want to join yet another mobile social network that does nothing more than allow me to "Like" random things? Why do so many people respond to those utterly inane brand posts on Facebook? More to the point, why does the block of cheese we have in the fridge have its own Facebook page?

    I do not understand any of these things either.

    It's not difficult to see why certain subcultures, be they socioeconomic or interest-based, find themselves feeling somewhat alienated from "normal" society, whatever that is. I certainly do at times, and I'm pretty sure that I'm not the only one out there. There are too many unanswered questions out there, and either I'm not looking in the right place for the answers or the rest of society just doesn't care.

    Oh well. Time to sleep. The world will continue not making sense in the morning. This has been your after-midnight philosophical bollocks for the evening; hopefully I should be feeling a little more coherent come the morning.

    Good night.

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    1001: Yuriyurarararayuruyuri https://imnotdoctorwho.moegamer.net/2012/10/15/1001-yuriyurarararayuruyuri/ https://imnotdoctorwho.moegamer.net/2012/10/15/1001-yuriyurarararayuruyuri/#respond Mon, 15 Oct 2012 14:42:40 +0000 http://angryjedi.wordpress.com/?p=4560 Hello! And welcome to the first post-1,000 post on this blog. I hope you like the "New Game+" redesign I've done. I figured it was worth doing something noticeable to highlight my achievement. And now I'll stop blowing my own trumpet. Back to business as usual. I've been continuing my journey through the strange and … Continue reading 1001: Yuriyurarararayuruyuri

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    Hello! And welcome to the first post-1,000 post on this blog. I hope you like the "New Game+" redesign I've done. I figured it was worth doing something noticeable to highlight my achievement. And now I'll stop blowing my own trumpet. Back to business as usual.

    I've been continuing my journey through the strange and bizarre world of anime recently. I finished watching The World God Only Knows a while back, so I was looking for something new to explore. I have a few DVDs of recommendations from my friend Lynette on the way, but I was interested in trying something a little bit different while I waited for them to arrive.

    So it was that while browsing Crunchyroll I came across Yuru Yuri, an anime that I'd seen mentioned by a few people around the place. I didn't really know anything about it save for the fact that "yuri" is a term often used to refer to "girls love" or, to be less euphemistic about it, material with lesbian themes. I had no idea whether Yuru Yuri's title actually had anything to do with yuri as a genre, or whether it was just part of the name. "Yuri", after all, is also a fairly common Japanese name that means "lily".

    As it turns out, Yuru Yuri (literally "easygoing yuri") is most certainly a yuri work, though more in a sense that it focuses on close personal relationships between a group of girls rather than having sexual overtones at its core.

    Yuru Yuri centers around a group of middle-school girls who start an "amusement club" in the defunct Tea Club's premises at their school. They essentially use this as an excuse to goof off and avoid doing anything that would actually require effort, and over the course of the series, their relationships with one another (and with a small cast of supporting characters outside the main four) grow and change — in some cases into love; in others into fantasies about one another that will (probably) never be fulfilled; in others still into close friendship. The show doesn't make a big deal of the fact that seemingly almost everyone at the all-girls school they attend is homosexual; instead, it's simply treated as the way things are. People can like each other, regardless of gender, and this can lead to exactly the same sort of awkwardness and confused feelings as in heterosexual relationships. Just like real life! Who'd have thought it.

    All this perhaps makes Yuru Yuri sound a bit more serious than it actually is. The girls' relationships and feelings for one another are an important part of the show, sure, but for the most part it's very much a "slice of life" anime in which the cast get into various amusing scrapes that are usually resolved by the end of the episode. It's very lightweight and cheerful in tone throughout, and the characters are all very distinctive and exaggerated in terms of their appearances, personalities and iconic behaviours — though the show isn't above subverting its own tropes at times if the opportunity to play something for laughs exists.

    One amusing aspect of the show is that Akari, the character set up to be the series' "protagonist" in the first episode, gets some fairly harsh treatment throughout. Not necessarily in terms of the things that actually happen to her, mind — this isn't a show that does nasty things to its characters — but in the fact that more often than not an episode ends up focusing on the other characters to her exclusion. On more than one occasion she gets sidelined in favour of seemingly incidental plotlines, and in some episodes she's not even present at all. This particular aspect of the show is lampshaded continually, with the "next episode" previews often consisting of the characters arguing over who is actually the protagonist, regular references to Akari's lack of presence (often represented by her literally turning invisible) and the pre-credits "Yuru Yuri is starting!" sequence (hosted by Akari) getting increasingly ridiculous as the series progresses. It's a fun commentary on the "blank slate" nature of a lot of anime protagonists.

    There are also plenty of silly things that happen in almost every episode, too. For example, Chitose, one of the supporting cast members, is obsessed with her best friend Ayano the student council vice-president getting together with Kyouko, one of the main four cast members. Every time Chitose takes her glasses off, she "tunes out" of reality because she can't see and ends up fantasising about what Ayano and Kyouko would get up to if they ever admitted their feelings to one another. These fantasies are usually rather suggestive, but always stop before anything actually happens, usually because Chitose has a near-fatal nosebleed as a result of her pervy thoughts.

    It's a strange show, to be sure, and an acquired taste. It's one of those things where nothing of any particular note happens in any episode, but the comfortable familiarity of the characters and the gentle sense of slightly suggestive humour that pervades it gives it a very endearing feel, assuming you can stomach its unrelenting moe cuteness. The whole cast — main and supporting — is likable and distinctive, and it's just a very pleasant watch if you don't want to have to concentrate too hard or be bombarded with The Feels at every opportunity.

    You can watch Yuru Yuri on Crunchyroll.

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    This is my 1,000th daily post on this blog https://imnotdoctorwho.moegamer.net/2012/10/14/this-is-my-1000th-daily-post-on-this-blog/ https://imnotdoctorwho.moegamer.net/2012/10/14/this-is-my-1000th-daily-post-on-this-blog/#respond Sun, 14 Oct 2012 23:18:45 +0000 http://angryjedi.wordpress.com/?p=4553 Well, there we are. 1,000 days of non-stop daily blogging. I am the best, I win, etc. Sorry this post is so late, but once you've read it you'll hopefully appreciate that it took a bit of time to put together. I felt I should make the effort, you know. Special occasion and all that. Of … Continue reading This is my 1,000th daily post on this blog

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    Well, there we are. 1,000 days of non-stop daily blogging. I am the best, I win, etc. Sorry this post is so late, but once you've read it you'll hopefully appreciate that it took a bit of time to put together. I felt I should make the effort, you know. Special occasion and all that.

    Of course, I'm well aware that I'm not the first person to reach a thousand days — as I mentioned a few days back, Mr Ian Dransfield got there first due to… well, starting before me. I joined the initial #oneaday crowd a little late, on January 19, 2010, whereas the people who actually started the whole thing off began closer to New Year's Day. As I noted in that post I just linked to, however, I am officially the Last Man Standing and I don't mind admitting that I feel more than a little proud of that fact. Through thick and thin, I've stuck by this self-imposed project with no end and no goal, and I have enjoyed the experience immensely.

    And, more importantly, I plan to continue enjoying it from this point onwards. Post number 1,000 — that's this one — is most certainly not a fond farewell and a hanging up of the… whatever implement best exemplifies blogging. (My computer keyboard, I guess.) No; it's a significant milestone, for sure, but I see no reason to stop. There are plenty of things to write about. And while they may not always be the most interesting or universally appealing, as I've noted on this blog a number of times before, the original intention of #oneaday was not to be interesting or universally appealing. It was simply a kick up the bum to get those of us who enjoyed writing to do more writing. Writing for ourselves, rather than for someone else. Writing without limits, without the necessity of sticking to a style (though those of us in it for the long haul naturally developed our own personal styles), without word counts, without anyone deciding whether or not the thing we were writing about was worth writing about. And, of course writing without editing.

    Yes, these are the pure, unexpurgated contents of my brain you're reading every day. Unfiltered, uncensored, completely truthful. (Well, okay, regarding the latter, I might omit to mention a few things, but that's not exactly the same as lying.) A couple of people have commented to me over the course of the past thousand days that they're impressed by my ability to just lay my soul bare on the page like that, to confess to things that others might find difficult to talk about. For me, though, it's actually something of a relief to be able to talk about a lot of these things, be it my depression and social anxiety or my enjoyment of visual novels that, in many cases, have bonking in them. This blog has been a good "friend", as it were, providing me with a place to empty my brain of all the thoughts that have been floating around with it over the course of each day, and in the process I have made a few actual friends who have either related to the things I've written or just found them interesting. Which is, you know, nice.

    More after the jump — it's a long one. (That's what she said, etc.)

    ____

    I had a request the other day from Alton Hazelworth III that I give a rundown of my top 5 funniest dreams for my thousandth post. I'm not sure I can remember five dreams in enough detail to do that, unfortunately, but I can reshare a couple of rather strange posts from the past for those who are interested to know how my (apparently deranged) mind works. First of all, there is From the Depths of the Subconscious, referred to by Hazelworth as his "favourite post to date" and "the poo dream post". Then there was Into Dreams, in which I described a selection of peculiar things that had flown out of my subconscious at various times in my life. Then there was earlier post Dream On, which isn't nearly as interesting but does feature a comic strip with pictures of both Christina Hendricks and Brian Blessed.

    So while we're at this, let's delve back into the annals of this blog's history and pick out a few other posts that are noteworthy. I have done this on a couple of occasions in the past, and it's been fun to revisit them. (It's also quite fun to hit that "Random Post" button at the top of the page and see where it takes you. At least if you're me.) Consequently, I make no apologies if I link you to posts I have already linked to in the past. Apparently they stuck in my memory as "noteworthy", so… yeah.

    I will probably regret this as I spend longer and longer (and more and more words) digging up old posts that I'm probably the only person who cares about, but here we go.

    Ugh. Now I have no idea where to start. All right, let's start with posts that have proven the most consistently popular, based on what WordPress' stat counters believe are my Most Viewed Posts of All Time. If it ever loads. (It's not loading.) Now it's loaded. All right, here we go.

    Apparently, my most-viewed page is my homepage. 22,848 views since some time back in 2008. I have no idea if that's good or not. Ultimately irrelevant. Moving on.

    My top individual post is Mini-Memes and Offensive GIFs (NSFW), which has had a mighty 3,251 views since it was posted on May 10, 2010. This is a post in which I first of all participate in a fake "Inside the Actor's Studio" interview, prompted by a fellow #oneaday blogger, and find myself unable to hear the name "Bernard Pivot" without thinking of a piece of software called Pivot which allowed you to animate stickmen. Said piece of software was, naturally, put to nefarious use with a variety of offensive animations collected together under the banner "Battle of the Sexes".

    How to Play Pocket Academy is the next most popular post, with 1,592 views, though I think this is largely more due to the fact that no-one understands how to play Pocket Academy than due to it being a particularly comprehensive guide. So we'll skip over that one and go straight to the next most popular one, which is Why Teaching Sucks (1,217 views).

    For those of you who aren't aware, I used to be a teacher. I worked for three years in secondary school before suffering a nervous breakdown and quitting, then I worked for a term on a maternity cover contract at a primary school. It's fair to say that I did not enjoy the experience.

    Actually, that's not entirely fair. There were aspects of it that I enjoyed. There were a number of kids I genuinely looked forward to seeing each week. And school productions were always a massive amount of fun. Unfortunately, the negative aspects of the profession — outlined in the above post — outweighed the positives for me by a considerable margin.

    I was still working in that primary school when I starting posting daily on this blog. It provided a good outlet, but the amount of time I was spending complaining about my job gave me the push I needed to actually quit before I found myself collapsing. I did so, went to PAX East and eventually, after a lot of struggling, found myself with a career in Writing About Games, where I still am today. (It's fair to say that The Shit Hit The Fan in the middle of all that, but we'll leave that aside for now unless any posts come up.)

    Continuing down the top list, Charities Have No Use For Your Avatar (969 views) is still just as relevant today as it was then. The post stemmed from one of those stupid Facebook memes that comes up every so often, where someone believes that changing their avatar to a cartoon character means that they're "joining the fight against child abuse". I put forward the notion that the whole "but it's to raise awareness!" argument was, in fact, bollocks, and those who actually gave a shit about stopping child abuse enough to want to take action should put their money where their mouth is and donate rather than attributing a stupid Facebook meme to a charity who had nothing to do with it. I took a little flak for that post, which got shared quite widely at the time, but on the whole there was more support for my viewpoint than people yelling at me, which gave me at least a little faith in humanity.

    Emi's Inspiration is the next most popular post, with 683 views. It was a post about bettering oneself, inspired by visual novel Katawa Shoujo and the character Emi therein. Specifically, it was about the Couch 2 5K running programme, which is well worth a look if you can't run for shit but would like to learn. I have successfully made it through that programme once and got most of the way through on a couple of other occasions, but have stalled somewhat recently due to a loss of enthusiasm and time. Perhaps I should re-read that post and pick it up again.

    Next up is my post on The Sims FreePlay (635 views) but that's boring and I don't like EA very much right now so I won't say any more about that.

    The next most popular one, however, is one I feel everyone can benefit from, and that is The Only Art Lesson You Will Ever Need, a comprehensive guide to the fine art of drawing stickmen that has benefited over 585 people to date.. This is from the time on this blog between where I started using crudely-drawn Paintbrush pictures to illustrate the posts and when I started doing the comic, for those interested in the Official Pete Timeline.

    Following that, my About page is the next most popular page. Which is nice, I guess, though I'm not sure if I should read anything into the fact that people are apparently considerably more interested in stickmen fucking each other than in me. Oh well. 'Twas ever thus. (Possibly.)

    Interestingly, Chinese Whispers, a follow-up post to Charities Have No Use For Your Avatar, is the next most popular post, with 449 views. In this, I examine the fallout from the whole "charity avatar" debacle and encourage everyone to not be a dick.

    That covers the ten most popular posts on this stie of all time. Not necessarily my best work, but that which, for whatever reason, encouraged people to come along and read.

    Now for a few of my personal favourites.

    Post-Mortem is my favourite post of all time on this blog, not because it's particularly good, but because of the entertaining memories attached to it. It is an extensive review of The Morning After, in which I go through and investigate exactly what incriminating evidence had been left on my phone after a night out on which I got extremely drunk with friends. This is a post said friends and I still laugh about today, and it always makes me think fondly of them. I was going through A Difficult Time when all that was going on, and they helped take me away from that for a little while, which was exactly what I needed.

    My Life With Des was a post in which I explored my experiences with depression and social anxiety over the years. It was rather harrowing to write, but also quite therapeutic. I also think it may have helped a few people to understand me a bit better. If you haven't already read it, you may wish to do so, and you might find it explains a few things. (I've followed up on this post a few times, most recently in Some Words on Social AnxietyTelephobia is also tangentially related.)

    Cheering things up a bit, I was quite pleased with my English-American Dictionary, which is fairly self-explanatory.

    I was also quite pleased with Character Sheet, my attempt to quantify my own skills and abilities as if I was a character in Final Fantasy XIII. (Regarding the text at the start of the piece, I can no longer remember how I calculated my EXP, HP and MP. It was something to do with days and dates, I think.)

    I've done a bunch of creative writing on this site, too. You can check it all out here, including a few posts on the creative process. Of particular note (in my opinion, anyway) is my month-long improvised tale Wasteland Diaries, which starts hereMidnight, which exemplifies the apparent fascination I have with death and the ethereal; Improv Theatre, which is actually a transcript of a chat session I had with Andie before we lived together; Welcome Home, which was an experiment in sci-fi; Wordplayin which I attempted to write something vaguely coherent given prompt words from people on Twitter; and Sandwich, which I wrote shortly after my whole life fell apart.

    I think that's probably enough for you to be getting on with for now. I hope you've been enjoying (or at least appreciating and/or nodding thoughtfully at) my random meanderings on occasion, and rest assured you can look forward to hopefully many more as time proceeds ever-onwards. For now, though, I'm off to bed for a well-earned rest.

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    #oneaday Day 999: Appeal Elements https://imnotdoctorwho.moegamer.net/2012/10/13/oneaday-day-999-appeal-elements/ https://imnotdoctorwho.moegamer.net/2012/10/13/oneaday-day-999-appeal-elements/#respond Sat, 13 Oct 2012 15:18:03 +0000 http://angryjedi.wordpress.com/?p=4549 I think I might have nailed down one of the big reasons that Japanese games and anime appeal to me quite so much. It's actually a relatively obvious conclusion, now that I think about it, but watching several different types of anime and playing several different types of Japanese game recently has pretty much confirmed … Continue reading #oneaday Day 999: Appeal Elements

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    I think I might have nailed down one of the big reasons that Japanese games and anime appeal to me quite so much. It's actually a relatively obvious conclusion, now that I think about it, but watching several different types of anime and playing several different types of Japanese game recently has pretty much confirmed what I suspected.

    The thing I find most appealing about these forms of media is that they consciously and obviously divorce themselves from reality while retaining just enough that is relatable to make it still feel "relevant" to the viewer. I'm not just talking about the obviously outlandish storylines of titles like JRPGs and My Girlfriend is the President here, I'm talking about the heavily stylised way in which characters are represented, emotions are depicted visually and how character traits are often exaggerated to make individual cast members obviously distinctive from one another.

    As I gradually get deeper in to the world of anime in particular, a lot of conventions are starting to make themselves apparent. One of the most obvious breaks from reality is the use of "emoticons" to depict how characters are feeling. (There may be a proper name for them, but I'm not sure what it is, if so.) Things like the throbbing red "vein" when someone's angry; the physically-impossible shadow being cast over someone's face when they're disappointed or scared; characters who literally catch fire or become engulfed in dark mists when they're feeling particularly strongly about something; the fact that anyone having pervy thoughts immediately gets a nosebleed. They're crazy and completely physically implausible, of course, but they create a handy visual shorthand for emotional reactions that might be otherwise difficult to depict in the relatively simplistic imagery of animation. For as much as anime characters (particularly of the moe variety) are designed to elicit emotional responses from the viewer, there's only so much you can do when you're not working with a real person who doesn't have all those muscles in their face to work with.

    Actually, that's not true at all — when you're dealing with a drawing of someone, you can do absolutely anything with them, even things that are physically impossibleWhat you can't really do quite so easily, though, is show subtle nuances of emotion, which may account for the fact that an awful lot of anime features not only heavily-exaggerated characters, but also strongly-exaggerated emotional responses to situations too. Everything from the embarrassed "arm-flap" of a teenage girl having her crush revealed to a heroic protagonist running towards his rival engulfed in flames — these exaggerated, symbolic responses make it abundantly clear to the viewer what these characters are thinking and feeling.

    At the same time, as I said at the start, they divorce the work from reality. They make a statement — this is not real — and encourage the viewer to suspend their disbelief. And that, for me, is one of the more appealing things about this type of media. I indulge in video games and watching anime as a means of escaping from the doldrums of everyday life which is, let's face it, rather tedious and dull at the best of times. At the same time, though, I like to maintain a connection to something relatable — usually characters — and I've found that anime and Japanese games have often provided a good balance between those two considerations for my tastes.

    Obviously I don't expect everyone to agree with me — it'd be easy to see anime's exaggerated reactions as overly-comic, silly or childish, for example, sometimes making light of serious situations — but it works for me. Perhaps I just like having emotional responses clearly telegraphed to me rather than being expected to read the often-inscrutable faces of real human beings.

    As a vaguely-related contrast to this, we went to see the Lion King stage show last night in Bristol. I did not enjoy it that much, and while I was sitting there a bit bored I found myself wondering exactly why I could suspend my disbelief for an anime about schoolgirls who have perverted fantasies about their classmates (and subsequent nosebleeds) every time they take their glasses off, but not for a bunch of people dressed as savannah animals leaping and cavorting around on stage. I found this a particularly interesting question to ponder given that I normally have a lot of patience for musicals.

    The conclusion I came to is somewhat difficult to describe, but it's largely the fact that I found The Lion King difficult to relate to. I enjoyed the original Disney movie, but the stage show focused, for me, far too much on visual spectacle rather than making the characters relatable in any way. I didn't give a toss about young Simba (who was not portrayed particularly well by the child actor, which didn't help) and was painfully aware that these were just people wearing masks and weird costumes throughout. I couldn't suspend my disbelief and think of them as their characters. It went too far off the edge of reality and deep into the realm of "this is pretentious arty wank" for me, not helped by the amount of frankly unnecessary prancing around from certain members of the cast.

    I was somewhat in the minority, though, as the show got a standing ovation at the end. Oh well. This certainly isn't the first time something with mainstream popularity has left me somewhat cold, as this blog will attest on a number of occasions!

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    #oneaday Day 998: Generally Generalising https://imnotdoctorwho.moegamer.net/2012/10/13/oneaday-day-998-generally-generalising/ https://imnotdoctorwho.moegamer.net/2012/10/13/oneaday-day-998-generally-generalising/#respond Sat, 13 Oct 2012 00:08:17 +0000 http://angryjedi.wordpress.com/?p=4544 First up, read this. It's an impressive piece of investigative journalism regarding a Reddit user known as "ViolentAcrez" — a notorious user for his practices of posting creepy photos of often-underage women without their consent. The piece describes the reporter Adrian Chen's (successful) attempts to unmask ViolentAcrez and publicly shame him for the things he … Continue reading #oneaday Day 998: Generally Generalising

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    First up, read this. It's an impressive piece of investigative journalism regarding a Reddit user known as "ViolentAcrez" — a notorious user for his practices of posting creepy photos of often-underage women without their consent. The piece describes the reporter Adrian Chen's (successful) attempts to unmask ViolentAcrez and publicly shame him for the things he has spent the last few years doing.

    Fair enough. As a number of people have said in relation to this story today, the "free speech" so beloved of Reddit users does not mean the same thing as "free of consequences". And while Michael Brutsch, the man behind the handle "ViolentAcrez", has not technically broken any laws with his activities — he wasn't posting child pornography or anything illegal, simply reposts of images that were already in the public domain on Facebook and other services, and later voyeuristic images taken without the knowledge of the people depicted — the fact stands that his behaviour was more than a little creepy, inappropriate and actively harmful in a society that is, for the most part, actively trying to improve attitudes towards women.

    I'm not denying any of this. While I find the tracking down and public shaming of a notorious Internet troll a little creepy in and of itself, what Chen did in the name of journalism is a far cry from what Brutsch has been doing for the past few years — and probably for the best in the long run. Brutsch will certainly think twice — or at least be a lot more careful about his "social media footprint" — before trying anything like this again. There's a lesson to be learned in all this — if you're a dick on the Internet, sometimes it will come back and bite you in the ass.

    There is something that bothers me about this story, however, and that's been the reaction to it. Specifically, the negativity directed towards the entire Reddit community as a result of this story and surrounding issues. For those who haven't been keeping up on this story over the past few days, a number of Reddit subforums, or "subreddits" as they're called, completely blocked all Gawker links in a showing of solidarity for Brutsch who was, despite his behaviour, regarded as a valuable member of the community and a "necessary evil" by many — while he was a notorious troll, the Reddit staffers made active use of him to police the less salubrious parts of Reddit and ensure that nothing that actually was illegal was being posted. A "man on the inside", as it were.

    Because certain parts of Reddit decided to show their support for and/or actively defend Brutsch's behaviour on the grounds of "free speech", apparently all of Reddit is now something to be reviled — a "cesspit", as I saw it referred to earlier today.

    This is the bit that makes me uncomfortable — an entire community being blamed and ostracised for the behaviour of one man in particular, and also for that of those who support him.

    I've been on Reddit. I haven't been on there for a while but I enjoyed a brief stint on there a while back. I joined some interesting discussions on a variety of topics ranging from gaming to TV shows  via funny pictures and an accidental excursion into naked photographs that users had taken of themselves. (In the latter case, the notorious "gonewild" subreddit, the majority of comments were in fact, body-positive — particularly on the pictures of those who had been brave enough to post a picture of their obviously-overweight body — rather than perverted, which I found to be interesting. Also, it genuinely was an accident that I found myself in that subreddit — Reddit's main screen gives little to no indication what "gonewild" is all about. In retrospect, I should have thought about it a little more before jumping in, but hey, I'm pretty hard to shock. But I digress.)

    I didn't spend long enough to make any particular friends there, but I have heard plenty of stories of people getting to know each other and making lasting friendships or relationships through the site. There are plenty of stories of Reddit communities pulling together to support others, too — stories of helping people through difficult times; stories of helping people who are struggling for money; stories of, in short, human helping human. I know at least one person personally who is using a specific subreddit for support in getting help for some of their personal problems and issues. There is plenty that is positive to say about Reddit.

    And yet for the obnoxious, totally inappropriate actions of one man and his supporters — some of whom, it seems, have been or are on Reddit's staff — apparently this entire, incredibly diverse Internet community should be ostracised.

    Something really doesn't sit right with that for me. To generalise one of the largest communities on the Internet as all being scumbags like this just seems both dangerous and unfair. I have plenty of friends who enjoy using Reddit for completely innocent purposes, be it discussion, promotion of things they have been working on or discovering interesting new reaction .GIFs. I know that they'd be the first to distance themselves from the sort of behaviour that Brutsch has exhibited, and yet if you were to take what a number of commentators are saying at face value, you'd have to brand these people as deviant perverts and assholes, too, simply by virtue of the fact that they're Reddit users.

    This is not helpful.

    I'm fully aware that I've been guilty of this sort of thing in the past — not specifically with regard to Reddit, but with 4chan. I've referred to that place as a "cesspit" before and certainly it has more than its fair share of trolls and unpleasant people there — but equally now I realise that there are also plenty of other people who just make it their hangout of choice. They, subsequently, become guilty by association with the "/b/tards" who are responsible for the majority of objectionable material and behaviour on 4chan (and, by extension, the rest of the Internet. And they're probably pretty pissed about that.

    The same thing is happening with Reddit. As much as Reddit would like to market itself as a "social news" tool, let's not be under any illusions — it's nothing more than the world's biggest forum. Like most forums, it has tons of subcultures and cliques, most of whom stick to their own neatly-carved niches for the most part. Some of these subcultures and cliques are objectionable in nature, and it's up to the site admins and moderators to determine what to do about that — something that they haven't done a great job with so far, and something they need to work on.

    However, the mere presence of some objectionable subcultures and cliques does not mean that the entire website as a whole is somehow objectionable. It's the same as saying that a particular city is a "cesspit" because, say, a greater-than-average number of registered sex offenders live there. Or the same as saying that all people who like a particular thing are a bunch of assholes. Or, in fact, the same as almost any other unfair, unsubstantiated generalisation. It's not helpful — all it does is turn everyone outside that group against them, and everyone inside that group becomes defensive. The two sides inevitably clash, and things just get worse and worse rather than better. It doesn't help anyone.

    So by all means think that Michael Brutsch is a creepy old pervert whom you wouldn't want anywhere near your children. By all means criticise those who supported him — including members of Reddit's staff.

    I agree with you.

    But take a moment to think of the thousands — more likely millions — of people who make use of Reddit on a regular basis and have absolutely nothing to do with this before you start branding the entire community as pond life. Would you want to be made guilty by association with something you had no involvement in whatsoever? I doubt it very much. So quit doing it to others.

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    #oneaday Day 997: Rally the Troops https://imnotdoctorwho.moegamer.net/2012/10/11/oneaday-day-997-rally-the-troops/ https://imnotdoctorwho.moegamer.net/2012/10/11/oneaday-day-997-rally-the-troops/#respond Thu, 11 Oct 2012 09:50:42 +0000 http://angryjedi.wordpress.com/?p=4540 While the world and his dog is playing XCOM (which I fully intend to at some point — just not yet) it's been quite interesting to contrast the experience of playing Aselia the Eternal, which I first mentioned a few days back. At first glance, you might not think there's much to connect these two games, … Continue reading #oneaday Day 997: Rally the Troops

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    While the world and his dog is playing XCOM (which I fully intend to at some point — just not yet) it's been quite interesting to contrast the experience of playing Aselia the Eternal, which I first mentioned a few days back. At first glance, you might not think there's much to connect these two games, but after about 6 or 7 hours of Aselia's visual novel stuff (which is good in and of itself — but more on that in a future READ.ME column on Games Are Evil) you get into a surprisingly hardcore strategy RPG type thing, where you have a big scary overworld map, squads of warriors, buildings, resources and a need to actually think about what you do.

    But there's an interesting side-effect to the fact that you've spent 6 hours reading before you get to pick up a sword and start twatting things — you develop an emotional investment in these characters. And this is where the XCOM comparison (or, more accurately, contrast) comes in. In XCOM, people typically rename their characters to customise them and feel like they're playing with people they "know" or have designed. The simple act of renaming a character, in most cases, is enough to develop a degree of "attachment".

    In Aselia, meanwhile, you don't get to rename the characters, but you do get to see what they're like off the battlefield — and not just in a training room sort of scenario. No, a big part of Aselia involves having conversations and seeing these characters going about their daily lives. We learn a lot about their attitude towards combat, and even more about the game world's social hierarchy.

    This means that when you go into battle with Aselia, Esperia and Orpha, you know who these people are, you care about them and you want them to succeed. You want them to come back safely — and not just because in most cases allowing one of the main characters to die causes an immediate Game Over. You're cheering for them as they take on increasingly-improbable odds, and you nurture them, training them up to be as badass as they can possibly be in order to take on these rising challenges. I can only assume this feeling of attachment will increase as the game progresses and the romantic subplots start.

    It's one of the most interesting things about Aselia the Eternal, in fact. Like most visual novels, it's primarily been designed as a storytelling vehicle, in which the gameplay serves the narrative. The "battle" gameplay will frequently break for the characters to have a moment of soul-searching (or, more often, the protagonist to have some sort of at least partially-justified mental breakdown). Between battles there may be several hours of sitting around talking, drinking tea and bouncing underage-looking girls on your knee. But there's a great feeling of coherence to the game, helped partly by the fact that even though the strategy component is broken into discrete missions, there is persistence in the game world — any character improvements, buildings and other business you did in a previous mission will still be there when you next hit the battlefield.

    It's clear, in short, that the game is someone's vision rather than something that's been focus-grouped. While this means it undoubtedly won't be universally appealing — not everyone enjoys spending six hours reading before they get to "do" anything — it makes for an experience that is dripping with personality and a feeling of authorial ownership. Someone wrote this as a story rather than designing it as a game, and it's a very interesting contrast to titles where the lines between narrative and gameplay are more clearly demarcated.

    Further thoughts as I continue — it's a lengthy game, so expect at least one or two more posts on the subject.

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    #oneaday Day 996: はじめまして https://imnotdoctorwho.moegamer.net/2012/10/10/oneaday-day-996-%e3%81%af%e3%81%98%e3%82%81%e3%81%be%e3%81%97%e3%81%a6/ https://imnotdoctorwho.moegamer.net/2012/10/10/oneaday-day-996-%e3%81%af%e3%81%98%e3%82%81%e3%81%be%e3%81%97%e3%81%a6/#respond Wed, 10 Oct 2012 10:27:20 +0000 http://angryjedi.wordpress.com/?p=4536 I've been doing a bit more on my 日本語 studies recently thanks to the excellent iOS app Human Japanese. This app is essentially little more than an electronic textbook, but it does a few things that are enormously helpful, particularly when attempting to learn hiragana. For starters, when learning the various characters, you can tap on them … Continue reading #oneaday Day 996: はじめまして

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    I've been doing a bit more on my 日本語 studies recently thanks to the excellent iOS app Human Japanese. This app is essentially little more than an electronic textbook, but it does a few things that are enormously helpful, particularly when attempting to learn hiragana. For starters, when learning the various characters, you can tap on them to see the appropriate stroke order, which is apparently important. Then there's revision quizzes throughout the chapters that, in the case of the hiragana chapters I've been trawling slowly through so far, allow you to test yourself by attempting to read the characters and determine what the various "words" (or, more accurately, combinations of syllables) make up. I was quite pleased when I realised I knew how to spell one of School Days' characters, whose name also happens to be the word for "world" — せかい.

    I've also learned how typing in Japanese works, and I think it's probably going to be quite a helpful way to learn the hiragana characters, particularly with the way the iPhone's Japanese keyboards work.

    For those unfamiliar (and curious enough to continue reading) it works like this: the Japanese hiragana character set, which tends to be the first "alphabet" that beginners learn, is split into "sets", and the iPhone hiragana keyboard simply represents these sets — press and hold on one and you'll see the five different characters that make up each set. Rather than simply vowels and consonants like we have in English, hiragana characters all represent a complete syllable rather than an individual sound or, as more commonly happens in English, a number of possible sounds. Think of how many possible ways you can pronounce the letter "O" depending on where it is in a word, for example — confusing when you think about it that way, isn't it? Not so in hiragana — each character always sounds the same when read aloud.

    Each of the aforementioned "sets" is made up of, at the very least, a vowel sound, and often a consonant. When learning the vowels, rather than the order A, E, I, O, U we English speakers are used to, Japan uses A, I, U, E, O. In hiragana, the symbols for these vowel sounds are あいうえお. These, of course, have absolutely no resemblance to the Roman characters we use in English, so it's necessary to actually drill them into yourself by repeatedly writing them down over and over. I already have several pages of a notebook devoted to effectively writing "AAAAAAAAAAIIIIIIIIIIIUUUUUUUUUEEEEEEEEEEEOOOOOOOOOO" which I hope is never used as evidence against me in a Japanese court because it makes me look proper mental, like, innit.

    Anyway, yes, sets — beyond the initial vowels, each set is combined with a consonant. For example, the K-set runs ka, ki, ku, ke, ko or, in hiragana, かきくけこ. Just to make matters more complicated, certain characters can add a little symbol called a ten-ten or dakuten to themselves to "soften" the sound and make another set of sounds. For example, the K-set can be softened to the G-set, which runs ga, gi, gu, ge, go or, in hiragana, がぎぐげご. It might be difficult to see at that font size, but the little quote mark-like symbol in the upper-right of each of those characters is the ten-ten that softens the sound — or, more accurately, turns an unvoiced consonant into a voiced one.

    I've actually been quite surprised how quickly some of these symbols have stuck in my head — though the problem with learning them by rote is that you start to remember them according to the patterns rather than in context and out of order. I seem to find some symbols much easier to remember than others — I can remember all the basic vowels without much difficulty, for example, and the K/G sets are also reasonably firm in my mind, but the others gradually drop off in memorability. This is probably nothing more than a side-effect of the order in which I've learned them — I've known the vowels and the K/G sets longest, so it's unsurprising I know them the best — but I've still been quite impressed with myself that I can successfully decipher if not the meaning of words just yet, then at least the sounds therein. It'll come with time.

    The thing to keep doing, I think, is just to keep immersing myself in as much of it as possible. I'm picking up words all the time by listening to Japanese language-track anime and games, and now that I'm learning the hiragana I'll be able to spell (and, by extension) read them before long too. When I can read and understand a Japanese sentence, I'll be truly impressed with myself, but it remains to be seen how long that will take me. And then there's kanji to worry about after that, but we'll cross that particular bridge when we come to it.

    Anyway, so, if you're the slightest bit interested in learning Japanese via self-study, check out Human Japanese. It's available on iPhone, iPad and Android and there are lite versions to try out before you splash the cash. Pretty generous lite versions, too — you should be able to figure out whether or not you're going to have difficulty without having to spend a penny. Which is nice.

    がんばって!Or something.

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    https://imnotdoctorwho.moegamer.net/2012/10/10/oneaday-day-996-%e3%81%af%e3%81%98%e3%82%81%e3%81%be%e3%81%97%e3%81%a6/feed/ 0 4536
    #oneaday Day 995: Cultural Victory https://imnotdoctorwho.moegamer.net/2012/10/09/oneaday-day-995-cultural-victory/ https://imnotdoctorwho.moegamer.net/2012/10/09/oneaday-day-995-cultural-victory/#respond Tue, 09 Oct 2012 22:43:45 +0000 http://angryjedi.wordpress.com/?p=4533 Can you have too much culture? Can the sum of human creative endeavours add up to too much for someone to take in? Well, first of all, those are two different questions. The answer to the second one, at least, is "yes"; the former? I'm not so sure. We're already at a point where there … Continue reading #oneaday Day 995: Cultural Victory

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

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

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

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

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

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

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

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

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

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

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

     

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    #oneaday Day 994: I Don't Care https://imnotdoctorwho.moegamer.net/2012/10/08/oneaday-day-994-i-dont-care/ https://imnotdoctorwho.moegamer.net/2012/10/08/oneaday-day-994-i-dont-care/#respond Mon, 08 Oct 2012 13:02:50 +0000 http://angryjedi.wordpress.com/?p=4530 I'm coming to the rather cynical conclusion that I'm not sure I care enough about certain issues to want to shout and scream and rant and rave about them all day, every day. A big part of the reason behind this is the fact that people who do care enough about certain issues to shout and scream … Continue reading #oneaday Day 994: I Don't Care

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    I'm coming to the rather cynical conclusion that I'm not sure I care enough about certain issues to want to shout and scream and rant and rave about them all day, every day. A big part of the reason behind this is the fact that people who do care enough about certain issues to shout and scream and rant and rave about them all day, every day are wearing me down significantly. I won't get into specifics, as that will likely only provoke more shouting, screaming, ranting and raving, but suffice to say I really can't be arsed with it any more.

    I am fully aware that taking this rather apathetic attitude towards Big Issues makes me officially Part of the Problem. But, you know, I just don't care any more. I have had my share of shit things happen to me in my life — nothing on a par with the abuse and crap some social groups have to put up with, though, obviously — and I am just exhausted. I am 31 years old and I just want to settle down with a nice, quiet life. I want to have a nice house with a cat and/or a dog, a car that doesn't rattle when it goes around corners, a job that I enjoy that also allows me the free time to do things I want to do. I am partway there already (mainly on the job front) after a difficult couple of years, and I just do not have the energy to get upset and angry over things outside of my immediate situation any more. It's selfish, and I'm completely aware of that — and mildly guilty about it, to my annoyance — but it's true. I want my own life to be sorted before I try and fix the rest of the world, and I've still got a long way to go yet.

    In honesty, it's not that I genuinely don't give a shit about the issues in question and don't think they're a problem. It's that any time a "discussion" on said issues comes up, it devolves within a matter of seconds into people throwing tables at each other, telling each other to "get a grip" or that Their Opinion Is Wrong. I've tried on several occasions to engage in such discussions in a reasonable, rational manner and every time this pattern has emerged, without fail. It's utterly predictable. Someone makes an inflammatory statement deliberately designed to provoke, someone else comes along with a counterpoint, then both sides gather the troops and proceed to bitch and scream at one another with no resolution being reached. Then the whole thing just happens again and again and again. In some cases, people in question repeatedly stoke the fire in an attempt to get the arguments to flare up again long after the initial flurry has passed.

    I have one far-off friend in particular whom I otherwise like very much who I now feel I can't really engage with via social media any more because 90% of their posts seem to follow the pattern outlined above. This sort of person attracts like-minded individuals, most of whom are strong-willed and keen to argue their case aggressivelyI hate unnecessary aggression and will do anything possible to avoid it, whether it's in actual conversation or on the Internet. If that means no longer talking to someone online, then it's a sad situation for sure, but it's what I'll do.

    There's also the fact that in a lot of cases these screaming matches don't achieve anything whatsoever. A lot of the people who hold these strong opinions can very much talk the talk but then don't do anything to back up their bold words. If they took some sort of action regarding the things they feel so strongly about, I might be more inclined to care more one way or the other. But when the same old arguments arise day after day after day, I just get tired and don't want to engage with it any more. The impact is lost. I don't care any more. I just want to have a quiet life. If your points are making me — and doubtless plenty of others like me — feel like that, you are not arguing your case well.

    Is that such a bad thing? Apparently so. But if it's wrong, to mangle the cliché, I really don't have the energy or give enough of a shit to be right.

     

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    #oneaday Day 993: Why You Should Probably Play Quest for Glory https://imnotdoctorwho.moegamer.net/2012/10/07/oneaday-day-993-why-you-should-probably-play-quest-for-glory/ https://imnotdoctorwho.moegamer.net/2012/10/07/oneaday-day-993-why-you-should-probably-play-quest-for-glory/#respond Sun, 07 Oct 2012 23:22:52 +0000 http://angryjedi.wordpress.com/?p=4527 It feels like a good time to explain Why You Should Probably Play Quest for Glory, because 1) the complete series is available on GOG.com for $3.99 for one more day and 2) the Squadron of Shame just released a podcast detailing exactly why it's awesome. You can listen to it in the player below … Continue reading #oneaday Day 993: Why You Should Probably Play Quest for Glory

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    It feels like a good time to explain Why You Should Probably Play Quest for Glory, because 1) the complete series is available on GOG.com for $3.99 for one more day and 2) the Squadron of Shame just released a podcast detailing exactly why it's awesome. You can listen to it in the player below and go leave a comment here.

    Quest for Glory remains to this day an aberration in both the point-and-click adventure and RPG genres, in that it is both. For those who have no experience of the series, the basic gist of all games in the series is that you have the mouse-driven "walk, look, use, talk" interface of an adventure game coupled with the stat-based system of an RPG. You wander around, you find out about quests, you get into fights, you save the sleepy Germanic valley/city/African-style savannah region/world.

    Sounds simple, right? After all, RPGs and adventure games already have a lot in common — mainly the fact that both often involve a lot of talking — thus it's not much of a stretch to imagine an RPG with a point-and-click adventure game interface (or, in the case of earlier games in the series, text parser).

    Except Quest for Glory doesn't stop there, because it makes its games noticeably and significantly different depending on whether you initially choose to play as a fighter, magic user or thief. (It's also worth noting that the "thief" class is a proper thief who breaks into houses and nicks stuff for personal gain, none of that namby-pamby "rogue" nonsense)

    That's right — join the quest as a fighter and, for sure, you'll be doing a lot of fighting, but you'll also be using your brawn to solve non-violent problems. Become a thief and you'll be using your agility, climbing ability and stealthiness to sneak around and solve problems from the shadows. Become a mage and over the course of the various games in the series you'll outfit yourself with a diverse array of spells, only a couple of which are of the traditional "throw fiery objects at opponents" variety.

    Best of all, if you're the sort of indecisive person who likes to play as a "hybrid" class, you can spend a few extra points on character creation to take a skill that doesn't normally belong to that type of hero. Want to be a wizard that's good at climbing? Go ahead. A thief with a good line in magic tricks? Sure! A fighter who knows what the word "sneak" means? Knock yourself out! All skills that are at higher than zero can be raised through grinding — the Quest for Glory series subscribes to the Final Fantasy II/Elder Scrolls mentality that skills should be raised organically as you use them rather than at arbitrary level boundaries. Crucially for the whole fun factor, though, it's relatively rare that you'll need to grind a skill, unless you're specifically aiming to do and see absolutely everything the game has to offer. (And if you are, you're a masochist.)

    Then there's the fact that the Quest for Glory series was one of the first series that allowed you to transfer your save file from one game to the next. Beat one game and you'd be invited to export your character ready to import once the next game released. This was remarkably forward-thinking (and confident) of the developers at the time — and also somewhat symptomatic of the different times back then. Now, sure, we have franchises like Mass Effect and Dragon Age allowing you to import your save file from the previous game, but each game in the series didn't specifically include with a promise of the next one. In other words, whether or not a game gets a sequel these days isn't necessarily preordained — it's often dependent on sales. In Quest for Glory's time, it was built in to the design from the very beginning, even as technology improved over time.

    This is one of the other interesting things about playing through any of Sierra's old adventure series. You can see how gaming technology evolved from game to game. Quest for Glory I and II initially used 16-colour 320×200 EGA graphics and a text parser, though Quest for Glory I was subsequently rereleased with 256-colour 320×200 VGA graphics and a mouse-driven interface. Quest for Glory II never got the same treatment officially, but a fan-made free remake (approved, but not funded or assisted by, the original team) brought it into the latter days of the 20th century rather nicely. Quest for Glory III then brought the series officially into the 256-colour VGA age, and Quest for Glory IV was the first CD-ROM based episode, featuring none other than John "Gimli and That Professor Bloke I Can't Remember the Name Of from Sliders" Rhys-Davies on narration duties.

    Quest for Glory V marked a bit of a turning point, however, not just for the series, but for Sierra's fortunes and the adventure game genre at large. Being a CD-ROM only multimedia extravaganza with 256-colour 640×480 Super VGA visuals, polygons and a prerendered intro sequence that, while impressive at the time is utterly laughable if you watch it nowQuest for Glory V marked the point where, for many, the franchise lost its way. There are plenty of people who adore the game, of course, but those who grew up with the earlier entries in the series can't help but mourn the direction it took with its fifth instalment and its subsequent demise.

    This wasn't the only time Sierra did something weird with one of its established series. In fact, almost all of Sierra's classic, long-running series ended up as something completely different to their original forms — King's Quest became a 3D action RPG with its eighth instalment; Police Quest became the tactical SWAT series after its fourth incarnation (later dropping the Police Quest moniker altogether); and Leisure Suit Larry just went off the rails altogether after its sixth episode (which, naturally, is called Leisure Suit Larry 7). In comparison to these other titles, Quest for Glory V's changes were actually relatively modest — but still enough to put some off.

    Perhaps the saddest thing about the demise of the Quest for Glory series is that we really haven't had anything like it since. We've had a resurgence of point-and-click adventures in the last couple of years, sure, but nothing that so deftly blends two genres together with interesting stories, a genuinely amusing sense of humour and satisfying gameplay.

    However, there's some good news for fans of Lori and Corey Cole — they're working on something new called Hero U, and will be opening a Kickstarter funding drive some time later this month. More details here. I'm pretty excited — they've said outright that it's not going to be a new Quest for Glory game, but it will incorporate some of the things they learned from making those games. Sounds awesome, right? Of course.

    Hope you enjoyed the podcast. We certainly spent long enough recording it — and then I spent even longer editing it. 🙂

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    #oneaday Day 992: Making Excuses https://imnotdoctorwho.moegamer.net/2012/10/06/oneaday-day-992-making-excuses/ https://imnotdoctorwho.moegamer.net/2012/10/06/oneaday-day-992-making-excuses/#respond Sat, 06 Oct 2012 00:48:21 +0000 https://angryjedi.wordpress.com/?p=4523 It came to my attention last night that some people were missing the stickmen cartoons. This was nice to know, as I'd always wondered if anyone actually found them entertaining or not and occasionally found myself suffering from a bit of a "crisis of confidence", thinking they were crap, not funny or whatever. I'm usually … Continue reading #oneaday Day 992: Making Excuses

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    It came to my attention last night that some people were missing the stickmen cartoons. This was nice to know, as I'd always wondered if anyone actually found them entertaining or not and occasionally found myself suffering from a bit of a "crisis of confidence", thinking they were crap, not funny or whatever. I'm usually fairly confident in my creative work, but I think at the back of my mind was the knowledge that bad webcomics often get ridiculed, and I really don't like being ridiculed. Call me irrational like that.

    Of course, the pretty limited audience this blog has probably means that the vast majority of the Internet had no idea of the existence of that cartoons, so there's that.

    I have a bit of a love-hate relationship with the cartoons, if I'm honest. I genuinely love the characters I've created, even if they're silly, stereotypical and don't have any really meaningful depth. It's also nice to occasionally drop in a guest character based on someone I know — that has never been received negatively, even though I spend much too long worrying about whether their stickmen representation actually looks anything like them. (note to self: they're stickmen. If you think you're going to make them realistic, you are Doing It Wrong.)

    At the same time, it adds a bunch of extra work to my daily blog posts (you'd be surprised how much I agonise over getting those crap drawings just right) and also means that if I'm away from my Mac — which has the software I use to make the comic layouts — I can't do them easily. It irks me somewhat if I've started doing them daily again and then suddenly have to leave a gap. Sometimes I end up not starting again after said gap, which I think is probably what happened last time. Or possibly just laziness and/or starting to write when I just really wanted to go to bed.

    I also get a bit hung up on trying to tie the strip and the blog post together, and sometimes there's nothing funny in the post I can spin out into a comic. In particular if I'm writing about something personal or upsetting, cracking a joke about it can feel a little flippant or insensitive. (Can you be insensitive towards yourself? I guess so.) The solution to this is, of course, simply to not be too attached to the concept of the strip and the post having anything to do with one another, and dealing with situations where penis jokes might not be appropriate as they arise.

    So there you are. Those are the things that go through my head regarding the stickmen, and the reasons why sometimes I stop for a little while. Since they apparently have a small but dedicated following, however, I will certainly do my best from this point on to keep them coming! (hurr hurr, you said "coming" — Phillipe)

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    A Special Message to Those of You Who, for Whatever Reason, Miss the Stickmen https://imnotdoctorwho.moegamer.net/2012/10/06/a-special-message-to-those-of-you-who-for-whatever-reason-miss-the-stickmen/ https://imnotdoctorwho.moegamer.net/2012/10/06/a-special-message-to-those-of-you-who-for-whatever-reason-miss-the-stickmen/#respond Sat, 06 Oct 2012 00:06:02 +0000 http://angryjedi.wordpress.com/?p=4516  

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    #oneaday Day 991: Last Man Standing https://imnotdoctorwho.moegamer.net/2012/10/05/oneaday-day-991-last-man-standing/ https://imnotdoctorwho.moegamer.net/2012/10/05/oneaday-day-991-last-man-standing/#respond Fri, 05 Oct 2012 23:46:24 +0000 http://angryjedi.wordpress.com/?p=4512 So, having hit one thousand daily posts before me (he did start first), Mr Ian Dransfield has officially bowed out of the daily blogging business. I don't blame him at all — he notes that the prospect of continuing even on a weekly basis feels like "giving myself work I don't want to do" so … Continue reading #oneaday Day 991: Last Man Standing

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    So, having hit one thousand daily posts before me (he did start first), Mr Ian Dransfield has officially bowed out of the daily blogging business. I don't blame him at all — he notes that the prospect of continuing even on a weekly basis feels like "giving myself work I don't want to do" so has chosen instead to jack it in altogether. A hearty congratulations to him for having put up with it for so long, though — a thousand daily posts is a massive amount of stuff to evacuate from your head on to the page. Believe me, I know.

    Since I'm coming up behind Ian and closing in on that elusive post number 1,000 as the last man standing, this has naturally got me thinking about the whole business, too. Specifically, it has me thinking to myself "is it worth still doing this? Am I actually enjoying it?"

    And, I have to conclude once again — this isn't the first time I've asked myself this question — that "yes" is the answer to both of those questions. In the last 991 days, I don't think there's been a single time that I've resented my self-imposed obligation to write this blog. There have been days where it's been difficult to think of something to write, sure, and there have been days where other distractions have meant I haven't written it until a ridiculous hour in the morning (I think 4am was the latest after having watched several episodes of Firefly while in conversation with someone over the Internet) but I've certainly never felt like it was an unwelcome obligation. Quite the opposite, in fact — although it usually ends up being the last thing I do each day, it's something I often find myself thinking about over the course of the day's activities and looking forward to actually sitting down and writing. It is, as I've said many times before, a cathartic means of self-expression for me, with the happy bonus that I've got to know a number of thoroughly pleasant people in the process. Moreover, a number of people who already knew me have got to know things about me that they might not have done otherwise.

    Like Ian, my life has changed immeasurably since I started writing this blog. I have changed jobs several times — going from primary school teacher to unemployed bum to part-time, low-paid games journalist to legitimate, properly-paid games journalist. My relationship status has changed several times — my wife and I split, signalling the start of the darkest period I've ever been through in my life; I met someone, that didn't work out; I met Andie, that did work out (right? Hopefully. OH GOD WHAT IF— [*slap* — the Rational Part of Pete's Brain]). I went to America several times for various reasons (PAX East, family time). I've moved several times — from Southampton back to my childhood home in Cambridgeshire, then onward to my current situation in Wiltshire (and hopefully back to Southampton at some point in the near future). I've re-established contact with some friends; lost touch with others. And I've discovered anime.

    Alongside all these various upheavals, the one constant in my life has been this silly little corner of the Internet that I call my own, with the tens of thousands of words I've tapped onto it at ungodly hours in the morning, usually from my own computer, but sometimes from my phone, sometimes my tablet, sometimes my netbook. This blog has been someone I can always "talk to", to offload thoughts and memories both pleasant and painful, and to share those things with anyone who will listen. It's been an immeasurably valuable experience for me, and thus I have absolutely no intention of stopping right now.

    I realise that by saying all these things now I am effectively sabotaging my own "YAY 1,000 POSTS" post, but eh, whatever. With Ian's departure from the journey, it felt timely to say them now. Doubtless inspiration will hit me at about 2am on Day 1,000 and I'll have something amazing to share with you.

    Until then, though, it's business as usual, I'm afraid. Thanks for continuing to read, like and comment, and I'll see you again tomorrow!

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    #oneaday Day 990: Aselia the Eternal, Early Impressions https://imnotdoctorwho.moegamer.net/2012/10/05/oneaday-day-990-aselia-the-eternal-early-impressions/ https://imnotdoctorwho.moegamer.net/2012/10/05/oneaday-day-990-aselia-the-eternal-early-impressions/#respond Fri, 05 Oct 2012 00:22:58 +0000 http://angryjedi.wordpress.com/?p=4506 For an upcoming READ.ME column over on Games Are Evil, I'm going to be covering a game called Aselia the Eternal. Depending on how much progress I make before Sunday, said column will either be this week or, more realistically, next week. But I thought I'd take a bit of time to share some less formal initial impressions on … Continue reading #oneaday Day 990: Aselia the Eternal, Early Impressions

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    For an upcoming READ.ME column over on Games Are Evil, I'm going to be covering a game called Aselia the Eternal. Depending on how much progress I make before Sunday, said column will either be this week or, more realistically, next week. But I thought I'd take a bit of time to share some less formal initial impressions on the game for those who are interested, or simply curious.

    Aselia the Eternal is a visual novel for PC (and PSP in Japan, I believe). There are actually two versions available — an 18+ edition with H-scenes and a 15+ version without. Only the 15+ version has officially made it to Western-speaking territories due to some of said H-scenes supposedly being in questionable taste — and also because of Western publisher/localiser JAST USA's desire to start putting out a few "all ages" titles as well as their myriad 18+ shag-happy offerings.

    The basic premise of Aselia the Eternal is thus: Protagonist Yuuto lives alone with his little sister Kaori. Their parents died a while back in an accident, but Kaori was spared thanks to Yuuto imploring anyone who would listen to give him a miracle and save his sister. It turns out someone was listening — the spirit of the sword "Desire," which, as these things tend to do, claims ownership over Yuuto's soul in exchange for his sister's life and, at an unexpected point after several hours of fairly typical high school drama, sucks Yuuto into another world where All Is Not Well. War is brewing, and Yuuto is about to become embroiled in it as part of a force of "spirits" — seemingly human creatures with strong bonds to their swords who are treated as nothing but weapons by the actual humans. Since humans make spirits (and "Etrangers" from another world such as Yuuto) do all their fighting, most places have little hesitation in going to war because there's actually very little risk to the "real" people, and as such Yuuto arrives just as It Is All Kicking Off, as it were.

    The interesting thing about Aselia the Eternal is that rather than representing the conflicts and battles that Yuuto and his spirit companions get into purely through narrative text, there's actually a very competent strategy game built in alongside all the visual novel stuff. When it's time for Yuuto and his allies to saddle up and hit the road to complete a mission, gameplay switches from the usual "read, read, read, read, read, make a choice" to a tactical map view, at which point you need to put your strategic hat well and truly on if you're going to survive.

    The world map of Aselia the Eternal's battles is node-based in nature. Player units, each of which may contain up to three members, may move one space per turn, as may the enemy. If a unit enters a contested space occupied by an enemy unit, a battle begins, at which point the makeup of the teams becomes important.

    Each unit has an attacker, a defender and a supporter. The attacker makes use of direct-damage skills. The defender tends to mitigate damage. The supporter either casts damage spells or adds useful effects. Each individual character has their own set of skills that changes according to what slot they're in — the eponymous Aselia, for example, may attack with her sword twice in a battle if she is in the attacking position, whereas if she is in the supporter position she is able to block enemy spells and prevent them from causing damage. The "colour" of each unit also has an impact on their effectiveness — green spirits are best in defensive positions, blue spirits are best in attacking and red ones are best in support, though according to the enemy's abilities (which can be previewed before battle is resolved) you may wish to switch them around a bit. Each character only has a set number of uses of each of their skills before they either need to switch them around or go back to a friendly-occupied town or base to refresh themselves.

    It's an unusual, original, simple and elegant system that works extremely well, offering a degree of tactical flexibility while rewarding those who think carefully about the best way to approach a particular situation. The node-based nature of the world map means that it's relatively accessible to strategic newcomers, but still offers the potential for pulling off clever tactics, particularly later in the game when you get access to additional characters and, by extension, units. It's surprisingly tough and unforgiving, too — lose a main character in battle and it's an immediate game over. No Phoenix Downs here. (Also, SAVE!)

    What's surprising about the inclusion of this aspect of gameplay is not that it's in there at all — there are a number of visual novels that incorporate minigames — it's that despite it being there, the game is still a storytelling vehicle first and foremost. It's not a strategy game/RPG with lengthy story sequences, it's a visual novel with occasional strategic battles. This might not sound like a big difference, but it's the difference between playing something like, say, Final Fantasy Tactics, where the story sequences sometimes feel like they're just rushing you through towards the next battle as soon as possible, and what we have here, which is an unfolding story in which you occasionally have to fight. The "pace", for want of a better word, is a lot slower — though that's not necessarily a bad thing, as it gives you plenty of time to get to know and become attached to these characters before walking into battle with them.

    In fact, what the experience really feels like is the developers sitting down and thinking "this is the story we want to tell. There are battles at this point, this point and this point because they serve the story." rather than "we are making a strategy RPG. We need gameplay to be 75% strategic battles, 25% story." It feels very much like something that has been designed primarily as a narrative, in short, rather than a game — and that's rather interesting, because I can't imagine any Western publisher greenlighting a game with such a seemingly skewed ratio of traditional gameplay to sitting back and just reading. (Of course, I can't imagine any Western publisher greenlighting a visual novel full stop, but that's beside the point.)

    I like what I've seen so far. The story is quite slow to get going but it already has some interesting characters involved, and I'm intrigued to see where it goes next. Watch out for further thoughts when I've played a little further.

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    #oneaday Day 989: Blackout https://imnotdoctorwho.moegamer.net/2012/10/03/oneaday-day-989-blackout/ https://imnotdoctorwho.moegamer.net/2012/10/03/oneaday-day-989-blackout/#respond Wed, 03 Oct 2012 23:32:38 +0000 https://angryjedi.wordpress.com/?p=4500 I was all set to write something profound tonight, then the Internet died and I'm relegated to blogging from my phone. All right, I didn't have anything hugely profound to say and even if I did I could clearly still say it from my phone, but the Internet has gone down, which is, as everyone … Continue reading #oneaday Day 989: Blackout

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    I was all set to write something profound tonight, then the Internet died and I'm relegated to blogging from my phone.

    All right, I didn't have anything hugely profound to say and even if I did I could clearly still say it from my phone, but the Internet has gone down, which is, as everyone thoroughly immersed in 21st century living knows, incredibly annoying.

    Given its prevalence in our everyday lives, it's very easy to forget what life without the Internet was like. Something as simple as checking the news or finding out what time something was on TV relied on you having… oh, it's back. I'll return when I finish watching this episode of The World God Only Knows. Ja ne!

    … … … …

    20 minutes later…

    There we are, that's better.

    Shit, now there's pressure on me to write something meaningful. Umm…

    Nope, I got nothing. And fuck all that Internet talk. I've written that exact same post at least five or six times already in the last 989 days.

    I finished watching Welcome to the NHK today. The last few episodes were major-league Feels territory. It was a fascinating show, all-told, that I may write about in more detail at some point in the near future. What I particularly liked was that it wasn't particularly easy to pigeon-hole into a specific category of genre. It had elements of comedy, drama, romance, surrealism and all manner of other stuff too. On the whole it was quite an emotional experience for me — I'm not sure how much it would resonate with someone who couldn't relate to some of the issues therein, but I certainly found it to be an excellent, worthwhile, enjoyable and moving watch.

    Tonight, as I mentioned earlier, I've started watching The World God Only Knows after recommendations from several people. I'll blog in more detail about this when I've watched more than two episodes, but it seems to be highly entertaining so far.

    The premise, for the unfamiliar, is that dating sim addict Keima inadvertently enters into a contract with the unfeasibly cute and broom-wielding demon Elsie to help round up "Loose Souls", runaway spirits that hide themselves inside the hearts of girls. Keima is thus tasked with making said girls fall in love with him, thus releasing the Loose Soul for Elsie to catch. Keima, sadly, is more than a little socially awkward, having spent all his time dating 2D girls rather than interacting with real people. However, since reneging on the contract means that both he and Elsie will be decapitated by the magical collars placed upon them, he has no choice but to go along with the outlandish plan. Consequently, he attempts to use his knowledge of dating sim tropes to figure out girls in the real world and, of course, Hilarity Ensues.

    I've watched two episodes so far and already I want my own Elsie to hug. Certain characters just nail the whole adorableness factor, and she has this particular characteristic in spades. The show as a whole is rather endearing, too, though, regularly lapsing into heavily-stylized and chibi sequences rather than trying to remain too grounded in reality. The concept is, after all, ridiculous, so rather than trying to take itself too seriously the show appears to very much embrace its silliness. I'm fine with that, and am looking forward to exploring the rest of the episodes.

    Anyway, on that note I think it's probably time I hit the sack. Hopefully tomorrow will see a more coherent entry and less in the way of Internet outages.

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    #oneaday Day 988: Love and Tolerate https://imnotdoctorwho.moegamer.net/2012/10/02/oneaday-day-988-love-and-tolerate/ https://imnotdoctorwho.moegamer.net/2012/10/02/oneaday-day-988-love-and-tolerate/#respond Tue, 02 Oct 2012 22:25:42 +0000 http://angryjedi.wordpress.com/?p=4496 The world is full of social issues that really, thinking about it, we should probably have gotten over by now. As a general rule, hating anyone for arbitrary reasons such as their gender, race, sexuality or haircut is something that the human race of the 21st century should have moved past now, but it's sad … Continue reading #oneaday Day 988: Love and Tolerate

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    The world is full of social issues that really, thinking about it, we should probably have gotten over by now. As a general rule, hating anyone for arbitrary reasons such as their gender, race, sexuality or haircut is something that the human race of the 21st century should have moved past now, but it's sad to see that this sort of thing still goes on. And yes, people probably should speak out against sexism, misogyny, racism and all manner of other issues when they crop up. If they don't, then these issues just continue to fester and get worse. If you don't get any sort of feedback on the things you say, you never learn that they aren't acceptable, after all.

    At the same time, I can't help feeling discomfort at the tone in which some of these criticisms are presented. I read an article over on Boing Boing today about "why the fedora grosses out geekdom". Perhaps I'm not clever enough to "get" Leigh Alexander's writing, but I came out of that article having absolutely no idea of what she was getting at. Supposedly she was exploring why the fedora had such negative associations, even among members of geek culture — this is the first I've heard of it, I have to say — but it actually came across to me as yet another rant against the phenomenon of "Nice Guys". I've written about this topic in the past and it really does bother me — even more so since learning that a very good friend of mine (and a genuine nice guy (no caps) to boot) abandoned his previous (excellent) blog due to its name — "Nice Guy Gamer" — having negative connotations. While I don't argue that there are guys out there who do fulfil the "Nice Guy" (with caps) stereotype, as someone who believes himself to be nice (no caps) it irks me enormously any time this discussion comes up.

    In short, Alexander's piece just came across as rather judgemental, even if that wasn't the intention. In providing links to the various "shaming" Tumblrs that focus on men wearing fedoras and these supposed negative connotations, she has fuelled the fire and made people aware of another avenue of bullying people based on their fashion choices. Not only that, she has also drawn attention to a supposed connection between the people who choose to dress this way and undesirable character traits. Statistically speaking, there probably are some men who wear fedoras and who are manipulative jerkwads, but equally, there are probably also plenty of men who choose to wear them purely as a means to express themselves. We geeks aren't particularly known for dressing well at the best of times, so perhaps we should cut those who make an effort to give themselves a distinctive appearance a bit of slack. (NB: I do not own a fedora. I do have a straw trilby that was purchased entirely to stop me giving myself sunstroke when sitting outside, and not as a fashion statement.)

    I guess my point is that while there are plenty of issues that really do need resolving — the way that many women are treated on a daily basis is unacceptable; racial epithets just need to go away; medieval attitudes towards sexuality need to be thrown through the window — there are clearly better ways of going about it than attacking (or at least drawing unnecessary attention to) subcultures or trends that may or may not have anything to do with undesirable character traits. Attack sexism, misogyny, racism, homophobia and all that other bullshit the world can do without when it comes up, yes. Speak out against injustices. Make a difference.

    But seriously. Dudes in hats? Let them enjoy their quirks. Love and tolerate. Not everything is bad. At this rate there will be very little left in the world for people to enjoy without feeling guilty or self-conscious. And that sounds like a pretty miserable existence to me — especially as a geek who feels perpetually uneasy and self-conscious.

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    #oneaday Day 987: Welcome to the NHK https://imnotdoctorwho.moegamer.net/2012/10/01/oneaday-day-987-welcome-to-the-nhk/ https://imnotdoctorwho.moegamer.net/2012/10/01/oneaday-day-987-welcome-to-the-nhk/#respond Mon, 01 Oct 2012 22:36:52 +0000 http://angryjedi.wordpress.com/?p=4488 Continuing my jaunt into the world of anime, I started watching Welcome to the NHK on the recommendation of my good friend Mark, who knows about these things. And if ever there were a show to ably demonstrate the massive possibilities of anime as a medium it's this one. Watch it and then tell me that animation … Continue reading #oneaday Day 987: Welcome to the NHK

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    Continuing my jaunt into the world of anime, I started watching Welcome to the NHK on the recommendation of my good friend Mark, who knows about these things. And if ever there were a show to ably demonstrate the massive possibilities of anime as a medium it's this one. Watch it and then tell me that animation is in any way childish or silly.

    I've only watched about half of the complete run so far, but I am very much appreciating what it does so far. It's wonderfully put together, blending just the right amount of comedy, surrealism and pathos together to produce something extremely memorable and affecting.

    For the uninitiated or curious, Welcome to the NHK revolves around the protagonist Tatsuhiro Sato, who is a hikikomori. (A hikikomori is a "shut-in" — someone who is not in employment, education or training (NEET) and who rarely leaves their home or interacts with other people except when absolutely necessary.) The story unfolds as Sato explores his condition and learns a great deal about himself through his developing relationships with several other characters — his neighbour and former schoolmate Yamazaki, his old school senpai (and crush) Hitomi and the mysterious young girl Misaki, who shows up offering to counsel him out of his hikikomori status for reasons that have not become completely clear at the point in the series I have reached thus far.

    Perhaps the most interesting thing about Welcome to the NHK is that it doesn't pull any punches about how these characters are represented. Sato is wracked with all manner of neuroses and social phobias; Yamazaki is a hardcore otakueven Misaki, who initially appears to be sweet and innocent, clearly has some fairly serious issues of her own that she's dealing with. Every one of the characters is dealing with some sort of "damage" and it makes every one of them interesting and unique by themselves. When they get together, as you might expect, the sparks frequently fly. But at no point are their conditions and issues really played for laughs — they are what they are, and if you find their circumstances amusing, that's your decision, but they're not specifically portrayed as being worthy of ridicule (or not, as the case may be).

    In particular, I've found a lot of the show very relatable for a number of reasons. I recognise many of the things Sato in particular goes through — specifically with regard to his social phobias and discomfort at the prospect of dealing with other people. There's also the fact that I was practically a hikikomori myself in the weeks/months following my split from my wife — I was a NEET, I was emotionally unstable, I had no idea what to do with myself and the prospect of going back home to live with my parents filled me with unspeakable dread, like an admission that I was a complete and total failure as a human being. Having survived all that intact — well, mostly — I know in retrospect that it wasn't as bad as I thought, but when you're there actually in that situation, it's all too easy to let the negative thoughts, fear and anger run away with themselves. And with no-one around to keep you in check, it can be very difficult to deal with.

    Aside from the personal perspective on the show, the other thing that I've been very impressed with is the soundtrack. It features some excellent tunes in a variety of different styles, ranging from some mournful Silent Hill-style jangly guitar melodies to more upbeat and "dramatic" numbers. They fit the on-screen action well and are reused enough to be recognisable but not so much to be tiresome or predictable. They're also tweaked, changed and remixed every so often to either have different lyrics, or additional layers of lyrics, or different instrumentation. It gives the show a great feeling of consistency.

    And speaking of consistency, there's Pururin.

    Pururin is a fictional anime show that Sato's neighbour Yamazaki is obsessed with. It has such importance to the "world" in which Welcome to the NHK takes place that creators GONZO went to the effort to create a completely fake opening credits sequence for the show, seen above. The Purupurupururin theme that you probably already have stuck in your head if you were foolish enough to click "Play" on that video is a regular fixture in the background sound of the show — Sato meets Yamazaki as a result of hearing the song through his wall 24 hours a day (if you want 10 hours of it non-stop for a similar experience, go here), it's several characters' ringtones, it plays in the background of several shops and the Pururin character frequently appears on billboards and posters around the place. We never really find out a lot about who or what Pururin actually isbut from the opening sequence we can deduce that she's some sort of magical girl with cat ears who appears to ride around on a vacuum cleaner.

    All this isn't even getting into the other awesome aspects of the show — the tenuous friendship between Sato and Yamazaki as they attempt to make an eroge together; the way in which Sato has a stronger impact on the people around him than he thinks; the unassuming, understated but utterly enrapturing cuteness of Misaki (plus the things she's clearly hiding) — but suffice to say that the DVD blurb's assertion that Welcome to the NHK is a "modern-day classic" is not without a certain degree of plausibility, and it's well worth your time if you're interested in character-driven, relationship-based stories featuring realistically-flawed characters with relatable issues.

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    #oneaday Day 986: A Very Big House in the Country https://imnotdoctorwho.moegamer.net/2012/09/30/oneaday-day-986-a-very-big-house-in-the-country/ https://imnotdoctorwho.moegamer.net/2012/09/30/oneaday-day-986-a-very-big-house-in-the-country/#respond Sun, 30 Sep 2012 10:33:29 +0000 https://angryjedi.wordpress.com/?p=4486 One of the appealing things about this weekend away was getting the opportunity to spend some time at my friend Tim's childhood home, which is an impressively large mansion in the middle of nowhere in the British countryside. It's up for sale, so it's also quite possibly something of a farewell for Tim, but for … Continue reading #oneaday Day 986: A Very Big House in the Country

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    One of the appealing things about this weekend away was getting the opportunity to spend some time at my friend Tim's childhood home, which is an impressively large mansion in the middle of nowhere in the British countryside. It's up for sale, so it's also quite possibly something of a farewell for Tim, but for most of us it's the chance to spend some time in the sort of place you normally only get to visit if you're attending someone's wedding.

    It brings up an interesting consideration though. Most people, when confronted with the possibility of winning the Lottery or something will claim that one of their first priorities would be to purchase a gigantic house. And while a gigantic house is certainly a fine status symbol, a lot of people clearly don't think of some of the issues that only come about in big country houses.

    For one, when was the last time you looked behind the TV and found a dead bird? That's exactly what happened to us last night when attempting to set up the TV in order to chill out with some DVDs.

    Spiders, too. Everyone gets spiders in their houses but it's nothing compared to the behemoths you get lurking between the beams in an old wooden-framed house. And mosquitoes. And all manner of other little creepy crawly bastards.

    And low doorways. I've lost count of the number of times I've banged my head on a low doorway this weekend, even when I'm well aware of where the danger zones are. It still hurts.

    And yet despite all this there's still something kind of wonderful about being in a house with multiple staircases, about fifteen bathrooms and a bizarre layout. Even if its just enjoying a few Resident Evil fantasies.

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    #oneaday Day 985: BANG https://imnotdoctorwho.moegamer.net/2012/09/29/oneaday-day-985-bang/ https://imnotdoctorwho.moegamer.net/2012/09/29/oneaday-day-985-bang/#respond Sat, 29 Sep 2012 23:20:03 +0000 https://angryjedi.wordpress.com/?p=4484 As I mentioned yesterday, this weekend was set to see us shooting each other with Airsoft weaponry. And indeed that is how we spent a healthy proportion of the day. I haven't done Airsoft before today, but it's a lot of fun. A big part of the appeal is the fact that the weaponry involved … Continue reading #oneaday Day 985: BANG

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    As I mentioned yesterday, this weekend was set to see us shooting each other with Airsoft weaponry. And indeed that is how we spent a healthy proportion of the day.

    I haven't done Airsoft before today, but it's a lot of fun. A big part of the appeal is the fact that the weaponry involved is very realistic — most of the guns available are based on real-life guns to varying degrees and thus must be painted bright orange so as to not get the participants arrested. The gun I got was modelled closely on a Beretta and made entirely of metal, so had a pleasing amount of heft to it and a satisfying degree of kickback when fired. It made a great noise too.

    I haven't fired guns on many occasions in my life but it's an oddly thrilling experience. I recall in the first week of university several of us decided to try going along to a trial session of the Rifle Club. It was a lot of fun but also had an element of danger — the instructors repeatedly reminded us that firing the gun at the floor would probably kill us. Scary.

    More recently, I've done paintballing a few times. Paintball is good fun, but the weaponry isn't particularly realistic. It really, really fucking hurts when you get hit, though. And you get a lot of the satisfaction of crawling around in the undergrowth and shooting at far-off enemies.

    Games such as paintball and Airsoft give you a good insight into what soldiers must go through on a regular basis. It makes me feel like I most certainly couldn't be in the army. I'm sort of fine with that — although it's fun to fire these fake guns, I imagine it would be absolutely terrifying to fire a real one that could actually kill someone.

    Anyway. It is late so I am feeling the call of bed.

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    #oneaday Day 984: Stagging https://imnotdoctorwho.moegamer.net/2012/09/29/oneaday-day-984-stagging/ https://imnotdoctorwho.moegamer.net/2012/09/29/oneaday-day-984-stagging/#respond Sat, 29 Sep 2012 00:55:57 +0000 https://angryjedi.wordpress.com/?p=4482 I'm away for the weekend. Specifically, I'm in the middle of nowhere in Worcestershire for my friend Tim's stag weekend (or "bachelor party" as you Americans prefer to call it). We're having a weekend of drinking, board games and shooting each other (but mostly Tim) with Airsoft guns. Sounds like fun. Of my friends who … Continue reading #oneaday Day 984: Stagging

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    I'm away for the weekend. Specifically, I'm in the middle of nowhere in Worcestershire for my friend Tim's stag weekend (or "bachelor party" as you Americans prefer to call it). We're having a weekend of drinking, board games and shooting each other (but mostly Tim) with Airsoft guns. Sounds like fun.

    Of my friends who have got married whose stag dos I've been to, none of them have done the stereotypical "get hammered in Amsterdam, hire hookers then leave Stag Boy in an embarrassing position to be discovered by the police/his parents after several hours of considerable discomfort". And I'm actually quite grateful for that. Although everyone jokes about that being the way that stag dos are "supposed" to go it never struck me as particularly fun — especially not for the Stag, who will probably be left rethinking his friendships in the hours between being chained to the lamppost and having to explain to the nice police officer why he is naked and covered in margarine.

    My own stag do was relatively stereotypical — paintballing in the daytime followed by drinks in the evening — but I chose to invite my female friends also, and nothing embarrassing happened. Not that I remember, anyway. I remember it being a rather fun night — there are certainly a bunch of photos suggesting it was lurking around somewhere — but I didn't leave it thinking "wow, my friends are a bunch of bellends." Which, again, I'm quite grateful for.

    A stag do should be an opportunity for the groom-to-be to have some time with his closest friends — regardless of gender if he so desires — and have a memorable "send off" before married life. That looks like exactly what this weekend is going to be, so I'm going to take the time to relax and enjoy it hopefully as much as Tim will.

    Bed now. The drinks have been flowing freely and we've been playing Cards Against Humanity for the past few hours. Hilarity, as usual, ensued, but I'm more than ready for sleep now!

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    #oneaday Day 983: The Mighty Jungle https://imnotdoctorwho.moegamer.net/2012/09/27/oneaday-day-983-the-mighty-jungle/ https://imnotdoctorwho.moegamer.net/2012/09/27/oneaday-day-983-the-mighty-jungle/#respond Thu, 27 Sep 2012 23:59:01 +0000 http://angryjedi.wordpress.com/?p=4479 If you own a PS3 and enjoy games that are just plain odd, do yourself a favour and drop £10 on a copy of Tokyo Jungle right now. While it may not be the deepest, best or most polished game in the world, it's super-interesting, super-weird and super-fun. If you own a PS3, it's entirely possible that … Continue reading #oneaday Day 983: The Mighty Jungle

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    If you own a PS3 and enjoy games that are just plain odd, do yourself a favour and drop £10 on a copy of Tokyo Jungle right now. While it may not be the deepest, best or most polished game in the world, it's super-interesting, super-weird and super-fun.

    If you own a PS3, it's entirely possible that you're already familiar with this strange little game, but in case you aren't, here's the pitch.

    The bulk of your time will be spent in Survival mode. Here, you are cast in the role of one of the game's many, many unlockable animals (beginning as either a Pomeranian dog or a deer) and tasked with surviving as long as possible. As soon as you're thrown into the post-apocalyptic Tokyo streets, time starts passing, and you only have 15 years in which to secure your animal's legacy. By hunting for food (other creatures if you're a carnivore, plants if you're a herbivore) to keep your hunger bar at bay, marking territory and finding a suitable mate, you'll ensure your species' survival into the future. By completing various objectives that appear at regular intervals, you'll earn "Survival Points" which act as your score and as a form of currency with which you'll unlock additional content as you play through the game.

    As you play through Survival mode, you'll come across scattered data items hinting at the game's backstory — the reason the humans disappeared. Collect enough and you'll unlock a "story mission" in which the game flow is much more directed. Progress through the story to learn the truth while playing Survival to unlock additional content.

    To describe Tokyo Jungle in such simple terms is to do it an injustice, though. It's a game about crazy emergent stories. Like that time your army of gazelles successfully took down a gigantic pig by unleashing a kick so devastating it practically launched said pig into orbit. Or the time your lone alley cat, near death by starvation, launched a kamikaze attack on a zebra and won. Or the time your dog bit a cow on the arse and was then trampled to death.

    Things only get more bizarre and surreal when you start finding various items of equipment for your animals. Your stories start to become like the rantings of a madman. Remember that time that the beagle in a poker visor and green wellies chased a rabbit back and forth across Shibuya Station for five years before getting eaten by a crocodile? Remember that time the army of hippopotami in bikinis successfully fended off an attack from an army of chickens? What about that time your pig in a straw hat snuck through the bushes while the cats were fighting the chimpanzees and joyfully eviscerated all of them?

    In many ways, Tokyo Jungle is a bit like a roguelike. While its levels aren't randomly generated, there is a degree of randomisation to the objectives you're expected to complete, and starting a new game with a new kind of animal tends to put an interesting twist on how your dynasty will unfold. The relentless pursuit of longer and longer survival periods and high scores — that's what the game is all about. Simple. Effective. Addictive. And batshit crazy. It's hard not to love it.

    The post #oneaday Day 983: The Mighty Jungle appeared first on I'm Not Doctor Who.

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    #oneaday Day 982: Must Try Harder https://imnotdoctorwho.moegamer.net/2012/09/27/oneaday-day-982-must-try-harder/ https://imnotdoctorwho.moegamer.net/2012/09/27/oneaday-day-982-must-try-harder/#respond Thu, 27 Sep 2012 01:03:23 +0000 http://angryjedi.wordpress.com/?p=4476 I'm not normally one to put down the hard work of others, particularly in my own field of writing, but I feel compelled to say a few words about some things that have been published this week. Here's one. Here's the other. Now, lest I come across as some sort of joyless bastard, I am … Continue reading #oneaday Day 982: Must Try Harder

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    I'm not normally one to put down the hard work of others, particularly in my own field of writing, but I feel compelled to say a few words about some things that have been published this week.

    Here's one.

    Here's the other.

    Now, lest I come across as some sort of joyless bastard, I am aware that both of these pieces were written in jest in an attempt to be — I assume, anyway — "satirical", but the fact is that they both utterly fail in what they are trying to do, leaving them both looking rather foolish — particularly the deranged scribblings of the Borderlands 2 piece.

    There are several things that irk me about these two pieces. Firstly is the fact that they exist at all, and on high-profile, (arguably) respectable sites that actually pay their writers. It's hard to feel that this sort of thing is justifiable when there are plenty of people across the world writing purely for the love of writing about games. My team over at Games Are Evil is just one of many groups who don't write about games as their main, paying job but still put in a ton of effort to produce great content and strive to improve their own work over time. The scores of community writers over at Bitmob are another great example. The countless bloggers all over the world. Those who run enthusiast sites in their own time in an attempt to get noticed. All of those produce higher quality work than the two pieces linked above — and yet these are the articles that are deemed worthy of pay. There's no justice there.

    The second thing that has vexed me somewhat regarding this matter is the amount of praise they have got — mostly from fellow professionals, it has to be said. The first piece in particular drew a frankly astonishing amount of fawning, with quotes including that it was the "most clever [review of Borderlands 2]" that one tweeter had ever read; that it was "anarchic stream-of-consciousness, like the game itself"; that it was the "most incredible piece of games journalism ever" and the "Ulysses of games journalism".

    Now, I'm all for celebrating good writing. But this was not good writing. Even from the perspective of it presumably being some sort of parody (or "anarchic stream-of-consciousness") it just didn't work. The number of utterly bewildered comments beneath the article is proof of that — and it's the same for the Eurogamer piece.

    The thing is, I know both writers are capable of much better — and I have nothing against either of them personally. The author of the Borderlands 2 piece is not only the editor of one of the biggest video game sites in the UK, but also a novelist. I expect considerably better from him, in short — or if he's going to try something clever, it should be something that actually works.

    Since taking a step back from mainstream games journalism (my day job focuses on mobile and social games, and Games Are Evil focuses on the "alternative" side of computer and console gaming) I have regrettably confirmed a few suspicions I had about the state of the games journalism sector in the UK. A noticeable, vocal proportion of it is made up of a very insular "old boys' club" which appears to believe itself immune to criticism, meaning that it feels more and more liberties can be taken with what sort of work and attitude is acceptable — and anyone who steps out of line to say "hang on a minute…" gets summarily ridiculed. I found myself the recipient of such scorn last year when I pointed out my discomfort at the tone and content of the Games Media Awards Twitter feed, and consequently have shied away from publicly criticising things ever since. I was in two minds about posting this entry at all with that in mind, but in this instance I felt the need for a bit of cathartic release if nothing else.

    There are plenty of fantastic games writers out there who don't need to resort to… whatever these two pieces were resorting to. Satire? Parody? Childishness? I honestly don't know, even after rereading them both several times.

    Demand better from your articles about games. For all the pontificating about how games journalism is "broken" and how it should be "fixed", if these pieces are anything to go by it seems to be getting worse rather than better.

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    #oneaday Day 981: Sword Art Online https://imnotdoctorwho.moegamer.net/2012/09/26/oneaday-day-981-sword-art-online/ https://imnotdoctorwho.moegamer.net/2012/09/26/oneaday-day-981-sword-art-online/#respond Wed, 26 Sep 2012 01:03:49 +0000 http://angryjedi.wordpress.com/?p=4469 So, I guess it's finally happened — much to the delight of my dear friend Lynette, I might add — I appear to have "got into" anime. So much so that this post is the first ever use of my all new "anime" topic category, although I will probably go back and add that post … Continue reading #oneaday Day 981: Sword Art Online

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    So, I guess it's finally happened — much to the delight of my dear friend Lynette, I might add — I appear to have "got into" anime. So much so that this post is the first ever use of my all new "anime" topic category, although I will probably go back and add that post about Haiyore! Nyaruko-san if I remember.

    I've already talked about Haiyore! Nyaruko-san in that post I just linked so I won't say too much more about that for now, save for the fact that discussing it with a hardcore fan of H.P. Lovecraft allows you to have an even greater appreciation of how clever that show is despite its utterly barmy, chaotic exterior. Check out this blog (spoilers to the fucking MAX) for even further indisputable evidence that the creators of that show both 1) know and 2) love H.P. Lovecraft and the authors who followed him.

    Anyway. Enough of the Crawling Chaos; what I really wanted to talk about today is the show I started watching after I finished all of the currently-available episodes of Haiyore! Nyaruko-san — Sword Art Online.

    I'd come across the name Sword Art Online in much the same way as I heard about Haiyore! Nyaruko-san: through Peter Payne of J-List. Sword Art Online is, it seems, rather popular right now, so there's a lot of merchandise surrounding it. I'm not normally one to go for things that are popular right now, but I figured I'd give it a try as 1) the premise sounded intriguing and 2) the female lead is an attractive redhead. (Well, technically she's ginger, I guess. Still counts. Do not underestimate the power of an attractive redhead when trying to get me to do something.)

    For those unfamiliar and/or curious, Sword Art Online's basic concept is thus. It is The Near Future, and computer gaming has evolved enough to have full-sensory virtual reality experiences. The latest title to get everyone excited is the brand new massively-multiplayer online role-playing game Sword Art Online. Prospective players queued around the block to get their hands on a copy, but only 10,000 units were available in the first run. On the game's launch day, said 10,000 players all logged in and began to immerse themselves in the virtual reality world, only to discover that there was no means to log out. The creator of the game, mad with power, had decided to "lock" everyone in the game until someone cleared the whole thing. Not only that, but he'd rigged it so that if someone's character in the game died, the VR equipment would kill them in reality. Not only that, but if someone forcibly removed the VR equipment from the player, that would also kill them.

    Thus begins an intriguing tale that is partly conventional fantasy, but with a layer of high-tech sci-fi atop it. The blend works extremely well. The challenges the characters face are "real" so far as they are concerned — their lives are on the line, after all — but at the same time, the fact that it is a game regularly shows itself with players popping up menus to change items, levelling up and using crafting skills simply by whacking things with the relevant tools. What's impressive is how straight the show plays all this, and how seamlessly it switches back and forth between these two disparate elements — one moment it's all a bit Highlander, the next there's a cast member cooking "S-class ingredients" by tapping them once with a knife, causing them to explode in a shower of data fragments. In this way, it'll attract two different — though admittedly somewhat overlapping — demographics and provide plenty to make them both smile and cheer.

    I have to confess, I've always had something of a soft spot for the whole "fusion" thing between high-tech sci-fi and low-tech fantasy or historical stuff. It's for this reason I'm quite surprised the Assassin's Creed series hasn't really grabbed me over the years. I did really like the concept of the old .hack games on PS2, though, even though I never finished them — though hopefully I'll be rectifying that soon. There's something about the whole concept of "MMO gone mad" in particular that I really like, though — .hack had a wonderfully palpable sense of menace about it, for example, and Sword Art Online certainly lives up to that. Perhaps it's nothing more than the fact that you can literally see how close characters are to death when they're in a pinch. I don't know. I like it, whatever it is.

    Getting back on topic, Sword Art Online has some great characters, too, and the structure of the series means that we get to explore them in detail. While the majority of the game's overarching plot surrounds protagonist Kirito and his relationship with aforementioned cute redhead Asuna, many episodes throw the spotlight on a seemingly incidental character and their own personal issues. I shan't spoil any specifics here, but through these episodes we gain a deep understanding of both the character in question and also learn some more about Kirito and Asuna — the way they respond to situations, the things they are capable of (and the things they are not) and the nature of their feelings for one another. The fact that there is often conflict between the persona they want to portray in the world and the real life they are struggling to get back to also helps make for some intriguing, complex characters whom I would like to see more of.

    I'm about ten episodes in to the series so far and I believe it's still airing so I don't know how (or if) it ends as yet. I'm well and truly hooked, though. If you've been looking for something new to watch, then be sure to give Sword Art Online a shot.

    The post #oneaday Day 981: Sword Art Online appeared first on I'm Not Doctor Who.

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    #oneaday Day 980: I Love You, Starship Ezekiel https://imnotdoctorwho.moegamer.net/2012/09/25/oneaday-day-980-i-love-you-starship-ezekiel/ https://imnotdoctorwho.moegamer.net/2012/09/25/oneaday-day-980-i-love-you-starship-ezekiel/#respond Tue, 25 Sep 2012 00:53:56 +0000 http://angryjedi.wordpress.com/?p=4463 It's another visual novel post, I'm afraid. (I'm not sorry at all. Aside from finally running through Persona 3 FES, which I am loving, VNs have been pretty much all I've been playing recently. And I have no problem with this.) Ahem. Let's start again. I saw Ell's route of My Girlfriend is the President through to its … Continue reading #oneaday Day 980: I Love You, Starship Ezekiel

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    It's another visual novel post, I'm afraid. (I'm not sorry at all. Aside from finally running through Persona 3 FES, which I am loving, VNs have been pretty much all I've been playing recently. And I have no problem with this.)

    Ahem. Let's start again.

    I saw Ell's route of My Girlfriend is the President through to its conclusion this evening, and it was just as magically adorable as I was expecting it to be. It was also quite a bit shorter than the previous two routes I've completed to date — those for Yukino and Irina — and structured a little differently, unfolding over two "episodes" after the initial setup instead of three.

    Spoilers after the break.

    Ell, or Starship Ezekiel to give her her full name, is the resident "cute" character in My Girlfriend is the President's cast. Even more so than the overflowing moe of Yukino, Ell-chan is the character that you're supposed to want to protect, hug and snuggle up under a blanket with. She's also the resident Robot Girl, after a fashion anyway.

    The startlingly gooey reaction that she elicited in me (and, I'm hoping, everyone else who plays My Girlfriend is the President) is due to a combination of factors. Firstly, her striking appearance — lots of green hair, twintails, huge purple puppy-dog eyes, a delicate figure. Secondly, her manner of speaking (and, by extension, her voice acting) — quiet, calm, mellow and restrained for the most part but prone to sudden outbursts of emotion. Thirdly, her personality — innocent, pure and curious at the outset, and gradually developing and evolving over the course of the story. By the end, she's much more experienced in the ways of the world in many different ways — she's much more comfortable expressing emotions, understands what "love" feels like and has a strong sense of determination to follow her own desires rather than blindly following orders. And yet at the same time, she maintains that feeling of delicateness and purity even as we start to see other, more "human" sides of her — including, of course, a filthy dirty naughty side. This is a marked contrast from what we see of her in all the other routes, where she is much more robotic and artificial-seeming — and often an inconvenience to Jun and whoever he is pursuing at the time.

    The sheer power of Ell-chan's cuteness is perhaps best exemplified by the striking way in which protagonist Junichiro changes on her path. On both Yukino and Irina's paths, Jun remains something of an obnoxious pervert for quite some time after he realises that he likes them before eventually mellowing and becoming a dedicated, devoted, loyal lover. In Ell-chan's case, however, we see Jun change almost immediately. He recognises how delicate she is and shows his tender, caring and kind side, taking care of Ell even though, as a starship, she's more than capable of taking care of herself, despite her fragile appearance in human form. We see him support her as she struggles to get over the trauma inflicted by her crashing on Earth not once but twice — and we also discover some things that are only alluded to in the other paths.

    Specifically, we discover exactly why Jun is a "reconstructed human" with the power to go a bit Hulky when triggered with a kiss. Nine years prior to the events of My Girlfriend is the President, Ell crashed to Earth and almost killed Jun. After rescuing him and rebuilding him without a human template to refer to, Ell moved in with Jun's house to ensure that he was safe, but eventually departed, erasing his memories in the process. But such was the impact that the mysterious green-haired girl had on Jun's childhood that these memories eventually resurface — first through dreams and eventually into his conscious mind. There are some truly touching scenes as Jun comes to the realisation that yes, he has met this girl before, and he fell in love with her even back then.

    The focus in Ell's path is very much on Jun and Ell rather than the other cast members, who barely put in an appearance. While both Yukino and Irina's paths saw some comic (and occasionally heartbreaking) love rivalry going on, in Ell's path the depth of affection that all the characters hold for this strange girl from another world — and for Jun, for that matter — is clear. Both Yukino and Irina gladly step aside when they see how happy the couple are with one another. Even resident villain Zouma-sensei (aka Josef Souma Mengele… yes, really) is quickly kicked to the curb, whereas he becomes the "final boss" of both Yukino and Irina's paths.

    The reason for this is, of course, the presence of Ell's sister Remi, who is the antithesis to Ell's calm detachment in almost every way. Energetic, full of life and seemingly in possession of a limitless supply of rage and jealousy, Remi puts in an appearance to make life very difficult for the cast in pretty much all of the paths, but it's in Ell's path that she becomes the primary antagonist. Remi envies Ell, you see, as she believes that her "younger sister" is more beloved by their "mother" Qoo Little-Little, the alien who is responsible for the whole mess that sets up the events of the game. She won't be reasoned with, however, and it takes desperate measures for the two sisters — and their bizarre, foul-mouthed mother — to be able to make up with one another. But when they do, like so much else in this strange production, it's a heartfelt and touching scene.

    I have one more route — that of Ran-neechan — to polish off in this game and I have to say, despite the total lack of meaningful choices to make on the game's four paths — there are no "bad endings" to my knowledge — it's proven to be a surprisingly compelling experience. It would be so easy for the game's nonsensical concepts and ridiculous, exaggerated characters to become nothing more than brightly-coloured, easily-forgotten fluff, but it's testament to the effort the team has put into the game that they are all incredibly likeable, interesting characters.

    It helps that the game is clearly aware of how ridiculous it is, too, with the fourth wall regularly being broken and a ton of referential humour for those with sharp enough eyes (and/or an exhaustive enough knowledge of Japanese popular culture) to spot it. Even the ero content, which I'm not ashamed to say is pretty consistently hawt throughout, feels like it has a place, as it helps us to understand the characters' deepening relationships with one another as much as it exists to excite the player. (It helps that said content tends to come at the midpoint of the story rather than as a "reward" at the end, too — this gets the player feeling "attached" to these characters and their relationship before moving on to the major conflict that makes up the finale of each path.)

    In short, then, while My Girlfriend is the President is never going to be considered a great work of "literature" (or whatever the equivalent for video games and/or visual novels is), it is most certainly a highly memorable production with a great cast, a fun (if silly) story and some high production values. If you want to play a VN where you can just "switch off", sit back and enjoy the ride (so to speak), then it's a sound offering for sure.

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    #oneaday Day 979: Personal Thoughts on Demonbane https://imnotdoctorwho.moegamer.net/2012/09/24/oneaday-day-979-personal-thoughts-on-demonbane/ https://imnotdoctorwho.moegamer.net/2012/09/24/oneaday-day-979-personal-thoughts-on-demonbane/#respond Mon, 24 Sep 2012 00:55:38 +0000 http://angryjedi.wordpress.com/?p=4453 I wrote a piece on visual novel Deus Machina Demonbane over at Games Are Evil earlier today and I would be terribly thankful if you went and read it, even if you're not a particular visual novel fan. Demonbane, while fundamentally not that different from most other visual novels — you read, read, read, read, read, read and … Continue reading #oneaday Day 979: Personal Thoughts on Demonbane

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    I wrote a piece on visual novel Deus Machina Demonbane over at Games Are Evil earlier today and I would be terribly thankful if you went and read it, even if you're not a particular visual novel fan. Demonbane, while fundamentally not that different from most other visual novels — you read, read, read, read, read, read and occasionally make a choice — is, as I say in the article, interesting and noteworthy for the fact that it's not your typical galge/eroge. The main point of the game is not to pursue a particular female character romantically, but rather to work your way through a more "traditional" (for want of a better word — its combination of thematic influences is anything but "traditional") narrative that wouldn't be out of place in a JRPG.

    I wanted to talk a little more about the game than I had the chance to get into in that article, however, and I'm probably going to get spoilery from this point onwards, so if you are intending to play Deus Machina Demonbane and would like your mind to remain virgin pure beforehand, I suggest you stop reading now. For courtesy's sake, I shall put in a "More" tag for your convenience. Click the "Continue Reading" link to… you know. Continue reading. Otherwise, I'll see you tomorrow.

    All right, now we've got rid of those killjoys, let's talk Demonbane. First up, an interesting thing about Demonbane is that it is super-long — like, 20 hours. A single playthrough of your average VN, assuming you read everything and don't skip straight to the bonking, usually takes on average between 5-10 hours depending on the game. Something like School Days HQ, which has a lot of alternative routes and branching paths, tends to be a little shorter, whereas something with a smaller number of discrete routes tends to take its time a bit more. For comparison's sake, it took me just under 40 hours to see absolutely everything Katawa Shoujo had to offer, and there are five distinct routes in that. (That's about 8 hours per route if you're a bit slow on the old maths.)

    There's no set rule saying how long or short any game should be, of course, but 20 hours is a long time to just sit and read and occasionally choose between two options. It's long for a VN, I'm saying, but there's no reason why this should be an issue — after all, aren't there books of vastly different lengths? In Demonbane's case, the plot is kept nice and pacy through a chapter-based structure, and it gradually accelerates and expands in scope as the story progresses, so even though it takes a long time to get to the end of, it doesn't feel like a chore.

    Since Demonbane isn't your usual eroge, it does things a little differently in a number of ways. One of the most notable factors in this is the matter of the protagonist Daijuuji Kurou. In many eroges — particularly the "here are some girls, date one of them" variety — the protagonist is kept as a mostly "blank slate" for the player to superimpose their own ego atop. More often than not, the protagonist's dialogue isn't voiced, even when the entire rest of the game features speech, and in "event" scenes it's rare to see the protagonist's face — it's usually hidden in shadow, behind a mop of hair or simply off-camera. There are exceptions to varying degrees, of course — in both School Days HQ and Katawa Shoujo, for example, the protagonist is a discrete character in their own right, and in My Girlfriend is the President player character Jun has a clearly-defined personality but not a voice or face in most scenes. In the case of Kurou, however, he has a personality, a voice (in the parts of Demonbane that are voiced, that is) and a face, and is absolutely a distinct character rather than a cipher for the player. And the story of Demonbane is as much the story of his journey to become a better person as it is of Good Against Evil.

    Kurou begins, like many VN characters, as the very picture of a flawed protagonist. He's not obnoxious or perverted or anything like that, though — rather, at the outset, we see him as a broken man, unable (or unwilling) to pick himself up out of the gutter and make his life better. Following his life-changing meeting with local business leader Hadou Ruri, however, he begins to take his first steps on his journey. He works his way from reluctant, workshy freeloader to devoted hero of justice over the course of the game, and this journey can at least partly be attributed to the influence of the companion with whom he spends most of the game — at least in its "true" route.

    Al, also known as Al Azif or indeed the Necronomicon is a truly interesting character, not least for the fact that she is a character at all — the Necronomicon, lest you don't know, is a fictional book that appears in a number of H.P. Lovecraft's stories. Choosing to represent herself as a skinny teenage girl with long purple hair and a sour expression on her face, she quickly latches on to Kurou, and the growing, changing and evolving nature of their relationship is one of the most compelling things about Demonbane.

    The first time we see Al, she's very much the one in control. With over a thousand years of world-weary experience behind her sparkling emerald eyes, she takes the initiative and binds herself to Kurou with a kiss signifying a covenant. In doing so, she technically becomes subservient to him as a magus' grimoire, but it's clear that she is the one wearing the pants. (Even though she's not wearing pants. If you see what I mean.) Forcing him to become his best, berating him when he gets it wrong and encouraging him when he gets it right, Kurou begins to change under Al's tutelage. She helps him tap into his latent magical power and over the course of the story he learns how to channel his abilities into various forms, overcoming the fear he once felt at the prospect of working with sorcery.

    As the two share in a number of devastating battles within the titular steel giant Demonbanetheir bond grows ever closer and transcends the "master-grimoire" relationship into something much more. The player sees what is happening between them well before they realise it themselves, which makes it all the more tragic when a disastrous event in the latter third of the game sees their blossoming relationship apparently cut short by the "death" of Al. It also makes it all the more powerful when we see Al struggling to regain herself and fight her way back to consciousness — something which Demonbane's unconventional narrative structure (for a VN) allows for, since it isn't afraid to cut away from the protagonist and depict other events happening elsewhere from a third-person perspective.

    More than the interesting characters, though — and we've not even touched on one of the most impressively loathsome collections of villains I've ever come across — arguably the best thing about Demonbane is how it shows a clear love for its Lovecraftian source material while maintaining its own uniquely original identity. The game acts as a "Who's Who" of Lovecraftian legends, taking in everything from Dagon to Yog-Sothoth and Nyarlathotep via Cthugha, Ithaqua, nightgaunts and Shantak. It's also not afraid to bring in elements from other mythologies, however, such as a rather memorable sequence involving creatures from Alice in Wonderland, and also incorporates elements from writers who either expanded on or wrote works inspired by Lovecraft's Cthulhu mythos — including Brian Lumley's Mirror of Nitocris and Clark Ashton Smith's spider-like Old One Atlach-Nacha.

    The disparate elements that make up Demonbane — Lovecraftian horror, giant robots, big-eyed animé girls and a dash of humour — really sound like they should clash horribly and create a completely unworkable mess. But you have to give some credit to developer Nitroplus for taking these concepts, mashing them together and creating something that absolutely works. It feels both Lovecraftian and "anime-ish" at the same time, absolutely nailing the darkness and sense of teetering on the brink of madness of the Cthulhu mythos while being totally unashamed to continually raise the narrative stakes as the story progresses. Any game that deems all of humanity struggling against Cthulhu to be not quite epic enough for its finale deserves a certain degree of respect — particularly when the whole finale sequence (at least, in the "true"/Al path — I haven't played the other two as yet) is handled as well as it is here.

    In short, then, if you think you can handle 20 hours of Lovecraftian horror, giant robots yelling things like "Lemuria Impact! Sublimate!" at each other, some astonishingly massive breasts (plus an equally monstrous penis) and the tale of a broken man rebuilding himself to become far more than he ever imagined he could be, then Deus Machina Demonbane is well worth your attention.

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    #oneaday Day 978: This Was A Triumph https://imnotdoctorwho.moegamer.net/2012/09/23/oneaday-day-978-this-was-a-triumph/ https://imnotdoctorwho.moegamer.net/2012/09/23/oneaday-day-978-this-was-a-triumph/#respond Sun, 23 Sep 2012 02:41:30 +0000 http://angryjedi.wordpress.com/?p=4451 The other day, Andie rather luckily spotted that Jonathan Coulton was performing a show in Bristol today. We hadn't "been out" for a little while, so we decided on a whim to grab some tickets and head along to the performance. I'm extremely glad we did. It was a wonderful experience. I've only ever seen … Continue reading #oneaday Day 978: This Was A Triumph

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    The other day, Andie rather luckily spotted that Jonathan Coulton was performing a show in Bristol today. We hadn't "been out" for a little while, so we decided on a whim to grab some tickets and head along to the performance.

    I'm extremely glad we did. It was a wonderful experience. I've only ever seen videos of JoCo's shows before, but being there live was even better — particularly as he was also accompanied by his usual companions Paul & Storm, who also acted as the "warm-up" act.

    Paul & Storm are the perfect warm-up act. Blending some light-hearted stage comedy with some genuinely amusing songs, they have a wonderful sense of chemistry with one another and with the audience. They can adapt to the mood of the room at a moment's notice and engage with hecklers faster than any dedicated stand-up I've ever seen. Plus their songs are just plain good — and The Captain's Wife's Lament always brings a smile to everyone's face, however long it ends up going on for.

    Jonathan Coulton, meanwhile, is a little more understated than the antics of his friends. His songs are often amusing, but in a way that ensures you have to actively listen to the lyrics in order to "get" them. Some of them assume knowledge of certain mathematical and scientific concepts — he does a love song as sung by Pluto's moon to Pluto, for example, as well as one about the Mandelbrot Set — but he also does a great job of explaining to the audience what his songs are about.

    He describes his music as being '70s-style soft rock, and beautifully encapsulated this in a self-parodying song in which "soft rock" was used as a not-terribly-subtle euphemism. This piece also included a variety of spectacular, seamless and possibly improvised homages to various popular songs

    More than being amusing, though, his songs are clever and often quite touching. Even when he's singing about scientists destroying the world with robot armies, you know that he's channelling concepts that the audience can relate to — loneliness, alienation, a sense of not fitting in with "normal" society — and that's what makes him such a beloved performer among the "nerd" community.

    While sitting in that venue this evening, listening to the songs and laughing at the silly jokes, I got a very similar feeling to what I felt when I went to PAX a couple of years ago. A sense of "this is for me. This is something I am a part of, and I like being a part of it." It's not a feeling I have particularly often, so I relish it when it shows itself. And that, really, is all I could have asked from this show — I'm happy it delivered.

    It's 3:30am now. I should probably get some sleep. (I'm up so late because I was attempting to finish the latest visual novel I'm playing, Deus Machina Demonbane, but it's just going on and on and on. It's good though. Watch out for a writeup on Games Are Evil tomorrow.)

    The post #oneaday Day 978: This Was A Triumph appeared first on I'm Not Doctor Who.

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    #oneaday Day 977: The Eternal Struggle Between Business and Pleasure https://imnotdoctorwho.moegamer.net/2012/09/22/oneaday-day-977-the-eternal-struggle-between-business-and-pleasure/ https://imnotdoctorwho.moegamer.net/2012/09/22/oneaday-day-977-the-eternal-struggle-between-business-and-pleasure/#respond Sat, 22 Sep 2012 01:06:48 +0000 http://angryjedi.wordpress.com/?p=4449 If you own an iOS device and haven't yet purchased a copy of Rayman Jungle Run, congratulations! You are the problem with mobile gaming. I won't get into why you should play Rayman Jungle Run — you can read my review for that — but I will reassure you that it is a game that you pay for … Continue reading #oneaday Day 977: The Eternal Struggle Between Business and Pleasure

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    If you own an iOS device and haven't yet purchased a copy of Rayman Jungle Run, congratulations! You are the problem with mobile gaming. I won't get into why you should play Rayman Jungle Run — you can read my review for that — but I will reassure you that it is a game that you pay for once and then never have to pay anything for ever again. (At the moment, anyway.)

    On the surface, it's easy to see why the freemium/free-to-play sector has exploded quite so much. People casually browsing for things are always going to be immediately more attracted to things that say "Free" on them rather than things that say "$2.99" on them, regardless of whether or not that "Free" comes with a caveat, which it usually does. But there's a growing level of discontent and frustration with this fact, particularly among "core" gamers — or, more specifically, people who have been playing games for many years. We've reached a stage now where this demographic actually wants to seek out paid games and apps because they know that "Free" tag always comes with a catch — and, sadly, more and more paid games are also coming with "Get More Coins!" buttons and unbalanced gameplay attached in an attempt to squeeze more and more money out of their player base.

    I always have a curious sense of hypocrisy over this issue. I mean, my day job is reviewing mobile and social games, after all, and from a critical perspective I have to consider each title from a business perspective as well as that of the player — is the game going to make enough money for the developer for it to have been worthwhile? I can do this with no problem — though I will call out titles that are obviously taking the piss with their monetisation strategies — but it doesn't stop me from having a sour taste in my mouth whenever I'm "off the clock", as it were. I've dialed back my consumption of iOS games massively since realising that the vast majority of them are little more than time and money sinks designed as not-particularly-subtle attempts to extract players' money from them. And many developers and publishers don't even attempt to hide this fact — we're dealing with an industry that refers to users who spend a lot of money on in-app purchases and DLC as "whales", after all, which should give you an idea of the sort of people we're dealing with a lot of the time.

    Now, I'm not saying that people shouldn't make money from their creations. Quite the opposite, in fact — I told you at the start of this post that you should pay money and download Rayman Jungle Run, for example, because it's great. But herein lies the rub — you should pay money for things that you think are worth money, things that you want to support, not things that are designed to psychologically manipulate you into pressing that "Get More Coins!" button. As soon as you become aware of a game's business model, it stops being quite so fun — at least, that's how I feel. Apparently I'm in something of a minority, though.

    There's a problem with the system as it stands right now, which is partly why this situation has arisen. The distorted sense of value that the App Store has brought means that if people see anything that costs more than a dollar, they won't buy it unless they're absolutely sure it's worth the money. (These people are probably the same people who will happily spend four or five dollars on a coffee — yes, I'm aware that I'm English and automatically using dollars as my default currency, but that's what you get after working for American employers for the last two years — and consequently are quite happy to throw their money at something they will piss out within an hour or two) To exacerbate this fact, there is no requirement for app developers to provide a free trial of their products. Some do anyway, either by offering a free "lite" version of the app or distributing the app for free then unlocking it via in-app purchase, but there are many cases where it is impossible to "try before you buy" — so people end up not buying at all, instead reaching for those ever-tempting "free" apps and their spiderweb of monetisation.

    Free trials won't solve the issue entirely, obviously, but they would be a good start. Personally speaking, I just find it a crying shame that a gaming platform with as much obvious potential as iOS (and, to a lesser extent due to lack of support by many developers, Android) finds itself focusing on shallow, fun-free timesinks rather than truly creative games — of which there are many available that go completely unnoticed. Quality games like Rayman Jungle Run should be celebrated and championed; crap like Tap Campus Life should be ridiculed.

    That's enough for now.

    Oh, one final thing. Buy Rayman Jungle Run.

    I thenkyaw.

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    #oneaday Day 976: An Open Letter to the Robot Lady Who Lives in the Sainsbury's Self-Checkout Machines https://imnotdoctorwho.moegamer.net/2012/09/21/oneaday-day-976-an-open-letter-to-the-robot-lady-who-lives-in-the-sainsburys-self-checkout-machines/ https://imnotdoctorwho.moegamer.net/2012/09/21/oneaday-day-976-an-open-letter-to-the-robot-lady-who-lives-in-the-sainsburys-self-checkout-machines/#respond Fri, 21 Sep 2012 00:01:26 +0000 http://angryjedi.wordpress.com/?p=4447 Dear Robot Lady who lives in the Sainsbury's self-checkout machines, I'm sorry to write to you out of the blue — and so publicly, too — but no longer can I go on with my life and our relationship without saying something. It's not you, it's me. No, wait, it is you. I know you're … Continue reading #oneaday Day 976: An Open Letter to the Robot Lady Who Lives in the Sainsbury's Self-Checkout Machines

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    Dear Robot Lady who lives in the Sainsbury's self-checkout machines,

    I'm sorry to write to you out of the blue — and so publicly, too — but no longer can I go on with my life and our relationship without saying something.

    It's not you, it's me. No, wait, it is you.

    I know you're just doing your job. I know you're just reading the things that the nice people who pay your wages — do robots get wages? — tell you to read, but seriously. I know how to use you by now. I know that I jiggle the things I want to buy over your scanny bit until you go "bip!" and then I put them in a bag, and then I repeat the process until I want to pay. Then I put my card in and type in my number and we're all done. Then I go home and cook and/or eat the things I've paid you for.

    This is all fine. You should know by now that I'm fine with this, as indeed are most of the people who avail themselves of your services.

    So why are you so needy?

    "Unexpected item in bagging area," you say as I put the item I've just told you to expect in said bagging area. "Checking item weight," you'll retort as I put an item that isn't sold by weight into the bagging area. "Approval needed," you'll helpfully inform me as I put an age-restricted product into the bagging area.

    Why must you do this to me? I came to you because of your promises of efficiency; of not having to wait behind the old grandma who has bought fifteen thousand tins of dog food and a microwaveable corned beef hash; of not having to make small talk with a cashier who has to have a piece of paper taped to their console saying "SAY HELLO, THANK FOR WAITING, ASK HOW THEY ARE" in order to remember how to have a genuine interaction with another human being. I came to you because I thought you could help me and that you could ensure the whole miserable process of shopping in a supermarket is dealt with as quickly as possible. But you taunt me, you wound me by forcing me to stand around waiting for someone in a Sainsbury's fleece to notice the big flashing red light above my head — that light that seems to imply ha! this person fucked something up! HELP!

    Your lack of faith in me is disturbing. Why can't you trust me? What have I ever done to you? I push all your buttons with loving care and attention and still you can't trust me. I've bought everything from a big slab of meat to a basket full of blind-bag My Little Pony figures from you, so you know I trust you. At least I did. Now I'm not so sure. Now all I want to do as soon as I see you is press your volume button until your voice goes quiet. Still you mock me from your screen, but at least I don't have to hear your voice any more. At least I don't have to deal with you talking at me just slightly too slowly and calmly to be comfortable. At least I don't have to put up with you telling me to do things I'm already doing. Your friends over at Tesco and Asda don't patronise me anywhere near as much. So why must you mock me, you damnable machine? Why?

    We could have had something. Something special. But no. I'm sorry. This is it. No more.

    Oh, what am I saying? I know I'll be back. I always am. I need you. I don't want to admit it, but I do. Together forever, enraptured in a relationship of mutual disdain, our lives pressing ever onward until our inevitable demise. I might buy some sushi from you tomorrow, or possibly a muffin. It doesn't really matter. Nothing really matters. Nothing except your cold, heartless slavery to the capitalist machine, and my ever-present need to buy food from you and then eat it.

    Regards,

    Pete

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    #oneaday Day 975: The Chaos that Always Crawls Up to You with a Smile https://imnotdoctorwho.moegamer.net/2012/09/20/oneaday-day-975-the-chaos-that-always-crawls-up-to-you-with-a-smile/ https://imnotdoctorwho.moegamer.net/2012/09/20/oneaday-day-975-the-chaos-that-always-crawls-up-to-you-with-a-smile/#respond Thu, 20 Sep 2012 00:39:21 +0000 http://angryjedi.wordpress.com/?p=4441 With all the Japanese media (mostly games) that I've been voraciously consuming recently, I quite naturally figured that I may as well go full-on otaku and investigate some anime too. I've tried to get into anime in the past. In theory it should push all my buttons — Japanese video games and visual novels are based very closely on … Continue reading #oneaday Day 975: The Chaos that Always Crawls Up to You with a Smile

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    With all the Japanese media (mostly games) that I've been voraciously consuming recently, I quite naturally figured that I may as well go full-on otaku and investigate some anime too.

    I've tried to get into anime in the past. In theory it should push all my buttons — Japanese video games and visual novels are based very closely on the tropes and conventions of anime, after all — but somehow I've never managed more than a fleeting investigation into the medium.

    The problem, you see, is knowing where to start. Anime is not some small, little thing you can just jump into at the "beginning" and follow a set "canon" of things you simply must see. If you're unfamiliar with the medium, saying that you want to "get into anime" is like saying that you want to "get into movies" or "get into books" — it's not a single, simple, easily-defined thing, as within itself it carries a huge collection of genres and formats, and is aimed at all ages from young to old and everything in between.

    The first time I investigated anime was back when I was still living with my parents. My brother, who was working on PC Zone at the time (if I remember correctly — it might have been PC Player. One of those two, anyway. Not that it really matters.) had been given a metric fuckton of promotional anime videos, as the fledgling Manga Video label in the UK was just starting to come to prominence, and PC Zone had run a feature on anime-themed games too. The box of videos contained a diverse array of anime ranging from the bizarre (Ultimate Teacher, the story of a schoolgirl who could only fight well if she was wearing her modest Velvet Pussy Panties rather than skimpy cotton knickers, and her quest to defeat the genetically modified teacher Ganpachi) to the horrifying (Urotsukidoji, which gave me my first taste of tentacle porn and the subsequent confused feelings said first taste tends to evoke) via titles more grounded in "reality" (Crying Freeman, a drama about an assassin who sheds tears after every kill). I got quite into some of these but also became frustrated at videos that came in partway through a series, or ones which I didn't have any real means of finding subsequent episodes of. As such, I didn't really pursue my investigation of the medium any further.

    When I got big into visual novels relatively recently, I started following J-List on Twitter and Facebook. Peter Payne, the guy behind the site, posts all manner of stuff on those accounts at seemingly all hours of the day and night, ranging from interesting descriptions of life as a Westerner living in Japan to pics of hot anime girls (and, occasionally, guys) — and, of course, discussions of what is worth checking out in the land of anime in general.

    One show that Peter mentioned recently that caught my attention was Haiyore! Nyaruko-san, a show that takes the Cthulhu mythos of H.P. Lovecraft (specifically as depicted in the Call of Cthulhu pen-and-paper RPG), runs it through a mangle and inexplicably decides to make some of the most horrifying of the Old Ones into moe anime characters, beginning with Nyarlathotep (aka Nyarko) and following shortly afterwards with Cthugha and Hastur. A rather large degree of artistic license is taken with these characters — Nyarko is just one of a race of Nyarlathoteps, for example, and it turns out they're not as evil and horrible as popular opinion might have it — but there's just enough lip service paid to Lovecraft's work to please fans while remaining totally accessible to those who have only a passing familiarity with the Cthulhu mythos. (You'll miss quite a lot of the jokes if you have no familiarity with it whatsoever.)

    The show is hugely entertaining, and manages to get the viewer hugely engaged with the weird and wonderful cast of characters very quickly while not taking itself seriously in the slightest. There's a lot of fourth wall-breaking, a lot of self-referential humour and some truly inspired episodes that lampoon aspects of popular culture such as the console wars and the "dating sim" visual novel subgenre. (There's also a lot of people stabbing each other in the head with a fork as a means to get them to be quiet, for some reason.) Much like how My Girlfriend is the President consistently raised the bar on how crazy it got as it progressed — and yet somehow remained coherent, engaging and touching at times — so, too does Haiyore! Nyaruko-san. It starts with an utterly absurd premise and only gets more ridiculous from there — but at the same time it draws the viewer in with endearing, well-defined characters (most of whom initially appear to be stock characters but who subsequently tend to reveal a strong degree of ironic self-awareness) and quite a touching — if painfully awkward and immensely frustrating — romance story.

    It also has the most infuritatingly catchy intro and outro songs I think I have ever heard. This is either something you will be into or something you will never want to sully your ears with ever again, so I present both to you now in order that you may make up your mind.

    [youtube http://www.youtube.com/watch?v=tYlAq-NhR1w]

    [youtube http://www.youtube.com/watch?v=j1qX5GsBfuI]

    Basically, if you can deal with those two credits sequences, you're in the appropriate demographic to enjoy Haiyore! Nyaruko-san. If they make you want to vomit, then perhaps you should go and treat yourself to something a bit more gritty.

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    #oneaday Day 974: The Caffeine Review https://imnotdoctorwho.moegamer.net/2012/09/18/oneaday-day-974-the-caffeine-review/ https://imnotdoctorwho.moegamer.net/2012/09/18/oneaday-day-974-the-caffeine-review/#respond Tue, 18 Sep 2012 23:10:35 +0000 http://angryjedi.wordpress.com/?p=4437 I review games and mobile apps every day. So really, how difficult can it possibly be to review something that isn't a game or a mobile app? I thought I'd try today with coffee. I am going to work my way through all the different types of coffee in the house today in an attempt … Continue reading #oneaday Day 974: The Caffeine Review

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    I review games and mobile apps every day. So really, how difficult can it possibly be to review something that isn't a game or a mobile app?

    I thought I'd try today with coffee. I am going to work my way through all the different types of coffee in the house today in an attempt to determine whether or not said different types of coffee do, in fact, taste any different or whether we're just being taken for a ride.

    Let's begin! (Note: I drink my coffee with a splash of milk and no sugar. I know, I know, if I'm truly hardcore I should drink it black, but… no.)

    Kenco Millicano

    Kenco Millicano purports to be a "wholebean instant" coffee that, in theory, should taste a whole lot better than regular instants such as Nescafe et al. And indeed it does — there's none of that "dirty water" taste (though granted, given the state of our kettle, it's entirely possible that it is just dirty water when that taste comes up) and a pleasing aroma. It has a smooth flavour that is just the thing for a morning coffee — enough of a taste to wake you up a bit, but not so intense that you're wincing at the bitterness.

    Rocket Fuel

    This coffee supposedly contains guarana, that mysterious ingredient that powered those weird Boost bars with crunchy green bits in them a while back. I remember a friend and I eating too many of those in one day once — some promotional ladies were handing them out in the student union — and literally being unable to stay still for afternoon classes. I'm not entirely sure if this coffee will have that effect as yet. Actually, I do feel slightly more alert after getting through that whole cup. Interesting. Caffeine normally doesn't feel like it affects me that much, but I can certainly feel this one kicking in.

    As for the coffee itself, it's not especially great. It tastes like cheap instant (and isn't that cheap) and has a weird aftertaste. Specifically, it has that distinct "dirty water" taste about it, though not to the same degree as cheap own-brand supermarket coffee. It's certainly drinkable. We'll see how I feel a bit later to determine whether the "kick" is worth the peculiar taste.

    Nescafe Latte Macchiato

    Rocket Fuel's surprising intensity also came with a big caffeine crash a couple of hours later, so I decided to dial back the intensity somewhat. Nescafe's Latte Macchiato sachets make a cup of weak, milky, bubbly coffee and are all too easy to make lumpy if you don't stir them hard enough. They're not particularly strong or "coffee-y", but they're nice and smooth if you're just looking for a warm drink.

    Real lattes take the piss out of them, though.

    Starbucks VIA Italian Roast

    This stuff makes a strong cup of coffee with a smoky flavour, and was just the thing to top up my flagging caffeine levels, as I'm not entirely convinced there's any caffeine in those poncey bubbly Nescafe things. Starbucks coffee has a kick, though, and the Italian Roast blend is definitely on the "strong" side of the spectrum, both in flavour and in caffeine content. At least it felt like it was on the strong side, anyway. It's good, but expensive. Now I feel a bit more awake.

    Nescafe Azera

    This is Nescafe's equivalent of Starbucks' pretentious VIA coffee. Like Starbucks' pretentious VIA coffee, it's a very finely-ground instant coffee that makes a convincing-looking cup that has the appearance of having come out of a machine, complete with crema on top. It's about half the intensity of the Starbucks' blend, however, meaning you need to use twice as much of it to get a satisfying cup of coffee. Fortunately, the little pots they sell it in are about twice as big as the pots of Starbucks' pretentious VIA coffee for half the price, which is nice, and I like the way the little bubbles make the nice crema on top when the water goes in and I already said that and wheeeeee this is nice and I'll never get to sleep tonight after all this.

    Percol Decaf Colombian

    BuzzbuzzbuzzbuzzI'mabeeI'mabeeI'mabee like the Black Eyed Peas wheeeeeeeee coffee coffee coffee too much coffee argh I can't take any more coffee please make it stop I can't sleep I want to sleep WANT TO SLEEP SO BAD but can't too much coffee why am I still drinking this I don't know it's not as good as the Starbucks and Azera ones but its still quite nice and I'm just glad it doesn't have any caffeine in it supposedly I hope so any more caffeine and my head will explode EXPLODE DO YOU HEAR ME ARGH NYARLATHOTEP that's what I'll do now I'll watch Haiyore! Nyaruko-san until this buzzing sensation in my head wears off and I facvvvvvvvvvvbyhgbngybnm;lcv

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    #oneaday Day 973: Some Words on Social Anxiety https://imnotdoctorwho.moegamer.net/2012/09/18/oneaday-day-973-some-words-on-social-anxiety/ https://imnotdoctorwho.moegamer.net/2012/09/18/oneaday-day-973-some-words-on-social-anxiety/#respond Tue, 18 Sep 2012 01:20:57 +0000 http://angryjedi.wordpress.com/?p=4435 I've recently been chatting with a friend (who, for obvious reasons, shall remain nameless) who is coming to terms with their own feelings of social anxiety and wishes to make a difference to improve their life. I have spoken on the subject at length on this blog on a number of occasions in the past, … Continue reading #oneaday Day 973: Some Words on Social Anxiety

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    I've recently been chatting with a friend (who, for obvious reasons, shall remain nameless) who is coming to terms with their own feelings of social anxiety and wishes to make a difference to improve their life. I have spoken on the subject at length on this blog on a number of occasions in the past, but sometimes it's helpful to just talk about these things or read about them. I'm sure writing about this will be cathartic for me, and for my friend it might help to know how other people experience this problem and how they deal with it — or not, as the case might be.

    Deeply personal "TMI" post follows. Feel free to skip if you Don't Want To Know. Follow the link if you do.

    Social anxiety sucks. I've suffered with it for years, though for the longest time I didn't know what it was. I thought it was just "awkwardness" or "shyness" and thus didn't really think about it that much. I knew it made me feel bad, but I didn't think it was an actual problem as such.

    To understand the issue, I look back to the earliest school days I can remember. I experienced a lot of bullying while at primary school, mostly over my appearance. There were several kids who persistently and mercilessly mocked me, occasionally escalating to physical violence. And then I had a bunch of rather fickle friends, who would happily play with me some days and join in with the bullies on other days. It didn't help that the bullies were more towards the "popular" end of the social spectrum, and so an easy way for people to ingratiate themselves with them was to pick on the weak kids who couldn't stand up for themselves — kids like me.

    Over time, something in my brain came to accept that being bullied was somehow "normal" and I perversely found myself seeking out the attention of these absolute bastards. I'd deliberately put myself in situations where I'd come across them, and they wouldn't let me down. Almost inevitably, I'd end up lying on the floor having been punched in the stomach, crying. I don't remember my supposed "friends" rallying around me that often.

    Unsurprisingly, these experiences led to something of a diminished feeling of self-worth. Given that people I didn't really know evidently took such a massive dislike to me for completely arbitrary reasons, it was perfectly natural for me to think less of myself. I often became very angry, particularly towards one dinner lady, who would punish me for my rage. But it was attention — and attention that didn't hurt.

    In secondary school, things improved somewhat. The bullying was considerably less as the sheer size of the place meant it was easy for incompatible personalities to avoid one another. But damage had already been done to a certain degree. I vividly remember sitting in my tutor group classroom on the first day of secondary school and turning to my erstwhile best friend from primary school, who was sitting behind me, and saying "I can't remember how to make friends."

    I couldn't. I had no idea how to start a conversation. All the lines in my head sounded stupid and forced, so I tried to avoid saying them. Oddly enough, I found it easier to talk to the pretty girl who sat in front of me — Claire, whom I took an immediate liking to in a "she's hot!" sense — than the boy I'd been sat next to. Of course, said boy ended up being an absolute git of a bully for a goodly proportion of my first year, though this particular issue resolved itself when I thumped him good and proper right in the kisser — unfortunately just as the headmaster was coming around the corner. (The headmaster, thankfully, was all too aware of the situation and thus I got off rather lightly.)

    After these early problems, the rest of secondary school was somewhat better but, as I say, the damage to my self-esteem had already been done a long time ago. I didn't think much of myself — I hated the way I looked, my personality, my voice (particularly before it broke) — and consequently didn't have the confidence to raise my head and step outside my comfort zone. Fortunately, I had a reasonably stable circle of friends who supported me, though some of these were still prone to bouts of fickleness at times.

    Dating was pretty much out of the question, though. Oh, I liked girls. Plenty of girls. But so far as my brain was concerned, all of the ones I actually liked were completely out of my league. I managed to strike up a close friendship with quite a few of the girls I liked, but was too terrified to take things any further. I valued my friendship with them more than risking losing it all. In retrospect, I should have trusted the strength of my friendship bonds with them — why on Earth would they suddenly hate me if I said I found them attractive, or wanted something more than just friendship with them? But that's what social anxiety does — it makes you worry about every detail, and paranoid that a step out of line will destroy everything, leaving you alone for evermore. It's rarely that simple, of course, but that's what my mind would think.

    I got together with my first girlfriend during a school production. She wasn't the girl I had my eye on — I thought things were actually going pretty well with her, as we were spending a lot of time alone with one another when offstage and getting quite flirtatious — but when push came to shove, and as harsh as it may sound in the cold light of day now, I got with her because I had never been romantically involved with someone, and I wanted to be romantically involved with someone. I wasn't sure that I fancied her or liked her, but I was willing to give it a try.

    As it happened, we had a pretty good relationship for a while. We got on well and had fun together. Her parents liked me, too, which was a bonus. Still, constantly, I was scared, though — scared that I'd do something stupid and lose her. I was afraid to try and take things further sexually, for example, even though I desperately wanted to and, on one occasion, she told me outright that she wanted to, too. Granted, she did so in an overly-cute "I don't want to pronounce these words out loud because they're embarrassing" voice so I wasn't sure if I'd heard her correctly — and she wouldn't repeat them — so I did nothing, because I was too afraid.

    Time passed and we drifted apart. Eventually, it got to the school prom. We turned up together as a couple. Within about an hour, she'd cheated on me with another guy right in front of me. They're married now. Well done, them.

    I won't break down every other romantic involvement I've had since then — though it wouldn't take that long — but suffice to say, that whole experience didn't really help my self-esteem or confidence in dealing with other people.

    Fast forward a few years and we get to university. The two years prior at sixth form had been the happiest of my life — I had a small but rock-solid circle of friends, I was doing things I enjoyed and I was content with my life. I had all but given up trying to get a girlfriend, though I still occasionally looked longingly at some of the girls in my extended friendship groups. Long story short, I was in a reasonably good place when I got to university, and I saw the complete change in setting as an opportunity to reinvent myself. I wasn't sure how far I was going to take this, though — would I think up a cool nickname for myself? (No, as it happened.)

    One thing I did make a specific effort with was talking to strangers. My first week at university was spent in a different hall to that which I'd be spending most of my first year in, surrounded by musicians, so I figured I'd at least have something in common with them. It was harder than it sounded, though — my brain wanted to do it, but another part of it stopped me from just walking up to someone and introducing myself. That old problem "I can't remember how to make friends" reared its ugly head — I couldn't think how to start a conversation.

    Eventually I found myself in a creaky old lift going up to my room on the 15th floor. There was one other occupant in the lift. I said hello and introduced myself to her, and she responded in kind. That's how I met my friend Cat, who is still a friend to date. I'm not sure she really knows how utterly terrifying that experience was for me at the time. (Well, she does now.)

    Nowadays, my experiences with social anxiety manifest themselves as a feeling of "clamming up" and being unable to speak. It happens when "difficult conversations" are happening, or when I'm in a situation I refer to as "enforced socialisation" — a social event where I'm not in total control or don't have an easy escape route. It can happen with my closest friends surrounding me — I just run out of things to say — or with strangers. It's difficult to cope with, but I deal. And, oddly enough, I cope absolutely fine with professional engagements and networking — perhaps due to my background in performance of various kinds. But it's still tough.

    I know I should probably get some help for this problem at some point. But a variety of factors over the years — a lack of money, instability in my personal life, not knowing whether I'd be living in the same place and consequently be able to "commit" to a long-term "relationship" with a counsellor — have provided some convenient excuses. Perhaps if and when Andie and I manage to make it back to Southampton — I'm determined it's going to happen! — I'll look into it, because while I wouldn't say social anxiety has "destroyed" my life, it has certainly made it significantly more of a trial than it really needs to be. And it doesn't have to be that way.

    Thanks for indulging this lengthy post. Good night!

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    #oneaday Day 972: H, and Not the One from Steps https://imnotdoctorwho.moegamer.net/2012/09/17/oneaday-day-972-h-and-not-the-one-from-steps/ https://imnotdoctorwho.moegamer.net/2012/09/17/oneaday-day-972-h-and-not-the-one-from-steps/#respond Mon, 17 Sep 2012 00:45:10 +0000 http://angryjedi.wordpress.com/?p=4433 For one to become a fan of the visual novel genre, one has to be willing to deal with one of gaming's great taboos: the sex scene. You have to be willing to play games specifically marked as "adults only" and warning of explicit sexual content on the box; you have to be willing to … Continue reading #oneaday Day 972: H, and Not the One from Steps

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    For one to become a fan of the visual novel genre, one has to be willing to deal with one of gaming's great taboos: the sex scene. You have to be willing to play games specifically marked as "adults only" and warning of explicit sexual content on the box; you have to be willing to explain that no, you're not actually playing a "porn game" (in most cases, anyway) — you're playing a game that just happens to have sex scenes in it, because there's a difference. You also have to be able to say that latter bit without coming across as defensive, which is very difficult.

    A good few years back, I played several of what I then knew as "H-games" — specifically, True LoveRing OutParadise Heights and Three Sisters' Story.

    Of these games, two were pretty much out-and-out porn — Ring Out centred around a young girl who had been sold into effective slavery to repay her parents' debts and who was forced to compete in an all-lesbian sex-wrestling tournament for the entertainment of pervy, disgusting men; Paradise Heights centred around a guy who both lived and worked at the titular apartment complex and seemed to spend most of his time either spying on or having sex with the residents. Interestingly, though, despite the clear focus of these titles being the sex scenes, they still bothered to put clearly-defined characters and an actual sense of narrative in there — Ring Out in particular, despite its eminently silly premise, was clearly designed to be an uncomfortable experience as much as an arousing one.

    Three Sisters' Story, meanwhile, was a title I actually can't remember a great deal about, save that it was a character-heavy visual novel in which you automatically attained a bad ending at the conclusion if you gave in to base desires and slept with everyone who proffered themselves to you.

    True Love was perhaps the most interesting, though, being an actual dating sim rather than a straight visual novel. You had a limited number of in-game days to find your "true love" (from among the wide variety of potential lovers at school, of course) and had to choose how you spent your time each day — studying, training, doing art, going shopping, that sort of thing. How you chose to spend your time affected various statistics, and the levels of these statistics affected your relationships with the girls. It was actually a surprisingly complex game that had a surprising amount in common with Persona 3 and 4. I really enjoyed it — and my past enjoyment of True Love is perhaps a big part of the reason why I enjoy the Persona games so much now.

    Here's the thing, though — at the time, I didn't really feel comfortable talking about the fact I'd played these games to anyone. The popularity of the Internet was still in its relative infancy at the time, thanks partly to the fact that broadband hadn't taken hold in this country yet, and I didn't really feel that comfortable discussing them with my real-life friends at the time. (True Love was an exception — several of us ended up playing this through concurrently while we were at university.)

    The sex was the reason. There was an air of "shame" about playing these games, and not in a Squadron of Shame sense. Because there was sex in all of them to varying degrees, I felt uneasy about revealing my association with them lest I end up thought of as some sort of weird pervert. (In the case of Ring Out, I probably would be thought of as some sort of weird pervert — there was some messed-up kinky shit in that game. Except now I've revealed the fact I've played it to all of you. Yay! I'm a weird pervert! AND PROUD.)

    Yet now I feel perfectly comfortable talking about these games, and even promoting them through a regular column over on Games Are Evil. So what's changed?

    Several factors, I think. First up, my own attitudes towards sex have, naturally, changed over the years. Secondly, the rise of the Internet means that it's much easier to find like-minded people to discuss these things with, even if they're outside of your normal friendship groups. Thirdly, societal attitudes towards sex in gaming are changing.

    We're not living in a completely sexually liberated age, of course — there's still a fuss any time a high-profile game such as Mass Effect or Dragon Age features bonking, and said games tend to skimp on the titillation by having characters writhing around in their underwear — but we're in a place now where people are at least a little more willing to consider the possibility that games might have some sex in them.

    Part of this is the fact that the general demographic of "gamers" has grown up somewhat and is demanding more "mature" experiences for their money. Mostly, "mature" tends to be interpreted as "more violent, more swear words and more women in suggestive outfits". Sex is still seemingly considered somewhat taboo, so we end up with the underwear-writhing just described.

    In 18+, adults-only visual novels, there's none of that. In these titles, sex scenes are explicit, sometimes quite protracted and, in the words of their manuals, "not always exhibiting the level of sensitivity required for a healthy relationship". They're often highly erotic and titillating, and more often than not obviously aimed at a male audience — or at least presented from the perspective of a male protagonist.

    Are they necessary? Probably not. Having played through two paths of My Girlfriend is the President now, I feel that game's stories could probably have been told just as effectively without the flurry of shagging that occurs in the game's third act of four. Some visual novels even allow players to turn off H-scenes altogether, and console or smartphone ports remove said content altogether, thereby proving that no, it's probably not necessary.

    They may not be necessary, but they're actually pretty effective in many cases — at least from my perspective. Staying with My Girlfriend is the President, I found the erotic scenes to be incredibly powerful — largely because the writers had taken such great pains to build up a massive amount of sexual tension between the characters before anything truly perverted started happening. As the erotic scenes unfolded, a very "private" side of these characters revealed themselves. What were their attitudes towards sex and physical intimacy in general? How did they define their relationship with each other? Did they see sex as an important part of a relationship, or just something fun to do?

    There's also the fact that visual novels tend to take place with the player "riding along" inside the protagonist's brain. The player is privy to the protagonist's innermost thoughts, feelings and desires, however shameful they might be, It's a uniquely intimate relationship between player and visual novel protagonist — not the same as playing a game where you feel completely "in control" of the characters, but one where the player feels "trusted" to find out things that, in some cases, other characters in the game world don't know. Next to that, seeing Our Hero putting his penis into someone is a relatively small matter.

    And with all that, there's the fact that being turned on by something erotic is really just another form of emotional engagement. I'll stay with My Girlfriend is the President for now, but it applies to many other VN titles, too — if feeling happy, sad, amused, upset or angry is a valid emotional response to the things you're seeing unfolding on screen, why not feeling aroused or excited — or even just pleased for the characters?

    There's a distinction between these incredibly explicit sex scenes and straight-up porn, I've found. Seeing, say, Yukino and protagonist Jun getting it on is hot, sure, and the amount of panting, groaning and screaming on the game's voice track (coupled with some truly stunning subtitles) makes it clear that these are scenes that are supposed to be hot. But they're not hot in the way that makes me want to, well, not to put too fine a point on it, fap.

    They're part of a story; they're something that is happening with these characters. Sure, they're generally not saying anything meaningful to one another ("Mmmm… tch… slurp… aaaaaah") but they are demonstrating part of their relationship to one another. The meaning of that outweighs any desire to flop it out and go to town — and the fact that I'm not treated as an idiot or a prude is also actually quite refreshing. Let's also not forget that many VNs feature sex scenes that are not designed to be titillating at all — Hanako and Rin's scenes in Katawa Shoujo spring immediately to mind — and instead are there to provoke some sort of emotional reaction, or afford a deeper understanding of the characters. Sex is, after all, part of life, like it or not.

    Doubtless there are people out there who fap to sex scenes, and the fact that many VNs offer the option to replay just the sex scenes would certainly back this theory up. But, y'know, you want cheap thrills, there are certainly easier ways to go about getting them.

    I am, of course, coming at all this from a male perspective and I do not apologise for this in the slightest. I find these experiences engaging, compelling and, on occasion, erotic. And anyway, if we're being practical about this, what difference is there really between someone playing an eroge and the millions of people around the world who have read the Fifty Shades of Grey series? Think about that.

    I'm off for a cold shower.

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    #oneaday Day 971: Y'All Should Probably Play This FTL Thing https://imnotdoctorwho.moegamer.net/2012/09/16/oneaday-day-971-yall-should-probably-play-this-ftl-thing/ https://imnotdoctorwho.moegamer.net/2012/09/16/oneaday-day-971-yall-should-probably-play-this-ftl-thing/#respond Sun, 16 Sep 2012 00:46:54 +0000 http://angryjedi.wordpress.com/?p=4428 Things weren't going well. The rebel fleet were closing in, and the last jump had put the UNS Scruttocks perilously close to a rather active star that was currently enjoying a period of intense flares. Pete, best pilot in the remnants of the Federation (which wasn't saying much) frantically struggled to power up the Scruttocks' … Continue reading #oneaday Day 971: Y'All Should Probably Play This FTL Thing

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    Things weren't going well. The rebel fleet were closing in, and the last jump had put the UNS Scruttocks perilously close to a rather active star that was currently enjoying a period of intense flares. Pete, best pilot in the remnants of the Federation (which wasn't saying much) frantically struggled to power up the Scruttocks' FTL engines as the ship was rocked  by the explosions of the overly-joyful sun.

    It turned out that wasn't the only problem, though. A pirate ship, seemingly undeterred by the solar activity, stood staunchly in the path of the Scruttocks, matching its every move and doing its best to ensure that this would be the end of the intrepid crew's journey.

    Andie ran from the bridge to her station at the weapons console at the rear of the ship. Lara followed her, splitting off at a rear bulkhead to head for the engine room. The undermanned Scruttocks was going to need every ounce of power she could give them if they were going to get out of this alive.

    "Fire! Go for the shields!"

    Andie didn't need to be told twice. She diverted power from non-essential systems, powered up the ship's missile launcher and laser cannon and took aim for the pirate ship's shield systems. The first missile sailed harmlessly past, while the first volley of laser fire was absorbed by their assailant's shields; the second struck true, the missile penetrating the shields and knocking out the shield generators, the cannon fire now free to inflict damage directly on to the enemy's hull.

    The pirates weren't going down without a fight, though.

    "Fire!"

    "I am!"

    "No, seriously, FIRE! Get out of there!"

    Lara came running through the aft section, severe burns over one side of her body. Andie watched in astonishment as her determined crewmate headed for the medical bay. She smelled smoke, and knew that trouble was ahead. But if she could just hang on a little longer…

    The air started to become thin; it became harder to breathe. Andie knew that Pete was trying to put the fire out by venting the oxygen out of the affected sections, but it seemed like the ship's oxygen distribution system had been damaged by the fire, as even though the weapons room was firmly enclosed, she was definitely starting to feel light-headed.

    Lara came charging back through. "Come on!" she cried. "Help!"

    Andie left the weapons controls on automatic and followed her companion through the aft sections of the ship. Sure enough, the fire had gutted the ship's oxygen distribution room, but the damage wasn't so severe it couldn't be repaired. The pair set about their important work, doing their best as the ship was continually rocked by impact after impact.

    Finally, through the window they saw the debris of the destroyed pirate ship drifting sliently past. They had done it. The Scruttocks had survived another day, for now — all they had to do was get this oxygen tank back up and running before–

    A loud bleep confirmed to the rapidly-weakening Andie and Lara that their efforts to repair the oxygen tanks had been successful. As they heard the air distribution system start up again, they breathed in heavily, gulping down the precious, life-giving air.

    "Preparing for jump to lightspeed," came Pete's voice over the comm system. "Ready in 3… 2…"

    At that moment, a solar flare erupted. The Scruttocks' hull, weakened from the protracted battle, tore apart like a snail shell beneath a wellington boot. Its crew's last thoughts as they were suddenly cast into the silent vacuum of space?

    "Bollocks."

    That's a typical day in the life of the crew of FTL: Faster Than Lighta new independently-developed game that officially came out today. In it, players oversee the crew of a starship frantically running from the mysterious "Rebels" as they attempt to deliver important secrets to the remains of the "Federation". Little more context than this is given, and little more is needed, because FTL is a game about the struggle that is the journey rather than its beginning or its conclusion.

    The most apt descriptions of FTL would draw comparisons to the board games Space Alert and Battlestar Galactica. Like those games, FTL gives its players a small number of crew members and a sprawling ship in which to deploy them, then continually bombards them with increasingly-unreasonable challenges until they explode, die, asphyxiate or reach one of a variety of other sticky ends. It is possible to "finish" the game by beating a final boss, but for your first few playthroughs at the very least, you'll be dead within half an hour.

    FTL strikes a great balance between simple mechanics and depth, and presents its unfolding emergent narrative in a manner that is abstract enough to allow the player to use their imagination, yet explicit enough to make it clear to understand exactly what is going on at any given moment. Players can route power to different parts of their ship, fire weapons on specific systems of enemy ships, move crew members around to man stations, deal with intruders and put out fires, and even faff around with doors. Doors are very important. You might not think that they are, but the moment your remote door control systems get blown out and you're unable to vent your engine section that is currently on fire, you'll come to appreciate the power of being able to sit in the driver's seat and open the back doors without running the risk of asphyxiation.

    FTL describes itself as a form of roguelike and there's certainly plenty of resemblance there — a randomly-generated challenge at the start of each new game, permadeath and a wonderful sense of unfolding, unscripted narrative — but it has a unique identity that is all its own. It's not trying to be Star Control or Master of Orion or anything like that, nor is it trying to be Angband in space — it's the personal story of a few brave men, women and slugs who want to make a difference in a turbulent galaxy. Whether they do so, or whether they end up suffocating as they run around panicking at the fact that half the ship is on fire and the pilot is in the process of being eaten by a praying mantis? That's entirely up to the player's skill and/or sense of sadism.

    Either way, you should buy FTL because it's fucking great.

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    #oneaday Day 970: Shouldn't This Tell You Something...? https://imnotdoctorwho.moegamer.net/2012/09/15/oneaday-day-970-shouldnt-this-tell-you-something/ https://imnotdoctorwho.moegamer.net/2012/09/15/oneaday-day-970-shouldnt-this-tell-you-something/#respond Sat, 15 Sep 2012 00:24:19 +0000 http://angryjedi.wordpress.com/?p=4425 A new game-related Kickstarter is not really news any more, but when one gets halfway to a $1.1 million target just a few hours after launching, that's a clear signal that the public is very much interested in the proposed project. The project in question this time around is Obsidian Entertainment's Project Eternity, a new title that promises … Continue reading #oneaday Day 970: Shouldn't This Tell You Something...?

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    A new game-related Kickstarter is not really news any more, but when one gets halfway to a $1.1 million target just a few hours after launching, that's a clear signal that the public is very much interested in the proposed project.

    The project in question this time around is Obsidian Entertainment's Project Eternity, a new title that promises to resurrect the isometric-perspective, real-time-with-pause combat, incredibly well-written RPG genre as exemplified by the Infinity Engine games of the late '90s and early '00s. Many of the key team members behind the quite astonishingly good Planescape: Torment now work at Obsidian, so the prospect of a new game from these creative minds is a very exciting one.

    Very few details on the new game are available right now, but what I feel is interesting is the fact that such a huge amount of support has already been pledged to this project. Obsidian's justification for starting the Kickstarter in the first place was that it was difficult to get funding from major publishers for what they wanted to do — the Men In Suits believe that late '90s-style isometric-perspective RPGs won't sell, so the developers don't get to make them.

    Except… "won't sell". Is that really true? As I write this, Project Eternity's Kickstarter page has pledges of $560,885. A few hours ago when I posted a news story on Games Are Evil on the subject, the figure was $238,296. According to Kicktraq, the project, assuming it continues at the current rate (which it probably won't), will finish at over 1,500% of its original target. Naturally the initial flurry of people will die down and the final total will probably be a little more modest than the currently-predicted $17.1 million, but it's certainly going to beat its $1.1 million goal comfortably.

    This makes me ponder whether the big publishers, constantly chasing the megabucks, are really going about things the right way. Sure, the blockbuster titles most certainly are selling and making astonishing amounts of money, but they also cost a huge amount of money and time to make. Perhaps more importantly, the increasing "annualisation" trend that publishers are inflicting on popular franchises is starting to make longtime gamers resentful of these series. The regular appearance of Call of Duty has become a running joke, regardless of whether or not the latest entry in the series is any good or not. People still buy it, yes, and the games are unquestionably highly-polished experiences with well thought-out user retention and monetisation strategies but, well, is what you really want from a game something that has a well thought-out user retention and monetisation strategy? Or do you want something that is a memorable experience?

    The two aren't mutually exclusive, of course. But practically speaking, at some point during the development cycle, an important decision has to be made. What is going to be the priority: business, or creativity? Do you make something that will sell, or do something risky that has never been done before? Do you make a shit-ton of people feel satisfied, or do you make a smaller number of people ecstatically happy?

    There's no easy answer, of course. But whatever you may feel about the sudden rise to prominence that Kickstarter has seen over the last year or so, I'm certainly grateful that it gives developers who want to prioritise the risky, creative side of development the opportunity to make something that they want to make — and that their fans want them to make — rather than what a marketing plan put together by someone who quite possibly has never played a game before says they should make.

    So yeah. You should go back Project Eternity. (It's up to $585,632 now, incidentally.)

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    #oneaday Day 969: Hate Speech https://imnotdoctorwho.moegamer.net/2012/09/14/oneaday-day-969-hate-speech/ https://imnotdoctorwho.moegamer.net/2012/09/14/oneaday-day-969-hate-speech/#respond Fri, 14 Sep 2012 00:22:33 +0000 http://angryjedi.wordpress.com/?p=4422 The Wii U is too much money for last-gen technology. The iPhone 5 doesn't offer anything new. Kamiya-san should just die if he doesn't bring Bayonetta 2 to Xbox 360 and PS3. Terraria coming to consoles is a slap in the face for PC owners. These are all genuine opinions I have heard voiced in the last few days … Continue reading #oneaday Day 969: Hate Speech

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    The Wii U is too much money for last-gen technology. The iPhone 5 doesn't offer anything new. Kamiya-san should just die if he doesn't bring Bayonetta 2 to Xbox 360 and PS3. Terraria coming to consoles is a slap in the face for PC owners.

    These are all genuine opinions I have heard voiced in the last few days by people of varying degrees of intelligence and coherence. Every time I hear something along these lines, it just makes me a bit sad. In general, despite regularly ranting and raving about all and sundry on these very pages, I try to remain as positive a person as I can when it comes to technology, games and the like. I find new things interesting and exciting rather than something to be cynically derided; I also take the firm belief that if something doesn't appeal to you, that's fine, but there might be other people for whom it does hold an appeal and you have no right whatsoever to piss on their bonfire.

    There are obvious exceptions to the rule above — if something is a shitty experience for everyone, then yes, it should be derided. But none of the things I mentioned above are shitty experiences, and certainly don't deserve the negative responses they have received from some quarters. In some cases we don't even know enough about the experience in order to declare it shitty or not.

    The Wii U in particular is an interesting case. The console isn't even out yet and people are already quick to predict its failure for various reasons; quick to criticise features that may change, or that no-one has seen as yet. It's almost as if people want it to fail after the astronomical success that the Wii enjoyed early in its lifespan. Bewildering.

    The iPhone 5 has a similar problem. Nothing Apple could have announced would have made everyone happy. And sure, Apple have a real arrogance problem, getting people whipped up into a frenzy over cable connectors. But the fact is, the iPhone is still a fucking amazing piece of technology that we take for granted every day. There are plenty of people out there who haven't got one yet. Wouldn't it be nice if they could have the best possible version of this awesome gizmo if they do decide to take the plunge? Well hey, look at that, they can.

    And then there's the anger about Bayonetta 2 being a Wii U exclusive. (Yes, someone actually did tweet a death threat at Kamiya-san earlier.) Bayonetta was an awesome game that not enough people played. Meanwhile, absolutely fucking everyone bitched about the Wii not having enough third-party support. So a prominent (if underappreciated) third party pledges support to its successor and everyone complains. (Well, apart from open-minded Bayonetta fans, most of whom seem to be more than happy to consider purchasing a Wii U purely to punch more angels in the face. Actual tweet from someone who is not me: "So Bayonetta 2 is going to cost me around £300. Let's face it, for the sequel to the best action game ever made it's probably worth it." I concur.)

    Finally, there's the Terraria issue. This is perhaps some of the most obnoxious behaviour I've ever seen from the gamer community. Take a look. Essentially, the "problem" was that the Terraria developer, who abandoned work on the (already feature-complete) game in February of this year to spend some time with his new child (what a bastard!), had been teasing "something big" to the Terraria community. Said "big thing" turned out to be an impending console release of Terraria for Xbox Live Arcade and PlayStation Network (pleasecometoVitapleasecometoVitapleasecometoVita) — great news, right? A much bigger audience gets to play an awesome and underappreciated game!

    NO! say the PC players of Terraria. YOU BETRAYED US WITH YOUR BASTARDISH DESIRE TO MAKE MONEY AND NOT GIVE US MORE FREE STUFF. What the f—

    I… blargh. Seriously. Shut the fuck up and just enjoy life more. And get off my lawn while you're at it.

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    https://imnotdoctorwho.moegamer.net/2012/09/13/4419-2/ https://imnotdoctorwho.moegamer.net/2012/09/13/4419-2/#respond Thu, 13 Sep 2012 09:13:20 +0000 http://angryjedi.wordpress.com/?p=4419 Ooh, these "status" posts look like fun. WE PROMISE WE WON'T ABUSE THEM, PETE. PROMISE.

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    Ooh, these "status" posts look like fun. WE PROMISE WE WON'T ABUSE THEM, PETE. PROMISE.

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    Changed my blog theme. Let me know what you think! https://imnotdoctorwho.moegamer.net/2012/09/13/changed-my-blog-theme-let-me-know-what-you-think/ https://imnotdoctorwho.moegamer.net/2012/09/13/changed-my-blog-theme-let-me-know-what-you-think/#respond Thu, 13 Sep 2012 08:46:02 +0000 http://angryjedi.wordpress.com/?p=4413 I changed my theme. EXCITEMENT. I've been using the WordPress "Twenty Ten" theme until now but I thought I'd see what the newer "Twenty Twelve" looked like. Pretty similar, as it happens, albeit with a bit of extra white space and borders around images. It also makes these brief "aside" posts stand out a bit … Continue reading Changed my blog theme. Let me know what you think!

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    I changed my theme. EXCITEMENT. I've been using the WordPress "Twenty Ten" theme until now but I thought I'd see what the newer "Twenty Twelve" looked like. Pretty similar, as it happens, albeit with a bit of extra white space and borders around images. It also makes these brief "aside" posts stand out a bit better. Let me know what you think.

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    Updates to Pages https://imnotdoctorwho.moegamer.net/2012/09/12/updates-to-pages/ https://imnotdoctorwho.moegamer.net/2012/09/12/updates-to-pages/#respond Wed, 12 Sep 2012 22:17:22 +0000 http://angryjedi.wordpress.com/?p=4404 Always wondered what this "aside" thing did — now's as good a time as any to try it out, I guess. I've updated my About Pete and More By Pete pages. In particular, I've redirected the defunct What They Play links on the More By Pete page to use archive.org's Wayback Machine so, as if … Continue reading Updates to Pages

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    Always wondered what this "aside" thing did — now's as good a time as any to try it out, I guess. I've updated my About Pete and More By Pete pages. In particular, I've redirected the defunct What They Play links on the More By Pete page to use archive.org's Wayback Machine so, as if by time-travelling magic, you can still read the articles, even though they don't exist any more! YAY~

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    #oneaday Day 968: Silence to 1K https://imnotdoctorwho.moegamer.net/2012/09/12/oneaday-day-968-silence-to-1k/ https://imnotdoctorwho.moegamer.net/2012/09/12/oneaday-day-968-silence-to-1k/#respond Wed, 12 Sep 2012 21:50:29 +0000 http://angryjedi.wordpress.com/?p=4398 As I draw ever closer to that elusive "1,000 daily posts" combo it becomes more and more difficult to think of things to write about each day. I'm very conscious of the fact that I have already repeated myself on several occasions as well as spent several posts on a number of topics where one … Continue reading #oneaday Day 968: Silence to 1K

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    As I draw ever closer to that elusive "1,000 daily posts" combo it becomes more and more difficult to think of things to write about each day. I'm very conscious of the fact that I have already repeated myself on several occasions as well as spent several posts on a number of topics where one would have perhaps sufficed (hello, Katawa Shoujo) but I have no regrets as to how things have gone so far.

    I'm not saying there aren't 968 different things in the world to write about, obviously, it's whether or not I can say anything coherent about them — and whether or not I can actually think of any of them when it comes to time to write this blog, since I almost inevitably end up doing it as one of the last things I do each day. (Today is an exception — I've specifically decided to write this before I settle down to a bit of pre-bedtime My Girlfriend is the President). Sometimes when you have to write something, your mind just goes blank and the absolute last thing you want to do is write. I get it sometimes during my day job, when I play a game so unbearably tedious or awful that the mere prospect of writing about how tedious and awful it is fills me with a sense of deep melancholy. (Other times, however, it's fun to rip something that has clearly been crafted with no care or attention whatsoever a new one — or indeed to praise something that is worthy of praise.)

    And yet despite occasional dalliances with writer's block, here I am, day after day, posting my inane ramblings to anyone who will listen. To my surprise, I have built up something of a small but apparently dedicated audience over the last few years I've been writing this. My distaste for the Facebook "Like" button is well-documented, but the WordPress "Like" button is another matter — it gives me the opportunity to see when new (or familiar) visitors have stopped by and felt the need to show their presence, which is genuinely nice to see. (WordPress' overly-positive emails make out that someone clicking the Like button is an absolutely massive deal on a par with being whisked away on a romantic getaway and proposed to in front of a sunset, but we both know you're just clicking a button.)

    Believe it or not, as self-indulgent as this blog is more often than not, I'm very grateful to those of you who stop by and read/like/comment. I've said on numerous occasions that this blog isn't "for" anyone — the original remit of the #oneaday project was simply to get all the participants writing every day for the sake of writing, not for the sake of building an audience — but it is pretty awesome to see that, on occasion, something I post resonates with someone else somewhere else in the world. Ships in the night and all that.

    Speaking of the #oneaday project, I have to toot my own horn a bit here — I'm pretty proud of myself for sticking with this for so long. Granted, with the number of words I've written across the last 968 posts I could probably have penned at least two or three novels, but that's not quite the same as having an "outlet". On more than one occasion I've been grateful for this blog as a means to share things I'm thinking or feeling with anyone who will listen — it's not always easy to do that face-to-face or over the phone, but bizarrely, announcing it to the entire world via the Internet is absolutely no problem whatsoever, largely because in that case you can simply express yourself and walk away without having to have any of those difficult "conversation" things.

    But I digress. To my knowledge, the only other original participant of #oneaday's first year who is still going is the inimitable Mr Ian Dransfield of Play Magazine fame. Meanwhile, it looks entirely possible that the most pleasant Gemma Critchley is also about to start blogging again, which is nice to see. It's been a bumpy ride for daily bloggers, though — in the first year, a huge number of participants (including the "founder") dropped out within a week or two of starting; in the second year, I made a bold attempt to try and organise everyone via this "hub" site, relaxing the "rules" a little in order to (successfully) attract more people, and inviting readers to sponsor our efforts for charity. (In the process, I apparently pissed off one of the original participants who had not taken part since January of the previous year, who promptly posted an incoherent ranty post about how he was going to do things their own way, only going to prove my suspicions about said person. No, I am not saying who it was or what my suspicions were.)

    This is now my third year of daily blogging and while the "community" feeling of blogging together with others is all but gone (for now, at least) it's still satisfying to know that I can look back on the last 968 days and know that at least some of this waffle is worth reading again. It may be narcissistic to do so, but I do sometimes enjoy just hitting the "Random Post" button and seeing what comes up. More than enjoying rereading my past posts, it's sometimes fun, sometimes sad, always interesting to think back on where I was in my life at that point — and where I might be another 968 days from now.

    I guess I should start planning my 1,000 post party. Who can make a good cake?

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    #oneaday Day 967: I Love You, Irina https://imnotdoctorwho.moegamer.net/2012/09/12/oneaday-day-967-i-love-you-irina/ https://imnotdoctorwho.moegamer.net/2012/09/12/oneaday-day-967-i-love-you-irina/#respond Wed, 12 Sep 2012 00:50:45 +0000 http://angryjedi.wordpress.com/?p=4391 I have already said a few positive things about batshit crazy visual novel My Girlfriend is the President on here and done a writeup over at Games Are Evil, but I feel it's worthy of another post as I'm still playing it. My initial writeups were based on a single playthrough, you see, and like any good … Continue reading #oneaday Day 967: I Love You, Irina

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    I have already said a few positive things about batshit crazy visual novel My Girlfriend is the President on here and done a writeup over at Games Are Evil, but I feel it's worthy of another post as I'm still playing it. My initial writeups were based on a single playthrough, you see, and like any good visual novel worth its salt, there are several possible "routes" through the narrative. (Interestingly, once on a route, there only appears to be one ending and minimal decision-making along the way — something which I thought would bother me a lot more than it does, which is not at all.)

    (Author's note: it is nearly 2am and I am tired, so I apologise in advance for incoherent rambling.)

    Mild to moderate spoilers follow.

    Currently I am about halfway through Irina's route. Irina Putina is the Rusian (sic) president who shows up early in the game's (fixed) first act and then sticks around for varying amounts of time in the remaining three, depending on which route you chose. She's a textbook tsundere in almost every respect, seeming abrasive, grumpy and quick to anger on the surface but regularly demonstrating that she has a soft centre beneath all the slapping. And to be fair to her, protagonist Jun deserves every single slap he gets from her.

    Playing Irina's route directly after Yukino (the titular "girlfriend" — actually better translated as "childhood friend") is interesting. On Yukino's route, a huge deal was made out of her history with Jun, particularly a key event in their past which made them the close friends (and, later, lovers) that they are in the game's story. On Irina's route, the pair are still very close to one another, but Jun's attitude towards Yukino is markedly different, at least so far as I have progressed. The pair still play with one another — Yukino's "puppy" impression is particularly adorable ("Wan! Wan!") — but over time as Jun becomes increasingly aware of Irina, he becomes self-conscious about his relationship with Yukino and about how he is stringing her along and making her jealous.

    Jun, just in case you haven't read my other entries on the subject, is a bit of a dick at the start of the game. Specifically, he's a wannabe sex pest, constantly making inappropriate comments and lusting after his female friends, most of whom know exactly how to put him in his place. It's worth bearing in mind that he is a teenage boy, however, and consequently is wracked with perpetual horniness and no outlet into which to channel this energy. Moreover, his "harassment," as he calls it, doesn't escalate beyond ill-chosen words and an occasional bit of peeping at things he shouldn't. His actions are regularly completely inappropriate, of course, but he could also be much, much worse.

    It's this thoroughly objectionable nature that Jun has at the start of the story that allows him to take such a bold personal journey over the course of the narrative, even as utter insanity is unfolding around him and his friends. By beginning as a heavily flawed character, a pervert, he has the potential to grow and change into something better, and the girls of the story provide the catalyst for him to change. In the case of Yukino, he learns to respect and respond to the feelings of others; in the case of Irina, he learns restraint and gentleness. (I can't speak for Ell or Ran as I haven't played their paths at all yet.)

    It's actually quite touching to see. We first witness Jun going through some changes on Irina's path when she comes with him to a judo class and shows him her passion for the sport. When he ends up pinned beneath her and starts teasing her about her breasts, she gets absolutely furious at him and storms out. Normally, Old Jun would have just shrugged this off, but he actually feels bad that he has hurt her feelings by mocking something she loves so much. He goes out of his way to try and make things right — even more remarkable given that he knows she's going to leave in a couple of weeks and thus he could just as easily stay out of her way. His feelings grow, and he realises that he wants to make her happy, to give her the opportunity to be a "normal" girl for those two short weeks rather than the "girl president" position she's been lumbered with.

    It's an interesting twist on what happens with Yukino's path. When Jun and Yukino become lovers, Jun stands by her, swears to support her and goes out of his way to help her complete her mountains of work — without her knowledge in some cases. As he grows to love Irina, however, he seemingly wants to provide her with an "escape" from reality for a short period, to let her be "herself" rather than the "Rusian Fairy" facade she normally has to keep up.

    I really love that a game with such an utterly nonsensical overarching plot as My Girlfriend is the President still has such wonderfully-defined characters and a genuine sense of emotional engagement in its narrative. The game is absolutely masterful at building up sexual tension in particular, meaning the player is right there with Jun throughout, feeling the electricity of every stolen glance, flushed cheek and hesitant word of affection.

    That sense of involvement, of being inside the heads of the characters? That's why I love VNs. There are few other places in gaming where you can have such profound experiences.

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    #oneaday Day 966: Rest in Peace, Willow https://imnotdoctorwho.moegamer.net/2012/09/10/oneaday-day-966-rest-in-peace-willow/ https://imnotdoctorwho.moegamer.net/2012/09/10/oneaday-day-966-rest-in-peace-willow/#respond Mon, 10 Sep 2012 23:14:26 +0000 http://angryjedi.wordpress.com/?p=4388 This is Willow. She was lovely and cute and adorable and liked to bite people a little bit too much. She was a scaredy-rat but was slowly starting to come out of her shell. The first day we got her, she just sat in her box, too petrified to move, but over time she became … Continue reading #oneaday Day 966: Rest in Peace, Willow

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    This is Willow. She was lovely and cute and adorable and liked to bite people a little bit too much. She was a scaredy-rat but was slowly starting to come out of her shell. The first day we got her, she just sat in her box, too petrified to move, but over time she became more and more confident and started to assert herself more. Her cagemate (and possibly sister) Lara was very much the dominant one in their relationship, but Willow very occasionally managed to come out on top — more so as she grew older, larger and more confident in herself.

    Willow died this morning. I feel like we had barely had time to get to know her — we'd only had her about two months or so — before she was snatched away from us far too soon. She'd been ill for around a week — she'd been out of sorts and dirty — but we'd been told that rats were prone to this sort of thing at times, and she'd probably get over it.

    Unfortunately, she didn't. Last night, she was very shaky on her feet, but was at least walking around, unsteadily getting food and drinking water. When I came down this morning, she was lying on the floor of the cage, unable to support her own weight. I put food and water in front of her and she couldn't summon the strength to take it. Her sister was fussing around her, trying to clean her, obviously trying to liven her up. It was heartbreaking to see. Rats can't talk, but all I could hear in my imagination was Lara whispering "please don't die, please don't die." I was saying it to myself, too.

    Half an hour later, she was gone, lying peacefully on the floor of the cage in silence. I don't know if rats feel emotions or not, but her sister looked sad, and was sitting in her little house, keeping away from the body. She looked at me with sparkling eyes and I just broke down in tears. Little Willow was gone, and poor Lara was left all alone.

    I buried Willow in the garden and left Roger the squirrel, a garden ornament who had taken up temporary residence in our living room, guarding her. She's at peace now. I hope she didn't suffer too much.

    I've often found the subject of death to be an interesting one to write about creatively — if you follow my "Creative Writing" category you'll find plenty in there — but I find it a terrifying prospect to deal with in real life. Not the prospect of dying myself, mind — that doesn't occur to me — but the prospect of having to deal with bereavement. Today was a potent reminder that I have had to deal with relatively little tragedy in my life compared to some people — but at the same time, a lack of experience in dealing with death makes it all the more difficult to know how to respond when it does happen.

    You may feel that a little rat is not worth mourning or grieving over — particularly when we had so little time together in the grand scheme of things — but I get very attached to pets, regardless of size and species. It is perfectly normal and healthy to mourn the loss of someone or something that has been a "fixture" in your life, something you came to expect to see every day, which is why I feel great sorrow at Willow's passing.

    Rest in piece, little rat. We loved you dearly and hope you're in a better, more peaceful place now. If you see Kitty wherever you are, I hope you'll be friends.

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    #oneaday Day 965: Geometry Makes the Best Games https://imnotdoctorwho.moegamer.net/2012/09/10/oneaday-day-965-geometry-makes-the-best-games/ https://imnotdoctorwho.moegamer.net/2012/09/10/oneaday-day-965-geometry-makes-the-best-games/#respond Mon, 10 Sep 2012 00:11:54 +0000 http://angryjedi.wordpress.com/?p=4384 Being "in the zone" is a curious experience. On the one hand, it's enjoyable and satisfying, whatever the context — sports, games, music, writing — but on the other, it can be terrifying. The second you become aware of your own "in the zoneness", panic strikes. Your pulse races and you worry that you will … Continue reading #oneaday Day 965: Geometry Makes the Best Games

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    Being "in the zone" is a curious experience. On the one hand, it's enjoyable and satisfying, whatever the context — sports, games, music, writing — but on the other, it can be terrifying. The second you become aware of your own "in the zoneness", panic strikes. Your pulse races and you worry that you will fall out of said zone any moment. You struggle to maintain your "in the zoneness" but as you become more and more stressed, you get more and more likely to make some sort of critical mistake until, eventually, you give up and go and do something else.

    This is the feeling you are constantly battling against while playing Super Hexagon, a new iOS game from Terry "VVVVVV" Cavanagh.

    In Super Hexagon, you play the role of a teeny-tiny triangle attempting to not meet a sticky end against the various walls that are being inexplicably flung at it from outside the screen. Or perhaps it's attempting to escape a maze without crashing into any walls. Or… well, it doesn't really matter what it actually is. It's an abstract, "pure gameplay" game in which the aim is simply to survive as long as possible. In essence, it's similar to those "endless running" games that are so popular on mobile platforms right now, with the difference being that you're rotating a shape around a point rather than jumping, ducking and sliding.

    In your first couple of games of Super Hexagon, you're likely to last a matter of seconds — five at most. This brutal level of difficulty will likely be enough to put many people off immediately, and that's fine. Stick with it, though, and you'll find yourself increasingly slipping into "the zone" as you survive just a tiny bit longer each time, your skills consistently improving as you learn to spot the various patterns that come your way — and how to deal with them.

    Then, of course, you make the mistake of thinking "gosh, I'm doing quite well this time" and plough straight into a wall while 0.05 seconds away from beating your high score. Then, you will immediately tap the screen to try again and be unable to break this cycle for at least half an hour. (Consequently, I do not recommend playing Super Hexagon on the toilet.)

    The simple, addictive, abstract nature of the game brings my love affair with Geometry Wars 2 to mind. Both are completely different types of game, of course, but both also have a lot in common. Both tend to have relatively short play sessions, both have an aesthetic so abstract that it stirs the imagination to a surprising degree, and both have a relatively low "penalty" for failure. Mess up and you're back in the game within a second or two to try again.

    This latter quality is one of the most important factors in making a game "addictive". Super Meat Boy is another game that understands this — fail a level in that and simply by pressing a button, you're trying again, with no loading breaks, no obtrusive "You Failed" screens or statistical breakdowns, just a tap of the "Retry" button and an immediate response. Geometry Wars 2 did this; Super Hexagon does this. Because it's so simple and habit-forming to just tap the screen to retry after a failed attempt, you get locked into a compulsive cycle, determined that this time is the one, that this time you'll be able to progress just a little bit further and hear Jenn Frank's voice whispering the name of a shape with even more sides at you.

    Super Hexagon is out now for just 69p. Grab it from the App Store.

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    #oneaday Day 964: Where Everybody Knows Your Name https://imnotdoctorwho.moegamer.net/2012/09/08/oneaday-day-964-where-everybody-knows-your-name/ https://imnotdoctorwho.moegamer.net/2012/09/08/oneaday-day-964-where-everybody-knows-your-name/#respond Sat, 08 Sep 2012 23:42:23 +0000 http://angryjedi.wordpress.com/?p=4380 As someone who suffers from social anxiety, I've never really been one to just "go out" unless I had a very good reason, usually in the form of some friends asking me to join them. (I have, of course, tried going out by myself a few times in the past, but as chronicled in this … Continue reading #oneaday Day 964: Where Everybody Knows Your Name

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    As someone who suffers from social anxiety, I've never really been one to just "go out" unless I had a very good reason, usually in the form of some friends asking me to join them. (I have, of course, tried going out by myself a few times in the past, but as chronicled in this post, it rarely ended well.)

    As such, I've never really had somewhere that I could call "my local" with any confidence, there's nowhere that I could accurately describe myself as a "regular" of. I'm not really bemoaning this fact — I have plenty of better things to do than sit in the pub — but it's an aspect of life that I feel may have passed me by somewhat.

    It was a little different back when I was at university, of course. We regularly frequented a wide variety of places that could quite politely be described as "dives", but all of them had their own unique charms.

    In the first year, there was Chamberlain Bar, which was the "local" for a group of several university halls of residence in the area. It wasn't a particularly exciting bar, bearing a closer resemblance to the sort of half-hearted establishment that exists to make a few extra pennies for a community recreation centre than a jumpin' nightspot, but it was "home" for a while. It was where most of us discovered the "Juicy Lucy" (pint glass, vodka, blue curaçao or however you spell it, double shot of Taboo, topped up with equal amounts orange juice and lemonade) and the "Passion Wagon", officially the laziest cocktail of all time (shot of Passoa with a bottle of Reef emptied into it). It also had a tendency to throw crap events — our flat were the only attendees to dress up for "Seventies Night" and a Hawaiian-themed evening consisted of them turning the heating up full and serving nothing but the aforementioned Passion Wagons all night.

    Southampton had one big club at the time when I was studying at the university. I'm not sure what it's called now, but it used to be called Ikon and Diva, as it was one of those weird places that was split into two separate mini-clubs inside. It was shit. It was the sort of place that you went after you got really drunk and consequently barely remember anything from. Consequently, I barely remember anything about this place save for the fact I was clearly so impressed by it that I never went there ever again after my first visit.

    There were plenty of smaller clubs, though. One that springs immediately to mind was New York's, which has been closed and derelict for several years now. It was also shit, and like Ikon and Diva, it was the sort of place you only went to when absolutely off your tits. I only have random flashes of memories of the one (I think) time I went to New York's, but I vividly recall looking down from a balcony to a stage-like area below, where a bunch of drunk men and women were stripping because the DJ had asked them to. Sure, I got to see tits, but even in my horrendously intoxicated state, I found the complete lack of human dignity on display to be more obnoxious than titillating. Consequently, I never went back there, either.

    Then there was Lennon's, which I think is probably home to most of my best "going out" memories, perhaps largely because it's the place that several of us tended to frequent most often. I'm not entirely sure why this was, as Lennon's was a fairly bare-bones club, being essentially a moderately-sized wooden room with a bar on one side and a DJ on the other, occasionally accompanied by a nice man named Vince who sold chips. They played good music, though, and often played host to live bands. I even performed there myself on a couple of occasions, with our university band the Coconut Scratch Orchestra discovering the folly of leaving drumbeats up to a backing track rather than a live drummer. (We all swore after that to never, ever play Mission: Impossible again.) It was also nice in that it was not frequented by the sort of waxed-chest, greasy-haired chav that frequented places like Ikon and Diva.

    Would I describe myself as a "regular" at any of those places, though? No, probably not. I see a "regular" as someone who knows the bar staff by name and is recognised by bouncers; someone who meets friends there without having to make prior arrangements; someone who sees it as a "home away from home" — a place to socialise, hang out and just relax. I never quite saw it that way — it was always fun to go to Lennon's, sure, particularly if my friend had enough to drink to get to the stage where he thought kebabs made him literally invincible, but it was never a place that I felt like I was a "part of".

    I'm not really sure if I've "missed out" on something by not having that kind of experience. I guess I have another chance when I hit, what, 50 years of age and start liking real ales or something?

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    #oneaday Day 963: Being an Attempt to Rescue the English Language from the Imbeciles who Pervert it So https://imnotdoctorwho.moegamer.net/2012/09/08/oneaday-day-963-being-an-attempt-to-rescue-the-english-language-from-the-imbeciles-who-pervert-it-so/ https://imnotdoctorwho.moegamer.net/2012/09/08/oneaday-day-963-being-an-attempt-to-rescue-the-english-language-from-the-imbeciles-who-pervert-it-so/#respond Sat, 08 Sep 2012 00:45:10 +0000 http://angryjedi.wordpress.com/?p=4376 I'm not entirely sure why I'm writing this post, as I know for a fact that most of the people who follow this blog, whether they're regular commenters or not, are literate and perfectly capable of using the English language correctly. I just thought it would be fun to have a whinge about some of … Continue reading #oneaday Day 963: Being an Attempt to Rescue the English Language from the Imbeciles who Pervert it So

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    I'm not entirely sure why I'm writing this post, as I know for a fact that most of the people who follow this blog, whether they're regular commenters or not, are literate and perfectly capable of using the English language correctly. I just thought it would be fun to have a whinge about some of my pet peeves with regard to English usage… or lack thereof.

    I'm not entirely sure what it is about the Internet that makes people's English usage so much worse. The world has plenty of intelligent people in it, yet if you were to go solely by Internet comment sections it would be hard to believe that. I know intelligence is a much more complicated equation than simple spelling, punctuation and grammar — and there are specific learning difficulties such as dyslexia to bear in mind — but the fact is, technology should make it easier than ever to write things technically perfectly. So why do people not bother?

    Laziness, usually, or a desire to get whatever is in their head out into the digital domain as quickly as possible. Most people would be quick to blame social media for this one, with the presence of "Like" and "Comment" buttons on pretty much everything these days encouraging people to spew their facile musings all over things they really have no knowledge of whatsoever. But it's actually a much older problem that, most likely, stems from more real-time forms of communication such as chatrooms. "a/s/l" is a linguistic object of ridicule these days, but in the early days of Internet communication it was an essential part of the "introductions" process when entering a new chatroom. (For those who don't actually know what it stands for, it's asking everyone present what their age, sex and location is.)

    Chatrooms often got very busy, and it thus became important for people to be able to make themselves heard as quickly as possible. Consequently, a lot of the abbreviations we use (and/or ridicule) regularly today entered popular usage. Some had been around for a while; others had changed their usage significantly, occasionally leading to comic misunderstandings when one speaker thinks that "LOL" means "lots of love" and the other thinks it means "laughing out loud".

    This is no excuse, though! Proper English usage when addressing another person online is, to me, a sign of respect. If you don't take the care to spell and punctuate correctly when addressing someone, to me that says that you don't think they're worth more than the bare minimum amount of time it takes to bang out a furious, cackhanded message and then switch to another tab to, I don't know, watch some porn or play FarmVille or something. (Or both. The mind boggles at that possibility.)

    Anyway, rambling explanation over, allow me to present the crimes against the English language that irritate me the most at present. If you are guilty of any of these, please stop being guilty of them, because they all make you look like a bit of a tool.

    (Oh, before I go on, my day job requires me to write in American English so I am not going to cover any of the silly things they do with English, such as misusing the words "momentarily", "solicitor" and "patronise".)

    1. "LOL" is not a substitute for punctuation.

    I've lost the original Facebook post (not by me, I hasten to add) where I first became aware of this obnoxious usage of "lol", but it happens all too frequently, particularly in comment sections. "LOL" is not a substitute for a comma, full stop, semicolon or indeed any punctuation mark.

    To judge whether or not using "LOL" is appropriate, read the thing you have just typed out loud. Did you laugh out loud when you got to the "LOL"? If not, remove it and replace it with an appropriate punctuation mark. In fact, even if you did laugh out loud, please remove it and replace it with an appropriate punctuation mark.

    2. It's "definitely", not "definately" or "defiantly".

    Definitely. Definitely. It's not that difficult a word to spell. It's no "accommodation" or "antidisestablishmentarianism" and it's certainly no "floccinaucinihilipilification". So stop fucking it up.

    Also, every time you use "defiantly" instead of "definitely", you are significantly changing the meaning of your sentence. Compare and contrast the sentences "I will definitely do the chores" to "I will defiantly do the chores". One is a nice assurance that you will do the things expected of you; the other suggests that you are going to be an arse about it.

    3. Games (and drugs) are "addictive", not "addicting".

    "Addicting" is a word, but not in the way you think it is used. Angry Birds is not "addicting", it is "addictive". "Addicting" is a verb. "Addictive" is an adjective. Observe:

    "I am addicting my little sister to Angry Birds because it is better than crack. She finds crack worryingly addictive."

    (Note: I do not have a little sister, and no-one I know is addicted or in the process of being addicted to crack. Also, Angry Birds is shit and I would rather my hypothetical little sister were addicted to crack than play that bollocks.*)

    In fact, no. The word "addicting" is a surprisingly difficult verb to put into a sentence without it sounding stupid. So just stop using it. Addictive. Addictive. Got it?

    4. When you write in lower case, you look like an imbecile.

    I know professional writers who write everything — blog posts, status updates, comments, even their own name — in lower case when they're "off duty". It makes them look like imbeciles. I don't think I need to say anything more than that. The Shift key is right there. Your little finger is probably hovering over it anyway as you type, so stop being so fucking lazy and use it.

    5. This review is "biased", not "bias".

    I'll grant that speaking like a twat is something of a meme on the Internet, but any time you accuse something you read of "being bias", you look like a complete cock. An article exhibits bias if it is biased. Not the other way round. Or any other arrangement.

    If you can't remember the difference, how about you just say you disagree with what you have read rather than accusing it of "being bias"? Or, better yet, just close that webpage before clicking the "comment" button?

    6. Apostrophes denote possession, not plurals.

    CDs. GCSEs. Sofas. Not CD's, GCSE's and sofa's. Under no circumstances are you to use an apostrophe to denote something is a plural. Why? Because it's wrong, that's why. Even when using an abbreviation. And even when the word you are pluralising ends with a vowel, which appears to be when this issue more commonly raises its ugly head.

    Related note: "it's" is short for "it is", while "its" means "belonging to it". This is, I'll admit, a particularly stupid rule, since it breaks the "apostrophes denote possession" rule by overruling it with the "apostrophes also denote missing letters" rule. Stupid language.

    7. If you're going to swear, just swear.

    You're not protecting anyone's innocence by writing "f**k". Everyone knows you mean "fuck". If you're going to censor naughty language, censor it completely. If you're going to make it clear what all the words you've asterisked out are, then you may as well just type them all out properly, you f**king c**t-faced w**ksplat, you t*sser, you kn*bjockey, you complete twunting sh*tbag b*****d. ("Twunting" is not a swear, despite it sounding like it should be.)

    8. You're a twat if your knowledge of "your" and "you're" is poor.

    As Ross from Friends put it so succinctly: "Y-O-U-apostrophe-R-E means 'you are'. Y-O-U-R means 'your'!"

    Read your sentence out loud. Could one of your "yours" be replaced by the words "you are"? If so, you should be using "you're" instead.

    Here's an exercise. See if you can spot which ones are correct and which ones are not.

    1. You're mum's face smells of poo.
    2. Your not very good at this, are you?
    3. You're defiantly going to get some of these wrong.
    4. Get you're f**king words right lol
    5. You're very brave if you successfully managed to navigate your way through those monstrosities.

    9. Have fun!

    Above all, have fun with language!

    Actually, no, bollocks to that. Learn to write properly first, then have fun with it.

    (Author's note: Any indication that I am a pompous grammar Nazi in this post is entirely intentional and mostly played for comedy value. Mostly. Comments that do not follow the above rules will be printed out and fired into the sun, then deleted.*)

    * not really

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    #oneaday Day 962: Signal to Noise https://imnotdoctorwho.moegamer.net/2012/09/06/oneaday-day-962-signal-to-noise/ https://imnotdoctorwho.moegamer.net/2012/09/06/oneaday-day-962-signal-to-noise/#respond Thu, 06 Sep 2012 23:47:55 +0000 http://angryjedi.wordpress.com/?p=4373 We're reaching saturation point with social media. In fact, I think we got past that point a long time ago, meaning that we're at the "completely sodden and dribbling all over the carpet" stage. There is too much social media. There are too many possible places for people to share things that nobody cares about … Continue reading #oneaday Day 962: Signal to Noise

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    We're reaching saturation point with social media. In fact, I think we got past that point a long time ago, meaning that we're at the "completely sodden and dribbling all over the carpet" stage.

    There is too much social media. There are too many possible places for people to share things that nobody cares about with people they don't know. And it seems that every day some bright-eyed startup CEO decides that what we really need is yet another social network service of some description.

    I've indulged in a few of these superfluous social networks over the years. GetGlue was a bit of fun, allowing you to "check in" to movies, books, games and even "topics" that you were interested in, leave comments and discuss things with other community members. This was at the height of the "gamification" craze, so there were plenty of achievements to collect, and you could even get some real-life physical stickers sent to you if you collected enough achievements.

    Similarly, Foursquare and the now-defunct Gowalla proved fun for a little while. During the period of time when I was unemployed and quite spectacularly depressed, I made extensive use of Gowalla to "tag" various places around Southampton and assist with building up a crowdsourced map of places of interest. I even made some actual real-life friends through it, but since then location check-ins have lost their lustre — what's the point, really?

    Then I tried Path, which promised to be a high-quality mobile-focused social network. But since you can access Facebook, Twitter and Google+ — the biggest social networks in the world — via your mobile phone, why on Earth would you need a mobile-specific one? Sure, Path had a lovely interface and the bizarre ability to track when you woke up and went to sleep, but it was ultimately pointless.

    Today, I reviewed an app/social network whose purpose remained completely obtuse to me even as I made use of it — and even as an employee of the company frantically tried to convince me that the service was worthwhile via both Twitter and the service itself. (I'm not going to name it as I really can't be bothered to be chased further — I gave it a fair shot, I explored it, I found it to be a complete waste of time. Sorry.)

    The service in question allows users to, like GetGlue, "Like" things. Any things. Like cake? Then "Like" cake. Like Tori Amos? Then "Like" Tori Amos. Not sure whether you like broccoli and stilton soup? Then add it to your "To-Do" list, then "Like" it if you like it. Great. Sure. Fine. One question: why?

    This questionable usefulness was only further obscured by the fact that the app also, for some utterly unfathomable reason, allows its users to "plant" "Likes" at actual physical locations, meaning you can claim to have hidden, say, an iPhone 5 in your local McDonalds, or Jedward in your local sewage works. Fun for about five minutes again, sure — and a means of seeing who lives vaguely near you and likes Jedward — but again… why?

    There's too much noise and not enough signal in social media these days, in short, and this fact is a big part of why I stripped back on all "non-essential" social apps a while back. I keep Facebook, Twitter and G+ around because there are people I regularly speak to on all of those, but outside of those "big three"? There's really very little reason for a lot of these services and apps to exist, but the amount of money being thrown at them by venture capitalists is terrifying.

    Kind of makes me think that I should come up with an "innovative" idea for a mobile social network in order to attract several million dollars' worth of funding.

    Okay… give me a minute.

    Thinking.

    Eureka! I got it. Everyone likes taking Instagram photos of food, right? Well, I propose a social photography network that is nothing but pictures of food with a selection of retro filters (some of which are available via in-app purchase). You can "check in" to the food you're eating, discuss it with other people and share photographs of your lunchbox. It'll be a big hit. I'll call it "füd", all in lower case, naturally.

    That'll be two million dollars, please, Mr Venture Capitalist. KTHX.

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    #oneaday Day 961: I am Thou https://imnotdoctorwho.moegamer.net/2012/09/05/oneaday-day-961-i-am-thou/ https://imnotdoctorwho.moegamer.net/2012/09/05/oneaday-day-961-i-am-thou/#respond Wed, 05 Sep 2012 22:58:43 +0000 http://angryjedi.wordpress.com/?p=4369 I wrote a piece about Persona 3 over on Games Are Evil earlier today. Go read it, please. I have, as you may have guessed from the fact I chose to write about Persona 3 today, been playing Persona 3. I have been meaning to play the extended FES version for many, many years now and have started … Continue reading #oneaday Day 961: I am Thou

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    I wrote a piece about Persona 3 over on Games Are Evil earlier today. Go read it, please.

    I have, as you may have guessed from the fact I chose to write about Persona 3 today, been playing Persona 3. I have been meaning to play the extended FES version for many, many years now and have started several times. This time I intend to finish it, including battling my way through The Answer, which I understand is a bit of an ordeal. Then, if I'm feeling particularly masochistic, I will proceed to play Persona 3 Portable as the female protagonist.

    I fucking love Persona 3 and 4. They are still my favourite games of all time. I own the first two for PSP/Vita, too, but found the first one a little hard to follow plot-wise and haven't delved particularly deeply into yet. Fortunately, each one stands quite nicely by itself — though and are nicely interconnected, even if certain aspects clash (why do the kids in P3 need Evokers to summon their Personas, but the ones in P4 don't?).

    My love for these games stems primarily from the fact that they push all my gaming happy buttons. I love JRPGs and I love visual novels, and Persona 3 and combine the best bits of both genres. You have a simple-to-understand, hard-to-master combat and character development system; you have an in-depth storyline tackling very "human" issues. You have "saving the world" drama; you have characters dealing with personal crises that can, at times, seem more important than impending disaster. Somehow the game manages to avoid pretty much every cliché that critics of JRPGs hate to create an emotional, mature experience with an absolutely badass soundtrack.

    The highlight is, of course, the cast of characters throughout. And as I said in my piece over on Games Are Evil, the interesting thing about Persona is that it's not only the heroes and villains who "matter" in the grand scheme of things. The "Social Link" mini-stories that arise as the protagonist gets to know his new school friends and people in the community are fascinating plotlines to follow through in their own right, and help to lend a greater sense of poignancy to the overarching narrative of the Persona-users attempting to Sort Shit Out. In other words, everyone has their own demons to deal with — sometimes these are literal demons, others they are the barriers we create for ourselves: fear, anxiety, shyness, a lack of self-belief. Watching the protagonist touch the lives of these people and be there with them as they come to terms with their own issues gives the small game world a much greater feeling of "life" than almost any other RPG I've played.

    It also, once again, highlights the difference between Eastern and Western game design philosophy. When it comes to RPGs, I am firmly in the Eastern camp. I am yet to come across a Western RPG that has captivated me in the same way as the Persona series. You can rant and rave all you like about the beautifully-rendered worlds of Bethesda adventures or BioWare's (increasingly questionable) storytelling chops, but, for me anyway, no-one has the Japanese beat when it comes to interpersonal relationships and a sense of "human" drama amid supernatural chaos.

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    #oneaday Day 960: Moe Moe Kawaii... Wait, What Are You Doing...?! https://imnotdoctorwho.moegamer.net/2012/09/04/oneaday-day-960-moe-moe-kawaii-wait-what-are-you-doing/ https://imnotdoctorwho.moegamer.net/2012/09/04/oneaday-day-960-moe-moe-kawaii-wait-what-are-you-doing/#respond Tue, 04 Sep 2012 23:36:16 +0000 http://angryjedi.wordpress.com/?p=4365 Where do you draw the line between art, entertainment, sexist nonsense and porn? It is a rather fine and difficult line to walk, particularly when the definitions of all of those terms vary enormously from person to person according to their open-mindedness, experience with various works, gender and general social attitudes. It's a particularly pertinent … Continue reading #oneaday Day 960: Moe Moe Kawaii... Wait, What Are You Doing...?!

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    Where do you draw the line between art, entertainment, sexist nonsense and porn? It is a rather fine and difficult line to walk, particularly when the definitions of all of those terms vary enormously from person to person according to their open-mindedness, experience with various works, gender and general social attitudes. It's a particularly pertinent question with regard to the genre of games that I seem to be spending a fair amount of time with at present — the ol' visual novel.

    The current game I'm playing is called My Girlfriend is the President. I will refrain from talking about it in too much detail as 1) I haven't yet finished it and 2) I will be doing a READ . ME column on the subject for Games Are Evil this Sunday. Suffice to say, however, it is utterly bananas — and yet, there is a slight sense of discomfort while playing. Not enough to prevent me from enjoying it, but just enough to make me think that it might, in fact, be deliberate.

    The tension stems from the game's protagonist, whom in TV Tropes terms is probably best described as a Chivalrous Pervert. He openly admits to sexually harassing women and getting turned on by ogling his female peers in a less than honourable fashion. He takes every opportunity to make a smutty comment just to "try his luck". And he's a peeping tom. In short, he should be an immensely dislikeable dick whom any self-respecting player wouldn't want to spend any time inside the head of whatsoever.

    And yet he's not. At least part of his perpetual horniness can be attributed to the fact that he is a teenage boy, and consequently subject to the same hormonal urges that all teenage boys find themselves afflicted with. His supposed sexual harassment never leads anywhere, as his female peers are all well aware of the fact that he is a wannabe pervert and thus make sure he doesn't have the opportunity to do anything truly inappropriate — not that he actually would given the opportunity. Several of them even take every chance they get to toy with him, making him more and more wound up and frustrated while at the same time making it clear that they are the ones with the true power in their relationship.

    And alongside all this perversion comes the fact that, at heart, he doesn't want anything bad to happen to these girls. He takes every opportunity to attempt to prove his "manliness" and "protect" them, even if they don't really need protecting. He gets embarrassed, flustered and overexcited if anything actually does happen, and when it comes to his adorable childhood friend (the titular President) he is — for the most part, anyway — respectful and sweet.

    It puts the player in something of a quandary. Since the game takes place from the perspective of this horny young gentleman, we're frequently subjected to his male gaze sizing up the bodies of the people he's with and pondering what's under their clothes. If he thinks there's the chance he'll see something naughty and the girls in question aren't in any actual physical danger, he'll stand by and watch rather than preventing something embarrassing happening to them. But when the chips are down and Bad Things are happening, he's the first to spring into action in an (often misguided) attempt to keep them safe — usually with hilarious slapstick results.

    So what does all this mean? Is the game itself sexist, or is it simply putting the player inside the head of a protagonist with definite sexist tendencies? Or is it somewhere in between?

    I don't know for sure. Whatever it is, My Girlfriend is the President is most certainly a gloriously guilty pleasure that I have absolutely no shame in saying that I am enjoying a great deal right now!

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    #oneaday Day 959: Free iOS Games That Don't Suck: Zookeeper Battle https://imnotdoctorwho.moegamer.net/2012/09/03/oneaday-day-959-free-ios-games-that-dont-suck-zookeeper-battle/ https://imnotdoctorwho.moegamer.net/2012/09/03/oneaday-day-959-free-ios-games-that-dont-suck-zookeeper-battle/#respond Mon, 03 Sep 2012 22:40:46 +0000 http://angryjedi.wordpress.com/?p=4363 From a personal perspective, I have grown to pretty much loathe the mobile gaming industry. I find it interesting to write about for my day job, but as time passes, I find myself wanting less and less to do with it in my free time. It has become abundantly apparent that "free to play" or … Continue reading #oneaday Day 959: Free iOS Games That Don't Suck: Zookeeper Battle

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    From a personal perspective, I have grown to pretty much loathe the mobile gaming industry. I find it interesting to write about for my day job, but as time passes, I find myself wanting less and less to do with it in my free time. It has become abundantly apparent that "free to play" or "freemium" is seen as the way forward, with most developers believing it impossible to get your game seen if it costs money up front; and when developers do release something of comparable quality and price to something you'd see on a dedicated gaming handheld — see: anything Square Enix puts out — everyone seems to complain, even if they wouldn't hesitate to pay $20+ for, say, a PSP or Vita title.

    Consequently, it's a genuine pleasure when I come across an iOS game that doesn't feel like it's violating my wallet and badgering me to do things I don't want to do. It's even more of a pleasure if said game falls into the "free to play" category and doesn't feel in any way exploitative to the player, nor does it feel like a cynical, lazy clone of something else.

    I present to you, then, exhibit A: Kiteretsu's Zookeeper Battle.

    Zookeeper Battle is a "match-3" puzzler of the Bejeweled Blitz mould. You have coloured shapes — in this case, zoo animals — and must swap them around to make groups of 3 or more of the same colour either horizontally or vertically. Doing so causes them to disappear and more to fall down in their place. It's the player's aim to do as much of this matching as possible against a tight time limit.

    In the case of Bejeweled Blitz, players are simply competing for a high score, but in Zookeeper Battle, it's a head-to-head competition against another player — and live, rather than asynchronous. Matching animals adds to a player's attack or defense score for a round, and after time has expired the two players will attempt to smack seven shades of shit out of each other. Attack points are absorbed by the opponent's defense points, after which they translate directly to damage. Whoever reduces their opponent's life bar to zero first — or whoever has the most life remaining at the end of five rounds — wins. It's simple, effective and incredibly addictive, and regular "quests" with custom backgrounds, greetings and other non game-breaking goodies on offer help provide incentive to play regularly.

    What I find quite surprising about Zookeeper Battle is that it does most of the "freemium" tricks that I abhor so and yet somehow manages to come out not being obnoxious. There's an energy (sorry, "CP") bar throttling how much you can play in a single session, for example — but it restores quickly and the game also provides you with five "energy drinks" to restore it for free upon first booting it up. It's also pretty rare that when I sit down to play Zookeeper Battle that I want to play more than one or two matches anyway, so in practice, despite energy systems being the worst thing that has ever happened to gaming, here it's not too obtrusive.

    The same goes for the in-app purchases. Zookeeper Battle allows players to spend real money in exchange for "booster" items, all of which allow the player to counter special "attack" items that may be sent their way during a match. The thing is, though, these paid items aren't actually that helpful and are certainly no guarantee of winning, as all of the "attack" items either lose their effects after a few seconds or are easily countered. In other words, a system that could have easily become "pay to win" is more a system that just doesn't need to be there at all — like the energy system, it's a shame it's there, but it doesn't really get in the way of the core game, which is solid.

    While I would perhaps prefer that Zookeeper Battle dispensed with this freemium crap altogether, I appreciate that such monetization strategies often prove somewhat lucrative for developers — certainly more lucrative than asking for a single, one-off "price of admission". What I believe Kiteretsu should be praised for in this instance is incorporating all the usually-obnoxious freemium mechanics in such a manner as to not be obtrusive to players who don't want to play — and, more to the point, not to provide such a massive advantage to paying players that it just makes the game completely pointless to play at all.

    The only thing that is a real shame is the fact that the Game Center leaderboards for the title have, as usual, been rendered completely useless by cheating players. The current number 1 player in the world has apparently won over two billion games. Assuming an average of three minutes per game, this would mean that the player had been playing for six billion minutes in total. To put it another way, this would equate to a hundred million hours or 11,408 years. I'm pretty sure the game hasn't been out for 11,408 years. I'm also pretty sure that iPhones haven't been available for 11,408 years. And I'm fairly sure that the person in first place isn't over the age of 11,408 years.

    Oh well. I can be happy with my performance so far. Feel free to challenge me — I'm Angry Jedi on Apple's Game Center, so feel free to add me if you have an iOS device.

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    #oneaday Day 958: Gratuitous Self-Promotion (And Promotion of Others, Too) https://imnotdoctorwho.moegamer.net/2012/09/03/oneaday-day-958-gratuitous-self-promotion-and-promotion-of-others-too/ https://imnotdoctorwho.moegamer.net/2012/09/03/oneaday-day-958-gratuitous-self-promotion-and-promotion-of-others-too/#respond Mon, 03 Sep 2012 00:04:02 +0000 http://angryjedi.wordpress.com/?p=4360 Hello! How are you? Great!/Sorry to hear that! (delete as applicable) I have something to share with you that I've been working on recently. Some of you may have already seen what I've been up to; it may be news to some of you. I thought I'd share it here, though, in the hope that … Continue reading #oneaday Day 958: Gratuitous Self-Promotion (And Promotion of Others, Too)

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    Hello! How are you? Great!/Sorry to hear that! (delete as applicable)

    I have something to share with you that I've been working on recently. Some of you may have already seen what I've been up to; it may be news to some of you. I thought I'd share it here, though, in the hope that I can get more people looking at it.

    I'm talking about the website Games Are Evil. I was a contributor there a while back in the post-Kombo years, but was then lucky enough to score my gig at the late GamePro. I kept abreast of what the team was up to during and after my time at GamePro, and always felt a certain degree of "attachment" towards it, even during the times when I wasn't actively involved.

    So when it became apparent that the site was in need of a bit of a "reboot" and resuscitation, I was keen to step forward while I had a bit of free time on my hands. I'm lucky enough to have a flexible (and well-paid) enough day job that I have time to take on a "pet project" like this as well as fulfilling my other responsibilities, so I figured it would be a good opportunity to gain some experience in running a site as well as experimenting with some "alternative" directions and content strategies.

    That "alternative" thing is key. Having had some interesting conversations with a couple of my friends in the PR industry in recent months, it became clear that a lot of representatives were becoming frustrated that the vast majority of gaming sites focused on the upcoming blockbusters, while "B-tier" titles (for want of a better term — I'm not saying their quality is lower, only their profile) went forgotten, or were barely acknowledged with a somewhat dismissive news story. As such, I felt that there was clearly a gap in the market for a site to cater to the "niche". Since Games Are Evil was not particularly beholden to advertisers or investors, the time was ripe to launch something of an experiment — a video games site that deliberately eschews stories regarding things like the Call of Duties and the Mass Effects of this world in favour of smaller-scale titles and interesting stories from around gaming culture. My original manifesto from when I took over can be found here, if you're curious.

    Since taking over the reins at GrE, I've launched a series of regular columns from a range of talented and enthusiastic writers keen to write about their passions. These columns are becoming the main focus of the site, supported by a few daily news stories and occasional reviews when we have code to hand. Each column has a tight, narrow focus and  concentrates on a specific genre or aspect of gaming culture, meaning that readers of Games Are Evil will be able to follow their favourite niche and get to know the writer of said column in the process rather than having to scroll through page after page of news which might not be relevant to them. The model which I wanted to follow with this was the way old-school 1up used to work — people came for the personalities rather than necessarily the specific content of the articles. It's too early to determine whether or not this has been successful or not so far, but I am very proud of what the team has achieved to date — we've seen some great columns ranging from comprehensive roundups of Minecraft news to in-depth explorations of obscure strategy games.

    Here's some handy links for you to find your favourite column and follow it:

    • Distant Worlds — a weekly roundup of news from the MMO sector. What's new, what's hot, what's not.
    • FreePlay — a weekly delve into free-to-play and freeware games to sort out the "must plays" from the microtransaction-riddled crapfests.
    • Insert Coin — a weekly exploration of arcade machines, arcade restoration and arcade culture.
    • READ.ME — a weekly foray into the world of visual novels (I do this one!)
    • Swords & Zippers — a weekly roam through the colourful worlds of Japanese role-playing games (I do this one too!)
    • Tactical Tuesday — a bi-monthly deep dive into some of the most obscure, underappreciated and fascinating strategy games available for PC.
    • The Craft — a weekly roundup of what's new in the world of Minecraft.
    • The Vault — a weekly dive into the annals of history to rescue underappreciated or forgotten classics from obscurity. Fans of the Squadron of Shame will be right at home here.

    It's early days for the site's new direction as yet, but things are starting to come together nicely. If you've been reading the daily new content, thanks! If you haven't, please feel free to check it out. Leave a comment on articles you'd like to discuss. And please, please share anything you happen to read that you find interesting, entertaining or just plain awesome. With your help, we can make Games Are Evil into the go-to destination for "alternative gaming".

    Gratuitous self-promotion (and promotion of others) now over. Normal business will resume tomorrow.

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    #oneaday Day 957: Too Tired to Think of a Good Title https://imnotdoctorwho.moegamer.net/2012/09/02/oneaday-day-957-too-tired-to-think-of-a-good-title/ https://imnotdoctorwho.moegamer.net/2012/09/02/oneaday-day-957-too-tired-to-think-of-a-good-title/#respond Sun, 02 Sep 2012 01:18:57 +0000 https://angryjedi.wordpress.com/?p=4358 EHMAGERD. So tired. SO tired. I'm at that stage of tired where you can barely keep your eyes open, and yet here I am blogging, showing frankly admirable commitment to a cause that all but one other daily blogger (to my knowledge) had abandoned. I apologise in advance for what is doubtless about to become … Continue reading #oneaday Day 957: Too Tired to Think of a Good Title

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    EHMAGERD. So tired. SO tired. I'm at that stage of tired where you can barely keep your eyes open, and yet here I am blogging, showing frankly admirable commitment to a cause that all but one other daily blogger (to my knowledge) had abandoned.

    I apologise in advance for what is doubtless about to become a purely "filler" entry, its word count padded out with overly flowery language and unnecessarily complex descriptions of things that probably don't need to be described or discussed in the first place. But it's 2am and I've just got back from a two hour drive having spent all day playing board games, so… meh. My blog, my rules. (If you're a new reader, though, sorry. Seriously. I'm usually much more coherent than this. I think.)

    So what board games have I been playing? Well, the vast majority of the day ended up being monopolised (no pun intended) by the official board game adaptation of Blizzard's Starcraft. This game comes in a hefty box with hundreds of cool pieces, and is quite complex. I've had a copy for some time now but for various reasons we had managed to play it precisely three quarters of a time prior to today. And that was so long ago that we had all forgotten all the rules.

    Our board gaming group is somewhat loose in terms of "discipline", for want of a better word. Gaming night is a social occasion primarily, though the games themselves of course play a prominent role. What this means in practice is that we spend a lot of time talking, looking at Cassetteboy videos on the Internet and drinking coffee when we "should" be playing. By extension, this means that a game that should take a few hours tops takes all day.

    Starcraft is a prime example. The box claims 3-4 hours, which is already hefty, but throw in time for consulting the rule book and various interruptions — including a friend popping by to demonstrate the Airsoft guns we're going to be using for one of our number's upcoming stag do — and it's easy to see why it took us from 3.30 to well after 10pm to finish up a single game.

    Actually, it doesn't quite explain it. Time, as the cliché goes, tends to pass incredibly quickly when you're doing something entertaining, particularly with friends, and the experience is over all too quickly. It's a stark reminder of the fact that we are all, in fact, adults, and consequently should probably manage our free time a little better than we sometimes do.

    Still, I'm pleased to report that we did, in fact, manage to complete a game of Starcraft, and it was fun. We all understood the mechanics by the end — no thanks to the rule book, which is incredibly poorly organised, though this is not really anything new for Fantasy Flight games — and were in a position where we could take a turn without having to continually refer to step by step instructions. Which is nice.

    Whether or not Starcraft will make another appearance at the table remains to be seen — games that take a very long time often tend to be bumped in favour of several shorter ones — but I enjoyed it and would certainly be up for playing it again, preferably while the rules are still fresh in my head.

    But anyway. I am about to collapse from exhaustion so I am going to leave that there and go to bed before I fall asleep on my keyboard.

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    #oneaday Day 956: Knope https://imnotdoctorwho.moegamer.net/2012/08/31/oneaday-day-956-knope/ https://imnotdoctorwho.moegamer.net/2012/08/31/oneaday-day-956-knope/#respond Fri, 31 Aug 2012 22:53:01 +0000 http://angryjedi.wordpress.com/?p=4355 The great thing about Netflix — and the reason I was immensely joyful when it finally made its way to the UK — is that you can "take a chance" on TV shows you've never seen before without having to shell out for a DVD box set. (I realised the other day that I can't … Continue reading #oneaday Day 956: Knope

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    The great thing about Netflix — and the reason I was immensely joyful when it finally made its way to the UK — is that you can "take a chance" on TV shows you've never seen before without having to shell out for a DVD box set. (I realised the other day that I can't remember the last time I bought a DVD. I'm not sure I will ever again, to be honest.) Trying out a new show is a simple matter of spotting it, clicking on it and giving it a shot for a few episodes to see if you like it.

    So it was that I found myself starting to watch Parks & Recreation. I knew literally nothing about this show before I started watching it, so it was with total beginner's mind that I jumped in.

    Initially, I wasn't quite sure what to think. It had that slightly awkward "comedy drama" feeling about it where you're not quite sure if you're supposed to laugh or not. I'm not a massive fan of laugh tracks these days — it's funny to think that they used to be a fixture on popular shows — but sometimes it's nice to have a cue as to when it's "okay" to laugh.

    After a little while, though, I started to "get" what the show was doing. I was supposed to feel awkward and uncomfortable. I hadn't immediately twigged that the show was going for a The Office sort of vibe, but when I started watching it in that mindset, it became immediately a whole lot better. Since the first season, the show has seemingly successfully distinguished itself from The Office despite retaining the "docudrama" format. What this means in practice is that the characters in the show are free to break the fourth wall, address the camera and do lots of things that you otherwise wouldn't be able to do in a more traditionally-shot show. At the same time, though, the format is somewhat subverted on occasion by characters doing "talking head" shots explaining what's really going on in a scene and then being lambasted by another character who can hear what they're going on about.

    The show's biggest strength is in these characters. Amy Poehler's Leslie Knope is a strong lead, and her straight-laced nature is the perfect foil to the colourful, exaggerated characters that are her colleagues in the Parks and Rec department. It also means that when she does do something amusing, it has more impact.

    Highlight of the show is clearly Ron-freakin'-Swanson, a mustachio'd gent who hired sullen summer intern April not for her secretarial skills, but for her total incompetence at dealing with other people, meaning that he never has to do any work. Frequently, we'll see Ron in his office carving wood, weaving baskets or, in one memorable scene, using a typewriter he restored to "type every word I know". Anything but work.

    Not all of the characters are exaggerated caricatures, however. Rashida Jones' Ann is another character whose understated, human performance inspires viewers to relate to and empathise with her. The way she uses casual idioms like "Dude…!" when talking to people gives her a very "real" feel, and her relative normality actually makes her stand out amid the rest of the cast.

    To cut a long story short, despite thinking I was probably only going to watch a few episodes of the show, I'm now halfway through the third season with no intention of stopping. I've enjoyed it a great deal so far, and am looking forward to seeing more. If you haven't checked it out before and are a fan of the awkward, slightly cringeworthy comedy of shows like The Office (particularly the original Ricky Gervais version) then you'll find it an absolute hoot, I'm sure.

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    #oneaday Day 955: Ten Signs You've Been Working From Home for Too Long https://imnotdoctorwho.moegamer.net/2012/08/30/oneaday-day-955-ten-signs-youve-been-working-from-home-for-too-long/ https://imnotdoctorwho.moegamer.net/2012/08/30/oneaday-day-955-ten-signs-youve-been-working-from-home-for-too-long/#respond Thu, 30 Aug 2012 13:12:49 +0000 https://angryjedi.wordpress.com/?p=4351 I've been working from home ever since I decided that teaching was Not The Career For Me, and I like it a lot. I never really enjoyed the office environment of "traditional" jobs, and in the time-sensitive environment of a school you never have a moment to sit back and relax or, as is more … Continue reading #oneaday Day 955: Ten Signs You've Been Working From Home for Too Long

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    I've been working from home ever since I decided that teaching was Not The Career For Me, and I like it a lot. I never really enjoyed the office environment of "traditional" jobs, and in the time-sensitive environment of a school you never have a moment to sit back and relax or, as is more commonly needed, sit with your head in your hands crying profusely. Freelancing affords one the luxury of flexibility at the expense of security, though I've been pretty lucky in my last couple of gigs to find myself with stable, predictable income each month. Okay, I had almost a year where I was pulling in a couple of hundred dollars a month and sometimes nothing at all. But things are, touch wood, now Going Well.

    Working from home comes with its own pitfalls, however. Naturally, I haven't fallen prey to any of what I am about to describe; this post simply serves as a warning to those of you made of less stern stuff than I am.

    Without further messing around, then, let's jump right into ten things that might make you feel like getting a "real" job might not be such a terrible idea after all.

    You stop dressing for success. Or indeed at all.

    If you can work in your pants, there's absolutely no reason whatsoever to get dressed in order to do your work, right? Well, no, unless you're participating in some sort of webcam conference, and even then you only really need to be "all business" up top.

    Still, specifically getting dressed — even if it's only throwing on a stinky t-shirt — helps get you in the mindset that Now Is Work Time. You can always take your trousers off again later.

    Having a poo with the door open becomes default behaviour.

    You might think that settling down for a long dump while leaving the door open so you can still hear your music/see the TV is a great idea if there's no-one in the house. And indeed it is one of life's great pleasures to do so.

    But when this becomes default behaviour — when you start leaving the door open even for music you don't really like or for, say X-Factor on TV, then you may have a problem.

    To rid yourself of this issue, reach an agreement with your partner/housemate/parents (delete as applicable) that at least once per week, they will come home at an unexpected time. You'll soon learn to be ashamed of your body and the things it does again.

    Every time you see the postman, he apologises for waking you.

    Related to the first point above, if you answer the door to the postman in a dressing gown, he will probably assume he has woken you, even if it's lunchtime. Avoid this misunderstanding by putting some clothes on before answering the door.

    If you are worried that you won't be able to dress yourself before he puts one of those "sorry we missed you" cards through the door, keep a cache of "emergency clothes" handy near the door that are easy to put on — tracksuit bottoms and some sort of zip-up jacket or shirt are a good idea. They don't have to match.

    Your masturbation-to-work ratio gets rather lop-sided.

    If you're spending more time wanking than doing something useful, you aren't working hard enough. Very simple.

    Coffee consumption goes through the roof.

    If you're getting through a packet/tin/jar of coffee in less than a week, you're probably drinking too much. I know you need to stay on top of your game and churn out those 15,000 words you promised by yesterday, but man, seriously. Imbibing so much caffeine that you can feel your heart going "OH MY GOD STOP STOP NOW" is not the way forward.

    You start exhibiting behaviours typically reserved for the clinically insane.

    Are you walking around your house mumbling obscenities over and over again because they "sound funny"? Are you dancing naked to the theme tune of your favourite TV show? Do you spend hours staring at a wall in the hope it will do something interesting? You need to get a proper job before the wall does start doing something interesting and you start having conversations with yourself.

    You start experimenting with cheese on toast.

    Cheese on toast is a simple and effective meal. The moment you start fucking around with it, though, you're on a downward spiral. As soon as you start carefully layering various luncheon meats beneath the cheese, then seasoning with cajun spice mix and drawing aesthetically-pleasing patterns in tomato ketchup on top, it's time to go and work somewhere with a proper canteen.

    Actually, scratch that one. Deluxe cheese on toast is awesome.

    You get really good at Countdown.

    If you have reached a stage where you're really good at both the letters and the numbers rounds of Countdown, you really need to get out and get a job. Possibly in Accounts. Or the Conundrum Department.

    Your attention span diminishes.

    You start some sort of creative project such as a list of ten signs you've been working from home for too long and then lo

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    #oneaday Day 954: I Love Cock https://imnotdoctorwho.moegamer.net/2012/08/29/oneaday-day-954-i-love-cock/ https://imnotdoctorwho.moegamer.net/2012/08/29/oneaday-day-954-i-love-cock/#respond Wed, 29 Aug 2012 21:48:34 +0000 http://angryjedi.wordpress.com/?p=4348 "Cock" is possibly my favourite word in the entire English language. I don't care if you're using it to refer to a rooster or an erect penis (I always felt that "cock" implied "erect", as does "dong", "schlong", "wang" and numerous others; meanwhile "winky", "dick", "willy" and "tallywhacker" imply flaccidity, but I digress) — it's … Continue reading #oneaday Day 954: I Love Cock

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    "Cock" is possibly my favourite word in the entire English language. I don't care if you're using it to refer to a rooster or an erect penis (I always felt that "cock" implied "erect", as does "dong", "schlong", "wang" and numerous others; meanwhile "winky", "dick", "willy" and "tallywhacker" imply flaccidity, but I digress) — it's just a fantastically satisfying word to say.

    You have to say it right for it to be satisfying though. Try it with me.

    Take a deep breath, in through your nose. Now open your mouth a little as if you're going to cough up a big ol' flob and pronounce a nice, crisp, hard "C" sound. Immediately follow with a round, fruity "O", where your mouth makes the perfect shape of the letter it's pronouncing, leave a short gap, then follow up with the "CK". Ideally, you should throw back your head slightly while doing the "CO–" bit and give a pervy smile while doing the "–CK" bit. Advanced "COCK"-ers should feel free to add a crescendoing "mm" or "nn" sound beforehand for added amusement. "mmCOCK!" "nnCOCK!"

    Lest you feel I've lost it here, let me explain my love for this gloriously expressive one-syllable word. It came about back in secondary school. Some friends and I were hanging out, and I, for some reason, happened to pronounce the word "cock" in the manner described above, and everyone fell about laughing. According to my friend Craig, it was hilarious because it, I quote, "sounded like a porn star saying it." (It sounds even more like a porn star saying it if you also say the word "SUCK" in the same manner as the word "COCK" described above.)

    Anyhow, the word "COCK" became our go-to insult or space-filler when there was a lull in the conversation. This use of the word, completely devoid of its usual context, came to a head one summer when my parents had gone on holiday and I was left alone in the house for the first time. My friend Woody and I had recently discovered Final Fantasy VII and, having both finished it possibly several times by this point, were doing a communal playthrough together, fuelled by tequila which we had decided we would attempt to drink despite the fact that both of us felt that it tasted like what a glass of water would taste like if you dropped about fifteen cigarette butts in it. As night fell, we decided that The Thing To Do would be to switch over and play Resident Evil 2 very loud while absolutely munted off our tits. (We also left a metronome ticking outside the room our friend Ed, who had flaked out early, was sleeping in.)

    For whatever reason, during our Resident Evil 2 session — and remember we were absolutely twatted by this point — we then decided that The Thing To Do would be to turn to each other and repeatedly say the word "COCK" in the manner described above to each other while attempting to continue normal play. Normal play was already somewhat difficult due to the amount of alcohol we had imbibed coupled with Resident Evil 2's cumbersome controls, so it largely degenerated into just the shouting of the aforementioned syllable over and over and over again.

    I don't know for how many hours we kept this up, but it was certainly a long time. Probably at least one hour and possibly more. I'm pretty sure that we somehow got most of the way through the game while repeatedly bellowing "COCK" at one another, because I have a vivid memory of collapsing in a drunken, exhausted heap after failing to kill the final boss and waking up the next morning in an awkward position with the PlayStation still running.

    So there you go. That's how much I love cock. I'll go all night with it.

    (Aside: WordPress recommended "wine tasting descriptors" as a tag for this post. I'm not sure I need to make any further comment than that.)

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    #oneaday Day 953: Like A Dragon https://imnotdoctorwho.moegamer.net/2012/08/29/oneaday-day-953-like-a-dragon/ https://imnotdoctorwho.moegamer.net/2012/08/29/oneaday-day-953-like-a-dragon/#respond Wed, 29 Aug 2012 01:07:18 +0000 http://angryjedi.wordpress.com/?p=4345 I beat Yakuza 3 tonight, which is why I'm up so late. The Yakuza series is excellent for many reasons, chief among which is protagonist Kazuma Kiryu, who is just so effortlessly badass throughout that you can't help but admire him. And yet he somehow manages to be this way without falling into the testosterone-fuelled arsehole trap, … Continue reading #oneaday Day 953: Like A Dragon

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    I beat Yakuza 3 tonight, which is why I'm up so late.

    The Yakuza series is excellent for many reasons, chief among which is protagonist Kazuma Kiryu, who is just so effortlessly badass throughout that you can't help but admire him. And yet he somehow manages to be this way without falling into the testosterone-fuelled arsehole trap, which is good. One could argue that it's further evidence that the Japanese are actually rather good at writing strong, interesting, deep and flawed characters, while the West is often stuck in Tropesville. (This is a gross generalisation, of course, but Yakuza does provide good ammunition against anyone who says Eastern games are just about big-eyed anime girls and floppy-haired teenage protagonists.)

    However, one thing was at the back of my mind while I was playing, and it relates to this (rather ranty) Eurogamer opinion piece from a week or two back, during the "girlfriend mode" scandal, also known as "Game Developer Says Something Stupid, Episode 357". The article had a point — people should speak up when misogyny and sexism rear their ugly heads — but the fact that the article specifically called out Yakuza for being sexist really bothered me.

    It raised an interesting question, you see. Yakuza certainly features depictions of a particular breed of sexism and misogyny endemic to Japanese big-city life, but does that make the game, in itself, inherently sexist? Does the fact that the game allows its protagonist to visit "hostess bars" and attempt to romance the women within mean it is a sexist work? Does the fact that the game allows the protagonist to visit a poledancing club mean that it is misogynistic?

    You could argue the case for "yes", clearly, but the perspective from which I approach the Yakuza series is that it provides a (mostly) realistic depiction of another culture that is relatively alien to my own. Part of that culture is sexist, and to deny that it exists causes the depiction of that culture to no longer be accurate or realistic, putting the developers in something of a quandary. Sure, we could probably do without the lengthy cutscenes depicting poledancers doing their thing just before there's a big manly fight, but for the most part, the Yakuza games depict sexism rather than actually being outright sexist. (As a matter of fact, the incidental female characters in the "hostess bars" are considerably more well-developed than any number of T&A-toting heroines from Western games in recent years. The game also passes the Bechdel Test with flying colours.)

    Should we decry Yakuza as a bad thing for showing it like it is and not attempting to make a positive change in society? No, no we shouldn't. Because not all art is there to make life better. Not all art is there to make a positive change. Not all art is there to create a utopian vision of What Life Should Be Like. Some art is there to depict How Life Is, and Yakuza succeeds in that admirably.

    While I do believe it is important to call out sexism and misogyny in the industry when it comes up, I don't believe the Yakuza series is the biggest problem. I don't believe it's a particular problem at all, to be honest. The writers of Yakuza create female characters who are real, interesting people rather than sex objects, and the protagonist interacts with them accordingly. Any sexism present in the game is a result of accurately depicting a sexist society — with the possible exception of the aforementioned poledancing cutscene, but one could argue that was there to establish ambience and atmosphere. And it's not as if Kazuma goes around beating or raping women, either — every antagonist in the game is male, and Kaz himself treats all the women he comes across with nothing but respect, save for the odd option to give a cheeky, innuendo-filled response to a hostess.

    Were the Yakuza series to be sanitised and watered down, with anything deemed to be sexist or misogynistic stripped out, a big part of the game's authentic-feeling Japanese atmosphere would be gone. As much as we would like to believe we live in a world where there is true equality, the fact is we do not — and in many places around Japan, this is particularly obvious. To deny that this happens by whitewashing your content — particularly in a game that is aimed at adults — would just be short-sighted, and I'd argue that it's more helpful to acknowledge that all this goes on without being hysterical or sensationalist about it.

    But anyway. Yakuza 3 is pretty great. You should play it.

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    #oneaday Day 952: 伝説のブログ https://imnotdoctorwho.moegamer.net/2012/08/27/oneaday-day-952-%e4%bc%9d%e8%aa%ac%e3%81%ae%e3%83%96%e3%83%ad%e3%82%b0/ https://imnotdoctorwho.moegamer.net/2012/08/27/oneaday-day-952-%e4%bc%9d%e8%aa%ac%e3%81%ae%e3%83%96%e3%83%ad%e3%82%b0/#respond Mon, 27 Aug 2012 23:27:33 +0000 http://angryjedi.wordpress.com/?p=4342 I've been pretty much immersing myself in Japanese culture recently thanks to the various games I've been playing. Between Yakuza 3, School Days HQ and the Persona 4 anime that I've just started watching in preparation for Persona 4 Arena's delayed European release, it's been super-Eastern around here, to the extent that it actually felt a … Continue reading #oneaday Day 952: 伝説のブログ

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    I've been pretty much immersing myself in Japanese culture recently thanks to the various games I've been playing. Between Yakuza 3, School Days HQ and the Persona 4 anime that I've just started watching in preparation for Persona 4 Arena's delayed European release, it's been super-Eastern around here, to the extent that it actually felt a bit strange to boot up Guild Wars 2 earlier and hear people speaking English.

    I would like to learn Japanese. I have been saying this for years, but worrying about it being difficult has stopped me on several occasions. I have, however, now found a decent iOS app (Human Japanese) that walks you through both the spoken and written forms of the language, so I will use that to give myself a good introduction and then see where I need to go after that. I am trying to devote a few sessions per week — ideally each day, but that's not always practical — to studying. So far I have learned how to write the hiragana for the vowels, which is more hiragana than I have ever learned. I would type some to prove it, but I have no idea how to type Japanese characters on a computer as yet (except by copy and pasting from Google Translate, which is how I got the title for this post), so we'll cross that bridge at a later time.

    What I've found, however, is that through immersing myself in Japanese media, I've actually picked up a surprising number of words and phrases. Okay, I can't spell them, write them in Japanese script or, in many cases, even say them properly, but I recognise plenty of words and phrases. Words like "densetsu" (legend), which I first came across when I heard the Japanese name of Secret of Mana — Seiken Densetsu, literally Legend of the Holy Sword. For quite a while I didn't know that "densetsu" meant "legend" but I picked it up somehow, meaning that when someone in School Days HQ mentioned a "legendary break room" in the subtitles, I deduced that the part of the Japanese sentence that meant that bit was densetsu no kyuukeishitsu. (I know Romanji sucks, but it's all I've got right now, yo!) I knew that the "no" after "densetsu" meant that "legend" was being used to describe another word (essentially the equivalent of tweaking a noun to become an adjective in English) so therefore I figured that kyuukeishitsu means "break room". And sure enough, it does. Hurrah for apparently having the right kind of mind to work out language.

    There's a few other phrases I've picked up from Japanese media, too, some of which might even be useful. I can say hello in various ways (konnichiwa, osu! (tatakae! Oueeeeeendaaaaaaaa– wait, no)), good morning (ohayou!), sorry (gomen nasai), yes (hai), no (iie, pronounced confusingly similar to someone saying "yeah" hesitantly), goodbye (sayonara — if you've never studied any Japanese before I was as surprised as you are that it's an actual word in another language rather than a made-up one) and express gratitude before a meal (itadakimasu, apparently bellowed by everyone before diving into one's bento if School Days HQ is anything to go by). Oh, and strawberry (ichigo). And laughing like a shy schoolgirl (ufufufufu!).

    Now all I need to be able to do is 1) incorporate these snippets and phrases into actual Japanese conversation and 2) be able to figure out how to write them in scary squiggly script. Both of those things will probably involve a lot of practice, so if I start talking about the densetsu no bento next time I'm having lunch with you, gomen nasai.

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    https://imnotdoctorwho.moegamer.net/2012/08/27/oneaday-day-952-%e4%bc%9d%e8%aa%ac%e3%81%ae%e3%83%96%e3%83%ad%e3%82%b0/feed/ 0 4342
    #oneaday Day 951: First Love https://imnotdoctorwho.moegamer.net/2012/08/27/oneaday-day-951-first-love/ https://imnotdoctorwho.moegamer.net/2012/08/27/oneaday-day-951-first-love/#respond Mon, 27 Aug 2012 00:19:05 +0000 http://angryjedi.wordpress.com/?p=4339 She was beautiful. He could tell even back then. There was no-one he would rather look at than her. Her long, blonde hair and beautiful, sparkling eyes enraptured him so, even at that young age. He didn't really know what these feelings meant, but he knew that he loved her; he loved her dearly; he … Continue reading #oneaday Day 951: First Love

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    She was beautiful. He could tell even back then. There was no-one he would rather look at than her. Her long, blonde hair and beautiful, sparkling eyes enraptured him so, even at that young age. He didn't really know what these feelings meant, but he knew that he loved her; he loved her dearly; he loved her more than anything or anyone else in his life.

    He had no idea how she felt about him. He was too young to understand the feelings rattling around inside his head, so how could he expect to make someone else understand them? His love lived purely in his imagination, and he was happy for it to remain that way. In reality, she was his friend; in his mind, every time he closed his eyes, she was so much more.

    His imagination had always been powerful, but it seemed to outdo itself every time she entered his thoughts. As he drifted off to sleep at night, he would close his eyes and picture her face; shortly afterwards he would be involved in some grand adventure either with her, or in an attempt to rescue her. He had fought his way through caves, forests, dungeons, castles and surreal landscapes made of warped shapes and bizarre colours; always, she was there waiting for him at the end, or by his side as he struggled.

    One day, the bad news came. "She's moving away," they said. "And soon." He didn't know what to do with this; he didn't think he could stop it, but he desperately wanted to. He had no idea how to start, though. He was still too young; too young to understand these confused feelings in his head; too young to understand the emotions welling up inside him. He wanted to talk about it to someone but couldn't muster up the courage. His love for her was locked away in the deepest, darkest, most private part of his soul, and he couldn't let anyone in, because he feared that he wouldn't be able to get them out again afterwards. He relished his inner peace, and resented anyone who tried to defile it without an invitation; he was the one in control of his feelings; he was the one who had to deal with them, always alone.

    The fateful day approached, and he began to recognize the growing knot in his stomach as a yearning to be by her side; a longing to be the one she would always come home to; a desire to give her one of the few keys to that deep, dark, secret place within his soul. He knew that he had to tell her how he felt, and he knew that he would only get one chance to do it.

    The day arrived. One by one, his classmates bade her farewell, and after what seemed like an eternity, it was his turn. He looked up into those sparkling eyes and she smiled at him the way she always did. He smiled back.

    Though they had both only spent a few years together out of their own respectively short times on the planet, he knew she had had a profound effect on him, and he knew that he should say something meaningful at this point.

    A tense feeling wrapped around his throat, like a noose trying to choke the life out of him. He tried to speak the words he longed to say — I love you, I'll miss you, please don't go — but they wouldn't come. They stuck in his throat, lodged beneath the invisible force that choked him so.

    "Bye," he said quietly.

    "Bye," she said, smiling.

    He wanted so badly to embrace her; to kiss her; to tell her how he felt. But he couldn't. He smiled at her one last time, turned and walked away, knowing that he would probably never see her again.

    He was sad for a long time after that. It felt like a piece of his very self had been ripped out and replaced with nothing but inky blackness. There was a void in his soul where she had once been; he had wanted to let her in, not realising that she was already there. And now she was gone.

    The pair exchanged letters for a while; his heart raced every time one of those distinctive coloured envelopes plopped through the letterbox — he swore she either used perfumed envelopes or sprayed them with her favourite scents — and he wrote back as soon as he got some time to himself.

    As time passed, though, the letters became less frequent and eventually stopped. His own life was moving on by now; moving too fast for him to keep up with, and certain things from his past started to fall by the wayside. He saw it happening and regretted it, but he knew deep down within his heart that she probably felt the same way too. The black void in his soul started to heal, and he focused on trying to enjoy the present rather than gazing into space reflecting on what once was, and what might of been.

    New loves — always unconfessed, assumed to be unrequited — came and went, giving him the familiar feeling of butterflies in the stomach for a few fleeting weeks before disappointment set in. But though the gap she had left deep inside him had mostly healed, he still held a place for her, even though he knew it was futile. She was gone, far away by now, carried away by the winds of change to distant climes, well beyond his reach. The fog of forgotten friendship descended, and he no longer knew where to find her. She was gone.

    He opened his eyes slowly. The light of the morning sun was streaming into his room through the window, blasting rays of light through the panes of glass and casting a pattern on the bedspread. It looked like a nice day outside, but he knew that this was all he would see of it.

    He had lived a good life. If he could do it all over again, there were some things he would have done differently, but for the most part he had no regrets.

    Except when it came to her. If he had confessed his love to her when he had had the chance, how might his life have unfolded? Would it have ended the same way? Would all the other trials had endured and good times he had enjoyed have come about? Or would it have been completely different?

    There's no use wondering now, he thought to himself. It's much too late for anything but one last glimpse.

    He closed his eyes again, and there she was, exactly as he remembered her all those years ago. He gazed into her sparkling eyes. which were now wet with tears.

    "I love you," he said. "I always loved you. And I never stopped loving you. Not for one second."

    "I know," she whispered, a tear rolling down her cheek, but a cheerful smile still playing across her delicate lips. "I know."

    As the flame within him flickered and dimmed, he smiled to himself. It didn't matter that it was all in his mind. That was where she had always lived for all these years; that was where she belonged. But it was time to say goodbye.

    "I love you," she whispered.

    Then he was gone.

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    #oneaday Day 950: It's a Small World After All https://imnotdoctorwho.moegamer.net/2012/08/25/oneaday-day-950-its-a-small-world-after-all/ https://imnotdoctorwho.moegamer.net/2012/08/25/oneaday-day-950-its-a-small-world-after-all/#respond Sat, 25 Aug 2012 22:51:41 +0000 https://angryjedi.wordpress.com/?p=4335 Board game night (well, whole day, really) today and the star of the show was very much Days of Wonder's excellent lightweight strategy game Small World. For the uninitiated, Small World casts players in the role of some sort of omniscient entity guiding the development of several different races struggling for supremacy in a world … Continue reading #oneaday Day 950: It's a Small World After All

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    Board game night (well, whole day, really) today and the star of the show was very much Days of Wonder's excellent lightweight strategy game Small World.

    For the uninitiated, Small World casts players in the role of some sort of omniscient entity guiding the development of several different races struggling for supremacy in a world that isn't big enough for all of them. Players must capture territory and make use of their various peoples' special abilities to score as many points as possible after a set number of turns have elapsed.

    To begin with, a variety of random civilisations are created by matching a race with a trait. This determines two things: that people's combination of special abilities, and the initial number of tokens the player will be able to take into their hand. Each race has a special characteristic and so does the trait, making for a very wide array of possible civilisations.

    You might be in control of a bunch of seafaring dwarves, for example, meaning that you get score bonuses for every mine you capture, and are also the only people able to capture aquatic territories. Or you could have control of a band of pillaging giants, who find it easier to attack enemies near mountains, and who gain additional bonuses if they captured an occupied territory rather than an empty one.

    If a people is no longer proving efficient at scoring points — perhaps a few conquests from the other players left their numbers a little depleted, for example — it's possible to spend a run putting them "in decline", which means they continue to score points so long as they are not obliterated from the map, and are unable to move or attack. The player then gets a brand new race to play with on the next turn.

    The game is fast-paced, fun and exciting. Relatively little of it is dependent on luck, but the strategy isn't so hardcore that it is inaccessible to newcomers. It has a fair bit in common with Risk, but is immediately superior due to the fact it doesn't take three hours to play and inevitably end in a stalemate. The built-in time limit keeps play pacy, and the very design of the game ensures players are at each other's throats as often as possible.

    In short, its good reputation as a quality board game is well deserved. It's straightforward and accessible enough for board gaming newcomers to be able to pick up right away, while its strategy has enough depth to keep things interesting — and pleasingly different each time you play.

    There's also an iPad version available, but this unfortunately only supports two players, while the physical version will take up to five.

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    #oneaday Day 949: I Love You, Kotonoha... No, Wait, Sekai https://imnotdoctorwho.moegamer.net/2012/08/25/oneaday-day-949-i-love-you-kotonoha-no-wait-sekai/ https://imnotdoctorwho.moegamer.net/2012/08/25/oneaday-day-949-i-love-you-kotonoha-no-wait-sekai/#respond Sat, 25 Aug 2012 01:29:31 +0000 http://angryjedi.wordpress.com/?p=4326 You may recall back when I was rather obsessed with visual novel Katawa Shoujo that I put together a lengthy series of posts dissecting each of the characters and each narrative path it was possible to follow in the game. School Days HQ is inspiring me to do that again, and I know that there's at least one person … Continue reading #oneaday Day 949: I Love You, Kotonoha... No, Wait, Sekai

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    You may recall back when I was rather obsessed with visual novel Katawa Shoujo that I put together a lengthy series of posts dissecting each of the characters and each narrative path it was possible to follow in the game. School Days HQ is inspiring me to do that again, and I know that there's at least one person reading this who is finding my descriptions of this game interesting (Hi, Calin!) so… well, here we go.

    I make no apologies for the length of this post.

    Spoileriffic thoughts follow. If you're going to play School Days HQ and don't want it spoiled, stop reading. Yeah, you.

    The first thing I'll say is that I have not seen all of this game's endings yet. Given that there are twenty of them (I think), doing so will take a while. I have, however, seen five of them, and I feel this is starting to give me a good understanding of the characters involved.

    School Days is structured in an interesting manner. As opposed to Katawa Shoujo's heavily branching first act and then five completely discrete "paths" through the game, School Days' narrative branches all over the bloody place. There are two distinct "paths" that the story splits into at the end of the second of the game's six "episodes", each seeing protagonist Makoto apparently pursuing one of the two leading ladies, but whether or not he will end up with his "chosen" girl is by no means a foregone conclusion. The various paths which the story can follow give additional context to various scenes, and help provide the player with additional understanding of a variety of characters — both the three leads and the more incidental characters. Let's look at them one at a time.

    Makoto

    Protagonist Makoto is, unlike a lot of visual novel/eroge protagonists, his own person rather than a "blank slate" onto which the player can project themselves. We join him as he finds himself attracted to the mysterious girl he sees on the train every day. This is Kotonoha. Shortly afterwards, his homeroom teacher rearranges the class' seats, and Makoto ends up sitting next to Sekai, whom he has not had much occasion to speak to before.

    Makoto initially isn't sure how to respond to Sekai — she appears to be strong, pushy, loud and talkative. When she catches him apparently attempting to do a "charm" with his mobile phone — schoolyard rumour has it that if you take a photo of the person you like and keep it a secret for three weeks, they'll fall in love with you — things get interesting.

    The very fact that Makoto is attempting this charm in the first place shows us that he's obviously quite a lonely person. He seems quite solitary at the best of times, and lacks the confidence to approach Kotonoha on the train. It takes Sekai's assistance for him to be able to talk to Kotonoha, and even then he struggles. Conversely, he appears to have absolutely no trouble talking to Sekai, though that might just be because she doesn't take "no" for an answer.

    But why is Makoto lonely? We see that he has friends — he often hangs out with his best buddy Taisuke in class, for example, and he still has occasional contact with Katou, a girl whom he went to his previous school with. But he's distant, cold and aloof at times. At least some of this can probably be attributed to his home life. His parents are divorced; he lives with his mother and his little sister lives with his absent father. We don't see Makoto's sister often (or possibly at all — I can't speak for paths I haven't followed yet) but it's clear that he misses her; on a number of routes, he seems genuinely pleased that he's going to get to spend the weekend with her when we hear that she is coming to visit.

    When Makoto does eventually get into a relationship, we find out a few more things about him. We discover that he's quite awkward in embarrassing situations, particularly when coupled with the equally-awkward Kotonoha, but like any red-blooded male, he has "needs" — specifically, a need for physical intimacy, even if it's just holding someone's hand. His sensitive side comes out even here, though — in one conversation with Sekai he worries about coming across as "perverted" when all he did was take Kotonoha's hand. Granted, she did slap him around the face when he did so, however, so what is the poor chap to think?

    We also learn that he's easily swayed, particularly by women. He is weak-willed and unable to stand up for himself when another woman confesses their attraction to him, and he finds saying "no" difficult to do. Given the other facets of his character we know about, however, it's probably fair to say that this isn't because he's a horny pervert — on the contrary, he's a very considerate lover, given the evidence we see — but rather because he doesn't want to hurt anyone's feelings. This is a character trait he clings onto in most paths, though in the one where he focuses on Kotonoha to the complete exclusion of everyone else around him, he says explicitly to her that he no longer cares who he hurts, so long as he gets to be with Kotonoha always.

    Despite the fact he is so easily swayed, he does have the capacity to devote himself to something (or, indeed, someone) and tune out all other distractions. While it takes quite some time in most of the paths for him to figure out whether it's Kotonoha, Sekai or someone else he wants, once he does figure this out, he sticks to his guns. Unfortunately, whoever ends up spurned doesn't always cooperate.

    Which brings us neatly on to Kotonoha.

    Kotonoha

    Kotonoha initially appears to be a "Hanako" — a shy girl who is almost painfully awkward in social situations, particularly those involving members of the opposite sex. She speaks in a quiet voice and clearly thinks about the things that she is going to say before she says them, presumably in an attempt to ensure that they are the "right" things and that she doesn't make a fool out of herself.

    We discover in several paths what one of the root causes of Kotonoha's shyness is: bullying, both in the past and the present. We learn that Sekai's tomboyish friend Nanami went to the same school as Kotonoha in the past, and Kotonoha regards her as a bully. We also learn that the other girls in her class bully her and take advantage of her whenever possible. This becomes particularly apparent at the school festival, when they leave her to man their class' reception desk all day while they go off hunting for boys to take back to the secret "break rooms" to have their way with them.

    Kotonoha's difficulties stem largely from her appearance. She's cute and she has noticeably larger breasts than many of the other girls, and she tells Sekai that it has been this way since the end of primary school. She resents this fact, however, because it makes the boys look at her "in an indecent manner" and the girls assume that she is wrapping all said boys around her little finger. The truth of the matter is quite the opposite, however, as Kotonoha has never dated anyone prior to meeting Makoto, which explains her awkwardness around him.

    Kotonoha is heavily hung up on the conventions of polite Japanese society. It takes her two days of effort to summon up the courage to ask Makoto if she can call him by his first name, even after they've already been on a date and have spent several days eating lunch together. She is terrified of being touched, worrying about being seen doing anything improper, and resists all of Makoto's advances when they are first together.

    This particular facet of Kotonoha's personality can be attributed to her father, whom we don't see but we do hear about. He's very strict and doesn't approve of her consorting with boys, and also imposes a curfew on her to ensure she doesn't step too far out of line. Interestingly, her mother, whom we do see much more often, is the polar opposite of this, encouraging her to take more bold steps with Makoto, even going so far as to teach her the family's "secret lemonade recipe".

    Kotonoha, like Makoto, isn't quite sure what to do once she's in a relationship. However, one thing is abundantly clear in every path: once she considers herself to be in a relationship, she considers that to be for keeps. She is not good at admitting when something isn't working, and continues clinging to false hope long after the object of her affections has clearly sought solace elsewhere.

    If Makoto decides that Sekai is the one he really likes, then Kotonoha will continue to doggedly pursue him, eventually assuming that the reason he doesn't want her is because of her reticence and fear of being touched. She grows more and more bold and discovers that she can take advantage of Makoto's easily-swayed personality, particularly if sex is involved. She appears to develop something of a taste for sex after she seduces Makoto for the first time, going so far as to do some rather indecent things to him on the way home, and in one last-ditch attempt to break him and Sekai up (if, indeed, that is the path down which the story is going) seduces him once more and surreptitiously snaps a photograph of him in a very compromising position.

    Kotonoha's stubborn, dogged determination stems from the fact that she has nothing to lose. We learn early on that she has no friends, preferring to absorb herself in a book than try and make peace with the girls who bully her in her own class. She welcomes Sekai into her life, however, believing that she is helping her altruistically. When it becomes clear that Sekai also has feelings for Makoto, however, Kotonoha becomes very jealous and clearly worries that she is going to end up alone again, so figures that she might as well throw everything she's got into trying to rekindle whatever spark there once was. On the flip side, if Makoto devotes himself to her, she doesn't appear to care one little bit about Sekai's feelings, because she knows that she'll always have Makoto and doesn't have to worry any more.

    Kotonoha is a prime example of a character who is not at all what she seems at first glance. The shy, demure-looking cute girl actually turns out to be something of a master manipulator if provoked — given that she has nothing to lose, who knows what she's capable of if things really don't go her way?

    Sekai

    Sekai is the exact opposite of Kotonoha in almost every way. While Kotonoha is always immaculately-groomed and generally in her shy, quiet and demure persona, Sekai has shaggy, scruffy hair and is loud, brash, and confident, usually saying exactly what she thinks. She has a close group of friends whom she confides in regularly, and she latches on to Makoto as soon as the pair are made to sit next to one another.

    It transpires, of course, that Sekai has actually had her eye on Makoto since the school's opening ceremony, when Our Hero helped out her childhood friend Setsuna. (Setsuna also fell for him around this time, though this only becomes apparent or an issue in one path that I've seen so far.) She is secretly delighted at the chance to spend more time with him, even if it is just to get him together with someone else.

    It quickly becomes apparent that Sekai's interest in Makoto is a borderline obsession, as she refuses to give up on him even if it's clear he's favouring Kotonoha. She allows herself to be strung along in a "friends with benefits" relationship that arises from Makoto's frustration and Kotonoha's unwillingness to be touched. She is frustrated by this arrangement, but sees it as better than nothing. "It's a lie," she says every time Makoto tells him he loves her, "but it makes me so happy." On the rare occasions where she does get frustrated and voices these concerns to Makoto, he immediately apologises and decides that they should stop doing what they're doing, but every time she retracts what she says out of fear of losing him.

    On the occasions when she does lose him, she shows that she does not cope well with rejection. She sinks into a deep depression, often becoming so upset that she's completely unable to function. Often her friends are able to help her out of this, but if Makoto proceeds down the path where he devotes himself entirely to Kotonoha, she becomes completely inconsolable. She loses all sense of self-respect and self-worth, submitting to Makoto's friend Taisuke as a "second best" option, culminating in a horrifying scene where Makoto and Kotonoha walk in on the aftermath of her clearly having been raped, despite the fact that both parties involves deny this. (This is the same path where Makoto comments that he doesn't care who he hurts any more, so his reaction to seeing one of his best friends having clearly been abused by another of his best friends is simply to be irrationally turned on by the fact he saw her in a dishevelled, half-naked state, going so far as to whack one off over the memory when he gets home. What a cock.)

    Alongside the fact she is prone to depression, she also has something of a defeatist streak. In one path, her mother gets a new job in Paris and it becomes apparent that Sekai is going to have to leave with her. She does everything possible to try and avoid this but eventually concludes that it is hopeless and gives up entirely. It takes Setsuna stepping forward and mock-seducing Makoto (and secretly hoping that it can go further) for her to realise that she is willing to fight for him, and is unwilling to give up on her own happiness just because of something that may or may not be out of her own control.

    Sekai does not appear to have a mean bone in her body. Even when Kotonoha is doing her best to secure Makoto as her own, Sekai never stoops to insults or manipulation, instead preferring to "win" on her own merits. The worst she gets is yelling "Coward! Idiot! Die!" down the phone at Makoto towards the start of the game when he's getting cold feet about asking out Kotonoha — a sequence which caused me to mistakenly describe her as "dangerously unstable" when I first started playing.

    And while she describes herself as "quite a perverted girl" (despite being a virgin when Makoto first meets her) she never uses sex to get what she wants, unlike Kotonoha — although it could perhaps be argued that the times when she willingly goes along with Makoto's "friends with benefits" relationship is a form of manipulation to try and keep him around for as long as possible. She has no real power, however; she even jokes at one point that getting Makoto to say that he loves her more than Kotonoha is "more than I can get you to say, even with your dick in my hand".

    Sekai's clearly a better fit for Makoto. The two of them both seem considerably happier when they're together, but shaking off Kotonoha proves to be rather difficult on most of the paths through the game. When they do get it together, though, there's much less of a feeling of "bittersweetness" than in some of Kotonoha's endings.

    ____

    All three characters are fascinating to study, and not one of them falls into the trope trap. All of them have a surprising degree of hidden depth, and their interactions with one another is what makes School Days such a fascinating game to play. I'm looking forward to discovering even more about them as I creep ever-closer to 100% completion — it might be a while yet, though, since after seeing five endings I'm still just at 31%.

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    #oneaday Day 948: Please Find Another Term for "Nice Guys" https://imnotdoctorwho.moegamer.net/2012/08/23/oneaday-day-948-please-find-another-term-for-nice-guys/ https://imnotdoctorwho.moegamer.net/2012/08/23/oneaday-day-948-please-find-another-term-for-nice-guys/#respond Thu, 23 Aug 2012 23:37:59 +0000 http://angryjedi.wordpress.com/?p=4323 I had a lengthy discussion with a couple of people on Twitter earlier regarding the term "Nice Guy" and the negative connotations it appears to have picked up recently. For the uninitiated, the term "Nice Guy" (with caps) refers to the sort of creep who hangs around women in an attempt to get into their … Continue reading #oneaday Day 948: Please Find Another Term for "Nice Guys"

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    I had a lengthy discussion with a couple of people on Twitter earlier regarding the term "Nice Guy" and the negative connotations it appears to have picked up recently.

    For the uninitiated, the term "Nice Guy" (with caps) refers to the sort of creep who hangs around women in an attempt to get into their pants simply by trying to make himself the "default" choice. He does his best to worm his way into their life and make himself available, and doesn't take no for an answer, instead preferring to guilt-trip his targets and complain to anyone who will listen about being "friend-zoned".

    Now, I won't lie; I've used the term "friend zone" before (usually jokingly) and, when single, have got depressed that certain women whom I liked and was spending a lot of time with didn't seem to reciprocate my feelings. Or, to be frank, in most cases didn't know about my feelings at all. Because I didn't tell them. Because I am a nervous wreck in even the most mundane of social situations at times, let alone a high-pressure one like confessing that you like someone. If I had been turned down, I would have left it at that. (And in fact, in one case where I did confess my feelings and got turned down, I hit the brakes immediately.)

    In short, while I may have, in the past, used some of the terminology or exhibited some of the behaviours of these "Nice Guys", I am certainly not and have never been a creep. I do not and have never believed, as the wise Mitu Khandaker once said to me when describing this phenomenon, that "if I put in enough Kindness Coins then Sex will fall out".

    I do consider myself a nice guy (no caps), though.

    Herein lies the problem I have with this term "Nice Guy" (with caps). It carries with it such baggage that it is no longer possible to refer to yourself or someone else as a "nice guy" (no caps) because of the negative associations with "Nice Guys" (with caps).

    See where the confusion is coming from, now?

    The thing is, being a person who considers himself (and is often described as) a "nice guy" (no caps) makes me feel like absolute fucking shit any time the "Nice Guy" (with caps) discussion comes up. I know that it's not about me, I know that I don't exhibit those behaviours or put women in unsafe or uncomfortable situations, but it still makes me feel like crap. I already lack confidence in personal (not professional) social interactions, especially when meeting new people. I already worry about coming across as a dick, as being boring, as being a creep, and now, with this "Nice Guy" phenomenon and the widespread adoption of "Nice Guy" (with caps) as the accepted terminology, have to worry about whether or not I'm being too nice and coming across as, in the words of my fine friend Campfire Burning (a participant in the discussion from an earlier and another self-professed "nice guy" (no caps)) a "creepy misogynistic would-be or actual rapist or paedophile".

    So please, for the love of all us genuine nice guys (no caps), please please please find another way to describe these creeps. There's one, in fact. What's wrong with "creep"? Or "jerk"? Or "terrifying, predatory guy who just won't leave me alone"? Or "Hello, police, please? Yeah, I'm being stalked."

    I know the reason that people refer to them as "Nice Guys" (with caps) is because they refer to themselves as "Nice Guys" (with caps), but in doing so you're just reinforcing the stereotype that the words "nice" and "guy" when put together is somehow a bad thing. And it isn't. Those of us who are nice guys (no caps) are being slammed with the reputation of an unpleasant, undesirable part of society. And that is most certainly Not Okay. So cut it out. Please.

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    #oneaday Day 947: Further Enthusing Regarding School Days HQ https://imnotdoctorwho.moegamer.net/2012/08/22/oneaday-day-947-further-enthusing-regarding-school-days-hq/ https://imnotdoctorwho.moegamer.net/2012/08/22/oneaday-day-947-further-enthusing-regarding-school-days-hq/#respond Wed, 22 Aug 2012 23:01:38 +0000 http://angryjedi.wordpress.com/?p=4319 When I picked up School Days HQ, it was largely out of a combination of curiosity at why the game (or, more specifically, its 2005 original incarnation) was such a fondly-regarded game that J-List and JAST USA were pushing so hard, and a general enthusiasm for any kind of story set in a school. Seriously, I'm loco for … Continue reading #oneaday Day 947: Further Enthusing Regarding School Days HQ

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    When I picked up School Days HQ, it was largely out of a combination of curiosity at why the game (or, more specifically, its 2005 original incarnation) was such a fondly-regarded game that J-List and JAST USA were pushing so hard, and a general enthusiasm for any kind of story set in a school. Seriously, I'm loco for anything set in a school. PersonaBuffy the Vampire Slayer, even crappy teen "coming of age" movies. (Fortunate, then, that Andie enjoys such works also.)

    Regardless of the reasons for my fascination with school in general, I was expecting to be done with School Days relatively quickly and to be moving on to other things.

    I was wrong.

    After a single playthrough, the game helpfully informed me that I had seen just 12% of what it had to offer. After a second playthrough, that was largely similar throughout but had a very different ending, I was at 17%. Third time around, I'm starting the third episode of six and I'm somewhere around the 20% mark.

    What's keeping me coming back and playing this rather simple game over and over and over again?

    Story. Characters. Simple as that. Each playthrough has followed a different narrative path and has taught me something new about the characters and their relationships with one another.

    In my first playthrough, I played it "straight". I always do this with visual novels or titles such as Catherine that are clearly inspired by them — all choices I make are the ones that I — or possibly the person I would like to be — would make. In School Days, you have the added pressure of having to make decisions in a relatively short space of time, with refusing to act at all also being taken as a valid choice, so I had to go with first impulses. I ended up with an ending that was somewhat bittersweet.

    Spoilers follow.

    School Days' setup is that protagonist Makoto likes pretty but shy girl Kotonoha. Sekai, the confident girl he's been forced to sit next to when his class changed seats, immediately latches on to Makoto and discovers that he likes Kotonoha thanks to the picture on his phone that he surreptitiously (and slightly creepily) snapped on the train. She agrees to help him get together with Kotonoha, and one of twenty different endings ensues.

    In my first playthrough, as I say, I played it straight, or as if I was Makoto and genuinely in love with Kotonoha. I maxed out Kotonoha's "affection bar" pretty quickly by saying the right things and being supportive of things like her phobia of being touched. Makoto dropped everything to do things with her. He let her be alone when she wanted to be alone, and was there when she needed him. This all went terribly well, culminating in her opening up to Makoto (in more ways than one, fnarr) and accepting him as her boyfriend. Eventually, the pair made plans to spend Christmas Eve together in an expensive hotel paid for by Kotonoha's family, where they proceeded to, not to put too fine a point on it, bang each other senseless.

    Unfortunately, all this happened without any consideration whatsoever for Sekai's feelings. Early in the game, we get an indication that Sekai might, in fact, like Makoto when she steals a kiss from him as "payment" for her help with Kotonoha. She denies this, however, giving the couple space and dealing with her own issues by herself. This doesn't stop rumours circulating that she and Makoto are together, however, which doesn't make her feel any better. She enters a cycle of depression, ending up so wrapped up in her own sorrow that she is almost unable to function. Her friends intervene and rescue her, but whatever there once was between her and Makoto is gone forever. Makoto himself says to Kotonoha in this ending that he doesn't care who he has to hurt, as long as he's with Kotonoha. She seems quite happy with this situation.

    My second playthrough followed an initially similar path. Despite my attempts to get Makoto and Sekai together instead, I still found myself on the "Kotonoha" plot branch — the story diverges quite wildly at the end of the second episode and proceeds down either the "Sekai" or "Kotonoha" route according to the choices made at the beginning, splitting into about a bajillion other branches along the way.

    This time around, however, Makoto was clearly confused, and more than a little miserable. He wasn't sure that he wanted to be with Kotonoha, and missed Sekai, who was deliberately distancing herself from the couple in order to let them be together. Makoto tried to confess his love to Sekai, but she told him to stop being such an idiot and focus on his girlfriend. And rightly so.

    But things continued to decline. Makoto's heart really wasn't in the time he spent with Kotonoha, and things came to a head at the school festival. In my first playthrough, Kotonoha takes the bold step of inviting Makoto to the hidden "break room" behind her class's display to, uh, get over her phobia of being touched; this time around, however, the same situation arose and Kotonoha said nothing, largely because Makoto made his excuses and pretty much ran away before they could talk about anything.

    Instead, Makoto made a choice: he went and found Sekai, who was waiting by the bonfire at the end of the festival. The school's traditions and legends dictate that a couple who dances together by the bonfire will stay together for at least the next year, and knowing this full well, Makoto and Sekai dance together, and they both seem genuinely happy for the first time. The two enter a curious "friends with benefits" relationship, where Sekai agrees to be Makoto's "practice girlfriend" with whom he can do all the stuff that Kotonoha won't let him do, but it is abundantly clear that both of them actually like each other.

    To cut a long story short, Kotonoha shows her latent bunny-boiler tendencies, forcing herself on Makoto and snapping a compromising picture of him in order to try and convince Sekai to give up. Sekai is understandably devastated and refuses to talk to anyone, let alone Makoto, but when he spends the entire night sitting on her doorstep looking completely and utterly defeated and is found by her mother, her heart melts and the two share the genuine couple's embrace that they've been craving, while Kotonoha is left to stew and Think Very Hard About What She's Done.

    In my third playthrough, which I haven't finished yet, I made a specific effort to woo Sekai from the beginning. It's tough to do this — firstly because Sekai is seemingly resistant to Makoto's advances and secondly because it genuinely makes me feel like absolute shit to treat Kotonoha like crap — but if you keep pushing enough in the right direction, the plot takes a wildly divergent path in a different direction. Rather than focusing on Makoto and Kotonoha, Sekai takes centre stage. It seems that she's been avoiding both Makoto and her own friends — the former because she doesn't want to get in the way of the relationship she helped build, and the latter because they believe her to already be together with Makoto and keep asking questions. It was impressive how much of a change some slight tweaks to remarks and context made to the plot, and I'll be interested to see how this particular path develops.

    End spoilers.

    As that lengthy explanation probably demonstrated fairly aptly, this is a title with a considerable degree of depth — not in gameplay terms, but in a narrative sense. Both Kotonoha and Sekai (and Makoto, for that matter) are very complex characters with a variety of facets to their personality — only some of which you appear to see on any one given playthrough. Three times around and I'm still learning new and interesting things about these characters, which will hopefully help me to make the "right" choices in the end.

    But that then begs the question: with 20 different endings, what is the "right" one? School Days certainly has its fair share of bad endings (though I haven't seen any yet) but who's to say these are "wrong"? Similarly, the first ending I got with Kotonoha was technically a "good" ending, I guess, but I was still left feeling distinctly shitty about how I'd treated Sekai in the process.

    This is genuine emotional engagement right here. The Feels, if you will. And along with that comes a real sense of your choices having real consequences. This combination of factors, it turns out, is enough to keep me coming back time after time to see what happens next. I don't need beautifully-rendered guns, I don't need slick platforming, or creative mechanics; all I need for a game to keep me compelled is three strong characters and some increasingly fucked-up relationships between them.

    Further posts on this subject will undoubtedly follow, especially if I come across any particularly noteworthy endings along the way.

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    #oneaday Day 946: Things I Actually Miss About School https://imnotdoctorwho.moegamer.net/2012/08/22/oneaday-day-946-things-i-actually-miss-about-school/ https://imnotdoctorwho.moegamer.net/2012/08/22/oneaday-day-946-things-i-actually-miss-about-school/#respond Wed, 22 Aug 2012 00:17:16 +0000 http://angryjedi.wordpress.com/?p=4315 For the most part, I don't miss my own school days. I spent a lot of them being bullied by douchebags who hopefully haven't amounted to anything by now, one of whom I rather memorably punched in the face just as the headmaster was coming around the corner. (He sided with me after the fact, … Continue reading #oneaday Day 946: Things I Actually Miss About School

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    For the most part, I don't miss my own school days. I spent a lot of them being bullied by douchebags who hopefully haven't amounted to anything by now, one of whom I rather memorably punched in the face just as the headmaster was coming around the corner. (He sided with me after the fact, noting that my outburst of aggression was quite understandable, given bully in question's history. I got away with nothing more than a "five minute report", a piece of paper I had to get signed by teachers every five minutes during break and lunchtime.)

    But there were good times too. So I thought I'd share a few.

    The Rough Book

    Our school library used to sell exercise books for a few pence, just in case you lost yours and wanted to replace it without having to tell your teacher that you'd lost your book. The librarian (Mrs Miller, no! We will not let you go!) asked no questions, though, other than "what colour would you like?"

    And so it was that my friend Ed and I brought in the concept of the "Rough Book" — an exercise book ostensibly for quick scribblings, sketching and note-taking but which usually ended up completely covered in graffiti, drawings of cocks and an elaborate middle two pages flamboyantly depicting the name of whichever girl I had made the mistake of telling my friends I fancied that week.

    A key part of the Rough Book's appeal was keeping it secret, and for the most part we managed to do so without it being confiscated or even spotted. It was immensely satisfying but also a bit sad to reach the end of one — while it was possible to look back on all the silly drawings we had done over the course of a few weeks, the book's "magic" was lost, and it usually found its way into the bin eventually — largely because we didn't want our parents and/or teachers seeing all the pictures of cocks and swear words we'd scrawled all over every available inch.

    Music Concerts

    Our school used to do two big concerts a year — one in the summer, one around Christmas time. The weekly rehearsals for the various groups tended to revolve around practicing pieces for these big events, which always enjoyed a strong turnout from parents and friends of the school. Going to music groups was one of my main forms of socialising at school — since I lived seven miles away, it wasn't always easy to just pop over to a friend's house for pizza and video games, and music groups gave me a chance to make some new friends and see some of my existing friends in a new context. They were fun.

    There was something special about concert night, though — a strange, almost romantic atmosphere in the air. Inevitably, being a horny teenager, I'd interpret this atmosphere as "God, I'd really like to get off with someone" and spend as much of the evening as possible attempting to flirt with the girls from the clarinet section. (Ahh, Nikki. How hot you were.) Being a zitty, socially-incompetent loser with crap hair, I inevitably failed to drum up the confidence to do anything to take advantage of the romance in the air, but all of the girls were good enough to humour me and not just tell me to fuck off, which was nice.

    Learning Shit

    You know, I actually enjoyed the whole "learning" part of school. (This is probably why I was bullied so much.) I loved the fact that on any given day, we got to learn German, saw a plank of wood in half, spectacularly fail to compose a "reggae" piece and listen to our maths teacher make up an anecdote about the time he went windsurfing and knew he was exactly 200 metres from the shoreline. Exactly how much of that stuff has been retained over the years is perhaps questionable (my use of German nowadays can probably be filed under "racism", or "Englishman Abroad" at the very least) but I enjoyed learning it at the time.

    Except maths. I hated maths with a passion. Maths homework used to make me genuinely angry. In retrospect, this was silly, because a lot of things in the real world involve maths to various degrees. Granted, I have little use for quadratic equations in my daily life (and thus can't remember what they are) but things like basic algebra and arithmetic occasionally come in handy.

    The Canteen

    I typically used to take a packed lunch to school, so eating in the canteen was a rare treat. They served chips and pizza and other awesome things, most of which Jamie Oliver has probably banned by now. In the upper school dining hall (which was later converted into part of the new sixth form centre that my year was the first to pass through) you could get chips and frickin' cheese.

    The Teachers

    Yeah, I actually miss the people who taught me. It would probably be horrifying to see how much they've aged by now, since the mental image I have of all of them is how they were between the years of 1992 and 1999, but there were some truly fine folks at the chalkface of my school. There were scary teachers, friendly teachers, knowledgeable teachers, weird teachers and, yes, hot teachers — but I can't remember any that I particularly disliked as such. (Except for the guy who taught me four-part harmony for A-Level music, but he was a peripatetic music teacher and thus didn't count.) I wonder how many of them are still there. I also occasionally wonder how many of the students I worked with during my thankfully short teaching career will remember me in years to come?

    That's enough waxing nostalgic for tonight, I think. Time to sleep.

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    #oneaday Day 945: Reviewing is Broken, August 2012 Edition https://imnotdoctorwho.moegamer.net/2012/08/20/oneaday-day-945-reviewing-is-broken-august-2012-edition/ https://imnotdoctorwho.moegamer.net/2012/08/20/oneaday-day-945-reviewing-is-broken-august-2012-edition/#respond Mon, 20 Aug 2012 22:39:37 +0000 http://angryjedi.wordpress.com/?p=4311 Game reviews are broken. This is a pretty well-established fact by now, I would have thought, but the issue rears its ugly head any time something interesting but flawed such as Papo & Yo shows up and is, overall, worthy of praise but riddled with technical issues. Let's stay with Papo & Yo for a moment to illustrate my … Continue reading #oneaday Day 945: Reviewing is Broken, August 2012 Edition

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    Game reviews are broken.

    This is a pretty well-established fact by now, I would have thought, but the issue rears its ugly head any time something interesting but flawed such as Papo & Yo shows up and is, overall, worthy of praise but riddled with technical issues.

    Let's stay with Papo & Yo for a moment to illustrate my point. (I won't be spoiling the game here, so read without fear.)

    Papo & Yo is, technically and objectively speaking, filled with flaws. The frame rate is pretty poor at times, there's a lot of screen tearing and the collision detection is occasionally a bit off.

    Does this make it a bad game, though?

    No.

    Does it prevent it doing what it sets out to do?

    No.

    This is ultimately all that should matter. And yet IGN notes that "poor design outweighs any interesting concepts", ultimately concluding that the game is "bad".

    Well, yes, if judged next to something that is longer, more polished and designed primarily as a "game", I guess Papo & Yo is "bad". The problem comes when you consider the fact that all games are not created equal. Papo & Yo was put together by an extremely small team who did not have the budget to do more than they did. It succeeds admirably in telling its powerful, emotional story despite its technical flaws, which cease to matter almost immediately after starting to play. It was also not designed to be a "good game" — it was designed to be a vehicle for telling its story.

    I'm reminded of a post I wrote a while back concerning visual novels and interactive movies. Back in the dawn of the CD-ROM era, if anyone dared to release a title like this that focused on the story at the expense of what would be traditionally called "gameplay," it was slated without mercy. The mantras of the day were "gameplay is king" and "graphics do not make the game".

    To be fair, a lot of these "interactive movies" were simply poor stories, too, largely proving that (at the time) game studios simply did not have the budgets to compete with Hollywood. But some were enjoyable, and I can't help feeling that some of them may have had a better response had they been released today with better technology and storage capacities.

    You see, gameplay isn't king. Not all the time, anyway. In something like Geometry Wars, sure, gameplay most certainly is king, though the beautiful neon presentation certainly doesn't hurt. But in something like School Days HQ or Papo & Yo, gameplay is not king. Gameplay is not even in the king's court. Story is king. And alongside this comes the necessity to judge a game based on how well it is achieving its objectives rather than how "good" it is compared to all other games. In no other medium do we judge individual creative works against everything else ever created in the same medium. No; we judge bestsellers against bestsellers; literature against literature; arthouse movies against arthouse movies; blockbuster against blockbuster.

    Both School Days and Papo & Yo are "bad" if we're to judge them against other, more "gamey" experiences. In School Days all you do is watch animé sequences for 20 minutes and then occasionally get to pick between two options. In Papo & Yo all you have to do is navigate the environment and solve some fairly simple puzzles. But neither game is setting out to be a "fun" game. Both of them are setting out to do one thing and one thing only: tell a story. They accomplish this in completely different ways. And they both succeed admirably, regardless of their game mechanics and regardless of any technical issues.

    Most gamers I speak to on a regular basis seem to recognise this fact. So why, exactly, do we persist in judging all games to the same standards? This isn't about giving a "free pass" to "art games", as I have seen a few commentators remark in the last few days. It's about judging a game on just one thing: how well it achieves its goal. Screen tearing (which, let's not forget, blighted the original Uncharted to a very noticeable degree) does not affect how well Papo & Yo spins its tale just as, to flip the argument around, the stupid, nonsensical story doesn't affect the fun factor of Call of Duty.

    As always, then, the best way to judge whether or not a game is something you want to play is simply to try it for yourself — or at the very least discuss it with your friends and get the opinions of people you trust. "Good" and "Bad" are relative, arbitrary and ultimately quite useless descriptors when referring to creative works, and so I firmly believe the sooner we get out of the habit of judging all games against some ill-defined "canon of greatness", the better.

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    #oneaday Day 944: Uncovered: The Truth Why Gentlemen (And Some Ladies) Spend Longer in the Toilet https://imnotdoctorwho.moegamer.net/2012/08/19/oneaday-day-944-uncovered-the-truth-why-gentlemen-and-some-ladies-spend-longer-in-the-toilet/ https://imnotdoctorwho.moegamer.net/2012/08/19/oneaday-day-944-uncovered-the-truth-why-gentlemen-and-some-ladies-spend-longer-in-the-toilet/#respond Sun, 19 Aug 2012 22:38:21 +0000 http://angryjedi.wordpress.com/?p=4307 I can exclusively reveal to I'm Not Doctor Who a revelation: the real reasons why gentlemen (and some ladies) spend a long time in the toilet when doing a poo. This is a phenomenon that has long mystified the ladies (and some gentlemen) of the world, most of whom can be in, evacuated and back out again … Continue reading #oneaday Day 944: Uncovered: The Truth Why Gentlemen (And Some Ladies) Spend Longer in the Toilet

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    I can exclusively reveal to I'm Not Doctor Who a revelation: the real reasons why gentlemen (and some ladies) spend a long time in the toilet when doing a poo. This is a phenomenon that has long mystified the ladies (and some gentlemen) of the world, most of whom can be in, evacuated and back out again in the space of a couple of minutes. Your average gentleman (or some ladies), however, will regularly be in there for upwards of half an hour or so.

    One question is on the lips of these gentlemen's (or some ladies') various significant others: what on Earth are they doing in there?

    It is, of course, true that evacuating one's bowels continuously for 30 minutes would probably end with all of your internal organs falling out (yes, even the ones that aren't connected to the digestive system) so it's clear that not all of the time is spent doing, well, that. Likewise, the subsequent cleanup operation takes a matter of minutes at most. That leaves probably at least 25 minutes unaccounted for — so what is going on in that time period?

    The answer is quite simple: anything which could quite easily be done in a more comfortable chair or in bed. Reading, checking emails, writing emails, checking Twitter, composing blog posts (yes, I have done in the past and no, this isn't one of them), playing video games, punching out board game components, small arts and crafts projects, installing software updates on various devices, learning a foreign language, listening to music — all of these are valid toilet activities for the dedicated "long stay" toiletgoer.

    One may ask at this point why anyone would want to do any of those things on the toilet when there are many more comfortable seats in the rest of the house, many of which have an Internet connection nearby. The rather straightforward answer is "privacy, peace and quiet". For those who have trouble saying "I want to be alone," what better solution than shutting oneself behind a door which common decency prevents others from opening, even if the actual locking mechanism is broken?

    You see, the bathroom is a haven of calm. Within that cramped little room lies a place for philosophers to determine their theories on life, the universe and everything; for authors to find their muse; and for committed Temple Run players to beat their previous high score while feeling one or both of their legs getting steadily more numb. It is a bastion of peace, free from the distractions of everyday life (unless the postman knocks on the door to deliver a package you've been really looking forward to) where one can go to be free, to partake in any activities they please — naked, if they so desire. There are few people on this planet who will shatter the sanctity of the the closed toilet door, and in most cases it's because they really need to go and will usually knock first.

    So there you have it. A secret revealed. Should you have a partner who spends a long time in the toilet, judge them not too harshly, for they are simply setting their mental affairs in order, putting the day on "pause" for a moment before returning to tackle life's challenges once more. Allow them their moment of calm (unless you really need to go to the toilet) and marvel at their rejuvenated self once they emerge, ready to face the day.

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    #oneaday Day 943: School Days HQ First Impressions https://imnotdoctorwho.moegamer.net/2012/08/19/oneaday-day-943-school-days-hq-first-impressions/ https://imnotdoctorwho.moegamer.net/2012/08/19/oneaday-day-943-school-days-hq-first-impressions/#respond Sun, 19 Aug 2012 01:10:18 +0000 http://angryjedi.wordpress.com/?p=4304 I mentioned a while back that I'd acquired a copy of School Days HQ from JAST USA/JList, but I didn't play it very far due to a few rather nasty bugs that unfortunately made it on to the master CDs. Two rather hastily-deployed patches later and the game now appears to be fully playable without issue, which … Continue reading #oneaday Day 943: School Days HQ First Impressions

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    I mentioned a while back that I'd acquired a copy of School Days HQ from JAST USA/JList, but I didn't play it very far due to a few rather nasty bugs that unfortunately made it on to the master CDs. Two rather hastily-deployed patches later and the game now appears to be fully playable without issue, which means I can get stuck into it. I'm now two "episodes" in — I'm not sure how many there are in total — and ready to give some first impressions.

    School Days HQ, for the uninitiated, is a remake of a visual novel originally released in 2005 for Windows, PS2 and PSP. It's unusual in the visual novel genre in that instead of static backdrops with characters and text overlaid atop them, it's fully animated. "Fully" might be a slight exaggeration, as the game has something of a tendency to cut to images of the sky or a particularly interesting piece of ceiling whenever something that might have been difficult to animate happens, but for the most part the game looks rather convincingly like an animé series you'd watch on TV and, occasional strange cuts aside, is well-directed, with good use of split-screen and other special effects. In essence, it's an interactive movie rather than a visual novel, but it tends to be lumped in that genre due to its similarities in structure and gameplay. And, of course, the fact it has bonking in it.

    Said gameplay involves a lot of watching and occasionally making decisions that will branch the story off in different directions. You can't afford to sit back and relax in School Days HQ, however, because decision points come without warning and "expire" after a short period of time — effectively making "say nothing" a valid option in most situations. This is an unusual feature for visual novels and for narrative-based games in general — the only other recent examples I can think of are The Walking Dead from Telltale and Heavy Rain, both of which have more in common with the visual novel genre than more "conventional" game styles. (I suppose choosing not to do the Paragon or Renegade actions in Mass Effect might sort of count, too.)

    School Days HQ's narrative is all about close personal relationships, a favourite theme of mine. Protagonist Makoto finds himself sitting next to class cutie Sekai when their seats are rearranged, and through a bit of underhanded manipulation on Sekai's part, admits that he has a bit of a crush on the very shy Kotonoha, a girl from another class. Sekai, who firmly establishes herself early on as a complete control freak, makes it her goal to get Makoto and Kotonoha together and succeeds in her machinations.

    Both Makoto and Kotonoha are almost painfully awkward together, however — extremely hung up on the conventions of polite Japanese society and not quite sure how to cope with the prospect of a relationship — it takes two dates before they'll call each other by their first names. Sekai, meanwhile, appears to have her own designs on Makoto, but so far in the story has done nothing but help the couple — with a bit of gentle teasing along the way, however. Given that she took her "payment" for getting the two together in the form of a kiss from Makoto and then spent her train journey home crying, however, it's clear that all is not as it seems with Sekai, and I'm expecting a distinctly messy love triangle as the story proceeds — something which has already been rather strongly foreshadowed.

    So far I've very much enjoyed what I've seen. The animation and voice acting is decent quality, the subtitles appear to be well-translated and the timed decision points give the player a strong feeling of involvement even though, as usual for the genre, they're relatively infrequent. The characters are interesting, and the plot, while seemingly mundane, certainly has a lot of potential to head off in a bunch of different directions — including, as I understand it, some distinctly fucked-up ones. Which is nice.

    As with many visual novels, the game is specifically for adults and features explicit sexual scenes. There haven't been any yet, but given that the game supports bona fide wanking machines for both sexes, it's fair to expect that there will be at least a few on the game's various paths. There's also the usual unnecessary (but seemingly expected) "fanservice" throughout — there were two rather gratuitous shots of shimapan in the first episode alone, though the second episode seemed to restrain itself from further pervertedness — fitting, since it largely revolved around Makoto worrying whether or not him attempting to hold Kotonoha's hand would make her see him as a "pervert".

    I'm looking forward to continuing through the story. Its episodic nature means that it can be easily digested in small chunks like a TV series — and I mean this literally, as each episode opens with a short teaser, plays an opening title sequence and ends with a credits crawl. As such, it's an experience that can easily be fit around other things or marathoned all in one go.

    Will I get a good or bad ending, though? That remains to be seen. I hope I get a good one. I kind of like these characters.

    The post #oneaday Day 943: School Days HQ First Impressions appeared first on I'm Not Doctor Who.

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    #oneaday Day 942: Trails in the Sky https://imnotdoctorwho.moegamer.net/2012/08/17/oneaday-day-942-trails-in-the-sky/ https://imnotdoctorwho.moegamer.net/2012/08/17/oneaday-day-942-trails-in-the-sky/#respond Fri, 17 Aug 2012 22:32:50 +0000 http://angryjedi.wordpress.com/?p=4301 [Aside: This is the one-thousandth post on this blog. Hooray! Another 58 days until I've completed a thousand days of daily blogging, however.] My current gaming "jam", as I believe the kids are saying nowadays, is Legend of Heroes: Trails in the Sky, just Trails in the Sky or its immensely entertaining acronym TitS for short. It's a Vita-compatible PSP game from … Continue reading #oneaday Day 942: Trails in the Sky

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    [Aside: This is the one-thousandth post on this blog. Hooray! Another 58 days until I've completed a thousand days of daily blogging, however.]

    My current gaming "jam", as I believe the kids are saying nowadays, is Legend of Heroes: Trails in the Sky, just Trails in the Sky or its immensely entertaining acronym TitS for short. It's a Vita-compatible PSP game from Falcom, published by Xseed in the States and Ghostlight in the UK, and it was originally available for Windows PCs in Japan, though in the West I believe we've only seen the PSP release.

    It's good. Real good. And, like recent RPGs that I've had a particular blast with — Xenoblade Chronicles, The Last Story, Pandora's Tower — it is good due to its willingness to dispense with the conventions of the JRPG genre and to incorporate good ideas from both Western RPGs and the more specialist strategy/tactical RPG subgenre. This exhibits itself in two main ways: its battle system and its game structure.

    Battles in Trails in the Sky are a slightly more involved affair than your stereotypical "line up in front of each other and take it in turns to slap one another" JRPG combat system. Instead, battles take place on a grid, and characters have to actually move around as well as use their skills. Certain skills can affect areas, too, meaning that positioning is more than just a gimmick. This system is combined with a mechanic similar to the "Conditional Turn-Based Battle" system seen in Final Fantasy X, whereby the turn order for the next few rounds is displayed at the side of the screen and can be affected by various factors.

    The game's "Craft" special ability system also allows player characters to "jump the queue" in the turn order at times if their "Craft Points" bar is full, allowing the player to manipulate the turn order to their advantage. This is an important aspect to gameplay, as certain turns are marked with symbols that denote various bonuses to the active character — a guaranteed critical hit, increased damage, a small amount of healing.

    Structurally, the game is somewhere between a traditional JRPG and a more freeform Western title. The game's main plot is rigidly linear and leads the party through various locales which then become their "base" for a while. But while they are there, they have the opportunity to take on a bunch of optional quests which range from defeating tough monsters to delivering packages or locating ingredients. They're generally pretty simple stuff, but each is bookended by a short story sequence for context, giving the player a greater feeling of immersion in the game world by allowing them to get to know some of the incidental characters a bit better. It also makes the game feel less linear, as these optional quests can be tackled in any order — though some will expire if too much progress is made on the main plot before completing them.

    There's another reason to do these quests: they're one of the few ways to make money. Rather than monsters inexplicably dropping fountains of gold when they expire, they instead drop crystals that can be used to synthesise new special abilities at a special location in towns, or sold for a profit. Questing is a much more reliable source of income, however, as it's better to save up the crystals for upgrading characters.

    Mechanically, then, Trails in the Sky is interesting if not quite "revolutionary" — it's certainly enjoyable to play. But the highlight for me so far has been the excellent localisation. Characters are well-defined and have a strong sense of personality even though there's no speech or any real animation. Through a simple combination of well-written text and mood portraits, you get a real feel for who these people are and how they relate to one another. Particular praise should be given to the interplay between the two main protagonists Estelle and Joshua, who have clearly been set up to have a ridiculous amount of sexual tension between them for the duration of the game despite being polar opposites in terms of personality. It's also surprising to see an openly bisexual character making an appearance, though he is treated somewhat less than respectfully by Estelle, as she refers to him as a "pervert" within minutes of finding out about his preferences. (To be fair to her, though, he kind of is a bit of a pervert, though not because of his sexuality. His stalkerish lusting after Joshua seconds after meeting him for the first time is a bit creepy.)

    I'm only about 10 hours in to the game so far but it claims to be about 50 hours in total. That's a decent size for a handheld RPG — hell, it's a decent size for an RPG generally. Any more than that and it can become a bit of a slog. I hope the excellent characterisation and fun battles continue throughout, as it's been a blast so far — so if you have a PSP or Vita and are looking for some top-quality questing, give it a shot.

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    #oneaday Day 941: Scrivenings https://imnotdoctorwho.moegamer.net/2012/08/16/oneaday-day-941-scrivenings/ https://imnotdoctorwho.moegamer.net/2012/08/16/oneaday-day-941-scrivenings/#respond Thu, 16 Aug 2012 23:12:21 +0000 http://angryjedi.wordpress.com/?p=4297 I've been spending a bit more time with Scrivener, a writing tool that I picked up a while back and then didn't do much with for a little while. Having paid actual money for it, though, I figured it was high time I delved into it and actually started using it for a project rather than … Continue reading #oneaday Day 941: Scrivenings

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    I've been spending a bit more time with Scrivener, a writing tool that I picked up a while back and then didn't do much with for a little while. Having paid actual money for it, though, I figured it was high time I delved into it and actually started using it for a project rather than it being one of those things that just gathers (virtual) dust as a symbol of past good intentions.

    I decided that the project I was going to use it for was a visual novel. Regular readers will know that I find this simple but effective form of interactive storytelling to be a fascinating medium, and I have been toying with the idea of writing one for quite some time, usually falling at the first hurdle when I remember I have little-to-no graphical talent, which somewhat precludes me from incorporating the "visual" bit.

    But, I figured, no sense worrying about graphics if there's nothing for them to visualise. So I decided to actually start writing it, and to use Scrivener to plan it out in advance.

    Now, when I write, I must confess that I rarely go through a formal "planning" process. This is probably fairly evident in these daily blog posts, which tend to spew forth directly from my brain and out of my fingers in some sort of hideously unorganised stream of consciousness. But it's the way I've generally worked on more formal pieces over time, too. During A-Levels and university, I never "planned" an essay on a piece of paper beforehand. I never used the "outline" function of Word, I never scrawled things on Post-Its and then moved them around. I just wrote, then tweaked, fiddled and moved things around once I'd written a first draft. It worked for me.

    Mostly.

    That approach doesn't work so well with long-form fiction, whether you're attempting to create a linear narrative for a novel or a non-linear branching narrative for a game or visual novel. I have a number of stalled novel projects on the go simply because I'm not entirely sure where they're going. In some cases, I have an idea of what the end might be, but it's the stuff in the middle I haven't figured out. How to get from the beginning to the end, as it were.

    So, as I decided to start work on this visual novel project (which, like an irritating PR agency for a company making an iOS game you don't give a shit about I'm "not ready to talk about yet") I also figured that I would give this whole "planning" thing a shot. I recalled seeing the spectacularly comprehensive flowchart for Katawa Shoujo (mild spoilers within), and knew that if I was going to put together even a relatively simple VN project, I would have to figure out some sort of way to keep it organised.

    Fortunately, Scrivener has delivered just that brilliantly. In order to plan out the basic sequence of events, I've used the "corkboard" facility and its special mode where you can drag around virtual index cards as you please. I've written short synopses of each scene on each index card and laid them out in a logical fashion to depict the various routes the player might be able to take through the story. Each index card then corresponds to a separate "subdocument" in the whole Scrivener project, allowing scenes to easily be split up and composed a little bit at a time rather than simply being confronted with a daunting blank page and no idea where to start.

    Then there's pleasing little touches that help with the actual writing process, too. When writing in "Script" mode (which I'm using to compose the VN), simple keyboard shortcuts allow you to easily switch from writing actions to character names to dialog and back again. You can create links to other subdocuments or your research (which you can also store within your Scrivener project). You can split the editor window so you can refer to a piece of source material as you write. And when it's all done you can "compile" your project ready for publishing as a physical product, ebook or other format.

    I've barely scratched the surface of the features it offers, but already I can see it becoming an essential part of the writing process. Progress on the VN project is going well so far — I've synopsised (huh… according to spellcheck that IS a word) the whole of the first "act" of the game and am now starting on in-depth scripting for each scene. Following this, I'll work on the various diverging paths through the narrative and hopefully end up with a suitably comprehensive document ready to plug into Ren'Py and then flutter my eyelashes at someone who can draw. Following that, who knows? Perhaps I'll have a finished game one day.

    The post #oneaday Day 941: Scrivenings appeared first on I'm Not Doctor Who.

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    #oneaday Day 940: Insert Coin https://imnotdoctorwho.moegamer.net/2012/08/15/oneaday-day-940-insert-coin/ https://imnotdoctorwho.moegamer.net/2012/08/15/oneaday-day-940-insert-coin/#respond Wed, 15 Aug 2012 23:38:18 +0000 http://angryjedi.wordpress.com/?p=4293 When I was young, I loved arcades. There was something magical about going to one of those dingy rooms, inserting your pocket change into a slot and playing games that were far beyond anything home computers and consoles offered. The arcade experience was all the more "special" here in the UK, as traditional game arcades … Continue reading #oneaday Day 940: Insert Coin

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    When I was young, I loved arcades. There was something magical about going to one of those dingy rooms, inserting your pocket change into a slot and playing games that were far beyond anything home computers and consoles offered. The arcade experience was all the more "special" here in the UK, as traditional game arcades tended to only be found at the seaside. As a resident of a landlocked county growing up, a trip to the seaside was typically a sign that it was "holiday time" — and, consequently, "arcade time."

    I liked the arcade experience so much I regularly tried to recreate it at home. I liked playing games that specifically called the feeling of playing an arcade game to mind — I recall Stratos on the Atari 8-bit being one of the earliest examples, later followed by the (rather poor) Atari ST ports of titles like Turbo OutRun and After Burner. I also loved the original Starfox/Starwing for how much it felt like it could have been an arcade machine — everything about its presentation called to mind a "50p a go" sit-down machine that was actually hooked up to my television. Especially the noise it made when you pressed Start on the title screen. (Seriously. I loved that game almost entirely for how arcadey that noise was.)

    For some reason, though, I've never owned an arcade stick — the ultimate accessory in making your home gaming systems feel authentically arcadey. I think it's been partly due to the fact that I've never been particularly good at fighting games — the primary reason most people get such a peripheral. But with Persona 4 Arena and Dead or Alive 5 coming soon, I figured it was time to take the plunge and give one a try, particularly as it would also likely prove to be a fun addition to the "bullet hell" shmups I like playing, too.

    The stick I eventually settled on — after the whole CeX/PS3 Street Fighter IV stick debacle, now thankfully resolved — was the catchily-named Qanba Q4RAF. I can pretend to know what I'm talking about when I say that this stick has Sanwa components and is dual-modded out of the box to allow compatibility with PS3, Xbox 360 and PC. The latter feature is the primary reason I chose this stick — it's not the cheapest, but given that I wouldn't have to buy additional sticks for the other systems if I found myself enjoying the more authentic "arcade" experience, it seemed like a sensible option. I have it on the good authority of the Internet that Sanwa components in an arcade stick are A Good Thing, too, so there's that.

    I spent a bit of time trying it out today. In Street Fighter IV on the PC, it performed admirably, and allowed me to reliably perform a Shoryuken motion without any difficulty whatsoever — something I have always had trouble doing on a pad, and particularly on the Xbox 360's dreadful D-pad. Just the positioning of the buttons made a lot of moves significantly more comfortable to perform, too. So while I am no expert at virtual fisticuffs as yet, I feel that using the stick will certainly help me to get better.

    I also tried it out with Deathsmiles on the 360, one of my favourite shmups. Here, the stick really came into its own, allowing easy shooting in both directions as well as access to the game's other functions. The digital stick proved a lot more sensitive and accurate than I expected, too, allowing for very precise movement amid the hails of bullets. I'm looking forward to trying it out with titles like DoDonPachi Resurrection, Akai Katana and Gundemonium Recollection.

    Finally, I tried it with Scott Pilgrim on the PS3. Again, it worked well, with the chunky controls and clicky stick feeling very much like the way this game was intended to be played. A successful test all round, then — and absolutely no issues in switching between the three different platforms.

    I'm a total convert, then — and now very much looking forward to the experience of playing Persona 4 Arena properly arcade-style. Hell, just looking forward to playing Persona 4 Arena. Damn, I miss those characters.

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    #oneaday Day 939: Deeper Into the Dark https://imnotdoctorwho.moegamer.net/2012/08/14/oneaday-day-939-deeper-into-the-dark/ https://imnotdoctorwho.moegamer.net/2012/08/14/oneaday-day-939-deeper-into-the-dark/#respond Tue, 14 Aug 2012 22:07:55 +0000 http://angryjedi.wordpress.com/?p=4289 Last night, I had the good fortune of being able to spend some more time with my friends playing Descent: Journeys in the Dark Second Edition (hereafter, once again, referred to as Descent 2). The game has been a big hit so far, which is pleasing, as there's a hell of a lot to it and a significant … Continue reading #oneaday Day 939: Deeper Into the Dark

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    Last night, I had the good fortune of being able to spend some more time with my friends playing Descent: Journeys in the Dark Second Edition (hereafter, once again, referred to as Descent 2). The game has been a big hit so far, which is pleasing, as there's a hell of a lot to it and a significant amount of replay value even once your group plays through the 20+ hour campaign once.

    This time we had a full complement of five players — me as the Overlord and four hero characters, two of whom we "boosted" up to an equivalent level to the two who played the first quests in our first session. We took on a new quest and played it through to completion. It took significantly longer with five people as this (1) meant that there were four people to argue about the best way through which to eviscerate my monster minions and (2) I had more monster minions with which to attempt to eviscerate my four opponents. Overall, I found it a much more satisfying experience with five players total, which perhaps explains why the game's BoardGameGeek page rates it as "best with 5 players".

    The game has so far appeared to be weighted quite heavily in favour of the heroes in that they have won every quest so far. I'm not complaining about this, mind — it's quite fun to struggle against these difficult odds, and I'm assuming (hoping, really) that the odds will even or perhaps tip in my favour as the campaign progresses to more difficult challenges. Or, of course, I could just be rubbish at being the Overlord. (I know for a fact on more than one occasion I screwed myself out of a potentially significant advantage by forgetting to play Overlord cards such as "pit trap" and "tripwire" that could have stopped players from moving and thus blocking me off from completing objectives — but this is entirely my fault, so I didn't ask for a "do-over" as that wouldn't really be in the spirit of things. I have learned my lesson.)

    There are a ton of things to like about the game, though. Unlike many "dungeon crawlers" (which, as I've previously said, Descent 2 really isn't) the rules are relatively lightweight, but pretty flexible, and the custom dice used for combat allow for a large amount of variety. For the unfamiliar, every attack roll uses a blue "attack" die, which has a 1 in 6 chance of missing and does varying degrees of damage on its other faces. Each weapon or special attack then uses one or more of the red and yellow dice — red ones offer the potential for more damage, while yellow ones offer more in the way of "surges" — little lightning-bolt symbols that can be spent to perform a weapon's special actions — some might be able to "pierce" the enemy's defensive dice, for example, while others might do additional damage, apply an effect or knock the unfortunate victim backwards. Combine the various weapon, skill and item cards with the pool of dice available and you have a wide variety of possibilities that keeps combat constantly interesting.

    And that's just within a single encounter. Pulling back to look at the bigger picture, the entire campaign can play out completely differently according to how the heroes and Overlord perform, and the quest choices that the hero players make. Rather smartly, the game only requires players to complete three out of five possible "Act I" quests before an "interlude", followed by three out a possible ten "Act II" quests, each of which is presented as part of a pair according to whether the heroes or Overlord won the corresponding act I quest. I didn't explain that very well. Basically, Act II's available quests change according to who won various quests in Act I. There, that's better.

    On top of that, the Descent 2 Conversion Kit allows content from the original Descent: Journeys in the Dark to be used with Descent 2, opening up a whole swathe of possibilities. And then you can guarantee that Descent 2 will also have its own expansions ready to roll before long, meaning that this is a game with a potentially very long lifespan — which is why I'm so very pleased that my group has taken to it so well. Anything that puts off yet another humiliating, crushing (and bewildering) defeat in Agricola is just fine with me.

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    #oneaday Day 938: Stop Shouting, Start Talking https://imnotdoctorwho.moegamer.net/2012/08/13/oneaday-day-938-stop-shouting-start-talking/ https://imnotdoctorwho.moegamer.net/2012/08/13/oneaday-day-938-stop-shouting-start-talking/#respond Mon, 13 Aug 2012 23:47:58 +0000 https://angryjedi.wordpress.com/?p=4287 As I have said before on a number of occasions, I do not enjoy conflict, disputes, arguments or anything that gets a bit "heated". My own social anxiety tends to make me overthink it and repeatedly go over it in my mind and worry that it's "personal", even if it isn't. And the sort of … Continue reading #oneaday Day 938: Stop Shouting, Start Talking

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    As I have said before on a number of occasions, I do not enjoy conflict, disputes, arguments or anything that gets a bit "heated". My own social anxiety tends to make me overthink it and repeatedly go over it in my mind and worry that it's "personal", even if it isn't. And the sort of passive-aggressive comments that inevitably come up when one of these situations arises inevitably make me paranoid that they're talking about me, even if they aren't.

    But that's a little off the point of what I wanted to talk about, though it does involve conflict.

    For those who weren't following the debacle on Twitter earlier, Gearbox Software, developers of Borderlands 2, chatted with Eurogamer about an addon character that would be following the game's launch. The developer in question (Hemingway? I'm writing this on my phone so can't be arsed to multitask) commented that this character had a skill tree called "Best Friends Forever" that provided a number of significant boosts to a less skilled player, allowing them to play alongside someone very familiar with first-person shooters and still have a good time. Things like being able to ricochet bullets into enemies if you aimed vaguely near them rather than having to be properly accurate — real noob-friendly stuff, and actually a really good idea to make the game accessible to less skilled players, or two co-op partners of uneven skill.

    The trouble arose when the developer referred to this particular set of abilities as "for want of a better term, the girlfriend skill tree". This was misquoted by Eurogamer in its own article as "girlfriend mode" and the whole thing then spiralled out of control through the usual game of Chinese Whispers, making significant proportions of the Internet very angry indeed and effectively tainting what was actually a very good idea with the distinct whiff of sexism.

    The dude's words were ill-considered and stupid and Gearbox should have apologised for them rather than poncing around trying to do "damage control" like they instead chose to. The fact they were said at all is symptomatic of a large sexism problem within the video games industry, and this is an issue that should be addressed.

    Addressed calmly and rationally.

    Unfortunately, that latter part is what is escaping commentators on both "sides" of this debate. One side starts yelling about how awful this is, making increasingly over-the-top arguments, then the other strikes back in exactly the same way, leaving everyone looking rather foolish. I of course understand that this is something that people are passionate about — particularly feminists who work hard to promote a much-needed female equality agenda — but "passionate" should not mean the same as "angry" or, at times, "disrespectful". Any time either side descended into all-caps sarcasm (and BOTH sides were guilty of this several times throughout the day) it just ruined the point of what they were trying to say and ended up looking rather childish, really.

    I'll reiterate: I believe sexism is a problem in society, particularly in the video games industry. But spitting feathers, swearing, making false comparisons, wilfully misquoting things and taking a "who can shout loudest" approach is just counterproductive, surely. I accept that it is frustrating every time something this stupid happens, and I agree that it should be talked about — there were plenty of people out today just wishing everyone would shut up, which isn't a helpful attitude to take — but yelling isn't the right way to go about it because it just leads to a downward spiral of both sides becoming more and more defensive.

    Instead, what is needed is rational, sensible, calm and honest discussion. Those upset by the comments should be able to point out that they were upset — and why — without fear of reprisal. Those who didn't see why there was a problem should open their minds and see the other side's viewpoint rather than immediately going on the defensive. And the hidden third faction who just wanted everyone to shut up should calmly accept that different people hold different views, and just because they don't want to hear about something doesn't mean that no-one should talk about it.

    Unfortunately, the very nature of the Internet means that immediate, passionate knee-jerk reactions are the way most people go — and once someone gets up on their high horse it's very hard to get them down again, regardless of what viewpoint they hold. It becomes exhausting for everyone involved and everyone observing, and just ends up leaving a distinctly bitter taste in the mouth — one that could have easily been avoided had the issue been addressed promptly, calmly and rationally by everyone involved.

    Instead, we get what we had today, which was a bit of an embarrassment for everyone involved. I sincerely hope that one day we can sit down and talk about these things without all of the RIGHTEOUS FURY, because then we're much more likely to get something productive done about it.

    Because seriously, people, it's 2012 and we're still discussing gender issues. Surely the human race should have moved past this sort of discrimination by now?

    At least there are certain corners of the Internet where sexism is tackled effectively, calmly and rationally — just as it should be. Check out this great story to see How It's Done.

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    #oneaday Day 937: The Olympics Are Closed https://imnotdoctorwho.moegamer.net/2012/08/12/oneaday-day-937-the-olympics-are-closed/ https://imnotdoctorwho.moegamer.net/2012/08/12/oneaday-day-937-the-olympics-are-closed/#respond Sun, 12 Aug 2012 23:54:09 +0000 http://angryjedi.wordpress.com/?p=4285 The Olympic closing ceremony finished not long ago, a little late, and now it's back to normal for Britain until the Paralympics start, at which point everyone will suddenly get interested in sport that isn't premier league football again for two weeks and then forget all about it when that is finished. (Incidentally, people, you can stop … Continue reading #oneaday Day 937: The Olympics Are Closed

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    The Olympic closing ceremony finished not long ago, a little late, and now it's back to normal for Britain until the Paralympics start, at which point everyone will suddenly get interested in sport that isn't premier league football again for two weeks and then forget all about it when that is finished. (Incidentally, people, you can stop saying "don't forget about the Paralympics" any time you want. They're still quite a way off. I doubt anyone is going to forget they're happening — and more to the point, I doubt the media will let anyone forget they're happening, either.)

    The closing ceremony was… well… uh… a bit poo, really. After the genuinely impressive spectacle that was Danny Boyle's opening ceremony — noteworthy for its greatest achievement, which was stopping British people from being snarky for two whole weeks — the closing ceremony just couldn't match up, and seemingly made no effort to.

    This is nothing new for Olympic closing ceremonies, of course, which always tend to be a bit poo, particularly when compared to the opening counterparts. But this was just… bizarre, really. And not especially good. There was a lot of celebration of British music that wasn't that good — Jessie J, Tinie Tempah, Taio Cruz (no, I didn't know he was British, either) were particular lowlights — and some utterly sacriligeous bollocks in the form of Jessie J butchering Queen with her characteristic out-of-tune caterwauling. Apparently the Spice Girls were involved at some point, but since I had left the room to go for a dump as soon as a video of John Lennon came on whining his way through "Imagine" showed its face, I missed them. And I'm not sorry. The Spice Girls never were good live. They were, however, responsible for this .gif of David Cameron clapping on "1" and "3" (twat!) and Boris Johnson dancing like your embarrassing uncle at a wedding:

    Perhaps the most noteworthy thing about the closing ceremony was the palpable sense of relief as 60 million British people all unlocked their underpants and let rip with one of the biggest waves of snark I've ever seen. Everyone was obviously backed up from two weeks of genuine pride in the country, the achievements of our athletes and the fact that holy shit you guys, we did an Olympics and it didn't suck! It was obvious that everyone felt a lot better after ripping the shit out of the closing ceremonies, so it is, of course, entirely possible that the whole event was designed with precisely this in mind. In which case the whole thing was a wonderfully-crafted work of art that managed to get two weeks' worth of clogged-up snark well and truly ejaculated from the British public just in time for us to go back to the humdrum mundanity of everyday life tomorrow.

    Or perhaps it was just a bit poo, really.

    Still, regardless of how it ended, the Olympics have been an impressive spectacle and it's been nice to see people taking pride in athletes who obviously do what they do for the love rather than the money. There have been many comments over the last two weeks concerning the obvious differences in attitude between the (mostly) very sportsmanlike Olympians and the whiny, overpaid, spoiled little crybabies that are premier league footballers, and it's true. I hate football precisely for the attitudes that are typically on display from the oafs who are at the top of their game, and there was not a trace of that throughout the Olympics… well, for the most part, anyway. Winners often appeared to be genuinely humble and proud of their victories, while those who missed out on gold didn't tend to blame the referee, the other team, the other manager, the fans or anyone — they simply remained gracious in defeat and, in many cases, promised to come back fighting even harder at the next opportunity.

    That's the true thing that should be celebrated from these Olympics. The opening ceremony was cool, sure, and the closing ceremony was entertainingly bad, but neither of those two things are what the whole experience is about. It's about taking pride in the sporting achievements of one's country, and if it can even crack the jaded, cynical old heart of a curmudgeon like me then it's truly something to be applauded.

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    #oneaday Day 936: Biggest != Best https://imnotdoctorwho.moegamer.net/2012/08/11/oneaday-day-936-biggest-best/ https://imnotdoctorwho.moegamer.net/2012/08/11/oneaday-day-936-biggest-best/#respond Sat, 11 Aug 2012 23:45:43 +0000 http://angryjedi.wordpress.com/?p=4277 No, I'm not talking about penises. Let's talk about Facebook. Facebook is massive. Facebook has taken over most people's daily existence on the Web to such a degree that there are plenty of people out there who genuinely believe that it is the Web. Like, all of it. It's not. But then you probably knew that already. But … Continue reading #oneaday Day 936: Biggest != Best

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    No, I'm not talking about penises.

    Let's talk about Facebook.

    Facebook is massive. Facebook has taken over most people's daily existence on the Web to such a degree that there are plenty of people out there who genuinely believe that it is the Web. Like, all of it.

    It's not. But then you probably knew that already.

    But the fact stands that it is a massive global phenomenon, and something that has happily grown and evolved over time from its humble beginnings up to the multi-bajillion dollar business it is today.

    Thing is, though, as it's grown, it's sort of lost sight of what it's for.

    "Facebook is a social tool that connects you with people around you," the login screen used to say. When adding a friend, you used to have to indicate how you knew them, and the recipient of that friend request had to verify your story. It was actually quite a good idea that got around the MySpace "friend collecting" issue, whereby people would just add and add and add each other and then not talk to any of their 40,000 friends. Facebook's systems ensured that you 1) were actually friends with the people you marked as friends and 2) didn't fall into the "popularity contest" trap.

    Whizz forward to today, and the Facebook of 2012 is a very different place. Now we get people promising "2,000+ friend requests" if you Like one of their pictures. I don't want two thousand friends. I want my online friends to reflect people I actually know, and occasionally give me the opportunity to meet someone new who is relevant to my interests and/or knows people that I know. Give me two thousand newcomers from all over the world, all of whom are vying for my attention simply to make some arbitrary number higher than everyone else, and you sort of lose that.

    Part of the reason for this change is the different in what Facebook thinks we should use it for these days. I first joined the site quite a while after many of my friends had — at the time, I assumed it was going to be one of those passing fads like MySpace, and would quickly disappear into obscurity. But I found its value while on a trip to the States to visit my brother — while abroad, I could share the photographs I'd taken and easily stay in touch with my friends as a large group rather than emailing them individually. It was nice.

    Over time, things started to shift. Facebook's big change to something a bit closer to its current layout upset a lot of people, and the addition of "applications" marked the beginning of how the social network looks now. At the time, I was of the attitude that the people complaining about it were bleating on about nothing, but in retrospect they may have had a point. As everyone's news feed started filling up with FarmVille brag posts, the signal to noise ratio started getting worse.

    Then came the brands. Facebook undoubtedly thought they were doing everyone a favour when they opened up the previously "personal" social network to companies and businesses who wanted to grow their social presence. And in some cases, it worked well, with companies able to engage with their customers and post important information as and when needed.

    Unfortunately, this too lost the plot somewhere. Now, pretty much every brand page uses the same obnoxious "engagement strategies" to keep people commenting, talking and Liking — the worst of which by far is the fucking awful "fill in the blank" status update that invites commenters to give their own meaningless opinion on something utterly asinine and irrelevant to the company's product. ("My favorite color is ____________!" proclaimed the Facebook Page for The Sims 3 on one memorable occasion. Over four thousand people replied.)

    You see, people seem to absolutely love posting things that have absolutely no value. People love thinking their opinion is important, that they are being listened to, that the things they say are somehow valuable to someone.

    The things you say are valuable to someone. The people they are important to are called your family and friends. Not the PR representative for The Sims 3. They don't care what your favourite colour is. They just want you to keep giving them page impressions and comments and Likes.

    Likes. Fuck Likes. The Like button is Facebook's most enduring legacy, and one of the biggest blows to actual communication in today's connected world. Why comment any more when you can just click "Like"? It means nothing, particularly when it's connected to a sentence for which the verb "like" is completely inappropriate. ("My grandad died. So sad right now." "Insensitive Twat likes this.") It's a meaningless metric designed to measure how many people have seen something you have posted and want to interact with it, but are slightly too lazy to actually write anything.

    The diminishing sense of Facebook's usefulness for actual communication is perhaps best exemplified by the current way someone's profile looks. Known as "Timeline", the theory behind it is that it is an easy to navigate history charting everything interesting that has happened in someone's life.

    It's a sound plan. Unfortunately its implementation is just terrible.

    The problem is that there's no consistency in how posts show up, and seemingly no understanding of how people read content. Leaving aside the fact that one's profile cover image and fairly pointless basic information takes up over 500 lines — or nearly half of a 1920×1080 display — there's seemingly no rhyme or reason as to what gets posted at the "top" of one's profile.

    The conventions established by blogs and earlier social networks dictate that the most recent things go at the top, so anyone checking in on someone's page doesn't have to scroll around or search to find something new. Yet with all the sources from which Facebook can pull information these days — games, external sites, apps, Spotify, Netflix —  there is no consistency in what goes where. For example, at the time of writing, this is what the top of my Timeline looks like:

    What a mess, and very little of it is stuff that I 1) actively shared and 2) feel people really need to know. I deliberately shared the RunKeeper stuff because I like sharing my fitness achievements because it helps keep me honest, but I have no need to show people who eight of my friends are, nor do people need to know that I achieved Bronze Level 2 in Five-O Poker, a game I reviewed earlier in the week and specifically told not to share shit on my timeline. At the other end of the spectrum, pages that I have "Liked" elsewhere on the Internet — and thus wanted to share with others, perhaps because I wrote them or just found them interesting — have been unhelpfully collected into a single box that shows just four of them. This behaviour changes seemingly daily, with Liked pages sometimes showing up as individual posts on one's Timeline (useful) and sometimes being collected into that box (not useful). At the time of writing, Facebook appears to have decided that "not useful" is the way to go on this one.

    Let's scroll down a few "page heights" and see what else we have:

    The left column? Sort of all right. The right column, though?

    SO MUCH IRRELEVANT CRAP.

    Including posts from games that I 1) didn't press a "Share" button in once and 2) have since removed from my Facebook account.

    There. After five screen-heights worth of scrolling, I finally get to one thing that I actually want to share with people — my recent WordPress posts, aka a feed from this blog to my Facebook Timeline. Again, though, like the Likes, they have been collected together into a box that displays very little relevant information and, in this case, is put in a stupid, stupid place. Why stupid? Because the most recent post in that little WordPress.com box came considerably after the RunKeeper post at the top of my Timeline — and certainly considerably after all the spammy crap those games have plastered all over that infuriatingly useless right column.

    "Facebook is a social tool that connects you with people around you" my arse. "Facebook is a digital scrapbook maintained by a five-year old with ADHD," more like.

    I'll see you on Twitter.

     

     

     

     

     

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    #oneaday Day 935: Edinburgh, How I Miss Thee https://imnotdoctorwho.moegamer.net/2012/08/10/oneaday-day-935-edinburgh-how-i-miss-thee/ https://imnotdoctorwho.moegamer.net/2012/08/10/oneaday-day-935-edinburgh-how-i-miss-thee/#respond Fri, 10 Aug 2012 23:36:36 +0000 http://angryjedi.wordpress.com/?p=4274 A brief Twitter conversation with the always-awesome Mitu Khandaker got me all nostalgic this evening. Y'see, Mitu has just come back from the Edinburgh Interactive Festival, where she was speaking about exciting and clever things to do with love, sex, relationships and obsession in games — a topic which I find particularly fascinating, as my extensive … Continue reading #oneaday Day 935: Edinburgh, How I Miss Thee

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    A brief Twitter conversation with the always-awesome Mitu Khandaker got me all nostalgic this evening. Y'see, Mitu has just come back from the Edinburgh Interactive Festival, where she was speaking about exciting and clever things to do with love, sex, relationships and obsession in games — a topic which I find particularly fascinating, as my extensive series of posts on Katawa Shoujo will attest.

    But that's not what I want to talk about today, as I'm sure video and/or slides from Mitu's presentation will be available online at some point soon, and they will probably say things rather more coherently than I can. (I LOVE YOU EMIIIIIII)

    No, instead I just want to look back on why Edinburgh is awesome. Because it is awesome, and if you've never been I strongly suggest you take the opportunity to do so.

    My memories of Edinburgh stem entirely from my several trips to the Fringe festival with the Southampton University theatre group, known on various different occasions as SUSU Theatre Group, "Blow Up" and "RATTLESNAKE!", for reasons that I have, sadly, since forgotten.

    My first trip there came during my first year at university. I'd joined the theatre group and had already had a small part in our overly-elaborate and rather pretentious production of MacbethThe Matrix was still fashionable, you see, so it was seemingly obligatory for every student theatre company in the country to do a Matrix-inspired Shakespeare production, and we were no exception. (It actually ended up being quite good, though vastly over budget.)

    Anyway, Wachowski-Shakespeare crossovers aside, my association with the theatre group eventually led to me auditioning for the Edinburgh production and successfully securing a part. The play we'd decided to take up was Ivan Turgenev's A Month In The Country, which is a good play with interesting characters (I played Afanasy Bolshintsov, a character for whom I was legitimately able to leverage my legendary Harold Bishop impersonation), but quite heavy going. Our bright idea was to perform it outdoors in the Edinburgh Botanical Gardens, which sounded like a great idea on paper.

    Actually, it was a pretty great idea that added some lovely atmosphere to the play, the only flaws in the plan being 1) the amount of rain that Scotland gets and 2) the fact that the Botanical Gardens were rather off the beaten track. As a direct result of 2), we had rather disappointing viewing figures, but soldiered on regardless, despite having no more than one or two people watching most days.

    Performing the play was just a relatively small part of the whole experience, though.

    In the mornings, we'd be flyering on the Royal Mile, one of the main streets in Edinburgh that attracts entertainers and promoters come Fringe time. Flyering was always fun, even if it was rather difficult to sell the idea of a tragic Russian love story performed outdoors in a venue no-one really knew the location of to passing tourists. We managed to get a few people coming along, though — and not just all our respective parents.

    In the evenings, we'd take in some shows (all right, lots of shows) and then go drinking. Lots of drinking. You see, at the time, Scotland's licensing laws were significantly different to England's — in England, you could only drink until 11pm in a pub and 2am in a club; in Scotland you could drink until… actually, I can't remember what time you could drink until in a Scottish pub (I want to say 2am) but I certainly remember that the clubs were open until 4am.

    Our two regular haunts for drinking purposes were the "Frankenstein" pub, a rather tacky (but awesome) theme bar that sold overpriced (but awesome… and deadly) cocktails; and a club just around the corner called Espionage, which had five floors, each of which was themed after a far-flung locale that James Bond had visited in one of his movies. (Incidentally, I am very pleased to note that both of those venues are still there. That makes me feel warm and fuzzy.) Following drinking until some ungodly hour in the morning, we'd often decide that The Thing To Do at that point was to get a pizza from the conveniently-located all-night pizza place that was near Frankenstein — an all-night pizza place which provided you with said pizza at an astonishingly high speed.

    It wasn't all roses, though. On this first trip, I was enjoying the experience but found myself suffering considerably from the social anxiety that has wracked my personal life for as long as I can remember. I found it difficult to start up conversations with the people I was living with at times — despite the fact I was acting with them every day — and I found myself worrying that people would think the things I said would be stupid. I recall one evening getting very depressed, breaking down in tears and being very embarrassed about the whole situation despite the fact I was sitting by myself in the hallway when it happened.

    Two of the guys I was staying with came to my rescue: Chris and Des (no relation to Des). I was very grateful to them, because they proved to me that the things rattling around in my head were completely wrong. They took me in to their room, talked to me, got to know me and let me stay the night in there with them. (To sleep. This was not a period of "experimentation" for me.) We had some laughs, particularly at Chris' expense when he fell asleep in mid-sentence, and I got up the following morning feeling considerably more positive about myself, my situation and my ability to make friends.

    That night was a real turning point for me. Remembering that night gave me the confidence to go back to Edinburgh on two other occasions with the theatre group — once without a show, once with a double-bill of The Importance of Being Earnest and Alan Ayckbourn's Round and Round the Garden. Both visits were amazing, and neither were tainted by feelings of anxiety. In fact, the experiences I had on those two visits were remarkably akin to the way I felt when I visited PAX East a couple of years ago before my life went to shit — I felt like I was "home", "among friends", and completely comfortable. I would have given anything for it to have lasted forever.

    But these things don't last forever, sadly. What will stay with me forever, however, is the memories — Des getting told off for trying to dry-hump a guy dressed as a dinosaur on the Royal Mile; recording our drunken conversations on a Dictaphone in the kitchen of the hostel we were staying at; climbing Arthur's Seat after a solid night of drinking, reaching the summit in time for sunrise, drinking sake in silence as we witnessed dawn breaking, then sliding down the muddy hillside on our arses.

    Thinking about it, my positive memories largely revolve around what I did while I was there than the city itself. I've never been there when it wasn't Fringe time, see — and at Fringe time it's a magical place, infused with a wonderful atmosphere all day and all night for the entire duration of the festival. But from what I saw beneath the glitz and slightly grotty glamour of Fringe time, it's a beautiful city, too, and one that you really should visit if you've never had the opportunity. One day I'll make it back there, though whether or not it'll be at Fringe time I don't yet know!

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    #oneaday Day 934: Stop, Check and Check Again https://imnotdoctorwho.moegamer.net/2012/08/09/oneaday-day-934-stop-check-and-check-again/ https://imnotdoctorwho.moegamer.net/2012/08/09/oneaday-day-934-stop-check-and-check-again/#respond Thu, 09 Aug 2012 22:08:10 +0000 http://angryjedi.wordpress.com/?p=4268 The social Web is an incredibly frustrating place to be at times. I'm aware that I've commented on this subject a number of times before, but it's important: the spread of misinformation is at best irritating and at worst incredibly dangerous. The most recent example was a result of this image: This image has been … Continue reading #oneaday Day 934: Stop, Check and Check Again

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    The social Web is an incredibly frustrating place to be at times. I'm aware that I've commented on this subject a number of times before, but it's important: the spread of misinformation is at best irritating and at worst incredibly dangerous.

    The most recent example was a result of this image:

    This image has been doing the rounds recently — first on Twitter, where the supposed exchange took place, and subsequently, as tends to happen, a day later when Facebook's denizens caught up with the rest of the Internet.

    It is, of course, bollocks. This exchange took place, oh yes, but it was not between Piers "Cuntface" Morgan and Bradley Wiggins. No, instead, this is what happened:

     

    You have doubtless noticed that the person who replied to Piers Morgan was not, in fact, Bradley Wiggins, and was instead one Colm Quinn, who just happened to mention Wiggins in his tweet, which is where the misunderstanding came from — probably from someone who doesn't quite understand how Twitter works. (Ending the message with "@bradwiggins" could look like a "signature" to someone not familiar with the way a typical Tweet is structured.)

    As usual, however, the fact that "BRADLEY WIGGINS GAVE PIERCE MOREGAN AN AWESUM COMEBAK" makes a better story than "SOME DUDE YOU'VE NEVER HEARD OF GAVE PIERS MORGAN AN AWESOME COMEBACK" struck, and it struck hard. The (inaccurate) story spread like wildfire, of course, with no-one bothering to actually check Wiggins' timeline to see if he actually said the things that were attributed to him. And it spread. And spread. And spread.

    Over time, some people got wise to the truth of the matter and pointed this fact out. But more and more people continued to post the inaccurate details — and then it spread to Facebook, and the whole thing started all over again, with both sides getting increasingly frustrated with one another.

    I know it's a seemingly silly little thing to get riled about, but like I say, consider the potential implications if the "fact" that started spreading was something that could actually put someone in danger, or ruin a person's reputation. When the entire social Web starts acting like Daily Mail reporters by just blindly reposting things without even bothering to see if they're true or not, we have the potential for a real mess. Just look at the reactions of Facebook-bound idiots who don't know what The Onion is for a preview of what might be.

    Fact-checking isn't just for journalists. Of course, there are plenty of journalists out there who seem to think it doesn't apply to them, either, but that's another matter entirely. It takes a matter of seconds to check something like a Tweet is the genuine article. You should be immediately skeptical of anything posted as a screen grab of a bit of plain text that looks like it was written in WordPad, or anything described by someone as SO AWESOME/FUNNY/HILARIOUS/LMAOOOOOOO etc. And, most importantly, if something sounds like it was too awesome to be true, it probably was.

    Respect to Mr Colm Quinn for his excellent admonishment of Piers Morgan's twattish behaviour. Disrespect to all of you out there (you know who you are) who fall for this crap every time, whether it's "OMG TODAY WAS THE DAY MARTY MCFLY WENT TO IN BACK TO THE FUTURE PART II!" (for the last time, it is October 21, 2015) or "OMG! PIERS MORGAN GOT BURRRRRRRRNED BY BRADLEY WIGGINS".

    Simple routine: before you retweet or share something, stop, check, then check again. It's not that hard.

     

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    #oneaday Day 933: So What Happened Again...? https://imnotdoctorwho.moegamer.net/2012/08/08/oneaday-day-933-so-what-happened-again/ https://imnotdoctorwho.moegamer.net/2012/08/08/oneaday-day-933-so-what-happened-again/#respond Wed, 08 Aug 2012 23:03:43 +0000 http://angryjedi.wordpress.com/?p=4264 Yesterday they found a dead body in the supermarket car park approximately two minutes' walk away from my house. It was spotted around 3AM, when a dog handler on patrol saw a fire and alerted the appropriate authorities. Upon dousing the flames, a badly burned corpse was found — so badly burned that it was … Continue reading #oneaday Day 933: So What Happened Again...?

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    Yesterday they found a dead body in the supermarket car park approximately two minutes' walk away from my house. It was spotted around 3AM, when a dog handler on patrol saw a fire and alerted the appropriate authorities. Upon dousing the flames, a badly burned corpse was found — so badly burned that it was impossible to immediately identify it as male or female.

    I am curiously unfazed by this knowledge. It's a horrible thing to happen and I can't help feeling I should be more unnerved than I am by the fact that it happened not far from my doorstep. But I'm not. And that's not what I'd particularly like to talk about in relation to this incident.

    I'd instead like to talk about the reporting of the incident in the newspapers and online.

    Most outlets did a decent job of reporting the known facts, which I outlined in the first paragraph. Nothing more was known, and nothing more would be known until 1) the police had completed their investigations at the scene and 2) the body had been examined.

    The ever-resourceful Daily Mail, however, decided to just make some shit up to make it a better story. "CHIPPENHAM TRAMP SET ON FIRE AND KILLED BY 3 THUGS AS HE SLEPT IN SAINSBURY'S CAR PARK" proclaimed the headline. (For comparison, the Daily Telegraph went with "Chippenham fire: body discovered in Sainsbury's car park".) They then proceeded to explain that an attack was "caught on CCTV" (later changed to "thought to be caught on CCTV") and that "sources" had seen "three men" filling up jerry cans at Sainsbury's petrol station shortly before the blaze was found. (Sainsbury's petrol station isn't open at that time in the morning, which should give you a rough idea of how true the rest of it is.)

    This went on for several paragraphs, explaining that the fire had been caused by this gang of three men dousing a homeless man in petrol and then setting fire to him. A horrible crime, I'm sure you'll agree, but a fictional one.

    How do I know this? Because the body was confirmed as female today, not male, and the original Mail article describing these "facts" has mysteriously disappeared, to be replaced with this rather similar, but much more vague account that more accurately reports the facts. Moreover, there has been no further mention of this supposed "attack" that was caught on CCTV, just an appeal from police for people who were seen in the area to come forward and assist them with their enquiries.

    Now, for all I know, the story about the victim being a homeless person could end up being true, but the fact is, the Daily Mail were guilty of some incredibly irresponsible reporting on this incident. They presented their theory as fact without providing any evidence whatsoever — who were these "sources," for example, and how did they see what  happened while apparently no-one else did? — and thought that this was somehow okay. It's another example of the Daily Mail just not giving a shit about… well, anything really. It's beyond parody. It's just pathetic. And yet somehow it still continues to exist. How? And why? How has no-one stepped in to shut this crap down yet? Does the Mail's questionable "comedy value" outstrip its obligations as a news outlet?

    Apparently so. And I think it's too late to do anything about it now.

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    #oneaday Day 932: Take Control https://imnotdoctorwho.moegamer.net/2012/08/07/oneaday-day-932-take-control/ https://imnotdoctorwho.moegamer.net/2012/08/07/oneaday-day-932-take-control/#respond Tue, 07 Aug 2012 22:29:47 +0000 http://angryjedi.wordpress.com/?p=4260 I'm generally a pretty disciplined sort of person. I'm good at prioritising, and if I have something that I have to do I'll make sure that I complete it before I do things that I want to do. It's when it comes to prioritising the things that I want to do that things go a bit pear-shaped. It's easy … Continue reading #oneaday Day 932: Take Control

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    I'm generally a pretty disciplined sort of person. I'm good at prioritising, and if I have something that I have to do I'll make sure that I complete it before I do things that I want to do.

    It's when it comes to prioritising the things that I want to do that things go a bit pear-shaped.

    It's easy to stumble through your days as normal and just let things happen. But if you do that it's easy to fall into routines and patterns and then wonder where the minutes, hours, days go. Those things that you want to do sometimes get forgotten amid your default activities, your comfort zone, the things that you do without thinking.

    In order to fit in all the things that you want to do, sometimes you have to take drastic steps. Steps like scheduling your time.

    This approach doesn't work for everyone. Some people are terrible at sticking to schedules, others simply don't like the lack of flexibility. But I've discovered (and rediscovered) several times over the years that I actually seem to work better and be rather more efficient if I plan out my time carefully rather than simply taking things as they come. It's a hangover from quite enjoying the sense of "structure" from school and university (even if — ssshhhh… I didn't always show up to my university lectures and seminars) and it's something that I should really start doing more of in my daily life if I want to fit everything in. Because even with scheduling, it's sometimes tricky to squeeze all your desired activities in, and that's when you have to decide how to make compromises and sacrifices. Thankfully, with the things that I want to do at the moment, I haven't had to make too many of the latter.

    The ironic thing about people not wanting to organise themselves these days is it's so easy to do so now thanks to technology. You can make your phone remind you to do things, set email-based nags to pop up in your inbox, create task lists that synchronise between devices, take snapshots of things and store them "in the cloud" (urgh) for future reference. You can even get social and be public about the things that you want to do, making use of your friends as a means of browbeating… sorry, "encouraging" you to actually get on and do stuff.

    I use a few simple tools to sort myself out. Firstly and most simply is Google Calendar. I use this in favour of iCal on my Mac because it's easier to sync between devices, is stored online rather than tied to a single device and works with iCal and iOS anyway. Google Calendar is a decent tool with enough features for what I need to do — multiple colour-coded calendars, email reminders, the ability to invite people, time zone support — and it proves valuable when I have taken on lots of things and only have a limited time in which to do them. It was especially valuable this time last year when I was going to Gamescom in Germany and every developer and publisher in the world suddenly wanted a bit of my time. (Apart from EA. They ballsed up my appointment — their fault, not mine — and wouldn't let me in to their stupid high-security compound. Fuck them. I went to go and see Larian Studios instead, which was much more fun.)

    Alongside Google Calendar, I've tried several other tools over the years. Evernote is pretty neat, for example. Epic Win was a cool idea that gamified your own productivity, but development seemed to stop quite a while back and it's still lacking a few features that many other task manager apps offer. Most recently, I've been playing with Springpad, which I like a lot, despite a few rough edges.

    Springpad is quite a bit like Evernote, but with a few interesting twists. It's based around the concept of "notebooks", which are ways of grouping related content together. Within a notebook, you can create a wide variety of different notes, ranging from simple text notes to checklists (mini to-do lists, essentially) via tasks, recipes, books, product information (scannable via the RedLaser barcode-scanning interface on the mobile apps) and all manner of other stuff. A webclipper bookmark allows you to easily clip things into your notebooks, and the interface generally does a pretty good job of figuring out what kind of content you're trying to store — I tried it with a recipe from BBC Good Food earlier and it successfully recognised it as a recipe, though failed to import the ingredients list correctly.

    Springpad also features a "social" component which allows its users to make its notebooks public, too. While I'm not entirely sure that this has been particularly well thought out, it does provide an interesting alternative use for the service, effectively turning it into a kind of blogging platform. Notes can be used as entries, the more specific types of notes used to provide specific information, and the site's in-built commenting facility allows users to build up a community. It's a neat idea. I'm not entirely sure how useful it is, of course, but it's a nice idea.

    So anyway. Armed with these simple (and free) tools, I'm attempting to organise myself a bit better. After two days, I've already managed to do a bit more than I would have done otherwise, which is pleasing. I shall continue with this system for a little while and see if it's something that I want to make stick. It will be an interesting experiment if nothing else, and it might actually spur me on to get some things done that I've been meaning to get done for a while.

    Further updates on exactly what when I have something to share.

    The post #oneaday Day 932: Take Control appeared first on I'm Not Doctor Who.

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    #oneaday Day 931: Pure Profit https://imnotdoctorwho.moegamer.net/2012/08/06/oneaday-day-931-pure-profit/ https://imnotdoctorwho.moegamer.net/2012/08/06/oneaday-day-931-pure-profit/#respond Mon, 06 Aug 2012 22:45:19 +0000 http://angryjedi.wordpress.com/?p=4256 The more doublespeak I hear from industry analysts and company executives on earnings calls, the more and more glad I am that companies such as Atlus, Carpe Fulgur, Xseed et al exist. (Though Atlus should really pull their finger out and open a European office. I'll happily run it. Single-handedly. Gladly. Just bring fucking Trauma Team out over here … Continue reading #oneaday Day 931: Pure Profit

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    The more doublespeak I hear from industry analysts and company executives on earnings calls, the more and more glad I am that companies such as Atlus, Carpe Fulgur, Xseed et al exist. (Though Atlus should really pull their finger out and open a European office. I'll happily run it. Single-handedly. Gladly. Just bring fucking Trauma Team out over here and we'll be cool, Atlus. Why you gotta be that way?)

    Why? Because these are companies whose primary motivation is not profit, it's pleasing their customers. They accept that they are catering to niche interests and accept that they are not going to create games that sell millions of copies.

    Here's an actual quote from Aram Jabbari of Index Digital Media, Atlus USA's parent company:

    "With the launch of the strategy RPG Growlanser: Wayfarer of Time, an iteration in the popular franchise never before released in North America, Atlus demonstrates the continuation of its proud heritage of supporting niche titles aimed at the core gamer. We are not intimidated by the challenges of servicing a smaller audience or pursuing more modest success with a given project. Our fans are excited for a new Growlanser title and we are excited to be able to bring one to them."

    What a great attitude to take. A bold, proud statement that Atlus specifically isn't going after the quick buck, but is instead aiming to build long-term loyalty with its customers by giving them the things that they have been asking for.

    Note: this is not the same as pandering to the whims of crybabies. It is a case of listening to your customers and providing them with things that they will appreciate, which in turn builds up a strong and significant base of loyalty which can be drawn upon in the future. I know plenty of people who will happily pick up anything that has the Atlus stamp on it purely because of the goodwill the company has built up over the years (goodwill which they're at risk of losing with the whole Persona 4 Arena region-lock business, but that's another matter entirely).

    It's the same with Carpe Fulgur, whose dedication to their craft shines through in every one of their three releases so far. While RecettearChantelise and Fortune Summoners may not be the most technologically-stunning or even best games in the world, they feature a top-quality localisation job the likes of which we haven't seen since the days of Victor Ireland and Working Designs on the PS1. They work on niche titles that players might not have heard of, but built up a solid foundation of brand loyalty with Recettear and have continued to provide memorable experiences since.

    Then there's Xseed Games, whom I have to admit I'm not as familiar with, but who are noteworthy for bringing excellent PSP action-RPGs Ys Origin and Ys: The Oath in Felghana to PC, and are also handling the North American release of the fantastic The Last Story(C'mon, guys, pick up Pandora's Tower, too — your fans will thank you.)

    And then there's the even smaller niche developers and publishers like Mojang, Gaslamp Games, Zeboyd Games — too many to mention. Not one of these companies is responsible to shareholders and investors, which means they can take a much more "human" approach to business. Their team members can speak as individuals and freely give their opinions rather than stock, robotic "we do not comment on rumours and speculation" responses that frustrate journalists and public alike so. They can enthuse about their products in human terms rather than spouting bollocks like this actual quote from Ryotaro Shima, senior vice president the EML business department at GREE Inc and CEO of GREE UK Limited:

    "The formation of a UK studio is strategically significant on many levels. Primarily it will allow us to focus on Western content, keyed to local social trends, as well as tailoring content for global propositions. It also reinforces GREE's commitment to growth within European markets."

    Besides the fact that these smaller companies tend to have job titles that are less of a mouthful, there's a clear disparity in the language used. Let's take a look at another quote that is more roughly equivalent to the one from Jabbari I posted at the beginning of this piece — this one's from Paul Nicholls, sales and marketing director at Koch Media, annoucing Andrew Lloyd Webber Musicals: Sing & Dance (yes, that is a game that is actually coming out, and you bet it's a game being made primarily as something that will sell rather than a great creative work):

    "This is a fabulous signing for us. Andrew Lloyd Webber and his creations are a British institution that have been enjoyed by generations across the world. The chance to bring this product to market for the Nintendo Wii is both an honour and hugely exciting."

    Note the difference in the language used. Jabbari refers to "our fans"; Nicholls talks of "bringing this product to market". Jabbari speaks of "servicing a smaller audience", "pursuing more modest success" and emphasises what Atlus is doing for its fans; Nicholls speaks of what a "fabulous signing for us" the Andrew Lloyd Webber license is — no mention of customers at all.

    Obviously those two aren't exact equivalents — one is a rather niche PSP release while the other is a Wii game based on the music of Andrew Lloyd Webber. But the point stands — personally speaking, I'm much more inclined to respect companies that have a "human" face; companies who make it clear that their first priority is not shifting as many copies as possible, but pleasing, surprising and delighting their fans.

    Obviously it would be nice if the niche titles were multimillion-sellers, but that would somewhat diminish their "niche" status. What the continued existence of smaller outfits like Atlus, Xseed and the like proves, however, is that you don't have to be focused on big business and the bottom line to be successful — it is possible to please your customers and have a company that performs well.

    It's also, I'd argue, a sign that going public is a terrible, terrible idea for a company supposedly based around creative ideas. As soon as "what would be cool?" becomes "what would sell?" or "what will make the investors happy?" I, for one, am no longer interested, because I'm being treated as a bag of money rather than a human being. For all I know, Atlus et al may be laughing all the way to the bank, but because they put such a human, consumer-friendly face on the way they do business, I'm more than happy for them to take all of my monies while I consistently give companies like EA, THQ and Activision the finger until they start speaking English.

    The post #oneaday Day 931: Pure Profit appeared first on I'm Not Doctor Who.

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    #oneaday Day 930: Conditional Philanthropy https://imnotdoctorwho.moegamer.net/2012/08/05/oneaday-day-930-conditional-philanthropy/ https://imnotdoctorwho.moegamer.net/2012/08/05/oneaday-day-930-conditional-philanthropy/#respond Sun, 05 Aug 2012 22:02:40 +0000 http://angryjedi.wordpress.com/?p=4252 I will never understand people — particularly famous types — who are deliberately obnoxious, and who clearly get off on negative attention, conflict and repeatedly proving what an arse they are. There are a number of people I can think of who fit into this particular category, but the one who springs most readily and frequently to … Continue reading #oneaday Day 930: Conditional Philanthropy

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    I will never understand people — particularly famous types — who are deliberately obnoxious, and who clearly get off on negative attention, conflict and repeatedly proving what an arse they are.

    There are a number of people I can think of who fit into this particular category, but the one who springs most readily and frequently to mind is Piers Morgan, erstwhile editor of the News of the World and the Daily Mirror and presently dripping his own peculiar brand of slime over American television sets thanks to CNN.

    Piers Morgan's crimes against common decency are too many to enumerate, but his recent behaviour regarding the Olympics has drawn the ire of a number of people.

    For those unaware of what he has been up to, it started here:

    And continued:

    And continued…

    AND CONTINUED…

    Morgan, it is fair to say, had something of a bee in his bonnet over the fact that some members of the British Olympic team didn't sing God Save The Queen after winning a medal. He appeared to think that this was incredibly important, and that it was worth putting down their impressive, world-beating sporting achievements for.

    Then came the bribery and guilt-tripping:

    Generous, non? Well, it could be argued as such, yes — he has no obligation to donate anything to Great Ormond Street children's hospital, after all — but dig a little deeper and this whole thing just becomes a bit sleazy, really. By not donating a proportion of his undoubtedly vast wealth to Great Ormond Street simply because of an athlete not singing the anthem — not taking into account the fact that winning an Olympic event is probably a pretty emotional moment for any sportsperson — Morgan is implying several things: firstly, that his apparent philanthropy is, in fact, conditional, and secondly, that athletes who do not sing the national anthem after winning a Gold medal are somehow child-haters.

    The gloating didn't help.

    Neither did the inconsistency:

    Or the abuse:

    Basically, there was just something incredibly distasteful about the whole thing. Morgan was clearly just trolling for responses, and he got them by the bucketload — and yes, I'm aware I'm part of the problem here. We don't even have any guarantee that Morgan is actually going to cough up the £15,000 he currently "owes" Great Ormond Street.

    He probably will, of course, because he then gets to look like the hero who donated £15,000 to a children's hospital — and also gets to rub how much money he has in the peanut gallery's faces, of course — but I can't help thinking that it is for entirely the wrong reasons. If he feels that strongly about supporting Great Ormond Street, he should just donate the money, not hold his contributions to ransom based on something completely unrelated — something that could potentially make the non-singing athletes look like child-hating dicks in the hands of an unscrupulous (read: Daily Mail) reporter.

    Morgan's not making a point here. He's simply waving his willy around in an attempt to make us all feel bad in one way or another. Don't sing the anthem? You're unpatriotic. Don't have as much money as him? HAHAHA YOU'RE POOR. Criticise Morgan's true motivations for this little exercise? YOU HATE SICK KIDS AND ARE A PIG-IGNORANT VACUOUS LITTLE TROLL.

    There are several things that remain a mystery out of this whole thing. 1) Why is Piers Morgan still relevant? 2) Why are there people standing up for him? 3) Why does he have to be so fucking infuriating and get off on all this "controversy" he's stirring up? He's like that school bully who would just shrug off any insults you threw at him then punch you in the face and still, somehow, end up being the most popular kid in the school despite being the very worst kind of odious cretin imaginable.

    Fortunately, this being the age of social media, at least one good thing has come out of this whole debacle: this JustGiving page aiming to make up the difference in donations that Morgan has refused to give due to athletes not singing God Save The Queen. It's a lofty goal, but if the world can harness its hate for Piers Morgan to raise £14,000 for sick kids… well, admittedly that's not the best reason in the world to give money to charity, but it's sure better than holding the donations from your own incredibly deep pockets to ransom.

    The post #oneaday Day 930: Conditional Philanthropy appeared first on I'm Not Doctor Who.

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    #oneaday Day 929: PC Gaming: The 'Master Race' For A Reason https://imnotdoctorwho.moegamer.net/2012/08/04/oneaday-day-929-pc-gaming-the-master-race-for-a-reason/ https://imnotdoctorwho.moegamer.net/2012/08/04/oneaday-day-929-pc-gaming-the-master-race-for-a-reason/#respond Sat, 04 Aug 2012 23:46:38 +0000 http://angryjedi.wordpress.com/?p=4248 I finished Fortune Summoners tonight. (Go play it, it's great.) I am not going to talk about Fortune Summoners, however; I am instead going to talk about something which came to mind while I was playing it. PC gaming. There's still a bit of a funny attitude surrounding PC gaming. Some console players and commentators refer disparagingly to … Continue reading #oneaday Day 929: PC Gaming: The 'Master Race' For A Reason

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    I finished Fortune Summoners tonight. (Go play it, it's great.) I am not going to talk about Fortune Summoners, however; I am instead going to talk about something which came to mind while I was playing it.

    PC gaming.

    There's still a bit of a funny attitude surrounding PC gaming. Some console players and commentators refer disparagingly to those who do the bulk of their game playing on personal computers using phrases such as "the Master Race", and actively refuse to participate in it. The reasons for this are many, but the most commonly-cited ones include the supposed "expense" of getting started and the misconception that some things are just "better" on console.

    Let's address both of these points before moving on to the real reason I started writing about this.

    Firstly, the cost issue. Yes, depending on what sort of games you want to be playing, there will probably be a higher up-front cost to get a gaming PC. But, realistically, this startup cost is not significantly more than a new console costs upon its first launch. And for that price you're getting something that significantly outstrips current-generation games consoles in terms of performance — and will continue to do so for quite some time.

    My current PC cost in the region of £650 to put together and is what I'd describe as "mid-range". It plays most games at 720p (the resolution most Xbox 360 and PS3 games tend to run at — sometimes less) at 60 frames per second or more without breaking a sweat. At 1080p, it can handle most stuff you can throw at it without issue — it's only really demanding stuff like The Witcher 2 and Crysis that will make it struggle a little. In short, stuff looks good on it — significantly and noticeably better than on Xbox 360 and PS3 — and given that the next generation of games consoles are yet to be announced, this system is going to maintain a comfortable lead for a year or two at least. We have no idea how much these new systems are going to cost at this juncture.

    Insofar as the console experience is "better", I agree to a certain extent, in that sitting on a couch with a controller in your hand is, for most types of game, much more appealing than hiding in your computer room with the screen a few inches from your face. However, there is a very straightforward way to solve this issue: connect your PC to that big-ass HDTV you have in your living room, and you immediately have the world's best games console that also does all that "multimedia" shit far better than Microsoft's gradually-worsening Xbox interface ever will — just compare the experience of using Netflix on the Web to Netflix on Xbox and you'll see what I mean. Add an Xbox 360 controller and you can play sitting slumped back on the couch just like a console, but you have the added option of playing with mouse and keyboard for when accuracy and/or lots of buttons are required.

    Take this approach and you'll be set — you practically won't need a console, except for exclusive games. Multiformat games are generally best on PC — even the worst console port is usually able to take decent advantage of your computer's hardware, allowing you to run it at crazy resolutions and deliciously butter-smooth frame rates. Online communities are generally lively and active. And the vast mod community allows games to maintain their "life" long after console players have moved on to the next big thing.

    The thing I really wanted to talk about, though, is diversity. There is no other platform on which you can have such diverse experiences as the PC. iOS certainly has a good go, but as days go on it's abundantly clear that the mobile market is shifting very much in favour of "freemium" social games rather than truly inventive experiences. On the PC, meanwhile, the fact that it is such a free market out there — and easy to develop for (relatively speaking) — means that if you can imagine an experience you want to have, you can probably do so on PC.

    Fortune Summoners is a prime example. Fortune Summoners is a Japanese platform RPG that combines elements of Castlevania, Zelda II, Demon's Souls and '90s arcade games to produce something that is endearing, charming and bastard hard. That certainly wouldn't get a retail release on consoles (not that it did on PC, either) but even if it were to be released on a service such as Xbox Live Arcade or PlayStation Network, it wouldn't be an easy title to come across accidentally thanks to the closed nature of both Microsoft and Sony's networks and their rigidly-defined criteria for advertising products. And would it even be released at all? A translation of a 5 year old Japanese game that was the start of a series that never continued? Would that be profitable? Would that be worth promoting? These are the questions that get asked when it comes to console games, whereas the PC marketplace has a lot more small-scale "enthusiast" developers and publishers more than happy to cater to "niche" markets — if not through Steam (which is generally pretty good anyway) then directly to their customers.

    And there are plenty of niches catered to. "Grand Strategy" buffs can enjoy titles like Crusader Kings II and Civilization V. "Bullet hell" shooter fans can take on Gundemonium Recollection and those three games that Capcom released on Steam recently that I've forgotten the name of. Adventure game fans can enjoy pretty much the entire history of the genre, from King's Quest I right up to more recent titles like Resonance or Telltale's episodic work. Japanese visual novel enthusiasts can delve into JAST USA's vast library of translated titles, and within that collection there are plenty of dirty and non-dirty titles. Simulation fans can drive anything from a First Great Western train to a garbage truck.

    This isn't even getting into the rich back catalogue of gaming that the emulation scene offers. While downloading ROM files for old consoles puts you on shaky ground legally, let's face it — pretty much everyone occasionally has a hankering to play, say, Super Mario World or Blast Corps and thus finds themselves digging around in one of the dark corners of the Internet. While there's a certain magic to playing it on old hardware, that's not always practical. Old hardware breaks down; old cartridges lose their batteries; old CDs get scratched or broken. Through the magic of emulation, your PC is not only a bleeding-edge games console, but it's also an archive of all the console games you owned in your youth, too. And an arcade machine. And a means of playing Web-based games.

    So if PC gaming is considered to be "superior" by some, it's certainly not without reason. Nowhere can you get the same diversity of experience that a PC offers. Nowhere else can you finish a game of Civ V and then have a quick rag on Dr. Mario to cool down. Nowhere else is there such an incredibly useful, multi-functional device that is ready and willing to hook up to your TV and serve pretty much all of your entertainment needs — both interactive and non-interactive.

    So if you're one of those people who dismisses the PC platform out of hand without even an iota of interest in engaging with it, I'd urge you to reconsider. You'll be surprised how little it is about editing AUTOEXEC.BAT and CONFIG.SYS or slotting cards into slots these days, and how much it is about enjoying some of the finest digital entertainment experiences on the planet.

    Join us. Join us.

    The post #oneaday Day 929: PC Gaming: The 'Master Race' For A Reason appeared first on I'm Not Doctor Who.

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    #oneaday Day 928: Begun, The Clone Wars Have https://imnotdoctorwho.moegamer.net/2012/08/03/oneaday-day-928-begun-the-clone-wars-have/ https://imnotdoctorwho.moegamer.net/2012/08/03/oneaday-day-928-begun-the-clone-wars-have/#respond Fri, 03 Aug 2012 23:20:43 +0000 http://angryjedi.wordpress.com/?p=4244 EA has filed a copyright infringement lawsuit against Zynga. The reason? The uncanny resemblance between Zynga's latest "invest-and-express" game (their term, not mine) The Ville and The Sims Social. I won't cover the case in detail because my friend and colleague Mr Mike Thompson has already done a fine job of doing so over at Inside Social Games. … Continue reading #oneaday Day 928: Begun, The Clone Wars Have

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    EA has filed a copyright infringement lawsuit against Zynga. The reason? The uncanny resemblance between Zynga's latest "invest-and-express" game (their term, not mine) The Ville and The Sims Social. I won't cover the case in detail because my friend and colleague Mr Mike Thompson has already done a fine job of doing so over at Inside Social Games.

    Despite the clash between EA and Zynga looking to many like Darth Vader fighting Sephiroth (I know that would actually be awesome, but it's more the "evil" thing I'm going for) I'm actually sort of glad that this is going ahead, even if EA is actually on shaky ground due to, as Zynga's general counsel Reggie Davis noted, the uncanny resemblance between EA's own SimCity Social and Zynga's CityVille.

    But then Zynga doesn't exactly have the best track record. FarmVille, one of the company's biggest hits, was accused of being a clone of Slashkey's Farm Town on its original release. Its iOS title Dream Heights was rather publicly called out by Tiny Tower developer Nimblebit for being a ripoff. CityVille's roots can be traced back to a number of similar titles. And… you get the picture. Zynga is good at one thing: marketing. They are not good at thinking up original ideas, as we've seen a number of times previously.

    Zynga is by no means the only one to blame in this situation, however. It is a widespread problem that is simply brushed under the carpet by developers, publishers, press and public alike. Clones are taking over the market and oversaturating it. At some point, we are going to reach critical mass, and there's the potential for a real mess when that happens.

    I review mobile and social games every week. In any one week I can guarantee that I will come across at least one of each of the following:

    • An isometric-perspective citybuilding game where you have to complete quests and construct buildings to increase your population cap. More effective buildings either cost real money or require you to bug your friends for "materials" before you can construct them. Usually involves farming.
    • An isometric-perspective ranching game where you have to complete quests and construct buildings to allow you to expand your territory in several directions by clearing mist/chopping down forest/"exploring". Usually involves farming.
    • An isometric-perspective farming game where you have to complete quests and construct buildings to allow you the ability to plant and harvest better crops. Almost definitely involves farming.
    • An isometric-perspective pet/monster care game where you have to complete quests and construct buildings in order to attract various different pets/monsters, which you can then care for and/or sell by clicking repeatedly on them. Usually involves farming.
    • A slot machine simulator where you can pay real money in order to win virtual money which cannot be used for anything except playing that particular slot machine simulator. Does not usually involve farming.
    • A "match-3" puzzle game in which you create horizontal or vertical lines of three or more like-coloured gems (always gems) in order to make them disappear and score as many points as possible in 60 seconds. Rarely involves farming.
    • A "match-3" puzzle game in which you create horizontal or vertical lines of three or more like-coloured gems (always gems) in order to make them disappear and complete a linear series of levels. Almost never involves farming.
    • A "match-3" puzzle game in which you create horizontal or vertical lines of three or more like-coloured gems (always gems) in order to make them disappear and either score as many points as possible in 60 seconds or complete a linear series of levels. (Yes, some games feature both modes!) Does not generally involve farming.
    • A "match-3" puzzle game in which you click on groups of three or more contiguous like-coloured gems to make them disappear and score as many points as possible in 60 seconds. Usually free of farming.
    • A "match-3" puzzle game in which you click on groups of three or more contiguous like-coloured gems to make them disappear and complete a linear series of levels. Generally lacks a farming component.
    • A "match-3" puzzle game in which you click on groups of three or more contiguous like-coloured gems to make them disappear and either score as many points as possible in 60 seconds or complete a linear series of levels. (Yes, some games of this type also feature both modes.) Usually lacking in the farming department.
    • A "bubble shooter" puzzle game in which you fire coloured bubbles from the base of the screen in an attempt to attach groups of three or more like-coloured bubbles together and make them disappear in order to score as many points as possible in 60 seconds. Generally farming-free.
    • A "bubble shooter" puzzle game in which you fire coloured bubbles from the base of the screen in an attempt to attach groups of three or more like-coloured bubbles together and make them disappear in order to complete a linear series of levels. No farming here, no sir.
    • A "bubble shooter" puzzle game in which you fire coloured bubbles from the base of the screen in an attempt to attach groups of three or more like-coloured bubbles together and make them disappear in order to either score as many points as possible in 60 seconds or complete a linear series of levels. (You're getting the picture now, huh?) Farming? Nope.
    • A hidden object game where your uncle has gone missing in time and/or space and the only way to save him is to build a mansion and then repeatedly search the same rooms over and over for a selection of arbitrarily-discarded bric-a-brac which, for some reason, you need to find as quickly as possible.
    • A hidden object game where your uncle has gone missing in time and/or space and the only way to save him is to repeatedly search the same rooms over and over for a selection of arbitrarily-discarded bric-a-brac which, for some reason, you need to find as quickly as possible — but hey, you don't need to build a mansion.
    • A hidden object game in which your uncle has not gone missing in time and/or space, but in which your mansion has become invaded by ghosts and the only way to get rid of them is to build a mansion (again, presumably) and then repeatedly search the same rooms over and over for a selection of arbitrarily-discarded bric-a-brac which, for some reason, you need to find as quickly as possible.

    Of course, you can probably boil most of gaming down to a selection of basic formulae like this, but for some reason the issue of cloning is always particularly apparent in the social and mobile gaming space. Perhaps because the developers of these titles generally make no attempt to hide the fact that they're simply cribbing from the unwritten template. (Currency, energy and experience meters go at the top. The Shop button goes at the bottom right. You must start your game with a non-skippable tutorial that treats the player like a complete idiot. You must present map screens from an isometric perspective. GOD HELP YOU if you go top-down or — heaven forbid — 3D.)

    In mainstream gaming, the closest we get to a "cloning" problem is the number of similar first-person shooters we have on the market, but in this case, these titles do enough to distinguish themselves from one another with their aesthetic, narrative, gameplay modes and general "feel" to make them unique from one another. Call of Duty: Modern Warfare 3 and Battlefield 3 may both be brown-coloured manshoots, for example, but play them both and it's clear that there are marked differences between the two of them, because they're different games that just happen to be in the same genre, not clones.

    Play something like CityVille then SimCity Social, however — or indeed The Ville then The Sims Social — and you'll be hard pushed to tell them apart.

    This is not a positive direction for one of the most exciting, creative industries in the world to be moving. There's a huge amount of potential in both the social and mobile gaming markets, and only a few developers tap into this. Most, sadly, choose to take the path of least resistance and make one of the games on the list above.

    Come on, folks, we're better than this. Stop trying to tell me that your isometric-perspective FarmVille clone is somehow "innovative" and make something that actually is innovative.

    The post #oneaday Day 928: Begun, The Clone Wars Have appeared first on I'm Not Doctor Who.

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    #oneaday Day 927: On Stickmen https://imnotdoctorwho.moegamer.net/2012/08/02/oneaday-day-927-on-stickmen/ https://imnotdoctorwho.moegamer.net/2012/08/02/oneaday-day-927-on-stickmen/#respond Thu, 02 Aug 2012 22:39:09 +0000 http://angryjedi.wordpress.com/?p=4237 I draw stickman primarily for one reason: I'm not very good at drawing anything more complicated. I've never practiced drawing particularly hard — I've always enjoyed doodling and drawing stupid things, but I've never tried particularly hard to actually practice good technique or anything. I spent a few weeks reading up on how to draw … Continue reading #oneaday Day 927: On Stickmen

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    I draw stickman primarily for one reason: I'm not very good at drawing anything more complicated. I've never practiced drawing particularly hard — I've always enjoyed doodling and drawing stupid things, but I've never tried particularly hard to actually practice good technique or anything. I spent a few weeks reading up on how to draw manga-style characters a few years back, but never really got the hang of drawing things that look particularly "convincing". My manga-style drawings always end up looking like the sort of thing a 12-year old kid scrawls in their art book in an attempt to look cool, rather than anything particularly convincing. So no, you won't be seeing any of those here for the moment.

    And then I inevitably run into various other issues if I do decide to draw more detailed characters, which I shall now demonstrate for you forthwith. Note: I am not doing this to solicit feedback, nor am I fishing for compliments (not that these pics deserve any) — simply to demonstrate a point.

    Let us begin.

    The first question I inevitably end up asking myself regards body image. I put "myself" in my cartoons frequently, and drawing a body makes me ponder whether or not I should draw an "idealised" version of myself (right, obviously) or a more… ummm… "accurate" depiction.

    This also raises difficult questions when a friend of mine asks for a guest appearance, as I then have to make the same decision regarding how I represent them — I don't want to cause offence, but at the same time I want them to be recognisable, and their "shape" is often a part of that factor. It's just easier to do a stick body because everyone is equal, then, and the main distinguishing factor between characters is not something people (including me) can be particularly sensitive about, but instead the part that really matters to their "character" — their face.

    Also, I'm not very good at drawing fat people. Or boobs.

    Another thing I am not very good at is posing characters, as the slightly uncomfortable-looking Alex above will attest. I am fond of "arms folded" and "hands on hips" as strong poses, but these are tricky to draw. In the case of "arms folded", I have no idea where the fuck to put people's hands, and I'm not even entirely convinced I know where people's arms go. I then run into mild perspective issues as I try to figure out what would be behind those arms, and it all just gets to be a bit of a mess. (I should probably do it the other way around — body first, then overlay arms on top.)

    Questions of clothing then rear their head. What should characters wear? Should they wear the same thing all the time as part of their "look", or should they switch things up occasionally? Will I ever learn how to draw bare legs beneath a skirt?

    Finally, I have to figure out what on Earth to do with more bizarre characters such as Phillipe here. Phillipe works as a stickman because stickmen can get away with exaggerated expressions such as his perpetual gurning. But does that really work when placed atop a more "normal" (i.e. not stick-figure) body?

    Looking at the pics I've drawn above, it actually sort of does. (Also, I can take further advantage of Phillipe's perverted nature with offensive T-shirt slogans.) But I still find myself looking at drawings like that and thinking to myself that they're crap, whereas I'm much happier with the way these characters come out as stick figures. Stick figures can be easily posed, manipulated, mangled and otherwise abused. As soon as you add a "proper" body to the mix, you have to think about things a little more. They're not as bendy. Well, that's not true, you can do whatever you want with them. But contortions are easier to draw on a stick figure than on a character with a body. Also you don't have to worry about lighting with stick figures, whereas cartoons with "proper" bodies inevitably look better if there's a sense of light and shadow in there.

    Why am I thinking about this now? Well, every so often I get a hankering to write a visual novel, but the one thing that usually stops me before I even start is thinking "I'll never find anyone to draw some good-looking graphics, and I certainly can't do it myself." I've contemplated making a visual novel using just stick-figure characters and I think it might sort of work — it'd certainly be a distinctive aesthetic — but then I lose confidence and think it would be the rubbishest idea ever.

    What I should actually do, of course, is actually script the thing for myself and then see if I can actually recruit someone who can Do Drawing afterwards. But then I go and get into a loop where I want to "see" the character as I'm writing their dialogue, and I go around and around and around and don't do anything at all.

    Screw graphics, basically. They just get in the way.

    The post #oneaday Day 927: On Stickmen appeared first on I'm Not Doctor Who.

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    #oneaday Day 926: Fortune Summons the Brave https://imnotdoctorwho.moegamer.net/2012/08/02/oneaday-day-926-fortune-summons-the-brave/ https://imnotdoctorwho.moegamer.net/2012/08/02/oneaday-day-926-fortune-summons-the-brave/#respond Thu, 02 Aug 2012 00:47:11 +0000 http://angryjedi.wordpress.com/?p=4233 Having finished Chantelise the other night I decided to move straight on to the latest of Carpe Fulgur's translated Japanese titles, Fortune Summoners: Secret of the Elemental Stone. Unlike Chantelise and Recettear, Fortune Summoners was not originally developed by EasyGameStation, so I knew it was going to have some significant differences from the previous two games — I was curious to discover exactly what. … Continue reading #oneaday Day 926: Fortune Summons the Brave

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    Having finished Chantelise the other night I decided to move straight on to the latest of Carpe Fulgur's translated Japanese titles, Fortune Summoners: Secret of the Elemental Stone. Unlike Chantelise and RecettearFortune Summoners was not originally developed by EasyGameStation, so I knew it was going to have some significant differences from the previous two games — I was curious to discover exactly what.

    Fortune Summoners is a side-scrolling platform-RPG in which you play a prepubescent girl named Arche. Arche has moved to a new town with her family, and her father — an ex-adventurer — has decided to settle down with his wife and daughter, and open an item shop.

    Arche is an endearingly ditzy little girl, charmingly naïve in the ways of the world. She's not very bright, she's terrible at arithmetic and she comes to her new magic school woefully unprepared, lacking the one component necessary for her to be able to begin her magical studies — an Elemental Stone. She does, however, have a strong sense of Doing What Is Right, and so decides not to mention the fact that she needs a stone to her family — who are somewhat lacking in funds due to their move and the start of their new life — and seek out one for herself. Thus begins an adventure that sees Arche discovering a great deal about the true power of the Elemental Stones and the origins of magic, accompanied occasionally by two equally prepubescent little girls.

    If this all sounds terribly adorable, you'd be absolutely right. Like Carpe Fulgur's previous releases — and despite originating from a different developer — Fortune Summoners is awash with bright colours, squeaky Japanese voices and well-defined characters who all have their own distinctive personalities. Witnessing Arche's endearingly naïve responses to life-threatening situations never gets old, and her interactions with her party members and other characters is always a joy.

    But beneath this brightly-coloured, charming exterior beats a heart of pure evil. Like ChanteliseFortune Summoners isn't afraid to drop-kick the player into a dirty toilet full of acid-tipped spikes and expect them to come out unscathed, undiseased and smelling of roses. This game is hard, and it is the very definition of "don't judge a book by its cover."

    Each of Fortune Summoners' three characters has their own unique abilities. Arche specialises in swordplay, while her companions Sana and Stella provide backup with water/ice and fire magic respectively. It's possible for the player to switch between these characters at will, and during the game's dungeons this frequently becomes essential to progress. Sana, being a water mage, is able to breathe underwater using her magic, for example, while Stella is able to burn down obstacles with her command of the fire element. Arche, meanwhile, doesn't have access to magic for the vast majority of the game and thus is the "tank" of the group (and yes, the concept of a little girl being a tank is hilarious), with a higher hitpoint value, better defensive capabilities and an array of fighting moves designed to go toe-to-toe with the various horrible monsters that wander the countryside — and that none of the game's cast seem particularly concerned about. ("Watch out for the slimes on your way home!" says their teacher at the end of a school day. You'd think they'd arrange a bus service or something.)

    Each of the game's characters make use of their abilities in a different manner. Arche, for example, can only swing her sword if she has drawn it first, which takes a valuable couple of seconds and thus is best done before combat rather than during. Following this, she can unleash various attacks by using Street Fighter-style direction and button combinations, allowing her to slash, thrust, use combination attacks, roll to evade, cartwheel backwards out of harm's way and leap down on an enemy from above for unblockable damage. There's a level of depth to combat that you don't normally see in 2D-perspective role-playing games — and the game will most certainly punish you if you don't get the hang of it, because wildly flailing at enemies will not get you far.

    Sana and Stella, on the other hand, are better at hanging back and unleashing their magic from a distance. Sana has access to an icicle-flinging spell, for example, while Stella is able to create fire walls and homing fiery missiles. Sana also has a healing spell, which means she is really missed when you don't have her. Spells are cast by making them active from a "hotbar" (or toggling through them with a controller button) and then holding down the "attack" button until a magic circle appears. Getting struck while casting causes the spell to fail, so it's essential that Arche keeps the enemies occupied — or that the mages hang back before attempting to cast if, for whatever reason, they're going solo.

    The surprising complexity of the combat system really gives the game a pleasing amount of depth, where it could have been something very "hack and slash". Instead, the game's sword-and-magic play becomes very technical, and almost Demon's Souls-esque at times. Different enemies require different strategies, and blocking is essential — though thankfully the game does come with a helpful "auto-block" option if you're not performing any other actions, which does make things slightly easier — though not by much. Once again, though, like Chantelise, this means that Fortune Summoners is only going to appeal to a particular type of person — the type of player who doesn't mind taking a bit of abuse from their games, and the type of player who doesn't mind practicing in order to get better. (They also have to be the type of player who doesn't mind playing as an adorable little girl, either, and there's not always crossover between all of the above criteria. I happen to find the concept of a monstrously difficult game starring three very girly young girls hilarious, however, so I'm sure there are plenty of other people like me out there.)

    Fortune Summoners, then, is not for everyone — and unashamedly so. This is, of course, no bad thing, as we all know by now that attempting to appeal to everyone is a lost cause that ends up with you making the most generic, inoffensive thing possible as you pander to everyone's sensibilities. Fortune Summoners is for those who like a challenge from their games; for those who enjoy old-school sensibilities combined with the more complex gameplay or modern titles; and for those who have absolutely no issue with their on-screen protagonist being a loli.

    If that sounds like you, then be sure to check it out here. (There's a free demo, too, and you can even transfer your progress from said demo into the full game.)

    The post #oneaday Day 926: Fortune Summons the Brave appeared first on I'm Not Doctor Who.

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    #oneaday Day 925: Journeys in the Dark https://imnotdoctorwho.moegamer.net/2012/07/31/oneaday-day-925-journeys-in-the-dark/ https://imnotdoctorwho.moegamer.net/2012/07/31/oneaday-day-925-journeys-in-the-dark/#respond Tue, 31 Jul 2012 22:49:13 +0000 http://angryjedi.wordpress.com/?p=4230 I remember catching a glimpse of the first Descent: Journeys in the Dark a good few years back now. It was when my friends and I were just starting to discover the joy of board gaming, and had been experimenting with everything from Risk to Space Crusade via Catan and several others. Descent was noteworthy for 1) coming in a massive box and 2) costing £60, which … Continue reading #oneaday Day 925: Journeys in the Dark

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    I remember catching a glimpse of the first Descent: Journeys in the Dark a good few years back now. It was when my friends and I were just starting to discover the joy of board gaming, and had been experimenting with everything from Risk to Space Crusade via Catan and several others. Descent was noteworthy for 1) coming in a massive box and 2) costing £60, which put it slightly out of "impulse purchase" territory. I mean, if it sucked, that was a lot of money and shelf space to have wasted.

    I did some reading up on it, though, and found that it seemed to be a well-regarded game, and one of the favourite "dungeon crawlers" among the community. I kept an eye on it with interest, but never got around to picking up a copy.

    A month or two back, I decided that I really actually quite did want to give it a try, so I paid a visit to a couple of online UK board game distributors that I knew of and tried to order a copy. It was, as Sod's Law tends to have it, nowhere to be seen.

    A little research, and I discovered that the reason it was no longer available was because publisher Fantasy Flight Games was beavering away on a brand new edition. Descent: Journeys in the Dark Second Edition to give it its full, and rather grandiose title, in fact — hereafter referred to as Descent 2 to save my sanity. (Not to be confused with the video game Descent 2, however, which is something entirely different.)

    Descent 2, it seemed, was to be a complete reimagining of the original game. The core mechanics had been overhauled entirely, a variation on the "campaign" rules from the original game's Road to Legend expansion were to be included as standard and a whole new series of quests was produced. And the whole thing somehow came in a box half the size of the original while still cramming in a ridiculous amount of cardboard and plastic.

    I haven't played the original Descent so I can't comment with any authority on the differences between it and the follow-up. But I can comment on how Descent 2 plays, because we gave it a try last night.

    I honestly wasn't quite sure what to expect. From reading the rules, it was clear that Descent 2 would be a little different from the other "dungeon crawlers" I've played in the past. It didn't appear to have the sheer brutality of DungeonQuest, the heavily random nature of Advanced Heroquest and Warhammer Quest, or the purely cooperative "GM-free" gameplay of Legend of Drizzt. And it was considerably more complex than Hero Quest, a game which brought many people to the genre in the first place — and one which they should really rerelease for the modern world.

    In fact, I'd argue that calling Descent 2 a "dungeon crawler" is actually rather inaccurate. It's a competitive scenario-based strategy game in which a team of players (the "heroes") take on a single opponent (the "overlord") over a series of quests, with both sides gradually growing in strength as the campaign proceeds. (It's also possible to play the game's quests as "one-shot" adventures, but one would argue some of the satisfaction of watching your characters grow and evolve over time would be lost.)

    Each of Descent 2's quests is actually made up of two separate encounters, with a couple of exceptions. Each encounter takes place on a prebuilt map, the entirety of which is visible to both sides from the start. Both sides are also fully aware of the victory conditions for the map, rather than the heroes having to explore and uncover the mysteries of the quest for themselves. And once play begins, it is full-on competition between the overlord and the heroes for supremacy.

    That latter aspect right there is the key difference between Descent 2 and the previously-mentioned dungeon crawlers. In most cases, the "evil" player (the respective games' overlord-equivalent) acted as a facilitator, pushing the story forward and occasionally bending the rules in the player's favour if things looked like they might be getting out of control. (After all, where's the fun in composing an epic five-act quest if the heroes just get killed by goblins in the first dungeon?) In Descent 2, meanwhile, the overlord is trying their best to accomplish their own victory conditions, rather than simply trying to stop the heroes from accomplishing theirs. Notably, knocking a hero's health down to zero does not kill them off (unless the group is playing the final battle of the campaign) — it simply causes them to spend a turn knocked to the ground, hopefully allowing the overlord time to gain an advantage.

    The campaign unfolds over the course of two three-quest Acts, with additional shorter introduction, interlude and finale quests at appropriate points. For each quest, the victor (be it overlord or heroes) is recorded, with the available quests in Act 2 being determined by who won corresponding quests in the first Act. It all comes down to the final battle in the end, though, because victory for the entire campaign can be secured by either side in both of the two finale quests, regardless of how well (or badly) they have done up until that point. A poor performance could put one side or the other at a disadvantage come this final battle, however, so it is in the interests of everyone to give each quest their all.

    In terms of base mechanics during play, they are relatively simple but very flexible. Weapons and skills provide players with varying numbers of dice to roll in combat, with some dice having the potential to deal more damage, others specialising in "surges" (which can trigger special abilities) or ranged combat. There's a heavy degree of tactical play during each scenario, particularly in those where the heroes are accompanied by civilian characters and are also able to use them to their advantage. Should they get a civilian to close the door, forcing the slobbering monster outside to waste one of its two actions opening it again? Should they run away? Should they hide behind a hero or get as far away from the action as possible? Should the heroes defeat the monsters, or focus on the objectives? Is there time to pick up the hidden treasures scattered around the map? A Descent 2 encounter is a series of decisions like this, culminating in a charge for the finish.

    So far we've played the introduction quest (which is very short and simple) and one of the Act 1 quests. Both seemed to be slightly weighted in favour of the hero players (though I may just be saying that because Overlord Pete lost both quests) but I'll be interested to see how the game evolves over time — both heroes and the overlord have the opportunity to spend experience points on new skills between quests, and the overlord's forces get an appropriate jump in power between Act 1 and 2. The game is also pretty well balanced according to the number of hero players, and from next session onwards we'll have an extra hero in play, so it will be interesting to see what effect that has, too.

    The game was a big hit with the two other participants I played it with last night, and I'd only describe one of them as a particular enthusiast of the dungeon crawl genre. But there's the point, really — despite Descent 2 featuring a variety of dungeons, and quests, and equipment, and monsters, and experience points — all things readily associated with "dungeon crawling" — it's really more of a scenario-based battle game. And it's all the better for it. It's easy to understand, surprisingly quick to play, and very satisfying. Also, the dynamic nature of the campaign means that it has a lot of replay value, too. A single campaign playthrough is supposed to take about 20 hours in total — multiply that by all the possible combinations of quests that you can play throughout and there's an impressive amount of content in that box. And, if Descent 2 is anything like its predecessor, it will enjoy a healthy amount of official expansions and fan-created content, making it all but certain to keep a regular place in gaming groups' rotations for months and years to come.

    The post #oneaday Day 925: Journeys in the Dark appeared first on I'm Not Doctor Who.

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    #oneaday Day 924: Hey Daily Mail, This Isn't Okay, And It Isn't Funny Any More https://imnotdoctorwho.moegamer.net/2012/07/30/oneaday-day-924-hey-daily-mail-this-isnt-okay-and-it-isnt-funny-any-more/ https://imnotdoctorwho.moegamer.net/2012/07/30/oneaday-day-924-hey-daily-mail-this-isnt-okay-and-it-isnt-funny-any-more/#respond Mon, 30 Jul 2012 14:23:08 +0000 http://angryjedi.wordpress.com/?p=4226 [Note: This will probably go without saying if you read the whole post, but the cartoon above obviously does not reflect my own opinions, and is a parody of what I am about to describe below.] The Daily Mail has long endured a popular perception as the racist, old, slightly mad uncle of the British newspaper industry. Regularly spouting … Continue reading #oneaday Day 924: Hey Daily Mail, This Isn't Okay, And It Isn't Funny Any More

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    [Note: This will probably go without saying if you read the whole post, but the cartoon above obviously does not reflect my own opinions, and is a parody of what I am about to describe below.]

    The Daily Mail has long endured a popular perception as the racist, old, slightly mad uncle of the British newspaper industry. Regularly spouting crap on all sorts of subjects and displaying astonishing hypocrisy on plenty of issues, The Daily Mail has always been sort of tolerated as a kind of national institution we're all slightly ashamed of — and one that we all secretly enjoy getting comically angry at.

    With some recent articles, however, I think it's time that people actually started getting properly angry at the Mail. The first of these two articles is no longer available on the Mail website — presumably after a ton of complaints — but is by far the worst example of a Mail correspondent poking the fire with some frankly astounding racism. You can read the article via FreezePage here.

    "The NHS did not deserve to be so disgracefully glorified in this bonanza of left-wing propaganda," wrote correspondent Rick Dewsbury as the headline to his piece ostensibly focused on the Olympic opening ceremony. He then launched into a lengthy diatribe regarding the incompetence of NHS staff in the case of Kane Gorny, a diabetic who died due to neglect by hospital staff. A tragic case, sure, but hardly evidence that the NHS — regarded by many as a rather good aspect of this country — is worthy of "shame" as Dewsbury seems to believe.

    Dewsbury's article then continued on its rambling way, pausing to note that the athletes' parade featured "banana republics and far-flung destinations nobody has ever heard of or even cares for" and later decrying the "multicultural equality agenda" that he found "painful to watch."

    "It was the absurdly unrealistic scene — and indeed one that would spring from the kind of nonsensical targets and equality quotas we see in the NHS — showing a mixed- race middle-class family in a detached new-build suburban home, which was the most symptomatic of the politically correct agenda in modern Britain," wrote Dewsbury. "It is likely to be a challenge for the organisers to find an educated white middle-aged mother and black father living together with a happy family.

    "Almost, if not every, shot in the next sequence included an ethnic minority performer," he continued, as if this was somehow a bad thing. "The BBC presenter Hazel Irvine gushed about the importance of grime music (a form of awful electronic music popular among black youths) to east London."

    Yes, there was a lot of "multiculturalism" in the opening ceremony, but here's the thing: the Olympic stadium is in the east end of London, which is a particularly multicultural part of an already very multicultural city. To deny that people with non-white skin live in London — and, for that matter, are capable of integrating with Caucasians — is blinkered at best, amazingly racist at worst. Britain as a whole is filled with a diverse array of people from all over the world, and to deny this is to deny what has become part of our national identity — something which the Daily Mail regularly claims to want to defend.

    Let's get one thing clear: this is Not Okay, free speech be damned. It is Not Okay for someone to write a piece for a national newspaper's website displaying such flagrant disregard for certain parts of the population. It is Not Okay for someone to use their racism as a rather tenuous part of their argument against something which a lot of people believe is actually quite a good thing. It is Not Okay to speak of camera shots including "ethnic minority performers" in a disparaging tone, as if they had no right to be there.

    And it is Not Okay to refer to a non-British Olympic competitor who happened to beat the GBR contender (who still won a medal) as "some bitch from Holland" — which is exactly what Jan Moir did in a separate piece — which also gave an undue amount of attention to whether or not certain athletes and presenters had had any cosmetic work done. (The piece is still up here; FreezePage here; a screengrab can be seen here if it does get pulled or ninja-edited, or if the FreezePage is unavailable.)

    The Olympics are about the world coming together in peace and competing against one another in sporting events. It's always touching to see competitors from "rival" nations competing with good sportsmanship rather than animosity, and the whole event is, by its very nature, inclusive and — yes — multicultural. To complain about a "multicultural equality agenda" and to refer to a foreign competitor as "some bitch" is just awful. It really is.

    It's obvious why the Mail does this, of course — to get hits. They know that people will get fired up and upset about these issues. They know that the articles will be shared across social networks with people making indignant comments — but they still get their page views and ad revenue every time it happens. It's become a depressingly predictable trend that people have just been putting up with until now.

    But it needs to stop. Whatever "comedy value" the Daily Mail's flagrant racism once had — if indeed it ever had any — has no place in modern society. This isn't "political correctness," as Dewsbury would put it — it's just common decency, acceptance and tolerance. It's 2012. We should be over the "skin colour" and "horrible foreigners" thing by now. But sadly, it seems, some people really aren't.

    Screw the Daily Mail. It's stuck in the past, just like that racist old uncle lying in his hospital bed, his bigotry tolerated because "he's old" or "he's ill" or "he doesn't know what he's saying". Unfortunately, the Daily Mail knows exactly what it is saying, which is why this keeps happening.

    It's Not Okay. And it's time that those of us with a sense of common decency about us should start speaking up a bit more about this rather than just laughing it off as we have done in the past.

    The post #oneaday Day 924: Hey Daily Mail, This Isn't Okay, And It Isn't Funny Any More appeared first on I'm Not Doctor Who.

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    #oneaday Day 923: A Tale of Two Sadistic Sisters https://imnotdoctorwho.moegamer.net/2012/07/30/oneaday-day-923-a-tale-of-two-sadistic-sisters/ https://imnotdoctorwho.moegamer.net/2012/07/30/oneaday-day-923-a-tale-of-two-sadistic-sisters/#respond Mon, 30 Jul 2012 00:22:47 +0000 http://angryjedi.wordpress.com/?p=4223 Something convinced me that it was time to finally go back and finish Chantelise: A Tale of Two Sisters. It's been almost a year since I actually purchased that game, and it's been mocking me from my Steam list ever since, reminding me of how much I loved Recettear: An Item Shop's Tale, which was developed by the same … Continue reading #oneaday Day 923: A Tale of Two Sadistic Sisters

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    Something convinced me that it was time to finally go back and finish Chantelise: A Tale of Two Sisters. It's been almost a year since I actually purchased that game, and it's been mocking me from my Steam list ever since, reminding me of how much I loved Recettear: An Item Shop's Tale, which was developed by the same team, and localized by the (different) same team.

    For those unfamiliar with Chantelise, it's a peculiar beast indeed. In its native Japan, it was Recettear's predecessor, but localization team Carpe Fulgur brought it to Western audiences after Recettear. This had the unfortunate side-effect of giving people perhaps unreasonably high expectations for it when it came out, since Recettear was pretty much universally loved by everyone who has ever come across it. In Japan, there was a noticeable upswing in quality and creativity between the two games; over here, people misinterpreted Chantelise as being a step backwards, since it appears at first glance to be much simpler and shallower than its shop-running successor.

    After over 12 hours with it (probably about 15 in total — I started again for this play sesssion) I can say with some confidence that Chantelise certainly isn't a shallow game, it's just very, very different from Recettear. You can see how people would get confused, however, since a good 90% of the graphical assets are shared between the two games, and  the music for the final dungeon in both games is almost (but not quite) identical. When you consider this, it becomes easier to see why everyone had such lofty expectations for Chantelise and were then disappointed when it wasn't what they expected.

    Note: "not what they expected" is not the same as "inferior", though some chose to interpret it that way. While Recettear was an accessible, adorable game combining action-RPG dungeon crawling elements with a simple business management sim (and a surprising amount of hidden depth for those willing to jump down that rabbit hole), Chantelise initially appears to be a rather straightforward action-RPG. Hack, slash, rinse, repeat. Job done.

    And while there certainly is an element of mindless hack and slash to Chantelise's gameplay, the game has a sadistic streak in it that I haven't seen since Dark Souls. If you do not learn to play Chantelise properly, the game will punish you and send you back to the start of the area you've been challenging, effectively putting a big red "X" through your homework and telling you in no uncertain terms to "DO IT AGAIN! BETTER!" And, assuming you're not the sort of player who gives up after suffering a setback like this, you will get better, because the game will keep punching you in the face until you understand what it's trying to tell you.

    You see, while Chantelise may initially appear to be a simple hack-and-slash RPG there's actually a considerable amount of depth that many commentators don't give it credit for. The fact that protagonist Elise doesn't level up traditionally, for example — all modifications to her stats are achieved through equipment, and she gains HP through finding or purchasing special medicine. Finding the correct combination of equipment to make it through a particularly challenging stage is key to victory in Chantelise — some stages will require that you buff up your physical defense; others will practically require the use of an elemental crystal to defeat monsters with resistances; others will need you to focus on magic. As you progress through the game and defeat bosses, Elise gains the ability to equip more items simultaneously, allowing her a substantial increase in power.

    The game's magic system is an interesting aspect of gameplay, too. Rather than simply allowing Elise and her companion fairy Chante to cast spells as they please, they have to pick up coloured magic crystals in order to cast spells. Each crystal corresponds to an element — red for fire, blue for water and so on. The twist comes when you use more than one crystal at the same time. Using two, three or four of the same colour produces different spells with different effects — for example, one yellow crystal produces a metal ball that spins around Elise for protection, two causes her to gain a great deal of defensive power and resistance to being knocked back, three causes her to drop a giant boulder on her enemy and four summons an earth elemental who casts the other three spells at random for a short period.

    But then there's spells the game doesn't tell you about. Augment the "two yellow" Super Armor spell with two red crystals, for example, and Elise gains a large amount of both attack and defensive power. Use of this spell is an absolute necessity in the later stages of the game, but it will only be discovered through experimentation (or reading an FAQ), because the game sure isn't going to let you know about it. Similarly, the game doesn't tell you that equipping a Darkness Crystal and hitting a baddy with a "charged" attack will drain health from the enemy and give it to you, making it a very efficient means of staying alive against baddies who do lots of damage.

    All these factors — the surprisingly brutal difficulty; the uncompromising, punishing nature of the game; the hidden depths of the game's various systems — combine to make a game that is very much an acquired taste, but one that is infinitely more satisfying than it first appears, assuming you find those aspects of it palatable.

    In short, it's not Recettear. It's not easy (not that Recettear was, particularly — though with enough determination and patience you'd make it through eventually). It's not traditionally "accessible" despite the simplicity of its controls. It doesn't give up its secrets easily. And it wants very much to hurt you, make you scream, and cackle maniacally as you fling your controller across the room at your fifteenth death that session. Yet it does this with the same veneer of adorable characters and a compelling "small-scale" plot, just as in Recettear. You can see why people got confused.

    In summary, then, is Chantelise a bad game? Its Metacritic score certainly seems to suggest so, but as we established a while back with Nier, a Metacritic score is absolutely not a reliable metric as to whether or not a game is "worth playing". And such is the case here — though I certainly wouldn't recommend the game to everyoneIf, however, you fall into that category of gamers who enjoy being punished by their games and figuring out how best to make use of the seemingly-simple systems with which you've been presented, then you should certainly check it out. If you feel like doing so, here it is.

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    #oneaday Day 922: Interactive Tales https://imnotdoctorwho.moegamer.net/2012/07/29/oneaday-day-922-interactive-tales/ https://imnotdoctorwho.moegamer.net/2012/07/29/oneaday-day-922-interactive-tales/#respond Sun, 29 Jul 2012 01:18:53 +0000 http://angryjedi.wordpress.com/?p=4220 As you may have realised if you read my lengthy series of pieces about Katawa Shoujo (and one about Kana Little Sister, which I really must get around to replaying), I am a big fan of the "visual novel" genre, a style of video game that tends to be big on story and light on interaction. I came … Continue reading #oneaday Day 922: Interactive Tales

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    As you may have realised if you read my lengthy series of pieces about Katawa Shoujo (and one about Kana Little Sister, which I really must get around to replaying), I am a big fan of the "visual novel" genre, a style of video game that tends to be big on story and light on interaction.

    I came to this genre through the Ace Attorney series, which remains one of my favourite video game franchises of all time. (Hurry up and release those iOS remakes, Capcom!) Phoenix Wright and its sequels combined the strong sense of narrative, puzzle-solving and dialogue choices from adventure games with a style of presenting the story that really allowed you to get in close with the characters, giving you a real sense of what made them "tick". Audio-visual presentation was very simple, with detailed anime-style characters overlaid over static backdrops, and a large degree of imagination on the part of the player being required.

    Ace Attorney is a relatively good entry into the visual novel genre because it's fairly family-friendly (despite being based around solving a variety of murder cases) and doesn't delve into the less salubrious side of things that some of the more "niche" titles explore. There's no fucking in it, basically, despite Franziska von Karma's clear tendencies towards S&M.

    I've talked extensively about Katawa Shoujo in the past, so I won't delve into that too much here, but I did want to mention a new acquisition which showed its face on my doorstep today. School Days HQ from JAST, which is apparently a remake of an earlier title of the same name, and an adaptation of an animé I know nothing about aside from something to do with "nice boat". Or possibly some other combination of those things. I'm not sure.

    School Days is an unusual visual novel in that it's fully animated. Yes, rather than watching static images and reading mountains of text, the game is essentially an interactive, episodic animé series, where the player watches what unfolds and occasionally makes choices that direct the path of the story — choices that, unusually for the genre, can include remaining silent through inactivity. Structurally, it's identical to something like Katawa Shoujo — decision points branch the narrative down various "paths" leading to either "good" or "bad" endings, and the game client is set up in such a way as to easily allow players to "rewind" and try other choices — the virtual equivalent of putting your fingers in the possible pages you could turn to in a Choose Your Own Adventure book.

    I've only played the first of the game's episodes so far, but the setup is intriguing — and, as with most visual novels, pleasingly mundane. Makoto likes Kotonoha. Kotonoha likes Makoto. Both of them are too shy to do anything about it, so in steps Sekai, Makoto's classmate, who manages to get the two of them together but steals a kiss from Makoto as "payment" for her services. Already there have been a couple of hints about Sekai being dangerously unhinged, so I will be very curious to see how the inevitable love triangle unfolds.

    But anyway. I'm not here to talk plot. I'm here to talk about this style of game, and wonder what happened over the course of the last twenty years to make it "okay" to develop a narrative-focused game in which the player's interaction is largely limited to occasional choices.

    You see, I vividly remember back in the late '90s when the CD-ROM revolution started. The vastly-superior storage capacity of CDs allowed developers to put a whole bunch more content in their games than was previously possible. One of the most common uses of this space was full-motion video — real actors performing scenes in games. And thus, the "interactive movie" was born. The exact implementation of the "interactive movie" genre varied from traditional adventure games which happened to include full-motion video (Sierra's Phantasmagoria and Gabriel Knight: The Beast Within spring to mind here) to titles which already had designs on movies taking the next step (say hello, Wing Commander III and IV) and, at the far end of the spectrum, games that were quite literally movies that sometimes stopped for — you guessed it — the player to make a choice. (Submarine-themed game Silent Steel is the first game of this type that I remember.)

    At the time, the latter option was ridiculed for offering only the most rudimentary of gameplay while flaunting the new technology unnecessarily — and often making it painfully apparent that most game developers didn't have the same budgets as movie studios. (How times change, huh?) But now, this style of gameplay has become a firmly-established genre, particularly in the Japanese market, with a little spill-over into the West thanks to publishers like JAST and hard-working enthusiasts like Four Leaf Studios, the crowdsourced team behind Katawa Shoujo.

    I'm not complaining, really — I must confess that even in the late '90s I found interactive movies to be something of a guilty pleasure, despite their poor reviews — but I find it interesting that a style of play which many commentators at the time believed would be nothing more than a passing fad is now a firmly-entrenched part of the landscape of gaming. A niche part, sure, but one that certainly doesn't appear to be going away any time soon. School Days is an interactive movie, and unashamedly so — it has rewind and fast-forward buttons at the top of the screen, for heaven's sake — and there certainly seems to be plenty of people clamouring to play it.

    Naturally, the apparently popularity of School Days is nothing to do with the fact that it, unlike Ace Attorneydoes have fucking in it. (I also discovered post-install that it supports a USB-connected wanking machine (yes, really, and no, you probably shouldn't click that link at work), which is a mildly terrifying prospect in and of itself. No I don't have one.) Actually, it might be, though perhaps not for the reasons you're doubtless thinking of right now. The visual novel genre represents a sector of gaming that is absolutely unashamed to deal with issues that would be unpalatable to mainstream publishers (and possibly consumers, too). It tackles adult issues — sexuality in its many forms, violence and people acting like people rather than game characters — and does so without patronising the player or being "preachy", unless of course the story calls for it to do so for whatever reason. While there will undoubtedly be those who come to School Days purely to get their rocks off — and the game caters to those people by allowing the sex scenes to be viewed again once they have been "unlocked" in the story (that and the wanking machine compatibility, of course) — I have a sneaking suspicion that a lot of people are attracted to titles like School Days and indeed the visual novel genre in general because, for the most part anyway, it treats them like adults.

    Which, coincidentally, is something that a lot of interactive movies failed to do. The lack of budget that many of these titles suffered caused them to feel cheap and nasty, and any violent, sexual or otherwise graphic scenes tended to come across as rather laughable rather than an integral part of the story. Phantasmagoria, for example, featured a "rape" scene that was badly handled and clearly put in purely for shock value. Mention of this notorious scene made up a significant proportion of the game's viral marketing, though when it actually came down to it, it was terribly executed, poorly acted and had the complete opposite effect to what such a scene should have. Instead of being horrifying, traumatic and, most importantly, mature, it was just laughable, embarrassing, dumb. Compare and contrast, meanwhile, with a number of very uncomfortable scenes in, say, Katawa Shoujo (and I'm guessing the later stages of School Days, given the fact that it carries a warning for "violence" as well as "sexual content" on its box), all of which were thought-provoking, respectful of the player's intelligence and had a strong, real impact.

    As I drift further and further away from the "blockbusters" of the games industry to get my entertainment, it pleases me that certain barriers seem to be gradually collapsing. While once the prospect of playing an "eroge" visual novel would be shameful, now people will happily and freely admit to it — thanks, at least in part, to a much better cultural understanding of the difference between "porn" and "containing erotic content". (That said, people are a lot more open about their porn consumption these days, too.) While I wouldn't recommend titles like School Days or Katawa Shoujo to someone not mature (or open-minded) enough to be able to handle their content, I'm very happy that they exist, providing true entertainment for adults without any of the associated skeeziness of porn.

    (I can't get away from that wanking machine option in the menus, though. That's just odd. Does the game prompt you when to get your knob out? And how do you… oh, no. Never mind. Probably best not to think about it too much.)

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    #oneaday Day 921: Oimpylcs https://imnotdoctorwho.moegamer.net/2012/07/28/oneaday-day-921-oimpylcs/ https://imnotdoctorwho.moegamer.net/2012/07/28/oneaday-day-921-oimpylcs/#respond Sat, 28 Jul 2012 00:52:26 +0000 http://angryjedi.wordpress.com/?p=4217 I watched (almost) all of the opening ceremonies for the London 2012 Olympics (as it seems they must be called) and didn't hate them. I was surprised. I mean, I wasn't going to watch them at all. I have been guilty of Olympic cynicism in recent weeks — not helped by media coverage of the Games being … Continue reading #oneaday Day 921: Oimpylcs

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    I watched (almost) all of the opening ceremonies for the London 2012 Olympics (as it seems they must be called) and didn't hate them.

    I was surprised.

    I mean, I wasn't going to watch them at all. I have been guilty of Olympic cynicism in recent weeks — not helped by media coverage of the Games being predominantly negative. To be fair, if even half of the stuff regarding the overzealous branding nonsense is true, then yes, that is ridiculous and should be shouted about, but it's easy to get caught up in and neglect to focus on the things that the Olympics are supposed to be about.

    I don't like sports as a general rule. They go on too long and the ones that are on telly are usually undertaken by people who are being paid far too much to, essentially, do what kids do on lunch break at school. But the Olympics regularly manages to capture my attention in a way that no other event — certainly not anything football-related — ever manages to do.

    I attribute this fact at least partially to the number of Olympic-style computer games I played as a child — Summer GamesWinter GamesDecathlonWorld GamesTrack and Field, Olympic Gold, Arena — the list goes on. Most of them were responsible for the destruction of at least one joystick, and Arena did its damnedest to mangle the Atari ST keyboard with its inexplicably joystick-phobic control scheme. But they helped me to understand a wide variety of the weird and wonderful events that make up the Olympics — events which you tend not to see on television under normal circumstances. I attribute my knowledge of the fact that "skeet shooting" is a thing that exists to having played Summer Games, for example.

    I remember the first Olympics I actually made an effort to watch — though not specifically what year it was, unfortunately. I want to say Barcelona 1992, but I might be making that up. Anyway, I was staying at my grandparents' house with my parents (and my grandparents, obviously) and the Games just happened to start while we were there. I decided that I was going to Make An Effort to watch them. (Actually, thinking about it, I'm pretty sure it was 1992, because I vividly remember Queen singing "BAAARCELOOOOONA, such a beautiful horizon" at the start of every broadcast.) So I did. I made an effort to watch some of the "traditional" track and field events as well as some of the weird shit. It was quite entertaining, though I can't remember the names of any of the athletes I saw or any of the medals that were won. I would be a crap sports fan.

    But back to today and the opening ceremonies. I was ready to dismiss the whole thing after the faintly cringeworthy beginning section (particularly the gratuitous and unnecessary insertion of the Eastenders "dum, dum, dumdumdumdum dum"), but the "industrial revolution" section hooked me back in with men in top hats and an excellent soundtrack. It then lost me a bit with a distressingly awful "age of social media" section with gratuitously-overlaid "LOOK THIS IS FACEBOOK BUT IT ISN'T" fake status updates and a poorly-mixed (but otherwise solidly-selected) playlist of excellent British music. By this point, I was oddly hooked, so I didn't even mind the interminably tedious parade of athletes.

    Oh, also, there was a bit where James Bond skydived (skydove?) out of a helicopter with The Queen. (Okay, the skydiving bit clearly wasn't The Queen. But the VT involving her and Daniel Craig was pretty neat.) And there was a lengthy tribute to the NHS, which the current government is doing its best to either get rid of or privatise. This was then followed by an army of Mary Poppinses battling a giant Voldemort. Yes, that happened. I think.

    So yes, on the whole, the Olympics opening ceremony was what people tend to refer to as a "triumph", shaky bits (and yes, I include Paul McCartney in that description) aside. There were some impressive visuals, an excellent soundtrack (helpfully listed over on The Telegraph) and a few cringeworthy bits. And also some mindblowingly bizarre sections. (The whole "tribute to children's literature" bit was mildly terrifying and will likely give more than a few people some horrendous nightmares this evening.)

    Well done, then, London. I don't know if I'll be watching any of the Games themselves, but having sat through that lot this evening I kind of feel a bit obliged to now…

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    #oneaday Day 920: Zu Heiss https://imnotdoctorwho.moegamer.net/2012/07/26/oneaday-day-920-zu-heiss/ https://imnotdoctorwho.moegamer.net/2012/07/26/oneaday-day-920-zu-heiss/#respond Thu, 26 Jul 2012 23:57:54 +0000 http://angryjedi.wordpress.com/?p=4213 [No cartoon tonight — the Mac (on which Comic Life is installed) is currently installing Mountain Lion!] It is hot. Really hot. I know, I know, it's nothing compared to feeling your brain melt out of your ears in the desert, and nothing compared to what would happen if you couldn't find a nice shady … Continue reading #oneaday Day 920: Zu Heiss

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    [No cartoon tonight — the Mac (on which Comic Life is installed) is currently installing Mountain Lion!]

    It is hot. Really hot. I know, I know, it's nothing compared to feeling your brain melt out of your ears in the desert, and nothing compared to what would happen if you couldn't find a nice shady spot on Mercury, but it's still really hot.

    Hot weather is widely regarded by people as a positive thing. Everyone gets all excited about the onset of summer and the prospect of sitting out in the garden slowly irradiating yourself to death. But you know what? Balls to that. Hot weather sucks, and I can't wait for it to 1) piss it down with rain and 2) get back to the normal overcast weather for which this country is so well-known.

    My feelings on this matter may be partially due to the fact that I got a bit burnt and suffered some mild heatstroke on the wekend — though thankfully nothing compared to the time I went to Gran Canaria for a couple of weeks and came back looking like I'd changed ethnicity (apart from my bum and associated front regions). The weather is just so damn oppressive right now — stepping outside the front door feels like stepping into an airless greenhouse. It's hard to breathe, it's exhausting to do anything and it's just plain unpleasant. And, this being the UK, we're not as enlightened regarding air conditioning as our American cousins, which means going indoors rarely helps very much, either. In fact, at several times over the last few days, it's actually ended up being even hotter indoors (particularly upstairs) than it has been outdoors.

    Honestly. I can't wait for it to cool down. It just makes me not want to do anything except sit directly in front of a fan sucking on ice cubes and chugging back anything in a can that has been in a fridge for at least six hours.

    Of course, the moment the temperature drops, I'll probably complain that it's too cold, too wet or too something else, so the weather can't win really, unless it's just sort of "nondescript" rather than hot, cold, wet or any combination thereof. Fortunately, as I said previously, the UK is particularly good at weather that is best described as "nondescript". A grey sky, no rain, no snow, no sleet, perhaps a gentle breeze (but not too much) — that's what I can live with.

    Perhaps I should move somewhere like Scotland. The weather there seemed to be like that all the time on every occasion I've been there. But then, of course, I'd live in Scotland, which I have nothing against per se, but would somewhat stand in the way of my objective to move back closer to where my friends are.

    Perhaps I'll just invent some sort of environmental suit with built-in climate control. That sounds like the ideal solution, really. Now, just to strip the air conditioning unit out of Andie's car while she's not looking…

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    #oneaday Day 919: Friendship Is Magic https://imnotdoctorwho.moegamer.net/2012/07/26/oneaday-day-919-friendship-is-magic/ https://imnotdoctorwho.moegamer.net/2012/07/26/oneaday-day-919-friendship-is-magic/#respond Thu, 26 Jul 2012 01:27:27 +0000 http://angryjedi.wordpress.com/?p=4209 I've been delving a little into the Brony community recently. As an open and "out" fan of My Little Pony: Friendship is Magic, I felt it behooved me (no pun intended… all right, maybe a little) to actually try and engage with the wider community of fans. As such, I Googled for Brony communities and came … Continue reading #oneaday Day 919: Friendship Is Magic

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    I've been delving a little into the Brony community recently. As an open and "out" fan of My Little Pony: Friendship is Magic, I felt it behooved me (no pun intended… all right, maybe a little) to actually try and engage with the wider community of fans. As such, I Googled for Brony communities and came across the Friendship Is Magic forum, which I promptly signed up for.

    I haven't been an active member of a forum since, ooh, about 2006 or so, I guess, when I was a relatively well-known member of the Times Educational Supplement forums. They were a good place to blow off steam about educational and general life issues as well as just chatting to like-minded people from a pretty wide variety of backgrounds — albeit usually with an interest or involvement in the teaching profession. I haven't logged in there for a very long time now for a multitude of reasons, just one of which is the fact that social media has mostly taken over the functions that dedicated online communities once had.

    But I was determined to make a go of it on Friendship is Magic. I introduced myself in the relevant section and started replying to a few threads. While I don't think I've made a "name" for myself as yet, I like to think that my relatively few contributions so far have been noticed — and meanwhile, it's given me a good opportunity to observe the Brony community from within.

    You see, I had no idea what a "Brony" really was. Who are these people? Are they actually anything like me, or is the only thing we have in common a love of a show that is ostensibly for little girls? I was hoping to find out through joining the forum — and, as an aside, keeping an eye on the results of the intriguing Brony Study research project, which has been aiming to clarify attitudes both towards the community from without, and towards various pertinent issues surrounding the fanbase from within.

    Thus far my (purely anecdotal) observations have been interesting. Bronies cover a wide and diverse array of human beings — young and old, male and female, and varying degrees removed from what society would deem "normality". Some Bronies use 4chanesque dialect ("newfags", "copypasta" et al), others use a clear, straightforward and polite means of communication. Some Bronies like to act "in character" and roleplay their original pony creations on the forum as a means of escapism; others are simply themselves; others still take the middle road and incorporate Ponyville dialect ("everypony", "fillies and colts" et al) into their posts. Some Bronies love the show and actively participate in the huge creative community that has sprung up around it; some simply appreciate the content that others have created; others have no interest in it whatsoever.

    In short, there's not really a single unifying characteristic that it's possible to point to and say "that's a Brony" — besides an appreciation for My Little Pony: Friendship is Magic, of course, and a seemingly-genuine sense of tolerance, acceptance and understanding, regardless of a person's background and regardless of the depth of their affection for the show and its surrounding subculture.

    Then, of course, there's Rule 34, the aspect of the fandom that tends to get the most attention from outside. (If you don't know what Rule 34 is, you need to brush up on your Rules of the Internet. Borderline NSFW and will probably offend everyone. No porn, though.) Indeed, when radio personality Howard Stern set out to explore the fandom in a recent show, an undue level of attention was given to certain parts of the community who generally prefer their activities to be kept behind a closed stable door, shall we say. This naturally and understandably upset those Bronies who don't participate in that particular aspect of the fandom, and even prompted voice actor Tara Strong (who voices series protagonist Twilight Sparkle) to defend the entire community (and particularly the "Rule 34" crowd) on Twitter.

    While the "Rule 34" stuff isn't to my taste, I'm not about to denounce anyone for either enjoying or being involved in making it. It's easy enough to avoid if you don't want anything to do with it, and it's there if you do. If it's not hurting anyone, then knock yourself out, I say. Live and let live. Stern's logic was based on a flawed assumption: the idea that if one fan likes something that is seen as "deviant" in some way, then clearly they all do! This is clearly, as I've seen even in my limited dealings with the community at large, absolute nonsense. Bronies, just like any community, come from a wide variety of backgrounds and each indulges in their passions to a varying degree. No-one's approach to their fandom is "wrong" — assuming it's not causing anyone (including the person themself) any distress — and if it's a good outlet or means of getting away from the stresses of the day then, well, keep on cloppin'.

    …wait, clopping means what?

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    #oneaday Day 918: We Dig, Dig, Dig, Dig... https://imnotdoctorwho.moegamer.net/2012/07/25/oneaday-day-918-we-dig-dig-dig-dig/ https://imnotdoctorwho.moegamer.net/2012/07/25/oneaday-day-918-we-dig-dig-dig-dig/#respond Wed, 25 Jul 2012 02:48:33 +0000 http://angryjedi.wordpress.com/?p=4206 Yes, I've been playing Minecraft again, thanks largely to several members of the Squadron of Shame finally biting the bullet and jumping on the bandwagon. And, once again, I am rediscovering the sheer joy of that game. The first time I played Minecraft I wasn't overly enamoured with it. Not because of the deliberately lo-fi graphics — on the … Continue reading #oneaday Day 918: We Dig, Dig, Dig, Dig...

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    Yes, I've been playing Minecraft again, thanks largely to several members of the Squadron of Shame finally biting the bullet and jumping on the bandwagon. And, once again, I am rediscovering the sheer joy of that game.

    The first time I played Minecraft I wasn't overly enamoured with it. Not because of the deliberately lo-fi graphics — on the contrary, I found them highly endearing — but because I had literally no idea what I was supposed to do, and at the time I started playing, it was largely up to the player to either work things out for themselves or refer to a wiki. Nowadays, of course, there are achievements to guide your early days in the game and basic techniques are practically common knowledge — the Xbox version also removes the need to remember the specific "patterns" to craft tools altogether, making it even more accessible and a great jumping-on point for those who have no idea what Minecraft is all about.

    After spending a hefty proportion of time in Minecraft's many pixelated, blocky worlds, however, that sense of "what on Earth do I do now?" is, as it turns out, precisely what appeals to me about the game. I have no goals aside from the ones I set for myself. There is no "end" to the game aside from the time when I wish to stop playing. (Well, technically that's not quite true — you can "finish" Minecraft through a long and convoluted process culminating in a difficult boss battle against a giant evil dragon thing. But you can carry on playing after that.) The world is different each time I start a new game. And therein lies Minecraft's biggest joy.

    Minecraft is like being a kid again, assuming you were a kid who never had to get home in time for dinner, and a kid who was trusted with various sharp implements. Minecraft taps into that youthful desire to explore, to discover, to see what's over that next hill, around that corner, on the other side of that sheer rock face. It taps into that youthful fear of being lost in the middle of nowhere and having no idea of how you're going to get back home. And, like those youthful expeditions into forests and caves, it's much more fun with friends.

    Minecraft is what you make of it. I currently play on two multiplayer servers — one with a small group of "real-life" friends and the other with a group of people I primarily know online — the aforementioned Squadron of Shame. The differing approaches we take on each server are very interesting, and represent two very different social dynamics.

    On my "real-life friends" server, everyone quickly staked their claim to their "territory" and built something big and impressive there to mark it. Tim built a huge castle; James built a wizard's tower and network of connected walkways with giant mushrooms (plus a huge tree made of trees); Andie built some quaint (and practical) little houses; and I built a large, experimental pyramid-like structure and enormous, intricately-carved bridge.

    On the Squadron of Shame server, meanwhile, things were a lot more cooperative from the get-go. I was one of the first people on the server, so I took the time to establish a basic base camp — wooden hut with crafting table and furnace, sufficient to last the night. Over time, and with the assistance of others, this hut expanded with an extra room containing beds, and a large mine beneath it. Other structures sprang up nearby until our improvised "base camp" started to look like a small village. I built roads in every direction as I explored, and others followed suit to help us find our way to various impressive landmarks. When we found a cool piece of randomly-generated scenery, we talked about it as if it was a real place. Other "citadels" sprang up around the map, and we as a group went further and further afield. I constructed some kick-ass bridges.

    In both cases, the world feels alive — because it is alive. It's constantly growing and changing according to how far people have explored and what they have built. It's an immensely satisfying experience to know that you've played a part in the shaping of a virtual world, whatever your contribution and whatever your particular skill sets might be. In many ways, it's similar to the satisfaction of playing an active role in something like Second Life, which I've been known to spend time in in the past, and which I once referred to as "taking a walk through other peoples' imaginations". The key difference here, though, is that Minecraft has a great deal more immediacy than Second Life — and considerably fewer prostitutes.

    So if you've been holding off on playing Minecraft, I suggest you give it a shot — preferably with friends. If you have no idea what you're letting yourself in for, fire up the Xbox version and play online or in split-screen. When you're ready, grab a copy of the full experience on PC and prepare yourself for the most immersive game world you'll ever experience — the one you helped create.

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    #oneaday Day 917: Select an Ability to Learn https://imnotdoctorwho.moegamer.net/2012/07/23/oneaday-day-917-select-an-ability-to-learn/ https://imnotdoctorwho.moegamer.net/2012/07/23/oneaday-day-917-select-an-ability-to-learn/#respond Mon, 23 Jul 2012 23:14:46 +0000 http://angryjedi.wordpress.com/?p=4202 I like learning stuff. It's a fun process to start from "nothing" and gradually equip yourself with Knowledge. I've done it a number of times over the years, though I will admit that I've not taken any of these things really far enough to, say, get a qualification. But I do have a working knowledge … Continue reading #oneaday Day 917: Select an Ability to Learn

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    I like learning stuff. It's a fun process to start from "nothing" and gradually equip yourself with Knowledge. I've done it a number of times over the years, though I will admit that I've not taken any of these things really far enough to, say, get a qualification. But I do have a working knowledge of HTML, CSS and several specific software applications that I didn't know before, all thanks to my ability to self-study.

    The trouble with self-study, though, is that it requires time — time that you don't always have — or time that you might not have the inclination to spend "working" when there are nicer things you could be doing.

    It's when I think about this sort of thing that I wonder what it would be like to go back to university. I'm pretty sure there are a lot of people I know who look back very fondly on their university days, but that — assuming they went at 18-19 — the actual "studying" part of things isn't the main reason for the rose-tinted spectacles. I know it's certainly not true in my case — while it was a lot of fun to, say, get up on stage in a nice concert hall and perform music, or sit in a small room and argue semantics with a group of fellow English students, the things I remember most fondly are the extracurricular and social activities I did. Theatre Group and their various productions. Trips to the Edinburgh Fringe. Drinking in Chamberlain Bar. That time my friend Plummer came down and we got wasted on the Union's £1 triple vodka and oranges then consumed roughly a pound of cheese between us at about three in the morning. That time a shopping trolley showed up in our flat so we mounted a huge clandestine operation to get rid of it without being identified.

    Now I'm a little older, I can't help but think that going back and, you know, doing it "properly" might be fun. That said, the possibility of shenanigans is also appealing. Andie and I were discussing this the other day — university is one of the only times in your life when you have pretty much all of your friends together in one place, making it an absolute snap to arrange impromptu social events. Nowadays, I don't see my friends anywhere near as often as I like, and it's sad. But I digress.

    Yes. Doing it "properly" might actually be fun. Picking a topic, studying it, doing assignments, getting graded, improving. Learning something. Coming away from the experience with both practical experience of applying subject knowledge and an actual qualification to prove you've done it. Sounds pretty good to me. If I had the opportunity, I'd study something practical that I know very little about — probably something computer-related, since I've always been IT literate and willing to tinker about, but my actual specific technical knowledge of things like, say, programming is rather limited.

    Unfortunately, it's pretty unlikely to happen any time soon. Going to university is very expensive, and I don't see myself surviving on the relative pittance that is the student loan any more.

    That said, I do have a work-from-home job with flexible hours and good pay.

    Hmmm.

    Hmmm.

    No. No, I can't do that. Not just to satisfy some sort of whim or early-30s crisis or whatever it is that's going through my mind right now.

    What I can do, though, is take some steps to learn something new on my own time. Self-study. Perhaps signing up for some sort of evening class. I'd like to do it, certainly, it's just a case of finding — or perhaps making — the time.

    Now, what to learn…?

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    #oneaday Day 916: You Have Earned a Trophy https://imnotdoctorwho.moegamer.net/2012/07/22/oneaday-day-916-you-have-earned-a-trophy/ https://imnotdoctorwho.moegamer.net/2012/07/22/oneaday-day-916-you-have-earned-a-trophy/#respond Sun, 22 Jul 2012 23:45:12 +0000 http://angryjedi.wordpress.com/?p=4197 I go back and forth on whether or not I like Achievements/Trophies/equivalents. Sometimes I like them. In Diablo III, for example, they became an addictive metagame once you'd ploughed your way through the main (rather predictable and marginally disappointing) story. In World of Warcraft, they provide a wide variety of things to do that reward you with … Continue reading #oneaday Day 916: You Have Earned a Trophy

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    I go back and forth on whether or not I like Achievements/Trophies/equivalents. Sometimes I like them. In Diablo III, for example, they became an addictive metagame once you'd ploughed your way through the main (rather predictable and marginally disappointing) story. In World of Warcraft, they provide a wide variety of things to do that reward you with tangible things with which to outfit your character. In The Secret World, they're a handy way of tracking what you have and haven't done.

    But in other cases — typically in story-heavy games — they just make the sense of ludonarrative dissonance even more pronounced than it needs to be. The most egregious example I can think of was Oblivion, in which I raced through the various Guild questlines in order to get all the achievements, then the Shivering Isles expansion, then the main quest. By the end, I had all Oblivion's achievements, but had completely lost all sense of that thing that made The Elder Scrolls series special — that sense of you being a character and forging your own path in the world as if you "lived" there. Instead, all I had done was follow a checklist. It ruined it. And it soured me on Skyrim somewhat. (Well, that and the realisation that Bethesda RPGs have great worlds but some of the worst characters and storytelling in all of gaming. But that's another matter altogether.)

    At the moment, I'm playing Yakuza 3. The joy of the Yakuza series is, like its spiritual predecessor Shenmue, exploration and discovery giving you a sense of immersion in the game world. What's down this side alley? Oh, it's an arcade! I wonder if I can play the arcade machine? Oh, I can! That's kinda cool. I wonder if the crane game works? Yes it does! Awesome! Oh, hey, there's an irritable-looking lady, I wonder what's wrong with her? Oh, she's had her bag snatched… etc. etc.

    Since Yakuza 2, the series has had a "completion" menu that taunts players with how many sidequests they've completed, how many cabaret girls they've romanced and what foods they've eaten in restaurants. After 40 hours of Yakuza 2, I had beaten the main plot but apparently only "beaten" 33% of the game. I didn't feel short-changed, as a lot of the stuff I'd missed was simply eating as much food as possible and playing some minigames that, while fun, weren't the reason I was playing Yakuza.

    Yakuza 3 compounds this problem with a Trophy list. Not only do you have a "completion" menu now, but you also have an actual checklist of Things to Do. I wouldn't mind so much if these trophies simply tracked your progress through the game, but when they demand that you spend time playing indecipherable Japanese board, dice and card games in order to score some sort of virtual trophy, that pulls me right out of the experience. It puts me in a quandary while I'm playing — "should I go and do this stuff I don't really enjoy just to get a trophy?"

    The answer, of course, is "no". There is no sense in playing a game if it's not enjoyable — unless, of course, it's something like Pathologic, in which case its sole reason for being is to be less than enjoyable — but I continually see people who insist on "Platinuming" or "1000Ging" their games and feeling like they've short-changed themselves if they don't. That's fair enough, and of course it's their call if they choose to do that, but the fact is that in most cases, it becomes abundantly clear that these people are not having any fun. By following these arbitrary checklists, they are voluntarily sucking the fun out of a game that might have been a favourite.

    "Oh, but chasing the trophy list is fun in itself," you might say. And for some people it might be. But for the trophy whores I follow online — who, for all I know, could be in the minority, I'll admit — pretty much every single one refers to their relentless pursuit of Platinum/1000G as "work", a "slog", a "grind", and they express relief rather than joy when it's done. That, to me, is just bizarre. Why continue doing something long after it has ceased to be fun in the pursuit of something intangible that, in most cases, doesn't benefit your in-game experience at all? Are we so vain that we need to brag about the fact that we started ten fights in first-person mode (an actual achievement in Yakuza 3) or that we spent three hours mastering an ultimately-irrelevant darts minigame just so that we could get a "hat trick" (another actual Yakuza 3 achievement)?

    Apparently we are. I'm not judging you if you're one of those people who likes (if that's the right word) chasing Platinum trophies. I'm saying that I find it completely unfathomable. I have no desire to grind my way through abject tedium purely so I can get a differently-coloured virtual trophy that no-one will look at or care about. I don't beat a game, look at that trophy list and feel I've not had my money's worth if I haven't got 100% of the game's trophies. I beat a game, roll the credits and then, in most cases, move on to any one of the bajillion other titles waiting on my Pile of Shame — which, I have to admit, has only got bigger during the recent Steam summer sale.

    It's easy enough to ignore Achievements and Trophies, I guess, and they certainly don't hurt anyone. But I kind of resent the "torn" feeling they give me when playing a title like Yakuza 3. I'd much rather they not be there at all than pull me out of the experience by making me wonder whether or not I should be seeking out locker keys, cabaret girls, karaoke bars, dartboards… you get the idea.

    My favourite implementation of achievements in a narrative-based game? Deadly Premonition, which rewarded you with one achievement per completed chapter, one for completing 100% of its sidequests and one for completing it on each difficulty level. That's how it's done. I don't need any more incentive than that. Build your reward structure into the game and build the achievements around that — don't give me a list of arbitrary objectives that don't actually improve my game experience at all.

    Achievement whores, I salute you. I'm a patient sort of guy in most cases, but you guys must be like saints.

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    #oneaday Day 915: No, I Haven't Seen [Insert Movie Name Here] https://imnotdoctorwho.moegamer.net/2012/07/22/oneaday-day-915-no-i-havent-seen-insert-movie-name-here/ https://imnotdoctorwho.moegamer.net/2012/07/22/oneaday-day-915-no-i-havent-seen-insert-movie-name-here/#respond Sun, 22 Jul 2012 00:17:49 +0000 http://angryjedi.wordpress.com/?p=4193 I haven't seen The Dark Knight Rises yet. I'm probably not going to. I also didn't see that new Spider-Man movie, The Avengers or any of the other films that people have been going apeshit over in recent months. (And, it has to be said, being extremely tiresome about. So you enjoyed The Avengers? Great. I don't need to be kept up … Continue reading #oneaday Day 915: No, I Haven't Seen [Insert Movie Name Here]

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    I haven't seen The Dark Knight Rises yet. I'm probably not going to. I also didn't see that new Spider-Man movie, The Avengers or any of the other films that people have been going apeshit over in recent months. (And, it has to be said, being extremely tiresome about. So you enjoyed The Avengers? Great. I don't need to be kept up to date on how many times you've seen it. Also, quit retweeting your friends' Foursquare checkins of when they go to see it. No-one cares.) (Sorry. Apparently I am grumpy tonight. Disregard all of that. A bit.)

    I just can't "do" movies. It's not through a lack of attention span — I can happily sit and play a game, read a book or dick around on the Internet for hours and hours and hours — but I just find it impossible to sit down and watch a movie any more. There's always a lingering sensation at the back of my mind that I'd rather spend two hours doing something — anything — else.

    Actually, that's true of watching movies at home. I sold most of my DVDs to Music Magpie a while back and I haven't missed them since. I have a Netflix account on which I haven't watched any movies (though I have more than got my money's worth from all the TV shows on there). The idea of watching a movie at home is just… no. I don't want to do it.

    Going to the cinema is a marginally more appealing prospect because of all the associated "other stuff" that goes with it. Comfy seats, a nice dark room with a big screen and impressive sound system, a bucket of popcorn which looks like it will last forever (but inevitably only lasts until the end of the trailers) and an opportunity to Do Something With Your Friends. (Of course, that Something is sitting in a darkened room, in silence, in a straight line so it is impossible to talk to each other, so you might as well be there by yourself.)

    But then at the cinema you have to deal with shite you don't have to put up with at home. The scrotes who sit behind you and jiggle your seat with their feet. People who can't eat quietly. People who won't shut up. People who won't put their bastard mobile phone away for five seconds. (I hate these people on planes, too.) People who think everything that isn't funny is absolutely, massively, hilariously funny and turn a serious scene into some sort of farce with a laugh track.

    None of these things represent specific reasons that I don't want to watch movies. I simply… don't want to watch them. I am fine with this. As such, if you ask me "have you seen [insert movie name here] yet?" the answer will almost definitely be "no." You can also drop the "yet" because I'm probably not going to see it at all. So there.

    I am grumpy. Now I am going to bed.

    BALLS.

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    #oneaday Day 914: Chinese Whispers https://imnotdoctorwho.moegamer.net/2012/07/21/oneaday-day-914-chinese-whispers/ https://imnotdoctorwho.moegamer.net/2012/07/21/oneaday-day-914-chinese-whispers/#respond Sat, 21 Jul 2012 01:18:52 +0000 http://angryjedi.wordpress.com/?p=4189 Twitter was angry today. There was some degree of justification — the horrific shooting in Aurora at the screening of the new Batman movie had emotions running high, and I certainly don't begrudge anyone that. But it demonstrated, once again, some of the dangers inherent in social media — a force which should, by all accounts, be … Continue reading #oneaday Day 914: Chinese Whispers

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    Twitter was angry today. There was some degree of justification — the horrific shooting in Aurora at the screening of the new Batman movie had emotions running high, and I certainly don't begrudge anyone that. But it demonstrated, once again, some of the dangers inherent in social media — a force which should, by all accounts, be a positive thing.

    Misinformation spreads like wildfire on the Internet thanks to services like Twitter. People post things without thinking, without bothering to back things up with research and evidence. Journalists encourage this, with TV news being a particular offender, inviting people to contribute their own thoughts on a particularly pertinent story using hashtags. It thus becomes something of a challenge to determine exactly what the facts are, and what is simple hyperbole dreamed up by the increasingly-hysterical mass of people who suddenly all think that They Know Best.

    I shan't talk too much about the Aurora shooting specifically here because I haven't read up on all the gory details myself as yet. I will refer to a couple of other recent incidents where this phenomenon became particularly apparent, however.

    Most recently was the "Arctic Ready" campaign, in which Shell apparently made the amateurish misstep of opening up a slogan competition on a controversial subject — drilling in the Arctic — to the public. The "Let's Go! Social" gallery page promptly became filled with anti-drilling, environmentalist slogans and it looked, by all accounts, to be one of the most colossal fuck-ups in social marketing history.

    Except that it wasn't. It was actually a genius piece of social marketing, but not by Shell. No; the whole thing was, in fact, a clever ruse by Greenpeace, who then went on to troll Shell even further by picking a "winner" from the supposed competition and putting it on a billboard right outside Shell's Houston headquarters.

    It should have been pretty obvious to anyone who stopped to think about the whole thing for a moment that this clearly wasn't Shell's doing. The kind of people who handle social media marketing are generally fairly savvy sorts (though there are exceptions) and would have stepped in to deal with the mass trolling of the supposed competition. In fact, they would have probably removed it altogether fairly sharpish. They certainly wouldn't have left it up for several weeks, opened up a new Twitter account just to repeatedly request that people don't retweet "offensive" adverts and generally keep poking the fire.

    Unfortunately, it wasn't obvious to a lot of people. It caught people out not once, but twice — first, when the "Arctic Ready" site first appeared, and again a few weeks later when the Twitter account appeared. People posted, retweeted and commented without stopping to think about whether or not it was real. Others who were wise to it posted, retweeted and commented about how it was clearly fake. But amid all the noise from both sides it became impossible to differentiate who was talking sense and who was simply repeating the digital equivalent of what they had heard down the pub while drunk.

    The Shell incident isn't the only one either. The "Today Is The Day They Went To In Back To The Future Part II" hoax has been around twice, too. Both times it caught people out. Why? Because, again, no-one bothered to check. No-one took a moment to fire up the movie and take a look. If they had, they would have seen that the claims made by whoever started that ridiculous rumour on each occasion were patent nonsense.

    It happens in journalism too, and particularly in games journalism. One site posts a "Rumour:" or "Report:" story, and others pick up on it. The content spreads and becomes somewhat distorted over time. It happened today with a story from MCV which, as it turned out, apparently misreported the facts in the first place (or rather, more accurately, posted a story with a misleading headline) and was then sourced by Destructoid and a ton of other sites. This then inspired Ben Kuchera, official unelected and self-styled arbiter of How To Do Games Journalism On The Internet, to pen this piece bemoaning the whole situation, and by God I hate agreeing with Ben Kuchera — but he had a point. With a bit of research (or indeed just carefully reading the quotes that MCV included in its own piece) it's clear that the "story" (or, more specifically, the headline) that was going around simply wasn't true.

    It's exhausting at times to keep up with all this stuff, and while it's great to be able to tap the pulse of everyone at the same time on a hot topic, it's less great to find yourself in the world's biggest game of Chinese Whispers. So do me a favour. Before you blindly retweet something that seems a little "off", take a minute and check to see whether or not it's actually genuine.

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    #oneaday Day 913: Funny Bone https://imnotdoctorwho.moegamer.net/2012/07/20/oneaday-day-913-funny-bone/ https://imnotdoctorwho.moegamer.net/2012/07/20/oneaday-day-913-funny-bone/#respond Fri, 20 Jul 2012 01:27:20 +0000 http://angryjedi.wordpress.com/?p=4186 Nothing highlights the passage of time more than switching on a comedy show and see who is standing on stage, clutching a microphone in their hand and talking bollocks to an audience. Also, nothing makes you sound more like you're getting old than bemoaning the fact that "modern comedians" aren't a patch on the standups … Continue reading #oneaday Day 913: Funny Bone

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    Nothing highlights the passage of time more than switching on a comedy show and see who is standing on stage, clutching a microphone in their hand and talking bollocks to an audience.

    Also, nothing makes you sound more like you're getting old than bemoaning the fact that "modern comedians" aren't a patch on the standups you used to enjoy.

    I've never been a particularly hardcore follower of comedy, but I do enjoy a good standup show, and over the years I've appreciated the work of a wide variety of comics. I've never quite got the reason that comics rise and fall in popularity like fashion trends — surely if something's funny, it's timeless and funny forever?

    Well, actually, no. That's not quite true. I recall vividly seeing a show about Tommy Cooper a while back and finding it utterly cringeworthy from start to finish. I couldn't quite put my finger on why, but it simply wasn't funny. Perhaps it's because I wasn't "of that time" that I couldn't appreciate it — but then I look back at some of the stuff that Kenny Everett and Les Dawson did, and that's still hilarious despite being a little out of what I'd describe as "my time".

    The earliest real standup I was aware of was a Lenny Henry video my parents had and which I decided to watch one day when they were out. (It was "15" rated and I was not 15 at the time.) While I didn't understand everything that he was talking about — some of the stuff about marijuana went right over my head — I found it very entertaining. It's not fashionable to admit that nowadays, of course, because Lenny Henry is now the guy who did Chef! and the man who advertises Travelodges, but I still find him pretty watchable when he appears on Comic Relief and the like.

    The two standups I have the fondest memories of, however, are Eddie Izzard and Bill Bailey. I could watch these guys' shows repeatedly forever. (Perhaps not forever.) Their comedy is distinctive, clever and rewarding — both in different ways. Izzard's work rewards paying close attention to how he weaves the various chaotic threads of the things he is talking about together, while Bailey's alternation between slightly-surreal standup and genuinely excellent musical numbers is just a pure delight to watch.

    Going to Edinburgh a couple of times with the university theatre group was an eye-opening experience, as we got the opportunity to see a whole swathe of comedy acts — some great, some not so great. Some of the highlights included Daniel Kitson — aka the terrible DJ from Phoenix Nights — and Marcus Brigstocke, who now makes semi-regular appearances on various TV and radio panel shows. I can't remember the names of any of the lowlights because in most cases it was just embarrassing to watch them fall apart in front of an increasingly-restless audience.

    I will always have a soft-spot for improvisation. At university, we played improvisation games as warm-ups for rehearsals, had a weekly "Improv Night" and hosted an occasional  "showcase" event known as Count Rompula, which tended to be largely improvised. (The Web of Dan still leaves me with shivers.) At Edinburgh, one of my favourite memories is seeing improv troupe Boom Chicago (or Boom Shit Cock, as one of our number who was constantly forgetting their name kept calling them) and marvelling at how quickly they picked up on suggestions from the audience and ran with them.

    One of the things I like about Eddie Izzard's comedy, in fact, is that it has an air of improvisation about it — though it becomes clear when he successfully weaves all his threads together that there actually is a significant degree of planning that goes into one of his shows.

    I did have a point to all this somewhere. And that is that — yes, I'm an old man now — modern comics seem to be a bit rubbish, although I am using BBC Three as my yardstick here, which may not be particularly wise. (BBC Three, for those outside the UK or simply unfamiliar with the channel, is the dustbin of television, incorporating some of the most asinine documentaries you'll ever see, a show called Snog Marry Avoid — which is exactly what you think it is — and what they call "experimental comedy". I call it "shite".) In recent weeks, I've seen a guy whose entire shtick seems to be just shouting at the audience (to be fair, Rhod Gilbert does this too and I find him hilarious — the difference being that Gilbert shouts with passion and righteous fury, while this other guy whose name I can't remember simply seems to blurt out obscenities), a sketch in rather bad taste regarding death, and a guy who sang a song about a fridge. (All right, that last one actually was quite funny.)

    Perhaps I'm just looking in the wrong place for my comedy kicks these days. As I noted, BBC 3 is a big steaming pile of poo at the best of times, so I should probably start by not using that as a means of judging modern comedy. Suggestions for fun and entertaining stand-up shows to catch would be most welcome, then, so please feel free to share!

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    #oneaday Day 912: Blood from a Stone https://imnotdoctorwho.moegamer.net/2012/07/19/oneaday-day-912-blood-from-a-stone/ https://imnotdoctorwho.moegamer.net/2012/07/19/oneaday-day-912-blood-from-a-stone/#respond Thu, 19 Jul 2012 02:24:18 +0000 http://angryjedi.wordpress.com/?p=4182 I'm pleased to confirm that, after several days of wrangling, arguing and repeating myself over and over and over again, CeX finally relented and gave me a full refund. (Context.) I hate complaining. I feel like an asshole. Normally because in order to complain effectively, you have to be a bit of an asshole. I hate it because I've … Continue reading #oneaday Day 912: Blood from a Stone

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    I'm pleased to confirm that, after several days of wrangling, arguing and repeating myself over and over and over again, CeX finally relented and gave me a full refund. (Context.)

    hate complaining. I feel like an asshole. Normally because in order to complain effectively, you have to be a bit of an asshole. I hate it because I've been on the other side of things, receiving those complaints. It's frustrating for both parties in the whole situation, because in many cases the person receiving the complaint really does want to help but their hands are tied, and the person complaining just wants things to be resolved as quickly as possible.

    Such was the case with this whole debacle. It took two days of talking to someone on CeX's Twitter account and subsequently emailing their customer service team, then going in to the store where I bought the item in the first place to actually claim the refund. It would have been easy to just give up, but that would have left me £70 down and, while I don't like complaining, it was the whole principle of the thing here.

    The thing that infuriated me most about the whole experience was the blindingly obvious things CeX could have done along the way to help me out. As I said in the original post, it would have cost them literally nothing to help me out and just issue me a refund. The item was already second-hand and open, so it was in the same condition as when it was sold when I returned it. It was also returned within about an hour of me having purchased it, so it's not as if I could have been using the shop as a quasi-rental service, which is — presumably, anyway — what this policy is designed to discourage.

    I grant that, since there was nothing technically wrong with the item, I wasn't entitled to a refund under the various laws and regulations that govern this sort of thing. But when making an honest mistake — as I did — I don't expect to be punished for it to the tune of nearly a hundred quid.

    So I complained. And I persisted. I remained polite — though clearly frustrated — throughout the entire experience. I didn't swear, I didn't insult anyone, I didn't cast aspersions on the sexual preferences of anyone's mother. I simply repeated the things that were upsetting and frustrating me in the hope that it would sink in. And I kept a close eye on the people around me on Twitter who were taking an interest in the case. There was the potential for some serious damage to CeX's brand here, and while I had no particular desire to cause trouble in that manner, the longer it went on the more it looked like being a potential PR disaster for the company — which is why I was so confused that CeX appeared to be in no hurry whatsoever to help me.

    Customer service is actually relatively simple. Follow your business' policies as appropriate, but when a customer complains, review the situation carefully and determine how you can help them. If bending the "rules" slightly doesn't impact your company and does help the customer, then doing so builds considerable goodwill because it makes it look as if you've gone out of your way to help them. Apple stores are really good at this. Very often a customer will enter the store frustrated and angry that something or other isn't working, and leave with a smile on their face because they've been pleasantly surprised by an employee apparently going out of their way to do something nice. (In actual fact, said employee more likely than not knows exactly the situations in which is is appropriate to bend the rules and simply set the customer's expectations accordingly.)

    This is what CeX wasn't willing to do for me. I was repeatedly quoted store policy and made to feel like an idiot for not knowing it before purchasing the item. But how was I to know? It wasn't explained to me at purchase, I've never returned anything to them before and the only place in the entire shop their return policy is mentioned is in a single sentence of roughly 10-point text on a small mat near their cash till — a mat which, I might add, is more often than not covered up by items that are being bought and sold at the time. The fact is, I wasn't aware of the policy, otherwise I wouldn't have taken the risk on the item in the first place. Repeatedly quoting it at me after the fact was just making me more and more angry, and the people who were doing so just didn't appear to notice this — or care. It became something of a battle of attrition — me repeating how annoyed I was and what I wanted out of the whole situation, them repeating their policies over and over. Something had to give.

    It was them. I certainly wasn't going to back down, and the situation was looking worse and worse for them as they continually refused to acknowledge my concerns and upset. I can imagine I was probably called some fairly unpleasant names behind the scenes. But I prevailed in the end. For fairness' sake, I should say thank you to Raj on CeX's email support team and Jackie, the store manager of the Chippenham store, for making it happen.

    Complaining works. It's not a pleasant thing to do, and it often takes time, but it works. We've seen plenty of examples of it Getting Things Done recently — whether or not they're "important" is neither here nor there — and people should know when it's appropriate to step up and say "wait, hang on a minute, that's not right." It's all too easy to just allow yourself to get screwed over and then feel completely powerless. So don't be afraid to complain, and remember it's different from whining.

    If you can't remember the difference, perhaps this will help you out:

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    #oneaday Day 911: Drizzt's Big Adventure https://imnotdoctorwho.moegamer.net/2012/07/17/oneaday-day-911-drizzts-big-adventure/ https://imnotdoctorwho.moegamer.net/2012/07/17/oneaday-day-911-drizzts-big-adventure/#respond Tue, 17 Jul 2012 23:24:41 +0000 https://angryjedi.wordpress.com/?p=4180 As promised at some point in the near past, we got to play The Legend of Drizzt as a larger group tonight, and it was fun. The thing with a lot of dungeon-crawlers is that they often take a long time to set up, a long time to play and only tend to become especially … Continue reading #oneaday Day 911: Drizzt's Big Adventure

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    As promised at some point in the near past, we got to play The Legend of Drizzt as a larger group tonight, and it was fun.

    The thing with a lot of dungeon-crawlers is that they often take a long time to set up, a long time to play and only tend to become especially rewarding if you have a group of players who can commit to a long-term campaign with player characters gradually increasing in strength through acquired treasures and levelling up.

    The thing with The Legend of Drizzt is that it ignores all that, creating an experience very friendly to a board game group more normally accustomed to self-contained experiences. Each adventure in the Legend of Drizzt book is playable within an hour or two (less if you mess up particularly badly!) and is constantly moving forward thanks to mechanics that minimise "downtime" and help prevent the age-old Advanced Heroquest problem of a randomly-generated dungeon becoming so sprawling it covers the entire table.

    Play is much more strategic than I was expecting, too. With multiple players, positioning and turn order becomes much more important as you carefully consider how to tackle the situations you face. Do you kill every monster you come across? Do you spread out and push "forward" in as many directions as possible or focus your efforts? When victory is in sight, do you race for the goal or play it safe?

    The high level of difficulty in the game helps matters enormously. Because it's highly likely you'll get to each scenario's "endgame" with a sliver of health and a selection of depleted abilities, securing victory becomes a matter of making some very difficult choices as a team and determining whether or not taking big risks is going to pay off. In the case of the adventure we played this evening, we scraped victory by the narrowest of margins — one of our number was down for the count, and if the turns had come around to him one more time, we would have lost with the finish line in sight. Fortunately, we prevailed.

    I'm very pleased with how the play session went this evening and look forward to playing it again in the near future. It's a great game that I can highly recommend to anyone who enjoys the dungeon-crawling experience but who doesn't have the time (or inclination) to commit to a lengthy campaign. I'm curious to try the other two games in the series — Castle Ravenloft and Wrath of Ashardalon — and see how it's possible to link the games' various components together, as the core system seems very much designed to be expanded and experimented with.

    For now, though, bed, and dreams of being able to play games with friends on a more regular basis in the near future…

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    #oneaday Day 910: Continued Adventures in The Secret World https://imnotdoctorwho.moegamer.net/2012/07/16/oneaday-day-910-continued-adventures-in-the-secret-world/ https://imnotdoctorwho.moegamer.net/2012/07/16/oneaday-day-910-continued-adventures-in-the-secret-world/#respond Mon, 16 Jul 2012 23:42:11 +0000 http://angryjedi.wordpress.com/?p=4176 I'm still playing The Secret World and still enjoying it. Generally a pretty good sign for an MMO is if it can maintain my attention through the first month and convince me to continue paying the subscription fee (if applicable) past that point. The Secret World is certainly keeping me occupied and entertained, and I'm enjoying it a great … Continue reading #oneaday Day 910: Continued Adventures in The Secret World

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    I'm still playing The Secret World and still enjoying it. Generally a pretty good sign for an MMO is if it can maintain my attention through the first month and convince me to continue paying the subscription fee (if applicable) past that point. The Secret World is certainly keeping me occupied and entertained, and I'm enjoying it a great deal.

    I've progressed somewhat since the last time I discussed the game. I'm in the second of the game's main "adventure" areas, which is another part of the Innsmouth-style Lovecraft town. Rather than the more "towny" area that you start in, the second part is more like a forested outskirts area. There are fewer houses, streets tend to wend their way into the depths of the woods, and there are creepy Twin Peaks-style lakes with mist rolling off them (and monsters lurking in the fog, of course).

    The missions continue to display an excellent amount of variety. There are a few more "kill [x] of [y]" action missions than I'd perhaps prefer there to be, but they generally have more of a narrative incentive to progress than in other MMOs. For example, in one mission I completed tonight, I was tasked with killing a bunch of draugr and then burning their bodies. This attracted some more powerful draugr, which I then had to kill and impale on some spikes. This attracted a draugr queen, which I then had to kill and splay out on a pointy rock. This attracted a draugr berserker, which I… you get the idea. This process continued through several steps, with increasingly more difficult fights along the way. At the end of the quest, my "handler" and I reached the conclusion that the draugr had an organised hierarchy and chain of command that could potentially be exploited in the future. Much cooler than simply returning to a questgiver and them going "thanks for killing all those wolves". (Praise should also be given to the fact that, this being the modern world, you turn in quests simply by phoning your handler rather than having to return to whoever gave you your quest.)

    The fact that most missions incorporate something a little more than just plain killing is the best thing, though. In another one I completed today, I had to gather mushrooms from various areas around the map (guarded by horrible slobbering things from the depths of the ocean, natch) and then mix them together according to a recipe on a scrap of paper I had to remember I'd been handed at the start of the quest. The Secret World assumes a certain degree of intelligence on the part of the player, and doesn't remind you that, say, the instructions you need to complete a quest are safely in your journal — or, indeed, that sometimes you have to use the crafting interface to complete an objective.

    Speaking of the crafting interface, it's a surprisingly cool approach somewhat reminiscent of Minecraft, of all things. Disassembling equipment you don't need rewards you with raw materials, which can then be combined together to make various objects. The twist is, you have to arrange them into the correct formations to produce the things you're after. You can then add things like glyphs to give them special abilities and bonuses and customize them.

    I even tried a bit of PvP the other night. I normally hate PvP in MMOs because in most cases it's a horribly unbalanced afterthought that simply isn't any fun whatsoever. It is terrible in Star Wars: The Old Republic, for example, and I've never really been a fan of it in World of Warcraft, either. The Secret World has some interesting ideas, though, that make PvP well worth engaging in.

    There are currently (I think) three PvP areas in the game. Two of these are instanced battlegrounds in which players take part in timed team-based matches according to whichever faction they're on. The other, though, is a large map which has persistent PvP going on at all times. A number of facilities cover this map, and it's up to each faction to capture (and, ideally, hold) each of these locations. There's a strong incentive to do so, because all players of a given faction receive ongoing buffs according to how many facilities their secret society is in control of.

    And people are playing it well. The chat channels in the PvP areas are full of people actually bothering to talk to each other, strategise and coordinate their efforts. The Templars appear to have a bit of a numbers advantage, but that certainly hasn't stopped my faction, the Illuminati, from having a bit of fun — especially during quiet periods. Which is nice.

    All in all, then, Funcom have done an excellent job in shaking up the very stale MMO space and creating something that it distinctive, entertaining and downright compelling. Its writing is good, its world is beautifully crafted and the whole experience is wrapped together with some unconventional but very effective game mechanics that successfully distinguish it from the million and one World of Warcraft clones out there. I strongly suggest you give it a try if you get the chance.

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    #oneaday Day 909: The Internet Is As Big As You Make It https://imnotdoctorwho.moegamer.net/2012/07/16/oneaday-day-909-the-internet-is-as-big-as-you-make-it/ https://imnotdoctorwho.moegamer.net/2012/07/16/oneaday-day-909-the-internet-is-as-big-as-you-make-it/#respond Mon, 16 Jul 2012 00:04:43 +0000 http://angryjedi.wordpress.com/?p=4172 Over the years, my Internet habits have changed significantly. This has been at least partly due to changes in technology over the years, but I still find it an interesting observation to think back on how times have changed since I first "got online." My earliest experiences were with CompuServe which, for the unfamiliar, was … Continue reading #oneaday Day 909: The Internet Is As Big As You Make It

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    Over the years, my Internet habits have changed significantly. This has been at least partly due to changes in technology over the years, but I still find it an interesting observation to think back on how times have changed since I first "got online."

    My earliest experiences were with CompuServe which, for the unfamiliar, was somewhat like an online "walled garden". It included much of the things we take for granted on the Internet today — email, topic-specific forums, places to download stuff, real-time chat and probably, if you looked hard enough, something which could be used by someone as porn. Initially, you were limited to talking only to other CompuServe subscribers, but over time access opened up: firstly to allow emailing to Internet email addresses, and eventually to access the Web proper. I remember vividly trying (and failing) to get the browser Mosaic to work with CompuServe.

    At this time, since I was just a kid and living at home, my Internet (or equivalent) access was severely limited. I had to plan out what it was I was going to look at (usually the Gamers' Forum and occasional delves into the "CB Simulator" — aka real-time chat rooms — to try (and fail) to pick up girls. (a/s/l?)

    Over time, the Internet opened up to all, and we were all able to gain access to the information we wanted and some we didn't. The best free porn sites were (apparently) passed around in the schoolyard; the best sites to download shareware games were common knowledge; little communities started to spring up as people figured out things like "forums", "personal homepages" and "search engines".

    Fast forward to today and, with an Internet that is growing at a frightening rate, I find myself limiting what I'm doing to a very small number of sites. Despite becoming increasingly irritated with it, I check Facebook. I check my GMail. I check in on the Squadron of Shame Squawkbox if there's been a new post. I write this blog. Occasionally I might check a gaming site for news of something I'm interested in, but that's really about it. I tweet from my phone and everything else that I really want to do is covered by those sites — and Google if I can't find the information I'm looking for straight away. I find myself going around and around and around the same sites over and over, hoping that something new and interesting has come up in the five minutes since I last looked. (It never does.)

    One thing I've found myself not using anywhere near as much as I used to is dedicated, specific communities. Every time I find a forum that looks vaguely interesting, I might check it out and post there for a few days and then promptly forget all about it — even if it's a community I have little doubt that I'd really enjoy being a part of. This is kind of sad, since it limits my contact with people who are specifically in to the exact same things as me, but it's primarily a result of the fact that forum software tends to not play overly-nice with mobile devices — which, nine times out of ten, is the place where I want to be casually browsing. (Okay, a lot of forums bring up that annoying popup about Tapatalk, which I've never tried and might be the best thing ever, but still.)

    It's mostly a time issue. I have lots of things I want to do every day, and I rarely (no, make that never) get to do all of them. So far as "priorities" go, checking forums, posting things and getting to know yet another online community is not particularly high up the list.

    Perhaps it should be. There are a lot of things I am into that I would like to talk more about with others. Without thinking very hard, I can immediately point to both My Little Pony and The Secret World as communities I would like to be more involved with. And there are doubtless more out there. When I think about how vapid and pointless 95% of the conversations on Facebook are, I do sometimes wonder if my "social" time online could be better spent in a more focused community rather than browsing creepy baby photos posted by people I haven't seen since school.

    Perhaps I should leave my own prejudices at the door and jump in to one of these communities to see what will happen. You never know where new friends are lurking, after all.

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    #oneaday Day 908: Customer Disservice https://imnotdoctorwho.moegamer.net/2012/07/14/oneaday-day-908-customer-disservice/ https://imnotdoctorwho.moegamer.net/2012/07/14/oneaday-day-908-customer-disservice/#respond Sat, 14 Jul 2012 23:33:19 +0000 http://angryjedi.wordpress.com/?p=4165 I wanted to share a customer service experience I had today as I found it immensely disappointing. It was partly my fault, I accept that, but the way in which it was handled left me with a very sour taste in my mouth and a feeling of disillusionment in a company for whom I had … Continue reading #oneaday Day 908: Customer Disservice

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    I wanted to share a customer service experience I had today as I found it immensely disappointing. It was partly my fault, I accept that, but the way in which it was handled left me with a very sour taste in my mouth and a feeling of disillusionment in a company for whom I had previously had nothing but good things to say.

    After purchasing a copy of Super Street Fighter IV Arcade Edition in the currently-running Steam Summer Sale, I decided that the time had come for me to get an arcade stick and see if I could actually improve my generally-dreadful fighting game skills. I took a trip into town to my local CEX — they'd opened recently so I wanted to support them — and was pleased to see that a Street Fighter IV Tournament Edition FightStick was in the window for half its usual "new" price. A bit of preliminary research online had revealed that this stick from MadCatz was one of the best ones out there, and to see it for half its usual price was a deal too good to pass up.

    The stick in question was designed for PlayStation 3, but uses a USB connection. I looked online and consensus said it worked with some PCs, though the chipset the computer in question was built on determined whether or not it would actually work. Intel chipsets were fine, apparently, but nVidia or AMD ones were not. Having been poking around inside my computer recently to fit a new power supply, I was pretty confident I had an Intel chipset.

    Unfortunately, I was wrong. I brought the stick home, connected it up to the computer, Windows recognized it and then… nothing. No response from the stick in Control Panel, no response in game, no means to get it to register any inputs whatsoever. I tested it in the PS3 to make sure the device wasn't actually faulty, and sure enough, the PS3 had no issues with it whatsoever. Unfortunately, I don't have any fighting games (or even "arcade-style" titles) for PS3 that would necessitate the use of an arcade stick, so I had essentially wasted £70.

    Or had I? No, I thought, if I head straight back to town now I'll have time to return it, get my money back and be home in time for dinner. So off I went, back to CEX, and queued up in an attempt to return it.

    "I'd like to return this," I said, explaining the situation. Being an honest sort of guy — curse that particular character trait — I said that the stick wasn't faulty, but that it didn't work with my computer. (To be fair, lying and saying it was broken wouldn't have achieved much — CEX has a rigorous policy of testing things to prevent shysters trading in broken crap.)

    "This isn't the selling till," said the woman behind the counter. "You need to join that queue."

    I was taken aback by the bluntness for a moment after she had been helpful earlier in the day when I had purchased the thing. Fortunately, her colleague jumped in and pointed out that I wasn't trying to sell something to the shop, I was simply trying to get a refund.

    She took the stick and scanned it, then explained to me that CEX's policy was that since it wasn't faulty, all she could do was give me store credit.

    "Well, do you have an Xbox 360 stick available?" I asked. (Xbox 360 sticks work with Windows no problem.)

    "No," she said.

    "Okay," I said. "Then that's no help to me, really, is it? I've spent £70 on something I can't use. I would like my money back, please."

    It was at this point that the cashier in question — Emily, her name was — decided that she couldn't handle this and called her supervisor who then launched into an obviously-rehearsed speech.

    "I'm sorry it didn't work for you," she said with an incredibly patronising tone of faux-understanding. "I appreciate that it's frustrating, but unfortunately we're only able to give a refund as store credit."

    I was really not in the mood for argument — I hate confrontation at the best of times — so after asking whether or not the voucher could be used online — apparently it can, but only through an unnecessarily convoluted process that involves paying the full price for the item then claiming a rebate — I grudgingly accepted and was on my way. I left immensely disappointed with the poor service I had received from CEX, and thinking that I would be considering things very carefully before making use of their services again.

    Here's the thing that annoyed me most about the whole thing: there was no sense of the staff wanting to help me. I was quoted policy and simply shut down without any discussion. No consideration was given for the fact that I had bought the item that same day and had returned it in the exact same condition in which it had been sold to me. No consideration was given for the fact that I had wasted £70 and was being offered store credit in exchange when there was nothing I wanted to spend it on in said store. No effort was made to make me feel better about what I freely admit is my own mistake. Rather than doing something that would have built goodwill and allowed me to leave satisfied and happy while leaving them no worse off than they had been before I bought the thing in the first place, I was simply the recipient of a speech that had obviously been given many times before.

    Customer service is a fine art, and CEX in Chippenham is clearly sorely lacking. CEX's return policy as a rule is unnecessarily harsh on those who make honest mistakes, and leaves no room for employees to "surprise and delight" a customer. I don't think this case is actually in breach of the Sale of Goods Act as the goods do work as described — the stick worked fine on PlayStation 3 and the people at the shop didn't explicitly tell me it worked on PC — but the fact is from a customer service perspective, CEX let me down. Store policies shouldn't be so inflexible that they leave a customer walking out of the store dissatisfied, disappointed and upset. Apple are good at this, often exchanging items for free simply as a means to, as said above, "surprise and delight" their customers. Head into an Apple store with a pair of dodgy iPod headphones, for example, and the store team will usually swap them straight out for you, no questions asked. Go in there with a broken iPhone/MacBook/whatever that's just out of warranty, and if you ask nicely they'll often help you out as if you were still covered. And on those occasions when they do turn you down, there's usually a good reason for them not being able to help you.

    It would have cost nothing for CEX to help me out today. Had they refunded me and taken the stick back, they would have been no worse off than they had been this morning, and I would have left satisfied and confident in purchasing from them again. Instead, I am left with a piece of paper worth £70 and, currently, nothing to spend it on, as the Xbox 360 version of the stick is not available online. I am also writing about my poor experience on the public forum that is the Internet rather than praising them or simply keeping quiet.

    So basically, CEX Chippenham, I'm exceedingly disappointed in the service (or lack thereof) I received today and will be thinking very carefully before I buy anything expensive from you again. You had the chance to surprise and delight me; instead you stonewalled me and flipped the bird. THANKS A LOT.

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    #oneaday Day 907: A Party Game for Horrible People https://imnotdoctorwho.moegamer.net/2012/07/14/oneaday-day-907-a-party-game-for-horrible-people/ https://imnotdoctorwho.moegamer.net/2012/07/14/oneaday-day-907-a-party-game-for-horrible-people/#respond Sat, 14 Jul 2012 01:31:22 +0000 http://angryjedi.wordpress.com/?p=4161 I had my first chance to try out Cards Against Humanity tonight. If you're unfamiliar with Cards Against Humanity, you can find out more and even print your own copy here. Cards Against Humanity is a project that was initially funded through Kickstarter last year, but which has since gone on to make its money via direct sales of … Continue reading #oneaday Day 907: A Party Game for Horrible People

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    I had my first chance to try out Cards Against Humanity tonight. If you're unfamiliar with Cards Against Humanity, you can find out more and even print your own copy here.

    Cards Against Humanity is a project that was initially funded through Kickstarter last year, but which has since gone on to make its money via direct sales of its core set and expansion. Unusually, though, the game is distributed under a Creative Commons licence, which means you're free to download and print a copy yourself if you have the appropriate equipment to do so. It also means that you're free to tweak, change and otherwise mangle it as you see fit so long as you don't then decide to sell your modified version as an original work. Which is nice.

    Cards Against Humanity is a very simple concept. The Onion AV Club described it as "Apples to Apples for the crass and jaded" and indeed the concept is almost identical: each turn, the "card czar" player (which changes every turn) draws a single black card that features a question or fill-in-the-blank phrase — this is the equivalent of Apples to Apples' green cards — and players then submit a white card, each of which contains a word or phrase that could potentially fit whatever is printed on the black card. The card czar then shuffles them around so they have no idea who submitted what, and then reads them all aloud. After this, they choose which one is "best" by whatever arbitrary criteria they wish, and give the black card to the winning player as an "Awesome Point". Play then continues until… whatever you like, really. You could play to a score limit, a certain number of cards or, as the game suggests, until the "Make a Haiku" card comes up. The exact rules are deliberately open-ended to encourage experimentation and a feeling of simply having stupid fun rather than rules lawyering. It's a party game, not SRS BIZNZ.

    It's extremely simple and easy to play, and works with groups of four or more people. While the rules that determine who "wins" a hand are deliberately vague and arbitrary, after a few turns it becomes clear that there is a degree of psychology in play rather than simply everyone rushing to put down whichever card has the word "penis" on it. Does the current card czar find dick jokes funny, or would they rather you tried to do something clever? Would a surreal and incongruous answer make them laugh? Assuring victory is much more than simple luck, and sometimes you need to know when to give up on a hand and just submit your "worst" card for consideration in the hope of getting something better next time.

    Cards Against Humanity is gloriously politically incorrect, but only occasionally explicitly obscene. A lot of the dark humour in the game comes from certain combinations of cards and the interpretations thereof rather than cards that are simply outright offensive. That said, there are plenty of white cards that are deliberately provocative — "Firing a rifle into the air while balls-deep in a squealing hog" is one particular favourite — but these are spread throughout more "mundane" offerings to balance things out rather than making the game a tiring journey through everything taboo. There are plenty of amusing pop culture references in the cards, too, though a few are a little too American for international audiences.

    Cards Against Humanity is a great party game, then, that deserves to sit alongside titles like Balderdash and Eat Poop, You Cat! as a Fun Thing To Do After (or perhaps Before, depending on how late your host cooks) Dinner. I recommend getting some friends together and giving it a shot yourself as soon as possible, as there was plenty of mirth and merriment tonight, to the extent that one participant (whose blushes I shall spare) laughed so hard their drink came out of their nose.

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    #oneaday Day 906: Drizzle Bizzle https://imnotdoctorwho.moegamer.net/2012/07/13/oneaday-day-906-drizzle-bizzle/ https://imnotdoctorwho.moegamer.net/2012/07/13/oneaday-day-906-drizzle-bizzle/#respond Fri, 13 Jul 2012 01:36:33 +0000 https://angryjedi.wordpress.com/?p=4157 I recently acquired a copy of one of the Dungeons & Dragons boardgames: The Legend of Drizzt, a game based on everyone's favourite Dark Elf and the one character from D&D lore that most people can remember. I've given the game a couple of goes so far — twice solo and once with Andie. I'll … Continue reading #oneaday Day 906: Drizzle Bizzle

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    I recently acquired a copy of one of the Dungeons & Dragons boardgames: The Legend of Drizzt, a game based on everyone's favourite Dark Elf and the one character from D&D lore that most people can remember.

    I've given the game a couple of goes so far — twice solo and once with Andie. I'll be playing it with a larger group next week, all being well, too.

    If you've not seen the game before, here's the deal. It's not really a conventional dungeon crawler in the mould of Hero Quest and its various expansions and sequels. It is, however, a challenging cooperative game that I anticipate will require at least a small degree of working together to survive.

    Basically the flow of play goes like this. Each hero may move and attack, attack and move or move twice on their turn. If they end their turn on the edge of a dungeon tile, a new one is drawn and a monster appears on the tile more often than not. Some tiles also cause an "encounter" to occur, which more often than not is detrimental to the players. After that, any monsters that the current player "controls" (i.e. revealed on their turn) make their moves and attacks according to the logic on their cards, then play passes to the next player and continues until either the players have completed the objective for their chosen quest or a single hero is defeated without any remaining "healing surges" to restore them.

    Combat uses a loose interpretation of D&D 4th Edition's "Powers"-based system. Each character has a hand of "Powers" to use when they attack — some are "At Will", meaning they may always be used, some are "Daily" meaning they may only be used once, and some are "Utility", some of which may only be used once and others of which provide supporting abilities. Combat results are determined by dice rolls with bonuses according to the Power chosen — some have a greater chance to hit, some hit more monsters simultaneously and some do more damage.

    It's a simple, elegant system that keeps the game flowing well at a good pace. It captures the feel of D&D 4e's excellent combat system without getting bogged down in scenario design — or the requirement to have a human "dungeon master". And it's considerably more accessible to non roleplayers than even a basic D&D module. At the same time, it doesn't have the complexity of a lot of dungeon crawlers, doesn't take nearly as long to play and encourages cooperation between players.

    I'll be very interested to see what the dynamic is like with more people as I feel it has a lot of potential. As a cooperative game, it looks set to have plenty of the usual brutal difficulty factor without the Byzantine rules of a title like Arkham Horror — much as I love the ol' Lovecraft-em-up, I think pretty much every time we've played we've forgotten at least one rule.

    It also comes in an absolutely humongous box and is packed with cool figures and lots and lots of cardboard tokens of various kinds. It's a veritable nerdgasm to open up that box, and closing it makes the best "box fart" I've heard for a long time. So kudos for that.

    I'll offer a full report on the game following our play session next Tuesday; for now rest assured that if you're the slightest but interested in low-maintenance dungeon crawling and monster bashing, you could certainly do far worse than check out any of the three D&D Adventures games.

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    #oneaday Day 905: The Breakfast Show https://imnotdoctorwho.moegamer.net/2012/07/12/oneaday-day-905-the-breakfast-show/ https://imnotdoctorwho.moegamer.net/2012/07/12/oneaday-day-905-the-breakfast-show/#respond Thu, 12 Jul 2012 01:20:53 +0000 http://angryjedi.wordpress.com/?p=4152 It was announced today that self-professed "saviour of Radio 1" Chris Moyles is stepping down as the host of the station's Breakfast Show, a post he has held since January of 2004. Moyles' early-morning show is the longest-running show in Radio 1's history, but it is sadly coming to an end in September of this … Continue reading #oneaday Day 905: The Breakfast Show

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    It was announced today that self-professed "saviour of Radio 1" Chris Moyles is stepping down as the host of the station's Breakfast Show, a post he has held since January of 2004. Moyles' early-morning show is the longest-running show in Radio 1's history, but it is sadly coming to an end in September of this year.

    I like Chris Moyles. I have done ever since I first inadvertently discovered him by tuning in my radio to our local station at 10pm one night when I was a teenager. I was enraptured by his irreverent humour and continued listening long into the night. I was accustomed to DJs on said local station being characterless, personality-devoid track title  reading machines, so to hear someone actually acting like a human being — taking the piss out of the music he was playing, having light-hearted jabs at callers and taking an irreverent (though never offensive) approach to reviewing the day's happenings — was something of a revelation.

    I was delighted when, a number of years later, I rediscovered Moyles on Radio 1. I hadn't followed his career after I stopped listening to the radio regularly, so I had no idea what he had been up to in the interim. But having him back on my stereo entertaining me in the mornings as I endured a lengthy commute to a job I hated was a bright spot in an otherwise fairly dark part of my life. The chemistry he had with his team was excellent, and the fast pace of the show was just the thing I needed to wake me up in the morning. Some criticised him for "talking too much" but I actually preferred listening to the team's light-hearted banter to the musical monstrosities that make up the majority of Radio 1's playlists.

    At some point, it became fashionable to hate on Moyles. This happens with certain comedians, usually once they have reached a certain level of fame and ubiquity. Recently, it's happened with Peter Kay (everyone loved him for a while, around the time of Phoenix Nights, then suddenly everyone hated him), Michael McIntyre (who appeared semi-regularly on shows such as Mock the Week for a while before everyone arbitrarily decided that he was no longer Flavour of the Month) and, as I say, Moyles, who is most frequently criticised for being egotistical and arrogant.

    Moyles' "persona" certainly has a large ego and a degree of arrogance, but it's important to note that it is a persona — it's a character he plays, a mask he puts up to the public. It's the act he's always done, ever since I first heard him on that late night local radio show, and I've always found it entertaining, because it's abundantly clear to anyone who listens that all the self-aggrandisement is done with a knowing wink to the listener. Moyles was well aware that his ego and arrogance seemed ill-placed — he knew he wasn't the most attractive guy in the world, that his occasional beard made him looked like a tramp and that he was overweight — so he played it up deliberately to an absurd degree. Some people took that literally, however. Understandable, but inaccurate. When he needed to be, Moyles could be genuine and heartfelt, and some of his most memorable moments on radio came when he was at his most earnest and honest.

    It's for these reasons that I'll miss listening to Chris Moyles on the radio. Granted, I haven't had the Breakfast Show on for a while now — I tend to get up a bit late for it these days, and I don't have a clock radio by my bed any more — but Moyles and the team were very much a fixture in my life for a considerable amount of time, and I'll be sorry to see them go. I hope they find a new home somewhere else — Moyles is certainly well over the unofficial "age limit" to become a Radio 2 presenter!

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    #oneaday Day 904: Furry https://imnotdoctorwho.moegamer.net/2012/07/11/oneaday-day-904-furry/ https://imnotdoctorwho.moegamer.net/2012/07/11/oneaday-day-904-furry/#respond Wed, 11 Jul 2012 01:31:51 +0000 http://angryjedi.wordpress.com/?p=4149 We've had our pet rats for a little while now and they're both starting to get a bit more confident. Willow, the shy one, has grown significantly more than her sister Lara, making it quite an amusing sight when they play-fight in the evenings. One thing I find with all animals is that I can't … Continue reading #oneaday Day 904: Furry

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    We've had our pet rats for a little while now and they're both starting to get a bit more confident. Willow, the shy one, has grown significantly more than her sister Lara, making it quite an amusing sight when they play-fight in the evenings.

    One thing I find with all animals is that I can't help but anthropomorphise them. They are little people to me, even though I know they can't understand the things I'm saying and that the cute little nibbling thing they do on your finger isn't necessarily a sign of affection — it's more likely them determining whether or not I'm something they can eat.

    This means I do silly things like talk to animals. I talk to cats. I talk to dogs. And I talk to our rats, even though they probably find those freakishly huge giants who keep dropping treats into their home utterly terrifying.

    I can't help it. I don't know why I talk to them when I know they can't understand me. But I do. I say their names, hoping that they'll learn them. I hope that they'll come when I call them. When they do do something, it's easy to assume that it's because I did something to encourage them. If I say their name and they jump on the side of the cage to climb up and see me, it feels like "I did that" even though it's probably just coincidence. (I know that you can train a lot of animals to respond to their names and to come when you call them, and that rats are surprisingly intelligent little furballs, so it's not beyond the realm of possibility that they are responding to me and coming to see what I'm doing.)

    I guess this sense of attachment I feel to pets, and the assumption that they are somehow "little people" rather than "not particularly intelligent bundles of fluff", is what makes them good companions and nice things to have around. And animals certainly do have their own personalities — our two rats have clearly defined character traits, and the two cats who have been a part of my family in the past both also acted in their own unique ways. The two cats who live next door to Andie and I now, too, are both their own "people", though they are both united in their desire to get into our house as often as possible. (They haven't succeeded since we got our new sofa, and are being kept well away now we have the rats, too!)

    The downside of seeing pets as "little people", of course — and I apologise for getting maudlin here — is that it makes it hard to deal with when they pass on. I recall feeling genuine grief — like, the sort of grief you feel when an actual person dies — when both our family cats died. One such outpouring of said grief can be found here, from the early days of this blog.

    But let's not focus on sad things. We have pets now, and they are great. They are becoming much more confident, too, so soon we might even be able to actually take them out of the cage, pet them and play with them. They're still a bit too jumpy for that just yet — Andie's had a couple of bites just from trying to pick them up — but they seem to be learning that the Big Scary Things who keep opening their cage are actually sources of Treats rather than things to be feared.

    We have thus far resisted the urge to fill Facebook with rat pictures in the same way people with new babies incessantly fill Facebook with baby pictures (please don't change your profile pic to your baby, it's creepy) but I'm sure that will change as they get happier and more at ease with us. So you can look forward to that.

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    #oneaday Day 903: Running Review https://imnotdoctorwho.moegamer.net/2012/07/09/oneaday-day-903-running-review/ https://imnotdoctorwho.moegamer.net/2012/07/09/oneaday-day-903-running-review/#respond Mon, 09 Jul 2012 23:38:57 +0000 http://angryjedi.wordpress.com/?p=4145 I've been running through the Couch to 5K programme again, no pun intended. If you're unfamiliar with this well-paced running programme, check out the image at the end of this post for more information. Also, play through Emi's path on Katawa Shoujo and you'll really want to do it. Ahem. Anyway. Tonight was the first day of my fourth … Continue reading #oneaday Day 903: Running Review

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    I've been running through the Couch to 5K programme again, no pun intended. If you're unfamiliar with this well-paced running programme, check out the image at the end of this post for more information. Also, play through Emi's path on Katawa Shoujo and you'll really want to do it.

    Ahem. Anyway. Tonight was the first day of my fourth week on the programme. I've done it through to completion once previously, but that was quite a while ago now and my fitness has lapsed somewhat, so I decided to start again. Week 4 is where the pace starts to step up a bit and the jumps in difficulty begin to become more noticeable. For example, tonight I did two three-minute runs and two five-minute runs; on the previous trip out, I did two minute-and-a-half runs and two three-minute runs.

    I got on pretty well. I didn't have to stop at all, and I paced myself well. Said pace is still fairly glacial compared to people who aren't carrying around as much weight as I am, but I'm satisfied so far.

    One thing I remember noticing last time I did all this and am noticing again now is the fact that running is good stress relief. It's actually probably exercise in general, but I'm finding it particularly apparent while running.

    When I say "stress relief" I don't necessarily mean "making the stress go away". If it was possible to just make stress dissipate… well, then the world would be a much nicer place. (I also don't mean "stress relief" in the same way that J-List refers to "stress relief toys". If you don't know what I'm talking about, don't worry.)

    No, what I mean, in fact, is that running seems to "shake things loose" in my head. Stressful thoughts which have been clogging up my head all day come to the fore, particularly when reaching the end of a session. This isn't always a massively pleasant experience, but it can be helpful and cathartic in the long run. It's easy for stressful thoughts to get "backed up" and simply cause you to "feel stressed" all day for no specific reason — releasing these thoughts helps dissipate that vague "meh" feeling, though naturally you still have the specific thoughts themselves to deal with.

    The human brain is weird.

    Anyway, I'm happy with my progress on Couch to 5K so far. I remember being impressed with myself when I made it through the last time I did so, and being even more impressed when I successfully made it through an entire 10K race in London. (Okay, again I wasn't especially quick, but at least I didn't come in last place!) I'm contemplating setting myself some sort of target such as another race somewhere so I have something to aim for — the end of the programme is all very well and good, but where do you go from there?

    Well, I'll cross that bridge when I come to it. For now I shall enjoy the small victory of successfully running for 3 minutes, 5 minutes, 3 minutes and 5 minutes without stopping.

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    #oneaday Day 902: Follow the Rules (That Haven't Been Written Yet) https://imnotdoctorwho.moegamer.net/2012/07/09/oneaday-902-follow-the-rules-that-havent-been-written-yet/ https://imnotdoctorwho.moegamer.net/2012/07/09/oneaday-902-follow-the-rules-that-havent-been-written-yet/#respond Mon, 09 Jul 2012 01:21:57 +0000 http://angryjedi.wordpress.com/?p=4140 I've been playing a bunch more of The Secret World today and I stand by my initial impressions that it's a significant step, nay, leap forward for the MMORPG genre. My only slight criticism would be that so far I've had very little incentive to actually play alongside other people, but 1) this is nothing … Continue reading #oneaday Day 902: Follow the Rules (That Haven't Been Written Yet)

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    I've been playing a bunch more of The Secret World today and I stand by my initial impressions that it's a significant step, nay, leap forward for the MMORPG genre. My only slight criticism would be that so far I've had very little incentive to actually play alongside other people, but 1) this is nothing unusual for modern MMOs and 2) I haven't tried any "dungeon" missions yet.

    It's in the Investigation missions that I mentioned yesterday where the game truly distinguishes itself. I shall try and resist spoiling specifics at this point, but completing one today involved searching for something in the game world, finding a laptop (password-protected, natch) and then having to break into it. The clue on the computer was vague at best, and there was nothing in the immediate vicinity to help. A little exploration was required, and then some actual honest-to-goodness deduction and lateral thinking on the part of the player. It was a true case of "I wonder if this works… holy crap, it does." As I say, spoiler-free, but it involved the sort of shenanigans normally reserved for "alternate reality games". Which is impressive stuff.

    What all this clever puzzle-solving leads to, though, is something of a dilemma for the community. In other MMOs, the General chat channel is the home for people asking how to do things — when it's not the home of teenage boys soliciting sex from hot female Night Elf avatars, of course. It's sort of expected that if you ask a question such as "where is quest objective x?" that you'll get a straight answer. And that's fine — a lot of MMOs are still a bit clunky on the whole "user-friendliness" part and thus often forget to point the player in the right direction, necessitating either a lot of tedious searching the game world or simply asking other players.

    In The Secret World, however, the confusion inherent in these Investigation missions is part of the appeal. The sense of satisfaction when you unravel one of the game's cryptic clues is unprecedented in the usually rather predictable MMO genre. Assuming you worked it out yourself, of course — and herein lies the problem.

    Players coming to The Secret World straight from titles like World of Warcraft and Star Wars: The Old Republic will come to General chat or the dedicated Help channel and pose the usual sorts of questions. One of two things then almost inevitably happens — 1) someone posts the answer and everyone then yells at them for spoilers. 2) someone posts a vague clue and the new player then gets annoyed at not being able to get a straight answer.

    Actually, this is an exaggeration — so far, from what I've seen, the vast majority of the community is on the side of "give hints, not answers" and only a few people ruin that. The trouble is, if you happen to glance at General chat when one of these people is spoiling a quest solution — perhaps unintentionally — then you can't unsee it. You'll know forever that Dr Bannerman's computer password is — wait, hang on, you won't get it out of me that easily!

    Funcom's GMs are apparently being pretty strict about those they catch posting spoilers in the chat channels, so hopefully the community will be "trained" out of that particular practice sooner rather than later. The trouble is, tempers often run unchecked online, meaning that some people will fly off the handle to a disproportionate degree at these spoiling types — who, in many cases, simply hadn't yet got a handle on the game etiquette. Sure, it's common sense that in a game with a heavy puzzle-solving component that people might not want to just hear the answers blurted out, but it's entirely possible for the reasons I mentioned above that people may not have considered this. Getting yelled at and verbally abused by people isn't going to help them change their behaviour — it's simply going to make them defensive and often lash out back at their "aggressors", thereby perpetuating a cycle of people bitching and complaining at each other unnecessarily.

    In many ways, it's the same as in teaching. In the classroom, if you spot someone misbehaving — or if another child comes up and "tells on" the miscreant, the worst possible thing you can do is yell, shout, scream and otherwise draw attention to their inappropriate behaviour. In many cases, the child was simply seeking attention, so to succeed so completely — even if it's with negative attention — will not train them to behave more appropriately in the future. Instead, a more assertive approach is the way to play it — take the child aside and discuss quietly and discreetly with them why what they did was wrong rather than encouraging them to get upset and strike back.

    Now, obviously most of the players of The Secret World are a little older than primary school children (hopefully), but this approach is still a sound one. If someone behaves inappropriately — such as by posting spoilers — it may be easy to simply publicly shame them in General chat with an "FFS" and a few choice expletives, but all that will do is make them call you a "moron" (or worse) and ensure that you both end up on each other's Ignore lists. Instead, a simple, polite private message explaining why what they did was inappropriate or unacceptable is the way forward. No malice, a simple — but assertive — desire to help them out and make the experience more pleasant for everyone involved. Easy, right? Well, it should be. In practice it doesn't always work that way, but people will settle down over time as the "norms" of the game community are established.

    The way online communities interact with one another is something that's always been fascinating to me, and the fact that The Secret World is even running into this issue at all shows what a big shift away from conventional, predictable MMO thinking it really is. The community is going to have tom come up with established conventions and ground rules — perhaps policed by GMs in the early stages — and those used to a different set of norms will have to adjust and adapt appropriately.

    Anyhow. That's that. If you haven't figured it out already, The Secret World is most definitely worth your time and money, particularly if you have the slightest interest in Lovecraftian horror, or if you enjoyed Funcom's adventure titles The Longest Journey and Dreamfall. While it has its flaws and its bugs, it's certainly a far more interesting experience than the vast majority of other online titles out there, and I recommend you give it a shot — even if you're not normally into MMOs.

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    #oneaday Day 901: Lost in The Secret World https://imnotdoctorwho.moegamer.net/2012/07/08/oneaday-day-901-lost-in-the-secret-world/ https://imnotdoctorwho.moegamer.net/2012/07/08/oneaday-day-901-lost-in-the-secret-world/#respond Sun, 08 Jul 2012 00:54:18 +0000 http://angryjedi.wordpress.com/?p=4137 Well, I've spent a great deal of today playing Funcom's new MMO The Secret World and… and… Well. Wow. You remember how everyone hailed The Old Republic as a massive step forward for MMORPGs — before everyone realised it was actually just World of Warcraft in space, that is? Yeah. The Secret World actually is a significant step forward for MMORPGs. Why, you … Continue reading #oneaday Day 901: Lost in The Secret World

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    Well, I've spent a great deal of today playing Funcom's new MMO The Secret World and… and…

    Well. Wow.

    You remember how everyone hailed The Old Republic as a massive step forward for MMORPGs — before everyone realised it was actually just World of Warcraft in space, that is? Yeah. The Secret World actually is a significant step forward for MMORPGs.

    Why, you ask?

    Well, let's consider its thematic content for starters. The Secret World is a lush, rich combination of all manner of influences, including, among other things, Illuminati/Templar/some Asian dudes conspiracy theories, The X-Files and the work of H.P. Lovecraft. The early stages of the game feel very much like what a hypothetical Arkham Horror Online would play like — you're an "investigator" for one of the three factions in a town called Kingsmouth (which, in the "creepy American small town" stakes is in the unenviable position of being somewhere between Lovecraft's Innsmouth and Silent Hill's, uh, Silent Hill), you wander around trying to get to the bottom of what has caused a zombie apocalypse (I KNOW, ZOMBIES, but bear with me) and the mysterious fog that has come in from the sea. Also, big slobbering tentacle monsters. And people going "a bit mental." Apparently Cthulhu is involved at some point, but I haven't got that far as yet.

    So The Secret World eschews the usual fantasy or sci-fi tropes of the MMORPG genre in favour of a modern-day setting dripping with Lovecraftian atmosphere — at least in its initial stages, anyway. And it actually bothers to tell a fully-realised story (with full speech and cutscenes) rather than a limp, loosely-connected set of questlines. But it's not just the theme and the strong narrative that distinguishes The Secret World from its numerous competitors. The game systems are also an impressive breath of fresh air.

    Let's start with the quests. While some quests do include objectives such as "kill [x] [y]s", these are usually part of a longer chain of events. Where things get interesting are when you break away from what the game refers to as "action" missions and you get to take on "sabotage" and "investigation" quests. While "action" missions, as you might expect, involve killing things, "sabotage" and "investigation" challenges are a little different.

    In a sabotage mission, stealth and environmental puzzle solving is emphasised. In an early example, you have to retrieve a number of security cameras from abandoned businesses around the town and set them up in strategically advantageous places for both the police and your faction. Many of the cameras are out of reach from ground level, necessitating a bit of exploration as you figure out how you can actually reach them. As the mission progresses, you eventually find yourself exploring an instanced "mini dungeon" in which you have to avoid security cameras and laser tripwires while working out a route to disable various control panels without being spotted.

    Investigation missions, meanwhile, are a lot more elaborate. The current one I'm working on has 18 steps in it. If you consider that your average MMO quest has 3 steps at most (get quest, kill/collect shit, return to questgiver), this is pretty impressive. When you look at what some of these steps involve, it's even more impressive.

    In investigation missions, the fourth wall is broken slightly as the player has to put their own intelligence to the test. Clues are given for various challenges, and it's up to the player to figure out how to solve them. An early, simple example involves working out the password for someone's computer using a couple of hints they've left around the place, but later ones see you doing everything from deciphering morse code messages to making use of the in-game web browser to research real-world things. (Of course, you could just cheat using said web browser, but the community is already rather sensitive about spoilers, so you'll be surprised at how few "answers" are out there already.)

    This brilliantly diverse questing system is coupled with an excellent levelling mechanic. Players level up at a consistent rate throughout the game and can eventually unlock all the skills from all the disciplines — but it's only possible to equip seven active and seven passive skills at once, much like how Guild Wars does things. It's possible to save these "decks" of skills, however, allowing you to easily switch your character build on the fly according to the situation you're in or what the group you're with needs you to do.

    Combat, too, is quite interesting. While it's the usual "hotbar and cooldown" approach, there's a much more "action game" feel to it here, thanks in part to the fact that positioning is important — particularly when baddies start doing area-of-effect attacks. You can take on a lot more enemies at once than in many other MMOs, giving the game a much more exciting, dynamic feeling rather than simply getting into the rhythm of pressing the number keys that titles like World of Warcraft offer.

    In short, The Secret World is evidence that there is still some creativity among those who make MMOs. Not everyone wants to make a World of Warcraft clone, and Funcom have succeeded in creating an experience that is very much its own thing — and very much worth your time and money. C'mon. You can't say the prospect of doing a raid on Cthulhu doesn't appeal just a little bit.

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    #oneaday Day 900: Gravity Rush Wrap-Up https://imnotdoctorwho.moegamer.net/2012/07/06/oneaday-day-900-gravity-rush-wrap-up/ https://imnotdoctorwho.moegamer.net/2012/07/06/oneaday-day-900-gravity-rush-wrap-up/#respond Fri, 06 Jul 2012 23:00:36 +0000 http://angryjedi.wordpress.com/?p=4133 I finished Gravity Rush on Vita tonight. I was rather disappointed to note it's a game that gets significantly worse the further you go rather than better. That's not to say it's not worth playing, however — more that it's clear roughly 75% of the way through that the team simply ran out of ideas. Gravity Rush is a joy … Continue reading #oneaday Day 900: Gravity Rush Wrap-Up

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    I finished Gravity Rush on Vita tonight. I was rather disappointed to note it's a game that gets significantly worse the further you go rather than better. That's not to say it's not worth playing, however — more that it's clear roughly 75% of the way through that the team simply ran out of ideas.

    Gravity Rush is a joy to play initially. Once you get your head around the strange gravity-flipping mechanic and realise it's different from a conventional "flight" system (you can't really steer while "falling", for example — you have to stop and then start "falling" in a different direction) it's a lot of fun to swoop around, run up walls and leap down onto things.

    The thing is, the whole gravity-shifting thing seems somewhat underused. There aren't any particularly clever puzzles through the game that require you to run up walls or on the ceiling or anything, so after some time you begin wishing that protagonist Kat could just fly like a proper superhero.

    This problem is compounded when we get to the dreadful aerial combat, which coincidentally is the reason the game's "fun factor" takes a significant nosedive when on the home straight. I mentioned this a few days ago, but it became the cause of significant teeth-gnashing frustration as the game progressed. Allow me to explain.

    When floating in the air, Kat is able to launch a "gravity kick" move by aiming the on-screen reticle at something and then holding the Square button. She then swoops towards the thing you pointed at, hopefully causing damage. Fair enough.

    The trouble with this is that a lot of enemies, particularly later in the game, are only vulnerable in specific weak points. If said weak point is on the far side of an enemy, Kat will simply plough into said enemy and do no damage whatsoever, usually putting herself in harm's way. (This isn't helped by the fact that a lot of late-game enemies also have the ability to fire bullets at Kat, which the player has to dodge by swiping on the touchscreen.) A lot of late-game combat simply becomes a case of launching Kat at enemies from a distance and hoping she hits them — because more often than not, they'll simply dodge out of the way before impact, and it's honestly difficult to tell whether or not the game actually "locks on" to these enemies or not. (I believe it is supposed to, though you could have fooled me.)

    By far the worst thing, though, was the "Special Forces" DLC that came free with the "special edition" of the game I got — it was the same price as the normal game for a limited period, so I figured there'd be no loss in getting it.

    Oh man. If ever there was an argument for DLC being tacked on, pointless, moneygrabbing shite, this is it.

    It contains just two missions, both of which are immensely tedious "fetch and kill" quests, and the latter of which incorporates a totally unreasonable time limit in which to accomplish your objectives — which, by the way, aren't marked with navigation pointers unlike in the rest of the whole game. The latter mission also makes heavy use of the game's idiosyncratic "throwing" system, whereby Kat can pick up objects in her gravity field and then fling them at things. The trouble is, this mission requires Kat to fling things precisely, but the game regularly decides that you actually wanted to aim at that enemy a little to the left of where you were actually pointing when you pressed the "throw" button. In a non-time sensitive situation, it would have been helpful to have this quasi-"lock on" facility when throwing things; when attempting to fling water towers at fires, however, it's a pain in the arse.

    I'll be honest, I didn't finish the DLC because it irritated me so much — thankfully, it's possible to cancel out of the missions once they've started and simply proceed back on with the main story. As a matter of fact, the second mission in the pack soured me so much on the game by making its flaws so abundantly apparent that it significantly impacted my enjoyment of the finale which, on reflection, wasn't terrible.

    Gravity Rush isn't a bad game. In fact, it's a very good game, and a fine showcase of the Vita's capabilities and unique features. But with a bit of work it could have been an amazing game. It looks fantastic, it has an endearing main character and a wonderfully entertaining core game mechanic, but it simply falls to pieces at the end with a string of unimaginative fetch and kill quests. These just make you want to get to the end so you don't have to play any more, not because you want to see the end of the story (which, incidentally, leaves a whole lot of frustratingly unanswered questions).

    It may sound like I'm being unduly harsh on this game and perhaps I am. I did like it overall, and I'm glad I played it. If you own a Vita, you should play it too.

    It's not perfect. It has potential, though, and that's quite exciting. The possibilities that a Gravity Rush sequel might offer are very intriguing indeed. For my money, I'd like to see more creative use of the gravity mechanic for puzzle-solving, less aimless open world flying around, less combat (or at least combat that isn't so incredibly irritating) and a story that wraps up properly.

    That's that for now, though. Next up is Persona 2.

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    #oneaday Day 899: I'll Be There For You https://imnotdoctorwho.moegamer.net/2012/07/05/oneaday-day-899-ill-be-there-for-you/ https://imnotdoctorwho.moegamer.net/2012/07/05/oneaday-day-899-ill-be-there-for-you/#respond Thu, 05 Jul 2012 21:58:43 +0000 http://angryjedi.wordpress.com/?p=4129 I have social anxiety. I may have mentioned this before once or twice. What that means is that sometimes I get tongue-tied and don't know what to say. Sometimes I let conversations run inside my head but worry about what the possible outcome of them will be, and end up saying nothing. Sometimes I quite … Continue reading #oneaday Day 899: I'll Be There For You

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    I have social anxiety. I may have mentioned this before once or twice.

    What that means is that sometimes I get tongue-tied and don't know what to say. Sometimes I let conversations run inside my head but worry about what the possible outcome of them will be, and end up saying nothing. Sometimes I quite literally have nothing to say whatsoever. And sometimes I do say something and don't get the reaction I expected and consequently feel weird.

    As you might expect, this makes the prospect of "making friends" a fairly terrifying one. Obviously I have made friends over the years, otherwise I wouldn't have any right now, but I can never quite remember how it happened. In some cases, it was a simple matter of being thrown together in some context — living together, studying together, working together — but in others, it's not quite so clear.

    While I am more than happy with the friends I do have, I do sometimes wish I could have more. That may sound greedy, but the fact is that I don't get to actually see the friends I have all that often. The vast majority of them live in the States (thank you, Internet) and the others live just far enough away for it to be A Big Effort to go and see them. And, you know, sometimes I just want people to play board games with. I bought a copy of Legend of Drizzt, one of the cooperative Dungeons & Dragons adventure games, this week and I'm hoping I get the chance to play it more than once or twice. If I had more friends (who liked board gaming) then I'd be able to play it more often — at the moment, however, it's determined largely by mutual availability and whether at least one of us can be bothered to drive about 50 miles. I'm more than happy to for the prospect of board game fun, but it's the former bit that can be tricky sometimes. Hopefully if and when Andie and I manage to move a bit closer to Southampton it'll be a bit easier to be more spontaneous — as it stands, however, it's a relatively rare treat to see people.

    This is all rather self-pitying I know, but I direct you back to the first line of this post. Social anxiety makes the act of making new friends — even the prospect of just talking to strangers — a terrifying and difficult prospect. Even in an environment that should be "friendly" — I know there's a local board game shop in Bristol that does games evenings, for example, but I don't even feel especially confident about that. My mind gets caught in a cycle of "what ifs" and I just end up deciding not to go.

    Perhaps one day I'll get over this social anxiety and be more confident about making new friends and considering that people might actually want to spend time with me if they don't have to. That day is not today, however, which means that I'm all the more grateful for the friends I do have and the time I do get to spend with them.

    Anyone fancy a game of Legend of Drizzt?

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    #oneaday Day 898: Contemplating the Darkness https://imnotdoctorwho.moegamer.net/2012/07/04/oneaday-day-898-contemplating-the-darkness/ https://imnotdoctorwho.moegamer.net/2012/07/04/oneaday-day-898-contemplating-the-darkness/#respond Wed, 04 Jul 2012 23:21:33 +0000 http://angryjedi.wordpress.com/?p=4124 I'd like to share a couple of posts with you. First of all, this piece by Jeff Green, published today. (If you don't know who Jeff Green is, he's currently PopCap's director of editorial and social media and used to work on U.S. games magazine Computer Gaming World, later Games for Windows Magazine.) Many people expressed surprise … Continue reading #oneaday Day 898: Contemplating the Darkness

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    I'd like to share a couple of posts with you. First of all, this piece by Jeff Green, published today. (If you don't know who Jeff Green is, he's currently PopCap's director of editorial and social media and used to work on U.S. games magazine Computer Gaming World, later Games for Windows Magazine.) Many people expressed surprise at Jeff posting this, because, to quote several commenters, "you wouldn't know he had depression." I've only met Jeff maybe once or twice, but it's true; he "hides it well," as it were. That doesn't diminish his suffering in any way, of course — it simply means that he's found ways (and help) to deal with it in a way that doesn't affect his public persona.

    Second of all, and related, this post from January of last year by me. I shan't talk about that post too specifically right now since you can just go and read it, but I did want to contemplate the subject a little further today, as reading Jeff's post shortly after he published it (and undoubtedly went back and forth on whether or not he should share it with the world) got me thinking.

    I am a lot better than I was. I hit my lowest ebb just over two years ago when my wife and I decided to split. I won't go into the specific details of that right now, but suffice to say that it was a mutual decision by the pair of us that was partly a consequence of, ironically, my own depression. I had left a job I hated, gone to PAX East for the first time (and had an amazing time) and then came back home to no job, no prospects and a thoroughly bleak outlook for the future. Depression at my situation (which was at least partially self-inflicted, I will freely admit — I could have stuck at the job I left, but it probably wouldn't have been good for me at all) sapped my motivation and just made me want to curl up into my own private little world and not talk to anyone. It wasn't the first time it had happened to me. It was a recurring pattern. And, realistically, there are times when it will likely happen again in the future.

    The one thing that people don't seem to mention about depression is that it can be addictive. Sometimes, when given the choice between 1) getting up to do something positive that you know will make yourself feel better and 2) slumping on the sofa staring at an interesting spot on the wall for several hours, all your brain wants to do is 2). It gets into the habit of doing 2) and it becomes a natural, conditioned response to anything that upsets you or frustrates you. Over time, it gets harder and harder to not do 2) even though there's usually at least a small rational part of your brain saying "STOP IT! STOP IT! STOP IT!" That rational part gets drowned out by the bit going "staring at the wall is comforting, safe, and you won't have to talk to any people."

    Getting over that stage is the difficult part. Fighting against the desire to do nothing and wallow in your own self-pity is one of the hardest things anyone suffering from depression has to do. Only then can you figure out exactly what to do when you pull yourself up off the floor/bed/sofa and make a conscious decision to do… something. Whether that's simply trying to "get on with your life" or actively seeking help to if not "cure" your condition then at least improve it.

    Sometimes even the most straightforward tasks can be made to feel like insurmountable obstacles to those suffering a depressive episode. That in itself can cause people to feel ashamed of their condition and not want to talk about it. Thankfully, I've seen a heartening trend recently: people overcoming the stigma attached to talking about mental health issues and publicly baring their souls about these important topics. Jeff Green's post is just the latest example of people with higher profiles than me publicly "coming out", as it were, and talking about this aspect of themselves that, however unpleasant it may be, helps define the person that they are.

    Feeling able to write about it publicly and talk about it face-to-face are two very different things, however. I know that personally speaking, I still find it difficult to talk about depression with anyone except my very closest friends, but I'll happily (perhaps the wrong word, there) post things like this to an (admittedly small) audience the world over.

    The important thing to remember if you have ever suffered from depression, though, is that you most certainly are not alone and that there is nothing to be ashamed of. You may hate the condition and what it does to you, but that doesn't mean you should hate yourself or feel you should lock yourself away in isolation. On the contrary, you should seek out people you feel able to talk about it with and then get some things off your chest. And you should seek help if you need it.

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    #oneaday Day 897: Dungeon Crawling https://imnotdoctorwho.moegamer.net/2012/07/04/oneaday-day-897-dungeon-crawling/ https://imnotdoctorwho.moegamer.net/2012/07/04/oneaday-day-897-dungeon-crawling/#respond Wed, 04 Jul 2012 00:33:02 +0000 http://angryjedi.wordpress.com/?p=4120 I'm a big fan of board games, as regular readers will know. And I have fairly diverse tastes, too — I like everything from Eurogames such as Catan to theme-heavy Ameritrash like Last Night on Earth. Exactly what I want to play at any given moment is largely determined by my mood at the time, … Continue reading #oneaday Day 897: Dungeon Crawling

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    I'm a big fan of board games, as regular readers will know. And I have fairly diverse tastes, too — I like everything from Eurogames such as Catan to theme-heavy Ameritrash like Last Night on Earth. Exactly what I want to play at any given moment is largely determined by my mood at the time, but I can pretty much always muster up enthusiasm to play a dungeon-crawling game.

    I own several dungeon crawlers, but I'm planning on picking up the very interesting-looking Descent: Journeys in the Dark Second Edition when it releases, as it sounds like just the sort of game I want to play. It also sounds like it's been improved significantly over the original edition, which could take up to 4 or 5 hours to complete a single quest. The new version reportedly keeps play sessions down to much more manageable lengths while incorporating a solid "campaign" system for character advancement and a branching narrative. I'm looking forward to it a lot.

    As for the ones I already own, each of them have their pros and cons, and I like them all.

    Starting at one end of the spectrum we have Games Workshop's Dungeonquest, which saw a rerelease by Fantasy Flight Games recently. Dungeonquest is gloriously random and is best left on the shelf if you like to plan out what you're doing well in advance, because progression is determined largely by the luck of the draw. Consequently, it is a very difficult game to "succeed" in — even the instruction manual helpfully informs you that players have approximately a 34% chance of survival in any given playthrough.

    In Dungeonquest, players take it in turns to draw dungeon tiles from a pool in order to build the dungeon as they go. If it's a corridor, they get to move again. If it's a room, things happen, determined largely by drawing cards and making skill checks. If it's a special room, super-special things (usually bad for the player) happen. Many of these things end in instant death for the player, meaning games can be over relatively quickly if you're unlucky.

    The aim of Dungeonquest is to make it to the middle of the board to raid the slumbering dragon's massive treasure pile, then make it out again before the sun rises — the time limit in question being represented by an ever-advancing "track" at the side of the board. If players don't get out before sunrise, they die. If they run out of health, they die. If the fall down a bottomless pit, they die. Hilarity (and, usually, frustration) ensues. It's not a great game, but it is an entertaining one.

    Moving up somewhat is MB and Games Workshop's Hero Quest. This was my introduction to fantasy role-playing when I was a kid, and it still holds a very fond place in my heart to date. It's an adversarial game where a team of up to four "hero" characters of varying classes take on the forces of darkness, controlled by a single "evil wizard" player. The evil wizard has a book of preset quests with which to challenge the heroes, and following these through in sequence provides a rather loose narrative. The game was later expanded with a number of additional packs that broadened the scope somewhat with new monsters, traps and additional rules to make things more interesting.

    Hero Quest is good because it bridges the gap between traditional "family-friendly" board game conventions and the more abstract, strategic nature of role-playing games. It's accessible enough for pretty much anyone to understand, has high-quality components and a wide variety of things to do — plus is very expandable and customizable.

    Advanced Heroquest not only changed the "correct" way to punctuate the phrase "Hero Quest"/"Heroquest" but also revamped the game completely to be significantly closer to a Dungeons & Dragons-style role-playing game. It also incorporated rules for limitless replayability including random dungeon generation, character advancement and a heavy emphasis on customization. While the original Hero Quest released an expansion allowing players to create their own adventures, Advanced Heroquest practically demanded that the Games Master (or "GM" — effectively the "evil wizard" player by another name) come up with some of their own creative, fresh ideas. And it was up to the GM in question how far they wanted to take it — Advanced Heroquest's rules catered for simple story-free "hack and slash" dungeons as much as elaborate, story-driven scenarios featuring light role-playing. The game even came with full rules for solo play, which was a godsend for me when I was a kid, as short on nearby friends as I was.

    Then came Warhammer Quest. This is pretty hard to find now, which explains why I paid nearly £100 for a copy on eBay. Warhammer Quest takes the formula of Advanced Heroquest and shoots off in a different direction rather than necessarily making it more complex. Warhammer Quest has a lot more in the way of random elements, but also features a lot more rules to prevent the game from running away from the players. Where Advanced Heroquest often had dungeons that spiralled off into myriad dead ends, Warhammer Quest's dungeon generation rules ensure that players move quickly from encounter to encounter on a much more linear path, giving the game a much faster pace. That's not to say that either approach is "better" as such — Advanced Heroquest had the thrill of exploring the unknown, while Warhammer Quest always had something interesting through the next door — but it marked a significant difference between the two.

    Warhammer Quest contains a fairly heavy degree of luck. If you were playing a campaign, after completing a dungeon you then had to roll repeatedly on a table to determine the events that happened during the journey back to town. These frequently got rather ridiculous, as demonstrated abundantly through the adventures of Kurt von Hellstrom and his friends.

    Warhammer Quest has one cool thing over its two predecessors, however — it can be played without a GM/evil wizard. The base rules for the game include an artificial intelligence system for the monsters that determine how they move and attack, allowing all the players at the game table to cooperate and take on the dungeons together rather than one being forced to constantly be "the bad guy." Rules were there to allow the game to be played with a GM, too, but for those craving a purely cooperative experience, Warhammer Quest was a great one.

    I don't get to play these games nearly as often as I'd like to. I'm hoping that I'll be able to get Descent out regularly once I get my hands on a copy — and I'm also pretty curious about the Dungeons & Dragons boardgames, too. Full reports on each and any of those I get the chance to play will, naturally, follow.

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    #oneaday Day 896: Gravity Rush https://imnotdoctorwho.moegamer.net/2012/07/03/oneaday-day-896-gravity-rush/ https://imnotdoctorwho.moegamer.net/2012/07/03/oneaday-day-896-gravity-rush/#respond Tue, 03 Jul 2012 00:07:21 +0000 http://angryjedi.wordpress.com/?p=4116 I've been playing a fair ol' bit of Gravity Rush on the Vita recently. My feelings about it are somewhat mixed, but on the whole it's a very good game, and certainly one of the most impressive handheld games I've ever played. Of all things, my least favourite thing about it is the name. "Gravity … Continue reading #oneaday Day 896: Gravity Rush

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    I've been playing a fair ol' bit of Gravity Rush on the Vita recently. My feelings about it are somewhat mixed, but on the whole it's a very good game, and certainly one of the most impressive handheld games I've ever played.

    Of all things, my least favourite thing about it is the name. "Gravity Rush" is not the name of an epic, sprawling, visually sumptuous adventure. "Gravity Rush" is, to me, the name of an iPhone game — perhaps an Angry Birds Space ripoff — or an obscure downloadable console title at best, perhaps. (Or perhaps I'm just associating it too much with Gravity Crash on PSN, which is nothing to do with Gravity Rush.)

    That aside, though, there's a lot to like.

    For the uninitiated, Gravity Rush is ostensibly an open world… platform game, I guess you'd call it if you had to pin it down to an established genre, but to pigeonhole it thus is to do it a gross disservice. It's a platform game. A racing game. A mindbending puzzle game. An air combat game. And plenty of other things besides. It actually has a surprising amount in common with underrated open-world gem Crackdown, of all things. Oh, and it was designed by Keiichiro Toyama, who true game geeks will know is the creator of the Silent Hill series. According to Wikipedia, Gravity Rush was the first game he ever wanted to create, but was only able to bring his vision to fruition recently.

    In Gravity Rush, you play Kat, a young amnesiac girl with red eyes, blonde hair and surprisingly dark skin for an anime-style character. Kat is also clad in an outfit best described as "bizarre", and is accompanied by a black cat. Oh, and she can shift gravity at will with the assistance of said black cat, allowing her to "fall" in any direction she pleases, stick to walls, skid along the ground and do gravity-defying flying kicks.

    Kat is far and away the highlight of the game. Despite her hackneyed amnesiac introduction, she quickly proves herself to be a fun character to play with. She's a bit dizzy, she's confused, she's obsessed with her own appearance and appeal to the opposite sex, and she's easily distracted. But despite these flaws, she has a noble streak — she wants to do the right thing and use her powers to help people, despite not really understanding where they came from or what they're for. As the game progresses, the residents of the city where the majority of the game is set go from fearing her strange powers to respecting and appreciating her talents.

    Gameplay in Gravity Rush is mission-based, but it's up to the player when they want to trigger each subsequent mission. Between missions, it's possible to tool around any of the unlocked city areas collecting gems (which can be used to level up Kat's abilities), talking to residents to gain a greater understanding of the strange world the game is set in and taking part in "challenge missions." The latter are very difficult timed tasks of various kinds — some might see Kat having to defeat as many enemies as possible in a time limit, others see her racing through a series of checkpoints, perhaps with some limitations on her abilities in place. Each challenge has three tiers of rewards, with increasing numbers of gems available for completing these tricky tasks by more impressive margins.

    This may all sound relatively unremarkable so far, but it's the excellent way that Gravity Rush makes use of the Vita's distinctive capabilities that make it interesting. The "gravity shifting" mechanic is a prime example. By tapping the R button, Kat floats up into the air; tapping it again causes her to "fall" forwards according to where the screen is pointing, regardless of which way is "up". The specific direction she falls can be controlled using the Vita's right analogue stick, but a surprising degree of precision can be attained by combining the stick controls with the tilt sensors in the Vita. If you're feeling completely un-self conscious, you can completely control the direction of the camera in these floaty bits by tilting and rotating the Vita, but that would be both impractical and undesirable for most people, so the combination of stick and tilt works very well.

    Similarly, when Kat uses her "slide" move (accomplished by pressing and holding on the bottom two corners of the touchscreen), it's possible to steer her by tilting the Vita side to side and jump by "flicking" the device. You can also "drift" in a Wipeout style by releasing one corner of the touchscreen as Kat goes around a corner.

    A more subtle use of the Vita's capabilities comes in the comic-style cutscenes that punctuate each mission. Tilting the device causes the perspective on the comic panels to shift slightly — unnecessary, but cool — while swiping with a finger advances to the next panel, just like in an iOS/Android comic reader app. These little touches arguably don't add much to the experience, but they certainly don't hurt it, either.

    The game is a joy to navigate — gravity shifting and "falling" through the skies towards your destination is thrilling every time, and the world is an interesting, beautifully-designed environment to explore — but things do fall apart a little when it comes to combat. On the ground, Kat is limited to a not-particularly-effective kick attack as well as a useful "dodge" move achieved by swiping on the touchscreen. In the air, Kat can do a "gravity kick" manoeuvre where she "locks on" to an enemy then flies through the sky with high heel outstretched, with more damage being done if she "falls" on the enemy from a greater distance.

    This is all very well and good and would be absolutely fine were it not for the fact that every enemy is only vulnerable in specific weak spots. Crash into an enemy anywhere other than their obvious glowing weak spots and you'll do no damage. Early in the game this isn't an issue, because the weak spots are in easily-accessible locations, but later enemies have multiple weak points all over their body and often thrash about, making it difficult to hit them. One boss in particular will have you flinging your Vita in frustration as it seemingly always dodges aside just as you get lined up perfectly. None of these challenges are insurmountable, but it does sometimes give the game some rather artificial-feeling difficulty spikes, which is a bit of a shame.

    The game's considerable charms (mostly in the form of Kat and the interesting, mysterious story she becomes embroiled in) outshine its flaws, however — at least to me. I've been playing it quite a bit today and I've found it an engrossing, immersive experience. I think quite a bit of that is due to the fact it's a handheld game, which surprised me — traditionally, I've regarded handheld experiences to be less immersive, not more — but Gravity Rush draws you in like few other games I've played recently, and then doesn't let go.

    If you have a Vita, be sure to grab a copy. If you don't have a Vita, it's certainly a great example of what the system can do. Is it a "killer app" for the system? Perhaps — it's certainly not perfect, but I can't imagine it working quite the same on, say, a console. The touch and tilt controls are excellently integrated into the more traditional button-based commands, and the whole thing feels like it was designed specifically for the Vita rather than envisaged as a console title with Vita features shoehorned in later. The gorgeous cel-shaded graphics, heavily influenced by a combination of French comics and anime, also make it one of the most distinctive-looking games I've seen for a long time.

    If nothing else, it's a game I'd certainly like to see a sequel to in the future, so let's hope it enjoys some success.

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    #oneaday Day 895: Clip Show, Part 2 https://imnotdoctorwho.moegamer.net/2012/07/02/oneaday-day-895-clip-show-part-2/ https://imnotdoctorwho.moegamer.net/2012/07/02/oneaday-day-895-clip-show-part-2/#respond Mon, 02 Jul 2012 00:31:52 +0000 http://angryjedi.wordpress.com/?p=4112 That's right. Not only am I doing my own personal "clip show" (which actually proved a surprising amount of effort to compile yesterday), I am also making it a two-parter. Oh yes. Today's look back looks at some posts from my first forays into daily posting and beyond. For the uninitiated, the whole One A … Continue reading #oneaday Day 895: Clip Show, Part 2

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    That's right. Not only am I doing my own personal "clip show" (which actually proved a surprising amount of effort to compile yesterday), I am also making it a two-parter. Oh yes. Today's look back looks at some posts from my first forays into daily posting and beyond.

    For the uninitiated, the whole One A Day thing came about towards the beginning of 2010. A number of writers from diverse corners of the Internet decided to try their hand at posting something on their blog every single day. I came to the whole thing a little late — my first post was on January 19 — but have kept it up ever since, which, it has to be said, is more than can be said for the vast majority of participants in the 2010 experiment. (The only other one I'm aware of who is still going is Play Magazine's Ian Dransfield, who remains consistently ahead of me in terms of "number of posts", though has resorted to the "miss a few days and catch up later" strategy a few times.)

    Anyhow, the guiding principle of One A Day was very simple: just write. No rules, no minimum length, no set topics, just write. For you. If other people happened to enjoy it, so much the better, but it was primarily an exercise in churning out content on a regular basis and keeping those "writing muscles" well and truly exercised.

    It's been an interesting experiment for me, as the things I've talked about on here have grown and changed over time according to my life situation and my own mental state. In the early days, for example, I was very much of the opinion that my career in the teaching profession was probably going to kill me, but I was also excited by the fact that I was going to escape my (temporary) position in time to go to PAX East. PAX East, as it turned out, was an amazing experience and remains, to this day, my Favourite Thing I've Ever Done.

    It was around this time that I found myself with a lot of free time on my hands. I'd left my job and didn't have anything else to go to, and I was (foolishly, as it turned out) hoping that I'd be able to support myself with freelance writing and private music teaching. I got a bit of income coming in thanks to the fine folks at Kombo.com (most of whom I now count among my most beloved online friends) but that, unfortunately, didn't last forever.

    Neither, to use a hideous segue that I don't particularly like thinking about, did my marriage. I was an absolute fucking wreck as a result of the events which came to a head in May of 2010, though in retrospect it helped me produce some fine, emotional work such as — bear with me — this rather personal ode to a bacon sandwich. It also encouraged me to unscrew my head and put it on a different way just to try and stop myself thinking about Bad Things. Or just to get really, really pissed and then take stock of the disastrous attempts at texting and social media I'd made while inebriated. Let's do itcagsin sometime.

    Fortunately, I had Stick-Pete to keep my mind off things. (His first appearance was here.) Stick-Pete was a conscious decision to try and give my blog a distinctive aesthetic, and I make no secret of the fact that my decision to incorporate poorly-drawn visuals rather than the stock photography I'd been using previously was entirely due to my discovery of Allie Brosh's rather wonderful blog Hyperbole and a Half, which I extolled the virtues of here. I was initially worried that people might think I was ripping off Brosh's work, but I developed my own distinctive look over time which has, itself, changed and adapted as time goes on.

    Stick-Pete and a series of characters I plucked out of my imagination seemingly at random were excellent ways to clumsily illustrate the things I was writing about, and a number of posts were designed with illustration in mind, such as this guide on How To Laugh on the Internet. Certain characters were, I noticed, making appearances more regularly than others, so I thought it would be an interesting experiment to start drawing a comic to illustrate my posts. Here's the first post in which that appeared. I kept that up for a surprisingly long time, though eventually guilt at not being able to post if I went away for a weekend (my comic-making tools of choice were on my non-portable Mac) got the better of me and I eventually stopped. Now I just feel guilty that Alex, Lucy and Phillipe aren't getting regular outings and opportunities to insult me, so it's entirely possible they may return at some point in the near future. (If you have no idea what I'm talking about, this post from the start of 2011 helpfully reintroduced them all.)

    As time went on, the years passed and my life situation started to gradually improve once again, so I tried a couple of things, some of which you'll find linked to in the sidebar. Wasteland Diaries was a 30-day "improvised narrative" experiment, for example, in which I attempted to write a coherent(ish) story over the course of a month, similar to what those NaNoWriMo people do. (I had wanted to participate in NaNoWriMo for a while, but various circumstances had always made it impractical. This was my less-structured, less-disciplined approach — but I saw it through.)

    I also cemented my view that writing on this 'ere blog was a good personal outlet. Obviously I don't mean that in the sense that I use it to badmouth people (I don't! You can look back and check!) but rather that it was a good place to get things out of my head and onto "paper" — things that other people might feel somehow "ashamed" to talk about. One such subject was the visual novel Katawa Shoujo which is, for those of you who don't know, a rather wonderful interactive love story set in a Japanese school for the disabled. It was a fascinating, well-written game worthy of some deep analysis and criticism, so not only did the Squadron of Shame take it on for a lengthy podcast, but I also felt inspired to write about it a great deal. It touched me deeply, and the subjects explored therein resonated hugely with me. I'm not disabled, but a lot of the underlying themes in the game's various narrative branches were actually nothing to do with the characters' disabilities, and really got me thinking.

    As you can see, I've been busy. And somehow there's been something to write about every day, even if it hasn't been very interesting. (For that I make no apologies. Although I seem to have picked up a small but dedicated readership over time, I'm still writing this primarily for my own benefit.) There's plenty more interesting times in the future — good and bad, no doubt — so I'll look forward to sharing them (or avoiding thinking about them) via this page for a long time to come yet, I hope.

    Now, to just resist the temptation not to post tomorrow and make everyone believe I'm dead…

    Hah. Just kidding. Writing this blog is so entrenched in my daily routine now that I'm not convinced I could give it up, even if I wanted to. So like it or not, you're stuck with me. (And thanks for sticking around this long. Incidentally, if you want some more links to past material, here's another "clip show"-type post. Enjoy.)

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    #oneaday Day 894: Clip Show https://imnotdoctorwho.moegamer.net/2012/06/30/oneaday-day-894-clip-show/ https://imnotdoctorwho.moegamer.net/2012/06/30/oneaday-day-894-clip-show/#respond Sat, 30 Jun 2012 23:46:25 +0000 http://angryjedi.wordpress.com/?p=4108 Clip episodes are TV shows' way of making a low-budget episode and not having to worry about being the slightest bit creative. After 893 previous daily blog posts and having just been on my Couch to 5K run for the evening, I'm knackered and can't think of much to write about, so I'm going to … Continue reading #oneaday Day 894: Clip Show

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    Clip episodes are TV shows' way of making a low-budget episode and not having to worry about being the slightest bit creative.

    After 893 previous daily blog posts and having just been on my Couch to 5K run for the evening, I'm knackered and can't think of much to write about, so I'm going to do my very own clip show. In the process, I will highlight some posts from the past that you may have missed. There are likely to be a lot of these, as this blog currently has 953 posts on it (893 of which are, as previously mentioned, posted at daily intervals) so you would be forgiven for having not seen some of them in the past. (If, on the other hand, you have seen each and every one of these posts because you're good enough to read them daily, first of all, God bless you, and second of all… uh… thanks.)

    I started blogging on this site back in July of 2008. I'd tried keeping a blog on a couple of other sites in the past — here's one from 2005 (composed almost entirely on a Nokia N-Gage, believe it or not) and here's another from the year prior on the subject of my experiences as a secondary school teacher. (The latter was a spinoff from a series of emails I used to send family and friends while I was training to be a teacher.) I did used to have a self-hosted blog on my own personal domain, too, but that is long since defunct. This ol' WordPress site here is probably my most long-standing web presence that is still actually updated. Which is nice.

    Prior to starting posting things daily… well, things were pretty much the same as they are now. I'd post on a range of topics from video game-related business to board games, the death of a beloved family pet and even trying my hand at music review blogging. (The linked post there actually led to me being specifically invited along to another band's performance a short while later — the "review" in question is here.)

    I've spent some time in curious virtual world Second Life over the years, and in February of 2009 I wrote a couple of posts on the subject — firstly, on the subject of virtual worlds in general, and secondly on the subject of how your on-screen persona can affect your own self-perception. You'll doubtless notice some parallels with my recent post on why I play as women in video games. I still find Second Life fascinating, sleazy elements and all, though I haven't paid it a visit for a very long time. Some of the people in that crazy world provided great comfort to me in lonely periods and just writing this is making me feel a bit bad that, to them, I must have just upped and vanished one day. Perhaps I'll return sometime — though whether it's as my male "real me" or female "total escapism" avatar I couldn't say! I certainly used to enjoy the whole "CG artwork" aspect of it, where I'd take pictures of things in the virtual world and then mangle them beyond recognition in Photoshop. (A great way to learn how to do crazy things in Photoshop, incidentally.)

    In April of 2009, I revisited a game I used to play on the Atari 8-bit: Alternate Reality: The City. When I originally played it, I had no idea what a role-playing game was or what I was supposed to be doing. In 2009, I was armed with The Internet and a map I'd printed out, so was much better-equipped to go on some adventures. This post chronicled one character's ill-fated expedition into the cheerily-named city of Xebec's Demise, and I like to think it gives the reader a good feel for what this unusual game is all about.

    A month later, I remembered that the "pictorial story" idea I'd done with Alternate Reality was rather fun (if time-consuming), and decided to give it another shot, this time with The Sims 3. Remembering my previous post on evil in games, I figured it would be interesting to see how messed-up it was possible to make a Sim. Very, as it happens; the many and varied mundane adventures of Lars the Bastard will attest to this fact.

    You may remember the spammers' craze for sending bizarre narrative emails with unsubtly-embedded pornographic exhortations within from around September 2009. I took it upon myself to compile some of them and see if anything coherent came out. Nothing did, as you can see.

    In December of 2009, I discovered Warhammer Quest. I also discovered the joy of writing down the emergent narrative which comes about during a game session of a theme-heavy board game such as Warhammer Quest. The result of this initial experiment was The Adventures of Count Kurt von Hellstrom and Company, a saga which hopefully will continue someday — though I haven't had the chance to play Warhammer Quest since writing that post, I don't think.

    And in January of 2010, I started posting entries daily. But that's another story. And I'll compile a selection of my favourite One A Day posts for tomorrow's entry. I bet you can't wait.

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    #oneaday Day 893: The One Thing That Would Make Me Play a Sports Game https://imnotdoctorwho.moegamer.net/2012/06/29/oneaday-day-893-the-one-thing-that-would-make-me-play-a-sports-game/ https://imnotdoctorwho.moegamer.net/2012/06/29/oneaday-day-893-the-one-thing-that-would-make-me-play-a-sports-game/#respond Fri, 29 Jun 2012 23:28:32 +0000 http://angryjedi.wordpress.com/?p=4104 I'm not a fan of sports, as I believe I've made abundantly clear on numerous occasions. Consequently, I'm not a big fan of sports-based video games either (though I am rather more tolerant of them than televised sporting events, largely because I get to interact with them and have fun with friends — but the … Continue reading #oneaday Day 893: The One Thing That Would Make Me Play a Sports Game

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    I'm not a fan of sports, as I believe I've made abundantly clear on numerous occasions. Consequently, I'm not a big fan of sports-based video games either (though I am rather more tolerant of them than televised sporting events, largely because I get to interact with them and have fun with friends — but the point stands).

    It doesn't have to be that way, though. I think there's scope for sports games to reach out to people like me and provide an accessible experience that I could enjoy — and potentially learn to be interested in the sport itself over time. I caught a glimpse of such a concept in practice today when checking out a Facebook-based game called I AM PLAYR, a rather nifty little game that casts players in the role of an individual player on an up-and-coming (and fictional) football (soccer) team. The game focuses on the life of the player's character both on and off the pitch, splitting the player's time between 3D training minigames, text-based matches punctuated by interactive 3D attempts on goal by the player character and full-motion video sequences with occasional moral choices to make. While the latter may sound rather late-90s CD-ROM in nature, it added a huge amount of personality to the experience and actually made me interested to play more.

    The reason I don't find sports games very interesting, you see, is that there's no sense of narrative or drama. Sure, there's an argument to be made for emergent narrative in sports games just as there is in abstract strategy games, but when I'm not interested enough in the source material I'm never going to become invested enough in the game to start thinking of things in emergent narrative terms. As such, it turns out that the very thing I needed to get me interested in playing a sports game was a story.

    I AM PLAYR sees the player character following a number of off-pitch narrative threads alongside the season's fixtures. We see the behind-the-scenes drama as the team's lead striker who claimed he was fighting fit was actually receiving injections from the team's therapist. We see rivalry between teammates — practical jokes, drunken nights out, ill-advised encounters with vapid glory-chasing women. We see the team's manager trying to stay positive even as the drama unfolds within his team. And amid all this, the player character makes choices that determine how different characters react to him — including his girlfriend, who is more than a little concerned that his new-found fame will see him drifting away from her.

    It's a really neat system and made me feel far more attached to my character and the team than if they were simply a collection of stats and a polygon representation on a virtual pitch. I don't know enough about how to play football effectively to be able to play a full match and win, so I'm grateful that the actual "sport" element of the game simply focuses on set-pieces and chances on goal, and then allows me to get back to the clubhouse intrigue.

    After playing the game for a while I was struck with how rarely this sort of thing is seen. I AM PLAYR has high production values — all of the video is shot with real people on location, including some actual real footballers, for example — but there's no reason a team couldn't do it slightly more on the cheap with CG characters and text-based dialogue if the budget wasn't there. So why aren't more people doing it? I'd certainly play it, and I'm willing to bet there are plenty of people out there who have a casual interest in football (but not enough to play a full simulation of it) who would join me.

    It doesn't just have to be limited to football, either. This formula would work for pretty much any sport. You could have the motorsports game where you developed rivalries in the pit lane. The baseball game where you're trying to follow in the footsteps of a childhood hero. The tennis game where you're struggling to come to terms with your own anger management issues. (You cannot be… etc.)

    There have been examples in the past — On The Ball from Ascon for MS-DOS computers springs immediately to mind, and apparently New Star Soccer for iOS follows a similar template — but I want to see more of this kind of game. They could be the catalyst to actually get me interested in a sport and be able to participate in a conversation come international tournament time, rather than simply wanting to snap off every England "car flag" I see.

    The trouble with Arsenal, you see, is they always try and walk it in.

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    #oneaday Day 892: In Memory of Floppy Drives https://imnotdoctorwho.moegamer.net/2012/06/29/oneaday-day-892-in-memory-of-floppy-drives/ https://imnotdoctorwho.moegamer.net/2012/06/29/oneaday-day-892-in-memory-of-floppy-drives/#respond Fri, 29 Jun 2012 00:57:30 +0000 http://angryjedi.wordpress.com/?p=4100 I was struggling to think of something to write about until an offhand comment on Twitter got me thinking about, of all things, floppy disk drives. I miss floppy disk drives. No, wait. Bear with me. Not in practical terms — I'm sure no-one misses the days when games had a whole disk just for … Continue reading #oneaday Day 892: In Memory of Floppy Drives

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    I was struggling to think of something to write about until an offhand comment on Twitter got me thinking about, of all things, floppy disk drives.

    I miss floppy disk drives.

    No, wait. Bear with me. Not in practical terms — I'm sure no-one misses the days when games had a whole disk just for their intro sequence, or the era when Microsoft Office came in a box roughly the size of a Borg Cube — but in terms of… of… you know what? It's hard to describe exactly, so let me just wax nostalgic about a few things.

    I used to find something oddly comforting in the sound of floppy drives whirring away doing their thing. Every floppy drive sounded different, too — the ridiculously huge 810 drive for the Atari 8-bit computers snarked and farted; the later 1050 was a little quieter (though had squeaky mechanical parts sometimes); the external floppy drives for the Atari ST made a pleasant frog-like croaking noise; the internal Atari ST drive was subtler, giving the occasional chug; and the drives in our first PCs were pretty quiet, putt-putt-putting away, usually installing something.

    Their uses varied over the years, too. Up until DOS and Windows-based PCs started to take off as a serious gaming platform and required you to install everything, pretty much all software ran directly from floppies, making it necessary to have lots of those big plastic disk boxes (inevitably full of pirated software) — organised alphabetically if you wanted to remain sane. In practical terms, this meant things often took quite a long time to load, which brings us to something that is all but forgotten these days except in the most inefficiently-programmed and/or massive video games: the loading screen.

    Loading screens used to be the place where the graphic artist for the game could really let rip and show off what they could do with the limited colour palette and resolution of the hardware they were working on. My most fondly-remembered loading screens were the work of Herman Serrano, a dude who could really make the Atari ST sing. (Visually. Whatever the visual equivalent of singing is. Oh, be quiet.) He did good loading screens for companies such as Argonaut and Psygnosis, and always signed his name prominently on them, which is something you don't see these days, either. Often they were just pixel-by-pixel recreations of the box art, but sometimes there were variations, and it was fun to look carefully at them, pick out the details and spot the occasional Easter eggs. You didn't have much choice, really, since there was nothing else you could do while it was loading.

    While games still ran from floppies, loading breaks — now considered to be a thing of great evil that should be avoided at all cost — were considered something of a perk, as they generally indicated that you had done something good. This was true whether you were playing an Infocom text adventure on the Atari 8-bit or a LucasArts adventure on the Amiga. If the disk started chugging immediately after you did something, you were usually on to a winner. (Unless you were playing a Sierra game, of course, in which case it was entirely possible it was simply loading one of its many elaborate death scenes for your long-suffering character.) Some emulators of old systems even allow for the simulation of these loading breaks for the fully-authentic experience — though without the sound of a disk drive chugging away it loses something.

    So yes. I miss floppy drives. I don't begrudge the 21st century's massive storage capacities and lightning-fast access, of course, but I do miss that comforting feel of sliding a disk into a slot with a satisfying "clunk", turning the computer on (yes! Remember having to turn the computer off every time you wanted to run something else?) and then sitting listening to the distinctive mechanical whirrs, groans and farts of the disk drive as it loaded whatever it was you wanted to play or use.

    Rest in peace, floppy drives. You're missed!

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    #oneaday Day 891: Summer Nights https://imnotdoctorwho.moegamer.net/2012/06/27/oneaday-day-891-summer-nights/ https://imnotdoctorwho.moegamer.net/2012/06/27/oneaday-day-891-summer-nights/#respond Wed, 27 Jun 2012 23:56:27 +0000 http://angryjedi.wordpress.com/?p=4094 It's crazy hot and humid at the minute. Thankfully, as I type this, the weather has deigned to grace us with some rain, which will hopefully eliminate some of the horrible "closeness" that has been plaguing us for about the last week. You can't really win with regard to weather in this country. It's rarely … Continue reading #oneaday Day 891: Summer Nights

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    It's crazy hot and humid at the minute. Thankfully, as I type this, the weather has deigned to grace us with some rain, which will hopefully eliminate some of the horrible "closeness" that has been plaguing us for about the last week.

    You can't really win with regard to weather in this country. It's rarely "just right". It's often either too wet, too hot, too cold, grey and miserable or too humid.

    Of course, in actual fact it likely is "just right" more than we realise because you only tend to notice the weather when it's hitting the extremes that are irritating enough to make you question the wisdom of actually leaving your house.

    I actually quite like some weather conditions that would traditionally be considered "bad". The rain that it happening right now, for example, is lovely. There are few things nicer than being out in a rainstorm after it's been incredibly hot and humid all day (or, in some cases, all week). It's one of those times when I can be quite happy to just stand outside without any particular "protection" and get absolutely drenched without wanting to run to the nearest shelter as soon as possible. It's even quite nice to run in — though on tonight's run I did manage to get back before the heavens opened.

    (As I continue to type this, the rain seems to have stopped. This is disappointing.)

    Heat in general, though? I'm not a fan, as I believe I've said a number of times here in the past. I don't really understand the attraction of going on holiday to some place so hot it will literally burn your face off. I still have memories of a trip to Gran Canaria with a school friend and getting so badly burned I was peeling off my skin like a lizard for a couple of weeks afterwards. (When the burns faded, however, I looked like I had changed race, which was quite satisfying, apart from the pasty-white Speedos marks I had. It was enough to make a boy not want to take his pants off, ever — not that I was doing a lot of taking my pants off in public at the age of 12.)

    Rain can be a nice relaxing background noise, though. When I ballsed up my body clock completely shortly before leaving Southampton a couple of years ago (how time flies, huh?) I often found comfort by simply listening to the sounds of rain. If it was raining outside, great; if not, I had a nice app for iPhone called Ambiance that could do a fairly convincing impression along with stuff like white noise, city noise and all manner of other sounds. You could even mix sounds together to create the sounds of camping in a rainy wood, or being in a city street in a thunderstorm. Or, indeed, being in a room full of static and wind chimes.

    This post has been rather disjointed. I apologise. My brain isn't really working right now as it's quite late and I got back from a run relatively recently but I'm not really tired enough to go to sleep. I'm thinking probably a bit of Quest for Glory before bed, then back to the grindstone tomorrow.

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    #oneaday Day 890: Glorification https://imnotdoctorwho.moegamer.net/2012/06/27/oneaday-day-890-glorification/ https://imnotdoctorwho.moegamer.net/2012/06/27/oneaday-day-890-glorification/#respond Wed, 27 Jun 2012 00:15:07 +0000 http://angryjedi.wordpress.com/?p=4090 I'm probably about halfway through Quest for Glory IV so far and I have to say, I'm a big fan of the series. Back in "olden times" our family were pretty big fans of Sierra adventures, but the Quest for Glory series was one which passed us by for some reason. While the games have … Continue reading #oneaday Day 890: Glorification

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    I'm probably about halfway through Quest for Glory IV so far and I have to say, I'm a big fan of the series. Back in "olden times" our family were pretty big fans of Sierra adventures, but the Quest for Glory series was one which passed us by for some reason. While the games have aged better in some respects than others, one thing has become very clear from playing them: the combination of adventure game and RPG works. And it works very well indeed.

    The reason it works so well is because the two aspects are intertwined so seamlessly with one another. Rather than being an interactive storybook with battles (as I once heard Final Fantasy VII described ) the RPG elements are woven into the adventure gameplay. Your character's stats are for more than simply how tough they are in battle — and in fact, combat plays a relatively minor role in most of the series. Instead, standard adventure game actions in Quest for Glory often involve a behind-the-scenes "skill check", with the on-screen character either succeeding or failing at the action in question according to his skill levels. What this means in practical terms is that there are multiple solutions to every problem according to the player's chosen play style and character class. A wizard might get through a problem relatively simply with a flick of the wrist and the cast of a spell; a fighter might have a more direct approach; and thieves have plenty of their own nefarious plots to get up to at night. Yes, here we have a thief character who is actually a thief rather than simply a DPS.

    In terms of mechanics, the closest equivalent today would probably be one of the Elder Scrolls series, though it's not a great comparison. In both series, you gain in power simply by practicing skills; in both, there are multiple solutions to problems that are often related to skills; but where the two diverge is in the amount of character and personality they're infused with — not to mention the fact that The Elder Scrolls' idea of a puzzle is rarely anything more complicated than switch-flipping.

    The Elder Scrolls has rich lore but I've never felt like I was a particularly important part of the story. I was just "that guy" who turns up and solves problems whom everyone then promptly forgets about — in Oblivion, for example, you do all the hard work but then Sean Bean gets to do all the spectacular stuff at the end. Meanwhile, in Quest for Glory you are the hero. You are the most important person in the room when you walk in, and the game's characters quite rightly come to love and respect you as you systematically sweep through, right all their wrongs and proceed on to your next adventure.

    There's a number of contributing factors as to why this works so well in Quest for Glory yet feels so bland and uninspiring (to me, anyway) in Bethesda's epics. The main issue is one of scale — while it's unquestionably impressive to explore all of Skyrim, Cyrodiil, Morrowind or the other provinces seen in the earlier Elder Scrolls games, this vast scale means that you never really get to know the locales and the people therein. The vast majority of characters are templates who say the same thing to you, and most of them have no personality whatsoever, acting simply as walking quest-giving machines and information kiosks.

    Contrast with each Quest for Glory game, each of which is set in a very tightly-focused locale — usually simply a single town and its surrounding environs — and it becomes abundantly clear why it has that much more personality. Because there's not so much vast empty space to fill with NPCs, quests and random events, everything was hand-crafted rather than resorting to templates. As such, everyone you meet in Quest for Glory is an interesting character — often with hidden depths. The plot for each game manages to remain mostly non-linear, with the required steps to proceed to the climactic "endgame" scenario in each usually completable in any order, but somehow it manages to provide a far more satisfying, compelling experience than I ever got from 50 hours in Skyrim.

    The comparison between these two series isn't fair at all, of course, as I've already said, but it's somewhat telling that the closest equivalent to Quest for Glory I can find in modern gaming is so vastly different from these fascinating old titles. Why did the adventure/RPG crossover never take off? It's clearly a combination that works, and imagine what a great job we could do of it today. One could argue that games such as Dragon Age and Mass Effect from BioWare take heavy cues from the adventure game genre, particularly with regard to interpersonal interactions, but even in those indisputably excellent games it's still pretty rare that you'll find yourself solving problems in creative, class-specific ways. They're still stat-based, combat-focused RPGs first and foremost (with Mass Effect becoming more of a shooter as time went on) rather than adventure games that use RPG mechanics to help colour and direct the experience.

    Part of the reason we haven't seen more of this type of game is, of course, due to the supposed "death" of the adventure game as far as the press and, presumably, publishers are concerned. But look around for a moment; the adventure game most certainly is not dead. High-profile developers such as Telltale are putting out some high-quality, well-written point and clickers. The genre is having something of a resurgence on touch-based devices such as the iPad. And some developers are even still releasing 320×200 super-pixelated traditional point-and-clickers like the recent Resonance. Why hasn't anyone just lifted Quest for Glory's system and applied it to a whole new adventure, perhaps in a new setting? I'd play a Quest for Glory in space, or in a 1920s noir style, or… you get the idea. The stat-based adventure game where the outcomes of your actions are determined by your skill values has a lot of scope for exploration, and I really wish we'd see more of it. Unfortunately, it seems that despite the universal adulation the Quest for Glory series receives, no-one is willing to defile its long-dead corpse and resurrect this fascinating subgenre for a modern game.

    The first developer who does shall most certainly be in receipt of some of my money.

    The post #oneaday Day 890: Glorification appeared first on I'm Not Doctor Who.

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    #oneaday Day 889: Rats! https://imnotdoctorwho.moegamer.net/2012/06/26/oneaday-day-889-rats/ https://imnotdoctorwho.moegamer.net/2012/06/26/oneaday-day-889-rats/#respond Tue, 26 Jun 2012 00:01:46 +0000 http://angryjedi.wordpress.com/?p=4085 We got two pet rats yesterday. We didn't start the day intending to end it with some pets, but they were cute and we've been fancying having a pet for quite some time. Given that we're renting our house (and contemplating moving at some point, too) it's not practical to get a cat or a … Continue reading #oneaday Day 889: Rats!

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    We got two pet rats yesterday. We didn't start the day intending to end it with some pets, but they were cute and we've been fancying having a pet for quite some time. Given that we're renting our house (and contemplating moving at some point, too) it's not practical to get a cat or a dog, which would have been our first choice, so something small, cute and furry that doesn't go very far was ideal, really.

    I've never owned my own pet before. Sure, my parents had cats for most of the time that I was living at home, so I was used to having an animal around as a child and very much loved both Penny and Kitty. But since leaving home (on both occasions) I've never had a pet that is "mine" (or "ours" in this case). It's a slightly daunting prospect, if I'm honest, because getting a pet is essentially saying that you're confident enough that you can take care of some form of small furry creature well enough that it not only doesn't die immediately but also (hopefully) comes to love and appreciate you.

    Our two rats haven't quite got to that stage yet as they're both very nervy and scared still, but they're getting there. One thing that has struck me about them is how clearly-defined their personalities are. Never having owned a creature of the "small and fluffy" variety before, I never really thought about them having particular personalities. I know from experience that dogs and cats have their own distinct character traits, but I'd never really considered rats as being the same. It does, of course, make sense — every creature, whatever species it is, is different and will react to situations in different ways regardless of primal instincts. At the most complex end of the spectrum, we have humans with their various neuroses, phobias, passions and addictions. And at the other end, we have our two rats, whom it's impossible not to assign very "human" characteristics to.

    One of our rats (who has since been dubbed "Willow") is very shy. When we first got them she sat completely motionless for a very long time just staring at us. She's moving around a bit more now but is still startled by loud noises and doesn't like to be watched while she eats, drinks or indeed does anything. She's already grown in confidence, though, so she'll be fine in no time, I'm sure.

    The other rat (since dubbed "Lara") is the complete opposite. She likes to explore. She was the first to come out of the box and wander around the cage. She was the first to find the food and the water. She was the first to start climbing around the bars on the side of the cage — and she's really rather good at climbing, too. She seems to be the smarter of the pair, as she figured out very quickly how to get into the "hammock" they have hanging from the top of the cage, and spent a very comfortable-looking few hours in there earlier today. Willow, meanwhile, came close to figuring it out but didn't manage to get in there, and tended to bolt if we actually picked her up and put her in there.

    I'm looking forward to the two of them coming out of their shell a bit more — they're both very young and very nervous at the moment, but I have several friends who keep rats and say they're great pets that are very friendly. It will be interesting to see these little balls of fluff grow and change over time, both physically and in terms of personality, no doubt. For the moment, they're very cute and fun to watch; as time goes by, I'm sure they'll become wonderful companions and parts of the "family" (for want of a better word).

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    #oneaday Day 888: Avatars, Masculinity, Femininity, Wish-Fulfilment, Self-Expression and Fantasy https://imnotdoctorwho.moegamer.net/2012/06/25/oneaday-day-888-avatars-masculinity-femininity-wish-fulfilment-self-expression-and-fantasy/ https://imnotdoctorwho.moegamer.net/2012/06/25/oneaday-day-888-avatars-masculinity-femininity-wish-fulfilment-self-expression-and-fantasy/#respond Mon, 25 Jun 2012 01:02:34 +0000 http://angryjedi.wordpress.com/?p=4081 My fine friend Jenn Frank (for my money, one of the most interesting people on the Internet, given the many and varied conversations we've had over the years) reminded me of a discussion we had back in 2009. You can find it in the comments here. Basically, the discussion centred around "avatars" — custom characters … Continue reading #oneaday Day 888: Avatars, Masculinity, Femininity, Wish-Fulfilment, Self-Expression and Fantasy

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    My fine friend Jenn Frank (for my money, one of the most interesting people on the Internet, given the many and varied conversations we've had over the years) reminded me of a discussion we had back in 2009. You can find it in the comments here.

    Basically, the discussion centred around "avatars" — custom characters that you design to represent yourself online or in a video game. I raised the point that, generally speaking, if given the option, I would go for a female character. There then followed a discussion about the reasons for this.

    I'm trying to pin down the reasons for this in my own head and there are lots of them. It's not a simple thing. I can't discuss any of this from a feminist perspective as I'm not well-read enough in feminist theory, nor indeed do I know enough about gender studies and whatnot to draw any firm conclusions. I do, therefore, apologise to those more "in the know" than me if any of this post comes across as ill-informed — but I'm not trying to write an academic paper, here. What I am trying to do is "think out loud" and explain myself a little. Then doubtless someone will come along and make some incisive interpretations of my words. (That or call me something uncomplimentary. Or both.)

    Let's start with a little context. I am a man. I identify myself as male and have all the appropriate dangly bits to back up this assertion. (Actually, I feel weird when I hear parents talk to their kids and refer to me as "that man" but that's a whole other issue to do with how mature I do/don't feel.)

    Despite my self-identification as male, I don't do many things that I (personally, I mean) would equate with the amorphous and stereotypical concepts of "masculinity" or "maleness". I don't like sports (I particularly loathe the soccerball), I have only a passing interest in cars, I prefer to avoid conflict (and particularly the threat of physical violence) whenever possible, I am not very assertive and I have never been sexually aggressive. On the flip side, I like "geeky" things, I certainly wouldn't turn down the opportunity to drive a fast "small penis compensation" vehicle such as a Ferrari and I find "traditionally beautiful" women sexually appealing. Naturally, there is nothing to stop women from liking any of those things I've just described (and indeed I know plenty of women who do), but let's, for the sake of argument, call them stereotypically "masculine" or "male" things.

    Conversely, I do do many things that I (again, using my own personal definitions, stereotypes and prejudices rather than more fair and balanced definitions thereof) would regard as "feminine" or "female". I am emotional and sensitive (though I find expressing some emotions such as excitement to be difficult), I like to talk about feelings and innermost thoughts with people I trust, I enjoy My Little Pony, I respond strongly to works of art (particularly music, film and games) designed to elicit an emotional reaction and, as a child, I always preferred solitary imaginative "narrative-style" play rather than group physical activities.

    Somewhere between those two extremes, too, is the fact that I am extremely introspective — to a fault, sometimes — and find myself relentlessly examining myself (not physically, except, you know, every so often to make sure I don't have bollock cancer), attempting to predict the future of social interactions or going over past interactions in my head. I'm not sure if that's a stereotypically male or female thing to do, so I'll call that a neutral influence for now.

    On the whole, though, I think the more "feminine" influences in terms of the way I do things and respond to things tend to win out. As a result, despite being comfortable, secure and happy in the fact that I am male (there are things about myself I am not happy about, of course, though those have nothing to do with gender) I find myself somewhat drawn to the female perspective on things. Not exclusively, obviously, but that influence is most certainly there.

    Now let's look a little about avatars and what they mean.

    An avatar is how you choose to represent yourself. It might be in public if you're playing an online game or using a social network, or you might be the only person seeing it if you're playing a single-player role-playing game such as, say, Dragon Age.

    There are several ways you can approach the creation of an avatar, and I find myself doing them all at different times.

    Firstly, there's self-expression. Your avatar is used as a means of expressing something about yourself. It could be simply depicting yourself as literally as possible, or it could be using an image to demonstrate how much you like something.

    Secondly, there's wish-fulfilment — using your avatar to change your self-representation or idealise yourself.

    Thirdly, there's pure fantasy — going completely off-piste and into the depths of your own imagination.

    For self-expression, I can think of a number of examples. I use my real picture in a few places, though as someone who is not overly confident in their own appearance I generally try and avoid this whenever possible. Instead, very often I'll use images of things I like to represent myself as — the most frequent ones to appear in the last few years being Phoenix Wright from the Ace Attorney series and Fluttershy from My Little Pony. I use Phoenix Wright simply because I think he's a great character and love the series he's from; I use Fluttershy as a projection of my own real-life social anxiety.

    For wish-fulfilment, the best example I can think of is back when I used to spend a fair amount of time in online virtual world Second Life. My avatar there was like me, but not quite. He had a skin that looked like me, but his body shape wasn't as fat. He had hair that I could plausibly pull off, but would never have the guts to ask a hairdresser for. Personality-wise (for it is impossible to play Second Life and not find yourself playing a role to at least a small degree) he was like me — open and honest, a bit shy in new situations — but more confident in who he was than the "real" me. In short, he was my own idealised view of myself — the person I wanted to be. I learned a few things from him, though not enough to overcome my considerable arsenal of neuroses. I was happy inhabiting his skin, because he was me, with a few tweaks here and there.

    For fantasy, I turn to everything else. The first time I played a female character in a video game was the original Baldur's Gate. At the time, I didn't have any sort of ulterior motive in mind, I just thought it would be an interesting change from the usual musclebound male hero. Of course, in Baldur's Gate, your choice of avatar is largely confined to the portrait you use, the colours you have on your armour and the voice set you use, but nevertheless, this is where it started.

    Thus "Amarysse" was born, and this remains the name I have used for pretty much all my female protagonist characters in every RPG I have played since. (If she has a surname, it's always "Jerhynsson", because "Jerhyn" was the name of the only minor character from Diablo II I could remember. There is literally no logic more complicated than that at work, though I'm not sure why I chose Diablo II as source material.)

    Amarysse doesn't have a specific personality as it depends entirely upon how the protagonist character in these RPGs has been written, but, depending on the customisation options I have access to, she usually has long red hair, a curvy (though not fat) figure, a lot of charisma (in BioWare titles, this means taking as many points in Persuasion as possible… always) and a seductive voice. She is several things to me: firstly, and most shallowly, she's my fantasy woman in every respect; secondly, she is all the things that I am not. She is female, attractive (according to self-perception — I have a distorted and negative view of my own aesthetic value meaning I consider myself unattractive even though I know there are people who disagree), confident, assertive, dominant, in control, flirtatious and often sexually aggressive should the game provide the option to act in such a manner. She kicks ass, takes names and isn't afraid to say exactly what she wants, in short. I admire her a great deal, both from a shallow, libido-led red-blooded heterosexual male perspective, and from the angle that I wish I "was her".

    I've taken this somewhat further on a couple of occasions in Second Life (though not for a good couple of years now) by creating a female avatar alongside my "regular" male one. (She's not called Amarysse Jerhynsson there, though, so don't go looking for her.) This female avatar began as an experiment. Second Life is about doing whatever you want, after all, so I decided I wanted to see what life was like as a woman. I wasn't going to be a man playing a woman; so far as everyone who met my female avatar was concerned, I was all woman. No-one ever called my supposedly female gender into question once, despite the fact that I said prominently in my profile that I would not talk about my "first life" (a Second Life term to describe "reality") at all — which, in the strange world of Second Life, usually means that people have something to hide. I even made a few friends (all female — or at least represented as such) in the process, though eventually I felt bad about deceiving them and disappeared quietly.

    My conclusions from playing this female avatar were interesting. Like Amarysse's many forms, this avatar was pure fantasy. But since there was no prescripted "narrative" to follow, I had to choose how I was going to represent her. This attractive, curvy redhead didn't look like the sort of person to be a shy, retiring wallflower (especially not in the clothes she tended to wear in the locales she frequented) so it made no sense to overlay my real-life (or wish-fulfilment) personality over the top of her. Instead, I decided that here was a woman who was confident in herself and assertive enough to walk into the middle of a room and simply start talking to someone she liked the look (or profile) of. Sometimes she was ignored, sometimes she got into a good conversation, sometimes things took an altogether different turn which we shan't get into here. The important thing is that it felt different to be her. I wasn't me, suffering from crippling social anxiety when faced with the prospect of talking to strangers. I was this strong, confident woman. When ignored or rejected, it didn't hurt, because that wasn't what she would feel — even if it was what I would feel. She was not only my fantasy woman, but she was also my own fantasy personality — perhaps the person I wished I could be, or simply a person I knew that was very different to who I was. I'm not sure.

    Anyway. There is a point to all this, at least I think there is: the reason I like to play female characters. I've already said it, actually, but I'll repeat it for good measure. There are two reasons, in fact: firstly, it's a simple, shallow expression of my own fantasy woman; secondly, it allows me to truly be someone that I am not in almost every way possible. I habitually use games as my primary form of recreation and a means of escapism, so I find a good way of escaping everyday life and the things I don't like about myself is to play someone that is so completely different from me. I don't feel any "dissonance", though; it simply becomes an alternate persona.

    Perhaps the character traits of my fantasy female characters lie dormant within me after all, and all I need to do to feel better about myself is figure out how to coerce them to the surface. I did, after all, say at the beginning of all this that I identify more strongly with the stereotypically "feminine" aspects of my personality than the "masculine" ones (and, as I've said, I use those terms loosely as gender definitions are somewhat fluid in this more enlightened world we live in today) so perhaps there's something to this.

    Working all that out, however, is probably something best left to someone with a qualification in psychology!

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    #oneaday Day 887: Things I Don't Understand https://imnotdoctorwho.moegamer.net/2012/06/23/oneaday-day-887-things-i-dont-understand/ https://imnotdoctorwho.moegamer.net/2012/06/23/oneaday-day-887-things-i-dont-understand/#respond Sat, 23 Jun 2012 23:29:54 +0000 http://angryjedi.wordpress.com/?p=4077 Herein follows an updated (though not comprehensive) list of Things I Really Don't Get, in no particular order. Football. (Soccer for the Americans.) Those who have known me for a long time will be well-familiar with my aversion to the supposed "beautiful game" by now, and its popularity continues to elude me even as I'm … Continue reading #oneaday Day 887: Things I Don't Understand

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    Herein follows an updated (though not comprehensive) list of Things I Really Don't Get, in no particular order.

    • Football. (Soccer for the Americans.) Those who have known me for a long time will be well-familiar with my aversion to the supposed "beautiful game" by now, and its popularity continues to elude me even as I'm supposed to be feeling patriotic and English while Euro 2012 is going on. I just couldn't give a toss, though. Related: I also don't understand why those who like football complain about ITV's coverage of it and then don't protest about it in a form any stronger than passive-aggressive tweets. Don't watch it if it bothers you that much. Crashing viewing figures would get their attention. (One response I received to this tonight was that they had "no choice" but to watch. This attitude is unfathomable to me when the vehement, often expletive-ridden criticisms of ITV's coverage is taken into account.)
    • Carly Rae Jepsen. Who the fuck is this person and why is their song Call Me Maybe so inexplicably popular at present? I listened to it out of curiosity on Spotify the other day and discovered a bland, predictable if marginally catchy pop song — certainly nothing remarkable to elevate it above similar offerings from other cheeseballs artists such as Ke$ha et al.
    • Rage of Bahamut. Discussed in greater detail here.
    • People who park in the pick-up area at supermarkets. Is your time so valuable to you that you need to park in an area that isn't a parking space, Mr BMW driver? (Because it inevitably is a male driver, usually in an expensive German car) There are free spaces over there. I'm sure it won't hurt you to get out and walk for an additional five seconds.
    • People who comment on brand pages on Facebook. Discussed somewhat here. It seems that for some people, the "like" and "comment" buttons have some sort of irresistible magnetic force that makes these people unable to leave an inane post by a brand alone before they've posted "lol" or some equally asinine comment. I follow J-List on Facebook because (1) I like the pictures (2) I find the posts about Japan interesting
    • Radio 1 giving an on-air guided tour of a festival ground when nothing was happening there. Radio 1 had/are having (I don't care enough to check) some sort of festival, and the other day they devoted a good ten minutes or so to someone walking around the (unoccupied) festival grounds explaining where everything was going to be. The impact was somewhat lost by radio's inherent lack of pictures.
    • Jedward. Come on. Are we not over this supposed "joke" yet?
    • Beauty products. Women must all be fucking scientists to understand all that crap they sell in Boots. I certainly wouldn't know when to buy a "serum" and when to buy "body butter".
    • The enduring popularity of shit TV. I don't think Take Me Out is on at the moment, but the sheer number of otherwise normal-ish people I follow on Twitter who voluntarily subjected themselves to this televisual carcrash is astonishing. Most claim they only did so in order to bitch about it on Twitter, but I can think of far less infuriating ways to spend an evening.
    • Instapaper, Read It Later et al. I've never used one of these services so I don't really understand what they do and can't really fathom out how they work from their descriptions. I'm something of a traditionalist in the way I read stuff on the Internet — I go to the site, I read it. If I don't have Internet access at the time, I don't read it. If you're lucky I'll subscribe to your blog by email but that's about it – I don't use Google Reader or anything either.
    • How you can play the same (non-MMORPG) multiplayer game for over 100 hours and not get bored. I got bored of the one time I tried Call of Duty multiplayer after about two or three hours tops. I got sort of into it for a little while but then realised that I wasn't really having as much fun as I thought I should be having and that I didn't feel like I was getting any better, either, so I stopped. The prospect of playing a multiplayer shooter enough to contemplate voluntarily paying a subscription fee for it is unfathomable to me.
    • How Microsoft Word still doesn't work properly yet. Word first came out in 1983, yet here in 2012 I am still getting frustrated by the fact it occasionally and unpredictably changes fonts for no apparent reason, decides to format my entire document in bullet points when I tell it to undo my last action and is just generally a big buggy mess. Surely it can't be that hard to get right? It's not as if I'm even doing anything advanced; this is basic text editing that still encounters these glaring flaws on a regular (but unpredictable) basis.
    • How it's possible to have a "collector's edition" of a game that is only available via digital download. Special edition, fine. Premium edition, fine. But "collector's edition"? No.
    • Why all car parks don't take cards. I never have any cash on me because I rarely need it, so I can imagine there are plenty of other people who live their lives in a similar fashion. Payment cards are so ubiquitous now; why can't you pay for your parking with a credit or debit card in 95% of British car parks? (I made that statistic up. But it's certainly a lot of them.)
    • Fruit tea. It smells so good; it tastes so much like dirty bath water. Why must Nature be so cruel?
    I think that'll do for now. Feel free to share your own Things You Don't Understand in the comments.

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    #oneaday Day 886: King's Space Police Quest for Glory Suit Larry https://imnotdoctorwho.moegamer.net/2012/06/23/oneaday-day-886-kings-space-police-quest-for-glory-suit-larry/ https://imnotdoctorwho.moegamer.net/2012/06/23/oneaday-day-886-kings-space-police-quest-for-glory-suit-larry/#respond Sat, 23 Jun 2012 02:26:19 +0000 http://angryjedi.wordpress.com/?p=4073 I've been playing through the Quest for Glory series recently for the Squadron of Shame's upcoming podcast. I'd never played them before, and it turns out they're rather good — particularly once you get on to number 4 and you get John Rhys-Davies on narration duty. I shall refrain from further discussion of that particular … Continue reading #oneaday Day 886: King's Space Police Quest for Glory Suit Larry

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    I've been playing through the Quest for Glory series recently for the Squadron of Shame's upcoming podcast. I'd never played them before, and it turns out they're rather good — particularly once you get on to number 4 and you get John Rhys-Davies on narration duty. I shall refrain from further discussion of that particular series for now, however, as that would get into spoiler territory.

    I do want to talk about Sierra in general, however. Sierra, if you're unaware/a young whippersnapper, was the developer and publisher of these games, and was notorious for being one of the "big two" names in adventure games in the '80s and '90s. The other was, of course, LucasArts.

    Sierra and LucasArts took wildly differing approaches to what was ostensibly the same genre — the point and click adventure. While LucasArts embraced movie-style presentation and player-friendly interface features such as an intelligent cursor (i.e. one that automatically highlighted interactable objects for the player), Sierra games were punishing. LucasArts made a point in their game manuals to say that they wouldn't kill off the player character unnecessarily, and indeed in most of their games it was impossible to die or even fuck things up beyond all recognition. The exception to this was the Indiana Jones series, in which Indie found himself in danger and could indeed die — but generally only if the player really messed up.

    Sierra games, meanwhile, at least in the early days would kill players if they took a wrong step on a mountain path. Or if they said the wrong thing to another character. Or if they got caught by a wandering monster. Or… you get the idea. They were hard, and not necessarily fair about it either. But the constant sense of peril that you felt a Sierra protagonist was in (at least until later games such as King's Quest VII and Gabriel Knight, anyway) provided a very distinctive flavour.

    This isn't the only way in which Sierra adventures were unique. They're some of the earliest "auteur" games I can think of, where a selling point of each game was who it was written by. Each of Sierra's stable of game designers had their own specialisms — Roberta Williams handled the fairytale King's Quest series, Lori and Corey Cole handled the adventure/RPG hybrid Quest for Glory series, Mark Crowe and Scott Murphy worked on Space Quest, Al Lowe was in charge of the smutty Leisure Suit Larry series, and Jane Jensen worked on a variety of titles including the seminal Gabriel Knight. Each had their own distinctive "voice" and "style" that was all over their respective work, despite the things all the games had in common.

    Different people were drawn to different series for different reasons — King's Quest provided a Disneyesque take on popular fantasy and fairytale tropes, for example, while Space Quest was a self-consciously silly sidelong glance at the world of sci-fi. Despite the early titles all being very clear parodies or homages to existing work, each series evolved over time to develop its own unique flavour — and, curiously, pretty much all of them managed to self-destruct with disastrously awful final instalments, the most notorious being King's Quest VIII's inexplicable shift into becoming a Zeldaesque action RPG rather than the gentle, light-hearted and family-friendly adventure it had been before.

    Despite the fact that each series managed to commit seppuku in its own distinctive way, that doesn't make the earlier titles in the series any less worth checking out. Sure, many of the early entries have graphics that weren't exactly bleeding-edge even at the time of their original release, but their gameplay is solid, and their stories are the sort of thing I'd describe as being part of a gaming "canon" if such a thing existed. (It doesn't, making that whole statement pretty much redundant. But they're certainly fondly remembered by pretty much everyone who played them — even with the frequent and frustrating deaths taken into account.)

    They're a reminder of a simple time when there weren't quite so many new games being released each month, and "a new game from Roberta Williams" was an exciting prospect. That excitement is still present in gaming to a certain extent today — many people are keen to see what auteurs like Jane Jensen (who's still steadfastly producing adventure games), Nintendo's Shigeru Miyamoto, Hideo "Metal Gear Solid" Kojima, Swery65 (Deadly Premonition) and Suda51 (No More Heroes, Lollipop Chainsaw, Shadows of the Damned) are up to today. The difference is that these "auteur games" are regarded as niche interests or cult hits today rather than big releases.

    If you've never tried any of Sierra's games, head over to GOG.com and check 'em out now.

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    #oneaday Day 885: Foul-Smelling Vagina https://imnotdoctorwho.moegamer.net/2012/06/22/oneaday-day-885-foul-smelling-vagina/ https://imnotdoctorwho.moegamer.net/2012/06/22/oneaday-day-885-foul-smelling-vagina/#respond Fri, 22 Jun 2012 00:36:07 +0000 http://angryjedi.wordpress.com/?p=4068 There, that got your attention, didn't it? Mention a stinky faff in your headline and everyone suddenly takes note. I'll remember that for the future. Anyway, I do actually sort of want to talk about fragrant fannies today, but not in quite the way you might be expecting. I am instead referring to the social … Continue reading #oneaday Day 885: Foul-Smelling Vagina

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    There, that got your attention, didn't it? Mention a stinky faff in your headline and everyone suddenly takes note. I'll remember that for the future.

    Anyway, I do actually sort of want to talk about fragrant fannies today, but not in quite the way you might be expecting. I am instead referring to the social media backlash which "intimate hygiene" product line Femfresh encountered today on its Facebook page.

    There were a number of reasons that Femfresh drew the ire of the Internet community today, but one of the most common complaints was its cover photo. Here it is:

    Apparently, it seems a lot of ladies find the company's seeming inability to use "adult" words for their respective minges somewhat patronising — and before I go any further, I will point out that my use of various offensive euphemisms throughout this post is purely for facetious comedy value (and variety) rather than any ulterior motive — and thus took umbrage with Femfresh's page as soon as they saw the top of it. (Quite what they were doing on it in the first place is their business and their business alone.)

    Not only that, but it seems that on the whole (shush!) women are, in fact, rather well-educated about what is and isn't appropriate to smear over or stick up their flange. "Bacterial vaginosis" is the result of using the wrong things, it seems, and no, I haven't Googled that because I don't want to. Don't let me stop you from doing so, however, if you're curious. Just don't come crying to me if Google Images decides to serve you up some tasty treats.

    Anyway. Here are a few choice comments from the public:

    "I call it a vagina because I'm not 12 years old and because I love it I'll go nowhere near this vile 'care range. Cheers."
    — Holly Rae Smith.

    "Are you kidding me? Trivialising something innately precious by calling it something so thoroughly ridiculous offends me and, believe it or not, all the posters on this page. Did you not perform any market research on this area and then develop a communication and marketing strategy? It appears not otherwise you wouldn't have received such an insane backlash on your attempts to flog a thoroughly unnecessary and damaging product…"
    — Helen T

    "Just to clarify, is Femfresh for vaginas or vulvas? Because your ad says vagina, which implies your product is a douche, in which case you're advertising a harmful product. If it's for vulvas only, change the words you're using to make it clear."
    — Kirsten Hey

    I shan't talk any more about the science of quim because I'm not a gynaecologist (I can, however, spell gynaecologist without using spellcheck) but I will focus on the larger issue here, which is that social media advertising campaigns can and will go very, very wrong if they're not thought out effectively. Instead of simply advertising their (apparently controversial) product, Femfresh made the mistake of attempting to engage with their "fans" when there was really no need to. By actively encouraging people to comment on their posts (and by posting vapid, patronising nonsense) they essentially brought about their own downfall. Everyone has been talking about Femfresh today, and they haven't come off too well. "All publicity is good publicity" doesn't really apply when the vast majority of those "publicising" your product are pointing out proven health risks.

    The broader issue here is that social advertising should not be "essential" as so many advertisers seem to believe it to be. On Facebook, you can "Like" everything from HP sauce to a favourite video game. Doing so used to simply be a means of self-expression — quite literally, demonstrating that you liked something. Now, publicly "Liking" something is inviting the brand in question to bombard you with crap, ask you asinine questions at all hours of the day in an attempt to "build a community" around things that really don't need a community built around them. If people honestly think that their lives are going to be enriched when they click "Like" on the page of a thing that they're quite fond of, they are sorely mistaken.

    Those who have "Liked" (or at least come across) Femfresh have taken a stand against this sort of pointless nonsense that is infesting social media like, well, bacterial vaginosis. In this case, it's because the advertising was both patronising and inaccurate. For less contentious products, it's going to be harder to train people to not be corporate shills — the last post on Pepsi's Facebook page has 1,094 "likes" and 74 comments, for example, none of which say anything remotely meaningful — but it seems we're starting to see a backlash of people who are no longer willing to be an unpaid part of a product's promotional team. I've certainly started "unliking" pages on Facebook that post nothing but pointless questions or fill-in-the-blank exercises rather than useful information (although seriously, what "useful information" could the official social media presence of HP Sauce ever really give you?) and I'd encourage others to do so too. This form of social advertising adds nothing of worth to society and, as Femfresh have seen today, can be completely counter-productive for the brand in question. (I guess there's an argument for the fact that today's debacle may have educated some women about bacterial vaginosis, but still.)

    I'll leave you with this:

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    #oneaday Day 884: Just Write https://imnotdoctorwho.moegamer.net/2012/06/20/oneaday-day-884-just-write/ https://imnotdoctorwho.moegamer.net/2012/06/20/oneaday-day-884-just-write/#respond Wed, 20 Jun 2012 22:54:05 +0000 http://angryjedi.wordpress.com/?p=4064 I have written a veritable bucketload of words today (including this 5,000+ word epic for the Squadron of Shame) so you'll forgive me for taking "the easy option" and indulging in some freewriting again this evening. (Technically I guess it's not truly freewriting if I go back and add a link to that sentence I … Continue reading #oneaday Day 884: Just Write

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    I have written a veritable bucketload of words today (including this 5,000+ word epic for the Squadron of Shame) so you'll forgive me for taking "the easy option" and indulging in some freewriting again this evening. (Technically I guess it's not truly freewriting if I go back and add a link to that sentence I just wrote after the fact, but eh. I'm going to call it freewriting and there's nothing you can do about it, really.

    Today has been a fairly quiet and unremarkable day, as most days tend to be. There's nothing wrong with that, of course; having remarkable days all the time would quickly make them unremarkable and thus boring, and you'd get yourself into a cycle of increasing awesomeness, whereby it would take more and more remarkable things happening on a daily basis to make you determine that you had indeed had a "remarkable" day. So yes. Today was fairly unremarkable, which is fine. Though it did see the arrival of our new, massive, comfy sofa, so that was nice. And I guess that qualifies as something vaguely out of the ordinary, though whether I'd actually call it "remarkable" or not is up for debate somewhat.

    Today I reviewed Zynga's new game Ruby Blast on Facebook. As per usual for Zynga, the game lifts game mechanics from other titles wholesale, though in the case of Ruby Blast the game isn't a straight clone of Wooga's Diamond Dash (its primary inspiration) but instead combines it with the "Diamond Mine" mode from Bejeweled 3. It works pretty well, though it does all the things about social games that probably annoy you if you're not already engaged with that particular part of the market. It has an "energy" system to throttle how much you can play, it continually asks you to share things and invite friends, and there's something just "off" about the aesthetic that makes you want to strangle the personality-free main character. Objectively, however, it's not a bad example of a social game — it's fun, quick to play, likely to earn a fair amount of money and actually encourages people to play together with a weekly leaderboard a la Bejeweled Blitz, which still rules the roost for social puzzle titles as far as I'm concerned.

    What else did I do? I wrote up that epic Squadron of Shame article I posted earlier. That was the result of an extended conversation between me and my good friend Mr Alex Connolly, who makes his home all the way over in Japan. It's pretty awesome that we can have such an in-depth conversation across thousands of miles and then publish the (lengthy) results for all to see. The piece even got a shout-out from the developers of the game we were discussing, which was nice.

    I also put my foot down on Facebook and determined that I am not going to put up with the facile social marketing crap that most "brands" tend to indulge in on Facebook. My new policy is that the second a game/company/other brand posts something inane, like "what are you having for dinner tonight" or "I like ________" then I will immediately unlike them. This will have little impact on their user figures, but I'll feel better about it. This kind of social marketing is apparently A Thing, and me saying it is stupid (it is) is not going to make it go away, sadly, because it's proven to be effective. Just look at any brand page asking an asinine question about what colour sauce you prefer on your kebabs and you'll see several thousand "Likes" and at least a few hundred comments, possibly more. Meanwhile we struggle to get people out of the house to vote for things that actually matter. Oh well.

    I'm not sure where this rambling is going but I haven't stopped typing yet so I may as well continue for now. It's been quite warm today, but the night has become a bit chilly. I have the window open as I type this and the cold breeze is actually quite pleasant. I popped into the bedroom to see Andie before I started typing this and it is incredibly hot in there — way hotter than the rest of the house. I'm not sure why, nor do you, my readership, care. So I will stop talking about this nonsense forthwith.

    I have had the song "Winter Wrap-Up" from My Little Pony stuck in my head all day. This is partly due to the fact that the other day I had to review a Facebook "virtual world" where it was possible to choose YouTube videos to put on the walls, and naturally (naturally?) the first thing that sprang to mind was PONIES PONIES PONIES. As such, I haven't been able to get that earworm of a song out of my head ever since. It's not a bad song. It's catchy. It has silly lyrics, but let's not forget it was part of an episode of My Little Pony, so we can forgive it a bit of silliness I'm sure.

    I am closing in on a thousand words so I will be stopping soon. I am going to end this post with an embedded video of Winter Wrap-Up so you can all suffer like I've been suffering. It's just a shame I can't make it auto-play. Oh God, do you remember Web pages that auto-played MIDI files and other stuff? Thank heavens we moved beyond that. Now, we just have superfluous Flash animations and other crap. But it's been a very long time since I visited a website that had a background MIDI. I sort of miss it. But at the same time, any website that did do that would doubtless get mercilessly mocked. It would probably be a viral sensation these days, to be honest, but for all the wrong reasons.

    Anyway. That's really nearly a thousand words now so it's time to stop, and the only thing that remains for me to do is this, as promised:

    Yeah. Yeah.

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    #oneaday Day 883: Freewriting https://imnotdoctorwho.moegamer.net/2012/06/20/oneaday-day-883-freewriting/ https://imnotdoctorwho.moegamer.net/2012/06/20/oneaday-day-883-freewriting/#respond Wed, 20 Jun 2012 00:19:58 +0000 http://angryjedi.wordpress.com/?p=4059 I have no idea what to write about today. So I've decided to just start typing and see what comes out. Doubtless it will be a ridiculous flow of consciousness nonsense post, but eh. What can you do. I've used this technique before, of course. It's called "freewriting" and it's a good technique if you're … Continue reading #oneaday Day 883: Freewriting

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    I have no idea what to write about today. So I've decided to just start typing and see what comes out. Doubtless it will be a ridiculous flow of consciousness nonsense post, but eh. What can you do.

    I've used this technique before, of course. It's called "freewriting" and it's a good technique if you're planning on perfecting your creative writing craft. Well, maybe not perfecting, but it's a good means of practicing the art of getting ideas out of your head and onto the page as quickly as possible. This is an important thing to do, as ideas, if left unchecked, float around your head for a day or two and then dissipate without warning, often before you've had a chance to do anything with them. I find that I can generally hold A Good Idea in my head for up to a week at a time, but if I don't do anything about it (even if that "anything" is simply "make a note of it to come back to later") then it is gone forever. Usually. (Sometimes if it's a particularly powerful Good Idea, then it will be back with greater force. This is usually a sign that I should Do Something About It.)

    Talking of creative writing, I downloaded an app for the Mac called Scrivener yesterday, and spent a little bit of time going through its tutorial and fiddling with it. It's a "writer's toolbox" sort of application, taking the approach that programming environments do for application development, only for creative projects. You have a "binder" in which you can organise the various bits that make up your work, and when it's all finished you "compile" it into its finished product, whether that's a short document or a full-length novel. There are all manner of different handy tools in there, including a corkboard where you can rearrange virtual notecards, the facility to store all your research within the single Scrivener project file and the ability to split your work up however you see fit for later recompilation. It looks pretty good, and I'm going to make use of it. I'm thinking that if I actually organise myself to start writing something, I might be able to finish it. Whether or not that will be sooner rather than later will depend on my own enthusiasm for the project and whether or not I'm able to maintain momentum. I made a start today with a couple of character sketches, so we'll see where I go from there. No, you're not getting a sneak peek yet.

    And now I'm running out of things to say again. I have broken my freewriting streak by replying to someone on Twitter, which was an error on my part. I shouldn't leave Twitter open while writing. It is distracting. Everyone knows this. Perhaps I was thinking that it would provide me with inspiration for something to write. I guess it sort of has, now. You're probably wondering what I tweeted about. Well, it's all in the context, but I told Aubrey "Chupacaubrey" Norris that she is the "secret boss of PR". She was lamenting the fact that she wanted to be the Final Boss of something (Penny Arcade Report's Ben Kuchera had been referred to as the "Final Boss of Games Journalism" a few moments earlier) so I said that to be nice. Also she is awesome, and a fine example to the rest of the industry.

    Anyway. I think that's enough for now. Sorry for the lame post (I'm not sorry at all) but it's very late, I'm tired, I just finished Quest for Glory II at last and now I want to go to bed. Maybe after I've sent all my Pocket Planes flights on their merry way.

    Night night.

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    #oneaday Day 882: Microsoft Mysteries https://imnotdoctorwho.moegamer.net/2012/06/19/oneaday-day-882-microsoft-mysteries/ https://imnotdoctorwho.moegamer.net/2012/06/19/oneaday-day-882-microsoft-mysteries/#respond Tue, 19 Jun 2012 00:13:44 +0000 http://angryjedi.wordpress.com/?p=4055 As I type this, Microsoft's mysterious event at which something may or may not be revealed is about to start. The usual rumours and speculation have been flying around and are just as infuriating as ever, but there's been something a little different about this event: unlike, say, Apple events, for which we tend to … Continue reading #oneaday Day 882: Microsoft Mysteries

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    As I type this, Microsoft's mysterious event at which something may or may not be revealed is about to start. The usual rumours and speculation have been flying around and are just as infuriating as ever, but there's been something a little different about this event: unlike, say, Apple events, for which we tend to know the vast majority of the content well before it's announced, there's been nary a whiff of what this might be all about.

    A lot of people seem convinced that the company are going to launch a tablet device, and that would make a good degree of sense what with the impending launch of Windows 8. But then there's a new Xbox on the cards. And Windows Phone is surely due for a kick up the arse. And then there's things like Surface, and all the things that Microsoft Research are up to — though let's not forget that they unleashed the monstrosity that is Songsmith on the world. (And now it's stuck in my head again. "You sing into a microphone while the drummer plays along…")

    But the truth is that no-one knows. At all. No-one has any idea whatsoever what is going on, and this means that the event has the potential to be exciting. (It also has the potential to be a crushing disappointment, but that's part of what makes it exciting.)

    This is something that to a large extent we have lost in the modern age of PR, leaks and the reporting of every little rumour that sneaks out. Think about it. If you reveal everything about your product months before it actually comes out, you walk a fine line between building anticipation and pissing people off with oversaturated marketing. I feel it all the time with modern high-profile video games, and I'm pretty certain tech enthusiasts feel the same way about new gadgets. I don't know to what degree it happens in other sectors, but given the way a lot of modern PR seems to work regardless of industry, I can imagine it is the same across a lot of different areas.

    I can't be the only one who prefers to be surprised now and again by something. For all the mindless speculation that goes on around Apple product launches, the company itself is pretty good at keeping things under wraps until the last minute (though they let the cat out of the bag with iOS 6 somewhat). Microsoft has gone one better with this one by not letting even the slightest hint out to the press or the public. It's had a far greater effect on the public's anticipation than carefully-orchestrated "leaks" (most of which I doubt are really "leaks" at all) and "official" teasers — and as a result, everyone is on tenterhooks, watching the currently-running announcement (which still hasn't announced anything as I type this paragraph).

    Basically, the lesson to be learned here, I think, is that sometimes it's okay to shut up and not tell anyone what you're doing. Because when you tease something and then respond to all questions with "we're not ready to talk about that yet" or "we do not comment on rumours or speculation" you just come across as a bit of an arse, really.

    Ah, and there we go. The big announcement is the Microsoft Surface, though it's changed a bit since the table-sized device we last saw. The new gizmo is an iPad-like device with an interesting twist: its Smart Cover-like kickstand has a full multitouch keyboard secreted within it. There's also an optional other case with actual proper, tactile keys.

    The fact the Surface is running Windows 8 means that it can run things like Office and the like. There'll apparently be a scaled-back version for Windows RT, and one with Intel chips for the full Windows PC experience. The latter will also incorporate stylus and "digital ink" input as well as multitouch, and apparently has the power of a full desktop PC — though whether or not it will run Crysis is yet to be seen as I type this…

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    #oneaday, Day 881: Vita Killed Mobile Gaming for Me https://imnotdoctorwho.moegamer.net/2012/06/17/oneaday-day-881-vita-killed-mobile-gaming-for-me/ https://imnotdoctorwho.moegamer.net/2012/06/17/oneaday-day-881-vita-killed-mobile-gaming-for-me/#respond Sun, 17 Jun 2012 23:33:40 +0000 http://angryjedi.wordpress.com/?p=4049 I wanted to expand on a few things I talked about in my Vita post yesterday, specifically with regard to the differences between mobile (i.e. smartphone/tablet) and handheld (i.e. dedicated game-playing system) gaming. A single day with the Vita has been utterly refreshing. I've played a number of games on the system, including Everybody's Golf, … Continue reading #oneaday, Day 881: Vita Killed Mobile Gaming for Me

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    I wanted to expand on a few things I talked about in my Vita post yesterday, specifically with regard to the differences between mobile (i.e. smartphone/tablet) and handheld (i.e. dedicated game-playing system) gaming.

    A single day with the Vita has been utterly refreshing. I've played a number of games on the system, including Everybody's Golf, Lumines Electronic Symphony, PS mini Velocity, Frobisher Says! and a couple of augmented-reality titles. Frobisher and the AR titles were free, Velocity was about 3 quid (PS minis are Sony's "app-tier" games — in fact, many iOS and Android games are ported to the PS minis catalogue) and the other two are "full-price" titles (though Everybody's Golf currently sells for a very reasonable 8 quid on PSN right now). In every instance, I was able to start up these games and enjoy them without being nagged to buy additional content or "Get More Coins!" even once. There were no exhortations to share things on Facebook or Twitter (though PSN can automatically share Trophies to Facebook) and no demands on the player that detracted unnecessarily from the immersion factor of the games in question.

    This was the most striking thing about the whole experience. It's practically a given that a mobile phone game will have some form of "Pay To Win" button these days, usually in the form of the ability to purchase in-game money, items or even experience points using real currency. These are usually positioned as "timesavers", preventing players from having to "grind" to earn these things in the first place, though the fact is that the games themselves are very often designed in such a way that grinding (or paying) is necessary to progress. The game is designed to fit the business model, in other words.

    Now, let's look at Everybody's Golf as a case study here. In Everybody's Golf, you earn points through play. Skilful shots, sinking the ball under par and winning tournaments nets you varying amounts of these points, which can be used as a cumulative expression of your skill and the currency through which you unlock additional content in the game — characters, costumes, equipment, courses and other bits and bobs. In other words, the better you are at the game, the more quickly you can progress at unlocking stuff. This is a simple "carrot and stick" approach, but it provides a powerful motivation for the player to actually work hard to improve their game — particularly when coming up against an apparently-notorious difficulty spike partway through the single-player component of the game. If the player was simply able to drop a few quid on purchasing additional points (which, thankfully, is not an option), all meaning of the content they acquired using these points would be lost. The unlocked characters, the new costumes, the new equipment — none of it would be a trophy of the player's achievements any more. Instead, it would simply be something that the player had thrown money at. Not only that, but the player's cumulative score would cease to be an accurate depiction of their skill and play time. It would simply become just another meaningless currency — one with an exchange rate with real-world money.

    This might not sound like a massive issue but the difference is profound. When playing a mobile phone game, the near-constant presence of "shop" buttons or "Get More Coins" interface elements makes it abundantly clear to the player that they are making use of a service rather than enjoying a creative work for art's sake. That questioning feeling — "am I being screwed while I play for free? Should I pay for some coins?" — is ever-present in the player's mind. In the most egregious cases, developers even make the "cash shop" option glow or flash on screen to deliberately distract the player and draw their eye to it. (This happens in free-to-play PC titles, too.)

    Now, I will point out at this juncture that I am not condemning this business practice as "wrong" necessarily — when you release your game for free or a ridiculously low price on the App Store or Google Play, you need to take steps to ensure that you at very least break even. Rather, I am saying that it has had a significantly negative impact on my personal enjoyment of mobile games of late. I find a game which doesn't ask me for more money after installing to be a pleasant surprise these days, rather than the norm. It wears you down after a while, particularly when you play as many iOS and Android games as I do — it is, after all, my job — and when I sit down to play a game just for fun, I simply don't want to be bugged by the "business" side of things.

    Everyone plays games for different reasons. Some play games as simple timewasters while they're in a boring meeting, sitting on the toilet or waiting for a bus. Others use them as a high-tech equivalent of fiddling with a pencil. Others still want to compete against their friends, or express their creativity, or as a social outlet, or… you get the idea. There are probably as many reasons as there are people.

    I play games purely for enjoyment and entertainment, usually in substantial, continuous sessions. Games are my primary form of recreation — where some people watch movies or TV, I play games. As such, in most cases, I'm not in it for a few seconds at a time — I'm there for an hour or more at once. During that time, I want to be immersed in the game experience without interruptions, particularly if I'm playing a story-heavy game. I do not want to be reminded that I'm playing a game if at all possible — unless it's built in to the experience in an entertaining, self-aware sort of way — and I certainly do not want to be reminded that making games is big business. I know this. I read all about it most days. I do not need to be reminded of it during play. Because there is nothing more immersion-breaking for me than exhortations to "Share this with your friends! Buy more coins now! Play again tomorrow for bigger daily rewards! Try our other games!" Even popups demanding that I rate an app 5 stars "now" or "later" have a negative impact on my enjoyment of a title.

    This is where the Vita has provided the most pleasant surprises of all for me. Across everything I have played, I have been left alone to simply enjoy the game for what it is. In some cases, where competition is an inherent part of the game (like in Lumines), I am informed of my friends' high scores, but I'm not invited to brag to them. I'm certainly not confronted with half-finished games sporting interface elements that just say "Coming Soon!" and big flashing buttons to "Add Cash". It's been a blessed relief.

    Couple that with the fact that the Vita games I've played so far are all deeper experiences designed to be played for longer periods at a time rather than five-minute timewasters, and a lot of the anxiety-inducing sense of ADHD that the diversity of mobile gaming offers is gone. I had to give up playing asynchronous iPhone games with friends because I found that keeping up with them was genuinely stressful. It felt like work, and it wasn't fun any more, so I stopped. I am sorry to any former Draw Something or Hero Academy players, but once something stops being fun, there's no point dragging it out unnecessarily.

    All this may be painting an unnecessarily negative view of mobile gaming, but that's not the case at all — this is purely a personal response with regard how I want to spend my own free time. These ADHD games have a place and a massive audience — much larger than the audience the Vita currently boasts, as it happens. There's a lot of money to be made through "cash shops" and "get coins" buttons, so I can't blame publishers and developers for wanting to capitalise on this, whatever my own personal opinions on the matter.

    Alongside this, there are some genuinely good games on iOS and Android that don't fall into these excessive monetisation traps — though interestingly, even Epic's Infinity Blade, one of the most impressive and supposedly "hardcore" games on iOS, now boasts the facility to purchase in-game currency with real cash, as do otherwise-excellent titles like Hunters 2. Equally, some free-to-play games — like the excellent Pocket Planes I talked about a couple of days ago — leave the decision of whether or not to pay entirely in the player's hands, and are generous enough to make the game perfectly playable to those who do wish to play for free.

    A single day with the Vita, though, has been enough to convince me that dedicated handheld gaming most certainly still has a place, and I'm more than happy for it to be a part of my life. I can see myself leaving the vast majority of iOS gaming behind — board game adaptations and Pocket Planes (until it gets boring) excepted — in favour of the deeper, more rewarding, less skeezy-feeling experiences that Vita titles offer.

    And let's not even get started on how fucking nice it is to have buttons again. Or how nice it is to have an online store that is not filled with endless regurgitations of the same FarmVille formula with zombies/fantasy kingdoms/monsters/pets attached. Or… I could go on. But I won't.

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    #oneaday Day 880: Not Going To Make a "Livin' La Vita Loca" Joke https://imnotdoctorwho.moegamer.net/2012/06/17/oneaday-day-880-not-going-to-make-a-livin-la-vita-loca-joke/ https://imnotdoctorwho.moegamer.net/2012/06/17/oneaday-day-880-not-going-to-make-a-livin-la-vita-loca-joke/#respond Sun, 17 Jun 2012 00:21:01 +0000 http://angryjedi.wordpress.com/?p=4044 I bought a PlayStation Vita today. I'd had my eye on one for a little while, but having successfully paid off my credit card for the purchase of my new Mac, I decided a little treat was in order, so I did a bit of research as to what the fine folks of the Internet … Continue reading #oneaday Day 880: Not Going To Make a "Livin' La Vita Loca" Joke

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    I bought a PlayStation Vita today. I'd had my eye on one for a little while, but having successfully paid off my credit card for the purchase of my new Mac, I decided a little treat was in order, so I did a bit of research as to what the fine folks of the Internet thought was good games-wise, and grabbed one today. I was fortunate enough to be able to snare a preowned but unused model from Game in Southampton today, which cut down the price considerably, allowing me to also grab an (overpriced) 32GB memory card along with a copy of Everybody's Golf to enjoy for about £270 in total.

    I've only spent one round with the latter so far (but it's bringing back pleasing memories of Tee Off on the Dreamcast) so I won't comment on that too much, but I did want to talk a little bit about the system itself, as I believe it's worthy of note.

    The Vita distinguishes itself from its predecessor the PSP immediately with its touchscreen-friendly interface. Featuring an icon-based homescreen somewhat akin to modern smartphones, the Vita invites you to touch, swipe, flick, peel and all manner of other things. You can reorganise your homescreen icons as you see fit, and even set backgrounds for different pages. You can't organise things into folders, though, which is a bit of a shame, but I can cope with that. PlayStation Network (sorry… Sony Entertainment Network, which still amuses me because its abbreviation is the same as Special Educational Needs) provides plenty of downloadable goodness, ranging from complete games that you could also buy as physical products at retail to smaller, cheaper, download-only titles and even free apps for access to Twitter, Facebook, Skype and Flickr.

    The downloadable side of things has, for me, always been a big strength of Sony's systems from the PSP onwards. The PlayStation Store is a veritable treasure trove of underappreciated and overlooked gems as well as some of the most memorable "art games" (for want of a better term) in the business — games like Flower and Journey, for example. PlayStation Minis, too, provide portable-friendly experiences akin to what you might play on a smartphone, only with dedicated controls to enjoy them with, which is a big boon to anyone sick of poorly-implemented touch controls.

    Besides the games themselves, though, Vita has a number of interesting and intriguingly noteworthy features. For starters, the system actually does multitasking considerably better than both iOS and Android. A tap of the PlayStation button freezes whatever you're doing and takes you immediately back to the "OS". From here, you can "peel" the app off the screen to close it completely, switch to something else (like, say, the settings app, or Twitter) and then be back into your game without any messing around. This is particularly beneficial when you want to browse the PlayStation Store for addon content, for example — even the PS3 requires a quit out of a running game to access the Store, whereas Vita manages to seamlessly switch to it, let you browse as you see fit, then switch back. This functionality also allows you to effectively do what the Steam Overlay does for PC gamers — while running a game, you can pop open a browser window and, let's face it, look at GameFAQs.

    Vita's interface is gorgeous, too. The big, high-resolution LED screen makes things look great anyway, but the design of the OS just begs to be played with, too. On the homescreen, flicking between screens causes the icons to wobble like they're hanging on pegs. Rather than "slide to unlock" if the machine goes into standby, you use the same "peel" motion that is used for closing apps. And the soft keyboard is pretty good, too, with a decent predictive text dictionary built in — though the size of the screen and its position means that "thumb typing" as on a smartphone is next to impossible. Fortunately, as the Vita is primarily a gaming platform, you won't be doing that much typing on it, so it's a design flaw I can forgive.

    The built-in apps are interesting, too. Near allows you to see other Vita owners in your nearby vicinity, see what they've been playing and their responses to them. (I was surprised to see quite a few Vita owners living near me — I was expecting it to be a virtual ghost town around here.) Welcome Park introduces the system's little quirks — the multitouch screen, the rear touchpanel, the two cameras and the built-in microphone — through a series of simple but surprisingly engaging minigames, all of which have Trophy support for those who care that much. There's also a pleasing number of free downloads from the PlayStation Store, including a selection of social apps, a simple finger-painting app and even some games, including the hilarious and WarioWare-esque Frobisher Says.

    All in all, I'm very pleased with my purchase so far. I've become somewhat disillusioned with iOS gaming recently — perhaps due to the fact I get to see some of the very best and worst titles as part of my day job — so I've been surprised how good it feels to have a dedicated handheld system again, particularly one that doesn't possess an app ecosystem that encourages developers to include "Get More Coins!!" options even where they're not wanted/needed. I shall look forward to many Everybody's Golf sessions on the toilet in the near future as well as a thorough exploration of the myriad joys the PlayStation Store has to offer me.

    The post #oneaday Day 880: Not Going To Make a "Livin' La Vita Loca" Joke appeared first on I'm Not Doctor Who.

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    #oneaday Day 879: Flying Away https://imnotdoctorwho.moegamer.net/2012/06/16/oneaday-day-879-flying-away/ https://imnotdoctorwho.moegamer.net/2012/06/16/oneaday-day-879-flying-away/#respond Sat, 16 Jun 2012 00:48:14 +0000 http://angryjedi.wordpress.com/?p=4040 Having gone off on one somewhat about the fetid pile of toss that is Rage of Bahamut yesterday, it's only fair for balance's sake to talk about a free-to-play game that is well-designed, player-friendly and actually rather fun. I am referring to Pocket Planes, the newest game from Nimblebit, developers of the astronomically popular Tiny … Continue reading #oneaday Day 879: Flying Away

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    Having gone off on one somewhat about the fetid pile of toss that is Rage of Bahamut yesterday, it's only fair for balance's sake to talk about a free-to-play game that is well-designed, player-friendly and actually rather fun.

    I am referring to Pocket Planes, the newest game from Nimblebit, developers of the astronomically popular Tiny Tower, a game which made "tap, tap, tap" gamers out of even the most jaded hardcore members of the games industry.

    Tiny Tower, as most people realised after varying amounts of time, was little more than a mindless busywork generator, as RedSwirl over the on Squadron of Shame Squawkbox puts it. You built floors, you attracted people, you stocked up your floors with stuff that made money, you went away, you waited for your phone to shout at you that something needed restocking, you tapped on it to restock it and repeated the entire process for more hours than you really should until you either keeled over dead or got bored.

    Tiny Tower, then, had very little in the way of strategy and certainly wasn't a modern-day SimTower, as some referred to it on its original launch. It was an interesting little timewaster with an adorable pixel-art aesthetic, however, and crucially, it allowed the player to make progress without battering them over the head to invite friends, share achievements or purchase things with real money every five minutes. The game featured a premium "hard currency" that allowed you to do things quicker or rapidly acquire more cash, but it was handed out fairly generously just through play, so those who wanted to play for free could.

    Pocket Planes builds on this formula and puts a more complex game atop it. There's still not a huge amount of depth there, but it's definitely more than simple busywork now.

    In Pocket Planes, you run an airline company, and your goal is to own all the airports in the world. (This alone distinguishes the game from Tiny Tower, which had no long-term goal besides "build a fucking huge tower") You begin the game in one of several regions around the globe with a small fleet of rather crap planes and a desire to make money. Fortunately, there are plenty of jobs waiting for you that want to give you money, so getting started is a simple matter of loading up your planes with passengers, cargo or both (depending on what type of plane it is) and setting them on their merry way.

    It's here that an element of very light strategy comes into play. Sending your planes off costs money, and you don't receive payments for flights until they're completed. To be efficient, you might want to try and hit several stops in a single run, but when doing so you need to note whether there's a big enough profit margin to make it worthwhile. Sometimes leaving passengers behind rather than fully loading is more profitable, and scoring a jackpot of customers who are all going to the same place nets a 25% bonus on the income attained.

    That's it for the basics of gameplay. Beyond that, once you've earned enough money you can purchase new airports, which allow your flights to go further afield and also provide you with plane parts which can be subsequently assembled into new members of your fleet, assuming you have space for them. Old, crap planes can be retired to make room if you don't have the capital to expand your fleet's maximum size, or you can simply try to get as many aircraft in the air as possible. Plane parts and complete planes can also be purchased through the Market page, which restocks with a random selection of items every few minutes, and parts can also be traded with friends for a small fee.

    Like Tiny Tower, a lot of these actions use the game's "hard currency", or "Bux" as they are known, but again like its predecessor, Pocket Planes is generous about handing these valuable commodities out through play. If anything, Pocket Planes is more generous than Tiny Tower, rewarding the player with Bux simply for completing certain jobs, levelling up and various other actions. Sometimes they even just float past the planes in flight, to be collected with a simple tap.

    Pocket Planes also includes an interesting social mechanic in the form of its "Flight Crew" system. By simply typing in the same crew tag as other airline tycoons, players can team up in an attempt to complete as many jobs in special global events as possible, with flight crews ranked on a worldwide leaderboard and prizes awarded when the time expires. You can also see how you stack up to the rest of your crew and figure out who needs to pull their weight more — though those players who join your crew but aren't on your Game Center friends list simply show up as anonymous benefactors, which is a shame.

    The interesting thing with Pocket Planes' social mechanics is that it assumes the player already knows how to socialise. There are no screen-filling exhortations to share achievements with friends; no "friend gating", where progress becomes impossible unless you have a certain number of friends playing; no demands that you "visit" friends and "help" them. In fact, the game's social mechanics are kept pleasingly minimalist — most screens offer the facility to tweet a screenshot using iOS 5's built-in Twitter functionality, but in the case of Flight Crews and the like, it's up to the player to encourage their friends and acquaintances to join in the fun however they see fit rather than spamming them in-game. This is a Good Thing.

    Pocket Planes is, at heart, a simplistic game with very little substance, but it offers the same sort of idle satisfaction that Tiny Tower did with a bit more sense of structure. It will undoubtedly be another big success for Nimblebit and fair play to them for that — their recent games are proof that you can adopt a free-to-play business model without being jerks about it. The goodwill that builds will likely encourage many more people who wouldn't think to purchase virtual goods otherwise to dip into their pockets purely to show the developer their support.

    Pocket Planes is out now for iOS. An Android version is following in the near future, but a release date hasn't been announced yet.

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    #oneaday Day 878: I'd Tap That for £70 of In-App Purchases https://imnotdoctorwho.moegamer.net/2012/06/15/oneaday-day-878-id-tap-that-for-70-of-in-app-purchases/ https://imnotdoctorwho.moegamer.net/2012/06/15/oneaday-day-878-id-tap-that-for-70-of-in-app-purchases/#respond Fri, 15 Jun 2012 01:12:21 +0000 http://angryjedi.wordpress.com/?p=4034 Despite my day job, which is reviewing mobile and social games for the fine folks over at Inside Network, I have to confess that the reason some of these games end up being quite so popular eludes me. Don't get me wrong, I'm trained to spot a free-to-play game that's going to be profitable a … Continue reading #oneaday Day 878: I'd Tap That for £70 of In-App Purchases

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    Despite my day job, which is reviewing mobile and social games for the fine folks over at Inside Network, I have to confess that the reason some of these games end up being quite so popular eludes me. Don't get me wrong, I'm trained to spot a free-to-play game that's going to be profitable a mile off… I just can't pin down the reason as to why some of these games resonate with people so much. And no-one seems to want to tell me, either.

    (Naturally it probably goes without saying that these are my personal, not professional views. But I'll say it anyway. Oh, I already did.)

    Let's take a title called Rage of Bahamut as a case study. Rage of Bahamut is a game for iOS and Android devices. Ostensibly it's a "card battling" game in which you collect (virtual) cards a la Magic: The Gathering and then use said cards to do battle, either against other people or "boss" monsters. There's also a large number of "quests" that you can take one of the characters represented on your cards on, the ability to organise players into "Orders" and cooperate, trade cards, help each other out on difficult fights and all manner of other stuff.

    Sounds pretty good, right? Well, it's not. The game features one of the most dreadful user interfaces I've ever seen, with most of the game looking like a Web page from the early '90s, albeit without animated "Under Construction" GIF files. The "quest" feature consists entirely of tapping a button, watching a short animation of a monster dying and observing your stamina bar gradually decrease as your experience and "quest progress" bars increase. Battling another player involves selecting your cards in advance, pressing "Battle" and then doing absolutely nothing. Battling a boss involves selecting your cards in advance, pressing "Battle" and then doing absolutely nothing. Oh, and there's no sound, either. It wasn't deemed necessary, it seems. The game's sole slightly redeeming feature is that the anime-style artwork for the cards is quite nice, but that certainly doesn't make it any fun to play. At all. Go on, try it. (Android users, go here.)

    Despite this crippling lack of entertainment value, somehow the game is presently the third top grossing game on the iPhone — and it has been at the top of that chart in the last few days, too. It's free to download, meaning that people are enjoying this hateful, monotonous, tedious pile of steaming un-fun crap enough to want to voluntarily hand over money.

    Why?!

    It's not the only game of this type which has enjoyed success, it's just the most recent. Various studies by research companies indicate that the majority of profitable apps on the various app stores of the Internet include in-app purchases in one form or another — and many of these titles are of the free-to-play variety. I have nothing against free-to-play as a concept or business model, but I do question the taste of some people when something as unbelievably lacking in virtue as Rage of Bahamut proves itself to be more profitable than lovingly-crafted paid apps which developers have poured large quantities of time and money into. This depressing tale from Joystiq springs to mind.

    I can't help but feel that the press is partly to blame in all this. Titles like Rage of Bahamut often get great reviews from the press despite their lack of innovation, gameplay, interface design or anything even resembling entertainment, when in fact they should be summarily panned for providing an experience akin to scrolling through an Excel spreadsheet equipped with a macro that requires you to click "OK" every ten seconds.

    But then I guess I've never seen the appeal of football management games, either…

    (Incidentally, if you're looking for a card-battling game that's actually good, try Gamevil's Duel of Fate, Hothead's Kard Combat or Kyle Poole's Shadow Era.)

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    #oneaday Day 877: Far Away https://imnotdoctorwho.moegamer.net/2012/06/14/oneaday-day-877-far-away/ https://imnotdoctorwho.moegamer.net/2012/06/14/oneaday-day-877-far-away/#respond Thu, 14 Jun 2012 00:50:59 +0000 http://angryjedi.wordpress.com/?p=4030 It's not been a great week to be in my mind. You can't control how or when or for what reason depression will hit you, but it's been getting me down somewhat recently for a variety of reasons. The events I outlined yesterday are one contributing factor, but as I said there, they aren't directly … Continue reading #oneaday Day 877: Far Away

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    It's not been a great week to be in my mind. You can't control how or when or for what reason depression will hit you, but it's been getting me down somewhat recently for a variety of reasons. The events I outlined yesterday are one contributing factor, but as I said there, they aren't directly affecting me and thus I have to think that the exaggerated feelings of disappointment and upset I have been feeling may be caused by, rather than be the cause of, depression. Or perhaps there's a whole mess of contributing factors.

    I don't know. And thinking about it inevitably doesn't help.

    One thing that is getting me down a bit at the moment is how far away I am feeling from all my friends. I live in the middle of nowhere a long way away from pretty much everyone I know, and thousands of miles away from the people I talk to literally every day — friends, coworkers, confidantes. I have Andie in my life, a fact which I am incredibly thankful for every day, but that unfortunately doesn't stop the occasional feelings of loneliness and disconnection.

    It's partly my fault in some cases, of course. When you have disparate, unconnected friendship groups scattered around the globe, it's difficult to keep up with all of them. (Hell, it's difficult to keep up with disparate, unconnected friendship groups in the same city sometimes.) Some necessarily fall by the wayside as a sort of natural atrophy. In many cases, this gradual contraction of your worldwide friendship network is a sign that one or all of you have evolved and changed from the people you were when you first knew each other, and you're just going in directions too different to stay together. In others, yes, it can simply be laziness, but mental states play a role in all this, too, particularly if you struggle with social anxiety as I do — sometimes even the prospect of hanging out with a longtime friend can be terrifying if you haven't seen them for ages. What if you have nothing to talk about?

    Mostly, though, my daily life, my work and my hobbies have led me to the position I am in now, where the vast majority (though not all) of the people that I would consider my closest friends live many thousands of miles away across the Atlantic Ocean, and in some cases even further afield than that. It's great that I can talk to these people every day thanks to various forms of social media and other online happy funtimes, but sometimes all you want to do is get some people together in the same room, play some couch co-op (or couch competition games like the rather wonderful Hidden in Plain Sight), play some board games, eat some pizza/curry/Chinese/other takeaway goodness and simply, you know chill out together. It happens all too rarely these days.

    Ah well. Not a lot I can do about it right now at 1am in the dark in Chippenham, is there? Someday I'll buy you all a drink. Just probably not all at the same time.

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    #oneaday Day 876: Gamers, Men, Everybody... Stop Being a Dick https://imnotdoctorwho.moegamer.net/2012/06/12/oneaday-day-876-gamers-men-everybody-stop-being-a-dick/ https://imnotdoctorwho.moegamer.net/2012/06/12/oneaday-day-876-gamers-men-everybody-stop-being-a-dick/#respond Tue, 12 Jun 2012 22:35:35 +0000 http://angryjedi.wordpress.com/?p=4025 I have mentioned these issues a couple of times over the past few days but I've come to the conclusion that they're actually making me feel a bit depressed. I know that there's little point in getting depressed or upset over "the way the world is" and there are far bigger problems in the world, … Continue reading #oneaday Day 876: Gamers, Men, Everybody... Stop Being a Dick

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    I have mentioned these issues a couple of times over the past few days but I've come to the conclusion that they're actually making me feel a bit depressed. I know that there's little point in getting depressed or upset over "the way the world is" and there are far bigger problems in the world, etc. etc. but, I mean, wow. Something really needs to be done.

    I am referring primarily to the treatment of Anita Sarkeesian, better known on the Interwebz as Feminist Frequency, the author of a number of feminist perspective critiques on popular culture. Sarkeesian recently launched a Kickstarter campaign to fund her newest piece of research and criticism, dubbed simply "Tropes vs. Women in Video Games". The proposed series of videos Sarkeesian is intending to produce will deconstruct the most commonly-seen female character tropes in video games, highlighting recurring patterns and discussing them rather than simply pointing the finger and going "LOOK! THIS IS BAD."

    The response to Sarkeesian's campaign was both good and bad. On the positive side, the campaign was fully funded in the first 24 hours, and since that time a number of "stretch goals" have been smashed, allowing Sarkeesian to produce a much larger amount of content than initially proposed.

    On the negative side, this happened. And this happened.

    I really shouldn't be astonished by things that people say on the Internet any more, given that it is widely regarded as a wretched hive of &c &c despite all the lovely and intelligent people who also populate it. But these incidents really bothered me. They happened quickly and relentlessly… and they were clearly organised — likely by noted Internet cesspits 4chan and 9gag. This fabulous piece by Foz Meadows sums up the key aspect of the problem, I think: in attempting to defend themselves against accusations of sexism, misogyny and the promotion of a rape culture, those who deliberately and maliciously harassed Sarkeesian resorted to, you guessed it, sexism, misogyny and the promotion of a rape culture.

    Sarkeesian's suffering isn't in any way the only time this has happened, of course, though it may have been the most high-profile one in recent weeks. The Hitman: Absolution trailer I mentioned a few posts ago stirred up plenty of controversy, and anyone speaking out against it tended to get shouted down by people who couldn't see the problem with it in the most abusive manner possible. Disagreements and differences in taste; threatening others and calling them abusive names because of those disagreements is not.

    Even princess of geekdom Felicia Day wasn't immune to this bullshit. Her recent video "Gamer Girl, Country Boy", released as part of her entertaining "Flog" series on Geek & Sundry, attracted a swarm of completely unprovoked hateful comments. The hornets' nest had already been stirred up, so another target for their ire was just a happy bonus. Whatever you think of Day's past work, it should be clear to most people that there's clearly not a malevolent bone in her whole body, and the whole incident clearly upset her very much. I'm not "white knighting" here, it's a clear and simple fact. Who wouldn't be upset by an organised campaign to troll and flame something you'd worked hard on?

    All of this is just a bit much to take. I've always been someone who likes to try and see the best in people — to a fault, really — but to see that some people hiding behind that ever-present veil of anonymity prove themselves to really be complete and utter cunts doesn't make me feel great. Obviously my own take on the matter pales in comparison to what Sarkeesian, Day and anyone else who has suffered at the hands of these trolls must be feeling about all this, but it's genuinely upsetting to know that there are people that vile and disgusting out there — people who supposedly share the same passions and hobbies as I do.

    It needs to stop. That will only happen with concerted efforts from everyone involved, and it goes back to what school always told you about handling bullies. Be assertive, but not aggressive. Tell the bully that what they are doing is upsetting and unpleasant. And tell someone else. Don't be afraid to talk about it. Don't suffer in silence. Because while someone (or, indeed, a thrown-together Internet lynch mob) being a complete arsehole can utterly ruin your day, week, month, year, it's infinitely worse if you have no-one to turn to for support.

    Let's stamp this odious attitude out. Freedom of speech is one thing; using said freedom to intimidate, harass and silence others is not its intention. I fully support and endorse Sarkeesian's Kickstarter campaign, and while I won't insist that you do so too, I would certainly like to encourage you all to stand up to bullying when (not if, sadly) you see it happening — even if it's not directly involving you. Good Samaritan and all that.

    Above all, don't be a dick. And if it all gets a bit much, then pay this site a visit.

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    #oneaday Day 875: Kiryu Kazuma https://imnotdoctorwho.moegamer.net/2012/06/12/oneaday-day-875-kiryu-kazuma/ https://imnotdoctorwho.moegamer.net/2012/06/12/oneaday-day-875-kiryu-kazuma/#respond Tue, 12 Jun 2012 02:07:57 +0000 http://angryjedi.wordpress.com/?p=4021 I've been playing a lot of the Yakuza series recently — I'm intending on playing them all back-to-back, and at the time of writing am probably slightly less than halfway through Yakuza 2. I'd specifically like to talk about Yakuza 2 because the first Yakuza game was covered in a suitably comprehensive level of detail … Continue reading #oneaday Day 875: Kiryu Kazuma

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    I've been playing a lot of the Yakuza series recently — I'm intending on playing them all back-to-back, and at the time of writing am probably slightly less than halfway through Yakuza 2.

    I'd specifically like to talk about Yakuza 2 because the first Yakuza game was covered in a suitably comprehensive level of detail by the Squadron of Shame in this podcast:

    The original Yakuza was great. It was another fine example of a "kitchen sink" game — a type of game which incorporates a wide variety of other experiences to produce one surprisingly coherent whole. In the case of Yakuza, it blends JRPG, brawler, dating sim, scavenger hunt and open-world adventure into one of the finest experiences of the PS2 era, marred only by long-ass loading times, a sometimes-clunky fighting engine and the questionable decision to use American voice actors (including some surprisingly big names like Eliza Dushku, Mark Hamill and Michael Madsen) swearing more than your average Tarantino movie to depict the unique idiosyncracies of the Japanese criminal underworld.

    Yakuza 2, still on the PS2, fixes almost everything that was flawed about its predecessor. It's still riddled with loading breaks, but they're much shorter than in the first game. The American voice acting has been replaced by a much more authentic Japanese voice track — though the subtitles are well-localised and entertainingly written rather than being a literal translation. The fight sequences have been refined to be much more fluid, incorporating far fewer instances of protagonist Kazuma facing the wrong direction and unleashing a devastating combo onto thin air and far more situations where it's possible to make use of the brutal (and darkly amusing) "heat" actions — smashing people's faces into walls, battering them over the head with street furniture, sticking a beer crate on their head and then punching them repeatedly in the stomach to name just three.

    For the uninitiated, the Yakuza series' game flow is much more akin to a traditional JRPG than something like Grand Theft Auto, to which it got rather unfairly compared on its first appearance in the West. Kazuma wanders around the extremely well-realised fictional district of Kamurocho (based on Kabukicho in Tokyo) in an attempt to get to the bottom of whatever disaster is befalling him and his buddies in the organised crime world this time. Along the way, he'll encounter a wide variety of non-essential activities to distract him, many of which are deep, involved quests in their own right, and the pursuit of which causes a game which can be completed in about 12 hours to balloon up to well over 40 hours in length.

    By far the best thing about Yakuza is the sheer variety of things to do. It's an evolution of the Shenmue series' anal attention to detail, though rather than providing players with the ability to open every drawer in every house for no apparent reason, Yakuza provides players with a well-realised city district in which they can romance hostesses, get into street fights, collect lost locker keys, gamble at an illegal casino, get a "massage" of questionable morality, play slot machines, play a crane game and play baseball. Yakuza 2 adds even more to the mix, including a lengthy sequence where you have to run your own hostess club; another lengthy sequence where Kazuma becomes a host at a club in an attempt to unmask the manipulative, abusive owner; a full Mahjong simulation; a first-person fighting game; golf; "video booths" where Kazuma sometimes learns new abilities; and some other stuff I doubtless haven't discovered yet. Oh, and Yakuza 2 also includes a whole other district almost as large as Kamurocho again, also packed full of things to do.

    None of this stuff really feels like "filler" though, because it is clearly optional — the experience point rewards for completing any of these activities are generally laughable, though sometimes you get some cool items. Rather, the inclusion of all these activities helps the world of Yakuza to feel far more alive than almost any other game world I've ever encountered. Not only that, but it gives the player an incredibly strong understanding of Japanese culture, with a particular focus on the seedy underbelly of it — the side that Japan doesn't like to talk about. It's a game that draws you in with its interesting story and then encourages you to stay for the hostess bars, gambling dens and men with "FART" written on the back of their hoodies.

    Of course, the great thing about the series is that if you do want to rush through them and just see the story, you're not penalised for doing this in the slightest. I'd already played the first Yakuza back when we recorded the aforementioned podcast, but I just wanted to remind myself of what happened, so I raced through without doing any of the side missions and still had a satisfying experience. (In fact, one could argue that the story is a little more coherent if the game is played in this way, but I wouldn't trade all the other stuff for anything.)

    Yakuza 2, so far, then, is proving to be every bit as good as its predecessor and then some. I have no idea how long it's going to take me to beat, but I'm enjoying taking my time with it so far. And once it's done, I get to move into the HD age with Yakuza 3 and 4… and possibly the utterly bizarre Dead Souls after that. It's quite a ride.

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    #oneaday Day 874: 21 Hours Left to Get Indie Game Music Bundle 3 https://imnotdoctorwho.moegamer.net/2012/06/10/oneaday-day-874-21-hours-left-to-get-indie-game-music-bundle-3/ https://imnotdoctorwho.moegamer.net/2012/06/10/oneaday-day-874-21-hours-left-to-get-indie-game-music-bundle-3/#respond Sun, 10 Jun 2012 23:06:27 +0000 http://angryjedi.wordpress.com/?p=4017 As I type this, Indie Game Music Bundle 3 has just 21 hours left on the clock. The package aims to give your ears a good rogering with the soundtracks to Terraria, Plants vs. Zombies, Dustforce, Ilomilo and Frozen Synapse, and is a cheap date, too — it's available under the fashionable "pay what you … Continue reading #oneaday Day 874: 21 Hours Left to Get Indie Game Music Bundle 3

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    As I type this, Indie Game Music Bundle 3 has just 21 hours left on the clock. The package aims to give your ears a good rogering with the soundtracks to Terraria, Plants vs. Zombies, Dustforce, Ilomilo and Frozen Synapse, and is a cheap date, too — it's available under the fashionable "pay what you want" scheme.

    There's a caveat, though — break the $10 barrier and you get a bunch of extra soundtracks, too. Specifically, you get the following additional albums on top of the already-awesome package detailed above:

    • Offspring Fling Original Soundtrack — Alec Holowka
    • Mubla Evol Ution: NoituLove 1&2 and More — Joakim Sandberg
    • Cardinal Quest Original Soundtrack — Whitaker Blackall
    • InMomentum Original Soundtrack — Gareth Coker
    • Impeccable Micro — _ensnare_
    • Bluescreen Chiptune/Jazz — Protodome
    • Beautiful Lifestyle — George & Jonathan
    • Rise of the Obsidian Interstellar — Disasterpeace
    • Deorbit — Disasterpeace
    • Gungirl 2 Original Soundtrack — Josh Whelchel
    • Astroman Original Soundtrack — Jeff Ball
    • The Blocks Cometh Original Soundtrack — Hyperduck Soundworks
    • Fittest Original Soundtrack — Zircon
    • Songs for the Cure '11 — Various Artists
    • Songs for the Cure '10 — Various Artists

    You may not be familiar with any or all of the above artists, but rest assured that this is a fantastic bundle to pleasure your lugholes with for 19 and a half hours, covering a wide range of different musical styles. To be honest, it's worth your money for the fantastic Frozen Synapse soundtrack alone, which is aural sex.

    Game music is traditionally a "love it or hate it" sort of thing, though in recent years we've started to see a huge shift in attitudes towards it. Whereas game soundtracks were once bleepy-bloopy loops made to fit into the amount of memory it takes to write a single sentence in a Microsoft Word document these days, today they're impressive affairs that are frequently on par with movies.

    In fact, big-budget triple-A video games (particularly those from the West) try a little too hard to be movies, with sweeping orchestral scores composed by the likes of Hans Zimmer. In some respects, these modern soundtracks, while impressive, have lost a lot of the character that game music used to have — by working around the technological limitations of the era, old-school game musicians came up with catchy earworms that you'd remember for years afterwards. This happens much less these days because composers can pretty much run free with whatever they want to do. As an exercise, hum the Super Mario Bros. theme to yourself now. Then hum the Modern Warfare 3 theme. You probably can't do the latter. (Though you probably can hum the Halo theme, showing that some composers still "get it".)

    Anyway, my point is that soundtrack composers for independently-developed titles such as these tend to "get" what made game soundtracks of the past so memorable much better than those composing for big-budget titles, and these indie composers are then able to apply this knowledge to modern compositional techniques and technology in order to create some truly excellent pieces of music. Some deliberately make use of chiptune sounds; others have their own distinctive aural aesthetic. All are unique. All are most definitely worth your $10.

    Grab a copy of the Bundle here.

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    #oneaday Day 873: Cardinal Quest is Out on iOS, and You Should Probably Buy It https://imnotdoctorwho.moegamer.net/2012/06/10/oneaday-day-873-cardinal-quest-is-out-on-ios-and-you-should-probably-buy-it/ https://imnotdoctorwho.moegamer.net/2012/06/10/oneaday-day-873-cardinal-quest-is-out-on-ios-and-you-should-probably-buy-it/#respond Sun, 10 Jun 2012 00:37:41 +0000 http://angryjedi.wordpress.com/?p=4013 There's a surprising dearth of good roguelikes on mobile platforms. While I wouldn't wish to shoehorn the ridiculous number of key commands from something like Angband onto a buttonless phone, the basic concept is a good fit. Explore randomly-generated dungeon, kill monsters, get treasure. The basic controls you need to make a roguelike work — … Continue reading #oneaday Day 873: Cardinal Quest is Out on iOS, and You Should Probably Buy It

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    There's a surprising dearth of good roguelikes on mobile platforms. While I wouldn't wish to shoehorn the ridiculous number of key commands from something like Angband onto a buttonless phone, the basic concept is a good fit. Explore randomly-generated dungeon, kill monsters, get treasure. The basic controls you need to make a roguelike work — directions and inventory, mostly — are pretty workable on a touchscreen, and the turn-based nature of the genre means that the frustration factor of trying to be accurate with non-physical controls is simply not there.

    This isn't to say there aren't good roguelikes out there, however. On iOS, there's 100 Rogues, Sword of Fargoal and several others I haven't tried. On Android, the pickings are a bit more slim, though there are a few out there for the taking.

    Today, iOS added Cardinal Quest to its lineup, a rather wonderful little roguelike with a pleasing retro aesthetic, streamlined gameplay and the kind of addictive nature that is perfect for mobile games.

    Cardinal Quest isn't a new title, however; it's been available for Windows, Mac OS X and Linux machines for quite a while now, and there's a free demo you can play over on Kongregate. But its release on iOS today marks its first jump onto portable devices.

    For the uninitiated, Cardinal Quest is a simplistic dungeon-crawler that cites Gauntlet, Golden Axe and red-box Dungeons & Dragons games as its key inspirations. Taking on the role of one of three different pixelated heroes, the player descends into the randomly-generated dungeons to seek their fortune and hopefully defeat the evil minotaur lurking in the depths. Along the way they'll discover treasure and a variety of different spells to make their journey easier.

    Cardinal Quest adds a few nice little twists on the conventional roguelike formula. Walking over an item of equipment, for example, causes your character to automatically decide whether it's better than what he already has or not, and replace it if necessary. There's no faffing around with comparing stats, it simply takes care of it for you. This might irk purists a bit, but it keeps things nice and pacy.

    Similarly, special abilities aren't learned, but are instead found as treasure. Five can be equipped at once, while others are stored in the inventory. Instead of using a magic points system, each skill has a cooldown determined by one of the character's stats, making some inherently more suitable for certain classes than others — though, so far as I can tell from my brief time with the game so far, any class can use any spell.

    Also, while the game does feature permadeath as all good roguelikes should, there's a bit of a safety net in place in the form of a "lives" system that lets the player walk away from a couple of fatal encounters before succumbing to oblivion. It makes the experience a little more friendly to newbies while still remaining brutal enough to provide genre veterans with a decent challenge.

    Wrap the whole thing in pleasingly blocky pixel-art, retro sound effects and chiptune music and you've got Cardinal Quest in a nutshell. Grab it here for $1.99.

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    #oneaday Day 872: Haters Gonna Inspire Worldwide-Trending YouTube Videos https://imnotdoctorwho.moegamer.net/2012/06/09/oneaday-day-872-haters-gonna-inspire-worldwide-trending-youtube-videos/ https://imnotdoctorwho.moegamer.net/2012/06/09/oneaday-day-872-haters-gonna-inspire-worldwide-trending-youtube-videos/#respond Sat, 09 Jun 2012 00:04:02 +0000 http://angryjedi.wordpress.com/?p=4011 I really love it when someone I know achieves success with something. That's why it was so utterly delightful to see something that a friend from university worked on gradually spread around the world today. I am talking, of course, about this video, which if you haven't watched yet… well, you just should. (Probably NSFW.) … Continue reading #oneaday Day 872: Haters Gonna Inspire Worldwide-Trending YouTube Videos

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    I really love it when someone I know achieves success with something. That's why it was so utterly delightful to see something that a friend from university worked on gradually spread around the world today.

    I am talking, of course, about this video, which if you haven't watched yet… well, you just should. (Probably NSFW.)

    I don't know Isabel Fay (the lead performer) directly, but I do know one Mr Tom Hopgood, who co-produced the piece and has worked very hard with Isabel and the rest of the team at Clever Pie TV to produce some high-quality comedy skits over the last few years. Today, it seems, all that hard work really paid off.

    I watched it happen over the course of the day. Another university friend shared the video. I expected this. But then someone who, to my knowledge, had no direct connection to Tom or Isabel shared the video, which surprised me. Then I shared it after watching it and finding it hilarious.

    Then I went and did some work. As the day progressed, I saw the video start appearing in various tweets along with Facebook and Google+ posts.

    Then Stephen Fry shared it, which is pretty much a guarantee that you're going to be a sudden global sensation, at least temporarily. Sure enough, a lot of the YouTube comments indicated that Stephen Fry sent them.

    As it gets close to bedtime, I see more and more people still sharing it, including other unrelated Twitter followers. It truly is something which has spread worldwide and has enjoyed universal appeal among everyone I know online. This is delightful to see.

    It's especially delightful to see as it was absolutely perfectly timed. I have a feeling it was just a happy coincidence that it happened to appear on everyone's radar today, but after reading this depressing post over on Feminist Frequency regarding the harassment, misogyny and silencing tactics the author had endured after promoting her upcoming research and video series, it just seemed perfectly, perfectly apt. Perhaps the fact that hateful comments on the Internet are very much at the forefront of people's minds right now meant that it resonated more than it might have done otherwise.

    Or, you know, perhaps it's just a great piece with an infuriatingly catchy melody.

    Whatever the reasons were for the video enjoying the success it has done so far (and still is — Twitter mentions of it are still flowing in even as I type this) don't really matter, though. I'm absolutely stoked for Isabel, Tom and the rest of the Clever Pie gang, and though I haven't seen Tom for a large number of years now I'm very proud to say that I have both known and worked with him. I have photos to prove it and everything.

    I hope this is the beginning of something really big for Clever Pie. If they can continue to tap into relevant topics like this, then they've got it made. "Thank You Hater!" manages to be both topical and timeless at the same time — Internet trolls are always going to be an issue, but they're particularly prominent in people's minds right now for various reasons.

    Enough gushing. Time for the weekend. Have a good one, everyone.

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    #oneaday Day 871: A Change of Heart https://imnotdoctorwho.moegamer.net/2012/06/08/oneaday-day-871-a-change-of-heart/ https://imnotdoctorwho.moegamer.net/2012/06/08/oneaday-day-871-a-change-of-heart/#respond Fri, 08 Jun 2012 01:18:16 +0000 http://angryjedi.wordpress.com/?p=4007 It's not easy to change your own opinions, for any reason. It's even harder to change it when someone else makes a convincing argument as to why you are wrong and therefore a big dumb-dumb poopy-head. But sometimes it's something you have to do in order to move with the times. I have two very … Continue reading #oneaday Day 871: A Change of Heart

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    It's not easy to change your own opinions, for any reason. It's even harder to change it when someone else makes a convincing argument as to why you are wrong and therefore a big dumb-dumb poopy-head. But sometimes it's something you have to do in order to move with the times.

    I have two very different issues in mind for which I've encountered the above concept. I'll tackle them in order of difficulty to comment on.

    First up is mobile gaming.

    Last year, I wrote this post. In it, I described how I thought the supposed pressure from Nintendo's investors for the Japanese giant to start developing for smartphones rather than its own proprietary hardware might not actually be a terrible idea. I actually still don't think it's an awful idea, but after a year of reflection, observation and immersion in the mobile gaming industry, it's clear that what I describe and suggest in that post isn't going to happen.

    For all some iOS developers' attempts to take the iPhone and iPad seriously for gaming purposes, there are at least ten times as many developers churning out free-to-play or quick-hit casual games. For every developer who is up front about the cost of their app and refuses to nickel-and-dime the player with additional in-app purchases, at least ten times as many incorporate some sort of means of endless monetization, be it an "energy" system, a means for players to buy in-game currency without earning it or the facility to unlock content without having to progress naturally through the game.

    I don't begrudge these developers their income, of course — games cost money to make, and every developer wants to make it big with their titles. But, unfortunately, the prevalence of such business models in the mobile gaming space makes it all but impossible for the "core" gaming community to take it seriously. As much as many of us moan about grinding for levels or money in games, a lot of us secretly quite enjoy it — it provides us with "war stories" about how we played Mahjong for six hours straight in Yakuza 2 in order to be able to afford a fancy dress to give to a girl, or how we accumulated fifteen bajillion souls in Demon's Souls only to die and then die again on the way back to retrieving them, losing them all forever.

    In short, the effort and personal sacrifice involved in accomplishing feats in some of these games is rendered meaningless if someone can just come along and pay ten quid to bypass all the pain and suffering. Sure, it's convenient, but it renders achievements meaningless — particularly if the game's monetization strategy features "pay to win" items, whereby players can pay real money in order to gain a significant in-game advantage, be it the ability to "continue" after death without score penalty or simply acquiring powerful new equipment.

    What this means is that "core" gamers as a community don't take mobile gaming seriously, which means that when developers do come along wanting to do something serious and non-exploitative, they often get ignored — particularly if their game is seen as "expensive" compared to the myriad free and 69p apps out there. If you want a recent example of this in action, just consider the Kickstarter campaign for Republique that I wrote about here. Despite starting as an effort to get "triple-A" games on iOS, the team behind the project gradually had to accept that this mission statement wasn't going to get them the funding that they wanted, and eventually had to expand and promise PC and Mac versions. Even then, it looked for a long time like they weren't going to make it.

    Anyway. I was wrong. I accept that. Mobile gaming is its own thing, and that's cool. I will continue to appreciate it when a developer treats me as a player rather than a customer (or worse, cash cow) and provides me with deep, meaningful, worthwhile experiences on iOS, but I'm no longer holding my breath for it to be the next big thing in portable gaming — at least not for the "core" audience. There is still a place for dedicated handhelds.

    Now for the second issue. I kind of don't want to talk about this much because there's been a lot of angry table-thumping surrounding it in recent weeks. There are, too, a lot of very vocal commentators on the subject and I really don't want to attract their ire — firstly, because that is by no means my intention, and secondly, because I've seen people really get laid into as a result of such arguments.

    I am, of course, talking about gender issues and the question of whether or not the video games industry constitutes a rape culture.

    Some context, first. Apologies to those whom the following offends, but it's necessary to include it for context. (NSFW, duh.)

    This trailer for the upcoming game Hitman Absolution made a lot of people very angry, for various reasons. The ridiculous nun disguises covering impractical porn-star dominatrix outfits. The question of how exactly a nun conceals a rocket-launcher inside her habit. The fact that this really didn't look like the Hitman series people knew and loved.

    By far the biggest concern, though, was the violence towards women depicted in the trailer.

    I am not going to get into the broader discussion of whether or not this is indicative of a rape culture here as, to be frank and honest with you, I do not know enough about the subject and therefore feel ill-qualified to comment on it.

    What I can discuss, however, is how my own thought processes went.

    My initial reaction to the trailer was simply "WTF". This was shortly followed by "that's clearly sexist and unnecessary", and I commented as such on Twitter around the time it was emerging. My opinion was that the trailer was the result of a horny marketing department making deliberately sexually-provocative promotional material in order to get people talking about the game. On that note, it certainly worked.

    I thought little more of it for a while, until articles like this one started to appear, claiming that the trailer was indicative of a larger problem — the trailer was, to paraphrase Brendan's piece, not simply sexist, but evidence of a culture that normalised violence against women, and specifically sexual violence. In short, a rape culture by its very definition.

    I had no idea what "rape culture" meant when I saw the initial discussions surrounding this trailer. My initial reaction, like many others, was to assume that "rape culture" in fact meant "directly endorsing rape". Despite being conscious of the fact that I had publicly spoken out against the trailer, the accusations flying around and the increasing anger of commenters on the subject — on both sides — made me feel deeply uncomfortable and, yes, defensive. No-one likes to be told that something they care deeply about has such an odious undercurrent, after all.

    But I stepped back for a moment and considered what was going on. This was clearly a hot-button issue for a lot of people, and one that I knew wading into with ill-informed opinions would be desperately, desperately unwise. I'd already seen a few weeks previously that a friend who had inadvertently ventured into a similar discussion got very publicly torn a new one (a little unfairly, I feel — though that's an altogether different story) as he attempted to discuss the matter.

    So here's what I did: I stepped away. I read through the various angry tweets, blog posts and articles with a degree of detachment, attempting to understand where these people were coming from and why those who were saying "it's no problem, what's the big deal?" were pissing them off so much. I read up a little on what "rape culture" as a term actually meant.

    And I came out of it feeling differently to the defensiveness I felt before. I already knew there was a problem with sexism in the industry, but now I felt I had an increased (though by no means comprehensive) understanding of the issue. I am aware that there are still things I do not understand about issues of feminism, gender, sexuality, rape culture and cultural norms — people spend years studying these things, after all — but I am willing to at least learn about these subjects before sticking my oar into a debate I am currently ill-qualified to have. I am also aware that many of the commenters who feel so passionately about this issue are not, as might first appear, condemning the entire industry and everyone involved in it as sexist, misogynist perpetuators of a rape culture, because gross generalisations are never helpful.

    Let's get off the specifics because, as I've said several times, I don't want to get into that particular discussion right now.

    The key issue is that a little consideration and reflection goes a long way. Knee-jerk, immediate, passionate, emotional and ill-informed reactions might feel good in the short term, but often they leave you looking like a jackass. I'm glad that I stepped back and considered the way I felt about the discussion surrounding this issue — and why — before even thinking about jumping in and potentially making a twat of myself.

    It pays to have flexible opinions, a willingness to educate yourself and, yes, the ability to admit you were wrong (and understand why), in short. That's not to say that you should blindly follow the herd — quite the opposite, in fact. You should take the time to explore an issue, find out as much as possible and gather sufficient information for you to be able to accurately decide whether or not your initial reaction was, in fact, correct.

    If it was — in your opinion, anyway — then you'll be well-equipped to argue your case. And if it wasn't, it's important to be humble enough to admit it.

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    #oneaday Day 870: On the Exploration of Space Via the Medium of Video Games [UPDATED] https://imnotdoctorwho.moegamer.net/2012/06/07/oneaday-day-870-on-the-exploration-of-space-via-the-medium-of-video-games/ https://imnotdoctorwho.moegamer.net/2012/06/07/oneaday-day-870-on-the-exploration-of-space-via-the-medium-of-video-games/#respond Thu, 07 Jun 2012 00:43:33 +0000 http://angryjedi.wordpress.com/?p=4001 [Now updated with some titles I meant to include in the first place but forgot because it was late when I wrote this and I was tired and WHARGGGHHH. Or something.] Space, they say, is big. Really big. There's a whole universe of infinite possibilities out there, and being boring old humans we're (mostly) stuck … Continue reading #oneaday Day 870: On the Exploration of Space Via the Medium of Video Games [UPDATED]

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    [Now updated with some titles I meant to include in the first place but forgot because it was late when I wrote this and I was tired and WHARGGGHHH. Or something.]

    Space, they say, is big. Really big. There's a whole universe of infinite possibilities out there, and being boring old humans we're (mostly) stuck on this planet, unable to explore the great black beyond. We can, of course, observe it and take exciting pictures and footage, such as what we've seen from the recent Venus transit. But for the everyday person, exploration of space is the stuff of pure science fiction.

    Video games are a great way to immerse yourself in that sense of exploring the great unknown. Plenty of games are set in space, obviously, but it's a smaller subset that actively deals with exploration and discovery rather than simply blowing shit up. Star Trek as opposed to Star Wars, if you will, though I'm aware that's a gross oversimplification of and a great injustice to both series. But never mind.

    Here are some of my favourite space games.

    Star Control II

    What a fantastic game this is, well deserving of its classic status. Star Control II casts the player in the role of a human captain returning to Earth after a long stint on a faroff colony only to discover that our homeworld has been captured and enslaved by the evil Ur-Quan. Thus begins a galaxy-spanning adventure of diplomacy, combat and collecting lots of minerals.

    Star Control II is one of those games that blends lots of different play styles together to create a distinctive whole. You have Asteroids-style combat incorporating ideas from one-on-one fighting games — each ship has its own "special moves" and is well-matched against certain other vessels. You have space exploration — the game tells you very little about where to find things, and God help you if you don't note down the offhand mentions of alien species that some characters make. You have resource management in the form of keeping an eye on your ship's crew, fuel and cargo space. You have RPG-style upgrading as you turn your ship into an unstoppable behemoth and recruit various escort vessels to accompany you. And you have adventure-game style dialogue trees as you make contact with the weird and wonderful races of the galaxy in an attempt to recruit them to your cause.

    Best of all, you can grab the enhanced port of the 3DO version for modern computers here, or pick up the original version and its prequel from GOG.com.

    Star Trek Online

    Star Trek Online is an excellent Star Trek game, although it may be a little too heavy on the combat to be completely true to its source material. The game does successfully capture the feeling of piloting a huge vessel around the galaxy to seek out new life and new civilisations and all that jazz, though, and the fact that the game has a strong focus on user-generated content ranging from player-constructed alien races to full mission sequences makes it a great deal of fun. It's not as polished as it could be and PvP is broken as hell, but it's a free-to-play title that doesn't gouge you for in-game purchases at every opportunity.

    Find out more here.

    Endless Space

    I wrote a little about the upcoming 4X space strategy title Endless Space a little while back. The game is now in beta testing as it gets closer to release. I haven't tried it yet but am planning to give it a go over the weekend.

    Endless Space is less "personal" than other titles due to the fact that you're not controlling your own individual vessel, you're overseeing a whole empire. That doesn't stop it from being full of the joy of discovery and exploration, however — finding a star system with planets rich in valuable resources is immensely satisfying, and successfully defending it against incurstion from your opponents is even more satisfying.

    X: Beyond the Frontier

    I haven't played this game for ages, nor have I played its sequels and expansions. But the original game struck me as an impressive experience that truly made you feel like an insignificant speck in a massive galaxy that would most certainly go on with its own business without you. Over time, in true space opera style, you could make a name for yourself and work your way up to being an immensely powerful individual, but the journey was a long, slow, tough one — rewarding, though.

    Grab it from Steam.

    Spore

    Having returned to playing this recently I had forgotten quite how excellent the space section of this game was — it's certainly the most well fleshed out component.

    After designing your custom race's custom spaceship, you then take to the randomly-generated stars to colonise new planets, trade with other spacefaring races, toy with the natural order of things on developing worlds, discover lost relics, complete missions, mine for valuable resources, paint planets and carve obscenities into the ground using rivers. It's very freeform in how the player can tackle it, which gives each game the potential to be completely unique.

    Will you seek peaceful solutions to conflict? Will you only expand your empire to planets already capable of supporting life, or will you terraform barren rocks into new Edens? Will you go to war with rival empires or attempt to buy them out? And will you satisfy yourself with building out your empire, or will you embark on a quest to get to the centre of the galaxy and uncover the mysteries of the universe?

    Grab it from Steam or Origin.

    Starflight

    I played this game on the Atari ST. It was brilliant. It was a relatively early title from Electronic Arts, and was immensely freeform in its gameplay. Taking on the role of a starship captain, the player was simply tasked with exploring the galaxy. This involved flying to new star systems, descending to planets, exploring in a "rover" vehicle, engaging in diplomacy between alien races and battling enemies. There was supposedly an overarching plot, but I never got that far when playing it as a youngster — I simply enjoyed flying around and exploring space. It may well be one to revisit with the eyes of an adult.

    Space Rogue

    A space sim from Origin (as in the software company, not the digital distribution platform) that cast the player in the usual role of a "privateer", Space Rogue was interesting for the fact it wasn't just about flying around shooting things and hauling goods from planet to planet. Landing at a base launched a top-down roleplaying component during which you could explore, talk to people, engage in combat against enemies and take part in a galaxy-spanning plot that, again, I can remember very little about besides a series of fetch quests that involved you ferrying messages back and forth between two sisters called Cebak and Tiwa. There were text-based adventure sections, too.

    Space Rogue, then, was something of a precursor to the next game I'm going to mention.

    Space Rangers 2

    An utterly bizarre yet lovable game from Russia, Space Rangers 2 takes players on a wild ride across the galaxy, taking in turn-based strategy, real-time strategy, third-person shooter combat, text-based adventures, trading, RPG-style levelling up and all manner of other crap along the way. It's an absolute Frankenstein's Monster of a game and all the better for it. It's almost futile to describe the experience of playing it, particularly when you can check it out for yourself for super-cheap thanks to GOG.com.

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    #oneaday Day 869: Eeeeeeee by 3 https://imnotdoctorwho.moegamer.net/2012/06/05/oneaday-day-869-eeeeeeee-by-3/ https://imnotdoctorwho.moegamer.net/2012/06/05/oneaday-day-869-eeeeeeee-by-3/#respond Tue, 05 Jun 2012 22:26:00 +0000 http://angryjedi.wordpress.com/?p=3996 E3's leaving me a bit cold this year. The fact I'm not covering it for a gaming website is actually a blessed relief, as it means I don't have to stay up until ass o' clock in the morning watching cringeworthy live performances from executives who should know better. But I'm not even feeling particularly … Continue reading #oneaday Day 869: Eeeeeeee by 3

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    E3's leaving me a bit cold this year. The fact I'm not covering it for a gaming website is actually a blessed relief, as it means I don't have to stay up until ass o' clock in the morning watching cringeworthy live performances from executives who should know better. But I'm not even feeling particularly inspired to seek out the big news from it myself — nothing's grabbing me as hugely exciting. The most interesting thing to me is probably Nintendo's new console, which does some genuinely innovative and cool things — but we'll have to wait and see on pricing.

    E3's not necessarily about people like me though. It's first and foremost about the suits and the money, secondly about the press and the actual gaming public comes in a distant third somewhere. It is, in essence, a huge PR circus whereby lots of companies can make outlandish promises about their new products and hope no-one remembers by the time the product in question actually comes out. (See: anything Peter Molyneux or Microsoft have ever said, anything regarding motion control, anything regarding Vitality Sensors.) It's an important time for publishers to show off their big new titles to keep their shareholders happy, and for the press to help keep the buzz flowing.

    I've never been to an E3, so I can't speak for what the experience of actually being there is like. I'm sure smaller developers and publishers are there, too, but I feel a bit sorry for them. As is always the case, the big news is always about what Sony, Microsoft, Nintendo, Ubisoft and EA are up to — and probably something Call of Duty-related from Activision, too. Smaller companies are there to get their products noticed, too, but it must regularly seem like an uphill battle to them when all the big sites want to cover is Halo 4, Call of Duty 300 and other Games With Guns In.

    There have been a few surprises, of course. Ubisoft's Watch_Dogs is looking cool — at least it did until the dude pulled a gun out — and David Cage's latest project is sure to be just as interesting and divisive as his previous work. I'm not yet convinced by The Last of Us (ugh, zombies) and I want to know more about pricing before I get too excited about Wii U.

    Herein lies the rub, though. I couldn't give a crap about the "big games". I know that plenty of people do, otherwise we wouldn't be on our sixth Halo game, our fifth Assassin's Creed game (not counting spinoff titles) and our four hundred and seventy-sixth Mario title. And the big sites certainly cover the big games with aplomb. But where is the discussion about more niche titles like Larian Studios' upcoming new Divinity game and the batshit-crazy looking Dragon Commander? Where's the love for independent developers? Where can I find what I'll be putting in my shopping cart without question next time there's a Steam sale?

    This information is out there, I'm sure, but it's hard to find. It's easy to be cynical about E3 because of the information that gets the highest priority. "Biggest budget" seems to equate to "most important" in the eyes of a lot of press and public alike, and that's a bit of a shame. For me, the most important titles should be the ones that move the genre forward, the ones that do genuinely interesting things, the ones that I'd want to discuss on the Squadron of Shame SquadCast. But I guess they call things like that "niche" for a reason.

    Also, fuck E3 memes. If one more person makes a "my body is ready" joke I will punch them. Hard.

    The post #oneaday Day 869: Eeeeeeee by 3 appeared first on I'm Not Doctor Who.

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    #oneaday Day 868: Enforced Merriment https://imnotdoctorwho.moegamer.net/2012/06/04/oneaday-day-868-enforced-merriment/ https://imnotdoctorwho.moegamer.net/2012/06/04/oneaday-day-868-enforced-merriment/#respond Mon, 04 Jun 2012 22:46:47 +0000 http://angryjedi.wordpress.com/?p=3992 The Queen has been on the throne for 60 years. Yay The Queen. In Britain, despite the fact that we spend roughly 98% of our time being completely oblivious to the continued existence of the royal family (apart from those few members who regularly appear in OK Magazine and have subsequently developed obnoxious and probably … Continue reading #oneaday Day 868: Enforced Merriment

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    The Queen has been on the throne for 60 years. Yay The Queen.

    In Britain, despite the fact that we spend roughly 98% of our time being completely oblivious to the continued existence of the royal family (apart from those few members who regularly appear in OK Magazine and have subsequently developed obnoxious and probably quite disrespectful nicknames), it is actually the law that anything vaguely celebration-worthy that involves said group of royals must be celebrated with a Street Party, with non-participants being taken to the Tower of London to be pecked to death by ravens.

    As such, there was a Street Party today on our street. I was coming back from my evening of board game and curry depravity and I had work to do, so I really wasn't feeling it anyway, but then my social anxiety kicked in and I was reminded of why I hate this sort of thing quite so much.

    I loathe, despise and detest enforced merriment — the feeling that you "should" be somewhere and that you "should" be having more fun than you actually are. Enforcement could be unspoken (a simple feeling that you "should show your face") or explicit (someone outright saying "oh come on, come and see these people!" in such a way that to say "well, no actually, the very prospect fills me with a crippling sense of outright panic" would make you look like A Right Bastard rather than someone suffering from an actual problem). The effects are the same though — a feeling of dread, the thought "I don't want to do this" rattling around your head and, while the socialisation is actually going on, a constant and intense desire to find an excuse to leave or, in extreme cases, to simply bolt as quickly as possible.

    The reason I don't want to be in that situation is generally nothing personal to the people I'm supposed to be socialising with — our neighbours seem like a perfectly nice little family, for example — but it is simply part of the whole social phobia. I feel pressured to put myself in that situation, and then once I'm in there, there isn't an easy escape route to get out of it, which makes me panic.

    I think the main problem I have with occasions like this is the fact that they centre around small talk, which is something I can't do very well. I tend to think about things a lot before I say them — to a fault, sometimes — and small talk just doesn't work if you're contemplating and considering every single thing that you say. "Should I mention the weather?" I think. "Or does that make me sound like the most clichéd twat ever? Should I crack a joke? What if it falls flat? That's the worst feeling in the world. Everyone's looking at me. Say something."

    Oddly enough if I'm in a professional situation where I have a reason to be interacting with strangers, I'm absolutely fine. If I'm running an event, or meeting and greeting customers, or standing up on stage and presenting to lots of people, I have no problem whatsoever in talking, making jokes, being charismatic and charming the pants off people. (Not literally. To my knowledge, anyway.) But take away that sense of context and purpose and I'm fucked. I feel panicked, and all I really want to do is run away and do something — anything — rather than talk to these people I feel I have nothing in common with. I build up resentment, and then I feel guilty about resenting these people for simply being more social than I am, and the whole vicious cycle goes around and around and around until I find some convenient excuse to extract myself and leave, never to return. (Today, I had work to do, so I was able to go and hide for a bit while I did that.)

    This particular aspect of social phobia/social anxiety/shyness/whatever you want to call it is why I never really got on with the concept of "going out" for the sake of going out, or going "on the pull", or indeed in speaking to anyone I didn't already know somehow. I count the few occasions that I have successfully managed to initiate and carry on a non-essential or non-professional conversation with a stranger as huge personal victories — justifiably so, in some cases, as some have led to long-term friendships, such as my utterly nerve-wracking first words to my now-friend Cat while trapped in a lift (well, not "trapped" as such… we were both riding it, and it was in full working order) with her on my first day of a pre-term music course at university.

    I won't lie, this particular phobia is a real pain to deal with at times, and I really wish I could be free of it. That won't happen without hard work over a long period, however, and I'm sometimes not sure I'm ready to confront this particular problem head on.

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    #oneaday Day 867: Horrified https://imnotdoctorwho.moegamer.net/2012/06/03/oneaday-day-867-horrified/ https://imnotdoctorwho.moegamer.net/2012/06/03/oneaday-day-867-horrified/#respond Sun, 03 Jun 2012 23:25:35 +0000 https://angryjedi.wordpress.com/?p=3990 Apparently Nintendo did some thing today, but I haven't been paying attention. The reason for this is that I was (still am, in fact) at my friend's house playing a series of excellent board games, including Ticket to Ride, Puerto Rico, 7 Wonders and Arkham Horror. I really like Arkham Horror, though it takes so … Continue reading #oneaday Day 867: Horrified

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    Apparently Nintendo did some thing today, but I haven't been paying attention. The reason for this is that I was (still am, in fact) at my friend's house playing a series of excellent board games, including Ticket to Ride, Puerto Rico, 7 Wonders and Arkham Horror.

    I really like Arkham Horror, though it takes so long to play and we almost inevitably start so late that we rarely finish a complete game. Tonight, we actually got to the end of a game. Okay, it was by losing. But that's still something, at least.

    For the uninitiated, Arkham Horror is a cooperative board game that uses HP Lovecraft's Cthulhu mythos to excellent effect, challenging players to compete against all odds in a desperate struggle to prevent various old, evil things from returning to the Earth. It is very strongly thematic, featuring a particularly prominent sense of emergent narrative as the players compete against the game itself in an attempt to come out on top… and usually fail.

    The reason Arkham Horror is such a challenge is to do with its complexity. It's not complex in the sense that it's difficult to understand — each of the basic mechanics are pretty straightforward, in fact — but it is complex in the sense that there are a lot of rules to remember, many of which are very easy to forget. There really is nothing worse in a gaming session than snatching victory from the jaws of defeat and then realising to your horror that you've actually been playing it wrong somewhere along the line. It kind of takes the edge off your victory somewhat.

    It's frustrating to lose, too. The game puts up a hell of a fight (no pun intended) against the players. Sometimes things seem to be going well then everything just goes disastrously wrong for reasons that seem to have been out of your control. On reflection, though, it is usually the case that such a fate could have been avoided — and anyway, if you were practically guaranteed a win every time, where would the fun be? As it is, Arkham Horror is the board game equivalent of something like Dark Souls — it kicks you repeatedly in the testicles each time you play, and the only way to improve is to practice. This isn't always practical, unfortunately, given that the game's large box contains approximately a million components and takes a long time to set up. The game is, however, possible to play solo, which is always a bonus in my book.

    If you're looking for a fun, challenging cooperative game to play with friends on a long, rainy afternoon, Arkham Horror certainly fits that bill well. And if the base game isn't challenging enough for you, the various expansions ensure that not only will the play area take over most of your living room, but you'll be battling the Ancient Ones until the small hours.

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    #oneaday Day 866: NierCast https://imnotdoctorwho.moegamer.net/2012/06/03/oneaday-day-866-niercast/ https://imnotdoctorwho.moegamer.net/2012/06/03/oneaday-day-866-niercast/#respond Sun, 03 Jun 2012 00:37:45 +0000 http://angryjedi.wordpress.com/?p=3986 I've finally beaten Logic into submission and got it up and running on my new Mac, which means I've finally been able to edit the most recent Squadron of Shame SquadCast. Here it is: (Direct link for those who can't see the inline player) The subject of the podcast is Nier, an action RPG for … Continue reading #oneaday Day 866: NierCast

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    I've finally beaten Logic into submission and got it up and running on my new Mac, which means I've finally been able to edit the most recent Squadron of Shame SquadCast. Here it is:

    (Direct link for those who can't see the inline player)

    The subject of the podcast is Nier, an action RPG for PlayStation 3 and Xbox 360 published by Square Enix and developed by Cavia. You may recall I was enthusing about this game quite a lot back in early May, and that enthusiasm was what sparked the desire for us to do this particular podcast.

    Nier is a fascinating game. Whether or not it's actually a good one is up for debate somewhat, but it's certainly a unique experience in the console space. In fact, to call it an "action RPG" as I did above is a gross injustice, since the game also incorporates elements of bullet hell shooters, text adventures, 2D platform games and open world quest-based "traditional" RPGs. The only games I can think of that offer a comparable experience include Space Rangers 2 and King Arthur: The Role-Playing Wargame, both for PC, and both offering wildly divergent experiences from Nier, but both taking this "kitchen sink" approach to genre blending.

    Nier also distinguishes itself by having a mature plot that is worth following through. Sure, it's pure fantasy, but it's good, compelling fantasy — and the fact that the game was released as part of a much larger opus that spans several forms of media is very much apparent if you take the time to read up on it using sources such as Grimoire Nier. The game can most certainly be enjoyed in its own right without exploring any of the additional background material, but it becomes a far richer experience once you delve into the lore of the world — and, for that matter, the story of the game's creation. It's very much an example of a game whose world and characters are "bigger" than the game they inhabit, much like an author who plans out their characters by writing scenes for them that never appear in the book in question.

    Perhaps the most interesting thing about Nier, though, is its treatment of "New Game+" — the ability to go back and replay it after you've beaten it once. In many role-playing games, taking on a New Game+ is simply a matter of starting again with all your awesome items, equipment and buffed-up characters from the end of your first playthrough and then romping through the game slicing off heads with gay abandon and nary a fear for your own safety. Nier certainly does this — on subsequent playthroughs, boss fights that were once challenging are an absolute joke — but it's not the most important point.

    Without getting into spoilers, Nier's New Game+ gradually adds new layers of complexity and nuance to the plot, calling into question the actions that you undertook without even thinking in your first playthrough. The player is given additional context with which to understand exactly what is really going on — and this manages to seamlessly pull the player's perspective around between several different characters and conflicting viewpoints while still keeping them in direct control of the titular hero. It's a very interesting experiment in a variation on the "unreliable narrator" trope, and one which could really only be done so effectively in an interactive form of entertainment such as a video game. It also makes Nier's New Game+ something that is actually worth doing rather than something which is just there for a bit of fun — and it's worth noting that it makes it abundantly clear when you've done absolutely everything there is to do by actually deleting your save file when you're done. In the context of the game, this somewhat dramatic action makes a great deal of sense (though you are asked to confirm whether you're sure you're okay with this five times) — but can you imagine what would have happened if, say, Mass Effect had pulled something similar? It would have been brilliant, but those complaining about the game's ending would have been even more furious than they are.

    The final thing worthy of note about Nier is that it takes no more than 40 hours to do absolutely everything in the whole game including three New Game+ runs (an utterly stupid real-time farming minigame aside, which can be easily gamed by dicking around with your console's clock), making it eminently friendly to the busy lifestyles we grown-ups tend to lead these days.

    So if you've never given Nier a shot, give it a chance. You might be pleasantly surprised. And if you have played and loved Nier — or, indeed, have no intention of ever playing it, ever — be sure to listen to our podcast for some in-depth discussion on this remarkable game.

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    #oneaday Day 865: All Change on Squad Mountain https://imnotdoctorwho.moegamer.net/2012/06/01/oneaday-day-865-all-change-on-squad-mountain/ https://imnotdoctorwho.moegamer.net/2012/06/01/oneaday-day-865-all-change-on-squad-mountain/#respond Fri, 01 Jun 2012 23:38:04 +0000 http://angryjedi.wordpress.com/?p=3981 Those of you who follow what I do over at the Squadron of Shame may have already noticed that some changes have been going on recently. First up, longtime mainstay hosts of our podcast Chris Whittington and Jeff Parsons have moved on from their presenting duties to host their own show. Too Old For This… … Continue reading #oneaday Day 865: All Change on Squad Mountain

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    Those of you who follow what I do over at the Squadron of Shame may have already noticed that some changes have been going on recently.

    First up, longtime mainstay hosts of our podcast Chris Whittington and Jeff Parsons have moved on from their presenting duties to host their own show. Too Old For This… is a show for ageing, busy geeks who still like to keep up to date with the latest happenings in comics, games, movies, music and beer (lots of beer), and it's a great listen. Chris and Jeff have a great dynamic together and their show deserves your support.

    With Chris and Jeff out of the podcasting picture over at the Squad, we're going to be doing a lot more in the way of our traditional "mission" podcasts whereby we investigate a "shameworthy" game thoroughly and then discuss it at great length. This decision came about partly due to the success of our show on Katawa Shoujo, which attracted a bunch of new listeners and community members, but also because it's something we've always done well — and something which is still very distinctive in the crowded world of gaming podcasts. That's not to say we won't be doing any more "topic" shows or "genre primers" — but a bunch of listeners have been clamouring for more "missions" for a while now, so it's time to give them what they want.

    The long-term goal for the Squadron of Shame has always been to be a place for mature, wordy, niche-loving geeks to call home. The "Squawkbox", our freeform discussion board which I set up temporarily several years ago using WordPress. has been a good start to that, but I figured it was time we took it to the next level. We have a number of talented writers among our ranks, so I thought we should showcase that fact a little better. And those who don't want to write will certainly appreciate some interesting things to read and comment on.

    Enter our new experimental Articles section, in which long-form articles can be presented, featured and archived separately from the main Squawkbox discussion. They still appear in the main feed, but have their own dedicated sections now. Over time, this part of the site will hopefully become populated with numerous long-form pieces from our members (and guests) about things they think are truly "Shameworthy". The categories I've put in place so far are largely games-focused, but there's no reason this can't expand to other media over time — the joy of using WordPress is that it's easy to tweak, poke and rejig everything as the need presents itself.

    I'm excited about what the future might hold for our little site, and this is the first step towards that bright future. Be sure to drop by, join the conversation and let us know what you think.

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    #oneaday Day 864: Spore-adic https://imnotdoctorwho.moegamer.net/2012/06/01/oneaday-day-864-spore-adic/ https://imnotdoctorwho.moegamer.net/2012/06/01/oneaday-day-864-spore-adic/#respond Fri, 01 Jun 2012 01:20:52 +0000 http://angryjedi.wordpress.com/?p=3975 On a whim, I started playing Spore again recently, this time with the Galactic Adventures expansion installed, which I never got around to trying previously. I still haven't got far enough in my new game to come across any of the aforementioned Galactic Adventures, but I thought I'd revisit my thoughts on the original game, … Continue reading #oneaday Day 864: Spore-adic

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    On a whim, I started playing Spore again recently, this time with the Galactic Adventures expansion installed, which I never got around to trying previously. I still haven't got far enough in my new game to come across any of the aforementioned Galactic Adventures, but I thought I'd revisit my thoughts on the original game, as I last contemplated it way back in 2008.

    Spore caught some flak on its original release for a number of reasons — mainly dodgy DRM with very strict activation limits and early online connectivity issues (some things never change, huh?) — but also attracted criticism for not living up to its hype. Originally dubbed SimEverything, the game was supposed to be Will "SimCity" Wright's last great masterpiece, simulating the entirety of life right from single-celled primordial soup up to space exploration. A lofty goal, for sure. But how well did it manage, really?

    Beginning as a single-celled organism that is either carnivorous or herbivorous, you're thrown into the primordial soup and tasked with surviving. Carnivores must eat little red chunks, herbivores must eat little green chunks. Both can be found just floating in the water, but carnivores can help the process along by killing other organisms. Herbivores, conversely, spend a lot of time running away to begin with.

    As you eat, you gain DNA points which can be spent on improving your creature with various parts. In order to evolve your creature, you must mate with another of your kind, which pops up the creature editor and allows said parts to be bolted on. These range from various fins and tentacles that improve speed and agility, to spiky things, poison-spitters and other defensive measures. It's even possible, with enough available points, to replace the creature's mouth to turn it from a herbivore into a carnivore — or even to give it two mouths, allowing it to eat everything.

    This process continues for a while, with your creature regularly expanding in size until once screen-filling enemies become tiny little minnows in the background, until you eventually fill the progress bar at the bottom of the screen and evolve a brain. At this point, it's possible to continue swimming around in the soup to gain further points and collect any parts you missed, but the game nudges you in the direction of the next stage, which focuses on your creature's life.

    After climbing out of the ocean and evolving legs (which you attach yourself as you see fit), you then get to explore the surface of the randomly-generated world your game takes place on. At this point, progress mostly comes about through either befriending or destroying other species. New creature parts can be found on long-dead skeletons on the planet, and the player's creature evolved with these parts, each of which offer various bonuses to either social or combat abilities.

    Upon confronting another creature and choosing whether to befriend or kill it, a little minigame occurs. Combat is rather MMO-ish, with a small hotbar of up to four different abilities available. Socialisation, meanwhile, involves watching what the rival creatures do and copying their moves. As this phase progresses, the player's creature gains the ability to bring along a "pack" of other creatures — either of their own species or allied organisms — which makes both socialisation and combat easier.

    To make life a bit more interesting, certain species are naturally aggressive and will attack anything on sight, and there are a few "epic" creatures wandering around who are considerably larger than everything else on the planet. These can be defeated in combat with a bit of care, but for the most part they're something to avoid and admire from afar.

    Once the Creature phase is over, the Tribe phase begins. Here, the player is no longer in control of a single member of their species, but instead takes on a more "overseer" role, controlling their tribe like an RTS. Progression through this phase is determined by either befriending or destroying rival tribes.

    You begin this stage with a small, simple village and the ability to construct a few "tools". Food must be gathered to feed the tribe and is also used as currency to purchase tools and create new tribe members. Tools fall into two main categories, as with creature parts: social and combat. Social tools take the form of musical instruments, while combat tools are weapons and a healing ability.

    Upon meeting another tribe, like in the Creature phase, players must choose what stance to approach them in. If approaching in social stance, both tribes will line up in front of each other and one will "perform" for the other. The "audience" tribe will call out different instruments that they want to hear, and the player must quickly activate their instruments to please them before the audience gets bored. Combat is simple point-and-click RTS-style, though there is also a hotbar of special abilities according to what weapons the tribe has equipped at the time.

    Following this point, the game enters the Civilization stage, where the player must conquer the planet they are on by taking over, buying or destroying all the rival cities. The game becomes more complex at this point, with a lot more building, trading and military conquest — though as with the previous components of the game, this phase can be passed through peacefully with a bit of effort.

    Following this, the Space phase begins, and some would argue this is where the game begins proper — indeed, this is the phase that the Galactic Adventures expansion concentrates entirely on. Players must explore the galaxy in their custom-designed ship, fly down to planets, collect items, terraform, secure "spice" mines, trade with other species, complete missions, defeat enemies and, eventually, if you want to "finish" the game, build yourself up enough to take a lengthy expedition to the centre of the galaxy — a risky prospect, since this is where the Borg-like Grox, the main antagonists of the game, live.

    So Spore certainly does follow life from its humble beginnings up to the space age, and it's very satisfying to look at the comprehensive "history" screen in the game and see how your creature has evolved over time. The main criticisms that were levelled at the game on its original release, however, were more to do with the fact that none of the game's phases had a lot of depth to them — it wanted to be "five games in one" but didn't really pull it off as well as some people wanted.

    It doesn't really matter, though. Revisiting it now has reminded me that Spore is a very entertaining game — sure, it's pretty lightweight compared to some heavy hitters in the strategy and god game genres, but that only serves to make the game accessible to all. I'm actually rather glad about this, since I find a lot of strategy games rather heavy going and consequently find myself trounced by computer or human players on a regular basis. I can succeed in Spore while still feeling like I've been challenged somewhat, and simply enjoy the sense of progression, discovery and ever-expanding scale that the game offers — not to mention its wry sense of humour and wonderfully self-referential nature. The game even plays music from M.U.L.E. at certain points, for pity's sake.

    And I haven't even mentioned what was one of the main draws of the game on its original release: its focus on user-generated content. All through the game, your galaxy is populated by creations from other players. With the Galactic Adventures expansion, this user-generated content goes far beyond player-made creatures, buildings and vehicles — there are full missions designed by players. It's impressive that it all works as well as it does — content simply "invades" your game seamlessly, and built-in community features allow you to rate, comment on or, if necessary, ban content without leaving the game.

    I haven't yet touched the Galactic Adventures content since my current save has only just advanced to the Civilization stage, but I'm looking forward to investigating it. Further thoughts will follow when I've had time to check it out. In the meantime, if you get the chance to grab a cheap copy of Spore, it's well worth a shot.

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    #oneaday Day 863: Trash-Talkin' https://imnotdoctorwho.moegamer.net/2012/05/31/oneaday-day-863-trash-talkin/ https://imnotdoctorwho.moegamer.net/2012/05/31/oneaday-day-863-trash-talkin/#respond Thu, 31 May 2012 01:38:47 +0000 http://angryjedi.wordpress.com/?p=3971 It's not often I feel able to say this and mean it, but there's a piece over on Kotaku right now that is an excellent read. Go check it out, then come back to me. I can't comment on being a rape survivor or anything like that, but I think that article sums up why … Continue reading #oneaday Day 863: Trash-Talkin'

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    It's not often I feel able to say this and mean it, but there's a piece over on Kotaku right now that is an excellent read. Go check it out, then come back to me.

    I can't comment on being a rape survivor or anything like that, but I think that article sums up why I feel deeply uncomfortable with the idea of playing online with strangers in competitive games. I hate abuse, particularly pointless, rage-filled, deliberately offensive abuse designed to provoke an intensely emotional reaction out of the victim — and competitive online gaming seems to pride itself on this so-called "trash talking".

    In my own case in the past (and not in games, in the "real world") abuse I have received has been in the form of hurtful comments about my appearance and my weight. I can't begin to fathom what must have gone through the minds of the bullies in question as they said those words that lashed at me like a cat o' nine tails, but they hurt. They perhaps weren't intended to hurt quite as much as they did — "I was only having a laugh" is seen as a valid defence by many these days — but the fact is that they utterly ruined my day when they burst into my ears, regardless of intention.

    If I feel that shitty after some stranger makes some low jab at my appearance, I can only imagine how awful it must feel to be a rape survivor and hear how freely the word "rape" is bandied about to mean "beat" or "defeated". I feel uncomfortable using the word, given that I know at least a couple of survivors (to my knowledge), so picturing how it must feel to have such an awful thing trivialised by, say, Gears of War players is disturbing, to say the least. Like the behaviour of the bullies I described above, the intention may not necessarily have been to offend or upset, but there are plenty of people for whom such comments could completely ruin an otherwise fun experience — and, really, let's face it, there's no need for it, is there?

    Lest you think me some sort of prude, I will point out at this juncture that I'm certainly not above light-hearted insults with my friends, which often skate into sexist, racist, homophobic and other generally offensive territory. But that's something that we do among ourselves in private — we've set the boundaries as to what is "acceptable" in our group, we stick to it and, crucially, we don't do it in public where anyone might misinterpret our words as genuine sexism, racism, homophobia or any other form of misanthropy. Not one of us would even contemplate the prospect of telling a complete stranger that they'd "raped" them — or indeed hurl any other sort of abuse at them, whether or not there was social "context" for such behaviour.

    An example springs readily to mind. I was playing the then-new Dungeons and Dragons Online MMORPG, and I was doing my first run through one of the game's cooperative dungeons with a "pick-up group" of random players. All had been going well until we got to the end and there was an unnecessarily difficult platforming section. The platforming controls in D&D Online were not very good, to say the least, so it took me a good few minutes to get through the bit that the other (evidently more experienced) players had passed with ease. I apologised and made light of it, hoping that they'd do the same. Instead, I was confronted with a torrent of abuse through the private chat channels. I turned the game off at that point and never played it again.

    The unnecessary, unprovoked wrath of a complete stranger had ruined the game for me. Whether or not they had intended to upset me that much was irrelevant. It had happened. I grant that I am the sort of person who is very easily upset even by heated arguments, debates and disagreements, let alone abusive words, but being sensitive about such things shouldn't preclude you from taking part in certain activities. Something like an online computer or console game — regardless of whether it's cooperative or competitive — should bring people together, not leave them feeling marginalised, or that their own anxieties, issues and mental scars are somehow trivial. There's no excuse for it, and it's something which gaming culture really needs to clean up if we want our hobby to be inclusive to all.

    Therein lies part of the problem, I think, though; some people don't want that inclusiveness. Some people want to feel powerful, to be the top of that little clique, to feel like they have achieved something important and are therefore "better" than others. And they go about that by lashing out at the weak spots, triggers and hot buttons of others. Anything goes in the quest to make them feel like The Big Man. (Or Woman. But let's face it, it's significantly more likely to be a male person.)

    It feels like such a futile question at times, but why can't everyone just, you know, get along?

    The post #oneaday Day 863: Trash-Talkin' appeared first on I'm Not Doctor Who.

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    #oneaday Day 862: Lion and Logic https://imnotdoctorwho.moegamer.net/2012/05/29/oneaday-day-862-lion-and-logic/ https://imnotdoctorwho.moegamer.net/2012/05/29/oneaday-day-862-lion-and-logic/#respond Tue, 29 May 2012 21:46:11 +0000 http://angryjedi.wordpress.com/?p=3966 I've been meaning to reinstall my copy of Logic Studio for ages now. For the uninitiated, Logic Studio is a suite of music and audio production tools for Mac that has become an essential part of the podcast editing process for me. I have a podcast to be editing right now, in fact, but am … Continue reading #oneaday Day 862: Lion and Logic

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    I've been meaning to reinstall my copy of Logic Studio for ages now. For the uninitiated, Logic Studio is a suite of music and audio production tools for Mac that has become an essential part of the podcast editing process for me. I have a podcast to be editing right now, in fact, but am unable to do so until I reinstall Logic Studio, which somehow buggered itself up in the transfer process from my old Mac to my new one.

    So it was that today I decided to bite the bullet and begin the several hours long process that is reinstalling Logic Studio. (There are lots of DVDs of content.) I popped in the first disc, opened up the Finder window for the disc and double-clicked the installer, only to be confronted by a message that I really wasn't expecting.

    "You can't open the application LogicStudio.mpkg because PowerPC applications are no longer supported."

    WHAT.

    Logic Studio is a Universal app — for non Mac users, this means that both older PowerPC-based Macs and newer Intel-based Macs can run the program. However, for some reason that remains unknown to seemingly everyone on the Internet, Apple decided to make the installer application for Logic Studio a PowerPC-only application.

    On past versions of OS X, this wasn't a problem, as a technology called Rosetta was included to allow newer Intel Macs to run PowerPC-only apps. This feature was phased out in the latest version of OS X ("Lion"), however, meaning that you're seemingly fucked if you want to reinstall anything from disc that is more than a year or two old. (This is obviously not an issue for anything you have purchased from the Mac App Store, since when you download from there you always get the most up-to-date version.)

    It's pretty clear why this situation is how it is, even if no-one from Apple would like to admit it — the latest verion of Logic Studio is, naturally, available from the Mac App Store, meaning that those who are really serious about their music and audio production needs should just drop £130 and upgrade. Some of us (like me) aren't made of money, however, meaning a frantic scrabble around Google to try and figure out what to do next.

    There was plenty of advice on how to get Logic Studio actually running once it's installed (it seems that Apple included some sort of "obsolescence" tech in the app to actually forcibly prevent it from running under Lion — another nudge in the direction of the upgrade, no doubt) but very little on how to install it in the first place. Fortunately, I eventually found the information I needed, and I thought I could serve anyone suffering the same problem well by sharing said solution. So, without further ado, I present:

    How to Install Logic Studio 8 Under OS X 10.7 "Lion"

    You will need:
    1 copy of your original Logic Studio discs.
    1 OS X 10.6 "Snow Leopard" DVD (10.5 "Leopard" may work, too, but I didn't investigate)
    Lots of time

    1. Insert your Snow Leopard DVD into your Mac and open the disc's Finder window.
    2. Double-click on the Optional Installs folder.
    3. Double-click on the Optional Installs.mpkg file to run the installer.
    4. Agree to all the bumf and choose your OS X install drive.
    5. Rummage through the list of optional installs and ensure that the checkbox next to "Rosetta" is ticked.
    6. Begin the install process. It should be pretty quick.

    You'll probably get a warning message that Rosetta is not supported on Lion, but ignore it and proceed.

    7. Remove the Snow Leopard DVD and replace with the Logic Studio Install DVD.
    8. Open the disc's Finder window and double click on the Logic Studio.mpkg file.
    9. Follow the instructions as normal. The Logic Studio install process takes hours, so go and do something else and check back to swap discs every so often.

    Voila! Sorted.

    I haven't finished reinstalling Logic Studio as yet so I don't know if any of the poking around to get it actually running is necessary as yet, but the installer certainly seems quite happy. This Rosetta trick also has the happy side-effect of allowing PowerPC-only applications to run under Lion, which was previously impossible — though obviously you do still need a Snow Leopard disc to pull this off. They don't have license keys, though, so if you have a Mac-toting friend with one, just borrow it — or doubtless some enterprising young individual has put it online somewhere, too.

    I'm normally pretty patient with Apple's idiosyncratic ways of doing things — I believe things like the App Store, the "walled garden" nature of iOS and numerous other gubbins are all excellent ideas when you consider the demographic that the Apple of 2012 is trying to court — but all this seemed rather heavy-handed and unnecessary. To lock customers out of an application that they had paid several hundred pounds/dollars/whatevers for because of their desire to be up-to-date with their operating system seems ridiculous — particularly as there's no real reason that I can discern that the app itself shouldn't work. I guess we'll see once I actually finish reinstalling and try to get the bloody thing working again.

    In other news, expect a new Squadron of Shame SquadCast by the end of the weekend, all being well!

    The post #oneaday Day 862: Lion and Logic appeared first on I'm Not Doctor Who.

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    #oneaday Day 861: Cycle of Life https://imnotdoctorwho.moegamer.net/2012/05/29/oneaday-day-861-cycle-of-life/ https://imnotdoctorwho.moegamer.net/2012/05/29/oneaday-day-861-cycle-of-life/#respond Tue, 29 May 2012 00:09:29 +0000 http://angryjedi.wordpress.com/?p=3962 Today I took ownership of a shiny new bicycle. It is red. Technically I took ownership of a shiny new bicycle (that was red) yesterday, but said shiny new bicycle was far too big for me, meaning that my testicles suffered considerable (and uncomfortable) compression when attempting to stand astride it, and making actually getting … Continue reading #oneaday Day 861: Cycle of Life

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    Today I took ownership of a shiny new bicycle. It is red.

    Technically I took ownership of a shiny new bicycle (that was red) yesterday, but said shiny new bicycle was far too big for me, meaning that my testicles suffered considerable (and uncomfortable) compression when attempting to stand astride it, and making actually getting on to the saddle without looking like some sort of Special Person an impossible task. It didn't do wonders for my confidence, so I took it back and exchanged it for a smaller one. Now I can ride it without feeling like I'm going to fall off. At least, not quite as much.

    I haven't ridden a bike for at least five years, I think. I used to do it a fair bit and have always enjoyed it, despite not being very good at it. I'm fairly clumsy and cack-handed and balance has never been a particularly strong point, meaning that I'm not very good at doing things like signalling, or riding without my hands clamped firmly to the handlebars. (Any tips for getting over that particular phobia are most welcome.) I'm also not particularly good at going uphill, changing gear (with either hand) or bumping up onto a pavement. But I can, at least, pedal, move forwards and stay upright without falling off into heavy traffic and dying, which is a start.

    Cycling is good exercise. I've been doing a lot on the exercise bike at the gym recently — up to an hour at a time — and it got me thinking I should get back on the "real cycling" at some point, particularly as the weather is so nice at the moment. Observations so far are that real cycling is significantly more challenging than gym cycling (at least on the resistance level I've had it set at, it seems) but you get to be outside and have the nice feeling of the wind rushing past you, which is most pleasant and one of the reasons I've always enjoyed getting on a bike as a means of transportation and recreation.

    That "transportation" part is a good thing about real cycling. At the gym, you pedal and pedal and pedal for hours and don't go anywhere, you just make the little numbers on the screen go up. On a real bike, you can actually go somewhere that is too far away to walk. Granted, the speed at which I cycle probably isn't significantly faster than walking (unless I'm going downhill) but at least it makes some places that were previously inaccessible without jumping in the car a little more, well, accessible. This is nice. I could probably even cycle to the gym if I tried hard enough, though I then have to consider the fact that I also have to cycle back after exerting myself lifting heavy things and/or all the other stuff I decide to torture myself with.

    I would very much like to get fit and lose weight, as has probably been made clear numerous times on these very pages. The more alternative activities I have to help achieve that goal, the less likely (hopefully) I am to get demoralised or bored with the whole thing. I'm doing pretty well with watching what I eat and trying to get more exercise on a regular basis — this is just another means to that end. We'll have to wait and see if it helps. Hopefully it will.

    The post #oneaday Day 861: Cycle of Life appeared first on I'm Not Doctor Who.

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    #oneaday Day 860: Kairobot https://imnotdoctorwho.moegamer.net/2012/05/27/oneaday-day-860-kairobot/ https://imnotdoctorwho.moegamer.net/2012/05/27/oneaday-day-860-kairobot/#respond Sun, 27 May 2012 23:03:00 +0000 http://angryjedi.wordpress.com/?p=3958 Have you played any of the games by Kairosoft on iOS and Android devices? If not, you really should. They're quite remarkable little experiences, all the more noteworthy for fitting surprisingly deep gameplay into less than 10MB in most cases. This is a big benefit for those of you who habitually fill your phone and/or … Continue reading #oneaday Day 860: Kairobot

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    Have you played any of the games by Kairosoft on iOS and Android devices? If not, you really should. They're quite remarkable little experiences, all the more noteworthy for fitting surprisingly deep gameplay into less than 10MB in most cases. This is a big benefit for those of you who habitually fill your phone and/or tablet device with all manner of crap games that you never play.

    Kairosoft's games are business sims/strategy games at heart. All of them feature adorable pixel art and dreadful MIDI music. Most of them involve attempting to make as much money as possible over the course of a fixed period of time which varies depending on the title. Some are almost identical to one another, others take slightly different approaches.

    All are utterly bewildering the first time you play them.

    Most players' first experience with this little Japanese software company's work tends to be with their breakout hit Game Dev Story which, as the title suggests, sees the player running a fledgling game development company over the course of twenty in-game years. As the game progresses, players develop their staff, produce new games, try to woo the public and even have the opportunity to develop their own game console. Throughout, knowing tips of the hat are given to the games industry with pun-based names and not-quite-real game systems coming on to the market and acting much like their real-life counterparts. Develop for the Game Boy equivalent, for example, and you'll be on to a winner. Decide to support the Virtual Boy equivalent and you may find that your sales aren't quite what you expect.

    Basic gameplay in Game Dev Story is pretty straightforward. Through a series of simple menus, you tell your minions what to do and keep a careful eye on your finances. What's interesting about it (and all Kairosoft's other titles, for that matter) is how much is going on beneath the surface. Markets are being simulated; seasonal growth and decline is taken into account; real-world trends form a key part of the game. On your first run-through, you may not discover everything the game has to offer. On each subsequent runthrough, you find out more until you're making ridiculous amounts of money with each one of your blockbusters.

    The most recent Kairosoft title I've tried is an Android title known as Cafeteria Nipponica. This, as the name suggests, is a restaurant management game where it's up to the player to take between one and three restaurants to the very top of their game. This is achieved by hiring staff, levelling them up, researching new dishes and, occasionally, sending staff members out into the fields to look for ingredients and "treasure". I haven't got my head around everything the game is doing at the moment, but if nothing else, seeing little pixel people running around making a restaurant work is most entertaining. Like most of the company's other titles, a lot of concepts are treated in a rather "abstract" manner, and so long as you don't go in expecting a literal simulation of how a restaurant actually works, you'll have a blast.

    If you've read my previous post How to Play Pocket Academy, you'll know that success in these games is sometimes quite hard to come by, and it's quite easy to mess things up beyond all recognition. That's okay, though, because the game remains so unerringly polite about the whole thing throughout that you can't feel too bad even as your money spirals into the red more and more with each passing month.

    In short, then, if you're looking for something to occupy your time on the toilet/bus that isn't Angry Birds, then almost anything by our Japanese friends here is certainly worth a look. While they may not be the cheapest mobile games out there, that's not necessarily a bad thing. They'll provide you with a ton of entertainment for about the price of a single Starbucks coffee. And you can't complain at that, really. That's just good business.

    The post #oneaday Day 860: Kairobot appeared first on I'm Not Doctor Who.

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    #oneaday Day 859: HAWT https://imnotdoctorwho.moegamer.net/2012/05/26/oneaday-day-859-hawt/ https://imnotdoctorwho.moegamer.net/2012/05/26/oneaday-day-859-hawt/#respond Sat, 26 May 2012 23:03:20 +0000 http://angryjedi.wordpress.com/?p=3954 It is officially Hot. The sun has been out all day, and this means that all the world's Hot has been stored up for the whole day and is now being stored in our bedroom making it an unbearable oven almost impossible to sleep in without leaving a noisy fan on all night. This means … Continue reading #oneaday Day 859: HAWT

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    It is officially Hot. The sun has been out all day, and this means that all the world's Hot has been stored up for the whole day and is now being stored in our bedroom making it an unbearable oven almost impossible to sleep in without leaving a noisy fan on all night.

    This means that Summer is Here, or something along those lines, anyway.

    I have a weird relationship with summer. I've written about this subject in the past, but after 858 previous daily entries, frankly it's sometimes difficult to come up with completely original topics, so I'm going to write about it again. (The last time was in 2010, anyway, so I think I've earned the right to do it again.) I digress. Let me start again.

    I have a weird relationship with summer. I like the fact that it's warm and it looks nice outside and you can wear shorts and not put a coat on and whatnot, but I dislike the fact it makes my arse sweaty (apparently my arse contains my body's thermostat, meaning that if I get slightly too hot it's the first place to start sweating) and it can be uncomfortable to sit outside in for too long, particularly if you're prone to burning like I am.

    I like the fact that it's socially acceptable to get out a hosepipe (assuming they haven't been banned in your region due to "drought" conditions — and let's not get started on the misuse of that term) and spray it all over yourself on the "mist" setting. Well, okay, maybe not socially acceptable, but certainly understandable.

    I like the fact that paddling pools become a viable option in the summer, even for grown adults who should really know better.

    I like that you can do normally indoor-type stuff outside (though techie geeks really need to invent a phone/tablet/laptop screen that is actually at all visible in the sunlight and has a faster response time than e-ink displays) and that it's pretty much obligatory to have some sort of iced drink to hand at all times.

    I dislike the fact that if you get burned, then everything hurts for days afterwards. Particularly worthy of ire is getting burned on the top of your head, which is enormously uncomfortable and itchy — doubly frustrating for one such as myself who suffers from a perpetually-itchy head.

    I dislike the fact that scrawny chavs feel the need to take their shirts off and display their hairless, prepubescent-looking chests to the world while walking around town.

    I dislike that you can very easily inadvertently blind yourself with nothing but a phone screen and an unfortunate reflection.

    I like that you can get in your car, open all the windows and drive to your destination with fresh air blowing in freely, regardless of what it does to your hair. (My hair inevitably looks stupid, so being windswept has very little effect on my usual appearance.)

    I like that it's a good time of year to play Dead or Alive Xtreme 2, not only one of the most perverted non-hentai (well, there's no bonking in it, anyway) games in the world, but also one of the most summery things in existence.

    I like the feeling of summer humidity exploding into a heavy rainstorm, and standing out in that warm rain getting drenched.

    See? Mixed feelings. I don't do "being Hot" very well, and if I had the choice I'd rather be too cold than too hot. But there's plenty to like about the summer. It's a cheerful time of year, particularly in a country such as this which spends an awful lot of time overcast, raining or both.

    As such, I've bought a bike and will be picking it up tomorrow with a view to actually Going Outside when I get the chance. This, then, is doubtless a cue for the sun to disappear for the rest of the year and a torrential deluge of Biblical proportions to begin. Oh well. Good intentions and all that.

    What are your favourite and most-despised things about the summer?

    (Cue silence. In the past, ending a post with a question has generally been a prompt for there to be no comments whatsoever. But I'm not giving up now, dammit.)

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    #oneaday Day 858: Pete Achieved [Blog-Rollin'] https://imnotdoctorwho.moegamer.net/2012/05/26/oneaday-day-858-pete-achieved-blog-rollin/ https://imnotdoctorwho.moegamer.net/2012/05/26/oneaday-day-858-pete-achieved-blog-rollin/#respond Sat, 26 May 2012 01:02:59 +0000 http://angryjedi.wordpress.com/?p=3950 Time to take a break from the creative writing on here for a little while (though I will try and continue doing it behind the scenes) and talk a little bit about the current hotness that is Diablo III. Now the furore over its botched launch has somewhat subsided and at least a few people … Continue reading #oneaday Day 858: Pete Achieved [Blog-Rollin']

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    Time to take a break from the creative writing on here for a little while (though I will try and continue doing it behind the scenes) and talk a little bit about the current hotness that is Diablo III. Now the furore over its botched launch has somewhat subsided and at least a few people are starting to realise that "online game" and "persistent online DRM" are two completely different things, we can take stock of the things that the game does extremely well.

    I wanted to focus on one in particular, because it's something I think Blizzard handles extremely well, and it's also something which divides opinion about modern gaming immensely.

    Achievements.

    I have a bit of a love-hate relationship with Achievements. On the one hand, if used well, they can encourage you to try playing a game in lots of different ways — Crackdown springs immediately to mind here, with its quirky challenges such as playing tennis with a car and rocket launchers, sticking things together, climbing up to the top of the highest building and leaping off without dying. On the other, you get shit like you see in Call of Duty, which gives you an Achievement for starting the single-player campaign.

    Some people actively pursue Achievements (or Sony's synonymous Trophies), even going so far as to play a game well beyond its enjoyment event horizon just so they can say they have "1000G-ed" or "Platinumed" it. There's often a lot of "filler" Achievements in there, making this an unnecessary slog at times. On other occasions, it can ruin the experience of playing a game by directing the experience too much — I "1000G-ed" The Elder Scrolls IV: Oblivion and walked away from the game realising that I had still missed at least half of the game's content — and had no motivation or incentive to seek it out after that. The Elder Scrolls series is supposed to be about freeform, open-world exploration, and the Achievements (tied to various quest lines) completely spoiled that for me by shunting me down specific quest paths.

    So back to Blizzard, and Diablo III specifically. Diablo III features a wide range of Achievements for all sorts of things. There are Achievements for reaching significant milestones in the game's story — beating bosses, completing Acts, that sort of thing. There are Achievements rewarding those who explore thoroughly and delve into the surprisingly deep lore. There are Achievements for completing special challenges, encouraging players to play more skilfully. There are class-specific Achievements, nudging players in the direction of a good way to play said classes. And there are plenty more besides. There are hundreds of them, as they are not limited by Microsoft and Sony's arbitrary limits, and chasing them is an immensely addictive experience.

    One key thing about the whole system uses Diablo III's persistently-online nature to great effect. As soon as someone on your friends list attains an Achievement, you're notified. This helps to encourage communication between people and also lets players see at a glance how their friends are doing. It's even possible for players to browse each others' profiles and check out what Achievements they've managed to snag, providing incentive for a little good-natured competition when, say, one sees that the other has somehow killed the Skeleton King in less than 20 seconds. In short, it helps make Diablo III into a more social game, which is exactly what it's been designed to be. Where its predecessors had discrete, segregated "single player" and "multiplayer" components, Diablo III blends this all together into a seamless online experience that encourages communication, competition and cooperation, where players can feel like they're making progress even when playing by themselves, and continue making progress when they want to play with friends. It's a good fit for the series' gameplay, though it makes the ludonarrative dissonance between the ridiculous on-screen action (punching people's skeletons out!) and the rather serious fire-and-brimstone plot seem all the more silly.

    If you haven't given Diablo III a shot yet, it's well worth it. Over 6 million people can't be wrong. Although if you value your sanity I wouldn't advise looking at Blizzard's forums. Ever.

    (I think I still have a Starter Edition code knocking around somewhere, so if anyone wants to give it a go for free, get in touch and I can give you the code. First come, first served.)

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    #oneaday Day 857: Another Ending https://imnotdoctorwho.moegamer.net/2012/05/24/oneaday-day-857-another-ending/ https://imnotdoctorwho.moegamer.net/2012/05/24/oneaday-day-857-another-ending/#respond Thu, 24 May 2012 22:07:00 +0000 http://angryjedi.wordpress.com/?p=3945 This had to be it. He'd been stuck here for — how long? Days? Weeks? Months? Time had lost all meaning in these tunnels. He'd been here so long that he'd all but forgotten why he had been sent down here in the first place. The only thing keeping him going was the thought of … Continue reading #oneaday Day 857: Another Ending

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    This had to be it.

    He'd been stuck here for — how long? Days? Weeks? Months? Time had lost all meaning in these tunnels. He'd been here so long that he'd all but forgotten why he had been sent down here in the first place.

    The only thing keeping him going was the thought of her. He knew that she'd be there waiting for him. She had promised. It was the one memory from his past life that he remembered. She would be there. She had to be there. Otherwise all this was meaningless.

    He was the last survivor. He knew that much. None of the others had lasted. Some had died, some had succumbed to madness, others had simply disappeared, never to be seen again. He was alone. That knowledge made him all the more determined to succeed, to get out of this hell-hole.

    He wasn't sure how long he'd been running, but he was breathless. He drew the pistol from its holster — he wasn't even sure if it still worked — and sat down with his back against the wall. The uneven rock wall was uncomfortable and dug into his back, but he didn't care. He just needed to rest for a little while. He felt the end was near, but he needed to be on top of his game for any last-minute challenges Fate might have in store for him.

    He closed his eyes. Unconsciousness took him quickly, and his head slumped to the side. Visions swirled in his mind's eye. Past blended with present and with future, confused images flashing into his subconscious for a moment, then vanishing.

    "Guilty."

    The word echoed through his brain. It was the word that had sent him here. The word that no-one ever wanted to hear. The word that struck fear into the hearts of everyone.

    What was he guilty of?

    "Guilty."

    How had this happened?

    "Guilty."

    Why had it–

    He awoke with a start, his eyes flicking open. He had no idea how long he'd been asleep, but down here it didn't matter. All he had to do was press onward. The end had to be near. She would be waiting for him. She would be there. She had to be.

    He stood unsteadily, bracing himself on the wall as he pulled himself up. He was hungry and thirsty, and his supplies were getting low. He holstered the pistol and started walking again for a few paces, before breaking into a light jog. His boots clip-clopped on the hard floor and echoed around the tunnel. They pinched his feet, but he had to keep going forward.

    As he jogged, the never-changing scenery of the tunnel's walls either side of him, his mind wandered. Fragments of lost memories remained just out of reach, tantalising him with promises of truths perhaps best forgotten. But still her face was there, urging him onwards, pushing him forwards.

    "Guilty."

    The word that had haunted his dreams while he slept was pounding at the boundaries of repressed memories now. He knew that behind the walls his mind had put up, there was a torrent of pain and suffering. He didn't want to let it out. But every time—

    "Guilty."

    Thump.

    Cracks were appearing.

    "No," he said out loud to himself. "Please."

    "Guilty."

    Thump.

    A flash. A vision. A room. Dark, with small shafts of light beaming in through the dirty window.

    "Guilty."

    Thump.

    He was sitting in a chair. In front of him, there they were. Those who decided his fate, whether he liked it or not.

    "Guilty."

    Thump.

    The walls were coming down. He couldn't stop them. He kept running, but the memories were seeping out. The horror.

    "You stand accused of forbidden knowledge," said the voice. His blood chilled, and shivers ran down his spine. "How do you plead?"

    He was speechless. He couldn't respond. Whatever he said would damn him. He had no control of this. The voices were coming in thick and fast now, flooding his brain — so much noise — and he couldn't stop them.

    "Guilty," most of them were saying. "Guilty."

    They had already made up their minds. There was nothing he could do that would make a difference.

    "Guilty," he said. The voices stopped for a moment. Everything seemed to be frozen in time.

    The memory faded. He was still running. He grit his teeth and tried to concentrate as best he could, willing the walls within his mind to push themselves back into place.

    "Guilty," the voice still continued, softer this time.

    He tripped on a loose stone and fell to the ground, skidding along the floor a short way. It hurt.

    He lay on the floor and closed his eyes to concentrate fully. He had to control this.

    Be still, he said to his troubled mind. Be silent.

    The angry sea of images threatening to break into his mind's eye swelled and roared for a moment before calming, settling and quietening. He was in control. It was all right. He was safe, for now.

    He couldn't think about the past. He couldn't. How he had discovered this ability, this curse. It was too much. The memories threatened to swell and overcome again, but he pushed them down forcefully, and they stayed quietened.

    Focus, he said to himself. Calmness. That is what will get me through this.

    Opening his eyes, he got to his feet and started walking. He did not break into a run this time, he simply walked, his back straight and upright, staring straight ahead. This was different. This was focus. He felt centred, at peace. But it was taking all his concentration and effort to remain that way. He didn't know if he'd be able to hold it. But he had to try.

    Minutes flowed into hours as he walked. The tunnel seemed to go on forever, always straight ahead, never deviating from its course. When would it end?

    He pushed the thought out of his mind and continued to walk. He had to stay absolutely focused, otherwise he would fail, and he would never get out of here.

    Suddenly, a voice. He couldn't tell if it was in his mind or if he was actually hearing it. But it sounded like her.

    "You're going to make it," she said. "I know you will. I'm waiting for you. Just a little further."

    A door opened. Brilliant white light flooded into the tunnel from the other side. A silhouette stepped into it. A familiar silhouette. A comforting one.

    He came ever closer, not breaking his focus for a moment. He had to take his time, to maintain his control, otherwise it would simply slip away from him. He was going to make it.

    As he came closer to the blinding light, he saw her face. She was crying, but she was smiling. She extended her hand to him.

    He kept walking. Closer now. It was definitely her. She had kept her word.

    He reached out.

    He took her hand.

    And it was over.

    The post #oneaday Day 857: Another Ending appeared first on I'm Not Doctor Who.

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    #oneaday Day 856: An Ending https://imnotdoctorwho.moegamer.net/2012/05/24/oneaday-day-856-an-ending/ https://imnotdoctorwho.moegamer.net/2012/05/24/oneaday-day-856-an-ending/#respond Thu, 24 May 2012 02:51:52 +0000 http://angryjedi.wordpress.com/?p=3941 The atmosphere in the room was solemn. Silence hung in the air, making it feel cloying, oppressive. He couldn't bring himself to look at her. Not after what she'd done. At least she'd admitted it, he thought to himself. But not without him putting her in a position where she had no choice but to … Continue reading #oneaday Day 856: An Ending

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    The atmosphere in the room was solemn. Silence hung in the air, making it feel cloying, oppressive.

    He couldn't bring himself to look at her. Not after what she'd done.

    At least she'd admitted it, he thought to himself. But not without him putting her in a position where she had no choice but to admit it.

    He hadn't expected things to go this way. He used to think that no challenge was insurmountable, that they'd always be able to make it through, together.

    But not this time. Not after what she'd done.

    He took a deep breath and closed his eyes, and all he could see was the face of the one who had caused this whole mess. Of course, he didn't know what the Stranger looked like in real life, so the "face" he saw was obscured by shadow and mist. But he knew who it represented.

    He felt himself gritting his teeth and clenching his fists, so he opened his eyes again to try and banish the unwanted intruder into his thoughts.

    She gazed at him, her face a picture of abject misery. She really hadn't meant things to happen this way. She hadn't wanted to hurt him, but she knew from the beginning that what she'd been getting into carried that risk. And still she'd done it — why? For the thrill? No, that wasn't it; it was more a sense of ennui, dissatisfaction, of being stuck in a rut.

    She hadn't felt comfortable raising the subject, so she'd simply started plotting behind his back. Before she realised that every little plan she made without his knowledge was just going to cut deeper, she was in too far. There was no going back.

    She didn't regret doing what she did — the alternative was just sinking into a black mire of mutual resentment and depression, and she knew that he knew this too; he just didn't want to admit it, or didn't know how to tackle it. He'd never been good at that sort of thing.

    "I'm sorry," she said finally, her voice cracking a little from the pair of them having been sat silently for so long. "I really am."

    She took his hand in hers and squeezed it like she always used to. Still he didn't look at her. He seemed to be staring into the middle distance.

    His eyes were filling with tears. He couldn't bear it. He couldn't bear the thought that this was it, that it was over. He wanted to hate her, but he couldn't. He loved her, even after everything that had happened. But he couldn't bring himself to turn her way and say it. It was too late. Too late.

    She put an arm around his shoulder and pulled him towards her. He resisted a little to begin with, but then allowed himself to be pulled in. He buried his head in her shoulder and felt something snap inside his mind. He started to cry, big gulping sobs that he couldn't control. He'd never felt so utterly wretched in all his life, and here he was, baring his soul and showing himself completely helpless and vulnerable to this woman who had just an hour earlier crushed his dreams for the future.

    She held him close, not saying a word as the waves of emotion rocked his whole body. Tears fell from her eyes, but she was silent. She needed to be strong. If she were to give in to this pitiful display before her, then she'd never be able to move on — and neither would he.

    His sobs subsided, and she gently pushed him away, trying to get him to look at her. Still he wouldn't make eye contact. His body was limp, deflated, like all the fight had gone from him.

    "You know this is for the best, right?" she said.

    Gazing at the wall a few metres to her left, he simply nodded after a short pause. He closed his eyes, and the Stranger was there again, mocking him. I won, the cloudy vision seemed to say. I won.

    He felt his mouth tighten as he struggled to hold back the pent-up emotions and once again failed, exploding into tears with a wailing sob that broke his companion's heart.

    He slumped forward off the seat and onto his knees on the floor. He bent over until his head was on the carpet. Down here it felt safe, for some reason. He didn't want to get up. Everything above the floor was scary and upsetting. The world was out to get him, and he couldn't cope any more. He just couldn't take it.

    He clenched his fist and slammed it as hard as he could into the floor. The impact boomed and rattled the room. Searing pain shot through his hand and he instantly regretted his outburst of aggression.

    She just watched. There was nothing more she could do right now.

    She stood.

    She walked.

    She left.

    She didn't look back. He didn't even notice she'd gone to begin with. Down on the floor, in his own private little world, he was safe, but the face of the Stranger was threatening to invade. He crawled over to the seat and rested his head on the soft cushion, still warm from where she'd been sitting. The question as to where she had gone entered his mind, then was blown out again as quickly as it had come.

    He slammed his fist into the cushion, imagining he was throwing a devastating punch at the face of the Stranger. Another. And another. And another. He roared with rage, yelling obscenities with each strike. It wasn't making him feel any better. Inside, he knew what he was doing was useless; impotent. But it didn't matter.

    She was gone. And he knew she wasn't coming back.

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    #oneaday Day 855: Another Beginning https://imnotdoctorwho.moegamer.net/2012/05/23/oneaday-day-855-another-beginning/ https://imnotdoctorwho.moegamer.net/2012/05/23/oneaday-day-855-another-beginning/#respond Wed, 23 May 2012 01:40:39 +0000 http://angryjedi.wordpress.com/?p=3937 "Hey." The voice startled him, though it was gentle in its tone. He looked up to see the source of the monosyllabic greeting, and there she was. He wasn't sure quite how long he'd been sitting on this bench staring at his feet, but it must have been some time, as the daylight streaming in … Continue reading #oneaday Day 855: Another Beginning

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    "Hey."

    The voice startled him, though it was gentle in its tone. He looked up to see the source of the monosyllabic greeting, and there she was. He wasn't sure quite how long he'd been sitting on this bench staring at his feet, but it must have been some time, as the daylight streaming in from outside the concourse momentarily dazzled him.

    "Hey," she said again, smiling. She was a pretty young woman, with coppery, curly ginger hair that fell around her shoulders, and a few girlish freckles still evident around her nose. He regarded her with curiosity, but his cheeks quickly flushed, causing him to reflexively turn back to the safety of contemplating his shoes.

    She sat down next to him, bending forward to try and meet his floorward gaze.

    "Hey!" she said again, a little more forcefully. "Are you all right?"

    He opened his mouth to speak, but it was completely dry. He closed it, swallowed and tried again.

    "Nervous," he croaked, still not looking up.

    "Yeah," she said. "I got that. I'm nervous too. I think everyone here is."

    He raised his head and turned to face his companion.

    "You hide it well," he said in a meek voice, cracking a half-hearted smile and inwardly wishing the ground would swallow him up just in case she found his comment in some way offensive.

    "And you don't," she giggled. "I'm just teasing. Everyone deals with nerves differently. Me, I just need to talk to someone, to get the thoughts racing around my head out in the open, you know?"

    He knew. He wished he could be as easygoing as she evidently was. But talking to people — especially strangers — made him even more nervous, so he found it difficult to imagine how striking up a conversation could possibly help.

    "Yeah," he said, turning back to his shoes. He felt a hand on his shoulder.

    "Don't sweat it," she said gently. "We're all in the same situation here. Far from home, not sure what to expect, far from our friends… so we just have to make the best of it."

    "Right," he said, not sure whether he was supposed to offer any more information at this point.

    "I'll go first, then," she said, releasing her hand's grip on his shoulder. "I'm Jennifer. You can call me Jenn. I'm here because by some freak of nature I managed to ace my schoolwork despite hating almost every minute of it. They thought I'd be a good candidate, so here I am."

    He waited, trying to determine whether or not she'd finished talking. After a few seconds of expectant silence, he realised that it was his turn to say something.

    "D-David," he said, pausing. "I test well. I have the 'right kind of brain', apparently, whatever that means."

    "It means that you're a good candidate too," said Jenn, placing her hand on his shoulder again. "There now, that wasn't so hard, was it?"

    He sat up and raised his head to look at her, cracking a more genuine smile this time.

    "No," he said. "No, I guess it wasn't."

    She smiled at him and he felt warm inside. It was nice. It was a feeling he hadn't felt since the last time he saw his sister, but that was–

    "You looked lonely," she said, interrupting his train of thought.

    "What?"

    "You looked lonely," she repeated. "I'm lonely too. You might not believe that given the way I've been acting, but I am. I was lonely back home and I so desperately don't want to be lonely here. I don't… I just…"

    She looked upset. The sudden shift in her demeanour took him off guard somewhat, and he'd obviously let his surprise show in his face.

    "Oh, I'm sorry," she said. It looked like her eyes were glistening slightly with tears, but he couldn't be sure. "Just met you and here I am blabbering on. You must think I'm a right schizo. I'm sorry if I–"

    "Would you like to be friends, Jenn?" he interjected. It was the most assertive thing he had ever done in his life, and inwardly he felt immensely proud of himself. He braced himself for rejection, swallowing deeply as he regarded her expression of surprise, somewhat akin to a startled animal just before it bolts. After a second or two that felt like hours, her expression softened and she smiled that warm smile again.

    "Of course I would," she said. "You know, you don't have to actually ask."

    "I know," he said. "But I thought I'd be polite."

    She giggled and suddenly hugged him. The embrace took him by surprise, but he didn't struggle. He was just getting comfortable when she released him again.

    "I think we're going to be good friends, David," she said. "Very good friends indeed."

    At that moment, all the fear and trepidation he had been feeling melted away. Although neither of them knew exactly what the future held for them — no-one who joined the Project did — he knew now that he didn't have to face it alone, and he felt safe in that knowledge.

    "Come on," she said, standing and offering her hand. "Let's go get started."

    He looked up at her quizzically for a moment, then smiled, took her hand and stood. The pair of them began to walk hand-in-hand towards the bright light of the day.

    The image froze, then quickly faded to black.

    "Wonderful," said the observer.

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    #oneaday Day 854: A Beginning https://imnotdoctorwho.moegamer.net/2012/05/21/oneaday-day-854-a-beginning/ https://imnotdoctorwho.moegamer.net/2012/05/21/oneaday-day-854-a-beginning/#respond Mon, 21 May 2012 23:21:59 +0000 http://angryjedi.wordpress.com/?p=3930 [Preface: Been thinking I should do some creative writing again, and I had an interesting idea the other day. I thought for the next few days I'd share some doodlings that I'd come up with. The concept is that the complete "book" or whatever you want to call it will be a book of "beginnings … Continue reading #oneaday Day 854: A Beginning

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    [Preface: Been thinking I should do some creative writing again, and I had an interesting idea the other day. I thought for the next few days I'd share some doodlings that I'd come up with.

    The concept is that the complete "book" or whatever you want to call it will be a book of "beginnings and endings" — short stories/scenes/vignettes that mark either the beginning or the end of something. This could be a first meeting, the beginning of a new romance, the start of a new job… or the end of someone's life, a successfully-completed mission, someone saying goodbye to a past life. I haven't figured out quite how I want to structure the overall thing yet but I'm thinking all the stories will be set in the same "world" and "time", whatever that might end up being, and that characters from some stories will show up in others. Some "endings" will match up with the "beginnings", others will stand alone. They'll all be jumbled, though, so the reader will have to do a bit of mental dot-connecting to figure out the full picture.

    Anyway. It might all be a bit ambitious or it might work well. We'll see. Here's the first mini-story/scene/whatever I've written, which is a Beginning.]

    "Who are you?" said the girl.

    She'd come across the boy completely by chance. He looked about the same age as her, with mousy-brown unkempt hair and some tatty-looking clothing that she guessed was a hand-me-down from a sibling.

    He turned to face her slowly.

    "Who are you?" he echoed back at her, his face curious; hesitant.

    She frowned and looked him up and down. His face was dirty, but his eyes sparkled with life. She had already arbitrarily decided that she was going to like him very much, but she knew better than to declare something like this up front. People had to work for her friendship.

    "I'm Laura," she said. "You still haven't told me who you are. And I asked you first."

    He looked at her suspiciously and put down the stick he was holding.

    "Sam," he said. "I'm Sam."

    An awkward silence hung in the air for a few moments. Laura continued to gaze at Sam, sizing him up, analysing him. Sam, meanwhile, looked anywhere but at the pretty young girl in front of him, his gaze alighting by turns on a nearby log, an interesting-looking leaf on the floor or a pattern in the old oak tree's bark that looked a bit like a person if you squinted.

    "What are you doing here, Sam?" said Laura eventually, satisfied that she had learned all she could with her eyes alone.

    "I, err," said Sam, his cheeks flushing. He didn't like to tell people about his secret place, but since she was already here… "I like to come here sometimes," he said. "To be alone. Away from the grown-ups."

    "Why do you want to be away from the grown-ups?" said Laura.

    "Because they're mean," he said. "I don't like them."

    "You don't like your parents?"

    "No."

    Silence fell once again. Laura had never known someone who didn't like their parents. There were times when she thought she didn't like them — usually times when she had gotten into trouble for something or other — but she'd learned pretty quickly that fluttering her pretty eyelashes, saying "sorry" in a meek voice and, occasionally, crying usually got her back into their good books.

    "Why?" she said after a moment, deciding that the best approach would be the direct one. Sam said nothing in response for a moment and turned away from her. He picked up his stick, brushed away some leaves and started scratching marks into the dirty ground of the woods.

    "Sam?" she said, craning her neck to look over his shoulder at what he might be scratching on the floor, but hesitating to come any closer. Still he said nothing. She stood in quiet contemplation for a moment, waiting for him to make the next move.

    Finally, he turned around, the stick still in his hand. His eyes sparkled as he looked right at her, making eye contact for the first time. He looked sad.

    "What is it?" she said. He said nothing, but simply gestured in the direction of the crude picture he'd scrawled on the forest floor with his stick. Looking back at him with an unspoken question hanging in the air, he nodded. She took a step forward to better see the markings.

    Her eyes filled with tears, and all she wanted to do was hug him. She walked right up to him, looked into his sparkling, sad eyes and put her arms around him. His body, stiff and tense until now, softened as he relaxed into her embrace. He rested his head on her shoulder and put his own arms around her.

    The pair of them wept.

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    #oneaday Day 853: Friend Collecting https://imnotdoctorwho.moegamer.net/2012/05/21/oneaday-day-853-friend-collecting/ https://imnotdoctorwho.moegamer.net/2012/05/21/oneaday-day-853-friend-collecting/#respond Mon, 21 May 2012 00:37:42 +0000 http://angryjedi.wordpress.com/?p=3925 I didn't understand it back in the MySpace days, and I still don't understand it now. Friend collecting. Why? Just… why? I am, of course, referring to the phenomenon seen in the comments thread of this Facebook post here: (with apologies to Kalam, who is nothing to do with this.) "Who wants 2,000+ friend requests?" … Continue reading #oneaday Day 853: Friend Collecting

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    I didn't understand it back in the MySpace days, and I still don't understand it now.

    Friend collecting. Why? Just… why?

    I am, of course, referring to the phenomenon seen in the comments thread of this Facebook post here:

    (with apologies to Kalam, who is nothing to do with this.)

    "Who wants 2,000+ friend requests?" asks Ahmed Hamoui, only with poorer use of punctuation and a seeming inability to use the number keys on his keyboard.

    To his question, I answer "Not me. Fuck off."

    Facebook is noisy enough at the best of times. Can you imagine how chaotic and useless it would be if you 1) got 2,000 friend requests and 2) accepted all of them? It would completely negate the core concept of Facebook (or what it used to be, at least) which is to be a "social tool" that helps you to connect with family and friends. The very nature of the way Facebook works pretty much encourages you to limit the friends you add to being people you actually know, otherwise there's that horrid risk of people seeing photos they shouldn't. Because despite the fact that everyone knows you shouldn't post embarrassing photos online, everyone still does. (Not to mention the fact that you have no control over what other people post.)

    This sort of thing happens on Twitter, too, with the whole "#TeamFollowBack" thing, whereby certain tweeters promise to follow back if you follow them. At heart, this sounds like a relatively admirable thing to do, promoting mutual, equal discussions and– oh wait, most of them are just collecting followers for no apparent reason then filling their entire timeline alternating between bragging about how many followers they have and bleating about how close to the next "milestone" they are. (Please RT.)

    I trimmed my Twitter list massively a month or two back because it was just getting too much to deal with. I flip-flopped between two equally annoying problems: things moving too fast for me to be able to keep up with, and everyone posting the exact same thing at the exact same time either due to press embargoes or the death of a celebrity. So rather than complain about it, I cut the people who were irritating me or whom I hadn't "spoken" to for a while, and now enjoy a much more pleasurable life online. Sure, my timeline still gets flooded every time a celebrity (usually one I've never heard of) dies, but at least I can keep up with the conversations for the most part.

    Which makes me wonder why on Earth you would want to put yourself in a position on Facebook or Twitter where it is literally impossible to follow and engage with that many people. Surely at that point social media ceases being at all "social" and simply becomes white noise?

    Or perhaps I'm just getting old. It seems to be mostly young kids (particularly Justin Bieber fans for some reason) engaging in this behaviour. Perhaps they have a much greater tolerance for being bombarded with crap than I do. Perhaps they're numb to it. Perhaps they don't really want to "socialise" at all online, simply grow a bigger e-peen than their friends and/or strangers they don't know.

    Whatever. I don't really care. I have cultivated a relatively small but close-knit circle of friends online, much as in "real life", and I'm happy with it that way. It's nice to have occasional new people trickle into the mix through, say, this blog or Twitter or what have you, but I certainly don't feel any need to bellow at the top of my lungs about how close I am to 1,500 Twitter followers, and I have no idea how many friends I have on Facebook — nor do I care.

    If you'd like 2,000 friend requests on Facebook, simply "Like" this post then go fuck yourself.

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    #oneaday Day 852: Carmageddon Reincarnation https://imnotdoctorwho.moegamer.net/2012/05/20/oneaday-day-852-carmageddon-reincarnation/ https://imnotdoctorwho.moegamer.net/2012/05/20/oneaday-day-852-carmageddon-reincarnation/#respond Sun, 20 May 2012 01:14:30 +0000 http://angryjedi.wordpress.com/?p=3921 I absolutely loved the original Carmageddon. Like, way too much. I remember discovering it. I was hanging out with my school bud Andrew, and we'd just grabbed the latest PC Zone with its demo disc. Said disc carried a demo of Carmageddon, and we fired it up out of curiosity, as a lot of the … Continue reading #oneaday Day 852: Carmageddon Reincarnation

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    I absolutely loved the original Carmageddon. Like, way too much.

    I remember discovering it. I was hanging out with my school bud Andrew, and we'd just grabbed the latest PC Zone with its demo disc. Said disc carried a demo of Carmageddon, and we fired it up out of curiosity, as a lot of the press we'd seen about the game (this was pre-Internet for the most part) had been overwhelmingly positive.

    The demo in question carried a single level from Carmageddon, time limited to about five minutes in total, if I remember rightly. That may not sound like much, but a single level in Carmageddon was, in fact, a vast open-world environment in which the race circuit with checkpoints was a relatively minor and inconsequential detail. As such, pretty much every playthrough of the demo we had was totally different — though when we discovered that flinging the player car off the top of the tallest building on the map tended to do utterly hilarious things with the game's damage model, our sessions turned to being races to said building and seeing how many times we could throw ourselves into oblivion before the car became undriveable.

    But I'll back up a moment for those who, for whatever reason, are unaware of Carmageddon.

    Carmageddon was a series of PC games (later ported to consoles… badly) that were ostensibly racing games but were, in fact, automotive playgrounds that were absolute joys to tool around in. They were also some of the most unabashedly offensive games of all time, though the whole thing was suffused with such a ridiculous, over the top sense of humour that it was pretty much impossible to be upset by the splattering innards that made a regular appearance. You try not to giggle with glee when your car is pinging around a cramped city block like a pinball (complete with PINGPINGPINGPINGPING noises) and electrocuting passers-by with its "Pedestrian Electro-Bastard Ray".

    Victory in a Carmageddon level could be achieved in three ways. First, you could actually complete the race by going through all the checkpoints in the right order. This was often referred to as "the boring way", though the later tracks were actually pretty challenging.

    Second, you could wreck all of the other racers. This was rather challenging, especially early in the game when your car was a bit crap and couldn't hope to stand up to the might of a huge bulldozer. But it was immensely satisfying when you pulled it off — particularly when you successfully recreated David and Goliath with an appropriately ill-matched pair of vehicles.

    Thirdly, you could run over every pedestrian wandering around the map. This was no small feat, given that most maps had anywhere between 500 and 1,000 pedestrians shambling around, going about their business. The best thing about taking this approach is that it forced you to explore the map fully to figure out where they were all hiding. Most maps included a powerup that showed where they all were on the map.

    It wasn't just mindless carnage, though. You had to strategise somewhat, since there was a constantly-ticking timer putting paid to your best-laid plans. Doing damage to other racers, mowing down pedestrians and collecting certain powerups extended the timer well beyond its starting value, so an early priority when going for the more challenging victory conditions was getting the timer up to a level where you had a bit of breathing room.

    It was, in short, a great game, and one of the earliest "sandbox" games that I can think of. I also have fond memories of the game due to the fact I spent a worthwhile and profitable summer playing it to death and writing a tips book which initially was provided free with an issue of PC Zone, and which was later thrown in for free with Virgin Megastores' special edition version of the game (that came in an absolutely massive box) one Christmas.

    Basically, I would love to play a new, up-to-date version with, say, online multiplayer and all manner of other goodies.

    And what do you know? Original developer Stainless Games has acquired the rights to the Carmageddon name and is — hopefully, anyway — going to make a new entry in the series. This is possibly the most exciting gaming news I have heard for years. The prospect of a new Carmageddon game on modern hardware with online play is an immensely enticing one. The original games had multiplayer, sure, but they were released at a time where playing online was something reserved for those who knew what an IPX network was. In other words, they were best played at LAN parties or with workmates in the office. Living out in the sticks at the time, I had precisely zero opportunities to do this, so you can imagine my excitement at the idea of being able to crash, bash and splatter friends over my windscreen.

    If you, too, have fond memories of Carmageddon — or would just like an immensely fun, irreverent sandbox driving-and-chaos experience — get thee over to Kickstarter and back the new project. With 18 days to go, the project is already nearly three-quarters funded, and there are some pretty sweet rewards on offer for backers, depending on how much you pledge.

    Stainless reckons the new game will be with us around February of next year. In the meantime, they're apparently looking into what it would take to get the first two games (the third had nothing to do with them) released on services such as GOG.com and Steam.

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    #oneaday Day 851: Some iOS Games You Should Try https://imnotdoctorwho.moegamer.net/2012/05/19/oneaday-day-851-some-ios-games-you-should-try/ https://imnotdoctorwho.moegamer.net/2012/05/19/oneaday-day-851-some-ios-games-you-should-try/#respond Sat, 19 May 2012 00:28:58 +0000 http://angryjedi.wordpress.com/?p=3916 I know at least a few of my regular readers sport iOS devices, so I thought I'd take the opportunity to share a few titles I've downloaded and actually wanted to keep recently. Since my day job sees me downloading and reviewing a metric fuckton of iOS and Android games (all right… five) every week, … Continue reading #oneaday Day 851: Some iOS Games You Should Try

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    I know at least a few of my regular readers sport iOS devices, so I thought I'd take the opportunity to share a few titles I've downloaded and actually wanted to keep recently. Since my day job sees me downloading and reviewing a metric fuckton of iOS and Android games (all right… five) every week, I get exposed to a lot of great stuff… and a lot of crap, too, but we'll leave that to one side for the moment.

    Without further ado, then, here are a few iOS games that you may wish to check out if you have the chance.

    Rebuild

    Rebuild is a game about zombies. But wait! Don't dismiss it just yet. While the whole "zombie" thing is incredibly played out now, a few games recently have provided a pleasingly different take on surviving the undead/infected hordes. One of these is Facebook game The Last Stand: Dead Zone, which is a surprisingly deep RTS/RPG that is worth taking a look at even if you typically hate Facebook games. But we won't get into that now, as we're talking about iOS games.

    The other is Rebuild. As the name suggests, the game is about, well, rebuilding. Beginning with a custom character and a small cadre of survivors (all of whom can be renamed) it's up to the player to recapture a town (which can also be renamed) from the groaning, brain-obsessed ones. This is achieved in a turn-based manner, with each turn representing a day.

    Each day, you can assign survivors to locations that surround captured territory and give them a job to do according to where their skills lie. You might want them to scavenge for food on a farm, or search for survivors in an apartment building. Killing zombies clears the way for building specialists to capture territory, and once captured the survivors gain the benefit from whatever building the captured territory contained. Survivors can also be equipped with items (including dogs) in order to boost their stats and make them better at their jobs, and the zombies will occasionally attack the main hideout, meaning you'd better have left some people behind on defence duty.

    Rebuild is a simple but deep turn-based strategy game that is in the remarkable position of being a zombie game that is actually both original and worth playing. It's easy to understand but also easy to mess up, meaning it will take time to figure out and determine the perfect strategy. Each game is randomly generated and may take place on one of several different map sizes at several different difficulty levels, so there's plenty of replay value here, too.

    Grab it here.

    Necronomicon

    H.P. Lovecraft's Cthulhu mythos makes for great games, whether they're of the board, card or video variety. Necronomicon is no exception.

    Necronomicon is a solitaire card game that pits players against the deck. The game takes place on two rows of five spaces: the top five belong to the forces of darkness, while the bottom five belong to the ever-present "investigators" — humans from disparate walks of life who are thrown into conflict against the Old Ones.

    The basic mechanic of Necronomicon is in battling these cards by placing them in adjacent spaces — forces of darkness at the top, plucky humans on the bottom. Each monster and investigator card has a Defense and a Sanity rating. If one card has both Defense and Sanity higher than the other, it defeats its opponent immediately, scoring points for the player if the investigator won, losing points if the monster won.

    If one or both of the stats are tied, however, an element of luck comes into play. Both sides make an attack roll, with the highest roll defeating their opponent. These attack rolls may be modified by playing additional cards onto the investigators and monsters — these cards may also be placed on spaces before investigators or monsters show up, allowing you to set up battlegrounds that benefit the investigators and hamper the monsters. Thematically, these extra cards represent weapons, allies, magic spells, potions, curses and all manner of other goodness.

    The game's end is determined by an evil portal thing in the corner of the screen. If the monster row is full and the player draws a monster card, the portal takes damage. If it takes three points of damage, the game ends in a loss for the player. However, if the investigators row is full and the player draws another investigator, the portal heals a point of damage. If the portal is undamaged and gets healed, it is sealed and the player wins.

    Necronomicon is quite difficult to describe and even the in-game instructions don't do a terribly clear job of explaining how to play. But after a couple of games, it becomes quick and simple to play, and a great little solitaire card game that doesn't take long to get through a session of.

    Grab it here.

    DOOORS/100 Floors

    I'm lumping these together because although they're developed by completely different people/teams, they're almost identical in concept.

    The two games are "room escape" games, an offshoot of the adventure game genre that has no plot and simply requires that the player find their way out of a series of rooms via increasingly-esoteric means. Both games make full use of the iPhone's multitouch screen and accelerometer, and both give you absolutely no help whatsoever, which will ensure you get infuriated as you poke, prod and pinch at the screen, tilt the phone side to side and shake it just to see if anything happens.

    While sometimes the solutions are irritatingly obtuse, successfully figuring out the correct way to achieve something is immensely satisfying.

    To say much more about these games would be to spoil the infuriating puzzle-solving therein, so I shall leave it at that.

    Grab DOOORS here, and 100 Floors here.

    The post #oneaday Day 851: Some iOS Games You Should Try appeared first on I'm Not Doctor Who.

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    #oneaday Day 850: Diablolical https://imnotdoctorwho.moegamer.net/2012/05/18/oneaday-day-850-diablolical/ https://imnotdoctorwho.moegamer.net/2012/05/18/oneaday-day-850-diablolical/#respond Fri, 18 May 2012 01:12:30 +0000 http://angryjedi.wordpress.com/?p=3912 My friends and I wasted many, many hours on both Diablo and its sequel over the years. We picked up cheap copies of the original game when we were in our first year of university and quickly figured out how to take advantage of our free phone calls between rooms to network our computers and … Continue reading #oneaday Day 850: Diablolical

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    My friends and I wasted many, many hours on both Diablo and its sequel over the years. We picked up cheap copies of the original game when we were in our first year of university and quickly figured out how to take advantage of our free phone calls between rooms to network our computers and play multiplayer. Later, we found ourselves enjoying the sequel a great deal — though I must confess, despite enjoying it a great deal, I only ever beat it once.

    Fast forward a large number of years and we come to Diablo III. Does it still have the magic of its predecessors?

    Simple answer? Yes.

    Oh, you want a little more than that? All right.

    First up, let's address the Big Issue that people have been ranting and raving about: the supposed "DRM" that requires a persistent Internet connection. If you spend any time actually playing Diablo III, you'll likely come to the same surprising realisation that I have, and that is this:

    Diablo III is an MMO.

    It's not an MMO in the same way that its stablemate World of Warcraft is — there's no open world and you don't randomly bump into other players wandering around — but it is a game designed to be played online, and it is a game where hundreds, thousands, millions of people all log in at the same time and are able to communicate and play with one another. There is a persistent chat interface allowing conversation with both friends and strangers even if you're not in the same game session with them, a persistent friends list (albeit one that isn't cross-region, annoyingly) and the ability to sneak a peek at your friends' equipment, achievements and other data. There is an auction house, allowing you to make some money (currently only in-game currency — the controversial "real money auction house" is due to launch later in the month) from those awesome items that your current characters can't use. Your characters are saved "in the cloud", allowing you to log in on any computer and pick up where you left off.

    Most notably, there is the ability to immediately, instantly and seamlessly drop in and out of players' games. Friends who are playing are shown on the main menu, and joining their game is a simple case of clicking their name. Joining a public game (or opening your own session up to the public) is just as straightforward. The only thing that would make it easier to play with friends would be Steamworks compatibility, but this is Blizzard; that ain't going to happen.

    Yes, you can play the game solo, but you can still chat to people while doing so. You can lock people out from auto-joining your game so you may only play solo if you want to, but you're still soloing online like any other MMO. You have the option to invite people or open your session up at any time without having to come out of your game or make a character specifically to play online with.

    In short, the "always-online" thing is actually a key part of the game's design, and in execution really rather cool. While it may be frustrating to not be able to play "single player" offline, and the early server issues were a pain in the arse for a day (a single day, maybe two at a push — the game is running perfectly now) the fact that the game is, in fact, clearly an MMO makes it clear why this is the case. The entire game's infrastructure is designed around playing online.

    But let's leave that aside for the moment, as it's a concept you'll either be on board with or you won't. What about the actual game itself?

    Diablo III has undergone some significant changes from its predecessors. Gone is Diablo I and II's progression system, which allowed you to distribute stat points on every level up as you pleased, replaced with predefined stat increases. Gone is the "skill tree" system from Diablo II, which allowed you to "build" a character to your own specifications (or create a completely unworkable mess), replaced with a system where you unlock skills at predefined level boundaries and can only equip a limited number at once.

    It takes some adjusting to, but Diablo III's way of doing things is streamlined and efficient without taking away the element of player choice. Everyone always levelled up their stats the same way in Diablo and its sequel anyway, and despite the illusion of complete freedom of choice that the skill trees offered, it was all too easy to create an underpowered character that wasn't particularly good at anything. What Diablo III lets you do is customise your character to work the way you want it to in any given situation, and then tweak it at any time. What you can't do, however, is hot-swap skills while you're in the middle of combat. You have to make some choices as to what skills you're going to use before wading into the fray, and reevaluate your decisions after various demon hordes have stopped having their wicked way with you.

    The presentation is good, though not stellar. The in-game visuals work well but seem to have surprisingly demanding system specifications for their quality. In-engine cutscenes are a bit crap and look like something out of a game made in the late '90s. The special effects are great, however, with some wonderful physical modelling on bodies and objects around the game's environments, and spell effects are appropriately ridiculous, particularly when you're playing with several people all flinging pyrotechnics around the screen.

    Sound design — always a strong point in Blizzard titles — is great, with some excellent voice actors and quality background music. Plus someone on the Diablo team has finally got wise to the fact that boss battles are infinitely more exciting with some boss music rather than the understated ambient rumbling of the previous games.

    As with the rest of the series, it's the gameplay where Diablo III shines. There's a decent narrative running throughout the game, but the Diablo series has always been far more about killing thousands of monsters and stealing their stuff rather than paying much attention to the (surprisingly deep, if a bit po-faced) lore. And in that department it delivers in spades. Combat is straightforward, addictive and fun — particularly with friends. There is a huge variety of loot to collect, equip, sell, disenchant and craft. And a well-implemented achievement system actually makes you want to achievement whore because going after the challenges in question is so fun and satisfying.

    I get the impression Diablo III is going to grow and change over time, too. We already know that a player-vs-player competitive element is coming, as is the real money auction house. But what then? Expansion packs? Content updates? New character classes? There are a ton of possibilities that Blizzard could incorporate into the game, and they could even use the patch process as a means of incorporating features which some are a little disappointed at the current lack of — things like voice chat. (Personally, I can take or leave voice chat — I suffer from telephobia when talking to people on the Internet almost as much as when I'm using the phone — but I accept that a lot of people expect it nowadays.)

    In short, the future looks very bright for Blizzard's latest title, and if the amount of support Diablo II got — even once World of Warcraft arrived on the scene — is anything to go by, then players can likely look forward to a game that will last them for years.

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    #oneaday Day 849: Jud's Handy Guide to Video Game Terminology [UPDATED!] https://imnotdoctorwho.moegamer.net/2012/05/16/oneaday-day-849-juds-handy-guide-to-video-game-terminology/ https://imnotdoctorwho.moegamer.net/2012/05/16/oneaday-day-849-juds-handy-guide-to-video-game-terminology/#respond Wed, 16 May 2012 22:44:26 +0000 http://angryjedi.wordpress.com/?p=3905 This post is aimed at anyone who doesn't know what all that crazy terminology we game geeks fling about actually means. Like any hobby, there's a ton of specialist words, abbreviations and acronyms in there, and some are a little ambiguous, just to confuse matters. So, then, here are some definitions, some of which you … Continue reading #oneaday Day 849: Jud's Handy Guide to Video Game Terminology [UPDATED!]

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    This post is aimed at anyone who doesn't know what all that crazy terminology we game geeks fling about actually means. Like any hobby, there's a ton of specialist words, abbreviations and acronyms in there, and some are a little ambiguous, just to confuse matters.

    So, then, here are some definitions, some of which you may know, some of which you may not.

    2D — Usually used to refer to games in which the screen has no "depth". Players can move up, down, left and right on screen, but not "in" and "out". Also used to refer to visuals that are constructed using pixels (q.v.) rather than polygons (q.v.)

    3D — Usually used to refer to games in which the player may move in a full three dimensions — up, down, left, right, in and out. Typically used to refer to games whose visuals are constructed using polygons. Nowadays also used to refer to games that use 3D technology to give visuals genuine, proper depth using either 3D glasses or glasses-free technology such as that seen on the Nintendo 3DS handheld (q.v.).

    8-bit — Term usually used incorrectly to refer to pixel-art graphics designed to resemble those seen on older computers and consoles (q.v.), particularly from the "8-bit" era (NES, Master System, Commodore 64 etc.) Actually refers to either 256-colour graphics ("8-bit colour depth") or a computer processor which can access 8 bits of data in a single instruction.

    Achievement — An arbitrary objective set outside of the main structure of the game (in most cases) that rewards players with a virtual "award" saying they accomplished said arbitrary objective. Seen in Xbox 360, PC, mobile and social games. See also: Trophy (capital T), Achievement whore.

    Achievement whore — A person who plays games specifically to get Achievements (or Trophies) rather than focusing on the game's own inherent reward mechanisms.

    Adventure game — A story-focused style of game in which the main barrier to progress is usually some form of puzzle integrated into the game world. These vary from "use x on y" object manipulation puzzles to more elaborate chains of events. Examples include the King's Quest series, Indiana Jones and the Fate of Atlantis and Time Gentlemen, Please! Hidden Object games (q.v.) are a modern offshoot of the adventure genre.

    Brawler — A game in which between one and four players cooperate to battle enemies. Often takes place in "urban" environments, and is usually presented from a 2 dimensional side-on perspective. Examples include Double Dragon, Streets of Rage and The Simpsons Arcade.

    Bullet hell — (also: danmaku) A subgenre of shmup (q.v.) that involves avoiding intricate patterns of enemy fire as much as it does spraying the screen with hot laser death. In bullet hell games, the player's hitbox (q.v.) is usually very tiny, meaning they can navigate through incredibly tight-looking bullet formations. Examples include DoDonPachi Resurrection, Jamestown and Deathsmiles.

    Character action game — Any game in which the player controls a single, often visually distinctive character and battles their way through hordes of enemies and gigantic, physically improbable bosses. Has much in common with the brawler genre (q.v.). Examples include Devil May Cry, Bayonetta and God of War.

    Computer — An electronic device onto which you can install software, connect peripherals, customise your experience and play games. The most common computers these days are Windows-based PCs and Apple's Mac series, though you find the odd geek using Linux just to be different. Games that are specifically designed for computer alone tend to be referred to as "PC games" or "computer games".

    Console — An electronic entertainment device that is not a computer and is specifically designed for playing games (and, increasingly, consuming other digital media such as music and movies). Current-generation consoles include the Xbox 360, PlayStation 3 and Wii. Games specifically designed for consoles tend to be referred to as "video games".

    Developer — Collective term for whoever actually creates the game. May be an individual person or a gigantic company.

    Digital distribution — Term used to describe when you pay for something online and download it straight to your computer, console, mobile phone or other device without involving a physical product at any point in the process.

    DLC — DownLoadable Content. Additional content which may be added to a game, usually for a fee. "Day-One DLC" is DLC which is available the same day the game is released. "On-Disc DLC" is DLC for which the actual content is stored on the game disc, with the only thing that gets downloaded being an "unlock code" to allow access to it. Neither are popular approaches, and often seen as a means of publishers trying to squeeze more money out of consumers. Good DLC does exist, however — good examples include the expansion packs for Borderlands and The Elder Scrolls IV: Oblivion, both of which added significant amounts of content to the game for reasonable prices. See also: Game of the Year Edition.

    Driving game — A subdivision of the racing game (q.v.) genre that involves driving realistic vehicles. Examples include Gran TurismoForza Motorsport and Project Gotham Racing.

    DRM — Digital Rights Management. An anti-piracy technology intended to ensure that customers are using legitimate copies of their entertainment. Often very intrusive and usually easily circumvented by pirates, leading many to claim that games sporting DRM are punishing legitimate consumers more than pirates. Developers, publishers and digital distribution (q.v.) outlets who release titles that are "DRM-free" are often very popular.

    Fighting game — A competitive game genre that usually involves one-on-one combat between two characters attacking each other with a variety of unlikely and/or physically improbable "special moves" until one or the other's life bar is depleted. Known for its fiercely competitive community, gorgeous female characters and high barrier of entry. Not to be confused with the brawler genre (q.v.). Examples include the Street Fighter series, Marvel vs. Capcom and Soul Calibur. Sorry, Soulcalibur.

    First-person perspective — Any game which unfolds from the perspective of the main character(s) viewpoints.

    fps (lower case) — Frames Per Second. The number of times the screen updates every second. Higher numbers make movement look smoother. Film typically runs about 24fps. Anything higher than 60fps can't really be distinguished, so 60fps is often seen as the "gold standard" — anything consistently running at 60fps moves incredibly smoothly. A higher fps is often the result of either more powerful hardware or more efficient programming. PC gamers get rather obsessive about this figure, particularly when buying a new system.

    FPS (upper case) — First-person shooter. A game where the player's perspective is from inside the head of the main character(s) and their main means of interacting with the world is by shooting seven shades of crap out of it with a variety of weaponry.

    Free-to-play — A game which is free to download and play, but which requires the player to pay real money in order to access certain items. (This is known as "microtransactions".) This may be additional game content, visual customisation options for the player's character or timesaving "boost" items. Free-to-play games are often either MMOs (q.v.) or social games (q.v.). Contrast: freeware.

    Freeware — A game that is completely free and features no microtransactions.

    Friend-gating — A technique used in social games (q.v.) to encourage players to invite their friends to play. Progress is halted until the player convinces a certain number of friends to start playing the game, or pays money to bypass the restriction. A form of viral marketing (q.v.).

    GameFAQs — The website gamefaqs.com, which includes an enormous repository of guides to almost every game you can possibly imagine. Used by people who can't be bothered to figure things out for themselves, or those who simply want more information about a game. The "FAQs" part of the name comes from Internet slang acronym "FAQ", meaning "Frequently Asked Questions".

    Games industry — Collective term used to refer to specialist press (online or print) about games, game developers and game publishers.

    Game of the Year Edition — (also GotY Edition) A rerelease of a game that includes all (or most) of its DLC (q.v.). Usually has different packaging to the original release. No-one is quite sure where the "Game of the Year" bit comes from, but it's usually something that only happens for popular games with a lot of DLC.

    Gen4 — A term coined by Electronic Arts on its 2012 earnings call to refer to the upcoming new generation of consoles (q.v.) including Nintendo's Wii U system and new, unannounced offerings from Sony and Microsoft. An inaccurate term, since we are actually currently on the seventh generation of hardware, not the third.

    Handheld — A portable console (q.v.) that plays games. Current examples include the Nintendo 3DS and Sony PlayStation Vita. Some people get snobby if you throw smartphones (q.v.) into this category.

    HD — High Definition. Used to describe televisions that run at a resolution (q.v.) of either 1024×720 pixels (aka 720p) or 1920×1080 (aka 1080i/1080p, but we won't get into that now). HD displays provide clearer, crisper images than their SD (q.v.) cousins. Also used incorrectly by almost everyone in the world, particularly iPad developers.

    Hitbox — The area of a player which detects collisions with other objects, usually bullets. In bullet hell (q.v.) games, the hitbox is considerably smaller than the player's ship/character, meaning it's possible to navigate through seemingly-impossible hails of incoming enemy fire.

    HOG — Hidden Object Game. Used to refer to an offshoot of the adventure game genre (q.v.) that is usually story-focused, and in which the main barrier to progress is being confronted with an unnaturally untidy room and a laundry list of things to find as quickly as possible. A popular genre of social game (q.v.). Examples include Hidden Chronicles, Gardens of Time and anything on Facebook with the words "Hidden", "Mysteries" or "Adventures" in its title.

    Indie — Short for "independent", and the opposite of "triple-A" (q.v.). Usually used to describe small developers that make more niche games and often aren't attached to a particular publisher. There is some disagreement over the exact definition of the term among the community. Is Minecraft, an independently-developed game that has been a runaway, multi-million seller, truly still "indie"?

    MMO — Massively Multiplayer Online. Catch-all term to describe games that hundreds, thousands or even millions of players can play online at the same time. The most common variant is the MMORPG, an RPG (q.v.) in which it's possible to meet other players wandering around the same world and team up with or compete against them. Examples include World of Warcraft, Star Trek Online and Rusty Hearts.

    Multiplayer — A game or mode you play with other people. Subdivided into local and online multiplayer, with the former being a game you play in the same room as other people (usually using multiple controllers) and the latter being a game you play via the Internet. Further subdivided into cooperative and competitive variants, which are hopefully self-explanatory.

    Origin — A digital distribution (q.v.) platform run by Electronic Arts, notorious for not being very good yet still being forced upon PC and mobile gamers by EA.

    Patch — A downloadable update to a game that adds features, fixes problems or sometimes both.

    Pay to win — Pejorative term used in reference to free-to-play (q.v.) titles that include the option for players to pay real money for a significant in-game advantage.

    Pixel — A tiny, single-coloured square that makes up the image you see on a monitor or TV.

    Polygon — A closed, flat shape consisting of straight lines. Hundreds, thousands, millions of these may be connected together to construct three-dimensional models.

    Premium currency — A virtual currency used in a game (usually a free-to-play (q.v.) title) that may not usually be earned through normal play, and usually requires the expenditure of real money to acquire. Used as a means of masking the true cost of microtransactions.

    Publisher — The company who gets the game onto store shelves or digital distribution (q.v.) sites. The people who handle the money. Not necessarily the same company as the developer (q.v.).

    Racing game — A genre of games that involves participating in vehicle races. Often used interchangeably with "driving game" (q.v.) but tends to refer to non-realistic games such as Mario Kart, or futuristic titles such as WipeOut and F-Zero.

    Resolution — The number of pixels (q.v.) that make up the complete image on a screen, expressed as the number of pixels across by the number of pixels down, with the origin in the top left corner.

    RPG — Role-Playing Game. A genre in which players control one or more characters who grow in strength over the course of the game. Variants include "action RPG", in which players spend most of their time killing things, "open world RPG", in which players have a large world to explore however they please, and "JRPG", which is an RPG produced by or in the style of Far East-Asian developers. Often story-heavy. Examples include Xenoblade Chronicles, the Final Fantasy series and Diablo III.

    RTS — Real-Time Strategy game. A genre of game in which players take on the role of an omniscient commander who commands their troops to (usually) wage war. The "real time" part comes from the fact that the game does not stop while the player makes their decisions — they must effectively prioritise and respond to situations in order to be successful. Examples include the Command & Conquer series and StarCraft.

    SD — Standard Definition. A display technology for televisions in which the image is displayed at a resolution (q.v.) of (usually) 640×480 for NTSC-based televisions (seen in America and Japan) and 720×576 for PAL-based televisions (seen in Europe and Australia).

    Share — A social networking term used to refer to making a post on a social network. In the case of games, this is usually some form of "brag" post boasting of a new high score. In actuality, it is usually a form of viral marketing (q.v.).

    Shmup — Short for "shoot 'em up", a term usually used to describe 2-dimensional games that involve shooting things. Most commonly used today to refer to the "bullet hell" genre (q.v.). FPS (q.v.) games are not shmups.

    Single player — A game you play by yourself while you are not connected to the Internet.

    Smartphone — A mobile phone (cellphone) which is more like a miniature computer. Usually has a touchscreen, the ability to connect to the Internet and the facility to install "apps" to extend its functionality, including games. Several types are available, including the iPhone series, Android phones, Windows Phones and BlackBerrys [sic]. The iPhone and Android ranges are the most popular and consequently have the most apps available.

    Social game — A game designed to be played on a social network such as Facebook. Usually free-to-play (q.v.) and monetized through sales of premium currency (q.v.). Often accused of being "pay to win" (q.v.), using "friend gating" (q.v.) excessively or constantly bugging players to "share" (q.v.) everything.

    Special move — A combination of button and directional presses that causes something awesome to happen, most commonly seen in fighting games (q.v.).

    Steam — Arguably the most popular digital distribution (q.v.) store for PC and Mac games there is, run by Valve Corporation, developers of the popular Half-Life, Left 4 Dead and Portal series.

    TBS — Turn-Based Strategy. A strategy game in which players can spend as long as they like thinking about the commands they would like to give their units under their control. Often compared to board games, and typically less combat-centric than RTS (q.v.) titles — though military conflict often plays a part. Examples include the Civilization series and Endless Space.

    Third-person perspective — Any game where you can see the character that you are controlling. Most commonly used to specifically refer to games where the "camera" floats behind the character or is positioned just behind one of their shoulders.

    Third-person shooter — A game that unfolds from a third-person perspective (q.v.) in which the player's main means of interacting with the world is by shooting seven shades of crap out of it with a variety of weaponry. Examples include Gears of War and Binary Domain.

    Triple-A — A big budget game, usually published by Electronic Arts, Ubisoft or Activision. Tends to have excellent graphics, famous voice actors and a marketing plan that will make you sick of it months before it's even released. Just being published by one of these companies doesn't necessarily make a game "triple-A" — rather, it is to do with the overall budget and marketing spend. Gaming's equivalent of the "summer blockbuster".

    Trophy — The PlayStation 3's equivalent of Achievements (q.v.). Trophies come in Bronze, Silver, Gold or Platinum variants to reflect their difficulty. Platinum Trophies are usually awarded simply for accomplishing all of the other Trophy requirements.

    Viral marketing — A means of subtly promoting something by using people's inherently social nature. In video games, this is usually achieved by allowing players to post things on their Facebook Timeline from within the game, thereby allowing the player to boast of their achievements and conveniently promote the game in the process.

    At over 2,000 words, I think that's enough for now. Feel free to post in the comments if I missed any "q.v."s or if there are any things you still don't know.

    The post #oneaday Day 849: Jud's Handy Guide to Video Game Terminology [UPDATED!] appeared first on I'm Not Doctor Who.

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    #oneaday Day 848: I Can't Get Angry About Diablo III https://imnotdoctorwho.moegamer.net/2012/05/15/oneaday-day-848-i-cant-get-angry-about-diablo-iii/ https://imnotdoctorwho.moegamer.net/2012/05/15/oneaday-day-848-i-cant-get-angry-about-diablo-iii/#respond Tue, 15 May 2012 21:45:00 +0000 http://angryjedi.wordpress.com/?p=3900 I know I have a track record of Getting Angry About Shit, particularly when it comes to things like DLC, DRM and other three-letter acronyms. But I'm finding it rather difficult to get riled up over the issues surrounding Diablo III. For the uninitiated, Diablo III is the latest game from World of Warcraft creators … Continue reading #oneaday Day 848: I Can't Get Angry About Diablo III

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    I know I have a track record of Getting Angry About Shit, particularly when it comes to things like DLC, DRM and other three-letter acronyms. But I'm finding it rather difficult to get riled up over the issues surrounding Diablo III.

    For the uninitiated, Diablo III is the latest game from World of Warcraft creators Blizzard, who are part of Activision. Activision used to be gaming's resident Empire Of Evil, but that mantle has since passed to EA, and Activision are now simply Those Guys Who Killed Bizarre Creations, Pump Out Call Of Duty Every Year And Have Something To Do With Blizzard. But that's beside the point.

    The point is that Diablo III was always going to be a massive seller and an immensely popular title. It's the long-anticipated third entry in a series with a long history, and one which a lot of players have been looking forward to for a long time.

    It's also one which a lot of people are getting extremely angry about, largely due to what they describe as its "always-on Internet DRM". Said "DRM" has had difficulties today due to overloading, leaving many players unable to log in and play the game.

    Here's how the system works. To play Diablo III, you have to log in to Blizzard's online service Battle.net. Once logged in, you can then play the game. You have to stay connected in order to play, even if you're playing solo. The benefits of playing in this kind of "always on" environment include the fact you can always see when your Diablo-playing friends are online, that you can jump in and out of each other's cooperative multiplayer games, and that you can make use of the game's auction house facility to trade items.

    Some people are getting very upset about this — particularly the fact that you can't play single player offline. And while that may seem a bit silly, I can't help but thinking a lot of people are looking at this from the wrong angle — the "gamers are getting screwed" angle. This is perhaps understandable, given the amount of time gamers spend getting screwed nowadays, but I really find it difficult to agree with the people getting riled about this.

    Here's the thing, though: Diablo has pretty much always been designed as an online game to play with either friends or random strangers online. The classes are designed in such a way that it's both desirable and fun to group up with other people and tackle the game's challenges cooperatively. You can play solo, sure, but the game has always been designed with online in mind. With this latest iteration, including the auction house and other mechanics, Diablo is now closer in execution to a massively-multiplayer online title than a single-player dungeon crawler like Torchlight. Sure, it doesn't charge a subscription fee or feature a truly massively-multiplayer open world to explore, but the game has been designed specifically to be an online title. People don't complain about World of Warcraft, Guild Wars or the like having to be always online — what, really, is different here?

    I think the issue is that Blizzard hasn't appropriately set people's expectations for the game being an online-only title. We have no problem with games like the aforementioned requiring us to stay online in order to play, despite the fact you can play them solo. (In the case of Guild Wars, you can even team up with computer-controlled partner characters if you really can't stomach playing with real people.) So what, really, is different about Diablo III? Is it simply that the previous games had a discrete "Single Player" option that didn't require you to be online? (I haven't finished installing the new game yet so at the time of writing don't know if this is still the case.)

    The other issue is that people believe Blizzard, being the company who runs the world's biggest massively-multiplayer online game, World of Warcraft, should have anticipated demand and made sure their servers were up to the job of dealing with the thousands (millions?) of people who were likely to be wanting to log in at the same time. This I sort of agree with, though there is no genuinely reliable way of predicting quite how much demand there is going to be for any given title. Blizzard underestimated demand, and it's caused problems — much like has happened with the launch of many other online-only games. That doesn't make this a "disaster" or a "debacle" or anything like that; it makes it an occurrence that we've seen before. An occurrence we should have figured out a solution for by now, yes, but one we shouldn't really be surprised about any more.

    Within a matter of days, the whole issue will be completely forgotten about as everyone starts playing and enjoying the game, which kind of makes the whole RAGE!!! thing seem rather pointless, really.

    But I guess you could say the same thing about any sort of "controversy" — including the Mass Effect 3 issues I wrote about a while back.

    The fact is, though, this is an issue I find it very difficult to get riled up and upset about. So far as I'm concerned, Diablo III is an online game, almost an MMO, therefore I accept the fact that an unavoidable part of its existence is downtime, during which you cannot play. It's not as if I'm short of other stuff to try when that happens — and getting angry really won't solve anything. I accept that others' views may differ on this subject if Twitter today is anything to go by, but that's how I feel personally.

    If you're getting upset, go play something else. Or, in the words of my good friend Jeff, GO OUTSIDE.

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    #oneaday Day 847: You Must be This Skinny to Ride https://imnotdoctorwho.moegamer.net/2012/05/14/oneaday-day-847-you-must-be-this-skinny-to-ride/ https://imnotdoctorwho.moegamer.net/2012/05/14/oneaday-day-847-you-must-be-this-skinny-to-ride/#respond Mon, 14 May 2012 20:43:37 +0000 https://angryjedi.wordpress.com/?p=3896 I've been going back and forth in my mind as to whether or not I should write about this, but given subjects I've happily covered in the past on this blog I figured what the hell. In for a penny, in for a pound, or something. Hopefully writing about this will prove cathartic, as I've … Continue reading #oneaday Day 847: You Must be This Skinny to Ride

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    I've been going back and forth in my mind as to whether or not I should write about this, but given subjects I've happily covered in the past on this blog I figured what the hell. In for a penny, in for a pound, or something. Hopefully writing about this will prove cathartic, as I've been feeling fairly shitty for a fair chunk of the day.

    Today, as you'll know if you have read recent posts, Andie and I went to Alton Towers. I was looking forward to this a great deal, as it's been a long time since I'd been and I was very curious about the new rides — as well as going on some old favourites.

    All was going well. We'd been on the Runaway Mine Train, the Rapids, the Flume and an awesomely fun rollercoaster called Air that suspends you in a "lying down" position as if you're flying like Superman, and we were having a great time.

    Then I tried to go on Ripsaw. I had a feeling there might be trouble when the seats felt a bit small. I wasn't expecting it to be quite so mortifying, however.

    To cut a long story short, I had to get off the ride because I was too fat. The attendant didn't use those words, obviously (if he had, I would have probably yelled more than a few obscenities at him and/or punched him) but there it was. Apparently the (already very tight on most people) safety harness thingies couldn't be lowered enough on to me, so I had to get off. They gave me a "Priority Pass" to get on something else immediately, but guess what? All of the rides it covered also had very similar issues. I tried one and didn't dare get on any others after that, as I was so upset.

    I don't think I've ever felt so humiliated as when I was getting off Ripsaw and walking across the front of the ride area towards the exit. I didn't hear anyone laughing at me, but it didn't matter. I was mortified. I was The Guy Who Was Too Fat To Ride. I won't lie, it upset me enough to make me cry. I have issues with my body shape as it is, and to have it "confirmed" by strangers was just the worst feeling.

    I am totally insecure in my body shape. I'm not what you'd call "massive" by any means. But I have quite a "solid" upper body. I hate it. I feel revulsion when I look at myself in the mirror. I wish I could just be happy in who I was, but when a day out is spoiled by your own fatness, it's hard not to take it personally, particularly when you're already made to feel like a social pariah by the way the world is set up.

    Every time I see statistics about the number of obese people in the country, I feel bad. Every time someone on Twitter makes some judgemental comment about obese people, I get upset. I gave up on Wii Fit in the end because I was getting so demoralised every time I did the Body Test and it made my Mii swell up like a balloon. I've even been insulted by complete strangers in the past because of my weight. The world is set up to make me feel like Being Fat Is Bad and that I should Do Something About It.

    Here's the thing, though: I am doing something about it. I am going to the gym regularly, doing at least an hour of cardio every time (plus some weights work) and burning anywhere between 600 and 800 calories in a session. I am watching what I eat, counting calories and trying to make sure I have a deficit of a decent size, but not so much I'm starving myself. And still I feel like a societal reject because the weight is hard to get off. I wasn't expecting it to be easy, but I would have expected to have at least a little impact by now. Perhaps it has and I just haven't realised or noticed. But it's incredibly demoralising when you discover that despite your best efforts, you're Too Fat To Do That Thing You Like.

    I'm really not sure what I can do beyond what I'm already doing — perhaps trying to up the intensity further on my workouts, and making sure I'm being as consistent and disciplined as possible. But my experience today made me feel like absolute shit about myself, through no-one's fault in particular. Besides my own, I guess.

    I've known people who were pretty large who successfully managed to lose a buttload of weight and completely change their body type. I feel jealous when I see those people, and I wonder if I'll ever succeed. On days like today, it feels like it won't ever happen.

    I have calmed down a bit since earlier. Shit happens, and the rest of the day was fun. I am thirty-one years old, and Alton Towers probably wasn't built with thirty-one year old men in mind. Perhaps I just need to let go of the past and do things that are more friendly to thirty-one year old men instead of stuff I was doing around half my lifetime ago. Going to the gym. Sitting in the jacuzzi at our hotel (so relaxing — just the thing after a stressful day). Hanging out with friends and playing board games. Playing Diablo III. Being at peace with oneself.

    I'm not sure I'll ever manage the last bit unless I successfully manage to shed a whole buttload of weight. I certainly intend to keep on trying, but you'll forgive me if I have occasional lapses in hope for my long-term success.

    Thank you for indulging me with this post. We're off to the Alton Towers Water Park tomorrow, so hopefully that will be a much more fun day.

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    #oneaday Day 846: Holiday Time https://imnotdoctorwho.moegamer.net/2012/05/13/oneaday-day-846-holiday-time/ https://imnotdoctorwho.moegamer.net/2012/05/13/oneaday-day-846-holiday-time/#respond Sun, 13 May 2012 22:55:25 +0000 https://angryjedi.wordpress.com/?p=3892 We've gone away for a few days as a late birthday treat for me. Since I took Andie to Legoland for her birthday last year, she's taking me to Alton Towers since I'd dropped a few hints that I'd like to go sometime. I haven't been to Alton Towers for a very long time. I … Continue reading #oneaday Day 846: Holiday Time

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    We've gone away for a few days as a late birthday treat for me. Since I took Andie to Legoland for her birthday last year, she's taking me to Alton Towers since I'd dropped a few hints that I'd like to go sometime.

    I haven't been to Alton Towers for a very long time. I think the last time I went, I was still at school. I'm not sure how much has changed since that time, but I'm excited to find out.

    I used to hate rollercoasters. I have vague memories of going on rides like Big Thunder Mountain at Disney when I went there back in 1985. I found them terrifying, but give me a break; I was about five years old at the time.

    I can't remember exactly when I managed to make myself start liking them, but I have a feeling it was as a result of a school trip to Alton Towers. We enjoyed several of these trips during our school career, despite the fact that there were at least two theme parks that were considerably closer to us. Alton Towers was always the prime choice, however, and we'd normally find ourselves heading there for the impressive fireworks displays shortly before the park closed for the winter.

    The Corkscrew — sadly no longer with us — was the first "big boy" rollercoaster I ever went on, I think. (Big Thunder Mountain aside, obviously.) By comparison to some of the other impressive rollercoasters we have today, this was a relatively tame affair that took you up high, raced you around a few corners and then twizzled you through the titular corkscrew before landing back at the station again. The whole thing was over relatively quickly, but in the process I discovered that I was actually enjoying myself.

    I was bitten by the thrillseeker bug after that. Nemesis and Oblivion were our next targets — for the uninitiated, the former is a rollercoaster where the riders' chairs hang from the track rather than being a more conventional "train cart" style one, while Oblivion, at one point, featured one of the biggest drops in either the world or the country. I forget, but it was fucking terrifying, partly because it takes you up high then suspends you over aforementioned (vertical) drop for a good few seconds, lurches you forwards slightly and then sends you plummeting to the earth.

    I know next to nothing about what Alton Towers offers today, but I'm looking forward to finding out tomorrow. I'm also quite looking forward to seeing whether or not Andie will be brave enough to join me on some of these ridiculous rides!

    It's a strange thing to do, when you think about it, isn't it? "I know what I'll do… I'll get in a rickety old mine cart and fling myself around corners and down hills at ridiculous velocities. Why, you ask? 'S a laugh, innit?"

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    #oneaday Day 845: Endless SPAAAAAACE https://imnotdoctorwho.moegamer.net/2012/05/13/oneaday-day-845-endless-spaaaaaace/ https://imnotdoctorwho.moegamer.net/2012/05/13/oneaday-day-845-endless-spaaaaaace/#respond Sun, 13 May 2012 01:20:15 +0000 http://angryjedi.wordpress.com/?p=3888 As I believe has been well-documented on this very site a number of times, I am not very good at strategy games, be they of the board- or computer-based varieties. I have trouble prioritising what I want to do, and as soon as I do decide upon a course of action, some asshole other player … Continue reading #oneaday Day 845: Endless SPAAAAAACE

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    As I believe has been well-documented on this very site a number of times, I am not very good at strategy games, be they of the board- or computer-based varieties. I have trouble prioritising what I want to do, and as soon as I do decide upon a course of action, some asshole other player comes along and beats the shit out of me before I have a chance to follow through on my master plan.

    So it was with some trepidation that I decided I would give Endless Space a go. I've been playing a bit of Starbase Orion on iOS recently and, having recently won my first game (against one Easy-level opponent) I felt I wanted to investigate the space-based 4X genre a little further.

    Aside: If you, like me, constantly forget what "4X" stands for, it means "explore, expand, exploit and exterminate" and is used to describe strategy games that involve a combination of building, expansion, collecting resources and military conflict. They're typically (though not always) turn-based in execution due to the amount of micromanagement necessary to keep an empire running smoothly, and depending on the game, victory can generally be attained in several ways. Sid Meier's popular Civilization series is one of the best-known examples.

    With me? Good. Endless Space is an upcoming space-based 4X game from French indie developer Amplitude. You can preorder the game right now and jump into an impressively-complete alpha build and, in an interesting twist on the usual development cycle, participate in the decision-making process as the game gets closer to release. I shan't go into detail on that side of things right now (though I may in the future as it's a very cool idea to get the community involved in development) but I will talk a little about the game itself and how I've found it after a few hours of taking it for a spin earlier.

    Endless Space, like many other games of its type, takes place in a randomly-generated galaxy. You're given a starting colony and a meagre supply of ships to get yourself up and running, and from there it's all about the empire-building. Scout out new systems, send colony ships to the richest-looking planets, then build, expand and conquer until you are the undisputed ruler of the Universe. Easy enough, right?

    Unlike some similar titles, Endless Space's map is based around specific routes between star systems. (In Starbase Orion, for example, ships can move between any systems that are in range via the most direct route.) Because of this, it's much more straightforward to figure out how to defend yourself because attacks will only be coming from certain angles. Blockade your systems that are on the front line, then figure out a pathway through your opponent's defences that will whittle them down piece by piece. In some ways it reminded me of the excellent board-game adaptation of Blizzard's StarCraft, which is well worth a punt if you have a few hours (and a very big table) to spare.

    The basic mechanics are similar to the classic Civilization titles. Each colony under the player's control produces food, industry, science and "dust", which is the currency used in the Endless Space universe. Food leads to population growth. Industry is used to build things — the more industry, the quicker things are built. Science is used to research new technologies. And dust is used for all sorts of purposes — hurrying production, upgrading ships and all manner of other things. Each colony in a star system adds to that system's pool of food, industry, dust and science (referred to in-game as "FIDS"), and each system may then use said pools to upgrade its population, contribute to the empire's overall research progress, build ships or build improvements to that specific system. It's simple to understand in practice, particularly if you've played Civilization before.

    An interesting twist on the usual formula comes in the form of "hero" units, who are generated every few turns and may be hired for a fee of dust up front, then paid a salary each turn. Heroes come in two main forms: system governors and admirals. The former provide various bonuses to FIDS and morale in the system they're assigned to, while the latter may be used to take command of a fleet of ships and make them more powerful. As they do their jobs, they level up and may be customised with various abilities to specialise them or make them better generalists. They can be shuffled around the player's empire at will, too.

    Combat, too, takes an intriguingly unconventional approach. Rather than going outright real-time such as in Sins of a Solar Empire, or almost completely hands-off as in Starbase Orion, Endless Space's combat takes a curious "cinematic" approach. A combat encounter unfolds over a set period of real time which is divided into several phases. There are a few seconds at the beginning of combat while both fleets approach each other, then the battle progresses between long, medium and short-range phases. The player may play a "card" on each of these three phases which provides numerous special effects. Cards have categories, too, and certain categories cancel out the other player's abilities. This gives an element of uncertainty to the combat, though the "combat preview" window, which estimates the player's chances of victory prior to the combat unfolding, is a pleasing addition, as are the Battlestar Galactica-style cinematic combat sequences (complete with ethnic instruments) and ability to completely skip the combat scene altogether if it looks like being a complete whitewash.

    I haven't played a game through to completion yet, but I've been enjoying what I've tried so far. I don't feel overwhelmed with things to worry about and I don't feel I'm being "left behind" by the computer players. (I may feel differently if I get stomped on by one of them — my closest neighbour declared war on me just because I forcibly removed one of his scout ships from my border system with a fleet of destroyers.) The "hero" mechanic adds a cool sense of progression and the way the game is presented is simple, clear and easy to understand while remaining aesthetically impressive, with smoothly-animated, attractive UI elements, excellent background music and atmospheric sound effects.

    If this is an alpha version, I very much look forward to seeing how the game evolves over the coming months. If you have the slightest interest in the turn-based strategy genre, I'd strongly suggest you give it a shot — and thanks to my good buddy Alex for the recommendation.

    Check out the game here and preorder on Steam to get access to the alpha build.

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    #oneaday Day 844: Hope was Kept Alive https://imnotdoctorwho.moegamer.net/2012/05/11/oneaday-day-844-hope-was-kept-alive/ https://imnotdoctorwho.moegamer.net/2012/05/11/oneaday-day-844-hope-was-kept-alive/#respond Fri, 11 May 2012 22:52:05 +0000 http://angryjedi.wordpress.com/?p=3885 So, it was a somewhat tense finish, but the impressive-looking Republique from Camouflaj (a developer that includes, among others, one of the creative minds behind Halo and Metal Gear Solid) is fully funded. The outcome was by no means looking certain, but a last-minute push saw the team sail past their $500,000 goal to over … Continue reading #oneaday Day 844: Hope was Kept Alive

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    So, it was a somewhat tense finish, but the impressive-looking Republique from Camouflaj (a developer that includes, among others, one of the creative minds behind Halo and Metal Gear Solid) is fully funded. The outcome was by no means looking certain, but a last-minute push saw the team sail past their $500,000 goal to over $550,000 with, at the time of writing, 14 minutes to go.

    Why the hesitation, though, when projects like Wasteland 2 and Double Fine Adventure breezed through the crowdfunding process?

    Part of the issue centres around the very thing that Republique is trying to do: bring a "triple-A" gaming experience to the iOS platform. Not in the form of a crippled console port with awful touchscreen controls, not in the form of a spinoff game with awful touchscreen controls, but a brand new game specifically designed for smartphones.

    When Republique's Kickstarter launched, the plan appeared to be to release the title only on iOS. (This angered the Android fans, but that's a whole other issue.) It sounded like the thing people have been clamouring for for all this time — "bring us proper games on iOS," they bellowed. "We're sick of this 69p physics puzzle crap!" — but when it came to time for people to actually speak with their wallets, no-one wanted to cast the first dollar.

    Whether this was people suddenly deciding that actually, they didn't really want to play a triple-A iOS game after all, or simply waiting to see if that guy over there was going to chip in some money before they did, we'll never know. But it certainly got off to a slow start despite considerable enthusiasm from its backers, its producers and the press — not to mention the fact that backing something on Kickstarter is essentially risk-free. If the project doesn't meet its target, you don't pay. Simple as that. You'd think that would make people a bit more willing to show a bit of faith in it.

    After a little while, Camouflaj announced that the game would be coming to PC and Mac as well. They assure us that the desktop versions won't just be straight ports of the iOS version and vice-versa, but naturally this made backers wonder if it's taking away from the original point of the project. (I say it's a good thing, since it means more people will be able to play the game, even if it somewhat dilutes the original message.)

    Still the project struggled, however. The team brought in PR pro Billy Berghammer to help muster up some further enthusiasm for the title. Backers, developers and press alike continued to promote the project — in some cases drawing the ire of the community, such as when Garnett Lee mentioned it on the Weekend Confirmed podcast. But still it was looking questionable as to whether or not this promising-looking game would ever get made. (I had a sneaking suspicion that after all the community and press attention it would have got made anyway even if the Kickstarter had failed, but I guess we'll never know now.)

    As that big countdown on the Kickstarter page ticked inexorably down, people were worried. Would this promising project make it? Or would it forever be stillborn, The Game That Never Was?

    The final hours came, and those jazzed about the game went into overdrive, bombarding social media with exhortations for those who thought the game looked interesting to back it, to show that they were hungry for this type of experience. As time counted down, it looked like something wonderful was happening. The phoenix was rising from the ashes, and that "amount pledged" counter was growing, faster and faster. By the time there were just a few hours left, the team was within $100,000 of its goal. As the deadline got closer and closer, the number crept higher and higher. Existing backers tweaked their pledges upwards to help push it over the edge until eventually, finally, with the hammer falling, the project lurched across the finishing line — and kept going.

    It called to mind the way popular eBay auctions typically end up going. Actually, the way pretty much any eBay auction tends to end up going, in my experience. Nothing, nothing, nothing for days, a flurry of activity towards the end then a few "snipers" pushing it yet higher at the last minute. On eBay, this behaviour is at least understandable because bid-sniping is a proven (if immensely irritating) tactic for securing the thing you want. On Kickstarter, there's no good reason for it to happen, short of people who had been intending to back the project for some time and hadn't got around to it suddenly going "OH SHI~" and racing to their computers brandishing their credit cards.

    Perhaps one explanation is that some prospective backers — let's call them "floating backers" — have their eyes on several Kickstarters at once, and as they count down towards redemption or oblivion, they pick whichever one looks the most promising and/or likely to be successful, then jump on board with that one. Why? For the swag, of course. Ain't no point putting up your money if you don't get no cool shit for it, eh? And you wouldn't want to inadvertently find yourself paying for ten projects that all got successfully funded, would you? So naturally you wait until the eleventh hour, pick the one with the coolest swag and then back the shit out of it before time expires. That way you get to come out of it looking like the hero — "I helped Republique over the finish line!" — and back a project you genuinely like the sound of in the process.

    This is all conjecture, of course. Short of polling the entire community of over 11,000 backers for Republique, it's impossible to know exactly why things unfolded the way they did. I find myself happy for the team that the game has been successfully funded, and I'm looking forward to playing it — but I find myself skeptical as to whether or not this game is, in fact, going to herald a revolution in "triple-A" iOS titles.

    I guess we'll have to wait and see!

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    #oneaday Day 843: This World Ain't Big Enough... https://imnotdoctorwho.moegamer.net/2012/05/10/oneaday-day-843-this-world-aint-big-enough/ https://imnotdoctorwho.moegamer.net/2012/05/10/oneaday-day-843-this-world-aint-big-enough/#respond Thu, 10 May 2012 22:47:58 +0000 http://angryjedi.wordpress.com/?p=3880 Ever get the feeling that the world just isn't quite built for you? It's a feeling I've been getting quite a bit as I've got older. I suspect such a feeling is largely age-related, as it centres around the fact that certain things quite simply don't appeal, because they're not aimed at me. It just … Continue reading #oneaday Day 843: This World Ain't Big Enough...

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    Ever get the feeling that the world just isn't quite built for you?

    It's a feeling I've been getting quite a bit as I've got older. I suspect such a feeling is largely age-related, as it centres around the fact that certain things quite simply don't appeal, because they're not aimed at me.

    It just seems a little odd that "popular culture" is often taken to mean "people under the age of 25 who aren't that bright".

    Let's take Britain's Got Talent, for example, which Andie's been watching recently — primarily to get annoyed at, lest you judge her harshly for it. Any time I've watched Britain's Got Talent, I've got annoyed too, but I don't find the experience of getting annoyed at it particularly fulfilling or fun. If anything, I just get inordinately frustrated about… well, everything about it. Simon Cowell is a douche, the judges' comments are vapid nonsense that don't mean anything, the acts are cringeworthy and the audience is made up of the very worst kind of braying moron who thinks that constructive criticism is a personal attack and thus must be booed.

    Take gaming, too. I have zilcho, zippo, nada interest in the upcoming "big" games that are bearing down on us like multi-million dollar juggernauts. I don't want to play Call of Duty, Assassin's Creed III, Halo 4 or anything like that. (I did recently play Binary Domain, which certainly was a an impressive experience, but one destined for obscurity)

    Or the Internet at large. Everything must be social these days, it seems. And long-time experience has taught me that if you make something social, you will generally attract illiterate, ill-informed, angry morons. Just look at the comments section of any website ever. (I often find myself wondering why the most notorious cesspits don't just close comments forever. It's rare that any meaningful discussion takes place on them. Obviously I'm excluding my own blog from this because I have a small group of intelligent people who sporadically comment here and are willing to engage in actual conversation, as opposed to a vast community of pillocks.)

    Fortunately, any time I start to get frustrated by any of the experiences I describe above, a moment's reflection simply reminds me that they are not the only experiences out there — just the most visible. And while that can in itself be frustrating in that you have to look a little harder to find people with whom you have things in common, we're certainly not beyond hope just yet.

    On TV, I don't have to watch Britain's Got Talent. I can watch Community. My Little Pony. And a whole host of other stuff thanks to the magic of streaming video, giving me access to a whole ton of quality entertainment that doesn't make me want to throw bricks at my TV. I haven't seriously watched live TV for ages, a couple of episodes of The Apprentice aside. Instead, I can binge on Star Trek thanks to Netflix, or dig up obscure Channel 4 shows on YouTube.

    In the gaming world, I can play everything from Binary Domain to Pandora's Tower and A Valley Without Wind to escape from the blockbuster insanity. Gaming is now so big that you literally can't play everything that comes out.

    On the Internet, there are mature communities. I have the Squadron of Shame. You lovely people who comment on this blog. Twitter (at least the people I've trimmed my "following" list to, anyway). Gamers With Jobs. Fitocracy.

    While the world may not be built with me in mind any more, I certainly don't have a problem living in it for the moment.

    Unless you make me watch Britain's Got Talent. Then we might have a problem.

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    #oneaday Day 842: The Captain's Chair https://imnotdoctorwho.moegamer.net/2012/05/10/oneaday-day-842-the-captains-chair/ https://imnotdoctorwho.moegamer.net/2012/05/10/oneaday-day-842-the-captains-chair/#respond Thu, 10 May 2012 00:39:06 +0000 http://angryjedi.wordpress.com/?p=3874 I've started playing Star Trek Online again. It's been a good couple of years since I last tried this game, as I played in the beta and subsequently for about 40-50 hours or so immediately after launch. I liked it a great deal back then, but wasn't playing it enough to justify the monthly subscription … Continue reading #oneaday Day 842: The Captain's Chair

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    I've started playing Star Trek Online again. It's been a good couple of years since I last tried this game, as I played in the beta and subsequently for about 40-50 hours or so immediately after launch. I liked it a great deal back then, but wasn't playing it enough to justify the monthly subscription fee so, like many other MMOs I've left in my wake, I set it aside, saying to myself that I might check it out again were it ever to go free-to-play.

    The astute among you will be aware that Star Trek Online has, in fact, been free-to-play for some time now. I, too, am aware of this and have had the thing installed for quite a while but never got around to picking it up again. Until now.

    It's been so long since I last played I ditched my old character and recreated it to play from the start again. I was originally doing pretty well, but I can't remember what the hell I was doing, so I figured it better to start again and re-learn the game mechanics — along with discovering what's been added since I last played. (Quite a lot, as it happens.)

    For those groaning at the prospect of yet another MMO with a hotbar, hold it right there. Star Trek Online is worthy of note for several reasons. Yes, it has a hotbar, but no it most certainly isn't World of Warcraft in space. I remember thinking on its original release that, slightly rough edges aside, it's the Star Trek game that I always wanted to play. And my opinion stands today — arguably even more so.

    For the uninitiated, Star Trek Online starts with a bang. The Borg are attacking, and the player, a new Ensign serving aboard a fairly pathetic little ship, is tasked with helping out. This process conveniently introduces all the basics of play, including running around inside places, shooting things, talking to things and interacting with things. The player subsequently gets to join a bunch of other Federation vessels in taking down a crippled Borg ship and eventually, thanks to the rest of the crew ending up dead, gets a promotion to Lieutenant and the chance to take command of aforementioned pathetic little ship. Thus begins their grand adventure in the stars.

    Once the player is out of the introductory tutorial series of missions, they're able to explore the galaxy and take on a wide variety of missions, ranging from story-heavy "episodes" to exploration missions where uncharted sectors have to be, well, charted. Along the way, they'll engage in space combat, beam down to places and investigate mysterious goings-on, reconfigure the tachyon pulse emitters to scramble the grub-nuts frequencies and generally do all the things that Star Trek people do.

    It's a deep game that has only grown and changed for the better since launch. There is always something for the player to do, be that pursuing a mission, participating in a multiplayer "Fleet Action" cooperative event, taking on the Klingon Empire in PvP combat, taking part in any of the nightly special events, exploring the stars looking for research material which may be used to develop better equipment or simply chilling out in some recognisable Trek locales like Deep Space Nine or Starfleet Academy.

    The space combat is worthy of special note. It's often said that the space combat genre is all but dead, but it's most certainly alive and well in Star Trek Online, though X-Wing this ain't. Since pretty much all the ships in Star Trek are what other games would refer to as "capital ships", combat unfolds rather more like a naval skirmish than a fast-paced dogfight. It's all about manoeuvring around your opponent, flying alongside them, then letting rip with a broadside of phaser fire from both arrays, punching a hole in their shields and filling them with hot torpedo death.

    If it were just a basic space shooter, it would be quite fun, but there's plenty of depth there, too. You can tweak the power systems to prioritise attack, defense, speed or whatever, rebalance the shields to provide more protection in a particular direction, use your three bridge officers' special abilities to aid yourself or hamper the enemy, and use your character's own personal specialisms to turn the tide of the battle in your favour. At times it's like being in the middle of a battle from something like Homeworld, particularly when taking part in the cooperative "Fleet Action" events or flying with some companions.

    As you progress through the game, you get new ships and equipment with which to customise them, including some recognisable models from the Trek series. Yes, you can essentially fly Voyager, Defiant or the Enterprise if you want to. A bunch of alternative ships are available for real-money purchases, including some absolutely hulking behemoths that look very impressive — particularly when you're still in the pathetic little starting ship.

    And this isn't even getting into the flourishing user-generated content community. Star Trek Online features the ability for players to create their own missions using a tool called The Foundry (that will also be seen in Cryptic's upcoming D&D MMO Neverwinter) and then publish them for the community to play at any time. I haven't yet delved into this side of things, but it's a big part of what drew me back in. The Architect facility in City of Heroes was a source of considerable entertainment for me, so I'm looking forward to something similar here.

    Above all, Star Trek Online is a great example of how to get a free-to-play MMO right — and a truly excellent sci-fi game to boot. You can have a completely satisfying experience right up to the level cap without paying a single cent if you want to, or you can pick and choose how you want to customise your experience. So far as I can tell, none of it unbalances the game — always a big concern in titles like this — and is primarily there for bragging rights or visual customisation.

    Check it out on Steam. No, there's no Mac version. (Boo!)

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    #oneaday Day 841: Badass Teacher https://imnotdoctorwho.moegamer.net/2012/05/08/oneaday-day-841-badass-teacher/ https://imnotdoctorwho.moegamer.net/2012/05/08/oneaday-day-841-badass-teacher/#respond Tue, 08 May 2012 23:05:19 +0000 http://angryjedi.wordpress.com/?p=3868 I know I've said many, many times on this blog that I'd never go back to teaching (and for the sake of my own mental health it's probably for the best that I don't) but I still, at times, find myself idly wondering how I'd manage The Perfect Classroom. By that I mean at a … Continue reading #oneaday Day 841: Badass Teacher

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    I know I've said many, many times on this blog that I'd never go back to teaching (and for the sake of my own mental health it's probably for the best that I don't) but I still, at times, find myself idly wondering how I'd manage The Perfect Classroom. By that I mean at a school that wasn't struggling to keep its head above water, that was adequately staffed, that was populated by children of a decent range of ability levels but whom weren't misbehaving little shitbags. A non-existent school, then, but a good starting point for a dream nonetheless.

    Let's assume for the sake of argument this Perfect Classroom is at a primary school, because that generally means sticking with the same class the whole time and building up a good relationship with them. On balance, I think I slightly preferred that to the constant coming and going of secondary education in which it was very difficult to learn names even after several months of teaching the same children.

    Organisation is the key to a successful classroom, so I'd have some sort of technological solution — ideally portable — in place to keep things organise. I'm thinking an iPad, tooled up with a specialised app such as TeacherPal or a more generalised database like Bento. Within said technological solution I'd keep detailed, ongoing records on my students and also include a photograph to help prevent forgotten names. Using said technological solution I'd be able to quickly call up information on a particular student's work and progress when required, be that for report-writing season or a parents' evening.

    Said portable device would also, ideally, be hooked up to the interactive whiteboards that are present in most classrooms (essentially giant touchscreens with a projector) in order to allow presentation of material on the screen while remaining "mobile". (The inspectors love it when you don't stay at the front of the room all the time.)

    Technology can also play a good role in home-school communication, and certainly none of the schools I worked at in the past took advantage of this. Statistically speaking, it's highly likely that a good proportion of the parents of the children in the class would have social media accounts, so why not take advantage of that? My class would have a Twitter and Facebook presence maintained (and carefully moderated) by me. The pages would provide regular updates on what the class has been up to and, crucially, publicly note any and all homework that had been set. Homework is a thorny issue, particularly in primary education, but having it spelled out in black and white on an "official" social media page would certainly allow me and the parents of my students to keep on top of things.

    The social media page wouldn't just be a glorified homework diary, of course. It would also be a great place for celebrating achievements, which is something that pretty much every school is big on. This could range from sharing the names of who won things like attendance certificates to pictures of good work. (Obviously care would have to be taken with photos, names and other details that end up in the public domain lest the Thought Police swoop in and decry you as some sort of kiddie porn-peddling pervert.)

    In the classroom's day-to-day life, I'd make an effort to use gamification theories to encourage students to progress. I'd allow them to earn rewards of some description — perhaps some form of "experience points" system, with tangible rewards given on every "level up", or perhaps some sort of "achievement" system, again with tangible rewards on offer for significant achievements. These wouldn't have to be big things — a congratulatory letter home, a sticker, some crappy pound shop toy — but they'd help motivate the kids to do their best. (I know, you shouldn't have to "bribe" children to do good work, but it certainly doesn't hurt to make them feel good about their achievements.)

    It's a nice dream, isn't it? Pity it will probably never happen.

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    #oneaday Day 840: Adventures on Environ https://imnotdoctorwho.moegamer.net/2012/05/08/oneaday-day-840-adventures-on-environ/ https://imnotdoctorwho.moegamer.net/2012/05/08/oneaday-day-840-adventures-on-environ/#respond Tue, 08 May 2012 00:11:52 +0000 http://angryjedi.wordpress.com/?p=3860 [Explanatory note: One of my favourite things about procedurally-generated games like roguelikes, Minecraft and indeed A Valley Without Wind is the sense of emergent narrative they generate. While light on explicit narrative, the story of the player's own journey through the game becomes compelling in its own right. It's a big part of what makes … Continue reading #oneaday Day 840: Adventures on Environ

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    [Explanatory note: One of my favourite things about procedurally-generated games like roguelikes, Minecraft and indeed A Valley Without Wind is the sense of emergent narrative they generate. While light on explicit narrative, the story of the player's own journey through the game becomes compelling in its own right. It's a big part of what makes story-light titles such as Demon's Souls so entertaining, too, if you're willing to invest in them.

    What follows is the story of my first forays into the world of Environ via A Valley Without Wind. Some artistic license has been taken for brevity's sake but this is more or less how my early play sessions have unfolded.

    Additional note: All names in this piece are exactly as they appeared in the game thanks to its glorious random name generator.]

    Yan Sadovski awoke with a start in a snowfield. Spitting out the wet slush as it melted on his face, he unsteadily pulled himself to his feet and surveyed his surroundings.

    Snow and ice as far as the eye could see.

    This was nothing unusual, of course, for the world had been enveloped in a new ice age certainly for as long as he could remember. But something didn't seem quite right. He couldn't quite put his finger on what it was, but something was very much amiss, and he had a strange feeling that something terrible had happened. If only he could remember what.

    Flexing his fingers within his snowsuit which had been keeping him warm for however long he had been unconscious outdoors, he experimentally cast the "fire touch" spell that momentarily set his hand ablaze — one of the first spells his people learned, but a useful one.

    Good, he thought. That's still fine.

    It was then he felt the strange presence behind him — a floating, glowing object depicting strange symbols.

    Glyphbearer, said a resonant voice inside his head.

    "What?" said Yan aloud, feeling immediately foolish, for there was no-one to speak to.

    Wherever he turned, the glyph seemed to float behind him, meaning he couldn't get a good look at it. He shrugged and started trudging onwards through the snow in what he hoped was the right direction to get back to civilisation.

    Gravestones littered the path here and there, marking the spots where previous Glyphbearers had fallen. Inscribed upon them were warnings and advice — "don't forget your wooden platforms", "don't jump into big holes unaware of what lies ahead", "don't forget a light source". He didn't know who had left the gravestones, but he felt it wise to follow their instructions, particularly as they always seemed peculiarly relevant to the situations in which he found himself.

    Before long, he came upon the mouth of a cave. Curiosity getting the better of him, he walked inside and began to investigate.

    The cavern was filled with strange mushrooms, lumps of rock and solid veins of purest gemstone. Greedily running his hands over the veins and letting the energy of elemental fire flow through his fingers, he gathered up the gemstones only to discover the strange glyph sucking them inside itself. He had no idea where the tiny, strange, floating object was putting them, but he had little doubt that they were safe.

    Making a note of where the entrance was in his mind, Yan proceeded deeper into the caverns. Before long, he came upon what looked like a long-abandoned spellgem workbench — and it still held a selection of gems. He picked them up, the glyph "pocketing" them once again, and felt a rush of mystical energy flowing through him. Concentrating intently, he summoned forth a boulder of solid rock, flinging it into the air. Then a fireball, scorching the chill air as it passed. Then a ball of lightning, electricity cracking and fizzling around him as he chuckled to himself.

    Satisfied with his haul, he picked his way through the caverns, back in the direction of the entrance. But he was no longer alone; the robots had come. The endless mechanical hordes had been blighting humanity throughout this new ice age, and now they were here, too. Grimacing, Yan fired off a bolt of lightning at the approaching mech, watching satisfied as it exploded into pieces. But still they came, in greater numbers.

    Before long, he was surrounded. White metal robots jabbed him with their spears, while their red brethren — superiors? he thought — assaulted him with flaming masses.

    He could feel his life slipping away as the machines continued their relentless assault. He was in pain, and he knew at that instant that he was never going to find out what disaster had befallen the lands.

    Blackness.

    Nothingness.

    Anger.

    Taquesha Garrett opened her eyes and found herself standing in a snowfield. She had no idea how she had got here, and no idea what the strange floating object behind her was. She sensed great power emanating from it, however, and sensed it wanted to accompany her.

    She started walking through the snowfield in what she hoped was the right direction. Passing a small cave entrance, she hesitated for a moment, feeling an inexplicable sense of dread and rage emanating from within, before picking up the pace and moving on a little faster.

    Before long, she came to an open area. A loud "thumping" noise was disturbing the peace, and it wasn't hard to see the source — a giant robot roaming the landscape. Figuring it was too strong to challenge by herself, she carefully and stealthily found a route past it without attracting its attention, and shortly afterwards found herself in a sorry-looking village.

    A long-haired man staggered up to her. "What have we done?" he cried. "We must put our trust in the Ilari!"

    Taquesha frowned, and followed the man's frantic gesturing to what passed for the village square, where three enormous crystals stood, glowing softly in the moonlight. She walked up to them and immediately felt a sense of warmth, concern and trust emanating from them.

    Glyphbearer, they said in her mind. You have come.

    She said nothing — she had no idea what she might be able to converse with these mysterious entities about — but in a flash, she understood her mission, if not the circumstances which had led to it.

    The Overlord would fall. And these shattered lands would know peace.

    She didn't know what the words that had burned themselves into her brain knew until she left the village for the first time, only to discover a strange sight. In one direction, lush green unspoiled forest. Behind her, the glacial fields she had grown up with. To the north, barren desert. And to the south, what looked like a junkyard.

    Her studies of magic had given her a good working knowledge of how to craft her own spellgems, so she resolved to equip herself with some stronger magics before taking on this mysterious "Overlord", wherever he might be.

    For the next few days, she explored the local area, poking her head into long-abandoned buildings and looting them of any valuables within. There was no sign of any human life anywhere save for the sole survivor she had seen back at the village. What had happened here?

    In the distance, violent wind and rainstorms buffeted the landscape. She knew that if only she were able to push the winds further away from the settlement, she'd be able to better judge her surroundings and her eventual goal.

    The Ilari, she thought. Maybe they can help.

    She returned to the village and rested, then asked the strange crystal ones if they could help her with the wind.

    Seek the wisdom of an Aquaurgist, they replied. Taquesha frowned in response. The other survivor in the village didn't seem to be much for working with water — he was more of a wood specialist, judging by the number of logs he'd chopped since she'd been there. But where to find an honest-to-goodness Aquaurgist in this strange, shattered land?

    It took time, but she eventually discovered a survivor holed up in an abandoned town. Promising to protect the frightened, bearded man from the monsters that terrified him so, she led him back to the village, where he began work with the Ilari immediately on summoning the materials needed for the construction of a wind shelter.

    A short time later, Taquesha had braved the howling winds and acidic rain and successfully constructed the shelter. Its vast blades span majestically through the air, and the storm, as if frightened, backed away from it, far towards the horizon.

    For a time, life was good. Taquesha spent her days gathering materials for the good of the village and to assist her with her spellgem research, but one day cruel Fate decided that her time was up.

    She'd snuck into a run-down warehouse, feeling confident that she'd be able to find a stash of unspoiled supplies within. Inside, it was dark, and the air was thick with tension. She knew that she'd have to be very careful here, or the strange creatures lurking in the darkness would surely destroy her.

    She tensely picked her way through the first few rooms of the building safely, but before long she'd attracted the attention of a strange, fiery beast. Its roaring, in turn, brought others like it running, and as her body was wracked with pain from the burning embers striking her skin, she found herself melancholy.

    It wasn't supposed to end this way, she thought. I was supposed to defeat the Overlord and save these lands. I've done so much for them already, and this is how–

    Darkness.

    Silence.

    Rage.

    Phlegethon Gogola suddenly awoke in an unfamiliar village, his long, unkempt beard and hair blowing in the chill wind of the disconcerting icy surroundings. Behind him floated a strange, unfamiliar object that unnerved him somewhat. But at the same time, he suddenly found himself with a sense of purpose.

    Glyphbearer, came a voice in his head. It is time for you to begin your adventure.

    Phlegethon grunted to himself. Adventure was all very well and good, but he was damned cold. He wouldn't be going far unless he could find some way to protect himself from the elements…

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    #oneaday Day 839: So Binary Domain is Kind of Awesome https://imnotdoctorwho.moegamer.net/2012/05/07/oneaday-day-839-so-binary-domain-is-kind-of-awesome/ https://imnotdoctorwho.moegamer.net/2012/05/07/oneaday-day-839-so-binary-domain-is-kind-of-awesome/#respond Mon, 07 May 2012 00:56:40 +0000 http://angryjedi.wordpress.com/?p=3856 I got a few games for my birthday this year from generous people taking pity on my advancing years. I've waxed lyrical about A Valley Without Wind for quite some time now and I haven't yet got to Legend of Grimrock (oh, but I most certainly will) so that leaves Binary Domain to talk about. … Continue reading #oneaday Day 839: So Binary Domain is Kind of Awesome

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    I got a few games for my birthday this year from generous people taking pity on my advancing years. I've waxed lyrical about A Valley Without Wind for quite some time now and I haven't yet got to Legend of Grimrock (oh, but I most certainly will) so that leaves Binary Domain to talk about.

    Binary Domain is a third-person shooter from Sega. Created by Toshihiro Nagoshi, the producer of the excellent Yakuza series, it spins an interesting sci-fi tale about "Hollow Children" — robots designed to look like humans and programmed to believe they are human. Taking on the role of one Dan Marshall (not, sadly, the British developer of point-and-click adventure funfests Ben There, Dan That and Time Gentlemen, Please!), it's up to the player to kick lots of robot bottom on the way to tracking down the supposed creator of these illegal, ethically questionable droids.

    Binary Domain could so easily have been shit. It's a game about futuristic soldiers shooting robots — you can't get much more cliched than that, after all. And yet it has a huge amount of charm coupled with an addictive quality that keeps you playing just to see what happens next.

    Technically speaking, Binary Domain is a squad-and-cover-based third-person shooter, which probably makes it sound very much like Gears of War, a series which I loathe and detest. (Well, to be fair to it, I only loathe and detest the first one, but that put me off ever playing the other two.) But in execution it manages to be so much more than the thick necks and testosterone of Epic's title, and in the process it highlights the differences between Japanese and Western development. It's also helping further cement the feeling I've been having recently that Japanese games are, for the most part at least, preferable to Western — for me, anyway.

    But what sets it apart from Marcus Fenix's opus of "eat shit and die"? Quite simply, characterisation. Dan begins the game as a bit of a dick, but in an endearing way rather than as an unlikeable, bland macho asshole. He's accompanied through the introductory mission by "Big Bo", a walking tank of a man who has a bit of an attitude himself. When the two are together, they crack jokes and make irreverent comments just like they're a pair of best friends in a bar together. They have a relationship beyond "Cover me!", in short, and that makes them interesting to hang out with, even if they're both quite sexist, a bit racist and generally loutish in their attitudes.

    A short way into the game, Dan and Bo meet up with the rest of their team, which includes the businesslike ex-MI6 dude Charlie (who doesn't know who James Bond is); the strong, silent Brit woman Rachael; and the sexy Chinese girl Faye. These disparate characters' personalities all clash a little with one another, which again makes their interactions extremely entertaining to witness.

    "Hmm, she reminds me of someone," says Bo to Dan upon meeting Faye for the first time. "A movie star or something."

    "C'mon, Bo, you and I both know the only movies you watch are porn," chuckles Dan, who promptly receives a sharp dig in the ribs from his friend. "Oh… OH. Right."

    Once the team is assembled, Dan is regularly invited to take two of them with him, and each have their own unique conversations with each other and our hero. Again, these exchanges are a real highlight of the experience, and show what a massive difference it makes when you bother to spend some time on your characters. If you're going to be battling giant spider robots with people, it's better they be people that you actually like, right?

    There's an interesting twist, too — when characters speak, Dan can respond to them either by using a simple multiple-choice system or by actually speaking his response into a gimmicky voice-recognition system which I switched off almost immediately. (When your voice-recognition system picks up gunfire from the game and thinks you're saying the word "fuck", you have a problem, as entertaining as that might sound.) Dan's responses will affect the other characters' "trust level" with him, with them being more likely to successfully follow his orders if they trust him more. I'm guessing there will be some sort of story payoff for high trust levels, too, though I'm not far enough into the game to say with certainty yet.

    As the different characters all clash somewhat, though, certain responses might piss one off while pleasing another. Crack a joke with Bo about getting crabs from a hooker and Faye might get sniffy. Tell Charlie to go fuck himself with his overly-serious military-speak and he'll get annoyed, but Bo will laugh. Your performance in combat affects these trust ratings, too — clip your teammate with a bullet and they'll get angry, but save them from certain death or pull off a particularly impressive feat and they'll give you the credit you deserve.

    In this sense, Binary Domain sometimes feels like it's a role-playing game very vaguely following the Mass Effect mould. This feeling is further compounded by the ability to equip characters with stat-boosting nanomachines and upgrade weapons as well as the inclusion of "social" areas that are just about walking around talking to people, but when it comes down to it, the game is unashamedly a linear, Japanese, third-person shooter. While not quite as insanely frenetic as Sega's previous shooter title Vanquish, Binary Domain has its fair share of ridiculousness, usually in the form of giant robots which must be defeated by dropping heavy things on them, blowing bits off them, leaping onto their back Shadow of the Colossus-style or all manner of other shenanigans. It's a spectacle, as thrilling to watch as it is to play, and I'm having a blast with it so far.

    Binary Domain received middling reviews on its original release, with the PC version (which I'm playing) catching particular flak for including most of the PC-specific visual and control options in a separate program rather than in the game itself. I feel that this has been focused on rather too much, frankly, as it's an issue players will encounter precisely once, before they even start playing. Once the game is set up to your liking, it looks great, sounds great and runs smoothly, which is all I ask for.

    These middling reviews, however, are likely to see the game relegated to obscurity before very long. Already people are saying that they'll wait for it to become a "bargain bin title" before picking it up, purely based on reviewers' comments. And herein lies the problem: people criticise the increasing "blockbuster culture" of video games, pointing to titles like Call of Duty and Halo as symptomatic of everything that is wrong with the industry, but as soon as something that provides a different take on an established formula comes along, like Binary Domain does, no-one is willing to buy it new and take a chance on it. Thus these great games get pushed to the back of the community's consciousness, while those with the biggest marketing budgets continue to dominate year after year.

    From my couple of hours' experience with it this evening, I can happily say that Binary Domain is well worth picking up now, since it's a fun, entertaining, spectacular and satisfying game that, sadly, looks set to join Vanquish and Alpha Protocol in the box marked "Sega Games That Were Actually Brilliant That No-One Played".

    Make a difference. Vote with your wallet. Support awesome new games that aren't "blockbusters". Please?

    The post #oneaday Day 839: So Binary Domain is Kind of Awesome appeared first on I'm Not Doctor Who.

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    #oneaday Day 838: Still No Wind Here https://imnotdoctorwho.moegamer.net/2012/05/05/oneaday-day-838-still-no-wind-here/ https://imnotdoctorwho.moegamer.net/2012/05/05/oneaday-day-838-still-no-wind-here/#respond Sat, 05 May 2012 22:40:03 +0000 http://angryjedi.wordpress.com/?p=3851 As promised, here are a few further thoughts on A Valley Without Wind, given that I've inadvertently spent most of today playing it. First up, having read a few reviews around the Web which focused heavily on the visual side of things, I direct you to this post. Get over it. Not everyone has the … Continue reading #oneaday Day 838: Still No Wind Here

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    As promised, here are a few further thoughts on A Valley Without Wind, given that I've inadvertently spent most of today playing it.

    First up, having read a few reviews around the Web which focused heavily on the visual side of things, I direct you to this post. Get over it. Not everyone has the budget to make something that looks like Final Fantasy XIII, and it's not as if AVWW's visuals are bad per se, they just look like something out of a PC game from the 1990s, shortly after we discovered Super VGA. If "8-bit" can be an acceptable aesthetic (and I shan't get into a rant on the misuse of that term here) then why not "mid-90s PC game" if the graphics don't actually hurt the experience?

    Secondly, the music. You will, as the cliche goes, love it or hate it. Here's a simple test. Do you like chiptunes and electronica? You will like the music. If you do not like chiptunes and electronica, you will probably want to switch it off and listen to something else. (I love chiptunes and electronica.)

    Those two glaringly obvious points which most reviews seem to focus on aside, let's discuss the gameplay a little more.

    Following an initial tutorial which introduces key gameplay concepts to the player with various gravestones sarcastically describing how various predecessors could have avoided their fate, the player reaches a settlement. This is a sorry affair to begin with, with only a single, bedraggled-looking survivor staggering around it, but a selection of basic buildings already constructed and ready to go. Three of the giant crystalline "Ilari" life-forms are here, and later in the game they'll provide a means to purchase items, build things and cast far-reaching spells. To begin with, their most important function is to restore your hit points.

    Leave the settlement and you'll be taken onto a grid-based randomly generated world map. Each tile has a particular terrain type which controls the type of enemies that will spawn there, the items you'll discover and, if you're lucky, the survivors you might come across. Each region comes from a specific time period — the game's story centres around the concept of the world being "shattered" both geographically and temporally — and this comes into play with some of the missions later.

    When exploring a region, you'll come across buildings. You can enter every single one of them. Most of them are sprawling mini-Metroidvania adventures in their own right, but for the most part you'll be seeking out the "stash" rooms that contain plenty of treasure. These are conveniently marked on the graph-like abstract dungeon map in the corner of the screen, which shows the connections between rooms but not their exact layout. A key part of gameplay is "scouting" buildings, which means delving in just far enough to reveal the rest of the map — rooms that are within two "connections" of the one you're in appear without you having to go to them — and then weighing up whether it's worth exploring further.

    The buildings are rather abstractly designed (not to mention having TARDIS-like properties), and call to mind retro classics such as Jet Set Willy, where a "real world environment" was simply a room with obstacles in it and various graphics representing toilets and televisions scattered around the place. They're far from "believable" environments, but it doesn't matter — you're playing a side-on platform game, so there's a limit to how realistically these structures can be designed anyhow. I'd rather have something that is interesting to explore than something where every building is the same.

    Missions play a key role in progression. You'll come across missions either on the world map or tucked away inside buildings. These whisk the player off to a unique, special area and challenge them with a specific task. Sometimes you might be climbing a linear tower and bashing bosses on the way up. Another time you might be defending storage silos from incoming meteors like a Missile Command platformer. Another time you might be tasked with removing the "anachronisms" from an area, which involves figuring out which monsters don't "belong" in the region you're in and eliminating them. Destroying all the correct monsters concludes the mission. Destroying an incorrect monster spawns two more, either, both or neither of which may also be an anachronism. Yet another time you might be challenged with getting through a "one shot, one kill" dungeon where either you or the enemy grazing their knee results in instant death.

    As you progress through the game, death becomes an increasingly frequent occurrence. When a character dies, they're gone for good, leaving behind a tough-to-defeat vengeful ghost at the location where they shuffled off the mortal coil. Fortunately, you don't lose all the stuff you've spent hours accumulating — you simply lose any upgrades you might have applied to that character's health, attack power and mana pool and have to pick a new playable character. As you rescue survivors from different time periods, you gain access to a range of characters with varying abilities — those from an "ice age" era, for example, are resistant to the cold, while those who are not will require special equipment to explore cold environments effectively.

    The eventual goal is to storm into the local Overlord's lair and kick him squarely in the balls. Said Overlord has a bunch of lieutenants, too, who can either be knocked off individually before taking on the Overlord or battled at the same time as the big boss man. You can theoretically walk straight into the Overlord's lair from the beginning of the game, but you'll be ill-equipped to deal with the challenges therein. Instead, it's advisable to complete a bunch of missions to raise the continent's "civilisation level" (thus affecting both the strength of the enemies and the potential rewards on offer) while also collecting the raw materials required to buff up your character's spells. And rescue survivors. And build buildings. And construct wind shelters to push back the wind storms that buffet the region, making exploration difficult. And track down "mystery rooms" to find clues describing exactly what the hell happened to the world to get it in this state. And… you get the idea. There is a shitload of things to do, and completing the first continent then invites you to do it all again in a more diverse array of environments.

    The sheer amount of things that there are to do can make the game seem like a daunting prospect. The game often draws comparisons to other open-world freeform adventures such as Minecraft and Terraria and that feeling of being alone in a vast, terrifying world is very much present and correct here. Focus on completing a few simple tasks, though — the game is good enough to suggest some to you — and things will gradually start to fall into place.

    A Valley Without Wind is an ambitious title that tries very hard and while it's true there are elements of the experience that could do with a little refinement, it's a very memorable, compelling and addictive game that produces some excellent emergent narrative. Best of all, though, is the fact that the developers are still working on it, meaning the game experience will grow, change and evolve as time goes on. If it's this intriguing now, I can't wait to see what the game looks like in a few months or years.

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    #oneaday Day 837: No Wind Here https://imnotdoctorwho.moegamer.net/2012/05/05/oneaday-day-837-no-wind-here/ https://imnotdoctorwho.moegamer.net/2012/05/05/oneaday-day-837-no-wind-here/#respond Sat, 05 May 2012 00:13:37 +0000 https://angryjedi.wordpress.com/?p=3847 My fine friend Alex picked me up a copy of the unusual A Valley Without Wind for my birthday — thank you, good sir! — and I had a brief foray into its strange world this evening. Obviously I haven't spent that much time playing yet, but it's certainly been enough for me to determine … Continue reading #oneaday Day 837: No Wind Here

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    My fine friend Alex picked me up a copy of the unusual A Valley Without Wind for my birthday — thank you, good sir! — and I had a brief foray into its strange world this evening. Obviously I haven't spent that much time playing yet, but it's certainly been enough for me to determine it's a game I look forward to exploring further.

    AVWW is a procedurally-generated Metroidish platformer with spellcasting, building, collecting and resource management. The concept sees the player taking the role of one of several random (and disposable) characters and exploring a vast 2D world in an effort to take down "The Overlord".

    In order to accomplish this, the player must explore the overworld, find their way into abandoned buildings that are remnants of the "old world" to recover supplies, delve into caves to find gems and other resources, and ultimately build up a settlement and their own power.

    As you progress through the game, you acquire new "spell gems" which allow you to cast various magics. You can also upgrade your abilities with various materials and take on missions to provide a sense of "structure", but otherwise the game is very open and free, and the developers claim that it's both impossible and impractical to explore every nook and cranny of the randomly-generated world.

    The game takes place on a series of 2D maps, with different "rooms" (actually scrolling regions) connected to one another by doorways and cave entrances. Exploring these rooms and the way they're connected to each other is a key part of the experience. A helpful minimap system helps you figure out where to aim for, where resources are located and where strong boss enemies can be found.

    Interesting things come about when the player dies. The game features permadeath of sorts, but the game isn't over when a character bites it. Instead, the world lives on but the player starts a new character. There's even the chance to come across the ghost of your old character.

    Then there's a multiplayer option, which I haven't investigated as yet, but the prospect is intriguing in a Minecraft sort of way — a procedurally generated world with multiple players running around finding resources and killing enemies? Sounds awesome.

    There's an element of the "roguelike" genre about the game, and as regular readers will know, I'm a big fan of that sort of thing. The fact the game has a convincing sense of structure while still being put together almost completely at random is an impressive achievement, and I look forward to seeing if the game manages to maintain a sense of pace and direction throughout. It's obviously designed to be replayed, too, as there are a wide array of difficulty settings for both the combat and the platforming sections separately.

    Further thoughts to follow when I've spent a bit more time with the game! (And you can expect more on Nier shortly, too — though this may well be in the form of a Squadron of Shame SquadCast.)

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    #oneaday Day 836: Brandwatch https://imnotdoctorwho.moegamer.net/2012/05/04/oneaday-day-836-brandwatch/ https://imnotdoctorwho.moegamer.net/2012/05/04/oneaday-day-836-brandwatch/#respond Fri, 04 May 2012 00:04:00 +0000 http://angryjedi.wordpress.com/?p=3842 So, at the time of writing, the No. 1 free iPad app and No. 2 free iPhone app is this game. A quiz. About logos. This seems to be something of a craze at the moment, as it's far from the only title like this available in the App Store, and doubtless there are similar … Continue reading #oneaday Day 836: Brandwatch

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    20120504-010317.jpgSo, at the time of writing, the No. 1 free iPad app and No. 2 free iPhone app is this game. A quiz. About logos.

    This seems to be something of a craze at the moment, as it's far from the only title like this available in the App Store, and doubtless there are similar offerings on Android that I can't be arsed to look up right now.

    This is what we're reduced to for entertainment now? Seeing how deep the brainwashing of advertising has burrowed into our skulls? I'd argue that scoring highly on one of these quizzes is not anything that we should particularly be proud of, as all it simply proves is that advertising has successfully drilled its way into your subconscious.

    The same goes for anyone who uses the word "simples", describes anyone as being "so Money Supermarket" non-ironically or sings that bloody "Go Compare" advert. (If you do the latter, I will likely punch you in the face. If you do the "so Money Supermarket" one, whether or not you get punched in the face will depend entirely on how good your Patrick Stewart impression is.)

    The counter-argument to this, of course, is that many of these brands, logos and slogans have transcended their original meanings and become pop culture phenomenons or memes in their own right. And to an extent that's true, but I can't shake off the feeling that these things have been forced into the public consciousness, while true phenomena and memes should grow organically, naturally and without marketing spend. In many cases, they do, of course — look at the Know Your Meme page for Katawa Shoujo or the astonishing popularity of My Little Pony among people that it wasn't originally intended for, for example. But I think we can all agree that anyone who takes an opportunity to sing the Go Compare song is a grade-A arsehole of the highest order.

    Perhaps I'm just being grouchy. Or perhaps I'm just fed up with feeling like I can't escape advertising any more. It seems to encroach on my time more and more. It's all over the Internet. I get text messages from lawyers inviting me to seek compensation for the accident I supposedly had (funny, I don't remember it). I get phone calls from twats trying to sell me shit even though I'm registered with the TPS. (Note: this is the main reason I never answer my landline. Call my mobile if you need to speak with me.) I get people knocking on my door trying to sell me double glazing or get me to switch energy suppliers. It's plastered over certain games. It's smeared all over Facebook like festering shit. It encroaches on Twitter occasionally in the form of "Promoted Tweets" and "Promoted Users" — though these are, thankfully, easy to ignore. I even had to remove a Chrome extension yesterday because it was inserting an ad at the bottom of every page I viewed.

    Ads allow things to be put out there for free, of course, and without them we'd be having to pay a lot more money for the things that we do, so I guess we should sort of be grateful for them. That said, it doesn't excuse the sleaziness of some ads, particularly on the Internet — take the large "Download" links on software sites, for example, or the "You Have 1 New Message/Virus/Picture" banners you get on mobile apps. Or indeed the "lose 3 tons of belly fat with one weird old tip" thing. (Spoilers: you probably won't, otherwise the world would be talking about it.)

    You know what? Thinking about it, I'd actually be happy to pay for more things and have them advertising-free. I pay for Spotify premium and don't have ads. I'll happily pay to remove ads in iOS games I intend to play for more than five minutes. I pay for Netflix and get movies and TV shows without ad breaks. I'd even happily hand over some money to WordPress if it became a premium-only service, such is the excellent use I've got out of it for free over the years.

    In short, provide me with a quality product and the means to not be battered around the face with people trying to sell me shit I don't want, and I'll happily hand over some money. Yell "Buy! Buy! Buy!" repeatedly at me with no means of respite and I will, yes, punch you in the face.

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    #oneaday Day 835: I Finished Nier https://imnotdoctorwho.moegamer.net/2012/05/03/oneaday-day-835-i-finished-nier/ https://imnotdoctorwho.moegamer.net/2012/05/03/oneaday-day-835-i-finished-nier/#respond Thu, 03 May 2012 01:07:41 +0000 http://angryjedi.wordpress.com/?p=3836 As the heading says, I have indeed finished Nier… once, anyway. I'm going to hold off on doing a "review" as such for the moment, however, for several reasons. Firstly, a full understanding of the game is only attained following several playthroughs. And secondly, Nier is a fine example of how the "reviewing" system we … Continue reading #oneaday Day 835: I Finished Nier

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    As the heading says, I have indeed finished Nier… once, anyway. I'm going to hold off on doing a "review" as such for the moment, however, for several reasons. Firstly, a full understanding of the game is only attained following several playthroughs. And secondly, Nier is a fine example of how the "reviewing" system we use most of the time is, at times, flawed.

    Nier enjoyed mediocre review scores on its original release, netting a Metacritic average of 68. As people who care about such things will tell you, 68 is not "bad" if you're taking 50 to be "average", but unfortunately no-one does. The assumption is made by most people that anything under 80 is not really worth bothering with, and anything 90 or higher is an essential purchase.

    But in my experience, it's often in these slightly lower areas that you get the most interesting games. They may be rough around the edges, they may not be perfect, but by golly they have soul.

    If you were judging Nier purely mechanically, it's easy to see why it attained the mediocre review scores it did. There are a very limited number of environments to explore which you spend a lot of time backtracking through. The environments are pleasant enough, but not that interesting. The enemies are repetitive. Combat can be a bit clunky. Most of the magic spells are fairly useless. The AI partners you pick up over the course of the game are completely useless. Most of the game's quests involve either killing things or fetching things. Choices you make don't matter. And the "real-time" mechanic for growing crops is just ridiculous.

    The thing is, though, play Nier and become invested in its story, and absolutely all of these factors cease to matter completely. Nier tells an interesting, mature, emotional tale, and it tells it well with a small cast of well-defined, unique (and bizarre) characters — and a much larger supporting cast who make the bleak, far-future world of the game seem all the more believable. It piles on the darkness but knows how to lighten the mood with a pithy comment or two at just the right moment. It constantly does things you don't expect — with the story, with the characters, with the style of gameplay, even with the camera angles. It encourages the player to get inside the head of this unyielding, determined protagonist and almost "method act" their way through the game as he toils and struggles to save his daughter.

    Do Nier's occasionally-clunky mechanics and sometimes-repetitive gameplay make it a "bad" title? Absolutely not. They may, however, put off the less patient players out there — and that's fine. Those who stick with it will find themselves enjoying a surprisingly creative adventure, while those who chose to forgo the game's hidden charms and depths for whatever reason doubtless have plenty of other things they'd like to spend their time playing.

    The sad thing, though, is that the mediocre review scores were probably enough to put a lot of people off even trying the game in the first place. Why bother buying and playing a "68" when you could play a "90"? This problem becomes compounded when you take into account the fact that a lot of publishers make strategic decisions about what franchises they want to explore further — and in extreme cases, which development studios get to keep taking home their paycheques — based on Metacritic scores. Do you think we'll ever get another Nier (or at least a game like it)? Probably not. Why? Because it's too risky. Nier has its fans, sure, but they number relatively few, and aren't necessarily going to be enough to let the game make a profit.

    I'm glad Nier exists, though. It's evidence that all hope is not lost for creativity, maturity and a desire to do something a little bit different, even in these days of budgets spiralling out of control and a growing desire to create games that are "services" rather than "creative works".

    Nier most certainly is a creative work, a labour of love, and it should be applauded for that.

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    #oneaday Day 834: RUMOUR: Rumours 'Rumoured', Says Rumour-Monger https://imnotdoctorwho.moegamer.net/2012/05/01/oneaday-day-834-rumour-rumours-rumoured-says-rumour-monger/ https://imnotdoctorwho.moegamer.net/2012/05/01/oneaday-day-834-rumour-rumours-rumoured-says-rumour-monger/#respond Tue, 01 May 2012 23:56:41 +0000 http://angryjedi.wordpress.com/?p=3832 If you've ever started a conversation with "I heard that…" and then gone on to explain exactly how you heard somewhere/from some guy in the pub/from "The Internet" that something awesome/awful is going to happen, then I urge you to think before you speak in future. Because if you continue with that sentence, you're simply … Continue reading #oneaday Day 834: RUMOUR: Rumours 'Rumoured', Says Rumour-Monger

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    If you've ever started a conversation with "I heard that…" and then gone on to explain exactly how you heard somewhere/from some guy in the pub/from "The Internet" that something awesome/awful is going to happen, then I urge you to think before you speak in future. Because if you continue with that sentence, you're simply feeding the rumour mill, and the rumour mill doesn't produce good things and help us make the Bread of Truth. It produces garbage and poo, and then squishes it all out into the world's most unpleasant pâté.

    Tortured (and gross) metaphors aside, it's a fact that I wish more people — particularly in the press — would cotton on to.

    Today, for example, saw news that Liberty X "might be" reforming for a new album and a tour. Firstly, I don't think anyone wants that, and secondly, the only evidence that such a reunion "might be" happening is the fact that they were photographed together outside the ITV studios and — get this — they were smiling. Stop the fucking presses.

    There are a ton of journalism sectors that are particularly prone to this. Showbiz columns report who might be sleeping with whom. Sports columns report who might be moving to some other club for a disproportionately enormous amount of money. Music and arts columns report who might be working on what. And then, of course, there are the tech-related industries.

    Anything related to Apple is accompanied by an inordinately huge amount of rumourmongering, for example. In the run-up to the company's announcement of the third-generation iPad, all sorts of nonsense was flying around. This ranged from suggestions that it might not have a Home button to the frankly astonishing assertion that the reason iOS apps had started having textures like leather and the like in the background was because the new iPad would have a haptic display — i.e. one where you could feel textures as well as see them.

    The video games industry is far from immune, either. Rarely a week goes by without one outlet reporting on some rumour from a mysterious, anonymous source and the "story" then being picked up by every other news site on the Web as if it were fact. This particular rumour mill goes into overdrive as a hardware generation starts to wind down and people start wondering what the next generation of consoles might look like. Inevitably, the vast majority of stories turn out to be absolute bollocks, and on the rare occasions when an outlet or reporter writes something that turns out to be true, there's at least a day's worth of smug, self-satisfied cries of "Called it."

    No you didn't. You were throwing darts blindfolded, and you happened to hit a lucky bulls-eye. Your other fifteen darts are embedded in the barman's testicles, the barmaid's left boob, the right ear of that hard-looking dude who drinks absinthe by the pint and the TV that was showing the Bolton v Wigan match. (Everyone is angry. I'd run, if I were you.)

    So why do we persist on reporting on these festering sores on the very arse of journalism? Because they attract attention, particularly if they're controversial. If one site prints a story that Liberty X is reforming, or that the next Xbox will feature a system to prevent used games from working on it, or that the iPhone 5 really, totally, absolutely positively is coming out this time, then that will attract commenters like flies around shit. And that means page hits, advertising revenue and the little graphs that make the men in suits happy moving in an upward direction. Who cares if it's absolute nonsense dreamed up by someone who cleans the toilets at Microsoft? Print it!

    I make a point of not reading any stories that start with the prefix "RUMOUR:" now. And should I ever find myself back on the news desk for a popular gaming website, I will most certainly do everything in my power to avoid reporting on such nonsense — unless some actual investigation turns up something interesting, of course. But blindly parroting another site's "anonymous source"? No. Just no.

    So, then, I reiterate: think before you speak/write/publish. Because rumours are rarely helpful. Remember that time it spread around the whole school year that you'd shat your pants when in fact you'd just sat in some mud?

    Yeah. That.

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    #oneaday Day 833: Some Further Thoughts on Nier https://imnotdoctorwho.moegamer.net/2012/05/01/oneaday-day-833-some-further-thoughts-on-nier/ https://imnotdoctorwho.moegamer.net/2012/05/01/oneaday-day-833-some-further-thoughts-on-nier/#respond Tue, 01 May 2012 00:01:05 +0000 http://angryjedi.wordpress.com/?p=3828 I haven't yet finished Nier, but I thought I'd take a moment to write a little more about it since I've been playing it quite a bit over the course of the last week or so. Nier is a game that rewards patience and perseverance. The game's enormous number of completely optional sidequests is testament … Continue reading #oneaday Day 833: Some Further Thoughts on Nier

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    I haven't yet finished Nier, but I thought I'd take a moment to write a little more about it since I've been playing it quite a bit over the course of the last week or so.

    Nier is a game that rewards patience and perseverance. The game's enormous number of completely optional sidequests is testament to this fact. These sidequests tend to fall into one of several categories — gathering materials, killing things or delivering things. There are a couple of outliers (one of which I'll discuss later) but for the most part they are mechanically very simple, and usually simply involve beating up a bunch of monsters or running from one place to another.

    In gameplay terms, they're very boring, and this is one of the reasons why Nier received rather mediocre reviews on its original release. But thematically, they are entirely appropriate. Nier himself is known among his peers as "that guy who will do anything" and so is regularly called upon by various villagers to do things for them. Some are respectful and kind about this, others less so.

    The key thing about the gruelling experience that is attempting to 100% the sidequests in Nier is that it reflects Nier's own struggles. Life in his world is hard, and everyone has to pull together in order to survive. This sometimes means knuckling down and doing things you don't really want to do, or things that are time-consuming, or things that are expensive. By completing these quests you may not be directly making Nier himself any stronger, but you as the player come to understand his strength of character and his resolve to do the right thing. Couple this with Grimoire Weiss' sarcastic comments about the inane nature of the tasks his companion is asked to complete (which reflects what the player might be feeling about taking on such seemingly meaningless missions) and you have a very clever piece of characterisation and storytelling that would only really be possible in the medium of video games.

    Some aspects are just ridiculous, however, the most notorious of this being the farming minigame, where Nier is able to grow various crops outside his house and then harvest them, hopefully for profit. The thing is, these crops grow over the course of a day or so of real time, meaning that anyone getting serious at farming is going to have to do one of two things: play Nier for weeks at a time, or take the path of least resistance (which I don't know anyone who has played the game that hasn't done) and start messing around with your console's clock. I can't speak for the process on PS3 as I haven't tried it, but on Xbox this is an unnecessarily cumbersome experience that involves quitting the game entirely, turning off the Internet connection (to stop the clock being automatically set), resetting the time and then reloading the game. It works, though, and allows for a considerable amount of harvesting in a very short period of time.

    One quest in the game (and a related achievement/trophy) practically requires that you do this. It involves cross-breeding various colours of flowers in order to produce rare breeds. The trouble is, the game doesn't explain how this works anywhere, and debate still seems to rage on the Internet at large as to what is actually necessary in order to perform this task in the most efficient manner possible. In some senses, this could be argued to be another aspect of the game inviting the player into Nier's shoes and tasking them with finding out how this flower cross-breeding works, then applying that knowledge in the game — because it sure as hell isn't going to tell you.

    How anyone was expected to do that without a strategy guide to hand is anyone's guess. Still, even when simply following instructions on how to do it (with something along the lines of a 10% chance of success each time) it's strangely satisfying when it does all come together.

    I'm about 77% of the way through the sidequests in the game now, meaning that shortly I'll be able to pursue the rest of the game's main plot, which has been both interesting and unconventional for a Japanese game so far. I'll talk more about that when I come to do more of a "review" of the entire experience, however. The game also supposedly encourages repeat playthroughs (minus the sidequests, thankfully) to get to several different endings, but how this actually works I haven't found out yet.

    In fact, I've managed to remain completely spoiler-free for the entire game so far, meaning I've been able to appreciate all the game's unexpected and bizarre things as they happen. This has been a big part in why I have come to regard the game so fondly; though the characters, writing and music are all excellent too. Again, though, further thoughts on these when I've actually beaten the whole thing.

    For now, I have some white moonflowers to harvest, if you'll excuse me.

    The post #oneaday Day 833: Some Further Thoughts on Nier appeared first on I'm Not Doctor Who.

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    #oneaday Day 832: The Seven Wonders of Waterdeep https://imnotdoctorwho.moegamer.net/2012/04/29/oneaday-day-832-the-seven-wonders-of-waterdeep/ https://imnotdoctorwho.moegamer.net/2012/04/29/oneaday-day-832-the-seven-wonders-of-waterdeep/#respond Sun, 29 Apr 2012 23:52:39 +0000 http://angryjedi.wordpress.com/?p=3824 So, birthday number 31 has been and gone and it's been a pleasant one. It's been a rather more low-key affair than last year's few days of awesomeness that Andie arranged, but it's still been a fine day filled with good friends, board and computer games, cookies, coffee and Catan. I wanted to talk a … Continue reading #oneaday Day 832: The Seven Wonders of Waterdeep

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    So, birthday number 31 has been and gone and it's been a pleasant one. It's been a rather more low-key affair than last year's few days of awesomeness that Andie arranged, but it's still been a fine day filled with good friends, board and computer games, cookies, coffee and Catan.

    I wanted to talk a little bit about two of the board games we played today that weren't Catan7 Wonders and Lords of Waterdeep. These two titles are relatively new to me (in fact, today was the first time I'd even seen Lords of Waterdeep, let alone played it) but I like them both a great deal. They're very different from one another, so let's take them one at a time.

    7 Wonders is a card game based around the concept of civilisation-building. Unlike many other civ-building games, however, a game of 7 Wonders is over and done with relatively quickly thanks to its simple, elegant mechanics.

    The game is split into three "ages", each of which has its own deck of cards. These are dealt out equally to each player to give them a unique hand. Each player then picks one of the cards from the hand and passes the rest on to the next player. Some cards may be built for free, some require the payment of gold coins (represented by cardboard chits) and some require specific resources to use.

    Resources are depicted in an abstract manner by cards — unlike games like Catan, though, they are not expended when used. Rather, they represent a player's potential to produce a certain amount of that resource per turn. For example, if a player has two cards with "wood" symbols down on the table, they may play a card which requires one or two "wood" resources to use, but the wood is not expended in the process. In order to get the ball rolling, each civilisation has its own "starting resource" which it doesn't require any cards to make use of — and player may pay gold to one another to "borrow" resources. Again, this does not expend the other player's resources, nor does it stop them from using the same resources themselves.

    Cards are split into several different types — basic resources (wood, stone, brick, ore), luxury resources (glass, silks, papyrus), trade buildings (which generally allow players to acquire resources from other players for cheaper), point cards (which simply score points), guild cards (which provide bonuses at the end of the game for certain specific cards), military cards (which represent a civilisation's military strength in an abstract manner) and science cards. Science cards form the basis of the game's most complex mechanic — collecting sets of the same type of "science" provides the player with points to the value of the number of cards squared, while collecting one of each of the three "science" symbols provides the player with a further 7 points.

    Players may also choose to build a stage of their civilisation's Wonder. This costs several resources and prevents the player from using a card that turn in the process — however, this can be a good strategic means of preventing the next player from getting a card they really want. Building a Wonder stage either provides the player with points or a special ability of some description. Some allow cards to be acquired for free, others allow players to rifle through the discard deck and build something which is already out of play, others still bend the rules in different ways.

    At the end of each "age", players tot up their military strength cards and compare them to the players on either side of where they are sitting. If their military strength is greater than their neighbour, they gain a point bonus that increases with each "age". If it is weaker, they take a score penalty. This remains the same — -1 — in each stage of the game.

    At the end of the game, all scores are totalled up and whoever has the most points wins. Simple.

    7 Wonders is a fun game because it's quick to pick up and understand (despite what my description above may read like to you, it's actually fairly straightforward to learn even if you're a complete board game newbie) and fast-paced. There's little in the way of "analysis paralysis" as people agonise over which cards to play, and you can get through an entire game in well under an hour. Despite its brisk pace, it has plenty of depth, though, and various randomised elements provide each session with a degree of variety.

    Recommended, then.

    Lords of Waterdeep, meanwhile, is a Dungeons and Dragons-themed building game where each player is competing to score the most victory points by the end of a limited number of turns. Most of these victory points come from the completion of "quests", most of which require the expenditure of resources and money — in this case, the resources being adventurers of various types. This is D&D, after all!

    The basic gameplay is quite similar to Agricola. A variety of "action spaces" are available on the board, and players take it in turns to place one of their "agents" on a space to claim it and perform its action. These actions range from simply taking resources or currency to more complex activities such as playing "intrigue cards".

    Quests are completed simply by having the appropriate combination of resources on hand, at which point the player flips over the completed quest card and takes any rewards printed on it. Quests are divided into several different categories, and at the start of the game each player receives a secret card telling them which categories of completed quests will score them bonus points at the end of the game.

    The aforementioned "intrigue cards" provide a lot more interaction than something like Agricola in that they are typically used to attack other players or benefit whoever is playing them in some way. Some cards allow the player to steal resources from others. Others simply force other players to give up resources, or allow the player playing the card an extra turn. They can turn the tide of a round completely almost immediately, and provide great scope for both laughs and wanting to throw chairs at your opponents.

    Players may also build buildings in the city, which become extra action spaces but typically provide a bonus to whoever "owns" the building when used. The exact buildings which turn up in the game are randomised, too, so there's an element of chance and uncertainty to what is coming up rather than the more predictable turn order of Agricola.

    I enjoyed Lords of Waterdeep a lot. I'd need to play it a few more times to understand its nuances, but I felt like I understood what I was doing a lot better than Agricola. (I am constantly comparing to Agricola because mechanically it is relatively similar, though arguably less complex.) At no point did I feel I was "out of my depth" or being "left behind" — there was always something worthwhile to do, but it never felt like there were too many things to do and not enough time to do them in, which is my biggest bugbear with Agricola. It's not a "beginners'" game by any means, but for those who enjoy a good Eurogame and have any fondness for D&D, it's a worthwhile investment of your time.

    Two great games, then; if you're a board game fan, be sure to check 'em out. And if you're at all interested in the hobby but perhaps don't know a great deal about it, I strongly suggest you check out Wil Wheaton's new YouTube show Table Top, in which he sits down with a variety of famous people (well, famous geeks, mostly) to play a game, explaining it along the way. It's a good way to get a feel for how a game works — including the dynamic of group interaction during play. So far they've covered Catan and Small World.

    And on that note, time for bed, I think. Night-night.

    Pete, age 31

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    #oneaday Day 831: Another Year https://imnotdoctorwho.moegamer.net/2012/04/29/oneaday-day-831-another-year/ https://imnotdoctorwho.moegamer.net/2012/04/29/oneaday-day-831-another-year/#respond Sun, 29 Apr 2012 00:58:29 +0000 http://angryjedi.wordpress.com/?p=3820 So, as of the time of writing, I've just turned thirty-one years old. As becomes increasingly common as the years pass by, it doesn't feel any different to being thirty. I was mostly prepped for the supposed horror of turning thirty by my parents. My father in particular apparently didn't take to turning thirty all … Continue reading #oneaday Day 831: Another Year

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    So, as of the time of writing, I've just turned thirty-one years old. As becomes increasingly common as the years pass by, it doesn't feel any different to being thirty.

    I was mostly prepped for the supposed horror of turning thirty by my parents. My father in particular apparently didn't take to turning thirty all that well, so I was expecting a semi-to-fully traumatic experience. It actually turned out to be a rather pleasant experience, as I was whisked off on a weekend to London by my girlfriend Andie, and then had the chance to see a bunch of friends for curry and good times.

    A lot has happened in the space of the last year. Having been forced to move back home with my parents due to my shattered personal life from the year prior, in August I moved back out again. At the time I was working for GamePro and was earning a decent wage from it, too, so Andie (who was also living with her mother at the time) and I decided that we were both in a situation where we could get a house and move in together. So we did. And that was good.

    Since that time, GamePro collapsed — in December of last year, to be specific. I was very sad about this, as I felt I'd found my "calling" — I did a great job of posting the daily news there, and my hard work was appreciated by the people I was working for. I was grateful for the opportunity, grateful to be accepted and appreciated in what I was doing, and grateful to, for the first time in my life, have a job that I actually enjoyed.

    I was half-expecting the collapse of GamePro to signal another disastrous collapse in my own personal circumstances. At the time, I didn't have enough money saved up to survive for very long and still be able to pay my tax bill at the beginning of next year. I started frantically applying for jobs and finding the same situation I had done prior to starting at GamePro — no-one was interested in me. I don't know whether it was my lack of "relevant" qualifications for certain sectors, my wide-ranging experience that covered both teaching and writing positions, or something else. Whatever it was, it carried a significant risk of making me feel like absolute crap again.

    Fortunately, I found myself with a new job before long, and I'm enjoying it. I'm constantly learning new stuff, too, which is a big bonus. My writing may not be quite so much in the "mainstream" public eye any more, but I'm find with that; it means that I have to deal with far fewer hormonal teenagers who can't spell, punctuate or formulate an argument. I also haven't had any accusations of being a paedophile since starting my new job, either, which is always nice.

    What else? I've bought a new computer, bought an Android tablet, discovered My Little Pony, played all three of the "Operation Rainfall" role-playing games on the Wii, finally started playing Nier, started a few creative projects, started, stopped, started, stopped and started again at the gym lots of times… the list goes on. When put that way, it probably doesn't sound all that interesting, really. But I can't say it's been a shitty year, unlike certain previous years I could mention. On the whole, it's been a reasonably good year and hopefully things will just continue to improve.

    Now it's time to go to bed. I've had friends over playing TrackMania, Dungeon Defenders, 7 Wonders and Catan this evening, with more arriving tomorrow for further board game fun and frolics.

    See you on my "proper" birthday.

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    #oneaday Day 830: Roguelikes, for the Adventure-Curious https://imnotdoctorwho.moegamer.net/2012/04/28/oneaday-day-830-roguelikes-for-the-adventure-curious/ https://imnotdoctorwho.moegamer.net/2012/04/28/oneaday-day-830-roguelikes-for-the-adventure-curious/#respond Sat, 28 Apr 2012 01:07:18 +0000 http://angryjedi.wordpress.com/?p=3815 I was having an idle discussion with a couple of people on Twitter earlier, at least one of whom I know reads this blog (hi Anne!) and the subject turned to that of roguelikes. This is a genre of gaming that I've got to know quite well over the last couple of years and while … Continue reading #oneaday Day 830: Roguelikes, for the Adventure-Curious

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    I was having an idle discussion with a couple of people on Twitter earlier, at least one of whom I know reads this blog (hi Anne!) and the subject turned to that of roguelikes. This is a genre of gaming that I've got to know quite well over the last couple of years and while I'm still not that good at them (I'm yet to beat one, for example), I feel I know a bit more about the genre now.

    Quick recap for the uninitiated: a roguelike is a (usually) turn-based role-playing game typically focused on exploring randomly-generated dungeons, killing as many monsters as possible and acquiring lots of lovely loot. Sometimes there is a plot or quests and usually there's some way to "win", but they tend to be monstrously difficult games and generally feature "permadeath" in that they delete your save game if you happen to kick the bucket during one of your (mis)adventures.

    It's easy to see them as utterly impenetrable, however, thanks largely to the fact that many of them are presented using purely ASCII graphics, making them look more like something from Teletext than cutting-edge interactive entertainment. The fact that some of the more popular ones have a key command mapped to literally every key on the keyboard (shifted and non-shifted) doesn't help matter, either.

    So what I've gone and done is pick out some of the roguelikes I've played over the years that seem to be pretty accessible and easily-understandable. Then, if you're curious, you can try them out for yourself. If not, you can, I don't know, go and harass a badger or something.

    So let us begin.

    Diablo III

    Okay, technically it's not a roguelike in the strictest definition of the genre, but Blizzard's upcoming title shares a lot of DNA with the genre. Randomly-generated dungeons, a focus on combat and loot whoring rather than plot (though the game does have a story, and seemingly somewhat better delivered than in its predecessors) and even the option for permadeath if you're feeling masochistic. The Diablo series has always been very accessible yet deep for those willing to invest some time and effort into it, and early indications seem to be that the third iteration will be no exception. It also has a great multiplayer mode, which is the highlight of the experience for many.

    Where to get it: Buy it for PC here. It'll be released on May 15, but you can preorder and pre-download now.

    Dungeons of Dredmor

    Dredmor is an independently-developed roguelike from Gaslamp Games. The game casts players in the role of a male or female hero with a custom combination of skills — some useful, some just plain bizarre. It's then up to the player to battle their way down through the titular dungeons on their way to a confrontation with Dredmor himself. Dungeons of Dredmor is accessible in that there are not many commands to remember and the base mechanics are pretty simple. It also has attractive pixel-art graphics, a bizarrely cheerful soundtrack and an excellent sense of humour. The developers also regularly release updates to the game that improve the experience significantly.

    Where to get it: Buy it for PC and Mac via Steam.

    Hack, Slash, Loot

    Hack, Slash, Loot differs from many other roguelikes in its scope. Its quests are short, there's no level grinding for experience points and the only stuff the player character can carry is the stuff they have equipped. Potions and scrolls are used immediately, and equipment is swapped out when picked up, meaning players have to weigh up whether or not their newly-discovered loot is worth taking with them. The whole thing is wrapped in an endearing retro aesthetic and its difficulty level is fond of kicking you repeatedly in the face until you cry. As compensation, however, the more you die, the more characters and quests you unlock.

    Where to get it: Buy it for PC and Mac via Steam.

    Doom: The Roguelike

    Doom: The Roguelike (or DoomRL as it is often referred to) is an excellent example of the creativity often seen in the genre. The game is quite literally a reimagining of the original Doom but rendered as a roguelike. Until recently, it combined the original music and sounds of Doom with ASCII art, but the most recent update has added graphics, new music and remastered sounds. It's a simple but fun experience and works considerably better than you might expect. Best of all, it's free.

    Where to get it: Download it for PC, Mac or Linux for free here, though the Mac port is a bit dodgy.

    Tales of Maj'Eyal

    Tales of Maj'Eyal (formerly Tales of Middle Earth) is one of the more well-established names in the free roguelike sector. It's a more complex game than some of its peers, but its interface is accessible and the mechanics are straightforward to understand. There are lots of different character classes to try, and lots of locations to explore. The game is relatively unusual in the genre for including a "world map" and towns to explore between dungeons, giving it a more traditional RPG structure while still punching you in the squishy bits with its difficulty on a regular basis.

    Where to get it: Download it for PC, Mac or Linux here.

    100 Rogues

    The quintessential iOS roguelike, 100 Rogues combines attractive retro pixel art with simple mechanics and addictive gameplay. The quest is short enough that it could potentially be finished in one sitting, and you get the opportunity to battle the Pope. Like most of its peers, it's incredibly challenging, but very addictive.

    Where to get it: Buy it for iPhone and iPad here.

    There are hundreds of other examples out there, but these are some that I've played and enjoyed as someone who is still something of a greenhorn in the genre. Why not check them out? In my experience, roguelikes are some of the best games for creating "emergent narratives" — that is, the stories that occur naturally through your play rather than an explicit narrative included by the developer. Stories like these, for example.

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    #oneaday Day 829: Nier: Some Early Impressions https://imnotdoctorwho.moegamer.net/2012/04/26/oneaday-day-829-nier-some-early-impressions/ https://imnotdoctorwho.moegamer.net/2012/04/26/oneaday-day-829-nier-some-early-impressions/#respond Thu, 26 Apr 2012 23:38:53 +0000 http://angryjedi.wordpress.com/?p=3809 I've been playing Nier, a game I've been meaning to try for absolutely ages and struggled to find a copy of. As it happens, my local second-hand games emporium had a copy, allowing me to sample its delights. Like many titles I've wanted to try for a while, I've managed to go into the experience … Continue reading #oneaday Day 829: Nier: Some Early Impressions

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    I've been playing Nier, a game I've been meaning to try for absolutely ages and struggled to find a copy of. As it happens, my local second-hand games emporium had a copy, allowing me to sample its delights. Like many titles I've wanted to try for a while, I've managed to go into the experience with a relative sense of "beginners' mind", allowing me to enjoy it as if it were "new", so to speak. This, I feel, is a key part of the Nier experience, since it continually throws you curveballs as you play, remaining constantly surprising.

    At its heart, Nier is a simple action RPG, but to call it that is to do it a gross injustice. The hack-and-slash combat may be a bit simple, but when combined with the variety of bizarre magical attacks Our Hero gains the capability to perform over the course of his adventure, the gameplay is shaken up regularly enough to keep you questioning exactly what sort of game it is that you're really playing.

    So far I've experienced open-world "run around and kill shit to get their stuff" gameplay; lots of "fetch quests"; side-on platforming sections; top-down Zelda-style sections; fishing; "bullet hell" shooter sections… and I have little doubt that the game has further surprises along the way.

    Nier subscribes to the "less is more" viewpoint by taking place in a relatively limited geographical area. Within these relatively few zones, however, lots of things happen. Locals have their own little questline stories to follow, many of which end in surprisingly bleak tragedy. Some people drop a few hints about Nier's curious far-future setting. It's quite a believable world at times, and your attachment to it as a player grows as Our Hero tries his very best to Do Good.

    One of my favourite things about the game so far has been the stark contrast between the random errands you find yourself doing for locals and the more intense, "main story" stuff which tends to culminate in ridiculously over the top boss fights. For the best part of 10 hours, for example, I barely gained any experience points whatsoever, instead choosing to pursue quests. In the process I acquired plenty of items and money, but most importantly I learned a great deal about the world of Nier and its characters. It's a vaguely similar approach to what The Last Story does with its completely optional, often seemingly reward-free sidequests on Lazulis Island. By immersing yourself in the lives of the characters going about their day to day life, their struggles carry greater meaning when things start to get a bit crazy.

    The writing is worthy of note, too. Early in the game, Our Hero acquires a sentient magical book known as Grimoire Weiss, and there are some extremely well-scripted sequences between the two of them prompted by all sorts of things — starting a new quest, going fishing, coming across a new location. The very British-seeming sarcasm of Weiss is juxtaposed beautifully with Our Hero's stoic determination — but Nier himself isn't above the odd sarcastic comment. "Try not to get crushed!" yells Weiss during an intense boss battle that carries the risk of being crushed. "That's good advice, thanks," spits Our Hero sarcastically as he rolls to escape the aforementioned fate.

    I'm given to understand that there are numerous endings to the game requiring several playthroughs to fully appreciate, so I'm going to reserve full judgement and further comment on the game until I've done exactly that. I will say, however, that I am having a blast with it so far, and am even enjoying running back and forth doing errands for the people of Nier's world.

    Expect further bulletins as events warrant!

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    #oneaday Day 828: It's Time to Get Over the Graphics Thing https://imnotdoctorwho.moegamer.net/2012/04/25/oneaday-day-828-its-time-to-get-over-the-graphics-thing/ https://imnotdoctorwho.moegamer.net/2012/04/25/oneaday-day-828-its-time-to-get-over-the-graphics-thing/#respond Wed, 25 Apr 2012 23:11:25 +0000 http://angryjedi.wordpress.com/?p=3803 I read this piece on Game Informer tonight. It made me cross. If you can't be bothered to read it yourself, the gist of the piece is that Xenoblade Chronicles, one of the best games of the generation (in my humble opinion, anyway) "deserved better than what [Nintendo] forced [it] to be." To be fair … Continue reading #oneaday Day 828: It's Time to Get Over the Graphics Thing

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    I read this piece on Game Informer tonight. It made me cross. If you can't be bothered to read it yourself, the gist of the piece is that Xenoblade Chronicles, one of the best games of the generation (in my humble opinion, anyway) "deserved better than what [Nintendo] forced [it] to be."

    To be fair to the author Chris "Warcraft" Kluwe, he does commend the game's strengths: its excellent world, its inventive, creative ideas; even going so far as to say that the game had the potential to be "this generation's Final Fantasy VII". But to say that the Wii "laughs at [developer MonolithSoft's] dreams… and flushes them down the toilet of GameCube-era hardware Nintendo likes to call cutting edge" is a spectacularly blinkered viewpoint.

    The fact is, it's unlikely that Xenoblade Chronicles (and its spiritual successors The Last Story and Pandora's Tower) would ever have been released had it not been for the Wii. The Wii's lower demands in terms of asset production means that a sprawling, ambitious game such as Xenoblade Chronicles can be produced on a fraction of the budget of an HD title. Even then, though, MonolithSoft had to cut corners; the "gasping fish mouths bobbing up and down through beautifully crafted dialogue" that Kluwe refers to are a symptom of this.

    The sad fact is that Japanese role-playing games are not the unstoppable juggernaut they once were. Where once they were a system seller, now they are a niche interest at best. The "mainstream" has shifted well and truly to the West; even Square Enix's venerable Final Fantasy series is seen as little more than a particularly well-polished curio these days. Big-budget role-playing titles for HD consoles such as Lost Odyssey and, to a lesser extent, titles like Nier (aside: which I'm currently playing and is awesome) struggle to find a substantial audience (compared to "triple-A" titles, anyway) and, by extension, the ability to recoup the enormous spend necessary to craft a beautiful world in high definition and 5.1 surround sound. So developers and publishers simply aren't taking the risk because it's, well, too risky.

    But the Wii gives them a platform to make these titles without having to spend as much money and time on the creation of assets. It's not a case of Nintendo "shackling an obviously talented team like MonolithSoft to the ball and chain of the Wii because [they] want to sell waggle" (for just one of many things wrong with that statement, Xenoblade Chronicles features no waggle whatsoever). It's a case of Nintendo giving talented teams the opportunity to do what they do best and then release them to a market of enthusiasts who are still clamouring for these titles. Yes, the Wii has a lot of waggle-based crap. But it also has an impressive library of Great Games That Absolutely Fucking No-One Has Ever Heard Of Ever Because They're A Bit Weird Or Nichey And Have 480p Visuals.

    Just because JRPGs don't sell well compared to titles like Call of Duty and Mass Effect doesn't mean that no-one wants to play them any more. In fact, the audience for the genre is probably actually the same size that it's ever been; the difference is that the Call of Duty players have sprung up around them and outnumber them considerably. Given the simple choice between making something that will make fans happy and something that will make a metric fuck-ton of money, the vast majority of publishers will take the latter option. That's simply "good business", and there's nothing wrong with that at all — developers gotta eat, after all. But to deride Nintendo for providing a platform eminently suited to developers who actively want to create niche titles for console — games which often provoke intense passion among their fans (as you can probably tell from this post) — is simply ridiculous.

    It's an age-old adage in the games industry that graphics do not maketh the game. Never has it been more true than in this strange period where we have two HD consoles and one SD system. Would Xenoblade Chronicles, The Last Story and Pandora's Tower have been better games had they been released on the Xbox 360 or PlayStation 3? Absolutely not. (Pandora's Tower, in fact, would have been considerably inferior due to the fact it actually makes good use of the Wii's unique control scheme.) They would have been better-presented games, sure, but the core gameplay in all three cases is brilliant — and, to add insult to injury, the graphics for all three aren't even what you could possibly describe as "bad" — just low-resolution. There's a difference — sadly, one seemingly lost on many reviewers who describe their visuals as "muddy" or "poor" and, in many cases, knock a point off the final score in punishment. I defy anyone who has stood on the Makna Falls overlook in Xenoblade Chronicles, seen the beautiful afternoon sunlight and shadows in the castle courtyard in The Last Story or stood atop the Observatory gazing towards the Thirteen Towers at sunset in Pandora's Tower to say that these games have "poor" visuals.

    As such, I implore those of you who are gamers to stop caring so much about titles having pin-sharp graphics, fully orchestrated soundtracks and a voice cast of Major Hollywood Talent. Yes, these things make games more impressive and exciting to watch and play, but given the choice between a world made up of nothing but HD first-person shooters starring Morgan Freeman (with the world's population of racist teenagers on backing vocals via Xbox Live) and a world where I can play 100+ hours of Xenoblade Chronicles in 480p with a selection of unknown (but excellent) British voice actors, I know which I'd rather spend my time in.

    That's just me, though. I illustrate my blog with stickmen, so take my word with a pinch of salt if you wish.

    (Edit: Here's an unedited picture of Pandora's Tower running in 480p taken with my iPhone camera. Looks pretty lovely to me.)

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    #oneaday Day 827: You Should Back Republique on Kickstarter if You're an iOS Gamer -- And Perhaps Even if You're Not https://imnotdoctorwho.moegamer.net/2012/04/25/oneaday-day-827-you-should-back-republique-on-kickstarter-if-youre-an-ios-gamer-and-perhaps-even-if-youre-not/ https://imnotdoctorwho.moegamer.net/2012/04/25/oneaday-day-827-you-should-back-republique-on-kickstarter-if-youre-an-ios-gamer-and-perhaps-even-if-youre-not/#respond Wed, 25 Apr 2012 00:00:26 +0000 http://angryjedi.wordpress.com/?p=3797 I backed the highly promising-looking project Republique on Kickstarter recently. Despite it looking like a high-quality endeavour from a reputable team (including former Halo 4 creative director Ryan Payton, no less) it's struggling to reach its goal of $500,000 — as of the time of writing, it's sitting at $86,477 with 16 days left to … Continue reading #oneaday Day 827: You Should Back Republique on Kickstarter if You're an iOS Gamer -- And Perhaps Even if You're Not

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    I backed the highly promising-looking project Republique on Kickstarter recently. Despite it looking like a high-quality endeavour from a reputable team (including former Halo 4 creative director Ryan Payton, no less) it's struggling to reach its goal of $500,000 — as of the time of writing, it's sitting at $86,477 with 16 days left to go.

    For the unfamiliar, Republique is a bold attempt to create a "triple-A" game experience on iOS. The goals that the team hopes to achieve include designing a game specifically for touch-based devices; creating an intense action game without a focus on killing; creating a game with a believable, non-sexualized female lead; exploring "heavy" topics and saying something "meaningful"; and pushing cutting-edge graphics on mobile devices.

    All reasonable ambitions, you might think. The thinking behind the game's design is that "gamers will embrace iOS when more games are made for them."

    That, unfortunately, is where the problem lies — a lot of people are still resistant to the idea that a mobile device can play host to a "proper" game — i.e. one that you play for more than five minutes at a time, that doesn't feature a three-star rating system on every level and doesn't offer the possibility of purchasing in-game currency for faster progress. (That said, the ever-greedy EA has been sneaking the latter mechanic into some of its recent games, much to the chagrin of people who hate that sort of thing, particularly when they've already spent $60 on the game itself, but that's beside the point.)

    To look at the popular titles on the App Store, you'd be forgiven for thinking that these naysayers had a point. Of the top free iPhone games at the time of writing, pretty much all of them are either casual or social fare, riddled with microtransactions and designed more as a moneymaking "service" than anything with meaningful gameplay. (Yes, even the ridiculously popular Draw Something falls into this category.) Paid apps don't fare much better, either, with the super-casual (and a bit rubbish) Angry Birds Space topping the charts, closely followed by numerous other lightweight titles.

    This isn't to say there are no "core" titles on iOS. Far from it, in fact — Square Enix, for example, has put out some excellent role-playing titles including Final Fantasy I, II and III, Chrono Trigger, Chaos Rings and Final Fantasy Tactics. Sega has rereleased a number of its old Genesis titles including strategy RPG classic Shining Force. EA has put out mobile adaptations of its popular franchises such as Dead Space, Mass Effect and numerous others. But why do these titles flounder — relatively speaking, anyway — when compared to more casual fare?

    It's a simple numbers game. Not everyone who owns an iOS device is a "core" gamer. Angry Birds et al have their place among those of us who don't know what RPG, HP, MP or FPS stand for, or who think "bullet hell" refers to driving through a particularly unpleasant part of Manchester in the middle of the night. As it happens, these more casual players probably outnumber the more dedicated "core" types to whom "triple-A" titles such as Republique might be marketed to. As such, they appear to dominate the charts on a regular basis.

    Does that mean that "core" developers should give up and not even bother trying to put together something impressive on mobile platforms? Absolutely not, though they should be aware of what they're getting into and the problems they will have to overcome in the process.

    Firstly, one of these "core" titles probably isn't going to top the charts. The Angry Birds series, for example, has enjoyed well over half a billion downloads in its lifetime and made developer Rovio a worldwide phenomenon in the process. Its simple gameplay and premise mean that anyone can pick it up, play and have fun. (Unless you're me. I hate that stupid game.) Conversely, a "core" title likely has a barrier of entry — "you must be this familiar with video games to ride", if you will. Not only that, but its audience must be people willing to sit down with a game for more than a few minutes at a time while they're waiting for a bus, waiting for the kettle to boil or waiting for their bowels to evacuate.

    Secondly, iOS players are curiously resistant to what they see as "high" prices. Square Enix's titles, for example, have caught frequent flak for being anywhere between $8.99 and $17.99. Compared to a new release on PC, console, Vita or 3DS, however, these prices are still eminently reasonable — but they're expensive compared to the $.99 you pay for Angry Birds, and the fact that they're deeper, more impressive, bigger-budget experiences than Rovio's avian-flinging nonsense isn't often taken into account.

    The problem here is that in order for a "triple-A" iOS title with high production values to be successful, it will need to overcome that particular resistance that players feel to paying more than, say, $5 for a game. The Kickstarter for Republique will provide those who pledge $10 or more with a copy of the full game when it's released — and going by the pattern of other successful video game Kickstarters, the full version will likely cost more than this "backer's rate". We're likely looking at $15-20 at least, and that's a price point that takes the game well and truly out of "impulse purchase" territory.

    Or does it? Consider Thatgamecompany's recent PS3 release Journey. This game costs $15 and lasts approximately two hours. People have been willing to part with this much money for what they already know is a two-hour experience simply because other people have said it is good. In many cases, people have done this without a second thought — going into the game with "beginner's mind" is regarded as an important part of the experience. Does the virtue of the fact that Journey is a game presented on a large television screen make it inherently more valuable than a portable title for a multipurpose mobile device? It's certainly perceived that way, but why on Earth should that be so?

    As the Camouflaj team say on their Kickstarter page for Republique, though, developers need to take more risks if "triple-A" gaming on iOS is to be taken seriously. Lengthy, deep games can and do work on the platform, even if they don't chart very highly compared to casual and social juggernauts. The most important considerations for any developer thinking about doing this, however, should be designing it specifically for the device. That means building a game around a touch-based interface, not putting in crappy virtual joypads with no tactile feedback. A game with touch controls needn't be shallow — games such as Undercroft that recreate what would have been the mouse-driven interface of old PC games work well, for example, so there's plenty of scope there.

    From what I know of the team behind Republique, I believe that they have a good idea of what they're doing. I believe that their game could prove to be an excellent example of what mobile platforms is capable of for "core" gamers. And I simply believe that the project should be supported, not because I want to see an end to the casual titles on mobile — they have their place — but because as a format, mobile devices' capabilities are more than broad enough to cater to more than a "lowest common denominator" audience. It should be supported because it's a worthwhile project that, if successful, will benefit mobile gaming in general in the long run — not just iOS. That means you embittered Android types upset that this title doesn't mention your chosen platform at all should consider throwing a few quid their way, too. Vote with your wallet, as they say.

    Check out the Republique Kickstarter and pledge a donation here.

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    #oneaday Day 826: No Kind of Atmosphere https://imnotdoctorwho.moegamer.net/2012/04/23/oneaday-day-826-no-kind-of-atmosphere/ https://imnotdoctorwho.moegamer.net/2012/04/23/oneaday-day-826-no-kind-of-atmosphere/#respond Mon, 23 Apr 2012 22:56:27 +0000 http://angryjedi.wordpress.com/?p=3792 I've been watching Red Dwarf on Netflix recently. In the process I've discovered that there's actually a hell of a lot of that series that I'd never seen before, so I've been delighted to (re)discover it. Red Dwarf was one of those series that That One Guy At University Who Endlessly Quoted Things endlessly quoted. … Continue reading #oneaday Day 826: No Kind of Atmosphere

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    I've been watching Red Dwarf on Netflix recently. In the process I've discovered that there's actually a hell of a lot of that series that I'd never seen before, so I've been delighted to (re)discover it.

    Red Dwarf was one of those series that That One Guy At University Who Endlessly Quoted Things endlessly quoted. Well, perhaps not endlessly — sometimes he was quoting Blackadder. I'm only just now, some ten years later, coming around to the idea that I can actually watch those shows again without hearing That One Guy At University Who Endlessly Quoted Things' voice in my head.

    That's beside the point though. And the point is that Red Dwarf is still an excellent series, for more reasons than one.

    First up, it's quite simply an excellent comedy series. The small cast of exaggerated characters makes for some excellent comic situations. The fact that all of the characters have at least one major flaw in their personalities is what makes them entertaining, too — Lister is arguably the closest we get to a "straight man" in the show, but even he's flawed; he's gross, he's selfish and his reliance on curry as his primary form of sustenance doubtless makes him rather unpleasant to live with. Rimmer, meanwhile, is by turns arrogant and crippled by self-doubt; The Cat is vain to a fault; and Kryten has difficulty with acting independently when it conflicts with his programming. Put these dysfunctional characters together and you have a recipe for plenty of comic conflict.

    The less-considered side of the show is that it's actually a surprisingly decent sci-fi show, too. While it doesn't have anywhere near the budget of what we might be used to from more recent titles — or even shows like Star Trek: The Next Generation, which ran at a similar time — it manages to convey a convincing feeling of what Life Is Like In The Future. The show doesn't batter the audience over the head with lengthy descriptions of what things do or how they work; rather, it simply drops things into conversation that make it clear that we're absolutely not on 21st century Earth any more.

    Part of this comes from the show's use of language. Its use of terms like "smeg", "gimboid", "goit" and numerous other faux-expletives was initially to get around the fact that it wasn't okay to say certain things on television, but over time these words became part of the show's identity. Numerous other shows have taken a similar approach since — Firefly features Chinese swearing, for example, while Battlestar Galactica features the multi-purpose invective "frak" at regular intervals. (It's not clear how much Red Dwarf's use of fake swear words influenced these titles, if at all.) Initially, the presence of these words is jarring as you wonder what they mean and why they're not simply using regular expletives. But over time, as you become invested in the worlds created by the writers, you begin to let these words wash over you and enter your vocabulary even though, in most cases, they're completely made up, portmanteau words or "loan words" from another language.

    Ultimately, Red Dwarf succeeds due to the fact it never tries to get ideas above its station. It knows that it's a low-budget sci-fi comedy with a small cast, and rarely attempts to deviate too much from that formula. Some may argue that the later seasons do deviate from this formula and are consequently weaker as a result, but having not (re)watched them yet, I'm not going to comment on that right now. One thing the show doesn't do, however, is rest on its laurels; each season has its own distinctive identity, and it's quite fascinating to see the changes it goes through as the years pass by and the budget increases.

    It's still great, then, in short, and if you've never had the pleasure of watching it, then you should check it out. It's all on Netflix (in the UK, anyway), so be sure to check it out if you're a member.

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    #oneaday Day 825: Bull, Horns, That Sort of Thing https://imnotdoctorwho.moegamer.net/2012/04/22/oneaday-day-825-bull-horns-that-sort-of-thing/ https://imnotdoctorwho.moegamer.net/2012/04/22/oneaday-day-825-bull-horns-that-sort-of-thing/#respond Sun, 22 Apr 2012 22:59:15 +0000 http://angryjedi.wordpress.com/?p=3788 The Black Dog of depression has been rearing its ugly head a bit again recently for various reasons, and I'm sick of it. While there's not necessarily much I can do about it showing up and being a pain in the arse, I can at least try and work on some things to make me … Continue reading #oneaday Day 825: Bull, Horns, That Sort of Thing

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    The Black Dog of depression has been rearing its ugly head a bit again recently for various reasons, and I'm sick of it. While there's not necessarily much I can do about it showing up and being a pain in the arse, I can at least try and work on some things to make me feel a bit better about myself.

    For starters, getting upset at one's own reflection isn't particularly great news, and it's something that I can at least attempt to do something about. I have been fitness-ing off and on for some time now, but I figure it's Time To Get Serious. That means I'm going to hit the gym every morning before I start my working day rather than leaving it until last thing in the evening when it's easy to go "nah, fuck it". (Of course, it's easy to stay in bed and say "nah, fuck it" also, but I'm going to attempt to get out of this habit before it starts.) I won't necessarily be doing everything every day, but I'm going to attempt to get at least an hour of cardio stuff in per day at the very least. This will likely mostly be done on the exercise bikes, where I can sit back and play Final Fantasy VI on my fancy-pants tablet while I'm sweating. At other times, I'll use the crosstrainers and whack on a podcast — the Exploding Barrel Podcast from my good buddies Mike and AJ Minotti is always a favourite — or some inspirational music of some description.

    As motivation and progress tracking, I'm going to be using Fitocracy, which I've posted about before here. I also considered resurrecting my Jedi Health Kick Tumblr from a while back, but given that Fitocracy provides the ability to post lengthy, blog-like status updates and has its own built-in community features, I'm going to stick with that. As well as tracking my workouts, I'm going to write a short post each day detailing how it went, how I'm feeling and what I'm aiming for. I'm also going to use Fitocracy's excellent Quests feature to take on some challenges that I might not have otherwise thought of — this will help prevent complacency if I'm making a "game" out of it all.

    I'd also like to eat better. I think I eat when I get depressed, and I get depressed a fair bit, which doesn't help matters. I'd rather kick that particular habit in the face if possible — or at the very least change it so I munch on, say, carrot sticks instead of ALL THE BISCUITS, but that's the sort of thing that will take plenty of teeth-clenching willpower to resolve. I have faith in my own ability to do this, however — if there's one thing I'm good at it's clenching my teeth and stubbornly resisting things. Sainsbury's cream cakes are my most formidable adversary to date, however, so it remains to be seen whether I'll be able to defeat them using the power of my clenched teeth (and/or buttocks) alone.

    So that's the plan. We'll see how long I'm able to stick with it. I'm saying this publicly so I have a bit more pressure to follow through on it. If anyone would care to join me and work out alongside me or just offer some words of encouragement, come cheer me on over on Fitocracy — it's free to sign up and there's a nifty companion iPhone app too.

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    #oneaday Day 824: Pandora's Tower: A Scoreless Review https://imnotdoctorwho.moegamer.net/2012/04/21/oneaday-day-824-pandoras-tower-a-scoreless-review/ https://imnotdoctorwho.moegamer.net/2012/04/21/oneaday-day-824-pandoras-tower-a-scoreless-review/#respond Sat, 21 Apr 2012 22:01:37 +0000 http://angryjedi.wordpress.com/?p=3783 Pandora's Tower, the last of the three "Operation Rainfall" JRPGs for the Wii, is a beautiful game in many ways: visually, mechanically, thematically and in the simplicity of its execution. It's a fitting sendoff to three of the finest games of the entire console generation — and, indeed, some might say, to the Wii itself. … Continue reading #oneaday Day 824: Pandora's Tower: A Scoreless Review

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    Pandora's Tower, the last of the three "Operation Rainfall" JRPGs for the Wii, is a beautiful game in many ways: visually, mechanically, thematically and in the simplicity of its execution. It's a fitting sendoff to three of the finest games of the entire console generation — and, indeed, some might say, to the Wii itself.

    In Pandora's Tower, you take on the role of Aeron. Aeron is a quiet sort of chap, though not quite entirely mute. Aeron is in love with Elena, who is a singer from the "wrong side" of the war that our hero was involved with. She's also, thanks to a series of events which come to light over the course of the story, cursed to turn into a slobbering monster unless Something is Done. That Something, as revealed by a peculiar frog-like woman named Mavda who inexplicably carries her gigantic, incomprehensible skeletal husband in a cauldron on her back, is to consume the flesh of twelve "Masters" who reside in the Thirteen Towers, a mysterious structure suspended across the top of a seemingly bottomless chasm known as The Scar.

    Thus begins Aeron's adventure, which is roughly equal parts dating sim, Ico and Shadow of the Colossus with a splash of Zelda here and there. It's up to the player to guide Aeron through the Thirteen Towers in an attempt to lift the curse from Elena while simultaneously ensuring that his beloved still loves him by showering her with gifts and affection.

    The exploration of the towers makes up the meat (no pun intended) of the gameplay in Pandora's Tower. Unfolding from a series of non-controllable but dynamic camera angles, Aeron must work his way through the challenges that each tower confronts him with, smash the chains which lock the Master's door shut and then kick some serious ass.

    Aeron is initially armed with a sword and the Oraclos Chain, an implement that symbolises the bonds between people and the power held within them. Using the chain, it's possible for Aeron to hookshot into far-off areas, tie up monsters, pull remote switches, tie things to other things and generally cause plenty of mischief. While it's tempting to charge in and simply attempt to hack-and-slash your way through the game's combat, the melee weapons Aeron acquires are in many way the least important things in his arsenal. Rather, the chain is the key to keeping Aeron out of harm and the numerous denizens of the Towers at bay.

    By aiming the chain using the Wii Remote's pointer function (or the right analogue stick on the Classic Controller), it's possible for Aeron to attach the chain to all sorts of things. Hook it on to a handhold and he'll pull himself up Batman-style. Clip it on to a switch and he'll be able to pull it from afar. Attach it to a monster and it'll provide him with a suitably unfair advantage to exploit depending on which part of the monster it is hooked on to. Pull it taut and a "chain strength" gauge will gradually power up, enabling it to stay attached to things for longer or do more damage if jerked away suddenly with a flick of the wrist. It's a relatively simple mechanic — point, shoot and tug — but executed extremely well, making brilliant use of the Wii's unique control scheme without overusing any of its gimmicks. The variety of creative methods in which the chain is used throughout the game help keep it fresh despite the fact that Aeron doesn't really learn any new moves over the course of the game.

    It quickly becomes apparent after a short period of play that combat is not the main focus of Pandora's Tower, however. Rather, it is an environmental puzzle game where the challenge is to determine how to reach a destination which is often in sight but tantalisingly out of reach. The fixed camera angles are used effectively to point the player in the direction of a puzzle's solution, helping to eliminate the frustration of pixel-hunting found in some games with a freely-controllable camera. The only slight issue with these is that sometimes enemies like to hide off-screen in the "changeover" point between camera angles, but they can usually be dragged around to where the player wants them using the chain.

    The puzzles gradually ramp up in difficulty with each new tower at a good pace but never feel unfair — and there's an enormously satisfying sense of achievement when you figure out a particularly troublesome solution. This comes to a head with the game's Master battles, which are similar in concept to the Colossus battles in Shadow of the Colossus — each Master has a specific weak point which must be exploited through manipulation of the environment, spotting the patterns in their attacks and sometimes figuring out a quicker way to achieve something that initially seems obvious. The battles are more puzzles than anything, with a big part of the challenge being in figuring out what on Earth you're supposed to do, because the game certainly isn't going to tell you or hold your hand — a real strength of the experience and a big contributing factor to the aforementioned sense of satisfaction.

    The dungeoneering segments are exceptionally well-designed, in short. This is a good thing, because not only does Aeron have to find his way to the Master's chamber alive, he also has a time limit to contend with. While he's in the Towers, Elena's curse is constantly progressing, with her inexorable descent into disgusting sliminess measured by an ever-ticking meter in the corner of the screen. Should this meter run out, Elena is beyond help and the game is over, so Aeron has to carefully manage his time between pushing forward in the tower he's currently exploring, and returning to Elena to temporarily stave off the curse using meat acquired from the tower's normal enemies.

    Rather than this mechanic forcing the player to backtrack completely at regular intervals, however, the dungeons are designed in such a way that solving puzzles often opens up shortcuts to and from Elena. Find your way to a difficult-to-reach ledge and your reward will often be a ladder you can kick down or a locked door you can batter open, shaving valuable minutes off your time when you return to the tower once more.

    Returning to Elena never feels like a chore, however, because Aeron's interactions with her are as well fleshed out (again, no pun intended) as the dungeoneering segments. When back at the couple's "home base", Aeron is able to chat with Elena, ask her to translate books and texts he's found in the towers and around their base, occasionally ask her specific questions about recent events and give her gifts. Most of these interactions have an effect on an "affection bar" at the side of the screen, which denotes how much Elena likes Aeron and also determines which of the game's endings will unfold once the story comes to its conclusion.

    Aeron doesn't say much, but the player gets to know a great deal about Elena over the course of the story. She's a well-defined character with her own history, likes and dislikes, all delivered in an adorable soft Yorkshire accent. She does have something of a tendency to slip into sexist stereotypes — one exchange between her and Aeron sees her asking what he'd like her to concentrate on in the base, with the available options being "cooking", "cleaning" and "sewing" — but let's not forget that she can turn into a slobbering evil monster at a moment's notice, which does kind of undermine her "demure housewife" persona. To her credit, though, she does always feel bad whenever she makes a mess or breaks a gift as a result of her transformation.

    Alongside interacting with Elena, Aeron is also able to call upon the mysterious Mavda between sorties to the towers. Mavda acts as a shop, crafting station, source of information and means of upgrading weapons, and there's a surprising amount of depth to these mechanics. Upgrading weapons, for example, usually requires several different components. If the player hasn't managed to find certain specific components, it's often possible to craft them using other pieces of detritus that they've picked up over the course of their last dungeon crawl. Certain components may only be found in certain towers, as each is themed after a particular element and contains its own distinctive monsters. Finding all the pieces for a particular weapon upgrade becomes a sidequest in itself, though it's a completely optional one that players don't need to engage in in order to be victorious.

    These mechanics are all very well and good, but in the "HD age" a big determining factor in whether or not a person will take to a new game comes in its presentation. Pandora's Tower does not disappoint in the least: it is a lovely-looking game. Forget the fact it's running in 480p resolution on the Wii; this ceases to matter within a few short minutes of starting to play. This is a game with exceptional art design. Aeron is a young, fresh-faced youth with intricately-designed armour. Elena is a pure-faced, simple beauty, which makes her monstrous transformations all the more traumatic to witness. Mavda and her skeletal spouse are by turns grotesque and compelling. Outside the observatory that Aeron and Elena call home during their quest, lush green grass and cloudless blue skies fade into golden sunsets and deep navy nights. Inside their temporary quarters, everything is suffused with a warm, homely sepia glow. Within the towers, beams of light pierce the gloom through long-broken windows, brightly-coloured crystal formations cast strange glows on everything around them and the emerald green of natural foliage contrasts starkly with the dull greys and browns of the stone bricks that make up the tower surrounding it.

    And the sound. Oh, the sound. Based largely on classical themes including Dies Irae from Verdi's Requiem and Liszt's Liebestraum No. 3, the soundtrack to Pandora's Tower is not the sort of in-your-face electronica-and-electric-guitars chaos typically associated with modern Japanese games — rather, it gives the game a unique atmosphere all of its own, filled with drama at some times, overflowing with love and tenderness at others. It perfectly reflects the small-scale, intimate tone of the game's narrative and rounds out a complete package that is beautifully, distinctively presented.

    Pandora's Tower is a worthy successor to Team Ico's classic titles in many ways. It's a well put together game with exceptional presentation, a touching, intimate story and a sense of personal drama and emotion far removed from the ever-increasing stakes of mainstream titles. It's not just a fine Wii game, it's a fine game, full stop, and deserves to be looked back on in the future as a title that dared to try something a little different from the norm, with great results.

    Time will tell if that's how history will treat Pandora's Tower, or whether it's doomed to be one of those increasingly-rare games that is always talked about in sentences that begin with "I wish I'd played…"

    I know I'm glad I played it. If you get the chance, you should too.

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    #oneaday Day 823: Information Diet https://imnotdoctorwho.moegamer.net/2012/04/21/oneaday-day-823-information-diet/ https://imnotdoctorwho.moegamer.net/2012/04/21/oneaday-day-823-information-diet/#respond Sat, 21 Apr 2012 00:34:36 +0000 http://angryjedi.wordpress.com/?p=3779 Know what I hate? Chavs. Know what else? Teaching. Know what else? We could be here a while. I'll tell you. Press embargoes. I get why they happen, obviously — publishers and their PR people want to ensure that coverage of something is coordinated nicely so that everyone gets suitably whipped up into a frenzy … Continue reading #oneaday Day 823: Information Diet

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    Know what I hate? Chavs. Know what else? Teaching. Know what else? We could be here a while. I'll tell you. Press embargoes.

    I get why they happen, obviously — publishers and their PR people want to ensure that coverage of something is coordinated nicely so that everyone gets suitably whipped up into a frenzy all at the same time. But there's an unfortunate side-effect if you happen to, say, follow a bunch of different video games outlets at the time a major announcement happens: everyone bellows the same fucking thing at the exact same fucking time.

    It's happening more and more nowadays, too. The most notable examples that stick in my head in recent memory are Assassin's Creed III and Borderlands 2, both titles that I have a passing interest in but find myself becoming curiously resistant to the more and more I get battered in the face with the same information from slightly different angles.

    I think, on the whole, this is the "problem" I have been having with mainstream gaming overall. There's too much information out there — too much coverage, too many "behind the scenes" videos, too many "exclusive" interviews, too many press releases announcing a single screenshot (yes, that is a real thing I received today and I have no shame in naming Square Enix as the perpetrator). After a while, you become completely saturated with information about a product and subsequently have absolutely no inclination to want to touch it, ever. This was a big part of why I didn't want to play Mass Effect 3, for example — EA's appalling behaviour was just the straw that broke the camel's back, really.

    I feel for my friends who work in games PR for "B-tier" games, too. It's hard enough to get a title like, say, Risen 2 noticed at the best of times but when you're competing with everyone beating themselves into an orgasmic and/or angry frenzy over Mass Effect 3, there's little hope for your title outside of groups of people like me who have forsaken the mainstream in favour of enjoying less heavily marketed titles.

    Conversely, the games I have been playing and enjoying are the ones where information has been trickling out slowly, usually straight from the developers mouths without dribbling through the PR sieve. Take the "Operation Rainfall" RPGs Xenoblade Chronicles, The Last Story and Pandora's Tower (which I'm currently playing), for example — these received very little in the way of press attention despite being fantastic games. The aforementioned Operation Rainfall, a grassroots campaign to get these three excellent games localised and released in Europe and the US, received plenty of press, but information on the games themselves was conspicuously absent. As a result, I was able to go into all three of them pretty much blind and have a fantastic experience in the process — a big part of what made all of them great is the sense of discovery inherent in all of them. That just doesn't happen if you've been smothered in information for the six months leading up to the game's release.

    As a result of all this, I've come to a decision, and if you're feeling the same way as me, I recommend you follow it too.

    Cut back. Cut out the crap. If you follow a buttload of games journalists and outlets on Twitter, unfollow them. If you want some gaming news, pick one outlet and keep it on your follow list, but chances are if you follow lots of gaming fans, someone will retweet the news as it happens anyway. Otherwise, go seek out the news when it's convenient for you. Check the sites when you feel like it. Subscribe to their RSS feeds. Use Google Currents or Flipboard to receive information in an easily-digestible format. Receive information on your terms, not that of a carefully-crafted PR campaign.

    This doesn't have to apply just to games — it can apply to pretty much anything that suffers from the problems described above. Film, TV, celebrity news, business, tech… anything, really.

    I'm going to give this a try. It will doubtless initially feel somewhat weird to not see some familiar faces and logos in my Twitter timeline, but I have a strange feeling that I'll be a lot happier, less frustrated and less cynical as a result. Check back with me in a week or two and we'll see.

    (If you're one of the people I do happen to unfollow, it's nothing personal. You just might want to consider getting separate professional and personal accounts!)

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    #oneaday Day 822: Xoom, Xoom, Xoom, Xoom, I Want You In My Room https://imnotdoctorwho.moegamer.net/2012/04/20/oneaday-day-822-xoom-xoom-xoom-xoom-i-want-you-in-my-room/ https://imnotdoctorwho.moegamer.net/2012/04/20/oneaday-day-822-xoom-xoom-xoom-xoom-i-want-you-in-my-room/#respond Fri, 20 Apr 2012 00:28:45 +0000 http://angryjedi.wordpress.com/?p=3775 I've been spending quite a lot of time with my shiny (well, rather fingerprinty now) new Motorola Xoom since it arrived the other day, and I have to say I'm a big fan. While Android seems to be a little more clunky than iOS, particularly prone to slowing down for no apparent reason on occasion, … Continue reading #oneaday Day 822: Xoom, Xoom, Xoom, Xoom, I Want You In My Room

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    I've been spending quite a lot of time with my shiny (well, rather fingerprinty now) new Motorola Xoom since it arrived the other day, and I have to say I'm a big fan. While Android seems to be a little more clunky than iOS, particularly prone to slowing down for no apparent reason on occasion, I'm appreciating the things it does do. Having a fully-customisable homescreen is very pleasant, certainly, and the cool quasi-3D effect it does with the wallpaper is pretty neat.

    What's becoming abundantly clear to me as I continue to use it, however, is that using it simply feels very different to the iPad. It might be the fact it's designed to be used in landscape as opposed to the iPad's default portrait orientation; it might be the unique array of apps on offer on both devices; it might be a combination of interface elements. I'm not sure exactly what it is, but I can say that both devices certainly have a place in my life at this moment for different reasons — and also that getting the Xoom has caused my desire for a 3rd-gen iPad to drop to zero.

    If anything, the Xoom seems particularly suited for more "serious" tasks (and by "serious" I mean "not games") — I'm particularly fond of using it for Twitter, chat, email and that sort of thing. Google Currents has become my go-to app for reading the daily news. The built-in "share" functionality, which allows you to easily send stuff from one app to another easily, is pretty neat. The keyboard I have installed, which lets you type by drawing wiggly lines rather than tapping keys, makes me feel like a wizard, particularly with the sparkly particle pattern that comes from aforementioned wiggly pattern. And the inclusion of a USB port (albeit a micro-USB one that requires an adapter for pretty much every peripheral ever, making one wonder exactly why they didn't just put a regular USB port on it) means that it's possible to do things like hook up a keyboard and practically use the damn thing as a sort of laptop.

    A big draw for me was the thriving emulation scene on Android, however. Within a few short moments of getting the device up and running I had downloaded NES, SNES, Mega Drive and arcade machine emulators and a few minutes later had successfully transferred my collection of ROM files of dubious origin. What I have now is a portable gaming device that plays pretty much any NES, SNES or Mega Drive game, and a whole heap of arcade games.

    This… is awesome. I hadn't anticipated quite how awesome this was going to be, but the ability to play Final Fantasy VI while on an exercise bike at the gym, or Elevator Action while on the toilet, or Golden Axe while waiting for the kettle to boil… well… yes. It's awesome. The fact you can hook up a USB controller (or, for that matter, Wii Remote with Classic Controller via Bluetooth) and play these games as they were meant to be played — with actual buttons rather than floaty, crappy touchscreen controls — is a happy bonus. The fact you can use floaty, crappy touchscreen controls at times when having a controller is not convenient or socially acceptable is also most welcome.

    I'm certainly not going to become one of those gits who bangs on about how much better Android is than iOS because there are things that both do far, far better than the other. But I've been very pleasantly surprised by my first experience with an Android device, and the fact it's turned out to be a portable retro-gaming powerhouse is just a happy bonus, really. Now I can finally get around to beating all the Final Fantasy games that are still on my "to-do" list. (V and VI, as it happens. Also Chrono Trigger, which may as well be a Final Fantasy game.) And, as previously mentioned, playing Elevator Action on the toilet.

    Now, if you'll excuse me…

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    #oneaday Day 821: There are Bigger Problems in the World, Like Your Face https://imnotdoctorwho.moegamer.net/2012/04/18/oneaday-day-821-there-are-bigger-problems-in-the-world-like-your-face/ https://imnotdoctorwho.moegamer.net/2012/04/18/oneaday-day-821-there-are-bigger-problems-in-the-world-like-your-face/#respond Wed, 18 Apr 2012 23:30:56 +0000 http://angryjedi.wordpress.com/?p=3770 Second only to the patented "Everyone Is So Entitled These Days And Should Just Shut Up" argument-defuser is the ever-faithful "Everyone Should Realise That There Are Bigger Problems In The World And Should Just Shut Up" conversation-closer. I shan't get into the former here — everyone has talked it to death and should just shut … Continue reading #oneaday Day 821: There are Bigger Problems in the World, Like Your Face

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    Second only to the patented "Everyone Is So Entitled These Days And Should Just Shut Up" argument-defuser is the ever-faithful "Everyone Should Realise That There Are Bigger Problems In The World And Should Just Shut Up" conversation-closer.

    I shan't get into the former here — everyone has talked it to death and should just shut up — but I feel I should address the latter, since I saw it come up on Twitter earlier today. (And, if you're reading this and you know that you used it, fear not — this isn't a personal attack on you by any means, just my own thoughts on that particular argument.)

    The trouble with the "Everyone Should Realise That There Are Bigger Problems In The World And Should Just Shut Up" argument (hereafter referred to as ESRTTABPITWASJSU) is that it assumes that people who are commenting on or complaining about something are equating their personal reaction to something that is "close" or "important" to them with something that is unquestionably a Big Problem For The World.

    This is not the case at all. Recent examples where the ESRTTABPITWASJSU argument has been applied include independent game developer Phil Fish's ill-advised admonishment of the entire Japanese game development community in a very public place (and subsequent beratement of those who criticised him on Twitter, culminating with him leaving the social network altogether); and public reaction to the Mass Effect 3 ending. I have no desire to beat those particular drums in any great detail for now, so let's put the specifics aside for a moment.

    Yes. There are bigger problems in the world than both of those things. There are people losing their homes and livelihoods to the economic crisis. There are people in the world with not enough food or water. There are places in the world where diseases go unchecked. There are countries that are ruled by people with only their own interests at heart, not those of their people. There are wars being fought in the name of… what? And there are people who get so passionate about their religious beliefs that they blow themselves up in the name of their god, usually killing many other people in the process.

    These are big problems. They are fucked up, massive, humongous problems that we, as individuals, can do very little about. Sure, we can throw our money at charities and, if we're feeling particularly activist-y, attempt to take some sort of action against. But realistically (or pessimistically, if you prefer) there is very little that Josephine McAveragepants can do about these things since she does not run a government and/or army and/or bank. The problems become so massive that they take on an unreal quality — they often feel like they take place in a parallel reality distant from our own.

    This is why people prefer to turn their attentions to problems they feel they can solve, or that they feel they can at least have an impact on. They have every right to do that. They may often have selfish interests at heart, but recent examples of organised action aimed at these relatively minor issues have proven that it's far from being isolated individuals shouting and screaming about Games for Windows Live in Dark Souls or whether the Mass Effect 3 ending constituted false advertising (apparently, according to one Better Business Bureau blogger anyway, it does, believe it or not) — these are groups of people who are prepared to stand up and be counted in order to tackle problems they feel like they can face.

    It's an idealistic, utopian vision to believe that people (read: the Internet) will rise up together and do something about the bigger problems in the world than the ones they have successfully tackled to date. Maybe it will happen one day. Maybe these small "victories" will give some people the confidence to try something bigger, a little piece at a time. Protesting, say, a war is a bigger deal than signing a petition against the ending for a video game. Some people may be scared to jump in at the deep end, particularly with the apparent risk to life and limb frequently presented by the media, so they take the "safe option". They feel like their voice is being heard, but relating to an issue which is smaller, closer, more relatable.

    The key thing, though, is that none of these people who are sweating the small stuff are saying that the issues they feel strongly about are more important than the Bad Shit Happening Everywhere Else In The World.

    No-one is equating those things except, ironically, in many cases, those people making use of the ESRTTABPITWASJSU argument.

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    #oneaday Day 820: Disagreement https://imnotdoctorwho.moegamer.net/2012/04/17/oneaday-day-820-disagreement/ https://imnotdoctorwho.moegamer.net/2012/04/17/oneaday-day-820-disagreement/#respond Tue, 17 Apr 2012 23:08:33 +0000 http://angryjedi.wordpress.com/?p=3766 I hate arguing. In fact, I'd go further than that. I hate disagreeing. I have absolutely no doubt that this particular aspect of my personality is a side-effect of the social anxiety that I suffer from, but it sometimes makes discussions hard to participate in. I'm fine with expressing my opinion and feel I can … Continue reading #oneaday Day 820: Disagreement

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    I hate arguing. In fact, I'd go further than that. I hate disagreeing. I have absolutely no doubt that this particular aspect of my personality is a side-effect of the social anxiety that I suffer from, but it sometimes makes discussions hard to participate in.

    I'm fine with expressing my opinion and feel I can argue my viewpoint pretty convincingly in most instances — this blog is filled with numerous examples of that, as longtime readers will doubtless know. It's in the things that happen after my opinion has been stated that things get a little trickier — namely, if someone comes along with a diametrically-opposed viewpoint and the willingness (and/or ability) to argue until they're blue in the face about how much I'm wrong and how they're absolutely right.

    Most of the time, these disagreements don't descend into "you're an idiot", but my discomfort with disagreeing makes me sometimes feel like it's implied. I like to think that I go through life as a fairly likeable sort of chap and take great pains to try not to offend anyone (swearing and masturbating stickmen aside, obviously — I'm referring specifically to personal attacks here) so having someone disagree with me and argue their case in an impassioned manner is a frustrating, disquieting experience that often makes me wish I had kept my mouth shut in the first place.

    Part of this is due to the fact that I tend to cycle negative experiences around and around inside my head involuntarily. Even a seemingly innocuous, irrelevant discussion that might have gotten a little bit heated somewhere along the way is enough to keep me awake at night sometimes — and those rare situations where someone is actually genuinely upset by something which has occurred? I can pretty much forget about remaining calm, instead preferring to stare into space, replaying the incident in my mind and wondering what could have happened if things went a little differently.

    It can happen before time, too. If I know there's some form of difficult conversation coming up, I'll find myself role-playing it in my head, imagining what might happen. Inevitably my mental conversation has the worst possible outcome, usually descending into someone getting yelled at or thumped. This does at least make having the actual conversation pleasantly surprising almost without exception, since no-one ever gets thumped and hardly anyone ever gets yelled at.

    I guess part of the frustration over all this is to do with power, or more specifically, a feeling of powerlessness. If you know (or at least believe) that your opinion on something is inherently sensible and others seem to think that you're speaking gibberish, it's disheartening — particularly if said opponents of your viewpoint are aggressive and stubborn in their dismissal of what you have to say. It's particularly disappointing and upsetting when people whom you like and respect fall into this category, too.

    Nine times out of ten, the argument just wasn't worth having in the first place, too. So what I have taken to doing most of the time these days is just stepping back before jumping in to a debate, thinking "will this get heated? Is it worth potentially getting upset over?" and then — only then — making a decision on whether or not to proceed. In some cases, said decision leads to launching a discussion and dealing with the consequences. In others, it leads to walking away — deleting the unsent tweet, closing the comments section, biting my tongue. And in extreme cases, it leads to me feeling like the correct course of action is simply to remove myself from the situation in question and ensure it doesn't arise again — online, that means unfriending, unfollowing and/or blocking people; offline… well, you just walk away and don't look back.

    Some people are built for arguing. I don't think I'm one of them.

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    #oneaday Day 819: I'm a PC, and I'm a Mac... https://imnotdoctorwho.moegamer.net/2012/04/16/oneaday-day-819-im-a-pc-and-im-a-mac/ https://imnotdoctorwho.moegamer.net/2012/04/16/oneaday-day-819-im-a-pc-and-im-a-mac/#respond Mon, 16 Apr 2012 22:25:00 +0000 http://angryjedi.wordpress.com/?p=3762 …and I'm also a PS3, a Wii, a 360, an iOS and an Android. I'm pretty frickin' multicultural when it comes to operating systems and platforms, in short. Always have been. The whole "platform wars" thing always bothers me. It's usually started by the media and then perpetuated by fanboys who get angrier and angrier … Continue reading #oneaday Day 819: I'm a PC, and I'm a Mac...

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    …and I'm also a PS3, a Wii, a 360, an iOS and an Android. I'm pretty frickin' multicultural when it comes to operating systems and platforms, in short. Always have been.

    The whole "platform wars" thing always bothers me. It's usually started by the media and then perpetuated by fanboys who get angrier and angrier and spew more and more meaningless vitriol at one another until everyone leaves feeling rather embarrassed about the whole thing.

    This isn't a phenomenon limited to children and teenagers, either. I've lost count of the number of times I've seen grown men and women posting ridiculous comments about how much they "hate" Apple/Microsoft/Google/Sony/Nintendo/that guy Barry from the chip shop (to be fair, he is a bit of a wanker) and getting increasingly riled up when people try to talk sense into them. Or when people deliberately bait them. Or when people take their comments a little too personally and start yelling back. Or… you get the idea.

    It's been going on as long as there have been rival, roughly equivalent platforms doing similar things. We see it with every generation of computers, consoles, handhelds, smartphones, tablets, operating systems… it goes on and on. And, as I say, it's usually started by the media, though in most cases it's a bit of a "light the fuse and watch" sort of scenario, whereby they'll sow the seeds of conflict and then just let consumers batter each other into submission with increasingly-dumb arguments.

    I've never subscribed to this particular attitude. I don't see the point. Every platform has its pros and cons. Some are likely to be more successful than others. Some will flop, hard. But they all have their place, and if you enjoy using them or find them useful, then that's a win. If you have no use for them or don't find them interesting, cool or exciting, then that's no loss to you. There's certainly no reason to judge people who do like them, though.

    Let's take the Android/iOS distinction. These two groups are regularly at each others' throats, with Android users often hijacking iOS app Facebook pages with comments that just say "Android." repeatedly under the mistaken assumption that this will make the developer of said app want to support them, and iOS users honking on about incompatibility, how much better their devices are and how cool they look. The vocal proportion of both groups are insufferable arseholes, and I really wish they would shut up.

    I entered the Android brigade today with the arrival of my new Motorola Xoom tablet. I got it for several reasons — work, curiosity and the emulation scene. What I found was that I gained an immediate appreciation of what Android did, but did not suddenly find myself hating iOS, Apple and everything they stood for. Instead, from a rational, relatively neutral (well, I have been exclusively iOS for mobile for a number of years now!) point of view, I could see that both of these operating systems had distinctive purposes, and could appreciate both of them.

    iOS is simple, easy, consistent and clear. You know what you're getting with an iOS device. When you run an iOS app (games aside) you generally know what the interface is going to look like, and you can usually figure out how it's going to work. This is true to such a degree that when apps make minor changes to what is seen as the "standard" way that things work, it's very uncomfortable. A good example is the Spotify iPhone app, which has the "go back" and "now playing" buttons the opposite way around to how the iPhone's native music player has — it's a little confusing and irritating. Not enough to warrant INTERNET RAGE, obviously, but it highlights the fact that most iOS apps are a little more consistent with their interface design.

    The "walled garden" aspect of iOS has its place, too. For those who are new to smartphones, tablets and technology in general, the fact that everything scary is walled off means that people can experiment and gain confidence with the device without breaking anything. Apple as a company has been increasingly moving towards the more "casual", "consumer" market over the last few years — various changes to OSX indicate this, too — and the easier and more consistent things are for users, the better so far as they're concerned. All this has the side-effect of irritating self-confessed "power users", however.

    But then there's Android, which would be ideal for said "power users" if they weren't so stubborn. Annoyed at lack of customisation? You can do that on Android. Wish you could transfer files to the device simply by connecting it to a USB port, not by farting around with app-specific transfer programs? Sure, go ahead. Want to use non Apple-branded accessories, including USB gizmos? Knock yourself out!

    The side-effect of all this, of course, is that it provides more things to go wrong. It's still pretty difficult to break an Android device from what I can tell — at least if you haven't "rooted" it, a process which I still don't really understand — but there are more variables in play. You can install apps from places other than one single "official" App Store. There's a greater risk of malware — something which is practically nonexistent for non-jailbroken iOS devices. The interface(s) for Android apps is (are) maddeningly inconsistent at times. And although the iOS App Store carries a lot of absolute garbage, there's even more on Android.

    Both have their place, in short, and both have their own flaws — just as Windows and OSX have their place; PS3, 360 and Wii have their place; and if you really want to keep on using that Palm Tungsten you've had kicking around for years now, be my guest.

    In short — and I'm aware I've said this before to little effect on the Internet at large, but it's nice to at least try — people should pretty much just shut the fuck up and enjoy what they've got while ignoring what they haven't got. We'd have a much nicer world without all this envy and jealousy floating around — since, after all, that's pretty much what most fanboy arguments tend to boil down to — so why do we still do it?

    I guess it's fun to be contrary. Well, you can count me out. So far as tech goes, I'm multicultural and proud.

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    #oneaday Day 818: "So Fed Up With SOMEBODY..." https://imnotdoctorwho.moegamer.net/2012/04/15/oneaday-day-818-so-fed-up-with-somebody/ https://imnotdoctorwho.moegamer.net/2012/04/15/oneaday-day-818-so-fed-up-with-somebody/#respond Sun, 15 Apr 2012 21:28:53 +0000 http://angryjedi.wordpress.com/?p=3758 Passive aggression. It's an ugly business, for sure, but never has it been easier to participate in than in this age of social media. While the phenomenon has been around for many years in the form of bickering couples saying things like "SOMEBODY didn't do the washing up" or making other such pointed remarks either … Continue reading #oneaday Day 818: "So Fed Up With SOMEBODY..."

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    Passive aggression. It's an ugly business, for sure, but never has it been easier to participate in than in this age of social media. While the phenomenon has been around for many years in the form of bickering couples saying things like "SOMEBODY didn't do the washing up" or making other such pointed remarks either directly at each other or to other people within earshot of their partner, it wasn't until people gained the ability to broadcast their every waking thought to the entire world that it became the worldwide craze that it is today.

    I'm not sure exactly what it achieves. I've indulged in it in the past — in my defence, there were extenuating circumstances at the time — and it didn't really make me feel any better, though it did have the effect I desired at the time: to get some validation and reassurance from friends, and to piss off, upset or otherwise get the attention of a specific person. I wasn't particularly proud of the result. I ended up feeling worse about the thing I was trying to get out of my system than before the passive-aggressive incident. So I try and avoid it in most cases these days. (Note: most. No-one is infallible. And I'm aware that not sharing the details of said incident above could be construed as a form of passive aggressiveness. But, well, shut up.)

    Why has social media been a catalyst for the growth of passive-aggressiveness, though? Quite simply, it's because it gives people the ability to feel like they're being heard even when no-one is really listening. Post something along the lines of "SO PISSED OFF WITH SOMEONE RIGHT NOW!!!" on Facebook and within a matter of minutes you'll have at least one "Like" and one comment saying something along the lines of "u ok hun?". Since you're being passive-aggressive, though, you couldn't possibly say exactly what's up with you at the time, and as such you drop vague hints as to what is bothering you without actually saying it. Or, worse, you leave a comment to the "u ok hun?" commenter saying "I texted you", letting everyone else reading the comment thread know that you're telling someone all about what/who has pissed you off this week, encouraging a flurry of private messages and texts to said person asking "Do you know what's up with so-and-so?"

    Eventually, of course, the whole sordid saga comes out because statistically, someone in your group of friends is likely to have loose lips. We know this from sitcoms where one member of a group of friends is forced to keep someone's secret but finds themselves increasingly tempted to reveal everything to someone else, whom it transpires actually knew it anyway. Or, to base ourselves back in reality, some people like telling others secrets because it gives them a feeling of power — "I know something you don't, but I'll tell you if you buy me a drink/buy me a pony/sleep with me" — and thus said secret gradually spreads and spreads until, inevitably, it gets back to the person it originated from, who traces it back to the person who they told in confidence and then posts another passive-aggressive status update about how they're, like, totally so pissed off with people who can't keep secrets.

    You get the idea, anyway.

    As human beings, we have a variety of means of communication at our disposal, and it's pretty clear to most of us that being upfront and honest about things often makes life a lot easier in the long run, even if it might be a bit like tearing off a plaster in the short term. But in the heat of the moment, it's all too easy to focus on that "short term" bit and take the easy option, which is to bottle up the things we're really feeling and simply spout vague bullshit into the ether in the hopes that someone — anyone — will reach out to us and give us someone to talk to.

    We never learn our lesson, though — at least not if my Facebook news feed and Twitter timeline are anything to go by.

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    #oneaday Day 817: Countdown to a Non-Event https://imnotdoctorwho.moegamer.net/2012/04/14/oneaday-day-817-countdown-to-a-non-event/ https://imnotdoctorwho.moegamer.net/2012/04/14/oneaday-day-817-countdown-to-a-non-event/#respond Sat, 14 Apr 2012 23:58:08 +0000 http://angryjedi.wordpress.com/?p=3754 It's my 31st birthday on the 29th of this month, something which I am neither massively looking forward to or dreading — it's just happening. (That said, there is the distinct possibility of nerdtastic board game action in the name of celebration, so I guess I am sort of looking forward to it.) Birthdays are … Continue reading #oneaday Day 817: Countdown to a Non-Event

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    It's my 31st birthday on the 29th of this month, something which I am neither massively looking forward to or dreading — it's just happening. (That said, there is the distinct possibility of nerdtastic board game action in the name of celebration, so I guess I am sort of looking forward to it.)

    Birthdays are one of those things that seem massively important when you're a kid but decline in relevance as you get older, with only the big "decade change" birthdays being a particularly big deal in most cases. My 30th was pretty awesome, as it happened, since not only did my awesome girlfriend take me to London for happy funtimes (on royal wedding day, as it happened, but that didn't make things as inconvenient as I expected it might) but I then got to hang out with a goodly proportion of my UK-based friends (and one US-based friend who happened to be in the country at the time!) and eat lots of curry. Which was nice.

    Thinking back on it, though, I'm not sure I can remember that many birthdays from my past. I was never particularly big on the whole "party" thing even when I was little — I remember going to plenty of other kids' parties at the local village hall, eating cake and playing Pass The Parcel, though I don't have any traumatic clown experiences to have revelations about in therapy (unless they're particularly well-hidden and repressed) and I was rarely — if ever, I forget — the actual "host" or "guest of honour" of such an event.

    I'm fine with this, as it happens, though it may have begun to carve my personality into the shape it is today. A big "party" full of people I don't really know very well all putting pressure on me to have a good time is not a situation I particularly want to put myself in, particularly as it's considered impolite and/or drama queen-ish to tell everyone that you've had enough and you'd just like them all to, you know, fuck off right now please.

    I think the best birthday celebrations I've had were loosely-organised affairs where I maybe had the opportunity to hang out with a few friends, but there was no real pressure on anyone to be wild, wacky or drunk. Oftentimes there was all of the above, but rarely was it forced.

    One particularly memorable occasion came during my first year at university, so I guess it must have been my 19th birthday. The halls of residence flat in which I lived had become a pretty close-knit group (most of us, anyway — there was one girl who perpetually did her own thing) and so we decided that we would go to local student hotspot and well-known grot spot Clowns, a "wine bar" that had an attached basement nightclub known as Jesters.

    To call Clowns a "wine bar" was to polish a turd, really, since it was simply a "bar". Okay, it served wine, but the phrase "wine bar" implies a certain degree of classiness that Clowns most certainly did not possess. Rather, it was the sort of place in which you stuck to the floor if you stood still for too long, and its companion nightclub Jesters (which seemed to be perpetually open, even during the day) was the kind of place whose toilets regularly overflowed and coated the dance floor with a sloppy mess of urine, cigarette butts and all manner of other unpleasantness. The theory was that by the time you got into Jesters, you were usually so wasted that you didn't mind what you might be stepping in/on, so it was something of a moot point.

    I digress. This particular birthday celebration was one of those "unstructured" sort of occasions. Clowns was running some sort of summer special whereby they'd provide you with a four-pint jug of its signature "Juicy Lucy" cocktail for about four quid, and as such most people there were clutching said jugs like giant tankards, pouring the luminescent green concoction down their throats with gay abandon.

    I remember relatively little about what we were actually doing at the pub — drinking, probably — but for some reason I have oddly lucid memories of what happened upon our return to the flat. My flatmate Chris, for one, decided that the thing to do would be to sit in the corner of my bedroom with a pair of my (clean) underpants on his head. (I believe he was later sick on his door and subsequently refused to come out of his room for the rest of the evening, though this may have been another occasion.) My friend Simon, who did not live in the same halls of residence as us, fell asleep on my bed. All I really wanted to do at this time was fall asleep, too, so I opened up my wardrobe, rested my head on the bin-bag full of laundry that was in there (surprisingly comfortable) and drifted off for a little while.

    I awoke a couple of hours later to find Simon just rousing from his slumber, too.

    "I'm just going to run my head under the tap and then leave," he said blearily. He stood up, and from my low vantage point I heard him go into the kitchen, run the tap as he suggested, and a few moments later, the front door banged to indicate that he had indeed left.

    This occasion was clearly a silly situation in which almost nothing of any note whatsoever occurred, but for some reason it has stuck in my memory for many, many years. I can only wonder what strange memories future celebrations may burn onto my brain.

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    #oneaday Day 816: Half-Past One, AM https://imnotdoctorwho.moegamer.net/2012/04/14/oneaday-day-816-half-past-one-am/ https://imnotdoctorwho.moegamer.net/2012/04/14/oneaday-day-816-half-past-one-am/#respond Sat, 14 Apr 2012 01:05:33 +0000 http://angryjedi.wordpress.com/?p=3749 It's 1:30 in the morning, because I've spent the last little while putting together my first article for ages on Bitmob/GamesBeat. It's about the three "Operation Rainfall" RPGs — Xenoblade Chronicles, The Last Story and Pandora's Tower. You can find it here. Please give it some love. I was tempted to recreate the whole thing … Continue reading #oneaday Day 816: Half-Past One, AM

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    It's 1:30 in the morning, because I've spent the last little while putting together my first article for ages on Bitmob/GamesBeat. It's about the three "Operation Rainfall" RPGs — Xenoblade Chronicles, The Last Story and Pandora's Tower. You can find it here. Please give it some love. I was tempted to recreate the whole thing here and call that today's post, but I thought I'd at least make an effort to do something different. For some reason. I don't know why. I'm kind of tapped out on creativity, but I have no doubt that just typing and typing in my usual stream of consciousness manner will cause at least something to flow out.

    Whether or not it'll be interesting does, of course, at the time of writing this sentence, remain to be seen.

    This week has been one of those ones that has simultaneously zipped by at a breakneck pace and also appeared to be exhaustingly busy. I don't think I've been doing anything particularly out of the ordinary — though we have been to the gym a few times after a few weeks of poor motivation — but things have felt more chaotic than usual. I've been working as usual (this week's iOS app recommendations: Skylanders Cloud Patrol and Saturday Morning RPG with an honourable mention for Burnout Crash even though I have a suspicion it might be a bit rubbish) and hanging out on Twitter. I also sat in our back garden for the first time ever. I read a bit of a book on my Kindle. It was nice, and I've apparently got over my fear of deckchairs.

    I also ordered an Android tablet. Don't get me wrong, I'm still a total Apple fanboy (I'm typing this on one of two iMacs that adorn my desk, and my iPhone and iPad are within easy reach) but 1) I'm curious about what Android has to offer and 2) it will be useful for my work. Also, 3) Android tabs — particularly the Motorola Xoom, which is the one I've ordered — are great for emulation and retro gaming. A Twitter friend regularly evangelises about how great it is to have a portable device which merrily plays the entire back catalogue from systems such as the SNES, Mega Drive, NES, Master System and numerous other platforms, and I won't lie, that possibility is immensely appealing. Imagine how cool it would be to roll up to a friend's house with a single device and be able to play things like Street Fighter II and Mario Kart without having to faff around behind their TV? Awesome. (Hopefully. I'm yet to see it in action. But I'm confident.)

    In a few moments I will be going to bed, and then it will be the weekend. Technically it is already the weekend, I suppose, but it's not really the weekend until you wake up on Saturday morning after sleeping and then eat bacon and sausages and eggs and smother them in brown sauce. (Yes, brown sauce is the correct sauce to put on a full English.)

    Oh, I give up. My brain is dry and so I cut my losses and say goodbye. (Hey, that rhymes.) Good night!

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    #oneaday Day 815: Pandora's Tower -- Some First Impressions https://imnotdoctorwho.moegamer.net/2012/04/13/oneaday-day-815-pandoras-tower-some-first-impressions/ https://imnotdoctorwho.moegamer.net/2012/04/13/oneaday-day-815-pandoras-tower-some-first-impressions/#respond Fri, 13 Apr 2012 00:41:34 +0000 http://angryjedi.wordpress.com/?p=3737 So, the third of the three "Operation Rainfall" titles is finally upon us here in the UK (well, technically tomorrow, but Amazon were good enough to ship it to me a day early), completing the Holy Trinity of Wii-based Japanese role-playing games that many are lauding as the real last hurrah of Nintendo's system. (I've … Continue reading #oneaday Day 815: Pandora's Tower -- Some First Impressions

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    So, the third of the three "Operation Rainfall" titles is finally upon us here in the UK (well, technically tomorrow, but Amazon were good enough to ship it to me a day early), completing the Holy Trinity of Wii-based Japanese role-playing games that many are lauding as the real last hurrah of Nintendo's system. (I've actually lost count of how many times people have referred to Wii games as the system's "last hurrah" or similar, but with Wii U on the relatively near horizon, it might actually be true this time.)

    Like its predecessors Xenoblade Chronicles by MonolithSoft and The Last Story by Mistwalker, Ganbarion's Pandora's Tower is far from what you'd call a conventional JRPG. In fact, of the three titles, Pandora's Tower is the least traditionally RPG-ish and will likely prove to be the most divisive due to its curious mix of game styles. That's not to say it's bad — far from it, in fact — but those coming in and expecting a traditional globetrotting adventure with a cast of loveable misfits will find themselves surprised by what they discover.

    Pandora's Tower tells the story of a pair of young star-crossed lovers named Aeron and Elena. Aeron, the player character, doesn't say much besides the odd grunt and "yes" but is clearly devoted to Elena. Elena, meanwhile, has a bit of a problem; she's cursed. And, as curses go, this one's a doozy — she's slowly turning into a slobbering monster with icky skin and tentacles wriggling out of her shoulder. Discovering the nature of the curse at a harvest festival, Aeron and Elena flee into the wilderness accompanied by a strange old crone named Mavda who inexplicably carries a jar on her back containing an enormous skeletal man who occasionally babbles indecipherable gibberish. Madva reveals that there is one way to break the curse — for Elena to eat the flesh of twelve "masters" who reside in twelve towers that make up an imposing-looking fortress hovering over a terrifying-looking abyss known as The Scar.

    As you have probably surmised, this is where the player comes in. Elena, being rather delicate and demure when she's not slobbering and betentacled, isn't exactly equipped to go monster hunting, so it's up to Aeron to take his improbably large sword, magic chain (provided by Mavda) and floppy hair (model's own) into the aforementioned towers to defeat the masters, rip out their "master flesh" and feed it to Elena (who was, at least until this whole mess started, a vegetarian for religious reasons) in order to save her from a hideous fate. Simple, right? All in a day's work for an almost-mute hero.

    Gameplay evolves in several discrete sections, and it's the combination of these factors that makes Pandora's Tower such an original, distinctive experience. If you were to boil it down to video game math, then the following equation would probably cover most of what I've experienced so far:

    (Castlevania: Lords of Shadow – Patrick Stewart) + Ico + Shadow of the Colossus * Zelda + dating sim = Pandora's Tower

    There are two main components to gameplay: dungeoneering and downtime. During downtime, the player may, as Aeron, hang out with Elena in their makeshift hideout, ask her about the lore of the world, shower her with gifts, feed her various meaty treats and throw her untranslated texts so she can make herself useful. Aeron may also call up Mavda, who appears to perpetually live outside the back door of the hideout, and buy things from her, get her to craft and repair items, get her to upgrade equipment and offload excess meat. She'll also pay Aeron for any texts he's found — including newly-translated ones from Elena — which provides the player with a decent income stream if they take the time to explore and discover things. That completionist's nightmare — the "percentage completed" gauge — makes an appearance in the game's menu so those who want to make sure they get the full experience can see at a glance how close they are.

    All this downtime activity isn't just for show — most of the Elena-related activity affects the couple's relationship, and providing certain gifts also causes her to spruce up the hideout with her own personal touches. The game's ending is supposedly determined by the relationship value between the two by the time the story comes to an end, so it's in players' interests to ensure that they keep their lady sweet.

    Upon leaving the hideout and heading for one of the dungeons, however, gameplay takes a decidedly different turn. It becomes a combination of third-person combat and environmental puzzle solving. Aeron may attack beasties with his sword and unleash combos, but it's the chain that provides the most interesting gameplay possibilities. By aiming the chain with the Wii Remote's pointer (or the right analogue stick on the Classic Controller) and attaching it to enemies, environmental structures and all manner of other things, Aeron is able to cause all kinds of mischief. And there's plenty of scope for creative silliness, too — try attaching one end of the chain to one enemy's legs and the other to another enemy's face, for example.

    Aeron's goal in each dungeon is, like a Zelda game, to unlock the boss chamber and then defeat said boss. Rather than relying on a huge inventory of items, however, the majority of the game's puzzle solving comes from creative use of the chain. Sometimes you'll be pulling levers with it, sometimes you'll be throwing chunks of ore into soft walls to use as hooks to grapple on to, sometimes you'll be tying sentient plants to pillars and chopping them to bits before they burrow into the ground. And you'll often be using the chain to rip out gobs of flesh and other crafting ingredients from fallen enemies, because Elena's curse isn't waiting for you.

    No, indeed — a timer in the corner of the screen shows the progress of Elena's transformation. It can be reset by grabbing some tasty meat and taking it back to her, but this requires you to make your way back through the dungeon you've just battled your way through, then delve back into it once you've given her her treats. Fortunately, the dungeons are designed in such a way that progressing further in them allows you to set up various shortcuts, and knowing the layout of them a bit better also allows you to romp through them fairly quickly. Progress doesn't reset upon leaving the dungeon, so it's perfectly feasible to unlock the boss room, go back, feed Elena and then go kick some boss ass.

    It becomes an exercise in time management — can you make it through the boss fight before Elena goes all tentacly? (Should she find herself going all tentacly, this does, as you may expect, have an adverse effect on the couple's relationship.) Or should you play it safe and head back with a bag full of meaty treats? This constant weighing up of pros and cons is further exacerbated by the fact that Aeron can only carry so much crap in his bag at once, necessitating a return to the hideout every so often to offload junk or craft it into useful items. This does, however, provide an opportunity for Aeron and Elena to spend some time together and improve their relationship, so it's not a wasted trip — though the traipsing back and forth may annoy some.

    There's a lot to do, but the dungeons (at least the two I've completed so far) are well-designed and satisfying to figure out. A real sense of urgency is provided by the curse timer ticking away in the corner of the screen, and I can only imagine how the intensity of this will increase as the dungeons grow in complexity. The story is told in a less "in your face" manner than a lot of other games, with a strong focus on the relationship between Aeron and Elena, and a lot of environmental storytelling through discarded notes and architectural design. It's an intimate sort of game, by turns lonely and daunting in the dungeoneering segments and heartwarming when the couple is together. At its heart is the tale of a relationship between two people and the lengths people will go to for love — an experience that, so far at least, is altogether unlike any other Japanese role-playing game or action adventure that I've played in recent memory.

    In short, it's a fitting dénouement to the "Operation Rainfall" trio of titles — and to the Wii's catalogue in general. It's actually pretty remarkable that three of the best "core" games of the generation are on a system that many people denounce as being "kiddy", "casual" or a waste of time — or dismiss outright for not being HD. Deprive yourself of these three games simply on the grounds that they don't look as good as, say, Mass Effect 3 and you're depriving yourself of three distinctive, bold and original titles that are the perfect antithesis to the "cookie-cutter" approach of triple-A development and publishing. I hope beyond hope that their small but loyal fanbases will be enough for these studios to be able to keep doing what they do.

    Further thoughts on Pandora's Tower will follow when I've beaten it. In the meantime, if you're American, go pick up a copy of Xenoblade Chronicles before it becomes impossible to find, and be sure to support Xseed's release of The Last Story — and whoever picks up Pandora's Tower — when they show up later this year.

    [Edit: Apologies — I misread some recent news that made it look as if Xseed was bringing Pandora's Tower to the US later in the year. It seems the status of that title's US release is still somewhat up in the air — but we can hope!]

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    #oneaday Day 814: Myself, Myself and Myself https://imnotdoctorwho.moegamer.net/2012/04/11/oneaday-day-814-myself-myself-and-myself/ https://imnotdoctorwho.moegamer.net/2012/04/11/oneaday-day-814-myself-myself-and-myself/#respond Wed, 11 Apr 2012 22:54:42 +0000 http://angryjedi.wordpress.com/?p=3733 Watched The Apprentice tonight. Out of the interminable string of asinine reality shows that the idiot-box forces into our collective consciousness, Lord Sugar's ouevre is the one that offends me the least. It still offends me, of course, though not for the same reasons that, say, Britain's Got Talent does. No, Britain's Got Talent makes … Continue reading #oneaday Day 814: Myself, Myself and Myself

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    Watched The Apprentice tonight. Out of the interminable string of asinine reality shows that the idiot-box forces into our collective consciousness, Lord Sugar's ouevre is the one that offends me the least. It still offends me, of course, though not for the same reasons that, say, Britain's Got Talent does. No, Britain's Got Talent makes me feel stupid for watching it. (So I don't.) The Apprentice, meanwhile, finds me infuriated at the people depicted therein — the fact that the show itself typically shows them up to look like the bunch of chancers they are takes the edge off, however.

    One of the worst things these people do is talk. No, seriously. Every time they open their mouths it's a veritable string of business cliches, one after another. One of the most prolific, egregious examples is the incorrect use of the word "myself". Everyone on that show seems to think that using the word "myself" instead of "me" or "I" makes them sound more "formal" or "polite".

    "Who was responsible for this?" yells Lord Sugar.

    "That was myself," pipes up someone with impossibly blue eyes.

    "And who worked in the production side of things?"

    "Myself was working in production, along with Randolph, Bellend and Fuckwhistle," comes the reply from the blonde one with the annoying attitude. (I can't remember their real names.)

    You get the idea.

    The same principle is also, it seems, applied to the word "yourself", which has apparently become an acceptable substitute for the word "you" somewhere along the line.

    "I think the team working on this should be yourself, myself and Craptwat," says Fuckwhistle.

    I can't work out where this faux-formality that makes people talk incorrectly (or, to be less prescriptive about it, "faux-formality that makes people complicate their speech unnecessarily") has come from. Perhaps it's a modern-day variant of the archaic "thou art/you are" distinction, which everyone uses incorrectly these days anyway. (And with good reason, obviously — it's archaic, duh.) Whatever it is, it needs to die, for the same reason that people who use words like "trendy" and "funky" just need to stop right now. Words like that are ones which lose all their meaning and become the opposite of what they're supposed to be as soon as they come out of someone's mouth. The same is also true for anyone who says Internet memes out loud or — God forbid — says "LOL" in earnestness.

    But I digress.

    Language is constantly changing and evolving, usually for the better. We have a veritable shit-ton more words than we used to (and plenty more, like "shit-ton", that you won't find in the OED) and the English language has never been more complex, more expressive and more descriptive than it is now. It doesn't need to be overcomplicated with misplaced formality. There are already pretty good systems in place for indicating that you're speaking formally — lose the contractions, cut the slang, actually bother to pronounce the letter "t" — so stop making up rules. And while we're on, grab a dictionary and look up what "literally" means. It's not an intensifier. It means something actually happened. Stop using it wrong or I will literally jam this pencil into an orifice of yours that it's not usually supposed to find itself in.

    And yes, I mean literally.

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    #oneaday Day 813: Fitocrat https://imnotdoctorwho.moegamer.net/2012/04/10/oneaday-day-813-fitocrat/ https://imnotdoctorwho.moegamer.net/2012/04/10/oneaday-day-813-fitocrat/#respond Tue, 10 Apr 2012 23:10:12 +0000 http://angryjedi.wordpress.com/?p=3729 I last wrote about up-and-coming "fitness social game" Fitocracy back in… [checks] Ooh. October of last year. I thought it was more recently. I feel less guilty about writing about it tonight, in that case. For the uninitiated, Fitocracy is a site which gamifies your exercise regime. Completing exercises rewards you with points. Points mean … Continue reading #oneaday Day 813: Fitocrat

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    I last wrote about up-and-coming "fitness social game" Fitocracy back in… [checks] Ooh. October of last year. I thought it was more recently. I feel less guilty about writing about it tonight, in that case.

    For the uninitiated, Fitocracy is a site which gamifies your exercise regime. Completing exercises rewards you with points. Points mean level ups. Level ups mean… well, nothing actually, but they provide you with bragging rights plus also give you a rough idea of how much cumulative exercise you've done since you started tracking it (and, in theory, "got serious" about it).

    Tracking exercises can be done in two ways: manually logging them or linking to a Runkeeper account. The former is necessary for exercises which can't be automatically tracked such as resistance machines, free weights and bodyweight exercises. The latter is the easiest way to track cardiovascular workouts — particularly those where you've actually, you know, gone outside — but you can also track CV stuff directly within Fitocracy if you don't want to plaster your information over yet another site. (Runkeeper is a pretty cool app, though, so if you're serious about your fitness, enjoy attempting to draw GPS penises via your exercise route and have a smartphone, it's worth a download.)

    If Fitocracy was just an exercise-tracking system with a levelling system, it'd be pretty decent. But the team behind it has gone the extra mile and included a bunch of other stuff, too. There are Achievements for a variety of things ranging from engaging with the site's social features to performing challenging exercises. There is a Quest system that provides specific, one-off missions for you to undertake — a good means of setting yourself long-term goals if you can't think of any of your own. You can save your favourite routines so you can easily recall and record them. There's a solid Groups system whereby you and your friends can work together and even set up mini-challenges to see who can earn the most points in a set time period. And the whole thing is wrapped in a straightforward, conventional but effective and highly-polished social interface that encourages interaction and encouragement between "players".

    All in all, it's an excellent motivational tool. Everything combined together forms a powerful system that makes you feel like you're being "rewarded" for bettering yourself when, in fact, you're simply making a variable go a bit higher each time or occasionally unlocking intangible shiny things. The thing is, though, you are actually rewarding yourself. You're bettering yourself. You're getting fit. You're learning how to self-motivate. And, assuming you've managed to badger some friends into joining up too, you're also being rewarded by positive encouragement and reinforcement from other people who are going through the same thing. It's a social network for people who are serious about their fitness — or who want to get serious about their fitness. And it does its job extremely well.

    Fitocracy was in closed beta for a pretty long time, and during that period it was only possible to use the service if you had an invite. Now, though, the whole thing is open to the public and is completely free to use — though power users have the option of shelling out $4.99 a month to become a "hero" and get early access to new features. The service has had a fresh new coat of purple paint, its site looks great and the new iPhone app is a pleasure to use with its simple, intuitive and attractive interface.

    So why not give it a try? Here's my profile. I'll be your friend! NOW GET MOVING, MAGGOT!

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    #oneaday Day 812: Perspective (And Retro Filters), People, Please https://imnotdoctorwho.moegamer.net/2012/04/09/oneaday-day-812-perspective-and-retro-filters-people-please/ https://imnotdoctorwho.moegamer.net/2012/04/09/oneaday-day-812-perspective-and-retro-filters-people-please/#respond Mon, 09 Apr 2012 23:42:39 +0000 http://angryjedi.wordpress.com/?p=3723 It was announced today that Facebook has acquired the popular mobile photo sharing and hipster filtering app Instagram, which has been available for some time on iOS and recently launched for Android phones. The deal was sealed for somewhere in the region of $1 billion in cash and Facebook stock, which is an excessively large … Continue reading #oneaday Day 812: Perspective (And Retro Filters), People, Please

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    It was announced today that Facebook has acquired the popular mobile photo sharing and hipster filtering app Instagram, which has been available for some time on iOS and recently launched for Android phones. The deal was sealed for somewhere in the region of $1 billion in cash and Facebook stock, which is an excessively large amount of money by anyone's standards.

    I shan't go into the ins and outs of the business side of things here (check my colleague's posts over on Inside Facebook for more details as well as a bit about what FB and Instagram have been up to together) but what I did want to talk about a little was the public reaction to the news.

    In short, the reaction has not been overly positive, at least among the people I follow on FB and Twitter and their friends. I have seen numerous comments today that are simply along the lines of "oh, fuck" without any real explanation — basing their negative reaction simply on the widespread assumption that Facebook Is Evil.

    As it happens, some of these people may be right to be a little concerned for the future of Instagram. Facebook has gobbled up several other social services over the course of the last few years, and the result has often been that said services disappeared without a trace. Location-sharing Foursquare rival Gowalla, for example, shut down its service a short while ago as its founders and key team members were reassigned to work on Facebook's own location service. Meanwhile, group messaging service Beluga was also swallowed up around this time last year, and eventually disappeared off the face of the Earth, only to be replaced by the Facebook Messenger mobile app.

    Mark Zuckerberg has taken great pains to attempt to assuage the fears surrounding Instagram, however, noting that a key part of the service is its connectivity with non-Facebook networks such as Twitter, Tumblr, Foursquare, Flickr and Posterous. If Facebook is truly planning on keeping Instagram as its own independent entity to begin with, it wouldn't make sense to remove the facility to post to these other networks. What is probably more likely to happen is that Instagram's popular photo-filtering features will make their way into the official Facebook apps, making it even easier for people to take faux-retro pictures at every opportunity.

    Perhaps Facebook will dissolve Instagram eventually, and that will be a bit of a pain for those who have Instagram but not Facebook accounts — but it won't be the end of the world as some people seem to be suggesting. There are plenty of other "hipster photo filter" apps available — Streamzoo and Lightbox appear to be two popular suggestions — and, in my purely anecdotal experience, the apparent majority of people who use Instagram use at least one other social service alongside it anyway, even if it's not Facebook, meaning they can simply direct followers to their Twitter/Tumblr/whatevr if and when they start using another service.

    So Instagram being taken over by Facebook isn't cause for sadness, anger or irritation. It was a completely free service, after all, meaning in practice it had no real obligations to remain the way it was forever. Instead, we should be celebrating the fact that a small team succeeded in living the dream — to create something simple, fun and popular, and subsequently to make an absolute fucking butt-ton of money out of it. It's a success story of the modern age, made all the more notable when you compare it to the $35 million Yahoo! paid for Flickr back in 2007.

    So if Facebook taking over Instagram bothers you, simply use something else — there's plenty of alternatives, as outlined above. In the meantime, the two companies can work on better integration of Instagram's popular features into what is, like it or not, the world's biggest social network. If you had paid money to use Instagram then you may well have a slightly stronger case for being pissed off; as it is, what we have here is a small company who offered its services to the public for free taking a once-in-a-lifetime business opportunity — and, more to the point, no real evidence that Facebook's involvement will in any way compromise what the service is now.

    As with so many things on the Internet, perhaps it's best to wait and see what happens before getting irrationally angry or sad about this. Otherwise all that jerking's going to put your knee right out of joint. So to speak.

    The post #oneaday Day 812: Perspective (And Retro Filters), People, Please appeared first on I'm Not Doctor Who.

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    #oneaday Day 811: Some Handy Tips for Those of You who Wisely Picked Up Xenoblade Chronicles This Weekend https://imnotdoctorwho.moegamer.net/2012/04/09/oneaday-day-811-some-handy-tips-for-those-of-you-who-wisely-picked-up-xenoblade-chronicles-this-weekend/ https://imnotdoctorwho.moegamer.net/2012/04/09/oneaday-day-811-some-handy-tips-for-those-of-you-who-wisely-picked-up-xenoblade-chronicles-this-weekend/#respond Mon, 09 Apr 2012 00:06:17 +0000 http://angryjedi.wordpress.com/?p=3719 Bought a copy of Xenoblade Chronicles? Firstly, well done. Secondly, it's rather good, isn't it? Thirdly, you've probably noticed that it's a massive, sprawling, deep game with lots of things to think about. Being a grizzled old veteran who has played the game to death already, I thought I'd share a few tips to help … Continue reading #oneaday Day 811: Some Handy Tips for Those of You who Wisely Picked Up Xenoblade Chronicles This Weekend

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    Bought a copy of Xenoblade Chronicles? Firstly, well done. Secondly, it's rather good, isn't it? Thirdly, you've probably noticed that it's a massive, sprawling, deep game with lots of things to think about.

    Being a grizzled old veteran who has played the game to death already, I thought I'd share a few tips to help you along the way. I'll try and remain spoiler-free in the process, and I won't be giving plot walkthroughs or anything like that — just general tips. Bulleted tips, even. Here we go.

    (Note: If you're not playing Xenoblade Chronicles, this will all mean nothing to you. I'll be back in the normal world tomorrow.)

    • Pick a good, complementary party, but don't be afraid to experiment. You can make most combos work — and in fact to max out Party Affinity you'll probably have to — but a safe option is to have a tank (Reyn or Riki), damage dealer (Shulk, Dunban or Melia) and healer (Sharla or, to a lesser extent, Melia). Note that you don't need to have Shulk in the party, but it's easier to deal with visions if he is.
    • Don't forget to level up your Arts. You gain AP with every successful combat and these can be used to power up each character's Arts — the special abilities that they are able to use in combat. Don't forget to drop into the menu regularly to spend these AP — which each character has their own individual bank of — on improving their abilities, because the game sure won't remind you. On that subject…
    • Pick Arts that complement each other. Depending on your party lineup, ensure that you have Arts picked that work well together. Don't worry about changing around Shulk's Arts, since he has a fixed arsenal. But depending on who else is there and what they're capable of, pick ones that work well together. A good combo is to ensure that between all three members, you have the ability to Break, Topple and Daze an opponent. By doing this to an enemy that isn't immune, you buy yourself a good few seconds of uninterrupted beatdown time, which is very helpful on baddies with high HP. Note that most — but not all — bosses and Unique Monsters tend to be immune to Break and Topple.
    • In Chain Attacks, colour is everything. The other thing you should consider when preparing your party's Arts is to make sure that you have appropriate colours covered to unleash a decent Chain. The colours typically correspond to what the Art does — red ones tend to deal direct damage, pink ones tend to inflict Break, green ones tend to Topple and blue ones tend to be restorative or supportive — so a good thing to do is to ensure your whole party has at least one red Art equipped in order to do a damaging Chain Attack. When you start the Chain, choose a red Art to kick off, then when it switches to the next character, choose one of their red Arts and so on. Bear in mind that according to both random chance and Party Affinity, you may have the opportunity to continue the chain after everyone has had one go, so it's worth having more than one of the same colour if you can spare the slots.
    • Skills aren't as complicated as they look. The tutorial for the Skill system makes it sound bewildering, but think of Skills as passive bonuses and you'll be fine. Picking a character trait to focus on provides a bonus to a particular stat, then all SP earned (also after combat) will be applied to that particular skill branch. When sufficient SP have been earned, that bonus or passive ability starts to take effect automatically. Note that each character starts with three Skill paths, but has the opportunity to unlock up to two more through quests.
    • Skill Links let characters use each others' Skills. This is the complicated bit. You've probably seen that killing bosses nets you Affinity Coins. These are used to let characters "borrow" each others' Skills, thereby enabling them to get passive abilities they wouldn't normally have access to. For example, if Reyn has learned the skill to equip heavy armour, another character who is normally limited to light armour can Skill Link with Reyn in order to also be able to equip heavy armour. The number of skills characters can borrow from each other is determined by the number of Affinity Coins you have and the Affinity between the characters attempting the Link. Speaking of which…
    • Build up Party Affinity as much as you can. Your characters fight better alongside each other if they actually like each other. They also say different things in battle or when they jump in to conversations. There are lots of ways to improve this. Firstly, put the characters you're trying to develop the relationship between in your active party. Make the character you want to see the most gains the leader, since when party members jump into conversations, it improves Affinity with this person. Hit as many Burst Affinity button prompts in battle as you can. Encourage characters who are suffering from low Tension in battle (they'll have a purple cloud behind their face in the interface — run up to them and press "b" to whisper some sweet nothings at them). Don't forget to go and do Heart to Hearts when you have sufficient Affinity between two characters — these provide massive Affinity boosts even if you balls them up. And don't forget that you can gift Collectibles to characters via the Inventory menu — the game forgets to mention how to do this. Select an item, choose a character to gift it to and you'll see the affinity gain (or loss) it generates. For hints on what might be good items to give different characters, check the Achievements menu or think about the characters' personalities.
    • When hunting, use the reload trick. Saving your game then immediately loading it causes the monsters in a zone to refresh, so if you've run out of mobs you need to bash over the head for a quest, save and reload to respawn them. If you're hunting a Unique Monster and there's no sign of it in the place where it's supposed to be, do the same thing for a chance of respawning it.
    • If looking for specific weather, use the clock. Advance time from day to night (or vice versa) until you get the weather conditions you're after. Note that "thunderstorm" is a different weather condition to "raining".
    • Talk to everyone with a name. Speaking to a named NPC adds them to your Affinity Chart and sometimes improves your Area Affinity. When your Area Affinity levels up (it doesn't tell you when this happens, so check the Affinity Chart regularly), new quests become available, and named NPCs also get new items to trade with you. It's possible for every single person on the entire Affinity Chart to be joined to at least one other person by the end of the game, so consider that a challenge if you're a completionist.
    • Collect collect collect! Collect every sparkly blue blob you see. Not only will it help you fill the Collectopaedia, there's usually a questgiver somewhere nearby who will pay you good money for them. Or you can always gift them to characters.
    • Trading is usually a quicker way to fill the Collectopaedia. If you're struggling to find a specific collectible item in the field — and some are considerably rarer than others — then try trading with named NPCs instead of talking to them. When trading, offer them goodies that are considerably higher in value than the thing you're looking to grab — double is usually a safe bet — and they'll often throw in an extra free gift, too. Note that NPCs' inventories expand as Area Affinity improves. Their tradable items always come from the zone in which they are found.
    • Don't forget about Gems! Equipping gems in slotted items can make the difference between triumphant victory and crushing defeat. Note that bonuses to stats have a cap — if the bonus turns green in the menu, equipping further gems won't have any effect. Pick gems that help strengthen a character's particular specialisms rather than compensate for weaknesses — e.g. apply Muscle Up gems to Reyn to increase his physical defense to make him a better tank, add Strength Up gems to Shulk to make him deal more damage. Remember that Unique items (the ones with "U" on their icon instead of "S") have preset gems that cannot be removed.
    • Explore everywhere. Discovering new Locations, Landmarks and Secret Areas is a good non-combat way to gain experience points, plus it has the positive side-effect of filling in your map and providing you with places to fast-travel to. You might also be surprised where questgivers are hiding.
    • Do every quest you can. It may be time-consuming, but questing builds up Area Affinity and provides you with some good rewards that often negate the need to go equipment shopping. The stock "Monster", "Collection", "Search", "Material" and "Challenge" quests you get in every zone also provide a good way to get to know an area. Be sure to talk to the questgiver for these questlines several times as you can normally pick them all up at once — and you don't have to return to them to complete them. Never sell quest items — they'll be marked in the menu — or items you've seen in visions. You can get them back, but it'll be a waste of time, particularly if they end up being rare items. For quests with multiple outcomes, there are no "bad" consequences, just differing rewards.
    • Backtrack! When the story advances, that's usually a good cue to wander around the areas you've already visited and see if any new quests have popped up — some appear based on story progress rather than Area Affinity. Fortunately, the skip travel feature makes this a painless process. If you're not sure who to talk to, try looking for people on the Affinity Chart who don't have any links yet. There are some quests you can miss — these are marked with a stopwatch in the quest log. There's generally a pretty obvious mini "point of no return" before these expire, however, so be sure you've cleaned up your quest log before you answer "yes" to any important-sounding questions.
    • Don't rush. Xenoblade Chronicles is a big-ass game and there's a lot to see and do. Playing as a moderate completionist, it took me 101 hours to beat on my first playthrough, and I could have easily spent a lot longer. While it may be tempting to rush forward into the next plot beat, bear in mind that the quests, exploration and incidental combat is all there to provide a painless means to ensure you're strong enough to tackle the challenges the story quests provide you with. You'll be around the level 80 mark by the time you're on the home straight if you're doing it right — you'll hit a wall and be forced to grind (or backtrack and do all the stuff you missed!) for a little while if you haven't. That said…
    • Don't feel you have to get everything. Beat the game and you can do a New Game+ with all your levels, equipment and Party Affinity intact, but quests, Area Affinity and everything else reset to normal. Now you can rampage through the world with impunity and concentrate on picking up as many quests and entries on the Affinity Chart as you can rather than running away from red monsters.

    Above all, enjoy. This is one of the best RPGs of all time, and it's wonderful to see so many people on my Twitter feed are playing and loving this at the moment. Stick it out to the end — it's a long road, but it's very much worth it.

    The post #oneaday Day 811: Some Handy Tips for Those of You who Wisely Picked Up Xenoblade Chronicles This Weekend appeared first on I'm Not Doctor Who.

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    #oneaday Day 810: Fancy Dress https://imnotdoctorwho.moegamer.net/2012/04/08/oneaday-day-810-fancy-dress/ https://imnotdoctorwho.moegamer.net/2012/04/08/oneaday-day-810-fancy-dress/#respond Sun, 08 Apr 2012 00:43:11 +0000 http://angryjedi.wordpress.com/?p=3715 I love dressing up. Perhaps it's just part of my own inherent immaturity which I continue to cling desperately to as my 31st birthday approaches, but I love putting on a stupid costume that will get some laughs and playing a role. Oddly enough, it often actually makes me feel more confident than I do … Continue reading #oneaday Day 810: Fancy Dress

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    I love dressing up. Perhaps it's just part of my own inherent immaturity which I continue to cling desperately to as my 31st birthday approaches, but I love putting on a stupid costume that will get some laughs and playing a role. Oddly enough, it often actually makes me feel more confident than I do usually, perhaps because I'm kind of stepping out of my own skin for a little while and pretending to be someone else. Or perhaps it's because I associate it with acting, something I enjoy a great deal but haven't had the opportunity to do since university. (God, that was a depressingly long time ago now. Fuck.)

    [Editor's note: It took some persuading to get Pete out of his sulk after coming to that realisation.]

    My apologies. I was just… OH GOD

    [Editor's note: And again.]

    I'm fine. I'm fine.

    ANYWAY.

    Fancy dress. It's fun. And, on past occasions where it's been part of the social engagement I was attending, it is usually associated with a thoroughly silly, funny night out. I don't remember doing it much as a kid, but I certainly remember doing it a hell of a lot at university. The local charity shops tended to do a roaring trade around "social season" at the student union and local bars.

    The earliest one I remember was a 70s night at our university hall of residence bar. Our flat was pretty good at socialising with one another, but we'd been consistently frustrated with the fact that none of the rest of the building seemed interested in going out or getting to know each other. (We discovered this within the first couple of weeks living there, when we attempted to organise a pub crawl and ended up being the only attendees.) We figured that the fun and frolics of a dressing-up opportunity would encourage a few people to make it out and make an effort.

    We were, sadly, a bit wrong. People came out, all right, but when we got to the bar, we were pretty much the only people there who were in costume. I don't regret a thing, because it was around this point I discovered that moustaches are fun despite the fact that I was, at the time, incapable of growing my own. (If you have seen my face recently, you will doubt there was ever a time when I was incapable of growing facial hair, but it is, in fact, true; the most I could summon up at the age of 18 was a small, lop-sided patch on my chin.) As such, I found myself wearing an awesome stick-on moustache combined with a velvet jacket, frilled shirt and, uh, a pair of jeans. (The charity shops didn't have any suitable flares or, to digress for a moment, "bell-end trousers" as they were memorably referred to on Just A Minute the other day.)

    Said moustache found its way all the way around our social group after we'd had a few of the hall bar's notorious cocktails (Juicy Lucy: 1 shot vodka, 1 shot blue curaçao, 2 shots Taboo, top up the rest of a pint glass with equal parts orange juice and lemonade, looks like water with Fairy Liquid in it and turns your poo green if you have too many; Passion Wagon: 1 bottle Reef, 1 shot Passoa, possibly the laziest cocktail of all time) and eventually alighted delicately back on my face rotated a full 180 degrees from its intended position, making me look more like a shitfaced Hercule Poirot than a 70s porn star. I don't remember much of what happened after that.

    Or there was the Halloween party where I dressed up in the Scream costume. It was about the time Scary Movie had hit the cinema, so there was a lot of "WAAAZAAAAAAPPP"-ing from behind the mask. Coincidentally, wearing a full black robe and covering my face entirely, I felt incredibly confident. Perhaps I should become a ninja. Or some sort of cultist. Or a Sith.

    Or the "Gangster Night" where I decided that the thing to do would be to dress up like 70s Guy again, complete with afro wig, stick-on moustache and hideous shirt. The band we had at university to pass our "Ensemble 1" unit — The Coconut Scratch Orchestra — was also performing, so I also had to negotiate a saxophone around my furry top lip and excessive amount of head hair.

    I think one of my favourite dress-up occasions, however, was the time a group of ex-university musicians were playing in the band for a local pantomime and we made an executive decision to do the second half of one performance in full costume. I dressed up as a fairy. I looked beautiful, I'll have you know. And in fact, my costume was so good that when I took it off, it was mistaken for an actual costume from the show and pinched while I was socialising. When I returned to retrieve it, it was long gone, never to be seen again. I was very disappointed. I spent quite a lot of money on it and had rather enjoyed having long blonde hair for a little while. My only physical memento of the occasion was a saxophone reed forever stained with slutty red lipstick, though there are also photographs of my magical magnificence located somewhere on the Internet. You'll have to track those down yourself, though.

    I've never crossed the line from "fancy dress" into "cosplay", however. I guess technically the Scream outfit was sort of cosplay, but not really. No, I'm talking about being such a fan of a particular character that I really, really want to dress up as them.

    Part of the reason for this is that many of my favourite characters are simply incompatible with any or all of the following: my body shape, my age or my genitals. The facial hair is also an issue. Much as I would love to put on a frilly cravat and do a Miles Edgeworth, shaving my beard off after it having such a long-term residence on my face would just be weird. Which also puts any sort of cross-dressing scenario out of the window, too, which most people will likely be delighted to hear. (That said, my fairy costume saw me sporting a beard, so…) With the type of guy I am, the best possible outcome would probably be from some sort of "big dude in armour" type of arrangement, though I'm not sure there are that many big dudes in armour that I'm particularly fond of. Reyn from Xenoblade, perhaps. Though then we're back to the beard problem again. What a bunch of jokers.

    I'm also never quite sure if there's a stigma attached to cosplaying at all. It's certainly a sign that you're taking your fandom of a particular thing over a very well-marked line, but does it make you into a hardcore "nerd"? It certainly broadcasts loud and clear that you're interested in something, and could well be a good conversation starter at conventions and the like. (Obviously I'm not suggesting walking down the street dressed like Cloud Strife or anything) For women, there's the "perving men" angle to consider, too, but at the same time you might argue that by dressing up in a distinctive costume you want people to notice you (just not probably quite like "that").

    Anyway. I'm rambling, largely because it's 1:25 and my concentration is lapsing somewhat. So I'll leave that there.

    Do me a favour, though; next party you throw, make it a fancy dress one. (And invite me, obviously.) I haven't been to one for ages.

    The post #oneaday Day 810: Fancy Dress appeared first on I'm Not Doctor Who.

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    #oneaday Day 809: PAX Pact https://imnotdoctorwho.moegamer.net/2012/04/07/oneaday-day-809-pax-pact/ https://imnotdoctorwho.moegamer.net/2012/04/07/oneaday-day-809-pax-pact/#respond Sat, 07 Apr 2012 01:38:20 +0000 http://angryjedi.wordpress.com/?p=3711 Disclaimer: I'm aware that I wrote almost exactly the same post as you're about to read at this time last year, and for that I make absolutely no apologies. It's PAX East time! Yay! I'm not there! Boooo. I've not been to many conventions or big shows like that over the years, so I have … Continue reading #oneaday Day 809: PAX Pact

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    Disclaimer: I'm aware that I wrote almost exactly the same post as you're about to read at this time last year, and for that I make absolutely no apologies.

    It's PAX East time! Yay! I'm not there! Boooo.

    I've not been to many conventions or big shows like that over the years, so I have very fond memories of those I have been able to attend. My decision to attend PAX East in 2010 was very much a spur of the moment thing — I'd decided I wanted to leave my primary school teaching job because I'd given it a chance and determined it wasn't for me, I was trying as hard as I could to pursue a career in the Writing Words About Games industry, and I was feeling a bit miserable and lonely. So, with a little financial help, I flew across the pond to Boston and went to my first big show in America.

    It was an exciting time for a number of reasons. I'd just started working for Kombo.com which, while it didn't pay particularly well, provided me with a position where I could legitimately say I was a professional member of the games press. I knew that a large number of my buddies from communities such as Bitmob and The Squadron of Shame would be in attendance, so I'd have the opportunity to meet some people face to face. And I always love the opportunity to visit the States. I'd never been to Boston before, and while I was under no illusions that I'd be seeing much of the city while I was there, I was looking forward to being Somewhere New.

    It was also terrifying. As a sufferer of social anixety at the best of times, the prospect of meeting people I'd only ever talked to on the Internet in the past was a scary one. What if we didn't get on? What if it was a massive disaster and it destroyed the carefully-cultivated relationships we'd built up with one another? What if I had nothing to say? What if I got lost and it was actually because they wanted to lose me? All these thoughts whirled around my head as I was on the plane, but I was very happy to discover that PAX was, in fact, a happy, inclusive and wonderful place for geeks of all descriptions to call home — whether they were someone who just liked video games or was also into collectible card games, role-playing games, board games, cosplay, the history of technology… anything like that.

    That word — "home" — is an important one. Because it felt good to be there. It felt like a world which I wanted to belong to, surrounded by people that I wanted to be with. It was a world that accepted and embraced each other's differences and brought people from many different walks of life together in the name of common interests. Perhaps most importantly, it made friendships real. It's all very well chatting to people online on a regular basis, but once you've spent time with those people in person — seen them, heard them, hugged them, tickled their beards in a homoerotic manner where applicable — your friendship is on a different level. I haven't seen some of those people I met at PAX East 2010 in person since that weekend two years ago, but in many ways I feel closer, more connected to them than many of my — for want of a better word — "real" friends. Perhaps it's because they're also "Internet friends" that I speak to most days via Twitter, Facebook and G+.

    Whatever the reason, knowing that lots of people I know are at PAX East right now and undoubtedly having a great time (and/or queueing for hours) makes me a bit sad — not that they're there, obviously, but that I'm not there with them.

    I propose a pact, then, faraway friends: PAX East 2013. Be there. You have a year to prepare. Get cracking.

    The post #oneaday Day 809: PAX Pact appeared first on I'm Not Doctor Who.

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    #oneaday Day 808: Xenoblade Chronicles is Out Tomorrow, and Here's Why You Should Play It https://imnotdoctorwho.moegamer.net/2012/04/05/oneaday-day-808-xenoblade-chronicles-is-out-tomorrow-and-heres-why-you-should-play-it/ https://imnotdoctorwho.moegamer.net/2012/04/05/oneaday-day-808-xenoblade-chronicles-is-out-tomorrow-and-heres-why-you-should-play-it/#respond Thu, 05 Apr 2012 23:57:11 +0000 http://angryjedi.wordpress.com/?p=3706 As a European, I was lucky enough to be able to play the Nintendo-published, MonolithSoft-developed Wii role-playing game Xenoblade Chronicles last year. It ended up being my favourite game of 2011, and many North American gamer friends were suitably jealous that I had been able to play it through while they hadn't. I didn't feel … Continue reading #oneaday Day 808: Xenoblade Chronicles is Out Tomorrow, and Here's Why You Should Play It

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    As a European, I was lucky enough to be able to play the Nintendo-published, MonolithSoft-developed Wii role-playing game Xenoblade Chronicles last year. It ended up being my favourite game of 2011, and many North American gamer friends were suitably jealous that I had been able to play it through while they hadn't. I didn't feel too guilty, though, because North America has its own branch of Atlus and doesn't have to depend on other publishers to bring titles like the Persona series over.

    But I digress. Xenoblade Chronicles is out tomorrow — April 6 — in North America, and here is why you should play it if you're an American. Or even if you're not.

    The Japanese role-playing game genre is often accused of stagnation and a lack of innovation. This is, in fact, not particularly true — even the much-maligned Final Fantasy XIII was trying things which other role-playing titles hadn't attempted before. Okay, they weren't always successful, but it was at least attempting to innovate.

    The real issue is actually that for whatever reason, Japanese role-playing games (and, to a certain extent, Japanese-developed games in general) have lost the resonance they once had with the core gamer audience in the West. Players are quick to judge them as clichéd and derivative before moving on to whichever game starring men in armour with guns is the flavour of the week. Specific attempts by Japanese developers to create games that appeal to Westerners end up having limited niche appeal despite their quality (see: Platinum Games' Vanquish, which isn't an RPG but demonstrates the point effectively) or end up being laughable attempts to pander to the Japanese image of what a Westerner supposedly wants (see: The Last Remnant).

    Xenoblade Chronicles is a remarkable game because it nails that balance between Western and Japanese sensibilities, making a game that combines the positive aspects of WRPGs (freedom, exploration, a degree of sort-of-non-linearity) with those of JRPGs (stronger storytelling, more memorable, well-defined cast members, a firm sense of being unafraid to continually up the ante). The result is quite brilliant, and a significant step forward for the genre in one possible direction it way wish to take in the future.

    The game casts players in the role of Shulk. Initially, he seems like every other teenaged JRPG hero, but a number of aspects make him stand out. He doesn't whine. He's not moody or angsty. He's just a guy, but he has a personality. He has friends, too, who form your early party in the game, and these, too, don't fall into the trap of clichéd character archetypes. This pattern continues throughout the course of the whole game. Even the "small furry thing" character introduced later in the story isn't typically irritating — he's quirky and silly, sure, but his character is defined well, and he proves to be more than just a means through which to provide silly slapstick gags.

    The diverse, likeable cast you find yourself travelling with over the course of Xenoblade Chronicles' lengthy adventure provides several highlights to the game experience. Firstly, and most simply, they're a good ensemble cast who help drive the story forward. That's not their only function, however. As you might expect from an RPG, they each have their own role to play (natch) in combat, and finding the best combinations of three characters to take into battle is a key part of the experience. This affects not only your battle effectiveness, but also one of many stats that the game tracks in the background — Affinity.

    Affinity is, quite simply, how much characters like each other. Characters with high Affinity with one another fight better alongside each other, but as their relationship develops, they also have the opportunity to participate in numerous "Heart to Heart" events that are scattered around Xenoblade Chronicles' vast world. These short sequences provide the opportunity for two party members — not necessarily including protagonist Shulk — to spend a little alone time with one another and get to know each other a little better. These typically involve multiple-choice conversations, providing the "correct" answers to which will give a big boost to the pair's Affinity with one another. (Giving "incorrect" answers often provides very amusing exchanges and still gives a smaller Affinity boost, however, so you shouldn't feel like you have to reach for the walkthroughs immediately.)

    Affinity doesn't just affect combat and unlock Heart to Hearts, however; there's a host of little touches in the game that it affects, most notably during and after combat. Rather than simply yelling individual stock "battle victory" phrases, characters will often have short conversations with one another. This banter between characters is a real highlight of the experience, and while you will have heard everything they have to say a good few times by the end of the game, they remain entertaining and endearing.

    Speaking of combat, Xenoblade Chronicles' battle system is a refreshing change from the turn-based systems that Japanese role-playing titles usually adopt. You control a single character out of the three in your active party, and are able to freely move around during combat. You and your party lock on to a single enemy at a time and automatically attack it, though many battles involve multiple assailants. In order to gain the upper hand in battle, it becomes necessary to make use of the unique skills the character under your control has.

    Most characters have more skills than it's possible to hold in the "quickbar" at the bottom of the screen, so it becomes possible to customize the way they play to your own personal style. Some skills manage aggro, some attack areas, some provide more damage or inflict status effects when unleashed from beside or behind an enemy. Some skills are dependent on other characters doing things like knocking the enemy down or stunning them, and the AI which controls the other two party members does an absolutely astounding job of keeping up with what you're doing and understanding the strategy you're going for. It's very rare that you will be cursing the game for causing you to fail — more often than not it's a result of you either adopting a poor strategy, or simply needing to go and do something else for a while until you're a little stronger. This doesn't mean you have to resort to grinding, either — inevitably there will be some quests you have missed that you can go back and do, and returning to earlier-visited locations often throws up even more things to do.

    Another great thing about the combat is that you can elect to control any of the game's cast in battle, not just Shulk. Each character plays in a significantly different manner to all of the others, so if you find yourself getting bored of the same old skills over and over, simply switch to another character for a brand new experience. Fed up of tanking? Spend some time with Sharla, a ranged character with healing abilities. Or Melia, a magic-user who can summon elementals that either provide ongoing buffs or can be "unleashed" to deal direct damage. Or the aforementioned small furry creature, whose skill names are genuinely hilarious.

    Perhaps the strangest but coolest innovation in the combat, however, is the fact that you're occasionally presented with "visions" of the immediate future, usually when a character is either about to die or be afflicted with a debilitating status effect. A countdown timer starts, and you're given the opportunity to either do something to take attention off the enemy's target or warn another party member. If you do the latter, you're able to pick one of the warned character's skills to unleash — usually either a healing or aggro-management skill — and hope for the best. If you do the former, you have until the countdown timer depletes to do something very special, or your party member will suffer their grisly fate. It's a neat system that isn't overused.

    Outside of combat, there's plenty to do, too. Exploring each of the game's massive zones rewards you with experience points and uncovers part of the map as you discover each sub-area. There are collectible items scattered around each area at random, with rewards on offer for collecting whole sets. Those who find item-hunting frustrating, however, may instead complete these quests by trading with other non-player characters. There are rare monsters to take down, loot to find, secret locations to discover. Xenoblade Chronicles' world is more than just a pretty backdrop for combat — it's a rich, beautifully-rendered environment in which to spend time, and it looks gorgeous. This may be a Wii title, and it may have been even more lovely to see it in HD, but it doesn't detract from the fact that the hugely-varied vistas you find yourself running and fighting over throughout the course of the game look simply magnificent. There's a waterfall you'll come across partway through the game which is genuinely breathtaking to look at, for example — you'll know it when you see it.

    If the game's combat, quests and exploration aren't enough for you, there's also a deep Achievement system to delve into. Since these Achievements aren't online-connected, they're simply there as challenges for you to undertake, and all provide you with experience point rewards. In essence, they're mini-quests (although some will take you the majority of the game to complete) and rarely feel as "gratuitous" as some examples seen on Xbox Live and PSN. Rather, they provide yet another means of getting an enormous amount of entertainment out of an already vast, sprawling title.

    This isn't even getting started on the deep crafting system, which allows characters to team up to create enhancements for their weapons and armour, with the results of their collaborative efforts dependent on their Affinity and compatibility with one another. Or the fact that the game allows you to change the time and fast-travel at will, eliminating a lot of the inconvenience and backtracking endemic to the genre. Or the colony-building minigame. Or the fact the voice acting is all British rather than American, giving the game a unique aural aesthetic in a genre typically dominated by whiny teenagers and squeaky-voiced females. Or the fact that when you're all done, you can New Game+ it and do the whole thing again with your levels, Affinity and a suitably broad spread of awesome equipment intact — something I will be doing when North America gets its hands on the game tomorrow.

    Xenoblade Chronicles is, in short, a magnificent evolution of the Japanese role-playing game genre. While it's easy to dismiss it as "an offline MMO" or "a Final Fantasy XII wannabe", the reality is something quite different. This is truly a game that is greater than the sum of its already-fantastic parts, and one which will have you bellowing "Now it's Reyn time!" at your friends for months to come.

    (Grab yourself a copy soon, though, as this is the kind of game that will get pretty tough to find pretty quick.)

    The post #oneaday Day 808: Xenoblade Chronicles is Out Tomorrow, and Here's Why You Should Play It appeared first on I'm Not Doctor Who.

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    #oneaday Day 807: Bully for You https://imnotdoctorwho.moegamer.net/2012/04/05/oneaday-day-807-bully-for-you/ https://imnotdoctorwho.moegamer.net/2012/04/05/oneaday-day-807-bully-for-you/#respond Thu, 05 Apr 2012 00:09:23 +0000 http://angryjedi.wordpress.com/?p=3684 Courage is fire, and bullying is smoke. — Benjamin Disraeli Bullying is an odious practice, awful to witness and even worse to be the target of. Yesterday — and I am going to keep details deliberately vague here — I witnessed a good friend of mine get pretty ruthlessly picked on by people who should … Continue reading #oneaday Day 807: Bully for You

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    Courage is fire, and bullying is smoke.

    — Benjamin Disraeli

    Bullying is an odious practice, awful to witness and even worse to be the target of. Yesterday — and I am going to keep details deliberately vague here — I witnessed a good friend of mine get pretty ruthlessly picked on by people who should know better. Their words were continually twisted and very selectively shared with a wider audience in order to gain support for the bullies and tear down my friend piece by piece until the point they were trying to make — which I shan't go into here but I actually agreed with — was all but lost. My friend was left ridiculed and humiliated having been called a whole storm of names from people he had, in some cases, never had contact with before. Meanwhile, the bullies were left looking like white knights who had saved the day.

    It made me very angry.

    Bullying is about power, insecurity and, very often, a desire for approval. This incident — which took place on Twitter — was an apt example of all of the above. The bullies had a great reach thanks to their profession and their high follower counts, giving them a large amount of power by default. The fact that they were only selectively sharing the things my friend said with their followers was a sign of insecurity and a lack of faith in their own argument. And their desire for approval speaks for itself, really — otherwise why would they have engaged in such a toxic, public argument? It was deeply unpleasant to see and, as I say, the perpetrators in question should really know better than to behave like that.

    I've been the victim of bullying on a number of occasions through my life, so I can relate to the feelings my friend has undoubtedly been suffering as a consequence of this incident. I suffered physical violence and ostracisation by my peers at primary school and, to a slightly lesser extent, at secondary school. I've been a victim of what I call "passive bullying" at one of the schools I worked at, where I was regularly left to sit by myself in the staffroom and was never invited into any friendship groups or cliques — a situation exacerbated by my own social anxiety, which was made worse by this going on.

    And I've suffered outright workplace bullying, which is what I'd like to take a moment (edit: several thousand words, I apologise in advance) to talk about here, as it has relevance to the incident I described above — adults who should know better, in other words. Disclaimer: I shan't be naming specific names here, but those who know me well will likely already be familiar with the particular incidents that I'm about to describe. Those who aren't familiar with the specific instances I'm going to refer to, I hope they open your eyes a little to the fact that bullying among adults is most definitely alive and well, and it should really be unacceptable in a civilised society.

    This is not an easy thing to write about, and will likely go on for some time, so I thank you in advance for indulging me and reading this.

    It started with a review meeting. These were a regular occurrence at the place of employment in question, so there was nothing new there. Said employer had fairly strict policies in place to help control its public image — namely, employees were not permitted to engage in discussions relating to their job and the things they dealt with in the course of their daily work, and were not permitted to speak to the press. Not that that was ever an issue to my recollection. Given that all this was around the time that everybody and his dog was getting around to joining Twitter, it was a hot topic. I knew this, so I always took great care to never refer to my employer by name online and never to discuss the specifics of what I do.

    So it was with some surprise that in my review meeting it was "suggested" to me that my target for the next review a month later should be to "stop talking about work on Twitter". At the time, I didn't think much on this until a little later, when I realised that such an "admission" — which had come from my reviewing manager, not from me — would look bad in the cold, hard light of the Policy and Procedure manual. As such, I took the opportunity to take the managers aside and politely request that my "target" be changed to something more appropriate.

    My request was bluntly declined, and one of the managers even offered to go back through my tweets and highlight the ones he found particularly objectionable. I knew the ones they would be referring to — but as I said previously, I had always taken the greatest care to never share my place of employment in the public domain, and never to mention the specifics of my job. Their justification was that "people who knew me would know what I was referring to". I could see that fighting this would be an uphill struggle that I didn't need to have at this time, so I reluctantly acquiesced and the "target" stood firm on my file. I never mentioned anything even vaguely work-related from that point on.

    I worked in a small department at the employer's place of business. We were understaffed and overworked, and this situation wasn't helped by the hasty dismissal of two members of our team who had been with us since "the beginning", as it were. One was dismissed for a Facebook prank gone awry, the other was dismissed following the complaint of a client. Both were disproportionately harsh penalties for the supposed misdemeanours in question — in the latter case, the client who raised the complaint was notorious among the non-management members of staff as someone who was difficult to deal with and rude as well as being someone who completely flouted the terms and conditions of her working relationship with us. The situation could also have been completely averted with managerial involvement — something which my colleague immediately sought when things got heated, but was unable to secure due to the fact that they were all locked in their office (busily dismissing another colleague, as it happened).

    I sat in on the disciplinary proceedings and subsequent appeal for my colleague and friend. It was horrible to see. His arguments were fair and valid, but little heed was paid. As his nominated "second", I was able to ask questions which were to be recorded on the official notes of the proceedings, so I took great pains to think of some questions which would help clarify the situation in a way that would make my colleague look — as he was — innocent. Three questions into my list I was effectively told to shut up and stop slowing things down. It was abundantly clear at this point that no real consideration was being given to my friend's arguments and the issues I was hoping to raise — the decision had already been made before we walked into that room, and the same happened in the appeal process. It was utterly demoralising to witness.

    So, two members of our team down, we struggled to keep up with the increasing demand for our services from clients. Our efforts were not helped by the introduction of a new initiative which had come down from Head Office which made life considerably more inconvenient for both us and our clients. As a team, we called an urgent meeting to discuss this initiative and how it wasn't working, and were ignored — despite the fact that written complaints from clients had come in echoing our own sentiments along with frustration at the fact that the two dismissed team members' particular, specific skill sets were no longer available.

    One manager in particular had started watching us — and particularly me, for some reason — like a hawk. When we weren't dealing directly with clients, we were supposed to have time to train and improve our own skills so as to be able to provide a better service. It was a system that had worked well in the past and had allowed all of us to learn a lot both independently and from each other. By this point, though, any training session we held proceeded with the manager in question breathing down our necks, regularly asking what we were doing in an accusatory manner and frequently sending passive-aggressive emails about all the things we were supposedly doing wrong.

    By this point, I had come to the conclusion that I did not trust the managers, particularly after witnessing the way they had treated my former colleagues. As such, to avoid hassle and confrontation, I made a point to stay out of their way, keep my head down and just get on with my job. My clients appreciated what I did for them (I'm aware this makes me sound like a prostitute but I'm being deliberately vague in all this!) and frequently sent in glowing letters of praise, and my colleagues appreciated it when I helped them using my own specialist knowledge. In short, I was doing just fine by myself.

    One day, I was pulled aside by another of the managers and asked why I wasn't talking to them any more. I was accused of blanking them on the way into work — patent nonsense, I might add — and threatened with "behavioural conduct" proceedings if I didn't change my ways. I wasn't clear at all on what I had supposedly done wrong in their eyes, however — since I had had no need to speak to them except when seeking permission to perform specific tasks, I simply hadn't. A "keep out of my way, I'll keep out of yours" situation, if you will. It worked fine for me, but I wasn't specifically blanking them or anything, nor was I "resisting" any suggestions or feedback on the rare occasions when it was provided.

    The latter incident, however, convinced me that it was probably time to move on. To prevent awkwardness, I spoke to one of the managers — not the one who had raised the "behavioural conduct" issues, but the one who had been watching over our shoulders while we trained, as it happens — and explained that I wasn't happy, I wasn't satisfied with my career progression (I couldn't see a clear onward path from my position at that point) and that I was considering moving on. I explained that I wanted to be open and honest about the whole thing, and that I did not want it to be the cause of any ill will or bad blood.

    It was at around this point that the opportunity arose for me to do some "work experience" of sorts with a friend in the local area. Said work experience would provide me with the opportunity to move sideways into a different career that I was qualified for, and it would be a good opportunity to get some references for job hunting, since I already knew that my then-current employer's references were nothing more than stock letters that confirmed start and end dates. I explained to the manager that this was a possibility, but that I did not yet know the dates for when it would be happening as my friend had to clear it with her employer. I also explained that I would simply book holiday for the time in which I would be undergoing this (unpaid) work experience, as I still had the vast majority of my holiday allowance available.

    As it happened, the week for this work experience eventually fell a week after a week-long holiday I had already booked months in advance to go and visit some friends abroad. I followed procedure to the letter, booking the extra week well ahead of time and going to the extra trouble to include a letter explaining the situation — that I understood it would be inconvenient for me to be away for two weeks instead of one, but that I had booked it as early as I could and that the unfortunate timing wasn't really up to me. I even offered to compromise by working some extra shifts in the couple of days I had between the two holiday periods. I got no response at the time, and when I checked in the system just before I left for faraway lands, my second request was marked as "approved".

    While I was away, I received an email from the manager in question explaining that they were supposedly still considering my second week of holiday, and that I should go in to discuss it with them upon my return. It had already been approved, remember, so upon getting back home I printed out proof of this approval, took it to my meeting, expected to show it to the manager in question and that be the end of the matter.

    It wasn't. Suddenly there was a whole ton of conditions attached to this week of unpaid work experience, the reasons for which I had been completely transparent about. Suddenly I needed a letter from the place I was going to confirming that they were going to offer me a job (I'd never said any such thing was a possibility). Suddenly there were all these hoops to jump through for a week of "holiday" that was, let's not forget, already approved.

    I'm afraid to say that I lost it at this point. I was frustrated, tired, upset and angry, so I lost my cool and demanded to know why the manager was seemingly going out of their way to make my life difficult. It was a mistake to get upset — I knew that at the time, and I regret it — but while I was stood there talking about it there felt like no other way to express the frustration that had been building up inside me, the culmination of what had been by this point months of harsh treatment, mistrust, passive-aggressive messages and a complete refusal to listen to the team.

    It had the desired effect, at least. The manager was stunned into silence, but unfortunately their next move was to phone up our overall manager who happened to be on holiday at the time. By all accounts, our overall manager was a rather weak, ineffective sort of leader, so I didn't expect him to achieve much. I lost my patience and simply left. Reasonable discourse was obviously out of the window on both our parts. Eventually, I simply left on my work experience week and heard nothing more about it until when I returned, at which point I was summoned into the office and invited to discuss the incident in a "recorded conversation" typed up by one of the other managers. I was totally misrepresented in the course of this meeting and made out to be the aggressor rather than someone simply frustrated by being continually stonewalled, and I was not allowed to leave until I had signed this document which contained numerous inaccuracies that would undoubtedly not look good on my file. Panicking and upset, I signed the document and left, not sure what to do next. I spent the remainder of the day regretting that I had signed the incriminating document, wishing I had torn it up instead.

    To cut an already-long story slightly shorter, over the course of the next few weeks, the managers in question were even tougher on me. I found myself accused of various "misdemeanours" when in fact there were legitimate reasons for all of them — lest this sound like "she doth protest too much", let me give you a rather vague example: one client had a question about a particular service, I happened to be in a position to answer a question and demonstrate a solution about said service using my own personal account so I did so. The client left satisfied and happy, but this was ignored in favour of the fact that I supposedly shouldn't have been using said personal account during work.

    This feeling of constant surveillance and being pulled up on even the tiniest things was getting to be too much. I was starting to feel the tell-tale signs of stress and depression tugging at my brainstrings, so I knew it was time to get out before I had another nervous breakdown. I tried to bring an official grievance against the management team regarding their treatment of me and the team — specifically regarding the holiday incident — but was unsuccessful. The justification? That I was bitter I had been passed over for a promotion and was thus simply causing a fuss. This was utter nonsense, as I knew the person who did get the promotion (one of my two colleagues who were dismissed, as it happens) was infinitely more qualified for the position than me, and had said so at the time. Thoughts of promotion had not even crossed my mind since I had tried for that position.

    That was the last straw. I penned a very lengthy resignation letter and handed it in to our ineffectual wet-lettuce of an overall manager as I left one day. The following day, no staff members saw a single manager outside of the office. At the end of that day, I was summoned to the office and my notice was accepted, but rather than working it — something which I had said I was more than happy to do in my letter as I knew clients appreciated my services, knowledge and manner — I was told to leave and not come back. I was forced to say goodbye to my friends "under guard", as it were, and was specifically directed not to say goodbye to those who were around (not directly engaged with) clients and potential clients. I was escorted from the premises, and it was made very clear that I would not be welcome back. It was the final humiliation in a long line of belittlement, chipping away at self-esteem and insecure exertion of power.

    I just hung around the city for a few hours. I remember sitting on a park bench and crying, then going home and crying some more. I was devastated. A job which I had once described as the most positive, supportive environment I had ever worked in had become a toxic, mean and deeply unpleasant place to spend time, and I had been hastily ushered out of the door before I had a chance to say a proper farewell, presumably out of fear that I would sow the seeds of discontent among the staff. They were already there, though; they didn't need any encouragement from me. In fact, a number of colleagues came to me after the fact noting how much they respected me for standing up to the bullying of management, and wishing they had the balls to do the same. It made me feel a bit better, but I was still crushed inside.

    I don't normally hold grudges and am a very forgiving sort of person. But I have never forgiven those few people who took an amazing job that I adored and poisoned it beyond all recognition, leaving it a withered husk of its former self. I still remember that last day vividly, and it still upsets me to think about. I can't remember ever feeling so belittled and humiliated, or so frustrated at the fact that so little justice would be done to the people who had made me — and others — feel this way.

    If what it takes to get ahead in business is to be a bully who tramples on the self-confidence of others to compensate for their own insecurities, then I'm quite happy toiling as I do in relative obscurity for an employer I like and respect a great deal. I am eternally grateful to the awesome people I have worked with and for ever since the awful times described above.

    May you never have to suffer a similar fate.

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    #oneaday Day 806: Shadow Hearts: Covenant: A Scoreless Review https://imnotdoctorwho.moegamer.net/2012/04/03/oneaday-day-806-shadow-hearts-covenant-a-scoreless-review/ https://imnotdoctorwho.moegamer.net/2012/04/03/oneaday-day-806-shadow-hearts-covenant-a-scoreless-review/#respond Tue, 03 Apr 2012 23:35:56 +0000 http://angryjedi.wordpress.com/?p=3677 Shadow Hearts: Covenant (aka Shadow Hearts II) is, quite simply, a must-play JRPG. Whether you're a devoted fan of the genre or a jaded veteran who decries its supposed lack of innovation in recent years, there is a ton of stuff for you to like in this epic PlayStation 2 title from Nautilus (née Sacnoth). Let's … Continue reading #oneaday Day 806: Shadow Hearts: Covenant: A Scoreless Review

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    Shadow Hearts: Covenant (aka Shadow Hearts II) is, quite simply, a must-play JRPG. Whether you're a devoted fan of the genre or a jaded veteran who decries its supposed lack of innovation in recent years, there is a ton of stuff for you to like in this epic PlayStation 2 title from Nautilus (née Sacnoth).

    Let's rewind a moment before we get into specifics. Is it necessary to have played the original Shadow Hearts to appreciate its sequel? As you'll recall, I noted that the previous game hadn't aged hugely well, with its pixelated prerendered backdrops, wooden animations and low-budget voice acting bearing the brunt of the ageing process. It's still a solid game, but those who expect a bit more than a PS1 RPG that runs at 60 frames per second may find themselves suffering from culture shock for a little while — whether or not that culture shock is insurmountable depends entirely on the individual.

    To answer the question, though, yes and no. That may be a copout answer, but it's true. Shadow Hearts: Covenant's story stands completely by itself as a self-contained tale, but it also follows on directly from the first game's narrative. There are a number of shoutouts throughout the course of the adventure which refer back to prior events, characters and locations, too, which will delight series veterans. In short, if you can't stomach the old-school sensibilities and aesthetic of the original, you can jump into Covenant without guilt, but those who are willing to play the two games one after the other will have an altogether deeper experience to appreciate.

    What makes Covenant a more easily-palatable title than its predecessor, however? Many things, starting with the presentation. Rather than taking the old-school approach of polygonal characters on a prerendered backdrop, Covenant features fully 3D environments, albeit with preset camera angles a la Final Fantasy X. The characters have been infused with a great deal more detail, too, with hair and fur looking particularly good, and some excellent animations thanks to motion capture. Alongside this, the voice acting has been given a kick up the arse, with a full English dub, fully-voiced cutscenes for the more important story scenes and none of the original's corner-cutting. Were it not for the lack of widescreen support, this game wouldn't look out of place today being released alongside titles like Xenoblade Chronicles and The Last Story.

    Like its predecessor, Shadow Hearts: Covenant revels in the fact it has an eccentric cast who rarely fall into standard JRPG tropes. While protagonist Yuri initially appears to be the moody "Squall" type, he quickly shows himself to be a deeply-nuanced character who undergoes some significant development over the course of the story. As he's joined by the other cast members, who include a puppeteer, an exotic dancer/fortuneteller/aromatherapist, a female German World War I officer (whose nationality and occupation quickly becomes completely irrelevant) and a fricking wolf among others, it becomes abundantly clear that we're not dealing with a conventional sort of JRPG setup here. To its credit, the game plays things admirably straight all the way through, which makes its more humorous scenes all the more effective — and proves that it's not afraid to make its characters suffer a little along the way in the name of drama. It doesn't descend into exaggerated melodrama at any point, and for the most part resists the temptation to get too wacky. Characters occasionally make a few "fourth wall"-breaking comments, though these are spread far enough apart to be effective and amusing rather than feeling like the game is going "LAUGH, DAMMIT!" A few characters are a little underdeveloped and underused over the course of the story (and one in particular is introduced much too late to give the player a chance to get to know them as well as the others) but this is a relatively minor niggle — those who are most important to the narrative are well-defined, deep, likeable cast members whom it's a pleasure to spend time with.

    An RPG often lives or dies by its story, and thankfully Covenant provides a good one that I won't spoil here. But those who play for the joy of discovering things and building up an unstoppable fighting force won't be disappointed, either, for Covenant provides a brilliant combat system that puts many recent titles to shame. Based around the cool "Judgement Ring" system of the original game whereby successful actions are determined by timed button presses, and featuring multi-character combos, an array of wonderfully silly character-unique abilities and a flexible but simple magic system that allows for the detailed customisation of characters, Covenant is a satisfying game to play even during plot downtime. While each "dungeon" only contains maybe three or four different types of enemy tops (plus a boss, usually), combat is such a joy and the encounter rate is so finely tuned that it never becomes a chore. The fact that grinding seems relatively unnecessary if you take a little time to go and do some sidequests — which are worth doing, incidentally, as they feature some of the best scenes in the game — is also a pleasing development.

    In short, the whole thing comes together to create a joyful whole that will keep you busy for about 40-60 hours depending on how much optional stuff you want to do. It's a good length — while it's approximately twice the length of its predecessor, it never feels like it's outstaying its welcome, with a wide variety of locations to explore, treasures to find and creatures to fight. Completionists who like to explore and find all the hidden secrets in a game will be amply rewarded, while those who simply want to charge ahead with the plot won't find themselves punished for wanting to progress.

    As I said at the beginning, Shadow Hearts: Covenant is, quite simply, a must-play JRPG. Should you have the opportunity to pick up a copy, do so. I'm disappointed I didn't take the time to explore this series sooner, as it's shot to somewhere around the top of my list of favourite games of all time. I am, however, very glad that I took some time away from the mainstream, from current-generation consoles and from the shitstorm surrounding Mass Effect 3 to immerse myself in a true, underappreciated classic. You should try it, too.

    The post #oneaday Day 806: Shadow Hearts: Covenant: A Scoreless Review appeared first on I'm Not Doctor Who.

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    #oneaday Day 805: Geek and Sundry https://imnotdoctorwho.moegamer.net/2012/04/03/oneaday-day-805-geek-and-sundry/ https://imnotdoctorwho.moegamer.net/2012/04/03/oneaday-day-805-geek-and-sundry/#respond Tue, 03 Apr 2012 01:25:30 +0000 http://angryjedi.wordpress.com/?p=3671 I'm a big fan of both Wil Wheaton and Felicia Day. The pair of them, along with people like Jonathan Coulton, Paul & Storm, Gabe and Tycho and numerous others, have done a great deal to make being a geek "cool". And not in a particularly obvious "hey, we're going to make geekdom cool!" way … Continue reading #oneaday Day 805: Geek and Sundry

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

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

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

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

    The Guild

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

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

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

    The Flog

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

    Tabletop

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

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

    Sword and Laser

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

    Written By a Kid

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

    LearningTown

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

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

    Dark Horse Motion Comics

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

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

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

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    #oneaday Day 804: Watch Your Mouth... Uh... Fingers https://imnotdoctorwho.moegamer.net/2012/04/01/oneaday-day-804-watch-your-mouth-uh-fingers/ https://imnotdoctorwho.moegamer.net/2012/04/01/oneaday-day-804-watch-your-mouth-uh-fingers/#respond Sun, 01 Apr 2012 22:44:43 +0000 http://angryjedi.wordpress.com/?p=3666 Today saw another shitstorm online. There seem to have been rather a lot of them recently, and this one wasn't helped by all the people feeling crabby about the inevitable fake news stories that April Fools' Day normally generates. In this case, it was the turn of Draw Something creator OMGPOP to be in the … Continue reading #oneaday Day 804: Watch Your Mouth... Uh... Fingers

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    Today saw another shitstorm online. There seem to have been rather a lot of them recently, and this one wasn't helped by all the people feeling crabby about the inevitable fake news stories that April Fools' Day normally generates.

    In this case, it was the turn of Draw Something creator OMGPOP to be in the spotlight, and not, for once, in a positive way. The phenomenally popular app is the new hotness in asynchronous gameplay, and it seemed like everyone and their dog was playing it.

    Then Zynga bought OMGPOP for a frankly astonishing $180 million. Warning bells sounded for a lot of people as they became concerned that Zynga's corporate culture would come to the fore. The publisher is known for forsaking innovation — and sometimes outright stealing ideas — in favour of turning a quick profit. And to be fair, they're good at what they do. It's not as if OMGPOP was the innocent little virginal maiden about to be deflowered by the multi-phallused tentacle monster that was Zynga, either — Draw Something is monetised out of the ass, with even primary colours being unavailable to players unless they either play a whole lot of matches, fork over some money for an in-app purchase or buy the paid version of the game.

    Even so, there was concern that the things that made OMGPOP an overnight sensation with Draw Something would be quickly lost as Zynga started to assert its influence. One employee known as Shay Pierce — who did not work on Draw Something — wrote a guest editorial for Gamasutra explaining exactly why he was going to be the only one not coming along for the ride on the Zynga train. The crux of his decision was to do with an iOS game called Connectrode which he had created. Signing up with Zynga may have meant signing away the rights to his creation, and he didn't want to do that. He was not directly asked to give up control over his game, but when he worked with an attorney to draft an addendum to his proposed job contract with Zynga, it was rejected outright.

    Alongside this, Pierce also felt that his values conflicted strongly with those of Zynga.

    "I believe that developers are at the front lines of game development and deserve to be treated well," he wrote. "I didn't trust Zynga to do so. It's not easy to pass up a lucrative salary and solid benefits, of course. But I realized that ultimately I was letting myself be guided by simple inertia. I was part of a herd, and that herd was all going in one direction (and doing so with great urgency). I would really only be doing it for the sake of going with the flow, and responding to pressure to either conform to corporate expectations, or be left behind. These are not good reasons to join a company whose values are the opposite of your own, or to compromise your ideals, or to give up control of something you rightfully own."

    Pierce also noted that the word "evil" had been bandied about by industry pundits and former employees when discussing Zynga — a claim which he believed to be accurate.

    "An evil company is trying to get rich quick," he wrote. "It's not making things of value, it's chasing a gold rush. An evil game company isn't really interested in making games, it's too busy playing a game — a game with the stock market, usually. It views players as weak-minded cash cows; and it views its developers as expendable, replaceable tools to create the machines that milk those cows. Zynga is not the only one of these, but yes, they fit my definition."

    In short, his reasons for joining Zynga were genuine, heartfelt and well justified. He noted that he harboured no resentment towards his former colleagues and accepted that not everyone was in a position to be able to pick and choose the job offers they took. It simply wasn't for him, however, and since he was in a position to be able to choose supporting his ideals over a stable salary and benefit package, he did so.

    That looked to be the end of the story, until a couple of days ago when OMGPOP CEO Dan Porter decided to shoot his mouth off on Twitter:

    This followed another piece on Business Insider where an anonymous OMGPOP source claimed that Pierce was about to fired at the time Zynga took over. Pierce claimed that an offer of employment was extended to him, however, and his discussion of contract negotiations certainly make it seem as though the anonymous source's claims were somewhat spurious.

    Predictably, Twitter blew up with this news — and with good reason. Public behaviour of the sort displayed by Dan Porter is simply unacceptable and bad form. Pierce's piece on Gamasutra was both passionate and respectful and he made it abundantly clear that he did not think any less of his former colleagues who chose to go with Zynga. While referring to Zynga as "evil" is arguably a little strong, Pierce did at least go to the trouble of defining what the term "evil" meant to him — by his definition, it's certainly hard to argue with his view on the social gaming giant.

    Two things happened as a result of this spat: a lot of people stopped playing Draw Something, and a lot of people downloaded Pierce's game Connectrode. It was a potent example of the power of social media to affect one's reputation. One careless tweet can have far-reaching repercussions — and deleting it won't help, since someone somewhere will have screen-captured it.

    Porter has since apologised for his harsh words, noting that "the struggle to build and support Draw Something has been an emotionally draining and hard one" and that both he and the OMGPOP team found Pierce's comments hurtful. He attempted to justify his words by noting that "the 41 other people who made [Draw Something] happen… are the people I would throw myself in front of the train for and those are the people I want to celebrate."

    The thing is, though, there's a marked difference between the things Porter said and the things Pierce said. Pierce was speaking his mind and standing up for his principles in a world increasingly dominated by big business. He didn't stoop to personal insults and he remained respectful throughout. Porter, meanwhile, spoke without thinking, quickly descending into personalised attacks without even stopping off for a bit of passive-aggressiveness on the way. No amount of backpedalling, apologising or making it sound as if he was actually doing it for his employees can change the fact he acted unprofessionally and inappropriately towards a former employee. Speaking to VentureBeat, he claimed that he felt Pierce's moment in the spotlight on Gamasutra was unfair, while the Draw Something team toiled in what he seemed to think was relative obscurity.

    The thing is, Draw Something is hardly an unknown niche title. According to AppData, 31 million people have signed up for the game using their Facebook accounts, and there are doubtless many more who are playing using an email-only account. People already know about Draw Something, they already know about the outrageous amount of money Zynga paid for OMGPOP and are starting to get to the stage now where they're a bit sick of the whole thing. Pierce's piece, conversely, provided an interesting insight into the mind of a developer having to make a tough decision about his future career path. Given a choice between that and "Draw Something Continues to Sell Millions of Copies", I know what I'd rather read — in these business-dominated days when carefully-orchestrated PR plans regularly gag developers from speaking their minds and being honest with the press and public, I'd much rather take a rare opportunity to hear the truth straight from the horse's mouth.

    Draw Something and OMGPOP generally will not be getting any further support from me. The industry can do without toxic attitudes like those displayed by Porter, and as far as I'm concerned, an apology doesn't make up for the regrettable fact that this whole situation arose in the first place.

    You should, however, download Connectrode, because it's a rather nifty, original little puzzle game.

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    #oneaday Day 803: Why Teaching Sucks Redux https://imnotdoctorwho.moegamer.net/2012/03/31/oneaday-day-803-why-teaching-sucks-redux/ https://imnotdoctorwho.moegamer.net/2012/03/31/oneaday-day-803-why-teaching-sucks-redux/#respond Sat, 31 Mar 2012 22:36:04 +0000 http://angryjedi.wordpress.com/?p=3662 I've been trawling through my blog's top search terms recently and besides this post, which has been a permanent fixture on that list for somewhere around two years now, one of the most consistent things that people find me through is the simple, clear phrase "teaching sucks". I have touched on this subject before — … Continue reading #oneaday Day 803: Why Teaching Sucks Redux

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    I've been trawling through my blog's top search terms recently and besides this post, which has been a permanent fixture on that list for somewhere around two years now, one of the most consistent things that people find me through is the simple, clear phrase "teaching sucks".

    I have touched on this subject before — hence the presence of the search term — but perhaps haven't described the extent to which I suffered in particularly great detail. This was for several reasons, chief among which was the fact that I wasn't sure if I ever wanted to go back into that particular career path. I spent a year of my life earning a professional qualification to prove that I'm allowed to stand up in front of children and tell them things, after all, so I didn't want to rule it out entirely.

    Having found myself doing things that I actually enjoy now, however, I'm pretty certain that I won't ever be jumping back on that train. So here, then, are just some of the many reasons Why Teaching Sucks.

    My first teaching position was at a comprehensive secondary school somewhere near the Surrey/Hampshire border. I was hired as a music teacher, though had also agreed to take on some additional responsibilities because I'd been advised that making yourself out to be somewhat flexible was The Thing to Do. Specifically, I'd said that I'd also be happy to take on some English and ICT teaching as appropriate, though with the proviso that I'd not been specifically trained in those subject areas.

    I was offered the job, and it was something of a relief as it was getting rather late to be applying for positions. I had been feeling a growing sense of unease — was I doing something terribly wrong at interview? Was I not cut out for this career? Was I a bad person? Some of these thoughts were unreasonable and irrational, of course, but it's the way my brain works. So when the headteacher offered me the position, his only criticism of my interview and observed lesson being the fact that my tie was a little bit creased, I accepted with haste. (As a matter of fact, in most cases you don't have any option but to accept with haste when being interviewed for a position at a school — most seem to expect you to give an answer there and then.)

    The time came to start. My heart was in my mouth as the fateful day in September approached, though I was pleased there were a few days to plan and prepare before the kids actually showed up. I took the time to get to know my colleague in the Music department, and also discovered that I'd been signed up to teach "Key Skills" lessons. The exact nature of these lessons wasn't entirely clear, but I was promised that all lesson plans and relevant material would be prepared for me.

    By the time the kids arrived, I was starting to feel reasonably positive. I could do this. I was trying desperately to ignore the things some of my new colleagues had said about the local squaddies' families having semi-regular violent altercations with local traveller families, and felt pretty much prepared for what faced me.

    Things got underway, and to cut a long story short, it wasn't exactly plain sailing. Year 7 classes were mostly manageable, as the kids were generally fairly bright-eyed and fresh from primary school. Above that, though, and things got difficult. There was the kid whose mum said he didn't have to attend detentions, making all punishments effectively worthless. There was the kid who liked to climb bookshelves. There was the kid who threatened to knife me when I politely asked him to be quiet.

    It wasn't all bad times, of course. My GCSE Music class were a joy to spend time with, and while some of them weren't the most gifted musicians in the world, they were fun to hang out with and always tried their best because they liked what they were doing, and they liked me. There were other students who brought a bit of light into the darkness, too, some of whom I've discussed on this very blog. And the school production of Seven Brides for Seven Brothers is a particular highlight that I doubt I'll ever forget — even if it meant me staying up until 3 in the morning arranging music on several occasions. And my colleagues were consistently super-awesome — what I discovered in that school was that people tend to stick together in adversity to support and help each other. I made some good friends, and without them I probably wouldn't have made it as far as I did.

    It wasn't to last. The previous headteacher retired and a new head came in — oddly enough, he was an ex-teacher of my housemate at the time, though that's somewhat beside the point. The new head had been brought in to "fix" things — the school was about half a million in the red, behaviour was awful and clearly Things Needed To Be Done. So he did — he immediately expelled a selection of the worst kids in the school (and expelling kids is not an easy process these days), which made him look like he meant business. And he then set about tackling the budgetary problems.

    Unfortunately, this meant redundancies. And it became abundantly apparent that the Music department was going to be on the chopping block. As I was the last in, I was also highly likely to be the first out, and sure enough, I was informed that my job would likely no longer be there after the end of the year.

    Although I regularly went home cursing the names of the students I taught for the stress they caused me, I sort of enjoyed the job, and very much enjoyed the financial security of having regular income. I didn't want that to go away, and broke down in tears in the Music department staffroom one lunchtime. It was not a pleasant feeling, though it was somewhat cathartic to let out the pent-up emotions while surrounded by sympathetic ears. It didn't help that I was then invited to effectively go and plead for my job to the board of governors, a soul-destroyingly humiliating experience which I hope I never have to go through again.

    By the time the end of term came, however, I'd secured a new position at a nearby school and was feeling a little more positive about things. My first impression of the new school had been a positive one, and I felt better about the whole "security" thing. I even managed to give a memorable leaving speech, during which I was able to slip in a saucy joke at the deputy headmistress' expense, offer some earnest thanks to the colleagues who had made my time at that school bearable, and wish them luck for the undoubtedly tough times ahead.

    The summer holidays came and went, and I found myself at the new school. This was in a more affluent area, but it was still "the shit school" in the town in question. Once again I went in, got to know my colleagues and prepared for the coming storm.

    And once again, all was well to begin with. In most schools, new teachers can enjoy a few weeks of relative calm as the students acclimatise to the new regime, occasionally push the boundaries but mostly seem to want to get on with things. As time passed, however, things declined somewhat. It became more and more difficult to control the classes as the children became more and more confident — overconfident, some might say. I had several pieces of expensive equipment stolen from my (locked) classroom, I was verbally abused on a regular basis, the equipment in the department hadn't been refreshed for a good ten years and there was no money to buy any more, and I was starting to feel the "cracks" from stress.

    In the case of this school, there was no sense of camaraderie — at least, I didn't encounter any. No-one talked to me in the staffroom. Even my own departmental colleague preferred to hang out with her friend from Maths than talk to me. I found myself feeling unsupported, unliked and unappreciated. When things went well, I felt like I didn't receive recognition for them. And when things went badly, I felt like I didn't get the help I so desperately needed. I ended up taking quite a few days off sick when I felt I couldn't cope or face the day ahead — and still had to send in work for my classes to complete when that happened.

    One particular day I was teaching a class, and had just set them off on an activity to compose some music. I had divided them into groups, I had set clear expectations as to what I wanted them to do and when I expected it to be done by, and I had the equipment set up ready to record their work at the end of the session. In short, there wasn't much else I could have done in order to make that lesson run any smoother.

    Unfortunately, it was that day that several groups of students decided to kick off. No-one was concentrating on the task, despite my going around and helping them. Group members were arguing, disagreeing and in some cases threatening to get violent with one another. And they would not respond to me at all.

    I could feel the pressure building in my brain like a pot slowly coming to the boil. I knew that something was going to give. I felt it happen as I was standing out in the main hall trying to convince the children who were using the piano to get on with their work rather than thump each other with percussion instruments. Nothing was happening. Nothing was working. I couldn't cope. I wanted out. I couldn't escape, and right at that point, there was nothing I wanted more than to be somewhere else.

    I ran off and broke down in tears, thankfully out of sight of the students. It's a blur as to what exactly happened — I think I hid in the equipment cupboard. Somehow someone found me — either my departmental colleague or the Drama teacher — and gently escorted me into our office, away from prying eyes.

    I was sobbing uncontrollably by this point. "I can't do this," I remember saying. "This isn't me. This isn't me." Over and over. At the back of my mind the mostly-dominated rational part of my brain was thinking "so this is what a nervous breakdown feels like", and my body was certainly providing an apt demonstration. It took a long time for me to calm down, by which time someone had gone and placated my class, or removed them to somewhere else — I didn't know. I didn't care by this point, either.

    I escaped the premises as soon as I could, went home and cried again. I had got myself into this situation, and I didn't know how to get out. I was scared. I was sad. I was angry. I didn't know what to do — but I knew what I didn't want to do.

    I made an appointment with my doctor. The time came to see her and, voice shaking, I explained how terrible I was feeling and how I had suffered my embarrassing emotional breakdown. I was terrified that the doctor would judge me, tell me I was being stupid, refuse to do anything and force me back into that hell. But she didn't. She gave me a sympathetic look and asked me what I wanted her to do for me.

    "I can't go back there," I said. "I just can't."

    She nodded, clearly understanding, and wrote me a sick note signing me off for "work-related stress". I couldn't face handing it to someone in person, so the next day, I wrote a brief letter to the headteacher apologising for my absence, attached the sick note and took it into the school one afternoon when I knew all the staff would be in a meeting. I left it there, swearing I would never set foot in that place again.

    The next day, the headteacher's personal assistant phoned me, saying that the head was concerned about me and wanted to come over to my house and talk later that week. Panicking and not knowing what to do, I said that would be all right and immediately regretted it the moment after I put the phone down. I took to a teachers' forum I frequented and picked the brains of the community — was this normal, I wanted to know? Was it something I should be allowing?

    It was recommended that I contact my union representative, and I did so. They told me that it would probably be a bad idea to have that meeting, so, not being able to face any more phone calls — telephobia, remember — I sent an email to the head's assistant saying that I was sorry, but I didn't think the meeting would be a good idea. I then closed my email program and promptly became terrified and paranoid about what the response would be. I was too afraid to look at it for most of the rest of the day, but when I did, I found that I had actually received a rather understanding response. I realised that in my mind, I was building up a feeling that everyone was out to get me, that I wasn't safe, that I couldn't escape. But it transpired that people were just worried about me.

    This story has already gone on a long time — longer than I perhaps intended — so I'll just say at this point that I, unsurprisingly, resigned from my post while I was signed off sick. I sent a lengthy letter explaining exactly why I was resigning, taking the opportunity to share a number of concerns that both my colleagues and I had. I received a response from the head thanking me for the time I had served at the school, and noting that my concerns were valid, warranted and shared by many other members of staff, including him. That made me feel a bit better.

    Since that time, I haven't really looked back. I spent a short time working in a primary school as an experiment to see if working with younger kids was any easier, but no — all the same stressors were still there. Behaviour, threats of violence, government interference, endless bureaucracy and the constant feeling that you're doing a Bad Job even when you're not. It didn't help, of course, that I was working at a school that was failing so hard it was in "Special Measures", meaning that government interference was even higher than it usually was. But that's a story for another time — in fact, the way that particular sorry episode made me feel is chronicled extensively at the start of my "oneaday" entries.

    Fortunately, in that case, I was on a temporary contract rather than a full-time permanent position. As such, I was free to walk away — even though at the time I didn't have anything to go to. To date, I sometimes wonder if I made the right decision, as it proved to be the catalyst for a fairly cataclysmic Heroic BSOD in my own personal story.

    But looking at where I am now… I'm in a better place. (No, not dead. Though it's not an exaggeration to say that was, at a number of points during the story above, a very real concern.) I'm doing a job I enjoy, living with a person I love and leading a life which may not be perfect, but it's certainly pretty good. Had I stayed in teaching, I'm not sure I'd be able to say the same thing.

    If you read all that, thanks for listening.

    TL;DR: Don't go into teaching. It'll fry your brain.

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    #oneaday Day 802: On 'Entitlement', and How the Games Industry May Have Brought This on Themselves https://imnotdoctorwho.moegamer.net/2012/03/31/oneaday-day-802-on-entitlement-and-how-the-games-industry-may-have-brought-this-on-themselves/ https://imnotdoctorwho.moegamer.net/2012/03/31/oneaday-day-802-on-entitlement-and-how-the-games-industry-may-have-brought-this-on-themselves/#respond Sat, 31 Mar 2012 00:32:17 +0000 http://angryjedi.wordpress.com/?p=3656 Yet another op-ed discussing the controversy of Mass Effect 3's ending dropped today, this time from Gamesindustry.biz. In it, author Rob Fahey notes that "the advent of the Internet generation has done something deeply unpleasant and disturbing to the word 'fan'", going on to describe how the word has gone from meaning "I like this, … Continue reading #oneaday Day 802: On 'Entitlement', and How the Games Industry May Have Brought This on Themselves

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    Yet another op-ed discussing the controversy of Mass Effect 3's ending dropped today, this time from Gamesindustry.biz. In it, author Rob Fahey notes that "the advent of the Internet generation has done something deeply unpleasant and disturbing to the word 'fan'", going on to describe how the word has gone from meaning "I like this, it speaks to me on some level, I enjoy it, and I'm willing to spend money on it and advocate it" to "I like this, and thus it belongs to me, I own it, and I deserve a say in its future and its direction."

    I don't argue with Fahey's key point here — that there are people out there who believe that they should have a say in the way their favourite franchises are run — but I do object to several things about this article. My main point of contention is that the tone of the piece is yet another example of the games press being unnecessarily confrontational towards members of the public, lumping everyone who disliked Mass Effect 3's ending together into one homogenous group. In reality, it's rather different — while it's true that there are people who have gone to the extremes of setting up petitions and complaining to official bodies over the ending, there are also people out there who dislike the ending because it's badly written, because it feels half-finished, because it feels like an excuse to tack on the obnoxious "Hey! Buy DLC!" dialog box after the ending, and many other valid reasons to say it is a bit poo. (I'm paraphrasing from discussions with several friends and podcasts I've listened to here, as I have not played the game and, as you likely know very well by now, will not be doing so.)

    Fahey does, however, then touch on an important subject which I believe is what has led us to this whole mess in the first place over the course of the last few years.

    "Game companies are excited, delighted, by the idea of having loyal fans," he writes. "Game companies have engaged with their fans, closely and directly. They nurture their communities. In BioWare's case, and God knows they're probably regretting this now, they openly talked about how important fan feedback is to them, about how Mass Effect was a series driven by its fans. It's become a creed, a mantra. The fans are important. We love our fans. We listen to our fans. Tell people that often enough and they start to believe you — and on the Internet, there are a whole lot of people who don't need much of a push to believe that they're important and must be listened to."

    This is correct, but it is not the fault of the fans themselves. Rather, this situation has been exacerbated by the direct engagement with the audience that Fahey notes above. Fahey does concede that the industry has "forgotten that creativity isn't about the audience, first and foremost, it's about the creator" but seemingly shies away from what has actually caused this problem.

    Two words: social media.

    In BioWare's case, their seemingly exemplary social media strategy of direct, personal engagement with fans has actually turned out to be their downfall. Let's take a look at a bit of background to this.

    For starters, a while back the company's own social media coordinator Erika Kristine took the bold step of providing an open link to her own personal Facebook profile. Fans were able to befriend her and talk to her directly — though, disappointingly, as an attractive female, many of the comments she ended up getting on her page and photos tended to be of the "ur so beautiful" creepy variety rather than people wanting to engage with her. Perhaps unsurprisingly, her personal Facebook presence appears to have vanished, to be replaced by a "fan page" which hasn't been updated since November of 2011. The damage was done, though — longtime fans knew that Erika, a human being, was in charge of BioWare's social media, and thus opened the gates for "negotiation".

    Then there was the FemShep incident. What was previously a quirky subculture of the Mass Effect community — the cultish love for the female incarnation of Commander Shepard, voiced by Jennifer Hale — was adopted as a marketing tool by EA and BioWare. We started to get promises of FemShep trailers, FemShep art on the box, FemShep this, FemShep that. The whole thing came to a head with the odious "beauty pageant" public vote where subscribers to BioWare's Mass Effect page on Facebook were able to vote on which of a variety of computer-generated hotties — very few of which are actually possible to create using the in-game character creation tools — would become the "official face of FemShep". When the community objected to the fact that a "predictable" blonde, blue-eyed FemShep was winning the competition, the company opened another round of voting, this time providing a choice of hair colours for the same model FemShep. (We ended up with a redhead — a decision I applaud, but that's beside the point.)

    These aren't isolated incidents, and they're not limited only to BioWare and EA. Most major game publishers these days have hopped on the social media audience engagement bandwagon and regularly post questions, invite feedback and hold votes for everything from which athlete should be on the front cover of this year's Madden game to what colour Serah's panties should be in the inevitable upskirt scene in Final Fantasy XIII-2. All right, I made that last one up, but given that Konami promoted NeverDead with an interactive picture where the game's heroine Arcadia stripped off more and more clothing as more people Liked the page, it's not beyond the realm of possibility. This revolting marketing ploy has thankfully disappeared now the game's page has moved to Timeline view.

    Given the way developers and publishers interact with their fans, though, is it any wonder that some have started to feel like they have the right to exert some degree of "crowdsourced control" over their favourite franchises? If they can influence what FemShep looks like, why can't they influence the ending of Mass Effect 3?

    In short, the industry has backed itself into this corner and no amount of complaining about how "entitled" the more vocal fans are is going to change that. These fans may well have a sense of entitlement, but that has come from somewhere — it hasn't just appeared from thin air. And no-one seems willing to acknowledge this fact, perhaps largely because it's much too late to do anything about now. Pandora's Box has been opened, Liked and Shared with eleventy bajillion people around the world, and it's going to be very difficult to close it again.

    In order to fix this, developers and publishers need to take a step back from their audience, to stop engaging with them quite so directly and to stop soliciting feedback on every little irrelevant detail of, say, how many tassels there should be on the new Assassin's Creed dude's hoodie. If developers don't want a repeat of this whole Mass Effect 3 fiasco, then they need to stand back behind a barrier that carries a big sign reading "Look, chumps, we made this, and we hope you enjoy it. You're free to not enjoy it if you so please, but it is what it is — finished, complete, tied up with a pretty pink bow. If you enjoy it? Great. We'll keep making more if you keep buying them. If you don't like it? Don't buy it, then we'll know we need to do something else."

    "This isn't a situation that'll change overnight," concludes Fahey's piece, "not least because immense inertia defines the role of 'fans' in our industry — but it's important for game creators to realise that things don't have to be this way. Engagement with fans doesn't have to mean letting the lunatics run the asylum, or even giving them the impression that they've been given the keys to the office."

    His conclusion here is valid — this is exactly what game creators need to do. You can't crowdsource a big-budget game and expect it to come out coherently, so don't encourage people to think that's an option. However, the fact that some people have already come to that conclusion thanks to social media oversaturation doesn't make them "sociopaths", as Fahey calls them — it means that they have been brought to that conclusion via precedents set by the people they are complaining to. Similarly, those who simply dislike the ending on the grounds that it's just not very good — particularly when the rest of the series is used as a yardstick to measure it against — aren't being "entitled" or "sociopathic", they're just rather unfortunately finding their opinions lumped in with those who are taking more extreme arguments.

    I hope the industry learns from this experience, but I have a suspicion it won't.

    The post #oneaday Day 802: On 'Entitlement', and How the Games Industry May Have Brought This on Themselves appeared first on I'm Not Doctor Who.

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    #oneaday Day 801: Long-Term Memory https://imnotdoctorwho.moegamer.net/2012/03/30/oneaday-day-801-long-term-memory/ https://imnotdoctorwho.moegamer.net/2012/03/30/oneaday-day-801-long-term-memory/#respond Fri, 30 Mar 2012 01:11:12 +0000 http://angryjedi.wordpress.com/?p=3651 It's funny what sticks in your mind and what you subconsciously decide to purge on the grounds that it's completely unimportant. It's not always a case of big life events staying in your mind and the day-to-day stuff disappearing, either — often the strongest memories are those from seemingly irrelevant happenings. For example, I can … Continue reading #oneaday Day 801: Long-Term Memory

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    It's funny what sticks in your mind and what you subconsciously decide to purge on the grounds that it's completely unimportant. It's not always a case of big life events staying in your mind and the day-to-day stuff disappearing, either — often the strongest memories are those from seemingly irrelevant happenings.

    For example, I can think back to my own primary school days and have vivid memories of doing shoulderstands on the field with my then-best friend because we thought it would allow us to make ourselves fart. (It didn't. And to this day I'm too scared to try and make myself fart on the grounds I might shit myself instead.)

    I also remember the fact I used to get very angry with one of the dinnerladies and regularly kicked the bin that stood in the corner of the playground. I do not, however, remember the reason I got so angry with her — though it was probably an attempt to exorcise the pent-up frustration I felt from being pretty ruthlessly bullied throughout most of primary school.

    Or how about the time I discovered the word "shit" was a swear? I must have been about six or seven at the time (I was in "Class 2", anyway) and I was sitting on the "Blue" table with the other clever people, most of whom were rather fickle about who they were friends with — some days they'd accept me, others they'd specifically exclude me. We were doing some sort of spelling exercise, and Natalya Forrester (all names in this post have been changed to protect the not-so-innocent) was spelling out the words out loud as she wrote them down. "Ship… S-H-I-T…" she said. "Shit?" I responded. "UMMMMMM." replied my compatriots, who promptly reported me to the supply teacher covering the class, who in turn threatened to wash out my mouth with soap and water.

    Once we'd left primary school and were going to our secondary school, which was seven miles away, we had to wait for the bus outside our old stomping grounds, which suddenly looked very small. Oddly enough these occasions of waiting for the bus provide some of my most vivid memories from the time. It was during these periods that I learned how to make myself burp under the expert tutelage of Dave Oyster, who could sustain an ejaculation of oral flatulence for an impressive ten seconds or more at a time — loud, too.

    Other secondary school memories include sitting in our tutor room and my then-best friend (the same one I'd been attempting to fart with some years previously) sneezing all over his hand and spraying stringy snot all over himself — and then eating it. Urgh. It was also at this point that I decided that my then-best friend might not be best friend material any more. The final breaking point was when he inexplicably sat in his seat miming masturbation and muttering "I'm a wanker! I'm a wanker!" at me, presumably hoping I'd find it funny. I didn't. Next registration, I went and sat next to my new friend Ed and never looked back. The thunderous look I got from my former best friend burned like fire, but then I remembered that he thought he was a wanker, so I silently agreed with him and moved on with my life.

    I don't remember a great deal about specific lessons at secondary school, though I do have oddly fond memories of GCSE Maths class — not because I liked the subject (I fucking hated it) but because of the various ways we used to mock our possibly-an-alcoholic teacher. His first initial was A — to this date, I don't know what that stood for — and we decided that this must stand for "Abraham" because that would be funny. There was also a group of three girls whom he often called on to answer questions (also I fancied two of them) who became known as "Abe's Babes". Also he liked to add context to the mathematical problems we were working out, so often referred to himself doing unimaginable things for his age and demeanour, such as windsurfing and hang-gliding.

    There are plenty more memories lurking in there, too — both good and bad. And I have no doubt that these bizarre, seemingly irrelevant mental snapshots will continue to stay with me for a long time to come. I can't help feeling that maintaining these memories in my mind is what helps me call upon "childishness" or "immaturity" (for want of a better word) if the occasion demands it — for contrary to the way the world works these days, seemingly requiring kids to "grow up" at younger and younger ages, being able to draw on your "childish" side lets you enjoy life in a way that stuffy old adults can't. In my case, it's the side of me that lets me enjoy My Little Pony and colourful Japanese role-playing games; the side that lets me fantasise and come up with amazing stories that I rarely finish (or, in some cases, start); the side of me that lets me sit around with friends and casually insult them for a whole evening without anyone getting upset.

    Of course, it's also the side of me that doesn't really understand what insurance is, how economics work and what the fuck the stock exchange is for, and the side of me that always forgets whether cream-coloured clothes with small bits of colour on them go in the "white" or "coloured" laundry load. But I think I can live with that.

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    #oneaday Day 800: 800 Days of Nonsense https://imnotdoctorwho.moegamer.net/2012/03/29/oneaday-day-800-800-days-of-nonsense/ https://imnotdoctorwho.moegamer.net/2012/03/29/oneaday-day-800-800-days-of-nonsense/#respond Thu, 29 Mar 2012 00:53:26 +0000 http://angryjedi.wordpress.com/?p=3646 So, 800 days of daily blogging it is. I feel like I should have some sort of celebration or something, but since it's 1:15 in the morning and I'm rather tired and achey after a gym session earlier, it can probably wait. At this juncture, I feel it would be nice to just say a … Continue reading #oneaday Day 800: 800 Days of Nonsense

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    So, 800 days of daily blogging it is. I feel like I should have some sort of celebration or something, but since it's 1:15 in the morning and I'm rather tired and achey after a gym session earlier, it can probably wait.

    At this juncture, I feel it would be nice to just say a big "thank you" to those of you who have been reading my regular gibberish, and an especially big "thank you" to those of you who contribute comments and engage in discussions. The last couple of months in particular seem to have seen a few new people coming my way, so welcome to those of you who are newcomers.

    I may regularly protest that I'm not writing this blog "for" anyone and I actually stand by that — I write these posts each day as an outlet, a form of escapism or, at times, catharsis. They have proven very effective on that front over the last couple of years. I'd go so far as to say that surviving some of the trials and tribulations my life has thrown my way would have been considerably more difficult — possibly insurmountable, though we'll never know (unless dimension-jumping technology gets invented) — without this faithful old WordPress page to empty my brain onto.

    That said, it's fun and — I won't lie — a little bit exciting when people leave a comment and start a discussion. I believe most bloggers feel that way. Getting comments is a sign of "approval" — not necessarily of your opinions, but of the means through which you've argued them. Inspiring a comment, be it an "agree" or a "disagree", means that you've moved someone to actually say something rather than just click the Like button. (There's nothing wrong with that, incidentally — if you just enjoyed/appreciated a post but have nothing further to add, a Like is always gratefully received.) And so far as I can remember, most (if not all) comments on this here site have been respectful, interesting and showing willingness to engage in conversation. Also people who read this seem to be able to spell and punctuate correctly, which is always a massive bonus in this Facebook-dominated world where everyone seems to think that capital letters are just an inconvenience.

    So after 800 daily posts, what now? 800 more, of course! Though I must confess in recent months it's been becoming harder and harder to think of things to write about. Oddly enough I feel that some of my most creative work on this blog was done during possibly the worst period of my life, perhaps as a means of escaping the crushing depression of what was going on in "reality" at the time. They say that artists produce their best work when tortured, and while I certainly wouldn't refer to this site and these 800+ posts as "art", it's clear that whatever Shit I've Had Going Down at various points over the last 800 days has affected the things I write about — whether consciously or subconsciously. In that sense, I often find it interesting to skip back to a random post and not only read it but also picture the context of what was going on in my life at that time. It's an interesting — if sometimes painful — journey that I've taken, and to have chronicled it quite so exhaustively (if not always explicitly describing exactly what happened each day) is something I can look back on with a degree of pride and satisfaction.

    As I approach my 31st birthday (April 29th, please send money or gifts to the usual address) I don't know what the future holds for me — personally, professionally, physically, mentally. But so long as I've got this text editor window and a "Publish" button I'm confident I can deal with whatever comes this way.

    The post #oneaday Day 800: 800 Days of Nonsense appeared first on I'm Not Doctor Who.

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    #oneaday Day 799: Um, Fluttershy https://imnotdoctorwho.moegamer.net/2012/03/28/oneaday-day-799-um-fluttershy/ https://imnotdoctorwho.moegamer.net/2012/03/28/oneaday-day-799-um-fluttershy/#respond Wed, 28 Mar 2012 00:13:42 +0000 http://angryjedi.wordpress.com/?p=3641 A discussion with my friend Lynette earlier today (who, it has to be said, squeed rather enthusiastically at the news that I have been watching My Little Pony) saw us pondering, as so often happens with strong, character-led pieces of work, which My Little Pony was the most "us" — or at least the one … Continue reading #oneaday Day 799: Um, Fluttershy

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    A discussion with my friend Lynette earlier today (who, it has to be said, squeed rather enthusiastically at the news that I have been watching My Little Pony) saw us pondering, as so often happens with strong, character-led pieces of work, which My Little Pony was the most "us" — or at least the one we felt most able to relate to.

    My answer — Fluttershy — is apparently one of the more popular ones, for a variety of reasons that I haven't explored as yet and am mildly terrified to, given the deep, deep rabbithole that sites such as knowyourmeme and TVTropes can be.

    I imagine, given her timid nature, that there's at least an element of crossover between Fluttershy fans and Hanako fans — a category which, if you recall, I count myself firmly in. Her endearing meekness, anxiety and loyalty are character traits I can well and truly understand, and I know I have more than a few similar traits myself.

    Take the fact that she has a clear case of social anxiety, and is nervous about showing off her talents except when absolutely necessary or in a situation where no-one can judge her. When taken along on a perilous journey to use her talent for "parenting" (for want of a better word) to convince an unruly, belligerent dragon to go and sleep somewhere else, she's (understandably, I feel) too scared to go in there and do her thing, even in front of her friends. And only partly because she's dealing with a fucking dragon.

    I know too well how all that feels — of the difficulty and anxiety which surrounds using your talents and abilities in "public", even in front of people you love and trust. (Not the "dragon" bit.) I know, for example, that I'm a decent writer and that people enjoy reading my stuff, but I hate hate hate anyone watching me write. I have absolutely no idea whatsoever why this is — whether it's anxiety over people "backseat editing" or judging the things I've written before I've finished is anyone's guess. I just know that I hate it — but I like showing it off when it's finished, namely when I can hit "publish", light the blue touch paper and just walk away. (At this point, my fear of negative, destructive feedback comes into play, but that's a whole other matter.)

    Same thing with music, really. Practicing is a necessary part of being able to play complex pieces of music, but I hate people listening to me practice. Performing? Fine. Playing the same bit over and over and over again until I get it right? Well, that's something to do with headphones or when no-one's in the house. Something of a combination of perfectionism ("if anyone's going to hear this, I want it to be right") and worrying about the judgement of others ("they won't want to hear those three bars repeated over and over and over! They'll tell me to shut up, or hurry up and get it right or something"), perhaps? I don't know.

    Same with doing anything vaguely creative, in fact. I hate being watched doing something like that. Perhaps it's because doing something creative puts you in a vulnerable position where your "soul" (or whatever) is on display, and anyone could quite easily strike it for massive damage with an unkind word or an ill-timed snigger. It's something I could really do with Getting The Hell Over, but it's also one of those things that has indelibly stamped itself onto my personality over the years.

    Whatever the reasons for it all… Um, Fluttershy? I feel your pain, girl.

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    #oneaday Day 798: My Little Pony, Skinny and Bony, Made out of Plastic, Looks Like a Sp-- https://imnotdoctorwho.moegamer.net/2012/03/27/oneaday-day-798-my-little-pony-skinny-and-bony-made-out-of-plastic-looks-like-a-sp/ https://imnotdoctorwho.moegamer.net/2012/03/27/oneaday-day-798-my-little-pony-skinny-and-bony-made-out-of-plastic-looks-like-a-sp/#respond Tue, 27 Mar 2012 00:58:23 +0000 http://angryjedi.wordpress.com/?p=3637 I'm just going to confess this up-front right now as I'm not really ashamed of it, but I can see how some people might be embarrassed to admit such a thing in a forum as public as their personal blog viewed by literally tens of people. Not me, though. I am unashamed, as you can … Continue reading #oneaday Day 798: My Little Pony, Skinny and Bony, Made out of Plastic, Looks Like a Sp--

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    I'm just going to confess this up-front right now as I'm not really ashamed of it, but I can see how some people might be embarrassed to admit such a thing in a forum as public as their personal blog viewed by literally tens of people. Not me, though. I am unashamed, as you can clearly see from the amount of filler in this first paragraph, coupled with the fact that I have not yet introduced the topic of this entry, which is obviously visible in the post title.

    All right. No more inane babbling. (Hah.) One… Two…

    IwatchedthreeepisodesofMyLittlePonyearlierandenjoyedthem.

    Whew. That sure feels good to get off my chest. See you tomorrow.

    Wait, you want a little explanation? Well, all right. I guess you can't just drop a bomb like "I Watched My Little Pony Today" (hey, it does get easier once you've said it once) and just walk away. You probably want to know if I'm feeling all right, whether there's anything you can do to help me and if the authorities should be notified.

    There is nothing to be concerned about. My interest in the new My Little Pony series (My Little Pony: Friendship is Magic, to give it its full title) was initially sparked by online discussion and the phenomenon of "bronies" — male fans of the show aged between 14 and 35-ish. The rise of the curious and unexpected fanbase for the show is, according to Wikipedia, originally attributed to discussion on renowned Internet dark corner 4chan. The memes which came from the Friendship is Magic show spread outwards from 4chan, as memes are wont to do, and the "brony" was born.

    This sort of situation was unthinkable back when I was a kid, which is incidentally the last time I was even the slightest bit aware of the existence of My Little Pony. As a boy at primary school, the absolute worst possible insult that could be hurled at you (not counting "your mum" jokes, since those technically aren't insulting you) was to be accused of liking girly things. My Little Pony was, at the time, the very pinnacle of girliness, and to be branded as a boy who liked the sparkly equines? Well, that would be the end of your social life, since, as we know, kids can be bigoted little shits at times. (Unless you were friends with girls. But what self-respecting primary school kid in the 1980s was friends with icky girls? Bleeeeurgh.) (Full disclosure: despite being bullied as a kid, I fortunately, to the best of my recollection, escaped the dreadful fate of being branded a girlyboy. Further disclosure: I always thought the Ponies' hair looked nice. Additional notes: GIRLS.)

    Anyway, back to the present, and Friendship is Magic. I watched the initial self-titled two-part episode with some curiosity, having no idea what to expect save for the art style that I had seen scattered around a few Twitter avatars in recent weeks. The distinctive, big-eyed aesthetic for the Ponies was one that appealed to me, so I knew that I was at least going to like the look of the show — it was the content that I knew next to nothing about.

    What I found was actually rather entertaining. While the show is obviously somewhat "girly" in many of its themes and characters (you can count the number of speaking male characters on the fingers of two fingers in the three episodes I've watched so far, and one of them is voiced by a woman) it features that kind of multi-layered humour that sets truly great kids' TV shows apart from the disposable fluff. While on the surface the episodes each contain a commendable message about friendship, trust and cooperation, there are several other layers on which the show can be appreciated.

    Firstly, there's the characters, who are all well-defined but nuanced, and many of whom contribute to the show's often exhausting, manic pace — it reminds me of shows like Powerpuff Girls at times, at least partly due to prolific voice actress Tara Strong's involvement. Secondly, there's the wide variety of humour types which are presented — everything from slapstick to surrealism, with some musical comedy usually thrown in for good measure whenever Pinkie Pie is around. Thirdly, there's a ton of cultural references tossed in there — in just the three episodes I've watched to date, the show has referenced The Brady Bunch, The Benny Hill Show, The Wizard of Oz and doubtless a bunch of other things that I've missed.

    Perhaps the most striking thing that I like about it, though, is its almost unrelenting cheerfulness and positivity. In fact — and this will sound like a strange comparison, but bear with me — it reminds me of the reason that I enjoy Japanese role-playing games. The colour. The strong, exaggerated characters. The way in which said characters tackle their "issues". Hell, the first two episodes even culminate in a very JRPG-style "boss fight" featuring the Ponies unleashing the power of the six Elements of Harmony in order to teach temporary antagonist Nightmare Moon a lesson she won't forget in a hurry.

    It's silly, enjoyable nonsense, in other words, though with a commendable underlying message. It's fun, undemanding but rewarding, and just the thing with which to unwind if you can't deal with too much angst, tension or people trying to be too clever. In short, it is what it is, and you should feel absolutely no shame whatsoever in enjoying it if you find it happens to tickle you in your happy places.

    I guess all of the above makes me a Brony by default, then. You know what? I'm cool with that.

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    #oneaday Day 797: Enthusing Regarding Shadow Hearts: Covenant https://imnotdoctorwho.moegamer.net/2012/03/26/oneaday-day-797-enthusing-regarding-shadow-hearts-covenant/ https://imnotdoctorwho.moegamer.net/2012/03/26/oneaday-day-797-enthusing-regarding-shadow-hearts-covenant/#respond Mon, 26 Mar 2012 01:06:02 +0000 http://angryjedi.wordpress.com/?p=3633 Haven't written about what I've been playing for a little while, so here's an update. I'm currently playing Shadow Hearts: Covenant, aka Shadow Hearts II. If you've been reading my previous entries, you'll know that this is the second entry in a PS2-based RPG series published by Midway (in Europe, anyway) and developed by Nautilus … Continue reading #oneaday Day 797: Enthusing Regarding Shadow Hearts: Covenant

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    Haven't written about what I've been playing for a little while, so here's an update.

    I'm currently playing Shadow Hearts: Covenant, aka Shadow Hearts II. If you've been reading my previous entries, you'll know that this is the second entry in a PS2-based RPG series published by Midway (in Europe, anyway) and developed by Nautilus (nee Sacnoth). If you haven't been reading my previous entries… uhh… Shadow Hearts II is the second entry in a PS2-based RPG series published byMidway (in Europe, anyway) and developed by Nautilus (nee Sacnoth).

    Jesting aside, Shadow Hearts II is a significant upgrade over its predecessor. Where the original Shadow Hearts could have easily been a PS1 game, with its prerendered backgrounds, polygonal characters and turn-based combat, Shadow Hearts II is not only a fine example of a PS2 game, but a game which still stands up remarkably well today regardless of platform. Replacing the original game's prerendered vistas with a 3D world full of dynamic (but still game- rather than player-controlled) camera angles is the most obvious difference, and it's striking what a change it provides. Shadow Hearts didn't look bad but it did suffer a little from characters standing around somewhat woodenly when having conversations. Shadow Hearts II, by comparison, takes a much more cinematic approach to its presentation and looks great as a result. It helps that the character models are fantastic and well-animated, too — this really is a great-looking PS2 title.

    Going hand-in-hand with the cinematic presentation of the visuals is the move to the game being mostly voiced rather than almost entirely text-based. This has the sad side-effect of meaning it's no longer possible to rename your characters, but since the original Shadow Hearts featured a voiced ending sequence in which the default names of the characters were used even if you'd played for over 30 hours with a party sporting a completely different nomenclature… well, I can deal with that. The voice acting is mostly decent, but pays absolutely no attention whatsoever to the countries that the cast members are supposed to be from. Leading lady Karin, for example, is supposed to be German, but she sure doesn't sound it. It doesn't take long for the suspension of disbelief to kick in, however, as you immerse yourself in Shadow Hearts' surreal parallel reality in which World War I is happening at the same time as Bad Shit is going down with demons and monsters. Eventually the fact that everyone from a wide range of different nations all sounds American ceases to matter, and the fact it's set in the real world alongside real-life historical events and figures becomes almost incidental. It just becomes a cool JRPG story in which the place names sound very familiar.

    I'm not going to talk too much about plot here as I'll save that for a post once I've finished the game, so instead I'll now dwell a little on some mechanical highlights from the game — specifically, the combat system.

    Shadow Hearts featured a functional, fun combat system that didn't deviate hugely from the traditional turn-based "heroes line up one side, enemies line up the other, polite violence ensues" system used by many RPGs over the years. The main twist on the formula was the use of the Judgement Ring, which required carefully-timed button presses to ensure the success of actions. More powerful, complex moves required more button presses, while the use of the Ring also allowed the designers free reign to throw in a variety of unconventional status effects besides the usual Poison, Paralyse and the like. Some enemies might make your Ring very small, for example (stop sniggering at the back) while others might make it spin very fast. It was a pleasing extra layer of interactivity atop an otherwise fairly conventional battle system.

    Shadow Hearts II keeps the good bits of the original — the Judgement Ring and the need to keep an eye on your party's emotional as well as physical state during combat — while completely shaking up the core battle mechanics. No longer do both sides stand still waiting to be smacked across the face. Instead, characters move around the battlefield to make use of their abilities, and various different types of attack allow the player a degree of control over the battlefield. If you see a bunch of enemies lining up for a concerted attack, for example, then you can perform some sort of explosive move that scatters them and prevents them from unleashing said attack.

    This system is given a whole new layer of depth by the Combo mechanic. Characters (player or enemy) who are standing directly adjacent to one another are eligible to participate in a "Combo" attack. This still takes place in a turn-based manner, but allows characters to take their turns outside of the usual order determined by their agility statistic. Repeatedly wailing on a single enemy with several characters also gradually increases the damage inflicted, with more and more total hits contributing to a bigger and bigger damage bonus, particularly if you combine this with knocking the enemy up against a wall. It's immensely satisfying to pull off successfully, and adds a much greater degree of strategy to battles. Do you risk characters being knocked out in favour of unleashing a four-man combo? Or do you keep someone held back on healing duty while the others batter the enemies with magic and a giant frozen tuna? Karin's sanity is a bit low — can you risk her going Berserk after she's done her job in the combo?

    Alongside the excellent combat comes a fine system of character development. Player characters may equip "Crests", which allow them to cast spells. Almost any character may equip any combination of Crests, so long as their total level doesn't exceed their "capacity" statistic. This allows you to set up characters as healers, buffers, offensive mages or any mix you please.

    This doesn't make characters interchangeable, however — far from it. Alongside the Crest Magic system is the Personal system, which features a unique mechanic for every character. Karin must collect Wagner scores to inexplicably teach her new swordplay moves. Friendly wolf Blanca (incidentally, one of the most subtly hilarious characters of any game I've ever played) powers up his special moves through defeating rival wolves from around the world in one-on-one combat. Vampiric wrestler Joachim learns new moves from his "Teacher", real-life wrestler The Great Gama. Not only that, though, but he occasionally suffers uncontrollable transformations into a golden bat, an invisible form or a superhero alter-ego according to his biorhythms. Highlight of this "Personal" system, however, though, has to be Gepetto the puppeteer, who fights using his slightly creepy kid-like doll Cornelia, who gets new dresses infused with new magical capabilities by taking cards with naked, muscle-bound male pinups on them to a rather effeminate French tailor who persistently follows the party around from location to location. No, I'm not making any of this up.

    Herein lies the genius of Shadow Hearts II. It is filled with inspired lunacy, and every time you think you've got the hang of its peculiar mindset, it throws something newly bizarre into the mix. And the best thing about it is that it plays it all so straight, so deadpan. These strange systems are just how things work — no explanation required. In the case of Joachim's transformations, for example, the game doesn't even bother to mention that this might happen at some point, or even explain it when it does happen for the first time. Instead you're left gazing at your battle screen, bewildered as to why a party member has inexplicably turned into a bat without warning. Fortunately, there's an in-game help facility which does explain these quirky little features, but in a way it's more fun to discover things for yourself and only resort to the help if you find yourself really confused.

    It's proving to be an utterly brilliant game so far, then. I've no idea how far I am off finishing it — I'm about 40 hours in and have been on the second disc of two for a little while, so I'm guessing there's not that much left — but I'm certainly going to continue to enjoy the ride while I can. And if you get the chance to, you absolutely should play this and its predecessor, too.

    The post #oneaday Day 797: Enthusing Regarding Shadow Hearts: Covenant appeared first on I'm Not Doctor Who.

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    #oneaday Day 796: Social Unplugged https://imnotdoctorwho.moegamer.net/2012/03/25/oneaday-day-796-social-unplugged/ https://imnotdoctorwho.moegamer.net/2012/03/25/oneaday-day-796-social-unplugged/#respond Sun, 25 Mar 2012 01:48:03 +0000 http://angryjedi.wordpress.com/?p=3629 I unplugged myself from a bunch of social networks yesterday. I haven't deleted my accounts as yet and probably won't do so unless said sites start spamming me excessively, but I have stopped using a number of services which were proving to be fairly unnecessary in my day to day life. All told, I said … Continue reading #oneaday Day 796: Social Unplugged

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    I unplugged myself from a bunch of social networks yesterday. I haven't deleted my accounts as yet and probably won't do so unless said sites start spamming me excessively, but I have stopped using a number of services which were proving to be fairly unnecessary in my day to day life. All told, I said goodbye to Foursquare, Gowalla, Path, Quora, GetGlue and possibly some others that have slipped my mind. Cold turkey, too — I simply deleted the apps from my phone and didn't tend to use their websites anyway. It was a pleasingly liberating feeling to have released myself from some of these self-imposed shackles.

    So what have I chosen to keep around? Facebook and Twitter, for starters, since those are the nearest we have to "industry standard" social networking tools. Twitter's integration into iOS 5, for example, proves that Apple is certainly willing to show its support for the microblogging site, and it's rare these days to see a TV show that doesn't prominently display an "official" hashtag for online discussion alongside the broadcast. Facebook, meanwhile, I largely keep around for two reasons: firstly, my job, which involves playing a large number of Facebook games; and secondly, I have a number of friends and family who don't really "get" Twitter (or have no real desire to do so) and thus Facebook is a reliable means of communication with them.

    Alongside this I have a Google+ account and am still a fan of Google's clean, clear service. Despite superficial similarities to Facebook, it actually provides a rather distinct user experience, combining the ease of discovering new people of Twitter with the possibility for conversations of more than 140 characters at once of Facebook. A lot of people feel they don't "need" it and indeed many of my friends who also use Twitter and Facebook have kind of relaxed their use of the service somewhat, but this has left me with a variety of unique and fascinating people with whom to engage with. Despite the hoohah over Google's changed privacy policy a few weeks back, the Google+ integration across the Web (particularly noticeable on YouTube) is a great example of how to do the "sharing" thing right.

    I also still have the Formspring app on my phone. I haven't used it for a while, but occasionally it's a lot of fun to ask for some bizarre questions, see what nonsensical queries people can come out with and then attempt to retort with some appropriately witty (or brutally honest) responses. It's utterly pointless for the most part, but it's actually a good means for flexing the writing muscles in a slightly different way to what this blog offers — rather than having to come up with a topic myself, a Formspring answer is a short piece of writing based on a stimulus provided by someone else. I enjoy doing this.

    Besides those (and the WordPress app, of course, for maintaining this 'ere site), though, I've come to the conclusion I have no need for anything else. I have no real need to "check in" to places I'm at, things I'm watching or books I'm reading, because it's just as straightforward to just post on Facebook, Twitter or G+ that I'm doing those things. They were fun for a while (and GetGlue sends you actual real physical stickers if you earn enough badges on the site!) but ultimately they're meaningless noise in an already chaotic world. So away they go. And thus my life becomes approximately 27% more peaceful.

    If you'd like to follow me on Twitter, you can do so here. If you'd like to circle me on G+, you can do so here. And if you'd like to ask me silly questions on Formspring, you can do so here. That's your lot!

    The post #oneaday Day 796: Social Unplugged appeared first on I'm Not Doctor Who.

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    #oneaday Day 795: Thick Skin https://imnotdoctorwho.moegamer.net/2012/03/24/oneaday-day-795-thick-skin/ https://imnotdoctorwho.moegamer.net/2012/03/24/oneaday-day-795-thick-skin/#respond Sat, 24 Mar 2012 01:17:25 +0000 http://angryjedi.wordpress.com/?p=3625 They say that in order to "make it" in many industries, you need to have a thick skin. To be able to suck it up, take your medicine, be ready for anything. This is particularly true if you do anything that involves facing the public — and especially true if said public is hiding behind … Continue reading #oneaday Day 795: Thick Skin

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    They say that in order to "make it" in many industries, you need to have a thick skin. To be able to suck it up, take your medicine, be ready for anything. This is particularly true if you do anything that involves facing the public — and especially true if said public is hiding behind the anonymity of the Internet.

    I've come to the conclusion over the years that I do not have a thick skin. I feel bad if someone disagrees with me and argues their point a little too aggressively. I feel bad if I'm criticised when I don't feel it's warranted. And I feel absolutely fucking terrible if someone insults me directly. Basically, I'm a big wuss, and I've come to terms with the fact I'm a big wuss, though it doesn't particularly help me when these situations do inevitably arise at times.

    It's a side effect of various things, really: anxiety, depression, being an introvert. I always like to feel like I'm trying my best at everything I do, and to have something come along and suggest that no, my best might not actually quite be good enough on this occasion can instantly sour my mood, even after a good day. And even if the criticism, argument or insult is clearly complete nonsense. It just feels bad.

    My comments on this are prompted by a discussion that @JimSterling was having on Twitter earlier. He noted the following:

    Forbes thinks game reviews fail readers because there's no dissenting opinion. I should tell them what readers *do* to a dissenting opinion. People always blame reviewers being too nice or too close to PR. I think it's more they don't want their audience to harass them. We're in an industry where gamers personally attack people for giving 8/10 scores, but somehow it's *all* the reviewers' and PR's fault. There's faults and imperfections on *all* sides, but I'm sick of pundits ignoring the bullshit that the game community itself perpetuates.

    Jim's comments brought to mind a particular incident which arose while I was working on GamePro, may it rest in peace. I wrote a news article about a new game which had been produced by students and faculty at an educational institution in America. (I forget which one, and the article is no more, sadly.) Said game was narrative- and character-heavy and was designed to be an in-depth interactive exploration of LGBT issues — a topic area typically shied away from by many developers and seemingly almost completely taboo in the mainstream. (No, I don't count the nonsensical, ridiculous "gay" content in BioWare's recent titles which I have a strong suspicion was added purely for marketing purposes. But I digress.)

    The game sounded interesting, and I knew from past comments and engagement with the GamePro community that there was a diverse array of people from all backgrounds reading my news stories, so I figured this would be an interesting thing for people to look at — evidence that interactive entertainment was helping to challenge taboos and break down barriers, in short.

    The article was reasonably well-received by most commenters, until one thoroughly obnoxious person came along. He'd shot his mouth off a little on the GamePro Facebook page previously, but it was mostly the gibberings of a paranoid madman who believed that debit cards were out to get him. (I'm not making this up.) This time, though, his gibberings got personal. He called me a paedophile, a pervert, a deviant and all manner of other names. He threatened to organise his supposedly huge group of friends (I doubt the honesty of this claim) to do unpleasant things. He harassed me via Facebook, Twitter and the GamePro comments section — or at least he tried to. He got promptly blocked on Twitter and subject to the Ban Hammer I had the satisfaction of wielding both on GamePro.com and its companion Facebook page.

    But the damage was done. I was devastated. I'd never had anyone throw such vitriolic, furious, personal attacks at me before. The article itself had nothing offensive in it whatsoever, and it was neither pro- or anti-LGBT, simply noting the existence of an interesting sounding sociological project that involved interactive entertainment. This was seemingly enough to light the fuse, however, and it completely ruined my day at the time.

    I should grow a thicker skin, I know, particularly if I want to get anywhere in online media. But I'm just not sure I have it in me. I just want people to be nicer, to be decent human beings. Is that too much to ask?

    Perhaps it is. You can't change human nature, after all, and after many years of observing behaviour on the Internet it's clear to me that a lot of people turn into complete dicks when provided with the protective shield of anonymity. As someone who was bullied a great deal when I was back at school, I can't even imagine how difficult it must be for teens these days considering how easy it is to anonymously "cyber-bully" someone.

    Or perhaps they've just naturally evolved that thick skin I so desperately need over the last decade or two.

    Either way, dear reader, go be nice to someone today. And always follow Wheaton's Law.

    The post #oneaday Day 795: Thick Skin appeared first on I'm Not Doctor Who.

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    #oneaday Day 794: Brilliant Game Idea, No Technical Talent? No Problem! https://imnotdoctorwho.moegamer.net/2012/03/23/oneaday-day-794-brilliant-game-idea-no-technical-talent-no-problem/ https://imnotdoctorwho.moegamer.net/2012/03/23/oneaday-day-794-brilliant-game-idea-no-technical-talent-no-problem/#respond Fri, 23 Mar 2012 00:19:52 +0000 http://angryjedi.wordpress.com/?p=3621 I've mentioned a number of times on this 'ere blog that I don't really have the knack of programming. I can sort of do it if I have plenty of reference material to hand or if I'm following a tutorial, but it's the sort of thing that if I don't do it regularly, it just … Continue reading #oneaday Day 794: Brilliant Game Idea, No Technical Talent? No Problem!

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    I've mentioned a number of times on this 'ere blog that I don't really have the knack of programming. I can sort of do it if I have plenty of reference material to hand or if I'm following a tutorial, but it's the sort of thing that if I don't do it regularly, it just all falls out of my head and makes a mess on the carpet.

    Despite not being able to program, however, that hasn't stopped me from wanting to make my own games at times, and I know at least a few of you reading might be interested in how to go about doing that for yourself. So I thought I'd gather a bit of information regarding game maker packages that I've used in the past (or at least heard of) in the hope that you might find something that tickles your fancy.

    So without further ado, then, here goes.

    Clickteam products: Games Factory, Multimedia Fusion

    My first experience with making games that weren't written in Atari BASIC was with Clickteam's Klik and Play, an application for Windows that allowed you to create games without any knowledge of programming whatsoever. The program actually contained everything you might need to get creating straight away — it included basic art tools, a library of sound effects and music to use in your games as well as plenty of example sprites, background art and interface elements.

    Klik and Play's strength was in its ease of use. Handling all aspects of how a game worked was very much like a logic puzzle, or a series of "If… Then…" statements. For example "If" the player presses the fire button, "Then" the spaceship they control should shoot a missile. "If" an enemy collides with the spaceship, "Then" a fart sound should be played and the player's lives should be reduced by one.

    One great thing that Klik and Play did was provide several means to determine all the possible conditions you might want to test for in your game. You could create the statements manually if you knew in advance what was going to happen, or you could enter the "Step Through Editor", start your game running and every time something that hadn't happened before happened for the first time, Klik and Play would ask you what you wanted it to do. After a short while of using this tool, you started to think logically about all the possible things that might happen throughout the course of a single screen of the game you were making, and your efficiency would skyrocket. Of course, even when you know what you're doing this is still considerably slower than a C++ wizard coding their own routines, but for those of us who always put curly braces in the wrong place, it was a godsend.

    The only downside to Klik and Play was that it was fairly limited in what it could do. There weren't many global variables to store information in, for example, making more complex games difficult to create. And file management for save games and the like was practically non-existent. You were pretty much limited to making simple arcade games — not that this was necessarily a bad thing.

    Many of these issues were resolved by subsequent releases in the series. First came The Games Factory, which added more global variables, the ability to have a scrolling screen for levels that were bigger than a single screen in size, and more sophisticated event handling. This was then followed by Multimedia Fusion, which added even more high-end features designed for people who wanted to build full applications and screensavers rather than just games. Most recently, Clickteam have launched The Games Factory 2 and Multimedia Fusion 2 as two separate products (with Multimedia Fusion having a pro-level "Developer" version available) which are available from their official website. The latest versions feature the ability to export to Flash for publication on the Web, and iOS app format. Android and XNA (Xbox 360) support is reportedly on the way.

    RPG Maker

    I mentioned this yesterday, but it's worth putting in this list simply because of how full-featured it is. Having gone through a number of previous iterations on both PC and consoles, Enterbrain's role-playing game construction kit RPG Maker is now one of the most flexible but easy-to-use game making tools on the planet. It doesn't even have to be a role-playing game that you make with it — if you're looking to create a visual novel or top-down perspective adventure game, it's a great solution for that, too.

    RPG Maker comes with a ton of preset graphics, sounds and music for you to use in your own games allowing you to get started straight away. All you need to do is draw the maps, write the story and test it out, all of which can be done via the program's simple interface. Meanwhile, more advanced users can easily add custom graphics, sounds, music, enemies, items, equipment and characters, and people who actually know a bit of coding can even rewrite the game engine using the program's "RGSS" scripting language to create brand new menu and battle systems. And don't worry if you don't have a clue how to do that yourself but find the built-in systems to be not so good — using community-developed scripts has long been an expected part of RPG Maker development. The community is lively, helpful, full of ideas and covers a broad range of talents — so if you have a great idea for a story but have no idea how to write original music or draw custom graphics, you can probably find someone to help you out.

    RPG Maker's latest version is known as RPG Maker VX Ace and is the version to go for out of the three currently available on the official website.

    Adventure Game Studio

    Free tool Adventure Game Studio allows you to create point and click adventure games of the LucasArts or Sierra ilk. There's a little bit of a learning curve involved in getting started with this one, and it doesn't come with many sample resources to get started with, so you'll have to draw your own graphics (or recruit a friend who knows what they're doing).

    Once you get the hang of it, though, you'll be able to create convincing point-and-click adventures featuring plenty of dialogue (fully voiced if you have friends willing to step in for voice acting duties) and object-based puzzles. Lest you worry about the quality of a free tool, Adventure Game Studio has been used to create a number of very well-received projects, including the popular Ben There, Dan That! games.

    AGS is free, unlike the previous titles on this list. Get it here.

    Ren'Py

    Ren'Py is a visual novel engine designed for creating combinations of text, music, sound effects and visuals to tell a story. It's relatively simple to use to get a basic non-interactive story up and running, and a bit of experimentation will get you putting together multi-path adventures with plenty of choices in no time. Like AGS, though, it doesn't come with many sample resources, so you'd better get handy with a Wacom tablet and scribbling some art before you get started on putting your game together. That or, again, ask a friend.

    Despite the inherent (and usually deliberate) limitations of the visual novel genre, Ren'Py is a surprisingly flexible tool. For some great examples of what's possible with it, check out Christine Love's three games Digital: A Love Story, Don't Take It Personally, Babe, It Just Ain't Your Story and Analogue: A Hate Story, all of which were created using Ren'Py (and all of which employ some fascinating storytelling techniques that are unique to the interactive medium).

    Ren'Py is also free. Grab it here.

    Other stuff I haven't tried

    There's a wealth of other free and paid game making software out there, most of which I haven't tried. Here's a few you may want to take a look at.

    Game Maker from YoYoGames is well-regarded as a flexible tool which can be used to make a wide variety of different games for the Web, standalone release or mobile release.

    Stencyl is a tool designed to make it easy to create Flash, iOS and Android games without the need for coding.

    GameSalad is a Mac-only product similar to Stencyl, designed for making iOS, Web and standalone games without needing to know coding.

    The Game Creators carry a range of products for aspiring developers of various experience levels, ranging from those who have an idea of how to work with BASIC to those who simply want to draw a map for a first-person shooter and run around in it.

    If you've come across any more, feel free to share in the comments for the benefit of anyone else who may be interested.

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    #oneaday Day 793: It Takes More Than Seven Days to Build a World https://imnotdoctorwho.moegamer.net/2012/03/22/oneaday-day-793-it-takes-more-than-seven-days-to-build-a-world/ https://imnotdoctorwho.moegamer.net/2012/03/22/oneaday-day-793-it-takes-more-than-seven-days-to-build-a-world/#respond Thu, 22 Mar 2012 01:25:05 +0000 http://angryjedi.wordpress.com/?p=3616 I'm making a game. This is not the first time I have said these words, nor will it be the last time, but I have a good feeling about this one. A vision. Only one past amateur development project I worked on (known as Pie-Eater's Destiny) was ever completed (twice if you count the subsequent … Continue reading #oneaday Day 793: It Takes More Than Seven Days to Build a World

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    I'm making a game. This is not the first time I have said these words, nor will it be the last time, but I have a good feeling about this one. A vision. Only one past amateur development project I worked on (known as Pie-Eater's Destiny) was ever completed (twice if you count the subsequent "Gold Edition" remake) and a third (The Adventures of Dave Thunder) was going extremely well but then unfortunately lost when an old computer died without warning. (Note to self: BACK THE FUCK UP) This one, though, feels like an idea that has legs, and I'm looking forward to bringing it to life, to mix metaphors for a moment.

    No, you won't be getting any details on what this project is just yet save for the fact that I'm using it as a means of trying out the latest version of Enterbrain's excellent RPG Maker software, RPG Maker VX Ace. I've used several iterations of this package over the years and each has its own quirks and foibles. Previous version RPG Maker VX turned out to be a bit of a misstep which seemingly stripped out features rather than adding them, but from my limited experience so far, VX Ace seems to be an excellent piece of software with plenty of flexibility.

    One of my favourite parts of creating a game — or indeed any story, since I typically have aspirations to create narrative-focused games, even if I never finish them — is creating the world and the characters who populate it. When building a map in RPG Maker, I'll find myself visualising its context in the world — in the case of a village or town, I'll think to myself "right, this person lives here, this person runs this shop, follow this path and you'll get to…" and so on. In the case of a dungeon I'll resist the temptation to use the random map generator and instead design a dungeon which makes some degree of contextual sense, even if it may descend into bizarreness at times. (The lava flow in the opening "wine cellar" dungeon at the beginning of The Adventures of Dave Thunder was a particular highlight, which our hero lampshaded quite nicely at the time he came across it for the first time, as I recall.)

    I've always been this way with level construction. The earliest instance I can remember was Wolfenstein 3D, whose map editor gave me many, many hours of enjoyment and, thanks to CompuServe, even netted me $200 when ten of my levels were included in the official Apogee "Super Upgrades" expansion pack for the game. When building my selection of maze-like levels for id's Nazi-bashing shooter, I enjoyed thinking of the "real" context for these rooms and tunnels. As such, I ended up with some memorable "setpiece" confrontations (or as close as you could get to a "setpiece" in Wolf3D's limited engine, anyway) — the one that sticks in my mind most is the one where you've crept through some moss-filled corridors in search of a Nazi secret base and open a door only to discover that a briefing is apparently in progress. One of the "officer" enemies was standing at the front of the room next to a "map" texture, and the rest of the room was full of the standard trooper soldiers all facing him. (I wasn't a monster for game balancing; I provided the player with a chaingun and plenty of ammo before sending them in to mow down this little gathering. Hey, I was a teenager. Subtlety wasn't in my vocabulary.)

    The point is, I found myself thinking carefully about every block I put down, every object on the map. Everything had a purpose, a place, a story behind it. I enjoyed visualising that world in my mind and then bringing it to life on my computer screen. It was inordinately satisfying to be able to hoon around a world of my own creation and think this came from my BRAIN. I feel the same way every time I create a new map in RPG Maker, every time I make a track in TrackMania, every time I build something in Minecraft. And if I had any clue whatsoever how 3D level editors worked (I've tried and failed numerous times) I have no doubt I'd feel the same way there too.

    As you may have gathered, today has been about world-building. I've only created a tiny, tiny piece of what will eventually become this game's world, but already it's bringing those old feelings back. Hopefully they'll provide the motivation to take me through to actually finishing a game project for once.

    The post #oneaday Day 793: It Takes More Than Seven Days to Build a World appeared first on I'm Not Doctor Who.

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    #oneaday Day 792: When Play Feels Like Work, It's Time to Stop Playing https://imnotdoctorwho.moegamer.net/2012/03/21/oneaday-day-792-when-play-feels-like-work-its-time-to-stop-playing/ https://imnotdoctorwho.moegamer.net/2012/03/21/oneaday-day-792-when-play-feels-like-work-its-time-to-stop-playing/#respond Wed, 21 Mar 2012 00:23:44 +0000 http://angryjedi.wordpress.com/?p=3612 Asynchronous games are a great idea. At the time of writing, everyone is jizzing all over Draw Something (and quietly hoping that Zynga doesn't acquire the developer in order to monetize the game out of the arse even more than it is already) — the latest in a long line of successful mobile asynchronous games … Continue reading #oneaday Day 792: When Play Feels Like Work, It's Time to Stop Playing

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    Asynchronous games are a great idea. At the time of writing, everyone is jizzing all over Draw Something (and quietly hoping that Zynga doesn't acquire the developer in order to monetize the game out of the arse even more than it is already) — the latest in a long line of successful mobile asynchronous games that include Hero Academy, the With Friends series and, on a smaller scale, various board and card game adaptations.

    Now, in theory, the fact that you can play a turn-based game with someone on the other side of the world at a pace which suits both of your busy lifestyles is a great one. And sure enough, it most certainly is a great thing. Games which previously proved impractical to organise when players span various different timezones are suddenly accessible to all and sundry, and your mobile device becomes a portal to a wide variety of social, multiplayer experiences that you can share with your friends.

    Trouble is, everyone wants to get in on this action, meaning that whatever flavour of the month asynchronous hit there is will promptly bombard you with notifications and game requests as absolutely everyone on your Facebook friends list suddenly wants to play. And God help you if you post your username for such a game on Twitter.

    Now, having a bunch of people to play against should be a great thing, particularly in a game that occasionally offers such a fascinating glimpse into people's minds as Draw Something does. But, you know, it all gets a bit too much sometimes. When you have twenty people taking their turns in Draw Something, twenty more begging you to play Words With Friends, twenty more wanting you to play Hero Academy, it's easy to find yourself overwhelmed with notifications and game requests, and find yourself spending hours at a time just catching up with games — and meanwhile your opponents are also taking their turns, meaning sometimes it's almost impossible to catch up. You can always exercise self-control, of course, and only accept the number of games you know you can handle — even going so far as to uninstall the games you know you don't want to play, perhaps — but there's always that element of peer pressure going on.

    I can't help feeling that developers of these games could do a bit to help out here. The simple addition of a "privacy" button that automatically blocks all new game requests but allows current games to continue would be a good one, for example, or perhaps a hard (and reasonable — perhaps user-customizable) limit on how many games can be running concurrently. At the moment, I often find myself letting games expire accidentally due to the fact that a bajillion notifications come in at once, I have no time to deal with them at the time, and they form a backlog which would require a considerable number of minutes to clear. It's at that point that play starts to feel like work, and that's a situation you shouldn't find yourself in.

    When something becomes an effort to play and there's no discernible payoff for doing so, that's when you have to question why you're playing in the first place. The thing with all these asynchronous games is that victory is a very hollow experience — win or lose, after a brief "You Win!"/"You Lose!" message, the first thing most players will do is immediately hit the "Rematch" button. Most don't even do any particularly detailed stat-tracking, meaning you can't even gloat over your winning streak against your friend. Some, like Draw Something, don't even make it clear whether or not you're supposed to be competing against or cooperating with your friend, and then patronise you with primary school-esque "Good Try!"s when you get one wrong. (Notable exceptions: the adaptations of card and board games such as Carcassonne and Ascension do a good job of both stat-tracking and providing a good victory screen for winners to gloat over and losers to quickly skip past.)

    These games have their markets, though. They let people connect with one another in new ways, and they open up the medium of gaming — specifically, multiplayer gaming — to massive new audiences. That's a great thing for the industry as a whole, but there's only so many "It's your turn!" notifications I can take before I go completely mental.

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    #oneaday Day 791: Give Me More J https://imnotdoctorwho.moegamer.net/2012/03/20/oneaday-day-791-give-me-more-j/ https://imnotdoctorwho.moegamer.net/2012/03/20/oneaday-day-791-give-me-more-j/#respond Tue, 20 Mar 2012 01:33:34 +0000 http://angryjedi.wordpress.com/?p=3605 The Squadron of Shame recently tackled the subject of Japanese role-playing games in the first of a new format show that we're experimenting with. You can check out the show here, or if you're on something Flash-enabled, you can use the fancy-pants player below. (If you're not, you'll simply see a white space, for which … Continue reading #oneaday Day 791: Give Me More J

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    The Squadron of Shame recently tackled the subject of Japanese role-playing games in the first of a new format show that we're experimenting with. You can check out the show here, or if you're on something Flash-enabled, you can use the fancy-pants player below. (If you're not, you'll simply see a white space, for which I apologise.)

    If I had to pick a favourite genre of interactive entertainment, it would, without doubt, be the Japanese role-playing game. I came to the genre relatively late (yes, I was one of those people who discovered RPGs in general through Final Fantasy VII) so I didn't really have the NES-era epiphany of realising that RPGs were the only genre of games that were attempting to tell a story — for a while, at least. I also didn't discover the earlier Final Fantasy games until much later, though I have, to date, played every one of them (except XIV) and have finished most of them. I still have V and VI outstanding. Shameful, I know.

    There's something about the JRPG genre that has resonated with me ever since I first got off that train in Midgar and that awesome music started up, though. For one, I find the sort of over-the-top wackiness and melodrama that typifies the genre to many people to be entertaining and fun to get invested in. For another, I have absolutely no objection to a bit of moe in my games, and generally find anime characters of this type very appealing despite the fact that in many ways they're just as generic and widespread as the bald space marine with no neck. And for yet another, I enjoy the creativity frequently on display in the genre, both from an artistic and a narrative perspective.

    It's a cliché to say that Japanese RPGs are clichéd, and a lot of people who accuse the genre of that probably haven't played one for a while. Sure, there are certain thematic elements and tropes which many of them have in common, but all are unique in some way. I can remember pretty much every JRPG I've played over the years in great detail — contrast this with the fact that there are a whole bunch of shooters I struggle to distinguish from one another, and it's pretty rare than I can even remember characters' names from Western RPGs like The Elder Scrolls. Each JRPG has its own unique cast of characters who are (in most cases) well-developed and display plenty of growth and change over the course of the story. Sure, some of them start their journeys as unlikable arseholes (Squall from FFVIII and Neku from The World Ends With You spring immediately to mind) but having a strong emotional reaction to a character — "I really don't like this guy" — is surely a sign that the writers have done their job well. It's sometimes a difficult experience to play a game with a seemingly dislikable protagonist, but often this is a sign that he's going to go through some experiences to soften that stony heart of his, and I'm a big fan of that particular narrative trope.

    Leaving narrative aside, I've always been a fan of the often abstract, creative battle systems that populate Japanese role-playing games. This is perhaps best exemplified by the Final Fantasy series, which significantly shakes up its core mechanics with every single instalment. Don't believe me? Here's how the battle system and related mechanics differ from game to game:

    • Final Fantasy — Traditional D&D-style turn-based combat without movement. Spells split into levels, like D&D, and characters have a limited number of casts per level that increases with their character level. Characters have set classes and, later in the game, may promote these to "prestige" classes.
    • Final Fantasy II — Turn-based combat, but progression is tied to an Elder Scrolls-like system whereby using something makes it improve. Whack things with a sword and your sword skill will increase. Take a lot of damage and your hit points will increase. Use a lot of magic and your magic points will increase. This system proved rather divisive at the time, and predated Bethesda's implementation of a very similar levelling system into its flagship Western RPG series by six years.
    • Final Fantasy III — Turn-based combat, with progression tied to a "Job" system where characters could switch classes almost at will, allowing players to dynamically build a party to fit the situation at hand.
    • Final Fantasy IV — The first appearance of "Active Time Battle", the almost-real-time-but-not-quite system which has been present in most of the subsequent titles. Progression and skill unlocks were static and unique for each character.
    • Final Fantasy V — The Job system returns in a much more well-implemented fashion. Players may develop Jobs at will, and may also equip certain skills that they have learned from another Job to build multi-purpose characters.
    • Final Fantasy VI — Each character has unique special abilities but everyone has the opportunity to learn the same spells by fighting with "Espers" equipped.
    • Final Fantasy VII — The Materia system allowed for deep customisation of characters with a slightly puzzly element — how best to fill the available slots in a character's weapon and armour?
    • Final Fantasy VIII — By drawing magic out of enemies and "junctioning" these spells to statistics, players could create powerhouses that made their character level practically irrelevant. A bizarre and abstract system that didn't quite work.
    • Final Fantasy IX — Characters learned skills from their equipment. Once they had learned the skill, they could use it any time, otherwise they had to keep the equipment in question in use to perform the action.
    • Final Fantasy X — A brief break from the Active Time Battle system brought a clever turn-based system where certain actions could rearrange the turn order. Also saw the first appearance of a non-traditional levelling system in the form of the "Sphere Grid"
    • Final Fantasy X-2 — A return to the Active Time Battle system and a variation on the Job system came with X-2's Dressphere setup, whereby each of the game's three playable characters could equip several Jobs and switch between them mid-battle.
    • Final Fantasy XI — The first MMO entry in the series had another variation on the Job system whereby a single character had levels in every Job, but could only have one active at a time, with a "Sub-Job" becoming available after some progression had been made and allowing characters to use skills from this second Job.
    • Final Fantasy XII — Taking the combat of XI and applying it to a single-player game allowed XII to have a real-time feel while still feeling strategic, as players were able to pause the game to issue commands to characters while battling without being sent to a separate screen. Progression was split between a traditional levelling system and the "License Grid", whereby characters had to purchase licenses to use specific pieces of equipment and abilities, then purchase the equipment and abilities separately.
    • Final Fantasy XIII — Active Time Battle on a separate combat screen returns, this time with players taking control of a single character in fights that focus more on carefully-timed Paradigm Shifts (effectively Job changes by another name) rather than using specific abilities. Had a distinctly unconventional levelling system whereby characters could gain levels and abilities from six different classes independently.
    • Final Fantasy XIII-2 — Similar to XIII, but with only two characters available. Players could catch various monsters to fill the third party slot. Characters could once again develop down the six different paths, though monsters had a fixed class which could also be developed. Unlike XIII, where you were stuck playing as the party leader, in XIII-2 you could switch between the two characters at will, and one of them getting knocked out did not mean failure.

    As you can see, Final Fantasy is a series which has evolved significantly over the years, and yet many accuse Square Enix of letting it stagnate. Sure, they've arguably made a few missteps over the years — XII, XIII and XIII-2 have all proven somewhat divisive in particular (though I enjoyed all three of them) — but one thing that the Final Fantasy team really can't be accused of is sitting on their laurels and churning out the same old thing year after year. The same is true for many other JRPG developers. It's one of the richest, most creative genres out there.

    So why has it fallen from grace? A combination of factors. With the increasingly-busy lives people lead today, a 100-hour game is no longer necessarily seen as a good thing. Budgets for high-definition games spiral out of control, making the production of an HD JRPG an impractical prospect for many studios, particularly when they can't necessarily count on huge sales numbers to recoup their expenditure. (This is perhaps why MonolithSoft and Mistwalker chose to release the gobsmackingly brilliant Xenoblade Chronicles and The Last Story on the Wii rather than the more popular/"hardcore" Xbox 360 and PS3.) And the eye of "the average gamer", whoever that might be, has drifted towards the West these days for the majority of their gaming fixes, rather than the East as once was.

    There's still a rich back catalogue of excellent titles out there to explore in this deep genre, however — even more so if you learn Japanese. I'm making a point to go back and revisit some titles I missed the first time around at the moment — having recently played Shadow Hearts I'm now on to its excellent sequel, for example — and I'm having a great time. For the vast majority of these games, they're a reminder of a simpler time — no "Your friend is online!" notifications, no party chat invites, no DLC, no controversy over endings even when they sucked — and they're great.

    So while the rest of the Internet yells and screams about each other about Mass Effect 3 (still!) I'm more than happy to immerse myself in a world of HP, MP, Attack, Magic, Item, Escape.

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    #oneaday Day 790: Mess https://imnotdoctorwho.moegamer.net/2012/03/19/oneaday-day-790-mess/ https://imnotdoctorwho.moegamer.net/2012/03/19/oneaday-day-790-mess/#respond Mon, 19 Mar 2012 00:45:19 +0000 http://angryjedi.wordpress.com/?p=3598 I honestly don't understand how mess builds up. It's a pain in the arse. Because when it builds up, you then have to clean it up. And that, as we all know, is a task which most people would carve neat slices off their own elbow to not have to undertake. Take our living room. … Continue reading #oneaday Day 790: Mess

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    I honestly don't understand how mess builds up. It's a pain in the arse. Because when it builds up, you then have to clean it up. And that, as we all know, is a task which most people would carve neat slices off their own elbow to not have to undertake.

    Take our living room. Both of us regularly make an effort to clean it up, tidy up, hoover, put stuff away, but somehow it still gets back into the state it's in at the time of writing: various bits of crap scattered around the place; a coffee table with a variety of discarded (and empty) crisp and ice lolly wrappers in attendance; coffee cups in every nook and cranny it's possible to secrete a cup — a likely familiar story for many of you.

    It's often born of good intentions, ironically. You put something down on, say, the coffee table, telling yourself (or possibly someone else who is also present) that you'll "clean that up in a minute", that you'll "do it when Pointless has finished" or that you're "just finishing this cup of coffee". Inevitably you then get immersed in Pointless/your cup of coffee/watching the small insect that is crawling around on the wall in the corner of the room and you forget to do it. The process then repeats itself, leading to a buildup of crap.

    Staying tidy, then, is a matter of actually following through on these good intentions rather than simply postponing the implementation until an indefinite period "later". It's a matter of finishing a bag of Quavers and then putting it straight in the bin; of washing up a coffee cup as soon as it's been used; of re-using coffee cups rather than getting new ones every time.

    But it's hard. Cleaning up is boring. Washing up is a dirty, smelly task. Doing laundry means you have to hang up all the wet crap before you can put another load on, and preferably before it's sat stagnating in the washing machine for a week going all whiffy. None of these are appealing tasks at the best of times, and throw in the negative mental attitude which being surrounded by squalor fills you with and it's, as you might expect, very difficult to get started.

    One thing that I've tried in the past is to plan out and schedule my day to include set times for tidying up and whatnot. Having worked as a teacher in the past, working to a "timetable" worked quite well for me, and if you're just doing it for yourself in your own house then there's no running to the opposite end of the school to find that Year 7 class you found out five minutes ago that you're supposed to be teaching a cover lesson for.

    This is actually quite a good productivity approach all round. And not just for housework, either; if you have any personal projects on the go, whether they're technical, creative, DIY or fitness-related, it's dead easy to let them slip and simply not do them. Scheduling your day to include specific (but slightly flexible) time blocks where you're supposed to do [x] is a good approach for those whose mind and/or attention span isn't too chaotic to cope with it. The downside to it is, of course, that everything you do has the possibility of starting to feel a bit like work. The way round this is to ensure that you don't schedule absolutely everything, just the things that you really want or need to do. Do those things when you say you will, and the rest of the time is free to spend as you please. Do those things early, and those scheduled slots magically become free time. And as any teacher worth their salt will tell you, one of the best feelings in the world is discovering you've got a free period when you thought you'd have to deal with 9VN.

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    #oneaday Day 789: Servicebot 9000 https://imnotdoctorwho.moegamer.net/2012/03/17/oneaday-day-789-servicebot-9000/ https://imnotdoctorwho.moegamer.net/2012/03/17/oneaday-day-789-servicebot-9000/#respond Sat, 17 Mar 2012 23:37:46 +0000 http://angryjedi.wordpress.com/?p=3593 Andie and I bought a new sofa today. (All right, Andie did all the talking and I sat on the sofa we were purchasing tweeting.) It was not a terribly exciting process, though the fact that in twelve weeks (three months!) we're getting a comfy new sofa bed to put in our living room and … Continue reading #oneaday Day 789: Servicebot 9000

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    Andie and I bought a new sofa today. (All right, Andie did all the talking and I sat on the sofa we were purchasing tweeting.) It was not a terribly exciting process, though the fact that in twelve weeks (three months!) we're getting a comfy new sofa bed to put in our living room and replace the not-quite-as-comfy-as-it-should-be-and-slightly-stained-sofa we currently have is pleasing. Later on, we went to Nando's for dinner.

    I provide these details for context on what I'm going to discuss today, which is the concept of "customer service" as it stands in 2012.

    When you're looking for a good experience at a shop or restaurant, you generally want several things: to not be hassled, to get help when you need it, and to resolve any transactions involved in the encounter as quickly as possible. Ideally, we'd have an RPG shop setup, where you walk in, select the items you want and walk out again a few thousand gold pieces lighter. Unfortunately, it doesn't quite work like that as sooner or later you'll have to deal with people.

    Or, more accurately, salespeople or waiting staff. I provide this distinction because interacting with one of these people is, a lot of the time, a very frustrating experience. This is largely due to the fact that they inevitably have some sort of "script" to follow and are obliged to mention certain things. In the case of the sofa salesman today, we had the spiel about the five-year stain protection, the "Special Cream" that we needed to take care of our new acquisition, the special things they could put on the feet to make it easier to move because sofas don't have castors these days, and all manner of other shenanigans. In the case of the Nando's waiting staff, we received our meals and within a minute of picking up our cutlery were already being asked if our food was all right.

    Now don't get me wrong, I'd rather have attentive staff ready to put things right if necessary, but when it feels like you're talking to a robot it often has the opposite sort of effect. While we were going through the purchasing process for the sofa, every step was punctuated with a "I'm just going to tell you about the slightly more expensive leather you could have on it/the five-year protection plan/the Special Cream/the fact you should wipe it with a cloth every so often" when all I really wanted him to do was say "You want this? Fine. Sign here," and be done with it. When I'm eating a meal, I just want to eat it rather than deal with someone buzzing around my ears asking if everything's all right. If something's not all right, I'll make sure you know about it, chum.

    It's a fine line to tread, and one which not many retailers have quite got right just yet. The Apple Store probably comes the closest, since its Specialists are generally quite happy to have a natural-ish conversation with any customers in attendance, but they're still obliged to mention the various services that the store offers — AppleCare, One to One, the Genius Bar and the like — meaning there's always that slight element of roboticness there. They're better than most, though, and can usually pick up on when you're in a hurry and just want to choose something, give them extortionate amounts of money and get out before you decide that yes, that new iPad with the retina display really is very shiny and something that you want more than anything else in the world.

    It's difficult to know exactly how this question of "human" customer service can be resolved. Clearly, scripting employees' conversations is not the way to go. That way lies the Path of the Telemarketer, and we all know how well-received those phone calls usually are. But if you leave people to their own devices to handle interactions, you get the sullen, grumpy, silent assistants who work in places like Primark and Dorothy Perkins. (To be fair, I can empathise; I'd be sullen, grumpy and silent if I worked somewhere like that.)

    What needs to be taken into account to provide the best possible customer service, then, is the person themselves. When hiring someone to fulfil a customer-facing role, employers shouldn't be looking for someone who can recite scripts from memory. They should be looking for someone who can develop a rapport with their customers; someone who makes people walk away from that shop or restaurant thinking "wow, I really liked that person, I'm glad they helped me."

    That takes time and effort, though, and a lot of customer service roles are seen as a relatively low tier in the hierarchy of an organisation — meaning that said time and effort isn't always expended on finding the best possible people. Perhaps it should be, though — corporate culture and business-speak may be overly prevalent in society, but that doesn't mean it's a particularly positive development. After all, who would you rather buy an expensive thing from — someone who appears inherently trustworthy, friendly and knowledgeable; or someone who can recite a finance agreement from memory?

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    #oneaday Day 788: From the Depths of the Subconscious https://imnotdoctorwho.moegamer.net/2012/03/17/oneaday-day-788-from-the-depths-of-the-subconscious/ https://imnotdoctorwho.moegamer.net/2012/03/17/oneaday-day-788-from-the-depths-of-the-subconscious/#respond Sat, 17 Mar 2012 01:50:52 +0000 http://angryjedi.wordpress.com/?p=3589 Analysing your dreams can probably tell you a lot about yourself. If that's the case, though, I'm not sure I want to know what my most recent vivid imaginings say. I dream best in the morning after I've woken up once. At least, those are the dreams I remember. If I wake up when Andie … Continue reading #oneaday Day 788: From the Depths of the Subconscious

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    Analysing your dreams can probably tell you a lot about yourself. If that's the case, though, I'm not sure I want to know what my most recent vivid imaginings say.

    I dream best in the morning after I've woken up once. At least, those are the dreams I remember. If I wake up when Andie leaves for work and promptly fall back asleep again (which, to be perfectly honest, I usually do) then I'll often have incredibly vivid dreams which, more to the point, I tend to remember pretty clearly. They're certainly not conscious imaginings, because there's no way I'd choose to think of a lot of the things that flit through my mind. Rather, it appears to be a completely automatic process, presumably based on anxieties or thoughts already stuck in my head.

    This morning, these bizarre "snooze dreams" were — and I apologise for what I'm about to recount — rather lavatorial in nature. To begin with, I found myself sitting on a toilet in an upstairs hallway of a house. It wasn't my real-life house, though I think it might have been my own house in the dream. Quite why there was a toilet in the upstairs hallway was anyone's guess. And quite why I was sitting on it when the house was clearly playing host to a large party is an even bigger mystery.

    Despite the fact I had clearly just had a dump in front of all the passing partygoers — most of whom seemed oblivious to my presence and activities — for some reason (and again, I apologise) I found myself unable to… uhh… "clean up", as it were. I found myself panicking and wishing all these people weren't in my house, screaming at them to get out of the way, but still no-one paid me any heed.

    I ran downstairs and found myself in the house I lived in for my fourth year of university. I knew there was a nice, quiet toilet in the back where I could complete my business, so I opened the door. I found a toilet all right, but it wasn't the one I was expecting. Rather, it was in a large, L-shaped room whose walls and floor were all made of ceramic tiles. There was no ceiling to the room, and outside I could see that we appeared to be floating in space. Worse, there was no bog roll here, either, only three circular red buttons next to the toilet.

    I left, and the subsequent journey was a blur, but I ended up in what appeared to be an aeroplane bathroom, albeit one with a sloping roof that met the wall behind the toilet, and a large skylight in it. When standing in front of the toilet, I could look out through the skylight, and I saw that we were in some sort of rural area. Outside the skylight, men in peculiar costumes were being shepherded away by strange figures I can't remember any details about. For some reason, I thought nothing of this strange and slightly sinister behaviour, because I had more pressing matters on my mind.

    There was a toilet paper dispenser on the wall, so I pulled the handle to dispense some, but the string of sheets went down a small hole underneath the dispenser. When I retrieved the paper from the hole, it was completely covered in a weird black sludge which was then all over my hand. After going "urgh" for a little while, I simply washed it off, finally wiped my arse (noting with some surprise that my underpants had not been soiled despite all the running around) and then woke up slightly worried that I might have shat myself in my sleep. (I hadn't.)

    This particular incident follows a long stream of other bizarre "snooze dreams" I've had which include being unable to go through with a sexual encounter because I didn't have the sheet music for it; starting to read the TV Tropes page for my own life and being literally unable to look away from it; and a particularly unpleasant one where I lived in a big house with all my friends and we all suddenly started hating each other for no apparent reason.

    My subconscious is fucked, basically. Oh well, at least it keeps things interesting. And the fact I can remember all this nonsense gives me good fodder for when I actually do want to do something creative and imaginative… though I can't see a novel about someone who might have shat himself catching on, really.

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    #oneaday Day 787: Shadow Hearts: A Scoreless Review https://imnotdoctorwho.moegamer.net/2012/03/16/oneaday-day-787-shadow-hearts-a-scoreless-review/ https://imnotdoctorwho.moegamer.net/2012/03/16/oneaday-day-787-shadow-hearts-a-scoreless-review/#respond Fri, 16 Mar 2012 01:41:36 +0000 http://angryjedi.wordpress.com/?p=3585 Shadow Hearts for the PS2 is a game which seems to be almost universally adored by everyone who has played it. It's certainly a far cry from the reaction its PS1 predecessor Koudelka got, for sure, proving that yes, sometimes developers do learn from their mistakes. Is it worth playing in 2012, though? That's one … Continue reading #oneaday Day 787: Shadow Hearts: A Scoreless Review

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    Shadow Hearts for the PS2 is a game which seems to be almost universally adored by everyone who has played it. It's certainly a far cry from the reaction its PS1 predecessor Koudelka got, for sure, proving that yes, sometimes developers do learn from their mistakes.

    Is it worth playing in 2012, though? That's one of the questions I set out to answer when I eschewed the latest and greatest in fancy-pants HD gaming and booted up Sacnoth's classic for the first time. I'd never played it before, so coming to it as a 2012 gamer would be my first experience — hopefully allowing me to determine whether or not it's still worth your time.

    First impressions are striking, and not necessarily in a good way. We're in full-on old-school JRPG mode here, with polygonal characters wandering around on top of pixelated prerendered backdrops, occasionally stopping to perform a canned animation and generally not looking overly natural in their surroundings. Couple this with that much-maligned mainstay of Japanese roleplaying games, the random battle, and you have an experience which takes a little getting used to if you're accustomed to the ways in which the genre has grown, changed and adapted over the years.

    Once you get your head into the mindset of how things work, though, all that culture shock quickly fades away. The characters may have somewhat wooden animations, but they're detailed 3D models with plenty of personality, and they provide the party you eventually assemble over the course of the game's 30 hours or so with a distinctive look. When combined with the good quality localisation job which has been done on the game's dialogue, the game's cast comes together as a loveable, memorable crew of misfits that is all the more notable for not relying on traditional JRPG archetypes.

    The plot, too, is interesting and unconventional, blending real-world events from the early 20th Century with pure fantasy that occasionally drifts into Lovecraftian "it came from beyond the stars" territory, though with a slightly light-hearted edge on everything. It works well, and all the more so for the fact that it doesn't feel the need to necessarily spell things out for the player. You can tell that we're dealing with some sort of twisted alternate history here when we see how comfortable everyone is with the use of magic, for example — there are no exaggerated "Wow, you have amazing special powers!" scenes when new characters join the party, even when protagonist Yuri reveals the ace up his sleeve: his ability to transform into slobbering death monsters.

    The characters' special abilities are what provides depth to the game's combat system. Characters tend not to be single-minded specialists, but often have a range of skills that unlock over the course of the game which can be applied to a variety of situations. Even leading lady Alice, who is set up pretty early on to be your stock "healer" character, has some entertaining tricks which she can perform — and she's not the only one with the ability to heal, either. Even some of Yuri's monster forms have the ability to heal, meaning the player can stick with a party arrangement that works for them — or that is simply made up of characters they find appealing. Given Yuri and Alice's importance to the overarching plot, however, most players will likely find themselves spending the majority of their time in the game with these two and one of the four other characters in the third slot.

    Combat unfolds via a rather sedate turn-based system. There's no time bars here, just a simple behind-the-scenes initiative calculation determining who gets to go next. There are two twists on the traditional turn-based combat formula, however: sanity, and the Judgement Ring.

    Sanity points gradually drain over the course of a fight, reflecting the mental strain battling horrific eldritch monsters has on the human psyche. Running out of sanity points causes the character to go Berserk, attacking enemy and ally indiscriminately accompanied by the word "Violently" curiously emblazoned in the air over their head. In a nice nod to characterisation through statistics, different characters have varying pools of sanity points according to their own mental faculties. Alice, for example, being a bit of a scaredy-cat girly-girl at times, has a very small pool of sanity points, while Yuri, who is wandering around with a variety of monsters living in his psyche, has a very large pool which he expends any time he turns into a monster — presumably a rather traumatic experience.

    Meanwhile, the Judgement Ring is the mechanic which drives the whole game. Rather than simply hammering the Attack button to get through fights as quickly as possible, the Judgement Ring is a timing-based system that requires players to accurately tap the X button on their controller in time with a predefined pattern. Said pattern varies according to what the player is trying to do — using an item only requires one tap, for example, while the characters' later special abilities may require three or four carefully-timed taps in total. It's a simple means of making combat feel significantly more interactive than turn-based titles otherwise can, and it's also used outside of combat to resolve situations which would be handled by a dice-based "skill check" in a tabletop RPG — kicking down a door, negotiating for better prices in a shop, perfomring a task which requires endurance.

    Whether or not you'll find Shadow Hearts to be a palatable play experience in 2012 will depend a lot on your patience. While the random encounter rate isn't overly high, you can expect exploration of the game's world to be frequently interrupted by battles with enemies — and, as is common for this breed of role-playing game, you'll see the same enemies and groups of enemies quite a lot over the course of a dungeon. Boss battles, meanwhile, are generally fairly lengthy experiences, partly to put a bit of pressure on the game's sanity system. Later conflicts can feel like they're dragging on a bit, particularly once you've managed to acquire some equipment for the party which allows them to shrug off things like status effects. The requirement to use the Judgement Ring with each ability use and attack helps keep things moving, but a few of the later bosses just go on a little bit too long to be comfortable or fun. The final boss is particularly prone to this, it has to be said, as it's something of a damage sponge. In a game where three-figure damage is considered a strong hit, taking down something with over 10,000 hit points is a task you'd better set aside plenty of time for.

    Presentation has also moved on significantly since the game's original release back in 2001. Video sequences feature characters with that obvious sort of "rendered on the cheap" animation, and the voice acting is woefully inconsistent. Some English characters speak with an American accent, and others speak English at times and then yell something in Japanese in the middle of battle. The slightly rough edges do give the game a certain degree of charm, however, and the lengthy sequence where an old lady reads you a ghost story — complete with vocalised sound effects — is extremely memorable.

    All in all, though, Shadow Hearts' charms considerably outweigh its idiosyncracies, and the game remains fun, entertaining and engrossing today. While it's not the most technically polished, high-budget JRPG — something which was apparent even back on its original release, especially when compared to Final Fantasy X, which came out the same year — it's certainly one of the most memorable. And, crucially, by clocking in at around 25-30 hours, beating the game is well within the reach of even people who like to go outside sometimes. In these days of everyone seemingly being increasingly busy, the importance of brevity shouldn't be underestimated.

    So should you check it out in 2012 if you've never played it? Sure, but do be prepared for that initial culture shock as you adjust to the Way We Did Things over ten years ago. Times have changed, for sure.

    The post #oneaday Day 787: Shadow Hearts: A Scoreless Review appeared first on I'm Not Doctor Who.

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    #oneaday Day 786: On Endings https://imnotdoctorwho.moegamer.net/2012/03/15/oneaday-day-786-on-endings/ https://imnotdoctorwho.moegamer.net/2012/03/15/oneaday-day-786-on-endings/#respond Thu, 15 Mar 2012 01:09:45 +0000 http://angryjedi.wordpress.com/?p=3580 I'm not going to discuss Mass Effect 3's ending here, largely because, as you all know, I have not played the game, nor will I be doing so. I have, however, been reading up on it and I understand that it is SUPER-MILD SPOILER rather bittersweet — or just plain bitter, if you prefer to … Continue reading #oneaday Day 786: On Endings

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    I'm not going to discuss Mass Effect 3's ending here, largely because, as you all know, I have not played the game, nor will I be doing so. I have, however, been reading up on it and I understand that it is SUPER-MILD SPOILER rather bittersweet — or just plain bitter, if you prefer to look at it that way. /SUPER-MILD SPOILER

    There's been a ton of coverage regarding fan outcry over the ending. For the most part, those complaining about the ending (and even, in some cases, petitioning BioWare to change it) have been held up as figures of ridicule, the exemplification of that overused and increasingly meaningless word "entitlement". Some professional industry commentators have even taken to insulting and verbally abusing people who believe that the ending is "wrong", with one notable example referring to anyone who had criticised either Mass Effect 3's controversial DLC strategy or its ending as "whiny fucking babies". (That netted an instant total loss of respect and an unfollow from me, incidentally, not that the person in question likely cared.)

    Other outlets took a slightly more measured approach to criticising this group, noting that forcing BioWare to change its creative work according to public opinion rather than steadfastly sticking to the ending it chose to write would cause Mass Effect to cease being art and to simply be another product. (I would argue — and have done — that it's already there, but that's a whole other issue.) Meanwhile, articles like this one, that offer a well-considered message of support to disenfranchised fans, are rather more rare.

    I'm not quite sure where I stand on the debate. From what I understand of the ending, the thing that people are most upset about is the fact that it appears to render most of the decisions made throughout the course of the entire three-game series completely irrelevant. Given that this "decision-making, choose-your-own-adventure then deal with the consequences" nature has been a key selling point for the entire Mass Effect series, I can see why people would be pissed off about it. And if this truly is the case (still haven't played it, remember) then I'd be inclined to come down on the side of supporting those who are upset at the ending.

    On the flip side, I have nothing against a bittersweet ending. In fact, some of my favourite endings over the years have been bittersweet ones. (Spoilers ahead. Highlight the text to read it. Mobile users, copy and paste the white text into a note or something.) Take Conker's Bad Fur Day, for example, where despite kicking all kinds of ass throughout the course of the game, culminating in an epic battle spoofing Alien, Conker's girlfriend, whom he has simply been trying to make it home to for the whole game, is still dead. Or Final Fantasy XIII-2 (another game which saw a bit of fan upset regarding the ending, though not to the degree of spawning a petition) where Serah dies in Noel's arms, having suffered a vision just like all the Yeuls the duo had seen throughout the course of the game — a possibility which the game had set up and repeatedly reminded the player of throughout. Or To The Moon, where the old man dies and it's still massively upsetting despite the fact you've known for the whole game it's going to happen. Or how about Persona 3 (I haven't played FES yet so don't spoil it if I'm wrong here!) where it's rather strongly implied that the protagonist dies peacefully on the school rooftop surrounded by his friends. Or Persona 4, where after spending a year with people, building up close friendships, solving a series of horrible murders and eventually saving the world, you have to leave them all behind by getting on a train and not looking back. I even loved Fallout 3's original ending, where the player character dies a horrible, painful death in a radiation-filled room while saving everyone else. Or… you get the idea by now, surely.

    I liked all of those endings. I thought they were effective and, in many cases, quite moving. I think the difference we're seeing with Mass Effect 3, however, is that the ending is being seen as rather at odds with the way the rest of the game — nay, series — has played out to date, and fans feel that they are being cheated out of the choice of ending that they want, deserve, whatever you want to call it. Of course, there is a very complicated flowchart in a ring binder somewhere in BioWare HQ that maps out all the possibile decisions players might have made over the course of the three Mass Effect games, and attempting to untangle that in order to produce an ending that would satisfy everyone would be absolutely impossible.

    Without getting into spoiler territory here, though, I feel it would at least have been possible for there to be one or two alternative ways for the saga to end besides those which are already there — and which are, from what I've read, relatively similar in their execution, if not their consequences and eventual outcome. It seems very strange for BioWare to do this given that they've been so good at endings in the past — look at the variety of ways Dragon Age: Origins can conclude, for example, whereby the player is pushed towards the final battle of the game, making it seem like a linear run to the finish, but is then thrown a number of massive decision points that significantly affect exactly how the ending goes down. The outcome is the same in each case, but the means by which it is achieved is enormously different — and, more to the point, is dependent on player choice as well as how they have played their character up until that point, factors which Mass Effect fans feel that the trilogy's conclusion is not taking into account.

    Basically, I can see both sides of the argument here, though both sides also have a lot to learn about respectful debate. Many in each camp are making valid points which then have all credibility removed when someone causes things to descend into name-calling and hair-pulling. A debate over something like this should be interesting and exciting, not leaving everyone involved and any onlookers feeling faintly disgusted and ashamed. A game provoking such discussion should be celebrated; instead, this whole episode is proving to be something of an ugly blot on gaming history.

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    #oneaday Day 785: The Case of the Disappearing High Street https://imnotdoctorwho.moegamer.net/2012/03/14/oneaday-day-785-the-case-of-the-disappearing-high-street/ https://imnotdoctorwho.moegamer.net/2012/03/14/oneaday-day-785-the-case-of-the-disappearing-high-street/#respond Wed, 14 Mar 2012 02:12:40 +0000 http://angryjedi.wordpress.com/?p=3576 The oft-mentioned "economic downturn" (which has been turning downwards for so long surely it's completely upside down by now) has had wide-ranging effects — or, at the very least, things have happened which people feel can be attributed to said economic downturn. A lack of jobs meaning highly qualified people are forced to sit at … Continue reading #oneaday Day 785: The Case of the Disappearing High Street

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    The oft-mentioned "economic downturn" (which has been turning downwards for so long surely it's completely upside down by now) has had wide-ranging effects — or, at the very least, things have happened which people feel can be attributed to said economic downturn. A lack of jobs meaning highly qualified people are forced to sit at home in their pants watching The Jeremy Kyle Show. Currency devaluation and something about inflation, which I shan't pretend to understand even a little bit. And, of course, the demise of the High Street.

    To be fair, online shopping has been providing a compelling reason not to go and shop on the High Street for a number of years now, but as the news channels attempt to sex up incredibly boring financial stories with words like "CRISIS" and various incomprehensible graphs plummet inexorably downwards, the demise of in-person shopping could very much become a reality.

    The latest casualty of various financial implications is the Game Group, who run both Game and Gamestation, the two main video game retailers here in the UK. Over the course of the last couple of weeks, major publishers and suppliers have pulled out of their deals with the two chains, preorders for big hits like Mass Effect 3 and the like are not being honoured, the company's share price has plummeted to something obscenely low and it's looking increasingly likely that the whole thing will go into administration, potentially leaving around 6,000 people out of a job. Which would suck.

    For any Americans reading, Game is essentially our equivalent of GameStop. And while it's prone to many of the same problems GameStop has in the U.S. — inflated prices for preowned games, being bugged to preorder, a not-terribly-generous reward card scheme — it's been a fixture on the British high street for many years now, and the go-to destination for people to get the latest releases. Gamestation, meanwhile, was formerly the second-biggest game store chain, with a somewhat more grungey feel inside its various shops. It used to carry proper retro stuff — we're talking right back to Super NES and the like here — though that side of things has dried up a little in recent years, though you can still find the odd rarity. Game acquired Gamestation back in 2007, but kept the separate brand as a distinct shopping experience.

    Both carried a wide variety of new games, preowned titles and gaming-related crap like Pokemon toys and Sackboy plushies. Until recently, they always seemed to be doing a roaring trade any time I paid them a visit — this perhaps partly being due to the fact that they were pretty much the only recognisable video game specialist retailers in the UK (barring second hand-only stores like Pink Planet and CEX).

    Now, though, it's an altogether different story. The carefully-crafted music playlist playing through the store's speakers has been replaced by whatever the employees want to listen to (the other day, I heard some awesome metal versions of Nintendo themes, which made me wonder why on Earth they didn't do that more often); the employees seem a little downcast, particularly when people come in asking about (occasionally ill-informed) stories they'd read on the Internet; and the shelves are noticeably empty of the week's big releases. Every new day, it seems, sees a new publisher reporting that its latest titles will not be available on Game Group shelves — in just the last week or so, I've seen reports of EA, Capcom and Tecmo Koei pulling out before everything goes really tits up.

    It's sad to see a once-proud retailer in what is clearly its death throes, and it's doubly sad when you think of the thousands of people nationwide who will likely be out of a job when the shit hits the fan. But as a consumer, it's worth noting that now is a great time to go and pay a Game or Gamestation a visit, because the stores are desperately trying to get rid of the masses of preowned games cluttering up their shelves. And you probably already know what that means — ludicrous savings.

    In the last week, for the price of two brand new console games I've managed to acquire 17 games across several different platforms, many of which I've been meaning to try out for quite some time but couldn't really justify dropping £40 on. That's a pretty frickin' awesome deal, and while none of that money I spent makes it back to the publishers and developers of the titles in question thanks to the fact they're all preowned, frankly I don't really care at this point. I've long been a supporter of the used games market — over the years, it's been the source of some of my most beloved and rarest titles, which, in many cases, I've come to long after the game is out of print anyway.

    But I digress. It's looking very much like Game is not long for this world, and once it's gone there will be very few places you'll be able to physically walk into to buy a new video game. What will take the place of these stores on the High Street?

    Clothes shops, no doubt. One sector that remains resolutely safe from the "threat" of digital distribution.

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    #oneaday Day 784: Does the Games Press need a "6 Music"? https://imnotdoctorwho.moegamer.net/2012/03/12/oneaday-day-784-does-the-games-press-need-a-6-music/ https://imnotdoctorwho.moegamer.net/2012/03/12/oneaday-day-784-does-the-games-press-need-a-6-music/#respond Mon, 12 Mar 2012 23:39:35 +0000 http://angryjedi.wordpress.com/?p=3570 I was chatting with a few people on Twitter the other day, one of whom was the fine and lovely Aubrey "Chupacaubrey" Norris, better known as Deep Silver's Information Tarantula and the sender of the best PR emails in the known universe. The main thrust of our discussion was that the games press is seemingly … Continue reading #oneaday Day 784: Does the Games Press need a "6 Music"?

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    I was chatting with a few people on Twitter the other day, one of whom was the fine and lovely Aubrey "Chupacaubrey" Norris, better known as Deep Silver's Information Tarantula and the sender of the best PR emails in the known universe. The main thrust of our discussion was that the games press is seemingly becoming increasingly homogenised, with the latest "blockbuster" releases consistently monopolising coverage to such a degree that smaller games such as those Aubrey frequently represents are finding it particularly difficult to get noticed by big sites like Gamespot, IGN et al.

    In practice, the games press is likely no more homogenised than it has been in the past, but the medium it examines has, over the course of the last few years, diversified to such a degree that it's nigh on impossible for the staff of high-profile outlets to cover absolutely everything — particularly when you throw the burgeoning social and mobile markets into the mix. It's the "Cambrian explosion of possibilities" that Sim City creator Will Wright talked about back in 2008. On the one hand, it's great that the audience playing games covers a much wider demographic than ever before. But on the other, coverage hasn't adapted enough to be able to celebrate the full breadth of experiences on offer. No one site can do that by itself.

    Instead, behind the scenes at outlets decisions are made, and those decisions inevitably err on the side of "cover the shit out of whatever is going to be a massive seller this month". There's also something of a crossover between the outcome of this decision and the amount of assets tossed out by publishers — those big publishers who are responsible for getting hot new titles noticed and scoring the fat sales figures ensure that absolutely bloody everyone knows about their game by issuing a press release every time they release three new screenshots. (This is not an exaggeration.) This has the side effect of, at times, taking over the front page of press release aggregators such as GamesPress, particularly if the announcements show up in several different languages. Consequently, announcements regarding smaller titles often fall by the wayside.

    It's not just with press releases that this happens, either. At gaming shows such as Gamescom, which I had the pleasure to attend last year, large publishers often throw big events lasting for several hours, which can cut into the valuable time available for journalists to scoot around smaller companies and pick out what are likely to be the "sleeper hits" of the year. And no-one wants to be that one outlet who didn't cover, say, EA's press conference.

    At the other end of the spectrum, we get the phenomenon of the "indie darling", whereby a developer which hasn't followed the same sort of marketing strategy as a giant, multi-million dollar publisher has grown to seemingly disproportionately huge success through viral promotion and word of mouth. It's great to see this, but again this can lead to the monopolisation of coverage as outlets consistently pick out titles like, say, Minecraft and Bastion to point at any time they want to go "LOOK, WE COVER INDIE GAMES TOO!" Then the problem starts all over again in a slightly different form. Look at all the lists of awards for last year, for example. Most of the awards which celebrated indie games mentioned Minecraft, Bastion or Superbrothers: Sword and Sworcery EP. Where was the love for Frozen Synapse? Dungeon Defenders? Sequence? Dungeons of Dredmor? Dustforce?

    In many cases, it's not that these titles don't get covered at all, it's more that they're treated as curios at best, deemed somehow "unworthy" of the excessive amount of behind-the-scenes footage, interviews, opinion pieces, previews, multiplayer previews, DLC previews and what have you that the big hitters get. There are occasional outliers — look at the positive effect Jim Sterling's celebration of Deadly Premonition had, for example — but for the most part, I can see why people like Aubrey get frustrated when they just want people to give the games they represent the attention they deserve. Tom Ohle of Evolve PR — an agency which represents some of the best, most underappreciated games in recent years — wrote an excellent post on this very subject about a year ago.

    So what's the solution? It's a difficult prospect, to be sure, for coverage of these large blockbuster titles is, in theory, what the majority of the audience wants. The games sell bucketloads of copies on release, everyone is talking about them months before they're on shelves and reviews often seem like foregone conclusions by the time the embargoes eventually lift. But the trouble with all this is it means that one outlet becomes very much like another. Sure, each outlet has their own distinctive "voices" and some try to make a point of having a "unique" editorial style — sadly, this often translates simply to "snark" or "swearing" — but all of them are generally covering the same things at the same time.

    For a possible alternative way to look at things, I looked to a different creative industry with a similar sort of overwhelmingly massive breadth to gaming: music. In the music business, no one outlet attempts to cover absolutely everything. That would be pure folly, quite simply for the fact that it would be literally impossible to do, even with a massive staff. But not only that, the audience doesn't want that, either. A kid who's into One Direction and Justin Bieber doesn't give a toss about what Vladimir Ashkenazy is up to. Similarly, a classical music buff probably isn't that interested in what Skrillex has to say about his latest beats. All across the music business, coverage is tailored to a specific, more specialised audience according to any combination of popularity, genre and target demographic, with occasional overlap and crossover. This happens with magazines, TV shows, websites and radio stations. It's been like that for a pretty long time, and it works.

    BBC Radio 6 Music is a digital radio station from the publicly-funded British Broadcasting Corporation. It is almost the complete antithesis to the small-playlist, youth-targeted pop-focused station that is the BBC's flagship station Radio 1. It purports to focus on "alternative" genres of music including indie, folk, rock, punk, funk, blues, soul, jazz, hip-hop and all manner of other disparate (but still "non-classical") genres, though it doesn't eschew the mainstream entirely. It is, however, the place to go if you're tired of hearing a loop of Adele-Katy Perry-Maroon 5-Justin Bieber-repeat, and is regarded by many as a fine example of How To Get It Right. In fact, it is so well-regarded that when the corporation proposed closing the station to provide commercial rivals with more "room" in July of 2010, outcry from fans was so vehement that the BBC Trust rejected the proposals, noting that the station was "well-liked by its listeners, was highly distinctive and made an important contribution".

    But what, you may be thinking, does any of this have to do with the games press? Well, quite simply, why isn't there a high-profile outlet in the games media performing a similar function to 6 Music? Why isn't there a successful, "well liked, highly distinctive" games media outlet making an "important contribution" by specifically choosing not to let the mainstream dominate its coverage, instead preferring to delve deeper into the game's industry's equivalent of "alternative music" while still acknowledging the blockbusters exist? A site which focuses on, for want of a better word, "single-A" and "double-A" titles to the same degree that every site and their dog has been focusing on Mass Effect 3 for what feels like the last aeon?

    The audience is certainly there. I can't be the only one in the world who would rather read that site than bear witness to the increasingly-predictable coverage provided by leading games sites today. And should the site have the chops to prove itself as a go-to destination for this "alternative" side of gaming — to the exclusion of blockbuster-centric sites for those who prefer to avoid the big titles (or who don't want to hear about them quite as much) in favour of slightly less well-known fare — there'd definitely be the full support of hardworking PR types. The BBC has the benefit of an established name to promote itself as well as public funding, of course, but there have been stranger success stories.

    Food for thought, huh. Perhaps I should just start it myself!

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    #oneaday Day 783: Prepare for Moxibustion: Shadow Hearts First Impressions https://imnotdoctorwho.moegamer.net/2012/03/11/oneaday-day-783-prepare-for-moxibustion-shadow-hearts-first-impressions/ https://imnotdoctorwho.moegamer.net/2012/03/11/oneaday-day-783-prepare-for-moxibustion-shadow-hearts-first-impressions/#respond Sun, 11 Mar 2012 23:53:38 +0000 http://angryjedi.wordpress.com/?p=3563 [I am not at all sorry for the above image.] I recently acquired copies of Shadow Hearts and Shadow Hearts: Covenant for PlayStation 2. My good friend and podcasting buddy Mark has been extolling the virtues of this series (well, its first two entries anyway) for a considerable amount of time now, and given my … Continue reading #oneaday Day 783: Prepare for Moxibustion: Shadow Hearts First Impressions

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    [I am not at all sorry for the above image.]

    I recently acquired copies of Shadow Hearts and Shadow Hearts: Covenant for PlayStation 2. My good friend and podcasting buddy Mark has been extolling the virtues of this series (well, its first two entries anyway) for a considerable amount of time now, and given my current aversion to recently-released triple-A titles, I figured it was about time to give it a shot.

    For those unfamiliar with this particular little gem, Shadow Hearts is a Japanese roleplaying game from 2001 developed by a company known as Sacnoth (later Nautilus) and published by Midway in Europe. It's the sequel to an unusual PlayStation 1 roleplaying game called Koudelka, which blended survival horror and tactical RPG elements to create a game that had a rather mixed reception upon its original release. Shadow Hearts, unlike its predecessor, is a much more traditional Japanese roleplaying game, with a great deal in common with the PS1-era Final Fantasy games. Players control a 3D character on a flat, prerendered backdrop and are thrown regularly into random battles against enemies which are otherwise invisible on the field.

    Aside from these basic mechanical and technical similarities, however, Shadow Hearts is a very different beast to Square Enix's franchise, for a wide variety of reasons.

    Mechanically, an innovative feature in the game was the "Judgement Ring" system, whereby any action which would be resolved in a tabletop roleplaying game by a throw of the dice is instead left up to the player's reflexes and sense of timing. The titular Ring appears on screen with markers placed on it to show where the player needs to press the button. An indicator sweeps round it, and the player must tap the button as the indicator passes through the various areas. There are variations on the theme, but this is used throughout the game whenever there is an element of chance — both in and out of combat. For example, the Judgement Ring is seen when attacking an enemy, attempting to cast a spell or use an item in combat (outside combat, magic and item use automatically succeeds, thankfully) or attempting to haggle for a better price in shops. It's a simple system that through its inclusion lends a much greater feeling of interactivity and involvement to a genre known for making the player sit back and tap the X button 300 times before getting to do anything. Its timing-based nature means that combat can't simply be resolved by strapping a rubber band to the X button and walking away — the player must learn the various characters' "rhythms" for their attacks and stay on their toes to tap the button appropriately.

    It's not just in mechanics that Shadow Hearts differs somewhat from the norm, however. In a typical Japanese RPG, the party tends to be made up of a group of idealistic teenagers (with optional "old man" character who is actually simply in his late 20s), at least two of whom will be childhood friends; at least two of whom will fall in love with one another; at least one of whom will be a moody bastard who grows to understand human kindness and friendship by the end of the story; and at least one of whom will be a demure, shy girl while another will be a borderline-inappropriately sexy girl in a teeny-tiny skirt. This kind of ensemble works well, which is why we see it so often, particularly in popular franchises such as Final Fantasy.

    Not so in Shadow Hearts. In Yuri, we have a moody protagonist, sure, but he's angsty because he can turn into monsters. Also he's half Russian, which explains why he hails from Japan but has a name which is commonly used to refer to lesbian-themed content in Japanese. (His name also means "lily" in Japanese, which might explain why he's so upset and surly. Although if we take "Yuri" to be the Russian half of his name, then that means "farmer", which is a bit more manly.) Then in Alice we have the shy, demure girl, but she's clad in what can only be described as an incredibly impractical outfit which precludes her from ever volunteering to bend over and pick anything up ever. She's also English. I've never met any English girls who dress like that. But then I wasn't alive in 1913, either.

    Aside: not only does Shadow Hearts take place in the "real world" (albeit a real world with magic and demons and vampires and whatnot), it also takes place in recognisably "recent" (relatively) history, meaning we get a pleasing blend of low-tech fantasy-style stuff with the trenchcoats and Mauser pistols of the World War I-ish era.

    But back to the cast. We also have a crotchety old Chinese oracle who calls people "son of a bitch" all the time and a friendly vampire called Keith (Keith?) who woke up from a 200 year slumber only to find himself bored stiff with nothing to do in his monster-infested castle. There may be more, but I haven't got that far yet. Already it's a memorable, bizarre cast, though the game nails the whole "suspension of disbelief" thing so well that it seems perfectly natural for this oddball group to be hanging out together while discussing the movements of the Japanese army.

    Shadow Hearts is a slow burn that takes a while to get going. If you've been playing more recent Japanese roleplaying games that tend to be a bit pacier or have battle systems that veer a little closer to "action" (see: Final Fantasy XIII and its sequel, The Last Story and Xenoblade Chronicles to a certain extent) then there's a bit of an adjustment period to get back into random battles and completely turn-based combat. It's also a bit of a culture shock to go back to a game where the dialogue is pretty much all text — though this rekindles the once-common love for renaming your characters; a joy which the age of voice acting has rendered obsolete.

    I'm guessing I'm about halfway through at the moment. Further thoughts to follow when I've beaten it.

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    #oneaday Day 782: Is It Worth Complaining? https://imnotdoctorwho.moegamer.net/2012/03/11/oneaday-day-782-is-it-worth-complaining/ https://imnotdoctorwho.moegamer.net/2012/03/11/oneaday-day-782-is-it-worth-complaining/#respond Sun, 11 Mar 2012 02:09:17 +0000 http://angryjedi.wordpress.com/?p=3559 I had an interesting discussion on Twitter earlier with Peter Skerritt of Armchair Analysis and Craig Bamford of Leveling Criticism. Peter argued that gamers had made their bed with regard to questionable business practices surrounding downloadable content, preorder bonuses and all of the other annoyances which this particular generation of consoles has developed — that … Continue reading #oneaday Day 782: Is It Worth Complaining?

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    I had an interesting discussion on Twitter earlier with Peter Skerritt of Armchair Analysis and Craig Bamford of Leveling Criticism. Peter argued that gamers had made their bed with regard to questionable business practices surrounding downloadable content, preorder bonuses and all of the other annoyances which this particular generation of consoles has developed — that since so many people have bought into these schemes over the last few years that it's now too late to go back, that any sort of "action" is not worth taking, and that anyone feeling the need to speak out about it should understand that doing so will have negligible effect.

    Craig, meanwhile, countered that "'shut up and consume' is just greasy", noting that Mass Effect 3's controversial day-one DLC "prompted a huge backlash which the company had to expend serious PR resources to fix."

    I'm not going to get back into this specific argument here, but I did want to address some more general points which Peter, Craig and I discussed. Namely, the question of whether or not it's worth complaining about something.

    It's easy to complain about things on the Internet. Start a blog or a Twitter account. Rail against anything you find personally objectionable. Talk up the people who agree with you and either ignore the people who disagree or get into very loud and public slanging matches with them. "Internet Rage" is its own meme now, though ultimately the concept of "the Internet being angry at something" has arguably done more harm than good to the concept of actual, genuine protest.

    The trouble is that there's an element of bandwagon-jumping. With any kind of disagreement, most people are going to come down on one side of the fence or the other. In the case of Internet arguments, those who are skilled in rhetoric will have very little difficulty in recruiting people for their side, as all it takes, in some cases, is a particularly persuasive YouTube video or an article featuring carefully massaged statistics to get people onside. People are lazy. If you lay an argument out on a plate for them, relatively few of them will have the inclination to go and research things for themselves. 'Twas ever thus, and we even see this in the professional specialist press to a certain degree.

    It loses its effect after a while, though. Words are just words, after all, and as any protestor worth their salt will undoubtedly tell you, actions speak far louder than words.

    Or do they? I haven't bought Mass Effect 3 but do I think EA give a shit about that fact? No, because a healthy number of people have bought Mass Effect 3, and those are the only people that EA care about. Those are the people that say to EA "what you're doing is acceptable, please do it more." It's not just something that happens in video games. It happens with all sorts of shady business practices. The more people just accept something as "that's the way it is" (houuuuuaaahhh!), the more likely companies are to want to keep pushing the boundaries a little bit further each time, like a toddler trying to figure out exactly how naughty is too naughty, only with millions of dollars instead of plastic things made by Fisher-Price.

    Does that invalidate the criticisms that those people who object to it have? Does the fact that, say, EA has no need to take those people's criticisms into account mean that they should stop speaking out against those things which they find unacceptable or distasteful?

    Absolutely not. For if those people stop complaining, then we have no dialogue. We have no discussion, no debate. We simply blindly accept, consume, bend over, take it. You may be happy to blindly accept, consume, bend over, take it. You may believe that there are more important things to worry about in the world than whether or not a software company squeezes an extra $10-$20 out of its most loyal fans. You may believe the lines spun by public relations in an attempt to limit the damage done to a brand's reputation. But that doesn't mean that the people who don't feel the same as you should be silenced. State your case. Come out from your corner fighting. You might change their mind — though given my experience of debates like this, you probably won't — or you might at least give them an alternative perspective to consider, even if they ultimately end up feeling the same way.

    In short, I believe that yes, it is worth complaining. In the video games case, Peter argued that complacency is what has led consumers to the point they are at now, where buying a $60 game is no longer the end point of the relationship between the customer's wallet and the publisher's pockets — it's the beginning. If that's the case, though, while it may be too late to salvage matters with regards to things like DLC, preorder bonuses, shady sales practices and all manner of other considerations, surely that's a sign that consumers upset by all this should be more vocal in order to preempt publishers attempting to take advantage of them any further in the future?

    Those expressing upset and annoyance at what they see as unfair shifts in business practices are now often accused of being "entitled". But that's simply lazy rhetoric. There's a big difference between being "entitled" (typically used in this context to mean "expecting something for free") and having very valid concerns about getting value for money or being treated fairly as a consumer. In the Mass Effect 3 case, no-one's expecting something for free. They want to pay for the game, to support the developer, but they don't want to be treated like idiots and/or bottomless cash pits in the process. Personally speaking, I don't think it's unreasonable or "entitled" to expect a complete product when you hand over your money for it. But, well, we've been over that already and I know far too well how futile it is for both sides to try and convince the other of their viewpoint.

    The point: complaining or protesting may not have a direct or immediate effect. But it ensures that we continue to discuss, debate and consider things a little more carefully than we would otherwise if there was a complete consensus of opinion. It keeps things interesting, it prevents people from becoming too complacent and it allows people to retain their individuality rather than being treated as an amorphous mass of identical, anonymous "consumers".

    Sounds better than the alternative to me. But then you probably disagree. In which case you're wrong, you entitled twat.

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    #oneaday Day 781: Pink Pussp https://imnotdoctorwho.moegamer.net/2012/03/10/oneaday-day-781-pink-pussp/ https://imnotdoctorwho.moegamer.net/2012/03/10/oneaday-day-781-pink-pussp/#respond Sat, 10 Mar 2012 00:53:43 +0000 http://angryjedi.wordpress.com/?p=3555 Poor old PSP. You've had a hard life. Unappreciated in your own lifetime, it seems that you're actually home to some truly brilliant games, particularly if your user happens to be a fan of JRPGs like I am. I've owned two PSPs over the years. Both have been somewhat underused. My first had a dinky … Continue reading #oneaday Day 781: Pink Pussp

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    Poor old PSP. You've had a hard life. Unappreciated in your own lifetime, it seems that you're actually home to some truly brilliant games, particularly if your user happens to be a fan of JRPGs like I am.

    I've owned two PSPs over the years. Both have been somewhat underused. My first had a dinky memory stick that was far too small to download anything on to, but then this was in the days long before PlayStation Network anyway, so it wasn't an issue. I recall spending many long hours playing Lumines and Untold Legend: Brotherhood of the Blade on it when it first came out, being rather impressed at the large, bright screen and then-impressive visuals for a handheld; being rather less impressed at the amount of "ghosting" which occurred whenever anything moved or scrolled and the dead pixel just to the right of the centre of the screen.

    Then I put it down for a bit and didn't pick it up again for a long time, except for on one memorable occasion when I was guesting on an Internet radio show with my friends Mike and Simon and "someone" had loaded porn onto the memory stick in question in order to distract the person who was talking at the time. (It worked.) Besides that, I didn't take much time to explore the growing library of games out there — I played Loco Roco briefly, for example, and very much appreciated its charming aesthetic, but never quite thought it was worth the money to pick up a copy myself.

    I got poor, and ended up selling the PSP and its games to help pay a gas bill or something. I regretted it a bit, but then figured that I really wasn't using it that much.

    I got a Nintendo DS and found a bunch of games on there that I took to — Ace Attorney, Hotel Dusk and numerous others captured my attention so much that my DS was, for a brief period, my most-used games system. I didn't think about the PSP for quite a long time, until I went to visit my friends Mark and Lynette in Canada, and Mark was talking about the bizarre Atlus strategy game based on R-Type, and I found myself desiring a PSP once again. I took a trip to my Canadian friends' friendly local game store and scored myself a cheap PSP-3000 with a copy of Ratchet and Clank (which I, err, still haven't played) and 1 GB memory card.

    All was well for a little while. I picked up a copy of Final Fantasy Tactics: The War of the Lions and played that for a while, and R-Type Command proved interesting, though I didn't finish either of them. (I had previously finished Final Fantasy Tactics on PS1, I should add at this point, back when the translation meant the plot made even less sense than it does now.) Eventually, it got set aside once again in favour of Big Exciting Things on Xbox 360, PS3 and iPhone, which was just starting to hit its stride with awesome games by this point.

    I held onto it this time, though. And I'm glad I did, because I can't help feeling that the device is enjoying something of a renaissance thanks, as it happens, to its offspring, the recently-released PlayStation Vita. Vita's connectivity means that it's dead easy to get online and download games to play — something which Sony got terribly wrong with the rather disastrous performance of the PSP Go, but which they seem to have a better grasp on now. Even better, the Vita plays the vast majority of the PSP back catalogue, though lacking a UMD drive, it's unable to play games on physical media.

    As such, the PSP library has been enjoying renewed scrutiny, and it's becoming abundantly clear to many people that the PSP, a system often passed over and at times even ridiculed, is home to some fine games. Just one such example that I've blogged about recently is Corpse Party, and I have several other titles lined up to play in the near future.

    I was tempted to pick up a Vita, but there's not really anything on it right now that interests me enough to blow a few hundred quid on it. (When Phantasy Star Online 2 and Persona 4: The Golden come out, however, things will be very different.) So instead I bought a 32GB memory stick for my PSP. That 1GB stick I had was fine for save games, but wasn't big enough to contemplate downloading games from PSN to, so I'd never really investigated in great detail. I figured it was time I took a look, though, so that's what I've been doing.

    I'm glad I did. I'm finally getting the chance to discover the roots of the Persona series, for example. P3 and 4 are probably my favourite games of all time, so to see where the series came from with the PSP remakes of the PS1 originals is interesting — it helps that they're still decent games, too, though from my relatively limited experience with Persona 1 so far, not a patch on their PS2 descendants.

    Then there's all manner of other great titles just waiting for me, too. The portable versions of Disgaea, for example. Tactics Ogre. Trails in the Sky (aka "TitS", which makes me giggle childishly every time I remember). The PS1 Final Fantasy games in my pocket. Ridge Racer Type 4 (which is still awesome). And all manner of other stuff, too.

    It's for this reason that I really don't feel like I'm missing out by not playing Mass Effect 3. Because there's a very deep library of unexplored classics just waiting for me to dive in, and I intend to do so with aplomb over the course of the next few months. Couple that with a pile of PC and PS2 titles that I'm finally going to get around to playing thanks to our "Pile of Shame" challenge, and my immediate gaming future looks both rosy and cheap. Which is nice.

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    #oneaday Day 780: Nihon https://imnotdoctorwho.moegamer.net/2012/03/09/oneaday-day-780-nihon/ https://imnotdoctorwho.moegamer.net/2012/03/09/oneaday-day-780-nihon/#respond Fri, 09 Mar 2012 01:02:00 +0000 http://angryjedi.wordpress.com/?p=3549 It's a big ol' stereotype for someone who is "into" video games to have an interest in Japan — at least it was, anyway. As popular, mainstream titles have shifted far more towards Western studios with this current console generation, Japan and all things related seem to have been relegated to something of a niche. … Continue reading #oneaday Day 780: Nihon

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    It's a big ol' stereotype for someone who is "into" video games to have an interest in Japan — at least it was, anyway. As popular, mainstream titles have shifted far more towards Western studios with this current console generation, Japan and all things related seem to have been relegated to something of a niche. And that's absolutely fine, I think, because it means that people like me can explore things like the country's culture without feeling like they're jumping on some sort of bandwagon.

    I say "explore". Most of my knowledge of Japanese culture comes from, you guessed it, video games. (That and following J-List on Facebook.) But before dismissing that out of hand, it's worth noting that many Japanese games do explore and celebrate Japanese culture and traditions in a way that you hardly ever see in Western titles.

    I can remember the first game I played in which I was conscious of this: Shenmue on the Dreamcast. I found it interesting that the main character removed his shoes every time he entered his house. Not only was this a pleasing attention to detail, I discovered that this is traditional behaviour. And given that Shenmue was based very much on the idea of creating a realistic, small-scale game world in which to "live" as much as pursue the game's story, this was just one of many things which initially jarred but started to make sense the more time I spent with them.

    The Persona series are notable for this, too. To date, I've only played Persona 3 and 4 (and have recently started the first game in the series) but I feel I got a good sense of what it's like to be a high school kid in Japan — or at least, as close an interpretation as the media will ever give you. I do wonder if the depiction of Japanese schoolkids in anime and video games is akin to the depiction of American "highschoolers" in TV shows and movies like Buffy the Vampire Slayer and Clueless.

    From these games and numerous others (including Katawa Shoujo which, interestingly, was actually developed by Westerners who clearly had a good understanding of Japanese culture) I've picked up all sorts of useless facts (mostly centring around schools) which may come in handy should I ever find myself in Nihon-koku. I know that schools have big shoe racks inside their front doors. I know that kids are expected to join clubs as well as attend classes. I know that traditional festivals with fireworks are A Big Deal, and that boys supposedly go crazy for girls in yukata. Boys also go crazy for girls in hot springs. I know that udon and soba are types of noodles, and that takoyaki is both made from octopus and regarded as a kind of fast food. (I also know that your stats have to be high enough to finish a big beef bowl, but the same could be said for a big-ass steak in the West.) Moving into more esoteric territory, I know that popular supernatural mythology suggests that restless spirits often hold grudges and can do very unpleasant things to people who piss them off.

    It strikes me every time I play one of these Japan-centric games (the most recent being Persona and Corpse Party) that it's rare to see an analogous "learning experience" in Western games. Or is it? Perhaps I'm just too immersed in Western culture on a daily basis to notice; or perhaps Western culture has lost a lot of its traditions over the years, leaving most people free to behave in a manner of their own choosing. Consider what you did when you walked into your house today: did you take your shoes off? The answer is "maybe", because it wasn't expected (unless you have a self-decided "shoes off household") so it was up to you.

    We still have plenty of strange traditions of our own, though, mostly, like Japan, surrounding significant festivals. Look at Christmas: we have carol singers, German markets in city centres, mulled wine, mince pies, midnight mass, christingles and all manner of other things. We have very specific rituals in place to celebrate things like birthdays. We cheer when waiting staff drop trays of drinks (though I really wish we wouldn't), and we have songs for all occasions.

    As I think about it further, it's becoming clearer to me why there's something of a tendency to see comparatively less traditional culture in Western video games than we do in Japanese ones. It's to do with subject matter and setting: Japan is very fond of mixing the mundane and the uncanny for dramatic and unexpected effect, whereas in the West we're rather fond of "hero"-type characters who focus on getting the job done, not pissing around building up his Social Links. This is a generalisation, of course — there are plenty of games that involve a lot of sitting around talking, though even then they tend to be through a self-deprecating lens rather than taking a genuine pride in traditional culture. When was the last time you saw an English character (i.e. someone from England, and not just a character with an English accent) who was not either 1) evil or 2) posh — or sometimes both?

    Perhaps there's no place for traditional culture or ritual in Western video games — or no traditional culture or ritual left in our modern society to even incorporate into a game. That's fine, of course, though I think it rather sad, in that case, that we have the opportunity to learn a great deal about Japanese culture from their creative output, while any Japanese players exploring the Western body of work will arguably take little from it save "nice architecture".

    Am I wrong? If so, please feel free to share some of your favourite examples of video games that exemplify Western culture, tradition and ritual in the comments — I'd be curious to hear what people think, or even, if they don't think it's relevant, why they don't care.

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    #oneaday Day 779: Snark Pit https://imnotdoctorwho.moegamer.net/2012/03/07/oneaday-day-779-snark-pit/ https://imnotdoctorwho.moegamer.net/2012/03/07/oneaday-day-779-snark-pit/#respond Wed, 07 Mar 2012 23:58:02 +0000 http://angryjedi.wordpress.com/?p=3545 I've kind of had it with snark. The whole "let's piss on everything" parade that shows up any time something vaguely interesting or cool happens is getting really rather tiresome, and over the last few weeks and months I've actually been taking steps to minimise my exposure to it by simply unfollowing people on Twitter … Continue reading #oneaday Day 779: Snark Pit

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    I've kind of had it with snark. The whole "let's piss on everything" parade that shows up any time something vaguely interesting or cool happens is getting really rather tiresome, and over the last few weeks and months I've actually been taking steps to minimise my exposure to it by simply unfollowing people on Twitter who prove to be irritants in this fashion. (British game journos, you don't come off well in this poll, by the way, naming no specific names.)

    Unfortunately, on a day like today, which held among other things the promise of a hotly-anticipated iPad-related announcement from Apple (which turned out to be "The New iPad" with its shiny retina display and quad-core processor… yum) it's difficult to avoid said snark. It seems that for a lot of people nowadays that if something isn't to your own personal preference, then no-one should enjoy it.

    At this point I'll say that I'm well aware I've been guilty of this in the past, and for that I apologise. (The X-Factor is still unquestionably shit, though. There is no valid argument in favour of a show that gave the world Jedward. I'm just not going to rant at length about the subject any more.) I am trying my best these days to see arguments from both sides, but unless you're some sort of level 99 mediator, you're always going to come down on one side or another. So long as you don't force your views on others and expect everyone to agree with you, everyone should be free to do that. (Unless it's about something dickish. I think we can pretty much universally agree that those who judge people based on skin colour or sexual orientation can all pretty much just bugger off and sit on a spike.)

    I digress. I was talking about snark, and specifically relating to today's Apple announcements. The new iPad is, by all accounts, a lovely-looking device, and the Retina display is sure to raise some eyebrows. As per usual for an Apple event, the company came out with its usual stuff about how it believed we were entering a "post-PC" era and about how people supposedly "preferred gaming on their iPad" to consoles and computers.

    Contentious comments, for sure, but firstly, they're marketing hyperbole — Apple announcements are press events, after all, and a company as big as Apple is never going to be humble about its achievements or lofty ambitions — and secondly, it might not be quite so unreasonable as you think. Already many households are making use of iPads for simple tasks such as browsing the Web, checking email, watching TV and movies, playing games, keeping themselves organised and all manner of other things. And the sheer number of people who have downloaded Angry Birds, whatever you may think of it (I hate it) should give you pause when considering the gaming-related comments.

    But instead of thinking these points through rationally and considering the perspective that Apple might have been coming from, in it was with the snark about how wrong Apple was and how much bullshit they were talking. Up went the defensive walls, and a veritable barrage of snark was fired over the parapets towards anyone who dared to say "hmm, hang on, that's actually quite interesting, and possibly plausible". (I'm not saying their comments were true, rather that they deserved greater consideration than immediate outright dismissal.)

    It only continued when, as usually happens in Apple announcement events, software started to be shown. The new versions of iMovie and GarageBand for iOS drew particular ire, with various Twitter users making acidic comments about how awful the music people makes with GarageBand supposedly is, and how terrible the "movie trailers" facility of iMovie is.

    Once again, no consideration was given to the audiences that these features might be directed at. As a former employee of the Apple Store, let me assure you there is absolutely no love lost between me and the tech giant of Cupertino, so I have no "need" or contractual obligation to defend them — and also, a company the size of Apple certainly doesn't need my defence either. But as a former employee, I know that Apple customers aren't just high-falutin' creative types, gadget freaks, tech snobs and people with more money than sense. I know that people who walk through the front door of that store range from very young to very old; from experienced computer user to complete beginner. I know that there's a considerable proportion of that audience who came to Apple because of its products' reputation of ease of use. I've even taught plenty of those people how to achieve simple tasks in products such as iMovie and GarageBand, and to see the looks on their faces when they realised that yes, they could be creative with their computers despite their lack of technological knowhow was, to use a word Apple itself is very fond of, magical.

    As such, I feel it's grossly unfair and downright blinkered for people (including professional commentators in some situations) to completely dismiss a considerable proportion of Apple's audience and declare a feature to be "awful" or "crap" simply on the grounds that they don't see the appeal, or think that its results are cheesy. (They are, but imagine if you had no idea how to edit a video and suddenly discovered you could put together a slick-looking movie trailer from your holiday footage and upload it to the Internet. You'd be pretty stoked, and you wouldn't care that it was a bit cheesy. If you were inspired by this ease of use, you might even look into the subject further to find out how to take more control over the stuff you were creating.)

    I'm using Apple as an example today since the announcement is still pretty fresh in everyone's mind. But the presence of snark can be found pretty much any time something interesting is announced or discussed, especially in the tech or gaming industries. You can count on there being an unfunny hashtag pun game mocking the story within a matter of minutes; endlessly-retweeted "jokes" trying to look clever; and, of course, protracted slanging matches any time someone calls these people out on it.

    And, you know, I've had enough. If you have a valid criticism of something, by all means share it and back up your point. But if you have nothing to say other than "I think this is crap, therefore everyone else should too" then kindly keep it to yourself. Because, frankly, your opinion isn't anywhere near as important as you think it is.

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    #oneaday Day 778: Corpse Party: A (Spoiler-Free) Scoreless Review https://imnotdoctorwho.moegamer.net/2012/03/07/oneaday-day-778-corpse-party-a-spoiler-free-scoreless-review/ https://imnotdoctorwho.moegamer.net/2012/03/07/oneaday-day-778-corpse-party-a-spoiler-free-scoreless-review/#respond Wed, 07 Mar 2012 02:35:03 +0000 http://angryjedi.wordpress.com/?p=3541 I'm glad this game exists. It's a pleasing piece of evidence to point to when people start talking about subject matter which would "never get greenlit by a publisher". It exists. It was greenlit by someone. It's freely available to download to your PSP or Vita via PSN. It's horrific. And it's brilliant. Corpse Party … Continue reading #oneaday Day 778: Corpse Party: A (Spoiler-Free) Scoreless Review

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    I'm glad this game exists. It's a pleasing piece of evidence to point to when people start talking about subject matter which would "never get greenlit by a publisher". It exists. It was greenlit by someone. It's freely available to download to your PSP or Vita via PSN. It's horrific. And it's brilliant.

    Corpse Party tells the story of a hapless group of schoolkids who botch an attempt to commune with the spirit world and find themselves trapped in a long-abandoned elementary school populated with rather unfriendly ghosts. It's then up to the player to help the group (who quickly become separated in true horror movie fashion) to understand the truth behind what's going on and return them to safety. It all gets very Japanese horror very quickly — if you've seen anything like Ju-on: The Grudge or played Fatal Frame you'll know the sort of thing to expect.

    Unfolding like a cross between a visual novel and a top-down 16-bit RPG, Corpse Party manages to keep the player feeling involved in the action while keeping the story flowing at a good pace. Oftentimes the player's only contribution between important events will be moving the current player character (for there are several) to a new location, but that simple act, along with the ability to examine items in the environment such as creepy notices on the walls and corpses of previous unwitting visitors to Heavenly Host Elementary School, makes the game feel far more interactive than many visual novel titles, which typically involve tapping the "continue" button lots of times. There's plenty of that, too, sure, but mild exploration and puzzle elements make this feel much more like a "game" to those who care about that sort of thing.

    It's worth noting at this point that far from taking the relatively "straight line to the finish" approach that many visual novels take, Corpse Party gets increasingly easy to balls up completely as you proceed. Rather than simply immediately ending with a "Game Over" screen for making a bad choice, however, sometimes the butterfly effect of actions you take doesn't become apparent until an hour or two later. This is a double-edged sword; it turns "making a mistake" into an "alternative ending", even going so far as to credit the player with this ending in the menu screens, but it also means having to replay previous events, figure out what you did wrong and then do something differently. And God help you if you didn't make full use of the five available save slots per chapter. Fortunately, though, each of the game's five chapters is relatively short, with the final one being the longest at around three hours, meaning that replaying a whole chapter is not as much of a chore as it could be — though the game could really do with that mainstay of traditional visual novel interfaces: the "skip" button.

    While it's relatively easy to get on to a "bad ending" path, particularly later in the game, this actually isn't something to get too frustrated about, for some of the most intense, morbidly fascinating and emotional scenes come about as a result of these "Wrong Ends", as the game calls them. Sometimes these are subtle changes to events in the supposed "true" ending for each chapter that mean hope turns to tragedy. Sometimes these endings result in horrible deaths for one of more of the main characters. Sometimes they result in revelations about the characters that you wouldn't find out about otherwise. Pretty much all bar a couple of "you were caught by a Bad Thing, you die" incidents are worthwhile and substantial narrative events in their own right, making discovering all of the story's possible endings — good and bad — something of a metagame in itself.

    The game's story and the emotional power behind it is helped by a fantastic translation from the Japanese coupled with some truly excellent, emotionally charged Japanese-language voice acting. Even if you don't speak Japanese, you'll want to let the fully-voiced dialogue run its course, as it's packed with convincing expressions of emotion. (Oh, and you'll want to wear headphones while playing. The game features some of the most unsettling use of stereo effects I've ever encountered, along with a kickass soundtrack.) Characters laugh, cry, scream in terror and generally act in an incredibly realistic manner given the situation they find themselves in. Certain incidents which occur also show that being in a horrific, seemingly inescapable situation doesn't make the cast immune to things like your body letting you down at the worst possible moment, or your own feelings towards another person. Despite its supernatural core, Corpse Party's tale is a very human one, examining the relationships between all the members of its main cast and leaving the player feeling like they know most of them very well by the end of the story.

    But that doesn't mean that the horror side of things is toned down. Far from it. Despite its retro-style presentation, this is likely one of the most disturbing, unsettling games you'll ever play. It doesn't hold back. This game puts its characters through some of the most unimaginable suffering possible in the name of evoking an emotional response from players, and it's all the better for it. Story is conflict, and through conflict people grow and change — sometimes for the better, sometimes worse. The fact that the characters are children drives home the fact that tragedy can happen to anyone, and the way in which we react to horrific situations can make a big difference to what happens to us next. It's a powerful tale, for sure, and even the most strong-stomached will struggle not to wince at some of the acts described throughout the course of the game's narrative.

    Note that I say "described" and not "seen", for Corpse Party understands that most fundamental tenet of horror — the most terrifying things are not the most spectacularly gory things presented to the viewer on a plate, but the things in their imagination. As such, many of the game's strongest, most disturbing scenes are depicted entirely through text, colour flashes and sound effects. The understated manner in which various unpleasant incidents are coolly relayed to the player makes them all the more powerful, for it's at these moments that the imagination comes into play, filling in the blanks about what is not described as much as picturing what is described. It's a potent demonstration of the huge difference that having people who know what they are doing work on a game's script makes.

    Corpse Party isn't a long game, and it won't take you long to beat all five chapters. There's plenty of incentive to replay, though, including discovering all the possible endings — good and bad — as well as a series of smaller "extra chapters" that fill in other events which are occurring alongside the main plot. There's also a bunch of student ID tags to collect throughout the course of the game, providing details on previous visitors to Heavenly Host who weren't so lucky, including how they died. It's a diverting little side mission which is integrated nicely into the theme of the game rather than feeling like a gratuitous addition. Since the PSP doesn't have a Trophy system, it's clear that these tags haven't just been added to fill out the Trophy list; they're instead present to provide context and atmosphere to an already creepy and impactful game.

    So should you play Corpse Party? If you're a fan of story-based games and Japanese horror, then yes, you most certainly should. There's more than enough content to get your £11.99 worth in this game, and despite a couple of niggling flaws (the lack of a "skip" button when replaying scenes being the most disappointing oversight) it's a memorable, emotional experience that will stay with you long after it's finished.

    The post #oneaday Day 778: Corpse Party: A (Spoiler-Free) Scoreless Review appeared first on I'm Not Doctor Who.

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    #oneaday Day 777: Why I'm Not Buying Mass Effect 3, Why It's Okay If You Do And Why We Should All Just Bloody Well Get Along https://imnotdoctorwho.moegamer.net/2012/03/05/oneaday-day-777-why-im-not-buying-mass-effect-3-why-its-okay-if-you-do-and-why-we-should-all-just-bloody-well-get-along/ https://imnotdoctorwho.moegamer.net/2012/03/05/oneaday-day-777-why-im-not-buying-mass-effect-3-why-its-okay-if-you-do-and-why-we-should-all-just-bloody-well-get-along/#respond Mon, 05 Mar 2012 21:33:48 +0000 http://angryjedi.wordpress.com/?p=3537 I've hinted at this in several past posts, but I thought I would explain my decision not to purchase Mass Effect 3 in greater detail. I'm not doing this in order to convince anyone of an opinion which may be counter to their own, I'm simply sharing my own feelings on the matter. Judging by … Continue reading #oneaday Day 777: Why I'm Not Buying Mass Effect 3, Why It's Okay If You Do And Why We Should All Just Bloody Well Get Along

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    I've hinted at this in several past posts, but I thought I would explain my decision not to purchase Mass Effect 3 in greater detail. I'm not doing this in order to convince anyone of an opinion which may be counter to their own, I'm simply sharing my own feelings on the matter. Judging by past discussions I've had with people on the subject, it's become pretty apparent that people have already made up their mind one way or another about whether or not they will be playing BioWare's latest space opera, and further attempts to convince them otherwise are probably counter-productive.

    Therefore I say one more time: I am not attempting to change your own opinion here. I am stating what I believe, and why I am sticking to it.

    Allow me to preface this with a page or two from my gaming history. I like BioWare. I like them a lot. I have played the vast majority of their games over the years, and many of them have formed some of the most memorable experiences I've had in the Western RPG genre. If such a thing as a "gaming canon" were to exist (which, after plenty of discussions with others, I probably come down on the side of disagreeing with) then titles such as Knights of the Old Republic and the Baldur's Gate series will likely be held up as fine examples of how to tell a convincing, sprawling epic with very realistic, believable characters.

    Mass Effect 1 came along and was a showcase for the Xbox 360. Despite a few glaring technical flaws such as Unreal Engine 3's early texture-streaming issues, the game was great. We had a protagonist who both had a voice and whom players felt like they could shape the game's depiction of through their actions. We had a memorable supporting cast. And we had an excellent sci-fi story worthy of the best written fiction and movies.

    Mass Effect 2 came along, fixed a bunch of the flaws that were present in the first game, made the whole experience less stat-heavy RPG-like and more shooterish, but this didn't cause the story to suffer.

    Until the DLC started. Mass Effect 1 had some half-hearted DLC, but having played it, I can report that it wasn't that good. Mass Effect 2, meanwhile, launched with some "Project Ten Dollar" content which only players who purchased the game new would gain access to (which, I have to say, actually turned out to be a bit rubbish, too) and then subsequently expanded the experience with several other adventure packs, each of which offered a few hours of gameplay of varying degrees of quality — including one designed to serve as a prologue to Mass Effect 3.

    I wouldn't have a problem with this were it not for the fact that by the time all this content hit, I had completed Mass Effect 2 and didn't have any particular inclination to go back to it at that point in time. Now, as the sequel approaches and I might want to consider catching up on all this content, I would have to spend almost as much as the game cost on its initial release to play some episodes which vary in quality, as I understand, from "great" to "blah".

    Of course, they're optional, you may say, it doesn't matter. But the simple existence of these extra episodes makes it feel like the base game isn't a "complete" experience, like there's stuff "missing" from it. Sure, Mass Effect 2 stands by itself as a great game. But I know I'd find it inherently less satisfying knowing that I'm not seeing certain story content, including the reappearance of a cast member from the original game.

    Then Mass Effect 3 shows up and it emerges that it features day-one DLC that is both exclusive to the more expensive Collector's Edition of the game and extremely relevant to the overarching lore of the Mass Effect universe — though I'll grant that most people are yet to play this DLC (and those who have are likely gagged by an embargo) and as such commenting on its "importance" may be premature. However, in my own personal opinion, this does not excuse the excising of content from the main game for separate release on the game's launch date.

    It's at this point that people normally chime in and say that said DLC was probably developed by a different team, given its own budget and wasn't ready when the main game was submitted for the various certification processes that come with releasing a game on console. And to that I say "fine, but why not wait a bit?" Because buying a new game and being informed on the same day that you've spent over £40 on it that there's a bit of extra story you don't have on your disc is, to me, unforgivable. I have zero respect for publishers who butcher a creative work (because that's what a story like Mass Effect is) in order to turn it into a product, and I have no wish to support it. It's like buying a book and having a chapter or two missing from the middle, or buying a DVD and some scenes from the movie are missing. I wouldn't stand for it there — and thankfully no-one has tried it — and I see no reason to stand for it here.

    But there's a growing acceptance, it seems, of the "games as a service" model, whereby the product you buy in the shops for £40 isn't the finished product — rather, it's the skeleton onto which other bits and pieces will be bolted. And in some cases, this is fine — I have no problem with first-person shooter and racing games releasing map packs to extend what are already potentially infinitely-long experiences anyway (though this raises a completely different issue of userbase fragmentation) — but in the case of narrative-based games, I believe that the "service" model is fundamentally incompatible with the way video game stories are structured. You can't write a good story that has a beginning, middle and an end and then later go back and add some more middle. You can't write a good story that has a beginning, 90% of its middle and an end. You can't write a good story that has a beginning, middle and an end and then a bit after the end and then a bit after that. (Well, you can. But it's called a "sequel" or an "expansion pack", the latter of which seems to have all but ceased to exist except in a couple of isolated instances.)

    In order to successfully peddle a "games as service" model onto narrative-based games, you have to change the way in which that story is delivered. Structure it more like a TV show than a movie. Don't make players feel punished if they miss out on some content, and offer them the facility to "catch up" on a "season's" content for a reduced price.

    Oddly enough, Mass Effect 3 publisher EA has already successfully released two games under this model on iOS: Surviving High School and Cause of Death. Both feature weekly episodes which are free to download and play for a week, then deleted. Individual episodes can be purchased to "catch up" on missed content, and at the end of a "season", a vastly-reduced price pack of all the season's episodes may be purchased, offering roughly the same amount of content as what you'd expect from a "typical" game of its type.

    But going back to Mass Effect 3, the various business decisions which have been taken by EA have caused me to simply not want to support this game any more. I am hugely torn over this fact, as a longtime BioWare fan — and I remain a fan of the developer's culture and attitude. I strongly believe that were it completely up to BioWare as an independent entity, that they would do things in the way that they did with their old PC titles — release a game that is content- and feature-complete, then six months down the line release a substantial expansion pack which functions as a quasi-sequel, then a bit later release a full sequel. Obviously I have no way of knowing this for sure (and EA's PR department likely has the BioWare staff suitably gagged with NDAs and the like to ensure that nothing like this slips out) — but given what I do know of the company, its culture and its history it seems like this is what BioWare could (or should) do were they independent of a giant like EA.

    Another argument in favour of EA's practices normally comes as people say that they want their favourite developers to continue to make money, to keep their staff and to be able to continue making games. Now, in principle, I'm OK with this, but it shouldn't come at the expense of perfectly reasonable consumer expectations, it shouldn't come at the expense of the integrity of a creative work and it certainly shouldn't lead to people ranting about a supposed "culture of entitlement" from people who are simply saying "hang on a minute, that doesn't seem particularly on to me." In fact, I'd go so far as to say that while it would suck for a developer to find its members laid off after a big project is finished, I would much rather they leave the confines of a publisher such as EA and subsequently find their way to a publisher who would treat them and their fanbase well rather than simply attempting to milk as much money out of the public as possible. You can be fair and still make money — look at Skyrim and a whole host of other titles over the last few years that have flourished without exploitative business practices. You can even have a DLC strategy without being a dick about it — look at Gearbox and Borderlands, or indeed any of Bethesda's more recent games.

    I'm a consumer. I have no interest in the company's bottom line or what the shareholders think. I want the company to provide the product that I pay for in complete form without expecting additional handouts from me starting from day one. That's not being "entitled", that's being a savvy consumer. Whenever I make any purchase, I choose whatever is best going to fit my needs. I wouldn't choose a TV that didn't come with a remote, a car that came with no wheels, a book that had chapters missing or a DVD for which half the content was missing. So I will not purchase a game which isn't complete in my eyes, because I'm looking for an immersive experience that will allow me to escape to another world for a few hours. Nothing breaks that immersion like being informed that you could go on this adventure if only you pop in your credit card details and click "Confirm".

    As such, I will be voting with my wallet from now on, and however good a game looks, if it makes use of this sort of exploitative business practice, I will not be purchasing it. I won't lie, coming to this decision has been a large influencing factor in my decision to focus on "pile of shame" and lesser-known titles over the course of the next year.

    As I said at the beginning of this piece, I am not attempting to convince you that you should not buy Mass Effect 3 if your heart is set on finishing Shepard's saga — by all accounts, the game itself should be a great experience, and I hope you enjoy it.

    Personally speaking, however, I feel strongly enough about my objections to forgo the end of a series that I have enjoyed to date. My non-purchase of the game will be a drop in the ocean to EA, so I have no illusions that I'll make a difference by doing this. But I hope at least that people continue to think very carefully about what it is that they are paying for — and what it is that they'll have to pay extra for. I hope discussions will continue to give people food for thought. And I hope people who feel as I do continue to stand up and explain their beliefs calmly and rationally in the hope that someone whose decisions matter will take note. Because I've seen a worrying trend of people stating their objections being shouted down recently (usually using the "E" word) and a seemingly blind acceptance of publishers calling the shots. I don't want to see a future where these practices are even more commonplace than they are already.

    Thankfully, not all publishers follow this business model. Smaller studios and completely independent developers continue to create great works, release them as a complete product and turn a nice profit along the way in the process. I will continue to support these studios wholeheartedly, and where possible, I will continue to support older titles also.

    And with that, I officially set aside this whole debate. Enjoy Mass Effect 3 if you're going to play it; if not, I have some great recommendations for things you should try.

    The post #oneaday Day 777: Why I'm Not Buying Mass Effect 3, Why It's Okay If You Do And Why We Should All Just Bloody Well Get Along appeared first on I'm Not Doctor Who.

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    #oneaday Day 776: The Pile of Shame, March 2012 Edition https://imnotdoctorwho.moegamer.net/2012/03/05/oneaday-day-776-the-pile-of-shame-march-2012-edition/ https://imnotdoctorwho.moegamer.net/2012/03/05/oneaday-day-776-the-pile-of-shame-march-2012-edition/#respond Mon, 05 Mar 2012 00:10:54 +0000 http://angryjedi.wordpress.com/?p=3533 Over at the Squadron of Shame, our original remit was to go through all those games in your "pile of shame" — titles you bought but never quite seem to get around to due to something bigger, better, fancier coming along. As time has passed, we've changed and grown, discussing wider gaming issues and exploring … Continue reading #oneaday Day 776: The Pile of Shame, March 2012 Edition

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    Over at the Squadron of Shame, our original remit was to go through all those games in your "pile of shame" — titles you bought but never quite seem to get around to due to something bigger, better, fancier coming along. As time has passed, we've changed and grown, discussing wider gaming issues and exploring unconventional games such as Katawa Shoujo, but all the while the Pile has been there, mocking us.

    For 2012, one Feenwager among us decided that it might be a good time to start tackling said Piles, with the caveat that you can stop working your way through your backlog should something massive and awesome come out. For many people, this is Mass Effect 3, due out this week, though I won't be touching it with a barge pole for reasons I will expand upon in a post in a few days' time.

    I have a pretty big backlog, so I thought what I might try and do is add an additional little twist to said challenge: to see if it's possible to get through the remainder of the year without purchasing any "triple-A" titles from publishers such as EA, Activision, Ubisoft and the like. Basically anything that gets talked about so much prior to release that I'm already sick of the sodding thing by the time the discs hit store shelves (or not, in the case of new EA titles and GAME.)

    In short, I can purchase downloadable, retro or smaller-budget games if absolutely necessary, but no Call of Duty, no Assassin's Creed, no Mass Effect. To be fair, I don't think this will be very difficult to achieve.

    I am allowing myself one exception to this rule: Diablo III, and it's perhaps arguable as to whether or not this counts as a "triple-A" game anyway as despite its (hopeful) quality, it's PC-only and a little bit niche, if we're being honest. The reason I bring up Diablo III as an exception to my self-imposed rules is because I have friends who live in the same country as me who are planning on playing it, and it would be lovely to be able to play something multiplayer without having to stay up until 3 in the morning for once. (I don't begrudge staying up until 3 in the morning, North American friends, it's just nice to get some sleep sometimes!)

    So then, my official rules are "get through the remainder of 2012 without purchasing any triple-A PC or console titles and clear as much of your Pile of Shame as possible".

    I am currently using this challenge as an opportunity to explore the PSP's rich library of JRPGs, as after finishing The Last Story I find myself hungry for more JRPG action. As you may have gathered from yesterday's post, I'm currently playing through Corpse Party. This will be followed by Persona on PSP and possibly Shadow Hearts on PS2 alongside it. I will not be playing Mass Effect 3 at all.

    Here's my current Pile of Shame. If you're comparing this to previous Piles I may have posted and it seems somewhat different, I'm not including games I've given up all hope of playing to completion, and neither am I including games which have "indefinite" play periods such as arcade games, multiplayer titles and, to a lesser extent, strategy games. Any entries on the list marked with a dollar sign are games that I don't own yet but have been intending to purchase for quite some time, so they're on the Pile even though I don't own them yet.

    To follow all our progress and take part for yourself, join us on the Squadron of Shame Squawkbox.

    PS2
    Killer7
    ICO
    Shadow of the Colossus
    Metal Gear Solid 3
    Odin Sphere
    Persona 3 FES
    Shadow Hearts
    Shadow Hearts: Covenant
    $ Yakuza 2
    Project Zero (aka Fatal Frame)
    $ SMT: Digital Devil Saga
    $ SMT: Digital Devil Saga 2

    PS3
    3D Dot Game Heroes
    Demon’s Souls
    Dark Souls
    Yakuza 3
    $ Yakuza 4
    Midnight Club LA

    PSP
    Corpse Party (currently playing)
    $ Persona
    $ Persona 2: Innocent Sin
    $ Persona 3 Portable (this may replace Persona 3 FES in the above list)
    $ Trails in the Sky

    Xbox 360
    Rayman Origins

    PC
    Amnesia
    Aquaria
    Assassin’s Creed II
    Assassin’s Creed Brotherhood (OnLive)
    Breath of Death VII
    Chantelise
    Cthulhu Saves the World
    Far Cry 2
    $ Fortune Summoners
    GTA: San Andreas
    GTA IV
    GTA IV: Episodes from Liberty City
    Hacker Evolution
    Hacker Evolution: Untold
    HeXen II
    Hard Reset
    Jade Empire
    King’s Bounty
    King’s Bounty: Armored Princess
    King Arthur: The Role-Playing Wargame
    Magicka (Squad multiplayer sometime, hmm?)
    Mata Hari
    Neverwinter Nights 2
    Portal 2 Co-Op
    Puzzle Agent
    Sherlock Holmes vs Jack the Ripper
    Sherlock Holmes: Nemesis
    Sherlock Holmes: The Awakened
    Sherlock Holmes: The Mystery of the Mummy
    Sherlock Holmes: The Mystery of the Persian Carpet
    Sherlock Holmes: The Secret of the Silver Earring
    Take On Helicopters
    Thief: Deadly Shadows
    Time Gentlemen, Please!
    TRAUMA
    Trine
    Vampire: The Masquerade – Bloodlines
    VVVVVV
    X-COM Apocalypse (and possibly the previous two)
    Baldur’s Gate II (inc. Throne of Bhaal)
    Gabriel Knight 3
    Ghost Master
    Master of Magic
    Ultima Underworld
    Ultima Underworld II
    $ Ultima VII

    Wii
    Silent Hill: Shattered Memories
    Zack & Wiki

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    #oneaday Day 775: Having a Corpse Party https://imnotdoctorwho.moegamer.net/2012/03/04/oneaday-day-775-having-a-corpse-party/ https://imnotdoctorwho.moegamer.net/2012/03/04/oneaday-day-775-having-a-corpse-party/#respond Sun, 04 Mar 2012 03:34:13 +0000 https://angryjedi.wordpress.com/?p=3531 Looking for something terrifying? Own a PSP? Then quit whatever you're doing and go download Corpse Party from PSN for a very reasonable £11.99. I've mentioned this briefly a couple of times over the last few days but it's worthy of some more in-depth enthusing, so here goes. Corpse Party is a horror adventure game … Continue reading #oneaday Day 775: Having a Corpse Party

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    Looking for something terrifying? Own a PSP? Then quit whatever you're doing and go download Corpse Party from PSN for a very reasonable £11.99.

    I've mentioned this briefly a couple of times over the last few days but it's worthy of some more in-depth enthusing, so here goes.

    Corpse Party is a horror adventure game that uses a combination of Chrono Trigger-style top-down visuals and beautifully-drawn anime-style stills to tell its tale. And what a gruesome, horrifying tale it is.

    Following a botched attempt to cast a friendship charm as one of a group of friends is set to leave her school, eight Japanese high schoolers and their teacher find themselves trapped in an unpleasant situation: a ruined, abandoned, creepy old school that is not their own, populated by malevolent ghosts and a wide variety of mutilated dead bodies — obviously previous victims of whatever curse brought them there. It's up to the player to get to the bottom of what's going on, and attempt to get the kids home. I haven't finished it yet, so I don't know if they're successful.

    Corpse Party initially puts across the impression of being just another light-hearted anime adventure. But things quickly take a turn for the dark as the corpses start piling up and the numerous mysteries surrounding the ruined school start to reveal themselves. Gameplay is limited to wandering around, exploring and making occasional choices, so the game is perhaps best compared to a visual novel rather than an adventure game or survival horror, but it manages to be one of the most affecting, evocative games I've ever played using the bare minimum of tricks and gimmicks.

    It achieves this in a variety of ways. First up is the excellent writing and localisation. Not only is the tale told one filled with unexpected twists and turns, but it's also one populated with believable, "human" characters who are far from being "video game heroic". They're kids. They talk like kids, they swear like kids, they make inappropriate comments like kids and they react like kids would in horrific situations like the ones in the game — by screaming, crying and running away.

    The game doesn't hold back in its writing, preferring instead to depict its characters' behaviour in a realistic manner rather than the sanitised view of life we get in many other video games. For example, in one flashback scene depicting one of the characters' lives before the events of the game, we see a big sister (one of the main cast) and her little brother in the bathroom together. Both are nude. Big sister, who is somewhat outspoken and borderline brash at times, teases her little brother for being ashamed of his nakedness and hiding his penis from her, tackles him to the ground and tickles him, behaving as siblings do. There's no inappropriate eroticism in the scene despite the characters' nudity, just a believable depiction of two very "human" characters enjoying a mundane moment together.

    A lot of the power of Corpse Party's writing comes from this clash between the mundane and the uncanny. Chapters will often open with a flashback of the "good old days" before the botched charm made everything go wrong for these kids, and it makes the anguish and terror they go through all the more profoundly affecting having seen what they're like in situations that they're comfortable with.

    The writing is wonderfully descriptive without being overly explicit, either. Some of the most toe-curling, unpleasant scenes in the game come from a blank screen accompanied only by text and minimal sound effects. And yet somehow the manage to be far more horrific than anything I've seen on a next-gen console. The imagination is truly a powerful thing.

    Imagination is all very well, but it can be helped along in a few ways. Firstly, there's the visual side of things, which is kept relatively simple for the most part — old-school pixel art RPG-style graphics punctuated with occasional hand-drawn closeups to emphasise particular scenes.

    Star of the show is the game's sound design, though. Best experienced on headphones, Corpse Party's soundtrack combines a variety of atmospheric, dramatic and memorable musical themes with subtle use of sound effects and some truly fantastic Japanese-language voice acting. The delivery is packed with emotion, making the kids' screams of terror all the more harrowing as you find yourself really believing what's going on. And the use of stereo makes for an impressively unnerving experience.

    While some may object to a game which features quite so much violence against children, I for one have so far found the mature treatment of the player to be refreshing. The game doesn't pull any punches at any point, meaning that you're just as likely to meet an agonising and drawn-out demise when playing as a little girl as you are when playing the "tough" guy. Far from feeling "wrong", however, the knowledge that the game's characters are in very real danger throughout provides a strong emotional impetus for the player to get to the bottom of what's going on and try to save them.

    The only criticism of the game I have is the fact that if you find yourself down one of the "bad ending" paths and meeting a sticky end, you can sometimes lose a bit of progress if you haven't been saving fastidiously at the game's sparsely-scattered save points. With no means to quickly skip through scenes you've already seen once, this can be a little frustrating for the impatient (or those who can't work out what they're doing wrong — though it's usually obvious).

    This little issue far from ruins the experience, however. In fact, those who want to "100%" the game will actually need to see all of these unpleasant endings as well as the "proper" ends to each of the game's five chapters, meaning that an unpleasant death for one of the cast isn't necessarily wasted play time.

    Above all, Corpse Party is a rewarding, affecting, remarkable experience that treats the player as an adult throughout. It's refreshing to play through something which doesn't feel sanitised or dumbed down in the slightest, and I'm both surprised and delighted that a game like this made it on to the Western PSN store.

    I'm certainly not complaining, though. In fact, I'd like to see a lot more titles like this in the future.

    The post #oneaday Day 775: Having a Corpse Party appeared first on I'm Not Doctor Who.

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    #oneaday Day 774: Non-Mainstream Games That You (And @starven) Should Play https://imnotdoctorwho.moegamer.net/2012/03/02/oneaday-day-774-non-mainstream-games-that-you-and-starven-should-play/ https://imnotdoctorwho.moegamer.net/2012/03/02/oneaday-day-774-non-mainstream-games-that-you-and-starven-should-play/#respond Fri, 02 Mar 2012 16:50:40 +0000 http://angryjedi.wordpress.com/?p=3522 Following yesterday's post, I was asked by the fine @starven to recommend some specific titles outside of the mainstream that were worth trying. So rather than doing it half-heartedly, I thought I'd do it properly, with categories, links and all that nonsense. These are the titles which sprang (almost) immediately to mind, but they should … Continue reading #oneaday Day 774: Non-Mainstream Games That You (And @starven) Should Play

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    Following yesterday's post, I was asked by the fine @starven to recommend some specific titles outside of the mainstream that were worth trying. So rather than doing it half-heartedly, I thought I'd do it properly, with categories, links and all that nonsense. These are the titles which sprang (almost) immediately to mind, but they should provide plenty of entertainment to get you started with. This list covers titles I've played, not just games I've heard are good.

    Here we go then. Bear in mind some of these games are a little older, but that's actually a good thing, as it usually means they're 1) cheaper and 2) likely to run on almost anything. All prices will be in GBP because I can't remember the thing you put on the end of the Steam URL to show prices in dollars.

    For further discussion of "underappreciated" games, be sure to drop by the Squadron of Shame and check out our podcast.

    Adventure

    Classic adventure games aren't dead by any means — the ludicrous amount of money that Double Fine raised on Kickstarter should be evidence of this. Here are a few adventure games that are most definitely worth your time. I've also lumped a couple of visual novels into this category since the adventure genre is arguably its closest cousin.

    Ben There, Dan That!/Time Gentlemen, Please!

    Platform: PC
    Where to get it: Steam
    Price: £2.99

    A double-pack of point and click adventure games from Size Five Games (formerly Zombie Cow Studios) that have a deliciously British sense of humour. While neither have plots that could particularly be called "thrilling", the best thing about these two games is the humorous banter between protagonists Ben and Dan. These games are strongly reminiscent of "golden age" LucasArts titles such as Day of the Tentacle and Sam & Max Hit the Road.

    The Longest Journey

    Platform: PC
    Where to get it: Steam, Good Old Games
    Price: £5.99

    A lengthy point and click adventure that isn't afraid to swear when necessary. Features an interesting "parallel dimension" story, a strong, attractive female protagonist, some truly memorable characters and only one infuriatingly stupid puzzle. Its sequel Dreamfall is good, but not as good as the original.

    Digital: A Love Story

    Platform: PC, Mac, Linux
    Where to get it: Official site
    Price: Free

    Technically a "visual novel" rather than an adventure game per se, Digital: A Love Story takes place entirely on the virtual desktop of an '80s computer. To reveal too much more would spoil it completely.

    Analogue: A Hate Story

    Platform: PC, Mac, Linux
    Where to get it: Official site
    Price: $15

    Follow-up to the above from the same author, Analogue: A Hate Story once again sees you interacting with the game via a virtual computer system, though this one is much more futuristic. There's a lot of reading in this one and it's initially bewildering, but the way in which you have to piece together the story yourself is fascinating.

    To The Moon

    Platform: PC
    Where to get it: Official site
    Price: £7.99

    Freebird Games' retro-styled story left me an emotional wreck by the end thanks to its beautiful soundtrack, emotionally engaging narrative and good balance between storytelling and interactivity. Again, to reveal too much would be to spoil it completely.

    Corpse Party

    Platform: PSP/Vita
    Where to get it: PSN Store
    Price: £11.99

    Corpse Party is, like To The Moon, an adventure/visual novel which chooses to tell most of its tale through the use of 16-bit style top-down RPG sprites. Rather than To The Moon's emotional tale, however, Corpse Party tells a horrifyingly gruesome ghost story that doesn't pull any punches.

    Ghost Trick

    Platform: Nintendo DS, iOS
    Where to get it: App Store (iOS)
    Price: Free demo, £6.99 for full version (iOS)

    An excellent puzzle adventure from the creators of the Ace Attorney series (which you should also play if you haven't already). Ghost Trick spins a convoluted but entertaining tale about death, time travel, fate and the consequences of your actions. Notable for making use of some very unconventional game mechanics for the adventure genre.

    RPG

    Recettear: An Item Shop's Tale

    Platform: PC
    Where to get it: Steam
    Price: £12.99

    Combining elements of Animal Crossing and Diablo while lampooning every JRPG you've ever played along the way, the utterly charming Recettear is a fine way to spend at least 40 hours of your time. The gameplay is simple but addictive, but the true star of the show is the excellent translation job by Carpe Fulgur.

    Dungeons of Dredmor

    Platform: PC, Mac
    Where to get it: Steam
    Price: £3.49

    If you've never played a roguelike, this is a good place to start, since it has several levels of difficulty and the option to switch off permadeath if you're a big wuss. It also features a delightfully offbeat sense of humour and enjoys excellent continuous support from the developer.

    Cthulhu Saves the World/Breath of Death VII

    Platform: Xbox 360, PC
    Where to get it: Xbox Live Indie Games, Steam
    Price: £1.99

    Two short, retro-themed JRPG spoofs that are immensely entertaining to play. The creator is currently working on the third episode of Penny Arcade Adventures.

    Dungeon Defenders

    Platform: PC, Mac (soon), XBLA, PSN
    Where to get it: Steam, Xbox Live Arcade, PSN Store
    Price: £9.99

    Combine Diablo with Gears of War's Horde mode and give it a charming cel-shaded coat of paint and this is what you get. Up to four players take on incoming hordes of monsters in a frantic blend of action RPG and tower defense. Best played online, and the PC version is the best option due to its mod support and regular free DLC promotions.

    The Witcher

    Platform: PC
    Where to get it: Steam, Good Old Games
    Price: £12.99

    Arguably one of the best RPGs ever made thanks to its excellent story, memorable protagonist and uncompromisingly adult nature. The Witcher is all the better for the fact it focuses on a small geographical area rather than providing a globetrotting adventure. It's also notable for being a game which doesn't treat you like an idiot, with the consequences of your choices not falling into neat "good" or "evil" categories, and repercussions not necessarily becoming apparent until considerably later in the game.

    The Witcher 2

    Platform: PC
    Where to get it: Steam, Good Old Games
    Price: £24.99

    A visually-stunning RPG with challenging Dark Souls-style combat, a mature story and a ton of replayability thanks to the narrative diverging into two completely different paths halfway through. Has enjoyed a bunch of post-release support from the developer, and all of these additions will be incorporated into the upcoming Xbox version.

    Xenoblade Chronicles

    Platform: Wii
    Where to get it: US customers will have to bite the bullet and get this from GameStop
    Price: No idea, released in the US later this month.

    An open-world JRPG on a grand scale, taking the best bits of MMORPGs and combining them with an excellent combat system, memorable characters, a great plot and at least 100 hours of Fun Things To Do. Also features gorgeous environments and a kick-ass soundtrack. If you enjoyed Final Fantasy XII, you'll definitely get a kick out of this.

    The Last Story

    Platform: Wii
    Where to get it: Not yet available in the US, coming later this year
    Price: TBA

    An RPG set in a small locale featuring brilliant characterisation and an unusual setpiece-based action combat system that blends RTS, character action and third person shooter elements. Also noteworthy for being over in 25 hours, making it ideal for fans of RPGs who can't commit to the long haul.

    Persona 3

    Platform: PS2, PSP
    Where to get it: Probably easiest to get the PSP version from PSN
    Price: Check PSN or your local game store

    Persona 3 combines elements of visual novel/dating sim games with dungeon-crawling and JRPG combat and manages to produce one a truly memorable video game with a great story, a bizarre but awesome soundtrack and a shitload of stuff to do. Arguably superceded by its successor Persona 4 in some respects.

    Persona 4

    Platform: PS2, Vita
    Where to get it: Check your local game store or get the Vita remake when it launches
    Price: Variable

    Everything already said about Persona 3 applies here, though some say the combat isn't quite as good. Great story and a lovable cast that you'll be sorry to leave behind at the end.

    Rusty Hearts

    Platform: PC
    Where to get it: Steam
    Price: Free

    Perfect World's free to play brawler-RPG is great fun and never feels like it's conning you out of money. You can enjoy an immensely satisfying multiplayer brawler without spending a cent, or you can drop the devs a few quid to speed up your levelling or apply some visual customization to your character. Nothing game-breaking, though, and certainly not "pay to win".

    Aquaria

    Platform: PC
    Where to get it: Steam
    Price: £6.99

    Not technically an RPG as such, but its Zelda/Metroidvania-style progression means it can be sort of lumped into this category. A sprawling 2D underwater adventure with a great soundtrack, gorgeous artwork and an unusual, interesting story.

    Games That Involve Shooting Things In Various Ways

    I'm lumping anything that involves shooting things into this category, including FPS, shmups and other Games With Guns In Them.

    Beat Hazard Ultra

    Platform: Xbox 360, PS3, PC, iOS
    Where to get it: Xbox Live Indie Games, PSN Store, Steam, App Store
    Price: Variable

    A brilliant twin-stick shooter that uses your own personal music collection (or Internet radio) to generate waves of enemies and psychedelic backdrops.

    Gundemonium Recollection

    Platform: PS3, PC
    Where to get it: PSN Store, Steam
    Price: £3.99

    A simply marvellous bullet-hell shooter with an infectiously cheerful soundtrack and immensely challenging gameplay.

    Jamestown

    Platform: PC
    Where to get it: Steam
    Price: £6.99

    A Western take on the bullet-hell shooter based on the concept of England being at war with Spain on Mars. Outstandingly epic soundtrack and gorgeous pixel-art visuals.

    No More Room In Hell

    Platform: PC
    Where to get it: Desura
    Price: Free (Half-Life 2 mod)

    If Left 4 Dead is a little too silly for you, this realistic zombie survival mod for Half-Life 2 feels more like an old Resident Evil game in first-person. Limited ammo, panicked dashes away from zombie hordes and a real necessity to cooperate with other players to survive make this a unique and rewarding experience.

    Privates

    Platform: PC
    Where to get it: Official site
    Price: Free

    A "sex-ed shooter" from the creator of Ben There, Dan That! that sees players invading willies, bums and fannies (the British meaning of the latter) in an effort to wipe out various forms of itchy scrot.

    Frozen Synapse

    Platform: PC, iPad (soon)
    Where to get it: Steam
    Price: £18.99

    Technically a turn-based strategy game, this unusual title's game modes and structure actually have more in common with first-person shooters. Plan out your team's moves for the next five seconds while your opponent is doing the same, commit your plan, watch the carnage unfold. Very tense, very exciting — and offers asynchronous play for those with a busy lifestyle.

    Racing

    Blur

    Platform: PC, Xbox 360, PS3
    Where to get it: Steam, your friendly local game store
    Price: £14.99

    The last game from Project Gotham developer Bizarre Creations before they were shuttered by Activision, and a fine example of what happens if you combine Mario Kart-style powerups with real cars in real locations. The answer: enjoyable mayhem. Features a top-class multiplayer mode with Call of Duty-style progression.

    Split/Second: Velocity

    Platform: PC, Xbox 360, PS3
    Where to get it: Gamesplanet (PC, possibly UK-only), your friendly local game store
    Price: £9.99

    Best described as a "cinematic racer", Split/Second combines ridiculous Burnout-style drift driving with the ability to detonate parts of the environment and bring them crashing down on your opponents' heads. It's an absolute spectacle to watch, and a thrilling rollercoaster ride to play, thanks in part to the amazing soundtrack.

    The post #oneaday Day 774: Non-Mainstream Games That You (And @starven) Should Play appeared first on I'm Not Doctor Who.

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    #oneaday Day 773: Off the Beaten Path https://imnotdoctorwho.moegamer.net/2012/03/01/oneaday-day-773-off-the-beaten-path/ https://imnotdoctorwho.moegamer.net/2012/03/01/oneaday-day-773-off-the-beaten-path/#respond Thu, 01 Mar 2012 22:51:39 +0000 http://angryjedi.wordpress.com/?p=3515 The astute among you who follow my gaming posts (which, yes, I'm aware constitute an overwhelming majority of these entries — I am a passionate gaming enthusiast and an occasionally-professional games writer, after all) will be well aware of the fact that over the last few years, I've been drifting further and further away from … Continue reading #oneaday Day 773: Off the Beaten Path

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    The astute among you who follow my gaming posts (which, yes, I'm aware constitute an overwhelming majority of these entries — I am a passionate gaming enthusiast and an occasionally-professional games writer, after all) will be well aware of the fact that over the last few years, I've been drifting further and further away from the "mainstream" in terms of the titles I've been playing. This initially wasn't a particularly conscious decision, but rather a reaction to the fact that I just wasn't enjoying myself with the supposedly "big" titles of the day. I haven't made it through any Halo games except the original and Reach, for example, and my few forays into Call of Duty have left me feeling by turns underwhelmed and insulted. Similarly, I've given up all hope of ever making it through the Assassin's Creed series since it seems as soon as I think about playing through the older titles, Ubisoft goes and announces another one. You know, like they did today. Bastards.

    I can't quite pin down exactly when this shift in attitudes happened, but I do know that I've come across some truly remarkable games in the process. One of the most memorable of these is Recettear: An Item Shop's Tale, which I picked up as part of one of Steam's characteristically generous Indie packs during one of the service's many sales, and promptly played all the way through for 40 hours. This was something of a difference from my expectation, which was that the game would be a shallow, social game-style experience with little depth and no long-term appeal. How pleasantly surprised I was when it turned out to be quite the opposite — deep, fun, well-written (kudos to Carpe Fulgur's wonderful translation efforts — we're talking PS1-era Working Designs-quality work here) and immensely satisfying to play. And not an Achievement in sight, either.

    The attitude that I've decided to take as a result of discovering brilliant titles like Recettear and numerous others like it a little way off the "beaten path" is to simply say "fuck it" to the mainstream, and explore the things that I'm interested in, rather than the titles which the media makes it seem you're "supposed" to be interested in. It's been a very long time since I consulted a review prior to purchasing a new game, instead relying on a combination of word-of-mouth, intuition and simple, immediate, visceral reactions to screenshots, descriptions and other media.

    This philosophy has also been born from the original ideals of the Squadron of Shame way back in the 1up days. Our original remit as a group was as follows, and I quote directly from the original 1up club page, which still stands today:

    Games of Shame. You know you have them. They sit in your closet, collecting dust: Little jewels that you always tell yourself you are going to play, but never get around to. Well, that's about to change, soldier. You've been drafted to join the Squadron of Shame. Here we, the elite members of the 1UP Radio boards, paratroop into the bargain bins and rescue the unappreciated games that deserve to be saved. From there we battle through the trenches as a squad. At the end of the day, we take a moment to break down what made the whole experience worth fighting for by sharing war stories, reflections, and cigars. But the fight isn't just on the front of retro games: Any game deemed "fit for duty" by command can be put on the pile. At the end of the day, the reason we fight isn't just to discover new experiences, it's to answer that simple and fundamental question: "Why do we play?" Now suit up. The pile awaits.

    I've pretty much stuck by those ideals as the years have gone by, always preferring to check out things that are outside of the mainstream, far from the things that everyone is talking about. I can't help but feel you can have too much of a good thing in terms of game coverage, and this is a problem which is only compounded by the explosive growth social media has enjoyed over the last few years. By the time a big-name game comes out, there are very few surprises left due to the constant PR trickle of new screens, exclusive reveals, teaser trailers, live-action videos, behind-the-scenes developer diary videos, blog posts, interviews, features, podcasts, multiplayer betas and all manner of other things besides. And when the game does come out, everyone is talking about it on Twitter and Facebook, putting you at serious risk of spoilers — or at the very least, of a feeling of "saturation".

    So rather than bitch and moan about the state of the mainstream, the iron-fist rule of unscrupulous PR agencies and publishers destroying interesting, outlet-unique coverage and games that I have little interest in playing, I'm simply going to ignore stuff that doesn't interest me and focus on things which sound intriguing. (I'm aware that this post may well constitute bitching and moaning about the state of the &c &c but… but… FUCK YOU, that's what. WAIT I DIDN'T MEAN IT, COME BACK, I STILL LOVE Y—)

    And, subsequently, I'll cover them myself, right here. I may be late to the party on some titles, but in many cases, things don't stop being relevant just because of their age, particularly with the number of HD remasters, portable remakes and backward-compatible devices we've seen recently. Providing these games with a little exposure here — "little" being the operative word, since I'm well aware of the relatively miniscule amount of traffic this blog generates, and am perfectly happy with that fact — will make me feel better, because then I then know that there's someone out there (me) appreciating and giving some much-needed attention to titles which maybe don't have a massive marketing budget or an omnipotent PR organisation managing and coordinating all their coverage. And, as small as my audience here is, if I write something, then there will be people reading about these titles, too. And if just a few of those people think "hmm, that does sound interesting" then I can feel like I've done a good job somewhere along the line.

    So if I blog about something which sounds interesting and you decide to check it out for yourself, be sure to let me know. I'd love to hear your reactions to titles such as Katawa Shoujo, To The Moon, Recettear, Xenoblade Chronicles, The Last Story and numerous others. Over the course of the next few days/weeks/months, I'm intending to catch up on a variety of PSP titles, starting with Corpse Party and following with the portable Persona remakes. So watch out for those entries soon, and be sure to let me know your thoughts on those games if you've also sampled their charms.

    And if you're excited for Mass Effect 3, Assassin's Creed III or, God forbid, the rumoured Call of Duty: Black Ops 2, then don't let me stop you being excited — I'd actually love to hear about those games, from you, too. Just be aware I probably won't be joining you in playing them!

    The post #oneaday Day 773: Off the Beaten Path appeared first on I'm Not Doctor Who.

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    #oneaday Day 772: The Last Story: A Scoreless Review https://imnotdoctorwho.moegamer.net/2012/03/01/oneaday-day-772-the-last-story-a-scoreless-review/ https://imnotdoctorwho.moegamer.net/2012/03/01/oneaday-day-772-the-last-story-a-scoreless-review/#respond Thu, 01 Mar 2012 00:17:53 +0000 http://angryjedi.wordpress.com/?p=3510 Japanese role-playing games, despite having been a mainstay of the console space for many, many years, have fallen somewhat out of favour with the mainstream recently. Even Square Enix's flagship Final Fantasy series doesn't carry the same cultural cachet it once did, with the latest two instalments in particular proving very divisive. The most common … Continue reading #oneaday Day 772: The Last Story: A Scoreless Review

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    Japanese role-playing games, despite having been a mainstay of the console space for many, many years, have fallen somewhat out of favour with the mainstream recently. Even Square Enix's flagship Final Fantasy series doesn't carry the same cultural cachet it once did, with the latest two instalments in particular proving very divisive.

    The most common complaint thrown around when criticising the humble JRPG is that it hasn't moved with the times, that it hasn't evolved, that it has become predictable. And while this is true to a certain extent — we're still typically helping whiny-voiced spiky-haired twerps use their total lack of personal magnetism to bring together a disparate group of individuals to save the world from a white-haired androgynous gentleman who wants to use the power of something that came from space and/or inside the planet to BECOME A GOD — it's not quite the full picture. But you have to look a little off the beaten track to find examples of the genre evolving in positive directions.

    Three such examples can be found on the Nintendo Wii of all places, in the form of three distinct titles that have become known as the "Operation Rainfall" games, after the movement which has been gently but repeatedly prodding Nintendo to localise them and bring them to the West.

    Xenoblade Chronicles came first, with a European release last year and a North American arrival coming in the next month. Offering a vast open world, a bajillion quests, charming British voice acting and quasi real-time combat, Xenoblade certainly wasn't the JRPG we know and love — and it was all the better for it.

    Pandora's Tower, an intimate story about a relationship between a monster-slaying man and a girl who is turning into a monster, is the third on the list, with a European release set for this April, and no plans for a North American appearance as yet.

    Meanwhile, The Last Story saw its European release in late February, with a North American release courtesy of Xseed Games following later in 2012.

    The Last Story is notable for a number of reasons, chief among which is the fact that it's a new collaboration between Hironobu "Final Fantasy" Sakaguchi and Nobuo "The Music of Final Fantasy" Uematsu. That alone should be enough to pique the interest of any genre enthusiasts, but it may also be grounds for caution. After all, these two have been making JRPGs for years, so surely they must be stuck in their ways by now?

    Thankfully, such caution is not warranted, for The Last Story is an inventive take on the JRPG genre that dispenses with almost every convention in the unwritten rulebook, replacing them with a streamlined, efficient, rewarding and fun experience that should be a part of every JRPG fan's collection.

    The Last Story tells the tale of Zael and his friends, a band of mercenaries with diverse British accents brought to Lazulis Island at the behest of the local Count in order to slay some monsters. Over the course of the 25 or so hours it will take you to beat the main plot, you'll have seen political intrigue, fairytale romances, magic, mystery, comedy, creepiness, conflict, betrayal, tragedy and everything in between. The game's twisting, turning plot moves at a brisk pace and never once gets bogged down in excessive angst or overly philosophical nonsense. There's a section roughly halfway through where a couple of sections feel a little out of place in the context of the overarching narrative, but these remain enjoyable mini-adventures in their own right and are over relatively quickly.

    The game's brisk pace is in part due to the way it is designed. Unfolding over a series of linear chapters, The Last Story's narrative is constantly moving forward. Dungeons tend to be straightforward and linear to navigate through, but it's not exploration you play this game for — it's combat.

    And what a combat system. Blending elements of character action, stealth, third person shooter and real-time strategy games, it's a real treat. Controlling Zael directly, the player is able to move freely around the battlefield and unleash attacks on enemies simply by tilting the analogue sticks in their direction. As the game progresses, Zael unlocks a series of other abilities allowing him to quickly move around the battlefield, "diffuse" magic circles to provide special effects, and give specific orders to his allies. Meanwhile, said allies hold their own intelligently and realistically, following the player's lead and orders sensibly. Charge in head-on and the rest of the gang will support Zael. Fall back to a healing circle and others will join until everyone's back to full strength.

    It's far from straight hack and slash, though. Some combats are over in seconds as Zael hides around a corner and lures enemies out one by one with a crossbow bolt to the leg followed by a devastating "Slash" attack. Others are more protracted, strategic experiences where the terrain comes into play. Mages or archers on high platforms bothering you? Chuck a bomb in their direction, or order your own mages to collapse the crumbling masonry they're precariously perched atop. Despite having to give these orders in real time while the battle continues to rage around you, The Last Story's combat never feels overwhelming, but frequently feels exhilarating. Only an occasionally-wobbly camera and a frame rate that struggles a little bit in large-scale battles mar the experience slightly.

    Despite the Wii's much-maligned technical limitations, The Last Story is a glorious-looking game. All thoughts of this being "just a Wii game" or "only 480p" quickly blow out of the window when you see the fabulous visuals, blending a slight sepia tint with some excellent lighting and high-contrast HDR effects, providing a beautifully rich, sumptuous aesthetic. Character models are detailed and well-animated, with clothing and armour changing their appearance as you upgrade it over the course of the game. And the environments are packed with detail, making navigating the game's small but beautifully-crafted world a real pleasure.

    It's where the game differs so drastically from the conventions of JRPGs that it becomes the most interesting, though, as lovely as the visuals are and as satisfying as the combat is. The narrative, for example, largely centres around a single city rather than the usual globetrotting adventure, and deals with a variety of very "human" themes — class discrimination, racism, ambition, greed and the lust for power — without descending into "bad guy turns into giant monster" territory. There's plenty of magic and mayhem in there to ensure we don't forget we're taking part in a fantasy story, but for the most part it knows when to rein it in and focus on the characters. A tip of the hat is also given to Western RPGs' fondness of giving the player "choice" in how to respond to situations, but in practice this is a little underused throughout, with the game typically gently nudging you down the "correct" path if you happen to pick the "wrong" option.

    The treasure-hunting aspect of JRPGs has undergone a big change, too. There's a small selection of armour available, and all characters can wear whatever they like. All pieces start with equal statistics, too, with differences only becoming apparent once you start upgrading them with materials which can be looted from monsters and chests. You'll be wearing the same armour at the end of the game as you started with — albeit considerably upgraded with a variety of special effects and a gradually-increasing amount of visual badassness. Weapons, meanwhile, can be upgraded to a certain extent simply by spending money on them — but to unlock their latent special abilities and make them considerably more powerful, you'll often need to find specific crafting items.

    And — here's The Last Story's killer blow for those tired of 100 hour epics only being that long because of the excessive amount of fighting — there's no grinding. That's right. No random encounters. No running around in circles to attract monsters. No hanging around an area just to beef up enough to beat the boss. Instead, certain dungeons have "summoning circles" available for you to use, allowing you to trigger a small fight and gain some experience if you want to. Doing so will make subsequent boss battles a little easier by powering up your characters somewhat, but it's never obligatory. Characters gain experience at such a rapid rate and combat is such a pleasure, however, that you'll usually want to take advantage of these opportunities when they arise.

    I haven't even touched on the wide range of sidequests in Lazulis City, nor indeed the fact that Lazulis City is one of the most convincingly realised fantasy towns of any RPG ever. Nor have I mentioned the curious inclusion of multiplayer, in which players can take their own customised Zaels online to either cooperate with other players against tough monsters or compete against one another in competitive matches. And then there's the guy who rewards you with vegetables and cooking equipment to be used as weapons if you bump into enough people in the streets. The fact there's a sidequest whose sole reward is an army of adoring groupies who scream every time you go to see them. The "Prank Banana" ammunition for Zael's crossbow which causes people to slip over in comedic fashion. Despite being a relatively short game by genre standards, there's a ton of stuff here to enjoy, and it never outstays its welcome. Notably, too, the non-plot-related stuff is all totally optional, as rewards for completing mostly take the form of items which can be acquired elsewhere, a better sense of the game world and its inhabitants and, of course, a smug sense of self-satisfaction.

    The Last Story is without a doubt one of the best JRPGs of recent years, and certainly one of the most inventive takes on genre conventions. Even if you've long given up on JRPGs due to frustration at their narrative, aesthetic and mechanical cliches, you'll find something to like here. It saddens me a little that as a limited-run niche Wii title it will likely never find a huge audience worldwide, but those who do give its charms a chance will find themselves amply rewarded with a truly memorable experience.

    The post #oneaday Day 772: The Last Story: A Scoreless Review appeared first on I'm Not Doctor Who.

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    #oneaday Day 771: The Trouble With Kotaku Might Not Be Quite What You Think https://imnotdoctorwho.moegamer.net/2012/02/28/oneaday-day-771-the-trouble-with-kotaku-might-not-be-quite-what-you-think/ https://imnotdoctorwho.moegamer.net/2012/02/28/oneaday-day-771-the-trouble-with-kotaku-might-not-be-quite-what-you-think/#respond Tue, 28 Feb 2012 12:32:55 +0000 http://angryjedi.wordpress.com/?p=3504 Yesterday, Internet Rage focused the full power of it's +5 Cannon of Ranting at Kotaku, and not for the first time. On this particular occasion, the problem was this article, by all accounts a rather obnoxious piece by comedian Kris Kail describing the fact that he supposedly managed to get laid several times in a … Continue reading #oneaday Day 771: The Trouble With Kotaku Might Not Be Quite What You Think

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    Yesterday, Internet Rage focused the full power of it's +5 Cannon of Ranting at Kotaku, and not for the first time. On this particular occasion, the problem was this article, by all accounts a rather obnoxious piece by comedian Kris Kail describing the fact that he supposedly managed to get laid several times in a room filled with Sonic the Hedgehog memorabilia.

    The article drew heat for several reasons. Firstly, it was simply quite bad taste. Secondly, it was rather obnoxiously self-congratulatory, and a thinly-veiled attempt for Kail to sell more copies of his book Slacker's Paradise. Thirdly, and this is the thing that Kotaku has most commonly taken flak for in the last few years, it was really only tangentially related to video games.

    Editor-in-chief Stephen Totilo took to Twitter shortly after it became very clear that reaction to the article's publication was almost universally negative. His response, though, was somewhat curious, as it seemed like he was apologising for something different to what everyone was upset about.

    "The only person who has to apologize for stories on Kotaku is me," he tweeted. "It was my call to run the Sonic story. I had expected it to come off as funnier. That was an error of judgment. But, more significantly, I owe our readers an apology for okaying a story that implies all gamers are straight men. I should've caught that. It's no small thing. No article on Kotaku should make you feel that you don't count as a gamer. If one does, that is my fault and inconsistent with Kotaku values. I must also add that humor and writing about sex isn't off-limits at Kotaku. We just have to do it right and not forget our own standards."

    While it's good that Totilo responded so quickly to criticism, certainly on my Twitter feed the fact that the article was supposedly assuming an all-straight male readership wasn't really the issue — rather, it was the poor taste and seemingly rather pointless nature of the article on a site which is supposedly about video games.

    But that got me to thinking. What is Kotaku really trying to do?

    Then a theory hit me. It became obvious what Kotaku seemingly wants to do, despite its half-hearted attempts to be "inclusive" to everyone. It wants to be a "men's magazine" a la FHM, Maxim et al, but one that focuses on games. Were the site to be branded as such and have the confidence in its content to say "yes, we are specifically aiming at a straight male demographic" then articles like the above actually wouldn't be all that out of place. Those who didn't fit into that core demographic might not enjoy that sort of content, sure — but if the site was obvious enough about its intentions, it wouldn't provoke nearly as much ire.

    There's precedent for this sort of thing, too. A good few years back now, there was a short-lived magazine from PC Zone and Maxim UK publisher Dennis known as Escape. It focused on video games, Internet culture and the Web's formative years alongside the usual scantily-clad ladies found in more "general interest" men's mags like its stablemate Maxim. It's a real shame it's not around any more. There's actually arguably a place for a publication like that on newsstands today.

    Because you know what? It was pretty good. It brought together Things That Men Like under one convenient header. Games. The Web. Girls. Sports. "Alternative" culture. It took a few risks with its content, too; most memorable for me was the occasion when they quasi-scientifically attempted to test the theory that video games were better than sex by wiring up my brother to a heart monitor and then making him have sex, wank, talk to a stranger, play a video game and bungee jump. Surely a high point in his career. (Bungee jumping "won", by the way.)

    I can't help but feel that the "blog/news aggregator" format for gaming sites has had its day, and that the way forward is for outlets to specialise both in their content and their core demographic. Video game culture is all-encompassing nowadays, covering men, women, kids, adults, straight, gay, trans, nerd, enthusiast, casual, PC, console, any combination of identifying characteristics you might name. As awesome as that is for the cultural penetration and acceptance of gaming as a mainstream medium, it does mean that you start to get to a stage where you can't please everyone. So why not focus on a specific demographic? If you're up-front and honest about being, say, a "men's" site and focusing on content as such, those people who have no interest in straight male-focused content can move on to any of the bajillion other sites out there (it's not as if we have a shortage, after all) while those who enjoy that sort of thing can stick around without feeling "guilt".

    Some sites are already wise to this. We have GayGamer.net specifically choosing to cater its audience towards (I quote) "boys who like boys who like joysticks and girls who like girls who like rumble pads". We have Gamers With Jobs specifically catering towards the older gamer who doesn't necessarily have the time to play everything but enjoys some mature discussion. We have Girl Gamer, specifically aimed at female players. And doubtless there are numerous others catering specifically to other markets, too.

    So why doesn't Kotaku bite the bullet and make a bold shift in editorial direction, specifically stating that it is going to court the straight gamer market above all else?

    The answer is sadly probably the most simple one. Hits. By attempting to be "universally appealing" (and, as we've seen, often failing) Kotaku aims to get the largest possible audience of people who are just interested in "video games" as a general, amorphous concept. More hits means more advertising revenue means the site can continue to grow and be a household name in gamer culture. At the same time, controversies such as that which occurred yesterday over this article attract people to the site, in much the same way as the Daily Mail posts deliberately contentious headlines in order to direct outraged traffic their way. Any publicity is good publicity, as they say.

    It's a cynical view, perhaps, but it's also not an unreasonable assumption to make given Kotaku's recent history. Consider, however, something that Arthur Gies of Vox Games said on Twitter last night:

    You know what brings people to content? Good writing. You know what else brings people to content? Outrage. Which would you rather support?

    There is a place and a demographic for content such as the Sonic the Hedgehog piece we saw yesterday. But that place is not on a site which purports to be universally appealing to all gamers.

    The solution to this is one of rebranding and targeting that specific audience without guilt or apology — but sadly, I can't help but feel it's a bit too late for Kotaku now.

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    #oneaday Day 770: February Blues https://imnotdoctorwho.moegamer.net/2012/02/28/oneaday-day-770-february-blues/ https://imnotdoctorwho.moegamer.net/2012/02/28/oneaday-day-770-february-blues/#respond Tue, 28 Feb 2012 00:47:11 +0000 http://angryjedi.wordpress.com/?p=3499 It's a long-held tradition in my family that the month of February is the best time to get really depressed and despondent about nothing in particular. I say "tradition". It just seems to sort of happen sometimes, and as someone who struggles with depression at the best of times, I'm certainly not exempt from the … Continue reading #oneaday Day 770: February Blues

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    It's a long-held tradition in my family that the month of February is the best time to get really depressed and despondent about nothing in particular. I say "tradition". It just seems to sort of happen sometimes, and as someone who struggles with depression at the best of times, I'm certainly not exempt from the February Blues.

    I thought this year that I'd got away with it. It is, after all, almost the end of February and here I am having been feeling reasonably positive about things recently. I'm working, I'm enjoying it, I'm living in a place I like with a person I love and generally, things are pretty hunky-dory, whatever that means.

    The last couple of days have seen a marked downturn in my mood, however. I'm not sure if it's the weather, the fact it's still getting dark quite early, the fact I'm tired, the fact I'm not sure if I'm ill or just have a bit more flatulence than usual — basically, though, something's got my goat and is jiggling it around furiously, refusing to let go. (Note: "goat" in this instance is not being used to refer to my penis. The grabbing of that, refusing to let go and jiggling around is normally quite pleasurable, but that's a topic best saved for another blog altogether.)

    This is the frustrating thing about depression, particularly seasonally-affected depression, which is what I assume the "February Blues" are all about. There isn't always a reason for it. Sometimes you just wake up of a morning, consider getting out of bed and realise that no, there's not really anything exciting out there and it's actually quite warm under the duvet and wouldn't it be nice if you just closed your eyes again for a couple of minutes and relaxed and shit it's midday and so on.

    The above-described is also laziness, lethargy or whatever you want to call it, but it can be brought on by an irrational black mood. Sometimes the world is just inherently unsatisfying, leaving you wondering if there's something better you could be doing, some greater purpose to your life.

    Inevitably, the answer to those questions is "no", so after a while you settle back into a nice comfortable routine of doing what you do and finding the whole thing perfectly satisfactory.

    Sometimes asking those questions spurs you on to do other things, though. It's from feeling bleak and wanting a convenient outlet that I started posting these daily blog entries after all, and now I feel they're a big part of "me". It's just habit now, but when I casually mention to someone that I've written a blog post of varying quality every day for the last 770 days, they usually seem quite impressed. Most of them, too, are kind enough not to mention that if I hadn't been wasting my time writing nonsense like this every day, I could have probably churned out a ton of novels by now. (I know this. Shush.)

    Similarly, it's from feelings of bleakness and blackness that I have started on exercise journeys several times — though at the times of the bleakest blackness it's sometimes difficult to motivate oneself to proceed. (This is where a structured, scheduled programme like Couch to 5K comes into its own, as you then have feelings of guilt to contend with if you miss a session. Guilt is a powerful motivational factor, particularly if it doesn't hurt anyone but yourself.)

    Will these feelings spur me on to do anything this time around? I don't know. I have a few irons that are not-quite-in-the-fire-but-at-least-somewhere-near-the-fire right now that I might give a poke from tomorrow. As previously mentioned, I'm running through Couch to 5K again. I'm still blogging. And I'm making sure to take the time to talk to friends both online and off.

    February's nearly over. And when it departs, may the colour come back to the lives of any of those of you who have been afflicted with a surfeit of blue.

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    #oneaday Day 769: Tricks of the Dead https://imnotdoctorwho.moegamer.net/2012/02/26/oneaday-day-769-tricks-of-the-dead/ https://imnotdoctorwho.moegamer.net/2012/02/26/oneaday-day-769-tricks-of-the-dead/#respond Sun, 26 Feb 2012 23:55:10 +0000 http://angryjedi.wordpress.com/?p=3495 I finished Ghost Trick: Phantom Detective on iOS last night. I never played the DS original, so when I heard it was coming to iOS, I snapped it up without hesitation, played through the free chapters and immediately handed Capcom and Apple the £6.99 it took to unlock the rest of the game. Ghost Trick, … Continue reading #oneaday Day 769: Tricks of the Dead

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    I finished Ghost Trick: Phantom Detective on iOS last night. I never played the DS original, so when I heard it was coming to iOS, I snapped it up without hesitation, played through the free chapters and immediately handed Capcom and Apple the £6.99 it took to unlock the rest of the game.

    Ghost Trick, for those who are unfamiliar, is a puzzle/adventure game from the team at Capcom previously responsible for the Ace Attorney series, one of my favourite story-based franchises of all time. Rather than being heavy on the "visual novel" style gameplay a la Ace Attorney, in Ghost Trick you take a much more active role in proceedings.

    To reveal too much would spoil some of the game's excellent twisting, turning plot, but suffice to say this: You are a ghost. You wake up next to a corpse in a junkyard on the edge of town. Understandably, you assume that the corpse is yours, but you have no memory of who you were or what you were doing in a junkyard. You also have no memory of who the panicked-looking redhead in the short skirt and kinky boots is. Thus begins a lengthy adventure as you struggle to unravel the mystery of your own identity while piecing together the events of the night which led up to your death.

    The gameplay primarily revolves around the use of the titular Ghost Tricks, which are where you possess an object and then manipulate it in some way. You're limited in your power, however, so you can only manipulate small objects (such as opening cupboards, rocking baskets, making candles flare up, that sort of thing) and in order to possess things, you can only move a short distance at a time, hopping from object to object. Thus part of the challenge becomes determining how you can make use of the environment to get to where you need to be.

    There are two basic types of puzzle in the game — sedate puzzles where it's clear you need to make something happen when you can but there's no time pressure to do so; and puzzles where you have a strict time limit as you strive to use the objects in the environment to save someone's life. The latter tend to involve not only working out which objects to manipulate and how, but also timing your moves carefully to ensure things happen when they are supposed to. Failure isn't disastrous, however, as one of your ghostly powers is, conveniently, the ability to rewind time to four minutes before a person's death and try again — often with the ghost of the dead person in tow to offer advice or sarcastic comments along the way.

    The game mechanics are relatively simple but the sheer variety of creative puzzles which they are used to create make up a considerable proportion of Ghost Trick's charm. The remainder of said charm comes from a truly loveable cast of characters, second only to Ace Attorney's motley crew in their appeal. The cast is small and introduced gradually over the course of the game's narrative, which means you get to know them all very well. They all have their own skeletons in the closet, however, and this allows for the biggest strength in the game's plot: surprise.

    There are tons of surprises over the course of the whole story. The game uses its supernatural angle well to allow for uncanny things to happen, but never strays too far into the realm of total absurdity. Towards the end of the game, the sheer number of narrative threads and time-bending nature of the plot may seem a little convoluted, but sitting down and thinking about things for a moment makes it clear that it's a game which has been thoroughly planned and, within the laws of the game world set out by the story, makes sense.

    £6.99 may seem somewhat expensive for an iOS game, but it's time people stopped thinking like that. £6.99 is a perfectly reasonable asking price for the amount of enjoyment you'll get out of this game, and considerably less than it cost upon its original Nintendo DS release.

    So stop hesitating and just go download it now. It works on iPhone and iPad and even uses iCloud to let you transfer your save from one device to another. Grab a copy, sit down, relax and enjoy one of the best adventure games in recent years.

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    #oneaday Day 768: Two Weeks https://imnotdoctorwho.moegamer.net/2012/02/26/oneaday-day-768-two-weeks/ https://imnotdoctorwho.moegamer.net/2012/02/26/oneaday-day-768-two-weeks/#comments Sun, 26 Feb 2012 00:12:42 +0000 http://angryjedi.wordpress.com/?p=3491 Two weeks of my second runthrough of the Couch to 5K running programme, that is, and it's going reasonably well so far. Much as I discovered last time, building up stamina is actually a somewhat easier process than you might expect. I'm not sure if this is just because I've been doing semi-regular exercise for … Continue reading #oneaday Day 768: Two Weeks

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    Two weeks of my second runthrough of the Couch to 5K running programme, that is, and it's going reasonably well so far.

    Much as I discovered last time, building up stamina is actually a somewhat easier process than you might expect. I'm not sure if this is just because I've been doing semi-regular exercise for a while, a hangover from the last time I ran through this programme or something else entirely, but in the space of two weeks I've found that each time out there gets slightly, marginally easier than the last.

    Of course, at this point in the programme I'm still only running for a minute and a half at a time, then walking for two minutes, then repeating the process. But still, every great journey starts with a single step and all that.

    Running has, for me, always been one of the most challenging exercises there is to do, partly because there's nothing "helping you". Even when you're running downhill, your body still has to do stuff, whereas on a bike all you have to do on a downhill stretch is stay upright and occasionally steer. But when you're running, you're constantly active — moving your body, lifting your entire body weight off the ground, shifting your legs, pushing forwards, pumping your arms, working all those muscles. It's a pretty intense workout all round, so it's perhaps not surprising that it's pretty challenging.

    As I found the last time I tried all this, though, it's infinitely more interesting than running/cycling/rowing/whatever it is you're doing on a crosstrainer on the spot, staring at a digital readout, trying desperately to ignore the terrible, terrible music the gym is pumping into your ears and also trying desperately not to look at the visible panty line of the woman with the nice arse in the yoga pants on the machine in front of you.

    Sorry, momentarily distracted there.

    But no. It is infinitely more interesting than working out in a gym simply because you have freedom, and that's important. Okay, it becomes harder to control your workout so precisely when you have to deal with the sometimes unpredictable undulations of the route you decide to take, and at times you find yourself dodging pedestrians, dogs, low-flying seagulls and various animals' poo. But that makes it interesting and exciting, even if you're running the same route every day. You can mix things up by running at different times — that loop round the estate and past Sainsbury's looks quite different when the sun has set to how it looks in the daytime. You can go the other way. You can take a random turning elsewhere and deliberately get lost in order to explore the area. You can run down darkened country lanes with a torch in the dead of night and pretend you're Alan Wake. You can run down mysterious forest paths in the hope you might find some magical kingdom or The Faraway Tree inside (hint: you probably won't, and all that is likely waiting for you at the other end is a large, muddy field that smells a bit like shit). In short, you can have a bit of fun with your exercising rather than enduring the businesslike approach of the gym.

    That's not saying the gym's bad, of course — it's good to have a sense of structure and "formality" to your workouts at times. But it's also helpful to get out there and enjoy yourself with it, otherwise it simply becomes a chore, and chores are no fun whatsoever, and then they don't get done and they build up and you feel guilty and obliged to do them all at once and then you swear never to let them get to that stage ever again and then you do and you swear lots and then you die.

    Or something. Perhaps not.

    This is my experience, anyway. I still go to the gym and I still enjoy doing so, but getting out there and running through my thrice-weekly Couch to 5K sessions has reminded me that going outside and Doing Stuff can be fun too. I recommend you try it.

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    #oneaday Day 767: Probably Not the Last Post I Will Write About The Last Story https://imnotdoctorwho.moegamer.net/2012/02/25/oneaday-day-767-probably-not-the-last-post-i-will-write-about-the-last-story/ https://imnotdoctorwho.moegamer.net/2012/02/25/oneaday-day-767-probably-not-the-last-post-i-will-write-about-the-last-story/#comments Sat, 25 Feb 2012 00:39:07 +0000 http://angryjedi.wordpress.com/?p=3486 The Last Story came out today in Europe. For the uninitiated, this is one of the "big three" Japanese role playing games that many are hailing as the Wii's last great hurrah before it goes off and has a well-earned break ahead of its younger brother's arrival. Said "big three" includes the already-released Xenoblade Chronicles, … Continue reading #oneaday Day 767: Probably Not the Last Post I Will Write About The Last Story

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    The Last Story came out today in Europe. For the uninitiated, this is one of the "big three" Japanese role playing games that many are hailing as the Wii's last great hurrah before it goes off and has a well-earned break ahead of its younger brother's arrival. Said "big three" includes the already-released Xenoblade Chronicles, which is out in North America next month and which I have already discussed extensively elsewhere on this blog; The Last Story, which I will educate you on today; and Pandora's Tower which I confess to not knowing a great deal about at this time. The three games have little to do with one another save for the fact that they're published by Nintendo in Japan and Europe, though in North America it's a somewhat more complex situation.

    It's hard not to see The Last Story as director Hironobu Sakaguchi and composer Nobuo Uematsu making a gentle jab at the Final Fantasy series which they both cut their teeth on, and which has now passed into the hands of a completely new team. Even the name means the same thing — Final Fantasy, The Last Story, do you see what they did there?

    Far from being a throwback to these industry veterans' glory days, however, The Last Story manages to take the JRPG genre and, like Xenoblade Chronicles, give it a mighty kick up the rectum. It does this by taking almost everything you thought you knew about JRPG conventions and throwing it all out of the window.

    The most obvious difference from "traditional" JRPGs is the combat system. While old-school JRPGs favour abstract turn-based systems, The Last Story's combat is somewhat closer to an action game. With elements of real-time strategy. And stealth games. And third-person shooter.

    While that may sound like something of a mess, in practice it works very well. Here's how.

    You take control of the game's protagonist Zael. Despite having a variety of weird and wonderful characters in your party and being able to equip them as you please, you're always in direct control of Zael. He can run around the battlefield, take cover behind objects, attack enemies, leap out from cover to do powerful "Slash" attacks, fire his crossbow, look around for structural weak points and order magic users to bring them tumbling down, release the power in allies' "magic circles" for various special effects and even — a little later, anyway — give direct orders to his allies.

    Rather than thrusting the player into random combats a la Final Fantasy or having enemies scattered around the field a la Xenoblade Chronicles, The Last Story favours scripted battles which occur at predefined moments. This means that enemies have formations and arrangements which the player must study from the top-down view which pops up before each battle. Allies may offer suggestions on appropriate strategies in which to proceed, which may then be followed or ignored at will, as the party AI will react to how aggressive the player's approach to combat is.

    The trouble with prescripted combat scenarios, however, is that it leaves little scope for level grinding or powering up characters, meaning that if a difficult situation presents itself later in the game, there's no means of beefing yourself up to make it easier. Or is there? Well, yes there is. The Last Story gets around this issue with occasional "Summoning Circles" at which it's possible to call up a group of enemies appropriate to the area the party is in and then kick the shit out of them. It's a slightly odd system, but it does at least get around the problem outlined above while avoiding frustrating random battles.

    Outside of combat, there's plenty of interest, too. Like BioWare's divisive Dragon Age II, the game appears to largely be set in and around a large city rather than being a globetrotting adventure. Sure, you get to go off and visit other locations throughout the course of the story, but the city of Lazulis is very much a "hub" from which everything else extends, similar to how Kirkwall is in Dragon Age II.

    Or, I should say, how Kirkwall should have been in Dragon Age II. Something just didn't feel quite "right" about the whole world we saw in Dragon Age II. Perhaps it was the copypaste areas. Perhaps it was the fact that all the residents of the city seemed to be perpetually standing around doing nothing. Perhaps it was the fact that you spent more time staring at the minimap than the 3D view itself. But Kirkwall didn't feel very "alive".

    Lazulis, on the other hand, feels very alive. While the number of NPCs you can interact with directly is somewhat limited, there is plenty of "background colour" going about its business. Women scold children, guards patrol, merchants hawk their wares. And rather than being a passive observer, Zael slinks past people, squeezes down alleyways, shoves past people who are in his way when running, bangs his head on low-hanging signs and goes "ouch" and even has the option of tipping up fruit baskets and then watching in amusement as passersby slip over.

    There's a ton to do in Lazulis even when not following the main plot, too. There's an arena in which to fight, plenty of sidequests to pursue and numerous hidden objects to collect. Rather than being a meaningless collection quest, however, said hidden objects provide the means of acquiring new items, upgrading weapons and gaining access to additional dyes for clothing.

    Because last of all, The Last Story provides an impressive amount of character customization, particularly by JRPG standards. It's possible to dye each part of a character's outfit, remove certain parts of it to create the look you want and even to make certain parts invisible altogether. Couple that with the equipment upgrade system, which causes armour to change its physical appearance according to how much it's been worked on, and you have a band of heroes which the player feels they can truly take ownership of.

    I'm about six hours into the game so far and having a blast. The gameplay is solid, the battle system is less bewildering and daunting than descriptions may make it appear, the cast is endearing (thanks in part to the use of English voice actors, much like Xenoblade), the graphics are lovely (not just "lovely for the Wii", but just plain "lovely") and the story is interesting. While you can clearly see it's a JRPG from the ludicrous haircuts that some of the characters are sporting, there's plenty of positive influence from Western titles here too — customization, choice and a good degree of freedom. I'm getting an inexplicable Baldur's Gate vibe from some of it — perhaps it's just the city-based medieval-ish political story.

    I'll be looking forward to seeing what the game has to offer. In the meantime, if you're considering trading in that Wii that's been gathering dust for months — don't. At least not until you've played this and Xenoblade Chronicles. And, if the quality of these two titles is anything to go by, the upcoming Pandora's Tower.

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    #oneaday Day 766: Light Musical Entertainment Involving Tigers, Tents and Poo https://imnotdoctorwho.moegamer.net/2012/02/23/oneaday-day-766-light-musical-entertainment-involving-tigers-tents-and-poo/ https://imnotdoctorwho.moegamer.net/2012/02/23/oneaday-day-766-light-musical-entertainment-involving-tigers-tents-and-poo/#respond Thu, 23 Feb 2012 23:22:50 +0000 http://angryjedi.wordpress.com/?p=3481 I can vividly recall the first few times I heard the Bonzo Dog (Doo-Dah) Band. I was introduced to it by a combination of my partner in crime on teacher training and a good friend from my university days, and the sheer bizarreness of the music I heard has stuck with me ever since. It's … Continue reading #oneaday Day 766: Light Musical Entertainment Involving Tigers, Tents and Poo

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    I can vividly recall the first few times I heard the Bonzo Dog (Doo-Dah) Band. I was introduced to it by a combination of my partner in crime on teacher training and a good friend from my university days, and the sheer bizarreness of the music I heard has stuck with me ever since.

    It's not that it's bad music. Quite the opposite, in fact, in many cases — many of the pieces by the Bonzo Dog Band are, in fact, very memorable and catchy, which is where part of their enduring appeal stems from. It's just that I'd never heard anyone sing a song about having a shit, or extolling the virtues of spending time in a tent, or a song which featured a trouser press solo.

    I thought I'd share a few of their greatest hits with you tonight, in the form of YouTube videos so everyone can enjoy them.

    First up, Tent. I have always found this song inexplicably hilarious. I think it's simply because he sounds so passionate about his tent. Also, there is a break partway through where people just shout "Tent! Tent!" as well as the most hideously inappropriate saxophone solo I think I've ever heard. In a brilliant way. PARP.

    The Strain is a song about having a poo. No two ways about it. There's no double entendre here, no attempt to hide the fact that yes, this is a song about having a particularly difficult poo. Why difficult? Well, listen to the "chorus", which simply consists of screams of agony and coughing over the top of some entertainingly funky guitar and sax backing. And the backing to the second part which makes use of the saxophone to sound like one of those squeaky farts that it's a bit of an effort to push out for fear of the fact you might shit yourself.

    Jazz Delicious Hot, Disgusting Cold is the perfect piece with which to mock anyone who enjoys the chaotic sound of trad jazz. A self-referential piece parodying the band's trad jazz roots, the track features some of the most spectacular deliberate terrible playing ever, including a clarinet solo that is truly magnificent in its ineptitude.

    Trouser Press makes a mockery of the various songs in the late 60s and early 70s that took the form of "Do The [insert random noun here]". It is the only piece of commercially-available music that I am aware of that features a solo on a genuine trouser press fitted with a pickup.

    And finally for now, this performance of Hunting Tigers Out In Indiah [sic] was seen on the pre-Monty Python TV show Do Not Adjust Your Set. The song itself is actually a cover of a 1920s/30s piece by Hal Swain And His Band. The original version was non-ironically super-British, whereas the Bonzos version played this angle up to an absurd degree.

    I hope these few pieces of ludicrous musical entertainment have brightened your day somewhat.

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    #oneaday Day 765: Social Overload https://imnotdoctorwho.moegamer.net/2012/02/22/oneaday-day-765-social-overload/ https://imnotdoctorwho.moegamer.net/2012/02/22/oneaday-day-765-social-overload/#respond Wed, 22 Feb 2012 23:59:09 +0000 http://angryjedi.wordpress.com/?p=3477 It may be simply my "over 30s" grumpiness starting to show, but I'm starting to find "brands'" use of social media to be immensely irritating. And even more irritating is the fact that their techniques seem to work — which, of course, perpetuates the whole hideous cycle until someone snaps and goes on a mad … Continue reading #oneaday Day 765: Social Overload

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    It may be simply my "over 30s" grumpiness starting to show, but I'm starting to find "brands'" use of social media to be immensely irritating. And even more irritating is the fact that their techniques seem to work — which, of course, perpetuates the whole hideous cycle until someone snaps and goes on a mad katana rampage.

    I'm talking primarily about that faux cheerfulness that pretty much every brand page out there shows when addressing its audience. "Hey [insert collective noun here that is tangentially related to being a fan of the product in question]! [exclamation mark is important to show enthusiasm] We thought it'd be a great idea to [adopt some out of date Internet meme/take goofy photos of our office/make a cringeworthy video] so we did! And here's the proof! [insert link to photo/video/blog post]".

    Getting your audience to engage with you is one thing. Getting them to engage with you on a meaningful level is an altogether different thing. I genuinely once saw the The Sims 3 Facebook page ask the community what their favourite colour was. Nearly a thousand people replied. I "Unliked" them shortly after that.

    As I'm writing this, I'm trying to pin down exactly what it is that riles me so about this sort of thing. After all, the very fact that nearly a thousand people wanted to tell the faceless Sims 3 page that their favourite colour was, in fact, blue shows that it's a system that seems to work. But does it have any value whatsoever? Does feeling like a brand is someone you can "talk to" help you feel any more fondness towards the product in question, or is it simply a novelty and a means of building community?

    It depends on how you handle it, of course. If a question posed by a brand page is the start of a larger discussion which representatives of the brand then participate in, then it's a good thing, in my opinion. However, for the most part in my experience, these sort of posts tend to just be "post something that lots of people won't be able to resist replying to or Liking, light the blue touch paper and stand back". After the initial question is posted, the brand steps back and doesn't participate in the discussion any further, leaving the community to fight each other over whether or not the man who said pink was his favourite colour is gay or not.

    The side-effect of all this relentless posturing by brands is that it leads to a feeling of saturation. By way of example, I've been so bombarded with teaser videos, images, exhortations to "celebrate FemShep Friday" and numerous other pieces of detritus that I've, ironically, lost any enthusiasm I may have had for Mass Effect 3 and probably won't be buying it.

    "Ignore it," you may say. "Unlike it. Unfollow it."

    Believe me, I have. But sometimes you need to venture on to those pages to find out useful pieces of information — like, say, release dates — and end up having to mine your way through pages and pages of completely, utterly worthless nonsense in order to find anything relevant. That, surely, isn't how it's supposed to work. Or perhaps it is, and that's why I don't work as a "social media guru" or whatever.

    On the flipside to all this, companies seem to be a lot better at using Twitter in a manner which doesn't infuriate me. The very way in which Twitter works — you don't see replies from people/brands you are following that are directed to people you aren't following yourself — means that a lot of this unnecessary noise is filtered out. And the fact that tweets are, by their very nature, somewhat transient means that there's no means for a 1,000-post comment thread discussion on favourite colours to take place. This is a Good Thing.

    The best brands on Twitter do one of two things: post relevant information at a steady pace for you to check out at your leisure (see: feeds from websites or companies that have regularly-updating news) or use Twitter for one of its primary functions — as a means of communication.

    In the former case, what you essentially get is a bit like an RSS feed relating to the product or company you're interested in. In the latter case, you get some of the most helpful customer support I've ever had the pleasure to experience.

    Take the poor souls over on the XboxSupport Twitter account, for example. These absolute saints have to deal with bombardments of questions every day, and somehow they still manage to remain polite, professional and — most importantly — get straight to the point. Ask them a question and they'll do their best to answer you in a single tweet, and often very quickly, too. What you don't get from them is vapid crowd-baiting questions or upselling suggestions to check out/buy additional products.

    A lot of other companies have cottoned on to this in the last couple of years. I was particularly impressed with Orange's support Twitter account, which helpfully resolved an issue I had tried (and failed) on several occasions to sort out over the phone. Xbox Support, too, have been great, and I'm sure there's plenty of other examples out there.

    I suppose there's a lesson in all this somewhere. I should probably resist that inviting-looking Like button at the top of Facebook pages I can see are filled with vapid nonsense, and stick to only following things that actually provide useful information. Otherwise all that ends up happening is you feel completely burned out by the multisensory marketing bombardment you experience on a daily basis — and you end up hating things that you formerly liked. (Sorry, Mass Effect. It's not you, it's me.)

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    #oneaday Day 764: Sports Day https://imnotdoctorwho.moegamer.net/2012/02/22/oneaday-day-764-sports-day/ https://imnotdoctorwho.moegamer.net/2012/02/22/oneaday-day-764-sports-day/#comments Wed, 22 Feb 2012 01:12:47 +0000 http://angryjedi.wordpress.com/?p=3472 Sports and me have never really got on. There are a variety of reasons for this but the long and the short of it is that said antipathy towards each other meant that 1) I was usually picked last for the teams in PE (when I wasn't, it was usually Steven Finnegan instead) and 2) … Continue reading #oneaday Day 764: Sports Day

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    Sports and me have never really got on. There are a variety of reasons for this but the long and the short of it is that said antipathy towards each other meant that 1) I was usually picked last for the teams in PE (when I wasn't, it was usually Steven Finnegan instead) and 2) my body isn't exactly a rippling temple of man-beef.

    That doesn't mean I haven't tried to get involved with sports over the years. I was in my Cub Scout football team, for example, a team so terrible we were sponsored by a junkyard. Our best result ever was 1-0 to us. Our worst result was 20-0 to them. No, that's not a typo. Twenty-nil.

    Despite my ambivalence towards sport, I do also have some fond memories of various school sports days, particularly if it happened to be a nice day out at the time. I can't remember a lot about primary school sports days, but secondary school sports days tended to be a pretty big deal, bringing most of the school to a standstill for a wide variety of track and field events.

    My tutor group (the erstwhile 7FMQ, later 8QU, 9QU, 10QU and 11QU) were the very souls of apathy for the most part. There were certain events that people just plain didn't want to enter, which would have put us at a significant disadvantage on the leaderboards (yes, this was in the day when it was still acceptable for school sports days to have "winners" and "losers") had I not stepped in.

    I'm not sure why I stepped in, given that I knew full well I was crap at sports, was not very good at running and wasn't particularly agile. Therefore, you may be thinking, it would be somewhat foolhardy for me to enter both the 800m race and the high jump, but enter them I did, and I learned a number of things. Firstly, that I was surprisingly quite good at high jump, and secondly, that I was very poor at pacing myself when running — something which I still struggle somewhat with today.

    The problem stemmed from the fact that I had never even considered running a long(ish)-distance race before, so I didn't really know how they worked. As such, I was off the starting blocks like a fucking rocket and exhausted by the end of the first lap. This gave the rest of the pack, who had been pacing themselves somewhat more modestly, ample opportunity to catch up. I don't think I finished last, to my credit, but it certainly wasn't very far off. After the race ended, I went back to my tutor group's area of the field, lay on the floor and didn't move for a very long time.

    The thing that sticks in my memory about that race, though, is not the fact that I ballsed it up so spectacularly. It's the fact that for once, the rest of my tutor group was rooting for me. I spent a lot of my school days feeling like something of an outsider thanks to my awkward social skills, my weird accent, my crap hair and my forehead and nose's tendencies to flare up with greasy zits. I was a geek and someone who did well, too, which made me pretty much the polar opposite of "cool". Thankfully, barring a few exceptions, I was mostly left to my own devices to hang out with my equally geeky friends (most of whom had better hair than me) but this meant I didn't feel a particularly strong sense of camaraderie with the rest of my tutor group.

    Until that day. I heard them cheering for me as I ran past them on the first lap, and staggered past them on the second. And when I finished, far from being admonished for my poor pacing, I was congratulated and praised for getting out there and giving it a shot. It was a surprisingly special moment that's stuck with me over the years. And while in short order things went back to being the way they had always been, for those few short minutes when I was on that track, I meant something. I was cool.

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    #oneaday Day 763: A Question That No-One Seems To Have Asked Regarding RPGs https://imnotdoctorwho.moegamer.net/2012/02/21/oneaday-day-763-a-question-that-no-one-seems-to-have-asked-regarding-rpgs/ https://imnotdoctorwho.moegamer.net/2012/02/21/oneaday-day-763-a-question-that-no-one-seems-to-have-asked-regarding-rpgs/#comments Tue, 21 Feb 2012 01:02:07 +0000 http://angryjedi.wordpress.com/?p=3468 Here's a stumper for all you RPG fans: exactly how much does taking one hit point of damage hurt? It's not a particularly straightforward thing to work out, given that hit points are a representative abstraction of physical condition rather than a measurable, uh, measurement. But let's assume for a moment that it is indeed … Continue reading #oneaday Day 763: A Question That No-One Seems To Have Asked Regarding RPGs

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    Here's a stumper for all you RPG fans: exactly how much does taking one hit point of damage hurt?

    It's not a particularly straightforward thing to work out, given that hit points are a representative abstraction of physical condition rather than a measurable, uh, measurement. But let's assume for a moment that it is indeed possible to measure one's own hit points. How much, then, would taking one hit point of damage hurt?

    The answer to that question would largely depend on what model of hit points you are using. If you're talking Dungeons and Dragons hit points, taking one damage would fucking hurt if you're not in tip-top physical condition. The average "man in the street" sort of person (i.e. not a warrior, rogue, wizard, cleric or what have you) is regarded as a "level 0 human" and generally has something in the region of 2 or 3 hit points, if that. Level 1 wizards often only have in the region of 4 or so. As such, taking one hit point of damage as an average person following the Dungeons and Dragons model would hurt a great deal, putting you potentially up to halfway towards death (or rather, being knocked out, since people don't officially die until bleeding out to -10 hit points in D&D).

    Compare and contrast with the JRPG approach to hit points, however, where totals frequently extend into the thousands and, in some cases, the tens of thousands. As a beginning character in a JRPG, you'll often have a low three-figure hit point total to start with, which will progress towards that elusive 9999 (or 99999) as you level up. Assuming that your average person hasn't really levelled up a great deal thanks to a notable lack of monsters (big spiders battled with Hoovers notwithstanding) we can work on the assumption that a single hit point's worth of damage doesn't really hurt a great deal. 'Tis but a scratch and all that.

    So, since it's late and my brain is starting to shut down a little bit, let's take this to the next logical extension and consider a variety of horrific injuries to determine exactly how many HP damage they'd do following the two approaches outlined above. We're assuming that the person being injured here is not a Destiny-chosen hero who has been infused by the power of the Goddess/branded by the fal'Cie/chosen by Fate/revealed to be the wielder of the legendary blade Monado but rather, say, that man who works behind the fish counter in Sainsbury's. As such, we'll say he has 4HP in D&D and 150HP in a JRPG.

    • Getting an electric shock off an escalator handrail — D&D: 0HP, interrupt current action in surprise; JRPG: 1HP electric damage.
    • Falling out of bed while asleep — D&D: 0HP, lose "Sleep" condition; JRPG: 1HP physical damage, lose "Sleep" condition, afflict with "Embarrassment" (special moves charge slower)
    • Walking into a coffee table — D&D: 0 HP, maybe stun for a turn, staggering randomly around the room going "OUCH"; JRPG: 1HP physical damage.
    • Paper cut — D&D: 0 HP, afflict with "very mild bleeding" status, lose 1HP every 500 turns unless the cut heals (use a bandage or roll a D20 every turn, on a number between 3 and 20, it heals naturally); JRPG: 2HP physical damage.
    • Accidentally grating your fingers while attempting to grate cheese — D&D: 0HP, afflict with "very mild bleeding status" as with "paper cut" above; JRPG: 1HP physical damage.
    • Stubbing your toe — D&D: 0HP, incapacitate for a turn, remove ability to use vocal components of spells and stealth due to yelling "FAAAAAAAHHHHK!"; JRPG: 3HP physical damage.
    • Having a cat that is standing on you decide that it needs to hold on tightly with its claws — D&D: 0HP, 50% possibility of affliction with "very mild bleeding" status as with "paper cut" above, movement forbidden (you've got a cat on you); JRPG: 3HP physical damage, afflict with Rooted (you've got a cat on you).
    • Inadvertently ripping off a toenail by catching it on something — D&D: 0HP, afflict with "bleeding" status, lose 1HP every 50 turns unless the cut heals (use a bandage or roll a D20 every turn, on a number between 8 and 20, it heals naturally); JRPG: 10HP physical damage, afflict with Slow.
    • Burning your hand on the handle of a poorly-insulated saucepan — D&D: 0HP, interrupt current action, forced shouting of obscenity breaks any Stealth-related effects; JRPG: 10HP Fire damage.
    • Standing on an upturned three-prong plug — D&D: 0HP, movement forbidden for 5 turns, remove ability to use vocal components of spells and stealth due to yelling "FUCK. Cunt! ARSE! SHIT that fucking hurts. AAAAARGH."; JRPG: 15HP physical damage, afflict with Rooted.
    • Banging your head on a low ceiling even after seeing a "mind your head" sign — D&D: 0HP, dazed for one turn. temporary reduction to Wisdom and Intelligence; JRPG:10HP physical damage, 10MP magic damage for a blow to the head.
    • Getting punched in the face by some drunk dude at a bar who thought you were eyeing up his missus but in fact you were trying to read the scrawled sign on the front of that fridge that said that the cheap drinks might actually be a bit out of date — D&D: 1HP; JRPG: 25HP physical damage.
    • Suffering any sort of trauma to the testicular area — D&D: 2HP (probably won't kill you unless you've just been punched twice by a drunk dude at a bar who thought you were eyeing up his missus, but it bloody hurts), stunned for 5 turns, temporary reduction to Constitution; JRPG: 50HP physical damage, afflicted with "Stop" status as you wheeze and cough in an attempt to recover your dignity.
    • Getting stabbed in the leg, whether accidentally or deliberately — D&D: 2HP, movement rate halved; JRPG: 50HP physical damage, afflicted with "Slow".
    • Failing to escape the unwanted affections of an amorous gorilla — D&D: Your adventure is over. You have been adopted by an amorous gorilla as its mate. Any attempt to escape will result in death. JRPG: Perform a badly-executed stealth/platforming sequence to escape.
    • Getting stabbed in the face — D&D: 5HP (you will likely bleed to an unhappy -10HP death), permanent reduction to Charisma; JRPG: 100-150HP physical damage.
    • Suffering an apparently successful attempt to behead you — D&D: 14HP; JRPG: 150HP
    • Getting the smackdown from an angry God/being hit with a planet by the final boss — D&D: 50HP; JRPG: 5000HP
    • Standing quite close to the epicentre of a nuclear explosion, you know, enough to get a good view and think "ooh, that's a bit hot, I wish I'd stood back a bit more" — D&D: 998HP; JRPG: 9998HP.
    • Standing in the epicentre of a nuclear explosion — D&D: 999HP; JRPG: 9999HP.

    Should you find yourself suffering any of these injuries, though, fear not; for a good night's sleep cures all ills, as everyone knows. Unless you're already dead, in which case you'd better get on good terms with your local Cleric or purchase some Phoenix Down.

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    #oneaday Day 762: So, Should You Play Final Fantasy XIII-2? https://imnotdoctorwho.moegamer.net/2012/02/20/oneaday-day-762-so-should-you-play-final-fantasy-xiii-2/ https://imnotdoctorwho.moegamer.net/2012/02/20/oneaday-day-762-so-should-you-play-final-fantasy-xiii-2/#comments Mon, 20 Feb 2012 01:23:22 +0000 http://angryjedi.wordpress.com/?p=3464 I've been playing Final Fantasy XIII-2 for most of today and am almost at the end. I have reached the final boss, in fact, though haven't beaten it as yet. You are doubtless wondering whether or not it is worth playing this game, as you may have heard mixed reviews from around the Internet. I … Continue reading #oneaday Day 762: So, Should You Play Final Fantasy XIII-2?

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    I've been playing Final Fantasy XIII-2 for most of today and am almost at the end. I have reached the final boss, in fact, though haven't beaten it as yet.

    You are doubtless wondering whether or not it is worth playing this game, as you may have heard mixed reviews from around the Internet. I therefore present a list of bullet points which you may wish to take into consideration when deciding whether or not you actually want to pick up a copy and try it for yourself. I am going to present each point as neutrally as possible, as some people may react strongly one way or the other to each factor, and those reactions may not coincide with my own feelings!

    I'm assuming at least passing familiarity with Final Fantasy XIII here.

    • The main story can be completed in approximately 25-30 hours, making it significantly shorter than a lot of other RPGs in this generation.
    • Following completion of the main story, there is a veritable shitload of stuff to do. Progress in the game is measured through your collection of 160 fragments. At my current point (final boss) I have 62. There is plenty more I can go back and do after the credits have rolled.
    • The main story is somewhat confusing, and all the more so thanks to its non-linear structure. The antagonist's motivations are not made entirely clear until the very end of the game.
    • You play the same two characters all the way through the game. Neither of them have particularly "personal" stories to follow, though there is an underdeveloped narrative thread regarding Noel's memories.
    • There is a squeaky-voiced companion character present throughout the entire game. It is a Moogle, true in every way to past incarnations in the series, right down to ending almost every sentence with "kupo".
    • Final Fantasy XIII's characters all put in at least one guest appearance throughout the course of the game, but only one plays a major role in the story.
    • When you meet Hope, he is older than he was in Final Fantasy XIII and seems to have got over his "issues".
    • The time travel mechanic is more of a location menu. There aren't any particularly clever time manipulation puzzles throughout the course of the game, though there are a few sections where you revisit the same areas in different eras.
    • There are puzzles in certain areas. These take the form of "anomalies" in which you have to complete one of three different types of puzzle — finding a route over a board of tiles which disappear when you step on them while collecting crystals; joining like-coloured crystals with lines to form pictures; and a complex clock-themed puzzle that requires either forward planning or a lot of patience.
    • The game does not hold your hand as much as Final Fantasy XIII-2. This is most apparent around about 15 hours in when you are given a quest to go and find five items throughout time out of a possible seven, and given only vague clues and a picture to help you locate them. Said items are almost invisible in the field, but the Moogle reacts to them when you are close.
    • There is a quest system, where certain characters will exchange a Fragment for completing a small task, which usually takes the form of either a fetch or kill quest. There is no means of visually distinguishing questgivers from just people you can normally talk to, though once you have accepted their quest they get a marker above their head and on the map.
    • Collecting set numbers of fragments rewards you with extra special abilities.
    • Gameplay has a much stronger focus on exploration and observation than Final Fantasy XIII's straight-line corridors.
    • The automap is good and tells you how much of an area you have successfully explored. There is a quest late in the game to 100% as many maps as possible. Areas which you visit in different time periods share map completion percentage.
    • The weapon upgrade system from Final Fantasy XIII is no longer present. Instead, certain new weapons which you purchase require certain components acquired from monsters.
    • The Crystarium level-up system is a little different to Final Fantasy XIII. Both Serah and Noel do "laps" of a single crystal formation rather than having a longer "map" per role. On a lap, they can distribute their levels across any of their available roles. On completion of a lap, they can either unlock another role, enhance the bonus of one of their existing roles or extend their Active Time Battle bar, allowing them to complete more actions in succession.
    • After 25 or so hours, I have maxed out 3 of the 6 possible roles for both Noel and Serah. Progress slows with each lap around the Crystarium, requiring more Crystogenesis Points (acquired by defeating monsters and recovering Fragments) for each level gained.
    • There's a monster collection and training aspect. You can equip up to three monsters at once, each one specialising in a single role. These can then be incorporated into the Paradigm system to create custom party lineups.
    • Monsters are levelled up by feeding them special items rather than spending CP. When a monster completes a lap of its own Crystarium, it starts requiring rarer and/or more expensive items to level up further.
    • Monsters can be renamed by choosing from a large list of preset names, and adorned with decorative items found throughout the game.
    • Content has been withheld for DLC. This is most apparent in the "casino" area, where asking an attendant to explain the card games pops up a window that simply says "reserved for future DLC."
    • The music is very good and features a mix of both brand new tracks and recognisable ones from Final Fantasy XIII.

    So there you go. A series of facts about Final Fantasy XIII-2 which may assist you in the decision of whether or not you want to give it a go. For what it's worth, I've been enjoying it more than I thought I would at the bewildering outset, but it's not the strongest Final Fantasy there's ever been, not by a long shot. It is significantly better than Final Fantasy XIII in most respects, however, so those who disliked that may wish to give this one another chance.

    I've got a few days to finish this off, and then a copy of The Last Story is on its way to me. Given that that game is made by many members of the old Final Fantasy team (notably Hironobu Sakaguchi and Nobuo Uematsu), I am very interested to see what it offers.

    The post #oneaday Day 762: So, Should You Play Final Fantasy XIII-2? appeared first on I'm Not Doctor Who.

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    #oneaday Day 761: I Think They Were Lying When They Said "Final" https://imnotdoctorwho.moegamer.net/2012/02/19/oneaday-day-761-i-think-they-were-lying-when-they-said-final/ https://imnotdoctorwho.moegamer.net/2012/02/19/oneaday-day-761-i-think-they-were-lying-when-they-said-final/#respond Sun, 19 Feb 2012 01:54:23 +0000 http://angryjedi.wordpress.com/?p=3460 In an about-face from recent activities, I've been playing a relatively mainstream game today in the form of Final Fantasy XIII-2. Despite being a big release, however, one could put forward the argument that the Final Fantasy series is actually becoming somewhat niche again thanks to mixed opinions on the more recent titles. Said mixed … Continue reading #oneaday Day 761: I Think They Were Lying When They Said "Final"

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    In an about-face from recent activities, I've been playing a relatively mainstream game today in the form of Final Fantasy XIII-2. Despite being a big release, however, one could put forward the argument that the Final Fantasy series is actually becoming somewhat niche again thanks to mixed opinions on the more recent titles.

    Said mixed opinions are largely due to the fact that here is a series that is absolutely not afraid to reinvent itself every so often — with varying results.

    Up until Final Fantasy IX, you pretty much knew what you were getting — a traditional-style JRPG with random battles. Sure, each one had its own unique ability system, some of which worked better than others (FFV's Job system was a highlight for many, while FFVIII's ridiculously abstract Junction system was both needlessly overcomplicated and far too easy to game) but for the most part, you could rely on the fact that you'd have a lengthy quest involving dungeons, towns, a world map, an airship and eleventy bajillion random battles along the way which, from FFIV onwards, used the series' iconic Active Time Battle system, offering gameplay somewhere between real-time and turn-based.

    It was said prior to FFIX's launch, however, that that particular game would be the last "traditional" Final Fantasy title. And in many ways, that game did feel like a farewell to the series, featuring numerous references to all the previous entries in the franchise, a great story, some lovable characters and an utterly bewildering finale. It was also to be the last Final Fantasy to grace the PS1.

    Final Fantasy X, the first entry in the series to arrive on the PlayStation 2, shook things up. While it was still fundamentally an RPG with random battles, a lot of elements which people had taken for granted had changed completely. Gone was the traditional experience and levels progression system, replaced with the Sphere Grid, a flexible system that allowed for a degree of character customization — or a lot of character customization if you elected to play in the "Advanced" mode. Also gone was the traditional world map, with the whole game structured as one continuous journey through the world rather than jaunts through key locations punctuated with running across a peculiarly-scaled map screen. Also gone was the Active Time Battle system, replaced by a more cerebral turn-based system in which players could manipulate turn order with the use of certain abilities. It was a neat system, but Active Time Battle returned with Final Fantasy X-2 — itself a departure for the series by being the first ever direct sequel to a previous Final Fantasy game.

    Final Fantasy X-2 was great. Some people hated it for the fact that its tone and attitude was so different to that of its predecessor which, despite all its changes, told a pretty good tale, despite having one of the most irritating main characters the franchise has ever seen. Some people hated it for the fact it was as camp as a row of pink tents. Some people didn't even give it a chance after seeing the seriously cheesy intro sequence. But beneath the girlish nonsense lay a deep JRPG with an excellent character development system that combined elements of FFX's Sphere Grid and FFV's Job system.

    Then came Final Fantasy XI, which was an MMO. This caused even series mainstays to shy away, and also proved that Square Enix had a lot to learn about making MMOs. It was difficult, progress was painfully slow and its tech was rather janky — due in part to the fact it was a cross-platform release on PC and PS2 (and later Xbox 360). But somehow despite this it was still recognisable as a Final Fantasy on some level — particularly once you started getting into the story missions and boss fights. You'd be forgiven if you skipped this one, however, as it required a time investment that many players aren't able or willing to give. That said, it's still going relatively strong today, meaning there must be something there that people like.

    Final Fantasy XII reinvented the series once again, taking a few lessons from Final Fantasy XI and applying them to a single-player game. Ditching the concept of random battles altogether, Final Fantasy XII took place in an open world divided into zones, much like an MMO, and saw combat taking place on the field. There was a far greater focus on exploration and freedom than in any previous Final Fantasy game (except, arguably, the very first one, which pretty much plonked you down in the world and told you to get on with it with nary a hint of coherent plot) and, for the first time in the mainline single player series, the game focused far more on game mechanics than plot. This wasn't a bad thing — it was great fun to play, and the new systems worked brilliantly — but the plot was rather lacking, ending up as a rather poor imitation of Star Wars without the space combat. It just wasn't a very interesting story, which caused it to suffer. This, coupled with the fact that the game was so fundamentally different to what people thought Final Fantasy was — despite the fact it had been continually reinventing itself since X — caused many people to treat it with a degree of caution. The soundtrack was a bit rubbish, too — a big deal in a series that was known for its stirring, memorable music.

    And then came Final Fantasy XIII, the first "next-gen" Final Fantasy. Conscious of the fact that some JRPG fans had shied away from the Westernness of XII, XIII took on a much more traditional JRPG structure. It was linear for the most part, it featured battles which took place on a separate screen, it had a levelling system somewhat reminiscent of FFX's Sphere Grid and it had a strong cast of characters participating in a plot best described as "bewildering". It was certainly a spectacle to watch, and remains one of the best-looking games of all time to this day. Unfortunately, its extreme linearity coupled with the fact that it was still throwing tutorial messages at you by the time you were a good 20 hours into it caused many people to, again, respond negatively to it.

    Now enter Final Fantasy XIII-2, a game where Square Enix seem to think they've learned from the mistakes of the past. And in some senses they have done — gone is the straight line corridor design of XIII and in are much more open-plan areas which require exploration to discover all their secrets, for example. But in some senses, they've taken a few steps backward, too — the plot, for one, which is complete nonsense, even for a Final Fantasy game. There's a lot of time travel, though it's not until a good while into the game that you start to see this used in an interesting manner with parallel timelines and whatnot. Chrono Trigger it ain't. For the most part, it's used as a bit of a lazy excuse for whatever disastrous event is afflicting the next location you go to — it's always "a paradox", and dealing with it usually involved beating the snot out of some giant monster. 16 hours in and this format is starting to change up a bit, though, so I'm hoping for a bit more variety later in the game. (Yes, obligatory disclaimer here: I haven't finished it yet.)

    There's a few technical issues which mar the experience, too. While XIII was criticised somewhat for its relative lack of character interaction, it did at least have properly-directed and blocked scenes for all the important conversations. XIII-2 occasionally takes the lazy way out, with characters standing woodenly in place and flapping their mouths at each other. This wouldn't be so bad were it not for the fact that the character you aren't controlling at the time you initiate the conversation freezes in place when the conversation starts, meaning that if they're in a position where they block the camera, the entire cutscene might be watched through their back. And sure, Serah has a nice bum, but it's nice to see the faces of people you're talking to.

    All that said, these considerations don't stop XIII-2 from being an enjoyable game. They stop it from being a truly great, essential purchase game, but they certainly don't stop it from being fun. The battle system is straightforward and satisfying (if a little easy for the most part) and there is certainly plenty to do — and usually plenty of options for things to do at any one time rather than forcing the player down a linear path, too. There's a lot to like and a bit to dislike. If you hated XIII, it's worth a look to see the changes that have been made. If you hate Final Fantasy or JRPGS in general, it's probably not going to change your mind. If you're one of the relatively few people who enjoyed XIII, you'll enjoy the new (if batshit crazy) plot with numerous guest appearances from recognizable characters. And if you passed up playing XIII because of its mixed reviews, you can still get an enjoyable experience out of this thanks to its "Beginner's Primer" feature as well as numerous explicit explanations of past events throughout the course of the game.

    Were I to believe in review scores (which I don't, really) I would give it a solid 7. Good, not great. Worth playing, but not essential. Flawed, but enjoyable.

    The post #oneaday Day 761: I Think They Were Lying When They Said "Final" appeared first on I'm Not Doctor Who.

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    #oneaday Day 760: I Love You, Kana https://imnotdoctorwho.moegamer.net/2012/02/18/oneaday-day-760-i-love-you-kana/ https://imnotdoctorwho.moegamer.net/2012/02/18/oneaday-day-760-i-love-you-kana/#comments Sat, 18 Feb 2012 01:27:09 +0000 http://angryjedi.wordpress.com/?p=3456 I'm on a bit of a "narrative-based games that challenge the conventions of what is 'normal' and/or 'acceptable' for video games to tackle" kick at the moment, if you can even have a "kick" in such a thing. So it was that I found myself playing Kana Little Sister recently. "What is Kana Little Sister?" … Continue reading #oneaday Day 760: I Love You, Kana

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    I'm on a bit of a "narrative-based games that challenge the conventions of what is 'normal' and/or 'acceptable' for video games to tackle" kick at the moment, if you can even have a "kick" in such a thing. So it was that I found myself playing Kana Little Sister recently.

    "What is Kana Little Sister?" I hear you ask. It's another one of them visual novel type things from Japan, meaning lots of reading, occasional decisions to make, anime-style pictures and, in many (though not all) cases, some naughty pictures. If you want to check it out for yourself, you can acquire a legal copy that works on modern machines right here. Link is pretty much NSFW, just so you know.

    It will probably not surprise you to note that there are likely to be spoilers ahead. Consider yourself warned. Spoileriffic stuff is below the break. All discussion here is based on a single playthrough which achieved Ending No. 6, aka "Live Now", aka "Intellectual Ending No. 3", so any and all spoilers will relate to that route only.

    Okay, let's get the inevitable, unavoidable things out of the way first. Yes, there is sex in it. Yes, it's pretty explicit and makes use of some frankly unnecessary onomatopoeia at times. (SQUELCH.) Yes, one of the central narrative threads is a "will they, won't they" incestuous relationship between protagonist Taka and the eponymous Kana. (Reassuring spoiler the first: Kana was adopted, so they're not actually related at all.)

    There we are. That wasn't so hard, was it? Now, let's talk about the game proper.

    Kana is dying. She's been dying for a long time, and her whole family knows it. Her older brother Taka, the protagonist of our story, used to resent her for the attention and love that her condition (chronic renal insufficiency, if you're curious) got her from her parents, but after the two became separated from their parents and lost in the woods as children, Taka, feeling some sense of having to start acting like a "big brother" rather than the spoiled brat he has been until that point, feels an overwhelming urge to protect his fragile little sister from harm, culminating in his throwing himself on top of her to take the brunt of an attack by a swarm of bees — an attack which leaves him so severely injured that his role is temporarily switched with the usually bed-ridden Kana as he recovers in hospital.

    The story proceeds through several stages in Taka and Kana's growing up. As the pair mature, Taka maintains his protective "big brother" nature over Kana, to the extent that he tries to be with her as much as possible and even keep her away from his skirt-lifting friend Masa. If anything, he's somewhat overprotective of her in the early years while she's still well enough to go to school and be out of the hospital, but Kana certainly doesn't resent this, coming to depend on Taka's support when she is forced back to her lonely life in hospital, observing the world passing her by through the window.

    Taka is an intriguing character as he is a deeply, deeply flawed protagonist. His protection of — some may say obsession with — Kana in the early years causes him to be somewhat socially awkward simply because he spends so much time in the pair's private little bubble. So much so, in fact, that when the slightest possibility of getting together with class hottie Yumi comes up, he literally runs away terrified, lashing out at the poor girl after it emerges his classmates had read a sort-of love letter that he penned her in an attempt to simply get her alone and talk about, you know, The Feels and shit.

    As it happens, Yumi had nothing to do with the letter being found — Taka's classmates discovered it by themselves, but Yumi panicked and didn't know what to do. As a popular girl, she didn't want to lose face in front of her classmates, but equally she felt guilty about the humiliation it put Taka through. Taka, meanwhile, harboured an obsessive grudge against Yumi right from the incident in elementary school all the way up until the end of high school. He eventually grudgingly forgave her, however, and gave her a button off his blazer on graduation day as a memento to remember him by — assuming, at the time, that this would be the last the pair would see of each other.

    It wasn't the last the pair would see of each other, as it happened. Yumi had herself been harbouring something of an obsession over Taka, culminating with a chance meeting of them both at a college party, her getting him very drunk, seducing him, dragging him back to a motel and then doing what can only be described as fucking the bejeezus out of him. It becomes painfully apparent during their rather awkward lovemaking that Taka's mind is elsewhere — while Yumi screams about how much she loves him, Taka's mind keeps being smitten with flashes of Kana's face. He sees traits of Kana's in Yumi, even though the two are polar opposites — Kana is shy, quiet and retired while Yumi is brash, confident, used to getting her own way and rather pushy.

    Taka agrees to go along with a relationship with Yumi, however, in an attempt to get his growing feelings for Kana out of his mind — or perhaps to deny they even exist in the first place. Yumi is ecstatic at finally having snared the man she had her eye on since elementary school, and does everything she can to make their relationship happy, dynamic and fun. Taka is repeatedly wracked with doubt about whether or not he's doing the right thing, though, and his heart is never quite in it. He doesn't want to introduce Yumi to Kana, and is mortified any time Kana sees the two together — including one utterly toe-curling moment where Kana walks in on the two of them having sex.

    Yumi doesn't pick up on Taka's hesitance and reluctance until it's too late — perhaps because she doesn't want to see it — but the pair eventually split as Kana's condition gradually worsens. Taka doesn't explain exactly why he ditches Yumi, noting only that there is someone else that is important to him, and that he "had to make a choice". He's still in denial about the feelings he's harbouring towards the girl he has grown up knowing as his sister — though after finding a family album with no photos of Kana as a young girl, he starts to have suspicions.

    Taka sacrifices most of his life to take care of Kana as her health goes into a slow decline. He drops out of college, gets a menial job to earn some money and spends every waking moment he can with Kana. Kana appreciates his visits and draws strength from his presence — she'd later note in her diary that she wasn't fighting alone, because her "Bro" was with her all along, allowing her to far outlive the life expectancy the doctors gave her.

    Taka, growing increasingly desperate as he sees this girl that he loves — though he's still confused exactly how — attempts to give her the opportunity to live as normal a life as possible. He takes her out, allows her to fulfil her modest dreams of seeing the ocean and, eventually, confesses his feelings to her. Kana reciprocates them, and the pair both admit that they've known for a while that they weren't blood relatives.

    The two make love in a scene that is a far cry from the urgent, animal intensity of Taka's encounters with Yumi. Taka is gentle and tender with Kana, not only because he's afraid of her fragility due to her illness, but because she's the one that he really loves, and has done for some time. The pair are happy in each others arms, with Kana saying that she feels like she's finally achieved something — to be with the one that she loves.

    It's at this point she starts to let go of her already tenuous grip on life. She gets a fever, and her health starts to decline more rapidly. Like the pair's aunt Sumako, however, whom they watched die from cancer with few regrets, Kana is accepting of the fact that she does not have much time left. Instead of bawling hysterically like in an earlier scene, she faces death with quiet contemplation.

    It transpires that it was the pair's trip to see the ocean and their subsequent confessions of love to one another that caused Kana to feel fulfilled. She wasn't giving up, she felt she had achieved everything she wanted to. She faced her fate happily and without fear.

    "Today I saw the ocean," she writes in her diary. "I'm not afraid any more."

    Taka doesn't discover this page in her diary — the very last entry — until some time after she has breathed her last. Following her death, Taka found himself unable to cry for her, wondering what was wrong with him to stop him crying when he "should" or "needed" to. This entry, this simple statement of her acceptance of her fate, and her feelings of fulfilment with her short life, causes him to snap and finally let out the emotions he's been bottling up. He breaks down in tears and is inconsolable for some time, but finally he understands Kana — including her reasons for wanting to donate her organs to Taka's cousin after her death.

    As time passes, Taka heals and finds direction in his life. Kana lived her life with no regrets, he understands, and died knowing that she had fulfilled that which she wanted to achieve. He gets Kana's diaries published as a book, which helps Yumi understand the pain and suffering that both he and Kana were enduring and allows her to forgive him; throws himself into his studies; and aims to do the best he can with the time he has left.

    Kana's diary notes that she believes no-one should live forever because by several hundred years in the future, the world will have changed to such a degree that humans will have had to evolve to keep up with it. She believed it better for people to live in their own generation, and to live a full a life as they can in their own circumstances. That way, there's no looking back at the end and thinking "What if…"

    It's a good philosophy to take, and one which Taka takes to heart as he looks forward to the rest of his life, knowing that his little sister has forever changed his outlook for the better.

    So that's one route through Kana Little Sister. There are several others, which I believe are significantly different. I'll be interested to see what they involve.

    If you're wondering whether the game itself is actually worth playing, the answer is "yes", with a few provisos. It's a visual novel, so you will be spending 95% of your time reading text and looking at anime pictures. It's also a visual novel translated from Japanese, which brings up its own set of considerations. The text is rather slow-paced, descriptive and occasionally repetitive, and there are a whole bunch of spelling and grammatical errors throughout (including one memorable sequence that repeatedly uses the word "apolozige").

    But it's testament to Kana Little Sister's strong story and well-defined characters that even with these linguistic idiosyncracies, it's still not something you will want to put down easily once you're engaged with it. It's a rather different beast to Katawa Shoujo in that it's not a "dating sim" type of game and thus you're not outright trying to woo a specific girl. Instead, it focuses on the complex, intimate feelings between two people as they speed through life towards a conclusion that they both know is not going to end well. It's by turns touching, heartwarming and tragic — or, to put it another way, Here Be Feels.

    The post #oneaday Day 760: I Love You, Kana appeared first on I'm Not Doctor Who.

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    #oneaday Day 759: I Said Byte, Byte, Mrs Raspberry Pi https://imnotdoctorwho.moegamer.net/2012/02/17/oneaday-day-759-i-said-byte-byte-mrs-raspberry-pi/ https://imnotdoctorwho.moegamer.net/2012/02/17/oneaday-day-759-i-said-byte-byte-mrs-raspberry-pi/#comments Fri, 17 Feb 2012 01:40:37 +0000 http://angryjedi.wordpress.com/?p=3452 The Raspberry Pi is here! If you have no idea what I'm talking about, here's the official website. Still no clue? It's a little computer (and I mean little — it's about the size of a credit card) that costs approximately £16 and is capable of outputting 1080p video via HDMI. David "I Made Elite, … Continue reading #oneaday Day 759: I Said Byte, Byte, Mrs Raspberry Pi

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    The Raspberry Pi is here!

    If you have no idea what I'm talking about, here's the official website.

    Still no clue? It's a little computer (and I mean little — it's about the size of a credit card) that costs approximately £16 and is capable of outputting 1080p video via HDMI. David "I Made Elite, No Not the Call of Duty thing" Braben was involved in its development and has been a vocal spokesperson in the run-up to its release, but the device itself is the brainchild of one Eben Upton, a former lecturer at Cambridge University.

    You're probably thinking that £16 is pretty cheap for a fully-functional computer, and that there must be some sort of catch. Well, it's not a "catch" as such, but don't expect to be playing The Old Republic on this little beast. Boasting 128MB or 256MB of RAM and a 700MHz ARM processor similar to that found in a low-end smartphone, it's not going to set the world alight with its performance, but that really isn't the point of it.

    Instead, Upton, Braben and the other industry luminaries who have worked on the project are hoping that the device will inspire a quiet revolution in computer science teaching. Due to the system's low cost, it will be a simple matter for schools to outfit themselves with a veritable arsenal of Raspberry Pis, allowing large numbers of kids the opportunity to get hands-on time with a real computer and learn some useful skills.

    This is a hot-button issue in the UK at the moment, as the Livingstone-Hope Next Gen Skills report published last year found that computer science teaching in the UK was, to put it politely, somewhat lacking. The National Curriculum prescribes that children should be equipped with certain information and communication technology skills by the end of their school career, but the goals are distinctly unambitious and, more to the point, have not exactly moved with the times. There's a strong focus on Microsoft Office and little else — no exploration of web design, website administration, database management, programming, and certainly very little in the way of creative design work such as Photoshop.

    Part of this is a cost issue, of course — even at educational pricing, Photoshop is still pretty frickin' expensive — but that doesn't diminish the fact that kids aren't leaving school with the computer skills that they'd need to find jobs in the tech industries. They're maybe leaving with enough knowledge to allow them to fulfil a secretarial role, but that's about it. They certainly wouldn't be building a website, looking after a CRM or even inputting data into a CMS. Any knowledge of social networking and blogging is done on their own time — and all credit to the kids of today, they take to it like a duck to water.

    What the Raspberry Pi team hopes to achieve with the little computer that could is to provide kids with a piece of kit that is built for tinkering with. Many pieces of consumer electronics in the home these days are locked down tightly to prevent modification and experimentation — in the case of games consoles, users are even punished for unauthorised system modifications in many cases. There's also a high barrier for entry to development in many cases — expensive software packages, development kits, membership in "developer programmes" all build up costs to a level unfeasible for the hobbyist to contemplate, especially if they're not sure whether or not they'll be able to develop the skills necessary to enjoy success.

    The Raspberry Pi, running on Fedora Linux and designed to be expandable with all manner of external hardware, is a low-cost step that will allow a much greater number of people access to some truly open hardware with which they can experiment, tinker and learn all manner of exciting things. And even if they find that their brain is completely incapable of wrapping itself around complex computer-related concepts, they're only out of pocket by £16 when all's said and done. (Plus the cost of monitor, keyboard and other bits and bobs, but that's beside the point.)

    Hopefully the Raspberry Pi will convince schools to throw out the abject tedium of the National Curriculum's ICT programme and start exploring more relevant, exciting topics surrounding computing. It might also convince schools to hire ICT teachers who actually know something about computers, rather than treating it as a second-class subject to be handled by teachers of completely unrelated disciplines as a means of filling up some of their free periods. What a brave new world that would be.

    Will it be a success? Impossible to say at this juncture, as the simple existence of the product doesn't necessarily mean that there will be buy-in from the people who it is aimed at. But we'll see.

    To find out more, check out the official site. You'll be able to order one for yourself at the end of this month, and educational packages including additional equipment, documentation and all manner of other goodies are on track for a September-ish release from the sounds of things.

    The post #oneaday Day 759: I Said Byte, Byte, Mrs Raspberry Pi appeared first on I'm Not Doctor Who.

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    #oneaday Day 758: Keep Moving! https://imnotdoctorwho.moegamer.net/2012/02/15/oneaday-day-758-keep-moving/ https://imnotdoctorwho.moegamer.net/2012/02/15/oneaday-day-758-keep-moving/#comments Wed, 15 Feb 2012 23:54:06 +0000 http://angryjedi.wordpress.com/?p=3448 Thus far the return to a regular fitness routine has been going pretty well. I've shaken off all vague feelings of illness, so I can't use that as an excuse any more, and I have a variety of activities that I'm able to do so I don't get bored. Also, as stupid as it sounds, … Continue reading #oneaday Day 758: Keep Moving!

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    Thus far the return to a regular fitness routine has been going pretty well. I've shaken off all vague feelings of illness, so I can't use that as an excuse any more, and I have a variety of activities that I'm able to do so I don't get bored. Also, as stupid as it sounds, associating the act of running with one of my favourite characters from Katawa Shoujo — that's Emi, for anyone not tuning out when I mention that game now — gives me a positive attitude towards it, even if I suck in comparison to people who are fitter and slimmer than me.

    Fitness is tricky business, though, as anyone who has tried to get themselves into a decent routine and struggled will attest. Just arbitrarily deciding that you are going to "get fit" isn't enough for most people, in my experience. You need things to aim for and the means through which to motivate yourself.

    I thought what I'd do today is share what I'm doing in the hope that it might rub off on some of you. Feel free to pinch any of my ideas if you're struggling with the whole "motivation" thing.

    First up, I have a selection of things to do — I don't do the same thing all the time. If you're a gym member, it's easy to think that you should be using the gym as much as possible, and when you're there, it's also very easy to get stuck in a rut doing the same routine over and over and over again. And sure, sticking to a routine can allow you to work on the parts of the body that you'd really like to focus on, but good grief it gets boring after a while.

    So mix it up. When you're at the gym, try some different machines. If you do weight training, use the machines sometimes and the free weights at others. Try using barbells if you normally use dumbbells. Challenge some different cardiovascular machines. Bump up the difficulty. Set yourself more lofty targets — ten minutes, twenty minutes, thirty minutes. Challenge yourself to meet those targets without stopping for a rest, or with only a certain number of rests, or completing a certain amount of distance in that time period.

    But don't necessarily stick to the gym. Go outside and do something like cycling or running. While you may feel horrendously self-conscious attempting to perambulate your wheezing carcass at a faster speed than your normal zombie-like shamble in an environment that contains other people, there are plenty of ways to tune out the outside world. Loud music, for example — and we'll come back to that point in a minute. The clothing you wear makes a difference, too — hide your face under a hoodie or a hat and you'll feel much less self-conscious, plus you get the added bonus of being able to pretend you're Ezio Auditore running away from the city guards. That and keeping the windchill off your ears, too. Also bear in mind that there's a strong possibility that anyone who sees you running — especially in inclement weather conditions — will be impressed at your dedication to bettering yourself. (This rule is also known as the "Fat People Shouldn't Be Ashamed To Be Seen At The Gym Rule".)

    On the subject of music, pick something that inspires you. No-one else is going to hear it (unless you have crap headphones that leak sound everywhere, and even then only if you're exercising around other people and playing your music at full volume) so it can be absolutely anything you want, even the most shameful of crap in your iTunes library. In fact, in the age of Spotify, you can feel free to try out different genres of music to see what gets your pumped up. You may find that 80s cheese does the trick, or thumping dance beats, or — God forbid — dubstep.

    Podcasts are a good thing to insert into your earholes while you're exercising too, not because they're inherently energetic in themselves, but because they provide the illusion of time passing more quickly. By concentrating on the sound of peoples' voices and what they are saying, you'll find you naturally stop clockwatching, simply letting your body run on automatic while you listen to, say, the Minotti brothers yelling at each other on the Exploding Barrel Podcast, or the Squadron of Shame waxing lyrical about chin-strokey gaming topics.

    My personal recommendation for listening material is to check out some soundtracks, both movies and games. Action movie soundtracks and games that are full of spectacle typically provide excellent soundtracks to work out to — particular favourites of mine include the soundtracks to Speed, the Matrix series, Metal Gear Solid, Split/Second, Shadow of the Colossus (particularly awesome when lifting weights), the bizarrely cheerful soundtrack to the iPhone version of DoDonPachi Resurrection and Space Channel 5. If you're a JRPG fan, battle themes are particularly awesome to work out to. If you can create a crescendo of intensity culminating in the most epic final boss themes you can find, so much the better. There's no better feeling than finishing that last set of reps as the choir starts belting out One Winged Angel.

    Finally, and I think this is probably the most powerful motivational factor in my case: track your progress. It's very easy to get stuck in a rut, but to see measurable results provides powerful inspiration to push yourself harder and go a little further. Exactly how you do this is up to you, but as a gamer and social media junkie I use Runkeeper to track cardiovascular workouts (including mapping my runs when I go outside) and the very excellent Fitocracy social game/network to log complete workouts. I also share my completed workouts on Facebook and Twitter. While some may not like the "spam", it's easy enough to ignore, and the few people who do congratulate me on a job well done after the fact makes it worthwhile.

    On that note, if you can build up a support network for yourself — be it people you regularly work out with or online friends who cheer you on from afar — you'll find yourself motivated to succeed, particularly if they're the sort of friends who would rib you mercilessly if you give up. If you're going through a programme like the Couch to 5K thing I shared with you all the other day, then work with a friend or team to get through it together.

    Above all, though, have fun with it. It may feel like work at times because it is — it's something you need to make yourself do, and made of activities that your body often doesn't feel like doing if you tend to live a fairly sedentary lifestyle. But unlike going to actual work, you're free to tackle it and make it fun in whatever manner you please rather than sitting in a cubicle allowing your soul to be sucked out through your ergonomically-designed management keyboard.

    I hope that's made some of you think a bit. C'mon, if I can get off my arse and get active, I'm pretty sure that you (yes, you, with the beard/glasses/pointy nose/weird hair/lovely hair/nice tits/flatulence/worryingly prominent erection/kind face/greasy trout in your hand/jar of olives clutched to your breast/smelly armpits [delete as applicable]) can do it too.

    The post #oneaday Day 758: Keep Moving! appeared first on I'm Not Doctor Who.

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    #oneaday Day 757: SEX! https://imnotdoctorwho.moegamer.net/2012/02/14/oneaday-day-757-sex/ https://imnotdoctorwho.moegamer.net/2012/02/14/oneaday-day-757-sex/#respond Tue, 14 Feb 2012 23:16:44 +0000 http://angryjedi.wordpress.com/?p=3442 Let's talk about sex. Sex in video games, to be exact. I read this article over on Eurogamer today. It makes its point in a rather crude manner, noting that video games "can't do sex", going on to cite numerous examples including popular media's backlash against Mass Effect's sex scene and BioWare's subsequent retreat into … Continue reading #oneaday Day 757: SEX!

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    Let's talk about sex. Sex in video games, to be exact.

    I read this article over on Eurogamer today. It makes its point in a rather crude manner, noting that video games "can't do sex", going on to cite numerous examples including popular media's backlash against Mass Effect's sex scene and BioWare's subsequent retreat into their characters' underwear; sex-focused games such as 3D Sex Villa 2; Second Life's notorious sex industry (which likely accounts for a considerable proportion of that virtual world's economy) and numerous others.

    But I sort of think that the argument in that article is a bit flawed. There seems to be something of a confusion in the distinction between "sexual content" and "porn". I don't think anyone is advocating the inclusion of outright pornography in our games, though this is often the assumption that mainstream media makes when news emerges of sexual content in a high-profile game. But the Eurogamer piece jumps from discussing Mass Effect's soft-focus sideboob to games that are just plain porn. There's no middle ground, it seems.

    Or is there? Well, yes, but you have to look outside of the mainstream and outside of the pornographic games industry to find it.

    Probably the most common example you'll find of this "middle ground" is in the dating sim/visual novel/eroge genre. I've played a few of these over the years for curiosity's sake and while some are just interactive porn stories (Paradise Heights springs to mind — there are no choices to make and a lot of fucking) others like True Love, Kana Little Sister, Three Sisters' Story and, yes, Katawa Shoujo use their sexuality as something more than just a titillating scene for players to jack off over or something deliberately provocative to attract the ire (and thus inadvertent publicity) of the mainstream media. (This latter interpretation is a cynical view, I know, but I've seen too much video game marketing over the last couple of years to believe it doesn't happen.)

    Rather, these games use sexual scenes in context. Katawa Shoujo is perhaps the best example, with sex scenes proving to be a way for us to get to know more about the characters. We learn that Emi is adventurous and willing to try anything once; that Lilly, despite her prim and proper appearance, enjoys her sexuality; that Shizune is dominant in all aspects of her personality; that Misha is confused; that Hanako believes no-one will see her as anything more than a "princess" to be saved; that Rin craves intimacy, to find some way to connect to another person. All of these scenes feature explicit erotic imagery and text, but none descend into being porn — sex for the sake of sex. During the sex scenes with Rin, for example, there's a lot of philosophising about what might be going on inside Rin's confused, creative head. Lilly uses one of her sex scenes to show Hisao what it's like to be blind. Emi's "Anal." scene is endearingly awkward as only teenage sex can be. And Hanako's encounter with Hisao is faintly horrifying after the fact.

    "I can't fap to this!" was the war cry thrown up by members of 4chan upon playing Katawa Shoujo, but that's not a bad thing — do you jack off every time there's a sex scene in a movie? No, because that's ridiculous. Sex doesn't equal porn.

    The same is true to a lesser extent in True Love, another dating sim based in a high school, though in this instance it's a regular education institute rather than a special school. In True Love, gameplay revolves around managing the protagonist's schedule so he builds up a series of different statistics ranging from creativity to sportsmanship. Different statistics will attract different members of the game's cast, and this then sends you down their various narrative routes where, again, along the way you get to know them a whole lot better and, again, you get to shag them at least once in a scene that, while erotic, is more focused on characterisation than providing something for the player to get their rocks off to.

    Three Sisters' Story actively punishes players for being promiscuous, though not until it's far too late to do anything about it. Throughout the course of the game's story, the player gets the opportunity to have sex with the three sisters in question, but also has the opportunity to turn them down, too. If the player elects to have sex with all of them over the course of the game, the story doesn't end well for our protagonist, even after he saves them from abduction. A degree of self-control on the player's part is required in order to get the best ending. Do they want the sexy scene now, or do they want the story to end well?

    Moving out of the visual novel genre, Silent Hill is another series which has always used sexual imagery to striking effect. Rather than being outright explicit about it, however, it tends to make use of more abstract imagery, leaving the player to interpret things for themselves. At no point in the game do we see exactly what made Angela so wrong in the head, but we can interpret that it was sexual abuse from her father. At no point in the game does James speak about his resentment over his wife's illness depriving him of sexual gratification, but we can determine that from the appearance and behaviour of Maria, the various times Pyramid Head shows up and the grotesque mannequins who form the bulk of the game's enemies.

    You can't fap to Silent Hill, in short.

    Look at Catherine, too. The game's just come out in the UK so a whole new wave of reviews has been hitting. I was rather surprised to see at least a couple calling it out for not being daring enough with its visuals — i.e. not showing any tits, muff, cock and/or balls. Despite the game's focus on adultery, sexuality and adult relationships, there are no explicit sex scenes in the game, and nothing more than sideboob in the nudity department. But the thing is, there doesn't need to be. Catherine didn't need explicitly pornographic scenes to get across its point. Sex is a key theme in that game, but that doesn't mean we need to stop for a fuck break every so often. Sometimes implying something can be just as powerful as showing it and — God forbid — making it interactive: Heavy Rain's painfully awkward interactive sex scene says "HHNNNGGG" at this juncture.

    So can games "do sex"? Why yes, yes they can. Unfortunately, those games which do do sex and do it well tend to be confined to the specialist interest, cult classic or underpromoted independent title department. So why don't we see large publishers taking more risks, producing more adult games with sexual themes and/or content?

    Part of it is a marketing issue. Getting too explicit with the sexytime in a game will net a release an "Adults Only" rating from the ESRB, and that's a big no-no for a lot of game retailers, thus hurting physical sales for the publisher. Given the growth of digital downloads, however, at least part of this problem goes away — there's no shame in purchasing an Adults Only title online, and publishers can simply sell it themselves, which is generally a better deal for everyone involved anyway.

    Part of it, too, is fear of backlash from the mainstream media and, subsequently, politicians who don't understand the first thing about the industry, assuming it to be toys for children. California had a narrow escape just last year, and it's doubtful that publishers want to take the risk of making the people in charge think that censorship of a creative industry still finding its feet is a good idea.

    Do we "need" sex in games? If we want to explore the full gamut of human emotions in the interactive stories that we tell, then yes, we do. We need to get over the assumptions that everyone playing games is too young to be able to handle sexual content. We need to get over childish tittering at every sight of sideboob. We need to have realistic characters who have realistic relationships.

    What this doesn't mean, however, is that we need sex in all games. And those games that we do have sex in should justify its inclusion somehow, otherwise we're right back to accusations of peddling porn again. Katawa Shoujo and its ilk are doing it right. Mainstream publishers could learn a lot from the risks that independent studios and those who tackle the development of a game as a creative rather than a technical or marketing project.

    Who knows what the future holds? I certainly don't. But it's clear that the industry as a whole still has a lot of growing up to do as yet.

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    #oneaday Day 756: Emi's Inspiration https://imnotdoctorwho.moegamer.net/2012/02/13/oneaday-day-756-emis-inspiration/ https://imnotdoctorwho.moegamer.net/2012/02/13/oneaday-day-756-emis-inspiration/#comments Mon, 13 Feb 2012 23:29:19 +0000 http://angryjedi.wordpress.com/?p=3435 Bettering yourself is a difficult thing to do. First of all, you have to really want to change, which isn't necessarily the same as not liking something about yourself. It's the difference between self-pitying cries of "I hate that I'm like this!" and inspirational yells of "I may be like this now, but you better … Continue reading #oneaday Day 756: Emi's Inspiration

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    Bettering yourself is a difficult thing to do. First of all, you have to really want to change, which isn't necessarily the same as not liking something about yourself. It's the difference between self-pitying cries of "I hate that I'm like this!" and inspirational yells of "I may be like this now, but you better watch out, cause I'ma kick your ass!" or something equally obnoxious.

    There are lots of ways you might want to change yourself. It could be eating better, working on a new creative project, getting more exercise. Chances are, there is something you would rather do better — probably even several things. Once you've picked one, that's where the challenge comes in — motivation to begin.

    Inspiration can come from the strangest places. In this post back in 2009, I commented on the strange effect that changing my Second Life avatar from one which loosely looked like me to someone rather more buff an' ting had on me. I suddenly felt inspired to better myself, and to attempt to hammer and chisel my flabby body into some sort of shape, to be more like my virtual self.

    Well, I can't say that it had a massive effect on me — I'm still overweight and would very much like to change that — but that initial push over the edge gave me some preliminary interest in fitness, and the knowledge that yes, I could do it if I applied myself.

    Later on, I tried the Couch to 5K running programme, which takes 9 weeks to get you from wheezing, sweating mess up to someone who can run continuously for half an hour without stopping. It's an excellent system, and one which has a very positive impact on anyone who tries it. But again, it can sometimes be difficult to get started.

    One of the interesting things that those of us who have played Katawa Shoujo noticed was the inspirational effect that some of the characters had on members of the community. I'm not necessarily even talking in the "overcoming their disability" sense — rather, I'm referring to certain admirable character traits which a number of the girls in the game demonstrate to both protagonist Hisao and the player themselves proving to be a powerful motivational factor.

    The most oft-cited example of this is Emi, an amputee girl and track star who describes herself as "The Fastest Thing on No Legs". She overcame her disability to become a strong, fit runner, so why shouldn't a person without a physical disability be able to do the same thing, too?

    You can probably see where this is going.

    What would happen, then, if you combined the infectiously cheerful, never-give-up personality of Emi with the well-paced Couch to 5K programme? Well, you get the following chart, which I include here after the break as a courtesy to that certain subset of you who have played Katawa Shoujo and are considering taking up running but having absolutely no idea where to start. Indeed, even those of you who haven't played Katawa Shoujo but would like to be able to run for more than five seconds without HHNNNGGGGing can benefit from this. (To support the programme, I also recommend downloading this app for iPhone.)

    As for me, I'm back into an almost-regular gym routine but haven't done a long run for quite some time, so am planning on ploughing through the whole Couch to 5K programme again — with Emi's help, of course — very soon. I shall be providing occasional progress updates on here when I can be bothered and/or when I don't have anything interesting to write about that day.

    Why don't you get up off your arse and join me? See you on the track.

    (Click Continue Reading if you're on the front page to see Emi's chart.)

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    #oneaday Day 755: WHY CAN'T I HOLD ALL THESE FEELS https://imnotdoctorwho.moegamer.net/2012/02/13/oneaday-day-755-why-cant-i-hold-all-these-feels/ https://imnotdoctorwho.moegamer.net/2012/02/13/oneaday-day-755-why-cant-i-hold-all-these-feels/#comments Mon, 13 Feb 2012 00:18:10 +0000 http://angryjedi.wordpress.com/?p=3431 I properly broke down and cried at a video game tonight. That's never, ever happened before. I've had games that have brought a tear to my eye, games that have profoundly affected me emotionally and made me think about them long after I've finished playing them, but I can usually hold back the tears and … Continue reading #oneaday Day 755: WHY CAN'T I HOLD ALL THESE FEELS

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    I properly broke down and cried at a video game tonight. That's never, ever happened before. I've had games that have brought a tear to my eye, games that have profoundly affected me emotionally and made me think about them long after I've finished playing them, but I can usually hold back the tears and prevent myself from looking too foolish and/or compromising my hairy, manly exterior.

    This was not the case with Freebird Games' To The Moon, an independently-developed, narrative-heavy game created with popular game making software RPG Maker XP, whose final scenes utterly destroyed me. (In a good way.)

    To call To The Moon an RPG is to do it a complete injustice, as it's not one, despite appearances, not to mention the software with which it was created. It most closely resembles a point and click adventure with Chrono Trigger-style top-down 16-bitesque visuals, but that, too does the game an injustice. In fact, discussing game mechanics with regard to To The Moon is almost irrelevant — it is a story first and foremost, albeit an interactive one in which you, the player, participate.

    I shall try and minimise spoilers in this post, but in order to understand some of the things that are interesting about this game, you at least need to know the basic concept. So here it is.

    It's the future. Exactly when is never specified, nor does it matter. What does matter is the existence of a technology which allows for the rewriting of memories. This is used by our heroes of the hour, Drs. Watts and Rosalene, in order to grant the last wishes of the dying — at least, so far as they remember in their final moments. Their patient in To The Moon is an old man named Johnny, who is slowly losing his grip on life. He wants to go to the moon. It sounds like an impossible, inexplicable wish, and much of the story revolves around understanding this desire and attempting to make it come true — at least so far as his memories are concerned. That's all I'll say on the plot.

    Unlike the "sit back and read" nature of Katawa Shoujo, To The Moon sees you directly controlling the game's two protagonists. The nature of the game's story, however, sees additional layers being added on top of the traditional "player-protagonist" relationship. Drs. Watts and Rosalene work their way through Johnny's memories largely as invisible, relatively passive observers. Meanwhile, the player is sitting another layer back from these two, observing their reactions to everything that is going on, and reaching their own understanding of the events that are unfolding. It's a really interesting narrative technique, and the doctors' glib comments throughout are a perpetual source of dry amusement in an otherwise fairly serious narrative.

    It's not a difficult game to play — there are a few puzzles, but they're relatively incidental — nor is it a long one. But that doesn't matter — the important thing is the story and how it is presented. And somehow, through some sort of magical combination of 2D pixel art and a gorgeous, melancholy soundtrack, To The Moon manages to provide an incredibly intense emotional experience.

    If you're anything like me, you may not feel it at the beginning, but by golly you will feel it at the end. If you have taken the time to invest yourself in the setting, characters and narrative, you will likely find it a profoundly powerful experience. You may not find yourself full-on weeping at it as I did, but it would take a hard-hearted soul to be completely unaffected.

    It's for experiences like this that I, personally, play games.

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    #oneaday Day 754: Hindsight https://imnotdoctorwho.moegamer.net/2012/02/12/oneaday-day-754-hindsight/ https://imnotdoctorwho.moegamer.net/2012/02/12/oneaday-day-754-hindsight/#comments Sun, 12 Feb 2012 00:39:53 +0000 https://angryjedi.wordpress.com/?p=3427 Every so often, I like to look back over my old blog entries and ruminate on everything that's come to pass in the time since writing them. Since starting this site back in 2009, and particularly since starting daily posting early in 2010, I think it's fair to say that a lot has changed. And, … Continue reading #oneaday Day 754: Hindsight

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    Every so often, I like to look back over my old blog entries and ruminate on everything that's come to pass in the time since writing them. Since starting this site back in 2009, and particularly since starting daily posting early in 2010, I think it's fair to say that a lot has changed. And, pleasingly, mostly for the better.

    My early #oneaday posts largely focused on how miserable I was working as a teacher. I had a feeling before I even started that position at that primary school that it was going to be a difficult time — my previous stint as a secondary school teacher had ended with me suffering a nervous breakdown, after all, and I wasn't keen to return to that place in my mind.

    I had thought I should give primary teaching a shot, however, as several family members and friends had said they thought I'd make a good primary school teacher. (I have since forgiven them for saying these things.) Given the amount of unnecessary fighting and workplace bullying I had to put up with to get a foot in the door of primary teaching, I also wasn't about to give up easily.

    But give up I did. Not for lack of trying, but because I recognised the signs of my own decline from last time and wanted to escape before my brain collapsed again. That and I had the opportunity to go to PAX East in Boston, which was something I desperately wanted to do and proved to be, to date, probably the happiest, most fun time of my life.

    Subsequently came the chaos that was the end of my marriage. This, in stark contrast to PAX East, was the most difficult, unpleasant experience I have ever been through. The way I felt after breaking down at school that first time was absolutely nothing compared to the sense of guilt, rejection, anger, stupidity, frustration, sadness, regret and all manner of other feels I felt during this dark period of my life. I felt like I was going under, and that this time I'd never make it back up again.

    Ironically, I think some of my best writing was done during this period. I guess it's true what they say: inner pain fuels art.

    Make it back I did, though, thanks to support from family and friends. I moved away from the city I'd called home for nearly ten years (even during the periods when I didn't actually live there) and moved back in to my childhood home.

    I was in two minds about this. On the one hand, to be pushing thirty and back living with my parents felt kind of pathetic, like I'd failed at life. On the other hand, I was and am grateful to them for supporting me at that difficult time. I felt hugely depressed for much of the time I lived there as I desperately tried to rebuild my life, struggling to find a job when the only thing I was really qualified was teaching — the career that had nearly killed me.

    By a stroke of good fortune, I eventually found myself working for GamePro, initially on a fairly casual basis, then gradually building up my contributions until I was effectively a remote full-time employee, responsible for the majority of the site's news output. I had a noticeable impact, too — the traffic figures showed that my work was attracting lots of new visitors to the site, and I was developing a good reputation as the face of GamePro's news posts.

    By a further stroke of good luck, I found myself in a new relationship with someone who understood me and my likes a whole lot better than my wife ever did. This developed quickly and eventually gave me the means and the opportunity to fly the nest once again. This, coupled with my work for GamePro, made me feel my life was finally getting back on track.

    To date, I think GamePro was my favourite job I've ever had. Which is what made it all the more upsetting when GamePro met its unceremonious demise late last year. I saw a variety of panicked-looking emails from other members of staff but since I wasn't physically present in the office, I'd obviously missed out on some sort of important news. I hoped against hope that it wasn't what I thought it was, but it was.

    I thought for a horrible moment that it was all over again, that things had come to a disastrous close thanks to my reliance on a volatile industry for my career. It had been going so well, though, and right up until the plug was pulled, GamePro's traffic figures were skyrocketing. But it wasn't enough.

    Now I find myself writing regularly for specialist business sites Inside Social Games and Inside Mobile Apps. I find myself using terms like "monetization" (a word for whom I have expressed considerable disdain in the past) and "user acquisition". I compile reviews and a weekly business-to-business report on trends in the social and mobile gaming industries.

    And y'know what, I'm enjoying it. It's satisfying work of a different kind to that which I did on GamePro, and not as high profile to the public, but that's okay — it means less likelihood of being denounced as a paedophile by psychotic commenters simply because I posted a news story about an academic institute's game exploring LGBT issues, after all. (Yes, that really happened.)

    Life is pretty good right now. I'm in an awesome relationship, I have a job I enjoy where I learn new stuff regularly, I live in a nice place and for the first time in quite a long while I'm reasonably financially stable.

    It's been a long road to this point, and there's plenty more steps on my life's journey (unless I get hit by a bus tomorrow, obviously, and even then I might survive), but things are looking pretty sort of kind of okay right now. Long may it continue.

    If you've been following this nonsense for years, another hearty thank you for sticking by me through all the past angst. I hope my catalogue of misfortunes, my fall and rise has been entertaining, enlightening and/or helpful to at least some of you.

    And if you're a new follower, uh, welcome. You caught me at a good time.

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    #oneaday Day 753: I Love You, Katawa Shoujo https://imnotdoctorwho.moegamer.net/2012/02/11/oneday-day-753-i-love-you-katawa-shoujo/ https://imnotdoctorwho.moegamer.net/2012/02/11/oneday-day-753-i-love-you-katawa-shoujo/#comments Sat, 11 Feb 2012 01:51:31 +0000 http://angryjedi.wordpress.com/?p=3420 This is the sixth (and definitely final… for now) of several posts regarding the notorious amateur-developed visual novel Katawa Shoujo. If you are intending to play this game and would like to avoid spoilers, this post is somewhat less spoilery than the recent character-specific ones, but might still spoil a few bits and pieces. All … Continue reading #oneaday Day 753: I Love You, Katawa Shoujo

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    This is the sixth (and definitely final… for now) of several posts regarding the notorious amateur-developed visual novel Katawa Shoujo. If you are intending to play this game and would like to avoid spoilers, this post is somewhat less spoilery than the recent character-specific ones, but might still spoil a few bits and pieces. All spoilery discussion is below the break.

    If you’re still reading this, it’s highly likely you already know what Katawa Shoujo is but just in case you aren’t and/or you haven’t read the previous posts where I included this exact same paragraph, it’s a visual novel developed by 4 Leaf Studios, made up of members of the much- (and usually justifiably-) maligned 4chan community along with other itinerant creative types from around the Internet. It was developed following extended discussion over a sketch by Japanese doujinshi artist Raita, and is the very definition of a “labour of love”, having come from discussions on 4chan all the way to a full-fledged, professional-quality game between the years of 2007 and 2012. It’s been described by some as “eroge” or an erotic game, but I feel this does it an injustice; there are sexual scenes in the game, yes, but the point of the game is not to get to these scenes — rather, they are part of the plot, and not necessarily a “victory” for the player. They are also not terribly frequent compared to the rest of the game, which focuses on interpersonal interactions and psychological issues.

    If you want to check out Katawa Shoujo for yourself, take a peek at the official website. My previous post regarding Emi’s path can be found here, and if you’re too lazy to scroll down, yesterday’s post on Rin can be found here, the previous day's post on Shizune can be found here, the previous previous day’s post on Hanako can be found here, and the day before that’s post on Lilly can be found here. I've now finished the game 100%, so perhaps I'll shut up about it now.

    So, what have we learned in our time together?

    Firstly, Katawa Shoujo is a remarkable experience that anyone who cares to even the slightest degree about interactive narrative should play. While it's light on the "game" front and heavy on the story, the player has just enough input throughout to make it feel like the decisions made throughout are meaningful. And, pleasingly, consequences of said decisions don't always become apparent until much later in the plot. This is a good thing.

    Secondly, Katawa Shoujo is proof that just because something happens to have sexual scenes in it, it doesn't have to be sleazy or pornographic. The interesting thing about the sex scenes in the game are that they each have a purpose in the relevant girl's story. They're never presented as a "reward" for the player, unlike hentai games which are rather less subtle about how they spur the player on (a flash of panties here, a closeup of boobs there, eventually culminating in Our Hero inevitably jizzing on her tits… but I digress). Instead, the sex scenes allow the player to witness just one aspect of both the girl in question and the protagonist that Hisao has become throughout the course of that particular story arc. Sometimes the girl is the one with the power — Emi is a good example of this by being very upfront, matter-of-fact and adventurous about sex, much to Hisao's surprise at times. And sometimes they're at their most vulnerable — the rather unsettling intimate encounter between Hisao and Hanako being perhaps the best example of this. Not only that, but we also get to see how Hisao handles the encounter, too — going back to the scene with Hanako, for example, there's a gnawing sense of unease on the part of the player during the act itself, which comes to a horrifying head when Hisao comes to the realisation that he's not sure whether or not she actually said "yes" to him.

    Thirdly, on a practical note, you don't need flashy graphics and animated sequences to tell a fascinating story. Katawa Shoujo has some surprisingly professional-looking anime sequences, some beautiful artwork and an absolutely gorgeous soundtrack to help it tell its story, but ultimately it's about the words that are being used. By being presented as a first-person narrative from the perspective of Hisao, the player is encouraged to thoroughly get inside the mind of our protagonist and witness him on the five different personal journeys he takes. His words, while rather more articulate than any teenager I know, are captivating and involving, and draw the player in. Couple this with the excellent characterisation of all the different characters, which makes use of stylistic tics, punctuation and even the colour of their names in the text box, and you have a highly convincing game world without the use of a single polygon anywhere.

    Fourth is the biggie. Katawa Shoujo is an emotional experience. It would take a cold-hearted soul to not be profoundly affected by the five different stories in the game. Such was the surprising power of the emotion in the game that even the hard-hearted hardcore of 4chan, where the game had its genesis, had to find some way in which they could deal with these (in some cases very unfamiliar) emotions. Thus came the concept of "the feels", which my buddy Mark was good enough to educate me about recently. (Forgive my apparent Internet ignorance.)

    Those who follow this blog will know that I'm not averse to talking about emotions, feelings, memories and the like. But some people online choose to cultivate a deliberately aloof persona free of such earthly considerations like emotions. What happens when one of these people is confronted with an experience like Katawa Shoujo, finds themself enjoying it and wants to talk about the experience? They can't crack that cold facade, surely? No. Thus came the concept of talking about "your feels" which is somehow more manly than talking about "your emotions". I don't know. It even spawned its own meme — granted, the "I Know That Feel Bro" guy had been around since the end of 2010, but he was the ideal barrier for those who wanted to talk about emotions they were feeling without, you know, admitting they had feelings.

    What is it that makes Katawa Shoujo so emotional, though? Simply put, it's the relatable nature of the characters and the situations. While relatively few people can know exactly what it's like to suffer with the disabilities the cast of the game have, it becomes apparent relatively early on in the story that very few characters let their disability define them. Some, like Rin, overcome their disability by learning to cope in different ways. Some, like Emi, use their limitations as a means to spur themselves on — her mother explains to Hisao that "she doesn't see herself as 'the girl with no legs', she sees herself as 'The Fastest Thing On No Legs'." Some, like Lilly, seem to treat their disability almost as something completely inconsequential, even though it means they can never experience the world in the same way as others. And some, like Shizune, develop their own means of coping with the difficult lot which life has thrown them, whether that's using a close friend for interpretation, or developing personality traits that naturally draw people close to them.

    It's these aspects of the characters that are most interesting — they're all traits that even people who don't suffer from disabilities can and do possess. Emi's drive, Rin's creativity, Lilly's grace, Shizune's determination — everyone knows at least one person with one or more of these character traits. This makes the characters immensely relatable, and the fact that each of the five paths has clearly been written from the perspective of someone who has "been there, done that" means that the conversations between Hisao and the girls are sometimes spookily familiar.

    Hanako is an interesting character. Unlike the other girls, she has difficulty coping. It's not that her scarring causes her physical pain, but the associated memories, guilt and depression have had a profound impact on her personality, making it hard for her to trust anyone, and easy for her to cling on to those people that she does find herself trusting, like Lilly and Hisao. Hanako's story was, for me, one of the most touching, because it focused on her having to overcome one of the most terrifying obstacles in one's life — self-doubt. I could relate to both Hanako and Hisao in this story, since I've felt the way Hanako does in the past, and I've been in the position of Hisao, too, desperately wanting to help someone and not knowing if the help you're offering is actually making it more and more difficult for them to recover.

    Fifth and finally, Katawa Shoujo has taken on cult status to a bizarrely huge degree. There are nearly 1,500 photos attached to the Katawa Shoujo entry on Know Your Meme, and the game has spawned several submemes of its own, including Hisao's "HHNNNGGG" heart attack reaction to anything that proves to be too cute for him; Misha's infectious "Wahaha~" (the tilde is important) laughter; and numerous others, including this utterly bizarre but hilarious Flash game. Notably, too, Katawa Shoujo is included on game-tracking site Raptr. This may not seem like a particularly big deal, but very few freeware titles for PC find themselves listed on Raptr, let alone auto-tracked by the Raptr client software. Its inclusion is a sign that it is recognised as a title of relative importance, rather than just some throwaway freeware fan project.

    Because that's exactly what it isn't. Katawa Shoujo took five years to make it from conceptual artwork to the finished, professional quality and free product we have today. It was put together by a team of 21 individuals from around the world, who assembled under the "4 Leaf Studios" banner for the sole purpose of making this game a reality. It is a game that exists through sheer bloodymindedness and a refusal to give up, and the result is one of the most memorable experiences I've ever had with a game — even if its relative lack of traditional "gameplay" makes calling it that somewhat questionable.

    My time with the girls of Yamaku High School is drawing to a close, and I'm genuinely sad to leave them behind. I very nearly didn't play this game at all, initially making the usual assumptions about free, fan-made projects — assumptions that you, dear reader, may still be making about this game.

    Boy, am I glad that I didn't pass up the opportunity. Don't you miss it, either.

    Wahaha~!

    The post #oneaday Day 753: I Love You, Katawa Shoujo appeared first on I'm Not Doctor Who.

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    #oneaday Day 752: I Love You, Rin https://imnotdoctorwho.moegamer.net/2012/02/10/oneaday-day-752-i-love-you-rin/ https://imnotdoctorwho.moegamer.net/2012/02/10/oneaday-day-752-i-love-you-rin/#comments Fri, 10 Feb 2012 01:54:18 +0000 http://angryjedi.wordpress.com/?p=3370 This is the fifth (and possibly final… maybe) of several posts regarding the notorious amateur-developed visual novel Katawa Shoujo. If you are intending to play this game and proceed down the “Rin” path and would like to avoid spoilers, I recommend you skip this post. I’ve even put the spoilery discussion below the break. Aren’t … Continue reading #oneaday Day 752: I Love You, Rin

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    This is the fifth (and possibly final… maybe) of several posts regarding the notorious amateur-developed visual novel Katawa Shoujo. If you are intending to play this game and proceed down the “Rin” path and would like to avoid spoilers, I recommend you skip this post. I’ve even put the spoilery discussion below the break. Aren’t I nice?

    If you’re still reading this, it’s highly likely you already know what Katawa Shoujo is but just in case you aren’t and/or you haven’t read the previous posts where I included this exact same paragraph, it’s a visual novel developed by 4 Leaf Studios, made up of members of the much- (and usually justifiably-) maligned 4chan community along with other itinerant creative types from around the Internet. It was developed following extended discussion over a sketch by Japanese doujinshi artist Raita, and is the very definition of a “labour of love”, having come from discussions on 4chan all the way to a full-fledged, professional-quality game between the years of 2007 and 2012. It’s been described by some as “eroge” or an erotic game, but I feel this does it an injustice; there are sexual scenes in the game, yes, but the point of the game is not to get to these scenes — rather, they are part of the plot, and not necessarily a “victory” for the player. They are also not terribly frequent compared to the rest of the game, which focuses on interpersonal interactions and psychological issues.

    If you want to check out Katawa Shoujo for yourself, take a peek at the official website. My previous post regarding Emi’s path can be found here, and if you’re too lazy to scroll down, yesterday’s post on Shizune can be found here, the previous day's post on Hanako can be found here, and the day before that's post on Lilly can be found here. I'm at 96% completion as of tonight, with only a few scenes and endings left to clear up. In for a penny, in for a pound…

    Rin is an infuriating enigma from the moment Hisao first meets her, and remains so for pretty much the whole of her story. She's calm, aloof, frequently nonsensical and, more often than not, completely self-absorbed. Despite this, she's not disliked by the other students and indeed has developed a surprisingly close bond with Emi who, being outgoing, bubbly and the sort of person who wears her heart on her sleeve, is the absolute antithesis to Rin. The pair admit shortly after Hisao meets them that they were put together in the dorms because it was felt they "complement each other well". They chose to interpret this as meaning that they had all their limbs between them — Rin missing her arms, Emi her legs — but it's actually much deeper than that, as their personalities also complement each other.

    Hisao's interest in Rin is piqued just as he is wallowing in self-pity over his life situation. He feels depressed about being at Yamaku, at not being normal and at his bad memories of lying in the hospital bed. It bothers him significantly more than it does on the other paths through the game, and causes him to wear a perpetually grim expression on his face. He's not naturally the most outgoing, smiley person in the world at the best of times, but his relentless grimness intrigues Rin, who is a self-professed "people collector."

    "I'm sorry I'm such a mess," says Hisao to Rin once they start to get to know each other.

    "It's okay," she replies. "It's the best part of you."

    Hisao doesn't quite know what to make of that, but finds himself drawn to Rin regardless. Later he comes to the conclusion that it was Rin's carefree nature that attracted him to her in the first place — she, in her own way, acted as a "muse" for him, inspiring him to pull himself out of the pit of darkness he was slowly drowning in.

    "Maybe that's why I latched so tightly on to Rin," he muses, reflecting back on their relationship. "Trying to get inside her world that was so different from my own bleak life."

    Whether or not he actually realises it, Hisao does manage to get inside Rin's world, but perhaps not in the way he expects. Through her, he starts to take an interest in the smaller details, seeing things with the perceptive eye of an artist. On a trip to town, he notices a woman's subtle gesture; in class, he catches a fleeting glimpse of a passing bird and feels inspired to try and draw it, even with his own self-doubt in his skills. Even his internal monologues become more riddled with imagery as he observes things, relating things to nature and the things he sees around him. It's an interesting yet subtle change to Hisao's personality compared to some of the other paths, but an apt way for the more contemplative protagonist he becomes to behave.

    Rin, however, isn't as carefree as Hisao assumes. Inside her seemingly spaced-out exterior is a great deal of turmoil. She doesn't like to talk about it because she can never find the right words, and it's questionable as to whether or not she really understands what it is she is so conflicted about, either. One thing does seem to comfort her, though, and that is her art. When she paints, she feels like she can freely express the things inside her mind, and hopes, by extension, that anyone looking at them will be able to catch a glimpse of her soul and gain a better understanding of her. She wants to be understood, but has such difficulty expressing herself that most of the time it simply causes her to retreat into her own world. Planet Rin, around which Hisao establishes himself as a satellite.

    Rin is lost and directionless, pulled in several directions at once, swept up in a current of people doing things she doesn't want or understand. Her pushy art teacher, apparently seeking to live vicariously through her and correct his own past mistakes, seizes the opportunity to push her into exhibiting her paintings and move into becoming a career artist. It's abundantly clear from her initial hesitation and resistance to the idea, however, that she's not sure she really wants to do this — even after Hisao's gentle nudging pushes her over the edge into letting it happen.

    She feels she has to change, but she confesses to Hisao that change is "the scariest thing in the world" to her. She also doesn't seem to understand what she is supposed to change into, and doesn't understand the emotions that well up inside her — except for loneliness, which becomes painfully obvious to Hisao when he catches her all alone in the atelier in which she takes up residence: cutting a pathetic image, kneeling on the floor naked except for a shirt, seemingly masturbating as best she could with no arms.

    "I thought that all that is inside me could become a picture if I tried really hard," she explains. "And it could. But it doesn't feel like it's enough any more. Because if nobody else can see that, I will still be alone."

    Rin, it seems, is just as frustrated as Hisao, though for different reasons. Hisao is frustrated at the yawning chasm that seems to open up between the pair of them whenever they talk, and Rin is frustrated by the fact she just can't seem to explain her emotions and put them across to other people, even with the help of their art.

    But after some reflection, Hisao comes to the conclusion that nobody can ever express their true feelings exactly in a manner that others can understand. He explains this to Rin, noting that wanting to do something for self-expression — be that talking, writing or art — isn't wrong in and of itself, but assuming that everyone else will somehow then magically be able to "understand" them is wrong. Why? Because everyone sees the world differently — something which becomes very apparent every time Emi shows up in Rin's story, as she is always filled with energy, rushing around with a smile on her face, compared to Rin and Hisao, neither of whom crack a smile for almost the entire time they know one another.

    Hisao realises throughout the course of his relationship with Rin that he wants her to be something more than a friend. He has fallen in love with her despite the fact that she drives him crazy at times. The feeling of "inspiration" that she gave him in his darkest moments is what allowed him to pick himself up, pull his head above water and start living his life. He gradually comes to accept himself and his own disability, and this in turn allows him to take a more objective view of things.

    Rin, meanwhile, isn't sure what she wants. She wants Hisao as a friend, because she doesn't want to be lonely, but at the same time, she doesn't know how to behave around him, doesn't understand his feelings and is even more confused by her own. It's not until she shows up on his doorstep, drenched by the rain from the outside and shares arguably the most intimate sex scene in the whole game with him that she really "lets go", releasing the walls she has up around herself, guarding her emotions and feelings from the outside world. Ironically, it's then she who tells Hisao that he needs to let go and, for once, live in the present.

    Rin does change through the course of her knowing Hisao, but it's a slow, gradual process rather than the "destroy and rebuild" approach she assumes she must take earlier in the story. By the end of her tale, she's still the same spacey, weird girl she always was, but with a newfound acceptance of herself — more able to communicate what she's feeling, and more accepting of the fact that sometimes there will be things that other people just won't understand.

    Hisao changes in the same way. While his relationship with Rin has signs of severely self-destructive tendencies at several points throughout the narrative, his inherently tenacious nature (which we see in several of the other paths, particularly Emi and Shizune's) means that he refuses to give up — either on Rin, or on himself. It's a difficult journey for them both, but one which ends with them not necessarily understanding each other completely, but having a much better understanding of themselves.

    This, I feel, is an apt way to end Katawa Shoujo, since each of the five paths throughout the game is designed to have a particular emotional impact on the player, with each of the girls representing a particular trait or quality. Some of these will resonate with the player a little more; some of them the player will find more attractive; some of them the player will find less desirable or even offputting.

    For me, I felt like I understood Hanako the best — her fear of social rejection, of being judged, of being scared to put trust and support in others. But I found Emi's drive and determination coupled with Lilly's grace and empathy to be the most attractive qualities. While I would describe myself as a creative type, I'm not sure I've felt such inner turmoil as Rin does over her own self-identity — though I have felt the desire (or, rather, "need") to change myself on more than one occasion. Meanwhile, my initial reaction to Shizune was one of dislike, though on reflection I do recognise certain aspects of her personality in myself — her practical nature, wanting to succeed and, at times, wanting to compete over even the silliest things.

    So, then, as trite as it might sound, like in Rin's ending, I feel that in my time with Katawa Shoujo I have come to know myself a little better. Certain paths and situations resonated with me a lot more than other for various reasons, whether it was because I recognised the situations, whether I recognised traits in myself or whether, in several cases, I had had those exact conversations with someone.

    Playing Katawa Shoujo has truly been a remarkable experience that I'm incredibly happy I had the opportunity to go through. The only thing I'm sorry about is that I won't ever be able to experience those stories for the first time again. If you haven't already, though, you can, right here.

    The post #oneaday Day 752: I Love You, Rin appeared first on I'm Not Doctor Who.

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    #oneaday Day 751: I Love You, Shizune https://imnotdoctorwho.moegamer.net/2012/02/08/oneaday-day-751-i-love-you-shizune/ https://imnotdoctorwho.moegamer.net/2012/02/08/oneaday-day-751-i-love-you-shizune/#comments Wed, 08 Feb 2012 15:47:10 +0000 http://angryjedi.wordpress.com/?p=3366 This is the fourth of several posts regarding the notorious amateur-developed visual novel Katawa Shoujo. If you are intending to play this game and proceed down the “Shizune” path and would like to avoid spoilers, I recommend you skip this post. I’ve even put the spoilery discussion below the break. Aren’t I nice? If you’re … Continue reading #oneaday Day 751: I Love You, Shizune

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    This is the fourth of several posts regarding the notorious amateur-developed visual novel Katawa Shoujo. If you are intending to play this game and proceed down the “Shizune” path and would like to avoid spoilers, I recommend you skip this post. I’ve even put the spoilery discussion below the break. Aren’t I nice?

    If you’re still reading this, it’s highly likely you already know what Katawa Shoujo is but just in case you aren’t and/or you haven’t read the previous posts where I included this exact same paragraph, it’s a visual novel developed by 4 Leaf Studios, made up of members of the much- (and usually justifiably-) maligned 4chan community along with other itinerant creative types from around the Internet. It was developed following extended discussion over a sketch by Japanese doujinshi artist Raita, and is the very definition of a “labour of love”, having come from discussions on 4chan all the way to a full-fledged, professional-quality game between the years of 2007 and 2012. It’s been described by some as “eroge” or an erotic game, but I feel this does it an injustice; there are sexual scenes in the game, yes, but the point of the game is not to get to these scenes — rather, they are part of the plot, and not necessarily a “victory” for the player. They are also not terribly frequent compared to the rest of the game, which focuses on interpersonal interactions and psychological issues.

    If you want to check out Katawa Shoujo for yourself, take a peek at the official website. My previous post regarding Emi’s path can be found here, and if you’re too lazy to scroll down, yesterday’s post on Hanako can be found here, and the previous day's post on Lilly can be found here. Following this, there's only Rin left to go.

    I found playing Shizune's path quite interesting because I actually spent a lot of it not being entirely sure if I liked her or not. Her competitive, dominant, bossy nature is somewhat at odds with what I personally find attractive, and so I found myself wondering if pursuing her would have the same degree of emotional impact as the other girls. I still haven't quite made my mind up about it, as yet, but it was certainly an interesting story, despite being the least interactive of all the paths through the game, with only one meaningful choice to make.

    At the outset of the game, the player is trained to think of the deaf and mute Shizune and her bubbly interpreter Misha as a single unit. It's difficult not to, as they're always together at the beginning of the game, Shizune only appears to speak in ellipses, and Hisao has to understand everything she says through Misha. Misha, being something of a wild child, has no sense of when Shizune is being sarcastic or scathing, but Hisao proves himself to be fairly astute early on, mostly understanding the intent behind Shizune's words but occasionally being surprised.

    Despite her businesslike exterior, Shizune is actually quite immature and childlike underneath. She enjoys competition — making everything a game. At the slightest possibility of something becoming competitive, she'll challenge Hisao to "beat" her at it, usually offering punishments for the loser rather than rewards for the winner. She is proud, though, and doesn't back out of the consequences she set for herself, even if she does lose at times. We see this in the scene where the pair are carrying Kenji's inexplicably huge crate back to his room — she's the first to stumble and is perfectly willing to wind up carrying it herself.

    Shizune's competitive nature is a coping mechanism she developed to get people to interact with her. As someone who could neither hear nor speak, she was isolated by her very nature. When we meet the rest of her family, including her cross-dressing brother and her irrational, trolling father, it becomes very clear that her childhood couldn't have been easy. The rest of her family clearly had no desire to learn how to communicate with her in sign language, and she came to resent having to communicate with her notepad. This is abundantly clear from how resistant she is to using it in her conversations with Hisao.

    Shizune's story ends up being as much about Misha as it is about Shizune, however. When we're initially introduced to her, the player is left wondering exactly what she's doing at Yamaku. It's actually one of the other paths where we find out that the school isn't solely composed of disabled students, and since Misha appears to be free of physical deformities, we find ourselves wondering if she either has some sort of chronic condition, or some kind of mental disorder. Her seemingly unstable personality is arguably strong evidence for the latter, but we also find out in another path that Yamaku doesn't cater to those with mental disabilities, either, so it can't be that.

    Misha, it seems, is simply there because she wants to learn sign language and go on to become a teacher in it. Hisao, to his credit, doesn't immediately assume that there's something "wrong" with Misha, but it's something of a natural conclusion for the player. As we get to know her throughout Shizune's path, however, it becomes clear that it's simply the sort of person she is — wild and bubbly for most of the time, but with occasional moments of clarity. And a love for the tilde.

    The most interesting scenes with Misha come towards the end of the story, as Hisao's relationship with Shizune deepens. Misha comes to Hisao, utterly depressed, and asks him to comfort her. If he does, the two end up having curiously dispassionate sex, with the feeling afterwards that things have irreversibly changed. And sure enough, down this route lies the "bad ending", down which Shizune's nature causes her to end up alone.

    It's this side of Shizune that is the most interesting thing about her, and a key part of her relationship with Misha, also. Shizune says to Hisao throughout the course of the story that the games she plays are a means to draw people in, to bring them closer. It works, too — we see even the chronically shy, retiring Hanako join Shizune in a game of chess at one point, drawn in by Shizune's magnetism.

    What Shizune has trouble with, though, is knowing what to do with people once they are close. This is perhaps partly due to her difficulty in communicating with them, but it's also part of her personality. Given that we've established she grew up in a family environment that wouldn't have been all that supportive of her disability, she wouldn't have had a good model of what "people who are close" did with one another. This explains her detachment, and her businesslike nature in all matters. It also perhaps explains why when she and Hisao have sex for the first time, she ties him down and takes total control of the situation.

    This detachment is a source of difficulty for Misha, who fell in love with Shizune some time ago. She sees how well Hisao and Shizune's relationship goes, and this depresses her, leading her to her potential late night liaison with Hisao. If Hisao displays some strength of will and refuses to go with it, Misha eventually gets back to her old self — thanks to Shizune's positive influence on Hisao.

    Shizune spurs Hisao on to learn something out of his comfort zone — in this case, sign language. Her competitive nature also has a positive impact on his own personality. While he doesn't become as outright competitive as she does, he takes on some of her better traits, such as refusing to give up on people when they have given up on themselves. This particularly helps Misha, as Hisao absolutely refuses to let her sink so deeply into a pit of depression when it's clear that the two were such good friends. Eventually, we see Misha realising that she can't keep trailing along behind Shizune the whole time — Shizune has her own plans for the future, which involve becoming by turns a ruthless businesswoman and subsequently a philanthropist. Misha, meanwhile, elects to pursue what she is good at, even going so far as to take out-of-hours classes to improve her grades and score herself an international scholarship to continue her signing studies.

    In fact, by the end of the story, it's only Hisao who ends up left without a firm idea of what he has to do by the time he graduates, and the realisation dawns on him that after the journey he took over the course of the year, he wants to help others. He wants to make sure that others turning up to Yamaku as depressed as he was when he first arrived are met with the same degree of friendship and support as he found when Shizune and Misha latched onto him. He decides he wants to become a teacher, accepting the fact that his heart condition means he'll probably die younger than other people, but wanting to make the most of the years he has.

    Ultimately, Shizune's ending is much like Shizune the person — practical and businesslike. It doesn't have the romance of Lilly's ending, the raw emotion of Hanako's ending, the "finally, we understand each other" nature of Emi's ending — but it is a positive outcome for everyone involved. Hisao's life looks set to take a turn for the better as he has a clear goal, and his time with Shizune taught him that.

    So while personally speaking Shizune may not have been the most appealing character, she has a positive, inspirational effect on Our Hero. And such is true for many things in life; the things that are best for us, the things that lead us on to Great Things aren't necessarily the things that provide us with the most instant of gratification. I can certainly relate to that.

    The post #oneaday Day 751: I Love You, Shizune appeared first on I'm Not Doctor Who.

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    #oneaday Day 750: I Love You, Hanako https://imnotdoctorwho.moegamer.net/2012/02/07/oneaday-day-750-i-love-you-hanako/ https://imnotdoctorwho.moegamer.net/2012/02/07/oneaday-day-750-i-love-you-hanako/#comments Tue, 07 Feb 2012 17:23:31 +0000 http://angryjedi.wordpress.com/?p=3361 This is the third of several posts regarding the notorious amateur-developed visual novel Katawa Shoujo. If you are intending to play this game and proceed down the “Hanako” path and would like to avoid spoilers, I recommend you skip this post. I’ve even put the spoilery discussion below the break. Aren’t I nice? If you’re … Continue reading #oneaday Day 750: I Love You, Hanako

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    This is the third of several posts regarding the notorious amateur-developed visual novel Katawa Shoujo. If you are intending to play this game and proceed down the “Hanako” path and would like to avoid spoilers, I recommend you skip this post. I’ve even put the spoilery discussion below the break. Aren’t I nice?

    If you’re still reading this, it’s highly likely you already know what Katawa Shoujo is but just in case you aren’t and/or you haven't read the previous posts where I included this exact same paragraph, it’s a visual novel developed by 4 Leaf Studios, made up of members of the much- (and usually justifiably-) maligned 4chan community along with other itinerant creative types from around the Internet. It was developed following extended discussion over a sketch by Japanese doujinshi artist Raita, and is the very definition of a “labour of love”, having come from discussions on 4chan all the way to a full-fledged, professional-quality game between the years of 2007 and 2012. It’s been described by some as “eroge” or an erotic game, but I feel this does it an injustice; there are sexual scenes in the game, yes, but the point of the game is not to get to these scenes — rather, they are part of the plot, and not necessarily a “victory” for the player. They are also not terribly frequent compared to the rest of the game, which focuses on interpersonal interactions and psychological issues.

    If you want to check out Katawa Shoujo for yourself, take a peek at the official website. My previous post regarding Emi’s path can be found here, and if you're too lazy to scroll down, yesterday's post on Lilly can be found here.

    Before I proceed, I should probably explain a few things — primarily, why the hell I am blogging more about this game than pretty much anything else I've ever played?

    I don't have an easy answer to that save for the fact that it's resonated with me. And that's pretty much all there is to it — gameplay consists almost entirely of reading, looking at pictures and listening to music with the occasional choice between two (or, on very rare occasions, three) options. So it's certainly not the in-depth gameplay that has made me so interested in and enthusiastic about this title. The quality of writing, the well-defined characters and the emotional stories that they're used to tell, though? That's the prime attraction for me, and simultaneously what might put some others off.

    So, on to Hanako.

    I was expecting Hanako's path to be one of the most difficult to deal with, not necessarily from a choice-making perspective, but from an emotional perspective. While I can't relate to the trauma Hanako suffered when she lost her parents in the fire that caused the scars over half her body, I can relate to her social anxiety — that urgent feeling in your brain that when surrounded by unfamiliar people you really, really want to be somewhere else, and fast.

    Like Hanako, I don't suffer it all the time. I have close friends with whom I can hang out, relax and chill out with for indefinite periods of time, just as she has Lilly and subsequently Hisao. But at the same time when thrust into a situation that will require socialising with people that I don't particularly know — or, worse, like — I often have a "fight or flight" response, usually ending in the latter. It's something that has got somewhat better over the years, but I can vividly recall on a number of occasions at university being out with a group of friends on the town, and just quietly slipping away at some point throughout the course of the evening because I couldn't take it any more. Often my absence went unnoticed.

    Back to Hanako, though. In Hanako, we see a scared, fragile little girl in a teenager's body. She's afraid to leave her childhood behind, even after it was ripped from her by the death of her parents. She latched on to Lilly as a mother figure, and Lilly, as the caring, kind and gentle sort of person, accepted her. The two enjoy a good relationship, though Hanako becomes extremely dependent on Lilly's support, as we see by how terrified she is when it becomes necessary for her to talk to people when Lilly isn't there. She stammers, she fumbles her words and, occasionally, she simply bolts.

    When Hisao comes on the scene, it's the beginning of something new for both him and Hanako. Hisao and Hanako both feel as if they are damaged goods, for different reasons — Hisao for his heart problems, and Hanako for her visible scars, which she does the best to cover up at all times with her hair and clothing. They begin to discover that they're able to relate to one another for these conditions that they're ashamed of, and, on the "good" route, come to bond over their scars. Hisao may only have a single scar on his chest as opposed to burns all over the side of his body, but it's still there as a constant reminder of his weakness.

    Their finding each other comes to be less beneficial for one another than initially appears. While they support each other, they quickly fall into a codependent relationship, with one relying on the other. Hisao uses Hanako as an excuse not to have to think about the future, thinking of her as a special case who needs protecting. Lilly picks up on this and calls Hisao on it towards the end of the story.

    If following the "good" path, Hisao ends up with Hanako late at night. He shows her his scar, the reminder of his painful past. In response, she strips down and shows him her body, scars and all — "this is me, all of me," she says — and the two end up having rather awkward sex. It's not until afterwards that Hisao has the sickening feeling that he wasn't even sure if she said "yes" — it was just something that happened, though he feels afterwards that it shouldn't have, that all it has achieved is put more walls up between the two of them.

    Up until this point, Hisao has been somewhat absorbed in his own "white knight" quest to "fix" Hanako. Indeed, Hanako's "bad" ending sees her flying into a furious rage as he gets so absorbed in his role, so utterly convinced that he can somehow "save" her that he fails to see — or accept — that she wants and needs the space to work things out for herself, and to be independent, despite how much she has relied on others.

    The final scene of Hanako's "good" path, however, reveals the girl's true intentions — "I wanted you to see me as someone more than someone you had to protect," she says. "All I ever was to you was a useless person, like a child." Hisao initially wants to deny this, but realisation finally dawns on him.

    "She had become to me what I had been to my friends after my heart attack," he thinks. "A broken person."

    He realises that this is actually the last thing he wanted to happen. He knows how awful it felt to have people he loved fall away from him because of his own issues, and at this point, he realises that he's been doing the same to Hanako. She didn't want to lose him, but her own feelings of inadequacy meant she felt she was unable to pursue him and admit her true feelings. We see this from the last thing she says in the story — her kiss is a "gift", and "something she should have given [him] a long time ago".

    Hanako's feelings cut deep. I can't count the number of times over the years that I have felt similar feelings to her. Feelings of inadequacy, of being unable to measure up to impossible, undefinable standards that I've conjured up from somewhere. Feelings of being "useless", of being a "broken person". Feelings that came to a head as my marriage and life as I knew it came tumbling down around me. I had fucked up, made a mistake, ruined everything. And who would want someone so broken?

    My own feelings, of course, don't come from physical scars of feeling responsibility for a past traumatic event. In my case, they're born from depression and, I imagine, whatever mental scars my less-than-pleasant life at school left me with. The result is the same, though — a depleted sense of self-worth, the feeling that you'll lose people simply for being somehow "useless" or "inadequate".

    I haven't felt those feelings to the same degree for some time now, but Hanako's story resonated deeply with me precisely because I understood what running through her mind, if not the exact circumstances which caused such thoughts. While I shan't say that experiencing her story was particularly "comfortable", containing as many truths and familiar things as it did, I'm glad I went through it.

    The post #oneaday Day 750: I Love You, Hanako appeared first on I'm Not Doctor Who.

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    #oneaday Day 749: I Love You, Lilly https://imnotdoctorwho.moegamer.net/2012/02/06/oneaday-day-749-i-love-you-lilly/ https://imnotdoctorwho.moegamer.net/2012/02/06/oneaday-day-749-i-love-you-lilly/#comments Mon, 06 Feb 2012 15:05:08 +0000 http://angryjedi.wordpress.com/?p=3356 This is the second of several posts regarding the notorious amateur-developed visual novel Katawa Shoujo. If you are intending to play this game and proceed down the “Lilly” path and would like to avoid spoilers, I recommend you skip this post. I’ve even put the spoilery discussion below the break. Aren’t I nice? If you’re … Continue reading #oneaday Day 749: I Love You, Lilly

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    This is the second of several posts regarding the notorious amateur-developed visual novel Katawa Shoujo. If you are intending to play this game and proceed down the “Lilly” path and would like to avoid spoilers, I recommend you skip this post. I’ve even put the spoilery discussion below the break. Aren’t I nice?

    If you’re still reading this, it’s highly likely you already know what Katawa Shoujo is but just in case you aren’t, it’s a visual novel developed by 4 Leaf Studios, made up of members of the much- (and usually justifiably-) maligned 4chan community along with other itinerant creative types from around the Internet. It was developed following extended discussion over a sketch by Japanese doujinshi artist Raita, and is the very definition of a “labour of love”, having come from discussions on 4chan all the way to a full-fledged, professional-quality game between the years of 2007 and 2012. It’s been described by some as “eroge” or an erotic game, but I feel this does it an injustice; there are sexual scenes in the game, yes, but the point of the game is not to get to these scenes — rather, they are part of the plot, and not necessarily a “victory” for the player. They are also not terribly frequent compared to the rest of the game, which focuses on interpersonal interactions and psychological issues.

    If you want to check out Katawa Shoujo for yourself, take a peek at the official website. My previous post regarding Emi's path can be found here.

    Lilly is an interesting character. From the moment Hisao first meets her in the secluded abandoned classroom that she and Hanako have been using as an improvised tearoom, it's clear that she's cut from a different cloth to many of the other students at Yamaku. Of course, the other students at Yamaku are also cut from a different cloth to the rest of society thanks to their various disabilities, so for Lilly to set herself apart must make her pretty remarkable.

    Of all the characters you come across in Katawa Shoujo, Lilly arguably seems the most at ease with her condition. She has never known anything other than life as a blind girl, and so she has adapted to this life. She can find her way around without the help of another person; she doesn't get offended when people make faux pas like Hisao's blurted-out "I see"; she doesn't depend on anyone else for support. She is, in many ways, one of the strongest characters in the narrative, which is one of the things that attracts Hisao to her in the first place.

    Lilly may not depend on others for support, but others certainly depend on her. Hanako, despite being shy, retiring and reluctant to talk about her scarred body, relies on Lilly's support to an unhealthy degree. Lilly doesn't resent this at all, seeing Hanako almost like a daughter in many scenes. In fact, as Hisao's relationship with Lilly and Hanako grows, they start to feel more like a family — a "misshapen family" as both Lilly and Hisao refer to the situation, independently of one another.

    Lilly hides her pain well. It's questionable at times as to whether or not it is "pain" as such, because of her good nature and calm demeanour. She misses her parents, though, and is curious about them. When she goes to visit them in Scotland during her aunt's illness, it becomes clear that she enjoyed the experience more than she thought she would. Her sister Akira has other ideas, however, and still feels bitter resentment towards the fact that they effectively abandoned both her and Lilly in Japan while her father went to work in Scotland. While Akira went on to work for the Japanese branch of her father's company, there's an obvious distance between them that Lilly doesn't feel to such a degree — or if she does, she doesn't show it.

    Lilly lets down her guard during the trio's trip to her family's Hokkaido summerhouse. Hisao comes across her standing alone in a field in oddly pensive mood, seeming somehow more fragile than she's ever been. He manages to get her to admit the things that she fears. She doesn't want Hisao to go away — especially not to be snatched away by death, as she fears when he almost suffers another heart attack while with her and Hanako.

    Lilly's tentative desire to rejoin her family comes to a head when Akira is invited to go and work with the family business in Scotland, and Lilly's family gives her a "summons". Lilly initially doesn't appear to know what she is going to do, remaining evasive on the subject when Hisao questions her about the future. It eventually transpires that she has decided to accept their summons, however, and travel to Scotland, leaving behind Hisao, Hanako and the life they are growing to love together. It's clear she's conflicted about this. She doesn't want to lose the people she loves — Hanako and Hisao — but at the same time doesn't want to lose her family, either. Despite being opposite to her sister in almost every way — she's feminine, calm, quiet and reserved compared to Akira's masculine, brash, loud and confident demeanour — she loves her very much and doesn't want to lose her, nor does she want to lose the chance to be with the family she hasn't seen since her early teens.

    Hisao is partly to blame for what subsequently happens. In his relationship with Lilly, he grows more caring of others — particularly Hanako, whom he starts to see less as the fragile little porcelain doll she appears to be and more as someone who just needs to feel security — but also comes to depend on Lilly for support. She's the first person he turns to when he needs help — when Hanako locks herself in her room around her birthday, he immediately phones Lilly in Scotland asking for advice, before coming to the realisation afterwards that he should have made more of an effort to make his feelings for Lilly clearer.

    Later, in contemplative mood, Hisao comes to realise that Lilly's sense of independence and aloofness is born from her internalised pain of having lost people dear to her. While they're not dead, the distance between her and her family is a source of pain to her, and when her sister decides to leave, too, she feels that she is obliged to go and be with them.

    Hisao realises that Lilly, believing herself to be strong and independent as well as aware that both Hisao and Hanako depend on her for support, felt she had to make a decision for herself without relying on others. He mentally kicks himself for not having realised her inner turmoil sooner, and for having remained focused on his own problems and worries far more than about her. He realises that he should have talked about it with her, seen she was in pain, conflicted about what was to come. But instead he selfishly focused on the single future that he saw for himself — he put everything, including Lilly, in place and expected to be able to just sit back and let things run their course.

    Real life, unfortunately, is rarely that simple, so it is the prospect of losing Lilly once and for all — even though she said herself that she didn't want to lose him — that spurs him into action. Unfortunately, the pressure of chasing her down as she is about to board her flight proves too much for Hisao's delicate heart, and he suffers another heart attack. His final thoughts are that he has failed, dying on the pavement with the girl he loved just out of his reach — and that it is his fault or, more specifically, his body's fault, snatching happiness away from him due to his own physical weakness.

    Assuming Hisao remained honest and true with Lilly throughout the narrative, however, that's not where the story ends. While he ends up in hospital attached to a variety of machines — a place he never wanted to return, and an event which only adds to his worries that he has "ended up back at square one" — it transpires that Lilly hasn't left his life just yet, and he has one last chance to save things.

    Hisao comes to realise that he sees a lot of himself in Lilly — the desire to be independent, not wanting to burden others with his problems, the fear of having his hopes, dreams and precious people snatched away from him. Hisao promises Lilly that he won't let that happen to her, because he knows firsthand how awful it is to find it difficult to trust someone — something Lilly has struggled with due to the losses she has suffered in her life — and how terrible it is to lose everything once held dear. In a rare and uncharacteristic display of forthrightness and stubbornness, he asks her to stay, not because he needs her, but because he wants to share her burdens and her happiness.

    Ultimately, the biggest struggle Lilly has to overcome is not her disability, which remains almost irrelevant for most of her story. Instead, it is her way of thinking, and the walls she put up around herself. They're different to the walls Hanako puts up around herself, but they're still walls nonetheless. It's almost as if she can't see them from within, however, which is why it takes Hisao's bold gestures and words to show that her life can take a different route.

    Tomorrow: Hanako. If you're playing Katawa Shoujo yourself, it's worth playing the Lilly and Hanako arcs close to one another so you can observe the similarities. During Hanako's story, you also learn quite a lot about Lilly that isn't explored in the same way in her own arc.

    The post #oneaday Day 749: I Love You, Lilly appeared first on I'm Not Doctor Who.

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    #oneaday Day 748: Life Story https://imnotdoctorwho.moegamer.net/2012/02/06/oneaday-day-748-life-story/ https://imnotdoctorwho.moegamer.net/2012/02/06/oneaday-day-748-life-story/#comments Mon, 06 Feb 2012 01:26:40 +0000 http://angryjedi.wordpress.com/?p=3352 Do you think your own life story would make for an interesting read? Playing Katawa Shoujo rather extensively today has made me give some consideration to the thought, since that game, despite its distinctive — perhaps even unique — premise ("This is a game about disabled girls") is in fact simply about human relationships and … Continue reading #oneaday Day 748: Life Story

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

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

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

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

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

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

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

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

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

    The post #oneaday Day 748: Life Story appeared first on I'm Not Doctor Who.

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    #oneaday Day 747: I've Already Done A Post Called "Fun With Portals" So Use Your Imagination https://imnotdoctorwho.moegamer.net/2012/02/04/oneaday-day-747-fun-with-portals/ https://imnotdoctorwho.moegamer.net/2012/02/04/oneaday-day-747-fun-with-portals/#comments Sat, 04 Feb 2012 23:45:27 +0000 http://angryjedi.wordpress.com/?p=3348 Can you imagine how awesome it would be if portals were real? Portals as in the portals from Portal, not portals as in Web portals. I know those exist. Let's consider a few real-world applications of said portals. For starters, assuming the technology could be modified to create more than two portals, a worldwide transportation … Continue reading #oneaday Day 747: I've Already Done A Post Called "Fun With Portals" So Use Your Imagination

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    Can you imagine how awesome it would be if portals were real? Portals as in the portals from Portal, not portals as in Web portals. I know those exist.

    Let's consider a few real-world applications of said portals.

    For starters, assuming the technology could be modified to create more than two portals, a worldwide transportation network — perhaps attached to some large chain of fast food restaurants or coffee shops — could easily be set up. Imagine how much easier it would be to get around and visit friends if you could simply step through a portal in your local Starbucks and come out in a different Starbucks somewhere else. (Pedants may suggest a portal in your own home might be more useful, but that is obviously then open to abuse. Public portals are the way forward in this instance.)

    Second of all, the creation of a real-life Resident Evil-style Item Box, where the inordinately huge number of possessions that you dumped inside are inexplicably available any time you open an identical-looking box somewhere else. This would make getting furniture home from Ikea considerably easier. Perhaps they could even sell the boxes in question, allowing users to then drop any future furniture purchases in the public box in store and have it immediately pop out at the other end. (Those who live with others may wish to warn their housemates if they are going to do this, however, for seeing a fully-formed bookcase suddenly bursting out of the floor may be somewhat terrifying for those with weak constitutions.)

    Thirdly, those finding the development of an exercise routine troublesome due to lack of space can make themselves an infinite running track in even the smallest of apartments simply by placing two portals opposite one another. Obviously ensure the floor space between the two portals is clear and you have understanding neighbours if you do not live on the ground floor, but you can then run to your heart's content without ever having to go outside and worry about the general public laugh at your pathetic speed and wobbling man-boobs. (Assuming you're a gentleman, of course.)

    Fourthly, the Walk of Shame after a particularly rambunctious night on the town can easily be dealt with by simply popping one portal on your bedroom wall before you leave, and then, when the night/sex is over, simply pop the other portal on a wall near the situation you would no longer like to be physically present in. (Do then remember to either close the portals or put the second portal somewhere else so that the person/situation you are attempting to escape from is unable to follow you into your bedroom.

    Fifthly, stairs could become a thing of the past. You know when something you really need/want is at the opposite end of your house and your own laziness precludes you from climbing the stairs to go and get it? Simply ensure you leave a portal upstairs at all times, and then fire the other one immediately in front of you. Wander through and voila — no unnecessarily tiring stair-climbing to worry about. (If you are performing this operation primarily to get food, be aware that you will probably get fat if you're not even getting the exercise that climbing your stairs provides.)

    It should, by now, be abundantly clear that real-life portal technology would be useful, practical and not at all intrusive. FOR SCIENCE.

    The post #oneaday Day 747: I've Already Done A Post Called "Fun With Portals" So Use Your Imagination appeared first on I'm Not Doctor Who.

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    #oneaday Day 746: I Love You, Emi https://imnotdoctorwho.moegamer.net/2012/02/04/oneaday-day-746-i-love-you-emi/ https://imnotdoctorwho.moegamer.net/2012/02/04/oneaday-day-746-i-love-you-emi/#comments Sat, 04 Feb 2012 02:06:35 +0000 http://angryjedi.wordpress.com/?p=3342 This post regards the notorious amateur-developed visual novel Katawa Shoujo. If you are intending to play this game and proceed down the "Emi" path and would like to avoid spoilers, I recommend you skip this post. I've even put the spoilery discussion below the break. Aren't I nice? If you're still reading this, it's highly … Continue reading #oneaday Day 746: I Love You, Emi

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    This post regards the notorious amateur-developed visual novel Katawa Shoujo. If you are intending to play this game and proceed down the "Emi" path and would like to avoid spoilers, I recommend you skip this post. I've even put the spoilery discussion below the break. Aren't I nice?

    If you're still reading this, it's highly likely you already know what Katawa Shoujo is but just in case you aren't, it's a visual novel developed by 4 Leaf Studios, made up of members of the much- (and usually justifiably-) maligned 4chan community along with other itinerant creative types from around the Internet. It was developed following extended discussion over a sketch by Japanese doujinshi artist Raita, and is the very definition of a "labour of love", having come from discussions on 4chan all the way to a full-fledged, professional-quality game between the years of 2007 and 2012. It's been described by some as "eroge" or an erotic game, but I feel this does it an injustice; there are sexual scenes in the game, yes, but the point of the game is not to get to these scenes — rather, they are part of the plot, and not necessarily a "victory" for the player. They are also not terribly frequent compared to the rest of the game, which focuses on interpersonal interactions and psychological issues.

    If you want to check out Katawa Shoujo for yourself, take a peek at the official website.

    Right. Now everyone who is here actually wants to be here or doesn't care about spoilers, let's talk about the game, and specifically Emi.

    I have played through one of the several "paths" available through the game so far — the one which focuses on the aforementioned Emi. The nature of the cast (and, for that matter, the protagonist's personal journey) in Katawa Shoujo pushes the player into initially identifying characters by their disabilities, meaning that at the outset Emi's distinguishing characteristic is that she doesn't have any legs. Progress through the narrative, however, and certainly in Emi's case, her disability becomes arguably the least important aspect of her whole.

    Emi is a runner — she describes herself at one point as "the fastest thing on no legs". Her early interactions with the protagonist Hisao see her as a bubbly, enthusiastic, popular and young-looking girl who is really into sports, and who really wants to help Hisao better himself through the sport that the school nurse ordered. Hisao quickly notices that Emi seems like a different person when she runs — while she's ditzy, girlish and flirtatious when she's talking, while she runs she is determined and focused. Nothing matters except the task she has immediately in front of her.

    This particular aspect of Emi's personality is the most important thing about her. She is independent and determined. She makes her way around on her prosthetic limbs without needing help from anyone, and pushes herself physically daily. She doesn't like to admit when she gets hurt, and on the one occasion in the story where she finds herself confined to a wheelchair for a limited period, is bummed out when she has this feeling of power taken away from her. When she is in the wheelchair, she has to rely on other people, and she is not used to that. She is used to being in control — both of herself, and of the situations she finds herself in.

    This extends to her attitude towards sex, also. While we never quite find out whether or not Emi is actually a virgin prior to her first liaison with Hisao, it's clear that she knows what she likes, but is not necessarily that experienced. She quickly takes control of proceedings, often dominates Hisao and is very difficult to embarrass — the one exception being the occasion where the two decide to try anal sex and both end up finding it a somewhat disappointing, mildly humiliating experience. Emi also uses sex as a way of getting what she wants or as a diversionary tactic to get her out of difficult conversations — further evidence of her need to remain in control of the situations in which she finds herself.

    What Emi discovers through her relationship with Hisao, however, is that despite his reticence he is someone who causes her to lose control and relax her grip on the power she holds over herself. We see this on the occasion where she falls asleep in his arms and has one of her regularly-occurring nightmares about the death of her father in the accident that cost her her legs. Emi realises this around exam time, and regains control of the situation by informing Hisao that they can't see each other until after exams. She even tells him why. Hisao accepts this, but feels like he is being pushed away.

    Emi's biggest fear is losing the control and sense of independence she has. She feels that she is obliged to struggle through life by herself. She was very close to her father, and having both him and her legs suddenly removed from her life after the accident left her hesitant to get too close to anyone or anything for fear that she would once again lose everything she held dear. When she is confined to the wheelchair, she is upset because she feels like she has lost the independence that her prosthetic legs brought her — even though it is only for a short time. She resents the few occasions on which she has to ask for help, such as when she can't get the wheelchair over the lip of a doorway.

    Emi's relationship with her first boyfriend initially mirrors the journey which she and Hisao subsequently take. The difference is that the first boyfriend couldn't take the being pushed away by Emi's refusal to rely on anyone but herself, while Hisao remains determined and resolute in the face of adversity and resistance — traits which he learned from Emi — and stands by her, even as she claims she doesn't want or need help. While this leads to conflict between the two on several occasions, with Emi showing uncharacteristic anger when pushed too hard, she eventually comes to the conclusion that Hisao is just as determined as she is, and wants to be a part of her life — not to be her knight in shining armour and "fix" her, but to simply be there for her.

    Her opening up to Hisao is both sudden and gradual simultaneously. After a particularly nasty spat between the two, they eventually make up. Emi invites Hisao to "come and see her dad" on a particular day — an invitation which everyone else who knows Emi realises is a big deal, but which Hisao is hesitant to make assumptions about. It's clear to the player long before Hisao that the visit to her father is a regular trip to visit his graveside, and that letting Hisao in on this deeply personal experience is a huge, sudden step for Emi.

    She can't handle it all at once, however, so while they are standing by the graveside, she works her way up through a string of personal, private admissions, starting with her favourite colour that very few people actually know, and eventually concluding with what really happened on the night of the accident. As Hisao observes, she handles this difficult process of opening up much like she handles physical activity — starting with something easy and simple to warm up, working into a good rhythm and then ending with the most demanding and difficult challenges. By the time she has burst through that "wall", she has come to the conclusion that having Hisao around might not be such a bad idea after all. She accepts that opening up to another person is not a sign of weakness or a lack of independence.

    Emi, like the rest of the cast in Katawa Shoujo, is a deep and complex character. While she has a disability, she does not let it define her, nor does she let it be an inconvenience to herself or others throughout the course of the game. She is strong, determined and initially unwilling to accept help even though she needs it — not because she is weak, but because she needs an outlet. Her nature changes Hisao, too — he becomes stronger, more impulsive, determined and willing to take risks. Not only that, he, too, refuses to let his disability define him. While he is embarrassed about his heart condition at the game's outset and strongly wishes to distance himself from the rest of the student body whom he sees as not "normal", by the conclusion of the Emi plotline he's ceased to think of things in such black and white terms. He stops using the word "normal" and instead focuses on the person he's talking to. He becomes determined to overcome adversity and push his own boundaries without breaking them. It's the determination and stubbornness that he learns from Emi that cause her to eventually open up to him in the end.

    The very fact that I've managed to write 1,500 words about a character in Katawa Shoujo should convince you that this is a title worth investigating if you haven't already. There aren't that many games out there in which you can explore the characters in such depth, and it's this aspect that makes Katawa Shoujo a truly special thing to experience. The visual novel genre may be light on the interaction side of things by its very nature, but I can say without a doubt that even after one playthrough, Katawa Shoujo is one of the most engrossing character-led gaming experiences I've had since Persona 3 and 4.

    The post #oneaday Day 746: I Love You, Emi appeared first on I'm Not Doctor Who.

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    #oneaday Day 745: Miss Catherine O'Gyny https://imnotdoctorwho.moegamer.net/2012/02/03/oneaday-day-745-miss-catherine-ogyny/ https://imnotdoctorwho.moegamer.net/2012/02/03/oneaday-day-745-miss-catherine-ogyny/#respond Fri, 03 Feb 2012 03:35:59 +0000 http://angryjedi.wordpress.com/?p=3334 I've been rather disappointed by the attitudes I've seen over the last couple of days, from people who, though in many cases I've not had the opportunity to speak to directly, I would consider to be my peers — those working in the game journalism business, and specifically those from the UK. What I'm referring … Continue reading #oneaday Day 745: Miss Catherine O'Gyny

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    I've been rather disappointed by the attitudes I've seen over the last couple of days, from people who, though in many cases I've not had the opportunity to speak to directly, I would consider to be my peers — those working in the game journalism business, and specifically those from the UK.

    What I'm referring to here isn't a blanket problem with all UK game journalists or the industry at large, but it is a relatively widespread one, and one which I don't particularly want to get into direct finger-pointing about. I do, however, feel that it is worth mentioning.

    Context: Last night there was a launch party for the impending UK release of Atlus' excellent Catherine. If you're not familiar with Catherine, it's a bold, daring game that doesn't shy away from adult themes, and explores the concepts of relationships, commitment, infidelity and the power of sex through well-written dialogue, well-realised characters and some very striking, surreal imagery. Despite its subject matter, it never oversteps the boundary into tastelessness, and the vast majority of the game's sexuality is implied rather than made explicit.

    So of course it would be an excellent idea to launch the game in a strip club. Of course that would be a sensible idea, particularly given that there is no strip club (or indeed any strippers) in the game, which handles sexuality in an understated, tasteful manner which respects the player's maturity.

    Some people on Twitter quite rightly spoke out and said that they felt this venue for the game's launch was totally inappropriate. Some brought out facts and figures to back up their arguments. But surely even without facts and figures, anyone with half a brain could see that hosting a launch event for a game in a strip club is just a terrible, terrible idea.

    Apparently not. The people who raised objections to the venue were told by some attendees that they were taking things too seriously, that they were trying to unfairly tar people with the "sexist" brush, that it wasn't really anything to worry about. Arguments got heated in many instances. I kept well away from the whole thing and observed — usually the best choice in this sort of situation.

    The issue that really bugged me, though, was that for many of those who were at the event — I wasn't, I hasten to add — it seemed a simple matter to dismiss the inherent misogyny in hosting an event at such a venue. The objectors were accused of "overreacting".

    Fact is, the video games industry has always been male dominated and, despite the number of prominent women who are now involved, is still a male-dominated industry. Hosting events like this is not going to make women (and, indeed, some men) feel welcome to the industry, and from the outside it just looks sleazy — both for the industry at large, and for Catherine, too, which, as a genuinely thought-provoking, mature game for adults, it does not deserve. None of that is an overreaction. The industry needs to be more inclusive.

    All this isn't the first time the reaction of many UK media types has bugged me, however. Late last year, industry trade publication MCV held the Games Media Awards ceremony, during which people from across the industry were to be celebrated for their achievements. It should be a prestigious, high-profile ceremony — and to some extent, it is. However, all trace of credibility for the event was lost for me when I clapped eyes on its Twitter feed, which was encouraging attendees to get as drunk as possible and show up naked, and continually promised "industry boobs" — a supposedly hilarious joke whereby if the account got enough followers, they'd show a picture that actually turned out to be the flabby chest of one of the gentlemen had reviewed the UFC Personal Trainer product for Kinect. IT'S CLEVER BECAUSE IT'S NOT ACTUALLY SEXIST BUT LOOKS LIKE IT IS, DO YOU SEE?

    I have always been of the attitude that an awards ceremony should be a professional affair — dinner suits, shiny shoes, that sort of thing. That doesn't mean that you can't have a bit of fun with it, but the babbling of the GMAs' Twitter account really seemed to cross the line with its crass humour, so I happened to mention it one day on Twitter, noting how the behaviour of whoever was running the account had actually put me off wanting to find out more about the ceremony.

    I was promptly retweeted and mocked for, again, "taking it too seriously".

    In my experience, "you're taking it too seriously", "I didn't mean it" or "I was just having a laugh" are some of the weakest defences that there are. They show complete disregard for the other person's feelings and put across the notion that it's all right to do or say anything you want, so long as it's "a joke" or not meant to be "taken seriously". The other person should just lighten up, stop being such a stick-in-the-mud, take the pole out of their arse.

    The Games Media Awards got their comeuppance when sponsors Grainger Games ended up acting like a bunch of dicks, however. The hypocrisy of some, who had previously been advocating the crass humour of the Twitter account, now lambasting Grainger Games for its inappropriate behaviour in person was almost amusing.

    In the case of the Catherine event, I feel very disappointed in the way many UK journos have behaved. While I'm sure the event offered a great networking opportunity, the fact that it appears no-one saw fit to object to the venue and instead were more than happy to hoover up the free drinks is a bit sad. It's highly likely that there were some people there — male and female — who would have felt very uncomfortable in that situation, but felt like they would be unable to mention it for fear of ruining the networking opportunity, or the relationship they might have with public relations representative. The fact that those who weren't there who did object to the venue were promptly called out and, in some cases, ridiculed, is really sad, and the flimsy justifications and excuses offered by those who were in attendance are what I find particularly disappointing.

    In order to fight the perception of the games industry as an all-boys' club in which only twentysomething men can participate, events like this need to stop happening. There's no good reason the launch couldn't have taken place at any old bar — but I have a horrible, sleazy, sneaking suspicion that the strip club venue was chosen precisely because it has provoked the discussion it has. You know the saying… "any publicity is good publicity", right? Would people be as aware of Catherine if all this hadn't happened?

    In short, I just think that the industry is better than this. And if this is the direction that members of the industry think it is appropriate to go in, then I'm more than happy that my current career sits on the sidelines and concentrates more on the analytical, business side of matters rather than flashy, over the top, exclusive events like this.

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    #oneaday Day 744: Being a Sidebar to That Interminable Games and Art Discussion, Regarding Visual Novels https://imnotdoctorwho.moegamer.net/2012/02/02/oneaday-day-744-being-a-sidebar-to-that-interminable-games-and-art-discussion-regarding-visual-novels/ https://imnotdoctorwho.moegamer.net/2012/02/02/oneaday-day-744-being-a-sidebar-to-that-interminable-games-and-art-discussion-regarding-visual-novels/#respond Thu, 02 Feb 2012 01:00:45 +0000 http://angryjedi.wordpress.com/?p=3330 Games are art, games aren't art, games can never be art. Who gives a toss? Actually, judging by the amount of discussion this topic has been generating over the years, quite a few people. For me and my friends, it was Final Fantasy VII that first made us even consider it. Nowadays, of course, Final … Continue reading #oneaday Day 744: Being a Sidebar to That Interminable Games and Art Discussion, Regarding Visual Novels

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    Games are art, games aren't art, games can never be art. Who gives a toss? Actually, judging by the amount of discussion this topic has been generating over the years, quite a few people. For me and my friends, it was Final Fantasy VII that first made us even consider it. Nowadays, of course, Final Fantasy VII and the JRPG genre in general is regarded as something of a cliche, but that's not what I'm going to get into here.

    Instead, inspired by finally getting around to downloading, installing and starting Katawa Shoujo, I wanted to say a few words about the visual novel genre of interactive entertainment, and its tangential relevance to the "games as art" issue.

    For the uninitiated (and those too lazy to click on the link above), Katawa Shoujo, which apparently literally translates to Cripple Girls, is a visual novel-cum-dating sim developed by members of notorious Internet cesspit 4Chan. It casts the players in the role of a teenage boy struggling to come to terms with his own condition — arrhythmia. As part of his rehabilitation and treatment, he's transferred to a special school that specifically caters to students with disabilities, and from here he comes to know a variety of strange and wonderful characters, most of whom each have some sort of disability. After the first act, the game then proceeds down one of several paths depending on which girl in the cast the player decides our protagonist is going to pursue.

    I shan't talk any more about Katawa Shoujo specifically at this time, as I'm still partway through my first playthrough and don't want to draw any conclusions just yet. But what playing it is reminding me is that visual novels are one of my favourite styles of games — and yet, ironically, they're barely games at all by the traditional definition.

    I know I said I wouldn't talk any more about Katawa Shoujo yet, but in Katawa Shoujo so far, I have pressed the "continue" button a whole lot and made approximately four choices in about two and a half hours of gameplay. I do not feel short-changed by this, as the stuff for which I am pressing "continue" is interesting, compelling and utterly addictive in exactly the same way that a good book is.

    The situation is pretty much the same with titles like the Ace Attorney series, arguably my favourite series of all time. The vast majority of your time in these games is spent pressing a large "continue" button, with the occasional choice of where to go next, what to examine and, in the series' iconic courtroom scenes, using what you have discovered at the appropriate time to prove your case. In these games, there's one set solution and no deviating from it — but again, I don't feel short-changed at all.

    Why? Well, the technical limitations of the genre mean that you find yourself filling in the blanks with your imagination a lot more than you might if the game were fully-voiced, fully-animated and provided complete freedom of interactivity. Instead, you're presented with static backdrops; character stills overlaid with maybe three or four different frames of animation to represent different emotions; and text. Lots of text.

    The latter part is what puts a lot of people off visual novel titles — the "it's too much reading" argument — but it's from all the text that these titles gain all their power. Typically involving the player getting inside the head of the protagonist and playing things from a first-person narrative perspective, the use of text throughout allows for a far more in-depth exploration of the character than we get in even the lengthiest of RPG. We know what the protagonist is feeling; how he reacts to events; what his attitudes towards the other characters are; and any conflicts he might be feeling. It's a curiously intimate relationship that the player of a visual novel has with the character they're ostensibly "controlling", but this intimacy is oddly often amplified by how infrequently you get to make choices or speak for the protagonist. The choices you make, in many cases, are extremely important, and in some cases can cause the entire plot to veer off in a completely different direction. Their relative infrequence makes them powerful moments to mull over.

    But what of the relevance to the "games and art" debate? Well, visual novels present an interesting medium for a variety of artists to express themselves. A novel is typically the work of one person — the writer, perhaps with an illustrator in tow depending on what type of book it is. A painting is the work of a visual artist. A piece of music is the work of a composer. But a visual novel requires all of these things — art, music, sound, writing and in some cases, animation and acting — making it a distinctively collaborative, cross-disciplinary medium. Alongside this, it's one of the most accessible forms of game there is — if you can read, you can play, understand and enjoy a visual novel even if you've never, ever picked up a controller before — meaning it has an inherently larger potential audience than the relatively specialised "gamey games" markets. It distinguishes itself from movies, animation and TV shows by providing a middle ground between the "show, don't tell" of moving pictures and the pure imaginative effort required when reading a novel.

    In short, it allows for stories to be told in a way that is unique to its own medium. These stories, while often following similar patterns and very often involving big-eyed anime girls, are no less valid and worthy of study, interpretation and criticism than those presented in more "traditional" media. In fact, if anything, the fact that the visual novel is a relatively new and emergent art form merits more attention than it actually gets.

    And sure, while many visual novels descend into Japanese absurdity, titles like Katawa Shoujo; Digital: A Love Story; Don't Take It Personally, Babe, It Just Ain't Your Story; and numerous others all push the boundaries of what it's possible to make interesting interactive entertainment from, along with taking on subject matter I can't recall ever being dealt with (tastefully, anyway) in other types of game.

    Consider how simple early movies were and how sophisticated they are now in comparison. Given visual novels' relative infancy compared to other media, imagine what the possibilities might hold in the future. Will we ever see a title like this regarded as "interactive literature" or equivalent?

    Who knows. All I know right now is this: if your primary motivation for playing interactive entertainment is to be told a story that draws you into its world and characters, you'd do well to check out titles like those that I've mentioned above.

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    #oneaday Day 743: Out https://imnotdoctorwho.moegamer.net/2012/02/01/oneaday-day-743-out/ https://imnotdoctorwho.moegamer.net/2012/02/01/oneaday-day-743-out/#comments Wed, 01 Feb 2012 01:45:26 +0000 https://angryjedi.wordpress.com/?p=3328 It occurs to me that I haven't "been out" for ages. Not literally; I left the house both yesterday and today and will probably do so again tomorrow. I'm referring to what people mean when they say they are "going out" for an evening — that is, hitting the pubs and clubs of the local … Continue reading #oneaday Day 743: Out

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    It occurs to me that I haven't "been out" for ages. Not literally; I left the house both yesterday and today and will probably do so again tomorrow. I'm referring to what people mean when they say they are "going out" for an evening — that is, hitting the pubs and clubs of the local area, and probably drinking heavily along the way. Motivations for "going out" may vary — meeting with friends, going on the pull or simply just for something to do — but the results are usually pretty similar.

    The vast majority of my "going out" when I was younger (read: during the university years) was conducted in conjunction with my good friend and Agricola demon Sam. We had quite a few memorable nights over the years, but they often tended to follow a fairly similar pattern.

    Sam and I, and possibly a few others, would decide that we wanted to go out for some reason. In fact, there wasn't always an explicit reason — "Let's go to Lennon's" was usually reason enough.

    Regardless of whether there was a reason or not, we would get ourselves into whatever we considered our glad-rags to be, and head out for our target — usually either the aforementioned Lennon's or Kaos, two grotty little student-heavy nightclubs within easy staggering distance of most of our homes, and two places with a predilection for cheap drinks that were usually 1) a knockoff of a recognisable drink and 2) out of date. Lennon's, in particular, proudly sported a fridge which noted "contents may be out of date" and the happily sold you said contents for £1 a bottle.

    The reason we went to these places rather than somewhere bigger and (arguably) better? Stubbornness, partly, but also none of us were particularly hardcore clubbers. None of us were into doing the drugs (to my knowledge, anyway) and none of us were bigtime drinkers. Both Lennon's and Kaos allowed you the authentic clubland experience of being in a dark, smelly room with music too loud to talk to your friends over, but were both small enough that you never lost track of your friends for very long. Lennon's, in particular, was roughly the size of a large garden shed and entirely contained in a single room, so if you had reached the stage where you couldn't find your friends in there, you had definitely had too much.

    Part of the appeal of "going out" for some is going on the pull, hoping to score some sweet lovin' from some trophy guy/girl that you'd had your eye on all night. Or, as the evening went on, anyone who looked vaguely in your direction or accidentally made eye contact.

    Suffice to say, our attempts in that regard were usually confined to standing on the perimeter of the dance floor having picked a "target" that we decided we quite liked, and then staring at them off and on for most of the night. When closing time rolled around, we would then leave with the lingering sense of regret that we should have probably actually gone and tried to talk to them, or at the very least danced near them in the vain hope they might pay attention.

    I can only remember a single successful instance of "pulling" in my entire life. I was at Kaos, this time with the university theatre group, as it was our wont to invade Kaos every Monday night and enjoy their plentiful stocks of Newcastle Brown Ale and vodka-fake Red Bull. On this particular occasion, I had had a fair amount of vodka and fake Red Bull, and was consequently of the opinion that my dancing was The Shit.

    "You ever tried ecstasy, mate?" yelled some Neanderthal I didn't know in my ear as I wildly flailed around the dance floor.

    "No," I replied honestly. Almost immediately afterwards I was grabbed by a nearby blonde girl (named Beki, as it turned out) who proceeded to snog my face off.

    "Yeah," said the guy to me after Beki had allowed me to come up for air. "You'd love ecstasy."

    Quite.

    So why don't I "go out" any more? Several reasons, really: I don't really drink any more; I live a long way from anyone who might want to "go out"; but most of all, I'm not sure I see the point any more.

    That said, I can think of two people offhand who may well be reading this for whom I would happily make an exception and subject myself to the cavernous depths of The Dungeon or the sticky floor of Lennon's. But that's more because I haven't seen them for ages and miss them rather than any particular massive desire to go clubbing. I certainly don't feel the same pressure I once did that I perhaps "should" go out, head off somewhere by myself and have a miserable experience of the type outlined here.

    Perhaps I'm just an antisocial old bastard. We can probably all agree on that.

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    #oneaday Day 742: Being a Treatise on the Nature of Friendship in the Digital Age https://imnotdoctorwho.moegamer.net/2012/01/31/oneaday-day-742-being-a-treatise-on-the-nature-of-friendship-in-the-digital-age/ https://imnotdoctorwho.moegamer.net/2012/01/31/oneaday-day-742-being-a-treatise-on-the-nature-of-friendship-in-the-digital-age/#comments Tue, 31 Jan 2012 01:04:49 +0000 https://angryjedi.wordpress.com/?p=3325 Today was a good day, because I took the relatively rare opportunity to take a friendship with an "Internet Friend" to the next level — real friendship. Speaking face to face. Being able to see each other, and having to actually speak words instead of typing things. My erstwhile Internet Friend Holly and I had … Continue reading #oneaday Day 742: Being a Treatise on the Nature of Friendship in the Digital Age

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    Today was a good day, because I took the relatively rare opportunity to take a friendship with an "Internet Friend" to the next level — real friendship. Speaking face to face. Being able to see each other, and having to actually speak words instead of typing things.

    My erstwhile Internet Friend Holly and I had been conversing online for some time after a chance encounter — as I recall, it was a Twitter follow and a question on Tumblr that has long since been lost among pictures of cats and pushed Formspring answers. Regardless of exactly how it happened, we got chatting, and we did that Internet Friends thing of talking a whole bunch, going quiet for days, weeks, months at a time, and then picking up where we left off without too much difficulty. A familiar story to many of you reading this, I'm sure.

    As it happens, Holly used to live where I now live (not literally in the same house, that would be super-weird). As such, she decided to come on down to visit her friends who are still in the area now she's elsewhere in the country. And we decided that it might be fun to meet each other and hang out.

    Now, anyone who's ever broached the subject of a real-life meetup with an Internet Friend, whatever the motives for doing so might be, will doubtless be aware of that feeling of unease and anxiety that comes as the date for your meeting approaches. (Or perhaps it's just me. For the sake of this entry, however, I am going to assume you know what I'm talking about.) Will your friendship successfully carry over into the real world? Will you be able to make the same jokes you do on Twitter/Facebook/Tumblr/text message/however you've been conversing previously? Will the other person take one look at you, think you're some sort of hideous freak and run screaming out of the door?

    Statistically, this is fairly unlikely to happen — in my experience, anyway. Out of all the Internet Friend meetups I have had over the years (and I've had a surprising amount, now that I come to think about it), only one encounter was a failure, and even then, it wasn't completely disastrous — we just didn't click in person for whatever reason. Past successful meetups saw me attending a showjumping event; getting married (though, granted, that didn't end all that well, but that's not the point under scrutiny here); flying to Toronto to play a ton of boardgames, see the sights and get sunstroke at the zoo; flying to Boston for super nerd-convention PAX East; having someone other than my brother and his family to visit when I'm in California (not that I don't enjoy seeing my bro!); and, indeed, my current living situation and relationship with Andie can also be attributed to a successful Internet Friend meetup.

    That one failure has haunted me a bit over the years, though. Despite all the other successful encounters, I still think back to that awkwardness I felt when I met Julia for the first time, and how awful I felt on the way home, thinking that all our long, heartfelt emails to one another had turned out to be essentially worthless. As those who know me well (and regular readers) will know, I am not the most confident person in the world, so to feel rejected like that — regardless of whether she had actually rejected me or it was simply my own social ineptitude that had caused the awkwardness — well, it hurt, quite a bit. As such, any time I've had the opportunity to meet up with someone I get on well with from the Internet, I've always been wary. All my insecurities and neuroses about my appearance, my personality and everything else all come out to play, and I find myself wondering if meeting is actually a good idea or not. In short, I worry the situation in the image above is what will happen.

    Fact: it usually is a good idea to meet, and the situation in the image above is, mercifully, fairly rare. Look at it this way: you get on well online for a reason. For most people (those who aren't making a specific effort to troll, anyway), their online persona is a pretty true representation of the person they are — often sans any insecurities they have in face to face meetings. And if you get on well when speaking in text, it's pretty likely that you will get on in person, too.

    You're doubtless waiting on tenterhooks to know whether or not Holly and I hit it off, then. (Maybe not.)

    We did. We managed to easily fill several hours of conversation on a variety of topics, and both left feeling good that we'd done that. We're hopefully going to do it again before she has to depart back to far-off climes (relatively speaking). I'd call that a successful Internet Friend meetup, then, resulting in a real-life friendship. Hurrah!

    So there you have it. You can make a Real Friend out of an Internet Friend. But you probably knew that already.

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    #oneaday Day 741: Glee - It's a Feeling You Get When Your Brain Finally Lets Your Heart Get In Its Pants https://imnotdoctorwho.moegamer.net/2012/01/30/oneaday-day-741-glee-its-a-feeling-you-get-when-your-brain-finally-lets-your-heart-get-in-its-pants/ https://imnotdoctorwho.moegamer.net/2012/01/30/oneaday-day-741-glee-its-a-feeling-you-get-when-your-brain-finally-lets-your-heart-get-in-its-pants/#comments Mon, 30 Jan 2012 00:56:35 +0000 https://angryjedi.wordpress.com/?p=3321 I posted a short while ago that I had been watching Glee, and had found myself surprised that I was rather enjoying it. Like many other people (I imagine) I had certain preconceptions as to what the show would be about — misconceptions, as it happens. Misconceptions fuelled by media coverage of the phenomenon of … Continue reading #oneaday Day 741: Glee - It's a Feeling You Get When Your Brain Finally Lets Your Heart Get In Its Pants

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    I posted a short while ago that I had been watching Glee, and had found myself surprised that I was rather enjoying it. Like many other people (I imagine) I had certain preconceptions as to what the show would be about — misconceptions, as it happens. Misconceptions fuelled by media coverage of the phenomenon of "gleeks", and endless playing of their version of Don't Stop Believing on the radio.

    Watching the show with an air of objectivity, i.e. having ignored most of the coverage about it because of my misconceptions it was cheesy and lame, has surprised and delighted me with its quality. I'm genuinely enjoying it — cheesy songs and all — and have come to care about the characters. As I've said on a number of occasions before, caring about the characters in something is the one thing that will keep me watching or playing something, even after said piece of media in question might have long outstayed its welcome with other people. And I can see how Glee could easily rub people up the wrong way. It's an acquired taste, but one I have well and truly acquired with aplomb.

    Glee is good at high school angst. Above all else, outside of all the cheesy songs and elaborate dance routines, it's about teenage troubles. And some surprisingly weighty issues, too — I'd assumed that it would all be a bit Disney, judging by the saccharine, autotuned nature of the music. But in the space of the season and a quarter that I've watched so far, the show has taken in teen pregnancy, homosexuality, bullying, infidelity, abstinence, discrimination and a wealth of other topics, and it's handled them all in a surprisingly sensitive manner. Most of the "dealing with" said issues involves singing a song that is tangentially related to the issue in question, but somehow this never seems too forced. Sure, if you're going to go over it with a fine-tooth comb and pick apart exactly why a high school could never have the budget to pull off some of the productions they do, you'll come away feeling slightly I satisfied by the whole experience. But accept it for what it is — a heavily stylised depiction of high school that blends realism with escapist fantasy — and there's an incredibly satisfying, well-written and, at times, very touching show underneath.

    It's a show of great characters, too. Mr Shuester (or however you spell it) is a great lead. While there's an element of "cheesy choir leader" about him by the nature of his character's role, he's a deep, interesting and flawed character who presents an interesting counterpoint to the colourful adventures of the teen stars. Sue Sylvester, too, makes a brilliant "villain", and is all the more powerful for being a very complex, unpredictable character. It would have been easy to leave her as nothing but a heartless bitch, but even well into the second season, she continues to surprise.

    Barring a few missteps early in season 2 — the themed episodes based on Britney Spears and the Rocky Horror Show were a bit silly in that they felt far too shoehorned in, even for a show about retrofitting pop songs to express your inner angst — the show is fairly consistently great. Said theme shows were followed up by some brilliant episodes, however, with the eighth entry of the second season providing one of the most genuinely moving moments I've seen in a TV show in recent years. (I shan't spoil it for those who intend to watch it, but suffice to say for those who have seen it, it's the bit where that song "You're Amazing" is used, if that's what that song is actually called. I'd check, but, you know, I can't be arsed. You know the one I mean.)

    I will be following Glee with interest as it continues — particularly as the high school nature of it means that the entire cast of kids will theoretically have to be replaced over the course of the next few seasons.

    The post #oneaday Day 741: Glee - It's a Feeling You Get When Your Brain Finally Lets Your Heart Get In Its Pants appeared first on I'm Not Doctor Who.

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    #oneaday Day 740: A Story About a Girl I Once Knew https://imnotdoctorwho.moegamer.net/2012/01/28/oneaday-day-740-a-story-about-a-girl-i-once-knew/ https://imnotdoctorwho.moegamer.net/2012/01/28/oneaday-day-740-a-story-about-a-girl-i-once-knew/#comments Sat, 28 Jan 2012 23:56:26 +0000 https://angryjedi.wordpress.com/?p=3317 Those of you who have been reading for a while will probably know I used to be a teacher. Those of you who are new to this blog… I used to be a teacher. Three years in secondary education, a term in primary. I had a fairly hellish time for the most part, culminating in … Continue reading #oneaday Day 740: A Story About a Girl I Once Knew

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    Those of you who have been reading for a while will probably know I used to be a teacher. Those of you who are new to this blog… I used to be a teacher. Three years in secondary education, a term in primary.

    I had a fairly hellish time for the most part, culminating in having a nervous breakdown and having to get signed off sick with stress. While this meant that I could legitimately sit at home in my pants and play video games all day while getting paid for it (and not having to write about said games), it was a demoralising, embarrassing experience that reflected much of my time in the classroom — demoralising and embarrassing.

    But it wasn't all bad, and lest you get the impression that I spent my entire time in the classroom hating every single child who sullied the sanctity of my room with their presence, I wanted to take a moment to appreciate one particular student who has stuck in my mind ever since. She isn't the only one, and if I'm strapped for writing ideas I will talk about my memories of the others at a later time. But she is the one that popped into my head when I was considering what to write about this evening. I attribute at least part of this to the fact she has a memorable name, and is the only person I've ever known with that name.

    Her name was Berri, and when I knew her she was in year 8, or the second year of secondary school. I only knew her for a year, as I was only employed at the school in question for a year thanks to the headteacher who employed me officially being Shit With Money. But that's another story.

    Berri may have only been in year 8 at the time, but she was incredibly mature for her age. She was the sort of kid you could have an actual meaningful conversation with, rather than simply chasing them up for homework. She was intelligent, witty and had common sense. She also had the patience of a saint, something which I display for the vast majority of the time but sometimes found reaching breaking point when confronted with a class of unruly, uncooperative children who thought their weekly Music lesson was an excuse to goof off. Berri never got annoyed, though, even when young Danny, her classmate who liked to climb bookcases and shout "CUNT" at people, was at his worst.

    Berri was also very musical, which meant that the vast majority of the secondary school music curriculum was pitched way below what she was capable of. She never minding mucking in and doing a task that was beneath her ability level, though, and if she finished early she was more than happy to go and sit in a practice room playing her violin. Although classical music isn't particularly cool among kids, seeing a peer who is good at a musical instrument is usually enough to impress even the most unruly child into temporary silence. In retrospect, I should have perhaps taken advantage of this fact more regularly.

    In short, I appreciated Berri for being one person in those classes of 30 that I didn't have to worry about. She was one pupil who actively made my life easier and more pleasant, rather than more difficult and unpleasant. Her practice room was often a haven of calm when the rest of the class, supposedly composing a piece based on Indian raga, were in fact just trying to see who could press the "DJ!" button on the school's keyboard the most in the space of five minutes. She never said anything, but I could tell from the way she acted and looked at me sometimes that she understood how much pressure I was under, and how difficult I found dealing with the unruly mobs. That look of understanding that she occasionally gave me was one of a few things that kept me safe in that hellhole.

    I always thought that she was out of place at that school, populated as it was mostly with the sort of twats you'd see on Britain's Chavviest Teens, should such a show exist. I hope that whatever reason brought her there wasn't enough to keep her there, and I hope that in the intervening six or seven years since I last saw her that she has been able to make the most of everything that she had to offer the world. If she went on to university after school, she'd be about halfway through her course now. I wonder what she's doing.

    Wherever you are, Berri, and whatever you're doing, thanks for making my life a fraction easier. I wish you the best of luck as you look forward to your life as an adult truly starting, and hope you achieve all that you deserve to.

    The post #oneaday Day 740: A Story About a Girl I Once Knew appeared first on I'm Not Doctor Who.

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    #oneaday Day 739: I'm Flickin' Me Net https://imnotdoctorwho.moegamer.net/2012/01/28/oneaday-day-739-im-flickin-me-net/ https://imnotdoctorwho.moegamer.net/2012/01/28/oneaday-day-739-im-flickin-me-net/#respond Sat, 28 Jan 2012 00:37:00 +0000 http://angryjedi.wordpress.com/?p=3311 I mentioned it briefly yesterday, but I feel some good, old-fashioned enthusing about Netflix is in order. I know, I know, you American types have been enjoying its streamtastic charms for a very long time now, and us Brits have been watching enviously for the whole time (and occasionally trying to do clever things to … Continue reading #oneaday Day 739: I'm Flickin' Me Net

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    I mentioned it briefly yesterday, but I feel some good, old-fashioned enthusing about Netflix is in order. I know, I know, you American types have been enjoying its streamtastic charms for a very long time now, and us Brits have been watching enviously for the whole time (and occasionally trying to do clever things to see if we can get signed up) — but now, we have it too.

    And it's awesome.

    As I've noted on some post back in the dim and distant history of this blog, I'm not huge on movies. It's not that I don't like them, it's that I'd rather spend two hours at a time doing something else. I'm not sure why this is. Perhaps there's something in my brain that sets me up to enjoy interactive, rather than passive entertainment — I'll happily sit and play one game for hours at a time, after all. But that doesn't explain why I might take a new TV show discovery and devour large proportions of a season at once (see: Community). That's no more interactive than a film, and yet I have no qualms in doing that.

    I think my main bugbear with movies has historically been their perceived "value" when buying them to put on your shelf. I have a bookcase in front of me at the time of writing — look, it's over there — that is almost filled with DVDs. (The bottom two shelves are console games.) Of those DVDs, the only ones that I think I have watched more than once or twice are the TV show box sets. The movies I've kept around… well, I'm not sure why, really, since I certainly haven't watched Human Traffic for a very long time, and my copy of Hot Fuzz actually remained shrink-wrapped for a considerable period, too (it was cheap in HMV, then it was on TV, so I didn't really need to watch the DVD). I guess there's some sort of curious feeling of "attachment" to many of these movies, like I remember the time I bought them and associate them with a particular period in my life. As such, it's never really occurred to me to get rid of them, even though I rarely watch them.

    The age of Netflix, however, has me rethinking this. Now for a few quid a month I have instant access (assuming I have an Internet connection) to a pretty huge library of movies and TV shows. Some are complaining that the selection is a little limited at this time — and perhaps it is if you're a big film buff, but it's certainly more than satisfactory for me at the moment. And the reason I mention the "perceived value" vs "time constraints" thing above is that I've been more than happy to just sit and watch a movie on Netflix, because I know that I haven't spent £[x] on it, and have to feel obliged to enjoy it.

    It's the same for the TV shows, as it happens. I've been meaning to check out Twin Peaks for a very long time, for example — even more so since I played Deadly Premonition — but never got around to picking up the DVD set. It always seemed a bit expensive for something that was — to me, anyway — an unknown quantity. Would I like it? (As it happens, I love it, 90s hairstyles and all) Would it be worth the money, or would I be stuck wishing I'd spent my £[x] on something better?

    This consideration is now irrelevant. Like Spotify allows me to check out music that I might not have felt inclined to buy outright, Netflix allows me to broaden my tastes in film and TV shows without any risk of feeling like I've wasted my money. And through the "creepy" (no it's not) autoshare to Facebook facility, I have plenty of opportunity to check out what my friends are watching, start some discussions about it and become more "well read" in the media of TV and film.

    So, then, fellow Brits; if you have a decent Internet connection and like watching people perform for you inside your TV, PC, iPad or iPhone, I suggest you get yourself signed up for a free trial. For me, it's been worth it purely for the iPad compatibility — Netflix on iPad in bed has revolutionised insomnia.

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    #oneaday Day 738: Diversifying https://imnotdoctorwho.moegamer.net/2012/01/26/oneaday-day-738-diversifying/ https://imnotdoctorwho.moegamer.net/2012/01/26/oneaday-day-738-diversifying/#respond Thu, 26 Jan 2012 22:00:29 +0000 https://angryjedi.wordpress.com/?p=3307 In a recent blog post, one Ben Goldacre described Spotify's auto-sharing behaviour as "creepy" and called for greater transparency in opt-out procedures. While I don't disagree that users should have the option of whether or not to share what it is that they're doing, I do disagree with the good Doctor's assertion that showing off … Continue reading #oneaday Day 738: Diversifying

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    In a recent blog post, one Ben Goldacre described Spotify's auto-sharing behaviour as "creepy" and called for greater transparency in opt-out procedures. While I don't disagree that users should have the option of whether or not to share what it is that they're doing, I do disagree with the good Doctor's assertion that showing off your tastes to others is somehow "creepy" or "wrong".

    The reason I don't find it either of those things is because of discovery. Spotify is built in such a manner that it's easy to check out an artist or album you're unfamiliar with in a risk-free environment. You don't drop any money on the album directly, so if you wind up hating it, you haven't lost out. And if you end up loving it, you can whack it in a playlist or star it for future reference.

    Combine this ease of trying things outside of your usual comfort zone with social features and you get a powerful tool to expand your own tastes. Because music is an ever-present part of society these days — silence, it seems, is frowned upon by most people, particularly those of more tender years — conversations about what artists are awesome are less common than they once were in the age of buying CDs (and, heaven forbid, cassettes). Music is just there for many people — a disposable thing that people may well have a strong connection to but perhaps don't always think to actually discuss,

    What Spotify's sharing feature does is allow you to see what friends have been listening to and, if it takes your fancy, jump right in there and have a listen yourself. I've discovered more than a few new favourites this way, and I'm certain other people will have been curious about some of my tastes too. I don't have any objection to people seeing what I've been listening to and I'm certainly not ashamed of it. The same is true for Netflix, newly launched in the UK and nicely integrated with Facebook to allow you to share what you're watching. On the whole, I'm much more inclined to pay attention to new releases if my friends are enjoying them rather than if they're simply "critically acclaimed". See: The Squadron of Shame

    Goldacre suggests that people will make judgements based on what you have been listening to, and your playlists which, if you weren't already aware, are made public by default. And perhaps people will — but the attitude I have always taken with personal taste is that it is just that: personal. If you're the sort of person who ridicules someone else just because of what music they listen to, how they dress, or their appearance… I probably don't really want to know you. Everyone is free to make their own choices with regard to what entertains them (unless, you know, if you're into something fucked up and illegal) and so people should not feel ashamed or embarrassed to share what it is that they have been enjoying.

    In fairness, it's entirely possible that there is the scope for cyber-bullying among schoolkids based on what they might have been listening to with Spotify, or the content of their playlists. But there's the scope for cyber-bullying based on their photos, their status updates, all the other stuff that's on Facebook, too. This isn't excusing it. However, it does mean that Spotify itself isn't some sort of creepy bully-magnet. As with all forms of social media and teens interacting with others on the Web, it's important for parents to be involved and aware of what their offspring are up to. If it looks like causing a problem, they should be familiar with the options that are there to protect people — and Spotify has those options if, for whatever reason, sharing things does become a problem. But someone's listening habits are public by default — and why shouldn't they be? There's nothing to be ashamed of there.

    Perhaps I have a naïve view of social media and sharing information on the Web. But I just don't see how sharing your entertainment consumption is particularly harmful. Sharing deeply personal information, yes. But the fact that you listened to the Lazy Town soundtrack today? For me, that's the start of an interesting conversation, not something creepy.

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    #oneaday Day 737: Attack of the Clones https://imnotdoctorwho.moegamer.net/2012/01/25/oneaday-day-737-attack-of-the-clones/ https://imnotdoctorwho.moegamer.net/2012/01/25/oneaday-day-737-attack-of-the-clones/#comments Wed, 25 Jan 2012 22:07:16 +0000 https://angryjedi.wordpress.com/?p=3304 So it seems that Zynga, lords of the social gaming space, are cloning Nimblebit's Tiny Tower. This isn't the first time Zynga has ripped off someone else's game and removed all trace of personality from its visuals, and it certainly won't be the last. The different this time is that people are actually taking notice, … Continue reading #oneaday Day 737: Attack of the Clones

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    So it seems that Zynga, lords of the social gaming space, are cloning Nimblebit's Tiny Tower. This isn't the first time Zynga has ripped off someone else's game and removed all trace of personality from its visuals, and it certainly won't be the last. The different this time is that people are actually taking notice, because Tiny Tower, for all its faults — and it has many, that not even its glorious retro pixel art aesthetic can counter — was extremely popular, made Nimblebit a fair amount of money and was even chosen by Apple as its iPhone game of the year.

    Zynga's new game is called Dream Heights and one of the guys from Nimblebit conveniently compared it to his game here. As you can see, it has pretty much all the gameplay of Tiny Tower with none of the visual appeal.

    Now, in the mainstream games market, this sort of thing is generally frowned upon quite a bit. For all of the complaining that the big shooter franchises all look very similar, they at least try to differentiate themselves with how they play, the modes they offer and the like. Battlefield 3 offers a very different experience to Call of Duty. I don't care for either of them, but I can appreciate that each appeals to a different subsection of the audience,

    In mobile and social gaming, however, developers and publishers seem to have no such scruples. In my current position writing game reviews for Inside Social Games and Inside Mobile Apps, I regularly see games that are almost identical to each other. Most of them follow the FarmVille model to one degree or another — you click on things, there's a countdown timer before you can click on them again to get a reward, there's a list of insultingly simple "quests" on the left side of the screen, you get experience points every time you exhale and, generally speaking, the game is designed to be a series of not very well disguised Skinner boxes.

    Other popular genres include the growing hidden object genre, where you're sent into a cluttered room/street/train carriage and tasked with locating lists of completely arbitrary items, with scenes tied together by an often flimsy excuse for a plot. Just in the last couple of weeks, Zynga released Hidden Chronicles on Facebook, only to be followed this week by the almost identical World Mysteries from Brazilian developer Vostu. See, it's not just Zynga doing it — it goes both ways, too.

    Fans of Spry Fox's fun puzzle game Triple Town on Facebook and Google+ may also want to check out Yeti Town on iOS by the obnoxiously-named 6waves Lolapps. This game has drawn criticism for ripping off Triple Town completely and releasing on iOS before Spry Fox were ready to release their own iOS version of their game. You may argue that Spry Fox should have been quicker off the mark in getting their iOS version to market, but it's hard to believe that 6waves Lolapps came up with an identical concept (not almost-identical, identical) completely independently of Triple Town.

    Independent developer Vlambeer ran into this issue last year when, like Spry Fox, they were beaten to the punch on an iOS game. Gamenauts' Ninja Fishing hit the App Store shortly before Vlambeer was ready to release its own title Ridiculous Fishing, itself a reimagining-cum-sequel of its earlier Web-based title Radical Fishing. I'm very pleased to see that Vlambeer will be speaking publicly about this debacle at GDC this year.

    Where does it end, though? Games are a creative art form and for all these clones to hit the market is to do the medium a disservice. You don't get books hitting store shelves where an author has simply done a Find and Replace on all the characters' names from someone else's work, nor do you get movies which are simply shot-by-shot reconstructions of another movie. We get remakes, sure, but at least those are usually reimagined for a contemporary audience — and they're being honest about their source material rather than attempting to pass themselves off as a completely new product.

    This practice needs to stop. Unfortunately, cloning, it seems, is already an established part of mobile and social game development. In the long term it will only hurt everyone's business.

    So devs? Be bold. Come up with an original idea. Don't call your game "innovative" if it's the same as something someone released last week, and the week before, and the week before. Try something new. Break out of established conventions. The most memorable games in the mainstream are the ones which tried something new. The moment we see a successful social game break out of the market's conventions is the same moment we'll see people willing to be a bit less cynical and a bit more enthusiastic to see what this burgeoning industry has to offer.

    The post #oneaday Day 737: Attack of the Clones appeared first on I'm Not Doctor Who.

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    #oneaday Day 736: To Sir and Miss, with If Not Love then At Least Fondness or Enduring Memories https://imnotdoctorwho.moegamer.net/2012/01/25/oneaday-day-736-to-sir-and-miss-with-if-not-love-then-at-least-fondness-or-enduring-memories/ https://imnotdoctorwho.moegamer.net/2012/01/25/oneaday-day-736-to-sir-and-miss-with-if-not-love-then-at-least-fondness-or-enduring-memories/#respond Wed, 25 Jan 2012 01:07:24 +0000 https://angryjedi.wordpress.com/?p=3301 Following a conversation with Andie, I thought I would challenge myself to name as many teachers from my own schooldays as I possibly could, along with the contribution they made to making me the person I am today, for better or worse. Mostly the better, I think, which doubtless they'll be delighted to know if … Continue reading #oneaday Day 736: To Sir and Miss, with If Not Love then At Least Fondness or Enduring Memories

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    Following a conversation with Andie, I thought I would challenge myself to name as many teachers from my own schooldays as I possibly could, along with the contribution they made to making me the person I am today, for better or worse. Mostly the better, I think, which doubtless they'll be delighted to know if they do happen to be reading this, as unlikely as that might be.

    If you are one of my old teachers and you are reading this and I forget to mention you, I apologise in advance.

    Anyway. Let's consider these in roughly chronological order.

    At primary school, our early years were accompanied by Mrs Place. I have to admit I don't remember a great deal about her, but I think given my tender age at the time, that can probably be excused.

    Class 2 in primary school was taken by Mrs Robson, whom I also can't remember a great deal about. I do remember her not being there one day though, and me being tricked into saying "shit" to Mrs Powell the cover teacher by Natalie Forster, the bitch.

    Class 3 was taken by Mr Edwards, who had a bit of a mullet and a moustache. He liked to play the guitar at every opportunity, meaning that "Circle Time" (the point of which I'm still not sure of even having been a primary school teacher myself) more resembled a campfire singalong than anything more meaningful. It was fun though.

    Class 4 was taken by Mrs Barrett, a formidable lady by all accounts who had some very old-school values. The rest of the school was terrified of her, because she had a withering look that could cause geese to fall dead out of the sky if she so desired it. Once you got into class 4, however, it became apparent that she wasn't so scary after all, and even had something of a sense of humour. Her insistence on strict discipline meant that she ran a tight ship, and her class achieved well. Crossing her made you feel like, as cliche as it sounds, you had let yourself down.

    On to secondary school, and my form tutor was Miss Quirk. She was Scottish, had short black hair and said "poem" as "poyem". She taught Maths, but I don't think I ever had a lesson with her.

    Elsewhere in the Maths department was Mr Wilbraham, who may or may not have had a drinking problem. He was certainly rumoured to have a drinking problem, but I can't say we ever saw any direct evidence of that. He was another of the Mrs Barrett breed — regarded with fear and misunderstanding from afar, but actually turned out to be very pleasant to work with once you were in his class. He didn't help me enjoy Maths, however.

    The English department was my second favourite department. At various points, I was taught by Ms (not Miss) Derbyshire, who was a bit like Victoria Wood when she was being funny; Mr Bowie, who was the obligatory male teacher whom all the girls fancied, was very cool and convinced me to explore the music of Jeff Buckley; Miss Idziacszyk (I think I've even spelled that correctly), who was a good, knowledgeable teacher, particularly at A-level. On one memorable occasion, Mr Bowie came with us to a local recording of Songs of Praise which our steadfastly secular school had, for some reason, been invited to. On that occasion I had my shortest ever relationship with a girl — we went out for a week, during which time I saw her once, kissed her once before she decided she wanted to go back to the way things were before.

    The Music department was my favourite department. Initially staffed by Mr Murrall and Mrs Choy-Winters, later by Mr Murrall and Miss Garrick (whom my erstwhile best friend Craig fancied the pants off) and even later by Mr Murrall, Miss Garrick and Mr Wrigley. All of the teachers in the department were laid-back, fun and a pleasure to be with both in lessons and outside. By far the highlights of my time at secondary school were the school concerts, during which staff and student were able to interact in a way that just wasn't possible in the normal classroom.

    Up in the Upper School were the Geography and History departments. Here, two particular teachers stood out — Mr Mason (pictured above) on the Geography side, and Mr Watts on the History. Mr Mason had long hair and a porn star moustache, and always spoke in a calm, quiet voice. Instead of shouting when he got angry, he went quieter. It was terrifying.

    Mr Watts, meanwhilem was the exact opposite. He could shout your face off, and frequently did. Despite his deservedly formidable reputation, he was an excellent teacher. Okay, I can't remember a lot of what we covered in History, but I certainly remember the lessons I had with him — and the occasions he looked out of the window, saw a year 7 kid and just tutted and shook his head.

    Mrs Lloyd taught Integrated Humanities and Sociology. She knew a lot about her subject and was also one of those teachers whom it was very easy to talk to. Perhaps it was the nature of the subject itself, which often dealt with issues that affected us directly, or perhaps it was just her nature. Either way, I remember her very fondly.

    Then there's the senior staff. I have fond memories of Mr Cragg the erstwhile head teacher for understanding fully why I turned around and lamped Murray Crofts in the face after the little cunt had been harassing me all day. And Mrs Knight, who was a motherly figure to much of the school in many ways — right down to inflicting embarrassing discipline on those who stepped out of line. (One of the worst punishments, particularly for younger kids, was to be forced to have lunch with her, or to to be on "Five minute report" to her.)

    There are doubtless plenty of others I've missed — Miss Cuthbert, who was one of heads of Sixth Form, and regularly tried unsuccessfully to get us all being a bit more religious; Miss Stafford the art teacher, whom I didn't spend a lot of time with (as is probably apparent from the pictures which accompany these posts); Mrs Graham the formidable and terrifying Home Ec teacher.

    I know one thing, though — as difficult as schooldays were at times, I'll remember the adults who got me through it for the rest of my life, even more so than those whom I considered close friends at the time, but have since drifted far away to pastures unknown.

    I now know first-hand how hard your jobs were, Sirs and Misses. I respect you even more than I did back then. Those of you who have the courage to remain in education with the kids of today, I salute you.

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    #oneaday Day 735: Enough with the Period Jokes https://imnotdoctorwho.moegamer.net/2012/01/23/oneaday-day-735-enough-with-the-period-jokes/ https://imnotdoctorwho.moegamer.net/2012/01/23/oneaday-day-735-enough-with-the-period-jokes/#respond Mon, 23 Jan 2012 23:55:49 +0000 https://angryjedi.wordpress.com/?p=3298 I've been using our new toy, the iPad 2, for a little while now, and I have to say it is a most wonderful device of much majesty. Like many others, when the original model iPad was first announced, I was skeptical as to whether such a device could be useful when we already had … Continue reading #oneaday Day 735: Enough with the Period Jokes

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    20120123-235536.jpg

    I've been using our new toy, the iPad 2, for a little while now, and I have to say it is a most wonderful device of much majesty. Like many others, when the original model iPad was first announced, I was skeptical as to whether such a device could be useful when we already had smartphones. No one seemed quite sure who needed a tablet device, and it didn't look like Apple did either.

    That's because, as it turns out, pretty much anyone can get something out of a tablet device. My experience with this particular breed of tech is, at this time, limited to Apple's entry to the market along with my Kindle (not exactly the same breed of device, but does what it does very well and is making me read more — always a good thing) but I can imagine there are similar benefits to Android tablets, albeit without the robust infrastructure that is the App Store.

    Let's consider what I have used this device for today. I have browsed the Internet on it. I have looked at Twitter on it. I have shared images using it. I have played games on it — both five-minute diversions and deep RPG experiences. And right now I am writing a blog post on it, the cack-handed image you see at the top of which was also created on the iPad.

    In short, I'm rather in love with it. In fact, the only thing I can't completely do with it is my job, since the sites I currently write for use self-hosted WordPress that isn't set up to work with the iOS app, and this means I can't upload images via the Web interface. A bit of a pain, sure, but at least I can write the posts on the go and put the images in later should I need to.

    I've been impressed with what an all round entertainment device it is, particularly now we finally have Netflix in the UK. Should I find myself wanting to watch Twin Peaks while on the toilet, I can. We really are living in the future.

    I'm sure the novelty will wear off soon, but the fact that since I've come home from Americai haven't played a single PC or console game as yet is somewhat telling, and the videos I've watched on the big TV were simply to have them on the big screen — if I wanted a more personal experience, it'd be no big deal to transfer them to the iPad, particularly now you can do it over Wi-Fi.

    A sound purchase, then, and not a hint of buyer's remorse. I may be done with Apple as an employer, but it's hard to deny that they make damn good products through that gradual process of refinement they go through over the years. I'm intrigued to see what the third iPad may have to offer, should the rumours of its release in March of this year turn out to have any validity whatsoever.

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    #oneaday Day 734: Pay Attention https://imnotdoctorwho.moegamer.net/2012/01/22/oneaday-day-734-pay-attention/ https://imnotdoctorwho.moegamer.net/2012/01/22/oneaday-day-734-pay-attention/#respond Sun, 22 Jan 2012 23:35:01 +0000 https://angryjedi.wordpress.com/?p=3292 Since getting an iPad a few short days ago it's become more clear to me than ever that if you are ignoring the iOS platform on the grounds that it's "just mobile games", then you are Doing It Very Wrong. Let's face some home truths first of all, however. Traditional control schemes suck on touchscreens. … Continue reading #oneaday Day 734: Pay Attention

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    20120123-000024.jpg

    Since getting an iPad a few short days ago it's become more clear to me than ever that if you are ignoring the iOS platform on the grounds that it's "just mobile games", then you are Doing It Very Wrong.

    Let's face some home truths first of all, however. Traditional control schemes suck on touchscreens. The lack of tactile feedback is the main thing — you can't feel those buttons under your fingers, so it's all too easy to drift away from them, particularly if they're of the breed that are fixed in place. Alongside that, your thumbs blocking part of the play area isn't a great look, particularly on the small screen of the iPhone and iPod touch.

    That is the main issue with iOS gaming, but also a blessing in disguise.

    The fact that traditional control schemes sucking is such a well-established fact by now means that iOS developers are forced into making some important decisions when creating their games. Do they remain steadfast and shoehorn in a virtual joypad control method? Do they support external controllers such as the iCade and make the assumption that anyone serious about playing that kind of game on iOS will already own one? Or do they throw conventional thinking about what makes a good portable game out of the window?

    It's the latter option that leads to the most interesting experiences, and it tends to lead in one of two directions. The first direction leads to the explosion in new styles of gameplay we've had since gaming really started to take off on the platform. Granted, some of these existed in the form of independent and Flash games prior to iOS' emergence, but Apple's platforms have very much brought them to the masses. Physics-based puzzlers. Line-drawing games. Match-3 puzzlers. "One-touch" games. All of these provide simple mechanics that are surprisingly versatile. In the case of the line-drawing genre, for example, go play Flight Control, DrawRace 2 and Heroes vs Monsters and tell me that isn't an incredibly versatile control scheme.

    The second direction is in the resurgence of genres which have lain all but dormant everywhere except the independent PC game development community for many years. Turn based strategy titles. Board game adaptations. First person flick-scrolling dungeon crawlers. Deep, hardcore roleplaying games. Roguelikes. All have made something of a comeback on iOS, and it's no coincidence that these games provide some of the most satisfying experiences on the platform. It's also these titles which provide the strongest, most compelling evidence that yes, you do get "proper" games on iOS, and there's no reason to believe that you're getting a "lesser" experience than what you would get from a console, except perhaps from some diminished graphical quality — and even then, that gap is rapidly closing.

    iOS does also bring with it its share of controversial topics. The monetization of games in particular. It's not unusual these days for games to have the option to purchase in-game currency or even skip out parts of the game altogether. I'm not a big fan of this practice, but if done correctly, it can actually have several benefits for both consumer and developer alike.

    Firstly, it allows the game itself to be released at a far cheaper price point than you'd ever see it on 3DS or Vita. I bought a racing game today for 69p. It has impressive graphics, fun gameplay and is certainly on a par with the PSP version of Burnout in terms of depth. 69p. You can't even buy a cup of coffee for that anywhere, yet here I am paying it for a game that would have been at least thirty quid a few years back. And how can it afford to do that? Because of the few people out there who value their time more than their money and would rather unlock content in the game quickly through dropping a few pounds on it rather than playing through it normally — which, I hasten to add, is very much still an option.

    The downside to above is that it has affected the perceived value of these games. If you paid 69p for a game — or even got it for free in some cases — are you more or less likely to play it through to completion? I'm guessing "less", because if you're anything like me, that feeling of "I just spent forty quid on this, I'd better bloody play it" just isn't there. This factor is actually mitigated somewhat by the titles that are considered "expensive" on the platform — look at Square Enix's £10 RPGs, for example, or £5 titles like Infinity Blade and Galaxy On Fire. £5-10 is considered "expensive" for an iOS title so people are more likely to think before they buy, and by extension take a bit more time to play through these less "disposable" titles.

    I think by far the greatest thing about the platform, however, is how there's something to appeal to pretty much everyone. In my circles of family and friends, there are kids and grandparents who like playing Angry Birds; hardcore strategy gamers who like deep, complex mechanics; commuters who appreciate having something quick and low-maintenance to play on said commute; hardcore gamers who crave the depth of a console or PC title in a format they can carry around with them; people who don't have time to immerse themselves in the sprawling experiences that are today's interactive entertainment titles but appreciate the opportunity to play a quick game of Words, Scramble or Hero Academy with friends. All of them are catered to, and there's a bunch of crossover between the groups too. That's amazingly awesome, and it's probably done more to help the image of gaming in the mainstream audience than any other technological innovation we've had over the years.

    So in summary, then, if you arestill of the belief that iOS as a platform isn't important to the games industry and games culture at large, I say again: you are Doing It Wrong.

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    #oneaday Day 733: The Greatest iOS Game You've Never Played https://imnotdoctorwho.moegamer.net/2012/01/21/oneaday-day-733-the-greatest-ios-game-youve-never-played/ https://imnotdoctorwho.moegamer.net/2012/01/21/oneaday-day-733-the-greatest-ios-game-youve-never-played/#respond Sat, 21 Jan 2012 20:18:44 +0000 https://angryjedi.wordpress.com/?p=3289 Oh boy do I have a treat for you iOS owners out there. A free game that is brilliant, doesn't try to con you out of any money and doesn't have a single ad in it anywhere. Not only that, but it also features the most spectacular Engrish you will ever see, as evidenced by … Continue reading #oneaday Day 733: The Greatest iOS Game You've Never Played

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    Oh boy do I have a treat for you iOS owners out there. A free game that is brilliant, doesn't try to con you out of any money and doesn't have a single ad in it anywhere. Not only that, but it also features the most spectacular Engrish you will ever see, as evidenced by the screenshot which accompanies this post.

    The game in question is HungryMaster by xionchannel. I found it completely by chance while browsing titles related to Square Enix's catalogue on iPad, and downloaded it out of sheer curiosity. I was expecting it to be a five minute novelty, to be deleted immediately afterward.

    What I instead found was a wonderfully silly, addictive little game whose use of touch controls puts big-name developers to shame.

    The premise is simple and insane. Delica is hungry and walking in the woods one day when she comes across a talking white cat called Saten [sic]. Saten offers to give Delica magical powers for some reason I feel is somewhat lost in translation. Said magical powers allow Delica to defeat monsters by turning them into food, which kills two birds with one stone.

    In gameplay terms, the player controls Delica by touching on the screen anywhere, and she follows. In order to use her new-found magical girl powers, the player must draw a line starting from her and running through enemies. The player can lock on to as many enemies as they can draw a line through while a brief timer is running, then they explode and turn into food when the player releases their finger. Delica can then collect the food by running over it. Collecting more food in rapid succession gives a combo bonus, and the main objective of most levels is to collect enough food to deliver to houses scattered around the map. There are occasional boss fights, too, where twenty pieces of food can inexplicably be used to set off a bomb.

    It's as gloriously ridiculous as it sounds, but the gameplay is very solid thanks to the excellent touch controls. The whole thing is presented on the iPad or iPhone screen in portraitwise orientation, features 80s-style pixel art and scanlines. It's like holding a forgotten 80s arcade machine in your hand — the sort you only ever found at that one arcade at that one seaside resort, but would always insist on going to whenever possible because that hidden gem of a game was just so good.

    I'm very happy that I've found such a hidden gem on iOS. Check it out for yourself here.

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    #oneaday Day 732: Last Night on Earth https://imnotdoctorwho.moegamer.net/2012/01/21/oneaday-day-732-last-night-on-earth/ https://imnotdoctorwho.moegamer.net/2012/01/21/oneaday-day-732-last-night-on-earth/#respond Sat, 21 Jan 2012 03:28:08 +0000 https://angryjedi.wordpress.com/?p=3286 So I'm back in the UK after a long, turbulent and ache-inducing flight. A necessary evil when dealing with international travel, of course, so I'm not going to complain too much. Andie and I both fell asleep for a bit in the early afternoon once we got back. I know they say that's a bad … Continue reading #oneaday Day 732: Last Night on Earth

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    So I'm back in the UK after a long, turbulent and ache-inducing flight. A necessary evil when dealing with international travel, of course, so I'm not going to complain too much.

    Andie and I both fell asleep for a bit in the early afternoon once we got back. I know they say that's a bad idea but we were both exhausted to the point of mild delirium. I awoke a short while later relatively refreshed but still zombie-like, had a shower and prepared to head off to my good friend Sam's abode for some board gaming goodness. His wife is away, so he wanted to take advantage of the situation with a "boys' night". Our definition of "boys' night" doesn't involve drinking and going out on the pull; it involves playing board games until 3AM.

    And that's what we did. We got in some good time with a number of new titles, including Last Night on Earth and 7 Wonders.

    The latter was a pleasant surprise. Many building and resource management games are very time-consuming and complex, but this one is very straightforward. The relatively simple mechanics belie a wealth of strategies, and the card-based nature of the game means that there's a pleasing element of randomness.

    Last Night On Earth is at the other end of the spectrum — "Ameritrash" to 7 Wonders' "Eurogame", if you will. (For the uninitiated, "Ameritrash" refers to board games with strong thematic content but simple mechanics that are light on the head-scratching strategy, while "Eurogames" are the opposite, focusing more on mechanics and strategy, often presenting their thematic content in a somewhat abstract way. Both are fine uses of your time, despite the disparaging implications of the word "Ameritrash", but many gamers typically gravitate towards one kind of game or the other as the situation demands.)

    As it happened, Last Night on Earth is a good game for the end of the night. Its mechanics are simple and straightforward, but it encourages you to imagine the movie scenes of the virtual zombie horror that you are playing out on the board in front of you. Instead of simply collecting cards and following movement rules, you're imagining, say, Jenny the farmer's daughter fleeing for her life through the cornfields as she is pursued by a relentless horde of zombies; Sheriff Anderson boldly protecting his son from harm by blowing a zombie's head off with a shotgun at point blank range; Jake the "drifter" stumbling around in the darkness, barging shambling zombies out of the way. (Kudos to the game for covering all the zombie movie tropes along the way, too, including a card which implies two opposite-sex player figures inhabiting the same space will want to shag each other, causing them to miss their respective turns.)

    Now it's 3.27AM and I should sleep. There's more gaming to be done tomorrow. And then more sleep. Lots more sleep.

    Oh, also, I'm now officially into my third year of daily blogging. Go me!

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    #oneaday Day 731: Airport 2012 https://imnotdoctorwho.moegamer.net/2012/01/19/oneaday-day-731-airport-2012/ https://imnotdoctorwho.moegamer.net/2012/01/19/oneaday-day-731-airport-2012/#comments Thu, 19 Jan 2012 23:19:51 +0000 https://angryjedi.wordpress.com/?p=3284 I'm sitting on a surprisingly comfortable chair at the Firewood Grill in San Francsico International Airport. I've just finished a bag of barbecue-flavoured Kettle Chips and am about to start on the last cup of Peet's latte of the trip. Across the table from me is Andie, who is furtively glancing at her phone and … Continue reading #oneaday Day 731: Airport 2012

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    I'm sitting on a surprisingly comfortable chair at the Firewood Grill in San Francsico International Airport. I've just finished a bag of barbecue-flavoured Kettle Chips and am about to start on the last cup of Peet's latte of the trip.

    Across the table from me is Andie, who is furtively glancing at her phone and flicking the screen in such a manner as to indicate she's either refreshing her Twitter app, or playing Bejeweled Blitz.

    "You know that option that says 'watch a video'?" she asks, referring to the hoops you have to jump through in order to access the "free" Wi-Fi here at SFO. So that's what she was doing. "You can't watch it on the iPhone, so all you have to do is wait fifteen seconds."

    I laugh. It's a bit of a marketing failure to make the sponsored video for such a service to be incompatible with a device as common as an iPhone. HTML5 is growing at such a pace now, and iPhones are becoming so ubiquitous as the de facto smartphone that it's surprising more people haven't cottoned on to this fact yet.

    To my left sits a pair of gentlemen. One of them is fondling a Blackberry — poor bastard — while the other is discussing something to do with the rival smartphone platforms out there. I can't really make out the gist of his argument as he's facing the other direction to me, but he certainly has a pretty deep, booming voice which would be good for public speaking.

    Andie pulls our new iPad 2 out of the bag and rests it gingerly on the table. She doesn't get on well with the Smart Cover we picked up with it, but has managed to make it rest comfortably on the table without collapsing for once. She's fired up Plants vs Zombies, a game which she has already played to death on both iPhone and PC, but had little hesitation in grabbing the HD version for iPad.

    "Don't we look social?" she says with a grin before turning back to the screen. She's playing by tapping gingerly with her middle finger, the same way my mother does. In my experience, using an iPad this way indicates a user who doesn't want to smear greasy fingerprints all over the screen. It's a losing battle, however, for as you'll know if you've ever seen a well-worn iPad, it is impossible to keep those delightful greasy smears off that lovely big screen. The nature of the beast with a touch-based device, of course.

    I take a sip of my latte. It's still slightly too hot to drink, but it tastes good. The milk is nice and creamy and the milk isn't too bitter.

    "If you want any of this, just help yourself," says Andie, indicating the bottle of Sprite we ordered before sitting down. "I know you've got your coffee, but if you want something cold…"

    She turns back to Plants vs Zombies. It is serious business, as anyone who has ever found themselves in the clutches of that game will attest. Personally, I never got into it but I know plenty of people who lost a good few hours of their life to it.

    "Oh noez!" Andie cries, holding up the iPad for me to see. For a moment it looks like it's frozen, but after a moment the fateful message "THE ZOMBIES ATE YOUR BRAINS!" comes up on the screen. It doesn't take long for her to restart the level and try again.

    Suddenly my phone goes bananas. A push notification from Twitter referring to a mention I've already read; another from Hero Academy telling me it's my turn with a bunch of people; three text messages from my good friend Chris whom I had the pleasure of seeing this week for the first time in about a year.

    "If you want to move, just give me a shout," says Andie. I'm not sure she's aware that I'm blogging our every move right now.

    "Okay," I reply. I glance at the clock in the top bar of my iPhone's display — 15:15. The gate for our flight will be opening soon. I have 15 minutes in which to gulp down this coffee which is — yes — still slightly too hot too drink. But that's okay.

    I smile, thinking back over the past week. It's been a good one. I got to be a part of my brother's surprise 40th birthday celebrations, which he claims really we're a surprise. I got to hang out with my buddy Chris. I got to visit the city of San Francisco, ride the cable cars and be a bit of a tourist. I got to spend a day working with actual people rather than isolated in my home office. I got to show Andie a part of the world I really love for a wide variety of reasons.

    Now, though, it's time to go home. I hit "Publish" on this blog post, gulp down my coffee, and we head for our gate just across the way.

    See you back in the UK!

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    #oneaday Day 730: Foreigner https://imnotdoctorwho.moegamer.net/2012/01/19/oneaday-day-729-foreigner/ https://imnotdoctorwho.moegamer.net/2012/01/19/oneaday-day-729-foreigner/#respond Thu, 19 Jan 2012 06:35:51 +0000 https://angryjedi.wordpress.com/?p=3280 We fly home from the US of A tomorrrow. It's been a good trip but over far too quickly for my liking. Still, it will be nice to sleep in our own bed again, as the sofa bed we've been kipping on all week isn't the most comfortable thing in the world, to say the … Continue reading #oneaday Day 730: Foreigner

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    We fly home from the US of A tomorrrow. It's been a good trip but over far too quickly for my liking. Still, it will be nice to sleep in our own bed again, as the sofa bed we've been kipping on all week isn't the most comfortable thing in the world, to say the least. That and the idiosyncratic heating in the room we're in having two settings: "hot as the sun" and "freeze your balls off".

    As much as I like America, though, it will be nice to get back to "normality", I guess. Haven't quite adjusted to the time change while we've been here, so going back home is going to be interesting. Either I'll be able to sleep normally, or I'll have to endure the mild annoyance of a completely screwed up body clock again. We'll have to wait and see.

    Mostly, though, it will be nice to feel like I'm in my "home" country again. America is superficially similar to the UK in many ways (only a bit bigger) but every so often you're reminded that you are a foreigner in a strange land.

    Try to find prepacked sandwiches in a supermarket, for example. Or decipher a menu at a Mexican restaurant. Or remember what the different types of eggs you can order at breakfast are (hint: it's not "boiled, fried, poached and scrambled". Or have a discussion about a kid's grade point average. Or… Well, I could go on. But I won't.

    It's actually pretty interesting to see quite how different two cultures which speak the same language can end up. You say "tomato", I say "why are you shouting out names of fruit?", that sort of thing.

    I'm sure you get used to it after a while living here. Perhaps one day I'll have the opportunity to get used to it for myself.

    Dream on, eh?

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    #oneaday Day 729: Stop SOPA, Read Books https://imnotdoctorwho.moegamer.net/2012/01/18/oneaday-day-729-stop-sopa-read-books/ https://imnotdoctorwho.moegamer.net/2012/01/18/oneaday-day-729-stop-sopa-read-books/#comments Wed, 18 Jan 2012 06:44:39 +0000 https://angryjedi.wordpress.com/?p=3277 So apparently a bunch of the Internet has blacked itself out in protest against the insanity that is SOPA. It's a move that I fully support and endorse, as SOPA is a piece of crap that, while (arguably) well-intentioned, is completely impractical with the digital world we take for granted today. That's all I'm going … Continue reading #oneaday Day 729: Stop SOPA, Read Books

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    So apparently a bunch of the Internet has blacked itself out in protest against the insanity that is SOPA. It's a move that I fully support and endorse, as SOPA is a piece of crap that, while (arguably) well-intentioned, is completely impractical with the digital world we take for granted today.

    That's all I'm going to say on the politics of the matter for the moment, since there are plenty of other commentators out there who can doubtless discuss it in much greater detail than me. As a Brit, too, I'm not someone who will be directly affected by the law, but as we all know by now, the proposed measures will have a knock-on effect that could throw the whole online world out of balance.

    What I wanted to talk about was how Wikipedia's blackout has affected the stupid people of the world. Not sure what I'm talking about? Give @herpderpedia a follow on Twitter and you'll quickly see what the problem is.

    Wikipedia is an excellent and useful resource, of that there can be no doubt. But the level to which people have come to rely on it is perhaps a little worrying. To some people, it's almost as if Wikipedia is the only source of information. (People who think this are probably the same people who believe that Facebook is "the Internet")

    There are, however, many more sources of information in the world than Wikipedia. Many more sources of information in the world than the Internet, for that matter. (Engage Old Fart mode) When I was at school, we had no Internet. Imagine that, you teenage morons! No Internet! If I got a bit of homework to "research" something, then I had to pick up an actual book and look through it. I had to know my alphabet well enough to look stuff up, and I had to know how to spell the thing I was looking up. Dark times? Not really, it was the norm; we accepted it. When the Internet came along, it was a source of information in addition to the knowledge we had in books, not a replacement. When I presented that homework to the class, it was written in my own words, showing my understanding. It wasn't a printout from Wikipedia.

    And yes, when I worked as a teacher, on more than one occasion (more than ten, in fact) I received homework from students who thought that I wouldn't recognise a printout from Wikipedia. It showed absolutely no understanding on their part besides the most basic of net-savviest — an important skill in today's society, for sure, but not what I was looking for with the assignments in question.

    Technology breaks. Open forms of media are unreliable. Every so often someone will come along and want to censor things. I'm not saying books are immune to these issues, but at least you can still read them when the power goes off.

    SOPA sucks. Fortunately, it looks like it might not get through — though we're still a long way off victory at this time. Instead of bitching about not being able to cheat at your homework, try opening one of those dusty old books on your shelf and looking up the thing you want to know more about.

    Magic, isn't it? Knowledge without electricity. Who would have thought it?

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    #oneaday Day 728: Lag https://imnotdoctorwho.moegamer.net/2012/01/17/oneaday-day-728-lag/ https://imnotdoctorwho.moegamer.net/2012/01/17/oneaday-day-728-lag/#comments Tue, 17 Jan 2012 05:36:40 +0000 https://angryjedi.wordpress.com/?p=3275 I've had a somewhat inconsistent experience with jetlag on this particular trip. The other night when I was playing Ascension until 1AM, I was absolutely fine. Yet tonight, it's 9.30PM and I'm knackered. Doubtless I will sleep shortly and awaken at approximately 4AM, when it will be freezing cold. At least it will give me … Continue reading #oneaday Day 728: Lag

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    I've had a somewhat inconsistent experience with jetlag on this particular trip. The other night when I was playing Ascension until 1AM, I was absolutely fine. Yet tonight, it's 9.30PM and I'm knackered. Doubtless I will sleep shortly and awaken at approximately 4AM, when it will be freezing cold. At least it will give me some time to get some work done ahead of visiting the fine Mr Whittington tomorrow.

    Part of this evening's tiredness can probably be attributed to a fairly busy day, however. We took a trip into San Francisco, rode the cable cars and walked a whole lot. I discovered what the hell "taffy" is (chewy, and available in a huge variety of flavours) and enjoyed some calamari and fries by the Bay.

    As with so many trips away, time is passing far too quickly. There's only so much you can do in a week — particularly if you have a bit of work to do along the way — and it's easy to get to the end wishing you'd done more. Ideally we'd have had the chance to stay over here a bit longer, but that's not really practical at the moment, sadly.

    On that note, I feel I'm going to have to bid you all farewell as I can barely keep my eyes open. Time to sleep early, and wake up at stupid o'clock in the morning; an inversion of my usual habits back home!

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    #oneaday Day 727: Together Apart https://imnotdoctorwho.moegamer.net/2012/01/16/oneaday-day-727-together-apart/ https://imnotdoctorwho.moegamer.net/2012/01/16/oneaday-day-727-together-apart/#comments Mon, 16 Jan 2012 05:23:41 +0000 https://angryjedi.wordpress.com/?p=3273 You know what it's like. You want to play with friends but they all live on the other side of the world to you, so you can never find a convenient time to play together, and as such, you never get the chance to take each other on. Not so if you happen to have … Continue reading #oneaday Day 727: Together Apart

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    You know what it's like. You want to play with friends but they all live on the other side of the world to you, so you can never find a convenient time to play together, and as such, you never get the chance to take each other on.

    Not so if you happen to have a smartphone or tablet. There's a bunch of asynchronous multiplayer games out there for you to play, meaning that you can take it in turns to play together when it's convenient for each of you. While it's not quite the same as playing live, it's the next best thing.

    But what are these games? Well, focusing on iOS, here's a few:

    …With Friends

    Whatever you may think of Zynga the company, it publishes some of the most popular multiplayer titles in the iOS library: Chess, Words, Hanging and Scramble With Friends.

    Of these four games, Scramble is my favourite because it's quick and easy to play, and impossible to cheat at. Words is far too open to abuse (there are tons of "cheat" apps on the App Store), Hanging is a bit boring and, well, I suck at Chess.

    The fact that, at the time of writing, I am unbeaten at Scramble certainly helps!

    Disc Drivin'

    If you've ever flicked a coin around a makeshift course or played that racing game where you flick wooden discs around a racetrack, Disc Drivin' is for you. Offering a bunch of courses, some powerups and the ability to play with up to three friends, this is a fun one for a while, though lacks depth.

    Carcassonne

    Carcassonne is a brilliant entry-level board game, and its iOS version, while relatively expensive, is an excellent port. Offering not only a great port of the base game but also a fun solitaire puzzle mode, this is a personal favourite.

    Ascension: Wrath of the Godslayer

    A great card game, as discussed the other night. Ascension lends itself well to the asynchronous format because players compete with one another for points, but turns are pretty self-contained. What little direct interaction there is between players is easily resolved at the start of the next player's turn. The only thing this one is missing is a chat facility — you just play.

    Starbase Orion

    I admit I haven't spent a huge amount of time with this yet, but it's probably the deepest game on this list. Playing out like Master of Orion (or sort of Civ in space, if you like), this is a lengthy, complex game that strategy buffs will have a blast with in either single or multiplayer.

    Hero Academy

    The newest title on this list, Hero Academy from Orcs Must Die! developer Robot Entertainment is a turn-based combat strategy game that combines elements of DOTA, tower defense, Final Fantasy Tactics and, err, Scrabble. (Yes, really.) Providing players with a "rack" of units and abilities to use each turn, then allowing five actions per turn, this is a simple to understand but tough to master game with a lot of potential for awesome development in the future — new teams, maps and other possibilities are all in the works.

    So there we go. If you have an iOS device and you're looking for some multiplayer action you can fit around your life rather than having to set aside hours at a time, the above are a great place to start.

    Do you have any recommendations to add? Let me know in the comments!

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    #oneaday Day 726: Coming Clean https://imnotdoctorwho.moegamer.net/2012/01/15/oneaday-day-726-coming-clean/ https://imnotdoctorwho.moegamer.net/2012/01/15/oneaday-day-726-coming-clean/#respond Sun, 15 Jan 2012 07:11:03 +0000 https://angryjedi.wordpress.com/?p=3271 Okay, I lied. Last night I didn't pull an allnighter playing Ascension. I played Ascension until 1AM with my good buddy Chris Whittington, and then wrote last night's blog post. The reason it appeared to post at something like 6AM UK time is because I am actually in California right now, but was unable to … Continue reading #oneaday Day 726: Coming Clean

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    Okay, I lied. Last night I didn't pull an allnighter playing Ascension. I played Ascension until 1AM with my good buddy Chris Whittington, and then wrote last night's blog post. The reason it appeared to post at something like 6AM UK time is because I am actually in California right now, but was unable to say so.

    Why? Because today was my brother's surprise 40th birthday party, which managed to remain a secret for months, even right up to today. Good job, everyone. And happy birthday, John!

    Now he knows I, the rest of my family and Andie are all here, though, I can comfortably and confidently say that yes, I am indeed in California enjoying weather that is quite a bit better than what I understand is rather chilly back home.

    I like America a lot. Well, the parts of it I've been to, anyway. I'm aware it's a rather big place with plenty of grotty bits as well as pleasant places. But certainly I've never had a time when I felt like "oh no, not America AGAIN."

    California in particular is a beautiful part of the world, featuring everything from woods to beaches to mist-capped mountains. I would very happily live here given the opportunity (namely, an offer of employment that would sort out my work visa for me) and probably wouldn't return to the UK in a hurry if that happened. Yes, it'd be hard leaving friends and parts of my life behind in the UK, but I feel the good things that would come from living in the States would outweigh those negative things. Besides, the Internet makes staying in touch with people easier than ever, and given enough money, you can always hop on a flight across the pond to visit people.

    This is all a moot point, of course, because no-one has, as yet, offered me permanent employment in the United States and offered to sort out a work visa for me. So far as I can make out, this is a complicated procedure designed to make it as difficult as possible for people to emigrate to the United States, dependent on a cyclic series of requirements that all seem to contradict each other, or at least cancel each other out. For example, the last time I looked into a potential international move, it seemed that I wouldn't be able to get a visa without a job offer, but I wouldn't be able to get a job offer without a visa.

    Obviously there are ways around this, otherwise there would be no (legal) immigrants in the U.S. But the whole process seems like a huge challenge, and like something of an impossible dream right now.

    Ah well. I shall just have to enjoy the trips across the pond when they do happen. I've certainly enjoyed this one so far.

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    #oneaday Day 725: The Godslayer is Still a Bit Peeved https://imnotdoctorwho.moegamer.net/2012/01/14/oneaday-day-725-the-godslayer-is-still-a-bit-peeved/ https://imnotdoctorwho.moegamer.net/2012/01/14/oneaday-day-725-the-godslayer-is-still-a-bit-peeved/#comments Sat, 14 Jan 2012 08:55:03 +0000 https://angryjedi.wordpress.com/?p=3269 I'm a big fan of Ascension: Wrath of the Godslayer on iOS. It introduced me to an excellent deck-building card game and provides some excellent transatlantic asynchronous multiplayer fun. Always a bonus. I'd been intending to check out the physical version for some time but hadn't seen a copy of it anywhere. Until today, that … Continue reading #oneaday Day 725: The Godslayer is Still a Bit Peeved

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    I'm a big fan of Ascension: Wrath of the Godslayer on iOS. It introduced me to an excellent deck-building card game and provides some excellent transatlantic asynchronous multiplayer fun. Always a bonus.

    I'd been intending to check out the physical version for some time but hadn't seen a copy of it anywhere. Until today, that is, when I found not only the original Wrath of the Godslayer set, but also a new package known as Storm of Souls.

    I shan't get into the nitty-gritty of Ascension's mechanics here as those of you reading this will either already know what it's all about or have the good sense to look it up for yourself. Suffice to say its a deck-building game with some superficial similarities to Dominion, but a much faster pace of play and a greater focus on "combat" of sorts, though not specifically against another player. Rather, all participants in the game compete against the game itself, and whoever does the best is declared the winner and the Lord of All Awesomeness, or something. There is a plot, but as tends to happen with many board and card games, it has little to no importance on how the game actually pans out.

    For those already familiar with Ascension, Storm of Souls adds a few new bits and pieces. Firstly, it adds a bunch of new cards. These can be combined with Wrath of the Godslayer's cards to have games for up to six people at once. I haven't tried this yet, but I can imagine it's a very different dynamic to two-player games.

    Secondly, a new Event mechanic allows cards to enter play that have ongoing effects. For example, one Event strengthens the Cultist "cannon fodder" enemies, making them more difficult to defeat but also making them worth more points. Others add modifiers to certain cards, some of which require you to think about the order in which you play your cards much more than in Wrath of the Godslayer.

    Then there's the Trophy mechanic. Rather than Banishing certain monsters, putting them out of the game forever, certain monsters can be kept as trophies and banished at a later time for various benefits. This adds an extra layer of strategy which is very welcome.

    As with many deckbuilding games, the joy of Ascension comes in building good synergies of cards and then unleashing them in a vast combo attack that looks suitably impressive. While it takes time to build up to this point in Dominion, in Ascension you're there within a turn or two, particularly if you pay careful attention to Events and the type of cards you're playing.

    So is the new version any good? Most definitely. Tonight has been an all-nighter of play, hence the lateness of this entry — haven't been to bed yet! I hasten to add that it hasn't been Ascension that we've been playing all night — we also took on Dominion and Last Night on Earth. Ascension was the clear favourite though, particularly as its setup is straightforward enough to make three games in a row a very practical prospect.

    So, I shall certainly look forward to playing it more in the future, and if you're a fan of the deckbuilding subgenre of card games, I suggest you check it out. And if you don't want to splurge on the physical edition, be sure to check out the excellent iOS version — a faithful adaptation that is very well designed for the small screen and the mobile platform.

    Now if you'll excuse me, I better get some sleep…

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    #oneaday Day 724: Schoolyard Tales: Group Work https://imnotdoctorwho.moegamer.net/2012/01/13/oneaday-day-724-schoolyard-tales-group-work/ https://imnotdoctorwho.moegamer.net/2012/01/13/oneaday-day-724-schoolyard-tales-group-work/#respond Fri, 13 Jan 2012 05:24:38 +0000 http://angryjedi.wordpress.com/?p=3267 Mr Benson was a strong believer in cooperation and collaboration, particularly where his students were concerned. Every opportunity he had, he encouraged them to work together on projects and get to know each other a little better. At times this led to conflicts, especially in the more "lively" classes, as he termed them, but on … Continue reading #oneaday Day 724: Schoolyard Tales: Group Work

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    Mr Benson was a strong believer in cooperation and collaboration, particularly where his students were concerned. Every opportunity he had, he encouraged them to work together on projects and get to know each other a little better. At times this led to conflicts, especially in the more "lively" classes, as he termed them, but on the whole he felt it was a positive teaching strategy, and one which had seen him comfortably through several school inspections with a "Good" rating.

    It was a new term, a new chance for the kids to group up and work together. 9F weren't the most cooperative class in the world, but most of them had seemed to accept the fact that English might be a relatively important subject, at least as far as qualifications were concerned.

    He surveyed the classroom, the pupils gradually moving into their friendship groups to work on the first assignment he'd given them: to prepare a short interview-style presentation on a book they'd read recently. He always kept the first assignment of a new term relatively freeform and allowed the students to pick who they worked with. As time went on, he deliberately mixed them up and made them work with people they might not normally think to collaborate with. Sometimes this had disastrous consequences, but more often than not he found it had a positive impact on the interpersonal relationships in the classroom.

    There was a wild card this time, though. He glanced at the new girl sitting in the corner and frowned at his register. Erin Adams, her name was, scruffily added in pen underneath the cleanly-printed class list he was already familiar with. He'd taught 9F when they were still 8F, and even the "tough" kids in the class gave him some grudging respect. This Adams girl, though, she was an unknown quantity — and judging by her reticence, she felt the same way about her peers.

    "Erin," said Benson. "Having trouble finding a group?"

    "Y-yes," she said meekly. "I'm new."

    "Yes, I know," he said, smiling. "How about you go and work with Berri and Danielle?" He indicated a pair of smiling girls sitting in the corner, knowing full well that they were probably the friendliest of the whole bunch. "Berri? Danielle? You all right with that?"

    The two girls nodded and beamed at him. Mr Benson was their favourite. They secretly both harboured a crush on him, but neither would dare admit it to the other, and certainly not to him.

    Erin wandered over to the pair of girls and stood looking at them shyly, waiting for one of them to speak.

    "Hey," said the blonde girl. "I'm Berri. You knew that already, probably. But I think this is the first time we've spoken."

    "And I'm Danielle," said the girl with auburn hair. "You might have known that already, too. You're Erin, right?"

    "Yes," said Erin. "I'm, err, new."

    Berri giggled.

    "Well, no shit. C'mon, this class may act tough but they're easy enough to ignore. Let's get started."

    Benson sat down at his desk and began to mark books as the murmuring of conversation began to take hold of the class. Over the course of ten minutes, the murmuring had crescendoed to chattering, and the volume was gradually increasing bit by bit. He knew perfectly well that a goodly proportion of the group weren't listening, so he pulled out his favourite trick.

    "All right!" he bellowed, slamming a hardback dictionary down on the desk as hard as he could. His Internet-connected computer in the corner of the room had made physical dictionaries almost obsolete, but he kept the bulky volume around specifically to bang on the desk when he needed to restore order. "And stop."

    The chattering gradually subsided, a few disgruntled-looking boys in the corner continuing to whisper for a few seconds longer than anyone else. Benson frowned at them, but said nothing, and they too fell silent.

    "I want to just check you're all getting on all right," he said. "And to do that, you're going to tell me what your group is going to talk about."

    Benson methodically questioned each group in the room on what they were covering. He weeded out those who were slacking and made a mental note to have a quiet word with them once discussion started once more, and publicly praised those who had taken on ambitious books.

    When he came round to Erin, Danielle and Berri's group, he actually applauded when Erin claimed to have read Pride and Prejudice.

    "I watched the TV series," admitted Erin. "And I thought it might be fun to read it. You know how people always say that books are always better than films, right? I wanted to see if it was true with a TV series."

    "Loser," muttered a boy in the corner. Darren Jackson, Benson's least favourite student. He tried very hard not to have favourites — and, for that matter, least favourites — but when a child was as obnoxious as Darren was, it was difficult not to dislike him. Benson knew there were extenuating circumstances — a broken home life, some possibly-spurious medical condition, a brother in prison — but he didn't felt that excused poor behaviour.

    "Darren," said Benson coolly. "What you have done there is made a choice. You have made a choice to be rude and unpleasant to someone we should be making feel welcome. You can wait behind after class, if you please."

    Darren tutted, but didn't argue further. He'd learned long ago that Benson was impossible to argue against. Benson only raised his voice when he was banging his dictionary on the table, and even then only to get the students' attention. He certainly never did it in anger.

    Erin looked around at everyone who was staring at her after what she had said, and Darren's outburst. She blushed and sat down again.

    "Wow," said Berri. "You're smart. Don't mind Darren, he's a dick."

    "Yeah," said Danielle. "Stick with us and you'll be fine."

    "All right," said Erin absently, but she wasn't really listening. Her hands were shaking and she felt more nervous than she had ever been in her life. She'd spoken up, and someone had ridiculed her. It was going to take a while to recover from this one.

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    #oneaday Day 723: The Escapist https://imnotdoctorwho.moegamer.net/2012/01/12/oneaday-day-723-the-escapist/ https://imnotdoctorwho.moegamer.net/2012/01/12/oneaday-day-723-the-escapist/#respond Thu, 12 Jan 2012 01:09:56 +0000 https://angryjedi.wordpress.com/?p=3264 Escapism is cool, and an important and valid method of keeping yourself sane. There are, of course, many means of escapism, and different ones are more or less effective for different people. There's the escapism of a child giving life to the inanimate lumps of plastic they own. Without a child, they're just potential, models, … Continue reading #oneaday Day 723: The Escapist

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

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

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

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

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

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

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

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

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

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

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

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    #oneaday Day 722: Schoolyard Tales: First Day https://imnotdoctorwho.moegamer.net/2012/01/11/oneaday-day-722-schoolyard-tales-first-day/ https://imnotdoctorwho.moegamer.net/2012/01/11/oneaday-day-722-schoolyard-tales-first-day/#respond Wed, 11 Jan 2012 00:54:32 +0000 http://angryjedi.wordpress.com/?p=3262 [Explanatory Note: I feel like writing some fiction again, but not sure I want to commit to a full month of nothing but an improvised story at this time. Instead, I am officially inaugurating the Schoolyard Tales series, in which I will attempt to create some recurring characters and provide them with a series of … Continue reading #oneaday Day 722: Schoolyard Tales: First Day

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    [Explanatory Note: I feel like writing some fiction again, but not sure I want to commit to a full month of nothing but an improvised story at this time. Instead, I am officially inaugurating the Schoolyard Tales series, in which I will attempt to create some recurring characters and provide them with a series of self-contained stories for them to feature in. This may or may not spin out into something bigger over time — I haven't decided yet.]

    [Second Explanatory Note: I am English, and as such all the Schoolyard Tales will be set in an English school. This means any mention of "football" refers to soccer, people will use words like "wanker" and no-one has any idea what a "Glee Club" is.]

    It was the first day after the holidays — a time for renewal, a time for changes. Today marked the day that some moved on to the next stage of their lives, while others began the part of their journey that would eventually lead to adulthood, and others still were stuck in the middle — drifters, wondering what their role in life was, where they'd end up and whether or not there was any point to it all.

    It was 8 a.m., and the bus stop on St George's Road had by now picked up a small collection of kids. The atmosphere was muted. The only sound was the distant sound of traffic, the wind rustling the nearby trees, and the tinny rasp of a mobile phone speakers playing "Power" by Kanye West, its appreciative audience of two halfheartedly dancing and occasionally attempting to sing along, while the remainder of the bus stop's population occasionally gave disgruntled glares in their direction.

    Erin Adams adjusted her tie, tightening the knot slightly and pulling it up to the collar of her blouse. She knew that most girls her age tended to wear their ties very short, tucking the longer narrow end into their blouses, but she preferred to be neat and tidy. It was a trait she'd picked up from her mother, who was a compulsive cleaner. The Adams house was always free of dust and looked immaculate — all apart from Erin's room, of course, after an incident with a diary and the subsequent screaming match had taught Mrs Adams that interfering with her daughter's personal space would be a very bad idea.

    Erin sighed to herself. She was the new girl. It was all right for the little kids standing over there, wide eyed and curious, apart from the one with his head stuck in his iPhone — how the hell did he afford that? — they got to all be new together. But to join a new school in Year 9, when all the cliques have already formed, everyone is already friends with one another and no-one knows quite what to make of a new face?

    She wasn't relishing the prospect, but she knew it was an unavoidable one. Erin's father had fled the family some months previously, leaving Erin and her mother in a house they couldn't afford. Mrs Adams, who had always been rather strong-willed, spent a day of grieving for her failed marriage before waking up bright and early the next day to begin preparations for what she called "The Big Move".

    She'd done her best to make it seem like an exciting adventure, and Erin appreciated her mother's efforts to remain upbeat. But Erin had always been something of a daddy's girl, and she missed her father very much. His departure had been sudden, unannounced, inexplicable. He'd made no attempt to reconnect with the family — he'd just packed his bags and gone, and neither Erin nor her mother knew where to find him. Erin knew that she should probably resent him for forcing her into the role of the new girl this late in her school career, but she was more confused than anything else.

    She blinked and looked around. No-one seemed to have noticed her presence, or if they had, they didn't seem to care too much. Perhaps the school got a lot of new kids.

    Her thoughts were interrupted by the arrival of the bus. It was a battered-looking old double decker that had seen better days. She joined the line of figures trudging up to the now-open door and fumbled in her trouser pocket for her purse, which contained the bus pass she'd been given.

    "Pass please," said the driver, a kindly-looking bald man with a salt-and-pepper goatee. Erin flashed her pass and he nodded, waving her through into the body of the bus.

    She surveyed her surroundings. A few kids were scattered on the ground floor. There were a couple of tiny-looking Year 7s who looked as if they were friends from primary school, desperately sticking together in a hope they wouldn't have to talk to anyone they didn't know. There was a tough-looking kid sitting in the middle of the back seat, legs akimbo and arms resting on the backs of the seats around him. No-one was sitting anywhere near him. Erin made a mental note to give him a wide berth. Back-seat kids were generally trouble, in her experience.

    She decided to ascend the stairs to the top deck. The bus gave a lurch as she was halfway up, and she nearly fell, but managed to grab hold of the handrail in time. The experience made her heart pound, and she realised that she was actually quite nervous about this whole experience. If a bus pulling away could feel like something frightening, then clearly she was on edge.

    She emerged from the staircase on to the top deck, which was also sparsely populated. The number of kids catching this bus really didn't warrant a double-decker, but Erin guessed that the elderly-looking bus would probably have been retired long ago were it not for the school run.

    She looked around. A blonde girl with long, immaculate-looking hair. A bespectacled nerdy type in a puffer jacket. A sour-faced boy in a baseball cap. And a couple of giggling boys looking at something concealed by their bags.

    Erin walked through the juddering bus and selected a seat that was out of the way of everyone else. She gazed out of the window as the vehicle passed through the streets of the town she'd had just a few weeks to learn to call home. Past what passed for its high street — a tiny collection of local shops, a Co-Op and a Smiths. Past that new-looking estate with the nice, clean-looking houses. Past that really old church. And into the traffic leading through the school gates.

    Erin heard the bus driver growl something downstairs and sound the horn. Evidently someone was getting in the way. It had always been the case at her old school, too — tons of kids were driven to school by their parents, and it made the traffic hell. Erin had been able to walk to her old school, so she always watched the congestion with some amusement. Now she was stuck in it, she could see why people got frustrated.

    She heard the "hiss" of the doors opening downstairs, and the driver call out "Everybody off! Might as well get out here, 'cause we're not going anywhere and I ain't making you late!"

    The kids on the bus got up and trudged miserably downstairs. Erin waited until they'd all passed before following them and getting off the bus.

    This was it, then. Time to be The New Girl.

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    #oneaday Day 721: We're Gonna Live Forever, We're Gonna Sleep Together https://imnotdoctorwho.moegamer.net/2012/01/10/oneaday-day-721-were-gonna-live-forever-were-gonna-sleep-together/ https://imnotdoctorwho.moegamer.net/2012/01/10/oneaday-day-721-were-gonna-live-forever-were-gonna-sleep-together/#respond Tue, 10 Jan 2012 00:54:21 +0000 http://angryjedi.wordpress.com/?p=3257 I have a confession to make. I enjoy musicals and, by extension, musical episodes of TV shows. No, whatever social stereotypes might have you believe, this is not a euphemistic way of coming out as a homosexual. It is simply a statement of a fact: I appreciate musicals, in all their gloriously cheesy, camp glory. After … Continue reading #oneaday Day 721: We're Gonna Live Forever, We're Gonna Sleep Together

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    I have a confession to make. I enjoy musicals and, by extension, musical episodes of TV shows.

    No, whatever social stereotypes might have you believe, this is not a euphemistic way of coming out as a homosexual. It is simply a statement of a fact: I appreciate musicals, in all their gloriously cheesy, camp glory.

    After watching the entire series of Community, I realised that I had enjoyed the various musical numbers that pepper the series on both ironic "haha, musical" and non-ironic "hey, I'm actually genuinely enjoying this" levels simultaneously. Come on, you can't say that this isn't one of the catchiest songs you've ever heard.

    I had a similar experience with the Buffy the Vampire Slayer musical episode, which is, to date, one of my favourite episodes of any TV show, ever. And a YouTube comment just reminded me that it's ten years old. Jesus. Anyway:

    And this isn't even getting into South Park: Bigger, Longer, Uncut, which is both a brilliant parody and a genuinely brilliant musical at the same time. Here's my personal highlight from it, clear evidence that Trey Parker and Matt Stone have watched and enjoyed Les Miserables at some point in their lives:

    After some consideration of all this, I figured that it was about time I checked out Glee. My only experience of Glee to date has been hearing the songs on the radio and, the first time I heard what they'd done to Journey's Don't Stop Believin', wanting to kill them all, as tends to happen when I hear cover versions that really aren't a patch on the original.

    Having watched a few episodes of the show now, though, I get it. Glee's music isn't intended to be listened to in isolation. Its overly-processed, super-cheesy, unconvincingly mimed numbers are meant to be watched as much as listened to, with intricate dance routines, cheesy montages and, in some cases, comically overwrought facial expressions. And when watching one of these numbers, it would take a hard-hearted soul to not crack at least a fragment of a smile.

    Why, though?

    It'll likely be different for different people, but from my perspective, here's what I've enjoyed so far — about both Glee and musicals in general.

    I find them a satisfying experience to watch and to listen to. It's difficult to pin down exactly what I mean by that, but let me attempt to explain. It's to do with a sense of "fullness", or all your senses being bombarded with something that is infused with emotion, however false it might be. In some senses, the exaggerated, stylised nature of musicals means that they're a very "pure" art form — they're light on the subtlety and heavy on the audience cues for how they should be feeling. It's the exact opposite of the sort of movie where everyone mumbles and no-one moves their facial muscles more than the absolute minimum required to form words.

    This "fullness" extends to the sound of the music, too. Autotune is, generally speaking, a great evil, particularly when overused, but when used effectively it can add a degree of richness and otherworldly "perfection" to a voice — particularly if said voice is then harmonised to high heaven. If you want to know what I'm talking about and own an iPhone, then go download the free Glee Karaoke app and sing the Twinkle, Twinkle, Little Star tutorial song when no-one else is around. Then tell me that hearing yourself harmonised in that beautifully rich, inhumanly perfect manner isn't at least a little bit satisfying. It sounds artificial, sure, but the very nature of musicals is that they should be stylised. It's not just visuals which can be stylised, after all — there's nothing to say you can't make a human voice sound somewhat… well… inhuman.

    Don't get me wrong, this isn't me turning my back on "real", "gritty" or "authentic" music. I've always had something of a soft spot for cheesy music, and music from musicals scratches that itch very effectively. Seeing as how Glee combines both cheesy music with one of my favourite "guilty pleasures" in TV and movies — high school drama — I'll be giving the series a bit more of a chance. Coming to it with "beginners' mind" and without the media hysteria that seemed to accompany it when it first burst onto the scene, I feel like I can enjoy it somewhat objectively. It won't appeal to everyone, for sure, but it's certainly providing me with some pleasing entertainment for the immediate future.

    The post #oneaday Day 721: We're Gonna Live Forever, We're Gonna Sleep Together appeared first on I'm Not Doctor Who.

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    #oneaday Day 720: To the Lurkers https://imnotdoctorwho.moegamer.net/2012/01/08/oneaday-day-720-to-the-lurkers/ https://imnotdoctorwho.moegamer.net/2012/01/08/oneaday-day-720-to-the-lurkers/#comments Sun, 08 Jan 2012 18:03:05 +0000 http://angryjedi.wordpress.com/?p=3254 As a somewhat belated and not-very-difficult-to-accomplish New Year's resolution, I thought I'd make a specific effort to try and engage a bit more with those who leave comments on here. Being a relatively directionless personal blog, of course, the vast majority of my readership is made up of people that I already know in real … Continue reading #oneaday Day 720: To the Lurkers

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    As a somewhat belated and not-very-difficult-to-accomplish New Year's resolution, I thought I'd make a specific effort to try and engage a bit more with those who leave comments on here. Being a relatively directionless personal blog, of course, the vast majority of my readership is made up of people that I already know in real life (or quasi-real life, otherwise known as "elsewhere on the Internet"). But in the last year particularly, I've seen quite a few people showing up here who aren't among my immediate group of close friends.

    That's not a bad thing! Don't shy away!

    Whew. Thought I'd lost you for a minute.

    Anyway, to all new readers, I'd like to say a big hello! And to those who have been reading for quite some time, hello! and thanks for reading!

    I know there's quite a few people out there who read but never comment, either, so I thought it might be nice to devote this whole post to us just getting to know one another a bit. If you're a lurker and you've never commented on this blog, why not make this the first post you write a message on? If you're a long-time commenter, why not get to know some of the other random people who frequent this site and strike up some friendships between the disparate social circles in which I move, both on and offline.

    Of course, this is all a moot point if no-one comments on this post, so I'm hoping that I don't end up looking somewhat foolish by putting this post up only to receive no responses whatsoever. And this isn't a shallow, thinly-veiled attempt to get more comments — well, it sort of is, but that's not the primary point. Many bloggers seem to measure their worth by how many comments they get. Me? I'm just curious as to who out there is reading this, who they are, what they're doing and what brought them here.

    So I'll start. I'm Pete. I'm 30 years old. Were my girlfriend writing this, she would have emphasised the word "old" since she is several years my junior. I live in Chippenham, which is a small and unremarkable town in Wiltshire, somewhere in the depths of the West Country of the United Kingdom. I live with my girlfriend Andie in a small two bedroom house which has two very friendly cats named Artie and Chester who live next door and frequently barge their way into our house.

    Until the end of last year, I was a writer for GamePro.com, which sadly folded at the end of last year. Currently, I write for Inside Network covering social games and mobile apps, and am looking for a little more work with which to top up the money I'm getting from that. In past lives, I've been a teacher in both primary and secondary schools (swearing "never again" to both), a supply teacher (ditto), a Creative and a Specialist in the Southampton Apple Store, a temp at the Most Depressing Company In The World (a loss adjusters, if you're familiar with the concept), and at university I was a starters chef at a pub and The Man Who Collected Glasses and Cleaned Up Sick at a grotty, "trendy" bar in Southampton city centre.

    I went to university in Southampton for four years, the first three of which were spent studying English and Music, a more useless combination of subjects I don't think it's possible to pick when considering future employment prospects. (Kids: ignore anyone who says English is a "good, general degree") The last year was spent doing a PGCE (Postgraduate Certificate of Education) — in other words, training to be a teacher.

    I got married in October of 2008 but my wife and I split in May of 2010, an experience which was quite possibly the most emotionally agonising, painful thing I've ever been through. I made it out the other side, though, and can accept that mistakes were made on both sides, and have moved on.

    I like video games, cats, music (I play the piano, clarinet and saxophone), drawing stickmen, my iPhone, reading, writing, blogging, the Internet, Community, Friends, Spaced and friends with whom I can both talk seriously and make jokes about flatulence. I hate onions, spiders, leeks, The X-Factor, people who won't shut up about platform wars on either console or mobile (seriously! Just use what makes you happy, and stop telling other people they're wrong and/or gay), Facebook Timeline, spam (on the Internet, not the meat), Big Brother, reality TV in general and the sort of teenager who wears tracksuits that look like pyjamas and too much Lynx.

    That's me, handily summed up in a few paragraphs. A more comprehensive breakdown of my skills can be found here. Any questions?

    So what about you? Who are you? Why are you reading this? Where did you come from? Do you think I'm se– no, wait, that's a different list.

    The post #oneaday Day 720: To the Lurkers appeared first on I'm Not Doctor Who.

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    #oneaday Day 719: Being a Further Missive on the Excellence of Community (the Televisual Entertainment Programme, Not the Social Concept) https://imnotdoctorwho.moegamer.net/2012/01/08/oneaday-day-719-being-a-further-missive-on-the-excellence-of-community-the-televisual-entertainment-programme-not-the-social-concept/ https://imnotdoctorwho.moegamer.net/2012/01/08/oneaday-day-719-being-a-further-missive-on-the-excellence-of-community-the-televisual-entertainment-programme-not-the-social-concept/#comments Sun, 08 Jan 2012 00:00:09 +0000 http://angryjedi.wordpress.com/?p=3250 I've now watched every currently-available episode of Community, in some cases more than once. And doing so has confirmed the show as a new favourite, ranked right up with Spaced and some of the best of recent British comedy. (I'm going to get mildly spoilery at various points throughout the next few paragraphs, so if you … Continue reading #oneaday Day 719: Being a Further Missive on the Excellence of Community (the Televisual Entertainment Programme, Not the Social Concept)

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    I've now watched every currently-available episode of Community, in some cases more than once. And doing so has confirmed the show as a new favourite, ranked right up with Spaced and some of the best of recent British comedy.

    (I'm going to get mildly spoilery at various points throughout the next few paragraphs, so if you care about that sort of thing, then stop reading now.)

    Here's why Community is so wonderful, then.

    First up, it strikes the perfect balance between the mundane and the absurd. The main cast's backstories are all somewhat tragic and quite serious in some cases, but the situations into which they all get are frequently bizarre, odd and downright hilarious. But when the time comes to drop the stupidity and "be serious" for a moment, the show always manages to do so with dignity and without feeling overly "preachy". Jeff's speeches are a predictable part of the show — so much so that the characters even reference them on regular occasions — but they often provide a good amount of "closure", either to an episode, or to one act at least. In some ways, it's like South Park, with bizarre, frequently borderline-offensive humour punctuated by material which is making a point — be it satire, moralising or simple observations on life.

    Secondly, the characters themselves are interesting and well-defined. They all have two specifically-identifiable features: a character trait and their appearance. Every character has their own unique way of responding to the situations the group comes across, and every character has their own unique, instantly recognisable look. This isn't to say they become predictable, however (Jeff's speeches notwithstanding) — on a number of occasions we find out more about them when they don't do what we expect.

    Britta is a particularly good example of this. In the first episode, she's introduced as "the hot girl", the impossibly beautiful eye candy whom all the male viewers would very much like to… well, you know. Jeff (the impossibly beautiful eye candy whom all the female viewers would very much like to… etc) wants to get into her pants, so he sets up the fake study group, thereby setting up the whole series. It'd be easy for the show to have been all about those two, with both Jeff and Britta remaining somewhat shallow, predictable characters. But any time we see Britta making the hideous social faux pas that she becomes known for ("turning it into a snake!"), we suddenly have sympathy for her. She's no longer the unattainably attractive perfect blonde girl, she's a human. Jeff finds himself the subject of similar sympathy on a number of occasions throughout, though generally not for making social faux pas.

    Thirdly, and continuing on the subject of the cast, the chemistry between them is excellent, and a real highlight of the show. The show doesn't make a big deal out of the blossoming, budding, potential relationships among the group — it's somewhat more natural, and that's what makes it all the more powerful. Every stolen glance, hint of a smile, lingering hug — it all adds up and makes each and every relationship feel real, and you're right there with them, feeling that "will they/won't they" feeling as if you were the one hoping to steal a kiss from your favourite. It's a far cry from Ross and Rachel, anyway — there's no angst, no whining, no "on-off-break" drama, just realistic, adult relationships between people who are convincingly awkward about such things.

    Jeff and Annie's relationship throughout the show is a particular highlight, and this was a surprise for me as I watched each episode for the first time. I was expecting the show to focus on Jeff trying to convince Britta that he was worth bothering with, but in fact the relationship which seems to be explored the most is that between Jeff and Annie — and it's between these two that the on-screen chemistry is so utterly compelling. When the first season ends with that kiss between the two of them after all the drama with Britta and Professor Slater, it's a surprise, but a welcome one. There's a lot of subtle setup prior to this point, with things looking like they were coming to a head with the "debate" episode, but then tailing off as the two seemed to think it'd be "wrong" somehow — largely due to the age gap between them.

    As of the time of writing, whatever electricity is between them hasn't been fully resolved, and there's growing tension between Troy and Britta, too. It'll be interesting to see how these are developed when (not "if", at last!) the show returns later in the spring.

    It's not all about the main cast, though. A big part of the humour in the show comes from its supporting actors, too. While we don't learn a lot about Leonard, for example, we do pick up a number of nuggets of information during his brief appearances and a memorable shot of his frozen pizza reviews YouTube channel in the credits of one late episode. The Dean, conversely, gets plenty of screen time and we get to know quite a bit about this character. Initially appearing to be something of a predictable camp, gay stereotype, we gradually come to discover his hidden nuances, particularly in later episodes, with it all coming to a head (no pun intended) with his revelations in the episode where he shoots the new Greendale commercial.

    And all this isn't even getting into the wonderful "special" episodes. The paintball episodes, the Dungeons and Dragons episode, the stop-motion Christmas special, the spectacular anime sequences in the fussball episode, the Glee episode which rounded out the first half of the third season — some of the most memorable moments in TV right there. But I digress.

    The sign of a good show of this type is if you'd want to hang out with the characters in your own time. And I can say with some certainty that if I had the opportunity to join that study group, I'd do so in a heartbeat. Sure, I'd probably fail every exam I took, but I'd have formed some of the most memorable friendships of my life.

    The cast and crew of the show have done an astonishingly good job on creating one of the best shows in recent years. I hope against hope it isn't made to die before its time due to its apparently poor ratings — but at least fans can take comfort from the fact that the show has been confirmed to be returning to complete its third season in the spring of this year. Beyond that, who knows?

    Would that this desk were a Time Desk, so I could travel forward to the future and see if it runs for six seasons and a movie…

    The post #oneaday Day 719: Being a Further Missive on the Excellence of Community (the Televisual Entertainment Programme, Not the Social Concept) appeared first on I'm Not Doctor Who.

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    #oneaday Day 718: Job Hunting... Again https://imnotdoctorwho.moegamer.net/2012/01/07/oneaday-day-718-job-hunting-again/ https://imnotdoctorwho.moegamer.net/2012/01/07/oneaday-day-718-job-hunting-again/#comments Sat, 07 Jan 2012 00:05:29 +0000 http://angryjedi.wordpress.com/?p=3246 I was turned down for a job today after two strong interviews. I can probably mention what it was now that it's all done and dusted — I was looking to return to working in the Apple Stores, only this time in one of the three stores near me over at Bath or Bristol (which … Continue reading #oneaday Day 718: Job Hunting... Again

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    I was turned down for a job today after two strong interviews. I can probably mention what it was now that it's all done and dusted — I was looking to return to working in the Apple Stores, only this time in one of the three stores near me over at Bath or Bristol (which has two, the greedy pirate-talking bastards).

    I'm not too cut up about it. I'm sort of surprised I got as far as I did as, to be perfectly honest, my previous stint working for aforementioned fruit-based corporation didn't end on the best of terms — though I hasten to add it wasn't anything to do with the company itself, or indeed anything I did wrong. Rather it was the result of standing up to what essentially amounted to workplace bullying from several senior staff members, and me tending my resignation before things really got out of hand. I bear Apple the company no ill will, though I do find myself wondering if I blotted my copybook somewhat by leaving in the circumstances I did. I contemplated not mentioning my past stint at the company, but in all honesty, the good times at Apple far outweighed the bad; lying is not something I'm good at (nor do I want to be good at it); and, to be frank, I was an awesome employee there that customers liked, and I had sales and satisfaction metrics to back it up. I wanted to talk about my past times there; it's just a shame they ended the way they did. (And yes, I'm still a bit bitter about it.)

    Ah well. This is the second attempt I've made to rejoin the company, and the second time I've been turned down after getting quite a way through the process. I think I'm calling it quits now, particularly as things are making movements in other territories.

    You may already have noted that I'm writing for Inside Social Games and Inside Mobile Apps, covering the latest in Facebook and iOS titles. While these games aren't the most compelling things in the world for those of us who have been raised on computer and console entertainment, the fact that there are fucking millions of the bastards means that there's always something to write about, and the different audience of Inside Network's sites presents an interesting new challenge for my writing skills — now I'm essentially writing for professionals, specialists and businesspeople rather than consumers. While this means that the things I'm writing aren't as "general interest" (or at least "general gamer interest") as the things I was covering for GamePro, there is an audience, and plenty of things to cover. Which is good.

    As well as this, I got an Exciting Email today which I'm not going to go into details about as yet because maybe nothing will come of it. But if something does come of it it could be potentially Very Exciting News Indeed. And Very Exciting News Indeed is always pleasurable to share, because it leads to lots of comments and Facebook Likes (as lazy a social gesture as they are, getting a bunch of Likes on some Very Exciting News is always quite satisfying). But I'm getting ahead of myself. We are in the territory of naught but Very Exciting Potential right now, but just keep your fingers crossed for me, and I'll either explain soon or babble on about something completely different in an attempt to make you forget I ever mentioned it.

    To any prospective employers who happen to be reading this: hire me. I'm super-awesome. If you want evidence of how committed I am to projects, take a look at the number on top of this post. That's seven hundred and eighteen days I've been posting blogs for. Every day. Even while going through some of the most difficult periods of my life, and even while holding down a full time job which also demanded me writing a ton of stuff every day. I say I'll do something, and I'll do it, and I have plenty of highly respectable people who will vouch for that fact. Just ask 'em.

    No? Ah c'mon. I'll do a stickman caricature of you and everything.

    Fine. But know that all you're doing is enabling my Civ V and The Old Republic addictions.

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    #oneaday Day 717: Just One More Turn https://imnotdoctorwho.moegamer.net/2012/01/06/oneaday-day-717-just-one-more-turn/ https://imnotdoctorwho.moegamer.net/2012/01/06/oneaday-day-717-just-one-more-turn/#comments Fri, 06 Jan 2012 03:17:46 +0000 http://angryjedi.wordpress.com/?p=3244 I've been playing Civilization V. It's now 3AM. The two facts may be somewhat related. I've only been playing the Civ series since its fourth instalment, and while I've found it entertaining and fun, like many heavily strategic board games, I find it difficult to actually succeed at it. It's a challenging series of games, for sure, and … Continue reading #oneaday Day 717: Just One More Turn

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    I've been playing Civilization V. It's now 3AM. The two facts may be somewhat related.

    I've only been playing the Civ series since its fourth instalment, and while I've found it entertaining and fun, like many heavily strategic board games, I find it difficult to actually succeed at it. It's a challenging series of games, for sure, and there are lots of things for you to focus on all at once — thankfully with the infinite time offered by turn-based games.

    Civilization Revolution on consoles provided a different experience which I liked a whole lot. What we had in that game was a simplified (but not dumbed-down) Civ experience which could be played in relatively short sessions, and which was set up to encourage players to be at each others' throats almost constantly.

    And now we have Civ V. I know we've had Civ V for a while now, but I've only just started playing it thanks to a generous Christmas gift. (Thanks, Paul!) Civ V, for me, is resonating nicely, offering a pleasing middle ground somewhere between the simplicity of CivRev and the depth of Civ IV. It's certainly a different beast from Civ IV, and those who have grown accustomed to the functions of the various buildings in IV will have to relearn everything for V. Thankfully, the game does a pretty good job of explaining what each building does, and offering enough suggestions to help you out without feeling like you're being shunted down a specific path or letting the game "play itself".

    There seems to be a nice balance between number of players and game time, too. In Civ IV, I often found that playing a game with any more than two or three players total often meant it would stretch on into the "days long" territory, making it all the more disheartening when something went disastrously wrong in 850BC and you then spent the rest of the game playing catch-up, with no hope of winning. The game of Civ V I played tonight, however, went on for about three and a half hours. That's not short by any means, but it's certainly doable. A tabletop game of Arkham Horror takes three hours. And, of course, with Civ you can always save and come back to it later.

    Except you can't. Because there's something in that game that means you can't just leave it alone. Something deep within the coding that taps into the pleasure centres of your brain and wants you to keep playing — yes, for "just one more turn". It's difficult to pin down what it is — certainly it doesn't resort to Skinner Box tricks like social games, but there's definitely something in there giving it a particularly addictive quality. Perhaps it's the fact that you have to come up with a long-term strategy and aim for a specific type of victory. (Cultural in the case of the game I just played, meaning my empire focused almost entirely on developing culture, and I spent the entire game hoping my neighbour to the North wouldn't feel the need to attack me. Fortunately, he was more interested in subjugating the city-state of Singapore to pay too much attention to me.) Perhaps it's the little countdowns showing how many turns until you complete that piece of research or build that cool building. Perhaps it's the little mini-rewards — famous quotes when you research a tech, short movies when you build a Wonder. Or perhaps it's just the satisfaction of seeing your empire grow and grow and grow and thinking "I made that."

    Whatever it is, I say simply DAMN YOU, SID MEIER.

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    #oneaday Day 716: Games Media Shakeup https://imnotdoctorwho.moegamer.net/2012/01/04/oneaday-day-716-games-media-shakeup/ https://imnotdoctorwho.moegamer.net/2012/01/04/oneaday-day-716-games-media-shakeup/#comments Wed, 04 Jan 2012 22:16:03 +0000 http://angryjedi.wordpress.com/?p=3241 Interesting news out of the game journalism industry today, as luminaries from Joystiq, Kotaku, The Escapist and MTV news come together to form the Voltron of writing about games, Vox Games (final name TBD). The "dream team" assembled for the new venture has the potential to provide a serious shakeup to video game news and … Continue reading #oneaday Day 716: Games Media Shakeup

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    Interesting news out of the game journalism industry today, as luminaries from Joystiq, Kotaku, The Escapist and MTV news come together to form the Voltron of writing about games, Vox Games (final name TBD).

    The "dream team" assembled for the new venture has the potential to provide a serious shakeup to video game news and journalism if handled correctly. All hail from some of the most popular, well-known sites in the oversaturated field of games writing, and all will have their own take on how to push the medium forward. Hopefully Vox Games, or whatever it ends up being called, will prove to be a site that dares to be different.

    But what does that mean? What could a "different" games site look like? Let's brainstorm.

    For starters, the idea of "consensus" among the media needs to go out of the window. Jeff Rivera wrote a good piece on this subject over at Gamer Theory recently, and he's on the money. All too often we see outlets appearing to predetermine which games are going to be the hotness of the season, sometimes offering review scores which don't necessarily match up with the words being written. Battlefield 3, for example, was almost universally lambasted for its (apparently — I haven't played it) woeful single player campaign, but that didn't stop it picking up a ton of perfect scores and awards. In some cases, this is likely something of a hangover from Gerstmanngate, as outlets don't want to piss off their advertisers by rating the game that is on the background of every single page of the site less than a 9 out of 10.

    Alongside this, the audience needs to be re-educated away from thinking that anything under a 9 isn't worth bothering with. Eurogamer ran afoul of commenters on several occasions last year by daring to rate big releases with an 8. They weren't wrong to do so, but commenters were wrong to assume that 8 meant "bad". This is a hole we've dug for ourselves over the years, and it's going to be very difficult to get away from. It's tied in to the "consensus" thinking, though — it's entirely possible that those reviewing a game for a particular outlet might feel the desire to see what other places have rated it, and, whether consciously or subconsciously, seeing these other scores can colour the writer's judgement.

    Which is ridiculous, of course, because scores are completely arbitrary and borderline meaningless. There's no way to quantify "how good" a game is. There's no universal measure of "quality" because everyone's tastes are so different. Some people might think Modern Warfare 3 is game of the year, while I might think it's the most insulting game I've ever played. (I do, incidentally.)

    But the review scores debate is well-worn, so I'll step away from it at this point and consider some other ways in which game journalism can evolve and develop.

    Chief among one of the things which needs to adapt is the relationship between developer, publisher, PR and press. At present, publishers and PR hold all the power. Developers are muzzled from talking about their game if it doesn't fit into the publisher and PR teams' tightly-controlled marketing plan. We get press releases announcing when trailers will be released. We get countdowns to countdowns to exclusive reveals of some stupid thing on YouTube which they hope will go viral but won't because it's trying too hard. Many newshounds in the industry get reduced to little more than PR mouthpieces, frantically rewriting the press releases that flood their inboxes on a daily basis rather than going in search of the "real story". And why? Because uncovering a "real story" might compromise a relationship between an outlet and a publisher/PR team.

    This isn't an anti-PR rant, of course. Many PR types do a fantastic job of facilitating communication between different branches of the industry, acting as a "gobetween" or "messenger" rather than an impenetrable wall through which information cannot pass. Aubrey "Chupacaubrey" Norris (Deep Silver), Tom "Evolve PR" Ohle (CD Projekt, Larian Studios and numerous others) and Jeff Green (PopCap) spring immediately to mind here, and are certainly a far cry from the PR teams from certain large publishers who take days to reply — and don't even bother at all sometimes. For the industry as a whole to evolve, we need more people like this who are willing to work with the press rather than, as sometimes seems, against them.

    And what can the writers in this brave new world do, besides not feeling obliged to fit in with the consensus of the rest of the industry? Branch out. Explore. Raise the profile of small-scale projects and the underdogs of the industry. Review the crap games as well as the awesome ones. Provide something unique — truly unique, rather than the press release meaning of "unique" — as opposed to what many other sites offer, which is an interchangeable retread of the exact same story also posted on all of the other outlets. Different sites should have their own "voice" — and this doesn't necessarily mean being snarky, which is a somewhat overused form of humor in the industry today. What I mean, rather, is that different outlets should have their own take on events that are transpiring — editorials, comments, analysis, rather than the same dry old press release facts and improbable quotes from CEOs and VPs of Five Different Capitalised Titles.

    Will Vox Games be the outlet to give the industry a good shakeup? I certainly hope so, and should the opportunity ever arise to become a part of it, I'll be sure to do my bit, too.

    The post #oneaday Day 716: Games Media Shakeup appeared first on I'm Not Doctor Who.

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    #oneaday Day 715: Try Again Tomorrow https://imnotdoctorwho.moegamer.net/2012/01/03/oneaday-day-715-try-again-tomorrow/ https://imnotdoctorwho.moegamer.net/2012/01/03/oneaday-day-715-try-again-tomorrow/#comments Tue, 03 Jan 2012 21:25:36 +0000 https://angryjedi.wordpress.com/?p=3239 Well, gym plans were stymied by feeling like I might throw up; likely a combination of tiredness, illness, inactivity, too much crap Christmas food and various worries weighing on my mind. Ah well. There's always tomorrow. So it is, then, that I'm lying in bed at 9:15 in the evening, feeling a bit queasy and … Continue reading #oneaday Day 715: Try Again Tomorrow

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    Well, gym plans were stymied by feeling like I might throw up; likely a combination of tiredness, illness, inactivity, too much crap Christmas food and various worries weighing on my mind.

    Ah well. There's always tomorrow.

    So it is, then, that I'm lying in bed at 9:15 in the evening, feeling a bit queasy and unsure as to whether the Lemsip I just had was a good idea or not. Too late now, anyway; time to just ride it out until I (hopefully) feel a bit better later. At least it means I didn't have to put the groceries delivery away, not that I mind helping with that under normal circumstances.

    I may have mentioned this on this page before, but I hate being ill. I try not to use it as an excuse not to do things but sometimes you just have to heed your body and go take a rest for a while. It's frustrating when it's difficult to tell what it might be that's making you feel sick, though; was it something you ate? Something you did? Or just your body failing to obey Wheaton's Law?

    In this case, couldn't tell ya. I know I'm anxious about a bunch of things including an upcoming job interview (not to mention the collapse of my precious regular employment) so that may well be the root cause of all this. Or it could just be that something I nommed on today was a bad idea.

    Perhaps I'll try and get some rest now, then, and I'll either wake up refreshed tomorrow morning, or wake up at about 3AM, unable to get back to sleep. One or the other.

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    #oneaday Day 714: Run, Fat Boy, Run https://imnotdoctorwho.moegamer.net/2012/01/02/oneaday-day-714-run-fat-boy-run/ https://imnotdoctorwho.moegamer.net/2012/01/02/oneaday-day-714-run-fat-boy-run/#comments Mon, 02 Jan 2012 23:13:22 +0000 http://angryjedi.wordpress.com/?p=3236 It's back to the gym tomorrow and, all being well, sticking to a relatively healthy eating plan. No, we're not following a "diet" or anything, but we are going to cook a lot more rather than picking up convenience foods and nomming on whatever takes our fancy. It's always good to kick off the new … Continue reading #oneaday Day 714: Run, Fat Boy, Run

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    It's back to the gym tomorrow and, all being well, sticking to a relatively healthy eating plan. No, we're not following a "diet" or anything, but we are going to cook a lot more rather than picking up convenience foods and nomming on whatever takes our fancy. It's always good to kick off the new year with something like this, even if it doesn't stick — the new year is, after all, a time for good intentions and all that jazz.

    For me, it's a topic that plays into one of my very many neuroses. I hate being fat, but unfortunately I enjoy the taste of food about as much as I hate being fat. I loathe my own body, but find myself eating things when I get depressed or upset or just for the hell of it at times — a habit which hasn't exactly been helped by the enormous amounts of food we acquired over the Christmas break. If it's there, it gets eaten, and it's often hard to resist.

    Why do I hate being fat? Fat people are supposed to be jolly, after all. Well, there are many reasons. First of all, I hate seeing myself in photographs and seeing that I'm bigger than I think I am. Given that I usually see myself from the inside out, it's perhaps understandable that I have a slightly distorted view of my own body, but I still hate seeing myself in photographs. I hate seeing myself generally. I hate the way clothes hang on me, I hate it when clothes are too tight or I can't fasten them up, and I hate it when I see photographs of myself from a few years back, when I thought I was fat, but was actually a fair bit slimmer than I am now.

    I also hate people's attitudes towards fatness. I follow a few people on Twitter who are otherwise lovely people, but have seriously discriminatory attitudes towards obesity. I've bitten my tongue a few times when reading what they had to say about fat people. I know they perhaps don't mean it in the way I'm reading it — and since they haven't met me face to face, they have no way of knowing what I really look like or how I feel about it — but it still stings a bit sometimes.

    Along the same lines, I really hate it when random strangers feel the need to point out that I'm fat. This hasn't happened for a while, but it really hurts when it does. The last time it happened, it was shortly after I'd split with my wife, and I was sitting in a park in Southampton by myself just trying to have a bit of peace and quiet. Some prick decided to start on me with his friends. It was all I could do to turn the other cheek and ignore him — something I've trained myself to do from a very early age, as I've always seemed to attract bullies. I take small comfort from the fact that I'm a better person than a dickhead who insults people he doesn't know, but at least he wasn't fat.

    This may all sound like self-absorbed whining, and it may well be. The fact is, though, it's not as if I haven't tried to do anything about it. For a goodly proportion of last year, I was running, going to the gym, doing situps and pushups and all manner of other stuff. It had a small but relatively noticeable impact on my body, but I always seemed to "plateau" after a certain stage, and it gets a bit demoralising to continue on that path without seeing visible effects. I know it's not just about the effects you can see but also those that you can feel, but it's always far more satisfying to see a substantial dent in that belly than just to feel a bit better.

    From this week onwards, then, I'm committing to a long-term plan — gym three times a week as a bare minimum, and running on the days when I don't visit the gym as a filler activity. I'm going to put myself through the Couch to 5K programme again since it's been a while since I did any endurance running, and I'll certainly consider doing something like the BUPA 10K again. Andie will be joining me for the gym activities at the very least, and hopefully our making "proper" meals each day will help also.

    Whether or not there will be any noticeable effects remains to be seen, but it's better than doing nothing. Doing nothing just leads to a downwards (or, more accurately, outwards) spiral.

    First day back at the gym tomorrow, then. If you want to follow what I get up to, then feel free to follow me on Fitocracy.

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    #oneaday Day 713: Welcome to 2012 https://imnotdoctorwho.moegamer.net/2012/01/01/oneaday-day-713-welcome-to-2012/ https://imnotdoctorwho.moegamer.net/2012/01/01/oneaday-day-713-welcome-to-2012/#comments Sun, 01 Jan 2012 21:48:15 +0000 http://angryjedi.wordpress.com/?p=3232 So here we are in 2012, wondering how Sophia Hapgood got mixed up with the Nazis. Or something. As mentioned in my brief, hastily-composed post last night, Andie and I (along with a number of others) saw in the New Year in style by eating our own bodyweight in puddings. ("Desserts" to you Americans out … Continue reading #oneaday Day 713: Welcome to 2012

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    So here we are in 2012, wondering how Sophia Hapgood got mixed up with the Nazis. Or something.

    As mentioned in my brief, hastily-composed post last night, Andie and I (along with a number of others) saw in the New Year in style by eating our own bodyweight in puddings. ("Desserts" to you Americans out there.) There was a wide selection of gooey goodness on offer, ranging from a delicious steam pudding through an excellent trifle all the way to our friend Ben's creation, a chocolate tart of such gooey, rich darkness that we quickly dubbed it The Black Hole of Puddings. It brought many a pudding-scoffer to his knees, I can tell you that. At least it did until the late-game entry of the minted lamb pudding (not a dessert, but still a pudding — are you following?) which turned out to be delicious.

    But anyway. Enough of the puddings. Let's look back at the year that was, as that's traditional to do on the first day of the new year, or the last day of the old as the case may be. As a matter of fact, I did exactly that on the last day of last year.

    As I recall, my general reaction to 2010 was "fuck you". This, I feel, was fairly understandable, given that it was the year I found myself sans wife, job, place to live, money, dignity and hope. It was not, shall we say, Good Times. It was with some sense of trepidation that I began 2011 with only a part-time gig writing the news for GamePro to cling on to, but the year built its way up to if not "awesomeness" per se, then certainly a significant improvement on the previous.

    Let's start with GamePro, since I just mentioned it. I spent a goodly proportion of the year acting as a newshound for the website in question. My work was appreciated and praised by colleagues and readers alike (mostly, apart from one commenter who accused me of being a paedophile for writing a news story about a game which explored LGBT issues — he got moderated, blocked and banned out the ass for that one) and as the months rolled by, I built my way up to being able to make a decent living from the work.

    When layoffs started hitting the website later in the year, I figured something was wrong. When your managing editor is out of the door, you start to fear for your position. Things continued as normal for a while, albeit with a slight "edge" to them, but then at the end of November, the thing I'd expected to happen happened. GamePro folded.

    This was sad to see for a number of reasons. Firstly, it was my job, and no-one likes having their job scooped out from under them — least of all a job that they actually like. (I felt bad when I was made redundant from the first school I worked in, and that was a shithole. I actually enjoyed working for GamePro.) Secondly, there are family ties to the brand — my brother spend a goodly proportion of time there rethinking the magazine and the website for the 21st century. And thirdly, GamePro is — was — one of the longest-running games magazines in the States, and to see it go under really is the end of an era.

    I'm sad to see it go, but I'm grateful I had the chance to meet some great people (mostly via email, but some face to face) and hopefully sow the seeds for some future opportunities. I was also grateful to work for an editor who actually provided helpful feedback rather than simply letting things slip by. I feel my writing has improved as a result. This is a Good Thing.

    As for the future jobs-wise, I couldn't say what will happen next in the long term. Starting on Tuesday, I'll be contributing to Inside Social Games and Inside Mobile Apps on a regular basis. This will bring in a fair amount of money each month, but ideally I need something more to top that up with. I have an interview for a job I won't talk about for the moment on January 5, so we'll have to wait and see how that goes. Otherwise it's back to prostitution for me. Wait, no, that's not right…

    Outside of work, 2011 brought other Good Things my way, chief among which must be Andie, the lovely lady (though she may disagree on the use of that term) with whom I now live and whom I can hear playing Groove Coaster in the next room at the time of writing.

    I shan't get embarrassingly mushy or anything here, but suffice to say that Andie appreciates me for who I am, doesn't mind watching me play video games and enjoys playing multiplayer Minecraft with me. She is also a good teammate in a game of Pandemic, willing to try her hand at Dungeon Defenders and makes a mean fried rice. She is, in short, pretty awesome, and I love her very much. She's also a sign that if things go horribly wrong in your life, then very often there are better times around the corner if you just have the patience to ride out the storms that are thrown your way.

    Personally speaking, I still find myself visited by Des from time to time, and it's still difficult to deal with sometimes, particularly when what had started to feel like a period of stability was interrupted by the dissolution of my job. I'm hanging in there, though, and feeling quietly confident about what 2012 has to offer. It surely can't be much worse than 2010, after all.

    (While we're here, did 2011 feel like it absolutely flew by to anyone else? It doesn't feel like that long ago I was writing my "end of the year" post for 2010 going into 2011.)

    (Also, happy new year.)

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    #oneaday Day 712: Five Minutes to Midnight https://imnotdoctorwho.moegamer.net/2011/12/31/oneaday-day-712-five-minutes-to-midnight/ https://imnotdoctorwho.moegamer.net/2011/12/31/oneaday-day-712-five-minutes-to-midnight/#respond Sat, 31 Dec 2011 23:59:06 +0000 https://angryjedi.wordpress.com/?p=3230 It's New Year's Eve. I am writing on my phone. There are five minutes to go before the aforementioned New Year. At midnight I am going to press Submit regardless of whether or not I've finished a sentence. Tonight we have celebrated the New Year by eating a shitload of puddings which everyone brought over … Continue reading #oneaday Day 712: Five Minutes to Midnight

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    It's New Year's Eve. I am writing on my phone. There are five minutes to go before the aforementioned New Year. At midnight I am going to press Submit regardless of whether or not I've finished a sentence.

    Tonight we have celebrated the New Year by eating a shitload of puddings which everyone brought over to my friends Ben and Amy's house. By about half ten, most of us had eaten at least eight puddings, with some going as far as ten. Shortly after midnight, the last arrival showed up with an amazing-smelling savoury pudding — lamb and mint in a big crusty lump of suet. Amazing.

    As midnight approaches, I'm grateful to ring in 2012 with good friends, and curious as to why the iPhone keeps wanting to correct "2012" to "2013".

    The countdown has begun. Champagne is being poured. Celebrations are imminent.

    HAPPY NEW YEAR EVERYONE!

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    #oneaday Day 711: The Ancient Craft of Mining https://imnotdoctorwho.moegamer.net/2011/12/31/oneaday-day-711-the-ancient-craft-of-mining/ https://imnotdoctorwho.moegamer.net/2011/12/31/oneaday-day-711-the-ancient-craft-of-mining/#respond Sat, 31 Dec 2011 00:55:41 +0000 http://angryjedi.wordpress.com/?p=3227 Andie and I may have inadvertently spent pretty much the whole day playing Minecraft. I've spoken at length on the virtues of this game on several occasions on this blog, but every time I play it I find something new to appreciate, a new way to play or a new way to look at the game. … Continue reading #oneaday Day 711: The Ancient Craft of Mining

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    Andie and I may have inadvertently spent pretty much the whole day playing Minecraft. I've spoken at length on the virtues of this game on several occasions on this blog, but every time I play it I find something new to appreciate, a new way to play or a new way to look at the game.

    This, of course, is the central beauty of Minecraft as a game. No-one is telling you how to play it. The Achievements which were added a few updates ago give you a nudge in several possible directions — enough to get you started, anyway — but beyond that, it's entirely up to you what to do.

    On the Squadron of Shame SquadCast, we've had a number of discussions on the subject of games that plonk you down into the game world and simply invite you to "get on with it". Traditional RPGs followed this format, though often had a questline to follow. Bethesda RPGs, too, follow this approach after a linear introductory sequence. But none do it quite like Minecraft, which is refreshingly old-school in its approach.

    Minecraft doesn't have a story. At least, not an explicit one. Nowhere is it made clear exactly why you've been thrown into this blocky landscape with nothing to your name but your wits. Nowhere is there an introduction describing how and why the monsters that plague the landscape after dark came to be. And not once are you told what your "goal" is.

    In some senses, this is a return to gaming's roots, when all the information you needed to know about the game's plot and setting could be fit on the back of the box. Minecraft's retro aesthetic would certainly seem to fit with that theory, but the complexity, depth and freedom that the game offers is something that simply wouldn't have been possible with older systems.

    I do most of my playing on a small private multiplayer server which is in "survival" mode. This is fundamentally identical to the single player mode, where you're tasked with surviving against the elements (or, indeed, monsters) with only your wits and what you can scavenge. You start playing in a very small area, gathering resources and building materials near where you started in an attempt to create a convincing shelter before the sun sets and the monsters come out to play. As time goes on, however, you spread your wings and start to explore the randomly-generated landscape. In single player, you'll find yourself discovering a variety of different natural biomes — forests, swamps, mountains — but it's in multiplayer that the world of Minecraft truly comes alive.

    Round a corner of a mountain, you might find a mysterious door set into the hillside. Entering, you might find some chests containing tools, food and building materials — along with a sternly-worded sign informing you that this stuff is not yours.

    The beauty of it, though, is that if you want to be a complete git about it, you could just take all that stuff and run. The facility to leave signs with your own custom wording on them, too, means that it's not beyond the realm of possibility to, say, nick someone's hoard of diamonds, bury them in a chest somewhere in the depths of the desert and leave them a trail of clues to reclaim them. I hasten to add that I haven't done this, but it is enormously tempting to do so.

    A multiplayer Minecraft server becomes something of a community. How active that community is depends largely on how many other players there are and how often they play. On a big, busy server, you'll find impressive structures all over the place as players attempt to outdo each other with outlandish construction projects. On a small, private server such as ours, the world will change gradually, evolving piece by piece as each player stakes out their claim to their own piece of territory. It's fascinating to watch — the fact that the world is persistent so can be changed by other players when you're not online means that there's often something new and player-made to take a look at when you next log in. It also means that eventually you'll have to start either competing for the finite resources that there are, or travelling further afield to locate the items you'll need to survive and/or complete your latest building project.

    There are so many ways to play Minecraft, and the situations I've described here barely scratch the surface. It's whatever you want it to be, and it's for that reason that I believe that outlets "reviewing" the game when it finally reached Version 1.0 is an utterly futile gesture. For one, everyone's experience with the game is somewhat different — some are switched off by the lack of direction and give up in frustration; some "powergame" by building the bare minimum they need to survive and progress, attempting to reach the newly-added endgame; some take their time to build impressive structures; some roleplay in their mind, casting themselves in the role of a town planner, laying out buildings and imagining what each might be used for; some do everything they can to make life hell for other players. Not one of those ways to play is "wrong" — even the griefer — and that's why the game is such a work of genius, despite its glitches and flaws, of which there are still many.

    Minecraft will continue to develop over time, though now it's emerged from beta and its creators are working on other projects, new versions will be released at a slower rate. There's still an enormous amount of potential there, though, and it's exciting to imagine what might come next. By putting the creation of the game world and its character in the players' hands, the team at Mojang have created one (or indeed many) of the most compelling game worlds ever seen in interactive entertainment. There really is nothing like strolling down a street you've built yourself, defending it from monsters who want nothing more to 1) kill you and 2) blast big holes in your hard work.

    If you're yet to try Minecraft, then get yourself over here and join the 4.3 million people — yes, wow — that have bought the game to date.

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    #oneaday Day 710: On the Brink https://imnotdoctorwho.moegamer.net/2011/12/29/oneaday-day-710-on-the-brink/ https://imnotdoctorwho.moegamer.net/2011/12/29/oneaday-day-710-on-the-brink/#respond Thu, 29 Dec 2011 23:58:54 +0000 http://angryjedi.wordpress.com/?p=3224 I got a copy of Pandemic and its expansion On The Brink for Christmas. I've played Pandemic a few times with my semi-regular board game buddies, but I've never owned my own copy until now. (Obviously. Otherwise it'd be a fairly poor choice of gift.) As such, I've been taking advantage of actually owning it by playing it … Continue reading #oneaday Day 710: On the Brink

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    I got a copy of Pandemic and its expansion On The Brink for Christmas. I've played Pandemic a few times with my semi-regular board game buddies, but I've never owned my own copy until now. (Obviously. Otherwise it'd be a fairly poor choice of gift.) As such, I've been taking advantage of actually owning it by playing it a good few times. We had a three player game on Christmas Day, I tried a solo game (me controlling two characters) last night, and Andie and I played (and won!) a two player game this evening.

    "But whoa there, hold up, soldier," I hear you say. "What the hell is this game and why should I care?"

    Well, I believe I've mentioned it before on this very blog, but I don't expect you to go digging back through over 700 posts to find it, so allow me to explain. Those of you who already know the game, shush for a minute.

    Pandemic is a cooperative game based on, as you may have gathered from the title, attempting to cure a series of particularly nasty diseases which are attacking the world. (The game never gives the diseases names beyond "blue", "red", "black" and "yellow" but players inevitably come up with their own interpretation of what each colour represents.) There are four diseases which players must cure in the base game, and the expansion adds a couple of optional scenarios which can introduce a fifth "purple" disease into the mix via various means.

    Players win if they cure all four (or five) diseases. This is achieved by collecting cards — the base mechanic is that collecting five cards of the same colour and using them at a research centre allows you to discover a cure of that colour. Cards are acquired either by trading with other players — a somewhat difficult process due to the requirement for both traders to be in the city depicted on the card which is being traded — or drawn at the end of each turn.

    Simple enough so far. A twist is added by the fact that each player has a "role" which gives them some form of special ability. The Scientist player, for example, only has to collect four cards of a colour to discover a cure, while the Researcher is able to give any card to a player they share a space with, not just the card depicting the city they're in.

    Alongside this, each turn the diseases spread. The board starts with nine different cities being infected to varying degrees, represented by coloured cubes. Each turn, a number of different cards, also depicting cities, are drawn, and a cube is added to each pictured location. Should a location "overflow" by adding a cube beyond the maximum of three, an "Outbreak" occurs, spreading the disease to all surrounding cities, adding a cube to all of these as well. This can cause chain reactions if players are not careful, so an important part of the game's strategy is knowing when to focus on getting cards to whoever is working on the cures, and when to travel around the globe treating the most pestilent areas. When players are drawing cards to take into their hands, there's also the possibility of an Epidemic occurring, meaning one city immediately gets blasted with three cubes' worth of infection (potentially causing an Outbreak if it's already infected) as well as reshuffling all of the previously-used Infection cards back together and placing them on top of the unused cards — meaning that previously-infected areas will see the disease spreading again, rapidly spiralling out of control if steps aren't taken to contain the contagion.

    The Outbreaks are an important factor to consider, since if eight of them occur in a game, everyone immediately loses. Everyone also immediately loses if there aren't enough cubes of a particular colour left in the supply to put on the board (representing the fact that the disease is so out of control it will never be cured) or if the "draw deck", from which players pull two cards each turn, runs out of cards (representing the team taking too long over their objective). Conversely, the only way to win is to discover all four (or five) cures, though it's not also necessary to wipe the board clean of cubes. That said, curing then wiping out (or "eradicating") a disease has a big benefit for players — an eradicated disease never comes back, not even in an Epidemic. (There's a variant in the On The Brink expansion which allows a disease to come back after being eradicated if it's been selected as the Virulent Strain, but I haven't tried this yet.)

    If all this sounds complicated, don't fear. The people I've played this with to date have all picked up the mechanics very quickly. It's actually very straightforward to play and features a nice blend of theme, strategy and luck. There are times when the deck is stacked against you, leading to seemingly unwinnable situations, but the lovely thing about the game is that everything can turn at a moment's notice. Victory can be snatched from the jaws of defeat — and vice versa. And because everyone's in it together — this is a cooperative game — it's a wonderful moment when victory finally comes.

    In short, then, if you're getting in to the world of board games beyond Monopoly, Pandemic is one you should definitely check out. From what I've seen so far, the expansion adds a significant amount of good content to the game — the base game can simply be enhanced by the addition of a number of new roles if you're not feeling confident enough to take on the Virulent Strain, Mutation or Bio-Terrorist challenges — but the basic package will provide you with many hours of fun, whether you're playing with friends or solo. (Don't be fooled by that "2-4 players" on the box — you most certainly can play with one or five people, especially with the expansion, but be warned; adding more players to the mix actually makes the game somewhat more difficult.)

    Want to know more? The ever-helpful BoardGameGeek has more information than you could ever want.

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    #oneaday Day 709: Reasonable Hour https://imnotdoctorwho.moegamer.net/2011/12/28/oneaday-day-709-reasonable-hour/ https://imnotdoctorwho.moegamer.net/2011/12/28/oneaday-day-709-reasonable-hour/#respond Wed, 28 Dec 2011 18:20:54 +0000 http://angryjedi.wordpress.com/?p=3221 I'm thinking this through this time, writing my entry for today before getting involved in anything which I might want to continue doing until the wee small hours of the morning, as has happened for the last two nights straight. Oddly enough, despite waking relatively "early" (for the holiday season, anyway) I didn't feel too bad … Continue reading #oneaday Day 709: Reasonable Hour

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    I'm thinking this through this time, writing my entry for today before getting involved in anything which I might want to continue doing until the wee small hours of the morning, as has happened for the last two nights straight. Oddly enough, despite waking relatively "early" (for the holiday season, anyway) I didn't feel too bad as the world came back into focus after only a few hours' sleep.

    I have a curious relationship with sleep. I like sleeping, but I also find it an enormous waste of time. I suffer from some degree of insomnia for the vast majority of the time, meaning I often find it very difficult to actually drift off to sleep once I'm lying in bed with my head on the pillow. It's not anything specific keeping me awake, generally — I can and will always nod off eventually, even if there's someone drilling a hole in the road outside or snoring thunderously in the same room as me. But sleep is one of those things that the harder you try to grab hold of, the more elusive it is. The more aware you are of the fact that you "should" be going to sleep, the less likely you are to actually fall asleep.

    I say "you". I mean "me", because I know not everyone is like this. Several people I know have the uncanny ability to close their eyes, rest their head and be in the land of Nod (not the Command & Conquer variety) almost immediately, whatever happens to be going on around them. In the case of some friends, it became something of a "party trick", albeit a usually involuntary one. Mercifully, however, my friends have never been the type to deface a sleeping person by shaving off eyebrows or beards — or indeed adding any adornments with marker pens. The closest we have come to defiling a sleeping figure came at my friend Ben's Halloween party when he fell asleep rather early in the evening, still in most of his wizard costume (sans beard, sadly). Other friends Woody (dressed as Death) and Mike (dressed as Gay Satan) posed with the recumbent Ben for some photographs that remain, to date, some of my favourite "visual memories" of that particular group of friends.

    But I digress. I find it very difficult to get to sleep, particularly if I get into bed at what your parents call a "reasonable hour". I find my mind wandering — not necessarily in an anxious way, though if I am anxious about anything, lying in the dark trying to get to sleep is inevitably the time that every anxiety and neurosis comes out to play — and this makes it terribly difficult to clear out all those extraneous, unnecessary thoughts which it's impossible to act on while lying in bed. While your brain is full of such garbage, it's a challenge to convince your body that now is the time for rest. Inevitably, I'll find myself attempting to do something distracting. It could be playing with my phone, it could be reading a book by the light of my phone, or in extreme cases, getting up altogether and doing something other than lying staring at the inside of my eyelids.

    One thing I've noticed since I was younger is that it's more difficult to "focus" at the time when I'm trying to get to sleep than it used to be. When I was younger, I found it very easy to slip into imaginative fantasy, half dreaming, half actively imagining and directing my thoughts, picturing myself on grand adventures. Frequently, these mental excursions would lead to slumber and some colourful dreams, so I often found it a good way to see myself through the night.

    I've tried doing the same thing in recent years, however, and I find it enormously difficult to concentrate on the sense of "narrative" inherent in these brain-fuelled adventures. I don't generally have a problem concentrating while I'm awake — I'm quite happy to sit staring at something I'm working on or playing with for hours at a time, but as soon as it comes to trying to concentrate on getting to sleep? My brain seems to release the floodgates of all the thoughts that I've been storing in my own internal "deal with later" pile.

    You know when it's not difficult to get to sleep, though? In the morning. On many occasions I've been woken up by my alarm (or indeed by Andie getting out of bed to go to work) and have promptly fallen back asleep almost immediately — for hours at a time on many occasions. The interesting thing about these morning "extra" sleeps is that they almost always feature incredibly vivid dreams, and since they occur during short sleeps just before I get up and switch my brain into "daytime" gear, I can usually remember at least a few details from them for most of the rest of the day. It's during morning slumbers I've had bizarre and diverse imaginary encounters such as being utterly convinced that it would be impossible to have sex with someone if I didn't have the right sheet music with me; or finding myself in my parents' dining room with a male voice choir literally singing for my supper.

    Sleep, then, is good — some might call it necessary. I just wish it was more a case of flipping a "standby" switch rather than spending all that time and effort trying to power down for the evening — time which I would rather spend doing something much more fun!

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    #oneaday Day 708: Stupid O' Clock https://imnotdoctorwho.moegamer.net/2011/12/28/oneaday-day-708-stupid-o-clock/ https://imnotdoctorwho.moegamer.net/2011/12/28/oneaday-day-708-stupid-o-clock/#comments Wed, 28 Dec 2011 04:45:21 +0000 http://angryjedi.wordpress.com/?p=3218 It's, once again, stupid o' clock in the morning, but this time The Old Republic isn't to blame. At least, not directly — no, instead, this evening/morning's lateness is due to the long-awaited return of the Squadron of Shame SquadCast. The Squaddies are some of my most long-standing friends, and people I speak to in some … Continue reading #oneaday Day 708: Stupid O' Clock

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    It's, once again, stupid o' clock in the morning, but this time The Old Republic isn't to blame. At least, not directly — no, instead, this evening/morning's lateness is due to the long-awaited return of the Squadron of Shame SquadCast.

    The Squaddies are some of my most long-standing friends, and people I speak to in some capacity pretty much every day. I'd even go so far as to say that they're probably the best friends I have, despite the fact that we're several thousand miles apart and see each other face to face rarely — and in some cases, we still haven't met in person.

    From humble beginnings as a loose community on 1up.com's message boards to a more organised "club" on the site and, eventually, cutting loose into the big wide world by ourselves, we've stuck together through thick and thin, through life's big moments and its little pleasures. And between us, we've built friendships that have endured, remained strong through various adversities, and grown stronger over the years.

    This, people, is the power of the social Web. It's not about building a "voice for your brand". It's not about "engaging with your audience". It's not about "leveraging somethingorother". And it's certainly not about "monetization strategies". It's about socalisation, society, people. It's easy to forget that with the amount of information we're voluntarily bombarded with on a daily basis. We willingly subject ourselves to a barrage of stimuli from a diverse array of sources — some of which are real people acting with real honesty; others of which are real people holding up a façade in an attempt to be someone they're not; others still of which are people acting as the voice of a brand, attempting to bring a face to the faceless corporate world.

    Events which transpired today showed the potentially disastrous consequences of acting as the voice of a brand, not of an individual. Ocean Market(t)ing [sic] president Paul Christoforo descended into childish insults and poorly-spelled, poorly-articulated attempts to assert his authority and regain his credibility when confronted with an irate customer. The email exchange has, thanks to its posting on Penny Arcade earlier today, gone viral, and Christoforo has become the object of ridicule. It isn't the first time this has happened, and I fear very strongly for Christoforo's future job prospects after this debacle, particularly as so many employers are now taking social media "output" into account when considering applicants for positions. Don't get me wrong, Christoforo was a dick, but is it really fair to potentially jeopardise his whole future over things that clearly happened in the heat of the moment.

    Somewhere along the line, I believe we've lost our way with the social Web. We made the critical mistake of letting the marketers and businessmen take charge of something which should bring people together. Rather than situations like that which brought me and the Squaddies to each other, we get popular brands asking facile questions and the eager hordes responding in all-lowercase, thereby indirectly promoting the brand in question. We get people carefully guarding the way the represent themselves online so as to protect their personal brand. We get situations spiralling out of control, such as that seen with Christoforo and his customer earlier today.

    It's not all doom and gloom, of course; to imply that the world is going to hell in a handcart purely because of the presence of marketers is foolish. But it would do many people well to, once in a while, remember what the "social" bit of "social media" really means. Does it mean telling the faceless drone behind the The Sims Facebook account that your favourite colour is indeed green? Or does it mean striking up conversation, getting together, finding new people that you want to spend time with?

    I'd opt for the latter every time. And now I need to go to bed before I pass out.

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    #oneaday Day 707: Holy Balls, How Did It Get to 3AM? https://imnotdoctorwho.moegamer.net/2011/12/27/oneaday-day-707-holy-balls-how-did-it-get-to-3am/ https://imnotdoctorwho.moegamer.net/2011/12/27/oneaday-day-707-holy-balls-how-did-it-get-to-3am/#comments Tue, 27 Dec 2011 03:04:24 +0000 http://angryjedi.wordpress.com/?p=3214 Okay. I think we can say with some certainty that The Old Republic is A Bit Good, judging by the fact that I uttered that very statement above while playing with my good buddy Jeff "Feenwager" Parsons tonight. This morning. Whatever. As I said the other day, while the game does suffer from a few of … Continue reading #oneaday Day 707: Holy Balls, How Did It Get to 3AM?

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    Okay. I think we can say with some certainty that The Old Republic is A Bit Good, judging by the fact that I uttered that very statement above while playing with my good buddy Jeff "Feenwager" Parsons tonight. This morning. Whatever.

    As I said the other day, while the game does suffer from a few of the genre's perpetual annoyances (having to traipse all the way back to a trainer to learn new skills is something MMOs should really move beyond, for one thing) it does a lot of things right. It's balanced nicely for those players who want to play solo and just happen to "live" in the same world as other players. There are specifically-designed areas known as "Heroic Areas" which are light on story and heavy on fighting, ideal for pick-up groups. There are more lengthy multiplayer story-heavy missions known as Flashpoints. There is PvP. And pretty much everything can be played cooperatively if you so desire.

    Some have argued that the writing perhaps isn't up to BioWare's usual tip-top standards, but when you consider the amount of content in this game even at launch, it's perhaps not surprising. That said, the "dark side" options in dialogue (which can usually be interpreted as "snarky") are often amusing. I'll be interested to see if playing a dark-inclined Jedi will have any significant effect on the plot. It's provoked some NPC comments so far, but I'm very early into my playthrough with said dark-inclined Jedi, so a lot remains to be seen.

    Perhaps the most notable thing about the game is the fact that it's encouraging people who aren't huge fans of MMOs to give it a shot. Jeff, whom I mentioned above, is one. My buddy Edd, aka Roth, whom I used to play Final Fantasy XI with for a short period, is another. A good indicator of The Old Republic getting things "right" for me will be if these two stick around beyond the free month — and if other friends who typically shy away from the genre sign up, too. I hope they do, as these games are always more fun with friends.

    The community I've encountered so far has been very friendly. With my "main" character on the European servers, I plumped for an RP (Roleplaying) server as this generally is populated with more pleasant types. I haven't been disappointed so far — when asking for advice, people are usually happy to give it rather than inviting you to "Google it". This is nice. Quite how long it will last, I don't know — the game is still new, after all — but for now I'll enjoy it.

    The only thing I can see putting people off trying The Old Republic is the price. With so many free MMOs out there now, it's hard to justify spending "full price" on a new one, plus a monthly subscription after the first month. But it's effectively several BioWare games in one, along with a potential WoW-beater. And if that isn't value for money, I'm not sure what is.

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    #oneaday Day 706: Merry Christmas! https://imnotdoctorwho.moegamer.net/2011/12/26/oneaday-day-706-merry-christmas/ https://imnotdoctorwho.moegamer.net/2011/12/26/oneaday-day-706-merry-christmas/#respond Mon, 26 Dec 2011 00:53:13 +0000 http://angryjedi.wordpress.com/?p=3211 It's Christmas! Well, actually, where I am, it stopped being Christmas Day about 38 minutes ago, but we'll let that slide for the moment. I hope you all had a pleasant day out there and there weren't any family arguments around the Monopoly board. (You should all know by now that Monopoly is rubbish and … Continue reading #oneaday Day 706: Merry Christmas!

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    It's Christmas! Well, actually, where I am, it stopped being Christmas Day about 38 minutes ago, but we'll let that slide for the moment.

    I hope you all had a pleasant day out there and there weren't any family arguments around the Monopoly board. (You should all know by now that Monopoly is rubbish and you should never play it, not when there are so many good board games out there.) Much food and drink was doubtless consumed by all, and most of you (in European timezones, at least) will, if you have any sense, be tucked up in bed, thoroughly stuffed full of meat and, err, stuffing.

    Some of you may, of course, be playing with whatever presents Santa decided to grace you with this year. And this is, of course, a perfectly acceptable way to spend the end of Christmas Day as Boxing Day comes along.

    I had a good haul this year, which was pleasing. As I noted a few days ago, this was my first Christmas away from my own family for some time (disregarding the one I spent completely alone, tucked up in bed, ill) and so it was both nice and interesting to do things according to a "new" schedule. My family typically get up early, maybe have some breakfast and then get straight to opening presents, then have lunch and generally then spend at least part of the afternoon down at the home of local friend and Deep Purple keyboardist Don Airey. Meanwhile, Andie's family get up, have breakfast, maybe watch some TV, then have lunch and only then open presents. It didn't take as much adjusting to as I thought, and it made the anticipation of said presents rather pleasing — helped along by the opening of "stocking" presents the night before, which seems to generally involve a large bag full of food and silly little things. We now have enough Jaffa Cakes in our house to feed a small army.

    As for the presents themselves, I had a rather good haul. I had a selection of board games, including the full four-player version of Blokus; cooperative and nightmarishly difficult disease-curing game Pandemic and its expansion On The Brink; and zombie-bashin' B-movie-inspired adventure Last Night on Earth (one of the only games I know that comes with a soundtrack CD). I also got a copy of Ready Player One, which I've been wanting to read for a while. And there was a Minecraft creeper T-shirt, so I can now publicly endorse Mojang's creation while out and about. There were other bits and pieces, too, including an iTunes voucher which I'm looking forward to spending, and a number of digital gifts from a variety of sources, which I shall enjoy investigating when I can tear myself away from both Minecraft and The Old Republic, both of which are proving enormously entertaining at the moment.

    Star of the show for the day, I believe, though, was a Kindle from Andie. I've been pondering whether or not I want one of these for quite a while, as I also want an iPad. The Kindle is, however, 1) cheaper and 2) considerably smaller and lighter than an iPad, so it has its own benefits — not least of which is a well-established infrastructure in the form of the Kindle Store. Having used it a little bit today, I can confirm that it is a very nice device, with a lovely readable screen — the only real downside to it compared to an iPad (when looking at it purely as an e-reader, obviously) is its lack of backlight, meaning you can't read it in the dark. However, this is counterbalanced by the fact that it's much easier to read in bright light than the iPad or iPhone is. I've already bought my first book on it — Wil Wheaton's Just a Geek, which seems to be highly entertaining and thought-provoking at the same time, much like the man himself. I shall look forward to doing a lot more reading now I have a device specifically designed for it and no longer having to rearrange the bookshelves to fit new acquisitions on.

    In summary, then, I hope you all had a fabulous Christmas. I certainly did. Here's to 2012 being a year of great things.

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    #oneaday Day 705: Jingle All the Way https://imnotdoctorwho.moegamer.net/2011/12/25/oneaday-day-705-jingle-all-the-way/ https://imnotdoctorwho.moegamer.net/2011/12/25/oneaday-day-705-jingle-all-the-way/#respond Sun, 25 Dec 2011 00:22:20 +0000 https://angryjedi.wordpress.com/?p=3209 Having just endured the annual musical ordeal that is Top of the Pops 2, I feel it would be remiss of me to not mention the phenomenon of the Christmas single. They're… Well, they're not very good, really, are they? Even the well known ones. In fact, especially the well known ones. Or perhaps they … Continue reading #oneaday Day 705: Jingle All the Way

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    Having just endured the annual musical ordeal that is Top of the Pops 2, I feel it would be remiss of me to not mention the phenomenon of the Christmas single.

    They're… Well, they're not very good, really, are they? Even the well known ones. In fact, especially the well known ones.

    Or perhaps they aren't. After all, everybody knows the offerings from Slade, Wizzard, John Lennon, Paul McCartney, The Pogues and Mariah Carey. The songs are certainly memorable. But does that make them "good"?

    I'm not sure it's possible to really judge any more. Modern TV and radio exposes us to these songs on such a regular basis every year around the holiday period that it's difficult not to feel jaded by hearing them so often. And it's not as if they're the only Christmas songs around, either; in recent years we've had a spectacularly depressing offering from Coldplay; a monstrous collaboration between Mariah Carey and Justin Bieber; and an actually quite good (if self-consciously ridiculous) piece by The Darkness. So why don't we hear these other ones more often?

    I'm not sure I have a definitive answer, save for the fact that it's a vicious cycle. Slade, Wizzard, Lennon, Carey et al are all regarded as the canonical "classic" Christmas songs, so they're the ones that get trotted out every year. In some cases, of course, these songs have been around for years, so they have something of a head start on more recent offerings.

    This means it's entirely possible that in twenty years' time we'll be hearing nothing but Chris Martin's maudlin caterwauling and Carey and Bieber's horrifyingly creepy collaboration at work Christmas dos.

    That's a frightening thought. Perhaps the dull droning of Christian hymns and carols isn't so bad after all.

    Merry Christmas everybody. 🙂

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    #oneaday Day 704: Old Republican https://imnotdoctorwho.moegamer.net/2011/12/23/oneaday-day-704-old-republican/ https://imnotdoctorwho.moegamer.net/2011/12/23/oneaday-day-704-old-republican/#respond Fri, 23 Dec 2011 23:05:03 +0000 http://angryjedi.wordpress.com/?p=3206 I caved and picked up the new Star Wars MMO The Old Republic this week. This despite never having really been that into Star Wars (certainly nowhere near as much as my brother and his kids, anyway) and rarely having the patience to see MMOs through to their endgame. You know what, though? The Old Republic does one hell of … Continue reading #oneaday Day 704: Old Republican

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    I caved and picked up the new Star Wars MMO The Old Republic this week. This despite never having really been that into Star Wars (certainly nowhere near as much as my brother and his kids, anyway) and rarely having the patience to see MMOs through to their endgame.

    You know what, though? The Old Republic does one hell of a lot of things right, and might just be the big shakeup that the stale, overcrowded genre needs.

    By far the best addition to the whole experience is the fact that plot is delivered with some degree of effort, rather than through static text boxes. One of the things which always bugged me about World of Warcraft was that there was this huge, epic storyline going on, but you wouldn't have known it. Text boxes do not make for good interactive storytelling. Interactive cutscenes with dialogue choices, however, do — particularly given the innovative implementation of "multiplayer conversations", where each "response" is rolled on by all party members to see who gets the chance to say their piece. It sounds odd, but works really well in practice, and is certainly a far more elegant solution than what Guild Wars did by only having the party leader visible in cutscenes.

    It helps that it looks like being an interesting story (or, indeed, stories) too — I've only played as a Jedi Knight so far, but already the things I've been doing could have been straight out of a new single player Knights of the Old Republic game. This is very much a Good Thing, and the fact that you can have a completely different experience and story by playing with one of the other classes is also a Very Good Thing.

    The game doesn't break completely with established MMO conventions, however. We still have a hotbar filled with abilities with cooldowns. We still have clearly defined party roles. We still have vendor trash, skill trainers, flight paths, rested XP, Elite mobs and all the other shenanigans we've come to associate with the genre. And while it would be nice to see a little more originality in some of these aspects, what we haven't seen before is the combination of these game mechanics with strong storytelling. And, unlike most MMOs, where the mechanics are very much at the forefront, here — at least early in the game — the story is very much front and centre, making you feel, as the marketing says, like you're in the middle of your own personal Star Wars saga.

    It's ironic, really, that out of all the recent "new" Star Wars material, it's not the movies that were the most worthwhile things. In fact, I'd go so far as to say that the Episode I-III movies were some of the worst things to happen to the franchise. Conversely, the Old Republic series has been one of the best things to happen to the saga, plot holes relating to the fact that the galaxy has been using the exact same technology for thousands of years notwithstanding. And the new game certainly has the potential to create an enormous expanded universe over the course of its lifetime. Will it ever eclipse the movies themselves, though? Probably not; the movies have a considerable head start on the game, after all. But there's so much potential here for BioWare and LucasArts to explore, and I for one am actually quite excited to see how it all develops. It's a very strong game now — where will it be in ten years' time? You only have to look at how far World of Warcraft has come since its 2004 release to see how much one game can evolve. And if The Old Republic is starting from such a strong beginning, I can't wait to see what the future holds.

    This likely isn't any consolation to players of Star Wars Galaxies, which shut down earlier this week. But despite the fact that The Old Republic is far more focused on the heroic side of things rather than, say, being a dancer in a cantina, it's an authentic-feeling Star Wars experience that makes good use of both its multiplayer mechanics and BioWare's considerable chops in the storytelling department.

    In short, if you've been considering trying it for yourself, then don't hesitate. Give it a try; you won't be disappointed.

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    #oneaday Day 703: Ding, Dong https://imnotdoctorwho.moegamer.net/2011/12/22/oneaday-day-703-ding-dong/ https://imnotdoctorwho.moegamer.net/2011/12/22/oneaday-day-703-ding-dong/#comments Thu, 22 Dec 2011 23:11:41 +0000 http://angryjedi.wordpress.com/?p=3203 I think there's something to be said for "ceremony" and "ritual". Not in the creepy hooded robe "I'm going to sacrifice you to Mara the penis monster" sense, but particularly with regard to Christmas. I say this upon some reflection on my own lack of enthusiasm for the festive period which I've been suffering for … Continue reading #oneaday Day 703: Ding, Dong

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    I think there's something to be said for "ceremony" and "ritual". Not in the creepy hooded robe "I'm going to sacrifice you to Mara the penis monster" sense, but particularly with regard to Christmas.

    I say this upon some reflection on my own lack of enthusiasm for the festive period which I've been suffering for the past few years. At least some of this general sense of ambivalence towards the holiday season can be attributed to my depression, I'm sure, but perhaps it goes deeper than that. Perhaps it's the fact that for the last [x] years, I just haven't really "celebrated" Christmas as I used to when I was younger. I rarely bother with cards, considering them something of a waste of time and money; I don't go out carol singing; I don't write letters to Santa; though I must confess I do enjoy giving presents.

    Perhaps I should re-adopt some of these pre-Christmas rituals to get me into the spirit. For example, I fondly recall the whole Christmas cards thing from my schooldays. It was a time to quite literally take stock of how many friends you had — and back in those days we didn't have Facebook to make this process easier. No; you had to sit there with a notepad and a Tesco pack of 5 bajillion cards, writing each of them by hand and saving the "best" ones for the people you quite fancied. The following day at school, you'd give them out to people in person or, for those people you didn't really care about that much (harsh, but true) you'd put them in the school's "post box" system for some poor year 7s to come and collect and distribute later in the day. Following this, you'd eagerly grab every card you received, inevitably reading far too much into the fact that the girls you quite fancied put "love" in their cards while conveniently ignoring the fact that they'd put "love" in their cards to everyone, not just you.

    And the whole Santa thing, too. The whole process of writing a letter listing all the things you'd like for Christmas, ending it with "I HAVE BEEN GOOD" while trying not to think about the thing you got told off for last week, leaving it by the chimney, eagerly awaiting a reply and then leaving a mince pie and glass of sherry by the fireplace on Christmas Eve; all that gave the whole experience a degree of magic that just isn't there as an adult. I'm not saying we should all start believing in Santa Claus (or perhaps we should?) but I am saying that Christmas as a kid was clearly better.

    It was, though, wasn't it? You could always think of awesome things you'd like to get as presents. There'd be a "big present" to unwrap, possibly with smaller presents providing clues as to its identity. And you'd sit there smugly, thinking that you'd got the "best" gifts. (If TV is to be believed, you'd also have burst into tears if anyone had bought you a Soda Stream, but possibly not for the reasons the advert implies.)

    So how to recapture that magic? I don't know. I'm spending my first Christmas with the girlfriend's family this year, and they have their own set of interesting rituals and ceremonies to take on. Will it be fun? I'm sure it will, but I doubt that magic of Christmas as a kid will ever be there again.

    We'll see!

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    #oneaday Day 702: You Should Really Watch Community https://imnotdoctorwho.moegamer.net/2011/12/21/oneaday-day-702-you-should-really-watch-community/ https://imnotdoctorwho.moegamer.net/2011/12/21/oneaday-day-702-you-should-really-watch-community/#comments Wed, 21 Dec 2011 23:09:37 +0000 http://angryjedi.wordpress.com/?p=3200 Following relentless enthusing from the renowned raconteur and man-about-town Campfire Burning, I decided to spend part of the Christmas Amazon voucher from my brother on the Season 1 DVD of Community. I knew nothing about the show going in, not even the premise. I'm pleased to report that it is, by far, one of the … Continue reading #oneaday Day 702: You Should Really Watch Community

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    Following relentless enthusing from the renowned raconteur and man-about-town Campfire Burning, I decided to spend part of the Christmas Amazon voucher from my brother on the Season 1 DVD of Community.

    I knew nothing about the show going in, not even the premise. I'm pleased to report that it is, by far, one of the best pieces of television I've ever seen. Granted, I am but ten or so episodes into the run, but if it continues to be of this high quality throughout, then I will be very happy indeed.

    For those unfamiliar with the show, it's set at a community college where a series of "dropouts" from all walks of life have showed up in an attempt to better themselves and get their life back on track. Throughout the course of the show, we learn bits and pieces about these colourful characters' backgrounds — what brought them to Greendale Community College, what it was that happened in their past life to make them hit "rock bottom" and how they put a positive outlook on their respective positions.

    It's strong character-based comedy-drama, with an emphasis on the "character" and "comedy" side of things. Every single member of the cast is a strong character in their own right, each with their own quirks, foibles and immediately identifiable idiosyncrasies. This even extends to the fact that each one is immediately visually identifiable, too, with their own unique "looks" allowing you to learn more about them even when they're not speaking.

    But it's their interactions with one another where the show shines. There are a number of clashing personalities in the little group, and the way they learn to deal with each other is what the show is all about. Sometimes they get it very, very wrong, with hilarious consequences. And sometimes they get it right, leading to some very touching moments.

    By the time the first episode is over, you're fully invested in these characters and their futures. They may all have their own flaws, but this makes them both believable and likeable. Not one of them is "perfect", and while each one of them has their own obvious "signature" quirk written into their role, they remain believable enough to be characters that you'd want to spend time with, to find out more about.

    Take our leading man Jeff Winger: ex-lawyer, smooth talker and a man used to getting what he wants. Jeff's character could very easily have tipped over into "obnoxious" territory, but his character displays sufficient depth to make us root for him in spite of the moments when he acts like a complete asshole. His interactions with the group he finds himself attached to lead him to learn a number of things about himself — and in turn, the other members of the group figure out things about themselves, too.

    I shan't give specifics as part of the joy of the show is discovering what makes these people tick, and seeing what they'll get up to next. Also, at slightly less than halfway through the season, I can't say what will happen next. But suffice to say, what I have seen so far has been exemplary television — entertaining, funny, touching and never outstaying its welcome. I recommend it without hesitation to anyone who wants to see something a bit different from the usual American sitcom. (I will also say that the post-episode skits over the credits are some of the funniest things I've ever seen, too.)

    So what are you waiting for, hmm? GET!

    The post #oneaday Day 702: You Should Really Watch Community appeared first on I'm Not Doctor Who.

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    #oneaday Day 701: Deadline https://imnotdoctorwho.moegamer.net/2011/12/20/oneaday-day-701-deadline/ https://imnotdoctorwho.moegamer.net/2011/12/20/oneaday-day-701-deadline/#comments Tue, 20 Dec 2011 23:57:09 +0000 http://angryjedi.wordpress.com/?p=3197 First up, a shoutout to Mados' excellent post on Telephobia, which makes use of one of my cartoons as well as quoting me, making me look wittier than I remember being about that particular affliction. Thanks, Mados. Now, onto today's discussion At what age are you supposed to have "it" all figured out? And by … Continue reading #oneaday Day 701: Deadline

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    First up, a shoutout to Mados' excellent post on Telephobia, which makes use of one of my cartoons as well as quoting me, making me look wittier than I remember being about that particular affliction. Thanks, Mados.

    Now, onto today's discussion

    At what age are you supposed to have "it" all figured out? And by that I mean be doing what you're "supposed" to be doing, looking toward the future rather than dealing with the immediate present and being in a position to buy super-expensive things like cars and houses. Is 30 a reasonable deadline? Because if so, I don't think I'm anywhere near.

    Since leaving university, I've had a number of different jobs. I've been a teacher in both primary and secondary education. I've been a freelance writer. I've been a shop-floor salesperson. I've been an in-store personal tech trainer. I've been a regular long-term contractor for a video games website. This isn't even considering jobs I had while at university, which included mopping up sick, collecting glasses and making a badass prawn cocktail.

    The thing, though, is that I don't feel like I've made a lot of "progress" along the way. The only position in which I've had what you might describe as a "promotion" was when I went from being a shop-floor sales person to an in-store personal tech trainer, and that was more a change of role (or, more specifically, the formalisation of something I was already doing anyway) than a "promotion" per se. That particular job was the one I held the longest, staying there for around about two and a half years. Other jobs I've move on from in a year or less, leaving no time to be promoted. And others still I've left simply because there wasn't a job there for me any more — this happened with my first teaching post thanks to the school being half a million quid in the red, and more recently with the sudden and sad closure of GamePro.

    It's worrying me a bit, to be honest. I know plenty of people who found themselves jobs after university and have been steadily working their way up through the ranks ever since. They seem quite happy with what they're doing, even though it's not in the slightest bit related to their degree, and generally just seem to be far more "sorted" than I feel.

    Now, granted, I don't live inside their heads and thus can't say for sure what they think about their whole situation. It's entirely possible, of course, that they feel that the job they've been making such good progress in is actually a dead end, and long to break free and do something they really want to do.

    Thing is, the whole "follow your dreams" thing is sort of what I've been doing, only the trouble with dreams is they have a habit of not living up to what you expect — largely because, being dreams, you tend to ascribe somewhat unrealistic expectations to them. And after the fact you're just left feeling slightly bewildered and disillusioned by the whole experience.

    I don't have a solution for myself. From January, I have some work that I'll enjoy, though I'll need more to be able to live comfortably. I do also have an interview for something lined up in January, too, which would, to be honest, solve a lot of problems if I do manage to get, even if it's arguably something of a step backwards in terms of salary and whatnot.

    Fingers crossed, I guess. And if not… err, is anyone reading this looking for someone to write the news on their website? And pay?

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    #oneaday Day 700: Imaginary Play https://imnotdoctorwho.moegamer.net/2011/12/20/oneaday-day-700-imaginary-play/ https://imnotdoctorwho.moegamer.net/2011/12/20/oneaday-day-700-imaginary-play/#comments Tue, 20 Dec 2011 01:06:15 +0000 https://angryjedi.wordpress.com/?p=3195 I often wonder, with all the video games and DVDs and Blu-Rays and smartphones and augmented reality and assorted other whatnots available today: how do kids cope with play that is purely imaginative? I don't have an answer to that question, but it occurs to me upon contemplating the impending festive season. Some of my … Continue reading #oneaday Day 700: Imaginary Play

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    I often wonder, with all the video games and DVDs and Blu-Rays and smartphones and augmented reality and assorted other whatnots available today: how do kids cope with play that is purely imaginative?

    I don't have an answer to that question, but it occurs to me upon contemplating the impending festive season. Some of my most fondly-remembered toys were, I think, the ones which encouraged imaginative play. I mean, obviously the Super NES was frickin' awesome, but besides that, I mean.

    One of my favourites of all time was a line of toys called Manta Force. There were three sets: the titular Manta Force, who were made up of a huge mothership containing air, sea and land vehicles; their rivals Red Venom who had an equivalent, more angular, spiky mothership; and the Manta Force Battle Fortress, which was by far the best bit.

    These toys didn't come with anything battery-powered — no lights, no motors, no nothing. Any "life" they were to have had to be provided by you. Without you, they were just inanimate lumps of plastic. But add one or more humans with a good imagination and no sense of shame, and suddenly Manta and Venom's conflict came to life.

    The battle escalated with the addition of the Battle Fortress to the lineup, which was a large mountainside base with several landing pads for aerial vehicles, several working guns and, rather inconveniently, some targets painted on the front which, if hit with a plastic disc launched from the conveniently-provided plastic disc launcher, would cause the spring-loaded launch pads to catapult anything standing on them up into the air. I only remember playing with it a few times as it was meant to be — with a friend attacking, and you defending with the Fortress' working guns, all of which fired plastic pellets of variable sizes. But I remember it being a lot of fun.

    I'm sure kids still do have "imaginative play" toys these days. It's something you kind of lose focus on as an adult, since you're supposed to be concentrating on grown-up things like savings accounts, tax returns and grocery shopping. But I'm pretty sure that in most of us exists the potential to play with our imaginations — sometimes with a little help from something like Minecraft.

    The imagination is indeed a great and powerful thing. Have you used yours lately?

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    #oneaday Day 699: Apples to Apples https://imnotdoctorwho.moegamer.net/2011/12/18/oneaday-day-699-apples-to-apples/ https://imnotdoctorwho.moegamer.net/2011/12/18/oneaday-day-699-apples-to-apples/#respond Sun, 18 Dec 2011 22:10:11 +0000 http://angryjedi.wordpress.com/?p=3193 Inspired by my good buddy AJ's recent post on this very subject, I thought I, too, would share why I'm so loyal to my Apple devices, particularly in the smartphone sphere. In simple terms, it comes down to "it got to me first, so I've stuck with it." It's as straightforward as that. The first … Continue reading #oneaday Day 699: Apples to Apples

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    Inspired by my good buddy AJ's recent post on this very subject, I thought I, too, would share why I'm so loyal to my Apple devices, particularly in the smartphone sphere.

    In simple terms, it comes down to "it got to me first, so I've stuck with it." It's as straightforward as that. The first bona fide "smartphone" I ever had was my original iPhone, and since acquiring that I've been through a 3G, a 4 and now a 4S. I have no desire whatsoever to switch to Android because my iOS devices have done everything I needed them to. And it's not as if I'm a "casual" user — I know my stuff about tech, and my iPhone is in almost constant use nearly every day. And yet in all that time, I have never once banged my head against the supposed restrictiveness of the platform which supporters of Android do so love to point out.

    Now, this isn't an anti-Android rant. I'm very aware that Android works as a platform for those who have chosen to be loyal to it. But I have never used an Android phone. Perhaps I'd like it if I did. Perhaps I'd change my opinion on iOS if I did. But the thing is, I don't feel like I need to. Because to me, personally, Android sounds like a giant pain in the arse. Homescreen widgets? Battery life management? Flashing ROMs? Rooting? No thanks. For me, all I need is a phone which neatly displays my apps on my homescreen, allows me to access my personal data, email, the Web, Twitter, Facebook, G+, WordPress and all that gubbins, and occasionally play games. I'm not sure what benefit I'd get from the openness that Android offers. Customisability? Perhaps — but again, not something I feel is necessary for the way I use the phone. A fancy homescreen is all very well, but the neat and ordered rows that iOS' Springboard offers mean that I can always quickly find what I'm looking for. My time isn't so precious that I need to see the weather at all times on the home screen — I'm quite happy to open up the Weather app.

    You see, perhaps partly as a result of my upbringing, constantly surrounded by computers and technology, I've grown to take the attitude that as a user, I'm the one that can adapt to new platforms and new combinations of features. If something comes along and has a new feature, I learn how to use it. If something else comes along and has a different feature set, including some absences from the first device, I adapt, and find alternative ways to do things — or, in some cases, consider whether I really needed that functionality in the first place. For just one example: MIDI ringtones on old Nokias? Fun for a little while, until I realised that any time I was in public I would typically mute the phone anyway, making them largely redundant. I haven't missed them since entering the iPhone age. Likewise, when the iPhone drew criticism for not offering copy and paste functionality, I couldn't see what the fuss was about. Past phones that I had used featured limited copy and paste capabilities, but I rarely, if ever, used it. As such, it was another feature I didn't miss on the iPhone. Now it's there, I do occasionally use it, but I could certainly live without it if necessary.

    This isn't making excuses for Apple — it's explaining the way I think. For some people, features the iPhone doesn't have are deal-breakers. And that's fine — Android's out there to give you what you're looking for, as is BlackBerry and any number of feature phones. But for me? I'm comfortable with iOS, and happy to stay where I am. It does what I need, it adds new features at a regular enough rate to keep things interesting and exciting, and I'm never short of something new to experiment with thanks to the popularity of the App Store.

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    #oneaday Day 698: Congratulations Mr and Mrs Burvill https://imnotdoctorwho.moegamer.net/2011/12/18/oneaday-day-698-congratulations-mr-and-mrs-burvill/ https://imnotdoctorwho.moegamer.net/2011/12/18/oneaday-day-698-congratulations-mr-and-mrs-burvill/#respond Sun, 18 Dec 2011 00:24:29 +0000 https://angryjedi.wordpress.com/?p=3191 It was the marriage of my two friends Simon and Jennie today, now to be known as Mr and Mrs Burvill. It was a great wedding and I wish them all the best for their life together ahead of them, especially given today's surprise announcement that a baby is on the way too. Congratulations to … Continue reading #oneaday Day 698: Congratulations Mr and Mrs Burvill

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    It was the marriage of my two friends Simon and Jennie today, now to be known as Mr and Mrs Burvill. It was a great wedding and I wish them all the best for their life together ahead of them, especially given today's surprise announcement that a baby is on the way too. Congratulations to them both.

    Attending weddings for me is a bit strange these days. Anyone who has been through the breakdown of a marriage will likely know what I'm talking about. On the one hand, you're super-happy for your friends making a bold and very public statement about their love for one another. But on the other, you can't help the odd bit of cynicism creeping into your mind.

    Don't get me wrong, I have absolutely no doubts in my mind about Simon and Jennie's marriage. They're clearly made for each other, and they're going to make brilliant parents too. I just can't help making comparisons to my own failed marriage, now mostly a memory left in the past save for the actual legal bits — a process of healing helped immensely by the lovely lady I now live with. Thank you, Andie.

    I know the things that went wrong. Blame lay on both sides, despite things I may have written at the time when it was all collapsing around me. But as with so many things, the dubious benefit of hindsight allows you to look a little more objectively at what happened and realise what went wrong. In some cases, it could have been fixed; in others, the end of it all was an inevitable, unavoidable eventuality.

    In my own case, there were elements of both. I shan't get into specifics here, as that's not fair to Jane, who isn't here to say things for herself (obviously), and it's also not something I particularly wish to dwell on in this particular format. Suffice to say that despite the fact the experience of splitting up nearly destroyed me completely, it's probably for the best that we're no longer together.

    For what it's worth, I'm sorry to Jane for my part in the breakdown of our marriage, and I forgive her for her part in it. It's both our faults, and it's no-one's fault at the same time. It's just something that Wasn't Meant to Be, and I think in the long run we're both likely in much better situations than we were in together.

    Enough maudlin musing on the past. I have a future to look forward to. While it's not the rosiest it's ever been at the moment, things could certainly be much, much worse.

    To those who have helped me through difficult times, whether or not you realise it, I thank you.

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    #oneaday Day 697: The Sims FreePlay https://imnotdoctorwho.moegamer.net/2011/12/16/oneaday-day-697-the-sims-freeplay/ https://imnotdoctorwho.moegamer.net/2011/12/16/oneaday-day-697-the-sims-freeplay/#comments Fri, 16 Dec 2011 14:28:43 +0000 http://angryjedi.wordpress.com/?p=3187 I was harsh on EA the other day, and I stand by most of my comments. Theme Park is a disgrace to the memory of Bullfrog's classic, the handling of Tetris was ridiculous, Origin is still a load of old wank and the company's insistence on using it rather than established networks like Game Center and OpenFeint is … Continue reading #oneaday Day 697: The Sims FreePlay

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    I was harsh on EA the other day, and I stand by most of my comments. Theme Park is a disgrace to the memory of Bullfrog's classic, the handling of Tetris was ridiculous, Origin is still a load of old wank and the company's insistence on using it rather than established networks like Game Center and OpenFeint is just plain arrogant.

    However, they have got one thing right recently, and that's their latest iOS release: newest entry in the The Sims family The Sims FreePlay.

    The Sims has been undergoing quite a few changes over recent years. First The Sims 3 brought open-world gameplay to the series. Then the World Adventures expansion gave the game a (very light) sense of narrative and some dungeon-crawling, puzzle-solving gameplay. Then Ambitions allowed us to follow our Sims to work for the first time in quite a while. Late Night brought new social interactions, Generations fleshed out the gameplay of various underused life stages and Pets brought, err, pets.

    Meanwhile The Sims Social launched on Facebook and proved enormously popular despite not actually being that good. The Farmville-esque mechanics of "get your friends to help" seemed somehow more appropriate in the setting of The Sims, however, and there was a very, very mild hint of asynchronous multiplayer as you occasionally saw what your friends had done while they visited you the last time they were playing. I saw many people who didn't typically try Facebook games giving The Sims Social more of a chance than they would normally. Ultimately, though, it was an exercise in extracting as much money from you as possible, with a wide variety of in-game items only purchasable through the premium hard currency of SimCash. It also uses the immensely irritating (but profitable) "pay to play" system of slowly-recharging "Energy", only allowing you to perform a certain number of actions in a set time period.

    Yesterday, The Sims FreePlay launched for iOS devices. There have been several previous The Sims 3-branded iOS games, but none of them have been that good, somehow missing out on the magic of the PC originals, much like The Sims Social. The Sims FreePlay takes a radically different approach to the whole series, however, and one which fits ideally with an iOS player's lifestyle.

    There's one simple, fundamental change which has occurred to make this possible: make it real-time.

    The Sims has typically operated with vastly accelerated time, so we can witness their birth, growth, life and death over the course of a few days rather than a lifetime. And in gameplay terms, this has fit the series well — part of the appeal of The Sims 3 in particular is building a dynasty of Sims who have grown to dominate the town in which they live. If you had to live out their lives in real-time, this would lead to a lot of downtime.

    However, think about when you pick up your phone. You do it during a lull in conversation, when you're on the toilet, when you're bored, while you're watching a TV programme that you're not really interested in but your significant other wants to watch. The Sims FreePlay is designed for these situations. Pick it up and there'll be something to do for a few minutes, whether that's collecting money from your Sims, sending them to work, forcing them into a party situation or gathering them all together for a collaborative gardening effort. Once they're busy doing whatever you've told them to, you can leave them to it — for hours at a time, in many cases.

    The game experience is tied to a social game-style levelling system, but this isn't a social game. There's no visiting neighbours, no helping friends with quests (which begs the question why it requires an Internet connection to play, but we'll leave that aside for the moment), no Energy system — just you and your Sims. Or, specifically, when you start, your Sim. Singular.

    When you start the game, your town will be empty aside from the Sim you created. As you complete tasks and get your little person to engage in activities, however, you gain XP. The longer an action takes, the more XP you get. As you level up, you unlock the right to have more Sims in your town — though bringing them in either costs Simoleons (money) to build the house, or Lifestyle Points (earned through completing goals, reaching "relationship milestones" and numerous other criteria) to build a prefabricated "theme" home. Both of these currencies can be purchased with real money if you desire, but, crucially, you're not nagged to do so (unlike in Theme Park, which gives you a quest teaching you how to purchase premium currency — shameless much?) and you can earn both through normal play if you're patient enough. If you're determined to play for free, you're going to have to think carefully about your time management and what you want your slowly-expanding army of Sims to accomplish, because once they start a task, it can't be stopped except by expending your finite supply of Lifestyle Points to "rush" finishing it.

    This actually adds an interesting degree of light strategy to the gameplay. If one of your Sims has a large variety of garden plots that could potentially prove profitable, you're going to need to enlist the other Sims in the neighbourhood to help out, because one Sim can only plant and tend one plot at a time, and needs to be present for the entire period of the seed's growth — up to 24 real hours in some cases. This means if you have a garden with, say, five plots, you'll need five Sims to be able to take full advantage of it — and while they're doing that, they can't be doing anything else. It becomes an exercise in weighing up whether it's worth committing a Sim to a lengthy and potentially profitable project, or whether you'd rather take a more active role in their life and guide them through a number of smaller tasks. Do you send them to work for six hours, thereby guaranteeing a nice paycheck, prospects for promotion (leading to more money in the future) and the ever-important XP? Or do you leave them behind looking after their house?

    This shift in focus away from managing the needs of an individual Sim (or family) to overseeing the entire community works well for the series. It's a markedly different experience from, say, The Sims 3 — but we already have The Sims 3 so why reinvent the wheel? What we have in The Sims FreePlay is a game you can pick up for a couple of minutes at a time, set your little people off doing something and then safely forget about until a Push notification pops up reminding you that Pete Davison has finished his bath. In this sense, it's a bit like Nimblebit's Tiny Tower, a simple but effective game which has proven enormously popular, even among those who typically decry this style of simplified sim (no pun intended) as being "rubbish" — myself included.

    Perhaps the most interesting thing about The Sims FreePlay in the context of EA's recent actions is that the company appears to be experimenting. It's undergone a considerable period of expansion in recent years, gobbling up a large variety of studios from all sectors of the "games industry" at large — ranging from triple-A developers to social game specialists. The different approaches taken by its most recent titles make it very clear that the company is trying to find the "best" (i.e. most profitable) approach to move forward. We have the subscription model (Tetris — not the first game I would have picked to try that model on), the "gouging whales" model (Theme Park and its $70+ rides) and the "patient people play for free" approach of The Sims FreePlay.

    It's fair to say the publisher pissed off a lot of people — including me — with Tetris and Theme Park in particular. But, as they say, we learn from our mistakes — if there's any justice, The Sims FreePlay will prove the most popular of EA's recent titles and show them that this is the way to treat iOS and casual players: with respect, not expecting them to pay to play, but offering them the chance to if they do happen to appreciate the game in question.

    EA's still got a long way to go to prove to me that they're not money-grubbing bastards who care more about their bottom line than the goodwill of their player base(s). But The Sims FreePlay is a good start.

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    #oneaday Day 696: Exclusive Preview! https://imnotdoctorwho.moegamer.net/2011/12/15/oneaday-day-696-exclusive-preview/ https://imnotdoctorwho.moegamer.net/2011/12/15/oneaday-day-696-exclusive-preview/#respond Thu, 15 Dec 2011 23:53:59 +0000 http://angryjedi.wordpress.com/?p=3184 I love making games — the main thing that stops me from doing it more often is the fact that I can't get my head around programming. Perhaps it's the fact that I didn't enjoy maths that much at school; perhaps it's the fact I have trouble relating the abstract code to what happens on … Continue reading #oneaday Day 696: Exclusive Preview!

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    I love making games — the main thing that stops me from doing it more often is the fact that I can't get my head around programming. Perhaps it's the fact that I didn't enjoy maths that much at school; perhaps it's the fact I have trouble relating the abstract code to what happens on screen; perhaps I'm just too lazy to learn properly. (I'm still badass at Atari BASIC.)

    Regardless of all that, though, if an app comes along and offers me the tools I need to realise my visions, even partially, I'm all over it like a rash — and I'm normally able to push the boundaries of such applications to do unconventional things a little outside of their normal "comfort zone". Such was the case with Clickteam's excellent Klik and Play series, and such was the case with RPG Maker 2000, which I originally came across a good few years ago and decided that the best way to learn would be to put together a game using the built-in tools and resources.

    Thus, The Adventures of Dave Thunder was born. Dave Thunder was the hero of the piece, named after a guy whose name we found in a person's lost phone at university. We were all a bit drunk at the time, so one of my flatmates decided it would be a good idea to phone Dave Thunder and tell him what an awesome name he had. He was at "The Golden Arches". A legend was born.

    But I digress. The Adventures of Dave Thunder was quite popular among my friends because it was deliberately built as a big in-joke. I'm not sure if it would have appealed to anyone outside my immediate circle of friends had it ever been finished, but it was a lot of fun to make, and I still have fond memories of Sweary Link, tired of his life as a silent protagonist and revealing that he's a bit of a stroppy git underneath.

    Sadly, The Adventures of Dave Thunder is lost to the mists of time and a failed hard drive. I'm a bit upset about this, as it had quite a lot of work put into it. Okay, I didn't make any of the graphics or music for it, but the writing was all mine, and I found it quite funny at least. What other RPG can you play where the healer in your party is Harold Bishop from Neighbours, who became an actual bishop after his wife Madge turned into a vampire?

    I digress again. I acquired a copy of RPG Maker VX a while back and just recently have something of a hankerin' to make something new. Referring back to what I said yesterday, too, I have some ready-made characters to draw on, too, so I figured why not give them their very own game?

    I've already started designing (well, scripting) what I want this game to be and I'm quite pleased with the direction I think it will take. I'm going to try and avoid cliche wherever possible and put together something that is amusing, entertaining and (mostly) unconventional. Sure, there'll still be standard RPG mechanics in there — I don't know enough about VX's scripting language to deviate too much from the standard engine, after all. That said, I'm using one excellent plugin to take a less-frequently seen approach to exploration, inspired by some recent titles I've been playing — more details on that once I have a prototype up and running. (No, it's not a roguelike — I haven't yet found a good script for that.)

    So hopefully over the course of the next few weeks, months, years, I'll be able to share occasional progress updates on The Official RPG of Pete's Blog Stickmen, or whatever I end up calling it. For now, suffice to say that it is a thing that exists, and I will be using it as a Big Creative Project to do when I'm feeling bored or uninspired. The long-term intention is to put together the whole thing single-handedly with deliberately crude graphics (they're stickmen, after all) and a soundtrack composed by me. Whether all that will actually happen will remain to be seen, but it'll be an interesting experiment if nothing else. I'll be concentrating on getting the game right first, then adding polish like an original soundtrack afterwards if I feel it's worth it.

    So there you are.World-first exclusive reveal and all that. BE EXCITED.

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    #oneaday Day 695: Where Are They? https://imnotdoctorwho.moegamer.net/2011/12/14/oneaday-day-695-where-are-they/ https://imnotdoctorwho.moegamer.net/2011/12/14/oneaday-day-695-where-are-they/#comments Wed, 14 Dec 2011 23:24:41 +0000 http://angryjedi.wordpress.com/?p=3181 Longtime viewers of this blog are probably wondering where my cast of stickmen characters has got to (besides the top of the page and the sidebar, obviously). Newer visitors are probably wondering why on Earth there is a parade of stickmen at the top of the page and in the sidebar. You'll be pleased (or … Continue reading #oneaday Day 695: Where Are They?

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    Longtime viewers of this blog are probably wondering where my cast of stickmen characters has got to (besides the top of the page and the sidebar, obviously). Newer visitors are probably wondering why on Earth there is a parade of stickmen at the top of the page and in the sidebar.

    You'll be pleased (or disappointed) to know that I will be resurrecting the stickmen images for posts starting in the New Year. I haven't yet decided if I'll do a comic every day or only on certain days, or if I'll simply use individual images. I've tried both over the course of the last while, and both have their pros and cons.

    I'm not going to make any excuses as to why I'm not doing them at the moment — they may not look like very much, but those images and comic strips take a surprising amount of time to put together, and since getting a lot busier I just didn't have the energy to keep up with doing them and a blog post every day, to be frank. To put it in a simpler, arguably more honest way, I couldn't be arsed.

    Now, however, I'm twiddling my thumbs in anticipation of potential new work which may be coming my way from several sources from the New Year onwards. As such, it's got me thinking about flexing my creative muscles a bit more. I've already mentioned that half-finished novel sitting in Google Docs waiting for me to 1) figure out where it's going and 2) finish it. And indeed I've been doing sporadic bits of work on that — though haven't yet got into the "habit" of working on it regularly. Alongside this, I've been experimenting with making YouTube videos of bullet hell shooters — fun, though I anticipate my audience being somewhat limited! And, since I invested a fair amount of my own time, effort and soul into those silly little characters you see at the top of the page, I figured it's time to bring them back.

    Creating characters is an odd experience. When you create a character, whether it's a comic book stick figure, a character in a novel, a roleplaying character in a Dungeons and Dragons campaign or any other persona, you can't help thinking of them as your own "children" in a way. You become attached to them — though not necessarily to the degree that you want them to always succeed, particularly in the case of novel characters prone to attracting disastrous situations — and you feel like you "know" them.

    Such is the case with the stick figures. There's obviously me, though my abstract representation resembles me in the most superficial manner possible my emphasising what I consider to be my most prominent characteristic — my beard. And from there the others sort of took on a life of their own.

    Alex didn't originally have a name and existed purely because I wanted to put a redhead in there. She's often there to provide a splash of colour to an otherwise monochrome scene. Her name came from me asking on Twitter what I should call her, and a (male) friend named Alex politely requesting she be named after him. Alex is relatively normal, though the character trait that she only reads Grazia, not books, was set relatively early in the characters' lifespan as "speaking parts".

    Lucy, first seen in this post, originally had black hair, but her overexcitable nature was present and correct. She didn't show up with her blonde hair until considerably later. (I think. I admit I didn't look that hard. But after a cursory glance, that appeared to be the first time Blonde Lucy showed up.) From this we could arguably deduce that one of those is not her natural hair colour. That or I simply decided she'd look better as a blonde, particularly as her dizziness as a character conforms to the "blonde stereotype". (Note: I don't actually believe the blonde stereotype. But Lucy does, and is happy to conform to it.)

    Phillipe (don't you dare call him Philippe or he'll hurt you) was an odd one. His distinctive, fixed facial expression came about from how my buddy Edd and I used to draw stickman characters shouting, screaming or generally being noisy back when we were at secondary school. The idea to have him permanently stuck like that coupled with a predilection for getting his knob out at every opportunity was alarmingly quick to occur to me. He's generally used to say things that are a bit closer to the bone (no pun intended) than the other characters might. His name is the result of another Twitter poll, and privately amusing because his personality is pretty much the exact opposite of the person he's named after.

    Those four are the main cast who have been present in pretty much every crude drawing on this blog in one form or another. Other recurring characters such as the Money-Bot (originally introduced as a pun on the term "monetization") and Des (whose existence is explained in great detail here) have come and gone and, like the "core four", have taken on something of a life of their own.

    So yes, they will be back. As I slowly piece my brain back into some semblance of order — not particularly helped by recent setbacks relating to employment — these facets of my personality (because that's what they are, let's face it) will be making a resurgence. Because for all the pain in the arse it is to draw them every day, having them there is oddly comforting; creating them strangely cathartic.

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    #oneaday Day 694: BUNNNNNNDLE https://imnotdoctorwho.moegamer.net/2011/12/13/oneaday-day-694-bunnnnnndle/ https://imnotdoctorwho.moegamer.net/2011/12/13/oneaday-day-694-bunnnnnndle/#respond Tue, 13 Dec 2011 23:56:48 +0000 http://angryjedi.wordpress.com/?p=3177 There's been some discussion recently over whether or not superdeals like the Humble Indie Bundle and IndieRoyale are beneficial or detrimental to the industry at large — particularly the independent developers whose work is featured in the packages. For consumers, it's pretty much an unquestionable win. To be able to pick up substantial packages of games … Continue reading #oneaday Day 694: BUNNNNNNDLE

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    There's been some discussion recently over whether or not superdeals like the Humble Indie Bundle and IndieRoyale are beneficial or detrimental to the industry at large — particularly the independent developers whose work is featured in the packages.

    For consumers, it's pretty much an unquestionable win. To be able to pick up substantial packages of games for a fraction of their normal cost (the latest Humble Bundle offers 7 titles, a value of approximately $100) is brilliant, and in both cases, those who want to pay more can if they desire. Likewise, those on a budget can pay the minimum without guilt. The Humble Bundle also has the added karmic bonus of an optional charity donation, too, so you can justify filling your Steam library with stuff you might not get around to for a few months on the grounds of it being "for the children".

    For developers, though, you can see how it might be something of a mixed blessing. On the one hand, these bundles often take on a higher public profile than the individual component games themselves. This exposes a variety of quality, unknown titles to the world, encouraging consumers to step out of the comfort zone of triple-A titles to explore the wider world of gaming. Sick of hearing about Call of Duty all the time? Don't play it — check out the rapidly-expanding indie market and you'll never need to even think about Activision ever again.

    On the other hand, all the time these bundles are selling games for a fraction of their normal price, developers are losing out on those sweet, sweet monies. And unlike publishing behemoths like EA and Activision, these developers are often counting on the income from their creations to ensure their continued existence as studios. In the case of some developers, your buying their game might even be helping to put food on their table.

    You might be feeling a bit guilty for putting in that bare minimum donation now. However, you probably shouldn't — many developers, including Robert Boyd of Cthulhu Saves the World developer Zeboyd Games, report that strong sales actually continue for some time after a Steam sale or bundle deal — and the cheapest sale isn't necessarily the one where a title will sell the most. It's all about visibility — during Steam's Halloween sale, during which Zeboyd's titles were 33% off, the developer sold more copies than during the larger Thanksgiving sale, where they were 66% off. The difference? The Halloween sale was small enough that customers could see all of the titles on offer, while the Thanksgiving offering was a traditionally huge Steam sale, with a huge variety of content on offer for a fraction of its usual price.

    Valve have often reported that sales of titles like Team Fortress 2 (before it went free to play, obviously) and Left 4 Dead took an upward turn after a sale in which they had been reduced by a considerable margin. The most likely explanation for this is related to the "visibility" issue that Boyd mentioned — once a sale is over and done with, players are going to be trying out all these weird and wonderful games that they took a chance on, and Steam being an inherently social platform, their friends are going to see what they're up to. Cue a number of conversations about "what on earth is that you're playing?" coupled with enthusiastic gibbering about how awesome Recettear: An Item Shop's Tale is and you can see how this "word of mouth" effect could have a powerful impact on sales, even after special offers are long gone.

    So in summary, no, I don't think these indie bundles are bad for the industry. I'm happy they exist because they've certainly introduced me to a variety of wonderful games over the years — and proven that even if you find the way the triple-A sector does business to be somewhat distasteful, there's always something to play.

    So if you haven't already, go pick up a copy of the latest Humble and IndieRoyale bundles now — links at the top of this post.

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    #oneaday Day 693: Endings https://imnotdoctorwho.moegamer.net/2011/12/13/oneaday-day-693-endings/ https://imnotdoctorwho.moegamer.net/2011/12/13/oneaday-day-693-endings/#comments Tue, 13 Dec 2011 00:03:59 +0000 http://angryjedi.wordpress.com/?p=3174 I finished L.A. Noire tonight. MILD SPOILER: It's somewhat bittersweet. I liked it, because it was entirely in keeping with the genre in question. Endings are a tricky business, though, whatever medium you're working in. The temptation to have a happy ending where everything resolves itself nicely is always strong, because everyone likes things to be … Continue reading #oneaday Day 693: Endings

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

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

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

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

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

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

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

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

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    #oneaday Day 692: Trailer Park https://imnotdoctorwho.moegamer.net/2011/12/11/oneaday-day-692-trailer-park/ https://imnotdoctorwho.moegamer.net/2011/12/11/oneaday-day-692-trailer-park/#respond Sun, 11 Dec 2011 18:38:38 +0000 http://angryjedi.wordpress.com/?p=3172 It was the Spike TV VGAs last night, supposedly one of the biggest nights of the year in gaming. As usual, the awards themselves took a back seat to misogyny, a lack of respect for what gaming has become and all manner of other nonsense, but that's not what I'm going to write about today … Continue reading #oneaday Day 692: Trailer Park

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    It was the Spike TV VGAs last night, supposedly one of the biggest nights of the year in gaming. As usual, the awards themselves took a back seat to misogyny, a lack of respect for what gaming has become and all manner of other nonsense, but that's not what I'm going to write about today — plenty of other people have already been commenting on the matter having actually endured the whole thing, so are in a better position to comment on the event itself than I am.

    Instead, I thought I'd comment on the concept of trailers, and why the fact that some people will happily fill their pants over a trailer is such a mystery to me.

    This fact was really hammered home to me as the Star Wars: The Old Republic hype train got into motion earlier this year. We saw some CG trailers with absolutely zero gameplay, and yet people were getting excited about the game. It was patently obvious that the game would not be anything like those trailers suggested, making them almost entirely useless as a "preview" of what is to come, and yet they still mustered up excitement. When gameplay footage for The Old Republic did eventually emerge, it turned out that it looked suspiciously like a World of Warcraft-style MMORPG with Mass Effect's conversation system. This is less exciting.

    The same also occurred with Dead Island. Dead Island introduced itself to the world with a genuinely harrowing trailer that was beautifully shot and scored with the perfect soundtrack. But again, there was no gameplay in evidence, and it was depressingly obvious that the game would be nothing like the intimate, "personal" experience that the trailer appeared to promise. And when the game did eventually appear in the form of a first-person action RPG, it was a bit of a disappointment. Sure, it's not a bad game, but I've got all the "battering zombies around the head" excitement I need with Left 4 Dead and Borderlands' Zombie Island of Dr. Ned expansion pack.

    A big part of the reason people watch the VGAs is for the trailers, judging by Twitter and a lot of the discussion which has followed. But should we be demanding more from our trailers? As it is, the games industry is following the template set out by movies — but they're two fundamentally different media. Games are interactive, movies are passive. So why are we advertising games in the same way as movies?

    Well, apparently, because it works. Activision pay for high-profile slots during giant sporting events to promote Call of Duty. People jizz their keks over CG The Old Republic trailers that have nothing to do with the game. People hail Dead Island as "one to watch" based on an (admittedly excellent) trailer that, again, has nothing to do with the game itself.

    Is this a bad thing, though? Will the fact that The Old Republic actually revolves around fairly traditional MMO play rather than the high-octane excitement implied by the trailers cause some people to cry foul? Did Dead Island warrant the amount of attention lavished on it by the press following the striking nature of its trailer? Should we be so quick to judge upcoming games as looking "great" or "crap" based purely on short snippets we see at awards ceremonies which otherwise insult our intelligence?

    I don't have an easy answer for that, but I can tell you what I think personally: I don't give a crap about trailers. Give me a demo, an early version or even just some simple commentated footage of someone playing the game and I'll be much more excited. Don't insult my intelligence by showing me something which I know very well won't represent what the game is really about. Take a leaf out of indie developers' books and provide an interesting, well-cut trailer that shows what the game is and why I should be excited about it. Good quality work should speak for itself.

    What do you think? Trailer buff or cynic?

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    #oneaday Day 691: Satisfactory is Unacceptable https://imnotdoctorwho.moegamer.net/2011/12/10/oneaday-day-691-satisfactory-is-unacceptable/ https://imnotdoctorwho.moegamer.net/2011/12/10/oneaday-day-691-satisfactory-is-unacceptable/#respond Sat, 10 Dec 2011 17:22:56 +0000 http://angryjedi.wordpress.com/?p=3170 It's been a while since I had a teaching-related rant, but this article helpfully reminded me why I'm in no hurry to go back, despite being currently out of a job. Any profession where it's considered unacceptable to be graded "satisfactory" is not a profession I want to work in. And I'd argue it's a … Continue reading #oneaday Day 691: Satisfactory is Unacceptable

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    It's been a while since I had a teaching-related rant, but this article helpfully reminded me why I'm in no hurry to go back, despite being currently out of a job.

    Any profession where it's considered unacceptable to be graded "satisfactory" is not a profession I want to work in. And I'd argue it's a profession that's in need of a good shakeup.

    Where do these rankings come from? OfSTED, or the Office for Standards in Education if you're unfamiliar and/or foreign. Every so often, a school gets a bunch of inspectors descend upon the place to nose around everything it's up to. As part of this process, inspectors drop in to a number of lessons for 15-20 minutes and then assign an arbitrary grade to the lesson, branding it anywhere between "Inadequate" (4) and "Outstanding" (1). These grades are also applied to other areas in the school, such as behaviour, "value for money" (i.e. how well the school is budgeting and spending what money it gets from the local authority) and numerous other factors.

    Fine. I get the need to inspect places and ensure they're doing their job. What I don't get is the inconsistency in OfSTED's approach. 15-20 minutes observation of one lesson is not enough to understand how well a teacher teaches. That teacher might have the worst class in the world, and may have scored a major victory on that day simply by having them sat down and listening for once. But if the children aren't deemed to be "learning anything", then BAM! That's an "inadequate" mark right there.

    Or it might not be — it may well be a "satisfactory" grade, depending on what else happens.

    Now, the word "satisfactory" carries certain assumptions with it. Namely, it implies that the person declaring something to be "satisfactory" is somehow satisfied with the thing in question. While something that is "satisfactory" is not the best thing in the world, it's certainly acceptable and does what it is supposed to.

    Not in teaching. "Satisfactory" is somehow seen as a bad thing, despite the standards for branding lessons as "good" or "outstanding" being 1) completely arbitrary and largely down to the opinion of the inspector rather than specific, measurable criteria and 2) extremely difficult to attain, even for the most talented teachers. And if you're in a difficult school teaching a difficult class, God help you.

    New head of OfSTED Sir Michael Wilshaw is aiming to do away with the "satisfactory" branding and replacing it with "grade 3". Not only that, he's proposing that automatic pay rises for teachers whose work is considered "satisfactory" should cease, instead being reserved for those graded "good" or better.

    This would be fine if the grading of a teacher was based on more than a short, not necessarily representative observation of part of a lesson. Actually, would it? If you're doing your job, wouldn't you expect a pay rise every so often? It's been that way in teaching for some time now, with yearly pay rises for your first few years on the job before you have to go through a procedure known as "Threshold" to get on to the upper pay scale. The demands for meeting Threshold are pretty stringent, so some teachers won't get through anyway — surely that's enough control on pay rises?

    (Note: I haven't been teaching for a while, so pay systems may have changed since then. The above is how I understood it when I was employed by the system.)

    Perhaps most obnoxious, however, is Sir Michael's quote where he noted that "if anyone says to you that ‘staff morale is at an all-time low’ you will know you are doing something right."

    Sorry, Sir Michael, but this is where you lost any credibility with me whatsoever. You should not be actively trying to sap morale — an OfSTED inspection is already an incredibly stressful experience. I know — I've been through two, including one whose result caused the school to go in to Special Measures (essentially meaning that it gets re-inspected on a much more regular basis than normal, and is at serious risk of closure). They weren't pleasant experiences, so to imply that your staff should be encouraging a lack of morale among struggling teachers is pretty shameful.

    Teaching is the most stressful job I've ever had. It drove me to a nervous breakdown, such was the stress of everything I had to think about at once coupled with torrents of abuse from hormonal, uncooperative teenagers. Sometimes you can use all the "strategies" in the book and nothing works with a difficult class or a particularly uncooperative child. Sometimes the behaviour of a pupil does disrupt the flow of a lesson. Should that be blamed on the teacher if the teacher in question does everything they're allowed to do to prevent the situation from escalating further? If the teacher in question is having difficulty dealing with particular pupils, should that teacher be supported or vilified?

    I think you know the answer to that one.

    So in short, then, I'm not sorry I left teaching. And if this is the way that the regulatory body for teaching is going, then I want absolutely no part of it whatsoever. Teaching should be about inspiring children to do great things; to teach them about the world; to encourage them to try new things, and to expand their knowledge of the things they know. It shouldn't be about meeting arbitrary criteria and being judged by people with no sense of context. And it certainly shouldn't be about being deliberately demoralised by the people supposedly regulating the profession.

    Good luck to anyone entering the educational system at the moment. You're going to need it, from the sound of things.

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    #oneaday Day 690: Tickets, Please! https://imnotdoctorwho.moegamer.net/2011/12/10/oneaday-day-690-tickets-please/ https://imnotdoctorwho.moegamer.net/2011/12/10/oneaday-day-690-tickets-please/#respond Sat, 10 Dec 2011 00:30:55 +0000 https://angryjedi.wordpress.com/?p=3168 RememberTheme Park? That awesome sim from Peter Molyneux's pre-Lionhead studio Bullfrog? Good, wasn't it? Not only did it have bags of charm and character, but its attractive presentation (albeit with a few grammatical errors — "charity begin's at home" anyone?) masked an incredibly deep, immensely satisfying business sim. And the things you could tweak and … Continue reading #oneaday Day 690: Tickets, Please!

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    RememberTheme Park? That awesome sim from Peter Molyneux's pre-Lionhead studio Bullfrog? Good, wasn't it? Not only did it have bags of charm and character, but its attractive presentation (albeit with a few grammatical errors — "charity begin's at home" anyone?) masked an incredibly deep, immensely satisfying business sim.

    And the things you could tweak and spy on! You could find out what an individual little person wandering around was thinking. You could adjust the amount of salt on the chips and inflate the prices of the conveniently adjacent drinks stand. There were tons of rides on offer. Even building your queues was a strategic challenge — how do you make them look shorter than they actually are? And when you had a badass park, you could sit back and watch the money roll in, satisfied with the knowledge of a job well done.

    Fast forward to this week, and Theme Park has been released on iOS. "Yay!" you may be thinking, eager to sink your teeth into something with more depth than the ubiquitous Tiny Tower. "Finally, a true classic of PC gaming resurrected for the smartphone era!"

    It's not an unreasonable thing to be excited about. Theme Park's mouse-driven interface would be ideally suited to a touchscreen, particularly a nice big one like an iPad, and the original game itself still holds up well today.

    As you may already know, however, the version of Theme Park which has hit iOS is not the original Bullfrog classic. Very far from it, in fact. It's a brand new game.

    No bad thing, you might be thinking. RollerCoaster Tycoon picked up the park management reins a while back and has been doing well since, so why not incorporate some advances in the genre?

    Why not indeed. Instead, EA in their infinite wisdom have decided to turn Theme Park into a freemium social game with quite the most outrageously priced premium items I've ever seen.

    Let's take the social game angle first. Aesthetically, many social games resemble the isometric 3D strategy games of the late 90s in terms of visual presentation, but that's where the resemblance ends. Gameplay is generally pretty free of any strategy, instead involving buying the most expensive/best item you can afford/have unlocked, and then clicking on everything you've built every few minutes to collect cash and experience points. As you level up, you unlock different items. Occasionally there are incredibly patronising quests to complete. The whole thing is one big Skinner box, designed to get you hooked enough to want to spend money.

    Real money can be spent on the acquisition of "Super Tickets", which can themselves be spent on either speeding up lengthy build times, unlocking rides early or, and here's the kicker, purchasing some "premium" rides which can only be bought with Tickets. If you've played The Sims Social, it's just like the items that can only be purchased with premium currency SimCash.

    So far, so freemium, you might think. But the real kick in the teeth is the price of some of these items. The most expensive rides cost in the region of £35 to purchase. £35. For one virtual item in one not very good game. That's £35 you could spend on an actual game in a shop. Or a large selection of actual full games on the App Store. You could even purchase several Square Enix titles from the App Store for that, which just goes to show how insanely priced it is.

    Fortunately, App Store reviewers, usually imbecilic morons but for once seeing the Emperor in all his nudey glory, have been rightly panning the game for this. Unfortunately, it only takes one "whale" to buy even one of those premium items to make the whole thing worthwhile for EA.

    So in short, I'm disappointed. I'm disappointed that such a beloved game franchise is tarnished with this nonsense. And I'm disappointed at the shameless money-grubbing that this title represents.

    But am I surprised? Of course I'm not, and that's perhaps the saddest thing of all.

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    #oneaday Day 689: Noire Patterns https://imnotdoctorwho.moegamer.net/2011/12/08/oneaday-day-689-noire-patterns/ https://imnotdoctorwho.moegamer.net/2011/12/08/oneaday-day-689-noire-patterns/#comments Thu, 08 Dec 2011 13:06:21 +0000 http://angryjedi.wordpress.com/?p=3166 I've been playing L.A. Noire recently. I haven't finished it yet — I'm partway through the Vice cases at present — but I feel it's worth sharing some thoughts. I didn't play the game when it first came out for various reasons, and always fully intended to grab the PC version, especially once it was … Continue reading #oneaday Day 689: Noire Patterns

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    I've been playing L.A. Noire recently. I haven't finished it yet — I'm partway through the Vice cases at present — but I feel it's worth sharing some thoughts. I didn't play the game when it first came out for various reasons, and always fully intended to grab the PC version, especially once it was rumoured to come with all the additional DLC which had been released for the console editions.

    The first thing is that that facial animation tech is absolutely gobsmacking. I've never seen character faces that look quite so natural. Sure, the bodies are sometimes a bit wooden, and occasional non-motion captured animations make themselves glaringly obvious, but the nuances in the facial expressions make it a sight to behold. So kudos for that.

    Next up, there is waaaaay too much driving. I looked at my stats in the options menu and found that I'd spent well over 2 hours driving from place to place. Sure, you can skip over these sequences, but then you miss out on some of the conversations between protagonist Cole and his partner, which help with characterisation.

    This leads on to the whole question of whether or not this needed to be an open-world game. It's cool to be able to drive around L.A. and see the sights, sure, but I tend to find myself ignoring the scenery and just trying to get to the destination as quickly as possible. I don't know L.A., either, so I don't have the benefit of being able to go "Ahhh, I recognise that!" along the way.

    Further to the "open world" thing, there really doesn't need to be all the extra achievement-whoring crap. I have precisely zero desire to drive around looking for film reels, police badges and hidden vehicles because it's plainly obvious that is not what the game is about. It's a police drama, about solving crimes. And it does that job pretty well — so why is all the other nonsense in there other than for padding? Who knows.

    In terms of the game structure outside of this nonsense, it's very good. I really like the idea of a game being structured as a set of "short stories" like L.A. Noire is. Each case stands by itself as a standalone story, but also fits into a bigger picture. In many ways, it's kind of like a TV series, with each of the "desks" Cole works on being like a season on a show. There's clearly some sort of overarching plot, too, though that hasn't made itself hugely obvious as yet, except through the newspapers you occasionally find around the place. At least, I'm assuming all that becomes relevant at some point.

    The investigation and interrogation gameplay is all right, but there's a few flaws, particularly when it comes to the interrogation side of things. Sometimes you find yourself in a situation where you have an idea that a piece of evidence in your inventory would prove a suspect is lying, but upon pressing the "lie" button, Cole proceeds to make a completely different accusation. This is mildly annoying, but doesn't seem to impact things too much.

    Then there's the glaring plot holes that come about if you do things in the wrong order. Trouble is, sometimes it's not clear what order you should do things in. I ended one case with a one-star rating and I'm not sure how I could have done things differently to provide a different outcome. And yet in another case, the villain wound up dead and my "review" screen said that there was no evidence or witness testimony. Bizarre.

    Despite these flaws, though, I'm enjoying the game. The story is interesting enough to keep me playing and while the characters aren't necessarily what I'd call likeable, they're certainly interesting. It is a little jarring to continually hear characters refer to Cole's family and yet we never see them, however. Or perhaps that's a plot point — I don't know. I guess I'll find out as I get towards the end.

    So far as evolution of the adventure genre goes, I'm not sure L.A. Noire presents quite the right way to do it. It certainly does a lot of things right — I'd love to see that animation tech used in a more traditional adventure, for example — but there's all this useless fluff in the middle. And stealth sequences are never fun, unless you're playing Metal Gear Solid or Thief — games specifically designed around the mechanic. Everyone knows that. At least L.A. Noire has the good grace to allow you to skip them if you fail them three times — a nice throwback to the days of the awful arcade sequences in Dynamix's adventure games such as Rise of the Dragon and Heart of China.

    So I'll play it through to its conclusion, for sure. Game of the Year? No way. But it's certainly a solid offering that will be of interest if you enjoy adventure gaming or crime dramas.

    The post #oneaday Day 689: Noire Patterns appeared first on I'm Not Doctor Who.

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    #oneaday Day 688: Bananaphone https://imnotdoctorwho.moegamer.net/2011/12/07/oneaday-day-688-bananaphone/ https://imnotdoctorwho.moegamer.net/2011/12/07/oneaday-day-688-bananaphone/#comments Wed, 07 Dec 2011 12:43:58 +0000 http://angryjedi.wordpress.com/?p=3164 [Edit: Inadvertently only saved this as a draft yesterday instead of publishing. My apologies!] The Internet is full of weird and wonderful things, as doubtless you well know. Most of these things are designed purely to waste time or make you laugh — or, in most cases, both. Such is the case with the wonderful … Continue reading #oneaday Day 688: Bananaphone

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    [Edit: Inadvertently only saved this as a draft yesterday instead of publishing. My apologies!]

    The Internet is full of weird and wonderful things, as doubtless you well know. Most of these things are designed purely to waste time or make you laugh — or, in most cases, both.

    Such is the case with the wonderful Procatinator, which has brought all sense of productivity on the Internet to a standstill over the last few days.

    What is it? Well, as you might have gathered from the title, it's a procrastination tool that features cats. Specifically, amusing cat GIF images which are presented on a loop, coupled with a strangely appropriate (and clearly carefully-selected) piece of music.

    The interesting thing about it is that obviously someone has spent a fair amount of time on this. The website itself is pretty slick, and it couldn't have been easy to collate a huge library of cat GIFs and link them to pieces of music.

    Here are some highlights:

    Cat number 33 features the Beastie Boys. It's alarming quite how well this works.

    Cat number 34 features the Bananaphone song, which I defy you to evacuate from your head once you've heard it once. Particularly when you relate it to the image herein.

    Cat number 14 is notable purely for the entertaining image of a cat using a sewing machine.

    Cat number 6 is… just, well, see for yourself.

    I'm impressed at the dedication of whoever was behind Procatinator, because they've taken the time to archive a huge collection of cat GIFs and then go to the trouble of putting them on a website which inspires pure joy in everyone who sees it.

    I wonder if they put it on their CV?

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    #oneaday Day 687: E for Exploitative, A for Arseholes https://imnotdoctorwho.moegamer.net/2011/12/06/oneaday-day-687-e-for-exploitative-a-for-arseholes/ https://imnotdoctorwho.moegamer.net/2011/12/06/oneaday-day-687-e-for-exploitative-a-for-arseholes/#comments Tue, 06 Dec 2011 17:00:32 +0000 http://angryjedi.wordpress.com/?p=3161 EA and I are done. I will not be purchasing any of their future titles (with the possible exception of BioWare titles — though even those are becoming prone to the problem I'm about to describe) and I think the world should pay attention to what they're up to, rather than simply letting them get … Continue reading #oneaday Day 687: E for Exploitative, A for Arseholes

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    EA and I are done. I will not be purchasing any of their future titles (with the possible exception of BioWare titles — though even those are becoming prone to the problem I'm about to describe) and I think the world should pay attention to what they're up to, rather than simply letting them get away with it.

    What, then, is their sin?

    Exploitation of consumers, to put it in simple, general terms. This accusation covers a variety of unpleasant behaviour, and none of it is good for people who like playing games and holding on to their money. Let's delve into these things one at a time.

    Origin

    Let's start with EA's digital distribution platform Origin. I don't have a problem with digital distribution platforms which aren't Steam, but EA needs to accept that I, along with many other gamers out there, choose to rely on Steam for the vast majority of our PC gaming needs.

    There are a variety of reasons for this, not least of which is Steam's ubiquity and social functionality. If you want to see what your friends are up to in an Xbox Live style, chances are, you'll be able to see via Steam. Most people even add their non-Steam games to their Steam library, so you'll always be able to see what they're up to.

    Origin has designs on this too, with its own integrated social functionality, but no facility to add non-Origin games. And given that the platform launched with only EA titles, few people are going to want to switch to Origin as their primary means of communicating with friends during gameplay. It's just silly to try. Steam works, no pun intended. It works well. That's why it's popular.

    Alongside this, there's the shady business of EA removing its titles from Steam on the grounds of mysterious, non-specific "policies" that supposedly no other digital distribution services impose on poor little EA. Funny how these objections only arose shortly after Origin showed up.

    And then there's the fact that increasing numbers of people are reporting that they're losing access to their games — even single-player titles — following often wrongful bans from the EA forums. Granted, some people who have been in touch deserved a forum ban (come on, do you really think making your username "TheGreatRapist" is really going to depict you as a fine, upstanding member of the community?) but even then, there is no way that behaviour on forums should prevent people from accessing the content they have paid for. Rock, Paper, Shotgun is running a good investigation into the matter at present.

    And then there's EA's stubbornness even when it comes to online games. In their recent mobile releases (which we'll come on to shortly) all online functionality is handled not through Game Center which is, let's not forget, built in to iOS, but instead through Origin. This has the ridiculous side-effect of meaning that you can't use the Game Center app to do things like check high scores or compare games — something which it is designed for.

    Anyway. Enough about Origin — except for the fact that EA's adoption of that particular name is like rubbing dirt into the good name of Origin Systems, who produced some of the finest games ever created.

    Project Ten Dollar

    This is all the rage now, and not just with EA. I blame EA for introducing it, however, since it was they who talked about it first. But it is not cool to lock off content from full-price games, whether it's single player or multiplayer. If I pay £40/$60 for a new game, I damn well expect to get what I paid for on the disc without having to enter a selection of alphanumeric codes. And if I buy a used copy of the game, I likewise expect to get full access to the game. People don't tear out the last five chapters of a second-hand book, people don't erase five random scenes from a second-hand DVD. So why should a game be gutted for those of us who didn't want to buy it new, whether that's due to financial constraints or simply being unable to find a new copy?

    An episode of Extra Credits had a good solution for this which would be perfectly palatable to me. If they must lock off content, then charge less for the game in the first place. Sell me a disc with the single player gameplay on for considerably less than $60 and charge me an additional $15-20 for the multiplayer mode — a $15 to $20 that I don't feel obliged to pay, largely because I rarely play multiplayer modes, anyway — particularly in games that don't need them.

    As it is, Online Passes are a transparent method of fleecing more money out of consumers. They are indefensible.

    Drip-Feed DLC

    This largely relates to BioWare games. I would much rather have a full-on expansion pack for $15-20 than drip-fed DLC which often adds very little to the experience. The few pieces of Dragon Age DLC I've played really weren't worth the money — they didn't even integrate with the main campaign — and they've put me off checking out Mass Effect 2's offerings.

    Part of this is for pricing reasons. But part of it is, again, due to the fact that I'd much rather have the whole game up front. In the case of Mass Effect 2, why not hold the release back and include the content in the game? Answer: because it makes more money, which is kind of the root of all these problems. Money-making trumps consumer convenience and goodwill every time.

    Thar Be Whales!

    By far the most obnoxious behaviour that EA has been indulging in recently relates to its mobile games. First of all, they updated their iOS version of Tetris. This is not, in and of itself, a bad thing. All iOS developers update their games fairly regularly, whether that's with bugfixes or additional content. And, for the most part, buying that app in the first place means that developer is happy to provide additional content to you for free throughout the product's active development lifecycle.

    Not so with EA. They removed the original version of Tetris from the App Store before replacing it with the new version, meaning that even people who had already bought the original and wanted to take advantage of the new features had to pay again. Dishonest.

    Couple that with the fact that the game has added compulsive, manipulative social game features such as an utterly meaningless "rank bar" and virtual currency — both of which you can pay real money to jack up at a higher rate — as well as a subscription option (for Tetris! Seriously!) and you get something altogether unpleasant.

    Then there's Theme Park. Theme Park was a brilliant strategy/building game which many people would love to play again today in its original form. It doesn't need anything changing. But no — EA decided that it really needs to be a gameplay-free social game, complete with aforementioned compulsive, manipulative mechanics such as an XP bar and purchasable virtual currency. Not only that, though, but some of the rides in the game cost up to $100 of real money to purchase. Let that sink in for a moment. To buy certain attractions in Theme Park, you need to pay more than the cost of one and a half full-price console titles.

    The trouble is, there are just enough idiots out there who have more money than sense who will pay these ludicrous prices just to be "the best". These people are unaffectionately known as "whales", for obvious reasons — and it only takes a few of them to make such a business strategy worthwhile.

    In all, I'm pretty ashamed of EA right now, and have no desire to give them any of my money for the foreseeable future. The trouble I have is that they're swallowing up otherwise reputable companies like BioWare and forcing them to fit in with their shady business practices. I have no doubt that Mass Effect 3 will be a great game, but I also know that it will have an Online Pass, it will doubtless have a "robust post-release DLC strategy", it will surely cut out content from the main game to sell back to me at a later date, and it will almost certainly only be available on Origin for PC.

    I long for the days when EA were the ones with the funny logo that looked like EOA, and they make games like M.U.L.E. and Racing Destruction Set. I know you can't go back, but you can move in a direction which doesn't make you look like you just want to squeeze your customers for every penny they've got, rather than provide them with quality entertainment.

    In summary: sod off, EA. Get back to me when you've had some humble pie.

    Talking Point: What do you do when a favourite developer (BioWare) is an cahoots with an organisation like EA? I like BioWare games, as I've said above. But I'm strongly tempted to not buy any more for the reasons outlined above. I certainly won't be purchasing anything from Origin and especially if it's an Origin exclusive. Competition is good. Removing your products from the competition (Steam) is not.

    The post #oneaday Day 687: E for Exploitative, A for Arseholes appeared first on I'm Not Doctor Who.

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    #oneaday Day 686: The Times, They Have Changed https://imnotdoctorwho.moegamer.net/2011/12/06/oneaday-day-686-the-times-they-have-changed/ https://imnotdoctorwho.moegamer.net/2011/12/06/oneaday-day-686-the-times-they-have-changed/#respond Tue, 06 Dec 2011 00:48:24 +0000 http://angryjedi.wordpress.com/?p=3159 Been playing a selection of games recently. Besides the bullet hell joy I mentioned yesterday, I've also been playing L.A. Noire on PC and Neverwinter Nights 2 along with a bunch of emulated games that were absolutely totally positively legal to download. Between these games, I've been getting a pretty diverse gaming experience, and it's … Continue reading #oneaday Day 686: The Times, They Have Changed

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    Been playing a selection of games recently. Besides the bullet hell joy I mentioned yesterday, I've also been playing L.A. Noire on PC and Neverwinter Nights 2 along with a bunch of emulated games that were absolutely totally positively legal to download. Between these games, I've been getting a pretty diverse gaming experience, and it's also allowed me to reflect on how much gaming has changed over the years.

    Let's focus specifically on Neverwinter Nights 2 for a moment. Structurally, it's relatively similar to the RPGs we see BioWare coming out with today (despite being developed by Obsidian) but the pacing is completely different to what we see in something like Mass Effect or even Dragon Age, its nearest "modern" equivalent.

    Remember the fantasy cliche of the lead character starting as a farmhand or something and eventually becoming some sort of godslayer by the end of the game? That's pretty much what Neverwinter Nights 2 does. You start the game in a small wetlands village in the middle of nowhere, just as their annual Harvest Fair is taking place. And before anything exciting happens at all, you have to go around the fair, complete several mundane tasks and, in collaboration with your party members, complete a number of simple challenges to introduce you to the basics of combat, magic and the like.

    It works well mechanically, but in terms of that immediate "BAM!" factor that draws you in to the game, it's somewhat lacking. Gamers looking for some sort of immediate gratification or heroics will probably find themselves disappointed for at least an hour or two before Plot Starts Happening.

    It was the same in the earlier D&D titles like Baldur's Gate. The first couple of hours of Baldur's Gate were spent inside the walls of Candlekeep, doing errands for wizards and clearing out basements of rats. RPG cliche stuff — and the sort of thing we don't tend to find ourselves doing too much these days because people want to get straight to the heroics. And that's fair enough.

    What the snail-like openings for these games do provide, though, is a brilliant sense of unease once you finally get out into the world to embark on your quest. You may have been able to best the local hard men in the Harvest Brawl, but what are you going to do when something that actually wants to kill you comes lurching at you?

    The answer, in all likelihood, is die. This particular breed of RPG isn't afraid to kick your ass right up until about level 5 or so — only then do you start getting to a stage where you can hold your own in a fight. And you level a lot slower than you do in a JRPG.

    This is something of a double-edged sword. On the one hand, early combats become an exercise in managing your very limited capabilities, and simple victories over wild creatures feel like you've achieved something. This is realistic. Imagine if a wolf attacked you right now. Would you be able to handle it? If you did manage to survive the encounter without your throat being torn out, you'd feel pretty badass, right? That's what happens in Neverwinter Nights 2.

    The flip-side to this is that the second your curiosity gets the better of you and you wander blindly through a door you perhaps shouldn't, you're immediately confronted by a dude who shouts "I AM AN EVIL WIZARD!" and promptly proceeds to obliterate you with spells you won't be using for a good 40 hours yet. This, too, is realistic (leaving aside the whole "magic isn't real" thing) but is also immensely frustrating, particularly as the autosave system in Neverwinter Nights 2 and, indeed, the Baldur's Gate series is best described as "erratic" and "unpredictable". It's very easy to lose lots of progress because of one stupid act if you don't get into the habit of perpetually whacking that F12 (quicksave) key when things start looking a bit hairy.

    Is this good or bad? It's certainly different. In playing Neverwinter Nights 2, I've had to adjust my mindset to a somewhat more "hardcore RPG" configuration. Rather than being able to charge in blindly to a situation, safe in the knowledge that if it all goes horribly wrong, I'll simply resume from a moment before the fight and try again, I have to think. I have to pause. I have to strategise. I usually have to turn off the Party AI function because the other characters are overly fond of running in to the middle of a large group of enemies before getting their appendages hacked off within a matter of seconds.

    It's certainly a different approach. Frustrating AI aside, it makes you a much more cautious player, which is sort of fun. The Souls series is based on this concept, after all, though executed somewhat differently. It also means that when you do reach the high levels of badassdom, you really feel like you earned them, rather than the more gradual trickle-feed approach which JRPGs' rapid levelling provides.

    It's an approach that won't be to everyone's taste — and those who crave the immediacy of modern games will likely switch off the game the first time they're downed by a pathetic skeleton minion, never to return. But perseverance and patience are key, and once you get your head around that, there's a rewarding experience to be had.

    Neverwinter Nights 2's basic campaign is regarded by some as "not great" — particularly in comparison to its expansion packs, which are supposedly excellent — but I've been enjoying it so far. Already we have some strong characterisation in the party members — something Obsidian is always good at — and a few hints of what the Big Plot might be, though no sign of whatever the Big Bad might be as yet. I am still only on the game's first act, however, so there's plenty of time for epic stupidity to occur along the way, and I'll be looking forward to it.

    In the meantime, there's bandits to kill, skeletons to shatter into pieces and zombies to get diseased by.

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    #oneaday Day 685: I'm In Hell https://imnotdoctorwho.moegamer.net/2011/12/05/oneaday-day-685-im-in-hell/ https://imnotdoctorwho.moegamer.net/2011/12/05/oneaday-day-685-im-in-hell/#comments Mon, 05 Dec 2011 01:29:27 +0000 http://angryjedi.wordpress.com/?p=3157 Bullet hell, that is. Despite not being very good at them, bullet hell shooters are rapidly becoming one of my favourite genres to unwind with. Actually, "unwind" might not be quite the right word, given the sense of tension they tend to provoke, but… oh, I don't know. They're fun, all right? Most recently, I've … Continue reading #oneaday Day 685: I'm In Hell

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    Bullet hell, that is.

    Despite not being very good at them, bullet hell shooters are rapidly becoming one of my favourite genres to unwind with. Actually, "unwind" might not be quite the right word, given the sense of tension they tend to provoke, but… oh, I don't know. They're fun, all right?

    Most recently, I've been playing Gundemonium Recollection, which is available on PSN and Steam. It's cheap, too — at about £8 for it and two other excellent shmups, it's certainly one of the more low-cost entries in the genre out there. Hell, even Cave's iPhone games cost more than that.

    Not only does Gundemonium Recollection have a fabulous title, it also exemplifies many of the things that I — as a relative newcomer — believe are "typical" for the genre. We have a cute, big-eyed anime art style. We have lots and lots of bullets. We have game mechanics that go a little beyond "move" and "shoot" but not by much. And we have beautifully, wonderfully cheesy music.

    The whole aesthetic is one of the things I find most endearing about the whole thing. Speak to your stereotypical dudebro about what constitutes a "hardcore" game and, depending on how into their games they are, you'll get all manner of different answers. They will likely involve either first person shooters or MOBA games, however, and almost certainly will feature the colour brown prominently. What they likely won't feature is 18th century anime girls with Old West-style revolvers flying through the sky and shooting down everything from things that look like Angry Birds to scantily-clad women with massive knockers sitting astride gigantic rocket launchers.

    And yet, from experience, I know what the more hardcore game is.

    You can get good at, say, Call of Duty or Halo relatively quickly, and certainly be able to beat the games on their Normal difficulties without too much, well, difficulty. They're friendly to short, quick-fire play sessions in multiplayer, and even the single player campaigns tend to be split into bite-size, episodic chunks, with you running from one setpiece to the next — in Call of Duty's case, perpetually following along behind an NPC who gets to have all the fun while you watch — towards an eventual, inevitable conclusion.

    Gundemonium Recollection, meanwhile, is hard with a capital ARRRRRRGH. While the whole game is no more than about 15-20 minutes in length, as is typical for the genre, reaching the end of the game is a significant feat, particularly as you're encouraged to attempt it without continuing. And once you do manage to make it through to the end, you then have your score to consider. How can you pump it up? How can you maximise your scoring potential in each stage?

    Bullet hell shooters are less mindless than their name suggests. The stereotypical "shmup" involves dodging up and down while hurling increasingly-ridiculous weaponry at incoming enemies. And yet in bullet hell shooters, the actual "shooting" side of things is the least important factor. The skill you have to practice is dodging all those bullets — no easy task, but successfully pulling it off makes you feel like a badass.

    In fact, achieving anything in the game, whether it's progressing twenty seconds further than you did previously or beating your high score, makes you feel like a badass. There is, in fact, quite a comic juxtaposition between how badass you feel having achieved something in the game and the incredibly cute anime art style and music.

    Such is the way of Japanese games, though. The culture of "gamer" (whatever that actually means) is significantly different over there, meaning we get little gems such as Gundemonium Recollection and its two sequels springing up out of nowhere and providing something infinitely more fun that Brown Shooty War-Bang Soldier of Duty XIV.

    Assuming you don't mind failing. A lot. Perhaps that's the key difference. In a title like Gundemonium Recollection, you can fail. You can fail embarrassingly quickly if you suck as much as I do. Conversely, to go back to our earlier examples of supposedly "hardcore" Western games, there's little to no consequence for failure. Die in a single player Call of Duty level and you just restart from your last checkpoint. Lose a multiplayer match and you can just try again — it doesn't matter at all, because you still got XP and a little closer to the next batch of unlocks.

    In practice, you're actually achieving much the same kind of thing in Gundemonium Recollection, only the progress you've made isn't necessarily reflected with perpetually-filling progress bars and unlocks. Rather, you're making progress with your own skills, improving your own abilities at playing the game, and as a natural extension of that, you'll be able to get further, score better, or take on the more frightening difficulty levels. (I haven't graduated off "Novice" yet, and still felt like a badass when I finally took down the final boss.)

    So, then, the next time you describe yourself as a "hardcore gamer" to someone, just consider that somewhere out there there's someone playing a game about flying magical girls with revolvers who is infinitely more hardcore than you could ever hope to be.

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    #oneaday Day 684: The Great... You Know https://imnotdoctorwho.moegamer.net/2011/12/03/oneaday-day-684-the-great-you-know/ https://imnotdoctorwho.moegamer.net/2011/12/03/oneaday-day-684-the-great-you-know/#comments Sat, 03 Dec 2011 22:27:48 +0000 http://angryjedi.wordpress.com/?p=3154 I am depressed. That much is probably self-evident to those of you who have been following me for a while. Writing about it is often a cathartic experience, though talking about it in person is somewhat more difficult. That's why if you have ever met me face to face, you might not think anything was … Continue reading #oneaday Day 684: The Great... You Know

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    I am depressed. That much is probably self-evident to those of you who have been following me for a while. Writing about it is often a cathartic experience, though talking about it in person is somewhat more difficult. That's why if you have ever met me face to face, you might not think anything was wrong. But there is, has been for a long time and probably will continue to be for a considerable period to come.

    I shan't get into the specifics of this particular bout, as some of them are personal to me and I have no desire to share them or make them public — the whole "losing my job" thing is a contributing factor, but there are other things, too. What I did want to talk about was the effect of a visit from "Des", my own personal black cloud of despair, personified as, well, a big black cloud in the comics I did on this blog a while back (and will be returning to in the New Year).

    Depression is different for everyone, and everyone copes with it differently. Some cope with it better than others. Others turn to self-destructive coping mechanisms which cause a spiral of upset both for themselves and — often unwittingly — the people around them. I'm not quite sure where I fall. My behaviour when I get depressed isn't conducive to feeling particularly better, but I don't abuse my body in any way — the closest I come to indulging in any kind of vice is going out and getting a coffee and a cake because I feel like I "deserve" one. That's probably not particularly helpful in and of itself, but it's a different kind of coping mechanism to drink, drugs or self-harm.

    "Coping mechanism" is a bit of a misnomer, because very often, it doesn't involve much in the way of actual "coping". For me, when depression hits, it hits hard. I feel like a darkness has descended on me and all I want to do is lie down, close my eyes and let it engulf me. And it does. And once I'm in there, it's very difficult to get out again. Even if I open my eyes to eliminate the physical side of the "darkness", once it's wormed its way into my mind, it's very difficult to summon up the motivation to do anything — even move, at times. It takes an enormous strength of will to break out of that cycle — it sounds ridiculous, I know, but ten minutes before writing this post I was lying on my sofa simply staring into the middle distance, the occasional thought of "I should move" or "I should do something rather than just lying here" being quickly swatted away by a general feeling of complete and total apathy towards everything. The feeling of wanting to cry came and went several times, as did the sense of frustration at the fact that there wasn't one concrete "cause" of the way I was feeling to do something about, or lash out at. Eventually I succeeded in my Will check and managed to lift myself up and muster the strength to sit down and write this.

    I'm not sure if writing this is actually helping matters or hindering them. I'm not sure if sharing this sort of thing is a good idea. But getting these difficult thoughts out of my head is my main "coping mechanism", and the way in which I can do that most ably is through writing. Talking is good, too, but that carries with it its own particular set of unique anxieties, too, whereas while I'm writing, it's just me and the blank page in front of me, the words falling into place and explaining the feelings I'm experiencing.

    I have never been to the doctor about depression. Actually, that's not quite true. Towards the end of my first stint teaching in UK classrooms (music, secondary) I eventually reached "breaking point" one day. Behaviour of the class was just so appalling that I had to walk out of the room and immediately burst into tears. I was swiftly escorted into the nearby Arts office in the drama department and plied with soothing words. They didn't help. I needed to get out. I left that school that day and didn't come back, getting signed off by my doctor at the time for "work-related stress", which is exactly what it was. Had I not taken that step to say "whoa there, this is too much to handle", I'm not sure I'd be writing this now.

    Since then, I haven't returned to the doctors — for anything, in fact, let alone depression. The problem is, I don't know if it would help, were I to show up and say "I think I'm depressed". I don't particularly want to go on medication as that carries with it its whole own set of considerations, and the prospect of counselling makes me concerned about money — particularly as I'm now out of a job. And beyond that, the suggestions are always the same — eat well, get exercise. I know all that, and most of the time I am doing all that.

    Depression is an uphill struggle, and every time you reach what looks like the summit you get a period of respite. But before long you're climbing again, scrabbling frantically for a foothold. The goal is always the same: to lift yourself into the clear blue skies above the cloud layer, free from all the darkness below. Some people manage it. Others aren't so lucky.

    As for me, I'm a fighter. I'll keep going. I'll get through this shitty period, just like I've got through every previous shitty period in my life. And doubtless there will be more in the future. I just wish I was one of those people who can laugh off adversity and see every annoyance as a new challenge to overcome, rather than a spike trap smacking you repeatedly in the face, sort of like this:

    Unfortunately, I very much fall into the latter camp.

    The post #oneaday Day 684: The Great... You Know appeared first on I'm Not Doctor Who.

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    #oneaday Day 683: Debrief https://imnotdoctorwho.moegamer.net/2011/12/03/oneaday-day-683-debrief/ https://imnotdoctorwho.moegamer.net/2011/12/03/oneaday-day-683-debrief/#respond Sat, 03 Dec 2011 01:02:38 +0000 http://angryjedi.wordpress.com/?p=3152 So, for the last 30 days I've been doing (almost) nothing but creative writing on here. What have we learned? Firstly, I remembered that creative writing is fun. Not that I'd particularly forgotten that fact, but I've always enjoyed it, ever since a young age. It's actually knuckling down and doing it that can be the stumbling … Continue reading #oneaday Day 683: Debrief

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    So, for the last 30 days I've been doing (almost) nothing but creative writing on here. What have we learned?

    Firstly, I remembered that creative writing is fun. Not that I'd particularly forgotten that fact, but I've always enjoyed it, ever since a young age. It's actually knuckling down and doing it that can be the stumbling block for many, though — which is, I guess, what projects like NaNoWriMo and what I was doing here are all about. Once you discipline yourself to do something, then you can do it, no problem — over the course of the last 30 days I've churned out over 30,000 words of creativity. Whether or not they're any good is another matter, of course — but they're there, and once they're there, they can become a starting point to something else, even if that "something else" turns out to be something completely different, simply spurred on by what you've achieved previously.

    Secondly, improvisatory storytelling is fun, although not necessarily the most practical way to write something coherent. As I said at the start of the whole exercise, I hadn't planned anything out, created any characters, settings or overarching plot — I was making things up as I went along. This was probably evident from any number of plot holes that I'm sure are still in there, and points where I retroactively made something relevant, perhaps not in the way I'd originally intended. Why? Because when I originally wrote something, I'd had one thing in mind, only to come up with a Brilliant New Idea a couple of days later that made the original something either irrelevant or very difficult to fit in to things.

    Thirdly, tenses are a bugger. I made a conscious decision once I introduced Evie's narrative to distinguish the two narrators through their use of tense, but it was so easy to naturally shift to the wrong one throughout the course of one chapter. I'm pretty sure I spotted it every time it happened, but if there are a few examples of incorrect tenses, then I apologise.

    Fourthly, I already knew this, but stream of consciousness is a fun way to explore characters. With stream of consciousness writing, you can create an interesting, compelling character and narrative without any other characters being present. The majority of Adam's story was just him, for example, and Evie didn't speak much until later. The characters' internal monologues can provide interesting ways to explore the way they think and feel without having to have conversations with others to make things explicit.

    I picked up on the whole "stream of consciousness" thing back at school when we read Jean Rhys' Jane Eyre prequel Wide Sargasso Sea, a book which explores exactly what happened to Mrs Rochester before she became the scary woman in the attic. I can't remember a huge amount about the book itself, but many things I've written since that time have taken the first person stream of consciousness approach, as it's a style in which I enjoy writing. Other influential books from my past include the Adrian Mole series — diary-style writing is often pretty similar to stream of consciousness, after all, though there has to be something of a suspension of disbelief at times as few real diaries would include complete word-for-word transcriptions of conversations that had happened — and (don't laugh) John Grisham's The Rainmaker, which was the first book I ever read that wasn't written in past tense.

    On the whole, I'd say the experiment was a success. Tucked away in my Google Docs account right now is 14,455 words of another story I'm writing — and this one I have mostly planned out, or at least have some "key events" and characters in mind. One day I might actually get around to finishing it — and since I find myself with a bit of free time on my hands at the moment, I guess there's no time like the present. As such, assuming no-one suddenly phones/emails me on Monday and hires me, I will start doing a bit of (non-blog) writing each day in lieu of having an actual job. Who knows? Something awesome might come of it. At the very least, a creative project which has been on my drawing board for about a bajillion years might finally come to fruition, which will be satisfying. And, frankly, given some of the dross out there which does make it to publication, I'm pretty sure I can do better. I mean, I know I'm not the perfect writer — no-one is, and to assume so is both arrogant and very, very stupid — but I like to think I'm pretty good, at the very least. And also, you only get better through practice, right?

    The one thing I can say about the last year is that I've got a ton of experience writing. I mean, I know I did the year before too, what with contributing to sites like Kombo and GamesAreEvil as well as writing this nonsense every day, but this year it's been my actual full-time job, and for the vast majority of that time I've had the privilege of working with some talented editors who know their craft and give good feedback. Too many outlets these days settle for getting things published as quickly as possible rather than taking their time over ensuring everything is as good as it can be. This year, I've picked up a bunch of little tips to ensure good-quality output. Even if I've had to spend the whole year professionally spelling words like "theorise" and "colour" incorrectly. (Love you, USA.)

    So, where to from here? We'll see. It's a weekend coming up (it is, right? Losing one's job causes one to immediately lose all sense of what day it is, in my experience.) so that will be spent attempting to relax and unwind after, frankly, what has been a particularly crappy week. Following that, on Monday, as I say, I'll be setting aside some time to do some non-blog writing every day in lieu of actual work, and seeing how that develops. And from there, who knows?

    On the job front, there are several irons in the fire at the moment, so hopefully something will come of (at least) one of them. Now I have a bunch of experience under my belt, hopefully I won't find myself spending a year out of work again. Because that sucked a big pile of donkey dick. An actual pile of it. And I have no desire to return to that situation. So I won't.

    Hopefully, anyway.

    Enough rambling from me. Have a pleasant weekend, all.

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    #oneaday Day 682: Wasteland Diaries, Final Part https://imnotdoctorwho.moegamer.net/2011/12/02/oneaday-day-682-wasteland-diaries-final-part/ https://imnotdoctorwho.moegamer.net/2011/12/02/oneaday-day-682-wasteland-diaries-final-part/#comments Fri, 02 Dec 2011 00:22:37 +0000 http://angryjedi.wordpress.com/?p=3149 [Read from the start. If, you know, you want to. Excuse any typos or errors along the way — this was written along the lines of NaNoWriMo: get it done, (maybe) fix it later. It was also mostly written at ungodly hours in the middle of the night. AND NOW THE CONCLUSION.] I have come … Continue reading #oneaday Day 682: Wasteland Diaries, Final Part

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    [Read from the start. If, you know, you want to. Excuse any typos or errors along the way — this was written along the lines of NaNoWriMo: get it done, (maybe) fix it later. It was also mostly written at ungodly hours in the middle of the night. AND NOW THE CONCLUSION.]

    I have come to a decision, and I'm ready to stick to it and live with the consequences, whatever they might be. It's a scary moment, but also a liberating one. By freeing myself from uncertainty and committing to a course of action, I feel that I can positively move forward and take on the future head-on.

    Earlier in the morning, Clarkson had called me and said that Adam wanted to see me. I'd had an instinctive feeling when I woke up that today would be an important day, and that feeling's only been growing ever since then.

    I've made an effort. I've done my hair, put on a little makeup for the first time in I can't remember how long, and I've found something nice to wear rather than PJs or a horrible, faded old T-shirt. If it's a big day, I should look the part, and to do so I've found a dress I always liked. I've lost a bit of weight ever since all this started, so it hangs a little loosely in some parts, but it stays up, at least, and is probably the most respectable thing I own.

    I set off down the street in the direction of the hospital, wondering how the day will unfold. While I've committed to my own course of action, I'm well aware I'm only one of two people in this scenario, and it's entirely possible that things might not go the way I expect. In the end, nothing is certain.

    I stop proceeding down that chain of thought because it leads to hesitation, uncertainty and nervousness, none of which I can afford right now. This chapter of my life ends today, and I'm not going to let self-doubt stand in the way of all that. I will do my part to strive towards the future I want, and then I'll just have to see what happens.

    It starts drizzling with rain as I walk down the street and, inevitably, I've forgotten an umbrella. Fortunately, the rain doesn't built to the levels it has in the past few days, but it still soaks my hair, putting it at severe risk of doing that fuzzy thing it always does in damp conditions. I may as well have not bothered sorting it out.

    I quicken my pace and before long have arrived at the hospital. I follow the familiar path up to Adam's room, and find Clarkson waiting outside for me.

    "Hello, Evie," he says, a serious expression on his face. "Go on in, he's awake."

    I push open the door and walk into the dimly-lit room. Adam is lying in the bed, propped up into an almost-natural sitting position. He looks tired, still.

    "Hi," he says, his voice cracked and weak. "Glad you're here."

    "Me too," I say, sitting down in the chair next to him and taking his hand. "I–"

    "Wait," he croaks, interrupting me. "Please, let me talk first."

    "Okay," I say.

    "Evie," he says. "I've come to a realisation after the very strange experiences I've had."

    He pauses, swallows and licks his lips before continuing.

    "After you… told me you weren't ready to be a mother, I jumped to a conclusion," he says. "I jumped to the conclusion that it was all about me. That you didn't want me, that you didn't see a future with us both in it."

    "That's not what I thought at all," I say quietly. "But I understand why you thought that, and why you did what you did. I'm sorry I did what I did in the way I did. I'm sorry — I'm sorry I killed our baby."

    He smiles and shakes his head.

    "When I ran from you, I felt like the world had been destroyed," he says. "I felt like you were the one who had destroyed it. Everything ceased to have meaning, and I felt that there was no place for me in a world like that. Everything, everyone was dead to me."

    He pauses and coughs a little. I move to help him, but he just shakes his head, dismissing me. I sit back down again.

    "I know now that I was wrong," he growls, his voice weakening. "I know now that it wasn't you who was being selfish, it was me."

    There's a silence for a moment. I can't deny it, even with the guilt I feel over causing all this.

    "It wasn't your fault," he says, as if reading my thoughts. "You didn't cause this. I did. My own stubbornness, my own stupidity."

    I see his eyes filling with tears. I let him speak.

    "You weren't the one who ended my world," he says, "I was the one who ended yours. I've put you through all this. I've made you suffer. And for what? It's not fair. I can't keep doing that to you. I can't ruin your life any more. I can't hold you down. I can't keep you back. You're not my property. You're not mine to command."

    He changed. He's like a different person. No — he's like the person I first fell in love with, not the hollow wreck of a man who'd been plummeting towards rock bottom even before all this happened. It's good to see him back again. And a feeling of relief sweeps through my mind.

    "No," I say, smiling. "I'm not. But I've learned something, too. What we are is a team. We work together. We decide things together. Neither of us has to be alone. Neither of us has to make the difficult decisions by ourselves. What's done is done, and I hope you can forgive me, but I can assure you it will never happen again."

    "I know," he says, quietly. "You were the one who led me back to reality, Evie. By following you, that's why I'm here. You were the whole reason for my journey. You saved me, whether or not you intended to."

    "What journey?" I say. "What do you mean?"

    He smiles and closes his eyes. I feel his fingers wrap around mine.

    "This is the end," he says. "And the beginning, all at once."

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    #oneaday Day 681.5: RIP GamePro https://imnotdoctorwho.moegamer.net/2011/12/01/oneaday-day-681-5-rip-gamepro/ https://imnotdoctorwho.moegamer.net/2011/12/01/oneaday-day-681-5-rip-gamepro/#comments Thu, 01 Dec 2011 01:24:04 +0000 http://angryjedi.wordpress.com/?p=3147 [Apologies for the interruption to the ongoing story — it will end tomorrow. This needed to be said today, though.] Today, an era came to an end, as the announcement came that GamePro in its current form would be no more as of December 5, 2011. Both the website and the new quarterly magazine have … Continue reading #oneaday Day 681.5: RIP GamePro

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    [Apologies for the interruption to the ongoing story — it will end tomorrow. This needed to be said today, though.]

    Today, an era came to an end, as the announcement came that GamePro in its current form would be no more as of December 5, 2011. Both the website and the new quarterly magazine have been shuttered, and all of us on staff suddenly find ourselves without a job. The GamePro brand itself will be folded into PC World, where it will most likely die a quiet death, unnoticed.

    This is, of course, suckitude of the highest magnitude, but it wasn't entirely unexpected. It is tough times in the super-competitive publishing industry, particularly in the overcrowded video games market. I shan't pretend to understand the business reasons behind the closure of GamePro when we were enjoying viewing figures the likes of which the site had never seen — but it seems to be something of a sad truth in today's games journalism industry that nothing lasts forever. If you want job security, it ain't the sector you should get yourself into.

    What has been touching is the amount of support people have shown for GamePro on Twitter and various other social networks today. The magazine and site was a lot more widely-known than I thought — at times I'd wondered if UK journos and industry types were even aware of it — and everyone, it seems, was sorry to see the back of what had, after all, been a fixture in gamer culture for many, many years, particularly in the U.S.

    GamePro, of course, has personal meaning to me, too. My brother spent ten months giving both the magazine and its web presence a much-needed shakeup (see his blog post today for more) and made it something that was interesting and relevant to the modern gamer. And once he left and I had the opportunity to jump in on news reporting duties, I know my contributions played a part in the site's growing success — growth that has been sadly cut short by today's news.

    While I'd never met many of the GamePro team face to face, it was a close-knit bunch of people who got on well together, from what I could make out, anyway! I felt like a valuable member of the team despite being halfway across the world, and I always felt like my hard work was appreciated — which is why I continued to work so hard and contribute as much quality content as I could to the site. I made a distinct effort to not cover the same stories that all the big news blogs did — that's counter-productive. Rather, I took inspiration from sources such as GameSetWatch (which, coincidentally, also died today), Kill/Screen and numerous others to dig up interesting nuggets of information on fascinating indie titles, peculiar happenings in gamer culture and opportunities for discussion and debate. I was happy with the approach; I feel it gave GamePro a unique take on the news which wasn't just a case of rewriting press releases and rewording stories from other sites. And on the occasions where I did write stories based on press releases, I made a conscious effort to actually write a story rather than just reword the press release. I'd read up on the background of the companies involved, find out precedents for interesting events and throw in some interesting trivia if I had some to hand.

    And now it's all over. I'm sorry to see GamePro go, but I'm hopeful that the staff will be able to find themselves suitably awesome positions to move on to. As for me? I couldn't say. Working for an American site has been a great deal of fun but it's had the side-effect that I'm known more in the States than I am in my own country. While I'd hope my experience and output would speak for itself regardless of the geographical location of the site on which it was published, I do wonder which side of the pond any future writing gigs might come from.

    With that, then, ladies and gentlemen, please raise your glasses and toast the late GamePro. You'll be missed.

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    #oneaday Day 681: Wasteland Diaries, Part 29 https://imnotdoctorwho.moegamer.net/2011/12/01/oneaday-day-681-wasteland-diaries-part-29/ https://imnotdoctorwho.moegamer.net/2011/12/01/oneaday-day-681-wasteland-diaries-part-29/#respond Thu, 01 Dec 2011 01:07:56 +0000 http://angryjedi.wordpress.com/?p=3145 She was there, and talking, and I heard her, and then she was gone and I felt sleepy. I drifted off into slumber, but this wasn't like it had been before. This was restful and relaxing. When I woke up, I felt invigorated, though my body still felt stiff, and unable to move, and I … Continue reading #oneaday Day 681: Wasteland Diaries, Part 29

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    She was there, and talking, and I heard her, and then she was gone and I felt sleepy. I drifted off into slumber, but this wasn't like it had been before. This was restful and relaxing. When I woke up, I felt invigorated, though my body still felt stiff, and unable to move, and I was still strapped to an array of beeping, whirring machines.

    An older guy with a kindly face came in to see me. I recognised his voice, though I wasn't sure from where. He did some tests. I felt him fumbling around on my body, but it didn't hurt. I wasn't sure exactly what he was doing as I couldn't lift my head up to see.

    "Don't worry," he said to me. "You're probably feeling a little disorientated right now. And that's perfectly normal. So is that feeling of numbness and stiffness in all your limbs. You haven't moved for a good long time."

    I tried to reply, but no sound came out.

    "You keep resting," he said. "You'll be fine from here."

    I wanted to believe him. This room that I was in was claustrophobic, and being stuck on my back wired up to gadgets and gizmos wasn't helping me. I felt anxious, and suddenly keen to be outside.

    I wasn't even sure where "here" was. The memories of my desperate flight up the stairs away from the beast were still with me, though details were fading. Had that really happened?

    I frowned. Feeling in my face was starting to come back, so I wiggled my eyebrows comically as I pondered the meaning of what had transpired. I must have looked ridiculous, but fortunately the man had left by this point.

    I was confused. What was real, and what was fake? She had been a prominent part of what I'd just been through, but then she was there when I woke up too, and it didn't seem to add up.

    I closed my eyes and tried to clear my mind. I felt as if parts of my body were slowly coming back to life. The sensation was distracting enough to divert my thoughts away from the confusion of my situation. I twitched my toes and my fingertips, though moving whole limbs still felt like an impossible task. I moved my nose in a sneer, and back down again, and wiggled my eyebrows again for good measure. I opened my mouth and tried to make a sound, but my throat was so dry it simply came out as a zombie-like gargling. I wanted to laugh at how absurd I must look right now, but it too much effort.

    I heard the door go again and opened my eyes. I tried to move my neck, but it didn't go anywhere. Before long, the older guy's face was before me again. I think he was sitting or kneeling next to the bed on which I lay.

    "Adam," he said. "Welcome back. I'm sure you're very confused, and you have many questions, and equally are finding it very difficult to answer them right now. So let me try and explain what has been happening to you.

    "You have been in a coma for some time now. You took one hell of an overdose, but fortunately your ladyfriend was able to call for an ambulance and get you here in time to save you. She wasn't with you when it happened, as you'd had a falling-out, but you'd sent her a text message — a technological suicide note, as it were. She did the right thing and saved your life by calling us straight away.

    "Since that time, you've been unconscious. We've been monitoring you closely, and it's clear that your brain was very active during that time — dreaming, in a sense. Not all coma patients dream — it depends on how much damage the brain has suffered, if any. But we could tell that your brain was still alive and well, if not what was going on."

    A dream? That would explain the vagueness of the memories I have of what I've been through, and why they're fading so quickly.

    "Evie came to see you almost every day," he continued. "She never gave up on you. She'd spend time with you, talk to you, read to you. She gave up her life for you. It's not often you see that amount of commitment to another person."

    "Guilty," I eventually managed to murmur in a choked voice. "But… My fault."

    "No-one's to blame," he replied. "Or if either of you are, there's no sense in assigning blame at this point. You've reached the end of one thing and the beginning of another. This is a turning point. Whatever happened before doesn't have to matter now. You can start afresh — if you want to, of course."

    Although details of my long journey were slowly disappearing into the darkest recesses of my memory as we spoke, I still recalled the conversation I'd had with Evie over that table, and how I'd responded to her admission.

    "ALPHA AND OMEGA WILL UNITE," that strange text message had said. It had stuck in my mind because of how unusual and out of place it was, but now I understood.

    The beginning and end will unite. It meant so many things. What I had thought would be the beginning of a new life with Evie and the baby turned out to be the end of everything. The end of the world was the beginning of my journey. The end of my journey was made up of the events which had caused it to begin in the first place. And now that chapter of my life was ending, causing a new one to begin.

    I was ready to face that future. But was Evie?

    As I felt my strength returning and my body awakening after its long slumber, I knew that the next day would be the true day of reckoning.

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    #oneaday Day 680: Wasteland Diaries, Part 28 https://imnotdoctorwho.moegamer.net/2011/11/29/oneaday-day-680-wasteland-diaries-part-28/ https://imnotdoctorwho.moegamer.net/2011/11/29/oneaday-day-680-wasteland-diaries-part-28/#respond Tue, 29 Nov 2011 23:55:18 +0000 http://angryjedi.wordpress.com/?p=3142 I look down at him, gazing into his eyes for the first time since the whole nightmare started. They're tired and bloodshot, but I recognise them like I last saw them yesterday. They look calm, at peace — or perhaps it's just the tiredness. He's squinting at me, as if even the little light in … Continue reading #oneaday Day 680: Wasteland Diaries, Part 28

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    I look down at him, gazing into his eyes for the first time since the whole nightmare started. They're tired and bloodshot, but I recognise them like I last saw them yesterday. They look calm, at peace — or perhaps it's just the tiredness. He's squinting at me, as if even the little light in the room hurts to look at.

    "I'll give you a moment," says Clarkson, vacating the room. I hear the door lightly thump shut behind him, and we're alone.

    I'm lost for words. I don't know what to say. Those eyes are looking at me in that way they always did, piercing my soul, as if they knew my every innermost thought. Of course, they didn't, which is what led us into this whole situation in the first place, but–

    I blink and push the negative thoughts from my head.

    "Adam," I say at last after what seems like an eternity of the only sound in the room being the regular bleep, bleep, bleep of the equipment he's wired up to. My voice cracks a little. "Adam," I say again.

    He keeps looking at me, but he says nothing, and doesn't move. The only sign of life in him right now is in those eyes, and even then the spark within them is weak.

    "I'm sorry," I say. "Look, you don't have to say anything. I know that I'm the one who put you here. I know that I'm the one who caused this nightmare to happen with my selfishness and foolishness. And I want you to know that I'm sorry."

    His eyes keep looking at me, but now I see them fill with tears. He doesn't make a sound, but a sparkling droplet emerges from the corner of one eye and rolls down his cheek before plopping onto the sheet.

    "I know there's things you want to say to me, Adam," I continue. "And I will hear all of them, listen to all of them. I owe you that much."

    I stop, and find myself sobbing, though I'm not sure why.

    "I don't even know if you want me here," I say, tears blurring my vision. I blink them away. "After what I did I'd understand if you'd be disappointed that the first person you saw when you woke up was me. But I– I never gave up on you, Adam. I know you gave up on yourself — and on me. I know you felt like your world ended when I said those words to you. But I–"

    I can't finish the sentence, and only partly because I'm not sure exactly what it is I want to say. The tears are flowing freely, and trying to say any more only comes out as choked sobs. I take his hand in my own and lift it up. There's no resistance in his arm, and his fingers don't grip my hand in the way they once did. I squeeze his hand all the more tightly to make up for it.

    I hear the door open behind me, and Clarkson comes back in quietly. He places a hand gently on my shoulder. It's a comforting feeling, and it reminds me of my father.

    "Okay, Evie," he says. I'm only vaguely aware of his voice. "I think it's time that we let him rest for a bit."

    I nod, trying to compose myself and failing.

    "He's been through a lot," continues Clarkson. "And I'm not sure any of us will understand quite how much. Perhaps he won't, even. But he's on track to make a full recovery. I can't say how long that will take, but it will happen. Then your life can begin again anew." He hesitates a moment. "Assuming… you both want it to, of course."

    Do I? I can't answer that right now, but the amount of times I've stood by this bedside imagining what this very moment would be like surely speaks volumes. Or does it? What if I was just coming here to deal with my own feeling of guilt? It was my sin that put him here, my sin that destroyed his world, his future.

    Am I willing to give him what he wants? I still don't have an answer to Annie's question. I'm confused right now, not thinking straight, waves of emotion washing over me, making my knees tremble and my pulse race. I'm barely even aware of where I am or what I'm doing, and am surprised to find myself outside the room sat on one of those uncomfortable chairs, Clarkson kneeling before me.

    "Evie," he says. "I know this has been tough, and it might not be quite what you'd expected or hoped for. But I thought you would want to be there as soon as it happened."

    "Yes," I say in a voice little more than a whisper. "Yes, I would. I do. I will. I– oh, whatever, I… Thank you."

    "Now," he continues. "You're clearly exhausted, and so is he. Despite being unconscious for so long, it's pretty obvious that he needs some proper, uninterrupted, normal sleep before he takes on this brave new world he finds himself in."

    I feel Clarkson's eyes on me and I'm suddenly aware that I'm barefoot, clad only in my robe and pyjamas.

    "How about I call you a cab?" he says. "You're in no state to be walking home like that."

    "No money," I say weakly. My blood suddenly runs cold, but I calm down slightly as I pat my pocket and realise that I fortunately did have the good sense to at least pick up my keys when I raced out earlier.

    "Ah," says Clarkson. He stands and fumbles in his pocket before drawing out a leather wallet and lifting a crumpled £10 note from within. "My treat," he says.

    I'm overcome with gratitude. I want to cry again, but I really don't have the energy. I take the £10 note and just look at it dumbly.

    "Look, Evie," he says. "What happens between you two from here is your business and your business alone. But I want you to know that I have faith that you'll both do what's right. I've seen the way you look at him every time you've been in here, even when there's nothing new to report. And it's inspirational. Few people have the strength of character to keep going like you have. That's worth a lot. And I'm sure he knows that too."

    I'm glad someone has faith in me, because although I know he's back, suddenly I feel very alone. It's all on me to draw this sorry business to a close.

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    #oneaday Day 679: Wasteland Diaries, Part 27 https://imnotdoctorwho.moegamer.net/2011/11/28/oneaday-day-679-wasteland-diaries-part-27/ https://imnotdoctorwho.moegamer.net/2011/11/28/oneaday-day-679-wasteland-diaries-part-27/#comments Mon, 28 Nov 2011 23:37:00 +0000 http://angryjedi.wordpress.com/?p=3139 "So that's your answer?" said my voice from somewhere in the darkness. "Interesting. Well, if you get the chance, let's see if you can stick to it. Now, though, you have more pressing matters." There was a rumble, and the floor shook. Evie had disappeared immediately after I had answered what she'd said, but I … Continue reading #oneaday Day 679: Wasteland Diaries, Part 27

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    "So that's your answer?" said my voice from somewhere in the darkness. "Interesting. Well, if you get the chance, let's see if you can stick to it. Now, though, you have more pressing matters."

    There was a rumble, and the floor shook. Evie had disappeared immediately after I had answered what she'd said, but I was still sitting on the chair. The table was still in front of me, and the earth tremor was strong enough to knock it over. I leapt to my feet and planted them firmly on the floor to keep my footing as the ground seemed to buck and writhe beneath me. My heart was still pumping from the conversation we'd just had, and my senses seemed heightened, alert. I was in full-on "fight or flight" mode.

    From somewhere in the darkness came a terrible roar. I couldn't see what it was but I recognised the awful feeling of rage behind it. I knew that right now, I didn't want to be anywhere near that thing, so I started running. All around the pool of light that had held the table and chairs was darkness, so I didn't even know if I was running in the right direction. All I knew was that I needed to get away from that awful sound, that howl of anguish, that outcry of fury.

    I kept running, looking only ahead of me, not daring to glance over my shoulder in case it was there. Before long, out of the darkness loomed one of the horrible fleshy walls, and in it, right in front of me, a door. This one had a handle, but it flew open before I got to it and allowed me through. Presently I found myself in a corridor much like that through which I had arrived in this strange place, only this time it was sloping slightly upwards — to freedom?

    I couldn't tell, but I had to keep moving. I raced up the shallow slope of the long staircase, taking care not to trip on the steps or slip on the puddles of liquid on the floor — blood or water, neither were something I wanted to skid on and injure myself or, worse, end up in the maw of whatever beast was pursuing me.

    I ran, the adrenaline making my pulse thump in my ears and pushing my body forward at a speed I barely thought possible. The red lights on the walls seemed to swirl past me in a blur, and still I ascended, breathing deeply and panting as I did so. But I had to keep going.

    The beast roared behind me once again and I knew it was in the passage with me. I chanced a look behind me, but the staircase descended into darkness behind me — it looked like the lights were going out as I passed — and I couldn't see what it was that pursued me. I wasn't going to wait around for formal introductions, either, because it didn't sound like it wanted to talk — more to tear me limb from limb.

    The walls blurred past me and in a strange inversion of what I'd witnessed on the way down, the fleshy, living walls gradually gave way to cold steel. And off in the distance, I wasn't sure, but I felt like I could see a white light. Some of it was filtering down the corridor, giving the otherwise red-tinted scenery a hint of colour.

    I knew I had to reach that light, and I had to do it before the creature caught up with me. A frustrated howl sounded behind me, and I could tell it was drawing closer. I couldn't stop, though my breath was giving out, my legs burning with the effort of climbing and my heart beating so hard I felt like it would burst through my chest.

    I let out a shout of my own — not in an attempt to intimidate the beast, but in an effort to spur myself on and make it through this final stretch. I could see my goal ahead of me in the distance, up yet more of these infernal steps, but it didn't seem to be coming any closer, and all the while I felt the beast gaining on me. As I struggled to keep running, my mind started to turn to thoughts of what the creature might do if it caught me, whether there was even the slightest chance of me surviving if I didn't keep moving.

    Of course there wasn't. Nothing that makes a sound like that is willing — or able — to negotiate. That sort of otherworldly roar is the stuff of fiction — or nightmares. But it was here, and it was closing on me.

    I glanced over my shoulder and saw a pair of glowing red eyes in the darkness — or was it more of the red lamps? I didn't know, or care at this point. I spurred myself on and pushed onwards, ever further up the endless staircase towards the brilliant white light in the distance and the possible freedom it held. It didn't matter that I didn't know what the light represented. It didn't matter that it might turn out to be nothing. I couldn't give up. I wouldn't give up. Not after all this. I wasn't going to let things end this way. Everything would have been for nothing if they had.

    The beast roared again, this time right behind me. I was too terrified to look back to see how much space — and time — I had left, but I was close to the light now, so close. There were only a few more steps remaining. I was going to make it. I was going to be free. I was going to escape this horror. I was going to–

    I felt the beast's claws slash at my back and I stumbled forwards. The pain was unbearable. It felt like acid-tipped spikes had torn through my flesh. Tears sprang to my eyes and I cried out, but I regained my balance and kept moving.

    I looked back. I shouldn't have, but I did. It was upon me — a writhing mass of pure darkness, two flaming red eyes glaring at me as it bore down on me, nothing but death on its mind. In the smoky blackness I was sure I saw images, but I knew I couldn't get drawn into them, for that truly would be the end. Instead, all I had to do was–

    The beast interrupted my flow of thoughts by lunging for my leg, trying to grab me. I leapt forward, straight into the white light.

    It was a strange sensation, like leaping through a silk sheet while someone shone a floodlight in your face. I was blinded. The beast was nowhere to be seen. My ears filled with white noise. I was disoriented. I couldn't tell which way was up. I fell. I tumbled. I span. I called out, but the noise was too great. I was in the middle of everything and nothing, so insignificant in the midst of the chaos around me. I screwed up my eyes and waited for it to pass as I fell through — what?

    Abruptly, the sensations and the terrible noise stopped, and I was lying on my back, my eyes still closed. It was surprisingly comfortable after what I'd just been through, though I felt like there was something stuck up my nose. I tried to move, but my muscles were stiff from the climb, and I only managed to twitch a finger.

    Then I opened my eyes, and there she was.

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    #oneaday Day 678: Wasteland Diaries, Part 26 https://imnotdoctorwho.moegamer.net/2011/11/27/oneaday-day-678-wasteland-diaries-part-26/ https://imnotdoctorwho.moegamer.net/2011/11/27/oneaday-day-678-wasteland-diaries-part-26/#comments Sun, 27 Nov 2011 23:48:58 +0000 http://angryjedi.wordpress.com/?p=3137 Annie's question haunts me. "What are you going to do? Are you going to give him what he wants?" As I lie awake staring at the ceiling — a familiar sight by now after many sleepless nights — I ponder it. Will I give him what he wants? I'm still not sure if I can, particularly … Continue reading #oneaday Day 678: Wasteland Diaries, Part 26

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    Annie's question haunts me.

    "What are you going to do? Are you going to give him what he wants?"

    As I lie awake staring at the ceiling — a familiar sight by now after many sleepless nights — I ponder it. Will I give him what he wants? I'm still not sure if I can, particularly after all this. When it happens — if it happens at all — I want it to be because we're both ready and able to support both ourselves and the little one — oh God, a little person, an actual real human person…

    I screw my eyes up and pull the pillow around my ears as if muffling the sounds of the outside world will also muffle out the thoughts whirling around the inside of my head. I'm going in circles, around and around and around. I don't even know if the possibilities I'm considering are even, well, possibilities. But my brain, on edge as it is right now, is flitting from one extreme to the other of what might happen when — if — he comes around. And for all I know, that might never happen. Although if that were so why did his–

    I growl to myself, more to break the silence than anything else, and the sudden noise in the otherwise almost completely silent room distracts me for a short while. Then it's back to that sound of emptiness. In the near-silence, all the other sounds seem amplified. There's the whirring sound of the fridge, the gurgling sound of the dodgy boiler, the sloshing of water in the pipes. Outside I can hear the occasional car going past, the occasional shouting drunkard in the street. These are all sounds so familiar to me by now that I just tune them out usually, but now they're providing welcome distraction from the thoughts in my head.

    Before long, though, they fade into the background once more, and I find myself asking the same questions over and over again. Will I be welcome back into his life? Do I want him back in my life? Could I give him what he wants? Will he give me what I want?

    After all, we actually both want the same thing. The only difference is that he wants — wanted — it now, I want it when things are more stable. I couldn't bring up a child in the situation we were in. It wasn't that I didn't want it at all, it's that it just wouldn't work, and it would end up tearing us apart. The ironic thing is the way I handled it all ended up tearing us apart anyway. Perhaps if I'd just talked to him, we could have worked it all out, come to a compromise.

    But it's too late to think about that now. He's lying there, unaware of anything and everything. I don't even know if he's dreaming, if he's aware of what's going on around him, if he'll even remember me when he comes back. His reaction showed me that he was on the edge, that his life depended on me, on us.

    Do I want that? Do I want him to be dependent on me? I'm not sure I do. I can't be responsible for the happiness of one human being so completely. Can I? It's what I'd have to do if I was a mother, so why not–

    My thoughts are cut abruptly short by the shrill, piercing ring of the ancient telephone in my flat. It used to belong to my parents and is seriously retro, but I could never bring myself to part with it. Right now its mechanical ring is echoing around my brain. It feels like the loudest sound I've ever heard. And it's frightening.

    Phone calls in the middle of the night are only ever bad news. But what could it be? Could it–

    I don't have time to sit around thinking about it. It'll stop ringing in a moment and despite my fear, I have to know what it is. I leap out of bed and run to the phone in the hallway, snatching it up to my ear and breathlessly muttering "Hello?" just as the person on the other end is saying something to someone else, probably wondering where I am.

    "Oh, hello," comes a familiar voice, their conversation cutting off hastily. "Is that… Evie? Evie Anderton?"

    "Yes," I say, panting. It isn't far from the bedroom to the hallway but I feel like I've just run a marathon.

    "I'm sorry to disturb you so late," says the voice. "This is Dr. Clarkson down at the hospital."

    So that's his name.

    "Hello, Doctor," I say. "Is… everything all right?"

    There's a pause.

    "I… I'm not sure over the phone is the best way to do this," Clarkson says. "If it's not too inconvenient for you, I think you might want to get down here quickly."

    My heart leaps into my mouth, and my gut ties itself into a knot. What does he mean? What could have happened? Why is he calling me? Why is–

    "Please hurry," says Clarkson. "I'm sorry I can't explain more. But if you're coming, come quickly."

    I slam the phone down without saying goodbye, hastily grabbing the keys off the table in the hallway and bursting out into the street without putting any shoes on. It's cold outside, and it's raining heavily. I pull my robe more tightly around myself for warmth, but it doesn't really matter to me right now. I have to get there.

    My bare feet splash through puddles on the floor, spattering the legs of my pyjamas with droplets of water, sticking them to my ankles. But it doesn't matter. I have to get there.

    I round the corner, ignoring the funny looks I get from the few people still wandering the streets at this time of night — mostly drunks and tramps, I guess — and follow the familiar route through the streets to the hospital. The rain is worsening. There's a flash of lightning and a clap of thunder almost immediately. The storm must be right overhead. But it doesn't matter. I have to get there.

    I burst through the front doors of the hospital and charge straight past the reception area. I hear someone calling after me, then a murmured call to security. But it doesn't matter. I have to get there.

    I take the stairs two at a time — I can't wait for the lift, I have to keep moving — until I'm on the floor I've been to so many times by now. I charge past a tired-looking nurse in the corridor before he can say anything, and see the door to the room I've been in so many times in front of me.

    Clarkson is sitting on one of the uncomfortable plastic chairs outside the room. He stands at my approach, a warm, fatherly look in his eyes. I want to cry, but there's no time. What has happened?

    "Follow me," he says solemnly, pushing open the door to the room.

    I follow him, knowing nothing except one thing: for better or worse, what I'm about to see will mean the end of this particular nightmare.

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    #oneaday Day 677: Wasteland Diaries, Part 25 https://imnotdoctorwho.moegamer.net/2011/11/26/oneaday-day-677-wasteland-diaries-part-25/ https://imnotdoctorwho.moegamer.net/2011/11/26/oneaday-day-677-wasteland-diaries-part-25/#comments Sat, 26 Nov 2011 22:30:34 +0000 http://angryjedi.wordpress.com/?p=3135 As I wept, I remembered everything. I remembered Evie's face when she told me what she'd done. I remembered that feeling like I'd been punched in the gut. I remembered bursting into tears, Evie wanting to comfort me but me wanting nothing more than to run away. The red lights went out with a metallic … Continue reading #oneaday Day 677: Wasteland Diaries, Part 25

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    As I wept, I remembered everything. I remembered Evie's face when she told me what she'd done. I remembered that feeling like I'd been punched in the gut. I remembered bursting into tears, Evie wanting to comfort me but me wanting nothing more than to run away.

    The red lights went out with a metallic "clunk" sound. When they came back on again, the bloodstained crib was gone, and in its place was Evie once again, standing in the same immobile way she had been before. After a moment, though, her head moved up and her eyes opened, looking straight at me. There was a faint red glow in them that was deeply unnerving.

    The expression on her face was one of sorrow and regret.

    "I'm sorry, Adam," she said. "I'm so sorry. Please forgive me."

    I felt the sense of rage building in me and this time, I didn't want to stop it. I felt my body tensing and tightening, and my vision clouded. I felt myself losing control of my movements, but I just watched as my hands reached out to grab Evie by the throat. I picked her up and she struggled for a moment, then was still. I raised her into the air as if she weighed no more than a rag doll, and flung her lifeless body at the wall of this horrific room.

    Before her body impacted the wall, the lights went out again. The feeling of rage subsided and suddenly I was glad I hadn't seen what would have undoubtedly happened a second later if the lights had stayed on.

    "Are you sure that's how you really feel?" came my disembodied voice in the darkness. "You've had plenty of time to reflect on all this, after all."

    "What do you mean?" I replied, shouting into the darkness. "That was the end of everything! With that one selfish act, she turned what should have been the beginning of the rest of our lives into the end!"

    "Did she?" came my voice in response. It seemed to be coming from all around me. "This world was your creation, not hers. You were the one who ended the world, destroyed everything, turned everything to dust. You were the one who was so angry you wanted nothing more than complete and total annihilation of everything both you and she once held dear. And yet despite all that, what has the purpose of your long journey been?"

    I hesitated a moment before answering, and suddenly it dawned on me what he — I — was saying.

    "I've… been looking for her," I said. "I've been trying to reunite with her."

    "And why is that?" came the response.

    "I don't know," I said.

    The lights came on again, but this time, they were not red. They were the lights in the corridor of my flat. I was watching as a passive observer, but this time I was not in my wrathful, destructive form. I was staggering around, eyes clouded with tears. I bumped into several things in the hallway before stumbling into the bedroom and collapsing onto the bed, sobbing. The tears kept coming and I felt like they'd never stop.

    Shakily, I raised my head from the damp pillow and looked at the bedside cabinet. Atop it was an almost-full case of pills. I reached for them and–

    "Stop," I said. "I know all this. Don't make me go through it again."

    The scene faded and I was back into darkness again.

    "Very well," came the reply. "Now, answer me one question."

    "Anything," I said, my voice trembling. This was getting to be too much to take. I felt my head would explode with the pent-up emotion that these scenes and my emerging memories were provoking. "Anything. Please."

    "Why are you angry?"

    I considered this for a moment, my heart still racing, my pulse thumping in my ears. It was difficult to concentrate, but I had to. I just had to.

    "I was angry because she took our future," I said, finally. "She took away something precious from me. She brought about the end. She–"

    I paused. Was it her fault? Was I remembering this right?

    A light came on, a single bare bulb, illuminating a table with a chair either side of it. On one side was Evie, on the other side was me. I watch the scene unfold, knowing what happens next.

    "Adam, I have something important to tell you," said Evie, looking into the eyes of the other me.

    "What is it, sweetie?" the other me asked, taking her hand. "Are you all right?"

    "It's–" she paused for a moment, trying to compose herself. "It's about the baby."

    I saw the other me tensing up across the table from her. I started to feel the familiar knot in the stomach. Suddenly, I was the one sitting across the table from her, looking into her eyes as she started to speak again.

    "Adam," she said. "I want this to work. I really do. And I want to have a family with you. But–"

    "But what?" I said, a feeling of nausea rising in me. "What is it?"

    There was a silence.

    "I'm not ready," she said, breaking it. "We're not ready. You're out of work, I'm going to be out of a job before long. I've still got some money from my inheritance, but that's not going to last forever. Bringing a child into this would just be… wrong."

    I didn't respond, waiting for her to go on. The oppressive silence descended across the table again.

    "I… spoke to the doctors," she continued. "They said it wasn't too late to… reconsider, but that I'd have to make my mind up quickly."

    I knew what was coming next. And it suddenly dawned on me that the most important choice I'd have to make was about to come up. When the next words she was to say came out of her mouth, would I flee like I once did, starting this whole cycle of anger, depression and destruction anew? Or would I stick by her, accepting what she said and moving on with our lives until such a time as we were "ready"?

    "Adam, I'm so sorry," she said. "I… I can't go through with it. I made a choice. I've… terminated the pregnancy."

    Time seemed to stand still, the fate of the world hanging on my answer.

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    #oneaday Day 676: Wasteland Diaries, Part 24 https://imnotdoctorwho.moegamer.net/2011/11/25/oneaday-day-676-wasteland-diaries-part-24/ https://imnotdoctorwho.moegamer.net/2011/11/25/oneaday-day-676-wasteland-diaries-part-24/#respond Fri, 25 Nov 2011 23:14:21 +0000 http://angryjedi.wordpress.com/?p=3129 On the other side of the door was a darkened room. Red lights adorned the walls, just like they had in the corridor, but the walls still had that disgusting fleshy appearance. As I stepped into the room, I realised that the floor was wet, covered with a room-width puddle. I almost retched as I … Continue reading #oneaday Day 676: Wasteland Diaries, Part 24

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    On the other side of the door was a darkened room. Red lights adorned the walls, just like they had in the corridor, but the walls still had that disgusting fleshy appearance. As I stepped into the room, I realised that the floor was wet, covered with a room-width puddle. I almost retched as I remembered the puddle out in the corridor, and hoped against hope that I wasn't walking through a room carpeted with blood.

    In the centre of the room was a pedestal. I couldn't see what was on it, so I carefully walked closer, trying not to listen to the damp splashing sound my feet made on the wet floor.

    As I came closer, I realised that there was a small, shining object on the pedestal, and as I drew closer still it became clear to me that it was a golden ring — a wedding ring?

    Pausing a moment, unsure what to expect in this strange environment, I considered reaching out and touching the ring. There was nothing else in this room, and as I looked back at the door through which I'd entered, it slammed shut behind me. Like the first door in the corridor, there was no handle, lock, bolts or hinges on this side — not that getting back into that corridor would have helped, anyway. Whatever was going on here, it seemed that I had to proceed through whatever challenges lay ahead.

    With trepidation, I reached out and picked up the ring. Nothing happened when I did so, and I breathed a sigh of relief. It was a smooth band of solid gold, and looked about the size of my finger. Not knowing what else to do, I put it on my ring finger slowly and carefully. It felt strange. I felt an uncontrollable urge to fiddle with it. I was uneasy.

    Then the lights went out.

    "So, it's time," came a voice in the darkness — an all too familiar voice that I was somewhat surprised to hear talking to me. It was my own.

    "Time for what?" I asked, still absent-mindedly fiddling with the ring on my finger. "I don't understand what's happening."

    "No, I suppose you don't," came the voice that was not me. "It's been a long journey to get to this point, after all, but I think you're ready."

    "Ready for what?" I say, annoyed. "Stop talking in riddles!"

    "You have some choices to make," came the reply. "Some difficult choices. What you did bought you time to think. But that time is coming to a close. And it's time for you to determine what you're going to do."

    I still didn't understand what was going on, but I figured that the only way to get out of this situation would be to follow the strange voice's — my voice's — instructions.

    "Fine," I say. "What are these choices?"

    "Oh, it's not as simple as that, and you know that," came the reply. "But very well. Let's start."

    A door appeared in front of me in the darkness. Instinctively, I walked towards it and pushed it open. Behind the door was a small room, lit again with the red lights. Standing in the middle of the room was Evie, her eyes closed, seemingly unaware of my presence.

    "Evie?" I said, walking towards her hesitantly. "Evie?"

    She didn't respond. I touched her cheek with my hand but still she did nothing. She was completely immobile, but her skin was warm. She was alive, but she was — what? — asleep? I wanted to stay with her, to make sure she was safe, but at the same time I could see another door behind her on the other side of the room. The one I came in by had closed behind me, so I was trapped.

    "Choose," came my voice. The door at the far side of the room creaked open. Evie continued to be unaware of my presence. Should I stay here? Or should I continue onwards? If that door closed again I might never get out of here. My thoughts were rapid, fleeting. I was panicking.

    I looked at Evie's face — that beautiful face, somehow even more enchanting when she was asleep — and found myself torn in two directions. On the one hand, I needed to move on, to escape. On the other, I couldn't leave her behind in this place, whatever had happened to her. I had to–

    "Choose," came the voice again, impatiently. "Will you stay here? Or will you move on?"

    I didn't really have a choice if I wanted to escape that place. Kissing Evie lightly on the cheek, I left her behind and headed for the door, proceeding into the next room, which was dark. The door slammed behind me and I was left in pitch darkness for a moment, and then a metallic "clunk" signalled more of the red lights switching on. Their glow was somewhat menacing and oppressive. The lack of any colour other than red in that strange place gave it something of a claustrophobic feel. I didn't want to stay there any longer than necessary.

    As the lights came on, I saw that there was something in the middle of this room, too. It looked like a small cage, or possibly a–

    No. It was definitely a crib. I shivered. What was this? What kind of sick mind would put this here? I felt my skin crawling. I didn't want to look inside that crib. I had a horrible feeling I already knew what was in there, but I felt like I was being pulled towards it by an invisible rope around my throat. I couldn't stop myself from walking forwards, and before long I was upon it. I didn't want to look, but my eyes were inexorably drawn towards it. I tried to close my eyes, but I couldn't. I had to look. I had to see.

    And I did.

    The crib was empty. The crisp white sheets were smooth and unmarked save for a few tiny spots of blood in the middle. It's exactly what I thought I'd see.

    I leant on the side of the crib and started to weep uncontrollably as the last of my missing memories finally came flooding back to me.

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    #oneaday Day 675: Wasteland Diaries, Part 23 https://imnotdoctorwho.moegamer.net/2011/11/24/oneaday-day-675-wasteland-diaries-part-23/ https://imnotdoctorwho.moegamer.net/2011/11/24/oneaday-day-675-wasteland-diaries-part-23/#respond Thu, 24 Nov 2011 23:01:30 +0000 http://angryjedi.wordpress.com/?p=3127 "It's really good to see you, Evie," says Annie, smiling at me from across the table. "I was beginning to give up hope on ever spending time with you again." "I know," I say. "And I'm sorry. Things have just been so… you know." "Yeah," she says. "Well, no. Not really. I can't imagine what … Continue reading #oneaday Day 675: Wasteland Diaries, Part 23

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    "It's really good to see you, Evie," says Annie, smiling at me from across the table. "I was beginning to give up hope on ever spending time with you again."

    "I know," I say. "And I'm sorry. Things have just been so… you know."

    "Yeah," she says. "Well, no. Not really. I can't imagine what must be going through your head right now. But still. It's… No. It's fine. I'm just glad you're here now."

    I take a sip of the wine that Annie bought me. It's been a long time since we had the chance to hang out together, but she remembered what I liked without prompting. She was always good at the details. I was always the sort to charge into situations blindly without paying attention to the finer points of what was going on. And I guess that was my problem that got me into this position in the first place.

    "How are you feeling?" she asks, her eyes wide. She's so beautiful. How has she been single all this time? I must look a complete wreck. That must be why she's asking.

    "I'm holding up," I say. It's not a complete lie. While I'm still prone to bouts of depression and uncontrollable crying, I do at least feel like I can go out into the street and face people that I want to see rather than people that I have to see.

    "Hmm," she says, running her finger around the rim of her glass, frowning at me. "I hope so. I've been so worried about you."

    "Sorry," I say again. I feel like I should apologise to everyone. Of course, "everyone" now represents such a small number of people that it wouldn't be a particularly big challenge to do so. I've driven everyone away, retreated into my own little world ever since all this happened.

    "Stop being sorry," she says, admonishing me in a friendly way, a gentle smile on her lips. "It's all right. You can get through this, Evie. Whatever happens. But I think you know that."

    "Yeah, I do," I say. "I made a choice, and I'm having to deal with the consequences. I couldn't have predicted what those consequences could be when I made the choice, but now I'm having to deal with them. I might have another choice to make soon, or it might just be another consequence. But… I think I might be ready for it."

    "Attagirl," says Annie. "You sound like you might be. I think that's the most words you've spoken to me at once in a good long while. You sound stronger."

    "I am," I say.

    Our food arrives. Annie tucks in to her chicken and bacon salad, while I pick at the rice of my chilli con carne idly, occasionally lifting a few grains into my mouth.

    "You're not hungry?" she mumbles, her mouth full of a lump of chicken.

    "No, I am," I say. "I'm just… thinking."

    "Well stop," she says, swallowing. "I know pub food isn't exactly haute cuisine, but food's food, and look at you. You look like a beanpole. Get it down you."

    I smile and laugh weakly. I'm lucky to have her, my last remaining family member. The Anderton line stops with us, unless–

    I banish such thoughts from my head and take a big mouthful of the chilli. It's spicy, but not overly so. It tastes good after the crap I've been eating for the last while. Cooking just hasn't felt particularly high on my list of priorities while I've been living in that shithole, and besides, with the amount of times the power goes out each week, it's unlikely I'd be able to keep the oven on for long enough to cook something interesting.

    "So," Annie says, pushing her bowl away. She's finished already. "I'm sorry to bring this up, but… how are things?"

    "You mean with Adam, right?"

    "…Yeah."

    "They're… I don't know, Annie," I say, swallowing another mouthful of the food. It's good. "I keep feeling like I'm reaching him — this last time I was so convinced that he was there, that he was responding, that he was listening to me — but every time it just seems to all come crashing down again. They're doing some 'tests', they say, but they won't say what."

    "To be fair, Evie, if they told you, would you understand?" she asks, smiling that warm, gentle smile again. "They are doctors, after all."

    "You're probably right," I say, smiling back at her. "I know there's nothing I can do. I just feel so… you know… responsible for this whole situation."

    She takes my hand in hers.

    "Look, Evie," she says. "I know you keep blaming yourself for all this. But you said yourself: you couldn't have predicted these exact consequences. It's a choice you made — a choice you had every right to make. It's not your fault that the fallout from it was so terrible. You can't go on blaming yourself for what others do, or what those things they do make you feel. That's all on them."

    "I shouldn't have lied," I say. "I should have just been up front with him about it. He told me what he wanted. I just didn't know how much he wanted it. I should have–"

    "Coulda, shoulda, woulda," she says mockingly. "Come on, sis. Looking back on things won't help. The past is behind you. You can't change it. So there's no point dwelling on it. It's not as if you get a 'do over' to try again, is it?"

    "No," I say, shaking my head sadly. "No, you don't."

    There's a silence for a moment. A waitress comes over and clears our table.

    "Everything all right?" she asks, balancing our crockery on one hand and placing some dessert menus down with the other.

    "Fine, thanks," I say quietly. She nods and walks away.

    "Let me ask you something," Annie says, mercifully breaking the silence. "It might be a difficult question, but I think you need to consider your answer if you haven't already."

    I take a deep breath.

    "Okay," I say. "Ask away."

    "If… if he does come back to you — and I don't want you to get your hopes up too much — then what are you going to do? Are you going to give him what he wants?"

    I ponder this for a moment. All this was caused by my own selfish desires, going against what he wanted. I resented him a bit for putting me in this position, but I felt I owed it to him to be there and be the first face he saw when he came back.

    "I honestly don't know," I say. "I guess I'll have to cross that bridge when I come to it."

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    #oneaday Day 674: Wasteland Diaries, Part 22 https://imnotdoctorwho.moegamer.net/2011/11/24/oneaday-day-674-wasteland-diaries-part-22/ https://imnotdoctorwho.moegamer.net/2011/11/24/oneaday-day-674-wasteland-diaries-part-22/#respond Thu, 24 Nov 2011 00:17:40 +0000 http://angryjedi.wordpress.com/?p=3125 I remembered everything I thought there was to know about myself — who I was, who Evie was, what she meant to me. There were still some unexplained questions, however — what was I doing in this ruined, dead environment? Try as I might, I still couldn't remember whatever cataclysmic event had plunged the world … Continue reading #oneaday Day 674: Wasteland Diaries, Part 22

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    I remembered everything I thought there was to know about myself — who I was, who Evie was, what she meant to me. There were still some unexplained questions, however — what was I doing in this ruined, dead environment? Try as I might, I still couldn't remember whatever cataclysmic event had plunged the world into its current state. All I remembered was that bright flash, and everything fading to black — then I'd woken up on that deserted street.

    My newly-recovered memories didn't explain that strange, rage-filled power I seemed to have, either. How was it possible for me to cause such destruction? It couldn't be possible. And yet I'd seen it happen, I'd seen the results. It didn't make any sense.

    "No, I suppose it doesn't," came an unfamiliar voice, reverberating through my head in the darkness. I wasn't sure if I was actually hearing it, or if it was a figment of my imagination.

    "Wh– who are you?" I called, unsure where I should direct my voice. "What do you want?"

    The lights were still off and, fumbling around in the darkness, I couldn't seem to find any of the furniture in the bedroom that I'd previously seen. Perhaps I was just misjudging distances.

    "Come," said the voice. "There is much for you to consider. You have grown strong on your journey. Perhaps it is time for you to face your demons."

    I gasped. What was this strange voice talking about? Who was it? What demons?

    There was a mechanical "clunk" sound and a dim red light came on in front of me. It was above an unassuming-looking metal door. The door didn't give any indication of where it might lead, or even if it would be a good idea to step through it, but something about the tone in the strange voice suggested that I didn't have many options.

    I reached for the handle on the metallic door and it opened in front of me before I'd even touched it. Beyond was what looked like a long corridor, lit at periodic intervals by similar dim, red lights. The floor looked to be a shallow staircase leading downwards, though I couldn't tell how far it led, as it disappeared into darkness before long, the illumination from the red lights only carrying so far.

    I stepped over the threshold of the door and it slammed shut behind me. I jumped at the sound and instinctively turned around to try and open it again, but it was no use. This side of the door might as well have been a wall. There was no handle, no keyhole, no visible hinges — it was made for keeping whatever goes through it inside.

    I had little choice but to begin walking down the eerie, silent corridor, my footsteps on the metallic floor the only sound to be heard. The voice, it seemed, had left me in peace for now, to discover what lay at the end of this hallway for myself. Its absence didn't make me feel any better, but I was in no hurry to hear it again, either.

    As I walked, the gentle slope of the staircase continually leading downwards for what felt like hours, I began to hear a sound. It was faint, distant at first, and I wasn't sure what it was. It was a dull, regular thumping. As I walked ever deeper into the depths of whatever structure I was currently inside, the sound gradually grew louder until it occurred to me that what I was actually listening to was a heartbeat.

    I'd heard my own heartbeat before, but this was amplified so much that it seemed to make the walls shake. It was as if a nightclub sound system was broadcasting nothing but a heartbeat with the volume turned up to the max. As I continued ever onward, ever downwards, I became acutely aware of my own heartbeat alongside that which I heard in the corridor. Being aware of the sound and of my own unease caused my breathing to quicken, and my pulse to rise. I wasn't sure if I was imagining it, but it seemed like the loud heartbeat in the corridor mirrored my own pulse, increasing in speed as my nerves frayed.

    The corridor had plain metal walls ever since the start, but from where I'd got to now, faint markings started to appear. I looked at them, unsure what to make of them. They were lines drawn over the walls, seemingly at random — or possibly cracks. In the faint red light of the lamps that adorned the walls it was difficult to tell, but it was plain to see that the walls were very slowly changing the deeper I went.

    Further down I continued, the patterns on the walls growing in intensity and the material from which the walls were made seeming to change, too. I didn't look too closely, as all I wanted to do right now was to get out of this corridor.

    It wasn't until I slipped on a damp patch on the floor that I realised what was happening to the walls. Reaching out to brace myself on the wall and prevent myself from falling, my hands found not metal but something altogether more fleshy and unpleasant. I looked down at the damp patch on the floor that I'd slipped in — it didn't look like water. I couldn't tell for sure in the red light, but it looked suspiciously like blood. And those markings on the walls — which, now I was aware of them, seemed to be pulsating and glistening with their new-found life — looked rather like veins and arteries.

    I started to panic. I'd never been great with blood, and now it looked like I was descending into the innards of… what? Someone? Something?

    I began to run forwards, hoping beyond hope that this corridor would end soon, leading me to an exit that offered daylight — even the dry, barren, dead wasteland was better than this terrifying place.

    Then, it was there. Up ahead of me, a door. A way out. Finally I'd be able to escape this horror.

    As I hastily slammed open the door and saw what was on the other side, though, I realised that the horrors were just beginning.

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    #oneaday Day 673: Wasteland Diaries, Part 21 https://imnotdoctorwho.moegamer.net/2011/11/23/oneaday-day-673-wasteland-diaries-part-21/ https://imnotdoctorwho.moegamer.net/2011/11/23/oneaday-day-673-wasteland-diaries-part-21/#respond Wed, 23 Nov 2011 00:32:04 +0000 http://angryjedi.wordpress.com/?p=3123 I'm rudely barged out of the room. "Get her out of here," one guy says as a woman takes my arm in a friendly but firm manner and urges me in the direction of the door. Strange sounds are all around, bleeps and beeps and sirens. I don't know what's going on. I feel dizzy. … Continue reading #oneaday Day 673: Wasteland Diaries, Part 21

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    I'm rudely barged out of the room.

    "Get her out of here," one guy says as a woman takes my arm in a friendly but firm manner and urges me in the direction of the door. Strange sounds are all around, bleeps and beeps and sirens. I don't know what's going on. I feel dizzy. The world is a blur as I'm pushed out of the room and placed in one of the uncomfortable chairs in the corridor.

    I close my eyes and take a deep breath. My eyes are stinging with the tears that are flowing freely down my face. I can't breathe. I can't focus. I can't calm down. I'm panicking, but I'm not sure why. My mind whirls from one place to another, barely aware of my surroundings and of the fact that someone's coming towards me and–

    "Evie," comes a familiar and kindly voice. It's the old guy — I still don't know his actual name — but I appreciate everything he's done for me so far… and for him. "Evie, are you all right?"

    I gulp, and gasp, and sob. My shoulders spasm with every breath, and it's difficult to breathe, but the embarrassment of breaking down like this in front of someone else is causing my shame reflex to kick in, overriding the feelings of panic in my brain.

    "Evie," he says again, placing one of his big, leathery hands on my shoulder. "It's all right. Calm down. Please."

    I close my eyes and breathe deeply a few times again. The feeling that I want to run and hide slowly dissipates, and I feel the power of speech returning to me, though it's a big effort.

    "I'm… I'm all right," I say through occasional uncontrollable sobs. "I'll… be okay."

    "Evie," he says again. "I understand that it's likely difficult to talk about, but would you mind telling me what happened? You were the only person in there when–"

    "You… you don't think I had anything to–" I'm mortified. Am I being accused of causing this? I guess I sort of did, but that sickening feeling of guilt rising up inside my stomach feels unjust, and I feel the sense of panic rising again.

    "No," he says, trying to calm my fears, and being mostly successful at it with that one simple word. "All I mean is that you saw what happened. Can you tell me what went on?"

    I rub my face, covering it for a moment and smearing the wet tears over my cheeks. I'm glad I'm not wearing any makeup, otherwise I'd be a horrendous mess right about now. I haven't worn makeup for a long time, ever since–

    "Yes," I say. "I was… and this will sound silly, I know… I was talking to him."

    The old guy nods, but says nothing, waiting for me to continue.

    "I told him some things and, I don't know, really — no. He heard. He heard me." He did. I'd seen him move. He hadn't spoken, hadn't opened his eyes, but I knew he'd heard me. I was sure I'd seen that fingertip twitch.

    "Mmhmm," says the old guy. "What makes you think he heard you?"

    I pause. I'm not sure how to explain it, so I just go for the straight facts.

    "I saw his fingertip move," I say. "I spoke to him, and I saw him move, as if it was an answer to me. He didn't speak. Just that fingertip moved. But it was for me. I think. Maybe. I don't know."

    The old guy nods again.

    "Okay," he says. "And what happened then? When did… things start happening?"

    "I'm not sure," I say. "I was talking to him about things… apologising for things I'd done, and…"

    "You think he heard you," the old guy finishes for me. "You think he responded to the things you're sorry about, and his reaction caused this."

    "Yes, I guess," I say. "I mean, you're the expert, you tell me."

    "We'll have to do some tests," he says. "But thank you. That's a big help. Now, given these… developments, I'm afraid we'll need to keep him in strictly controlled conditions for the moment. That means–"

    "I know," I say. "You need me to stay away."

    "I'm sure you understand," he says. "I know you want him back, but it's not going to be an easy road, and there are no guarantees. I just don't want you to get your hopes up too much."

    I nod. Tears come back into my eyes, and one rolls down the side of my face, leaving a wet trail over my cheek. The old guy hands me his handkerchief — who still carries an actual handkerchief? — and I gratefully accept it, dabbing my face and then blowing my nose in a very undignified manner before realising how inappropriate that probably is.

    "Uh," I say, holding the now-wet handkerchief by one corner.

    "That's okay," he says, laughing. "You keep hold of that for now."

    He stands and turns away from me for a moment.

    "I admire you, you know," he says. "There aren't many people left with a love as strong as yours. I envy you a bit."

    "I'm not sure I'm worthy of being envied," I say, sniffing. "There's more to this story than you know."

    He turns back to me.

    "Perhaps there is," he says. "But it's none of my business. Your life — and your life together — is your own. We're doing everything we can to reunite you."

    "I know," I say. "I know."

    I stand and solemnly turn for the door. I start walking, slowly, staring at the ground and listening to my echoey footsteps as my feet hit the floor.

    "Thank you," I say quietly as I reach the door, pushing it open and turning my back on this place for the moment.

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    #oneaday, Day 672: Wasteland Diaries, Part 20 https://imnotdoctorwho.moegamer.net/2011/11/22/oneaday-day-672-wasteland-diaries-part-20/ https://imnotdoctorwho.moegamer.net/2011/11/22/oneaday-day-672-wasteland-diaries-part-20/#respond Tue, 22 Nov 2011 00:11:19 +0000 http://angryjedi.wordpress.com/?p=3121 "You're there," she said, turning to me, her long hair whipping around as she span round to look at me. "You're really there, aren't you?" "Yes," I said. "I am." "Oh, God, Adam, I've missed you so much," she said. "I've been waiting for this moment for so long. And now it's here, I don't … Continue reading #oneaday, Day 672: Wasteland Diaries, Part 20

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    "You're there," she said, turning to me, her long hair whipping around as she span round to look at me. "You're really there, aren't you?"

    "Yes," I said. "I am."

    "Oh, God, Adam, I've missed you so much," she said. "I've been waiting for this moment for so long. And now it's here, I don't know what to say. Just please tell me you're not going to go away. Please tell me that."

    She'd stepped towards me, and I could see the tears in her eyes, sparkling in the dim light of the room. It was oddly beautiful.

    "I'm not going to go away," I said. "I've spent all this time trying to find you, and here I am."

    I reached out to touch her, but suddenly she was just out of reach. I hadn't seen her move, but she was beyond my grasp. It was almost as if the room had extended to put some distance between us, but I knew that couldn't be possible.

    "Oh, Adam," she said again, her voice quavering. "You have no idea how this feels. My heart is in my mouth. I don't want to let this moment end. I don't want to…"

    She trailed off. What didn't she want?

    "What?" I asked. "What's wrong?"

    "I'm scared, Adam," she said. "Because if you come back to me, it means I'll have to face up to things… things that are difficult to deal with. And so will you."

    We need to talk about us, I thought grimly. But what followed those unnerving words?

    "I know," I said, trying to reach out to her once more but again finding her just out of reach. "I know, Evie. I can't remember what's happened, what led to this point. But it must have been something awful. But we'll get through it, together. That's what this has all been about, hasn't it? Us."

    She was silent for a moment, then gives a choked sob. She bowed her head slightly, her hair casting a shadow over her face. The faint light seemed to be dimming a little. Perhaps the power was failing, or the bulb was going.

    "Adam, I don't know if you're even aware of this, what might be going through your mind right now, but I need you to know something," she said, her voice quavering as she said it. "I love you. I always have. I always will. I don't expect that to mean anything after my moment of weakness, my betrayal that led to everything collapsing around us, but I needed to say it."

    Betrayal? That was a strong word. Was this something to do with her "mission"?

    "What are you talking about, Evie?" I asked. "What… what did you do?"

    She was silent again. It was obviously tough for her to talk about. The light flickered a little, then returned to stability. She turned away from me to face the light again. The halo around her hair was still fading as the light lost what little life it had left. But I could still see her — and she was still out of reach. I didn't understand it. The room seemed to defy the laws of physics. She was right there, yet I couldn't reach her to touch her, and I so longed to touch her. Fragments of memories floated through my mind, unorganised, telling me that I loved this woman deeply, that she was my everything. My world.

    "Adam," she said again. Every time she said my name I felt a shiver down my spine. "Adam, I'm so, so sorry."

    "I know you are, Evie," I said. "But… look, this is going to sound strange but… I know you're important to me, and I know we were together, but my memories, they…"

    I stopped. She was full-on sobbing, taking big gulps of air and gasping for breath as the tears flowed freely. I wanted to take her in my arms, to hold her, to tell her everything was going to be all right, but I couldn't. I  felt like I was rooted to the spot, like someone had stuck superglue to my shoes, or like I was trapped inside an invisible casing, too heavy to move. It was a disconcerting feeling — no, frightening. Over the course of my journey, I'd come to discover how terrifying it was to lose control of yourself and just be able to watch as a passive observer as terrible things happened. I didn't want that to happen now. I didn't want that to happen ever again. But I knew that terrible power lay inside me, and right now I had a feeling I was more at risk of unleashing its terrible fury than ever.

    "Adam," she said again, her words punctuated with sobs. "Please forgive me. Please, please forgive me. We can try again. Start again. It's not… it wasn't… it wasn't your fault. It was me. I was weak. I couldn't… I can't. I don't. I… never meant to… I…"

    I felt a knot in my stomach and I hoped something terrible wasn't going to happen again. The feeling of unease and fear was turning into dread, and I knew that I had to keep a firm grasp on my sanity, to hold on, to be strong. My heart was thumping so hard I could hear it and feel it in my chest. I breathed deeply to try and control myself, but it was getting difficult.

    There was a sparking, buzzing sound and the light spluttered a few times, plunging the room into total darkness for a split second. When it came back on again, she was still standing there. It flicked off again, and stayed off this time.

    "Evie," I said. "Evie!"

    There was no response. The light flickered on for a moment, and she was gone. Then it died, and I was left in silent darkness once more to contemplate what had just happened.

    Something seemed to click in my mind, like a thief suddenly finding the right combination to a safe.

    And I remembered.

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    #oneaday Day 671: Wasteland Diaries, Part 19 https://imnotdoctorwho.moegamer.net/2011/11/21/oneaday-day-671-wasteland-diaries-part-19/ https://imnotdoctorwho.moegamer.net/2011/11/21/oneaday-day-671-wasteland-diaries-part-19/#respond Mon, 21 Nov 2011 00:40:12 +0000 http://angryjedi.wordpress.com/?p=3119 I'd been hearing the words over and over and over again ever since they'd appeared in my mind that first time. We need to talk, they said. It's about… us. The conversation — if you can call it that — never went any further. But I knew what followed in that locked memory was the key … Continue reading #oneaday Day 671: Wasteland Diaries, Part 19

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    I'd been hearing the words over and over and over again ever since they'd appeared in my mind that first time.

    We need to talk, they said. It's about… us.

    The conversation — if you can call it that — never went any further. But I knew what followed in that locked memory was the key to what was going on now. But how would I access it without unleashing something terrible on the world — more terrible than what I had already done?

    I didn't know. But I had to find out, consequences or no. This was the key to everything, the door behind which lay my buried past, my memories, everything I once held dear.

    I had been walking, but I stopped at this. Was this really a good idea? Right now, the concept of "everything I once held dear" was safely behind a vault door. I knew from my surroundings and from the fact that there were no other people anywhere to be seen that everyone everywhere had lost everything. Would coming to understand that which was once important to me and the fact it was all now turned to dust be too much to handle?

    I wasn't sure. I wasn't sure if I was already going insane or not, for there was no rational explanation for some of the phenomena which had come to pass in the recent days, weeks, months? I'd lost count, and I was beginning to lose hope that I'd ever find my way to my destination.

    But that evening, after several days of trudging through the empty, featureless fields, I finally came to a road. Walking along it a short distance revealed a number of mostly-intact signs — enough to get my bearings using the battered book of maps, and enough for me to tell that I was a lot closer to the address I'd seen in Annie's phone than I thought I was.

    I fished the phone out of my pocket and tried to turn it on, but there was no response from the screen. The battery had obviously given out, and I wasn't holding out too much hope to find somewhere with power any time soon. I'd had the foresight to mark where I was headed on the map, however, so I still have a rough idea of the direction I should be going.

    By nightfall, I was starting to enter what was clearly once a built-up area. The houses and other buildings lie ruined and broken, just like they were at the start of my journey. But I knew that I was nearing the end of the road. I didn't know what I'd find when I got to that mysterious "X" I'd drawn on the map to mark where I thought the address in the phone must be, but I was getting closer to finding out.

    The road in question was in the middle of a burnt-out city block, and the address I thought it was looked like a dilapidated apartment building. Unlike many of its neighbours, however, the building looked mostly intact — quite similar to the building in which I'd found Annie, in fact. My spine tingled as I recalled the image of the woman's body crumbling to dust at my touch. Would something similar happen here?

    With a sense of trepidation, I pushed the front door. It was already open, and it gave a creak as it moved inwards — a sound that broke the surrounding silence so suddenly that it made me jump.

    Inside, it was dark, and the light outside had faded so much that it was almost impossible to see where I was going. I felt my way along the walls and came to a staircase. I proceeded up the wooden stairs, each of which creaked unnervingly as I trod on them as lightly as possible, and made my way to the first landing.

    My eyes were starting to adjust to the dark by now, and I could just make out that I was in a corridor, with doors on either side. There was nothing to tell me which was the right door, however — or even if I was in the right building at all. I let my instinct lead the way, and found myself in front of a door on the right at the end of the corridor. In the low light, I couldn't read the number on it.

    I knocked on it. The sound echoed down the empty hallway.

    I waited for a moment, but there was no response. I wasn't expecting there to be — or was I? I could feel my heart beating quickly now. Was Evie in there? If she was, why wouldn't she answer?

    I tried the handle on the door and to my surprise it opened for me. It had been left unlocked. This door creaked almost as much as the front, and I tried to control my increasing sense of unease, but there was no mistaking this feeling: I was frightened. Anything could happen in the next few moments, and I wanted to be ready for it. The trouble was, I didn't know what I should be getting ready for.

    As it happened, I soon found my answer. Of all the possibilities of what might be about to happen to me in that pitch-dark apartment, what I'd dismissed as the least-likely option was the one which occurred.

    Pushing open another creaky wooden door, I found a bedroom. Unlike the other rooms, which I'd had to stumble around in the dark, I could tell this was a bedroom, because there was a dim light at one side of the room — enough to illuminate the area in a faint and eerie glow, casting disturbing shadows on the wall.

    The most disturbing shadow of all was that of a human figure who stood looking out of the windows, her back to me, her flame-red hair tumbling down her back, the dim light making a halo around her head.

    "Hello, Adam," she said.

    "Hello, Evie," I replied, my voice cracking with the first words I'd spoken for some time.

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    #oneaday Day 670: Wasteland Diaries, Part 18 https://imnotdoctorwho.moegamer.net/2011/11/20/oneaday-day-670-wasteland-diaries-part-18/ https://imnotdoctorwho.moegamer.net/2011/11/20/oneaday-day-670-wasteland-diaries-part-18/#respond Sun, 20 Nov 2011 00:04:16 +0000 http://angryjedi.wordpress.com/?p=3116 I've spent the last few hours sitting in my room staring at the wall, memories going round and round my head. I intended to spend some time meditating, calming myself, bringing myself to a feeling of peace and serenity, but it wasn't going to happen. Unwelcome thoughts kept clouding my mind; memories kept interfering with … Continue reading #oneaday Day 670: Wasteland Diaries, Part 18

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    I've spent the last few hours sitting in my room staring at the wall, memories going round and round my head. I intended to spend some time meditating, calming myself, bringing myself to a feeling of peace and serenity, but it wasn't going to happen. Unwelcome thoughts kept clouding my mind; memories kept interfering with my relaxation process.

    I decide to go out for a walk. Maybe that will clear out my head. I let my front door slam behind me and freeze for a moment as I'm not sure if I've got my keys.

    Fortunately, I have. I let out the sharp breath I'd taken and try to centre myself, but I feel uneasy, on edge, almost panicky. It feels wrong to be "avoiding" him like this, but I know it's the right thing to do. I need to be able to look at things in an objective manner — to calm down — and spending day after day in that place wasn't helping. I am tired, I am depressed, I am lonely and I am getting poorer by the day. The inheritance money has almost dried up and I have absolutely nothing to show for it — a pokey little flat that I'm sure has rats and definitely has cockroaches; no car; no job; no prospects for the future beside some blinkered hope that I might be able to rebuild my shattered life into some semblance of normality after the worst possible thing that could have happened, happened.

    No. It wasn't that random, that clinical. I made the terrible thing happen, so it's only right that I live through the consequences. I'm the one who set in motion the chain of events that led to where we are now. And I'm the one who will have to pick up the pieces.

    Probably.

    A few light flecks of rain hit my cheek as I walk down the street, and I look up. I hadn't thought to look at the weather when I left the building, but it's clear that these few flecks of rain are just a prelude to a gathering storm.

    I see a flash of lightning, and hear a rumble of thunder off in the distance. I feel that strange feeling in the air when a heavy thunderstorm is coming, and wait for the inevitable torrent of rain to drench me as I continue walking.

    I come to that grotty little park a short ways down from my building and walk into it. It's deserted as usual — why would anyone want to spend time here, however many park benches they put in it? — but I decide to stop here and let the storm come to me.

    As I stop, the heavens open. The lightning flashes and the thunder follows almost immediately. The light spattering of rain quickly builds to a full-on downpour, running down my hair, plastering it to my face and making my eyes sting.

    I'm without a coat, without an umbrella. The rain is cold, but refreshing. I kneel on the floor and watch the ripples in the growing puddles and the tiny splashes that each droplet makes as it impacts the pavement. While I'm cold, my eyes hurt and the feeling of water running over my skin and sticking my clothes to my body is unpleasant, for some reason it has ceased to matter. This storm is the thing I've been waiting for, a feeling that I'm being cleansed, the slate wiped clean, to start again, refreshed. For a storm always passes, and its effect on life around it is noticeable. Grass grows back greener, once-dry ponds are full once again, and the world is refreshed. There's no scent better than that of the natural world after a heavy storm.

    Of course, such smells are far from the big city, where a rainstorm simply makes traffic heavier, but this pathetic little park is separated enough from the revving engines and the blaring horns that I'm only dimly aware of in the distance.

    I remember one time when I was going to meet him, early in our relationship, and this kind of storm happened. I'd got to the restaurant early and it was closed, and there was no sign of him. I was underdressed for the occasion — "dressed to impress", I liked to call it, with my shapeliest black dress and the most impractical heels I could find — and that became even more apparent when the rains started. But when he arrived — exactly on time, just as he always did — he didn't mind that my hair I'd spent ages on looked ridiculous, that my makeup had run and I wore a thunderous expression on my face. He simply took off that long coat he always wore, wrapped it around my shoulders and led me back to his car. He drove me back to his place, lit his fire — a real fireplace! — and let me warm myself by it. He made me a hot cocoa and gave me a biscuit — a jammy dodger, I could never forget — and then put his arm around my shoulder. Then he kissed me softly and tenderly, but there was such intense feeling behind it that I immediately burst into tears.

    Tears like those which are running down my face now, mingling with the worsening storm and plopping onto the pavement, a tiny splash with each one that falls. Everyone around me is too wrapped up in their own situation to care about me, as loud as my sobs are.

    That means I have to make this right myself. I close my eyes, set my jaw and grit my teeth and try my best to stop crying. I am shaking, upset, anxious — but I feel a new sense of determination. This is it. This is what I needed. I can't pin down exactly what has just happened, but I know that from here, I can move forward. I can make progress.

    If I can't save him, I can save myself.

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    #oneaday Day 669: Wasteland Diaries, Part 17 https://imnotdoctorwho.moegamer.net/2011/11/19/oneaday-day-669-wasteland-diaries-part-17/ https://imnotdoctorwho.moegamer.net/2011/11/19/oneaday-day-669-wasteland-diaries-part-17/#respond Sat, 19 Nov 2011 01:01:20 +0000 http://angryjedi.wordpress.com/?p=3113 I flipped past the first entry in the diary that I'd already read. The next one was a couple of days later. "November 3, 2014," began the entry. "Loneliness is getting the better of me. This world is not where I want to be. This world is a shadow of its former self. Evie's mission … Continue reading #oneaday Day 669: Wasteland Diaries, Part 17

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    I flipped past the first entry in the diary that I'd already read. The next one was a couple of days later.

    "November 3, 2014," began the entry. "Loneliness is getting the better of me. This world is not where I want to be. This world is a shadow of its former self. Evie's mission might rebuild it, or it might doom it. I don't know what the outcome will be."

    She'd mentioned the "mission" once before, but I had no idea what that could be. It sounded as if what Evie was up to had something to do with the state the world was in — or perhaps she was looking for a way to restore things to how they were. How could that be, though? Surely that was impossible. Everything lay in ruins; everyone was dead, turned to dust.

    "November 10, 2014," began the next entry, its handwriting noticeably more untidy. "I wish I had my sister's stubbornness. Once she sets her mind on something, she sticks to it, commits to it wholeheartedly. I've only ever known one time that she didn't. That's what made her have to go away. That's what made her set off on this insane mission. It's over, I wanted to tell her. She should just give up. Like I have. There's no hope."

    Annie, it seemed, hadn't been handling the changes too well. Evidently she'd relied on Evie — for it had to be her; there was no other sister mentioned anywhere — a great deal over the years, and being suddenly without her had plunged her into a feeling of loneliness and despair. "There's no hope," she wrote. What a terrible way to feel. I'd felt my thoughts sliding in that direction on more than one occasion, but I'd managed to keep going somehow. I wasn't sure how long I'd last.

    I flipped through the rest of the diary; similar sentiments were expressed throughout. Annie seemed to be suffering a gradual breakdown of her sanity in her involuntary isolation, until the last entry with anything written on it simply said "ALPHA OMEGA ALPHA OMEGA" over and over again.

    I frowned. There had been an anonymous text message on Annie's phone which had said something along similar lines, but it wasn't clear what that might mean.

    "Alpha and Omega." Beginning and end, I thought. What could that mean? Could it be a reference to the end of the world? I screwed up my eyes as I tried to call to mind the reference — I knew it was from something but I couldn't place it. The beginning of what? The end of what?

    Every step I took seemed to be raising more questions than answering them. Nothing had yet explained the strange flashes of rage that seemed to leave a trail of devastation in my wake; nothing explained the flashes of memory that seemed real enough to touch; nothing explained–

    Speak of the devil; nothing explained the dark place where I could hear the voices in the distance — the place where I once again found myself now. I was no longer holding the diary — no longer holding anything. I couldn't feel my body. I couldn't see anything but I got the strange feeling I was in the middle of a vast, empty room. I could once again hear the mumbled voices in the distance, but not what they were saying — their tones were hushed, urgent.

    Their tone seemed to change abruptly, and I heard what sounded like someone approaching, but there was no-one.

    Adam, came a male voice, reverberating around this strange, pitch-dark place, strange echoes distorting the purity of the sound. Adam, you have endured a great deal. And you are strong.

    I knew this. In the time since I had awoken, my memories locked away somewhere in the darkest recesses of my mind — somewhere behind the wrathful beast that seemed to inhabit my body — I had travelled far, and to what end? To track down this mysterious person to whom I felt an inexplicable, indefinable connection?

    You must gather your strength, continued the voice. For her sake. For without you, she weakens. Without you, her life is meaningless.

    What was the voice talking about? Was it, too, talking about Evie? Or about someone else? Why did everything have to be in confused riddles?

    A flash of light and a whoosh of air; then nothing again. I could hear swirling sounds; clouds of voices. I couldn't make out what they were saying, so I tried to concentrate on one and pick out the words. The voice sounded familiar.

    Adam, said the voice, female this time — was it the same one I'd heard speaking to me before? It hesitated; I heard a deep intake of breath. I felt tense. We need to talk.

    The other voices swirling around crescendoed to a noise so terrible that I wanted to scream, but no sound came out.

    Then, suddenly, silence; and a single voice in the void. Her.

    It's about… us.

    The light flashed again, and I was back where I had been, the remnants of the diary held in my hand — though what had once been a legible book was now a barely-identifiable charred object.

    I looked around. Still no-one.

    The words I had heard chilled me. Were they a memory, or something else altogether? Whatever they were, and whatever might follow them, filled me with an enormous sense of dread. Those words had led to something terrible — or were about to lead to something terrible. I couldn't tell if that terrible thing had already come to pass as yet, or if where I was sitting was the aftermath of the event.

    I was beginning to have my own suspicions, but I was hesitant to explore them in too much detail for fear of unleashing another wave of anger and destruction. I closed my eyes and tried to calm my mind.

    The darkness behind my eyelids was soothing for a moment, but before long I heard the words again, and they made me shiver.

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    #oneaday Day 668: Wasteland Diaries, Part 16 https://imnotdoctorwho.moegamer.net/2011/11/17/oneaday-day-668-wasteland-diaries-part-16/ https://imnotdoctorwho.moegamer.net/2011/11/17/oneaday-day-668-wasteland-diaries-part-16/#respond Thu, 17 Nov 2011 23:37:40 +0000 http://angryjedi.wordpress.com/?p=3111 I made camp in the endless fields in which I found myself. In hours of walking, I hadn't seen any landmarks of note ever since the strange episode with the house. I'd kept walking after the sun had set, but to no avail, and now the light from the waning moon was making it difficult … Continue reading #oneaday Day 668: Wasteland Diaries, Part 16

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    I made camp in the endless fields in which I found myself. In hours of walking, I hadn't seen any landmarks of note ever since the strange episode with the house. I'd kept walking after the sun had set, but to no avail, and now the light from the waning moon was making it difficult to proceed. Although the ground had been largely flat on my travels, I really didn't want to fall over something in the dark and end up bleeding to death miles from anything. Not that there was anyone around to rescue me, even if I was to find some sign of "civilisation", of course.

    I reached into the pack and pulled out another tin of food, the label of which had been scorched so much it was illegible. The tin itself was all right, though, and the contents turned out to be a mixture of different beans. Rather bland, to be sure, but right now I didn't care — anything was better than nothing.

    I lay down on my back and gazed up at the clear, starry sky. Staring into the sky like this was enough to make you forget about the state the world was in. These twinkling spots of light, some of which were older than the planet I was viewing them from, had a calming influence.

    I traced the familiar shapes of the constellations with my eyes. There was Orion. There was the Plough. There were the other arrangements that I didn't know the names of.

    "That's Ursa Major," came a voice beside me, a pale, slim arm and hand pointing in the rough area of the Plough. "I don't know the rest."

    "Orion," I said, pointing to the distinctive arrangement that supposedly formed the hunter's belt. "And I'm out, too."

    The girl's laugh was intoxicating. It filled me with joy to hear, and I didn't want this moment to end. I felt her take my hand and intertwine her fingers with my own. Her hands were cold, and I knew that she was doing this to warm herself up just as much as to show affection, but I didn't mind. We were together, and all was well.

    I felt her lean over and kiss my cheek. The touch of her soft lips on my rough skin sent a shiver down my spine. I closed my eyes and smiled.

    "I love you," she whispered in my ear. "I wish this moment could last forever."

    I opened my eyes to see the familiar stars above me again — far, far away, further than humanity would ever go in my lifetime. I rolled my head to the side, the dry grass rough on my face, and there was no-one there.

    She had gone. The moment had ended. The moment we had both wanted to last forever had passed, and time had moved on to a different and altogether unwelcome future.

    I hadn't seen the girl in my dream — for that was the only reasonable conclusion I could come to  for what had just happened — but I knew instinctively it had been the same girl I'd seen in the photographs; the same girl I'd seen in those repressed memories that desperately wanted to emerge, but always found themselves cut off. It had been the flame-haired woman, without a doubt.

    Things were starting to fall into place. Although I wasn't able to call on these memories at will, I was beginning to draw my own conclusions, and I was convinced that they had to be right. I longed for someone to talk to, to bounce these ideas off — perhaps even to be told they were stupid — but the only person around was me. So I'd have to do.

    The flame-haired girl was important to me, that much was clear from the photograph album I'd seen — whether that had actually been real or not. When I'd seen her alone in that house, her head in her hands, crying, something terrible had happened. She'd suffered a dreadful loss. I didn't know what, but she was devastated by it.

    Then there was the matter of the little girl. She'd been at the same house — she must have been the same person. I knew her, too, because I remembered getting into the car with her and her parents and eating the sweets.

    I fumbled around in my pack and pulled out the small tin of boiled sweets, putting one into my mouth and wincing at the slight sourness of the flavour.

    We'd obviously known each other for a long time. And if the last dream was a memory of a time we'd spent together — a time we'd both wished had lasted for ever — it was clear that over the years, things had run deeper than simple friendship. Whatever had brought us together in childhood had laid down roots and blossomed into young love, our lives unfolding before us, stretching off into the future — times of difficulty seeming as far away as the stars we loved to gaze at together.

    But if that was the case, where was she now? Why wasn't she here beside me in this dry, barren wasteland? Had I truly loved her, I wouldn't have wished this existence on her, but to be beside the one you love, particularly in times of adversity, is to know strength and support.

    A thought which had been fluttering in and out of my conscious mind occurred to me again. This was "Evie", the woman I was looking for. Something had separated us, and it was important that I found her. That was enough to know for now — figuring out the "why" would come later.

    Then I remembered the diary I had pocketed back in the woman Annie's apartment. Perhaps that had some answers. It was time to investigate.

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    #oneaday Day 667: Wasteland Diaries, Part 15 https://imnotdoctorwho.moegamer.net/2011/11/16/oneaday-day-667-wasteland-diaries-part-15/ https://imnotdoctorwho.moegamer.net/2011/11/16/oneaday-day-667-wasteland-diaries-part-15/#comments Wed, 16 Nov 2011 23:45:48 +0000 http://angryjedi.wordpress.com/?p=3108 I sit on the uncomfortable plastic chair they hastily shunted me in the direction of as soon as it started happening. I can't see what's going on in the room, but the old guy with the kindly face whom I see most times when I'm here is still in there doing something. I'd stand and … Continue reading #oneaday Day 667: Wasteland Diaries, Part 15

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    I sit on the uncomfortable plastic chair they hastily shunted me in the direction of as soon as it started happening. I can't see what's going on in the room, but the old guy with the kindly face whom I see most times when I'm here is still in there doing something. I'd stand and look through the window in the door, but there's no real point. I wouldn't be able to see anything, anyway, and they'd probably just push me away again, saying I was getting in the way.

    My heart is thumping and my hands are shaking. It's the closest I've ever got to reaching him. I could tell that all those things I said, he heard. He didn't respond or say anything — he couldn't — but he heard. That I'm sure of. Otherwise why would that have happened?

    I'm not an expert or anything on these things. All the others are, though. I just get under their feet when they're trying to work. They put up with me but I'm sure they resent me under their cheery, understanding exterior. They don't know how it came to this, of course, but I imagine they'd treat me differently if they knew.

    The old guy is coming out. He's got a grim look on his face. He sits down next to me and forces a smile, but I can tell that there's no sincerity behind it.

    "Evie," he says, his voice cracking a little. He clears his throat. "Evie."

    "Yes?" I say quietly, almost a whisper.

    "I understand your reasons for wanting to come here, but–"

    He doesn't. He really doesn't. They all have this big romantic idea of what I'm doing here when in fact all I want to do is atone for my sin, turn back the clock, make everything all right again. But I can't.

    "Hey," he breaks off, seeing my eyes filling with tears. "Look. You're tired. Why don't you come with me and get a coffee and we can talk, hm?"

    I sniff but don't trust myself to speak right now. I just nod. He stands and offers me his hand, helping me up. I don't need the help but the gesture is a nice one, like old-fashioned chivalry, dead to most people nowadays. He leads me through a maze of corridors to the cafeteria, sits me down at a secluded table in the corner of the room and heads over to get the coffees. He returns a few moments later with two large mugs and a Belgian bun.

    "You looked like you could do with eating something nice," he says. "Go on. On me."

    I take a bite. After months of bland cup noodles and dry pasta, it's delicious — so sweet and moist. I devour it in a matter of seconds. He looks at me, an eyebrow raised.

    "Someone was hungry," he says. I laugh weakly and he smiles.

    "You wanted to say something," I say eventually after a silence slightly too long to be comfortable. "You were going to say I should stop coming, weren't you?"

    "Well, not in so many words," he said. "In fact, no, not at all. Like I say, I know why you keep coming here — you think you can reach him. And it's quite possible that you can — today's episode occurred during your visit, after all."

    "It could be a coincidence," I say, my faithful pessimism gene kicking in.

    "It could be," he says. "But I think you could be on to something. However–"

    Here it comes.

    "However," he says again, "I'm worried about you. Since we've started seeing you, you've lost a lot of weight, you look very pale, your eyes are dark and you look exhausted. You're here most days. You need to take some time for yourself, relax, get your mind together. The way things have been going, a couple of days off from all this will do you good, and you can come back and try again afterwards."

    He has a point, I suppose. I do feel tired. I wake up every morning feeling like I haven't slept, though I know I have because the time has passed in a heartbeat. Every day the same — wake up, get up, come here, go home, cry, sleep. My life. My parents would be so proud, particularly due to the fact that my not working is burning through my inheritance money at a rate of knots.

    I feel a little sad as I picture the face my mother always gave me when I'd been naughty. Never angry, just disappointed — but it hurt to see that face. I hate disappointing her, and I hate that wherever she is right now, I must be disappointing her terribly.

    I take a sip of my coffee and look at the old man.

    "Perhaps you're right," I say. "I need a rest. To take a break. Life… hasn't exactly been easy since 'it' happened."

    He nods.

    "I understand," he says. "When this sort of thing happens — we see it a lot, too much for my liking — it can feel like the end of the world, I know. But I've seen your type before. You're a fighter, you want to keep going, pushing onward. And you can do it. But you shouldn't sacrifice yourself in the process. What good's rebuilding a world if you can't enjoy it yourself?"

    He's right. I should take some time, get myself together and figure out how I'm going to cope. Rationally — pessimistically? — speaking, I might never reach him, so I'll need to figure out what I'm going to do if that does happen.

    But on the other hand, I might actually reach him one day, and soon. And I'll need to be ready for that, because it might not be the joyful reunion that the one tiny little optimistic piece of my mind that still survives is hoping for.

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    #oneaday Day 666 (Ack!): Wasteland Diaries, Part 14 https://imnotdoctorwho.moegamer.net/2011/11/15/oneaday-day-666-ack-wasteland-diaries-part-14/ https://imnotdoctorwho.moegamer.net/2011/11/15/oneaday-day-666-ack-wasteland-diaries-part-14/#respond Tue, 15 Nov 2011 23:40:39 +0000 http://angryjedi.wordpress.com/?p=3106 I'd had to sit down. The chairs in the living room were comfortable, if a little dusty, but comfort wasn't the thing on my mind right now. The photograph album and the fact it was clearly me in the pictures was the fact that was bothering me, but every time I thought I caught a … Continue reading #oneaday Day 666 (Ack!): Wasteland Diaries, Part 14

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    I'd had to sit down. The chairs in the living room were comfortable, if a little dusty, but comfort wasn't the thing on my mind right now. The photograph album and the fact it was clearly me in the pictures was the fact that was bothering me, but every time I thought I caught a mental glimpse of the memory that explained all this, it seemed to dart out of sight, like someone was deliberately taunting me, baiting me, wanting me to perform for their amusement.

    I wasn't having any of it. I'd get to the bottom of things in time, if I could only find a few more clues. But I felt I needed a few moments to rest my weary legs and let everything I'd learned so far sink in. I closed my eyes for a moment and sat in my own self-imposed darkness.

    Adam, came a now-familiar female voice. Adam, can you hear me?

    "Yes," I said out loud, knowing full well that I was talking to thin air.

    Adam, came the voice again. I don't know if you can hear me, but I need you to listen. I need you to hear me.

    "I can hear you," I said out loud, aware that my replies wouldn't be heard but unable to stop myself.

    I know that the reason for all this is me, came the voice. And I'm sorry. If I could have done things differently before all this, perhaps I could have saved you, saved everything. But I know it's too late for that now. It's too late. But I won't give up.

    This was the most I'd ever heard the voice say. I kept my eyes closed and remained perfectly still, as if any slight movement on my part might scare whoever was speaking away forever.

    I won't give up, the voice said again. I won't. I will spend my life making this right if that's what it takes. I need you. You need me. And I'm sorry for what I did. I know it was wrong. I knew it was wrong at the time. I have no excuses, and we've both seen the consequences. I'm just here to say that I'll make it right. I'll do everything I can to make it right. I promise. I promise. I love you.

    A now-familiar feeling started to stir in my mind. I tried to force it away, but I felt like I was rooted to the spot, trapped in the chair, my eyes glued shut. I couldn't move, and I could feel it building like a fire within me. So much anger, rage — and fear?

    "Love," I said, unable to control the words coming out of my mouth. "Love. You dare speak to me of love? There is no love, only pain. There is no 'right', only fury. There are no promises, save that of vengeance."

    I roared. The sound frightened me, but it was already clear to me that I was no longer in control of my body. This time, though, instead of passing out or feeling the strange dreamlike detachment I had before, I was all too aware of what I was doing. My eyes opened, and through my red-tinted vision I saw myself pick up the photograph album and tear it in half. It fell to the floor and burst into flames.

    I looked up at the mirror but before I could comprehend my own monstrous reflection, it shattered into a million tiny fragments, showering the carpet with a crystal rain.

    I roared again, and the earth shook, along with the house. Looking out from behind my eyes as a passive observer, I saw myself punch a wall and it collapse. I saw myself destroying this house, this haven of calm, perhaps the only safe place left in this desolate world.

    And then, suddenly, nothing. Blackness. The rage and fury subsided quickly, and I was left in a lightless limbo once again.

    There were whispering voices. I couldn't hear what they were saying. I tried to walk towards them but they never seemed to get any closer, and I couldn't feel my body. There was another noise, too, but I couldn't figure out what it was.

    I sat in silence, trying in vain to hear what the whispering voices had to say, but they didn't get any closer. The whispering sounded urgent, important, but I still couldn't figure out any words.

    Then another sound — footsteps? I couldn't be sure.

    Adam, said a different voice — a man, this time. You gave us quite a scare.

    A brilliant white light flashed in my eyes, and I found myself sitting on the floor in a field of dry, dead grass, nothing to see in any direction but endless wasteland. Had the house been a figment of my own imagination, a hallucinogenic symptom of fatigue?

    It had certainly seemed real at the time, and my aching body and throbbing head certainly testified to the fact that something had happened, but there was no sign of the house at all. All the previous times I'd felt the strange, destructive force unleash itself from within me, I'd emerged from the nightmare to find ruins, chaos, destruction. This time, though, there was just nothing, and now I had no idea where I was.

    I got to my feet and started walking. Eventually, I figured, I'd come to some sort of landmark and be able to get myself back on track. At least, that's what the optimistic side of me wanted to think — but the influence of that part of me was fading fast, and I wasn't sure how much longer I could go on. This was beginning to feel like a fruitless quest, and I began to wonder if my life really mattered.

    Right now, it didn't matter to me. But I felt it mattered to someone else, and that I shouldn't give up — not yet, anyway.

    I trudged on silently as the sun set over the horizon. The beautiful shades of pink and gold in the sky as the light faded did little to lighten my mood.

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    #oneaday Day 665: Wasteland Diaries, Part 13 https://imnotdoctorwho.moegamer.net/2011/11/15/oneaday-day-665-wasteland-diaries-part-13/ https://imnotdoctorwho.moegamer.net/2011/11/15/oneaday-day-665-wasteland-diaries-part-13/#respond Tue, 15 Nov 2011 00:33:17 +0000 http://angryjedi.wordpress.com/?p=3103 The phone rings. The power may be out, but at least while I've still got a bit of battery life I have some contact with the outside world while I'm in my self-imposed exile. I glance at the screen. Bless her. She's phoned me every day this week so far. I've told her several times … Continue reading #oneaday Day 665: Wasteland Diaries, Part 13

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    The phone rings. The power may be out, but at least while I've still got a bit of battery life I have some contact with the outside world while I'm in my self-imposed exile.

    I glance at the screen. Bless her. She's phoned me every day this week so far. I've told her several times that I'm fine — even though I'm not really sure myself if I am — but still she worries. At least someone's looking out for me.

    I let it ring a few times before I answer. I don't want her to think that I've been sitting here all alone waiting for someone to reach out to me, even if that is the case.

    "Evie," comes the excitable, breathy voice on the other end of the phone. "You all right?"

    "Yes," I say. "Fine."

    "You took a while to answer. I wondered if you were all right."

    "I'm fine. Really. Don't worry."

    "I just miss you, Evie. I wish you hadn't had to go away. I wish all this hadn't happened."

    She says this every day. I think it, too, but I gave up giving voice to those thoughts some time ago, because they don't help anything.

    "It did. It happened. And there's no way to turn back from it now. It's not your fault. It's my fault, you know that. You don't have to tiptoe around it. I know it was my fault."

    "I know, but–"

    I cut her off in mid-sentence.

    "Did you want something?"

    "No, not really," she says, sounding a little put out. "I just wanted to see how you were."

    I take a breath and close my eyes for a moment. I sniff and wipe away some of the tears that are still dampening my cheeks.

    "I'm sorry," I say after a moment. "It's just… It's just all been getting to me a bit, recently. I… I miss him."

    There's a pause at the other end. She never knows quite what to say when I bring him up directly.

    "I know," she says after a brief silence. "We all do. So why don't you go see him?"

    I flop backwards dejectedly on the bed, the phone still pressed to my ear.

    "I've tried to reach him," I say. "I've tried. Over and over. But I just can't. And just trying is exhausting. I don't know how much longer I can go on like this."

    She pauses again.

    "Don't give up," she says weakly. "Please don't give up."

    The weakness and fragility in her voice makes me melt inside, and I feel the tears springing to my eyes again. While she's looking out for me, I can't give up.

    "I won't," I say. "I won't give up. It's just difficult."

    "I know," she says. "I wish I could help you more."

    "You do help," I say. "You do."

    My battery is starting to die and there's still no sign of the power coming back, so I make my excuses and end the call. There's nothing else to say.

    She's right, of course. I shouldn't give up. Giving up is the worst thing to do. Amid all this chaos and devastation that "it" wrought, the one thing still standing is… me. I'm still here. I'm still alive. And that's something. I intend to keep it that way.

    I decide to go out to clear my head. It's a bright, sunny day, but the cheerful weather does little to lighten my mood. It's as if black clouds have gathered around my soul to drain the colour from the world, making it a joyless place.

    The street is almost silent as I walk down it. The dilapidated buildings tower over me on either side, oppressive, looming. I walk the familiar path through the streets and pick my way through the discarded rubbish bags and detritus that clutter the pavements. I've been this way many times, but the outcome has always been the same. I don't know if anything will be different this time, but I feel I should keep trying. Eventually, I will reach him. Eventually things will be resolved. And while it's clear to me that things have gone too far for them to ever be the same again, perhaps at least some of the damage can be repaired.

    It's a hopeful thought, but the black clouds around my heart prevent me from dwelling on the possibilities too much. I've always been one for overthinking things, the pessimist of the family, my mother used to call me. I'd always be the one wondering "what would happen if…" and coming up with some implausible combination of dire consequences that we might have to deal with, and none of them ever happening.

    Except the one time. The consequences that set in motion the end of everything. With that one time when my pessimism, paranoia — whatever you want to call it — was proven right, everything fell into chaos. And the only person I had to blame was myself. I knew the possibilities that might stem from what I did, and still I pursued it, uncontrollable. I was drawn — or pushed? — ever onwards towards the one inevitable conclusion to everything — this. And here I am now, struggling to pick up the pieces of something which shattered into grains of sand.

    I shake my head. No, says her voice in my head. You can't give up. Never give up.

    She always was the positive one. Without her support, I'm not sure what I'd do. With her strength and belief in me, perhaps things can change for the better. Perhaps the scenes I'd seen in my dream — the apple tree coming to life before me — were showing that I really was starting to believe that.

    Time would tell, I guessed. For now, there was only one thing to do. I had to try and reach him again. I didn't hold out hope for any more success than I'd had in the past, but I had to try.

    I pushed open the familiar doors now I'd reached my destination, and walked inside.

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    #oneaday Day 664: Wasteland Diaries, Part 12 https://imnotdoctorwho.moegamer.net/2011/11/14/oneaday-day-664-wasteland-diaries-part-12/ https://imnotdoctorwho.moegamer.net/2011/11/14/oneaday-day-664-wasteland-diaries-part-12/#respond Mon, 14 Nov 2011 00:49:32 +0000 http://angryjedi.wordpress.com/?p=3100 When I regained my senses, I was crouched on the floor, curled up in a ball, my hands clasped over the back of my head. My body was panicking. My heart was racing. Breathing was difficult. But I was alive. All was silent in the area, so I tentatively looked up and saw what I … Continue reading #oneaday Day 664: Wasteland Diaries, Part 12

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    When I regained my senses, I was crouched on the floor, curled up in a ball, my hands clasped over the back of my head. My body was panicking. My heart was racing. Breathing was difficult. But I was alive.

    All was silent in the area, so I tentatively looked up and saw what I expected — most of the building in ruins. This was becoming an all too familiar sight now, but it was still faintly horrifying every time it happened. I now had no doubt in my mind: the destruction everywhere was something to do with me. I was causing it. I didn't understand this power that I had, but evidently using it I had left a trail of death and destruction across the world, with no memory of how it happened or even why.

    Memories were starting to creep back, but any time I felt myself getting closer to the truth, something terrible like this happened again, and I was back to square one. Was this journey even worth it? If and when I ever found this "Evie" woman, would whatever dark force caused this chaos not just strike out and destroy her?

    It didn't bear thinking about. Although I still didn't know why she was important, I felt a fondness in my heart for this woman when I thought of her. I guessed that she must have been the flame-haired woman I saw in the house, and also the little girl. And if they were both "her," then that must mean that I'd known her for a long time. Perhaps she was–

    I stopped myself thinking any further, not wanting to provoke the frightening sense of rage once again by probing too deep into the memories. Scavenging for supplies in the building hadn't been too successful, so I couldn't afford to waste more time. I decided that the time had come to move on.

    I glanced at the map and decided to rejoin the main road. If I was where I thought I was, I was making good progress. But what would I find when I eventually got there?

    After another hour or two of walking, my mind had fell into a trance, and I found myself veering off the road into dry, featureless fields of dead grass. Before long, I'd left the road far behind and was surrounded on all sides by almost identical scenery. But still I kept walking, with a strange sense of purpose. There was something I had to do.

    As I'd been half-expecting, before long I saw the familiar sight of the house. To my surprise, though, it looked alive. It was surrounded by green grass and trees, which slowly faded into the yellow of the dead wilderness around it. But there, like a beacon, it stood as a defiant symbol that not everything had perished.

    I broke into a run as I approached it. It was a familiar and welcome sight. I knew that I was letting my mental defences weaken, and that this strange, euphoric feeling I was experiencing right now would doubtless cause problems — but I didn't care. Here was something I recognised, something I could latch onto, something which might have some answers.

    Despite the fact it was intact and surrounded by life, the house itself was strangely quiet and empty. The door had been left ajar, so I had let myself in to take a look around — I figured the occupants probably weren't something I needed to worry about.

    This was definitely familiar. As in the dream, still fresh in my mind, this house felt like a "home away from home." I had no memories of my actual home or my family, but this house had been important to me, I knew that much.

    I walked through into the living room and examined the shelves thoughtfully. There were a range of unmarked, leather-bound books on them; I picked one up curiously and opened it.

    It was a photograph album. The photographs looked like they'd been taken a good few years ago now, but I instantly recognised the people in them — the mother, father and little girl I'd seen in my most recent chaotic recollection.

    I felt a twinge in the back of my mind, but grit my teeth and tried to remain in control. My grasp on reality held for the moment as I pored over the old photographs.

    There was a young boy in many of these pictures, too. I wasn't sure who he was, but he seemed on good terms with the little girl. He didn't seem to be part of the family, though, for in many of the highly-posed family photographs scattered throughout the album, he was nowhere to be seen.

    I replaced the album and picked up another from further along the shelf. I assumed that these had been filed in chronological order, so perhaps a later one would offer some more recent clues?

    The first picture was instantly familiar from another repressed memory — the flame-haired woman. She looked as beautiful as I remembered, and her smile was enchanting. She looked much happier than when I had seen her in that memory, her head in her hands — crying? I couldn't be sure — the chaos that ensued the last time I had remembered this had meant I had no idea if the memory went any further.

    I felt strangely calm. I'd been uneasy since I started looking at the pictures, expecting the now-familiar rumbling, pain and destruction. But it had not come.

    I continued to flip through these photographs, which looked quite recent. There were a few of the flame-haired woman with a man of a similar age. They looked happy together — I felt a pang of jealousy as I guessed that they were a couple from the way they stood together and looked at one another.

    I glanced around the room to give my eyes a break from looking at the photographs and my gaze happened to catch an attractive oval mirror on one wall of the room. I gave a start as I noticed my own reflection.

    I looked at myself, then down to the photographs, then back to the reflection again.

    I blinked.

    Underneath my unkempt hair; my dirty, scarred face; my unwashed, overgrown beard — the man in the mirror was, without doubt, the man in the photographs.

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    #oneaday Day 663: Wasteland Diaries, Part 11 https://imnotdoctorwho.moegamer.net/2011/11/13/oneaday-day-663-wasteland-diaries-part-11/ https://imnotdoctorwho.moegamer.net/2011/11/13/oneaday-day-663-wasteland-diaries-part-11/#respond Sun, 13 Nov 2011 00:15:11 +0000 http://angryjedi.wordpress.com/?p=3098 I get to my feet, the apple in my hand, and look at the tree in bewilderment. What was clearly long-dead a few minutes ago is now in the prime of life, its branches filled with lush green leaves and a number of tasty-looking apples like the one that hit me on the head. I … Continue reading #oneaday Day 663: Wasteland Diaries, Part 11

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    I get to my feet, the apple in my hand, and look at the tree in bewilderment. What was clearly long-dead a few minutes ago is now in the prime of life, its branches filled with lush green leaves and a number of tasty-looking apples like the one that hit me on the head.

    I eye the apple suspiciously. It looks like a regular old apple, even if its origin is currently unexplainable. I lift it in front of my face and examine it closely. It is flawless — no dirt, no rot, no holes, no bruises. It is quite possibly the most delicious looking apple I have ever seen, and my growling stomach refuses to allow me not to eat it.

    I bite into it, my teeth breaking through the hard skin and into the soft flesh within, and the juice — just the right balance of sweet and tart — explodes into my mouth. It's as delicious as it looks, and I'm glad. This strange situation in which I find myself right now is filled with unexplained mysteries and unpredictable phenomena, but it's good to know that a delicious-looking apple is still delicious.

    Or is it? Something feels wrong. My vision feels like it's fading — a creeping darkness slowly encroaching on my peripheral vision. I feel it closing in. It's oppressive, claustrophobic — and just plain scary. I don't like it, but wherever I turn, there it is, like a dark mist slowly fogging my vision until eventually it engulfs me completely.

    Darkness and silence for a moment. No, not quite silence — I can hear my heartbeat. But that's all. The air is still here in the dark place, and there's no light of any kind.

    A flash, and then I see "it" happening before me, projected into the blackness in front of me like an old movie. There's no trace of colour in the scene, and no sound, but I remember it all too well. It was, without a doubt, the worst day of my life, and there isn't a single day that has gone by since then that I don't regret what I did in the lead-up to it — and what I did afterwards.

    It was a terrible event, for sure, and one which turned the world upside-down and inside-out. It ruined everything, destroyed everything, tore us apart — and it was my fault. I couldn't handle what I was getting into, couldn't control myself — and that brought about everything which followed. I wish it hadn't.

    I miss him so much. I call out to him often, though I know he can't answer — and likely wouldn't want to. But I have to keep trying. It was my actions that caused this — the consequences of which I am now watching before me, over and over. I can't look away. My eyes are locked on the sight of the projection — or perhaps it's following my gaze around. It's impossible to tell here. All I know is that I want to escape.

    In the distance, a strange soun–

    My eyes snap open. I'm disoriented. It's still dark, but I can make out faint shapes now. It takes a moment for my brain to register the fact that I'm lying on my bed staring at the ceiling, and my alarm is bleeping. I'm covered in sweat and my heart is racing. That must have been some dream, but the detail of it is already fading. I remember something about… my old home? I haven't thought about that place for years. It must be the stress of everything which has been going on — life hasn't exactly been easy since "it" happened, but I cope.

    I groggily sit up, thump the small, battery-powered alarm clock on top to stop its noise, and swing my legs out of the bed, then with some effort, stand up. My bare feet are silent on the floor as I walk to the bathroom. It's not a long walk, stuck in this pokey little hovel as I am, and before long I've reached my destination.

    I pull the cord hanging from the ceiling and there's a click, but nothing happens. Power's out again. I mutter a curse under my breath and try to do my best in the little moonlight coming in through the tiny window.

    I splash my face with some water — at least that's still working — and feel a little more alert. I give myself a cursory scrub with the tiny bit of soap I have left but don't really feel it's worth making much of an effort. Today will be a day much like any other, I'm sure — it has been ever since "it" happened. There's no sense complaining, though — I had my part to play in things coming to this point, and I've accepted my punishment. I don't know how long I'll be doomed to this existence — perhaps forever? — but I resolved once the worst had passed that I would try my best to make things right, to make up for what I'd done.

    I didn't know if it would be enough. Somehow I doubted it. Some things you just can't take back, some damage you just can't undo. The world certainly wasn't built in a day, but it can certainly be destroyed in a heartbeat. Can it be fixed, though? Will things ever go back the way they were?

    Images from my dream float through my mind. I recall the apple tree springing to life — one moment a bare, dead tree, the next exploding with life. Perhaps deep down I believe that all can be healed, that all can be made all right again.

    Those feelings must be buried pretty deep in my subconscious, however, because all I feel right now is a lingering sense of hopelessness and guilt.

    I sit back down on the side of my bed, put my head in my hands and weep. It's a familiar feeling — almost comforting. To let the emotions out, almost as if the tears running freely down my face are little fragments of pain flowing from my body — it's painful, but it's also a relief. I know this feeling will pass, but as I sob and gulp, my mind filling with familiar, dark thoughts, I surrender to it once again.

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    #oneaday Day 662: Wasteland Diaries, Part 10 https://imnotdoctorwho.moegamer.net/2011/11/12/oneaday-day-662-wasteland-diaries-part-10/ https://imnotdoctorwho.moegamer.net/2011/11/12/oneaday-day-662-wasteland-diaries-part-10/#respond Sat, 12 Nov 2011 00:56:48 +0000 http://angryjedi.wordpress.com/?p=3096 When I awoke again, my body ached all over, like I'd been running for miles and then stopped to lift some heavy weights. Of course, my long journey had been taxing my body somewhat, but I had been making a point of stopping to rest on a regular basis. This was different. I knew I'd slept … Continue reading #oneaday Day 662: Wasteland Diaries, Part 10

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    When I awoke again, my body ached all over, like I'd been running for miles and then stopped to lift some heavy weights. Of course, my long journey had been taxing my body somewhat, but I had been making a point of stopping to rest on a regular basis. This was different. I knew I'd slept deeply, but I felt almost as exhausted now that I'd woken up as when I succumbed to sleep.

    I'd left the area shortly afterwards. I had no desire to be around the wreckage that had resulted from my… episode. Seeing the cracked earth and the charred surroundings only served to remind me that I had no idea how I was causing these incidents — and it must have been me, for there was no other explanation occurring to me at this time.

    As I walked, my mind wandered off in a completely different direction. The monotonous scenery around me ceased to matter. The hypnotic sound of my footsteps on the broken concrete distracted me, and my attention faltered.

    I tripped and fell on a loose fragment of road surface. I felt myself going — it was as if everything was suddenly depicted in slow motion. I saw the ground coming up to meet my face and braced myself for an impact, screwing my eyes up tight so as not to see the spray of blood from whichever part of my face hit the floor first.

    It never came. I opened my eyes — at least, I thought I did — and found myself in total blackness. Was I dead? I didn't think so, because I was pretty sure that I wouldn't be able to have this conversation with myself if I was truly dead. But I certainly wasn't where I should be — lying face down on the road, possibly bleeding quite badly.

    I reached up and touched my face with my hand. It was still there. I was still human. It was just pitch black.

    I reached out with my hands to feel in all directions and work out where I was, but there were no clues. It was just an apparently huge, lightless, silent, empty space.

    No, not silent, for there was some sound off in the distance. I couldn't tell what it was, but it sounded almost like… people talking? That couldn't be right, could it?

    I tried to determine where the sound was coming from, and started walking towards it. My feet made no sounds on the floor — if indeed there was one — but a slight breeze as I walked convinced me that I was, in fact, moving somewhere. But where?

    The voices didn't seem to get any closer. They just sounded like mumbling, like they were discussing something behind a wall. The tone of them was very low and, I assumed, serious, for there was no sound of anything like laughter. I picked out at least three different people — two male, one female, but try as I might, there was no way to make the sound any clearer. It was so frustrating — here, potentially, was the answers I'd been seeking, and I couldn't reach them.

    There was a sudden flash of light and a loud sound of rushing wind, and suddenly I was back where I had been on the road. I stumbled over the crack again, but this time managed to catch myself before I fell, breaking briefly into a comical half-controlled jog.

    I looked around at the dry wastes all around me, at the sun high in the sky and the road steadfastly extending off into the distance. I wasn't sure I was actually going anywhere — the scenery had been nigh-on identical for the past few hours, and it felt like I was just walking along the same stretch of road over and over again.

    As the sun passed overhead and started its inexorable descent down towards the opposite horizon, I saw something ahead. Buildings. There was what looked like a bridge over the road in the distance, and an intact, blue sign before it. "Services," it said, along with a series of symbols which looked familiar but which my mind couldn't decode at this time. A narrow track led off the wide road I was following, and I assumed that this led to the "services" mentioned on the sign, though I wasn't sure what I'd find there.

    What I discovered appeared to be a large car parking area, with a large number of burnt-out vehicles. The concrete floor seemed to be covered with patches of familiar-looking dust, and I tried not to think about what had happened to Annie, because I had the sneaking suspicion that these dust piles had once been people, just like her.

    At the far end of the car park was a large, boxy building. Its windows were smashed, but it looked otherwise structurally reasonably sound. Its front doors had obviously once been made from glass, but now they were nothing but large frames with a few shards in the corners. I stepped through one of them, taking care not to cut myself on the sharp spikes, and entered the building.

    It was dark inside, and smelled musty. I'd entered a large, open indoor plaza which had been divided into several areas — almost like smaller buildings inside the larger one. The ceiling in one corner of the plaza had collapsed, but the rest looked safe enough for now.

    I walked through the open area of the plaza, which was filled with upturned tables and chairs, scattered around the area haphazardly. I headed towards one of the "building within a building" areas which looked like it might once have been some kind of shop — there were shelves, certainly, and some of them looked like they might still be stocked. With what, though, I didn't know until I got there.

    Inside, it was a mess, but it did look like I might be able to scavenge some supplies at least. While a great deal of the food that had been scattered from a tipped-over cabinet looked like it was inedible and mouldy, my mind was drawn to a few gold-coloured tins which, although dented, looked like they might contain something which could survive a little longer.

    I picked one up and fiddled with the plastic fastening until the lid came off. Inside were a number of brightly-colored, hard crystals with some sort of white powder over them. A pleasant smell was emanating from them, so I picked one up and eyed it curiously. The scent of fruit drifted into my nostrils, so I put the sweet into my mouth.

    The strong flavour started at the tip of my tongue and worked its way all through my taste buds. My mouth filled with saliva at the sweetness of it. It tasted good. I rolled it around in my mouth for some time — its hardness suggested that attempting to bite into it might not be a great idea — and suddenly I found myself remembering something.

    There was the house again. The girl — younger, this time, and with two older people — was getting into a car, and she was motioning for me to join her. I did so — I didn't have a choice in the matter — and the two older people in the front — her parents? — drove out of the driveway to the house and started down the road. The girl pulled out a small, golden tin much like the one I'd been holding in my hands a moment before and–

    I felt the pain starting again. If I didn't get out of here right now, I was likely to be in big trouble.

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    #oneaday Day 661: Wasteland Diaries, Part 9 https://imnotdoctorwho.moegamer.net/2011/11/10/oneaday-day-661-wasteland-diaries-part-9/ https://imnotdoctorwho.moegamer.net/2011/11/10/oneaday-day-661-wasteland-diaries-part-9/#respond Thu, 10 Nov 2011 15:08:16 +0000 http://angryjedi.wordpress.com/?p=3094 I'd continued walking down the long, wide road. According to the map, it looked like the most direct route to get where I was going, though there weren't many places to hide if the weather were to turn unpleasant. Fortunately, in the days I'd been travelling — I'd lost count — it hadn't as yet, … Continue reading #oneaday Day 661: Wasteland Diaries, Part 9

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    I'd continued walking down the long, wide road. According to the map, it looked like the most direct route to get where I was going, though there weren't many places to hide if the weather were to turn unpleasant. Fortunately, in the days I'd been travelling — I'd lost count — it hadn't as yet, but it was always a possibility.

    The road extended off into the distance, mostly straight, veering a little to the right as it approached the horizon. This part of the world was quite flat, and the scenery was becoming rather monotonous. I decided to take a short break and get something to eat.

    I sat down and rummaged in my pack for what supplies I had left. The tinned food I had had been in perfectly edible condition so far, but I was starting to get a little low on it. I'd need to resupply soon.

    I cracked open an unmarked can which turned out to be filled with baked beans. While eating them cold wasn't the most pleasant thing, I didn't have the means of easily making a fire with me — and besides, over the course of this journey, I'd become accustomed to eating food just "as is". With a smile, I wondered if I'd ever been a fussy eater in the past — if so, this situation would be working wonders for it. If the only thing you have to eat is that which is right in front of you, that's what you eat.

    As I sat by the edge of the road, watching the few wisps of cloud in the otherwise blue sky passing by, my thoughts turned inward, as they often did when I stopped and contemplated. I was no closer to understanding who I was or why I was making this journey, but I still had a lingering sense that the truth was being wilfully withheld from me.

    That was ridiculous, of course, since there was no-one around to "withhold" anything except me. Perhaps I was repressing a memory, and doing so had become such second nature that it was now automatic, instinctive.

    I didn't want to repress it any longer, however. I wanted to know. My mind evidently had other ideas.

    I sighed and finished off the last of the beans. The most basic of foods tasted great while out on the road, though I wondered if I'd ever eat a full meal again. I tossed the can aside and gazed into the middle distance. The light breeze in the air was relaxing.

    I closed my eyes for a moment and attempted to clear my mind of all distractions — to sit down and have a quiet chat with myself over what it was that was really going on.

    All was darkness for a short while, the only sound the wind rustling the dry grass beside the road. As I concentrated deeply, inwardly, however, it was as if a plume of smoke was slowly clearing and gradually coming into focus.

    There was the house again, but this time it was different. I couldn't hear anything this time, there was no colour, and I didn't feel like I was in control like I was in the dream. I felt myself drawn towards the door of the house, saw my hand reach out and open it and enter a small but homely living room. Sitting on the floor, her elbows on a coffee table and her head in her hands, was a woman. She had long, flame-red hair — the only colour in this otherwise monochromatic image — and was beautiful. I knew her. I knew her well. I reached out and touched her on the shoulder and–

    My eyes snapped open. I felt a pain in my head as if someone had jammed a poker through it. I screamed, and it felt like the earth shook. The pain didn't subside, even as my cries of anguish echoed through the empty landscape. My thoughts were confused, jumbled, mangled, as if someone had grabbed my brain and was wringing it out. I had no control over myself, save to cry out and scream.

    My vision blurred and I couldn't see what was happening. I tried to get to my feet, but couldn't move. I felt the ground cracking beneath me, the earth shaking and shattering. I gritted my teeth and tried to break through the pain, but I couldn't. It was too much. It was unlike anything I'd ever experienced, and was in no hurry to ever experience again afterwards. There was such power behind the pain, such fury. But it didn't want to kill me. It wanted me to hurt.

    I fell prone on the floor and passed out from the horrific sensations. I don't know how long I slept, but when I woke, it was dark. I knew before I looked up from the floor that it had happened again — destruction, devastation, chaos born from anger. But why?

    It had happened as soon as the memory — for that must have been one — was making itself clear. Answers lay within that memory, but I was convinced now, more than ever, that there was something beyond my control, powerful beyond my wildest imagination, stopping me from accessing it.

    But what? And how? I didn't know, but even as the throbbing in my skull slowly subsided, I resolved to get to the bottom of this — to solve the mystery of my memories and figure out just what it was that had occurred to turn this world of ours into a wasteland, devoid of human life — and what it had to do with me.

    I closed my eyes again and sank into sleep. This time, dreams did not come as slumber claimed me, only much-needed peace.

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    #oneaday Day 660: Wasteland Diaries, Part 8 https://imnotdoctorwho.moegamer.net/2011/11/09/oneaday-day-660-wasteland-diaries-part-8/ https://imnotdoctorwho.moegamer.net/2011/11/09/oneaday-day-660-wasteland-diaries-part-8/#comments Wed, 09 Nov 2011 23:05:27 +0000 http://angryjedi.wordpress.com/?p=3092 The floorboards creak beneath my bare feet, just like they always used to. The third stair up had made that same loud noise that always meant it was impossible to sneak up or downstairs unless you hopped over it — my father always used to joke that the third stair up was better than any … Continue reading #oneaday Day 660: Wasteland Diaries, Part 8

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    The floorboards creak beneath my bare feet, just like they always used to. The third stair up had made that same loud noise that always meant it was impossible to sneak up or downstairs unless you hopped over it — my father always used to joke that the third stair up was better than any burglar alarm.

    The house is both familiar and alien all at once. Everything is exactly as I remembered it from the day I left, but there's a curious emptiness, too — like I'm walking around inside a photograph. I don't dare touch anything for fear that my hands might pass straight through it and shatter the illusion. For all the unease I feel wandering around this spectre from my past, I am also enjoying being somewhere that isn't falling down.

    It occurs to me that the empty sensation I am feeling is due to the complete lack of other life in the house. There are no humans — why would there be? But there is no other life either — no spiders spinning cobwebs in forgotten corners of the room (the bookcases in the lounge always seemed to attract them), no buzzing flies, no moths, nothing at all. The strange, eerie silence that had gripped the world since "it" happened is here too, and somehow it seems more noticeable here. There needs to be noise. I'd always hated silence. It felt oppressive, desperate to be filled, but my family had always been one to just sit in peace with one another, happy to be in each other's company. Except for me. Silence made me feel guilty.

    I walk through the doorway into my old room and there it is — bare walls, unlike when I'd been a child, for before I left I'd cleaned it from top to bottom. It was a cathartic experience that helped me deal with the death of the two people I loved more than anyone else in the world. I knew I wasn't coming back, so I didn't see the point of leaving behind traces of my past life.

    I tentatively walk over to the bed and move to sit on it. My bare behind touches the uncovered mattress and it feels how I remember it. More to the point, I don't fall through, nor does it suddenly disappear like a mirage. This bed is here.

    I'm not sure what I should do. There's not much I can do in my current state, disrobed and possessionless as I am. I close my eyes for a moment and picture him again. If only he were here. If only I could see him again, then I could be happy. I wouldn't need to do anything for I could  just sink into his arms, curl up and sleep forever.

    But he isn't here, and I have to deal with that. I have no-one to rely on but myself right now, and sitting around isn't going to help with survival. My first priority is to find some clothes — I'm not so concerned about my own modesty if there's no-one around to see me, but I am a little worried about getting cold. Although the house appears intact, there's no evidence that any of the electrical devices are working, meaning that there'd be no way to heat the place up if it did happen to get cold.

    I glance over to my old wardrobe, built into the wall. It's a long shot, I know, but I figure I'll try it. I get up, the mattress springing back into shape now my weight has left it, and walk over to the wooden doors. My hand touches the handle and hesitates for a moment. I feel a slight dizziness and a feeling of warmth that seems to sweep through my whole body, but as suddenly as it appeared, it is gone again. Shaking my head, I open the door to see the last thing I expected: my favourite summer dress. While wearing it without underwear isn't the most decent thing in the world, I figure it's better than nothing, so I slip it over my head and pass my arms through the straps. I glance over at the full-length mirror on the wall, right where it should be, and admire myself. I give a little twirl and giggle as the dress does that "billowing" thing that makes me love it so much.

    I'm hungry. Surely it's too much to hope that a similar situation will arise with the kitchen cupboards, but it's all I've got at the moment. I walk downstairs, smiling as the third stair creaks at my passing again, and head into the kitchen. It always seemed so small, but my mother could work wonders in here. I didn't know how she did it. For years I lived in a flat with a kitchen bigger than this and always found myself running out of room. Yet my mother could whip up an incredible meal with the minimum of effort.

    Not today, though; as expected, the cupboards are bare. Nothing to eat here. My stomach gives a low growl in protest.

    I walk out of the back door again and into the garden. I find myself wondering if I'll see young me and my mother again, but there is no sign of them. I begin to think I may have imagined them.

    I wander towards the apple tree at the edge of the garden; here, the green grass is fading to the more familiar brown, and the tree itself looks long-dead. I know that there's no hope of finding anything to eat on a tree quite so comprehensively devoid of life, but something draws me here.

    I feel the strange dizziness and warmth again. It lingers this time, and becomes so disorienting that I feel myself stumble and fall to the ground, but it doesn't hurt. I feel like I'm falling onto cotton wool. I close my eyes and smile — the sensation isn't unpleasant, but the sudden onset of it is confusing and a little troubling. The fleeting doubt is brushed aside from my mind as the feeling fades again, and I open my eyes. I'm not lying on cotton wool, I'm lying face-down on the green grass, just like I should be, given that I just fell over.

    Something strikes me on the back of the head quite hard. It hurts and makes my ears ring, and I feel it drop to the floor to the right of me. Did someone throw something at me?

    Still a little dizzy, I don't trust myself to stand up yet, so I fumble around with my hand until I feel the object that struck me. It's smooth and round. I grasp it in my hand and bring it around in front of me, raising my head to look ahead of me instead of gazing into the grassy floor.

    It's an apple.

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    #oneaday Day 659: Wasteland Diaries, Part 7 https://imnotdoctorwho.moegamer.net/2011/11/09/oneaday-day-659-wasteland-diaries-part-7/ https://imnotdoctorwho.moegamer.net/2011/11/09/oneaday-day-659-wasteland-diaries-part-7/#comments Wed, 09 Nov 2011 01:24:58 +0000 http://angryjedi.wordpress.com/?p=3090 After spending some time attempting to decipher the road map and comparing it to the few battered roadsigns I could find around the way, I came to the conclusion that the address I'd found in Annie's phone was hundreds of miles away. I had a very long journey ahead of me, it seemed, but given … Continue reading #oneaday Day 659: Wasteland Diaries, Part 7

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    After spending some time attempting to decipher the road map and comparing it to the few battered roadsigns I could find around the way, I came to the conclusion that the address I'd found in Annie's phone was hundreds of miles away. I had a very long journey ahead of me, it seemed, but given the total lack of other people around, I didn't see anything better to do. My pack was filled with supplies, and if where I had been still held a few pockets from which usable equipment and food could be salvaged, surely other places along the way would, too.

    I was out on the open road by now. The cracked concrete surface gave me something to concentrate on amid the emptiness of the parched, dead grass all around. The road I was following had obviously once been a main route, as it was wide and seemingly well signposted — though most of these signposts had been charred, bent, or in some cases apparently torn in half. With an occasional glance at the map, however, I determined that I was probably moving in the right direction. At least I hoped I was.

    My mind kept wandering to the strange incident outside the petrol station. The dream hadn't returned again, but I was still chilled as I remembered waking up from the rage-filled chaos and my surroundings not being as I had left them. Part of me still wondered if I had been responsible for the destruction of that area — and if I had had anything to do with the state of the world as it was now. It didn't make any sense, though. Thinking rationally right now, I had no desire to destroy anything or hurt anyone, so logically it couldn't possibly have been me, right? This was also leaving aside the fact that I was, as far as I remembered, anyway, just an ordinary human being. Ordinary human beings might shout and scream when they get angry, not level an entire city block.

    I tried to shake off the grim thoughts as I continued walking. An odd melody popped into my head out of nowhere, and I found myself humming it. After a few moments, I suddenly heard myself and began to laugh at the sheer incongruity of humming such a happy, cheerful tune in such a desolate environment. It was better than the alternative, however.

    There was something else too, though — a flash of memory. I couldn't pin down what it was, but it was there, and it seemed like it wanted to emerge. But perhaps not yet. I hummed the melody again, and a smile broke across my face. Perhaps it wasn't worth getting upset. Perhaps over the next hill I'd find lush green grass and a town that didn't lie in ruins.

    Hours later, the light was fading and I hadn't come across either green grass or an intact town, but my legs were aching and my feet were sore. I'd made it onto what looked like an even more major road, with two carriageways running parallel to one another, and a tendency to run in a long, straight line, even if that meant cutting right through the middle of a hill rather than going around it. There wasn't any sign of civilisation nearby, so I decided to make camp at the side of the road, up against a concrete wall built into one such hill cutting. It was still warm, even though night was falling, and I was so tired.

    I fell asleep almost as soon as I sat down and leaned up against the wall. My eyelids drooped and I felt myself drifting out of consciousness.

    For a moment, I was disoriented. I wasn't where I thought I was. There was sunlight and a gentle breeze, and the smell of cut grass. And sounds — people, cars, the distant clatter of the railway line. This place felt familiar.

    Before me was a rustic-looking old house that looked like it had been standing for centuries. It was still in good condition, though, and didn't show any signs of the damage and destruction evident everywhere else I'd seen.

    There was a curious, ethereal quality to the sunlight as I looked around, like it wasn't quite real. Then it occurred to me: I was dreaming. But I didn't want to wake up. This was a pleasant, happy place. This was a safe place. This was far from the sense of sadness, sorrow and loss I felt when I looked at the wasteland around me as I walked. This was… home? No, that didn't feel quite right, but it was still important.

    I heard the sound of a girl giggling inside the house and moved to hide myself, but there was nowhere to go. She came out into the garden, for that was where I stood, but she looked right through me, her gaze lingering for a moment as if she knew something was there but she couldn't quite work out what it was… or believe in it.

    "Hello," I said, but if she heard, she didn't show it, for before long she was scampering off to the other end of the garden where an older woman — presumably her mother? — was laying something down on an outdoor table. It was a picturesque scene of familial bliss… until it happened.

    The sky turned red — a deep, threatening red, the colour of blood. The earth shook, and a giant crack split the garden in twain, the outdoor table and its contents falling down into darkness. The girl screamed and the mother looked around herself, panicked. There was a huge roar that seemed to make the whole world tremble.

    Then I woke up, drenched in sweat. It was dark, and the wall against which I was leaning was still standing. This was not the same as last time, but something in that was important. And something was trying to keep me from working out what it was.

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    #oneaday Day 658: Wasteland Diaries, Part 6 https://imnotdoctorwho.moegamer.net/2011/11/08/oneaday-day-658-wasteland-diaries-part-6/ https://imnotdoctorwho.moegamer.net/2011/11/08/oneaday-day-658-wasteland-diaries-part-6/#respond Tue, 08 Nov 2011 01:29:08 +0000 http://angryjedi.wordpress.com/?p=3087 I float through space. At least I think it's space. It's a dark, empty void completely free of light, air and sound. I'm not sure how long I've been here or even if I'm here at all. I could be dead, for all I know. But then, surely, I wouldn't be aware of my existence, … Continue reading #oneaday Day 658: Wasteland Diaries, Part 6

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    I float through space. At least I think it's space. It's a dark, empty void completely free of light, air and sound. I'm not sure how long I've been here or even if I'm here at all. I could be dead, for all I know. But then, surely, I wouldn't be aware of my existence, I'd just be dead.

    I was brought up to be a spiritual sort of person but deep down I always figured it to be complete nonsense. There couldn't be such a thing as an afterlife. There was nothing whatsoever rational to suggest that there was some sort of alternate dimension between what we knew as "existence" and total oblivion. You were alive, or you were dead. It was as simple as that.

    Except now I'm not so sure. I certainly can't feel my body or anything in the world, but I sure can feel my… what? Soul? Self?

    Perhaps I'm just asleep. Dreaming. That would be a rational explanation for all this. Perhaps in all the chaos which ensued when "it" happened, I knocked my head and fell unconscious. Given what was going on, though, I'd be absolutely astonished if I turned out to be alive. I remember things collapsing, clouds of dust, screams of terror suddenly cut short in a manner that was somehow more horrific than if they'd continued.

    And so much noise. That constant low rumbling as the very ground shook beneath us. The roars of rage and fury. No-one knew where the anger was coming from, but we sure as hell knew that it was going to be the end of us. The devastation had spread gradually, starting with a small village in the middle of nowhere and gradually spreading until it had engulfed everywhere we knew and once held dear. Lush green grass became brittle and brown, precisely-designed buildings came tumbling down, freshly-paved streets cracked and broke.

    At the end of it all, nothing but the wasteland. Our glorious country — possibly even the world — utterly destroyed. And for what? There was still no easy answer.

    Suddenly, I'm aware of a faint green light from out of the corner of my field of vision — I hesitate to say "eyes" because I'm not sure I have them. I turn to face it and it approaches rapidly — or perhaps I float towards it. Before long, I am engulfed in the light. It feels warm, and pure, and soft, and filled with love. The feelings it invokes in me are indescribably joyful.

    Images flash before my eyes. Split-second views of the day "it" happened. Faces of loved ones, now probably lost. One image lingers slightly longer than the others — it's him. I miss him so much. I try to call out, but no sound comes out in the void, but I sense the light understands what I'm trying to do, so I don't feel I have to try it again.

    The light brightens for a moment, dazzling me with its intensity, then fades to nothingness. I am back in the darkness. But something is different. There's… a sound. And a feeling. A cold, hard feeling. On my… face?

    I open my eyes, for now I have them. In front of my face is a solid, smooth, cold surface. I raise my head a little and look up. I'm lying on a stone floor outside a small, ruined building. It looks familiar somehow, but it takes a moment for me to realise why.

    Of course. It's the house where we used to play together as children, and onward grew up until young adults. The house where we confessed our true feelings to one another, shared our first kiss, and were first intimate with one another. The house in which I lived until my parents died, and I was forced to go out into the world and make it on my own.

    It has been many years since I have seen this house, and something had not been kind to it. I don't know if it was age or the destruction wrought by "it", but to see my memories laid out before me, a crumbling ruin, is profoundly moving.

    I push off the ground with my hands and get unsteadily to my feet. I feel the gentle breeze of the day over my whole body, and I suddenly realise I am nude. Instinctively covering myself as best as I can with my arms and hands, I frantically look around for something to wear and anyone who might be looking, but find neither. All is eerily quiet. The horrific sounds of the devastation had ceased. Was it over?

    I look back at the house and frown. If I look at it at the right angle, it almost looked like…

    There's a giggling sound. My eyes widen as a girl skips out into the garden. She seems oblivious to my presence. It doesn't take me long to recognise her.

    It's me. Me aged about seven years old, to be precise. I was so carefree back then and never had any idea of the awful future in store for me.

    From around the corner comes my mother. She gestures to seven year old me and says something to her that I can't quite hear. The two of them go inside the house.

    I gasp. Before my eyes, the house is whole again. Tentatively walking towards it, I reach out and touch the aged stones of the wall, and they're real. I walk around to the back of the house, where young me and my mother disappeared, and sure enough, there is the door.

    I put my hand on the handle and hesitate for a moment. While for a few moments, the atmosphere had been filled with life thanks to the incessant giggling of young me, now there's a chilling sense of emptiness. I know that my young self and my mother couldn't possibly be here, that it must have been some sort of hallucination, but it still saddens me a little — and that doesn't explain the house, which had been an uninhabitable ruin just minutes before.

    I push down on the handle. The door is unlocked, and creaks in that old, familiar way as I open it and step into my childhood home for the first time in over twenty years.

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    #oneaday Day 657: Wasteland Diaries, Part 5 https://imnotdoctorwho.moegamer.net/2011/11/07/oneaday-day-657-wasteland-diaries-part-5/ https://imnotdoctorwho.moegamer.net/2011/11/07/oneaday-day-657-wasteland-diaries-part-5/#respond Mon, 07 Nov 2011 00:14:11 +0000 http://angryjedi.wordpress.com/?p=3085 After walking down the street a short distance, I came to a small open area that looked like it was once a petrol station. A couple of burnt out cars were scattered haphazardly at the front, and the huge metal canopy that covered over the pumps had collapsed at one end, forming a huge ramp-like … Continue reading #oneaday Day 657: Wasteland Diaries, Part 5

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    After walking down the street a short distance, I came to a small open area that looked like it was once a petrol station. A couple of burnt out cars were scattered haphazardly at the front, and the huge metal canopy that covered over the pumps had collapsed at one end, forming a huge ramp-like structure, a leap to nowhere. What had once been the kiosk looked mostly intact — relatively speaking, anyway. Its windows were shattered and the door was occasionally bumping open and shut, but the building looked otherwise structurally sound.

    I headed for the small building and carefully opened the door. Not carefully enough, though, it seemed, since as I pulled it it fell off its hinges and crashed to the ground with a loud thump. I started at the sound and once again instinctively looked around to see if anyone had noticed — and once again there was no-one.

    Inside the small kiosk it was dark. The angle of the building meant that not much sunlight got in through the smashed windows, and the electricity here was clearly dead. Products that had once been neatly stacked on the shelves now lay scattered on the floor. There was an acrid stench in the air, but I figured this would be as good a place as any to gather some supplies.

    A collapsed pile of large, flat books caught my eye. "Road Atlas, United Kingdom and Ireland," the faded cover proclaimed. While the book was battered, stained and slightly charred, the contents of the pages were still clearly visible. This could be a huge help, I thought. If I can pinpoint my own location, I can figure out where to go next and maybe even track down Evie.

    It was an optimistic view of the future, I knew that. As far as I was concerned, though, optimism was the only way to go. Curling up in a corner and crying would achieve nothing — it wouldn't even get me any sympathy, since there was no-one else around to give it. Occasionally as I walked and my mind wandered, I wanted to stop and grieve for what had been lost — even though I still wasn't sure exactly what I had lost — but I worried if I started, I might never stop.

    The book of maps was too big to fit in my pack normally. I folded it in half with some difficulty and stuffed it in there among the tins and other supplies I'd scavenged from the shop or storage house the previous day. It wouldn't be much use until I found something that offered a hint to my current location, anyway.

    I stepped back out into the sunlight of the day. I was getting thirsty, but I really didn't want to risk any of the sealed bottles that I'd seen in the petrol station. Who knew what was in them, how long they'd been there and what state their contents were in? I certainly didn't, so I didn't take the chance.

    A searing pain shot through my skull. It drove me straight to my knees and I screamed as the horrifying sensation ploughed its way through my brain. I didn't know what it was or if anyone was doing it to me, but it hurt so much. I clasped my hands to the side of my head and leaned forward on the floor, but the pain didn't subside. My vision blurred and faded, and I passed out.

    My unconsciousness was troubled by restless dreams. I was angry, furious, a force of pure wrath. I roared with frustration and the very earth trembled at the sound of my voice. Clouds of dust rose up with every step I took, and solid structures crumbled at my touch. I knew nothing but the desire to destroy, to crush, to shatter. I would not rest until all lay in ruins.

    When I awoke, I could feel myself sweating, though the air had become cold. I opened my eyes and could tell that a considerable amount of time had passed — the light had faded and the atmosphere was very different. I couldn't tell exactly what was different until I got to my hands and knees and raised my head, however, and what I saw chilled me to the bone.

    Where once had been half-wrecked buildings, still recognisable as the signs of recent civilisation, now was simply total devastation. Buildings were flattened, flakes of walls scattered all around as if they had simply burst. The petrol station I had just come from was nowhere to be seen, though there was a pile of rubble with a thick plume of black smoke emanating from it where it had been standing what felt like just moments ago.

    All around was chaos, destruction — the end of the world, come again. I stood, mouth agape, looking around, the shock of the sudden devastation rendering me incapable of rational thought.

    Suddenly, the thought of the dream I had had came back to me. There was so much rage, anger, fury. The feeling that I would never be satisfied until all lay in ruins.

    I couldn't have done this, could I? And if I had done this, then what if I–

    This time it really was all too much. I sank back to the floor and sobbed — huge, gulping, gasps of air. I felt like I couldn't breathe, such was the feeling of anguish that gripped me. The tears ran freely, and I wailed at the wave of emotion washing over me.

    The world as it once had been was no more, and I was absolutely alone. Was there any point going on? Would I ever find Evie? More to the point, would I ever find any answers?

    Adam, came the voice in my head. I need you. And you need me. Come to me.

    I wanted to. But I didn't know how.

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    #oneaday Day 656: Wasteland Diaries, Part 4 https://imnotdoctorwho.moegamer.net/2011/11/06/oneaday-day-656-wasteland-diaries-part-4/ https://imnotdoctorwho.moegamer.net/2011/11/06/oneaday-day-656-wasteland-diaries-part-4/#respond Sun, 06 Nov 2011 00:58:51 +0000 http://angryjedi.wordpress.com/?p=3083 It was time to get moving. I tucked the diary into a jacket pocket and resolved to read a little more the next time I stopped. Stopped where? Get going where? I paused for a moment, this obvious question pushing its way to the forefront of my mind. I knew that this "Evie" woman was … Continue reading #oneaday Day 656: Wasteland Diaries, Part 4

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    It was time to get moving. I tucked the diary into a jacket pocket and resolved to read a little more the next time I stopped.

    Stopped where? Get going where?

    I paused for a moment, this obvious question pushing its way to the forefront of my mind. I knew that this "Evie" woman was important for some reason, and that I should find her. But how would I go about doing that, given that I had no idea where I was and no idea where she was, either?

    I scratched my nose — some skin was flaking off it in the dry heat — and pondered this for a moment. Then my mind returned to the phone that I had pocketed. Perhaps something in there would offer some sort of clue? I switched it on again. The screen took a moment to respond, then lit up with what I assumed was the manufacturer's logo, as it was also present on the rear of the device. I waited for what seemed like an age for the phone to start up, and was then presented with a screen of icons.

    I touched the "Mail" icon and looked over the messages I'd previously read again. I returned to the message to "Annie" from "Evie" and, curious, tapped on the name "Evelyn Anderton" at the top of the message. The message scrolled to one side, and I was conveniently presented with what looked like Evie's contact details. There was a phone number and an email address — not that those would be much good given that the phone clearly had no signal — and a listing of her birthday: January 1, 1981. A New Year child. No address though. Of course it wasn't that simple.

    I frowned. Perhaps there was somewhere else I could find the information. I returned to the phone's inbox and scrolled back another level. The previous owner of the phone had kept her messages organised well, it seemed, and it wasn't long before I found the "Evie" folder, apparently containing the two women's past correspondence.

    I didn't have time to read all the messages, so I skimmed over the subject headings, back through several months until a date some time in the previous year — 2013. Around that point, one message immediately jumped out at me as important: "New Address." I tapped on it to open it up and, sure enough, there was a brief note with Evie informing Annie of her new home.

    The trouble was, I had absolutely no idea where this place was, or even if it was in the same country as I was in. I assumed it was, since Evie hadn't seen fit to add a country name after the postcode, but that may well have been a foolish assumption. I wasn't to know.

    Equipped with a new lead, I turned the phone off again, headed back downstairs and out into the heat of the day. The sun was beating down on the street by now, and the air felt dry.

    Something flashed across my mind's eye — a fleeting vision. A memory? I wasn't sure, because as quickly as it had flown across my imagination, it was gone again, out of reach, impossible to grasp. I had a sense of the colour green, and of a warm. dry day much like this one, but little else.

    I shook my head. It wouldn't do to go cracking up now. Or would it? There was no-one else around, and the closest I'd come to another human being had inexplicably crumbled to dust at my touch. As I started walking along the street, I looked at my hands. They looked normal and hand-like, not like any kind of destructive force. So why had the woman's body fallen apart like it had done?

    Answers weren't forthcoming. All I could do for now was to keep walking forwards until I found something that would help me in my new-found mission: to find Evie.

    I didn't know why she was important, but something in the tone of her messages had convinced me that she had an idea of what was going on — and not just in the sense of what people knew through hearsay. But there was something else, too. Something at the back of my mind, out of reach, like the fleeting memory that had just passed me by. A sense, a knowledge, a feeling — Evie was important.

    Given the lack of anything else to go on, I had little choice other than to trust my instincts.

    I walked along the street for some time. As I continued, the size of the destroyed buildings seemed to be decreasing. Perhaps I was coming to the edge of this town. The devastation wasn't any less, but it was a different kind of devastation — these buildings looked more like small houses rather than the larger blocks I'd previously been seeing. Some had small patches of grass, yellowed in the heat, out front, and some had rusted, battered, ruined old cars. Few of the buildings looked safe, so I didn't risk heading inside.

    The street was still eerily quiet. I felt a slight breeze and heard it blowing past my ears, but no other sounds — no animals, no birds, not even the sound of rubbish clattering around in the road. The sense of loneliness was palpable, like I was living in some sort of parallel existence to the rest of the world, and all I had to do was to tear down the wall of reality separating me from the people I knew and loved — whoever they were.

    I knew that couldn't be the case, though. My memory may have failed me, but my sense of rational thought had not. My thoughts turned to the only possible explanation — that something terrible had happened, and that I was the only survivor.

    But why me? What was so special about me? Why should I survive when everyone else disappears, or turns to dust?

    It was a question that would not get an answer for some time.

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    #oneaday Day 655: Wasteland Diaries, Part 3 https://imnotdoctorwho.moegamer.net/2011/11/04/oneaday-day-655-wasteland-diaries-part-3/ https://imnotdoctorwho.moegamer.net/2011/11/04/oneaday-day-655-wasteland-diaries-part-3/#comments Fri, 04 Nov 2011 22:42:04 +0000 http://angryjedi.wordpress.com/?p=3081 The device gave a soft "click" as I slid my finger across its smooth screen. I wasn't sure how it could possibly still be working, given the devastation surrounding it, but there must have still been some power coming from that socket. I didn't think on it further at that point; what was more important … Continue reading #oneaday Day 655: Wasteland Diaries, Part 3

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    The device gave a soft "click" as I slid my finger across its smooth screen. I wasn't sure how it could possibly still be working, given the devastation surrounding it, but there must have still been some power coming from that socket.

    I didn't think on it further at that point; what was more important was the fact that this small device might offer some clues as to what happened, where I was and — unlikely as it might be to think — who I was.

    The display blackened for a split-second then opened to presumably whatever the last holder of this phone had been doing. It looked like they'd been reading an email. Although my memories of the events leading up to this devastation — not to mention who I was — remained obscured, either the inferface was intuitive enough or I simply had a natural understanding of the technology to be able to scroll through the message and see what it had to say.

    The message had been sent by an "Evelyn Anderton" to someone called "Annabelle Anderton" — the owner of the phone, presumably. I assumed the two were related, as the tone of the message was somewhat familiar in tone.

    "Annie," the message read. "I know you're scared, and I wish I could be there with you. I wish I could tell you it's all going to be all right. But I'm not sure it is. I'm sorry to not be more positive with you, but with things being how the are I think the sooner we all face reality, the better. I wish I could see you one last time, but I don't think that can ever happen, Annie. I love you. Stay strong. Evie x"

    I scrolled back through the message thread to see if I could glean anything from the conversation between the two women — sisters? — but they didn't mention anything specific. Of course they wouldn't have — everyone would have known what was going on, from the sound of things, so people probably didn't want reminding of what appeared to be something both disastrous and inevitable coming, creeping up on them like the end of the world.

    No, not like the end of the world — it pretty much looked like it was the end of the world.

    I touched the button in the corner of the screen to go back to the inbox. There were only two other messages in there — one looked like a junk promotional message for some place that sold entertainment products, and the other was short, to the point and all in capitals. It was dated after the conversation between "Evie" and "Annie" by two weeks — October 31, 2014.

    "ALPHA AND OMEGA WILL UNITE," it said. There was no sender listed.

    I frowned, curious as to what the strange message meant, but decided that there wouldn't be any easy answers forthcoming while I stayed here. A popup message filled the screen informing me that the server wasn't responding and the phone couldn't get new mail. I wasn't surprised — I would have been more surprised if the phone had been fully functional than I already was that it had power.

    I glanced into the corner of the screen. The battery indicator read 86%. It was falling fast — I decided I should stop fiddling around with the device until I had a good reason to, and switched it off. I also pulled the white cable out of the wall and tucked it into my pocket — if this building still had some power, then chances are some other places might, too.

    I looked around the rest of the room in an attempt to glean any further clues. Through the gloom, I saw that there was a desk with three drawers at one side of the bedroom, with what looked like a computer standing on it. The screen was broken, though, so I didn't hold up much hope for making use of it. A foul smell was emanating from the corner of the room and I could see that an old cup sitting atop the surface was the source. The cup had obviously once been filled with a drink which had long since turned to mould, and up close it stank so rotten that I involuntarily retched.

    I picked up the cup and flung it out of the window. I heard it clatter to the street below, and then all was silent outside once more. For a moment, I had hoped that the noise would attract the attention of another person — someone who would prove that I was not alone in this world of bodies which turned to dust — but it was not to be.

    I opened the first of the three drawers. Inside were a few battered-looking pens and pencils, but nothing much of note.

    The next drawer down was empty save for a spindle containing what looked like optical discs of some description — CDs or DVDs. They wouldn't be much use with the computer out of action, so I left them where they were.

    In the bottom drawer, I found a small black hardback book. The cover was unmarked, so I opened it up to a random page, which was blank except for a few ruled lines. I flipped backwards to the start of the book, which was less empty than the page I'd opened it up to. In fact, it was crammed with handwriting — neat and elegant, but with a few rough edges, as if the person writing normally had fine writing but was in a hurry or was under a lot of stress at the time.

    I began to read.

    "November 1, 2014," began the first entry. It was a diary. "The phone lines have gone down. I feel so cut off from everything. I'm scared. I don't know what to expect. I don't know what the future holds. Evie said I wouldn't see her again, and that made me cry, even though I already knew that her mission would send her far afield. I don't even know why I'm writing this — if it all happens like they say they will there'll be no-one left to read this. But no-one will listen if I talk — everyone is too wrapped up in their own little worlds to care about others. They say that a crisis brings people together, but it hasn't — it's driven them apart, every man for himself. I miss you, Evie. I hope you find what you're looking for."

    I paused for a moment. This "Evie" was sounding more and more important with everything I read relating to her. I knew what I had to do.

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    #oneaday Day 654: Wasteland Diaries, Part 2 https://imnotdoctorwho.moegamer.net/2011/11/04/oneaday-day-654-wasteland-diaries-part-2/ https://imnotdoctorwho.moegamer.net/2011/11/04/oneaday-day-654-wasteland-diaries-part-2/#respond Fri, 04 Nov 2011 01:22:35 +0000 http://angryjedi.wordpress.com/?p=3079 I'm not sure how long I slept, but unlike when I'd awoken previously, this time I felt somewhat refreshed. The building I was in was still almost completely pitch dark, but I could see a glimmer of light coming in from around the doorframe. I pulled open the door and let in the daylight. The … Continue reading #oneaday Day 654: Wasteland Diaries, Part 2

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    I'm not sure how long I slept, but unlike when I'd awoken previously, this time I felt somewhat refreshed. The building I was in was still almost completely pitch dark, but I could see a glimmer of light coming in from around the doorframe.

    I pulled open the door and let in the daylight. The sun was up and the sky was blue, with barely any clouds to be seen. A light breeze was blowing, but it was clear that today was going to be a warm day.

    I considered stepping out into the heat of the day, but paused for a moment on the threshold before turning back into the building to investigate further. I'm not sure what made me do this — maybe I caught a glimpse of something, maybe I heard something, perhaps it was just an irrational feeling I had, without any reasonable explanation. But I felt it was important. There was something here.

    Even with the light of the day coming in through the front door, the corridor I was in was still dark. I had to feel my way along until I came to a staircase leading upwards. I tentatively placed a foot on the first step — it creaked, but it seemed to bear my weight just fine. Little by little, I gingerly crept up the stairs, hoping with each movement that I wouldn't find the one rotten board and fall through, causing myself injury.

    When I made it to the top, I breathed a sigh of relief. It was still dark, but I could see a hint of light coming from somewhere — under a door, perhaps? I felt my way through the oppressive darkness towards the light and fumbled around on the wall. It was indeed a door, and if I could just find the handle I could–

    My hand hit the sweet spot unexpectedly and pushed the door open a little harder than I'd intended. I stumbled forwards and the door banged against something inside the room. Light was coming in through a window in the room, bringing some much-needed illumination to the gloom of the rest of the building.

    Much of the room was still bathed in shadow but I could see enough to tell that it was a bedroom. A metal-framed bed stood to one side, its covers messed up. I mentally kicked myself for not investigating the building further and finding somewhere more comfortable than the hard floor of the corridor to rest, but it was too late now.

    I quickly retracted my self-beratement when I realised that the rucked-up covers were not just rucked-up covers, but that there was something underneath them. Hands trembling with anticipation at what I might find, I slowly pulled back the duvet to reveal what appeared to be a sleeping woman, lying there on her side.

    I let out a sharp breath. I wasn't alone. This woman was here. But she was — what? Asleep? Dead? I wasn't sure. She certainly wasn't moving, and there was no sound of breathing. She clasped something in her hand, but I couldn't see what it was.

    "Uh, excuse me?" I said. My voice cracked. It felt like a very long time since I had used it. "Excuse me?" I said again, clearing my dry throat.

    There was no response from the woman, who just continued to lie there. Although she wasn't moving or making noise, she didn't look dead, either. Her cheeks were still flushed with colour, her skin was still smooth, and there was no sign of decomposition anywhere. Was she dead, or just sleeping?

    I looked her up and down, feeling slightly dirty and voyeuristic while doing so. She was a slender woman of I'd guess about thirty years of age. Her blonde hair fell around her shoulders but was obviously unkempt and unstyled while she lay in the bed. She was dressed in a black satin nightgown with small, thin straps which ran over her shoulders and then crossed over her back in an attractive pattern. She was good-looking, to be sure, but her pleasing appearance didn't stop the lingering feeling of unease I had.

    I reached out to grab her by the shoulder and shake her gently, then paused for a moment. What would I say? Being rudely awakened by a strange man shaking her was probably not how she wanted to start the day. On the other hand, it was possible that she was in the same position as I was — bereft of memories, feeling that she was alone, wondering whether life was still worth living.

    I steeled myself and moved my hand to touch her. As soon as my fingertips made contact, however, I drew them sharply back with a horrified intake of breath.

    Before my eyes, at my touch, the woman crumbled to dust, a cloud of which simply blew into the air and scattered around the room, as if she'd never really been there at all and I'd just been beating on a dusty old mattress.

    Had I imagined it? My mind had certainly been playing tricks on me recently with the voice — Adam, I miss you, it said over and over in moments when I needed clarity of thought — but had I hallucinated the existence of the strange woman?

    Then I saw it on the bed. A small black object — presumably the thing she'd been holding in her hand. It was a portable touchscreen phone. A white wire connected to the bottom of it at one end, and snaked off somewhere to the side of the bed at the other. I followed the wire and found it led to an electrical socket. I couldn't tell from looking at it if it was still live or not, but felt it would be unlikely, given the surroundings.

    My unspoken question was answered when the phone gave a soft buzz and its screen lit up, revealing a clock and a picture of a battery that appeared to be full. Curious, I reached out to pick up the phone, half expecting it to crumble to dust like the woman, but it remained reassuringly solid in my hand, but cold, like it had been kept in a fridge.

    I pressed the only button I could see on the face of the phone. "Slide to unlock," the screen said.

    I obliged.

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    #oneaday Day 653: Wasteland Diaries, Part 1 https://imnotdoctorwho.moegamer.net/2011/11/02/oneaday-day-653-wasteland-diaries-part-1/ https://imnotdoctorwho.moegamer.net/2011/11/02/oneaday-day-653-wasteland-diaries-part-1/#comments Wed, 02 Nov 2011 23:02:33 +0000 http://angryjedi.wordpress.com/?p=3077 [A word of explanation: I'm not doing NaNoWriMo, as once again I've completely forgotten it was going on until it's too late. So as a kind of halfway house sort of solution, I've decided that every day this month (except, err, yesterday) will be devoted to a section of a piece of extended creative writing. … Continue reading #oneaday Day 653: Wasteland Diaries, Part 1

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    [A word of explanation: I'm not doing NaNoWriMo, as once again I've completely forgotten it was going on until it's too late. So as a kind of halfway house sort of solution, I've decided that every day this month (except, err, yesterday) will be devoted to a section of a piece of extended creative writing. This will be largely improvisatory in nature — I'm not going to plan it in advance, just write. I will aim for a bare minimum of 1,000 words per day but reserve the right to go above that.]

    I remember the bright flash, and then everything faded to black. When I awoke, I was here, surrounded by utter devastation, with no idea why. I don't remember what the flash was, just that it happened. And the sounds — awful, terrible screaming, then silence, though that may just have been my own consciousness slipping away, unable to process the horrors that were undoubtedly being inflicted before me.

    I awoke, lying on the floor, outside. Dust was everywhere. The hard concrete ground on which I lay was cracked and broken. My body ached, and I groaned as I pulled myself to my feet unsteadily. My muscles were stiff, like I hadn't used them for a lifetime, and I struggled to keep myself upright. I staggered over to a nearby low, crumbling wall and propped myself up against it, breathless with the exertion.

    I surveyed my surroundings. This was obviously once a built-up area but now the buildings were just hollow, gutted shells of what they once were. Windows were smashed, walls were falling down — and there was no sign of any people anywhere. Just me. Alone. Against the world, with nothing — and not even a memory of why this was happening to make it easier to deal with.

    I pulled off a chunk of loose brick from the wall I was leaning on and held it between my fingers, considering it, examining it. It told me nothing, and it was so fragile that it eventually crumbled to dust between my fingers, the small grey cloud it made sweeping away from me in the gentle breeze that flowed down this deserted, ruined street.

    I pushed myself off from the wall and attempted to stand unaided. This didn't look like the sort of place I should hang around by myself, even if there were no people anywhere to be seen. Ducking into a building around here looked out of the question, as most of them looked unsafe, with collapsed doorways and unstable-looking walls giving me chills.

    But still, no-one.

    I heard a voice in my head. Adam, it said, smooth and feminine and slightly familiar — though the second I tried to call up the repressed, lost memory, it flitted away like a bug from a child. Adam, I miss you.

    "Adam". I didn't know if it really was my name or not, but I decided to adopt it if anyone asked. If indeed there was anyone else left besides me.

    It didn't bear thinking about, but there was nothing I could do if it did happen to be true. Besides, the voice in my head, though I didn't know who it was, was comforting somehow — it made me feel that I was less alone, even though the silence of the empty streets was becoming increasingly oppressive.

    I picked a direction and started following the shattered road. I didn't know where I was going, but anything was better than standing on that blasted corner, contemplating things that I might never know. There was doubtless a long journey ahead of me, and I wasn't sure of its final destination — knowledge, or death?

    My footsteps echoed in the empty street, and crunched on the crumbling paving slabs beneath my boots. I was walking slowly, but the sound of my feet — seemingly unnaturally loud thanks to the total absence of other sound around me — gave me something to focus on, a sense of purpose. I would not be defeated by that which had stripped the life from this city. I would press onward. I would survive.

    As I progressed along the road, the damage to the buildings seemed to become somewhat less severe. While their windows were still shattered and broken, many still had intact doorways and walls, piquing my curiosity as to what I might find within. I picked a large building with what had obviously once been wall-height glass windows on the front, and stepped into the relative darkness within to investigate.

    Row after row of shelves presented themselves before me. Some had toppled over, spreading their contents over the floor. Others remained upright, but had been mostly picked clean. A sour smell filled the air and, looking at the mouldy piles of scattered foodstuffs, it wasn't hard to see why.

    I delved deeper into the darkness, making every effort to control my gag reflex as the sour smell grew stronger. Most of the packages had faded, but the odd thing caught my attention — dog food, washing powder, bottles of various brightly-coloured liquids. One aisle was filled with various metal implements, many of which were corroded, but I found myself a serviceable-looking sharp knife and pocketed it just in case I ran into any trouble. It wasn't looking likely right now, but it certainly didn't hurt to be careful.

    Down another aisle, I found myself a battered-looking pack. I hoisted it onto my back, figuring that if I was going to scavenge any supplies from here, I'd better have something to put them in.

    One aisle held row after row of metallic tinned goods. Some of the labels were still legible, though some had faded and some looked scorched. Some tins looked completely sealed and impossible to open, others had a ring pull on top which meant they could be opened easily. I scooped a selection into my pack and took them with me. The additional weight of my load took some getting used to, but by the time I emerged from the building into the street again, I was accustomed to it.

    The sun was setting and the light was fading. I could feel the heat fading from the air, making way to a cool night-time breeze. I'd just woken from a slumber of I didn't know how long, so I didn't feel sleepy, though a curious, unidentifiable noise I heard in the distance as the light continued to dim made me feel that settling into some sort of shelter for the night might not be a bad idea afteer all.

    I ducked into another building with an intact door and closed it firmly behind me. The metallic locking mechanism was corroded, but still seemed to work, so I bolted myself inside the building. The lack of windows meant that it was completely dark inside — not that it was much better outside by now.

    I sat down on the floor and breathed deeply. Something truly terrible had happened, and I didn't know what. The worst part of it, though, was not knowing if I'd lost anyone important to me. So far as my memories were concerned, I was the only person there was — had been, and always would be.

    Adam, came the voice again. I miss you.

    So long as I could hear her, I couldn't believe that I was the only person alive. There had to be an explanation for all this, and I was going to find it.

    Sleep claimed me quickly, despite the fact I'd only awoken an hour or two earlier, and I sank into a mental darkness free of cares, worries and dreams.

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    #oneaday Day 652: Music of Terrible Origin https://imnotdoctorwho.moegamer.net/2011/11/01/oneaday-day-652-music-of-terrible-origin/ https://imnotdoctorwho.moegamer.net/2011/11/01/oneaday-day-652-music-of-terrible-origin/#respond Tue, 01 Nov 2011 23:46:53 +0000 http://angryjedi.wordpress.com/?p=3075 Man. There is some shit music around at the moment. I feel like I've been pointing this out for some time — perhaps I'm just too jaded to enjoy mainstream entertainment. But man. There is some shit music around at the moment. I feel bad — due to Society's Rules — pointing it out, but a hell of a … Continue reading #oneaday Day 652: Music of Terrible Origin

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    Man. There is some shit music around at the moment. I feel like I've been pointing this out for some time — perhaps I'm just too jaded to enjoy mainstream entertainment. But man. There is some shit music around at the moment.

    I feel bad — due to Society's Rules — pointing it out, but a hell of a lot of it is from black artists. To quote your average Daily Mail reader, I'm not being racist, but… it's true. At the gym tonight I ran out of podcast and Spotify had inexplicably decided to delete all my offline playlists, so I was forced to listen to the monstrosity that is "Kinetica TV" and watch what passes for music videos these days.

    My conclusions? Man. There is some shit music around at the moment.

    As for my "black artists" comment, I know it's not a universally "black" problem, but certainly the white artists who also make shit music are almost without exception producing music inspired by typically "black" styles — or, to put it another way, the kind of music that gets celebrated at the MOBO (Music Of Black Origin — yes, that is a thing) awards each year. Common features include a minimalist backing that includes a repetitive but irregular drumbeat and a bassline, very occasionally accompanied by some repetitive synth or strings stings. Singers are typically autotuned up the arse and sing about girls, money or money and girls. Unless they're a girl, in which case they use the word "choo" too much and sing about how empowered they are. Alternatively, N-Dubz happens, and that's never pretty.

    Naturally I'm well aware that there are plenty of talented musical artists out there — from all ethnicities — but the popular charts make for depressing viewing, and it's from those that Kinetica TV draws its material. Like so many things — TV, video games, movies — the most popular music appeals to the lowest common denominator, and therefore is carefully crafted to not overtax simple minds too much. This perhaps explains why the songs in question are so repetitive and boring.

    But is the British public as dumb as their apparent musical tastes suggest? From the '80s backwards, the popular charts sounded markedly different — and both "black" and "white" music had considerably more in the way of imagination and originality. We had rock 'n' roll, R&B (in its original, more accurate, better form), funk, soul, jazz, fusion and all manner of other auditory experiences to treat our lugholes to. Now, we get Jason Derulo mashing up Robin S and the Banana Boat song.

    I shit you not. Check it out:

    [youtube http://www.youtube.com/watch?v=2CGF_Z3yZAo]

    You're just not even trying any more, Derulo, you huge fuckwit.

    There is no excuse for this kind of laziness, and all you bellends out there who keep encouraging massive cocks like Jason Derulo to keep making music are contributing to the world's image that the British public are a bunch of twats with no taste whatsoever. So cut it out. Do your part. Buy a good album today and stop encouraging these fetid pissflaps to make more monstrous music.

    Oh, and stop encouraging The X-Factor to exist.

    Sigh. An ultimately fruitless gesture. Perhaps I should just embrace it, download the I Am T-Pain app for my iPhone and make a banging choon that will be heard up and down the nation through the windows of Ford Fiestas with lowered suspension.

     

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    #oneaday Day 651: Circle of Blood https://imnotdoctorwho.moegamer.net/2011/10/31/oneaday-day-651-circle-of-blood/ https://imnotdoctorwho.moegamer.net/2011/10/31/oneaday-day-651-circle-of-blood/#comments Mon, 31 Oct 2011 22:41:21 +0000 http://angryjedi.wordpress.com/?p=3073 Having beaten Xenoblade, I was in two minds as to what to play next. Should I go and grab something brand new, or should I delve into the Pile of Shame? I opted for the latter. Broken Sword, to be specific, and the new(er) Director's Cut version, which features (marginally) updated graphics and some extra Nico-centric … Continue reading #oneaday Day 651: Circle of Blood

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    Having beaten Xenoblade, I was in two minds as to what to play next. Should I go and grab something brand new, or should I delve into the Pile of Shame?

    I opted for the latter. Broken Sword, to be specific, and the new(er) Director's Cut version, which features (marginally) updated graphics and some extra Nico-centric scenarios. The new stuff so far is cool — some immensely satisfying codebreaking puzzles are a particular highlight — but the fact that the sound quality is so markedly different to that from the original game is a little jarring.

    I have fond memories of Broken Sword. It came out when I was doing work experience down on PC Zone. That particular issue saw me writing a bunch of captions for some material about Quake, and publishing an entire review on Virtua Fighter PC in which I used the then-fashionable terminology on Zone of "turbo nutter ninja bastard" to mean "very powerful". But that's beside the point.

    Broken Sword comes from a very different era to the console-centric experiences we have today. This is obvious in a number of ways. Firstly, it's a point and click adventure, and while we do still get some of those nowadays, they're a lot rarer than they used to be — and I can't remember the last time a point and click adventure would have been regarded as a triple-A title. Secondly, none of the characters feel the need to run everywhere. They saunter around at a leisurely pace, mercifully just short of being infuriatingly slow. This relative slowness, however, gives the game a much more "sedate" feeling pace while you're playing — it's almost relaxing to play, despite the fact that you're chasing down a murderer.

    Perhaps it's the sensation of using your brain in ways it hasn't been used for a while. The concept of "puzzles" in a lot of adventure-style games these days tends to (still) involve pushing blocks around or finding ways to get to switches. Broken Sword, meanwhile, involves good old fashioned adventure game puzzles. In order to open a door early in the game, you need to pull on a cross on the wall, wedge it open with a shell casing you found earlier, insert a stone tube into a socket that opens up, pull out the shell casing (which hopefully you had remembered to flatten under the door earlier, otherwise you'll have to repeat the above process) and use it to lever open the stuck door that had been partly activated by your insertion of the stone tube. It sounds a little silly, sure, but it makes sense while you're playing — and by golly it's satisfying when you work it out for yourself without the aid of GameFAQs. And it's not as stupid as the rubber ducky puzzle in The Longest Journey, a game I'm finding myself hankering to replay very soon.

    Broken Sword is quite impressive in that it has been around for a very long time in computer game terms and still "works" as a game today. Sure, the pace may seem relatively snail-like to console gamers (though the original did come out on PS1 and Game Boy Advance, among others) but there's nothing fundamentally wrong with the puzzle and dialogue-heavy gameplay. In fact, we could stand for a few more games like that these days, and a few less that involve you staring down the barrel of a gun.

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    #oneaday Day 650: Rules are Made to be Kept https://imnotdoctorwho.moegamer.net/2011/10/31/oneaday-day-650-rules-are-made-to-be-kept/ https://imnotdoctorwho.moegamer.net/2011/10/31/oneaday-day-650-rules-are-made-to-be-kept/#respond Mon, 31 Oct 2011 02:33:06 +0000 http://angryjedi.wordpress.com/?p=3071 "Rules are made to be broken." I want to go back in time, find whoever coined that phrase and punch them in the testicles. The reason for this is simple: far too many people out there seem to live by these words, and allow subsequent generations to do so also. This was particularly frustrating when … Continue reading #oneaday Day 650: Rules are Made to be Kept

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    "Rules are made to be broken." I want to go back in time, find whoever coined that phrase and punch them in the testicles. The reason for this is simple: far too many people out there seem to live by these words, and allow subsequent generations to do so also.

    This was particularly frustrating when I worked as a teacher. As a teacher, you're expected to uphold the behavioural standards of the school and punish miscreants according to the school's policies. In most cases, because teachers aren't able to dish out any form of physical or psychological punishment, this means Giving Them A Detention. Fair enough. If you gave a child a detention and they turned up to it, this would be an effective punishment. However, unfortunately, in the vast majority of cases, they will not turn up at all.

    Let's take a couple of examples. In the first school I taught at, there was this objectionable little scrote in one class who constantly played up, threatened other children, swore, gave attitude to adults and was generally someone you really didn't want to have around but had to. Attempt to punish him for his relentlessly obnoxious behaviour and he'd simply come back with the response "my Mum says I don't have to do detentions, so I'm not going to." And indeed, she didn't think he should have to do detentions, and as such he didn't.

    Another example comes during my brief stint as a primary school teacher. One of the brightest kids in the class was, unfortunately, a little arsehole behaviourally. Much like the previous example, he'd swear, shout, get angry at adults, punch and kick his peers and occasionally storm out if he felt like it. He'd also goad the real problem child in that class into kicking off and causing trouble. When I confronted his parents with his behaviour one parent's evening, they told me that they'd taught him to retaliate if he ever thought he was being treated unfairly. You really can't win in that situation.

    It sometimes surprises me how little regard people have for rules and even laws in reality. Obviously people don't go around murdering each other or anything, but small thing like littering, smoking and doing things that signs politely ask you not to do — all of those make a regular appearance.

    It was particularly apparent during our trip to Legoland this weekend. In some of the queues for the rides were small Duplo stations where bored kids could build things. On every one was a sign saying "please do not build tall towers" — presumably so they didn't collapse, spray Duplo everywhere and make a mess. And yet in every instance, what was the first thing built by kids? You guessed it.

    It wasn't just the kids, though — the adults were just as much to blame, whether it was not correcting their children when they did something they'd been politely asked not to, or smoking outside the designated smoking area for no apparent reason other than to be slightly (but not massively) rebellious.

    Accusations of this country being a "nanny state" are often bandied around, and often with some degree of accuracy. But just because we feel that we're being regulated too tightly on some things doesn't really mean that we should just only follow the rules that we think we should. I'm not talking about blindly following instructions and being a mindless robot here — I'm talking about following rules that just make common sense or are based on courtesy. If you've been asked not to smoke in the nice family-friendly theme park, smoke in your little smoking area — at least you've been provided with one. If your children are doing something they shouldn't, inform them that they are doing something they shouldn't — and don't get pissy with someone else if they ask you to keep your children under control.

    Also, get off my lawn, you pesky kids don't even know you're born, etc. etc.

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    #oneaday Day 649: Lego Of Me! https://imnotdoctorwho.moegamer.net/2011/10/29/oneaday-day-649-lego-of-me/ https://imnotdoctorwho.moegamer.net/2011/10/29/oneaday-day-649-lego-of-me/#respond Sat, 29 Oct 2011 21:32:20 +0000 https://angryjedi.wordpress.com/2011/10/29/oneaday-day-649-lego-of-me/ Andie and I are at Legoland for the weekend. Well, not right now, but we've spent the day there today and are going back tomorrow. As theme parks go, it's rather tame and kid friendly for obvious reasons, but it seems to be pretty good. It's been a long time since I last went to … Continue reading #oneaday Day 649: Lego Of Me!

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    Andie and I are at Legoland for the weekend. Well, not right now, but we've spent the day there today and are going back tomorrow.

    As theme parks go, it's rather tame and kid friendly for obvious reasons, but it seems to be pretty good. It's been a long time since I last went to a theme park so it's been nice to enjoy their particular brand of semi-organised fun.

    One thing which struck me was how keen they are to get more money out of you, even after you've paid [x] amount of money to get in there. Of all things, it reminded me of Facebook games, only with regular reminders of how much fun and free Lego you could get if you signed up for an Annual Pass. That and the wallet-raping prices for food — though I've seen worse.

    The attractions were a mixed bag. The Dragon roller coaster was fun and lulled you into a false sense of security with a ghost train-style sequence at the start. The log flume, whose actual name I've forgotten, was good, if a little short, with only one drop. The "boat school", in which you got to drive an actual electric boat, was sedate but pleasantly entertaining.

    The day ended with a firework display inexplicably themed around Scooby Doo. This meant that there was a cringeworthy (but kid friendly) story told with roughly five fireworks set off throughout the course of it, which was a bit disappointing. However, the main event then started, which was a spectacular and very expensive looking firework display that was impressively well synced with the loud music soundtrack.

    Have been impressed with what I've seen so far. We're looking forward to getting back to it tomorrow and seeing the things we missed. And probably going on the Dragon again.

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    #oneaday Day 648: Xenoblade Chronicled https://imnotdoctorwho.moegamer.net/2011/10/28/oneaday-day-648-xenoblade-chronicled/ https://imnotdoctorwho.moegamer.net/2011/10/28/oneaday-day-648-xenoblade-chronicled/#comments Fri, 28 Oct 2011 23:38:47 +0000 http://angryjedi.wordpress.com/?p=3067 Finished Xenoblade Chronicles and can say with some confidence that it's my Game of the Year so far. With only a few months left and only a few things on the horizon which could be contenders, it's looking good for Monolithsoft's epic RPG extravaganza. Of course, my Game of the Year vote is of interest only … Continue reading #oneaday Day 648: Xenoblade Chronicled

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    Finished Xenoblade Chronicles and can say with some confidence that it's my Game of the Year so far. With only a few months left and only a few things on the horizon which could be contenders, it's looking good for Monolithsoft's epic RPG extravaganza.

    Of course, my Game of the Year vote is of interest only to my friends. Gamer culture at large will undoubtedly vote Battlefield 3, Modern Warfare 3 or Uncharted 3 (hang on a minute… there's a pattern there somewhere) as GotY. But that doesn't matter.

    Xenoblade Chronicles toes the line perfectly between JRPG and WRPG. On the J front, you have your floppy-haired protagonists who wield physically improbable weapons; you have your large-breasted female companions (one of whom spends most of the game clad in "armour" that really wouldn't protect anything besides her modesty — and even then only just); you have your small, annoying creature; you have your ultimately quite predictable JRPG finale (I still love 'em, I don't care how cliched they are). On the W front, you have a huge open world with minimal loading breaks — individual zones are huge in area and packed with things to do: monsters to kill, quests to complete, people to find. Straddling the line between both, we have an excellent combat system somewhat reminiscent of MMOs like World of Warcraft or, probably more accurately, Guild Wars.

    Why the Guild Wars comparison? Well, like that game, you only have a finite number of skills which can be "equipped" at once, from a larger potential bank. The number of skills you acquire in Xenoblade Chronicles isn't as ridiculous as NCSoft's title, but then you do have several characters to manage all at once. Mercifully, you only have to control one of them at once, with the AI doing an excellent job of performing whatever role each character is ideally suited to in the party.

    Gameplay-wise, it's top notch. Simply proceeding through the areas, completing quests and following the story when I'd "cleared" an area was enough to get me almost to the very end — there was only a few levels' worth of grinding required to safely get through the home straight, and by that point you've learned plenty of EXP-boosting skills so it's not as painful as it could be.

    This is all very clinical and mechanical — and that's fine, as an RPG can live or die on its mechanics. But the real star of the show in Xenoblade Chronicles is its cast. Brilliantly voiced by an English cast, the characters are all memorable and, despite my "floppy haired protagonist" comment earlier, manage to not fall into the usual stereotypes. Each of them is an interesting individual whom you get to know throughout the course of the game, both through story sequences and through optional "heart to heart" conversations, where two characters have a chat and come away from it either liking each other a little more or a little less.

    Characterisation isn't just limited to story sequences, however — different combinations of characters in a battle party elicit different battle cries and responses to one another. And, as characters develop their Affinity for one another, they start to talk to each other during battle differently, often engaging in some light-hearted banter that makes them seem a lot more human. Okay, you'll hear "what a bunch of jokers!" and "my rifle's getting hotter!" an awful lot throughout the course of the game, but on the rare occasions where they start teasing each other after a successful battle, it'll definitely raise a smile.

    For me, the sign of a good RPG is whether you have a kind of "empty" feeling after it's all over — you won't be spending any more time with these characters, and that's sad. I felt it particularly strongly with Persona 4, whose ending sequence made me tear up, and I'm not ashamed at all to admit it. Xenoblade Chronicles gives me that feeling, too. It's a different sort of ending to Persona, but once it's over you have very much left those characters behind to get on with their lives in their post-adventure world. It's a bittersweet moment.

    By far the saddest thing about Xenoblade Chronicles, however, is how few people will get to play it. While it got a release in this country, it's likely to become harder and harder to find as the months go on — and there's sure to be plenty of people who will dismiss it out of hand purely because it's on the Wii. This isn't even getting into the whole fiasco of Nintendo of America stubbornly refusing to bring the game to the States, despite there clearly being an audience for it. The game is already translated and ready to go — we Europeans have to deal with American spellings in most games, so would it really kill you to put up with the words "armour" and "learnt"? No — but Nintendo of America apparently doesn't see it that way, presumably believing that sales will be poor.

    The thing is, though, Nintendo is in a difficult position right now. The 3DS is ailing, the Wii is fading and the core of the gamer community has all but left the company behind. For Nintendo of America to bring Xenoblade Chronicles to the States would be a gesture of goodwill to all the loyal fans who still defend the company, even amid its gradual move away from the core audience. It would give people more faith in Nintendo's current and future products, and, in the long term, it would help attract people to the Wii U as people see it as a system that will cater to the core.

    Sadly, it doesn't appear it's going to happen — so if you're an American and you would very much like to play Xenoblade Chronicles, I would say don't hesitate — import it, mod your Wii and enjoy. There's over a hundred hours of absolutely top-tier entertainment there, and you will not regret the time you spend in its highly distinctive world.

    Now I better go to bed. Off to Legoland tomorrow!

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    #oneaday Day 647: Badvertising https://imnotdoctorwho.moegamer.net/2011/10/27/oneaday-day-647-badvertising/ https://imnotdoctorwho.moegamer.net/2011/10/27/oneaday-day-647-badvertising/#comments Thu, 27 Oct 2011 22:35:20 +0000 https://angryjedi.wordpress.com/2011/10/27/oneaday-day-647-badvertising/ There are some truly awful adverts on TV at the moment. The trouble is, I can name pretty much every one of them, meaning that this badvertising is actually proving effective, meaning that there'll inevitably be more of it. Worse, people actually seem to actively like some of this stupid nonsense, meaning they go viral … Continue reading #oneaday Day 647: Badvertising

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    There are some truly awful adverts on TV at the moment. The trouble is, I can name pretty much every one of them, meaning that this badvertising is actually proving effective, meaning that there'll inevitably be more of it. Worse, people actually seem to actively like some of this stupid nonsense, meaning they go viral and enter culture at large.

    Let's take the Confused.com adverts. These have developed a life of their own over the years. Formerly, their crazy-haired mascot was just that — a mascot or, more accurately, a logo. Now, however, she's jumping around, singing some butchered version of YMCA which has been badly edited so it doesn't flow properly and, to make it even worse, the animators have actually taken the time to make her boobs jiggle.

    The butchering of a popular song seems to be a much-used approach at the moment. DHL do it with their latest, which puts some nonsense about "logistics" (don't even get me started on that one) in place of "That's Amoré" or whatever the song is actually called. And there are doubtless others out there.

    Then we have hair care and beauty products, which are in a whole world of their own. One commercial at the moment actually promises "even more science". Others make up lists of "seven signs of aging" or "thirty-eight signs of damaged hair" or "twelve signs your vagina is about to fall out". For example.

    One of the best-worst adverts at the moment is for Müller yogurts. It's an impressive homage to kids' TV of the past, featuring characters like Yogi Bear and the Mr Men in some sort of terrifying dystopian future where cartoon characters are possessing humanity, but it has absolutely nothing to do with yogurt. You can guarantee it will have been a subject of discussion at water coolers across the country, but will it sell yogurts? I have no idea.

    By far the most infuriating place to watch ads is on YouTube, which appears to carry a library of approximately two ads at any one time and play the same ones every time you want to watch a TV programme, then again halfway through. Thankfully, recently, a bug in the system means that they often cut off early, leading to some interesting edits — the best of which is clearly the Coors advert, which opens with Jean Claude van Damme saying "Hello, I am van Damme. My pants froze," and often cuts off at just that point.

    Advertising serves a purpose, of course. Without it some things wouldn't get funded. But does it have to be quite so fucking irritating?

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    #oneaday Day 646: The Industry that Won't Grow Up https://imnotdoctorwho.moegamer.net/2011/10/26/oneaday-day-646-the-industry-that-wont-grow-up/ https://imnotdoctorwho.moegamer.net/2011/10/26/oneaday-day-646-the-industry-that-wont-grow-up/#comments Wed, 26 Oct 2011 13:14:49 +0000 http://angryjedi.wordpress.com/?p=3062 Here in the UK, it's the Games Media Awards this evening, an event run by trade publication MCV — arguably one of the biggest and most reliable sources of industry news in the business. The awards ceremony should be a great honour for those nominated — national recognition for the work you do is something … Continue reading #oneaday Day 646: The Industry that Won't Grow Up

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    Here in the UK, it's the Games Media Awards this evening, an event run by trade publication MCV — arguably one of the biggest and most reliable sources of industry news in the business. The awards ceremony should be a great honour for those nominated — national recognition for the work you do is something which should be celebrated, and the tireless hours of work that those who work for various publications and websites put in should be rewarded with something like this.

    Unfortunately, for me at least, there's something of a problem: the way these awards are being marketed, particularly on Twitter. Doubtless someone somewhere along the way has been looking at the eternally-bizarre Betfair Poker account and decided that they'd try to do their own "self aware Twitter account" thing for the GMAs. There's crude humour, promises of "industry boobs" (which — ha ha — turn out to be images of male nipples from a feature on the UFC personal trainer game that came out a while back) and generally very little discussion of the reason the awards actually exist — the games media and the good work they do.

    In the last 24 hours, the GMAs Twitter account has encouraged everyone to turn up to the awards ceremony nude, noted that "if by this time tomorrow we're not unprofessionally drunk, we're doing something wrong" and publicly ridiculed anyone who decided to speak out against the attitude on display. For me, that doesn't instil me with a particularly large degree of confidence in the credibility of the awards, however big the sponsors are — and they're pretty big.

    I'm not saying the awards and the way they're promoted should be po-faced and boring — far from it. But I'd much rather see the industry's achievements being celebrated than puerile jokes better suited to the playground — great stuff gets written every day, yet in 24 hours of tweets leading up to the announcement of the award winners, precisely one tweet (itself a retweet from a reputable journalist on MCV) called attention to a good piece of work published online. The rest promised boobs, nudity and drunkenness. And while I don't doubt there will be plenty of drinking at the GMAs ceremony tonight, to revel in it quite so much on the official account seems… I don't know, inappropriate.

    The problem is partly that gaming itself is stuck in a curious cultural position somewhere betwixt "creative medium", "kids' toys" and "big business". The disparate elements aren't always entirely compatible with one another, and it can often lead to accusations of the industry being "immature" — an argument lent weight by the number of games that fulfil childish (and usually stereotypically male) fantasies such as playing soldiers, flying spaceships and killing monsters.

    But the thing is, the industry as a whole does seem very much to want to grow up. The very existence of ceremonies like the BAFTAs for games and even the GMAs themselves suggest that the industry and those who work in it do so desperately want to be taken seriously, to be seen as a worthwhile part of society rather than being regarded in the Daily Mail light of "destroying childhood" and the like. Unfortunately for those people who think talking about boobs and drunkenness on the official account for an awards ceremony is the right thing to do, that means knowing when to turn off the smut and turn on the professionalism — because if you don't, it simply undermines everything you're trying to do for the industry and destroys your credibility.

    Sadly, though, from what I have seen, I appear to be in a minority in feeling this way — worse, by posting this, it's entirely possible I'm opening myself up to public ridicule by the account in question itself. Still, if that does happen I think it will prove my point rather aptly.

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    #oneaday Day 645: Roll Your Own iOS Shovelware Game https://imnotdoctorwho.moegamer.net/2011/10/25/oneaday-day-645-roll-your-own-ios-shovelware-game/ https://imnotdoctorwho.moegamer.net/2011/10/25/oneaday-day-645-roll-your-own-ios-shovelware-game/#comments Tue, 25 Oct 2011 18:43:21 +0000 http://angryjedi.wordpress.com/?p=3059 There are some truly great games on the iOS platform. But there's also an awful lot of complete pap, most of which comes in the form of ripoffs of other, more successful games that got the formula just right. Now you, too, can be a part of gaming's mobile revolution by designing your very own … Continue reading #oneaday Day 645: Roll Your Own iOS Shovelware Game

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    There are some truly great games on the iOS platform. But there's also an awful lot of complete pap, most of which comes in the form of ripoffs of other, more successful games that got the formula just right. Now you, too, can be a part of gaming's mobile revolution by designing your very own iOS game! All you have to do is fill in the blanks in the press release after the jump.

    Are you ready? Then let's begin.

    [Your hometown, preferably in capital letters], [today's date, including year] — [Your company name] today announced the release of their [superlative] iOS game [Verb] the [Noun]*, available immediately from the App Store for [FREE!/$.99/£.69].

    Players take on the role of the [synonym for "cute"] [amusingly mundane first name] [adjective with same initial letter as mundane first name] and guide [him/her] through [insert number between 5 and 9] [themed/exciting/cartoony] worlds on a [quest/mission] to [insert predictable goal] and [insert secondary goal that relates to title].

    Featuring [innovative one-finger controls/physics-based gameplay/Unreal Engine 3-powered graphics], [Verb] the [Noun] promises a [superlative] [ride/journey/adventure] through a [different superlative] world of [action/adventure/mystery/magic]. Built-in social features provide [a rich experience/unprecedented connectivity/thrilling competition] for all players via [insert any combination of Facebook, Twitter, Game Center, OpenFeint].

    "[Verb] the [Noun] sets new standards for mobile gaming [quality/excellence/innovation]," said [your name], [CEO/VP of Marketing/VP of Digital Content/Programmer/Designer/Executive Producer], [your company name]. "By [leveraging/harnessing/incorporating] [themes/elements/game styles] from the well-established brands of the App Store, [Verb] the [Noun] is a[n] [insincere-sounding superlative] experience for [all the family/everyone to enjoy/all iOS gamers]."

    Here's what App Store reviewers have been saying about [Verb] the [Noun]!

    "[insert vaguely positive comment about beating the game very quickly, optionally all in lower case]" — [invented name with numerical suffix]

    "[insert fragmented quote that implies the game is better than Angry Birds]" — [name that replaces letters with numbers]

    "[insert comment that uses the word 'literally' incorrectly]" — [clearly made up name that looks like a real one]

    As you can see, [Verb] the [Noun] is already a big hit! And you can be part of the [adventure/legend/phenomenon] today, by downloading the game from the App Store [for free/for just $.99/for just £.69].

    iTunes Store link: [insert text that reads as an iTunes URL, but actually hyperlinks via your own tracking service]

    [insert legal disclaimers here, possibly including mention of "forward looking statements" and how it isn't your responsibility to do any of the things you've promised]

    About [your company name]

    [Your company name] is a [small/medium/large] [family-run/bedroom programming/indie] developer based in [your hometown]. Valuing [creativity/innovation/social play/Unreal Engine 3] above all else, [your company name] seeks to redefine mobile entertainment through [creativity/innovation/social play/Unreal Engine 3] and [creativity/innovation/social play/Unreal Engine 3]. [Your company name]'s debut project, [Verb] the [Noun] is now available via the App Store.

    * optional: put every instance of [Verb] the [Noun] in BOLD ITALIC CAPITALS.

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    #oneaday Day 644: This Post is Pre-Owned and Proud https://imnotdoctorwho.moegamer.net/2011/10/24/oneaday-day-644-this-post-is-pre-owned-and-proud/ https://imnotdoctorwho.moegamer.net/2011/10/24/oneaday-day-644-this-post-is-pre-owned-and-proud/#respond Mon, 24 Oct 2011 23:24:33 +0000 http://angryjedi.wordpress.com/?p=3057 Fellow daily blogger and #oneaday 2010 alumnus Ian Dransfield posted a good rant about Online Passes earlier, and I thought I'd add my two-penneth. These arguments have been made before, and will doubtless be made again, but people need to stand up to this behaviour and stop defending it. Why? It's quite simple. Online passes … Continue reading #oneaday Day 644: This Post is Pre-Owned and Proud

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    Fellow daily blogger and #oneaday 2010 alumnus Ian Dransfield posted a good rant about Online Passes earlier, and I thought I'd add my two-penneth.

    These arguments have been made before, and will doubtless be made again, but people need to stand up to this behaviour and stop defending it. Why? It's quite simple.

    Online passes are completely indefensible.

    It really is that simple. There is no reason for a publisher to lock off sections of content from people who have purchased copies of their games legally other than the completely mercenary "to make extra money." Sure, publishers don't make any money from preowned game sales — the thing which systems like this have been clearly set up to combat — but let's look back, shall we? We survived the PS2 era with a flourishing second-hand game market. Grew enormously, you might say. Even the early part of this console generation did just fine without requiring you to enter three or four codes before you can even play the fucking game you paid money for.

    One frequently trotted out excuse from publishers is that online passes help pay for server space and maintenance. Again, in previous generations and on the PC, that has never been an issue, so it's a spurious argument at best. The argument is often extended to point out that when a second-hand copy of a game is sold, some space on the server must be created for the new player when, in fact, an extra copy of the game has not been paid for. Fine, but bollocks; the previous player is no longer playing it because he traded it in, meaning their precious server space can be taken up by the new owner. Easy.

    This isn't even getting into the fact that this argument is completely destroyed by games such as Arkham City, which lock single player content behind an online pass. And exactly what, pray, are those gamers who don't have their consoles connected to the Internet supposed to do? Just go without? Well, yes, apparently, so it seems.

    It astonishes me (and Ian, for that matter) that there are people out there who will happily defend this obnoxious practice — people who are the very consumers getting bummed senseless by it. It's unnecessary, it's indefensible and it's just plain rude to consumers. And it's giving me pause when considering whether or not to purchase new games — an issue which started to grow as DLC and later Game of the Year editions started to rear their heads.

    Let's take Uncharted 3 — a game which, by all accounts so far, is likely to be pretty brilliant. The Uncharted series is known for its excellent single player campaigns with strong stories, wonderful characters and spectacular setpieces. And yet news has emerged recently that the game will be making use of both an online pass to access the multiplayer, and a Season Pass allowing people to "preorder" downloadable content. The presence of both of these rubbish things is making me not want to purchase a new copy of Uncharted 3 when it's released. Because I'm unlikely to play the multiplayer anyway, I may as well wait a while and pick up a preowned copy for cheaper, thereby depriving Sony and Naughty Dog of the money that I actually wanted to give them for producing a spectacular game.

    I'm hoping these horrific business practices will cause the "mainstream" part of the industry to implode at some point in the future, because at the moment the vast majority of the gaming population is proudly presenting its collective posterior to the likes of EA, THQ and Ubisoft and allowing itself to be repeatedly violated with a large phallus made of money. It doesn't have to be like that. If an independently developed game such as Dungeon Defenders can be one of the most-played online games on PC while costing $15 and without demanding anyone purchase any kind of pass for the privilege of playing online, then large publishers such as EA clearly don't need any money.

    The sad thing is, though, that the desire to play the latest and greatest games as soon as they're released is a far stronger impulse than the "hang on, I'm being bum-burgled here" sensation. People want to play things day one, and by buying new copies they figure the online pass thing won't affect them. But in doing so, they're indirectly giving publishers the A-OK to carry on with these anti-consumer measures. And that's not OK.

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    #oneaday Day 643: Out, Hyperbolical Fiend! https://imnotdoctorwho.moegamer.net/2011/10/23/oneaday-day-643-out-hyperbolical-fiend/ https://imnotdoctorwho.moegamer.net/2011/10/23/oneaday-day-643-out-hyperbolical-fiend/#respond Sun, 23 Oct 2011 23:32:21 +0000 http://angryjedi.wordpress.com/?p=3055 I think I'm allergic to hyperbole. Well, okay, maybe "allergic" isn't quite the right word. I don't break out in a rash or anything any time someone says that something popular is good. But I do tend to find that excessive hype actually dulls my enthusiasm for something rather than fuels the fires as it may … Continue reading #oneaday Day 643: Out, Hyperbolical Fiend!

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    I think I'm allergic to hyperbole.

    Well, okay, maybe "allergic" isn't quite the right word. I don't break out in a rash or anything any time someone says that something popular is good. But I do tend to find that excessive hype actually dulls my enthusiasm for something rather than fuels the fires as it may once have done in the dim and distant past.

    Take the recent release of Batman Arkham City. By all accounts, it's a marvellous game (apparently) but I have very little desire to rush out, buy it and play it. There are a number of reasons for this — cashflow, the fact my Pile of Shame grows seemingly by the day at times, and the fact I'm still playing Xenoblade Chronicles — but seeing the relentless fawning all over it recently has been a little offputting. I find it doubly offputting due to the anti-consumer practices which have been foisted upon it — for the unfamiliar, a chunk of game content is locked off behind a single-use code, meaning that only people who purchase the game brand new will be able to access it without paying extra.

    From what I've heard, this butchered content actually isn't particularly good, anyway, so at least that's something — but it still smarts to know that companies are wilfully screwing over consumers in the hope to make an extra buck. There is literally no good reason for this to be implemented in the case of Arkham City, which is a single player game. Online passes which lock off multiplayer modes can use the "it's helping to pay for the servers" argument, which is slightly more plausible, though which can still be easily debunked.

    But we're not talking specifically about Online Passes here. We're talking about hyperbole in general.

    The "big games" of the year are all coming out within the next few weeks, and it's surprising how little I care. I attribute this to several factors: firstly, most of them are first-person shooters that involve Soldiers With Guns, and secondly, having seen the PR circus teasing pointless information about them for the last [x] months, I'm sick of the sight of them already and they're not even out yet.

    I perhaps wouldn't be quite so sick of the sight of them were it not for the fact that the publishers of these heavily-hyped titles treat them as "products" or "consumables" rather than what they actually are, which is interactive creative works.

    Let me give you some sample quotes from press releases to give you an idea of what we're dealing with here.

    This delay is a move to ensure players and fans of our promise and vision to produce high-caliber games that deliver the best quality game experience.

    — Sony, on the Payday: The Heist delay.

    We are thrilled to see Ezio enter the world of Soulcalibur, as we believe the values of both brands fit together. We think that this partnership will bring a great new gameplay experience to both Soulcalibur and Assassin's Creed fans.

    — Ubisoft, on Ezio being the guest character in Soulcalibur V.

    Letting fans vote for the UFC Undisputed 3 cover athlete is a unique way for us to connect with our extensive worldwide audience of UFC fans, fighting game enthusiasts and more casual sports followers. We look forward to seeing if Jon Jones, Anderson Silva, Georges St-Pierre or Cain Velasquez has what it takes to grace the cover of what will be the most invigorating MMA videogame release to date.

    — THQ, on the pointless social media marketing ploy that is getting people to vote for what sweaty man will appear on the box of UFC Undisputed 3.

    As you can see, these titles are being treated as products, commodities, things to be sold. All soul is sucked out of them any time you let someone with a title that includes "Vice President of [pointless-sounding department]" or "CEO" talk about it. Meaningless adjectives are applied, and talk turns to "brands" and "engaging with audiences" rather than "making a fucking badass game".

    The developers should be talking about these games. The people who are creating them, building them, testing them. Not some suit who has probably never picked up a controller by choice in his life.

    Imagine how much better a press release would be if it were written by the developers and they were allowed to show some enthusiasm and/or honesty about their work, rather than sticking to a rigidly defined PR schedule.

    In fact, let's do better than that. Let's write one.

    LONDON, October 23 2011 — Studio A33 today announced their new game "Hobbit Blasters", soon to be available for PC, PS3 and Xbox 360.

    The game revolves around the tired old concept of pointing a gun at things and pulling the trigger, but this one features arcade-style point scoring with big numbers and loud noises that make it more fun than anything you've ever played ever.

    "Seriously, you know, it might sound a bit lame," said Dave Thunder, lead programmer on the project, "but give it a chance. Hobbits are annoying. No-one ever seemed to comment on that fact when Lord of the Rings was big. We're allowing you to blow the shit out of those little scrotes in HD and you wouldn't believe how satisfying it is, particularly if the guys from the publisher have been in all morning making us sit through pointless meetings about stock value and other things we really couldn't give a flying fuck about. There's blood and guts and it really, positively, absolutely is fun, I promise. And if it isn't, you can have £10 of my own money. And a pint. And a cake."

    Hobbit Blasters is in early stages of development but Studio A33 is more than happy to show off its work, warts and all, to any who are interested in seeing it.

    "It's a bit shit at the minute," said Sally Harpy, lead graphic designer on the project. "But that's to be expected. We've not long been working on it. What do you want, stunning graphics from day one? Give me a fucking break here. I've been slaving over concept artwork for months, and now I have to implement all that shite into the game. But if you want to come and have a look, be my guest."

    Hobbit Blasters is due out when it's finished.

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    #oneaday Day 642: M-M-M-Multiplay! https://imnotdoctorwho.moegamer.net/2011/10/23/oneaday-day-642-m-m-m-multiplay/ https://imnotdoctorwho.moegamer.net/2011/10/23/oneaday-day-642-m-m-m-multiplay/#comments Sun, 23 Oct 2011 00:25:30 +0000 http://angryjedi.wordpress.com/?p=3053 I don't generally play a lot of multiplayer games. There are a number of reasons for this, chief among which being the fact that I never seem to be any good at any I try out — or perhaps it's just that the sort of people who play multiplayer-focused games tend to play them to … Continue reading #oneaday Day 642: M-M-M-Multiplay!

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    I don't generally play a lot of multiplayer games. There are a number of reasons for this, chief among which being the fact that I never seem to be any good at any I try out — or perhaps it's just that the sort of people who play multiplayer-focused games tend to play them to such a degree that they get really, really good at them and take great delight in "pwning noobs" or whatever imbeciles like to call it.

    Cooperative games fare a little better but I've always found myself hesitant to take on cooperative challenges with anyone other than friends that I know well and trust. I have never played Left 4 Dead with anyone other than people I have been talking to and playing with for many years now. Perhaps this reflects my own idealised view of what I would like the situation to be were a real zombie apocalypse to happen — I would want to be with people I trust.

    Part of the matter is due to the attitude of some people online, however. I recall giving Dungeons and Dragons Online: Stormreach a go a while back and liking the game a great deal, until I did a dungeon run with a party, at least one of whom had obviously done the quest before. I was still new to the game and learning how it worked, so I made a few mistakes along the way, and a rather poorly-designed platforming part towards the end of the quest caused me a bit of difficulty. Rather than having a good laugh about it afterwards, like I would have done were it someone else in the same situation, I ended up with a torrent of abuse hurled in my direction. I logged off and never went back. An overreaction perhaps, but I was in no hurry to spoil something that was supposed to be fun with the bad attitude of arrogant people who think they know best.

    I don't play much multiplayer on Xbox because I don't like voice chat, for reasons outlined here. And also, there aren't that many games that support multiplayer on Live that I'm in a great hurry to indulge in — the Xbox has a reputation as "the shooter console" for a reason. There are exceptions — I loved Need for Speed Hot Pursuit online, and Burnout Paradise could often be a lot of fun, but driving games were often also prone to the "everyone else is better than you" problem.

    This lengthy preamble is a way of leading up to the fact that I am very much enjoying playing Trendy Entertainment's excellent Dungeon Defenders in the manner in which it is supposed to be enjoyed — multiplayer. Sure, you can play it single-player, but you'd be a fool to do so, since it's extremely difficult solo, and even more so with certain classes. Rather, it's a game that is well balanced for its four player cooperative action, and features a good balance between cooperation, competitiveness and communication.

    I've played a few games of it now, and the best sessions I've had were the ones where people were communicating — not in a "hurry up u noob" sort of way, but in a helpful "this is going to happen on this wave, so put that there and then be ready for it" sort of way. I'm always pleasantly surprised when I come across people like that, and I always make a point of thanking them after the game when I do so. It's a genuine pleasure to play this sort of game in the way it was designed — with up to four people working together for a common goal and helping each other out along the way, rather than berating each other for their mistakes.

    To cut a long story short, I'm of the strong belief that Dungeon Defenders will be the first game in a very long time that will see me regularly playing online with random strangers. My first experiences have been so good that I don't feel any of the usual uneasiness about partying up with randomers to hack a few orcs to pieces. It helps that the game itself is excellent and easily understandable, too, and challenging without being unfair.

    If you haven't checked it out yet and the idea of an action RPG crossed with a tower defense game sounds like something that appeals, I strongly recommend you give it a shot. It's $15 (or local equivalent) on Steam, and also available via PSN and Xbox Live Arcade. I haven't played the console versions, but I will say that the mouse and keyboard controls of the PC version work extremely well

    Now, if you'll excuse me, I have another dungeon to defend before bed.

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    #oneaday Day 641: In Which I Berate the Games Industry for Being Fickle https://imnotdoctorwho.moegamer.net/2011/10/21/oneaday-day-641-in-which-i-berate-the-games-industry-for-being-fickle/ https://imnotdoctorwho.moegamer.net/2011/10/21/oneaday-day-641-in-which-i-berate-the-games-industry-for-being-fickle/#comments Fri, 21 Oct 2011 23:42:32 +0000 http://angryjedi.wordpress.com/?p=3051 Oh dear, everyone. Do make your mind up. About everything. And stick to what you believe. Just a few months ago, roughly halfway between Black Ops coming out and the Battlefield 3/Modern Warfare 3 combo being announced, everyone had decided for the umpteenth time that they were, in fact, sick of games involving Soldiers With Guns. Originality … Continue reading #oneaday Day 641: In Which I Berate the Games Industry for Being Fickle

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    Oh dear, everyone. Do make your mind up. About everything. And stick to what you believe.

    Just a few months ago, roughly halfway between Black Ops coming out and the Battlefield 3/Modern Warfare 3 combo being announced, everyone had decided for the umpteenth time that they were, in fact, sick of games involving Soldiers With Guns. Originality was dying, we regularly heard, and commercialism was diluting the creativity of gaming down into a series of lowest-common denominator products designed purely to cater to the largest possible audience — seemingly, the beer-chugging dudebro. (Yes, I know some ladies play Call of Duty, too. But like it or not, gaming is still an overwhelmingly male-dominated pastime.)

    Fast forward until now and suddenly everyone is happily spaffing in the faces of Battlefield 3 and Modern Warfare 3 with looks of rapturous ecstasy on their faces. I'm sure they will both turn out to be competent games with pleasingly spectacular visuals, but nothing has changed — they're still games set in war-torn cities featuring Soldiers With Guns. I still have precisely zero interest in them, so what has caused people to suddenly decide that actually, no, we don't have quite enough games featuring Soldiers With Guns in them?

    I'm not objecting to the fact that these games exist on anything other than a personal level — I'm quite aware that there are plenty of people out there who play, enjoy and even love them. The thing that is bugging me is the fickleness on display by the industry and the public. Popular opinion seems to ping-pong from one extreme to another — "I hate this!" to "This is the best thing ever!" overnight. And, seemingly, it's taboo to speak out and say "Hang on a minute…" — largely because in these days of publisher dominance over review scores, we all know what the consequences of rating something slightly below what everyone else rates it is. You get a Cliffy B (or equivalent) ranting and raving and crying that his product has been treated unfairly.

    I have played a bit of Modern Warfare 3. It was fun-ish. It didn't make me want to rush out and buy it. I was playing the co-op Survival mode. We played, we shot men and dogs, we survived. It was nothing I hadn't done before in many other shooters, and in many cases in much more fun situations. Killing Floor, for example, is very similar to Modern Warfare 3's Survival mode but is much more fun owing to its variety of enemies and settings that go beyond war-torn towns.

    I have not, on the other hand, played Battlefield 3. My totally uninformed position gives me a sneaking suspicion that things might take on a similar turn there. While the FrostBite 2 engine is undoubtedly pretty and gorgeous and capable of lovely feats of graphical marvellousness, as we regularly heard in the early days of the CD-ROM revolution, graphics do not make a good game. Battlefield 3 is, as far as I can make out, also not doing anything hugely revolutionary that hasn't been done elsewhere before. Military shooters are a dime-a-dozen, and military shooters with vehicles have been done before, too — and on larger-scale maps by titles such as ArmA.

    I don't dislike the genre per se — to sound like a Daily Mail reader desperately trying to prove he's not a racist for a moment, some of my favourite experiences with past games have been in the shooter genre. Wolfenstein 3D, Doom, Duke Nukem 3D, No-One Lives Forever, SiN, TimeSplitters — all are examples of an overcrowded genre, but all, too, are examples of games which go a step beyond just being a cookie-cutter game involving Soldiers With Guns.

    And yet two almost identical-looking games featuring Soldiers With Guns are tipped to be the biggest-selling titles of the year, while other games fall by the wayside. Where's the justice?

    Live and let live, I guess. So long as there are people online for me to play Dungeon Defenders with — and there seem to be plenty at the moment, thankfully — I'll happily leave the Soldiers With Guns fans to their business and get on with mine. But I still wish that for once, when everyone finally tires of Battlefield 3 and Modern Warfare 3 and the inevitable sequels to both get announced halfway through next year, people will actually stick to their guns (no pun intended) for once and say "No! Look, we've had enough. Do something different, for fuck's sake."

    I don't see it happening, however. Still, as I say, so long as the more creative underbelly of the industry continues to thrive as it does, I'll happily go on supporting the games that no-one else is playing. It's a much more exclusive club, and one that's a pleasure to be a part of.

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    #oneaday Day 640: Defending the Dungeon https://imnotdoctorwho.moegamer.net/2011/10/20/oneaday-day-640-defending-the-dungeon/ https://imnotdoctorwho.moegamer.net/2011/10/20/oneaday-day-640-defending-the-dungeon/#respond Thu, 20 Oct 2011 22:31:41 +0000 http://angryjedi.wordpress.com/?p=3049 I find myself in vaguely familiar surroundings, though I'm not quite sure of the best way to proceed. Fortunately, one of my companions steps up to the plate. She's a young, pretty elf, and she packs a mean-looking minigun. I'm inclined to follow her suggestions. "Put down a wall there," she says, clearly indicating the … Continue reading #oneaday Day 640: Defending the Dungeon

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    I find myself in vaguely familiar surroundings, though I'm not quite sure of the best way to proceed. Fortunately, one of my companions steps up to the plate. She's a young, pretty elf, and she packs a mean-looking minigun. I'm inclined to follow her suggestions.

    "Put down a wall there," she says, clearly indicating the place she's referring to. I oblige, hastily battering together an impromptu blockade of wood, steel and spiky bits.

    "Now one here," she adds, nimbly leaping over to another pathway towards the crystal. "And one over the other side, too." Her friend, clad in his robe and wizard hat, lollops over and drops a few mana crystals to help me pay for the defenses we're setting up. I follow her instructions, and soon enough we're ready.

    "Chaaaaarge!"

    We hear the cry from behind the door before they arrive. My mind wanders for a moment, thinking that it was awfully nice of the incoming hordes to wait until we were ready before attacking, but I am quickly snapped back to the present by the sight of what looks like a small army approaching.

    I leap into action, swinging my sword wildly and knocking goblins left, right and centre. Green blood sprays from their lifeless corpses as they fall to the ground — they don't even reach my blockades, so weak are they against my swordsmanship. I glance to the sides and see my compatriots covering the other doorways in their own distinctive, inimitable styles. Our erstwhile leader is mucking in with her minigun just as much as the rest of us, and before long the doors slam shut, the crystal safe for a little longer.

    This time, we agree that I should put some harpoon launchers behind my blockades just to make doubly sure that none of the advancing hordes get anywhere near the crystal. They prove surprisingly effective, especially when combined with the magical structures that my robe-and-hat-clad companion also summons out of thin air. Before long, we're taking another breather, but it's clear that this time, things are a little different. There's an air of tension about the group, as if it knows something terrible is about to happen.

    The doors fly open again, and another swarm of enemies  troops into the chamber. I wade in, cutting through them like butter, knocking them aside, into pools of lava and down seemingly bottomless pits. These dungeons are dangerous, and surely having pools of lava beneath your castle can't be a great idea, I think.

    Suddenly, the incoming enemies seem to stop, and there's a noise.

    Thud.

    There it is again.

    Thud.

    And again.

    Thud.

    Louder, this time.

    THUD.

    Something big is coming. We look frantically around the room to prepare for whatever it is that's headed our way, and our gaze falls upon the mysterious alchemical equipment left here long ago by our apprentice friend's forebears. The pretty elf nods, and we steel ourselves just before a huge demon bursts through the ceiling, roaring in fury.

    I charge straight at him but am immediately knocked back by a wave of fire. The pretty elf gestures to one of the pieces of equipment down the side of the room and charges towards one herself. Following her lead, I smash the device as hard as I can with my sword, and strange, crackling, blue energy emits from it. Our two other companions do the same, and before long there's a whirling maelstrom of the crackling blue energy, converging on the demonic beast bearing down on the pretty elf.

    It worked! He spasms and judders, unable to move. We immediately leap in and start attacking him — his thick skin is like stone, but from his howls of pain, it's clear we're hurting him. He breaks free of his energy prison and roars again, flames bursting forth from his body and knocking us back. He's on the ropes, though, so if we can just do it again…

    He falls, the impact of his massive body hitting the floor making the whole room shake. Gigantic, valuable-looking mana crystals burst forth from his corpse and we gather them up greedily — this stuff is better than gold coins. There's an air of calm over the strange laboratory, and it's clear that this area is safe, for now. But this is just one of many of the Eternia Crystals that we've been tasked with defending. Can we live up to the bold example set by our ancestors?

    Only time will tell — but we'll have a lot of fun doing it. So can you.

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    #oneaday Day 639: Unnecessary Injuries https://imnotdoctorwho.moegamer.net/2011/10/19/oneaday-day-639-unnecessary-injuries/ https://imnotdoctorwho.moegamer.net/2011/10/19/oneaday-day-639-unnecessary-injuries/#respond Wed, 19 Oct 2011 22:20:38 +0000 http://angryjedi.wordpress.com/?p=3047 Have you been injured in an accident that wasn't your fault? Then call Injury Lawye– wait, no, that's not what I was getting at. Have you ever hurt yourself on something that really shouldn't hurt you? It's an infuriating experience. Today I injured my thumb on my trousers. Yes, really. Let me explain. I have … Continue reading #oneaday Day 639: Unnecessary Injuries

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    Have you been injured in an accident that wasn't your fault? Then call Injury Lawye– wait, no, that's not what I was getting at.

    Have you ever hurt yourself on something that really shouldn't hurt you? It's an infuriating experience. Today I injured my thumb on my trousers.

    Yes, really.

    Let me explain. I have a pair of cheap-ass jeans from Primark (I know, I know, child labour, but cheap. I couldn't afford to be ethical while I was unemployed) that are fine for most things, but one of the rivety things or whatever they're called that holds the pockets in place is coming off a little bit, meaning there's a bit of a sharp edge upon which it's very easy to nick oneself. Normally I remember it's there, but as I was sitting down to enjoy a cup of coffee this morning I caught myself good and proper on the thumb, ripping off an impressively sizeable chunk of skin and causing it to bleed profusely.

    This would have been infuriating enough had I done it in private, but of course I was in public at the time, meaning that any number of people could have witnessed me sitting at a table with clearly nothing around me that could have possibly injured my finger, yet there I was clasping a bloody napkin to it and wincing.

    The only thing slightly more embarrassing than injuring yourself on something as innocuous as a pair of trousers is injuring yourself (in public, naturally) on absolutely nothing at all — the "I Just Tripped Over My Own Feet" scenario. There are few ways to deal with this that leave you with any dignity remaining — whether you choose to simply take the fall and hope that a kind passer by helps you up, assuming that you're some sort of invalid, or to stumble and break into a slow run as if you always intended to lurch forwards in the way that you did, everyone around you will know that you tripped over absolutely nothing at all and are, therefore, a Bit of a Spaz.

    Should you find yourself injuring yourself on a pair of trousers or tripping over absolutely nothing at all (bar your own feet) then there's likely very little that Injury Lawyers 4 U ("We're real lawyers!") can do for you. Unless you're planning on suing yourself for being such a damn clumsy twat. And that, as I'm sure you're aware, would be an ultimately self-defeating exercise. Literally.

    You could always hope that someone was there with a video camera hoping to make a quick buck from You've Been Framed, of course. If you spot yourself on the TV, then be sure to claim likeness rights. You'll be in the money. Maybe.

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    #oneaday Day 638: Idiots of the App Store https://imnotdoctorwho.moegamer.net/2011/10/18/oneaday-day-638-idiots-of-the-app-store/ https://imnotdoctorwho.moegamer.net/2011/10/18/oneaday-day-638-idiots-of-the-app-store/#respond Tue, 18 Oct 2011 20:47:44 +0000 http://angryjedi.wordpress.com/?p=3045 Everyone knows that you shouldn't read Internet comments where the public has been allowed to voice its opinions without any filtering. It's why sensible people avoid looking at 4chan, YouTube comments and App Store reviews. But, like a car crash, sometimes you just can't look away from these comments sections, no matter how infuriating they … Continue reading #oneaday Day 638: Idiots of the App Store

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    Everyone knows that you shouldn't read Internet comments where the public has been allowed to voice its opinions without any filtering. It's why sensible people avoid looking at 4chan, YouTube comments and App Store reviews. But, like a car crash, sometimes you just can't look away from these comments sections, no matter how infuriating they might end up being.

    I made the mistake of browsing the App Store tonight and perusing a few obviously stupid apps which, inevitably, had rather low ratings. Let's see what the reviewers had to make of them, shall we?

    First up is Mario and Friends. This decidedly copyright-infringing app makes it very clear in its description that it is a soundboard featuring music and sound effects from classic titles such as Mario, Zelda and Sonic. Let's take a small sample of the reviews:

    "This is not a game. Where is my money?" — Cheat11111111

    "Please do not buy this app does not work my young grand daughter was so disappointed !!" — ena Sproule

    "Thought this was the game what a load of rubbish I mean why wud we want the listen to the music without playing the actual game?? Waist of 69p!!!" — lisa green

    "None of the buttons work so it's impossible to play waste of money" — Al24467

    What you'll see from most App Store reviews of this type are a few consistent features: overuse of exclamation marks, an inability to know when one sentence ends and another begins, and an inability to use the correct homophone.

    Let's take a look at another excellent example: Unlock It! which promises new lock themes for your iPhone and, again, in the description makes it clear that it's a spoof app, not an actual means of overriding a fundamental way the iPhone works. Here are some choice reviews:

    "I was so happy that I would be able to Chang e the lock screen but then it turned out to be a scam! I doesn't let you change the lock screen! Do not get it! SO UNHAPPY!!" — Kezmatron

    "Should've read the reviews – this is tripe!!" — Jonzo15a

    "Don't get it.. I was so happy with idea.. Then so upset with the lies that lied deep inside!! C***S!!" — Bleepsound

    "This app is a complete con. Do not buy it. It does not have any of the functionality it claims to offer it simply takes a photo which you can save as your background to imitate a security function. Very poor." — Black and White Army

    "A new this app sounded 2 gd to be true" — Dj disco dave

    What have we learned from all this? That the sort of person who leaves App Store reviews probably hasn't read the app description before downloading. This type of person can be regularly seen elsewhere on the Internet indulging in very similar behaviour in other places — commenting on N4G having only read the headline, not the whole article; commenting on a YouTube video without watching the video; commenting on a news story without reading the story; commenting on a Facebook page without looking to see what kind of page it is; and numerous others.

    It's very simple, people. Slow down. Read things. If you're looking at something, look at it properly. You've taken the time to click a link to something or other — why not check it out properly rather than immediately flying off the handle and crying "scam!"/"fake!"/"bias!"/"fanboy!"/"bullshit!" etc.

    Ahhh. It's nice to want things, isn't it?

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    #oneaday Day 637: Card-Carrying Lunatic https://imnotdoctorwho.moegamer.net/2011/10/17/oneaday-day-637-card-carrying-lunatic/ https://imnotdoctorwho.moegamer.net/2011/10/17/oneaday-day-637-card-carrying-lunatic/#respond Mon, 17 Oct 2011 21:20:30 +0000 http://angryjedi.wordpress.com/?p=3041 I like card games. I'm not sure why. It's one of those things where something indefinably pleasant goes through my head when I think of holding cards, seeing (hopefully) gorgeous artwork and enjoying a game that (in most cases) combines elements of luck with skill and strategy. It may be something to do with the … Continue reading #oneaday Day 637: Card-Carrying Lunatic

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    I like card games. I'm not sure why. It's one of those things where something indefinably pleasant goes through my head when I think of holding cards, seeing (hopefully) gorgeous artwork and enjoying a game that (in most cases) combines elements of luck with skill and strategy. It may be something to do with the fact that, statistically, I appear to be better at card games than I am at some full-on board games — particularly Agricola and Power Grid, it has to be said — but I'm not sure that's quite the right reason.

    I've started playing a couple of good games on iOS recently. One, Ascension: Chronicle of the Godslayer is, I believe, an adaptation of an actual proper physical card game. It's one of those games that initially sounded horrendously complex, with all manner of stats and numbers floating around to make lesser men and women tremble in their +5 Boots of Courage. But, in fact, it's a rather simple game with very straightforward mechanics and, like the best games, it's all about what you do with those mechanics that makes it interesting to play.

    Essentially, the game revolves around building a deck of cards and making use of their various abilities to score as many points as possible. Points are scored by purchasing cards using the Runes stat, and by defeating monsters using the Power stat. Both Runes and Power are acquired by playing thematically-appropriate cards and adding up their totals to provide a pool of points to "spend" each turn — for example, Apprentices add Runes and allow you to purchase additional cards, while Militia adds Power and allows you to kick the bottom of monsters.

    Points are acquired as you go along but also tallied up at the end of the game, so there's an element of uncertainty as you go along — additional points are added according to the value of purchased cards at the end, while defeated monsters and cards with point-scoring special abilities grant their rewards immediately.

    That's about it — you buy cards, you kill monsters, repeat until the available pool of points is depleted. Then, if you're anything like me, repeat until bored, which is, in my experience so far, a very long time away.

    My experience with the iOS version has certainly made me curious to check out the physical version, though I hear its components aren't up to much. Based on this and Dominion, which I do own a physical copy of and which seriously needs an iOS adaptation, however, I think I can say with some confidence that I enjoy deck-building games.

    The second game I've given a shot is a slightly different deal. Shadow Era is more along the lines of a CCG like Magic: The Gathering rather than using the preset cards of Ascension. As such, there's (arguably) a lot more variety, and the game involves a lot more in the way of direct conflict between players than Ascension does — the latter involves a number of cards which indirectly screw over other players rather than attacking them directly, while Shadow Era is an outright fight between the two participants.

    I've only had one game of Shadow Era so far but it seems like a solid game, and props to it for offering virtual cards for either real money or, for the more patient, from in-game soft currency, or hard acquired through levelling up. I'll report back further on it when I've given it a bit more time, along with Kard Combat, codesigned by Richard "Magic: The Gathering" Garfield.

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    #oneaday Day 636: A Vote for Fitocracy is a Vote for... Wait, No https://imnotdoctorwho.moegamer.net/2011/10/16/oneaday-day-636-a-vote-for-fitocracy-is-a-vote-for-wait-no/ https://imnotdoctorwho.moegamer.net/2011/10/16/oneaday-day-636-a-vote-for-fitocracy-is-a-vote-for-wait-no/#comments Sun, 16 Oct 2011 21:31:34 +0000 http://angryjedi.wordpress.com/?p=3037 Andie and I joined the local gym yesterday, and had our induction sessions today. All is good and we're feeling suitably motivated to proceed. This will likely mean leaving EA Sports Active 2 by the wayside — boo, no PSN trophies for me, but seriously, who gives a toss? — in favour of using actual proper … Continue reading #oneaday Day 636: A Vote for Fitocracy is a Vote for... Wait, No

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    Andie and I joined the local gym yesterday, and had our induction sessions today. All is good and we're feeling suitably motivated to proceed. This will likely mean leaving EA Sports Active 2 by the wayside — boo, no PSN trophies for me, but seriously, who gives a toss? — in favour of using actual proper exercise machines. And also not having to strap on those motion sensors which occasionally disconnect for no apparent reason.

    Don't get me wrong, EA Sports Active 2 is great, and it offered enough to get me motivated to start gymming it again, but there's no substitute for the "real thing".

    The thing with being a member of the gym is, of course, maintaining your motivation factor. There are lots of ways you can do this — going along with a friend, keeping a log of your progress or, increasingly, using some form of website or app to both track your progress and brag about how awesome you are and how swell your guns are looking.

    There are plenty of these available — Runkeeper Pro is my app of choice on my iPhone — but a lot of them are relatively simple affairs that just track what you've done without any particular form of motivation bar what you make up for yourself. Runkeeper does email you every time you break a personal record, but that's about it.

    Enter Fitocracy, an up-and-coming website that's still in beta. Fitocracy takes the concept of fitness tracking and jams it firmly up the arse of social gaming. This means that every time you track some fitness, you get points. Points mean levels. Levels, as we've seen from fifteen billion social games that really don't need a levelling system, are a powerful motivational tool — and, as each level gets progressively harder to achieve, they inspire you to push yourself a little bit further, whether that's demonstrating your patience with clicking on a Facebook game, or feeling the burn a little bit more with your workouts.

    There's also a Quests function, which is an awesome idea. Take on a Quest and you'll challenge yourself to do a specific exercise or combination, with points on offer as a reward upon completion. Obviously a large amount of this is down to your own honesty — but then so is fitness tracking itself, and the only person you're cheating if you lie is yourself. Levels don't get you anything per se, they simply provide a degree of motivation to the whole experience.

    I will be trying out Fitocracy with some interest over the next few weeks — and possibly longer if it turns out to be awesome. It's invite-only at the minute, but if you'd like to try it out for yourself, get in touch and I can hook you up with one of my remaining ones so you can check it out.

    In the meantime, I have some grinding to do.

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    #oneaday Day 635: Version 5.0 https://imnotdoctorwho.moegamer.net/2011/10/15/oneaday-day-635-version-5-0/ https://imnotdoctorwho.moegamer.net/2011/10/15/oneaday-day-635-version-5-0/#respond Sat, 15 Oct 2011 22:43:05 +0000 https://angryjedi.wordpress.com/2011/10/15/oneaday-day-635-version-5-0/ I've been playing with my shiny new iPhone 4S for a day and a bit now and I have to say it's rather nice. While fundamentally pretty similar to the 4, as you might expect, the speed boost is nice and having a Home button that works made the whole upgrade process worthwhile, too — … Continue reading #oneaday Day 635: Version 5.0

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    I've been playing with my shiny new iPhone 4S for a day and a bit now and I have to say it's rather nice. While fundamentally pretty similar to the 4, as you might expect, the speed boost is nice and having a Home button that works made the whole upgrade process worthwhile, too — let's hope that whatever "known issue" plagued iPhone 4 Home buttons is a thing of the past with the new model ones, because having to take 4 or 5 attempts to pop up the multitasking bar was rather annoying.

    iOS 5 is the star of the show and, unlike when iOS 4 hit the iPhone 3G, older phones can benefit from most of the features. (For the unfamiliar, iOS 4 not only brought the 3G to a near-standstill, it for some reason couldn't handle functionality as basic as Home screen wallpaper — and certainly no multitasking.) I spent a couple of days with my 4 running iOS 5 and didn't have any issues — not heard from anyone who installed it on a 3GS, however.

    The best change is to notifications. No longer do we suffer session-interrupting popups that monopolise the entire system. Instead, we have discreet banners at the top of the screen, or multiple messages with app icons on the Lock screen. Not only that, we have a pleasant pull down place to see all our recent notifications and jump straight to the app that sent them. Big improvement, particularly as this also integrates with the new Reminders app, displaying all your most important Reminders first. You can also turn off the OCD-nightmare badge counts — even for incoming emails — and set anything you like (that notifies you, obviously) to pop up with a banner. You can switch back to the obtrusive messages if you want, but if you do you're a big silly.

    Then comes all the voice recognition business. For starters, most apps that include the default soft keyboard now have a microphone button for dictation. Accuracy is generally pretty good, and it knows contextually which homophones you might be using, though if you talk a little too quickly or don't say your words with perfect diction it occasionally struggles. (For the record, it dictated me saying "penis penis penis penis penis penis penis" at it perfectly earlier, but failed on a similar test using the word "buttocks".)

    With the voice recognition, of course, comes Siri, your personal assistant. While a lot of attention has been given to the numerous Easter eggs built into Siri's responses — proving that Apple does have a sense of humour after all — the practical uses of the system are more impressive. "Remind me about my gym induction tomorrow at 11am," I said. Siri responded by setting up a reminder at the correct time. "Set an alarm for tomorrow morning at 10.30 with the label 'gym induction'," I added. Siri complied, even adding the requested label and activating the alarm. Okay, belching at Siri twice did inadvertently dial my friend Holly's phone number, but I wasn't expecting a "pardon you". That really would be impressive.

    In terms of software, the speed increase of the new tech is very much noticeable in games — particularly those which even caused the 4 to struggle. Final Fantasy Tactics and Dungeon Defenders both run beautifully on the 4S, making me think that this phone, if any, is going to be the one to make big developer think "hmmm… yes." We've already seen a couple of iPad 2/iPhone 4S exclusive titles appear — Machinarium only runs on iPad, for example, while Rockstar's reissue of Grand Theft Auto III later this year will only run on 4S or iPad 2. We're also seeing titles like Real Racing 2 offering enhanced graphics for the newer hardware, coupled with the AirPlay feature which effectively turns an Apple TV and iPad/4S combo into a Wii U, albeit one with no buttons.

    So if you're on the fence about the 4S and thinking "hmm, I'll wait for the 5" first of all, stop it, the thing just came out — and secondly, don't hesitate. The most accessible smartphone on the market just got a whole lot better. Sure, Android can do more — but iOS does it with grace, no need for rooting and you know that, as I said yesterday, any new features Apple have implemented are in there because they think — and are usually right about these things, given past performance — that the time is right for them to become "mainstream".

    In other words, you may feel like a dick talking to your phone now, but when everyone realises that we're actually a step closer to Star Trek, shit's gonna get real, yo.

    Siri, publish this post. No, publish. What are you doing? No, don't phone them! Damn you!

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    #oneaday Day 634: Press Queue to Continue https://imnotdoctorwho.moegamer.net/2011/10/14/oneaday-day-634-press-queue-to-continue/ https://imnotdoctorwho.moegamer.net/2011/10/14/oneaday-day-634-press-queue-to-continue/#respond Fri, 14 Oct 2011 09:10:33 +0000 https://angryjedi.wordpress.com/2011/10/14/oneaday-day-634-press-queue-to-continue/ I'm queuing for the iPhone 4S. Yes, I am That Guy, though I wasn't the first here by a long shot. The fortunate thing about not living in a particularly huge town is that queues on days like this don't tend to be huge. Even so, I still might be waiting for an hour or … Continue reading #oneaday Day 634: Press Queue to Continue

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    I'm queuing for the iPhone 4S. Yes, I am That Guy, though I wasn't the first here by a long shot. The fortunate thing about not living in a particularly huge town is that queues on days like this don't tend to be huge. Even so, I still might be waiting for an hour or more — without, necessarily, any guarantee of a new phone at the other end. But… shiny new tech. Why not? I can even cover the upgrade cost by recycling my 4, so no real loss (beside o2's contracts, which get worse each year, of course).

    The feature which most people seem to be talking about with the 4S is Siri, the voice activated assistant app. Some have pointed out that this perhaps isn't quite as revolutionary as Apple would like you to think, but the key difference here is that Apple is building it in to all the new phones (4Ses, anyway) and thus making it a standard(ish) feature rather than an optional app. It remains to be seen if Siri is as good as its demonstrations seem to indicate, but the fact it'll be in the hands of all new customers who take the plunge for a 4S is notable.

    Apple do this a lot. They keep an eye on competitors' tech and apps, see what works and what doesn't, then cherry-pick the best bits to include into their own OS. This leaves them open to regular accusations of being derivative, and of Android doing it better. But the important difference when Apple adopts a new feature is that it's effectively "standardising" it, putting it in the hands of all customers rather than just those who know how to root their phone.

    Given the appeal of iOS devices to otherwise tech-phobic people, this is a good thing. You just have to look at how much people complain every time Facebook changes its interface to see that People Do Not Like Change. And yet I can't remember hearing people complain about the changes and additions to iOS in the same way. Features are introduced slowly and gradually, and given enough time to become firmly entrenched as an integral part of the experience. This is done at such a pace as to not frighten those who are less confident with tech, while still allowing geeky geeks the features they desire.

    In short, Apple have their head screwed on right. For all the shit Android users give them, there's a lot to be said for Apple's conscious desire to appeal to the widest possible mainstream audience — not just geeks — and make the smartphone an important part of 21st century living.

    Seems to be working all right for them so far.

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    #oneaday Day 633: Your Mine! https://imnotdoctorwho.moegamer.net/2011/10/13/oneaday-day-633-your-mine/ https://imnotdoctorwho.moegamer.net/2011/10/13/oneaday-day-633-your-mine/#respond Thu, 13 Oct 2011 23:23:40 +0000 http://angryjedi.wordpress.com/?p=3031 Been playing some more Minecraft, and I noticed something interesting. It's possible to play it in all sorts of different ways, depending on your own personal take on what it's all about. You can play it as a survival sim — foraging for food, fending off the unpleasant beasties who would like nothing more than … Continue reading #oneaday Day 633: Your Mine!

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    Been playing some more Minecraft, and I noticed something interesting. It's possible to play it in all sorts of different ways, depending on your own personal take on what it's all about.

    You can play it as a survival sim — foraging for food, fending off the unpleasant beasties who would like nothing more than to fill you with holes, poison, fire or gunpowder.

    You can play it as a creative canvas on which you create blocky 3D models of whatever you desire.

    In multiplayer, you can play it as a crazy sort of real-time variant on Catan, staking your claim to areas of the map that are rich in a particular type of resource and collaborating with your friends to ensure everyone has access to what they need.

    You can play it as a city-building sim, only instead of raising money from taxes to pay for new structures, you have to locate or create the resources you need to put together facilities yourself.

    Or you can play it as a role-playing game — and by that I don't mean "battle through a storyline until facing a final boss, levelling up in the process", though a (currently useless and occasionally game-breaking) level-up system was added in the last major patch. Rather, I mean play it with a "character" in mind — or at least a concept for what you want to build. Do you want to play a hermit who lives in the woods in a tiny little cabin with an extensive and terrifying network of tunnels beneath his abode? Do you want to play the ostentatious Duke who lords it over the rest of the kingdom from his mountaintop palace? Do you want to play the adventurer, charting the world as he goes, staking his claim to various locales with some well-placed signs? Do you want to play the terrorist, building vast quantities of TNT and then setting them off in a chain reaction that lays waste to the nearby landscape?

    The more I play Minecraft, despite being aware of the fact that it's still fairly pointless as there's no way to "win", the more I like it. When you're not being accosted by monsters, it's a relaxing game to play — harvesting enough stone to put together your next big structure, for example, is a repetitive task that somehow manages to be fun, as you find yourself naturally carving out shapes in the rock, creating corridors and chambers underground until you realise you've actually built a rather extensive dungeon into which you could easily lure some unsuspecting adventurers.

    Mojang has hit on to a winning formula. By combining the joy of exploring uncharted, randomly-generated worlds (there's a lot of "Ooh! That looks cool, I'll run towards it" in Minecraft) with the joy of constructing things and seeing the world change according to your actions — for better or worse — they've put together something really rather special. And for those who want to take matters further, there's the frightening-sounding Nether and The End realms to explore, too — and eventually there'll be a dragon to contend with, too.

    Notch and his team claim they're going to stop adding new stuff to the game on October 18, then make sure everything works properly prior to the "official" release in November. Beyond that, the game will likely continue to change and evolve — and I'm certainly very interested and excited to see what the future holds. Notch is a developer who loves his work, loves playing with interactivity and cool new "toys", then sharing them with his community — and not being too proud to take things that don't work away again. A lot of big-name professional developers and publishers could learn a lot from the way Mojang is doing things — but, despite the ludicrous amount of money Minecraft has drawn in so far, I doubt they will.

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    #oneaday Day 632: Safety and Peace, My Friend https://imnotdoctorwho.moegamer.net/2011/10/12/oneaday-day-632-safety-and-peace-my-friend/ https://imnotdoctorwho.moegamer.net/2011/10/12/oneaday-day-632-safety-and-peace-my-friend/#respond Wed, 12 Oct 2011 23:17:06 +0000 http://angryjedi.wordpress.com/?p=3028 So I beat Assassin's Creed. Yay! I'm glad I finally did this, as it was rather enjoyable. The game's flaws are very much apparent, but the narrative was enough to keep me wanting to play through to the end. The game is a completionist's nightmare. It's full of progress bars and things to fill in … Continue reading #oneaday Day 632: Safety and Peace, My Friend

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    So I beat Assassin's Creed. Yay! I'm glad I finally did this, as it was rather enjoyable. The game's flaws are very much apparent, but the narrative was enough to keep me wanting to play through to the end.

    The game is a completionist's nightmare. It's full of progress bars and things to fill in that are completely unnecessary. Most people who have played it will, by now, know that there is absolutely no purpose whatsoever to collecting all the flags in each city, or killing all the Templars, or even doing every "Investigation" side mission when preparing for each chapter's assassinations. Fortunately, I knew this already going into the game — it didn't stop me from completely clearing the first few chapters, but then my copy of Assassin's Creed II, the game from the series that I was really interested in playing, showed up. So, naturally, I just wanted to finish it.

    The ending of the game was… a little odd. (Spoilers ahead.) While the majority of the game was pretty realistic in tone and obviously based on historical events (with, I imagine, a bit of artistic license taken) the final battle was rather odd. I wasn't expecting a "fight every boss again at the same time" sort of situation, nor was I expecting a final boss with quasi-magical powers able to split himself into multiple forms.

    Following the credits, the stuff you can read about on the Abstergo computers does, however, make it clear that we're dealing with sci-fi here. The material about orbital satellites for mind control, the fact Africa was wiped out by a plague and. obviously, the technology on display — it makes it clear that all is not exactly what it seems.

    I dug the story though. I enjoy a good conspiracy theory tale and even if it's somewhat unsurprising to see the Templars involved in this sort of behaviour yet again, the way the story unfolded was interesting and kept me guessing up until the end, were it not for the fact that I inadvertently spoiled who the final boss was before I got to it. Oh well.

    The thing I like most about it, though, is the fact that there's a ton of possibilities for the series. Desmond is a likeable enough character, and the "exploring memories" angle leaves things nicely open for travelling through lots of different time periods. In some ways, it's a bit of a shame that we've only seen Altair and Ezio so far — I'm hoping I'll see the apparent appeal of the latter once I make a start on II tomorrow. Something must have inspired Ubi to keep on with him for three games. (Money, probably — but most layers of the series I've spoken to seem to be a fan of the character.)

    Ubisoft has said that Desmond's story will have to be wrapped up by the end of next year, however, but that doesn't (and likely won't) mean the series will be over. Desmond is, of course, "Subject Seventeen" — there are, then, sixteen subjects prior to him to explore, including at least one of whom that went completely mental and splattered conspiracy theories all over the walls in blood. That could be an interesting story to follow up on — or perhaps the end of Desmond's cycle will leave things open for another subject.

    I can't really comment any more because I know literally nothing about what happens in II, Brotherhood and Revelations. Having beaten the first game now, however, I am very much looking forward to finding out.

    Safety and peace, my friend.

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    #oneaday Day 631: Meaty Goodness https://imnotdoctorwho.moegamer.net/2011/10/11/oneaday-day-631-meaty-goodness/ https://imnotdoctorwho.moegamer.net/2011/10/11/oneaday-day-631-meaty-goodness/#respond Tue, 11 Oct 2011 23:04:49 +0000 http://angryjedi.wordpress.com/?p=3026 A lot of people, both inside and outside the UK, assume that the best TV comes from the BBC. Sure, Doctor Who is great and there have been some great drama series from our publicly-funded friends over the years, but on balance, it's clearly Channel 4 that has the best stuff. Spaced, Black Books, Brass Eye, … Continue reading #oneaday Day 631: Meaty Goodness

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    A lot of people, both inside and outside the UK, assume that the best TV comes from the BBC. Sure, Doctor Who is great and there have been some great drama series from our publicly-funded friends over the years, but on balance, it's clearly Channel 4 that has the best stuff.

    Spaced, Black Books, Brass Eye, Peep Show — there's a veritable plethora of excellent shows out there, most of them in the comedy genre, and the vast majority of which involve –and are written by — the same people.

    The latest Channel 4 show to be up and coming is Fresh Meat, a new show from the creators of Peep Show. Peep Show is known for featuring that uniquely British brand of uncomfortable humour, and Fresh Meat continues that tradition suitably aptly, though with something of a more surreal edge at times.

    The show is based around a small ensemble cast of first-year students, and is mostly set in their shared house where they've been thrown together as tends to happen in the early days of university. The setup is perfect for some character-based comedy, and writers Jesse Armstrong and Sam Bain take full advantage of this fact. The characters have some great chemistry between them, and each of them is just bizarre enough to be memorable without crossing the line into complete stupidity. Highlight of the show has to be Howard, a Scotsman of indeterminate age who has lived in the shared house for longer than he perhaps should have. Howard is introduced drying off some chickens (if I remember correctly) with a hair-dryer, while not wearing any pants.

    Ironically, throughout the subsequent episodes, it's Howard that turns out to be, if anything, the most normal, sensible of the characters. Man-eating Vod regularly overindulges in various chemical substances and isn't quite aware of what she's doing; Oregon is self-consciously trying not to be lame (and ends up regularly cracking those jokes that no-one ever laughs at); Josie and Kingsley have an infuriating will they-won't they relationship and Jack Whitehall's JP character is endearingly obnoxious.

    If nothing else, it's nice to see a show based around a cast of students which doesn't take itself too seriously. It's all too easy for shows to get caught up in interpersonal relationships and betrayal and whatnot, and before you know it you're Hollyoaks. And no-one wants to be Hollyoaks. Thankfully, Fresh Meat is not Hollyoaks.

    It's early days for the new show as yet, but early indications are promising. It's amusing and filled with entertainingly puerile gags in a Peep Show/The Inbetweeners sort of style, but has a good sense of an unfolding plot, strong characters and a pleasing cameo appearance from Robert Webb.

    If you haven't had a chance to check out the show yet, UK residents can catch up with it on YouTube.

    The post #oneaday Day 631: Meaty Goodness appeared first on I'm Not Doctor Who.

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    #oneaday Day 630: Over My Shoulder https://imnotdoctorwho.moegamer.net/2011/10/10/oneaday-day-630-over-my-shoulder/ https://imnotdoctorwho.moegamer.net/2011/10/10/oneaday-day-630-over-my-shoulder/#respond Mon, 10 Oct 2011 23:49:12 +0000 http://angryjedi.wordpress.com/?p=3023 I've been blogging since July of 2008. Actually, that's not quite true — I've been blogging a lot longer than that, but had a couple of other websites prior to this one. To my knowledge, only one of them is still there, and that was a somewhat abortive effort. This site, then, represents one of … Continue reading #oneaday Day 630: Over My Shoulder

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    I've been blogging since July of 2008. Actually, that's not quite true — I've been blogging a lot longer than that, but had a couple of other websites prior to this one. To my knowledge, only one of them is still there, and that was a somewhat abortive effort. This site, then, represents one of the most consistent creative endeavours that I've ever undertaken.

    For what, though? What is it achieving? I'm certainly not making any great effort to ponce around with anything like search engine optimisation and the limit of my attempts to "drive traffic" consist of auto-posting each entry to Facebook and Twitter as a link for people to click through to. And yet, here I am, day after day, writing something for anywhere between — most weeks — 20 and 100 people. 24 of you readers are subscribed by email, meaning you get a daily dose of nonsense posted direct to your inbox (and possibly don't count against my views count, you bastards, unless you actually do, in which case you're not bastards, and I don't really care anyway) and I have no idea how many more might be subscribed via RSS.

    As I've said on a few other occasions, though, the main reason I'm writing all this gobbledegook day after day is for myself. I'm not sure if I'll be looking back on this content in a few years time and figuring out something profound about myself or not, but I certainly like having it all there — and knowing that there are 629 daily posts before this one (and a few more irregular ones prior to that) is quite satisfying.

    I like reading back old things that I've written. I don't keep all old pieces of writing that I do, but I have some knocking around that date back to my school days, which are a good few years ago now. It's sometimes interesting to look back and read your work and consider what might have been going through your mind at the time — or what inspired you to write a particular work.

    I think the oldest piece of writing I've still hung onto is the Woolworths notebook that my friend Edd and I took on holiday to Gran Canaria. It was 1992, and we were in Year 7. That holiday was memorable for all sorts of reasons — the cockroach attack in the middle of the night, the discovery of Mortal Kombat and X-Men in the local arcade, our first experiences snorkelling. And most of it is entertainingly chronicled in the dodgy handwriting of the 11-12 year old me.

    The way you write changes over the years, even if you're not a writer and if you don't do it often. Old people using computers forget how to use capital letters and punctuation (except the exclamation mark, which they use with gay abandon) while some develop a clear sense of style and voice according to who they're writing to. When you're twelve, however, most of your writing is written in the same register, however many English lessons on formal and informal letters you might have had. My old notebook is a fine example of this, sharing details of stupid in-jokes that Edd and I had at the time, the context of which has been mostly lost to the mists of time save for the written record of the fact that we did indeed compose a short song called "I'm an egg-timer" together and that we found it inexplicably amusing to hum the theme tune from the Whiskas cat food advert while descending a water slide.

    Don't ask. I have no idea.

    I wonder if in twenty years' time — firstly, will this site still be around or will we all have switched to something like the OASIS platform in Ready Player One? — I'll still be writing in the same manner. Perhaps I will — in some senses, even though I'm (painfully) aware that I'm thirty years old, in others I feel like I haven't grown up a whole lot. There's still a ton of things about the world that I don't know or don't understand, and a lot of people seem to have a firmer grasp on them than me — or, more likely, simply do a better job of hiding the fact that they're overwhelmed by everything out there.

    Arguably part of this feeling of "immaturity", for want of a better word, is writing this every day. When I'm writing some nonsense here, I can just sort of "let go" and channel that twelve year old kid who felt the need to chronicle everything on a holiday with a friend. I'm under no obligations to write in a particular style or follow the AP Style Guide or whatever (though you'll notice I do make an effort to spell and punctuate correctly, typos aside) so I can just sit back (well, forward, otherwise I can't reach the keyboard) and type whatever is in my head onto the virtual page in front of me.

    This is a nice feeling, and that's why I do this day after day. I appreciate those of you who keep coming back to read my ramblings, I really do. But the act of writing, of self-expressions, of, in some cases, being able to write things that are difficult to talk about out loud — that's why I do it. It makes me feel good, makes me feel like I have an outlet and am free to express myself however I see fit. And sure, anyone reading can and will judge me based on the things I write. And that's fine, because after all, I'm posting all this for public consumption. But more than that, this is something for me. This is me. And if you've come along for the ride here and read the last six hundred and whatever posts, you probably know me pretty damn well by now.

    If, however, you're new, the archives are on the right hand side. I'll see you in a few months.

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    #oneaday Day 629: The Hypocrisy of Isaac https://imnotdoctorwho.moegamer.net/2011/10/09/oneaday-day-629-the-hypocrisy-of-isaac/ https://imnotdoctorwho.moegamer.net/2011/10/09/oneaday-day-629-the-hypocrisy-of-isaac/#comments Sun, 09 Oct 2011 21:51:53 +0000 http://angryjedi.wordpress.com/?p=3021 I've posed this question on a couple of social networks today, but I thought I'd discuss it here, too. I'm not sure what the "right" answer is, if any, but I'd be interested to hear anyone else's thoughts on the subject. This year, two games have come out that feature gross, puerile humour and content … Continue reading #oneaday Day 629: The Hypocrisy of Isaac

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    I've posed this question on a couple of social networks today, but I thought I'd discuss it here, too. I'm not sure what the "right" answer is, if any, but I'd be interested to hear anyone else's thoughts on the subject.

    This year, two games have come out that feature gross, puerile humour and content obviously deliberately intended to offend, shock or make people guiltily laugh. Those two games are the high-profile, legendarily-delayed Duke Nukem Forever, and independent developer Edmund McMillen's latest opus The Binding of Isaac, which I discussed a little here. Despite both featuring extreme gross-out humour, one of them was lambasted as being a smear against all that is good and pure, while the other has been praised and hailed as being daring, forthright and all manner of other superlatives expressing positivity towards its utterly shameless nature.

    Those who are gamers will already know that Duke Nukem, the high-profile, well-known title, was the one which got seven shades of shit beaten out of it by the press, while McMillen's more recent The Binding of Isaac has been hailed — by the same critics who ripped Duke a new one in some cases — as something excellent.

    Those readers who are not gamers may not already be familiar with the content of both of these games, so permit me a moment to summarise both titles in an attempt to compare and contrast the type of material on display therein.

    Duke Nukem Forever is the fourth in a very long-running series of games which stars the titular Duke — a parody of 80s action heroes with a flat top, an arsenal of bizarre weaponry and a fine line in one-liners. The first two Duke Nukem games were very simple and featured no offensive content whatsoever. From Duke Nukem 3D, the third in the series, the developers let loose and had Duke raising hell in all manner of locations that had not previously been seen in many games — strip clubs, porn theatres, dodgy "rent by the hour" hotels and, eventually, space stations, moon bases and strangely organic alien vessels. Dotted through the bloody carnage — which was all against alien villains — were women. These ranged from strippers in the strip club, who'd flash their pasties at you if you walked up to them and pressed the "Use" key, to women imprisoned by the aliens, who were all nude and typically tied down to something with plant-like tendrils snaking around them, conveniently covering their lady-parts.

    The sequel, some 13-plus years in development, featured a lot of similar content, only with the vastly improved graphics that 13-plus years of development will give you. (Some would argue that the game's visuals don't represent 13-plus years of progress, but that's not the matter we're discussing here.) The game, once again, features the grittier, seedier side of human existence, with one non-violent dream sequence taking place in a strip club. At various other intervals, numerous things happen: it's implied that Duke is getting fellated by a pair of twins dressed as schoolgirls who may or may not be incestuous lesbians; Duke has the opportunity to pick up a piece of poo and fling it around; Duke can draw whatever he likes on a whiteboard and in the book of a fan who asks him to autograph it; there's numerous groanworthy puns throughout; there's a lot of swearing; and one level, dubbed "The Hive" and representing by far the most infamous piece of offensive content in the game, features women very much like those in Duke Nukem 3D tied to things with alien tentacly things wrapped around them, evidently being raped and impregnated with alien offspring. At one point during this level, Duke comes across the twins from earlier in the game, who are caught in this inescapable situation. There's a wince-worthy joke about them losing pregnancy weight, then they explode as their alien offspring burst forth and attack Duke. (Later in the same level there's also, inexplicably, a set of tits on the wall, which Duke can wander up to and slap to watch them wobble, giggling as he does so.)

    Pretty offensive — or at least of questionable taste — I'm sure you'll agree. Now, what about The Binding of Isaac?

    McMillen's game is a parody of the '80s Nintendo Entertainment System game The Legend of Zelda. It features a top-down view of a randomly-generated dungeon which players have to explore, kill monsters, retrieve special items and make their way to the level's boss and, subsequently, exit.

    So far so good. Nothing to worry about here, right?

    Wrong.

    The Binding of Isaac's protagonist is the titular Isaac who, as in the Biblical story, was about to be offered up to God as a sacrifice from his apparently insane and abusive mother. Isaac decided not to stick around to find out if God would stay his mother's hand so instead escapes, naked and crying, into the basement of the house. Said basement is inexplicably filled with monsters, most of which resemble Isaac to one degree or another, all of which bleed copiously when attacked. Most of these monsters have a degree of "body horror" about them, with swollen heads, growths, body parts such as eyes missing, blood dribbling from places that it shouldn't dribble from, and all manner of other things. One boss monster attacks you by pissing on you, while others bleed, vomit, bite and shit on you. Isaac attacks his enemies by firing his tears at them.

    Isaac can upgrade his abilities by picking up special items which randomly appear on each level. Each one of these has an effect on Isaac's appearance as well as his abilities. For example, taking growth hormones causes his head to swell up with tumorous growths, while finding a wire coat hanger (a possible reference to abortion) sees Isaac jam it through his head to make him cry more. He gains health by eating dog food, as he is obviously used to it from his abusive mother, and special weaponry on offer include a suicide bomber vest, a sanitary towel, the Anarchist's Cookbook, a glass of lemonade which immediately causes him to piss himself and numerous other items.

    The eventual aim of The Binding of Isaac is to kill Isaac's mother. By the end of the game, the crying infant of the outset is usually unrecognisable, clad in the random combination of special items he has picked up on his quest — on one occasion he might be wearing his mother's pants, have horns growing out of his head, be crying blood from his bleeding eye sockets and have a beating heart strapped to his chest. On another, he might have made a pact with the Devil and turned completely black. On yet another, he might have cybernetic implants and vampiric teeth.

    The main point is, though, The Binding of Isaac is pretty consistently horrifying and amusing at the same time. Like Duke Nukem Forever, the offensive, horrifying content is in there quite deliberately to provoke a reaction — to attempt to provoke a guilty laugh, or if not, to offend and repulse. If anything, I'd argue that Isaac's content is more repulsive than that of Duke Nukem Forever, but this fact seems to have been totally skimmed over in many critics' appraisals of the game.

    Note that I'm not arguing in favour of censorship of either game here. I have played and enjoyed both, and found both amusing in a very dark sort of way. Duke's humour was mostly lowbrow and silly, with the exception of the Hive level, while The Binding of Isaac consistently mixes the lowbrow poo and fart jokes with sadistic body horror elements.

    So, then, given that these two games are arguably on a par with each other in terms of "offensive" content, why did Duke get his ass handed to him by critics? It can't surely be because of the quality of the game, can it?

    Well, perhaps it can. Duke's gameplay was regarded as too little, too late by many critics, and roundly panned as a result. (I liked it precisely because it was like old shooters, but you know me, ever contrary.) Smelling blood, said critics decided to denounce it as The Worst Thing Ever, drawing particular attention to the Hive level and declaring it morally bankrupt, seemingly losing their black senses of humour in the process.

    Along comes The Binding of Isaac, meanwhile, and it can do no wrong. It's a potent allegory, say the critics. It's refreshingly brave. It's up-front and honest. That's as maybe, but those things you're laughing at — poo, wee, farts and some gross bloody violence — are pretty similar to those you denounced Duke Nukem for. But The Binding of Isaac is a good game, they argue, meaning that the questionable content can be taken in your stride.

    To that, I say simply this: one of the most common reasons Duke Nukem was panned was because it felt dated. However, as I said earlier, The Binding of Isaac takes inspiration from The Legend of Zelda, a game from 1986. It couples this inspiration with material from roguelikes (Rogue itself also appearing in the mid-80s) and Gauntlet (1985). Hmmmm.

    As I said at the start, I'm not sure there's a right answer to this, as your take on both games' content will be largely subjective — and, like it or not, will seemingly depend on how much you like the game as well — but to me, it certainly smells like there's more than a whiff of hypocrisy about the whole thing. Do indie developers get a free pass to be more gross and offensive/"daring" simply for being indie developers who aren't tied to a big publisher?

    Oh well. I shan't worry too much. I have played and enjoyed both games and, for me, that's the important thing. 

    The post #oneaday Day 629: The Hypocrisy of Isaac appeared first on I'm Not Doctor Who.

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    #oneaday Day 628: Roleing Wit Da Players https://imnotdoctorwho.moegamer.net/2011/10/08/oneaday-day-628-roleing-wit-da-players/ https://imnotdoctorwho.moegamer.net/2011/10/08/oneaday-day-628-roleing-wit-da-players/#respond Sat, 08 Oct 2011 23:01:48 +0000 http://angryjedi.wordpress.com/?p=3019 Reading a little about Corvus Elrod and Zakelro's innovative storytelling game Bhaloidam over on Kickstarter brought to mind my past experiences with tabletop roleplaying. I haven't done as much of it as I'd have liked to over the years, but the few experiences I have had were excellent ones. I was a member of a Dungeons and … Continue reading #oneaday Day 628: Roleing Wit Da Players

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    Reading a little about Corvus Elrod and Zakelro's innovative storytelling game Bhaloidam over on Kickstarter brought to mind my past experiences with tabletop roleplaying. I haven't done as much of it as I'd have liked to over the years, but the few experiences I have had were excellent ones.

    I was a member of a Dungeons and Dragons campaign at university for a while. My character, a thief named Singol Nithryan, was something of a cheeky chappy and there was some excellent banter and rivalry between him and my friend Tim's character, who was a pompous prig who thought himself better than everyone else. The characterisation of the rivalry between these two characters was completely unscripted, but with each session the plans to outfox each other (well, mostly for Singol to outfox the other chap, whose name I have sadly forgotten) became more and more elaborate. Most times the party settled down to camp tended to end up with Singol cutting his compatriot's purse and "borrowing" some money — the absence of which his companion often didn't notice for some time. They weren't enemies, though — it was good-natured friendly rivalry for the most part, and it made for a fun inter-party dynamic.

    To be honest, I can't remember a lot about the campaign itself and I'm not sure we ever finished it — but we certainly had a blast along the way, and that's sort of the point. While computer RPGs are all about powerlevelling and reaching the cap as soon as possible, a tabletop experience is all about the storytelling, the interacting and the emergent gameplay that results from cutting loose and improvising a little bit.

    The best example of this came with what our mutual friend Will called his "freeform" roleplaying system. It was a system he'd come up with by himself, and it was very simple, requiring, as I recall, only three stats: attack, defense and power. According to the situation, points from each of these stats were spent on various actions, with more points (usually from the power pool) meaning a greater chance of success.

    Again, though, it wasn't about the mechanics, which were almost irrelevant. In fact, the simplicity of the mechanics meant that it was possible — and indeed encouraged — to play bizarre, leftfield characters that simply would have no place in a traditional, say, D&D campaign. As such, our adventuring party — whose backstories we each provided to Will beforehand for him to weave an improvised campaign around — was not your typical RPG lineup to say the least. No, it was a wildly disparate group of… things, that I'd hesitate to call "adventurers" even.

    Probably the most normal of the bunch was my character, Rush Hurin, who was born from my wondering what might happen if you combined traditional fantasy tropes with sci-fi. Rush was the last of the elves, and he came from a futuristic Deus Ex-style setting. As the last of his kind, he was a highly sought after commodity. People wanted to do research on him, in other words, but he had absolutely no desire to submit to the demands, prods, pokes and scalpels of some scientists. Consequently, he spent a lot of his life on the run, but, being an elf, had immense agility and was a badass with a sword.

    Alongside Rush came Tyrael, played by my friend Tim who was (is) somewhat obsessed with Diablo at the time. Tyrael was a fallen angel in human form who had the ability to, I quote, "go all big and flamey" and also suffered from something of a lack of self control. In one memorable sequence, Rush was fleeing from a skyscraper while Tyrael was turning into his full, multi-storey "big and flamey" form in order to cause some chaos and allow me to escape. That was interesting.

    Next up was Arryth (I don't know how you spelled it), who was an animated suit of armour. Was he a ghost possessing the armour? Was he a sentient suit of armour? We never quite found out, but he proved to be a valuable ally on more than one occasion.

    Not as valuable as the Luggage from Discworld, however, who had a predilection for devouring our enemies and, occasionally, spitting them back out again, somewhat confused, into the midst of a tricky situation. He also proved useful for carrying our gear.

    Finally came a character I can't remember the name of, and who was simply an amorphous cloud of pink gas. It didn't talk much, but it made a good spy and also had the useful ability for flying down opponents' windpipes and choking them from the inside.

    Together, we endured some bizarre adventures which Will was clearly making up as he went along, placing signs in rooms he wasn't ready for us to visit yet which said "come back later!" and getting his mental challenges from one of those massive puzzle books your parents would buy you on holiday to keep you quiet — before handhelds and smartphones came along, of course. To call our adventures chaotic would be an understatement, to say the least.

    But you know what? Those are some of the fondest memories I have of my few sessions roleplaying. It wasn't about grinding for experience points, making use of my abilities or powergaming — it was about improvisatory, collaborative storytelling, and it was one hell of a lot of fun.

    The reason that Bhaloidam has given me such cause for curiosity is that it sounds like something strangely along the same lines to Will's system. It's a little more complex, sure, featuring a system to determine how much players influence the game world (and each other) prior to "performing" their actions, but at heart it's, like our experiences, designed for freedom. It has the scope for telling interesting stories that move far beyond traditional fantasy and RPG tropes and into something that's not quite roleplaying and not quite improvisatory theatre. It's a highly interesting concept, is what it is, and I'll be very curious to see how it turns out in the final project.

    If you're interested, too, check out the Kickstarter page for the project here — you can even help fund its first production run. If you're a Google+ user, I also strongly recommend popping designer Corvus Elrod and his amazing moustache in your circles.

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    #oneaday Day 627: Hashashin https://imnotdoctorwho.moegamer.net/2011/10/07/oneaday-day-627-hashashin/ https://imnotdoctorwho.moegamer.net/2011/10/07/oneaday-day-627-hashashin/#comments Fri, 07 Oct 2011 23:01:16 +0000 https://angryjedi.wordpress.com/2011/10/07/oneaday-day-627-hashashin/ Finally started playing Assassin's Creed again tonight — yes, the first one, and yes, I know the later ones are much better, but I want to know the story from the beginning. Assassin's Creed is a story whose premise intrigued me immensely as soon as the details of its now well known "meta plot" leaked … Continue reading #oneaday Day 627: Hashashin

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    Finally started playing Assassin's Creed again tonight — yes, the first one, and yes, I know the later ones are much better, but I want to know the story from the beginning.

    Assassin's Creed is a story whose premise intrigued me immensely as soon as the details of its now well known "meta plot" leaked out. I mean, sure, simply leaping around various cities and stabbing people in the neck is fun, but having a context for your actions that went beyond just Altaïr's story was a cool idea — and I'm looking forward to seeing what they do with the upcoming Revelations.

    Assassin's Creed the first has its problems, sure, mostly relating to the "investigation" segment of the game, which tends to get a bit repetitive. (Also, the sheer pointlessness of the flag-collecting, which needless to say I shan't be bothering with.) But it does so many things right. It has a wonderful sense of scale and height. Freerunning across rooftops and nimbly hopping from beam to beam never gets old. And the combat system, though relatively simple, is cinematic and satisfying.

    I'm not sure why I didn't finish it first time around — I think something "higher priority" came around and I never got around to returning to it — but I'm looking forward to seeing how the series pans out. I know Assassin's Creed II and Brotherhood are better, for example, but I don't know how. Since I've managed to find super-cheap copies, I will shortly be finding out.

    The thing that's struck me the most from playing this first game though is how much you can forget that top-tier games can feel truly "alive". When you spend all day reading the marketingspeak that publishers of said top-tier games spout in press releases (coupled with utterly meaningless quotes from their VP of Talking Nonsense In As Many Words As Possible) it's easy to forget that these games are exciting creative works, and the teams who work on them treat them as such.

    Assassin's Creed, for example, is awash with gorgeous details in its graphics and sound. Its cities are satisfying to explore and climb all over, even if there's not really any incentive to beyond "woo, look at that view!" But if all the information you had on the game came from Ubi press releases, you wouldn't know it, because they describe it as a product to be sold, not a creative endeavour to be enjoyed. And that's kind of sad — though somewhat inevitable given the times we live in.

    I shall be romping through the Assassin's Creed series alongside Xenoblade at present. Maybe I'll finish all of them before Revelations comes out. Or perhaps if I take my time a bit I can finish them all by the time Revelations gets a bit cheaper!

    Oh, and if you spoil anything about any of the series, I will kill you dead.

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    #oneaday Day 626: Farewell, Mr Jobs https://imnotdoctorwho.moegamer.net/2011/10/06/oneaday-day-626-farewell-mr-jobs/ https://imnotdoctorwho.moegamer.net/2011/10/06/oneaday-day-626-farewell-mr-jobs/#respond Thu, 06 Oct 2011 08:38:25 +0000 http://angryjedi.wordpress.com/?p=3012 "Your work is going to fill a large part of your life, and the only way to be truly satisfied is to do what you believe is great work. And the only way to do great work is to love what you do," said Steve Jobs to a group of Stanford University graduates during a … Continue reading #oneaday Day 626: Farewell, Mr Jobs

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    "Your work is going to fill a large part of your life, and the only way to be truly satisfied is to do what you believe is great work. And the only way to do great work is to love what you do," said Steve Jobs to a group of Stanford University graduates during a commencement speech in 2005. "If you haven't found it yet, keep looking. Don't settle. As with all matters of the heart, you'll know when you find it. And, like any great relationship, it just gets better and better as the years roll on."

    Wise words from a great man — who sadly passed away yesterday, aged just 56. I'm actually quite sad about this because, although I obviously didn't know the man personally, he's had a profound impact on my life. I'm not the only one, either — this morning various social networks are filling up with tributes to Jobs, his life and the influence that his company Apple's products have had on their lives. My good buddy AJ Minotti, for example, noted that he's been podcasting with his brother for four years now — and this is longer than anything else he's ever committed himself to in his life, whether that's work, school or relationships. Podcasting defines him, and although podcasting may well have come along in a different form with a different name had Apple not pushed it as a publishing medium, in his mind it's inextricably associated with Jobs and Apple as a whole.

    For me, my exposure to Apple products began with an early stint as a freelance writer for the Official Nintendo Magazine in the UK. I was putting together walkthroughs for Turok 2, Star Wars: Battle for Naboo and Banjo-Tooie. To take screen grabs from these titles, I had to play the game through a video capture card linked to a Mac and take shots from the video feed as I played through. I'm not sure exactly why they used the (then-OS 9 sporting) Macs for their office work, but I guess it was due to the supposedly common knowledge that Mac software was good for creative and design work.

    Subsequently, I got myself an iPod with a 20GB hard drive. At the time, I couldn't imagine ever being able to fill it — but having graduated to it from a 32MB (yes, really) MP3 player it was a revelation to be able to carry that much music around with me in my pocket. I took it everywhere with me, and it lasted a good few years, too. It moved house with me several times, remained an almost permanent attachment to my car stereo and joined me at the gym on many occasions. I came to know and love the music on it and, to this day, that first iPod is one of my favourite pieces of technology I've ever owned.

    After joining Apple back in 2007, I got my first exposure to the modern OSX Mac, and I was instantly smitten. Here was a system that ran smoothly and efficiently, did what I wanted it to do with minimum fuss and yet still remained powerful enough to let you tweak it as you saw fit. The online community agreed, too, and Macs remain a great platform for independent publishers to release awesome and useful applications, utilities and — to a lesser extent, admittedly — games.

    It was the creativity side of things that really grabbed me though. Apple's iLife suite was excellent, allowing you to do things that many inexperienced users who came through the doors of the store assumed to be difficult, challenging or demanding on their computers. Things like editing and organising photos; editing video; making a DVD; or producing professional sounding music — all of it was within reach of the average user, and all of those applications gave users a firm understanding of the concepts they'd need to be familiar with prior to graduating on to more advanced, professional software.

    When my role changed from the in-store "Mac Specialist" salesperson position to the in-store "Creative" personal trainer position, I got to spend all day every day working with these applications, teaching people how to use them, presenting workshops and tutorials on them with genuine enthusiasm — I believed in these products because I'd used them extensively myself — and even training new members of staff on what they needed to know about the computers and their applications. It was, for a very long time, absolutely the best job I ever had, and I felt very much what Steve described when he was addressing those Stanford graduates in 2005. I'm sorry that I had to leave — but, without going into too many details, poor in-store leadership that seemingly rejected many of the core values of the Apple credo meant that I, and several others, saw little choice but to move on to pastures new. In my case, this pretty much marked the "beginning of the end" for me, as from that point I was to only have one more short-term teaching job before a year of unemployment and the collapse of my marriage — along with my life as I knew it, of course. I won't lie — I regret some of the choices I made back then, but what's passed is passed, and you can't change what's already gone by.

    Besides, nowadays things are seemingly back on track, of course. In Apple terms, I still use my Mac every day for work. While it's getting on in years a bit and, like a faithful old dog, is a little sickly and decides not to do what it's told at times — Apple products don't break, you know, yeah, right — it's still my weapon of choice for all sorts of things: browsing the web, working on documents, working with photos, making music. While I have my PC for gaming, now, Macs will always be a part of my life, as will my trusty iPhone, which never leaves my side.

    In short, Steve Jobs has — at least indirectly — had a profound impact on my life. As an employee, he was an inspirational leader with an obvious vision for where he wanted the company to go, and even for those who aren't Apple "fanboys" it's difficult to deny that he was a figure in the tech industry who commanded — demanded — respect. He will be greatly missed by all — whether they knew him personally or not.

    Farewell, Mr Jobs — and thank you for the good times.

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    #oneaday Day 625: Communal Listening https://imnotdoctorwho.moegamer.net/2011/10/05/oneaday-day-625-communal-listening/ https://imnotdoctorwho.moegamer.net/2011/10/05/oneaday-day-625-communal-listening/#comments Wed, 05 Oct 2011 22:40:38 +0000 http://angryjedi.wordpress.com/?p=3009 I've seen a fair bit of negativity floating around surrounding Spotify's new (optional) integration with Facebook — for those unfamiliar with the changes, Facebook now has a new Music dashboard which broadcasts the details of what you're listening to from services such as Spotify in real time and provides links for other people to go … Continue reading #oneaday Day 625: Communal Listening

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    I've seen a fair bit of negativity floating around surrounding Spotify's new (optional) integration with Facebook — for those unfamiliar with the changes, Facebook now has a new Music dashboard which broadcasts the details of what you're listening to from services such as Spotify in real time and provides links for other people to go and listen for themselves.

    I've seen several people on several social networks decry this as some sort of gross invasion of privacy, but I can't help feeling they're missing the point in a number of different areas.

    Firstly, the whole "Facebook privacy" concern thing is something of a moot point when you consider the point of the site — it's a social network designed to let people connect with each other and share things, whether that's a banal status update, what album they're listening to or the fact they unlocked an achievement in The Binding of Isaac. What you share on there is, ultimately, up to you, and if you're worried about your details being online then — there's no simpler way to say this — don't put them online. Facebook doesn't belong to you. It's never claimed to be a private network and, in many ways, locking yourself in a walled garden when using a social network defeats the object somewhat — if you just want to use it with close friends and family then you might as well just use email.

    Taking the music thing specifically, Facebook integration is an excellent idea. Consider how we used to consume music in the pre-Internet days. We'd listen to the radio, watch Top of the Pops, talk with our friends. We might have friends over and listen to a particular band's latest album together — we'd certainly talk about it the following day at school, in the office, wherever you happened to be spending most of your time. Buying a new album was an event — these days, music is just "there", it's just something to have on in the background and people don't think twice about buying a track here, a track there without any thought of its context as part of a larger album. As part of this evolution, the whole real-world social aspect of music has been somewhat diminished.

    Which is why embracing online socialisation is a good thing. Your personal musical tastes — key word personal — are your own individual thing, and there's very little reason why you shouldn't want to share them with fellow listeners. In fact, Spotify has always been set up to encourage the discovery and sharing of new tracks thanks to its Spotify URLs and ability to share on Facebook, Twitter and other services. The automatic broadcasting of what you're listening to right now is simply an evolution and automation of the process. And, if you're embarrassed about your musical tastes, then you can always turn the facility off.

    Facebook is guilty of many things — pointless interface redesigns, a bizarre definition of what "Top News" is, fiddling around with settings behind your back without telling you and gradually building up a near-monopoly on the social Web — but one thing it has always done over the years is do exactly what it set out to do — provide an online social network with which you can communicate and share with your friends. The precise definition of what you can (and what is worth) sharing has changed and grown over the years — but why shouldn't music be a key part of that? And why, if the infrastructure's already there to do so, shouldn't that process be automatic?

    You're very welcome to look at my Music page — here it is.

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    #oneaday Day 624: Genre-Bending Hogs https://imnotdoctorwho.moegamer.net/2011/10/04/oneaday-day-624-genre-bending-hogs/ https://imnotdoctorwho.moegamer.net/2011/10/04/oneaday-day-624-genre-bending-hogs/#comments Tue, 04 Oct 2011 21:53:20 +0000 http://angryjedi.wordpress.com/?p=3005 These days, there's a whole lot more game genres than there once were. Whereas in the "olden days" we had shoot 'em ups (which no-one would dream of shortening to "shmup"), platform games, beat 'em ups (which no-one would dream of referring to as "fighting games", and which had not yet begat the distinction between "fighting … Continue reading #oneaday Day 624: Genre-Bending Hogs

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    These days, there's a whole lot more game genres than there once were. Whereas in the "olden days" we had shoot 'em ups (which no-one would dream of shortening to "shmup"), platform games, beat 'em ups (which no-one would dream of referring to as "fighting games", and which had not yet begat the distinction between "fighting game" and "brawler"), adventure games and, occasionally, RPGs. Nowadays, the growth in gaming amongst people who aren't white spotty nerds with malodorous armpits has meant a corresponding growth in genres which aren't quite so rooted in gaming convention.

    We've had the "match 3" puzzle genre — itself an evolution of earlier puzzle titles such as Klax. We've had the "time management" game — itself a super-super-super lite version of the real time strategy genre. And we have the "hidden object game", also known as the "HOG". (For some reason this annoys me. I'm not sure why. Call me irrational. [You're irrational. — The Audience.] Thanks.)

    I hadn't tried a hidden object game prior to tonight, but since my BT Broadband account comes with three free months of OnLive's PlayPack I figured I'd try some of the obscure titles on offer. A game called Elizabeth somethingorother M.D. caught my attention, so I jumped in, not knowing quite what to expect thanks to OnLive's not-particularly-good job of describing what games are in its catalogue. I was hoping for something more like Trauma Center (itself an example of a new genre) but instead I was confronted with a rather bizarre experience.

    If you've never tried a hidden object game, here's how they work: Plot Happens, like in a point and click adventure game (or, more accurately, like in a visual novel, since your interactions in the story are typically fairly limited.) Then, suddenly, for no discernible reason whatsoever, you are tasked with finding the aforementioned hidden objects in a scene, sometimes against a time limit, in order to advance the story.

    Now, this sort of "puzzle book" gameplay would be absolutely fine if it made any sort of sense whatsoever. If I was looking for items to use in an adventure game style I would have no problem with suspending my disbelief while Doctor Elizabeth thingummybob faffed around trying to work out why she'd left her forceps on the bookcase. But instead you're tasked with finding completely incongruous objects that have no bearing on the scene whatsoever.

    I'll give you an example: in the first interactive scene of Doctor Elizabeth Investigates or whatever it was called (I'd look it up, but I can't be bothered — there's your journalistic integrity for you right there) I was tasked with taking the patient's heartbeat using my stethoscope (fair enough, good start) and testing his reflexes with a hammer (similarly doctor-y). However, I was then challenged to find — in a hospital ER, I might add — three beetles, two statues, a club symbol, a gift-wrapped box, a plunger, a dinosaur and several other bizarre items which, oddly enough, vanished as soon as more Plot needed to Happen.

    Now, I wouldn't call the experience "bad" as such, since hunting for the objects on the screen had a certain addictive quality to it similar to that which kept you fumbling around in puzzle books before anyone knew what handhelds or iPhones were. But it's the sheer bizarreness of interspersing a fairly serious-sounding plot with the complete flippancy of hunting down bizarre objects against a time limit — and that's not even beginning to consider the hospital's cleanliness record if it's letting that many giant beetles into its emergency room. That said, I guess the combination of elements is no more bizarre than Puzzle Quest.

    I'm not sorry I tried it, but the genre's apparent popularity is somewhat bewildering. Hidden object games are seemingly only slightly less prolific than match-3 puzzle games with the casual market — which suggests that people are buying them. This means that they either don't notice the incongruity of the gameplay and the narrative — or they don't care. Which is fair enough, I guess — it all depends on what you want to get out of your gaming experience.

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    #oneaday Day 623: Crime and Punishment https://imnotdoctorwho.moegamer.net/2011/10/03/oneaday-day-623-crime-and-punishment/ https://imnotdoctorwho.moegamer.net/2011/10/03/oneaday-day-623-crime-and-punishment/#respond Mon, 03 Oct 2011 23:11:18 +0000 http://angryjedi.wordpress.com/?p=3001 It's been a while since I told a story from my past life at the chalkface, so I feel it's about time we fixed that with another real-life tale of What Teaching is Really Like. I worked in three schools (not counting those I did supply teaching in) during the course of my teaching career … Continue reading #oneaday Day 623: Crime and Punishment

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    It's been a while since I told a story from my past life at the chalkface, so I feel it's about time we fixed that with another real-life tale of What Teaching is Really Like.

    I worked in three schools (not counting those I did supply teaching in) during the course of my teaching career — two secondary and one primary. One of the secondaries and the primary were in what could politely be termed "somewhat deprived areas" while the other secondary was right on the border of an aforementioned "somewhat deprived area" and a very middle-class town — the sort of place that has shops that sell nothing but fabric, and tearooms rather than branches of Starbucks, that sort of thing.

    All three of them, regardless of location, and regardless of age group, had Problem Children. You could often preemptively tell a Problem Child from the names on the register — generally speaking, if a child was male and called Jordan, female and had some obscure misspelling of a relatively normal name (Kaylee, Abbygale, Rooth) or of either sex and in possession of a completely made-up stupid name (Peaches, Infographia, Cubblers) they were likely to be a Problem Child. Sometimes you were pleasantly surprised — girls named Jordan often ended up being quite nice, and when you got your hands on a new class you often didn't know the sexes of the pupils, particularly if they had stupid names — but more often than not you'd run into a Problem Child sooner or later.

    One particular Problem Child I encountered in the primary school in which I taught had a relatively normal name and, ironically, was one of the brighter kids in the class. But my God he was an asshole. He'd answer back, he'd yell at the teacher, the teaching assistant and his peers, and he'd frequently storm out of the room if he was pulled up on any sort of inappropriate behaviour. When parents' evening came around, I spoke to his parents about his behaviour — particularly the violent side of things — and I was told that they had simply told him to react to anything he saw as "unfair treatment" by striking back. "If someone hits you," said the dad, "you hit them back."

    There's not much you can say to that, really, even with all the Anti-Bullying Policies and Zero Tolerance Initiatives in the world.

    Then there was a Problem Child I came into regular contact with during my time at the first secondary school at which I taught. He, too, was an asshole, and this time with no redeeming features whatsoever — i.e. he was a dimwit as well. Again, he'd be aggressive, sweary, belligerent and completely resistant to authority. And again, there was no support from the parents.

    "My mum says I don't have to come to detentions," he told me upon receiving a detention for being a cunt (obviously not the exact wording I used on the form recording said inappropriate behaviour). "So I'm not coming."

    He didn't come.

    With many of these children — particularly in cases there was no parental support for whatever reason — it was pretty much impossible to instill any sort of discipline in them. There was nothing that they feared. They didn't fear detentions because they just wouldn't turn up. They didn't fear the wrath of the teachers or senior staff members. And they didn't fear exclusion because that just meant time away from the school they hated so much. There was little to nothing that could be done to discourage these little grotbags from acting like complete bellends.

    The teacher training guides would say that punishment is not the way to go — that positive reinforcement is, in fact, the way in which they best learn what behaviours are appropriate and which are not. The trouble is, taken to the extreme, you end up with the ridiculous sight that many schools indulge in — primary schools in particular — which is the weekly Celebration Assembly. Here, the whole school gathers and a selection of children from each tutor group are called up one by one to come to the front and receive a certificate. These certificates aren't necessarily for academic achievement — and, indeed, usually aren't. No, these certificates are frequently awarded for "playing nicely with the other children" and "sitting in a chair for over half of the lesson" and "not hurting anyone". All of those are genuine examples, by the way, unlike the names I gave earlier, most of which were made up.

    Now, while it's nice to celebrate the fact that little Cockbag, who never sits in his chair for more than 5 seconds and loves punching everyone in the neck, actually sat down and completed two maths questions in the last week, it completely devalues the entire concept of "rewards" for everyone — teacher and pupil. When I was at primary school in the late 80s and early 90s, we were rewarded for good work in class or special achievements. Go and colour in a square on your rocket. Have a gold star. Show the class what you've done. No-one got a square on their rocket, a gold star or the opportunity to show the class what they'd done for successfully sitting in their chair for more than fifteen seconds at once.

    I wonder what on Earth the solution could be. It's pretty clear from what I saw that the one and only thing that the Problem Children feared was humiliation in front of their friends and peers — something that undermined their "authority", for want of a better word. So perhaps some sort of Inverse Celebration Assembly would be warranted, where the headmaster solemnly called out the names of the worst offenders each week, brought them onto the stage and forced them to do the Dance of Shame while everyone else pointed and laughed. Anyone who refused to do the Dance of Shame would be fed to the goldfish kept by Class 2, who had developed a taste for human flesh ever since Barry Jenkins kept his hand in there for an entire period for a bet.

    But then that's probably some sort of human rights violation, isn't it?

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    #oneaday Day 622: Party Smart https://imnotdoctorwho.moegamer.net/2011/10/02/oneaday-day-622-party-smart/ https://imnotdoctorwho.moegamer.net/2011/10/02/oneaday-day-622-party-smart/#respond Sun, 02 Oct 2011 22:38:55 +0000 https://angryjedi.wordpress.com/2011/10/02/oneaday-day-622-party-smart/ I may be voluntarily indicting myself into the "I am an old man now" club but I have come to the irrefutable conclusion that You Do Not Need Alcohol to Have a Good Time. Well, duh, you might say. We've been told that for years. But how many people really believe it? I'm speaking purely … Continue reading #oneaday Day 622: Party Smart

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    I may be voluntarily indicting myself into the "I am an old man now" club but I have come to the irrefutable conclusion that You Do Not Need Alcohol to Have a Good Time.

    Well, duh, you might say. We've been told that for years. But how many people really believe it?

    I'm speaking purely from my own perspective here as I'm more than aware that plenty of people use booze as a form of social lubricant prior to slipping their conversational penis into the Vagina of Meaningful Interactions. I'm saying it doesn't really work for me.

    I thought it did for a while. At University, as most people tend to do, I drank a lot, mostly out of a desire to be sociable and fit in — even with seeing a close friend suffer from (and, thankfully, subsequently beat) a drinking problem. I quickly confirmed my early suspicions that I didn't like beer at all, which precluded me from most Student Night promotions, and instead opted for spirits or alcopops.

    Even with those, however, I found I had an obvious "line" which, if crossed, would switch the night from being "entertainingly blurry" to "unpleasantly blurry". Sometimes I crossed this line by accident with just one sip too many; others I was goaded and cajoled into it by the company I was with at the time; others still I, like a child in some ways, wanted to "test my limits". The result was always the same, however; a kebab on the way home, a longer-than-average dump during which I'd often almost-but-not-quite fall asleep, a night of disturbed sleep wondering whether or not I'd be sick (to which the answer was usually "yes") followed by a morning of being sick, barely being able to move and always taking a bin into the bathroom with me in case disaster struck while I was the wrong way around to puke in a manner which didn't require cleaning up.

    Despite the inevitability of the above scenario, I still continued to do it. Drinks of choice changed — vodka and Red Bull being a favourite for probably the longest, despite its ludicrous cost — but the presence of social occasions did not. Drinks down the pub after a session with a club. Monday nights at the local grotty nightclub following Theatre Club rehearsals. And, of course, the occasional house party.

    I used to hate house parties, but I'd still go. Most of them tended to devolve into me finding my "line", stopping just short of it and then spending the rest of the evening looking longingly across the room at some girl I'd arbitrarily decided that night that I fancied, and then didn't go and talk to for fear of her thinking I was a dick, a perv or quite simply just someone she didn't want to talk to.

    In short, then, in a good 8-9 cases out of 10, alcohol didn't particularly work as the social lubricant it's sold as. A few half-hearted "woo, I'm so drunk!"s do not make for meaningful friendships and relationships, and as such I'm pretty sure that most of my aforementioned meaningful relationships and friendships started and were best cultivated when sober. Sure, there were times when I'd gone out, got drunk and had a great time with said people — but as time passed, these got less and less frequent, and the booze became less and less important.

    When I finally left university and started work as a teacher, the demands of the job meant that for the most part I didn't have time to drink, let alone the inclination. I dabbled with having a stiff G&T upon coming home from the first school in which I worked — which was a nightmarish shithole conjured up from between Satan's very buttocks — but it didn't particularly help with the growing feelings of stress and depression I had, and nor was I expecting it to. I had an occasional G&T because it was a nice drink in the summer, and it happened to be one of the few alcoholic beverages which I didn't hate the taste of.

    Fast forward to now and I haven't drunk for quite some time, and I don't miss it. The last few times I drank wine or vodka or gin, the taste was not something I enjoyed, and it felt like it "burned" on the way down, leaving me with a slight lingering feeling of unpleasantness after just one sip in many cases. Certainly it was enough to put me off a university-style binge, but it's also pretty much enough to put me off it altogether. It's unnecessary for me, it doesn't particularly help me open up to people — though it does help me act like a dick, but then, I'm in no hurry to be the butt of everyone's jokes for being wasted — and, in more cases than one, I've seen what it can do to people, and that's not pleasant.

    In short, then, I think I'm knocking it on the head. This isn't a strict teetotal policy or anything but I'm certainly not going to seek out alcohol or feel pressured into it on social occasions.

    I've been away this weekend and heard the phrases "you need to be drunk" or "you need to drink more" uttered several times. No you don't. Or, more accurately, Idon't. No-one needs to be drunk. No-one needs to drink "more". You should be free to enjoy a drink if you enjoy it, but it should not be a necessity.

    If this has come across as in any way sanctimonious, that certainly wasn't the intention and I apologise — I'm simply saying how I feel about it and what works for me in this instance. I'm certainly not judging those who do enjoy a drink and know their limits — and equally, I'm not judging those who have a genuine problem and are taking steps to deal with it. Everyone's different, after all. All I'm saying is this: if you're socialising with me or at a party I'm throwing (haha, yeah, right) then have a drink or two by all means — just don't expect (or, worse, demand) than I join you.

    And don't throw up on my carpet.

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    #oneaday Day 621: Fun, Fun, Fun in the Sun, Sun, Sun https://imnotdoctorwho.moegamer.net/2011/10/01/oneaday-day-621-fun-fun-fun-in-the-sun-sun-sun/ https://imnotdoctorwho.moegamer.net/2011/10/01/oneaday-day-621-fun-fun-fun-in-the-sun-sun-sun/#comments Sat, 01 Oct 2011 20:48:58 +0000 https://angryjedi.wordpress.com/2011/10/01/oneaday-day-621-fun-fun-fun-in-the-sun-sun-sun/ It's October, and it's very sunny. Temperatures have been up around the 30 degrees mark (Celsius, obviously) and the sun has been beating down like an army made up entirely of marching bands. As I remember it, this has happened for the last few years. As difficult as it may be to think back on … Continue reading #oneaday Day 621: Fun, Fun, Fun in the Sun, Sun, Sun

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    It's October, and it's very sunny. Temperatures have been up around the 30 degrees mark (Celsius, obviously) and the sun has been beating down like an army made up entirely of marching bands.

    As I remember it, this has happened for the last few years. As difficult as it may be to think back on my wedding day now, the one thing I do remember is that it was a lovely day, and in October too.

    The sun is something of a double-edged sword. Beautiful sunshiney days such as today are lovely to look at and ideal to go and visit outdoor attractions such as the zoo or the gardens of an old stately home (the latter of which we did today). It's nice to be out in the sun, and lying on some green grass in the shade as the bright sunshine warms the air is super-nice.

    Problem is, last couple of times I've had a lovely day like that out in the sun I've promptly spent the afternoon and evening suffering with the mother of all headaches thanks to (presumably) mild sunstroke, or possibly brain AIDS. But more likely the sunstroke thing.

    Memo to self, then: wear a hat. Supplementary memo to self: buy a hat. Because as a kid you can just about get away with wearing some awful hand me down trucker hat that your parents dredged up from somewhere. But as an adult, wearing an inappropriate hat that doesn't suit you just makes you look a bit special needs.

    I've asked for book and music recommendations in the past; I wonder, will the Internet be able to recommend me a hat that doesn't make me look like a dick, a chav or both?

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    #oneaday Day 620: Country House https://imnotdoctorwho.moegamer.net/2011/09/30/oneaday-day-620-country-house/ https://imnotdoctorwho.moegamer.net/2011/09/30/oneaday-day-620-country-house/#comments Fri, 30 Sep 2011 23:06:37 +0000 https://angryjedi.wordpress.com/2011/09/30/oneaday-day-620-country-house/ Andie and I are staying in an old country house. It's her sister's 30th, so a bunch of her friends (including us) are in attendance for the festivities. Country houses are cool. I'm not talking about houses that are just in villages, since increasingly as villages become hotbeds for pretentious commuter relocation, more and more … Continue reading #oneaday Day 620: Country House

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    Andie and I are staying in an old country house. It's her sister's 30th, so a bunch of her friends (including us) are in attendance for the festivities.

    Country houses are cool. I'm not talking about houses that are just in villages, since increasingly as villages become hotbeds for pretentious commuter relocation, more and more generic brick houses are springing up. I'm talking about proper country houses that might have once been part of a farm — or in some cases still are.

    There's something special about a house with rooms you have to duck to get into; a house with mysterious hobbit-size doors in the bedrooms and bathroom with an inexplicably small crawlspace behind; a house with a basement; in short, a house from which you could fend off (or at least survive) a zombie invasion.

    That said, the olde-worlde nature of the building materials in most of the house would inevitably lead to Resident Evil-style situations with zombies bursting through wooden walls and punching their way into your room. And God help you if they find their way into that crawlspace. Although if they did they'd have to be hobbit-size zombies or midgets, which would be mildly terrifying.

    Hmm. Not sure I can sleep now.

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    #oneaday Day 619: Bound by Isaac https://imnotdoctorwho.moegamer.net/2011/09/29/oneaday-day-619-bound-by-isaac/ https://imnotdoctorwho.moegamer.net/2011/09/29/oneaday-day-619-bound-by-isaac/#comments Thu, 29 Sep 2011 21:54:08 +0000 http://angryjedi.wordpress.com/?p=2995 Edmund "Super Meat Boy" McMillen and Florian "I Work With Edmund 'Super Meat Boy' McMillen Quite A Bit" Himsl have a new game out — you may have heard of it. It's called The Binding of Isaac and it costs just £3.59, or $5 to you American types. It's also a prime example of a project … Continue reading #oneaday Day 619: Bound by Isaac

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    Edmund "Super Meat Boy" McMillen and Florian "I Work With Edmund 'Super Meat Boy' McMillen Quite A Bit" Himsl have a new game out — you may have heard of it. It's called The Binding of Isaac and it costs just £3.59, or $5 to you American types. It's also a prime example of a project that would never have got greenlit by a large publisher, for many reasons.

    These reasons start with the very premise of the game — you play a nude, crying child attempting to escape from his mother who has been hearing messages from God and believes that she must rid her child of corruption by, as in the Biblical story, killing him. Little Isaac isn't willing to stick around and wait and see if God stays his psychotic mother's hand, however, so he escapes into the basement, only to be confronted with numerous manifestations of his own fears and nightmares. What follows is a genuinely horrifying yet darkly amusing quest through a series of Zelda-inspired randomly generated dungeons where Isaac dispatches his enemies by crying on them and powers up through a series of items, most of which affect his appearance in some sort of particularly grotesque and inappropriate manner. Sound fun? Or just plain weird? It's both.

    The exact items you'll encounter are different on each playthrough, making each run through the game's short dungeons a genuinely unpredictable experience. On one run you might come across a syringe full of steroids first of all, which beefs up Isaac and makes his head swell in an unpleasantly tumorous manner. On another run you might come across a wire coat hanger which, revoltingly, he impales through his own head and increases his capacity for crying. On yet another run you may find something else — there's about 100 different items to find and discover the uses of, and every one of them affects little Isaac's appearance in one way or another.

    This being a game from McMillen, it's got a distinctive art style that is entertaining, amusing and horrifying all at once. Cute little worms slither around, only to come flying at you with fang-filled maws agape as soon as they become aware of your presence. Nightmarish clones of Isaac with no eyes in their sockets stagger around — and continue to do so even after Isaac has blown their heads off. And flies buzz around destructible lumps of shit before turning on Isaac in anger.

    It's an utterly bewildering game, but strangely compelling and addictive. The fact that a single death forces you to go back to the start of a new dungeon and try again means potentially limitless replay value, and a huge number of unlockable items — including extra characters — only add to this. The game parodies the NES original Zelda dungeons perfectly, right down to the mostly mute shopkeepers with just three wares lined up before them — only in the case of Isaac's adventure, the shopkeepers are effigies of him that have been strung up by their necks and hang from the ceiling.

    At $3.50, it's certainly worth giving a shot, even if you play it once and are too horrified and disgusted to play it ever again. If nothing else, it's refreshing to see fairly traditional play mechanics married to an aesthetic and setting which is utterly shameless and doesn't hold back from showing things that are either darkly hilarious or stomach-churningly revolting — I haven't quite made my mind up yet.

    One thing's certain — for more reasons than one, you're never going to see this one on Xbox Live Arcade.

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    #oneaday Day 618: Glitch in the System https://imnotdoctorwho.moegamer.net/2011/09/28/oneaday-day-618-glitch-in-the-system/ https://imnotdoctorwho.moegamer.net/2011/09/28/oneaday-day-618-glitch-in-the-system/#respond Wed, 28 Sep 2011 22:14:20 +0000 http://angryjedi.wordpress.com/?p=2992 Glitch, brainchild of Flickr cofounder Stewart Butterfield, launched to the public today following an extremely lengthy and well organised testing period. I played the game briefly during testing while writing an article about it and found the experience utterly bewildering. I've had another go, and I still find it utterly bewildering. The thing that is most … Continue reading #oneaday Day 618: Glitch in the System

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    Glitch, brainchild of Flickr cofounder Stewart Butterfield, launched to the public today following an extremely lengthy and well organised testing period. I played the game briefly during testing while writing an article about it and found the experience utterly bewildering. I've had another go, and I still find it utterly bewildering.

    The thing that is most bewildering is arguably its most defining feature — its non-violent nature. There is no hacking up wolves to collect 300 pelts for someone in the village. There is no dungeon delving to defeat some terrible great evil. There is no "take on this army of identical enemies singlehandedly, unless you're in a party." No, there's just a world, filled with trees, pigs, butterflies and bureaucracy, and it's pretty much up to you what you choose to do with your time there.

    Your pet rock, who introduces the game to you in a tutorial which doesn't really tell you much beyond the basic controls, offers you a few quests to show you what you can do over the course of your first few hours. But beyond that, it's up to you what you choose to get on with and what skills you choose to focus on. Are you going to become a miner? A chef? Someone who talks to animals? There's a wide range of things for you to do — but none of them involve killing things.

    The saying goes "you don't know what you've got until it's gone" (or something along those lines) and it's true — it's easy to take for granted that the fundamental play mechanic of the vast amount of games out there is killing things, whether it's dudes, monsters, aliens, zombies or anything else threatening the status quo. As gamers, we're comfortable with that. It's been the core mechanic of gaming since many of the earliest titles. Conflict is inherently competitive, and thus lends itself nicely to being a "game". Non-violence, however, is a more tricky prospect. What's the point of a game if there's no world to save, no princess to rescue and no Big Bad to kick the bottom of?

    I'm yet to discover exactly what makes Glitch tick, but there's a lot of people playing who seem to enjoy it, so I'm willing to give it a chance. If nothing else, its non-violent nature should hopefully mean it's free of the sort of people who use words like "noobfags" and "stfu". And the whole "freeform" thing has been working pretty well for Minecraft, so why shouldn't it work for a 2D browser-based MMO platformer where there's nothing to kill? Granted, Glitch is not quite as freeform as Minecraft, though its RPG-like elements (such as learning skills) are stronger. It's not really a good comparison at all, thinking about it, save for the fact that both games are fundamentally pointless but compelling wastes of time that are inexplicably popular with hundreds, thousands, millions of people.

    I shall be giving Glitch a bit more of a go over the next few days and weeks. I shall be sure to report back if I do happen to find anything interesting.

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    #oneaday Day 617: Phase 1 Complete https://imnotdoctorwho.moegamer.net/2011/09/27/oneaday-day-617-phase-1-complete/ https://imnotdoctorwho.moegamer.net/2011/09/27/oneaday-day-617-phase-1-complete/#comments Tue, 27 Sep 2011 21:44:17 +0000 http://angryjedi.wordpress.com/?p=2987 I've beaten Phase 1 of EA Sports Active 2 and while I may not be all buff and ting just yet, I like to think it's helping. Of course, measuring actual results is more tricky, though a big part of the challenge in getting fitter is the psychological barrier of getting into it in the first … Continue reading #oneaday Day 617: Phase 1 Complete

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    I've beaten Phase 1 of EA Sports Active 2 and while I may not be all buff and ting just yet, I like to think it's helping. Of course, measuring actual results is more tricky, though a big part of the challenge in getting fitter is the psychological barrier of getting into it in the first place.

    I could just step on the scales, but 1) we don't have any and 2) I hate stepping on the scales as it's embarrassing, even when no-one else is around. In my adult life I've never been a slight fellow (ironic, since I was skin and bones as a young kid) and it's always been a bit of a hangup of mine — and all the more frustrating if the good habits you've made a specific effort to get yourself into (exercise, trying not to have KFC every lunchtime, that sort of thing) doesn't appear to have an effect.

    When I started doing the running a while back that, combined with some pressups and situps, had a noticeable impact on my body. I'm not sure if I actually lost weight or not (for the aforementioned reason) but my body certainly changed shape. I had a noticeable waist for the first time in ages, and while I still had a horrible big wobbly gut, down the sides it was more noticeable that some of the bulk had gone.

    When I started working every day again, the timing meant it was more difficult to squeeze in exercise, so following my 10K run in London back in May (May? I think.) I kind of fell out of the habit, which is why I picked up EA Sports Active 2. I already had the first one on Wii, but I'd heard the second one was much better in terms of how the programme was designed as well as having motion sensors you couldn't accidentally garotte yourself with, unlike the previous game's Wii Remote and Nunchuk combo.

    It's challenging — and I'm working on the "Medium" intensity level at present — and there are some exercises which I dread coming up (particularly: foot fires, stride jumps and mountain climbers, aka to other fitness types, inexplicably, "burpees") but doing the activities 4 days a week (sometimes more) is making me feel a bit better about taking positive steps to improve myself, or something. As I say, specific progress is somewhat difficult to measure when you don't like stepping on the scales, but psychological progress is still progress, too — and while I still dread the loading screen for mountain climbers, I find I can get through a set of them without wanting to die quite as much as I used to.

    Plus, of course, there's trophies. While in a lot of contexts trophies and achievements bug me, here they're used well to mark milestones in your training, as well as some "fun" ones marking good performance over the long term in some of the minigames. EA Sports Active 2 also really loves progress bars, and as any social game developer will tell you, progress bars are an excellent motivational system. As such, you have a progress bar for how far through the whole programme you are, a progress bar for an individual workout, progress bars for all the trophies, progress bars for your personal goals — it may sound silly but it's one way of tracking progress that you can see — even if it's mostly measuring dedication rather than improvement in your fitness.

    From Thursday, I move on to Phase 2 of the 9 Week Program(me). I'm not sure what to expect. Phase 1 was pretty tough at times — I'm wondering what Phase 2 offers over and above this. Perhaps longer workouts? I hope it's not longer sets. 55 mountain climbers in a row is enough to give me a headrush and make me want to lie on the floor for quite a while.

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    #oneaday Day 616: Characterisation https://imnotdoctorwho.moegamer.net/2011/09/26/oneaday-day-616-characterisation/ https://imnotdoctorwho.moegamer.net/2011/09/26/oneaday-day-616-characterisation/#respond Mon, 26 Sep 2011 09:53:37 +0000 http://angryjedi.wordpress.com/?p=2984 What makes a good character? It's not necessarily one you can engage with and sympathise with because some of the most memorable characters there are are villains. A tragic villain who has some sort of dark past that led him to his evildoing is often the most interesting, but sometimes villains who are just plain … Continue reading #oneaday Day 616: Characterisation

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    What makes a good character? It's not necessarily one you can engage with and sympathise with because some of the most memorable characters there are are villains. A tragic villain who has some sort of dark past that led him to his evildoing is often the most interesting, but sometimes villains who are just plain evil in a variety of creative ways can be memorable, too.

    On the "good" side of the spectrum, distinctive, likable characters are fun to "hang out" with. Even slightly irritating characters can be memorable in their own way — though perhaps not for the reasons their creator intended. They don't necessarily have to "do" much, but they have to be more than a sounding board delivering lines in a flat, dry sort of way.

    In the world of video games, characterisation may be frequently exaggerated, but it often leads to memorable encounters — particularly if you spend a protracted amount of time with said characters, as you frequently tend to do in RPGs. JRPGs, for all their faults and linearity, often present the strongest characters in all of gaming, even though many of them tend to fall into the cliché trap. Despite this, though, if you've engaged with the gameplay sufficiently over the course of the 20/40/50/90/100 hours it takes to beat whatever RPG you're playing then you'll probably find yourself missing those characters when the time comes to leave them behind.

    On the Western front, BioWare are often regarded as masters of characterisation, and indeed characters such as Mordin in Mass Effect 2 and Shale in Dragon Age: Origins are pretty memorable. But very often when I beat a BioWare game, I don't find myself wishing I could spend more time with those characters in quite the same way I do when I beat a Persona game, or as I anticipate I'm going to feel when Xenoblade Chronicles eventually comes to an end.

    Video games are, in some ways, a more unrefined medium than other formats. Technical limitations often get in the way of being able to make use of techniques used in, say, film or writing. Writing in particular allows the author to explore a character in a level of detail arguably unrivalled by any other medium. Of course, said author has to be careful not to give away too much too soon, otherwise the pacing of the character's story is thrown out of whack and the reader might not feel inclined to go on. Getting to know a character should be a gradual process — that doesn't necessarily mean that a chapter of their "dark past" comes to light at a time, since a character doesn't need a dark past to be interesting — but each hour the audience spends in the company of that character should be like getting to know a real person. You start to recognise that character's traits, their likes, dislikes, foibles, weaknesses and the forms of adversity in which they find they can stand the strongest.

    There's an occasionally-mentioned piece of writers' wisdom that states that to make the best stories, you have to be as mean as possible to your main character. While following a protagonist's struggles is often entertaining, it doesn't necessarily have to involve them being kidnapped, tortured, raped, mutilated and all manner of other things. Psychological torment can be profoundly affecting, too — and different characters have different triggers by which they can be psychologically traumatised. For one strong-stomached character, it might only be the most depraved and horrendous images imaginable that could torment their mind and keep them awake at night. For another, it could be something as simple as the fact that the guy at the coffee shop didn't pay them as much attention as they would have liked. Characters are people, after all — and like people, they're all different.

    Inventing your characters is one of the most fun parts of creative writing. Figuring out what to do with these characters is the challenging bit that comes afterwards. Get your head around that and you've got yourself a story.

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    #oneaday Day 615: lucy1 https://imnotdoctorwho.moegamer.net/2011/09/25/oneaday-day-615-lucy1/ https://imnotdoctorwho.moegamer.net/2011/09/25/oneaday-day-615-lucy1/#comments Sun, 25 Sep 2011 23:14:38 +0000 http://angryjedi.wordpress.com/?p=2980 hello, they say its my turn so here i am . . . hope im not to boring or anything but u will have to ignore my rubish typing and spelling cause im more of a talker really hehe maybe i shud get one of those clever things that u can talk into and get … Continue reading #oneaday Day 615: lucy1

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    hello, they say its my turn so here i am . . . hope im not to boring or anything but u will have to ignore my rubish typing and spelling cause im more of a talker really hehe

    maybe i shud get one of those clever things that u can talk into and get it to write what you say but id probably break it lol !! perhaps getting a job in an office might b a better idea but i like working in the coffee shop

    i had a funny day today, i dont normally work on sundays but today i had to cover for simon . . . simon is nice but he doesnt really do it for me but ive caught alex checking him out a few times when shes come in for coffee in the middle of the day . . . perhaps i shud hook them up with one another at some point !! simon wasnt there today tho so ill stop talking about him . . . anyway he meant i had to work today . . . what a tosser !!

    today started off like a normal work day only with more people lookin happy that its the weekend coz it was the weekend . . . tho in a couple of minutes it wont be no more . . . bloody pete !! wish hed write his stupid blog on time then i wudnt hav to b here writing this . . . but anyway

    today started off like a normal work day and it was pretty normal all day except around lunchtime wen this guy came in and he was like well fit . . . i think we had a moment when he came in but jeremy got to him first and started flirting it up . . . jeremys a big gay and im not being like homofobic or whatever there coz he is like a proper gay . . . and if his boasting is true then he is big as well . . . tho im never gona find out . . . even if he wasnt gay i wudnt be into him coz hes a tosser but not as much as simon for making me work on sunday

    but anyway jeremy was all like flirting and stuff with this fit guy but he says straight up "look man . . . im happy u like me but im not gay" . . . it was kinda hot how he was all like direct and stuff and im sure he looked at me when he said it tho he might hav been lookin at the specials board coz that was behind me and he ordered a special straight after tellin jeremy that he wasnt a big gay like him . . . he had the bluberry cheesecake . . . its well nice . . . but mostly he was lookin at me i think

    thats about it really . . . i guess lookin back on it it wasnt that exciting really but hey . . . thats me and how my life goes . . . maybe ill see him again or maybe hell be another one that got away lol !!

    ah well . . . at least im not desperate enough to jump into bed with phillipe . . . if ur new to petes blog u shud know a couple of things . . . firstly he writes much better than me with proper words and commas and stuff plus he knows where the appostrofee or however u spell it key is . . . secondly that phillipe is a perv and a weirdo and i really dont know why alex ever slept with him cause shes hot . . . i wonder if shes embarassed about being a ginge . . . maybe !!

    oh and im lucy by the way . . . nice to meet u !! if pete remembers to write his blog on time in future we might not see much of each other but if he doesnt ill be right back here !!

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    #oneaday Day 614: Joining the Fold https://imnotdoctorwho.moegamer.net/2011/09/24/oneaday-day-614-joining-the-fold/ https://imnotdoctorwho.moegamer.net/2011/09/24/oneaday-day-614-joining-the-fold/#respond Sat, 24 Sep 2011 20:00:09 +0000 http://angryjedi.wordpress.com/?p=2977 It's with some pleasure that I welcome a very good friend of mine to the blogging fold. A big hand, if you please, for Mr Kalam Abul. Kalam's a good buddy from my days working for a certain fruit-based computer manufacturer's retail outlet, and we both have plenty of unpleasant experiences to talk about from … Continue reading #oneaday Day 614: Joining the Fold

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    It's with some pleasure that I welcome a very good friend of mine to the blogging fold. A big hand, if you please, for Mr Kalam Abul. Kalam's a good buddy from my days working for a certain fruit-based computer manufacturer's retail outlet, and we both have plenty of unpleasant experiences to talk about from our time there, but now's not the time for that.

    Kalam plans on using his shiny new blog as a form of free therapy — and that, to me, sounds like an excellent idea. After all, at times, it's what I do here. Talking about stuff is good. If you don't have anyone to talk to, though — or no-one you feel comfortable talking to, or if you don't necessarily need to "talk", more just "get things off your chest" — then writing is an excellent outlet. I know that the last 614 days of writing something every day — though it's been a struggle sometimes — have provided me with a means to vent my inner frustrations into something vaguely productive rather than sitting around moping, being upset, crying, punching sofas (apparently) or stabbing badgers. This is good.

    Self-proclaimed social media experts and people who read Mashable would probably come along right now and say that blogging's not about the individual person, it should be about your audience, your community, the blogosphere and other pretentious-sounding phrases. You know what I say to those people? Sod off. Your own personal space on the Web is yours to do with as you please. You can vent your frustrations, or you can attempt to provide a "service". You can express yourself, or you can inform. You can even do all of the above. You don't necessarily have to have a particular "structure" or theme in mind (though it sometimes helps) — sometimes all you need to do is write.

    If I had to pigeonhole this blog, I'd be pretty hard-pushed to do so. The most frequently-occurring topic is likely video games, of course, and that's probably unsurprising. It's something that's in my blood and that I've been involved with for almost as long as I can remember — and it's something I'm involved with professionally now, too. But I certainly wouldn't describe this place as a video games blog. There's all manner of other nonsense amidst the rampant enthusings regarding Xenoblade Chronicles and Deadly Premonition. There's honest stuff, creative stuff, weird stuff, experimental stuff, stuff that didn't quite work, stuff that I'm incredibly pleased with and stuff that makes me sad to think back on. All of it's important, and, particularly since I started this daily posting business, all of it reminds me where I've come from and — maybe, anyway — where I'm going.

    I can certainly say for a fact that this time last year I wouldn't have imagined that I'd be sitting here right now — though it's probably fair to say that this time the year before I wouldn't have imagined that I'd have been sitting where I was this time last year, if you see what I mean. Sometimes things that you take for granted are more fragile than you think — but sometimes the reverse is true, too.

    I'm in a reasonably good place right now. I can't complain too much. There are things I want to achieve and things that I could do better, but after surviving a year best described as "traumatic", I'm happy to take things a bit at a time and let this place track my progress — either directly or indirectly.

    As for Kalam, well, buddy, I hope your site helps you find the same sort of inner calm that writing here has done for me. And if not, don't hold back. Everyone loves a good rant.

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    #oneaday Day 613: Guest Post https://imnotdoctorwho.moegamer.net/2011/09/23/oneaday-day-613-guest-post/ https://imnotdoctorwho.moegamer.net/2011/09/23/oneaday-day-613-guest-post/#comments Fri, 23 Sep 2011 23:32:57 +0000 http://angryjedi.wordpress.com/?p=2970 The rest of us and Pete have come to an arrangement. If he hasn't written a blog post by a particular time, whichever one of us has decided to be on duty that day will write it for him. That'll teach him! Lazy bastard. I should add at this point that Pete doesn't know about … Continue reading #oneaday Day 613: Guest Post

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    The rest of us and Pete have come to an arrangement. If he hasn't written a blog post by a particular time, whichever one of us has decided to be on duty that day will write it for him. That'll teach him! Lazy bastard.

    I should add at this point that Pete doesn't know about this arrangement yet, but by the time he stops messing about with Minecraft on the other computer, he might notice. Or he might not notice until the morning, which will be funny. Probably. Or he might be mad. I hope he's not mad. I don't like him when he's mad. He breaks things. He doesn't really. At least he hasn't in front of me, anyway. I did hear him doing something that sounded awfully like punching the sofa one time, but I figured that walking in on him doing that might not be a good idea, so I left him to it. By the time I decided enough time had passed by, he'd stopped and he seemed to be all right, which was nice.

    I've never written a blog before. This is kind of fun. Am I supposed to write about something? I'm not sure if anyone will answer me. I have a feeling writing a blog isn't quite the same as posting something on Facebook. I mean, I guess there's comments and all, but people sort of expect things in a bit more depth than "OMG that guy in the coffee shop was so fit lol!" He was, though. But I'll save that story for another day, assuming Pete doesn't bar us all from access to this blog after this.

    I should probably explain who I am if you don't know what on Earth is going on and who is this strange person writing in Pete's place for tonight. I'm Alex. I'm in the picture above. I have red hair. I like trashy magazines and watching silly TV shows like The X-Factor. I draw the line at Big Brother though. It just seems a bit pointless. I mean, I know X-Factor is ultimately a bit pointless too but people singing seems a bit more… what's the opposite of pointless? Pointy? People singing seems a bit more pointy than people just wandering around a house all day. That doesn't sound right, but you know what I mean.

    I got that weird new Facebook timeline thing today. I'm not sure I like it. It's all different and things are in funny places and some girl on my friends list that I haven't spoken to for about fifteen years said that it's an Orwellian invasion of privacy or something and said that I should unsubscribe from something or other. I don't really understand it. I'm still not quite sure I get Facebook at the best of times, but I know it's where to go to play Cityville and stuff like that. (Level 70! Add me! Don't tell Pete I used his blog to look for Cityville friends, I know he hates Cityville for some reason, but I don't know why, it's fun!)

    I think I can hear him coming up the stairs. Time to log off and hide. I hope he's not mad. Night night! Alex xxx

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    #oneaday Day 612: Good Night https://imnotdoctorwho.moegamer.net/2011/09/22/oneaday-day-612-good-night/ https://imnotdoctorwho.moegamer.net/2011/09/22/oneaday-day-612-good-night/#respond Thu, 22 Sep 2011 23:09:44 +0000 http://angryjedi.wordpress.com/?p=2968 I love the night. Some may argue that this is proof that I'm a vampire (though a sparkly one rather than a "catch fire in sunlight" one, given my ability to go outside in the daytime) but I simply explain it away as being a time when you can truly enjoy the world in a … Continue reading #oneaday Day 612: Good Night

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    I love the night. Some may argue that this is proof that I'm a vampire (though a sparkly one rather than a "catch fire in sunlight" one, given my ability to go outside in the daytime) but I simply explain it away as being a time when you can truly enjoy the world in a way that it's easy to forget about — peacefully.

    Going outside at night-time is a pleasant experience (assuming you remembered your keys) because it somehow feels "forbidden". It's not, of course — though naturally anyone who happened to be looking out of their window at the time might be wondering exactly why you're wandering around aimlessly in the dead of night if you're not Up To No Good –but to some extent, lingering feelings of childhood enter your mind, reminding you that you're "supposed" to be in bed, but instead, you're out in the darkness and cool air of the night.

    It's a good time to think, too. Whether this is because your brain has had enough of daytime thoughts (such as what you're going to cook for dinner, whether you've paid the council tax and wondering whether you left the oven on) and just wants to indulge in flights of fancy is an unknown. But the night-time is the time to think about things, to be creative and to let your imagination run wild.

    This doesn't always work to your advantage, of course. Having something weighing heavily on your mind and then allowing your brain to get into that curiously imaginative late-night state will often get you into a relentless cycle of negative thoughts, at times even preventing you from sleeping. But what you need to remember in this situation is that if your brain is feeling imaginative enough to think about what might happen if you don't send that Really Important Letter tomorrow, then it can imagine something stronger, too.

    When I was younger, I used to try and influence my dreams by lying in bed with my eyes closed, imagining the opening for some sort of narrative in which I was the star. It would inevitably end up being some sort of heroic fantasy (not necessarily of the "swords and orcs" variety) in which I fantasised about a particular person and how I would interact with them if I had the opportunity to rescue them from the depths of an underground tunnel network/a spaceship/a civilisation that lived inside a tree/a world made of strawberry mousse. I'm not sure if imagining these narratives ever successfully influenced my dreams — everyone reading this is likely aware that their unconscious mind is capable of coming up with far more bizarre material than your waking mind can — but it was always fun to try. I'm not sure at what age it became more difficult to do that, but it's certainly a lot more challenging to maintain concentration on a specific fantasy now when trying to get to sleep. Perhaps this isn't necessarily a side-effect of age, but more other factors such as mental state, a greater number of additional considerations over and above what you had when you were a child, or simply that your concentration span is shot for whatever reason.

    Despite good intentions, I somehow always end up writing these posts in the dead of night — sometimes later than others. The vast majority of any creative writing I've done over the years, too, has often been composed during the midnight hours. And for a while last year when everything was going tits-up, I found friendship on the other side of the world in the dead of night. (The latter ended up fucking up my body clock beyond all recognition for a considerable period of time, however, so more practical solutions have had to be found.)

    This rambling load of old nonsense may have had a point somewhere along the way, but it's escaping me somewhat right now. I'll just say it's the fact that "the night is awesome" and leave it at that — before bidding you, of course, a very good night.

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    #oneaday Day 611: That Happened: "...Oil and Poo" https://imnotdoctorwho.moegamer.net/2011/09/21/oneaday-day-611-that-happened-oil-and-poo/ https://imnotdoctorwho.moegamer.net/2011/09/21/oneaday-day-611-that-happened-oil-and-poo/#comments Wed, 21 Sep 2011 21:55:31 +0000 http://angryjedi.wordpress.com/?p=2965 When struggling for things to talk about, or indeed write about, any creative shortcoming can usually be quickly rectified by a nostalgic trip into something which happened in the near (or distant) past. Some people base their entire blogs on this, and, of course, the lucrative autobiography industry uses this approach as a fundamental basis … Continue reading #oneaday Day 611: That Happened: "...Oil and Poo"

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    When struggling for things to talk about, or indeed write about, any creative shortcoming can usually be quickly rectified by a nostalgic trip into something which happened in the near (or distant) past. Some people base their entire blogs on this, and, of course, the lucrative autobiography industry uses this approach as a fundamental basis for a bajillion books all called "Celebrity Name: My Story".

    So I thought I'd start an occasional series based on bizarre incidents which have occurred throughout the course of my life that probably aren't that bizarre in reality, but certainly amuse me if no-one else. These will not be presented in anything even remotely approaching chronological order — they will simply turn up as I think of them and when I feel like it. Much like the inspiration for the vast majority of other entries in this increasingly-lengthy blog, in fact (for which I salute you if you've been reading since the beginning).

    Preamble over, I shall begin. Are you sitting comfortably? Here we go.

    At university (the University of Southampton, UK, to be precise, if you're picky about that sort of detail) I was a member of the university theatre group, which underwent a number of name changes during my time with them. Initially it was the "Blow Up Theatre Group" (I, to this day, don't know why), then simply "Theatre Group" and later "Rattlesnake! Theatre Group" (the reasoning for which I now, sadly, can't remember).

    The point of this story is not the name of the theatre group, however, but rather the shenanigans which I and the other participants got up to.

    At one point late in my university career, I got together with a friend with whom I was a member of the group and we decided that we were going to put on a production of Shakespeare's Twelfth Night. As was fashionable at the time, we decided to set it in the 1920s era. (I say "fashionable" — my sole basis for this assumption is that my secondary school also set its production of Twelfth Night, in which I played the role of Malvolio, in the 1920s) We were all set to begin rehearsals when my friend and co-director decided that now would be a really good time to go on a lengthy skiing trip. (She came from a family with money and was somewhat prone to flights of fancy.)

    I wasn't sure what was going on until I got a gushing, apologetic email from her announcing that she didn't feel she could be responsible for the show and decided to leave me in the sole role as director. I, of course, had never directed a show before and had not a fucking clue how to lead a ragtag group of wannabe actors into producing a show. Fortunately, the remainder of the crew rallied behind me and helped out, and I was enormously grateful for their assistance — even if the stress of carrying out the project gave me both a spectacularly tramp-like beard and more than a few nosebleeds, somehow and inexplicably earning me the nickname "Beast Man" in the process.

    The show went well. It ended up being somewhat farcical in its execution, but this, in fact, worked in its favour and helped make the typically obtuse Shakespearean humour somewhat more digestible to a modern audience. We were all pretty pleased with how the whole thing turned out, but by far the most memorable thing about the whole fiasco was the aftershow party.

    I can't even remember whose house the aftershow party was at, just that it was quite an event. Several key events from that evening stick in my mind, however, starting with a member of the cast sitting in a wicker chair that he thought looked rather comfortable and then discovering that it was not, in fact, as pleasing to sit on as it looked. Said chair was consequently dubbed "The Chair of Eternal Disappointment" and became a focal point for the evening, helped in part by the amount of drink and weed which was in circulation throughout the course of the celebrations.

    At some point after midnight, a small splinter group of partygoers decided that it was time to leave our generous hosts' house behind and go and seek adventure elsewhere. Thus followed one of those journeys across town which meandered so much you ended up completely lost, but somewhere cool.

    In our case, we found ourselves on the banks of the river Itchen (I think) on a makeshift beach covered in gravel and some unpleasantly dirty-looking seaweed. There, we indulged in what all good luvvies should do at approximately 4am in the morning — improvisatory theatre. We laughed and giggled until the sun started to peek its head over the horizon, at which point things took something of a turn for the bizarre.

    One of our number, who already had a particularly loud, bellowing voice, was somewhat intoxicated through a cocktail of various chemical substances coursing through the pleasure centres of his brain, and thus became even louder than usual. As such, we were unsurprised when he proudly announced that he was going to go for a wee in the river. He took off his shoes and socks and paddled into the water, then happily stood in profile to us, got his (clearly visible) cock out and started to piss into the Itchen. (It's nothing worse than the filthy river was usually full of.)

    Following this display, which he was not at all abashed about, he decided that now would be a really good time to see what the dirty seaweed on the beach tasted like. Stomachs in throat, we watched him pick up a piece of the filthy, slimy crap from the floor and gleefully stuff it into his mouth.

    What followed was the kind of facial expression you get from anyone who puts something they find distasteful into their mouth but doesn't quite want to spit it out. He chewed on it for an alarmingly long period of time before letting the mangled remains of the goopy crap spill forth from his mouth.

    "Ugh," he cried. "It tastes like oil and poo!"

    Despite the hilarity that statement caused, the fact that one of our number was reduced to eating seaweed tipped the rest of us off to the fact that it was probably time to head homewards. Of course, we had no fucking idea where we were, so again followed a meandering course through the back streets of the city until we eventually found ourselves on familiar territory and, bizarrely, craving Jaffa Cakes.

    Unfortunately, the era of 24 hour shopping had not made a big impact on Southampton by this point, and so we found ourselves stranded outside a closed and shuttered newsagents' store begging to whatever gods we did (or didn't) believe in for them to let us in for Jaffa Cakes.

    Unsurprisingly, the gods in question did not yield and the shutters remained firmly closed. This, it seemed, was the final straw — it was time, once and for all, to go home. We all went our separate ways — walking, naturally, using that bizarre amount of stamina that total intoxication gives you — and found ourselves back in our own houses, safe and sound, ready for bed just as the rest of the world was waking up.

    The following day was, naturally, a complete writeoff. But I'm almost certain that if I spoke to anyone else who was there that night, they'd remember the events as clearly as I do. It was, to paraphrase one Mr Stinson, legendary.

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    #oneaday Day 610: Gears of Bore (No-One's Ever Made That Joke Before) https://imnotdoctorwho.moegamer.net/2011/09/20/oneaday-day-610-gears-of-bore-no-ones-ever-made-that-joke-before/ https://imnotdoctorwho.moegamer.net/2011/09/20/oneaday-day-610-gears-of-bore-no-ones-ever-made-that-joke-before/#respond Tue, 20 Sep 2011 22:37:07 +0000 http://angryjedi.wordpress.com/?p=2962 I suppose with the world gripped by Gears frenzy I should probably explain why I'm not a fan of the series. I have nothing in particular against shooters. I have nothing in particular against space marines, either — I have a copy of Space Crusade sitting proudly on my shelf as proof. But something about the … Continue reading #oneaday Day 610: Gears of Bore (No-One's Ever Made That Joke Before)

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    I suppose with the world gripped by Gears frenzy I should probably explain why I'm not a fan of the series.

    I have nothing in particular against shooters. I have nothing in particular against space marines, either — I have a copy of Space Crusade sitting proudly on my shelf as proof. But something about the first Gears of War really rubbed me up the wrong way after the "my GOD these graphics are nice even on a standard-def TV" shock wore off. I played it for a while and got a reasonable way into it before realising that I wasn't really having any fun. The series' oppressive brownness was getting to me, and what few attempts at humour there were in there just came off as silly action-movie posturing — I guess that's kind of the point, but still.

    Consequently, Gears of War 2 and now Gears of War 3 hold little to no interest to me. The first game didn't make me want to get to know these characters any more, so why should I spend any more time in their universe? It wasn't just due to the risible dialogue, of course — the infuriating bullet-sponge nature of most of the regular enemies in the game put me off somewhat, too, along with numerous sequences in which snipers could insta-kill you if you didn't work out where the best cover spot was. Constant repetition of a short sequence in shooters is something of a bugbear for me, and Gears hit me right in the fury spot with one particular section.

    Alongside all that, I'm not a huge fan of competitive multiplayer games (largely because I'm typcially crap at them) and it all adds up to a package that I'm not interested in in the slightest. I don't begrudge people their excitement for the new game, but it seems that the days in which every triple-A title was an essential purchase for everyone are long gone — at least so far as I'm concerned, anyway.

    I'm not sure exactly when this happened. I know it was definitely this generation, as I vividly recall throughout the PS1 and PS2 eras picking up the "essential purchase" titles almost as soon as they were released. Perhaps now there are simply too many high-profile, high-quality games being released to make this practical, perhaps I'm no longer interested in the "blockbuster" genre, or perhaps I'm increasingly disillusioned with ever-more underhanded tactics to get players to part with even more of their money beyond purchasing the game itself.

    Whatever the reasons, as I say, I certainly don't begrudge the Gears fans their upcoming fun-fest, but I'm more than happy with what I'm playing right now: Xenoblade Chronicles (awesome), Minecraft 1.8 (buggy but awesome), TrackMania 2 Canyon (aweso– you get the idea) and Wing Commander III (surprisingly still great). The fact that I'd rather play a Wii game, an indie game, a niche racing game and a space sim from 1994 is perhaps a sad indictment on the mainstream gaming industry, however.

    Ah well. Horses for courses and other such clichés. If you're playing Gears this weekend, have a blast. I will not be joining you!

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    #oneaday Day 609: Five a Day https://imnotdoctorwho.moegamer.net/2011/09/19/oneaday-day-609-five-a-day/ https://imnotdoctorwho.moegamer.net/2011/09/19/oneaday-day-609-five-a-day/#comments Mon, 19 Sep 2011 21:24:04 +0000 http://angryjedi.wordpress.com/?p=2960 "Healthy eating" is often misinterpreted by many (including myself) to mean "eating things that taste like pieces of wood that you found on the forest floor". And yet it doesn't have to be that way, it seems. Sweet treats are all very well and good, but firstly, they get pretty dull after a while (once … Continue reading #oneaday Day 609: Five a Day

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    "Healthy eating" is often misinterpreted by many (including myself) to mean "eating things that taste like pieces of wood that you found on the forest floor". And yet it doesn't have to be that way, it seems. Sweet treats are all very well and good, but firstly, they get pretty dull after a while (once you've had one chocolate bar, there are very few variations on the theme besides what the crunchy bits are made out of/taste of) and secondly, of course, they'll turn you into the sort of person who requires a crane to get them out of your house.

    This is an exaggeration, of course. Unless you eat, like, nothing but chocolate bars all the time, in which case heart disease will probably take you long before any cranes have to be involved.

    But anyway. Since starting my EA Sports Active 2 workouts (which I'm still keeping up with, FYI) I've been looking a little more carefully at the things I eat each day — largely because of the nagging woman who gently reminds you that you should be eating [x] number of fruit and veg portions per day, and [y] number of glasses of water. As a result of a little investigation and exploration, I'm doing quite well on [x] though [y] often still eludes me, because water is pretty boring.

    It seems there's quite a wide variety of things that actually taste reasonably nice while actually being healthy, too, particularly on the fruity side of things. There's a snacky thing called "Fruit Flakes", for example, which is basically a little bag of fruity sweets, only they're actually made of fruit instead of E-numbers and enough sugar to send a hyperactive five year old to the moon without the aid of a rocket. Today, too, I tried some things called "YoYos" from a company called "Bear" — they're basically fruit rollups, but all-natural and, bizarrely, made using sweet potato as well as the fruits in question. They don't look quite as appealing as more sugary variations on the fruit rollup theme — they have the look and texture of fruit jerky — but they taste all right, and apparently each one is one of your Five a Day. I've had two today. Check me out.

    Crisps are a thing that the reformed glutton often misses, as crisps are tasty. While they're not quite the same thing, I've found Snack-a-Jacks to be a perfectly acceptable substitute. Some people aren't a fan of rice cakes, believing them to actually be pieces of packing polystyrene rebranded as a lightweight snack, but the addition of a little flavour to the mix with Snack-a-Jacks makes them more than acceptable — and without having to cover them in cheese, jam and any combination thereof, either.

    One thing that does irritate me a little about healthy eating, however, is advertising. I'm thinking particularly of the Special K adverts here. Now, as a breakfast cereal, I quite like Special K. It's moderately tasty, supposedly good for you and doesn't taste like lumps of chipboard. There's also about a bajillion different varieties of it nowadays — some with fruit, some with other variations. It should be a cereal for which everyone can find an acceptable variation.

    So why, then, is it marketed exclusively towards women? That's not an exaggeration, either — there hasn't been a man in a Special K advert for as long as I can remember, and it's almost constantly marketed as the cereal that will make you look good in a one-piece swimsuit/figure-hugging red dress. I don't particularly want to wear either of those things, and I have far too much penis to ever be called a woman, but I like Special K. Now, to be perfectly honest, I have absolutely no shame whatsoever in walking into a shop and purchasing a box of Special K, much as I would have absolutely no shame whatsoever in walking into a shop and purchasing sanitary towels for a female friend who needed them. But the fact I even have to make that comparison is at least a little objectionable — is the assumption that men are only interested in eating some sort of protein-packed Meat Flakes for breakfast and sprinkling them with bacon, while the women virtuously crunch on their Special K?

    Who knows? Regardless, the main thrust of this self-indulgent ramble is that EA Sports Active 2 has, among other things, succeeded in getting me to be a bit more conscious of what I put in my mouth. This is, I believe, a good thing — and another check mark in favour of a fitness and health programme that I'm having increasing amounts of respect towards. We'll see how I feel in 9 weeks time when the programme I'm following is supposedly set to finish!

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    #oneaday Day 608: Pain Killer https://imnotdoctorwho.moegamer.net/2011/09/18/oneaday-day-608-pain-killer/ https://imnotdoctorwho.moegamer.net/2011/09/18/oneaday-day-608-pain-killer/#respond Sun, 18 Sep 2011 22:31:19 +0000 http://angryjedi.wordpress.com/?p=2958 Aimee Lee had been wracked with inexplicable pains for several days now. She couldn't explain them, nor did she feel that she could bother the doctors with them. She couldn't talk to her friends about them, because she didn't have any friends. But every night, it seemed, the pain got worse, and always, after she … Continue reading #oneaday Day 608: Pain Killer

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    Aimee Lee had been wracked with inexplicable pains for several days now. She couldn't explain them, nor did she feel that she could bother the doctors with them. She couldn't talk to her friends about them, because she didn't have any friends. But every night, it seemed, the pain got worse, and always, after she did manage to succumb to sleep, she woke the next morning feeling as if she has been beaten, battered and abused.

    But there's no-one there. No-one has beaten her, no-one has taken advantage of her, no-one has violated her. She's all alone. She has been ever since the day when she decided enough was enough, and called the police on her abusive boyfriend, who took him away, never to be seen again.

    "Bitch!" he'd called after her as he was forcibly removed from the premises, her trembling figure cowering in the corner as a female police officer spoke to her in a calm, low voice, assuring her that everything was going to be all right now. "Whore! You'll suffer! You'll suffer!"

    She'd come to this town of her own volition, given up her life for the man she thought she loved, and for a while all was well. But then his fury started. Every day she'd dread the turning of the key in the lock, for it would mean that he would be back again, and the beatings would start. She'd often be in tears even before he arrived in the house, but that would only fuel his aggression. There was no explanation for it, and on the few occasions where he did prove to be lucid, he had no justification for it, either.

    But she missed him. There had been love there, once, and amidst all the abuse and horrors, she knew that he was surely still the man she had fallen for and given everything up for. After a while, she even found herself longing to hear his voice in any form — even if it was yelling at her, a prelude to another beating.

    It was in this admission that the shadow found its way into her soul. A fleeting thought, that was all it took for it to take hold. And then the pain started — a dull ache in her limbs at first, but gradually growing in intensity night by night. By now, by the time she eventually passed out from the pain — she couldn't call it "falling asleep" — her body was wracked with the agony of a thousand burning needles searing her flesh, though her skin bore no scars.

    The girl knew the signs as soon as she became aware of Aimee. She had come across this kind of horror before, and she knew all too well that if it were not dealt with quickly, Aimee's mind and body would tear themselves apart, whether the agony were real or imagined.

    So it was that she stepped into Aimee's mind, flickering energy running up her arm letting her know that the blade with which she had already dispatched so many similar terrors hungered for the blood of the dark one responsible for this particular mess.

    The room she found herself in was dark, its walls made of stone, and dull lights sitting in sconces high on the walls.

    How cliché, she thought. A dungeon. Perhaps this'll be simpler than I thought.

    A moan from somewhere in the darkness led her to the prone figure of Aimee, lying on the floor, clad in a white dress that was already stained crimson with blood.

    "Please!" cried Aimee, her voice quavering with tears. Invisible lashes cause her body to jolt with pain, fresh wounds opening with each hit. "Please!"

    The girl stood watching this horrific sight, her jaw set. She wouldn't have called herself "embittered" or "cynical" but she had been doing this for some time now, and she knew that to become emotionally invested in the situation was to show weakness to the shadow.

    "Show yourself," she muttered, clearing her throat then uttering it again. "Show yourself!"

    Aimee's writhing stopped as the invisible lashes ceased to batter her body. The darkness seemed to shift around her, taking form, becoming a recognisable shape.

    "Uh-huh," said the girl. "Let me guess. Couldn't get no satisfaction, so decided to take to beating on this poor girl to get your ya-yas."

    The male figure before her snarled, black smoke billowing from his head as he did so. There was to be no parley, it seemed, as it lurched straight at the girl — but she was ready for him, deftly stepping aside and flourishing her arm as she had done so many times, the blade flashing and appearing ready in her hand as she summoned it.

    The shadowy, smoky figure lunged at her again, tackling her and slamming her against a wall. Aimee screamed as she watched — she knew his violence all too well, both in reality and here in her own mind, and was terrified to see it inflicted on another. She sobbed, taking big gulps of air as she hoped the girl could escape his terrible clutches.

    She did. Kicking away the shadowy figure and slashing at him with the curious blade she held in her right hand, the girl moved with the agility and speed of a cat. She wasn't going to be caught out again. By the time the smoky figure crudely lurched at her again, she was already elsewhere, slashing at his body with her sword, but even a direct hit caused only black smoke to spew from the wound, not blood.

    "Hey!" said the girl, addressing the terrified Aimee for the first time. "What do you want? This isn't going to work if you don't know."

    Aimee didn't know what she meant. She watched the unfolding scene with tears blurring her vision, unable to stand, the pain from her wounds stinging her body and leaving her immobile.

    "Come on!" said the girl. "I can't help you if you don't help me. I need you to know, Aimee. I need you to say it."

    Aimee gulped, swallowed some air, hiccuped and sobbed again. What did this strange girl mean? And who was she? Aimee had never seen her before in her life, but somehow the girl knew her — or at least her name.

    The shadowy figure's blow found its target, and the girl was sent clattering across the ground, winded, blade still clutched firmly in her right hand. It turned back to Aimee, menace in its glowing red eyes. It began to advance — far more threatening now it has a visible form than when it lashed her body with invisible strokes.

    Aimee screamed. This isn't what she wanted. She wanted things to be back how they once were — back when she was in love, back before he was engulfed with this inexplicable rage. She wanted —

    "I want," said Aimee uneasily, staring in fright at the advancing figure. "I want — I want the pain to stop!"

    The girl leapt to her feet.

    "That's it," she said. "You never wanted this abuse. You never wanted this pain. Once you thought you might, and that's how you let this thing in. But now you know that way lies only suffering. So I'm here to help with that."

    She plunged the blade deep into the back of the shadowy, smoky figure, which let out an ear-splitting howl before whirling around in an attempt to strike back at its assailant.

    "Come on!" cried the girl. "Torture's such an easy, boring way to inflict pain. Take me instead! I'll give you a fight."

    She struck again, slicing at its face this time. The blade found its target, and this time instead of smoke, black ichor spewed forth. The girl hopped backwards to avoid the spray.

    "Made that mistake before," she said, more to herself than the horrified Aimee. "That shit never comes out."

    Aimee watched in astonishment. Tears still stung her eyes and blurred her vision, but the sheer oddness of the scene before her almost made her forget the pain that had brought her to her knees in the first place.

    The girl plunged the blade deep into the shadowy figure's torso now, and it let out a howl even worse than the first one. It seemed to shake the very foundations of the room they were in. Its foul black blood sprayed again as the girl twisted the blade, no trace of anger on her face, to all intents and purposes looking as if she was simply screwing a piece of furniture together rather than doing untold damage to the innards of some monstrous creature.

    Finally, the figure let out one last roar and exploded in a cloud of black smoke, a torrent of the black ichor suddenly falling to the floor and splattering across it, leaving a stain. There was a silence for a moment, then the blade simply seemed to disappear from the girl's hand.

    "Thank you," said Aimee, though she still wasn't quite sure what had just happened.

    "You're welcome," said the girl, who promptly vanished.

    Aimee gasped and opened her eyes. She saw the familiar sight of her bedroom ceiling above her and was momentarily disoriented. What had just happened?

    She had no answer to that question, but she knew one thing — the pain had stopped, just like she wanted.

    But who was that girl?

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    #oneaday Day 607: Musical Memories https://imnotdoctorwho.moegamer.net/2011/09/17/oneaday-day-607-musical-memories/ https://imnotdoctorwho.moegamer.net/2011/09/17/oneaday-day-607-musical-memories/#respond Sat, 17 Sep 2011 21:55:45 +0000 http://angryjedi.wordpress.com/?p=2956 In the last couple of places I lived, I didn't have my CDs out, largely due to space issues. They sat quietly in boxes in cupboards waiting to be set free once again. Occasionally I had a sudden urge to rip some to my computer, then once I started the process I realised it took … Continue reading #oneaday Day 607: Musical Memories

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    In the last couple of places I lived, I didn't have my CDs out, largely due to space issues. They sat quietly in boxes in cupboards waiting to be set free once again. Occasionally I had a sudden urge to rip some to my computer, then once I started the process I realised it took quite a long time, so often gave up rather quickly.

    In my new place, though, I've got all my CDs out again. There's some among the collection that I'm not sure I'll ever listen to again, but it's nice to revisit some albums that I've had for many, many years now — particularly those which I got back when I was at school, as these are often the ones that have the strongest memories attached to them.

    They're not even specific memories as such — simply memories of a time and a place, not any particularly special events. But I can remember when I got many of these albums and why — in some cases it was a simple matter of buying something that was popular at the time (and in some cases struggling to understand why it was so popular — see: The Verve, Urban Hymns, one of the most tedious albums I've ever listened to), others it was a case of thinking the lead singer was hot, others still it was songs I'd listened to on the radio so many times I was curious to hear what other stuff the artist had come out with and others still beyond that simply just because I was curious.

    I wouldn't say that as far as popular music goes I'm particularly "well-read" or whatever the popular music equivalent is. But my CD collection demonstrates an interesting cross-section of mid to late 90s music coupled with a few bits and pieces from the early 21st century — though around this point is when iTunes started to take over, leading to a decline in the number of physical products on the shelf.

    In some ways, I can see the point that those people who prefer to still buy CDs have. The digitalisation of music has given it a more "disposable" quality, leading to people putting it on just so they have some noise in the background, not necessarily to appreciate what it is. Putting on a CD, though, kind of implies that you're going to invest some time into listening to the whole thing — even if you're doing something else at the time. This is because, as everyone knows, changing CDs is a massive faff to the lazy person of the 21st century, who wants everything at their fingertips and, preferably, controlled by their mobile phone.

    If you've still got a CD collection, though, it's worth taking a moment to dig it out and investigate the treasures it holds within. Sure, there may be some embarrassing things in there, but even those had a part to play in your past. Take a moment, dig out a random pick from your collection, sit down and listen to it. All of it. You might just be surprised at the complexity and thinking that goes into a complete album — or, then again, you might just find yourself wondering why on Earth you own two Spice Girls albums.

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    #oneaday Day 606: While You Sleep, They'll Be Waiting . . . https://imnotdoctorwho.moegamer.net/2011/09/16/oneaday-day-606-while-you-sleep-theyll-be-waiting/ https://imnotdoctorwho.moegamer.net/2011/09/16/oneaday-day-606-while-you-sleep-theyll-be-waiting/#respond Fri, 16 Sep 2011 22:26:30 +0000 http://angryjedi.wordpress.com/?p=2954 I started up Wing Commander III tonight in celebration of its recent rerelease on Good Old Games and in protest against all the Gears of War 3 excitement that's slowly building up. (I hate Gears.) And by golly, I miss that series something rotten. (Wing Commander, not Gears of War.) I remember first playing the original Wing … Continue reading #oneaday Day 606: While You Sleep, They'll Be Waiting . . .

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    I started up Wing Commander III tonight in celebration of its recent rerelease on Good Old Games and in protest against all the Gears of War 3 excitement that's slowly building up. (I hate Gears.) And by golly, I miss that series something rotten. (Wing Commander, not Gears of War.)

    I remember first playing the original Wing Commander and being gobsmacked by its then-revolutionary cutscenes and effort in telling a story. In fact — and this was always a big taboo in the early days of PC gaming — Wing Commander's dedication to spinning a compelling, if cheesy, space opera yarn made me consistently enjoy it far more than the X-Wing series.

    Wing Commander III was something special, though. One of the first games to boast a multi-million dollar budget. An early outing for Mark Hamill, now a mainstay of the games industry. Full-motion video in a glorious 256 colours coming out of its ears. And, bizarrely, a porn star cast as the ship's mechanic.

    It's difficult to pin down exactly what it is that's so appealing about the Wing Commander series — III and IV in particular — but I have a feeling it's the good balance between plot and spacefaring action. Missions are short enough that you can get through a bunch in a single sitting, but they don't feel like "throwaway" efforts — there's always something to do, even if it's just a patrol. But it's the fact that you're rewarded for completing them with advances in the plot — or sometimes just getting to know the characters a bit better — that made the game fun for me. Despite the fact it's essentially Top Gun in space, with all the cheesiness that implies, Wing Commander's cast is memorable, even years later. I can still recall Malcolm McDowell's star turn as the deliciously sinister Admiral Tolwyn years later, and it's always nice to see John Rhys-Davies. Hamill, too, puts in a good performance — at the time, the game invited references to Star Wars thanks to Hamill in the leading role, but if Wing Commander III showed one thing, it's that Hamill had grown up, got better hair and was no longer Luke Skywalker.

    I'd almost go as far to say that I have fonder memories of the Wing Commander series than I do of the Star Wars saga. I mean, sure, I respect Episodes IV, V and VI and the culture they created, but despite the username by which I typically go online, I'm in no real rush to watch them again — neither am I in any hurry to go pick up the Blu-Ray box set which released recently. Wing Commander III rereleased on Good Old Games, though, for $5.99? I was straight in there. (This may have something to do with the fact that the Star Wars Blu-Ray set costs nearly 70 quid, while Wing Commander III offers an equivalent, if not greater, amount of entertainment for less than a tenth of the price.)

    Nostalgia, as they say, isn't what it used to be. But sometimes you revisit something from the past and find it's just as awesome as you remember. So far, Wing Commander III, in all its grainy-video glory, has fallen squarely into that category. While modern takes on the space sim genre (what few examples there are left) often offer pleasingly deep and freeform experiences, there really is something to be said for the structured, narrative-heavy approach that Wing Commander offered.

    And if you've never tried the series for yourself? For $5.99, you can surely afford to check it out.

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    #oneaday Day 605: Finish What You... You Know https://imnotdoctorwho.moegamer.net/2011/09/15/oneaday-day-605-finish-what-you-you-know/ https://imnotdoctorwho.moegamer.net/2011/09/15/oneaday-day-605-finish-what-you-you-know/#comments Thu, 15 Sep 2011 21:50:27 +0000 http://angryjedi.wordpress.com/?p=2952 Certain projects are easy to finish. Start building an Ikea bookcase and chances are you'll finish it within an hour or two. Sure, there may be some swearing, splinters, cuts and/or bruises along the way, but at least you'll get it done, and when you're finished, you'll end up with a (hopefully) stable bookcase, and … Continue reading #oneaday Day 605: Finish What You... You Know

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    Certain projects are easy to finish. Start building an Ikea bookcase and chances are you'll finish it within an hour or two. Sure, there may be some swearing, splinters, cuts and/or bruises along the way, but at least you'll get it done, and when you're finished, you'll end up with a (hopefully) stable bookcase, and possibly one or two leftover screws that you really think should go somewhere.

    Creative projects are a little different. It's easy enough to start them, but it's finishing them that is the tricky bit. The challenging part is that, unlike our friend Billy the bookcase, creative projects don't necessarily have an obvious "end" in sight. Sure, you might have some sort of amorphous final goal in mind ("write a novel", "record an album", "paint a picture") but the exact steps along the way that will lead you to that final conclusion are sometimes obscured by your own ambition.

    I've come a cropper on this a few times. I've had a story in my head since I was about 15 years old. I've started trying to write it at least 5 or 6 times across several different media — traditional writing (from various perspectives), blog-based writing, as a video game, as a visual novel — and somehow, despite the fact I'm in love with my characters and I want to tell this story — somehow it never quite gets there.

    It's not a matter of motivation — I do want this story to get out of my head and onto some form of "paper" (be it literal or metaphorical) but — thinking about it right now, I'm struggling to come up with valid excuses that aren't simple procrastination. Perhaps it's the fact that I write for a living every day and do this blog. Perhaps it's the fact I have other interests besides writing preventing me from being completely committed to the project. Perhaps I have doubts that I can really bring the story — the opening of which I am intimately familiar with now I've composed it so many times across so many different forms of media — to a satisfactory conclusion.

    I'm not sure what it is. Last time I started on it, I got into a good rhythm and started writing at a good rate. Then various life events got in the way and for one reason or another, I got out of the habit of writing it.

    Perhaps I should take a more structured approach to it — set aside a specific time on certain days to do some writing. Although schedules are inherently limiting and repetitive, they can be great for self-discipline. Take a couple of years back when I got into a good habit of going to the gym and/or the swimming pool after work every day. Sure, it was on the way home, but I specifically "scheduled" my time so that I got into those good habits. It's working for me again with the EA Sports Active stuff at the moment, which sets up a schedule for you day-wise, but leaves timing up to you. I'm structuring my day so that I can get up, have some breakfast, bum around for an hour or so, do my workout and then be ready in time to start actual proper work.

    Perhaps I should take this approach — set a schedule, get some self-discipline going. Perhaps then one day this story might get finished. And then everyone can enjoy it.

    Or possibly hate it. I don't know. Only one way to find out, though.

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    #oneaday Day 604: TrackMania 2, Day 1 https://imnotdoctorwho.moegamer.net/2011/09/14/oneaday-day-604-trackmania-2-day-1/ https://imnotdoctorwho.moegamer.net/2011/09/14/oneaday-day-604-trackmania-2-day-1/#respond Wed, 14 Sep 2011 22:32:38 +0000 http://angryjedi.wordpress.com/?p=2950 It's been a good week for game releases that I'm excited about, and not one of them has been on console or what I'd call a "mainstream" title — further confirmation that there's more than enough entertainment out there for people without having to always play the "biggest" and "best" games there are. In just … Continue reading #oneaday Day 604: TrackMania 2, Day 1

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    It's been a good week for game releases that I'm excited about, and not one of them has been on console or what I'd call a "mainstream" title — further confirmation that there's more than enough entertainment out there for people without having to always play the "biggest" and "best" games there are. In just the last couple of days, we've seen Minecraft's official update to version 1.8, which adds some significant new content; the re-release of Wing Commander III on Good Old Games; and, of course, TrackMania 2 Canyon being unleashed on the public.

    I've been playing it a bit tonight so I thought I'd share some observations.

    First up: it's good. It's still recognizably TrackMania — the interface and sound effects are pretty much identical. The driving model for the cars on offer in the Canyon environment is fun, though — strongly drift-based and very reminiscent of arcade racers such as Burnout, Daytona and Ridge Racer. This is a little different from the variety of cars seen in TrackMania United, where for the most part, drifting was discouraged as it lowered your speed. In the Canyon, however, if a corner is more than a slight wiggle you're encouraged to throw your car around it sideways. Always fun.

    The potential disappointment of the game that I had on my radar was the fact that it only has a single environment — the titular Canyon. Fortunately, there are enough blocks and combinations thereof to mean that this environment offers more than enough variety to carry a whole game. And the single player campaign is nicely paced, alternating between twisty mountain roads, rollercoasteresque elevated tracks and traditional speedway circuits. Despite remaining in the same cars in the same canyon for the whole game, it's not a worry — for now, at least, and by the time it may start feeling a bit stale, there'll surely be some modders out there with new textures and addons to improve the game. And following that, the Valley environment will be released — and who knows what beyond that?

    If you're not a TrackMania fan then the fact the base of the game is fundamentally not that different probably won't be enough to sway you — though the improved driving model makes it a little more accessible than the sometimes-idiosyncratic handling of United's lineup. Series purists are bemoaning the lack of Platform and Stunt levels in the single player campaign, though these were always lesser-played modes anyway, and Nadeo have also said that there's the possibility of putting these modes back in through a future update — the whole point of the "ManiaPlanet" platform is to be able to evolve it on a regular basis.

    A pleasing new addition is the four-player split screen mode. I haven't tried it as yet, but if you have your PC hooked up to your TV as I do, this will make for some highly entertaining party play. The Hotseat mode of the original is present and correct, too, as is LAN play. And online is as fun as ever, with servers already offering a wide variety of creative community tracks and intense competition for up to 200 people at once.

    So first impressions of the game are very good, then, and especially as it's just £20. While the lack of other environments is a shame, with the game releasing at a lower price point I certainly won't object to paying more for extra environments in the future — particularly if each comes with its own campaign, as is likely to happen. And the future also holds the highly intriguing possibilities offered by ShootMania and QuestMania, information on which is very limited right now. QuestMania is probably the one I'm most excited about, as I'm very interested in the implementation of user-created RPG quests. I hope it turns out to be good. We'll see!

    You can grab TrackMania 2 Canyon now from its official website, and I recommend that you do.

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    #oneaday, Day 603: Midnight https://imnotdoctorwho.moegamer.net/2011/09/13/oneaday-day-603-midnight/ https://imnotdoctorwho.moegamer.net/2011/09/13/oneaday-day-603-midnight/#comments Tue, 13 Sep 2011 23:36:31 +0000 http://angryjedi.wordpress.com/?p=2948 The night-time was always the most difficult. It was in the dark of the night that the pain worsened, mentally and physically. Often she chose to forgo sleep in the twilight hours and rest during the daytime — it was not as if she led an especially active, social life, after all, and the sunlight … Continue reading #oneaday, Day 603: Midnight

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    The night-time was always the most difficult. It was in the dark of the night that the pain worsened, mentally and physically. Often she chose to forgo sleep in the twilight hours and rest during the daytime — it was not as if she led an especially active, social life, after all, and the sunlight kept the demons at bay.

    Tonight was bad. Her whole body ached, and her mind throbbed with panic, frustration and fear. The worst part of it was that she couldn't reach the bottom of it — every time she felt like getting closer to some sort of explanation, it darted out of reach, just around a corner, like a mischievous gremlin determined to prolong her suffering for as long as possible.

    While her body was old and broken and her waking mind often clouded with thoughts that should not be, her imagination was still as lithe and agile as a gymnast, and it was with this she often kept the pain away long enough to see the sun rise from behind the houses across the way.

    So it was once again tonight. She sat in the chair she always took, positioned next to the window, at a slight angle so she could lean her elbow on the windowsill and look out without putting too much strain on her frail bones. The light of the moon was bright tonight, and illuminated the garden with an eerie glow that brought to mind images of ethereal spirits darting around, just out of eyeshot, constantly avoiding the curious gazes of those few who did not succumb to sleep during these peaceful hours.

    She knew this was not really the case, of course, but for the majority of the time, the fantasy was far more appealing than the reality. Rather than picturing sinister, malevolent spirits, to her these were peaceful, tranquil spirits of nature, keeping a watchful eye on the world as its supposed masters slumbered. They knew that their job was futile, that mankind had already changed the world beyond recognition, but still they flitted to and fro, making their adjustments here and there. She stared through the window, picturing their machinations in her mind's eye, not even blinking.

    As she gazed into the garden, the images became more vivid, and suddenly she was among them. She couldn't tell if she was still in her body or if she had taken on the translucent, ethereal, almost-invisible form of the spirits, and she didn't care. She flitted around the garden as delicately as a fairy, glancing at the leaves on a bush here, the petals on a flower there. The freedom of flight was liberating, exhilarating, and soon enough she shot up into the air, leaving her erstwhile companions below in the garden.

    From high in the sky, the rows of tiny houses all looked identical. She was hard-pushed to identify her own, but she felt she had it, and swooped down towards the ground in a vertical dive to prove herself right. She giggled in delight at the feeling of the air sweeping past her face, something — her hair? Her clothes? It didn't matter — billowing out behind her. She pulled herself up sharply just before hitting the ground and looked up to see the familiar sight of her own back garden — the wobbly clothesline pole, the unkempt bushes, the lawn that was several inches too long (when was that nice boy coming back to fix it again?) and the solitary light in the upstairs window.

    She gazed up at the window where she had left herself, a low light glowing providing just the faint indication of a presence, but not enough to see the figure she thought she would see gazing into the garden.

    Then she was flying again, forward this time, at incredible speed. She skimmed the rooftops of she didn't know how many houses — one, two, a thousand? — until civilisation stopped and the rolling hills of the countryside began.

    Out here was peace and quiet and solitude, but not the lonely kind. The full moon bathed the landscape in its soft, cold light and she felt that she was alone, but for once she was at peace. She came to rest atop a small, natural but aesthetically pleasing arrangement of rocks, and sat. The longer she sat, the more she felt a growing number of presences surrounding her. But this was not threatening — there was nothing in the hearts of these spirits but peace and love, and they were accepting her as one of their own. She felt ethereal hands reach out and touch her, so soft and delicate that they might have been made of gossamer. And she let them envelop her with their feelings of peace and love, because here there was no pain in body or mind, only the soft, cool glow of the moon.

    When morning came she watched from a distance as the men in the bright coats carried her out under a blanket and placed her in the back of the ambulance. On her doorstep was the kindly nurse who had been so good to her, shedding a few tears. She was sorry she hadn't got to say goodbye to the few people left who cared, but that didn't matter now. She was free, and no longer did the night hold anything to fear.

    She was free.

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    #oneaday Day 602: The Systematic Destruction of Everything You Once Held Dear https://imnotdoctorwho.moegamer.net/2011/09/12/oneaday-day-602-the-systematic-destruction-of-everything-you-once-held-dear/ https://imnotdoctorwho.moegamer.net/2011/09/12/oneaday-day-602-the-systematic-destruction-of-everything-you-once-held-dear/#comments Mon, 12 Sep 2011 22:43:05 +0000 http://angryjedi.wordpress.com/?p=2946 So EA has officially confirmed the existence of Syndicate from The Darkness developer Starbreeze, and lo and behold, it's a first person shooter. After X-COM, this makes two once-beloved PC strategy franchises pillaged in the name of popularity and commercialism. Now, to be fair to both the new X-COM and Syndicate games, no-one's played them in any great … Continue reading #oneaday Day 602: The Systematic Destruction of Everything You Once Held Dear

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    So EA has officially confirmed the existence of Syndicate from The Darkness developer Starbreeze, and lo and behold, it's a first person shooter. After X-COM, this makes two once-beloved PC strategy franchises pillaged in the name of popularity and commercialism.

    Now, to be fair to both the new X-COM and Syndicate games, no-one's played them in any great detail yet. (Except the developers, obviously.) So there's every possibility that they might be very good. Syndicate in particular has a setting which lends itself to Deus Ex-style first person exploration and cyberpunk shenanigans. Perhaps it will even be able to out-Deus Ex Deus Ex: Human Revolution — given the somewhat mixed opinions I've heard regarding that game (mostly of the "it's great but the boss fights suck" variety) that's a distinct possibility.

    X-COM, though, is missing the point to a spectacular degree. The whole point of the X-COM series was to repel an alien invasion through careful management of your strike teams, of your vehicles and bases. It was a complex series of games, but an immensely satisfying one as a result. Its isometric turn-based battles laid the foundations for many future games and indeed, some might say, the whole strategy RPG genre. And it's not as if strategy RPGs have fallen out of favour, as the recent Tactics Ogre release on PSP, Disgaea 4 on PS3 and Final Fantasy Tactics on iPhone will attest. So why pillage a beloved franchise and turn it into a shooter?

    Perhaps they believe that they'll be telling an excellent story from the first person perspective. It worked for BioShock, after all (right up until that stupid ending) and it worked for the Half-Life series. But herein lies the rub — the original X-COM was an emergent experience where the story unfolded naturally as you played, and everyone's experience was a little different. Sure, there was an end to the game (which very few people saw, I'd wager) but the route you took to get there was up to your own strategic mind and the decisions you made — and not in a BioWare RPG binary choice sort of way, all the decisions you made regarding the makeup of your team, their equipment, where they were based, how you developed them and so on. To pre-script the whole thing again seems to be missing the point somewhat.

    Perhaps it's just misplaced nostalgia that makes us ageing gamers want to remember these games as they once were, not as the populist reboots that they're getting. After all, as gaming has become more and more mainstream and more and more people come to these big-name titles, games in once-niche franchises use the cachet of their name to attract veteran gamers while providing the quick-hit thrills of the popular FPS genre to attract younger players reared on a diet of Call of Duty.

    Sadly, though, it doesn't really work — the younger players haven't heard of the series in question and simply come to the game because it looks interesting (and because people are talking about it) and the veteran gamers take one look at it, think it doesn't bear even a passing resemblance to the game they once loved and thus dismiss it. They'd be much better off making proper sequels to Syndicate and X-COM in their original styles (with appropriately upgraded graphics, obviously) to appeal to those veterans — who would doubtless snap up such products in a trice — and leave the youngsters to newer IPs.

    Alternatively, as someone said on Twitter earlier (I forget who, sorry if you're reading) — if X-COM and Syndicate can become first-person shooters, why can't Ghost Recon become an isometric turn-based strategy game? I'd play that. (And yes, I know it has already done this on the 3DS — with X-COM creator Julian Gollop behind it, no less — but I'm talking about a proper computer version, preferably PC exclusive, with renamable characters.)

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    #oneaday Day 601: Whatcha Been Playin'? https://imnotdoctorwho.moegamer.net/2011/09/11/oneaday-day-601-whatcha-been-playin/ https://imnotdoctorwho.moegamer.net/2011/09/11/oneaday-day-601-whatcha-been-playin/#respond Sun, 11 Sep 2011 21:43:03 +0000 https://angryjedi.wordpress.com/2011/09/11/oneaday-day-601-whatcha-been-playin/ I have been playing precisely two games recently, one of which I only returned to today and the other of which you can likely deduce from recent blog posts. Yes, Xenoblade Chronicles is still going strong and is still magnificent in its excellence. So solid is the gameplay that very quickly you cease to notice … Continue reading #oneaday Day 601: Whatcha Been Playin'?

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    I have been playing precisely two games recently, one of which I only returned to today and the other of which you can likely deduce from recent blog posts.

    Yes, Xenoblade Chronicles is still going strong and is still magnificent in its excellence. So solid is the gameplay that very quickly you cease to notice the little presentational defects such as the blurry faces, the Final Fantasy X-style nonexistent lip-syncing in certain scenes (but perfect in others) and, of course, the fact it's on the Wii.

    Final Fantasy XII was often compared by its players to MMOs. Structure-wise, it was quite similar, with large, sprawling, expansive zones making up a large interlinked open world which could be freely explored assuming you didn't aggro some beast 30 levels higher than you. Combat was quasi-real time, with auto-attacks and triggered abilities. And the Gambit system worked in the same way as being a party leader in an MMO — you were explaining what you wanted your teammates to do and when. The only thing really missing from the MMO structure was a wealth of quests to undertake in place of grinding simply by killing enemies. Sure, there were the Hunts, and those were cool, but ultimately they were all quite similar, albeit with increasingly ridiculous challenge factors as the game progressed.

    Xenoblade Chronicles doesn't deviate too far from this formula, though the changes it makes are quite welcome. The Gambit system has been ditched in favour of some excellent party AI who genuinely seem to know what the right thing to do in a given situation is, so long as you've made sure their equipment and skills are levelled appropriately. Unlike FFXII, you can't switch characters at will during battle to trigger specific abilities, though when protagonist Shulk gets a premonition of a particularly devastating attack, it is possible to warn your teammates, which then allows you to pick one of their abilities to use.

    The Tension system is an interesting addition, too. Characters' morale is tracked during combat and reflected in their portraits by their health bars. Should a battle go badly, teammates will get demotivated and start missing or generally being crap. Cheering them on and praising them for cries or dodges helps get their morale back up, and the background music and battle cries all reflect how the fight is going. It's a nice touch.

    Quests are present, too, by the hundreds. Unlike FFXII's relatively limited number of Hunts available at once, entering a new zone in Xenoblade generally means you're about to be bombarded with quests. Some are simple and formulaic for each area — kill x beasts, find x collectibles, kill x boss — but then there's a range of mini-stories to follow too, most of which allow you to build up your Affinity Chart, a worryingly comprehensive "family tree" of every named character in the game and their relationship to one another. I'm yet to see if this information becomes super useful, but even if not it's neat to see it all mapped out.

    So; 34 hours in so far and I now have a nice selection of characters to play with. Between battles you can switch your lineup whenever you like, so you can spend the whole game controlling a character who fits your preferred playstyle if you like, whether that's tank, healer or damage dealer. Of course, changing things up not only adds variety but also allows you to build up Affinities between different combinations of party members, so you're indirectly encouraged to do so. And mercifully, inactive characters receive XP at the same rate as active ones so there's never any need to switch up characters just because someone's 10 levels behind, unlike FFXII.

    But enough enthusing about that. It's certainly on track to be my Game of the Year so far. Which is nice.

    The other game I went back to playing today was Minecraft, thanks to the "leaked" version 1.8 patch. This "Adventure" update gives Minecraft a good kick up the bottom and while it still doesn't structure the game as such, it gives much more incentive to wander off in hope of discovering cool things. The new landscape generation makes for some spectacularly diverse worlds with deserts, canyons, plains, forests, dungeons, caves and all sorts to discover. I have taken to a strategy I should have used a long time ago — when going off exploring, I build a path as I go, making it significantly easier to find my way back to my buildings and storage when I need to. This hasn't stopped me being murdered horribly by monsters down one of the horribly inviting deep holes dotted across the landscape which lead to the many random dungeons. But I don't mind — adventuring is risky business. Sure, you could stay above ground and chop down trees and whatnot, but don't you really want to see what's down there…?

    While 1.8 clearly still needs work — it's occasionally buggy and experience points do literally nothing right now — it's very exciting to see the game getting closer and closer to the state it will be in when it's eventually declared "finished". We all know that won't be the case, though, as the team at Mojang is more than likely to keep adding stuff even after release. And even if they don't, the mod community is likely to step up and show their stuff, too. It's going to be a big deal.

    Another working week beckons from tomorrow so it's time to bid you good night.

    So… Good night.

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    #oneaday Day 600: Childish Fancies and The Faces Traffic Lights Pull https://imnotdoctorwho.moegamer.net/2011/09/10/oneaday-day-600-childish-fancies-and-the-faces-traffic-lights-pull/ https://imnotdoctorwho.moegamer.net/2011/09/10/oneaday-day-600-childish-fancies-and-the-faces-traffic-lights-pull/#respond Sat, 10 Sep 2011 22:24:57 +0000 http://angryjedi.wordpress.com/?p=2942 When you're a kid — or, more specifically, if you're me as a kid, your imagination sometimes likes to play tricks on you. Or perhaps it's not "tricks" as such, but more a sense of artistic verisimilitude, or other such pretentious-sounding words. In simple terms, my mind liked to imagine that mundane things looked like other … Continue reading #oneaday Day 600: Childish Fancies and The Faces Traffic Lights Pull

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    When you're a kid — or, more specifically, if you're me as a kid, your imagination sometimes likes to play tricks on you. Or perhaps it's not "tricks" as such, but more a sense of artistic verisimilitude, or other such pretentious-sounding words. In simple terms, my mind liked to imagine that mundane things looked like other things.

    Electricity pylons, for example, looked like an angry moustachio'd man. They stood there in the fields and meadows of the English countryside, glowering down at me as I sat in the back seat of my parents' car on the way somewhere. I was always most keenly aware of them on long journeys, particularly the ride from Cambridgeshire to my grandparents' home in the West Midlands. This was a journey of about two hours or so which was largely motorway based, and so there was relatively little to look at save electricity pylons for the majority of the route. (There was also the mass of TV and radio aerials near the town of Daventry, which our whole family knew was where King Graham was from, even though said farm of masts didn't appeal in the King's Quest series even once, disappointingly.)

    I don't feel such a strong sense of "alternate identity" with electricity pylons any more. That side of my childish imagination has gone the way of my childhood. But certain things have stuck with me — chief among which is the fact that I genuinely believe that traffic lights look like faces.

    No, wait, stay with me. Let me describe it first and if you're still not convinced I'll draw you a picture.

    Red lights are looking somewhat surprised, wide-eyed and open mouthed. Red and amber together are still eyebrows raised, but pleasantly surprised — a smile is creeping onto their lips. A green light is grinning with eyes closed — the facial expression most commonly associated with the obnoxiously overused emoticon "XD" nowadays — and an amber light, preparing to return to red, is eyes closed, looking worried — the kind of expression you might pull before driving your pedal car into an expensive plant pot, or something like that.

    No? I can see I'm going to have to demonstrate this in a visual manner.

    [Pause, while Pete fumbles with Paint.net]

    All right. You want proof? Here it is. Traffic lights pull faces. And if I don't convince you after this, then your sense of childish imagination is disappointingly withered, possibly dead. So there.

    All right. That may not be the most compelling evidence ever put down on paper (real or virtual) but it's what I saw as a kid and it's what I still see now. I bet there's something weird you look at in the same way. It may not be traffic lights, but I bet there's something.

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    #oneaday Day 599: Black Dog https://imnotdoctorwho.moegamer.net/2011/09/09/oneaday-day-599-black-dog/ https://imnotdoctorwho.moegamer.net/2011/09/09/oneaday-day-599-black-dog/#comments Fri, 09 Sep 2011 20:46:36 +0000 https://angryjedi.wordpress.com/2011/09/09/oneaday-day-599-black-dog/ The fragility of my own emotions infuriates me sometimes. I know it's partly just who I am — I've always been on the sensitive side — and partly to do with our old friend Des, the Black Dog, whatever you want to call it. But it doesn't stop it being any less irritating when what … Continue reading #oneaday Day 599: Black Dog

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    The fragility of my own emotions infuriates me sometimes. I know it's partly just who I am — I've always been on the sensitive side — and partly to do with our old friend Des, the Black Dog, whatever you want to call it. But it doesn't stop it being any less irritating when what was a perfectly good day can be spoiled by something as simple as an unkind word from a stranger.

    Such as it was today. I'm not going to go into too specific detail because there's really no need to. Suffice to say, I got up feeling reasonably positive, did my EA Sports Active workout an appropriate amount of time after breakfast (OatSoSimple, aka oatmeal, aka porridge) and despite knackering my whole body (yet never creeping into the "zone 5" on the heart rate graph which either means "you're working super-crazy pro athlete hard" or "you're about to die") I came out of the experience feeling refreshed, positive and ready to tackle the day.

    And the day went pretty well, too. I decided to experiment with the nice EA lady's suggestion of 5-6 small "meals" per day (basically an invitation to snack every couple of hours, albeit on healthy foods) and see how that worked. That seemed to go well too — when I got to lunchtime I didn't feel the need to stuff myself on crisps and whatnot as well as my sammich because I'd already had some fruit a couple of hours previously. I see how this works.

    The day continued to go reasonably well until our old friend, the Internet, dredges up its favourite way of flooring those who lack self-confidence — trolling from strangers. I know it's really not worth getting wound up over the opinions of people I will possibly never meet, ever. But I can't help it. As I outlined above, it's the kind of person I am. I need to develop a thicker skin against this sort of thing — but old habits die hard and all that.

    It infuriates me how a few simple hurtful comments can turn an otherwise positive day into one which reminds me that the Black Dog is still very much at my gate, ready to sneak in at any opportunity. He can usually be dispatched with a good rant at someone or an hour or two on Xenoblade Chronicles, but he'll be back. He always is.

    One day he might leave me be, but sadly that day is not today.

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    #oneaday Day 598: Activity, Ho! https://imnotdoctorwho.moegamer.net/2011/09/08/oneaday-day-598-activity-ho/ https://imnotdoctorwho.moegamer.net/2011/09/08/oneaday-day-598-activity-ho/#respond Thu, 08 Sep 2011 20:38:43 +0000 https://angryjedi.wordpress.com/2011/09/08/oneaday-day-598-activity-ho/ My copy of EA Sports Active 2 showed up today. I went for the PS3 version as it seemed the most practical option thanks to its wireless motion sensing armbands. I don't have a Kinect and the Wii version sees you constantly getting tangled up in the Nunchuk cable, which isn't ideal. The motion sensing … Continue reading #oneaday Day 598: Activity, Ho!

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    My copy of EA Sports Active 2 showed up today. I went for the PS3 version as it seemed the most practical option thanks to its wireless motion sensing armbands. I don't have a Kinect and the Wii version sees you constantly getting tangled up in the Nunchuk cable, which isn't ideal. The motion sensing on the Wii version is a bit dodgy at times, too. (It is a little on the PS3 version, as it happens, but that may just be my appalling posture.)

    So, how was it? It's good. While the graphics are functional at best even in glorious HD, the game, like its predecessor, puts up a good fight. By the end of your 30-ish minute workout you'll likely be sweating. The addition of a heart rate monitor to the mix also lets you see how hard you're working yourself, which is pretty neat.

    There's a good broad range of exercises on offer, too, and not all of them are straight muscle workouts. There's a nice mix of simple motion games that require "proper" exercise moves to complete alongside more traditional stretches and resistance exercises. And the warmups and cooldown stretches are much better integrated than in the previous version — rather than simply doing low intensity versions of other exercises, there are now dedicated warmup and cooldown stretches to complete, which bookend your workout nicely.

    The resistance band is, once again, rather flimsy and doesn't offer very much resistance. With the wireless armbands, however, you're free to use your own weights and can even tell the game what you're using for it to more accurately calculate your calorie usage. This is neat — I may look into acquiring some weights for use alongside the programme, if only to avoid being constantly outwitted by that stupid elastic band.

    After one workout, it seems good. There's a nice range of "gamey" features to encourage motivation — there's a "gauge" to fill each day, for example, encouraging you to complete exercises and the game's surveys, and a wide range of trophies to unlock and publicly brag to your friends about.

    There's also some online functionality that I'd be keen to try out once we get Internetz here. I'm not sure what it offers but it appears there's some sort of "group" system, presumably allowing friends to motivate each other. If anyone else out there has a copy and wants to group up once I get Internet next Tuesday, just let me know.

    And so it's time for a rest now. 'Cause I'm bloody knackered.

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    #oneaday Day 597: An Open Letter to That Guy Driving Up My Arse with His Lights on Full https://imnotdoctorwho.moegamer.net/2011/09/07/oneaday-day-597-an-open-letter-to-that-guy-driving-up-my-arse-with-his-lights-on-full/ https://imnotdoctorwho.moegamer.net/2011/09/07/oneaday-day-597-an-open-letter-to-that-guy-driving-up-my-arse-with-his-lights-on-full/#respond Wed, 07 Sep 2011 21:58:17 +0000 http://angryjedi.wordpress.com/?p=2937 Dear Sir, I have not bothered to address this post "Dear Sir/Madam" because you and I both know that if there's someone on the road driving like a dicktwat, it's inevitably a person of the penis-sporting bloke persuasion, and often sporting a small penis at that. (I have no actual empirical or scientific evidence for … Continue reading #oneaday Day 597: An Open Letter to That Guy Driving Up My Arse with His Lights on Full

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    Dear Sir,

    I have not bothered to address this post "Dear Sir/Madam" because you and I both know that if there's someone on the road driving like a dicktwat, it's inevitably a person of the penis-sporting bloke persuasion, and often sporting a small penis at that. (I have no actual empirical or scientific evidence for this, but it is a fact.)

    I write with regard to your driving this evening, when you drove up our arse (not literally) with your lights on full (literally) in an attempt to overtake by any means necessary. I can only assume that you were either on some sort of secret mission and being pursued by Polish mobsters or that you were Polish mobsters pursuing someone on a secret mission. Otherwise I can't possibly imagine what would require you to get past quite so urgently on a relatively quiet Wiltshire road at about 7.30 in the evening.

    I do hope you didn't find the fact that we were driving relatively slowly to be too much of an inconvenience. Obviously being in our own car we were unable to hear what you were saying, but doubtless you were encouraging us to drive faster. However, as you undoubtedly discovered when you did eventually get past, we were ourselves driving behind a large milk lorry which felt the need to brake for every slight corner, however shallow it might have been.

    I trust that nothing in your car's interior or about your person was on fire at the time of you requiring to get past with such urgency. As I have already intimated, I am somewhat at a loss as to exactly why you would need to be in front of us quite so urgently. Perhaps your scrotum was being eaten by a flesh-eating bacteria and you were on the way to receive treatment at a hospital. However, if this was indeed the case and you find yourself the unfortunate victim of scrotal flesh-eating bacteria again in the near future, I would encourage you to call for an ambulance rather than attempting to drive there yourself. Having your scrotum eaten by flesh-eating bacteria is doubtless somewhat painful, or at the least somewhat irritating, which would take your attention off the road to an arguably dangerous degree. While it may be embarrassing to explain to the nice ladies and gentlemen on the 999 line that your scrotum is being slowly ingested by said flesh-eating bacteria, you'll only have to explain yourself in person when you eventually arrive at the hospital clutching your ballsack to yourself like a bag of marbles with a hole in it.

    Perhaps I have misjudged you. Perhaps you were, in fact, on a humanitarian mission to deliver food to poverty-stricken families in a Third World country. If this was indeed the case, however, you are a long way from the nearest airport, being in deepest darkest Wiltshire as you were. And although there are plenty of hills here, I doubt very much that parking atop one of them and throwing the food off would carry it far enough to reach its intended recipients.

    Or perhaps I was correct in my initial snap judgement of you in that I believe you are a bellend. The fact you overtook first us and then the milk lorry on a dark road with little regard for whether or not anything was coming the other way suggests something of a devil-may-care attitude towards life which some people may find laudable but others may find to be the mark of a tit-faced wanksplat. I am, as you may have guessed, in the latter category.

    I remain, sir,

    Yours,

    Pete Davison

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    #oneaday Day 596: Back in the Saddle https://imnotdoctorwho.moegamer.net/2011/09/06/oneaday-day-596-back-in-the-saddle/ https://imnotdoctorwho.moegamer.net/2011/09/06/oneaday-day-596-back-in-the-saddle/#comments Tue, 06 Sep 2011 20:59:27 +0000 http://angryjedi.wordpress.com/?p=2935 (As an aside, I heard the song "Back in the Saddle Again" the other day for the first time and I thought it was incredibly dull. This means nothing to the following blog post, I just thought I'd share it.) In the next few days/weeks/months I will be resuming some sort of fitness plan. I … Continue reading #oneaday Day 596: Back in the Saddle

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    (As an aside, I heard the song "Back in the Saddle Again" the other day for the first time and I thought it was incredibly dull. This means nothing to the following blog post, I just thought I'd share it.)

    In the next few days/weeks/months I will be resuming some sort of fitness plan. I went out and investigated local gyms the other day — there are two nearby, one of which has a slightly inferior gym but also has a swimming pool, jacuzzi and sauna, while the other has a much larger, superior gym and a significantly more "hardcore" attitude, from the looks of things.

    Hopefully after payday Andie and I will be joining one of the two (likely the former, as we both like swimming) and torturing ourselves into something resembling shape. Or at least slightly more fit. We shall see.

    In the meantime, I found a cheap copy of EA Sports Active 2 for PS3 on Amazon, so I snapped it up while I had the chance. The original for Wii was very good (though I must confess to never having finished the "30 day challenge" mode) but slightly marred by a resistance band which offered very little in the way of resistance and a leg strap which repeatedly fell off. Having a Nunchuk and Wii Remote wired around your hands while faffing around with the resistance band was a bit of a pain, too. The PS3 version comes with its own arm and leg bands that can't get tangled up in anything — apparently the leg strap is still a little prone to slipping off but I can live with that — and also doesn't require any additional hardware, unlike the Xbox version, which requires Kinect.

    I enjoy exercising with games and have done ever since EyeToy Kinetic brought the idea to my attention. EyeToy Kinetic wasn't perfect by any means — though this was more down to the limitations of EyeToy than anything else — but it was proof that video games can get you up off the couch and moving around. That's not to say (as some people assume) that all games must get you up off the couch and moving around. But if a few can, that's good for everyone, surely.

    Wii Fit was similarly good, though disappointingly lacking in structure and challenge — before I came across the first EA Sports Active title I took to doing the 30 minute stepping programme with my own music on (a combination of Space Channel 5 and Persona if I remember correctly) in order to up the challenge factor a bit. The muscle exercises were good but without the game forcing you to do specific ones it was easy to fall into the habit of avoiding the "painful" ones and doing the "easy" ones all the time. EA Sports Active, on the other hand, puts together a programme for you each day and you follow it. Sure, you can build your own to avoid the difficult ones again, but since the structure is there in the first place you feel more inclined to follow it.

    I'm looking forward to trying it, anyway. It should be here in the next couple of days, and then I can support any work I do at the gym with EA Sports Active days. If the pre-made programmes work anything like the original, there'll be "rest" days which I fully intend on using the gym on so the two things will hopefully complement each other nicely.

    We'll see. Good intentions and all that.

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    #oneaday Day 595: Life Expectancy https://imnotdoctorwho.moegamer.net/2011/09/05/oneaday-day-595-life-expectancy/ https://imnotdoctorwho.moegamer.net/2011/09/05/oneaday-day-595-life-expectancy/#comments Mon, 05 Sep 2011 20:43:42 +0000 http://angryjedi.wordpress.com/?p=2933 I forgot to blog about a book I read while I was away in Germany, and that is Life Expectancy by Dean Koontz, recommended to me by one Jeff "Feenwager" Parsons. Such was the impact that said book clearly had on our Jeff, if you happen to have him on your Xbox Live friends list … Continue reading #oneaday Day 595: Life Expectancy

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

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

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

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

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

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

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

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    #oneaday Day 594: Pus, Pus, Pus https://imnotdoctorwho.moegamer.net/2011/09/04/oneaday-day-594-pus-pus-pus/ https://imnotdoctorwho.moegamer.net/2011/09/04/oneaday-day-594-pus-pus-pus/#respond Sun, 04 Sep 2011 20:58:10 +0000 http://angryjedi.wordpress.com/?p=2928 Certain words beautifully sum up their own characteristics. They don't require any extra adjectives to be wonderfully descriptive and evocative, and through their use it becomes possible to manipulate the emotions of others — usually in a negative manner. Take the word "pus" for example. Even if you're unaware of what pus actually is, simply … Continue reading #oneaday Day 594: Pus, Pus, Pus

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    Certain words beautifully sum up their own characteristics. They don't require any extra adjectives to be wonderfully descriptive and evocative, and through their use it becomes possible to manipulate the emotions of others — usually in a negative manner.

    Take the word "pus" for example. Even if you're unaware of what pus actually is, simply expectorating that word sounds unpleasant — there's no real need to add adjectives such as "oozing", "bubbling", "dribbling" or the like (though they help) in order to make it absolutely clear that the word you're talking about is an unpleasant thing.

    Ditto for "sputum". In fact, it can be said for most bodily fluids — urine, sperm, mucus, bile and all manner of others. Part of this can perhaps be attributed to the fact that some of these words have alternate meanings — "bile" in particular is one which is bandied around somewhat, particularly when referring to unfair criticism.

    Thinking of all these disgusting words, it actually becomes somewhat difficult to think of more pleasant ones which work in quite such a powerful manner. Bodily fluids are right out the window, obviously (not literally… hopefully), since none of those are especially pleasant. "Effervescent" is quite a nice word, though not many people remember what it means, even when looking at packets of Solpadeine.

    Somewhere between the positive and negative camps is the word "rich". Whenever I hear the word "rich" either in the context of food or pretentious discussion of "content", I think of chocolate cake. This is obviously a positive connotation (assuming you like chocolate cake) but is clearly somewhat inappropriate when contemplating a website with a "rich content strategy" or a "rich interface" or whatever bollocks the marketers are spouting this week. But a big sticky slice of chocolate cake is often described as having a "rich" flavour, and hopefully not being filled with pus or anything like that. There, put you right off now, didn't I?

    Words are powerful, crafty little things. Obviously my experience with them lies in English. I often wonder if other languages are as rich — there's that word again — in associations and imagery. German, for example, is a very literal language (the German word for bra literally means "breast-stopper", for example) and due to its habit of capitalising all nouns, not just proper ones, often looks like it's being a lot more formal than it actually is. It'd be like writing that you were going to the Shops with some Friends to buy some Bread and Milk. All wrong — to us anyway.

    There was a point somewhere in all this but I'm feeling somewhat sleepy as we've spent the weekend putting a new bed together and installing a freezer. So I will be bidding you good night now, and joining the Americans in having a pleasant day off for Labor (yes, Labor — I'm an honorary American so far as public holidays are concerned) Day tomorrow.

    Try not to ooze any pus onto the sheets.

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    #oneaday Day 593: X Marks the Spot https://imnotdoctorwho.moegamer.net/2011/09/03/oneaday-day-593-x-marks-the-spot/ https://imnotdoctorwho.moegamer.net/2011/09/03/oneaday-day-593-x-marks-the-spot/#respond Sat, 03 Sep 2011 22:39:57 +0000 http://angryjedi.wordpress.com/?p=2926 I watched The X-Factor tonight and for once didn't immediately want to rip my eyeballs out and fling them at the TV. I'm not entirely sure of the precise reasons for this, as the tried and tested formula for the show — including the overuse of Carmina Burrana — is present and correct. But I think … Continue reading #oneaday Day 593: X Marks the Spot

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    I watched The X-Factor tonight and for once didn't immediately want to rip my eyeballs out and fling them at the TV. I'm not entirely sure of the precise reasons for this, as the tried and tested formula for the show — including the overuse of Carmina Burrana — is present and correct. But I think it can almost entirely be attributed to Simon Cowell.

    For many people, Simon Cowell was The X-Factor. His cynical, rude, petty observations masquerading as "feedback" were the main reason many people watched the show. His boorishness and arrogance was perversely appealing; he became an anti-hero, a person people loved to hate.

    But now he's no more; the panel is now made up of Louis Walsh (wishy washy as ever); Tulisa from N-Dubz (arguably the only one from that particular outfit to have any vague talent and even if she doesn't is at least semi-hot); Kelly Rowland (American); and Gary Barlow. It's a lineup made up almost entirely of recording artists rather than record execs, and that gives it a different feeling altogether. While it's easy to be cynical about the pop fluff that Tulisa, Rowland and Barlow have ejaculated from their vocal cords, they've experienced the business firsthand and are musicians — or at least performers. The feedback they'll be able to offer the prospective stars, then, will be of a different type to that from record execs who always have one eye on the bottom line. Possibly, anyway.

    The audition phase — which now inexplicably takes place in front of a massive audience — also seems to have been toned down somewhat, even if its presentation is somewhat more bombastic. By that I mean there's less focus on the "wacky" failures and a little more in the way of people with actual talent. Sure, part of the appeal of the auditions phase is to see people make a tit of themselves, but that whole shtick — much like Cowell's "Mr Nasty" approach — has been getting old for some time, so this slight shift in formula makes the programme feel pleasingly fresh. If it's enough to make me stomach a whole episode without wanting to inflict bodily injuries on myself and everyone around me, they're doing something right.

    I can't say for sure if the changes are enough to make me want to sit and watch the whole series — particularly the interminable series of live shows which seem to go on forever towards the end of each run — but I'm certainly a lot more willing to give this televisual candyfloss the time of day than I ever have before. I might feel differently as soon as the usual "audience booing anything they believe to be 'unfair' negative feedback even when it's perfectly correct" nonsense starts again; but for now, it's vaguely enjoyable, inoffensive fluff. And that, certainly, is a considerable degree of progress over what I've thought of the series in the past.

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    #oneaday Day 592: Little Miracles https://imnotdoctorwho.moegamer.net/2011/09/02/oneaday-day-592-little-miracles/ https://imnotdoctorwho.moegamer.net/2011/09/02/oneaday-day-592-little-miracles/#respond Fri, 02 Sep 2011 21:26:58 +0000 https://angryjedi.wordpress.com/2011/09/02/oneaday-day-592-little-miracles/ I finished another book… well, ebook today. I shouldn't really make that distinction because a book's a book whatever medium it might be "printed" on — or perhaps it might be more accurate to say "a novel's a novel". Anyway, I read a second book by Giselle Green as I rather enjoyed Pandora's Box, despite … Continue reading #oneaday Day 592: Little Miracles

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    I finished another book… well, ebook today. I shouldn't really make that distinction because a book's a book whatever medium it might be "printed" on — or perhaps it might be more accurate to say "a novel's a novel".

    Anyway, I read a second book by Giselle Green as I rather enjoyed Pandora's Box, despite its slightly convoluted ending. Also, like Pandora's Box, it was only 99p on iBooks. I'm all for the bargain hunting, especially when I've just blown a large chunk of cash on the deposit for the house I'm writing this to you from.

    Anyway. Little Miracles tells the story of Julia and Charlie, and their young son Hadyn. Julia is a stay at home mother, having given up a career, while Charlie is a plastic surgeon who does charity work, particularly with African kids whose faces have been disfigured by a disease I can't remember the name of.

    A short distance into the book, Hadyn disappears. (That isn't a spoiler — it's plastered all over the novel's blurb as the central premise of the story.) The remainder of the tale explores Charlie and Julia's different attitudes towards the tragedy as they attempt to come to terms with the possible death of their son.

    Structurally it's very similar to Pandora's Box, jumping back and forth between the dual perspectives of Charlie and Julia, both of whom are well-defined, interesting characters with their own backgrounds which come to light throughout the course of the story. And, like its predecessor, it's in possession of a somewhat frustrating ending, albeit for slightly different reasons.

    This doesn't diminish the fact that it's once again a highly readable book based on in depth explorations of Charlie and Julia in particular — but through them we find out plenty about the supporting cast, too. Ironically, the only character who doesn't get fleshed out much is Hadyn, but since he's under the age of two there's only so much you can say beyond "he likes his cuddly elephant called Bap-Bap."

    It's a well paced book — perhaps slightly too long if I'm honest — and eminently readable. Green's prose flows well and she has a skill for writing in markedly different voices when narrating from the perspectives of different characters. By the end of the story, Charlie and Julia are like old friends — a good way to be given the lengthy journey the reader is expected to take with them. Both have their own tragic flaws, and both come to terms with the situation in their own way. It's interesting to "watch" — though at times frustrating as you will the pair of them to communicate more.

    All in all, though, it was an excellent read and one I'm glad I took the time (and the vast expense) to read. While it won't appeal to those who need a little more sex/murder/explosions in their novels, it's a compelling tale that tugs at the heartstrings without being overly melodramatic.

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    #oneaday Day 591: Proper Intarnetz Plz https://imnotdoctorwho.moegamer.net/2011/09/01/oneaday-day-591-proper-intarnetz-plz/ https://imnotdoctorwho.moegamer.net/2011/09/01/oneaday-day-591-proper-intarnetz-plz/#respond Thu, 01 Sep 2011 21:23:38 +0000 http://angryjedi.wordpress.com/?p=2923 You don't realise how much you're going to miss the "proper" Internet until you don't have it. I'm writing this using a T-Mobile 3G dongle which, to be fair, works perfectly fine for the most part (except for the data limits, which make it impractical for use for anything more than fairly light web browsing) … Continue reading #oneaday Day 591: Proper Intarnetz Plz

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    You don't realise how much you're going to miss the "proper" Internet until you don't have it. I'm writing this using a T-Mobile 3G dongle which, to be fair, works perfectly fine for the most part (except for the data limits, which make it impractical for use for anything more than fairly light web browsing) but it's 1) not as fast as "proper" Internet and 2) rather more expensive at £2 per day.

    Proper Internet for us is still about two weeks away. I've never quite understood exactly why it takes so long for Internet access (and a phone line, for that matter) to reach your house. After all, in most cases the infrastructure is already in place. Okay, sure, sometimes they have to "send an engineer out" but the last few times I've set up my own Internet access said engineer has done very little besides bring some equipment. While the personal touch is nice, I'd be happier with receiving it by post if someone can just flip a switch a bit quicker.

    I know, I know, it's probably considerably more complicated than that, and with all the households in the UK, the finite stock of engineers which can be sent out at any one time only goes so far. But have a heart; how will I watch endless cat videos, play stupid Flash games and indeed download the gigabytes of updates my reinstalled (again) Mac insists are absolutely necessary?

    That said, where we are now is certainly a far cry from just five to ten years ago. I recall struggling on with dial-up Internet for a few weeks when moving in to a new place, and inevitably forgetting to disconnect it at one point only to confront the next person to pick the phone up with digital squealing. And even further back than that, I recall dial-up Internet being the only Internet. Getting some time on the Internet (after 6pm, naturally) was a real treat, and downloading a file of 1MB or more was something you had to plan ahead for.

    In some ways, I miss those days. It made browsing the Web seem like a "special" experience — particularly with the pain in the arse it was to get some browsers working with certain ISPs. Nowadays, we just take our Facebook, YouTube and Wikipedia for granted.

    I guess it's one way of the human race showing how adaptable it is. Give the people a new tool to use and it won't be very long in the grand scheme of things before its widespread adoption worldwide. Perhaps our bodies have stopped evolving, and all future evolution will be done in the digital space?

    Perhaps. It sounds like an exciting sci-fi future. But it's all very well until there's a power cut.

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    #oneaday Day 590: Furniture Village https://imnotdoctorwho.moegamer.net/2011/08/31/oneaday-day-590-furniture-village/ https://imnotdoctorwho.moegamer.net/2011/08/31/oneaday-day-590-furniture-village/#respond Wed, 31 Aug 2011 21:18:46 +0000 https://angryjedi.wordpress.com/2011/08/31/oneaday-day-590-furniture-village/ At what age do you buy "proper furniture"? It's clearly not yet because most of the stuff I have is from Ikea or Argos. And while it's okay quality (the Ikea stuff, anyway — the Argos stuff is consistently shite) it's not the sort of thing that, say, your Gran has. At some point though, … Continue reading #oneaday Day 590: Furniture Village

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    At what age do you buy "proper furniture"? It's clearly not yet because most of the stuff I have is from Ikea or Argos. And while it's okay quality (the Ikea stuff, anyway — the Argos stuff is consistently shite) it's not the sort of thing that, say, your Gran has.

    At some point though, presumably you say "Yes. Now is the time I'm going to spend over a hundred pounds on one piece of wooden furniture." That, I guess, is some sort of tipping point into "true adulthood". Or possibly middle age, I can't quite decide which.

    Oh well. So far as I'm concerned, if it does the job for which it's been designed, it's worth having and holding on to. Who cares where it came from or if it has some famous woodsmith's initials on it somewhere? Ikea for the win. At least the stuff from there has funny names.

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    #oneaday Day 589: Further Enthusing Regarding Xenoblade Chronicles https://imnotdoctorwho.moegamer.net/2011/08/30/oneaday-day-589-further-enthusing-regarding-xenoblade-chronicles/ https://imnotdoctorwho.moegamer.net/2011/08/30/oneaday-day-589-further-enthusing-regarding-xenoblade-chronicles/#comments Tue, 30 Aug 2011 22:13:41 +0000 https://angryjedi.wordpress.com/2011/08/30/oneaday-day-589-further-enthusing-regarding-xenoblade-chronicles/ Xenoblade Chronicles is the reason you kept your Wii and didn't play with it for months. Xenoblade Chronicles is the game Final Fantasy XII fans wished Final Fantasy XIII was. And Xenoblade Chronicles is, I feel, shaping up to be a strong contender for Game of the Year. Why is it so good, though? Perhaps … Continue reading #oneaday Day 589: Further Enthusing Regarding Xenoblade Chronicles

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    Xenoblade Chronicles is the reason you kept your Wii and didn't play with it for months. Xenoblade Chronicles is the game Final Fantasy XII fans wished Final Fantasy XIII was. And Xenoblade Chronicles is, I feel, shaping up to be a strong contender for Game of the Year.

    Why is it so good, though? Perhaps it's the fact that you're straight into open world adventuring from the very beginning. Perhaps it's the fact that exploration is rewarded with fast travel landmarks, collectibles and unique named monsters to defeat. Perhaps it's the fact that the combat system is an excellent evolution of that seen in Final Fantasy XII, offering an excellent balance between having to quickly respond to incoming threats, manage aggro like in an MMO and trigger positional abilities for maximum effect. Perhaps it's the fact that the in-game Achievement system, which rewards specific accomplishments with XP and other quest-like rewards carries some sort of in-game worth to it rather than simply online bragging rights. Or perhaps it's all of the above.

    I'm aware I'm gushing somewhat but, you know, it really is that good. So far (10 hours in) there's been a healthy mix of tooling around killing shit in the open world; hunting down collectibles; hunting specific named monsters; solving interpersonal dilemmas in town — often with several solutions; and, of course, appropriately JRPGish melodrama. What would a JRPG be without it?

    Fortunately, though, the plot so far has been interesting and well paced, though it suffers from that perennial RPG problem of "characters say 'hey! Let's move on!', player hangs around for 5 hours collecting bugs and lettuces" though when there's as much to do as there is here, it's worth exploring every nook and cranny. All the sidequests are optional, of course, and if I'd ignored them I'd have probably progressed a lot further through the story by now. But part of the attraction of Xenoblade is its world and its characters, and by allowing you a brief snapshot into the lives of these people going about their business you develop the sense that this is a well-realised game world that is worth exploring and far more than just a pretty backdrop to kill rabbits in.

    So if you have a Wii and the means to play Xenoblade, I'd encourage you to do so right now. Deus Ex may be the high profile hotness right now, but Xenoblade will offer you an altogether different — and far less orange — experience.

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    #oneaday Day 588: House Guests https://imnotdoctorwho.moegamer.net/2011/08/29/oneaday-day-588-house-guests/ https://imnotdoctorwho.moegamer.net/2011/08/29/oneaday-day-588-house-guests/#respond Mon, 29 Aug 2011 20:35:33 +0000 https://angryjedi.wordpress.com/2011/08/29/oneaday-day-588-house-guests/ We have two cats. They're not ours, they belong to our neighbours. But they look like becoming regular visitors. When I was unpacking things a few days ago, our neighbour visited and warned me that there might be an "inquisitive cat" coming to visit. "Yes, I know," I said. "We've met." Right on cue, Chester … Continue reading #oneaday Day 588: House Guests

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    We have two cats. They're not ours, they belong to our neighbours. But they look like becoming regular visitors.

    When I was unpacking things a few days ago, our neighbour visited and warned me that there might be an "inquisitive cat" coming to visit.

    "Yes, I know," I said. "We've met."

    Right on cue, Chester (for that was his name) came darting out of my front door, fresh from his expedition into our living room full of cardboard boxes. He'd been exploring and had obviously enjoyed himself.

    Later, we also met Artie, the other cat from next door. Artie, while initially nervous, is now much more keen to come in whenever possible. "Whenever possible" meaning "whenever the door is open." We've had to kick the little bugger out several times already as he's already decided this place is his second home, it seems.

    It transpires that the people who used to live here took care of the aforementioned cats whenever the neighbours were away, so it seems the cats associate this house with pleasant times. Fine by me. Cats are awesome.

    (In other news, we get Proper Internet here in two weeks. At that time, the quality and length of entries will likely show a marked upswing as I can stop writing them on my phone and start doing them on the computer with its word count facility once more.)

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    #oneaday Day 587: Progress https://imnotdoctorwho.moegamer.net/2011/08/28/oneaday-day-587-progress/ https://imnotdoctorwho.moegamer.net/2011/08/28/oneaday-day-587-progress/#comments Sun, 28 Aug 2011 19:47:42 +0000 https://angryjedi.wordpress.com/2011/08/28/oneaday-day-587-progress/ Unpacking is going surprisingly well. We woke up super early without realising and managed to get a ton of stuff done in the living room in particular. Most of the furniture is in the right place now, there's just a bunch of stuff still on the floor. There's a working telly in place now, too, … Continue reading #oneaday Day 587: Progress

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    Unpacking is going surprisingly well. We woke up super early without realising and managed to get a ton of stuff done in the living room in particular. Most of the furniture is in the right place now, there's just a bunch of stuff still on the floor. There's a working telly in place now, too, though I have determined that the speaker cables for my surround setup aren't long enough to tack around the doorframe and prevent trailing cable syndrome. Frustrating, but not impossible to fix.

    No Internet or other utilities sorted as yet, but everything is working as it should at the moment. Once things are unpacked and we have phone, Internet and whatnot we can get sorted on those. And being in an Internet-free situation as I am right now (save the poor mobile Internet signal I'm writing this on) I realise how stupid it is that BT invite you to check out their introductory offers by going online. WELL DUH.

    That aside, all's good. There are at least four cats in the neighbourhood, two of whom have already invited themselves in for a look around; the supermarket is within walking distance; there don't appear to be any chavs; and it's cheaper than most places I've lived before. Also I get to live with Andie, who doesn't mind me playing Xenoblade Chronicles in bed.

    Sounds like a win all round to me.

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    #oneaday Day 586: The 4AM Club https://imnotdoctorwho.moegamer.net/2011/08/27/oneaday-day-586-the-4am-club/ https://imnotdoctorwho.moegamer.net/2011/08/27/oneaday-day-586-the-4am-club/#respond Sat, 27 Aug 2011 20:04:58 +0000 https://angryjedi.wordpress.com/2011/08/27/oneaday-day-586-the-4am-club/ There's a marked difference between those who drive late at night and those in the early morning. The night is filled with Mercedes drivers and chavs who believe they are the only ones with the right to be on the road, and that anyone driving slower than them is scum; conversely, those out driving at … Continue reading #oneaday Day 586: The 4AM Club

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    There's a marked difference between those who drive late at night and those in the early morning. The night is filled with Mercedes drivers and chavs who believe they are the only ones with the right to be on the road, and that anyone driving slower than them is scum; conversely, those out driving at some ungodly hour in the morning are somehow brought together by a sense of camaraderie — we're all doing this because we HAVE to, not because we want to.

    Such as it was this morning when I had to rise from my slumber in the darkness of 4AM and drive my empty van 150 miles back to return it, only to later load up my car with the last few bits of crap and drive back that same 150 miles for hopefully the last time for a little while.

    It's not all bad driving at stupid o'clock though. Driving through the sunrise is pretty cool. And the fact that the 4AM Club is a fairly exclusive club means that roads are quiet and traffic is minimal.

    Despite all that, though, I'm looking forward to the mother of all lie ins tomorrow.

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    #oneaday Day 585: Moving Day, Part 2 https://imnotdoctorwho.moegamer.net/2011/08/26/oneaday-day-585-moving-day-part-2/ https://imnotdoctorwho.moegamer.net/2011/08/26/oneaday-day-585-moving-day-part-2/#respond Fri, 26 Aug 2011 20:05:31 +0000 https://angryjedi.wordpress.com/2011/08/26/oneaday-day-585-moving-day-part-2/ Getting there. Have driven 150 miles in a van today — not as terrifying as I was expecting, as the van was a lot easier to handle than the last one I drove. The day opened with lots of packing of stuff into said van. This is a procedure by turns exhausting, frustrating, infuriating and … Continue reading #oneaday Day 585: Moving Day, Part 2

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    Getting there. Have driven 150 miles in a van today — not as terrifying as I was expecting, as the van was a lot easier to handle than the last one I drove.

    The day opened with lots of packing of stuff into said van. This is a procedure by turns exhausting, frustrating, infuriating and stressful. And occasionally — for brief snatches of time when that box fits in just right like that long Tetris piece that comes along at just the right moment — satisfying. But that doesn't happen much.

    I didn't get everything in the van, not because it didn't fit but because I got to that stage where you're so tired you want to throw things. I also determined that if I didn't set off then I probably wouldn't, making hiring a van somewhat unnecessary.

    Still, it's done now — the van is unloaded and I'm lying in bed, prepared to get up super early to drive 150 miles back to return the van, then drive all the way back again with hopefully the final load of stuff.

    Then I get to unpack. Yay. That's the fun bit though — you get to put stuff where it lives, and you end up with a finished house.

    Nearly there.

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    #oneaday Day 584: Moving Day, Part 1 https://imnotdoctorwho.moegamer.net/2011/08/25/oneaday-day-584-moving-day-part-1/ https://imnotdoctorwho.moegamer.net/2011/08/25/oneaday-day-584-moving-day-part-1/#comments Thu, 25 Aug 2011 12:27:45 +0000 https://angryjedi.wordpress.com/2011/08/25/oneaday-day-584-moving-day-part-1/ Moving house sucks. It's supposedly shortly behind or ahead of getting divorced in the stress stakes and while I wouldn't necessarily go that far, it is a pain in the arse — largely because you usually find yourself having to move six metric shit-tons of crap in 24 hours AND clean AND remember to cancel … Continue reading #oneaday Day 584: Moving Day, Part 1

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    Moving house sucks. It's supposedly shortly behind or ahead of getting divorced in the stress stakes and while I wouldn't necessarily go that far, it is a pain in the arse — largely because you usually find yourself having to move six metric shit-tons of crap in 24 hours AND clean AND remember to cancel all your bills AND argh.

    So far this time things have gone relatively smoothly, largely because there isn't the time pressure involved. Both Andie and I are moving from our respective parental homes, which means no requirement to be away and completely vacated by a specific deadline. This is nice, and certainly a far cry from the panicked move which was me leaving Southampton last year — the stress of which was not helped by the fact that I really did not want to be moving amid everything else that was going on.

    I haven't done "the big bit" yet, which is shifting furniture. That comes tomorrow with the joyful hire of a van. Once that's done, though, it's a simple matter of clearing up small odds and ends, unpacking stuff, acquiring extra bits of furniture as necessary and getting broadband and whatnot set up.

    Once all this is done, I will feel a lot better about things. I will be in my own space doing my own job with my awesome girlfriend and things will be good. I am looking forward to things being good after a very long period of depression. It's about time.

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    #oneaday Day 583: Creative Breakfast https://imnotdoctorwho.moegamer.net/2011/08/24/oneaday-day-583-creative-breakfast/ https://imnotdoctorwho.moegamer.net/2011/08/24/oneaday-day-583-creative-breakfast/#respond Wed, 24 Aug 2011 22:23:56 +0000 https://angryjedi.wordpress.com/2011/08/24/oneaday-day-583-creative-breakfast/ I've reached a decision. Once all this moving stuff is over and done with I'm going to start writing these entries in the morning. There are many reasons for this, chief among which is the fact that by the time it gets to late evening I'm knackered and have already spent the day doing my … Continue reading #oneaday Day 583: Creative Breakfast

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    I've reached a decision. Once all this moving stuff is over and done with I'm going to start writing these entries in the morning. There are many reasons for this, chief among which is the fact that by the time it gets to late evening I'm knackered and have already spent the day doing my day job which involves, yes, writing.

    Part of this is sheet stubborn determination to not let tiredness and lack of creativity beat me. It would be easy to say I was fed up and tired of writing stuff every day. I'm not; it just feels a bit like it sometimes, particularly when it gets to 11pm and I haven't written anything — and often haven't thought of anything to write.

    So the plan is thus: get up, eat breakfast, indulge in "creative breakfast" by writing blog in the morning. That way 1) it's out of the way in the morning and 2) my mind is already in a good mindset for writing.

    It also helps avoid filler entries like this one which follow 4 hour drives.

    So night night! Look forward to the new regime starting soon.

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    #oneaday Day 582: Xenophile https://imnotdoctorwho.moegamer.net/2011/08/23/oneaday-day-582-xenophile/ https://imnotdoctorwho.moegamer.net/2011/08/23/oneaday-day-582-xenophile/#respond Tue, 23 Aug 2011 21:32:09 +0000 http://angryjedi.wordpress.com/?p=2912 I picked up Xenoblade Chronicles earlier. I have the feeling that despite its surprisingly strong showing in the charts this week that it will become very difficult to find in a few weeks, so I didn't want to miss out on the game that everyone's been raving about. I'll confess I knew absolutely nothing about it … Continue reading #oneaday Day 582: Xenophile

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    I picked up Xenoblade Chronicles earlier. I have the feeling that despite its surprisingly strong showing in the charts this week that it will become very difficult to find in a few weeks, so I didn't want to miss out on the game that everyone's been raving about.

    I'll confess I knew absolutely nothing about it save for the fact that it was the first Wii game in a very long time that people had been excited about, and that it was a JRPG fashioned somewhat after the Final Fantasy XII vein. I enjoyed Final Fantasy XII very much, so more of the same (including low-rez graphics) would be very welcome.

    I've spent the last couple of hours playing it and dear lord it's good. Like really, really good. Rather than taking the usual JRPG approach of being completely linear for 40 hours then opening up in the last 10 or so, Xenoblade Chronicles begins as it (presumably) means to go on: by providing you with a ridiculous number of non-linear tasks to go off and complete at your own pace. Story quests and locations are clearly marked, so you know where to go when you're ready to advance the plot, and any quests which might "expire" as a result of story events are clearly marked, too — a very nice touch.

    The combat system is similar to Final Fantasy XII in that it all takes place in the field via an auto-attack system with triggered abilities, here called "arts". Unlike FFXII, though, they don't use MP, instead operating on a cooldown system. This means you can use them a lot more, rather than the habitual RPG problem of "saving" your MP for boss fights. I haven't got far enough to know if there's an equivalent to the Gambit system as yet, but I assume there'll be some way of fiddling about with your other party members. We'll see.

    The most striking thing so far is the astonishingly brilliant music, featuring all but seamless transitions when moving between areas, and subtly different mixes of the same theme for day and night time. While a lot of it is synthesised, the sounds used are considerably better than some of the dodgy sounds used in some of the earlier Final Fantasy games — and indeed, the soundtrack is considerably better than FFXII's unmemorable score. It has battle music, too — something which FFXII was (arguably) sorely lacking. I'm a big fan of over the top JRPG battle music and Xenoblade Chronicles delivers in spades, even going a bit crazy with the cock-rock guitar when fighting the game's equivalent of "elite" monsters.

    The dub is pretty good, too — though I'm fairly tolerant of poor voice acting — and all the more striking for being English. Not American; English. These people have English accents and talk like English people. This is a refreshing surprise. Purists would probably sniff at me and say that I should be playing the game with the original Japanese dub, but what can I say? I like English voices. Perhaps if I ever replay the game in the future I'll play it with Japanese voices.

    There's tons of cool little game mechanics hidden away too, most of which I get the impression are optional. Meeting named characters in regions, for example, adds them to your "affinity chart", which displays relationships, links and little facts about each character. And there are a lot of characters. Alongside this, an Achievement system pops up little challenges on a regular basis, meaning there's always something to do or discover.

    I've established all this in the last 2 hours. I shudder to think 1) how long this game is and 2) what other things it's going to throw at me along the way. One thing is already clear, though; this is an excellent game and one that I'm going to very much enjoy working my way through. If you're a North American gamer and considering importing a copy to play on a modified Wii, don't hesitate; do it. It builds on the things Final Fantasy XII learned to produce a game which, even at this early stage in the story, looks like being something very special indeed. And if you're planning on giving the game a miss because "ugh, 480p", then know that you'll be missing out. So there.

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    #oneaday Day 581: Deluge https://imnotdoctorwho.moegamer.net/2011/08/22/oneaday-day-581-deluge/ https://imnotdoctorwho.moegamer.net/2011/08/22/oneaday-day-581-deluge/#respond Mon, 22 Aug 2011 21:40:10 +0000 http://angryjedi.wordpress.com/?p=2909 There are so many awesome games coming out in the next few months that it is nigh on impossible to know where to start — especially when there's a backlog sitting there mocking me, too. For starters, the long-awaited Deus Ex: Human Revolution is out this week, and reviews have apparently been very positive. I'm pointedly … Continue reading #oneaday Day 581: Deluge

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    There are so many awesome games coming out in the next few months that it is nigh on impossible to know where to start — especially when there's a backlog sitting there mocking me, too.

    For starters, the long-awaited Deus Ex: Human Revolution is out this week, and reviews have apparently been very positive. I'm pointedly ignoring them, though, as I find myself doing increasingly these days — I much prefer making my own mind up without having someone else's opinion ringing in my ears when I do so. When I do this, I often find myself enjoying games that others might find not so good, and vice versa. It's healthy to have an opinion that differs from others — particularly if you've developed it yourself.

    But anyway; Deus Ex is one game that is very interesting. Xenoblade Chronicles is also very very interesting — for starters, it's the first Wii game in forever that everyone has been excited about, and it also sounds like an awesome RPG.

    Further down the road, there's TrackMania 2, version 2.0 of The Witcher 2, Guild Wars 2 and all manner of other stuff. Having seen Guild Wars 2 in action at Gamescom, that looks like a game that could very easily put everything else on hold by virtue of its awesomeness and multiplayerness. I enjoyed the first games a lot (though I never beat any of their campaigns) and appreciated the fact that it was an MMO with high production values that you didn't have to pay money into every month.

    Then there's the various HD remakes inbound — the Ico and Shadow of the Colossus collection and the Metal Gear package of particular interest — that make me want to revisit these titles. And Assassin's Creed: Revelations, which makes me want to catch up on the rest of that series right now.

    This isn't even getting started on the excellent free to play games that are on the way — Star Trek: Infinite Space looking particularly excellent, and Perfect World's Rusty Hearts, which I've already been playing the beta for.

    It is both a great and a terrible time to be a gamer. Great for the sheer amount of choice, and terrible for the sheer amount of choice. At some point you have to shrug and admit to yourself that some titles are going to be sitting on that backlog for a long time to come yet — and some you might never get to at all.

    The post #oneaday Day 581: Deluge appeared first on I'm Not Doctor Who.

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    #oneaday Day 580: It's 3AM, Of Course I'm Phoning It In https://imnotdoctorwho.moegamer.net/2011/08/22/oneaday-day-580-its-3am-of-course-im-phoning-it-in/ https://imnotdoctorwho.moegamer.net/2011/08/22/oneaday-day-580-its-3am-of-course-im-phoning-it-in/#respond Mon, 22 Aug 2011 02:19:48 +0000 https://angryjedi.wordpress.com/2011/08/22/oneaday-day-580-its-3am-of-course-im-phoning-it-in/ I'm back from Gamescom, highlighting the marvel that is the modern public transport system. This morning I was at Cologne Hansaring station, now I am in Cambridgeshire, UK, almost entirely thanks to public transport, which only let me down at the very last step of the journey as the supposedly 24/7 taxi firm was noticeably … Continue reading #oneaday Day 580: It's 3AM, Of Course I'm Phoning It In

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    I'm back from Gamescom, highlighting the marvel that is the modern public transport system. This morning I was at Cologne Hansaring station, now I am in Cambridgeshire, UK, almost entirely thanks to public transport, which only let me down at the very last step of the journey as the supposedly 24/7 taxi firm was noticeably absent. (Thanks for the lift, Dad.)

    German trains run impressively like clockwork. They're regular and always on time, and once you figure out the confusing map of Cologne's rail network (and the various variants of train available) you'll find you can get pretty much anywhere in the city pretty easily. So long as you have a ticket and/or some change, of course.

    Talking of change, I would like to take a moment to call out the Euro as one of the most irritating currencies I've ever handled. The notes are fine — the different colours make the different denominations easy to spot. But the coins are like well stupid innit.

    The thing I like about English coins is that you can immediately tell how much money you've got from the colour and weight of your coins. Copper coins = rubbish. Silver coins = potentially OK, particularly if you have the big or oddly-shaped ones. Gold coins = sorted. The Euro, conversely, ditches the concept of silver coins in favour of its 10, 20 and 50 cent pieces looking almost identical (and gold) with such minuscule difference in size that you have to actively squint at them to work out whether you're giving the impatient Currywurst salesman the right money. So the Euro can go do one, so far as I'm concerned. I guess you get used to it.

    Now it is time to sleep. Back to "normal" work tomorrow, then signing the contract on new house this week, then moving all my crap very soon! That probably means I have to drive a van. I don't really like driving vans. I've only done it twice in my life and it was unpleasant and a bit scary both times. But needs must and all that.

    Ich gehe ins Bett. Guten Nacht.

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    #oneaday Day 579: The Littlest Hobo Journalist https://imnotdoctorwho.moegamer.net/2011/08/20/oneaday-day-579-the-littlest-hobo-journalist/ https://imnotdoctorwho.moegamer.net/2011/08/20/oneaday-day-579-the-littlest-hobo-journalist/#comments Sat, 20 Aug 2011 19:02:23 +0000 http://angryjedi.wordpress.com/?p=2903 I'm writing this sitting on a hard concrete floor outside a café because I'm using their Wi-Fi but I'm not confident enough in my German to go in and order something. The fact that you can do this is pretty impressive, though. Laptops have been around for donkey's years, but the ability to sit in … Continue reading #oneaday Day 579: The Littlest Hobo Journalist

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    I'm writing this sitting on a hard concrete floor outside a café because I'm using their Wi-Fi but I'm not confident enough in my German to go in and order something.

    The fact that you can do this is pretty impressive, though. Laptops have been around for donkey's years, but the ability to sit in another country, outside, on the floor, getting pins and needles in your legs, and access the Internet is pretty remarkable when you think about it. It's certainly changed the way a lot of people can do their jobs. Journalists used to sit in offices, now they sit on the floor of German streets like netbook-wielding tramps. (Given the wild growth of my facial hair during my trip, that might not be an altogether inappropriate comparison. I'd shave, but I can't be arsed at the moment.)

    Gamescom is coming to a close, with today being the first of two days that are only for the public. The "entertainment halls", as the public section is called, are markedly different from the relative peace and organization of the business area. Where the business area is clean, bright, not crowded and with no crap all over the floor, the entertainment area is the exact opposite in every sense. It's dirty, dark, crowded and the floor is carpeted with discarded leaflets from a thousand different vendors trying to promote their products.

    It's interesting to see, though — having only really been to PAX and Eurogamer, there's a marked difference in the way the public presentations are handled. For starters, rather than holding behind closed doors panel discussions like at PAX, game developers and publishers get up on stage and put on a show for the audiences right there in the show hall. There's a lot of shouting, a lot of "call and response" audience interaction, and a lot of scantily-clad women flinging T-shirts into the crowd. I haven't caught a T-shirt yet, but I did take advantage of the English language Guild Wars 2 presentation to sneak a go on NCSoft's new WildStar MMO today — it's really rather good and I suggest you check it out if you get the chance.

    I never thought I'd say this, but I am tiring of sausage. Currywurst is awesome, and I really wish we had that curry ketchup easily available in the UK, but when sausage is the only kind of food that's within easy reach (as appears to be the case once you're inside Koelnmesse — easier said than done with the German security guards today bringing a whole new dimension of Jobsworthness to their interactions with the public) you start to tire of it surprisingly quickly, particularly when it appears to be a staple at breakfast time, too — honestly, I saw a guy yesterday having a plate piled high with nothing but about ten sausages. The guy obviously needed his protein.

    I fly back tomorrow evening and I feel like I'm ready to. Cologne is nice and all, but I'm tired of being self-conscious about my German and the fact I don't appear to know any nouns. It will be nice to have a rest in my own bed — but not for long, as very shortly I'll be moving house, which is exciting and awesome.

    For now, though, it's time to go and find some food that isn't sausage for dinner.

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    #oneaday Day 578: Booth Babe https://imnotdoctorwho.moegamer.net/2011/08/19/oneaday-day-578-booth-babe/ https://imnotdoctorwho.moegamer.net/2011/08/19/oneaday-day-578-booth-babe/#comments Fri, 19 Aug 2011 22:28:12 +0000 http://angryjedi.wordpress.com/?p=2901 Gamescom has been great fun so far and I've seen a lot of cool stuff, though it really drives home quite how sexist a lot of the industry still is, despite many positive steps having been taken and a lot of prominent females with important creative and business roles. But still we're cursed with the … Continue reading #oneaday Day 578: Booth Babe

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    Gamescom has been great fun so far and I've seen a lot of cool stuff, though it really drives home quite how sexist a lot of the industry still is, despite many positive steps having been taken and a lot of prominent females with important creative and business roles.

    But still we're cursed with the booth babe. Now don't get me wrong, I have nothing against looking at a pretty lady in tight form-fitting clothing in an appropriate context (if there is such a thing), but seeing girls in hotpants and thigh-high boots promoting Kaspersky antivirus solutions just seems a bit weird, and seeing World of Tanks with a bevy of scantily-clad beauties outside compelling people to come and play just highlighted the fact that some aspects of the industry are still firmly entrenched in the mind of a 12 year old boy.

    This even extended behind closed doors in the business area — I won't name specific names (largely because it happened a lot) but many booths had attractive women in short skirts staffing their front desks, and it was clear in many cases that said women weren't part of the software company's regular staff — particularly when you got inside the booth and saw the actual female members of staff dressed, for want of a better word, "normally".

    I'm sure there's a reason for the fact that this still goes on — perhaps there's some deep-seated psychological reason that people will respond better to attractive women — but we've seen plenty of evidence, particularly in the last 5-10 years, that gaming is not a male pastime at all. It's not a female pastime, either. It's just a pastime, a hobby, something to do for both genders — and the way a lot of people, both male and female, make their living. So for the industry to exploit women — real women, not rendered, polygonal women — in this way leaves something of a bad taste in the mouth.

    However, while features like The Top 10 Sexiest Booth Babes In The Universe remain traffic magnets for sites, the situation's likely to continue. I know very well that if I spend tomorrow walking around the show floor taking photos of booth babes and then uploading them into a picture-heavy, word-light piece, I'll likely create a day of spectacular traffic. But I find myself torn a bit between my own integrity and what makes, for want of a better term, "good business sense." It's all very well feeling like you're taking a stand, but unless everyone does it it's a largely meaningless gesture.

    Maybe I'll just hunt sexy cosplayers instead.

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    #oneaday Day 577: Einen, Eine, Ein https://imnotdoctorwho.moegamer.net/2011/08/18/oneaday-day-577-einen-eine-ein/ https://imnotdoctorwho.moegamer.net/2011/08/18/oneaday-day-577-einen-eine-ein/#comments Thu, 18 Aug 2011 23:40:51 +0000 https://angryjedi.wordpress.com/2011/08/18/oneaday-day-577-einen-eine-ein/ German (I wish my iPhone would stop autocorrecting that to "Herman") is a funny language. I kind of like it, though as is often said, it's not a very romantic language. You can't whisper sweet nothings in German very well (though everything you say sounds like you're talking dirty) and it's full of harsh sounds. … Continue reading #oneaday Day 577: Einen, Eine, Ein

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    German (I wish my iPhone would stop autocorrecting that to "Herman") is a funny language. I kind of like it, though as is often said, it's not a very romantic language. You can't whisper sweet nothings in German very well (though everything you say sounds like you're talking dirty) and it's full of harsh sounds.

    My knowledge of the language is fairly limited, though I could probably get by if the average German didn't already speak English as well as their own language. There is, however, one small problem, and that is the rather important matter of nouns.

    It's all very well being able to say "Excuse me please, I would like…" but what good is that phrase if you don't have a word to put on the end of it? German is quite a literal language in many senses, in that a lot of nouns describe the thing they are quite well — the word for "nurse", for example, is "Krankenschwester", which literally means "ill sister". The words for "entrance" and "exit" make it clear if they're for walking or driving — "Eingang" and "Ausgang" versus "Einfahrt" and "Ausfahrt". The German word for diarrhoea — "Durchfall" — literally means "fall through", and the word for constipation — "Verstopfung" — seems very apt.

    But it's little things that are easy to forget. Desire a can of Coke rather than a bottle and how do you indicate that without pointing and grunting? (hint: with the word "Dose", as I suddenly remembered out of nowhere today) How do you ask for your Currywurst (which, incidentally, are delicious) to be provided "to go" rather than to eat in? How do you indicate that you'd prefer a T-shirt to a hoody?

    That's what they need to put in travellers' guides: a big list of handy nouns. Then even the most inept linguist would be able to get by just by bellowing "Schweinfleisch! Soße! Erdbeer! Rückgeld!" at members of the service industry. Though exactly what they'd end up with after asking for that particular combination of things is anyone's guess.

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    #oneaday Day 576: Still Tiredscom https://imnotdoctorwho.moegamer.net/2011/08/17/oneaday-day-576-still-tiredscom/ https://imnotdoctorwho.moegamer.net/2011/08/17/oneaday-day-576-still-tiredscom/#respond Wed, 17 Aug 2011 22:51:39 +0000 http://angryjedi.wordpress.com/?p=2898 I'm afraid you're only going to be getting half-hearted (but still daily) updates out of me for the next few days, largely 'cause I'm spending my days at the Gamescom expo over at the amusingly-named Koelnmesse, then spending my evenings writing everything up. I'd write more stuff up in the daytime but 1) I don't … Continue reading #oneaday Day 576: Still Tiredscom

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    I'm afraid you're only going to be getting half-hearted (but still daily) updates out of me for the next few days, largely 'cause I'm spending my days at the Gamescom expo over at the amusingly-named Koelnmesse, then spending my evenings writing everything up. I'd write more stuff up in the daytime but 1) I don't have time and 2) Wi-Fi access as Koelnmesse costs 25 Euros per day. You'd think during a trade show they'd organise something for attendees.

    I've spotted a weird thing since being in Germany — my thoughts have a German accent. When I speak German, a German can immediately tell I'm English — they have a strange sixth sense for that sort of thing — but in my mind, the things I think have a perfect German accent and, in some cases, German words too. Occasionally they're the wrong German words because I just end up thinking of amusing words or phrases ("Ich besuche mein Grossmutter" always makes me titter, even though what it actually means is rather mundane) but they're there, nonetheless.

    Wandering around a country that doesn't have English as its first language is akin to playing an MMO with no keyboard. You might be able to make yourself understood with basic gestures, but after a while you're going to have to immerse yourself a bit and figure things out for yourself. I've now just about deciphered the confusing public transport system (though since arriving here, not one person has checked my ticket, making me regret the 7 Euros I paid on the first day) and can sort of recognise what certain shops and things are.

    However much I know that "Notausgang" means "Emergency Exit", though, I still can't not read it as "Not an exit".

    Feurwehr!

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    #oneaday Day 575: Tiredscom https://imnotdoctorwho.moegamer.net/2011/08/16/oneaday-day-575-tiredscom/ https://imnotdoctorwho.moegamer.net/2011/08/16/oneaday-day-575-tiredscom/#comments Tue, 16 Aug 2011 22:44:15 +0000 http://angryjedi.wordpress.com/?p=2896 Well, I've been up since before 4am this morning UK time and am just now settling down into bed. I think it's pretty fair to say that I have had A Long Day and am perfectly justified in feeling as exhausted as I am right now. I wouldn't change it for a thing, though — … Continue reading #oneaday Day 575: Tiredscom

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    Well, I've been up since before 4am this morning UK time and am just now settling down into bed. I think it's pretty fair to say that I have had A Long Day and am perfectly justified in feeling as exhausted as I am right now.

    I wouldn't change it for a thing, though — this kind of tired is satisfied tired, the satisfaction you get from knowing that you've done something that you enjoy, and that your efforts go appreciated. Compare and contrast with teaching for example, where your efforts frequently went without notice. Eventually as the profession drove me closer and closer to the brink of insanity I just stopped putting in that extra effort because it really wasn't worth it. It didn't benefit the kids, who were as irritating as ever; it didn't benefit my colleagues, who were as stressed out as ever; and it sure as hell didn't benefit me.

    But we're not talking about that today. We're talking about the satisfaction and reward that comes with doing something that you enjoy. That reward isn't necessarily monetary in nature (though it's nice when it is) — it could be the simple sense of pleasure that comes from seeing your name in "lights", from a kind word or from the knowledge that you're building a good reputation.

    Whatever it is, I encourage you to pursue it. Life's too short to spend your time trapped in something you hate, however "practical" it might be. Follow your dreams and however tough the road might be, you never know where you might end up.

    On that note, I'm absolutely knackered so the only road I'm following now is the one that leads to the bed. Night night.

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    #oneaday Day 574: Flugplatz https://imnotdoctorwho.moegamer.net/2011/08/15/oneaday-day-574-flugplatz/ https://imnotdoctorwho.moegamer.net/2011/08/15/oneaday-day-574-flugplatz/#respond Mon, 15 Aug 2011 23:17:57 +0000 https://angryjedi.wordpress.com/2011/08/15/oneaday-day-574-flugplatz/ Well, here I am at Gatwick airport ready to bed down for the night in anticipation of getting up at some ungodly hour in the morning to get on a plane for Germany. Yes, it's Gamescom time and I'm approaching the impending event with a mixture of excitement and trepidation. I haven't been to many … Continue reading #oneaday Day 574: Flugplatz

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    Well, here I am at Gatwick airport ready to bed down for the night in anticipation of getting up at some ungodly hour in the morning to get on a plane for Germany.

    Yes, it's Gamescom time and I'm approaching the impending event with a mixture of excitement and trepidation. I haven't been to many of this kind of big event, and the few I have I've mostly been in attendance as a consumer rather than a member of the press.

    This time, though, I have a jam-packed schedule of fun and it's going to be hard work, but hopefully a good time — and satisfying too. I covered E3 on the home front for the second time this year and that was fun, so I can only imagine what it's like actually being there. Gamescom, while arguably not treated with quite the same level of "importance" as E3 is, is still a pretty big event and hopefully there'll be plenty of cool stuff to see.

    Quite when I'll have time to 1) eat 2) sleep 3) write and 4) go to the toilet is anyone's guess, however. I may have to do several at the same time.

    As for tonight, my home for a matter of hours is the Gatwick Central Travelodge, which is currently undergoing refurbishment but manages to look surprisingly impressive for a Travelodge. The room is massive, for one thing — in fact it looks a little too big, as there's a huge space in one corner filled with only a crap wooden chair — and it has air conditioning, which is nice. In terms of floor space and facilities it's surprisingly on a par with several genuinely nice hotels I've stayed at that cost a hell of a lot more than £25 a night. It has scratchy toilet paper and crap bedsheets though — but given I will be beneath them (or more likely atop them — it's boiling) for approximately four hours, if that, I'm not going to complain. I needed a bed for the night, and I have one.

    And on that note, it's good night from me. See you in Deutschland.

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    #oneaday Day 573: The Completely Subjective Guide to the Current State of G+ Games https://imnotdoctorwho.moegamer.net/2011/08/14/oneaday-day-573-the-completely-subjective-guide-to-the-current-state-of-g-games/ https://imnotdoctorwho.moegamer.net/2011/08/14/oneaday-day-573-the-completely-subjective-guide-to-the-current-state-of-g-games/#respond Sun, 14 Aug 2011 16:36:54 +0000 http://angryjedi.wordpress.com/?p=2892 So you're on Google+ and you've seen with some trepidation that social games have come to the platform. Firstly, fear not, because all the game posts are confined to their own stream that is separate from the day to day social interactions. Said game stream needs some work — you can't filter it in any … Continue reading #oneaday Day 573: The Completely Subjective Guide to the Current State of G+ Games

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    So you're on Google+ and you've seen with some trepidation that social games have come to the platform. Firstly, fear not, because all the game posts are confined to their own stream that is separate from the day to day social interactions. Said game stream needs some work — you can't filter it in any way at the moment, for example — but at least it means your conversations aren't continually interrupted with "HEY! I NEED SOME PAINTBRUSHES! CLICK HERE AND GET FREE GIFTS!" as they are on Facebook. The lack of the "Wall" as a concept on G+ also helps with this — interactions take place in a timeline, like Twitter, but with comments, like Facebook. It's a good system.

    But you want to know about these games, right? Millions of people play Facebook/social games every day and you've never dared take the plunge. So here's a brief look at each of them, gleaned from myself taking a brief look at each of them so you don't have to. I'm not pretending these are in-depth or even fair reviews, just first impressions from the amount of time an average user might take to decide whether or not to pursue playing a game further.

    Angry Birds

    You probably know by now whether or not you love or hate Angry Birds and its unpredictable physics model. This is no different from the norm. Well, there is one slight difference: the "teamwork" levels. Don't get too excited by the prospect of multiplayer action, though — all the "teamwork" aspect is is all your friends' stars being added together in an attempt to unlock further levels.

    Bejeweled Blitz

    It's Bejeweled Blitz, the one-minute twist on traditional Bejeweled play. It features a tournament system and doesn't hassle you every two minutes to share everything you've done. It does feature a completely unnecessary experience point system, however.

    Bubble Island

    It's Bust A Move, demonstrating ably the first refuge of an unfortunately large number of unscrupulous social game developers: ripping off someone else's game and reskinning it. It's not a bad version of Bust A Move, but the fact it's a shameless clone is a little grating.

    City of Wonder

    Clearly trying to be Civilization, right down to ripping off the things the advisors say when they're suggesting what to research next, this doesn't have the depth of Meier's game. If you enjoy building cities without having to worry about pesky geographical principles or simulation elements, then you might like this, otherwise it's one to give a miss. Weird art style, too.

    Crime City

    Absolute garbage. A game about crime should be about the thrill and the tension of potentially getting caught; here, it's about clicking on things and watching progress bars. In essence, it's Farmville, only with guns. This might sound great, but it's actually awful. A waste of a potentially rich theme; avoid.

    Diamond Dash

    A reasonable puzzle game with a simple premise — click groups of 3 or more gems that touch orthogonally to make them disappear. Repeat for one minute. It's sort of like Bejeweled Blitz but with a different mechanic. There's a weekly tournament option like PopCap's classic, but you have to unlock it by levelling up to level 3. Players who play this game more have an unfair advantage by getting automatic score boosts depending on their "experience" level.

    Dragon Age Legends

    Probably the best of the bunch in that it demands some degree of interaction on the player, and makes use of your friends in an excellent way. Dragon Age Legends is a combat-focused RPG where they player moves from battle to battle, engaging increasingly tough hordes of enemies in turn-based combat with up to two companions initially. The social twist is that these companions are your friends who are also playing the game, complete with the equipment and skills they've chosen to outfit them with — essentially a form of asynchronous cooperative multiplayer. For those with no friends, the game also provides a selection of virtual friends for you, too.

    While not as deep as a "real" RPG, Dragon Age Legends goes some way to showing that traditional game mechanics don't necessarily have to be sacrificed for the sake of making the game friendly to the social network audience.

    Dragons of Atlantis

    This is by "hardcore social games" specialist Kabam, and is one of the most tedious games I've ever played, not helped by the fact that the tutorial (disguised as a list of "quests", as usual) goes on for approximately fifteen bajillion years and steps you through EVERY SINGLE STEP YOU MIGHT HAVE ACTUALLY WANTED TO MAKE YOURSELF ANYWAY with "rewards" along the way. The game is about building your city state and then kicking the shit out of other players, but it will take you a good few hours to get to a stage where you're able to attack another player — and you may well have been bored shitless prior to that due to the fact that some buildings take 30-60 minutes of real time to build.

    Dragons of Atlantis is mildly unusual among social games in that it features a real-time chat interface, though. The community doesn't know the words "you're" and "they're" exist, and there seems to be an awful lot of people trolling for cybersex. There are probably better places to do this than in a public chat window that is two lines of text high in a tedious game about running a city that's supposedly in Atlantis (I thought Atlantis was a city?). Also there are dragons, apparently.

    Edge World

    Also from Kabam, this game gets going a bit quicker than Dragons of Atlantis but is fundamentally pretty much the same game, only with a sci-fi skin. It looks like StarCraft but it really isn't — you have no direct strategic control over your troops when attacking a base, for example.

    Wild Ones

    It's Worms, basically, though victory is determined by how much total damage you do, not by who is eliminated first. You have a significantly more limited arsenal than in Team 17's classic, though.

    Unusually for a social game, it offers simultaneous online play. Most of the community appear to have never played Worms before, meaning you can assure victory for yourself by having a slight understanding of physics.

    Zynga Poker

    A decent implementation of online poker. Not much more to say about that really! As the reviewing cliché goes, if you like poker, you'll like this.

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    #oneaday Day 572: Book 'Em, T and the MGs... No Wait, That's Wrong https://imnotdoctorwho.moegamer.net/2011/08/13/oneaday-day-572-book-em-t-and-the-mgs-no-wait-thats-wrong/ https://imnotdoctorwho.moegamer.net/2011/08/13/oneaday-day-572-book-em-t-and-the-mgs-no-wait-thats-wrong/#comments Sat, 13 Aug 2011 19:30:22 +0000 http://angryjedi.wordpress.com/?p=2889 I read a book over the course of the last couple of days. I like reading a lot, though I haven't made a lot of time for it recently — it's something you very much have to be in the right mood for, especially given the length of a lot of modern novels. I'm glad … Continue reading #oneaday Day 572: Book 'Em, T and the MGs... No Wait, That's Wrong

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    I read a book over the course of the last couple of days. I like reading a lot, though I haven't made a lot of time for it recently — it's something you very much have to be in the right mood for, especially given the length of a lot of modern novels.

    I'm glad that I've got back into it, though, and I have technology to thank for it — I have now officially read a whole eBook (or iBook if you want to be pedantic about it) on a portable device (my iPhone) and discovered that it's a not altogether unpleasant experience. In fact, it's actually rather convenient — it's a lot easier to get comfortable when reading in bed holding a phone whose pages won't flop all over the place or fall out if you lie in a weird position, lighting isn't a problem with a backlit screen (unless you're in the bright sunshine, but I generally prefer to read indoors) and, crucially, you don't have to remember where you put the book down in order to carry on reading because you probably have your phone with you anyway. (It's also nice to be able to see how many pages are left in a chapter without having to do that "flicking forward while carefully trying not to look at any of the words on the page in case there are OMG SPOILARZ on them" thing.)

    The book I read was called Pandora's Box by an author called Giselle Green. It was apparently the debut of this author, who has since been referred to as "the British Jodi Picoult". I've heard Picoult's name before but am not familiar with her work, so I was coming into this pretty blind, but the concept sounded intriguing, so I downloaded the sample (which turned out to be substantial enough to get me hooked, and then the full book was only 99p anyway) and got reading.

    The story resolves around 40something mother Rachel and her 14 year old daughter Shelley. Rachel's life is a bit of a mess — her husband's left her, she doesn't really know what she's doing with her life and, most importantly, her daughter has a debilitating (and conveniently non-specific) disease that may or may not be something to do with MS. Despite this, she manages to remain upbeat and strong even in the most adverse conditions — her wheelchair-bound daughter, meanwhile, is mature, headstrong and stubborn.

    Unfolding from the perspectives of both Rachel and Shelley, the story tells the tale of the days leading up to Shelley's fifteenth birthday — the day Shelley has decided that she is going to take her own life in order to be free from the pain and suffering she witnessed a friend with the same condition go through a year earlier. It's a tale based largely around characters, and Green creates some distinct, memorable personas to take us through the narrative. Rachel and Shelley themselves both have their own private issues which they let the reader — and sometimes no-one else — in on. But the supporting cast are strong too — Rachel's obnoxious ex-husband being a particularly prominent example, being a character you really want to take a swing at at the first available opportunity.

    It's a real page-turner — the story unfolds at a good pace throughout, and each chapter is short enough to make you think "well, maybe I'll just read on a bit…" before noticing that you're actually halfway through the whole thing. It's not perfect, of course; remaining spoiler-free, I'll simply say that the ending is a little contrived, being made up of a series of events that are all a little too convenient given the realistic nature of the rest of the book. And the supposedly central theme — that of the titular "Pandora's Box" (in this case being a box of knick-knacks and memories from Rachel's eloping mother) and the Miseries within — is perhaps a little underused, or perhaps even inappropriate. Rachel is forced to come to terms with some past "evils" which had been left buried for many years, and Shelley is the catalyst for her eventual revelations, but the theme seems a little "forced" and I feel the story would have been better without this particular angle.

    Minor gripes aside, the book was immensely enjoyable and I'm keen to have a look at Green's other work — if this was her debut novel, perhaps she hones her craft to a finer point in her later titles. We shall see!

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    #oneaday Day 571: An August Sort of Gentleman https://imnotdoctorwho.moegamer.net/2011/08/12/oneaday-day-571-an-august-sort-of-gentleman/ https://imnotdoctorwho.moegamer.net/2011/08/12/oneaday-day-571-an-august-sort-of-gentleman/#respond Fri, 12 Aug 2011 21:19:38 +0000 http://angryjedi.wordpress.com/?p=2886 I hate August. It's one of the biggest pain in the arse months there is. It's partly through my own doing that it's a pain in the arse, of course, but it's also an unfortunate combination of things that it's not particularly easy to do anything about. The reason it's a pain in the arse … Continue reading #oneaday Day 571: An August Sort of Gentleman

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    I hate August. It's one of the biggest pain in the arse months there is. It's partly through my own doing that it's a pain in the arse, of course, but it's also an unfortunate combination of things that it's not particularly easy to do anything about.

    The reason it's a pain in the arse is that it's always expensive. During the month of August, I have to pay my car tax, renew my car insurance, and get my car serviced and MOTed. When I lived away from home (which quite soon I will be again, yay!) August was also the month to renew the TV license and, if I was moving again (which I did every year for quite some time) find some way of scrabbling together a deposit on a new place to live.

    This year is going to be no exception. Tomorrow it's the annual "cross your fingers and hope the car survives" experience of getting it serviced and MOTed, and inevitably there'll be SOMETHING wrong with it that needs fixing, which costs more money and time. While people are hitting it with hammers, or whatever it is mechanics do while they're servicing your car, I'm also going to go and get my car tax done which, given the "Do It Online!" system that the government was so excited about when they introduced, should be an easy process, but unfortunately isn't, largely because of the combination of other factors that August throws your way.

    Boring factoid: you can't renew your car tax online if your car insurance is about to expire, even if you've already had the renewal paperwork through. This completely negates the convenience aspect of being able to do your car tax online because you then have to go to the post office and queue for hours and ARGH.

    I am going to beat the system this year though by only renewing my car tax for six months while renewing my insurance for a whole year. Stick that in your pipe and smoke it, August!

    Breaking up the month is next week's trip to Gamescom in Germany, when I'll be far to busy to worry about mundane things like tax, deposits and all that sort of thing. It's fairly unlikely I'll have any time to socialise (sorry, "network") let alone think about things which aren't happening RIGHT NOW in Cologne.

    Following that, I'll be moving house. This will involve handing over a large wad of cash to an estate agent (or possibly handing over a debit card and closing my eyes) but at the end of the process there'll be a new place to live available to me. Which will be nice. But then I have to move all my stuff there. Which will not be nice. Moving house is stressful, but fortunately there are no time pressures this time around, which means I can take my time over bringing stuff in gradually rather than having to get everything done in one night.

    (Incidentally, there are those who say that moving house is as/more stressful than the breakdown of a marriage/divorce. Having been through both I can say with some confidence that the latter is infinitely more upsetting and stressful than having to carry a lot of boxes and furniture into a van, sometimes throughout the whole night. The former may well do your back in and cause you to be completely knackered, but the latter does unpleasant things to your emotions and brainy parts, as my blogs from last year will attest. Just in case you were wondering.)

    I'll be happy when September arrives. When I was a schoolkid and later a teacher, September was a stressful time — time to go back to school. But as a "normal" person now with a regular job that doesn't take six weeks off in the summer, it's just another month — and more significantly, it's the month after the pain in the arse that is August.

    So sod off, August. You're a pain in the arse.

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    #oneaday Day 570: Nintendon't https://imnotdoctorwho.moegamer.net/2011/08/11/oneaday-day-570-nintendont/ https://imnotdoctorwho.moegamer.net/2011/08/11/oneaday-day-570-nintendont/#comments Thu, 11 Aug 2011 22:21:21 +0000 http://angryjedi.wordpress.com/?p=2883 So apparently Nintendo are under pressure from their investors to say sod the 3DS and start developing for smartphones. I can't help but think that this is a really good idea. The 3DS was a bold experiment for the company, but it's not going particularly well for them right now — hence the massive price … Continue reading #oneaday Day 570: Nintendon't

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    So apparently Nintendo are under pressure from their investors to say sod the 3DS and start developing for smartphones. I can't help but think that this is a really good idea. The 3DS was a bold experiment for the company, but it's not going particularly well for them right now — hence the massive price cut. Said price cut still isn't enough for me to want to purchase one, however, which I think is part of the problem. Nintendo doesn't seem to know who the 3DS is for. Is it for the casual market, a la Wii? Is it for core gamers? Is it for people who played their DSes religiously?

    The answer to all of those questions is a shrug of the shoulders and a non-committal "Idunno".

    The trouble is, of course, iOS and to a lesser extent Android. Why should people purchase a dedicated game system featuring an initially impressive but ultimately useless gimmick when they can have equivalent gaming experiences (albeit without the 3D) on their phones? The only real advantage I see of the 3DS (and, by extension, the Vita) over the smartphone platforms is the addition of physical controls — a relatively big deal, sure, but a lot of developers are getting wise to the best ways to work controls around a touchscreen now.

    iOS and Android have a bigger ace up their sleeve than physical controls, though: pricing. This occurred to me today when considering the disgruntlement people expressed over Final Fantasy Tactics releasing at £10.99/$15.99 on iOS. Final Fantasy Tactics is about 14 years old, and was a full price title on its original release. It was then a full price title on its more recent PSP release before dropping down to around the $10 mark on PSN. The iOS port is more expensive than the PSP version, sure, but it has been revamped for the touchscreen — and rather well, I might add.

    Still think it's expensive? Let's take a look at the one game people consider to be an "essential purchase" for the 3DS: The Legend of Zelda: Ocarina of Time 3D. A game of an equivalent age to Final Fantasy Tactics. Given a slight makeover with some new textures, 3D graphics and an interface revamp, sure — along with the addition of the Master Quest variant that I'm pretty sure no-one ever plays — but still, in essence, the same Ocarina of Time we were playing on the N64. The price? $40.

    Now hold on a minute. Suddenly Final Fantasy Tactics doesn't seem like such a bad deal after all. If Nintendo are going to charge that much more for the privilege of having the game on physical media rather than a digital download, then I say bring on the digital future. If Nintendo are so stubborn as to remain dedicated to their own proprietary hardware, then they need to think about how they can be competitive. Because at the moment, they're not — and the sales figures are showing that. Perhaps the 3DS will show a sharp upswing in popularity when the price drop comes into effect tomorrow, but said price drop still isn't going to solve the system's most critical problem — a lack of good games, and those games that are good released at a price way higher than you'd find similar experiences on the App Store — even the most expensive ones like Final Fantasy Tactics.

    It'd be sad to see Nintendo crushed after they dominated the handheld market for so many years. But I have a feeling it's going to happen — and the sooner they accept it, the better. I for one would certainly be very happy to see a Virtual Console app appear on the App Store, and I'd be delighted to play titles like Super Mario Bros., Castlevania and numerous others on the go. But I'm not buying a 3DS for the privilege — if Nintendo can't accept the common knowledge that people of 2011 want fewer devices in their pocket, not more, then frankly they deserve everything they get.

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    #oneaday Day 569: It's All Kicking Off https://imnotdoctorwho.moegamer.net/2011/08/10/oneaday-day-569-its-all-kicking-off/ https://imnotdoctorwho.moegamer.net/2011/08/10/oneaday-day-569-its-all-kicking-off/#respond Wed, 10 Aug 2011 21:27:33 +0000 http://angryjedi.wordpress.com/?p=2881 "It's all kicking off." A phrase which now represents the recent riots that have been taking place around the UK. I'm not going to use this as a means of making some sort of political comment on the whole thing, because as a normal human being and a law-abiding citizen, frankly I don't care on … Continue reading #oneaday Day 569: It's All Kicking Off

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    "It's all kicking off." A phrase which now represents the recent riots that have been taking place around the UK.

    I'm not going to use this as a means of making some sort of political comment on the whole thing, because as a normal human being and a law-abiding citizen, frankly I don't care on the political aspect of it — if there even is one. What I do care about is that people in this country have the capacity to go completely batshit mental and smash the shit out of absolutely everything, then set fire to it just to make sure it's good and properly destroyed.

    A piece on the BBC earlier summed up pretty much what I think about the whole thing — a growing culture of consumerism, materialism and a sense of misplaced entitlement among young people is highly likely to blame. Evidence of it is everywhere, and as an ex-teacher I frequently came face to face with the kind of behaviour which, left unchecked, could (and did) escalate into something altogether more sinister.

    Parents do need to take more responsibility for their children and be able to tell them "no" rather than pandering to their whims. In the first school I taught in, the most unpleasant child in the class would never turn up to his detentions because, I quote, "Mum says I don't have to do detentions". In the face of such defiance from not only the child but the parents too, what exactly is the educational system expected to do in order to instil a sense of "good citizenship" in these little scruttocks?

    It's not all kids, of course, but any time an event like this comes along — particularly one of this magnitude — it's easy to quickly decry all children and teenagers as "feral" and start advocating increasingly Draconian societal measures. That's possibly not the answer, as it would likely lead to even greater social unrest — unrest which the previously "nice" kids might feel compelled to join in on.

    What is a problem is the gang culture that is growing and spreading in our towns. When I worked in retail in Southampton, we used to have an almost constant gang presence in the store thanks to the fact that we offered, in effect, free Internet access. Hordes of youths in hoodies, ill-fitting trousers tucked into socks and several tons of cheap "gold" jewellery frequently spent the best part of a day in the store, intimidating staff and customers alike, until we got to a stage where enough was enough and we had to start taking tougher action.

    The presence of these individuals was enough to be intimidating, but then you looked at what they were doing online. Most of them made use of the social networking site "Bebo" at the time, and most of them were on there "repping" whatever gang they happened to come from around the city. In some ways, it was sort of hilariously pathetic, as these kids boasted about how hard they were, how excellent their rapping was (spoiler: it wasn't very excellent) and how badly they were going to "murk" their rivals from the next postcode over. But on the other hand, the obsession with guns, violence and materialism coupled with severely short tempers was somewhat sinister — and it made running across these individuals outside a disturbing, unpleasant experience. And they knew it.

    The scariest thing about these riots is seeing that the people that I fear are capable of scary shit. Having your fears justified only makes them more scary.

    At the time of writing, at least, things do seem to be calming down a bit. I hope this momentary madness passes and the devastated communities affected by the chaos can regroup, rebuild and move on. And that the scumbags responsible are brought to swift and humiliating justice.

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    #oneaday Day 568: iOS Gaming Not Proper Gaming? To That I Say "Balls!" https://imnotdoctorwho.moegamer.net/2011/08/09/oneaday-day-568-ios-gaming-not-proper-gaming-to-that-i-say-balls/ https://imnotdoctorwho.moegamer.net/2011/08/09/oneaday-day-568-ios-gaming-not-proper-gaming-to-that-i-say-balls/#comments Tue, 09 Aug 2011 20:36:23 +0000 http://angryjedi.wordpress.com/?p=2878 There's a degree of at least partly-justifiable snobbery surrounding iOS devices such as the iPhone and iPod touch — an assumption that they're not "proper" game platforms because they don't have the words "Nintendo", "Sony" or "Microsoft" emblazoned anywhere upon them, and that software for them is much cheaper than for aforementioned devices with "Nintendo", … Continue reading #oneaday Day 568: iOS Gaming Not Proper Gaming? To That I Say "Balls!"

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    There's a degree of at least partly-justifiable snobbery surrounding iOS devices such as the iPhone and iPod touch — an assumption that they're not "proper" game platforms because they don't have the words "Nintendo", "Sony" or "Microsoft" emblazoned anywhere upon them, and that software for them is much cheaper than for aforementioned devices with "Nintendo", "Sony" or "Microsoft" emblazoned upon them.

    This is a flawed assumption. However, as I say, it is at least partly understandable given the meteoric popularity of titles such as the ubiquitous Angry Birds and all manner of other casual-friendly games. In many ways, iOS devices are the Wii of the handheld world, featuring a lot of casual games, a lot of shovelware and a surprising number of diamonds in the rough which it's entirely possible that self-professed "hardcore" gamers will gloss over on the grounds that they're "just mobile phone games".

    That in itself isn't a negative thing, though; if you're waiting for a bus/train/poo to fall out/tardy date/kettle to boil then these quick-fire, quick-play games are ideal. You can load up Bejeweled Blitz, play a game and post your score to Facebook in the amount of time it takes to make a cup of coffee. You can play a level of Angry Birds in the time it takes your toast to be toasted. If you're as bad at Flight Control as I am you'll have caused a hideous air traffic accident by the time you've finished a poo.

    But here's the key thing: iOS gaming isn't just about this kind of game, but that's where the flawed perception of it comes from. Take Square's recently-released Final Fantasy Tactics: The War of the Lions, for example. This has attracted widespread bewilderment and criticism for its "unreasonable" £10.99 price point — but this is a game for which I paid £50 for an import version upon its original release 14 years ago (Christ, that makes me feel old — that game's nearly half as old as I am), and whose PSP version released at £35. Okay, sure, you can grab it for less than a tenner from PSN now, but for a couple of extra quid you can get a version with new touchscreen controls — touchscreen controls that work extremely well with the game, I might add (yes, I caved and bought it — I love me some FFT) along with a ridiculous number of hours of gameplay. Final Fantasy Tactics is not a short game — so consider its £10.99 price point in terms of "price per hour" and you'll find it a bit more reasonable.

    At the other end of the pricing spectrum is the excellent (if poorly-translated) Zenonia series of action-JRPGs, the latest entry of which is completely free with a few optional microtransaction items available for those happy to pay some money or watch some ads. Zenonia is an excellent 16-bit style RPG that is simple to play yet deep and very addictive. And again, it's not a small game. The touchscreen controls are a bit fiddly — any game that attempts to incorporate a traditional control scheme usually is — but once you get used to them and customize them to your liking there's a lengthy RPG that will keep you occupied for many commutes there. The kind of lengthy RPG that you'd pay at least £20 for on DS. For free. And despite featuring microtransactions and premium items, the game never hassles you to spend money on it — it's just an option that's there if you want it, but I haven't paid a penny and it still feels like a proper game.

    The list goes on: Kairosoft's series of management/sim games have provided a resurgence in popularity of a genre which has laid fairly stagnant for some time. Virtual renditions of well-established boardgames allow multiplayer action at times convenient to both players — even if that's not at the same time. And some of the finest roguelikes in existence (100 Rogues, Sword of Fargoal) are to be found on the platform.

    iOS is here to stay as a gaming platform, and the sooner people wake up and stop seeing it as some sort of bastard offspring to the "mainstream" gaming industry, the better. Sure, there's a ton of amateurish shovelware out there — but that doesn't by any means diminish the significance of the some the games which are available for the platform — a platform which is growing more and more likely to give both Nintendo and Sony in particular cause for concern as the months roll by.

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    #oneaday Day 567: Home Sweet (Hopefully) Home https://imnotdoctorwho.moegamer.net/2011/08/08/oneaday-day-567-home-sweet-hopefully-home/ https://imnotdoctorwho.moegamer.net/2011/08/08/oneaday-day-567-home-sweet-hopefully-home/#comments Mon, 08 Aug 2011 21:06:29 +0000 http://angryjedi.wordpress.com/?p=2875 So Andie and I found a place to live today in what was possibly the most efficient piece of house-hunting I've ever seen. As an added bonus, I was required to do very, very little in order for the entire process to happen, so I was happy. Basically, Andie spotted it, enquired about it, went … Continue reading #oneaday Day 567: Home Sweet (Hopefully) Home

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    So Andie and I found a place to live today in what was possibly the most efficient piece of house-hunting I've ever seen. As an added bonus, I was required to do very, very little in order for the entire process to happen, so I was happy. Basically, Andie spotted it, enquired about it, went to see it and accepted it (with my agreement, obviously) all in the space of one day. This is efficiency at work. Given what a hellish experience house-hunting can be, I'm glad this happened very quickly — though of course now begins the frantic form-filling and scrabbling-together of cash for deposits. And also panicking about not having any boxes.

    I've lived in a diverse array of places over the years. I shall now be terribly self-indulgent and describe each of them that I can remember, excluding my childhood (and indeed current) home.

    My first home after leaving, err, home was my university halls of residence. Flat A33, Hartley Grove Halls, Southampton University. Hartley Grove was a very new block — I think our year were only the second or third (at most) to pass through it. As such, it was all very clean, very clinical and, if we're honest, rather like an old people's home. The rooms were quite nice, though — they were a reasonable size and en-suite, with an enormous kitchen shared between six people. As I was one of the first people in my flat to arrive at university thanks to a pre-term orchestral course, my first meeting with several of my flatmates-to-be was while I was clad in a dressing-gown, cooking bacon. Start as you mean to go on and all that.

    Following this, I moved in with the then-girlfriend of my then-best friend from "back home". Not in a dodgy way, I hasten to add — we were good friends and it made sense for us to live together. We got a flat in the middle of Portswood, which is Student Central in Southampton. It was pretty expensive, but it was nice and big. There were two massive bedrooms and a big kitchen/living room with a breakfast bar. It was a decent flat apart from the fact that when we moved in the bath was full of paint, the cooker didn't work, the washing machine didn't work and it was generally a shithole. With a bit of happy teamwork and yelling at the landlord, however, we won over and ended up with a decent flat which was good for entertaining. Despite the fact that the internal walls had something horribly mouldy and black-goopy living in them, as we discovered when we moved out, this was a place in which I have some pretty fond memories.

    After this, aforementioned then-girlfriend of then-best friend and I moved into a three bedroom house in the area of Southampton that was regarded as "the dodgy bit". Various urban legends abounded regarding people who had supposedly had bulletholes through their patio doors, but the house was cheap and in good condition. We didn't have any trouble while we were there, though my friend did have all the locks on his car broken which necessitated him having to enter the vehicle through the boot for a considerable period of time. This house was notable for having an invisible housemate, who was happily paying rent for a room that she didn't use once during the entire year we lived there. I wasn't complaining, as it meant our rent was down to approximately £35 per week, which was the cheapest of anything anywhere. Which was, you know, nice.

    I spent my fourth year at university in a really nice house that had two toilets. I accidentally moved into the biggest bedroom because I arrived first and I didn't know my friend had already claimed it. Still, she didn't seem to mind too much, and for some inexplicable reason proceeded to replace the floor in her room with hardwood flooring. It looked nice, but I'm not sure she was really supposed to do that. But oh well. It was a nice place, and one of the few I have digital photographic evidence of.

    After this, I spent a couple of years in Winchester, beginning with the nicest flat I've ever stayed in. Pretty expensive, sure, but it was fully furnished, had a dishwasher, had the comfiest sofa in the world, and a dressing room off my bedroom. It was awesome, but my housemate and I were unceremoniously turfed out when the landlord decided that she wanted to give the flat to her daughter. Bitch.

    We followed up the nicest flat in the world with what would have been a pretty nice riverside cottage in Winchester, were it not for the galloping mould and the living room that smelled of gas. It also had the most unpleasant landlady in the world, whom my housemate successfully legally battled after she tried to withhold our deposit on the grounds we hadn't cleaned the chimney. Well, sure, we hadn't cleaned the chimney. But we also hadn't used the chimney.

    After that, I moved to Aldershot to be close to the school I worked at. It was a lovely flat, though the worst shape in the world. The arrangement of the corridors and rooms was such that it would have been completely impossible to get a sofa in without taking out the rear windows. As such, we spent a year with an inflatable sofa, which was actually quite fun. Aldershot is shit, but this flat was close enough to Farnham to be on the "nice" part of town, and the fact it had "Aldershot" in its address meant it was pretty cheap, too.

    Following this, it was back to Southampton into a small flat with a massive sofa in the living room. It also had a tumble drier which was, frustratingly, in the "office" room. This meant that said office room often got rather hot and steamy, and not in a good way. Disappointingly, the previous tenant had a cat and we discovered after moving out that we could have kept said cat. Frustrating, but never mind.

    Finally, before moving back home last September, I had a pretty nice flat in the middle of Southampton. It was a nice place run by a bunch of complete fuckwits, as has been documented elsewhere on this blog. It also had a bunch of chavs who liked to hang out in the car park beneath the building, but the building itself was very nice indeed. Unfortunately my memories of that place are somewhat tainted by the way last year proceeded for me, but that doesn't stop it being a nice place.

    So now I have something to look forward to. We've reserved the place and now have to scrabble together the cash for a deposit, which shouldn't be a problem. Then it's onwards and upwards. A year after "admitting defeat", as it were, life will be back on the way to awesomeness again.

    About feckin' time.

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    #oneaday Day 566: The Top Arbitrary Number of Quintessentially British Foods https://imnotdoctorwho.moegamer.net/2011/08/07/oneaday-day-566-the-top-arbitrary-number-of-quintessentially-british-foods/ https://imnotdoctorwho.moegamer.net/2011/08/07/oneaday-day-566-the-top-arbitrary-number-of-quintessentially-british-foods/#comments Sun, 07 Aug 2011 11:38:09 +0000 http://angryjedi.wordpress.com/?p=2872 This post is largely aimed at my American readers out there — you know who you are. (Largely because you live in America.) I thought you might be interested to know an arbitrary number of the things that we have over here in Britainland that are considered edible. Some of them you may have come … Continue reading #oneaday Day 566: The Top Arbitrary Number of Quintessentially British Foods

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    This post is largely aimed at my American readers out there — you know who you are. (Largely because you live in America.) I thought you might be interested to know an arbitrary number of the things that we have over here in Britainland that are considered edible. Some of them you may have come across before, some of them you may not. So without further ado, let us jump into the list.

    Bovril

    You've probably heard of Marmite, the thick, brown, goopy substance that supposedly you either love or hate. Well, its bastard sibling is Bovril, which rather than being made from "yeast extract", whatever that is, is apparently made from beef. What you end up with is a thick black tar that supposedly tastes of beef but more accurately tastes "of black" and has a propensity to burn the roof of your mouth off if you have too much at once. It's good on toast. It's especially good on toast when dipped into Heinz tomato soup. You can also make it into a drink, which is inadvisable unless you like a mug full of black, salty, slightly beefy water.

    Biscuits

    What you know as "cookies". You may have the awesomeness that are Chips Ahoy! but we have a wide selection of biscuits that are firmly ingrained into our culture. We have the bourbon cream, for example, which is two chocolatey biscuits with a layer of chocolatey creamy stuff in between and no actual Bourbon involved. We have the custard cream, which is like a bourbon only more square and vanilla-y. We have the jammie dodger, which is another two-layer biscuit with jam in the middle. And we have Rich Teas, which are rubbish until you dunk them into a hot beverage or squish melted marshmallows between them.

    Fish and Chips

    Plenty of places in the States sell fish and chips, but you haven't had it the truly British way unless you follow several steps in the process. Firstly, get a portion of chips that is enough for at least three people and put it in some paper. Then smother it in enough salt to give a midget an immediate heart attack. Then drown it in vinegar. Then slap a large, greasy, wet battered fish on top of it. Then wrap it up into a neat little parcel and admire as the grease seeps through the paper. The key element of British fish and chips is the size of the portion. If you can finish a portion, the portion wasn't big enough. There is also generally an inversely-proportional relationship between the price of a portion of chips and the amount they will give you. The cheaper the chips are at the chip shop, the bigger the portions will be.

    Curry Sauce

    Companion to the above, the slightly-lumpy brown-green-yellow curry sauce that is on offer in most chippies is the perfect companion to your carb overload. It may look like someone has just blown chunks over your bag of chips, but it's a one-way ticket to spicy heaven.

    Indian Takeaway

    British takeaways are something else. You may have had a curry from your local Indian, but you haven't had it properly until you've had it from a dodgy British takeaway — the kind of place that sells dishes like the entertainingly non-specific "meat curry". Also, when a dish says it's "hot", it means it. A vindaloo will probably blow your head off. And having a drink won't help.

    Proper Chocolate

    You have chocolate, sure. But you don't have our chocolate, which is just better. From the immensely calorific Yorkie bars (which still somehow manage to get away with marketing themselves as "not for girls") to the legendary Cadbury's chocolate, we sure know how to do it properly.

    HP Sauce

    HP Sauce is the perfect condiment that goes with pretty much anything and even makes a good sandwich by itself. (On bread, obviously.) It has a taste that is impossible to describe except through the word "brown". It tastes like brown sauce. Because it is brown sauce. Try it on bacon or sausage sandwiches for the perfect breakfast, or dribbled over baked beans to give them a pleasingly spicy kick.

    I hope that's educated you on British cuisine. Next time you pay us a visit, remember to give them a try.

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    #oneaday Day 565: Board Stupid https://imnotdoctorwho.moegamer.net/2011/08/06/oneaday-day-565-board-stupid/ https://imnotdoctorwho.moegamer.net/2011/08/06/oneaday-day-565-board-stupid/#comments Sat, 06 Aug 2011 23:05:10 +0000 http://angryjedi.wordpress.com/?p=2870 Board game enthusiasts often get a bit snobby about the more "mainstream" games out there. Sometimes this is with good reason — Monopoly is pretty tedious, after all, and is inclined to go on for hours and hours and hours because no-one really knows the rules properly. But there's a few amongst the pile that are … Continue reading #oneaday Day 565: Board Stupid

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    Board game enthusiasts often get a bit snobby about the more "mainstream" games out there. Sometimes this is with good reason — Monopoly is pretty tedious, after all, and is inclined to go on for hours and hours and hours because no-one really knows the rules properly. But there's a few amongst the pile that are actually worth playing.

    Scrabble, first and foremost, is still a great game, as anyone who's played Words with Friends or the numerous Facebook ripoffs will be able to attest. Simple, effective, clear rules, well balanced play and a nice sense of competition — plus the requirement to actually use your brain rather than play based entirely on luck.

    Lexicon is an interesting card game based around building and modifying words. It's very quick to play but it's pretty fun, plus random enough to provide a different play experience each time.

    Rummikub is an odd game that makes your brain hurt after a while. Ostensibly very simple, the mechanics of the game actually require that you remain very observant throughout and plan ahead.

    Yahtzee is a decent game, though mostly luck-based. It has a nice element of poker-like gambling to it though ultimately there's not a huge amount of depth. Word Yahtzee, on the other hand, is a much better — if less well-known — game. Requiring you to build words according to specific criteria (such as "two letters", "three words" and the like) the game requires much more in the way of brainpower than regular Yahtzee but as a result is significantly more difficult.

    I remember board games being a staple gift at Christmas and birthdays when I was young. Theme-heavy games such as The Gunge Game and The Bigfoot Game were often filled with exciting plastic bits and pieces but tended to be largely based on luck. Titles such as Scrabble, Yahtzee, Rummikub and the like were often set aside due to their focus on mechanics and strategy rather than theme. But it's those games that stand the test of time a whole lot better — I have no desire to ever play The Gunge Game again, for example, despite its awesome little rubber snot-monsters. I played Lexicon, Yahtzee and Rummikub tonight, however, and I expect I will do so again.

    Interestingly, a lot of these classic games have now spawned a bunch of more quick-playing spinoffs. Monopoly, for example, now has a card-based variant named Monopoly Deal. Monopoly Deal is, ironically, significantly better than Monopoly, largely because a game takes about twenty minutes (if that) rather than three bajillion hours. Scrabble also has a couple of variants, such as the fast-playing, hectic Scrabble Dash card game which is a lot of fun but probably better with more people. And there's variants on Cluedo and Boggle out there, too.

    So while some classics may not, in fact, be the best games in the world — some of them genuinely are, and in some cases they've spawned spinoffs that are decent things to play in their own right. So while I'm not saying you should cast aside your copies of Catan and Power Grid just yet, dust off that Scrabble box once in a while and give it a chance. You might be surprised.

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    #oneaday Day 564: Cliquety Clique https://imnotdoctorwho.moegamer.net/2011/08/05/oneaday-day-564-cliquety-clique/ https://imnotdoctorwho.moegamer.net/2011/08/05/oneaday-day-564-cliquety-clique/#respond Fri, 05 Aug 2011 23:07:37 +0000 http://angryjedi.wordpress.com/?p=2866 Watch any kind of American teen "coming of age" movie (or indeed play Bully) and you'll come across some combination of the same old cliques. The jocks, the nerds, the preppies, the plastics, the goths and the "normal" people. There are many, many subcultures out there, particularly among the more youthful members of society. But I … Continue reading #oneaday Day 564: Cliquety Clique

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    Watch any kind of American teen "coming of age" movie (or indeed play Bully) and you'll come across some combination of the same old cliques. The jocks, the nerds, the preppies, the plastics, the goths and the "normal" people.

    There are many, many subcultures out there, particularly among the more youthful members of society. But I don't remember there being cliques that were quite so clearly defined back when I was at school — and yet when I talk to other people, it often becomes clear that they did exist.

    I'm not sure if this is because I went to school in a relatively out-of-the-way place where, if we were playing Civ, there would not be a particularly high flow of Culture points. But the fact remains that so far as cliques went, there wasn't anything anywhere near as obvious as the typical subdivisions we're conditioned to "expect" from the media nowadays.

    There were a few cliques, sure, but these were mostly friendship groups. There were the guys who were into football, the people who were into music, the people who did stuff in the school plays, the people who always went on trips. But no-one tended to let their clique define who they were — and in fact, given the amount of bleed-through between the different groups, it's questionable whether they really were "cliques" after all.

    The closest I came to any kind of clique membership back at school was my involvement in music groups. That meant I often tended to hang out with the same people when doing school activities — but outside of that I had other friends, too. Those other friends didn't particularly belong to any subculture — they were just "friends". Or at least that's the way I saw them — I never looked at person X and thought "well, he's clearly a [whatever]". The only exception to this was one guy in sixth form who was very much into paganism, tarot card reading and all manner of other things and he was branded, in that inimitable high school way, as "the weird one". And, of course, the kids from the local special school who joined us in sixth form and formed their own little clique — which, being politically incorrect highschoolers, most of us were quite happy to let them do.

    Technically speaking, if I was a member of a high school clique these days I'd probably be a nerd. I like Dungeons and Dragons, I like video games and I know how to use big words. Oddly enough, though, these days nerds wear their nerdiness as a badge of pride. After all, the nerds are the ones who are making all the money by building the websites that everyone takes for granted these days. So perhaps it's not such a bad clique to be a part of.

    In some ways, I feel like I missed out a bit by going to a school that didn't have such clearly-defined subcultures. But then I wonder how accurate the movies really have it, anyway — is it really so obvious from looking at people and observing their attitudes what subculture they belong to?

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    #oneaday Day 563: A55 H013 https://imnotdoctorwho.moegamer.net/2011/08/04/oneaday-day-563-a55-h013/ https://imnotdoctorwho.moegamer.net/2011/08/04/oneaday-day-563-a55-h013/#respond Thu, 04 Aug 2011 22:02:45 +0000 http://angryjedi.wordpress.com/?p=2863 I drive relatively normally. That is, I'm inclined to go a bit faster than you're supposed to on motorways, but I generally keep to the speed limit in built up areas. My pulse quickens when I see a policeman, and I get out of the way when there's any kind of blue flashing lights nearby. … Continue reading #oneaday Day 563: A55 H013

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    I drive relatively normally. That is, I'm inclined to go a bit faster than you're supposed to on motorways, but I generally keep to the speed limit in built up areas. My pulse quickens when I see a policeman, and I get out of the way when there's any kind of blue flashing lights nearby. I don't drive like an old man who consistently drives 8mph below the national speed limit, but neither do I drive like a boy racer (largely due to the fact the car I drive is incapable of acting like a boy racer's car).

    Tonight on a long journey, I encountered possibly the biggest asshole I've ever had the misfortune to share a piece of road with. I was driving along a stretch of dual carriageway and was in the right hand lane as I'd just overtaken a truck that was going about 40mph.

    Screaming up behind me came some git with his headlamps on full beam going at least 90, probably more. He obviously wasn't going to stop so I had to get out of his way quickly. I flashed my lights at him in disapproval as he passed, which prompted him to pull over into the lane in front of me and start driving at the speed limit. I didn't have a problem with this and didn't see any need to overtake him again, as he was obviously driving like a bell-end.

    He obviously wanted me to try and overtake him again, though, as he pulled out into the right-hand lane and slowed down to let me pass on the "wrong" side. I did so as I saw no sense in playing his stupid games. He promptly pulled in behind me and put his headlamps on full again. After a few minutes, he gave up and just settled in behind me.

    I'm not entirely sure what he was trying to prove or achieve, but whatever it was he didn't succeed in anything other than making himself look like a complete cunt. Perhaps he thought that driving in such a "daredevil" manner made his penis sprout an extra few inches. Perhaps he had someone in the car with him that he was trying to impress. Perhaps he really thought he had more of a right to be on the road than me.

    Either way, he was a complete and utter cheesy knob-end and I hope he skids off the road into a ditch somewhere. Not so he dies, but so that his precious car is wrecked and he is uninjured, so that he has to pay a ridiculous amount of money and have to deal with The Lords of All Cuntishness, insurance brokers.

    Yes. That would be nice. Sadly, he probably won't end up in a ditch and right now he's probably harassing some other poor motorist having to drive out late for whatever reason.

    But he's still a festering bellend.

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    #oneaday Day 562: If We Haven't Announced It, It Doesn't Exist https://imnotdoctorwho.moegamer.net/2011/08/03/oneaday-day-562-if-we-havent-announced-it-it-doesnt-exist/ https://imnotdoctorwho.moegamer.net/2011/08/03/oneaday-day-562-if-we-havent-announced-it-it-doesnt-exist/#respond Wed, 03 Aug 2011 21:35:19 +0000 http://angryjedi.wordpress.com/?p=2860 I don't agree with everything Ars Technica's Ben Kuchera writes, but he was right on the money with this piece right here. Marketing plans are starting to rule the world, and not just in the games industry — though given my intimate familiarity with it, that's what I'll be particularly focusing on here. I remember … Continue reading #oneaday Day 562: If We Haven't Announced It, It Doesn't Exist

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    I don't agree with everything Ars Technica's Ben Kuchera writes, but he was right on the money with this piece right here. Marketing plans are starting to rule the world, and not just in the games industry — though given my intimate familiarity with it, that's what I'll be particularly focusing on here.

    I remember the early days of gaming. There were no carefully-orchestrated reveals, no countdown websites (largely because there were no websites) and no pre-order incentives. And it was good. Sometimes you'd hear through a magazine that developer X had just had a great idea for a new game, and it sounded interesting, but they didn't have anything to show yet because it was just an idea. That was cool — it gave you an insight into the creative process and didn't always come to anything. That was cool, too — cancelled games passed into the stuff of legend and became myths.

    I've been trying to pin down exactly what it is that bugs me about all this, and I think it's the whole element of "you can't talk about this until we say so". Embargoes are the bane of the games journalist, particularly when, as in some cases, you find yourself seeing a game literally months before you're allowed to publish anything about it. There is absolutely no reason for this to happen in an online world of immediate information — particularly with the growing number of leaks that spring from developers presumably frustrated with the shackles that PR firms place around their necks.

    The problem with the whole thing is perhaps best summed up by Gearbox's Randy Pitchford stating "if we haven't announced it, it doesn't exist." Why on Earth should that be the case? What a way to disrespect your development team, who are probably quite proud of what they're working on. What a way to insult the intelligence of the public. And what a pointless exercise — in this case it was less than a day between Eurogamer breaking the story that Borderlands 2 was "probably" on the way and Take-Two announcing that Borderlands 2 was on the way. Pitchford called this "shoddy journalism" when in fact it was the exact opposite — reporters should go off-piste from time to time, as they're not PR mouthpieces — PR mouthpieces are!

    As one who reports on the news in the industry, I come face to face with this sort of thing every day. Don't get me wrong — I very much enjoy reporting on new announcements and helping drum up excitement for new products. There is always something going on in the industry, whether it's a small developer putting out an interesting-looking iPhone game or a massive publisher announcing a new means through which they're attempting to bum-burgle used game customers.

    I know why it happens of course — it's so competitors don't get to find out their awesome new features and then put out a better version. But in all seriousness, there's a whole load of generic military shooters out there already — keeping the fact that New York gets attacked in one/both/all of them isn't going to change that fact. Ironically, the most original titles are often the ones who are most open and humble about their innovations.

    As a consumer, the constant parade of cock-teasers is inordinately frustrating and is causing me to shy further and further away from mainstream entertainment in my own free time. In recent years, the titles I've got most excited about are the ones that weren't embargoed, the ones where developers were open about what they were up to and the ones where I could find out things about the game at my own pace by doing some research and trawling through developer websites — not by following some schedule that the marketing department had dreamed up. Recettear, Chantelise, Groove Coaster, Pocket Academy, Breath of Death VII, Cthulhu Saves the World, Dungeons of Dredmor, Minecraft — these are the games I'm excited about and it's perhaps no coincidence that most of them are independently developed and published titles. All of them either suddenly appeared out of nowhere without months of cock-teasing, or were extensively documented by their creators during development. I can only imagine how satisfying it will be for Notch and his team when Minecraft is finally released to the public and they have a complete and public record of the entire development process which they can look back on and think "Yes. We did that."

    The only exception to this rule in my case is Catherine, which Atlus carefully drip-fed information out to the public about, but, notably, didn't stop people talking about the Japanese version which had come out some months earlier — including a playable demo. By the time the reviews for the game came out, I'd already made up my mind — I wanted to play that game, and a review wasn't going to change my mind. I'd played the Japanese demo and was intrigued by it. I was interested in seeing what the Persona team made of adult relationships, and I liked the idea of the story being married to something other than a typical JRPG. I felt like I was making an informed choice, not the choice that PR wanted me to make. Even then, as a European I still have to wait until Deep Silver bring the game over — by which time most of my American buddies will have played and beaten the game and will have already discussed it.

    It's difficult to say whether this situation will continue — it seems that most weeks I see journalist friends suffering some sort of embargo frustration, or gamer friends fed up with the constant prick-teasing of countdown sites and "exclusive reveals" during sports events they weren't going to watch anyway. But it must at least be having an effect because it seems to be the model to follow these days.

    I miss the days of bedroom programmers selling cassette tapes at car boot sales and type-in listings from magazines. Can we have those days back, please?

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    #oneaday, Day 561: Rusty Water https://imnotdoctorwho.moegamer.net/2011/08/02/oneaday-day-561-rusty-water/ https://imnotdoctorwho.moegamer.net/2011/08/02/oneaday-day-561-rusty-water/#respond Tue, 02 Aug 2011 20:49:38 +0000 http://angryjedi.wordpress.com/?p=2856 I've been playing the stupidly-named Rusty Hearts since the closed beta started at the end of last month. The game caught my eye during E3, when publisher Perfect World announced that they would be taking the free to play genre up a notch with three titles that featured the level of polish one would typically expect from … Continue reading #oneaday, Day 561: Rusty Water

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    I've been playing the stupidly-named Rusty Hearts since the closed beta started at the end of last month. The game caught my eye during E3, when publisher Perfect World announced that they would be taking the free to play genre up a notch with three titles that featured the level of polish one would typically expect from a commercial title.

    I was skeptical, of course — everyone was. "Free to play" does, after all, to many people, mean "not as good as a 'real' game". But still Rusty Hearts held some sort of fascination for me. I can't quite pin down what it was — perhaps it was the cel-shaded art style, perhaps it was the fact it didn't sound like another WoW clone, or perhaps I was simply just curious. Whatever it was, it meant that as soon as the opportunity to sign up for the closed beta came around, I was straight in there and sent a code almost immediately.

    Now the closed beta is here and I've been playing a while, my fascination was, I believe, warranted. Because it's a good game. Not "good for a free to play game", not "good, but I'd rather play something I paid for". No; it's simply a good game that I would like to play more of — and will.

    Why is it good? Well, there's a variety of factors in play. The aforementioned cel-shaded art style is one of them. It looks good, particularly the characters. The backgrounds aren't the best in the world but they're in keeping with the stylised aesthetic. Animations are decent and done with a large amount of Japanese-style visual flair to make things look more exciting. Sword impacts are accompanied by huge flashy "swoosh" effects, every scene transition is done with an effect that looks like claws ripping across the screen and the whole thing is pleasingly "arcadey" in its presentation.

    Which brings us nicely onto the way it plays. World of Warcraft it ain't, unlike several of Perfect World's other titles. Sure, you have a hotbar at the bottom of the screen and health bars at the top left. But that's where the similarity ends — this is a full-on Streets of Rage/Golden Axe-style brawler given a next-gen coat of paint and put online. Couple this with a Devil May Cry-esque "style points" system, end-level rankings and skill-based techniques with the word "Just" in them and you've got a very endearingly console-style game with the depth of a PC title. This is very much a Good Thing.

    Konami must be kicking themselves about now, though, because the game is essentially Castlevania Online, right down to the awesome techno-rock soundtrack. Here's the plot: there's a big castle, and somewhere within it is a Bad Dude called Vlad. He has a servant called Death. It's up to a plucky band of supernaturally-inclined heroes, some of whom may or may not be witches and vampires, to save the day by beating seven shades of shit out of everything stupid enough to cross their path. Sound familiar? It should; Rusty Hearts is pretty shameless in its inspiration. That's no bad thing, though — the game works well and if Konami aren't going to make a game like this then someone else might as well.

    I haven't got that far yet — my character is just level 9, but I'm into the castle proper now after what appears to have been a series of lengthy training quests. The difficulty has ramped up noticeably and, unlike the early levels, it may become necessary to team up with other players to take on some of the subsequent challenges. I'm looking forward to trying out cooperative play — so far solo play has been satisfying and fun, but I can imagine fighting alongside teammates will be fun in a different way. It remains to be seen what the community is like.

    Rusty Hearts' closed beta is active right now — I'm not sure when it finishes, but characters and progress will be wiped at that point. Any cash items players might have purchased when that happens will be refunded to their account, so players won't lose any money that they've invested into the game. If anyone's curious to try it out for themselves, somewhere in my inbox I have two spare beta codes going — not sure if you can still use them now the beta's started, but if you're interested in giving it a shot, just let me know and I'll send one over for you. First come, first served.

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    #oneaday, Day 560: Enchanté, Elise https://imnotdoctorwho.moegamer.net/2011/08/01/oneaday-day-560-enchante-elise/ https://imnotdoctorwho.moegamer.net/2011/08/01/oneaday-day-560-enchante-elise/#comments Mon, 01 Aug 2011 21:48:19 +0000 http://angryjedi.wordpress.com/?p=2852 I very much enjoyed EasyGameStation's Recettear: An Item Shop's Tale, mostly due to the wonderful localization job done by Carpe Fulgur. I booted it up for the first time half expecting to be done with it within less than an hour — most games involving supposed "shop management" and the like these days are in … Continue reading #oneaday, Day 560: Enchanté, Elise

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    I very much enjoyed EasyGameStation's Recettear: An Item Shop's Tale, mostly due to the wonderful localization job done by Carpe Fulgur. I booted it up for the first time half expecting to be done with it within less than an hour — most games involving supposed "shop management" and the like these days are in fact social games and therefore pretty much devoid of any meaningful thought whatsoever. Recettear, though, was different — by blending the loot-whoring dungeon crawler with a simple business sim and some lovable characters, EasyGameStation and Carpe Fulgur managed to create easily one of the most memorable games of last year for me.

    So it was with some anticipation that I heard the team was hard at work on localizing another EasyGameStation title — Chantelise: A Tale of Two Sisters. From what I'd heard of it, it sounded like a more conventional action RPG than Recettear, but I was confident that Carpe Fulgur's translation would prove super-effective once more.

    The game came out the other day so I grabbed a copy — it was cheap, and I'm happy to take a risk on something from a developer I trust, particularly for a low price. I've been playing it for a few hours now, and while it's quite a different experience from Recettear, the similarities are pleasing — you can still heal yourself by eating egg on toast, for example, and a lot of the "miscellaneous treasure" items are the same. The monsters are almost identical, too, and protagonist Elise looks somewhat like what Recette would probably look like if she were a little older. And there's a fairy involved again, too.

    What's been a pleasant surprise about Chantelise, though, is how unconventional it is. Despite looking to all intents and purposes like a fairly generic action JRPG, there's some inventive ideas in there.

    For starters, there's no grinding for experience points, levelling up and that sort of thing. Powering up Elise is done entirely through purchasing items and/or completing parts of the story. This negates the need for tedious grinding, as money seems reasonably easy to come by.

    Then there's the magic system. Rather than simply learning an arsenal of spells and then using magic points to cast them, Elise's sister Chante (who has been turned into a fairy) handles magic. If Elise collects magic gems dropped by monsters, Chante can then use these to cast spells — each colour causes a different effect. Multiple gems can be used at once, too, with different combinations yielding different effects. The twist is that Chante will only cast a spell using the last gem you picked up, meaning that there's an element of almost puzzle game-like strategy to picking up loot from the floor as you need to ensure you have a helpful arsenal of spells on hand to use.

    The game structure is peculiar but effective, too. Split into various areas which are then subdivided into stages, Chante and Elise must batter their way through all the monsters in a stage to unlock the path to the next. The final stage in an area features a boss fight. Getting KOed along the way sends the heroic duo back to town, and re-entering the area requires them to start again — only this time they can charge straight through stages that have already been completed to quickly get back to where they were. This makes getting KOed mildly inconvenient, but not inordinately frustrating.

    Alongside the basic game structure, every stage also has a secret treasure chest to find, too. Requirements for revealing this range from killing special enemies to destroying parts of the scenery, and the game keeps track of which areas you've found the secrets in and which you haven't. Interestingly, you don't have to run the whole gauntlet of stages if you're just going for a treasure chest — you can play individual stages in a time attack mode if you're just treasure hunting, but you have to follow the linear "story mode" path if you want to progress through the, well, story. Obviously.

    In practice, the game is more of an action game with an upgradeable character than an RPG. The first few stages are deceptively easy but by the time you're into the second dungeon you'll find yourself having to thoroughly understand what Chante and Elise are capable of if you hope to succeed. Hordes of enemies — some of whom can only be defeated in a specific manner — attack the pair and it becomes rather more important to think tactically rather than charge in mashing the Attack button.

    Chantelise likely isn't going to appeal to everyone. Its animé visuals look like pretty much every budget JRPG ever. There's a lot of repetition involved, particularly if you keep dying. The tutorial is rudimentary at best, leaving you to discover the vast majority of how the game works for yourself. The music's a bit annoying. And the Zelda-style BLING! BLING! BLING! BLING! noise when you're low on health will drive you nuts (pro-tip: don't get low health). But I happen to love all these things (even the annoying music and BLING! BLING! BLING!) so I'm looking forward to what promises to be a reasonably lengthy adventure with plenty of hack and slash action and the same wonderful localization that set Recettear apart as one of my favourite games of last year.

    Carpe Fulgur have great things ahead of them — they're already working on two new titles, one of which is secret. Discovery of games like Recettear and now Chantelise — both blissfully Achievement, Online Pass and DLC-free — is why I'm very glad I'm now doing most of my gaming on PC.

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    #oneaday Day 559: You Can't Go Back https://imnotdoctorwho.moegamer.net/2011/07/31/oneaday-day-559-you-cant-go-back/ https://imnotdoctorwho.moegamer.net/2011/07/31/oneaday-day-559-you-cant-go-back/#comments Sun, 31 Jul 2011 22:54:13 +0000 http://angryjedi.wordpress.com/?p=2849 What's done is done. However much you might want to turn back time and do things again, the oft-requested Quicksave feature for Life has never made an appearance in several million years of patches, so I'm pretty much sure that we're stuck with our broken save system with permadeath. In seriousness, though, a bit of … Continue reading #oneaday Day 559: You Can't Go Back

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    What's done is done. However much you might want to turn back time and do things again, the oft-requested Quicksave feature for Life has never made an appearance in several million years of patches, so I'm pretty much sure that we're stuck with our broken save system with permadeath.

    In seriousness, though, a bit of nostalgia-tripping through some old podcasts that some friends and I used to make (long before the Squadron of Shame got all podcasty) reminds me that time has indeed passed — and quite a bit of it. Certain people are no longer in my life. Certain people have shifted to the peripheries of my life. Many of the things I used to do are distant memories. And, of course, I'm no longer 26 years old, as my girlfriend Andie is so keen to point out. (She's going to be on the receiving end of plenty of revenge when she turns 30. Oh yes indeed.)

    This sense of change is made all the more prominent in the digital age, given that it's entirely possible to leave a trail of digital detritus across the entire Internet. Some of it gets lost, but some of it remains here and there as evidence of things that are constant and things that aren't.

    The aforementioned Gaming with Pedwood podcast MySpace page, for example, is still there, as is, for that matter, my page. (Buggered if I can remember the login details for either of them, though.)

    A short-lived attempt at blogging the life of a teacher is also still present and correct, a follow-up to a series of emails I sent during my PGCE. I thought I wrote more than that, but as you can see, it tails off pretty quickly as I discovered that the life of a teacher, particularly in a dodgy chav-infested rathole that was £500k in the red was, in fact, rather stressful, and I thought it would be perhaps unwise to chronicle all that in a totally honest manner at the time.

    And my 1up.com page is still up and running, featuring possibly some of my earliest attempts at games-related blogging.

    Sadly, a couple of sites are nowhere to be seen. You can get at the Angry Jedi site as far back as 2003 via the Wayback Machine but sadly some of the links and pictures are broken, meaning that some of the MP3 files we created are gone forever. The site I put together for the University of Southampton Theatre Group can also be found via the Wayback Machine — including the very early example of blogging that I did using a Palm Tungsten, a 32MB SD card, a card reader and an Internet café. High tech!

    The site that I'm pretty sure I had at petedavison.com — my first experience with WordPress, no less — is nowhere to be seen, unfortunately. And the site I constructed at university, known as Studio A33 (after my first year flat) which distributed the various dodgy Klik and Play games my friends and I created, is also conspicuously absent. This is a great shame, as I had a tremendous urge to play Hobbit Blasters recently. I'm sure it's lurking on a CD somewhere in the garage.

    Life moves on at a rate far too rapid for our liking sometimes. It's pleasing to come across such fragments of our digital lives from time to time, as it reminds us of where we've come from, both good and bad places. But we can't go back — however hard you might want to try and recapture the feelings you describe in these digital fragments, you need to accept that it ain't ever going to happen.

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    #oneaday Day 558: Poo https://imnotdoctorwho.moegamer.net/2011/07/30/oneaday-day-558-poo/ https://imnotdoctorwho.moegamer.net/2011/07/30/oneaday-day-558-poo/#respond Sat, 30 Jul 2011 18:57:29 +0000 http://angryjedi.wordpress.com/?p=2844 Andie reckoned I wouldn't write a blog post about poo. So here I am proving her wrong. The word "poo" is one of those ones that never fails to make me smile in a childish manner. It's not a scientific word in the slightest, and it's right up there with "wee" in the childish stakes … Continue reading #oneaday Day 558: Poo

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    Andie reckoned I wouldn't write a blog post about poo. So here I am proving her wrong.

    The word "poo" is one of those ones that never fails to make me smile in a childish manner. It's not a scientific word in the slightest, and it's right up there with "wee" in the childish stakes — only, for whatever reason, talking about poo tends to be more of a taboo than talking about wee. I'm not sure why this is — but it just is.

    Americans, in my experience, tend to use the word "poop" more than "poo". I recall an episode of Friends where the word "poo" came up quite a bit and it just sounded odd coming out of Matthew Perry's mouth. The word "poo", not actual poo.

    The act of pooing is, of course, both unpleasant for others to witness and immensely satisfying for the person doing it. As a gross generalisation (in every sense of the word "gross") gentlemen appear to enjoy a good poo rather more than the ladies, though there are, of course, exceptions. For the most part, though, gentlemen are certainly more prone to spending a great deal more time pooing than the ladies.

    There are doubtless a variety of reasons for this, possibly the fact that being alone in the bathroom with your pants around your ankles is one of the only times that you're truly alone and can sit there with your thoughts. It's probably not a coincidence that Rodin's famous statue The Thinker is sat in a distinctly pooing-like position. After all, what better time is there to get all the shit (no pun intended) together in your head than a time when you really can't be disturbed by other people? Exactly. Best to enter the bathroom with your thoughts for company.

    Or, indeed, an iPhone and a copy of Bejeweled Blitz.

    I sometimes wonder if iPhone game designers did their playtesting on the toilet, because the very best iPhone games are friendly to toilet-play sessions. Bejeweled Blitz, for example, takes place in one minute chunks, if you'll pardon the expression. A level of Angry Birds takes probably less than a minute to get through. And titles like 100 Rogues are easy to stop at any time when you, you know, stop.

    So let's praise the act of pooing. Without it, it's entirely possible many of the great inventions of our time wouldn't have come to be. Life's great thinkers doubtless came up with their various theories of life, the universe and everything while pinching off a loaf. And surely many's the author struck with a wave of inspiration while dropping the kids off at the pool.

    Pooing, then: don't be ashamed. Be proud of your poos and what you accomplish during them, even if it's just another ridiculous high score in Bejeweled Blitz. Because seriously, the alternative is just staring at a blank wall, which is just no fun at all.

    Poo!

    (Enough.)

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    #oneaday Day 557: Play Some Music https://imnotdoctorwho.moegamer.net/2011/07/29/oneaday-day-557-play-some-music/ https://imnotdoctorwho.moegamer.net/2011/07/29/oneaday-day-557-play-some-music/#respond Fri, 29 Jul 2011 21:30:27 +0000 http://angryjedi.wordpress.com/?p=2841 I've been playing Groove Coaster on my iPhone. If you haven't already downloaded it, stop reading this right now and go and download it while it's still 99 cents/69p. So now you've played it. So you understand. Groove Coaster is pleasing for a number of reasons, not least of which is the fact that it's a gorgeous-looking, … Continue reading #oneaday Day 557: Play Some Music

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    I've been playing Groove Coaster on my iPhone. If you haven't already downloaded it, stop reading this right now and go and download it while it's still 99 cents/69p.

    So now you've played it. So you understand.

    Groove Coaster is pleasing for a number of reasons, not least of which is the fact that it's a gorgeous-looking, solidly-playing game with plenty of content for the miniscule amount of money you pay for it. The Infinity Gene-style visuals complement the gameplay well, being attractive without distracting, and they look beautifully pin-sharp on the Retina display of the iPhone 4.

    That's not the best thing about Groove Coaster, though. No; the best thing about it by far is how it calls to mind the days when music games were home to a huge amount of creativity. We had virtual turntables (BeatMania), a rapping dog (Parappa the Rapper), a guitar-toting sheep that really didn't look like a sheep (UmJammer Lammy), a rabbit that liked prancing around on wiggly lines (Vib Ribbon) and weird things that liked racing down tunnels (Frequency/Amplitude).

    These days, though, what do we have? Guitar Hero and Rock Band, and it's questionable whether or not we really have Guitar Hero still. Okay, we have DJ Hero too, but for the most part, it's all about the plastic instruments.

    Groove Coaster casts the mind back to a time before Guitar Hero, when music games were about the music, not about the things you had in your hands while you were playing (not your penis, you filthy pervert. You know your mind was going there.) No; Groove Coaster is about losing yourself in an enormously diverse array of clearly Japanese music tracks and letting your finger do all the work. Success is down to how well you engage with the music, and how well you can equate the on-screen figures (which twist and turn rather than following the linear path of Guitar Hero and Rock Band) with the way the music is going. You can't play it passively — it's a game you need to concentrate on. It's not about "party play" — no bad thing in itself, I might add — but it's about getting inside the music and "feeling" it in a way I haven't experienced since Frequency and Amplitude.

    The other great thing is the characteristically Japanese music makes me think of Namco's PS1 games — Ridge Racer Type 4 and Anna Kournikova's Smash Court Tennis specifically. These games had fantastic non-licensed music that was obviously Japanese but had enough Western-style "funk" about it to appeal to a universal audience. There are several tracks in Groove Coaster that would certainly not have been out of place in a Namco title from the late 90s. This, as they say, is a Good Thing.

    I don't even mind the fact that the game gratuitously sells "boost" items and extra tracks for actual money, because 1) I paid so little for the game in the first place, 2) there's plenty of content in there without buying anything extra and 3) the "boost" items don't necessarily give you a massive advantage, they're just a bit more convenient.

    So, then, if you ignored my first paragraph and still haven't downloaded Groove Coaster I say again: go get it now. (If you want to. Please don't hit me. What are you doing with that shov–)

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    #oneaday Day 556: One Direction, Unless It's That One https://imnotdoctorwho.moegamer.net/2011/07/28/oneaday-day-556-one-direction-unless-its-that-one/ https://imnotdoctorwho.moegamer.net/2011/07/28/oneaday-day-556-one-direction-unless-its-that-one/#comments Thu, 28 Jul 2011 22:50:13 +0000 http://angryjedi.wordpress.com/?p=2838 I have an uncanny sense of direction. I'm quite pleased that I've developed this over the years, because it's an incredibly useful thing to have. It gives me confidence when going to a new place because I know that I can 1) generally find my way around pretty quickly and 2) won't panic if I … Continue reading #oneaday Day 556: One Direction, Unless It's That One

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    I have an uncanny sense of direction. I'm quite pleased that I've developed this over the years, because it's an incredibly useful thing to have. It gives me confidence when going to a new place because I know that I can 1) generally find my way around pretty quickly and 2) won't panic if I do happen to get lost. In fact, when visiting a new place, I tend to find getting lost is actually a good thing because it forces you to find your way around, spot landmarks and, occasionally, yell at your navigator. (I've never yelled at my navigator. Largely because my navigator is usually Google Maps, which doesn't respond well — or indeed at all — to constructive criticism)

    I'm not entirely sure where this special ability has come from, but I have a sneaking suspicion that it's something to do with video games — particularly, in my formative years, old-school first person shooters and more recently, open-world sandbox games like Grand Theft Auto.

    Modern first-person shooters wouldn't help, of course, being mostly linear in nature. If you want to get a good feeling of being lost and having to learn an environment, go play Doom or Duke Nukem 3D and marvel at how useless their 2D maps for 3D-ish environments. If you really want to get lost, have a go at Wolfenstein 3D or Catacomb Abyss, where all the textures fit on a single 1.44MB floppy disk.

    The more I think about this, the more I feel it's probably where it came from. If I think of Bully, which I played through recently, I'd happily be able to navigate you around the map without having to refer to, well, the map. Want to go to the carnival? Sure. (Leave the school, turn left, go over the bridge, follow the seafront and go through the tunnel.) Looking for the town hall? Got you covered. (Leave the school, turn right, go over the bridge then keep going straight ahead until the end of the street.) Want to find your way to the mental asylum? No problem! (Leave the school, turn right, over the bridge, turn immediately right, go under the underpass, follow the road around as it bends left, then right, then right again, then around the end of the building, over the bridge, through the docks to the end and through the tunnel.)

    The best thing about having a good sense of direction is not having to be a slave to satnav. When driving at night these days, pretty much every car cockpit you see seems to be lit up with some kind of satnav device. I actually very rarely use satnav, despite having a good app on my phone for it (CoPilot Live — cheap and has a sexy voice) and tend to use Google Maps if I need to see where I am.

    So, then, if you need someone to guide you home after a big night out? I'm your man. You can drop me down in the middle of an unfamiliar city in the middle of the night (possibly drunk) and I'll get you home. Eventually. And there may be a stop for a kebab on the way. But I'll get you home.

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    #oneaday Day 555: Social Smarts https://imnotdoctorwho.moegamer.net/2011/07/27/oneaday-day-555-social-smarts/ https://imnotdoctorwho.moegamer.net/2011/07/27/oneaday-day-555-social-smarts/#respond Wed, 27 Jul 2011 23:55:38 +0000 http://angryjedi.wordpress.com/?p=2834 This story in the New York Times tells of a year-old startup company called Social Intelligence, whose remit consists of assembling a dossier of information on job applicants based on their online activity over the past seven years. Now, you may argue that employers are perfectly within their rights to carry out background checks on … Continue reading #oneaday Day 555: Social Smarts

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    This story in the New York Times tells of a year-old startup company called Social Intelligence, whose remit consists of assembling a dossier of information on job applicants based on their online activity over the past seven years.

    Now, you may argue that employers are perfectly within their rights to carry out background checks on prospective employees, and you'd be absolutely right — it's why schools and other positions which place people in positions where they will be dealing with "vulnerable" individuals require a disclosure check to make sure the applicant doesn't have a checkered criminal past. Evidence of professional honours and charitable work also helps make an employer feel that not everything listed on a CV is a fabrication.

    The concerning part is what else Social Intelligence looks for — according to the NYT article, "online evidence of racist remarks; references to drugs; sexually explicit photos, text messages or videos; flagrant displays of weapons or bombs and clearly identifiable violent activity." The concerning part is not the type of content that the company is looking for — it's how it might be stumbled across in a typical Internet search. That is, completely lacking in context. I'm not for a moment condoning violent activity, racism or anything else dodgy. But, frankly, everyone makes jokes, and sometimes those jokes are off-colour. Everyone has embarrassing Facebook photos, many of which are not what they seem. And if someone's had a puff of weed of a weekend and had a good giggle about it with their friends, that doesn't make them an inherently bad person, either.

    "We are not detectives," said Max Drucker, CEO of the company. "All we assemble is what is publicly available on the Internet today."

    Fair enough; but where does it stop? Once employers get the message that it's okay for companies like Social Intelligence to start trawling through your online background, what's to stop them from rejecting you based simply on something you said to your friends, or who you associate with online. This is particularly relevant given the "amusing" practice of friends "facejacking" or "fraping" each other's accounts given the opportunity — perhaps they left their account logged in, perhaps they left their phone on the table to go for a piss. Regardless of how or why it happened, a good-natured facejacking with all its usual excesses could well lead to someone's job prospects being dashed on the rocks — through no fault of the candidate.

    Then there's the privacy question. Not necessarily the "what you share" question — that's a different matter entirely, and one which every individual must decide upon: what are you willing to tell people online? No, the privacy question I'm concerned about here is the divide between the personal and the professional. We're all different people at work — we behave in one way when we're on the clock, expected to be that person listed in the Person Specification and deal with customers and clients in the way we're supposed to, but as soon as 5pm rolls around we're off down the pub, swearing like a sailor, giving each other light-hearted ribbings and possibly making fools of ourselves. This latter part of the day doesn't affect our capability to do the job effectively. This latter part of the day is completely irrelevant to an employer — and, given most social networks' focus on the "personal" rather than the "professional", most social networks save the interminably boring LinkedIn are also completely irrelevant to an employer.

    As someone who suffered workplace bullying from management partly as a result of some extremely vague negative comments on Twitter (which didn't mention the company in question at all, I hasten to add) — and witnessed several colleagues get fired over a Facebook prank that went awry — I feel particularly strongly about this. The things I said online were vague, not directed at my employer but at my life situation in general, and designed to let my friends who cared about me know how I was feeling — which wasn't great at the time. My professional life had no place intruding on my personal life — my personal life was not affecting my job performance, which had never been better. There were facts and figures and customer satisfaction surveys to prove it. Ironically, all the poor treatment I received at the hands of this shockingly bad management did was make me more likely to badmouth them now that I've left the company. But specifics of that are for another day.

    The best analogy I can think of for Social Intelligence's work would be if as part of your job interview you had someone from the company follow you to the pub in the evening, follow you home, watch you go about your daily business, watch you have a shit, shower, shave, and then go through your bins just for good measure. In the days before social networking sites employers didn't do this, so just because there is the possibility for unprecedented invasions of privacy doesn't mean that it should happen.

    Sadly, however, in the modern world, a lot of people seem to think that the words can and should are, in fact, interchangeable. And as such we end up with companies such as Social Intelligence rifling through candidates' virtual dirty laundry in an attempt to come up with the one tragic flaw that means Mr Perfect is not, in fact, quite so perfect for this position after all.

    To me, the concept of "watch what you say" goes against everything social media — which should, in essence, be the ultimate form of free speech — stands for. But while this sort of thing is going on, you'd better just double-check those privacy settings, and cancel that account on that swinging site you signed up for "just to take a look."

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    #oneaday Day 554: Telephobia https://imnotdoctorwho.moegamer.net/2011/07/26/oneaday-day-554-telephobia/ https://imnotdoctorwho.moegamer.net/2011/07/26/oneaday-day-554-telephobia/#comments Tue, 26 Jul 2011 23:55:31 +0000 http://angryjedi.wordpress.com/?p=2827 If you phone me, it's entirely possible that I won't want to talk to you. I might not even answer. I'm not being a dick, and I still like you, I just hate talking on the phone. Actually, it goes deeper than that. I am fucking petrified of talking on the phone. Here's what happens when … Continue reading #oneaday Day 554: Telephobia

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    If you phone me, it's entirely possible that I won't want to talk to you. I might not even answer. I'm not being a dick, and I still like you, I just hate talking on the phone.

    Actually, it goes deeper than that. I am fucking petrified of talking on the phone.

    Here's what happens when I receive a phone call:

    Phone rings.

    "Shit! My phone's ringing," I think. "I wish my ringtone wasn't so loud/embarrassing."

    I mute the ringtone and look at the display to see who's calling.

    "I don't want to answer that if I don't know who it is," I think if I see a blocked number. "They must have bad news for me or want to yell at me; I must have done something wrong," I think if I see a number for someone I recognise.

    "But wait," I then think. "Wasn't there that thing I was hoping to hear back from? Maybe it's that."

    "Oh, but what the hell will I say?" the irrational side of my mind says. "You have enough trouble dealing with people in person at times, you can't fill awkward silences on the phone with hand gestures or pretending to cough or something."

    "Just do it," says the rational side of my head. "What, seriously, is the worst possible thing that could happen?"

    "I don't want anyone to listen to me on the phone," chimes in the irrational side of my head. "But if you must, answer it." I disappear into a room (or outside if a convenient room isn't available), close the door so no-one can listen in and take a deep breath, preparing to take the call.

    Unfortunately, by this time, my voicemail has usually taken over and a whole new set of anxieties take the place of the original fears. I see a voicemail message come in and I'm hesitant to listen to it just in case it's someone, again, yelling at me. I don't generally give people reasons to yell at me, but still the natural assumption for me when I receive a voicemail is that it's someone yelling at me, particularly if I've had something important to do recently and I'm paranoid that I may have forgotten to do any or all of it.

    It's no better when I have a phone call to make. Here's how that goes:

    Look at phone number written down.

    Look at phone.

    Rehearse start of conversation in head, or at least attempt to.

    Wonder what might happen if person on other end of phone deviates from script in my head.

    Panic a bit.

    Look at phone number again.

    Rehearse alternative start of conversation in head. Wonder what the other possibilities might be.

    Stare at phone for a bit.

    Pick up phone. Start to dial number.

    Stop.

    Wait.

    Think a bit more.

    Swallow heavily.

    Put down phone. Go and do something less stressful, like giving haircuts with a chainsaw.

    (As an aside, oddly enough I seem to be just fine with "professional" phone calls. It's the more "personal" calls that I have difficulty dealing with. I worry that the person on the other end will judge me, misunderstand my long silences or call me a twat.)

    I hate this part of myself. It's a genuine phobia, irrational and all, and a bit of casual Internet research suggests that I'm not the only person who feels this way, not by a long shot. It even has a proper name — telephobia (or, depending on who you talk to, the tongue-twisting telephonophobia or simply "telephone phobia") — but that doesn't really make me feel much better about it.

    The solution to it is, as suggested by several people, to deliberately put myself into situations where I have to make phone calls. I've done temp work that would have involved answering the phone. I couldn't do it. I froze up, petrified, whenever the phone rang. I had to speak to my temporary boss almost in tears telling her that I just couldn't answer the phone. Deliberately put myself in that situation again? Sadly, it might work — but I just don't feel up to it, yet.

    The phone is a pain in the arse. Even if I actually liked talking on it, I'd likely still think it was a pain in the arse. It's obtrusive, it interrupts things, you can't do anything else while you're talking on the phone (unless you have one of those Bluetooth headsets, and then you just look like a tit, plus people can then hear you pissing/making a sandwich/walking around outside/watching TV) and it's impossible to end a conversation effectively.

    This hatred is, I know, all part of the "irrational" part of the phobia and I'm sure that if I was able to cope with it, I'd probably, in fact, actually quite like talking to people on the phone. But while a phone ringing and the prospect of having to answer it completely terrifies me and fills me with a sense of panic and dread… no thanks. I'll stick to forms of communication I'm actually comfortable with and can take my time over, thanks.

    For now, anyway.

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    #oneaday Day 553: Classic Post https://imnotdoctorwho.moegamer.net/2011/07/25/oneaday-day-553-classic-post/ https://imnotdoctorwho.moegamer.net/2011/07/25/oneaday-day-553-classic-post/#comments Mon, 25 Jul 2011 21:59:23 +0000 http://angryjedi.wordpress.com/?p=2823 You know what annoys me? Apart from chavs; people who use too many exclamation marks; people who forget to put question marks on the end of emails and then send a whole new email saying just "??"; inappropriate use of the tongueface smiley when there's really nothing worth sticking your tongue out over; onions; Facebook; … Continue reading #oneaday Day 553: Classic Post

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    You know what annoys me? Apart from chavs; people who use too many exclamation marks; people who forget to put question marks on the end of emails and then send a whole new email saying just "??"; inappropriate use of the tongueface smiley when there's really nothing worth sticking your tongue out over; onions; Facebook; getting an itch on the part of your back you can't reach; terrorism; Michael Pachter; cameraphones at concerts; and computer hardware failing, of course?

    The word "classic".

    Now, there's nothing fundamentally wrong with the word "classic" when used correctly. Dracula is a classic novel. Monty Python is classic comedy. Judas Priest's Painkiller is a classic metal album. Super Mario World is a classic video game.

    Brita water filter cartridges are not, in any way, nor will they ever be, "classics". Similarly, anything coated in chocolate may be tasty but likewise will not, and never will be, a "classic" flavour. Running OS 9 apps on old OS X machines using the Classic interface does not make me think "Gosh, I wish using a computer was still like this." And my bank account is never going to go down as a work of great literature or indeed an influential work of economics, despite my bank's assertion that it is a "classic" account.

    I'm not sure where this stupid trend came from but it completely destroys the meaning of the word. This isn't the first word that modern society has mangled and violated, of course — see also "awesome" (which I confess I'm guilty of using, largely because I talk to a lot of Americans and partly because I used to work for Apple — the two things essentially being one and the same in terms of daily communications and what it does to your typical vocabulary), "epic", "fail" and doubtless numerous others.

    But "Classic"? Seriously? I doubt in twenty years' time people are going to be looking back at the cartridges Brita water filters used and thinking "yes, that really was a classic of early 21st century water filtering design, but my, how primitive it looks now!" Or maybe they will. Perhaps early 21st century domestic engineering will become something of an art form in the near future, when we all have robot servants who will eventually and inevitably rise up against us but in the meantime get exploited by us lazy bastards.

    Wait, I seem to have stretched my brain across the fourth dimension. Let me bring it back to the present.

    Yeah, you think I'm taking the piss with the water filter thing, don't you? Well suck on this:

    "Classic" water filter my arse. This, of course, being branded as a "classic" water filter cartridge now implies that there's some sort of edgy contemporary water filter out there which probably hangs around on street corners smoking marijuana and tagging walls with cans of spraypaint. A water filter so edgy and contemporary that it doesn't filter your water at all, it just spits it back in your face and tells you to go fuck yourself because this is 2011 and, like, dude, there are people out there who have no water at all and you're worried about sucking back a bit of limescale?

    I may have overthought this somewhat and indeed deviated slightly from my original topic. I think on that note it may be time to go and lie down for a little while. Good night!

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    #oneaday Day 552: My Favourite Bastard: Gary Smith https://imnotdoctorwho.moegamer.net/2011/07/24/oneaday-day-552-my-favourite-bastard-gary-smith/ https://imnotdoctorwho.moegamer.net/2011/07/24/oneaday-day-552-my-favourite-bastard-gary-smith/#respond Sun, 24 Jul 2011 21:09:22 +0000 http://angryjedi.wordpress.com/?p=2818 I mentioned a few days ago that I've been playing Bully again. I have now beaten it again (with 100% completion, more fool me) and have come to the conclusion that the game's primary antagonist, Gary Smith, is one of the finest villains we've seen in gaming. (Bully spoilarz ahead.) Gary is every teacher's worst nightmare. … Continue reading #oneaday Day 552: My Favourite Bastard: Gary Smith

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    I mentioned a few days ago that I've been playing Bully again. I have now beaten it again (with 100% completion, more fool me) and have come to the conclusion that the game's primary antagonist, Gary Smith, is one of the finest villains we've seen in gaming.

    (Bully spoilarz ahead.)

    Gary is every teacher's worst nightmare. He's brash, outspoken, manipulative and has ADD. At the outset of the game, it's clear that he's a bully, judging by the way he treats Pete Kowalski. Pete doesn't stand up to Gary, though, as it's clear that he's afraid of him and, judging by his behaviour towards Jimmy later in the game, prefers to live for the approval of others.

    Algie, one of the Nerds clique, refers to Gary as a "sociopath". This is probably an accurate description — as time goes on and Gary becomes increasingly paranoid, thanks in part to him ceasing to take his ADD meds, he manipulates the schoolkids to his own ends without a hint of remorse. He lies and cheats and takes every chance he can get to get one up on Jimmy. Jimmy, being a pretty tough "water off a duck's back" sort of kid, takes all this in his stride and eventually manages to convince the cliques of the school that Gary is, in fact, a douchebag and that Jimmy did not, in fact, do or say any of the things that Gary led them to believe. The early part of the game largely consists of dealing with the aftermath of the various messes Gary creates — messes which we never see him create, but certainly see the consequences of.

    All goes well until Jimmy gets overconfident with his new-found fame and power and half-successfully pulls off his biggest prank yet: to tag Bullworth City Hall with the slogan "Bullworthless". He has an audience while he does so, but it looks like he's gotten away with it, until he gets back to school. Gary has informed the Principal of Jimmy's misdemeanour, Jimmy gets expelled and Gary becomes Head Boy of the school — a position he had coveted since well before Jimmy ever arrived.

    With his new power, Gary turns all the cliques against each other — and Jimmy — with the help of the Townie school dropouts, and he sparks off a full-scale riot in the school. The teachers are powerless to do anything about this, with most of them being too embroiled in their own matters anyway — particularly Ms. Phillips and Mr. Galloway's attempts to throw off Mr. Hattrick and his crusade against Galloway's alcoholism. Taking advantage of the chaos, Gary takes Principal Crabblesnitch hostage and lures Jimmy to the roof of the school for a final showdown.

    Jimmy, being Jimmy, takes down Gary, the pair of them crashing through the roof of Crabblesnitch's office just as Gary proudly proclaims that his masterplan has come to fruition. Crabblesnitch hears this — despite having been tied up by Gary, he's too under his spell to believe him capable of any wrongdoing until he hears Gary confess to his crimes. Gary ends up expelled and we never hear of him again, save for a few rumours that he's living in the school belltower, and others that he's living with the Townies.

    The best thing about Gary as a villain is not his manipulative nature — though the constant frustration that Jimmy feels as clique after clique turns against him time and time again is enough to make you hate the little bastard. No; the very best thing about Gary as a villain is that he's just not there. Gary is off-screen for a good 90% of the game and all you, as Jimmy, have to go on is second-hand accounts and "he said, she said" rumours — just like real high school. Because if there's one thing a thousand crap teen coming of age movies have showed us: there's nothing worse than being misrepresented to the whole school.

    It's Gary's long absence that makes kicking the snot out of the little git at the end of the game all the more satisfying. While the whole thing is perhaps a little silly, and Gary's motivations are never quite clear, it's immensely pleasing to finally get one up on him.

    Perhaps the fact that Gary's motivations for "wanting to take over the school" are somewhat obscured is deliberate, though; we see frequent evidence throughout the game that Gary is at the very least a sociopath and at worst a dangerous psychopath. He's a narcissist and a megalomaniac, and he doesn't care about anyone but himself — he wants to make his way to the top by fair means or foul, and doesn't care how many toes, testicles and faces he treads on to get there. Jimmy finds himself in danger of becoming Gary when he initially manages to get all the cliques to respect him and each other and becomes overconfident and cocksure as a result — but discovers when Gary turns them all against him and each other that he's got too much respect for other people and the community, however dysfunctional, of Bullworth Academy, to continue treating people as his puppets, his playthings. It's for this reason that Jimmy eventually prevails and takes his rightful position as head of the school — this time, without becoming a dick about it, despite his propensity to solve problems through punching them in the face.

    So, then, Gary Smith: I salute you. You were a worthy adversary and deserve to take your place alongside the great gaming villains of our time.

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    #oneaday Day 551: Feel What You Feel https://imnotdoctorwho.moegamer.net/2011/07/23/oneaday-day-551-feel-what-you-feel/ https://imnotdoctorwho.moegamer.net/2011/07/23/oneaday-day-551-feel-what-you-feel/#comments Sat, 23 Jul 2011 22:48:58 +0000 http://angryjedi.wordpress.com/?p=2814 It's been a couple of days of bad news, what with the horrible attacks in Norway and today's sad but unsurprising news that Amy Winehouse's somewhat tentative grip on life has finally given out. Online and broadcast discussion of these matters has been interesting to observe. The media has been all over both of them, … Continue reading #oneaday Day 551: Feel What You Feel

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    It's been a couple of days of bad news, what with the horrible attacks in Norway and today's sad but unsurprising news that Amy Winehouse's somewhat tentative grip on life has finally given out.

    Online and broadcast discussion of these matters has been interesting to observe. The media has been all over both of them, as you might expect. The reporting of Winehouse's death was a bit obnoxious, to be honest, with a constant live stream of the view of her street, presumably hoping to see something — anything — newsworthy. In the time I watched, there was nothing newsworthy besides the fact that she had died. The BBC strung this out with a series of quotes from a bizarre selection of people, including the ex-prime minster Gordon Brown's wife.

    A lot of Twitter got all indignant earlier on at people expressing sadness over Winehouse's death while considerably more people had died in Norway. Then people got indignant about people's indignance, saying that it's OK to feel things about both pieces of news. Then people got indignant about this, saying that there are people starving in the world, etc. etc. It could have continued indefinitely — I haven't really looked since earlier, but there was severe risk of an infinite loop of indignance going on.

    I kind of agree with the second group. As the version of Stalin in Command & Conquer: Red Alert said, "when one man dies, it is a tragedy; when one million die, it is a statistic" (Aside: according to Wikiquotes, this is commonly misattributed to Stalin. I did not know that. TIL.). That may be a harsh way of putting it, but there's a sort of logic to it; when we hear about the death toll in Norway, it's horrifying, but difficult to picture all the individual faces if you didn't know anyone affected personally. Contrast that with Amy Winehouse, whose face everyone knows, and it's easy to see why some people might take that a bit more "personally" despite not knowing her themselves — it's more relatable and, in some ways, easier to deal with.

    However, that doesn't mean that it's a case of all or nothing, one or the other. You can feel bad about both things. You can feel bad about those things and the starving children in the world, too, if you like. Or, if you're going through a difficult time in your own life, you can feel free to say "fuck it" to all that and be selfish, too. There's no shame in your own individual feelings, particularly in this media- and Internet-saturated world where it often feels like the things we're supposed to feel about a "tragedy" are prescribed to us, and anyone who doesn't conform is not being appropriately sympathetic or empathetic.

    I say feel whatever you want to feel. If you knew someone in Norway who was killed in the attacks, mourn them. If you knew Amy Winehouse, mourn her. If you didn't know anyone involved directly, feel bad for the people who were affected if you want to, but don't feel guilty if the things that are happening to you feel like they're taking priority. The relative severity of incidents gets proportionally amplified the closer they are to you — so something relatively "minor" in the grand scheme of things may seem like the most important thing in the world to you, even with all these other things going on. And that's OK.

    The reason I say this is because of the way I spent a lot of last year feeling. Grief is a terrible thing and sometimes it feels like it will never end, but the worst thing I feel you can do while you're grief-stricken is feel guilty about it.

    So feel what you feel without guilt. It's your business, and no-one else's.

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    #oneaday Day 550: How to Play Pocket Academy https://imnotdoctorwho.moegamer.net/2011/07/22/oneaday-day-550-how-to-play-pocket-academy/ https://imnotdoctorwho.moegamer.net/2011/07/22/oneaday-day-550-how-to-play-pocket-academy/#comments Fri, 22 Jul 2011 19:58:28 +0000 http://angryjedi.wordpress.com/?p=2811 After posting a lengthy comment on yesterday's post, I figured that I'd share what I've discovered about playing Kairosoft's Pocket Academy with a view to potentially making the start of the game a little easier for those of you who haven't tried it yet. So here we go. The First Few Months You'll start your new … Continue reading #oneaday Day 550: How to Play Pocket Academy

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    After posting a lengthy comment on yesterday's post, I figured that I'd share what I've discovered about playing Kairosoft's Pocket Academy with a view to potentially making the start of the game a little easier for those of you who haven't tried it yet. So here we go.

    The First Few Months

    You'll start your new school with a few basic facilities, one teacher and a couple of students, one of whom you design and name yourself. Don't be tempted to build facilities or level up your teacher to begin with, even if they come to you and very politely inform you that their friends get more training than they do. The reason for this is that facilities cost money each month for upkeep, and each level up for a teacher raises their salary by 20%.

    Instead, your initial activities should focus around getting your students' abilities up to snuff through special classes, and performing Challenges to raise tuition.

    Special classes cost one of the three types of Research Points to perform, and each will raise students' grades in one or two subjects. As you progress through the game, more classes (and more effective classes) will become available. To acquire Research Points, it's just a case of waiting — they come either from teachers using facilities (tap on a facility to see which type of points it provides), from students talking to each other (randomly determined) or special events such as those which occur in the summer and the fall (each event is tied to a particular type of Research Points).

    Challenges cost money to take on, but succeeding in them increases your tuition by $20-30 per student. You can perform up to two successful Challenges per month. Failing one doesn't count as one of these two — and in fact, failing a challenge provides you with Research Points, so if you have an excess of cash, this can be a good way of quickly bumping up your stocks. Passing a Challenge is determined partly by random chance, partly by the participating student's Intelligence and Attitude stats, and partly by their grades. Raise grades with special classes and keep an eye on their Int/Att scores as they use the facilities.

    At the end of each semester, there's a test. Student grades will be tallied and the school will be given a rating and a ranking. The higher the rating/ranking, the more money you get, so it's in your interests to ensure each class' grade average is as high as possible — tap on a classroom to see the whole class' average as well as students' individual grades.

    Building Up

    As you pass Challenges and pass other milestones, reports in the school newspaper will be published, increasing your potential catchment area. As this happens, a flow of Transfer Students will join your school. Each will bring an entrance fee with them, and some will also offer a monetary gift from their parents. The more students you have, the more tuition you get per month.

    Once your classrooms are full or the flow of Transfer Students stops, that's a signal that it's time to hire a new teacher. Pick one with a reasonable salary but a good range of stats, particularly those which aren't covered by your existing staff member. Teachers' "grades" determine how much benefit students get from the classes they hold at the start of each semester as well as the special classes — each time you hold a special class, one of your teachers is picked randomly to hold it.

    Levelling up a teacher requires Research Points — the exact type and amount depends on the individual teacher. Gaining a level gives the teacher a 20% pay rise and 30-90 Education Points to spend on their "grades". Try and specialise each teacher one at a time — all grades carry equal weight, so there's no need to get Eng/Ma/Sci up first, whatever the National Curriculum might tell you. Pick one and try and get it up to 100, then move on to another.

    Budget carefully — at the end of each month, you'll see a brief rundown of how much you spent on facility upkeep, how much you spent on teacher salaries and how much income you got from students. Ideally the latter figure should be higher than the former two combined. If you want to check your budget in detail, go into the menu, tap School > School Info then tap on the info window that pops up.

    Creating Spots

    Once you're making a healthy profit each month, you can look at expanding your school. When building new facilities, the most efficient thing to do is combine groups of three facilities together into Popular Spots. These then get a bonus which they also provide to surrounding facilities, making them more effective. The more a facility is used, the better it gets, too — tap on a facility to see how many more times it has to be used before it will level up.

    Known Spot combinations are listed under Lists > Spot Guide. Over time, you'll unlock more "recipes" but not all are listed. Here's a partial list:

    • Relaxing Spot: Azalea, Grass, Bench
    • Waiting Spot: Bulletin Board, Big Rock, Rest Room
    • Power Spot: Well, Woods, Grass
    • Garden Spot: Grass, Field, Water Fountain
    • Art Spot: Art Room, Music Room, Misc Room
    • Study Spot: Principal Room, Library, AV Room
    • Spooky Spot: Music Room, Lab, Incinerator
    • Friend Spot: Water Fountain, Nurse's Room, Lounge
    • Date Spot: Tennis Court, Woods, Library
    • Exercise Spot: Running track, B-Ball Court, Vending Room
    • Jealousy Spot: Incinerator, Cafeteria, Home Ec Room
    • Election Spot: Principal's Office, Teacher Room, Lounge
    • Homey Spot: Nurse's Room, Home Ec Room, Rest Room
    • Shopping Spot: Snack Store, Tiny Mart, Cafeteria
    • Meat Spot: Pig Room, Cow Room, Cafeteria
    • Water Spot: Water tile, Rest Room, Well
    • Cooking Spot: Incinerator, Home Ec Room, Water Fountain

    In order to create some of these Spots, you'll need to research the relevant facilities. To do this, pop up the menu, go into Admin > Research. Each facility costs a certain amount of money and Research Points to unlock, then each will take a period of time to create. You can't research everything initially — more facilities will unlock as time passes. You'll know when you can research something new by a pop-up saying you've got a "new request". When looking at the Spot Guide, "Can Build" means that you have the capability to research all the necessary facilities, whereas "Cannot Build" means that you won't be able to research or build at least some of the facilities for a while yet.

    Career Guidance and Graduation

    When your students reach their third year, you need to start paying attention to their career paths, as this will determine how much money you get when they graduate in month 3 of their last year. Use Lists > Student List to view their grades, stats and success rate in their career. Anyone with a yellow success rate (80%+) is likely to succeed, so you can leave them be in most cases. For anyone else, you may want to consider giving them some career guidance.

    Students with no career planned will become part-timers upon graduation. This has a 100% success rate but returns a poor amount of money, so if you have the time and resources, advise them on an appropriate career.

    To give career guidance, you need to use Research Points to create a Career Change item from the Admin > Items menu. Then tap on a student either on the screen or in the Student List and choose Use Item to apply it to them. You'll see a range of careers, success rates and salaries — pick one with a good chance of success and decent salary. You'll get an award of 5% of the total salaries of all your graduating students when they leave, so it's in your interests to get them into as highly-paid jobs as possible.

    Other Ways of Making Money

    Certain facilities, such as the Vending Room and Snack Store, gain you money whenever students or teachers use them. This will provide a small income.

    Fields will provide a slow but steady income, too. Build fields where students and teachers can reach them, next to paths. They'll plant and harvest crops automatically at regular intervals, providing money on harvest.

    Animal rooms provide income in a similar manner to fields, but you can build fewer of them.

    All facilities are made more effective and provide more money depending on the amount of Spirit they have — Spirit is raised by planting trees, flowers and other nice things around them.

    Where Now?

    It's up to you after that. From hereon you'll have a steady string of things vying for your attention — do you prioritise your third years' grades? Research? Build? Up to you — but remember you've only got until your tenth year to record a high score.

    If you find your supply of transfer students drying up and your income dwindling, hire more teachers. Four teachers can handle six full classes — you'll need to build another Teachers' Room if you want to hire more.

    Hope that's helped. I haven't covered everything by any means, but that sums up everything I've figured out about the game so far.

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    #oneaday Day 549: Kairo! Kairo! Kairo! https://imnotdoctorwho.moegamer.net/2011/07/21/oneaday-day-549-kairo-kairo-kairo/ https://imnotdoctorwho.moegamer.net/2011/07/21/oneaday-day-549-kairo-kairo-kairo/#comments Thu, 21 Jul 2011 23:16:59 +0000 http://angryjedi.wordpress.com/?p=2807 I've been playing a couple of Kairosoft games on iPhone recently — specifically, Game Dev Story, which most gamers with an iPhone have probably heard of, and Pocket Academy which, as a recent release, may be a little more obscure. These games, while initially seemingly slightly impenetrable, are great, and bring to mind strategy games of … Continue reading #oneaday Day 549: Kairo! Kairo! Kairo!

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    I've been playing a couple of Kairosoft games on iPhone recently — specifically, Game Dev Story, which most gamers with an iPhone have probably heard of, and Pocket Academy which, as a recent release, may be a little more obscure.

    These games, while initially seemingly slightly impenetrable, are great, and bring to mind strategy games of the past, complete with super-adorable pixel art. Specifically, stuff of the SimCity ilk, where there were no set goals, no Achievements, no "win conditions", even, save the ones you set for yourself. Unlike SimCity, Game Dev Story and Pocket Academy do end after 20 years of in-game time (you can keep playing but your scores aren't recorded after that) so you do have something to strive for, but other than that, you're on your own.

    I hadn't realised how long it was since we've had a game like that until I started playing them in earnest. Do you remember the start of a game of Sim City? "Here's a blank bit of land. Off you go." No tutorial. No "you should probably build this first", no initial setup. Blank canvas, palette of Stuff to Build. Begin building, build too much, lose all money, fail. Try again, pace self better, experiment with big thing, fail. Start again, pace self even better, don't build big thing until you really need it, slowly start making money. Repeat until map full.

    Contrast this with one of the modern equivalents of the genre, which is the Facebook/phone-based city-building game. I tried CityVille on iPhone for a little while just to see if there was any strategy or experimentation involved whatsoever. There wasn't. It was an endless string of objectives which theoretically I could have been free to ignore were it not for the fact that you unlock things to build painfully slowly by levelling up like in an RPG — and the most efficient way to level up is to complete said objectives. This is, to misquote Aristotle, "balls".

    Now we come to Kairosoft's titles. While they don't quite give you the completely empty canvas to start with, the tutorial is rudimentary at best and barely explains the basics of gameplay — the rest of it is up to you to discover. Why should you level up your staff? Why should you pump money into advertising? What effect does having couples in your school have? Why does a combination of a tennis court, a tree and a library make my students happier?

    I don't know the answers to all of those questions… yet. And like in SimCity, my first attempt at Pocket Academy saw me hire too many teachers too quickly and send my school spiralling into debt that it wouldn't be able to recover from because I didn't have the capital to build the things that would make it more attractive to new students. So I had to swallow my pride and start again. Game Dev Story is a bit easier — there's always a means of getting your team out of trouble with some contract work, for example — but still challenging if you want your company to reach the upper echelons of awesomeness.

    The nature of these games puts them somewhat at odds with what appeals to a stereotypical iPhone gamer, who wants something that they can pick up and play without having to take time to learn it. The beauty of Kairosoft's games is that they can be played for a few short minutes while waiting for a bus, but similarly they can be indulged in for hours at a time if you so please, too.

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    #oneaday Day 548: Capcommotion https://imnotdoctorwho.moegamer.net/2011/07/20/oneaday-day-548-capcommotion/ https://imnotdoctorwho.moegamer.net/2011/07/20/oneaday-day-548-capcommotion/#respond Wed, 20 Jul 2011 22:20:31 +0000 http://angryjedi.wordpress.com/?p=2804 I'm a bit surprised by the way Capcom have been acting recently. I always used to figure them for a company that had their collective heads screwed on pretty well, and with their Capcom Unity (geddit?) site showing a much greater effort than many publishers to engage with fans, it looked like they were getting … Continue reading #oneaday Day 548: Capcommotion

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    I'm a bit surprised by the way Capcom have been acting recently. I always used to figure them for a company that had their collective heads screwed on pretty well, and with their Capcom Unity (geddit?) site showing a much greater effort than many publishers to engage with fans, it looked like they were getting 21st century marketing right.

    Then came the Mega Man Legends 3 project, where the community would be able to play an active role in the making of the game. The Capcom Dev Room page allowed users to submit ideas — many of which would end up in the final game — as well as see how the development of a game progressed from start to finish, complete with all the trials and tribulations it faced along the way.

    The other day, the project got cancelled on the grounds that its transparency was proving to be "quite concerning" for the rest of the company. This, to me, is somewhat worrying, and suggests that Capcom has something to hide. It could be something as simple as the fact that they actually haven't done any real work on Mega Man Legends 3 since Keiji Inafune left last year, or it could be something altogether more sinister along the lines of the Team Bondi fiasco.

    This isn't the only mis-step Capcom have made recently, either. The Resident Evil: The Mercenaries 3D save game issue stank from start to finish. To say that it's "not possible" to erase a save file on a 3DS game card is absolute nonsense — erasing a file involves writing to the card, and in order for the save to be on there in the first place the card must be written to. So there is absolutely no way that it would not be possible to reset the save data, yet Capcom persisted in perpetuating a lie to the community.

    And today we learn that there's an "Ultimate" edition of Marvel vs. Capcom 3 on the way, featuring 12 new characters, 8 new stages and a spectator mode. But existing DLC characters aren't included in the package, naturally. And the "Ultimate" edition is a standalone retail product for $40, not a DLC expansion, which it really should be. I should be excited by the fact that Capcom have finally added Phoenix Wright to the game after a considerable amount of fan requesting, but instead I'm left with a bitter taste in my mouth due to them re-releasing a slightly-enhanced version of a game which only came out in February.

    Sadly, this practice is becoming more and more common with this generation of consoles. And while I perhaps wouldn't go quite as far as my friend Mr Peter Skerritt in saying that this generation "sucks" — there's a lot to like, after all — I do believe that the obnoxious business practices that more and more publishers are starting to adopt are going to come back and bite both game companies and consumers in the ass at some point in the very near future.

    I mentioned something along these lines on Twitter the other day in reference to Rockstar's comments that L.A. Noire still isn't finished despite having released its "final" piece of DLC. The response I got was surprising; the practice was defended on the grounds of it making good business sense. If we're at this stage already where blatant money-grabbing and the cutting of content from games in order to hold it back for subsequent DLC or new retail editions is defended by the community because it makes good business sense, it's a sad situation indeed. We gamers are supposed to be giving money to the software companies we want to support because we like their products, not bending over and asking in what ways they can violate us next. I'm quite happy to buy a game and never resort to piracy, but with more and more early adopters being punished by having to pay full whack for a product and then being stung for DLC down the line, it's understandable if people feel disillusioned by the whole thing.

    That said, not all hope is lost — since picking up a gaming PC I've been using the consoles far less. And while there is DLC for PC titles, many PC gamers are a lot less patient with this sort of bullshit — largely because there's an enormous and active modding community out there more than willing to provide content of a higher quality than Activision's $15 map packs for free. And there aren't many PC games I've played recently where there's a big hole for some DLC — I intend on going back through Mass Effect 2 at some point, so I may feel differently after that, though.

    The most frustrating thing I find is that people don't seem to realise or care that they are being taken advantage of. We can complain all we like about Capcom releasing the same game twice in the space of nine months, but we all know that there are enough people out there who will happily part with their cash and give Capcom the sales figures they need to justify rolling out this obnoxious business practice again and again. We can bitch all we like about paying $15 for Call of Duty map packs, but people pay it, again showing Activision that it's Okay to Do This. And we can point our fingers and say L.A. Noire's add-on cases should have been in the game in the first place, but I bet most players picked them all up just out of curiosity if anything, giving Rockstar the green light to do more in the future.

    It's refreshing to see that not all of the industry is operating in this way, though. Indie developers are flourishing — and the community is taking to them. Indie RPGs Breath of Death VII and Cthulhu Saves the World along with awesome roguelike Dungeons of Dredmor topped the Steam sales charts on their day of release, and in less than a week on sale BoD/CStW has equalled its sales from a year and a half on Xbox Live Indie Games. Minecraft continues to go from strength to strength. And Frozen Synapse proves more popular than its developers could have ever dreamed.

    Right now, I'm thankful that the indies exist, because with every day that passes, each new "teaser reveal", each new embargo, I'm losing more and more respect for the big publishers.

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    #oneaday Day 547: Bully Boy https://imnotdoctorwho.moegamer.net/2011/07/19/oneaday-day-547-bully-boy/ https://imnotdoctorwho.moegamer.net/2011/07/19/oneaday-day-547-bully-boy/#comments Tue, 19 Jul 2011 21:03:00 +0000 http://angryjedi.wordpress.com/?p=2800 After the recent Steam sale, I've started playing Bully again. Or specifically, I'm playing the PC version of the Scholarship Edition for the first time — I originally played the game on PS2. Bully remains my favourite Rockstar game. There are plenty of reasons for this, not least of which is the fact that I like things that … Continue reading #oneaday Day 547: Bully Boy

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    After the recent Steam sale, I've started playing Bully again. Or specifically, I'm playing the PC version of the Scholarship Edition for the first time — I originally played the game on PS2.

    Bully remains my favourite Rockstar game. There are plenty of reasons for this, not least of which is the fact that I like things that are set in schools. I'm not sure why this is, but so far as settings go, high schools are one of my favourites. It's why I enjoy Persona, Buffy the Vampire Slayer and any number of terrible teen coming of age movies. (Mean Girls represent.)

    But there's plenty of other reasons to like Bully, too, chief among which for me is the fact that there are no guns anywhere to be seen. The Grand Theft Auto series is great, for sure, but we all get tired of guns once in a while. Bully's arsenal — made as it is of boxes of eggs, firecrackers, stink bombs and a slingshot — captures the slightly absurd nature of high school conflicts and pranks nicely while still fulfilling the necessary "weaponry" function in the game.

    Then there's the fact that amidst all the drama and silliness of the storyline, you're still a schoolkid and are expected to not get into trouble and to attend class. You can break both of those rules, of course — this is a Rockstar game, after all — but it's actually to your advantage to attend the classes in the school, as they unlock various special abilities through fun little mini-games. They also provide a means to get to know the characters of the teachers, who actually play a relatively minor role in the story but are still there in the background — discovering the art teacher's insistence on painting her in increasingly slutty poses, for example, is an entertaining moment.

    My absolute favourite thing about Bully, though, is the scale of it. It's not that it's huge — it really isn't. It's probably smaller than Grand Theft Auto III. But in that scaling down, you get a lot more density. There's a lot more to do in a much smaller area, meaning you're rarely left wandering aimlessly in the desert like in Red Dead Redemption (a game which really didn't resonate with me for some reason — perhaps I'll give it another shot if it ever gets a PC release) unless you specifically choose to wander aimlessly in pursuit of the inevitable hidden goodies.

    Bully found itself on the receiving end of controversy from People Who Didn't Understand It when it was originally released. Such was the fuss kicked up by people judging it purely by its name that the UK version ended up being renamed Canis Canem Edit ("Dog Eat Dog") — later, thankfully, renamed back to Bully for the Scholarship Edition. Yes, it's quite violent considering schoolkids are involved — but there are consequences for your actions, even if it's just "you have to run away and hide in a bin for a bit." And you're punished more severely for hitting little kids or girls — not to mention the fact that indulging in acts of random violence really doesn't achieve anything, unlike in Grand Theft Auto, where it can sometimes net you cash or other goodies. There's no blood in Bully, either — all combat is of the "playground brawl" variety, usually ending with one party or the other suffering a wedgie or a palmful of spit to the face rather than, you know, death. Really, there's nothing in the game that you wouldn't see if you dared to walk through the gates of any comprehensive school in the UK.

    Having only intended to boot it up to see what the Scholarship Edition was all about, I find myself wanting to replay the whole thing in depth. So I'm going to do just that, and I'm off to do so right now.

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    #oneaday Day 546: Spot the Music https://imnotdoctorwho.moegamer.net/2011/07/18/oneaday-day-546-spot-the-music/ https://imnotdoctorwho.moegamer.net/2011/07/18/oneaday-day-546-spot-the-music/#comments Mon, 18 Jul 2011 20:45:45 +0000 http://angryjedi.wordpress.com/?p=2796 Hi, Americans. I hope you're enjoying Spotify. As you may be aware, we lucky Brits have had it for some time and have been enjoying its considerable charms. It's great to see you lot get the chance now, too. Of course, you've had plenty of services like that already available, such as Grooveshark and RDIO. … Continue reading #oneaday Day 546: Spot the Music

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    Hi, Americans. I hope you're enjoying Spotify. As you may be aware, we lucky Brits have had it for some time and have been enjoying its considerable charms. It's great to see you lot get the chance now, too.

    Of course, you've had plenty of services like that already available, such as Grooveshark and RDIO. You also get to play with Turntable.fm while we don't, which is a bit of a shame. As such, though, this means that Spotify is having to work a bit harder to impress you — it's working in some cases, others not.

    I have a Spotify Premium account — £10 a month for ad-free unlimited playback plus the ability to use the mobile app to stream over 3G (risky given the patchy coverage in most of the UK) and/or download playlists directly to the app for offline listening (much better). Since signing up for it, I don't think I've bought a single thing from iTunes. I haven't needed to. Most of the stuff I'd want to listen to — and plenty I don't — is freely available for me to grab, stick in playlists and listen to at my leisure. There's plenty of music to keep a continuous soundtrack spinning while I do my day's work, and more than enough to set up some decent driving playlists for long journeys.

    The service and its software isn't without one or two flaws, of course — you can't search playlists on the mobile apps and the interface is inexplicably the opposite way around to the native iPod app on iOS, meaning you'll find yourself bringing up track information a lot when you actually mean to just close the player screen and get back to the menus. The desktop client's habit of just disappearing and updating itself without telling you it's updating is a little unnerving, too, but at least it keeps itself up to date. (I say that — it's currently attempting to download the latest updater manually and claims that a 5MB file is going to take 16 hours to download.)

    But all that aside, what Spotify provides for me has many benefits. Firstly, it's a means of listening to music that I know and love without having to root through iTunes libraries or — in many cases — stacks of CDs that are buried in a cardboard box somewhere. Secondly, it's a means of discovering new music — having listened to an album I like, taking a journey through the "Similar Artists" links is often quite eye-opening. Thirdly, and I can't emphasise how nice this is, it makes having to manually sync an iOS device almost unnecessary, software updates notwithstanding. iOS syncs have a habit of taking at least three times as long as you think they will, particularly if you really need to be somewhere and you suddenly realise you don't have any music on your iPod/have the "wrong" music on your iPod. Spotify's offline sync system isn't the quickest in the world, admittedly, but at least you can do it wirelessly without having to faff around with cables and USB ports and computers. Which is nice.

    Spotify, then, is very much a Good Thing. And I'm delighted that I can now share links to tracks and albums with my friends in the US, as well as allow people to subscribe to my playlists. I already noticed that my "dungeon crawling" playlist where I just dumped a whole bunch of metal without really paying much attention to what it is has picked up a subscriber in the form of the fine Chris Whittington — guess I better be careful about what I publish from now on if people are watching! (Damn, no more Lazy Town?)

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    #oneaday Day 545: Tempting Fate https://imnotdoctorwho.moegamer.net/2011/07/17/oneaday-day-545-tempting-fate/ https://imnotdoctorwho.moegamer.net/2011/07/17/oneaday-day-545-tempting-fate/#respond Sun, 17 Jul 2011 21:49:16 +0000 http://angryjedi.wordpress.com/?p=2792 I don't believe in any particular religion, as I believe most of them are, to paraphrase Eddie Izzard says, philosophies with some good ideas and some fucking batshit crazy ones. As such, I have no interest in some omnipresent, omniscient god figure knowing when I'm sleeping and when I'm awake (unless he's Santa Claus, in … Continue reading #oneaday Day 545: Tempting Fate

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    I don't believe in any particular religion, as I believe most of them are, to paraphrase Eddie Izzard says, philosophies with some good ideas and some fucking batshit crazy ones. As such, I have no interest in some omnipresent, omniscient god figure knowing when I'm sleeping and when I'm awake (unless he's Santa Claus, in which case he should come on down and bring presents) — but I do have an idle belief in the concept of Fate. That is, the idea that certain things happen for a "reason", whatever that might be. Said reason might not be anything big or huge — or it may not become clear until much, much later — but there's usually a reason for the seemingly random shit that goes on.

    At least, it's nice to believe that when everything goes wrong. As I've repeatedly mentioned, last year was Bad. Thinking that everything going disastrously wrong and me hitting rock bottom had some sort of Grand Purpose made it mildly easier to deal with.

    That said, I'm not sure I believe in Fate quite so much as to think that you can tempt it. Consequently, I present to you a probably-not-comprehensive list of Bad Things That Have Never Happened To Me, and I shall report back next week if any of them Do Happen To Me. (If they don't, I'll probably forget this post ever existed.)

    • I have never had an illness so serious it required hospitalisation.
    • Or an operation.
    • I've never broken a limb, either. (Though I did sprain my ankle once. That fucking hurt.)
    • As a result, I've never been under the influence of anaesthetic, local or general. (Unless I just don't remember.)
    • I've never been in a fight. (Obviously I'm counting from my adult life here, otherwise we'd have to take the time I punched one of the school bullies in the face right in front of the headmaster into account, and as awesome as that was, it clearly doesn't count.)
    • I've never shat myself. (Ditto, only without the bit about the school bully.)
    • Or pissed myself. (As above.)
    • Or been sick into/onto somewhere/someone that it is not appropriate to be sick into/onto. (Dustbins totally count as appropriate vomit receptacles, incidentally.)
    • I've never been fired. (I quit the job in which I was suffering workplace bullying before that would have become a possibility.)
    • I've never been in a car accident. (There was one time I was in my mum's car and we bumped into another car head-on (it was their fault, nested brackets ftw) at approximately 15mph, but like the school bully incident, this doesn't count.)
    • I've never been in any kind of transport accident.
    • I've never seen a horrifically injured or disfigured person.
    • Or a dead body.
    • I've never been injured by another person, deliberately or accidentally.
    • Or killed.
    • And I've never killed or injured anyone either, apart from one time I whacked someone in the balls not very hard with a LARPing sword, but he was kind of asking for it, and it was an accident anyway.
    • I've never had anything stuck up my arse that wasn't supposed to be there.
    • I've never had a sexual-related injury…
    • …or disease.
    • I've never run over a wild animal or bird.
    • Or a child.
    • Or a fully-grown person.
    • I've never been a victim of a crime. (I may have had my wallet stolen once, or I may have just left it on the bus. Either way, First Southampton couldn't find it.)
    • I have never dropped my phone down a toilet. (I dropped a pen down there once, and a flannel, but nothing else.)
    • I have never been abducted by aliens.
    • I have never witnessed a zombie apocalypse.
    • I have never witnessed the end of the world.
    • I have never been struck down by an angry god who is furious at my lack of belief in Him yet strong belief in a concept as amorphous as "Fate".
    • Okay, we're getting silly now. Enough. If I'm dead next week, please read out this post at my funeral and add the line "He went up against Fate, and lost," or something similar. Or just make up something cool and say I said it.

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    #oneaday Day 544: Om Nom Nom https://imnotdoctorwho.moegamer.net/2011/07/16/oneaday-day-544-om-nom-nom/ https://imnotdoctorwho.moegamer.net/2011/07/16/oneaday-day-544-om-nom-nom/#comments Sat, 16 Jul 2011 21:14:17 +0000 http://angryjedi.wordpress.com/?p=2789 After a delicious meal at sort-of Japanese restaurant chain Wagamama, I find myself inspired to write about food. Food is delicious and, after all, essential to survival, so you may as well enjoy what you eat. I'm not a fantastic cook, really, despite having spent a memorable period working alongside my friend from university and … Continue reading #oneaday Day 544: Om Nom Nom

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    After a delicious meal at sort-of Japanese restaurant chain Wagamama, I find myself inspired to write about food. Food is delicious and, after all, essential to survival, so you may as well enjoy what you eat.

    I'm not a fantastic cook, really, despite having spent a memorable period working alongside my friend from university and beyond Mike Porter in a pub kitchen. We made a mean prawn cocktail and only occasionally accidentally deep-fried an Ultimate Combo when no-one had ordered one in order to have something delicious to munch on ourselves. (There was also the memorable time that a bunch of food was being thrown out and Mike ended up with a ridiculous number of rib-eye steaks, finding himself eating them for breakfast, lunch and dinner for some time. And the time we had an apple sauce fight that culminated with the pouring of apple sauce into each others' chefs hats and a strong temptation to pour it down the hairy and perpetually-visible bumcrack of our (female) companion in the kitchen.)

    My one redeeming trait in cooking is the fact that I'm willing to experiment and improvise. I've made some delicious spaghetti sauces, curries and chilli con carnes using said talent, and they're never quite the same as each other.

    All those foods are staples, of course, and pretty much anyone who's been away to university knows how to prepare all of the above as a means of dining reasonably nutritionally well on a teeny-tiny budget. But over the years, it's become clear that the interpretation of each recipe varies enormously according to each person. I, for example, never put onion in anything because onions are actually little Satan poos, and no-one wants to eat Satan's poo. I may have made that up, but onions still taste like shit (not actual shit) and make me retch if I can taste them, so I avoid them at every opportunity.

    I was quite happy with my simple chilli recipe, too — tin of tomatoes, packet of mince, tin of kidney beans, bit of chilli powder — until I went over to a friend's house one evening and he made a chilli that was somehow infinitely, indescribably more delicious than any I'd ever made. His secret? Using twice as many tins of tomatoes as you "need" and then allowing them to reduce over a much longer cooking period. Also, adding bacon and/or chorizo.

    Even within relatively simple foods, then, there is a huge amount of variation. This goes right down to the simplest of the simple dishes. Take two people who enjoy Bovril on toast, for example — one may put a thin film of the beefy, yeasty black stuff on top while the other may enjoy the curious enamel-stripping mouth-burning sensation inflicted by putting slightly too much Bovril on a piece of toast. (Incidentally, try Bovril on toast dipped in Heinz tomato soup. It's amazeballs. Assuming Bovril doesn't make you gag.)

    I'd like to cook better, and once I get back into my own place again I have every intention of exploring and trying things out. Cooking can be a pain in the arse, but it's also immensely satisfying when it goes right — to look at, to hear bubbling away in the pot and, eventually, to taste. And if you fuck up, well, you've learned from the experience — plus hey, the Chinese takeaway is only just down the road if the worst comes to the worst.

    "Healthy" food can eat a dick, though. At least the interpretation from a lot of people, which is either "undressed, extremely dull garden salad" or "fat free, flavour free bullshit". I'm fully aware that it is, in fact, possible to make delicious and healthy foods — the BBC Good Food magazine have a range of low-cost books with some excellent recipes designed around this very principle for example. But with healthy eating it's all too easy to fall into a bland, boring trap of flavour free nonsense and forget how amazing it is to eat something with a bit of sugar or salt in it.

    Food, then? Delicious when prepared correctly, enough to make you wonder if it was worth bothering with if prepared incorrectly. This has been a message from the Ministry of Stating the Obvious.

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    #oneaday, Day 543: Farewell for Now, Mac https://imnotdoctorwho.moegamer.net/2011/07/16/oneaday-day-543-farewell-for-now-mac/ https://imnotdoctorwho.moegamer.net/2011/07/16/oneaday-day-543-farewell-for-now-mac/#comments Sat, 16 Jul 2011 01:04:17 +0000 http://angryjedi.wordpress.com/?p=2785 Soooo… I may have killed my Mac. To be fair, it asked for it. It had been grinding to a halt to the degree of unusability to some weeks, necessitating a restart approximately every half an hour. And yes, I'd done all the usual repairing permissions and letting it to its overnight UNIX cleanup routines … Continue reading #oneaday, Day 543: Farewell for Now, Mac

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    Soooo… I may have killed my Mac. To be fair, it asked for it. It had been grinding to a halt to the degree of unusability to some weeks, necessitating a restart approximately every half an hour. And yes, I'd done all the usual repairing permissions and letting it to its overnight UNIX cleanup routines to no avail.

    So today I decided that enough was enough and I was going to reinstall the bastard. This would have been a straightforward process were it not for the fact that my DVD drive had failed a month or two back, getting firstly to the stage where the only means of getting a disc out of the slot was to use gravity, and finally to the point where if a disc went in, it sure as hell wasn't coming out again. I nearly lost my Deathsmiles soundtrack CD to that — fortunately, the nice people at the Apple Store helped me retrieve it.

    This is the third major fault my iMac's had in the space of about four years. My hard drive failed once, my graphics card failed once, and now my DVD drive along with whatever was causing it to be incredibly slow.

    Have you ever attempted to reinstall a DVD-based operating system onto a computer with no optical drive? I don't recommend it, because it, well, doesn't work. I tried every possible approach to it — I tried Apple's own Remote Install software which it turns out only works on certain models of Mac, mine not being one of them, apparently. I tried cloning the OSX install DVD on to a USB flash drive, but that also didn't work, failing at the verification stage and thereby failing to create a bootable flash drive. I tried installing with my iMac in target disk mode, and that went well for a while until the Mac that was running the installer decided that in order to finish the installation it needed to restart, failing to take into account the fact that it wasn't actually installing OSX onto itself. Then I tried installing with the other Mac in target disk mode in order to use it as an external DVD drive. This worked for a little while, too, until the dummy Mac decided that it didn't feel like doing work any more and ejected the DVD in the middle of the install process, causing the whole thing to fail. (You'd think there'd be some sort of failsafe in there for if something like that happened, really. But no.)

    So I'm now left with an iMac that won't boot that I can't install OSX onto without lugging it to my nearest Apple Store (12 miles away) and forking over at least £100 then waiting however long it takes them to replace the SuperDrive.

    Looks like I'm going to be a Windows user for a while — I have my gaming PC and my netbook for now, so they're going to have to do. This is also the reason for the recent lack of comics, incidentally — the software was just so excruciatingly slow on the Mac that I really couldn't be arsed to faff around with it.

    Oh well. If I've learned one thing from this whole experience it's that everything I learned during training for my job at the Apple Store (Macs don't break! Macs don't slow down like PCs do! Even if there is a problem, it can be resolved easily! I like to touch Steve Jobs on his gnarled old willy! Forget that last one.) was, in fact, as I suspected slightly at the time, complete and utter bollocks.

    I'm not too pissed though — as I say, I've still got two other computers that I can use for now, and if and when I do get the SuperDrive fixed the Mac, when it's working, does make for an excellent workhorse. Another example of Apple's advertising being bollocks, though — remember the "I'm a PC, I'm a Mac" adverts that implied Macs were more fun while PCs did all the boring office shit? Yeah, I totally do all my work on Mac then play on the PC. Nice one.

    Ah well. Have a rest, Mac. Lord knows you've earned it. I'll help you get better soon.

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    #oneaday Day 542: Irritating Creatures https://imnotdoctorwho.moegamer.net/2011/07/14/oneaday-day-542-irritating-creatures/ https://imnotdoctorwho.moegamer.net/2011/07/14/oneaday-day-542-irritating-creatures/#comments Thu, 14 Jul 2011 23:04:09 +0000 http://angryjedi.wordpress.com/?p=2781 Everyone has some kind of flying, buzzing, biting, stinging thing that they find particularly annoying. In fact, most flying, buzzing, biting, stinging things are particularly annoying. Spiders skitter around and hide, jumping out when you're in the middle of something and causing you to spill staining drinks all over the place. Wasps buzz around your … Continue reading #oneaday Day 542: Irritating Creatures

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    Everyone has some kind of flying, buzzing, biting, stinging thing that they find particularly annoying. In fact, most flying, buzzing, biting, stinging things are particularly annoying. Spiders skitter around and hide, jumping out when you're in the middle of something and causing you to spill staining drinks all over the place. Wasps buzz around your face repeatedly, muttering "shall I sting you, shall I sting you, shall I sting you?" and then fuck off out of the window. And mosquitoes are completely invisible but you can always hear them.

    There are two creatures, though, that are so immensely pointless that their already annoying natures are amplified a billion bajillionfold. They have elements in common, but they're also quite different. They fly, they don't bite or sting and they don't really make much of a noise. But they're infuriating.

    I am, of course, talking about the daddy long-legs and the moth. Both follow the immensely annoying pattern of "Ooh! Light! I must fly towards this! Ouch, shit, it's hot! Ooh, light! Ouch! I'm on fire a bit. Maybe I should fly around and bump into things some more. Hey, a TV! That's a light. Maybe I'll sit on it. No, I think I'll fly around and bump into things a bit more."

    I mean come on. Seriously. It doesn't help that having a daddy long-legs or a moth fly into your ear when all the lights are off and you're not expecting it is one of the most terrifying things in the world — good luck sleeping after that happens — but really, what is the point of these creatures? Daddy long-legses (well, you tell me a better plural) supposedly possess an incredibly lethal venom but have absolutely no means of administering said venom, making them absolutely completely and utterly pointless. (My evidence for this factoid is, I admit, a Ricky Gervais stand-up show, so I do take this supposed knowledge with something of a pinch of salt. But still.) Unless their big purpose in life is just to repeatedly headbutt television sets and fly into people's ears. If that's not an argument strongly against the concept of intelligent design, I don't know what is.

    Now, I'm sure there's a reason for them existing in the whole food chain and whatnot. But if that's the case, can't they please just for one night not fly in through my window and be irritating? That'd be just lovely. I'm pretty sure that the whole food web that Nature has worked out involving these creatures doesn't involve a Hoover as the primary predator.

    Or perhaps it does. That'd be weird.

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    #oneaday Day 541: Kombo Broken https://imnotdoctorwho.moegamer.net/2011/07/13/oneaday-day-541-kombo-broken/ https://imnotdoctorwho.moegamer.net/2011/07/13/oneaday-day-541-kombo-broken/#comments Wed, 13 Jul 2011 20:52:27 +0000 http://angryjedi.wordpress.com/?p=2777 It's a sad day today as I hear from my good buddy Ryan Olsen that Kombo.com is no more, with the URL now simply redirecting to GameZone.com, who purchased the site a while back. Kombo.com holds some particular personal significance for me, as it does for many of the great friends I made while working … Continue reading #oneaday Day 541: Kombo Broken

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    It's a sad day today as I hear from my good buddy Ryan Olsen that Kombo.com is no more, with the URL now simply redirecting to GameZone.com, who purchased the site a while back.

    Kombo.com holds some particular personal significance for me, as it does for many of the great friends I made while working for the site. Compared to many of the grizzled old veterans who had been working on the site since 2005, I was a relative newbie, only joining the team last year.

    As most of you probably know by now, last year was Not a Good Year. Having been forced out of a job I genuinely loved by bullying management at the end of the previous year, finding employment in a primary school 40 miles away from where I lived, discovering that yes, Aldershot is indeed a shithole, even when dealing with 8 year olds, I quit my job in March of 2010 to attend PAX East (to this day quite possibly the best few days of my life EVAR) and around a similar time I started contributing to Kombo.com as a news editor. A short while after PAX East, my wife and I separated and I found myself alone in a flat I couldn't afford with no job and seemingly no prospects of finding one that wasn't supply teaching — a career path which would have likely ended rather abruptly with me flinging myself off the nearby Itchen Bridge had I pursued it.

    As time went on and my finances dwindled, writing for Kombo every day — even if it was at US-friendly, UK-antisocial hours — gave me something stable to cling on to. This was something I desperately needed during those difficult months. There were many days when I found it very difficult to function as a normal human being, so badly was I hurting. But when it came to time to sit down and work my shift at the virtual news desk, that all went away for a few hours. It was just me, GamesPress, a lot of Chrome tabs and the Worst CMS In The World.

    One of my favourite things about working for Kombo, though, was the people I had the good fortune to meet as a result, all of whom I'm happy to count among my friends today. All of them have gone their separate ways since September of last year, when most of us departed from the site due to its heading in a direction that wasn't for us (with some of us forming our anarchic rainbow unicorn collective The Big Pixels, still ably maintained by Geoff Calver). But we all still talk to each other daily — through email, through Twitter, through Facebook, through G+. It's great to see that Kombo, despite being a relatively small site compared to the giants out there, managed to give a lot of people the foot in the door they needed to pursue a career in various parts of the games industry. Some went into PR. Some went into development. Some still write on a hobbyist basis while pursuing other careers, and I write professionally.

    It's also been nice to see that diverse members of my groups of friends online knew the name Kombo — even people that I wouldn't necessarily have expected to. The site will be missed, and not just by those of us who wrote for it. It's the end of an era and — sadly — the end of some people's portfolios (archive.org notwithstanding) as the old content seems to have vanished altogether.

    Kombo.com gave me a leg-up into the industry and it's part of the reason I write about games as my full time job now. I'll miss it, and I invite you to doff your caps and raise a glass as its flame goes out for the last time.

    The post #oneaday Day 541: Kombo Broken appeared first on I'm Not Doctor Who.

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    #oneaday Day 540: Googlopoly https://imnotdoctorwho.moegamer.net/2011/07/12/oneaday-day-540-googlopoly/ https://imnotdoctorwho.moegamer.net/2011/07/12/oneaday-day-540-googlopoly/#respond Tue, 12 Jul 2011 20:31:00 +0000 http://angryjedi.wordpress.com/?p=2773 It's strange how the dominance of some companies (Facebook, Activision and, occasionally, Apple) is seen as a negative influence, yet in other cases (Google, Valve and, occasionally, Apple) their prevalence is seen as very much a Good Thing. This is particularly apparent when it comes to looking at Google and what it offers to the … Continue reading #oneaday Day 540: Googlopoly

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    It's strange how the dominance of some companies (Facebook, Activision and, occasionally, Apple) is seen as a negative influence, yet in other cases (Google, Valve and, occasionally, Apple) their prevalence is seen as very much a Good Thing. This is particularly apparent when it comes to looking at Google and what it offers to the denizens of the Web.

    Up until a while back, I'd flitted between various email addresses on a semi-regular basis thanks to moving house a lot and getting a new broadband connection in every house. New connection from whichever company had the best deal at the time meant new email address, and it became a running joke between my brother and I that I would eventually get to the point where I'd have an email address for every day of the week.

    Fortunately, I managed to nip that in the bud, first with a Yahoo account and then with a MobileMe (formerly .mac) account which, I hasten to add, I got for free during the time I worked at Apple (and a little while afterwards due to them apparently not figuring out I didn't work for them any more until almost a year later — wish they'd carried on paying me, too, that would have been nice). Anyway. I ditched the Yahoo account because of the ridiculous amount of spam it attracted, and Yahoo's spam filters are beyond awful. I used MobileMe and was quite happy with it for a while, as I hadn't used an IMAP account before and it proved to be very useful, particularly when the iPhone came along.

    But then I discovered GMail, and since then, I find it very difficult to understand a couple of things: firstly, why people are resistant to Google when it offers a usability experience of such an order of magnitude better than everything else on the market; and secondly, why more people haven't just ripped off Google's ideas wholesale.

    Take something as simple as the way you manage your inbox. It's very easy for one's inbox to become completely flooded with bullshit, with unread counts tumbling (err, upwards) into the thousands, particularly if you're subscribed to any mailing lists or get sent endless press releases. It's tempting to select all and delete everything, but you just know that if you do that, you'll really need one of those emails at some point in the near future. You could file it, too, but then you run into the problem of getting increasingly obsessive-compulsive about your filing systems, wondering if a "Friends" folder is good enough or whether you'd rather subdivide it into individual friends… and so on. But no — in GMail, we have the wonder that is the Archive button, which makes the email go away but doesn't delete it. That way, you can find it by searching, but it doesn't clutter up your inbox any more. Genius.

    And talking of searching, the most frustrating thing about MobileMe Mail's otherwise pretty good web interface is the fact that you can only search one folder at a time. This is absolutely useless if you want to use it for the purpose of finding out which fucking folder you put that really important email in. In GMail, it's a snap.

    You can download all attachments at once. You can preview files in your web browser. You can set up your browser to redirect mailto: links to GMail rather than your soon-to-be-defunct mail client. And the fact it's web-based means that you can get at it from anywhere.

    And this, of course, is just GMail. I have to confess that I haven't used some of Google's other services such as Google Calendar a great deal, but I have been spending some time with both Google+ and Google Docs, and frankly we're at a stage now where, for the average user, standalone productivity software is nigh-on irrelevant. Assuming you have an Internet connection — and with broadband and 3G adapters so affordable now, chances are you do — then you have access to all your stuff from anywhere.

    The downside, of course, is if your Internet connection fails, or if Google's servers fall over (like they did the other night when they ran out of disk space on the server which stored G+ notification emails) then you could have a problem. But in my time using Google's various services so far, I've never had a problem so serious it compromised my productivity — and most of the time, it's fixed within a matter of minutes or even seconds at times.

    Most importantly, though, I don't feel like Google wants to be my sole window onto the Web, which is where I think it differs from Facebook in quite a key way. Zuckerberg's Facebook wants to be the only destination that people will ever need on the Web — hence all the apps, brand pages, games and other bollocks that clutters up the once-clean and simple service. Google, on the other hand, wants to help me out with things I need to do, and then set me loose on the rest of the Web — perhaps sharing some of the cool things I find via G+. It facilitates rather than dictates, and for that reason, barring them doing something really, really stupid I predict that Google services will be a big part of my online life for some time to come.

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    #oneaday Day 539: Rogue Agent https://imnotdoctorwho.moegamer.net/2011/07/11/oneaday-day-539-rogue-agent/ https://imnotdoctorwho.moegamer.net/2011/07/11/oneaday-day-539-rogue-agent/#respond Mon, 11 Jul 2011 22:18:57 +0000 http://angryjedi.wordpress.com/?p=2769 I mentioned a few days ago that I'd started playing Alpha Protocol, one of a number of low-cost acquisitions from the recent Steam Sale, now sadly (or perhaps not so sadly — everyone's credit cards likely want a bit of a rest) over. I've spent a bit more time with it now, so I'd like … Continue reading #oneaday Day 539: Rogue Agent

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    I mentioned a few days ago that I'd started playing Alpha Protocol, one of a number of low-cost acquisitions from the recent Steam Sale, now sadly (or perhaps not so sadly — everyone's credit cards likely want a bit of a rest) over. I've spent a bit more time with it now, so I'd like to share some further thoughts on it.

    Roundly panned on its release for its dodgy AI, "crap" combat, bugs and gameplay flaws, Alpha Protocol is a game that many people passed by — and unfortunately, due to its mediocre review scores and poor sales that resulted from said review scores, it's unlikely we'll ever see a sequel. And that's a real shame, as look past the few flaws there are and there's actually a very good game.

    Things start well, with a sequence that introduces you to the main game mechanics, including shooting, sneaking, gadgets and conversation. It's pretty early on that you're faced with the game's distinctive conversation system, somewhere between Mass Effect and Fahrenheit in its execution. Possible approaches or "moods" of conversation fill a Mass Effect-style wheel in the middle of the screen, so you're not quite sure exactly what protagonist Michael Thorton is going to say, but you have an idea of the general gist. The twist is that there's a pretty tight time limit to decide what to say next, cutting out any of the usual agonising over decision-making in morality-driven RPGs — here you have to think on your feet, take what you feel is the most appropriate approach and then deal with the consequences, which could range from someone liking you a bit more to subsequent missions being markedly different.

    There's a pleasing variety of ways through missions, too, with experimentation being rewarded with Achievement-like Perks which bestow specific bonuses on Thorton throughout the game. In some cases it's possible to talk your way around a firefight, even getting potential enemies on your side as allies at times. In others, it's possible to create noisy distractions and then use the ensuing chaos to sneak round. And it's also possible to go in guns blazing if that's your approach too.

    The combat may not be the best in the world — the sticky cover system is a bit cumbersome when enemies move into close-quarters range, for example — but it's certainly not as bad as some reviews I've seen have made out. The problem, I think, is in people assuming it's a third-person shooter when in fact it's executed like an action RPG. In many ways, as it happens, it reminds me of titles such as Deus Ex and even older late-90s titles such as Mission: Impossible on the N64.

    In fact, the whole game has the feeling of a late-90s stealth-action-adventure game, albeit one with Unreal Engine 3-powered graphimications. This isn't a bad thing, as I'm of the firm belief that gaming — particularly PC gaming — in the late 90s and very early 20th century — was my favourite era of games. And to play something that seems to capture the feel of those games while bringing the visuals and cinematic presentation up to date? Well, that's pretty much all I can ask for from a game.

    I realise, of course, that the reasons I like Alpha Protocol may, in fact, be the same reasons why some hate it. Some may say gameplay mechanics should move on and learn from games that do the whole shooter-RPG combo "correctly", like Mass Effect 2. And they're probably right — Mass Effect 2 is, after all, excellent. But I've beaten Mass Effect 2 before, and I've never beaten Alpha Protocol — never played it before this last week, in fact. And while it lasts, I'm enjoying it a great deal.

    So there.

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    #oneaday Day 538: New Scientific Discovery https://imnotdoctorwho.moegamer.net/2011/07/10/oneaday-day-538-new-scientific-discovery/ https://imnotdoctorwho.moegamer.net/2011/07/10/oneaday-day-538-new-scientific-discovery/#respond Sun, 10 Jul 2011 22:49:25 +0000 http://angryjedi.wordpress.com/?p=2762 Just a few days after I bemoaned the fact television is generally awful, today I discovered Brainiac. I had heard the name before, but I had never watched it before. Now I'm hooked, already. For the uninitiated, Brainiac is essentially a kids' science show for adults. This means that it undertakes thoroughly silly experiments, such as … Continue reading #oneaday Day 538: New Scientific Discovery

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    Just a few days after I bemoaned the fact television is generally awful, today I discovered Brainiac. I had heard the name before, but I had never watched it before. Now I'm hooked, already.

    For the uninitiated, Brainiac is essentially a kids' science show for adults. This means that it undertakes thoroughly silly experiments, such as attempting to see which pieces of hospital equipment make the most practical vehicles when propelled by carbon dioxide fire extinguishers, and infuses them with a layer of good old-fashioned British innuendo, such as a leather-clad scientist lady asking "how hard is your thing?" before inviting a selection of nerdy-looking men to display their hard objects to her, which she then drops a ton of bricks on, angle grinds and sets fire to.

    Hosted initially by Richard Hammond of Top Gear fame and later Vic Reeves of, err, Vic Reeves fame, it's a thoroughly silly show that doesn't try to be anything more than it is — a bunch of grown men and women performing throughly silly yet visually entertaining exercises under the tenuous pretence that they're "doing Science". GLaDOS would be proud.

    I suppose thinking about it, it's perhaps, ironically, not the most cerebral show in the world — the last one I watched featured an experiment to determine which foodstuffs produce the smelliest farts, judged by a member of the crew who'd been on holiday recently rating them out of ten and memorably describing the smell of a fart from a man who'd been eating nothing but Brussels sprouts as "like a hermit's earmuff". But then there are genuinely interesting scientific titbits, too, such as the revelation that custard is a non-Newtonian liquid, which means when impacted it has the properties of a solid and otherwise has the properties of a liquid. This means, as the team (including Jon Tickle of Big Brother fame) demonstrates, that it's possible to walk across a swimming pool filled with custard, so long as you keep moving. If you stop, you'll sink into it like quicksand.

    I haven't sat down and genuinely watched kids' TV for quite some time — I've had no real reason to, as I've not had a hangover for quite a while — so I'm not sure if kids have an equivalent "YAY SCIENCE!" programme available for them to watch. I remember there being quite a few programmes involving "YAY SCIENCE!" and "YAY MATHS!" when I was little — mostly involving Johnny Ball, as I recall — but I have to admit I'd be surprised if the same sort of thing still existed today.

    Still, there's nothing stopping the kids from watching Brainiac, of course — it appears to air on Sunday mornings, so what's to stop them wondering why the men with the objects look so uncomfortable when the nice lady in the tight suit asks them how hard is their thing?

    Here's a clip for you to enjoy if you've never had the pleasure.

    [youtube http://www.youtube.com/watch?v=QkJdaU92Ln8]

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    #oneaday Day 537: Apocalypse Shopping https://imnotdoctorwho.moegamer.net/2011/07/09/oneaday-day-537-apocalypse-shopping/ https://imnotdoctorwho.moegamer.net/2011/07/09/oneaday-day-537-apocalypse-shopping/#respond Sat, 09 Jul 2011 20:26:15 +0000 https://angryjedi.wordpress.com/2011/07/09/oneaday-day-537-apocalypse-shopping/ Generally speaking, shops are designed to cater to a specific audience. Clothes shops have their own market, food shops appeal to different socioeconomic groups and you can supposedly tell a lot about a girl from where she buys her underwear. There's a few shops out there, though, that defy classification altogether, and I like to … Continue reading #oneaday Day 537: Apocalypse Shopping

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    Generally speaking, shops are designed to cater to a specific audience. Clothes shops have their own market, food shops appeal to different socioeconomic groups and you can supposedly tell a lot about a girl from where she buys her underwear.

    There's a few shops out there, though, that defy classification altogether, and I like to think of these as "apocalypse shops". The kind of place that stocks boxes of slug pellets next to boxes of gummy sweets; dodgy knock-off cereal next to laundry baskets; dog food next to binbags. These places are fascinating, simply because you can find pretty much anything you can think of without too much difficulty.

    One shop back in Southampton fell under this umbrella. It was the kind of place where you could get everything you'd need to survive in the post-apocalyptic wasteland. There was dried, tinned food; gardening implements and seeds; blankets and camping equipment; all manner of other things. Of course, the value of the shop depends entirely upon its ability to withstand the apocalypse process.

    If anything, apocalypse shops are the closest we get to the RPG concept of the "item shop", where you can buy everything from potions to weaponry. Guns and banjos. Broccoli and toilet paper. Condoms and boiled sweets.

    I highly recommend going out to find your local apocalypse shop as soon as you possibly can. Because after all, you never know when you might need its services.

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    #oneaday Day 536: IdiotBox https://imnotdoctorwho.moegamer.net/2011/07/08/oneaday-day-536-idiotbox/ https://imnotdoctorwho.moegamer.net/2011/07/08/oneaday-day-536-idiotbox/#respond Fri, 08 Jul 2011 13:48:30 +0000 https://angryjedi.wordpress.com/?p=2757 TV is rubbish. TV is so rubbish that I generally avoid the act of watching it whenever possible, usually preferring to catch the few things I do actually think are worth watching via video on demand services or purchasing a DVD. It's difficult to pin down exactly what the most rubbish thing about TV is, … Continue reading #oneaday Day 536: IdiotBox

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    TV is rubbish. TV is so rubbish that I generally avoid the act of watching it whenever possible, usually preferring to catch the few things I do actually think are worth watching via video on demand services or purchasing a DVD.

    It's difficult to pin down exactly what the most rubbish thing about TV is, though. Is it the asinine programming, in which the nation still doesn't seem to have noticed that The X-Factor, Britain's Got Talent, Over the Rainbow, Shitbag Maria and literally (okay, maybe not literally) tens of thousands of other shows are all actually exactly the same thing? Yes.

    Is it the stations' inability to record more than one promo reel for an upcoming show and then bombard you with the same 15 clips every 5 minutes until the show actually starts and you find yourself actively wanting to avoid it? Yes.

    Is it the fact that the BBC1 announcer sounds like he's extremely uncomfortable when announcing programmed? Yes.

    Is it the fact that Dave, despite having about 15 years worth of Top Gear repeats to draw on, insists on playing the same episode at least twice in one day, so that you can watch half of it at lunchtime and randomly turn on the TV around dinnertime to find yourself picking up exactly where you left off? Yes.

    Or is it the fact that advertisers treat you like idiots? "We're real lawyers," say InjuryLawyers4U (pro-tip: if you have to make your main selling point the fact that your law firm employs "real lawyers", you're not exactly filling me with confidence). "I got the money I needed with QuickQuidDotCoDotYouKay," says a woman with an unconvincing mouth and all the sincerity of a jam sponge. "Special K is only for women with body image issues!" implies a cereal advert. "Only women may shop in Boots!" suggests Boots, having now used the same piece of music for so long that even fans of the Sugababes want to throw things at the TV every time the ads come on. "All men are bellends who only care about sticking their cock in things and drinking, possibly at the same time!" imply 95% of adverts. "If you smell nice, slutty women will fall at your feet and get their baps out!" screams the Lynx advert, thereby condemning the entire country to continually smelling like a gypsy's jockstrap. YES.

    So in short, TV is shite and the few genuinely good things that do get made either get buried in the schedules and forgotten (Firefly) or repeated so often you can watch them with the sound off and do the dialogue yourself without any difficulty (Friends).

    Thank God for whoever decided that video on demand might actually be a good idea. Because although you still occasionally get shitty adverts, you can easily avoid all the crap with the added bonus that you don't have to fit your schedule around an inanimate object — it fits its schedule around you. And that's the way it should stay.

    At least until the machine uprising, of course.

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    #oneaday Day 535: Updated My Journal https://imnotdoctorwho.moegamer.net/2011/07/08/oneaday-day-535-updated-my-journal/ https://imnotdoctorwho.moegamer.net/2011/07/08/oneaday-day-535-updated-my-journal/#respond Fri, 08 Jul 2011 00:14:47 +0000 http://angryjedi.wordpress.com/?p=2754 As I sit here on my friend Tim's spare bed (which just a few short moments ago had the entirety of Helm's Deep atop it) typing this entry using a piece of software that runs on a computer several thousand miles away from the tiny computer that I'm actually pressing the keys on which has … Continue reading #oneaday Day 535: Updated My Journal

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    As I sit here on my friend Tim's spare bed (which just a few short moments ago had the entirety of Helm's Deep atop it) typing this entry using a piece of software that runs on a computer several thousand miles away from the tiny computer that I'm actually pressing the keys on which has no physical connection to this thing we call "the Internet", I'm reminded, as I often am, of how much things have changed.

    I'm not that old — I'm thirty and, if not proud then certainly "grudgingly accepting" — but I still find the amount of progress since I was a kid to be fairly astonishing when you think about it. Take what I'm doing right now — writing a blog post — and rewind it some fifteen-plus years. I vividly recall as a youngling, early-ish in my secondary school career, writing a secret diary, inspired by Adrian Mole. Said diary was in a really nice part leather-bound volume that said "journal" on the spine and had nice paper. My first entry was about my family's visit to the National Stone Centre, in retrospect possibly the dullest way I could have possibly started a secret diary.

    Over time, though, my writing evolved. I wasn't writing for anyone in particular, but more just to get thoughts out of my head when there wasn't anyone handy to share and discuss them with — or if they were thoughts that I didn't particularly want to share and discuss with people. In some senses it was like a form of therapy, where I could discuss anything I wanted with someone who wouldn't judge what I was saying, and would simply respond with an unspoken "tell me more" for as long as it had empty pages. My journal became less about "Today I went to the National Stone Centre and we saw lots of stones" and more about "I've been thinking about [girls/school/bullies/life] and this is what I feel about it".

    I took to scripting fantasy conversations for a while, particularly when it came to talking to girls, because at least in the pages of my diary I stood a chance with Nikki, the girl with the finest boobs and legs in the whole school orchestra. In reality — well, I never quite found out whether or not I stood a chance with her, but given the general standard of guys she went out with, I'm not sure my greasy-and-crap-haired zit-faced teenage self would have stood up particularly well, however much better at playing the clarinet I was than her other boyfriends.

    On one memorable occasion, I recall doing a lengthy post-mortem of an encounter with a girl I liked when my friends pretty much forced me to tell her that I liked her. She turned me down, of course, but the fact I'd actually gone through with it was immensely satisfying — so much so that I recall drawing diagrams of how the event had actually gone — where I was, where my friends were (doubtless watching and laughing at me making a tit of myself) and where she was.

    In retrospect, it was perhaps a bit creepy, which is probably why one day I took a look at everything I had written, became hideously embarrassed by the whole thing and discreetly threw the by then half-full book out into the trash, never to be seen again. I often wonder what happened to it, and occasionally wondered if a bin man might have come across it and had a good giggle at my teenage lameness.

    The world's different now, though, and the closest people come to a "secret" these days is posting passive-aggressive tweets and Facebook statuses. I still write — every day, as you've doubtless noticed. Sometimes the things I write are still therapeutic and a way of getting thoughts out of my head that are difficult to vocalise, and sometimes it's just stupid shit that I feel like rambling on about.

    The difference now is that after 535 days, I'm not ashamed of a bit of it. Sure, some of it probably only has any meaning to me and me alone, but everything I've written here has some sort of meaning and memory attached to it. Which is why you won't find me ever throwing this blog out in the trash like my teenage secret diary. We are the sum of our memories and experiences, for better or worse, and sometimes it's good to look back and see how you got to where you are now — and where you might be headed in the future.

    The future's not yet written, as everyone knows. But day by day it'll reveal itself, leading us ever onward to the end of one chapter and the start of the next.

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    #oneaday Day 534: Who's Buying the Crap? https://imnotdoctorwho.moegamer.net/2011/07/06/oneaday-day-534-whos-buying-the-crap/ https://imnotdoctorwho.moegamer.net/2011/07/06/oneaday-day-534-whos-buying-the-crap/#comments Wed, 06 Jul 2011 21:43:55 +0000 http://angryjedi.wordpress.com/?p=2750 I'm pretty sure I already knew this some time ago, but I've come to the not-so-startling conclusion recently that I'm the one buying the crap games and listening to terrible music and enjoying awful films. It's not a conscious decision to be contrary, but I do find myself more willing than some to give creative works … Continue reading #oneaday Day 534: Who's Buying the Crap?

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    I'm pretty sure I already knew this some time ago, but I've come to the not-so-startling conclusion recently that I'm the one buying the crap games and listening to terrible music and enjoying awful films. It's not a conscious decision to be contrary, but I do find myself more willing than some to give creative works that have been somewhat maligned the benefit of the doubt — and more often than not actually end up enjoying them.

    The first time I recall this happening was one summer when I was home from university. I got very bored and decided that I was going to go to the cinema by myself, just pick a movie that happened to be on, sit down, watch it and attempt to enjoy it. It was partly borne from a desire to prove wrong the unwritten rule that going to the cinema by yourself is somehow shameful (if it is, why is watching a DVD by yourself OK?) and partly just out of a desire to get out of the house.

    The movie I went to see? 2 Fast 2 Furious. It was terrible, of course, but I enjoyed it a great deal. And the reason for this was the fact that I didn't feel "accountable" to anyone — there was no-one with me judging my tastes or making me believe that I should feel a certain way about this piece of entertainment that was bombarding me with nonsense. ("Wow, bro, it's like a ho-asis in here!") Judged entirely on its own merits and on whether or not it performed the function I wanted it to at that specific moment in time — to entertain me without making me have to think too much — it succeeded admirably.

    More recently, I found similar joy in Duke Nukem Forever. The thing that annoyed me most about the vitriolic reviews scattered around the web was the fact that all the critics seemed to feel somehow "responsible" for their audience, like they had a moral obligation to dislike it because of its more questionable elements or its rough edges. I played it and enjoyed it — genuinely — and was surprised there weren't a few more people willing to stand up and be counted, saying "look, yes, it is crass, it is rude, it is inappropriate, but for fuck's sake lighten up." But that's by the by — if you found it objectionable, that's your business, but it doesn't make me wrong either.

    Most recently, the recent Steam sale encouraged me to pick up Alpha Protocol, a game I've been curious about for some time. Roundly panned on its release for poor AI, questionable game mechanics and outdated graphics, most people seemed to think it was one to pass by. But for three quid I wasn't about to let that happen. So far I've enjoyed it greatly. I don't mind that the shooting and the AI isn't great because I'm not very good at shooters or stealth games. What Alpha Protocol has provided for me so far is a 24-esque espionage plot with action sequences where I at least feel like I'm a badass spy, even if the execution means it's quite difficult to mess things up, from what I can tell. The key thing about the game is its story, and for that, I'm willing to forgive its flaws — some may say too forgiving.

    This is a pattern I've continued for as long as I remembered. Back when I bought CDs (oh so many years ago) I tended to purchase music on something of a whim rather than with the charts or peer reactions in mind. I bought things out of curiosity, because I liked the cover art, because I thought the singer was hot. And there's very few of those decisions I regretted, because it gave me the opportunity to experience some things that many other people might never have been exposed to.

    I'm cool with that. It gives me interesting things to talk about when people want to know about obscure games, cheesy music or crap films. Everyone knows Halo and Call of Duty are good. But how many people can vouch for the awesomeness of Doom: The Roguelike?

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    #oneaday Day 533: More Thoughts on Google+ https://imnotdoctorwho.moegamer.net/2011/07/05/oneaday-day-533-more-thoughts-on-google/ https://imnotdoctorwho.moegamer.net/2011/07/05/oneaday-day-533-more-thoughts-on-google/#comments Tue, 05 Jul 2011 21:37:19 +0000 http://angryjedi.wordpress.com/?p=2747 So I've been using the service for a few days now and the fact I've made it a Pinned Tab in Chrome should tell you how much I like it. I think it's got a huge amount of potential, and I sincerely hope that it takes off. I also sincerely hope it doesn't just morph … Continue reading #oneaday Day 533: More Thoughts on Google+

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    So I've been using the service for a few days now and the fact I've made it a Pinned Tab in Chrome should tell you how much I like it. I think it's got a huge amount of potential, and I sincerely hope that it takes off. I also sincerely hope it doesn't just morph into an identikit Facebook — but hopefully that won't happen, because although Google is gradually spreading itself over all aspects of the web, they haven't (yet) done anything that particularly offends me from a privacy or usability perspective. In fact, every change they've made to their services while I've been a user has been for the better.

    So let's go over some thoughts, tips and tricks in handy bullet-point form, for those of you who are just getting started — or those who have been using it for a while. Or those who tried it once and immediately gave up. Or, well, just anyone interested, really.

    • Circles are made to be used. Use them! Make as many as is practical for you. Don't stick with the Facebook approach of keeping everyone in one Friends list. There will be some crossover between Circles as a natural process, particularly if you and your friends share some common interests, but they're there to be useful. Case in point: today I shared my GamePro articles only with those who are specifically interested in video games (which, as it happens, is most of my friends currently on G+) — once more people get in there, that facility will be a godsend.
    • The photo interface is gorgeous. The photo viewer looks great and has a nice layout, and the way the photos are tiled on the album page is attractive and distinctive. My only quibble is that you can't rename an album — or so I thought. As it happens, since G+ photo albums are actually albums on Picasa, to change an album name all you need to do is go to Picasa's website and change it there. Hopefully Google will add the facility to do this within G+ shortly — because, as I found out tonight, long album titles break the page layout.
    • You can format stuff with special characters, not HTML. Putting *asterisks* either side of a word/phrase/sentence/paragraph makes it bold. Putting _underscores_ either side of something makes it italic. Putting -dashes- either side of something makes it strikethrough. You don't appear to be able to underline things.
    • Buzz is shit. I turned on Google Buzz because it adds a tab to your profile where your Twitter feed, Google Reader shared items and various other goodies can be automatically shared. However, this only appears on your profile and takes literally hours to update, making the auto-import from Twitter in particular utterly useless.
    • No ads is nice. I know it won't last, but using a social network with no ads makes for a lovely, clean experience.
    • Face recognition when tagging photos is a good start, but needs work. It doesn't recognise some faces, and it would be nice if it "learned" faces like iPhoto does. Still, it automatically spotting where faces are is a good start.
    • Resharing should be an option. You can post something then disable reshares and/or comments for it after it's been posted — but that might be too late. You should be able to choose whether or not a post is resharable or commentable before you post it.
    • +1 is a useful bookmarking function. More sites are starting to use it now, and having a tab on your profile for all your +1s is handy. However, as the feature grows, this list is going to become long and cumbersome. It needs to be searchable, taggable or able to be organised into some sort of hierarchy. +1s also need a Share button if you want to post them to your Circles, as currently your +1s around the Web have nothing to do with G+ besides appearing on this tab.
    • The current absence of brand pages is wonderful. Another thing that won't last, as every corporation believes it needs a presence on every major social network. But for now, the fact that G+ remains a truly person-based social network is thoroughly pleasant.
    • Notification bar across all Google apps is great. This means you're always engaged with the service, yet it's not overly intrusive. The fact this is already integrated hopefully means further service integrations in the future — Events auto-syncing with Google Calendar, for example, would be smashing.
    • Things I'm looking forward to: Themes, non-obtrusive extensions, the iOS app, further integration between Google services, the service being open to everyone.
    • Things I'm not looking forward to: Social games, brand pages, ads.

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    #oneaday Day 532: The Unholy Trinity https://imnotdoctorwho.moegamer.net/2011/07/04/oneaday-day-532-the-unholy-trinity/ https://imnotdoctorwho.moegamer.net/2011/07/04/oneaday-day-532-the-unholy-trinity/#comments Mon, 04 Jul 2011 21:26:01 +0000 http://angryjedi.wordpress.com/?p=2744 Someone found my blog by searching for the terms "trinity estates" southampton today. So I'm assuming that they're interested in the estate management company that used to be in charge of the apartment block I used to live in on White Star Place in Southampton. This area was also known as College Court, or so the … Continue reading #oneaday Day 532: The Unholy Trinity

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    Someone found my blog by searching for the terms "trinity estates" southampton today. So I'm assuming that they're interested in the estate management company that used to be in charge of the apartment block I used to live in on White Star Place in Southampton. This area was also known as College Court, or so the mail that wasn't for me that kept getting delivered would have it, anyway.

    So, hello. How are you? Are you dealing with Trinity Estates? Are you a member of staff from Trinity Estates aiming to see what your company's social media footprint is? Are you a landlord researching estate management companies prior to making the commitment to purchase an apartment to rent out?

    Well, whoever you are, I can say with complete and utter confidence that Trinity Estates are a complete load of old shite. And I can tell you exactly why, too. Some of the reasons are already outlined upon this very blog, but it certainly doesn't hurt to go over them again for those who haven't encountered this useless excuse for a company. I'll say all this with the caveat that I haven't lived in Southampton since last September and it's entirely possible that they've bucked their ideas up since then, but somehow I doubt it.

    Their main problem is their lack of enthusiasm to do anything. They'll write a letter, sure — in fact they write lots of letters — but when it comes to actually doing anything useful? Nah.

    Let's take one example. The block I lived in had a covered car park at ground level and the apartments started on the first floor (second floor to you Americans). Inside the car park, there were lots of pipes on the ceiling — mostly waste pipes, I believe. One night I heard the sound of running water outside, but didn't think anything of it — at least not until the next morning, when I had to go and retrieve my car from the car park.

    Said car park stank of shite. There was a reason for this. The sound of running water was from one of the pipes on the ceiling which had burst and was, as a result, spraying shitty water everywhere. Fortunately, my car was parked nowhere near the "blast radius", but several residents' cars were. One green car in particular was festooned with lumps of crap and wads of bog roll in the morning. I felt sorry for whoever it belonged to.

    Several days later, the pipe had been "fixed". But not in a sensible manner, no. It had been fixed by wrapping duct tape around it. Duct tape that wasn't very waterproof, meaning it still leaked a bit — though thankfully not quite as much as before.

    Then there was the time the basement flooded. In this case, water was actually entering the building and gushing into what turned out to be an electrical cupboard. A phone call to Trinity Estates in this case yielded an uninterested-sounding operator who said he could either get someone down to us the following day (I took great pains to point out the fact that the building was, as I had already said, flooding and presenting an increasing risk of an electrical fire) or immediately, but that there would be a charge for an emergency callout.

    Eventually, it transpired that the residents would have to leave the building, because the water and electricity were going to be turned off while the problem was resolved. Thus began several days of sleeping on friends' floors — actually a relatively welcome diversion as it was not that long previously that things had gone fairly disastrously wrong in my personal life — and wondering exactly how long it would take the company that I described back then as a "festival of incompetence" to sort things out.

    To their credit, things were sorted out after several days and we were able to get back in. What they had failed to take into account, however, was the fact that the building was locked with an electronic keypad which doesn't function when the electricity is off. Fortunately, a drunken chav had had the foresight to tear off the door to the basement/car park entrance to the building in a fit of drunken twattishness, so when I suddenly realised I didn't have something that I really needed, I could actually get back in without too much difficulty.

    As an aside, they also said that the dirty great hole they dug outside the block for the workmen to get in would be guarded by the police 24/7 to ensure that kids wouldn't play in it. On all the occasions I went back to the block while work was supposedly going on, there were 1) no workmen in the hole 2) no policemen guarding the hole and 3) children playing in the hole. So good work there, then.

    In summary, then, oh mysterious reader who came across this page in search of information on Trinity Estates' work in Southampton — they are shite, and if owning a property involved dealing with them on any level, I would urge you to think very carefully about what you're getting yourself into — or run away screaming.

    If you work at Trinity Estates and you're reading this, know that you made an otherwise very nice apartment complex into quite an unpleasant place to live at times. Well done.

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    #oneaday Day 531: Steam-Powered Sales https://imnotdoctorwho.moegamer.net/2011/07/03/oneaday-day-531-steam-powered-sales/ https://imnotdoctorwho.moegamer.net/2011/07/03/oneaday-day-531-steam-powered-sales/#respond Sun, 03 Jul 2011 21:24:13 +0000 http://angryjedi.wordpress.com/?p=2741 One of the best things about a Steam sale is not the fact that you can get packs of high-profile triple-A titles for ludicrous prices (although that's welcome too) but the fact that you can afford to take risks on obscure indie titles that you may not have thought to investigate in the past. This … Continue reading #oneaday Day 531: Steam-Powered Sales

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    One of the best things about a Steam sale is not the fact that you can get packs of high-profile triple-A titles for ludicrous prices (although that's welcome too) but the fact that you can afford to take risks on obscure indie titles that you may not have thought to investigate in the past.

    This has paid off on a number of separate occasions for me in the past, with some real gems coming to my attention purely by virtue of the fact that they were either dirt cheap or bundled with some other titles which had piqued my interest. Some of these have become a little more well known since I first picked them up, others haven't.

    Let's take a peek at a few of them.

    Recettear: An Item Shop's Tale

    This utterly charming JRPG-cum-light management game is oozing with charm and character, not least from the protagonist Recette and her money-loving fairy companion Tear. The writing (or rather, localisation) of the game is probably the best thing about this game, but it helps that it's a solid (if slightly repetitive) game. The repetition ceases to matter, though, when the incidental scenes featuring well-defined and well-written characters are so entertaining, and happen just often enough to break up the curious combination of loot-whoring dungeon crawling and shop management.

    BIT.TRIP BEAT

    I'd never played a BIT.TRIP game prior to this one but was dimly aware of their existence. BEAT is, in simple terms, one-player pong but combined with a rhythm game and the sort of things you'd see if an Atari 2600 took too much LSD. It's a strange, hypnotic game that turns into you fusing with your mouse in an intricate dance, bouncing back the huge pixels in time with the music and going slightly dizzy in the process.

    Hacker Evolution

    If you've played Uplink, you'd be forgiven for thinking Hacker Evolution was something similar — but it's actually a bit different. Where Uplink was most akin to something like Elite, only you were travelling around the world's computer networks rather than the galaxy, Hacker Evolution is more tightly-focused and level-based. It's also quite unforgiving, and from my experiences so far it appears that there's relatively few "correct" ways to complete a level — but that gives it something of a puzzle game feeling which isn't entirely unwelcome. The fact that you interact with the game by typing authentic-looking commands into a text-based console helps with the whole immersion thing, too.

    Altitude

    If you've often thought that Team Fortress 2 would be better if everyone was in aeroplanes and it was in 2D, then Altitude is the game for you. Featuring a wide selection of aircraft, each with special CoD-style perks — unlockable via CoD-style levelling up — and a decent mix of game types and levels, this is a fun multiplayer title, even if you're shite at it, which I am.

    I'd write more but I appear to have developed an absolutely screaming headache. Night all!

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    #oneaday Day 530: One Year Ago Today https://imnotdoctorwho.moegamer.net/2011/07/02/oneaday-day-530-one-year-ago-today/ https://imnotdoctorwho.moegamer.net/2011/07/02/oneaday-day-530-one-year-ago-today/#respond Sat, 02 Jul 2011 23:06:26 +0000 https://angryjedi.wordpress.com/2011/07/02/oneaday-day-530-one-year-ago-today/ One year ago today, according to this very blog, I was still not in possession of gainful employment, and I was frustrated with the whole jobseeking and application process. The reason for this was, of course, the fact that job sites are shite, and I would recommend that anyone currently seeking gainful employment should avoid … Continue reading #oneaday Day 530: One Year Ago Today

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    One year ago today, according to this very blog, I was still not in possession of gainful employment, and I was frustrated with the whole jobseeking and application process.

    The reason for this was, of course, the fact that job sites are shite, and I would recommend that anyone currently seeking gainful employment should avoid them completely.

    They're good in theory, of course. A site featuring a searchable database of jobs by area and category? That should be awesome. That should make it ludicrously easy to find a job. That should make the entire application process streamlined, elegant and very straightforward. People will be able to get matched with awesome jobs and employers will find their model employees. Everyone's a winner.

    Except they're not. Through unscrupulous recruitment agencies, listings for being a boiler engineer get mixed in with journalism listings. Recruitment agencies refuse to say what the company they're recruiting for is or where the fucking job is in the first place. And on the off chance that you do actually manage to get in touch with a recruiter, you run the risk of dealing with the HR equivalent of a cock-tease, making you think you're in with a chance of getting a job, when actually you're not.

    So basically, fuck the job-hunting sites. Here's what you need to do: get on Twitter, and go directly to the people in question. Do some networking online. Talk to people. Shamelessly whore out your work — there's no shame in sharing things that 1) you're proud of and 2) potential employers might be interested in.

    By following this approach rather than wasting my time with job hunting sites, I'm finally in a position where I can say I'm gainfully employed. I'm pleased to say that I'll be sticking around with GamePro, and that doing so is enough to call a "proper job". I shan't share specifics, because that would probably be inappropriate, but I shall say this: compared to this time last year, when things were shit and rubbish, things are certainly well and truly on the way up.

    Which is, you know, nice.

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    #oneaday Day 529: You Have a Tiny Tower https://imnotdoctorwho.moegamer.net/2011/07/01/oneaday-day-529-you-have-a-tiny-tower/ https://imnotdoctorwho.moegamer.net/2011/07/01/oneaday-day-529-you-have-a-tiny-tower/#comments Fri, 01 Jul 2011 22:17:10 +0000 http://angryjedi.wordpress.com/?p=2735 Have you played Tiny Tower on iOS? This is one of those games that should be complete shite but actually ends up being strangely compelling. Why should it be shite? Well, because it incorporates a ton of the features that make Facebook games particularly obnoxious — real-time waits for things to happen, monetization allowing you to … Continue reading #oneaday Day 529: You Have a Tiny Tower

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    Have you played Tiny Tower on iOS? This is one of those games that should be complete shite but actually ends up being strangely compelling.

    Why should it be shite? Well, because it incorporates a ton of the features that make Facebook games particularly obnoxious — real-time waits for things to happen, monetization allowing you to "buy victory" in the game and no real strategy or depth.

    Despite this, though, Tiny Tower manages to remain addictive, compelling and entertaining, even though your interaction with your little people is limited to restocking floors that have run out of arbitrary products, carrying people in your lift and occasionally playing an impromptu game of Where's Wally when someone bursts in demanding to know where Tammy Walters is.

    A big, big part of the game's appeal is surely down to its excellent pixel-art graphics. I say "excellent", but they're actually pretty primitive, being deliberately lower-resolution than even the older iPhone screens. The graphics are reminiscent of the late 8-bit to early 16-bit era and have a lot of character about them. The little "bitizens" who populate your tower are all based on the same basic model, but the sheer number of hats, moustaches, crazy glasses and whatnot that they walk in wearing makes each and every one of them seem like an individual — particularly once you get some residents staying in your tower and you find out what their names are. Because then not only do you assign them to a job, but you can also spy on their Facebook… sorry, Bitbook page, filled with the sort of vapid inanity that your average Facebook user spouts on a daily basis along with occasional gameplay hints that you don't really need. (The Mexican restaurant is closed? No shit!)

    One of the more appealing things about the game that makes it less obnoxious (though probably less profitable) than anything Zynga has ever put together is the fact that the game's premium currency of Tower Bux can be earned rather than just bought. Sure, you can pony up some real-life cash to get a wad of Tower Bux to make your life easier, but through actively playing the game and participating in its silly little Where's Wally challenges you can get a reasonable income of them without having to pay a penny. This is a Good Thing.

    Then there's the fact that you can ogle your friends' towers at any point, with them organised by order of size, so you can get all frustrated when the person you've been several floors ahead of suddenly leapfrogs you.

    In short, it's an excellent example of an iOS game. It's simple, easy to play, friendly to both long and short play sessions and, best of all, free. So, err, buy it.

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    #oneaday Day 528: Thoughts on Google+ https://imnotdoctorwho.moegamer.net/2011/06/30/oneaday-day-528-thoughts-on-google/ https://imnotdoctorwho.moegamer.net/2011/06/30/oneaday-day-528-thoughts-on-google/#comments Thu, 30 Jun 2011 22:23:29 +0000 http://angryjedi.wordpress.com/?p=2730 You can't say I don't provide you with variety here, dear readers. Just yesterday I was talking about underage boys simulating anal sex in a school library in order to avoid doing work, and today I'm telling you about what may or may not be the next big thing in social networking: Google+, Google Plus, … Continue reading #oneaday Day 528: Thoughts on Google+

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    You can't say I don't provide you with variety here, dear readers. Just yesterday I was talking about underage boys simulating anal sex in a school library in order to avoid doing work, and today I'm telling you about what may or may not be the next big thing in social networking: Google+, Google Plus, Googlyplus, G+ or whatever the hell you want to call it.

    If you haven't got in yet, don't ask me for an invite at the moment as they've switched them off for now. Keep an eye on Twitter or Facebook, though — I'll let you know if I have any more spare.

    So, to business. What is Google+? Well, the cynical would say it's a rebranded Facebook, and indeed we've already seen at least one article today bemoaning the fact that Google+ has some features in common with Facebook. I'm not sure why they felt the need to draw attention to this, as the features they show are pretty commonplace in all social networks.

    But are those cynics right? Well… yes and no. Google+ does indeed resemble Facebook. You have a news feed, people can comment on posts, people can Like things (or "+1" in this case) and people can share content. The key difference between Google+ and Facebook is how it handles the way you interact with people. There are no "friend requests" on Google+, simply Circles. Circles is an evolution of Facebook's Groups system, in which you can categorise your friends, acquaintances and family members into, well, categories. Then, when you post something on the network, you can choose which individuals or Circles it's visible to — or even make it completely public. This is a nice idea. It allows people to tailor the content they spew out to different social groups without feeling that they need to have a "work" profile and a "professional" profile. So long as, of course, you remember to keep the stories about the hooker you threw up on to your "Drinking Buddies" Circle and don't accidentally copy in your boss.

    So the way you deal with people is different. But there's more; the photo interface is simple, elegant and much better than Facebook's slightly clumsy lightbox. While I think that the lightbox was a good addition to Facebook's interface, many disagreed, and the fact it's difficult to view the image and look at the comments at the same time unless you have the highest-resolution screen in the world is not great. Google+ takes a different approach. Not only does the service allow you to upload pictures at considerably higher resolution than the artifacted messes that Facebook's compression creates, but the interface allows for simple inline commenting while still viewing the picture. It's a simple case of putting the comments in a sidebar rather than underneath the picture, and it works beautifully well.

    Then there's the fact that the Photos feature on Google+ integrates with Google's Picasa service. Anything you post on Picasa will be available on Google+, and vice-versa. You can even use Picnik to edit the photo, add text and generally arse about with it, save it back to Picasa (even overwriting the original if you don't need it any more) and the modified version will be right there in your feed without you needing to refresh the page. Clever. Since Picnik is a third-party service, though, this isn't integrated quite as well as it could be — an "Edit with Picnik" option when viewing a photo on Google+ would be nice, for example — but it's early days yet. And Google+ allows simple iPhoto-style edits of colours and the like to be applied to pictures without having to leave the page, which is nice, particularly for those who either don't know a lot about photo editing or don't have the software to do anything fancy-pants.

    This isn't even getting started on the excellent Sparks feature, where you can subscribe to topics of your choice and be fed a constant stream of relevant articles — which can, of course, then be shared with the Circles of your choice if you see fit.

    As you can tell, I'm quite enamoured with the new service and genuinely hope it takes off. My only worry is that it, like Facebook, might try and do too much. Facebook was an excellent service when it felt personal, but now it's as much a home for businesses to engage with their clientèle as a means of communication, it's becoming increasingly irrelevant to people who just want to talk to their friends. Google+'s simple elegance that it has at the moment doesn't have any of that noise — and none of the associated spam from social games and endless "What Length of Pubic Hair Are You?" quizzes, for that matter. I'm sure it won't stay that way, as social game and app developers are already pricking their ears up at the buzz surrounding the service, but I hope it stays that way for at least a little while. There's definitely a market for a clean, clear social network with minimum fuss that offers something a little more than Twitter but a lot less than Facebook. And I think Google+ has the potential to be it if the developers handle it correctly.

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    #oneaday Day 527: Doing a Bum-Sex https://imnotdoctorwho.moegamer.net/2011/06/29/oneaday-day-527-doing-a-bum-sex/ https://imnotdoctorwho.moegamer.net/2011/06/29/oneaday-day-527-doing-a-bum-sex/#comments Wed, 29 Jun 2011 22:25:17 +0000 http://angryjedi.wordpress.com/?p=2726 As you may have surmised from some of the earlier entries in this blog, my experiences working as a classroom teacher were genuinely traumatic at the time, on many occasions causing me considerable amounts of stress, depression, panic attacks, you name it. In retrospect, now I don't have to deal with the little scrotes on … Continue reading #oneaday Day 527: Doing a Bum-Sex

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    As you may have surmised from some of the earlier entries in this blog, my experiences working as a classroom teacher were genuinely traumatic at the time, on many occasions causing me considerable amounts of stress, depression, panic attacks, you name it.

    In retrospect, now I don't have to deal with the little scrotes on a daily basis, some of the things were quite amusing. These things weren't amusing at the time (and when you think about it, are often quite tragic) but now I take a perverse satisfaction in the fact that these little horrors who once made my life such a misery will surely find themselves in difficult positions in the future, unless they discover a way to stop being such a twat.

    Let's take the case of Fat Barry, so named because his name was Barry and he was fat. This may sound a bit harsh, but this is a child who, among other things, decided that rather than engaging with Music lessons, he would place a cymbal on his head and wander around pretending to be a racial stereotype of a Chinese peasant in a school with a not-inconsiderable population of ethnic minorities, so in my mind he deserves all the abuse in the world.

    I didn't just take Fat Barry for Music lessons. I also had the pleasure of his company in a subject known mysteriously as "Key Skills", a lesson which I didn't learn until after I'd started at the school was basically "the spaz class", where all the children too stupid (or, more often, badly behaved) to achieve anything whatsoever got the opportunity to sit around and learn how to use washing machines and read.

    On one memorable occasion, the Year 8 Key Skills class was tasked with researching famous people, living or dead, that they might like to invite to a dinner party. (I hasten to add I had nothing to do with the planning of these units, so their vapid nature wasn't my choice — although it's not as if we could have got anything more intellectually stimulating out of most of them.) As befits a research task, we had relocated out of our stuffy classroom (which on one memorable occasion, I was locked in while the children found it hilarious to climb out of the window, but that's another story) into the school library.

    For once, most of the kids were sitting down actually looking at books — being given the opportunity to look up things they were actually interested in rather than being forced into set topics in English, Maths, Science and all the rest meant that they were, thank the stars, engaged and quiet.

    All except for two, who were conspicuously absent. Fat Barry and his friend Shane, whose defining characteristic was the fact that he habitually wore trousers slightly too short for him coupled with prominent Burberry-pattern socks. (I'm not sure Burberry actually make socks.) I could hear giggling from behind some of the shelves, so while the rest of the class were engrossed in their picture books I went to investigate.

    I wasn't quite prepared for what I found. Shane was lying face-down on the floor, with Fat Barry straddling him. (Fortunately, both were fully clothed, although I'm surprised Shane could breathe.) Fat Barry was gyrating somewhat suggestively atop his friend, and I foolishly said the first thing that popped into my head.

    "What are you doing?" I asked.

    "We're doing a bum-sex, sir!" replied Fat Barry.

    In retrospect, what I should have done at that point is open the library door and yell down the echoey school corridors "What's that, Barry? You're doing a bum-sex? That's a bit gay, isn't it?" because, as everyone knows, accusations of being gay are like the worst things ever at secondary school, leading to the whole problem where genuinely gay teenagers feel that they can't come out for fear of being ridiculed. I was aware of this problem, which is perhaps why I chose not to do it.

    Fat Barry wasn't gay, incidentally. He had a Grandad with a shotgun that he thoughtfully brought along to one of the rehearsals of the school play — a mildly terrifying moment — and would probably have been on the receiving end of some redneck punishment if he had come out as gay. So his proclamation of the fact he was supposedly delivering anal pleasure to his best friend on the floor of the library occurred for one reason only — to shock and appal.

    It worked.

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    #oneaday Day 526: The Adventures of Many Rogues https://imnotdoctorwho.moegamer.net/2011/06/28/oneaday-day-526-the-adventures-of-many-rogues/ https://imnotdoctorwho.moegamer.net/2011/06/28/oneaday-day-526-the-adventures-of-many-rogues/#comments Tue, 28 Jun 2011 21:44:42 +0000 http://angryjedi.wordpress.com/?p=2721 Amarysse the Cornac Fighter set out into the Trollmire, determined that she was going to find whatever hidden treasure the forest held. She didn't let such petty concerns as monsters worry her — she had her sword in her hand and was ready for anything the forest could throw at her. Chop! Down fell a … Continue reading #oneaday Day 526: The Adventures of Many Rogues

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    Amarysse the Cornac Fighter set out into the Trollmire, determined that she was going to find whatever hidden treasure the forest held. She didn't let such petty concerns as monsters worry her — she had her sword in her hand and was ready for anything the forest could throw at her.

    Chop! Down fell a forest wolf.

    Hack! A fox, cleft in twain.

    Slice! A swarm of midges, scattered to the four winds.

    Smack! A troll biffed her on the head and she keeled over, dead.

    Laramee the Higher Arcane Blade set out into the Trollmire, determined that she was going to find whatever hidden treasure the forest held. She didn't let such petty concerns as monsters worry her — she had her sword in her hand and her innate magical abilities ready to burn any monsters to a crisp.

    Chop! Down went a forest wolf.

    Sizzle! A fox, burned beyond recognition.

    Slicefizz! Her flaming blade tore through the flesh of an unwitting troll.

    She found her way deep into the forest and was momentarily taken aback by a loud roar. Suddenly, a large troll, bigger than anything she'd ever seen before, bounded out of the shadows, punched her in the face, knocked her to the ground and then squeezed the life out of her.

    Pierre the Cornac Archer set out into the Trollmire, determined that he was going to find whatever hidden treasure the forest held. He didn't let such petty concerns as monsters worry him — he had his trusty bow ready to turn any monsters into a pincushion.

    SUDDENLY, TROLLS.

    Pierre died having fired off just two shots. The monsters that surrounded his corpse tore him to pieces.

    Lord Bath the Higher Alchemist set out into the Trollmire, determined that he was going to find whatever hidden treasure the forest held. He didn't let such petty concerns as monsters worry him — he had a massive golem with laser eyes as a companion.

    Boom! He threw a bomb at a clump of wolves and laughed as they burned to a crisp.

    Stomp! His golem squashed a snake underfoot like it was a tiny bug.

    He heard a roar off in the distance, but instead of setting out to foolishly investigate what it was, he turned around and left the forest, planning on spending the afternoon in the local halfling village.

    He wandered into the local shops, offloaded his ill-gotten gains to the local merchants (who looked a little intimidated by the giant golem) but was soon accosted by a shady-looking halfling.

    "Come with me," he said.

    "Okay," replied Lord Bath without a moment's hesitation.

    "I like a warrior who doesn't shy away from a fight," said the halfling, chuckling to himself. "Try not to die too quickly."

    "Wait, wha-?" said Lord Bath, suddenly finding himself in an arena with a gladiator bearing down on him.

    "Golem! Strike him down!" he commanded, hiding behind a pillar and fumbling in his quiver for some alchemical bombs to hurl at his would-be assailant. The gladiator, fortunately, was more focused on the giant rock monster than Lord Bath.

    Eventually, with a shattering crunch, the golem disintegrated and Lord Bath was left facing his assailant across the arena. Taking a few steps back, he continued hurling bombs at the gladiator, watching him gradually weaken with each successful hit.

    The gladiator fell, then a halfling with a sling entered the arena.

    "You have got to be joking," said Lord Bath to himself, glancing over at the ruins of his companion and fumbling in his pack for more gemstones to transmute into bombs.

    Eventually, the halfling slinger fell, but not before Lord Bath had taken a few blows to the skull. He lightly touched the runes infused into his skin and felt his wounds begin to heal, just as another swordsman entered the arena.

    A few swift bombs later and the swordsman, too, was down for the count. Lord Bath was declared the champion of the Arena — for now — and let out to go on his way.

    And he's still alive to this day.

    You can join the brutal permadeath fun with a free copy of Tales of Maj'Eyal, the only Roguelike I know of with online stat-tracking.

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    #oneaday Day 525: Heat Wave https://imnotdoctorwho.moegamer.net/2011/06/27/oneaday-day-525-heat-wave/ https://imnotdoctorwho.moegamer.net/2011/06/27/oneaday-day-525-heat-wave/#comments Mon, 27 Jun 2011 23:05:08 +0000 http://angryjedi.wordpress.com/?p=2716 Any time it gets a bit hot in the UK, it's a "heat wave", even if said "heat wave" only lasts for a few minutes. More than a day and you start getting into "serious risk of hosepipe ban" territory, and more than a week and the Apocalypse is clearly here. We're currently in the … Continue reading #oneaday Day 525: Heat Wave

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    Any time it gets a bit hot in the UK, it's a "heat wave", even if said "heat wave" only lasts for a few minutes. More than a day and you start getting into "serious risk of hosepipe ban" territory, and more than a week and the Apocalypse is clearly here. We're currently in the midst of one said "heat wave", and naturally things are going downhill fast. Apparently there are a bunch of trains that can't run because it's too hot.

    Too hot? They stop running when it's snowed, they stop running when it's too hot. Did it not occur to anyone to make these transportations devices which are rather important to the British transport infrastructure a little more all-weather compatible?

    Of course, as a nation, the Britons are well known for their distaste of any kind of weather whatsoever. Hot outside? Wander around complaining that it's "too hot", that it's "sticky", that you "wish there was more shade" or crack some lame joke about global warming. Raining? Mutter about it being "nice weather for ducks" (even though ducks don't like rain), be unbearably smug about the waterproofs you might be wearing or look thoroughly miserable as you get completely drenched. Grey and miserable? Bemoan the fact that there's never any "interesting" weather, huff and sigh to yourself or simply gaze into the middle distance. Snowing? God help the country as it grinds to a complete halt.

    All this seems to suggest one thing: humans are clearly not designed to cope with any kind of weather condition whatsoever, at least while clothed. Clothing gets wet, or sticky, or smelly, or covered in snow and cold, or otherwise messed up. As such, the solution is clear: we must stay inside, install air conditioning and be naked at all times.

    Okay, that's perhaps an extreme solution to the problem. But you'd think that given we're an indigineous species to this planet we'd be able to cope a little better with a bit of sunshine or a bit of water falling from the skies.

    Me, I like it when it's raining. I like the sound it makes. It's a relaxing sound — an opinion backed up by the fact that various "noise machine" apps for iPhones and whatnot often include the sound of rain as a default noise to fall asleep to. Sun I can take or leave. It's nice for it to be warm, but having to squint in order to see anything and running the risk of looking like a lump of well-cooked ham after spending too long outside is always something of a risk.

    One thing is absolutely for sure, though — it's bloody boiling in this room right now, thanks in part to the weather and thanks in part to the amount of technology in a fairly confined space. All respect to my PC, which is coping admirably with the heat and is somehow managing to remain one of the coolest things in the room.

    It goes without saying that I'm ho– no, I can't do it. Seriously.

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    #oneaday Day 524: Live and Let Live https://imnotdoctorwho.moegamer.net/2011/06/26/oneaday-day-524-live-and-let-live/ https://imnotdoctorwho.moegamer.net/2011/06/26/oneaday-day-524-live-and-let-live/#comments Sun, 26 Jun 2011 22:10:02 +0000 http://angryjedi.wordpress.com/?p=2713 The whole "OMG YOU MUST SEE THEM LIVE" argument has never really washed with me. In my admittedly limited experience of going to gigs, the experience of hearing a beloved band (or, in one case, a beloved band of my friends', and one which I was totally unfamiliar with) performing their best work on stage … Continue reading #oneaday Day 524: Live and Let Live

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    The whole "OMG YOU MUST SEE THEM LIVE" argument has never really washed with me. In my admittedly limited experience of going to gigs, the experience of hearing a beloved band (or, in one case, a beloved band of my friends', and one which I was totally unfamiliar with) performing their best work on stage is infinitely inferior to sitting down, putting their album on your high-falutin' home theatre setup and cranking up the volume.

    For one, the people in charge of the mixing desks at all the gigs I've been to felt that the bass should clearly be the highest number, meaning the subtleties of the sound were completely overwhelmed by the WHUBBBB WHUBBB WHUBBBBB of the bass. I know there are people who specifically go in search of music that goes WHUBBBB WHUBBBB WHUBBBB but I'm not sure there's as much crossover with fans of guitar bands as some sound engineers think.

    The other thing is all those bloody other people that are milling around blocking your view, bumping into you and spilling your drinks. You may well give the "oh, it's all part of the atmosphere" argument here, but, well, I think we're rapidly establishing that the only kind of atmosphere I'm particularly interested in is one where I can sit in front of the fire with a pipe and listen to some records of the hippity-hop music on my high-fidelity home stereo audio system, preferably with some sort of family-friendly dog or cat sprawled out in front of the fire at the same time.

    My attitude towards a lot of live music, I think, is why I've never had any interest whatsoever in going to Glastonbury, Reading or any of the other festivals there are. Living out of a tent? Fine, I could do that. Living out of a tent and sharing limited toilet facilities with approximately eleventy bajillion unwashed hippies smoking the crack? (Well, maybe not all of them smoking the crack. Some of them are shooting up heroin.) No thanks. The toilet facilities on my primary school camping trip terrified me enough to not shit for a week (I wouldn't recommend it — that first shit after a week will 1) be immensely difficult and 2) present you with some of the more unpleasant things that will ever come out of your body) so I shudder to think the effect that Glastonbury would have on my bowels and arse, especially with the quality of the food as it is there.

    Perhaps I'm missing the point. I have a feeling that I am, because otherwise that many people wouldn't converge on Glastonbury year after year and see apparently increasingly-mainstream headline acts (I believe Beyoncé is on as I write this) and mutter to themselves about how it "used to be better".

    Ah well. Live and let live. They have their field full of mud. I have my pixelated tower block simulators and 2D multiplayer Team-Fortress-2-in-aeroplanes joy Altitude (which I discovered tonight — seriously, it's awesome). I think we're all happy with our lot. Ish, anyway.

    (As an aside, can I just say that this weekend has gone by entirely too quickly for my liking and I'd very much like another one, please. That said, this week I'm expecting to be able to share some exciting news, so perhaps it's good that this week is starting imminently.)

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    #oneaday Day 523: The Adventures of Lord Bath https://imnotdoctorwho.moegamer.net/2011/06/25/oneaday-day-523-the-adventures-of-lord-bath/ https://imnotdoctorwho.moegamer.net/2011/06/25/oneaday-day-523-the-adventures-of-lord-bath/#respond Sat, 25 Jun 2011 21:30:35 +0000 http://angryjedi.wordpress.com/?p=2709 I finished The Witcher 2 today after quite some time. It's a beautiful game with a few niggly, tickly little flaws, but overall a fantastic experience for those with the hardware to back it up. Even better, Xbox 360 owners will be able to enjoy it for themselves at some point in the near future, too. … Continue reading #oneaday Day 523: The Adventures of Lord Bath

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    I finished The Witcher 2 today after quite some time. It's a beautiful game with a few niggly, tickly little flaws, but overall a fantastic experience for those with the hardware to back it up. Even better, Xbox 360 owners will be able to enjoy it for themselves at some point in the near future, too. This post won't contain spoilers, for those of you still intending to play it.

    The best thing about it is its uncompromisingly adult nature. It doesn't do this in the slightly tacky way that its predecessor did with its collectible "sex cards" — instead, it keeps the best bits of its predecessor, which is a feeling that your choices throughout have consequence — and that said choices don't have a "correct" option. You say your words, you deal with the consequences. This has such a big effect on the game that once you've finished Chapter I, the rest of the game is completely different based on a choice that you make — and then within each chapter, there are plenty of smaller choices to make that affect the way things transpire and indeed the way the whole thing draws to a conclusion. It is, in short, a Good Thing.

    The combat is the biggest hang-up for a lot of people. Taking its cues from Demon's Souls, this is a game that's not afraid to stick its cock in your ear and thrust until it hurts — or, indeed, some equally unpleasant metaphor. You fuck up in combat and you will die against regular enemies. Several times. You will learn to block and you will learn how to use your spells effectively rather than just hacking away a la Zelda or Diablo.

    For the most part, this is cool. Swordfights feel like swordfights. Boss encounters require strategy rather than endurance. But there were just a couple of points throughout where it just felt a little bit unfair — mostly when it came to situations where our titular Witcher Geralt was attacked by multiple assailaints from all angles. There were several occasions where I couldn't see how I was supposed to defend against the barrage of incoming blows — this alone would be enough to put some people off, I feel. I, fortunately, have a bit more patience than that, and settled for a few expletives. Only once did I feel the need to lower the difficulty level — and I put it straight back up again to complete the game, and the bosses towards the end weren't as difficult as this relatively incidental confrontation.

    So in summary then, if you're looking for an RPG that treats you like a grown-up without feeling tacky, The Witcher 2 will scratch that itch. If you're not one for overly-technical action RPG combat, then bumping the difficulty down to Easy allows for a satisfying experience from the story without the frustration of dying repeatedly on a battle that really shouldn't be that difficult.

    And if you're wondering why I titled this post "The Adventures of Lord Bath"? Well, when I explained the concept of the original The Witcher to my girlfriend Andie by pointing out that the protagonist was a "white haired dude who kills people and has sex with a lot of women", her immediate response was "Oh, like Lord Bath?" (Disclaimer: I have no evidence as to Lord Bath's extracurricular activities. But I find the alternative name for The Witcher amusing, so it stays.)

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    #oneaday Day 522: Addressing the Audience's Demands https://imnotdoctorwho.moegamer.net/2011/06/24/oneaday-day-522-addressing-the-audiences-demands/ https://imnotdoctorwho.moegamer.net/2011/06/24/oneaday-day-522-addressing-the-audiences-demands/#respond Fri, 24 Jun 2011 22:06:36 +0000 http://angryjedi.wordpress.com/?p=2705 So in an attempt to better understand my audience, such as you are, I've been delving once again into the top search terms for my blog. I'm going to take the top ten search terms from the last year and address each and every one of them individually so that hopefully if you've been in … Continue reading #oneaday Day 522: Addressing the Audience's Demands

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    So in an attempt to better understand my audience, such as you are, I've been delving once again into the top search terms for my blog. I'm going to take the top ten search terms from the last year and address each and every one of them individually so that hopefully if you've been in attendance on this page at some point in the past and found it to be wanting for further information on the topic you searched for, you'll feel better and more satisfied in your choice of Google links that you clicked on.

    Divine Divinity (303 hits)

    Divine Divinity is an action-RPG from Larian Studios which bears more than a passing resemblance to Blizzard's Diablo series. The difference is that the world is not randomly generated and there is a more robust quest and interaction system more akin to something like the Baldur's Gate series. The entire world is available to explore from the get-go and aside from some appalling voice acting of the very worst kind, it's a great game. Pity its sequels aren't up to much. You can grab it from Good Old Games.

    I'm Not Doctor Who (81 hits)

    That's the name of this site, because my name is Peter Davison, though I usually go by "Pete" because I prefer it. Peter Davison, as you may know, was the stage name for Peter Moffett, who played the Doctor in Doctor Who between 1982 and 1984. I am not him, therefore I am not Doctor Who.

    Offensive GIFs (73 hits)

    Here's one.

    Teaching Sucks (65 hits)

    Teaching does indeed suck. I've worked as a classroom teacher on two separate occasions in my life and on both occasions it nearly killed me. In the first instance, I stuck it out for three years in the secondary school music classroom — my first year in a run-down school half a million quid in the red where I was threatened with being knifed on a regular basis, and my second in an ostensibly "nicer" area but which still reduced me to a literally gibbering wreck by the end of my time there.

    The reasons why it sucks? Poor behaviour and teachers' lack of power to do anything about it. Ridiculous amounts of bureaucracy. The fact that one person is expected to do what, in any other job, a team of at least four or five people would take on between them.

    If you can stick it out, fair play to you. It's not for me.

    "Mandatory Sex Party" (35 hits)

    This was a term coined by Allie Brosh, who at one point wasn't sure whether or not it was an actual thing that happened. I'm still not sure, but there's certainly a lot more than one Google hit for it now.

    Persona 4 (35 hits)

    Persona 4 is one of my favourite games of all time. Featuring a hugely lengthy quest, genuinely loveable characters, a gripping (if crazy) plot and a love-it-or-hate-it catchy soundtrack, Persona 4 is one of the greatest JRPGs of all time and I will fight you if you disagree.

    Fatal Labyrinth (34 hits)

    Fatal Labyrinth is a graphical roguelike for the Sega Mega Drive/Genesis. You can play it as part of the Sega Mega Drive Collection on the Xbox 360 and PS3, but I bet you haven't.

    "Get Rich or Die Gaming" (27 hits)

    Get Rich or Die Gaming is an absolutely terrible Xbox Live Indie Game with artwork that looks like it was put together in Microsoft Paint, voice acting that would make a school play's director blush and designs on being a point-and-click adventure. Fair play to them for actually releasing it, but it really is not very good.

    NSFW GIFs (26 hits)

    Here's one.

    Memes GIF (25 hits)

    (Click to embiggen. Some NSFW. Some NSF anybody. Apparently this character is called "optimized GIF dude" and is something of a meme. I'd never heard of him, actually.)

    So there we are. I hope you feel suitably satisfied now. If not, go and have a sandwich and a wank.

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    #oneaday Day 521: It's Your Turn Now https://imnotdoctorwho.moegamer.net/2011/06/23/oneaday-day-521-its-your-turn-now/ https://imnotdoctorwho.moegamer.net/2011/06/23/oneaday-day-521-its-your-turn-now/#respond Thu, 23 Jun 2011 22:35:57 +0000 http://angryjedi.wordpress.com/?p=2701 I've discovered the most terrifying thing in the universe: the man who very politely, but incredibly loudly, tells you "It's your turn now!" on the iPhone version of Carcassonne. It's terrifying because hearing someone's voice when you're not expecting to — such as, say, when you're trying to get to sleep — is a frightening … Continue reading #oneaday Day 521: It's Your Turn Now

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    I've discovered the most terrifying thing in the universe: the man who very politely, but incredibly loudly, tells you "It's your turn now!" on the iPhone version of Carcassonne. It's terrifying because hearing someone's voice when you're not expecting to — such as, say, when you're trying to get to sleep — is a frightening thing. Quite why a murderer or rapist would say "It's your turn now!" is… no, hang on, that sort of works, doesn't it? Shit.

    But anyway. The terrifyingness of Carcassonne is not what I wanted to talk about — at least not directly, anyway. I wanted to take a moment to talk about asynchronous games, how awesome they are and where they can go from here.

    The iPhone (and, presumably, Android) is home to a wide range of excellent asynchronous-play games, allowing people to play at their own pace at a time to suit them. The upside to this is that people even in wildly disparate time zones can play games against each other. The downside is that it's easy to forget what games you're playing, particularly if your push notifications decide not to work properly.

    But that downside isn't sufficient to dampen the awesomeness that is the ability to play Carcassonne with someone across the other side of the world. The "…with Friends" series (Chess, Words and Hanging) are all excellent examples of How To Do It Correctly, too, providing a simple, intuitive interface to games that most people know how to play. The quirky and entertaining Disc Drivin', too, offers a fun experience, even if whoever goes first has a clear advantage over everyone else. (That's my excuse, anyway.)

    Certain social games are taking steps to incorporate asynchronous features, too. Dragon Age Legends, for example, allows players to recruit their friends' characters — complete with equipment and abilities — into their party for combat. This allows people to play with their friends without their friends actually being there — defeating the object of a multiplayer game, you might think, but actually making the best of the fact that it's pretty rare for you and all your friends to be online at the same time.

    Consider this taken to the next level, though. Why haven't we seen an asynchronous MMORPG yet, where players can party up with AI-controlled characters based on their friends' equipment and ability lists? It works in Dragon Age Legends, though admittedly that's a very simple turn-based game. But most MMORPGs have AI built in for enemy and ally characters anyway, so why shouldn't there be a way for players to "play" even when they're not actively logged in to the game? I think that'd be kind of cool, actually — and it would certainly get around my biggest bugbear with MMORPGs, which is the fact that a good 90% of my friends live in a completely different and mostly incompatible timezone to me.

    On a related note, then, if you live in Europe and want to play Champions Online, Spiral Knights or anything else you'd care to suggest (preferably of the free to play variety) do please get in touch!

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    #oneaday Day 520: The Top 5 Things I Wish You'd Stop Doing In Swimming Pools https://imnotdoctorwho.moegamer.net/2011/06/22/oneaday-day-520-the-top-5-things-i-wish-youd-stop-doing-in-swimming-pools/ https://imnotdoctorwho.moegamer.net/2011/06/22/oneaday-day-520-the-top-5-things-i-wish-youd-stop-doing-in-swimming-pools/#comments Wed, 22 Jun 2011 21:51:31 +0000 http://angryjedi.wordpress.com/?p=2697 I went swimming today having rediscovered it with Andie last weekend. I used to go a lot after work (that long-forgotten concept soon to be reawakened) alternating swim days with gym days, and while I didn't get "good" as such, I certainly found myself able to swim surprising lengths without too much difficulty — or … Continue reading #oneaday Day 520: The Top 5 Things I Wish You'd Stop Doing In Swimming Pools

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    I went swimming today having rediscovered it with Andie last weekend. I used to go a lot after work (that long-forgotten concept soon to be reawakened) alternating swim days with gym days, and while I didn't get "good" as such, I certainly found myself able to swim surprising lengths without too much difficulty — or indeed speed, but that's beside the point.

    Today I managed 1km, which equates to 40 lengths of the pool I was in. I'd got up to being able to do 100 lengths at one point and to be fair, I could have kept going today were it not for the fact I needed to get home and Get Shit Done.

    So, in honour of my swimming achievements I'd like to present the Top 5 Things I Wish You'd Stop Doing In Swimming Pools.

    Putting on deodorant before getting in the pool

    Seriously, Lynx-clad chav boy, who do you think you are impressing by making yourself smell like a gypsy's jockstrap before jumping in the pool? You'll only stink of chlorine in approximately 5 minutes anyway, so you might as well not bother, because swimming through the cloud of "aromatic" chemicals emanating from your person as they rinse off your hairless body under the water is anything but pleasant.

    Finding your kids splashing people in the face amusing

    Yes, a kid learning to swim is probably very exciting for a parent, but when some 6-year old git splashes me in the face obviously deliberately and you sit there laughing at him, that's giving him positive reinforcement and unspoken permission to do it again. I would very much like it if he didn't do it again, thanks, because it went up my nose and made me cough, and it also made me hate him, and you.

    Prancing around naked in the changing room

    Yes, I am aware that you need to get naked in order to get changed to go swimming. But do you have to be naked for quite so long and towel-dry your testicles quite so enthusiastically? And if your friend is with you, don't you find it a little weird to stand there talking to him with your cock hanging out? If you weren't in a swimming pool changing room you wouldn't do it, would you? If you were both in your bedroom or living room it would be a bit weird, wouldn't it? Unless, of course, there's some sort of homoerotic tension between the two of you, in which case you should hurry up and consummate your love elsewhere and stop inflicting sexual tension on the rest of the pool's visitors.

    Getting pissy with people in the slow lane

    I swim slowly, as do numerous other people. We don't have a "super-slow" lane to downgrade ourselves to. You, however, have a "medium" lane which you can upgrade yourself to. Please use it. I bet you walk on the left on Underground escalators, too.

    Being there

    Frankly, I like the pool better when it's just me (and maybe one companion) there. Kindly bugger off out of my way and, preferably, the pool so that I can enjoy the time in the pool I have paid for. Sure, you may have paid for it too, but I am grumpier than you. Go and see your naked friends in the changing room.

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    #oneaday Day 519: Good News https://imnotdoctorwho.moegamer.net/2011/06/21/oneaday-day-519-good-news/ https://imnotdoctorwho.moegamer.net/2011/06/21/oneaday-day-519-good-news/#comments Tue, 21 Jun 2011 22:41:25 +0000 http://angryjedi.wordpress.com/?p=2694 Almost a year ago to the day, I posted an entry on this very blog noting that I was starting to feel more positive about things. Of course, things didn't quite work out the way I planned for quite some time, but for those of you who don't follow me on Twitter, I'm pleased to … Continue reading #oneaday Day 519: Good News

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    Almost a year ago to the day, I posted an entry on this very blog noting that I was starting to feel more positive about things. Of course, things didn't quite work out the way I planned for quite some time, but for those of you who don't follow me on Twitter, I'm pleased to report that today, Tuesday June 21, 2011, I was offered an actual job from an actual company. Not only that, but the actual job from the actual company in question represents something that I actually want to do — something that I was beginning to give up hope on. Something I'd given up hope on enough to apply to be a customer service monkey for British Gas — an opportunity which they were keen to pursue with me, but which I thankfully didn't follow up on. I don't see myself as a phone jocket. Largely because I fucking hate talking on the phone.

    No, this new job, which I will refrain from posting too many details about until I've signed various contracts and officially accepted the position, will have me doing some writing in the games industry, though not as a journalist. It's a role at a software company, meaning I'll hopefully have the opportunity to be exposed to the process of game development as well as marketing. It's based in London, too, which is a mild pain in terms of accommodation prices, but quite exciting in that it's 1) closer to my friends who are still on the south coast 2) closer to my friends who now live in London and 3) it's London, and I've never lived in London before.

    From a cursory examination of Rightmove, actually, the area of London that would be most practical for me to live for this job actually doesn't cost that much more than a shithole like Aldershot. Granted, in Aldershot you probably get a bigger room for your money, but given that I'm effectively "starting over" at level 1 with nothing but vendor trash gear on my back, I don't mind slumming it in a pokey little flat for a while. After all, the future's already looking brighter, so better things will inevitably be on the horizon.

    This, then, represents pretty much all of the negative status effects I picked up over the last year and a bit being lifted. Now it's just a case of restoring HP (and finances), acquiring better gear (and somewhere to live) and then the path is clear to level 80.

    Or, you know, something less geeky. Oh, sod off. I can express my good news however the hell I want.

    So, then, that was today. I start my new job on July 4, so that will be a period fraught with both excitement and nervousness — but the good kind, rather than the "shit, everything is going wrong, how am I possibly ever going to get through this?" kind. Which is nice.

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    #oneaday Day 518: Championing the Free to Play Model https://imnotdoctorwho.moegamer.net/2011/06/20/oneaday-day-518-championing-the-free-to-play-model/ https://imnotdoctorwho.moegamer.net/2011/06/20/oneaday-day-518-championing-the-free-to-play-model/#respond Mon, 20 Jun 2011 21:43:06 +0000 http://angryjedi.wordpress.com/?p=2691 I mentioned a few days ago that I was going to give some of Steam's free to play games a try, and mentioned I might investigate APB Reloaded and World of Tanks. I have played a tiny bit of APB (it's quite fun, if nigh-on-incomprehensible to begin with) but haven't touched World of Tanks yet. I also … Continue reading #oneaday Day 518: Championing the Free to Play Model

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    I mentioned a few days ago that I was going to give some of Steam's free to play games a try, and mentioned I might investigate APB Reloaded and World of Tanks. I have played a tiny bit of APB (it's quite fun, if nigh-on-incomprehensible to begin with) but haven't touched World of Tanks yet. I also continue to enjoy Spiral Knights, although with the game's lack of quest structure and progression system tied to your equipment rather than your character I'm not entirely sure what the "point" is — but it's fun, regardless.

    Instead, though, I've been spending a fair amount of time playing Champions Online, aka City of Heroes 2. This is one of a growing number of MMORPGs that used to be full-price products with subscription fees, but which have adopted the free to play model as a means of drawing in more customers and potentially earn more money via microtransactions.

    Champions Online takes an interesting approach in that you can still pay a subscription fee for a "Gold" membership if you prefer, and that keeps the game pretty much in its original form — you get free access to all new content, are able to play a hero with your own completely customised set of powers and have a bit more flexibility in terms of how much currency you can own and the like. Free "Silver" members, on the other hand, are limited to selecting preset archetypes for their heroes and have to pay for episodic "adventure packs" — story-heavy instanced missions that offer experiences a little different from the regular world-and-instance-based PvE that the main game offers. Regular promotions allow Silver members to get access to some things for free for a limited period, and players can always buy individual things via microtransaction if they don't want to pony up for a full-on subscription every month.

    The way this is implemented is incredibly smart. The fact that Silver players are limited to preset archetypes which are nigh-on-impossible to fuck up while Gold members actually have to plan out their builds in advance means that people are less likely to get themselves into a situation where it's impossible to proceed due to some unfortunate decisions 20 levels ago. It also allows players to effectively try out the various combinations of powers with characters that actually work properly — and have a lot of fun in the process. I'm playing a "Soldier" character right now and she doesn't feel gimped at all — she feels like a preset character class in a traditional action RPG. There's just enough level of choice to allow me to customise her a little bit without daunting me with complete freedom.

    Champions Online falls into the usual traps that MMOs do — the interface is a bit clunky, the animations in cutscenes are either laughable or non-existent and aforementioned cutscenes have been put together by someone who doesn't know what "directing" or "cinematography" is. But that doesn't stop it being fun — and definitely higher quality than some of the crap that has been released under the free to play banner in the past. Quality of these games is definitely increasing, and I foresee that Champions Online will hold my attention for quite a while yet. So if you're a player, do join me! Look for "Lap Cat@AngryJedi" or just add me on Steam to see when I'm playing. Feel free to give me a shout and we can team up.

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    #oneaday Day 517: Social Peril II: The Periling https://imnotdoctorwho.moegamer.net/2011/06/19/oneaday-day-517-social-peril-ii-the-periling/ https://imnotdoctorwho.moegamer.net/2011/06/19/oneaday-day-517-social-peril-ii-the-periling/#comments Sun, 19 Jun 2011 22:19:07 +0000 http://angryjedi.wordpress.com/?p=2688 As a social network, Facebook is arguably becoming less meaningful — that is, from the perspective of encouraging meaningful interactions with one another. This, I feel, is in part due to how cluttered it is these days — cluttered with people, cluttered with businesses, cluttered with applications. I long for the simplicity of the site … Continue reading #oneaday Day 517: Social Peril II: The Periling

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    As a social network, Facebook is arguably becoming less meaningful — that is, from the perspective of encouraging meaningful interactions with one another. This, I feel, is in part due to how cluttered it is these days — cluttered with people, cluttered with businesses, cluttered with applications. I long for the simplicity of the site as it was when I first joined it, when it didn't even have a chat system and friend requests required you to indicate how you knew the person — kind of what LinkedIn does nowadays, only with people actually talking to each other instead of using phrases like "blueskying" and "monetization".

    A fine example comes up if you look at the Facebook Page for any social game, ever. You can pick any random example and this will happen. Look at something the producers of the game say, then look at the community comments. You might have 25% meaningful discussion (a somewhat optimistic estimate — if the game is popular you can reduce that down to less than 5%) and 75% people just going "add me". This also happens on App Store reviews for "multiplayer" (and I use the term loosely) games.

    It's not just that, though. Posts on Pages vaguely related to Xbox/PS3 will bring the fanboys for both camps out in force, ranting and raving at each other and not even addressing the point that was made in the original wall post — burying any meaningful discussion amidst the usual spray of bile, hatred and testosterone.

    Beyond that, though, a lot of the trouble lies with the changing way people use Facebook nowadays. When it was a simplistic, app-free system, people used it to communicate. People would write a status, other people who knew the original person would comment. People might post a link or a photo, people would comment. Simple, effective. Now, though, with the fact that everyone and his dog has a Share to Facebook button, this simple clarity of communication has been almost completely lost. You get the occasional aberration where a topical post can bloom into an interesting discussion between friends, but soon enough it's lost in the never-ending cycle that is your News Feed, devaluing the interaction until it's gone, forgotten, meaningless.

    The simple answer is, of course, to adapt. Realise that Facebook is not about permanence and the long-term, it's about the here, the now, the narcissistic. "This" is happening right now, so you share it. Here's a photo. Here's my new Bejeweled Blitz high score. I'm playing a game with farms in it. I took a quiz to determine which colour from the Dulux range I "am". PAY ATTENTION TO ME.

    Facebook's new Messages system doesn't help, either. Muddling your chats in with your actual messages is a dumb idea, because the sort of thing you write in a message is typically lengthier than what you write in a chat. And then it all gets jumbled together, so if you had a message thread with some meaningful information in it followed by a chat with said person about how much you heard they like cock due to whoever just facejacked their profile, then it becomes nigh-on impossible to find anything useful.

    I'm not too concerned about the whole thing, though, to be honest. Facebook does what I need it to for now, which is to allow me to share links to my articles and work to people who might be interested or might not have another means of finding out about them, and occasionally proving to be the most reliable means of contacting people. As such, I'll likely keep my profile there, but my usage of the platform is at a bare minimum these days, as I don't feel like it's really for me any more. Twitter, on the other hand, still does everything I need it to and still remains pretty much as pure and clear as it was the day I started using it. Let's hope it stays that way.

    (In other news, I had a lovely weekend away, as you may have surmised from that last post. Thank you to Andie for making it happen!)

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    #oneaday Day 516: Away Game https://imnotdoctorwho.moegamer.net/2011/06/18/oneaday-day-516-away-game/ https://imnotdoctorwho.moegamer.net/2011/06/18/oneaday-day-516-away-game/#respond Sat, 18 Jun 2011 20:59:27 +0000 http://angryjedi.wordpress.com/?p=2683 Spending a weekend in markedly different surroundings to the place where you spend most of the rest of your week is an eminently worthwhile experience, particularly if you spend most of your week chained to a desk — whether that's in a working-from-home sort of situation or the daily grind at an office. Over the … Continue reading #oneaday Day 516: Away Game

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    Spending a weekend in markedly different surroundings to the place where you spend most of the rest of your week is an eminently worthwhile experience, particularly if you spend most of your week chained to a desk — whether that's in a working-from-home sort of situation or the daily grind at an office. Over the last few weeks (and probably months) I've been fortunate enough to be able to spend some time away from the environment I spend the working week in, and it's a healthy, positive experience.

    The only frustrating thing about the whole shebang is the fact that most places I go away to are inevitably attached somehow to either my awesome girlfriend Andie, who currently lives 150 miles away from me; or to friends I left behind back in the Southampton area (about 120 miles away) when I was forced to depart last September.

    In some senses, this is good, though, as it means I get completely out of the daily "grind", as it were, by going somewhere markedly different from the places I see every day. Even if I do go out while I'm back at home, it's inevitably to the same old places time after time — local shop, local supermarket, post office, local coffee house. And while I know Southampton and Winchester pretty well having spent the best part of 10 years living and working in the area, the fact I don't live there now is enough to keep them feeling fresh, pleasant and not "new" as such, but places I feel I can rediscover each time I visit.

    Now, granted, Southampton's a bit of a shithole and if you want to do something on a Saturday night that isn't getting pissed (and, by extension, into a fight) or going to the cinema, there's actually really not a great deal to do — not in the town centre at least. But as I've said on several occasions in the past, it's a place in which I lay down some "roots" and even if I end up never moving back there to live — which is looking increasingly likely — it will always be if not a "home" then certainly a home away from home.

    Winchester, on the other hand, is a place I'd return to in a flash given the opportunity. My favourite place I've ever lived was in Winchester. It was a gorgeous big fully-furnished flat with a dishwasher, heated towel rails and a dressing room off the main bedroom. The furniture provided was good quality, not the usual hand-me-down shite, and while I was there, even though I was working a soul-crushingly awful job in the secondary music classrooms of Hampshire, it was a haven I could return to of an evening and feel like I had come "home". Of course, as Sod's Law tends to go, this dream-come-true of accommodation was snatched up by the landlord, who rather inconsiderately wanted to give it to their daughter, so we ended up living in a nice-ish cottage that was unfortunately afflicted with a great deal of damp and mould, and smelled disconcertingly of gas in the living room.

    I often wonder where I'm going to end up next. I hope it's somewhere good that I can lay down some roots once again and start afresh. For now, there are weekend escapes like the one I'm on now with Andie, and right this second, that's the best life has to offer, so I'm damn well going to enjoy it.

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    #oneaday Day 515: Rational Discussion Forever https://imnotdoctorwho.moegamer.net/2011/06/17/oneaday-day-515-rational-discussion-forever/ https://imnotdoctorwho.moegamer.net/2011/06/17/oneaday-day-515-rational-discussion-forever/#comments Fri, 17 Jun 2011 22:22:25 +0000 http://angryjedi.wordpress.com/?p=2679 I've said it before, but one of the best things about the Squadron of Shame is their willingness to engage in reasoned (usually, anyway) debate on a wide variety of subjects. Given the venom and bile that's been the hallmark of most high-profile Duke Nukem Forever reviews over the last week or so, I figured it … Continue reading #oneaday Day 515: Rational Discussion Forever

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    I've said it before, but one of the best things about the Squadron of Shame is their willingness to engage in reasoned (usually, anyway) debate on a wide variety of subjects. Given the venom and bile that's been the hallmark of most high-profile Duke Nukem Forever reviews over the last week or so, I figured it would probably be down to the Squad to have a reasoned debate on the matter.

    How right I was. I present to you a selection of highlights from today's discussion of the matter. I'm sharing this here because I believe this was a very interesting discussion and I want more people to know about it. If you like what you read and would like to join us, use your WordPress account to contribute over at the Squawkbox — we're very welcoming of newcomers and, as you'll see below the fold, have absolutely no problem with "Walls of Text" so long as you know how to use paragraphs!

    This is an extremely long post so I'm putting a Read More tag here. Do take the time to have a read if you're interested, though — I maintain this is the most reasoned, rational discussion of Duke Nukem Forever you'll find anywhere on the Internet.

    We'll start with my response to "cgrajko's" desire to find out a little more about the now-infamous "The Hive" level, which many critics have objected to based on the imagery of imprisoned women being forcibly impregnated by aliens — the central "Bad Thing" of Duke's flimsy plot. One scene sees two characters who were set up to be relatively major parts crack an off-colour joke about losing pregnancy weight before exploding with their alien offspring.

    That’s about accurate — although one additional point it doesn’t state is the fact that every single character in Duke Nukem Forever that isn’t Duke is completely disposable. Everyone is dead by the end, not just the women. Duke, being Duke, doesn’t seem to care about the fact that everyone is dead, whether it’s the “Holsem twins” or the president of the USA. He just cares that he kicked ass.

    I agree that The Hive level is largely unnecessary and the dialogue is risible — though no more dumb than the rest of the game, and running around in the slimy dark was a change in pace from the destroyed Vegas streets. But hey. Let’s discuss, that’s what we do here!

    It’s the context that makes it unpleasant and unpalatable in this case. The “Holsem Twins” characters in question are written to be airheaded girls whose only desire is to please Duke. In the context of the story, it’s a comment on the nature of celebrity and what it does to people — the extreme lengths they’d go to to be close to their idol. That’s what the whole opening of the game is about — Duke’s status as a celebrity and the blind idol-worship of his fans who don’t care what he writes in the front cover of their book as long as he “signed” it. As poorly-written as Duke is, there’s clearly at least some attempt at social commentary and satire in there — his increasing irrelevance to modern society made all the more apparent due to the game’s long development cycle. The intent is there, even if the execution is (arguably) left wanting.

    As a “joke”, though, this scene in The Hive misfires with most because of the context. Is the level supposed to be horrific or amusing? It’s difficult to know — because it is horrific, though no more graphic than other games and horror movies — but the dialogue makes you wonder if you’re supposed to find it darkly amusing. I’ll freely admit that my reaction upon reaching that sequence wasn’t shock, offense or disgust — it was a kind of shocked “I can’t believe they just said that!” half-laugh, the kind you make when your drunk old Grandad says something outrageously sexist or racist that is actually sort of funny or you kind of agree with, but you know you shouldn’t laugh or publicly admit that you kind of see where he’s coming from in his tactless way.

    That reaction doesn’t make me a misogynist, a rapist or someone who thinks less of women. You know why? Because this is a game. It’s not real. The characters aren’t real. The characters obviously aren’t real in Duke Nukem, because they’re all exaggerated stereotypes to such a huge degree. As such, it didn’t bother me, the same way that the existence of tentacle porn doesn’t bother me. I’m not saying this scene should have been in there — judging by reactions, it was ill-judged, to say the least — but similarly, the sheer fact it exists 1) doesn’t mean people are going out and thinking that treating women that way is all right and 2) doesn’t make the game itself bad.

    It’s difficult to explain, actually, and I’m not sure why I’m bothering because, as I’ve said, people seem to pick a “side” on this issue and stick to it. But I guess it’s like the violence debate — you can blow someone’s head off in a video game and just shrug and move on because you know it’s nothing more than a fantasy. See it in reality and you’d be scarred for life. Likewise, see a topless, plastic-looking, questionable quality 3D model strapped to a leafy, planty thing and making sobbing noises (I’ll add that you don’t actually witness them being raped as such — like in DN3D, which featured the exact same plot and no-one batted an eyelid at, they’re just sort of strapped to things) and my reaction is significantly less “severe” than if I were to witness something so horrific happening to a woman in reality.

    The only narrative justification I can think of for that level’s existence is to make it clear what the alien antagonists are guilty of — an atrocity — but then the weight of that is diminished by an off-colour joke. As Duke is otherwise very much a parody game, the attempt to inject it with a touch of seriousness — or indeed give it a narrative — clashes with the otherwise ridiculous nature of its plot, setting and characters.

    This is an interesting discussion, I feel. What is “too far” and why? Games are often criticised for shying away from being anywhere near as graphic as movies and books when it comes to sexual issues in particular, whether that’s plain ol’ sex, deviancy or sexual violence — perhaps down to technological constraints — but how far is too far? Is there a “too far” at all, or should we accept that different people find a different severity of content “acceptable”? Movies and animé run the gamut from kid-friendly to stuff only those with strong stomachs can deal with, and many of them, particularly in the gross-out comedy genre, appear “misogynistic” — why shouldn’t games be the same? To clarify, this isn’t an argument in favour of misogyny — far from it, women are awesome. It’s an argument for off-colour, offensive, black humour — and a broad range of content in general. Some people dig it, whether they admit it publicly or not. Otherwise the careers of morally-questionable comedians such as Roy Chubby Brown (look him up — for the record, I think he’s a cunt) would never have got off the ground.

    One thing I would add, though, is that this sort of thing makes me feel that age ratings should be enforced more strictly. While I couldn’t care less about the content, I would not want a hypothetical child of mine playing it and seeing that scene without an adult awareness of Duke’s irony — or at least, without their parents making sure they knew what was going on first.

    *looks up at wall of text*

    Wow, seriously. It’s Duke Nukem Forever. Who’d have thought there’d be that much to say?

    "Shingro" followed up my discussion with the interesting argument that Duke has done exactly what it set out to do — to troll everyone:

    Actually, It isn’t surprising at all that Duke brought up deep issues, because this is the nature of Duke, it’s just not in the way people are thinking about it.

    ————————————————————————————————-

    Huh! Well we’ve gotten a bit far afield, but it is roaming into some interesting territory, taboos and their influence is something I’ve always kinda been interested in, even if the questions asked often result in answers that infuriate me.

    In the states we’ve had a long long history of having very little respect for people, not in the way of objectification, but in the way that we somehow feel that media can totally rewrite a human being. We could go as far back as “Dungeons & Dragons will lead you to witchcraft” we could reference rock and roll being satanic, Harry potter, Pokemon, Anime, Rap, violent TV and yes, video games. There was a time not very long ago, where people stroked their chins over a copy of Doom found in the columbine shooter’s house. People as a whole freak out, have their little furor and then come back and realize “Look, it’s not actually doing anything to anyone. It’s not real”

    Every time I think “Alright, we’ve been kinda dumb, but surely we understand now that people can handle fictional content. No one watches Die Hard and mourns like someone *actually* got shot. No one takes the shit out of the plumbers union because a porn actor “came to lay some pipe” Heck we actually have vaguely legitimate sex in console games! Surely we’re finally letting go of some of our sexual/violence double standards.

    Now from that perspective it’s not very hard to see why Duke had that level in there. Duke’s job as far back as Duke existed was to tweak your nose with your own taboos. That’s what he’s done *forever* and he does it in forever. In a way that hive level proves that Duke DID make a proper transition to modern day, because the whole point is to make you feel shock that they were ‘actually willing to do that’. It *doesn’t matter what that “that” is.* Could have been anything. If you find yourself getting upset at something in a Duke game, that is raging at a troll on a message board. That is why people troll, not because they really believe what they say, but because half the audience says “my god I can’t believe they went there” and finds it hilarious. The other half totally loses their mind and accuses the troll of being the worst that humankind could possibly offer.

    Duke Nukem has *Always* been a troll game, why are people suddenly surprised?

    Maybe it’s the same reason we always freak out about the next great thing, it’s easy to believe you’ve seen it all, and hard to believe you still have society and culture based hangups. Then when you’re confronted with them, you write things like that quote, it oozes with condemnation not only of the game (the troll post) but condemnation of the people who made the game (the troll.) Even to the point of suggesting that the creator is entirely sexually deranged.

    Really? Is this really what we want? Are we going to say that that level shouldn’t have been allowed to be made? Would we be happier closing our eyes to the fact that in the west, we’re fine with the worst violence possible, but are so easily disconcerted by sexual imagery? There are large amounts of people who believe there’s somehow a parity between something happening in a fiction and something happening in reality.

    This… Is… Silly.

    I cannot support in any way the position of “How Dare You” in relation to a fictional work. It is fiction. That is the purpose fiction serves, and it’s a purpose we should as gamers be vastly more familiar with then anyone else. We have shot dudes in San Andres, and when we hit reset, they’re all back again. We understand that fictions are there for a great many reasons, and that many different people will get many different things from any given fiction. Some people will find the hive level hilarious, others will find it shocking, and yes, some people will find it sexy.

    None of those people are ‘wrong’ to do so. Furthermore, *no one* is harmed for any of it. Do you remember how South Park was a “horrific abomination” because a child died in every episode? We don’t even blink at South Park these days because after the initial outrage the populous at large realized “oh, society didn’t collapse after all” It evoked the same feelings where you think “Oh god that’s terrible” at the same time you’re laughing. Whether you find that tasteful or not, I doubt anyone could claim it’s ‘evil’

    So yes, some people find alien impregnation sexy, and some people pretend to be elves in other peoples basements. Are you uncomfortable realizing this? If so, realize that the onus is on you, not them, to make your peace with it.

    Duke’s just trying to rub your nose in the fact, and amuse the rest along the way.

    TL:DR: Duke’s trolling you, people like to think they’re world weary but they just get offended by different things, the only question is how far you gotta go. Someone consuming a fictional work you find upsetting for any reason isn’t something to get the torches and pitchforks out for, nor should we ever encourage this attitude, because that sort of thing always eventually turns around and bites you on the ass.

    Don’t Panic, and don’t encourage panic. Society will be fine.

    (Funnily enough, the idea that there’s people out there being so pejorative about fictional works distresses me almost as much as your average taboo-troll, Ironic!)

    "cgrajko" responded with his thoughts on why he found the scene personally distasteful, he didn't think it should be banned or censored because your response to it is entirely down to your response to fiction:

    I’m just going to say a few introductory things before I begin responding, largely because I feel like it’s possible for this type of discussion to get heated, and I think some people are likely to misconstrue this discussion as an attack or something hostile. So, as far as the Squad is concerned, I always assume that you all are arguing in good faith, and I would never personally attack anyone or assume that anyone is a racist/sexist/misogynist/homophobe etc… I feel like the moment people feel they’re being attacked is the moment discourse stops, and I want to mention that I’m debating in good faith, all classy and whatnot.

    I feel like the real discussion as to why the game is problematic, or elements of the game are problematic, is being mischaracterized on the message boards and whatnot. I don’t think that DNF is going to cause anyone to become a misogynist or a rapist. At all. It’s very obviously make believe, and anyone who finds DNF to be the catalyst for their own deviance was almost certainly going to be pushed in to action by something else. It’s not really about that; it’s about culture and how culture shapes attitudes and beliefs.

    I don’t think DNF is harmful in any way for the people who post here. All of us are capable of turning a critical eye towards the media we consume and engage it both in terms of context, history, etc… But, the likelihood that people will not turn a critical gaze towards DNF (or not even realize that they should) means that people are consuming this super tiny unit of culture that reifies a lot of shitty beliefs and attitudes. By itself, this doesn’t mean much, but DNF is a drop in a pretty vile pond of sexism and misogyny. DNF normalizes rape, and while a lot of folks will realize “hey, this is a pretty shitty way to entice Duke in to killing some aliens,” a lot of people won’t see the subtext (and won’t even interpret Duke as a hypermasculine 80′s action hero).

    Rape is already an underreported crime that tends to have shitty conviction rates because defense attorneys know they can call a victim a slut and have the jury side with them. This is a gross exaggeration, of course, but those attitudes are incredibly prevalent in the US, and what I’ve described happens pretty regularly. The rape joke in this game is problematic for me because it reifies that type of patriarchy and sexism that makes rape routine or as a location for a joke and nothing more.

    For what it’s worth, I also detest it when people get all high and mighty about fiction and suggest just turning away from it. I think that’s shitty, and I think critical thought is largely what allows us to contextualize and discuss media intelligently. It’s obviously silly for anyone to suggest that the latest South Park/GTA/Duke Nuke/ Mass Effect is going to erode anyone’s morality. That’s a non-issue as far as I’m concerned. But, I do think it’s worthwhile for folks who find something problematic to discuss why they find it problematic, particularly when their objections amount to more than “BUT WHAT ABOUT THE CHILDREN?!?!?”

    I don’t want the game censored, and I don’t really want people to boycott it or anything. While it makes me personally uncomfortable, I get that other people don’t experience it the same way. I think this discussion might be more accurately summarized as “what is your relationship with fiction?”

    Shingro continued the discussion by bringing up the darker side of fiction, including Japan's fascination with the more deviant side of sex in its pornography.

    Hey don’t sweat it, it takes a loooong and overt set of profanity to feel someone is personally attacking me, discussion boards are for discussions and that requires two people minimum. Please also accept my returned assurance that nothing here is personal, it’s all for the chin strokey. We’re all Squadmates here, we few, we proud, we Band of Brothers. so, without more ado, lets dive into some analysis!

    As far as I’m given to understand, Duke didn’t “normalize” rape at all, it did the opposite! Though I might be wrong any rape in the game is very specifically made insane and over the top and committed by the inhuman antagonists, hardly the best ‘sell’ if it really was pushing for that.

    It would have been one thing if the game came out and everyone said “Fuck yeah! rape wooooo~!” but they didn’t, the majority opinion has been either “Ick!” or alternately “omgwtf XD” neither is the “hey yeah, maybe that IS the way it should be, those aliens sure have the right idea! Go aliens!”

    DNF actually pushes for the negative reaction itself with the setting and circumstance. It isn’t rape by a 1950s american dad father figure set to some patriotic hymn. The protagonist himself isn’t raping anyone. DNF is *trying* to disgust you by making it alien and weird and very difficult to enjoy in a normal sexual way. . Even if you are part of the 1% that have a thing for big bellies and alien protuberances, they’re cracking jokes the whole way through.

    Hell, according to that post, in the most overt part of it where you would have the most investment the game *literally* attacks you. Like sarcasm, just because the topic is brought up without a disclaimer or denouncement doesn’t mean the same thing as supporting it. Certainly it’s done in a more crass, less artistic manner then say, Heavy Rain’s “feeling of powerlessness” scene, but still in its own way, saying the same thing

    You just have to think of it like South Park, are they actually for the things they parody and portray? For example, the NAMBLA episode. They’re taking the piss out of it, basically saying “dude, check this out, is this not the most fucked up thing you ever did see?” Hardly a ringing endorsement, and you can hear those exact words echoing throughout the Hive level just as loud.

    —————————————————-

    Now here is where I separate from games a bit, and thus, this is the most likely place where someone gets offended (probably unmanneddrone, sorry! =) ) I hope it’s not too controversial or anything, I don’t know if this is the time or place for it, I’ll take it down if it isn’t, but there are a few facts that I would feel are better discussed then not. This part doesn’t answer what my personal relationship to fiction is, but it does suggest a very important Human/Fiction relationship that I feel isn’t commonly considered.

    —————————————————-

    Japan, I guarantee you *does* have the oddest fictional porn in all the world fairly available and has had such for years. I know unmanneddrone, it’s not like they’re all into it, but there is a market there you gotta admit that. =P A significant portion of it rape fantasy even in the nonfiction, (though the fiction also checks boxes by guro, vore, loli, unbirthing, kemono, and other things that would make you go all Macbeth “Out Damned Spot!” on your brain, trust me, don’t google search any of that, monitor 4chan’s /D/ board for a few days if you must that’ll edge near it.)

    Simultaneously it has has some of the lowest actual rape numbers in all the world and tenths the numbers of our own puritan “what about the children” based culture. According to Google as of 2010 per 1000 people .3(us) vs .01(Japan)

    The closest thing I remember to institutionalized sexual abuse, was in churches where the culture not only promoted abstinence (no catharsis whatsoever) but also taught that getting your rocks off by yourself was a sin, correlation is not causation, but in my opinion this at least indicates that the culture of prohibition is definitely Not Healthy to the average human animal.

    I remember a quote from one of Dennis Miller’s HBO “I don’t want to get off on a rant here” rants back when he wasn’t crazy that went something like the following (I think it was about eating but it holds just as true for any taboo) “We desperately try to remove it from our lives and in our panic to avoid it at all costs we become obsessed with it, abstinence leads to craving and we’re right back to square one on the crash and burn game board.”

    So at least when it comes to sexual things, I tolerate fiction (<- key word) of even the worst and most despicable types even if I personally find it repugnant, because I'd much rather someone with darker impulses have catharsis and be at peace Dexter style. As opposed to someone being sexually frustrated and antsy on the street as it were. I honestly don't know the science behind this, but that reasoning makes sense to me.

    If you want to save culture from humankind's darker impulses, the way to do it isn't to ban or rail against certain types of media or topics, whether the hive level or the Penny Arcade Dickwolves comic, it's to educate your populous. Encourage people to read to develop imagination and by extension, empathy. Provide a good example to a person, better yet *be* that example. Protect the real victims of sexual crime rather then trying to socially crucify people for drawing a picture, writing a book or making a game that involves the topic *especially* if it’s not an actual outright polemic. Rape is definitely a problem, but I just can’t see DNF or any related media pushing towards rape, if anything it pushes away and forgetting that the topic is a problem I think is more dangerous then a background loop of oohs and ahhs in someone’s free time.

    And by all means if you find a certain media appalling, then feel free to say so! That feeling is true too, and worth expressing just to ensure that culture remembers where people stand on the real issue, but always always always be reasonable and reasoned. don’t put words in peoples mouth or start linking “A Causes B because: Common Sense, also: Ick” If you’re going to say that violent video games fuel a culture of violence, or the hive fuels a culture of rape, examine the matter very very carefully, and be very very sure what you’re saying is what you mean. Find the science of the matter. Dig deep and consider it from all angles. The worst thing anyone can do is get into a group think knee-jerk mentality triggered by emotion. The last time this country did that as a whole we got Iraq and the Patriot Act. We live in a world where no information or taboo can be kept out of the light, so I feel the best thing to do is to own the taboo, face it, and eliminate its power over us. If we become stronger, more well adjusted people in the process? So much the better.

    (Addendum: Games and their associative issues go wayyyy deeper then I think most people give them credit for.)

    TL:DR: DNF doesn’t support rape clearly, you can see the signs in the events. Mentioning a thing without decrying or throwing up a disclaimer doesn’t mean you support it. “In our panic to avoid it at all costs we become obsessed with it, abstinance leads to craving and we’re right back to square 1 on the crash and burn game board.” You catch more flies with honey then with vinegar. The majority of us have our hearts in the right places, so we’re okay. Love and Peace!

    A few crossed wires led "cgrajko" to post this:

    One of the scenes in question, in case you are unaware is as follows:

    *Duke comes across two blonde twins in the nude, wrapped to the waist in alien testicles/stuff*

    Girls: Duke, what’s happening to us?
    Duke: Looks like you’re ….. fucked!
    Girls: Duke it was our first time! Okay, with an alien. Duke! We’ll get the weight off in like a week, we swear!
    *Girls scream, explode, and alien crab-things pour out*

    If I were a bit more crass I would post that JPEG of McBain: “That’s the joke.” There is no irony here. There is no metatextual analysis or nudge nudge wink wink tongue in cheek component to this scene. The “joke” is that following being raped two women are only concerned with the male gaze and being objects for Duke’s sexual pleasure. There is no critique there.

    You are mischaracterizing my argument by suggesting I believe this:
    “hey yeah, maybe that IS the way it should be, those aliens sure have the right idea! Go alien”

    I very explicitly stated that there is no component to the game that blatantly and outright suggests this behavior or will cause someone to commit a crime. I was really, really clear to state exactly that. I also never stated that Duke raped anyone. I have no idea where you’re getting this, but you’re clearly not responding to something I wrote.

    You don’t know what the ACTUAL rape numbers are in Japan or in the United States. Neither do I. That’s a huge part of the problem. Rape is an underreported crime in both countries, but treatment of rape victims is significantly better in the US. It’s also more likely that rape is reported or taken seriously in the US.

    http://www.japantoday.com/category/kuchikomi/view/few-authorities-know-how-to-deal-with-rape-victims-in-japan

    http://news.bbc.co.uk/2/hi/asia-pacific/3025240.stm

    I don’t know what you’re getting at with your Japan example, but that’s probably not the country you want to look to for sane attitudes towards gender inequalities.

    I’m also not arguing for any culture of prohibition. Knock that shit off and respond to stuff I actually write not the strawman arguments you construct.

    I’m going to state this one more time: I do not think that Duke Nukem is going to cause anyone to rape anyone else. I do not believe that the game should be banned, censored, rated AO, or dumped in the desert like extra copies of ET. I will criticize it, however, if I think it does something silly or offensive, not because I want to protect anyone from it, but because I think it belies a shitty attitude and a shitty sense of privilege that makes it seem okay to tell shitty jokes about rape without any type of commentary.

    Before you go and say that I think rape should be off limits, I am going to say that that’s not the case. My favorite novel is Lolita, which is quite a bit more graphic and fucked up than anything the folks who made DNF could come up with. I also find certain tellings of the Aristocats joke (even those with incest and pedophilia) to be hilarious. (Of course, a bad telling of that joke tends to come off like, well, DNF.)

    …to which "Shingro" replied:

    well, I guess things have gotten heated regardless of intention, such is the way of emotionally charged topics I suppose. For the record, the second part of that post wasn’t addressed to your points at all, it was just a poke at the relationship of humans and media when it comes to sexual taboos while the topic was up (a topic like that doesn’t arise anywhere very often, and I wanted to bounce it off some people with intellect) No slight or strawman intended, and honestly it probably got a little too far afield for the Squad so we’ll just curtail that OT thread for some other board entirely.

    So just to be sure I understand you 100% right, your problem isn’t with the material, and you don’t think it should be any sort of prohibited, socially harangued or anything. You just want the right to say you don’t like it?

    If that’s so, well, yeah go ahead, in fact I think I specifically wrote a full paragraph in the last post saying “hey, if you think it’s shitty say it’s shitty for any reason you like” I really didn’t intend to accuse you of any sort of wrongdoing or prohibitive beliefs.

    The thrust which may have come out wrong was “Hey, I feel the game is intentionally trolling it’s audience, like South park, or Jackass or any of a dozen things, it set this stuff up just to put you further out of sorts, Jackass could just throw some fecees at a dude, but they don’t, they put him in a body bag and flip a portapotty upside down with him inside it. That is the joke, bad and crass as it is, and if you don’t find that feeling of “that is meeeeessed up” then yeah it’s going to be a bad experience for you. The game didn’t *have* to have a whole level of alien impregnation of hundreds of whatever to tell a rape joke or objectify anyone. I suspect the creators did because they wanted to punch the player in the arm not to expand their mind or do any big anything, they don’t keep it as a core theme of the game, it was a single volly, one that was looking for one of the two reactions, “ick” or “omgwtf”"

    As for all the contention under numbers I guess yeah, no one knows the exact numbers of any of it, if the per capita numbers were within even a factor of 10 I’d not have even brought it up. Still, unless you use something as a guideline you’re never going to be able to talk or theorize anything. I looked up what I could, maybe it was wrong who knows. Maybe the conclusions I drew were wrong, it happens more then I’d care to admit.

    I didn’t intend to imply you thought duke raped anyone (you didn’t give any indication of that, and as far as I intended, neither did I), and the “go alien” bit was to paraphrase what I expected a “pro-rape” statement from someone would have to sound like, trying to indicate that it requires some serious stretching to reach that.

    If you just want to have the right to criticize it for its sense of humor go right on and do so, there’s no reason you shouldn’t. However I also can’t think of any circumstance under which I’d like to tell someone they shouldn’t be able to tell a joke, regardless of how bleh it is. If you want me to feel like a scumbag for defending the right of people to tell Terrible and/or Offensive jokes, then I’ll do so though with some reluctance. I like to personally act like a gentleman when I can so I expect the level woulda gotten a “ick” reaction from me though I don’t expect to find out. I guess I feel the system is Working as Intended. They tell their Bad Joke, you criticize it for being silly or offensive. Seems fair. Not sure why things went a bit brutal when we’re saying pretty much the exact same thing.

    I kinda hesitate to put this out there since it appears we’re not exactly in “objective discussion mode” anymore, but I’ll trust to the fact that this is mostly born of misunderstanding. I don’t know where it went bad exactly, such is the trouble of my slightly dysfunctional brain, but trust me when I say that only about 10% of that post was directly addressed to you, the rest is basically dumping a bunch of related stuff out of a backpack onto the table. Not at all trying to cast you as the antithesis of the stuff I said.

    I will be totally honest though here, I might have a misunderstanding of your position still because it seems like you want it both ways, “I’m not saying it shouldn’t be able to tell it’s joke I’m just saying that the joke is completely out of line and a blight upon our culture” I guess that can be construed as “not saying it’s a bad thing” but only with difficulty. If the distinction you want to make is your reasons for doing so that kinda doesn’t change the end result of it as I understand it.

    If you want to say the ‘trolling’ nature is done poorly there then that’s also fair, though I’d say that when it comes to trolling, becoming deeply personally offended is sorta the point

    If you’re saying that duke isn’t a trolling game at all then I have to disagree, it just seems pretty obvious that Duke is scandalous explicitly for the sake of being scandalous and it doesn’t really care how it has to do that.

    If you want me to say personally I feel it’s a scene done in poor taste that’s fine too, though I don’t see why that’s important. Poor taste is taste too.

    If I got any of it wrong, feel free to correct me (gently please), I’d honestly like to continue the conversation. I am trying to communicate in good faith but it seems we’ve got some sort of desynch. If it’s getting too hot by all means let me know.

    Fortunately for the quality of discussion, the "heated" nature of the debate wasn't intentional on either Shingro or cgrajko's part (or mine, for that matter) and so we continued, with this post from cgrajko:

    I didn’t mean to come off as brusque and angry. I’m definitely not. At all. I tend to use words like “shit” the way a telegram uses “stop.” Sorry about that. I definitely didn’t realize that you had stopped talking to me directly, though, and I apologize for not getting that you had shifted to a general audience.

    I’m not deeply personally offended. Like, at all. I think DNF is incredibly stupid, but I can see why someone looking for something silly, simple, and base would pick it up and enjoy shooting some pig cops. And there’s nothing wrong with that. I would probably turn my head askance and back away slowly if someone playing The Hive got a little too in to it and started cackling maniacally, but that’s about the extent to which I am personally engaged in the topic.

    I get the impression that you don’t actually know a whole lot about me, and you don’t really have any reason to. I’m a professional academic. I make a living analyzing and deconstructing culture. In particular, I study media and the manner in which media intersects with areas of critical theory, specifically, gender and queer theory. Talking about gender and sexual issues in Duke is my bread and butter, and what you’re perceiving as outrage on my part is really just my desire to engage in some type of discourse, particularly with gender issues in games, because the vast majority of people who discuss these issues are just straight up wrong in their analyses and a lot of the time it reads like armchair feminism 101.

    I do think it’s important that there are dissenting opinions out there for people to read. I’m somewhat disheartened that so many people (elsewhere, not here) are willing to claim that “it’s just a game” (or movie, book, whatever…). I think that goes back to my original question of what one’s relationship is with fiction. I personally subscribe to the belief that art is not created in a vacuum, and I’m proud to say that Reader-Response theory and New Criticism are pretty much dead. The individual who creates something does so as the result of various social factors that influence the themes and ideas being explored in a piece of art, so while I am talking about DNF specifically, I’m also talking about all of the reasons that DNF is the way that it is.

    Does that clarify my position somewhat?

    My turn, then:

    As (I think) the only person here who has played, beaten and enjoyed Duke Nukem Forever, let me explain why I enjoyed it:

    I like games. I like a diverse array of games. I like the weighty philosophical nature of games where decisions have consequences such as The Witcher and Planescape Torment. But I also have baser instincts — I like to shoot things and, frankly, I like tits, too. Crucially, when it comes to a shooter, I generally want to have “fun”. This means I’m looking for something where story either isn’t particularly important, or where it’s “light-hearted”, bubblegum fluff. This is a key part of the reason why Gears of War, Call of Duty and Halo (which all take themselves far too seriously) don’t hold my interest, but No-One Lives Forever, Duke Nukem and even the original Far Cry (whose protagonist is either a work of comic genius or irrefutable evidence of the damage that terrible voice acting can do to your narrative) do.

    Duke Nukem took those base instincts, embraced them and built a whole game around them. The experience was fun for me. I wasn’t expected to think too hard about anything. Within the first two minutes of the game you’re handed a marker pen in first person perspective and although the game doesn’t tell you do, the first thing you’ll (well, I’ll) likely do is write an obscenity or draw a penis while a soldier guy applauds you for doing something he didn’t think of. This sets the tone for the whole game — it’s not the kind of experience where you’re expected to engage your brain or do any deep thinking. You’re expected to run, point your gun at things and run some more — a theory backed up by the fact that there’s none of that “you can’t aim as well while you’re running” business of more recent titles, making it literally a run-and-gun title.

    As a result of all this, though, by the time you reach the Hive level, you’re well into the mindset of Duke. Everything around you has become dehumanised — even the humans who, as I say, are generally in the game in order to get killed horribly. People you meet are generally either the butt of a joke or characters purely there to idol-worship Duke and emphasise his sense of self-importance. Even the Twins, who are probably the most recurring characters in the game, are cardboard cutouts of porn clichés, and end up being both of these things — the butt of a joke and Duke worshippers. Duke is furious upon their death, and as a player I was momentarily surprised that they’d kill off named characters in such a way, but ultimately, my reaction was of the “omgwtfbbq XD” school that Shingro described below. I wasn’t appalled, I wasn’t disgusted, because everything the game had done up until that point had emphasised the point that Duke is the only one who matters to Duke. As such, the scene serves as a kick up the ass for the player to, well, go and kick some alien ass — nothing more.

    Now, I can see why people might not like that because the dehumanisation of, well, humans makes you feel guilty in retrospect — and quite rightly, too. If you dehumanise people in reality, well, then you’re getting into sociopath territory. But this is where the “fiction vs. reality” thing comes in. The vast majority of well-adjusted human beings can distinguish the two from one another. I find rape and tentacle porn distasteful — I’d hope everyone agrees on the former but as for the latter, that’s your business — but that doesn’t mean they have no place in fiction, as I believe both Calin and Shingro have said. Furthermore, if “general” violence can be treated in such a blasé manner in movies and video games particularly, why not rape?

    Well, the answer to that is pretty simple: rape is taboo, rape causes feelings of shame for the victim and, as Calin says, is an under-reported crime. These are all bad things. Rape is a horrific experience, and the “best” (by that, read “most effective”) dramas which include rape scenes are genuinely harrowing.

    But I’m not sure that women being forcibly impregnated by aliens — a relatively common plot in the horror genre — is quite the same thing. I don’t think I agree that DNF “normalises” rape because it’s not “conventional” (for want of a better word) rape. I would feel very differently if Duke was fighting against humans, or even if the more humanoid aliens were seen sexually abusing women in a “recognisable” manner. But they’re not — and it could be argued that, whether it’s down to graphical/animation shortcomings or whatever, you don’t actually see the women being abused by the structures they’re tied to either — just the after-effects.

    It seems the key thing that most people are offended about is the “I’ll lose the weight for you, Duke!” line. Here’s a question: would you feel differently about this scene if that line wasn’t in there, if the Twins (who are in the dark and difficult to distinguish from the other women in the Hive were it not for this dialogue) said nothing at all? How about if they said something more generic like “Oh, God! Help me, Duke!” — making them recognisable but not cracking an off-colour joke — and more like the women in the exact same situation in Duke 3D, who just moaned “kiiiiill meeeee” when you approached them?

    At this point, Squad mainstay "unmanneddrone" popped his head in and contributed this nugget:

    Yeah, a veritable heavyweight championship of the mouths, hearts and minds here at the SoS. All I can say is that, as strongly as folks may feel about particular contents of DNF, I severely doubt the title and franchise has enough cultural currency remaining to perhaps cause any sort of social or medium bleedthrough – however infinitesimal.

    Having now seen the offending scene, it might stick in your craw, @cgrajko, but damn…it struck me as completely awful for all the wrong reasons. Hokey delivery, confused and ineffectual animations, tacky bared breasts. I’m going to agree with the Jedi here (no mind tricks!), it did a lot more to harken back to the cinema horror notion of infection/incubation/birth such as Alien and the schlocky Xtro than emphasising a depiction or inference of sexual abuse or assault.

    I’m not palming off or making light of the issue, but hell, I can’t read too much from these scenes because – in all honesty – I bet more thought and dissection has gone into the narrative of DNF on the Squawkbox over the last day or so than within the development cycle of the game itself.

    And, with cgrajko's final comments at the time of writing, we're brought up to the present:

    I’ve seen the Alien/Aliens comparison brought up a few times with regards to DNF, and I feel that the comparison is entirely a matter of opinion. I don’t think the comparison is particularly apt, because I don’t think the scene in DNF is effective at being either horrifying (in the sense of being scary, harrowing, etc…) or parodying something like the facehuggers. But, your mileage will almost certainly vary, and I can’t force anyone to see the scene the way I do (or vice versa). If you “buy” the scene in DNF, then I think it’s definitely an apt comparison.

    The creatures in the Alien franchise squick me out in all of the right ways. It’s obvious when they have the facehugger in containment it is trying to forceably fuck Ripley’s face, but it’s pulled off in a way that’s convincing to me. It’s shocking, but the tone of the movie gives the alien insemination a (necessary for me) sense of gravitas. When I watch those movies, I don’t expect Lance Henriksen to make a joke about deepthroating, for instance, when a facehugger attaches itself to someone. Not that they couldn’t pull this off, but it would be damn hard for them to, and I feel like that’s ultimately the sticking point with DNF for me. I just don’t think the scene is funny (although I think it could have been with the right touch and a lot, lot, lot more effort), so it comes off as awkward and eye rolly.

    @Angryjedi That scene is definitely the biggest sticking point for me, but the screaming women is a bit bothersome as well, particularly in the context of Duke slapping breasts that are attached to the wall. I can’t think of anyone who would find that hot, especially when Duke has people willing to fellate him on command, apparently. There’s a bizarre juxtaposition there that bothers me a bit.

    The women in D3D were a pretty clear homage to that scene in Aliens, I think. And, I think that sound bite was recognizable enough as to be almost like cultural shorthand for what was going on. I’m not sure Duke needs a reason to kill aliens, so it’s a little strange that they give him a really compelling reason to kill some aliens in The Hive and he ends up making stupid jokes. Eh, maybe that’s just Duke.

    I kind of feel like I should pick up D3D from GOG after all of this discussion…

    @everyone I’ll work on sounding less like an asshole when I respond to stuff, by the way. I realize that I do that sometimes, and I don’t mean to. Sometimes what I interpret as a neutral tone when I’m writing it is something I’ll read a day later and be like “this person is all worked up. What’s their deal? Oh, it’s me…”

    Bowley sums up how you are probably feeling if you read all that:

    I need to eat a bigger breakfast before I come here.

    G'night folks.

    The post #oneaday Day 515: Rational Discussion Forever appeared first on I'm Not Doctor Who.

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    #oneaday Day 514: Looking Back https://imnotdoctorwho.moegamer.net/2011/06/16/oneaday-day-514-looking-back/ https://imnotdoctorwho.moegamer.net/2011/06/16/oneaday-day-514-looking-back/#respond Thu, 16 Jun 2011 23:43:05 +0000 http://angryjedi.wordpress.com/?p=2674 It's ironic, really, that one of the best things about living in The Future is the ability to recapture the past at will. While we may not have managed to nail the whole time travel thing just yet, despite our speculative fiction authors coming up with a number of potential solutions, technology provides the next … Continue reading #oneaday Day 514: Looking Back

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    It's ironic, really, that one of the best things about living in The Future is the ability to recapture the past at will. While we may not have managed to nail the whole time travel thing just yet, despite our speculative fiction authors coming up with a number of potential solutions, technology provides the next best thing, which is to revive things from our past in our present.

    There's lots of ways this happens. We have the pixel art movement, creating art from the graphics of 20 years ago. We have sites like Good Old Games celebrating, well, the good old games of the world. We have YouTube and its magical, ever-expanding collection of tat from your childhood which someone has lovingly gone to the effort of finding, digitising and putting on the Internet for all and sundry. (On a side note, the word "digitised" doesn't seem to be used much these days. I remember it used to be a word to denote excitement in the late 80s and early 90s — "this game has digitised speech!" "WOW!" etc.)

    Is this healthy, though? Wikipedia (I know, I know, I don't have an actual dictionary to hand) describes nostalgia as "a yearning for the past, often in an idealised form". The rose-tinted spectacles syndrome. Nostalgia sees you thinking back to past experiences and thinking "God, that was awesome" with an implied "but I'm not sure I'd want to go back and do it again." If you can actually go back and do those things that inspired such nostalgia, does it lose its impact?

    It varies. Sometimes old things really don't hold up well to close scrutiny. And sometimes they do. In the video game world, Ultima Underworld holds up a whole lot better than, say, anything on the Atari 8-bit computer. Granted, there's more than a few years between them, but they're both things that evoke a feeling of nostalgia in people who knew them first time around — and they're both things that you can recapture the feeling of, either through an emulator in the case of the Atari computers (or indeed finding a working model on eBay) or in the cast of Ultima Underworld, through Good Old Games, which has very graciously recently made both games available once again after a very long time.

    The same is true of non-gaming experiences, of course. Things that you thought were delicious and tasty in your youth might taste like crap now because your palate is more refined. Having a farting competition on the school field might not hold the same appeal. Doodling cocks on exercise books might cease to be amusing. (Though I doubt it. If I ever get to that stage, kindly kill me.)

    A lot of it is due to your own attitude towards the past, of course. If you're an inherently nostalgic person, then you'll be predisposed to enjoy rediscovering old things, whether this is an old video game, a diary you wrote when you were twelve or a CD you used to listen to on repeat over and over and over. But some people prefer to move on, always pushing forward, leaving the past behind, preferring to let bygones be bygones. They get to enjoy the latest, the greatest, the biggest, the best. But they never get to do the things that once made them happy again. That's kinda sad.

    You can probably guess which category I fall into. If you're having trouble, the fact that I replaced my Windows "busy" cursors with the pixelated monochrome bee cursor from the Atari ST today should make it abundantly clear.

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    #oneaday Day 513: Just Cut It Out https://imnotdoctorwho.moegamer.net/2011/06/15/oneaday-day-513-just-cut-it-out/ https://imnotdoctorwho.moegamer.net/2011/06/15/oneaday-day-513-just-cut-it-out/#comments Wed, 15 Jun 2011 21:13:42 +0000 http://angryjedi.wordpress.com/?p=2671 The world — particularly the online world — is proving particularly infuriating of late, what with childish hacker collective LulzSec harassing the Internet and now companies via phone, and the earlier news that 2K Games unceremoniously fired their PR company for its head honcho's passionate outburst of frustration at the overly-negative reviews of Duke Nukem … Continue reading #oneaday Day 513: Just Cut It Out

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    The world — particularly the online world — is proving particularly infuriating of late, what with childish hacker collective LulzSec harassing the Internet and now companies via phone, and the earlier news that 2K Games unceremoniously fired their PR company for its head honcho's passionate outburst of frustration at the overly-negative reviews of Duke Nukem Forever. (Yes, he was a tit to talk about blacklisting publications in public. Yes, it likely goes on anyway. But I kind of understand where he's coming from — to have your job being to show genuine (or at least genuine-seeming) enthusiasm for a product then to see the world unceremoniously take a large and steaming dump over it and then revel in how "clever" they're all being with their scathingness must be an awful feeling.)

    It's times like this that it's easy to feel like you miss that simpler time when "The Internet" only existed when you plugged it in and endured listening to that horrendous noise of a modem connecting. (Weeeeeeeee-skkrrrrrroooooooo!!!! BEEEOOOOOOWWWWWWWWW KHHHHHHHHHHHHHHHHHHHHH FFFFFFFKKKKKKKHHHHHHHHHHHHH.) But now the Internet is always there, and you can't, it seems, get away from the bad things.

    This is, in some ways, a good thing, as everyone is more aware of things that are going on thanks to Twitter, Facebook, Reddit and all manner of other services. But in other ways, it's a bad thing — I recall around the time of the most recent major natural disasters that many commented a feeling of "disaster fatigue" brought about by the constant rolling coverage on TV and the constant stream of articles on the Internet. In many ways, having constant coverage spread out over a course of hours, days or even weeks reduces the impact of something happening — and as a result, the media feels the need to ram it down our throats even more, and so on and so on and so on. It also happens with reality TV shows, with the media going X-Factor/BGT/Big Brother/I'm A Cunt, Please Shoot Me crazy for the few weeks each of those respective shows is cluttering up the airwaves with its offensive stench until everyone is absolutely sick to death of seeing whatever Generic Talentless "Celebrity" X has had for lunch today.

    Such is, presumably, the case with LulzSec. They hack someone and highlight their security flaws — that makes a point. But now it's just a case of "HAY WE GONNA KEEP DOING THIS CAUSE IT'S FUNNY". Whatever point they may have once been trying to make, it has been lost amidst some grade-A cuntishness of the highest order. And the frustrating thing — not to mention the thing they're probably enjoying the most — is that the average person, annoyed, upset and frustrated with them, is absolutely impotent, with nothing they can do about it. Of course, you can try reporting it to the Internet Crime Complaint Center, but who's to know if they'll be able to do anything about it?

    I suppose the way to deal with it is to follow the advice your primary school teachers gave you when dealing with bullies — just ignore them and they'll stop.

    But will they? Perhaps a punch in the testicles will work just as well — perhaps even quicker.

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    #oneaday Day 512: Freebie-Jeebies https://imnotdoctorwho.moegamer.net/2011/06/14/oneaday-day-512-freebie-jeebies/ https://imnotdoctorwho.moegamer.net/2011/06/14/oneaday-day-512-freebie-jeebies/#comments Tue, 14 Jun 2011 22:00:08 +0000 http://angryjedi.wordpress.com/?p=2667 Free to play games are here to stay, it seems, with Steam launching a dedicated category for the little buggers today — complete with Achievement support and Steam-powered microtransactions. With that in mind, I've decided I'm going to delve into some of them and try to determine if any of them are actually any good. … Continue reading #oneaday Day 512: Freebie-Jeebies

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    Free to play games are here to stay, it seems, with Steam launching a dedicated category for the little buggers today — complete with Achievement support and Steam-powered microtransactions.

    With that in mind, I've decided I'm going to delve into some of them and try to determine if any of them are actually any good. A lot of people hear the words "free to play" and assume it's going to be some lame-ass Facebook game with no gameplay whatsoever (seriously, I played one earlier that literally gave you experience points for doing nothing at all) but in actual fact, there's a surprisingly rich range of titles on offer out there.

    I've just spent about half an hour with Spiral Knights from SEGA. This one appealed because of a recommendation from a friend, the most excellent CampfireBurning, who described it as a cross between Zelda and Phantasy Star Online. This sounded like an excellent combination of awesomeness, so I set Steam to downloading while I did some work.

    It's a small download — less than a gig (when did that become "small"?) — and works on both PC and Mac. It has endearingly simplistic graphics that will likely run smoothly on absolutely anything and, unlike many other F2P titles, understands widescreen resolutions. It also has a pleasantly chiptuney sort of soundtrack, a straightforward control system and a no-nonsense approach to getting you into a party for some dungeon-delving.

    Gameplay is similarly straightforward. You have a sword, with which you can slash, and a gun, with which you can pew. The sword does more damage than the gun, but the gun can pew at things that can't reach you. There are also blocks and bushes that hide coins and hearts, as well as "treasure blocks", which are self-explanatory.

    I've only played the tutorial so far so I can't speak for the variety of the dungeons, but the simple, cartoonish nature of the graphics means that little more than a palette-swap is all that's really needed to give a level a distinct look — hopefully it offers a little more than that, though, as time goes on.

    Hopefully the ease with which these games are apparently going to integrate with Steam will convince a lot more people to check them out. And the fact Steam has introduced a full free to play section should mean we get a lot more of these games on Steam, too, bringing them to a potentially huge audience. The future's bright for people who don't like paying for things but also don't want to pirate them!

    I'm going to spend a bit of time with Spiral Knights and then post some more detailed thoughts in the very near future. After that, I'm going to investigate APB Reloaded and World of Tanks. Any other suggestions for free to play excellence?

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    #oneaday Day 511: Your Opinion is Valid, Unless It's Wrong https://imnotdoctorwho.moegamer.net/2011/06/13/oneaday-day-511-your-opinion-is-valid-unless-its-wrong/ https://imnotdoctorwho.moegamer.net/2011/06/13/oneaday-day-511-your-opinion-is-valid-unless-its-wrong/#comments Mon, 13 Jun 2011 22:42:04 +0000 http://angryjedi.wordpress.com/?p=2663 The few days since Duke Nukem Forever has been released have been interesting ones, from the perspective of looking at reactions to it, if nothing else. As I mentioned the other day, I've been playing the PC version and enjoying it a great deal. It's a thoroughly silly game full of ridiculous diversions, some old-school shooting … Continue reading #oneaday Day 511: Your Opinion is Valid, Unless It's Wrong

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    The few days since Duke Nukem Forever has been released have been interesting ones, from the perspective of looking at reactions to it, if nothing else. As I mentioned the other day, I've been playing the PC version and enjoying it a great deal. It's a thoroughly silly game full of ridiculous diversions, some old-school shooting coupled with some new-school sensibilities.

    The combination doesn't always quite work, but to call it a "broken mess" and a "terrible game" as some people are doing seems a bit harsh, particularly when you bear the game's troubled history into account.

    But I'm not going to go off on one defending Duke Nukem. Instead, what I will ponder is how many people will avoid playing it altogether based on the negative buzz surrounding it? And more to the point, how many people will pass up the PC version, which is significantly more technically competent than the apparently-dodgy console ports, based solely on reviews — pretty much all of which I've seen have been based on the console versions?

    I picked up Duke Nukem because it's a piece of gaming history — the world's most notorious piece of vapourware. I enjoyed Duke Nukem 3D but wasn't obsessed with it or anything — it was simply an enjoyable game. For its sequel to come so many years later after it looking like it was never going to arrive at all? That's kind of cool — like, as one person on Rock Paper Shotgun pointed out earlier, witnessing an unfinished novel, symphony, play, whatever that was completed posthumously. I'm by no means saying Duke Nukem Forever is a work of art — it really isn't — but I'm also saying that it's an interesting curiosity that I fear people will pass by completely purely because the opinion-formers of the world say they should.

    Perhaps they won't, though. Perhaps the game will drop to a bargain price at some point in the near future and people will be inclined to pick it up out of sheer curiosity. I'll be pleased if that happens, for even if you end up hating the game, I believe that the sheer amount of history that this title has is worth the price of admission alone. As many have pointed out, you can practically see where George Broussard insisted the team take the game back to the drawing board time after time after time — it's manifested itself in a game that's trying to be the biggest, the best, the greatest at everything it does and not really achieving it — but what it does achieve is provide one of the most varied experiences you'll ever have in a first-person shooter. One minute you'll be driving a remote-control car through a burning casino. The next you might be scaling the outside of a tower that has alien tentacles wrapped around it. The next you may be deep underground, exploring a genuinely unpleasant and disturbing level where you witness first-hand exactly what the aliens are doing to the "babes". And the next, you might be wandering around a strip club, looking for popcorn, a vibrator and a condom.

    So if you've been put off by the early reviews of Duke Nukem Forever but have always been intrigued by the idea, I'd encourage you to check it out. Maybe not while it's full price if you're not happy with that idea, but certainly once it drops in price. It's an interesting and genuinely fun game despite its flaws, and it also has a simplistic but excellently entertaining multiplayer mode which is being rather unfairly dismissed by much of the media.

    Shake it, baby. Never thought Duke Nukem Forever would have serious potential to become Squadron of Shame material.

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    #oneaday Day 510: Come Play with Me https://imnotdoctorwho.moegamer.net/2011/06/12/oneaday-day-510-come-play-with-me/ https://imnotdoctorwho.moegamer.net/2011/06/12/oneaday-day-510-come-play-with-me/#respond Sun, 12 Jun 2011 23:01:15 +0000 https://angryjedi.wordpress.com/?p=2659 Some of you may not be aware that I've been writing regular pieces on up-and-coming social games for Inside Social Games. A number of things have become apparent during my ongoing whistle-stop tour of the social gaming space. Firstly, Facebook games are getting better, and secondly, there's still a lot of work to do. Here's … Continue reading #oneaday Day 510: Come Play with Me

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    Some of you may not be aware that I've been writing regular pieces on up-and-coming social games for Inside Social Games. A number of things have become apparent during my ongoing whistle-stop tour of the social gaming space. Firstly, Facebook games are getting better, and secondly, there's still a lot of work to do.

    Here's a few things that, to my mind, would improve the Facebook gaming experience immensely. I'm not a professional analyst, nor have I done extensive research into online usage habits, so I imagine a man with a beard bigger than mine will probably be able to counter each and every one of these arguments, but anyway. This is my opinion — and some games do one or more of these already, so fair play to them, I say.

    Stop copying each other.

    Imitation may be the sincerest form of flattery, but when you're making a game that is mechanically and aesthetically identical to a competitor's product, you're not giving a potential player a reason to play your game. Differentiate yourself — and not just by making the game in a different setting. Ripping off two distinct but similar titles does not count either, so if you make a city-building game where you can farm crops, think of something better. Little Cave Hero is a good example — while the city-building mechanics are similar to a million other titles out there, there are extra bits, such as your "factory" structures producing crap that either you or a friend have to clean up, user-generated content, and then the meat of the game — puzzle-based mine exploration.

    Stop insisting I "share" everything.

    The number one complaint people have about Facebook games is when a player spams their wall (and, in worst cases, other people's walls) with bollocks about what they've just "achieved". The reason for this is that in the vast majority of social games, completing any mundane task pops up a huge window inviting you to share your "achievement" with friends. In some more extreme cases, the "Share" button is much more obvious than the "No thanks, kindly piss off" button.

    Sure, there's a viral marketing thing at work here — but at least make it optional for people who just want to play the game. Add a Share button, sure, but don't make it quite so in-your-face. Better yet, add the option for players to switch off notifications like this altogether.

    Stop insisting I "give you a five star review".

    By all means solicit user feedback. But to be perfectly honest, many average Facebook users either aren't that bright, aren't very computer literate or — in some hopeless cases — are neither. As a result, many of them are apparently incapable of doing anything other than what is written in front of them. Invite them to "write an honest review" rather than "give a five star review" and you might get some honest, if badly-spelled, feedback. Invite them to "give a five star review" and you'll get lots of five-star reviews, very often with no feedback whatsoever. This not only makes Facebook's app rating system utterly worthless, it also removes a potential way for players to get their voices heard.

    If you want me to Like your page, post something worth following and commenting on.

    Screenshots of your game are not interesting — I've played it. I know what it looks like. Attempts to engage with the community are interesting. Take a vote on what new quest you should add next, or what character you'd like to see more of. Let the community play a part in the development of the game.

    Stop claiming you're the "first/best/most [something] on Facebook".

    If everyone says it — and they do — no-one believes it. If your game's good, word will spread, both via the press and word of mouth. The elusive "core gamer" market isn't going to flock to your Facebook game just because you say it's built for core gamers.

    Give my friends something to do.

    Yes, being able to look at a friend's town is cool. But it's ultimately pretty meaningless if I can't interact with anything there. Let us do stuff together. Provide some multiplayer content, or rebalance the single player content for people to play together — perhaps even simultaneously! Diablo did this years ago.

    My friends aren't going to want to play or add me as a neighbour if there's no real reason to do so.

    Don't break the game with your premium items.

    By all means monetize your game — you made it, so you deserve to earn something from it. But don't make paid-for items into "win buttons". Also, don't allow people to buy their way out of quest objectives. Allow players who pay to make quicker progress — perhaps increase their experience gain — or customize their character/city/world to a greater degree, but don't undermine the game mechanics.

    Offer a subscription.

    Someone who plays your game regularly will be quite happy to spend a fiver a month to get access to additional features or make quicker progress. Microtransactions can mount up easily without people noticing — good for business, not great for ethics.

    Let me fail.

    If I fuck something up, give me a consequence. Life isn't all about happy-happy-joy-joy. Sometimes you get things wrong, in which case I should have some sort of penalty more severe than "wait five minutes and try again". In city-building games, don't let me move my buildings. If I built something in the wrong place or planned my city ineffectively, punish me by making me demolish my hard-earned building and spending the time and money to construct it again.

    Make the tutorial optional.

    Some Facebook gamers need step-by-step help on how to get started. Others have played games — either Facebook or otherwise — before and already know how it works. Offer the opportunity to skip the tutorial — especially if it's a long and incredibly boring one.

    Provide a reference manual.

    Perhaps I've forgotten what one of your beautifully-designed but obtuse icons does. Perhaps I can't remember how to do something. Let me look it up.

    Let me start again.

    Maybe I called my character the wrong thing. Maybe I hate my city and want to build a new one. Let me wipe everything out and start afresh.

    Try a different look.

    The vector-graphics Farmville look is old hat. Try a different look. This is one of those few instances where it's actually desirable to have something that's a bit more dark and gritty than normal. If your Facebook game is based on an established franchise, do try and make it look like other entries in the same franchise. You don't have to "kiddy it up" for Facebook — grown-ups use Facebook, too.

    Ditch game mechanics that don't belong in a particular genre.

    A game about completing wordsearches and crosswords has no place for an experience system. Allow players to unlock new challenges via their progress, not via arbitrarily-issued experience points. Similarly, ditch the Energy system, as it often leads to players being stuck halfway through something and then forgetting what they were doing when they come back to it. If you must control how much people play (and monetize the ability to play more) then find a different way that allows players to complete something before they get locked out.

    Provide a meaningful mobile experience.

    Create, at the very least, an iPhone and Android-compatible web experience. Ideally, you'd create an app for both iPhone and Android that allows players to participate in your game when they're on the go. Don't make a mobile version of your game that has nothing to do with the Facebook version!

    Polish your game.

    Proofread your text before you release to the public. Spelling mistakes and grammatical errors look unprofessional. Make sure the game works and fix it promptly if it doesn't. Little details like this can make the difference between a popular game and a laughing-stock.

    Have some character.

    Games are fun! Stop being so po-faced and get a proper writer to inject a bit of wit into your dialogue. If people are made to smile or even laugh by your game — or even be scared or upset by it — then they're more likely to return for further emotional experiences. If the whole thing is very businesslike and dull, despite a cartoonish appearance, then it's not going to hold anyone's interest.

    There we go. Some free advice for any of you developing or considering Facebook game development. As I say, I mention all these things with the caveat that I can't develop games as I don't have any programming experience. Many of these games are undoubtedly impressive technical, creative achievements. But for them to be taken more seriously by some parts of the community, changes need to be made — but making those changes will not only please those who feel turned off by Facebook games, it'll also present additional revenue streams for the developers and publishers in question. Everyone's a winner.

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    #oneaday Day 509: Ham and Jam and... https://imnotdoctorwho.moegamer.net/2011/06/11/oneaday-day-509-ham-and-jam-and/ https://imnotdoctorwho.moegamer.net/2011/06/11/oneaday-day-509-ham-and-jam-and/#respond Sat, 11 Jun 2011 20:12:43 +0000 http://angryjedi.wordpress.com/?p=2656 Today I went to see the musical Spamalot. That may be the sort of way that a primary school child starts their school camp diary (assuming part of said school camp involved going to see Spamalot, which would immediately make it much better than my school camp) but at least it's factually accurate — today … Continue reading #oneaday Day 509: Ham and Jam and...

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    Today I went to see the musical Spamalot. That may be the sort of way that a primary school child starts their school camp diary (assuming part of said school camp involved going to see Spamalot, which would immediately make it much better than my school camp) but at least it's factually accurate — today I did indeed go and see Spamalot.

    Spamalot is, of course, the musical based loosely on Monty Python and the Holy Grail, one of the most irritatingly-oft-quoted movies of all time. The show plays up on this by incorporating a number of the movie's most memorable quotes whilst wrapping it in an all new crispy coating of musical theatre.

    The production we saw today featured Phill Jupitus as King Arthur. I've not seen him on stage before but I've always been a fan of him on shows such as Never Mind the Buzzcocks, and his likeable persona brought a lot to the character of Arthur — particularly as there was a bit of inadvertent corpsing on several occasions, evidence that the show is likely coming towards the end of its run.

    The show itself is great. My lovely ladyfriend introduced me to the soundtrack a few weeks back and I found myself returning to it on Spotify regularly, so we decided to check it out. The stage show in the UK is somewhat different from the US-centric soundtrack — the song about never succeeding on Broadway if you don't have any Jews is conspicuously absent, replaced by the not-so-subtle "you'll never succeed in showbiz if you don't have any stars".

    The cast were good and played their parts with appropriate levels of aplomb. And, in the tradition of all good tongue-in-cheek musicals, the show succeeds because it's not only an excellent spoof of the musical genre in general, it's also a good musical, with some excellently memorable tunes, good pacing and a suitably huge-sounding finale.

    So, basically, if you get the opportunity to go and see Spamalot, then you should. It's rather good.

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    #oneaday Day 508: Come Get Some https://imnotdoctorwho.moegamer.net/2011/06/10/oneaday-day-508-come-get-some/ https://imnotdoctorwho.moegamer.net/2011/06/10/oneaday-day-508-come-get-some/#comments Fri, 10 Jun 2011 23:38:12 +0000 http://angryjedi.wordpress.com/?p=2652 The observant amongst you who have me on your Steam friends list (and if you don't, add me) will have, well, observed that I've been playing Duke Nukem Forever tonight. I played it for quite a while, actually, which I took to be a good sign. Here are some initial thoughts. "Duke, you're a relic from … Continue reading #oneaday Day 508: Come Get Some

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    The observant amongst you who have me on your Steam friends list (and if you don't, add me) will have, well, observed that I've been playing Duke Nukem Forever tonight. I played it for quite a while, actually, which I took to be a good sign. Here are some initial thoughts.

    • "Duke, you're a relic from another time." This line spouted right near the start of the game is clearly deliberate. The game itself is a relic from another time — not just in the sense that it's the world's most notorious piece of vapourware, but also in terms of its gameplay sensibilities. A lot of people seem to think this is a bad thing, but given my general distaste for the po-faced nature of Call of Duty and its brethren, I have absolutely no problem with this whatsoever. Consequently, I expect to love the game and everyone else to hate it. It certainly wouldn't be the first time this has happened.
    • Interactivity! Duke 3D, despite its primitive engine, was all about walking up to things and pressing Spacebar to see if they did anything, or if not, enjoying the sound of Duke muttering "Where is it?" Duke Forever takes all this to the next level by providing all manner of things to see and do, including fully-functional pool and pinball tables, weightlifting benches and lots of other things besides. There's a purpose, too — using these items adds to Duke's maximum "Ego", aka his shield. So you're encouraged to piss about with the world — exactly as it should be.
    • Pacing. It's interesting to come to this off the back of Far Cry (which I'm still intending to finish, but the introduction of silly and hard-to-kill mutants has dulled my enthusiasm somewhat) as they're polar opposites. Far Cry is mostly about evaluating a situation from afar and determining the best way to tackle it. Duke is about charging in screaming and blasting the shit out of everything, and then punching it in the balls a few times for good measure.
    • Whatever your opinion on Duke the game, Duke the character is still a strong one. Sure, all he does is spout one-liners from movies, but his attitude gives the game a great deal of character. Cheesy, stupid character, sure, but that's all part of what the Duke experience is supposed to be all about. When he growls something amusing after a particularly gruelling firefight, it's satisfying to be "rewarded" with that.
    • Multiplayer looks interesting. I haven't tried a game yet, but there's a full Call of Duty-style progression system, with a Duke twist. Levelling up and completing challenges gives players the opportunity to customise both their multiplayer Duke and their own apartment, which they can then wander around, ogle their babes and bum around in. A nice touch.
    • The graphics are reasonable, but not stunning. There's also a few frame rate issues at times — I doubt very much it's that my computer's not up to it, as for the majority of the time I'm getting 60+ frames per second. But there seem to be certain things that cause a little bit of stuttering — not game-breaking stuttering, but noticeable. A shame. Perhaps they'll be patched out — or perhaps there's a setting I can tweak somewhere. Turning off anti-aliasing helped a lot, actually, and didn't degrade the quality of the graphics that much.

    So. There you have it. Duke Nukem Forever, the game we thought we'd never see. Sure, after this long, it's never going to live up to the hype. But having played it for quite a bit this evening, I can say with some confidence that I like it quite a bit.

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    #oneaday Day 507: Bang https://imnotdoctorwho.moegamer.net/2011/06/09/oneaday-day-507-bang/ https://imnotdoctorwho.moegamer.net/2011/06/09/oneaday-day-507-bang/#respond Thu, 09 Jun 2011 23:07:48 +0000 http://angryjedi.wordpress.com/?p=2647 I often labour under the mistaken assumption that I don't like shooters. I know, I know, to assume is to make an "ass" out of "u" and "me", and to incorrectly assume things about yourself is doubly stupid because after all, you should know yourself pretty well by now. But anyway. What I mean to … Continue reading #oneaday Day 507: Bang

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    I often labour under the mistaken assumption that I don't like shooters. I know, I know, to assume is to make an "ass" out of "u" and "me", and to incorrectly assume things about yourself is doubly stupid because after all, you should know yourself pretty well by now.

    But anyway. What I mean to say is that I've fallen a bit out of love with recent shooters. Sure, they're pretty, and spectacular, and they make a bucketload of money. But they're boring. With a lot of modern shooters, you have two choices: incredibly linear, tightly-scripted single player campaign, or endless hours of multiplayer against people you will never, ever beat because all they do is play Call of Duty all day.

    In the Ubisoft sale a while back, I picked up the two Far Cry titles for an obscenely low price, along with Crysis. I tried Far Cry 2 briefly and am looking forward to delving into that later, but the original Far Cry in particular is reminding me that the genre can indeed be fun if handled correctly.

    The difference is in feeling like you have a choice of how to handle things. In my (admittedly limited) experience with the Call of Duty series, it's very scripted — go here, do this, proceed to this mission objective, use this weapon right now because we say so, BAM — car chase, things exploding, save this guy, oh you can't because it's scripted that he should die, etc. etc. But Far Cry is a bit different. Besides featuring hilariously atrocious voice acting and the most sarcastic protagonist I've ever had the pleasure of looking out from behind the eyes of, Far Cry's objectives are less tightly scripted, being of the "There's a thing you have to do about a mile away" variety, and then leaving it up to you how you approach it.

    Do you steal a vehicle, powerslide through the middle of a bunch of enemies then pick off the rest with a mounted rocket launcher? Do you swim out to sea, jump atop a rock and pick them off from a distance? Do you lie in the bushes, observing their patrol patterns and assassinate each of them quietly one at a time? The answer is "yes", because you can handle situations in pretty much any way you please. The "all guns blazing" approach rarely works, but that's good — it forces you to think of solutions that are a bit more creative.

    Even the indoor missions, while necessarily slightly more linear, have multiple paths and alternative routes to try. Do you open the door, throw in a grenade then clean up afterwards? Or do you crawl through the air vent in an attempt not to be seen? It's top-quality stuff, and the simple fact that when you die you don't have to go back and handle the same bit in the same way makes the whole experience infinitely more appealing than a more linear — albeit probably more spectacular — recent title.

    So, good job, Far Cry. I am enjoying you. And I am looking forward to your sequel, despite it apparently having literally nothing to do with you.

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    #oneaday Day 506: Monetize Me https://imnotdoctorwho.moegamer.net/2011/06/08/oneaday-day-506-monetize-me/ https://imnotdoctorwho.moegamer.net/2011/06/08/oneaday-day-506-monetize-me/#comments Wed, 08 Jun 2011 21:32:12 +0000 http://angryjedi.wordpress.com/?p=2644 Comin' atcha like a machine-gun today. And by that I mean I will be using bullet-points. I have changed my day counter to the number of days since I started posting every day because 1) it's more satisfying that way, 2) I'm annoyed I missed my 500th day and 3) I'm sick of having to … Continue reading #oneaday Day 506: Monetize Me

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    Comin' atcha like a machine-gun today. And by that I mean I will be using bullet-points.

    • I have changed my day counter to the number of days since I started posting every day because 1) it's more satisfying that way, 2) I'm annoyed I missed my 500th day and 3) I'm sick of having to bring up a calculator every time I want to work out how many days I've done this non-stop.
    • E3 coverage has calmed down somewhat. Most of the big announcements have been made. Now it seems to be mostly up to the show floor team to flesh out those announcements with some hands-on impressions. Kind of sad I'm not there. One day! Maybe.
    • Getting people to pay for things is complicated. Whiskey Media did a bold experiment with charging for content and so far it seems to have been mostly successful for them. I haven't signed up, but then I don't read their sites that much. If I was more attached, I might be convinced — as someone on the other side of the potential paywall, I'm all for ways in which content creators can get paid for their work. Unfortunately, some people are still wary of this sort of thing — although porn sites have been running a successful "pay for content" industry for years. Like most things technological, porn once again leads the way.

      I think about this every time I cover a Facebook game. Who is paying for the stuff in these games? There are fucking hundreds of the bastard things, so they must be making money somehow. Are people really forking over hard-earned money purely so they can pussy out of completing a quest objective? Are people really spending money on an "exclusive" cat statue to put in the middle of their field that is not real?

      Then there's the free-to-play "proper" games — many of which are actually getting seriously good. These I can actually understand paying money for somewhat more. The recently-remastered APB, for example. You can play it for free, but for access to full character customization (which is probably something of a bandwidth hog) you have to fork out for a premium subscription. This is still cheaper than the game was on its initial release, though, because although you're paying monthly, you didn't have to pay anything for the game in the first place. Unless you went out and bought it when it was released, in which case more fool you for not reading reviews first. (As a free to play game, though, it's pretty good fun — I suggest you check it out.)

      The key, it seems, is to make sure that people don't feel like they have to pay for something. If you grind to a complete halt in a game until you fork over some Facebook Credits or you bank details, that's a bad thing. If you can make progress in a game without having to pay anything, but spending a bit of money speeds things up a bit or gives you some sort of additional (non game-breaking) benefit, that's a good thing. If you can spend money in order to not have to complete mission objectives, that's a bad thing, although some people really are that lazy, I guess.

      The next few years are going to be interesting to see. Will people start paying for content on websites? Will people want to shell out $60 for Call of Duty and then subscribe to Elite on top of that when free to play games offer competitive services for significantly less?

      Will this bullet point ever end?

    • Why yes, yes it will.

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    #oneaday Day 158: Wii3 https://imnotdoctorwho.moegamer.net/2011/06/07/oneaday-day-158-wii3/ https://imnotdoctorwho.moegamer.net/2011/06/07/oneaday-day-158-wii3/#comments Tue, 07 Jun 2011 21:46:11 +0000 http://angryjedi.wordpress.com/?p=2641 More E3 gubbins today, with the big news being Nintendo's announcement of its new console, the Wii U, which features a controller with a big-ass touchscreen in the middle of it. It looks pretty damn impressive, to be fair, but it remains to be seen whether or not it'll become just another gimmick for people … Continue reading #oneaday Day 158: Wii3

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    More E3 gubbins today, with the big news being Nintendo's announcement of its new console, the Wii U, which features a controller with a big-ass touchscreen in the middle of it. It looks pretty damn impressive, to be fair, but it remains to be seen whether or not it'll become just another gimmick for people to deride.

    That said, I liked the Wii. It was a good console for social gaming. And I'm not talking about bollocksy "Share This With Your Friends!" Facebook titles — I'm talking about getting together with actual real-life three-dimensional people in the same room and playing fun games. Maybe the Wii's games weren't the most hardcore — but have you ever played a "hardcore" game with friends who aren't particularly up on their gaming? It becomes an exercise in frustration, with experienced players either deliberately having to nerf themselves or the less-experienced ones giving up out of sheer frustration. The Wii knew exactly what its market was, and it tapped it perfectly with the minigame collections and the motion control. Hardcore gaming it was not, but the 360 and PS3 covered that more than adequately, so Nintendo had no need to compete.

    Now, though, it's a different story. Microsoft is wooing the former Wii market with all its Kinect shenanigans and running the risk of alienating the core user base, were it not for platform mainstays such as Call of Duty, Gears of War and the like. Microsoft's E3 press conference left a lot of gamers frustrated that there wasn't more for "them" on offer, but Microsoft have seen the success Nintendo had with the Wii and want a piece of that pie — and given the Wii's dated technology, are perfectly entitled to that.

    Nintendo, in response, fight back with a new console that purports to offer the best of both worlds — a casual-friendly console that supports all existing Wii hardware and software that is also a hardcore-friendly console that will see hopefully great versions of big-name games like Batman: Arkham City with the additional benefit of both the world's biggest VMU (Dreamcast-five!) and the ability to carry on playing whenever your significant other and/or housemate bursts into the room desperate to watch Britain's Got Desperate People Who Really Want To Be On Television Despite Being Shit and Absolute Cunts. It looks awesome, though a lot will depend on the price of the system — and its crazy controller.

    Meanwhile, in PC land, we continue to have the most backward-compatible system in the universe with the cheapest games in the universe (excepting that little games exchange on Zargon Prime, they actually do have the cheapest games in the universe) and consoles start to look just a little bit gimmicky. Possibly.

    Oh dear. PC snobbery is starting to infest my brain!

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    #oneaday Day 157: E3 https://imnotdoctorwho.moegamer.net/2011/06/06/oneaday-day-157-e3/ https://imnotdoctorwho.moegamer.net/2011/06/06/oneaday-day-157-e3/#respond Mon, 06 Jun 2011 23:41:22 +0000 http://angryjedi.wordpress.com/?p=2637 I'm in the middle of covering E3, with only Sony's press conference left to go today. It's in half an hour and is likely to be about a million hours long, so I'm hoping I'll stay awake for it. I've got to say, considering that E3 is the biggest event in the games industry's calendar, … Continue reading #oneaday Day 157: E3

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    I'm in the middle of covering E3, with only Sony's press conference left to go today. It's in half an hour and is likely to be about a million hours long, so I'm hoping I'll stay awake for it.

    I've got to say, considering that E3 is the biggest event in the games industry's calendar, I'm largely underwhelmed by what's been on show so far. Battlefield 3 is impressive — even for a non-military shooter sort of man — and of course there's a tent in my pants over TrackMania 2 Canyon, but when the most impressive thing you've seen so far is arguably a new 2D Rayman game, you have to wonder what's going on.

    Perhaps it's cynicism. It's easy to become jaded by endless news posts and press releases about how awesome this not-particularly awesome feature of some obscure game is. You get to a point where you just stop listening to the endless hyperbole and make your own mind up — but unfortunately by that point, all you can hear when you see something genuinely impressive is the PR person in your ear going "Revolutionary! Innovative! Game-changing! First time ever!" and you just want to punch yourself in the nose. Well, maybe not. That would hurt.

    Cynicism aside, though, there's a few disappointing no-shows so far. Ubisoft still won't make Beyond Good and Evil 2, despite it being an obvious fan favourite. Microsoft's press conference is depressingly predictable, being full of Kinect and other bollocks. And EA didn't announce an Xbox Live Arcade version of M.U.L.E.

    EA's conference has, so far at least, been the strongest one, with some great-looking titles on offer. Need for Speed: The Run in particular looks fantastic, and the addition of QTE-driven "get out and run away frantically in a 24 stylee" sequences look set to give the whole thing a wonderful action movie vibe. QTEs aren't to everyone's tastes, but I like them when used effectively, and The Run looks like it will be using them well to create a dramatic, exciting road adventure. Plus it uses Autolog, so it's time to get ridiculously addicted to challenging each other's times again.

    As for Sony's conference, which is coming up in about 20 minutes at the time of writing, I'm not sure what to expect. Couldn't give a damn about Resistance 3, though I'm sure someone out there is excited. Will be intrigued to see how uncomfortable it all is following the PSN woes of recent months.

    One thing's for sure, though: I will sleep well tonight. Or indeed this morning, whenever I am able to actually get to bed.

    Head over to GamePro to check out my show coverage so far.

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    #oneaday Day 156: PrE3 https://imnotdoctorwho.moegamer.net/2011/06/05/oneaday-day-156-pre3/ https://imnotdoctorwho.moegamer.net/2011/06/05/oneaday-day-156-pre3/#respond Sun, 05 Jun 2011 23:28:10 +0000 http://angryjedi.wordpress.com/?p=2633 LOS ANGELES, June 06, 2011 — GeneriCon is today proud to announce its announcement of an announcement at the world's largest electronic entertainment expo — E3! The announcement is for a top secret project that will not be revealed at E3, but the announcement will not reveal what that project is — rather, it will … Continue reading #oneaday Day 156: PrE3

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    LOS ANGELES, June 06, 2011 — GeneriCon is today proud to announce its announcement of an announcement at the world's largest electronic entertainment expo — E3! The announcement is for a top secret project that will not be revealed at E3, but the announcement will not reveal what that project is — rather, it will reveal when to expect the announcement of the project!

    "I'm tremendously excited about this announcement," said Papa Bear, CEO of GeneriCon. "Our 15 years of experience at teasing the industry is sure to pay off this E3 when we build up to absolutely nothing of any substance whatsoever. They'll be begging for more by the time we're finished — but they're not going to get it!"

    GeneriCon's announcement ceremony will feature a special appearance by the Cirque de la Lune, a fraternity of performing minstrels from Paragon City who have not yet realized that they are fictional constructs born from the imagination of massively multiplayer online RPG players. Supporting Cirque de la Lune will be a troupe of performing badgers and the worlds most synchronized brigade of elephants.

    "The practice of announcing a new project at E3 is passé," said Julian Ivanov, VP of Commercial, Corporate and Certifiable Communications. "We are revolutionizing the practice of announcements. After this E3, people will be wondering whether they should even bother attending the show in the first place, so little will actually be revealed on the show floor. But the answer is simple, of course — come to see our elephants."

    Visit GeneriCon's booth on the show floor, booth number 6969, to see absolutely nothing whatsoever. Private media showings, including exclusive reveals, can be arranged by emailing suckitup@genericon.com.

    ABOUT GENERICON

    Founded in 1996 by the son of an advertising legend and a Belgian, GeneriCon has since proven itself to be a world leader in the field of PR and marketing teasers as well as having the highest staff turnover of any company in history. Despite ample coverage from the press, consumers have not yet noticed that the company is yet to release an actual product onto the market.

    CAUTIONARY NOTE REGARDING FORWARD-LOOKING STATEMENTS

    From time to time, GeneriCon may use statements such as "will", "might", "should", "hope to", "want to", "intend to", "will possibly", "maybe might", "probably", "definitely will", "definitely won't", "possibly will", "almost certainly will", "absolutely, positively, totally will", "really wish we could", "have extremely good intentions to", or "think we might just". These statements should not be taken as official confirmation of an intent to do anything at all and, in fact, it's probably safer if you just ignore them altogether, just like you're ignoring this whole paragraph because it waffles on forever and ever and doesn't really make any sense. GeneriCon reserves the right to decline all knowledge of the use of any forward-looking statements at any time, even if they were on the record and appear on audio or visual evidence, because you probably just made it up because that's what journalists do, isn't it? Any use of forward-looking statements is not admissible in a court of law and is not an admission of liability should someone come to injury as a result of waiting for a non-existent product. All rights reserved, except the ones which might cost us money.

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    #oneaday Day 155: Shop Shop https://imnotdoctorwho.moegamer.net/2011/06/04/oneaday-day-155-shop-shop/ https://imnotdoctorwho.moegamer.net/2011/06/04/oneaday-day-155-shop-shop/#respond Sat, 04 Jun 2011 22:49:31 +0000 http://angryjedi.wordpress.com/?p=2630 Shopping's a bit rubbish in the 21st century, isn't it? You have to drive all the way somewhere, pay a billion pounds to park and then walk around a bunch of shops that don't necessarily have the thing you're looking for in the first place and you just know that you should have phoned ahead to … Continue reading #oneaday Day 155: Shop Shop

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    Shopping's a bit rubbish in the 21st century, isn't it? You have to drive all the way somewhere, pay a billion pounds to park and then walk around a bunch of shops that don't necessarily have the thing you're looking for in the first place and you just know that you should have phoned ahead to see if they had that thing and you didn't and blah.

    In the age of the Internet, of course, there's really very little need to go out to the shops. Internet stores are much cheaper, don't require you to interact with sullen shop assistants (who are probably just as non-enthused about interacting with you as you with them) and have a selection of everything in the world. (You can also get pornography shipped to you in discreet, plain packaging as opposed to a plastic bag proudly emblazoned with "Bounty Bob's Big House o' Porn" on the side of it.)

    Very little need, of course, but for one thing: you still can't beat the convenience of actually walking into a shop, handing over some cash (or your plastic of choice) and walking out of there with an item. The quickest somewhere like Amazon can get stuff to you is the next day, which is pretty good going, but still not quite as good as thinking "I want that thing" and being able to go and get that thing immediately. (Also, if Amazon decide to ship your shit through Home Delivery Network, you can forget about seeing it for at least a week. Free Super Saver Delivery is free for a reason.)

    Going to the actual shops can be a social event, though. Some people enjoy the experience of wandering around small, cramped spaces that have never heard of air conditioning, rummaging through thirty-seven almost-identical products until they irritably state that it's just not right and go off to have a half-caff frappucino mocha with extra foam.

    And then there's the shops which are specifically designed to be hands-on. You can order an iPad from the Apple website, sure, but you can go in and fiddle with one before handing over your money if you walk into an Apple Store. That's kind of cool, and in an era where more and more sales are moving online, it's sometimes difficult to imagine why more "brick and mortar" (ugh, hate that expression) stores aren't moving to a more interactive system. GAME, for example, would be awesome if you could pick up a game you were curious about, try it out for a few minutes and make your mind up. Better than buying something whose pack art looked great/had massive tits on it and discovering that it's actually a load of old bollocks when you get home. Of course, this plan is inherently flawed by the fact that if you let people sit and play games in your store, they will sit and play games in your store. All day. Just ask anyone who works in an Apple Store.

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    #oneaday Day 154: Shame on You https://imnotdoctorwho.moegamer.net/2011/06/03/oneaday-day-154-shame-on-you/ https://imnotdoctorwho.moegamer.net/2011/06/03/oneaday-day-154-shame-on-you/#comments Fri, 03 Jun 2011 22:02:23 +0000 http://angryjedi.wordpress.com/?p=2626 Have I told you about The Squadron of Shame? If you're a long-time reader, then I probably have, several times. But if you're here by chance, you might not be familiar with our little group. Born in the dim and distant past of 1up, before the various 1upocalypses which have hit the site since then, … Continue reading #oneaday Day 154: Shame on You

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    Have I told you about The Squadron of Shame? If you're a long-time reader, then I probably have, several times. But if you're here by chance, you might not be familiar with our little group.

    Born in the dim and distant past of 1up, before the various 1upocalypses which have hit the site since then, The Squadron of Shame came about as a result of a podcast feature dubbed "The Pile of Shame". The concept of The Pile of Shame seems to have entered into popular consciousness in recent years, but the first time I ever heard it was on 1up Yours, when it was used to describe that ever-growing pile of shrink-wrapped games (or, these days, things in your Steam Library) that you somehow never get around to playing for one reason or another.

    The 1up Yours guys agreed to play Tim Schafer's Psychonauts, which was widely regarded as being "good" and somewhat overlooked by the masses. They lasted a week before they gave up, so a number of members of the community stepped up to the plate in an attempt to succeed where they had failed.

    Putting together forum threads and a 1up Club page to discuss the game, we found a number of like-minded gamers who enjoyed coming together to discuss games at considerable length, and in a markedly more intelligent manner than many of the "lol noob"-type people out there on the Internet. Over time, we took on a wide variety of other "missions" — taking on games which the masses had passed by and delving into them to discover whether it was actually worth going back and exploring them. Sometimes it was, sometimes it wasn't.

    The turning point came when 1up merged its largely-disparate forums into just three general-purpose areas. The formerly intelligent discourse found on the 1up Radio boards was drowned out by the million voices of 12 year olds who thought Master Chief was da bomb, and our experiences were sullied by trolls coming on to our threads, criticising us for "walls of text" and completely derailing the discussion.

    Before UGO took over 1up, we decided it was time to leave once and for all. We took to Twitter for a while, but we were scattered, and not everyone in our group used Twitter. It felt too "public" — although we always were a public group, there was an element of the "book club" mentality about it — a group of friends who knew each other well and enjoyed each other's company, but were still welcoming to newcomers.

    Over time, we tried to come up with a way to resurrect the Squad formula. Thus, the Squadron of Shame SquadCast was born. Beginning as a game-focused podcast in which we concentrated on a single game and discussed it at great length and morphing into the topic-led discussion show we have today, the show has always been an enjoyable thing to be part of — and to listen to. We also have a small but active community at our "temporary" home: the Squadron of Shame Squawkbox. And we've all remained fast friends through thick and thin, through everything life's thrown at each one of us.

    This, ladies and gentlemen, is what the Internet is all about. And you can be part of it, too — our latest episode was released today, with a discussion of game worlds. You can check it out by paying the Squawkbox a visit, and there are links to subscribe there if you so desire, too. If you have a WordPress account, too, you can join the discussions on the 'box, too — don't be shy. We like new people, and we also don't mind "walls of text". So long as you use paragraphs. So far as conditions for entry go, that's not an unreasonable one, I don't think.

    Anyway. There you have it. They're my favourite group of people on the Internet, and I haven't given them a plug for a while, so there you are. Join us. Or at least listen to our new episode.

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    #oneaday Day 153: Things That Make No Logical Sense But Are Clearly True: Food Edition https://imnotdoctorwho.moegamer.net/2011/06/02/oneaday-day-153-things-that-make-no-logical-sense-but-are-clearly-true-food-edition/ https://imnotdoctorwho.moegamer.net/2011/06/02/oneaday-day-153-things-that-make-no-logical-sense-but-are-clearly-true-food-edition/#respond Thu, 02 Jun 2011 22:41:21 +0000 http://angryjedi.wordpress.com/?p=2621 Life brings with it a number of learning experiences, and you store these pieces of information away in your dome-like for future reference, ready for subconscious recall at any available opportunity. Some of these pieces of information are, of course, complete nonsense and have absolutely no basis in scientific fact, but you become convinced of … Continue reading #oneaday Day 153: Things That Make No Logical Sense But Are Clearly True: Food Edition

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    Life brings with it a number of learning experiences, and you store these pieces of information away in your dome-like for future reference, ready for subconscious recall at any available opportunity. Some of these pieces of information are, of course, complete nonsense and have absolutely no basis in scientific fact, but you become convinced of them anyway.

    And so it is that you, like me, may have come to believe such rubbish as the following facts, which are clearly true. And all food-related, oddly.

    Coke tastes better in a can.

    It just does. Cans get colder than bottles and stay colder longer than bottles. Plus something about the metal particles makes the Coke taste better than the plastic particles of a bottle. There are people who will say that a glass bottle is the best way to enjoy a Coke, but they are wrong.

    Sandwiches taste better when cut into triangles, unless they are bacon sandwiches.

    This is also true. Eat a sandwich that has not been cut in any way and it tastes clearly inferior to triangular sandwiches. And don't even get me started on people who cut rectangular sandwiches. There's nothing even a little bit right about that.

    Bacon sandwiches taste better when cut into small squares.

    The exception to the sandwich rule is the bacon sandwich rule. Try it. Next time you have a bacon butty, cut it into quarters and you'll see that it's clearly better.

    McDonalds chips taste better when consumed by the handful.

    See also: crisps.

    Milk tastes better swigged from the bottle.

    As everyone (who enjoys milk) well knows, having an illicit glug from the bottle is far nicer than pouring out a glass. I fear that some of the Coke Science may be coming into play here.

    It's impossible to make a good cup of coffee for yourself.

    Make yourself a coffee. Taste it. Put up with it because it's "all right". Now get someone else to make you a coffee. Taste it. Enjoy it. Accept their making you a coffee that one time as acceptance of a non-verbal contract to make you a coffee whenever you want.

    Tea only tastes of something if you believe in it.

    I don't believe in tea, therefore it tastes like hot water — particularly the herbal teas. They smell great, but I never believe that they're going to taste of anything, so they don't.

    Ketchup and HP sauce are opposites, and if they touch each other they will spontaneously combust.

    What other reason could people possibly have for putting dollops of each respective sauce on opposite sides of the plate?

    You are not allowed to have soup on a hot day.

    It's not that you don't want soup on a hot day, your brain tells you that you must not have soup on a hot day.

    If a piece of food you don't like touches a piece of food you do like, the food you do like is forever tainted.

    This one is actually true. I hate onion — particularly raw onion. Even the slightest hint of a taste of it makes me retch. This includes if a salad once had raw onion on it and said raw onion has since been removed. It leaves a flavour residue that makes anything the onion once touched completely unpalatable.

    Cheese sauce can be used as the strongest adhesive known to man.

    If you've ever burnt cheese sauce onto a saucepan, you'll know that this is also true.

    The most exotic-sounding sandwich on the menu is always the best.

    This one is, unfortunately, not always true. Many's the time I've had a chicken tikka sandwich hoping for a gorgeous curried revelation and walked away disappointed, wishing I'd gone for the tuna and sweetcorn.

    The dessert that mentions chocolate the most times is the best.

    Also not always true, since too much chocolate can lead to becoming completely gummed up with sticky, gooey goodness. And while that can be fun, it can also lead to feeling a bit sick. And no-one likes feeling a bit sick.

    If you don't have some sort of sauce on a kebab, you are Doing it Wrong.

    Because why on Earth would you eat that shit if it wasn't covered in chilli sauce that can strip paint, or garlic sauce so strong it can be used as insect repellent?

    The post #oneaday Day 153: Things That Make No Logical Sense But Are Clearly True: Food Edition appeared first on I'm Not Doctor Who.

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    #oneaday Day 152: Geek Post https://imnotdoctorwho.moegamer.net/2011/06/01/oneaday-day-152-geek-post/ https://imnotdoctorwho.moegamer.net/2011/06/01/oneaday-day-152-geek-post/#respond Wed, 01 Jun 2011 23:25:27 +0000 http://angryjedi.wordpress.com/?p=2618 Computers are bloody clever sometimes. It's almost as if the people who designed them know that you're going to fuck things up sometimes and put in various fail-safes to ensure that you can de-fuck yourself in most circumstances, barring catastrophic hardware failure. Having been a Mac user for quite a while, I've got used to … Continue reading #oneaday Day 152: Geek Post

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    Computers are bloody clever sometimes. It's almost as if the people who designed them know that you're going to fuck things up sometimes and put in various fail-safes to ensure that you can de-fuck yourself in most circumstances, barring catastrophic hardware failure. Having been a Mac user for quite a while, I've got used to using Time Machine to recover things that I've deleted (often as a space-saving measure) but I hadn't used Windows 7 that much until I got my new PC a short while back.

    EA released a patch for The Sims 3 today that was ostensibly to update the main game and make it work with the new expansion Generations, but it also added a bunch of new functionality to the base game. Trouble is, the patch they released didn't patch the other expansion packs, leaving the game in a mess of unsynchronised versions that didn't quite work with each other, causing slowdown, flickering inventory and all sort of other shite.

    And so it was that I came face to face with the Restore Previous Versions dialog box for the first time. I'd installed the patch a little before 10pm tonight, I remembered, so out of curiosity I checked the Restore Previous Versions option from the Windows right-click menu. Sure enough, there were old versions of my folders backed up from 21:39, and after a bit of whirring and clunking, I was able to get them back where they were, theoretically (hopefully) erasing all trace that the patch was ever there until EA fix it. Not only that, the installer for the patch had the foresight to put a restore point in for my save game, too, so hopefully that should be in sync with the game, too. I'll have lost about half an hour of gameplay, but I'd rather do that than have a juddery game that doesn't work properly.

    I realise that the Restore Previous Versions feature is something that you Windows users will have been taking for granted for a long time now, and I'm sure there was an equivalent in XP — I just never had cause to use it. I've got to say, though, colour me impressed — it was quick and simple and didn't require any faffing around. Nice job.

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    #oneaday Day 151: Not To Be Read Until 4pm https://imnotdoctorwho.moegamer.net/2011/05/31/oneaday-day-151-not-to-be-read-until-4pm/ https://imnotdoctorwho.moegamer.net/2011/05/31/oneaday-day-151-not-to-be-read-until-4pm/#comments Tue, 31 May 2011 21:31:09 +0000 http://angryjedi.wordpress.com/?p=2614 This won't be news to any of you, but sometimes in the games industry, you find out things and you're not allowed to talk about them. The technical terminology for this is an "NDA" or non-disclosure agreement, or an embargo preventing publication of something until a particular time. It's obvious why publishers insist on this … Continue reading #oneaday Day 151: Not To Be Read Until 4pm

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    This won't be news to any of you, but sometimes in the games industry, you find out things and you're not allowed to talk about them. The technical terminology for this is an "NDA" or non-disclosure agreement, or an embargo preventing publication of something until a particular time.

    It's obvious why publishers insist on this sort of behaviour: it allows them to control how and when information gets released. This means that they can effectively control the press to release the information that the company wants talked about at a specific time, ensuring that it doesn't "clash" with anything else and get upstaged by something cooler.

    Still, when something gets embargoed until a particular time, you'd expect the information that was being held back to be complete, wouldn't you? Not so in the case of today's Call of Duty Elite announcement, which explained what the service would be but failed to mention anything useful like how much the premium option would cost and indeed what the premium service actually offered, compared to what free members would get.

    The practice of embargoes seems to be a relatively recent one. I don't remember them being mentioned all that often before a couple of years back — but then, I wasn't involved in the games press full-time at that point, so this sort of nonsense may well have been going on for years.

    The thing is, though, it ultimately hurts everyone. People tease embargo reveals all day, then EVERY FUCKING SITE UNDER THE SUN releases the same information at the same time when the embargo expires, and then I don't read any of it. If you follow games sites on Twitter and you do happen to be interested in the coverage, you'll probably only click on the first link you see. This means it becomes a race for whichever outlet can get the content live and tweet it first. Sensible outlets will have prepared the material well in advance, of course, but sometimes that doesn't happen and you end up with sloppy, rushed reporting.

    Then sometimes you wonder why on Earth certain pieces of information are embargoed. I had a press release from NVidia earlier today talking about their new pair of wired 3D glasses for 3D Vision-equipped PCs. It was embargoed until 5pm Pacific on the Sunday just gone. It's a pair of 3D glasses — not the most exciting thing in the world, even if they are under $100 for once. Why did that need to have a timed reveal?

    As with most things in the industry, if one person does it, everyone has to do it. Gone are the days* when a developer could just go "Yeah, I'm experimenting with a thing. It's pretty cool. Might not go anywhere though." No, now it has to be a countdown to an announcement of a teaser trailer which leads to a countdown to an announcement of an exclusive reveal of the first gameplay footage which will coincide with an exclusive reveal of one little piece of information that no-one gives a shit about. (OMG! The main character's eyes are directly scanned from an actor/rapper no-one's heard of! Fuck off.)

    I've never worked in the music, film or "general" journalism industries so I can't say for certain whether this sort of thing goes on in them. But somehow I doubt it's quite so tightly controlled as the ever-peculiar games industry.

    * The exception to this is, of course, the indie development industry, who rarely, if ever, use embargoes and are usually pretty candid and open about the projects they're working on. And all credit to them — honesty gets them far more respect from me than an intricately-planned campaign which drives journalists and consumers alike utterly crazy.

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    #oneaday Day 150: The Bupa 10K https://imnotdoctorwho.moegamer.net/2011/05/30/oneaday-day-150-the-bupa-10k/ https://imnotdoctorwho.moegamer.net/2011/05/30/oneaday-day-150-the-bupa-10k/#comments Mon, 30 May 2011 22:29:10 +0000 http://angryjedi.wordpress.com/?p=2611 So! I'm not dead. More to the point, I finished the whole Bupa 10K race today without even coming close to death, so I count that as a victory. I somehow even managed to cover 10K in less time than I have done in the past despite not running the whole thing. I attribute this … Continue reading #oneaday Day 150: The Bupa 10K

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    So! I'm not dead. More to the point, I finished the whole Bupa 10K race today without even coming close to death, so I count that as a victory. I somehow even managed to cover 10K in less time than I have done in the past despite not running the whole thing. I attribute this mostly to the fact that London is quite flat, whereas the 10K distance I practiced on has a fucking great hill at roughly the 5K mark, exactly where you don't want it.

    But anyway. You're doubtless wondering exactly how it all went, so let me talk you through my thought processes, starting from when the "Green wave" (the slow people) moved into position to start. These are the things I probably would have tweeted during the race were it possible to do so. (It probably was possible to do so, but I was concentrating on not dying.)

    • Hmm. That announcer is a bit annoying. I don't really want to take part in any "oggy oggy oggy, oy oy oy".
    • Still, at least he's getting the crowd excited.
    • I wonder if all us slowpokes leave at the same time, or if we go a letter at a time. (I was a C-green, the slowest of the slow.)
    • We go a letter at a time. 11am prompt start my arse.
    • Still, I guess at least the people who can actually run with something resembling a "pace" left at 11am.
    • And there go the Bs. We're next. I wonder where my friend Gracie is.
    • Shit, I'm not sure I can do this.
    • Bugger, too late to back out now, we're going.
    • Hey, people are cheering. It's like we're famous.
    • Wow, I'm running faster than other people and I don't feel like I'm overdoing it.
    • Double wow, I'm overtaking people.
    • What a glorious sunny day it is. Going to rain all over us, my arse.
    • The river Thames looks almost pleasant when it's sunny. So long as you don't look too closely at the water.
    • The Embankment is a good place to start. It's nice and flat and straight.
    • 1km already? This is easy.
    • Some sort of drumming group under this bridge. I like it. Inspirational.
    • Could kind of do with a drink though. I drank a bottle of water before I started but my gob has gone all dry and horrible.
    • 1km-1.5km seems to be taking an awfully long time.
    • Really quite thirsty now.
    • Glad I went to the toilet before I started, because there's a big queue for the ones at the "pit stop". Still, just like Formula One, gives me the chance to get ahead of people. (Except in Formula One they don't stop for the drivers to have a piss.)
    • Hm, the red runners are coming back the other way. Perhaps we turn around just up here.
    • The road is wet and there's tons of bottles on the floor. Maybe there's a water station ahead.
    • There is!
    • Glug.
    • More drummers!
    • A hill? They said it was flat. Time to slow down and drink this water.
    • It's actually quite hot. So much for bad weather.
    • Top of the hill. Time to start running again.
    • I have started identifying people by the charities they're representing, or, more specifically, the diseases or conditions their charities support. Just in front of me are the Cancer Sisters, just ahead of them is Heart Attack Girl and keeping pace with me is World Peace Girl.
    • That girl's not seriously thinking about sneaking into that Tesco, is she?
    • No, she saw people looking at her and decided against it.
    • Steel band? Hmm. Not bad, but drummers are better. Steel bands bring back memories of schools.
    • Hmm, we really don't turn around just yet. I wonder where we do.
    • These streets are quite twisty and have deceptive hills.
    • I'm keeping pace quite nicely with the Cancer Sisters.
    • More accurately, we keep "leapfrogging" each other. (Not literally.)
    • That dude in the lion outfit must be fucking boiling.
    • Getting a bit thirsty again.
    • And I wonder if I need the toilet.
    • I wonder where the next toilets are.
    • Hmm, what's that ahead? The road's all wet.
    • It's a squirty-water machine! I should walk through it and cool off and be all refreshed.
    • Jesus Christ, that water is freezing. Maybe I'll run through it instead.
    • Hmm, being squirted with freezing cold water has invigorated me somewhat.
    • Could still do with a drink though.
    • Reggae band! Awesome.
    • Oh hey, the nice people from the pub ahead have trays of plastic water glasses.
    • Glug.
    • I think we might have finally doubled back on ourselves.
    • Yes, there's the Embankment. No-one still coming the other way. That really would be slow.
    • The Embankment is a lot longer than I remember.
    • There's my charity people! There's a lot less of them than for other charities, but they're still clapping and cheering. Good on them.
    • The Embankment is still a lot longer than I remember.
    • Everyone around me is flagging a bit. Running a little while, then walking, then running, then walking.
    • I'm still not in last place.
    • 1 km to go. The park where we started is right there. Where does the extra kilometre come from?
    • Oh right, up a hill to Trafalgar Square. Cool.
    • I can see signs. "400m to go". Yay! Time to run a bit faster.
    • Gasp. Maybe not time to run too much faster.
    • "200m to go". Run faster? Hmm… maybe…
    • Fuck it. Let's go. These people walking over the finish line are pansies.
    • "MAXIMUM SPEED." Vrooom.
    • Over the finish line. People are taking photographs. I wish this running vest wasn't quite so unflattering. Still, it's kept me cool, and when you're running something like this, appearances really aren't important.
    • Wow, that last sprint knocked the wind out of me a bit, but I don't want to collapse. Endorphin rush?
    • They've taken my magic timing tag off my shoelaces. Guess that really is it.
    • The baggage reclaim area is bloody miles away! Couldn't they have put it a bit closer to the finish line?
    • You are redeemed, Bupa organisers, by giving me a goody bag halfway between the finish line and the baggage reclaim area.
    • Wow, I can barely feel my legs. I could have probably kept running for a while, but walking is proving somewhat difficult.
    • Creak.
    • Crick.
    • Those girls are giving out jelly babies! Hells yeah.
    • Omnomnomnom.

    So that was it. I made it, I didn't die, and in a time that I'm actually quite happy with: just under 90 minutes. I know that's super-slow for actual runners, but I am super-slow. By contrast, one of the pros at the front finished in 27 minutes. 27 minutes! Christ.

    But anyway, the experience was a good one. I'm glad I did it, and hopefully I'll do some more in the not-too-distant future. In the meantime, I raised £210.01 for Mind, and the sponsorship page is still open. If you're impressed with my achievements and would like to reward said achievement with a donation to Mind, then you can do so right here. Huge thanks to everyone who's already donated, and to people who've offered support in the run-up (no pun intended) to today.

    Now I think it's time for sleep.

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    #oneaday Day 149: Tomorrow I May Be Dead https://imnotdoctorwho.moegamer.net/2011/05/29/oneaday-day-149-tomorrow-i-may-be-dead/ https://imnotdoctorwho.moegamer.net/2011/05/29/oneaday-day-149-tomorrow-i-may-be-dead/#comments Sun, 29 May 2011 23:17:57 +0000 http://angryjedi.wordpress.com/?p=2608 Ominous title, I know. But given that I'm running a 10K tomorrow, it's entirely possible it might be true. Okay, it probably won't be true. But it's an eye-catching title if nothing else. So yes. Let me start again. Tomorrow I am running the Bupa 10K in London in aid of Mind, a mental health … Continue reading #oneaday Day 149: Tomorrow I May Be Dead

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    Ominous title, I know. But given that I'm running a 10K tomorrow, it's entirely possible it might be true. Okay, it probably won't be true. But it's an eye-catching title if nothing else.

    So yes. Let me start again. Tomorrow I am running the Bupa 10K in London in aid of Mind, a mental health charity that some friends and I decided to represent back towards the beginning of the year. So far I've raised £150.01 (thanks to Generous Sam for the extra penny) and hope that a few of you will be feeling generous in the next few hours. It'd be cool to get the total over £200 before I finish tomorrow. That'd be nice. If you'd like to sponsor me, go ahead.

    I'm a little worried about the run itself, to be honest. Pacific time-friendly working hours have played havoc with the training regime I got myself into at the start of the year, and I haven't had nearly as much practice of going the whole distance as I hoped I would have by now. Still, I have done it a few times, so I know that I'm capable of it. It's just going to be a case of pacing myself and making sure that I keep pushing on regardless — the only difference will be the fact I have a magic chip on my shoe to reveal my embarrassing time to the world when I do eventually wheeze over the finish line.

    But hey. If I do manage to complete it, that'll be a pretty big accomplishment. A long run and a healthy amount of money raised for charity. Not bad at all for a Bank Holiday Monday's work.

    Beyond that, I couldn't say what's next. It would make sense to find something else to "aim" for, either personally, professionally, physically or all three. I'll cross that bridge when I come to it, though. For now, I just have to survive 10km of the London streets without collapsing and dying. Easier said than done, and if there's no Day 150, you'll know that I've bought it.

    Positivity! Chances are, though, that I won't be dead and tomorrow evening there will be a Day 150 explaining politely that I am absolutely knackered and hope I never have to go through anything like that ever again. Or perhaps I'll be high on endorphins and writing complete nonsense. (No change there, then.)

    Either way, I'm going to plug my sponsorship page again. If you have a few quid (or a lot of quid) to spare, then dig deep and chuck me and Mind some cash. Where? Right here.

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    #oneaday Day 148: People, The Mutant's Pursuing Me! https://imnotdoctorwho.moegamer.net/2011/05/28/oneaday-day-148-people-the-mutants-pursuing-me/ https://imnotdoctorwho.moegamer.net/2011/05/28/oneaday-day-148-people-the-mutants-pursuing-me/#respond Sat, 28 May 2011 22:33:56 +0000 http://angryjedi.wordpress.com/?p=2605 It's been a very long time since a game has genuinely gobsmacked me with its obvious technological marvellousness, but The Witcher 2 has gone and done a sterling job of it so far. I beat the first game this morning and enjoyed it so much I wanted to go straight on to the sequel, which I'd … Continue reading #oneaday Day 148: People, The Mutant's Pursuing Me!

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    It's been a very long time since a game has genuinely gobsmacked me with its obvious technological marvellousness, but The Witcher 2 has gone and done a sterling job of it so far. I beat the first game this morning and enjoyed it so much I wanted to go straight on to the sequel, which I'd had the foresight to download in advance from Good Old Games.

    I wasn't quite ready for the leap in graphical fidelity between the two. I thought the first game looked pretty good — it used to bring my old computer to its knees, after all, and it was one of the first games I installed on my new computer to enjoy in its "full glory" — but wow. The Witcher 2 makes its predecessor look decidedly primitive in many respects.

    Gone are the stilted, uncomfortable character animations when people are standing around talking to each other. Gone are people's inability to remain seated while talking to you. Gone are the sex cards (replaced with good, old fashioned full frontal nudity — are you paying attention, BioWare?) and gone is the fun but arguably overcomplicated combat system. (Also gone are some of the original voice cast, which is a little disappointing, but perhaps understandable given the amount of time between the two games.)

    In is a decidely cinematic presentation (including an entertaining ability to wiggle the camera around veeery slightly using the mouse in conversation scenes, giving it a "hand-held camera" look). In are more than five different character models. In is background scenery featuring realistic foliage best described as "lush". In is a motion blur effect that makes rotating the camera look infinitely more realistic than in 99% of other games out there. And in is a Demon's Souls-style combat system that at first appears to be hack and slash, but isn't afraid to punish you mercilessly for thinking so until you learn that it's actually based on timing, patience, blocking and carefully watching your opponents to look for an opportunity. A combat system which has divided people somewhat, with many impatient types upset that it's "too hard". Hard it may be, but there's nothing wrong with a challenge.

    One of the things that has impressed me most so far, though, is the potential for the branching of the plot, with different resolutions to problems and different major and minor choices. Already in discussion with a friend, I've seen that at least four or five parts of just the prologue branch off into alternative paths — some of which meet in common places, others of which diverge. And, like the original The Witcher, there's no obviously "right" choice in many situations. This is a Good Thing, as it makes you think about what you're doing, and also forces you to live with consequences which don't necessarily make themselves obvious until much, much later.

    In short, The Witcher 2 is looking like being an absolutely amazing game. A lot of people have been quietly anticipating it for a long time — this is a game from a company that doesn't saturate the market with announcements of TV ads for their games, after all — and it's gratifying to see firstly that they've made an excellent game, and secondly that a lot of people seem to be thinking very highly of it. It deserves it, and CD Projekt Red deserves a huge amount of success for creating such an excellent RPG franchise.

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    #oneaday Day 147: Where Are We? https://imnotdoctorwho.moegamer.net/2011/05/27/oneaday-day-147-where-are-we/ https://imnotdoctorwho.moegamer.net/2011/05/27/oneaday-day-147-where-are-we/#respond Fri, 27 May 2011 22:02:59 +0000 http://angryjedi.wordpress.com/?p=2601 So, let's take stock of a few things. It's now over a year since my life broke, and it's still not back together again. Some days that eventual goal of getting "back on track" feels a million miles away, over a range of insurmountable obstacles and, after all that, hanging tantalisingly just out of reach … Continue reading #oneaday Day 147: Where Are We?

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    So, let's take stock of a few things. It's now over a year since my life broke, and it's still not back together again. Some days that eventual goal of getting "back on track" feels a million miles away, over a range of insurmountable obstacles and, after all that, hanging tantalisingly just out of reach over a pit of spikes with scorpions on the ends of them. (Pretty redundant, I know, but hey, I didn't design the nightmare. Oh wait, I did.)

    Things are a bit better than they were this time last year, of course. I don't wake up at 5pm and want to spend the day either crying or breaking things. I still get sad, sure — who doesn't? Though some get more sad than others. And I don't feel angry — at least, not in the same way I did this time last year. I sometimes get angry at the situation I'm still in — upset, resentful, frustrated that life sometimes feels to be going nowhere and that I feel like an incompetent 12 year old rather than a 30 year old with one hell of a lot to offer the world. But then I've always had something of a sense of self-doubt and an inferiority complex. I'm not sure that's even the right description — I know I'm good at stuff. I just sometimes feel that I'm not as good at them as other people — whether it's simple, stupid things like holding a conversation, or complex, specialised things like playing the piano or writing stuff.

    "Believe in yourself," is the thing to think in that situation. "You can do it. You are awesome." And it works for a while, until something comes along to kick you in the balls and set you back to square one. To be fair, said kicks in the balls haven't happened for quite some time and hopefully I've seen the last of them. But, as I say, this time last year, I found myself kicked in the balls by life, repeatedly, and it still smarts now.

    "Other people have it far worse," is the thing to think in that situation. But you know what? I don't care. Other people do have it worse. But right now, I couldn't give a toss. You can be too altruistic, too much of a nice person, focus on the wellbeing of others and neglect yourself. Good things have started to happen for me, but I want more. I've put up with shit for too long. It's okay to be selfish.

    So with that in mind, I strongly hope that today represents a stride forward on the road to recovery. The job interview I mentioned yesterday was an enjoyable, pleasant experience that I feel went well. I feel quietly confident that it was a positive thing that happened today, and should I find myself offered the position in question I will happily take it without a second thought, grabbing life by the horns and bending it to my will rather than feeling sorry for myself.

    Because, frankly, I've had enough of crap. Crap can go take a running jump off a very tall cliff with a physically-improbable spiky rock arrangement at the bottom. Bring on the awesome.

    Please.

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    #oneaday Day 146: Eve of Something https://imnotdoctorwho.moegamer.net/2011/05/26/oneaday-day-146-eve-of-something/ https://imnotdoctorwho.moegamer.net/2011/05/26/oneaday-day-146-eve-of-something/#respond Thu, 26 May 2011 23:04:16 +0000 http://angryjedi.wordpress.com/?p=2598 I have a job interview tomorrow — the first one for a while. Okay, granted, I haven't been looking for a while due to the fact that I've been enjoying the freelance work I've been doing, but the position in question (which I won't discuss for now for fear of jinxing it) is one that would … Continue reading #oneaday Day 146: Eve of Something

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    I have a job interview tomorrow — the first one for a while. Okay, granted, I haven't been looking for a while due to the fact that I've been enjoying the freelance work I've been doing, but the position in question (which I won't discuss for now for fear of jinxing it) is one that would be pretty much ideally suited for me, given my background, skills and indeed what I'm doing right now. As such, I'm looking forward to it.

    The whole recruitment process is, a lot of the time, very artificial. I recall one time when I happened to catch a glimpse of a letter that someone had written to the place I was working at the time, asking if there were any jobs available. The language used throughout was all very flowery and took in pretty much every application cliché that there was along the way. Said applicant was "confident" and "enthusiastic" and I'm pretty sure she was "passionate" too. I'm not sure if she was a "talented generalist" (apparently that was the fashionable thing to be a little while back, I'm not sure if it still is) but she probably had plenty in the way of "transferable skills" and "relished" the "opportunity" on offer.

    I mock, but I'm pretty sure everyone is guilty of it at times. But where does all that language come from? I remember sessions in English Language classes at school dealing with "formal letter writing", but that mostly focused on layout and ensuring you put the correct "Yours faithfully/sincerely" at the bottom of a letter — a practice which seems to have fallen by the wayside in the age of the email, incidentally. I don't remember classes teaching you buzzwords that you should use in job applications.

    Perhaps that's where school career advice is going wrong, though. I remember the whole Careers Week thing, where you took that questionnaire and you laughed when the kids of questionable intellect got "shepherd" and "chimney sweep" suggested as potential career paths for them. But I don't remember getting any particularly useful advice out of them, barring thinking that I wanted to do something involving writing, even then. And I didn't need a Careers Week to know that — I had already pretty much figured it out.

    Of course, it's not that easy, and your life follows paths that you might not have predicted along the way. Is it chance? Fate? Destiny? Or is it the result of free will and conscious decisions that you make? Either way, it's often fairly unlikely you find yourself doing exactly what you'd imagined you'd be doing straight away. You might get there in the end, but there seems to be an awful lot of "paying your dues" along the way initially — unless you're one of the very lucky ones, of course.

    Well, I think I've paid my dues by now. It's time for awesome things to happen. Bring it on, tomorrow.

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    #oneaday Day 145: Wotcher, Witcher https://imnotdoctorwho.moegamer.net/2011/05/25/oneaday-day-145-wotcher-witcher/ https://imnotdoctorwho.moegamer.net/2011/05/25/oneaday-day-145-wotcher-witcher/#comments Wed, 25 May 2011 21:57:08 +0000 http://angryjedi.wordpress.com/?p=2594 I've been playing a shit-ton of The Witcher recently, and if you haven't played it, you probably should. Unless you have a PC that won't run it very well. And even then, you should at least try and play it, because even on low detail it's still an excellent game — as is the sequel, from … Continue reading #oneaday Day 145: Wotcher, Witcher

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    I've been playing a shit-ton of The Witcher recently, and if you haven't played it, you probably should. Unless you have a PC that won't run it very well. And even then, you should at least try and play it, because even on low detail it's still an excellent game — as is the sequel, from what I've heard… though the sequel is significantly more demanding on your poor old graphics card and processor than its predecessor.

    But anyway. Why is The Witcher good? Many reasons. Sure, it has approximately ten different character models, many of which are used for both major NPCs and minor ones, making visual identification of characters a bit jarring sometimes. And sure, some of the animations are a bit clunky, and characters standing talking to each other look distinctly uncomfortable, unintentionally. And the interface isn't wonderful, though I've seen worse. But despite these little flaws, the game is a genuine gem.

    Probably the biggest selling point is the titular Witcher himself, Geralt of Rivia. PC RPG purists often baulk at the idea of playing a fixed, non-customizable protagonist, but the (slightly cliched) amnesia subplot helps go some way to justifying the player moulding Geralt into the protagonist they'd like him to be. More than that, though, it's the fact that The Witcher features choices with genuine consequences, and a complete lack of an oversimplified "good/evil" or "paragon/renegade" meter. Simply put, there is no good and evil in the world of The Witcher, only shades of grey. Geralt is often thrown into awkward situations and asked to make a decision to side with one or the other of the parties involved — but notably, abstention is often an option, also, and that, too, carries with it consequences.

    The best thing about these choices, though, is that the consequences don't make themselves immediately apparent. This helps get around the "quicksave/try out dialogue options" problem that some games are plagued with. In The Witcher, you have to make choices, and live with the consequences of those choices — because said consequences might not become obvious until a good 5 or 6 hours of play later.

    This is a Good Thing. If nothing else, it forces players to immerse themselves in the role of the protagonist and decide What Would Geralt Do? on a regular basis. But beyond that, it neatly sidesteps the accusations of overly-simplified morality systems that are sometimes levelled at BioWare's otherwise-excellent games.

    Then there's the fact that the game treats you like a grown-up. Sure, there's the notorious "sex cards" (abolished in the sequel in favour of some good old-fashioned full frontal nudity) but besides that, characters speak to each other in an unashamedly adult way that never feels forced. There's some very strong swearing from a number of characters, but it's worked into conversations in a pretty natural way, rather than a Kingpin (the game, not the movie) sort of way. It's nice to see a game have the guts to unashamedly use the word "cunt," for example, and it's also nice for the sequel to avoid BioWare's prudishness when it comes to sex scenes. There's no keeping underwear on and dry-humping here. Gratifyingly, in the first game, there's even a Captain Kirk-style "let me show you that sex without procreation can be good" scene with a thoroughly naked dryad. And for those who feel that Geralt's naked adventures are a bit gratuitous — well, there's always the option to not shag your way around Temeria.

    I haven't finished the first game yet but I'm looking forward to seeing how it concludes. The story so far has been interesting, combining political intrigue, magic, monsters and world lore into an engrossing "dark fantasy" setting that — dare I say it? — is much better than Dragon Age. If you've never spent a night with Geralt, then what are you waiting for? Get thee over to Good Old Games and score yourself a copy for just $9.99 — bargain.

    The post #oneaday Day 145: Wotcher, Witcher appeared first on I'm Not Doctor Who.

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    #oneaday Day 144: Superinjunctivitis https://imnotdoctorwho.moegamer.net/2011/05/24/oneaday-day-144-superinjunctivitis/ https://imnotdoctorwho.moegamer.net/2011/05/24/oneaday-day-144-superinjunctivitis/#respond Tue, 24 May 2011 23:41:04 +0000 http://angryjedi.wordpress.com/?p=2590 I'm not going to pretend to know everything about this footballer/slag business that is all over the news at the minute, and I'm not particularly concerned about said footballer's hilarious attempt to sue Twitter over supposedly breaking his precious superinjunction, because that's like someone suing a sword manufacturer because their hand got cut off by … Continue reading #oneaday Day 144: Superinjunctivitis

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    I'm not going to pretend to know everything about this footballer/slag business that is all over the news at the minute, and I'm not particularly concerned about said footballer's hilarious attempt to sue Twitter over supposedly breaking his precious superinjunction, because that's like someone suing a sword manufacturer because their hand got cut off by an insane nutter with a sword.

    The question that this sort of thing always raises in my mind, though, is "who the bloody hell cares?" This whole situation wouldn't have come about without the public's incessant need for celebrity gossip — vapid nonsense about whatever [insert celebrity first name here so it sounds like you know them] is wearing this week, or whether [insert different celebrity first name here] is going to the shops on Tuesday or Wednesday this week.

    A footballer shagged someone who wasn't his wife. Allegedly. This is not news. We all know that footballers are Neanderthal morons who should probably be fitted with chastity belts, so frequently do their dicks turn up in unauthorised places. We also know that anyone who appeared on Big Brother is probably not averse to the idea of selling their story, however vapid and pointless, to the "newspapers" in a desperate attempt to cling on to a bit of their waning fame. Even if said story is "Hey! I shagged a married man! I'm a massive slag!"

    It's pissing in the wind, of course, but I really wish that the world could move on from the obsession it seems to have with every little thing that every celebrity, whatever they might be famous for, is up to. People who read Heat magazine need to wake up to the fact that they probably aren't going to ever meet, let alone be friends with whoever is this week's hotness.

    You could argue it's escapism. Perhaps true — but why not read a work of fiction instead? Why the need to pry into the private lives of people? I guess it gives people who like to hide in bushes a means of being gainfully employed rather than arrested, but it still strikes me as incredibly obnoxious.

    I follow a few celebrities on Twitter and make an effort to watch certain people when they come on TV. But that's it. I have no desire to snoop into their private lives and I certainly don't give a shit who they may or may not be having sex with. That's their business, whether it's an extramarital affair or not. Their life in the public eye should be limited to whatever it is they're famous for, then they should be left alone to deal with their problems in privacy, not subjected to endless flashbulbs.

    Of course, I could (and should) just ignore it all. But when some twat who can't keep his pecker in his pants starts taking aim at a service I use every single day for both personal and professional reasons — as an indirect result of our culture's obsession with celebrities? Fuck that. I think I have every right to be pissed off.

    So, Ryan Giggs. Kindly stop being a dick. Everyone knows where your penis has been by now, so trying to fight for your right to "privacy" actually strikes me as nothing more than attention-seeking, ironically.

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    #oneaday Day 143: Music Monday: Unfair Reviews Edition https://imnotdoctorwho.moegamer.net/2011/05/23/oneaday-day-143-music-monday-unfair-reviews-edition/ https://imnotdoctorwho.moegamer.net/2011/05/23/oneaday-day-143-music-monday-unfair-reviews-edition/#respond Mon, 23 May 2011 21:54:20 +0000 http://angryjedi.wordpress.com/?p=2587 It's been a while since I went through the top songs on Spotify, so I think it's about time we rectified that right now. I'm going to do it with a twist this time, though. Since it's been so long since I listened to the radio or watched any kind of TV with modern pop-type … Continue reading #oneaday Day 143: Music Monday: Unfair Reviews Edition

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    It's been a while since I went through the top songs on Spotify, so I think it's about time we rectified that right now. I'm going to do it with a twist this time, though. Since it's been so long since I listened to the radio or watched any kind of TV with modern pop-type rhythm music in attendance, I'm sure there's a lot of stuff out there that I've never heard before. So I'm going to completely subjectively go off my gut instincts after no more than 30 seconds of each song. I am also going to use no more than three words to discuss each song. And I'm going to sample 23 songs, just to be completely arbitrary. What could possibly go wrong?

    From the top, then — I'm using the UK Top Tracks list in Spotify for this. Here goes nothing.

    The Lazy Song – Bruno Mars

    Bit Jack Johnson.

    Party Rock Anthem – LMFAO

    Not rock. Crap.

    Give Me Everything – Pitbull feat. Ne-Yo, Afrojack & Nayer

    Whiny dudes. Synth.

    Judas – Lady Gaga

    Jude. Arse. Judah-arse-ga-ga.

    Beautiful People – Chris Brown feat. Benny Benassi

    Dance eJay synth.

    Where Them Girls At (Feat. Nicki Minaj & Flo Rida)

    Awful. Just awful.

    Rolling in the Deep – Adele

    Stomp. Stomp. Stomp.

    On the Floor – Jennifer Lopez

    90s dance nightmare.

    Sweat – Snoop Dogg vs. David Guetta

    Autotuned single note.

    I Need A Dollar – Aloe Blacc

    Band costs more.

    Buzzin Remix – Explicit Version – Mann

    Shut up, Fiddy.

    Born This Way – Lady Gaga

    Sinister opening. Cheesy.

    All Of The Lights – Kanye West

    Terrible video. Pretentious.

    Just Can't Get Enough – Black Eyed Peas

    Please stop autotuning.

    The Edge of Glory – Lady Gaga

    Racing game start.

    Price Tag – Jessie J

    Moderately catchy. Kinda.

    Skinny Love – Birdy

    Nice piano opening.

    Make You Feel My Love (album) – Adele

    Bit Norah Jonesish.

    E.T. (feat. Kanye West) – Katy Perry

    Babbling autotuned twat.

    E.T. – Katy Perry

    Infinitely superior version.

    Guilt – Radio Edit – Nero

    Song for club.

    I Need A Doctor – Dr. Dre

    Nice opening. SHOUTING.

    Grenade – Bruno Mars

    Deceptive title. Whiny.

    There we go, then. If, for whatever reason, you want to listen to all this garbage, then feel free to load up this playlist into Spotify.

    The post #oneaday Day 143: Music Monday: Unfair Reviews Edition appeared first on I'm Not Doctor Who.

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    #oneaday Day 142: StarCraft: The Board Game (Part 2) https://imnotdoctorwho.moegamer.net/2011/05/22/oneaday-day-142-starcraft-the-board-game-part-2/ https://imnotdoctorwho.moegamer.net/2011/05/22/oneaday-day-142-starcraft-the-board-game-part-2/#respond Sun, 22 May 2011 22:07:27 +0000 http://angryjedi.wordpress.com/?p=2580 [Compromise: Have decided on a new format. Weekends will have individual pictures like what I used to do. That way I can do them in Paint if I'm away from my Mac.] So we finally got through a complete game of StarCraft: The Board Game. And after a bit of initial confusion over a few … Continue reading #oneaday Day 142: StarCraft: The Board Game (Part 2)

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    [Compromise: Have decided on a new format. Weekends will have individual pictures like what I used to do. That way I can do them in Paint if I'm away from my Mac.]

    So we finally got through a complete game of StarCraft: The Board Game. And after a bit of initial confusion over a few rules-related bits and pieces, the three of us found ourselves understanding the way things worked quite well. It'll probably take a few more games for us to be able to strategise with any real effectiveness, but for a first game, we didn't do too badly — and more importantly, it didn't last for six hours like we were expecting it to. In fact, due to the "Special Victory" conditions, the whole thing ended up being over a little quicker than we anticipated. No bad thing — it means that it doesn't go into that pile of "games that are good but take hours and hours to play" and will hopefully be trotted out relatively often.

    It's an interesting game, really, with elements of Risk and Civilization present. There's empire and unit building, conquering opponent territories, researching technologies, and an interesting card-based combat mechanic that gives something of an element of chance without making it completely random. There's also a very wide array of possibilities for things to do, and this coupled with the randomly-generated game board will make for a game which is unlikely to be the same twice in a row.

    Things we have learned so far, then:

    • If someone has a Z-Axis Navigation Route (or "warpgate" as we kept calling them) linking to one of their own planets from one of their own planets, you'd better assault them sooner rather than later, otherwise you'll find them building up an unassailable fortress.
    • Building the Air Support module which, among other things, prevents people from landing troops directly on your base, is an expensive investment that is very worthwhile as it makes life quite inconvenient for invading armies.
    • Ultralisks are tough.
    • Archons are tougher, especially if they have some fortunate combinations of Reinforcement and Event cards.
    • Obstructing another player's orders isn't necessarily a good course of action, because it lets them draw Event Cards, which are quite powerful and also act as the game clock.
    • Knock people off Conquest Point spaces as soon as possible rather than trying to do something clever like cut off someone's supply line. If someone has captured conquest point spaces worth a total of 3, it takes them just 5 turns to win.
    • Attacking is better than defending to quite a significant degree, so it pays to go on the offensive.
    • Force-mining someone's resources then retreating is a petty and amusing way to wreak revenge without destroying your own units.

    I'm looking forward to trying the game again soon. It was a lot of fun and despite its apparent complexity (this is a game that easily takes up all of a large table with board, figures, cards and lots of chits) it's relatively straightforward to play once you get how the rules work. Approve, then!

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    #oneaday Day 141: StarCraft: The Board Game (Part 1) https://imnotdoctorwho.moegamer.net/2011/05/22/oneaday-day-141-starcraft-the-board-game-part-1/ https://imnotdoctorwho.moegamer.net/2011/05/22/oneaday-day-141-starcraft-the-board-game-part-1/#respond Sun, 22 May 2011 01:18:34 +0000 http://angryjedi.wordpress.com/?p=2578 [I'm away for the weekend so am away from comic-making tools. I could use Windows Paint, but I'm not going to. So there.] We tried StarCraft: The Board Game for the first time tonight. My brother got it for me for my birthday back in April and I know he has been quite curious to hear … Continue reading #oneaday Day 141: StarCraft: The Board Game (Part 1)

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    [I'm away for the weekend so am away from comic-making tools. I could use Windows Paint, but I'm not going to. So there.]

    We tried StarCraft: The Board Game for the first time tonight. My brother got it for me for my birthday back in April and I know he has been quite curious to hear about it, and I've been pretty interested to see how it plays, too.

    Tonight, we spent a little while going through the basic rules and figuring out how everything works, but didn't play a complete game. As is our norm for starting a brand new game — especially a complex one — it took us quite a while to get through even a single turn, so we decided it would probably make sense to treat tonight's session as a learning experience, then have a proper game of it tomorrow.

    As with many games, the rules initially seem quite complex but once you get them figured out, it's fairly straightforward. Turns are split into three phases — planning, execution and regrouping. Planning involves every player assigning orders to the game's planets, and these orders can either be "mobilise" (move units either between areas on one planet or from one planet to another, assuming you've built a transport covering the necessary navigation lanes first), "build" (build stuff, be this new bases, units, workers or upgrades) or "research" (acquire new tech and/or provide yourself with additional options should combat become a possibility). Execution involves taking it in turns to make these orders happen — but the order in which the, err, orders were laid down on the board is important here, as it's possible for players' orders to "obstruct" each other at times. Finally, regrouping involves "cleaning up" everything, making sure everyone has the right resources, and so on. Then you repeat. In theory, it's relatively simple. In practice, there are a lot of variables to consider.

    For starters, there's combat. Combat is resolved through the use of cards which display two different attack and health values, along with a picture of one or more units. If the unit you're using matches the one on the card you're using, you use the higher attack and health values. If it doesn't, you use the lower ones. Then there's all manner of special abilities along with technologies that reinforce and upgrade your units to be more badass. It'll take a while to figure out all the possibilities, but it looks like there's lots of potential for strategic play with enough randomness to keep things interesting. Which is nice.

    Anyway. It's about 2:20am right now so I should get some sleep. We'll be trying a full game tomorrow, so I'll report back on how that goes tomorrow evening.

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    #oneaday Day 140: 21st Century Boy https://imnotdoctorwho.moegamer.net/2011/05/20/oneaday-day-140-21st-century-boy/ https://imnotdoctorwho.moegamer.net/2011/05/20/oneaday-day-140-21st-century-boy/#respond Fri, 20 May 2011 20:40:59 +0000 http://angryjedi.wordpress.com/?p=2575 It's the 21st century. If you grew up in the 20th century like I did, this means that you're officially In The Future, because saying "21st century" sounded like it was a very long way off and not, as it happened, just around the corner. Since we're officially In The Future, I think there's more … Continue reading #oneaday Day 140: 21st Century Boy

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    It's the 21st century. If you grew up in the 20th century like I did, this means that you're officially In The Future, because saying "21st century" sounded like it was a very long way off and not, as it happened, just around the corner.

    Since we're officially In The Future, I think there's more than a few pieces of technology that we should probably have mastered by now. And I'm not going to say "hoverboards" because "hoverboards" would be rubbish. I can barely stay upright on a skateboard, and certainly not on rollerskates, so why the fuck would I want to remove the wheels and stand on a sheet of plastic floating in mid-air? No. Fuck hoverboards, and sort this lot out instead:

    Pay-and-display machines that don't give change or accept card payments

    Seriously. We're living in a digital society where you can pay for things by swiping your phone in front of terminals and yet when you park your car you still need exact change to purchase a ticket? Balls. Fix it.

    Computers that don't tell you what the problem is

    "An unexpected error has occurred." As opposed to an expected error? WHAT WENT WRONG? And no, I don't want to know the hexadecimal address of the piece of memory where something went wrong because I didn't write the program. I want something in plain English. "Your graphics card is buggered," for example, or "Your hard drive is too full for this program to work effectively."

    Microwaves that have a power rating somewhere in between the ratings listed on a packet of food

    The microwave here is 800W. Food packaging lists cooking times for 650W, 750W and 850W. Is it too much to ask for microwave manufacturers and those who package food to co-operate a little bit?

    Clocks that don't auto-adjust to British Summer Time/Daylight Saving Time/Uzbekistan Testicle Appreciation Time

    Changing the clocks is an annoying rigmarole anyway, and when some of the devices in your house do it automatically and others don't, it's a pain in the arse to figure out which is which.

    Tiny things that you can't find

    Everything should have a phone number or GPS tracking, meaning if you lose your keys, you should be able to phone them and locate them.

    Companies who will let you sign up online but require you to phone them to cancel

    I'm looking at you, LoveFilm. You were deliciously easy to sign up for, yet cancelling required me to speak to some indecipherable person on a bad line and explain to them that no, I had phoned to cancel so no, I don't want to extend my service or give them my payment information. Let me cancel online. I don't want to speak to other human beings on the phone. I hate the phone.

    Companies who insist that all correspondence must be done through the mail

    And I'm talking about the paper mail that comes through your letterbox. In this digital world, there's no real excuse for this any more. And while we're on…

    Companies who take a week to respond to an email

    "We will get back to you within 7 days." Probably with the wrong answer. It takes a few seconds to Google the question I had or to ask the person sitting behind you, to type in your response and to hit Send. Even if you have other people to deal with in the queue in front of me, I doubt it takes a week.

    Erm. This may have become a bit more ranty than I intended. Oh well. We're living in the future. These things should be sorted by now. So fix them, world!

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    #oneaday Day 139: Tr-Tr-TrackMania https://imnotdoctorwho.moegamer.net/2011/05/19/oneaday-day-139-tr-tr-trackmania/ https://imnotdoctorwho.moegamer.net/2011/05/19/oneaday-day-139-tr-tr-trackmania/#respond Thu, 19 May 2011 21:08:02 +0000 http://angryjedi.wordpress.com/?p=2571 Those who have — ooh. Hold on. [gets momentarily distracted by the new WordPress interface that has apparently launched today.] Pretty. Ahem. What was I saying? Oh yes. Those who have known me for a while will know all about my love affair with Trackmania United Forever Star Edition, née Trackmania United Forever, née Trackmania … Continue reading #oneaday Day 139: Tr-Tr-TrackMania

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    Those who have — ooh. Hold on. [gets momentarily distracted by the new WordPress interface that has apparently launched today.] Pretty.

    Ahem. What was I saying?

    Oh yes. Those who have known me for a while will know all about my love affair with Trackmania United Forever Star Edition, née Trackmania United Forever, née Trackmania United. And indeed my Steam usage statistics would seem to back this up — with 24 hours' playtime recorded on it, and nothing else close. Granted, Steam doesn't seem to have tracked my playtime on quite a few games I know I've played through to completion, but 24 hours on a silly driving game is pretty substantial, and it just doesn't get old.

    Yes, it's unpolished. Yes, certain aspects of it are inaccessible. Yes, it doesn't tell you about a good 95% of the possibilities it offers anywhere in the documentation — but somehow, despite all this, a huge, dedicated community has sprung up around the game and has been supporting it and driving it forward ever since its release. So much so, in fact, that it's spawning a proper, bona fide sequel, along with two exciting-sounding companion games.

    TrackMania 2 Canyon looks like it will be a lot of fun from what I've seen so far — though the Canyon subtitle does make me wonder if it'll have the variety of environments and vehicles that United offers, but it's the other two ManiaPlanet games that intrigue me more, if anything. The possibilities on offer in ShootMania and QuestMania, offering the facility to create FPS levels and RPG games respectively, are potentially limitless. And while little has been revealed about how — and if — the three games will interact, the fact that they share a common community portal in the form of ManiaPlanet is immensely intriguing and offers some very exciting possibilities for those, like me, who are interested in game design but whose experience with building tools is limited to Lego, Scalextric and the Wolfenstein 3D map editor. (I remember trying to make a Duke Nukem 3D level once. That didn't end well, much like several efforts to make a Doom level work in any shape or form. And those games weren't even proper 3D. I like tiles. Tiles are good.)

    For those who have never experienced the joy of TrackMania, it's worth remembering that the game's probably most oft-used environment — the stadium — is available as a completely free game to download, with a significant amount of content and the ability to make your own tracks as well as play online. It's not often you see that sort of generosity from a developer offering what is essentially a "demo", but there you go. Steam users? Knock yourself out.

    Okay. That's enough TrackMania ranting for this year. See you next year.

    So I'll see you on the loop-the-looped circuits, no?

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    #oneaday Day 138: Time Ticking Away https://imnotdoctorwho.moegamer.net/2011/05/18/oneaday-day-138-time-ticking-away/ https://imnotdoctorwho.moegamer.net/2011/05/18/oneaday-day-138-time-ticking-away/#comments Wed, 18 May 2011 21:20:41 +0000 http://angryjedi.wordpress.com/?p=2568 It should be abundantly apparent to most people by now that time is not a static thing and it moves at different rates according to what you are doing. The expression "time flies when you're having fun" is absolutely true, but so, too, is the lesser-known "time crawls when you're in a German lesson." So, … Continue reading #oneaday Day 138: Time Ticking Away

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    It should be abundantly apparent to most people by now that time is not a static thing and it moves at different rates according to what you are doing. The expression "time flies when you're having fun" is absolutely true, but so, too, is the lesser-known "time crawls when you're in a German lesson."

    So, without further ado, I present Two Lists Of Things That Make Time Go Faster And Slower Respectively.

    A List Of Things That Make Time Go Faster

    • Having fun
    • Spending time with people you really like or love
    • Playing Arkham Horror
    • Playing Final Fantasy
    • Watching an awesome TV series on DVD
    • Sitting on the toilet whilst armed with an iPhone, book or magazine
    • Reading TV Tropes
    • Listening to an album… a good one, obviously
    • Going out for a "quick walk"
    • Going to the cinema
    • Clicking your heels together three times and reciting the lyrics to "Firestarter" backwards (I may have made that one up)
    • Being busy
    • Wanting to not be busy
    • Having something you want to say to someone stuck in your head, but not quite being able to say it.

    A List Of Things That Make Time Go Slower

    • Staff meetings
    • Staff meetings in stuffy rooms (double effect)
    • German lessons
    • German lessons in stuffy rooms (see above)
    • Sitting on the toilet without any reading/play material
    • Listening to a boring person giving a speech
    • Boiling some water for pasta
    • Cooking something awesome
    • Going out somewhere you don't really want to be
    • Hanging out with people you don't really like
    • Working on something really, really dull
    • Being on the phone to someone you really don't want to be on the phone to
    • Sending a text message to someone and you not being able to predict the reaction
    • Waiting for a phone call regarding a job interview
    • Watching a movie that is more than 2 hours long

    There are, of course, plenty more. But it's late and I've been working all day. Why not share some of your ideas in the comments? Oh go on. It'll be fun, like social media.

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    #oneaday Day 137: Say My Name, Bitch https://imnotdoctorwho.moegamer.net/2011/05/17/oneaday-day-137-say-my-name-bitch/ https://imnotdoctorwho.moegamer.net/2011/05/17/oneaday-day-137-say-my-name-bitch/#comments Tue, 17 May 2011 20:39:23 +0000 http://angryjedi.wordpress.com/?p=2565 I have something of a — what — phobia? I'm not sure it's that serious, but I have something of a thing about saying people's names, for some inexplicable reason. It might be something to do with the fact that I never really liked my own name or the way my voice pronounced it when I … Continue reading #oneaday Day 137: Say My Name, Bitch

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    I have something of a — what — phobia? I'm not sure it's that serious, but I have something of a thing about saying people's names, for some inexplicable reason. It might be something to do with the fact that I never really liked my own name or the way my voice pronounced it when I was a kid (hence my habitual shortening of it to "Pete" everywhere in the world these days) or it might just be one of my many strange and inexplicable neuroses.

    I can't even pin down why I sometimes find it difficult to say the name of the person who is standing right in front of me and who, in most cases, I know quite well. Perhaps I worry I'll mispronounce it (granted, it's kind of hard to mispronounce most of the names of people I know, though I have no idea how to say the surnames "Ohle" or "Honea" to this day and worry if I ever meet the people in question face to face I'll pick the wrong possibility and make a big tit of myself) or perhaps I just think that someone's name is somehow a window on their soul, a piece of their person that is, well, personal.

    I don't mind people calling me by name, though, that's the weird thing. And I'm aware it's silly to feel odd about saying other people's names — particularly if you're calling out for someone. "Hey! You!" really doesn't cut it in a room full of people — although to be honest, I've never really been one for calling out anyway, as I generally much prefer to just go over to the person in question and speak to them, as yelling just draws attention to 1) you and 2) the person you're yelling at, who may not be grateful for the attention.

    Of course, it's easy to go the other way and start calling people by their name far too much. Then it gets a bit weird, people start raising their eyebrows and wondering why you're "acting suspiciously". Saying someone's name too much is often seen as a sign of guilt, like you're trying to avoid accidentally referring to the person as someone else, like an ex, or a hilariously deformed person you saw on TV that you can't get out of your head while you look at your friend, however awful a person that makes you.

    Maybe it, like so many socialisation things, is something you just need to practice a bit. It is, after all, one of the things about "growing up" — the moment when you stop calling adults "Steven's mum" or "Mrs. Stevenson" and start calling them "Geoff". (Steven's mum's parents didn't like her much.) Perhaps there's still some sort of residual hang-up in my mind about that, like so many things.

    Ah well. One more to add to the list.

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    #oneaday Day 136: Childlike Wonderment https://imnotdoctorwho.moegamer.net/2011/05/16/oneaday-day-136-childlike-wonderment/ https://imnotdoctorwho.moegamer.net/2011/05/16/oneaday-day-136-childlike-wonderment/#respond Mon, 16 May 2011 23:02:27 +0000 http://angryjedi.wordpress.com/?p=2562 Everyone supposedly misses their childhood, a time of innocence and purity when you could make fart jokes without worrying about your potential audience. And sure, there are plenty of awesome things about childhood — and plenty of reasons to ensure you keep an air of immaturity handy should the occasion demand it. But there were … Continue reading #oneaday Day 136: Childlike Wonderment

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    Everyone supposedly misses their childhood, a time of innocence and purity when you could make fart jokes without worrying about your potential audience. And sure, there are plenty of awesome things about childhood — and plenty of reasons to ensure you keep an air of immaturity handy should the occasion demand it. But there were plenty of shitty things, too. So, in the best tradition of online journalism, I present to you the Top Five Reasons Childhood was Shit/Awesome.

    Shit: Enforced Sport

    P.E. lessons were something of a necessary evil, but inflicting team sports on non-sporty types is just torture, particularly when said non-sporty types inevitably are the last ones to get picked for the team, leading to abject humiliation, even if it was unintentional. So fuck P.E. — I'd much rather we'd had sessions in the gym or something. Of course, our school didn't have  a gym at that point, so…

    Awesome: Imaginary Play with Shit Props

    My primary school was out in the country, so naturally this meant we had a lot of countryside things find their way into the playground. We had The Log, which was fairly self-explanatory, and found itself carved into an interesting assault course by everyone who discovered you could scrape a stick along it and make "piggy dust". But we also had two tractor tyres, which could be stacked in various ways to make "flight simulators" of varying complexity. Which was awesome.

    Shit: Inadvertent Bodily Functions

    At school, you are statistically more likely to throw up in front of people, shit yourself or piss yourself than at any other time in your life, until you become an old person, when said risk starts to increase again. I think that's really all that needs to be said on the matter. Pissing, shitting or sicking yourself is never pleasant — and even worse if there are witnesses. If you piss, shit or sick yourself when you're older than a child, people assume there's something wrong and that you need help. If you piss, shit or sick yourself when you're a child, though, you'll become an object of ridicule and never recover. Even years later, you'll be Captain "Hey! Remember that time you shat yourself?".

    Awesome: The Acceptability of Lunchtime Farting Contests

    Depending on your place of work, this may not apply, but for the most part, competing with your peers for who can do the best fart (and, by extension, who can discover the best position into which you can manoeuvre your legs and anus to create the most cacophonic flatulence possible) is unacceptable. But at school, this sort of behaviour was perfectly normal, if normally confined to the far end of the school field.

    Shit: Having to Swear in Stealth

    Swearing too much is the sole preserve of the chav, but everyone knows that a well-executed expletive can be enormously entertaining. At school, swearing was enough to get you a detention (though in my experience, these days kids swear so much it's generally ignored by teachers) and at home it was enough to get you a good hiding/grounding. Now, as grown adults, you can call each other cocks with gay abandon.

    Awesome: Sleepovers

    You can have sleepovers when you're older, but your friends tend to have their own house, and sleeping in their bedroom is generally frowned upon. But back in childhood and even into teenagerdom, sleepovers were a big deal. My favourite sleepover came after one of our exam results days, when my friend Woody "invented" the phenomenon of Emperor Farts, which simply involves quoting one of the Emperor's lines from Star Wars, then farting. It's funnier if you see it actually happening.

    Shit: Subculture Segregation

    Okay, this still happens when you're older, but it's particularly pronounced in school. Geeks don't talk to the cool kids. Cool kids don't talk to musicians, who are a different kind of cool, unless they're in the orchestra, in which case they're kind of a geek. Goths don't talk to anyone. Chavs talk to everyone but usually to start a fight. And everyone stays in their own little clique. Grow up a bit and you'll find yourself blending with a much more diverse band of people, particularly if you work somewhere like an Apple Store.

    Awesome: Kids' TV

    Kids' TV in the 80s and 90s was, as the rose-tinted spectacles will have it, awesome. A lot of it, to its credit, is still funny today, and entertaining for kids and adults alike. Contrast with the bullshit on kids' TV today… and you end up sounding like an old man. But hey.

    Shit: Constraints

    As a kid, you had to be home by a certain time, eating at a certain time, in bed by a certain time. As a grownup you can generally do what the fuck you please, so long as you either haven't made dinner plans with a hot date, or don't mind pissing off your hot date.

    Awesome: Simple Pleasures

    As a kid, you can find entertainment and enjoyment in the simplest things. Parents get a new car? Get taken out for a ride in it! Found a box of old clothes? Play dress-up! Got some Lego? Make something awesome without the first thing that enters your mind being a three-dimensional blocky phallus! The possibilities are endless, and you don't even need money for most things.

    So basically, being a kid was pretty awesome and shit at the same time, just like being an adult. The key, then, is to find a way to balance out the awesome and shit parts of both.

    So, who's up for a lunchtime farting competition?

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    #oneaday Day 135: Patience is a Virtue https://imnotdoctorwho.moegamer.net/2011/05/15/oneaday-day-135-patience-is-a-virtue/ https://imnotdoctorwho.moegamer.net/2011/05/15/oneaday-day-135-patience-is-a-virtue/#comments Sun, 15 May 2011 22:32:17 +0000 http://angryjedi.wordpress.com/?p=2557 I've often been complimented on what is possibly my best virtue — my patience. I've developed this over many long and arduous years, and I attribute my possession of it as a virtue to two things in particular: video games and music. Music's contribution is obviously (possibly) from the amount of practice necessary to get … Continue reading #oneaday Day 135: Patience is a Virtue

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    I've often been complimented on what is possibly my best virtue — my patience. I've developed this over many long and arduous years, and I attribute my possession of it as a virtue to two things in particular: video games and music.

    Music's contribution is obviously (possibly) from the amount of practice necessary to get to a good stage with your instrument playing, composition, singing or whatever. While I don't do as much practice as I did when I was growing up — no exams or anything to aim for at the moment, for one thing — I can still sit down and actually work on something until I get it right if necessary. Sure, it might be frustrating for anyone sitting nearby to listen to the same few bars over and over at gradually-increasing tempi, but that's why God invented electric pianos and headphones.

    Video games' contribution is, interestingly, almost the exact same reason — practice. I was playing my evergreen favourite game Trackmania United earlier today and it occurred to me that I was quite happy to sit there and repeatedly attempt each level until I got a result with which I was satisfied. It helps, of course, that Trackmania carries little to no penalty to failure, much like the notorious Super Meat Boy. Hit the "restart" button and, unlike many racing games out there, you're immediately back on the start line, ready to go. The fact it's so easy to restart and try again makes the whole thing a lot more conducive to repeated attempts. And the more repeated attempts you make without your head exploding or a string of expletives erupting forth from your mouth, the more your patience builds up.

    Patience has come in useful in many life situations. When I worked as a teacher, I had to make use of it pretty much every day as the more unpleasant children out there have a habit of trying to "push" their teachers as far as possible until they snap. Sure, I did "snap" once or twice, including the time that drove me out of secondary teaching for good and left me on sick leave for over six weeks — I'm only human, after all — but for the most part, I managed to maintain composure even in the face of extreme adversity — including one time when a 14-year old kid threatened to knife me because I'd asked him (politely) to stop talking. Nice, huh?

    It's not just teaching where patience comes in useful, though. Waiting in a post office queue is a situation that practically demands patience (and judging by the amount of tutting and sighing that generally goes on in such a queue, not many people have taken the time to hone their skills) and so is attempting to explain to an elderly person how to use a computer. And there are many more situations in which it becomes useful. Mostly, though, if you're patient about things, when the thing you've been patiently waiting for finally comes along, it's worth the wait because you haven't got yourself all wound up beforehand.

    So chill out, relax, have a juice. That thing you're waiting for is just around the corner. (Unless it's a taxi, in which case you all know what "just around the corner" really means.)

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    #oneaday Day 134: Eurovision https://imnotdoctorwho.moegamer.net/2011/05/14/oneaday-day-134-eurovision/ https://imnotdoctorwho.moegamer.net/2011/05/14/oneaday-day-134-eurovision/#respond Sat, 14 May 2011 22:07:16 +0000 http://angryjedi.wordpress.com/?p=2554 I'd say "sorry for the late entry", but looking at the clock it's somehow only 11pm and yet my pissed-up state makes it feel a great deal later, and that going to bed and sleep would be a Very Good Idea right now. In fact, I'd already gone to bed before I realised I hadn't … Continue reading #oneaday Day 134: Eurovision

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    I'd say "sorry for the late entry", but looking at the clock it's somehow only 11pm and yet my pissed-up state makes it feel a great deal later, and that going to bed and sleep would be a Very Good Idea right now. In fact, I'd already gone to bed before I realised I hadn't written today's entry, and promptly leapt out of bed to sort out that situation forthwith. Fortunately, my awesome girlfriend Andie has already succumbed to the lure of sleep, so she probably won't notice that I snuck off to write this, at least until tomorrow morning, when she might read it.

    The reason I'm so pissed-up is because of the Eurovision song contest. It's been some time since I last watched it, but as I recall, the last few times I watched it also involved a great deal of drinking, even without the use of The Eurovision Drinking Game, the rules of which seem to vary from social group to social group.

    Tonight's rules involved drinking whenever you saw someone (not necessarily a lead singer) who was "hot", any time there was a key change (disappointingly infrequent this year) and, as the evening proceeded, a variety of other criteria, including light-up outfits and "if you felt like it".

    As I say, it's been a while since I watched Eurovision and the songs on display this year seemed disappointingly short of the usual cheesy nonsense and skirt-ripping usually on display. France, in particular, seemed to be taking the whole thing very seriously, with a quasi-operatic number that seemed completely out of place. I hasten to add we've turned it off before all the voting is over — mostly because the voting goes on for hours and hours and hours but at least partly because of the amount of vodka and Tizer (classy) that has been consumed throughout the course of the evening.

    Jedward were on fine form representing Ireland, exhibiting a song which required them to do little more than shout a bit whilst dressed as homosexual space marines while their backing singers did 95% of the work. The UK's entry Blue was rather weak, with some dodgy tuning issues in the solo singing, but some nice harmonies. As usual, there were conspiracy theories about the UK entry's mixing making it appear worse than it was, which I feel is missing the point somewhat — however much we used to enjoy dancing to Blue in Kaos "back in the day", they were never that good really, were they?

    Germany's entry was notable for featuring a spectacularly hot lead singer (the same one as last year, I believe, not that I watched it last year) and a song that was actually quite listenable and a bit Portishead-ish. The fact it was quite listenable, however, meant that it was completely inappropriate for Eurovision.

    In fact, the whole thing was disappointingly light on eccentricity this year — there was no Norwegian death metal, and only one group featured a unicycle. Maybe next year it'll get back on track.

    Also, it's not the same without Wogan.

    Anyway. I'm off my face (and surprisingly coherent despite this) so I'm off to bed now. Good night.

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    #oneaday 133: This Beat is Spidertronic https://imnotdoctorwho.moegamer.net/2011/05/13/oneaday-133-this-beat-is-spidertronic/ https://imnotdoctorwho.moegamer.net/2011/05/13/oneaday-133-this-beat-is-spidertronic/#comments Fri, 13 May 2011 22:22:20 +0000 http://angryjedi.wordpress.com/?p=2551 I hate spiders. Although I don't hate them as much as when I was little, when the slightest hint of a spider (or indeed a piece of fluff that looked a bit like a spider, or anything with more than two legs that was smaller than a cat) terrified me to such a degree that … Continue reading #oneaday 133: This Beat is Spidertronic

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    I hate spiders. Although I don't hate them as much as when I was little, when the slightest hint of a spider (or indeed a piece of fluff that looked a bit like a spider, or anything with more than two legs that was smaller than a cat) terrified me to such a degree that I always had to go and get someone to help sort it out. And I'd practically shit myself if there was ever one in the bath, because bath spiders are always 1) huge and 2) ninja stealth masters.

    I'm better now. I still don't like the big ones (especially the ones that are so big you can see the hairs on their legs) but little ones are no problem. I have no qualms in hoovering them up or indeed going mano a mano with them armed only with a piece of toilet paper and some squeezy fingers.

    Of course, the pacifists and spider rights people would say I don't have to kill them, but if I didn't kill them, they'd come and crawl over me and bite me. (I've never been bitten by a spider. But it would just take once to make all those childhood fears justified.) Perhaps they're just being friendly when they come and crawl on you. But I'm not willing to risk that. If I see a spider and it's someplace where it might a) fall on me b) crawl on me or c) fall onto something near me, it has to go — preferably into a Hoover.

    Why are spiders scary, though? Is it the fact they have far too many legs? Possibly. Is it the fact they're unpredictable and prone to sitting still for hours at a time then suddenly springing into action when provoked? Perhaps. Is it their colour? So you're saying black things are scary? You racist.

    Perhaps there isn't a reason. Phobias are generally pretty irrational, after all. The statistical likelihood of being bitten by a spider is probably pretty slim, unless you — ouch!

    Just kidding. I haven't really been bitten by a spider. To my knowledge, there are no spiders in this room at this time (though writing that sentence has, of course, made me paranoid) so I'm safe. There is one of those weird semi-transparent ones hanging in the bathroom, though, which may have to be destroyed at some point in the very near future, just in case it invites its big hairy friends over for a party.

    So anyway. Spiders can sod off back down the plughole. They can spin all the pretty dew-covered webs they like in the garden, so long as they don't scuttle across my floor while I'm watching a scary movie or playing Silent Hill.

    Now if you'll excuse me, I have a lovely girlfriend sitting in my room playing Katamari who needs some attention. Good night. Don't let the spiders bite.

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    #oneaday Day 132: Sleep Tight https://imnotdoctorwho.moegamer.net/2011/05/12/oneaday-day-132-sleep-tight/ https://imnotdoctorwho.moegamer.net/2011/05/12/oneaday-day-132-sleep-tight/#respond Thu, 12 May 2011 22:09:35 +0000 http://angryjedi.wordpress.com/?p=2548 (Aside: "Sleep tight"? What the hell does that mean? For one, it implies you can somehow "sleep loose", which sounds suspiciously like bollocks to me. But I digress.) Sleeping's a strange thing, really, isn't it? It's something natural and instinctive — so much so that it's pretty much impossible to explain to someone how to … Continue reading #oneaday Day 132: Sleep Tight

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    (Aside: "Sleep tight"? What the hell does that mean? For one, it implies you can somehow "sleep loose", which sounds suspiciously like bollocks to me. But I digress.)

    Sleeping's a strange thing, really, isn't it? It's something natural and instinctive — so much so that it's pretty much impossible to explain to someone how to do it. I know I can't. I know that I can't even explain it to myself, and the more you think about trying to get to sleep, the less able you are to actually do it. "Trying to sleep" becomes "lying in a dark room with your eyes shut trying not to think about anything and failing".

    Because that's impossible. You can't think about nothing. It's actually impossible. There is no way you can completely clear your mind of absolutely everything, because even if you're picturing darkness or a black wall or something, you're still picturing something, not nothing. And your consciousness of the fact that you're not clearing your mind, the fact that you're thinking of something, not nothing, that makes things worse.

    It gets even worse when it's late and you know that you actually need to get to sleep otherwise the following day is going to be hellish, especially if you have to get up early. Not only do you have the pressure of trying to clear your mind and get to sleep (and inevitably failing) but you also end up opening your eyes every so often just to check how much time you're wasting when you could spend it sleeping.

    Then you realise your phone's by your bed, so you figure a quick round of Bejeweled Blitz/couple of levels of Angry Birds/few weeks on Game Dev Story/couple of attempts at Tiny Wings/an episode of Cause of Death is just what you need to make you drop off. And so you play for a bit, and your eyes get heavy, but then you figure "what if someone's said something interesting or exciting on Twitter?" so you check that, then look at your emails, then possibly send an email or two to people you've been meaning to email for ages but never remember to in the daytime. By now, your brain is full of words and jumping birds and Special Agent Natara Williams and so there's no hope of you getting to sleep any time soon, so you go and get yourself a drink and/or a sandwich and/or a jammy dodger and then repeat the whole process over and over again.

    I envy those people who can just keel over in pretty much any context and start happily snoring away. Clearly I need to sleep in a sensory deprivation chamber approximately three miles away from my phone and any other electronic equipment.

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    #oneaday Day 131: Thoughts on Star Raiders https://imnotdoctorwho.moegamer.net/2011/05/12/oneaday-day-131-thoughts-on-star-raiders/ https://imnotdoctorwho.moegamer.net/2011/05/12/oneaday-day-131-thoughts-on-star-raiders/#respond Thu, 12 May 2011 00:17:37 +0000 http://angryjedi.wordpress.com/?p=2543 1979's Star Raiders and its 1986 sequel are, to me, two of the most memorable games I've ever played. The original Star Raiders was notable for being a pretty convincing simulation of what it might like to be to fly a spaceship and defend a galaxy that absolutely, 100% wasn't ripped off from Battlestar Galactica, oh no, … Continue reading #oneaday Day 131: Thoughts on Star Raiders

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    1979's Star Raiders and its 1986 sequel are, to me, two of the most memorable games I've ever played. The original Star Raiders was notable for being a pretty convincing simulation of what it might like to be to fly a spaceship and defend a galaxy that absolutely, 100% wasn't ripped off from Battlestar Galactica, oh no, from the "Zylons". Sure, it had crude graphics and sound, but its interesting blend of spaceflight, combat and light strategic elements made it a compelling example of early gaming that is actually still perfectly playable today, unlike many other retro "classics". It also taught me what "red alert" meant long before I ever saw my first Star Trek episode.

    Its sequel upped the ante with better graphics, a wider variety of foes to battle against and more things to do than just fly around and shoot Zylons in space — you got to orbit planets, take on motherships, bomb bases and all sorts of things.

    Now, some 25 years after the last Star Raiders game made an appearance, we have a brand new one for both Xbox 360 and Windows (and, if Sony ever gets PSN up and running again, PS3.)

    I will preface this by saying that if you are thinking about playing this game on a console, just don't, all right? If you never played Wing Commander III on PlayStation 1, you've never known the horror of having too many controls and not enough buttons on your joypad. Hint to developers: if you need to include a "shift" button in your joypad-based control scheme, you may wish to rethink it somewhat.

    Try it on a PC with a proper Giger alien-penis joystick and some not-inconsiderable control redefining, though? Now that's more like it. What we have here is a relatively simplistic space game that, unlike many recent examples, remembers that space is three-dimensional, and that it is, in fact, possible to "loop the loop" in space, along with go up and down, turn left and right and roll around your axis.

    A good start. Add a transforming ship to that mix and you have some interesting possibilities. Your all-new Star Raiders ship (called, inexplicably, "Jasper") can transform between "Attack" (constant forward movement, high top speed, poor turning, guns and missiles), "Assault" (mech-like move-and-strafe, lower top speed, excellent turning, guns and heavy laser beam) and "Turret" (rapid aiming, snail's pace movement, super-powerful heavy weapons) modes. When I first started playing, I wondered why you'd ever want to switch out of "Attack" mode, until I realised that I was spending an awfully long time chasing down Zylon fighters that were more manoeuvrable than me. So I switched to "Assault" mode and found that I could kill them rather more easily. And "Turret" mode came in handy for dealing with capital ships.

    The first few missions were a bit samey, despite claiming to be "recon" and "combat" missions — they all seemed to involve "destroy [x] number of Zylon fighters", possibly against a time limit. But then the fourth "story" mission came along, which tasks you with finding a piece of a secret weapon that will help you deal with a Zylon secret weapon. Said piece of secret weapon is stashed somewhere in an asteroid. And this asteroid is pretty big. So big that when you're flying over its surface, you'd be forgiven for thinking you were conducting a planetside mission. Not only that, but part of the mission involves going inside the asteroid, at which point switching to Assault mode effectively turns the game into Descent, which is awesome. I'll ignore, for now, the fact that the game crashed on me at this point just as I was about to finish that mission.

    I wasn't sure what to think of Star Raiders when I first started playing it. Then I looked at the clock and realised I'd been playing for nearly two hours. So something must be right somewhere. It's clearly not the original game in any shape or form — the "galactic map" interface in the game is a glorified mission select screen rather than the strategic overview of the original — but what it does offer is a good, fun, if simplistic space combat game with some nice ideas and a horrendously poor control scheme on console.

    At £6.99, though, you can probably afford to take a chance on it, though, right?

    Oh, if you're interested, then…

    Old:

    New (previously-mentioned Descent bit):

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    #oneaday Day 130: Cats are Awesome https://imnotdoctorwho.moegamer.net/2011/05/10/oneaday-day-130-cats-are-awesome/ https://imnotdoctorwho.moegamer.net/2011/05/10/oneaday-day-130-cats-are-awesome/#comments Tue, 10 May 2011 21:55:45 +0000 http://angryjedi.wordpress.com/?p=2539 I could write about the whole Brink flame war, but I already did that professionally earlier, so I won't go over the same ground. Instead, I thought I'd write about why cats are awesome. This is inspired by the visit I had today from one of next door's cats, who is the very best example I've … Continue reading #oneaday Day 130: Cats are Awesome

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    I could write about the whole Brink flame war, but I already did that professionally earlier, so I won't go over the same ground.

    Instead, I thought I'd write about why cats are awesome.

    This is inspired by the visit I had today from one of next door's cats, who is the very best example I've ever seen of a curious cat. She came in, demanded a bit of attention (which she got, as I have a genetic condition which means I cannot walk past any cat without at least attempting to pet it) and then proceeded to explore the house. She started upstairs, where she climbed onto my desk, wandered around behind my computer and then trod all over my keyboard while I was trying to send an email. She then looked very tempted to leap out of the window, but I encouraged her not to.

    Next, she paid a visit to the lounge, where the piano is. Despite my polite requests for her not to, she jumped onto the piano and looked curiously into the inner workings. The lid was down, I hasten to add, and there clearly wasn't space for a cat.

    Except there was. She managed to squeeze herself into the gap under the lid and disappear completely, the only evidence that she was there at all the sound of the bass strings vibrating slightly. Then a little head poked out as she attempted to extricate herself with some difficulty. I could have put the lid up for her, but she got herself into the situation she was in so she was damn well going to get herself out again.

    You don't often think of animals as having "personalities" but cats very much do. The two cats who used to live in the family home (one after the other, not together, as neither were that fond of other feline company) both had distinct personalities, with Penny, our first cat, being all but convinced she was human and our family doing nothing to dissuade her, even inviting her to have Christmas dinner at the dining table on more than one occasion — and invitation she graciously accepted. Our next cat Kitty, on the other hand, was a bit dim but very affectionate, and made it her mission to make even self-professed cat-haters like her.

    I know dogs have personalities too. But they need walking and they poo in the street and are rubbish at entertaining themselves, whereas cats are quite happy sleeping all day, stealing cheese and sunning themselves in the garden, with human interaction only coming when they feel like it, thank you very much.

    So yes — given the choice and opportunity to have my own pet? Cats all the way, clearly.

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    #oneaday Day 129: Professionalism Is https://imnotdoctorwho.moegamer.net/2011/05/09/oneaday-day-129-professionalism-is/ https://imnotdoctorwho.moegamer.net/2011/05/09/oneaday-day-129-professionalism-is/#comments Mon, 09 May 2011 21:47:51 +0000 http://angryjedi.wordpress.com/?p=2535 Skills are a funny thing. Unlike in the world of roleplaying games, it's extremely difficult to quantify skills. Sure, you can go and get yourself a qualification, but it's not a simple case of repeatedly doing the same thing over and over again until a chime sounds and the words "LEVEL UP!" appear over your … Continue reading #oneaday Day 129: Professionalism Is

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    Skills are a funny thing. Unlike in the world of roleplaying games, it's extremely difficult to quantify skills. Sure, you can go and get yourself a qualification, but it's not a simple case of repeatedly doing the same thing over and over again until a chime sounds and the words "LEVEL UP!" appear over your head. (Unfortunately. Because that would have made assessing learning in the classroom a whole lot easier.)

    No, the vast majority of skills that you (well, I) have are not quantifiable in any sense. I can write — well — but that's difficult to prove except with, well, writing. I can't point to a character sheet and say "Look! 85 skill points in writing!" when applying for a job. I can just say things along the lines of "I'm excellent at writing" and "I have a strong attention to detail and think people who use the wrong 'your' should be abused with sledgehammers" or the like. I can also correct typos without too many people noticing.

    It's even worse with IT skills. I can use computers, and I have a knack for being able to find creative solutions to problems if something's behaving strangely. When putting my new PC together the other day, I found myself frustrated with the woeful instructions that came with it and just worked things out for myself. Sure, it took me a little while to figure out that you can actually unscrew and take out 3.5" drive bays in order to fit a hard drive in them — I thought it was a bit stupid to expect Eugene Victor Tooms levels of contortion just to screw in a storage device — but I got there in the end. (Also, bonus points if you know the reference.) However, the ability to "find things out" isn't quantifiable in any way, and short of someone plonking me down in front of a broken computer and saying "fix it!" there's no way I can prove that I'm "good with computers".

    I guess this is where all those lessons you had in Persuasive Writing back in school come in handy. It's up to you to convince people that you are The Right Person for the Job by using suitably flowery language and/or carefully referencing things you know about the person in question. And it doesn't always work, as my year's worth of "we have decided to pursue another candidate" emails and letters will attest.

    But oh well. Some good has come of my skills and abilities — I'm writing for sites I like on a freelance basis, and that in itself is giving me a sizeable portfolio of experience that I can point at should I find myself in the running for a full-time position somewhere. While it may not be a character sheet with 85 skill points in the Writing skill, it's the next best thing.

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    #oneaday Day 128: That's Not Very PC https://imnotdoctorwho.moegamer.net/2011/05/08/oneaday-day-128-thats-not-very-pc/ https://imnotdoctorwho.moegamer.net/2011/05/08/oneaday-day-128-thats-not-very-pc/#comments Sun, 08 May 2011 20:35:01 +0000 http://angryjedi.wordpress.com/?p=2532 I just bought a new PC. Well, technically, I bought a case with a motherboard, processor, RAM and PSU pre-installed along with a graphics card, the wrong wireless adapter, a hard drive, a DVD drive and a few other little bits and pieces. Technically speaking, it cost a lot of money that I don't really … Continue reading #oneaday Day 128: That's Not Very PC

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    I just bought a new PC. Well, technically, I bought a case with a motherboard, processor, RAM and PSU pre-installed along with a graphics card, the wrong wireless adapter, a hard drive, a DVD drive and a few other little bits and pieces. Technically speaking, it cost a lot of money that I don't really have, but while I can at least "sort of" afford it (that's the closest I'm going to get for a while) I figured I'd take the plunge as a birthday treat to myself.

    I have it hooked up to my HDTV and it looks glorious at 1080p. Naturally, the first thing I did was download a bunch of stuff from my Steam account that used to run like ass on my Mac and see how well it works on the new machine. Here are my findings so far:

    • Mass Effect – Silky smooth, character models are blurrier than I remember from the Xbox version, but the gorgeous framerate makes up for that.
    • The Witcher – Super-sexy hi-res, though the frame rate chugs a bit if there's a fancy magical effect taking up a lot of the screen. It otherwise looks great, though.
    • Crysis – Bought for £2.50 in the EA sale the other day even though I have been fairly anti-Crysis in the past — granted, I haven't played it and was ready to dismiss it as a shooter. But by God that game looks fantastic. Am actually intrigued to play it, too — it seems to be rather different from your typical corridor shooter.
    • Left 4 Dead 2 – Silky-smooth. Hi-res. Actually playable rather than borderline unplayable.
    • Borderlands – My God why did I ever play this on a console? (Although the PC interface is a bit crap in the menus.)
    • Magicka – actually runs and looks like fun. Bit juddery at times though I think that is more down to its questionable programming than performance issues.
    • TrackMania United – Looks great on a 40" HDTV and is just as fun as ever. Looking forward to TrackMania 2 now.
    • Amnesia: The Dark Descent – Had a copy of this for ages, just started. Looks utterly terrifying. Looking forward to it.

    So. Looking forward to playing some games the way they are meant to be played. And of course, if any of you want to add me on Steam, you can feel free — Steam community username is, as always, "angryjedi". Say hey and feel free to send me a message or send me an invite to a game.

    Now I'm off to go and shit my pants at Amnesia. See you in the morning. Maybe.

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    #oneaday Day 127: You Checked In https://imnotdoctorwho.moegamer.net/2011/05/07/oneaday-day-127-you-checked-in/ https://imnotdoctorwho.moegamer.net/2011/05/07/oneaday-day-127-you-checked-in/#respond Sat, 07 May 2011 12:44:12 +0000 http://angryjedi.wordpress.com/?p=2528 Gamification pervades our mobile, Internet-connected society. The concept has been around a lot longer than the buzzword, of course, but it's in recent years that it's really taken off thanks to all manner of applications that while in practice are mostly pointless, somehow manage to be fun. I guess that's part of the point. Take … Continue reading #oneaday Day 127: You Checked In

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    Gamification pervades our mobile, Internet-connected society. The concept has been around a lot longer than the buzzword, of course, but it's in recent years that it's really taken off thanks to all manner of applications that while in practice are mostly pointless, somehow manage to be fun. I guess that's part of the point.

    Take Foursquare, for example, primarily a service to do two things: to tell people where you are, and to find things that are nearby. But add in points, leaderboards and collectible badges and somehow it becomes an incentive to get out and about and explore places. Same with rival app Gowalla, which has a whole other set of things to collect.

    When the whole "check-in" craze first started, it looked like it was primarily going to be a location-based service. But no — services like GetGlue popped up, allowing people to check in to the entertainment they were enjoying as well as discuss it with others and find out new things that they like.

    Whatever you think about the applications and their uses themselves, all of them contribute to building up a large, mostly user-generated database of Interesting Things, whether those things are places, pieces of entertainment, beers or whatever else you can check in to these days. Would people take the time to put these collaborative databases together if they didn't feel like they were being "rewarded" for it?

    Well, perhaps. Look at Wikipedia — that represents a repository of a considerable amount of human knowledge on topics both important and utterly asinine. There's no experience levels, badges or anything else there, just the contributors' knowledge that they have helped with a worldwide effort to collect humanity's knowledge.

    What the "gamification" side of things adds, though, is enough incentive for lazy people to take part. People who write and edit Wikipedia entries are, in all likelihood, interested in their topic enough to be able to write at length about it — not to mention putting up with the seemingly-endless community criticism. Someone who checks into a Foursquare venue and leaves a tip saying "try the beef curry, it's fantastic and only costs four quid on Tuesdays" is helping out other people who may be stopping by the same beef curry-selling establishment and also feels like they're having a bit of fun while doing it.

    Perhaps the education sector should take note. There's already an element of gamification in schools, what with marks and grades and so on, but perhaps children would be more engaged with things like reading if there was more of a game-like "incentive" for them to get on with it? Perhaps schools should set up their own GetGlue-style social network to allow kids to check in to what they are doing and earn "rewards" for things like reading books, completing homework and the like.

    Okay. You shouldn't need that sort of thing to get kids engaged — but having worked as a teacher, it's clear that something should be done to get kids interested rather than apathetic. Perhaps gamification is the way forward for education?

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    #oneaday Day 126: Bleurgh https://imnotdoctorwho.moegamer.net/2011/05/06/oneaday-day-126-bleurgh/ https://imnotdoctorwho.moegamer.net/2011/05/06/oneaday-day-126-bleurgh/#comments Fri, 06 May 2011 21:31:58 +0000 http://angryjedi.wordpress.com/?p=2525 Being ill is rubbish. There is no kind of being actually, genuinely ill that is good, whether you've got a bit of a cold or your cock has just dropped off from leprosy. (And don't even think about correcting me about bits dropping off from leprosy. I don't care because I'm ill and therefore grumpy.) … Continue reading #oneaday Day 126: Bleurgh

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    Being ill is rubbish. There is no kind of being actually, genuinely ill that is good, whether you've got a bit of a cold or your cock has just dropped off from leprosy. (And don't even think about correcting me about bits dropping off from leprosy. I don't care because I'm ill and therefore grumpy.)

    I'm not talking about pulling a sickie. No, that's always awesome if you get away with it. That phone call in the morning, the exaggerated coughs and tired-sounding voice, perhaps flushing the toilet to imply you've just been vomiting and/or pooing or, in the case of truly serious cases of fake illness, getting someone to phone on your behalf because you're "too sick to come to the phone" or you've "lost your voice".

    No. I'm not talking about that.

    Specifically, at the moment, I'm talking about the kind of being ill which just lingers a bit like a bad smell (sometimes literally) but doesn't actually incapacitate you completely. This is one of the most frustrating kinds of mild illness (I say "mild" because I imagine having cancer or AIDS is probably a lot more frustrating than almost anything in the universe) because you feel like you should be doing things, and that you're being lame for just wanting to snuggle up under a blanket and watch Battlestar Galactica* all day. But then your body promptly corrects you the second you try to do anything by reminding you that — surprise! — you're full of snot and therefore can't breathe or do anything without gasping for breath, mouth-breathing or doing old-man grunts.

    This is, of course, rubbish. It's doubly rubbish if you're by yourself and have no-one to moan and complain at and look pathetic and hope they bring you chicken soup and bacon sandwiches and mop your fevered brow with a cold flannel or whatever it is that people do for an ill partner. Although the temptation to milk it somewhat if said partner is present is always there. "Oh! I ache so much! I feel like I'm going to die! The only thing that could possibly save me is a packet of crisps and a big cup of coffee! Who will save me from a fate worse than death?"

    I'm actually not that bad, really, though I woke up feeling like a newly-reanimated corpse this morning, and my throat has spent the day feeling like I swallowed a tennis ball made of sandpaper. I was all set to go away this weekend, but have decided for the sake of my mildly ill self to give it a miss and try and recover a bit. Hopefully that will work, so I don't have to proceed through the following week in similar misery and mild illness.

    For now, I feel it's time for Lemsip and Soothers. G'night.

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    #oneaday Day 125: He's Having an Episode https://imnotdoctorwho.moegamer.net/2011/05/05/oneaday-day-125-hes-having-an-episode/ https://imnotdoctorwho.moegamer.net/2011/05/05/oneaday-day-125-hes-having-an-episode/#respond Thu, 05 May 2011 23:53:24 +0000 http://angryjedi.wordpress.com/?p=2519 Episodic gaming is, for many publishers, the "holy grail" of digital distribution. If they can figure out a way to hook a player in and keep them interested in their piece of interactive entertainment, there's no reason why it shouldn't keep going and going and going until people lose interest — like a TV show. … Continue reading #oneaday Day 125: He's Having an Episode

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    Episodic gaming is, for many publishers, the "holy grail" of digital distribution. If they can figure out a way to hook a player in and keep them interested in their piece of interactive entertainment, there's no reason why it shouldn't keep going and going and going until people lose interest — like a TV show.

    But the trouble is, a lot of developers have great difficulty releasing episodic content in a timely manner. Valve are obviously right out with their years elapsed between Half-Life 2 episodes and the conspicuous lack of Episode Three. Telltale are closer, with their monthly episode, but it's still not quite the same as a TV show.

    Oddly enough, the games that have pretty much got it spot on are two games buried deep in the heart of the App Store that you'll probably never pay any attention to. But I'm here to tell you that if you're the slightest bit interested in exploring a bold experiment in episodic interactive content, then you really, really need to try out Cause of Death and Surviving High School, two games built around the same basic visual novel-style engine but which manage to be very different from one another.

    Cause of Death is a full-on interactive detective show. It's presented very simply with static backdrops, text narration and character portraits, but it works extremely well thanks to the attractive artwork, well-written (if overly-peppered with exclamation marks) dialogue, strong characters and excellent music. It's also interesting in that you regularly switch between different characters — including the victims of crimes, which is an interesting approach. Gameplay is extremely simple, consisting of reading text and occasionally making choices, some of which are against a time limit (and for some of which the correct option is to not make a decision) and acquiring "Detective Score". Acquiring enough points in each chapter unlocks bonus scenes, so there's plenty of incentive to do your best.

    Surviving High School, on the other hand, is very different, despite using the same game engine. It's more of a social/dating sim, based around a character you name and choose the appearance of yourself. There's a lot more "branching" to the story depending on who you talk to, who you choose to date and decisions you make. And there's a lot more minigames which would be pretty cheesy in a computer-based adventure game (wordsearches, pop quizzes, that sort of thing) but work extremely well on the iPhone's touchscreen. Again, it's written with some very appealing (if stereotypical) characters who all have a story to tell. Plenty of replay value, too, as decisions you make mean that you'll see certain scenes and not others.

    But that's the game you download. The really interesting thing comes in the episodic content. The app you download is "Season One" of the respective game, which tells a complete story and is a satisfying experience in itself. Beyond that, though, there's a new episode that "airs" every week and can be downloaded for free while it's available. And past episodes are available "on demand" for a fee — in the case of Cause of Death, you can buy the whole of Season Two for under two quid and it's then 59p per pair of episodes after that. Haven't checked Surviving High School yet but it's probably something similar.

    This, right here, is the correct way to do it. Weekly updates mean that people will stay engaged with the game, especially as they're free while they're "airing". Episodes on demand allow the developers to make some money from the games, which can then be ploughed back into development of further episodes or new titles. And because the tech of the games is so simple, it probably doesn't cost that much to make new episodes — meaning both games are probably nice little money-spinners for EA.

    Regardless of how much money EA is making off them, though, they're both excellent titles for fans of the visual novel style of gameplay, and I will certainly be exploring the further episodes in more detail. Both games have free, ad-supported versions available (and they're only 59p each for ad-free versions, so they don't exactly break the bank) so why not check them out?

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    #oneaday Day 124: Landmark https://imnotdoctorwho.moegamer.net/2011/05/04/oneaday-day-124-landmark/ https://imnotdoctorwho.moegamer.net/2011/05/04/oneaday-day-124-landmark/#respond Wed, 04 May 2011 22:50:37 +0000 http://angryjedi.wordpress.com/?p=2512 It's quite amazing what you find right under your own nose sometime. No, I'm not talking about that disgusting green mucous that dribbled forth from your nostrils when you had that really hot chilli earlier. I'm talking about the cool stuff in the place where you live — or in the places near where you … Continue reading #oneaday Day 124: Landmark

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    It's quite amazing what you find right under your own nose sometime. No, I'm not talking about that disgusting green mucous that dribbled forth from your nostrils when you had that really hot chilli earlier. I'm talking about the cool stuff in the place where you live — or in the places near where you live — that you completely ignore because, well, they're right there and therefore you take them for granted.

    I'm specifically referring to London which, if you're paying attention, you'll know I'm currently sitting in. London is full of Awesome Stuff, yet if you work here, or spend most of your visits to our nation's illustrious capital hunting down job interviews, yelling into a mobile phone or attempting to cross the entire city without leaving a Pret A Manger for more than two minutes then you probably won't notice them.

    I went to the Tower of London today. Yes, the one with the ravens and the executions and all that stuff. It's an impressive structure, and properly interesting to wander around inside, if only because it's a very old castle that is pretty much completely intact, although they don't chop people's heads off there any more. The Crown Jewels are pretty impressive, too — very sparkly, though a bit too bling for everyday wear, to be honest. And the coronation robe looks a bit like a pair of curtains.

    The guided tour around the place — a thing I normally hate with a passion, as you inevitably get stuck behind a sweaty German tourist who is sixteen feet taller than you, has a chronic flatulence problem and no sense of personal space — was highly entertaining thanks to the Yeoman's sense of humour and entertaining mannerisms. He made the stories about various people having their heads chopped off interesting, and gave some interesting context to the relics and antiquities on display in the museumy parts of the tower.

    From the equipment on display, we can conjecture that all previous Kings of England were tanking classes, thanks to their heavy plate armour, though many later monarchs favoured the flintlock pistol, including one absolutely massive one that must have been about eight feet long, thereby disqualifying itself from the "pistol" category somewhat.

    Interestingly, there was also a P-90 "Personal Defense Weapon", last seen in GoldenEye 007 on the Nintendo 64 — and in StarGate, apparently. Oh, and a gold-plated sub-machine gun. And a jewel-encrusted pistol that was actually a working thing, confiscated by the police. Kind of awesome, even if it did actually kill someone.

    So anyway, this rambling does have a point: if you live somewhere with something awesome (or near somewhere with something awesome) then for God's sake go and visit it. It's famous for a reason.

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    #oneaday Day 123: Going Underground https://imnotdoctorwho.moegamer.net/2011/05/03/oneaday-day-123-going-underground/ https://imnotdoctorwho.moegamer.net/2011/05/03/oneaday-day-123-going-underground/#respond Tue, 03 May 2011 21:14:49 +0000 http://angryjedi.wordpress.com/?p=2509 The London Underground is, like most subterranean metro systems, something of a mixed blessing. It allows you to quickly and easily traverse London without having to take your own life into your hands every time you cross a road, but sometimes I wonder if the very nature of the transport system makes it less efficient … Continue reading #oneaday Day 123: Going Underground

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    The London Underground is, like most subterranean metro systems, something of a mixed blessing. It allows you to quickly and easily traverse London without having to take your own life into your hands every time you cross a road, but sometimes I wonder if the very nature of the transport system makes it less efficient than it perhaps could be.

    Take my journey to where I am right now, for example. (In a hotel overlooking Tower Bridge.) I had to catch a Circle Line train from Kings Cross to get here. In order to get from the platform where my train arrived into Kings Cross to the platform where Circle Line trains departed from, I had to walk for a good 10-15 minutes, including up and down a few sets of stairs and through a labyrinthine series of corridors that the Minotaur would be proud of.

    It gets worse if you have to change lines somewhere. Not only do you have to walk all the way to the platform, you then have to get off and walk for another 10-15 minutes to get to the other line in the station, which is inevitably a very long distance away, somewhere deep in the bowels of the Earth.

    And then when you poke your head back out above ground, you realise that the fifteen stops you've taken have actually caused you to travel less than a mile, and that you can still see your starting point from where you are sitting right now.

    Despite all this, though, I kind of like travelling on the Underground. It presents a curious assault on the senses, the likes of which you don't get anywhere else. There's the smell, for one thing — and I'm not talking about the pissy scent of a tramp who has collapsed, possibly dead, somewhere in the station. I'm talking about that strange smell you get near the platforms. I have no idea what it is, and it's probably something unpleasant, but I kind of like it.

    Then there's the sound. Underground trains make great noises. From the vwwwwoooooooo they make when they're moving to the clackity-clack of running over bumpy bits in the track (fear my technical knowhow of how the rail systems of this country work) to the unnecessarily plummy voice of the automated announcement system, there's a great combination of sounds.

    Plus, if you ever get bored waiting for a train, you can always play the Which Rat Is Going To Get Electrocuted First game, the rules of which I probably don't need to explain.

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    #oneaday Day 122: Musical Theatre is Gay https://imnotdoctorwho.moegamer.net/2011/05/02/oneaday-day-122-musical-theatre-is-gay/ https://imnotdoctorwho.moegamer.net/2011/05/02/oneaday-day-122-musical-theatre-is-gay/#comments Mon, 02 May 2011 21:47:30 +0000 http://angryjedi.wordpress.com/?p=2505 I'd write about the fact Osama bin Laden is dead, but it's probably already been done to death from every possible angle, whether it's the morbid nature of the celebration of death, or the woefully ill-informed Facebook status updates that resulted from the event. It's a big deal, of course, but I'm not going to … Continue reading #oneaday Day 122: Musical Theatre is Gay

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    I'd write about the fact Osama bin Laden is dead, but it's probably already been done to death from every possible angle, whether it's the morbid nature of the celebration of death, or the woefully ill-informed Facebook status updates that resulted from the event. It's a big deal, of course, but I'm not going to write about it.

    No, I'm going to write about how gay musical theatre is. Your interpretation of what I mean by the word "gay" is entirely up to you, thereby absolving me of any responsibility for inappropriate usage.

    Anyway. Musical theatre. It's one of those things that despite myself I find myself liking a great deal — at least the good ones, anyway. And by "good ones", I mean ones with catchy tunes, preferably with some stupidly silly big chorus numbers that make a massive deal out of something relatively mundane, possibly with tap dancing.

    The reason I'm thinking about musical theatre is, of course, partly due to the fact that I saw Chicago at the weekend, and partly due to the fact that I spent most of my 3 hour drive home last night listening to the Spamalot soundtrack. These represent two polar opposites of the musical theatre spectrum — Chicago is pretty serious, though it does have elements of comedy, and is pretty abstract by virtue of the fact that there's no set, everyone female is dressed in lacy black lingerie throughout and everyone male is dressed in tight waistcoats, trousers and displaying rippling man-torsos. Spamalot, on the other hand, I haven't seen, but the soundtrack is very much aware of the absurdity of musical theatre and embraces it to produce a particularly enjoyable selection of songs.

    Not every musical gets it right, of course. I had the misfortune to listen to some of Whistle Down the Wind at one point and found it immensely tedious to listen to, and also it had crap piano parts. It left me with no desire to go and see the show — it might actually be good, but the fact the music was so dull and morose made me actively want to avoid it altogether.

    Also, the presence of Andrew Lloyd Webber on every reality TV show vaguely connected to musical theatre makes me want to avoid anything he's ever done. Although he does use more interesting key signatures than a lot of other composers, though that doesn't make his stuff inherently "better". That's like saying Gears of War is better than Recettear because there are more polygons. Also, you probably know my stance on Gears of War by now.

    I probably have a point somewhere, but the faint delirium of still being pretty tired is causing it to vanish into the ether somewhere. I shall attempt to sum up what may be my point, then, by saying that I, a heterosexual male completely comfortable in my own sexuality (except when on Twitter, when a number of people bring out a frankly terrifying amount of latent gayness) enjoy musicals and have absolutely no shame in this whatsoever.

    And they are totally gay. Because they make me smile and fill me with joy.

    Hah. See what I did there? I took the word "gay" and… oh, never mind. It just sounds like I like gay things now. Which, if you raid my iTunes library, probably isn't that far from the truth.

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    #oneaday Day 121: First of May https://imnotdoctorwho.moegamer.net/2011/05/01/oneaday-day-121-first-of-may/ https://imnotdoctorwho.moegamer.net/2011/05/01/oneaday-day-121-first-of-may/#comments Sun, 01 May 2011 23:26:19 +0000 https://angryjedi.wordpress.com/2011/05/01/oneaday-day-121-first-of-may/ Good evening all! It's a little late, I know, but I've just got back from the weekend of my birthday celebrations which actually turned out to be rather more of a big deal than I originally anticipated. Still, nothing like seeing in a significant milestone in your ageing process with a bang, is there? I … Continue reading #oneaday Day 121: First of May

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    Good evening all! It's a little late, I know, but I've just got back from the weekend of my birthday celebrations which actually turned out to be rather more of a big deal than I originally anticipated. Still, nothing like seeing in a significant milestone in your ageing process with a bang, is there?

    I can safely say that this weekend just gone has been pretty damn awesome. Definitely the best birthday I've ever had and certainly one of the best — if not the best — weekends I've ever had. So wins all round on that front, then.

    A big public thank you to everyone who helped make this weekend what it was, and an extra special thank you to Andie, who not only took me to London on Royal Wedding day (a less unwise thing to do than it sounds, surprisingly) and spoiled me rotten with dinner, a show, awesome company and a lovely hotel, but is also the reason I am now in possession of the only existing canvas print (to my knowledge, anyway) of one of my silly cartoon strips. Pictures to come.

    Thanks, too, to everyone who came out last night — there were a lot more of you than I was expecting, which was awesome, though I'm pretty sure it made the nice men who ran the restaurant want to kill us. But oh well — we ate lots and left them a pretty generous tip, frankly, so I'm sure they can deal with it.

    Sorry that some of you weren't able to make it out, but I'm almost certain I will catch up with each and every one of you. I'm talking particularly to my friends in the Southampton area here, obviously — those of you who are further afield (such as in different countries!) I will come and see you when I win the lottery!

    I think I've mentioned this before (in fact, in four hundred and *mumble* entries, I've probably mentioned most things at least once) but I find it interesting how somewhere can still feel like "home" even when you don't live there any more. Southampton may not be the nicest place in the universe, but I spent a significant proportion of my life there, and as such, every time I go back — and see the people whom I associate with that place, even if they also don't live there any more — it feels like coming home. The familiar streets, the same old shops, the same old throngs of zombie-like pedestrians congregating like a gibbering horde outside WestQuay. It's a comforting sense of familiarity, and while I may never live specifically in Southampton again (possibly) it's nice to know it's a place I can definitely hang my hat on and call "home".

    Conversely, the place I currently live in — the home I grew up in, in deepest darkest Cambridgeshire — hasn't felt like home since I left for the first time back in 1999. This may be because of the fact I barely know anyone here any more and thus don't really socialise or get involved in nightlife around here much (nor do I have any real desire to, to be honest, as at some point I'll move on again) or it may be the fact that I moved back here last September out of necessity rather than a desire to. It may also be something to do with the fact that the majority of my worldly possessions are still in cardboard boxes in the garage, meaning I haven't really made my living space completely "my own" — because, well, it's not. But needs must and all that.

    But enough of that. It's 20 past midnight and I am absolutely exhausted after a long drive. I am going to sleep like a log tonight. Starting now.

    Thanks again to all who made this weekend what it was. I'll see you all — along with the people I didn't get a chance to see — soon!

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    #oneaday Day 120: Communal Blogging II https://imnotdoctorwho.moegamer.net/2011/04/30/oneaday-day-120-saturday/ https://imnotdoctorwho.moegamer.net/2011/04/30/oneaday-day-120-saturday/#respond Sat, 30 Apr 2011 21:26:13 +0000 http://angryjedi.wordpress.com/?p=2491 Hello! I am in the pub with good friends celebrating my birthday. As a result, it seems like a good time to take the Communal Blogging approach, where everyone present gets to write a short paragraph. This also absolves me of responsibility for any drunken grammatical errors because they probably weren't my fault. So there. … Continue reading #oneaday Day 120: Communal Blogging II

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    Hello! I am in the pub with good friends celebrating my birthday. As a result, it seems like a good time to take the Communal Blogging approach, where everyone present gets to write a short paragraph. This also absolves me of responsibility for any drunken grammatical errors because they probably weren't my fault. So there. Without further ado, here comes the first paragraph from someone who isn't me.

    Aren't kittens awesome. I mean like cats in general to be honest, all fwuffeh and cute and slinky and tired and stretchy and shit. Like I said. Awesome.

    Luke is being all kinds of mean on twitter. I think that Amy may destroy him at some point. Sometimes, I worry about Luke. And then sometimes I just don't care.

    So Luke just tried to steal Pete's iPhone how rude!?? Honestly I had to resort to telling him off like one of my students, I'm not so sure that I can achieve the standard Q31 in a pub on a Saturday night!!

    "What's a lovely curry" said pete and Graham sneezed on Laura, in which she replied "you need to be wiped down" pete then jokingly laughed and called graham a "dirty boy" ..which he liked a little too much.

    Thanks pete for a great night. Was also really nice to meet andi who I forgot I met before. Is good to see you happy. Ultimately it's been fun to be around people who make me laugh and who are interesting. Happy 30th.

    Absolutely splendid night with my mate pete-not entirely sure what should be written here, but I've had a few pints and honestly life is quite good! Great to see friends grow up, although not too much thankfully-and its nice to have a chat with new people-with a lowest common denominator (that's you pete). Right, should stop- fact from tonight-9 out of 10 people have an iPhone…..if you believe tonight's statistics…

    Pete! What more needs to be said? You're amazing. Good job!!

    Well, here we are again. It's a Saturday night on the whiskey. Curry has been done (full!) and gin has been given. Why are we here? For wholly celebratory purposes, of course. Unless you mean life, in which case I haven't the foggiest, save to say it doesn't involve a god of any sort that I know of. Music is probably the answer. That or inevitable death. Cheery, eh? Yep, that'll be the whiskey talking…

    Well done everyone. Thank you for your contributions. Good night!

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    #oneaday Day 119: Birth Day https://imnotdoctorwho.moegamer.net/2011/04/29/oneaday-day-119-birth-day/ https://imnotdoctorwho.moegamer.net/2011/04/29/oneaday-day-119-birth-day/#respond Fri, 29 Apr 2011 22:45:38 +0000 http://angryjedi.wordpress.com/?p=2488 It's my birthday today! I'm 30. Changes of decade are generally assumed to be significant events, but really, once you pass the age of 18, there are very few really meaningful age milestones and the number of years you've been alive is just a number. So I've been alive for 30 years, and I've not … Continue reading #oneaday Day 119: Birth Day

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    It's my birthday today! I'm 30. Changes of decade are generally assumed to be significant events, but really, once you pass the age of 18, there are very few really meaningful age milestones and the number of years you've been alive is just a number. So I've been alive for 30 years, and I've not achieved many of the things I'm supposed to achieve before you're 30. In fact, I've never bothered to make a list of "things I want to do before I'm 30" and when probed recently, my friends couldn't come up with many things worth doing that I would no longer be able to do after today. So that's good.

    Birthdays have been something of a non-event for a while. They're one of those things like Easter and Christmas that cease to have any real meaning after you've "grown up", whatever that means. So I haven't been expecting that much from them for quite a few years. And, generally speaking, this has meant I haven't been particularly disappointed — they've been pleasant enough, with a few presents, cards and whatnot, but nothing particularly remarkable.

    This year's a bit different, though. Despite the fact that turning 30 is ultimately meaningless, I'd figured it might be nice to do something to remember. And my awesome girlfriend agreed — so it is that we're currently sitting in a nice hotel in London having just seen Chicago at the Cambridge Theatre, and tomorrow we're off to Southampton to eat curry, see friends and generally have a good time.

    Chicago, for anyone considering seeing it, by the way, is awesome, clever, full of catchy tunes and a selection of fine lady-arses and rippling man-torsos (depending on what you're into, of course.) Also, most of the cast is inexplicably dressed in their underwear throughout, so bonus.

    So this birthday has been awesome for many reasons, not least of which is the fact that my last birthday was just before lots of things went to shit. But the less said about all that the better now, as it's hopefully been pretty clear from here and Twitter and whatnot that things — while not perfect just yet — are at least on the up and improving.

    This is good. I approve of things getting better. And I have a feeling they're going to continue to improve. My thirties could well be the decade where Good Things Happen. Where I find some sort of "life course", as it were. Because although I've technically had a "career" when I was a teacher, it clearly wasn't the right thing for me.

    So here's to being 30. It's been pretty good so far, frankly, and let's hope it continues to be awesome.

    Oh, right, and two rich white people got married today too, apparently.

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    #oneaday Day 118: Among Friends https://imnotdoctorwho.moegamer.net/2011/04/28/oneaday-day-118-among-friends/ https://imnotdoctorwho.moegamer.net/2011/04/28/oneaday-day-118-among-friends/#comments Thu, 28 Apr 2011 20:07:49 +0000 http://angryjedi.wordpress.com/?p=2485 It's said that you can't switch on your TV and not be able to watch an episode of Top Gear, Friends or Scrubs. And far from being a bad thing, I feel this is very much a good thing. Your opinion on the matter will, of course, vary according to your opinion of the programmes in question. … Continue reading #oneaday Day 118: Among Friends

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    It's said that you can't switch on your TV and not be able to watch an episode of Top Gear, Friends or Scrubs. And far from being a bad thing, I feel this is very much a good thing. Your opinion on the matter will, of course, vary according to your opinion of the programmes in question. But I happen to like them all very much.

    Friends in particular, it has to be said. Friends finished long ago now, of course, but it will always hold a fond place in my heart. I started watching it when I was back at school, and it quickly became one of those shows that I felt the need to tape every single episode of, and ended up with several bajillion VHS cassettes' worth.

    I'm not sure exactly what it is that I like about it. I think it's the fact that the characters are very strong and recognisable — so much so that their own mannerisms have entered the realms of popular culture.

    There's also the fact that most people can relate to at least one of the characters. Amongst all my friends, I know plenty of people who are Joeys, Rosses, Chandlers, Monicas, Phoebes and Rachels. And plenty who are combinations. (I also know plenty of people who are the cast of The Inbetweeners, too, but that's another story altogether.)

    Mostly, though, I think it's the fact that every episode is both inoffensive and amusing, easy to watch and seemingly infinitely rewatchable. The ultimate in disposable TV. Comfort viewing.

    It'll be a sad day for me if E4 ever stop showing episodes of Friends. For one, it'll mean I finally have to bite the bullet and purchase the complete DVD box set, something which I've successfully managed to avoid doing for the last ten years.

    In unrelated news, it's my birthday tomorrow. I will be 30. How exciting! Or possibly depressing, I haven't quite made my mind up yet. (Except my lovely girlfriend is whisking me away for a fantastic birthday weekend, so the event itself will be totally brilliant and awesome, so that's pretty much decided. Hurrah!)

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    #oneaday Day 117: Super-Pete https://imnotdoctorwho.moegamer.net/2011/04/27/oneaday-day-117-super-pete/ https://imnotdoctorwho.moegamer.net/2011/04/27/oneaday-day-117-super-pete/#comments Wed, 27 Apr 2011 21:32:16 +0000 http://angryjedi.wordpress.com/?p=2482 One of the most commonly-asked questions from people with no imagination is "what superpower would you have if you… err… had a superpower?" Sometimes they leave out the "err" bit and maybe phrase it a bit better, but it's been a terribly long day and I've written an absolute shitload of content for a number … Continue reading #oneaday Day 117: Super-Pete

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    One of the most commonly-asked questions from people with no imagination is "what superpower would you have if you… err… had a superpower?" Sometimes they leave out the "err" bit and maybe phrase it a bit better, but it's been a terribly long day and I've written an absolute shitload of content for a number of different outlets today. It's good to feel like I'm working!

    But anyway. What superpower would I have? Well, that's a simple one to answer because I've thought it over many a time: shapeshifting.

    Come on. Being a shapeshifter would be awesome. You could turn into a cat and sleep all day, or use your agility to escape from assailants. You could turn into someone of the opposite sex and answer that question that's been bugging you all these years. Yes, that one. I know what you're thinking. You could turn into a xylophone and allow someone to play you as a party trick.

    Of course, there are spectacular opportunities for wrongdoing if you can make yourself look like absolutely anyone else. The temptation to mess with people would be enormous. Fortunately, I like to think I'm the sort of guy who would be able to resist such base temptations. Except if the opportunity arose to fuck with four particular people, who are the only people in the world I hold grudges against and probably always will. Bunch of bastards.

    But anyway, that aside, I would use my powers for good — though precisely how is something I haven't quite thought of, yet. I guess I could get a job as a body double for someone rich, famous and/or important and put myself at risk of being shot. Unfortunately, of course, being a shapeshifter probably doesn't mitigate the damage from a bullet (unless you pull an Odo and liquefy yourself immediately as the projectile hits you, which needs some seriously lightning reactions, although given I managed to catch a completely full pint glass from falling off a table without spilling any once, I think I might be able to avoid a bullet) so that might not be the best plan.

    I could make public appearances for celebrities who are too lazy to go out and do them themselves. But then the temptation to do bad and wrong things comes up again. Get hired by Cheryl Cole to take her place opening a supermarket or something, and the natural urge would, of course, be to get one's tits out and run around shouting "Wark! Wark! Cock!" Or something. You know. I haven't really thought it through that much.

    I guess it actually wouldn't be that "useful" per se, but it would certainly be interesting to be able to change your appearance completely at will. That way you can genuinely see who is bullshitting you when they say they don't care about appearance.

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    #oneaday Day 116: Hacked Off https://imnotdoctorwho.moegamer.net/2011/04/26/oneaday-day-116-hacked-off/ https://imnotdoctorwho.moegamer.net/2011/04/26/oneaday-day-116-hacked-off/#respond Tue, 26 Apr 2011 22:11:42 +0000 http://angryjedi.wordpress.com/?p=2479 So, Sony fucked up. Pretty bigstyle. And yet I find myself less angry at them and their incompetent handling of the situation and more angry at the fact this situation even arose in the first place. I'm talking, of course, about hackers. Hacking, despite people not really knowing what it is outside of representations that … Continue reading #oneaday Day 116: Hacked Off

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    So, Sony fucked up. Pretty bigstyle. And yet I find myself less angry at them and their incompetent handling of the situation and more angry at the fact this situation even arose in the first place.

    I'm talking, of course, about hackers. Hacking, despite people not really knowing what it is outside of representations that they've seen in movies, is one of the things people are most paranoid about in the online age — and with Sony's PR disaster in full swing at the minute, it's easy to see why, as people frantically cancel their credit cards and change all their passwords on the offchance that some bearded, smelly loser (not me) may pick their personal details to commit fraud with.

    In practice, it seems that a lot of hacks are committed to make a point rather than cause damage as such, whatever Introversion Software's excellent Uplink might have you believe. But for a service as inoffensive as PSN, it just seems spiteful to attack it. Anonymous had its high-profile throwing-toys-out-of-a-pram moment a week or two ago but they claim they're not responsible for this latest incident as they're supposedly "on the side of the consumer". That and everyone was yelling at them for fucking up PSN when people just wanted to get online, play stuff and buy stuff.

    I guess it's just like any other crime — crime shouldn't happen, but it does, whether it's in the real or virtual world. However nice it'd be to imagine a Star Trek-esque future where crime and war between humans is a thing of the past, it's not going to happen — or at least, not for a long time. As long as there are people out there who feel a misplaced sense of "entitlement" — whether it's to get their hands on software they haven't paid for, to steal people's personal information or just to fuck everyone else's enjoyment up — then we can never feel completely "safe" and confident.

    Which is a shame, really, isn't it? So much of new technology is genuinely awesome when used properly. Were the threat of hacking and other technology crime not present, the capabilities of devices could be even more awesome. But as it is, so much time and money has to be spent on installing cutting-edge security into every single device we own that things are probably held back from where they could be if security wasn't such an issue.

    Oh, I know. It's nice to want things, and some sort of Utopia would supposedly get boring quite quickly, but I'd certainly like to enjoy it, if only for a while. But it's never going to happen — the world is full of just enough arseholes to make life less enjoyable for the majority, non-arsehole population out there.

    So, arseholes, a big fuck you, and I hope your cock falls off. Into a fire. Which someone then douses with acid, mistaking it for water. And then feeds you the remains. And then jams a really sharp spike right up your bum-hole.

    Yeah.

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    #oneaday Day 115: What a Headache https://imnotdoctorwho.moegamer.net/2011/04/25/oneaday-day-115-what-a-headache/ https://imnotdoctorwho.moegamer.net/2011/04/25/oneaday-day-115-what-a-headache/#comments Mon, 25 Apr 2011 22:05:03 +0000 http://angryjedi.wordpress.com/?p=2476 There are few ailments more infuriating than a headache. Actually, most ailments are particularly infuriating, especially ones which don't just go away. But headaches are the kind of ailment that seem to steadfastly resist any attempts to make them go away. And we, being inventive, resourceful humans, come up with a variety of methods to … Continue reading #oneaday Day 115: What a Headache

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    There are few ailments more infuriating than a headache. Actually, most ailments are particularly infuriating, especially ones which don't just go away. But headaches are the kind of ailment that seem to steadfastly resist any attempts to make them go away.

    And we, being inventive, resourceful humans, come up with a variety of methods to attempt to make them go away when we don't feel like gorging ourselves on pills and potions which often don't work. There's the time-honoured "bury your head in a pillow and wail" approach, which doesn't work. There's the "hold your head and moan softly and/or grunt a bit" approach, which doesn't work but usually attracts the attention of anyone in the same room as you enough to go "You all right?"

    There's the "I heard this thing on TV once" approach, where you decide your headache is the result of dehydration/starvation/withdrawal from caffeine/withdrawal from nicotine/withdrawal from chocolate because of something you heard in passing on a medical drama once, so you decide to drink several gallons of water/eat lots of cake/drown yourself in coffee/smoke yourself into a miasmic fog/cover yourself in chocolate. That doesn't work, either.

    In fact, very few things seem to work. Attempting to kill the headache by dulling your senses with alcohol doesn't work. Hitting yourself in the face with blunt objects to distract yourself from the dull thumping behind your forehead doesn't work. Cutting off your own arm doesn't work (and then you're missing an arm, which is just inconvenient).

    In short, you're probably going to have to resort to those pills that live in The Pill Cupboard. Everyone has a Pill Cupboard of some description. It might be part of your bathroom cabinet. It might be in your kitchen. It may share its purpose with something else. It may be a drawer rather than a cupboard. But it's still a Pill Cupboard.

    You then have to proceed through the Krypton Factor-esque puzzle that is choosing the correct pills for your ailment and hope that you don't inadvertently sterilise yourself or anything (unless, of course, you want to sterilise yourself, in which case, go ahead, and what are you doing with sterilisation drugs in your Pill Cupboard anyway?) Said puzzle is made all the more difficult by the fact that by the time you decide to resort to pills, your headache has probably reached the point where it feels like an alien is going to burst out from behind your forehead, leaving your lovely clean walls splattered in blood and brain goo. (It probably won't happen. But it feels like it.)

    Then you have to actually swallow the damn things, which always proves inconveniently difficult when you really need to swallow them, and you end up half-choking yourself with a pill lodged halfway down your throat and no amount of water-guzzling shifting it. You resign yourself to the fact that you're going to have a literal lump in your throat for the rest of the evening, and you climb into bed to have a sulk before passing out from sheer boredom.

    In other news, I have a headache.

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    #oneaday Day 114: Easter Promise https://imnotdoctorwho.moegamer.net/2011/04/24/oneaday-day-114-easter-promise/ https://imnotdoctorwho.moegamer.net/2011/04/24/oneaday-day-114-easter-promise/#comments Sun, 24 Apr 2011 22:38:15 +0000 http://angryjedi.wordpress.com/?p=2472 Happy Easter everyone! And we all know what Easter means: chocolate. (Balls to Jesus, the only thing he ever contributed to my life was delaying lunchtime and hometime at primary school by insisting we pray to him before we could have our sandwiches, which is just a bit needy for my taste. Also, the "zombie … Continue reading #oneaday Day 114: Easter Promise

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    Happy Easter everyone! And we all know what Easter means: chocolate. (Balls to Jesus, the only thing he ever contributed to my life was delaying lunchtime and hometime at primary school by insisting we pray to him before we could have our sandwiches, which is just a bit needy for my taste. Also, the "zombie Jesus" gag is overdone, much like zombies themselves.)

    With that in mind, along with a suggestion from my leading lady (who doesn't believe I ever use her suggestions) I thought, in that case, I would talk about chocolate. Who doesn't love chocolate? Aside from people who are allergic to it or any of its ingredients, of course. And even then that doesn't necessarily stop them.

    Chocolate is fairly universally loved, but it's interesting to see the cultural differences between confectionary. Here in the UK, we tend to be terribly proud of the fact that we have Cadbury's, who may or may not have invented chocolate and have a factory in a place with the same name as one of their bars. But there's far more to life than Cadbury's.

    American chocolate, for example. American chocolate is a breed on its own and they don't always get it quite right. Take Hershey's Kisses, for example. Sweet name, little individually foil-wrapped rabbit droppings of chocolate that end up not really tasting quite as nice as they look. Plus you'll be finding those foil wrappers for months afterwards, since despite the fact that it's not especially great chocolate, you'll find yourself snacking on them throughout the course of the day, particularly if it's Christmas and there's a big bowl of them on offer.

    Then there's unusual stuff like Reese's Peanut Butter Cups. I like these, and they're pretty much unlike anything the UK has to offer, so it's nice to enjoy them if I get over to the States. They're almost cake-like in shape and presentation, but they're chocolate. Wonders will never cease.

    Canada has the Coffee Crisp, which I can't remember a great deal about aside from the fact that I enjoyed it very much when I had one.

    And in the interests of balance, non-UK types, may I educate you in the finest British chocolate has to offer (in my opinion, anyway.) Some of these may be available in your neighbourhood, but I thought I'd share them anyway.

    The Mars bar is pretty universally known, but it's actually not that nice when you get down to it. Sweet chocolate with bland nougat and gooey caramel. Not bad, but far better with the inclusion of peanuts to turn it into a Snickers, formerly Marathon. Snickers is also notable for being the only chocolate bar advertised by Mr. T. Mars, on the other hand, is notable for people battering and deep frying it in chip shops, producing a snack which would probably kill you of heart failure after about two bites.

    Cadbury's chocolate, as previously mentioned, is generally a good bet. You can get Dairy Milk bars in enormous 1kg sizes, too, which is more chocolate than you'd ever need unless you're the sort of woman who swears period pain can only be cured by ludicrous amounts of chocolate. Or indeed the partner of a woman who swears period pain can only be cured by ludicrous amounts of chocolate.

    Fruit and Nut takes the Dairy Milk formula and adds two extra ingredients which you can probably guess. "Fruit" is a bit of a stretch, since it's just raisins, really, but it adds some interesting variation in texture. And if you want to eat something that's basically a Fruit and Nut bar with different, slightly inferior chocolate, you should try a Yorkie Biscuit and Raisin — somewhat oddly marketed as being "not for girls", a campaign which to this day I'm not quite sure how they managed to get away with.

    If you have a sweet tooth, then Galaxy chocolate is difficult to beat, particularly if you manage to encounter the Galaxy Caramel or Truffle varieties. It's pretty sickly-sweet, though, and will probably make you feel rather ill if you eat too much of it.

    Bournville, too, another Cadbury's product — this time dark chocolate — will definitely make you feel sick if you eat too much of it, as I discovered to my cost one day at university. Turns your sick black, too, which makes you feel like a swamp monster.

    Boost bars used to be tasty, chocolate, shortbread and caramel type things. Then, at some point during my fourth year at university, they decided that turning them into the chocolate equivalent of a can of Red Bull would somehow be a great idea. My friend and I were passing by the promotional ladies in the student union concourse, so we gathered a few of the new-school Boost bars — now with added Guarana, whatever that was — and tried them out. Of course, we'd had some of the Union coffee bar's famous quadruple espressos just moments earlier — it was early in the morning and we were expected to go and talk meaningfully about Dido and Aeneas, after all — so adding a caffeinated sugar hit to that probably wasn't wise. As it turned out, it wasn't. My friend and I spent the course of the seminar looking around like startled squirrels and suffering from severe cases of the hand-shakes. And not in the greeting way. Generally speaking, if you have a come-down from a chocolate bar, it's trying too hard.

    There are plenty of other pieces of chocolatey goodness on the shelves of UK newsagents — I haven't even started on chocolatey things that come in bags rather than bars, for example — but those were the first that sprung to mind. Not necessarily the best — and certainly not a patch on stuff from actual proper chocolatiers such as Hotel Chocolat and Thornton's — but comforting, pleasant, chocolatey.

    Happy Easter. Enjoy your chocolate, and stop just before you're sick. Please.

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    #oneaday Day 113: Colonel Gaddafi's Chicken https://imnotdoctorwho.moegamer.net/2011/04/23/oneaday-day-113-colonel-gaddafis-chicken/ https://imnotdoctorwho.moegamer.net/2011/04/23/oneaday-day-113-colonel-gaddafis-chicken/#respond Sat, 23 Apr 2011 22:55:12 +0000 http://angryjedi.wordpress.com/?p=2469 Very often, drunken conversations simply degenerate into "I love you, I do, you're like my best friend and totally awesome and we should totally do this more often like, y'know?" And that's fine, and to be expected. But sometimes, if you're with the right people, something magical happens. Fortuitously, the people I was attending the … Continue reading #oneaday Day 113: Colonel Gaddafi's Chicken

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    Very often, drunken conversations simply degenerate into "I love you, I do, you're like my best friend and totally awesome and we should totally do this more often like, y'know?" And that's fine, and to be expected.

    But sometimes, if you're with the right people, something magical happens. Fortuitously, the people I was attending the wedding with yesterday happen to be the right people for something entertaining to happen when discussing things.

    We were sitting out in the garden of the wedding venue gazing up at the sky and getting frustrated at the security light that kept going off and coming on every few minutes if we sat too still and then made a sudden movement. Some shooting stars were making an appearance every few minutes and all in all, it was a thoroughly pleasant evening.

    Long chats such as the group of us had are often called "setting the world to rights" but I'm not sure the vision of the world we ended up painting was in any way "right". Here's the most important things we came up with:

    • You can wish on bats as well as shooting stars, but bats would rather get on with doing their own thing than grant wishes.
    • It's easy to Photoshop in a shooting star — in fact, you can do it in Paint.
    • Mishearing "spy satellite" as "spice satellite" leads everyone to the natural conclusion that there is a madman somewhere in the world planning to release a selection of herbs and spices into the atmosphere, let them burn up and effectively curry the world.
    • This didn't sound like such a bad thing.
    • Because it was a secret blend of herbs and spices, "The Colonel" came up.
    • "The Colonel" was not intended to be a reference to Gaddafi, but the image of him cooking chicken and attempting to curry the world was too amusing to pass up.
    • Ergo, Colonel Gaddafi is now in charge of KFC.
    • Gaddafi would use cumin as his weapon of choice to release from his spice satellites — ground, not seeds, to allow for greater dispersal.
    • Gaddafi also uses bats as spies, and they report back on the wishes people are making.
    • The bats are somewhat embittered by this and just want to be left alone to get in people's hair and stuff.
    • Coming soon to iPhone: Colonel Gaddafi's Angry Bats.
    • The bar was shutting at midnight, so we should get another round in.

    There was a twisted kind of logic to the things we discussed. Though it was more "twisted" than "logic", really. Still, it gave us all a good giggle at the time, and that's the important thing.

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    #oneaday Day 112: Standing on Ceremony https://imnotdoctorwho.moegamer.net/2011/04/22/oneaday-day-112-standing-on-ceremony/ https://imnotdoctorwho.moegamer.net/2011/04/22/oneaday-day-112-standing-on-ceremony/#respond Fri, 22 Apr 2011 19:45:53 +0000 https://angryjedi.wordpress.com/2011/04/22/oneaday-day-112-standing-on-ceremony/ It was the wedding day of my friends Ben and Amy today. It's been a long time coming and they're going to have a very long and happy life together, I'm sure. One thing that struck me during the ceremony, though, was how odd ceremonies as a concept are. Very formalised and based in tradition, … Continue reading #oneaday Day 112: Standing on Ceremony

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    It was the wedding day of my friends Ben and Amy today. It's been a long time coming and they're going to have a very long and happy life together, I'm sure.

    One thing that struck me during the ceremony, though, was how odd ceremonies as a concept are. Very formalised and based in tradition, they're a far cry from the way you act in regular day to day life.

    And I guess that's the point; a wedding ceremony isn't something you do every day (hopefully) so it stands to reason that something should make it extraordinary. So why not infuse rings with meaning and symbolism, and why not insist that people are facing each other at the correct time, and why not delve into Old English when necessary?

    It's all about tradition. Concepts such as marriage and the like are almost as old as society and civilised living itself. To modernise them after they've been the same (or at least similar) for so long would be to break with years, decades, centuries of tradition.

    That doesn't mean people don't do it, of course. Unconventional weddings are great fun to be a part of. But there must be a reason that so many people choose to do things in the "traditional" and apparently antiquated manner. For all the trappings of modernity we have these days, it seems that there are some traditions and ceremonies that we still respect.

    I wonder if we'll still be theeing and thouing in two hundred years time? Smart money's on yes.

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    #oneaday, Day 111: Chaos, The Battle of Wizards https://imnotdoctorwho.moegamer.net/2011/04/21/oneaday-day-111-chaos-the-battle-of-wizards/ https://imnotdoctorwho.moegamer.net/2011/04/21/oneaday-day-111-chaos-the-battle-of-wizards/#comments Thu, 21 Apr 2011 21:43:09 +0000 http://angryjedi.wordpress.com/?p=2460 It's a sad but true fact that returning to the games of your youth usually ends in disappointment as you realise that gaming has moved on a lot, and those games never got a re-release on Xbox Live Arcade or the like for a very good reason — they're not very good. But there's a … Continue reading #oneaday, Day 111: Chaos, The Battle of Wizards

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    It's a sad but true fact that returning to the games of your youth usually ends in disappointment as you realise that gaming has moved on a lot, and those games never got a re-release on Xbox Live Arcade or the like for a very good reason — they're not very good.

    But there's a few exceptions. Specifically, anything made by Julian Gollop is still just as fresh as it was back then.

    How do I know this? Thanks to the Elite ZX Spectrum Collection app for iPhone. This app features a decent Spectrum emulator and a selection of games, most of which can be bought via in-app purchase in packs of six. One such pack is a Julian Gollop pack, which contains five fantastic strategy games and one utterly awful bouncy-ball atrocity, the less said about which the better. At least — hopefully — after that, Gollop figured out what he was good at and what he wasn't.

    The games included in the pack are Chaos, Lords of Chaos, Rebelstar and its sequel and Laser Squad. I can't remember what the bouncy one is called but it involved catching balloons and wasn't fun at all.

    The strategy games, on the other hand, are another matter. Chaos is the simplest of the bunch, with Teletext-quality graphics and feeble beep-and-fart type sound effects, but it's an immensely competitive game that supports up to eight players. It works well as a "pass the phone" game, too. And casting a Gooey Blob that gets out of hand never gets old.

    The remaining games are all fundamentally very similar, featuring the same basic gameplay mechanics and gradually-improving graphics. In fact, if you've played the X-COM games, you've played these games too. That's no bad thing, though, because X-COM is awesome. Featuring turn-based multiplayer action, they're, in many ways, virtual boardgames that don't demand any throwing of dice or getting out a billion pieces or avoiding bumping the table or spilling curry on them or anything like that. And the Spectrum controls, while a little clunky, manage to work pretty effectively on the iPhone app. It helps that the keys are labelled, rather than my first experience with Chaos on a PC based emulator, where my friend Sam and I spent a good half an hour or so attempting to work out by trial and error what keys did what.

    So if you're jonesing for more X-COM and don't object to playing on a touchscreen, then grab the Elite ZX Spectrum Collection and the Julian Gollop pack. I can guarantee that you won't be disappointed, and you'll be surprised that retro gaming can still be fun, deep and rewarding rather than vaguely upsetting.

    Day 459

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    #oneaday Day 110: Private Hysteria https://imnotdoctorwho.moegamer.net/2011/04/20/oneaday-day-110-private-hysteria/ https://imnotdoctorwho.moegamer.net/2011/04/20/oneaday-day-110-private-hysteria/#respond Wed, 20 Apr 2011 20:26:57 +0000 http://angryjedi.wordpress.com/?p=2456 Earlier today, a story broke which caused a fresh round of privacy concerns, as it was revealed that the iPhone is, in fact, recording where you've been and storing that information in its backup file that it transfers to your computer every time you sync it. Here's the story from the Telegraph's "Technolgoy Consultant" (a … Continue reading #oneaday Day 110: Private Hysteria

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    Earlier today, a story broke which caused a fresh round of privacy concerns, as it was revealed that the iPhone is, in fact, recording where you've been and storing that information in its backup file that it transfers to your computer every time you sync it. Here's the story from the Telegraph's "Technolgoy Consultant" (a typo which doesn't immediately inspire me with confidence) — judge for yourself.

    Here's my take, and I understand completely you may not feel the same way: I don't give a damn. Why should I? What possible use could that information serve? What could people find out that I haven't already made abundantly clear via other means of social media? That I like to drive to Southampton a lot? That I tend to prefer Costa Coffee as my coffee outlet of choice? That I have been known to drive to Tesco in the dead of night for groceries and snacks?

    "But, privacy," people bleat, without really explaining what they mean. Well, what about privacy? The minute you connect a device to the Internet, you're putting yourself on display. The minute you use your GPS-enabled phone to find out where the hell you are and where you should be going, someone knows where you are. The minute you search "oily lesbian midgets" on Google, someone knows what a complete pervert you are. If you're that concerned about privacy, you should reconsider your decision to carry around a constantly Internet-connected device with satellite tracking in your pocket. Or at least turn the fucking thing off.

    Most of the time, though, the hysteria over privacy seems to be worry for the sake of worry. Take the app Color which came out a while back, for example. Color is, in theory, a clever way for people in the same place to collect the candid mobile photos they snap of an event — and possibly meet new people. It does this through a variety of means — GPS tracking if possible, then Wi-Fi identifications, mobile phone base stations and even recording the background noise when you take the photo and comparing it to the noise print taken when other people take photos. My first reaction on hearing how it worked was "Jesus Christ, that's clever," followed by "but ultimately unnecessary as most people I know with iPhones will just immediately upload their photos to Facebook anyway." My immediate reaction was not "Shit! My iPhone is recording me without telling me! Bastards!" — which was the reaction of a few people I spoke to about it.

    Why, though? Why the panic? It's just sound. Are you a secret agent? Probably not. And if you were, it's unlikely you'd be using social media to share photos on your iPhone. Again, what possible sinister use could the recording of background noise have? Could advertisers figure out that you like hanging out in noisy places and start providing you with targeted AdSense ads for earplugs and ear drops? Perhaps. But again: so what?

    The main objection seems to be that the device is doing this without the user's knowledge. But I even can't see the problem with this, really. If you're going somewhere you shouldn't be or doing something/one you shouldn't be, then don't take an Internet-connected GPS-enabled device with you that — shock horror — might know where you are. And for fuck's sake, don't check in on Foursquare while you're at your bit on the side's house. It's always your choice. If you want to be part of the digital revolution, then you have to get used to the fact that your information is out there for as long as you're connected to the Internet.

    Potential spoilarz for Don't Take It Personally, Babe, It Just Ain't Your Story ahead.

    If you've played Christine Love's Don't Take It Personally, Babe, It Just Ain't Your Story, you'll know that the culmination of the plot deals with this very issue — the supposed "erosion of privacy". The young characters in the game have grown up with this attitude to data, and as such are not surprised to know that other people are looking at their theoretically "private" information — and indeed take full advantage of this fact. I'm starting to feel like I can understand their attitude somewhat. I'm not sure if I should be pleased about that, or if I should be more worried than I am that my iPhone knows how many times I've been to public toilets in the last year.

    Ah well. Can always turn it off. At least until The Machines take over.

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    #oneaday Day 109: Selfish Gawper https://imnotdoctorwho.moegamer.net/2011/04/19/oneaday-day-109-selfish-gawper/ https://imnotdoctorwho.moegamer.net/2011/04/19/oneaday-day-109-selfish-gawper/#comments Tue, 19 Apr 2011 22:28:44 +0000 http://angryjedi.wordpress.com/?p=2452 The TV is one of the most ubiquitous items of consumer electronics, but it's also one of the ones I use for its originally-intended function least frequently. Oh, sure, I watch DVDs and use my consoles on it pretty much every day. But watching actual, proper TV on it? No. There are plenty of reasons … Continue reading #oneaday Day 109: Selfish Gawper

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    The TV is one of the most ubiquitous items of consumer electronics, but it's also one of the ones I use for its originally-intended function least frequently. Oh, sure, I watch DVDs and use my consoles on it pretty much every day. But watching actual, proper TV on it? No.

    There are plenty of reasons for this. The first is the fact that there's just not a lot of stuff on TV that I'm that interested in watching. Related to this is the fact that of the stuff I am vaguely interested in on TV, I feel a bit of resentment towards being tied towards the arbitrary schedule of the TV channel. I of course don't have to worry about it, as most of the stuff I am interested in watching is available either on iPlayer or the awesome YouTube Shows. And for lengthy series, I'll tend to wait until the DVDs are available and then watch the whole lot as it suits me.

    This is very much a symptom of the modern age. People want what they want, and they want it when they want, dammit. It's a wonder the Tube hasn't yet been replaced by individual passenger carts that you call by pressing a button on the platform when you're quite ready to leave. (Actually, that'd be kind of cool, if terribly impractical.) It's pretty much only travel where we have to be tied down to someone else's schedule these days—and even then, if you've got money to burn, that isn't an issue.

    The trouble with this, of course, is that it indirectly makes people more selfish. People get used to being able to have what they want when they want, and when they are put into a situation where they might have to wait their turn for something, some people get a bit stroppy about it.

    Let me use one establishment in which I used to work as an example. Said establishment worked on an appointment system for technical support, and with good reason. Several hundred angry customers with broken computers or generic multimedia playback devices (some of which incorporate telephony features) all bearing down on the desk at the same time would have been completely unworkable, so customers had to book appointments. I lost count of the number of times people got in a strop over this, however you positioned it to them. They just didn't seem to understand the fact that they weren't the only person in the store (not by a long shot) and that there were—shock—other people who'd got there before them.

    Perhaps, then, everyone would do well to tie themselves to the TV schedules once in a while, just to remember what it's like. And if you live in an area which hasn't had the digital switchover yet, spend a couple of days getting your news via Ceefax instead of the Internet. People actually used to live with, you know, waiting around and having to be in the right place at the right time. And they did all right.

    So take the time to think of other people once in a while. The world doesn't just revolve around you, though the world of social media and the Internet might make it seem that way sometimes. Be a bit less selfish. And if you say you'll be there at 8, be there at 8.

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    #oneaday Day 108: Fun with Portals https://imnotdoctorwho.moegamer.net/2011/04/18/oneaday-day-108/ https://imnotdoctorwho.moegamer.net/2011/04/18/oneaday-day-108/#respond Mon, 18 Apr 2011 20:57:04 +0000 http://angryjedi.wordpress.com/?p=2447 So everyone's going mental about Portal 2's imminent release. And with good reason—Portal was awesome, after all, and evidence that a good quality game that tells an interesting story doesn't have to be long and drawn out. Many called it a "gaming short story" and no-one seemed to mind the fact that it was maybe just … Continue reading #oneaday Day 108: Fun with Portals

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    So everyone's going mental about Portal 2's imminent release. And with good reason—Portal was awesome, after all, and evidence that a good quality game that tells an interesting story doesn't have to be long and drawn out. Many called it a "gaming short story" and no-one seemed to mind the fact that it was maybe just 3 or 4 hours long.

    The fact that it used the first-person perspective to make something that didn't involve killing things was perhaps the best thing. It was a genuine bona fide puzzle game that used some creative game mechanics to get you thinking about things in ways that you probably hadn't done since the days of Spectrum games where you fell off the bottom of the screen and reappeared at the top.

    I thought I wasn't that interested in the sequel, but everything Valve's been doing with their ARG and the Potato Sack Pack nonsense has got me pretty fired up about the whole thing. So I guess their marketing works. Kudos to them for both being clever, and double kudos to them for highlighting the great work of today's indie developers as part of the marketing effort. The fact that I apparently accidentally set my phone alarm to be Still Alive from Portal probably hasn't helped matters. Have I been viral-marketing myself? Apparently so.

    Trouble is, of course, that Portal 2 is a new game and, as you know, I have an enormous backlog to get through that wasn't helped by the fact that Dragon Age II proved to be just a little bit too much to resist. But then Portal 2 is short. And it has co-op, so it's sociable. Also, it is Portal, which despite being from one of the most successful developers in the universe has the feeling of an indie title about it and therefore feels like it should be supported whenever possible.

    Dilemmas.

    Also, my birthday is coming up. It's on the 29th. I will be turning 30. If anyone is looking for inspiration for exciting presents to buy me to celebrate the survival of three decades, I certainly wouldn't object to a copy of Portal 2 on PS3. Just tell me if you're doing that, though, so I don't feel the inexorable draw towards my nearest game retail establishment to procure my own copy in the next few days.

    In the meantime, I will be sitting here listening to Jonathan Coulton music and singing along. And possibly replaying Portal. Several times. And each time wishing that I was actually playing Portal 2.

    I'm really not helping myself here. GLaDOS is in my brain. Singing.

    Day 456

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    #oneaday Day 107: The Box https://imnotdoctorwho.moegamer.net/2011/04/18/oneaday-day-107-the-box/ https://imnotdoctorwho.moegamer.net/2011/04/18/oneaday-day-107-the-box/#comments Mon, 18 Apr 2011 00:01:08 +0000 https://angryjedi.wordpress.com/2011/04/18/oneaday-day-107-the-box/ There was no comic when this post was written due to the fact my Mac's power lead is 120 miles away from where I am, so I'm currently writing this on my phone. Due to the WordPress app's lack of word count facility, this may also be a bit shorter than usual. But I'm sure … Continue reading #oneaday Day 107: The Box

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    There was no comic when this post was written due to the fact my Mac's power lead is 120 miles away from where I am, so I'm currently writing this on my phone. Due to the WordPress app's lack of word count facility, this may also be a bit shorter than usual. But I'm sure you'll survive.

    I could, of course, use another kettle lead to run my Mac off until mine comes back from its little holiday that it's currently having. But that would involve delving into the Box of Cables.

    The Box of Cables is a phenomenon that has grown somewhat over the course of the last twenty years or so. As consumer electronics has become more and more sophisticated, thus has the need for cables increased by a factor of approximately one bajillion. (Interestingly, my iPhone wanted to correct that to "bakillion", which is presumably bigger than a bajillion.) Ironic, really, considering we supposedly live in some sort of wireless age. My phone doesn't have any wires attached to it right now as I write this, but it sure as hell needs wires every night to charge itself, not to mention to transfer stuff to and from the computer. (The computer which is currently sleeping thanks to the absence of a power cable. Not that I'm bitter.)

    But anyway; the Box of Cables. Everyone has one, but gentlemen who are prone to gadget-hoarding are particularly prone to developing fine specimens. In an ideal world, the Box of Cables would simply contain cables that you might actually need. In practice, however, you'll find it provides an interesting history of your own computing habits.

    In my Box of Cables I have a serial-port sync cradle for a Palm III organiser. The colour Palm I got later used a cable, not a cradle. And the Palm Tungsten I got even later used a USB cable, which made the whole sync process rather quicker. I still have all three Palms, incidentally, though I have no idea how to charge any of them any more.

    I also have a wide selection of audio cables, some of which are for an amp setup I don't own any more. Audio cables are the one kind of cable you're likely to have about fifteen of and only one will work. You'll swear every time that you'll clean them out but you never will. And thus every time you come to need one, the same profanities emerge from betwixt your lips, and you wish you'd take your own advice.

    Old games consoles video cables are also a perennial favourite. With the widespread adoption of HDMI by many devices, however, proprietary cables are thankfully a thing of the past. I do, however, still have an N64 SCART cable, PS2 stereo SCART cable, Xbox composite cable, Xbox Advanced SCART cable with optical out, Xbox 360 VGA cable, Xbox 360 component cable and all manner of other crap. That I don't need.

    Can I find a spare kettle lead to run my computer off until mine comes back though? Can I bollocks. Looks like I'm working on my netbook for the next few days!

    [EDIT: As you can see from the presence of the comic, I have now found a power lead. Yay.]

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    #oneaday Day 106: A Wealth of Useless Knowledge https://imnotdoctorwho.moegamer.net/2011/04/16/oneaday-day-106-a-wealth-of-useless-knowledge/ https://imnotdoctorwho.moegamer.net/2011/04/16/oneaday-day-106-a-wealth-of-useless-knowledge/#respond Sat, 16 Apr 2011 09:54:25 +0000 http://angryjedi.wordpress.com/?p=2439 The above comic isn't actually that far from the truth. (I remembered the code from Another World but had to look up the Ultima Underworld II spell. I at least remembered that "ylem" was one of the runes, however.) All this leads me to the conclusion that our brains are clearly wired up all wrong, and we … Continue reading #oneaday Day 106: A Wealth of Useless Knowledge

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    The above comic isn't actually that far from the truth. (I remembered the code from Another World but had to look up the Ultima Underworld II spell. I at least remembered that "ylem" was one of the runes, however.) All this leads me to the conclusion that our brains are clearly wired up all wrong, and we need some sort of GMail Labs-style multiple inbox feature in order to appropriately prioritise the things that enter our brain and the things that we can safely delete when there's something very important to remember, such as girlfriends' birthdays. (November 19. I sacrificed the cheat code for Sonic 2 to make way for this information.)

    I'm not sure if everyone else's brain works in this way or if it's just a side-effect of being a massive nerd. But most people have something that they're extremely interested in, and will remember all sorts of useless facts about to bore their friends with down the pub. If you're lucky, you'll be friends with people who also know useless facts. If you're unlucky, you'll have all this knowledge squirrelled away with no-one to share it with—which is why the Internet exists, of course. And if you're particularly unlucky, you'll be friends with someone who's an even bigger nerd than you and is fond of correcting you every time you slightly misquote Ghostbusters. (Seriously. Fuck that guy.)

    But I don't think it's necessarily a bad thing. Imagine how dull life would be if the only things wedged into your long term memory were your unique taxpayer reference number, your national insurance number, every password you've ever used and the sites they work for, and those arbitrary user IDs online banks insist on you using rather than allowing you to pick your own ID that you might be able to remember. And, of course, your car's MOT expiration date. (Sometime in August. I think.)

    No. I'd much rather have cool stuff lodged in my brain that I can surprise and delight people with. (I have nerdy friends who find the fact I can remember Lester Chaykin's keycode from Another World immensely amusing… possibly at my expense, but I don't care at this point. Embrace who you are, I say.) Cool stuff in your brain allows you to become An Authority on a subject. And being An Authority is fun, because it means people come and ask you stuff about things you're interested in. It's like having people respect you and your opinions.

    And sure, not everyone necessarily understands why you're so obsessive about Buffy the Vampire Slayer/Final Fantasy/Dungeons and Dragons/the collected interactive works of Jane Jensen/Minecraft/Twilight/Formula 1/porn stars of the 1980s/the board game Agricola. But it's important to you, and it gives you something to explore when you haven't got anything better to do—and something with which to bond with like-minded people via the Internet (or even real life if you're very, very lucky.)

    It must be kind of sad to not have anything to obsess over. Do those people have any fun?

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    #oneaday Day 105: Newbie https://imnotdoctorwho.moegamer.net/2011/04/15/oneaday-day-105-newbie/ https://imnotdoctorwho.moegamer.net/2011/04/15/oneaday-day-105-newbie/#respond Fri, 15 Apr 2011 22:19:23 +0000 http://angryjedi.wordpress.com/?p=2433 It's an incontrovertible and irritating fact that the more means you have to enjoy new and exciting things, the less time you'll have to do them in. As you get older, the days seem to get shorter—or at least fuller—and the weeks seem to fly by. Before you know it, you're dead. Well, okay, that's … Continue reading #oneaday Day 105: Newbie

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    It's an incontrovertible and irritating fact that the more means you have to enjoy new and exciting things, the less time you'll have to do them in. As you get older, the days seem to get shorter—or at least fuller—and the weeks seem to fly by. Before you know it, you're dead.

    Well, okay, that's an exaggeration. But it's certainly true once you, say, get out of university and start work. I remember the first couple of weeks at university. It was a whirlwind of new shit. Not literally, that would be disgusting. But a bunch of us decided that if there was ever a time to try out some new things, the first few weeks of university was it.

    So we did. Shortly after arriving and introducing ourselves to each other (memorably, most of my flatmates' first experience of me was witnessing me cooking a bacon sandwich whilst wearing a lop-sided dressing gown, as I'd been there a few days prior to them) we decided that we'd go along to the various taster sessions that the university clubs offered. Most of them would likely be things we wouldn't want to continue with, we decided, but we might as well give them a go.

    So it was that several of us found ourselves lying on the dirty floor of what was basically a big shed clutching large rifles and feeling extremely nervous about what the nice man had said about making sure you don't accidentally shoot it at the floor because it will probably kill you. But then we got into the whole "shooting holes in bits of paper" thing and it all became a lot more interesting. Sure, none of us went back after that, but the fact I can say I've fired an actual real rifle is pretty cool.

    And so it was that we found ourselves attending a ninjutsu class, learning the best way to deal with a knife-clutching attacker who is attempting to bum you or just kill you from behind. (Stick your bum out to knock him back, grab his arm, twist it in a smooth but convoluted manner, whip the knife up his arm, shaving all his skin off and causing considerable pain, pull him down to the ground, bash his elbow on the floor to break it in a manner which is difficult to heal and finally kick him in the face. Possibly. I forget.) One of us went back and learned quite a lot about various ways to ninj other people to death. (What? "Ninj" is absolutely the verb to describe what ninjas do. They ninj people. You ninj. I ninj. They ninj. He/she/it ninjes. No? Shut up.) The rest of us didn't.

    That didn't stop us trying out the other Ninjutsu club, where most of the session felt like Ninjas' Playtime, as the entire class did forward roll after forward roll back and forth up and down a padded room. It was fun, but unlikely to kill anyone.

    And so it was we found ourselves trying out the fencing club and discovering that people who have been fencing for a long time not only are much better than complete beginners, but they're awfully smug about it. And epees somehow aren't quite as satisfying as big, proper, actual swords. But then they'd probably be a bit more fatal. Unless everyone got to wear armour, and then you'd kind of be going into Knight Club territory, rather than fencing.

    We continued this pattern for a while. Some of us stuck with the Karate-do-Shotokai club for a while, others (including myself) drifted off. Now, as most of us are pushing 30, you have to wonder if we'll ever have the opportunity to get involved in such a diverse array of new things ever again.

    Day 453

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    #oneaday Day 104: Acrid Black Smoke https://imnotdoctorwho.moegamer.net/2011/04/14/oneaday-day-104-acrid-black-smoke/ https://imnotdoctorwho.moegamer.net/2011/04/14/oneaday-day-104-acrid-black-smoke/#respond Thu, 14 Apr 2011 20:59:43 +0000 http://angryjedi.wordpress.com/?p=2429 Earlier today, a story broke that divided opinions somewhat. The point and content of the story at this stage isn't especially important or relevant to what I'm particularly interested in right now, but the gist of the arguments that people are having is that it was a report based on anonymous sources that sounded like … Continue reading #oneaday Day 104: Acrid Black Smoke

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    Earlier today, a story broke that divided opinions somewhat. The point and content of the story at this stage isn't especially important or relevant to what I'm particularly interested in right now, but the gist of the arguments that people are having is that it was a report based on anonymous sources that sounded like "just another rumour".

    And perhaps it was. Or perhaps it wasn't. Anonymous sources aren't the most convincing sources of information to some people, thanks mostly to their anonymity. But these are people who would likely be immediately fired if their names were attached to things which are—presumably—supposed to stay secret for now.

    Again, not the point I'm trying to make.

    The point I am trying to make is the surprising amount of negativity the story in question attracted, and the subsequent high-school clique-style bitching and sniping that ensued on Twitter between high-profile members of the industry for the next few hours. People laugh and joke about passive-aggressive status updates from people who want to bitch about someone without naming them—"I wish SOMEONE would stop being such a jackass!"—but this was taking it to a whole new level, with, in some cases, high profile representatives of respected publications taking the passive-aggressive approach and arguing with thin air, presumably to try and make some kind of point.

    I'm not going to name and shame anyone because there's no point in doing that and it wouldn't achieve anything. All I am going to say is that any time something like this erupts, I'm surprised and disappointed in people. Perhaps the story in question will turn out to be nothing—or perhaps it will turn out to be something big. Regardless, it was a rumour, and an interesting one at that, and people will want to know it. The original article made it very clear that it was a rumour based on things that anonymous sources had said. People can make their own minds up whether or not to believe it, but there's really no need for all the bitching and sniping.

    It is, sadly, a hallmark of the Internet, though; comment sections were described on a radio show earlier today as "the bottom half of the Internet" due to their relentless negativity—a fact which made Charlie Brooker sit up and take notice, unsurprisingly. But why? Why the hate? Why the behaving like teenage girls?

    Perhaps I'm just too much of a nice guy. I don't hate anyone, and I respect the work of others. I'll slag something off if it's genuinely bad, but I don't hate things for the sake of hating them like some people seem to. And whatever the reason for people's reactions to the story which broke earlier (still not getting into it!) there's certainly no reason for the ugly and thinly-disguised jealousy which has been evident this evening.

    If people could just be a bit nicer to each other and a bit less negative about everything, the whole world would be a much more pleasant place.

    It's nice to want things.

    Day 452

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    #oneaday Day 103: I Hear the Ticking of a Clock https://imnotdoctorwho.moegamer.net/2011/04/13/oneaday-day-103-i-hear-the-ticking-of-a-clock/ https://imnotdoctorwho.moegamer.net/2011/04/13/oneaday-day-103-i-hear-the-ticking-of-a-clock/#respond Wed, 13 Apr 2011 23:38:56 +0000 http://angryjedi.wordpress.com/?p=2422 Certain things are just naturally irritating or set your teeth on edge. That horrible sound polystyrene packing makes when you take it out of a cardboard box. That accent chavs do when it's clear they very much want to be black gangstas but instead are pasty, skinny white dudes from Portsmouth. The sight of the … Continue reading #oneaday Day 103: I Hear the Ticking of a Clock

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    Certain things are just naturally irritating or set your teeth on edge. That horrible sound polystyrene packing makes when you take it out of a cardboard box. That accent chavs do when it's clear they very much want to be black gangstas but instead are pasty, skinny white dudes from Portsmouth. The sight of the "roadworks ahead" sign on the motorway.

    Or having several mechanical clocks in your room, all of which are slightly out of sync with each other.

    It's the kind of thing you tend not to notice until you either 1) suffer from insomnia and find yourself fixating on every tiny little sound or 2) have it pointed out to you and consequently find it impossible not to notice.

    Regardless, it's a little bit irritating. And sometimes not entirely understandable either, because surely a clock's a clock and should tick at the same rate. But I had two clocks in my room that ticked unevenly and managed to somehow drift apart from one another, then slightly back in sync, then back out again. This is arguably beyond the laws of physics until I tell you that one of these two clocks has a minute hand which is affected by gravity and thus is not the most useful timepiece in existence when stood upright.

    Needless to say, I removed the batteries from one of the two clocks (the not-terribly-useful one) and now have no trouble sleeping through the night.

    Actually, that's a complete lie. Mis-ticking clocks weren't enough to keep me awake at night—my brain does an excellent job of that itself. But unevenly-ticking clocks are a genuine annoyance and a public menace that would surely be enough to drive lesser men to distraction and/or violent acts involving hammers.

    Although if you live with it for a while, you eventually find yourself getting used to it, the semi-predictable rhythm of the misaligned clocks becoming something comfortable and familiar, the sign that you're "home". If you get to this stage, then suddenly upsetting the status quo by removing one of the clocks could completely throw off the balance of the universe and ruin everything in your life.

    All right, it probably won't ruin your life. But when you're presented with something as familiar and regular as the ticking of a clock and suddenly that's not there any more, it changes the whole feel of a room. What once had a comfortable familiarity about it becomes something altogether different—and this is where the context becomes important.

    It's particularly noticeable if, say, someone close to you has died, and they were in possession of ticking clocks—particularly misaligned ticking clocks. When that person's gone and the sad business of dealing with their possessions comes up, taking the clocks away is like taking the "pulse" of their room away—it's a sign that they're finally gone, and that room is going to find a new purpose, a new future without them.

    Of course, whatever songs like Grandfather's Clock that we learn as children try and tell us, people dying doesn't automatically stop clocks or anything—but those sounds that we hear and take for granted or get annoyed by every day? You'll notice them as soon as they're not there any more.

    Hmm. That drifted in an altogether more melancholy direction than I intended. I'm very tired, so on that note, it's off to bed with me!

    Day 451

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    #oneaday Day 102: A Hundred and Two https://imnotdoctorwho.moegamer.net/2011/04/12/oneaday-day-102-a-hundred-and-two/ https://imnotdoctorwho.moegamer.net/2011/04/12/oneaday-day-102-a-hundred-and-two/#comments Tue, 12 Apr 2011 22:22:58 +0000 http://angryjedi.wordpress.com/?p=2417 I Googled the number 102. The results might surprise you. If you're really bored and easily surprised. The first page of results appears to be largely radio stations. Top hit for Googling 102 is Capital FM in Manchester, claiming to be Manchester's Number 1 Hit Music Station and conveniently ignoring the fact that Manchester is … Continue reading #oneaday Day 102: A Hundred and Two

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    I Googled the number 102. The results might surprise you. If you're really bored and easily surprised.

    The first page of results appears to be largely radio stations. Top hit for Googling 102 is Capital FM in Manchester, claiming to be Manchester's Number 1 Hit Music Station and conveniently ignoring the fact that Manchester is not the capital of the UK.

    The second result is the Wikipedia entry for the number 102. I wasn't even aware Wikipedia had entries for individual numbers, but here it is—proof. Apparently 102 is special because it's an abundant number, a semiperfect number (its mother must be so proud) and a sphenic number. It is also the sum of four consecutive prime numbers, the sum of Euler's totient function, the third base 10 polydivisible number and a Harshad number. I do not know what any of those things mean and I'm sure that 98% of you don't either.

    Wikipedia also tells us that the number 102 is the emergency telephone number for police in Ukraine and Belarus, the emergency number for fire in Israel and the emergency telephone number for ambulance in parts of India. And, of course, everyone knows that the Empire State Building has 102 floors, right?

    Having clicked on a few links on that Wikipedia page, I'm genuinely astonished that there does indeed seem to be an individual entry for every single number. At least, every single number in the immediate vicinity of 102. Isn't the collected knowledge of the human race fascinating?

    Well, actually, if you are the sort of person who despises maths, such as my 15-year old self (who regularly genuinely got angry at maths homework, despite the fact it was essentially inanimate and couldn't fight back) you probably don't find the fact that you can look up numbers on Wikipedia that interesting.

    So for those people, back to Google it is.

    Other radio stations that feature 102 include the stunningly boring-sounding "Town 102" from Ipswich, Wave 102 from Dundee (presumably not quite as good as Southampton's Wave 103), Warwickshire's saucy-sounding 102 Touch FM and Salisbury's Spire FM 102.

    Google also brings up the IMDb listing for 102 Dalmatians, which has 2 stars or a rating of 4.4 out of 10 from 7,812 users. Because it's a movie and not a video game, we can assume that this means it is, in fact, slightly below average and not OMG CRAP. The title of that movie always struck me as incredibly dumb, however, because it should surely be "101 Dalmatians 2" if you are Disney and you are making an ill-advised sequel to your ill-advised live-action remake of your beloved animated movie. I guess they thought they were being clever. Perhaps they were.

    Anyhow. I hope I've educated and informed you about the number 102. I promise I won't stoop to finding out fascinating fact about a number ever again. Unless I get really stuck for ideas.

    Day 450

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    #oneaday Day 101: Endless Punning https://imnotdoctorwho.moegamer.net/2011/04/11/oneaday-day-101-endless-punning/ https://imnotdoctorwho.moegamer.net/2011/04/11/oneaday-day-101-endless-punning/#respond Mon, 11 Apr 2011 21:10:03 +0000 http://angryjedi.wordpress.com/?p=2412 Oh, Twitter. You know I love you. But there are times when being with you is like being stuck in a convention of Dads. And then being stuck in a time-slowing-down machine. For several days, in many cases. I am, of course, referring to the endless streams of puntastic hashtag humour. Now don't get me … Continue reading #oneaday Day 101: Endless Punning

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    Oh, Twitter. You know I love you. But there are times when being with you is like being stuck in a convention of Dads. And then being stuck in a time-slowing-down machine. For several days, in many cases.

    I am, of course, referring to the endless streams of puntastic hashtag humour. Now don't get me wrong, some of these collections of nonsense are genuinely amusing—but the fact they seem to go on interminably until they have outstayed their welcome by a considerable margin is something which… I don't know that it "bothers" me as such, but let's just say it sometimes makes me glad of the "mute" function in Twitter apps such as Echofon.

    Take today. Someone—I couldn't say who—started a #gamejournalistpickuplines hashtag and proceeded to post a few witty innuendoes themed around the common things games journalists are accused of, issues they have to deal with regularly and things that they often say. Funny—assuming you're in the know. And if you're following game journalists on Twitter, chances are you are at least a little bit "in the know".

    Hmm… is "funny" quite accurate? Well, yes. At least until it gets to 10pm in the evening and it's still going, and all the Americans who have now woken up have started making the same jokes that all the Europeans made six hours ago. It's an occupational hazard of dealing with a worldwide service such as Twitter, of course, but it does mean you tend to get bombarded with the same shite hour after hour after hour.

    But now wait a minute. Back up a sec, take a moment to look at this from a distance. As woeful as some of the puns and innuendoes might be, it's actually kind of cool to see people from such disparate parts of the world coming together—even if it's just to make a few lame jokes. There have been people from all over the globe contributing to the hashtag—and it's the same every time something equally inane, childish and briefly amusing (such as #replacegamenamewithboner) comes up. Funny for a bit, relatively easily ignored (unless certain people who shall remain nameless are online) and interminable.

    I guess, then, we all have to get used to the fact that one joke can indeed be strung out for hours, days, weeks, months thanks to the power of social media. Don't even get me started on the "fake" Twitter accounts for various celebrities, video games, industry figures.

    Or, you know, perhaps I should stop being such a curmudgeon.

    (Clarification for anyone about to make an indignant comment about their right to indulge in hashtag humour: I don't mind it really. I just find myself tending to observe such things from the outside and not joining in. Largely because I'm awful at coming up with puns and jokes on the spot. You knock yourself out, and if replacing parts of game names with "boner" makes you happy, then you just keep on truckin'.)

    Day 449

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    #oneaday Day 100: What a Novelty https://imnotdoctorwho.moegamer.net/2011/04/10/oneaday-day-100-what-a-novelty/ https://imnotdoctorwho.moegamer.net/2011/04/10/oneaday-day-100-what-a-novelty/#comments Sun, 10 Apr 2011 20:57:08 +0000 http://angryjedi.wordpress.com/?p=2407 [Side note: Day 100! Yay. This marks my 448th day of blogging every day. I've been half-tempted to start numbering the posts from when I originally started again, but then that will just get confusing. Perhaps I'll put the total number at the end of each post or something. I don't have an eventual goal … Continue reading #oneaday Day 100: What a Novelty

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    [Side note: Day 100! Yay. This marks my 448th day of blogging every day. I've been half-tempted to start numbering the posts from when I originally started again, but then that will just get confusing. Perhaps I'll put the total number at the end of each post or something. I don't have an eventual goal number in mind—I fully intend to keep doing this until I can't do it any more, for whatever reason. But given that I continued writing through the disastrous events of last year, it'll take something pretty severe to stop me being here every day. Now, on to your regularly scheduled blog post.]

    I can't program. Actually, that's a lie; I wrote a very good Treasure Hunt game in ATARI BASIC once. It used Graphics Mode 2, a custom character set, featured a randomly-generated playfield and custom sound effects. Okay, it perhaps wasn't "very good" but it was at least a completed project. Since then, though, my programming knowledge has tailed off somewhat. It's when everyone stopped using line numbers that it got confusing. I know ditching line numbers was actually a good thing in that you could more easily insert code where it needed to go rather than having to resort to increasingly-convoluted GOSUB/RETURN subroutines, but as soon as all these punctuation rules started to come in? Hmmm.

    Perhaps it's just that I haven't spent enough time trying to learn one language. I spent a bit of time doing JavaScript and managed to get some fancy DHTML working, but have since forgotten it. I did some Java once, though it didn't do much. I worked my way through the first two chapters of a C# (pronounced "C-sharp", for anyone who had been wondering about it for as long as I had before I eventually found out) book and thought I was doing pretty well until I got to the first "independent project" type chapter and completely failed to produce the program required.

    This is why I enjoy tools that allow you to express your creativity without having to know how to write a complete program. Sure, if you need to do something exciting, you can (and probably will) delve into scripting, but for the most part, the built-in tools are enough to get something up and running.

    Over the years, I've used many different tools like this. By far my most beloved (and now outdated) is Klik & Play from Clickteam, which later became Games Factory and Multimedia Fusion. These required absolutely no programming knowledge whatsoever and simply a logical mind to figure out a series of "When this happens, make this happen" statements. Winner. And surprisingly flexible.

    I'm also a big fan of the RPG Maker series, especially the later ones that do include a scripting language that allows people far cleverer than me to completely replace the game's battle system with something cool.

    Most recently, I've come across Novelty, which is a tool for making Japanese-style visual novels. This is a completely free application—though still in beta—and is one of the most polished pieces of free software I've ever seen. It's incredibly flexible and allows for everything from barely-interactive "click to continue" visual novels that don't require any player decisions, to more in-depth Phoenix Wright-style affairs with buttons, hotspots, branching story paths and all sorts. There's not only a scripting language, but also an impressive markup language for creating graphical assets. There's no need to delve into these if you don't want to, of course, but for "power users" they'll be a boon I'm sure.

    My only trouble with tools like these is that I have trouble getting started on something. I get some grand plan in my mind and either end up getting daunted by all the preparatory work which will need to be done (gathering/creating assets, planning and whatnot) or find myself starting, getting too ambitious and bumping into an insurmountable roadblock.

    Still, it's nice to know these tools are out there for creative types. I have idle plans to experiment with making some sort of visual novel, but whether or not that will ever happen is anyone's guess.

    void blog(string bollocks)
    {
         Object@ myBlog = GetObject("Blog");
         if (myBlog !is null)
         {
                myBlog.SetText(bollocks);
         }
    }

    See? No problem at all.

    blog("Cock! Piss! Partridge!")

    Day 448

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    #oneaday Day 99: Mein Kraft https://imnotdoctorwho.moegamer.net/2011/04/09/oneaday-day-99-mein-kraft/ https://imnotdoctorwho.moegamer.net/2011/04/09/oneaday-day-99-mein-kraft/#comments Sat, 09 Apr 2011 18:33:41 +0000 http://angryjedi.wordpress.com/?p=2404 Yes, I have discovered Minecraft. Minecraft, despite being an indie game and therefore something I should technically automatically be championing, going by past experience, is something which I've always had something of a curious resistance to. It hasn't been by choice, though—the reason I haven't been playing Minecraft is not the same as the reason … Continue reading #oneaday Day 99: Mein Kraft

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    Yes, I have discovered Minecraft. Minecraft, despite being an indie game and therefore something I should technically automatically be championing, going by past experience, is something which I've always had something of a curious resistance to. It hasn't been by choice, though—the reason I haven't been playing Minecraft is not the same as the reason I'm not playing Call of Duty, for example.

    In fact, if anything, it's more to do with the fact that when I finally gave in to peer pressure and bought a copy a number of months back, I only had my netbook with me and it ran like ass on there. And then it ran like ass under OS X on my Mac at home, too. For literally months and months I'd been saying to myself "I should really install it on the Windows partition of my Mac and try it properly…"

    Well now I have. And what do you know? It's rather good, though it's the kind of game that appears to—at least in its current beta stage—be very much "what you make of it".

    If you're one of the few people who hasn't contributed to developer Notch's millions so far, here's a brief rundown. You are dropped into a randomly-generated world made entirely of blocks of various materials. You have nothing to your name except a punching fist that can knock down trees. It's up to you to survive, because every night, the nasties come out and will do their best to kill you.

    That's about it—but the main appeal of the game in its present state comes from the fact that once you've built yourself a secure shelter, it's time to start exploring the world and building stuff. You can create structures either by hollowing out existing terrain or by collecting resources and stacking them to build things—kind of like pixelated Lego blocks.

    Then there's the "craft" part of the title—you can make items. The daunting part of the game for new players is the fact that no help is given when you start the game—without looking at sites such as the excellent Minecraft Wiki, you'd be expected to figure out how to make tools for yourself. And given that even making the simplest tools requires several steps (punch trees for wood, craft wood into planks, build workbench from planks, craft planks into sticks, combine sticks and planks in various arrangements to produce tools) it's arguably something of a long shot to expect people to do this for themselves.

    Or is it? Steven Johnson argues in Everything Bad is Good for You that the cognitive processes you go through when figuring out stuff like this for yourself are very beneficial—good "brain exercise". You use past experience from previous games and other things you've done in the game you're playing to draw conclusions for yourself about what to do next. And sure enough, I found that once I'd started playing a bit and got the basics down, I started naturally experimenting with different arrangements of materials to see what they produced. Some things worked, some things didn't. If something doesn't work, you don't lose anything, either, so the game is set up to encourage exploration and experimentation.

    There's also an element of risk, though. Death isn't permanent—but it does cause you to drop all your stuff and potentially lose it. If you've spent a long time collecting things, this can be a real pain, especially if you were exploring a long way from your home spot. Then there's the fact that the game's most notorious enemies, the "Creepers", explode when they get near you. Not only does this cause significant damage to you, it also blows big holes in the things you've built.

    But rather than being frustrating, most players simply take this as a sign that they need to defend their homes a little better. Perhaps they should make them harder to get to, or plant some cacti to put off enemies, or build some weapons and armour.

    The possibilities are pretty extensive, and I'm looking forward to exploring the game further—and seeing where Notch takes it in the future. The game comes out of beta on the 11th of November this year, so if you want to pick it up for its current reduced price (25% off the full price) then get over there now.

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    #oneaday Day 98: Inappropriate Soundtracks https://imnotdoctorwho.moegamer.net/2011/04/08/oneaday-day-98-inappropriate-soundtracks/ https://imnotdoctorwho.moegamer.net/2011/04/08/oneaday-day-98-inappropriate-soundtracks/#respond Fri, 08 Apr 2011 22:36:45 +0000 http://angryjedi.wordpress.com/?p=2400 Music's a powerful tool for emotional manipulation. You can use it to make people laugh, cry, jump, be scared, be excited and get tingly feelings in those hairs on the back of their neck. You can also misuse it, with varied results, such as this video I made more to test the iPhone's ability to … Continue reading #oneaday Day 98: Inappropriate Soundtracks

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    Music's a powerful tool for emotional manipulation. You can use it to make people laugh, cry, jump, be scared, be excited and get tingly feelings in those hairs on the back of their neck.

    You can also misuse it, with varied results, such as this video I made more to test the iPhone's ability to upload directly to YouTube more than anything — hence the crappy picture and sound quality.

    Yes, that is indeed Crackdown 2 featuring the Lazy Town soundtrack, a choice which both confused and delighted the YouTube community and has meant that I still get random, sporadic comments on this video to this day.

    It… kind of works, though, doesn't it? Happy, bouncy music for a happy, bouncy agent leaping around collecting shiny orbs. Of course, it completely changes the character of the game — but then Crackdown 2 is a game that isn't particularly strong on the narrative front anyway. If anything, it encourages this sort of messing around.

    There's certain genres I won't touch with custom soundtracks. RPGs, for example. While RPGs often have repetitive soundtracks that you listen to on repeat for 40-100 hours, for the most part I like to experience them the way the composer intended. It's like a movie; you wouldn't replace the soundtrack from Shawshank Redemption with Kylie Minogue, would you? It would completely undermine the experience. As RPGs tend to be story-heavy, I prefer not to undermine the experience with a custom soundtrack — many of them are more than capable of undermining themselves with ridiculous plot twists, of course.

    But driving games are another matter. Ever since the original Xbox launched the custom soundtracks feature, it's pretty rare that I'll play a driving game with the music included on the disc. (This is at least partly because the vast majority of driving game soundtracks are complete garbage, but that's a little beside the point.) I wrote the other day that I wished for a bit more "drama" in my driving games, and that no-one seemed keen to follow through on the idea. What I can do, though, is put ludicrously overdramatic soundtracks over my driving games, producing results like this. Much more epic, I'm sure you'll agree.

    Okay, I shamelessly stole the idea to use the Plunkett and Macleane soundtrack from Top Gear, but they used it because it works. Also recommended: Neodämmerung and/or Navras from The Matrix Revolutions, anything from the Shadow of the Colossus soundtrack, anything from the Castlevania soundtracks since Symphony of the Night and… well, anything epic, really.

    I suggest you try it next time you fire up a racing game. You'll have much more fun and your races will carry that much more "weight". You can imagine that you're racing to survive or something. (Obviously if you're playing Split/Second, which already has an excellent cinematic soundtrack, you literally are racing to survive in many cases.) You can imagine your own reason for driving shiny cars very fast. If you're the sort of person like me who enjoys driving shiny cars very fast but would prefer it very much if there was a reason beyond "to win", then this approach will sort you right out.

    Any recommendations for other games with inappropriate soundtracks? I'm all — wait for it — ears.

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    #oneaday Day 97: The Grindstone https://imnotdoctorwho.moegamer.net/2011/04/07/oneaday-day-97-the-grindstone/ https://imnotdoctorwho.moegamer.net/2011/04/07/oneaday-day-97-the-grindstone/#respond Thu, 07 Apr 2011 20:58:14 +0000 http://angryjedi.wordpress.com/?p=2394 For those of you who don't know, I'm currently writing daily for GamePro. This is, of course, awesome and I'm both happy and honoured to be able to do so, even if it means having to remember how all you Americans spell things and the fact that companies are singular nouns, not plurals. Having been … Continue reading #oneaday Day 97: The Grindstone

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    For those of you who don't know, I'm currently writing daily for GamePro. This is, of course, awesome and I'm both happy and honoured to be able to do so, even if it means having to remember how all you Americans spell things and the fact that companies are singular nouns, not plurals.

    Having been out of full-time (well, pretty much any work) for the best part of a year, coming back to actually having to do stuff in the daytime is, unsurprisingly, a bit of a system shock. Not in a bad way, though. On the contrary, it's nice to be able to get up and know that I have Things To Do. I don't know if you (yes, you, reading this) have ever experienced unemployment, but while it sounds like the best thing ever in many ways—just not having to commute is heavenly—after a while it does get both annoying and demoralising.

    Which is why returning to work—even if it's work from home at curious, PST-friendly hours like I'm currently doing—can sometimes be a surprise. Having had entire days of nothingness to fill with any combination of sitting on the Internet, watching TV, trawling your DVD collection, playing video games or even—shock—going out—having a healthy chunk of your day taken up by Stuff You Have To Do means that you have to rethink things somewhat.

    It's a lot more difficult to find the time to go out running, for example. I could go in the mornings if I woke up a bit earlier, of course, but still operating on a slightly-skewed body clock means that doesn't always (ever) happen. There's the weekends too, of course—but then weekends get filled up with socialising and doing things you don't have time to do in the week. You start to understand the expression "not enough hours in the day" all too well.

    Don't get the impression I'm complaining—I'm really enjoying the work I'm doing and I hope that shows in what I produce. I like what I do and people who read it seem to like it, too. So that's all good. I just find it quite amusing that when you have the time to do everything you might want to do, you don't have the means to. And when you do have the means to, you don't have the time! Craziness.

    I couldn't tell you for sure if things are going to stay exactly this way, but it's certainly better than the way things have been. It's been a long, difficult and not particularly pleasant road to get here, but it's entirely possible that the destination's in sight. What that destination is? No idea.

    We'll find out, I guess. Watch this space.

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    #oneaday Day 96: Don't Take It Personally, Babe https://imnotdoctorwho.moegamer.net/2011/04/06/oneaday-day-96-dont-take-it-personally-babe/ https://imnotdoctorwho.moegamer.net/2011/04/06/oneaday-day-96-dont-take-it-personally-babe/#comments Wed, 06 Apr 2011 22:33:46 +0000 http://angryjedi.wordpress.com/?p=2390 The thing I like about games that are a bit off the beaten track is the fact that they're not afraid to break with every gaming convention under the sun in order to try something a bit different. Objectively, sometimes they're not great "games" in the traditional sense, but they are definitely worthwhile experiences that … Continue reading #oneaday Day 96: Don't Take It Personally, Babe

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    The thing I like about games that are a bit off the beaten track is the fact that they're not afraid to break with every gaming convention under the sun in order to try something a bit different. Objectively, sometimes they're not great "games" in the traditional sense, but they are definitely worthwhile experiences that explore interesting new ways of telling stories.

    One "author" who produces such games is Christine Love, who is fond of creating ren'ai titles. For the uninitiated, ren'ai games have strong plot elements of romantic love. They're not necessarily dating sims or hentai games—though some are—but all of them have a narrative which explores love and emotions. Final Fantasy VIII, for example, is regarded as a ren'ai game. Stretching the definition somewhat, you could even argue Silent Hill 2 has elements of the genre.

    The appropriately-named Love's titles, however, are much more up-front about their intentions. Digital: A Love Story and the oddly-named Don't Take It Personally, Babe, It Just Ain't Your Story are two games which go about telling a ren'ai tale in similar, though markedly different fashions. Both of them revolve heavily around the use of technology and its role in interpersonal relations.

    I'll resist spoiling either of them, but I think they're well worth exploring for anyone interested in the "visual novel" genre—anyone who liked games such as the Ace Attorney series, 999 or Hotel Dusk, for example.

    Digital: A Love Story sits you at the desk of an Amiga (or rather, a non-copyright infringing equivalent) five minutes into the future of 1988. Purely by interacting with your computer and dialling up a number of virtual BBS systems, a genuinely compelling tale is told without any graphics whatsoever. You don't "break character" for a single instant in the game, and it's this gameplay "hook" that keeps you playing to see what's going on. I'll say nothing else, as that would spoil it. But it's excellent—if only for nostalgia value. It happens to tell a good story, too.

    Don't Take It Personally… is a little different. Taking a more Japanese style to its art, it looks like a dating game, though it isn't one. Casting players in the role of John Rook, a 38-year old double divorcee who came to high school teaching in 2027 as part of a mid-life crisis, it tells a tale which explores interpersonal and social issues that you don't generally see in games. It's a relatively simplistic visual novel in terms of gameplay, with only a few choices to make, but like Digital, it's the story that matters. And it's told in a very interesting way through three different "layers". There's the face-to-face action, where the player, as John, sees and hears what's going on in front of him. John also has access to his students' Facebook-like social network, though, and is able to read any of his students' communications—even the private ones—giving an ethically-questionable insight into what they're thinking and what is really going on behind the dramas that unfold. And thirdly, this game features possibly the only time you'll ever see 4chan (sorry, "12channel") being used as a Greek chorus.

    Both games have a "message" and while Don't Take It Personally in particular is a little heavy-handed with it towards the end, it's cool to see games trying to say something a little more than the usual melodrama.

    So check 'em out. They take, like, two hours at most each. And they're free. You love free stuff, right?

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    #oneaday Day 95: Car Pee Gee https://imnotdoctorwho.moegamer.net/2011/04/05/oneaday-day-95-car-pee-gee/ https://imnotdoctorwho.moegamer.net/2011/04/05/oneaday-day-95-car-pee-gee/#comments Tue, 05 Apr 2011 21:56:17 +0000 http://angryjedi.wordpress.com/?p=2386 There's a ton of things that people haven't tried in the world of video games—mostly because of certain assumptions that are made about the people who play them, or more specifically, the demographics of who plays what. Let's take the racing game genre as an example. It's generally assumed that racing games will be played … Continue reading #oneaday Day 95: Car Pee Gee

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    There's a ton of things that people haven't tried in the world of video games—mostly because of certain assumptions that are made about the people who play them, or more specifically, the demographics of who plays what.

    Let's take the racing game genre as an example. It's generally assumed that racing games will be played by petrolheads of varying degrees. The überhardcore petrolheads who actually know what a limited slip differential is rather than just treating it as a powerup will be into the Forza Motorsports and Gran Turismos of the world. Those who just enjoy flinging cars around corners are built for the Ridge Racers, Need for Speeds and Project Gothams of the world.

    And that, it seems, is the limit of what the market assumes to be "people who like racing games". But I like racing games, and I wouldn't describe myself as a particular petrolhead as such. I also like other genres, and I would pay good money for a game that fused together some different genres and gave racing games a bit of personality. Because let's face it, however good the driving action is, the in-between races bit of most racing games is about as interesting as a spreadsheet. Sure, it might have a soundtrack by Junkie XL or The Prodigy, but it's still dull as ditchwater and completely character-free.

    I want a racer with a plot. I'm not talking about half-assed efforts like Need for Speed Underground or Ridge Racer Type 4. I'm talking about a game where the unfolding storyline is just as important as throwing a BMW M5 around a 90-degree corner. It's been tried once before with TOCA Race Driver, but to my knowledge, never again since. There's also Square's Racing Lagoon, but good luck finding a copy of that ever.

    No; what I envision is something along the lines of the old Wing Commander games, where there's an unfolding story and some good character interaction punctuated by, in this case, racing rather than space-shooty-bang-bang action. If your character has been talking to a rival racer and talking smack to them in these interstitial "plot" sequences, it's going to make you feel all the more inclined to do your very best against them when you see their name flash up over the top of their car in the middle of a race. Perhaps you could have a co-driver sitting in the car with you talking to you and making comments as you race as well as helping you out by warning you of upcoming corners and hazards.

    Unfortunately, I doubt it's ever going to happen, because most racing games these days are treated as triple-A titles, which means that they get tightly focus-grouped and marketed at a specific demographic: the petrolhead.

    I want to play the racing game for the RPG fan, the interactive movie fan, the adventure game fan. There's no reason why either side of the experience has to be compromised—just replace the battles from a JRPG with races. Why shouldn't it work?

    Oh well. I can dream on.

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    #oneaday Day 94: Darkness Falls https://imnotdoctorwho.moegamer.net/2011/04/05/oneaday-day-94-darkness-falls/ https://imnotdoctorwho.moegamer.net/2011/04/05/oneaday-day-94-darkness-falls/#respond Tue, 05 Apr 2011 01:01:18 +0000 http://angryjedi.wordpress.com/?p=2382 It's been quite some time since I blogged at this hour. Last year, it was a semi-regular occurrence, thanks either to my buggered-up body clock, failing to blog until the late evening (or in some cases, until after I'd gone out and come back again) but for the most part, this year the datestamps on … Continue reading #oneaday Day 94: Darkness Falls

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    It's been quite some time since I blogged at this hour. Last year, it was a semi-regular occurrence, thanks either to my buggered-up body clock, failing to blog until the late evening (or in some cases, until after I'd gone out and come back again) but for the most part, this year the datestamps on my work have been for the correct day. Tonight I've been recording a podcast, though, and I didn't think to write something earlier, largely 'cause I was working.

    I like night-time. I've often thought that night-time is the period in which my brain works best. Well, I'm not sure about "best" because I doubt if I wanted to do anything which could be called "work" right now that I'd do it to the best of my ability, but my brain certainly is at its most creative.

    This is both a blessing and a curse; it means that the imagination can run wild, allowing you to picture wild and fantastic scenes as you attempt to lull yourself to sleep, but it also means that you can worry about things like taxes, cancer and alien invasions. It's strange that the time of day at which you should theoretically be most exhausted is actually the time at which your brain seems most keen to get up, jump around and keep tapping you on the shoulder.

    Perhaps it's the fact that there's no other distractions. By the time it gets to this hour, hopefully you have no "commitments" to worry about, no work to do, nothing you absolutely must do right now. As such, your brain decides that it's playtime and starts wandering around looking for things to do when in fact all your body wants to do is get to sleep.

    Sitting in darkness with a total lack of distractions is a good time to get things sorted in your mind. Given that we live in a world where we are surrounded by devices, websites, pets, siblings, partners, family members and various other things which all demand our attention to varying degrees, the opportunity to sit in the darkness and be, for once, alone with your thoughts is something which should be welcomed and cherished. You don't necessarily have to come to any conclusions or make any big decisions—but the simple act of taking a moment to listen to what your brain is telling you is often enough to make you feel better about something.

    And remember, whatever your brain might be telling you at 2AM, the eventual outcome will never be as bad as you're expecting. So in many senses, those anxieties that you might find yourself feeling at stupid o' clock in the morning may, in fact, just be setting you up for a pleasant surprise a little way down the road.

    Now I'm going to go to sleep before I babble on about any more crap.

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    #oneaday Day 93: The Language of Barbers https://imnotdoctorwho.moegamer.net/2011/04/03/oneaday-day-93-the-language-of-barbers/ https://imnotdoctorwho.moegamer.net/2011/04/03/oneaday-day-93-the-language-of-barbers/#comments Sun, 03 Apr 2011 18:34:46 +0000 http://angryjedi.wordpress.com/?p=2379 I do not know how to talk to hairdressers or barbers. I'm not even convinced I know the difference, aside from the fact that hairdressers are assumed by Jeremy Clarkson to be somewhat effeminate and drive girly convertibles like the Mazda MX-5 before charging you three hundred quid to make the tips of your haircut … Continue reading #oneaday Day 93: The Language of Barbers

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    I do not know how to talk to hairdressers or barbers. I'm not even convinced I know the difference, aside from the fact that hairdressers are assumed by Jeremy Clarkson to be somewhat effeminate and drive girly convertibles like the Mazda MX-5 before charging you three hundred quid to make the tips of your haircut a little bit lighter, whereas barbers, in my experience, tend to be blokey blokes armed with scissors and clippers who will shear your mane for ten quid.

    Regardless of whether I'm talking to a hairdresser or a barber, though, as soon as I get in that chair, I don't know what to say. I have a couple of "backup haircuts" that I can consistently ask for — "number [x] all over" if I want people to see what the shape of my head is all over, or "number [x] at the sides and back, short on top" if I want the back of my head to feel like Fuzzy Felt whilst having enough on top to do weird things with "product" if necessary.

    But I'm still not sure of the etiquette. The idea of walking into a barbers' shop and saying "do something with my hair that doesn't make me look like a penis" seems a little… odd. I mean, I'm sure people who cut hair are suitably trained in the art of not making people look like penises (or at least, not unless they ask them to) and have plenty of creativity of their own, but when I sit in that chair, it feels like I should know what I'm asking for.

    Perhaps it's the "bloke thing" that Bill Bailey discusses towards the end of this clip:

    Namely, the fact that "blokes" assume that they should know what they're talking about; the haircut equivalent of not walking into a garage, bursting into tears and saying "it's broken!" whilst pointing in the general direction of your car. You can't point at your hair, say "it's shit!" and get them to do something with it. For one, that's putting a lot of trust in someone you don't necessarily know to do something to your appearance that you have to live with every day.

    What makes it worse is the fact that any time I have genuinely asked anyone else what I should do with my hair, I have never got a straight answer. This leads me to believe that no-one knows what to say to barberdressers, and that everyone is in fact fooling each other by talking about highlights, lowlights, split ends and pro-vitamin B5.

    And don't even get me started on the range of "product" out there. What, pray, is the difference between hair gel, wax, putty, goop, spunk, glue and splart?

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    #oneaday Day 92: Dream On https://imnotdoctorwho.moegamer.net/2011/04/02/oneaday-day-92-dream-on/ https://imnotdoctorwho.moegamer.net/2011/04/02/oneaday-day-92-dream-on/#comments Sat, 02 Apr 2011 10:33:42 +0000 http://angryjedi.wordpress.com/?p=2374 Discussing dreams is regarded by many as self-indulgent, but then so is blogging, so to the people who whinge and moan about everything I say "RASPBERRIES, GOOD SIR" and bare my bum at them. (Maybe not the bum bit.) But anyway. Dreams. Weird, aren't they? A statement that surely qualifies for the "Captain Obvious Award … Continue reading #oneaday Day 92: Dream On

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    Discussing dreams is regarded by many as self-indulgent, but then so is blogging, so to the people who whinge and moan about everything I say "RASPBERRIES, GOOD SIR" and bare my bum at them. (Maybe not the bum bit.)

    But anyway. Dreams. Weird, aren't they? A statement that surely qualifies for the "Captain Obvious Award 2011", yes, but it's true — which is why it's obvious, obviously. I have, however, come to the conclusion recently that the most vivid and bizarre dreams seem to come not during your big long sleep that you (hopefully) have throughout the whole night, but instead in those brief "snooze" periods you have between alarm clock harassment in the morning. Assuming you use an alarm clock. If not, it's those brief snooze periods you have between waking up and deciding you can't be arsed to get out of bed just yet.

    Anyway. Regardless of when those brief snooze periods happen, that's when your brain suddenly decides that the most interesting and/or fucked-up dreams really need to happen. Because, as everyone knows, the brain works best under pressure. Ask any student or journalist with a deadline coming up.

    Take this morning. I woke on an airbed on my friend's floor (I do know how I got there, I hasten to add) and considered getting up but wasn't sure if it was a good idea because my phone battery had gone flat and I wasn't wearing a watch. And this being the digital age, of course there were no clocks anywhere to be seen that weren't on mobile phones or on TV-connected things that made noise and would wake up my sleeping companion (who was on a different air bed, I hasten to add, and sleeping off an enormous amount of alcohol that he had consumed over the course of the whole day in celebration of both digits of his age changing) so basically, I couldn't tell if it was late enough to wake up in a suitably sociable manner. You get me? Good.

    Now we've established that, I can explain; following the above, I established that it probably was too early to wake up, so I promptly fell asleep again. (Oddly enough, I find it enormously difficult to fall asleep at actual normal bedtime, but have absolutely no problem dropping off again in the morning. Somewhat frustrating and a little impractical.) My brain decided that this would be an appropriate time to imagine going to the fridge, taking out a 4-pint bottle of milk to take a refreshing cold swig from and discovering that it was actually full of egg-fried rice.

    "Hmm, seems a bit ricey," I said. The people in the kitchen at the time (whom I didn't see) found this hilarious and we all had a good giggle about it. Then I woke up. Cool story bro.

    If dreams are supposed to be some sort of "message", then I have absolutely no idea whatsoever what that was trying to tell me. I drink too much milk? I really fancy a chinese? I'm going to die? I have no idea, but I guess it's no weirder than the time I dreamed about navigating a field made entirely of strawberry mousse.

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    #oneaday Day 91: Boozehound https://imnotdoctorwho.moegamer.net/2011/04/01/oneaday-day-91-boozehound/ https://imnotdoctorwho.moegamer.net/2011/04/01/oneaday-day-91-boozehound/#respond Fri, 01 Apr 2011 22:07:35 +0000 https://angryjedi.wordpress.com/2011/04/01/oneaday-day-91-boozehound/ It's a curious thing, alcohol. Some people enjoy it, others don't. One thing we seem to be afflicted with a bit in this country is the assumption that alcohol is somehow necessary to have a good time, like it unlocks a magical gateway to some nether realm of ultimate happiness. But does it, though? It … Continue reading #oneaday Day 91: Boozehound

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    It's a curious thing, alcohol. Some people enjoy it, others don't. One thing we seem to be afflicted with a bit in this country is the assumption that alcohol is somehow necessary to have a good time, like it unlocks a magical gateway to some nether realm of ultimate happiness.

    But does it, though? It certainly lowers inhibitions and makes people more open to the idea of acting like a dickhead — and, by extension, amusing everyone else. This certainly leads to lots of memorable evenings — it occurred to me last time I was out with a bunch of people that a lot of stories start with "there was this time we were all really drunk" and end with someone being sick or falling over or hurting themselves.

    Good nights don't necessarily need alcohol to be good. You just need something to happen to be memorable. This depends a lot on the chemistry between the people you're with. With the right people, you can have a thoroughly silly night without the need to get a sick bucket afterwards.

    The people I was out with tonight are some of my oldest friends; people I've known since high school. While our nights out often involve a bit of drinking, we certainly don't need drinks to act like dicks and yell "COCK" at each other.

    Which is, you know, nice.

    I have a lovely weekend ahead of me so I will say goodnight for now. Stay frosty.

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    #oneaday Day 90: You'll Never Win https://imnotdoctorwho.moegamer.net/2011/03/31/oneaday-day-90-youll-never-win/ https://imnotdoctorwho.moegamer.net/2011/03/31/oneaday-day-90-youll-never-win/#comments Thu, 31 Mar 2011 21:58:20 +0000 http://angryjedi.wordpress.com/?p=2366 Got an iPhone or some sort of portable telecommunications device which supports push notifications? Take a look at its home screen and count how many notifications you've got. Not counting emails, I have 39, and I know the second I go through all those apps and "clear" them, they'll be back with a vengeance. The … Continue reading #oneaday Day 90: You'll Never Win

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    Got an iPhone or some sort of portable telecommunications device which supports push notifications? Take a look at its home screen and count how many notifications you've got. Not counting emails, I have 39, and I know the second I go through all those apps and "clear" them, they'll be back with a vengeance.

    The same is true with emails. My inbox count on my iPhone has been hovering at somewhere around the 650-700 mark for a long time now, and there seems to be absolutely no way to shrink it down. My GMail button in Chrome claims I have 948 messages, but I think that's the total in my inbox, not unread. And like the notifications, I know that as soon as I batter the shit out of my inbox and get that number down to something approaching zero (it can never be zero, because there's always at least one message you find that you think "I'll just leave that in my inbox, I might want to refer to that later", conveniently forgetting the fact you have labels, folders and a search facility) those messages will be back to haunt me. Well, not those same messages, but some new ones.

    It's the age of Web 2.0 that has done this to us, of course. The fact that we get bombarded with messages from various social networks on a minute-by-minute basis, everything vying for our attention (when in fact most of these emails are asinine, vapid crap that we really don't need — who gives a fuck if someone just commented on a photo you were tagged in? Check it later.) and, in many cases, causing the important stuff to get lost.

    I remember back in the CompuServe days, receiving an email was A Big Deal (particularly if it was from Julia, at least until The Incident) because it didn't necessarily happen every day. Largely because not everyone Had The Internet, because some people didn't have a modem, or others were concerned about phone bills, or whatever. But at that time — oh, that golden time — you were lucky to get five emails a week, and certainly none inviting you to extend your penis with Biblical quotes (and no, sadly I'm not making that up).

    I guess the solution would be, of course, to turn off notifications and to stop Twitter, Facebook and whatever else from emailing me every time someone in my network does ANYTHING… but then how will I know that someone just tagged me in 300 photos? (With an email for every photo, obv.)

    In other news, it's probably about time I cleaned out my aforementioned GMail inbox. I'm going in… if you don't hear from me in 3 hours I've probably died.

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    #oneaday Day 89: Tick https://imnotdoctorwho.moegamer.net/2011/03/30/oneaday-day-89-tick/ https://imnotdoctorwho.moegamer.net/2011/03/30/oneaday-day-89-tick/#respond Wed, 30 Mar 2011 20:27:34 +0000 http://angryjedi.wordpress.com/?p=2363 Time zones are a big pain in the arse. Particularly when you find yourself inadvertently operating on one that you don't live in. I've had a pretty ballsed-up body clock for quite a while now, but it sort of doesn't matter. It started towards the end of my time in Southampton last year, when I … Continue reading #oneaday Day 89: Tick

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    Time zones are a big pain in the arse. Particularly when you find yourself inadvertently operating on one that you don't live in. I've had a pretty ballsed-up body clock for quite a while now, but it sort of doesn't matter.

    It started towards the end of my time in Southampton last year, when I made a new friend online who happened to live in the mountains in the States. We frequently talked until stupid o'clock in the morning which meant that I'd go to bed as the sun was rising and often not wake up until the afternoon of the next day. Like, late afternoon. The kind of late afternoon that made staggering into the local shop and having the man with the smelly armpits behind the counter asking "how my day had been" to be a little embarrassing. Of course, there were extenuating circumstances at the time that meant I wasn't particularly concerned with social niceties and a sense of "normality" because frankly, at the time, my life was anything but "normal".

    But anyway.

    (The fact I was also doing some writing work based on Eastern time shifts probably didn't help matters. The closest approximation to a "working day" that I had started at about 7pm and ran until 11 at night. But I digress.)

    A trip to the States over the holiday period last year offered the opportunity to live like a normal human being for a while. There was also the fact that at roughly 7am (or sometimes before) I'd be woken up by either a large dog wanting a cuddle or children watching television. I don't begrudge them those things, particularly as I was sleeping in their lounge, but it did mean that I could wake up at a "normal" time.

    Currently, it's not quite as bad as it has been. I still stay awake quite late—despite trying to get to sleep early in many cases—and find myself able to get up anywhere between 10AM and 12PM GMT. Oddly enough, this is only the case when I'm at "home". When I'm staying with someone else, whether it's sleeping on a floor, couch or hotel room bed, it's absolutely no problem to wake up at a normal time—and go to sleep at a normal time, for that matter. It's curious.

    Still, I've pretty much resigned myself to the fact that I'm essentially operating on Pacific time for much of my waking existence. This isn't so bad, of course, as the work I'm currently doing is based around Pacific time and I have a lot of friends in the States with whom I can chat via Twitter and various IM systems. (There's also the fact that some of those people clearly never sleep at all, but that's an entirely different issue altogether.)

    So if you need me, don't ever worry about it being "a bad time" because chances are, I'll be awake somewhere, somehow, sometime.

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    #oneaday Day 88: Help Wanted II: The Helpening https://imnotdoctorwho.moegamer.net/2011/03/29/oneaday-day-88-help-wanted-ii-the-helpening/ https://imnotdoctorwho.moegamer.net/2011/03/29/oneaday-day-88-help-wanted-ii-the-helpening/#comments Tue, 29 Mar 2011 20:33:04 +0000 http://angryjedi.wordpress.com/?p=2358 After the resounding success of the Help Wanted post from a few days ago, here's another challenge for you all. This time, the ads are all in an attempt to recruit the parts people play in various board games, making them either more or less obscure depending on where you're sitting. Or anyone who knows … Continue reading #oneaday Day 88: Help Wanted II: The Helpening

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    After the resounding success of the Help Wanted post from a few days ago, here's another challenge for you all. This time, the ads are all in an attempt to recruit the parts people play in various board games, making them either more or less obscure depending on where you're sitting. Or anyone who knows any of the answers to either post a massive geek.

    So without further ado, here we go:

    WANTED: Exploratory self-starter with keen negotiation skills required for this exciting new opportunity. Play a key role in the challenges of running a successful startup. Candidates with an nderstanding of mining, logging, agriculture and bricklaying will have a distinct advantage. £DOE

    WANTED: Keenly creative cartographer sought for the mapping and development of a potentially affluent French region with ties to the monastic orders. Forward planning an essential quality. £good

    WANTED: Programmer with experience of languages such as LOGO required for exciting new factory-based robotics project. £OK

    WANTED: Investigator sought for project in Massachusetts. Background and past experience not important, but an open-minded nature and desire to explore the supernatural is essential. Some risk of death and/or mental disorders. £excellent

    WANTED: Crew for spaceship. Must deal well with crises under immense pressure and be able to tell their left from right. Good communication skills, forward planning and a collaborative nature are essential roles for the successful candidate. £allrightIsuppose

    WANTED: Crew for spaceship. Must deal well with crises under immense pressure and not be a cybernetic sleeper agent. £fairlygoodish

    WANTED: Family-focused agricultural type with good time management sought for ambitious farming project in 13th century Germany. Accommodation provided. £good with significant bonuses for good performance.

    WANTED: Spatially-aware type with fondness for single colour required for immediate start in collaborative, decorative block-laying art project. Must be focused on own contribution, potentially to the detriment of other collaborators' work. £awesome

    WANTED: Are you a bit like Brother Cadfael? Then perhaps you belong with our monastic order. We seem to suffer a bit from violent crime and are in urgent need of new members of the Order to keep the peace. £voluntary

    WANTED: Travel enthusiasts sought for railroad excursions across the United States, Europe, Scandinavia and Germany. Must have a knack for booking entire routes and then inexplicably blocking them off for anyone else's use. £pro rata

    WANTED: Bean farmers urgently required for spectacular new bean-farming opportunity. Type of beans unimportant. £dependent on performance

    WANTED: Electricity enthusiasts with good mathematical and financial skills sought for employment in Germany and the United States' national grids. Must be able to count. Forward-thinking skills a distinct benefit. £good, but in a weird currency you've never heard of.

    WANTED: Ambitious megalomaniac type sought for systematic conquest of provinces by fair means or foul. This is a somewhat unpredictable position where you can be sure of a new experience every day. £variable

    WANTED: Warlike conquistador sought for conquest of entire world and/or stalemate situations with similar types. Must have considerable amount of patience and competitive nature. Would particularly suit people with too much time on their hands. £spectacular

    So, any ideas? Make your guesses in the comments.

    The post #oneaday Day 88: Help Wanted II: The Helpening appeared first on I'm Not Doctor Who.

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    #oneaday Day 87: Don't Worry https://imnotdoctorwho.moegamer.net/2011/03/28/oneaday-day-87-dont-worry/ https://imnotdoctorwho.moegamer.net/2011/03/28/oneaday-day-87-dont-worry/#respond Mon, 28 Mar 2011 22:15:22 +0000 http://angryjedi.wordpress.com/?p=2354 Some people are perpetual worriers, concerned about every last detail of every little thing they (and others) do, utterly convinced that if appropriate preparation for every single possible disaster isn't adhered to then something awful will absolutely, certainly and totally happen. I'm not one of those people. But then neither am I their antithesis, the … Continue reading #oneaday Day 87: Don't Worry

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    Some people are perpetual worriers, concerned about every last detail of every little thing they (and others) do, utterly convinced that if appropriate preparation for every single possible disaster isn't adhered to then something awful will absolutely, certainly and totally happen.

    I'm not one of those people. But then neither am I their antithesis, the laid-back, breezy type who lets crisis after crisis wash over them in a totally infuriating manner, managing to stay calm amidst people's heads exploding, zombies bursting through the windows and/or their dwindling finances. (Specific crises depend on the person, obviously.)

    I'm somewhere in between. There are times when I panic about things. Like proper full-on panic attacks. (They're not pleasant, if you've ever had one.) I haven't had one for a while, but in the past, they've been caused by two things—working in education and money. I have dealt with one of those two issues by kicking it in the balls and telling it never to come back into my life ever again, at least until I get totally desperate, which hopefully I won't have to. I'm working on the other one.

    But then other times I find myself unconcerned with things, thinking them more trivial than they perhaps actually are. This is good for short-term mental well-being, but not great when you put things off until it's too late and then they end up causing panic. Actually, saying "unconcerned" is perhaps misleading; it's not that I don't care. At times, though, things are difficult to contemplate and even harder to talk about, even amongst the people you trust the most. Some things are scary, and so putting them to one side is a way of facing them later, an attitude advocated by Final Fantasy XIII, of all things. It's a good feeling when you get up the confidence to say something that's been bothering you for ages and you feel like you can get the help or the support you need—but at the same time, you don't always have people there to help you or just to listen, so those are the times when being able to compartmentalise your thoughts and set them aside for a little while becomes useful.

    It is one of those things, I suspect, that there isn't an easy answer to. The way I am may sound like something of a "happy medium" but in practice it's not; it's the two extremes and nothing in between. Everything negative is either a total disaster that keeps me lying awake at night, or unimportant bollocks that I don't need to think about right now. If only there was a way of compressing everything in just a little bit so that the disastrous things became simple irritants that I actually felt motivated to deal with and the unimportant bollocks also became mild irritants that, while not exactly pressing, were just niggling enough to make me want to swat them away like flies.

    Perhaps this is one of the things people deal with in therapeutic sessions.

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    #oneaday Day 86: Defiant Destiny https://imnotdoctorwho.moegamer.net/2011/03/27/oneaday-day-86-defiant-destiny/ https://imnotdoctorwho.moegamer.net/2011/03/27/oneaday-day-86-defiant-destiny/#respond Sun, 27 Mar 2011 23:24:56 +0000 http://angryjedi.wordpress.com/?p=2351 If you've read any fantasy (or, to a lesser extent, science fiction) novels or played any RPGs (pen and paper or computer-based) you'll be familiar with the concept of "Fate" or "Destiny", whatever you want to call it. The idea that everything that happens is part of a string of events that are "supposed" to … Continue reading #oneaday Day 86: Defiant Destiny

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    If you've read any fantasy (or, to a lesser extent, science fiction) novels or played any RPGs (pen and paper or computer-based) you'll be familiar with the concept of "Fate" or "Destiny", whatever you want to call it. The idea that everything that happens is part of a string of events that are "supposed" to happen, things that are planned out, destined to come to pass with an eventual goal which isn't necessarily completely clear.

    It's a spiritual, quasi-religious sort of concept, I guess, but despite not being a religious type in the slightest, I'm a bit of a believer in the idea.

    Or perhaps it's not Fate or Destiny. Perhaps it's simply the fact that everyone makes choices in their lives, and those choices have consequences that can continue to affect things months, even years, down the line. Not only that, but one person's choices can affect the lives of other people and the choices they make too. Without one simple little thing happening, things might be entirely different.

    Take something as seemingly inconsequential as, say, joining Twitter. Without joining Twitter on whenever-it-was (a piece of information that I'm sure used to be easier to find out) there's a ton of things that would never have happened. It's entirely possible that the Squadron of Shame SquadCast wouldn't have happened and that the small but tight-knit community that has grown around that over at the Squawkbox wouldn't be what it is today. Without that happening, I might not have been spurred on to quit my job and try and "make it" writing—something which yes, I'm aware I still have some way to go on, but it is at least considerably further along than it once was. Without that happening, many of the events of the last year might not have happened, for better or worse. I might not have met a number of awesome people who have become very important to me (in very different ways to each other, I might add). And I might not be sitting here now wondering what the future holds in a positive, forward-looking manner rather than dreading it.

    Of course, some may point out that some of the events in that sequence of things indirectly led to bad things happening, which means that without my joining Twitter in the first place I might be sitting in a very different place right now in an alternate timeline. But then that's where the question of "Fate" or "Destiny" comes in. Perhaps that's one key event that was "supposed" to happen in order to make all that other stuff come to pass. And even the bad stuff, in that case, happened for a reason to lead me on towards some sort of eventual future awesomeness that hasn't quite happened yet but feels like it's finally starting to get there.

    You can really over-think things if you're not careful. Live in the moment. Do what seems right. Tackle the consequences as they come. Life will throw you challenges and big, steaming lumps of shit along the way, but at some point, eventually, you'll find yourself on the pathway to something that's "right", something where your eventual goal is clear, if far away.

    Am I on that pathway yet? Couldn't say. But I know that for the first time in a long while, I'm looking forward to finding out.

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    #oneaday Day 85: Help Wanted https://imnotdoctorwho.moegamer.net/2011/03/26/oneaday-day-85-help-wanted/ https://imnotdoctorwho.moegamer.net/2011/03/26/oneaday-day-85-help-wanted/#comments Sat, 26 Mar 2011 11:28:46 +0000 http://angryjedi.wordpress.com/?p=2344 Sometimes it's not clear how video game heroes got themselves into the situations they're in at the start of a game. It's at times like this that I like to imagine they answered a job advertisement like one of the following. Can you spot the games they're from? — WANTED: Caretaker for large medieval castle. … Continue reading #oneaday Day 85: Help Wanted

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    Sometimes it's not clear how video game heroes got themselves into the situations they're in at the start of a game. It's at times like this that I like to imagine they answered a job advertisement like one of the following. Can you spot the games they're from?

    WANTED: Caretaker for large medieval castle. Some internal renovations required. Successful applicants will have good athletic ability and will be unconcerned by stories of "the undead". What is a man? Anyone who can apply for this job—we don't discriminate. £DOE. Call Simon.

    WANTED: Pest control technician to operate in secluded literacy-heavy society. Good performance in this role will lead to quick promotion prospects and the opportunity for a considerable amount of travel. The successful candidate must have good interpersonal and leadership skills, be open to the idea of taking on seemingly insurmountable challenges and be interested in their own lineage. £excellent. Ask for Gorion.

    WANTED: Computer specialist for exciting new project in space. Must be well-versed in use of lead piping for improvisatory technical solutions, interested in the ethical implications of artificial intelligence and not easily terrified. £available on application. Call 01010011 01001000 01001111 01000100 01000001 01001110 and ask for Sharon.

    WANTED: New recruits to police force for small Mid-Western town prone to outbreaks of bizarre crime and disease. Must be able to handle small to large firearms with no training, and have difficulty running both in a straight line and around corners. Floppy hair is beneficial, though not essential. £good. Call Claire.

    WANTED: Refuse collection operative to trial new system of collecting waste. Successful applicant will have good ball-handling skills and be open to the idea of travel. £amazing. Call K. Cosmos.

    WANTED: Ex-soldier with good leadership skills sought for assistance with new environmental project. Background unimportant. Familiarity with anachronistic weapon technologies a distinct advantage. £stupendous. Call Mr Wallace.

    WANTED: New recruits to police force for the most geographically diverse region in North America. Must hold full, clean driving licence and be familiar with the operation of high-powered sports cars—we don't do things by halves here. Split-personality applicants who enjoy occasionally delving into street racing themselves are welcome to apply. £outrageous. Call Dispatch.

    WANTED: Rapping dog to assist with unexpected noodle-related issues. Specialist problem requires specialist recruitment. £inconceivable. Call C. C. M. Onion.

    WANTED: Color-blind gentleman with large neck sought for friendship, camaraderie and maybe more. Must not be afraid of insects. £not bad. Call Dom.

    WANTED: New owner for ailing bookshop in French Quarter. Assistant provided. Your role will involve very little working in the shop and a lot of wandering around town. Would suit lazy, arrogant prig. £rubbish. Call Grace.

    WANTED: Witch sought for a job that is "out of this world". Height a distinct advantage, as is familiarity with the use of pistols with both hands and feet. Can you sparkle, are you gonna shine? £fabulous. Call Rodin.

    WANTED: News reporter. Must be able to dance and produce bulletins that look good but have no real content whatsoever. Female applicants preferred. £superfabulous. Call Fuse.

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    #oneaday Day 84: The Crossovers That Will Never Be https://imnotdoctorwho.moegamer.net/2011/03/25/oneaday-day-84-the-crossovers-that-will-never-be/ https://imnotdoctorwho.moegamer.net/2011/03/25/oneaday-day-84-the-crossovers-that-will-never-be/#comments Fri, 25 Mar 2011 11:26:25 +0000 http://angryjedi.wordpress.com/?p=2340 There's a ton of untapped potential in the world of the crossover. Comics have been wise to this for a long time, with DC and Marvel in particular being highly aware of the fact that all their superheroes are running around disparate parts of the same world and might just bump into each other on … Continue reading #oneaday Day 84: The Crossovers That Will Never Be

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    There's a ton of untapped potential in the world of the crossover. Comics have been wise to this for a long time, with DC and Marvel in particular being highly aware of the fact that all their superheroes are running around disparate parts of the same world and might just bump into each other on occasion.

    But what would happen if some of the more bizarre crossovers came to fruition? Well, let's explore that, shall we?

    Castlevania: Deep Space Nine

    The most modern the series has got was with Soma Cruz, and even then it was still all bats and caves and swords and whatnot. Castlevania should go to space, and specifically to Deep Space Nine. Why? Because I had a dream about it so therefore it must be a good idea.

    Benjamin Sisko discovers that as well as being the Emissary he is also a descendent of the Belmont clan and—horrors!—Dracula has found a way to harness the power of the Bajoran wormhole to summon forth the forces of Darkness into our reality. Fortunately, power of said wormhole also manages to summon Alucard, with little to no explanation as to why (this is Castlevania, you don't ask silly questions like "why?") who very carefully passes Sisko the Vampire Killer whip. Thus begins an exciting and thrilling co-operative adventure throughout the many decks of Deep Space Nine, culminating in a thrilling showdown with Dracula, who reprises his famous "What Is A Man?" speech in zero gravity.

    Features narration by Patrick Stewart, as is the law for all new Castlevania games.

    Dragon's Den: Origins

    The Archdemon is rising, and the world needs a hero. But heroes don't just come out of nowhere. They need to be found.

    Enter The Dragons: Peter Jones, Deborah Meaden, Theo Paphitis, Duncan Bannatyne and James Caan. A series of aspiring Heroes of Ferelden climb the stairs of destiny and pitch their ideas with which they believe they'll be able to take down the Archdemon. Only by securing a Dragon's investment in their expedition will they have a chance of success, otherwise they'll be doomed to wandering the land in rusty chainmail using swords that fall apart as soon as you hit a log with them.

    Superman: The Krypton Factor

    A brand new gameshow featuring Superman attempting to overcome a variety of physical and mental challenges, all of which are laced with kryptonite. Will Superman survive this episode? Will he finally succumb to kryptonite's influence? As the series finale, Superman has to defeat Gordon Burns in single combat, as it turns out that Burns, too, is also a superhero, but one who draws power from kryptonite instead of being weakened by it. WHO WILL PREVAIL?

    Total WipeOut HD Fury

    A combination of futuristic racing and people falling in the water repeatedly, the twist is that the courses which the high-speed anti-grav racers and the people running around have to follow are the same, causing significant risk to life and limb for anyone hopping over those giant Super Mario mushrooms whilst the pack bears down on them at approximately 700mph. The winner is the team whose antigrav racer and panicking human both survive.

    The Hairy Bikers in: Road Rash

    The Hairy Bikers have had enough, and have decided to take on a gruesome, brutal world tour atop their throbbing motorbikes. Along the way, they smack the shit out of anyone unfortunate enough to cross their path, collect the meat from the smouldering corpses and cook it into a delicious recipe between each stage of their journey.

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    #oneaday Day 83: Read The Gorram Manual https://imnotdoctorwho.moegamer.net/2011/03/24/oneaday-day-83-read-the-gorram-manual/ https://imnotdoctorwho.moegamer.net/2011/03/24/oneaday-day-83-read-the-gorram-manual/#respond Thu, 24 Mar 2011 20:08:04 +0000 http://angryjedi.wordpress.com/?p=2336 I bought a new Xbox headset a few months back because several years of accidentally standing and/or sitting on my old one had caused it to finally give up the ghost. I was excited to see that they're now made of black plastic and have a mute switch on the cable instead of sticking out … Continue reading #oneaday Day 83: Read The Gorram Manual

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    I bought a new Xbox headset a few months back because several years of accidentally standing and/or sitting on my old one had caused it to finally give up the ghost. I was excited to see that they're now made of black plastic and have a mute switch on the cable instead of sticking out of the controller. (I wasn't really excited.)

    What I was a little surprised by, though, was this:

    One of these must be useful for something.

    Yes, those are six instruction leaflets. For a headset. A headset whose functionality can be summed up by telling the chronically stupid and/or non tech-savvy to plug it into their controller, attach it to their head and talk into it whilst making sure the switch is green, not red. And making sure their Xbox is turned on, obviously, and that they're in a situation where they are able to talk to people.

    Actually, most of those leaflets aren't taken up with useful information on how to use the headset. A considerable proportion of them are spent making sure you don't spend your time jamming it up your arse or swallowing it or accidentally dismantling it instead of talking into it. In several different languages. Which is nice and Continental, but ultimately rather redundant.

    Ironically, considering we live in an age where things are supposed to be so intuitive we don't need manuals, then, that even the most mundane things come with instruction leaflets designed to ensure we 1) don't kill ourselves with things that you'd have to work really hard to kill yourself with and 2) don't sue the manufacturers when we accidentally kill ourselves with things that you'd have to work really hard to kill yourself with.

    Imagine, then, if literally everything had an associated instruction leaflet. Can you identify what the following three things are?

    INSTRUCTIONS FOR USE

    1. Remove from storage and place on flat, stable surface.
    2. Ensure receptacle is empty.
    3. Fill receptacle with liquid of your choice, ensuring to leave 1-2cm of empty space.
    4. Grasp handle with dominant hand.
    5. Raise, apply to front facial orifice and tilt back slightly, ensuring that liquid flows into orifice and not around.

    IMPORTANT NOTICE

    This device operates in different manners according to gender and required usage. Please follow the appropriate instructions.

    1. Switch seat to required position. Ensure there is an open space available and receptacle is not covered.
    2. If male and requiring usage (a) (see Appendix), stand in front of device. If female and requiring usage (a) or either gender and requiring usage (b) (see Appendix), sit on device, ensuring feet remain firmly on floor if possible.
    3. If male and requiring usage (a), ensure clear line of sight is available between appendage P and device (see diagram 4.1) before commencing. For all other uses, ensure lower body is free of obstructions.
    4. If male and requiring usage (a), activate flow from appendage P using muscle F (see diagram 6.9). If female and requiring usage (a), activate flow from region V using muscle F (see diagram 5.2). For all other uses, release safety catch on region A using muscle Q (see diagram 7.6).
    5. Continue use until no longer required. Discontinue flow or return safety catch on region A to Regular position.
    6. If usage (b) has been undertaken, use of accessory T may be required. Follow instructions in the Appendix for appropriate usage of accessory T.

    NOTE

    This device requires a compatible accessory. See Appendix B for suggested devices to use in conjunction with this one.

    1. Ensure device is firmly attached to compatible accessory via smaller end.
    2. Insert larger ends of device into aural cavities.
    3. Activate compatible device. In the case of discomfort during use, refer to compatible device's instructions to minimise aural discomfort and/or ensure content compatible with local guidelines of taste and decorum is in use.

    To make a comment, click in the boxes below and supply the relevant information, inserting your comment into the largest box. Move the mouse pointer onto the Post Comment button by moving the mouse, and depress the left mouse button with your index finger, then quickly release it to confirm the posting of your comment.

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    #oneaday Day 82: Mind. Blown. https://imnotdoctorwho.moegamer.net/2011/03/23/oneaday-day-82-mind-blown/ https://imnotdoctorwho.moegamer.net/2011/03/23/oneaday-day-82-mind-blown/#comments Wed, 23 Mar 2011 19:43:30 +0000 http://angryjedi.wordpress.com/?p=2329 It's a really good thing that humans have the capacity to take things for granted. It's not always the best thing to do, but occasionally, it's quite fun to just step back (not literally, otherwise you'll bump into that guy behind you and he'll drop his fine china tea-set, making a horrible stain on the … Continue reading #oneaday Day 82: Mind. Blown.

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    It's a really good thing that humans have the capacity to take things for granted. It's not always the best thing to do, but occasionally, it's quite fun to just step back (not literally, otherwise you'll bump into that guy behind you and he'll drop his fine china tea-set, making a horrible stain on the carpet and making him wonder whether or not he should ask you to pay for it because he's actually quite anxious about talking to other people and doesn't want to become acquainted with someone by yelling at them, but at the same time that tea-set was very expensive and belonged to his grandmother so he feels like he should at least say something so basically, don't bump into him) and think about how awesome "things" are.

    Take cars, for example, and by extension most means of motorised transportation. Most of us use some form of transport every single day and don't give it a second thought. But think about it. You get into a car through a door, like a room. It has carpets and windows and furniture, like a room. But it moves. When you sit in a car, you're in a room that moves. When you're driving on the motorway, you're sitting in a chair that's going 90 70 miles per hour. That's pretty amazing, right?

    And the Internet. Particularly wireless Internet. Walk into pretty much any coffee shop and the Internet is in the air around you. You can't see it, feel it, smell it, taste it, but turn on your iPhone (other smartphones and Wi-Fi compatible devices are available) and it's there, allowing you to watch videos of cats at your convenience while you enjoy a half-caff skinny tall frappucino with extra coolwhip spoogebang sprinklywotsits and a slab of cake. Cat videos from thin air! Amazing.

    Or the fact you're reading this blog (which is amazing in itself) — I'm sitting here typing this in my makeshift study in Cambridgeshire while you could be sitting absolutely anywhere, even high in the sky on some airline services, reading this. Perhaps you're in the future right now, scanning back through my past entries to get a better picture of who I am and whether I'm the sort of person who likes bludgeoning kittens to death (hint: I'm not… although that's just the sort of thing someone who had a secret life bludgeoning kittens to death might say) — and you're reading this. You're in my brain, sucking up my soul. Stop it. But it's still pretty amazing.

    Of course, if you take all this to its natural conclusion, the fact that we're here at all doing the things we do is pretty amazing, too. We are walking, talking lumps of chemical reactions that are reacting in such a way as to make us aware of our own existence and able to control our own destinies… or at least, so it seems, anyway. Chemical reactions who can write blog posts, talk to people who are 160 miles away, drink coffee and listen to music at the same time. Amazing.

    I'll stop now before my head explodes at the fact we're on a big lump of rock hurtling through space that just happens to move in a nice elliptical orbit around a MASSIVE BURNING GLOB OF GAS and start taking everything for granted again.

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    #oneaday Day 81: Improv Theatre https://imnotdoctorwho.moegamer.net/2011/03/22/oneaday-day-81-improv-theatre/ https://imnotdoctorwho.moegamer.net/2011/03/22/oneaday-day-81-improv-theatre/#comments Tue, 22 Mar 2011 21:16:36 +0000 http://angryjedi.wordpress.com/?p=2326 [Preamble: We listen to stories when we're kids because they have a soporific effect. There's no reason why you should stop telling stories when you "grow up", particularly if you enjoy improvising. This is a story I came up with on the fly at the request of a certain young lady who couldn't sleep last … Continue reading #oneaday Day 81: Improv Theatre

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    [Preamble: We listen to stories when we're kids because they have a soporific effect. There's no reason why you should stop telling stories when you "grow up", particularly if you enjoy improvising. This is a story I came up with on the fly at the request of a certain young lady who couldn't sleep last night, given the stimulus words of "robots", "clocks" and "cheesecake". No preparation was involved, hence the total lack of structure and nonsensical, improvised nature of it. But I was quite pleased with the eventual result.]

    There once was a robot. His name was Trundlebot, because he wasn't very good at moving quickly on the wheels he had instead of feet. Trundlebot didn't mind though, because he was a robot and didn't know any better.

    Trundlebot was the only robot employee at the Grognak clock factory, the first of his kind and something of an experiment for the factory owners. He was made from leftover clock parts and a few electronic gizmos that old Mr Grognak had ordered from the Internet against the express wishes of Mrs Grognak.

    The Grognaks' son, Jeremiah, who was five years old, was fascinated by Trundlebot, but Mr Grognak, still wary of the robot's unproven track record, didn't let him too close. But Jeremiah longed to see Trundlebot up close, to look at him, talk to him and see what sort of person he was.

    Mr and Mrs Grognak indulged Jeremiah with fanciful tales of what Trundlebot used to get up to before he came to the Grognak clock factory, taking care not to disappoint Jeremiah with the sad truth that Trundlebot was an unthinking, unfeeling machine who knew nothing of human life.

    But Jeremiah was unsatisfied with just stories. He wanted to know what made Trundlebot tick himself, so one chilly winter night, he wrapped himself up in the warmest clothes he could find, stole his way downstairs and crept out of the house door and into the grounds of the factory.

    The chill wind battered his young face, but it wasn't far to go. He crept across the courtyard to the front door of the main building and knowing that his father always left it unlocked due to the big iron gates outside, pushed it open slowly and carefully. It was dark inside, but the faint glow of the power-saving lights was enough for Jeremiah to see by. He heard the familiar ticking of the clocks as he walked through the corridors, looking around for what he desperately hoped would be his new robot friend.

    He found his way to a door, which he recognised from the times his father had shown him around as the staff's break room. It was eerily quiet inside, the ticking of the clocks outside a stark contrast to the gentle hum of the fridge that was the only sound in here.

    Overcome with curiosity and not really knowing why, he reached for the fridge door and opened it. The bright light from within flooded out, and he shielded his eyes as they adjusted to the sudden change in ambience. The fridge was mostly bare, save for a single plate on the middle shelf which bore a cheesecake, topped with sticky sauce and sweet berries. Jeremiah reached for the plate, then paused for a moment. The cheesecake clearly belonged to someone, but it also clearly hadn't been touched. Who would leave a delicious-looking cheesecake like that just lying around? He extended a finger and took off just a tiny blob of the sticky crimson sauce atop the cake, and licked his finger. It was as good as it looked, but he knew he shouldn't touch any more.

    He closed the fridge and was about to walk out, when he heard a clattering from outside the break room door. It sounded like someone was coming. Jeremiah didn't know what to do. The only way out of the break room was through the door he'd come in by, and that was where the sounds were coming from. He looked around frantically and eventually opted to dive under a chair and hope whoever was coming wouldn't see him. He heard the door open, and a ticking noise, along with what sounded like something being dragged along the floor.

    Looking out from under the chair, he saw a familiar set of wheels. It was Trundlebot, but what was he up to?

    The ticking robot trundled over to the fridge and jerkily extended one of its arms, yanking the door open rather forcefully. Jeremiah was fascinated. What on Earth was the silly little robot doing in the fridge? He heard the "clink" of metal on porcelain, and it was apparent that the robot was taking the cheesecake out of the fridge. Jeremiah heard the door shut again, and Trundlebot wheeled himself out, apparently oblivious to the young boy's presence.

    Jeremiah followed Trundlebot back through the factory corridors at a discreet distance, to the building's front entrance and out into the courtyard. Across the courtyard, and into the Grognak household.

    Jeremiah didn't follow the robot in straight away, because he didn't want to get caught. But after a moment, curiosity got the better of him and he crept in.

    Inside, he was astonished to discover Trundlebot had not only set down the cheesecake in the middle of the dining table, but also set three places with plates, knives and forks.

    "What are you doing?" said Jeremiah, unable to restrain his childish curiosity, and not even sure if the robot could understand him. The robot, apparently only now becoming aware of the child's presence, paused for a moment and turned around on his wheels.

    "One year since activation," he said in a raspy metallic voice. "Operator Grognak efficient and kind operator. Protocol dictates giving of gift."

    Of course, thought Jeremiah. Trundlebot had been a part of their life for a year from tomorrow, and he wanted to celebrate.

    "Did you make the cake?" asked Jeremiah.

    "Affirmative," said Trundlebot. "Internet recipe. Delia Smith."

    Jeremiah smiled at the robot. He was sure this would be a big surprise for his mother and father, and he looked forward to seeing their faces.

    There was a sudden "snark" sound, and a long strip of paper began to emerge from a slot on the front of Trundlebot. Jeremiah took hold of it as it came out, further and further. Eventually, the other end dropped from the slot and Jeremiah picked up the finished article.

    It was a banner, printed in red and gold. "THANK YOU", it said in large friendly letters. Trundlebot raised his arms and Jeremiah, sensing what the robot was thinking, carefully laid the banner across so it looked like he was holding it up.

    "Gratitude for assistance," said Trundlebot. "Now child-unit must engage sleep programme." Jeremiah nodded, and crept up the stairs to bed.

    The following morning, the Grognak family rose early and went down to breakfast. They were astonished to discover Trundlebot standing mutely in their living room, holding a large red and gold "THANK YOU" banner, and a delicious-looking cheesecake on the table.

    "Oh my goodness!" said Mrs Grognak. "Did you do all this, Jeremiah?"

    Jeremiah peered at Trundlebot, who said nothing. He swore that one of the robot's eyes blinked on and off briefly, and he smiled.

    "Yes," he said. "It's Trundlebot's birthday. So it's only fair we celebrate it, even if he can't, isn't it?"

    So they all ate cake and had a lovely breakfast. Trundlebot and Mr Grognak made their way back to the factory and started their day of work.

    Jeremiah didn't hear Trundlebot speak again, but he knew that the silly little robot was more than just old clock parts and mysterious electronics. He was alive, and that made Jeremiah very happy indeed.

    The End.

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    #oneaday Day 80: I Swear, By The Moon And The Stars In The Skies https://imnotdoctorwho.moegamer.net/2011/03/21/oneaday-day-80-i-swear-by-the-moon-and-the-stars-in-the-skies/ https://imnotdoctorwho.moegamer.net/2011/03/21/oneaday-day-80-i-swear-by-the-moon-and-the-stars-in-the-skies/#comments Mon, 21 Mar 2011 19:48:39 +0000 http://angryjedi.wordpress.com/?p=2323 (If you are offended by swearing you may wish to skip this one. But then that's kind of the point of this post. So perhaps you should read it.) Swearing's a funny thing. On the one hand, a well-timed expletive—particularly a creative compound one, such as "felchbastard"—can make everyone laugh. On the other hand, people … Continue reading #oneaday Day 80: I Swear, By The Moon And The Stars In The Skies

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    (If you are offended by swearing you may wish to skip this one. But then that's kind of the point of this post. So perhaps you should read it.)

    Swearing's a funny thing. On the one hand, a well-timed expletive—particularly a creative compound one, such as "felchbastard"—can make everyone laugh. On the other hand, people who use the word "fucking" as verbal punctuation and/or a non-fluency feature are, well to be frank, complete arseholes.

    It's curious how some swear words are more acceptable than others though, especially given the fact that many of them refer to the same thing. Refer to someone as a "twat" and that's generally seen as just fine and peachy (unless you're, say, talking to the Queen or your grandparents (assuming they're not the kind of grandparents who swear like sailors (possibly because they were sailors) or squaddies (ditto) and now I'm not sure how many nested brackets I've used so I'll just hope) or the local vicar) but call them a "cunt" and you'll quite possibly be the recipient of a stony silence, a slap in the face or a detention, depending on your age/social status and/or occupation.

    But why should this be? "Twat" and "cunt" both refer to the female genitalia, yet some people feel more uncomfortable saying the word "vagina" out loud than "twat", yet "cunt" is still some sort of horrendous secret taboo. They all mean the same thing.

    Oddly enough, no synonyms for the penis (of which there are many, as the back page of my Year 8 homework journal from secondary school will attest) appear to be regarded as anywhere near as taboo as words for the vajayjay. "Cock", theoretically the most offensive one, as it's (arguably) the one you're most likely to hear during pornography, is flung around with gay abandon (not literally) pre-watershed on Top Gear, while "penis" is still seen as somewhat awkward, despite being an anatomical term and not a swear.

    "Fuck" and/or "fucking" are the words that gets a lot of people though. "Fuck/fucking" are, in themselves, rather multi-purpose words. They can be used as a verb meaning sexual congress ("He fucked her good and proper") or as a verb meaning "broke" or "beat up" ("She fucked him up good and proper") or as an adjective ("Cover that fucking bruise on your face, you big wuss") or as an intensifier ("That was brilliant." "No, it was fucking brilliant.") or just a an expletive ("Fuck!").

    The trouble with "fuck", though, is that it's overused. First five minutes of Four Weddings and a Funeral aside, you just have to walk down any inner-city street in the UK to hear the word "fuck(ing)" used so frequently you wonder if the people uttering it are actually aware they're saying it quite so much. In theory, a lot of their usage of it is as an intensifier—but seriously, saying "I went to the fucking shops" is utterly redundant. Saying something is "fucking brilliant" makes it very clear that it's better than brilliant. However, saying you went to the "fucking shops" is useless, because the shops are the shops, and however much "fucking" you put in front of them, they cannot be any more shoppy than they already are, in that they are already 100% shoppy, and if making them into the "fucking shops" made them more shoppy than 100% shoppy, then that would defy all laws of physics, metaphysics, logic and possibly a few bits of theology, too. And no-one wants that.

    The only exception to this is when you're annoyed at the place you've been. Then you can do that sulky teenage stroppyface and say "Yeah, I went to the fucking shops" as if it's the biggest hardship in the world that you had to suffer being dragged around New Look a little bit when all you really wanted to do was get home and masturbate/take drugs/yell at a gerbil that just isn't pulling its weight any more/watch Noel Edmonds (on TV, obviously, unless you live with him, which would be a hellish existence in and of itself more than worthy of using the word "fucking" at every opportunity).

    Basically, cockweasel, stop being such a fucking prudish cunt, and enjoy the rich tapestry of bullshit that the English cocking language has blessed us twats with.

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    #oneaday Day 79: MeatMaid https://imnotdoctorwho.moegamer.net/2011/03/21/oneaday-day-79-meatmaid/ https://imnotdoctorwho.moegamer.net/2011/03/21/oneaday-day-79-meatmaid/#respond Mon, 21 Mar 2011 00:45:03 +0000 https://angryjedi.wordpress.com/?p=2320 BRISTOL, MARCH 19 2011 Käselichliebewurst Produktionen GmbH, makers of the hugely successful line of Cock-Hands products, today announced a revolution in morningtime routine technology. The MeatMaid line of products promise to do for fry-ups what the famous Teasmaid did for morning drinks. "We are very excited about the possibilities that MeatMaid offers the discerning professional … Continue reading #oneaday Day 79: MeatMaid

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    BRISTOL, MARCH 19 2011

    Käselichliebewurst Produktionen GmbH, makers of the hugely successful line of Cock-Hands products, today announced a revolution in morningtime routine technology. The MeatMaid line of products promise to do for fry-ups what the famous Teasmaid did for morning drinks.

    "We are very excited about the possibilities that MeatMaid offers the discerning professional fry-up connoisseur," said Käselichliebewurst Produktionen's Associate VP of Marketing for EMEA, Helmut Wringer. "We believe that the provision of timely fry-ups on an automated basis is a gap in the market which has remained unfilled for too long."

    The MeatMaid range of products will initially be launching in the UK with a lineup of three unique breakfast automation solutions to fit every budget and lifestyle.

    MeatMaid Classic offers its users the unique opportunity to pre-prepare a fryup to be ready on schedule for their morning routine. Special compartments allow for the insertion of bacon, sausage, egg, tomato, mushroom and hash browns. Optional toaster, black pudding, juicer and hot drink attachments are available to customise the MeatMaid experience. Simply insert the ingredients the night before, set the timer for when you want your breakfast and MeatMaid Classic will take care of the rest, carefully cooking and preparing your fryup to be waiting for you beside your bed right on schedule. Available in 1, 2, 4 and House Full Of Guests-person models, starting from £250.

    MeatMaid Express offers the perfect breakfast solution for busy professionals who don't have the time to cook things. Simply insert one of the range of MeatMaid Express capsules, set the timer and MeatMaid Express will take care of the rest, carefully preparing the ingredients from the capsule into a full breakfast within 30 seconds. Perfect for the fry-up connoisseur on the go. Full English, Veggie Breakfast and Big Breakfast capsules will be available on launch, with additional options available in the coming months. Starting from £350, with packs of 7 capsules costing £5 each.

    MeatMaid On The Go provides all the benefits of MeatMaid Express in a handy briefcase-sized device that you can take anywhere, with no need to plug in! Load up the stylish carrying case with MeatMaid On The Go capsules, press the button when you're hungry and voila! An all-day breakfast on demand! Starting from £500. Packs of 5 capsules cost £5 each. Additional battery packs £89 each.

    "We anticipate that MeatMaid will be a huge success, particularly in the United Kingdom," said Wringer. "We've been using it in our own offices daily and everyone appreciates starting the day with a good breakfast."

    ABOUT KÄSELICHLIEBEWURST PRODUKTIONEN GMBH

    Founded in 1999 by renowned German businessman Werner von Wellensittichschmerzen, this European company have consistently been on the cutting-edge of modern technology, always following their motto "Finding the answers to questions no-one is asking". Past successes include the popular line of Cock-Hands products as well as the Socialite's Friend range of customisable kebab-storage systems.

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    #oneaday Day 78: Reliable Source https://imnotdoctorwho.moegamer.net/2011/03/19/oneaday-day-78-reliable-source/ https://imnotdoctorwho.moegamer.net/2011/03/19/oneaday-day-78-reliable-source/#respond Sat, 19 Mar 2011 20:02:59 +0000 http://angryjedi.wordpress.com/?p=2315 Search terms are the blog topic that never gets old. Well, it might get old. I don't know. No-one's ever complained yet. So I'm going to cover it, even though I've done it several times in the past. This time, I'm going to look at search terms over different time periods, however, so it will … Continue reading #oneaday Day 78: Reliable Source

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    Search terms are the blog topic that never gets old. Well, it might get old. I don't know. No-one's ever complained yet. So I'm going to cover it, even though I've done it several times in the past. This time, I'm going to look at search terms over different time periods, however, so it will be New and Exciting. And will also give you some insight into what people think I'm an expert on.

    Let's start with search terms from the past week. The top 5 are as follows:

    • Offensive gifs
    • meetings gif.animation
    • "call of cthuty"
    • internet dickwad
    • things to do while waiting for a guy to call

    None of these are things I've written about in the past week, which suggests I should return to some topics I wrote about some time ago. Now, I can actually pinpoint why most of these search terms have come up. "Offensive gifs" and "meetings gif.animation" are likely pointing at this post, though I'm not sure where "meetings" came from. Oh no, wait, the first animation is called "first meeting". I stand corrected.

    "Call of Cthuty" refers to this post, where I wrote a press release of the game I wished Call of Duty: Black Ops actually was.

    "internet dickwad" refers to this post, where I pointed and laughed at 4chan having a pathetic little war with Tumblr and also posted the John Gabriel Greater Internet Dickwad Theory.

    And "things to do while waiting for a guy to call" is not something I've specifically written about, but this post is about the nearest I think it's possible to get.

    Okay. So that's this week. Let's look over the last year. The top 5 for the last year looks like this:

    • Divine Divinity (top by a considerable margin)
    • offensive gifs
    • I'm not Doctor Who
    • fatal labyrinth
    • persona 4

    "Offensive gifs" is still hanging in there, but "Divine Divinity" hung around in my search terms for a considerable proportion of last year, thanks mostly, I assume, to this pre-#oneaday post. Divine Divinity, incidentally, is an excellent game, though its recent sequel is apparently not that great.

    "I'm Not Doctor Who" is, of course, the title of this page, so you'd sort of expect it to come up in search terms a bit, though it's not the kind of thing I would have expected people to be searching for on Google, unless they really wanted to find people who weren't Doctor Who. Which I'm not, despite sharing my name with one of them. (Hence the name of this blog, in case you didn't know.)

    "Fatal Labyrinth" is a Sega Mega Drive roguelike game that I was excited to discover on the Xbox 360 Sega Mega Drive Collection. I wrote about it in another pre-#oneaday post.

    "Persona 4", oddly enough, despite being one of my favourite games of all time, doesn't appear to be something I've written many specific posts on. Slightly misleadingly, searching for "persona 4" on this blog also brings up all posts in the "Personal and Opinion" category (which is most of them) and all posts with the number 4 in them (which is quite a lot of them). So… yeah.

    All right. Let's do the biggie. What are the most popular search terms that find my blog… of all time?

    • Bioshock (2079)
    • Divine Divinity (629)
    • Bioshock Big Daddy (365)
    • Big Daddy Bioshock (220)
    • Fatal Labyrinth (149)

    Well. There you go. Apparently, I liked Bioshock more than I thought I did.

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    #oneaday Day 77: Updates Are Available https://imnotdoctorwho.moegamer.net/2011/03/18/oneaday-day-77-updates-are-available/ https://imnotdoctorwho.moegamer.net/2011/03/18/oneaday-day-77-updates-are-available/#respond Fri, 18 Mar 2011 20:00:54 +0000 http://angryjedi.wordpress.com/?p=2312 Remember when we didn't have to update things? I do. It was a good time. You could put something in to your computer or console, safe in the knowledge that it (probably) worked… and if it didn't work, it would probably get recalled and/or refunded. It was a binary state. In the world of consoles, … Continue reading #oneaday Day 77: Updates Are Available

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    Remember when we didn't have to update things? I do. It was a good time. You could put something in to your computer or console, safe in the knowledge that it (probably) worked… and if it didn't work, it would probably get recalled and/or refunded. It was a binary state. In the world of consoles, this situation prevailed until the last generation ended—the era of the 360 and PS3 ushered in the Age of the Patch.

    Of course, PC users have been dealing with this for considerably longer. Anyone who has ever used Windows will be intimately familiar with the incremental update process. It just used to happen slightly less regularly before we had the Internet there with easy access. You might get a disc (or huge pile of floppy disks) with an updated version on providing significant new features, rather than just plugging Security Hole Number 5,237,429.

    Nowhere is "update culture" more apparent than in the world of smartphone apps. It's like keeping on top of your email inbox—you'll never beat it. Update everything on your phone and within an hour or two at least one app will have been updated with either "bug fixes" or "AMAZING NEW FEATURES". And people have come to expect, nay, demand these updates. Read reviews in the App Store (I know, I know) and you'll see products which have just been released with consumers demanding updates.

    Of course, you don't have to update things when they come up. People who don't have an Internet connection don't, of course. And in theory, this shouldn't cause much of an issue—unless you own an Apple device.

    I've become convinced with the past few iOS updates that Steve Jobs has a big magic "obsolescence" button in his office that immediately renders all iOS-based devices nigh-on unusable unless they're running the absolute latest version of the system software—even if they were happily working just fine the day before.

    You may accuse me of paranoia at this juncture, and it wouldn't be an unreasonable assumption. However, let me cite the example of last night to you. Last night, Twitter for iPhone started playing silly buggers and decided to start crashing every five seconds. I deleted and reinstalled it and still it had trouble. So I downloaded Echofon instead. This ran, but slowly and jerkily. Given that I'm running an iPhone 4, supposedly THE MOST POWERFUL MAN IN THE UNIVERSE (Smartphone. I meant smartphone.) the word "slowdown" really shouldn't be in the vocabulary I use when talking about it. But slowdown there was. And lo, it was annoying.

    It then occurred to me that I hadn't updated to iOS 4.3, which came out a few days earlier. So I quickly (ha!) updated my phone. And wouldn't you know, everything suddenly, magically ran the way it was supposed to. How about that?

    So, the moral of this story, then, is update your shit. Otherwise the CEOs of the world will enjoy torturing you from afar.

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    #oneaday Day 76: The Alternative Video Game BAFTAs https://imnotdoctorwho.moegamer.net/2011/03/17/oneaday-day-76-the-alternative-video-game-baftas/ https://imnotdoctorwho.moegamer.net/2011/03/17/oneaday-day-76-the-alternative-video-game-baftas/#respond Thu, 17 Mar 2011 21:12:05 +0000 http://angryjedi.wordpress.com/?p=2306 So the BAFTA Video Games Awards happened. Last night, in fact. And while the nominations were fairly predictable, there was a relatively pleasing spread of different titles that actually won. In fact, I did a lovely writeup over at GamePro that you should probably go read. But enough of that. Those awards are all very … Continue reading #oneaday Day 76: The Alternative Video Game BAFTAs

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    So the BAFTA Video Games Awards happened. Last night, in fact. And while the nominations were fairly predictable, there was a relatively pleasing spread of different titles that actually won. In fact, I did a lovely writeup over at GamePro that you should probably go read.

    But enough of that. Those awards are all very conventional. So I thought I'd come up with some of my own. Without further ado, I present the Alternative Video Game BAFTAs.

    Most Opportunities To Go To The Toilet In A Video Game

    Winner: Heavy Rain, where despite the fact there is no logical reason for you to make your characters go to the toilet, you find yourself doing so anyway.

    Honourable mention: The Sims 3, which only didn't win because it didn't come out in 2010, unless you count the console version, which I don't, except when putting it in as an Honourable Mention.

    Game No-One Had Heard Of When I Played But Now Most People Have Heard Of

    Winner: Recettear: An Item Shop's Tale, one of the most charming games I played last year, promptly got very excited about and some months later everyone else seemed to discover.

    Game That Has Been On My Shelf The Longest, Unopened

    Winner: Resident Evil 4 on PlayStation 2, which I'm not sure counts any more because I started playing it last night.

    Former Winner: Final Fantasy XII.

    The "MMO That Isn't Boring" Award

    Winner: DC Universe Online, which I am aware came out in January of this year, not last year, but these are my awards, so my rules.

    Game Most Likely To Make You Feel Uncomfortable If Someone Walks In On You Playing It

    Winner: Deathsmiles, for reasons that are well-documented.

    Runner-Up: Recettear: An Item Shop's Tale. "That looks shit and cheesy and their voices are really annoying and my God that music!" "No, but it's really funny! Seriously!" "Shut up. I'm going to go and play Starcraft."

    Honourable Mention: Dead or Alive Xtreme 2, the most summery game in the Universe. I know it didn't come out last year, but I still play it in the summertime because it's like being on holiday with improbably-proportioned women who like jetskiing. I have an Achievement and everything.

    Sadomasochism Award

    Winner: Castlevania: Harmony of Dissonance, a game which enjoys kicking you in the balls so much that it's enough to put most people off within a matter of minutes. I, on the other hand, have sunk over 20 hours into it and have just started playing it again.

    The "I Love You But You Make Me Angry" Award

    Winner: Mass Effect 2, for being a magnificent game that I finished before all the DLC came out and considered going back to just to play the extra stuff but then decided to wait for the "definitive" PS3 version, which then has some extra DLC announced for it, too. STOP IT. STOP MAKING THAT GAME. YOU FINISHED IT. MAKE THE SEQUEL. AND DON'T FUCK IT UP OR RUSH IT OR POST REVIEWS FOR IT ON METACRITIC.

    The Game I Keep Forgetting Exists But Is Actually Really Good

    Winner: Frozen Synapse, a wonderfully inventive take on the competitive shooter that is turn-based and play-by-email. And awesome.

    The Game I Got Best At While I Was Really Totally Off My Face On Expensive Cider

    Winner: Joe Danger, a game which my friend Sam and I started playing early in the evening, got drunk and accidentally played for over 3 hours. Highlight of the night was when I discovered how to get massive scores while Sam was in the toilet, meaning that when he came back my average score was roughly 1,000 times more than when he left.

    Best Game

    Winner: Deadly Premonition. No further explanation required.

    Best Video Game Podcast

    Winner: The Squadron of Shame SquadCast. Of course.

    The Alternative BAFTA Fellowship

    Winner: @SpaceDrakeCF from Carpe Fulgur for the magnificent localisation job on Recettear. We're talking a translation of Phoenix Wright quality here. Not only that, but he was consistently entertaining to follow during GDC and provided some excellent "liveblogs" of the sessions he attended.

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    #oneaday Day 75: Yar-Har Fiddle-De-Dee https://imnotdoctorwho.moegamer.net/2011/03/16/oneaday-day-75-yar-har-fiddle-de-dee/ https://imnotdoctorwho.moegamer.net/2011/03/16/oneaday-day-75-yar-har-fiddle-de-dee/#respond Wed, 16 Mar 2011 19:59:57 +0000 http://angryjedi.wordpress.com/?p=2302 Piracy is a crime. Most people are aware of this by now, but it still goes on. And as much as I'm not a fan of piracy per se, it's becoming increasingly understandable why people resort to less-than-legal means to get hold of digital content. Sometimes it's because said content isn't available where they live … Continue reading #oneaday Day 75: Yar-Har Fiddle-De-Dee

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    Piracy is a crime. Most people are aware of this by now, but it still goes on. And as much as I'm not a fan of piracy per se, it's becoming increasingly understandable why people resort to less-than-legal means to get hold of digital content. Sometimes it's because said content isn't available where they live without paying exorbitant amounts of money to import things. Sometimes it's to get a different version of some content they enjoy. And sometimes it's because the legal versions of the content don't work in the first place.

    Let's take YouTube as an example here. YouTube launched a service in the UK last year called YouTube Shows, which carries content from Channel 4, Channel 5 and various other sources, allowing viewers to catch up on programmes they've missed, rather like iPlayer. This is a great service, particularly considering it's available for free, thanks to the fact it's supported by advertising.

    At least, it's great in theory. Until the advertising service breaks, rendering the content completely inaccessible. Because there's no failsafe to skip a broken ad, no means of reloading with different ads if they cause the video to fail and no means to report broken content, if YouTube decides that you're not going to watch something, you're not going to watch it.

    This is obviously a Bad Thing, but of course it's not YouTube's fault directly. Computers fuck up, that's part of What They Do. But when the fact that Computers Fuck Up That's What They Do means that a service becomes unusable, that's when alternative means start to get 1) sought and 2) provided.

    Take the various means of digital rights management that many PC games come bundled with these days, too. Several of Ubisoft's games won't run at all if you're not connected to the Internet constantly while you're playing, so if you have a dodgy wireless signal in your home, good luck playing Assassin's Creed on the PC, since it'll kick you from the game every time your connection drops. And now some console games are starting to take the same approach, too, with Bionic Commando Rearmed 2 on PSN being one of the first. Modern consoles are very much geared towards "always-on" connections these days, of course, but with the number of times my PS3 logs itself out of PSN with no warning every day, playing a game that depended on Internet connectivity would quickly become very frustrating.

    It ends up as a vicious cycle, however. The pirates determine more and more inventive ways to circumvent the more and more inventive protective systems that publishers put in place to deter the pirates from circumventing their protective systems. And it never ends. At the moment, particularly when it comes to PC gaming, cracked versions often offer a more convenient, "better" experience than legitimate copies. And when it comes to DVDs, not having to sit through several minutes of unskippable bullshit every time you want to watch a 20-minute episode of How I Met Your Mother is always going to be a mark in favour of downloading the episodes rather than buying the DVDs.

    Piracy is a crime. But buying a product isn't, and nor is tolerating advertising to make use of a free service. So how about the legitimate consumers stop getting treated like dirt, huh?

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    #oneaday Day 74: Fanfic https://imnotdoctorwho.moegamer.net/2011/03/15/oneaday-day-74-fanfic/ https://imnotdoctorwho.moegamer.net/2011/03/15/oneaday-day-74-fanfic/#comments Tue, 15 Mar 2011 23:36:00 +0000 http://angryjedi.wordpress.com/?p=2297 It was late, and dark, and cold. The air was thick with desire, and there was only one thing on his mind as he quietly descended the stairs in pursuit of the one thing he wanted. His bare feet made no noise as he descended the stairs towards the home of his heart's desire. He … Continue reading #oneaday Day 74: Fanfic

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    It was late, and dark, and cold. The air was thick with desire, and there was only one thing on his mind as he quietly descended the stairs in pursuit of the one thing he wanted. His bare feet made no noise as he descended the stairs towards the home of his heart's desire.

    He reached out and opened the door to the land of forbidden pleasures and shielded his eyes against the light. He gently took his love from her prison and laid her down softly, tenderly, waiting for him patiently.

    Two sheets of white, laid flat on a porcelain bed. He softly greased them up until they were slick, and smooth. Then, he picked up his love and slowly undressed her, removing her clothing a little at a time until she stood naked, unashamed, in his hand, waiting to please him, to make him happy.

    He took out his weapon of choice and plunged it deep into his love, sliding through her easily, then back out again. He tenderly peeled off the edge, then plunged deep into it again, harder this time, jerking back a little more suddenly than he intended. He pulled off another, thicker piece, and thrust in for one final time. Now, he knew, it was almost time to enjoy the fruits of his labours, to savour the pleasures that his love had been saving for him. His mouth began to water at the prospect.

    He laid one of the sheets over the pieces of his love, and split her down the middle with his tool. Satisfied, he stood back for a moment to gaze at that which he had wrought. His mouth was full of saliva now, and he longed to take that which he desired firmly in his hand and feel her rich, pungent bounty enter his mouth and fill his senses with the pleasure he so longed for.

    He could wait no longer. Grasping her firmly, he slowly raised her to his mouth and parted his lips just enough to allow his love to enter. He felt the familiar pleasurable sensations as he let just the tip slip into his mouth, and his tongue tasted his love's familiar flavour. Desire overcame him quickly, and he bit down hard, sinking his teeth into his love, feeling her yield to his strength. He closed his eyes and breathed deeply, enjoying every moment.

    "Damn," he thought, "I really love cheese sandwiches."

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    #oneaday Day 73: The Late Review - Final Fantasy XIII https://imnotdoctorwho.moegamer.net/2011/03/14/oneaday-day-73-the-late-review-final-fantasy-xiii/ https://imnotdoctorwho.moegamer.net/2011/03/14/oneaday-day-73-the-late-review-final-fantasy-xiii/#respond Mon, 14 Mar 2011 21:50:22 +0000 http://angryjedi.wordpress.com/?p=2294 [This post contains spoilers.] Final Fantasy XIII is a game about control in its many forms. What happens if the State or Church has complete control over the populace? What happens if beings beyond our understanding control the resources that determine humanity's survival? How do you challenge a fate which seems to be set in … Continue reading #oneaday Day 73: The Late Review - Final Fantasy XIII

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    [This post contains spoilers.]

    Final Fantasy XIII is a game about control in its many forms. What happens if the State or Church has complete control over the populace? What happens if beings beyond our understanding control the resources that determine humanity's survival? How do you challenge a fate which seems to be set in stone?

    This theme permeates the entire game, from its visual design through its progression structure to the oft-criticised linearity. The game starts with the Sanctum-endorsed "Purge" sending hundreds of citizens to their death. Lightning and her soon-to-be companions are the ones who step up to challenge this seemingly-inevitable fate, but they don't really have a choice. It's fight or die, and to our heroes, death is not an option. This sets them on their path, and once they're on this path, there's no escaping their destiny: they are going to become Pulse l'Cie and receive their Focus: to destroy Cocoon as Ragnarok.

    This inescapable destiny is reflected by the fact that there's no deviation from the path on which you, the player, can move. The first part of the game is completely linear for some time, and this is entirely appropriate for the theme. It reflects several things: the tightly-ordered society that is the Sanctum-dominated Cocoon, and the inevitability of preordained destiny. It's not until much, much later in the game that our heroes come across the verdant green hills of Pulse, a land devoid of human life and thus free of the "control" and corruption which the Sanctum and, by extension, the fal'Cie hold over the heads of the population of Cocoon.

    But there's subtler things, too. As our heroes progress along their path, they grow in power. At the start of the game, they don't learn from their experiences. Shortly after they become l'Cie, they have the opportunity to develop themselves in the disciplines in which they're good at. Shortly before they arrive at Pulse, when they make the decision to challenge the unjust fate which appears to lie before them, their options open up. The player is able to develop them down pathways which were formerly closed to them. It's harder work for seemingly relatively little benefit, at least to begin with, but the option is there. The path of least resistance still allows the greatest benefits, but those who are willing to make the effort and invest the time will find it pays off later. And as their l'Cie brands advance, bringing them ever-closer to their inescapable destiny—destroy Cocoon or endure an existence worse than death—ironically, their options open up and their potential for advancement becomes ever stronger.

    It transpires throughout the course of the story that the party has, in fact, been manipulated for nefarious ends. The interesting thing about the end section of the game is that it jumps firmly back onto rails, but this time it's rails that the party (and/or the player) has chosen to jump onto and follow to their conclusion. There's nothing stopping the player keeping the party down on Pulse, indulging in sidequests, trying to hunt down elusive treasure and wondering if they'll ever be tough enough to take down one of those enormous Adamantoise creatures. The player makes the choice to return to Cocoon and see the story through to its eventual conclusion. And when the final confrontation ends up causing that which the party had struggled so hard to avoid, it's through strength of will that Fang and Vanille manage to use Ragnarok's power to make a choice. A choice not to destroy Cocoon, but to save it instead. The two worlds are changed forever by their actions. The choices that they made put into motion a chain of events that inextricably tie Pulse and Cocoon together—literally, physically.

    Ironically, of course, the ultimate control of Final Fantasy XIII's world is that which the creators hold over the player. The characters make choices for themselves and the player is powerless to do anything about it. The player is just along for the ride. But the lengthy setup, the introduction of the characters and the resolution of all their personal stories by the time the party reaches the relative "freedom" of Pulse—if the player has let themselves become invested in the fates of these diverse characters, if they can let themselves look past these characters' first impressions: that Lightning is an aloof, arrogant arse; that Snow is an idiot; that Hope is a whiny brat; that Vanille is an irritatingly girly girl; that Sazh has a stupid name and never quite seems to understand what's going on; that Fang is all too quick to jump off a metaphorical cliff at the slightest provocation—then they'll be right there with them, rooting for them as they decide the fate of the world.

    Final Fantasy XIII isn't for everyone. The mixed critical reception the game got on its initial release is more than enough to make that abundantly apparent. Is it the large tracts of linearity, the characters, the fact it's not Final Fantasy (insert number here) that puts people off? I don't know. But I absolutely loved it. It was a spectacular thrill-ride with characters that despite occasional pretensions of obnoxiousness that they display at the outset, end up being a good, memorable ensemble cast—and seriously, what JRPG cast doesn't have occasional pretensions of obnoxiousness? I found it fun to play and beat it with a sense of satisfaction and closure, not least because of the fact that I know that it's over (until the full-on sequel of course) and won't feel obliged to return because of some piecemeal DLC.

    I am half-tempted to go Trophy-hunting and/or finish off the last 24% of sidequests on Pulse that I didn't complete—but if I don't, I still feel like I've had a satisfyingly "complete" experience. And that, in this day and age of games that keep getting extended, extended, extended and thus losing the impact of their original "ending"… that's something to be celebrated.

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    #oneaday Day 72: Jam on Toast https://imnotdoctorwho.moegamer.net/2011/03/13/oneaday-day-72-jam-on-toast/ https://imnotdoctorwho.moegamer.net/2011/03/13/oneaday-day-72-jam-on-toast/#comments Sun, 13 Mar 2011 21:32:08 +0000 http://angryjedi.wordpress.com/?p=2289 The tail-lights of the cars in front of you brighten as they apply the brakes. Your collective speed drops. There seem to be an awful lot more cars around than there were a moment ago, and a few trucks, too. Your heart sinks. Yes, you're entering a traffic jam. At this point, you will do … Continue reading #oneaday Day 72: Jam on Toast

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    The tail-lights of the cars in front of you brighten as they apply the brakes. Your collective speed drops. There seem to be an awful lot more cars around than there were a moment ago, and a few trucks, too. Your heart sinks.

    Yes, you're entering a traffic jam.

    At this point, you will do one (or more) of several things. You may suddenly wonder if you have enough music to cover the entire period this eventuality may cover. You may consider phoning someone at your destination to let them know you're likely to be late. You may decide that no, this jam couldn't possibly last for very long because it appeared out of nowhere, so there's no need to phone ahead, because you left the house with plenty of time to spare just in case this happened. You may emit a string of incredibly loud and offensive swearwords—this is considerably more likely if you're in the car by yourself and/or are an extrovert/sufferer of Tourette's.

    Then you see the electronic signs warning you of the "recommended" speeds (or, if you're on the M25, the actual variable speed limit which you can be pulled over and/or caught on speed camera for.) You see it and you figure that hey, 40 mph may not be quick, but at least it's moving, right?

    Wrong. What they don't tell you is that the "recommended" speeds are actually a cunningly disguised secret code. Fortunately, I have cracked it.

    • 20mph – You ain't going anywhere for at least an hour and probably more like three hours, plus.
    • 40mph – You will move, but very slowly. You will be lucky to break 20mph.
    • 60mph – You will move at a relatively comfortable speed but will be lucky to break 40mph and will often have to brake suddenly for no apparent reason.
    • End of speed limit – Theoretically, you are allowed to drive at full speed now, but the volume of traffic coming out of the jam means that this will be very difficult to achieve for at least another half an hour.

    People have developed various coping mechanisms in order to deal with the stress and frustration of traffic jams. You could shout and swear some more. You could turn your music up. If you're a Mercedes driver, you could weave in and out of lanes in an attempt to get as far forward as possible. And if you're an asshole, you could use the hard shoulder and/or filter lanes for junctions to "jump the queue" and get as far forward as possible by barging in. But if you do this, you deserve to be scooped up by a gigantic super-powerful electromagnet (which picks your car up, obviously, not you, unless you're a robot) and fed to an ant-eater which has been inflated to unnatural proportions via the ethically questionable misuse of SCIENCE! and which has developed a taste for cars—so much so that the giant form of the ant-eater has in fact been re-dubbed the car-eater.

    So yeah. Don't do that. Sit and wait patiently. Because ultimately, no amount of screaming, shouting, swearing, lane-weaving or driving like a dick is going to affect the fact that there are hundreds of cars stuck in place, just like you. And until the day when all cars have a button that allows them to take off and fly away like the DeLorean in Back to the Future (when, if you think about it, we won't really need roads at all any more) there's nothing you can do about it.

    So sit. Wait. Suffer with the rest of us.

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    #oneaday Day 71: Want Not https://imnotdoctorwho.moegamer.net/2011/03/12/oneaday-day-71-want-not/ https://imnotdoctorwho.moegamer.net/2011/03/12/oneaday-day-71-want-not/#comments Sat, 12 Mar 2011 20:15:34 +0000 http://angryjedi.wordpress.com/?p=2285 I haven't bought anything "new" for some time now, be it a book, CD, DVD, Blu-Ray or game. (Actually, that's a lie, I picked up Deathsmiles recently but only because if I didn't grab a copy now I doubt I'd ever see it on store shelves ever again, but that's beside the point. I probably … Continue reading #oneaday Day 71: Want Not

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    I haven't bought anything "new" for some time now, be it a book, CD, DVD, Blu-Ray or game. (Actually, that's a lie, I picked up Deathsmiles recently but only because if I didn't grab a copy now I doubt I'd ever see it on store shelves ever again, but that's beside the point. I probably shouldn't have started on this aside as it is taking away from my original point somewhat. Forget I said anything and let's start again.)

    I haven't bought anything "new" for some time now, be it a book, CD, DVD, Blu-Ray or game. (Actually… (No! Stop it!) What? (You know what.) Oh all right.) And you know what? I don't miss it. (I'm going to focus on games here.) I don't feel like I've missed out on Assassin's Creed Brotherhood and I don't feel like I'm missing out on Dragon Age II. There are many other things I could list but I won't because it would be terribly boring.

    There are many reasons I haven't missed buying these things. Firstly and most obviously, it's saving money, something I'm woefully short of at the minute. Secondly, though, there's really no need to constantly have the latest and greatest the second it comes out. What does it achieve, really? You pay full price, have to enter six bajillion redemption codes to download all the DLC that should be on the game disc (don't get me started!) and know that there's going to be more of it in the future. Wait a few months and you could likely have a better edition for less money and more Stuff. You also get to avoid all the "pre-order bonus" bullshit that big publishers are starting to pull these days, because the content in question is often then included in that newer edition.

    The third and probably most important reason, though, is that not rushing out to buy something awesome the second it comes out is the fact that you can then just enjoy what you've already got. I'm currently playing through Final Fantasy XIII, a game which I picked up months ago, played approximately 20 hours of, stopped due to something else coming out, and never went back to until recently. Now, those who dislike FFXIII will undoubtedly say that I shouldn't have bothered, but I'm having a blast, and the fact I'm not feeling "pressured" to beat it as quickly as possible means that I can savour the beautiful world that makes up that game, take my time to explore and enjoy the extra content it has on offer, and move on to beat it when I'm good and ready. When I've beaten that, I have Demon's Souls, Disgaea 3, Darksiders, Resident Evil 4, killer7 and a whole host of other things to play through—a backlog of games that literally covers years. Eventually I'll get through them all—hopefully in time for a Dragon Age II game of the year edition or even Mass Effect 3.

    Of course, this will all go out the window once Catherine comes out in the States and I immediately import it but hey. That's another one that might end up being hard to find, so it's an investment, hey?

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    #oneaday Day 70: Waste Not https://imnotdoctorwho.moegamer.net/2011/03/11/oneaday-day-70-waste-not/ https://imnotdoctorwho.moegamer.net/2011/03/11/oneaday-day-70-waste-not/#respond Fri, 11 Mar 2011 20:13:13 +0000 http://angryjedi.wordpress.com/?p=2282 [The comics for the next few days are a little disjointed as I'm going away for the weekend. Fans of Rogue, if there are any, will be pleased to see he has his own utterly pointless mini-series.] I'm sitting in my "study" (for want of a better word—it's the room I have with my desk … Continue reading #oneaday Day 70: Waste Not

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    [The comics for the next few days are a little disjointed as I'm going away for the weekend. Fans of Rogue, if there are any, will be pleased to see he has his own utterly pointless mini-series.]

    I'm sitting in my "study" (for want of a better word—it's the room I have with my desk and computer in) and despite staring at the screen enjoying the wonders of the electronic, digital age (such as this delightful blog) I am literally surrounded by pieces of paper. I don't dare throw any of these pieces of paper away because one day, one of them might be important for something I can't possibly predict. I have discovered this to my cost a number of times in the past.

    This is annoying, though. I have one of those expandy box file things that has burst its seams because of the amount of shitty useless paperwork crammed inside it. Some of this paperwork is from houses I haven't lived in for five years. Some is from, I don't know, last week? All of it is completely useless, until you really need it, when it becomes the most important thing in the world and consequently is nowhere to be found even though you know you put it in that section of the file and can remember looking at it and thinking "I know this will be important some day".

    Conversely, I know that if I have all these shitty annoying stupid bits of paper everywhere and close to hand that I will never ever need them ever again. And then I will throw them out to tidy up. And then I'll suddenly need them again.

    Why? Why do we surround ourselves with such crap? The world is full of so many wonders and yet it seems that in order to just survive and go about our daily business we have to sign this, keep this safe, keep this secret, remember this handy 300-digit number that also includes letters just to be awkward, keep every single piece of paper that includes numbers and currency symbols just in case you need to show people that you understand what money is or something, and read 15-page long letters that make no sense but basically amount to saying "if you break something or have it nicked, you can have some money but only if we feel like it and by GOD we will investigate thoroughly for the best part of fifteen years before we even think of paying out".

    And relax.

    I should probably add at this point that I've never had to claim through an insurance company so haven't encountered the above situation before, but I did do some temping for a firm of "loss adjusters"—a profession I didn't know existed before I did that job briefly—and was alarmed to discover some claims had indeed been going on for a healthy number of years. I was also shocked to see quite how many pointless companies exist in the world. In one instance, an insurance company contacted the loss adjusters who contacted some surveyors (odd, since the loss adjusters had their own in-house surveyors, but never mind) who contacted some builders who contacted some architects who contacted some draftsmen… and then they all contacted each other back in the other direction again. This isn't an exaggeration for comic effect, there legitimately were that many people involved. No wonder we're drowning in fucking paperwork.

    Please consider the environment before you print this blog post. And please consider the environment before you post me a metric shit-ton of paper I will never read.

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    #oneaday Day 69: PAX Bostona https://imnotdoctorwho.moegamer.net/2011/03/10/oneaday-day-69-pax-bostona/ https://imnotdoctorwho.moegamer.net/2011/03/10/oneaday-day-69-pax-bostona/#comments Thu, 10 Mar 2011 22:20:39 +0000 http://angryjedi.wordpress.com/?p=2277 PAX East is happening tomorrow, and I'm not there. This makes me inordinately sad for a number of reasons. Firstly, PAX East last year was the last time I could legitimately say that I was 100% completely, totally and utterly happy. For those few days, I had left all my growing troubles behind in the … Continue reading #oneaday Day 69: PAX Bostona

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    PAX East is happening tomorrow, and I'm not there. This makes me inordinately sad for a number of reasons. Firstly, PAX East last year was the last time I could legitimately say that I was 100% completely, totally and utterly happy. For those few days, I had left all my growing troubles behind in the UK and was able to immerse myself in the culture that I loved so much. I was able to be an unabashed nerd and surround myself with thousands of other people like myself.

    Secondly, PAX East represented the last time I had the chance to see some of the people I consider to be my best friends in the world. It sounds sappy, I'm sure, but the relationships I've cultivated online over the last few years are some of the strongest friendships I've ever had—and in some cases, I've met these people once or twice… and in many cases, not at all.

    Thirdly, PAX East last year pretty much marked the start of the career path that I'd very much like to follow full-time, given the opportunity: being part of the games press. At the time I was writing for Kombo.com and between meeting up with people and seeing cool panel discussions (some of which didn't feature my brother) I was hunting down interesting stories and reporting on them. I'd been writing the news for a little while by then, but attending an event and spotting the new hotness was a lot of fun, and something I want to do more of in the future.

    The best thing about PAX East, though, I've already touched on, and I blogged about at length last year. It's a place to call home. A place where people who enjoy video games can come together and nerd out to their hearts' content without fear of judgement, without feeling like they have to "hide" their hobby or play it down. No, this is a place where girls could dress as Bayonetta without (much) shame, where people could experience new aspects to their hobby, where people could meet some of their idols and where people could get together and meet each other.

    In short, it was awesome. And that's why right now I am very much wishing I was there in Boston, scoping out the nearest coffee shops and Dunkin' Donuts to the convention centre, arguing about which places to go for food and playing "spot the influential industry figure".

    So to all of you over there in Boston right now, I hope you have the best time of your lives over the next few days. Because if you don't have the best time of your lives, I could clearly have had your tickets and had the best time of my life instead. (Assuming I could have actually flown over to Boston, of course. Planes are expensive. But that's beside the point.)

    Yeah. I JELLY. Deal with it.

    Have an awesome time, PAX East. Wish I was there.

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    #oneaday Day 68: What Now? https://imnotdoctorwho.moegamer.net/2011/03/09/oneaday-day-68-what-now/ https://imnotdoctorwho.moegamer.net/2011/03/09/oneaday-day-68-what-now/#comments Wed, 09 Mar 2011 19:39:09 +0000 http://angryjedi.wordpress.com/?p=2273 It's coming up on a year since my departure from the obnoxiously-named "world of work", when I left my employment at a primary school, went to PAX East and had what was to this day the happiest week of my life, then came home only for my life to completely fall to pieces two short … Continue reading #oneaday Day 68: What Now?

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    It's coming up on a year since my departure from the obnoxiously-named "world of work", when I left my employment at a primary school, went to PAX East and had what was to this day the happiest week of my life, then came home only for my life to completely fall to pieces two short months later.

    Now, here I am, and some things have changed, and some things aren't any further along than they were even back then. I have some awesome new people of various descriptions in my life, for one thing, and while most of them are some distance away, none of them are so far away as to make it completely impractical to go and see them. This is a Good Thing.

    I also have a sweet writing gig that I'm absolutely loving. I enjoy doing the news posts every day and I've had great fun at the events I've had the opportunity to attend so far. This is also a Good Thing.

    But I get the impression that some Decisions are going to have to be Made at some point. How much do I want to be a writer in the games industry? Quite a lot, as it happens. Despite having been technically "unemployed" for the last year, I've been doing a lot of writing and I haven't reached that "jaded" stage that some writers have got to—the stage where they've forgotten to have fun with what was once their hobby. I don't see myself getting to that point any time soon because I'm a fan of games, the games industry and everything it involves, and hopefully that comes across in my writing. I believe that I'm a good writer and a valuable addition to any of the teams I've been part of over the years, and friends and colleagues would (hopefully) back me up on that front. I certainly have a heap of LinkedIn recommendations that would attest to this.

    So what's the problem? Well, as much as I love it, it's not a full-time gig… at the moment, anyway. Making it into a full-time gig would likely, at this time anyway, involve having to whore myself around to a number of outlets on a freelance basis, without any particular guarantee of a particular amount of money coming in each month. I wouldn't have a problem with this were it not for the fact that the events of the last year have left me in a terrible state financially. The thing I find myself constantly coming back to is whether I should leave behind "the dream" and get a full-time job instead. Practically speaking, it's the thing that would probably make most financial sense, and anyway, there's nothing to say I can't continue contributing to sites on a freelance basis while I hold down another job.

    So I have been applying for jobs. And applying. And applying. And tweaking my CV and cover letter and trying new templates and writing in different styles. And nothing. This is immensely frustrating as I know that I am Good At Stuff. But on paper I am qualified for just two things: writing and teaching. Teaching I have no desire to go back to as it's nearly killed me on two separate occasions, but I have a lingering fear that it's the only career path I can all but guarantee I'll be able to find myself a position in. I've held three teaching jobs in the past, all of which were in schools that could politely be described as "challenging" and as such my perception of the profession may have been coloured in a slightly negative light. But I'm not sure I want to risk my sanity and happiness (well, potential happiness, anyway) diving back in "just to see" if I was just imagining it was as awful as I thought it was.

    In summary, I'm not sure what I "should" do. A job's a job, after all, and anything that gets some money coming in is surely better than doing nothing and having no money coming in whatsoever. My quandary is this, then: after this long out of full-time work, should I continue looking for that elusive something that's going to make me happy? Or after this long, should I just take whatever the hell I can get?

    And are you hiring?

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    #oneaday Day 67: Cultural Differences https://imnotdoctorwho.moegamer.net/2011/03/08/oneaday-day-67-cultural-differences/ https://imnotdoctorwho.moegamer.net/2011/03/08/oneaday-day-67-cultural-differences/#comments Tue, 08 Mar 2011 23:17:46 +0000 http://angryjedi.wordpress.com/?p=2268 Games are a fairly unique medium in that they allow pretty much anyone easy access to material from other cultures without the language barrier necessarily getting in the way. A book in a language you don't understand, for example, is pretty much useless. A film can be appreciated for its direction and cinematography if not … Continue reading #oneaday Day 67: Cultural Differences

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    Games are a fairly unique medium in that they allow pretty much anyone easy access to material from other cultures without the language barrier necessarily getting in the way. A book in a language you don't understand, for example, is pretty much useless. A film can be appreciated for its direction and cinematography if not understood. Music can be enjoyed on a certain level. But a foreign game, assuming its not too story-heavy, can be enjoyed by anyone.

    It's here that we run into the East-West divide. Both parts of the world enjoy producing games with stories, though Western stories often tend to err on the side of "gritty" while Japanese tales tend for the most part to be more on the colourful, melodramatic side, often derided by people who don't enjoy them as being "emo". Let's leave narrative-heavy games aside for a moment, though, and look at games that are "gameplay experiences" first and foremost.

    For comparison purposes, I'm going to take dear departed Bizarre Creations' Geometry Wars 2 for the Western front, and CAVE's Deathsmiles for the Eastern front. Both are Xbox 360 titles, both released at a low price point, though Deathsmiles saw a retail release as opposed to Geometry Wars 2's Xbox LIVE Arcade-only release. This, in itself, is somewhat telling.

    Let's consider the games' respective aesthetics first. Geometry Wars 2 is, as you may expect from the title, abstract in nature. There are no "characters", there's no "story", it's just a bunch of neon shapes against one little white abstract "ship", and everything explodes into a shower of beautiful fireworks. It's spectacular to behold (assuming the person playing is any good) and recognisably "next-gen" (or "current-gen" if you prefer, since it's technically more accurate).

    Deathsmiles, on the other hand, looks like a SNES game, albeit one with enough things on screen to make the little Nintendo box explode. It's all sprite-based, it has chunky pixel-art backgrounds that have been upscaled to HD but not quite by enough, it has animations done by hand rather than generated procedurally and suffers from occasional slowdown due to the sheer amount of shit happening on screen at once.

    Not only that, though, but Deathsmiles has "character". Rather than the abstract appearance of Geometry Wars 2, the player "ship" in Deathsmiles is a person. Specifically, it's one of four underage Gothic Lolita angels dressed in borderline-inappropriate costumes accompanied by a familiar. Similarly, all the enemies are recognisable as "monsters", be they humanoid, dragons, flying eye things with bat wings, spiders or indeed the wonderfully named final boss, Tyrannosatan.

    The key thing about the two games' respective aesthetics, though, is that Geometry Wars 2 is consciously trying to look shiny and new, while Deathsmiles is more than happy to look like an arcade game from at least 10 years ago—the "if it ain't broke, don't fix it" approach. Neither approach is necessarily more or less valid than the other, but it's an interesting contrast.

    Then we come to how the two games play. Geometry Wars 2 has a variety of modes, all of which can be explained very easily. They all involve killing things before they touch your ship, with only a couple of modes (King, in which you may only fire while sitting in certain temporary "zones"; and Pacifism, in which you can't fire at all and can only destroy things by detonating "gates" by passing through them) varying even slightly from this formula.

    Deathsmiles, on the other hand, should be a simple matter to explain. It's a shoot 'em up, after all—how complicated can it be? But I attempted to explain it to a friend earlier and ended up confusing both myself and him. The game's tutorial makes it sound rather straightforward—fire in either direction, use a smart bomb, charge up shots or use a lock-on attack—but in fact there's a surprising amount of hidden depth.

    Firstly, since it, like Geometry Wars 2, is a game about getting high scores, there's a somewhat intricate method to attaining the highest scores that involves destroying the correct enemies with the correct type of shots. The game mentions this in passing, but it's up to the player to determine what it actually means. Geometry Wars 2, on the other hand, is about shooting shit and using a bomb if you're in an inescapable situation.

    Secondly, there's the key element of the "bullet hell" shooter—the hitbox. Graze any enemy in Geometry Wars 2 and your ship explodes. But the same isn't true in Deathsmiles—mercifully, since the player sprite is relatively large. No, instead there's a pulsing "heart" symbol in the middle of your characters chest and that—and only that—is the thing that can be damaged. Because this is so small, it means you can navigate your player character through intricate arrangements of bullets that initially seem impossible to avoid. Much of the game becomes about less about shooting things and more about learning how and when these patterns appear, and finding an appropriate path through them. The patterns are the same each time, too, so you certainly can "learn" the game, as opposed to Geometry Wars 2's more random chaos.

    Then there's the matter of replay value. Both games are designed to be replayed in a "score attack" style. But Geometry Wars 2's sessions tend to be rather short for the most part—a few minutes at most. In most modes, the game ends when you're dead. More skilled players get to play for longer in most cases.

    Deathsmiles, on the other hand, takes you through at least 6 levels, the order of which you can select to a certain degree, and offers you unlimited continues. The whole game takes about 20-30 minutes from start to finish. This means that "beating" the game is within the reach of absolutely anyone, even on the hardest difficulty settings. Sure, you'll get crap scores, since your score resets to zero every time you continue, but you can at least reach the end and whore for Achievements if that's your bag. The sign of a skilled Deathsmiles player, then, is not how long they play for, but how long they can survive without their score resetting. This doesn't necessarily have to be from the beginning of the game, as tackling the levels in different orders can provide optimum bonus-point scoring potential, but then we get into a whole other order of depth.

    It's interesting to see two wildly different approaches to what is essentially the same genre—the shmup—and contrast them. I like both games very much, but I feel that most people will probably find themselves favouring one or the other, much like game design philosophy in general.

    I'll leave you with one of the most interesting things to ponder: whether Deathsmiles' character designs would have ever been green-lit by a Western developer, even knowing the fact that the arguably "sexualised" nature of them doesn't factor into the game itself at all? I somehow doubt it. Don't believe me? Take a look:

    Cute, right? Bit of a stockings and thighs and boobs theme going on. We've seen self-consciously sexy Western female characters before, so surely nothing new there. How about if I tell you how old they're all supposed to be?

    Yeah. Pervert.

    The post #oneaday Day 67: Cultural Differences appeared first on I'm Not Doctor Who.

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    #oneaday Day 66: Is Traditional Writing Dead? https://imnotdoctorwho.moegamer.net/2011/03/07/oneaday-day-66-is-traditional-writing-dead/ https://imnotdoctorwho.moegamer.net/2011/03/07/oneaday-day-66-is-traditional-writing-dead/#comments Mon, 07 Mar 2011 22:01:13 +0000 http://angryjedi.wordpress.com/?p=2263 It seems every other week, particularly in tech-related industries, there is some sort of discussion over whether this or that is "dead". Inevitably, the answer is usually some vague waffle about how most people may have stopped using their Nokia N-GAGE but there are a few people out there utterly determined to beat Tomb Raider … Continue reading #oneaday Day 66: Is Traditional Writing Dead?

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    It seems every other week, particularly in tech-related industries, there is some sort of discussion over whether this or that is "dead". Inevitably, the answer is usually some vague waffle about how most people may have stopped using their Nokia N-GAGE but there are a few people out there utterly determined to beat Tomb Raider on a portrait-wise screen on a device which can survive being run over by a bus (I speak from experience) and thus the thing in question isn't dead, just on perpetual life support. Until it gets run over by one bus too many, of course.

    A discussion I participated in earlier today on Twitter regarding grammatical usage of hashtags got me thinking, though. Is the concept of "traditional writing" dead?

    When considering this, though, it's first important to determine what you mean by "traditional writing". And it's not an easy thing to define. Is this blog "traditional writing"? It mostly follows grammatical conventions (except when I'm being deliberately obtuse or conversational) and uses paragraphs. But no; I'd argue that it isn't writing in the traditional sense. Blogs are designed as a platform upon which people can share their thoughts on a subject and invite responses from other people. That last bit—the invitation for other people to respond, whether or not it's taken up by commenters—is the important part of blogging for many people. The best blogs are "conversations"—or at the very least, pieces which start discussions amongst other people.

    You could argue, of course, that persuasive writing, philosophy and the like has had this sort of thing covered for many years, and you'd be right—people still debate Nietzsche down the pub, right? (I don't go to the pub that often.) But the key thing is that with blogs and their commenters, everyone has a voice of (relatively) equal power. Ironically, though, the popular blogs diminish the power of their own commenters by having so many that people are unlikely to read them all. But at least some of them get read, unlike a weighty tome on all matters philosophical, in which those pub conversations rarely go any further than the pub.

    Then there's Twitter, the reason I got thinking about this in the first place. Here's the kind of tweet that got me wondering:

    We'll leave @tanaymodi1's absent apostrophe and misspelling of "myself" aside for a moment, and look at those hashtags. Being someone brought up on "traditional" writing and grammar rules, those hashtags in the middle of a sentence are somewhat jarring to me and interrupt the flow of what's being said somewhat. Now, in theory, the use of those hashtags allows anyone reading that tweet to click on either #AngryBirds or #Mac and read what other people are saying on those topics. A sensible idea for hot topics under discussion. But I've seen people do it with more vague concepts, such as "I'm writing a #novel" or "Is Sasha Grey a model of fashionable female #sexuality?" that could be taken in all manner of different contexts. Are they still useful?

    Apparently so; a number of people came forward in response to my query and said that they find it useful to have the facility to find out what other people are saying on the subject. The only fly in the ointment, however, is that not everyone uses them. If I'm writing a tweet about my Mac, for example, I'll use the word "Mac" and have never, ever hashtagged it, if only for the fact it saves one of Twitter's precious 140 characters. The only time I use hashtags are if I'm participating in a discussion about something (like, say, a TV show that's on at the time) and appending the hashtag on the end of the tweet, for these blog posts or for #lamehashtaghumourthatifindquitefunnysometimes.

    This is obviously a different use of writing to how it's used here on my blog, how I use it when writing for GamePro, how I use it when writing an email and how I'd use it if I were writing a book. But it doesn't mean that any of these forms of writing are "dead" or "dying". Increasingly what's happening over time is that things that were once on a relatively linear path, such as the evolution of language, are splitting off into separate branches with their own contexts and purposes. Some people stick resolutely to one path and thus find it rather jarring when something from one of the other paths invades their consciousness. Other people can happily jump back and forth between the different strands, adapting their language to the situation as they see fit.

    So no. I don't believe that traditional writing is dead, nor is it a niche interest that only a few dedicated souls are continuing with. It's simply one branch of an increasingly-complicated tree. As we find ourselves with more and more different means of communication available to us, language adapts, changes, broadens. And it will continue to do so for some time.

    Where does it stop? Will (English-speaking) people on Twitter end up speaking their own language that looks a bit like English but isn't? Perhaps not. But it's something to ponder.

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    #oneaday Day 65: Character Sheet https://imnotdoctorwho.moegamer.net/2011/03/06/oneaday-day-65-character-sheet/ https://imnotdoctorwho.moegamer.net/2011/03/06/oneaday-day-65-character-sheet/#comments Sun, 06 Mar 2011 19:34:43 +0000 http://angryjedi.wordpress.com/?p=2258 RPGs, as everyone knows, are nonsense. No amount of battering your way through the world's wildlife with a stick repeatedly makes you powerful enough to take down, say, a helicopter with your bare hands. But that's not to say that we don't have our own special skills and abilities of our own. So here, in … Continue reading #oneaday Day 65: Character Sheet

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    RPGs, as everyone knows, are nonsense. No amount of battering your way through the world's wildlife with a stick repeatedly makes you powerful enough to take down, say, a helicopter with your bare hands. But that's not to say that we don't have our own special skills and abilities of our own. So here, in the style of Final Fantasy XIII thanks to the many and varied roles I have taken on over the years, is my official Character Sheet. (Bonus points if you can figure out how I calculated my EXP, amount of EXP to next level, HP and MP, because yes, I am nerdy enough to work out a system to do just that.)

    Pete
    Hume M
    Level 29

    HP: 1557/1557
    MP: 5/358

    EXP: 261696
    NEXT: 1320

    Role: WRITER (WRI), Lv. 25
    Bonus: Adds to party's Grammatical Error detection radius.

    Abilities
    Literate: Read and write.
    Literata: Read and write well.
    Literataga: Read and write well enough to do professionally.
    Literataja: Read and write super-fast to borderline-inhuman deadlines.
    Barego: Protect against bruised ego.
    Bolster: Restore morale.
    Enhumor: Add Comedy element to attacks, cancel Sadness status.
    Eninform: Add Knowledge element to attacks, cancel Ignorance status.
    Yankbrit: Toggle stance between British and American English.

    Role: TEACHER (TCH), Lv. 3
    Bonus: Double EXP acquisition for other party members.

    Abilities
    Teach: Able to explain general things in some detail.
    Teacha: Able to explain complicated concepts to inexperienced types.
    Teachaga: Able to explain complicated concepts without getting frustrated.
    Teachaja: Able to adapt explanations on the fly while teaching several targets.
    War Cry: Inflict Silence on all targets temporarily.
    Bolster: Restore morale.
    Eninform: Add Knowledge element to attacks, cancel Ignorance status.
    Patience: Cancel Berserk status on self. Usable once per day.

    Role: BARD (BRD), Lv. 25
    Bonus: Increased success rate of party buffs.

    Abilities
    Piano: Equip Piano-class equipment.
    Clarinet: Equip Clarinet-class equipment.
    Saxophone: Equip Saxophone-class equipment.
    Bellowing Honk: (Requires Saxophone) Knockback and Stun all targets.
    Piercing Screech: (Requires Clarinet) Silence and Slow all targets.
    Shine on Me: Buff the party with Barbershop Power.
    Pinkapingpangpong: Confuse all targets.
    Rachmaninoff's Fury: Inflict punch damage over a slightly wider-than-usual radius.
    Perform: 50/50 chance to Impress or Depress friendly target.
    Accompany: Double attack power of any Soloist in the party.
    Accompanya: Triple attack power of any Soloist in the party.
    Accompanyaga: Max out Soloists' attack power and add your own.

    Role: NERD (NRD), Lv. 25
    Bonus: Bolster party's performance in video game-related quizzes.

    Abilities
    Score Attack: Spend an entire ATB bar increasing your score on Geometry Wars.
    Recognition: Increased chance to recognise obscure music from Japanese games.
    Unfazed: Impossible for bizarre/impossible events to inflict Confusion status.
    Desensitised: Think of the children!
    Persistence: Extra chance at all failable actions, chance of Boredom status increases.
    Fix: Restore HP to Mechanical or Electrical targets.
    Break: Damage Mechanical or Electrical targets with increased efficiency.
    Google: Impossible to be inflicted with Ignorance status if in an area with Wi-Fi.
    Maru: Summon cat videos.
    Marua: Summon a cat video appropriate to the occasion.
    Maruga: Summon the perfect cat video for the occasion to escape from danger.

    Role: RETAIL MONKEY (RMK), Lv. 2
    Bonus: Double Gil from sold items.

    Abilities
    Sell: Sell items.
    Sella: Sell junk items.
    Sellaga: Sell junk and regular items for increased profit.
    eBay: Sell items to people in other zones.
    eBaya: Sell junk items to people in other zones.
    eBayaga: Sell junk and regular items to people in other zones for increased profit.
    Packin': Equip Packing Tape Dispenser-class equipment.
    Cable Management: Remove Tangled status from Mechanical or Electrical targets.

    Role: EMPATH (EMP), Lv. 10
    Bonus: Decreased chance for friendly party members to suffer Debuffs.

    Abilities
    Listen: Listen.
    Listena: Listen without judging.
    Listenaga: Listen without judging or offering stupid advice.
    Empathy: Transfer all negative status effects from friendly target to self.
    Empatha: Remove one negative status effect that both you and target are suffering.
    Empathaga: Remove all negative status effects from target, inflict Confusion on self.
    Bolster: Restore morale.

    Did I miss anything? Obviously I'm leaving my Limit Breaks a secret as I don't want to play my hand too early.

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    #oneaday Day 64: Welcome to Bullet Hell https://imnotdoctorwho.moegamer.net/2011/03/05/oneaday-day-64-welcome-to-bullet-hell/ https://imnotdoctorwho.moegamer.net/2011/03/05/oneaday-day-64-welcome-to-bullet-hell/#respond Sat, 05 Mar 2011 10:57:12 +0000 http://angryjedi.wordpress.com/?p=2252 David Cage, of Heavy Rain fame, recently made some comments at GDC regarding traditional game structure. He argued that levels, bosses, missions, that sort of thing—all of them were obsolete, and that we should move on. Now, in some senses, I kind of agree with him—I certainly want to play more games like Heavy Rain … Continue reading #oneaday Day 64: Welcome to Bullet Hell

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    David Cage, of Heavy Rain fame, recently made some comments at GDC regarding traditional game structure. He argued that levels, bosses, missions, that sort of thing—all of them were obsolete, and that we should move on. Now, in some senses, I kind of agree with him—I certainly want to play more games like Heavy Rain for one thing—but to say that traditional structural devices in games should be left behind forever is foolish and misguided.

    Why? Well, because there's still a place for gamey-games. Not everything has to be an epic interactive movie that is beautifully crafted and cinematographatised. Not everything has to be about in-depth moral decisions and the consequences of those actions. It's okay to chase high-scores, and it's okay to put the words "GAME OVER" in front of the player if they mess up.

    The reason why this has suddenly popped into my mind is the fact that I was dragged kicking and screaming into the world of the "bullet hell" shooter last night. I'd heard a few good things about the recently-released Deathsmiles on Xbox, and asked a few people on Twitter what they thought. Everyone who got back to me said that it was an excellent game, and also recommended a couple of iPhone titles—Espgaluda II and Dodonpachi Resurrection. It was too late to go and grab a copy of Deathsmiles thanks to the fact most of the country shuts down at around 6pm, but I could at least try the iPhone games. And they had Lite versions for trial purposes, too, which makes a nice change.

    I tried them both and was astonished at how impressive 2D pixel art can still be. Neither game is consciously trying to look "retro", they're just made of well-drawn, well-animated art rather than 3D graphics. Not only that, though, they're a huge amount of fun to play. I'd always figured the "bullet hell" shooter as being punishingly difficult—otherwise the word "hell" wouldn't figure into its genre description, surely—but I was pleasantly surprised to discover that rather than being super-difficult, they're just quite technical and require rather more than hosepiping the screen with laser fire. Instead, it's a case of quickly determining what the best route through the bajillion incoming shots is—and the excellent touch-screen controls on the iPhone games (worthy of celebration in itself) makes navigating through them a snap.

    The other thing I hadn't realised about the genre is that the "hitbox" (the area of the ship that registers collisions) is super-tiny—much smaller than the ship itself. This means that you can get away with "scraping" bullets and, in fact, in one mode of Dodonpachi Resurrection, this is encouraged by building up your score multiplier. And speaking of scores, if you're the sort of person who likes building up gigantic scores, this is the genre for you. Both the iPhone games have full OpenFeint and Game Center support, a bunch of Achievements and full Leaderboard functionality, with an individual Leaderboard for each mode—hopefully free of the sort of cheating we see on the Fruit Ninja leaderboards.

    The final thing that I find particularly noteworthy is the fact that the inappropriateness of the music throughout is second only to DEADLY PREMONITION. Check out this music from the first stage of Dodonpachi Resurrection and I defy you to not be smiling by the end of it. Now imagine blowing up like a million tanks whilst listening to that. Yeah. That's why that game is awesome, and why @feenwager will hate it.

    The post #oneaday Day 64: Welcome to Bullet Hell appeared first on I'm Not Doctor Who.

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    #oneaday Day 63: Mr Sheen https://imnotdoctorwho.moegamer.net/2011/03/04/oneaday-day-63-mr-sheen/ https://imnotdoctorwho.moegamer.net/2011/03/04/oneaday-day-63-mr-sheen/#comments Fri, 04 Mar 2011 11:56:41 +0000 http://angryjedi.wordpress.com/?p=2248 So. Charlie Sheen, eh? What a card. Winning. Tiger blood. I wish there were some way to show my appreciation for him through the medium of the Internet, such as saying "winning" every few minutes. Oh wait. Sarcasm aside, I find this whole farrago (yes, farrago, deal with it) surrounding Mr Sheen somewhat bewildering. As someone pointed … Continue reading #oneaday Day 63: Mr Sheen

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    So. Charlie Sheen, eh? What a card. Winning. Tiger blood. I wish there were some way to show my appreciation for him through the medium of the Internet, such as saying "winning" every few minutes. Oh wait.

    Sarcasm aside, I find this whole farrago (yes, farrago, deal with it) surrounding Mr Sheen somewhat bewildering. As someone pointed out on Twitter yesterday, Pete Doherty does a bunch of drugs, acts like a dickhead and is vilified, while Sheen does a bunch of drugs, acts like a dickhead and is elevated to Internet meme deity status? It makes no sense whatsoever.

    Sheen himself isn't helping, with his Twitter account attracting over a million followers in the course of 25 hours, a new Guinness World Record. (I wasn't even aware there were Guinness World Records for how quickly people got Twitter followers, but I guess you live and learn.) His bewildering gibberish seems to have the majority of the Internet frothing at the mouth in giddy euphoria, wondering what on earth he's going to say or do next. Sheen acquired well over half a million followers before he'd posted anything at all on Twitter, with rubberneckers urging each other to "hold on to your hats" and the like.

    I've never been one for celebrity culture and gossip, or gossip in general for that matter. As far as I'm concerned, what people do in their personal life should remain personal, whether they're the man on the street or someone in the public eye. Sure, public figures arguably have a responsibility to set a good example to impressionable people—but if they do this when they're out in public, is there any need to go prying into their private life?

    Of course, one could argue that Sheen was rather public in his dickheadishness, in which case at that stage the press should step in and see what's up. But if that's the case, why is he being put up on such a pedestal? Is being a drug-addled twat really something to aspire to? If so, that's kind of sad. Or is it that he's a broken man acting more and more erratically as he makes more and more of a mess of his life, and everyone's laughing at him? Because that's kind of sad, too.

    Not only that, but the LA Times revealed yesterday that Sheen had signed up with celebrity ad-whoring agency ad.ly, who pay Sheen and a number of other corporate shill "celebrities" including the Kardashians (whom I'm still not sure why are famous), Mike Tyson, Linkin Park and 50 Cent, to advertise products in their Twitter stream. A clever, if arguably obnoxious, idea. Fortunately, none of them are the kind of people I have the slightest interest in following, so I've remained relatively free of their selling-out-ness. But the fact remains that ad.ly are clearly taking advantage of Sheen's questionable mental state (and people's fascination with it) to make a quick buck.

    Still. The usual response to disapproving of a situation like this is to advise one to "just ignore it". So, barring anyone coming up and shouting "WINNING!" in my face (who will get a punch in their face) that is what I intend to do from now. Having just written 541 words on the subject.

    Now who's winning?

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    #oneaday Day 62: Too Long, Still Read https://imnotdoctorwho.moegamer.net/2011/03/03/oneaday-day-62-too-long-still-read/ https://imnotdoctorwho.moegamer.net/2011/03/03/oneaday-day-62-too-long-still-read/#comments Thu, 03 Mar 2011 21:01:15 +0000 http://angryjedi.wordpress.com/?p=2243 I'm almost entirely certain I have ranted on this topic at least once in the past. But, well, it bears repeating, given what I do both here and professionally. More than one paragraph isn't bad. More than 140 characters isn't bad. (Unless you're using Twitter, when all the deck.ly and TwitLonger nonsense kind of defeats … Continue reading #oneaday Day 62: Too Long, Still Read

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    I'm almost entirely certain I have ranted on this topic at least once in the past. But, well, it bears repeating, given what I do both here and professionally.

    More than one paragraph isn't bad.

    More than 140 characters isn't bad. (Unless you're using Twitter, when all the deck.ly and TwitLonger nonsense kind of defeats the object.)

    I read an answer to a question on GameFAQs earlier. The original poster had asked something which required quite a detailed answer. One respondee gave a detailed, good answer that was two paragraphs long, probably about 150-200 words or so. He apologised for writing "alot of text" (sic)—and I'll let the "alot" slide for the minute because there are bigger issues at work here, dammit. (Incidentally, if you've never seen this, well, you should.)

    No. Stop apologising when you write things. Stop complaining at people in forums if they write detailed thoughts. Stop providing lazy people with "TL;DR" summaries and make them read. No wonder people haven't got the patience for books any more if they can't bear to read more than 10 words of someone else's opinion at a time and inevitably respond with something utterly inane like "lol". (And I bet they're not even really laughing out loud either, the bastards.)

    Language is an incredibly powerful thing. Look at all the things it's built over the years. Those things didn't come about by people worrying about writing an "OMFG WALL OF TEXT" and people ignoring them. Those people had something to say and damn well said it, in detail, and argued their case. Their passion for what they were talking about came through in the power of the words that they chose, their enthusiasm for the topic came across with the depth into which they explored their topics verbally and on paper.

    Now granted, there are times when brevity is better than verbosity. Anything from any government agency or law office, for example. I received a letter from the tax office a while back which went on for 3 pages when the single word "no" would have sufficed. These people have nothing to say and ironically spend pages and pages proving how little they have to say. Why? Who knows. To sound "official", perhaps.

    But people with opinions? People debating things? People being—who'd have thought it—helpful? There's no sin in using a few more words if it might make someone think, discuss or smile.

    So stop apologising when you write something, be it a blog post, forum post, Yahoo! Answers answer (well, someone has to write them) or blog comment. If you have something to say, it is absolutely your right to be able to say it without worrying about whether its length is going to put people off (*deftly sidesteps "that's what she said" gag*). And those who are too lazy to read a couple of paragraphs of comment? Well, they're probably not the sort of person you'd want to engage in a debate anyway. So F them in the B.

    TL;DR: Stop being a dick.

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    #oneaday Day 61: Killing One's Dick Off https://imnotdoctorwho.moegamer.net/2011/03/02/oneaday-day-61-killing-ones-dick-off/ https://imnotdoctorwho.moegamer.net/2011/03/02/oneaday-day-61-killing-ones-dick-off/#comments Wed, 02 Mar 2011 19:20:13 +0000 http://angryjedi.wordpress.com/?p=2236 Bulletstorm should be the last game that appeals to me. I've criticised games such as Killzone for having generic-sounding "ShootMan: Kill"-type names, and my frustration with the market's oversaturation of first-person shooters is well-documented. So why do I find myself wanting to play it? Well, there's quite a few reasons, actually, and despite Bulletstorm's generic-sounding … Continue reading #oneaday Day 61: Killing One's Dick Off

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    Bulletstorm should be the last game that appeals to me. I've criticised games such as Killzone for having generic-sounding "ShootMan: Kill"-type names, and my frustration with the market's oversaturation of first-person shooters is well-documented.

    So why do I find myself wanting to play it?

    Well, there's quite a few reasons, actually, and despite Bulletstorm's generic-sounding title and the fact it is indeed a first-person shooter, there's enough in it to get me interested. Most importantly, though, it's a game which doesn't take itself too seriously in the slightest. It knows only too well how ridiculous it is, and it's happy to provide said ridiculousness in spades.

    There's a couple of specific things that get me, though. First up is score attack. Score attack is something that I seem to have developed something of a liking for in the last couple of years thanks mostly to Geometry Wars 2 and Pac-Man Championship Edition DX or whatever the bloody thing is called. Score attack is a simple, asynchronous way for people to play "together" and compete. It allows people on opposite sides of the world the chance to enjoy some friendly competition without those pesky timezones getting in the way. It encourages people to talk about the game. And it encourages people to replay the game rather than just ditching it after they've beaten the campaign.

    The second thing about Bulletstorm is ironically one of the things that I thought would put me off it, and that is its immaturity. It has a sense of humour and throws obscenities around with gay abandon and from everything I've heard from reputable sources of information (well, friends) is all the better for it. A line about "killing your dick off" is supposedly a particular highlight, but the fact the demo for the game ended by referring to the player as "dick-tits" pretty much convinced me that this was a game built on the same values as late 90s shooters in which cheeky, immature fun was at the forefront, not trying to be over-the-top epic.

    Fun is good. A lot of shooters, in my experience anyway, seem to be forgetting that part. When you repeat the same bit over and over again due to cheap deaths and hear the same annoying bit of inevitably-shouted dialogue over and over again, it kills all sense of immersion in the story which the developers are clearly trying so hard to achieve. Sure, I haven't played the full version of Bulletstorm yet, but since the plot is rather secondary to the gameplay and the scoring, it strikes me as something that will be rather less frustrating than the reason I put Gears of War down and have never touched that series since.

    All of the above isn't to say that I am going to get Bulletstorm. I haven't decided yet. But they've done something right along the way, as it's the first shooter in a very long time that I've been genuinely very interested in playing.

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    #oneaday Day 60: Just Imagine... https://imnotdoctorwho.moegamer.net/2011/03/01/oneaday-day-60-just-imagine/ https://imnotdoctorwho.moegamer.net/2011/03/01/oneaday-day-60-just-imagine/#respond Tue, 01 Mar 2011 21:08:28 +0000 http://angryjedi.wordpress.com/?p=2233 Not so long ago, the world was a different place. Saddam Hussein was still in charge of Iraq, no-one knew who the Liberal Democrats were and Call of Duty was but a twinkle in a young Bobby Kotick's eye. Sounds like delightful times, doesn't it? Well, the other thing about these glory days is the … Continue reading #oneaday Day 60: Just Imagine...

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    Not so long ago, the world was a different place. Saddam Hussein was still in charge of Iraq, no-one knew who the Liberal Democrats were and Call of Duty was but a twinkle in a young Bobby Kotick's eye. Sounds like delightful times, doesn't it?

    Well, the other thing about these glory days is the fact that we didn't have the Internet. And these days it's easy to take that fact for granted, given that most of the things we do throughout the course of every single day involve the Internet somehow, from the smallest little things to huge, life-changing events.

    It wasn't always that way, and oddly enough it's a piece of educational software that really drives the difference home. Where in the World is Carmen Sandiego? was a game that tested your geographical knowledge and encouraged you to find out about the wider world. And you had to do it without the aid of Wikipedia, a website which means you can rattle through the Facebook version in a matter of minutes. Sure, it was often necessary to use reference material to pass the game's missions, but there's something a little different about using an encyclopaedia or atlas to find things out rather than typing things into Google.

    For me, though, there's no going back to those dark days. I think about all the people I have in my life right now, and I bet over half of them are in my life because of the Internet, whether it's directly or indirectly. Some people I initially met face to face and then ended up getting to know via email or IM chat sessions. Some people I met online first and then met face to face later. Some people I've only ever met online, but want to meet face to face. And a few people I know online and am more than happy to keep them at a very long arm's length!

    It's difficult to imagine how the events of the last year would have gone without the Internet. For starters, the situation wouldn't have arisen in the first place, for many reasons. But let's assume it had for a minute; the people from whom I had the most support were people I knew because of the Internet. A couple of them happened to be physically close to me, but a lot of them were on the other side of the planet. How different would it have been without them?

    Perhaps if there was no Internet then I'd have more friends who are physically close to me. But then would that lead to a "compromise" sort of situation, where you hang out with people you don't really like because it's convenient?

    Who knows? All I know is that I'm pretty damn grateful the Internet exists, and I'm equally grateful that the people I know because of it exist. You rock, so keep being awesome, and on that day when I win a bajillion pounds on the Inordinately Generous Lottery for People Called Pete (which doesn't seem to have started yet, sadly) I will be travelling around the world to meet each and every one of you, buy you a drink and/or call you "dick-tits" to your face.

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    #oneaday Day 59: Shit Happens, Life Continues https://imnotdoctorwho.moegamer.net/2011/02/28/oneaday-day-59-shit-happens-life-continues/ https://imnotdoctorwho.moegamer.net/2011/02/28/oneaday-day-59-shit-happens-life-continues/#comments Mon, 28 Feb 2011 21:41:58 +0000 http://angryjedi.wordpress.com/?p=2230 Life is complicated. And I'm not talking about my life specifically, I'm talking about the whole concept of life. People. Society. Everyone together, interacting (or not) and the strange, almost "chemical" reactions caused by one little thing that someone does having a knock-on effect and making other things happen. Chaos theory, I guess, only with … Continue reading #oneaday Day 59: Shit Happens, Life Continues

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    Life is complicated. And I'm not talking about my life specifically, I'm talking about the whole concept of life. People. Society. Everyone together, interacting (or not) and the strange, almost "chemical" reactions caused by one little thing that someone does having a knock-on effect and making other things happen. Chaos theory, I guess, only with less in the way of butterflies and hurricanes and whatnot.

    Life is unstable, too. And again, I'm not talking about my life specifically, and I'm not talking about the "I could snap any minute and murder everyone with a claw hammer" sort of unstable, either, though for sure that is part of life's general instability. I'm talking about things you take for granted suddenly not being there any more, or changing their form, or things that you thought were lost being found once again. All of these things are things that I and countless others have experienced recently. All part of life's rich tapestry, as they say.

    Things change. People change. Relationships evolve. People come together, drift apart. Sometimes stupid decisions get made. Sometimes wise decisions that hurt like hell get made. And sometimes things happen that you don't understand. Sometimes you can see decision points coming up and you have no idea which road is the right one, if any.

    Life is complicated. And people say that it keeps things interesting, that life would be boring if it was predictable. And perhaps it would be. No-one likes doing the same thing over and over again. No-one likes being confined to a routine day after day, clocking in at 9 in the morning, doing the same menial task for 8 hours then clocking off again at the end only to go home to the same old house, eat the same old food and watch the same old crap on the TV. But we do it all the same.

    Unpredictability may keep things interesting, but it has mixed results. Sometimes it has great results, like the reunion of two close friends after many years; friends who have the ability to pick up right where they left off as if the intervening silence was nothing but a dream. Sometimes it has life-changing results, for better or worse. Sometimes these life changes needed to happen and were a long time coming, and sometimes you couldn't possibly have imagined that they would ever happen.

    And these things are happening to everyone, not just you. Someone, somewhere, knows how you feel. Someone, somewhere, understands what you're going through right now. You might not know them yet, or perhaps you do. You may have spoken to them in passing, or perhaps they're just a name on a computer screen that you've glanced before. Or perhaps they're right under your nose, waiting for the right moment to show you what it is you mean to them, and you never realised.

    Life is complicated, unpredictable, strange and frustrating. And however much you think you have yourself, or other people, or the situation in general figured out, things change at a moment's notice, like a roll of a die. So perhaps you should stop trying to figure things out and understand them, strap yourself into the ride and see where it takes you.

    It might be nowhere. Or it might be someplace far away. You won't know until you get there.

    Bill Hicks said it far better than I could.

    [youtube http://www.youtube.com/watch?v=iMUiwTubYu0]

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    #oneaday Day 58: Things To Do in a Traffic Jam https://imnotdoctorwho.moegamer.net/2011/02/27/oneaday-day-58-things-to-do-in-a-traffic-jam/ https://imnotdoctorwho.moegamer.net/2011/02/27/oneaday-day-58-things-to-do-in-a-traffic-jam/#comments Sun, 27 Feb 2011 23:43:31 +0000 http://angryjedi.wordpress.com/?p=2226 I like driving. It's fun. Whether you're negotiating twisty-turny country lanes, putting your foot to the floor on a motorway or simply contemplating the fact that you're actually sitting in a chair that is moving at 70 miles per hour (seriously, that's pretty mind-boggling when you consider the speed the other chairs in your life … Continue reading #oneaday Day 58: Things To Do in a Traffic Jam

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    I like driving. It's fun. Whether you're negotiating twisty-turny country lanes, putting your foot to the floor on a motorway or simply contemplating the fact that you're actually sitting in a chair that is moving at 70 miles per hour (seriously, that's pretty mind-boggling when you consider the speed the other chairs in your life don't move at) driving is, for the most part, a pleasurable experience for those who enjoy using cars for the purpose they were designed for. (Obviously those who don't like driving or are scared of it are exempt from the above.)

    There's one thing sure to spoil any nice drive, though: a traffic jam. They're a pain in the arse whether they come in the form of backed-up traffic over a narrow hump-backed bridge due to a lost sheep standing bewildered in the middle of a single-track road, gridlock in a town centre or one of those inexplicable jams that form on a motorway, force everyone to sit stationary for approximately 500 years then start moving again with absolutely no trace of whatever caused the jam at the front of it.

    So that's why it's important to have a repertoire of entertainment ready. Those of you with kids will have probably played I-Spy to death. But you don't always have kids with you, and indeed sometimes you're all by yourself. So here is a selection of Things to Do in a Traffic Jam, with some suitable for solo play, others suitable for a party of disgruntled passengers to join in with.

    Rev-Counter Roulette

    Players: 1-car capacity
    Traffic speed: Stationary
    Danger level: Mild peril

    Put your car in neutral or at the very least, push the clutch all the way down. Players take a moment to place their bets from 1-whatever your rev counter goes up to. (Obviously you need a rev counter to play this.) When everyone has placed a bet, quickly press the accelerator pedal as hard as you like (or not). Whoever bet the closest to the highest point your rev counter reached wins and gets a travel sweet and/or the opportunity to punch everyone else in the face.

    Gangster Trip-Meter

    Players: 1-car capacity
    Traffic speed: Slow to moderate
    Danger level: None

    Agree a timeframe appropriate for the speed of the traffic. If it is moving a bit, five minutes. If it is going very slowly, perhaps ten minutes. Set your car's trip meter to zero and set a timer for the timeframe you decided. Place bets on what the trip meter will read at the end of the timeframe. Whoever bet the closest to the final result wins.

    Optional rule: whoever bet furthest away from the final result has to remove an item of clothing, which makes the following game much more interesting if it's cold.

    Master of Elements

    Players: 1-car capacity
    Traffic speed: Any
    Danger level: Slim to none

    Depending on the ambient temperature, set the car's heating system to whatever will be most uncomfortable and turn the fan up to full. If it's very cold, you may also wish to open all the windows. The first person to complain that it's too hot/too cold/too windy is the loser and gets ridiculed by everyone else and/or punched in the face.

    Optional rule: Strip rules may also be added to this game. Depending on the temperature, this may be a benefit or a handicap.

    Frogger

    Players: 1
    Traffic speed: Slow to moderate
    Danger level: Moderate

    Set yourself a time limit appropriate for the amount of traffic and the speed it is moving. For heavy and/or stationary traffic, use a longer time limit. In the time limit attempt to change lanes from the inside to the outside lane as many times as possible.

    Warning: Playing this game will cause most other members of the traffic jam to think you are a complete dick. If you are driving a BMW or Mercedes, you can play this game without fear, as people will expect you to be driving like that anyway.

    The World's Slowest Drag Race

    Players: 1
    Traffic speed: Slow to moderate
    Danger level: Mild peril

    Set yourself a time limit and choose a target in another lane. Don't choose a BMW or Mercedes, or anyone who is obviously playing Frogger, because they'll change lanes a lot. Start the clock and see who is further ahead at the end of the time limit.

    If you're driving in convoy with other people, you can play this with the other convoy members. Passengers in the losing car have to perform forfeits such as getting their bums out.

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    #oneaday Day 57: Startlegal Ballactegar https://imnotdoctorwho.moegamer.net/2011/02/27/oneaday-day-57-startlegal-ballactegar/ https://imnotdoctorwho.moegamer.net/2011/02/27/oneaday-day-57-startlegal-ballactegar/#respond Sun, 27 Feb 2011 03:14:50 +0000 http://angryjedi.wordpress.com/?p=2222 Board games really are great. The incredible lateness of this entry can be almost entirely attributed to them. The one which took up most of our evening was the adaptation of the new-ish Battlestar Galactica series, which I still haven't got around to seeing and really should, from everything I've heard. Fortunately, the game doesn't … Continue reading #oneaday Day 57: Startlegal Ballactegar

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    Board games really are great. The incredible lateness of this entry can be almost entirely attributed to them. The one which took up most of our evening was the adaptation of the new-ish Battlestar Galactica series, which I still haven't got around to seeing and really should, from everything I've heard.

    Fortunately, the game doesn't require any specific knowledge of the show and doesn't appear to include any spoilers. What it does provide, however, is a lengthy cooperative experience tinged with mistrust and doubt thank to the fact that at least one player is, at some point, going to turn out to be evil. The exact manner in which this player chooses to conduct themself is part of the challenge of the game, both for the non-traitorous players and the traitor themselves.

    What the game does an excellent job of is introducing just enough in the way of random elements to the mix to freak everyone out a bit while allowing the Cylon player the opportunity to subtly undermine everything the others are working for. Later in the game, too, the Cylons have the opportunity to reveal themselves and cause havoc more directly.

    The game, like other co-op experiences such as Arkham Horror, initially appears deceptively complex but it's actually reasonably straightforward to play. It does, however, appear to take quite some time—again, like Arkham Horror. This is fine, but it does mean you need to set aside a substantial amount of time to play, and if you're hoping to fit a lot of games into a day of board game geekery, this may be one to save for a time when you can focus on it.

    Our first attempt was an unmitigated disaster thanks to a combination of terrible luck (three Cylon fleet attacks in a row) and the fact that we had not one but two traitors in our midst, one of whom made themselves reasonably obvious almost from the outset, while the other did a masterful job of undermining things very subtly. It was an entertaining experience despite our failure to save the human race, however, and now we understand the mechanics better hopefully future play sessions will proceed much quicker. I'm looking forward to trying it again.

    So of you're a fan of co-op with a touch of betrayal, Battlestar Galactica is a great game to give a shot, even if you're only familiar with the TV series in passing.

    And now to bed!

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    #oneaday Day 56: Trendsetter https://imnotdoctorwho.moegamer.net/2011/02/25/oneaday-day-56-trendsetter/ https://imnotdoctorwho.moegamer.net/2011/02/25/oneaday-day-56-trendsetter/#comments Fri, 25 Feb 2011 19:25:14 +0000 http://angryjedi.wordpress.com/?p=2219 Trends are bizarre, inexplicable and ultimately meaningless if you have a mind of your own. I find it impossibly difficult to fathom sometimes how one minute something can be excellent, popular, wonderful, critically acclaimed and all manner of superlatives, then the next it is shit, awful, bollocks, crap and proof that you are a complete … Continue reading #oneaday Day 56: Trendsetter

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    Trends are bizarre, inexplicable and ultimately meaningless if you have a mind of your own. I find it impossibly difficult to fathom sometimes how one minute something can be excellent, popular, wonderful, critically acclaimed and all manner of superlatives, then the next it is shit, awful, bollocks, crap and proof that you are a complete fuckwit if you dare to admit you like it in the company of anyone with a face.

    There are few places where this is more apparent than in the world of "celebrities"—and my God how much I hate that word, but that's an entirely different story. I have one specific example in mind and that is the comedian Michael McIntyre. He appeared on the scene a year or two pack, mostly on panel shows such as Mock the Week, and he proved himself to be an entertaining, clever, well-spoken funnyman with floppy, silly hair that I could relate to. We started seeing some of his stand-up on TV, and I thought his material was very funny and a little different from other acts around at the time. At some indeterminate point in about the last year or so, it became fashionable to hate him and slag him off.

    To be perfectly honest, I wonder exactly how many people who use Michael McIntyre as a whipping boy for what is supposedly the lowest of the low comedy have actually watched his whole act, and how many of them are simply following the trend. Who decided it was time to hate McIntyre? Why? Where did that "trend" originally come from? It must have started with someone and spread virally. Public opinions don't do complete U-turns without some sort of influence—and McIntyre himself is the same as he's always been.

    It happens in all media too; Square's Final Fantasy series, once beloved by most gamers (or at least the ones who liked JRPGs) is now belittled and complained about by almost everyone. The games aren't any worse (I'm playing FFXIII right now and while it could be argued to be a step backwards from the complete change of direction that was FFXII, it's certainly not a bad, boring, stupid, dumb game like some people have ranted at great length about) and sure, Square could probably stand to re-release the first four games in the series a few less times and the others a few more times… but Square hate is also in fashion right now.

    I'm not objecting to anyone having opinions, you understand. People are free to like or dislike whatever the hell they want, whether it's music, games, movies, books, celebrities, foods or even abstract concepts. The idea of people belittling each other based on what they enjoy, though? That's just stupid. I hate The X-Factor and related TV shows, for example, and have even moaned about them a great deal in the past. But I figured out that there was absolutely no point in doing so, because even if it is the shittest of the shit (and it is) there are people out there who enjoy it and aren't going to listen however much you try and convince them otherwise.

    So here's a thought, then. Why don't we start a new trend—a trend of saying "I like this, give it a try, it's cool if you don't"? Okay, sure, as slogans go it's not the catchiest one out there. But it's better than "I hate this and you should too even if you have no idea what I'm talking about!"

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    #oneaday Day 55: DLC is only two letters from "DICK" https://imnotdoctorwho.moegamer.net/2011/02/24/oneaday-day-55-dlc-is-only-two-letters-from-dick/ https://imnotdoctorwho.moegamer.net/2011/02/24/oneaday-day-55-dlc-is-only-two-letters-from-dick/#comments Thu, 24 Feb 2011 19:23:12 +0000 http://angryjedi.wordpress.com/?p=2216 Nostalgia and rose-tinted spectacles are rife in all walks of life, but there are few places where it happens more so than in the video games industry. This is perhaps due to the fact that it's such a fast-moving industry that you can be in your twenties and still feel nostalgic for "the good old … Continue reading #oneaday Day 55: DLC is only two letters from "DICK"

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    Nostalgia and rose-tinted spectacles are rife in all walks of life, but there are few places where it happens more so than in the video games industry. This is perhaps due to the fact that it's such a fast-moving industry that you can be in your twenties and still feel nostalgic for "the good old days" and how much better they supposedly were.

    Nine times out of ten, of course, nostalgia is proven wrong when you actually go back and play the things you were so nostalgic about. Things move on for a reason.

    But I'm firmly of the opinion that the previous console generation is always going to be looked back on as a "golden age" that is going to be very difficult to top, however good the games might be, and however beautiful the HD graphics of today's games might be.

    The reason for this, to me, that games from then were finished. Now we have the blight that is DLC. Now, the arguments in favour of downloadable add-ons for games are many—extra content adds life to a game and keeps it relevant long after release. It gives developers the opportunity to show that they're still "supporting" a product. And it allows for other, smaller developers to use an existing base as the means for some creative risk-taking—see Bioshock 2's "Minerva's Den" as an example.

    But at its worst, DLC is a cynical money-making exercise designed to get people to pay for their games twice—once to buy the thing in the first place and once again to purchase all the "premium content" that should have been included with the game. Premium content, let's not forget, that very often is actually on the game disc and is simply "unlocked" by purchasing an access code.

    This isn't the only negative side to DLC, either. Narrative games suffer considerably from this whole "oh, let's add a bit here, add a bit there" structure. There was a time when you would start playing a game, go through its story, beat it and be satisfied. Now, it seems, there always has to be "a little bit more". There always has to be an "exclusive epilogue chapter", or some "side missions" or "the shock return of a beloved character!"

    Rather than seeing this as a good opportunity to get more of the games I love, I see this as reason to not pick up a copy of a hotly-anticipated game on its original release, because it's almost inevitable that there will be some "extra bits" sold separately down the road, and that these will be bundled into a "Game of the Year Edition" or similar even further down the road.

    This is what was supposed to happen with the PS3 version of Mass Effect 2. I was quite keen to wait for this rather than picking up any of the DLC for the Xbox version, so that I could play the "definitive version". Sure enough, the PS3 version was announced as having "all" the DLC included with it. Nice. Except now they've announced some more, because Mass Effect 2 is big business and people will keep funnelling money into it.

    ARGH. What this means in practice is that when you buy a game these days you're essentially purchasing an unfinished product. With the speed at which some of this DLC magically appears, it's clear it's been worked on alongside the "main" game and so it would have been very easy for it to simply be included in the price of admission. And with some publishers like EA already withholding content from those who have purchased a game pre-owned, the whole situation just strikes me as more than a little objectionable. Games are too expensive anyway, and to start charging even more for them is just… well, wrong.

    Unfortunately, there are too many people out there invested in the DLC debacle to mean we can ever go back. Are you happy with that?

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    #oneaday, Day 54: Travels of an Angry Jedi - Brick Lane https://imnotdoctorwho.moegamer.net/2011/02/23/oneaday-day-54-travels-of-an-angry-jedi-brick-lane/ https://imnotdoctorwho.moegamer.net/2011/02/23/oneaday-day-54-travels-of-an-angry-jedi-brick-lane/#comments Wed, 23 Feb 2011 22:13:36 +0000 https://angryjedi.wordpress.com/?p=2213 London is a city of many surprises. A lot of them are "oh, this part of our illustrious capital is a shithole", but surprises nonetheless. Today's excursion was no exception. Following an event I attended which I can't talk about (yet) we were recommended to head to an area called "Brick Lane", with the assurance … Continue reading #oneaday, Day 54: Travels of an Angry Jedi - Brick Lane

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    London is a city of many surprises. A lot of them are "oh, this part of our illustrious capital is a shithole", but surprises nonetheless. Today's excursion was no exception.

    Following an event I attended which I can't talk about (yet) we were recommended to head to an area called "Brick Lane", with the assurance that "if you like curry, you can't go far wrong". I like curry, so it seemed like a sensible choice.

    I wasn't ready for what our party was confronted with. Imagine, if you will, the Las Vegas Strip. Now imagine the street is only one car-width wide and one-way. Now, instead of casinos and strip clubs, imagine every single establishment on the street is a curry house. Now, instead of people in fancy uniforms looking for valet parking and/or prostitution business, imagine every establishment has at least one overly aggressive Asian gentleman outside offering increasingly ridiculous deals in order to get you to frequent his establishment. (The best we heard was 2 free drinks and a 95% discount, which led us to believe that even breathing in the food's fumes would lead to immediate food poisoning.)

    It was quite an experience, the likes of which I've never seen anywhere else. The whole street was lit up like a red light district, with curry houses hawking their wares with increasingly outlandish neon displays the further down the street you went.

    I've only gone and forgotten the name of the place we ate at, but it was quite good. We were recommended by someone who knew Brick Lane's idiosyncrasies to look out for two things: restaurants that were full, and restaurants that didn't have anyone hawking their wares outside. Sadly the latter was impossible as every place had someone outside badgering people with crazy deals and discounts that I doubt very much they would have honoured come bill-paying time. But the one we picked was pretty full the whole time we were there.

    The toilets smelled absolutely awful, though, like a fetid stench-pit from the very bowels of Hell. Fortunately you couldn't smell them from the eating area. Probably for the best.

    So there's your tourist attraction of the day. In London? Like curry? Don't mind being harassed by what are essentially curry-pimps? Then Brick Lane is for you.

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    #oneaday, Day 53: Mr Motivation https://imnotdoctorwho.moegamer.net/2011/02/22/oneaday-day-53-mr-motivation/ https://imnotdoctorwho.moegamer.net/2011/02/22/oneaday-day-53-mr-motivation/#comments Tue, 22 Feb 2011 23:02:49 +0000 http://angryjedi.wordpress.com/?p=2210 Motivation is a curious beast. And it's not a case of either "having it" or "not having it", there are many complex factors involved. And sometimes, apparently, blind chance. Take today. I got my ass soundly kicked by a boss in Final Fantasy XIII (which I am enjoying a lot so a big middle finger … Continue reading #oneaday, Day 53: Mr Motivation

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    Motivation is a curious beast. And it's not a case of either "having it" or "not having it", there are many complex factors involved. And sometimes, apparently, blind chance.

    Take today. I got my ass soundly kicked by a boss in Final Fantasy XIII (which I am enjoying a lot so a big middle finger to all of you who hate it) so instead of swearing profusely and trying again, I swore profusely, turned off the PS3, said to myself (silently, because saying it out loud with no-one else nearby would just be weird) "I'm going to go and run 10km now," and then went and ran 10km. I'd say "just like that" but it took over an hour and a half, and anything over a couple of minutes is automatically disqualified from "just like that" status.

    Anyway, casual bragging that I've achieved my goal of running 10K aside, I find that sudden bursts of motivation like that happen at the strangest of times… and it's very difficult to force them. Impossible, in fact. They're a spur-of-the-moment, impulsive sort of thing… which makes it rather inconvenient when you actually need some motivation to do something.

    Part of the issue is, of course, prior successes. My running has been a slow but sure upward slope of little victories, one step at a time, and so that has provided ample motivation to continue and keep pushing myself to the next milestone, no pun intended. Contrast this with the jobhunting, on the other hand, which has been a string of ignorance, incompetence and idiocy—none of which was my fault—and it's understandable how I may be feeling a little disheartened on that particular front. Still, I am cracking on with it and have yet another bunch of applications in now. It remains to be seen if anything will come of these ones. Some of them, again, are even relevant to what I want to do, though the pay is all over the place. I'm kind of taking the opinion now that any money coming in is better than no money, particularly if the job in the question offers a potentially good "foot in the door" for other Good Things. Which at least one of the things I've applied for does.

    So we shall see. But it has been a long time since I've felt that same surge of motivation for the jobhunting than I have for the running. Perhaps it's because of the difference between something I want to do and something I have to do. No-one likes feeling obliged to do things—given the opportunity, most people would rather be able to stay in bed as long as they like and then spend their days doing any combination of eating pies, playing video games, watching TV, staring at the Internet, wandering through fields of flowers, driving expensive cars very fast, wanking, listening to music, smashing Justin Bieber albums over the heads of people they don't like very much, giving and/or receiving oral sex, smoking weed, drawing pictures and eating Lindor chocolates—and so anything that you need to do that gets in the way of doing those things that you want is automatically parsed by your brain as being an inconvenience.

    Perhaps I just need to want to find a job more. For that to happen, though, I need to spot the Awesomest Job Ever That Is A Complete Shoe-In For My Appointment And That No-One Else Will Ever Apply For.

    What's that? AwesomeTech are looking for a "Playing Final Fantasy In Bed Technician Called Pete" for £50,000 a year? I'm so there.

    Sigh. A man can dream, huh?

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    #oneaday, Day 52: Desperately Seeking Perfection https://imnotdoctorwho.moegamer.net/2011/02/21/oneaday-day-52-desperately-seeking-perfection/ https://imnotdoctorwho.moegamer.net/2011/02/21/oneaday-day-52-desperately-seeking-perfection/#comments Mon, 21 Feb 2011 19:45:35 +0000 http://angryjedi.wordpress.com/?p=2206 The modern age brings with it many benefits. The ability to communicate with anyone in the world at any time (so long as they're not asleep). The ability to express one's creativity in a broader range of media than ever before. The ability to acquire pornography to cater to any and all fetishes. And, of … Continue reading #oneaday, Day 52: Desperately Seeking Perfection

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    The modern age brings with it many benefits. The ability to communicate with anyone in the world at any time (so long as they're not asleep). The ability to express one's creativity in a broader range of media than ever before. The ability to acquire pornography to cater to any and all fetishes. And, of course, more ways for people you want to avoid to track you down and "see how you are".

    The downside of all this, though, is that everyone always seems to feel the need to constantly be reinventing themselves. It's a particular problem when it comes to popular websites such as Facebook and Twitter. Someone, somewhere decides that it's really important that sites have particular features in place, and some poor sod of a programmer out there has to implement said features. Then when said poor sod has implemented said features, everyone whinges and moans that it's "worse than it used to be" and "shit now" and blah blah blah and conveniently forgets that said services are, in fact, free and the owners of them are perfectly within their rights to do what they want with them, however stupid some of those moves might be.

    But why does this happen? It's seen as "necessary" to constantly update and reinvent to "stay competitive". Why? It usually ends up doing more damage than good, because as we've seen on many, many occasions in the past, People Hate Change and will react in somewhat inflammatory, stroppy manners.

    This isn't to say that all change is bad, of course. Not at all. Genuine changes that benefit someone's experience are to be applauded. New ideas that are experimented with should be treated with a "well, let's try this" attitude rather than the outright hostility we get right now. But change for change's sake when something already works just fine? That, right there, is the reason that we get aforementioned hostility. People just want a bit of stability, and when they feel they've got it and the rug is pulled out from under them, it's sort of understandable that they kick off a bit. Not always handled in the best way (in fact, usually handled in the style of a stroppy 8-year old) but at least a little bit understandable.

    Combine stroppiness with the anonymity of the Internet and you get some ugly scenes indeed. It's a fast-paced world we live in these days, and some might argue it really doesn't need to be quite so fast-paced. It'd be nice to be able to slow down a bit, enjoy the view and only fix things when they break.

    But nah, that's never going to happen. Everyone has to be the Very Best, to strive towards the "perfect" experience, the criteria for which seem to change on an hourly basis. And striving for perfection means having the techie types constantly at work with their hammers and nails and bits of code. A permanent state of construction. The eternal beta.

    One day the Internet might be finished. But I don't see it happening just yet.

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    #oneaday, Day 51: Litmus Test Your Friendships https://imnotdoctorwho.moegamer.net/2011/02/20/oneaday-day-51-litmus-test-your-friendships/ https://imnotdoctorwho.moegamer.net/2011/02/20/oneaday-day-51-litmus-test-your-friendships/#comments Sun, 20 Feb 2011 19:42:44 +0000 http://angryjedi.wordpress.com/?p=2203 Congratulations on your acquisition of one or more friends! To get the most out of your new acquaintances, you may find it necessary to perform one or more simple diagnostic checks to ensure that these people are, in fact, your friends and not just "people you know" whom you see occasionally. Interpersonal compatibility is a … Continue reading #oneaday, Day 51: Litmus Test Your Friendships

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    Congratulations on your acquisition of one or more friends! To get the most out of your new acquaintances, you may find it necessary to perform one or more simple diagnostic checks to ensure that these people are, in fact, your friends and not just "people you know" whom you see occasionally. Interpersonal compatibility is a complicated issue and there is no guarantee of 100% compatibility between you and any friend(s) you may have acquired recently, particularly if said friend(s) were acquired via a third party.

    Some of these tests may not be compatible with your own personal social interaction algorithms, in which case you may feel free to omit them. If you end up omitting all of the below tests, then you may wish to consider upgrading your interpersonal software to the new "Lighten The Fuck Up" edition to ensure normal functioning in society.

    Test 1: The Quotation Test

    To perform this test, first ensure you are in a social interaction scenario with your new friend(s) and the background volume is set to a level where you may be heard.

    As an optional safety measure, you may wish to preface this test with the statement "have you seen [insert name of favourite movie/TV show here]?"

    Performing the test is a simple matter of quoting your favourite scene, including impersonations of the actors/actresses if your vocal communication facility is up to the task.

    Success criteria include: laughter, quoting another line, finishing the lines with you, rolling on the floor laughing, applause, eternal adulation.

    Failure criteria include: blank looks, expressions of confusion, the word "what?", awkward silences where there should be laughter.

    Safety note: overzealous performance of this test may lead to people regarding you as "the quote person" and reconsidering inviting you out to social occasions on the grounds that you're unable to hold a conversation without Blackadder quotes.

    Test 2: The "Name That Tune" Test

    A prerequisite for this test is a certain amount of self-confidence and/or alcohol. Assuming these conditions have been met, you may commence the performance of this test by bursting into a song of your choice, the sillier the better.

    Success criteria include: joining in with the song, harmonising with the song, adding percussion parts to the song.

    Failure criteria include: confused expressions, sudden claims that they have a "thing" to "do", walking 20 feet behind you in the street.

    Safety note: if you are in a social environment where bursting into song is frowned upon, such as a library or the quiet bit of a classical concert, consider performing this test when the environment is more appropriate.

    Test 3: The "Compound Swear-Word" Test

    In order to perform this test, steer the conversation towards something that really, really pisses you off, preferably a person or agency which gets your goat and makes you want to throw things. When the time comes in the conversation to say exactly what you think of your ex-boyfriend/tax inspector/boss/co-worker/weird guy you see on the bus every day touching himself, refer to them by making up a compound swear word.

    For added safety, you may wish to prepare a suitable bank of compound swear words in advance. Examples include: "cockwipe", "dicksplash", "creamdick", "felch-monkey", "knob-jockey", "cock-custard", "fucknut", "twatbag", "bellwodge", "cretinous cum-gullet", "insatiable scat-licker" or "cuntishly twat-faced bellend-arsepipe".

    Success criteria for this test include: a moment of astonished silence followed by hysterical giggling and requests to repeat the compound swear word in the same irate tone of voice you originally uttered it.

    Failure criteria for this test include: awkward, rather than astonished silence, frowns, tutting, slaps around the face either with or without the use of a haddock.

    Test 4: The "Say The Funny Word Over And Over Again" Test

    Performing this test requires that you have determined what your favourite word is. This may or may not be an obscenity, but it tends to work best with single-syllable rude words such as "cock".

    To perform the test, utter the rude word in an exaggerated voice without explanation. Then repeat it a number of times.

    Success criteria for this test include: people joining in with saying the word, laughter, recording of video evidence using mobile phones.

    Failure criteria for this test include: invitations to leave, the arrival of psychiatric nurses.

    Test 5: The "Failure Recovery" Test

    In order to perform this test, think of the worst joke you have ever heard that never makes anyone laugh. It doesn't need to be offensive, but it sometimes works better if it does.

    Utter the joke. Following the inevitable awkward silence, follow up with either the word "Anyway…" or an impersonation of howling wind and tumbleweed.

    Success criteria for this test include: laughter at your own self-deprecation, a patronising pat on the head, a complete change of subject.

    Failure criteria for this test include: requests to explain the joke in great detail, making it even less funnier than usual.

    What next?

    If you've successfully performed at least one of these tests, it is safe to assume that the people in whose company you are presently are, in fact, friends rather than people you just happen to be at the pub with.

    If all tests have failed, it is extremely important that you fake a phone call and/or trip to the toilet but actually run for your life in the hope that you will never see these people ever again. You may also wish to contact technical support and attempt to install some more acceptable social graces into your personality.

    Good luck out there!

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    #oneaday, Day 50: What Happens in Birmingham, Stays in Birmingham https://imnotdoctorwho.moegamer.net/2011/02/19/oneaday-day-50-what-happens-in-birmingham-stays-inbirmingham/ https://imnotdoctorwho.moegamer.net/2011/02/19/oneaday-day-50-what-happens-in-birmingham-stays-inbirmingham/#comments Sat, 19 Feb 2011 10:39:48 +0000 http://angryjedi.wordpress.com/?p=2199 Like a low-budget T-Pain, I'm on a bus. Well, technically a coach. The National Express of Divine Comedy fame, no less. I'm on my way to Birmingham to meet up with Twittery-bloggy types @Bungiesgirl and @WhatGracieDid, which is all terribly exciting. Taking a previously-online-only friendship to that "next level" is always an exciting step, particularly … Continue reading #oneaday, Day 50: What Happens in Birmingham, Stays in
    Birmingham

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    Like a low-budget T-Pain, I'm on a bus. Well, technically a coach. The National Express of Divine Comedy fame, no less.

    I'm on my way to Birmingham to meet up with Twittery-bloggy types @Bungiesgirl and @WhatGracieDid, which is all terribly exciting. Taking a previously-online-only friendship to that "next level" is always an exciting step, particularly if it means having a "mini-break" of sorts, to sound all Bridget Jones for a minute.

    Birmingham has, on more than one occasion, been the venue for meetups such as this. In my years before Twitter, I used to contribute to the Times Education Supplement forums (and indeed met my wife there). Many active members of the TES community were in the area, so it was a good central place to meet.

    One thing that always strikes me when going to places like Birmingham, though, is that I can't imagine them being seen as "tourist" destinations, even though I'm sure plenty do flock to places other than London every year. Think about when you're going on holiday—if you're having a city break abroad, you'll generally tell people that you're going to Paris or Rome or New York or Toronto or wherever and people will know where you're on about. I often wonder if people in other countries know any UK cities other than London.

    "Oh yes," they'd say. "We're having our honeymoon in Birmingham."

    Well, firstly, there's a marriage that's going to get off to a rough start, and secondly, it just sounds strange. What is it that makes cities such as San Francisco, Berlin or Milan so special that they're internationally known? Or is it just that living in a particular country causes you to take it for granted?

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    #oneaday, Day 49: In Memoriam - Bizarre Creations, 1994-2011 https://imnotdoctorwho.moegamer.net/2011/02/18/oneaday-day-49-in-memoriam-bizarre-creations-1994-2011/ https://imnotdoctorwho.moegamer.net/2011/02/18/oneaday-day-49-in-memoriam-bizarre-creations-1994-2011/#comments Fri, 18 Feb 2011 19:27:54 +0000 http://angryjedi.wordpress.com/?p=2195 The UK game development community has a long and colourful history. Some of the most well-known and successful titles from gaming's history come from UK-based developers, and it's in part due to the active "bedroom programmer" community of the 1980s that gaming is in the healthy position it is in today. In short, although the … Continue reading #oneaday, Day 49: In Memoriam - Bizarre Creations, 1994-2011

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    The UK game development community has a long and colourful history. Some of the most well-known and successful titles from gaming's history come from UK-based developers, and it's in part due to the active "bedroom programmer" community of the 1980s that gaming is in the healthy position it is in today. In short, although the big bucks may come from American developers and hugely successful properties like Call of Duty, the humble UK played a pivotal role in bringing us to where we are today.

    And that's why it's always sad to see a UK-based developer fold under the pressure. But something's different this time. The demise of Bizarre Creations seems to be affecting a lot of people on a much more personal level than many other similar announcements. I've been trying, with little success, to figure out why this is all day.

    Perhaps it's quite simply the fact that they have made some astonishingly good games in their time. Sure, they've made a few that are arguably duffers, too, but those games, personally speaking, just showed me that they were willing to try their hand at something different, even if they ended up being not that good at it. And Boom Boom Rocket was awesome, I don't care what anyone else says.

    Bizarre Creations was always about two things, though: racing and shooting neon shapes in space. These were their raisons d'être, if that's the correct plural, which it probably isn't.

    The Dreamcast's Metropolis Street Racer was an absolutely gobsmacking title upon its initial release. We'd seen racers with pretensions of "photo-realism" before—the PS1 Gran Turismo titles along with Namco's Ridge Racer Type 4 and Reflections' Driver had come pretty close in all their non-anti-aliased glory, but Metropolis Street Racer went one further. The sheer accuracy of both the car modelling and the streets through which you raced was astonishing. The fact you were racing through recognisable locales—and the fact that the system's clock was used to make sure you were racing at whatever time it was right now—gave a pretty-much unprecedented sense of involvement in the races. Couple this with the fact that it wasn't just another racer—it was an extreme sports game that happened to involve cars—and you have a winner on your hands. The ability to customise the in-game messages to hurl obscenities at you whenever you crashed was just the icing on an already delicious cake.

    And that's not even mentioning the soundtrack, extracts of which you may have noticed peppering this post. Completely composed from scratch rather than licensed, MSR's soundtrack perfectly captured a snapshot of how the year 2000 sounded in terms of popular music.

    Project Gotham Racing was a similarly spectacular title showcasing the power of Microsoft's new Xbox system. When I first saw the game, I didn't immediately make the connection between it and MSR, but after a little bit of racing around I suddenly felt a sense of familiarity. It hit me hard—this was the next generation of the game I'd wasted countless hours on on SEGA's doomed little wonderbox. Its sequel spawned my favourite use of Xbox LIVE—Friends leaderboards. I was never that bothered about online racing as I'm not anywhere near as good as some of the freaks out there, but being able to compare times and scores directly against friends without having to do anything special? That was a watershed moment for me.

    Which, of course, brings us to Geometry Wars, formerly a hidden minigame that sat in the garage of your Project Gotham cars. The original Geometry Wars is, without a shadow of exaggeration, the reason I bought an Xbox 360. An early-adopter friend showed me a few games—Oblivion, The Outfit and Geometry Wars, as I recall—and while the first two impressed me a little with all their HD glory, it was the orgasmic explosion of colour and sound that was Geometry Wars that convinced me I needed one of these machines. Thus began a long campaign of battling against each other for high-score supremacy, punctuated by regular MMS messages back and forth each time we beat each other.

    The sequel took this to a whole other level. There were some days when I wouldn't play a "full" retail game at all, instead blasting away at Geometry Wars 2 for hours at a time in a desperate attempt to beat my friends' scores on the various game modes. It became hugely, ridiculously competitive until I pretty much accidentally attained several scores that neither I nor my friends have been able to replicate since. Thus ended that particular battle.

    And then most recently we had "powered-up racer" Blur. Blur came out of nowhere, thanks to Activision's questionable marketing. But what a game it was. Taking the good bits of Call of Duty's multiplayer and inserting them seamlessly into a game that wasn't brown and wasn't about soldiers going pewpewpew was a genius move, and the fact it's one of the few games out there you can still play in four-player split screen alone means it's worthy of mention.

    So this is why I'm sad that Bizarre Creations have closed their doors for the last time today. Some of my fondest gaming memories stem from Bizarre's games. I sincerely hope that the team manage to find their way to pastures greener, and that they can once again get back to doing what they do so well.

    Also, Microsoft, you are idiots for not picking them up to revive the PGR series.

    So, if you'll turn to your song sheet, we can sing today's hymn, from the Metropolis Street Racer soundtrack, the lyrics of which are oddly poignant (if cheesy) today. Sing along. I'll know if you don't. SING, DAMMIT.

    I wake up and it's another day
    Time to wish all my tears away
    Every day and it's the same old story
    No more dreams, just reality

    I should find a place I've never been before
    Gotta see a place I've never seen before
    Gotta go somewhere that I can still believe
    You are there

    Don't know what to do
    Don't know where to go
    How can I find you
    Who's to know?
    I gotta know where you are
    No matter how near or far
    I'll never get over you.

    In my mind I know it's just a game
    But it helps to keep away the pain
    People tell me that it's all too easy
    I don't listen, how could they know?

    So I'll keep on running down this lonely road
    'Cause I can't help thinking it's the only road
    Gotta stay right here so I can still believe
    You are near?

    Don't know what to do
    Don't know where to go
    How can I find you
    Who's to know?
    I gotta know where you are
    No matter how near or far
    I'll never get over you.

    I cannot believe that you are gone
    How can I carry on?
    It's so long ago that you were mine
    Remember the first time?

    In my soul I know that you'll remain
    In my heart I love you just the same
    All the time I think about the day
    You'll return and say that you will stay

    But I got to live my life without you now
    Gotta get along but I don't know how
    If I close my eyes then I can still believe
    You are here

    Don't know what to do
    Don't know where to go
    How can I find you
    Who's to know?
    I gotta know where you are
    No matter how near or far
    I'll never get over you.

    Don't know what to do
    Don't know where to go
    How can I find you
    Who's to know?
    I gotta know where you are
    No matter how near or far
    I'll never get over you.

    Farewell, Bizarre Creations. Thanks for the good times. May your work live on.

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    #oneaday, Day 48: RUN. https://imnotdoctorwho.moegamer.net/2011/02/17/oneaday-day-48-run/ https://imnotdoctorwho.moegamer.net/2011/02/17/oneaday-day-48-run/#comments Thu, 17 Feb 2011 19:12:41 +0000 http://angryjedi.wordpress.com/?p=2190 It's been a while since I talked about my exercise-related endeavours, so I figured why the hell not now? (You can, of course, follow my exercise-related Tumblr if you're that way inclined.) Basically, it's going quite well. I've done two "long runs" of 8.25km now, which suggests that by the time May and the 10K … Continue reading #oneaday, Day 48: RUN.

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    It's been a while since I talked about my exercise-related endeavours, so I figured why the hell not now? (You can, of course, follow my exercise-related Tumblr if you're that way inclined.)

    Basically, it's going quite well. I've done two "long runs" of 8.25km now, which suggests that by the time May and the 10K I've signed up for comes around, I'll be ready to run that distance. It may be slowly and involve a lot of guttural grunting (particularly on hilly bits) but I should be able to at least do it. And why 8.25km? Well, convenience. I set out from my house in one direction, run down a country lane that seems to go on forever (2 miles), turn down a road and do a big loop around on a slightly less country laney country lane that also seems to go on forever before making one last turn onto another, marginally more country laney than the second country lane but less country laney than the first country lane country lane and ending up coming up the street my house is on from the other end. It shouldn't be too much difficulty to extend the route to 10K, but at the moment I'm pretty knackered by the time I get to this distance, so it'll be a case of extending it a bit at a time.

    I may still be pretty slow, but I'm certainly pleased with my progress since I started towards the end of last year. Setting up some form of "structure" and quasi-reward mechanic has helped enormously. To begin with, this was the Couch 2 5K programme, that got me off my ass and moving in the first place. In the first week of that, I was exhausted by the time I'd been running for just a minute but gradually built up to being able to run for 30 minutes at a time. I started the Bridge 2 10K programme but the holiday period disrupted that somewhat. Rather than go back to that, I've simply been doing three runs a week—one pace-setting one of 5K or so, one "long" one (8.25K at the minute, that will eventually become 10K) and one interval training session (currently three sets of four lots of run fast 1 minute, run moderately 1 minute, repeat with 2 minutes of walking in between each set). I've been using the RunKeeper app on my phone to track my progress, and it's always pretty cool to see yourself make some sort of improvement, even if it's only a matter of seconds. Plus you can use it to draw penises on Google Maps if you get bored.

    Alongside this, I've recently started using the 100 Pushups and 200 Situps apps for the iPhone. These are very simple apps, just recommending the number of reps you should do in each of five sets, but they're also effective in providing a bit of structure to your workouts. And structure is good; structure makes you feel like you're making progress, because you can tick things off (or gain points for them in EpicWin, which is another worthwhile motivational app for iPhones) and see at a glance how "well" you're doing.

    While I doubt I'm ever going to be one of the skin-head tank-top wearing nutcases who frequent British gyms, it's good to know that I am making some progress, and I bet it's going to feel pretty damn special to complete that 10K in May.

    You think it's awesome too, right? Sure you do. So you want to fling a few quid my way and sponsor me, don't you? Of course you do. And very gratefully received it is too.

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    #oneaday, Day 47: 6 Brit Comedies You Should Watch* https://imnotdoctorwho.moegamer.net/2011/02/16/oneaday-day-47-6-brit-comedies-you-should-watch/ https://imnotdoctorwho.moegamer.net/2011/02/16/oneaday-day-47-6-brit-comedies-you-should-watch/#comments Wed, 16 Feb 2011 19:49:47 +0000 http://angryjedi.wordpress.com/?p=2187 There's a specific breed of British comedy that's been around for a few years now that's a far cry from the "old school". Mostly, it can be recognised by the presence of any or all of the following people in the cast: Simon Pegg, Nick Frost, Mark Heap, Dylan Moran, Tamsin Greig, Richard Ayoade, Matt … Continue reading #oneaday, Day 47: 6 Brit Comedies You Should Watch*

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    There's a specific breed of British comedy that's been around for a few years now that's a far cry from the "old school". Mostly, it can be recognised by the presence of any or all of the following people in the cast: Simon Pegg, Nick Frost, Mark Heap, Dylan Moran, Tamsin Greig, Richard Ayoade, Matt Berry, Kevin Eldon, Stephen Merchant. Yes, I know there are others, but the above-mentioned each have a number of different shows to their name with a considerable amount of crossover. Also, they're the only ones I can remember the names of without resorting to Googling.

    Anyway. This specific breed of British comedy is quick-fire, clever and often quite surreal. As such, it doesn't appeal to everyone. There are some items on this list that Americans in particular find very difficult to fathom. And indeed some Brits find it quite hard to fathom, too. But I can highly recommend at least giving all of them a shot if you're not already familiar with them. And if you are already familiar with them, the UK-based people (and those who are clever at faking UK IP addresses) will probably be interested to know that all the Channel 4-based ones are available via YouTube.

    So, onward then.

    Spaced

    It'd be remiss of me not to mention Spaced, probably the most accessible of all these shows, even though I'm pretty sure most people are very familiar with it by now. A tale of relatively normal people in circumstances that are frequently anything but normal, it's a stylish show crammed full of smileworthy cultural references and some truly wonderful character work. It put Simon Pegg and Nick Frost firmly on most people's radars, and is pretty much the reason Shaun of the Dead exists.

    There are so many amazing scenes, but this has to be my favourite.

    Black Books

    Black Books is some gloriously surreal character-driven comedy based largely around the wonderful chemistry between Dylan Moran, Bill Bailey and Tamsin Greig. It's a simple show with some completely off-the-wall humour that is a little too much for some people. But it managed to hold its own for three seasons, which is pretty good going for a low-budget Brit comedy, even if our seasons are considerably, considerably shorter than an American season.

    Like Spaced, there are a ton of fantastic scenes to choose from, but it's difficult to beat this one.

    Big Train

    Big Train is a sketch-based show on which Pegg, Heap and many others had one of their first "big breaks". It almost defies description, such is the diversity of the sketches in which they engage. But it carries the cast's trademark surrealist humour, allowing you to escape into a land of pure nonsense.

    Garth Merenghi's Darkplace

    A great idea for a show, this. Darkplace is a fictional TV show presented with occasional talking-head segments from completely fictional writers and actors. The TV show itself is convincingly low-budget and awful—so much so that it's intentionally unintentionally hilarious—and the whole thing is a fantastic parody of the terrible crap that we see on our TV at times.

    The IT Crowd

    Another piece of genius small-scale character-driven comedy, this one has successfully made the transition across the pond for many people. Featuring a cast who are perfect comic foils for one another, a setting which most people can relate to and a variety of mundane-yet-hilarious situations, this has to be one of my favourite shows.

    Green Wing

    I've only just discovered this as I'll confess I didn't quite "get it" when it was first shown on TV, though this was probably largely due to the fact I only ever caught little bits of it. It's a heavily stylised show set in a hospital with very little discernible medical content, and one of the strangest casts of characters you'll ever see. I am now addicted to it

    There. Enjoy. Should keep you busy for a little while.

    * Unless you're American.**
    ** Maybe. Give them a chance at least.

    The post #oneaday, Day 47: 6 Brit Comedies You Should Watch* appeared first on I'm Not Doctor Who.

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    #oneaday, Day 46: 5 Facebook Games that Aren't Shit https://imnotdoctorwho.moegamer.net/2011/02/15/oneaday-day-46-5-facebook-games-that-arent-shit/ https://imnotdoctorwho.moegamer.net/2011/02/15/oneaday-day-46-5-facebook-games-that-arent-shit/#comments Tue, 15 Feb 2011 16:06:54 +0000 http://angryjedi.wordpress.com/?p=2184 It's fair to say that, as a general rule, Facebook games are pretty, well, shit. For the most part, they're cynical, money-grabbing exercises designed only for bored soccer moms and office drones to while away the hours performing virtual meaningless tasks instead of real-life meaningless tasks. What's worse is the fact that the real-life meaningless … Continue reading #oneaday, Day 46: 5 Facebook Games that Aren't Shit

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    It's fair to say that, as a general rule, Facebook games are pretty, well, shit. For the most part, they're cynical, money-grabbing exercises designed only for bored soccer moms and office drones to while away the hours performing virtual meaningless tasks instead of real-life meaningless tasks. What's worse is the fact that the real-life meaningless tasks are still there once you've clicked on every single field in FarmVille 300 times.

    Fortunately, it doesn't have to be this way. There are a few developers out there who are starting to produce games which have some actual substance to them, even if almost every single one of them insists on including an utterly meaningless, pointless experience point/levelling system. Memo to Facebook game developers: you don't "need" that to be competitive. Make a game that's addictive and fun and people will come back of their own volition. You don't need some arbitrary, meaningless, substanceless "reward" to keep people dangling on your Fish-Hook of +5 Monetization. So stop it.

    Anyway. Here's 5 Facebook games that aren't shit.

    Bejeweled Blitz

    The grand-daddy of Facebook Games that Aren't Shit is surely PopCap's minute-long masterpiece. Featuring the match-three gameplay of Bejeweled condensed into a frantic, hectic minute of scoring points that is, to be honest, more luck-based than anything else, Blitz is great fun and enormously competitive thanks to the weekly-resetting friend leaderboards. Even better, the mobile versions also work with the Facebook scoreboards, allowing you to challenge friends on the go. Go play!

    Zuma Blitz

    See above, only you're playing Zuma instead. You're still matching groups of three or more colours together, only this time you're trying not to let them drop down a big hole. Frantic and arguably more skill-based than Bejeweled, this is another good choice for daytime timewasting. Go play!

    Asteroids Online

    This game combines the structure of obnoxious gameplay-free experiences like Mafia Wars and actually adds some gameplay to it. Offering a wide variety of missions and some surprisingly impressive (for a web game, anyway) polygonal graphics, this is a good, challenging choice for anyone who grew up with the old Atari classics. Go play!

    Where in the World is Carmen Sandiego?

    A fun, educational detective game particularly suitable for younger players. You can use it as a means of testing your geographical knowledge and deductive reasoning, or you can cheat (a bit) and using Google/Wikipedia to help you work things out. Either way, it's a lot of fun, even if it does have a completely pointless levelling system that I really, genuinely can't see any reason for whatsoever. Go play!

    Robot Unicorn Attack

    One of the quintessential two-button platformers out there, Robot Unicorn Attack is always a pleasure to play, largely because of its soundtrack. Now it's approximately seven thousand times as competitive thanks to Bejeweled-style friend leaderboards. Pity the iPhone version doesn't sync with these, however. Go play!

    Dishonorable Mention: Scrabble

    Fuck Facebook Scrabble. Why? Facebook should be the perfect platform for asynchronous wordplay. Well, two reasons: firstly, dumb copyright issues meaning that there are separate Facebook apps for the US/Canada and the rest of the world, meaning that if you have any friends in North America and you yourself are not in North America, you can't play them. And secondly, the non-American version features some of the most obnoxious, annoying, obtrusive pre-game advertising I've ever had the misfortune to see. Stick to Words with Friends on your smartphone. It's now available for Android, you know.

    Honorable Mention: Word Scramble

    Basically Boggle, this is a genuinely fun and competitive word game that would be much better if it actually told you when it was your turn. There's also a decent iPhone version of the game which sadly doesn't appear to sync with the Facebook version. Go play!

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    #oneaday, Day 45: Melancholy https://imnotdoctorwho.moegamer.net/2011/02/14/oneaday-day-45-melancholy/ https://imnotdoctorwho.moegamer.net/2011/02/14/oneaday-day-45-melancholy/#comments Mon, 14 Feb 2011 23:59:17 +0000 http://angryjedi.wordpress.com/?p=2181 I realise in posting this I am directly contravening the excellent points made by the lovely Laura on her blog yesterday. But, well, you know how it is sometimes. I'm not bemoaning the fact I'm single on Valentine's Day. This is nothing unusual—I spent the vast majority of my formative V-days single, so much so … Continue reading #oneaday, Day 45: Melancholy

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    I realise in posting this I am directly contravening the excellent points made by the lovely Laura on her blog yesterday. But, well, you know how it is sometimes.

    I'm not bemoaning the fact I'm single on Valentine's Day. This is nothing unusual—I spent the vast majority of my formative V-days single, so much so that it's easy to ignore that particular fact right now, were it not for the fact that this day (and the ones immediately following it) hold rather more personal significance for me than just reminding me that last year I wasn't single.

    No, this particular part of the year was when we "met" online. Again, probably nothing unusual for many couples these days. But the context in which we met means that there are permanent digital and physical records of how our meeting came about. And by that I mean there are newspaper articles. Newspaper articles. Granted, they were articles from a specialist professional (teaching, not prostitution) newspaper with a relatively limited UK-based circulation, but still newspaper articles, regardless, and ones which I still have tucked away somewhere. They're not things I want to throw away. They're part of my history, the story that led me to this (depressing) point I'm at now.

    It's curious how these things go in cycles. Nothingness begat words on a page that became a real person whom I loved… and back again, for specific reasons on both our parts that have ceased to matter right now. Only it's not back again; it's not back to how things were before it ever happened. The details of exactly how it "is"? Well, that's for me to know; while the lead-up to all this may have led me to where I am now, it's not the only thing that bothers me, and arguably not even the most important thing on my mind at this time. I'm not even sure I know what the most important thing is to me right now.

    It's a strange situation to be in. Some days I feel I have it all figured out and can move on—or at least try to, what with all the many obstacles life keeps throwing in my way; others I either can't or don't want to deal with it; others still I'm incapable of coping with anything and just want to hide. I don't have an answer, and I suspect there isn't one—short of letting things happen as and when the Fates decide it's "time", that is. Because all the effort I put in to making things right for myself (because I think I have earned the right to be completely selfish and I will fight anyone who says otherwise with sticks and hammers) keeps getting thrown in my face and contributing to The Pile, which hasn't got any smaller since Day 170 of last year.

    This isn't whining self-pity—well, it is, but it's not, so shush—it's frustration at the fact that I'm trapped and stifled in a situation I don't want to be in with what feels like very little control over how I can get out of it. My fate is in the hands of people I don't know who seemingly want nothing to do with me despite my best efforts to make myself look awesome in a variety of different ways. I am grateful to the few people who have taken my awesomeness on faith and given me the opportunity to prove myself over the past year. It's a start. But it remains to be seen if that's the "right" route, as at the minute, it's not enough to survive with.

    And this all leads to a vicious cycle. Each fresh new rejection makes it more and more difficult to summon up the energy to keep fighting. Because it is a battle, it is a struggle, and one which some days I wonder if it's possible to win.

    The only thing I am grateful for out of this whole mess is the many new friends I've had the opportunity to make that I may never have come into contact with otherwise. I am grateful for their help and support and I wouldn't want to be without them.

    Life and love send you up many streets, blind alleys and shit creeks without a map. I still don't know where I'll end up, or how. And the next person who says "well, life would be boring otherwise" in response will get a serious Number 10-Grade punch in the face. I want a boring life. I want to be able to get up in the morning, go to work, earn enough money to survive by myself and buy the occasional nice thing. I want to be with someone who is right for me, who understands and appreciates me, my talents and my life. And I want to be able to go to bed at night and just sleep rather than lying awake staring at the ceiling in the darkness boiling with anxieties.

    I'll leave you with this.

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    #oneaday, Day 44: The Late Review - Final Fantasy XII https://imnotdoctorwho.moegamer.net/2011/02/13/oneaday-day-44-the-late-review-final-fantasy-xii/ https://imnotdoctorwho.moegamer.net/2011/02/13/oneaday-day-44-the-late-review-final-fantasy-xii/#comments Sun, 13 Feb 2011 20:53:38 +0000 http://angryjedi.wordpress.com/?p=2178 Since I'm currently going through my backlog of games and beating them one at a time, it seems only fitting that I should write a sort of "review" of each one as I come to their (hopefully inevitable) conclusion. So tonight it's the turn of Final Fantasy XII, one of several "black sheep" of the … Continue reading #oneaday, Day 44: The Late Review - Final Fantasy XII

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    Since I'm currently going through my backlog of games and beating them one at a time, it seems only fitting that I should write a sort of "review" of each one as I come to their (hopefully inevitable) conclusion. So tonight it's the turn of Final Fantasy XII, one of several "black sheep" of the series thanks to its complete defiance of established series conventions and adoption of a quasi-Western RPG style of gameplay. I will try and avoid as many spoilers in this post as possible.

    I will preface this by saying, as always, that I am a total Final Fantasy fanboy. I don't care if they're clichéd, I don't care if big tentacley angel monsters as final bosses are overdone, it's what I expect from a JRPG, and it's what I inevitably get from the Final Fantasy series in particular. Overwrought melodrama, gratuitous and unnecessary love stories and the inevitable destruction of the world that only a plucky band of teenagers (and one guy in his twenties who inevitably gets referred to as "old man" throughout) can prevent? Sign me up. I love it.

    So it was something of a surprise that Final Fantasy XII eschews most of these things. The melodrama is kept to a minimum, any romantic subplots are handled with the subtlest of nudges and winks rather than faintly embarrassing scenes accompanied by someone singing and the small ensemble cast is likeable, realistic and "human", typically ridiculous Final Fantasy costumes aside. (Penelo must be really sweaty by the end of the game.)

    In fact, for once in a Final Fantasy game, the plot almost takes a back seat to the gameplay. There are large tracts of the game where you're given a lot of freedom—something happens, the party comes to the conclusion that what they really need to do next is travel to something that is inevitably on the complete opposite side of the game world to where they are right now and then it's up to the player how to proceed. They could go straight there using the various means of fast travel. They could walk straight there. Or they could wander off and go and do some of the many, many sidequests, most of which are available throughout the game rather than the usual Final Fantasy trick of saving them all until just before the world really needs to be saved right now please. Granted, you still have the somewhat silly opportunity to go and do all these things while the final confrontation patiently waits for you right in the middle of the map, but you just know that people would bitch and moan if you didn't have the opportunity to do this. It's also worth noting that the amount of time between the "point of no return" and the ending of the game is actually pretty short, so it's not as if you have to go off and do all the sidequests then spend 6 hours battling through the final dungeon. This is a refreshing change.

    By far the most refreshing thing about the game is the battle system, though. I waxed lyrical about this back on Day 5, but it's worth mentioning again. The combat system, combining the best bits of a quasi-real-time MMO-style combat system and the "active pause" style of a BioWare RPG whilst keeping it optimised for a console, works astoundingly well, especially once you get the hang of using Gambits. By automating common actions such as curing and buffing, you're not making the game unnecessarily easy, you're making your play more efficient. Are you really getting any more from a game where you're manually selecting to cast "Haste" on your attackers every few turns?

    I described the Gambit system as being akin to the "huddle" you have when playing an MMO with a well-organised group. The best way to use it appears to be to give everyone clearly defined roles. For me, this means one tanking attacker, one who solely focused on healing HP and status effects and a third who focused on buffing the tanking attacker with Protect, Shell, Regen and Haste. All of them got stuck in hitting things with sticks and hammers when they didn't have anything else to do, but this setup worked extremely well and saw me through most of the game. Any mishaps could be quickly dealt with by popping up the menu and dealing with them manually. And in boss battles where circumstances suddenly shifted, such as them suddenly becoming immune to physical attacks? Well, that was just a case of popping open the main menu and adjusting the attacking Gambits to use Magicks instead.

    It's a great-looking game for a PS2 game, too. Sure, there's rough edges when playing on an HDTV, but it's clear to see this is a well-crafted, well-designed world with distinctive-looking characters. The animations in cutscenes are excellent, too, with some high-quality facial animations doing a great deal to help forget the laughing scene in Final Fantasy X. One tiny bugbear with the graphics is that all the FMV sequences are in 4:3 while the game itself happily runs in 16:9 but this is a minor issue, as the vast majority of story sequences are rendered in-engine.

    The sound is probably the weakest bit of the game. The voices are heavily, heavily compressed, though the acting itself is generally very good. The music is unmemorable, however, which is quite unusual for a Final Fantasy game. It has character, and sounds like Final Fantasy Tactics (which is understandable, given their common setting) but there's nothing anywhere near as iconic as One Winged Angel on display here, which is a shame. There's also a couple of areas that repeat music from earlier in the game, too, which seems a little lazy, given that the vast majority of areas have unique music. It's hardly a deal-breaker, though.

    Final Fantasy XII is often described as the FF for people who don't like FF. And it's absolutely true—the crushing linearity of earlier entries in the series is nowhere to be seen (although the main plot is firmly on rails, you're free to wander off and do your own thing at any time right up until the finale) and there's very little need to "grind" by running around in circles waiting for random battles to happen. In fact, it's possible to "grind" without noticing simply by travelling from one place to another—the numerous long-distance journeys that the plot tasks you with seem to set you up to take advantage of this fact.

    At the same time, these elements may put some people off. Some people enjoy the tight focus that a strictly linear plot gives, and indeed in FFXII it's very easy to lose track of what happened in the story when your last cutscene was eight hours ago. The plot picks up pace towards the end, though, and you find yourself wanting to press forward and see things through to their conclusion. How quickly you choose to do so is entirely up to you—so if you're a fan of a tight plot, you could probably romp through fairly quickly. If you're a completionist, though, there's plenty to keep you occupied here. I beat the game after 98 hours with barely half of the sidequests completed. Then there's secret weapons to find, a boss with 35 million HP to take down, secret Summons, optional areas to explore and doubtless many other things besides.

    So in summary then, I was very, very impressed with the whole game. As a Final Fantasy fanboy, I enjoyed the fact that it still felt like a Final Fantasy game whilst playing very differently to the more "traditional" entries in the series. And as a fan of good games? Well, this is very much a Good Game.

    The only thing that makes me a little sad is how few people will probably be inclined to play it these days. With the lack of backward-compatibility on new PS3s, playing it will either involve tracking down a PS2 or using an emulator. It's wholly worth it, though, as it is without doubt one of the best RPGs I've had the pleasure to play for a long time, and certainly one of the finest entries in the Final Fantasy series. A pity we probably won't see its like from Squeenix again.

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    #oneaday, Day 43: Got any ID? https://imnotdoctorwho.moegamer.net/2011/02/12/oneaday-day-43-got-any-id/ https://imnotdoctorwho.moegamer.net/2011/02/12/oneaday-day-43-got-any-id/#comments Sat, 12 Feb 2011 19:44:40 +0000 http://angryjedi.wordpress.com/?p=2175 Little Johnny wants to buy a copy of acclaimed and excessively popular (some might say cultish) Lovecraftian multiplayer FPS Call of Cthuty: Black Arts and heads down to his local GAME. There, he attempts to procure a copy of said game—which has a big shiny red BBFC "18" certificate on it—with the pocket money he's saved … Continue reading #oneaday, Day 43: Got any ID?

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    Little Johnny wants to buy a copy of acclaimed and excessively popular (some might say cultish) Lovecraftian multiplayer FPS Call of Cthuty: Black Arts and heads down to his local GAME. There, he attempts to procure a copy of said game—which has a big shiny red BBFC "18" certificate on it—with the pocket money he's saved up. Little Johnny is eleven years old and doesn't have any ID, fake or otherwise. The cashier at GAME refuses to serve him. Little Johnny goes home and cries, and Xbox LIVE is safe from another squeaky-voiced pipsqueak for another day.

    Well done, GAME, correct response.

    Little Johnny returns to GAME with his mother, who doesn't know much about video games. He has convinced her that he "needs" this game in order to fit in with all the cool kids, who are all playing it for 37 hours a day, some of whom have already Ascended and are going around the levelling system again, only this time with brand new Elder Powers to choose from. His mother picks up the game, barely gives it a second glance, asks the cashier for it with Little Johnny standing right there, and the cashier doesn't question this at all. Little Johnny's mother hands him his shiny new game, he shouts "FUCK YEAH!" and runs out of the shop giggling.

    No, GAME. Bad GAME. Incorrect response.

    Bigger Johnny (no relation) wants to buy a copy of acclaimed and excessively popular (some might say cultish) Lovecraftian multiplayer FPS Call of Cthuty: Black Arts and heads down to his local GAME. There, he attempts to procure a copy of said game—which has a big shiny red BBFC 18 certificate on it—with his credit card. He is 19, after all. He gives the "If you're lucky enough to look under 21…" sign on the counter a brief glance but decides that the bum-fluff he's managed to grow on his chin will ensure he won't have to worry about ID—which is good, because he's forgotten to bring it. He is incorrect in his assumption, as the cashier asks him for ID and he is unable to provide it. He leaves the shop empty-handed, but with his bank account forty quid better off than it would have been.

    Well done, GAME, correct response.

    Bigger Johnny's mum just happens to be Mary "Queen of Shops" Porta, supposed shopping "guru" who is on the tellybox frequently whingeing at shop-owners about how rubbish they are. She is outraged at the way GAME have treated her darling son and tells him all sorts of things about how he should have demanded to see the manager, then promptly gets on the phone, shouts at them, gets hung up on and then demands to speak to the CEO of the entire company. In public. On Twitter. CEO promptly deflects her with his PR human shield… and the matter is still ongoing at the time of writing.

    This latter part actually happened today, albeit with a 15-rated game and a 17-year old son who attempted to use his 16+ Oyster Card as valid ID for GAME staff to check his age. They refused—and good on them, frankly, for upholding a law which is all too often flouted by retailers more concerned with making a quick buck than actually ensuring inappropriate content doesn't get into the hands of kids. Mary Queen of Shops, however, was furious, though it's not entirely clear what grounds she has to complain. Here are some of her tweets on the subject:

    You'll notice her casual dismissal of the ratings system as "we are not talking drink". Apparently some retail laws really are worth more than others to our Mary. She is also heavily focused on the ID issue, though implies that there was some non-specific "rotten attitude" from the store in question. When asked about this by one Twitter user, however, her only response was this:

    No mention of what the "more to it than that" was. She hasn't said anything since, at the time of writing.

    Now, I've talked about this topic a number of times. Censorship is a bad thing; but the refusal to sell age-restricted products to minors is not censorship. It's ensuring that people have access to age-appropriate material—a law which would mostly work were it not for the stupid loophole most retailers use to avoid difficult conversations where they'll happily sell the game to a parent even if it is very, very obviously on behalf of a child who is standing right there.

    I don't for a second believe Fox News' nonsense that games cause rape, violence and AIDS. But I do believe that "mature" content should be kept out of the hands of minors until they're old enough to deal with it appropriately and not run around shouting "Fuck! Fuck! Fuck! Fuck!" in the middle of the street. (Which they genuinely used to do in sunny Southampton.) Foot-stamping and attitude from people like Mary here doesn't achieve anything except devalue the law every time it's circumvented. If her son wanted to buy the game—which he was quite entitled to do if he had one of the forms of ID that everywhere else in the world accepts and not an Oyster card which no-one has ever* accepted as valid ID—then he should have gone prepared. And when he got turned away, his initial reaction should not be to speak to the manager as Mary seems to think it should be. It should be to shrug, accept the fact that he done messed up, like, go home, get his ID and then try again.

    But no; the customer is always right, after all. Even when they're clearly wrong. You have my sympathies, retail types. I remember all too well what it was like.

    * And if they did, they shouldn't have. FACT.

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    #oneaday, Day 42: The Hangover https://imnotdoctorwho.moegamer.net/2011/02/11/oneaday-day-42-the-hangover/ https://imnotdoctorwho.moegamer.net/2011/02/11/oneaday-day-42-the-hangover/#comments Fri, 11 Feb 2011 20:03:24 +0000 http://angryjedi.wordpress.com/?p=2171 It's been a while since a truly drunken night, and as I commented in one of my favourite posts of last year, it's important to take stock of your situation the day after in order to ensure that no lasting damage has been done to yourself, your friendships, your relationships, your internal organs or the … Continue reading #oneaday, Day 42: The Hangover

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    It's been a while since a truly drunken night, and as I commented in one of my favourite posts of last year, it's important to take stock of your situation the day after in order to ensure that no lasting damage has been done to yourself, your friendships, your relationships, your internal organs or the bathroom in the place where you were living or staying at the time.

    Last night was what we shall politely call "a heavy night". The reasons for said night out are either unimportant or possibly under embargo right now, so let's just say that there was me; a group of people from whole other countries; lots of free-flowing alcohol, mostly in the form of Kamikaze shots or Jameson's and ginger beer, which seemed to become the "official drink" of the evening (I initially judged the first one as disgusting but it either grew on me or I stopped caring after the first one. I forget which.); a basement bar called Roppongi; some girls in very tight dresses including one with a very 80s haircut and her friend who was still dressed up but looked like she had made less of an over-the-top "conscious effort" and was consequently far more attractive; and… well, I don't think I need to go on—surely all the ingredients for a great night are already there.

    I managed to conduct myself with an appropriate degree of decorum, however, and found myself on more than one occasion confronted with some very pleasant company who were probably mostly using me as an excuse to get away from some somewhat more lecherous company but at least did me the courtesy of seeming interested in the things I had to say. I can remember their names and everything. See, perfect gentleman, me. (Well, all right. There's one I can't quite remember the name of. But I'm not convinced I ever knew it in the first place, so I think we can let me off on that count. Also it was very noisy, and I was very drunk.)

    The basement location of aforementioned bar precluded any possibility of drunk livetweeting the evening, which is probably for the best. It also prevented drunk texting and phoning, also probably for the best, though I can't recall a time I've ever actually phoned anyone when drunk. (People phone me, though. The words "Lana no sleep!" and the sounds of the person in question frantically scrabbling at their front door attempting to get in and failing still haunt me to this day.) I am occasionally guilty of the odd drunken text, however, as that previous post will attest.

    In fact, the whole evening was thoroughly pleasant—no-one got into a fight, no one pissed anyone else off (or if they did, the one who was pissed off hid it well) and no-one made too much of a fool of themselves. Everyone made it back to their respective sleeping quarters safely with no "unexpected guests". And no-one was sick.

    Until this morning, of course, when the hangover came. I can't speak for my companions but if they felt anything like I did when I woke up at 8am after about 5 hours' sleep, I sincerely pity them for having to be up, about and ready to be driven to the airport.

    The trouble with a hangover is it takes time for you to work out its severity. When lying down, you might be able to judge that Today Will Not Be A Good Day. Standing up is the next text, as is attempting to walk to the bathroom. Breakfast offers an additional challenge, carrying the risk of your stomach going "AHHH. NO MORE. SRSLY" when confronted with… well, anything, really.

    And all the while your brain is going through a constant cycle of thinking "Please don't be sick. I won't be sick if I don't think about being sick. But trying really hard not to think about being sick is making me wonder if I'm actually feeling sick. And wondering if I'm actually feeling sick is making me think about how far it would go from here to actually being sick, and if I can make it to the toilet if I do suddenly feel sick. And oh. I feel sick. BLAAAARF."

    Sometimes you can overcome these urges, of course. It would be ungentlemanly of me to reveal whether or not I succeeded in this, however. You'll have to make your own mind up.

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    #oneaday, Day 41: Hotel Dusk, Dawn and Day https://imnotdoctorwho.moegamer.net/2011/02/10/oneaday-day-41-hotel-dusk-dawn-and-day/ https://imnotdoctorwho.moegamer.net/2011/02/10/oneaday-day-41-hotel-dusk-dawn-and-day/#comments Thu, 10 Feb 2011 15:33:19 +0000 http://angryjedi.wordpress.com/?p=2165 I love hotels. I'm not sure what it is about them, but if I have the opportunity to stay in a hotel, I always enjoy it. Perhaps it's just the novelty value of "living" and sleeping somewhere different for a little while. Perhaps it's the whole "being waited on" thing. Perhaps it's the incessant politeness … Continue reading #oneaday, Day 41: Hotel Dusk, Dawn and Day

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    I love hotels. I'm not sure what it is about them, but if I have the opportunity to stay in a hotel, I always enjoy it. Perhaps it's just the novelty value of "living" and sleeping somewhere different for a little while. Perhaps it's the whole "being waited on" thing. Perhaps it's the incessant politeness of the staff, even if you're staying at a relatively low-key establishment. (Well, usually.)

    I imagine that staying in a hotel semi-permanently in a sort of Alan Partridge manner would quickly get tiresome, but I do know that I certainly never tire of short breaks where I get to have a little place all to myself in relative privacy.

    I think part of the appeal is wondering what goes on behind closed doors. The somewhat juvenile side of most people would probably be listening out for people having sex and giggling like an idiot, but it's not just about catching people doing the dirty.  Who are the people behind those doors? Why are they here? What possible reason brought them to the same place that you happened to be at the same time? Is there some dark purpose at work? Should you go and talk to them? (Probably not. And if you do, steer clear of the term "dark purpose" as it tends to freak people out.)

    Another part of the appeal is the simple opportunity to sleep somewhere else. Your own bed sometimes gets boring. And while most beds follow the same sort of structure (flat bit to lie on, possibly with something to stop your head falling off at one end should you inadvertently decapitate yourself in the night) it's remarkable how different some beds can feel from one another.

    Take the bed in the hotel I'm currently in, for example. It's pretty comfortable, and a lot "springier" than I'm used to. I got to sleep last night at a reasonable time and woke up early feeling pretty refreshed. Compare and contrast with my bed at home, in which I suffer from terrible insomnia and typically wake up some time around noon, possibly having woken up once around 7am, been unable to move except to text or tweet and then promptly passed out again. Is it just the bed that does this? Or is it other environmental factors? Probably a combination of all of them.

    I look around a hotel room and it often makes me wonder about other guests. Are there other people staying in this hotel long enough to make actually using all the drawers and wardrobe space worthwhile? This specific one has bookshelves; does anyone turn up to a hotel with enough books to necessitate the use of bookshelves, particularly in this age of the Kindlenookreadotron? And why are hotels one of the few places left in the world that still have CRT TVs?

    My delight at hotels even extends to virtual depictions of them. I vividly recall by far my favourite level of Duke Nukem 3D being the hotel level. And I enjoyed Hotel Dusk on DS a great deal, for obvious reasons. No One Lives Forever had an excellent hotel level that involved some very precarious rooftop sneaking, and although I still haven't got around to beating Gabriel Knight 3, its initial setting of a hotel was appealing, even in all its low-poly anti-glory.

    So hotels are great. A home away from home, surrounded by strangers. A place where you can be whoever you want to be for a few days, and no-one will know any different from the day you check in to the time you check out.

    Just remember to hang the thing on the door if you're planning on getting naked and the maids are doing their rounds, huh?

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    #oneaday, Day 40: Technology is Exciting! https://imnotdoctorwho.moegamer.net/2011/02/09/oneaday-day-40-technology-is-exciting/ https://imnotdoctorwho.moegamer.net/2011/02/09/oneaday-day-40-technology-is-exciting/#comments Wed, 09 Feb 2011 13:24:43 +0000 http://angryjedi.wordpress.com/?p=2162 It's been a funny few weeks for the games industry, what with spats between high-profile journalists such as Leigh Alexander and Jim Sterling; the whole Penny Arcade "dickwolves debacle"; and, yesterday, Fox News making the astonishing claim that Bulletstorm directly encourages rape. This sort of thing is oddly symptomatic of the modern industry, though. We … Continue reading #oneaday, Day 40: Technology is Exciting!

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    It's been a funny few weeks for the games industry, what with spats between high-profile journalists such as Leigh Alexander and Jim Sterling; the whole Penny Arcade "dickwolves debacle"; and, yesterday, Fox News making the astonishing claim that Bulletstorm directly encourages rape.

    This sort of thing is oddly symptomatic of the modern industry, though. We take technology for granted so much these days that new, exciting things are met not with the excitement that they deserve, but with cynicism, caution and, at times, outright hostility. This is arguably wise, given that technology generally isn't cheap, particularly for early adopters. But sometimes I miss the days of wide-eyed wonderment at a new gizmo that does something no-one else has ever done before.

    Case in point: Sony and Nintendo's upcoming handhelds, the NGP and 3DS, respectively. Both are pretty impressive pieces of kit—the 3DS for offering glasses-free 3D glasses (which may or may not prove difficult to appreciate for those who actually wear glasses) and the NGP for being a veritable behemoth of pocket-sized power. Both will make a significant dent in your cashflow should you choose to adopt them, but both are incredibly exciting pieces of technology.

    So then, why do the industry press feel the need to publish articles like this? This is perhaps a bad example, because PocketGamer did, in fact, also publish a counter-article about why you will buy an NGP. But this is by no means an isolated incident; game sites are filled with list articles like this offering you "reasons to sell your Wii", "reasons not to buy an [x]", "reasons why the [y] is rubbish" (I'm paraphrasing, obviously). It's a curious offshoot of fanboyism that some game sites seem to be voluntarily perpetuating—presumably because it encourages "discussion". Discussion means hits. Hits mean ad revenue. That's what it's all about for many of these sites these days, after all.

    Sometimes I think there's a market for a site that treats things with the kind of wild-eyed enthusiasm that we as kids and teens in the 90s used to show for every new and exciting thing. Remember when Starfox/Starwing came out and it looked like games we'd been playing on home computers for years but everyone still loved it because it hadn't been done on a console before? Remember when the Atari Lynx had hardware sprite scaling? Remember when you were gobsmacked about how many layers of parallax scrolling Shadow of the Beast on the Amiga had? Yeah. That. I want that back.

    Perhaps it's symptomatic of the fact that technology advances have slowed somewhat since those days. An oft-quoted line with every new generation of gaming technology is "it's difficult to imagine how graphics could possibly get any better than this", or "[x developer] claims they're using 100% of the [y console]'s power". But then someone does something cool. It might not be as huge a leap as that between, say, the SNES and the PS1. But it's still an improvement, and something that I, personally, feel is still worth getting excited about.

    For so-called "enthusiast press", sometimes we're not very enthusiastic.

    [Thanks to @Alex_Connolly for inspiring today's comic.]

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    #oneaday, Day 39: Games Maketh the Man https://imnotdoctorwho.moegamer.net/2011/02/08/oneaday-day-39-games-maketh-the-man/ https://imnotdoctorwho.moegamer.net/2011/02/08/oneaday-day-39-games-maketh-the-man/#comments Tue, 08 Feb 2011 21:02:43 +0000 http://angryjedi.wordpress.com/?p=2157 "Is Bulletstorm the worst video game in the world?" That's the question Fox News asked earlier with an article that was hyperbolic and scaremongering, even by their questionable standards. According to Fox's "experts", including Carol Lieberman, a psychologist and book author, "the increase in rapes can be attributed in large part to the playing out … Continue reading #oneaday, Day 39: Games Maketh the Man

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    "Is Bulletstorm the worst video game in the world?"

    That's the question Fox News asked earlier with an article that was hyperbolic and scaremongering, even by their questionable standards. According to Fox's "experts", including Carol Lieberman, a psychologist and book author, "the increase in rapes can be attributed in large part to the playing out of [sexual] scenes in video games".

    Whoa there. Hold on a minute. The playing out of sexual scenes in video games (which, I might add, are typically incredibly tame and rather immature in the way they are handled) is a "large" contributing factor to the increase in rapes?

    This is scaremongering against games taken to a whole other level. Unbelievable stuff. And, of course, complete and utter nonsense. If we follow through Lieberman's arguments to a natural (and exaggerated) conclusion, here's how the life of an average gamer would generally go:

    09:00 – Wake up wearing same clothes you've been wearing for the last six months because game characters never change their outfits. Skip breakfast because game characters never eat. Skip going to toilet for same reason.

    09:05 – Leave house. Run down road because game characters never walk except in cutscenes.

    09:06 – See passer-by, assume they're enemy. Kill them for XP and loot and/or rape them if they're female.

    09:07 – Repeat process ad nauseam until reaching work.

    09:30 – Reach work, still running. Enter work building. Start lurking around corners.

    09:35 – Shoot out security camera in case it sees you, despite the fact you actually work here.

    09:40 – Run around office using cubicles as cover, shooting anyone you happen to catch a glimpse of in the head.

    10:00 – Called into boss's office.

    10:05 – Defeat boss by filling him full of lead.

    10:10 – Rape him for good measure.

    10:15 – Loot his body, because bosses always carry the phattest lewt.

    11:00 – Take elevator up to next level. Repeat process.

    12:00 – Police arrive. Shootout ensues.

    12:10 – Die. Fail to respawn because you don't get to do that in real life.

    Now, granted, there are some absolute fuckwits in the world to whom that probably sounds like a great way to live out the last few hours of their lives. But, as is frequently pointed out by rational people every time such a tragedy happens, if someone is going to go on a killing and/or raping rampage, it's probably not games that caused it in the first place. To assume that the average person doesn't have the appropriate filters in their brain to differentiate between the darkly comic, over-the-top, ridiculously exaggerated violence in Bulletstorm—a game intended for (immature) adults, let's not forget—and how horrifying it would be to witness real-life violence or rape? That's just insulting to, well, everyone.

    The article does raise one valid point about control and "censorship", though. Parents still aren't taking responsibility for the entertainment their kids are interacting with. Personally, I strongly believe that there should be tighter controls on how games are sold. I'm not talking about censorship, I'm talking about stricter enforcement of age ratings—and a change in the ridiculous policies that most retailers adopt that allow parents to buy age-inappropriate games for their children. If the parent is by themself, then sure, there's not much that can be done. But as it stands right now, if a parent is obviously buying a game for the kid they have with them, most retailers won't do a damn thing about it.

    The above will probably have made clear that I don't believe that there's a direct causal link between violence and sexual content in the media and the way people behave. But I do believe that children shouldn't be exposed to such content from such an early age these days—more so they can hold on to the increasingly-irrelevant concept of "youth" more than anything else.

    Sadly, though, it's pretty clear that it's too late. To backtrack now and enforce tighter controls would be difficult, if not impossible to do. So we're just going to have to live with the consequences. Which, according to Fox News, is a society full of joypad-wielding rapists.

    I shall leave you with two interesting thoughts to mull over:

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    #oneaday, Day 38: Angry Jedi https://imnotdoctorwho.moegamer.net/2011/02/07/oneaday-day-38-angry-jedi/ https://imnotdoctorwho.moegamer.net/2011/02/07/oneaday-day-38-angry-jedi/#comments Mon, 07 Feb 2011 23:35:31 +0000 http://angryjedi.wordpress.com/?p=2153 In an attempt to stem the tide of people asking one of the most common questions on the Internet—"how did you get your username?"—I shall set out the story forthwith. I'm a trained teacher, as some of you may know. This meant I spent an extra year at university following my practically useless but enjoyable … Continue reading #oneaday, Day 38: Angry Jedi

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    In an attempt to stem the tide of people asking one of the most common questions on the Internet—"how did you get your username?"—I shall set out the story forthwith.

    I'm a trained teacher, as some of you may know. This meant I spent an extra year at university following my practically useless but enjoyable English and Music degree studying a PGCE (a PostGraduate Certificate of Education, for those who like to know what their acronyms mean). It was an enjoyable but stressful time, and I was happy to make some good friends during that time, one of whom was my placement buddy for my second in-school assignment.

    His name was Owen, and he was a good man that I've sadly fallen out of touch with in recent years, but we had some excellent times. He was also convinced that we were Jay and Silent Bob, an observation that was pretty accurate on so many levels. But that's beside the point: the point is, Owen and I were the original source of Angry Jedi.

    You see, sometimes when you get home from teaching practice all you really want to do is get absolutely trashed on cheap rosé and make music from approximately 48 CDs worth of samples. So that's what we regularly did, with extremely entertaining results. We decided that we needed a name for our makeshift band, and decided that the oxymoron "Angry Jedi" was a fitting summation of our respective personalities and the bizarre music we created. Ever since that time, I've taken to using "Angry Jedi" or some variant thereof as my username, as it's 1) a reminder of some very fond memories and 2) a name that no-one else ever appears to have thought of on the Internet… except someone on Xbox LIVE.

    On Xbox LIVE, I'm called "sonicfunkstars", which I believe we discussed the other day. "sonicfunkstars" (all lower case, that's important) was a previous makeshift band that consisted of me and, occasionally, my good friends Sam and Edd. There was also a brief dalliance with being "Captain Gaspard and the Snarfriders", but tracks under that name are all on a MiniDisc somewhere (yes! MiniDisc!) and I have no idea where. If I ever find them, you'll be the first to know.

    But you don't care about personal history. You want to hear the ridiculous sounds we came out with, of course. All right. Here's a selection of some of our finest moments. iPhone users, as ever, click on the song titles to listen. Everyone else, use the fancypants WordPress flash player thingy.

    Bad Influence

    This track was composed for two reasons: firstly, to have an excuse to use as many Harry Potter quotes as possible, including the titular "Bad Influence" extract. Secondly, we put it together while we were teaching a unit on "fusion" music at school. As such, there are some fairly diverse ethnic influences throughout the track. It also contains the line "It's knowledge. It's power. It's not a fucking tractor." And, as I recall, we used to find the "ta ta tippy tippy tum na" guy hilarious, though that may have had something to do with the amount of wine consumed.

    Baching Mad

    When creating this track, we decided it would be amusing to imagine what it would be like if J.S. Bach were having a piano lesson and doing very badly—so badly, in fact, that he ended up breaking his piano. (Let's leave aside the historical inaccuracy of J.S. Bach playing a piano for a moment.) We then followed this by attempting to mix together as many inappropriate pieces of "classical" music as possible with some kickin' beats. See how many you can spot. This is, to date, one of my favourite aural monstrosities. Particularly the key change partway through.

    Kick the Dog

    I honestly can't remember what twisted path of logic led to the decision that we should create a track based on abusing small yapper-type dogs with a variety of increasingly-gruesome implements punctuated by drum fills performed by chickens. But I'm glad we followed it. Owen's performance of all the verbs he wanted to do to annoying rat-like dogs took several takes, as I recall. There's also a nice bit of Nirvana mixed in there, too. No actual dogs were harmed during the course of this track.

    The Guff Rap

    No explanation required.

    Get Off My Ship Original Mix and Ultimate Mix

    These two tracks performed two important functions: firstly, to provide a showcase for PATRICK STEWART, and secondly, to demonstrate the concept of remixing to impressionable sixth formers. Captain Picard gets increasingly frustrated at the people who keep invading his bridge and politely requests they vacate the premises.

    The Judas Joint

    Our crowning glory: mixing, if I recall correctly, five Judas Priest tracks together and including a break for Meg Ryan to have an orgasm. The evil laugh in this is performed by me. I was pretty impressed with myself.

    There are other tracks, some of which don't appear to have survived the move between computers and through time. The most notable absence is a brilliant song called "Today Fucking Sucked", which I don't believe needs any further explanation.

    Anyhow. I hope you've enjoyed this window into the life of a trainee teacher, circa 2002-2003. And now you know why I'm called Angry Jedi. It is not because of the somewhat more offensive meaning of the phrase which my friend Amy discovered last year.

    If you want to know that one, you can Google it yourself. (It's quite amusing. And/or disgusting. I forget which.)

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    #oneaday, Day 37: Sportyballs https://imnotdoctorwho.moegamer.net/2011/02/06/oneaday-day-37-sportyballs/ https://imnotdoctorwho.moegamer.net/2011/02/06/oneaday-day-37-sportyballs/#comments Sun, 06 Feb 2011 19:12:04 +0000 http://angryjedi.wordpress.com/?p=2150 I don't get sport. I never have, and I suspect I never will. This is not through lack of trying. I used to play football (soccer, for our American readers) with my local Cub Scout pack when I was a kid. We were sponsored by a scrapyard and our best result was 1-0 to us. … Continue reading #oneaday, Day 37: Sportyballs

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    I don't get sport. I never have, and I suspect I never will.

    This is not through lack of trying. I used to play football (soccer, for our American readers) with my local Cub Scout pack when I was a kid. We were sponsored by a scrapyard and our best result was 1-0 to us. Our worst result was 21-0 to them. This convinced me that football (soccer) was Not My Game.

    Early in my #oneaday career, I decided I was going to attempt to get into Formula 1. Cars racing around tracks is more appealing to me than sweaty men running up and down a pitch. But I found myself not caring enough to keep up to date with it. And forgetting that races were happening. And finding myself thinking there were many, many things I would rather do than sit passively in front of the TV for hours at a time. (One of which was sitting in front of the TV with a controller in my hand, which at least is a bit more "active" entertainment.)

    My wife enjoyed football (soccer), so back when we were still together, I picked up a copy of FIFA 10 in an attempt to try to understand what was so appealing about it. I played it a bit, got destroyed 21-0 in an online game and was convinced for the second time in my life that football (soccer) was Not My Game.

    I find myself perpetually bewildered by people who discuss the sports team they support as if they have anything to do with it. "We bought that striker person for a bajillion pounds," they say, substituting "that striker person" and "a bajillion pounds" with an actual player's name and an actual amount of money respectively. "We had an amazing result," "We're top of the league". I just don't get it. I don't even show that much loyalty to my RPG characters. They're still "they" to me.

    And today, apparently, is something to do with a superb owl. (Thank you to whoever posted that joke in my Twitter feed while I was writing this.) There seems to be an assumption that everyone will be supporting either the Packers or the Steelers, which may be true if you're an American, but I have no idea who either of those teams are or where they're from. I could Google them, but to be honest, I really couldn't care less.

    I guess it's just a different form of nerdery; one that is more "accepted" (for want of a better word—perhaps "embraced" is more appropriate) by society at large than video gamery and gadget-joy. I can talk for hours about my character builds in Final Fantasy XII and the makeup of my team of Personae from Persona 4 but I wouldn't know where to begin if someone started a conversation on the batting average innings goal difference of the Packersteelers bowling out for a duck's ludicrous display.

    Each to their own, I guess. Just don't expect me to even try a little bit to join in with such a conversation. I'll see you at the bar.

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    #oneaday, Day 36: School Bands https://imnotdoctorwho.moegamer.net/2011/02/05/oneaday-day-36-school-bands/ https://imnotdoctorwho.moegamer.net/2011/02/05/oneaday-day-36-school-bands/#comments Sat, 05 Feb 2011 20:48:42 +0000 http://angryjedi.wordpress.com/?p=2147 The delectable and sexy Mr Alex Cronk-Young came out with this little nugget on Twitter earlier: Listening to the angsty music you liked in high school at 25 sure does make you feel stupid. Sorry, AFI, but you're cheesy as hell. #fb — Alex (@Magitek85) February 5, 2011 (in other news, great job on that … Continue reading #oneaday, Day 36: School Bands

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    The delectable and sexy Mr Alex Cronk-Young came out with this little nugget on Twitter earlier:

    (in other news, great job on that Twitter integration, WordPress. Love it. But I digress.)

    Ahem. Anyway. Following that statement, I decided it would be a good idea to go back and investigate if the music I listened to back at school actually was shit. Well, actually, I know for a fact that some of it was shit, even back then, but I'm interested to see how it compares to the shit we have today, if you see what I mean.

    I've carefully selected ten tracks for your delectation. Those of you who have Spotify can clicky-click the titles to hear them if you've never heard them or can't remember what they sound like.

    So here goes! Let's jump in.

    Oasis: Rocking Chair

    Oasis were huge while I was at school. It was the height of the "Oasis vs Blur" nonsense, which I never quite understood because they were two completely different bands with very different sounds from one another.

    Within the Oasis fans, though, there were a few subsets; the people who just bought the albums and listened to their stuff on the radio, and those who thought they were "hardcore" because they'd bought all the singles and thus had access to all the B-sides.

    The thing is, though, most of Oasis' B-sides and album tracks were considerably better than the singles they put out. For starters, they didn't always stick to the standard "guitar, bass, drums, vocals" combo that most of their singles did. This track, for instance, includes a bit of subtle organ work (easy there) in the background and as such has a very different sound from a lot of their other work.

    Most of the B-sides were just plain better tunes, too. Rocking Chair perhaps wasn't the best of them, but it's certainly one that I'm fond of, and less well-known than the now overly-played The Masterplan.

    Alanis Morissette: You Oughta Know

    Jagged Little Pill was the second ever album I bought. I'm not entirely sure why I bought it, because Alanis Morissette was on local radio on the school bus pretty much every single day and I wasn't entirely sure that I liked her voice.

    I was pleasantly surprised by the album, though. There was a lot of very obvious angst throughout, particularly in this track. She swore, too, which made it A Bit Rebellious.

    Now obviously I wasn't an angry young Canadian woman in my teens, so I perhaps couldn't relate to this album on a particularly personal level. But she wrote some decent tunes and had a distinctive sound of her own. More to the point, these songs still hold up pretty well today.

    The Verve: Lucky Man

    The Verve were one of those groups that I picked up the album for after much deliberation. I wasn't entirely convinced that the singles I'd heard on the radio were quite what I was looking for, and once I'd picked up the album I still wasn't convinced that they were actually any good.

    This track stuck out, though. It may have been due to my friend Craig's incessant insistence that we try and learn how to play it in the school's music practice rooms every lunchtime—that and most of Oasis' B-sides, some of which we actually did a respectable job of—but, besides the over-over-overplayed Bitter Sweet Symphony (which still gets rolled out on TV promos today) this was one that seemed to be tuneful and memorable.

    Listening to it now, it's a bit dull and morose, but it is better than the rest of the album.

    Spice Girls: 2 Become 1

    Too many guitars! Need more crap and cheese! (That sounds like the worst party ever.)

    The Spice Girls were overproduced rubbish who couldn't sing live. They were supposedly "hot", but I found their aesthetic appeal somewhat questionable. Victoria Adams (now Beckham, of course) was too skinny and moody-looking. Emma Bunton looked a bit… I don't know, odd. It was unfashionable to find Mel C attractive and she had pikey trousers (but would go on to be by far the best solo artist) and Mel B was just too frightening and weird to find in any way hot.

    That left Geri, of course, who was ginger at the time, and thus made anyone judging her to be the "hottest" feel a little conflicted thanks to the age-old ginger stigma—something else I never quite understood.

    Also, this song made us giggle at the time when we all determined that it was about fucking. It's really not subtle. At all.

    The Cardigans: Sick & Tired

    I actually didn't own a Cardigans album until much, much later, but this track was on a dodgy compilation CD called "Essential Indie" (the rest of which was utter shit, as I recall) which I got free with my Discman. I remember thinking that I liked the combination of Nina Persson's sweet, girly voice and the unusual inclusion of flute and bassoon in the backing instruments.

    Turns out I still do like all those things. What do you know.

    Bernard Butler: Not Alone

    Bernard Butler's People Move On is another album that I don't remember why I bought. I also remember thinking that the vast majority of it was dirge-like, boring crap. This track, though, had energy and "power" behind it, and I enjoyed listening to it, even if the rest of the album was dirge-like boring crap.

    Still sounds all right today. I like the strings. I'm a big fan of string parts in guitar bands generally.

    James: Laid

    Ah, actually, I think this one was also on "Essential Indie". It's also another song about fucking.

    I was a bit torn on whether I liked James or not; "Sit Down" was one of those tracks that was played so often on the radio and TV that you felt a bit dirty liking anything that was associated with it. But this was a decent enough song, even though it doesn't really go anywhere and has way too much falsetto.

    No, actually, it's not that great at all. Fuck James.

    Britney Spears: I Will Be There

    Time for more cheesy crap! Britney hit the bigtime while we were still at school and I found myself liking her cheesy bullshit despite myself—even without taking that video (which, for the record, no-one was quite sure if they were supposed to find sexy or pervy) into account.

    I've chosen this track to prove that I have indeed listened to her whole album. I also quite liked the fact that Metropolis Street Racer spoofed this particular song quite nicely on its excellent, completely original soundtrack.

    Mansun: Stripper Vicar

    Mansun were weird. Their album Attack of the Grey Lantern appeared to contain some sort of rudimentary conceptual storyline, until the bonus track told everyone otherwise.

    This track pretty much summed it up. A song about a vicar who wears plastic trousers and gets away with stripping, who then dies.

    It's still pretty bewildering to listen to today, to be honest. Decent album, though—worth a listen.

    Radiohead: Exit Music (For A Film)

    This is the most depressing piece of music of all time, without question. It's not as if OK Computer was a particularly uplifting album at the best of times, but for this track to show its miserable, suicidal face just four songs into the disc pretty much made it clear that if you were going to listen to this album all the way through, you were in for a Rough Ride.

    It's still a profoundly affecting track today, full of whiny miserable emotion and dodgy vocal synthesis in the backing. It's difficult to know what is the "right mood" to listen to this track, because if you listen to it while feeling miserable, it sure isn't going to help. But this song could bring a candy convention in Happyland to its knees, too.

    Basically, it's a great song but no-one should listen to it if they want to smile ever again.

    There you go. A super-uplifting playlist for your Saturday night, circa 1999. Enjoy.

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    #oneaday, Day 35: In Praise of Last Gen https://imnotdoctorwho.moegamer.net/2011/02/04/oneaday-day-35-in-praise-of-last-gen/ https://imnotdoctorwho.moegamer.net/2011/02/04/oneaday-day-35-in-praise-of-last-gen/#respond Fri, 04 Feb 2011 21:43:17 +0000 http://angryjedi.wordpress.com/?p=2143 An oft-had discussion in gaming is what constitutes the "golden age" of gaming, or indeed if there has even been one. For some, it's the age of the arcade, when games were designed for pure fun and nothing else—besides emptying your pocket of quarters/local equivalents, of course. For others, it's the home consoles of the … Continue reading #oneaday, Day 35: In Praise of Last Gen

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    An oft-had discussion in gaming is what constitutes the "golden age" of gaming, or indeed if there has even been one.

    For some, it's the age of the arcade, when games were designed for pure fun and nothing else—besides emptying your pocket of quarters/local equivalents, of course. For others, it's the home consoles of the NES era; others still, the 16-bit wonderment of the SNES and Genesis/Mega Drive. For yet others… You get where this is going, I'm sure.

    For me, the golden age will forever be the PS2 era. I didn't always think this was going to be the case; I remember playing PS2 games for the first time and thinking they were graphically impressive, but somehow lacking the "magic" of my favourite PS1-era games, particularly when it came to JRPGs. It took time, but the PS2 gradually proved itself as a force to be reckoned with, with a gigantic library of excellent titles (and an even bigger library of fucking awful ones) and the kind of backing from the public that Microsoft and Nintendo could only have dreamed of in those days. Funny how things change.

    The thing is, being unemployed and skint as I am at the moment, I'm finally getting around to attempting to beat some of the PS2 titles that have sat, under-loved, on my shelf for years now. Final Fantasy XII is my current project: I'm now over 60 hours into it and still loving every minute. It's struck me while playing FFXII that it seems to be a much more infrequent occurrence that a current-gen (360, PS3 or Wii) game will grab me in quite the same way as numerous titles from the PS2 era did… and indeed still are.

    I wonder how much of this is down to graphics. Naughty Dog aren't far from the truth with their jokey "next-gen filter" option in Uncharted; an increasing number of games in the current generation are looking increasingly interchangeable, with "gritty", "realistic" graphics often winning out over vibrant colours. There are exceptions, of course, and I discussed a number of these the other day.

    I don't think it's just visual character, though; I think the way games are designed and consumed has changed considerably since the PS2 days, too. Look at the number of people who Achievement-whore these days. More often than not, this takes place not through a desire to see everything the game has to offer, but instead to line up their shiny virtual trophies on their virtual shelf and brag to their friends. The social side of gaming is cool, sure, but what happened to gaming just purely for the sake of fun?

    There's no reason for these people to want to 100% Final Fantasy XII, for example. There's no public way of recognising your achievement besides actually telling people. But I think that's kind of a good thing, personally—if you want to be a hardcore insane idiot and complete every insanely difficult hunt, clear out every unnecessarily difficult area just for the satisfaction of knowing you have, that's great. But there's no feeling of "obligation" to do so—the person who storms straight through FFXII's main quest without exploring the side content is getting their money's worth just as much as the hardcore insane idiot.

    But in games with Achievements these days, many people feel that they haven't got their money's worth unless they 1000G/Platinum Trophy the game. And in many cases, some of those Achievements and Trophies are enormously tedious collectathons (Assassin's Creed), forced replays of lengthy games (Mass Effect, Dragon Age) or encouragement to completely remove any "meaning" and sense of consequence from moral choices in games (any game that has separate Achievements for completing quests/levels in multiple different ways, thereby encouraging saving before "important" bits, then reloading and replaying just to get said Achievements).

    Screw that; I'm just as guilty as the next man or woman of Achievement-whoring at times. But spending such a protracted period of time in the company of a last-gen game without all that bollocks to think about is giving me pause for thought. Are things really moving in the right direction?

    It makes me a little sad to think that there's a generation of gamers now who have no idea what gaming life pre-Achievements was like—and with Sony's ditching of PS2 support on the PS3 and Microsoft's woeful "backward compatibility" (I use the term loosely) on the Xbox 360, it's becoming more and more unlikely that newer gamers will have the opportunity to explore that side of gaming—and then even if they do, they'll probably be put off by "ugly" SD graphics. Look at how much snobbery people have towards the Wii's graphics now.

    Do I have rose-tinted specs when it comes to looking at last-gen gaming? Perhaps. But I'm more than happy to live in the past, if so.

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    #oneaday, Day 34: #whatstigma? https://imnotdoctorwho.moegamer.net/2011/02/03/oneaday-day-34-whatstigma/ https://imnotdoctorwho.moegamer.net/2011/02/03/oneaday-day-34-whatstigma/#comments Thu, 03 Feb 2011 18:31:11 +0000 http://angryjedi.wordpress.com/?p=2137 Comedienne Rebecca Front posted the following tweet yesterday, and was somewhat surprised at the level of response it got: Hey well known Twitterers.Fancy taking the stigma out of mental illness? I'll start: I'm Rebecca Front & I've had panic attacks.#whatstigma? — Rebecca Front (@RebeccaFront) February 2, 2011 It was a bold move, particularly for a … Continue reading #oneaday, Day 34: #whatstigma?

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    Comedienne Rebecca Front posted the following tweet yesterday, and was somewhat surprised at the level of response it got:

    It was a bold move, particularly for a public figure, but in doing so she inspired a veritable plethora of people to "come out of the closet", as it were, and admit that they had suffered mental health issues, be they depression, anxiety, panic attacks, OCD or any number of others.

    Front's aim with the original tweet was to encourage people to talk openly about the things they felt without feeling a stigma attached to it—hence the hashtag. And it was genuinely touching to see the number of people who latched on to this topic, confessing how they suffered from numerous "hidden" ailments in their mind whilst going about what otherwise seemed to be perfectly "normal" lives.

    In fact, Front conjectured that some form of mental illness affected almost everyone. That may appear to be an exaggeration, but the number of people responding to her original tweet, coupled with the fact that #whatstigma became the top non-promoted trending topic in the UK for a good few hours yesterday, made it clear that there were plenty of people out there who do suffer from these things and perhaps haven't had the opportunity to talk about them, or don't feel comfortable talking about them.

    It's no surprise, really, that there's a perceived stigma surrounding mental illness, however. Back in last May, Janet Street-Porter made some ill-advised comments suggesting that depression was being used as a fashion accessory—that people were just saying they were suffering because it was the "in" ailment to have.

    There may well be some people who deliberately exaggerate their feelings of "being down" into "depression"—if there are, then they really should find better things to do with their lives. But these people aside, people do genuinely suffer. And it's not just a case of "snapping out of it", of "cheering up", of saying "chin up" enough times. It doesn't just go away; it sticks around, for years sometimes. Like anything, there are peaks and troughs; the peaks can feel like you've escaped it, finally, that you're in the clear, that you can get on with enjoying your life. But then a trough comes along, plunges you deep into the darkness and the long climb back out begins again.

    I've felt this way—I still do. And I know many, many other people—some in person, some via the Internet—who also do. I didn't recognise my depression for what it was until I spent some time with someone who explained it to me at university. I recognised the feelings she described and knew that I'd felt them myself, too. It wasn't just a case of feeling "a bit sad". It was a variety of factors piling up in such a way that made it very difficult to deal with life's trials, whatever they might be.

    And I hate it. The feeling of helplessness that comes with it; of having days when you just don't want to get out of bed; of times when nothing can stop you from feeling regrets, anger, fear, shame; of wondering if it'll ever end. For some people, it becomes just something about you—something you deal with. For others, it's an acute condition which can be treated. But for most people, there are underlying causes that need to be dealt with rather than attacked with "quick fixes".

    In my case, these underlying causes are well-documented, and I'm doing what I can to fix them. This makes me feel a little better most of the time—knowing that I'm making the effort to do something about these underlying causes is good motivation to keep doing what I do. But there are still days when I find myself wondering if it's worth it, if anything is ever going to come of all these efforts that I'm making.

    I won't know unless I keep trying, I guess.

    My feelings on this made clear, now, here's the shameless plugging. In May, I'll be running the BUPA 10K with a couple of very lovely friends I've met via the One A Day Project. All three of us will be running in aid of the mental health charity "Mind". I'd certainly appreciate it a great deal if you can spare a bit of virtual loose change to fling my way via my fundraising page. Every little bit will help people to get the help they need to overcome these difficulties.

    Thanks for reading this; thanks for your help; and thanks for your support.

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    #oneaday, Day 33: Twitter: A Skewed Window on a Weird World https://imnotdoctorwho.moegamer.net/2011/02/02/oneaday-day-33-twitter-a-skewed-window-on-a-weird-world/ https://imnotdoctorwho.moegamer.net/2011/02/02/oneaday-day-33-twitter-a-skewed-window-on-a-weird-world/#comments Wed, 02 Feb 2011 19:22:18 +0000 http://angryjedi.wordpress.com/?p=2131 Twitter is many things, as I've said a number of times on this blog before. It's arguably my primary means of communication these days, since the vast majority of my friends are quite-to-a-very long way away, and asynchronous communication is nice and convenient. It's a good source of information (in fact, Twitter themselves now describe … Continue reading #oneaday, Day 33: Twitter: A Skewed Window on a Weird World

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    Twitter is many things, as I've said a number of times on this blog before. It's arguably my primary means of communication these days, since the vast majority of my friends are quite-to-a-very long way away, and asynchronous communication is nice and convenient. It's a good source of information (in fact, Twitter themselves now describe themselves as an "information source" rather than a means of "short, timely messages" like they used to) and a good way to keep up with what people you're interested in are up to—and not just when they're having a shit.

    By far the most remarkable thing it does, though, is something that it wasn't originally designed to do, but which it was always naturally going to do, given its nature. And that is the way it can give an eye-opening snapshot of "this day in history". Even when seemingly nothing is happening.

    Today, there happened to be several things of (in some cases questionable) note occurring. Depending on where the tweets were coming from, it was interesting to see the differences and priorities.

    By far the most horrifying tweets were emanating from the Middle East, where Egypt has been undergoing some not-inconsiderable turmoil. Today, there were violent clashes in Tahrir square, and via one Middle East-based person I follow who was RTing someone stuck in the middle of the violence and horror, it was possible to get a "first-hand" account of what was going on. It was oddly sobering to see the whole thing unfold, and although I didn't know the person being RTed in question, I was hoping that their tweets would keep coming and end on a positive note. I didn't want to think about what a sudden cessation of the "commentary" would have meant.

    Elsewhere in the world, Australia was preparing for an enormous cyclone. They haven't had a great deal of luck over there recently. Due to the fact I don't think I follow anyone who actually lives in Australia, most of the reportage on the incident that I saw today was pretty cold and clinical, although this image, showing what said cyclone would look like if it were en route to the UK instead of Australia, gave pause for thought.

    And then there was the curious incident of Justin Lee Collins' new girlfriend, which was reported by the Daily Mail today featuring a series of obnoxious paparazzi pictures of the couple on holiday. The article in itself was objectionable enough—as far as I'm concerned, celebrity squeezes aren't news, even if they're squeezing another celebrity—but what I found rather surprising was the reaction from quite a few (games journalist) people I knew on Twitter.

    It transpires that the "mystery brunette" the Mail was referring to is actually someone who works in PR for the video games industry. I don't know the person in question and have never had any direct contact with her, so I wasn't much the wiser once people had explained the whole situation to me. But a lot of people seemed to find the whole situation hilarious—something which I found rather bewildering.

    Now, granted, there's a certain element of "hey, I know that person!" if you see an acquaintance or friend in the paper. But personally speaking, whether or not the games journalism biz had "got one up on the Mail" (normally cause for celebration), if I was the woman in question, I'm not sure I'd be particularly happy about the widespread discussion amongst a number of people I may well have had direct contact with in the past. It's not her fault she got snapped by some paparazzi scumbag. Some may say it's an occupational hazard of dating a "celebrity", but that's no excuse. Her privacy has been invaded; and while the discussion of the fact "we know who she is and the Mail doesn't" hasn't been malicious in tone, it's drawn an unwarranted degree of attention to her.

    In my opinion, anyway. But then I've never been one for any kind of gossip; people's relationships are their own business—not mine, not yours and certainly not the Daily fucking Mail's.

    On a more uplifting note, one positive thing that came out of Twitter today was the #whatstigma hashtag started by comedienne @RebeccaFront. Via this hashtag, she was encouraging people to speak openly about mental illness, depression, anxiety and so forth, without fear of judgement or, well, stigma. It was heartening to see how many people took to it, and proof positive that there are plenty of people out there who are getting on with their lives despite struggling with difficult mental conditions. It was also, hopefully, a slap in the face to the sort of people who like to say "get over it". (Hello again, Daily Mail.) I'd actually like to write a bit more on this subject as it's one I do feel strongly about, but I think I'll save that for another day.

    So, on the 2nd of February 2011, what happened? Several shit things. One invasion of privacy. And thousands of people stepping up to publicly say something about themselves without fear or shame.

    While not the most positive day the world has ever seen, to say the least, it was certainly an interesting day. Will it go down in the history books? Who knows? But those of us who were here have our own personalised record of the whole thing. And that's pretty cool.

    Good job, Internet.

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    #oneaday, Day 32: Brown Ops https://imnotdoctorwho.moegamer.net/2011/02/01/oneaday-day-32-brown-ops/ https://imnotdoctorwho.moegamer.net/2011/02/01/oneaday-day-32-brown-ops/#comments Tue, 01 Feb 2011 19:28:41 +0000 http://angryjedi.wordpress.com/?p=2128 Earlier today, this animated image from Insomniac Games' Resistance 3 did the rounds. Impressive. But also rubbish. Ooh, controversial. But seriously, look at it again. What is the one thing that sticks in your mind after watching that short clip? You probably answered either "post-apocalyptic", "monster" or "brown". The trouble with things like this is … Continue reading #oneaday, Day 32: Brown Ops

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    Earlier today, this animated image from Insomniac Games' Resistance 3 did the rounds. Impressive. But also rubbish.

    Ooh, controversial.

    But seriously, look at it again. What is the one thing that sticks in your mind after watching that short clip? You probably answered either "post-apocalyptic", "monster" or "brown".

    The trouble with things like this is that they completely lose their impact after a time. I'm sure Resistance 3 is technically very proficient, particularly if that clip was rendered using the game engine, which I'm guessing it was. But the fact it looks like Gears of War meets Fallout meets any other post-apocalyptic brown "destroyed beauty" sort of environment completely kills any interest for me—there's just too much of it around. And not just in the sci-fi genre; I haven't played Modern Warfare 2 for months (I traded it in after I got bored and decided I had no interest in the rest of the Call of Duty series after it) but my one enduring memory of that game, too, is that there was a lot of brown around.

    This is nothing new, of course. I vividly remember getting all excited over the original Quake, the first high-profile "true 3D" first-person shooter. My brother, obviously already sick of it having been exposed to it every day on PC Zone, referred to it as "oh, the brown game". And yes, Quake was overwhelmingly brown, though there were a few blue bits in it too. This was just the beginning, though.

    Yes, post-apocalyptic environments probably are going to be grey, brown and miserable. Although one thing that Halo: Reach shows is that it is possible for armageddon to be happening and it still be a vibrant place filled with colour. In the case of that game, it's arguable that the impact of the destruction is all the more profound because of the splashes of bright colours that are everywhere.

    Or alternatively, developers, how about fewer games involving things that have collapsed or are in the process of collapsing? Fewer games where there's nothing but rock and stone? More games in organic, natural environments that aren't dead. More games that aren't afraid to take a few risks and be a bit more stylised rather than "gritty" and "realistic". Some of my favourite games of all time are the Timesplitters series, proving once and for all that I don't hate FPS games, I am just very tired of them all being identikit and boring. Timesplitters was colourful, distinctive and humorous but still managed to be atmospheric. And the news that CryTek are considering resurrecting the series fills me with an enormous amount of joy… and hope that they don't fuck it up.

    Perhaps this is why I like JRPGs at a time when more and more people seem to be getting switched off by them. They may be their own particular kind of generic, but at least they offer some colour as part of their aesthetic.

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    #oneaday, Day 31: Looking Back Through a Lens https://imnotdoctorwho.moegamer.net/2011/01/31/oneaday-day-31-looking-back-through-a-lens/ https://imnotdoctorwho.moegamer.net/2011/01/31/oneaday-day-31-looking-back-through-a-lens/#respond Mon, 31 Jan 2011 20:59:35 +0000 http://angryjedi.wordpress.com/?p=2114 I love photos. In one of my many houses at university, I had a whole corridor whose walls were papered with photographs I'd taken throughout the course of the previous year. It may well have looked a bit serial killer-ish, but I liked it (until I took them all down shortly before moving out and … Continue reading #oneaday, Day 31: Looking Back Through a Lens

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    I love photos. In one of my many houses at university, I had a whole corridor whose walls were papered with photographs I'd taken throughout the course of the previous year. It may well have looked a bit serial killer-ish, but I liked it (until I took them all down shortly before moving out and discovered the wall behind was actually damp and mouldy—thanks a lot, scumbag landlord) and it provided a nice visual record of what had gone on.

    This was in the days before digital cameras were particularly widespread, of course, so these were actual photos on actual paper. I took a lot of photos, but there was still no way it'd be possible to take as many as you can with today's cameras. That meant that each captured memory had to be just so, and there was no going back to try again; you caught it, or you missed it. Simple as that.

    Of course, nowadays, it's much easier to capture and keep a memory, assuming you don't do something ridiculous to your computer like take it into the bath with you. But that doesn't mean photos lose any of their impact, or the memories contained therein. I'll bet I can take a random selection of photos from my iPhoto library and be able to explain each and every one of them.

    In fact, let's do just that. I'll give you ten, just so we're not here all night. Hold on, I'll be right back.

    So without further ado, here we go.

    Would you look at that? We went and got a nice one to begin with. This is the wedding day (obviously) of my friends Rob and Rachel. Instead of confetti, they had bubbles. It was awesome, and we all ate a lot of food and got quite drunk. Fact: Rob and Rachel were one of the first couples I knew who got together at university and are still going strong today. I salute you, you lovely pair.

    Aha. There are actually two separate stories behind this one. The guy in white makeup is, I believe, a chap called James Gaynor, who was starring alongside me in a production of Marivaux's L'Epreuve, also known as A Test of Character. He was playing a character called Frontin, I was playing a character called Lucidor. Lucidor was in love with a girl called Angelique, who was played by a most lovely lady named Sarah, but there was a long and complicated plot involving Frontin pretending to court her on Lucidor's behalf and it all got a bit French.

    As for the mobile phone and the text on it: the mobile phone was mine at the time (Nokia REPRESENT), "sonicfunkstars" was the name of the fake band I made music under (using Sony's ACID Music software and approximately 24 CDs of samples, most of which I probably never used) and "txtr's thumb" was the name of my second album. Interestingly (not really), "sonicfunkstars" is still my Xbox LIVE ID, and it's one of the only places on the Internet where I'm not "angryjedi" or some variant thereof. The other is YouTube.

    (Exclusive: I found the title track from said album. It used to irritate the fuck out of anyone with a Nokia phone. You'll see why.)

    Ah yes. I can tell you exactly what is going on here. This is during my second year at university. The location is my friend Chris' bedroom. Under the desk is Sam, who is drunk, and spent most of the night seeing what tiny spaces he could contort himself into.

    Lying on the floor is Steph, who is reading a book—possibly Bridget Jones' Diary. In the background is her erstwhile boyfriend Brett, my most enduring memory of whom is when he burst in the front door of Steph's house, furious that "someone's drawn knobs all over my car". Someone had indeed drawn knobs in the snow that was all over his car, and Sam and I naturally knew absolutely nothing about it.

    But that was not the occasion in this photo. No. This was simply a social gathering at Chris' house—Sam, Steph and I were all flatmates in the first year, so we often took the opportunity to hang out together. We'd "lost" a couple of flatmates along the way to other social groups, but we'd stuck together for a lot of the time.

    One of whom was the rather magnificent Beki, seen pictured here with Sam, again. This photo was taken on our hall of residence bar's "70s Night", a night where only the six of us from Flat A33, Hartley Grove Halls, Southampton, made the effort to dress up. Sam is wearing a woman's shirt.

    Whizz forward to last year, and we have a picture of a game of Scotland Yard in progress, one of the very few games I'm aware of that provide you with a hat as part of its components. Pictured is Tom. Not pictured is Sam. And me. Obviously.

    This Post-It space invader adorned the front wall of Ruffian Games' studios in Dundee. Obviously a little light relief after getting Crackdown 2 out the door.

    Back in time to the first year at university again, we see here the midst of Operation Shopping Trolley, our attempts to stealthily remove the shopping trolley that had inexplicably appeared in our flat overnight. "Inexplicably" as in for once it wasn't one of us who had brought it up. Notice the cunning ninja disguises Sam and I have adopted.

    This is Dungeonquest, one of either the best or worst games ever created depending on your outlook. It's a game where you have an approximately 23% chance of survival (they tell you this in the instruction booklet), and is almost completely determined by blind luck. Combat is resolved almost literally by rock-paper-scissors… except here it's slash-mighty blow-leap aside. I was astonished to discover that they have actually remade this monstrosity. I was also quite tempted to pick up a copy, but that would be a very silly idea.

    To this date, this is still the most literary piece of graffiti I've ever seen, found on the back of the cubicle door in the gents' toilets in The Hobbit pub, Southampton. The whole door was something to behold; there were full-on conversations and slagging matches going on between various wall-writers, an excerpt of which you can see here. Theatre Studies was repeatedly accused of gayness. A bit rich coming from people hanging out in gents' toilets.

    And why don't we end with this one, then? This offensive masterpiece was produced by the cast of Southampton "Rattlesnake!" Theatre Group's production of Alan Ayckbourn's Round and Round The Garden whilst finishing off rehearsals prior to taking the show to the Edinburgh Fringe. We'd all gone a little bit stir crazy by then, and so we took to lite-vandalising the whiteboards in the lecture theatre where we'd been rehearsing. ("Lite" because you could just rub it off. But we did leave it there for the lecturer to discover in the morning.)

    Look closely and you'll see a selection of details; Pac-Man re-imagined to become Sonic the Hedgehog eating shit, some stickpeople having a threesome, some anagrams, a victim's eye view of the Ku Klux Klan looking down on someone they've just thrown down a well, an out-of-context stage direction from the play made to sound dirty just by the simple addition of "just the way I like it" and my excellent drawing of the entire cast of the show, except me, because while I was quite happy to draw all the others I didn't feel confident drawing myself. Also, BUTTOCKS.

    There you go. Proof that I have an incredible memory for silly crap. And proof that even if you've forgotten me, I probably haven't forgotten you.

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    #oneaday, Day 30: Julia https://imnotdoctorwho.moegamer.net/2011/01/30/oneaday-day-30-julia/ https://imnotdoctorwho.moegamer.net/2011/01/30/oneaday-day-30-julia/#comments Sun, 30 Jan 2011 19:43:57 +0000 http://angryjedi.wordpress.com/?p=2110 The Internet is a curious thing, as we all know. It's given us LOLcats, cakefarts, puddingfarts (so I'm told… I haven't dared look that one up yet), Twitter, Rickrolling, gayrolling, that kid throwing a WoW-related (fake) strop and jamming a controller up his arse, porn, dancing chicken man, leekspinning and all manner of other things … Continue reading #oneaday, Day 30: Julia

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    The Internet is a curious thing, as we all know. It's given us LOLcats, cakefarts, puddingfarts (so I'm told… I haven't dared look that one up yet), Twitter, Rickrolling, gayrolling, that kid throwing a WoW-related (fake) strop and jamming a controller up his arse, porn, dancing chicken man, leekspinning and all manner of other things besides.

    The other thing it gives you is people.

    As a kid at school, I often wondered what it would be like to meet people outside the local community where I lived. I grew up in a small village in the countryside that had a pretty close-knit community. You could probably name most of the local "characters" off the top of your head if you had a good think… largely because pretty much everyone got involved with everything. And, just to add to every country stereotype ever, there was even a semi-regular "village show" which was inevitably filled with middle-aged men and women making jokes that were smutty and/or at the local vicar's expense. It's pretty neat to see a close-knit community like that, actually, though I question how much it actually happens these days. It probably does, though I doubt to the same degree.

    I remember when the Internet came to town, though. Or, more specifically, in the form of CompuServe, which wasn't the "proper" Internet—that was a mysterious and difficult thing that no-one quite understood at the time. CompuServe was a window onto the rest of the world; people who were potentially far away that we all had access to for the first time.

    CompuServe had one of the earliest chatrooms around—this was so long ago that the term "chat" hadn't taken on the widespread meaning it had today. No, in keeping with the times (or possibly not), CompuServe elected to call their chatroom facility the "CB Simulator". You know, because it was like CB radio in that you could talk to random strangers. Only it was completely different because you were just typing things.

    I remember "meeting" a few people through this facility, with one in particular springing to mind. Her name was Julia, and she was from somewhere near Manchester. We got chatting and hit it off pretty quickly, and thus began a long campaign of emailing each other back and forth. I can't remember any of the things we talked about—the usual teenage things, I imagine—but I remember that we were getting on well and it felt like we were pretty "close".

    So eventually, we had the opportunity to meet. She was going to Alton Towers with her friends, and as it happened, my friends and I were planning a similar trip. So we decided to make our trips coincide. I was pretty excited about the whole thing. She'd sent me a couple of (clean!) photos which seem to have managed to travel from computer to computer with me completely unintentionally, and she hadn't promptly cut off all contact when I sent her a photo of myself looking slightly uncomfortable in a dinner jacket on prom night. Which was a good sign.

    I'm not sure what happened. Perhaps it was shyness, perhaps it was the presence of all our other friends "cramping our style", perhaps it was the fact that one of my friends was hitting on one of her friends (and doing quite well, from what I could tell), perhaps I wasn't what she'd expected or hoped for (she totally was what I was hoping for, she was a hottie)… but we found it pretty difficult to talk to each other in "real life". It was weird; we'd told each other lots of things, including plenty of "secrets", but as soon as we were faced with one another it was suddenly like starting over… and it became a missed opportunity, sadly. We drifted off and lost contact after that. There was no "breakup" or words spoken in anger; things just… "stopped".

    I think about Julia every so often and wonder what she's doing with her life. I hope she's happy, wherever she is.

    The post #oneaday, Day 30: Julia appeared first on I'm Not Doctor Who.

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    #oneaday, Day 29: Dedicated to Dedication https://imnotdoctorwho.moegamer.net/2011/01/29/oneaday-day-29-dedicated-to-dedication/ https://imnotdoctorwho.moegamer.net/2011/01/29/oneaday-day-29-dedicated-to-dedication/#respond Sat, 29 Jan 2011 20:19:34 +0000 http://angryjedi.wordpress.com/?p=2107 It's hard to talk about your own good qualities without appearing conceited and self-obsessed. But I think we know each other well enough by now for you to be aware that I'm normally one for focusing on the negative things about myself. As such, a rare celebration of Something That I Am Good At should … Continue reading #oneaday, Day 29: Dedicated to Dedication

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    It's hard to talk about your own good qualities without appearing conceited and self-obsessed. But I think we know each other well enough by now for you to be aware that I'm normally one for focusing on the negative things about myself. As such, a rare celebration of Something That I Am Good At should be applauded.

    Go on, applaud. (You don't have to applaud. But good on you if you genuinely started applauding there.)

    I have absolutely no hesitation in my mind when someone asks me what my best quality is. Without a doubt, it's my dedication. If I start something, by God I'm going to finish it come hell or high water. It may take a long time, it may take lots of swearing, but I am going to do it.

    This blog is perhaps the most immediate example of this, now a year and ten days of daily posts strong, but there's plenty of other instances in which this characteristic of myself shows itself. Let's take today, for example, I woke up in a foul mood and decided after a bit of moping around, a bacon sandwich and two cups of coffee that I was going to go out for a walk in an attempt to clear my head a bit. And it was going to be a "long" walk.

    I didn't have a particular route in mind, nor did I have a particular distance planned. I just set off, pointed in a particular direction and started walking. I reached the next village over from where I live—always a strangely satisfying thing to do, like you've made some sort of epic journey—and turned back. I eventually came to a crossroads where I had three choices; go back the way I came (the "short" way), turn right and do a big "loop" around the other next village over (the "moderate" way) or turn left and do an unnecessarily massive "loop" (the "long" way). Guess which way I picked?

    That's right. The long way. I realised shortly into my journey up the long way that the long way was, in fact, considerably longer than I had anticipated, and the fact that I was wearing twice the number of layers on my top half than on my bottom half meant that my torso and head were lovely and toasty, while my testicles were slowly turning into ice blocks. It would have been easy to turn back from the long way and head back via the short way—I hadn't got that far. But no; I decided I was going to stick out this journey however long it eventually ended up being. (A total of 12.5km altogether, if you were wondering.)

    Some may call that stubbornness. Some may call it bloody-mindedness. Some may call it stupidity. I call it dedication to see something through once you start it. And it's something that's a regular part of my life. I like that about myself, and it's not often I get to say that.

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    #oneaday, Day 28: He Seems Nice https://imnotdoctorwho.moegamer.net/2011/01/28/oneaday-day-28-he-seems-nice/ https://imnotdoctorwho.moegamer.net/2011/01/28/oneaday-day-28-he-seems-nice/#comments Fri, 28 Jan 2011 21:40:14 +0000 http://angryjedi.wordpress.com/?p=2104 Fellow #oneadayer @Bungiesgirl wrote an excellent post the other day about "The Curse of Mr Nice Guy". She hit the nail bang on the head; there are times when it almost seems that it doesn't pay to be a nice person, for a guy at least. Thinking about it, I'm not actually sure I've ever … Continue reading #oneaday, Day 28: He Seems Nice

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    Fellow #oneadayer @Bungiesgirl wrote an excellent post the other day about "The Curse of Mr Nice Guy". She hit the nail bang on the head; there are times when it almost seems that it doesn't pay to be a nice person, for a guy at least.

    Thinking about it, I'm not actually sure I've ever known anyone who's used the oft-quoted "I love bad boys" line. But I certainly know a couple of people who have consistently ended up with people who make them miserable when it may be that there is, in fact, someone standing right in front of them who would provide them with what they want out of a relationship. Only, because they're one of the proverbial "Mr Nice Guys", they're not even in the running for that person's affections. At least, not in the "anything more than friendship" sort of case.

    Some people call this "friend-zoning", where Mr Nice Guy has become too good a friend to even be considered relationship material. I'm not sure where this phenomenon or the term to describe it originally came from, but it happens all the time, and adds an interesting twist to the age-old question of whether or not men and women can possibly be friends with each other without the desire to insert parts of each other into various orifices getting in the way.

    The simple answer to said age-old question is, of course "Yes, don't be silly". Take stock of your friends for a moment and there's probably a good balance of both boys and girls there. And there are probably some people of the opposite sex (assuming heterosexuality for the purposes of this argument) that you don't want to jump at the first opportunity. Even when drunk. The reasons for this could be many; maybe you don't fancy them, maybe you value your friendship too much, maybe you've even had a relationship with them in the past. But the fact is, opposite-sex friendships can and do happen.

    It's when they're a little lop-sided that difficulties happen, and such is often the case with Mr Nice Guy.

    Let's take a hypothetical situation. Ms Ladygirl is having a tough time of it. Her partner, Mr Wrong, isn't what she wants, but she doesn't want to leave him—either she doesn't want to be alone or she has somehow convinced herself that she "loves" him. She confides in Mr Nice Guy, who 1) fancies her and 2) thinks it's blindingly obvious that he could do a better job of providing her with happiness, cake and orgasms than Mr Wrong could ever do. Mr Nice Guy, being a decent, upstanding sort of chap, though, also generally does not like to exacerbate situations where emotions run high by throwing his own, possibly unexpected, feelings into the mix. So he listens to Ms Ladygirl, offers her support, takes care of her, holds her hair out of her face when she's sick, carries her home when she gets wasted and then leaves her to sleep while he walks home to go and have a biiiig wank and cry into his pillow.

    It's a difficult (and, I hasten to add, completely hypothetical) situation. But what should Mr Nice Guy do? If he says nothing, then obviously nothing will happen for him. If he says something, though, Ms Ladygirl may interpret it as a selfish act—"I want you. So get rid of him."—whereas he in fact meant it more as "You're not happy. I want to see if I can make you happier than he does."

    Of course, there's always the chance that Ms Ladygirl would correctly interpret his advances, cast aside Mr Wrong and happily live forever after with Mr Nice Guy. But due to the nature of your average Mr Nice Guy, that doesn't happen that often.

    Which is a pity, really, because Mr Nice Guys, as their name suggests, are in fact very nice guys. They're not boring, they're not clingy, they're not any of the assumptions you might care to make about them. They're people too; people who like helping others and hope that one day their caring, considerate, compassionate nature will bring them a partner who truly deserves their attention.

    So if you're a Ms Ladygirl and you're clearly dating a Mr Wrong, I'd strongly urge to to pay attention to those non-spoken, non-obvious telepathic signals that the Mr Nice Guy you inevitably know is highly likely sending you.

    Do the guy a favour. Grab him by his lapels and kiss him. Neither of you will regret it.

    The post #oneaday, Day 28: He Seems Nice appeared first on I'm Not Doctor Who.

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    #oneaday, Day 27: To Whom It May Concern https://imnotdoctorwho.moegamer.net/2011/01/27/oneaday-day-27-to-whom-it-may-concern/ https://imnotdoctorwho.moegamer.net/2011/01/27/oneaday-day-27-to-whom-it-may-concern/#comments Thu, 27 Jan 2011 21:40:12 +0000 http://angryjedi.wordpress.com/?p=2101 Dear God/Cthulhu/Nyx/Nicola from Girls Aloud/Kefka/Des/Mr Denton/GLaDOS/G-Man/Bhaal/Fate/whoever is actually in charge of everything, I'm not a praying man. You know that. I'm not even a religious man. But I'm asking for a favour. One little favour. That surely won't be much for someone of Your calibre of magnificence/horror/weirdness/hotness/badassness/system specifications. Said favour will only take up one … Continue reading #oneaday, Day 27: To Whom It May Concern

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    Dear God/Cthulhu/Nyx/Nicola from Girls Aloud/Kefka/Des/Mr Denton/GLaDOS/G-Man/Bhaal/Fate/whoever is actually in charge of everything,

    I'm not a praying man. You know that. I'm not even a religious man. But I'm asking for a favour. One little favour. That surely won't be much for someone of Your calibre of magnificence/horror/weirdness/hotness/badassness/system specifications.

    Said favour will only take up one day. One day. 24 hours on this Earth. You can spare a day, right? I don't mind what You do on the day after. You can rain down locusts, devour the planet, send forth Your spawn into the wilds, ruin the world, remake it in Your own image or hire a guy with a crowbar to kick some ass. I don't care.

    All I ask is that for one solitary day, all of the Nice People get to have a Good Day. A Good Day together that they can all enjoy at the same time. Maybe down the pub. Because inevitably, what happens right now is that Person A has a Bad Day, Person B has a Fucking Terrible Day, Person C has a Great Day and Person D is "meh" about the whole thing. Person B is thrust into the very depths of depression. Person A moans about their day, but then feels guilty as soon as they come across Person B's problems, which are clearly worse than their own. Person C wants to celebrate their Great Day but doesn't want to make Person A and B feel bad or envious, while Person D gets all the shit from the other three lumped on them as they all vent their frustrations on the one truly neutral party in the whole debacle. And then no-one wants to go down the pub.

    This is clearly a Very Silly Situation. Now, Your own personal ideology may not be particularly compatible with the concept of a Good Day. But look at it this way: if You're the type to go devouring worlds, covering them with fire and/or making things "fall into shadow" (whatever that means—surely you can just turn on a light) then surely won't it hurt more if You fuck shit up immediately after everyone has had a Good Day? Yeah. Now we're talking, right?

    If, on the other hand, You're the benevolent type, then think how much good spiritual-currency-of-your-choice You'll acquire from the provision of a universally Good Day. People will be happy and they'll be inclined to thank You for said provision. That'd be nice, wouldn't it? I played Populous. I remember how it works. More mana means MOAR VOLCANOES. You know You want to.

    Now, there are, of course, some flaws in this plan: namely, that one person's Good Day may well cause someone else to have a Bad or even a Fucking Terrible Day. But I trust that You, in your infinite wisdom, will be able to sort something out. If it helps, You can limit the Universally Good Day to people that are "nice", haven't pissed me off recently and aren't likely to. Or just my friends. I'm cool with that.

    Basically, what I'm saying is: sucky things keep happening to Good People. Please, for one day, stop it and let people just enjoy life for once. I know that I'd be very grateful. And I know there are plenty of others out there who would too.

    So at least think about it, huh?

    Amen/Ia! Ia! Cthulhu fhtagn!/May you always draw the right cards/You are well sexy/Synthesised laughs are the best/You're a twat but I like you despite yourself/I like your sunglasses/This was a triumph/May you always be a Free-Man/FACE ME FACE THE NEW LORD OF MURDER/Korah matah korah rahtahmah/Yours faithfully,

    Pete

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    #oneaday, Day 26: On Culture, and Farting on Things https://imnotdoctorwho.moegamer.net/2011/01/26/oneaday-day-26-on-culture-and-farting-on-things/ https://imnotdoctorwho.moegamer.net/2011/01/26/oneaday-day-26-on-culture-and-farting-on-things/#comments Wed, 26 Jan 2011 21:10:13 +0000 http://angryjedi.wordpress.com/?p=2094 The other night, I posted a question on Formspring. I thought I sent it to just a couple of friends but apparently somehow shared it with the entire Internet, as a lot of people, some of whom I hadn't come across on Formspring before, appeared to be very enthusiastic to answer it. I was somewhat … Continue reading #oneaday, Day 26: On Culture, and Farting on Things

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    The other night, I posted a question on Formspring. I thought I sent it to just a couple of friends but apparently somehow shared it with the entire Internet, as a lot of people, some of whom I hadn't come across on Formspring before, appeared to be very enthusiastic to answer it. I was somewhat surprised at the amount of depth people were putting into their answers, because it was, after all, a somewhat flippant question that I wasn't expecting people to take seriously at all. How wrong I was.

    This was the question:

    Out of The X-Factor/American Idol and equivalents; Jersey Shore; the music of Girls Aloud; the Call of Duty series; and cakefarts (don't look it up, it's exactly what it sounds like), which has had the most beneficial impact on society, however small?

    My thinking behind it was this: here is a list of arbitrarily-chosen things that are all either irritating, disgusting, amusing or awesome depending on your outlook. Is there one that people see as significantly "better" than the others?

    Turns out not, actually. Everyone had some good points to make.

    @Ajguy had a short but sweet answer:

    Cakefarts by far. Yes, I am familiar. And yes I've gotten a lot of friends with it.

    It's probably important to choose who you're going to show Cakefarts to carefully, because after all, it is exactly what it sounds like. But it's the sort of thing you can show to people and they certainly won't forget it in a hurry. (If you're not familiar, seriously, don't look it up, especially if you're at work; the clue's in the name) If you are acquaintances with people who don't "get" the Internet, you'll be an Instant Legend.

    @Cidergirli agreed with AJ, but for different reasons:

    I'm going to have to go with cakefarts, purely because it's the only one which appears to be open and honest about its use of cake. Also: cake.

    @MJPilon had a thoughtful take on the issue and came out in favour of American Idol/X-Factor:

    The answer I have off the top of my head is American Idol and equivalents because despite all the craziness that has sprung up around these shows, at their heart, these shows demonstrate that people should not give up on their dreams and that if they work for it, they can achieve what they desire. Anything which can still evoke these feelings and notions in people are beneficial for society.

    He was concerned immediately after that he may have missed the point of the question, but I think that's a decent answer; though personally I feel that "ambition" shouldn't require a TV show to inspire people to reach for the stars.

    @C64Glen came out in favour of Girls Aloud, though not for the reasons you might expect. Or possibly the reasons you might expect, given his username. I wasn't familiar with the factoid he shared, though. TIL.

    Girls Aloud easily, some of the tracks and production on the 'Out of Control' album is great. Some of it by former C64 musician Matt Gray. E.g. Untouchable (instrumental)

    @Shinogu showed where his priorities lie with his response:

    Jersey Shore? They were the only people of that selection at the LittleBigPlanet 2 World Record event.

    @Cilllah, ably aided by @Culley25, got straight to the point of the matter:

    All of them prove one very important fact – mental illness makes money.

    Fair point. @Bungiesgirl then came up with an image that you will either find delicious or nightmarish depending on your opinion of two of the things mentioned in the original question:

    Surely it is a combination of Girls Aloud and Cakefarts?! Girls aloud because they have a hot(ish) redhead, cakefarts just for the LOL! preferably these two things should be brought together into one super site of Girls Cakefarts Aloud.

    I like the redhead in Girls Aloud. Nicola. She has a name. Nicola. I like Nicola. I understand she's not the most popular option. That's just fine by me.

    Sorry, where was I? Oh, right. @minifig came up with some fair points in favour of Girls Aloud and Call of Duty, with a disclaimer:

    Call of Duty probably wins it, since the development of the game has at least pushed a few technological boundaries a little way, and probably just enough to outweigh the huge timesink it is for the people that play it. However, I think Girls Aloud probably come second since:
    1. They have a couple of songs that aren't too offensive and
    2. The amount of masturbation they've induced may well have had an impact to reduce the fertility of large numbers of men, thereby reducing the world's already excessively large population.

    Not that I like either CoD or Girls Aloud.

    It was around this point that the answers started to gradually increase in length, depth and intensity of feeling. Here's @docbadwrench:

    Thankfully, I only know what a few of those things are. However, I think I get the general point.

    Based upon the available data, I would have to conclude that Call of Duty has the most beneficial (though incredibly small) impact upon society. It encourages aiming, which is highly important if you use a gun.

    In fact, if all fans of the aforementioned list could improve their aim, then they might kill one another; this could be another net gain for society. Perhaps, if we could plant subliminal messages into Call of Duty games encouraging people to buy guns. Then, extending the message further, perhaps their American Idol viewing parties would include handguns, just lying around on the table, in case there's a conflict about whether the latest off-key primadonna is the bestest of them all.

    Definitely Call of Duty.

    "allpointsnorth", whom I'm not sure I know on Twitter (apologies if I do) had this to say:

    I suppose the knee jerk and natural response is that none of those programmes have any beneficial impact, but that would be a touch lazy and, not really fair.

    Like most things it depends upon how you measure it. If we take beneficial to mean that more people enjoyed it so it must be more beneficial then I suppose I'd have to say Call of duty? 55 million sold worldwide. I guess Call of Duty would also fall into the 'brought economic rewards to many' view of beneficial too, though I'm sure that Jersey Shore brings in the cash too as will Girls Aloud.

    However, I'm not really a big fan of measuring society against some sort of scale. I don't think it really works like that. To break society down in such binary ways is tempting as it allows us to explain and comprehend the world around us so much more simply. However, society isn't simple and what benefits one, no doubt, harms another. Even if that harm falls into a socially acceptable form of harm that we ignore.

    Of the things here I'd say that Girls Aloud benefited me most as I've enjoyed a selection of their poptastic hits and the videos to go with them more than Jersey Shore, Call of Duty or Cakefarts – none of which I have seen. So, clearly, the music of Girls Aloud is the winner here and has done the most to benefit society at large.

    Interesting point. What is "beneficial" to society? Is it something that brings economic rewards? Something that benefits art and culture? Something that makes people happy?

    @planetf1 had a simple but accurate answer to my question:

    I'd go for xfactor/idol simple as it's given a lot of people pleasure, helped many with a career/breaking into the music industry, has stimulated discussion & allowed many people to share a common experience.

    Discussion there certainly is; like it or hate it, during any high-profile "reality" show on TV, Twitter will be abuzz with discussion about the show in question, whether it's in-depth debates about which floppy-haired twat is the "best" or people ranting and raving how much they don't care about whatever programme it is.

    Two more, then we're done. @MituK had this wonderfully analytical, scientific approach to share on the subject:

    Ooh, interesting. Well, let's assume that 'beneficial impact' can go into negatives, and assess each accordingly.

    I know that there is a difference between X-Factor-type-shows and Jersey Shore, but both seem to elevate fame for it's own sake; even where hard work and talent are not what is being rewarded. This has led to a whole generation(s) of kids valuing fame for it's own sake, rather than as a consequence of hard work. Definitely negative impact. We'll give this a -5 rating for 'beneficial impact'

    Similarly, the music of girls aloud – this has created tunes I can happily bop along to when in the mood, but it's also meant Cheryl Cole, who most little girls (according to a recent survey) would like to grow up to be, so this creates the same problem as described in the first paragraph. We'll give this an arbitrary rating of -0.5, weighing up those two things…

    The CoD series – hmm, perhaps there has been no negative impact other than the already-existing self-perpetuating desire for studios to churn out yet more of these types of games. HOWEVER, it's existence has no doubt also inspired some of the many smart people interested in game design to want to create more interesting video game experiences (think indie scene). So, perhaps in a way this has had beneficial impact of +2 (of course I'm being idealistic here).

    Cakefarts get a 'beneficial impact' rating of 0, because that is precisely how long I want to think about cakefarts.

    So, on that scale, CoD wins, I guess!

    And finally, @jennfrank shares a convincing argument in favour of Jersey Shore:

    I've had more conversations about Jersey Shore than I've ever had about Idol or Talent or Call of Duty, and while these are all legitimate cultural milestones, OH MY GOD, don't get me started on all the million reasons Jersey Shore is my heart and soul.

    I love these earnest people earnestly, without a wrinkle of irony–I do!–and I love their passion for life and their perfectly foreign codes of morality and chivalry and fashion. But it's this amazing anthropological study that no other show dares attempt, which is edgy in its way, and the cast, in turn, are these amazing actors who improvise their warts, these utterly authentic famewhores who relish in their own faults and even explain them all out, looking directly into the camera in partial states of drunkenness and undress.

    Watching the show, for me, reproduces much the same crackle I felt as a tween watching early Real World, but instead of feeling a voyeur's envious thrill at the specter of adults away from home for the first time, I instead know the envious thrill of watching kids away from home for the first time. So it's the same, and it's not the same.

    Also, these folks are classy: Snooki is a NYT bestselling author, and Jenni "JWOWW" Farley is a spectacularly talented painter.

    So there you have it. Points in favour of all of them, and proof positive that easily-derided cultural phenomena sometimes carry more significance than you might think personally.

    Still hate X-Factor, though.

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    #oneaday, Day 25: Read This Post, It's Shit https://imnotdoctorwho.moegamer.net/2011/01/25/oneaday-day-25-read-this-post-its-shit/ https://imnotdoctorwho.moegamer.net/2011/01/25/oneaday-day-25-read-this-post-its-shit/#comments Tue, 25 Jan 2011 20:27:26 +0000 http://angryjedi.wordpress.com/?p=2089 I started using some new toothpaste last night. It's called "Corsodyl Daily", and the best way to describe its taste would be to invite you to imagine that a cat had drunk an aromatherapy shop dry and then vomited copiously directly into your mouth whilst you were plucking up the courage to swallow the gob … Continue reading #oneaday, Day 25: Read This Post, It's Shit

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    I started using some new toothpaste last night. It's called "Corsodyl Daily", and the best way to describe its taste would be to invite you to imagine that a cat had drunk an aromatherapy shop dry and then vomited copiously directly into your mouth whilst you were plucking up the courage to swallow the gob of spunk that had inexplicably appeared inside your oral cavity without, to your knowledge, anyone's genitalia having been anywhere near your face.

    Sorry. But it really is fucking disgusting. The thing is, though, Corsodyl are well aware that it tastes like some sort of hideous combination of essential massage oils, vomit and sperm, and they pretty much warn you of this on the back of the tube.

    "It contains a special combination of plant extracts and mineral salt," it says, "so you may find it takes a few weeks to get used to the unique taste and sensation." I will resist the opportunity to make any obvious jokes at this juncture but I can think of at least one of you readers who are providing said joke for yourself right now. I can read your mind.

    It doesn't stop there, though. "Special combination" and "unique taste and sensation" sound quite positive, don't they? Let's not beat around the bush here, Corsodyl. You'd like everyone to know that your toothpaste tastes vile. So why not depict it with a handy graph—oh, you have.

    Yes, that handly line graph you're seeing right there (ignore the man behind the curtain toothpaste tube) is indeed a "product satisfaction over time" graph with no scale showing that early in your relationship with Corsodyl Daily, it will make you sadface, whereas an undisclosed amount of time down the road, you will be happyface as a direct result of using it. You'll notice how the graph appears to operate in three dimensions, however, with the line of predicted satisfaction stretching off into the distance, leading me to wonder what the Z-axis represents. Amount of kittens you have allowed to vomit into your gullet? Number of oral sex "giving" sessions you've had? Quantity of pure essential oils consumed over the entire time period of you using the toothpaste?

    Whatever. They have apparently proven that vomity-spunky-aromatherapypaste is worth persisting with, because they've proven it with SCIENCE! or possibly MATH!(S!)

    The "buy this, it's shit" approach appears to be gathering some momentum. I received a press release from an iPhone developer this morning chastising a large proportion of players for giving their game Crap of Defense the "highest rating for playability". This in humorously broken English, too, which makes the whole thing even more enjoyable. I quote:

    "We, the ifun4all team, have to communicate something very important. It is a violation of respect for us that all peples treat us like this. Our team will no longer tolerate such abuse of our game "Crap of Defense." A large part of the population of players should be fined or even a public flogging as we do in our village. "Crap of Defense" was to be the worst game in the world, unfortunately, no one want to listen and then get the highest rating for playability. Enough of this. Our children will live with this stigma. Laszlo met a very nice girl, the daughter of a local merchant of birch syrup. The girl did not have one leg but friends says that they will have beautiful children. We decided to take the game out of the market. Hungary will win again."

    And then, of course, there's the famous advertising campaign for Marmite, which proudly states up front that you might hate it. Ballsy. But apparently it works.

    In fact, it's the advertising equivalent of that arsehole at the bar who wanders up to the prettiest girl in the place, calls her a cunt and knocks her drink over and ends up shagging her for all eternity. In space. Surrounded by money. And more pretty girls.

    I hate that guy.

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    #oneaday, Day 24: Your Over Their https://imnotdoctorwho.moegamer.net/2011/01/24/oneaday-day-24-your-over-their/ https://imnotdoctorwho.moegamer.net/2011/01/24/oneaday-day-24-your-over-their/#comments Mon, 24 Jan 2011 21:30:24 +0000 http://angryjedi.wordpress.com/?p=2085 The T-shirt in the comic above actually exists. So we've arrived at a situation where people don't even proofread clothing. Actually, I remember a friend who works in the printing business telling me a while back that it's not the responsibility of the printing company to proofread or correct things like this; it's the original … Continue reading #oneaday, Day 24: Your Over Their

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    The T-shirt in the comic above actually exists. So we've arrived at a situation where people don't even proofread clothing.

    Actually, I remember a friend who works in the printing business telling me a while back that it's not the responsibility of the printing company to proofread or correct things like this; it's the original designer's fault. And it's true—it is the original designer's fault and they should be ridiculed for producing it (especially as it's a pretty shitty design anyway), not to mention the idiots who pay money for it. I know for a fact if I was asked to print the T-shirt above I'd find it incredibly difficult to not correct it, though.

    The reason? I believe in the sanctity of language. That's a pretentious way of saying that I believe strongly that we should continue to spell things "correctly". I know, I know, language changes over time and all that. But the reason we have certain rules in place with today's modern form of English is to aid understanding.

    Take "your" vs. "you're". We have two forms of "your/you're" to prevent ambiguity. "You're", as everyone knows* is short for "you are", with the apostrophe denoting that at least one letter has been removed to form a contraction. "Your", on the other hand, is simply a possessive pronoun used as a an attributive adjective showing when something belongs to "you". "If your single, so am I" doesn't make any grammatical sense because, assuming that "single" is being used as a noun (which it should be if it's following the word "your") it needs a verb, otherwise the response to the T-shirt's slogan is "If my single is what?". "If you're single, so am I" does make sense, however, because it's saying "If you are single, so am I". Which is a stupid and somewhat sluttish statement to make, but grammatically correct.

    Unless, of course, they were going for a very heavily-buried programming joke. You know, like when you're programming in C or something similar and instead of saying "if (single = true) { haveSexWithMe(); };" you can instead say "if (single) { haveSexWithMe(); };". Essentially, then, suggesting that the full slogan is in fact "If your single status is firmly confirmed without any possibility of you being a cheating skank-basket, you can assume I am also single, even if I am not in reality", but shortened to fit across someone's boobies. I somehow think this scenario is unlikely, however.

    Some accuse people who get riled about this sort of thing of being snobs. And perhaps we are; but to my mind, there's not really a good excuse for using the wrong "your". It's two extra keystrokes to type "you're", a couple more flicks of the pen. We're taught how to use "your" and "you're" in primary school. I know plenty of people who have difficulties such as dyslexia who still know how to use the correct form of "your" and do so.

    The only explanation I can come up with, then, is either laziness, ignorance or both. In an environment such as the Internet, your (yes, YOUR) written words are how you make your first impression. In reality you don't walk into crowded rooms shouting "HERP DERP HERP", belming and masturbating furiously, do you? So make sure you use the right word once in a while, hmm?**

    * Well… apparently not.
    ** I am not for a second saying that using "your" instead of "you're" means that you're the sort of person who enters a room belming, masturbating furiously and shouting "HERP DERP HERP". Although you might be. In which case you quite possibly deserve everything you get.

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    #oneaday, Day 23: OMG So Dreamy https://imnotdoctorwho.moegamer.net/2011/01/23/oneaday-day-23-omg-so-dreamy/ https://imnotdoctorwho.moegamer.net/2011/01/23/oneaday-day-23-omg-so-dreamy/#respond Sun, 23 Jan 2011 20:12:48 +0000 http://angryjedi.wordpress.com/?p=2081 Dreams are weird. Don't try and pretend you've never had a weird one. We've all been there, however disturbed, slightly sick or moderately turned-on we might feel the morning after. I described some past experiences and childhood recurring dreams some time ago after a particularly vivid and surreal one that faded quickly. I have never been … Continue reading #oneaday, Day 23: OMG So Dreamy

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    Dreams are weird. Don't try and pretend you've never had a weird one. We've all been there, however disturbed, slightly sick or moderately turned-on we might feel the morning after. I described some past experiences and childhood recurring dreams some time ago after a particularly vivid and surreal one that faded quickly. I have never been asked to "obey the grapefruit" as part of a dream, but it's not beyond the realms of possibility, surely. (Phillipe must be stinging a bit, though, I imagine.)

    This morning, I woke up after another especially "real-feeling" one wondering what on Earth had just happened. Your behaviour in a dream often makes you wonder exactly how you'd react if you genuinely found yourself in the situation you'd just been dreaming about. But then if you think about it a bit harder, it's probably fairly unlikely that something like that would actually happen. And if it did, you'd probably just collapse into a corner and start crying until the ambulance arrived.

    In last night's dream, I was in a hotel. Fair enough. I was also naked. As you tend to be in many dreams. Banish the thought of my Adonis-like body from your mind for a moment and let's continue. (I hasten to add at this point that it wasn't a "dirty" dream, despite what I'm about to describe next.)

    In this hotel was a pornography convention. I'm not even certain that hotels allow you to hold pornography conventions in them, but this hotel certainly was holding a pornography convention. Most people in attendance were also naked, but because of the sheer amount of material around the place which depicted naked people engaging in various fun activities (you know, like playing in a ball pool, enjoying a delicious hot dog, sucking on a lollipop or, well, fucking) the amount of naked bodies around the place didn't feel at all peculiar.

    I wandered out of the main convention hall; I'd obviously joined my dream self at a time when he needed a bit of a break from watching people enjoying delicious hot dogs. I walked around the lobby area and into a corridor and almost immediately found myself lost, with no sign of anyone else around, no sign of a way back to the convention hall and no sign of the lobby. It was getting a bit dark, too. Having played Silent Hill 2, I knew that hotels getting dark is rarely a good sign, so I picked up the pace a bit.

    I passed through a door and found myself in a room with a selection of non-specific objects on a table, and a small bag. There was also a large window looking out onto another room that was physically impossible to be in the place it appeared to be in, judging by the shape of the corridor outside. There was someone in the room fumbling around with equipment on a table. I knew that I had to put all the objects on the table in the little bag without the person in the room seeing that I was doing so. It didn't matter if he saw me, I just knew it was important he didn't see what I was putting into the bag.

    I successfully put the things in the bag without the other person noticing, and I then inexplicably left the bag behind on the table and ran out into the corridor. The corridor was still darker than "normal", but just light enough to see by. I continued exploring the labyrinth of passageways which seemed to get more and more complex by the moment until I came, finally, to what looked like the end of the passageways.

    There was a door in one side of the corridor. An old lady opened the door just as I was gazing at it, and I realised that this wing of the hotel was actually an old people's home. The old lady was about to speak, then I woke up feeling more than a little bewildered and surprisingly exhausted by the whole situation.

    I think I may have "issues".

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    #oneaday, Day 22: Make Love, Not Hate https://imnotdoctorwho.moegamer.net/2011/01/22/oneaday-day-22-make-love-not-hate/ https://imnotdoctorwho.moegamer.net/2011/01/22/oneaday-day-22-make-love-not-hate/#comments Sat, 22 Jan 2011 21:13:15 +0000 http://angryjedi.wordpress.com/?p=2077 On the Internet, opinions exist in a binary state for many people. There is your opinion (1), and there is everyone else's opinion (0). Sometimes other people's opinions coincide with your own, meaning they can join you in the happy 1 gang, while the 0-toting losers get to stand over there being Wrong. It's strange, … Continue reading #oneaday, Day 22: Make Love, Not Hate

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    On the Internet, opinions exist in a binary state for many people. There is your opinion (1), and there is everyone else's opinion (0). Sometimes other people's opinions coincide with your own, meaning they can join you in the happy 1 gang, while the 0-toting losers get to stand over there being Wrong.

    It's strange, though, really, isn't it? People develop such strong feelings about particular issues, and these opinions spread virally very quickly via all forms of the media. I remember reading about this in A-level Sociology and forget all the names and dates of studies concerned, but since this isn't an essay I'm not going to go and look them up. What I do know is that nowadays, such opinions spread far quicker than they have ever done before thanks to the immediacy of online social interactions, meaning that in some cases people may end up feeling that they should change their opinions on things in order to remain somehow "credible".

    'Twas ever thus, of course, with the school bullies always listening to the most badass music out there whilst the flute-playing pansies amongst us voluntarily listened to—or even played—classical music. (Guess which of the two categories I was in, though I didn't play the flute. Flutes are for girls.) One group tended to kick the shit out of the other on a fairly regular basis, and it was usually a pretty one-sided battle.

    You shouldn't start actively hating something just because other people say so, though. You should take pride in your tastes, however idiosyncratic or separate from the supposed "norm" they are.

    Let's take a few examples of Things I Like That Should Be Embarrassing To Admit But Really Aren't, Honestly, No, Stop Looking At Me Like That And Please Don't Unsubscribe, Think Any Less Of Me Or Be Any Less Likely To Do Nice Things For Me (Like Buy Me Cake, Give Me A Big Wet Snog Or Make Me A Delicious Roast Dinner) Should The Opportunity Come Up.

    Okay. I can do this.

    (takes deep breath)

    I like Robbie Williams. I also enjoy the comedy of Michael McIntyre, the radio show of Chris Moyles, the bubblegum pop music of MIKA and think Ke$ha's album is a work of quirky genius that I believe I have described as "sounding like Kelly Clarkson being forcibly inserted into a NES" on several occasions. I voluntarily bought both Dead or Alive Xtreme games and played them a lot, and not just for the bazongas involved, I enjoyed the dumbass illogical "dating sim" mechanics that were in there too. I follow Katy Perry on Twitter and find her music cheerfully uplifting. And I own two Spice Girls CDs.

    Tastes change over time, of course, but who's to say that I'm "wrong" for liking any of those things just because the popular opinion is to hate them and deride those who enjoy them? I'm just as guilty as anyone else, of course; I find myself hating shows such as The X-Factor, Strictly Come Dancing and the like irrationally and automatically. I loathe Call of Duty. I would rather gouge my own eyes out than watch anything involving Piers Morgan (I think we can all agree on that one, surely).

    The world would undoubtedly be a nicer place where everyone could feel more confident in themselves if our personal preferences stopped being scrutinised so much, and assumptions made based on those preferences. Take the recent announcement of Final Fantasy XIII-2, for example, a sequel to one of the most controversial Final Fantasy games there has ever been. Not because of the content, but because of the gameplay, which wasn't to everyone's liking. There are people out there who assume that because Final Fantasy XIII wasn't to their taste, XIII-2 is going to be shit as well. Justifications range from "Square have lost their way" (well, perhaps, but can't they pick it up again?) to "it's the same team, of course it's going to be rubbish" (because everyone is always universally good or universally bad?) and it's nonsense. Nonsense I tell you!

    Basically, do your blood pressure a bit of good and start concentrating on the things you like a bit more. Tell people how much you like them, by all means. But let's all make a pact to stop making people feel bad about things that you, personally, "hate".

    Unless it's terrorism, AIDS or Piers Morgan. You can hate those as much as you like.

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    #oneaday, Day 21: Fun Games to Play With a Microwave https://imnotdoctorwho.moegamer.net/2011/01/21/oneaday-day-21-fun-games-to-play-with-a-microwave/ https://imnotdoctorwho.moegamer.net/2011/01/21/oneaday-day-21-fun-games-to-play-with-a-microwave/#comments Fri, 21 Jan 2011 21:44:02 +0000 http://angryjedi.wordpress.com/?p=2072 It's important to have some basic survival strategies in mind for every situation you may potentially find yourself in as part of daily life. And I'm not talking about those "just in case there's a nuclear war and/or zombies" survival situations; I'm talking about those everyday situations which are statistically rather more likely to happen … Continue reading #oneaday, Day 21: Fun Games to Play With a Microwave

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    It's important to have some basic survival strategies in mind for every situation you may potentially find yourself in as part of daily life. And I'm not talking about those "just in case there's a nuclear war and/or zombies" survival situations; I'm talking about those everyday situations which are statistically rather more likely to happen in your own lifetime, however stupid they might be.

    For example, plausibly at some point in your life you may find yourself locked in a kitchen. Most people typically don't have locks on their kitchen doors, but you never know; you might find yourself in the one house that does lock their kitchen doors (perhaps they're trying to give up the midnight snacking or something) or indeed the kitchen of a fancy restaurant or hotel.

    So picture the scene: disaster has struck. You, and possibly a few companions, have found yourself stuck in a kitchen. You can't get the door open, and everyone outside who could have plausibly let you out of said kitchen has now left the immediate area/building to go and have sex and/or watch television.

    You're not left wanting for food—bitch, you be in a kitchen, yo—but you are somewhat starved of entertainment. It's at this point that you—yes, you—can be the resourceful member of the group who teaches your companions how to have fun using only a microwave and some other utensils which are readily available in your average kitchen. Imagine what fun you'll have while you wait to be rescued!

    Bomb Disposal

    Oh no! There's a bomb in the kitchen! And it looks suspiciously like a microwave! What are you going to do? Defuse it, that's what, and you're going to do it in a cool way like in the movies.

    You will need:
    A microwave
    Something to microwave that won't explode or catch fire (frozen chips are ideal)
    Something to keep score with (frozen chips are ideal)

    Players: 3-the number of people you can physically fit in the kitchen.

    Objective: To be the coolest bomb disposal technician on the Force.

    Danger rating: Minimal

    How to play:

    One player is the Terrorist. They set the microwave to whatever time they like while one player, who is the Bomb Disposal Expert, faces in the other direction.

    The Terrorist shouts "You have [amount of time microwave was set to] to save the world, asshole!" and then starts microwaving something. The Bomb Disposal Expert must remain facing in the other direction, and turn round in order to bash the "Stop" button on the microwave before the timer reaches zero. If the timer reaches zero, the current player is eliminated and must eat something raw that is usually cooked (frozen chips are ideal).

    Once all non-Terrorist players have had a go, the person who stopped the timer closest to 0:01 wins a point. Give them something to celebrate their victory with (frozen chips are ideal). Repeat until bored, or you run out of microwaveable foodstuffs.

    In case of a tie, resort to a frying-pan fight.

    The Great Exploding Fruit Race!

    It's Race Day in the kitchen, but you're not watching cockroaches scurry along crudely-designed courses marked out by baked beans! No! You're going to make fruit explode!

    You will need:
    A microwave
    Several different types of fruit
    Something to write on and with (if no pens or paper are available, use a bottle of tomato ketchup or seafood sauce to write on walls/floor)
    Something to keep score with (frozen chips are ideal)

    Players: 1-a bajillion

    Objective: To correctly bet how long it will take before the fruit you place in the microwave explodes.

    Danger Rating: Moderate

    How to play:

    One player chooses a piece of fruit. Everyone  writes down how long they think it will be before the fruit explodes. The fruit is microwaved until it explodes. The person nearest the correct answer wins a point. Repeat until you run out of fruit, you get bored, or your microwave explodes.

    The Great Supper-Time Race!

    It's another Race Day in the kitchen, but this time it's all about using your mad chef skills to beat the microwave at its own game! Except microwaves aren't very good at making sandwiches, making you inherently better, so they have something more up their alley (Making Things Unevenly Hot) to do!

    You will need:
    A microwave
    Sandwich ingredients (bread, butter and mutually-agreed fillings)
    Some milk
    A microwaveable cup

    Players: 1-as many as you bloody well want

    Objective: To successfully make a delicious sandwich before the microwave finishes warming a cup of milk.

    Danger rating: Minimal

    How to play:

    Fill the cup with milk. Set the microwave for however long it normally takes to warm the milk without exploding—we're not playing the bomb game any more. Two minutes is a good bet for average home microwaves. If you're using a high-power industrial microwave from a restaurant, this game is much more difficult. Then put the cup of milk in the microwave and start it.

    Now you must make a complete and structurally-sound sandwich before the milk is finished warming. If you fail to achieve this, all the other players are allowed to call you a "bell-end" six times a day until the end of the week, even if you're in front of your parents.

    In case of ties, all participants must then eat their milk and drink their sandwich as quickly as possible. Wait, what?

    You Got Balls, Kid, I Like That

    This is the most extreme game you can play with a microwave that doesn't involve putting yourself inside it, and since most microwaves are not big enough to fit average-sized drunk humans (because let's face it, if you're locked in a kitchen, you're probably drunk) that isn't an option right now. This game may still result in your death and/or arson charges.

    You will need:
    A microwave
    A selection of metal objects
    Something to keep score with (frozen chips are ideal)
    Balls of steel/equivalent ladyparts

    Players: 1 (if suicidal)-many (mass suicide pact)

    Objective: To be the bravest person in the group without killing everyone and/or burning down the kitchen you are locked in.

    Danger Rating: If You Play This One For Real, You're An Idiot And Deserve Everything You Get

    How to play:

    One player chooses a metal object and places it in the microwave. They then turn on the microwave and watch the pretty blue lightning. They must then stop the microwave as soon as they get scared something might be about to catch fire, explode and/or kill them.

    The next player then steps up and does the same, until all players have had a go. The player who held on the longest without killing anyone is the winner of that round and gets a point. Repeat until you realise what a stupid idea this game is, and resort to chef's knife swordfighting instead.

    If anyone dies during this game, everyone loses.

    I hope you enjoy these games. I am not responsible for any deaths that occur as a result of playing You Got Balls, Kid, I Like That.

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    #oneaday, Day 20: Idea Factory https://imnotdoctorwho.moegamer.net/2011/01/20/oneaday-day-20-idea-factory/ https://imnotdoctorwho.moegamer.net/2011/01/20/oneaday-day-20-idea-factory/#respond Thu, 20 Jan 2011 22:52:32 +0000 http://angryjedi.wordpress.com/?p=2068 They—I'm not sure who, just, you know, "them"—say that you should never write about writer's block. Which is why I'm not writing about writers block; I'm writing about how I avoid it. An important thing to consider if you're going to be writing something every day, I'm sure you'll agree. Firstly, I never think "I … Continue reading #oneaday, Day 20: Idea Factory

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    They—I'm not sure who, just, you know, "them"—say that you should never write about writer's block. Which is why I'm not writing about writers block; I'm writing about how I avoid it. An important thing to consider if you're going to be writing something every day, I'm sure you'll agree.

    Firstly, I never think "I have nothing to write about". If you believe you have nothing to write about, you're not thinking hard enough. There is always something to write about, even if it's the mundanity of your day, how much rubbish there is on your desk or how much your pants smell.

    Banished that phrase from your memory? Good. Now you can start narrowing down all those possible things that you can write about into the one thing that you actually are going to write about.

    First of all, think about your day, personally. Did anything interesting happen? Did anything amusing happen? Would other people find those things interesting or amusing? Is it something that you'd particularly like to remember when looking back over random entries months down the line? If not, then probably best to steer clear of writing about your day.

    Next, think about the news. Did anything interesting happen? Did anything amusing happen? You get the idea. Did anything happen that you consider is worth commenting on? If so, why not try writing about it? There have been plenty of posts around the One A Day Project recently that are topical in nature, and they've sparked plenty of discussion in comment threads and even some complete counter-blogs at times.

    If there's nothing in the news that tickles your fancy, think about the most recent thing that has irritated you. People seem to enjoy a good rant about annoying things, particularly if they can relate to them. Perhaps you can frame it in the wider context of something else, or even start an occasional series of Things That Really Piss You Off About Socks.

    If you're the mild-tempered sort and don't get annoyed about socks or the declining badger population of our riverbanks, perhaps something has inspired you recently. Maybe it's something a friend did or said that's led you on to doing something else. Maybe you've made the decision to make some changes in your own life, and you'd like to state them publicly "for the record", as it were. Even if your blog doesn't enjoy that many readers, putting virtual pen to metaphorical paper and stating in attractive, clear Times New Roman that yes, you are going to stop scratching your testicles in public because it is Freaking People The Fuck Out is more powerful than just making a resolution to yourself.

    If there's nothing in reality that tickles your fancy, delve into the realms of fantasy and do some creative writing. There's no one way to be "good" at creative writing, as everyone has their own style. Just write what comes naturally. Perhaps it's a simple, descriptive piece. Perhaps it's a short scene. Perhaps it's a complete self-contained story, or maybe a poem. Whatever it is, you summoned it up from your brain. That's cool. That guy over there hasn't done that today.

    And if you struggle for inspiration in the creative sphere, try out "Freewriting". Get a clock or stopwatch, set it for ten minutes, start it and just type. Type type type without stopping, without checking your work and without editing. Let the words flow freely out and see what happens. You may have a surreal, imaginative scene pop out. You may have the things you're thinking about laid bare. Some home truths may be revealed. Whatever pops out as a result of freewriting, it's often interesting to glance over afterwards and figure out where on Earth that came from.

    Our world is made of language. There's always something to write about. You just have to find it.

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    #oneaday, Day 19: Day 365, or: Judgement Day, or: Judgment Day, or: The Best Of 2010 (And A Bit Of 2011) https://imnotdoctorwho.moegamer.net/2011/01/19/oneaday-day-19-day-365-or-judgement-day-or-judgment-day-or-the-best-of-2010-and-a-bit-of-2011/ https://imnotdoctorwho.moegamer.net/2011/01/19/oneaday-day-19-day-365-or-judgement-day-or-judgment-day-or-the-best-of-2010-and-a-bit-of-2011/#comments Wed, 19 Jan 2011 21:08:37 +0000 http://angryjedi.wordpress.com/?p=2064 It's dark. I remember falling through something—a trapdoor? But why would there have been a trapdoor in my house? It doesn't make any sense. But then neither does being in a place so completely devoid of light. There's usually at least a little light to see by, or at the very least, you eyes adjust … Continue reading #oneaday, Day 19: Day 365, or: Judgement Day, or: Judgment Day, or: The Best Of 2010 (And A Bit Of 2011)

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    It's dark. I remember falling through something—a trapdoor? But why would there have been a trapdoor in my house? It doesn't make any sense. But then neither does being in a place so completely devoid of light. There's usually at least a little light to see by, or at the very least, you eyes adjust to the darkness and let you make out the shapes of things in the room.

    But here, there's nothing. Just darkness.

    Oh wait, and now a pair of glowing red eyes and a supercilious grin.

    "Des," I say. "Good to see you."

    Des lets out a bellowing laugh that seems to reverberate around this space we're in, even though exactly what "this space" is isn't clear.

    "Seriously?" I say. "Evil laugh? There's no need for that, is there?"

    "I'm just trying to lend a bit of drama to the occasion," says Des, sounding a little hurt. "Today is a big day, after all."

    "You're right," I say. "Though spending some time in a darkened room isn't exactly how I'd have chosen to celebrate 365 entries of non-stop daily blogging. No offence."

    "None taken," he says. "I know we haven't always seen eye to eye. But I figured we'd do a bit of a Christmas Carol thing here, and whizz back through some memories. You like memories, right?"

    "Hmm," I say. "Depends what they are. If you're referring to the memories of the year just gone, I'm not sure I do."

    "Nonsense," Des says, laughing. "You'd be surprised. Let's start from the top, shall we?"

    "Must we?" I say. "This is going to be a long story, otherwise."

    "Yes," snaps Des, a little more aggressively than he apparently intended, as he says it again, softer. "Yes. From the top."

    The blackness shimmers, and fades in to an image of me sitting at a laptop computer at an untidy desk in a classroom. I'm typing at my usual rapid rate of knots, but there's a faintly confused expression on my face. I'm writing nothing in particular. No change there, then.

    "Humble beginnings," says Des. "I'm not sure you knew what you wanted to write about."

    "No," I said. "I didn't. To be honest, I wasn't sure I'd be able to find something to write about every day for 365 entries. I wasn't terribly happy at the time—no change there, then—but was aiming to take some positive steps to improve life for myself."

    "Right, right," says Des. I can't see his hands, but I imagine he'd be stroking his chin if I could. The image fades. "Like going to PAX East?"

    "Yes," I say, fondly remembering those awesome few days in March.

    "Uh-huh," says Des. "Good times, huh?"

    "Right," I say. "Good times. An escape from the unpleasantness that had come before, and the calm before the storm that was to come."

    "Overdramatic," says Des. "But probably accurate. It was an interesting time all round, really, wasn't it? What with that leaders' debate, the time you met those Twitter people in town and forged several close friendships as a result and, of course, the day you decided to write all about cock." Images flashed past rapidly as he spoke, ending with a close-up of a penis that I really wished would go away quickly.

    "The word 'cock'," I correct him. "Also crudely-drawn ones. Not actual cock."

    "Oh," says Des. "Do you have any idea how long it took me to find that perfect image?"

    "Approximately 0.19 seconds using Google Images," I say. "Plus maybe a minute's browsing time? I mean, you're the one who was surfing for cock. I don't know how long you spent."

    "SHUT UP!" says Des, sounding extremely British. There is an uncomfortable silence for a moment. "You remember the time you picked a fight with Roger Ebert?"

    "I wouldn't call it me picking a fight with him," I say. "He started it."

    "Oh please," says Des. "What is this, the schoolyard?"

    "No," I say. "Fuck him, though, he made a lot of people a bit annoyed with those comments."

    "All right, all right," says Des. "Keep your panties on. So, May, huh?"

    I grit my teeth. May was not a good time.

    "Yes?" I say. "What about May?"

    "Well," says Des. "Where to begin? You went dancing. You got really drunk and then analysed the experience in exhaustive and, I have to say, very amusing detail the next day."

    "Thanks," I say.

    "Welcome," says Des. "You got a reply from Allie Brosh of Hyperbole and a Half. You successfully located some animated GIF images of stickmen shagging that you thought had been lost to the dark days of the Internet gone past."

    "Yes," I say. "Thanks for bringing those up. They've been stuck in my top search terms ever since."

    "And talking of stickmen," Des says, a flood of light suddenly appearing and a crudely-drawn stickmen dropping to the ground in it, "you introduced Stick-Pete, albeit a somewhat bizarre-looking one."

    "He was," I begin, "I was looking worried. Of course his… my face is weird."

    "Right," says Des. "Of course, you were under the impression at this point that it wasn't always appropriate to have clumsily-drawn stickmen as part of what were often quite emotionally-draining blog posts."

    "Yeah," I say. "I was wondering when that was going to come up."

    "I am a personification of your own black cloud of despair," says Des. "Of course it was going to come up. But you know what, people seemed to appreciate the way you dealt with it in writing. You wrote a surprisingly poignant post about bacon sandwiches, which I think no-one was more surprised about the power of than you."

    "Uh-huh," I mutter. "Can we talk about something else?"

    "I suppose," says Des. "Are you sure you don't want to be miserable for a bit longer?"

    "Quite sure," I say. "I can do that every day. Show me something amusing."

    The stick-figure Pete is still standing in the beam of light, looking over at the pair of us, squinting into the darkness. I can't tell if he can see us or not.

    "Okay," says Des. "How about this, then? Things you thought were true, but aren't. Changed your mind on any of those yet?"

    "No," I say. "I still worry about my car exploding when someone throws a fag-end under it. Particularly with the weird noises it makes in cold weather."

    "And talking of weird," says Des, sighing at his own pitiful segue, "you explored some of the strangest viral phenomena ever to come out of the Internet in one memorable post, I believe."

    There's a sudden burst of sound and a chiptune version of the ALF theme starts playing. Stick-Pete starts dancing with two chicken wings that have inexplicably appeared in his hands. I can't help but smile.

    "Haha," I say. "Seriously, what the fuck is that about?"

    "I don't know," says Des. "But bear in mind you also prepared an exhaustive and illustrated guide on how to laugh on the Internet the following month, so I'm not sure you're in a position to comment."

    The music continues. Stick-Pete continues to dance.

    "Can we turn that off?" I say. "It's a little distracting."

    "I kind of like it," says Des, his red eyes bobbing around in the dark. "Catchy."

    I sigh. "Fair enough."

    "You also showed people the ten-step programme of how to go out on your own," says Des. "Though I'm not sure your way of doing it will catch on, to be honest."

    "No, perhaps not," I say. "But then, you know what an antisocial git I am. I have time to write a blog every day which includes a comic strip, however crudely drawn it may be. Do you remember when that started?"

    "Yes," says Des. "And the first person in it was that blonde bint Lucy. And you."

    Stick-Pete stops dancing and the music stops. As amusing as that piece of music is, it's been getting a little tiresome over the last few minutes. A blonde girl stickperson drops down next to Stick-Pete and they smile at each other. Stick-Pete offers her a chicken wing. She accepts.

    "While I was taking my work into new and unexplored territory, though," I says, "some other people were deciding that they didn't want to carry on. I chose to honour them in my own individual way."

    "And honour them you did," says Des. "Much as you honoured the guys and girls at Kombo when that site went through… changes. And again when The Big Pixels launched. And again when—"

    "Yeah, yeah, I get it," I say. "Look, is this going on much longer? Only it's been nearly 1500 words now, and that shit all happened in October."

    "All right," says Des. "Let's quickly jump into a few big achievements and leave it at that. I'm sure you have more important things to do. Like writing blogs. Oh wait."

    "Shut up," I say. "Celebrate my achievements. I haven't had that many opportunities to do that in the last few months."

    "All right, all right," says Des. "How about that time you beat the Couch 2 5K running programme? That was pretty awesome."

    "You're right," I say. "That was pretty awesome. Not to mention the fact I'm still going, and aiming for a 10K in May."

    "May, huh?"

    "Shut up."

    "You also did your bit to enhance international understanding," says Des, ignoring me. "And frankly, I'm not sure why you're reviewing the year again right now, because you did just that on New Year's Eve."

    "Yes, but—" I begin, not sure where that sentence is going to end. "Never mind. Are we nearly done?"

    "I'd say so," says Des. "The recent stuff is… well, recent. People can look back for themselves."

    "All right," I say. "Can I go now?"

    "In a moment," says Des. "First, you must BEHOLD MY TRUE FORM!!"

    There's a flash of light. Stick-Pete and Lucy look on in horror as the darkness swirls around, revealing a huge, slobbering monster with thousands of tentacles, wings, mouths and spider-like legs emanating from it in every direction. I am nonplussed.

    "Seriously?" I say. "You're doing the JRPG final boss thing?"

    "Oh come on," says Des, his voice now loud and booming. "You love final bosses. You have waxed lyrical at great length on the subject, even long before you started doing this every day."

    "Yes," I say, smiling. "But I'm not at the end yet."

    The post #oneaday, Day 19: Day 365, or: Judgement Day, or: Judgment Day, or: The Best Of 2010 (And A Bit Of 2011) appeared first on I'm Not Doctor Who.

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    #oneaday, Day 18: Why Blog? https://imnotdoctorwho.moegamer.net/2011/01/18/oneaday-day-18-why-blog/ https://imnotdoctorwho.moegamer.net/2011/01/18/oneaday-day-18-why-blog/#comments Tue, 18 Jan 2011 23:48:29 +0000 http://angryjedi.wordpress.com/?p=2061 Mark Fraser wrote a great post earlier today on the nature of blogging—particularly daily blogging—and the reasons we do it. In this post, I thought I'd explain why I do it. It seems like a faintly topical thing to do, especially since tomorrow marks one year since I started writing daily. One year. 365 entries, … Continue reading #oneaday, Day 18: Why Blog?

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    Mark Fraser wrote a great post earlier today on the nature of blogging—particularly daily blogging—and the reasons we do it. In this post, I thought I'd explain why I do it. It seems like a faintly topical thing to do, especially since tomorrow marks one year since I started writing daily. One year. 365 entries, most of which are around the 500-1,000 word mark. That's a lot.

    So why do it?

    Because I enjoy it.

    Shit, that sounds like far too simple an answer, and at the end of this sentence that's only 93 words. That's not enough for the arbitrary minimum I set myself back when I started.

    But it's the truth. The reason I write this blog is because I enjoy it. Sure, it's great that some people come and read it. Some people are even subscribed to it (that's dedication for you). Other readers have undoubtedly come and gone. Some are recent additions to my little family of readers (oh, you, I love you all) but, you know, the only reason I'm writing this is because I enjoy it. The fact that you lot out there in readerland seem to enjoy some of the things I write is a happy bonus that I wouldn't exchange for anything.

    I can tell when something I post is going to be a big hit, though. When I posted about Kevin Smith's unfortunate experiences with Southwest Airlines, I saw a big spike in people reading. Similarly, when I bitched about that ridiculous campaign on Facebook where everyone changed their avatar to a childhood cartoon, I had, I think, the most daily hits I've ever had. Which, given that the daily cartoon for that particular post featured someone masturbating furiously, was something of a bittersweet success. So to speak.

    The thing is, though, I don't deliberately court readers. The notion of "hit-chasing" is seen as a necessary evil in the world of online journalism, which is why we get so many games sites lowering the tone with "OMG BEWBZ" articles, because that will get the clicks from the horny teenage boys who supposedly populate the Internet. Unfortunately, it seems to work, leading to something of a self-perpetuating cycle. Similarly, the Daily Mail undoubtedly enjoys a massive spike in traffic by posting something completely cuntish like they did the other day. Go find it yourself, I'm not linking to those bastards again.

    But this site? No. This is for me. It's selfish but it's true. I'm very lucky to have some friends who enjoy reading my work and appreciate my stupid cack-handed cartoons—and occasionally some random strangers, too. Writing this blog every day is something fun to do that I look forward to. It's helped me work my way through some difficult times. And it's helped my writing as a result.

    Basically, I don't play the game in the same way Mark describes. At least not consciously. But one thing I do enjoy is being an active part of the One A Day Project community—one of the reasons I decided to step up and try and organise the whole thing this year was based on one of the most common complaints last year: there was no sense of community. There was no "centralised" place for people to come together, and some of the participants weren't even aware of each others' existence. This led to the situation where there were only six people left at the end of the year. (Ironically, of course, this led to us becoming friends, as six blogs are much easier to keep up with than 160.)

    This year, though, we're already seeing people posting some cool responses to each others' posts as standalone entries in their own right, some discussion and banter on Twitter, and I know of at least a couple of awesome friendships that have already formed as a direct result of all this.

    So while I primarily still write for my own amusement, catharsis and/or personal development, I feel it's important to say that I do appreciate the community of other bloggers out there, some of whom might be reading this right now.

    Kissy kissy. Wuv yooo.

    The post #oneaday, Day 18: Why Blog? appeared first on I'm Not Doctor Who.

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    #oneaday, Day 17: It's Not Blue Monday https://imnotdoctorwho.moegamer.net/2011/01/17/oneaday-day-17-its-not-blue-monday/ https://imnotdoctorwho.moegamer.net/2011/01/17/oneaday-day-17-its-not-blue-monday/#comments Mon, 17 Jan 2011 21:07:26 +0000 http://angryjedi.wordpress.com/?p=2056 You can take the pulse of a day pretty quickly by looking at Twitter at any given point. Looking in the morning generally gives you an idea of how people are going to treat the rest of the day. On a Monday, there's generally a lot of bitching about going back to work, about the … Continue reading #oneaday, Day 17: It's Not Blue Monday

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    You can take the pulse of a day pretty quickly by looking at Twitter at any given point. Looking in the morning generally gives you an idea of how people are going to treat the rest of the day. On a Monday, there's generally a lot of bitching about going back to work, about the weekend not being long enough, about getting up early, that sort of thing.

    This morning looked like it was going to be a particular humdinger of a Monday, with everyone seemingly convinced it was the "most depressing day of the year" for some inexplicable reason. Despite the grey, miserable skies and the light "I can't be arsed to rain properly" drizzle falling outside, it didn't feel any more depressing than usual. (Hah! He says.) It just seemed like a fairly typical day in good old Blighty, the kind that Bill Bailey describes as being "one of the days that infuses us as a nation with a kind of wistful melancholy". He's entirely right. No-one likes grey, miserable days, but this day was no more grey and miserable than any other. In fact, up North, they'd probably just call it "a day".

    I heard the term "Blue Monday" bandied about a bit, so I decided to investigate this terminology in a little more detail using that reliable fountain of collected human wisdom that is Wikipedia.

    Blue Monday, says Wikipedia, was a name given to a date supposedly the "most depressing in the year". It then goes on to add that this was part of a publicity campaign from Sky Travel. Uh-huh. Starting to get the picture here.

    But wait! There's SCIENCE! Specifically, a formula. Here it is:

    where weather=W, debt=d, time since Christmas=T, time since failing New Year's resolutions=Q, low motivational levels=M and the feeling of a need to take action=Na. Neither "D" nor a unit of measurement are defined.

    So already we can see that this isn't the most scientific thing in the world. Supposedly, this nonsensical formula points to the Monday in the last full week of January. Which is not this week, but next week. So even if this theory held any water, today is not Blue Monday.

    The fact that the whole thing was part of a marketing campaign is pretty telling, though. Conveniently enough, the supposed "happiest day of the year" has also been calculated as somewhere around midsummer. The source of this "research"? A press release by Wall's ice cream. Who'd have thought that the happiest day of the year according to an ice cream manufacturer would be a good time to enjoy ice-cream?

    Hmm. Apparently today may not be the most depressing day of the year but it is certainly starting to feel like the most cynical day of the year.

    It's the most wonderful time of the yeeeeeear—

    The post #oneaday, Day 17: It's Not Blue Monday appeared first on I'm Not Doctor Who.

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    #oneaday, Day 16: I Need A (Non-Copyright-Infringing) Hero https://imnotdoctorwho.moegamer.net/2011/01/16/oneaday-day-16-i-need-a-non-copyright-infringing-hero/ https://imnotdoctorwho.moegamer.net/2011/01/16/oneaday-day-16-i-need-a-non-copyright-infringing-hero/#respond Sun, 16 Jan 2011 22:44:24 +0000 http://angryjedi.wordpress.com/?p=2052 Bloody MMOs. They seem to be something of a weakness of mine, despite the fact that I've never been what I'd call a "hardcore player" of them. To whit, the character I started on the launch day of World of Warcraft only hit level 80 towards the end of last year, and I haven't gone … Continue reading #oneaday, Day 16: I Need A (Non-Copyright-Infringing) Hero

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    Bloody MMOs. They seem to be something of a weakness of mine, despite the fact that I've never been what I'd call a "hardcore player" of them. To whit, the character I started on the launch day of World of Warcraft only hit level 80 towards the end of last year, and I haven't gone back to it since Cataclysm hit store shelves. Over the years, I've tried Everquest (crashy), Dark Age of Camelot (bewildering and intimidating), Ultima Online (slooooow), Everquest 2 (pretty), City of Heroes (super-fun), Final Fantasy XI (<Incredibly tough><Galka><rod>+<Mithra>=<Help me out!>), Star Trek Online (space combat! Yay!), EVE Online (WTF am I supposed to be doing?) and probably a few others besides.

    The thing I love about them is creating a character that is your representation in the world. In single-player games with character creators, you tend to either play the game from a first-person perspective or spend the majority of the game staring at your character's arse. But in an MMO, your carefully-crafted character can be appreciated by other people, and earn you compliments and friends, especially if you play as a woman with boobies.

    I enjoyed City of Heroes from the above list particularly; there's something very satisfying and fun about the superhero genre, and the MMO format seemed to fit surprisingly well with it. So I'd been keeping a cautious eye on DC Universe Online, but hadn't thought that much about it. Until it came out, several of my friends started playing and had many positive things to say about it. Friends that didn't particularly play MMOs, in some cases. Even Jessica Chobot's playing.

    Now I'll preface the following with the confession that while I like comics and graphic novels, I'm not by any means a comic nerd. I don't know the backstories and histories of the DC Universe characters, and I couldn't name that many if prompted to. But from what I can gather, this is arguably a benefit in DC Universe Online's case, as a few people are getting a bit snobby about some of the power sets and weapons on offer for players. Fair play to them. I don't care.

    You know why I don't care? Because DC Universe Online is super-fun. One important thing sets it apart from the vast majority of "me too" RPGs out there, and that's the console-friendly action-game combat system. Instead of hitting the "auto-attack" button once and waiting for either your enemy or your character to fall over first, occasionally triggering skills on cooldown timers that are slightly too long to be comfortable, you feel like you're part of the action, setting off a variety of ridiculous combos with what you've chosen to be your character's signature weapons. So far I've tried a character with a sword and one with twin pistols and they play significantly differently from one another, which is nice. The primary weapon can then be combined with a "power set", which determined what your more spectacular powers involve and your role in the group, and a "movement power"—flight, super-speed or acrobatics.

    Now, the key difference that sets DC Universe Online apart from, say, City of Heroes is the fact that the things you're doing from the very beginning seem to actually matter. There are plenty of "go here and kill [x] things" quests, but they make up part of an overarching storyline that culminates in a proper boss fight between hero and villain, usually with the support of some other characters from the DC universe. Contrast this with World of Warcraft, which, pre-Cataclysm (I haven't tried it since, remember) didn't let you into the interesting dungeons prior to gaining a significant number of levels. In DCUO, you're straight into the action. And it's great fun.

    The fun factor is helped along by some decent presentation—there's some great-sounding music and plenty of voice acting, too, which is unusual for an MMO. Although the game was supposedly rushed out of the door to meet a deadline (and has a few rough edges here and there as a result—nothing which can't be fixed with a patch, though) it looks good, sounds good and feels like a "proper" game—something which many MMOs forget to do, making the experience feel more like work.

    It's also great to see an MMO working well on a console. The control scheme for the PS3 pad keeps everything within easy reach and makes it feel like an action game. It's worth having a keyboard on hand for easy chatting, but there's plenty of predefined chat macros and emotes you can use, so it's not essential. There's also a voice chat facility built in, too, so those of you who want to broadcast the fact that your hot lady hero is actually being played by a 29-year old man (*whistles innocently*) can do so.

    I haven't played enough to comment at any great depth on whether or not it gets old or boring later. But there certainly seems to be plenty of content—besides the main missions, there's lots of "collections" and "investigations" to complete, encouraging exploration of the world. There are also races, PVP arenas, "Legends" battles (where you can play as iconic DC heroes and villains) and all manner of other goodies too. So, hopefully, there'll be 1) plenty of things to do for some time yet and 2) a long period of support for the game.

    The fact that the PS3 version has sold out in many places is encouraging—even though it's probably simply due to short stock. What it does mean, though, is that people are open to the idea of an MMO on PS3 and are enthusiastic about giving it a chance. This is a good thing, and hopefully the game will enjoy the success it deserves.

    Further reports will doubtless follow in the coming weeks as I explore the game further. For now, let it be known that if you're looking for a decent superhero game, DC Universe Online might just fit the bill for you.

    (But if you do play it, for heaven's sake come up with a name more imaginative than"Súperman", "Róbin" or "Warcraft", all of whom I've seen today. Seriously. Imagination is free. Use it.)

    The post #oneaday, Day 16: I Need A (Non-Copyright-Infringing) Hero appeared first on I'm Not Doctor Who.

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    #oneaday, Day 15: Regression https://imnotdoctorwho.moegamer.net/2011/01/16/oneaday-day-15-regression/ https://imnotdoctorwho.moegamer.net/2011/01/16/oneaday-day-15-regression/#respond Sun, 16 Jan 2011 00:11:45 +0000 http://angryjedi.wordpress.com/?p=2047 I'm of the firm belief that you should never apologise for something you've written, particularly during something like a #oneaday challenge, because it comes from the heart. It comes from within you, reflects what you're actually feeling or thinking about and is, basically, something that shows who you are and what you're thinking. That sort … Continue reading #oneaday, Day 15: Regression

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    I'm of the firm belief that you should never apologise for something you've written, particularly during something like a #oneaday challenge, because it comes from the heart. It comes from within you, reflects what you're actually feeling or thinking about and is, basically, something that shows who you are and what you're thinking. That sort of makes sense.

    To clarify: I have been drinking quite a bit and as such this post may not be the most coherent thing in the world. But I make not apologies for this as drinking is fun, in moderation.

    To whit, I went out with an old friend tonight; my friend Woody, who is someone I went to school with. I didn't get to know him, really, until I got into Sixth Form, when we spent a lot of time each lunchtime playing Uno, eating cheese and bacon baguettes and playing a bit more Uno. But since that time, we've stayed in touch and occasionally gone out to get a bit drunk.

    Tonight was one such occasion. I haven't had the opportunity to go out and get pissed for quite some time. Actually, that's not quite accurate. The last time I went out to get pissed was New Year's Eve, during which time I managed to drink a lot and somehow spectacularly failed to get drunk whatsoever. This may have been something to do with the amount of Kinect gaming that took place during that time. Dance Central, it seems, is a suitable antidote to drinking.

    Tonight, though, was another matter. Plied with Sambuca and beer prior to going out to the delightful pubs of Cambourne (imaginatively named due to its geographical proximity to both Cambridge and Bourne), we drank quite a bit and reminisced about the good old days.

    As you get older, the opportunities to do something along these lines get more and more infrequent, so it's worth taking them when you can. Because sometimes, there's nothing better than sitting down with a good friend, chatting about days gone by, remembering times you'd got intoxicated on substances of your choice and the silly things that had occurred as a result of said intoxication.

    Woody, incidentally, is someone who has managed to remain all but invisible to the Internet, which is something of an achievement in this day and age. But you might say that makes the memories I have with him all the more precious, as the only record of his existence I have these days are the few photos I have of him now. Most of which involve being drunk.

    The UK has a drinking problem, it's clear from just walking down any big city high street on a Friday night. But sometimes, just sometimes, it's nice to spend some time with a friend getting off your tits and having a good laugh about days gone by.

    That's what happened tonight. And I hope it happens more often.

    The post #oneaday, Day 15: Regression appeared first on I'm Not Doctor Who.

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    #oneaday, Day 14: Is A Tardy Person Called A "Tard"? https://imnotdoctorwho.moegamer.net/2011/01/14/oneaday-day-14-is-a-tardy-person-called-a-tard/ https://imnotdoctorwho.moegamer.net/2011/01/14/oneaday-day-14-is-a-tardy-person-called-a-tard/#comments Fri, 14 Jan 2011 20:53:57 +0000 http://angryjedi.wordpress.com/?p=2042 Some people are habitually late for everything they do. Some more so than others. Some of them justify it under the guise of being "fashionably late", that obnoxious concept where people, for some inexplicable reason, believe that the time on an invitation is open to negotiation, particularly if the event in question doesn't involve people … Continue reading #oneaday, Day 14: Is A Tardy Person Called A "Tard"?

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    Some people are habitually late for everything they do. Some more so than others. Some of them justify it under the guise of being "fashionably late", that obnoxious concept where people, for some inexplicable reason, believe that the time on an invitation is open to negotiation, particularly if the event in question doesn't involve people talking, singing, dancing or stripping (forget that last one) for your pleasure on a stage.

    Where has this concept come from, though? eHow gives a frankly unnecessarily detailed five-step guide of how to be fashionably late. Urban Dictionary defines it as anywhere between 5 and 45 minutes depending on the event. But then they also define it as "showing up 5 minutes late with a supermodel on your cock", so perhaps take their word with a grain or two of salt. The ever-reliable Ask Yahoo! fails to come up with any conclusive answers whatsoever. And no-one seems to be able to quote a reputable source pointing out where this concept came from in the first place, besides something vague about "rich and famous people at parties".

    So why do people do it, and where are they taught to be this way? I'm typically on time for things, unless it's something REALLY IMPORTANT, in which case I will usually arrive three hours early, get bored, go and find somewhere that sells sandwiches, eat them, realise I'm going to be late if I don't hurry the fuck up and end up rushing to get to the place at which I arrived exceedingly early in the first place. But social occasions? If I say I'll be there at 8pm, I'll be there at 8pm.

    Many embittered experiences and mournful tweets from a lonely booth in the corner of a bar haven't taught me my lesson yet. I turned up on time for my own stag night and my guests waltzed in the door approximately two hours later. I'd been having some fun on Twitter in the meantime, of course, but that meant by the time we were all drunk enough to collectively pretend we were a hot 18-year old virgin on Omegle my phone battery was almost flat. We went on to have an awesome night, incidentally, but it could have been two hours longer had people showed up when I'd asked them to.

    People don't change easily, so there's no real sense complaining about this in the long run, though. So with that in mind, I think I'll just keep on being the barfly for two lonely, Twitter-filled hours while I wait for people to show up. And the rest of you can take your time washing your balls, applying supposedly-attractive smelly liquids, polishing your shoes, swearing at holes in your trousers/pants/tights, realising that your boots don't fit any more, finishing watching that hilarious series of 200 cat videos on YouTube or having a nervous breakdown in the meantime.

    I'll see you at the bar! (And just because I got there first does not mean I will be getting the first round in, just so you know. Actually, it does. I will have got the first round in. A round of one drink. For me. Yeah.)

    The post #oneaday, Day 14: Is A Tardy Person Called A "Tard"? appeared first on I'm Not Doctor Who.

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    #oneaday, Day 13: My Name Is Wicka Wicka Slim Shady https://imnotdoctorwho.moegamer.net/2011/01/13/oneaday-day-13-my-name-is-wicka-wicka-slim-shady/ https://imnotdoctorwho.moegamer.net/2011/01/13/oneaday-day-13-my-name-is-wicka-wicka-slim-shady/#respond Thu, 13 Jan 2011 20:55:22 +0000 http://angryjedi.wordpress.com/?p=2036 Anyone who's had any kind of interaction with any kind of online community and wanted to take your relationship with the people you know to the "next level" will have dealt with the situation above at some point or another in their life. You're sure you recognise someone from their avatar, but you're not quite … Continue reading #oneaday, Day 13: My Name Is Wicka Wicka Slim Shady

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    Anyone who's had any kind of interaction with any kind of online community and wanted to take your relationship with the people you know to the "next level" will have dealt with the situation above at some point or another in their life. You're sure you recognise someone from their avatar, but you're not quite sure if you should go over and say hello to them or not, even though you might have been exchanging filthy penis anecdotes online for the last two years. (Filthy anecdotes about penises. Not anecdotes about filthy—oh, you know.)

    Then, once you finally do summon up the courage to walk over and say hello to this person that you might have thought you were quite close to until you were faced with the terror of spending time in physical proximity to them, you are faced with a very difficult question, and one which has baffled philosophers throughout the years.

    "Who am I?"

    There's a moment of silence when time seems to freeze. It occurs right after you say the words "Hello, I'm" and is a moment that seems to last forever. You have an important decision to make at this point—a decision which will determine your conversational partner's immediate reaction to you.

    That decision is whether to introduce yourself as your username or your actual name. For people whose usernames are their real names, this isn't an issue (though it does often prompt the overly-formal seeming "introduction using both first and last names, occasionally including middle initials" situation rather than the more casual "Hey. I'm Pete.") but for those of us who picked ridiculous usernames and are now stuck with them, known better as our self-appointed, perfectly-justifiable-to-ourselves-but-harder-to-explain-to-others monikers than our actual names? It's a difficult decision to make.

    "Hello, I'm Pete," assumes that your conversational partner has paid attention to your profile (assuming you put your real name on it, which some people don't) and carries the risk of them looking at you blankly and going "Who?" while walking up to someone and cheerfully announcing that "I'm angryjedi!" could simply prompt a look of bewilderment, a cry of "No, I'm angryjedi!" to start echoing around the room or someone laughing in your face.

    In my experience, it's often best to do both. "Hello, I'm Pete—@angryjedi from Twitter." This is usually followed by a "Well, you don't look very angry to me!" (obviously they haven't read this blog enough) which we all have a good titter about and then move on to actual proper grown-up conversation. Or possibly shouting "COCK!" at each other, depending on the appropriateness of doing so in the context.

    Last night, I attended an event at which a number of people I knew from Twitter, including several other One A Day Project bloggers, were in attendance. It was probably the smoothest this particular exchange has ever gone, with the possible exception of PAX East last year, an environment that positively embraces nerdism and encourages you to cry "I am xXSanguine-Warrior69Xx!" from the rooftops.

    I was actually surprised at myself. Confronted with a room full of those that I see as SUPA IMPOARTANNT PEEPLE FOR MUCH RESTECP (including Ian Livingstone, Jon Hare, Richard Wilson of TIGA, Andy Payne of UKIE, a whole mess of MPs and a variety of journo types) I was expecting to freeze up and/or drink myself into oblivion with the graciously-provided free refreshments. It was not to be, though. I schmoozed with the best of them, got some great interviews (the iPhone is fantastic as a portable recorder, if you've never tried it, incidentally) and had a brilliant time.

    I came out of the whole thing thinking "Yeah. This is something I want to do." Which is nice.

    Now to get on that.

    The post #oneaday, Day 13: My Name Is Wicka Wicka Slim Shady appeared first on I'm Not Doctor Who.

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    #oneaday, Day 12: Welcome Home https://imnotdoctorwho.moegamer.net/2011/01/13/oneaday-day-12-welcome-home/ https://imnotdoctorwho.moegamer.net/2011/01/13/oneaday-day-12-welcome-home/#comments Thu, 13 Jan 2011 02:31:32 +0000 http://angryjedi.wordpress.com/?p=2033 [Disregard the above. It is nothing to do with the below. This is a short piece of fiction that I promised I'd write. It is late and I have been out all evening. But this is no excuse to not write something. So here is… something. I feel I should not have bothered with this … Continue reading #oneaday, Day 12: Welcome Home

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    [Disregard the above. It is nothing to do with the below. This is a short piece of fiction that I promised I'd write. It is late and I have been out all evening. But this is no excuse to not write something. So here is… something. I feel I should not have bothered with this disclaimer as it probably diminshes the atmosphere. Still, it separates the prose below from the cartoon about a man getting his penis out above. Which is, I suppose, a good thing. Now. Shut up and read.]

    He sat in the chair by the big windows that looked out over the pristine courtyard below. The chair was comfy, his apartment was immaculate and the lush foliage down below looked completely perfect. If there were such a thing as Paradise, this planet was surely as close to it as Man was ever supposed to get.

    He stood and walked solemnly up to the window pane, gently sliding it open with his free hand and letting the cool, clean air of this new world flow in through the gap, filling his lungs with purity.

    He closed his eyes and breathed deeply. This was a far cry from the overcrowded, polluted atmosphere that was the Earth he left behind. For a brief moment, he wondered what state the planet was in after their long voyage, but the image soon faded, and the darkness started closing in. He opened his eyes to escape it, if only for a moment.

    I should be happy, he thought. This should be the happiest moment of my life. I am part of history. Never again will anyone get the chance to do what I am doing right now. A virgin world that was ripe for colonisation, prepared for Man's arrival by the machines and now inhabited by the first humans ever to step forward and volunteer themselves to live permanently away from Mother Earth? There are people who would kill for that opportunity—there were people who killed for that opportunity—but there was no happiness here, no pride. Nothing could erase the pain he felt.

    Everyone knew the risks when they signed up. The stasis chambers had been successful in small-scale, short-term laboratory tests, but all the colonists knew that they were really test subjects for use of the chambers on a voyage of many years in length. The potential rewards outweighed the risks for many participants in the program, most of whom were unemployed, or living in the dirtiest, most run-down areas of the cramped, overcrowded cities. The chance of a new life on a virgin Utopia was too good to pass up, even if it meant relying on an unproven technology.

    He recalled the last time he had seen her before the voyage began. As husband and wife, their pods had been next to each other, so they had the chance to be together right up until the last moment.

    "Sweet dreams," she had said to him, kissing him lightly on the lips and touching his nose playfully with her fingertip. "We'll be in our new home before you know it."

    He had smiled at her, held her close and kissed her back, and gazed into her eyes as she lay back into her pod, the Space Corps officer closing the lid, ready for her journey into the unknown. She had blown him a kiss just before the lid had clicked shut.

    Smiling, he lay back into his own pod, closing his eyes and picturing her face. The sight of her always brought him comfort. He knew that wherever she was, that was home. And the thought of starting a new life with her on this exciting, unknown new world that they'd heard so much about on the NewsWire—that was a thought that had kept him going. The knowledge that they'd be escaping the constant struggle to survive in post-War London. The fact that they'd be able to start a family without having to deal with the bureaucracy of the Overpopulation Act of 2342. It felt like their life was starting again, like they were being given a second chance, and one which wasn't doomed from the outset.

    He felt the cool air of the pod bay stop caressing his face, and he heard the "click" of the lid closing. He opened his eyes, and all was darkness. It was beginning, and he knew that this would be the last memory he would be having for a while. He closed his eyes again and pictured her face smiling at him; those beautiful blue eyes, those luscious, kissable lips that he could never resist, the cute dimples on her cheeks when she grinned.

    Then, nothingness, like a sudden and involuntary sleep. He had no idea how much time passed between the complete loss of all his senses and the moment he became aware again, hearing the "click" of the pod unlocking and seeing the lid open into the darkened bay.

    He had known as soon as he saw the face of the Space Corps officer opening his lid that something was wrong.

    "What is it?" he said, his voice croaking. "What is it?" he said again, louder this time. The officer said nothing, but clearly looked worried.

    He braced himself against the sides of the pod and hauled himself to his feet. The lights of the bay had been lowered so as not to dazzle the awakening colonists, but he still felt the need to squint as he stepped out into the cold air. The officer offered him help in getting to his feet, but he brushed it aside, looking over to that all important pod next to his own. Her pod.

    It was still closed. The lid was still firmly atop it, even though it seemed that most of the other colonists were now waking up, starting to mill about and speak to one another hesitantly. He knew that something was very wrong, and he turned to the officer again.

    "Tell me," he hissed. "Why haven't you woken her up?"

    Footsteps behind him. The sound of his approach—the man who would say the words that would change his life forever. The sound of the shoes clanking on the metal floor got closer and closer, then stopped.

    "I'm afraid we have some bad news," came a voice from behind him. He felt a hand on his shoulder, but he was already starting to feel dizzy, nauseous and afraid. He turned around to face the source of the voice and found himself looking at a short man in a white lab coat, a messy mop of grey hair atop his head, a grim expression on his face.

    He could barely form words. He didn't want to ask the question, but it came out almost involuntarily.

    "What… what happened?" he asked, his voice quavering. The extremities of his vision seemed to blur, and his head was pounding. He couldn't take not knowing any more, whatever this bad news was.

    "I'm sorry," said the grey-haired man. "But your wife… she didn't survive the voyage."

    He let out a loud cry, the support of his legs gave out, and he collapsed to his knees. He stared straight ahead, the man's words echoing around his mind, over and over again. "She didn't survive the voyage." So cold. So clinical. And over there, in the pod that had become her coffin, there she was.

    There was a long silence. The other colonists milling around the bay had stopped, watching this strange scene unfold in front of them. A few of them looked like they'd figured out what was happening, some of them gesturing to the closed pod and whispering to one another, but the low buzz of conversation seemed to have ceased.

    He closed his eyes, tears running silently down his cheeks, and he breathed deeply in a vain attempt to compose himself. Opening his eyes again and looking to the grey-haired man through his distorted, tear-filled vision, he spoke uneasily.

    "Can… Can I… see…"

    The grey-haired man stroked his chin and looked solemnly at him.

    "If you wish," he said. "However, I feel I should warn you that the contents of that pod… may not be how you wish to remember your wife."

    He staggered to his feet, tears still running down his face, and walked slowly over to the pod.

    "Show me," he growled. The grey-haired man nodded to the officer, who looked very uncomfortable, but silently walked over to the side of the pod, pressed a button and started to open the lid.

    Instantly, he knew that his wife was gone. He turned away in disgust at that which he had but glimpsed. She had clearly been dead for a very long time, and that was not how he wanted to remember her. The grey-haired man had been right. He couldn't sully the memory of her beautiful face with what she had become thanks to the failure of technology.

    But it was too late. It had been but a glimpse, but it was already seared into his memory. And even now, standing here, breathing in the crisp, cool air of this virgin planet, he could not be happy. His new beginning had been cut short by cruel Fate.

    As he raised the barrel of the gun to his temple, he closed his eyes and whispered one simple phrase, one which he had hoped he would be saying for the rest of his life.

    "I love you."

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    #oneaday, Day 11: Aim Lower https://imnotdoctorwho.moegamer.net/2011/01/11/oneaday-day-11-aim-lower/ https://imnotdoctorwho.moegamer.net/2011/01/11/oneaday-day-11-aim-lower/#comments Tue, 11 Jan 2011 20:23:54 +0000 http://angryjedi.wordpress.com/?p=2030 To quote Mr Bill Bailey, I am English, and as such, I crave disappointment. Well, "crave" might not be the right word. "Expect" is probably closer to the truth. A series of crushing disappointments have led me to lower my expectations accordingly, and as such I find myself in a state where even the smallest … Continue reading #oneaday, Day 11: Aim Lower

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    To quote Mr Bill Bailey, I am English, and as such, I crave disappointment. Well, "crave" might not be the right word. "Expect" is probably closer to the truth. A series of crushing disappointments have led me to lower my expectations accordingly, and as such I find myself in a state where even the smallest victories will probably feel like I just single-handedly ice-skated across the Channel with no arms, only one leg and an inability to smell. (Some may argue that an inability to smell may actually make crossing the Channel on ice-skates easier.)

    It's vaguely depressing when you consider that your life aspirations gradually get lower (or "more realistic", as you justify it to yourself) as you get older, but it's true.

    Right now, the one thing that will tell me that I have Made It And Am In A Good Place will be the day that I'm able to buy a new car. Not "a different car", a new car. A brand new one. The ones that you see on the television with prices that always begin with "starting from". That would be lovely. Then I could have a car that works all the time instead of one with "personality". Cars with "personality" make for amusing stories, but can be a pain in the arse at times. I won't complain about my personality-filled car too much since I didn't pay anything for it (I was given it, I didn't steal it) and it does at least perform the car's primary function which is to carry you from point A to point B considerably faster than walking.

    I will, however, share some of my car's little quirks with you as I'm sure they're familiar to any of you who own or have owned a vehicle that's getting a little long in the tooth.

    First up is the "What The Fuck Now?" light, otherwise known as the Engine Management Light. This came on for a while last year and promptly stayed on, apparently due to a shitty catalytic converter or something. The car got serviced, the light went out. Job's a good 'un.

    Came back from a few weeks in America and got in my car for the first time, started driving it, and sure enough, the What The Fuck Now? light came on. And stayed on. I was annoyed. The car seemed to be running fine, but when random warning lights come on in a vehicle made of things that can explode and/or catch fire, you get a little nervous. I decided to risk it, and drove the 120 miles to Southampton. Three-quarters (ish) of the way there, I stopped at Fleet Services for a drink and a piss. When I started the car up again, the What The Fuck Now? light had gone off. Apparently the car had been feeling neglected and was now satisfied that I'd given it enough attention. It didn't bother me again.

    Until I didn't drive it for a few days, went out and the What The Fuck Now? light came back on again. Hopefully it will stop whining and complaining when the weather heats up a bit, which it looks like it's just starting to do.

    The What The Fuck Now? light isn't the only quirky little personality trait my car has, though. No, there's the "occasionally turn on the windscreen wipers when you clearly haven't hit the switch" thing, the "gradually fade in the left indicator light on the dashboard when you press the brake pedal while in reverse gear" thing and the "curious rattling noise (that didn't show up in the MOT or service) when you turn left whilst travelling at 15-20mph, but not when turning right or travelling at speeds greater or less than 15-20mph" quirk.

    The Little Blue Car That Could has been a faithful companion for quite some time now. But seriously. I can't wait for the day I can go and pick up a shiny, brand new car and enjoy driving without wondering if anything's about to fall off it. (For a little while, at least.)

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    #oneaday, Day 10: Wordplay https://imnotdoctorwho.moegamer.net/2011/01/10/oneaday-day-10-wordplay/ https://imnotdoctorwho.moegamer.net/2011/01/10/oneaday-day-10-wordplay/#comments Mon, 10 Jan 2011 22:22:01 +0000 http://angryjedi.wordpress.com/?p=2026 [Before we start and descend headlong into depravity, let me give those of you who don't follow me on Twitter a bit of context. I asked for a word to blog about. I was immediately bombarded with lots of them. So I've decided to attempt to insert all of them into a piece of creative … Continue reading #oneaday, Day 10: Wordplay

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    [Before we start and descend headlong into depravity, let me give those of you who don't follow me on Twitter a bit of context. I asked for a word to blog about. I was immediately bombarded with lots of them. So I've decided to attempt to insert all of them into a piece of creative writing that makes at least some degree of sense.

    I have hyperlinked each word used to the original tweet that mentioned it.

    Given the nature of the words that have been incoming while I'm writing this, the following piece of prose may not be suitable for anyone those under the age of the age of majority in the region where you are reading this. Also, hearty apologies to any Jamaican readers and ting.]

    Feena awoke, sat up groggily, brushed the hair out of her face and rubbed the sleep out of her eyes. She blinked a few times and looked around her, mouth hanging slightly open, as she tried to recall exactly what had transpired.

    Last night had been filled with silliness, for sure. There had been copious drinking and outrageous dancing at the pub, much to the delight of the elderly regulars. The girls had picked the pub specifically because it was a place that wouldn't be filled with the sort of Ben Sherman-wearing, aftershave-drenched creep that tended to latch on to a group of pretty girls and proceed to harass then throughout the course of the evening. The old men had come out with a few cheeky wolf-whistles and saucy comments, but it was all good-natured and the girls had enjoyed themselves.

    She swung her legs down off the bed and let her bare feet drop to the wooden floor, wincing slightly at how cold it was. Evidently she'd forgotten to put the heating on when she'd got in, which wasn't surprising. She shivered a little, but stood up, intending to make for the kitchen and make herself a nice hot pot of coffee.

    The pub hadn't been the end of the night, of course. Feena couldn't remember who had suggested moving on to the nightclub, but she sincerely hoped it wasn't her, considering the things that were flooding back into her mind, faster and faster now.

    The club, Jokers, was a regular student haunt and seemed to constantly have a background scent of stale flatulence. This was partly due to the fact that the toilets were pretty much constantly out of order, though that didn't stop people pissing, shitting and vomiting into them, the fragrant effluvia occasionally spilling out of the toilet block into the laughably-named "beer garden" and, on one memorable occasion, onto the dance floor.

    It wouldn't have been so bad if Jokers served normal drinks, thought Feena. Jokers was the only place in the city you could get a can of Clamweiser, though. And by the time people were drunk enough to end up in Jokers, they were drunk enough to consume a beverage made of a mixture of gassy American beer and clam juice. She shuddered as she remembered the last memory she had of the night: the fetid stench of the drink being poured into the glass in front of her.

    She retched slightly at the thought. It was markedly worse than the previous Most Disgusting Experience of her life, the time where as a teen she had caught her brother at the tail-end of an apparently-epic masturbation session, his computer screen filled with boobies, dripping cock clenched in his hand while their mother's bra's clasp pinged open and fell off his chest. She shivered; it was an image which would have been enormously amusing had it not been quite so horrifying.

    She rummaged around in the fridge blindly, the light stinging her hungover eyes, and finally withdrew two slices of bread. A piece of toast will sort me right out, she thought. She popped the two slices into the toaster and pressed the lever down.

    Suddenly, there was a noise. It sounded like a toilet flushing. Feena froze in her tracks. Was there someone else here?

    The answer to her question came in short measure, as a Jamaican man with long dreadlocks wandered into her kitchen, naked as the day he was born, and gave her a polite nod.

    "I use de last of ye bumbaclot," he said, gesturing towards her bathroom and scratching his testicles nonchalantly. "Hoap ye don' mind."

    Feena blinked, but said nothing. All was silent for a moment. Then, as if finding the silence unbearable, the toaster flung the two hot, crisp pieces of bread high into the air. They seemed to spin in slow motion, rising to the zenith of their flight before gravity took hold and they accelerated inexorably towards the floor, where they plopped unceremoniously, immediately forgotten.

    "Did you…" Feena stammered, not sure what she wanted to ask this strange naked man who was now looking at her quizzically. "Did you… Did we…?"

    "What?" he asked, smiling slightly.

    "Did you… Did you invade my coochie snorcher?" she babbled. She didn't know why her brain had chosen that particular moment to resurrect a euphemism she hadn't uttered aloud for at least ten years, but she figured this situation couldn't get any more embarrassing.

    The man chuckled.

    "No," he said. "Some ras-clart try to start dis ting in de club. Saw him off too, noat before me mandible were dislocated, though. Ye help me oot, done fix me up good and ting, Miss Nursey, an' ye let me sleep here."

    "Oh," said Feena, still a little bewildered by the whole situation.

    "Ye want ye' toast?" asked the man, picking up the discarded slices from the floor, a thin dusting of brown crumbs remaining on the tiles.

    "No," said Feena absently. "No, I think I just want to go back to bed."

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    #oneaday, Day 9: Mild Irritations: aolsystemmsg https://imnotdoctorwho.moegamer.net/2011/01/09/oneaday-day-9-mild-irritations-aolsystemmsg/ https://imnotdoctorwho.moegamer.net/2011/01/09/oneaday-day-9-mild-irritations-aolsystemmsg/#comments Sun, 09 Jan 2011 17:58:51 +0000 http://angryjedi.wordpress.com/?p=2021 The trouble with mild irritations is they have a habit of repeating themselves. And the more they repeat themselves, the greater the effect they have on you. Such is the case with instant communication's best friend, "aolsystemmsg". If you're unfamiliar with this robotic twat (ably played with aplomb by Money-Bot above), let me educate you. … Continue reading #oneaday, Day 9: Mild Irritations: aolsystemmsg

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    The trouble with mild irritations is they have a habit of repeating themselves. And the more they repeat themselves, the greater the effect they have on you.

    Such is the case with instant communication's best friend, "aolsystemmsg".

    If you're unfamiliar with this robotic twat (ably played with aplomb by Money-Bot above), let me educate you.

    If you use instant messaging services like AIM, Skype, MSN, Google Talk or Yahoo! Messenger these days, you're undoubtedly delighted by the fact it's possible to stay in touch with your friends/colleagues/people you fancy wherever you are thanks to the wonders of smartphones. And sure enough, it's great to be able to sit in Starbucks, or indeed the middle of a field, and chat with someone who might be thousands of miles away.

    If you've popped out and left your computer on, however, there's a chance you may have left your instant messaging client of choice switched on back home. No big deal, you might think. And, if you're using Google Talk, it is indeed no big deal whatsoever. If you're using MSN or Yahoo! Messenger, then it's a mildly bigger deal; they insist that you can only be logged in on one device at a time, and so they log your other device back home out automatically. Fair enough—it's a simple matter to log back in later.

    AOL Instant Messenger, though, does not like this at all and gets very jealous of your other devices. Dare to log into another device while your first one is still logged in and you'll be bombarded with IMs from the mysterious "aolsystemmsg" helpfully informing you that you're logged on in two different locations, and that if you'd like to log the others out then would you be kind enough to type the number "1" now, please.

    Well, all right, "bombarded" is perhaps a little strong. You get one IM. But you get this one IM every single time you change devices. If you're like me and you hop back and forth between desktop computer, netbook and iPhone quite a bit, this can become extremely frustrating very, very quickly. "aolsystemmsg" takes on its own personality in your mind, a robot sitting there copy-pasting the same message to you over and over, cackling maniacally at your growing annoyance because he's not actually causing you any harm and therefore isn't breaking Asimov's First Law of Robotics.

    He's still a complete cock, though. And there is no way to turn him off. At least, I'm not aware of any way to do so. Short of throwing your phone down the toilet. Which will make it ultimately quite useless as a means of communication for the sake of dealing with what is, essentially, a minor annoyance.

    So, there's a lesson to be learned here then, perhaps. Use Google Talk. Don't let the robots win. Because we all know what happens when the robots win.

    That's right. Eternal servitude in salt mines. And you don't want that, do you?

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    #oneaday, Day 8: Film Illiterate https://imnotdoctorwho.moegamer.net/2011/01/08/oneaday-day-8-film-illiterate/ https://imnotdoctorwho.moegamer.net/2011/01/08/oneaday-day-8-film-illiterate/#comments Sat, 08 Jan 2011 20:27:01 +0000 http://angryjedi.wordpress.com/?p=2018 I am woefully film-illiterate, as becomes painfully apparent the moment anyone uses the tried-and-tested icebreaker "Have you seen [insert movie that everyone has seen here]?" I just don't watch that many movies. It's as simple as that. When given the option between spending nearly two hours watching a movie passively or interacting actively with a … Continue reading #oneaday, Day 8: Film Illiterate

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    I am woefully film-illiterate, as becomes painfully apparent the moment anyone uses the tried-and-tested icebreaker "Have you seen [insert movie that everyone has seen here]?"

    I just don't watch that many movies. It's as simple as that. When given the option between spending nearly two hours watching a movie passively or interacting actively with a video game, nine times out of ten I'll pick the video game, particularly if I'm by myself. This is inclined to change if I'm with other people, though, since unless you're sitting with another gamer (or at least someone who's invested in the story, characters, gameplay and/or your progress in the game) then sitting watching someone else play a game is no fun. (There are exceptions to this rule, of course; titles like Heavy Rain spring immediately to mind.)

    But for the most part, because I live a long way from some of my friends and several thousand miles away from even more of my friends, watching a movie is usually a solitary experience. And if I'm going to be playing solitaire, I'd rather be, you know, playing.

    That doesn't stop me thinking that there are certain movies that I "should" see, though. There are a few of the classics that I have seen—unlike Ash, who wrote about this very topic earlier today, I have seen 2001: A Space Odyssey, for example. (And I can't remember a bloody thing about it, leading me to believe it might not have been as good as everyone says it is.) But for the most part, if someone mentions a film that supposedly "everyone" has seen, chances are, I haven't.

    Now, in an effort to rectify this, and partly in celebration of its arrival on the PS3, I signed up for a LOVEFiLM trial subscription. My thinking behind it was that I'd finally be able to jump on board with some of these supposed "classics" and catch up with what I've been missing for all these years. The first film I watched was Team America: World Police which, while probably not a "classic" in the same way as certain other films are, it's certainly one which gets quoted and referenced a lot. (And it was pretty hilarious, too. The scene with "Kim Jong-Il's panthers" had me in stitches.)

    Last night, though, I jumped in at the deep end and watched one of those films that is supposedly "iconic", a quintessential snapshot of the art form at a particular moment in time. That film was Dirty Harry.

    I wasn't sure what to expect, even though I've been seeing Dirty Harry references throughout literature, games and journalism for the last twenty-five years or so. But I was pleasantly surprised to find an enjoyable film that you didn't have to think about too hard, yet which still carried an underlying message that is still relevant today—that of criminals' "rights".

    One thing that was particularly striking about the film was how differently it treated its antagonist to today's movies. These days, there is often some lengthy exposition detailing exactly how and why the "villain" of the piece came to be so, well, villainous. This can lead to some interesting moral ambiguity situations when you discover that sometimes a "villain" can just be someone who's doing what they think is right, or that they have underlying problems that explain their actions, however reprehensible.

    There's none of that in Dirty Harry. Scorpio is a scumbag, pure and simple. He's a pure personification of "evil"—he rapes, he kills, he manipulates, he tricks, and he sure doesn't like to be brought to justice. His demonisation throughout the course of the film causes the audience to subconsciously and automatically side with Harry, as questionable as some of his methods might be. It's an effective trick, and one which makes the whole movie immensely satisfying right up to its conclusion.

    So there's one I can tick off my list. Any other suggestions?

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    #oneaday, Day 7: Video Games: A Primer https://imnotdoctorwho.moegamer.net/2011/01/07/oneaday-day-7-video-games-a-primer/ https://imnotdoctorwho.moegamer.net/2011/01/07/oneaday-day-7-video-games-a-primer/#comments Fri, 07 Jan 2011 18:17:26 +0000 http://angryjedi.wordpress.com/?p=2010 A lot of my fellow One A Day bloggers are avid video gamers. Many of them even write words about them on a professional basis. But there are others, like Pete Fraser, who are understandably bewildered by the whole thing. Sure enough, it's a fast-moving, exciting medium which many believe is difficult to penetrate if … Continue reading #oneaday, Day 7: Video Games: A Primer

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    A lot of my fellow One A Day bloggers are avid video gamers. Many of them even write words about them on a professional basis. But there are others, like Pete Fraser, who are understandably bewildered by the whole thing. Sure enough, it's a fast-moving, exciting medium which many believe is difficult to penetrate if you haven't been along for the whole ride.

    To that I say: pish, pfaugh and nonsense. There's never been an easier time to get into video games and find out more about them. Let me explain why.

    It's unfortunate that the early days of gaming were plagued with stereotypes (which some people, see the delightful Jeff Minter, pictured to the right, are still more than happy to live up to) and this put a lot of people off getting into the hobby. It wasn't a "cool" thing to do. It was the thing that "nerds" did, and the sort of thing that could potentially get you beaten up at school if you were in a particularly rough and less-enlightened place.

    The thing is, though, at least some of the stereotypes had partial basis in fact. Early gaming demanded many things. Patience. An understanding that you were dealing with a brand new technology that wasn't particularly refined yet. In many cases, a mathematical mind. A willingness to practice things until you got better. Early games were frequently simple affairs that artificially inflated their playtime by being ludicrously difficult. This made the hardcore gamers very happy when they were able to finally beat a particularly difficult level, but for people who might be interested in passing? They didn't want to spend that much time in front of a TV listening to the whining and squeaking of a cassette deck loading games.

    Over time, though, games have become more and more sophisticated, family-friendly and accessible. A big part of this movement has come via games consoles, which have actually been around almost as long as home computers. Games consoles are made to be hooked up to "the big television" of the house and, in the early days at least, were often filled with experiences made to be shared—indeed, the very first gaming machines were primitive multiplayer "tennis" affairs. Later, we got many arcade conversions, and TV advertising, particularly the cringeworthy efforts from Atari, encouraged family participation and friendly competition.

    As consoles became more and more sophisticated, developers started experimenting with a greater focus on developing narratives throughout their games. We saw titles such as the ambitious Final Fantasy series telling surprisingly mature, sophisticated (if now clichéd) stories through the SNES and PlayStation 1 periods having graduated from their primitive roots on the original NES. Graphics improved at a rapidly-increasing rate, giving us games that wanted more and more to be like the movies. But still they were tied to arbitrary control schemes that required practice; there was still a barrier of entry: "you must be this skilful to enjoy this medium".

    Until we get to this generation. This generation of gaming has exploded. We're at a stage now where gaming is accessible to pretty much anyone. We're at a stage where gaming is no longer confined to one specific demographic. We're at a stage where you don't even need a controller to work your Xbox if that's the route you want to take.

    Love them or hate them, several things have done a huge amount to make gaming more accessible to the masses. The Wii and the variety of plastic-instrument music games such as Rock Band brought family-friendly, "lifestyle" and party gaming back, reminding people how much fun it was to get together with friends and play in the same room. Kinect for the Xbox provides entertaining, active games that kids and adults alike can enjoy without having to remember which button does what. Facebook games like Farmville, while shallow to people who have been playing games for years, provide bored office drones and soccer moms with fun things to do on the Internet. Call of Duty lets the frat boys (and girl-equivalents) of the world blow seven shades of shit out of each other whilst shouting racial epithets at one another. And the blossoming independent development scene sees digital artists and creative minds pushing the boundaries of what "interactive entertainment" really means.

    Games may or may not be art—that's an interminable question that may never be answered conclusively. But one thing games aren't? Just for teenage boys. Give 'em a shot. You might surprise yourself.

    The post #oneaday, Day 7: Video Games: A Primer appeared first on I'm Not Doctor Who.

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    https://imnotdoctorwho.moegamer.net/2011/01/07/oneaday-day-7-video-games-a-primer/feed/ 6 2010
    #oneaday, Day 6: Public Service Announcement https://imnotdoctorwho.moegamer.net/2011/01/06/oneaday-day-6-public-service-announcement/ https://imnotdoctorwho.moegamer.net/2011/01/06/oneaday-day-6-public-service-announcement/#comments Thu, 06 Jan 2011 19:02:33 +0000 http://angryjedi.wordpress.com/?p=2007 I should stop being surprised at this, but I still am. People on the Internet are dickholes. Well, not all of them. I know a lot of very nice people who live in the Internet. Many of them are writing blogs like this one—hello!—but then there is another breed out there—the breed who thinks it's … Continue reading #oneaday, Day 6: Public Service Announcement

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    I should stop being surprised at this, but I still am.

    People on the Internet are dickholes. Well, not all of them. I know a lot of very nice people who live in the Internet. Many of them are writing blogs like this one—hello!—but then there is another breed out there—the breed who thinks it's appropriate to hurl unwarranted abuse at others. Others that they've never met or spoken to, in some cases.

    Ever been on Formspring? It's pretty fun. People can submit questions to you, either anonymously or under their username, and then you can answer them. That is the sole purpose of the site. I've had a lot of fun with it, thanks mostly to my very creative friends who are excellent with coming up with bizarre, thought-provoking questions. And somehow the questions are much more fun when you're not quite sure who they're from. It becomes a game in itself to work out who submitted the bizarre question about the robots and the cabbage.

    Unfortunately, as we've seen many times by now, the potential anonymity that the Internet offers causes some people to think that they can say absolutely anything. So it was earlier on when my lovely Twitter-friend @Cilllah was bombarded with violent and pretty offensive nonsense from some nutjob banging on about his "garden" and about how he was going to rape and kill her.

    Now, given all the nonsense over the #TwitterJokeTrial a while back, I don't for a second believe that this moron was actually going to do these things. But how is it in any way appropriate to say things like that to someone who's just going about their business on the Internet? Hiding behind the veil of anonymity to throw out abuse to strangers? That's kind of pathetic.

    This sort of thing shouldn't annoy me so much—it's been going on for years after all. It doesn't make it right, though. I've been using the Internet and related technologies since the early days—a 300 baud modem on an Atari 8-bit, then on the Atari ST, then CompuServe under Windows 3.1, up through various incarnations of the "proper" Web to the stage we're at today. And at no point have I ever felt the need to pick on some poor person and be an asshole to them.

    Perhaps I'm just too nice of a person to understand why people do the things they do. But I can live with that; I'd much rather be a person that the vast majority of people like and respect (and perhaps a few assholes think is a bit of a pussy) than someone who gets their kicks from threatening rape and violence on strangers.

    The joke's on them, of course. The mental image that springs to mind as soon as anyone starts trolling like that is one of a Jabba-esque freak in his (you know it's a he) piss-and-cum-stained pants, probably with their semi-erect penis clasped firmly in their left hand (right hand is for mousing) and a folder called "HOTTYZ" on his desktop containing profile pictures of all the women he's harassed.

    And if you're not that person? You can feel pretty good about yourself.

    The post #oneaday, Day 6: Public Service Announcement appeared first on I'm Not Doctor Who.

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    https://imnotdoctorwho.moegamer.net/2011/01/06/oneaday-day-6-public-service-announcement/feed/ 5 2007
    #oneaday, Day 5: The FF Gambit https://imnotdoctorwho.moegamer.net/2011/01/05/oneaday-day-5-the-ff-gambit/ https://imnotdoctorwho.moegamer.net/2011/01/05/oneaday-day-5-the-ff-gambit/#comments Wed, 05 Jan 2011 19:46:41 +0000 http://angryjedi.wordpress.com/?p=2003 In an attempt to batter the shit out of my Pile of Shame, I'm playing Final Fantasy XII, a game which I bought upon its initial release—just like every Final Fantasy—and have spectacularly failed to finish—just like every post-IX Final Fantasy. (I have since finished X and X-2 and maintain that X-2 is an excellent … Continue reading #oneaday, Day 5: The FF Gambit

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    In an attempt to batter the shit out of my Pile of Shame, I'm playing Final Fantasy XII, a game which I bought upon its initial release—just like every Final Fantasy—and have spectacularly failed to finish—just like every post-IX Final Fantasy. (I have since finished X and X-2 and maintain that X-2 is an excellent game despite being almost—but not quite—as gay as Space Channel 5)

    The thing is, FFXII is good. Really good. Like, "it's a Final Fantasy for people who hate JRPGs" good, in that it dispenses with all the usual bullshit (rigid linearity until the last hour, when saving the world can be inexplicably put on hold to go and raise some chickens, endless random battles) and provides an experience that is altogether more "Western" in its feel. We have a much more open world. We have enemies wandering around in the field. We have immensely satisfying combat which takes place in the field. We have sidequests with a bloody quest log and we have an interesting, if unconventional, character development system.

    And we have Gambits. I was all set to dismiss Gambits as a means of getting the game to play itself. But having played it for about twelve hours now (coming up on the point that I originally got distracted by something else on my initial partial-playthrough, so we're nearly into new territory) I've discovered something: Gambits are awesome.

    If you passed on FFXII, let me enlighten you. A Gambit is a means of "programming" your party members to act in particular ways. You give them a particular condition, such as "Ally has less than 50% HP", and then give them an action, like "Cure". You can prioritise the actions, too, so certain things will take precedence when more than one of the conditions are true. And as such, you can plan out the way you'd like a battle to unfold before it starts.

    In many senses, it's like that "group huddle" you have in something like World of Warcraft before you take on a dungeon's boss. Everyone has a role to play, and it's important that people stick to that plan where possible, but be able to adapt to the situation if necessary. That's why FFXII gives you the opportunity to immediately issue direct commands, too, which override any and all Gambits in play. In fact, it's technically possible to play the entire game by micromanaging every action all your characters do, but it would probably take you approximately ten times longer to play the game if you chose to do that. Gambits aren't letting you leave the game on autopilot—they're letting you plan out a battle before it happens and then just focus on responding to situations as they arise. You'll frequently have to switch them out to take advantage of particular enemies' weaknesses, and I've noticed myself spending a lot more time in the menu in FFXII than I would do in earlier, more traditional entries in the series. Planning out the way the characters will respond is interesting and addictive, and immensely satisfying when it goes right.

    In fact, the only thing which may be a bit off-putting to some people about FFXII these days is the graphics. In this HD age, FFXII looks pretty ugly, and ironically this is because it was a pretty good-looking PS2 game. There is a lot of detail in both the textures and the characters, but the low resolution which the game runs at gives the whole thing a very "muddy" and flickery look which some people may find a bit difficult to deal with. It's certainly not unplayable, though, and spending a bit of time in the company of the PS2 serves as a reminder that games didn't always need HD graphics and Achievements to be good.

    (Interestingly, FFXII does actually feature a proto-Achievement system in the form of the Sky Pirate's Den, which fills with trophies as you fulfil certain accomplishments in the game.)

    So, if you're hungering for a great almost-Western-style RPG with a JRPG aesthetic? Give ol' FFXII a chance. If FFXIII didn't push your buttons with its "here's a straight line to the finish, apart from this bit" mentality, FFXII is what you need. Join me in my quest through my Pile of Shame!

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    #oneaday, Day 4: The Application Letter I'd Actually Like to Write https://imnotdoctorwho.moegamer.net/2011/01/04/oneaday-day-4-the-application-letter-id-actually-like-to-write/ https://imnotdoctorwho.moegamer.net/2011/01/04/oneaday-day-4-the-application-letter-id-actually-like-to-write/#comments Tue, 04 Jan 2011 18:20:05 +0000 http://angryjedi.wordpress.com/?p=1997 Dear Employer, Hello. My name's Pete, and I'm a fully-functional human being able to perform tasks for you in exchange for money. I'm not actually that fussy about the tasks you'd like me to perform, so long as they at least fall under the category of "things that I'm capable of doing". Things that I'm … Continue reading #oneaday, Day 4: The Application Letter I'd Actually Like to Write

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    Dear Employer,

    Hello. My name's Pete, and I'm a fully-functional human being able to perform tasks for you in exchange for money. I'm not actually that fussy about the tasks you'd like me to perform, so long as they at least fall under the category of "things that I'm capable of doing".

    Things that I'm capable of doing, if you were curious (which you should be) include the following:

    • Typing like the clappers (anywhere between 85 and 100wpm depending on how easy your test is)
    • Producing good-quality writing at short notice (as this blog which I update every day will hopefully attest)
    • Spotting mistakes in others' writing and being able to correct them, with a particular focus on people who do not understand the difference between "your" and "you're".
    • Inspiring a viral trend of people to get off their behinds (or, more accurately, get back on their behinds, only in a different context) and get creative—see the One A Day Project, up to 105 participants at the time of writing.
    • 5-Star "Poker Face" on Dance Central (but, eh, let's keep that one our little secret, shall we?)
    • Teaching people who have no idea how to use a computer how to use a computer in terms they can understand.
    • Being honest about the things I don't know or understand, and finding the information out for myself.
    • Being able to sit down in front of a new piece of software and get to grips with it very quickly.
    • Feature on, edit, produce and release a podcast (see: the Squadron of Shame, soon to return after our holiday break)
    • Using Aperture and Photoshop for photo-tweakage.
    • Having an opinion worth listening to (see: the number of people who are playing Recettear: An Item Shop's Tale at least partly because of my enthusing)
    • Write words on paper that people can actually understand without having to resort to words such as "timeously", "leverage" and "monetize".

    You may think that the vast majority of experience on my CV isn't exactly relevant to the position you're advertising. And you'd probably be right. But man is far more than a list of past positions on a piece of paper. He is the sum of his skills, experiences, memories and adaptability. And I have all of the above in spades, meaning that I'd be more than happy to turn my hand to something new. And not only that, the fact that I can learn new things incredibly quickly and retain them easily means that even if I've never done the exact job you're advertising before, I'm pretty certain that I could do well at it if you simply explain what it is I have to do first.

    I've also been out of regular work since last March, which means that by hiring me you'd be doing your bit to help the UK out of its "millions of people unemployed" situation. I haven't even been claiming any benefits, but might start having to pretty soon. By hiring me, you'd be allowing some of that taxpayers' money to be spent on something useful rather than keeping me provided with Lemsip, toilet paper and Eccles cakes.

    But above all, by hiring me, you'd be helping both yourself and me. You'd be giving me a job, some financial security, a reason to get up in the morning and something upon which to focus my efforts. And I'd be giving you a committed, grateful, industrious worker who will do his utmost to show you he's the best damn person-who-can-fulfil-the-position-you're-advertising ever.

    So think about it, huh? Do you want the person who writes the predictable but completely empty-of-soul letter that proclaims how supposedly "passionate" they are about whatever your industry is, and how much of a "generalist" they are? Or do you want the actual human being?

    Thanks for your time. I'll be right here while I don't have anything better to do of a day. Call me. Email me. Hire me.

    Pete

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    https://imnotdoctorwho.moegamer.net/2011/01/04/oneaday-day-4-the-application-letter-id-actually-like-to-write/feed/ 4 1997
    #oneaday, Day 3: My Life with Des https://imnotdoctorwho.moegamer.net/2011/01/03/oneaday-day-3-my-life-with-des/ https://imnotdoctorwho.moegamer.net/2011/01/03/oneaday-day-3-my-life-with-des/#comments Mon, 03 Jan 2011 19:23:03 +0000 http://angryjedi.wordpress.com/?p=1993 The concept of Des as displayed in my comic is, of course, nonsense and would be genuinely terrifying if it were actually true. But for anyone who has suffered with depression, anxiety or similar symptoms, your own personal black cloud of despair is very much a real thing, even if you can't see him or … Continue reading #oneaday, Day 3: My Life with Des

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    The concept of Des as displayed in my comic is, of course, nonsense and would be genuinely terrifying if it were actually true. But for anyone who has suffered with depression, anxiety or similar symptoms, your own personal black cloud of despair is very much a real thing, even if you can't see him or make him cups of tea in order to make him go away. (Some people may argue that last point, but I don't really drink tea.)

    Thinking about it, though, "Des", or "The Black Cloud of Despair" to give him his full name, has been with me pretty much for as long as I remember, right from a young age. In this post, I'm going to explore my relationship with "him" and perhaps work some things out as a result. This probably isn't going to be easy to write (or read) but it's cathartic or something. So here we go.

    Des sometimes came with me to primary school. I had disproportionately-large ears when I was a kid, or at least a haircut which made them appear that way, and I was relentlessly bullied throughout most of primary school for them, even by people who were (sometimes) my friends. I recall spending many lunchtimes at school either in tears, getting beaten up by the school bullies or getting absolutely furious at one of the dinner ladies. I can't even remember why I got so angry with her now, but I have vivid memories of kicking a bin over on more than one occasion. Looking back on it, all these things that were happening just attracted Des to me like flies to shit. The relentless teasing and bullying made me feel bad about myself, and I felt wronged, that life was somehow unfair, even at that early age. Des whispered in my ear that I was never going to be one of the "cool" kids, that I'd never be part of the "élite cliques", and I believed him. I stopped trying to be "cool" and settled for the (ultimately more useful) choice of "doing well".

    So a questionable start there.

    Des joined me at secondary school, too. On my first day at secondary school, the small group of us who had been together in the same class for all of primary school were now scattered around different tutor groups with a bunch of strangers. Strangers whom we were obviously expected to interact with.

    Des whispered in my ear again. "You don't know what to do, do you?" he said, a mocking tone in his voice. "You really have no idea."

    I didn't. I actually turned to my friend sitting behind me and said "I can't remember how to make friends!" and he just laughed me off. But I genuinely couldn't. And to this day, it's never a conscious process. It just sort of happens, with some people more than others. Those people that I instantly "click" with? Those are the people I know are going to be true friends, the ones who will never disappear from my life, even if distance or time separates us.

    The bullying wasn't quite so bad throughout secondary school, and I at least had a group of friends that were less fond of turning their backs on me at regular intervals, so I was able to stand my ground a bit more. But Des was still there, and I totally lacked the confidence to do any normal teenage things like ask girls out because he'd always be there, muttering that there's no way they'd ever want me. I went out with two girls throughout my high school life: one of them cheated on me in front of me at the school prom (classy, but she's now married to the guy so fair play to them, I guess) and the other got together with me on a school trip to a local recording of Songs of Praise (I know, right), promptly disappeared for a week and then decided that it wasn't working. Well, great.

    Sixth form was better. In fact, I'd go so far as to say that sixth form was my favourite time to be alive. Des left me alone throughout this time, and I got on with my life. I did the things I enjoyed to the best of my ability and have some of the fondest memories with my friends of all time during that period. It seemed like things were finally taking a change for the better, and as the time to go to university drew nearer, it seemed like my whole life was ahead of me and that I could finally look forward to what was to come instead of resenting the past.

    And sure enough, university was pretty great. Barring one small incident at the very start of my time there where I met someone whom I was absolutely sure within a matter of minutes was the "right person" for me who then got together with someone else because I was too hesitant to speak up (that and she liked him more, I guess), Des mostly left me alone throughout university, and I again enjoyed good times with great people.

    Since then, though, he's been back. Occasionally he goes away for a while, but he always comes back. During my work in teaching, he was ever-present, enveloping me, telling me over and over that I couldn't do it, that I was going to get found out, that I was useless, that the abuse and insults the kids threw around were personal, that the fact I couldn't control a class was symptomatic of my failure as a human being.

    I jacked it in after suffering what amounted to a complete emotional breakdown in the middle of one day. I had to leave early that day, and I never returned, having been signed off sick.

    I wanted to hide, and I did. I felt like I hadn't had any real friends at that job, and the few people who did show some concern I pushed away, partly on the advice of a professional body and partly because I couldn't face them. Through this time, my wife stood by me, even though she was also going through difficult times at work and trying to figure out what she wanted to do with her life, too. I appreciated that. If I'd been through that time by myself I'm not entirely sure I'd be here writing this right now. Codependence isn't helpful in the long run, but it is certainly a means of surviving a situation while it's happening. The other person can see when Des is moving in, and can swat him away. But you have to learn to swat him away yourself sometime.

    I eventually moved back to Southampton when I got what appeared to be my dream job. It was a retail job, but not. I was getting to use my teaching and communication skills on a daily basis, play with gadgets and enthuse about them—and above all, I was damn good at it. When I was selling stuff, I frequently topped the "charts" for the day, and held the record for "most shit sold in a day" for the longest time—possibly still do. When I was teaching people how to use their computers, customers frequently requested me specifically because they thought I was good at what I did.

    For a long time, it seemed as if Des was gone for good. But things changed, as they tend to. A shifting focus in our working environment left some of us feeling a little uncomfortable that we weren't performing quite the same roles we'd been hired to do. Although many of us were technically salesmen, the thing we'd loved about the job was that it wasn't a "high-pressure, hard sell" task. We just talked to people enthusiastically about the products, and this genuine enthusiasm helped people come to their conclusions far more than any amount of rabbiting on about warranties and membership programmes.

    No longer, though. Des started to creep in, though in this case, he actually offered some good advice. "This isn't right," he said. "You shouldn't be doing this. This isn't what you're here for."

    I voiced my concerns reasonably—something that had always been part of the culture of the workplace in question—and found myself on the receiving end of what can only be described as out-and-out bullying. This eventually left me with no option but to resign from the job I once loved so much. Not only that, but the circumstances of my departure clearly stymied my chances at later returning to the company in a different region. I had thought I had left bullying behind a long time ago, but it wasn't to be. I still have a copy of my lengthy resignation letter, which plenty of other people agreed with wholeheartedly.

    I moved back into teaching—a move which I talked about a few days ago—and regretted it. Des stopped being helpful and started telling me that I was no good again, a feeling that was further backed up by OfSTED inspectors with clipboards telling me that I was no good.

    So I left. Shortly afterwards, I found myself with no job, no money, no wife and no-one but Des for company on many days. On those days, there wasn't much I could do. Des would surround me, bombard me with thoughts and feelings of what might have been, what could have been, regrets and the like. He frequently laid me low, unable to function for the vast majority of a day. He made me shout and scream to no-one, to break things, to lash out at empty space and myself because there was no-one else to lash out to. He made me question whether it was even worth carrying on trying, because I felt like I'd been "trying" for so hard and never getting there.

    And when I had to leave that place I'd called home, he came with me, taunting me, pointing at what had happened as somehow a failure on my part.

    And perhaps I have failed at certain things in the past. But failing at something is a sign to do one of two things: do better, or do something else instead. And that's what I've been doing since then. It hasn't yet found me a full-time job, it hasn't yet got me any money, it hasn't yet got me back into my own place.

    But it has helped to define me, to understand myself and my limits. Des has made me into the person I am today and put me in the situation I am currently in. When a concept or a feeling is with you for so long, it can't help being part of who you are. It's how you deal with it that makes the difference. Instead of listening to Des's taunts and just nodding along, believing every one, I should punch him in the face, tell him to stop being such an asshole and then prove him wrong.

    In short, I should see him as my personal trainer, not the school bully. It's difficult to redefine the way you look at something. But I don't really have an option any more.

    Here's to the hard work ahead, and it hopefully paying off.

    The post #oneaday, Day 3: My Life with Des appeared first on I'm Not Doctor Who.

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    https://imnotdoctorwho.moegamer.net/2011/01/03/oneaday-day-3-my-life-with-des/feed/ 10 1993
    #oneaday, Day 2: Flubag https://imnotdoctorwho.moegamer.net/2011/01/02/oneaday-day-2-flubag/ https://imnotdoctorwho.moegamer.net/2011/01/02/oneaday-day-2-flubag/#respond Sun, 02 Jan 2011 18:54:09 +0000 http://angryjedi.wordpress.com/?p=1990 I can always tell when it's the holiday season. Because the holiday season is the Time To Get Ill. Almost without fail every single year, at some point around Christmas/New Year, my body goes "Nope! Had enough. Here's some snot. Happy Christmas!" and buggers off for a few days. This year is no exception. I … Continue reading #oneaday, Day 2: Flubag

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    I can always tell when it's the holiday season. Because the holiday season is the Time To Get Ill. Almost without fail every single year, at some point around Christmas/New Year, my body goes "Nope! Had enough. Here's some snot. Happy Christmas!" and buggers off for a few days.

    This year is no exception. I thought I'd escaped, because for the whole time I was over in California visiting my brother for the holidays, I was fine, despite everyone around me gradually sinking into a mire of barking repeatedly like someone with Spatchcock's Ever-Coughing Syndrome. Including the dog. Who was actually barking, not coughing.

    On the plane ride on the way home, though, I felt the illness hit. Several other Spatchcock's sufferers on the flight coupled with yummy delicious recycled air being pumped around the cabin meant a breeding ground for germs. And sure enough… "Had enough. Here's some snot. Happy Christmas!"

    Well, you're late, illness glands. And, you know, you really didn't have to get me anything this year. I just got you a bunch of pills, and I know you don't really like them that much.

    The most irritating thing about suffering with Spatchcock's Syndrome is how difficult it makes sleeping. When you lie down in bed with Spatchcock's, you are constantly in one of two states: mouth-breathing, or coughing.

    The mouth-breathing comes because your nose is so full of juicy snot that if you didn't mouth-breathe you'd suffocate and die, and suffocating and dying because of snot would just be embarrassing. If you do happen to get to sleep whilst in the mouth-breathing phase, your snores will qualify as some of the most disgusting noises on the planet and will probably involve bubbling. If you are sleeping with anyone at the time, this is a sure-fire way to find out if they really love you or not.

    The coughing usually comes when you manage to clear your nose a little bit, and inevitably brings up more snot to join the party. The noise and the irritation in your throat wakes you and anyone in the same building up, and once it passes you're back to mouth-breathing again.

    So you probably end up not sleeping until your brain is so devoid of power that it goes into laptop-style hibernation mode and fails to wake you up until lunchtime the next day. And because you slept at a weird time, you end up feeling crappy the next day, which compounds the whole situation further.

    Eventually you just decide to not sleep any more until this dratted pox departs your system, during which time you gradually slip into a hallucinogenic fantasy which you can't quite decide whether is good or bad or somewhere in between and then you die. Possibly.

    I am grateful for one thing, though: at least it's not full-on achey joints flu, which I've only been struck down with once at a time that happened to coincide with a Christmas I was set to spend alone in my house due to holiday retail work commitments and the rest of my family doing other things. Elsewhere. Without me.

    Remind me why I want to get a job again?

    The post #oneaday, Day 2: Flubag appeared first on I'm Not Doctor Who.

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    #oneaday, Day 1: Dawn of the First Day https://imnotdoctorwho.moegamer.net/2011/01/01/oneaday-day-1-dawn-of-the-first-day/ https://imnotdoctorwho.moegamer.net/2011/01/01/oneaday-day-1-dawn-of-the-first-day/#comments Sat, 01 Jan 2011 20:50:06 +0000 http://angryjedi.wordpress.com/?p=1978 I am aware of the factual inaccuracies in the title of this post. It is neither my first day writing #oneaday blogs, nor is it dawn. However, there are two reasons for naming it as I have: firstly, any excuse to get in a Zelda: Majora's Mask reference, and secondly, since the other members of … Continue reading #oneaday, Day 1: Dawn of the First Day

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    I am aware of the factual inaccuracies in the title of this post. It is neither my first day writing #oneaday blogs, nor is it dawn. However, there are two reasons for naming it as I have: firstly, any excuse to get in a Zelda: Majora's Mask reference, and secondly, since the other members of the 2011 One A Day Project have all started today at number 1, I thought I would join them so as not to look too much like the grizzled old veteran that I am. Rest assured, there will be celebrations when I reach the end of my first year, though. Assuming I remember. (19th of January. Remind me.)

    As it's a new year, a new beginning and a shiny new number "1" at the top of this post, I thought I would take the opportunity to introduce myself to those new readers that the One A Day Project has hopefully brought to my blog. Those of you I already know, bear with me for today and I'll get back to slagging things off tomorrow.

    I'm Pete. I'm 29, and unemployed. 2010 was the worst year of my life, taking in the end of my employment, the end of my marriage, the end of my finances and the end of my independent status as Someone Who Does Not Live With Their Parents. All of the above are related to one another, at least in passing.

    But as 2010 was a year of endings, January 1st 2011 seems like a good time to think about new beginnings. And what better way to consider new beginnings than with some new year's resolutions? Here goes, then.

    • I will blog every day from January 1st, 2011 until December 31st, 2011 (and possibly beyond) come rain, come shine, come sickness, come health, come on holiday, come in a sock (sorry), come not really having any time or being really drunk of an evening. I've kept up this daily blog since January 19th last year and I have no intention of stopping now.
    • I will go for a run three times a week, on Tuesday, Thursday and Sunday where possible. Those of you who have been following me for a while will know that towards the end of the year I successfully completed the Couch 2 5K programme, which turned me from a fat bastard into a fat bastard who can run for up to 30 minutes non-stop, albeit quite slowly.
    • I will embark on a wide array of erotic adventures with a bevy of voluptuous redheads, all of whom either are or at least vaguely resemble Christina Hendricks.*
    • I will fuck up the tax man good and proper. I will attempt to figure out why the taxman still thinks I am self-employed despite having gone from full-time employment to unemployment in the last few years. Then I will fuck him up good and proper.**
    • I will get a job.***
    • I will earn enough money to get somewhere to live that has a living room big enough for a Kinect and Dance Central.****
    • I will speak my mind and not bottle stuff up like a +5 Cauldron of Resentment.
    • I will complete Final Fantasy XII.
    • I will make a sizable dent in my gaming Pile of Shame.*****
    • I will not play World of Warcraft.
    • I will actually finish writing the story I've had stuck in my head for the last ten years and which has gone through more rewrites than an aborted metaphor involving something that gets rewritten a lot. (12,000 words so far. On the story, not the metaphor. That would be a metaphor of Dickensian proportions.)
    • I will have no shame in my diverse, occasionally cheesy, occasionally really really gay musical tastes.******
    • I will stop being so gay on Twitter.*******

    I think that's quite enough to be getting on with, and all of them are totally achievable. Setting yourself realistic targets is the key.

    So, now that you know a little bit about me (and will undoubtedly learn more either by reading back over my past entries, which I promise I will do a "Best Of" one day when I can be bothered) you're probably confused by that comic strip at the top of each post. Spoiler: I am also a little confused by the comic strip at the top of each post. I'm not quite sure how it happened, but I think it's Allie Brosh's fault. That minx. But suffice to say, yes, I have made the questionable decision to accompany every blog post with a silly little cartoon drawn in the Mac equivalent of MS Paint and laid out with frankly unnecessary care and attention using Comic Life Magiq.

    You'll notice a few recurring faces in these strips. Here are the most common ones:

    Pete

    Pete is a 29-year old unemployed bum geek writer aiming to make his way in the world. He lives in a featureless apartment of indeterminate size with several other peculiar characters and seems to attract surreal situations to himself like moths to a Dali-esque flame.

    Alex

    Alex believes herself to be "the sensible one", despite having a boy's name. However, Pete isn't convinced that she is as sensible as she likes to make out due to two fact: firstly, she reads Grazia magazine, and secondly, she has slept with Phillipe on more than one occasion.

    Phillipe

    Phillipe gets terribly upset when people spell his name wrong, but it's often difficult to tell due to his odd facial expression, acquired when he discovered that the stories your parents tell you about "sticking like it" are all true. He is also a massive pervert, and gets his penis out at every opportunity.

    Lucy

    Lucy hates blonde stereotypes but unfortunately conforms to every single one of them. She is not terribly bright and occasionally descends into saying text-speak out loud. She is, however, a cheerful soul and is rarely seen without a smile on her face. She likes coffee and kittens. Not together.

    Des

    The personification of Pete's "black cloud of despair" which he felt on numerous occasions throughout the last year. Des eventually became his own independent entity and made friends with Alex over a cup of tea. Pete has defeated him once, but he occasionally pops in for a social visit.

    The MoneyBot

    The MoneyBot's sole purpose is to monetize everything. Unfortunately, a glitch in his programming means that he only ever attempts to monetize people—a process which he carries out by shooting people in their genitals with a green Monetizing Ray. The process is reversible, and he may be a dream.

    There. Consider yourself primed for the year ahead. Good luck to my fellow One A Day Project bloggers. And readers? Don't forget to pay the official site a visit and donate either your time or money to Cancer Research UK or To Write Love On Her Arms to show your appreciation for everyone's awesome creativity.

    Thank you!

    * A guy can dream, huh.
    ** Note to overzealous policemen: I will not actually fuck up "the taxman" because I am aware the Inland Revenue employs many people from diverse cultures who could probably take me in a fight if they all teamed up and formed a Constructocon.
    *** Subject to the "job market", or whatever people blame the lack of jobs on.
    **** It's wrong that I'm a little too enamoured with Dance Central, I know. But honey, I got rhythm that I haven't used yet.
    ***** Subject to Anything Really Good coming out.
    ****** Already achieved. I am listening to Ke$ha while writing this post.
    ******* I make no promises as to being able to fulfil this one, particularly while @acronkyoung and @NintendoTheory are around. No homo.

    The post #oneaday, Day 1: Dawn of the First Day appeared first on I'm Not Doctor Who.

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    #oneaday, Day 348: End of the Year Show https://imnotdoctorwho.moegamer.net/2010/12/31/oneaday-day-348-end-of-the-year-show/ https://imnotdoctorwho.moegamer.net/2010/12/31/oneaday-day-348-end-of-the-year-show/#comments Fri, 31 Dec 2010 16:00:47 +0000 http://angryjedi.wordpress.com/?p=1974 So, 2010. Here we are. Your last day with us. You have a lot to answer for. Actually, let me start. Fuck you. I remember at the start of 2010 thinking "2009 sucked. 2010 will kick ass." I can't even remember why 2009 sucked so much now, such was the order of magnitude that your … Continue reading #oneaday, Day 348: End of the Year Show

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    So, 2010. Here we are. Your last day with us. You have a lot to answer for.

    Actually, let me start.

    Fuck you. I remember at the start of 2010 thinking "2009 sucked. 2010 will kick ass." I can't even remember why 2009 sucked so much now, such was the order of magnitude that your suckiness dwarfed it by.

    Let's keep score, shall we?

    I started the year in a job that I wasn't sure I wanted to do—an ill-advised return to school teaching on the suggestion of several people who thought I'd be good at primary school teaching, and that it might be less stressful than the horrors of secondary education.

    They were wrong.

    Given that the school I worked at was in what can politely be termed a "difficult area", there were plenty of what can politely be termed "challenging pupils". Most notable among them were a child who decided to spend one early morning Guided Reading session lying face-down on the floor screaming "PLEASE STOP THE PAKISTANI INVASION! PLEASE STOP THE PAKISTANI INVASION!" in a school that was probably made up of a good 60-70% of ethnic minority children, and the kid who liked to tear down wall displays, run out of the classroom and climb trees. It's amusing now. It was less amusing at the time, and it should be pretty obvious that those kids have no place in mainstream education.

    Also at the school, I went through an OfSTED inspection, where the school was judged to be "failing". This is because it was judged on the same criteria as schools in affluent areas and therefore, unsurprisingly, came up somewhat short. I was referred to as "inadequate" by a person who had spent approximately ten minutes watching me teach, and I knew that I had to get out.

    Fortunately, an ideal excuse for getting out came along in the form of PAX East in Boston, MA. I had never been to Boston, and I had never been to a video game convention. This was also going to be an opportunity to meet a huge number of the Squadron of Shame members face-to-face for the first time. I wasn't about to pass that up, so I bought a ticket even before I'd quit my job.

    I quit said job just in time to avoid having to go on a residential trip with the kids I'd come to resent so much and spent a blissful few days amongst my fellow nerds at PAX East and can honestly say that there are few occasions that I've ever felt happier than when I was there with my "people". I wished it could go on forever, but sadly it couldn't. And things were only going to get worse from hereon.

    I worked for a few scattered days doing supply teaching, but wasn't enjoying it at all, least of all the whole "get up early just in case there's any work" arrangement, where every day led to the weighing up of emotional wellbeing and financial stability.

    In late April, I turned 29. I was not in a good place mentally, so I didn't feel much like celebrating at the time. I still don't. Then in early May, everything changed. The one thing I thought I could count on—my home life, my marriage, the love I had—went away. There were many reasons for this and at this point it doesn't do anyone any good to assign "blame" either way because things on both sides led to this point. I wish they hadn't, but it seems that some things are supposed to happen, however painful they are.

    And painful it was. The experience damn near destroyed me. I had whole days where I was completely unable to function. I had plenty of times when I wished everything would just go away, that I wouldn't have to face these things any more. I went through all the however-many-stages-of-grief-there-are several times and am still jumping back and forth between them now. I resented everyone who told me that it would "just make me stronger" and put on a brave face for the public (and this blog, which I kept plugging away at even through those dark times) but appreciated those people who showed themselves to be true friends more than they could ever realise.

    And all through this I was no closer to finding a job. I interviewed for a job I didn't want and did well (though didn't get it) and for a job I really did want and didn't get that either. Eventually, the money ran out and I found myself having to move back home, an act which however you dress it to me and however necessary it was still feels like a punch in the face every time I wake up of a morning.

    The holiday season came, and I spent it in the States with my brother and the rest of my family. This turned out to be a positive move, as I had the opportunity to meet up with a bunch of people and do what is commonly referred to as "professional networking". I scored some freelance work out of the whole arrangement—freelance work that pays money, even.

    Then I came home to discover a huge bill from the taxman thanks to some uncompleted self-assessment forms which I had no idea I was supposed to do and a podcast to edit whose audio files were ruined beyond repair. A final slap in the face from a shitty year? Let's hope so.

    During 2010, despite all this, I made some great friends through the #oneaday initiative, through Kombo.com, through The Big Pixels and through Twitter. I also successfully completed the Couch 2 5K running challenge, and have posted every day since the 19th of January on this blog. Those parts of the year I wouldn't change. The rest can go F itself in the B.

    2011 has a lot for me to look forward to. More freelance work, which I really enjoy, even the rewrites. The all-new One A Day Project, which I'm doing my best to co-ordinate. Hopefully a full-time job. And I'm praying for a lift out of the black pit that I've been sporadically stuck in since May. Can you be sporadically stuck in something?

    Tonight I'm going down to Southampton to spend New Year's Eve with one of those true friends I mentioned earlier. 2010, I shan't be sorry to see you leave. Don't let the door hit you in the ass on the way out.

    Actually, do. I've installed a spike on it, at just about ass-level. I hope you enjoy it. You cunt.

    The post #oneaday, Day 348: End of the Year Show appeared first on I'm Not Doctor Who.

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    #oneaday, Day 347: The Christmas Charts https://imnotdoctorwho.moegamer.net/2010/12/30/oneaday-day-347-the-christmas-charts/ https://imnotdoctorwho.moegamer.net/2010/12/30/oneaday-day-347-the-christmas-charts/#comments Thu, 30 Dec 2010 23:00:31 +0000 http://angryjedi.wordpress.com/?p=1971 You're looking for some new music, and you don't know what is acceptable to listen to and/or share on various social networking sites. Well, let me come to the rescue, with some one-sentence reviews of the Top 20 tracks in the UK from Spotify. As the name implies, I will be reviewing all tracks using … Continue reading #oneaday, Day 347: The Christmas Charts

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    You're looking for some new music, and you don't know what is acceptable to listen to and/or share on various social networking sites. Well, let me come to the rescue, with some one-sentence reviews of the Top 20 tracks in the UK from Spotify. As the name implies, I will be reviewing all tracks using no more than one sentence.

    Here we go! Hold tight! This is exciting!

    20. Who's That Chick? (Feat. Rihanna) by David Guetta

    This track is not currently available in the United Kingdom.

    19. Christmas Lights by Coldplay

    This is a Christmas song which sounds like a Coldplay song, unsurprisingly, which means that it's depressing as fuck and quite boring.

    18. I Wish It Could Be Christmas Everyday by Wizzard

    If you don't know this song, you have probably not been into a shop any time from October onwards in the last 30 years.

    17. White Christmas by Bing Crosby

    See number 18, but insert the words "in the evening" after the words "into a shop".

    16. Step Into Christmas by Elton John

    A rock 'n' roll Christmas classic that thankfully eschews most of the Christmas clichés found in many other seasonal tracks—things like sleigh bells, bells, bell-ends… oh wait.

    15. Just A Dream – Main by Nelly

    I was enjoying this song until he started grunting and then singing.

    14. Happy Xmas (War Is Over) by John Lennon

    The song that usually plays towards the end of the Christmas school disco.

    13. The Flood by Take That

    This song sounds more like a Robbie Williams solo number than a traditional Take That track up until the first chorus—this is probably not a coincidence.

    12. Many of Horror by Biffy Clyro

    Groaning, whining misery—just the thing to tell 2010 to stick itself up its own arse and look forward to a bit more positivity.

    11. All I Want For Christmas Is You by Mariah Carey

    The only Mariah Carey song I like—fact—despite taking in every single Christmas song cliché along the way.

    10. Fairytale Of New York by The Pogues Featuring Kirsty MacColl

    I fucking hate this song with all its out-of-tune whingeing and supposed charm and wish it wouldn't be played every ten seconds on the radio over the Christmas break.

    9. Just The Way You Are by Bruno Mars

    To counter the cynicism from the previous items, I'll say that I quite liked this one, particularly the drumbeat and the building drama in the backing.

    8. Last Christmas by Wham!

    Back at the school disco again.

    7. Merry Xmas Everybody by Slade

    I always get this muddled up with the track by Wizzard, thereby proving that all Christmas songs are the same.

    6. The Time (Dirty Bit) by Black Eyed Peas

    What is this I don't even.

    5. Firework by Katy Perry

    Tuneful, predictable pop from the family-friendly slut.

    4. Like A G6 by Far East Movement

    The overpowering synth line thankfully mostly covers the awful one-note singing, babbling crap about drinking and "heeeealll yeeeeeah"s.

    3. Only Girl (In The World) by Rihanna

    It's a Rihanna song which appears to take place in an early 90s German discotheque.

    2. Your Song by Ellie Goulding

    It's Your Song by Elton John, now with added (or should that be removed?) dropped T-sounds, a questionable accent and a more melancholy, minimalist feel.

    1. What's My Name? by Rihanna

    Your name is Rihanna, and this sounds very much like every other song you have ever recorded—but bonus points for the autotuned rapper guy who helpfully explains to us that the "square root of 64 is 8" (yes, really).

    I can sum up this Top 20 in just one word. I don't need a sentence.

    Arse.

    Thank you and good night.

    The post #oneaday, Day 347: The Christmas Charts appeared first on I'm Not Doctor Who.

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    #oneaday, Day 346: In-Flight Entertainment https://imnotdoctorwho.moegamer.net/2010/12/29/oneaday-day-346-in-flight-entertainment/ https://imnotdoctorwho.moegamer.net/2010/12/29/oneaday-day-346-in-flight-entertainment/#respond Wed, 29 Dec 2010 18:43:55 +0000 http://angryjedi.wordpress.com/?p=1968 I'm back home in the UK. I am not best pleased about this, particularly as the arsehole taxman is being… well, an arsehole. But fuck him. I want to talk about the three movies I watched on the plane today. Toy Story 3 It's been ages since I saw either of the previous two Toy … Continue reading #oneaday, Day 346: In-Flight Entertainment

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    I'm back home in the UK. I am not best pleased about this, particularly as the arsehole taxman is being… well, an arsehole. But fuck him. I want to talk about the three movies I watched on the plane today.

    Toy Story 3

    It's been ages since I saw either of the previous two Toy Story movies and I think it's high time I watched them again before Disney pull their beyond-stupid "vault" bullshit and prevent you from being able to get a copy until a few years down the road.

    The third movie has a bittersweet premise. Andy is all grown up and soon to be off to college, and it's looking like the toys will be left behind. Through a series of mishaps, they find themselves donated to a local daycare centre where all is not as it seems. To share too much more would be to spoil the plot, but suffice to say the typical Pixar multi-layered humour is present and correct, with the sequences in the daycare centre being akin to any number of "prison escape" movies you might have seen in the past.

    One thing that struck me throughout was how emotionally engaging the whole thing was. The characters are so great that you're with them every step of the way, and at the times where they're in danger, you really feel bad for them. But this being a Pixar movie, things resolve themselves suitably, and there's a touching ending. I really enjoyed it—it was by turns hilarious, exciting, heartbreaking and the sort of movie that makes you smile. The quintessential Pixar movie, if you will.

    Tamara Drewe

    I knew very little about this film save having seen a trailer a few months back and read the blurb in the in-flight magazine. It actually turned out to be a great film, and not your typical romantic comedy that you might expect.

    The tale centres around a small English country community which frequently plays host to a "writer's retreat", and much of the action revolves around the various characters changing affections for one another. There's a lot of adultery and cheating going on, and people not being with who they "should" be with, not to mention the titular Tamara herself, who is back in the village of her youth after several years absence, sporting a nose job, a rockin' bod and a teeny-tiny pair of denim shorts. In one scene, anyway.

    There's a whole bunch of parallel plots running alongside each other throughout this one, and the whole thing is tied up quite nicely by the end, complete with a few surprising twists. It's not what I expected, and certainly not a typical romcom. It was genuinely amusing, filled with strong characters played by an excellent cast (nice to see Tamsin Greig pulling off a serious role with aplomb) and I'm glad I bothered to watch it.

    Going the Distance

    This, on the other hand, is a more typical romcom, though they take care to include characters and situations to appeal to both guys and girls.

    Garrett and Erin meet in New York and hit it off. But—oh no!—Erin is returning to California in six weeks' time. They decide to have a long-distance relationship, and discover all the usual pitfalls of such an arrangement. The twists and turns are pretty predictable, though the ending was a little different from what I expected.

    Justin Long's portrayal of Garrett is likable enough, but Garrett as a character just isn't very interesting for a lot of the film. Perhaps he's supposed to be a "blank slate" for people to empathise with, because despite his relative boringness, I did find myself rooting for him and Erin to work out by the end of the movie. But then I am a big girl.

    It was the weakest of the three movies I watched, but since I was gradually dropping off to sleep throughout the flight, the fact I didn't have to think about it too hard was probably a good thing. It wasn't a bad movie by any means. But it was very conventional and utterly predictable.

    So there we are. Three different movies, all of which are worth your time for very different reasons. Toy Story 3 was great, but there was never really any doubt that Pixar would pull it off again. So I think the surprise that was Tamara Drewe was actually my pick of the three movies. Worth a watch, particularly if you like seemingly mild-mannered English countryside intrigue with a bit of an acidic twist.

    The post #oneaday, Day 346: In-Flight Entertainment appeared first on I'm Not Doctor Who.

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    #oneaday, Day 345: Leader of Men https://imnotdoctorwho.moegamer.net/2010/12/28/oneaday-day-345-leader-of-men/ https://imnotdoctorwho.moegamer.net/2010/12/28/oneaday-day-345-leader-of-men/#comments Tue, 28 Dec 2010 20:52:55 +0000 http://angryjedi.wordpress.com/?p=1964 I've never seen myself as the "leader" type. I follow orders well, but when I'm asked to take charge of something, I find myself thinking whether or not I'm "qualified" to make those decisions, particularly if they're on behalf of other people. Now, I'm a qualified teacher, so in the most literal sense of the … Continue reading #oneaday, Day 345: Leader of Men

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    I've never seen myself as the "leader" type. I follow orders well, but when I'm asked to take charge of something, I find myself thinking whether or not I'm "qualified" to make those decisions, particularly if they're on behalf of other people. Now, I'm a qualified teacher, so in the most literal sense of the term I am qualified to make decisions on behalf of other people. But if you're the sort of person who suffers a bit from self-doubt or a lack of self-confidence, then it's difficult to make yourself get into a position to "lead" others.

    Which is why I've kind of surprised myself with stepping up to the plate for next year's One A Day Project. And also why I'm even more surprised that people—some of whom I don't even know directly (yet)—appear to be flocking to the cause. Apparently either my word carries some degree of influence, or people think it's actually a good idea.

    I think it's a good idea. Yes, some may argue that the more relaxed rules of next year aren't strictly "one a day" in the most literal sense. And to that I say, "I agree". But it's a compromise. Those who do want to go the whole hog and commit to a post every day, I applaud you. (And yes, I am applauding myself right now.) Those who don't feel they can commit to a post every single day, that's absolutely fine too. Personally, while I am a fan of writing something every day and believe that both I and this blog have got something out of it, it's not for everyone, depending on work, family commitments and all manner of other things. So it makes sense to relax the rules a bit in order to allow as many people as possible to participate.

    And that, I guess, is what heading up some sort of project is all about—listening to a variety of viewpoints, weighing up the pros and cons and coming to some sort of compromise that makes as many people as possible happy.

    I'm really pleased with the amount of interest people have shown in the new project so far, and I promise I won't keep banging on about it over here too much. But I thought I'd just share the fact that we're up to 24 participants (with a few more sign-ups in my inbox that I'll be putting on the site once I've flown back from the US to the UK… boo) and we have had our first monetary donation to Cancer Research. We've also earned 153 minutes of crisis and suicide prevention services on behalf of To Write Love On Her Arms via ad clickthroughs.

    It may not sound like a lot until you consider the fact that we haven't started yet. (Those of us who are starting on January 1st, that is.) Hopefully once everyone starts contributing, there'll be a wealth of content for people to enjoy, and said people will be happy to contribute their time or their money to the charities we're supporting to show their appreciation.

    So yes; I know that "#oneaday" doesn't mean one a day next year. But that's fine; it's going to bring a bunch of people together to do something awesome. And it feels pretty good to be an important part of that.

    The post #oneaday, Day 345: Leader of Men appeared first on I'm Not Doctor Who.

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    #oneaday, Day 344: Bullshit Filters https://imnotdoctorwho.moegamer.net/2010/12/27/oneaday-day-344-bullshit-filters/ https://imnotdoctorwho.moegamer.net/2010/12/27/oneaday-day-344-bullshit-filters/#respond Mon, 27 Dec 2010 20:41:31 +0000 http://angryjedi.wordpress.com/?p=1959 One of the biggest challenges in creative writing is overcoming your own personal bullshit filters—those parts of your brain that point out what you're writing is complete worthless nonsense and garbage that no-one in their right mind would ever want to read. My own tolerance for nonsense is pretty high, as my enjoyment of JRPGs … Continue reading #oneaday, Day 344: Bullshit Filters

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    One of the biggest challenges in creative writing is overcoming your own personal bullshit filters—those parts of your brain that point out what you're writing is complete worthless nonsense and garbage that no-one in their right mind would ever want to read.

    My own tolerance for nonsense is pretty high, as my enjoyment of JRPGs and love of Bayonetta will attest. But even when I'm writing creative stuff myself, I end up picturing some variant on Comic Book Guy reading what I've written and saying "BUT THAT WOULD NEVER HAPPEN!" I guess I have bullshit filters by proxy, as if I were writing stuff purely for myself, it could make as little sense as I please.

    One simple way to overcome your own bullshit filters (whether or not they're proxies like mine), though, is to watch some movies or read some books. When you see how much nonsense other people—published people who actually get paid for their bullshit—put out, you'll feel a lot better.

    Let's take Tron: Legacy for a moment, which I went to see the other night. This is a movie built almost entirely on nonsensical premises. Why are the programs in the computer personified as humans? Why do they behave in a human way? Why do they need vehicles? And given that the main distinguishing feature of one group in the movie is that they act "more human", what, in fact, is the difference between them and those who are already acting pretty human? How does a virtual projection of an aircraft stall at altitude in a virtual environment which presumably has no air? THAT WOULD NEVER HA—

    Stop. Tron: Legacy isn't a bad movie despite the fact that all of the above issues are clearly nonsensical plot holes which spectacularly fail to be resolved by the end of the movie. I enjoyed it very much and intend going to see it again. In fact, Tron: Legacy is a movie which actually benefits from you specifically not trying to read too much into it. The reason the programs act human? Because it's relatable. The reason they drive vehicles? So there can be awesome action sequences. The reason a virtual aircraft stalls at altitude? Because it's exciting. Nothing more than that.

    So it is when you're writing. Not everything has to be laced with hidden meanings, metaphors and commentary on the human condition. In fact, some of the best "hidden meanings" come about completely unintentionally, as an unconscious communication on the part of the author, an unconscious expression of something deep-seated in their mind that comes out in the things that they are writing. A window onto their soul, if you will.

    Of course, some people can transcend that kind of writing and deliberately do clever things. But then they probably get labelled as "pretentious" and don't get appreciated in their own lifetime. And everyone wants to be appreciated in their own lifetime, right?

    So, the next time you're writing something, take care that it makes sense, sure. But if you want to write something which initially appears to be "stupid", think about the rest of what you're writing too. Does it make sense in context, however "unrealistic" it might be when compared to reality? If so, then there absolutely is no reason that the Blood Sausage of Agamemnon can't turn into a semi truck at the push of a button when combined with the Amulet of Lindor under a full moon.

    And if you still feel what you're writing is ridiculous, go watch Tron: Legacy.

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    #oneaday, Day 343: Boxing Day https://imnotdoctorwho.moegamer.net/2010/12/27/oneaday-day-343-boxing-day/ https://imnotdoctorwho.moegamer.net/2010/12/27/oneaday-day-343-boxing-day/#respond Mon, 27 Dec 2010 01:57:05 +0000 http://angryjedi.wordpress.com/?p=1956 Christmas is over for another year, and so here we are on Boxing Day (or actually the day after if you're operating on UK time)—a day which apparently isn't particularly well-known in the US. In all honesty, it's not particularly well-known in the UK, either, aside from the name. It's just "the day after Christmas". … Continue reading #oneaday, Day 343: Boxing Day

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    Christmas is over for another year, and so here we are on Boxing Day (or actually the day after if you're operating on UK time)—a day which apparently isn't particularly well-known in the US. In all honesty, it's not particularly well-known in the UK, either, aside from the name. It's just "the day after Christmas".

    There's plenty of things that can be done on Boxing Day, and they tend to vary according to your age.

    If you're a young kid, Boxing Day is a day to spend playing with all the presents you got and suffering from some pretty severe analysis paralysis while you work out what to do next. When you have the amount of choice most kids get these days after receiving a veritable truckload of presents, it's easy to see how they might get overwhelmed with things to choose from.

    If you're a bit older, Boxing Day is probably a day for a hangover, whether it be caused by excess of alcohol, excess of food or, more likely, both. It also marks the beginning of The Great Leftovers Season, by the end of which you will never, ever want to see turkey ever again, whether it's on a plate with potatoes and gravy, stuffed into a sandwich, made into a curry or whatever vaguely inventive ways you've come up with to use turkey. Turkey is, of course, a meat which barely gets eaten throughout the rest of the year. Is this because it's just like an enormous dry chicken? Or is it because we eat so much of it throughout the holiday season that no-one can bear the thought of eating it again at any point in the rest of the year?

    It's a pretty universal constant whatever your age, though, that the day after Christmas is for resting, sleeping, lolling on the couch (the original meaning of lolling, not the Internet meaning) and watching the DVDs that were inevitably in your Christmas stockings.

    There's an exception, though: households which got a Wii or Kinect for Christmas. The Wii and Kinect get people up and about a little bit more than they would otherwise be, since they're popular gifts with kids and adults alike, and they require that you get off your turkey-filled ass and jump around. Quite literally in the case of Kinect.

    Incidentally, if you are still a Kinect doubter, I defy you not to at least find the damn thing clever as hell. Yesterday we were trying it out and didn't have enough space to play with two people on Kinect Adventures, so we moved the couch back a bit. By the time we'd turned back to the screen, the game was asking if we'd like to play two-player mode. Without us telling it. Witchcraft and sorcery!

    Hope you've all had a suitably festive festive season and have some appropriately awesome plans for the new year. 2011 better not suck as much as 2010, though I recall saying something very similar at the end of 2009 so I'm not going to hold my breath until something actually awesome happens!

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    #oneaday, Day 342: Family Games: The Addendum https://imnotdoctorwho.moegamer.net/2010/12/26/oneaday-day-342-family-games-the-addendum/ https://imnotdoctorwho.moegamer.net/2010/12/26/oneaday-day-342-family-games-the-addendum/#respond Sun, 26 Dec 2010 03:46:16 +0000 http://angryjedi.wordpress.com/?p=1952 Merry Christmas from California, everyone. Having spent the day playing a selection of games that various members of my family purchased for various other members of my family, I feel I should add a few picks to yesterday's post. First up is Apples to Apples, which is an entertaining, silly game that could easily descend … Continue reading #oneaday, Day 342: Family Games: The Addendum

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    Merry Christmas from California, everyone. Having spent the day playing a selection of games that various members of my family purchased for various other members of my family, I feel I should add a few picks to yesterday's post.

    First up is Apples to Apples, which is an entertaining, silly game that could easily descend into drunken arguments between consenting adults. For the unfamiliar, the game tasks players with picking a card from their hand which is "most like" a card with an adjective on it that is placed in the middle of the table. Players take it in turns to be the "judge" of what is the best fit—and can be persuaded by other players—and the first person to "win" four hands wins.

    It's very simple, not very strategic and silly enough for kids to join in with. Good stuff.

    Next up is Fluxx, which is a card game that people who haven't really got into the board game hobby probably won't have heard of. But the beauty of Fluxx is that it is simple to understand and full of random stupidity.

    The reason it's simple to understand is the fact that there are only two rules to remember—draw a card, then play a card. Everything else comes out of the cards played. New rules, victory conditions, limitations on how many cards players can have in their hand, how many cards can be laid in front of them, the works.

    It may appear to be light on strategy, but once a few rule cards have been played allowing people to draw and play more cards at once, picking the right order to use the cards becomes increasingly important. It's also very easy (and satisfying) to screw over your opponents throughout the course of the game.

    Most importantly for family games suitable for holiday consumption, though, games never last longer than half an hour and more typically last around the 10-minute mark. Because it's so heavily (though not completely) based on chance, everyone has a shot at winning, and it's difficult to figure out exactly how to be "good" at it. This certainly keeps things interesting, and prevents my Agricola situation, where I like the game but get tired of playing it because I can pretty much guarantee I will never win. I know, boohoo, right?

    Anyway. Today has been a pretty nice day all told. I got a nice watch, a nice shirt and some nice chocolates. Niceness. As I said a few days back, I kind of miss the days when Christmas was exciting rather than exhausting, but at least I'm old enough to drink myself into a stupor in the corner if it all gets a bit too much now. And there's always iPhone and PC games to jump into and hide if necessary.

    Later tonight, I will finally be seeing Inception, which I have somehow managed to avoid all spoilers about, even though the statute of limitations appears to be up. Looking forward to it, as it's a movie I've been meaning to see for ages and never got around to. I also saw Tron: Subtitle I've Forgotten the other night, too, which is worthy of an entry all of its own, I feel.

    For now, merry Christmas to all, and to all a good night. Enjoy your hangovers.

    The post #oneaday, Day 342: Family Games: The Addendum appeared first on I'm Not Doctor Who.

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    #oneaday, Day 341: The Five Best and Worst Holiday Board Games to Teach Your Family https://imnotdoctorwho.moegamer.net/2010/12/25/oneaday-day-341-the-five-best-and-worst-holiday-board-games-to-teach-your-family/ https://imnotdoctorwho.moegamer.net/2010/12/25/oneaday-day-341-the-five-best-and-worst-holiday-board-games-to-teach-your-family/#respond Sat, 25 Dec 2010 00:47:49 +0000 http://angryjedi.wordpress.com/?p=1948 As the Coca-Cola advert says, holidays are comin'. (To go off on the earliest tangent I've ever gone off on, the word "Coca-Cola" is seemingly indecipherable to Americans when pronounced with a British accent, as I discovered at the cinema the other night.) In fact, holidays are pretty much here, what with it being Christmas … Continue reading #oneaday, Day 341: The Five Best and Worst Holiday Board Games to Teach Your Family

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    As the Coca-Cola advert says, holidays are comin'. (To go off on the earliest tangent I've ever gone off on, the word "Coca-Cola" is seemingly indecipherable to Americans when pronounced with a British accent, as I discovered at the cinema the other night.) In fact, holidays are pretty much here, what with it being Christmas Eve and all. Actually, by the time you UK types read this, it is Christmas Day. Happy holidayweenukkahmas. Fuck it. Happy Christmas.

    Anyway. You may be currently locked in a house with the rest of your family, in which case it will at some point become necessary to devise some form of entertainment in order to prevent you all from killing each other. It is probably a little late to recommend things to go out and buy right now, but you'll know for next time. In the spirit of List Season, which always seems to coincide with holiday season, here are the five best and worst board games to break out during a lull in the conversation and/or turkey consumption. Well, maybe not the "best" and "worst". But five good ones and five less appropriate (though still good) ones, in the order that I thought of them.

    The Best

    Ticket to Ride

    Ticket to Ride is a relatively simple game. The basic goal is to collect sets of coloured cards in order to claim train routes on a board representing America, Europe, Scandinavia or one of the many other variants out there. Bonus points can be attained for claiming the longest continuous unbroken route as well as completing specific "point-to-point" routes between two cities across the board via any line. It all seems very simple until near the end of the game, when a lot of blocking each other's routes comes into play. It's simple enough for kids as young as 7 to understand and enjoy, yet there's enough strategic play in there for the adults to appreciate, too.

    Carcassonne

    Carcassonne is a game about laying tiles on the table to build up a map of a geographical region featuring cities, roads and fields. Points are scored by claiming these regions with little wooden people commonly referred to as "meeples". It's another simple game that is expandable with about a bajillion optional expansion packs. There's only one rule—the "farmers" rule—that is a little difficult to explain to everyone. The rest is very simple. There's also a great iPhone and iPad version for those lucky enough to have Apple products under their tree, and there's a similarly great version on Xbox LIVE Arcade, too.

    Settlers of Catan

    Catan is a game about building and trading. There is lots of interaction between players as you attempt to collect combinations of resources for building roads, settlements and cities. There's also an element of luck thanks to a roll of two dice determining which resources are "produced" each turn, though the luck factor never overwhelms the strategy element. Catan is perhaps a bit complex for young kids, but is a lot of fun for older kids and adults. It's also expandable with several additional packs, though not quite as many as Carcassonne.

    Robo Rally

    Robo Rally tasks players with racing through a series of checkpoints using their robots. Robots can be programmed using "instruction cards", which allow the 'bot to do things like turn 90 degrees left or right, move forward a certain number of spaces and a few other things. Each turn, players can give 5 instructions to their 'bots from a pool of cards in their hand. It becomes a game about planning where you'll end up and making the best of the options available to you. It's simple to play, with lots of different variations and tracks included in the box.

    Space Alert

    Space Alert is a thoroughly silly game where you start by listening to a CD filled with sci-fi alerts telling you where threats are appearing around your spacecraft. Using hands of "order cards" (a bit like Robo Rally's instruction cards) players plan in advance how they're going to take care of all the threats and keep the ship running smoothly. The twist is the amount of time they have to plan all this is determined by the length of the track on the CD. If they dawdle too much, jobs won't get done, normally with disastrous consequences. Said potentially disastrous consequences are revealed after the CD has finished, when the orders laid down are revealed and resolved on a turn-by-turn basis. It's genuinely horrifying to see a well-laid plan screwed up and resolve itself in turn-by-turn slow motion, but it's hilarious.

    The Worst

    Arkham Horror

    Arkham Horror is a brilliant co-operative game set slap bang in the middle of HP Lovecraft's Cthulhu Mythos. However, its shortest variant takes three hours to play, with more difficult opponents taking four or five hours to take down and usually ending with the players' defeat. It also has a bajillion rules to learn, which are easy enough to remember once you've played a game or two, but nightmarish to explain to newbies. Save this one for gaming nights with plenty of time to spare.

    Power Grid

    Power Grid is an in-depth simulation of competing electric corporations attempting to supply power to cities in either Germany or America. It has a few elements in common with Ticket to Ride but also has an in-depth simulation of supply and demand in its resource market, as well as a requirement to be good at both maths and forward planning. It's quite heavy going for newbies and is rather depressing for people who don't do well with numbers.

    Monopoly

    When was the last time you finished a game of Monopoly? Exactly. The simple reason for this is that people always forget two things: firstly, that the "you can take all the tax money if you land on Free Parking" rule is complete bollocks and was never in the game in the first place, and secondly, if you don't buy a property when you land on it, it's supposed to be auctioned off. Following these rules (which no-one ever remembers to) makes games a lot quicker. Alternatively, you could download the Board Game Remix Kit and make Monopoly worth playing again.

    Warhammer Quest

    Warhammer Quest is awesome, but has a big-ass rulebook, hundreds of bits of cardboard, cards, counters, miniatures and all manner of other things to deal with. While it makes an awesome Christmas present, it's best saved for a night you can devote to it with a group interested in taking part in a full campaign.

    Agricola

    Agricola is a great game (that is a lot more interesting than its concept—"a game about 13th century German agriculture"—sounds) but takes approximately a thousand years to set up thanks to its hundreds of little wooden bits, thousands of cards and board that comes in far too many pieces for its own good. I also hate it because I never win and that means it's bullshit.

    So there you go. All of the above are worth spending some Christmas money on. Not all are worth trying to explain to your grandma, unless she has a particular interest in trying to take down Cthulhu.

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    #oneaday, Day 340: Blogrollin', Like They Do In Canada https://imnotdoctorwho.moegamer.net/2010/12/24/oneaday-day-340-blogrollin-like-they-do-in-canada/ https://imnotdoctorwho.moegamer.net/2010/12/24/oneaday-day-340-blogrollin-like-they-do-in-canada/#comments Fri, 24 Dec 2010 00:12:27 +0000 http://angryjedi.wordpress.com/?p=1945 I was going to write this post yesterday but then I got all wrapped up in the whole next-year thing, which you should read about if you're interested. It's the entry before this one. Which means it's after this one on the page. Which… oh, be quiet. Anyway. To the point. I reorganised my blogroll … Continue reading #oneaday, Day 340: Blogrollin', Like They Do In Canada

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    I was going to write this post yesterday but then I got all wrapped up in the whole next-year thing, which you should read about if you're interested. It's the entry before this one. Which means it's after this one on the page. Which… oh, be quiet.

    Anyway. To the point. I reorganised my blogroll yesterday. No, that doesn't mean I hung the toilet paper with the sheets hanging down the other way to normal, it means I sorted out the links in the sidebar. I nuked the lot and started again, because there were a bunch of defunct places that some people hadn't updated for ages and a few sites that just didn't exist any more.

    Then I put out the call on Twitter for anyone who wanted to be included. I figured it'd be a good opportunity for me to have a chance to check out some other people's work, too. When you're writing a blog for yourself (particularly if it's a daily one) it's very easy to focus entirely on your own work and never pay any attention to what anyone else is writing. So, let's rectify that right now, shall we? Here's a bunch of the links I added yesterday and what they're all about.

    First up, the fellow #oneaday survivors, who are well on their way to finishing their first year on the "job". You should check out all of 'em, since they've all got a veritable plethora of content for you to read and enjoy now. Like this dusty little corner of the Internet, all their blogs have evolved and changed over time, and hopefully they've all got something out of the experience, whether or not they intend on joining us next year.

    So, in no particular order, then:

    • Game Design Scrapbook—Krystian Majewski's account of the trials and tribulations of developing an actual proper game that you'll be able to actually play and everything.
    • Halycopter—The daily blog of Jen Allen, editor of the slick and awesome Resolution Magazine, featuring candid thoughts on all manner of subjects.
    • Mat Murray—The man with the fastest Retweet finger in the West. He got married a short while ago and also takes nice photographs.
    • Mr. Writer—The #oneaday blog of Ian Richardson, veteran of Staffordshire (we salute you), motorsports enthusiast and aspiring journalist.
    • The Mirrorball—Daily blog of Mike Grant, Bristol-based writer and novelist.
    • Worthless Prattle Makes the World Go Round—Play Magazine's Ian Dransfield sets the world to rights with a variety of amusing posts and a classic Gran Turismo 5 tutorial video.

    Next up, here's some of my friends, many of whom are members of the Squadron of Shame.

    • 4X.Scope—Alex "Unmannedpylondronecommandsomethinglikethat" Connolly's blog, which hasn't been updated for a while but since he and his wife have been busy having a kid, I think we can excuse. Alex writes detailed, in-depth commentary on a variety of interesting games that you probably haven't heard of, and also draws rather well.
    • Alternate Course—Chris "RocGaude" Whittington's site, which he promises will provide a veritable cornucopia of audio-visual-textual entertainment in the coming year. Oh yes indeedy.
    • Cerebral Pop—As the name implies, this is a site that covers the more cerebral side of pop culture, run by a wide variety of delicious-smelling gentlemen, many of whom also frequent Bitmob (which I think I've been capitalising incorrectly for time immemorial).
    • First Time Flowing—Andre Monserrat's blog, deserving special mention for buying me a copy of Baldur's Gate today along with being a formidable opponent at Carcassonne.
    • Nice Guy Gamer—Cody Winn is the nicest person on the Internet. He likes video games, knit caps and kittens and writes about them here. Pay him a visit.
    • Press The Buttons—Matt Green is another ex-Kombo refugee and runs this gaming site with podcasting contributions from the sexygorgeous Brad Hilderbrand and Joey Davidson. Check in for some well-written commentary on games and the industry.
    • Rhymes With Chaos—Jesse Bowline's blog covers all manner of arty, musicy, gamey, geeky thoughts and opinions and is well worth your time. But what rhymes with "Chaos"?
    • Starfuckers, Inc.—The online home of Ashton Raze, formidable writer-about-games, man-about-town, hat-wearer, champion of DEADLY PREMONITION's cause and starfucker.
    • We Clock—Ian Scott appeared in my Facebook friend requests one day with a mutual friend, so I added him. His blog covers a variety of topics, from general geekery to eye-opening slice-of-life stuff. He's also an active member of the GOG.com and Reddit communities, so is a fountain of information on old games and Internet memes.

    If I missed you, it's 'cause you didn't get back to me on Twitter. I know there's a couple of you out there but you're escaping me right now. Give me a poke in the comments and I will add your links to my sidebar (and this post) post-haste!

    For now, enjoy all the hot and spicy content these fine folks have conjured up for you and I'll see you tomorrow.

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    #oneaday, Day 339: Looking Forward https://imnotdoctorwho.moegamer.net/2010/12/23/oneaday-day-339-looking-forward/ https://imnotdoctorwho.moegamer.net/2010/12/23/oneaday-day-339-looking-forward/#respond Thu, 23 Dec 2010 02:41:40 +0000 http://angryjedi.wordpress.com/?p=1941 Okay. I'm going to go ahead and make this pledge now, since I've been farting around with it for the whole day and don't want all that work to go to waste. I will be continuing with daily blogging next year, whether you (yes, YOU) like it or not. However, a couple of people pointed … Continue reading #oneaday, Day 339: Looking Forward

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

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

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

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

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

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

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

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

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

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    #oneaday, Day 338: English-American Dictionary https://imnotdoctorwho.moegamer.net/2010/12/22/oneaday-day-338-english-american-dictionary/ https://imnotdoctorwho.moegamer.net/2010/12/22/oneaday-day-338-english-american-dictionary/#comments Wed, 22 Dec 2010 00:36:46 +0000 http://angryjedi.wordpress.com/?p=1934 In honour of my being in America, I thought I would clarify some of the strange words that I use in order that we might understand one another a little better. I'm also away from a Mac with Comic Life Magiq installed, so our friends in the panels above might look a little different for … Continue reading #oneaday, Day 338: English-American Dictionary

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    In honour of my being in America, I thought I would clarify some of the strange words that I use in order that we might understand one another a little better. I'm also away from a Mac with Comic Life Magiq installed, so our friends in the panels above might look a little different for the next couple of days thanks to the idiosyncracies of Windows Paint and the Windows version of Comic Life.

    But anyway. Here we go. In no particular order:

    • Chips: French fries.
    • French Fries: A brand of chips that look like fries.
    • Crisps: Chips.
    • Jam: Jelly. Also, a line of traffic.
    • Jelly: Jell-O or equivalent.
    • Queue: Difficult to spell. Also, a line of people and/or cars.
    • Herb: A word with an "H" at the beginning.
    • Erb: A little-used verbal non-fluency feature.
    • Aluminium: The correct way to spell "Aluminum".
    • Wanker: A person who masturbates. Also a synonym for "asshole", when used in reference to a person who is an asshole, not an actual asshole.
    • Wankered: Drunk.
    • Arse: Ass.
    • Ass: Donkey and/or mule.
    • Rat-arsed: Drunk.
    • Trousers: Pants.
    • Pants: (n.) underpants or (adj.) not very good.
    • Trousered: Drunk.
    • Fucking: Verbal punctuation.
    • Fucked: Drunk. Also, screwed over. Sometimes at the same time.
    • Bollocks: (n.) testicles or when used as the object of a sentence, nonsense, clearly a lie. "The things Mat Murray said on his blog were bollocks."
    • The dog's bollocks: Really good. "Mat Murray's blog is the dog's bollocks."
    • Itchy scrot: Venereal disease.
    • Scruttocks: Compound word, meaning unclear. Component words suggest that it might refer to the perineum. More often used as a mild, non-offensive expletive.
    • Fanny: Vagina. Also, to mess around: "to fanny about".
    • Faff: See "fanny", but remove the vagina reference.
    • Bum: Butt.
    • Tramp: Bum.
    • Slag: Tramp.
    • Bumming: Engaging in anal sex.
    • Poof: A homosexual male.
    • Pouffe: A footstool.
    • Sod: Multi-purpose mild profanity. Can be used as a noun or a verb. ("Sod off, you sod")
    • Bugger: See "sod". Also, to engage in anal sex.
    • Buggered: Broken or messed up. Also, to have been the recipient of anal sex.
    • Shag: To have sex with. Also, carpet.
    • S: a letter we use instead of "Z".
    • Zed: Zee.
    • U: a letter we use after the letter "o" for no particular reason.

    Clearly British English is a ridiculous language. The sheer number of synonyms we have for being drunk should probably tell you everything you need to know about our culture.

    Still, you know what? I'm a big fan of our stupid words. There are few words more satisfying to mutter under your breath than "bollocks" when something goes wrong. And calling someone a "bloody bastard stupid buggering bugger-head" (or similar) if they have infuriated you is similarly satisfying.

    Also, the number of alternative meanings for many of these words can lead to a wide variety of entertaining double-entendres and ambiguities. The cast of the Carry On series of films made an entire career out of this little language trick, after all.

    So there you have it. I hope all you Americans out there feel suitably enlightened about the best way to use the English language now. I shall expect you to all be talking the Queen's English the next time I hear from you.

    Because of course, the Queen is always banging on about how rat-arsed she's going to get before shagging her husband and throwing him out on his arse. In fact, that's all her Christmas speech normally consists of. It's actually quite embarrassing.

    The post #oneaday, Day 338: English-American Dictionary appeared first on I'm Not Doctor Who.

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    #oneaday, Day 337: Internet Games #2: TinyURLette https://imnotdoctorwho.moegamer.net/2010/12/20/oneaday-day-337-internet-games-2-tinyurlette/ https://imnotdoctorwho.moegamer.net/2010/12/20/oneaday-day-337-internet-games-2-tinyurlette/#comments Mon, 20 Dec 2010 21:28:33 +0000 http://angryjedi.wordpress.com/?p=1928 It's easy to get stuck in a rut when browsing the web, visiting the same few sites over and over and over again in a vain attempt to find something new to waste your ultimately meaningless existence with. Facebook is usually the timesink of choice for many people, closely followed by Twitter, TVTropes, Wikipedia and … Continue reading #oneaday, Day 337: Internet Games #2: TinyURLette

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    It's easy to get stuck in a rut when browsing the web, visiting the same few sites over and over and over again in a vain attempt to find something new to waste your ultimately meaningless existence with. Facebook is usually the timesink of choice for many people, closely followed by Twitter, TVTropes, Wikipedia and a few others.

    As such, it's easy to forget that there's a wider web out there, filled with sites that you may not have ever come across during your daily browsing routine. Some sites you would never have wanted to discover, ever. And some are real gems that you'll be happy you came across.

    So what better way to explore the web than to make it into a little game? There used to be a website devoted to this very philosophy. Called ShuffleTime, it allowed players to jump around the web seemingly at random, answering trivia questions about the pages they were seeing. Correctly answering the questions allowed the players to collect cards and coins and purchase rewards and entries into prize draws. Sadly, it didn't last very long, but I thought it was a great idea.

    So here's a variation on it. I can't promise any kind of reward (short of discovering something horrendous/wonderful) but it's a good time waster. Probably not safe for work, but if you're reading this at work then you're probably not concerned about that, either. Here is a picture of Rise from Persona 4 in a bikini to make you feel uncomfortable about reading this at work.

    Well, it serves you right. Get on with what you're supposed to be doing and I won't have to embarrass you again.

    Alternatively, you could embarrass yourself further by playing TinyURLette, a game of discovery. The rules are very similar to The TwitPic Game which I informed you all of a few days ago (and no-one participated, boo) except this time we're dealing with websites.

    So here's what to do. Visit your link-shortening service of choice and simply add whatever you like after the URL. I will attempt this with both TinyURL and bit.ly links to demonstrate.

    So first up, we have http://bit.ly/blargh, which takes us to a page of YouTube comments for this video. It is a Scottish guy who has obviously been studying phonetics recently. He also says hello to a lot of people. And goes off on a rant against one of the members of his channel. He also does that irritating "quick-editing" thing that people are doing all the time on YouTube. "Hello! I am [edit] a person [edit] who is [edit] talking [edit] to you about [edit] rubbish." Enough of him.

    http://tinyurl.com/ihateyou, conversely, is appropriately named and takes you to a picture you really don't want to see. Especially if you're at work. You have been warned. It's not porn or gore.

    http://bit.ly/arse takes us to BioEthics Bytes, a blog about multimedia resources for teaching bioethics. An unfortunate URL for a page that looks quite interesting.

    http://tinyurl.com/what takes us to an article from the San Francisco Chronicle about the death of Margaret Singer, an expert on brainwashing and cult activity. The obituary is an interesting read, actually, with some quotes from Singer herself.

    By extension, http://tinyurl.com/whatisthisidonteven takes you to a page clearly intended to RickRoll you. Unfortunately for them, the video they have been using for RickRolling purposes is a broken link, meaning that this page is, in fact, a failed RickRoll. A RickStumbleAndFallOnYourAss, if you will.

    http://bit.ly/yourface features a news headline from Twitter very literally about your face.

    http://tinyurl.com/stopit gives us a blog post in Russian about Lifespring, the now-defunct "human potential training" company. Or, as Google Translate puts it, "Layfspringe", which is a much better name.

    Finally, http://bit.ly/borednow takes us to a page from McCarthy Psychology Services from Australia about care provision for the elderly.

    I'm a little disappointed. Out of 8 different pages, only one of them is the slightest bit inappropriate. You are not doing your job properly, Internet.

    Found any entertaining TinyURL or bit.ly shortlinks through playing this stupid game? Let me know in the comments.

    The post #oneaday, Day 337: Internet Games #2: TinyURLette appeared first on I'm Not Doctor Who.

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    #oneaday, Day 336: Being For The Benefit Of Mr. @shoinan (And Any Other Prospective #oneaday-ers) https://imnotdoctorwho.moegamer.net/2010/12/19/oneaday-day-336-being-for-the-benefit-of-mr-shoinan-and-any-other-prospective-oneaday-ers/ https://imnotdoctorwho.moegamer.net/2010/12/19/oneaday-day-336-being-for-the-benefit-of-mr-shoinan-and-any-other-prospective-oneaday-ers/#comments Sun, 19 Dec 2010 19:00:19 +0000 http://angryjedi.wordpress.com/?p=1924 The few of us who are still flying the #oneaday flag are closing in on the grand finale. 365 posts of non-stop bollocks, some of which might have been entertaining, some of which may have been utter nonsense. If you haven't checked out the fellow survivors' blogs yet, I encourage you to pay Jen, Mat, … Continue reading #oneaday, Day 336: Being For The Benefit Of Mr. @shoinan (And Any Other Prospective #oneaday-ers)

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

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

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

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

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

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

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

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

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

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

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

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

    The post #oneaday, Day 336: Being For The Benefit Of Mr. @shoinan (And Any Other Prospective #oneaday-ers) appeared first on I'm Not Doctor Who.

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    #oneaday, Day 335: My Synapses Are Cold https://imnotdoctorwho.moegamer.net/2010/12/19/oneaday-day-335-my-synapses-are-cold/ https://imnotdoctorwho.moegamer.net/2010/12/19/oneaday-day-335-my-synapses-are-cold/#respond Sun, 19 Dec 2010 03:47:35 +0000 http://angryjedi.wordpress.com/?p=1921 I think it's pretty much a given now that I'm a fan of creative indie games, particularly ones that put unusual twists on established formulae. There's one I haven't really talked about here yet, and I feel I should rectify this forthwith. My brother (John Davison of GameSpot, for those three of you who haven't … Continue reading #oneaday, Day 335: My Synapses Are Cold

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    I think it's pretty much a given now that I'm a fan of creative indie games, particularly ones that put unusual twists on established formulae. There's one I haven't really talked about here yet, and I feel I should rectify this forthwith.

    My brother (John Davison of GameSpot, for those three of you who haven't realised that yet and are now going "Oh, yeah!") mentioned on Twitter the other day that asynchronous multiplayer was "multiplayer for grown-ups". Or specifically, multiplayer for people with little to no free time. Eminently suitable for those with jobs. Or those with families. Or those who simply suck at action/skill-based multiplayer titles.

    Mode 7 Games' Frozen Synapse caters for this crowd, specifically the subset of it who wish that they could pull off a headshot at a hundred paces but no longer have the reflexes of a twelve-year old with too much sugar and caffeine in their system. Frozen Synapse is, at heart, a team-based first-person shooter, albeit one represented from a top-down view played in turns by only two people. So not a lot like a first-person shooter at all, really.

    Except that it kind of is. For the uninitiated, Frozen Synapse features a wide selection of different game modes, many of which will be familiar to players of shooty-shooty-bang-bang games. The simplest is Extermination mode, which simply tasks one team with killing the other team before five turns are up.

    Each turn represents a five-second period of time, during which your little people can run, walk, duck, crawl, aim, shoot and focus on specific targets. It's your job to set up a plan of action for them by setting waypoints and actions, then testing your plan to see where they'll end up after five seconds, then committing your plan. At the same time, your opponent is also doing this, and when both of you have committed your plans, the outcome is shown, and it may not be what you had anticipated.

    The cool thing about it, though, is that you don't both have to be online to play. It's essentially play-by-email, with the game sending a message to your opponent when you've taken your turn and it's time to check out the carnage. This means that you can have a whole bunch of games on the go at the same time, and be able to rattle through them all in a matter of minutes. It's a great idea, and it's awesome to see this kind of idea work in a setting other than a game with With Friends in the title.

    Best of all, the game plays well and it's not even finished yet. The final product promises a single-player campaign mode, puzzle mode and all manner of other goodies. Those who are keen to support the game can pre-order and play the beta version right now, though, and you get a free copy to give to a friend, too. Which is nice.

    Even better than that, the game is 30% off until Christmas. So if you're the slightest bit interested in the unusual concept—and it genuinely does work really rather well—I'd encourage you to support the hard-working three-man team that is Mode 7 and pre-order a copy now.

    If you do, be sure to send me a challenge. I cordially invite you to the turn-based bloodbath.

    The post #oneaday, Day 335: My Synapses Are Cold appeared first on I'm Not Doctor Who.

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    #oneaday, Day 334: That Seems A Bit Expensive https://imnotdoctorwho.moegamer.net/2010/12/18/oneaday-day-334-that-seems-a-bit-expensive/ https://imnotdoctorwho.moegamer.net/2010/12/18/oneaday-day-334-that-seems-a-bit-expensive/#comments Sat, 18 Dec 2010 00:11:20 +0000 http://angryjedi.wordpress.com/?p=1918 Those who doubt the value of the iOS platforms as serious gaming devices should take a look at some of the stuff that's come out recently. The iPhone and iPod touch are becoming gaming powerhouses, and not just for portable versions of timewasters like Bejeweled Blitz and Farmville. No, in just the last couple of … Continue reading #oneaday, Day 334: That Seems A Bit Expensive

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    Those who doubt the value of the iOS platforms as serious gaming devices should take a look at some of the stuff that's come out recently. The iPhone and iPod touch are becoming gaming powerhouses, and not just for portable versions of timewasters like Bejeweled Blitz and Farmville.

    No, in just the last couple of weeks, we've seen some spectacular games show up. Epic's Infinity Blade, for example, provides spectacular graphics and a cool update on, of all things, Punch-Out!! Trendy Entertainment's Dungeon Defenders gives us an interesting multiplayer twist on both the action RPG and tower defense genres, despite being a little bit too ambitious for its own good on the small iPhone screen. (Stick with it past the tutorial, though; once you're done with the screen-filling tutorial text, the interface is still a little bit cluttered, but less burdensome). Lara Croft and the Guardian of Light provides the same experience as the console and PC versions—complete with co-op. And Aralon is pretty much Oblivion in your pocket.

    Stop and think about those for a minute. Those are all pretty fucking impressive games to run on a phone. Things get even more impressive when you look at the prices for each—the most expensive of those mentioned is Aralon, which is three English pounds and ninety-nine pence. Compare and contrast with Oblivion, which launched at £40 on consoles.

    The thing is, though, the App Store and its customers appear to operate in some sort of weird parallel economy. Aralon's predecessor, Ravensword, sells for 59p and offers a pretty thorough RPG experience. And yet there are reviewers who say that they have "wasted their money" because it didn't have one feature they thought it should have in it.

    Seriously. These people need to get a little perspective. 59p for 20-30 hours of entertainment is pretty outstanding value whichever way you slice it. £3.99 for the same amount of gameplay is still pretty fucking amazing value. There are games that are considerably technically inferior to these games we're getting on iOS devices now selling for £20-35 on the Nintendo DS. Ace Attorney on the iPhone is a tenth of the price it is on the Nintendo DS, and it's the same game. Lara Croft and the Guardian of Light is 1200 Microsoft Points on XBLA, whatever that means. It's 4 quid on the App Store. And again, it's the same game—except it actually shipped with co-op built in.

    iOS gamers, you've never had it so good. At some point, developers will figure out that they're vastly undercharging people for these awesome games, and prices will rise. So stop bitching and make the most of these incredible experiences while they're still the price of a coffee in Starbucks.

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    #oneaday, Day 333: Internet Games #1: The TwitPic Game https://imnotdoctorwho.moegamer.net/2010/12/16/oneaday-day-333-internet-games-1-the-twitpic-game/ https://imnotdoctorwho.moegamer.net/2010/12/16/oneaday-day-333-internet-games-1-the-twitpic-game/#comments Thu, 16 Dec 2010 20:26:56 +0000 http://angryjedi.wordpress.com/?p=1909 You're sitting in front of your computer right now. You're either working, or bored, or wondering what on Earth you should do with yourself. You probably wouldn't be reading this otherwise. So today, I present to you a simple and fun game which you can play whenever you've read the whole Internet and are at … Continue reading #oneaday, Day 333: Internet Games #1: The TwitPic Game

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    You're sitting in front of your computer right now. You're either working, or bored, or wondering what on Earth you should do with yourself. You probably wouldn't be reading this otherwise.

    So today, I present to you a simple and fun game which you can play whenever you've read the whole Internet and are at a loss for what to do next. It's a simple game, and there's no real "winning" as such. But it can be played solo, or as a social game with the aid of additional participants on Facebook, Twitter or the social network of your choice. You can even play local multiplayer with people in the same room, either hotseating on one computer, or with a collection of different computers.

    The game is very straightforward to play. The image-sharing website "TwitPic" is used to share images on Twitter. The URL format for TwitPic is http://twitpic.com/stringoflettersandnumbersgoeshere. You can probably guess the rest, but for those of you who haven't cottoned on yet, simply replace "stringoflettersandnumbersgoeshere" with a code of your choice (keep it no more than 5 letters or numbers in most cases) and then see what out-of-context images you can discover.

    Here's some samples from a quick go today:

    http://twitpic.com/spack comes up with this delightful image of someone's dinner. The plastic tray and plastic cutlery seem somewhat at odds with the battered shrimp, corn and unidentifiable green shit in the corner.

    http://twitpic.com/felch comes up with this image, with the caption "THIS. My cousin is me all over", worryingly, though as the astute commenter beneath the picture observes, there is no actual felching in the picture.

    http://twitpic.com/crunk displays this disappointingly dull image of someone on their way to Charlotte for training. Unless Charlotte is a person, in which case the implied "training" which will be going on can take on an altogether more interesting meaning.

    http://twitpic.com/arse gives us more food. People really love to show each other what they're eating on Twitter, it seems. It appears that one of the stereotypes about Twitter users is true.

    http://twitpic.com/butts gives us a sleeping man. Why is he asleep? No-one knows. But the cameraperson is certainly very close to this sleeping man. Sleeping man also appears to not be wearing a shirt and have slightly flabby shoulders.

    And finally, http://twitpic.com/dirty gives us a collection of jazz music, thereby confirming something we've all known for a very long time: the fact that jazz music is dirty. The internet has proved it.

    This game also works with a variety of other sites, including imgur, yfrog and numerous others. For the truly brave, you could also try it with URL shorteners such as bit.ly and tinyurl. There's no telling where you might end up with those, and so that, dear friends, is a game we shall save for another day.

    Found any awesome TwitPic URLs yourself? Do let me know. That's what them thar comments are for.

    The post #oneaday, Day 333: Internet Games #1: The TwitPic Game appeared first on I'm Not Doctor Who.

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    #oneaday, Day 332: Fire The Canon... He's Not Pulling His Weight https://imnotdoctorwho.moegamer.net/2010/12/15/oneaday-day-332-fire-the-canon-hes-not-pulling-his-weight/ https://imnotdoctorwho.moegamer.net/2010/12/15/oneaday-day-332-fire-the-canon-hes-not-pulling-his-weight/#comments Wed, 15 Dec 2010 19:06:52 +0000 http://angryjedi.wordpress.com/?p=1906 What are those games you have to play? The answer, of course, is none at all, but there are plenty of people out there who believe that you can't call yourself a "true gamer" (whatever that means) unless you've played this game or that game. And for sure, at one point that was true, simply … Continue reading #oneaday, Day 332: Fire The Canon... He's Not Pulling His Weight

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    What are those games you have to play?

    The answer, of course, is none at all, but there are plenty of people out there who believe that you can't call yourself a "true gamer" (whatever that means) unless you've played this game or that game. And for sure, at one point that was true, simply because the volume of games being released was such that it was easy enough to keep up to speed on at least all the big releases, if not absolutely everything that was available.

    Nowadays, though, gaming is such big business that it's impossible to keep up with triple-A releases, let alone delve into the increasingly-awesome pool of independent and/or smaller titles out there.

    Rather than this being a frustrating thing, though, this is a very positive sign. Speak to someone who's a film snob and they will probably turn their nose up at the prospect of a Michael Bay film, yet there are plenty of people out there who go and watch various childhood-raping movies that ensure you can never look at Transformers in quite the same way ever again.

    And it's the same with gaming. There is no one set "canon" of games that you absolutely must play. I've come around to this idea, having had it first mooted by my good buddy and fine, upstanding gentleman Calin. There are games that are important to the history of gaming, sure. But they're not things that everyone has to play. If everyone plays all of the stuff from history that is supposedly "important", they'll never get to anything from today. It's a balancing act.

    What I've been wondering is if it's possible for someone who is a full-on gaming enthusiast to spend their time playing nothing but non-triple A titles. Surely there are enough indie and "cheap-fu" titles out there now to enable someone to have an enjoyable experience without having to spend $60 a time for the privilege? And yes, I'm using dollars to illustrate my point because I'm in the States. When in Rome and all that.

    This approach isn't for every gamer, just like watching only foreign and/or arthouse movies isn't for everyone who purports to "like movies". I love ASCII-based roguelike Angband, for example, and have sent any number of heroic @-signs to their death now, but I don't expect everyone to find that sort of experience palatable. I can certainly play that game and find it enjoyable, however, and there are times when I'd pick playing that over something like, say, Halo. I'd certainly always pick it over Call of Duty.

    But there are people who feel the opposite too. And it's pretty cool that we've reached a stage where we can say that about the gaming industry. The only difficulty that comes with this territory is the fact that the gaming press is not able to cover everything that is out there, meaning some spectacular stuff can get completely overlooked, or sell poorly, or be unfairly judged.

    This is where word of mouth comes in. You found something awesome you think friends might enjoy too? Tell them. Don't keep it to yourself. I know that I've convinced at least a few people to play Recettear: An Item Shop's Tale since I started banging on about it a few weeks back, and I'm sure there are others out there who might be interested in trying other things I've mentioned. Similarly, my obsession with Persona 3 and 4 can be entirely attributed to a blog post my friend Mark wrote extolling the virtues of Persona 3, a post which was enough to make me think "I have to play this game."

    We're in an age of active involvement and active socialisation. The gaming press still certainly has a place—I should hope so, anyway, since I'm involved in it—but there's just as much importance, if not more, on word-of-mouth recommendations and discussion.

    Think about the last game you played. Was it something you played because reviews were good? Because people were talking about it? Or something you took a chance on and then felt like telling everyone how good/bad it was?

    In my case, the last two games I played (Recettear and DEADLY PREMONITION) were the latter two. I took a chance on Recettear and adored it. And I couldn't not play DEADLY PREMONITION after hearing some of my closest friends discussing it in appropriately reverent tones. I actually can't remember the last time I bought a game purely on the strength of a review.

    The post #oneaday, Day 332: Fire The Canon... He's Not Pulling His Weight appeared first on I'm Not Doctor Who.

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    #oneaday, Day 331: Like A Ro-ogue, Killed For The Very First Time https://imnotdoctorwho.moegamer.net/2010/12/15/oneaday-day-331-like-a-ro-ogue-killed-for-the-very-first-time/ https://imnotdoctorwho.moegamer.net/2010/12/15/oneaday-day-331-like-a-ro-ogue-killed-for-the-very-first-time/#respond Wed, 15 Dec 2010 03:52:57 +0000 http://angryjedi.wordpress.com/?p=1902 Horatio Spankington was one of several children to a Serf, and a credit to his family. He had brown eyes, curly red hair and a dark complexion, lending him a somewhat distinctive look that his father often joked would probably "end him up in some freak show somewhere". He joined the ranks of the Paladins … Continue reading #oneaday, Day 331: Like A Ro-ogue, Killed For The Very First Time

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

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

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

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

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

    "What a boring place," he thought.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

    The post #oneaday, Day 331: Like A Ro-ogue, Killed For The Very First Time appeared first on I'm Not Doctor Who.

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    #oneaday, Day 330: On Death And Videogames https://imnotdoctorwho.moegamer.net/2010/12/14/oneaday-day-330-on-death-and-videogames/ https://imnotdoctorwho.moegamer.net/2010/12/14/oneaday-day-330-on-death-and-videogames/#comments Tue, 14 Dec 2010 02:06:22 +0000 http://angryjedi.wordpress.com/?p=1893 Kids today, huh? Don't know they're born. Want everything on a plate. In my day, we died by touching a piece of wall that was the wrong colour. And then we had to start all over again! I am, of course, referring to the changing face of failure in video games. Failure happens these days, … Continue reading #oneaday, Day 330: On Death And Videogames

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    Kids today, huh? Don't know they're born. Want everything on a plate. In my day, we died by touching a piece of wall that was the wrong colour. And then we had to start all over again!

    I am, of course, referring to the changing face of failure in video games. Failure happens these days, particularly in shooters, but nowhere near as much as it used to. And certainly the penalties are far less harsh than they used to be. In days of yore, you ran out of lives, that was it. A few years later, we started to see the arcade-style "credits" system in our home games. Later still, we had games in which you could continue indefinitely. And today, we have games in which it is almost impossible to fail because of the abundance of checkpoints, regenerating health and the like.

    I picked up the Sly Cooper Collection for PS3 this week, and I've been playing through Sly Cooper 1. I was a little surprised to discover that it is a pretty punishing game. Our hero doesn't have a health bar and dies at the faintest hint of water, spiky things, fire or dogs with giant hammers. This was initially frustrating, but it was a simple matter to readjust to the way we did things in 2002. It was also marginally less frustrating in the fact that this was the era of unlimited continues, making the use of "lives" almost irrelevant.

    I say "almost", because running out of lives does send you back to the start of the level instead of your last checkpoint, so there is incentive to take a bit more care. But it's not frustrating, particularly as the game is designed so well that any screw-ups are usually the player's fault, not the game's.

    It got me thinking, though. The Sly Cooper Collection is bringing this style of gameplay to a whole generation reared on regenerating health—heroes who can simply hide behind a pillar until they wipe all the jam off their eyeballs—and is a very different approach to what people might be used to. While many modern games encourage experimentation and exploration, Sly Cooper punishes stupid moves by killing you immediately. This has the side-effect of keeping the player on track and discouraging them from going too off-piste or attempting to "break" the game (or, heaven forbid, encouraging those assholes who use the word "glitch" as a verb) but I can imagine it would be frustrating to "modern" gamers.

    I understand the later Sly Cooper games do have a health bar, suggesting that the latter years of the PS2 may have started gamers' shifting towards being the pussies they are today.

    Yeah, you heard me. Pussies. You don't know pain until you've got to the last level of Castlevania only to lose all your lives and have to start all over a-fucking-gain.

    The nearest to this experience we have these days is in the humble roguelike, which has the decency to delete your save game once you die. Better not get too attached to that awesome set of armour you found, because this might happen:

    And no-one likes to die by stumbling drunkenly into a wall, having had a blubbering icky thing crawling on them and brown mold spores spurting up their nose.

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    #oneaday, Day 329: Be A Dick Mode https://imnotdoctorwho.moegamer.net/2010/12/13/oneaday-day-329-be-a-dick-mode/ https://imnotdoctorwho.moegamer.net/2010/12/13/oneaday-day-329-be-a-dick-mode/#respond Mon, 13 Dec 2010 04:14:39 +0000 http://angryjedi.wordpress.com/?p=1890 With the increasing mechanical complexity and narrative ambitiousness of many modern games, it's easy to forget the purity of how gaming used to be. Just a player, a joystick, and an arbitrary number representing how "good" the player was at the game. In other words, the score. Games with scores aren't dead, though. Far from … Continue reading #oneaday, Day 329: Be A Dick Mode

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    With the increasing mechanical complexity and narrative ambitiousness of many modern games, it's easy to forget the purity of how gaming used to be. Just a player, a joystick, and an arbitrary number representing how "good" the player was at the game. In other words, the score.

    Games with scores aren't dead, though. Far from it. And in this age of global communication thanks to the Internet, one could argue that games with scores are more relevant than they've ever been.

    The reason for this? The hidden option that you won't find on any game's menu. The mode that allows you to compete against your friends and mercilessly taunt them when you prove yourself—with numbers—to be objectively better than them.

    I am talking, of course, about Be A Dick Mode.

    Be A Dick Mode crops up in many game, though it's not just any game with a score and leaderboards that it works with. Shatter on PSN and Steam, for example, is not an example of a game featuring a Be A Dick Mode, despite being in possession of leaderboards and scores which frequently extend into the hundreds of millions. Geometry Wars 2, conversely, has Be A Dick Mode in spades. After Burner Climax? No dick action there. Pac-Man Championship Edition DX? Dickishness in spades.

    There are few games with a more powerful, potent Be A Dick Mode than Adult Swim's seminal two-button masterpiece Robot Unicorn Attack, however. It was bad enough when the game was first released on Adult Swim's website. Twitter became awash with screenshots of everyone's latest and greatest high scores.

    But now, they've gone and embraced Be A Dick Mode with open, err, arms.

    How have they done this, you may ask. Simple: put it on Facebook.

    For all Facebook's faults, privacy concerns and stupid, stupid UI redesigns, the one thing that it is magnificent at is promoting friendly (and not-so-friendly) competition between diverse friends across the globe. The ability for Facebook applications to access your name, profile picture and activity in applications you have in common with your friends was a masterstroke, privacy concerns aside. There's nothing better than looking at a leaderboard filled with the real names and photographs (or avatars) of your friends and seeing yourself at the top of it.

    And there's nothing worse than seeing yourself in second place, with first place tantalisingly out of reach. There's nothing worse than knowing that the next time you log onto Twitter, there will be an @mention in your direction inviting you to check out Facebook and suggesting you might want to play some Robot Unicorn Attack instead of whatever it was you were planning on doing.

    And then you play Robot Unicorn Attack. And you fail to beat your friend. And then you play it again. And some more. And then you get annoyed, so you go and play Bejeweled Blitz instead, but then you realise that someone else has pipped you to the top of the scoreboard on that too, so you go back to Robot Unicorn Attack and play it until that Erasure song has burnt itself into your memory and you can't see a field of horses without wanting to sing and fart rainbows at them.

    In short, Be A Dick Mode will ruin your life and the lives of your friends. But you know you wouldn't have it any other way.

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    #oneaday, Day 328: Hi, America https://imnotdoctorwho.moegamer.net/2010/12/12/oneaday-day-328-hi-america/ https://imnotdoctorwho.moegamer.net/2010/12/12/oneaday-day-328-hi-america/#respond Sun, 12 Dec 2010 03:56:08 +0000 http://angryjedi.wordpress.com/?p=1885 Hai, America. You know, I've been looking at you for a while and I thought, you know, you're kinda cool and I wondered if you'd, you know, like to hang out some time, maybe, and get a coffee or something. Cause, you know, I, like, think you're pretty cool. And stuff. I'm serious! I like … Continue reading #oneaday, Day 328: Hi, America

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    Hai, America. You know, I've been looking at you for a while and I thought, you know, you're kinda cool and I wondered if you'd, you know, like to hang out some time, maybe, and get a coffee or something. Cause, you know, I, like, think you're pretty cool. And stuff.

    I'm serious! I like your food. You sure know how to do a good breakfast. It's a breakfast worth getting up for in the morning. Sure, a typically British bacon sandwich is all very well and good, but there's little that can beat a stack of pancakes, some waffles, some French toast or indeed the wonder that is Eggs Benedict, which I discovered the other morning after spending the night with you.

    You know what else? And this is going to sound a bit weird, 'cause I wonder how many people compliment you on this, but I think your bread is awesome. Sure, you can get fancy-pants bread from fancy-pants bakeries in the UK, but your everyday sort of bread, the sort that you make everyday toast and sandwiches from? That's functional at best, dry and sawdusty at worst. You make me appreciate a good sandwich. And I like sandwiches at the best of times. But you make me appreciate them more. I like that.

    You also seem to have the art of the takeaway down to a fine art. We Britons of Britainland believe that we are the masters of the Chinese and Indian takeaways, but I can honestly say that I think yours are better. Your Indian curries are creamy and smooth and delicious, and your Chinese meals are full of flavour and they come in those awesome little cardboard boxes with the lids that are a good shape to eat the food straight from with a pair of chopsticks, instead of those foil trays with the cardboard lids that are always way too hot to put on your lap.

    Since we're being honest here, I don't like how you use the word "an" before words that start with an "h", which isn't a vowel, and you spell "aluminium" wrong, not to mention your seeming aversion to the letters "u" and "s". Also, as our beloved comedian Eddie Izzard says, "herb" is pronounced "herb" because "there's a fucking 'H' in it".

    But you know what? I don't care. I can accept your flaws because they make you more colorful (see what I did there?) and interesting. I can accept that you use the word "momentarily" different to the way I do, and I think it's charming. All your sweet, nutty bread and pancakes and Hollandaise sauce on eggs and love of good coffee and ability to put free Wi-Fi hotspots in places other than Starbucks just make me think that, you know, you're pretty sort of kind of cool and I think it'd be, you know, nice if we could, um, spend a bit more time together. If you know what I mean.

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    #oneaday, Day 327: LOOK AT MY FACE. https://imnotdoctorwho.moegamer.net/2010/12/11/oneaday-day-327-look-at-my-face/ https://imnotdoctorwho.moegamer.net/2010/12/11/oneaday-day-327-look-at-my-face/#respond Sat, 11 Dec 2010 02:07:14 +0000 http://angryjedi.wordpress.com/?p=1880 There are people out there who are paid frankly obscene amounts of money to develop a company or brand's "social media strategy". This is a position that wouldn't have existed five years ago, yet now it's the new hotness. If you've got anything to do with marketing, social media is where it's at. These "gurus" … Continue reading #oneaday, Day 327: LOOK AT MY FACE.

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    There are people out there who are paid frankly obscene amounts of money to develop a company or brand's "social media strategy". This is a position that wouldn't have existed five years ago, yet now it's the new hotness. If you've got anything to do with marketing, social media is where it's at.

    These "gurus" have come up with their own set of arbitrary rules about what "works" and what doesn't. Supposedly, following their bible of social media norms helps you to get hits and be more influential online. Perhaps they're true. But some of them strike me as a little odd.

    Take the way social media news website Mashable presents itself on Twitter, for example. Actually, first of all look at Mashable itself. Not the most personality-filled site at first glance, is it? Sure, the personalities come out in the writing, but at first glance it looks like just any other tech news site.

    So then, take a peep at Mashable's Twitter account. Notice anything odd?

    Right. Despite obviously being the official account for Mashable the site, and posting little more than links to their articles with little to no interaction with their millions of followers, they have taken the inexplicable decision to present the site not as a site, but as the face and name of CEO and founder Pete Cashmore. Thus, when something from Mashable comes up in your Twitter timeline, depending on how you've got it set up, it looks like these links are being posted by a person, not by an automated RSS-to-Twitter doobriewotsit. But they're not. Unless there's a very bored intern at Mashable in charge of doing that.

    Now, the theory behind this is that putting a human face on a Twitter account makes it inherently more "trustworthy". As anyone who's used Twitter before will know, bots are a pain in the arse and should be killed with fire, but it's usually reasonably obvious that they are bots. There's the odd exception, but for the most part, it's very clear.

    So, with that in mind, isn't it actually rather more dishonest to post automated updates from a website pretending to be an individual person? I honestly can't understand the logic behind it. I'm sure some social media guru out there will be able to educate me. But I know that generally speaking, if I'm looking out for an update from a particular website in my Twitter timeline, I'll be looking out for that website's logo, not some bearded guy with a slight sneer.

    Unless Pete Cashmore thinks he genuinely is the logo for Mashable, in which case the website should replace its header with a GIANT PICTURE OF HIS FACE. Possibly with a big flashing logo saying "OBEY".

    Maybe.

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    #oneaday, Day 326: Time Zone Trauma https://imnotdoctorwho.moegamer.net/2010/12/10/oneaday-day-326-time-zone-trauma/ https://imnotdoctorwho.moegamer.net/2010/12/10/oneaday-day-326-time-zone-trauma/#comments Fri, 10 Dec 2010 04:55:54 +0000 http://angryjedi.wordpress.com/?p=1877 It's rather late, I know. Although it's not late where I am, because as I may have intimated rather subtly above and in a post a few days ago, I'm in the States. Yayness, as Recette might say. In local time back home, it's currently 4:30am, while here it's 8:30pm. I have been up for … Continue reading #oneaday, Day 326: Time Zone Trauma

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    It's rather late, I know. Although it's not late where I am, because as I may have intimated rather subtly above and in a post a few days ago, I'm in the States. Yayness, as Recette might say. In local time back home, it's currently 4:30am, while here it's 8:30pm. I have been up for over 24 hours. Hardcore.

    Time zones are a bugger at the best of times, let alone when your own body clock is buggered beyond all recognition. There are a curious mix of influences at work here, as a combination of insomnia, stress, depression, lack of desire to go to sleep any earlier and friends in time zones other than my own all conspire to bugger up my sleeping patterns. In fact, I'm actually anticipating that I'll sleep better and at more "normal" times here than back home.

    Before I left Southampton, I got chatting to a very lovely person online who happened to live in mountain country in the US. We were frequently up until 4 or 5am GMT talking about things, and that made getting up the following morning rather more difficult. However, being jobless and, at the time, shortly to be homeless, there didn't feel like much of note worth getting up for in the mornings. So, well, I didn't. Actually, I haven't heard from her for a while, so after writing this post I will email her, you see if I don't.

    This had both benefits and drawbacks. Benefits included the ability to play Alien Swarm online with people I didn't normally have the chance to play online with. Which was nice. Drawbacks included going to the local shop in the afternoon, the man with the smelly armpits behind the counter asking "how my day had been" and me being able to answer quite honestly that it had been just fine, conveniently omitting the fact that I'd actually spent most of it asleep.

    A mixed blessing, I'm sure you'll agree. But at least the shop was open until 10pm in the evening, so even though my day was 6 hours out of sync with everyone else, I could still, you know, buy bleach. Exciting is the life of the unemployed.

    I'm actually quite looking forward to (hopefully) getting back into some semblance of normality if (when) I get a job. That or I should just move to the States, which I know there are a number of you currently reading this would be a plan you could firmly get behind. Well, I've got nearly a month to enjoy being on Pacific Time, so we'll call it a test run or something.

    So then, who wants to sponsor my visa application?

    [If the comic looks a bit different, it's because I forgot to bring my template with me. Whoops. Ah well. I got it near enough.]

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    #oneaday, Day 325: Interactive Fiction https://imnotdoctorwho.moegamer.net/2010/12/08/oneaday-day-325-interactive-fiction/ https://imnotdoctorwho.moegamer.net/2010/12/08/oneaday-day-325-interactive-fiction/#respond Wed, 08 Dec 2010 19:48:35 +0000 http://angryjedi.wordpress.com/?p=1872 There's a lot to be said for interactivity (or at least the illusion of interactivity) in storytelling. It allows things to be done that are simply impossible with non-interactive media such as books, TV and film. I spent a couple of hours this afternoon playing Digital: A Love Story, a wonderful game set on the … Continue reading #oneaday, Day 325: Interactive Fiction

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    There's a lot to be said for interactivity (or at least the illusion of interactivity) in storytelling. It allows things to be done that are simply impossible with non-interactive media such as books, TV and film.

    I spent a couple of hours this afternoon playing Digital: A Love Story, a wonderful game set on the desktop of an Amiga "five minutes into the future of 1988". If you haven't played it yet and are intrigued by the premise, I suggest you play it before reading on, because I'm probably going to spoil some things about it. I'll try not to be too explicit.

    At the outset of the game, the player is the proud recipient of a brand-new "Amie" computer with a built-in modem. Your benefactor also provides you with a phone number of a BBS that you might want to check out. And so the story begins with the player dialing into the BBS, complete with terrifyingly authentic-sounding dial and modem tones screeching from your computer's speakers. The player quickly gets friendly with a person named Emilia and things develop quickly in a manner that will be immediately familiar to anyone who has ever had an online relationship.

    All is not as it seems, however, and the player, through a bit of investigation, discovers that there are strange things at work. The BBS crashes, and there is no way of getting in contact with Emilia. Just prior to the crash, she said she was "leaving home" and "getting out". Thus begins a quest across several BBSes, ARPANet and Sprint's long-distance calling-card system to track down Emilia and discover what happened.

    The game is completely linear. Things happen in a set order, right up to the ending, when the player is faced with an inevitable conclusion that there really is no way around. At this point, we reach one of the most powerful things that gaming can do, and ironically one of the least interactive things about narrative games.

    Offer the player the opportunity to do two things: do something, or walk away. Walking away is usually not an option, though Heavy Rain managed to convincingly offer this as an alternative at several points throughout its narrative. Digital: A Love Story, however, makes it abundantly clear that there is only one course of action open to you, and it's an unpleasant one. Given the great pains that the game has taken up until this point to make you "feel" for the characters involved, despite being based around screens of text, it is difficult to make that final mouse click.

    This is something you just can't do with a book. Stopping halfway down the page and printing "Turn the page to see what happens next" is not an established literary convention, nor should it be. Same with TV and film; with those media, we're just along for the ride. It's the reason very few books save the Fighting Fantasy and Choose Your Own Adventure series are written in second-person perspective.

    But with a game, the player has been driving the story all along, even if there is only really ever one thing they can do at a time to advance the plot to the next "event". That illusion of interactivity allows the player to be all the more invested in the story, as if they're part of the game world. This is further aided in titles such as Digital: A Love Story, which don't break "character" for a moment. As far as the player is concerned, they're using an Amiga… sorry, "Amie". They're not playing a game, they've been transported back in time to 1988, a land of 320×200 graphics, questionable multitasking capabilities and scanlines.

    The ending of Digital: A Love Story is bittersweet and if you've engaged with the game up until that point in the way it is intended to be engaged with, you'll find it genuinely emotionally affecting. It's always interesting when a title which looks so unassuming can actually end up being more powerful than self-consciously "epic" CG cutscenes and over-the-top orchestral music with people singing in Latin.

    So, if you remember 1988, if you ever had an Amiga or you remember the golden age of the BBS, check out Digital: A Love Story. It's free, and well worth your time.

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    #oneaday, Day 324: Humbug https://imnotdoctorwho.moegamer.net/2010/12/07/oneaday-day-324-humbug/ https://imnotdoctorwho.moegamer.net/2010/12/07/oneaday-day-324-humbug/#comments Tue, 07 Dec 2010 20:57:03 +0000 http://angryjedi.wordpress.com/?p=1868 It's easy to be cynical about Christmas these days, given that it starts in mid-September and proceeds to get increasingly more present in the months leading up to December until it is eventually omnipresent. (Happy, Mr Hussick?) By the time it actually arrives, people are so thoroughly sick of the whole "Christmas" thing that they just … Continue reading #oneaday, Day 324: Humbug

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    It's easy to be cynical about Christmas these days, given that it starts in mid-September and proceeds to get increasingly more present in the months leading up to December until it is eventually omnipresent. (Happy, Mr Hussick?) By the time it actually arrives, people are so thoroughly sick of the whole "Christmas" thing that they just want it over and done with for another few months until the whole thing starts over again.

    It's not like that for everyone, of course. I doubt that the kids out there are as cynical about Christmas. I certainly wasn't when I was a kid; Christmas was a time to be excited. There was a different atmosphere about the whole day, and not just the tangible excitement over getting presents or eating copious amounts of turkey dinner. It felt like a special day when nothing could possibly go wrong, when it would be impossible for Bad Things of any description to happen.

    I haven't felt like that for years now. I forget the last time I felt that way, but I'm pretty sure it was back in my childhood. Perhaps there's more to be said for the belief in Santa Claus than people give credit for. It doesn't help that the last few Christmases I've had were pretty underwhelming at best and downright unpleasant at worst. The Christmas that I had to work over and then spent the best part of Christmas week lying in bed alone suffering with a strong bout of flu—proper flu, the "can't get up because your whole body aches too much" flu—was a particular lowlight, but the events of the past year haven't made me particularly feel like celebrating anything at any point.

    I am spending this Christmas abroad, though, away from this cold, grey, depressing land. I'll be over in the States, where I'll be spending most of the time with my family, including my brother, his wife and his kids, whom I haven't seen for some time. I saw John earlier this year, but it's still been a while. I'll also be spending at least one weekend with my very good friend Mr Chris Whittington, former host of the Squadron of Shame SquadCast, and hopefully we'll get the chance to put together a special seasonal/end-of-year show for everyone to enjoy. Then we can kick 2010's ass out the door and let it rot in the gutter like it deserves to.

    I seem to recall having similar thoughts at the beginning of this year; that 2009 had been, on the whole, shitty for most people involved including myself, and many of us started 2010 with hope for the future. I can say with some confidence right now that I'm just happy to get to the end of each day at the moment. Any time I've had a bit of long-term hope for the future, what with job interviews for positions I'd give my right arm for, those hopes have ended up being dashed for one reason or another. So right now it appears to be something of a case of taking each day as it comes and hoping something good eventually happens.

    Not a great way to do things, but little else I can do right now. So you'll forgive me if I'm not exactly full of festive cheer.

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    #oneaday, Day 323: A Little Balance On The Gaming Issue, Please https://imnotdoctorwho.moegamer.net/2010/12/06/oneaday-day-323-a-little-balance-on-the-gaming-issue-please/ https://imnotdoctorwho.moegamer.net/2010/12/06/oneaday-day-323-a-little-balance-on-the-gaming-issue-please/#respond Mon, 06 Dec 2010 21:45:39 +0000 http://angryjedi.wordpress.com/?p=1864 An hour ago, the BBC aired an episode of Panorama, our go-to investigative journalism programme, on the subject of video games. The subject, predictably, was the ever-present "are video games addictive?" question that has been raised and not answered many, many times prior to now. The programme made a few fair points that are more … Continue reading #oneaday, Day 323: A Little Balance On The Gaming Issue, Please

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    An hour ago, the BBC aired an episode of Panorama, our go-to investigative journalism programme, on the subject of video games. The subject, predictably, was the ever-present "are video games addictive?" question that has been raised and not answered many, many times prior to now.

    The programme made a few fair points that are more common sense than anything else. Firstly, those with addictive personalities are prone to becoming addicted to games. Many games have in-built reward mechanics which those who get easily addicted to things will… well, get addicted to. Social games like Farmville, MMOs like World of Warcraft and popular multiplayer titles like Call of Duty all take great pains to ensure a regular stream of rewards and gratification being sent in the player's general direction. Whether it's a "medal", a "completed quest" or simple experience points, there's a constant flow of something that leads the player to believe they're achieving something. Those who become addicted to things easily can use that as a justification.

    Secondly, the programme pointed out that parental controls need to be used more effectively. Many children and teenagers are given free reign on their use of video games and as such don't limit themselves on how much to play, to the exclusion of other things. Parents need to get better-informed about the facilities available to them to control their children's playing habits. This is, sadly, something that many parents are very resistant to, despite the fact that the tools are there for use, particularly on the Xbox, which offers some of the most robust family controls that there are—as does the Mac, oddly enough.

    There were no concrete conclusions drawn, however. The "conclusion", if you can call it that, was that more research was needed from an independent body.

    The thing is, this discussion has been going on for decades now, and no-one has thought to actually do that research in an appropriately investigative and non-biased manner.

    I was reading through a few Formspring answers from Leigh Alexander (I think) the other day and she made the very good point that those of us out there who write about games can't be called "journalists" in the same sense as those who write for, say, national newspapers on breaking stories. Our role as members of the games press involves reporting on carefully-disseminated information provided by PR companies, critiquing products on general release (occasionally before general release) and sometimes interviewing a developer from the industry. There's no real "investigation" there, there's no hard-hitting stuff. That's not necessarily a bad thing, but given that mainstream media tends to come down on the more negative side of the fence when investigating gaming, I think there's certainly scope for a counter-argument: someone who does know the industry well investigating the burning issues. And investigating them thoroughly using established journalistic, sociological research techniques.

    Who's going to be the first person to step up and do that, though? More to the point, would anyone read it or take it seriously? Gamers, by their very nature, are defensive creatures, having been made out to be "the bad guys" by the mainstream media once too often. And those not "in the know" are often inclined to have their minds made up by sensationalist stories in the aforementioned mainstream media.

    What we need is balance. What we need is a hero.

    Wait, what?

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    #oneaday, Day 322: Chinese Whispers https://imnotdoctorwho.moegamer.net/2010/12/05/oneaday-day-322-chinese-whispers/ https://imnotdoctorwho.moegamer.net/2010/12/05/oneaday-day-322-chinese-whispers/#comments Sun, 05 Dec 2010 23:31:06 +0000 http://angryjedi.wordpress.com/?p=1861 Goodness me. Thank you to everyone who read yesterday's post, including the unprecedented 602 of you who showed up today. Whether or not you agreed with the sentiments therein (and whether or not you were polite about it), thanks for reading. There have been some interesting developments in the whole thing over the last 24 … Continue reading #oneaday, Day 322: Chinese Whispers

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    Goodness me. Thank you to everyone who read yesterday's post, including the unprecedented 602 of you who showed up today. Whether or not you agreed with the sentiments therein (and whether or not you were polite about it), thanks for reading.

    There have been some interesting developments in the whole thing over the last 24 hours or so. On the whole, the whole thing can actually be said to have had a positive outcome, though not quite through the means the originators of the meme intended.

    In fact, the originators of the meme had nothing to do with the NSPCC, as predicted. Fellow blogger, Commodore 64 enthusiast and all-round fine, upstanding gentleman Glen McNamee did a bit of research on the issue and uncovered the fact that the whole thing had actually originated in two separate places in November as a bit of fun, with no charity links whatsoever. Read Glen's blog post about it here.

    Dave Gorman also wrote an excellent post on how this sort of thing can undermine genuine fundraising attempts with honourable intentions. Also worth a read.

    The interesting thing about all this, though, is the whole "Chinese Whispers" nature of it. By looking at people who had changed their avatar/status throughout the course of the day, you could see the gradual evolution of the whole thing. To start with, it was a "campaign to end child abuse". Then it was a "campaign by the NSPCC to end child abuse". And by the time people like me had written posts on the topic pointing out the flaws in the whole plan, people were taking great pains to explain that as well as changing their avatar, they had, in fact, donated, too. There were also a few people who were up-front about the whole thing and said they changed their avatar purely because they thought the cartoon characters were cool. Fair play to both parties; at least you're being honest. There was also a considerable proportion of people around Facebook who tried to convince everyone that the whole thing was a scam by a bunch of paedophiles aiming to lure children in with cartoon avatars. This last part is bollocks, by the way, in case you were worried.

    So on the whole, the whole thing had a positive outcome. It provoked discussion (or rather, argument) and had the net result of shaming at least a few people into tossing a few quid the NSPCC's way, which I'm sure they're very grateful for, though they probably wouldn't have chosen to go about promoting it by people yelling at one another.

    The thing is, though, couldn't the whole thing have been resolved without the need for drawn-out arguments in the middle of it? Probably. It's ironic; Web 2.0 is full of narcissism and vanity, but is also a breeding ground for sheep mentality. Some people copy and paste things or blindly follow instructions without considering the implications. Think before you post!

    Let's leave it at that. The matter's over and done with. Resolved. Until everyone forgets about it and it happens all over again. When that does happen, just remember that famous and rather offensive comment about arguments on the Internet and the Paralympics.

    Also, don't be a dick.

    The post #oneaday, Day 322: Chinese Whispers appeared first on I'm Not Doctor Who.

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    #oneaday, Day 321: Charities Have No Use For Your Avatar https://imnotdoctorwho.moegamer.net/2010/12/04/oneaday-day-321-charities-have-no-use-for-your-avatar/ https://imnotdoctorwho.moegamer.net/2010/12/04/oneaday-day-321-charities-have-no-use-for-your-avatar/#comments Sat, 04 Dec 2010 20:50:08 +0000 http://angryjedi.wordpress.com/?p=1857 Are you morally-conscious? Feel like you should be doing more to help your fellow man, but feeling a bit strapped for cash at the moment? Don't feel like putting together some sort of fund-raising event because, after all, it is a bit cold outside and it might snow. Never fear! Web 2.0 is here to … Continue reading #oneaday, Day 321: Charities Have No Use For Your Avatar

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    Are you morally-conscious? Feel like you should be doing more to help your fellow man, but feeling a bit strapped for cash at the moment? Don't feel like putting together some sort of fund-raising event because, after all, it is a bit cold outside and it might snow.

    Never fear! Web 2.0 is here to allow you to assuage your guilt without any need for financial or time outlay! All you need to do is change your profile picture and/or status to something vaguely related to the charity that you would like to support and that counts as you having Done Your Bit when it comes to Judgement Day. Me? I like the Cats Protection League, so I shall be donning a LOLcats avatar for the day.

    Grumble, moan etc. I know. And I have a sneaking suspicion I may have mentioned this before.

    The above piece of sarcasm is proudly sponsored by today's Facebook and Twitter campaign to get as many people as possible to change their avatars to their favourite cartoon characters of the 80s or 90s. This, apparently, counts as you "joining the fight against child abuse", and has been attributed to the NSPCC by several people. Go look at the NSPCC front page right now. Do you see any mention of any campaign "not to see a human face on Facebook until Monday, December 6th"?

    No. I certainly don't. Probably because it actually has nothing to do with the NSPCC whatsoever, and probably because the NSPCC would rather you got off your arse and either did something to raise money for them or just reached into your pocket and sent them a tenner.

    "Donating" your Facebook status or a tweet means nothing. And the "it's just a bit of fun" defence is bollocks, too; there are plenty of people out there who feel like changing their avatar (a task which takes, ooh, a minute at most?) and/or copy-pasting a status is absolutely "doing their bit" and absolves them of any sense of responsibility, putting them on the same level as someone who has diligently, say, organised a sponsored run, bake sale, 48 hour Desert Bus marathon, three-week charity wankathon, whatever. It doesn't.

    This isn't a rant saying that everyone should donate to charity. I don't—at the moment I can't afford to. It's up to everyone whether they would like to support a charity that deals with an issue they feel strongly about. But "supporting" that charity means just that—supporting them and the work that they do. That means giving them some money, or some of your time, or just walking into one of their shops and buying a dodgy velvet jacket for a 70s night or something.

    It doesn't mean changing your fucking avatar. How many people out there copy-pasted that status and changed their avatar and then felt all smug and self-righteous before going on to do other things, forgetting all about the fact that they hadn't actually donated any money to the charity in question, who probably had nothing to do with the campaign in the first place?

    So don't let me stop you changing your avatars to your favourite cartoon characters. If you do, though, at least be honest about why you're doing so—perhaps you think Superted is awesome, in which case, say so and don't hide behind some kind of false altruism—or actually follow up what you're doing with a donation.

    Rant over.

    Actually, no it's not.

    Girls, next time you feel tempted to post something that the "men won't get" in an attempt to "promote breast cancer awareness", realise that we all know what you're doing and would again much rather you just donate to a worthy cause like MacMillan, rather than supposedly "raising awareness" by being deliberately obtuse. How the fuck does that even work?

    Rant over. For reals, yo. Take care of yourself. And each other.

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    #oneaday, Day 320: Achievement Locked https://imnotdoctorwho.moegamer.net/2010/12/03/oneaday-day-320-achievement-locked/ https://imnotdoctorwho.moegamer.net/2010/12/03/oneaday-day-320-achievement-locked/#comments Fri, 03 Dec 2010 22:46:55 +0000 http://angryjedi.wordpress.com/?p=1852 I've just done something I haven't done for a while. I've beaten a game with no Achievements. No, I don't mean that I played the game so terribly that I didn't get any Achievements (I don't think there's a single Achievement-supporting game out there that will allow you to do that)—I mean I started, played, … Continue reading #oneaday, Day 320: Achievement Locked

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    I've just done something I haven't done for a while. I've beaten a game with no Achievements. No, I don't mean that I played the game so terribly that I didn't get any Achievements (I don't think there's a single Achievement-supporting game out there that will allow you to do that)—I mean I started, played, enjoyed and beat a game which did not support Achievements of any kind, be they Steam Achievements, Xbox Achievements, PSN Trophies or a built-in Achievement-like system.

    Said game was Recettear: An Item Shop's Tale, which I enthused about at some length a few days ago. I beat it tonight, but there's a load of stuff after the ending, too, so this isn't the end of my time with the game. I am, however, glad that there were no Achievements along the way.

    Achievements are generally considered to be a good thing. And for some games, they are. Freeform games like Crackdown use Achievements to encourage players to try crazy things that they might not have thought to do otherwise. Skill-based games like Geometry Wars use Achievements to display player skill. But when you get into the territory of "Fire your gun 500 times", you know it's getting a bit silly.

    I played Oblivion a while back and greatly enjoyed it. I got all 1250 Achievement points in it. The thing is, though, that wasn't the whole game. There are tons of sidequests in Oblivion which don't have associated Achievements. How many people do you think bothered to do them? Not many, I'd wager.

    Achievements often direct your experience and encourage you to play in a specific way. For some types of game, that is good. In others, it's not. Part of the joy of Recettear is the discovery of how different things in the game work. Over time, you naturally figure out which customers you can get away with charging a bit more to, which ones will come in at what times of the day, which products appeal to which people and all manner of other things. Even the adventurer characters you can take into the dungeons have their own individual quirks for you to learn. As soon as you add Achievements like "Sell 20 Baked Yams" to that mix, you start playing differently in order to get that Achievement. You start focusing on becoming the best damn Baked Yams supplier there ever was, to the exclusion of more profitable things like treasure and adventuring equipment.

    Achievements are, on balance, a good idea, I think. They provide an additional reward mechanic above and beyond that which the game should be offering anyway. But it's when they start to take over, to become the most important reward mechanic—more than the inherent rewards built into the game itself—that things aren't quite right with the world. It's a fine line, and I don't think making the support of Achievements mandatory is the correct way to be. Or if there's no way around that, let's see more games like DEADLY PREMONITION, which simply has an Achievement for beating each chapter, one for each difficulty level and one for 100%ing the game. Nothing more. Nothing more needed. Even then, I'm pretty sure there will be at least one person out there who will go back and replay the whole game just to get all three difficulty level Achievements. That shouldn't be why you replay DEADLY PREMONITION. You should replay it because it's awesome.

    So, anyway. Don't be afraid to pick up a game with no Achievements. You might be surprised. Games can be fun without having to tell you how awesome you are every ten minutes.

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    #oneaday, Day 319: Report This Post, It Contains Opinion https://imnotdoctorwho.moegamer.net/2010/12/02/oneaday-day-319-report-this-post-it-contains-opinion/ https://imnotdoctorwho.moegamer.net/2010/12/02/oneaday-day-319-report-this-post-it-contains-opinion/#respond Thu, 02 Dec 2010 14:16:06 +0000 http://angryjedi.wordpress.com/?p=1847 There is an increasingly popular—and increasingly worrying—tendency for games journalism and writing about games (which some people are keen to point out are two different things) to be judged as "broken" or "lame". On paper, you can perhaps understand why this is. Gaming is one of the most popular subjects for wannabe writers to pebble-dash … Continue reading #oneaday, Day 319: Report This Post, It Contains Opinion

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    There is an increasingly popular—and increasingly worrying—tendency for games journalism and writing about games (which some people are keen to point out are two different things) to be judged as "broken" or "lame".

    On paper, you can perhaps understand why this is. Gaming is one of the most popular subjects for wannabe writers to pebble-dash the Internet with, and there are so many people out there who want to do it "professionally" that a good 90% (I made that up) of gaming-focused sites out there can't even pay their writers, however awesome they are. As such, there is a lot of crap out there, but it's generally quite easy to spot, and there's certainly no need for sites like this.

    Fellow #oneaday-er and all-round lovely grumpy chap Ian Dransfield of Play Magazine wrote an impassioned rant on this subject. I highly recommend you go and read it. Now. Go on.

    I agree with the Dransfield. No kind of journalism should be homogenised, automaton-written garbage. It should have scope for individual opinion and comment, and certain outlets should have the opportunity to develop distinctive "voices" on the matter. It's worked for our newspapers for years, after all—for all the shit everyone gives the Daily Mail about their bizarre and often misguided opinions, at least they stick to their guns. Similarly, were the Daily Express ever to write about anything other than Princess Diana, the nation would be in uproar.

    One of the things that bugs me most about today's games journalism is the plague that is N4G. For the uninitiated, N4G is a community-driven news-aggregation service. Community members may post articles to a "pending" queue, and they then have to get ten "approvals" in order to show up in the main news feed.

    Fair enough, you might say. It separates the wheat from the chaff, surely. And surely the people who have approval rights must all be published professionals, right?

    Wrong. Anyone can submit any page to N4G with no requirement that the article be your own. Get three articles approved by the community (a simple case of rounding up ten Twitter/Facebook friends to help you) and voila—approval rights. This then means that your opinion has as much weight as someone who's been doing the job for fifteen years.

    This may still not sound unreasonable. So let me show you the drop-down menu of options available for "reporting" an article if you believe it to be "inappropriate":

    Yes, you have read that correctly; one of the options for reporting an article as unworthy of appearing in the N4G news feed is that it is "lame".

    N4G is seen as a primary means of promoting games-related articles, and sure enough, it does seem to generate a lot of hits for sites, so I can't fault those people who do take advantage of it to get more readers to their sites—fair play to you. I can say with some honesty, though, that I have never used it as a place to go to find out the latest news. The whole thing is too chaotic, too run by people who write comments after reading only the headline and not the article and—ugh—it makes me mad, I tellsya. I can't take it seriously in the slightest.

    My main issue with it is one of the things Dransfield points out in his article: who are these people to say what is and is not "relevant"? What gives them the right to brand something as "lame" simply because it doesn't have "HALO IS A REALLY COOL GUY" in the headline? What gives them the right to ignore a supposed "duplicate article" on a subject which offers some opinion or additional facts over and above what has already been written first, in haste?

    Absolutely nothing. Traditional news outlets and even longer-established specialist press (such as publications for music and films) aren't held to account in the same way. But games journalism, being a younger industry, seems to be held to entirely different standards, and judged unnecessarily harshly. There is a lot of negativity surrounding the games press, and not enough positivity. Trolling and flame wars are particularly prevalent on articles about games, and platform-specific articles seem to bring out the very worst in the community.

    Here's food for thought then: in a world where we're so concerned about free speech a goodly proportion of the Twitter population in the UK (and beyond) is supporting the legal fees of someone they've never met, why are we so harsh on this particular breed of writers? Why shouldn't they be able to write what they feel, rather than what will "get hits"?

    If you would like to share this post with the community, then please feel free to make use of the buttons below.

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    #oneaday, Day 318: One Day in Gameland https://imnotdoctorwho.moegamer.net/2010/12/01/oneaday-day-318-one-day-in-gameland/ https://imnotdoctorwho.moegamer.net/2010/12/01/oneaday-day-318-one-day-in-gameland/#respond Wed, 01 Dec 2010 22:32:11 +0000 http://angryjedi.wordpress.com/?p=1844 In discussing Deadly… I mean DEADLY PREMONITION with a couple of others recently, we came to the conclusion that the universe of games has such a distinct logic, such a distinct culture, that you could probably write an entire treatise on the culture, physics, metaphysics and theology of Game-Land. I will settle for one blog … Continue reading #oneaday, Day 318: One Day in Gameland

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    In discussing Deadly… I mean DEADLY PREMONITION with a couple of others recently, we came to the conclusion that the universe of games has such a distinct logic, such a distinct culture, that you could probably write an entire treatise on the culture, physics, metaphysics and theology of Game-Land.

    I will settle for one blog post.

    • When you wake up in the morning, any and all injuries, however serious, will be completely healed, unless you make your home in a post-apocalyptic wasteland, in which case you will either need to give yourself an injection in the affected limb or visit a doctor, who will be able to heal absolutely any injury and make you completely intact within a matter of minutes.
    • If there is food on a shelf, pick it up. No-one but you needs to eat.
    • By extension, eating food also heals injuries, unless you're in Greenvale.
    • If you're in Greenvale, no-one gives you a second glance if you're standing in the middle of the road chugging back a can of Hollandaise sauce followed by wolfing down a turkey sandwich which cost $75.
    • People only open doors if they absolutely have to and frequently just walk through them instead. This includes you. If you were planning on going outside, open the door, wait for 30 seconds, then step outside. Otherwise there will be nothing to walk into and you'll simply fall into the void, never to be heard from again.
    • You can survive approximately 1.5 point-blank shotgun blasts directly to your face without permanent disfigurement.
    • In fact, you can survive any injury without permanent disfigurement.
    • If something "really important" is about to happen, no-one will mind if you do something else—anything between popping out to shop for some groceries to going on holiday to the other side of the world. The "really important thing" will still be "about to happen" when you get back. Enjoy yourself for a while.
    • After completing a repetitive task such as stuffing envelopes or chopping onions, you will notice yourself getting noticeably better at said task at increasingly-longer but predictable intervals.
    • Chop 200 onions in a row without hurting yourself for a special prize!
    • Sometimes when you talk to people you will have to read something they've written on a piece of semi-transparent plastic while they flail their arms around like a Thunderbird.
    • Occasionally, people will sound like they are speaking Japanese at you, but the semi-transparent piece of plastic will have English writing on it.
    • All shops you visit will sell exactly four items in an extremely niche category, but will purchase anything you have in your pockets/backpack/suitcase/on the back of your pack mule.
    • On that note, you will own a backpack which is capable of holding twenty suits of armour, four hundred weapons of different varieties and up to 99 bottles of each and every liquid you find. This backpack is invisible.
    • You will never, ever need to go to the toilet, even if you have drunk all 99 bottles of one particular liquid, unless 1) you feel like you are being forced by a giant green diamond above your head to do things in your own home that you probably would have done anyway, 2) your son has been kidnapped or 3) you know, or are about to come into contact with, someone whose son has been kidnapped.
    • Anything red will heal all your injuries if you imbibe it somehow.
    • Anything blue will make you less tired if you imbibe it somehow.
    • People with long white hair are always evil, even if they seem to be quite nice chaps.
    • People with short white hair are often sullen, but good people.
    • People with spiky hair or who are bald are probably on the way to save the world, especially if they are carrying a sword and/or a gun. Be nice to them.
    • Be careful when stacking shelves: lining up three or more of the same thing in a row always causes them to disappear. Stack tins of soup in a checkerboard pattern to prevent this from happening.
    • Pick up every flower, bird feather, human-looking bone or flag that you see: there will be someone somewhere in your neighbourhood who will give you "something good" if you bring them enough.
    • Having a conversation with someone doesn't require any actual interaction on your part. Just bump into them and they'll tell you something about the nearby caves, forest and/or the local big corporation.
    • Talking to yourself is absolutely fine. You may either do this by voicing your internal monologue, especially when looking closely at inanimate objects, or keeping a semi-transparent piece of plastic and a marker pen in your invisible backpack at all times.

    Sounds like a simple life, doesn't it? Ah, if only we could apply game logic to the real world sometimes…

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    #oneaday, Day 317: Snow Joke https://imnotdoctorwho.moegamer.net/2010/12/01/oneaday-day-317-snow-joke/ https://imnotdoctorwho.moegamer.net/2010/12/01/oneaday-day-317-snow-joke/#comments Wed, 01 Dec 2010 00:03:24 +0000 http://angryjedi.wordpress.com/?p=1840 First up: DO YOU SEE WHAT I DID WITH THE TITLE IT'S CLEVER AND FUNNY AND BUGGROFF Ahem. Anyway. It has been snowing. It being winter, it thankfully hasn't caused anywhere near as much panic as the last time it snowed, when it was headline news pretty much 24/7. Granted, it did snow quite a … Continue reading #oneaday, Day 317: Snow Joke

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    First up: DO YOU SEE WHAT I DID WITH THE TITLE IT'S CLEVER AND FUNNY AND BUGGROFF

    Ahem. Anyway. It has been snowing. It being winter, it thankfully hasn't caused anywhere near as much panic as the last time it snowed, when it was headline news pretty much 24/7. Granted, it did snow quite a lot, though I got the impression that Canada and Scandinavia and, err, other places it snows a lot were laughing at us quite a bit for our complete incapability to deal with a bit of the white stuff.

    Snow is a mixed bag. Some people love it, others hate it. As with most things, though, there are good and bad things to it.

    Bad: cold.

    Good: pretty.

    Bad: wet.

    Good: inspires creativity.

    Bad: receiving a snowball.

    Good: sending a snowball.

    Bad: walking when dressed inappropriately.

    Good: walking when dressed appropriately.

    Bad: driving.

    Good: not being able to drive and getting a day off work.

    You get the picture.

    It actually snows here in the UK—at least in places where I've been living—rather less than you might think, with whole years going by sometimes without a trace of the cold stuff. Even so, it always astonishes me quite how surprised people seem to be when there is even the slightest bit of snowfall. It inspires panic buying and the importing of grit. Grit! The stuff you find on the ground. Yeah. Ridiculous.

    I just went out for a run in the snow. It's cold, snowy and icy. It is also difficult to run in, though I found that after about ten minutes or so, I didn't feel it any more. This was perhaps due in part to the number of layers I was wearing (which probably also contributed to my relatively slow speed tonight) but also due to actually being active. Or perhaps I was just so frostbitten all my extremities had fallen off.

    I have one particularly enduring memory of the snow from my childhood: out in the garden with my brother and some of his friends, carving a lovingly-crafted likeness of Arnie from snow. This lovingly-crafted likeness of Arnie was wearing a jock strap which was lovingly carved with a little bit too much care and attention, as I recall, but the finished product looked awesome. There are probably some photos floating around somewhere, but this was the days long before the Internet, let alone Facebook, so you won't find those pictures anywhere online.

    Most recently, my experiences with snow have been negative. Driving in the snow is particularly unpleasant. I recall one night I was driving home from the school I worked at at the time—a trip which normally took about 50 minutes—and it took six hours. Six hours. At least one of those hours was spent in a genuinely terrifying position halfway up a steep hill with traffic in front and behind, praying to God that my brakes worked properly.

    Right now, though, I can look out of the window at the thin white covering on the street and admire its pleasantness. All the more so having just been out in it.

    Doesn't stop it being bloody freezing even inside, though. Wrap up warm.

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    #oneaday, Day 316: Pity The Poor Shopkeeper https://imnotdoctorwho.moegamer.net/2010/11/29/oneaday-day-316-pity-the-poor-shopkeeper/ https://imnotdoctorwho.moegamer.net/2010/11/29/oneaday-day-316-pity-the-poor-shopkeeper/#comments Mon, 29 Nov 2010 23:34:49 +0000 http://angryjedi.wordpress.com/?p=1835 The poor shopkeeper doesn't have it easy, whatever form they take. If they're a retail monkey working for minimum wage in some sweaty hell-hole where chavs repeatedly come up and ask if the nearly-black garment they have in their hands is available in black, then they're probably losing the will to live by the second. … Continue reading #oneaday, Day 316: Pity The Poor Shopkeeper

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    The poor shopkeeper doesn't have it easy, whatever form they take. If they're a retail monkey working for minimum wage in some sweaty hell-hole where chavs repeatedly come up and ask if the nearly-black garment they have in their hands is available in black, then they're probably losing the will to live by the second. If they're working in a, shall we say, "premium" retail environment they're probably having a better time but rapidly growing sick of the fixed grins they're forced to wear, not to mention the stock phrases that spew forth from their mouths like some form of verbal effluvia.

    And then there's the poor, downtrodden RPG merchant, forced to sell all manner of crap, apparently only to adventurers, who then helpfully restock them with an endless supply of boar intestines, bits of wood, crystal chippings and used swords that they don't need any more. It must be a difficult life. And frequently a tedious one, as anyone who entered the online world of Ultima Online with lofty ambitions of owning a huge retail empire will attest.

    It's this odd premise that quirky Japanese indie game Recettear: An Item Shop's Tale (available on Steam, as well as directly from the distributor's website) decides to explore in great depth. Playing the role of Recette, an adorable young girl with an absentee father, it's the player's job to help her run a successful RPG item store and make enough money to pay off the debt her father left her with. She's not in it alone, of course. She has a fairy assistant named Tear. Tear works for the financial institution with which Recette's father took out the loan, "because fairies are good at administration" and is there to help Recette pay off the debt she's been saddled with. The two become friends quickly, but should Recette be unable to make any of the weekly payments she's required to, Tear will quickly repossess her house and leave the poor girl living in a box.

    So far, so Animal Crossing, you might say. And you'd kind of be right. Except not. There really isn't another game quite like Recettear out there. There are games which focus on individual elements of the game, sure. But none which blend together such peculiar and diverse elements with such successful results.

    The game is split into three main sections. Firstly, there's the item shop itself. Recette can dump anything from her inventory onto the shelves in the store. Stuff in the window is likely to attract customers. If she chooses to open the shop, she has to deal with a flow of customers coming in and asking for things. If they're on display, all she has to do is agree a suitable price with the customer. If they agree, cha-ching. If they disagree, Recette has one chance to make a more reasonable offer before they leave.

    Simple enough. As the game progresses, though, more elements are added to this formula. For starters, in true RPG tradition, people start selling stuff to Recette, too. This can be a good way for her to build up stock, as she can often get stuff for knock-down prices with a bit of shrewd haggling. Then people will place special orders, requesting that she deliver, say, three hats in two days' time. Recette has to not only make sure she has the hats in stock but also remember to have the store open when the customer plans to return. And finally, some customers will come in not quite sure of what they want, and Recette will have to make recommendations from the stock she has on display and in her inventory.

    It's a straightforward mechanic, and you soon get to know how much certain customers are willing to pay over base prices. A few twists come in later with a news ticker informing Recette of increased or decreased prices in the market, but it's mostly a case of buy low, sell high.

    If Recette chooses to leave the store, she can wander around town and occasionally bump into the people who frequent her store. These come in the form of random townsfolk and adventurers. Completing requests for adventurers will sometimes net her their Guild Card, which enables her to make use of them for expeditions to the local dungeons.

    Yes, there are dungeons. Because sometimes the local markets just don't have the things people want to buy. When that's the case, Recette is free to pop down to the local Adventurers' Guild and hire one of the guildies she's made friends with. It's then into an action-RPG dungeon crawler to kick monster booty and gather lots of crap that people might want to buy.

    It works, brilliantly well. The item shop stuff occurs quickly enough that it never gets tiresome. The storytelling scenes feature attractive artwork and a truly excellent localisation from the Japanese. And the dungeon-crawling, while simplistic, is fun and satisfying, broken up by regular boss battles and in-dungeon special events.

    The whole game is distinctly adorable, but deceptive. The artwork, music and squeaky-voiced Japanese girls make it look like something which should be incredibly embarrassing and cringeworthy to play. But in fact, there's a distinctly acidic sense of humour underneath all the sweetness, and a large number of the dialogue exchanges are genuinely laugh-out-loud funny. The kawaii presentation coupled with fairly sophisticated, intelligent humour and a wonderfully self-aware nature reminds me a lot of the Disgaea series.

    I'm probably about halfway through the game now, having made two of Recette's repayments successfully. There's the hints of a bigger plot at work, and a bunch of new characters have been introduced, most of whom will presumably end up being playable adventurers for the dungeoneering sections.

    If you're after something that is both comfortably familiar and quite different to any JRPG you've ever played, then Recettear: An Item Shop's Tale is well worth checking out. I fully intend on posting a full review somewhere once I've beaten it.

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    #oneaday, Day 315: Mad, Bad, Sad, Glad Men https://imnotdoctorwho.moegamer.net/2010/11/28/oneaday-day-315-mad-bad-sad-glad-men/ https://imnotdoctorwho.moegamer.net/2010/11/28/oneaday-day-315-mad-bad-sad-glad-men/#respond Sun, 28 Nov 2010 23:11:11 +0000 http://angryjedi.wordpress.com/?p=1832 I started watching Mad Men recently thanks to the generous loan of the Season One and Two DVDs from my old school friend and fine, upstanding gentleman Mr Andy Plummer, with whom I met up with for the first time in nearly ten years recently. Of the last two times I saw Mr Andy Plummer, … Continue reading #oneaday, Day 315: Mad, Bad, Sad, Glad Men

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    I started watching Mad Men recently thanks to the generous loan of the Season One and Two DVDs from my old school friend and fine, upstanding gentleman Mr Andy Plummer, with whom I met up with for the first time in nearly ten years recently. Of the last two times I saw Mr Andy Plummer, the first involved the pair of us, drunk as skunks, consuming a pound of Tesco Value Mild Cheddar cheese between us at about 3 o'clock in the morning. No bread, no crackers, just cheese. It seemed like a fantastic thing to do at the time. The second time involved someone (I forget exactly who, though I know for certain it wasn't me) vomiting copiously out of a mutual friend's bedroom window onto the corrugated plastic roof of their student house's conservatory. The next morning involved dangling a mop out of the window and attempting to remove the… actually, this is completely beside the point, not to mention disgusting so I shall leave the rest to your imagination.

    Anyway, Mad Men. I didn't know anything about it prior to watching it save that it was set in the 60s, featured the delectable and hefty-bosomed Christina Hendricks and involved a character named Don Draper. Beyond that, I just know that a lot of people whose opinion I trust and respect were going crazy over it, so I figured I probably ought to check it out.

    I'm glad I did. I'm taking my time getting through the series as it's the sort of show that you have to pay attention to. The characters featured, while mostly obnoxious, chauvinistic pigs, are all individual and interesting, and you end up liking them against your better judgement. Or if not "liking", then at least being interested in seeing what happens to them next. Draper, in particular, has a lot of baggage which may go some distance to explaining why he is the way he is.

    The upshot of the characters being such arses all the time is that when one of them does show some humanity and vulnerability, it's extremely affecting. Towards the end of the first season (trying to avoid spoilers here for those who intend to watch it), one character takes very ill, for example, and the fact he's shown to be a human being with real emotions as he faces his own mortality is a deeply affecting, poignant moment.

    One of the best things about the show is its casual acceptance that it is the 1960s and Life Was Different Then. Characters drink and smoke to excess without a second thought. No-one has ever heard of "drunk driving", or if they have then no-one cares. Parents get their kids to mix their cocktails. Disciplining children through the medium of giving them a good hiding is accepted and even, in some cases, encouraged. And there are constant references to events that really happened throughout the time period. But it never feels like the show is ramming "IT'S 1960!!" down your throat—it feels like a natural, organic setting and after a few episodes of culture shock, you're right there with them. Just make sure you come out again afterwards.

    If I could level a criticism at the show it's that I'm not sure where it's "going". It's very character-driven and there doesn't appear to be much of an overarching "plot" as such. This is fine, as I'm a fan of character-driven material, and the developments through which even minor characters in the show go are fascinating, entertaining, often amusing or tragic to watch. I've certainly found myself flip-flopping back and forth on a number of characters, thinking they were arrogant, greasy, disgusting assholes one minute and figures to be pitied the next.

    Where it'll all end, I have no idea. But I'm certainly enjoying the ride so far.

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    #oneaday, Day 314: In Which I Spoil The Crap Out Of DEADLY PREMONITION https://imnotdoctorwho.moegamer.net/2010/11/27/oneaday-day-314-in-which-i-spoil-the-crap-out-of-deadly-premonition/ https://imnotdoctorwho.moegamer.net/2010/11/27/oneaday-day-314-in-which-i-spoil-the-crap-out-of-deadly-premonition/#comments Sat, 27 Nov 2010 23:50:02 +0000 http://angryjedi.wordpress.com/?p=1829 I beat DEADLY PREMONITION tonight and made the confident announcement that it was, barring any last-minute wonders, very much my Game of the Year for 2010. It won't be everyone's Game of the Year for 2010 by any means, for various reasons. But personally speaking, it's very much the most satisfying gaming experience I've had … Continue reading #oneaday, Day 314: In Which I Spoil The Crap Out Of DEADLY PREMONITION

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    I beat DEADLY PREMONITION tonight and made the confident announcement that it was, barring any last-minute wonders, very much my Game of the Year for 2010. It won't be everyone's Game of the Year for 2010 by any means, for various reasons. But personally speaking, it's very much the most satisfying gaming experience I've had all year. Which is nice.

    Throughout the course of this post, I am going to spoil the crap out of the game, so if you haven't beaten it and are intending to, you may wish to skip this one. If you have no intention of beating the game, feel free to stick around. And if you have beaten the game, you're probably in a similar position to me right now.

    I can pin down DEADLY PREMONITION's appeal to me on a personal level very simply. It takes elements from two of my favourite game series of all time—Silent Hill and Persona—and blends them together to produce a game which skitters precariously along the boundary between madness and sanity and somehow doesn't ever completely fall into the trap of "indecipherable nonsense".

    First, the Persona angle. DEADLY PREMONITION's world of the town of Greenvale is a well-realised one. As you progress through the game, you get to know the layout of the town and the routines of its residents. You also get to know each and every one of the residents throughout the course of the story. If you choose to take on the 50 "side missions", then you get to know many of the characters very well indeed. This is just like Persona's Social Link system: optional material which fleshes out the game world and its characters enormously. If you take your time to enjoy this material, then events which occur later in the story take on much greater emotional significance as you really "know" the people concerned. It also means that when the time finally comes to say goodbye to Greenvale at the end of the game, it's a difficult thing to do.

    Next, the Silent Hill angle. It becomes very apparent early in the game that protagonist Francis York Morgan is not all he seems. For starters, he spends a huge amount of his time conversing with someone you can't see named Zach. For much of the game, it seems that "Zach" is a cypher through which York can communicate directly with the player. Indeed, it certainly seems that way when York asks a question of Zach and it's up to the player to choose Zach's response.

    But the wonderful thing about DEADLY PREMONITION's story is that we get to know York very well as the narrative progresses. It becomes apparent that he is scarred mentally by something terrible which happened in his past—his father killing his mother, and then himself. As the investigation into the murders in Greenvale proceeds, it becomes apparent to York why this incident took place. He accepts why his father did it when he is put into the exact same situation—the person he loves is "soiled" with the red seeds the murderer is so obsessed with. With this acceptance, York also admits who he really is—he is Zach, and York is the dual personality he invented to deal with the situation, not the other way around.

    York's mental scars show themselves in other ways, too—any time he begins profiling the killer and tracking down clues with which to determine what happened, he lapses into a dark "Other World", much like Dark Silent Hill. It's never explained exactly why this happens, but my belief upon beating the game is that the things seen as York and Zach aren't to be taken literally. We can tell this by the fact that Zach fights a giant, monstrous version of Kaysen at the end of the game as the town's iconic clock tower lies in ruins, yet when everything gets back to "normal", the clock tower is perfectly intact. Similarly, after fighting George as a giant, muscular "immortal" monster, he dies as a normal man. My guess is that York and Zach view these monstrous people simply as monsters, perhaps to distance him/themself from their "humanity". This is also borne out by the fact that when York visits Diane's art gallery with George and Emily and Greenvale apparently becomes "Other Greenvale", they don't comment on it at all—because they don't see it.

    Of course, a question is raised when Emily has to rescue York from the clock tower—she sees the Other World and the creatures. Why? Is it because she has come to understand and love York and is seeing things the way he does? Perhaps. The fact that this isn't explained may be unsatisfying to some people, but I like the fact that there are some questions which are open to interpretation.

    I could be wrong about all of this, of course. I'm sure there's plenty of interpretations all over the web by now—I haven't looked at them yet. But the fact that a game offers such scope for discussion and interpretation is admirable.

    Deep part over. Let's also talk about some of the quirky things that make DEADLY PREMONITION such a memorable game. For one, the music. There are several points throughout the game where the only rational explanation for the choice of music is to be as inappropriate as possible. Take, for example, Emily following the dog Willie to track down the missing York. This sequence is accompanied by what can only be described as Latino J-hip-hop-electronica. Somehow it works.

    By far the most striking use of bizarre music, though, is a flashback sequence where the player controls the Raincoat Killer, who is running through the town of Greenvale slaughtering anyone who gets in his way with a gigantic axe. The musical accompaniment to this scene? A really quite beautiful version of Amazing Grace. The juxtaposition between the music and the horrors taking place on screen actually ends up being profoundly emotional, and sets the tone for the last part of the game, which is a veritable rollercoaster of drama and emotion.

    I think my favourite thing, though, is that despite the fact the game appears to be a horror/crime story, there's a convincing love story element to it, too. The growing feelings between York (or, specifically, Zach) and Emily throughout the course of the game is handled incredibly well. The love story reaches its peak just as Emily is killed, making what could have been a ridiculous scene—she pulls a whole tree out of her stomach, for heaven's sake—one with considerable impact and shock value, and one which spurs the player, York and Zach on to see the whole debacle through to its conclusion. It's also refreshing to see a game which isn't afraid to end some of its story threads in tragedy for principal characters.

    I could rabbit on about this game for hours, but at a little over 1,000 words I'll end that there. Several members of The Squadron of Shame are interested in recording a special DEADLY PREMONITION podcast at some point. If you've beaten it and you're interested in joining us for some discussion (I'm looking at you, Raze, Schilling) then let me know and perhaps you can be a special guest. You can also drop by the Squawkbox and share your thoughts there, too.

    So with that, then, it's back to Fallout: New Vegas as the next entry in the Pile of Shame, I believe I said.

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    #oneaday, Day 313: The Pile of Shame, November 2010 Edition https://imnotdoctorwho.moegamer.net/2010/11/26/oneaday-day-313-the-pile-of-shame-november-2010-edition/ https://imnotdoctorwho.moegamer.net/2010/11/26/oneaday-day-313-the-pile-of-shame-november-2010-edition/#comments Fri, 26 Nov 2010 20:04:26 +0000 http://angryjedi.wordpress.com/?p=1826 We're coming up on holiday season. If you're American, it's already started with Thanksgiving. And you know what that means if you're a gamer: Steam sales. Steam sales are terrible, awful things in the most wonderful way imaginable. Top quality games up to 90% off their regular price. Bundles of games a fraction of the … Continue reading #oneaday, Day 313: The Pile of Shame, November 2010 Edition

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    We're coming up on holiday season. If you're American, it's already started with Thanksgiving. And you know what that means if you're a gamer: Steam sales.

    Steam sales are terrible, awful things in the most wonderful way imaginable. Top quality games up to 90% off their regular price. Bundles of games a fraction of the cost of their individual components. And, of course, the resignation to the fact that your Pile of Shame will inevitably be getting bigger, because after all, you'd be stupid not to purchase these games while they're so cheap, right?

    Right. Glad we're on the same page. With that in mind, and with my broke-and-unemployed status in mind, I thought I would attempt to list my current Pile(s) of Shame in an attempt to convince me that I don't really need Assassin's Creed: Brotherhood, despite the fact that I'd very much like to play the multiplayer with the Squadron of Shame.

    All right. Here goes. Let's start with the least-depressing part of the list:

    Games I'm Currently Playing And Intend To Finish Before Playing Or Buying Anything Else, Dammit

    Deadly Premonition (Xbox 360) – fantastic game, and contender for Game of the Year 2010 in my eyes. Definite contender for "most memorable protagonist of all time" and "best ensemble cast". And "worst use of next-gen graphics technology", but that's really not the issue here.

    Need for Speed: Hot Pursuit (Xbox 360) – one of the most entertaining driving games I've ever played, and looking likely to be the second driving game I ever beat, after Split/Second. I would beat this much quicker if the stupid Autolog "YOUR FRIEND BEAT YOU BY 0.02 SECONDS! DON'T YOU THINK YOU SHOULD GO AND BEAT THEM?!" thing wasn't in place… but that's part of the fun.

    Pac-Man Championship Edition DX (Xbox 360) – You can't "finish" this, unless you give up on it after getting all the Achievements, which you will do after approximately 30 minutes of play. But it's worth noting that this is perhaps the perfect retro reimagining. It's Pac-Man, but not Pac-Man. It has the perfect blend of frantic gameplay coupled with some modes that actually force you to think quite a bit.

    Games I Stopped Playing When I Got Deadly Premonition But Intend To Go Back To When I've Finished Deadly Premonition, Dammit

    Fallout: New Vegas (Xbox 360) – Controversial to some, but I was enjoying this a bunch more than Fallout 3. I'm a particular fan of how much the main quest appears to branch.

    Castlevania: Lords of Shadow (PS3) – Epic is not the word. A stunning soundtrack and the most gorgeous graphics I've seen since Uncharted 2. Looking forward to getting back into this one.

    Games I Think I Should Probably Play At Some Point But Don't Own, Dammit

    Assassin's Creed, Assassin's Creed II, Assassin's Creed: Brotherhood – I played a bit of the first one and enjoyed it, but traded it in when something better came out, as I recall. I'd like to go back to it and play through the whole series, up to and including Brotherhood. The multiplayer in Brotherhood is a lot of fun, for sure.

    The Mario Galaxy series – I have not played a mainline Mario game since Sunshine, which I didn't like much. I hear the two Galaxies are rather good, though.

    Games I'm Not Sure If I Want But Think I Might At Some Point, Maybe When They're A Bit Cheaper, Like After Christmas, Dammit

    Gran Turismo 5 (PS3) – I said on Twitter yesterday that I probably wouldn't bother with this, but I've since watched a few videos and read a few bits and pieces and it sounds potentially interesting, if a bit flawed in its current state. I like cars, too, though I don't know anything about gear ratios and whatnot, apart from the fact my friend Woody and I once got some Mitsubishi thing up to over 300km/h in the original Gran Turismo by playing with gear ratios and not really knowing what we were doing.

    Fable III (Xbox 360) – I really enjoyed Fable II, late to the party as I was, and I was impressed with Fable III's initial showing at the Eurogamer Expo. But reports of it have been far too mixed for my liking, coupled with the fact that you can exploit the game's main "moral dilemma" by simply leaving your console turned on overnight for a couple of days. Still, I like the voice cast, I like the concept and I do like the Fable world, so perhaps I'll come to this one very late like I did with Fable II.

    And now, the main event(s). I'm going to split this into several lists to be less depressing.

    Games I Own And Haven't Played At All Yet And Feel A Bit Bad About, Dammit

    Steam

    And Yet It Moves
    Gish
    HeXen II
    Jade Empire
    Jolly Rover
    King's Bounty: The Legend
    Multiwinia
    Puzzle Agent
    Recettear: An Item Shop's Tale
    Sam & Max 105, 106, 201, 202, 203, 204, 205
    Time Gentlemen, Please!
    Unreal II
    Unreal Tournament 2004
    Unreal Tournament 3
    X-COM: Terror from the Deep
    X-COM: Apocalypse

    Console

    killer7 (PS2)
    Resident Evil 4 (PS2)
    Metal Gear Solid 3: Snake Eater (PS2)

    Games I Have Played Before (Maybe A Few Times) And Enjoyed, And Intend To Go Back And Finish Sometime (Probably Restarting From The Beginning… Again) Because They Were Rather Good, Really, Dammit

    Steam/PC

    Aquaria
    Darwinia
    The Elder Scrolls III: Morrowind
    King's Bounty: Armored Princess
    Left 4 Dead
    Left 4 Dead 2
    Mount & Blade
    Peggle Nights
    Plants vs Zombies
    Torchlight
    TrackMania United
    Trials 2
    Unreal Gold
    Vampire: Bloodlines
    The Witcher
    World of Goo
    X-COM: UFO Defense
    Baldur's Gate II
    Icewind Dale
    Ghost Master
    Realms of Arkania
    Myst
    Riven
    URU
    Martian Memorandum
    Mean Streets

    Handhelds

    Professor Layton and the Curious Village (DS)
    Kingdom Hearts: Chain of Memories (GBA)
    R-Type Command (PSP)
    Ratchet and Clank: I Forgot The Subtitle (PSP)
    Final Fantasy Tactics (PSP, though I have beaten the PS1 version)

    Xbox LIVE Arcade

    Castle Crashers
    Lode Runner
    Peggle
    Perfect Dark
    Puzzle Quest
    Rocket Riot
    Shadow Complex
    Splosion Man
    Super Meat Boy

    Consoles

    ICO (PS2)
    Shadow of the Colossus (PS2)
    Project Zero (aka Fatal Frame, PS2)
    Psi-Ops: The Mindgate Conspiracy (PS2)
    Persona 3: FES (PS2)
    Grand Theft Auto: San Andreas (PS2)
    Final Fantasy XII (PS2)
    Darksiders (PS3)
    Final Fantasy XIII (PS3)
    3D Dot Game Heroes (PS3)
    Silent Hill: Shattered Memories (Wii)
    Zak and Wiki Make A Porno… wait, that's not right, whatever it was called (Wii)
    Demon's Souls (PS3)
    Disgaea 3 (aka The Game I Always Forget I Actually Own, PS3)

    Games I Own But Will Probably Never Finish Even If I Kept Playing Them Non-Stop Until The End Of Time, Either Because Of Immense Difficulty Or Sheer Volume Of Content Therein But I'm Still Glad I Played Them, Dammit

    Alien Hominid HD (XBLA, difficulty)
    Braid (XBLA, difficulty, overratedness)
    Forza 3 (Xbox 360, volume of content)
    Trials 2: SE (Steam, difficulty)

    Games I Own And Have Finished But Would Like To Go Back And Replay Or 100% Or Achievement Whore Them, Dammit

    Dragon Age: Origins (Xbox 360, would like to play Awakening too)
    Bayonetta (Xbox 360)
    Canis Canem Edit/Bully (PS2, though I'd like to try the Xbox 360 version)
    Persona 4 (PS2)
    Star Wars: Knights of the Old Republic (Steam)
    Gabriel Knight: Sins of the Fathers (PC)

    Sooo… maybe I don't need to play the Assassin's Creed series just yet, huh.

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    #oneaday, Day 312: Quest Complete: C25K https://imnotdoctorwho.moegamer.net/2010/11/26/oneaday-day-312-quest-complete-c25k/ https://imnotdoctorwho.moegamer.net/2010/11/26/oneaday-day-312-quest-complete-c25k/#comments Fri, 26 Nov 2010 00:47:24 +0000 http://angryjedi.wordpress.com/?p=1820 I've been somewhat short of what one might call "victories" recently. In fact, most of my endeavours for the last I-don't-know-how-long-now have ended in what could politely be called failure. As such, I've been in a bit of a funk recently, getting very tired of… well, everything, really. So when an actual, genuine, bona fide … Continue reading #oneaday, Day 312: Quest Complete: C25K

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    I've been somewhat short of what one might call "victories" recently. In fact, most of my endeavours for the last I-don't-know-how-long-now have ended in what could politely be called failure. As such, I've been in a bit of a funk recently, getting very tired of… well, everything, really.

    So when an actual, genuine, bona fide victory-slash-achievement rears its head, by golly I'm going to celebrate it.

    Tonight I completed the nine week Couch 2 5K running programme, introduced to me by one Mr Calin Grajko, who is a really cool guy and, I have it on good authority, doesn't afraid of anything. I've mentioned this a few times previously, but for those of you who can't be bothered to look back a few entries, have joined me recently or who are having trouble finding exactly what you want using the search box (which is fine by me), let me explain.

    Over the course of nine weeks, you go from being someone who "can't run" to someone who, well, can. The first week begins with you running for a minute at a time, then walking for 90 seconds, then repeating this process several times. Each week ups the ante somewhat until you reach the final week when, in theory, you should be able to run for 30 minutes at a time without stopping.

    When I started the programme, I seriously doubted that I'd ever be able to do more than a couple of minutes at a time. I deliberately hadn't looked at what horrors the end of the programme had to offer because I figured the system shock would just put me off and demotivate me. So it was a genuine surprise each week to find out what I'd be doing. It was a big surprise in the last few weeks when the jumps started getting bigger.

    But I'm pleased to announce that I can now run for 30 minutes without stopping. It's not easy, sure, and I'm not quite at that elusive 5K distance just yet (not far off, though—my best distance in 30 minutes is 2.99 miles, just under the 3.1 miles that roughly equates to a 5K) but I figure I can get there with a bit more training. Tonight, I felt a noticeable increase in my speed, for example, though that disappeared with the hilly bits towards the end of tonight's run.

    The important thing with any exercise regime is motivation, and making sure you keep this motivation flowing in both the short and long term. By "short term", I mean "while you're doing your exercise", and by "long term" I mean "the duration of the programme and beyond".

    Through this programme, I think I've got both of those things pretty comfortably sorted. The long-term motivation is handled nicely by the programme itself—making constant, regular, measurable progress is motivation in and of itself. Plus telling friends that you've completed week whatever-it-is is something you can genuinely take pride in, particularly if your friends are appreciative of what you've been trying to do.

    The short-term motivation—keeping going while in the middle of a session—can be harder. If you run out of energy, you run out of energy. Part of this is about pacing yourself, but it's also about not getting too bored of what you're doing as well.

    As such, I have made sure to have some banging playlists on my iPhone while out on my running sessions, matched reasonably well-ish with the timings of each session. Me being me, these songs have mostly fallen into the video game soundtrack category. Conveniently, though, the generally regular tempo and "inspiring" nature of a lot of game music makes it entirely appropriate for use in exercising. So without further pontificating on the philosophy of exercise (there are plenty of people out there who can comment on it with much more authority than I) I will share with you my playlist for tonight's run. iPhone users, tap the song titles to play the tunes. Everyone else, you should have a fancy-pants Flash player to play each song with.

    Warm-Up: The Elite (from Split/Second)

    The Split/Second soundtrack was a fixture on my playlists. For the first few weeks, my playlist consisted solely of the Split/Second soundtrack. Because it's awesome. And free. But this song in particular was an excellent warm-up track because it builds up a bit at a time. There's also a spooky bit in the middle with jangly guitars that is great when you're going out at night-time. During this piece, I was doing my 5-minute walk as a warmup for the main event.

    Get Ready: Operation Briefing (from Trauma Center: Second Opinion)

    The sole reason this song is in there is so that the woman on the GetRunning app which gives verbal coaching for the C25K programme has something unnecessarily dramatic to talk over while she's briefing you about how long you'll be running for. Timing the start of playback perfectly will mean that you start running with the next piece, which is…

    Go!: Friend (from Bayonetta)

    If you've never played Bayonetta, know that it's a study in glorious excess. SPOILER: There is a bit where you ride a motorbike up a rocket into space in order to go and rescue the titular Bayonetta, who has gotten herself trapped in the crystalline eye of God, who happens to be a large female statue that is more than a bit pissed off. This music is from that bit. And it's awesome. It's also perfect music to get you pumped up and moving. The tempo is a good pace for running to.

    Jenova Returns (from Final Fantasy VII, OCRemix album)

    And so begins a set of Final Fantasy VII pieces, or more specifically some awesome remixes by the immensely talented community at OCRemix. When this piece gets all dramatic in the middle, I was just hitting my stride tonight. Which was good.

    Beginning of the End (from Final Fantasy VII, OCRemix album)

    This is one of my favourite pieces from FFVII. The original version always used to get my pulse racing as the final battle with Sephiroth began. Used at this point in the playlist, I was just starting to feel the proverbial "burn" a bit, and the overdramatic nature of it helped push me through.

    Black Wing Metamorphosis (from Final Fantasy VII, OCRemix album)

    This is a great, creative remix of the song that everyone knows from FFVII—the final boss theme, One Winged Angel. Bad-ass choirs and screaming guitars? That sounds like motivation to me.

    Final Battle: Opportunity (from Skies of Arcadia)

    You may be spotting something of a pattern with these pieces. Since it was my last run, I figured I'd make it something of an "occasion" with some ridiculously overdramatic music. The Skies of Arcadia final boss theme is neat because it starts ominous, threatening and dramatic and turns triumphant and victorious by the end. In-game, these changes happened according to how well the battle was going, so you could tell aurally when you were winning. Knowing this sent me subconscious signals that I was on the home straight.

    Possibly.

    Panic Attack (by Dream Theater)

    I loved this song ever since I first encountered it in Rock Band 2, where it gave my fingers something of a workout. And cramp. It's also, like, deep and stuff, cause I can, like, totally relate to the lyrics and whatnot, yeah?

    In an exercise sense, it's fast, gets the adrenaline flowing and has the line "rapid heartbeat pounding in my chest" in the middle of it. So it's, like, appropriate.

    Of course, it also has the line "I am terrified, so afraid to die" in it. Which, depending on your fitness level, may also be appropriate.

    Navras (from The Matrix Revolutions)

    Ever since I first heard this piece, I thought it would be an awesome accompaniment to some sort of final battle. In fact, a variation on this piece called Neodämmerung is used in the final battle with Mr Smith in The Matrix Revolutions. This piece, to my mind, though, is superior and is only used in the end credits.

    So why not have this piece as the grand finale to the nine-week push? Why not indeed. Conveniently, my 30 minutes were up just as it got to the slow bit in the middle, so I got to cool down to some trippy floaty ethnic-sounding warbling. Which was nice.

    So, in summary, then? Keep your motivation up (possibly through the use of some banging tunes) and you can achieve whatever goal you want. I've achieved one, which is something of a relief after so many things that have gone wrong over the last couple of years.

    Now, just another 50-something posts to go to achieve another goal…

    The post #oneaday, Day 312: Quest Complete: C25K appeared first on I'm Not Doctor Who.

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    #oneaday, Day 311: Monstrosities of the Indie Marketplace https://imnotdoctorwho.moegamer.net/2010/11/24/oneaday-day-311-monstrosities-of-the-indie-marketplace/ https://imnotdoctorwho.moegamer.net/2010/11/24/oneaday-day-311-monstrosities-of-the-indie-marketplace/#comments Wed, 24 Nov 2010 21:20:07 +0000 http://angryjedi.wordpress.com/?p=1816 As I have mentioned once or twice previously, the Xbox LIVE Indie Games Marketplace is a veritable treasure-trove of unappreciated hidden gems of gaming. It's also an uncleaned litter tray of some of the worst fecal matter you'll ever have the misfortune to play. Still, all credit to those developers for actually finishing a project … Continue reading #oneaday, Day 311: Monstrosities of the Indie Marketplace

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    As I have mentioned once or twice previously, the Xbox LIVE Indie Games Marketplace is a veritable treasure-trove of unappreciated hidden gems of gaming.

    It's also an uncleaned litter tray of some of the worst fecal matter you'll ever have the misfortune to play. Still, all credit to those developers for actually finishing a project and getting out there for the public to at least try out. And if they sell just one "pity copy", then they can call themselves a professional game developer.

    Even if their game is one of the following, which I have exhaustively researched (well, played the trials of) in order to bring you today's blog post, featuring the very worst the Indie Marketplace has to offer.

    Well, perhaps not the very worst. I was highly scientific in the games I chose: I picked the ones with the ugliest or cheesiest cover art on the marketplace or, in one case, the most hilarious title. And here are my results.

    Spring Break in Zombie USA

    This game promises "action" and "driving". In practice, it's a twin-stick shooter where you have to press a fire button as well as move the right-stick, and occasionally you jump into a car and drive up a vertically-scrolling road that is completely straight with no obstacles on it whatsoever.

    The concept is that you are racing down to Spring Break to rescue your sister, who has, as these things tend to go, got stuck in a zombie apocalypse. It's up to you, as either a long-haired rocker dude or a pimped-out black guy with a bitchin' hat (presumably it's an adoptive sister to one or both of them) to shoot lots of MS Paint zombies that take entirely too many bullets to take down and move too fast for you to be able to escape or kill them before they "get" you.

    Oh well. At least the soundtrack is actually reasonably good, at least on the title screen.

    Pie Collect

    The title of this one is extremely literal. You play a small orb known as a "sweeper", whose job it is to collect pies, which are inexplicably floating in space. Collecting a pie releases an evil orb, which moves back and forth or up and down across the screen. There are a few powerups, but you only have one life.

    It has a certain Crystal Quest-esque charm about it, but any challenge in the game is entirely negated by the "safe zone" at the bottom of the screen, represented by a picnic blanked that is also inexplicably floating in space, and allows you to safely navigate around all the orbs, putting you at minimal risk.

    A Game you can't BEAT!!

    Erratic capitalisation is as the game represents itself on the Marketplace. This is essentially one of those Impossible Game-style things where you control some sort of inanimate object/shape and have to jump and not die. In this case, you control one of three different balls, and there is a simultaneous two-player mode.

    It's extremely difficult but there is little to no incentive to try again, though there are a few quasi-Achievement medals to chase in the full version. But when the "Easy course" repeatedly kills you after approximately eight seconds every time, that's just taking difficulty a little too far.

    Valet Parking, Inc.

    This one wins the "cheesiest artwork" award, with a girl in a "sexy parking attendant" costume on the cover art who clearly has nothing to do with the game whatsoever beside a rough association with the theme of the game, which is parking cars.

    It's actually a moderately-interesting idea for a game. Cars show up, you park them wherever you like, keep an eye on the clock and give them back to appropriately-coloured customers when they return. You also have "hunger" and "stamina" meters that gradually deplete as you run around and spend time doing your job, so you have to take a break every so often.

    Trouble is, the cars handle really weirdly. They seem to rotate around their back wheels, which makes controlling them somewhat troublesome. They also have a weird acceleration curve that goes "slow… slow… slow… SUDDENLY FAST"

    The graphics are entertainingly mid-90s pre-rendered, too. And the in-game clock can't handle times that have "00" as the minutes value, so the clock moves from "12:59" straight to "13:01", for example.

    Still, with a bit of polish this could actually be a moderately fun "time management" game. You can tell it's the best by the fact I've written more than two paragraphs on it.

    Super Janitoroid

    Obviously intended to be some sort of Super Metroid spoof, this game stars an Aussie janitor represented by a crudely-drawn body with a digitised head atop it. He is armed with a badly-drawn mop which can attack horizontally and vertically, and there's a large map to explore in a Metroid stylee.

    It also has one of the most horrendously awful frame rates I've ever seen on an Xbox 360 game, which makes your eyes go squiffy after a while. Assuming they haven't already gone squiffy from the bizarre graphics.

    Techno Kitten Adventure

    Save the best for last. Techno Kitten Adventure is a single-button game in which you control a kitten with a jetpack as it attempts to fly around a series of box-shaped obstacles.

    The twist with this game is the horrendously awful Euro-dance soundtrack which is annoyingly catchy. This fact is made even worse by the titter-inducing fact that the background animates according to the lyrics of the song, featuring rainbows flowing past, falling stars, throbbing techno laser light shows and lots and lots of flashing lights.

    This game is worth playing purely to see its hilarious "interactive music video" nature. Thankfully, you don't actually have to play it, as the song and background animation continue even while you're waiting at the "press A to start" screen, meaning you can watch the whole thing without having to purchase the game. Which is probably for the best.

    So there you go. I've played those games so you don't have to. I hope you appreciate the sacrifices that I've made for you. And you really should play Techno Kitten Adventure to appreciate its horrendous…ness.

    I'm trying not to be too harsh on these games, though. Because the thing is, I couldn't make something half as good as Techno Kitten Adventure. I wouldn't know where to start with programming for the 360. So, as bizarre and, in some cases, awful as these games are, you should at least give the developers some props for getting out there, trying to make something and having the guts to release it to the world so people like me can rip them to shreds on blogs they'll never read.

    So fair play, guys. I'm sure it's all good practice.

    The post #oneaday, Day 311: Monstrosities of the Indie Marketplace appeared first on I'm Not Doctor Who.

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    #oneaday, Day 310: Don't Be Hatin' https://imnotdoctorwho.moegamer.net/2010/11/23/oneaday-day-310-dont-be-hatin/ https://imnotdoctorwho.moegamer.net/2010/11/23/oneaday-day-310-dont-be-hatin/#respond Tue, 23 Nov 2010 23:47:45 +0000 http://angryjedi.wordpress.com/?p=1809 Somehow I don't think that anyone who is reading this blog will fall into the category that I'm about to talk about, but I'll direct this at everyone generally just in case. Have you used any kind of expression involving the word "haters" recently in a non-ironic sense? I have one simple request to you: … Continue reading #oneaday, Day 310: Don't Be Hatin'

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    Somehow I don't think that anyone who is reading this blog will fall into the category that I'm about to talk about, but I'll direct this at everyone generally just in case.

    Have you used any kind of expression involving the word "haters" recently in a non-ironic sense? I have one simple request to you: stop it. You sound like an idiot.

    I don't know who was the first person to decide that posting something along the lines of "I don't give a fuck about the haters" (or, more accurately, usually "i dont giv a fuk abt da haterz!!!") was a great idea and made them look Deep And Stuff™, but it's a plague on far too many people on the Internet, many of whom are clearly desperately wishing they were from a socioeconomic and/or ethnic group other than their own.

    The latest person to come out with some such bullshit was none other than British Formula 1 racing driver, Lewis Hamilton, who earlier tweeted "To those of u who care, thanks for ur support, am on here for u. To all u haters…I jus don't give a fuck haha" [sic]. The tweet has since been removed, suggesting one of two possibilities: 1) McLaren got in touch and told Lewis to stop pretending to be 50 Cent (who tweets nonsense like that all the time, but inexplicably occasionally censors himself when he says "shit") or 2) the tweet wasn't by him in the first place. Either are entirely plausible.

    But let's assume, for the sake of rantitude, that it actually was Hamilton. Twitter promptly exploded at the fact that a high-profile sports personality who normally came across as a nice, if rather boring, young man on television knows the "fuck" word. Some people even seemed to think that his "taking a stand" like this was somehow admirable. I thought it made him come across as a bit of a cock.

    The thing is, in my experience, any time I've seen anyone coming out with the "screw u haterz" nonsense, they are desperately insecure and usually spoiling for a fight. Perhaps they like to post unpopular views, troll forums or simply act like a complete penis online. Never once have I come across someone who posts in full sentences and understands what punctuation is who has said "I don't give a fuck abt da haterz" or similar.

    The knock-on effect of this is that it causes people like me, who put a lot of stock in the written word, to judge the people who say this sort of thing, perhaps unfairly. Nine times out of ten (I made that up) the people who post things in this manner online are white middle-class teenagers who desperately, desperately wish they were a street-smart hip-hop gangsta, yo, preferably packing a piece. (I feel extremely middle-class and very English just typing those words. Oh well. Fine by me.) Quite why they want to come across as a "thug" (their word) is beyond me.

    So, then, consider it a warning. If you start talking about "haters" and your indifference towards them, I will judge you. And it will not be a favourable judgement.

    And Lewis Hamilton? If that was you tweeting that nonsense, I now think you are a cock instead of simply a moderately boring person. Guess I'm a "hater". At least you don't give a fuck.

    The post #oneaday, Day 310: Don't Be Hatin' appeared first on I'm Not Doctor Who.

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    #oneaday, Day 309: One Of Those Days https://imnotdoctorwho.moegamer.net/2010/11/22/oneaday-day-309-one-of-those-days/ https://imnotdoctorwho.moegamer.net/2010/11/22/oneaday-day-309-one-of-those-days/#respond Mon, 22 Nov 2010 22:54:18 +0000 http://angryjedi.wordpress.com/?p=1798 Nearly everyone I've spoken to has had an absolutely terrible day today. If you are one of those people who has had a terrible day, I offer my sympathies, condolences, fistbumps, high fives, whattups, hugs, manly nipple tweaks or cock-punches (take your pick) and understand entirely if you're currently feeling a bit less-than-optimum. Me, I'm … Continue reading #oneaday, Day 309: One Of Those Days

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    Nearly everyone I've spoken to has had an absolutely terrible day today. If you are one of those people who has had a terrible day, I offer my sympathies, condolences, fistbumps, high fives, whattups, hugs, manly nipple tweaks or cock-punches (take your pick) and understand entirely if you're currently feeling a bit less-than-optimum.

    Me, I'm right there with you. I too have had a pretty rubbish day. For starters, I had a job interview. That in itself is not, in fact, rubbish. It's something which should be celebrated and applauded, given the length of time I've been jobhunting without success. However, the fact that I drove 120 miles for said interview only to discover at the interview that the job in question was only likely to be for four or five hours a week? That was rather more irritating. Particularly as the interview itself was lengthy, stressful and presided over by one quite attractive and pleasant woman and one rather rude lady. I spent the whole day with bubbling bowels, and for what? Naff all, it seems.

    I then had to drive 120 miles back home. Fortunately, I'd done the driving there last night, as I didn't fancy going there and back in one day. But, as luck would have it, tonight was National Traffic And Roadworks Appreciation Day, with everyone driving extra-slowly to admire the one set of roadworks on the M25, then the next set of roadworks on the M25, then the roadworks in the Hatfield Tunnel on the A1(M), then the roadworks about two miles further up on the A1(M). All told, it took somewhere in the region of A Very Long Time to get home, during which I was feeling very tired and a bit embittered at the fact I'd pretty much wasted a day I could have spent doing far better and/or more productive things.

    Sadly, the surprises the day had to offer didn't end there, either. I knew that today I'd be hearing from another job—one that I was particularly enthusiastic about and very much looking forward to the possibility of doing—so I was prepared, but feeling reasonably confident after my interview and my contact with the employers in question. Unfortunately, it was not to be. Apparently I was near the top of the list, just not top of the list. Perhaps it was one of those situations where they just had to pick one person or the other. And, as luck would have it, it wasn't me.

    In some senses, it's a bit of a lottery, applying for a job you really want. Because all the preparation in the world, all the confidence you exude in the interview, all the important buzzwords you try and drop into conversation, all the thought-provoking questions you provide; sometimes it just comes down to a simple choice. And sometimes that choice isn't going to favour you.

    I just kind of think it's about time one of those choices did favour me, hmm?

    The post #oneaday, Day 309: One Of Those Days appeared first on I'm Not Doctor Who.

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    #oneaday, Day 308: Google Is Your Middleman Preventing Effective Communication https://imnotdoctorwho.moegamer.net/2010/11/21/oneaday-day-308-google-is-your-middleman-preventing-effective-communication/ https://imnotdoctorwho.moegamer.net/2010/11/21/oneaday-day-308-google-is-your-middleman-preventing-effective-communication/#respond Sun, 21 Nov 2010 16:38:08 +0000 http://angryjedi.wordpress.com/?p=1795 Ladies and gentlemen, we are afflicted with a plague of the Information Age. The plague of "Google/the search bar is your friend". A plague of laziness, if you will, as this is a catch-all response which makes it look like you're being vaguely helpful and/or knowledgeable when in fact all you're doing is being an … Continue reading #oneaday, Day 308: Google Is Your Middleman Preventing Effective Communication

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    Ladies and gentlemen, we are afflicted with a plague of the Information Age. The plague of "Google/the search bar is your friend". A plague of laziness, if you will, as this is a catch-all response which makes it look like you're being vaguely helpful and/or knowledgeable when in fact all you're doing is being an arrogant asshole and trying to get out of answering a question as quickly as possible.

    Google is wonderful, of course. It is generally possible to find the information you're looking for quite quickly, especially if you're familiar with some of those handy tips and tricks on how to phrase your search query. But sometimes—just sometimes—you want a human response to a question. So you ask people. You might ask them on a forum. You might ask them on Twitter. You might email someone and ask about it.

    If you receive one of these emails/tweets/forum posts and instinctively go for the "insert 'Google is your friend' template", I have one request.

    Stop it.

    Sometimes when someone is asking a question, they don't just want an answer. They want to open a discussion. They want to find out who knows things so they can get a better understanding of that person or the community. They might be new to the community and unaware that the question has been asked before. Or they might—get this—have already tried Googling it, been confronted with "about 7,190,000 results" in "0.23 seconds" ("how to change a lightbulb", for the curious) and been understandably intimidated, or unsure which one of the often-conflicting pages to believe.

    Okay, "how to change a lightbulb" is perhaps a bad example as there aren't many pages out there that helpfully inform you that the best way to change a lightbulb is to stick it up your arse and then attempt to fart it into the socket. But take a question about, say, philosophy or a political perspective. Tons of pages out there are biased one way or another, and as such it might not be clear which one is the "correct" perspective. True, asking a person the same question is also open to bias. But at least when you're dealing with a person, you have the opportunity to question their point of view and for them to justify it.

    Actually, instructional "how-to" guides aren't such a bad example. Let's say you have a non-standard light fitting, as I did in the bathroom of my old flat. I was unable to work out how to remove the cover for it as I didn't know what the fitting was called. I posted a photo online and people gave some suggestions. Eventually, I levered it off with the help of a stepladder and a teaspoon. I now consider myself adequately qualified to be able to help someone else in the same position, because surely I can't have been the only person in the world with a light fitting like that. So if anyone asks me about it, I'm not going to ram their face into Google, which they've probably already done. I'm going to give them an answer, even if said answer is readily available elsewhere on the Internet.

    If you're a "Google is your friend"-er, then try taking just an extra minute or two out of your undoubtedly busy schedule to help someone out. You might find they appreciate it, rather than getting arsey about you sounding like a big know-it-all. So stop hiding behind Google and help a brotha/sista out. You might learn something, too.

    The post #oneaday, Day 308: Google Is Your Middleman Preventing Effective Communication appeared first on I'm Not Doctor Who.

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    #oneaday, Day 307: Wait. Terry Wait. Overwait. Call The Wait-er. https://imnotdoctorwho.moegamer.net/2010/11/20/oneaday-day-307-wait-terry-wait-overwait-call-the-wait-er/ https://imnotdoctorwho.moegamer.net/2010/11/20/oneaday-day-307-wait-terry-wait-overwait-call-the-wait-er/#respond Sat, 20 Nov 2010 18:22:27 +0000 http://angryjedi.wordpress.com/?p=1792 How much time do you think you waste every year waiting for things to happen? Whether it's waiting for the phone to ring, the response to an email, the answer to a question, an alarm to go off, someone to call you into their office or for your delicious improvised curry sauce to thicken, chances … Continue reading #oneaday, Day 307: Wait. Terry Wait. Overwait. Call The Wait-er.

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    How much time do you think you waste every year waiting for things to happen? Whether it's waiting for the phone to ring, the response to an email, the answer to a question, an alarm to go off, someone to call you into their office or for your delicious improvised curry sauce to thicken, chances are you spend a good proportion of your time waiting for things to happen or for other people to do things.

    Just think how much more we could all get done without all this waiting. Consider how long it takes someone from any Government agency to write back to you, drawing out what is usually an unpleasant process (why else would you be writing to an arm of the Government, were it not to complain about something?) even longer than necessary. Perhaps your question was a simple one that can be answered with one word—the words "yes" and "no" were invented for exactly this situation—but no. More often than not you'll receive a letter back informing you that they're "unable to action your correspondence" or, in English, "not able to reply to your letter" and demanding further details that you've already given them at least fifteen times.

    This sort of thing is annoying and, in this age of instant communication, bordering on inexcusable. Who writes letters any more, anyway, for starters? Wake up and smell the electronics.

    The trouble with taking this attitude, though, is that it starts to filter into other parts of your life. You find yourself wondering why the text message you sent thirty seconds ago hasn't been replied to yet, without thinking that the recipient may just have better things to do than respond to a message that simply says "COCK! PISS! PARTRIDGE!" because they might, in fact, have a job to do. You forget the context of a reply on Twitter because someone replied to something you posted four hours ago. And in the meantime, you sit staring at your computer screen, iPhone or, in the worst possible scenarios, your wall or ceiling. Because you might get that response you need in the next thirty seconds/minute/half an hour/hour/day and you couldn't possibly do anything useful in the meantime. But of course you can't send another message following it up because that's pushy and rude and you don't want to look like an asshole.

    Well, bollocks to it. We need an inversion of this situation, where "important" things get resolved quickly rather than are "endeavoured to be responded to within 72 hours", and where it's okay for your friends, family and/or that hottie you texted to be quiet for a few seconds/minutes/hours/days at a time. Because let's face it, staring at a wall is marginally less productive than staring at a toaster waiting for it to pop.

    Because at least if you stare at a toaster, you end up with some delicious toast. What's your wall ever going to give you?

    The post #oneaday, Day 307: Wait. Terry Wait. Overwait. Call The Wait-er. appeared first on I'm Not Doctor Who.

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    #oneaday, Day 306: Need for Speed https://imnotdoctorwho.moegamer.net/2010/11/19/oneaday-day-306-need-for-speed/ https://imnotdoctorwho.moegamer.net/2010/11/19/oneaday-day-306-need-for-speed/#comments Fri, 19 Nov 2010 18:39:29 +0000 http://angryjedi.wordpress.com/?p=1789 My brother was good enough to send me a copy of the new Need for Speed: Hot Pursuit. It arrived this morning and I've spent a fair amount of time putting it through its paces today. I shall now share my thoughts for the benefit of those of you considering it. In very simple terms, … Continue reading #oneaday, Day 306: Need for Speed

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    My brother was good enough to send me a copy of the new Need for Speed: Hot Pursuit. It arrived this morning and I've spent a fair amount of time putting it through its paces today. I shall now share my thoughts for the benefit of those of you considering it.

    In very simple terms, it can be described as "Burnout with real cars". This is not in the slightest bit surprising, given developer Criterion's history. But this is through-and-through a Burnout game, right down to the ways you earn boost and the cinematic "crash camera". And not a Burnout Paradise interpretation of Burnout, either. Because although I loved that game, as did some of my friends, there are plenty of people out there who didn't like it much, either, for various reasons.

    Hot Pursuit returns to the roots of both the Need for Speed and the Burnout series, in that it is about driving impossibly-expensive and shiny cars through a variety of circuits in an effort to Be The Fastest Mo-Fo In The World. There's no tacked-on story (besides the fact that the cops have outfitted themselves with some seriously heavy-duty automotive hardware) and no unnecessary fluff—it's just a map screen, a series of events and a bunch of cars to unlock gradually according to your progress. Those who did enjoy the free-roaming nature of past Need for Speed games as well as Burnout Paradise are free to drive around the sprawling game world as they please to find events, but those who prefer kicking it old-school can just select events from a map. Best of both worlds. You have to wonder why this hasn't been thought of previously.

    The shining light in Hot Pursuit's arsenal of, err, light-emitting weapons (abandon metaphor!) is the Autolog system. Essentially an in-game social network, it sets out to do what Blur did, but better, and succeeds admirably. While racing any event, you have not only the single-player targets to beat, but also an "Autolog Recommends" target to beat, too. This way, when you do beat all the single-player events (and you will, eventually, because they're not that difficult, at least to begin with) you have plenty of incentive to go back and beat your friends. This incentive is made even better by the fact that you have a Facebook-style "wall" on which you can brag about your Achievements and even write your own custom messages and comments. There's a fairly heavy-duty naughty word filter in place, though, which inexplicably censored the post "This game is awesome. Time to take a break, now, though." in its entirety. I haven't seen bizarre censorship of this nature since Phantasy Star Online censored the words "shoes" and "Saturday" for having rude words in the middle of them.

    Overzealous censorship aside, though, the Autolog feature is an excellent one. Every time you log in, assuming you have friends playing the game, you'll have a new set of challenges to beat. Autolog even recommends friends of friends that are playing the game whom you may want to add to your Xbox friends lists. This is a smart idea—again, why hasn't anyone thought to do this before?

    Possibly my favourite thing, though, is the return of one of the best things about Need for Speed: Most Wanted. The cinematic "chase music" when you're being chased by cops. While the licensed soundtrack that plays in cop-free events is solid enough, though fairly forgettable, the orchestral, cinematic music that plays in Hot Pursuit events gets the pulse pounding and adds a sense of urgency to these races. I'm glad to see the return of it.

    I haven't tried playing as a cop yet, though I'm anticipating an experience akin to a modern-day remake of Chase HQ. This is very much a Good Thing. Further reports as events warrant.

    In summary, then: You like arcade racing? You gonna love this.

    The post #oneaday, Day 306: Need for Speed appeared first on I'm Not Doctor Who.

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    #oneaday, Day 305: My Content! No, MY Content! https://imnotdoctorwho.moegamer.net/2010/11/18/oneaday-day-305-my-content-no-my-content/ https://imnotdoctorwho.moegamer.net/2010/11/18/oneaday-day-305-my-content-no-my-content/#respond Thu, 18 Nov 2010 23:09:23 +0000 http://angryjedi.wordpress.com/?p=1785 I was watching a programme called It's Only A Theory the other night. It's an entertaining and thought-provoking show hosted by Andy Hamilton and Reginald D Hunter in which they bring on a series of experts, get them to argue the case for their theory then make an arbitrary ruling on whether to accept or … Continue reading #oneaday, Day 305: My Content! No, MY Content!

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    I was watching a programme called It's Only A Theory the other night. It's an entertaining and thought-provoking show hosted by Andy Hamilton and Reginald D Hunter in which they bring on a series of experts, get them to argue the case for their theory then make an arbitrary ruling on whether to accept or reject it.

    The episode I watched featured a guy with terrible posture who was convinced that "user generated media is killing our culture and economy". You can watch the episode from this point here if you're in the UK.

    The gist of the guy's argument was that the sheer amount of user-generated content out… there (here?) on the Internet is killing established cultural phenomena, partly because of the "culture of free" that there is on the Internet. Why pay for stuff when you can get it for free?

    He also argued that the predilection for misinformation and relative lack of censorship on the Internet meant that overtly biased material could easily make its way out into the wild and people assume it's fact.

    Take this video:

    Despite it clearly being dubbed with someone pretending to hiccup and fart, it was all over the Internet yesterday, accompanied by hyperbolic language ("I literally couldn't stop watching") and more exclamation marks than your mother uses when writing an email.

    It is kind of funny, fake or not, but that's beside the point.

    There was an interesting twist in the ever-running battle of "who invented [annoying meme x]" recently as Rage Guy found himself at the centre of controversy. According to Internet wisdom, a meme is apparently officially "over" as soon as Hot Topic make a T-shirt of it. Because once people in the street start going "FFFFFFUUUUUUU-" to each other, what hope is there?

    4chan decided not to take this insult lying down, despite having milked the concept beyond dry for the last two years. Yesterday, this post appeared on Hot Topic's Facebook page:

    Someone had "tipped off" Hot Topic that "Rage Guy" was actually a racist comic featuring a guy called "Race Guy" and promptly set about creating a lengthy back catalogue of racist comics. Hot Topic, as a company in the public eye, did the only thing that they could do in the situation—withdrew the stock.

    This being the Internet, though, they were of course informed of the prank within a matter of hours and a short while later, this post appeared:

    As mildly amusing as all this was, it goes some distance to showing that user-generated media is probably never going to topple properly-produced, accredited and protected media. Both will undoubtedly exist side by side. But while the children of the Internet fight over what is "theirs", play childish pranks on each other, throw their toys out of their respective prams and call each other "faggots", the professionals will continue doing their thing, the same as they've always done, and be paid accordingly. Those with nothing better to do will tear each others' eyes out over who came up with the concept of producing shitty comics in MS Paint first.

    You wouldn't catch the BBC World Service trolling Hot Topic.

    The post #oneaday, Day 305: My Content! No, MY Content! appeared first on I'm Not Doctor Who.

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    #oneaday, Day 304: Head-Up Display https://imnotdoctorwho.moegamer.net/2010/11/17/oneaday-day-304-head-up-display/ https://imnotdoctorwho.moegamer.net/2010/11/17/oneaday-day-304-head-up-display/#respond Wed, 17 Nov 2010 17:24:49 +0000 http://angryjedi.wordpress.com/?p=1780 I'm a big sci-fi fan, as many of you will know. But one thing always confuses me when it comes to visual design for sci-fi movies, TV shows and games. I am, of course, talking about the "information overload" screen displays. Take this example: And, from the same source (SEGA's Vanquish, if you were curious): … Continue reading #oneaday, Day 304: Head-Up Display

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    I'm a big sci-fi fan, as many of you will know. But one thing always confuses me when it comes to visual design for sci-fi movies, TV shows and games.

    I am, of course, talking about the "information overload" screen displays. Take this example:

    Look at all that shit all over his face. What does it mean?

    And, from the same source (SEGA's Vanquish, if you were curious):

    Look at all that shit floating around her. What does it mean?

    The future, it appears, will be filled with masses and masses of information floating around us in 360-degree 3D, very little of which we'll actually need. And this is a pattern that is by no means limited to video games. We see it in movies, too. Any time you see a first-person view from a robot/android/cyborg/guy with mechanical penis that shoots lasers from the bellend, there'll always be some inexplicable spinning numbers, wireframe graphics, text (inevitably in blue or green), blips or markers implying "scanning".

    Now, consider what a world where you're bombarded with that much information in one go would be like. It's bad enough having a hand-held device like an iPhone that showers you with push notifications, text messages, emails and all manner of other nonsense 24/7, but at least you can turn that off, switch it to silent, hide it in your sock drawer, whatever. But it seems that visual designers for sci-fi movies, TV shows and games believe that the future is filled with unnecessary, redundant and, often, meaningless information.

    You don't get sci-fi writers indulging in this, though, usually. Asimov's Elijah Bailey never spent five pages worth of exposition staring at a green-hued computer screen wondering desperately which set of jiggling alphanumeric characters allowed him to open the door to his apartment, for example. If Charles Dickens wrote sci-fi, his protagonists might well do that. But, well, he's not around to inflict that on us. Thank God.

    In actuality, what we're more likely to get, should we ever end up with head-mounted displays or computers in our brains, is something akin to a first-person shooter's head-up display. Perhaps with the capability to install apps. So while you're sitting in a boring meeting and not paying attention, you can be playing Snake instead. And no-one will be any the wiser, except when they see your eyes darting around to find the next apple. And when curious sound effects start emanating from your nostrils.

    Actually, given the amount of time people waste with plain-sight devices like computers and smartphones, perhaps the ability to install apps into your own brain might not be the best idea.

    So, the future then. Somehow I doubt it's going to be quite the way it's been represented to us in movies over the years. And that's probably a good thing, since popular representations of the future often end up with most of us being horribly mutilated, raped and/or killed by machines/robots/aliens/demons from another dimension/the government.

    The only hope is, of course, Star Trek.

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    #oneaday, Day 303: Panic Stations https://imnotdoctorwho.moegamer.net/2010/11/16/oneaday-day-303-panic-stations/ https://imnotdoctorwho.moegamer.net/2010/11/16/oneaday-day-303-panic-stations/#comments Tue, 16 Nov 2010 18:13:58 +0000 http://angryjedi.wordpress.com/?p=1776 Human beings, and especially British human beings, are inclined to panic at the most ridiculous things. It's probably a side-effect of being bombarded with negativity from the media and the news—if something bad could happen, then it probably already has, they tell us. (Maybe. I'm making that up a bit.) But really, there's no need … Continue reading #oneaday, Day 303: Panic Stations

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    Human beings, and especially British human beings, are inclined to panic at the most ridiculous things. It's probably a side-effect of being bombarded with negativity from the media and the news—if something bad could happen, then it probably already has, they tell us. (Maybe. I'm making that up a bit.)

    But really, there's no need to concern yourselves with these things that might actually kill you. Seriously. Allow me to set your mind at rest for a few of these things that typically induce enormous amounts of panic.

    The kettle isn't turning off!

    The kettle is boiling and it hasn't made that familiar, comforting "click" of turning itself off, you say? Well, isn't that a pickle? Still, it's unlikely that your kettle will detonate like a bomb if you don't turn it off manually. In actual fact, it probably will turn itself off after a moment if you just leave it. Or if you're really that concerned, you can prevent inadvertent kettle detonation by simply turning it off yourself. You'll find it will stop boiling pretty quickly.

    The toilet won't flush, and it's not my toilet!

    Oh no! You did your business and now you can't get it to vacate the premises. How embarrassing! Because no-one else ever has a poo, right? You are literally the first person to ever have a poo in someone else's toilet. And explaining this situation to your hosts will be mortifying.

    Never fear. In actual fact, your hosts have probably deduced the fact you were having a poo from the fact that you've been in there for more than the few seconds a wee normally takes. Also, you took a magazine and/or your iPhone/Nintendo DS with you. Simply explain to them that their toilet doesn't appear to be flushing and is there a special trick to it? Chances are if they live with an idiosyncratic toilet, they know how to talk to the toilet pixies and make it do the thing it's supposed to do.

    Someone said a mean thing on the Internet!

    You made a valid argument on a subject you feel passionately about, and someone called you a douchebag, whilst not contributing to the discussion at all. There's a simple solution to this problem: picturing the person who called you a douchebag. They're probably not a ripped jock with a six-pack who has a bevy of beautiful women satisfying his every sexual need at all times. He's probably an overweight gentleman with personal hygiene issues and a taste for Cheetos or similar snack foods.

    This electrical device that was perfectly fine yesterday isn't working!

    Rather than assuming that it's "broken" and wailing to the heavens, why not try checking the things that everyone forgets to check? Is it turned on? Plugged in? Is the socket working? Does it need new batteries? Does it need batteries at all?

    On the off-chance that it is, in fact, "broken", consider what your life was like before you had the device in question. Was it significantly worse? If yes, then go get it repaired or buy a new one. If no, then you can probably live without your smoothie-maker/light-up dildo/automatic toilet paper dispenser.

    I disagree with your opinion!

    It's okay. Really. That's why it's called an "opinion". Well, it might not technically be the reason that the word "opinion" was chosen. But you are perfectly entitled to have your own opinion on something, and to be able to voice that opinion. You should also be prepared to deal with any consequences for voicing that opinion. If you slag off Call of Duty: Black Ops on the biggest Call of Duty fan site in the world, you're probably going to get called a douchebag by someone. If you stand naked in the middle of the street yelling "I AM A NAZI!" you will probably get arrested. If you tweet "Crap! Robin Hood Airport is closed. You've got a week and a bit to get your shit together, otherwise I'm blowing the airport sky high!!!" then you will probably get prosecuted.

    This online service which I don't pay anything for isn't working!

    Twitter down? Facebook failing? Reddit "under heavy load"? GO OUTSIDE.

    No further questions, y'honor.

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    #oneaday, Day 302: Faceache https://imnotdoctorwho.moegamer.net/2010/11/15/oneaday-day-302-faceache/ https://imnotdoctorwho.moegamer.net/2010/11/15/oneaday-day-302-faceache/#respond Mon, 15 Nov 2010 22:50:07 +0000 http://angryjedi.wordpress.com/?p=1773 So, apparently Facebook are launching their own email service. Here's a writeup on it from the very lovely Keri Honea. Go read it and support her work. Then come back. I'll wait. I'll even stay open in this tab while you go and read it. Okay. Here's the thing. Facebook is so prevalent in modern … Continue reading #oneaday, Day 302: Faceache

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    So, apparently Facebook are launching their own email service. Here's a writeup on it from the very lovely Keri Honea. Go read it and support her work. Then come back. I'll wait. I'll even stay open in this tab while you go and read it.

    Okay. Here's the thing. Facebook is so prevalent in modern online life, so splattered all over pretty much everything we do on the Internet, that setting up an email service probably makes sense for them. After all, there's a bunch of people who already spend a considerable amount of time on the site each day, and not all of them play Farmville, even. So why not incorporate their email into it, too?

    Now, granted, few of us have had the chance to test out the new features yet. And there are a few neat ideas in there, like the filtering options, which are apparently pretty cool. But the thing that will give some people—particularly the more net-savvy amongst us—pause is Facebook's rapidly-eroding reputation for personal privacy violations.

    There are all sorts of responses to this. No, you shouldn't post things on there that you're not happy to share with the world—just like any website. But you don't always have complete control over everything you appear in. The tagging process, while cool in principle, is open to all sorts of abuse and has been the source of many arguments I've heard in the street. This is something which wouldn't have happened five years ago.

    And then there's the controversy over exactly how "personal" your personal information remains, even with all your privacy settings jacked up to the max. Sure, you may be able to lock off your wall, photos, messages and all manner of other things from prying eyes. Everyone, that is, except for advertisers. Those supposedly "targeted" ads on Facebook that get everywhere—what will happen once email, an inherently more private form of communication, enters the picture? Will we start seeing targeted ads on Facebook based on your emails?

    Yeah, GMail does this already. But at least GMail's ads are non-obtrusive, limiting themselves to simple text links that are at least relevant to the message you're reading at the time. But imagine, just hypothetically speaking of course, that you sign yourself up to a particular kind of site that you don't really want to talk to other people about. It could be a dating site. It could be a porn site. It could be a forum specialising in some sort of obscure fetish which only you and a gentleman from Bulgaria frequent. But the advertisers spot this, and so the ad campaigns begin.

    This isn't a problem until you decide to show someone who's popped over for coffee this hilarious new link you posted earlier today. You click over onto your profile and BOOM! Ads for tortoise porn. Or something.

    Okay, it's a bit of a kneejerk reaction, of course, and Facebook themselves claim that they're not intending to be a competitor to the big boys of the webmail arena. But given the huge number of Facebook subscribers, it's not unreasonable to assume that a goodly proportion of those people will happily opt-in without checking the terms and conditions thoroughly. Which, as many people have been finding out, is becoming more and more important to do.

    I remember joining Facebook a good few years back. It was a relatively small community that was kept private to your close group of specifically-allowed friends. It was a good place to post photos and private-ish messages, and a complete contrast to the other big-hitter at the time, MySpace. Nowadays, though? Facebook is something of a running joke to long-standing users of the Internet, many of whom have either switched completely to Twitter, or only use Facebook when dealing with people who don't understand Twitter.

    Trends change over time, and it's possible that Facebook will eventually fall from grace completely when the next Greatest Thing Ever comes along. What will happen to those petabytes of data they're storing about everyone then? Including, now, super-private emails? You can guarantee that not everyone will remember to delete their accounts and remove any incriminating "evidence" from there.

    Simple solution: scale back on your Facebook use and find alternatives. I barely use Facebook these days. I'm a Twitter man primarily, and am slowly creeping around to using GMail as my email client of choice. Can't argue with perfection.

    In short: if you email me anything @facebook.com, I probably won't be reading it, because I'll assume anything that comes to that address will be something to do with Farmville. I am yet to hear anyone in my group of friends say something positive about the prospect of having a Facebook email address. Why not be the first? Convince me why it's a good idea in the comments!

    Or, you know, don't. Your choice, really.

    Free bonus: What Your Email Address Says About You, from The Oatmeal

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    #oneaday, Day 301: I've Read It https://imnotdoctorwho.moegamer.net/2010/11/14/oneaday-day-301-ive-read-it/ https://imnotdoctorwho.moegamer.net/2010/11/14/oneaday-day-301-ive-read-it/#comments Sun, 14 Nov 2010 16:38:28 +0000 http://angryjedi.wordpress.com/?p=1770 I've been on Reddit before. I didn't find it terribly intuitive, and the sheer volume of information on it was daunting and offputting. Sure, I helped support friends' submissions when I could, but delving into the whole thing proper just seemed like a frankly terrifying prospect. However, yesterday, I felt differently. Spurred on by this … Continue reading #oneaday, Day 301: I've Read It

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    I've been on Reddit before. I didn't find it terribly intuitive, and the sheer volume of information on it was daunting and offputting. Sure, I helped support friends' submissions when I could, but delving into the whole thing proper just seemed like a frankly terrifying prospect.

    However, yesterday, I felt differently. Spurred on by this article, which several people had posted to Twitter seemingly independently of one another, I decided to give the community another look. I decided to just dive in and start looking at things, rather than getting analysis paralysis whilst looking at the front page.

    And that, seemingly, is the way to do it. There is so much content on Reddit that it is impossible (and probably undesirable) to read it all. So you pick and choose the things that you're interested in.

    Now, I know that there are several people amongst those who follow me who are still utterly bewildered as to what Reddit is and what its appeal is. So, with apologies to those of you who are already well familiar with what Reddit is and how it works, here is, erm, what Reddit appears to be and how it appears to work, after a mighty one day's experience of use.

    Perhaps the easiest way of thinking about it is that it's the world's biggest forum. Users can post things, which are either links to other sites or "self posts", which are simple messages. Attached to each post are two things: upvote and downvote buttons, and a comment facility. Upvoting or downvoting something promotes or demotes the content, making it more likely to rise to the top of the page (or not, as the case may be). And then the comments underneath are threaded, just like on most blogs these days.

    It's in these comment sections that the excellence of Reddit shows itself, though. A far cry from your average YouTube commenter ("u suck!!!!! lol!"), Reddit contributors and commenters appear to be, for the most part, mature, articulate, literate individuals with fantastic senses of humour and some of the quickest punning minds I've ever come across. It's a community that, after lurking for a few days, I certainly wanted to be a part of. Discussion is (from what I've seen so far, at least) mature, thought-provoking but not afraid to lapse into a bit of silliness from time to time.

    And diverse. Good God, Reddit is diverse. If you have a particular niche interest, you can pretty much guarantee there will be a "subreddit" for it. Whether you're into gaming, gardening, FFFFFFFUUUUUUUUUUUU- comics, porn, music, Uzbekistani sledgehammer dancing… chances are you will find someone there with the same freaky tastes as you. And for those embarrassing questions that you really want to ask people, the creation of "throwaway" sock puppet accounts is actively encouraged to help everyone feel comfortable enough to say what they feel. Many Redditors use their main accounts, though, as the atmosphere of help and support in the appropriate subreddits is, at times, a shining example of what the Internet can be.

    A poster I read earlier described Reddit as 4chan 3 days late with a filter for all the disgusting, gross and/or illegal crap. Which isn't exactly high praise, but I can see their point. 4chan, love it or hate it, originates (or at least popularises) many of the words, phrases and memes we take for granted on the Internet today. But then those who are too scared to delve into the murky waters of 4chan (like me… I'm not ashamed) can come across this stuff without unwittingly stumbling into gore porn via Reddit. Everyone's a winner.

    Oh, just one tip, though… if you're not interested in seeing a wide selection of user peens (interspersed with a few boobies) then just steer clear of /r/gonewild.

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    #oneaday, Day 300! https://imnotdoctorwho.moegamer.net/2010/11/13/oneaday-day-300/ https://imnotdoctorwho.moegamer.net/2010/11/13/oneaday-day-300/#comments Sat, 13 Nov 2010 19:47:35 +0000 http://angryjedi.wordpress.com/?p=1767 Other people may have made it to this milestone before me, but here I am: day 300. I am going to resist any "This Is Sparta"-type quotes here, largely because I haven't seen 300 and also because that whole meme is kind of played out, really. So, here we are. This day arrived with little … Continue reading #oneaday, Day 300!

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    Other people may have made it to this milestone before me, but here I am: day 300. I am going to resist any "This Is Sparta"-type quotes here, largely because I haven't seen 300 and also because that whole meme is kind of played out, really.

    So, here we are. This day arrived with little in the way of fanfare and, in fact, a bunch of tweets and posts ranting about things which happened to other people. But I think today of all days I've earned the right to be a bit selfish, to say things about me. So that's what I'm going to do.

    This is very much the home stretch now, of course, with just 65 days remaining until I've completed a full year of non-stop blogging. Well, not non-stop, but daily. You know what I mean.

    It's been one hell of a journey, as those who have been following from the start (and prior to that) will be able to attest. And it's not, naturally, the course I would have chosen this year to take had I the opportunity to decide my own destiny on a moment-to-moment basis. But, unfortunately, sometimes the consequences of the things you do and the choices you make aren't immediately apparent, and it's not until months or years later that you realise you were heading down one road when you thought you were heading down another. A big step in life's journey is accepting that sometimes things don't go the way you expect them to, and thus you will have to learn to deal with them, for better or worse. Most of the time, you do have choices, although they might not be clear at the time. And, decisions to murder, rape and pillage notwithstanding, there are no "wrong" choices per se, so long as you're just willing to deal with the knock-on effects that your choices have.

    Back on January 19 of this year, I made the decision to take on the #oneaday challenge. It's a decision I'm glad I took, as it's a habitual process now; it's something I enjoy doing every day and if nothing else, it'll provide an interesting record of a particularly difficult year in my life. It got me to thinking, though; does every year contain as many "events" as this one has? In my 29-and-a-bit years on this planet, is every year so filled with things that are "interesting" and affecting? Quite possibly; it's just that most of the time, things happen, they pass by and you forget about them. And making a note of them may make some things seem bigger than they actually are. But on the flip-side, looking back at things that happened with the benefit of hindsight can make you feel better about them.

    I'm not saying this is how I'd have chosen 2010 to go for myself. If I had completely free choice, I'd have won the lottery, bought an exciting car, be living in a nice (but not excessive house) with at least one cat and maybe be doing a bit of freelancing. Or possibly I might have invented faster-than-light travel and gone into space. I couldn't say. I didn't have completely free choice, sadly.

    But here I am, 300 days later, and I'm at a stage where I can look back in a contemplative manner, stroke my beard and go "Hmm". This is a better state to be in than I have been in the past. So here's hoping that over the next 65 days that things only continue to get better.

    And to all of you who have been following this blog, however long you've been reading it for, thanks for coming along for the ride. Your thoughts, comments and support have been very much appreciated. Here's to that final push.

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    #oneaday, Day 299: The Internet Hits Me... But It Loves Me https://imnotdoctorwho.moegamer.net/2010/11/12/oneaday-day-299-the-internet-hits-me-but-it-loves-me/ https://imnotdoctorwho.moegamer.net/2010/11/12/oneaday-day-299-the-internet-hits-me-but-it-loves-me/#comments Fri, 12 Nov 2010 21:16:58 +0000 http://angryjedi.wordpress.com/?p=1761 The Internet is, as I've said a number of times on this blog, a fabulous invention. I certainly wouldn't be without it and the friends I've found because of it, the things I've learned from it, and all manner of other good stuff. Paul Chambers, he of the #TwitterJokeTrial, certainly wouldn't be without it either. … Continue reading #oneaday, Day 299: The Internet Hits Me... But It Loves Me

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    The Internet is, as I've said a number of times on this blog, a fabulous invention. I certainly wouldn't be without it and the friends I've found because of it, the things I've learned from it, and all manner of other good stuff.

    Paul Chambers, he of the #TwitterJokeTrial, certainly wouldn't be without it either. Because today has been a pretty remarkable demonstration of solidarity and support for him, with huge proportions of Twitter reposting his original "menacing" tweet in full, coupled with the hashtag "#IAmSpartacus". The story even made The Guardian earlier. The principle behind the thing, if you haven't worked it out for yourself anyway, is that if everyone was posting the exact same thing that Chambers posted and was not, in fact, getting arrested for it, then clearly his conviction and the failure of his appeal is utter nonsense.

    And so far, there have been no reports of anyone getting a friendly knock on the door from their local bobby. Which is good.

    It was actually quite heartwarming to see Twitter—a community of, essentially, strangers—coming together to show an enormous amount of unified support for someone who is still technically a stranger to most of us. The vast majority of people posting the #IAmSpartacus tweets don't know Chambers personally. But they understand what his plight represents—a pretty serious threat to not only free speech, but the British sense of humour as well. Whatever will be the eventual conclusion to the whole fiasco is still shrouded in mystery. But in the meantime, Chambers is doubtless sleeping a little easier at night knowing that to many people, he's a hero of sorts.

    So that's all very nice, and one of many examples of how The Internet is clearly a Force for Good. (Of course, some might, at this stage, point out that if there was no Internet Chambers wouldn't have got into this situation in the first place, but let's just leave that argument to one side for a moment, shall we?)

    And then we get this:

    Source

    Good old 4Chan, cesspool of the Internet, originator of some of the funniest and/or most irritating (depending on your outlook) memes to do the rounds on the Web. There they are, genuinely proposing to flood Tumblr with gore, porn, child pornography and "the worst [they] can offer", which probably means "all of the above".

    Now granted, Tumblr is a bit of a hipster hangout that is full of people who do nothing but post pretentious photographs, "inspirational" quotes and tame pornography. But there are also plenty of people out there who use it as their blogging platform of choice. With good reason—it's a simple system for sharing text, photos, video and audio that is mobile-friendly. There's no extraneous features or plugins to worry about, it's just type, post, go. Couple that with the built-in community features and, to some, it's like an extended Twitter with no character limits. Not just for hipsters, see.

    Whether 4Chan will actually go through with their threat or not is kind of beside the point. The fact that the possibility of such a campaign was even considered is the thing which makes me want to invest in an expansive hammer collection. According to Urlesque, earlier today there wasn't a huge amount of traction for the plan. Which is kind of encouraging, I guess, but it still sucks that there are a bunch of a-holes out there who feel the need to wave their e-peen around at every opportunity.

    Whoever came up with the campaign seems genuinely affronted that Tumblr, as a community, is trying to "imitate" 4Chan. Now, there are many things to aspire to in life. But to aspire to being 4Chan is not something that most people would say with pride. And it's pretty likely that a considerable proportion of Tumblr's users aren't even aware of what 4Chan is in the first place. So the particular "Anonymous" who has his (you know it's a "he", and likely a "he" who has never known the touch of a woman/man, depending on preference) panties in a bunch over Tumblr's "imitation" of 4Chan is clearly just looking for an excuse to wipe his dick on everybody's curtains.

    Still, as ever, it comes back to the Greater Internet Dickwad Theory, which I've posted links to on this blog more times than I care to remember. I guess once more can't hurt.

    Basically, Internet, you're capable of showing the very best and/or worst the human race has to offer at a moment's notice. So it should hopefully go without saying by now that the words you should live your life by are very simple: always follow Wheaton's Law.

    Don't be a dick.

    The post #oneaday, Day 299: The Internet Hits Me... But It Loves Me appeared first on I'm Not Doctor Who.

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    #oneaday, Day 298: Did You Hear The One About The [REDACTED] And The #TwitterJokeTrial? https://imnotdoctorwho.moegamer.net/2010/11/11/oneaday-day-298-did-you-hear-the-one-about-the-redacted-and-the-twitterjoketrial/ https://imnotdoctorwho.moegamer.net/2010/11/11/oneaday-day-298-did-you-hear-the-one-about-the-redacted-and-the-twitterjoketrial/#comments Thu, 11 Nov 2010 23:05:03 +0000 http://angryjedi.wordpress.com/?p=1755 If the name Paul Chambers doesn't mean anything to you at the moment, then take a moment to read this summary of the day's proceedings, courtesy of The Guardian. The TL;DR version (God, I hate that phrase and wish it, and everyone who uses it unironically, would die in a f… would, err, live a … Continue reading #oneaday, Day 298: Did You Hear The One About The [REDACTED] And The #TwitterJokeTrial?

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    If the name Paul Chambers doesn't mean anything to you at the moment, then take a moment to read this summary of the day's proceedings, courtesy of The Guardian.

    The TL;DR version (God, I hate that phrase and wish it, and everyone who uses it unironically, would die in a f… would, err, live a long and happy life filled with kittens and/or puppies, whichever they preferred, really, because it's up to them how they live their lives and I love them, whatever they decide) is this: Chambers made an (arguably) ill-advised joke on Twitter about blowing Robin Hood Airport "sky high". It was a throwaway comment that got blown (pardon) out of all proportion and, thanks to some very, very silly people, has been treated as something roughly approaching a mid-level terrorist incident.

    The conclusions of the judge today were that Chambers' original comment was "obviously menacing" and that any "ordinary person" would "be alarmed".

    Funny, then, that Twitter itself has been full of bomb threats, incitements to violence, discussions of inflicting bodily harm on individuals, and no-one else (save Conservative councillor for Birmingham, Gareth Compton, who made some similarly ill-advised comments, got bollocked and then promptly released on bail) has been arrested for it.

    The long and short of it, though, is that Chambers' appeal was unsuccessful, meaning he is now lumbered with a mounting legal bill and fine which—bless him—Stephen Fry has offered to pay, but members of the public have been generously donating to, also. (Find out how you can help too here).

    Chambers has lost his job as a result of one silly comment on Twitter that clearly wasn't intended to be "menacing" in the slightest. What sort of incompetent terrorist hatches their plans via social media anyway? Everyone knows they still use cassettes and VHS tapes. But the fact stands; this poor chap has had his life pretty much destroyed as a result of an almost total abandonment of Common Sense.

    I like to think of myself as a fairly ordinary person, and I certainly wasn't menaced by Chambers' tweet. I wasn't even aware of it until this whole legal fiasco started—but I follow plenty of people who make comments which could, according to Judge Jacqueline Davies, be interpreted as "menacing" and "alarming". Are they all going to be arrested now? Or was Chambers set up to be made an example of? Certainly if the authorities are intending prosecuting everyone who has made mock "bomb threats" on Twitter today, they'd better get started now, because it's going to take a good long while, and lots of courthouse space to get it all sorted.

    Or perhaps they could, you know, focus on some actual crimes. Perhaps they could take some steps to deal with kids carrying knives, youth gangs, burglaries, assaults, murders, even fucking traffic incidents carry more weight than a ridiculous comment on Twitter.

    Or even—here's a thought—they could invest some resources into tracking down actual, genuine terrorists and foiling their plots before they happen. But perhaps that's too difficult, and it's much easier to make a scapegoat of a poor fella who was simply excited to spend time with the love of his life, and was frustrated by the fact that the airport's closure was making that look more and more unlikely.

    So, moral of the story, kids? Be careful what you say. Otherwise Big Broth—

    [THE REMAINDER OF THIS BLOG POST HAS BEEN REDACTED BY ORDER OF THE GOVERNMENT OF THE UNITED KINGDOM OF GREAT BRITAIN AND NORTHERN IRELAND. PLEASE DIRECT ALL ENQUIRIES TO ihaveno@commonsense.org.uk]

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    #oneaday, Day 297: Read This Or I'll Punch You In The Balls/Face https://imnotdoctorwho.moegamer.net/2010/11/10/oneaday-day-297-read-this-or-ill-punch-you-in-the-ballsface/ https://imnotdoctorwho.moegamer.net/2010/11/10/oneaday-day-297-read-this-or-ill-punch-you-in-the-ballsface/#comments Wed, 10 Nov 2010 20:10:03 +0000 http://angryjedi.wordpress.com/?p=1752 The latest episode of The Squadron of Shame SquadCast is currently uploading. In it, we discuss the ever-present topic of video game violence. Is it really destroying our children and turning them into violent assholes? Well, you'll have to listen to the podcast for our group conclusions, but here's my take on the whole thing. … Continue reading #oneaday, Day 297: Read This Or I'll Punch You In The Balls/Face

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    The latest episode of The Squadron of Shame SquadCast is currently uploading. In it, we discuss the ever-present topic of video game violence. Is it really destroying our children and turning them into violent assholes?

    Well, you'll have to listen to the podcast for our group conclusions, but here's my take on the whole thing. Video game violence has now been around for some time. In fact, it's been around for quite a bit longer than some people realise. A couple of the guys brought up Forbidden Forest on the Commodore 64, a game which, while laughable now, was pretty shocking and gory for the time. I know that certainly five-year old me would have been freaked out by the big-ass spiders.

    One side-effect of the violence issue being around for so long is that it's now somewhat taken for granted. Whether or not this is "desensitisation" per se is a matter of opinion. But the fact is, violence in video games is very rarely shocking these days. Shoot someone in Call of Duty and it doesn't carry much in the way of emotional impact, because you do it so much. Shoot someone in Heavy Rain, though, and it carries much more gravitas due to the context, and the fact it happens less.

    But desensitisation to violence in the video games medium doesn't mean that we as a culture are desensitised to violence as a whole. I've played a ton of games that involve ultra-violence, dismemberment, heads exploding, that sort of thing. One of my favourite games in recent memory was Bayonetta, which features a huge range of over-the-top violence and implements of extreme torture. But if I saw something like that happening in real life, I would be horrified and disgusted. I see a photograph of something violent and I feel sick. And anything involving eyes—even if it's just on a TV show or a movie—ugh, count me out.

    So it's clear, then, that video games haven't desensitised me, personally, to anything except video game violence, which is something much more akin to cartoon violence than anyone else. I doubt there's anything that can adequately prepare you for real-world violence and gore, save being immersed in it for some time by being either a psychopath or a soldier on active duty. And neither of those things are particularly desirable.

    What I have observed, though, is a knock-on effect from some of these games, and it's not necessarily the violence itself that is to blame. Back where I used to live, a lot of kids used to play in the streets rather noisily. Nothing unusual, you might say, until you heard the language they were coming out with. It became abundantly clear to me from listening to them, and the fact I had played through Modern Warfare 2 relatively recently, that they were re-enacting something they'd seen in a video game. And the parents didn't seem to care that their kids—aged between about 5 and 10, I'd wager—were out in the street, yelling "MOTHERFUCKER!" at each other and threatening to blow each others' legs off.

    "Kids will be kids," is the easy response, of course. But these kids picked up on this material from somewhere, and obviously hadn't had a discussion with their parent(s) about what was appropriate to be shouting in the street, and what wasn't.

    I don't envy the task that parents have these days. There is so much crap out there that kids can access easily. So the challenge is not to stop them from seeing it at all—that's an impossible mission that grows more impossible by the day—but to help them understand what is and isn't "appropriate" in certain contexts. And some parents, it seems, just can't be bothered to have those conversations. And, as a result, assholes beget assholes.

    It's a big topic, far more than just one blog post can cover. Want to hear more? Then check out the latest episode of the SquadCast, which will be up online very soon. Head over to the Squadron of Shame Squawkbox in the meantime to debate the issue.

    The post #oneaday, Day 297: Read This Or I'll Punch You In The Balls/Face appeared first on I'm Not Doctor Who.

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    #oneaday, Day 296: DEADLY PREMONITION Must Always Be In Capslock https://imnotdoctorwho.moegamer.net/2010/11/09/oneaday-day-296-deadly-premonition-must-always-be-in-capslock/ https://imnotdoctorwho.moegamer.net/2010/11/09/oneaday-day-296-deadly-premonition-must-always-be-in-capslock/#comments Tue, 09 Nov 2010 22:27:27 +0000 http://angryjedi.wordpress.com/?p=1749 Ahh, all you people out there playing Call of Duty: Black Ops. I hope you're having a good time. I seriously doubt you're having as good a time as me. Because I'm playing DEADLY PREMONITION, a game so remarkable it insists on its title being in capitals whenever it announced you're playing it on Xbox … Continue reading #oneaday, Day 296: DEADLY PREMONITION Must Always Be In Capslock

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    Ahh, all you people out there playing Call of Duty: Black Ops. I hope you're having a good time. I seriously doubt you're having as good a time as me. Because I'm playing DEADLY PREMONITION, a game so remarkable it insists on its title being in capitals whenever it announced you're playing it on Xbox LIVE.

    Here in Europe, we're late to the DEADLY PREMONITION party, of course, but at least the game finally made it over here. And at a knock-down price of £24.99, too. This is very much a Good Thing, though I'm concerned that within a few weeks the game will have disappeared without trace, never to be seen again. As such, I decided that I should probably pick up a copy before that happened. I did the same with 3D Dot Game Heroes a while back, and still haven't got around to finishing that. One day.

    DEADLY PREMONITION, though, I decided to make a start on tonight after Fallout: New Vegas decided to throw a wobbly earlier on. So here, then, are my first impressions of a game I knew pretty much nothing about prior to tonight, save the fact that it's supposedly "so bad it's good" territory.

    The first thing that will strike you upon firing up Deadly… I mean DEADLY PREMONITION is that it looks like ass. Coming off a game with sparkly hi-definition graphics like Fallout: New Vegas, or Vanquish (which I reviewed this week for The Big Pixels… go check it out) it's a jarring change to see muddy textures and that weird "sparkly texture" effect that we used to see all the time on previous-gen consoles. But after a few short moments it ceases to matter. And if anything, so far I am feeling that the shoddy graphics are, in fact, part of this game's charm.

    The second thing which is striking about the game is that it is genuinely atmospheric. Some good use of creepy sounds, reminiscent of Silent Hill, coupled with some ugly, horrifying enemies that remind me somewhat of Fatal Frame (aka Project Zero) make for a nerve-wracking walk into town. I haven't got very far yet, so I couldn't say for certain if this atmosphere continues throughout. But I'm certainly impressed with the feeling of dread which the game is producing so far.

    Controls are initially clunky but you soon adjust to them when you remember that this isn't supposed to be a fast-action shooter. Yes, being rooted to the spot while aiming a gun is a pain. But it forces you to think a little bit more carefully about getting into a suitable position to fire rather than spraying bullet fire around randomly. I'm certainly fine with it, though it would be understandable for some people to hate it.

    In fact, that last statement pretty much sums up what I'm expecting from DEADLY PREMONITION as a whole: something which I'm going to enjoy a huge amount, which other people will probably hate, loathe and despise for various reasons. Some may be immediately turned off by the graphics (whores that you are). Some may be put off by the control scheme (which is easier for me to sympathise with). And others simply would probably rather play something like Call of Duty. Which, as I said yesterday, is absolutely fine by me.

    Me? I'll be exploring Greenvale and trying not to get chopped up by the "Raincort Killer" [sic], as the European box would have it. And I wouldn't have it any other way.

    The post #oneaday, Day 296: DEADLY PREMONITION Must Always Be In Capslock appeared first on I'm Not Doctor Who.

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    #oneaday, Day 295: Eat Your Words https://imnotdoctorwho.moegamer.net/2010/11/08/oneaday-day-295-eat-your-words/ https://imnotdoctorwho.moegamer.net/2010/11/08/oneaday-day-295-eat-your-words/#comments Mon, 08 Nov 2010 22:12:39 +0000 http://angryjedi.wordpress.com/?p=1746 Call of Duty: Black Ops is currently in the process of being launched. This game, for the uninitiated, is going to be rather popular, and it's expected to sell by the millions. Fair enough. It's always good to see something enjoy so much success. (Unless it's, say, a nuclear bomb or terrorist plot or something.) … Continue reading #oneaday, Day 295: Eat Your Words

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    Call of Duty: Black Ops is currently in the process of being launched. This game, for the uninitiated, is going to be rather popular, and it's expected to sell by the millions. Fair enough. It's always good to see something enjoy so much success. (Unless it's, say, a nuclear bomb or terrorist plot or something.)

    It's also something that I couldn't give two shits about, but this blog post isn't about why I don't give two shits about it. This blog post is about why it doesn't matter that I don't give two shits about it, and why it doesn't matter that you, the reader, might think it's the best thing ever. All that really matters is your own personal opinion on the matter, and it's this principle that the Internet at large (including, occasionally, yours truly) forgets sometimes.

    Everyone has a right to their own opinion, of course. But who really has the right to say what is the "correct" opinion? No-one, of course. The only "correct" opinion is the one you hold. If your opinion doesn't happen to gel with the majority, then that's fine. If you hold an opinion that's popular with the majority but unpopular with your circle of friends, that's fine too.

    In most cases, anyway. Opinions involving being a Nazi, a racist, enjoying raping and/or killing children and/or animals or reading the Daily Mail are generally agreed to be Bad Things. These are societal norms. They're universally accepted. (Except by the racist Nazi child-raping animal-haters who read the Daily Mail, of course.)

    But there are no societal norms on what you "should" think about Call of Duty. Sure, there's a large number of people out there who really dig it. Some may point to sales figures or Raptr usage statistics and claim that Modern Warfare 2 is the "most popular game of all time" and therefore one of the most important that everyone should like and appreciate. But that's not the case at all.

    The simple fact is, all forms of media have, over time, broadened their appeal. No-one can be expected to be "into" everything. There's no-one out there who's read every book, seen every film, watches everything on TV. For one thing, there simply isn't time to do that. And while it was once possible to play every game there was thanks to their short length or relatively limited availability, we're now at a stage where there's no need to play every game out there. In fact, it's arguably undesirable to do so, because it would inevitably mean you'd miss out on some of the hidden depths of some titles. Consider the person who romps straight through Fallout: New Vegas' main questline and beats it in, say, 20 hours, versus the person who fully explores the world and invests over 100 hours into that game. Who's had the fuller experience and got better value for money? I guess there's arguments for either, but personally speaking on reflection I'd much rather have a deeper experience with less titles than whore around with every game that's available out there.

    What that means, then, is that if you're someone who isn't interested in Black Ops, you don't have to feel bad about all the fuss. But at the same time, there's no need to be an ass to the people out there who are buzzed for that game. They probably wouldn't be into the idea of playing Deadly Premonition, Aquaria or Super Meat Boy.

    So, basically, do your thing, enjoy what you enjoy and don't be hatin' on those who like something you don't. Similarly, if you like something and someone else doesn't, don't be hatin' on them for not liking it, either.

    And the world will be a happy place.

    Who am I kidding? This is never going to happen. Call of Duty sucks and everyone buying it is a lame-ass fagbrain!*

    * This is a joke, tightass.

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    #oneaday, Day 294: Filthy Rogue https://imnotdoctorwho.moegamer.net/2010/11/07/oneaday-day-294-filthy-rogue/ https://imnotdoctorwho.moegamer.net/2010/11/07/oneaday-day-294-filthy-rogue/#respond Sun, 07 Nov 2010 19:29:53 +0000 http://angryjedi.wordpress.com/?p=1738 The roguelike genre is one I only discovered relatively recently. In fact, I was a relative latecomer to the whole RPG genre, only getting to grips with it for the first time with Final Fantasy VII. As such, for a good few years, I felt that RPGs were all about strong stories, interesting (and sometimes … Continue reading #oneaday, Day 294: Filthy Rogue

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    The roguelike genre is one I only discovered relatively recently. In fact, I was a relative latecomer to the whole RPG genre, only getting to grips with it for the first time with Final Fantasy VII. As such, for a good few years, I felt that RPGs were all about strong stories, interesting (and sometimes clichéd) characters, a buildup to an epic final conflict and some of the best music you'll ever hear.

    As such, when I played an RPG that wasn't so strong on the story and focused more on loot-whoring or level-grinding, I found myself losing interest quickly. It was long after its release that I finally beat Diablo II and, to this date, I've never beaten it on anything other than the normal difficulty level.

    That changed when I came across Angband, though. Angband looks like the sort of game you used to play on Teletext. Sure, there are graphical tilesets you can customise it with. But at its heart, it's a text-based game with about a bajillion keyboard commands.

    But you know what? The kind of emergent narrative that came out of several intense Angband sessions rivalled any pre-scripted tales that Squeenix have ever come out with. Largely because it was so unpredictable, and that any screw-ups were inevitably your fault for failing to prepare adequately, rather than the fault of the game mechanics itself.

    Take the time my oil lamp ran out on the fifth level of the dungeon. This meant, in gameplay terms, that I couldn't "see" new passageways ahead of me—namely, they weren't revealed on the map—unless I banged into a wall, which then helpfully revealed said wall on the map for me. My first reaction in this instant was, of course, to panic. Death in Angband doesn't mean restoring a saved game. Oh no. Death in Angband means your save game getting deleted and you having to start all over again. This adds an enormous amount of pressure on you, the player, to get it right. And it also makes you kick yourself when you realise that you didn't bring enough oil to fuel your lamp.

    So off I went, slowly "feeling" my way along the walls of the corridors in an attempt to find the stairs up… for five floors. This sounds like an impossible task. But after a fairly lengthy period of methodical, careful searching (and a few terrifying combats in the pitch darkness) I finally managed to emerge victorious to town level, stock up on oil and provisions and jump back into the dungeon with renewed fervour.

    Of course, I promptly got twatted by an Ogre, making all that work utterly meaningless. But it didn't matter—it was a fun experience unlike anything I'd experienced in a game before. And I've struggled to repeat it with any game since then.

    Not through lack of trying, though. There are some great roguelikes out there, many of which are a lot more accessible than Angband. I have three favourites I'd like to share with you right now, one of which is, of all things, a board game. The other two are iPhone games.

    Sword of Fargoal is actually a remake of an old Commodore 64-era title which didn't look like the picture above. No, it looked like this:

    The best thing about Sword of Fargoal is its simplicity coupled with a surprising amount of hidden depth. While Angband is rather intimidating to get started with, with pretty much every key on the keyboard (shifted and non-shifted) mapped to something, Fargoal simply requires that you get to grips with moving and using a context-sensitive button in the top-right corner. And keeping an eye on the text display at the top of the screen for hints and cues, too. Combat is a case of running into an enemy—the player and monster will then take turns bashing each other until one or the other falls over or one runs away. Gold is collected to sacrifice at altars throughout the dungeon for experience point bonuses. And the rest is left to the player to discover. The more you play, the more you start to notice little graphical details and cues tipping you off to the location of traps or treasure.

    And it's challenging, too. There are 15 levels to explore, all of which are sprawling monstrosities with several areas. And when you make it to the bottom to recover the titular blade, you then have to escape again. I haven't even made it to the bottom yet. It's a lengthy, challenging quest. And despite the fact that death is permanent, it's addictive and easy to return to.

    Then we have 100 Rogues, which takes a slightly different approach to that of Sword of Fargoal. While Fargoal's quest is lengthy, 100 Rogues can potentially be beaten in one sitting. Key word here being "potentially". 100 Rogues is particularly brutal, fond of surrounding the player and battering them to a pulp. Fortunately, the player also has a Diablo-style skill tree at their disposal, including a number of attacks that can beat back several enemies at the same time.

    It's very difficult, though, and the descriptions of the game on the App Store don't even try and hide the fact that you will die. A lot. In fact, there's even a Game Center Achievement for having sent the titular 100 rogues to their eventual demise.

    I only picked this up recently, but it's immensely appealing due to its 16-bit graphics and soundtrack. It looks and plays like a Genesis/Mega Drive game, in a good way. It's a bit buggy in places but the author appears to be committed to regular updates.

    Finally, one of my favourite roguelikes of all time is Warhammer Quest, a game that involves you having people you actually don't mind being in the same room with. Featuring all the genre staples—a randomly generated dungeon, permadeath, brutal difficulty, vast amounts of phat lewt—it's very much the board game equivalent of Rogue et al. Even better, everyone gets to join in on the fun—there's no need for a Game Master player (unless you really want to use one) as the rules cater fully for monster "behaviour".

    Couple that with the game's immense customisability (it's a word) thanks to its use of Games Workshop Citadel Miniatures line of figures and you have a game with limitless potential. And hundreds—hundreds—of tiny pieces of card and plastic.

    So there you go. A whistlestop tour of the roguelike genre. And I didn't even mention Moria or NetHack once.

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    #oneaday, Day 293: The Internet Will Make You Gay https://imnotdoctorwho.moegamer.net/2010/11/06/oneaday-day-293-the-internet-will-make-you-gay/ https://imnotdoctorwho.moegamer.net/2010/11/06/oneaday-day-293-the-internet-will-make-you-gay/#respond Sat, 06 Nov 2010 21:09:51 +0000 http://angryjedi.wordpress.com/?p=1734 When you're young, being labelled as "gay" is the ultimate stigma, regardless of what your sexuality actually is. Anything bad is labelled "gay" and anyone who is not one of the cool kids is labelled "gay", "gaylord", "queer" or all manner of other things. This is not terribly sexually enlightened, of course, and is one … Continue reading #oneaday, Day 293: The Internet Will Make You Gay

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    When you're young, being labelled as "gay" is the ultimate stigma, regardless of what your sexuality actually is. Anything bad is labelled "gay" and anyone who is not one of the cool kids is labelled "gay", "gaylord", "queer" or all manner of other things. This is not terribly sexually enlightened, of course, and is one of the things that leads to homosexual teens feeling stigmatised and terrified of their own sexual identity—to the extent that they'll take their lives in some cases. This is, of course, a terrible thing, and we shouldn't make light of this issue. Go support the It Gets Better project, and feel good about yourself. Then we can start taking the piss out of something else gay-related.

    Done that? Good.

    What I would like to make light of, though, is the inexplicable ability for Twitter, Facebook and indeed the whole Internet to turn the hairiest and burliest of men into gibbering, mincing queens. I've only really noticed it in the last couple of years or so. But something, somewhere, has snapped and deemed it okay for men to be outrageously flirtatious (and, at times, downright filthy) with one another, all in jest. Say some of the things which regularly grace my Twitter feed (occasionally from my own typing fingers) in high school and you'd have got a one-way ticket to Wedgie City, population: your head and a toilet bowl.

    I won't give examples, to spare the blushes of those who have made said comments in the past. But I actually find it pretty interesting that this sort of thing seems to be more and more common. It's not done with any form of sexual intent in mind, though the content of the comments may well be sexual in nature. It's more a form of light-hearted banter that is possibly an ironic response to those men with an overabundance of testosterone—the kind who barely disguise their erections in the street any time a vaguely attractive girl walks past, and the kind who like to shout outside pubs and anyone, everything and, often, nothing or no-one at all.

    Perhaps it's the long-distance, semi-anonymous nature of communication on the Internet that makes this sort of thing happen more often. After all, if someone misinterprets a flirtatious gay comment and either takes offence (or indeed becomes rather more amorous than you were expecting) you can always hide behind the "ah, well, you can't tell tone of voice in text, can you… ahahahaha" defence.

    Still. Perhaps this is a sign that the online world is, on the whole, more comfortable with a broad spectrum of sexual identities rather than simple "straights over there, gays over there, and then there are bisexuals, but some just say they're kidding themselves" terms.

    Or perhaps it's just a sign that Spider-Man has, in fact, now made everyone on the Internet gay.

    The post #oneaday, Day 293: The Internet Will Make You Gay appeared first on I'm Not Doctor Who.

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    #oneaday, Day 292: TV Get Bent https://imnotdoctorwho.moegamer.net/2010/11/05/oneaday-day-292-tv-get-bent/ https://imnotdoctorwho.moegamer.net/2010/11/05/oneaday-day-292-tv-get-bent/#respond Fri, 05 Nov 2010 20:38:11 +0000 http://angryjedi.wordpress.com/?p=1731 Most times I watch TV, I'm reminded why I don't watch TV any more, besides the occasional isolated incident of The Apprentice (which I can't really be bothered with this year, anyway). And the reason for that is that 99.87% (approximately) of it is complete, unadulterated, unfiltered dross and bollocks, and the rest are reruns … Continue reading #oneaday, Day 292: TV Get Bent

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    Most times I watch TV, I'm reminded why I don't watch TV any more, besides the occasional isolated incident of The Apprentice (which I can't really be bothered with this year, anyway). And the reason for that is that 99.87% (approximately) of it is complete, unadulterated, unfiltered dross and bollocks, and the rest are reruns of old, unadulterated, unfiltered dross and bollocks.

    Now I understand and appreciate that some people enjoy zoning out in front of the TV and enjoy having things that they don't have to think about. I do the same with video games. But at least I'm interacting with video games, and even the most mindless, dumbest video game requires at least a bit of co-ordination and use of your reflexes. Unless it's Farmville, in which case you just require to be non-vegetative enough to click a mouse a few thousand times. But even that demands more brainpower than staring at the TV.

    Not all TV is rubbish of course. But I find myself picking up favourite TV shows on DVD rather than watching them when they air. There are a couple of reasons for this: firstly, being tied down to a schedule at the behest of an inanimate object is a pain that I can do without. Secondly, if I really get into a show, it's nice to be able to watch several episodes of it in succession to get a greater sense of "coherence" than watching a one-off. Try watching a season of 24 when it airs on TV as opposed to being able to watch several in a row on DVD and you'll see what I mean. Not that I ever got into Lost (the TV schedule thing meant I lost—no pun intended—interest about halfway through the first season) but I imagine that, with all its confusion, would be much the same.

    The kind of TV that doesn't lend itself to a sense of "coherence"—random quiz shows and reality TV—doesn't particularly interest me anyway. So everyone's a winner, then. TV can keep its dross, its reruns, its uninspired crap and endless repetitions of Alexander the fucking Meerkat adverts. I'll stick to my DVDs, iPlayer and 4OD, thanks.

    Will we eventually reach a stage where the concept of traditional TV broadcasting itself is obsolete? Thanks to services like those I've just mentioned, it's entirely possible to have a completely personalised staring-at-the-gogglebox experience consisting entirely of programmes you actually enjoy. And with services like Netflix, LoveFilm and MUBI offering a variety of niche as well as mainstream content, you can even populate your own personal TV and movie playlist with things that would never have been on TV in the first place.

    Also there is no need to wait for Alexander the fucking Meerkat to come on screen to go and have a toilet break, either.

    The more I think about it, the more this concept sounds very appealing. But will the TV studios ever go for it? The concept of "primetime" is still very firmly in the heads of most broadcasters, and so it's likely that scheduled programming will continue for at least a little while yet. But as time goes on? Who knows. Perhaps one day TV will move to an exclusively on-demand system.

    I look forward to that day immensely.

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    #oneaday, Day 291: Final Lap https://imnotdoctorwho.moegamer.net/2010/11/04/oneaday-day-291-final-lap/ https://imnotdoctorwho.moegamer.net/2010/11/04/oneaday-day-291-final-lap/#comments Thu, 04 Nov 2010 23:38:34 +0000 http://angryjedi.wordpress.com/?p=1728 As the year starts to draw to a close—seriously, how the fuck did it get to be November already?—lots of "projects" or long-term goals are starting to eventually come together and come to fruition. Unfortunately, none of said long-term goals will result in financial gain for myself (unless you want to sponsor any of them, … Continue reading #oneaday, Day 291: Final Lap

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    As the year starts to draw to a close—seriously, how the fuck did it get to be November already?—lots of "projects" or long-term goals are starting to eventually come together and come to fruition. Unfortunately, none of said long-term goals will result in financial gain for myself (unless you want to sponsor any of them, which you're very welcome to do) but they will result in a sense of long-term satisfaction.

    This blog thing, for example. It's become part of my daily routine now. I love writing something every day. And it's interesting to look back at how the year (a pretty shitty one, by all accounts) has gone, how it's changed and, more to the point, how it's changed me. I'm a different person to the one I was five months ago. I'm a different person again to the one I was eleven months ago. I'd like to think that these changes are mostly for the better, and there are a few people out there who can probably back me up on this one. That's not a request for ego-massaging comments, incidentally, though those are, as ever, welcome.

    And then there's the running thing, too. Tonight I completed Week 6 of the 9-week Couch To 5K programme. Tonight's run was 25 minutes of non-stop running, bookended by 5-minute walks for warm-up and cool-down purposes. And it was… I hesitate to say "easy", but certainly well within my abilities. I feel like my speed is increasing, too, though my average speed readout from RunKeeper (awesome app, by the way, and free for iOS and Android)  seems fairly constant at just under 4mph. Not very fast, I know, but considering that nearly seven weeks ago I was struggling to run for a minute at a time, I think it's pretty clear that I've made awesome progress. And I feel good about that and have absolutely no problem publicly displaying a bit of pride about it. So there.

    I have blown the right headphone earbud on my iPhone though. Guess the thumping bass and drums of the Split/Second soundtrack finally proved too much for them. That or Apple make shitty headphones. Given that exactly the same also happened to the right earbud of the headphones on my old 20GB iPod, I'm inclined to think it's the latter. Fuck you, Apple, and your shitty headphones. But not too much. I like the iPhone just fine, thanks.

    So here are the "deadlines", for want of a better word: By the 25th of November, I should be running for 30 minutes at a time comfortably, and presumably able to run the titular 5K in that time. And by the 19th of January 2011, I'll have completed a year of continuous non-stop blogging. Will I have a decent job by then? Given that I have an exciting and mysterious job interview next Thursday, I might.

    Will I be in a position to say "yes, this is where I want my life to be" by then? Possibly not. But things are definitely on that upwards slope. Time passes. Things happen. And when you look back, it's difficult to imagine being where you are now, then. If that makes sense.

    I know what I mean, even if you don't.

    The post #oneaday, Day 291: Final Lap appeared first on I'm Not Doctor Who.

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    #oneaday, Day 290: Ever Onward https://imnotdoctorwho.moegamer.net/2010/11/03/oneaday-day-290-ever-onward/ https://imnotdoctorwho.moegamer.net/2010/11/03/oneaday-day-290-ever-onward/#comments Wed, 03 Nov 2010 20:33:28 +0000 http://angryjedi.wordpress.com/?p=1725 Something that someone told me recently (yay for specifics) has stuck with me. That something was the phrase "you don't stop knowing someone when you're not with them any more". Those perhaps weren't the exact words, but the sentiment stands. And it's true, whatever the context of you not being with that person any more … Continue reading #oneaday, Day 290: Ever Onward

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    Something that someone told me recently (yay for specifics) has stuck with me. That something was the phrase "you don't stop knowing someone when you're not with them any more". Those perhaps weren't the exact words, but the sentiment stands. And it's true, whatever the context of you not being with that person any more is. It doesn't have to be a romantic thing. It could simply be a friendship thing.

    I have two examples in mind here. Just recently, I had the good fortune to be reunited with a buddy from school with whom I'd kept in idle contact with—the occasional Facebook comment or tweet—but hadn't seen face-to-face since the time he visited me during my first year of university, got roaringly drunk with me and then proceeded to assist me in the consumption of a pound of Tesco Value mild cheddar cheese at about 3 in the morning. Actually, there was an incident subsequent to that which involved several people vomiting out of the window of a house onto the corrugated plastic roof of what passed for a "conservatory" in student accommodation. But the cheese incident is the one that remains fresh in my memory.

    Said incident was at least ten years ago now, but when we met up in the village pub for a pint and a chat it was like that time had ceased to exist—or at least didn't matter. We hadn't seen each other for ages, and yet suddenly we were back to talking about the word "COCK!", driving in search of "old man pubs" and ending up in the local Tesco garage's forecourt at 2 in the morning eating pre-packed sandwiches because the nearest club (15 miles away) was shit and/or full, and the old man pubs in question were either shut or had vanished into some sort of rural space-time anomaly. It was, to say the least, awesome. Not all reunions go this way, and I'm sure there are plenty of people I was at school with who are completely different people now. But then I have no idea where they are now, so a reunion is unlikely anyway.

    The other example I have in mind is something I wrote about way back on Day 106; the idea of crystallised memories. I probably didn't coin this term but it's one I'm particularly fond of: the idea that inanimate objects can possess memories and trigger powerful emotional responses simply by their presence. A crystallised memory can be a tiny thing, like a dirty penny you find in the depths of your coat pocket. Perhaps you remember how it got so dirty. Or where you found it. Or what you were doing when you dropped it into your pocket.

    Alternatively, as the case may be, a crystallised memory could be a whole city. Cities are places that are full of life, constantly on the move, changing, morphing, filling with people during the day and evaporating them in the dead of night. But some things don't change amidst all the chaos—pretty amazing in itself, when you think about it—and those are the things which hold powerful emotional responses, powerful memories, senses of nostalgia, whatever it is you want to call it.

    Sometimes, these things which have remained constant amidst the chaos of the daily tsunami of people that pass by them are enough to remind you of something or someone important, something that is, at times, long-forgotten. Tiny little memories which, at the time, seemed inconsequential, unimportant. And yet they are the ones which remained most vivid. A river that you once saw a hundred rubber ducks racing along. A swinging teashop sign and the delicious delights found within. The low beam that you bang your head on as you clamber into an "authentic" old pub.

    Sometimes you see all those things again and they cause you pain. They remind you of what once was and what is now no longer.

    And sometimes you see all those things again and they bring comfort. They still remind you of what once was and what is now no longer. But something, somewhere, causes the negativity and the pain to slip away and you're left with those things that you should cling onto, the crystals that shine the brightest, the ones which glitter eternally.

    Time heals all wounds, they say. But the good stuff that all the blood and pus and "discharge" from the wounds hides? (That was gross. Sorry.) That sticks around a whole lot longer.

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    #oneaday, Day 289: Autumn Days When The Grass Is Green https://imnotdoctorwho.moegamer.net/2010/11/03/oneaday-day-289-autumn-days-when-the-grass-is-green/ https://imnotdoctorwho.moegamer.net/2010/11/03/oneaday-day-289-autumn-days-when-the-grass-is-green/#respond Wed, 03 Nov 2010 01:35:06 +0000 http://angryjedi.wordpress.com/?p=1710 I can't remember the last time I was as acutely aware of the arrival of autumn as I have been this year. Much of the weather of our green and pleasant land falls into the "grey and overcast" category, which is why the sun shining is usually a trigger for wide-ranging sensationalist journalism. "HEAT WAVE!!" … Continue reading #oneaday, Day 289: Autumn Days When The Grass Is Green

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    I can't remember the last time I was as acutely aware of the arrival of autumn as I have been this year. Much of the weather of our green and pleasant land falls into the "grey and overcast" category, which is why the sun shining is usually a trigger for wide-ranging sensationalist journalism. "HEAT WAVE!!" "HOSEPIPE BAN!!" "TROPICAL TEMPERATURES!!" And of course, the inevitable knowing winks towards global warming.

    Autumn, on the other hand, arrives with little to no fanfare. It gets a bit colder. Some people (usually at the elderly end of the spectrum) take this as a cue to say out loud things like "ooh, feels like Autumn's here". But there's never sensationalist journalism. "TREEPOCALYPSE!!" "OMG LEAVES!!" "MILD HURRICANES SWEEP NATION!!" I don't think so.

    But during a long drive tonight, it was very apparent that autumn is indeed in full swing. The thing which means I can say this with absolute authority? The amount of leaves blowing around. They were everywhere, sweeping through the air like their own weird little weather system. Even the motorways, concrete slabs of greyness that are about as far from Mother Nature as you can get, had leaves swirling above them and fluttering across the road like a pixie dropping a large pile of correspondence.

    This became even more pronounced once I hit the country lanes close to home. Leaves lined the roads, breaking up the monotonous greyness of the Tarmac surface with colourful patterns, swept up by cars as they sped by and tumbling back to the ground like a "wake" for the passing vehicles.

    Perhaps it's just that I spent the best part of ten years living in an urban environment where one season looks much like another. For the moment, I live in the countryside. So maybe I genuinely am seeing it more.

    Whatever the cause, autumn is here. So wrap up warm, go outside and go jump in some piles of crisp, crunchy brown leaves.

    The post #oneaday, Day 289: Autumn Days When The Grass Is Green appeared first on I'm Not Doctor Who.

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    #oneaday, Day 288: Where's The UK's Netflix? https://imnotdoctorwho.moegamer.net/2010/11/01/oneaday-day-288-wheres-the-uks-netflix/ https://imnotdoctorwho.moegamer.net/2010/11/01/oneaday-day-288-wheres-the-uks-netflix/#comments Mon, 01 Nov 2010 19:22:15 +0000 http://angryjedi.wordpress.com/?p=1707 So the new Xbox Dashboard went live today. Pretty neat, isn't it? Lots of new sound effects, a clean white aesthetic, Kinect compatibility and all manner of other goodies. In fact, let's take a look at the list of new features, shall we? Kinect Integration ESPN on Xbox LIVE Zune Music Netflix Search Improved voice … Continue reading #oneaday, Day 288: Where's The UK's Netflix?

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    So the new Xbox Dashboard went live today. Pretty neat, isn't it? Lots of new sound effects, a clean white aesthetic, Kinect compatibility and all manner of other goodies. In fact, let's take a look at the list of new features, shall we?

    • Kinect Integration
    • ESPN on Xbox LIVE
    • Zune Music
    • Netflix Search
    • Improved voice chat quality
    • Improved Gamertag creation
    • Streamlined virtual keyboard
    • Improved wireless networking
    • Improved family settings

    Pretty nice, I'm sure you'll agree. Particularly if you're an American, because here's the list of new features I got in the email today:

    • Kinect Integration
    • Zune Music

    Granted, some of the features that weren't mentioned were fairly minor ones. But it's still pretty clear that if you're a European Xbox gamer, you're missing out quite a bit on some of the things that make the Xbox and its LIVE service particularly appealing.

    One of the biggest things us poor Europeans are missing out on is Netflix. I don't watch many movies and thus feel rather ill-equipped to contribute to conversations that start with the words "Have you seen…". The reason I don't watch that many movies is that I have it in my mind that buying DVDs with movies on is a bit more of a waste of money than buying box sets of TV series that I'm more likely to watch several times. Once I've seen a movie, I tend not to watch it again unless I really, really loved it. As such, I don't own many movies on DVD or Blu-Ray, and I rarely remember to get to the cinema in time to see movies while they're on the big screen.

    If I had access to a service like Netflix, however, I'd be more inclined to watch more movies, since paying a monthly fee for access to whatever I wanted seems like less like a waste of money than purchasing a DVD or Blu-Ray I might never watch ever again.

    So then, Points of View, I ask why oh why oh why don't we have a Netflix-like service here in the UK? The company LOVEFiLM (or however the hell they capitalise it) already offer a similar DVD rental-by-post system, as well as a streaming service via web browser. So isn't it about time they pulled their fingers out of their celluloid arseholes and got on with integrating their service with the Xbox 360, PS3 and Wii? A huge number of households now have one or more of these devices hooked up to their fancy-pants HDTVs. So LoVeFILm would probably stand to make an absolute fortune from new subscriptions if they got on with integrating their service with various devices.

    I'd go off on a similar rant about ESPN's lack of appearance on the 360 in the UK too, but for me watching sport on TV is an experience only mildly less appealing than having my eyes pulled out through my bellend.

    So… Netflix-or-UK-equivalent YES PLZ. I'm sure it'll happen. Eventually. It's just a shame we get it years behind you pesky Americans. YES, YOU. You are pesky. You may gloat in the fact that while we have the greatest condiment in the world (HP Sauce) you have an awesome streaming movie service available via your Xbox.

    Hmm. I'm actually not sure which one I'd rather have, thinking about it…

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    #oneaday, Day 287: Light To Medium Showers https://imnotdoctorwho.moegamer.net/2010/10/31/oneaday-day-287-light-to-medium-showers/ https://imnotdoctorwho.moegamer.net/2010/10/31/oneaday-day-287-light-to-medium-showers/#respond Sun, 31 Oct 2010 12:58:53 +0000 http://angryjedi.wordpress.com/?p=1704 As human beings, we like to think that we separate ourselves from the animal kingdom via the means of civilisation. One of the characteristics of civilisation is, for many, the ability to clean ourselves using a wide variety of chemical products which smell like natural things but actually contain ingredients with unpronounceable and unspellable names … Continue reading #oneaday, Day 287: Light To Medium Showers

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    As human beings, we like to think that we separate ourselves from the animal kingdom via the means of civilisation. One of the characteristics of civilisation is, for many, the ability to clean ourselves using a wide variety of chemical products which smell like natural things but actually contain ingredients with unpronounceable and unspellable names like guar hydroxypropyltrimonium chloride.

    So, with all this in mind, and the obsession with cleanliness that modern living requires (particularly, so the stereotypes go, if you follow certain lifestyle choices), it's inexplicable that we haven't yet perfected a relatively simple device with which to facilitate said cleanliness: the humble shower.

    I've just taken a shower at my friend Sam's house. Given that I had a two mile run before breakfast this morning, this was more a necessity for remaining in polite company rather than a luxury. Sam's shower is entertainingly obtuse in its functionality; firstly, it doesn't fit helpfully into a shower holder, necessitating the washee to hold the shower head in their hand whilst cleansing their bits and pieces.

    However, problems arise when the washee is required to apply some manner of cleaning product to their hair, body or testicles. Holding the shower head with one hand leaves only one hand free for squirting delicately-scented products onto said appendages. If you're the sort of person (like me) who likes to apply aforementioned products to various body parts via the medium of squirting it into one's hand first, holding the shower head in one's hand is somewhat troublesome.

    If you're as cack-handed as me, you have two options. Attempting to hold both the shower head and the bottle of product in one hand, which often ends in the inadvertent application of shower head to face, or putting the shower head in the bath.

    The second option, then, is clearly the best one. At least it would be if the shower head in question wasn't perfectly cylindrical, meaning the moment that you let go of it, it rolls away, inevitably with the squirty bit of the shower pointing perfectly upwards, making a somewhat beautiful but somewhat messy fountain feature in one's bathroom. (Sorry, Sam.)

    At least these little idiosyncracies weren't combined with some of the other perennial Greatest Hits of Mildly Inconvenient Showers. The temperature dial that has a sweet spot somewhere between 3 and 4 degrees off centre. The temperature which changes at a moment's notice without any outside intervention. The temperature which turns to scalding lava as soon as anyone in the same building flushes the toilet. The shower with insufficient pressure to wash a spider off a wall.

    So, scientists, stop farting around trying to produce clever things and help us get the basics right. It'd be really nice to have a shower that stays on the wall at the right temperature and the correct pressure in order to enable myself to get clean without having to clean the bathroom afterwards, without scalding the tender skin around my bollocks or without giving me hypothermia.

    I don't see it happening any time soon, sadly.

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    #oneaday, Day 286: Murder and Mystery https://imnotdoctorwho.moegamer.net/2010/10/31/oneaday-day-286-murder-and-mystery/ https://imnotdoctorwho.moegamer.net/2010/10/31/oneaday-day-286-murder-and-mystery/#comments Sun, 31 Oct 2010 00:00:23 +0000 http://angryjedi.wordpress.com/?p=1701 Tonight's activity was an entertaining affair–a murder mystery dinner party in celebration of my good friend Sam's 30th birthday. (Sam, incidentally, does not know anyone called either "Don Woods" or "Pook" and would like to make that fact abundantly clear.) For those who have never attended a murder mystery party, it's an enormously fun opportunity … Continue reading #oneaday, Day 286: Murder and Mystery

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    Tonight's activity was an entertaining affair–a murder mystery dinner party in celebration of my good friend Sam's 30th birthday. (Sam, incidentally, does not know anyone called either "Don Woods" or "Pook" and would like to make that fact abundantly clear.)

    For those who have never attended a murder mystery party, it's an enormously fun opportunity for a bunch of people to get together, eat, drink, dress up in silly costumes and then make twats of themselves with each other. Ostensibly, it's a game where everyone is supposed to "role-play" their characters and through careful questioning, determine who the murderer was.

    In practice, it's an excuse for people to talk in silly accents, overact and generally lark about. It's a pretty far cry from what tabletop enthusiasts would call "traditional" role-playing, but in actuality it's pretty close to what your common or garden D&D group gets up to. Only probably with more comedy French accents and less in the way of dice-rolling. Which is good. Because the dice-rolling bit of role-playing is often seen as the "geeky bit", whereas with a bit of encouragement, most people can enjoy a bit of impromptu improvisatory theatre, especially when their confidence glands have been appropriately lubricated via the judicious application of alcohol.

    Tonight was no exception to the above rules. A diverse group of people attended and hammed it up through three acts of questioning, accusations and gradually-escalating amounts of backstabbing, espionage and clandestine affairs. As the evening went on, people gradually grew much more comfortable with the whole experience and started ad-libbing somewhat. Mostly, it has to be said, with some fairly filthy comments. But that added to the fun. Particularly as the amount of wine consumed throughout the evening meant that everyone's accents suffered somewhat.

    So if you're looking for an opportunity to get some people together, dress up in silly costumes and engage in a spot of light role-playing (of the non-filthy kind) then a murder mystery party is the way to go. The set we played–The Brie, The Bullet and The Black Cat–was structured pretty well, with handouts and helpful prompts for all characters, meaning that no-one was left flagging and having to come up with questions all by themselves. It worked well, even though only one amongst our number managed to correctly identify the murderers by the end of the whole experience.

    It was a good laugh, though, and surely that's the point of any game when it comes down to it.

    The group are now settling down to a game of Eat Poop You Cat! which I discovered the other day can be referred to as Broken Telephone in polite circles. Wine has been consumed, so I anticipate that the sentences and drawings produced throughout the course of the game will be somewhat spectacular.

    It's up and out early tomorrow morning for a run, with a change of scenery for once as I'm in Winchester instead of back home. I hope it's not cold.

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    #oneaday, Day 285: Questions You Probably Never Wanted To Know The Answer To https://imnotdoctorwho.moegamer.net/2010/10/29/oneaday-day-285-questions-you-probably-never-wanted-to-know-the-answer-to/ https://imnotdoctorwho.moegamer.net/2010/10/29/oneaday-day-285-questions-you-probably-never-wanted-to-know-the-answer-to/#respond Fri, 29 Oct 2010 18:15:08 +0000 http://angryjedi.wordpress.com/?p=1698 [Yes, I know I forgot to rename this comic. Deal with it.] Sometimes topics come up in conversation that make you wonder how on Earth you got onto that subject in the first place. Such was the case when I had a conversation last weekend about whether or not any of us had taken a … Continue reading #oneaday, Day 285: Questions You Probably Never Wanted To Know The Answer To

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    [Yes, I know I forgot to rename this comic. Deal with it.]

    Sometimes topics come up in conversation that make you wonder how on Earth you got onto that subject in the first place. Such was the case when I had a conversation last weekend about whether or not any of us had taken a piss in the shower.

    Thanks to the wonder of the Internet, though, it's possible to get answers to these burning questions at any time. Everything from Twitter to Formspring is set up in such a way to make asking stupid questions very easy.

    Sometimes, though, you can't think of a decent question. So with that in mind, I present to you the answers to five different questions which I have thought up off the top of my head. And if you'd like to ask me anything else, please feel free to do so in the comments or via the "Ask Me Anything" link at the top of the page. Or by clicking here. It's anonymous and everything.

    Have you ever had a wee in the shower?

    No. No I haven't. But I was alarmed to discover that quite a few of my friends – both male and female – have. One friend, who shall remain anonymous, said that "there's no reason not to, apart from the fact your shower smells a bit of piss afterwards".

    Me, though, I tend to prefer bathroom activities to take place in the receptacles for which they were intended. Piss goes in the toilet. Dirt from your filth-encrusted body goes in the shower or bath.

    Have you ever cross-dressed?

    Yes. I made a beautiful fairy. See?

    So pretty.

    What is the strangest thing you have ever put in your mouth?

    Deep-fried garlic at some Japanese restaurant in St Marks, New York. (I think.) And yes, deep-fried garlic is exactly what it sounds like. Take one lump of garlic. Deep-fry it. Eat. Surprisingly tasty, but definitely odd.

    How many fingers am I holding up?

    Four, because you're too rockin' for one hand.

    Would you rather die from chronic flatulence or ebola?

    Chronic flatulence. At lease you'd entertain people as you passed away. And you'd have a priceless moment of everyone you were with looking around slightly uncomfortably, not sure whether they should giggle or call an ambulance.

    Of course, you wouldn't be around to see it. But the sentiment stands.

    What is the most horrible noise you can think of?

    I have two horrible noises that I dislike. First is that nasty sound polystyrene packaging makes when you pull it out of a box and it goes all "scrapeyscrapeyscrape" and sets your teeth on edge. Second is the sound of people chewing noisily. I know it's a natural bodily function. But it inexplicably bugs me.

    Also, Tinie Tempah is pretty horrendous, too.

    Where is the strangest place you have ever slept?

    On my birthday during my first year at university, some friends and I went to local "wine bar" Clowns. Calling Clowns a "wine bar" is something of a stretch, as it is actually one of those places with a sticky floor and toilets which regularly leak all over the building. They were offering four-pint jugs of Juicy Lucy for £4 at the time, though, so it seemed like an excellent idea for all of us to drink as many of these as possible.

    When we finally got back to our flat, one of my flatmates wore a pair of my (clean) pants on his head for some time. Then another friend who didn't live in our flat fell asleep on my bed. I fancied a nap too, so the appropriate thing to do appeared to be not to wake up the person in question, but to open up my wardrobe, use my laundry bag as a pillow and fall asleep.

    A couple of hours later, the person in question sat bolt upright, walked to the kitchen, ran his head under a tap and then left.

    So, to answer the question in a slightly less cumbersome manner… "my wardrobe".

    Want to ask me something else? Do it! I like to think we've learned a little something about each other via this process.

    Or perhaps you just learned more than you ever wanted to know about me.

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    #oneaday, Day 284: M25? More Like... Hell... 25? https://imnotdoctorwho.moegamer.net/2010/10/28/oneaday-day-284-m25-more-like-hell-25/ https://imnotdoctorwho.moegamer.net/2010/10/28/oneaday-day-284-m25-more-like-hell-25/#comments Thu, 28 Oct 2010 20:53:57 +0000 http://angryjedi.wordpress.com/?p=1695 There are many famous roads in the world. The Champs Elysees in Paris (or however you spell it… I have no idea where the accents go and also have no idea how to type accents on my netbook). That really dangerous road they drove along in Top Gear. Yungas Road. I knew that and totally … Continue reading #oneaday, Day 284: M25? More Like... Hell... 25?

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    There are many famous roads in the world. The Champs Elysees in Paris (or however you spell it… I have no idea where the accents go and also have no idea how to type accents on my netbook). That really dangerous road they drove along in Top Gear. Yungas Road. I knew that and totally didn't Google it.

    But there's one road you won't find in the tourist guides, but it's a well-known road to British motorists. It's a name which strikes fear into the heart of motorists from Land's End to John O'Groats.

    It is the M25, the Devil's Road, also known as the London Orbital. For the uninitiated (or American) amongst you, this is a motorway (freeway) which runs around the perimeter of London (capital of England) and goes round and round and round and round. In theory, this sounds like fun. Who doesn't like driving laps around things?

    Unfortunately, the M25 is the single most frustrating road in all of Britain to drive on, largely due to the fact that despite it being (sometimes) one of the widest roads in Britain it is also one of the fullest. Particularly if they're digging it up. Which they always are.

    Couple this with the inexplicable "variable speed limit" section ("You must drive at 60! Now 50! Now 40! Now 60 again! Now 70! Go wild! Oh! 50! Got you! SPEED CAMERA.") and you have a road which is infuriating, frustrating and capable of producing some of the most creative expletives on the planet.

    Particularly if you drive on it at rush hour, as I did tonight. And Rush Hour on the M25 lasts for approximately six hundred years and features a time distortion allowing six hundred years to take place in the space of a single day. You could read War and Peace in the time it takes you to get from Heathrow Airport to Staines at rush hour.

    So fuck the M25. Fuck it right in its stupid ass (somewhere around the Dartford Tunnel) and find another route. Seriously. If you need to go from somewhere north of London to somewhere that is in a different compass direction from London, then for God's sake avoid the hell out of London. Because for all its good points, London and its surrounding suburbs hate cars. HATE them. They want them to die. And they think that everyone who drives a car should die too, or at least pay considerable amounts of money for the privilege of driving a car.

    Which is probably for the best, given that without the various tolls and "congestion charges" in place, London would be more backed-up than an old, constipated man's bowels. I mean, more than it is already.

    This has been a Public Service Announcement on behalf of the Highways Agency, who also think you should fuck the M25 in its stupid ass, which is why they keep smacking it with hammers and diggers. In, you know, an attempt to, like, get at its ass. Or something.

    I don't know. A 2.5 hour journey took me nearly 6 hours tonight. So my brain is addled. I think it's time to drink Cherry Coke and scrounge a satay chicken skewer. Good night!

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    #oneaday, Day 283: The Brown Wasteland https://imnotdoctorwho.moegamer.net/2010/10/27/oneaday-day-283-the-brown-wasteland/ https://imnotdoctorwho.moegamer.net/2010/10/27/oneaday-day-283-the-brown-wasteland/#respond Wed, 27 Oct 2010 21:24:14 +0000 http://angryjedi.wordpress.com/?p=1692 I love the Fallout series a lot more than I think. Any time I've spent a protracted amount of time away from them, the only thing I remember about them is the colour brown. Brown brown brown everywhere. Depressing brownness. Wasteland. Dead things. Brown. Dirt. Dust. Oh the dust. But then I go and play … Continue reading #oneaday, Day 283: The Brown Wasteland

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    I love the Fallout series a lot more than I think. Any time I've spent a protracted amount of time away from them, the only thing I remember about them is the colour brown. Brown brown brown everywhere. Depressing brownness. Wasteland. Dead things. Brown. Dirt. Dust. Oh the dust.

    But then I go and play one—in this case, latest entry Fallout: New Vegas—and I remember that life in the wastelands of post-apocalyptic America isn't just brownness and dead things. Amidst all the death, destruction, doom, depression and other words beginning with D, there's a lot to discover. There's life—only some of which is out to kill you—and there's humour. And there's an interesting narrative with some deep lore, too.

    New Vegas is one of those games that draws you in without realising it and before you know it, several hours have passed. There's something about the world, the characters in it and the situations you find yourself in that just keep you wanting to explore, just to see what's around the next corner, over the next ridge.

    And the thing I like most about New Vegas, like Fallout 3 and Oblivion before it, is that if you see something off in the distance and think "I wonder what that is?" then you can just walk your way over there and investigate for yourself. And the world is set up in such a way to encourage you to do this.

    New Vegas, as it happens, is a huge improvement over Fallout 3. It's difficult to pin down exactly why this is. Is it the new survival sim "Hardcore Mode", where you have to keep your character fed, hydrated and rested as well as free of radiation and life-threatening injuries? Is it the interesting plot, which teases you with clues dangling on hooks just out of reach and then proceeds to distract you with OH LOOK ROBOTS AND GHOULS AND WON'T YOU HELP US, STRANGER?

    Perhaps it's the new Companion system, where you can explore the wasteland as a party of up to three—your character, another human and a robot or animal. This certainly makes an enormous difference—for starters, travelling with a trained sniper means that enemies are often taken out long before they get anywhere near me. This is good, because my character sucks at gunplay. Then each companion has a plotline to follow and their own interesting little quirks. The robot I'm travelling with at present, for example, doesn't speak but blasts out recorded military marches whenever it enters combat. This is inexplicably hilarious.

    Or perhaps it's just the chance to get back into another meaty RPG where you're not shunted down a linear path to an inevitable conclusion. The Fallout series has always been about exploration and thinking "what would I do if I was in this situation?" Morals sometimes go out of the window in the wasteland, and there's plenty of interesting choices to make throughout the course of the game's quests.

    The game's much-publicised bugginess hasn't reared its head very much since I've been playing. I've had two freezes, but these weren't a real problem because 1) I'd been playing so long it was probably time to stop and 2) the auto-save system (at least on the 360) meant that I hadn't lost any progress. I'm sure there are other bugs out there to be discovered, but frankly, nothing has spoiled my enjoyment of the game so far.

    So if you're the slightest bit interested in seeing how you would take on the perils of survival in the wasteland, Fallout: New Vegas comes highly recommended.

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    #oneaday, Day 282: If You Hold Down The [CANCEL] Button To Run (Earlier Marked [X]) https://imnotdoctorwho.moegamer.net/2010/10/26/oneaday-day-282-if-you-hold-down-the-cancel-button-to-run-earlier-marked-x/ https://imnotdoctorwho.moegamer.net/2010/10/26/oneaday-day-282-if-you-hold-down-the-cancel-button-to-run-earlier-marked-x/#respond Tue, 26 Oct 2010 23:04:39 +0000 http://angryjedi.wordpress.com/?p=1689 (Fifty Epic Win points if you know where the title of this post came from.) Yes, it's another running-related post, so soon after the last one… I know, I know. But I wanted to share this as it seems I was a little inaccurate with my description of the Couch 2 5K programme last time … Continue reading #oneaday, Day 282: If You Hold Down The [CANCEL] Button To Run (Earlier Marked [X])

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

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

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

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

    West Street

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

    The street runs to the northeast and southwest.

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

    >INVENTORY

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

    >TURN ON TORCH

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

    >NE

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

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

    >EQUIP THERMALS

    Thermals: equipped.

    Cold resistance +50.

    You are no longer afflicted with cold.

    >NE

    You set off at a brisk walk.

    T-Junction

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

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

    >SE

    You continue walking.

    Fox Street

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

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

    >SE

    You continue walking.

    Crossroads

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

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

    You feel a bit warmer.

    >NE

    Caxton Road

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

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

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

    >NE

    The disembodied voice told you you should run.

    >NE

    The disembodied voice told you you should run.

    >RUN NE

    You set off at a brisk run.

    Industrial Estate

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

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

    >NE

    You continue running.

    You lose 5 fatigue points.

    Recreation Ground

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

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

    >NE

    You continue running.

    You lose 5 fatigue points.

    You are beginning to feel a little breathless.

    Dark Road

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

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

    >S

    You continue running.

    You lose 5 fatigue points.

    You are tired.

    Sand Road

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

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

    >SW

    You continue running.

    You lose 5 fatigue points.

    You are knackered.

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

    Sand Road, Civilised End

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

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

    >SW

    You walk, legs slightly wobbly.

    You regain 5 fatigue points.

    You are tired.

    Brightly-Lit Crossroads

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

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

    >SW

    You walk, legs slightly wobbly.

    You regain 5 fatigue points.

    You are no longer breathless.

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

    >RUN SW

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

    Church Street

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

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

    >S

    You continue running.

    You lose 5 fatigue points.

    You are tired.

    Churchyard

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

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

    >S

    You continue running.

    Running downhill is easier.

    You lose 2 fatigue points.

    You are tired.

    Inky Blackness

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

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

    >S

    You continue running.

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

    You lose 10 fatigue points.

    You are knackered.

    Horse Field

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

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

    >S

    You continue running.

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

    You lose 10 fatigue points.

    You are completely knackered.

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

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

    ** YOUR ADVENTURE IS OVER **

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

    >Q

    C:\>_

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    #oneaday, Day 281: Call Me "Beast Man" https://imnotdoctorwho.moegamer.net/2010/10/25/oneaday-day-281-call-me-beast-man/ https://imnotdoctorwho.moegamer.net/2010/10/25/oneaday-day-281-call-me-beast-man/#comments Mon, 25 Oct 2010 17:18:15 +0000 http://angryjedi.wordpress.com/?p=1685 Nicknames are curious things, and there are relatively few opportunities in one's life to either acquire them or get rid of them. Many of them are set in place at school and then promptly lost. Those who move away and go to university then have a once-in-a-lifetime chance to introduce themselves as "I'm Pete, but … Continue reading #oneaday, Day 281: Call Me "Beast Man"

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    Nicknames are curious things, and there are relatively few opportunities in one's life to either acquire them or get rid of them. Many of them are set in place at school and then promptly lost. Those who move away and go to university then have a once-in-a-lifetime chance to introduce themselves as "I'm Pete, but you can call me 'Bulldog'" or something similar. The only other times you get to do this are when you start a new job, or move to a new area. And even then, coming up with a nickname for yourself always seems somewhat… well, douchey.

    The best nicknames emerge organically; they just happen. And then, good or bad, you're stuck with it amongst one group of people for a very long time.

    I have three nicknames. One of these ("Angry Jedi") was self-chosen—well, technically, it was a joint effort between me and the buddy I was teacher training with at the time. We were called "Angry Jedi" collectively, as our preferred method of stress relief after a tough day at the chalkface was to compose bizarre sample-based music, and of course we needed a name under which to "release" these tracks. We fell out of touch, and I've been using "Angry Jedi" or variants around the Internet ever since. Except on Xbox LIVE, where some asshole got there first.

    "Angry Jedi" was actually the latest nickname I acquired, however. I have two earlier ones which still get rolled out occasionally when I'm with a specific group of people.

    The first of these—"Helmu"—came about when I went to the Edinburgh Festival with the Southampton University Theatre Group in 2000. We were taking Turgenev's tragic love story "A Month In The Country" up to the Festival Fringe and performing it in the open air in Edinburgh's botanical gardens. The play went well but was something of a commercial flop—well, you try convincing people that sitting outside in the cold Scottish weather to watch a "tragic Russian love story" is what they want to do, when there's a lot of comedy on in the warm with bars nearby—but the nickname "Helmu" was nothing to do with the play itself. No, instead it was to do with one of our evening's activities. Someone had had the foresight to bring a PlayStation with them (the original PSX, oh yes indeed) including a copy of Track & Field. I elected to play as Germany, and as everybody knows, the most amusing name in the Deutsche Grosse Kindernamebuch is Helmut. So I chose to call my character "Helmut". Unfortunately there weren't enough letters, so my player was known as "Helmu". This name then stuck for the next ten years.

    The second name was also the work of the Southampton University Theatre Group. "Beast Man". Yes, I have the dubious honour of being occasionally referred to as a character from He-Man. The reason for my being dubbed "Beast Man" was due to my role co-directing a production of Twelfth Night for the group. At least, I was originally co-directing it with my friend Krissie. However, one day I got an email from Krissie saying that she was off snowboarding and would I mind awfully directing the whole play?

    I had never directed a play before. The experience caused a not-inconsiderable amount of stress, which manifested itself as forgetting to shave and occasionally bleeding copiously from the nose. Both of these things were seen as somewhat Beastly, as my unshaven visage bore something of a resemblance to this gentleman here, albeit somewhat less ginger.

    This nickname also stuck for the next ten years. Although I can't say it isn't strangely satisfying to be greeted by ex-members of the Theatre Group as "Ah! Beast!"

    So how about you lot? Some of you out there have usernames that obviously mean something to you. C'mon, share some stories. OH GO ON. I'll give you cake*.

    * offer of provision of cake subject to withdrawal at any time.

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    #oneaday, Day 280: Run, Jedi, Run https://imnotdoctorwho.moegamer.net/2010/10/24/oneaday-day-280-run-jedi-run/ https://imnotdoctorwho.moegamer.net/2010/10/24/oneaday-day-280-run-jedi-run/#comments Sun, 24 Oct 2010 22:26:49 +0000 http://angryjedi.wordpress.com/?p=1676 So I know you're dying to know how my running is going. What's that? You aren't? Well tough luck, sonny, I'm going to tell you anyway. For those of you joining me in this post… first of all, welcome HELLOTO YOUHUGSANDKISSES and secondly… I've been following the Couch 2 5K running programme for the last … Continue reading #oneaday, Day 280: Run, Jedi, Run

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    So I know you're dying to know how my running is going. What's that? You aren't? Well tough luck, sonny, I'm going to tell you anyway.

    For those of you joining me in this post… first of all, welcome HELLOTO YOUHUGSANDKISSES and secondly… I've been following the Couch 2 5K running programme for the last 5 weeks. This programme, originally recommended to me by the fine example of gentlemanhood that is Mr Calin Grajko, aims to get lazy bastards up and running a 5K in the space of nine weeks. It does this by doing a gradually-intensifying programme of walks and runs.

    The programme starts with you running for 1 minute, then walking for 1.5 minutes, 8 times. The second week gets you running for 1.5 minutes, then walking for 2 minutes, 6 times. The third week has you alternating running 1.5 minutes and walking for 1.5 minutes, then running 3 minutes and walking 3 minutes, twice. The fourth week, which I've just completed, sees you alternating running 3 minutes and walking 1.5 minutes, then running 5 minutes and walking 2.5 minutes, twice. And this week, which I've just returned from the first run of, sees me running for 5 minutes and walking for 3 minutes, three times.

    As you can see, the programme gradually increases in intensity a little bit at a time. It's paced so well that if you stick with it, the actual relative difficulty of each week remains the same. So while you may be panting and wheezing after the first run of week 1, it'll seem like a cakewalk by the time you're running for 5 minute bursts in week 5. It's excellent motivation because it lets you see exactly how much you're improving. When I think back to the end of September, when I started, there's no way I could have even contemplated running for 5 minutes at a time. Even the 1 minute runs of the first week were a daunting prospect. But now, a minute of running is child's play.

    This is partly due to improved stamina and partly due to you getting to know your body a bit better (in a non-masturbatory sense) and being aware of your limits. As you become aware of said limits, you learn to pace yourself effectively to be able to carry yourself through each zone of intense exercise.

    And sure, I'm still slow as hell, but it doesn't matter, because it's giving me a workout and I can feel it having an effect. At the beginning of week 1, I was slow and incapable of running for more than a minute at a time. Now, at the beginning of week 5, I may still be slow, but I can keep it going for some time. Once the stamina is there, the speed can be worked on.

    I have to say, the use of gadgetry to help with all this has been a key motivational factor. My iPhone comes with me on every run, along with the RunKeeper and Get Running apps. RunKeeper keeps track of your time, pace, distance and draws a handy map of your route. This will come in particularly handy once I'm trying to improve speed rather than stamina. In the meantime, it's a means of drawing geographical penises across Google Maps.

    Get Running is the key app, though, and I've mentioned it before on here, I know, but it's worth talking about again. It's a very simple app, being essentially a glorified stopwatch, but it's put together so elegantly and produced so slickly that it's an excellent aid to the inherent motivation of the Couch 2 5K programme. The recorded coaching is delivered with feeling and makes you feel like you have an actual trainer with you, encouraging you and spurring you on to the next milestone. It reminds you how far you've come since the beginning at the end of each session, tells you at just the right moment that you have "only a minute of running left" and so on. It's a really excellent app and comes highly recommended to anyone interested in following the programme.

    So that's that. Exercise without an expensive gym membership to worry about. All it cost was the price of a simple iPhone app which, if you've got a stopwatch, you don't even need. Plus it's an excuse to get out and about and explore your area, which is a particularly pleasant thing to do out in the countryside.

    So wish me luck in the next few weeks of the programme as I get ever-closer to the elusive 5K. It seems a long way off now but, given the progress I've made so far, it certainly seems to be within reach.

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    #oneaday, Day 279: Saturday Drivers https://imnotdoctorwho.moegamer.net/2010/10/23/oneaday-day-279-saturday-drivers/ https://imnotdoctorwho.moegamer.net/2010/10/23/oneaday-day-279-saturday-drivers/#comments Sat, 23 Oct 2010 23:57:33 +0000 http://angryjedi.wordpress.com/?p=1673 I don't know why anyone bothers to try and do anything on a Saturday, particularly if doing said thing involves riding in a car for any length of time. "Why's that?" I hear you ask. "Well," I say, "it's to do with traffic." When asked to elaborate, I elaborate on the fact that traffic gets … Continue reading #oneaday, Day 279: Saturday Drivers

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    I don't know why anyone bothers to try and do anything on a Saturday, particularly if doing said thing involves riding in a car for any length of time.

    "Why's that?" I hear you ask.

    "Well," I say, "it's to do with traffic."

    When asked to elaborate, I elaborate on the fact that traffic gets bloody everywhere on a Saturday, but particularly in the various town centres of the UK. Everyone decides that Saturday is "shopping day", which makes a certain amount of sense, given that normal people (i.e. not unemployed scrotes like me) are normally working throughout the course of the week. But to this I respond "why not Sunday? What's wrong with Sunday?"

    It's a fair question, I feel. Although the opening hours of most shops are shorter on Sundays, opening later and closing earlier, there is, these days, otherwise nothing to distinguish the experience of shopping on a Sunday in a town centre to shopping on a Saturday. Sure, there may be more people coming and going from church. If you happen to be passing by a church, of course. Which, let's face it, shopping centres aren't known for being built in close proximity to.

    The net result of all this trafficky nonsense on a Saturday, of course, is that any time you actually want to get something done that involves passing through (or even near) a town centre on a Saturday, you had better budget at least twice as much time as you think you need. Because a good 50% of your journey will be spent staring at another car's arse wondering if you'll ever see your home again. I experienced the joy of this today, with a trip into Eastleigh town centre earlier in the day (Eastleigh being a town remarkable for featuring a road layout designed by someone who has no idea how big a car is) and later a trip to Southampton (jammed solid) to pick up my friend Tom in order to give him a lift to my other friend Sam's in Winchester. Oddly enough, Winchester, which is usually a traffic-infested hellhole thanks to being a medieval city that wasn't really designed with cars in mind, and features a Gowalla spot for the traffic jam which occurs every day like clockwork between 5 and 7pm, was pretty clear. Result.

    The above isn't just limited to town centres, either. Anyone who has ever had the pleasure of driving on the crown jewel of Britain's road system, the M25, will be well familiar with this feeling. Except on the M25 you don't even have any interesting towny sights to enjoy while you're stuck behind a million other cars that stretch off to the horizon with no obvious reason for stopping dead on a road designed for driving at 70mph. No, you have concrete, and other cars. And trucks. And that's about it. Not fun. At all. Better hope there's something good on the radio, or at least that you have some entertaining content on your iPod.

    So basically, my advice to you? If it's Saturday, then just stay in. You don't need to go out. Just stay in. Catch up on TV. Watch a DVD. Play a lengthy video game. Listen to some music. Read a book.

    Anything. Anything but go for a drive.

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    #oneaday, Day 278: Trippin' on Kids' TV https://imnotdoctorwho.moegamer.net/2010/10/22/oneaday-day-278-trippin-on-kids-tv/ https://imnotdoctorwho.moegamer.net/2010/10/22/oneaday-day-278-trippin-on-kids-tv/#comments Fri, 22 Oct 2010 17:59:49 +0000 http://angryjedi.wordpress.com/?p=1670 Children's TV is weird. Anyone who has turned on the TV in the mid-afternoon recently will be familiar with this fact. As we speak, I am watching the end of CBeebies. (There is a child present, I hasten to add.) In the last half an hour, I have borne witness to talking trains (some of … Continue reading #oneaday, Day 278: Trippin' on Kids' TV

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    Children's TV is weird. Anyone who has turned on the TV in the mid-afternoon recently will be familiar with this fact. As we speak, I am watching the end of CBeebies. (There is a child present, I hasten to add.) In the last half an hour, I have borne witness to talking trains (some of which can fly, making their rails somewhat redundant), a lion who drives a train and is best friends with a Brummie camel that is made of upholstery, a selection of small furry creatures with massive eyes who do yoga and, right now, a selection of hallucinogenic creatures and wooden Asian people with big moustaches.

    None of it makes any sense!

    That's the cry that goes up regularly from critics of modern children's TV, of course, along with the old favourite "where's the educational value in that?" Most people over a certain age will inevitably follow this with "it was much better when I was a kid".

    Was it, though? Sure, we had shows like Blue Peter and Knowhow (memorable for being the only show I know of that featured a poo in a lunchbox) that at least had pretensions of being educational. But then we had things like The Clangers and Trap Door which, while awesome, made little to no sense at the best of times.

    I wonder where the assumption that "kids like weird shit" came from. Because it's been around almost as much as television itself. From the "flobbadobbadob" of Bill & Ben, Flower Pot Men back in the days of black and white telly to the hallucinogenic mayhem that is In The Night Garden (presently featuring a group of three odd creatures cleaning their non-existent teeth in harmony with a hoedown-style piece of music), it seems that weirdness has forever been a staple part of children's televisual entertainment. Perhaps it's something to do with children having more active imaginations, a skill which many people sadly lose as they grow older. Perhaps adults should get more in the way of weird, surreal programming to enjoy.

    Except we do, of course. It's just sometimes not as obvious. But try explaining that animé film you just watched to someone unfamiliar with the genre. Or anything from the sci-fi oeuvre. Or some of the more out-there sketch shows out there.

    But if you truly want to enjoy the experience of taking a selection of hallucinogenic drugs without all that pesky illegality (not to mention a handy "off" switch if it gets a bit bad-trippy) then you could certainly do far worse than switching over to the CBeebies channel (or, if you're looking for something a little stronger, the frankly terrifying BabyTV) and tuning your brain out for an hour or two.

    Me? I'll stick to shows where teenage girls kick the asses of vampires whilst dealing with their own angst, thanks.

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    #oneaday, Day 277: Boobies https://imnotdoctorwho.moegamer.net/2010/10/21/oneaday-day-277-boobies/ https://imnotdoctorwho.moegamer.net/2010/10/21/oneaday-day-277-boobies/#comments Thu, 21 Oct 2010 18:48:07 +0000 http://angryjedi.wordpress.com/?p=1667 The title of this post was suggested to me as I was suffering slight writers' block due to being in a room with a number of other people, some of whom are playing Modern Warfare 2, others of whom are listening to the Mortal Kombat soundtrack. Which, in itself, is pretty awesome, but isn't exactly … Continue reading #oneaday, Day 277: Boobies

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    The title of this post was suggested to me as I was suffering slight writers' block due to being in a room with a number of other people, some of whom are playing Modern Warfare 2, others of whom are listening to the Mortal Kombat soundtrack. Which, in itself, is pretty awesome, but isn't exactly the most conducive environment for nurturing the best of one's creativity. The post itself will not be about boobies. Unless I really can't think of anything else to write about.

    Mmm, boobies… Sorry, where was I?

    So I thought I'd go a bit stream-of-consciousy for tonight. I haven't done that for a while. This isn't proper full-on freewriting, 'cause I'm not starting the timer and writing for a set number of minutes. But I am writing things as they come into my head. Which is nice. It also means that I might go off on something of a tangent as I – oh look, there's a badger with a gun, do you see?

    I am currently drinking grape soda, which I'm sure I have had before and liked but had forgotten quite how much it tasted like Calpol – the nice purple stuff you have when you're a little kid, not the foul and disgusting pink stuff you get when you're over the age of six (the imaginatively-named "Calpol Six-Plus", fact fans). For those of you reading in American, Calpol was, for a long time (and possibly still) the generic "cure-all" medicine for children. I have no idea what was in it that made boo-boos go away, but for kids it is very much the equivalent of the fantasy RPG "cure-all potion" that restores hit points and, if it's a fancy-pants version that costs more than 50 gold a time, sometimes cures status effects.

    What was I saying? Nothing much at all, really. This is perhaps not my best work. But, you know, you work with what you've got. And I'm currently full of pizza and Calpol-flavoured fizzy stuff, surrounded by people I like very much indeed and so frankly, I'm more than happy with this post reflecting the pleasant feelings of "Ahh…" that I'm enjoying right at this moment. Regular followers of this blog since I started the whole #oneaday thing will know that it's been quite a while since I've been able to really sit back, enjoy myself and make a contented-sounding noise like "Ahh…" so I'm damn well going to enjoy it.

    I may be broke, unemployed and not exactly in the position I envisaged being in at this stage of my life. But, you know, for the moment? I can deal with it. Things could be worse – things have been worse – so I'm pleased to say that this could well be that downward spiral taking a turn for the better. If spirals can indeed take turns for the better.

    You know what I mean. You reach rock bottom, you have to start climbing back out again sometime. So onwards and upwards it is, and thank you to those people who have made it possible. You know who you are.

    Now there are games to play and Calpol to drink. Night night.

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    #oneaday, Day 276: Age of the Crossover https://imnotdoctorwho.moegamer.net/2010/10/20/oneaday-day-276-age-of-the-crossover/ https://imnotdoctorwho.moegamer.net/2010/10/20/oneaday-day-276-age-of-the-crossover/#comments Wed, 20 Oct 2010 14:05:20 +0000 http://angryjedi.wordpress.com/?p=1664 The Internet was left reeling yesterday with the news that Professor Layton and Phoenix Wright were to star in a game together, news which left me in a state of semi-orgasmic shock, and yet slightly disappointed that they hadn't also included Trauma Team and Hotel Dusk in the mix. But no matter; as my Jaffa … Continue reading #oneaday, Day 276: Age of the Crossover

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    The Internet was left reeling yesterday with the news that Professor Layton and Phoenix Wright were to star in a game together, news which left me in a state of semi-orgasmic shock, and yet slightly disappointed that they hadn't also included Trauma Team and Hotel Dusk in the mix. But no matter; as my Jaffa Cake-loving friend Jasmine Maleficent Rea pointed out, the idea of Edgeworth and Layton sitting down together and discussing tea is too awesome for words.

    So it seems we're in the Age of the Crossover. We've had the odd crossover title before, of course, Marvel vs Capcom being one that springs immediately to mind, as well as Square Enix's bizarre 3D fighting game Ehrgeiz that featured a number of characters from the Final Fantasy series. And Kingdom Hearts, of course, which almost ignores the fact that floppy-haired J-protagonists are interacting with Disney characters presented in a completely different art style and is all the better for it.

    But what else would work well as a crossover? Well, a short while back I suggested that a Call of Duty and Call of Cthulhu crossover might be a good idea. I still think that would be awesome. Particularly as there's already been a first-person Call of Cthulhu game that was pretty good, if a bit buggy in places. In fact, I'd be more than happy with a multiplayer FPS version of awesome co-op board game Arkham Horror, although we're kind of getting a bit off the crossover point there. Drop in the, erm, memorable Call of Duty characters, maybe?

    But what else? As I suggest in today's comic, doing interesting things with cars is always a good thing. Split/Second proves that you can make a cinematic, exciting driving game that uses a dynamic movie-like soundtrack rather than a boring licensed one. So why not take that to the next level and combine the already-epic-and-explosive action of Split/Second with the utter nonsense that is a JRPG boss battle? Let's have racing around giant Shadow of the Colossus-style enemies, setting off environmental effects to attempt to take them down whilst they do their very best to throw the player off course. All the while accompanied by a full orchestral score and a choir of people singing loudly in Latin, naturally. (Incidentally, if you've never played any driving game with a custom orchestral soundtrack that involves a choir of people singing loudly in Latin then I can highly recommend it. It makes the whole experience considerably more exciting. Try the soundtracks from Castlevania Lords of Shadow or The Matrix Revolutions.)

    Or you could go completely wild. Rockstar already seem pretty determined to do very odd things to Red Dead Redemption what with the zombie DLC and whatnot, so why not go the whole hog and do a Firefly crossover? It would be stylistically appropriate, after all (more so than bloody zombies) and provide an interesting twist on the Western formula, something which Firefly already does rather ably. Not to mention the fact that Nathan Fillion and the gang have already pretty much reprised their Firefly roles in Halo ODST. Shiny.

    There's plenty of scope for all manner of nonsense if you start pushing different franchises together in the name of entertainment. And I'm not talking about Alien vs Predator here. Let's see more of these big names in gaming coming together to produce something beautiful.

    So what would you like to see?

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    #oneaday, Day 275: Inexplicable Advertising https://imnotdoctorwho.moegamer.net/2010/10/19/oneaday-day-275-inexplicable-advertising/ https://imnotdoctorwho.moegamer.net/2010/10/19/oneaday-day-275-inexplicable-advertising/#respond Tue, 19 Oct 2010 18:09:42 +0000 http://angryjedi.wordpress.com/?p=1659 Advertising copywriters have a largely thankless task in front of them. Responsible for making people want to buy shit that they don't really want to, it's their job to come up with new and innovative ways to attract people to various products and inspire them to give them a try, usually by convincing people that … Continue reading #oneaday, Day 275: Inexplicable Advertising

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    Advertising copywriters have a largely thankless task in front of them. Responsible for making people want to buy shit that they don't really want to, it's their job to come up with new and innovative ways to attract people to various products and inspire them to give them a try, usually by convincing people that they wouldn't possibly be able to live without said product.

    Some advertisers and product designers take an entirely different tack, however, and lapse into the realms of the bizarre. Let's explore a few, shall we?

    Options: Sexy Hot Chocolate

    Hot chocolate: sexy. Confused nerd: less sexy.

    Think of a nice warm mug of hot chocolate and what is the first thing that comes to mind? Perhaps snuggling under a nice warm blanket, maybe in front of a roaring fire. A large shaggy dog may be draped over the rug in front of said fire. Alternatively, you might be thinking of a camping trip, gathering around the campfire to warm yourselves before. Whatever specific image you have in your head, it's probably related to night-time, warmth, cosiness and possibly being about to go to bed. For sleeping. Not for naughty reasons.

    So, then, let's take a look at the mint chocolate variety of Options hot chocolate.

    "The flirty mint green kitten heels were madness at the garden party," proudly proclaims the sachet. "Mint" and "madness" are much larger than the others, so you have to look close to read the rest of it.

    Which is probably just as well, because it's complete nonsense. What in the name of the nine Hells has mint green kitten heels (whatever they are) and garden parties got to do with a steaming hot chocolatey beverage? Why is there a woman in a slinky dress on the logo? She's not even wearing heels!

    Options hot chocolate is delicious, by the way, despite all this.

    Maoam Stripes Enjoy Back-Door Lovin'

    The fact the orange is winking leads me to believe that this is EXACTLY what it looks like.

    Maoam are weird fruity chew things that taste like fruit flavour and are very addictive. They also have a weird name that is impossible to type correctly first time every single time it becomes necessary to type them.

    Now, perhaps the nature of the sweets dictated the artwork on them—a fusion of fruit flavours, or something—but is it really necessary to have a picture of a lime gleefully bumming an amputee orange on the wrapper? I vote "no".

    These bizarre decisions pale in comparison to what you find in your average commercial break on digital or satellite TV these days, though:

    Alexander the Asshole… I mean Meerkat

    For those of you outside the UK, this irritating twat that a frankly depressing number of people seem to find utterly hilarious is the product of an advertising campaign for an insurance price comparison website called "Compare the Market". The "joke" is that "Compare the Meerkat" sounds a bit like "Compare the Market". If you're a complete retard who can't speak properly.

    The above video is for his book. Yes, his book. A character dreamed up to sell insurance has a book out. I guess this should be a heartwarming story of a new national comedic treasure. But… oh, for heaven's sake, it's a mildly racist advertising campaign with an annoying catchphrase for—let's not forget this fact—insurance—and the world is going crazy for it. Actually, the world is just going crazy.

    Go Compare? Go Away

    I don't think anything else needs to be said, apart from pointing out insurance price comparison websites' predilection for changing one of the most boring things in existence into one of the most irritating things in existence.

    The Credit Idiot

    "Hey, boss, shall we hire some actors?"

    "Nah, fuck it, hire the guy from the takeaway around the corner. He's cheap and he's always wanted to be on TV."

    Seriously? All these ads have convinced me is that I never want to use any of those services, ever. Yet when I do actually need a service like that, the only sites I can think of are these ones because of their incredibly irritating adverts. Which I guess is sort of the point.

    Oh well.

    And people wonder why I don't watch much TV.

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    #oneaday, Day 274: Seven Deadly Sims https://imnotdoctorwho.moegamer.net/2010/10/18/oneaday-day-274-seven-deadly-sims/ https://imnotdoctorwho.moegamer.net/2010/10/18/oneaday-day-274-seven-deadly-sims/#comments Mon, 18 Oct 2010 20:52:41 +0000 http://angryjedi.wordpress.com/?p=1649 [Click the comic to see a bigger version if you can't read the text.] The Sims shouldn't be good. It really shouldn't. It represents all the things that people say they'd never want to do in a game. People always say that they don't want their characters modeled in such detail that they need to … Continue reading #oneaday, Day 274: Seven Deadly Sims

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    [Click the comic to see a bigger version if you can't read the text.]

    The Sims shouldn't be good. It really shouldn't. It represents all the things that people say they'd never want to do in a game. People always say that they don't want their characters modeled in such detail that they need to eat, sleep, poo and the like. But it was this level of detail that brought the original The Sims game to life.

    Over time, the series has developed in many wild and crazy ways. To the casual observer, each game may appear to be fundamentally the same. But in fact, each new game (and, for that matter, each new expansion pack) has changed the way the game is played to a considerable degree. So much so that The Sims 3 now has the potential to go in any one of a wild number of disparate directions according to what the player feels like doing at any time. What other games do you know where you can do this:

    Evil Jeff Grubb takes a sponge bath in the kitchen.

    AND this:

    Non-Evil Mike Rougeau puts out a fire. Professionally.

    AND this…

    Amarysse attempts to find her way around a flaming death trap in an ancient Chinese tomb.

    AND this…

    Amarysse spars with a fellow martial artist.

    AND this…

    Amarysse prepares to use her magic axe to smash the crap out of a boulder.

    AND… you get the idea.

    The Sims 3, with its current two expansion packs World Adventures and Ambitions, represents an enormously diverse experience that is by no means just about telling little people when to go to the toilet. No, what we have is probably pretty close to what Will Wright originally intended when he envisioned the series. A life simulator. A game where the player is pretty much free to do as they please.

    If they want to stay at home and concentrate on building a family, they can do that. If they want to go out and explore perilous dungeons around the world, they can do that. If they want to try and prove they're the best at a tricky profession, they can do that too. Or if they want to try and juggle all those things? Well, they can do that too. Amarysse, depicted above, is a successful athlete, lesbian, adoptive mother to a young child, treasure hunter and local hero in parts of China. And she's only about halfway through her life. By the time she eventually shuffles off this mortal coil and it's time for her adoptive son to take up the mantle of her family and prove himself, she'll have a whole ton of experiences to look back on.

    As you may have gathered, I have very much rediscovered The Sims recently. And if you've never given it a try, I can highly recommend it, even if you've never been a fan of the series before. You will be able to find something in that game for you to enjoy. Even if it's something along the lines of this.

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    #oneaday, Day 273: Roots https://imnotdoctorwho.moegamer.net/2010/10/17/oneaday-day-273-roots/ https://imnotdoctorwho.moegamer.net/2010/10/17/oneaday-day-273-roots/#respond Sun, 17 Oct 2010 18:00:39 +0000 http://angryjedi.wordpress.com/?p=1628 "And so it is said," quoth the ancient texts that I've just made up in my head, "that the Place in which a Man shall lay his Roots is not chosen by the Man, but rather the Place." And so it was that this weekend I found myself back in the vicinity of Southampton, the … Continue reading #oneaday, Day 273: Roots

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    "And so it is said," quoth the ancient texts that I've just made up in my head, "that the Place in which a Man shall lay his Roots is not chosen by the Man, but rather the Place."

    And so it was that this weekend I found myself back in the vicinity of Southampton, the City of Lost Dreams. The circumstances under which I was back in said city (or specifically, the adjacent town of Beastleigh Eastleigh) are not the subject of today's post; rather, the curious twists of fate that lead someone to return to the same place time and time again are.

    My original choice to go to Southampton was based almost entirely on the university campus. The lush greenery, the pleasantly rolling hills of the campus grounds, the pleasant water features—all of these things combined to make me think that "yes, this is the place I'd like to be". That and the fact that it was one of very few places in the whole country running the English and Music course that I was interested in studying. Incidentally, if you're about to go to university and you are currently justifying your choice of degree subject by saying "it's a good general qualification, good for anything, really" then just stop, punch yourself in the face and go and pick something specialist that leads directly into a career you're interested in. Seriously. It will save you a lot of annoyance a few years down the road.

    I studied in Southampton and successfully completed my degree, despite a few early-morning lectures ditched in favour of trips to the campus coffee shop, and one piano workshop which I had to leave in favour of being a bit sick in the Turner Sims concert hall's toilets. I decided that I liked it there for various reasons, so I took on a teacher training course primarily as a means of staying in Southampton, and also as a means of getting a career appropriate to my skillset. Once that was over and done with, I moved to Winchester, which is a much smaller, nicer and more expensive town than Southampton. But my heart was still in the city of WestQuay.

    I spent two years in Winchester, living in The Nicest Flat In The World for the first year and A House That Would Be Quite Nice Were It Not So Mouldy And Smelling Of Gas in the second. Following this, I moved to Aldershot to be closer to my job. I then quit said job and moved back to Southampton into another Flat That Would Be Quite Nice Were It Not So Mouldy But Not Smelling Of Gas This Time because I had a job in, yes, Southampton. Tired of mould, I moved into the place in the city centre that was to become the final resting place of my hopes and dreams for my life that was. During all that time, even when I hadn't lived in the city itself, it felt like "base camp", home. A place to be centred. This was partly (or probably mostly) to do with the people who were there—people who were and still are important to me.

    Leaving the city behind was tough, as was probably apparent from the blog posts around that period. It was so tough, in fact, that it took nearly all day to say goodbye to four people. In fact, it did take all day, and my overburdened car was not on its way up the M3 until the sun had long since dipped over the horizon.

    Now, circumstances, Fate, whatever you want to call it; something has intervened and is dragging me back there. I'm not complaining (except at the cost of petrol or train tickets, both of which are extortionate) but I do get something of a wry grin on my face when I think of the city (and, by extension, its surrounding smaller towns and cities like Eastleigh and Winchester). It's like a stubborn child that won't quit until it gets what it wants, tugging on my metaphorical coat sleeves to attract my attention and pointing, oh look, over there, there's a badger with a gun, can you see? Wouldn't it be awesome if that was in your back garden?

    So what will happen in the long term? I couldn't honestly say. A lot will depend on the job situation, which still isn't resolved yet. But let's just say that there's something of a quasi-gravitational pull in a south-westerly direction. It may be hard to resist that call for long.

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    #oneaday, Day 272: Person LF Person https://imnotdoctorwho.moegamer.net/2010/10/16/oneaday-day-272-person-lf-person/ https://imnotdoctorwho.moegamer.net/2010/10/16/oneaday-day-272-person-lf-person/#comments Sat, 16 Oct 2010 23:00:26 +0000 http://angryjedi.wordpress.com/?p=1625 People are funny things, aren't they? You'd think there would be infinite possibilities, infinite combinations out there. But the fact that it's possible through psychological testing to boil people down (not literally) into various categories based on whether they are introverted or extroverted, compassionate or twattish and, I don't know, whether they like Chinese food … Continue reading #oneaday, Day 272: Person LF Person

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    People are funny things, aren't they? You'd think there would be infinite possibilities, infinite combinations out there. But the fact that it's possible through psychological testing to boil people down (not literally) into various categories based on whether they are introverted or extroverted, compassionate or twattish and, I don't know, whether they like Chinese food or not, suggests otherwise.

    And so it is that you come across people who are Your Kind of People. People who are Your Kind of People can appear at any time in the wild. For introverts like me, it's sometimes difficult to find them as finding new people inevitably involves putting yourself out there a bit and actually talking to strangers. Scariness. Unless you have an appropriate context in which to start talking to new people. Perhaps you've been exchanging messages online. Perhaps someone you know is introducing you. Perhaps you're at a social occasion for some mutual friends. Perhaps it's a new job. Perhaps you get the idea by now and I can stop giving examples.

    It's sometimes difficult to define what Your Kind of People are. Is it to do with interests? Personality? Physical appearance? Whether or not they stink of cabbage? Well, in my experience, the answer to this is "yes". All of those things are contributing factors in the complex equation that determines whether someone else is Your Kind of Person or not. And someone being Your Kind of Person doesn't necessarily mean that you're attracted to them, although this can and does happen. In which case you end up dating someone who is Your Kind of Person, which is pretty much an ideal situation to be in for everyone involved.

    I am very pleased that over the last few days I have met several people who are My Kind of People. The reasons for each of them being My Kind of People are varied, but they're all people that I feel very comfortable and happy hanging out with. People who I feel understand me, or if they don't understand me now may well be in a position to say "Yes, I understand Pete perfectly" at some point in the future. People with whom I share some interests. People that I enjoy the company of. People who are, in short, pretty damn awesome.

    It's always a pleasant feeling when this happens. You don't get a positive Moodlet in The Sims 3 for making a new friend for no reason, after all. Finding new people to spend time with is always good, particularly if they are people that you don't feel you have to compromise the person you are in order to be with. People that you can be comfortable with and let out the side of yourself that sometimes stays hidden in polite society. (And I'm not talking about the side of you that might like to wear nappies or do inappropriate things involving poo or pieces of ginger. That side is probably best to keep hidden until you're absolutely sure that Your Kind of People share said interests.)

    So, I'm having a very lovely weekend when all's said and done. I hope you are too.

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    #oneaday, Day 271: Clever Pun on “Teriyaki” https://imnotdoctorwho.moegamer.net/2010/10/15/oneaday-day-271-clever-pun-on-teriyaki/ https://imnotdoctorwho.moegamer.net/2010/10/15/oneaday-day-271-clever-pun-on-teriyaki/#respond Fri, 15 Oct 2010 22:21:24 +0000 http://angryjedi.wordpress.com/?p=1622 Food is great. Everyone loves food. Some might call it an essential to survival. But not all foods are created equal. Some are lame and bland and tasteless. Some are Brussels sprouts. Some are chocolate eclairs. And then there's Japanese food. "So what?" you might say. "Who gives a god-damn doodly bugger bollocks?" Well, okay. … Continue reading #oneaday, Day 271: Clever Pun on “Teriyaki”

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    Food is great. Everyone loves food. Some might call it an essential to survival. But not all foods are created equal. Some are lame and bland and tasteless. Some are Brussels sprouts. Some are chocolate eclairs.

    And then there's Japanese food.

    "So what?" you might say. "Who gives a god-damn doodly bugger bollocks?"

    Well, okay. You may take Japanese food for granted. But it's still a relative rarity in certain parts of the UK that aren't London. And even then, YO! Sushi isn't really Japanese food. Or perhaps I should say "authentic" Japanese food.

    Tonight I went to a place in Southampton that I'd always wanted to go to but never had done for some reason. That place is Zen, a Japanese restaurant at the far end of the High Street. I was gently encouraged into this course of action by my very lovely dining companion for the evening, who was a big fan and certainly didn't need much convincing when I suggested we give it a shot.

    Inside, the décor is a curious blend of Japanese and Western cultural influences. There is Japanese artwork on the walls, but the heavy chairs would look more at home in a banqueting hall than an Eastern-style restaurant. Also, there is a glitter ball, the presence of which was never fully explained.

    The place is bathed in a soft red light from the lights on the bar and the candles at the sides, and the ambient light is dim, but not annoyingly so. It's a very pleasant atmosphere in which to dine, marred only slightly by the distinctly Western pop music playlist.

    Then came the food. It came very quickly, for starters, which is a good thing. Also, it was delicious.

    You want more details than that eh? All right. I had a "Teriyaki Salmon Set", which included several generous chunks of beautifully-cooked melt-in-the-mouth salmon in gorgeous, sweet teriyaki sauce. Then there was a simple salad with tomatoes, cucumber and lettuce with a mild yet tasty dressing. There were some pickled vegetables (cucumber and carrot strips) that had been pickled in a very sweet vinegar. There was a mound of sticky rice. And there was a bowl of very tasty miso soup, too, containing tofu which dissolved into nothingness pretty much the second it hit your tongue.

    There was not one thing on that plate that wasn't delicious. Even the simple "side salad" tasted great thanks to the dressing. But the highlight of the show was the salmon. It was magnificent.

    Dinner was followed with a look at the sake list. We opted for "Kushi" (I think), which is a plum wine which tastes dangerously non-alcoholic and is served cold. It was fruity and delicious, and had a bit of a bite to it, but not in that sometimes-unpleasant overly-alcoholic way. The bite in this was from the tartness of the plums, and it was a pretty delicious way to cleanse the palate after the yumminess of the main course.

    I later told my experiences to a friend, who claimed that an actual Japanese friend of his didn't rate it much. This was a surprise. So maybe it's not that "authentic" after all. But it was certainly delicious, and I'd definitely recommend it. So who are you going to listen to? A Japanese person or the guy whose blog you're reading right now?

    Actually, don't answer that.

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    #oneaday, Day 270: Go Go Gadget, uhh, Gadget https://imnotdoctorwho.moegamer.net/2010/10/14/oneaday-day-269-go-go-gadget-uhh-gadget/ https://imnotdoctorwho.moegamer.net/2010/10/14/oneaday-day-269-go-go-gadget-uhh-gadget/#respond Thu, 14 Oct 2010 21:45:52 +0000 http://angryjedi.wordpress.com/?p=1618 I love gadgets. Anyone who knows me in "real life" will not be surprised by this revelation. But I'm always impressed by quite how much we can do with various little portable implements these days. And even not quite so recently, too. The most recent mind-blowing moment I had was during this last week when … Continue reading #oneaday, Day 270: Go Go Gadget, uhh, Gadget

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    I love gadgets. Anyone who knows me in "real life" will not be surprised by this revelation. But I'm always impressed by quite how much we can do with various little portable implements these days. And even not quite so recently, too.

    The most recent mind-blowing moment I had was during this last week when I had my little expedition to the woods. I was standing in the middle of a forest with absolutely no trace of civilisation except a little crude wooden bench by the side of the muddy path. And somehow I had better mobile signal than I do in the house I'm sitting right now. So, without thinking, I popped out my iPhone and fired up eBuddy to say hello to my buddy Chris in California. He responded back and we had a nice discussion about music.

    Let's just think about that a minute. I was in the middle of a wood in Cambridgeshire, England. Chris was somewhere in sunny California. And yet there we were, chatting away like this was a perfectly normal thing to do. That's awesome.

    One of my favourite gadget moments, though, was a good few years back now. I was up in Edinburgh at the Fringe with the Southampton University Theatre Group, or "Rattlesnake!" as we'd inexplicably decided to call ourselves. At the time, I had somehow managed to end up with the responsibility of keeping the Theatre Group website up to date. I'd prepared a special Edinburgh page and everything, and I decided that it would be pretty awesome to keep an online diary. The concept of "blogging" was but a pipe dream for all but the biggest nerds (even bigger than me) at this point. And doing so via a mobile device was absolutely out of the question.

    I did, however, have my Palm Tungsten with me, to date my second-favourite gadget after my iPhone. You could play Shining Force on it, for heaven's sake. That's awesome, if beside the point. No, the reason my Palm came in handy was that I could type up my diary entries into the Notes application on it and then use the handily-provided SD card (32MB!) to transfer said material to a computer in the conveniently-located Internet café we found one day.

    One may ask why I didn't just type said diary entries straight into the computers. Well, the advantage of doing it on the Palm was that I could write things as they happened. I could write a rehearsal report. I could write what we were up to in the park. I could write about flyering the Royal Mile. The Frankenstein pub. (AMAZING) Being on top of Arthur's Seat drinking sake as the sun rose. (DOUBLEPLUSAMAZING)

    Sure, I could have written about these things after the fact. But the immediacy of being able to write about it there and then was pretty damn cool. Each new generation of gadgets makes this sort of thing easier and easier to do. And while it has its downsides—the sea of people filming concerts on their mobile phones instead of actually watching the damn things being one—on the whole I think it's really great to be able to share life's exciting little moments (or, in the case of some of you out there, the details of your latest bowel movements) with people that you care about it. Of course some of this is vanity. But the other side of it is being able to share things with people that you don't get to hang out with as often as you like.

    So gadgets are awesome. For everyone. Not just nerds.

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    #oneaday, Day 269: Things To Do While Waiting For The Phone To Ring https://imnotdoctorwho.moegamer.net/2010/10/13/oneaday-day-268-things-to-do-while-waiting-for-the-phone-to-ring/ https://imnotdoctorwho.moegamer.net/2010/10/13/oneaday-day-268-things-to-do-while-waiting-for-the-phone-to-ring/#comments Wed, 13 Oct 2010 19:49:11 +0000 http://angryjedi.wordpress.com/?p=1615 Of all the items of technology the human race has ever invented, the humble phone is surely one which has the greatest hold over our lives. It can make us drop what we're doing and run off somewhere. It can make us laugh, make us cry, make us scared. And it can make us wait. … Continue reading #oneaday, Day 269: Things To Do While Waiting For The Phone To Ring

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    Of all the items of technology the human race has ever invented, the humble phone is surely one which has the greatest hold over our lives. It can make us drop what we're doing and run off somewhere. It can make us laugh, make us cry, make us scared. And it can make us wait. Wait for hours.

    You might be waiting for the results of a job interview. An STD test. A loved one's driving test. You might be waiting for a special person to call. You might be hoping that someone from your place of work doesn't call because you skived off today and you think someone might have seen you on your lunch break. You might be waiting for a utility company to "call you back" with the results of an enquiry you made six months ago.

    In short, you could be waiting for lots of things. Which means you could be spending an awfully long time sitting and staring at your phone, particularly if you're kicking yourself that you gave the person you're expecting to call you back your landline number. Because who the hell uses landlines any more anyway? Mobile's where it's at. With a mobile phone you don't have to sit and stare at the phone, willing it to ring. Of course, in practice all that happens is you tend to sit on the couch with your mobile nearby instead of near the phone table. Because you don't dare go anywhere in case you miss an important phone call. And heaven forbid if you ever have to answer an important phone call while you're engaged in toilet activity of the sitting-down variety. ("Is that an echo?" they'll say. "Where are you?" "In a cave," you'll reply, a little too quickly. "A cave with a mobile mast on top of it.")

    So what to do while you're waiting for the phone to ring? It can't be anything which you have to commit to, because you might have to drop everything at a moment's notice to go and answer the phone call. It can't be anything that gets your hands dirty, because no-one likes picking up a phone with dirty hands. And it can't possibly be anything which requires you to go outside, because then other people might hear you discussing your itchy parts with the nurse.

    So, here are five suggestions.

    1. Pair up your socks.

    You've been meaning to do it for months. And you haven't. So instead of sitting staring into space, why not make a start on it? Pairing up your socks is a job that you can easily leave unfinished and go back to, months later sometimes. Hence, it is an eminently waiting-for-phone-call-friendly activity. Experienced professionals with cordless phones can even continue pairing their socks while they are on the phone.

    2. Play a casual game.

    This is what casual games like Bejeweled, Peggle and the like were made for. Playable in short bursts, easy to jump out of at a moment's notice if you need to and actually fun for those few minutes you're waiting, they also give your brain a bit of a workout. Unless it's Farmville, in which case all you're working out is your clicking finger. Moo.

    3. Play "Six Degrees of Kevin Bacon" on Wikipedia.

    Here's how this works. Pick two completely disparate topics. Open the Wikipedia page for one. Using six clicks or less, you must navigate your way to the second topic using only the hyperlinks within the Wiki articles.

    4. Bleach the toilet.

    You've been complaining for weeks that the toilet stinks, so go and squirt some bleach down it. This takes a matter of seconds. And if the phone rings once you've bleached it, it'll be time to flush by the time you're off the phone again.

    5. Make me a coffee.

    Well go on. Don't just sit there.

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    #oneaday, Day 268: Through the Night https://imnotdoctorwho.moegamer.net/2010/10/12/oneaday-day-267-through-the-night/ https://imnotdoctorwho.moegamer.net/2010/10/12/oneaday-day-267-through-the-night/#comments Tue, 12 Oct 2010 21:23:46 +0000 http://angryjedi.wordpress.com/?p=1611 I took my first steps into the night. Coming from the brightness I'd left behind me, the inky blackness looked impenetrable, a solid wall of darkness into which I'd vanish, never to be heard from ever again, were I to take one step further forward. I took a step forward, and I did not vanish. … Continue reading #oneaday, Day 268: Through the Night

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

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

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

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

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

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

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

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

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

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

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    #oneaday, Day 267: Go Outside! https://imnotdoctorwho.moegamer.net/2010/10/11/oneaday-day-267-go-outside/ https://imnotdoctorwho.moegamer.net/2010/10/11/oneaday-day-267-go-outside/#comments Mon, 11 Oct 2010 22:35:04 +0000 http://angryjedi.wordpress.com/?p=1582 It's funny. I've never particularly thought of myself as an outdoorsman, despite growing up in the country and despite semi-regular trips from primary school and Cub Scouts (yeah, deal with it) to various campsites. This is largely to do with being a nerd, of course, because everyone knows that nerds, like vampires, tend to shun … Continue reading #oneaday, Day 267: Go Outside!

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    It's funny. I've never particularly thought of myself as an outdoorsman, despite growing up in the country and despite semi-regular trips from primary school and Cub Scouts (yeah, deal with it) to various campsites. This is largely to do with being a nerd, of course, because everyone knows that nerds, like vampires, tend to shun sunlight in favour of the glow of a TV or computer screen. Or sometimes candle-light and books. But books don't glow. Unless they're on an iPad.

    Anyway,  the point I was getting at is that I appear to have spent most of the last couple of days outside. This is partly due to the Couch-to-5K running programme I've been following which, by its very nature, requires one to go outside to do said running. Today, though, I decided to just go out for a walk. Of course, I had the flimsy justification of putting various GPS trackers on to try and measure how far I went yesterday (3.75 miles, as it happens) but mostly it was a desire to actually go out again. The place I went yesterday—a nearby wood—is a place that's nice and quiet and peaceful and has literally nothing surrounding it on Google Maps. Today, rather than running there (or run-walk-run-walk-ing there, to be more accurate) I just walked and took my time. I had some awesome tunes on for the duration and just enjoyed being out, feeling the breeze on me (until it got a bit cold later) and the feeling of being surrounded by nature. Evidently I have some sort of latent hippie/wood elf tendencies.

    Of course, any kind of sudden change in one's routine is normally down to external stimuli, and of course there's one in this case. A few online chats with a very nice person (who may be reading this right now… hello! *waves*) inspired me to go out and spend some time in all this countryside I'm surrounded with. This countryside I grew up in, and pretty much took for granted, and then became a teenager and thought was boring. So I have. So, special person, thank you for being the one to give me a nudge in the correct direction. It just takes the right person to say the right thing and… well, you find yourself in the middle of the woods listening to Shpongle.

    For those who are keeping up, this person is also the person who bullied me (not very hard) into picking up a copy of Firefly and then sat until the early hours with me yesterday watching it "with" me. Which was nice. But also made me forget to write my blog. Although that was mostly my own fault for not writing it earlier and then engaging in a conversation I knew would continue for quite a long time.

    Anyway. Yes. Going outside is good. So do it. Especially if you've just finished watching that DVD box set or beaten that game you were playing. Don't pick up another one (yet)—open that door and go and enjoy the lovely mild Autumn sunshine and the crispy brown leaves under your feet. Unless you live in the city, in which case you can go out and enjoy the howling Autumn Peugeot chavmobiles screaming past at all hours.

    I have been outside most of today, so I now have no guilt at settling down under a warm duvet with a mug of hot chocolate and a Firefly box set. Can you say the same? Can you?

    Oh, here's some photos. These were taken using the iPhone 4's fancy-pants HDR setting and haven't had any processing done to them. Enjoy! I'm off to watch aforementioned Firefly.

    Click to view slideshow.

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    #oneaday, Day 266: Shiny! https://imnotdoctorwho.moegamer.net/2010/10/11/oneaday-day-266-shiny/ https://imnotdoctorwho.moegamer.net/2010/10/11/oneaday-day-266-shiny/#respond Mon, 11 Oct 2010 03:12:13 +0000 http://angryjedi.wordpress.com/?p=1578 Yeah. I know. Don't look at the timestamp. But technically I haven't broken the rules as I haven't gone to sleep yet. Therefore it's still yesterday. Again, don't look at the timestamp. The reason I'm awake at this ridiculous hour and not sleeping the night away? Firefly. I am super-late to the party on Firefly … Continue reading #oneaday, Day 266: Shiny!

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    Yeah. I know. Don't look at the timestamp. But technically I haven't broken the rules as I haven't gone to sleep yet. Therefore it's still yesterday.

    Again, don't look at the timestamp.

    The reason I'm awake at this ridiculous hour and not sleeping the night away? Firefly.

    I am super-late to the party on Firefly but a selection of Whedonite acquaintances have been bugging me to watch it for ages. One in particular tipped me over the edge and convinced me to grab the DVDs from Amazon. (They were cheap.) So I have. And now I'm hooked, particularly as I've spent the last several hours virtually watching Firefly with said person and commenting via IM.

    I've always loved Joss Whedon's work (well, Buffy, Angel and Dr Horrible) as he is a masterful character creator. Firefly is no exception. There is not one single person in that cast who is "filler". They all have a role to play and all are unique, entertaining people who bring a great deal to the series. The tone is kept quite light-hearted throughout, despite the serious scrapes they find themselves in at times, and that, too, is a hallmark of Whedon.

    What I wasn't expecting was the tone and feel of the series in general. Firefly is a Western! In space. And not even a little bit. There are times when it doesn't even try and hide it. Cattle ranching. Weaponry that looks mysteriously like revolvers, rifles and shotguns. A slightly bastardised form of Wild West American English. And some cracking saloon fights.

    There's also an element of Chinese in there, too, with the "Galactic Language" (which seems to be reserved for swearing) being Chinese, apparently. Quite what that's all about, I'm not sure yet.

    The best thing by far, though, is the writing. Every character gets some magnificent lines and Whedon's trademark quick-fire exchanges are present, correct and frequent. Nathan Fillion's wonderful performance as Mal is delivered with such wonderfully deadpan gusto that it immediately makes him a wonderful character. But his supporting cast are incredible too, with tough guy Jayne being a particular highlight.

    One of my favourite things about the series, though, is the slang used throughout. It actually brings to mind classic RPG Planescape Torment in that, to begin with, it's sometimes difficult to work out what these characters are talking about. But after spending a bit of time with them, you soon start getting wise to their idiosyncratic way of speaking. And you too will start using the word "shiny" in conversation.

    At this stage (nearly two discs in) I'm wondering why on Earth this show ever got cancelled. It's magnificent. It's well-written, tightly-scripted, beautifully acted and tells an excellent story. But someone, somewhere at Fox didn't like it, it seems, and didn't feel it was worthy of renewing. Which is a crying shame when you see tripe like The X-Factor gracing our screens for year after year. I know X-Factor isn't Fox. But it is shit, unlike Firefly.

    So, if you (yes, you) have never had the pleasure of watching Firefly, drop everything you're doing, watching, playing and pick up the series on DVD from Amazon.

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    #oneaday, Day 265: Skill Points https://imnotdoctorwho.moegamer.net/2010/10/09/oneaday-day-265-skill-points/ https://imnotdoctorwho.moegamer.net/2010/10/09/oneaday-day-265-skill-points/#respond Sat, 09 Oct 2010 22:15:17 +0000 http://angryjedi.wordpress.com/?p=1574 Take a minute, now, to take stock of yourself. Specifically, take stock of the skills you have. And don't say that you don't have any. Everybody has skills of some description, whether it's the ability to make the perfect Angel Delight without the use of a measuring jug, the ability to excite women simply by … Continue reading #oneaday, Day 265: Skill Points

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

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

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

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

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

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

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

    The post #oneaday, Day 265: Skill Points appeared first on I'm Not Doctor Who.

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    #oneaday, Day 264: Cupid Rules OK https://imnotdoctorwho.moegamer.net/2010/10/08/oneaday-day-264-cupid-rules-ok/ https://imnotdoctorwho.moegamer.net/2010/10/08/oneaday-day-264-cupid-rules-ok/#respond Fri, 08 Oct 2010 23:26:30 +0000 http://angryjedi.wordpress.com/?p=1570 OKCupid! is a fascinating site. Even if you're not looking for a potential partner, soulmate or someone to shout "gief cyb0r plz" at, I'd encourage you to take a look at it for the simple reason that the site itself is pretty unique when it comes to the world of social networking, finding friends and … Continue reading #oneaday, Day 264: Cupid Rules OK

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    OKCupid! is a fascinating site. Even if you're not looking for a potential partner, soulmate or someone to shout "gief cyb0r plz" at, I'd encourage you to take a look at it for the simple reason that the site itself is pretty unique when it comes to the world of social networking, finding friends and dating.

    If you've ever dipped a toe into the murky waters of online dating, you'll know that most sites are 1) filled with people who are apparently far more attractive than you (but in fact are either using a fake photo or a very good photographer) and 2) demand that you give them vast quantities of cash every month for the privilege of being able to actually talk to anyone. Fair enough if they work; certain places like match.com even offer a money-back guarantee if you can't find yourself someone to talk to on their network. There's also that interminable string of "OMG! GET LAID WITH GIRLS IN [insert location from your IP address here] TONIGHT!!" that you get on some of the Internet's less salubrious sites. But the less said about them the better.

    No, OKCupid takes a different tack by first of all being free to use. Marvellous. Second of all, rather than relying on people searching via simple criteria ("I am looking for a woman aged 25-35 in the Outer Hebrides") it does some rather clever profiling of your personality via a bank of approximately five bajillion "match questions", some of which are "official", but many of which have been submitted by other users. All of them are multiple choice, and all of them require you to not only put your own answer, but the answer you'd like your ideal partner/friend/fuckbuddy to put, too. And they don't have to match. Perhaps you're spoiling for a fight, so you put that you like immigrants, but you'd rather your ideal match were a card-carrying Daily Mail reader with borderline racist tendencies. Or perhaps you want to find someone who will never, ever argue with you about anything, ever. In which case you put that your ideal partner/friend/fuckbuddy should answer the same as you, and that it is MANDATORY (like the sex party) that they do this. And you won't accept anything less. No sir.

    Anyway, the upshot of all this is that the site builds what is probably a pretty accurate psychological profile of you and, as such, allows you to find people who you're likely to "click" with fairly quickly. It's pretty remarkable in the way it works, and it's surprising to see how accurate a picture of your personality it can build from these questions. And of course, the more you answer, the more accurate said picture becomes.

    Not only that, though, but the site also does stuff like tracks how likely people are to respond to unsolicited messages. So that hottie you have your eye on may only have a 5% response rate, in which case your declarations of a desire for a night of wild and steamy passion will probably fall on deaf ears. Or at least ears that will go "ugh" and block you promptly.

    All that for free, while the sites out there that demand your credit card information to even get you to sign up still cling to the old ways. Why not go on over and find out a little something about yourself? You might even make some awesome new friends. "AND MAYBE MORE!!" as the saying has it.

    For the curious, these are my Sims-style personality traits based on the 389 questions I've answered so far. (It's super-quick to answer questions using the convenient iPhone app. Also, I get bored at night-time.)

    From left to right, said icons indicate that I am less aggressive than average, less ambitious, less compassionate (not sure I'd agree with that one), more attentive, more pessimistic, less spiritual, more loving and more scientific. The magic robots have spoken. That is me. Until I answer some more questions and prove them wrong, of course. Apparently I need to grind my spirituality and compassion stats a bit.

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    #oneaday, Day 263: Original Sound Track https://imnotdoctorwho.moegamer.net/2010/10/07/oneaday-day-263-original-sound-track/ https://imnotdoctorwho.moegamer.net/2010/10/07/oneaday-day-263-original-sound-track/#respond Thu, 07 Oct 2010 23:51:26 +0000 http://angryjedi.wordpress.com/?p=1565 Music provides an emotional connection to memories. It can trigger memories, feelings and responses. Many people associate certain pieces of music with particular times in their lives. And, depending on your interests, these pieces of music can be from a variety of sources. They could be movie soundtracks. Pieces of music you've played yourself. The … Continue reading #oneaday, Day 263: Original Sound Track

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    Music provides an emotional connection to memories. It can trigger memories, feelings and responses. Many people associate certain pieces of music with particular times in their lives. And, depending on your interests, these pieces of music can be from a variety of sources. They could be movie soundtracks. Pieces of music you've played yourself. The music that was playing when something awesome or terrible happened.

    Or they might be video game soundtracks. Game soundtracks are quite unique in a way in that their technology has evolved very quickly. So rather than evolving over the course of hundreds of years like classical music, they evolved very distinct identities with each new generation of hardware, roughly a decade at a time. Today, we're in a peculiar situation where we have game soundtracks that are, at times, indistinguishable from movie soundtracks. But at the same time, we also are getting game soundtracks that deliberately hearken back to the distinctive sounds of the past. Which is confusing. But awesome.

    So I thought I'd share a few pieces of music that I've enjoyed over the years. And, where applicable, if I can remember (and if they're not too embarrassing) the memory that's attached to them.

    The Atari ST had a deeply, deeply terrible soundchip, especially when compared to its technically superior rival, the Commodore Amiga. That didn't stop a variety of composers such as Alistair Brimble trying their best to compose catchy tunes. I don't have a particular memory associated with this piece of music (besides playing Fantasy World Dizzy, that is) but this piece of music was oddly memorable. I'm not sure why, because it's not a spectacularly good piece of music. But it had that "hook".

    Starfox/Starwing had a very distinctive soundtrack. The synth sounds used throughout coupled with the reasonably-convincing electric guitar sounds were actually far better than most of the stuff that the N64's execrable sound chip belched out. This piece of music in particular stuck with me. I remember playing Starfox/wing with headphones on in the lounge and getting told to be quiet because I was finding it all a bit exciting and going "Whooa!" a lot. C'mon. The first time you do that corkscrew descent to the surface of Venom? That was awesome.

    I'm not afraid to admit I cried like a girl when (OMG SPOILER) Aeris/th died. I bought Final Fantasy VII specifically because my brother had said it was the first time a lot of people had felt genuine emotion from a video game. I wasn't disappointed. Aeris/th's death may be something of a cliché now. But at the time, what happened to her was shocking.

    Silent Hill 2 is a game that's stuck with me for many years. Its powerful imagery, heartbreaking story and excellent theme song are partly to blame for this. The fact that I was so captivated by the story that I played through about 95% of it in one night is probably more to blame for this. I associate this piece of music with staying up that night, and also feel an emotional connection to it which I'm buggered if I can actually describe.

    Not a game soundtrack, but Speed's score became my job interview soundtrack for a while. It was good driving music, so I'd listen to it on the way there and, assuming it hadn't all gone horribly wrong, on the way back too. Added a bit of drama to the commute if nothing else.

    You might have forgotten about the 2204355 Dancing Chicken Man by now, but I certainly haven't. Why? Because the music on that video is now inextricably tied to my last weeks in Southampton. I was sitting up late one night contemplating the futility of existence (as you do) when SnakeLinkSonic posted a tweet which simply read "I CAN'T STOP WATCHING" and included a link to the original Flash animation that started all this nonsense off. The animation and the music made me laugh so much at I time when I was feeling so utterly terrible that I can't help but have it stuck in my mind. It reminds me of the days counting down until I'd have to leave and make a fresh start… a fresh start which I'm not sure has quite happened yet.

    Basically, if there's ever a game featuring me, and I have to face a boss at the end of Disc 1, I want this music to be playing.

    Again, not a specific memory attached to this one, but the Split/Second score is awesome and oddly inspirational. As such, I've adopted it as my official Going For A Run soundtrack. And it really works.

    Last of all, this piece also doesn't have a specific memory attached to it (because I'm creating said memory right now), but it was introduced to me while I was writing this. (Thanks, Donna!) It's a pair of Dulcimers, an instrument I knew of but don't think I'd ever seen before. This piece is gorgeous; the sound of the instruments is full, resonant and has a sense of "purity" about it. I like it very much.

    So there's some music for you. Hmm. That post took rather longer to put together than I thought it would. Oh well! Good night. Tune in tomorrow for the next episode in the thrilling series of events that has been taking place at the top of each post. Have I really just killed myself off?

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    #oneaday, Day 262: Padawan https://imnotdoctorwho.moegamer.net/2010/10/06/oneaday-day-262-padawan/ https://imnotdoctorwho.moegamer.net/2010/10/06/oneaday-day-262-padawan/#comments Wed, 06 Oct 2010 22:50:25 +0000 http://angryjedi.wordpress.com/?p=1561 I hate reality TV. Loathe it with a passion. I actually want to throw things at the TV if The X-Factor dares to show its face. And Big Brother just makes me want to… also throw things at the TV. But I have one exception to this rule, one guilty pleasure, and that's The Apprentice. … Continue reading #oneaday, Day 262: Padawan

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    I hate reality TV. Loathe it with a passion. I actually want to throw things at the TV if The X-Factor dares to show its face. And Big Brother just makes me want to… also throw things at the TV.

    But I have one exception to this rule, one guilty pleasure, and that's The Apprentice. I'm not sure why this is, as it is consistently home to some of the most obnoxious peen-arses that have ever graced the nation's TV screens. But there's something oddly addictive about it.

    Twitter helps, of course. The Apprentice is one of those shows that a lot of people on Twitter get behind, narrate, comment and enjoy together. It's like sitting together with an enormous group of friends, pointing and laughing at the prize gits on screen and (possibly) drinking to excess. Of course, it wouldn't be Twitter without other people trying to tell you what you can and can't post on your own stream, so add at least one person to the metaphorical throng of people who is sitting in the corner with their arms folded, sulking, whinging about everyone else having a good time.

    That is an overstatement, of course. Most of my non-Apprentice-watching friends politely informed me that they'd either be avoiding Twitter for a while, or temporarily unfollowing me. Perfectly fine; it's the way Twitter's designed to work, after all. The image of the sourpuss in the corner was too amusing to leave out, though. And there are certainly those who do like to throw a strop when people aren't posting what they think should be posted. Balls to them, I say! Or indeed, I point them to this response to me from the fine and lovely @velourvelvet:

    (Also, look, see? #newtwitter is good for something. You can see my original tweet and the reply! Stop moaning.)

    Anyway. Tonight's episode revolved around sausages and the manufacturing and sale thereof. Naturally, the episode was edited to include as much innuendo as possible. Come on, we're British. What's the world coming to if you can't snicker at the line "Hello there sir, you look like a sausage connoisseur"?

    As usual, the people involved appear to mostly be prize dicks. They have, of course, been chosen because they make "good telly". Pop in some grade-A peens amongst the blokes, pop in a few hotties and a few bitches amongst the girls, light the fuse and simply sit back. Easy. It also helps that grade-A peens who are also self-professed "entrepreneurs" up the knobjockey potential by, like, tenfold.

    Tonight's casualty was Dan, who looked like a mashup between Nicolas Cage and Bruce Willis. If indeed it were possible to do a mashup of people's faces. Dan took on the poison chalice that was the first episode's project manager position. And his style of project management was to slam tables, say "fuck" a lot and stand back not doing very much besides adjusting his cuffs. And his response to "why didn't you sell anything?" was "I was managing the group". Yes. Badly.

    It was actually quite a surprise to see him go, though. As one friend put it on Twitter, "they usually keep the biggest cunt in for at least 4-5 weeks". But to be fair, Dan has plenty of rivals for that illustrious post. Chief among them is Stuart, who deserves a punch in the balls for coming out with the line "everything I touch turns to sold" [sic] and miming punching numbers in on a calculator at every opportunity. The smart money is either on him being next out, or on him being kept in as long as possible to stir up as much discord as possible. My vote is for the latter.

    Anyway. Enough talk of nonsense TV. And possibly time for bed.

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    #oneaday, Day 261: Random Access Memories https://imnotdoctorwho.moegamer.net/2010/10/05/oneaday-day-261-random-access-memories/ https://imnotdoctorwho.moegamer.net/2010/10/05/oneaday-day-261-random-access-memories/#respond Tue, 05 Oct 2010 18:49:45 +0000 http://angryjedi.wordpress.com/?p=1557 It's weird, the things you remember over time. Perhaps it's just me. But I've found over time that I have a fantastic memory for completely pointless crap and yet I can quite easily forget the things I need to buy from the shop in the space between stepping out of the house and reaching said … Continue reading #oneaday, Day 261: Random Access Memories

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    It's weird, the things you remember over time. Perhaps it's just me. But I've found over time that I have a fantastic memory for completely pointless crap and yet I can quite easily forget the things I need to buy from the shop in the space between stepping out of the house and reaching said shop.

    So I thought I'd share a few stupid memories today for no apparent reason. I have hundreds of these. So this topic may return at some point in the future. For today, I'm going to focus on memories from my childhood.

    First up: the ad starting at 2:17 of this vid right here:

    Phurnacite. I'm still not entirely sure what it is, or was. But I remember this advert freaking me the fuck out when I was little despite, I believe, only ever seeing it once. Watching it now, it's completely laughable, overacted and utter nonsense. For the longest time, I couldn't even remember it was something to do with cookers. I remembered the image of the "doctors" with the masks on, though, and the woman crying going "HOW WILL I FEED MY FAMILY?"

    Why do I remember that? That holds absolutely no benefit to me whatsoever unless taking part in a particularly specialist pub quiz on the subject of TV adverts from Christmas 1989 that freaked me the fuck out.

    On a related note, the magazine advert for Mindscape's surgery-em-up game for the PC, Life and Death, also featured doctors in masks, bloodstained swabs and the like and also freaked me the fuck out. I have never been in hospital for an operation, and those adverts were the reason I was terrified of the prospect of ever having to do so. Disappointingly, Google Images has let me down on an actual picture of said advert. But it was in an issue of A.C.E. magazine. Which was 1) possibly the best multi-format magazine of all time, now sadly defunct and 2) the only games magazine I'm aware of that rated games out of 1,000.

    At some other point during my childhood, another completely random memory I have is to do with visiting the chap who was my best friend at the time. We'd acquired some weird little toys called "Wiggly Gigglies" (yes, laugh it up, it was the 80s) and much to my chagrin, friend in question had acquired a glow-in-the-dark one. I was fascinated by the idea of a glow-in-the-dark anything at the time, so one or both of us decided that it would be a really fantastic idea to lock ourselves in his airing cupboard to see that luminousness at work. Unfortunately, the airing cupboard wasn't really big enough to even fit two kids inside, so I ended up shutting two of my fingers in the door and it really fucking hurt. It didn't break them or anything, but they were bleeding a bit. I went home shortly afterwards, and resolved never to do two things: touch a Wiggly Giggly again, and shut myself in an airing cupboard again.

    In that case, the pain is probably the trigger to the memory. But as I kid, I hurt myself quite a bit—kids will be kids and all that. It's strange how that incident in particular sticks in my mind.

    Let's cap this off with a third memory. What I like to call The Great Injustice. It was lunchtime at primary school, and I was enjoying a game with a girl called Anna with whom I had something of an off-on-off-on friendship in that way primary school kids do. Particularly kids of the opposite sex.

    I forget the exact details of said game, but it involved swordfighting. Or rather, stick-fighting. Our school field had a number of big trees on it, and they often dropped decent-size sticks that were great for mock swordfights. And so it was that Anna and I were staging some sort of battle for some reason. It was fun. Lunchtime ended and we went inside.

    When I got home that evening, I got absolutely bollocked. Turns out my mother had been wandering past the school field at the time we'd been playing our game, at a point when I'd evidently been "winning". As a result, I found myself in a lot of trouble for "hitting a girl with a stick". And no amount of protestation could convince my parents that it had, in fact, been just a game, and if you talked to Anna she would back up my story. Because, after all, who believes the screeches that come out of the mouth of an eight-year old when they're in trouble?

    Hmm. These aren't terribly positive memories, are they? Perhaps I should make more of an effort to remember things that didn't freak me out or make me incandescent with an eight-year old's rage!

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    #oneaday, Day 260: In Between https://imnotdoctorwho.moegamer.net/2010/10/04/oneaday-day-260-in-between/ https://imnotdoctorwho.moegamer.net/2010/10/04/oneaday-day-260-in-between/#comments Mon, 04 Oct 2010 22:11:09 +0000 http://angryjedi.wordpress.com/?p=1554 I don't watch much TV, unless you count DVD box sets of favourite series like Buffy the Vampire Slayer and Angel. British TV has three main types: utterly terrible (Last of the Summer Wine, Dad's Army, anything involving Eamon Holmes), moderately inoffensive (usually involving people wandering around houses going "hmm, it's got character") and bloody … Continue reading #oneaday, Day 260: In Between

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    I don't watch much TV, unless you count DVD box sets of favourite series like Buffy the Vampire Slayer and Angel. British TV has three main types: utterly terrible (Last of the Summer Wine, Dad's Army, anything involving Eamon Holmes), moderately inoffensive (usually involving people wandering around houses going "hmm, it's got character") and bloody brilliant (Spaced, Black Books, The IT Crowd, QI). One of the latter category I will always make an effort to watch is The Inbetweeners from Channel 4.

    For the uninitiated, The Inbetweeners is a show about a group of four sixth formers (college-age 16-18 year olds, to the Americans among you). And it doesn't pull any punches whatsoever. Rather than being the sanitised view of school/college life that you see in most shows, this show is how it is. At least if you grew up in the late 90s or beyond. Possibly before; I couldn't say, since I only went through my late teens once and did so in the late 90s.

    By "realistic", I mean "foul-mouthed, disgusting and sex-obsessed". And yet the characters involved are somehow likeable despite being, in many cases, terrible human beings. It's the contrasts that work well; there's Will the "specky twat", Simon, who is relatively normal despite stropping at his parents every five seconds, Jay the sex-obsessed, lying arsehole and Neil who is so very, painfully stupid. They're the perfect comic foils to each other, and the best thing about the show is that I know (or have at least met) all four of them at some points in my life. And no, I shan't be sharing who each one of them reminds me of!

    The other thing that works so well is the variety of scrapes that they all get into. They're all situations that will be familiar to anyone who remembers being a sixth former. Getting your first car and it being crap. Panicking over sexual encounters. Taking advice from your friends even when you know they're a bunch of complete fucking idiots. And finding your place in the world.

    I'm probably making this sound deeper than it actually is; mostly it's a comedy show with a wide variety of gross-out humour and a foul mouth. But despite its extremeness at times, it remains consistently entertaining, hilarious and, at times, horrifically uncomfortable.

    If I didn't know so many people who loved watching it, I'd say it was perfect viewing for an exclusive audience of teenage boys… or at least those who remember being teenage boys. But judging from my Twitter feed there are a wide variety of people who love the show and feel much like I do; they'll make a specific effort to watch it and will happily quote it at every opportunity.

    Channel 4, despite being the home of Big Brother for so long, has long been the home of awesome shows like this. Let's hope there are many more like it in the future; and that audiences around the world get to enjoy them too. With the content as it is, I couldn't say if it would ever make it onto American TV (tonight's episode featured Simon punching himself in the dick whilst shouting "GET BIG, YOU CUNT!" for example) but for those of you across the pond who like the idea of "kids talking like kids" and doing things that kids do, be sure to check it out.

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    #oneaday, Day 259: Home Again https://imnotdoctorwho.moegamer.net/2010/10/03/oneaday-day-259-home-again/ https://imnotdoctorwho.moegamer.net/2010/10/03/oneaday-day-259-home-again/#comments Sun, 03 Oct 2010 21:50:41 +0000 http://angryjedi.wordpress.com/?p=1544 I prepared the above comic in advance just in case I was too knackered to do a proper one upon returning from London. And I am pretty knackered. But I managed to get my ass outside and go running tonight. At 9pm. In the dark. In a country village. At least I remembered to take … Continue reading #oneaday, Day 259: Home Again

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    I prepared the above comic in advance just in case I was too knackered to do a proper one upon returning from London. And I am pretty knackered. But I managed to get my ass outside and go running tonight. At 9pm. In the dark. In a country village. At least I remembered to take a torch with me this time; less stumbling wildly into darkness and a little more Alan Wake. Though with less of whatever that game has in it (because I still, to my shame, haven't played it yet. I KNOW, I KNOW, all right?) and a little more… well, just running. And walking.

    I'm following the Couch to 5K programme (again… I started once before) that was originally introduced to me by the fine gentleman that is Mr Calin Grajko. Given that I'm presently in the middle of nowhere (well… the nearest gym is seven miles away) running seems like a safe, easy option to get some exercise without needing any 1) expense and 2) travel. The thing with gyms is, they're cool and all, but if you're already feeling lethargic and not wanting to leave the house, then travelling somewhere that is going to cause you to be grunting, breathless and possibly in pain is likely not high on your agenda. Unless you have a favourite hooker at that classy brothel you like so much.

    But with running, yes you still have to leave your house, but you don't have to go anywhere to get started. The world is your gym. And rather than staring at your sweaty, gasping self for half an hour in those mirrors that gyms insist on putting absolutely bloody everywhere, you can take in the scenery. You can take different routes for variety and challenges. You can run in the dark. You can run in the middle of the day. In the cold. In the warm. In the wet. And you can use fancy-pants iPhone gadgetry to analyse your runs in a level of detail that you really don't need to. Or, possibly, attempt to run a route which lets you draw a giant cock on Google Maps. (I haven't done this. But having just thought of it, now I think I pretty much have to.)

    So far I've completed Week 2, Day 1 of the programme. This meant that tonight was the first time I was running for a bit longer, but also walking for a bit longer too. The pattern for this week is run for 90 seconds, walk for 2 minutes, 6 times. Last week it was run for 60 seconds, walk for 90 seconds, 8 times. This week sounded like it should be easier. It isn't! Although as I've found previously with exercising, it's actually surprisingly quick to build up a little bit of stamina. I'm obviously not at the stage where I could even think about running a 5k without collapsing dead yet, but I've noticed a marginal difference between how easy it is to keep going since the first day I started.

    Just gotta keep it up! Fortunately, there's a good iPhone app to keep the motivation up. It's called Get Running and it's really very simple; it's basically a glorified timer with vocal feedback telling you when to start and stop running, walking and so forth. It also tracks how far you are through the programme and suggests which day you should do next, as well as allowing you to tweet your progress. The nice thing about the vocal feedback is that it's recorded by a real person, which makes it infinitely more motivational than some robot going "You have… RUN… One. point? SIX! Miles."

    Anyway. I have a bed to get to very shortly. And then lots and lots of things to write in this coming week. Adieu.

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    #oneaday, Day 258: More Eurogamer Thoughts https://imnotdoctorwho.moegamer.net/2010/10/02/oneaday-day-258-more-eurogamer-thoughts/ https://imnotdoctorwho.moegamer.net/2010/10/02/oneaday-day-258-more-eurogamer-thoughts/#respond Sat, 02 Oct 2010 21:06:00 +0000 http://angryjedi.wordpress.com/?p=1541 Apologies to those of you who don't give a damn about teh gaemz. But, well, I'm spending the weekend in the company of lots of new and shiny ones so I thought it was probably worth sharing a few brief thoughts on the noteworthy ones. Of course, there are also some "official writeups" around the … Continue reading #oneaday, Day 258: More Eurogamer Thoughts

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    Apologies to those of you who don't give a damn about teh gaemz. But, well, I'm spending the weekend in the company of lots of new and shiny ones so I thought it was probably worth sharing a few brief thoughts on the noteworthy ones. Of course, there are also some "official writeups" around the place for you to enjoy – today I wrote about Dragon Age II, for example.

    Dragon Age II, incidentally, is simply marvellous. I loved the first one (and am, in fact, currently replaying it) but only felt mild interest towards the sequel for some reason. I felt exactly the same about Mass Effect 2, in fact, and ended up absolutely loving that. Having played the demo of Dragon Age II… yeah. That's now a day-one purchase. They've fixed the niggly graphical issues of the first game, added a protagonist that actually talks (and is player-designable, like Mass Effect's Shepard) and made the combat make a bit more sense with a controller.

    Some PC gamers have been a bit sniffy about this, thinking that it's evidence of the series "dumbing down", especially after the first game was a proposed return to BioWare's roots. But the cinematic nature of Dragon Age makes it ideal for playing one the couch via the big screen. So why shouldn't it be designed with console play in mind?

    Regardless of your opinions on these decisions… it's looking solid, and I'm very much looking forward to it. It is to Dragon Age: Origins as Mass Effect 2 was to Mass Effect. That is to say, a massive improvement in almost every way.

    Besides Dragon Age (which I had to wait for ages to play, and then had to play standing up, which made my shoulders ache) I also had a go at Motorstorm Apocalypse (which let me sit down, but made me wear 3D glasses). This was good fun. There were elements of Split/Second to the "driving amidst chaos" gameplay, though, there was less of the unpredictability of Disney's title. It was very clear that Apocalypse's environmental hazards are scripted rather than triggered by players or AI. It'll be interesting to see how this works in multiplayer, as many of the effects seemed to be timed conveniently to happen just as the player passed.

    Apocalypse was notable for having probably the best 3D effect that I've seen so far; that said, the technology is still clearly flawed at the moment. Graphics are low-resolution, jaggedy and run at a poor frame rate. They also seem to flicker quite a bit, and it's easy to feel yourself going cross-eyed.

    Dominating the show floor near the entrance was Def Jam: RapStar. The Eurogamer Expo, which was mostly filled with white nerds, was probably not the best place to show off this game. You couldn't fault the booth's staff for their enthusiasm, though, as they kept up a constantly energetic and noisy display all day. Of course, being not the world's biggest fan of that type of music (to say the least) I found it incredibly irritating. And I wasn't alone. Still, at least a few people seemed to be enjoying it.

    But seriously. That game has fucking N-Dubz in it, which is enough reason to curse its name for all eternity. Not only that, but an N-Dubz song about Facebook. Seriously. Watch this. It's an embarrassment.

    Do you really want to stand in front of your TV and sing that? Yes? Then I don't think we can be friends any more.

    Settling down to a quiet night this evening before stepping back into the breach for the last time tomorrow. To anyone else attending, apparently there's a Tube strike tomorrow evening, too, so you may want to consider leaving the show early.

    Normal business (well, as normal as it ever gets) will resume tomorrow evening. Possibly!

    The post #oneaday, Day 258: More Eurogamer Thoughts appeared first on I'm Not Doctor Who.

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    #oneaday, Day 257: Away Message https://imnotdoctorwho.moegamer.net/2010/10/02/oneaday-day-257-away-message/ https://imnotdoctorwho.moegamer.net/2010/10/02/oneaday-day-257-away-message/#comments Sat, 02 Oct 2010 00:28:58 +0000 http://angryjedi.wordpress.com/?p=1538 I'm away for the weekend. Specifically, I'm attending the Eurogamer Expo, the UK's answer to gaming conventions like PAX. It's been running for a good few years now apparently but I only really became aware of it this year. I decided to attend, as I thought it'd be a good opportunity to get hands-on with … Continue reading #oneaday, Day 257: Away Message

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    I'm away for the weekend. Specifically, I'm attending the Eurogamer Expo, the UK's answer to gaming conventions like PAX. It's been running for a good few years now apparently but I only really became aware of it this year. I decided to attend, as I thought it'd be a good opportunity to get hands-on with some of the latest hotness that I'd missed out on at PAX, as well as catch up with a few friends from Twitter.

    Eurogamer Expo has a way to go yet before it can even think about competing with PAX in terms of scale, but it's certainly got potential. There are plenty of high-profile companies in attendance with their big games, and tickets sold out completely, so people are certainly interested in events like this. They need to sort out their non-existent press provision and look at more in the way of "special events" to make it a truly excellent gaming convention, though. Some evening concerts wouldn't go amiss; or more in the way of the few developer talks and presentations that they do have already.

    Day 1 has so far passed in a most pleasant manner and I am looking forward to tomorrow. I wrote an article about Fable III today, you should totally go and read it, as it's awesome. Here's the rest of the day in one-word summary format:

    Assassin's Creed Brotherhood Multiplayer: Tense.
    Killzone 3: Loading.
    Killzone 3 in 3D: Migraine.
    Gran Turismo 5 in 3D: Cardboard.
    Peter Molyneux: Entertaining.
    Fable III: Amusing.
    Dead Space 2: Frightening!
    Gears of War 3 Beast Mode: Multiplayer?
    Fallout: New Vegas: Fallout.
    Saw II: Bloody.
    3DTV: NO.
    Rock Band 3: Realistic.
    @jenjeahaly: Yay!
    @shoinan: Fun!
    @lewisdenby: Brief!
    @LinkYeah: Freshers.
    Eurogamer's press provision: Horseshit.
    Being told off for taking a coffee while wearing the wrong wristband: Bewildering.
    That redhead girl I saw at one point: WOW.
    Tonight: Surprise!

    So that was my day. Tomorrow will be another day and hopefully I'll get a chance to try out a lot of the things I didn't get to see today. There's a lot of really good-looking games on offer, most of which will be well familiar to people who went to PAX, in all likelihood. Fable III in playable form was the big deal for those who like that sort of thing, and it's looking lovely. Peter Molyneux's talk on the history of the Fable series and its influences from movies and games was particularly interesting, as you'll know already if you've read this like I suggested earlier.

    It was great to finally put a face to some Twitter usernames, too, and meet a few new ones as well. Hopefully over the next couple of days there'll be more of that until we're all one nice big happy games-loving family of awesomeness.

    And, of course, tonight. Surprising a very dear friend was totally worth it. Even if I got called a few rude names along the way.

    For now, I bid you good night.

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    #oneaday, Day 256: Writer's Block https://imnotdoctorwho.moegamer.net/2010/09/30/oneaday-day-256-writers-block/ https://imnotdoctorwho.moegamer.net/2010/09/30/oneaday-day-256-writers-block/#respond Thu, 30 Sep 2010 18:36:03 +0000 http://angryjedi.wordpress.com/?p=1535 I'm actually surprised I've managed to go for 256 days without running out of things to write. Whenever I consider pitching an article idea to somebody, you know, "proper", it concerns me greatly that my brain will just zone out and forget how to be creative. But if this blog has proven one thing, it's … Continue reading #oneaday, Day 256: Writer's Block

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

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

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

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

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

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

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

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    #oneaday, Day 255: The Big Pixels are Here! https://imnotdoctorwho.moegamer.net/2010/09/29/oneaday-day-255-the-big-pixels-are-here/ https://imnotdoctorwho.moegamer.net/2010/09/29/oneaday-day-255-the-big-pixels-are-here/#comments Wed, 29 Sep 2010 22:43:33 +0000 http://angryjedi.wordpress.com/?p=1532 Ladies and gents, it's my great pleasure to reveal The Big Pixels to you. You may recall some days ago that I was mourning the loss of Kombo. Kombo's still not dead yet—feel free to drop by and support the remaining writers—but, to be frank, it's probably only a matter of time. It's very sad to … Continue reading #oneaday, Day 255: The Big Pixels are Here!

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    Ladies and gents, it's my great pleasure to reveal The Big Pixels to you.

    You may recall some days ago that I was mourning the loss of Kombo. Kombo's still not dead yet—feel free to drop by and support the remaining writers—but, to be frank, it's probably only a matter of time. It's very sad to see the end of something which has clearly had love, care and attention poured into it over the last few years, and I'm happy that I was part of the experience for a short while.

    But this post isn't about mourning the past; it's about celebrating the future. And that future begins with today's launch of The Big Pixels.

    The Big Pixels are a group of friends first and foremost, video game writers second, and we decided to band together to produce something that we'd want to read ourselves. Intelligent, thought-provoking games writing. No flamebait. No traffic-whoring. Just the kind of thing that gets people stroking their chin and going "Hmmm", and hopefully provoking some discussion. Those of you who follow The Squadron of Shame will undoubtedly dig what we're doing. And those of you who are tired of the same old news stories posted everywhere day after day will surely enjoy our work, too. It's an N4G commenter-free zone!

    We're there to have fun and build a community, not to chase page hits. So the important thing for you (yes, you!), the reader, is that you enjoy it. Read our work. Tell us what you think in the comments. Feel free to share any pieces you find particularly interesting or entertaining. And help us to build up our own unique little corner of the internet; a home away from home for those who are sick of "Top Ten Tuesdays" featuring boobies, guns or any combination thereof, or people who are sick of seeing the same picture of Michael Pachter on every article where he says something contentious and/or stupid.

    Since you're reading my blog, I'm going to draw particular attention to my own posts, of course. I am nothing if not a whore, after all. So while you're over there, feel free to check out a "reprint" of my article on game development's gender divide (featuring much-appreciated assistance from the very lovely Mitu Khandaker and Lauren Wainwright), a companion article to the most recent SquadCast on video game music, and a discussion of adult gaming. I hope you like them; and be sure to check out my buddies' work while you're over there. And don't forget the Looney Bin, receptacle for all manner of game-related crap that we've encountered in our journeys around the web.

    It's been an interesting journey over the last few days, and it's only just beginning, for sure. Stay tuned to The Big Pixels, as we'll all be pushing out a wide variety of articles on all manner of game-related subjects every week. Follow us on Twitter and/or Facebook for the latest and to make us look popular and awesome.

    Also, our review scoring system has a rainbow unicorn pixel in it. And there is absolutely no way you can say that isn't the most amazing thing you've ever seen. Unless Maru is your cat.

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    #oneaday, Day 254: Be The First Of Your Friends To Like This https://imnotdoctorwho.moegamer.net/2010/09/28/oneaday-day-254-be-the-first-of-your-friends-to-like-this/ https://imnotdoctorwho.moegamer.net/2010/09/28/oneaday-day-254-be-the-first-of-your-friends-to-like-this/#comments Tue, 28 Sep 2010 19:28:30 +0000 http://angryjedi.wordpress.com/?p=1527 I remember back in primary school we were encouraged to never use the words "nice" or "said" because they were boring. There are always better words to use, we were told, so we should be creative and extend our vocabularies. Fast forward to today and we have much the same issue with the word "like", … Continue reading #oneaday, Day 254: Be The First Of Your Friends To Like This

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    I remember back in primary school we were encouraged to never use the words "nice" or "said" because they were boring. There are always better words to use, we were told, so we should be creative and extend our vocabularies.

    Fast forward to today and we have much the same issue with the word "like", a word which is rapidly losing all meaning thanks to its total domination over the social networking space. Every day on Facebook, it's a fair bet that there is at least one entry in everyone's news feed that says "Amber likes OMG!! Where did you get you're shoes LOL! on ♥." or "Bob likes I hate it when your trying 2 go 2 sleep and u cant on Likebook." Not only do these sentences make no sense, they're a symbol of a peculiar shift in communication styles that has taken place in recent years, particularly amongst teens and tweens.

    Essentially, rather than just typing "I hate it when you're trying to go to sleep and you can't" and sharing that particular inanity with the world (not to mention spelling it correctly), it seems that it's now much more the done thing to go and find a website which lists hundreds of said inanities for the sole purpose of allowing people to Like them on Facebook. There's a kind of "distancing" involved. Anyone can click "Like" on something. As soon as you write it yourself, it becomes more personal, and harder to do.

    Trouble is, the word "Like" is being used so much that it stops making sense sometimes. Or its context is completely inappropriate. Take the latest "check-in" craze, GetGlue, which is actually a pretty neat idea. Users tag the things that they, yes, like as well as the things that they dislike and can then get suggestions of other things they might like based on other users' tastes. Fair enough. However, when a site offers you the opportunity to not only "Like" ebola but also check into it, you have to question if the correct terminology is really being used in this instance.

    And where's the opportunity to dislike things? GetGlue is unusual in that it does specifically allow people to say "I don't like this". There's no opportunity to do that on Facebook. If a friend posts a status update that informs everyone that, say, their leg has fallen off and their family are dead and not only that, someone posted a bag of poo through their letterbox then the only things to do are to "Like" it, which seems rather tactless and inappropriate, or to actually leave a comment which will probably start with "I wish there was a Dislike button" and end with too many exclamation marks.

    Perhaps Facebook is attempting to make us all more positive. Instead of writing "I'm so sad. My family are dead, my leg has fallen off and someone posted a bag of poo through my letterbox" which, let's face it, no-one is going to click "Like" on, perhaps you should put a positive spin on it. "My family are dead, my leg has fallen off and someone posted a bag of poo through my letterbox. But at least I found 76p in small change in my jacket pocket, Snickers later ftw!!!"

    aplenty from there on, I feel.

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    #oneaday, Day 253: Pay-Per-Everything https://imnotdoctorwho.moegamer.net/2010/09/27/oneaday-day-253-pay-per-everything/ https://imnotdoctorwho.moegamer.net/2010/09/27/oneaday-day-253-pay-per-everything/#comments Mon, 27 Sep 2010 20:09:17 +0000 http://angryjedi.wordpress.com/?p=1524 I came to a realisation today. I have a thing about the word "monetize" (or, arguably, "monetise" if you want to be English about it, although the latter is not recognised by a British English spellchecker). This is not news to those of you who have been following this blog for some time. Some of … Continue reading #oneaday, Day 253: Pay-Per-Everything

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    I came to a realisation today. I have a thing about the word "monetize" (or, arguably, "monetise" if you want to be English about it, although the latter is not recognised by a British English spellchecker). This is not news to those of you who have been following this blog for some time. Some of you may even recall the Money Robot, star of Day 128 on this blog, and, of course, the thing that goes around monetizing everything in sight by applying green electricity to their genital areas, assuming they have genitals.

    But, as I say, I came to a realisation today. And my problem is not with the word itself as it is with the fact that we even need a word for this concept at all. "Monetize", after all, pretty much means "convince people that it is acceptable to pay money for". And sure. There are some things out there that could stand to be charged for—certain content online, for example, could be charged for in order to make sure that writers could actually get paid for once. The iPad, Kindle and other devices like them are doing a lot to help people think about how they consume content—a move away from the whole "EVERYTHING SHOULD BE FREE!" philosophy that the Internet has embraced for so long and a move towards "most things should be free, but really good stuff should be an appropriate price".

    At least that's the theory of how it should work. How monetization works in practice is that you get people charging you to go to the toilet at railway stations. You get a 30p "convenience charge" for paying your parking fees via phone instead of via small change in a machine—change which some poor sod will have to come and collect at some point rather than an automated robot who steals your credit card numbers over the phone, I might add. You get charged £30 to disconnect your broadband (at least you do if you go with Orange Home, fuckers). And Endsleigh Insurance (also fuckers) wanted to charge me £85 for the privilege of cancelling my home insurance, all because I had moved house just after the policy had renewed, ignoring the fact I'd been paying them for the last ten years. Let's not even get started on bank charges, where they take the money you haven't got in order to punish you for not having any money.

    You get the picture. Not everything being monetized is good. And that's why I think the fact it's happening so much that we need a new word to describe the concept is very much a bad thing. We don't need to pay for everything. I pay a bloody fortune to travel by train in rubbish, smelly, drunk-infested conditions so the least I should be able to expect is the opportunity to have a piss for free at the other end. Conversely, I'd be more than happy to pay for some exclusive content, eBooks or virtual magazines delivered to the iPad I don't have. It's all a question of value.

    You may argue that the ability to have a piss is inherently more essential and therefore valuable than an eBook. But technically I can have a piss anywhere. The charge on the toilet is not stopping me from, say, pissing myself. The nice policeman standing on the corner might, however.

    The eBook or virtual magazine, however, has had love, care and attention ploughed into it and therefore, it's only fair that the writers and producers should receive some recompense for that. So more premium, high-quality content, please, and less in the way of "convenience charges".

    THANKS.

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    #oneaday, Day 252: 5 Social Norms That Need To Die The Hell Out https://imnotdoctorwho.moegamer.net/2010/09/26/oneaday-day-252-5-social-norms-that-need-to-die-the-hell-out/ https://imnotdoctorwho.moegamer.net/2010/09/26/oneaday-day-252-5-social-norms-that-need-to-die-the-hell-out/#comments Sun, 26 Sep 2010 19:03:54 +0000 http://angryjedi.wordpress.com/?p=1521 There are some things which have become so firmly entrenched in normal society that we just don't question them. We don't necessarily like them, but we certainly don't question them if someone happens to bring them up. They're so well-known that countless comedy routines have drawn attention to them over the years; so much so … Continue reading #oneaday, Day 252: 5 Social Norms That Need To Die The Hell Out

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    There are some things which have become so firmly entrenched in normal society that we just don't question them. We don't necessarily like them, but we certainly don't question them if someone happens to bring them up. They're so well-known that countless comedy routines have drawn attention to them over the years; so much so that many of them are now clichés. That doesn't stop people writing about them and perpetuating said clichés, though, as I'm about to do right now.

    So without further ado, let me present Five Inexplicable Social Norms that the World can Really Do Without™.

    The toilet seat thing

    Alluded to above. Roughly 50% of the world's population, give or take, have to take a piss standing up. Well, they don't have to. But gentlemen who choose to urinate whilst in a seated position are generally scorned and looked upon as some sort of weirdo. For a chap, sitting is for pooing and standing is for pissing. Would the ladies out there who whinge about toilet seats being left up prefer it if said gentlemen just left it down all the time and pissed all over it instead? No? Then consider this: the seat has a hinge on it so it can be lifted up and put down. If it is in the incorrect position for one's desired toilet activity, one need simply use one's hand to move said seat to the correct position.

    While we're on, those toilets whose seats don't stay up can die in a fire. Having to hold on to the toilet seat with one hand and directing one's flow with the other often feels rather precarious and I feel that anyone who inadvertently spills in a place they shouldn't whilst under such arduous pissing conditions should not be held responsible.

    Man flu

    Apparently, guys aren't allowed to get ill any more. Whether it's a tickly cough, some form of debilitating brain cancer, ebola or itchy scrot, it seems that everyone is quick to cry "Man flu!" at the first opportunity. The zombie apocalypse will not come from some sort of biohazard outbreak at a local lab. No, it will come from the man who caught zombie disease, went to hospital, was accused of just having "man flu" and sent on his way.

    Overenthusiastic use of the word "random"

    "OMG! I'm such a random person really. We went out and had a drink and it was like OMG! Random!"

    No. "Random" means… well… random. Completely by chance. Out of all the possibilities that are there, everything has an equal possibility of happening. It is not "random" that you met that hot girl at The Dungeon one night, because you knew she was there. Your night out was not "so random", because you'd planned it weeks in advance with your compadres. You are not a "random" person, because otherwise your conversations would run something along the lines of "Cabbage! 352! Cocks. Horatio! England. Belching squirrel. 976!"

    Settling for second-best

    This could be applied to so, so many things but I'd like to particularly refer to the world of employment. How many people do you (yes, you!) know personally who regularly bitch and moan about their job, their colleagues, how much they hate what they're doing, how they "wish" they could do something "better" and then never do a damn thing about it? Some people don't have a clue what it is what they want to do. To those people I say: think harder. If you are sitting in an office surrounded by other people who clearly want to slit their wrists or take far more regular toilet breaks than a normal person because they're actually going there to cry for five minutes at a time, then you are probably in The Wrong Job.

    Being unemployed has been a festival of suckitude, but I just know that if I was in that aforementioned office, while money might be coming in the way I'd be feeling would be ten times worse, because I'd feel trapped and unable to pursue the things I really do want to do. (Talking of which, I have a job interview for a job I really do want tomorrow. Wish me luck.)

    Embarrassment over bettering oneself

    I went out for a run today, but felt the familiar pang of anyone who is unfit going out in public to exercise: "what if anyone sees me?" This immediately jumps up to something doubly worthy of panic if you are doing some form of exercise which has the potential to hold up traffic, such as cycling along country lanes. But running! People will see you doing exercise, and they will laugh at you. Because going out and doing something about your own fitness is inexplicably somehow more shameful than just walking down the street gasping and wheezing after climbing a flight of five steps.

    This whole thing also seems to apply to kids in school, many of whom seem to see success as being somehow shameful. But that, of course, is a topic I have waxed upon at great detail many times in the past.

    So I know I certainly wouldn't shed any tears if any of the above norms disappeared overnight. Perhaps they're uniquely British things. In which case… anyone want to help me get a visa?

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    #oneaday, Day 251: Teamwork, Do It Together https://imnotdoctorwho.moegamer.net/2010/09/25/oneaday-day-251-teamwork-do-it-together/ https://imnotdoctorwho.moegamer.net/2010/09/25/oneaday-day-251-teamwork-do-it-together/#comments Sat, 25 Sep 2010 19:18:26 +0000 http://angryjedi.wordpress.com/?p=1517 I'm going to quote a LazyTown song at you and there is nothing you can damn well do about it. Links in a chain Tracks for a train They're always better together. A cocoa in a mug A kiss and a hug They're always better together. When nothing seems to fit And you just want … Continue reading #oneaday, Day 251: Teamwork, Do It Together

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    I'm going to quote a LazyTown song at you and there is nothing you can damn well do about it.

    Links in a chain
    Tracks for a train
    They're always better together.
    A cocoa in a mug
    A kiss and a hug
    They're always better together.
    When nothing seems to fit
    And you just want to quit
    Teamwork, do it together
    Teamwork, friends forever
    We're all for one and one for all, we'll—

    Okay, enough already. Even I'm feeling a little nauseous*. But it's an apt introduction to the matter I would like to talk about today, which is collaborating, working together, being a team player, whatever you want to call it.

    In life, teamwork is essential, even for the most inept recluse there is. At some point, they're going to have to deal with other people. So it may as well be a pleasant experience for everyone involved.

    The thing I don't understand is why so many people don't seem to get this. For example, I was talking to a friend the other day and it seems that a work colleague had gone behind her back and caused an unpleasant, tense situation when in fact all that was needed was a quiet, friendly word. In fact, given the situation in question, even that wasn't warranted at all, but this isn't the time or place to discuss that.

    But it seems to happen over and over again; I've lost count of the number of times I've heard friends comment about the stresses of working with other people, either because they don't pull their weight, or because they're the sort of person described above, who is only concerned with making themselves look good and balls to how everyone else feels.

    If you'll indulge me a moment, here is something which truly can be learned from the world of video games. I was enjoying a friendly game of Halo: Reach with some friends earlier, and we were playing Team Slayer. For the benefit of my readers out there who don't play games at all, an explanation: this mode splits eight players into two teams of four and tasks each team with blowing seven shades of snot out of each other until one team or the other has scored fifty kills. Very simple. And yet what many people who play it don't seem to realise is that by working together—simply a case of sticking with someone else and protecting them, and occasionally telling other team members where opponents are—success can be pretty much guaranteed, at least until the other team figures out the same thing. Which often doesn't happen.

    It's the same in reality, only with less shooting each other in the face with rocket launchers. Usually. Rather than striking out as a "lone wolf" that just happens to be part of a larger venture, working together with others is a far more sure-fire way to get things done. Things get done a lot quicker and everyone is a lot happier as a result. So I have to wonder why so many people try and put up barriers to this sort of collaboration. Whether it's wilfully ignoring things that they're told, making themselves inaccessible, refusing to listen to feedback or simply not chipping in their bit of effort at crunch time, it makes life unpleasant for everyone. Those who are spurned by the git who isn't helping end up feeling bitterness and resentment. And said git often starts to feel superior, like they don't "need" to get involved.

    I'm very fortunate in that all the ventures I'm currently involved with are very much team efforts run by people who are friends with mutual respect for one another, and people who talk to each other. There's no bitchiness, no backstabbing, no resentment. I think. Unless I'm causing it.

    Oh God, am I the git?

    * inserted to draw attention away from the fact that I have listened to the LazyTown soundtrack on Spotify far more times than is really healthy. This is just between you and me.

    The post #oneaday, Day 251: Teamwork, Do It Together appeared first on I'm Not Doctor Who.

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    #oneaday, Day 250: No! https://imnotdoctorwho.moegamer.net/2010/09/24/oneaday-day-250-no/ https://imnotdoctorwho.moegamer.net/2010/09/24/oneaday-day-250-no/#comments Fri, 24 Sep 2010 22:28:14 +0000 http://angryjedi.wordpress.com/?p=1513 The most difficult word to pronounce in the English language is not the one with the most syllables. For starters, opinion differs on exactly which word is the longest and most complicated one. "Floccinaucinihilipilification" is right up there, for one, but then "guar hydroxypropyltrimonium chloride" is pretty long too, but it is a shampoo ingredient … Continue reading #oneaday, Day 250: No!

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    The most difficult word to pronounce in the English language is not the one with the most syllables. For starters, opinion differs on exactly which word is the longest and most complicated one. "Floccinaucinihilipilification" is right up there, for one, but then "guar hydroxypropyltrimonium chloride" is pretty long too, but it is a shampoo ingredient and technically three words. Then there's some weird science thing called "pneumonoultramicroscopicsilicovolcanoconiosis" which picky Scrabble players reject because it doesn't fit on the board and is also a word made up by SCIENCE! which therefore doesn't count.

    In fact, the most difficult word to pronounce in the English language is "no". One of the shortest words there is. You can't get much shorter than one syllable really. You could say nothing, but then you're, well, not saying anything. So we can establish that "no" is one of the shortest words out there. There are ones with less phonemes or whatever that nonsense they teach in primary schools is now, but… just no, okay?

    The reason "no" is a difficult word to pronounce is not because of its complexity. It is because of the emotional connotations. No is a negative, and using it often implies some sort of negative consequences.

    Interactive Thought Exercise™ time! Consider how you would feel if you asked any of the following questions and the answer was "no":

    • Will you marry me?
    • Do you like me?
    • Is this picture I've drawn you the best thing you've ever seen?
    • Would you like to play Scrabble with me?
    • I know we've only known each other a little while, but I really like you so I thought it'd be kind of cool if we could go and, you know, grab some coffee sometime or whatever and then see what happens—what do you say?

    But then what everyone forgets is that, paradoxically, "no" can actually have positive connotations too.

    Interactive Thought Exercise™ time again! Consider how you would feel if you asked any of the following questions and the answer was "no":

    • Is it cancer, Doctor?
    • Do I look fat in this dress?
    • Have you ever been to bed with a better lover than me?
    • Have you ever seen anything more impressive than that awesome thing I just did?
    • Is there ever going to be another series of The X-Factor?

    The thing is, though, it's easier to focus on negative things than positive things. Who knows why this is? It appears to be one of those things that is bundled under the heading of "human nature" when neither the scientists or the psychologists can be arsed to work out exactly why it happens. But it happens, regardless. Sometimes we want to say "no" to something because we don't want to do it, because it makes us uncomfortable or perhaps because the prospect of it terrifies us. But we don't. Because we put ourselves in the shoes of the person who is asking us something and we imagine how they'd feel or react if we said "no" to them. We don't want to hurt their feelings or look like a dick.

    Chances are, of course, they wouldn't react in the way we were thinking. And a key part of learning to be assertive is learning how to say "no" to these things. But it's still difficult.

    Of course, some people have absolutely no problem saying "no" to anything and everything. And, like their brothers and sisters who argue with everything, regardless of context? We also call these people assholes.

    The post #oneaday, Day 250: No! appeared first on I'm Not Doctor Who.

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    #oneaday, Day 249: Remember Reach... Uh, Kombo https://imnotdoctorwho.moegamer.net/2010/09/23/oneaday-day-249-remember-reach-uh-kombo/ https://imnotdoctorwho.moegamer.net/2010/09/23/oneaday-day-249-remember-reach-uh-kombo/#comments Thu, 23 Sep 2010 22:13:16 +0000 http://angryjedi.wordpress.com/?p=1510 The death of a website is a curious thing. In practical terms, it's no different to deleting a file, switching something off, throwing out a piece of technology that is no longer used. But it's more than that. A dying website normally knows it is dying before the plug is finally pulled. And, these days … Continue reading #oneaday, Day 249: Remember Reach... Uh, Kombo

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    The death of a website is a curious thing. In practical terms, it's no different to deleting a file, switching something off, throwing out a piece of technology that is no longer used. But it's more than that. A dying website normally knows it is dying before the plug is finally pulled. And, these days in particular, it's not just a website that dies. It's the community that the site built. The readers who came back every day, whether they were vocal ones who commented on everything or people who just diligently read every article because they'd chosen that particular site to be their "home".

    I've witnessed the death of several websites I've been involved with either as an employee or an active community member of in my time, and it's never pleasant. 1up.com isn't dead, of course, but when The Great Exodus occurred some time back, the Squadron of Shame and I left the site behind and never looked back. The site still maintains an active blogging community, but it's a shadow of its former self when I think back to the glory days of the 1up Radio boards.

    Then came B4HD, a relatively short-lived retro games project that I was involved with. We had a team of dedicated writers who loved games of the past with a passion and loved writing about them. But for various reasons documented in the site's final post, it had to close and those involve seek other outlets for their work.

    Most recently, of course, is Kombo. Kombo is still there, of course, for now. But the staff aren't. Sure, there are some who are still there diligently posting articles on the site and holding things together as the site's last few commitments are fulfilled. But some time soon, that site and everything attached with it—the content, the artwork, the community, the recognisable writers—will cease to be.

    What happens at that point? Where do all these lost souls go? Sometimes they have nowhere to go straight away, and simply have to pick another place to call home and latch on to it. Sometimes they have to start from scratch again, building a reputation from the ground up like they once did. Sometimes they float aimlessly for a while. And sometimes they immediately land on their feet and produce something awesome.

    It's perhaps premature to be holding a "wake" for a site like Kombo when it hasn't even died yet. Rest assured that the talented crowd from Kombo are not going anywhere. That dedicated team who knew and loved their audience (even Wiiboy) and what they wanted to hear are alive, well and waiting.

    "Waiting for what?" you may ask. That's not for me to say… yet. But let's just say that those of you who enjoyed the writing of myself, Jeff, Brad, Joey, Eric, Keri, Ryan, Mike, Matt, Joel, Dan, Ryan and Geoff won't have to wait too long to see what we're up to. It's going to be great, and we hope you like it a lot.

    A love of the cloak and dagger prevents me from saying anything else right now. For those of you who care, though, we're fine. And I know that I for one am hugely happy to have met such an awesome crowd of writers, and even happier that we're sticking together for new and exciting projects.

    Watch this space for the latest.

    The post #oneaday, Day 249: Remember Reach... Uh, Kombo appeared first on I'm Not Doctor Who.

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    #oneaday, Day 248: All Change! Again https://imnotdoctorwho.moegamer.net/2010/09/22/oneaday-day-248-all-change-again/ https://imnotdoctorwho.moegamer.net/2010/09/22/oneaday-day-248-all-change-again/#comments Wed, 22 Sep 2010 21:04:28 +0000 http://angryjedi.wordpress.com/?p=1505 It's been a curious few days for some people and things that are very dear to me. First up, you may have read my impassioned mourning of the apparent loss of Good Old Games the other day. Turns out that, as some suspected all along, the site was simply coming out of beta and relaunching. … Continue reading #oneaday, Day 248: All Change! Again

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

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

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

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

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

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

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

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

    And then… er… this.

    How about THIS?!

    Andross's enemy is my enemy!

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

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

    The post #oneaday, Day 248: All Change! Again appeared first on I'm Not Doctor Who.

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    #oneaday, Day 247: This Is Why We Can't Have Nice Things https://imnotdoctorwho.moegamer.net/2010/09/21/oneaday-day-247-this-is-why-we-cant-have-nice-things/ https://imnotdoctorwho.moegamer.net/2010/09/21/oneaday-day-247-this-is-why-we-cant-have-nice-things/#respond Tue, 21 Sep 2010 20:41:32 +0000 http://angryjedi.wordpress.com/?p=1501 Twitter broke earlier today. This in itself is nothing unusual, as the existence of the term "failwhale" will attest. But this time it was partly a result of some new changes that the service made, particularly with regard to posting links. Twitter recently launched its own link-shortening service, called "t.co". This is one of the … Continue reading #oneaday, Day 247: This Is Why We Can't Have Nice Things

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    Twitter broke earlier today. This in itself is nothing unusual, as the existence of the term "failwhale" will attest. But this time it was partly a result of some new changes that the service made, particularly with regard to posting links.

    Twitter recently launched its own link-shortening service, called "t.co". This is one of the shortest link-shorteners out there, and when characters are a precious commodity as they are on Twitter, that's really important.

    Unfortunately, some clever young person discovered that by using t.co it was, in fact, possible to embed HTML code and, worse, JavaScript in these links. It was also possible to format tweets, change their colour and black them out.

    Said exploiter quickly discovered that by blacking out a tweet and adding a "mouseover" JavaScript event to automatically retweet the exploit, post giant text on the screen or in some cases, redirect to websites you wouldn't want anyone to catch you on ever whenever a user moved their cursor over the blocked text, they could cause absolute chaos. Thankfully, most people got wise to the exploit pretty quickly and retreated to the safety of Twitter client apps, as it only affected users on the website itself. Of course, there were a few people who started screaming "OMG VIRUS!!!" and panicking, but most of them were put in their place pretty quickly with a simple, calm explanation (hah, right) that an exploit and a virus are two very different things. And Twitter stepped in to plug the security hole reasonably quickly, too. So the whole thing was over within a matter of hours.

    The main point of this, though, is that it wouldn't have happened at all without the new functionality that Twitter was offering. It seems that every single time something new and potentially awesome appears, there is at least one person out there who wants… no, seemingly needs to break it. Why? Because they can.

    This explains the existence of "glitchers", people who deliberately play video games in order to break them. It explains the existence of software pirates, who are out to break copy protection and DRM on software. It explains the existence of hackers, people who write viruses and spammers. And, indirectly, it's the reason why every single time you turn on Windows you have fifteen bajillion updates to install.

    This is all getting a bit tiresome now. It's such a shame that things that are new must seemingly go through the "initiation" of being broken by some idiot sitting in his pants in his basement, probably masturbating furiously as he watches the chaos unfold before his eyes. Because you just know it's a "he", too. (I'm all for equality, but when it comes to stupid, pointless and inconvenient things to do with computers, it's always a guy.)

    Thankfully, the world seems adequately set up to deal with such dribbling idiots these days. We have spam filters, virus scanners, scripts to clean out malicious code from websites. Companies have teams to fix broken functionality like we've seen here. And of course, it's easy to say that things should be tested more thoroughly before release. But there's no way you can predict every single possible stupid thing that some member of the human race will try and do. If we could, no-one would ever go outside and the world and everything in it would be covered in sponge just in case we fell over and hurt ourselves and/or tried to kill someone else with something.

    So if you know anyone who's ever come up with one of these exploits, or anyone who's ever ruined a Nice Thing for anyone else, do the world a favour and go and punch them really, really hard in the testicles.

    The post #oneaday, Day 247: This Is Why We Can't Have Nice Things appeared first on I'm Not Doctor Who.

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    #oneaday, Day 246: Feel the Fear https://imnotdoctorwho.moegamer.net/2010/09/20/oneaday-day-246-feel-the-fear/ https://imnotdoctorwho.moegamer.net/2010/09/20/oneaday-day-246-feel-the-fear/#respond Mon, 20 Sep 2010 21:00:41 +0000 http://angryjedi.wordpress.com/?p=1497 Irrational fears are weird. It's human nature to feel the "fight or flight" response, of course. But the things which trigger said response are very peculiar indeed. Take spiders. I remember being mortally afraid of spiders when I was a kid, and I'm still not particularly fond of them right now. As in, I'd probably … Continue reading #oneaday, Day 246: Feel the Fear

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    Irrational fears are weird. It's human nature to feel the "fight or flight" response, of course. But the things which trigger said response are very peculiar indeed.

    Take spiders. I remember being mortally afraid of spiders when I was a kid, and I'm still not particularly fond of them right now. As in, I'd probably freak out and do the dance of fear should one start crawling up my arm. Though I'm fine with little ones now, whereas any spider of any size used to scare the shit out of me. And, growing up in the country, we got some quite big spiders.

    Now, fear of the kind of car-sized man-eating spiders you get in hot countries and/or under your toilet seat in Australia? That's perfectly rational. But fear of tiny little spiders that you can literally blow away accidentally by breathing on them? Less rational.

    And then you get into the more esoteric phobias out there. Pogonophobia: the fear of beards. How does that come about? I remember suffering from this one, too, when I was a kid. My father returned from a trip abroad with a beard he didn't have before and I was freaked out by it. I don't know if it was because he looked so different from how he did before, or if I just had some deep-seated need to be far away from beards at that particular age. Thankfully I've got over that particular fear now, otherwise my Bearded Justice credentials would surely be revoked.

    And then there's the really odd ones, like Lyssophobia, which is fear of hydrophobia. A phobia of a phobia is almost too meta for words. Except it's not, because there's a word for it. But surely it's possible to get into an endless loop in that way? Is there someone out there who's afraid of being afraid of hydrophobia? Possibly.

    The human mind is a mysterious, strange and wonderful thing, and there are some things which will probably never be understood. Fear is one of those things. It's a powerful motivating factor for some people; driving oneself to stay as far away from one's fears as possible can spur people on to do things that they really want or need to. But at the other end of the spectrum, it's surely easy for some fears to become dangerous obsessions, or crippling social disabilities.

    In that sense, those of us who are just afraid of the idea of a big hairy spider with poison fangs have probably got the better end of the whole deal.

    Though I think we can probably all agree that encountering a bright red spider with a beard who looked like the devil and was offering you a jar of peanut butter would be a fairly universally terrifying experience.

    The post #oneaday, Day 246: Feel the Fear appeared first on I'm Not Doctor Who.

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    #oneaday, Day 245: Obituary or Rebirth? https://imnotdoctorwho.moegamer.net/2010/09/19/oneaday-day-245-obituary-or-rebirth/ https://imnotdoctorwho.moegamer.net/2010/09/19/oneaday-day-245-obituary-or-rebirth/#comments Sun, 19 Sep 2010 19:00:50 +0000 http://angryjedi.wordpress.com/?p=1494 Dear GOG users, We have recently had to give serious thought to whether we could really keep GOG.com the way it is. We've debated on it for quite some time and, unfortunately, we've decided that GOG.com simply cannot remain in its current form. We're very grateful for all support we've received from all of you … Continue reading #oneaday, Day 245: Obituary or Rebirth?

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    Dear GOG users,

    We have recently had to give serious thought to whether we could really keep GOG.com the way it is. We've debated on it for quite some time and, unfortunately, we've decided that GOG.com simply cannot remain in its current form.

    We're very grateful for all support we've received from all of you in the past two years. Working on GOG.com was a great adventure for all of us and an unforgettable journey to the past, through the long and wonderful history of PC gaming.

    This doesn't mean the idea behind GOG.com is gone forever. We're closing down the service and putting this era behind us as new challenges await.

    On a technical note, this week we'll put in place a solution to allow everyone to re-download their games. Stay tuned to this page and follow us on Twitter and Facebook for updates.

    All the best,
    GOG.com Team

    An hour or two ago, that message had done the rounds of the Internet. If you hadn't seen it yet, I apologise for being the bearer of bad news. If you head on over to Good Old Games right now, that's all you'll see. No store. No games. No community. All gone.

    For the uninitiated, Good Old Games was the place to go to purchase and download DRM-free copies of old (and not so old) classic games for low, low prices. It was, for a long time, the only place to go to find the classic Sierra adventures, or sci-fi Wolfenstein 3D spinoff Blake Stone: Aliens of Gold, or the best puzzle game of all time, The Incredible Machine. I wrote a number of pieces for that site, so yes, I have something of a vested interest in it and actually feel pretty sad about its apparent demise. But even if I didn't have such a personal stake in it, it was a fantastic place to go to pick up the games of my youth. Even better, they'd been tweaked and optimised to work on current hardware.

    The tragic news above comes after a tweet posted by the company a few days ago:

    Sometimes it's really hard being DRM-free… hard to keep things the way they are and keep management and publishers happy 🙁

    It didn't sound good. Someone was obviously putting a bit of pressure on the company, and some cracks were starting to form. Those who had supported the service since the beginning knew that a DRM-free service in an age of rampant piracy was going to have its work cut out for it. But was that really the reason?

    No-one knows as yet. No-one except the people at GOG, who are playing their cards close to their chest. The community are assured that this isn't the end of GOG, however, just the end of this chapter of its existence. Those who have purchased games from the service in the past will be directed to a "solution" to re-download these games in the next few days. And some announcements will hopefully be forthcoming very soon.

    Personally speaking, I'm hoping it's good news. There were a ton of games on the site that I'd love to have had the chance to play again. Games like Gabriel Knight 2, which a friend borrowed some time ago and never gave back, and now I can't remember which friend it was.

    The games of this era represent a time when gameplay was everything and graphics were necessarily limited by the hardware of the time. And it may just be nostalgia talking, but some of my fondest memories of childhood and adolescence come from the games I was playing at the time. It'd be shame if the memories of these games fade. But, as I say, GOG claims that this is not the end, just the end for the service in its current form.

    So pour out a stiff drink, take off your hat and, I don't know, sing a mournful song in honour of GOG or something. Hopefully they'll be back better than ever sometime soon.

    Rest in peace, GOG. For a little while. Then come back as an awesome zombie who wants to sell us old games rather than eat our brains.

    WHATAREYABUYIN'?

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    #oneaday, Day 244: Halo? More Like... https://imnotdoctorwho.moegamer.net/2010/09/18/oneaday-day-244-halo-more-like/ https://imnotdoctorwho.moegamer.net/2010/09/18/oneaday-day-244-halo-more-like/#comments Sat, 18 Sep 2010 18:47:48 +0000 http://angryjedi.wordpress.com/?p=1490 I have a peculiar and complex relationship with the first-person shooter genre of gaming. On the one hand, I have very fond memories of growing up playing Wolfenstein 3D and Doom. In fact, as I may have shared before, such was my obsession with Wolfenstein 3D and the early days of the mod scene, that … Continue reading #oneaday, Day 244: Halo? More Like...

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    I have a peculiar and complex relationship with the first-person shooter genre of gaming. On the one hand, I have very fond memories of growing up playing Wolfenstein 3D and Doom. In fact, as I may have shared before, such was my obsession with Wolfenstein 3D and the early days of the mod scene, that 10 of my levels are part of the official Apogee "Super Upgrades" expansion pack, a feat which netted me $200 and means that I can technically call myself a professional game developer.

    On the other hand, I have vivid memories of playing Halo, Gears of War and Modern Warfare 2 and getting inordinately frustrated with sequences that are so difficult they require you to play, die, play, die, play, die, play, die, sometimes for hours at a time until you figure out the way to beat that particular sequence.

    Such is the experience I'm having with Halo: Reach at the moment. There's no denying it's a great game, and the sheer amount of stuff that Bungie have crammed into the game is incredible. The fact that any mode can be played in multiplayer, and the fact that Forge World actually allows the construction of some truly hilarious structures, is enough to make me adore the game and praise its name for all eternity.

    What was almost enough to make me fling it out of the window, though, was the Campaign mode. I had played through the mission called "The Long Night of Solace" and was reaching the end of it. Those who have played that mission will know it's the awesome one that includes space combat. As a matter of fact, the space combat was so good I happily proclaimed on Twitter that I'd play a whole game based on that engine. And I stand by that. It was stunning. Not only that, it allowed a full 360 degrees of movement, which is practically unheard of in console-based space sims. So hats off to Bungie for that.

    Unfortunately, all of the hard work that mission did to convince me that yes, Halo is not all that bad really, was promptly undone by the very last sequence of that mission. Here, you get jumped by about six Elite Specialist enemies, all of whom are armed with weapons that are quite capable of one-shot killing you. Not only that, but they spread out around the room so there is no place where you can find cover. Not only that, your companion who, it should be added, has an absolutely fucking massive gun and is invincible, is utterly useless at killing them, so of course it's up to Muggins, sorry, Noble Six, to save the day.

    I must have repeated that sequence a good thirty or forty times. By the end of it I was literally screaming obscenities at the television. I was very glad that no-one else was in the house.

    "Well, then," you may say. "Don't play the Campaign mode. Play the stuff you do like." But… Achievements…

    In seriousness, I do kind of want to play the Campaign mode through to its conclusion because of my good friend Mr George Kokoris' regular assertions that Halo's lore is, in fact, far more in-depth and interesting that "OMG SPACE MARINEZ AND ALIENZ LOL". And to be fair, thus far I've mostly enjoyed the Campaign. I just find it a pity that there are short sequences such as the one I've described above that (temporarily at least) spoil the experience. It causes a curious ping-ponging effect where I bounce back and forth between loving and hating the game. Sometimes I get stuck on the "hate" part, and it's for that reason I never beat the original Gears of War and have no interest in the remainder of the series. There was one sequence that involved a sniper who repeatedly one-shotted me in that game that eventually caused me to turn it off, put it in its box, trade it in and never speak of it ever again except to slag it off.

    Hopefully it won't come to a fit of nerd rage with Reach. At least there's plenty of other stuff to enjoy if the Campaign does get too much.

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    #oneaday, Day 243: Fun Things To Do in the Dark https://imnotdoctorwho.moegamer.net/2010/09/17/oneaday-day-243-fun-things-to-do-in-the-dark/ https://imnotdoctorwho.moegamer.net/2010/09/17/oneaday-day-243-fun-things-to-do-in-the-dark/#comments Fri, 17 Sep 2010 20:12:45 +0000 http://angryjedi.wordpress.com/?p=1487 I like the darkness. It lends further credence to my own theory that I am, in fact, a vampire. I can happily stay awake all night if necessary, find the night-time inherently appealing and drink blood. Actually, I don't drink blood. Forget that last bit. DOMINATE! There. You've forgotten all that vampire talk now, right? … Continue reading #oneaday, Day 243: Fun Things To Do in the Dark

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    I like the darkness. It lends further credence to my own theory that I am, in fact, a vampire. I can happily stay awake all night if necessary, find the night-time inherently appealing and drink blood. Actually, I don't drink blood. Forget that last bit. DOMINATE! There. You've forgotten all that vampire talk now, right? Good.

    But the darkness is good. It's an eternal mystery, what lies out there. Even in a room you're intimately familiar with, sitting there in the dark can put a whole new spin on things. Reach out to where you thought the wall was and grasp nothingness because it's slightly further away than where you thought it was. Look at the tiny strip of light coming in through the gap in the curtains and wonder where it's coming from.

    And sit and think. This is not always a good thing, as the total absence of other stimuli often causes your brain to start thinking about all the things you've been avoiding thinking about. But it's also an opportunity to sit and dwell on pleasant thoughts, too, assuming negative thoughts aren't clouding your mind too much.

    And if they are, you can always do one of the following things.

    Torchlight

    I've found torches and small lights fascinating since I was a young kid. When Silent Hill 2 came out, by far my favourite thing about it was the way that shadows got cast in the world as you walked around with that tiny flashlight. I've often sat and just shone a light around, casting shadows from different angles and looking at the way they move as the light moves around. It's oddly hypnotic.

    Shadow Puppetry

    The socially acceptable alternative to the above, which looks a bit weird if you start doing it when other people are present, is shadow puppetry. Shine a light and use various bodily appendages to produce the shapes of all sorts of things. Then, inevitably, make them fight, shag and/or eat each other.

    Find Your Way

    In the dark? Hungry? Then live life on the edge. See if you can make your way to the fridge without turning on any lights and/or breaking your neck on the stairs. This domestic obstacle course is the ultimate test of how well you know your own house. And you're rewarded at the other end not only by food, but by light, too. Assuming the light in your fridge works.

    Scary Movies and Games

    Everyone knows scary things are more scary in the dark. So flip on the TV, shut the curtains, switch off the lights, turn the speakers up loud and whack in a scary DVD or game. If you have a special someone whom you are able to either cling onto, or allow them to cling onto you, now is the time to go get them and enjoy some clingage.

    Sit and Stare

    Your eyes do weird things in the dark. Even though there's nothing to look at, the way your eyes work make it feel like you can see things sometimes. Was that a real shadow over there, or are your eyes playing tricks? See how long you can stare into the darkness and see what happens. Particularly good for those who are feeling depressed, as the effort of concentrating hard on literally nothing at all will distract you from those unpleasant thoughts.

    All right, those are all a bit lame. But I still like the dark. And I have done all of the above. Recently.

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    #oneaday, Day 242: Original and Best https://imnotdoctorwho.moegamer.net/2010/09/16/oneaday-day-242-original-and-best/ https://imnotdoctorwho.moegamer.net/2010/09/16/oneaday-day-242-original-and-best/#respond Thu, 16 Sep 2010 14:27:21 +0000 http://angryjedi.wordpress.com/?p=1483 I p-p-picked up a Penguin earlier (note to Americans: this is a chocolate biscuit, not an actual penguin nor a low-cost paperback reprint of a classic novel) and was dismayed to see a word on the wrapper that seems to be becoming more and more common on the foodstuffs of my childhood: "Original". To me, the … Continue reading #oneaday, Day 242: Original and Best

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    I p-p-picked up a Penguin earlier (note to Americans: this is a chocolate biscuit, not an actual penguin nor a low-cost paperback reprint of a classic novel) and was dismayed to see a word on the wrapper that seems to be becoming more and more common on the foodstuffs of my childhood: "Original".

    To me, the word "Original" written on something implies "Hey! You used to like this. But very soon, we're going to do something that utterly destroys your memories of it, like adding fifteen new flavours completely unnecessarily!" The word "Original" implies that there are soon to be "non-Original" varieties. While I certainly wouldn't be averse to the idea of a chocolate mint or chocolate orange Penguin bar, it does seem somewhat unnecessary given that a number of other chocolate biscuit maufacturers have the whole "flavoured chocolate biscuit" thing pretty well stitched up. Similarly, Penguin have had the whole "chocolate-coated chocolate biscuit with chocolate cream filling" thing working for them for many years now. So why the change?

    The ultimate sacrilege of this type I've seen is Rice Krispies. Rice Krispies are Rice Krispies. You can customise them with milk and sugar and those interminably homosexual mascots they have, but they're still Rice Krispies.

    Not any more! They're "Rice Krispies: Original", which again implies that there are soon to be "non-Original" Rice Krispies invading our cereal cupboards. The thing is, non-Original Rice Krispies already exist. They're called Ricicles (sugary Rice Krispies) and Coco Pops (chocolatey Rice Krispies). So are we going to lose these established, recognisable and, to some (who really enjoy cereal, like, a bit too much), beloved brands? Perhaps.

    Why does this happen, though? Perhaps it's part of the growing culture we have where Choice is Good. Yes, Choice is Good. But there are some things where we don't really need quite so much of it. Breakfast cereals and chocolate biscuits being two such examples. Mobile phone packages and varieties of bottled water are two more. Electricity tariffs. Types of coffee. Whether I want chillisaucesalad on my kebab. Too much pressure!

    The upshot of all this is that people begin expecting choice in everything they do, even when it's completely inappropriate to do so. Look at education; both the Government and parents seem to expect teachers to be able to deliver a personalised, customised experience for every child. There's even an official "programme" for it: Every Child Matters. And yes, they do. But there are 30 children in an average classroom. And one teacher. Perhaps one or two assistants. Have you ever tried to get thirty different people, some of whom already have attention-deficit disorders, to do a selection of different things? It's immensely difficult and nigh on impossible. But it's expected. Because Choice is Good. Personalisation is Good. People should be able to have the experiences they want, when they want them.

    So, with that in mind, balls to non-Original Penguins. They're destroying our education system.

    Possibly.

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    #oneaday, Day 241: The Gogglebox https://imnotdoctorwho.moegamer.net/2010/09/16/oneaday-day-241-the-gogglebox/ https://imnotdoctorwho.moegamer.net/2010/09/16/oneaday-day-241-the-gogglebox/#respond Thu, 16 Sep 2010 00:01:55 +0000 http://angryjedi.wordpress.com/?p=1478 Television is generally a good indication of what to expect from a country's culture. Of course, it's not the be-all and end-all of their cultural output. Thank God. But it does give some indication of the values of that country, the things they find entertaining and their general outlook on life. Tonight I happened to … Continue reading #oneaday, Day 241: The Gogglebox

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    Television is generally a good indication of what to expect from a country's culture. Of course, it's not the be-all and end-all of their cultural output. Thank God. But it does give some indication of the values of that country, the things they find entertaining and their general outlook on life.

    Tonight I happened to catch a little bit of possibly the most uninspiring quiz show I've ever seen. It takes the very essence of England and Englishness—grey boringness; small talk about grey, boring things; reluctance to show any sort of enthusiasm whatsoever—and turns it into a spectacular example of how to get what is a pretty well-established format amazingly wrong.

    The show is Eggheads. It appears to pit a team of clever people against a team of "Ha! They're from the public! They must smell awful!" people. Presumably it's intended to be some sort of triumphant David and Goliath situation, with, at some point, the team of great unwashed defeating the people with two brain cells to rub together.

    There's one very simple thing this programme gets wrong. Tension. Quiz shows are made by their tension. It can be created in many ways, and for many, Who Wants To Be A Millionaire? is perhaps the best example, as it uses all of them. Music. Audience reactions. A host who milks the situation for all it's worth. None of these are things that require lots of money and flashy effects to produce. They simply require a bit of personality. And, crucially, an audience.

    Eggheads doesn't have an audience. This means that even the most spectacular victory scored by the hoi-polloi is greeted by absolute, complete and utter stony silence. And this means the participants have no energy whatsoever. If they won, they'd probably just nod their head sagely and go "oh, thank you."  It's the televisual equivalent of when you find yourself sitting outside the headmaster's office and all you can hear is the ticking of a grandfather clock. Assuming you went to the kind of school that had grandfather clocks in it.

    Contrast this with even the most cheap and nasty of American game shows and you'll see a very different side of things. You'll see participants whooping, hollering, cheering, jumping around and generally acting like they're happy to be there. Of course, you have to be in the right mood to find this entertaining, as overzealous enthusiasm can be just as grating as stark boringness if you're in the wrong frame of mind. But it somehow seems rather more appropriate for the game show format than what I witnessed tonight.

    As for Japanese game shows? They do stuff like this. Kind of like The Generation Game. But, you know, good.

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    #oneaday, Day 240: Making your Mark https://imnotdoctorwho.moegamer.net/2010/09/14/oneaday-day-240-making-your-mark/ https://imnotdoctorwho.moegamer.net/2010/09/14/oneaday-day-240-making-your-mark/#respond Tue, 14 Sep 2010 22:42:40 +0000 http://angryjedi.wordpress.com/?p=1475 It's odd (and not a little morbid) to think about the things that you leave behind that people might remember you by. Those little marks you make on the world, whether they're physical marks scrawled on a toilet door with permanent marker pen, mental marks left in the mind of people or now, technological marks, … Continue reading #oneaday, Day 240: Making your Mark

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    It's odd (and not a little morbid) to think about the things that you leave behind that people might remember you by. Those little marks you make on the world, whether they're physical marks scrawled on a toilet door with permanent marker pen, mental marks left in the mind of people or now, technological marks, too.

    There'll always be a little trace of me left in Southampton thanks to largely-pointless but fun geotagging app Gowalla. When I first downloaded said app, there weren't many people using it but I liked the idea of it. Go out, walk around, "collect" places. If nothing else, it was a nice way of building yourself your own custom tourist map of a place.

    So on more than one occasion, I went out for a walk with the specific intention of creating a bunch of Spots around Southampton. This became something of an obsession, with the vast majority of Spots around the city centre being created by me. General way of telling: if it has a lengthy and slightly sarcastic description, or is the kind of thing you wouldn't find on a typical tourist map (such as "The Pedestrian Crossing That Makes The Funny Noise"), it was probably created by me.

    Now, as pointless as Gowalla is in many respects, there are many reasons why it'll always hold a fond place in my heart. Firstly, as I say, it's been my way to leave my mark on Southampton. I "found" these places and tagged them the way I wanted them to be tagged. This means that Greggs on East Street will forever be remembered as "fine dining for chavs". At least until they realise and ask politely for the description to be changed. Which, let's face it, they probably won't.

    But the second reason is that my wandering around, creating these spots, marking my territory (as it were… albeit with less piss than is usually implied by that phrase) caused me to meet one of my dearest friends from that city. She happened to use Gowalla, stumbled across some of my sarcastically-described Spots and decided that the person who tagged Greggs as such was someone she'd like to get to know better. So we progressed from stalking each other via Gowalla, to tracking each other down on Twitter, to chatting on Twitter, to finally meeting face to face. It was one of those random instances of chaos theory at work, where one little choice made slightly differently would have meant we'd never have met. And, given what was going on in my life at the time we met, and how much she helped me through that difficult time, that would have made things go very differently for me.

    So I'm certainly glad that I've left a "mark" on a few places over time, be it physically, emotionally or technologically. Because you never know when those marks might lead to something great, even after you're gone.

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    #oneaday, Day 239: Brain Fart https://imnotdoctorwho.moegamer.net/2010/09/13/oneaday-day-239-brain-fart/ https://imnotdoctorwho.moegamer.net/2010/09/13/oneaday-day-239-brain-fart/#comments Mon, 13 Sep 2010 20:49:37 +0000 http://angryjedi.wordpress.com/?p=1472 The term "brain fart" is one of those things that always makes me giggle. This is because I am English, and thus anything that involves the word "fart" is automatically hilarious. You can imagine the chaos that ensued in German lessons at school when we discovered that the German word for "father" is pronounced "farter". … Continue reading #oneaday, Day 239: Brain Fart

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    The term "brain fart" is one of those things that always makes me giggle. This is because I am English, and thus anything that involves the word "fart" is automatically hilarious. You can imagine the chaos that ensued in German lessons at school when we discovered that the German word for "father" is pronounced "farter".

    But I digress, before I've even started.

    Brain farts are conclusive evidence that the human race still has scope to evolve further. There is no rational explanation for why we should experience such ridiculous lapses in judgement, memory and perception. But we do. Every single day. And every time it happens, we feel utterly ridiculous and very glad that, usually, no-one was around to see our stupid action.

    The three examples above are all things that everyone has surely done, and probably recently. But there are hundreds of examples throughout everyday life. You don't even have to be up and about and doing anything.

    Take writing, for example. One of my favourite brain farts that occurs whilst writing is the inadvertent creation of portmanteau words. This happens because my brain writes faster than my fingers can type. My fingers can type pretty fast (85wpm, fact fans) but my brain is faster by virtue of the fact that it doesn't have to actually move or indeed do anything except think. As such, I occasionally find myself thinking of the next word as I'm typing the previous one, and end up typing the end of the next word onto the current one. Let's say that for whatever reason I am typing the words "dribbling mandibles". I'll start typing "dribbling" and maybe get as far as "drib" before my brain has already jumped ahead to the end of "mandibles", meaning I'll end up typing "dribdibles", which clearly isn't a word but should be. Fortunately I usually catch these when they happen. I'm actually quite tempted now to write a whole post where I leave all of them in and see if the text is still understandable.

    Of course, being conscious of said brain farts renders them immediately impossible to recreate, so I'd just end up producing my own peculiar language and retreating into my own little world and having another kind of brain fart like I am right now where I get distracted halfway through a sentence and forget exactly what the point I was trying to make was, or indeed how to finish said sentence which means it runs on forever and ever until I finally decide to stop it decisively. Like that.

    The worst kind of brain fart, though, is the one where you forget someone's name. Usually immediately after they've told you it. Inevitably, you will be thrust into some sort of situation where you are required to introduce the people you are with to someone else whose name you may or may not remember, and you'll introduce one of them in the hope that they'll pick up on your imperceptible signals (so imperceptible that you're not actually doing anything other than thinking "PLEASE TELL THEM YOUR NAME" really hard) and take you out of this hideous situation. But it never goes that way. Fortunately, most people are polite enough to fill an awkward silence and not point out that you've clearly forgotten some information that was put into your brain not two minutes previously.

    So brain farts are fun. And rubbish. That is all.

    What, you wanted something more profound? I've had a hard week.

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    #oneaday, Day 238: Nerd Rage https://imnotdoctorwho.moegamer.net/2010/09/12/oneaday-day-238-nerd-rage/ https://imnotdoctorwho.moegamer.net/2010/09/12/oneaday-day-238-nerd-rage/#comments Sun, 12 Sep 2010 19:55:58 +0000 http://angryjedi.wordpress.com/?p=1467 As a new acquaintance from Twitter would say, nerd rage is one of the most formidable forces known to Man. It is a dreadful and terrible force, both specific and unfocused at the same time, often showing itself via the personification of inanimate objects who really don't know any better and are just attempting to … Continue reading #oneaday, Day 238: Nerd Rage

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    As a new acquaintance from Twitter would say, nerd rage is one of the most formidable forces known to Man. It is a dreadful and terrible force, both specific and unfocused at the same time, often showing itself via the personification of inanimate objects who really don't know any better and are just attempting to do their job and failing. Raging at said inanimate objects or poorly-constructed pieces of software rarely does any good, but it is commonly assumed that it makes one "feel better".

    As the years have passed, though, everyone's bullshit-tolerance threshold has lowered significantly to the stage we're at now, where if something doesn't work immediately and instantly and then remain working 100% of the time, people blow their top and spew their vitriol to whoever will listen, which is usually the Internet. Assuming the Internet connection isn't the thing which is causing the nerd rage, in which case alternative outlets have to be explored.

    This is why issues such as the Xbox 360's infamous "red ring of death" smart so much. Not only is it a shoddy flaw in the system which should never happen in the first place, but people's tolerance for such shoddiness is far lower now than it would have been, say, twenty or thirty years ago. Hell, in the days of the NES, everyone was quite happy to accept the fact that if a game didn't boot up first time, it clearly and obviously meant that you had to blow in it to "get the dust out" despite no actual evidence that it was actually dust causing the game not to work correctly. And no evidence that those tiny flecks of gob that probably got into the cartridge circuitry while you were blowing in it actually helped matters, either.

    It's also why we get such whingers in places such as Apple's App Store. "OMG 1 STAR COZ IT DIDNT WORK ONCE THIS IS A DIGSRACE REFUND PLZ". "Is it working now?" "Yes, but…" (etc.)

    It's fair enough to want things to "just work". Apple in particular like to pride themselves on the fact that their products "just work" (which they do approximately 95% of the time, which means the remaining 5% incites nerd rage of a degree you've never seen before, particularly amongst recent converts and/or Android users). But it's worth remembering a time not so long ago when we enjoyed tape load errors, boot errors, numerical error codes you had to look up in a book, garbled graphics, tape decks that chewed up tapes and then spat them out, CD players that seemed to deliberately wait for you to insert your favourite disc then sprout internal blades to scratch the crap out of it and dial-up network connections where it was possible to get a "busy" signal for hours at a time. And there was no Internet to spew your vitriol over back then.

    Nowadays we have complicated devices and software that no-one except superhumans understand really, and established solutions such as blowing on it, shaking it, hitting it, shouting at it, turning it off and back on again and setting fire to it don't work. So the only thing left to do is get frustrated. And possibly call up one of those superhumans. Because everybody knows at least one. (Note: If you don't know a superhuman nerd or don't want to bother them, you can save yourself a lot of time by referring to this chart.)

    In other news, the router here is rubbish and crap and I hate it and it disconnects Xbox LIVE every five minutes when I'm playing Fable II and it doesn't like WordPress and SRSLY who uses AOL nowadays anyway and… (repeat to fade)

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    #oneaday, Day 237: Town and Country https://imnotdoctorwho.moegamer.net/2010/09/11/oneaday-day-237-town-and-country/ https://imnotdoctorwho.moegamer.net/2010/09/11/oneaday-day-237-town-and-country/#comments Sat, 11 Sep 2010 22:09:32 +0000 http://angryjedi.wordpress.com/?p=1463 I've experienced both town and country life for significant proportions of my life, now. My childhood and teenage years were spent living in a country village which had a shop, a couple of pubs and not a lot else. Then I spent my university and beginning of my "adult" life in various urban areas, mainly … Continue reading #oneaday, Day 237: Town and Country

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    I've experienced both town and country life for significant proportions of my life, now. My childhood and teenage years were spent living in a country village which had a shop, a couple of pubs and not a lot else. Then I spent my university and beginning of my "adult" life in various urban areas, mainly Southampton. In said urban areas, there were lots of shops, lots of pubs and lots of over things too. Now I am back in the former place. (The country. Keep up.)

    I'm in two minds as to which I prefer. On the one hand, it's nice to live in the city and be able to walk to anything you want to do. On the flip side to this first hand (there may be a few hands, so be prepared) are the things I've commented on before; the casual rule-breaking, the dirt, the filth, the chavs, the people who think it's acceptable to talk shit at you in the street when you've never met them before, the fact that the police come out any time there's a football match, the fact that dogs shit in the street… wait, there was something good in there, I'm sure…

    On the other hand (that's two, keep count) the country is quiet, peaceful, serene. You can go for a walk outside and not meet anyone else, least of all someone who wants to call you something unpleasant. As a matter of fact, if you do run into someone in the country, they'll probably politely say "hello" or "good morning" to you, which is a practice that would probably get you a punch in the neck in most built-up areas around the UK. They'll probably also be walking a labrador or golden retriever called Horatio or Barnabas (whose poop they will always clean up) and have a walking stick, even if they're only in their twenties. On the flip side to this second hand (so that's the back of hand number two) living in the country comes with its own downsides. Having a village shop is all very well, but some places don't even have that. And there are plenty of times that the shop here has come under threat of closure due to the "scandalous" way in which some owners have run it. This being a tiny country village, of course, someone running the village shop in a way which is different to how it used to be run by people who were liked by the village is seen as a crime roughly equivalent to raping a kitten whilst butchering orphans and laughing maniacally. I apologise profusely for the mental image you may have in your head right now. Pervert.

    Then there's the fact that you actually need a car to get anywhere. This village I'm in now did, for the longest time, not have a bus stop. The nearest bus stop was two miles away. Meaning you had to drive to it. And said bus stop went to the nearest town (seven miles away) once a week for market day. And then once back again. Meaning that if you missed the one coming back, you were either stuck in St. Neots for a week (which is not a place you want to be stuck for an hour, let alone a week) or you had a long walk ahead of you.

    I don't know, though. I've been here for a day and a bit now and it's been relatively peaceful. Granted, I have been housebound while shifting heavy boxes, setting up computers, TVs and consoles so I haven't felt the need to go out and do anything just yet. Perhaps the stultifying boredom will come soon. Or perhaps I'll feel the urge to become one of those people with a massive house, three dogs and a roaring log fire. You know, like a proper English person.

    Hmm. After checking my bank balance, that may be some time off, yet. Oh well. It's something to aim for, right?

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    #oneaday, Day 236: Moving Day https://imnotdoctorwho.moegamer.net/2010/09/10/oneaday-day-236-moving-day/ https://imnotdoctorwho.moegamer.net/2010/09/10/oneaday-day-236-moving-day/#comments Fri, 10 Sep 2010 23:23:08 +0000 https://angryjedi.wordpress.com/2010/09/10/oneaday-day-236-moving-day/ Apologies for the lack of comic today. I've run out of filler material. Note to self: stockpile strips for use in situations like this. Normal business will resume tomorrow. Edit: Look, I added a picture, making that first paragraph completely redundant. I could have deleted it. But I've chosen not to. You'll forgive me if … Continue reading #oneaday, Day 236: Moving Day

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    Apologies for the lack of comic today. I've run out of filler material. Note to self: stockpile strips for use in situations like this. Normal business will resume tomorrow.

    Edit: Look, I added a picture, making that first paragraph completely redundant. I could have deleted it. But I've chosen not to.

    You'll forgive me if I forego my usually verbose nature (he says, picking the most pretentious words possible) just for the sake of today, I'm sure. Today has been a day of mixed feelings that I haven't finished processing myself. So I don't think I have any concrete conclusions to offer; this is just going to be one of those self-indulgent rambles.

    No change there, then.

    Today, I left behind the fine/chav-infested capital of the South Coast, Southampton. I know it feels like I've been saying this for a while now. But today it finally happened. I left my flat, I dropped my keys through the letterbox (picturing them landing and bouncing on the carpet inside in slow-motion with appropriately overdramatic "slam" sound effects with each impact) and said a last goodbye to the place I had once called home. It was difficult to do. I stood there with my hand in the letterbox for a good few minutes, not wanting to let go. But after mustering some mental strength, I did, and it was done. That particular chapter was closed.

    I took a walk into town to burn the hours until I was supposed to be meeting some friends for lunch. I spent most of the time drinking coffee, reading Twitter and delivering an excessive amount of Follow Fridays as I realised I'm lucky to have so many friends right across the country and even the world, let alone just in that city.

    It didn't make it easier to say goodbye to those few special people though.

    This is where those mixed feelings come in. On the one hand, leaving sucks, there's no question of that. But on the other, there's nothing like a crisis to discover who are the important people. To be fair, I knew already. It's nice to have it confirmed. But heartbreaking to have to walk away from them, look back and know that they're sad because of something you're doing, whether or not it was your choice.

    So to those few special people I said one last farewell to today, thank you for making my last day marginally more bearable. A lot more bearable, in fact. And thank you for making it hard to let go. To leave on the quiet, mourned by no-one after ten years? That would be awful. To leave knowing that people will miss you? As unpleasant as it is, it is also nice to feel appreciated and wanted.

    As of now, I'm staying at my parents' house. I am not feeling happy. Fresh start or not, tonight in particular is going to feel hideously lonely.

    Hopefully tomorrow will bring more positive feelings. But it is going to take some time.

    The post #oneaday, Day 236: Moving Day appeared first on I'm Not Doctor Who.

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    #oneaday, Day 235: Social Networking https://imnotdoctorwho.moegamer.net/2010/09/09/oneaday-day-235-social-networking/ https://imnotdoctorwho.moegamer.net/2010/09/09/oneaday-day-235-social-networking/#respond Thu, 09 Sep 2010 17:28:49 +0000 http://angryjedi.wordpress.com/?p=1443 I'm taking a few minutes out from cleaning and packing to write this as I will probably be too exhausted later in the evening. Things are going reasonably well; thanks for asking. Perhaps not as quickly as I'd like, and I'm terrified that I won't fit everything in the back of my car despite my … Continue reading #oneaday, Day 235: Social Networking

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    I'm taking a few minutes out from cleaning and packing to write this as I will probably be too exhausted later in the evening. Things are going reasonably well; thanks for asking. Perhaps not as quickly as I'd like, and I'm terrified that I won't fit everything in the back of my car despite my genetically-enhanced Tetris skills inherited from my mother. Still, if it doesn't all fit, then something's going to have to be thrown out, isn't it? Divine justice or whatever.

    Anyway, what I wanted to talk about today was social networking. I'm not talking Facebook, Twitter, Friendface or what have you here. I'm talking actual social networks.

    "Social networking" is one of those terms that sprung up a few years back, along with the word "leverage" being used as a verb (stop it!), and the obnoxiousness that is "monetize". But it actually has some grounding in good sense, for once. Our social lives are nothing if not a network. And society in general is one gigantic network of people, some of whom are connected to each other, others who are not.

    Let me give you an example. You walk into a shop. You attempt to buy a Cornish pasty from the gentleman behind the counter. For some reason, you have some difficulty. Perhaps the shop in question does not sell Cornish pasties. Perhaps the gentleman behind the counter is having difficulty understanding your heavily-accented English. Perhaps you muttered what you said. Perhaps you delivered your request in sign language and the gentleman behind the counter is unfamiliar with it.

    Regardless, you have difficulty acquiring said meat-filled pastry product. As a result, your brain informs your mouth that it would be a really good idea to call said gentleman a "twat". So you do. Then you storm out of the shop. Cut back to gentleman behind the counter, who is standing flabbergasted at the frankly disproportionately offensive response that a dissatisfied customer just gave him. (It was a bit rude. There are plenty of other places to get a pasty.)

    His friend comes out of the back room to see what's happening. He tells her that he just got called a "twat" by someone, and he's actually a little bit annoyed about that. His friend tells him not to worry and reminds him that there's a night out planned that evening.

    That evening, gentleman and his friend go out for a drink or two with a crowd of friends. Gentleman is a little sullen, so one of his friend's friends (let's call her Alice) comes over and asks him what the problem is. Gentleman knows Alice, but not very well. But he quite likes her, so he tells her about the earlier incident and describes you perfectly.

    "Oh!" says Alice. "You mean Sam / Don Woods / Kittycow / Elana / Matt / Jeff / Jen / Pook / Rachel / Moonsong / Jane / Mandy / Calin / Graham / Chris / Amy / Denise / Mark / Lynette / that person I know whose name escapes me right now*? Yeah, they're always like that. Don't take it personally."

    The next time you see Alice, she tells you to stop calling people in shops twats. You raise an eyebrow at her, then you both have a good laugh about it. Or she punches you in the face. One or the other.

    This is a small-scale and somewhat contrived scenario, of course. But these sorts of things are happening every day on varying levels. What is happening to me right now is indirectly going to affect the lives of many, many others. While it would be somewhat presumptious of me to overstate my own influence over other people, I know for a fact that there are at least a couple of people out there who have very strong feelings about the fact I am leaving. These reasons are very different from one another. Some of them know each other, some of them don't. All of them know that I wouldn't do this if I had a choice.

    Unfortunately, I don't. And I'm sorry that the actions and choices I have made, along with actions and choices I have no control over, have led to this point, where so many people's lives are going to be just that tiny bit different from hereon.

    Those of you who are going to be that little bit farther away from me than you were before, I'm just an email, comment, text, phone call, tweet, IM, PingChat message or really, really loud scream away. Those of you that all this isn't affecting directly? Well, I hope you can join everyone in keeping your fingers crossed that this is the beginning of something new and awesome.

    I leave town tomorrow sometime. Those of you in the area, keep an eye on Twitter and your phones for details of a meetup.

    * Interactivity! Delete as applicable.

    The post #oneaday, Day 235: Social Networking appeared first on I'm Not Doctor Who.

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    #oneaday, Day 234: Dear Friends https://imnotdoctorwho.moegamer.net/2010/09/08/oneaday-day-234-dear-friends-2/ https://imnotdoctorwho.moegamer.net/2010/09/08/oneaday-day-234-dear-friends-2/#comments Wed, 08 Sep 2010 21:08:00 +0000 http://angryjedi.wordpress.com/?p=1434 You'll surely excuse the enthusiastic gushing and emotion that is shortly to follow. You'll hopefully agree that it is justified by the time I'm done. I might be funny tomorrow. If I've had any sleep. Otherwise I'll just be grumpy. "No change there then," I hear you say. As has hopefully been made abundantly clear … Continue reading #oneaday, Day 234: Dear Friends

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    You'll surely excuse the enthusiastic gushing and emotion that is shortly to follow. You'll hopefully agree that it is justified by the time I'm done. I might be funny tomorrow. If I've had any sleep. Otherwise I'll just be grumpy. "No change there then," I hear you say.

    As has hopefully been made abundantly clear by now, I am leaving Southampton very shortly. Some might say "imminently". Specifically, on Friday. The vast majority of my stuff was taken away yesterday, meaning I'm currently ensconced in a hollow shell of a house that is but a shadow of what it once was, which was in turn a shadow of what it once was prior to that. But now's not the time for such thoughts.

    Today was intended to be a day of tidying up final bits and cleaning up. And indeed it has; I've packed up, tidied up and hoovered the bedroom and study, with more to be done later this evening. But today has also been a time to see friends, some of whom I haven't had the chance to see for some time, and some of whom weren't able to make it out on Friday for drinking and WUBWUBWUB.

    So I spent the morning overcaffeinating myself with a "cafe crawl" alongside Ben "xoorox" Willmott (with accompaniment from Mike "Sex Panther" Porter in the first coffee shop) and then getting on with a bit of Java-fueled tidying. Having not slept terribly well last night, the experience of exhaustion coupled with hyperactivity was… curious, to say the least.

    Just as Ben and I were parting ways, I ran into the very fine and lovely Elana "dollydaydream" Moylette (second from right in the header image, fact fans) who has been a great and wonderful friend over the last few years, ever since I trained the crap out of her at our local Apple Store. She was very keen for me to catch up with her later, and that's what I've just done.

    I've got to say, I am 100% glad I did. I am now the proud owner of possibly the best gift anyone has ever got me (and I got a Super NES one Christmas) – a beautifully-made scrapbook/photo album full of wonderful memories. It's something that will be utterly irreplaceable in years to come, and evidence that however I might be feeling about the circumstances surrounding my departure from here, I've touched the lives of a whole bunch of people, and they, too, have enriched my life.

    While it sucks balls that I am leaving, I've found it deeply touching that there are very obviously so many people out there who genuinely care about me, appreciate me for who I am and, above all, have helped me survive one of the most difficult periods of my life that I've ever been through.

    So to all those people who've made it clear that I'm not going to be forgotten as soon as I drive off on Friday, thank you, from the very bottom of my heart. You are awesome, and I'll never forget you or what you've done.

    Hah. The comic I pre-prepared to go at the top of this post the other day seems rather flippant now. Still, there's no arguing with The Robot.

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    #oneaday, Day 233: Keep On Movin' https://imnotdoctorwho.moegamer.net/2010/09/07/oneaday-day-233-keep-on-movin/ https://imnotdoctorwho.moegamer.net/2010/09/07/oneaday-day-233-keep-on-movin/#comments Tue, 07 Sep 2010 10:17:21 +0000 http://angryjedi.wordpress.com/?p=1431 I hate moving house. I really hate moving house. And yet it's one of those things that becomes necessary at least several times during your life. Still, I feel like I have done it more than many people, largely due to the fact I moved pretty much every year since starting university, until I ended … Continue reading #oneaday, Day 233: Keep On Movin'

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    I hate moving house. I really hate moving house. And yet it's one of those things that becomes necessary at least several times during your life. Still, I feel like I have done it more than many people, largely due to the fact I moved pretty much every year since starting university, until I ended up in this current place, which I actually lasted about two years in.

    I didn't move every year through choice in most cases. Most of the time there were extenuating circumstances which caused the move. I moved after my first year at university because I wanted to live in a house, not a hall of residence. I moved after my second year because the flat I was in was a shithole and the cheeky bastard landlord put the rent, which was already expensive, up. I moved after my third year because my housemate was leaving town because she'd finished university and I was staying on to do my teacher training. I moved after my fourth year because I was no longer a student. I moved after that year because the beautiful, lovely flat I was living in was reclaimed by its landlord for her daughter. I moved after the next year because my housemate was, again, moving and also the house we were in had damp, mould and smelled slightly of gas. I moved after the next year because I was in Aldershot and was hunting down a job back in Southampton. Also, Aldershot is a shithole. I moved after the next year because the flat I was staying in had damp and mould. Again. And the circumstances under which I am leaving this particular place have already been well documented elsewhere on this blog.

    So I'm pretty tired of it. There are a bunch of things that always, always cause stress to do with moving. First of all is never having enough boxes, and ending up having to spend more on boxes than on anything else you've ever spent money on ever. I remember when I was younger, our local supermarket used to have a little "pen" near its cash tills with hundreds of discarded boxes that you could just take for yourself. I haven't seen a supermarket do this for ages. It's probably some sort of Health and Safety Hazard. What if someone gets trapped inside a box? What if it's used to carry a bomb? What if Solid Snake is around?

    So boxes have to be acquired via alternative means, be it hassling friends for them, finding them discarded in disgusting places or actually purchasing them for vast expense from packaging stores. I went for the latter option largely for convenience more than anything else, and at least it means I've got some decent-quality, new boxes that (hopefully) won't fall apart when I'm lifting the bastards into a van later.

    Then of course there's the packing process itself. Bundle things into a box, seal it up and then suddenly, inevitably, something catches your eye. Something which should be in that box you just sealed up. Something which could easily fit in that box you just sealed up. But it's not in the box. It's sitting there on the side, mocking you quietly. So you swear profusely, bundle the thing into another box, consider writing the fact that you've bundled said thing into the "wrong" box onto the side of its new home, figure that nah, you'll remember where you put it, pack it in there and then six months later when you still haven't unpacked half your boxes and realise you really need that thing that you put in the wrong box, you discover that you can't, in fact, remember where you put said thing because you didn't write it on the box.

    As part of the packing process, you also reach the inevitable "small bits" stage. No, this is not a euphemism. This is a reference to the stage in the packing where you've pretty much cleared all your bookcases and cupboards and all that is left are hundreds, thousands, of small little bits and pieces, none of which can be justifiably assigned a complete box. So you end up with at least one box marked "JUNK" which contains miscellaneous paraphernalia of such diversity that should you ever dare dip your hand into it, you'll come out with something completely different and unrelated every time. And inevitably, there's too much "JUNK" for one box, making you think you should have perhaps organised it a bit better, but it's too late now.

    Then you have to move said boxes and furniture into a van. That's today's job. And the van will be arriving shortly. So I'd probably better get on with it.

    The post #oneaday, Day 233: Keep On Movin' appeared first on I'm Not Doctor Who.

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    #oneaday, Day 232: The Big Smoke https://imnotdoctorwho.moegamer.net/2010/09/06/oneaday-day-232-the-big-smoke/ https://imnotdoctorwho.moegamer.net/2010/09/06/oneaday-day-232-the-big-smoke/#comments Mon, 06 Sep 2010 20:52:41 +0000 http://angryjedi.wordpress.com/?p=1427 I spent the day in London today. Primarily for a job interview, but I also had the good fortune to run into one George Kokoris and one Mitu Khandaker. Well, all right, we'd pre-arranged to meet. But "had the good fortune to run into" sounds so much nicer, doesn't it? Anyway, the actual reasons I … Continue reading #oneaday, Day 232: The Big Smoke

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    I spent the day in London today. Primarily for a job interview, but I also had the good fortune to run into one George Kokoris and one Mitu Khandaker. Well, all right, we'd pre-arranged to meet. But "had the good fortune to run into" sounds so much nicer, doesn't it?

    Anyway, the actual reasons I was in London are fairly unimportant for the purposes of this entry. I want to talk about London itself.

    London is simultaneously one of the most English places you can be, and one of the most un-English places you can be. Many people who come to visit England begin and end their visits with London. Many of them don't even get outside the city limits of our capital. Which is fair enough; there's plenty to see there, after all.

    But the city has a unique character all of its own that isn't replicated anywhere else in the whole country. Sure, there are other big cities, but none quite have the same feeling as London.

    It's a combination of things. Not all of them good. First of all, there's the fact that everyone's always in a hurry. Everyone has places to be, things to do and people to see that are far more important than whatever it is you're up to at the time. As a result, God help you if you dare to stand on the left-hand side while you're on an escalator or travelator, as you'll probably end up with someone physically pushing you out of the way, as I witnessed happening to another person earlier. And it's not as if charging down the escalators saves you any more than one or two seconds at most.

    Then there's the traffic. I have a complete phobia of driving in London. I've only done it once and have absolutely no intention of ever doing it again. I'm not sure entirely why that is. Again, it's probably an aggression thing. See a light turn amber in preparation of going green and almost immediately horns start beeping and other drivers start getting impatient.

    But on the flip side, there's the curious little hideaways that the city offers. Just today, near Waterloo, we wandered down an innocuous and borderline scabby-looking side street only to come across a little row of three lovely restaurants bordered by some gorgeous trees and bushes. Stepping into this restaurant was like escaping reality for a little while. The noise of the city was gone, and we were in a land of Thai curries, Lionel Richie advertising Walkers crisps on the TV, and a selection of R&B and soul from the last twenty years. Most peculiar. And an experience that can't be replicated easily anywhere else.

    Somewhere else, somewhere near Regent Street (and I can't remember where, so stop hassling me and stuff) there's an awesome American barbecue and grill place that is pretty much a place where they give you an enormous plate of meat, some implements with which to eat it and the possibility of some bread and/or fries, and then it's up to you how to deal with it.

    Then there's the theatres. Scattered around the place, there's hundreds of shows to see, things to do, stuff to enjoy.

    It's a bombardment for the senses. And it's utterly exhausting. But I think, today, I came to appreciate it a little for once. Perhaps it was sharing it with other people. Perhaps it was having a sense of purpose for being there. Or maybe it's just one of those changes in my outlook. I couldn't say.

    Just remember, though, if you're visiting England or the UK in general, we have a whole lot more to offer than that bustling metropolis!

    The post #oneaday, Day 232: The Big Smoke appeared first on I'm Not Doctor Who.

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    #oneaday, Day 231: You Look Nice https://imnotdoctorwho.moegamer.net/2010/09/05/oneaday-day-231-you-look-nice/ https://imnotdoctorwho.moegamer.net/2010/09/05/oneaday-day-231-you-look-nice/#comments Sun, 05 Sep 2010 18:37:28 +0000 http://angryjedi.wordpress.com/?p=1424 Perhaps this is a "classic British reserve" thing. Or perhaps it's just me. Either way, it's weird. Paying someone a compliment is difficult. It shouldn't be. Because saying something nice about someone which is something which should get a universally positive response. Compliment someone's choice of clothing and you are, by extension, complimenting their taste, … Continue reading #oneaday, Day 231: You Look Nice

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    Perhaps this is a "classic British reserve" thing. Or perhaps it's just me. Either way, it's weird.

    Paying someone a compliment is difficult. It shouldn't be. Because saying something nice about someone which is something which should get a universally positive response. Compliment someone's choice of clothing and you are, by extension, complimenting their taste, their eye for choosing things that suit them and possibly even their financial situation. Compliment someone's hairstyle and again, you're paying them attention, giving them reassurance that the choices they made were the right ones and that yes, it looks good. Compliment something that someone's done and they should be happy that they did a good job not only in their own eyes, but in other people's, too.

    So why is it so difficult to do sometimes? I think the picture above may have something to do with it. At least, within that strange and muddled place called my brain. Perhaps other people think this too. Or perhaps I'm just the freak here and should start being nicer to others!

    It's assumptions. Thoughts about what might happen next. What the result of said compliment might be. If I pay an attractive girl a compliment, is she going to immediately assume I fancy her and thus be put off talking to me ever again in case I try any sort of lecherous advances? If I pay a guy a compliment, is it a bit gay? Is he going to want to punch me in the face for being a "fahkin' queer"?

    Of course, most of these are moot points since I don't exactly make a point of talking to strangers at the best of times. And if a stranger talks to me in the street, it's usually to either 1) ask directions (it's that way), 2) ask for a light (I don't smoke) or 3) do this (fuck you).

    But still. I feel the world would be a much nicer place if people felt that they could be at least civil to one another. As it is, here in Southampton, there's a fairly constant air of insularity and borderline aggression at times. Perhaps it's the nature of the populace here and if you went somewhere else it would be completely different.

    In fact, I know that's the case. After point 3) above happened to me once again the other day, I tweeted about it and several other people chipped in with their experiences. Some towns are definitely more prone to it than others. And it doesn't appear to happen in the US anywhere near as much as it does here.

    So why should that be? We British are supposed to be renowned for our reserve, politeness and general meekness. At what point did it become all right to insult people, and not all right to pay someone a compliment?

    Perhaps I'm overthinking this.

    I like your shirt/necklace/hair/tits.

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    #oneaday, Day 230: In Da Club https://imnotdoctorwho.moegamer.net/2010/09/05/oneaday-day-230-in-da-club/ https://imnotdoctorwho.moegamer.net/2010/09/05/oneaday-day-230-in-da-club/#comments Sun, 05 Sep 2010 03:38:34 +0000 http://angryjedi.wordpress.com/?p=1421 Last night I went out with a bunch of friends. It was my last chance to see a lot of them as I'm leaving Southampton at the start of next week. A great deal of alcohol was imbibed, hugs were had, tears were shed. And realisations were reached. They say that you've reached adulthood when … Continue reading #oneaday, Day 230: In Da Club

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    Last night I went out with a bunch of friends. It was my last chance to see a lot of them as I'm leaving Southampton at the start of next week. A great deal of alcohol was imbibed, hugs were had, tears were shed.

    And realisations were reached.

    They say that you've reached adulthood when you don't enjoy clubbing any more. Actually, they don't. I just made that up. But it's as good a measure as anything. I used to enjoy clubbing at university. At least I think I did. We used to go to a local shithole called "Kaos" every Monday night from the university Theatre Group, imbibe a great deal of cheap alcohol and dance until the early hours. And I have plenty of fond memories of those occasions. Again, at least I think I did. They're a bit hazy.

    So last night we went to a couple of places. First up was the Orange Rooms, which is a reasonable-ish place full of girls in dresses that barely qualify as dresses, comfortable-ish chairs and overpriced drinks. It was cool to see everyone but the conversation was gradually muted by the fact that the music got so loud that the bass was shaking books off the shelves on the walls. And frequently onto our heads.

    I don't know if I'm going deaf, haven't attuned my hearing properly or am just ill-versed in the fine art of conversation during loud noises. But other people seem well-equipped to continue a conversation under these circumstances. I find myself having to say "Huh?" and "What?" a lot, or feigning that I've actually heard them when as a matter of fact I haven't.

    This becomes doubly troublesome when it becomes clear that the other participant in the exchange has asked a question. I have two choices at this point—yes or no. No-one ever asks a question requiring a complicated answer under these circumstances, which is a small mercy, I guess. So I have to work out whether the question which has been asked is one which requires a yes or no answer, and then pick one of the two. I have a 50/50 chance of my answer making sense. Sometimes it doesn't. Then I just shrug and let the pitiful attempt at conversation fade.

    Late in the evening, a few people disappeared and the rest of us were dragged to a nearby club called "Junk". Aptly named. At "Junk" I had my first experience of a style of music a bunch of people I know have been banging on about for ages, which is, I believe, dubstep. I didn't really know what dubstep was prior to tonight, but I had a feeling I probably wasn't going to appreciate its finer artistic merits.

    As it happened, that was a correct assumption. Dubstep, or at least the Junk interpretation of it, appeared to be playing songs as they originally sounded, only with a bassline that goes WUB WUB WUB WUB WUB WUB WUB WUB over the top of it, and an occasional klaxon solo. So the whole thing ends up sounding something like TURN AROUND BRIIIIGHT EYES EVERY NOW AND THEN I FALL A PAAAAAAWUB WUB WUB WUB WUB WUB WUB WUB WUB HOOOOOOOOONK HOOOOOOOOOOONK WUB WUB WUB WUB WUB TOTAL ECLIPSE OF THE HEART

    Sorry guys. I know you dig it and all. But I really don't get it. Like, even a little bit. It hurt my brain. The thumping beats are fine for dancing, but I couldn't see myself just sitting listening to it.

    Dancing is weird, too, isn't it? People wilfully gathering together in order to gyrate suggestively and/or spastically presumably in the hope of attracting someone to have some form of sexual congress with. Well, okay, no. Not everyone is there to get laid. But the ones who are make themselves very obvious. I'd hate to be an attractive girl. The sight of a bunch of men gradually gathering around you making overtly sexual motions is probably enormously intimidating. And that, besides the fact I'd think I'd look like a dick, is why I don't do that. It is also why I don't go to clubs to look for a potential mate. Or indeed at all.

    So there you have it. At the age of 29, I am officially Over Clubbing. (Note: this is different from "overclubbing", which generally leads to a significantly larger hangover than I had today) I like going out for a drink at a decent bar. I like having a laugh with my friends. I even like going to smaller clubs that play decent music. The Dungeon here in Southampton is a great example, largely because it attracts nerds, geeks, goths and other outcasts of "mainstream" culture. But spending time in what appears to be a darkened warehouse that plays music that doesn't make sense and getting surrounded by perverts in Ben Sherman shirts? Sounds like a dream come true to some, I'm sure. But I think you can count me out!

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    #oneaday, Day 229: First Aid https://imnotdoctorwho.moegamer.net/2010/09/03/oneaday-day-229-first-aid/ https://imnotdoctorwho.moegamer.net/2010/09/03/oneaday-day-229-first-aid/#comments Fri, 03 Sep 2010 12:42:27 +0000 http://angryjedi.wordpress.com/?p=1417 I went to bed last night with a thumping headache, hoping that I'd be able to sleep it off. Sadly, it was not the case and it was still with me when I awoke this morning. I went out to get some things I needed and a cup of coffee, hoping that the fresh air, … Continue reading #oneaday, Day 229: First Aid

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    I went to bed last night with a thumping headache, hoping that I'd be able to sleep it off. Sadly, it was not the case and it was still with me when I awoke this morning. I went out to get some things I needed and a cup of coffee, hoping that the fresh air, caffeine and/or breakfast would get rid of it. Sadly, that didn't work either. So I came back home and took some painkillers. That did work.

    But then, apparently, my brain decided that life was nothing without at least some form of physical pain, or at the very least discomfort, so decided to graciously allow me to lacerate my thumb whilst I was sorting out the bin bags.

    As these things tend to be, it was a particularly rubbish and tiny cut which looked far more impressive than it actually was by the amount of blood that decided to bubble up from within it. I ran it under the cold tap and the blood mixing with the water made things look even more serious and quite possibly fatal than they actually were.

    In this situation, it's around now that it's time to panic. What if it doesn't stop bleeding? What if you've inadvertently found the one essential artery in your body that is essential to survival? And whoever designed the human body put it in your thumb because surely no-one would be stupid enough to cut themselves on the thumb? So you flail around for a little while, not sure whether to keep your gushing (and still quite possibly fatal) wound under the cold tap, to wrap it in some tissue, to suck it (which might make you a vampire) or to go in search of a plaster.

    I opted to do three of the above. I rinsed it, temporarily wrapped it in tissue whilst searching for a plaster (in fact, hoping that I had a plaster somewhere in the house as I didn't fancy walking to the shop with such a terrifying wound) and then finally managed to inexpertly dress said wound. Job done.

    Injuring yourself is doubly terrifying when you're alone. What if it really doesn't stop bleeding? What if you pass out? What if you bleed to death on your own floor? Who would find you? More importantly, who will you moan at until they offer sympathy?

    If someone else is nearby when you injure yourself, it's twice as likely you'll make a big deal out of it. Cutting yourself when you're alone will often result in an "Ahh! Fuck!" under the breath and little else. But suffer an equivalent injury when someone else is nearby and that whispered profanity becomes a full-blown wail of pain. And God help the other person if they don't respond immediately to your tortured cries. Even though they're clearly busy doing something else and you don't actually need them to do anything because your other hand is still just fine and can reach the plasters and dress the wound and you probably won't need an ambulance but seriously it kind of hurts and ow. The sympathy is good. Possibly not worthy of a hug, but at least worthy of the "inverted frown" look with the eyebrows, a vocalised "awww…" or, in extreme circumstances, an "are you all right?" You expect something. Otherwise the pain won't go away. And in fact, the injury can't heal until it's had at least some sympathy directed at it. It's like magic.

    I'm fine, by the way. Unless there's no entry tomorrow, in which case I've bled to death in my sleep.

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    #oneaday, Day 228: Call of Cthuty: Black Arts https://imnotdoctorwho.moegamer.net/2010/09/02/oneaday-day-228-call-of-cthuty-black-arts/ https://imnotdoctorwho.moegamer.net/2010/09/02/oneaday-day-228-call-of-cthuty-black-arts/#comments Thu, 02 Sep 2010 13:24:46 +0000 http://angryjedi.wordpress.com/?p=1412 London, UK – 2nd September, 2010 – DECLASSIFIED: Prepare for the follow-up to the biggest entertainment launch in history: on 9th November, Call of Cthuty®: Black Arts™ will introduce fans to the occult world of HP Lovecraft. Activision Publishing, Inc. (Nasdaq: ATVI) and award-winning developer Starfuckers, Inc. will take players behind the lines of madness in … Continue reading #oneaday, Day 228: Call of Cthuty: Black Arts

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

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

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

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

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

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

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

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

    About Activision Publishing, Inc.

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

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

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    #oneaday, Day 227: How Many Things in a Thing Again? https://imnotdoctorwho.moegamer.net/2010/09/01/oneaday-day-227-how-many-things-in-a-thing-again/ https://imnotdoctorwho.moegamer.net/2010/09/01/oneaday-day-227-how-many-things-in-a-thing-again/#comments Wed, 01 Sep 2010 19:36:10 +0000 http://angryjedi.wordpress.com/?p=1409 Measurements can fuck off. All right, all right, come back. That's unfair, I know. Measurements in general don't have to fuck off. It is, upon occasion, quite useful to be able to quantify certain things. Like the amount of flour to put in a cake. How many photos you can fit on a memory card. … Continue reading #oneaday, Day 227: How Many Things in a Thing Again?

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    Measurements can fuck off.

    All right, all right, come back. That's unfair, I know. Measurements in general don't have to fuck off. It is, upon occasion, quite useful to be able to quantify certain things. Like the amount of flour to put in a cake. How many photos you can fit on a memory card. How long your cock is. Actually, forget I said that last one.

    But do we really need quite so many different ways to measure things? And quite so many different ways in which to convert from one to another? And so many with stupid names?

    Let's take length, for example. (Just general length. Not cock length.) There are 100 centimetres in a metre. There are 1000 metres in a kilometre. (Swap the "r" and "e" around if you're reading in American.) These, to me, are logical. Units of 10s, 100s and 1000s make sense. They're nice round numbers. I have ten fingers and ten toes. It's a number that I'm used to dealing with.

    Now let's consider an alternative unit of measurement. Inches. There are twelve inches in a foot. And a foot is roughly 30 centimetres. Okay. Fine. Why "foot"? My foot isn't twelve inches long. I don't think. Someone's might be. Someone's inhuman cock might be twelve inches long. Does that mean there are twelve inches in a "cock", too? (Enough with the cock already.) But the thing with feet, they're not exactly a universally-sized thing. My foot is considerably bigger than that of a 5-year old, for example. So why f— oh, never mind. What comes after foot? A yard? A yard is 3 feet? Okay. Why, again? I hear "yard", I think "wide open space". 3 feet isn't very big. It's 12 inches times 3, which is… *thinks* 36 inches? Which means it must be about 90 centimetres. So many different numbers.

    Then what? A mile? How many yards in a mile? 1760? One thousand seven hundred and sixty? How the hell is anyone supposed to remember that?

    The other problem that this causes is that when you go to another country, you often have a whole new measurement system to worry about. And the amounts that these units represent are often inconsistent between different countries, which doesn't help matters. And don't even think about trying to cook something.

    Yes! Cookery. If you're American, chances are you deal with an oven that has big numbers on it. Come over to the UK and you might be dealing with an oven with very small numbers on it (like 1-7 small) or an oven with slightly-smaller-than-American numbers on it (like 150-200). If you aren't aware of the intricacies of conversion between Celsius and Fahrenheit and the black magic required to determine what the hell a "Gas Mark" is, then you can forget about cooking something and not burning it to a fine crisp.

    So I'm firmly in favour of a globalised system for measurement that is resolutely based in good old base 10. There are 10 things in a bigger thing, 100 things in a much bigger thing and 1000 things in a really big thing. That'll do me just fine. And it'll save me running to Google every single time a website asks me my height in centimetres and I only know it in feet and inches.

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    #oneaday, Day 226: Crossing the Musical Pond https://imnotdoctorwho.moegamer.net/2010/09/01/oneaday-day-226-crossing-the-musical-pond/ https://imnotdoctorwho.moegamer.net/2010/09/01/oneaday-day-226-crossing-the-musical-pond/#comments Wed, 01 Sep 2010 00:02:42 +0000 http://angryjedi.wordpress.com/?p=1405 Being in contact with people from all over the world is cool. You get to learn all sorts of interesting things about other people. Granted, the vast majority of people I know from "other" parts of the world are in the US and Canada. But despite the fact that many people believe the UK and … Continue reading #oneaday, Day 226: Crossing the Musical Pond

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    Being in contact with people from all over the world is cool. You get to learn all sorts of interesting things about other people. Granted, the vast majority of people I know from "other" parts of the world are in the US and Canada. But despite the fact that many people believe the UK and US in particular to have a lot of similarities, one thing often comes up that reminds me that we are, in fact, different. And that's music.

    I was talking to a new friend the other night. She lives in the mountains in Georgia (that's Georgia, US), a place where she says they didn't even "discover" rock music until very recently. Up until then, it was country, country, country all the way. I found it strange to contemplate the idea that an area would just be completely without a style of music that I take for granted.

    But then it occurred to me. This happens all over the place. She educated me a bit in the ways of country—a style of music she'd only grown to appreciate recently herself—and I realised that over here, barring occasional anomalies like Shania Twain's brief incursion into the UK charts a few years back, we really don't "do" country over here. At least, not in any sort of mainstream way. We have other things instead. And we have equivalents for different areas.

    Okay, so rural English accordion-based folk music isn't exactly the same as country. But it's music from rural areas. The intent is the same, if not the execution. Similarly, urban music in the UK shares some stylistic features with urban music from the US, but comes out rather differently. (I don't like either of them, which at least is something constant.)

    In fact, about the only thing that is the same, as I allude to oh-so-subtly above, is the bland, manufactured pop crap. Some whiny twat with a stool and a spotlight bleating on about "oooh, girl" and probably pronouncing "you" as "joo" because that's how cool and/or non-white people do it. It's the same here as in the States.

    These musical styles help people form a sense of identity. From the line-dancing country fans up in the mountains to the chavs blasting Dizzee Rascal at 0.5W out of their mobile phones ("blasting" probably wasn't the right word there…) on a street corner, these pieces of music give people a feeling of "belonging". They can attach themselves to it, identify themselves by it, bond with other people over it.

    I don't have a particular style of music that I call "my own". As a musician, I've always been pretty fascinated by all styles of music. By exploring them, I've developed fairly eclectic tastes. I know what I like, and what I don't like. I tend to feel more strongly about the things I don't like than the things that I do like. And I don't feel particularly pressured into feeling that I "should" or "shouldn't" like a particular style of music just because of who it is. I've listened to Ke$ha's album, for example, and enjoyed it. (I believe I described it as "what would happen if Kelly Clarkson were forcibly inserted into a NES", which I think is a compliment in my world) I enjoyed the country that my friend introduced me to the other night (Lady Antebellum's "Need You Now" is a lovely song, incidentally). I don't find myself screaming over R&B and generic-sounding "urban" music because I've listened to it analytically and don't find any appeal elements in there for me personally, though I'm sure it has its uses. In fact, I almost appreciate it in the whole "darkened club" situation, but then if you drink enough you can come to appreciate pretty much anything. Get low, low, low, low.

    So in summary, then? Music is good. Listen to whatever the hell you like and damn what other people think of you if they find out.

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    #oneaday, Day 225: This Post is Controversial https://imnotdoctorwho.moegamer.net/2010/08/30/oneaday-day-225-this-post-is-controversial/ https://imnotdoctorwho.moegamer.net/2010/08/30/oneaday-day-225-this-post-is-controversial/#respond Mon, 30 Aug 2010 18:22:21 +0000 http://angryjedi.wordpress.com/?p=1384 Want to get your voice heard on the Internet? Then you'd better have something contentious to say, or at the very least something to say about something contentious. I've seen it myself on this blog. The day I wrote about Kevin Smith's experiences with Southwest Airlines (day 28, if you're keeping score) was one of … Continue reading #oneaday, Day 225: This Post is Controversial

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    Want to get your voice heard on the Internet? Then you'd better have something contentious to say, or at the very least something to say about something contentious.

    I've seen it myself on this blog. The day I wrote about Kevin Smith's experiences with Southwest Airlines (day 28, if you're keeping score) was one of the highest-traffic days that I've ever seen. Granted, this being a personal blog which not that many people know about, that still wasn't very many people. But it was enough to make a noticeable spike on that handy little pageviews graph that WordPress helpfully provides you with.

    And today. I happened to tweet earlier that Xbox LIVE's prices were going up by $10 a year. Thinking nothing of it at the time, I returned about an hour later to discover that this tweet, out of the other 16,740 that there are (I know, I know) was retweeted by something in the region of three billion people. All right, that's an exaggeration. But you get my point.

    And then, an article published by a colleague over on Kombo has seen one of our highest ever "temperature" ratings on gaming news aggregator N4G. The subject of the article? "Top Ten Most Overrated Games". Compare this to an article I wrote on the subject of women in the games industry, which attracted ill-informed, stupid comments from people who obviously had read nothing more than the title, and you'll see that at times, the Internet is not the place for reasoned discourse. Incidentally, this isn't a slight against Lucas' great article, which actually makes some fair points.

    A friend and colleague described services such as Digg and N4G as "places where lazy people go to yell at each other over stories they didn't read concerning topics they don't understand". It's sad, but it's true. It's also an awesome quote. Thank you, Brad.

    So it seems that in order to get people interested and reading what you have to say, it either has to be a contentious opinion, or an opinion on a contentious topic. It's possibly a side-effect of the celebrity culture I discussed the other day, where apparently our own lives aren't interesting enough and therefore we must go look for scandal, opportunities to accuse "the system" of screwing us and chances to argue and flame at every opportunity. Are our own lives really that boring, though? Do people really have that little to say about themselves? Should I turn this into a blog about what the latest celebrity idiots have been getting up to recently?

    No. Because if everyone goes about doing that, it just makes the situation worse. I'm writing here for me. I write about what I want to write about, when I want to write about it… so long as it's still one thing a day. The fact that other people read and enjoy it is a happy bonus. And it gives me some faith that the Internet isn't solely populated by dribbling spastics.

    Just mostly.

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    #oneaday, Day 224: Patch Notes https://imnotdoctorwho.moegamer.net/2010/08/29/oneaday-day-224-patch-notes/ https://imnotdoctorwho.moegamer.net/2010/08/29/oneaday-day-224-patch-notes/#respond Sun, 29 Aug 2010 18:58:51 +0000 http://angryjedi.wordpress.com/?p=1376 Thank you for continuing to play Life. We are pleased to announce that Patch 2.0 is almost ready for release. It is currently awaiting approval from Apple, and we hope to have it available to all users very soon. While you wait, here is a list of the exciting new features you can soon be … Continue reading #oneaday, Day 224: Patch Notes

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

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

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

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

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

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

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

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

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

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

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

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

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

    Add to FacebookAdd to DiggAdd to Del.icio.usAdd to StumbleuponAdd to RedditAdd to BlinklistAdd to TwitterAdd to TechnoratiAdd to Yahoo BuzzAdd to Newsvine

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    #oneaday, Day 223: One Adult Ticket, Please https://imnotdoctorwho.moegamer.net/2010/08/28/oneaday-day-223-one-adult-ticket-please/ https://imnotdoctorwho.moegamer.net/2010/08/28/oneaday-day-223-one-adult-ticket-please/#comments Sat, 28 Aug 2010 18:28:50 +0000 http://angryjedi.wordpress.com/?p=1369 This is an exaggeration, of course. A lot of things are made to be shared. A meal for two. Sexual intercourse. That fart that made you chuckle for a good thirty minutes because it smelled like what you imagine a can of processed vegetables that's been left open for a month stinks like. Still, there … Continue reading #oneaday, Day 223: One Adult Ticket, Please

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    This is an exaggeration, of course. A lot of things are made to be shared. A meal for two. Sexual intercourse. That fart that made you chuckle for a good thirty minutes because it smelled like what you imagine a can of processed vegetables that's been left open for a month stinks like.

    Still, there are a number of things which are supposedly inherently social activities which are actually improved severaltimes-fold by the complete and total absence of other people. And yet the peculiarness that is "social convention" precludes people from ever considering taking part in these activities without other people present at times.

    Since we're on the subject, let's consider the cinema. The cinema is a place with lots of seats where lots of people can sit together and all watch the same movie. A movie is an audio-visual form of entertainment where it is necessary to both watch and listen in order to understand what is going on. Ergo (yeah, I said "ergo") it is natural to assume that you would want to give this your full attention. So why did you bring these people with you?

    The Giggler

    The Giggler sits and watches the movie and laughs obnoxiously loudly at everything. Not just the deliberately funny bits. But the bits they find amusing, too. The trouble with The Giggler is that they find everything funny. From the fact that the lead character has a zit on his nose to the cheesy line that the love interest spouts, everything provokes a snort, snicker, giggle or guffaw.

    You're watching the climax of the movie ("climax", incidentally, being a word that would cause The Giggler to collapse and possibly explode) and it's clear that it's a powerful, dramatic moment. However, The Giggler has decided that this moment is actually the funniest thing they have ever seen, and they proceed to ruin the dramatic tension for themselves, you and everyone around them by chortling away to themselves.

    Net result: You, and most other people in the cinema, want to punch them in the face by the time you leave.

    The Joker

    Ally to The Giggler, The Joker has a sly comment to make about every single scene in the movie, which normally sets The Giggler off into one of their famous Fits of The Giggles. The Joker knows the perfect moment in which to say something completely inappropriate which ruins the whole movie for themselves and everyone around them. Fortuitously, The Joker usually has the good sense to say these things quietly so that only they and their immediate group of companions can hear them.

    But when a planet is about to explode on screen, there's a moment of silence and The Joker leans over and whispers "Cock!" in your ear, there's no way you can recover from that.

    The Farter

    The Farter is a subdivision of The Joker. The Farter also does things inappropriately at just the wrong moment. But you can imagine what it is they do instead of cracking jokes.

    The Texter

    The Texter can't keep their hands off their mobile phone for the duration of the movie, despite those stern warnings and irritating Orange adverts before it starts. The Texter inevitably has poor low-light vision, too, so insists on having their phone set to full brightness for while they are sending messages to all their friends who are not you.

    The One Who Doesn't Get It

    The One Who Doesn't Get It is fairly self-explanatory. Stereotypically, The One Who Doesn't Get It is a girl who has been dragged along to a sci-fi movie by her boyfriend, but it's by no means limited to the female of the species.

    The One Who Doesn't Get It is trying very hard to like the movie but just doesn't understand it. Perhaps it's a movie based on a TV show or comic series that they don't have any context for. Perhaps they went to the toilet when a critical plot point happened. Perhaps they're used to stories with all the depth of a puddle. Or perhaps they're just a bit slow.

    Regardless of the reason, The One Who Doesn't Get It very much wants to Get It. So they ask lots of questions of the person who appears to Get It the most. Which is probably you.

    The Rustler

    The Rustler is, at their core, a kind-hearted soul. That's why they stocked up on drinks and snacks in the foyer. They're more than happy to share their tasty treats with you. Unfortunately, the tasty treats that they purchased come in the noisiest bag imaginable. And not only that, the sweets in the bag are all individually wrapped, too, meaning that not only do you have to rustle the bag if you want a sweet (which you do, because they're delicious and exactly what you want right now) you then have to spent a few minutes rustling the paper of the sweet in order to get at the delicious goodness within. And once you've had one, you want more.

    In this way, The Rustler has managed to escape blame for themselves alone. By sharing the goodies with others, it's not just their fault.

    The One Who's Seen The Movie Before

    The One Who's Seen The Movie Before is, in many ways, the most dangerous of all. Because The Giggler, The Joker, The Farter, The Texter, The One Who Doesn't Get It and The Rustler can all be ignored or told to shut up. The One Who's Seen The Movie Before can do their damage and make it irreversible before you know what's happening.

    All it takes is a simple "Oh wow! This is the twist coming up!" to ruin any sense of dramatic tension. The One Who's Seen The Movie Before assumes that everyone else has also Seen The Movie Before and as such doesn't mind dishing out a few spoilers both before and during the movie. And because they're your friend, you don't want to punch them in the testicles for doing so. But inside, your mind is beating them senseless about the face and neck.

    The Other Moviegoers

    This doesn't even take into account the other people in the cinema. There's The Very Tall Man, who inevitably sits right in front of you, even when the rest of the cinema is empty. There are The Annoying Children, who are usually other people's The Jokers and The Gigglers. There are The Weak Bladders, who get up every five minutes to go and have a piss, and inevitably sit on your row, requiring you to stand up to let them out. And numerous others. These can be dealt with by simply not sitting near anyone else, ever.

    So stay safe. Just go by yourself. Unless you're with a significant other and you really don't care about the movie and just want to make out in the back row. But, you know, you can achieve much the same effect by simply turning off the lights in your living room, and it won't cost you seven quid.

    In other news, I went to see Scott Pilgrim vs. The World today. By myself. And it was awesome.

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    #oneaday, Day 222: I'm Right, You're Wrong https://imnotdoctorwho.moegamer.net/2010/08/27/oneaday-day-222-im-right-youre-wrong/ https://imnotdoctorwho.moegamer.net/2010/08/27/oneaday-day-222-im-right-youre-wrong/#comments Fri, 27 Aug 2010 21:43:05 +0000 http://angryjedi.wordpress.com/?p=1366 Having an argument is a great way to ruin an otherwise perfectly lovely day. The argument could be over anything. It could be over whether or not you think the latest changes that Facebook have made to their site are good or not. It could be whether or not you think raspberry ripple is the … Continue reading #oneaday, Day 222: I'm Right, You're Wrong

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    Having an argument is a great way to ruin an otherwise perfectly lovely day. The argument could be over anything. It could be over whether or not you think the latest changes that Facebook have made to their site are good or not. It could be whether or not you think raspberry ripple is the best flavour of ice-cream. It could be over whether or not you think the Pope is a massive douchebag. And, if it's on the Internet, it's probably over something utterly irrelevant and useless.

    So here's a few steps on how to do it better.

    Step 1: State your hypothesis

    "PS3 sucks!"

    Step 2: Offer convincing evidence for your hypothesis

    "Because Xbox 360 rulez!"

    Step 3: Offer a source for your evidence

    "My mate Joe said so, too."

    Step 4: Await response

    "PS3 doesn't suck!"

    Step 5: Respond to response

    "Yes it does!" (Return to Step 4 until both sides have been made abundantly clear. This should take approximately 30 minutes, or five pages of forum posts.)

    Step 6: Make up a statistic and quote it

    "80% of people who tried both consoles said that PS3 sucks!"

    Step 7: Await response

    "Well I think Xbox 360 sucks!"

    Step 8: Quote Nietzsche

    "Admiration for a quality, art or rival games console can be so strong that it deters us from striving to possess it."

    Step 9: Await response

    "You're a douche, do you know that?"

    Step 10: Respond to response

    "Your face is a douche."

    Step 11: Await response to response

    "Your mom is a douche."

    Step 12: Respond with nonsensical, illogical response

    "That's not what she said last night."

    Step 13: Await confusion

    "What?"

    Step 14: Take advantage of confusion

    "So it's settled then!"

    Step 15: Gloat

    "I win. Douche."

    And so it goes. One of the strange things about this always-connected, everyone-has-a-voice society is that everyone feels the need to have a contentious opinion on something. This happens (albeit not always to the degree described above) on all manner of topics, from the most irrelevant of fanboy conflicts to far-reaching opinions on matters such as racism. And no-one will ever back down, because there's always another website that "proves" their point, always another statistic from some made-up society somewhere.

    It baffles me sometimes, because all this time that gets wasted arguing could be far better used enjoying both things that are being argued over. Of course, part of the issue in some cases revolves around people defending the camp they placed their flag in first. In many cases, people can't afford to buy both, say, a PS3 and a 360. So they stake their claim to one or the other and then justify their choice to anyone who will listen, and a bunch of people who won't also. That way, by branding the thing they haven't got "crap", they feel better about not owning it, even if they're secretly bitter that they can't make use of its exclusive features, software or delicious strawberry flavour.

    Of course, some people are just asses and feel the need to disagree with everyone and everything. And those people are called assholes.

    (If you're wondering about the inexplicable German in the cartoon above, you can blame both me and RothDog. Drawing nonsensical cartoons involving German stickmen arguing was always an excellent way to pass the time in tedious German lessons back at school. This strip is a recreation of the first ever one we drew.)

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    #oneaday, Day 221: Remember The Fallen Bloggers https://imnotdoctorwho.moegamer.net/2010/08/26/oneaday-day-221-remember-the-fallen-bloggers/ https://imnotdoctorwho.moegamer.net/2010/08/26/oneaday-day-221-remember-the-fallen-bloggers/#comments Thu, 26 Aug 2010 20:39:15 +0000 http://angryjedi.wordpress.com/?p=1360 It's with some sadness that we've said goodbye to several of my favourite #oneaday bloggers recently. No, they're not dead, thankfully, but various life circumstances have meant that it's no longer practical or desirable for them to fit daily blogging into their schedule. So a moment of silence, if you please, for Rhiarti and Chris … Continue reading #oneaday, Day 221: Remember The Fallen Bloggers

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    It's with some sadness that we've said goodbye to several of my favourite #oneaday bloggers recently. No, they're not dead, thankfully, but various life circumstances have meant that it's no longer practical or desirable for them to fit daily blogging into their schedule. So a moment of silence, if you please, for Rhiarti and Chris Schilling. And after that moment of silence, a big round of applause for their hard, thankless, unpaid, voluntary work on the whole project up until this point. I hope you will continue to write, guys, because I've always enjoyed reading your work, whatever the subject, and whatever you might have thought of the quality of your posts.

    Although nowhere near as many people—if any—will make it to the end of 365 days as started, I know that speaking personally I'm very pleased to have made the acquaintance of some amazing people through this whole business. And I'm sorry that there are still more whose work I didn't have a chance to enjoy while they were still involved, too.

    I feel particular mention here should go to Andy "Ultrabrilliant" Kelly, who started the whole thing off and Lauren "Atheistium" Wainwright, whose tweet about the whole thing got me interested in the first place. While neither of them are still taking part, they're still active on Twitter and on their own blogs and doing proper worky stuff too, so do pay them a visit.

    I've made it 221 days so far. That's quite a lot—over half a year, in fact. I'm pretty pleased with myself, but if anything I'm more determined than ever to make it to the end of this year. I nearly typed "unscathed" there, but those who have followed me from the beginning will know that I am anything but "unscathed" after the events of the last 18 months. Scathing is very much in attendance.

    But those who have been following me for this period will also know that this whole process has provided an excellent sense of release. There have been times when I've wanted to say things that were stuck in my head, and this was as good a place as any to say them. And there have been other times when I've been able to channel that energy into something creative or "funny". Whether or not you've found my attempts at being humorous to be, well, humorous is beside the point, really. (No offence. Though obviously I appreciate it a great deal if you do enjoy things I've done.) It's given me the opportunity to try out all sorts of things and to find different ways to express myself.

    You only have to look at the way the presentation of my blog has changed to see that. From pure text, to text with a quickly-located and vaguely relevant stock image, to clumsily-drawn cartoons that are shamelessly inspired by Allie Brosh's work on Hyperbole and a Half, to daily forays into Comic Life; I feel that the opportunity to experiment with and develop my craft has been a particularly valuable one.

    And the self-discipline required in order to keep this going has been immense. As I wrote about yesterday, I feel this is a skill that I've partly learned from the things I enjoy. As "Don Woods" (*cough*) pointed out in the comments, though, perhaps it's an innate skill, also. I couldn't say. I know that this whole process has helped a lot, though.

    So a huge thanks to everyone who's ever been involved with #oneaday, whether I've had the chance to speak with you directly or not. Thanks to those who inspired me to write something—anything—every day. Thanks to those who have read every single one of these entries (I know there's a couple of you at least). Thanks to those who comment. Thanks to those who lurk. Thanks to those who have clicked onto just a couple of these entries out of curiosity. Thanks to those who have helped me through the toughest time I've ever gone through in my whole life. Thanks to those who enjoy my stupid drawings. And you, reading this right now, too? Thanks to you, too.

    Ah, that was disgustingly profound, wasn't it? Whatever. I mean it.

    While you're on, pay the fellow Survivors a visit and support them. And if I've missed anyone out, please feel free to harangue me in the comments or on Twitter.

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    #oneaday, Day 220: Five Things I Learned From Gaming https://imnotdoctorwho.moegamer.net/2010/08/25/oneaday-day-220-five-things-i-learned-from-gaming/ https://imnotdoctorwho.moegamer.net/2010/08/25/oneaday-day-220-five-things-i-learned-from-gaming/#comments Wed, 25 Aug 2010 15:27:25 +0000 http://angryjedi.wordpress.com/?p=1356 Gamers spend a considerable proportion of their lives justifying their hobby. This is not the way Things Should Be, of course. No form of media or entertainment or hobby should force its enthusiasts to become apologists. But such is the way of things. Gaming, to some, still has a reputation of being an adolescent male-dominated … Continue reading #oneaday, Day 220: Five Things I Learned From Gaming

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    Gamers spend a considerable proportion of their lives justifying their hobby. This is not the way Things Should Be, of course. No form of media or entertainment or hobby should force its enthusiasts to become apologists. But such is the way of things.

    Gaming, to some, still has a reputation of being an adolescent male-dominated thing. And sure, there are plenty of male adolescents out there playing things. But the whole thing is so broad and diverse now that absolutely anyone can get involved on one level or another. And by getting involved with gaming, there are some valuable life lessons that can be learned. And I'm not talking about the old faithful, "hand-eye co-ordination".

    Patience is a virtue

    If there is one thing I think that gaming has taught me above all else, it's the fine art of patience. Specifically, I'm of the opinion that RPGs in particular have taught me this.

    RPGs are all about delayed gratification. There's always that next step to strive for, be it gaining another level, saving enough money to buy the Super Death Blade (only to discover it's not as good as your current sword) or beating a difficult boss.

    It's not just that though. Games like Phoenix Wright with lengthy conversational sequences are reminders that it doesn't have to be action, action, action all the time. Granted, this kind of thing doesn't appeal to everyone, and there are people out there who skip every cutscene (and annoy the hell out of me, because I like cutscenes, unless I'm seeing it for the forty-seventh time) but it's a Valid Lifestyle Choice for many gamers.

    Whatever you may think of crap like FarmVille too, it's obvious that in most cases, these people are displaying patience, too. Unless they're the sort of person who actually spends money on playing those games, in which case they deserve to be fleeced out of every cent they pay to the Shinra Corporation… sorry, Zynga.

    Perseverance is also a virtue

    Commitment to completing a task is often one of the most difficult aspects of motivating oneself. It's easy to get halfway through a project, feel like you're not achieving anything and give up. Through the awesome experiences I've had through many games, I've learned that a difficult journey often leads to an amazing destination. Take Persona. Both Persona 3 and 4 are 90+ hours long. That's a significant time investment. But the conclusions of both stories were so great that I was happy I'd spent that time playing.

    Practice makes perfect

    Both the epic Geometry Wars 2 battle the Squadron of Shame had upon this game's first release, and the drunken Joe Danger night my friend Sam and I had a short while back are great examples of this. If at first you don't succeed at something, try it again. And again. And again. And again. And… (repeat until you're top of the leaderboards by a comfortable margin)

    RPGs are again symbolic of this. The longer the characters play and do the same things, the better they get at them. Sure, in most cases levelling up doesn't actually mean the player's skills have necessarily got any better. But the characters have. Sad old nerds like myself can pretend that they're levelling up when they get better at doing something.

    Where am I?

    I have an excellent sense of direction. I attribute this to two things: firstly, getting drunk a lot at university, finding myself at friends' unfamiliar houses, and somehow always managing to get home without being killed or bumraped. And secondly, playing a lot of Wolfenstein 3D and Doom when I was younger. Wolfenstein didn't have a map at all, and Doom's automap wasn't particularly clear. As such, players quickly learn to find their way around by following visual cues and working out where their eventual target is.

    To this day, whenever I visit a new city, I actually quite like to get lost for a while to get a feel for where everything is. Also, shoot Nazis.

    Creative solutions

    This sort of thing is particularly apparent amongst gamers of a certain age who grew up with adventure game logic. How else would I have figured out that I could fix a Sega Saturn controller using nothing but a screwdriver, a piece of toilet roll and a bottle of cheap vodka? Or that the appropriate way in which to remove the ludicrously-difficult-to-remove cover on the light in my bathroom was to use a stepladder and a teaspoon?

    There's an argument that watching The A-Team or MacGuyver could produce similar results. But I attribute my particular possession of this quality to adventure gaming.

    So there you have it. Gaming is awesome.

    I realise that by posting this I'm somewhat guilty of being one of the gaming apologists I mentioned at the beginning. But whaddayagunnado?

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    #oneaday, Day 219: I Like 'Em Chunky https://imnotdoctorwho.moegamer.net/2010/08/24/oneaday-day-219-i-like-em-chunky/ https://imnotdoctorwho.moegamer.net/2010/08/24/oneaday-day-219-i-like-em-chunky/#comments Tue, 24 Aug 2010 19:52:17 +0000 http://angryjedi.wordpress.com/?p=1353 I've been playing Scott Pilgrim vs. The World: The Game recently. Besides being an excellently fun game that hearkens back to the golden days of the brawler, it also has some of the most adorable graphics you'll ever see. By deliberately rendering things in low-res pixel art, it somehow manages to have approximately three thousand … Continue reading #oneaday, Day 219: I Like 'Em Chunky

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    I've been playing Scott Pilgrim vs. The World: The Game recently. Besides being an excellently fun game that hearkens back to the golden days of the brawler, it also has some of the most adorable graphics you'll ever see. By deliberately rendering things in low-res pixel art, it somehow manages to have approximately three thousand times more charm than the shiny brownness that is Gears of War. Granted, Gears isn't a cartoony game, so it's probably not an apt comparison. But even 3D-rendered "cartoony" or light-hearted games pale in comparison to some good old-fashioned pixel art.

    It's been a curious transition for art styles over the last few years. As 3D technology got better and better, the pressure was on developers to produce something that looked more and more real. The expression "if graphics don't get any better than this, I'll be happy" was trotted out with every new console generation. People spent hours looking down at the floor in Halo marvelling at how realistic the grass texture was. (Just me? All right then.) Putting things in higher and higher resolution was seen as the gold standard; something for everyone to strive for. Getting something running at 60 frames per second in 1080p? The Holy Grail.

    Somewhere along the way during this process, pixel art spent some time being undesirable. I remember emulating Final Fantasy VI on my PC back when I first discovered emulation, and finding the huge pixels made incredibly clear on the PC monitor to be very offputting. I felt like I couldn't see the detail. This wasn't taking into account the fact that by the very nature of pixel art, some detail has to be omitted.

    Today, though, I find myself playing PS1 sprite-art based games on my PS3 with all the filters turned off so that I can see those sharp edges. And Scott Pilgrim handles this in the same way. All the artwork is rendered in a deliciously unfiltered manner, which means you can see the "stepping" on diagonal lines, the black outlines around the character sprites and the necessary omission of detail. No-one has a nose, for example.

    But you know what? It's beautiful. It's gorgeous. And I'd take a hundred games drawn in this way over another Unreal Engine 3 game. Perhaps it's just oversaturation or "next-gen fatigue" and I'd eventually get sick of pixel art again. But certainly right now, I find it to be an incredibly attractive art style that I'm really glad to see a resurgence of. And my favourite use of HD graphics is, ironically, to render low-resolution pixel art in all its sharp-edged glory.

    So you can keep your next-gen sweaty-faced protagonists. (Except Nathan Drake and Elena. They may live.) Give me a good old-fashioned big-eyed protagonist with giant fists and no nose any day of the week. KPOW!

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    #oneaday, Day 218: I Love You, You Twat https://imnotdoctorwho.moegamer.net/2010/08/23/oneaday-day-218-i-love-you-you-twat/ https://imnotdoctorwho.moegamer.net/2010/08/23/oneaday-day-218-i-love-you-you-twat/#respond Mon, 23 Aug 2010 17:16:15 +0000 http://angryjedi.wordpress.com/?p=1327 Those of you who've been following me for a while will know that I have been known to make occasional forays into the virtual world of Second Life. For all its flaws and glaring technical errors and furry porn and flourishing sex industry, I always find it a genuinely fascinating experience from both social and … Continue reading #oneaday, Day 218: I Love You, You Twat

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    Those of you who've been following me for a while will know that I have been known to make occasional forays into the virtual world of Second Life. For all its flaws and glaring technical errors and furry porn and flourishing sex industry, I always find it a genuinely fascinating experience from both social and creative angles.

    I have one particular friend in that "other" world that I want to talk about today. We both started at around the same time, which means our avatars are both around the four year old mark right now. I've been rather more sporadic in my attendance than she has, but ever since we met we've shared a very close friendship which is pretty much unlike any of the other relationships I've cultivated in that particular world. She's one of those "constants" that you know you can always rely on. She's always been there, and has always offered a sympathetic ear when I've needed one.

    We've also always shared a mutual love of insulting the crap out of each other. She admonishes me for my long absences and the fact I can type without mistakes at 85 words per minute. In response, I take great delight in drawing attention to her own typos, which have resulted in us inventing a number of our own words that anyone coming into our group is utterly bewildered by. I'm not even convinced we know what "furple" and "plinge" mean. But from the context, they are generally inclined to sound dirty.

    Then we'll find something to argue about like children. Last night saw a particularly epic "am not, are too" battle that managed to impress everyone around us with our sheer tenacity. One of us will, at some point, accuse the other of being a pervert. The other will, in turn, bring up something from the past which lends incontrovertible evidence that no, they are in fact the pervert here. And so it goes on. For hours at a time, usually.

    This is something that has always baffled me about friendship. At what stage do you make that mutual decision that it's okay to be incredibly rude to one another, especially in front of other people? It's one of those peculiar contradictions that seems to make perfect sense while you're engaged in it, yet is utter nonsense when you think about it. The common theory is that it's a sign you're so comfortable with one another you're happy to say absolutely anything to one another, because you know that you do genuinely care about each other. In the case of my friend and I, there's generally a bit of playing up for the crowd, too—they've come to expect it of us. When we're alone together, we'll generally talk normally and candidly.

    I have a number of "real life" friends who are like this, too, so it's not just a case of the John Gabriel Internet Fuckwad Theory coming to life. Board game nights generally degenerate into smack talk and aspersions cast on pretty much everything it's possible to cast aspersions on. And yet somehow without disrupting the gameplay. (Much. Usually.)

    I guess it's one of those social anomalies that we'll never truly understand. Still, it always keeps things entertaining.

    With that in mind, thanks for reading, you complete bellend.

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    #oneaday, Day 217: "Book? LOL!" https://imnotdoctorwho.moegamer.net/2010/08/22/oneaday-day-217-book-lol/ https://imnotdoctorwho.moegamer.net/2010/08/22/oneaday-day-217-book-lol/#comments Sun, 22 Aug 2010 13:23:13 +0000 http://angryjedi.wordpress.com/?p=1323 I forget the exact circumstances of when I came across the quote in this post's title. It may have been on some form of social networking website, or dating site, or something like that. But it was a good few years back now. The context of the quote was in one of those sections you … Continue reading #oneaday, Day 217: "Book? LOL!"

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    I forget the exact circumstances of when I came across the quote in this post's title. It may have been on some form of social networking website, or dating site, or something like that. But it was a good few years back now.

    The context of the quote was in one of those sections you get on pretty much all online profiles that asks you to list your favourite music, films, TV shows and books. This person's favourite books were listed as "book? lol".

    That struck me as rather sad, but perhaps a little unsurprising given the general attention span of most people these days. Why sit down with a book which delays gratification and requires active use of the brain when you can be immediately bombarded with information via TV and the Internet?

    It's an age-old argument of course, and one which has probably been running ever since every new information-giving technology came along. However, it seems particularly ironic in the context of the Internet, given that much of it is, in fact, text. Sure, there are pretty pictures and buttons that fart when you click on them and pornography, but it's still fundamentally built on text. You're reading text right now. Is your head hurting yet?

    The fact that everyone has a voice on the Internet is one of those things that is debatable as to whether it is a Good Thing or not. But as part of having that voice, everyone has the opportunity to give their thoughts and expand on them as much as they want to. The sad thing is, though, in many cases, people don't feel like they have the time to read (or write) a full, well-considered argument. Instead, they denounce it as a "wall of text" and choose not to read it.

    It happens in video games, too. A friend of mine once said that he couldn't get through Phoenix Wright: Ace Attorney because there was "too much reading". It's a game about a lawyer. I'm not sure what else he was expecting.

    As a writer, as someone who crafts language and bends it to my will in the name of pretentiousness, self-expression, catharsis and humour, this is sad. The English language is a powerful tool that can say many things. As, indeed, are other languages. But it seems that for many these days, the priority is for quick, snappy, "efficient" communication. And sure, there are situations in which this is entirely appropriate. But I say that shouldn't be the norm. People shouldn't be afraid to speak their mind in as much length as they wish.

    My mind is particularly drawn to the early days of the Squadron of Shame. Long before we started producing our podcast, we ran lengthy discussion threads on a variety of games on 1up.com's Radio forum. We'd started as a result of one of the 1up Radio features, so that was our spiritual home. Many of the people who populated that forum were articulate sorts who agreed with my thoughts above, so there were plenty of like-minded individuals there who enjoyed taking part in our discussions and posting their own "walls of text".

    But one day, the Powers That Be at 1up decided that it would be a great idea to merge all the forums into "Games" and "Not Games". This meant that lengthy, in-depth discussion threads from groups such as the Squadron were crammed into the same space as "OMG HALO IS BETTR THAN KILZONE". Naturally, this led to problems. In one of the last discussions we had on those boards—on the subject of the peculiar PS2 game Psi-Ops—the posting was almost immediately derailed by a particularly notorious troll who posted "OMG FUCKING MASSIVE WALL OF TEXT" in giant red letters. Said "wall of text" was maybe six or seven paragraphs long and was interesting to read, but as soon as troll boy showed his face, the discussion went off track, not helped by many people (including myself) rising to his bait.

    It's a pity that to some people the desire to speak in detail, at length and to produce a coherent argument is seen as a negative thing. Personally I would have thought that a forum—by its very nature an asynchronous method of communication in which people can take their time to consider their responses—was the ideal environment in which to have these lengthy discussions. But apparently not.

    This is perhaps an unnecessarily negative picture, of course. There are still people who read books. There are still people who like to post more than five words at a time. There are still people who don't decide to ignore all the rules of spelling, punctuation and grammar "just because it's the Internet"—who came up with that stupid idea, anyway? It's just a pity that, at times, they seem to be declining in number.

    Oh well. If you read through all that, you can count yourself amongst the élite!

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    #oneaday, Day 216: I Wish The X Was Ex https://imnotdoctorwho.moegamer.net/2010/08/21/oneaday-day-216-i-wish-the-x-was-ex/ https://imnotdoctorwho.moegamer.net/2010/08/21/oneaday-day-216-i-wish-the-x-was-ex/#comments Sat, 21 Aug 2010 22:08:11 +0000 http://angryjedi.wordpress.com/?p=1300 So I believe the new series of The X-Factor kicked off tonight. I'm saying this purely based on a few comments on Twitter that I happened to witness earlier on, and not by having watched it at all. The reason I don't watch it? The X-Factor incites the kind of burning rage and despair at … Continue reading #oneaday, Day 216: I Wish The X Was Ex

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    So I believe the new series of The X-Factor kicked off tonight. I'm saying this purely based on a few comments on Twitter that I happened to witness earlier on, and not by having watched it at all. The reason I don't watch it? The X-Factor incites the kind of burning rage and despair at society that is matched only by how I feel during major football tournaments. It's one of the main reasons I don't watch TV at all. Not The X-Factor specifically. But shows like it. And by God there are a lot of them.

    And they're always the same. It's all very well saying that it's Just Entertainment, and that other forms of entertainment are just as guilty of the offences that The X-Factor commits.

    But no. The X-Factor is pretty much identical every year, bar a couple of minor alterations to the format and the inevitable fake "controversy" over who is going to be a judge.

    We start with the auditions. Everyone who watches the show uses the auditions section as the main reason to convince people who don't watch the show to watch the show. "It's funny!" they'll say. "There are really shit people sometimes!"

    If I want to watch shit people singing, I'll go direct a school choir. I don't need it on my television. And it's not funny. It's just embarrassing. Yes, these people did it to themselves by signing up for the show. But there's no need for the "clever editing" (hah!) that goes into the show to focus on them quite so much. And what are we supposed to think? The show inevitably builds them up with one of its famous sob stories, then knocks them down flat when the judges decide to brand them "awful". What are we, as viewers, supposed to take away from that? "Hah! Look! This person's had an awful life! But they're shit at singing and quite ugly, so let's laugh at them and their misfortune! They're going to die alone!"

    Then, as I recall, there are "Boot Camp" sections, where the judges get to show us all how obnoxiously rich they are out as a result of the clone armies they've built over the years. This is ostensibly the "training" section, where the performers get to learn how to, well, perform better. Funny how we rarely see much in the way of training. Instead, we see when they fuck it up, because that's Better Television.

    After that we're into the interminable, never-ending live shows. Every week, the remaining grinning idiots, who have had all semblance of personality sandblasted out of them by this point, come on stage, sing an incredibly twee and wet version of an existing song, listen to some "criticism" from the judges (which inevitably involves one or more of the key phrases "I liked it", "I think you could be the next big thing", "You've got the X-Factor", "You… could win this show" or equivalents towards the negative end of the spectrum) which doesn't actually offer any constructive advice at all, and then bugger off the stage either crying or going "YES!"

    During the live shows, the black woman with the incredibly powerful voice will inevitably almost get to the final and then not quite make it. The "novelty act" which everyone thinks is Really Funny will be kept in for an inexplicably long time, despite being a one-joke act who don't actually have any talent whatsoever. During the final, the performer who is the better singer will be kicked out in favour of the performer who is more generic and boring. And during the final, the "Winner's Single" will be revealed to be a dirge-like ballad that makes everyone who listens to it want to kill themselves.

    After the show has finished, the Winner's Single will be released, it will sell like the proverbial hot cakes for a few weeks then disappear without trace for at least six months, after which time the winner will then release their "Stunning Debut Album!" by which time the whole world has forgotten who they are, at least it would have had they not been in the tabloids and on Sky News every five minutes every time they pick their bum or scratch their nose. As a result of this, the obsessive fans become like the people I talked about yesterday, and the people who don't watch the show and have no time for manufactured pop nonsense are about ready to commit an act of terrorism.

    So there you go. I've saved you having to watch it at all this year. The X-Factor can fuck off and burn in a fire.

    The post #oneaday, Day 216: I Wish The X Was Ex appeared first on I'm Not Doctor Who.

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    #oneaday, Day 215: Who? https://imnotdoctorwho.moegamer.net/2010/08/20/oneaday-day-215-who/ https://imnotdoctorwho.moegamer.net/2010/08/20/oneaday-day-215-who/#comments Fri, 20 Aug 2010 16:04:57 +0000 http://angryjedi.wordpress.com/?p=1296 Front page of ever-reliable rag The Sun today bore a story about David and Victoria Beckham sacking fourteen members of their staff. That's a whole third of their staff! Disasteriffic! How terrible! How awful! How nightmarish! It must be so tough for them! Bollocks, of course, and certainly not front-page newsworthy. The thing that comes … Continue reading #oneaday, Day 215: Who?

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    Front page of ever-reliable rag The Sun today bore a story about David and Victoria Beckham sacking fourteen members of their staff. That's a whole third of their staff! Disasteriffic! How terrible! How awful! How nightmarish! It must be so tough for them!

    Bollocks, of course, and certainly not front-page newsworthy. The thing that comes to mind any time I hear any kind of celebrity gossip is one of those awkward conversations you have with your parents where they tell you all about someone whose name you've never heard before but you're apparently supposed to know everything about, including their medical history, any past indiscretions, marital status and whether or not they or anyone close to them has died recently.

    It's easy to do, of course. We all do it. We all talk about our friends to other people as if they know them. Because we know them, we refer to them with a comfortable familiarity. It sometimes doesn't cross our mind that certain people in one group of friends might not know who "Jeff" or "Calin" from another group of friends are.

    But with celebrity, it's a different matter. People who are into that sort of thing talk about celebrities as if they are their friends. They excitedly talk about their idols on a first-name basis, assuming you know who on earth they're blathering on about. Worse, sometimes they use nicknames dreamed up by tabloids that make it even more difficult to work out who it is they're on about. If they're involved in football, it'll probably be the first syllable of their surname followed by either "-o" or "-s". Sometimes, it's a reference to pop culture long forgotten, or never known about at all by some people. Does Victoria Beckham still get called "Posh"? I bet she does by someone out there.

    I still find it difficult to understand the fascination with the minutiae of these people's lives, though. Fair enough if you want to follow the career of someone who is interesting, or does something that you find particularly stimulating. But these people are not, in most cases, close personal friends. How is the fact that poor old Posh 'n' Becks are having to sack a whole third of their staff to "save money" newsworthy? What are we supposed to get out of that story? Envy? Because that's a Deadly Sin, I believe. Are we supposed to feel compassion or empathy for them? Because the vast majority of us don't have one person to sack, let alone fourteen. Let alone fourteen people being only a third of our "staff".

    David Beckham doing something exciting and footbally. That might be newsworthy. On the sports pages, not the front page. Victoria Beckham doing something exciting and pop-starry. That, too, might be newsworthy. On the entertainment pages, not the front page.

    Also in the news today: A man saved his daughter from a bear pit. That's pretty heroic. Why isn't that on the front page of The Sun? Because people are more interested in the life and times of poor little rich kids.

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    #oneaday 214: You're Not Tom Cruise https://imnotdoctorwho.moegamer.net/2010/08/19/oneaday-214-youre-not-tom-cruise/ https://imnotdoctorwho.moegamer.net/2010/08/19/oneaday-214-youre-not-tom-cruise/#comments Thu, 19 Aug 2010 19:32:15 +0000 http://angryjedi.wordpress.com/?p=1291 I'm not Doctor Who, you're not Tom Cruise. So don't even think about attempting to invent your own cocktails. I say this as a result of a memorable evening one night at university, a good few years back now. It was one of those evenings where we had just decided it was vitally important to … Continue reading #oneaday 214: You're Not Tom Cruise

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    I'm not Doctor Who, you're not Tom Cruise. So don't even think about attempting to invent your own cocktails.

    I say this as a result of a memorable evening one night at university, a good few years back now. It was one of those evenings where we had just decided it was vitally important to get as blind drunk as possible, as is often the wont of people at university. At least one member of our circle of friends was in possession of some of the more "creative" spirits and liqueurs available, so we pooled our resources in an attempt to create The Next Big Thing.

    To be fair, given the evidence we'd discovered on how easy it is to make a putridly-coloured yet remarkably tasty cocktail, we had faith in our own abilities to produce something delicious.

    Shortly after arriving at university, we had all discovered the joy of the Juicy Lucy, a pint-based cocktail made up of a glug of vodka, a splash of Bols Blue, a bit of Taboo and then the remainder of the glass filled up with roughly half-and-half of orange juice and lemonade. The resultant glass of green liquid looks remarkably like what happens if you fill a pint glass with water and then squirt too much Fairy liquid into it. It also turns your poo green if you drink too much of it, a fact which several of us were unprepared for and thus spent a not-inconsiderable amount of time fretting the next day that we had some form of terrifying bum-cancer.

    Alongside the Juicy Lucy was the even-simpler concoction dreamed up by our hall of residence's bar on "Hawaiian Night" (a night when everyone was supposed to wear Hawaiian shirts, and they turned the heating up full)—the Passion Wagon. The Passion Wagon was, again, a pint-based cocktail consisting of a shot of Passoa (passion fruit liqueur) and a bottle of Reef. That's it. It came out bright orange and tasted like Five Alive. It did not, to my knowledge, do anything unpleasant to the colour of one's bodily fluids or waste matter.

    So going on that evidence, we figured that making a cocktail was pretty much simply a case of finding things which might taste nice together and then combining them together in a glass. Also, that vodka, when added to any drink, immediately makes something "more alcoholic" without making it taste any different.

    How wrong we were. The first mistake we made was forgetting that Baileys curdles quite easily. After creating a number of drinks that looked like someone had spunked in, we decided that we weren't skilled enough to do that clever thing where you make the Baileys float on top. So we left that alone. For a while. Then we elected to try combining various different flavoured liqueurs together. The least (or most, depending on how you look at this) successful attempt was dubbed "The Brown Sauce", owing to its resemblance in taste to HP Sauce. For the readers unfamiliar with the wonder of HP Sauce, it is good on a bacon sandwich. It is less good in liquid form and drunk.

    Eventually we gave up and went back to staples like Archers and lemonade. We didn't have another home-made cocktail night after that. We left it strictly to the professionals.

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    #oneaday, Day 213: Intensity https://imnotdoctorwho.moegamer.net/2010/08/19/oneaday-day-213-intensity/ https://imnotdoctorwho.moegamer.net/2010/08/19/oneaday-day-213-intensity/#respond Thu, 19 Aug 2010 00:41:56 +0000 http://angryjedi.wordpress.com/?p=1288 There's an old saying, isn't there, that claims if you lose the use of one of your senses, the others become much more acute. Having never been blinded, deafened or whatever the equivalent words for losing your senses of taste, smell or touch are, I can't speak for the truth of this. Although I did … Continue reading #oneaday, Day 213: Intensity

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    There's an old saying, isn't there, that claims if you lose the use of one of your senses, the others become much more acute. Having never been blinded, deafened or whatever the equivalent words for losing your senses of taste, smell or touch are, I can't speak for the truth of this. Although I did have a nasty cold one time that stopped me from being able to smell very much, though a good curry sorted that right out, just in time for me to be able to smell the musty flatulence caused by the not-inconsiderable amount of spices therein.

    But there is one sphere where pretty much anyone can get a taste of what this is like. The Internet. When you're talking to someone on the Internet, you might not be able to see or hear them. You're certainly not touching them, smelling them or tasting them, unless there's some exciting new Skype-compatible technology you're all using that I haven't heard of yet. But regardless, friendships and relationships form, grow, break, explode, spread, all the things that real relationships and friendships do, in fact.

    Except for the fact that the lack of "something"—be it sight, sound, smell, touch or taste—makes everything that much more intense. For many people, cultivating a friendship in "real life" is a drawn-out process that takes some time of getting to know each other, getting a feel for one another, understanding what makes each other tick and so on. This process still happens between people who have met online, but at a vastly accelerated rate. The very nature of communication on the Internet means that responses can be considered more carefully and, assuming you're an honest person, made more honest than you might feel able to be if you're sitting in front of someone, their piercing eyes gazing into your soul.

    Of course, the opposite's also true. It's much, much easier to be a bastard and a liar thanks to the wonder of the Internet. And, in many cases, without consequences. Some people find this fun. But the emotion and the hurt it can cause is just as real as the feelings of friendship, affection, even love that can also be felt in these relationships between people who have never seen each other, in some cases.

    On the whole, though, the opportunity to meet and talk to people from all over the world is something which should never be taken for granted, whatever form it comes in. Whether it's posting on a message board, writing an email, using Twitter, checking out someone's avatar in Second Life, raiding with guildies in WoW; without the Internet, there's no way that a whole bunch of these people would be in our lives. Old friendships would be lost and forgotten. New friendships might never be made. Soulmates might never find each other. And you wouldn't be able to read the deranged, 1:30am ramblings of someone such as myself.

    Some might say the world would be a better place for that. But, y'know, I kinda like it this way.

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    #oneaday, Day 212: Eat Poop, You Cat! https://imnotdoctorwho.moegamer.net/2010/08/18/oneaday-day-212-eat-poop-you-cat/ https://imnotdoctorwho.moegamer.net/2010/08/18/oneaday-day-212-eat-poop-you-cat/#comments Wed, 18 Aug 2010 00:29:34 +0000 http://angryjedi.wordpress.com/?p=1285 When you're in a dinner party kind of situation and the conversation seems to be drifting towards some sort of standstill, there are several things you can do to rectify the situation. You can bring out the "big boys' alcohol"—the whisky, the brandy, the port, the strong stuff that only ever seems to come out … Continue reading #oneaday, Day 212: Eat Poop, You Cat!

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    When you're in a dinner party kind of situation and the conversation seems to be drifting towards some sort of standstill, there are several things you can do to rectify the situation. You can bring out the "big boys' alcohol"—the whisky, the brandy, the port, the strong stuff that only ever seems to come out at dinner parties. You can invite everyone to retire to a different room where you can regale them with tales of how you acquired each and every record in your substantial Bavarian folk music collection. If you're a Cockney, you can gather around the upright piano and have a knees-up. Or you can resort to some sort of game.

    Dinner party games aren't quite the same as "board game night" games. Whipping out a copy of Power Grid or Agricola is inadvisable unless everyone at the dinner table is an avid boardgamer already. No; something that is either quick and easy to play, or something that everyone knows is what is called for. On the "something that everyone knows" front, there are mainstays like Trivial Pursuit, Monopoly and all manner of things like that. The downside to these is that they take quite a long time to play. So that leaves the other alternative: something that is quick and easy.

    You could play Hangman. But that's a bit primary school, as is I Spy. You could play Murder in the Dark, but you can guarantee that someone has forgotten the rules because there is no one person in the world who can remember all the rules to Murder in the Dark. You could play Musical Chairs, but there's always some killjoy bastard who doesn't want to get up and dance. (Usually me.)

    Or you could play Eat Poop, You Cat!

    This is not as sinister as it sounds. In fact, it's a very simple, quick and easy game to play. All you need are enough pieces of paper and drawing implements as you have participants. The more the merrier, generally, but the optimum number of people is somewhere around six to eight.

    This game is very straightforward. There are no winners and losers. It's purely for fun and entertainment. The way it works is as follows:

    1. Everyone around the table writes a short sentence on their piece of paper. For brevity's sake, you may wish to limit the maximum number of words. But generally someone will go over the limit anyway, so that's a largely pointless endeavour in most cases.

    2. Everyone passes their piece of paper to the person on their left (or right, if you prefer going that way. You big freak.) and the new owner of the paper has to draw a picture representing the sentence.

    3. The person who has just drawn a picture folds over the original sentence and passes the paper around again, so the next person can only see the picture.

    4. This next person has to write a sentence  representing what they think the picture is showing.

    5. They then fold over the picture, so the next person can only see the sentence.

    6. The process repeats until each piece of paper has gone right around the table and back to its original owner, alternating picture-sentence-picture-sentence.

    7. The papers are then unfolded.

    8. Hilarity ensues.

    Like Chinese Whispers, the game often ends up in a rather different place to where it began. It plays on people's imaginations and creativity, and it's pretty rare—and actually fairly undesirable—for people to manage to keep the meaning of the original sentence intact.

    There's a whole website dedicated to this game with some fantastic example playthroughs. I can highly recommend you play it the next time you start boring your dinner party guests. Rather than being remembered as that deathly dull host, you'll be remembered as a Super Fun Person! Which is good. Unless you really don't like hosting dinner parties, in which case you may actively wish to bore your guests so much that they never return.

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    #oneaday, Day 211: The Only Art Lesson You Will Ever Need https://imnotdoctorwho.moegamer.net/2010/08/16/oneaday-day-211-the-only-art-lesson-you-will-ever-need/ https://imnotdoctorwho.moegamer.net/2010/08/16/oneaday-day-211-the-only-art-lesson-you-will-ever-need/#comments Mon, 16 Aug 2010 23:31:44 +0000 http://angryjedi.wordpress.com/?p=1276 "I can't draw!" I hear you cry, assuming you're shouting about not being able to draw at this exact moment, which you probably aren't. But no matter! Help is at hand. You don't have to be an excellent artist to be able to draw things that are distinctive and interesting. I'm going to let you … Continue reading #oneaday, Day 211: The Only Art Lesson You Will Ever Need

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    "I can't draw!" I hear you cry, assuming you're shouting about not being able to draw at this exact moment, which you probably aren't. But no matter! Help is at hand. You don't have to be an excellent artist to be able to draw things that are distinctive and interesting. I'm going to let you into the secrets of my own craft which you have doubtless seen throughout this blog. The art of the stickman.

    I'll tell you a secret: I can draw. Sort of. Not great, and I've never studied it or had any particularly formal training. But I can sort of draw. I just choose not to when it comes to the pictures on this blog, because ever since secondary school when my good buddy Ed "Roth Dog" Padgett and I discovered that stickmen are actually the most expressive things in the universe, we've often chosen to stick to stickmen, no pun intended. On a side note, Roth actually can draw, as you'll see here.

    But anyway. Let's begin.

    Step 1: Pose

    When you're drawing a stick person, the first thing you need to consider is what they're going to be doing. Since the body is very simple and you're going to spend most of the time on the face, this is a simple matter of making a quick decision. Most people stick to the traditional model (figure 1, but you can get stick figures doing all manner of weird and wonderful things (figure 2) even before you've put a face on them. Remember to add feet. Feet make poses more versatile. Adding feet to your stickmen is the difference between standing casually and tapping its foot impatiently.

    Fig. 1: The basic stickman

    Fig. 2: Possible stickman poses

    Step 2a: Normal faces

    The next step, which a lot of people leave out, stopping at step 1, is to add a face to your stickman. You only need three lines to put a face on a stickman. Two vertical lines for eyes, and one horizontal or curvy line for a mouth. These lines can be modified to produce a variety of expressions (figure 3).

    Fig. 3: Possible stickman facial expressions.

    Step 2b: Open-mouthed faces

    If one of the closed-mouth expressions just isn't expressing things expressively enough for you, then you may wish to consider opening your stickman's mouth. What you put inside your stickman's mouth can make a large amount of difference to what the expression means (figure 4).

    Fig. 4: Open-mouth expressions.

    Step 2c: Exaggerated faces

    If none of the above faces are quite getting across what you are trying to say with your stickman, then simply throw any semblance of realism out of the window and do something ridiculous. These are stickmen, after all. They can do whatever the hell you damn well want (figure 5).

    Fig. 5: Exaggerated expressions.

    Step 3: Detail

    Once you've come up with a pose and a face, all you need to do is add some individuality to the stickman by adding some detail. This is normally done via the medium of hair. Creating different stickman characters is a simple matter of giving them different hairstyles. No-one will ever notice that they have the same faces and poses. You can even change a stick person's gender at the drop of a hat simply by changing the hairstyle (figure 6).

    Fig. 6: Hairstyle = character.

    And with just those three steps, you are officially done! You have created your own unique character. Congratulations. You're a cartoonist.

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    #oneaday, Day 210: Literacy https://imnotdoctorwho.moegamer.net/2010/08/15/oneaday-day-210-literacy/ https://imnotdoctorwho.moegamer.net/2010/08/15/oneaday-day-210-literacy/#respond Sun, 15 Aug 2010 23:50:51 +0000 http://angryjedi.wordpress.com/?p=1272 Well, tonight was the night we recorded the first episode of the all-new Squadron of Shame SquadCast. And we think you're going to like it a lot. There's going to be a lot more community involvement in the whole thing, too. This is led by the Squawkbox, a communal blog where anyone with a WordPress … Continue reading #oneaday, Day 210: Literacy

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    Well, tonight was the night we recorded the first episode of the all-new Squadron of Shame SquadCast. And we think you're going to like it a lot.

    There's going to be a lot more community involvement in the whole thing, too. This is led by the Squawkbox, a communal blog where anyone with a WordPress account can contribute and join the discussion. But there's nothing to stop people blogging about the things we talk about, either. In fact, it'd be awesome to see some lengthy written thoughts about the things we discuss.

    So I thought I'd kick that off with some material related to a discussion we had on the show. Not to spoil anything, but it's an interesting topic.

    The question is that of being "literate" in a medium versus that of being "well-read". On the podcast, we particularly focused on gaming, as you might expect. You'll find the conclusions we came to on the podcast itself. See, I like to tease.

    But it's true for any medium, and not just books, either. My old friend Ed "Roth Dog" Padgett (follow him on Twitter just to stop him moaning, too, if you would) is most certainly well-read in the medium of movies, for example. He knows what makes a "good" or a "bad" movie. He knows about different directors, actors, genres, stylistic approaches, all manner of things I could never even begin to understand right now because I am merely literate in the medium of movies. I know what makes a decent structure of a movie, and I know what I enjoy. But I don't watch movies that often, and as such there may be some things that I don't appreciate in the same way that others do.

    Take my recent reaction to the movie Predators. I thought Predators was a festering pile of horseshit, yet many people whom I've spoken to about it since claimed to rather enjoy it. Does this mean that I'm "wrong"? No; it simply means that my reaction is different to other people. In the case of a lot of those people, misty-eyed nostalgia over the original Predator films probably played a part. And in some cases, they quite possibly genuinely liked the generic, sprawling mess that was that movie. I have only ever seen Predator once and I'm not even convinced I've ever seen Predator 2. I think I have. But I can't remember.

    I'll freely admit that I'm not particularly well-read when it comes to movies. I've never seen Citizen Kane, Clockwork Orange or Rocky Horror Picture Show. I haven't seen the vast majority of Arnie's output. I can name about three directors off the top of my head. I struggle to name a "favourite movie". But I can at least appreciate a decent movie when I see one.

    With books, it's the most literal kind of, well, literacy. You can read. Or you can be well-read. If you can read, there may be stuff you enjoy. Perhaps you enjoy Mills and Boon romance novels, but only for the naughty bits. Perhaps you like the cheesiest kind of epic fantasy there is. Perhaps you like a diverse range of stuff.

    In every medium, everyone has the opportunity to become "literate", and to understand that medium on a level that is sufficient to make it accessible and enjoyable. But it takes a lot more work to become truly "well-read" and to understand what the "canonical" titles in that medium are. And in media as diverse as these, it's entirely likely that everyone has their own opinions on what the "canon" might include.

    So, anyone interested enough to comment, then: pick a medium that you feel particularly "well-read" in, and give us some examples of what you think might be "essentials"—the "canon" for that medium. I'm intrigued to hear some responses.

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    #oneaday, Day 209: Coming Soon https://imnotdoctorwho.moegamer.net/2010/08/14/oneaday-day-209-coming-soon/ https://imnotdoctorwho.moegamer.net/2010/08/14/oneaday-day-209-coming-soon/#comments Sat, 14 Aug 2010 22:51:16 +0000 http://angryjedi.wordpress.com/?p=1269 Tomorrow night, The Squadron of Shame are back in action after something of a hiatus. For those of you unfamiliar with our unique brand of discussion and podcastery, let me explain what it's all about, and when the new podcast hits, you'll be able to come and join the fun. The Squadron of Shame started … Continue reading #oneaday, Day 209: Coming Soon

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    Tomorrow night, The Squadron of Shame are back in action after something of a hiatus.

    For those of you unfamiliar with our unique brand of discussion and podcastery, let me explain what it's all about, and when the new podcast hits, you'll be able to come and join the fun.

    The Squadron of Shame started as a result of a feature on 1up Yours dubbed "The Pile of Shame". The term has since spread around the Internet somewhat, and it refers to all of the things that you've bought and never got around to reading, listening to or playing. In the case of the original 1up feature, it referred to that pile of games you have on your shelf that are begging to be played, but somehow inevitably get left behind whenever the latest triple-A hotness makes an appearance. The first game they took on was the excellent Psychonauts.

    As it happened, the feature was somewhat short-lived on the 1up podcast. But a number of community members ran with the concept on the companion forums for the 1up "radio" output. We formed a club page on 1up which is still there, though largely inactive these days. We'd pick a game which was supposed to be good (or at least interesting), play it through as a group and discuss it all together. Some fascinating discussions resulted, and it also allowed many people to expose themselves to a variety of games which they might not have done otherwise. Games like Star Control II, Freespace 2, Call of Cthulhu: Dark Corners of the Earth and Psi-Ops.

    As time moved on, the group wanted more. The merging of all the 1up boards into one mangled mess meant that the reasoned debate of the old threads was much more difficult. Topics would get derailed and it was clear that a new approach was needed.

    Thus began the SquadCast, the Squadron of Shame's official podcast. Starting with independent rabbinical adventure game The Shivah, select members of the group banded together to do what they did best: play through a game together, then put their heads together and have a discussion about it. Ably hosted by the fine Mr Chris Whittington and edited/produced in a sort-of OKish manner by my good self, the show is now 29 episodes strong and has covered subjects as diverse as the Commodore 64, Russian FPS-adventure depress 'em up Pathologic and charming indie puzzler Machinarium.

    Following circumstances beyond their control (mostly beyond my control, I admit) there's been something of a gap since our last episode. So we've thought that now is the time to take a break, consider how to make the show better and come back stronger than ever with some brand new output in a whole new format.

    So, tomorrow we're recording. And next week we'll be proudly presenting The Squadron of Shame SquadCast, Season Two. Taking some of the advice we got from Jeff Green, Shawn Elliott, Ken Levine and some others who I've forgotten speaking on the Podcasting for PR panel at PAX East, we've made some changes.

    The show's going to be bi-weekly. This means that rather than have variable gaps as everyone clamours to complete a "mission" before we talk about it, some regularity will allow us to build up a more, well, regular listenership.

    Next up, it's going to have a static cast of host Chris Whittington, Mark Whiting, Jeff Parsons and myself with occasional guest spots available where appropriate. Jeff is in the process of composing us a brand new theme tune, too, so it's going to be a complete sonic reboot.

    Most importantly, though, each episode is no longer going to be focused on a specific game. Instead, the focus will be on particular "topics", with occasional traditional "mission" podcasts interspersed as appropriate. This means that people will hopefully be more inclined to tune in regularly and hear what we have to say, rather than skipping episodes about games they have no interest in. As part of this, the official Squawkbox of the Squad will be playing a more prominent role, with community questions and discussions a regular occurrence. If you already have a WordPress account, you can head right over and start chatting with us. If not, it's simple to sign up. Everyone who's interested in discussing video games and who isn't afraid of the odd (all right, frequent) wall of text is very welcome to pay us a visit.

    Besides the changes, it'll be our same wordy, intellectual, chin-stroking discussion about video games, representing one of the most unique podcasts on the Internet. We'd love it if you could join us for our relaunch. Visit the Squawkbox, follow us on Twitter, become a Fan… sorry, Like us on Facebook and find our past episodes and those of our sister podcast The Exploding Barrel Podcast here.

    2010 is going to be a great year for the Squad. We hope you'll come along for the ride.

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    #oneaday, Day 208: Keeping Buff https://imnotdoctorwho.moegamer.net/2010/08/13/oneaday-day-208-keeping-buff/ https://imnotdoctorwho.moegamer.net/2010/08/13/oneaday-day-208-keeping-buff/#comments Fri, 13 Aug 2010 22:26:13 +0000 http://angryjedi.wordpress.com/?p=1266 I started re-watching Buffy the Vampire Slayer a few weeks ago. I'm just up to the start of season four now, which means I've also started re-watching Angel, too. Both shows remain absolutely fantastic examples of how to get television right. Spoilarz ahead, naturally. The main thing both shows get right is in having strong … Continue reading #oneaday, Day 208: Keeping Buff

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    I started re-watching Buffy the Vampire Slayer a few weeks ago. I'm just up to the start of season four now, which means I've also started re-watching Angel, too. Both shows remain absolutely fantastic examples of how to get television right. Spoilarz ahead, naturally.

    The main thing both shows get right is in having strong characters. Given that they're both named after their protagonists, this is an important factor. Buffy herself is a pretty multifaceted character with a good line in one-liners, quips as well as pouty American teen-ness. But it's the supporting cast that steal the show. Xander's deadpan-ness. Willow's meekness, often at odds with the important things she is trying to say. Oz's taciturn nature. And Giles. Dear old Giles, one of the greatest characters of any show ever.

    In fact, ironically for Angel, the weakest link in Buffy's cast is probably Angel himself. When he's broody, soul-having Angel, he's pretty, well, boring a lot of the time. When he's Angelus he's genuinely threatening. But for the majority of the time he's brooding over Buffy, he's not really that interesting. But as soon as he takes centre stage in Angel, he comes into his own. He gets much more in the way of a personality. He quips and verbally spars with the bad guys more. And he's just a much more interesting character. Presumably the reason he was written out of Buffy in the first place was the fact that he had a ton of untapped potential which was never going to be explored while the doomed romance between him and the Slayer was dragged out.

    That's not to say I don't like the Buffy/Angel romance plotline. Far from it. In fact, Season Two remains one of my favourite pieces of television simply because of the utterly tragic nature of much of it. The finale to that season is magnificently emotional.

    I remember when I first watched Buffy. It was derided by a lot of my friends who hadn't seen it as being a stupid show with no depth. And with a title like Buffy the Vampire Slayer and its 6pm dinnertime slot on BBC2, it's easy to see why people assumed that. In fact, even in its early seasons (arguably slightly less so in the first season), it demonstrated an emotional maturity and a sense of "telling it like it is" that few shows have managed to replicate. I think I also found some emotional resonance with at least some of the characters, too, since I was the same age as them at the time of its original broadcast. I was going through the same stages of life at the same time they did. Admittedly, with less frequent apocalypses. But I recognised myself in many of the situations they encountered.

    The reason I like Buffy is the same reason I enjoy the Persona series. The juxtaposition between the fantastic and the mundane. The knowledge that even if you're a superhero with special powers who can save the world, you'll still have "life stuff" to deal with. The demonstration that we're all human, whatever our abilities. I can relate to that. Everyone has demons to fight, struggles to face, whether those things are real, physical things, or personal things locked inside.

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    #oneaday, Day 207: Up 'n' Down https://imnotdoctorwho.moegamer.net/2010/08/13/oneaday-day-207-up-n-down/ https://imnotdoctorwho.moegamer.net/2010/08/13/oneaday-day-207-up-n-down/#comments Fri, 13 Aug 2010 00:48:29 +0000 http://angryjedi.wordpress.com/?p=1261 I think I might be bipolar. Granted, my only justification for that is a cursory glance at Wikipedia and the observation that yesterday I was a depressive mess barely able to function, while today I've been not exactly what I'd call "enthusiastic", but have at least got some things done and felt relatively "normal". There … Continue reading #oneaday, Day 207: Up 'n' Down

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    I think I might be bipolar.

    Granted, my only justification for that is a cursory glance at Wikipedia and the observation that yesterday I was a depressive mess barely able to function, while today I've been not exactly what I'd call "enthusiastic", but have at least got some things done and felt relatively "normal".

    There are, of course, extenuating circumstances to the way I'm feeling so it may not be a chronic condition after all, and naturally I wouldn't want to publicly declare myself a manic-depressive without consulting an actually-qualified professional. Rather than, you know, a website where you can look up the details of a Frijj milkshake immediately after consulting it for psychiatric symptoms. (Consulting the site. Not the milkshake.)

    The mind's a funny thing. I often wonder if my mind and imagination work the same way as those of other people. I have a very visual imagination. I can picture things very clearly. I can imagine situations actually happening and unfolding. I can empathise with people because I can picture myself in their situation. And if there's something I'm anxious or nervous about, I generally make it worse for myself by "replaying" the potential situation in my head before it's even happened, and when it might not even happen at all.

    This kind of mind is great for creativity, of course. It's great for writing, too. When I want to write a cool description of something, all I have to do is imagine the thing in question being right there in front of me. In my mind, I can look at it from all angles, pick it up, touch it, smell it, taste it or punch it in the face. Where appropriate, of course. And then I just have to summon up the words to describe those sensations. It's an interesting skill to have, and it's one thing about myself that I wouldn't want to change for anything, as inconvenient as it can be at times.

    Inconvenient? Yes. As I said, this kind of imagination sometimes leads to anticipating things before they happen. I'm not talking having "visions" or premonitions or anything. I'm talking picturing what "might" happen, and "planning" the event in my head. Inevitably, things never quite go the way I expect them to. Sometimes this is a good thing. Sometimes this is a bad thing. It goes to show the pointlessness of the whole exercise. But still I do it.

    Sometimes I do it in reverse. I picture a situation that has already happened and I "plan" what might happen should I suddenly and magically get the ability to reverse time and do something again. Or indeed, to load a quicksave. (I swear, being able to "quicksave" would be the best superpower ever.) This is an even more pointless exercise. There's no way I can change the fact that, when unexpectedly confronted with Don Woods, father of the adventure game, I didn't really know what to say and ended up babbling like a schoolgirl confronted with Justin Bieber. Hindsight is a wonderful thing. At least it would be if you could do anything about it.

    Oh well.

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    #oneaday, Day 206: Hello. https://imnotdoctorwho.moegamer.net/2010/08/11/oneaday-day-206-hello/ https://imnotdoctorwho.moegamer.net/2010/08/11/oneaday-day-206-hello/#comments Wed, 11 Aug 2010 23:33:57 +0000 http://angryjedi.wordpress.com/?p=1251 First up, please excuse me for just one moment. AAAARRRRGHH!! AAAAAGGGHHHH!!! GRRRAAAARRR!!! RAWWWRRR!!! Thanks for bearing with that for a moment. It was deeply and completely necessary. Also, I had to reformat it so it didn't mess up the formatting of the page. Rawr. Right. So, this post then. I thought I'd introduce myself. Why? … Continue reading #oneaday, Day 206: Hello.

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    First up, please excuse me for just one moment.

    AAAARRRRGHH!!
    AAAAAGGGHHHH!!!
    GRRRAAAARRR!!!
    RAWWWRRR!!!

    Thanks for bearing with that for a moment. It was deeply and completely necessary. Also, I had to reformat it so it didn't mess up the formatting of the page. Rawr.

    Right. So, this post then. I thought I'd introduce myself. Why? Because my first ever post on this blog was a long time ago, and many things have changed since then. Also, due to various things that I'm not going to go into and rant about right now, I am still looking for work.

    Particularly writing work.

    I am a writer. That's what I do. First and foremost. More than anything. It is what I spend the vast majority of my days doing. I write this blog every day. I write news for the very awesome Kombo, staffed by some of the finest people I've ever had the good fortune to work with but not meet in many cases. I've written two articles for IGN. I've scribed a number of articles for utterly wonderful DRM-free digital-distribution site Good Old Games. I've submitted a bunch of stuff to BitMob, most of which was promoted to the front page as a "featured article". I've covered a variety of things for parental gaming advice site WhatTheyPlay. And I edit and produce the podcast for the Squadron of Shame, which will shortly be relaunching in a triumphant new format. I also set up the Squad's community site, the Squadron of Shame Squawkbox, which you're welcome to join. In fact, there's a big-ass list of most of the things I've done right here.

    I have been semi-to-moderately prolific. And I love it. There's more stuff in the pipeline, too. Find out more as it happens.

    So, using the power of Web 2.0, I'd like to ask a favour of anyone reading this.

    Pimp me out. Share my stuff. Tell people how awesome I am. Point them at this blog, and the #oneaday project. Tell them about my stupid stickmen drawings. Show them my in-depth, opinionated news articles on Kombo which actually provoke discussion when I dare to mention Phantasy Star in anything less than positive terms. Dazzle them with my mad interviewing skills on my IGN articles about Crackdown 2, the first time I'd ever visited a developer.

    'Cause I'd very much like this all to work out. Writing is awesome, and through it I've learned a lot about myself, met some fantastic and awesome people and joined a community of people who are as passionate about the things we love as I am. It may not always pay well (or indeed at all in many cases), but it's what I love to do. So if you can help me gain any exposure using your undoubtedly fabulous amounts of influence that you hold on the web—that's a really nice shirt, by the way—then I'd of course be eternally grateful and will buy you a bag of chocolate raisins or something.

    In the meantime, a good friend (and Captain #oneaday), Mr Chris Schilling, has convinced me I should be pitching stuff around the place. So if you're a writer or involved in the publishing industry yourself and have any contacts you'd be willing and able to introduce me to, I'd very much appreciate that, too.

    Shameless, I know. But whadyagunnado?

    Like This!

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    #oneaday, Day 205: Protect Me, Knight!! https://imnotdoctorwho.moegamer.net/2010/08/10/oneaday-day-205-protect-me-knight/ https://imnotdoctorwho.moegamer.net/2010/08/10/oneaday-day-205-protect-me-knight/#respond Tue, 10 Aug 2010 23:58:22 +0000 http://angryjedi.wordpress.com/?p=1248 As I've said before, the Xbox Indie Games Marketplace is a veritable treasure trove of golden doubloons mixed in with stinky, festering turds of considerable awfulness. Tonight I'd like to share with you another one of these golden nuggets of goodness. It's called Protect Me, Knight but in the Marketplace it's listed under its Japanese … Continue reading #oneaday, Day 205: Protect Me, Knight!!

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    As I've said before, the Xbox Indie Games Marketplace is a veritable treasure trove of golden doubloons mixed in with stinky, festering turds of considerable awfulness. Tonight I'd like to share with you another one of these golden nuggets of goodness.

    It's called Protect Me, Knight but in the Marketplace it's listed under its Japanese name which I don't know how to type owing to its excessive use of kanji. Kanji? Whatever they are. Yes, it's a Japanese game—those of you who have explored the Indie Marketplace will be aware that the Japanese titles on there often have some of the best production values and gameplay. Even if said production values and gameplay are perpetually stuck about fifteen years in the past.

    Take Protect Me, Knight, for example. This is a game so committed to its retro presentation that upon loading it, the graphics sometimes corrupt and you have to blow on the cartridge by pressing A. This is a joke which is funny the first time but which can mercifully be skipped after this point.

    Once you're into the game proper, you're shown a screen with a princess in a castle imploring the player to "HELP ME MY HERO" and "KILL !@#?ING GOBLINS". Leaving the game in its attract mode summons up some of the finest Engrish you will ever see. I won't spoil it for you here. But it's absolutely legendary. In fact, it's such a wonderful example of Engrish that it's almost impossible to believe that it wasn't done deliberately.

    Anyway, the game is a 4-player co-operative game where players can pick one of four characters—Fighter, Ninja, Amazon or Mage—to play as in order to protect the princess from the hordes of "!@#?ING GOBLINS" who want to re-kidnap her. This is achieved on a NES-style static screen. Players run around frantically beating the crap out of all and sundry by hammering the A button or pressing B to use each character's unique skill. Players can also build barricades around the princess and even push her out of harm's way. Scoring hot combos causes the princess to throw "LOVE POINT" at you, which doubles as currency and experience points. Between levels, "LOVE POINT" can be spent on powering up characters, or during levels they can be spent to build or upgrade barricades.

    It becomes very hectic very quickly. And with multiple players, it's a hell of a lot of fun. It's an incredibly simple game—and pretty short, too—but it is unashamedly fun. And the Engrish continues throughout the game. The skill descriptions for each new level are hilarious. For example, the fighter's top skill (a spinning melee attack) is described as "MORE MORE MORE MORE MORE MORE TORNADE!" (with previous levels being "TORNADE!", "MORE TORNADE!", "MORE MORE MORE TORNADE!" and… you get the idea.)

    It's a stupid yet fun game in an unashamedly retro style, yet it's unmistakably a next-gen take on a retro title. There's no way a NES would be able to handle the hundreds of sprites on screen that this game throws at you without breaking a sweat.

    It would make a great XBLA title with online play and leaderboards. Sadly, its immense Japaneseness is sure to see it eternally relegated to the backwater of the Xbox Marketplace that is XBIG. Still, I've done my little bit to raise exposure to it now. So gather three friends together, fire up this game for a very reasonable 240 points and Have A Fun!!

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    #oneaday, Day 204: Inconveniences of the Modern Age https://imnotdoctorwho.moegamer.net/2010/08/09/oneaday-day-204-inconveniences-of-the-modern-age/ https://imnotdoctorwho.moegamer.net/2010/08/09/oneaday-day-204-inconveniences-of-the-modern-age/#comments Mon, 09 Aug 2010 22:50:07 +0000 http://angryjedi.wordpress.com/?p=1240 It's difficult to argue with the fact that, on the whole, life is somewhat better now than it was in, say, the Middle Ages. People live longer, we have more things to do, we are healthier, we have things to keep us entertained and we can travel around pretty much the whole world on a … Continue reading #oneaday, Day 204: Inconveniences of the Modern Age

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    It's difficult to argue with the fact that, on the whole, life is somewhat better now than it was in, say, the Middle Ages. People live longer, we have more things to do, we are healthier, we have things to keep us entertained and we can travel around pretty much the whole world on a whim.

    So, unlike the Middle Ages, where inconveniences tended to be along the lines of "Agatha has consumption" (whatever that is) or "My liege! Thy oxen have run riot throughout the city streets!" or "My, verily that courtesan was riddled with the plague! Farewell, my sweet!", we now have our own set of things to grind our teeth about. It's something of a sign of the times. And living in the first world.

    Peculiar Bureaucracy

    "The bureaucracy is expanding to meet the needs of the expanding bureaucracy," said Oscar Wilde and possibly some other people as well. And indeed it appears to be true. When it is impossible to cancel one's broadband contract in advance because "policy states" that they have a 14-day notice period, one naturally points out that it is well above 14 days before one will be leaving one's property. But no, "policy states" that a 14-day notice period means exactly that: they will turn it off after exactly 14 days. And not only that, they will charge £26 for the privilege of a man flipping a switch.

    This is Orange Home, incidentally. Don't use them. They're rubbish. And they have stupid policies. To put this in some context, I phoned BT to cancel my phone line the same day and they were quite happy to cancel it more than 14 days in advance.

    Companies That Still Use Fax Machines

    We're in the 21st century! We have email on our phones! We have constantly-on Internet connections! We have printers! So why the bloody hell do I need to use a fax machine in order to send a timesheet to you? You know a scanned copy actually looks better than a faxed copy, right? And you can print it out and everything!

    My Battery Is Dead

    Have you noticed as phones have got more useful and multi-functional that their daily lifespan has shortened significantly? I remember having a shitty old Motorola brick that sent text messages and made phone calls and that was about it—this was pre-Snake days, even—and it would last about five years before needing a charge. Now? I have to budget my battery life.

    Hai! This Costs Money!

    Remember when stuff used to be free? You used to be able to get extra bits and pieces for games online courtesy of developers and mod communities. (I know you still can.) Now you have to pay to read The Times online.

    There are some areas in which this is a good thing. Online journalists should be paid for their work, and if the stuff's out there for free, then it's not going to be easy for companies to pay them. But at the same time, that stuff which you pay for needs to be worthwhile.

    When you have to pay an extra 50p to pay by card in the Chinese restaurant, or pay 30p to use the toilets at a railway station, you know something's wrong somewhere.

    We Will Get Back To You

    Remember when email was mooted as the simple, almost-instant communication method of the future? Have you tried sending an email to your local council recently? "We will get back to you within 10 days."

    That's a long time. I could have actually gone into the council offices several times during that time period. At least ten times, in fact. Given that my query wasn't an especially complicated one, would it kill them to quickly turn around a reply? And not a copy-and-paste form response, an actual reply? Even if it's just "Yes". I'd be more than happy with that. (Assuming "Yes" was the answer I wanted.)

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    #oneaday, Day 203: Things To Do Instead Of Tidying Your House https://imnotdoctorwho.moegamer.net/2010/08/08/oneaday-day-203-things-to-do-instead-of-tidying-your-house/ https://imnotdoctorwho.moegamer.net/2010/08/08/oneaday-day-203-things-to-do-instead-of-tidying-your-house/#respond Sun, 08 Aug 2010 23:46:07 +0000 http://angryjedi.wordpress.com/?p=1230 Your house is a mess! It's a disgrace. And yet somehow you don't feel that now is the correct time to do anything about it. There are far more important things to be doing or thinking about. Such as the following: Going for a walk You haven't been outside all day! And it's, what, lunchtime? … Continue reading #oneaday, Day 203: Things To Do Instead Of Tidying Your House

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    Your house is a mess! It's a disgrace. And yet somehow you don't feel that now is the correct time to do anything about it. There are far more important things to be doing or thinking about. Such as the following:

    Going for a walk

    You haven't been outside all day! And it's, what, lunchtime? You need some Fresh Air. Your mum and dad always told you that Fresh Air was good for you when you were little, so therefore it must still be good for you right now. So why not go outside and get some of that Fresh Air? It's super-fresh! Mmm! Feel the freshness invigorating your lungs and spirit! Don't you feel just a little bit more alive, especially now the stale odour of last night's curry isn't infiltrating your nostrils? Why not stay out for an hour or two? Go to the park! Sit and stare into space for a while. Fresh Air is good! The more of it you get, the better!

    Going shopping

    This is an even more fantastic idea! Not only will you get Fresh Air on the journey to the shops, but you'll also get Stuff once you arrive at the shops! That means once you arrive back home, you'll have Stuff to find homes for! If you want to go shopping on the pretence of doing something useful for the somewhat medieval state of your hovel, then you could always buy one or more cleaning products while you're out! Fresh Air and Stuff! Awesome.

    Phoning all your friends

    You don't generally like talking on the phone. In fact, you talk on the phone so little that your BT phone bill is perpetually in credit, meaning that they constantly owe you money. So why not use some of that credit and phone those people that you haven't spoken to or seen for a while? I bet they have lots of awesome news to tell you! And you can joke about how untidy your house is. Plus, you never know, they might actually want to come over. And that will give you an actual reason to tidy your house. Because there's no point tidying up without a reason now, is there?

    Seeing all your friends

    Perhaps one of the friends you phoned is having a bad time and wants to rant over a coffee. Perhaps someone who is always busy is having a rare day off and wants to see you. Perhaps you feel like getting some Fresh Air, and conveniently there's a friend you haven't seen for ages. So why not get some of that awesome Fresh Air and see your awesome friend? Yeah.

    Turning on the television and staring at it

    It doesn't matter what's on, because you won't really be watching it. It could be Jeremy Kyle. It could be Ben 10. It could be Last of the Summer Wine. If the last channel you left your TV on was Dave, it's probably Top Gear. Why not sit yourself down on your couch and enjoy some mindless entertainment? It doesn't matter if you don't normally watch the programme in question. It's on. And you owe it to yourself and to Culture to find out what all the fuss is about.

    Making an overelaborate sandwich

    Your kitchen is messy, but you're hungry. What to do? What to do? Make a sandwich! Rummage through your fridge and cupboards for the most disparate luncheon products you can find, slap them all together between two pieces of bread that you don't think is mouldy, add at least one condiment or sauce, place it on a plate (or, if all your plates are dirty, in a bowl; if all your bowls are dirty, in a frying pan; if all your pans are dirty, in a bit of kitchen roll; if you have no kitchen roll, just pick the damn thing up) and then retire to your couch (where you may optionally turn on the TV and stare at it) and enjoy your creation before realising that your bizarre combination of cooked meats, chilli sauce, some unidentifiable fruits and vegetables you found in the baskets at the bottom of your fridge and mayonnaise doesn't really go. But you've made it now; so you're damn well going to eat the whole thing if only to be able to tell people about your magnificent creation.

    By now it must be bedtime. So go to bed satisfied in the knowledge that you couldn't have possibly had a nicer day, and of course all the tidying up can wait until tomorrow. When you'll go through this whole process again.

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    #oneaday, Day 202: Someone You're Not https://imnotdoctorwho.moegamer.net/2010/08/08/oneaday-day-202-someone-youre-not/ https://imnotdoctorwho.moegamer.net/2010/08/08/oneaday-day-202-someone-youre-not/#respond Sun, 08 Aug 2010 02:38:25 +0000 http://angryjedi.wordpress.com/?p=1227 Ever wondered what it'd be like to be someone you're not? To be able to seamlessly switch yourself from being "you" to being a different persona, depending on the situation? I've been reading The Game by Neil Strauss. For the uninitiated, it's an incredibly detailed exposé of the world of pickup artists. There are those … Continue reading #oneaday, Day 202: Someone You're Not

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    Ever wondered what it'd be like to be someone you're not? To be able to seamlessly switch yourself from being "you" to being a different persona, depending on the situation?

    I've been reading The Game by Neil Strauss. For the uninitiated, it's an incredibly detailed exposé of the world of pickup artists. There are those out there who live by the tenets of this group. And others who believe that Strauss' story is so much bullshit. But I find the very concept of it interesting, not least for the fact it's something I don't think I could do.

    The pickup artists (or PUAs, as they call themselves) go into a situation armed with a variety of "openers", manipulate the conversations using a combination of "negs" (deliberately negative comments), hypnosis, neurolinguistic programming and all manner of other techniques. And, if Strauss is to be believed, many of them enjoy not inconsiderable degrees of success—regardless of the sort of person they "really" are, and regardless of their physical attractiveness.

    When I go out, I'm me. I can't be anyone else. I can't imagine sidling up to a group of complete strangers at a bar, opening with something like "well, this looks like where the party's at" and then surreptitiously attempting to manipulate the group and an individual in that group into doing my bidding. I find the concept of it pretty fascinating, though; particularly as I know at least one person who is adept at "playing the game".

    Sometimes I wonder if social situations might be easier if I was able to project a different persona. Those of you who know me know my personality pretty well. But I often feel when I go out into a situation where I'm surrounded by unfamiliar people, or where I'm worried I might make a tit of myself, that I withdraw somewhat. I'll talk to people if they talk to me, but I often find myself sitting there thinking just that; "I'll just wait here and if someone wants to talk to me, I'll let them, but I'm not going to chase down anyone."

    This is social anxiety at work. In some ways, I think that it's part of me and I'm glad I'm not being a player, hitting on every girl who comes into the bar. But in other ways, I sometimes wish that I could just open up a little bit more and strike up a conversation with a stranger. And by that I mean be the one to initiate the conversation, not wait for someone to come and talk to me or be introduced to me.

    I wish that there was an easy way to practice this. But unfortunately, the only way to practice it is to do it. And in nearly thirty years of time on this planet, I still haven't really got the hang of it.

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    #oneaday, Day 201: Have At You! https://imnotdoctorwho.moegamer.net/2010/08/07/oneaday-day-201-have-at-you/ https://imnotdoctorwho.moegamer.net/2010/08/07/oneaday-day-201-have-at-you/#comments Sat, 07 Aug 2010 01:04:05 +0000 http://angryjedi.wordpress.com/?p=1224 Microsoft's Summer of Arcade is a time for great games to appear on Xbox LIVE Arcade. Last year we had some real gems including Splosion Man and Shadow Complex. This year so far, we've had the opinion-dividing Limbo, Hydro Thunder Hurricane and this week, Castlevania: Harmony of Despair. Critical response to Castlevania appears to have … Continue reading #oneaday, Day 201: Have At You!

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    Microsoft's Summer of Arcade is a time for great games to appear on Xbox LIVE Arcade. Last year we had some real gems including Splosion Man and Shadow Complex. This year so far, we've had the opinion-dividing Limbo, Hydro Thunder Hurricane and this week, Castlevania: Harmony of Despair.

    Critical response to Castlevania appears to have been almost universally negative. Yet having spent some time with it, I'm struggling to see what the problem is. It's a solid old-school platform game that I imagine will be an enormous amount of fun in co-op. I'm hoping to test that theory this very weekend—so if you want to play, do get in touch. I'm "sonicfunkstars" on LIVE.

    Sure, there are one or two stupid decisions. Offer six player co-op and only five different characters to choose from? Silly Konami. Still, it's highly probable that most people will want to play as Alucard anyway, so the fact that multiple players can choose the same character is possibly a sensible decision.

    The game itself, if you haven't checked it out, is a curious twist on the usual Castlevania formula. It's split into six "chapters", each of which features a version of Dracula's castle based loosely on one of the past games. They're not as big as the entire games they're based on, though the different areas of each castle are clearly recognisable to those who've played the games.

    The objectives for each chapter are twofold. First of all, the players must work out how to get to the boss. And then they have to beat the boss. Both of these things must be achieved against a strict thirty-minute time limit. This is more than enough time if you know what you're doing. But, this being Castlevania, there's one or two confusing "So… where now?" moments to contend with. And there's no hand-holding whatsoever. If you weren't aware that characters can double-jump off the surface of water, for example, there's no way you're ever going to finish the first level. You can have that tip for free.

    Character progression isn't handled the same way as the RPG-style levelling of the Metroidvania games. There's no experience points, but characters do have equipment. The different playable characters each have their own quirks. Jonathan Morris, for example, can only wield the Vampire Killer whip as his weapon, but is able to equip up to four subweapons to throw at enemies. Alucard gets suitably dhampiric skills to hurl at enemies while yelling things. ("DARK METAMORPHOSIS!") And the others have skills appropriate to how they played in their respective games.

    Characters can level up individual stats by picking up various food items from around the levels. These don't appear to bear any particular relation to the stat they increase—donuts increase intelligence, apparently—but I guess you can learn what they do. And if you're learning the layout of a level, you'll quickly learn where you can go to increase various stats, because they're in the same place each time.

    Where I see Castlevania being interesting is in challenging yourself to beat each level faster and better. The top few gamers to beat a level have a replay saved online for all to witness. And there's some impressive playing on display already.

    I also predict that online co-op will prove to be thoroughly entertaining, but as I say, I'm yet to try it.

    It's not for everyone. If you don't like platform games, Castlevania in general, pixel art or prog rock backing music you'll probably hate it. But for those of us who can recite Dracula's full speech from the beginning of Symphony of the Night? Enough talk! Have at you!

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    #oneaday, Day 200: Day 200 https://imnotdoctorwho.moegamer.net/2010/08/05/oneaday-day-200-day-200/ https://imnotdoctorwho.moegamer.net/2010/08/05/oneaday-day-200-day-200/#comments Thu, 05 Aug 2010 23:10:04 +0000 http://angryjedi.wordpress.com/?p=1221 And it is with something of a sense of anticlimax that I reach my 200th daily entry on this blog. It's ten to midnight, I'm sitting in my pants in a stuffy study wondering if I should go and get a glass of milk, play the three Words With Friends games I've got on the … Continue reading #oneaday, Day 200: Day 200

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    And it is with something of a sense of anticlimax that I reach my 200th daily entry on this blog. It's ten to midnight, I'm sitting in my pants in a stuffy study wondering if I should go and get a glass of milk, play the three Words With Friends games I've got on the go at present, stare at Twitter in the hope some revelation might come my way or simply go to bed.

    Today didn't start particularly well, though I managed to get out of bed early for once. Something which I won't go into right now got me feeling not-particularly-good early on. Downright depressed, in fact. As such, I spent the vast majority of the morning not achieving very much at all. It's difficult to focus when there's nothing to really focus on.

    That said, the day did improve somewhat later on. I have a second interview for a job I actually want on Tuesday. This is a Good Thing, and brings me on to my next point.

    Some time back, I promised that by Day 200 on this blog, I would have made a decision on what I'd be doing. Now, as it happens, said decisions have been pretty much made for me by circumstances beyond my control. But here, for those who give a damn, is what's happening to me over the next few… I don't know how long.

    I am soon to leave Southampton. In the words of my good buddy Kalam, who just skipped town to live in London and is having mixed feeling about the whole thing, "I've got all I can out of this town". There's certainly no jobs here that I want to do. If you're not an accountant, a lawyer or a docker here, there doesn't appear to be much in the way of work. And I refuse to apply for a job I don't understand the description for on principle.

    I don't know exactly when I'll be leaving Southampton. But it will be some time before September 10, which is when the contract on my flat is up and is also, ironically, the birthday of my estranged wife. I will probably be out of here sooner than that, depending on how this interview goes and how soon I'd be able to start at this new position which I'm not going to talk about for fear of jinxing it.

    Those of you who are still in Southampton: this town has been a big part of my life ever since I first came here in 1999. Even in the years I didn't live here, it was still "home". I have emotional ties and attachments here. And as such, I don't want to leave it quietly. My time with this town may be coming to an end, but I'm determined that I give myself a proper send-off. So please: if and when I announce I'm doing something to say goodbye, it would mean a hell of a lot to me if as many of you as possible could attend. I know this isn't "the end" and I'll doubtless see many of you again. But I'm going to Cambridge, which is a pretty long way away. So I'd like to say a proper goodbye to those I won't be seeing again for some time. This is a heartfelt request. I'll try and give as much notice as possible. Keep an eye on Twitter, Facebook and here. And, as arrogant as it sounds, make sure I have a send-off I won't forget in a hurry.

    Beyond this isn't yet clear. The outcome of Tuesday will impact the details of what happens next. In an ideal world (which I know far too well we don't live in) I'd get this job, be able to start pretty soon, move back up to Cambridge to stay with my folks for a little while, earn some money, get back on my feet and then the world is my generic clamshell laptop computer.

    I have mixed feelings about all this still. The circumstances of everything suck. There's no changing that. And it's going to be tough to leave behind this city that's been home for so long. But at the same time, a new start might just give a fresh outlook on anything. And being back at work will actually be nice. It's tough to fill the days sometimes, and that's what can lead to depression and not dealing with things very well.

    So in summary: I'm not out of the woods yet. But I'm at least on the path.

    Apologies this has been such a melancholy entry for such a milestone in the whole #oneaday project. Let's hope the next 165 days mark a new beginning. I'm past the halfway point now. Should be smooth sailing downhill from now.

    Right?

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    #oneaday, Day 199: Waving Goodbye https://imnotdoctorwho.moegamer.net/2010/08/04/oneaday-day-199-waving-goodbye/ https://imnotdoctorwho.moegamer.net/2010/08/04/oneaday-day-199-waving-goodbye/#respond Wed, 04 Aug 2010 23:35:46 +0000 http://angryjedi.wordpress.com/?p=1218 So, Google Wave is going bye-bye, huh? Can't say I'm particularly surprised. As cool an idea as it was, there just wasn't the buy-in from people that it deserved. Largely because a goodly proportion of the Internet population didn't seem to understand what it was actually for. It's easy to assume people who didn't "get" … Continue reading #oneaday, Day 199: Waving Goodbye

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    So, Google Wave is going bye-bye, huh? Can't say I'm particularly surprised. As cool an idea as it was, there just wasn't the buy-in from people that it deserved. Largely because a goodly proportion of the Internet population didn't seem to understand what it was actually for.

    It's easy to assume people who didn't "get" Wave are just a bit slow. But the fact is, Google never did a great job of explaining what the technology was for in the first place.

    "Yay, collaborative editing!" they'd say.

    "Yay, we can do that with Google Docs!" everyone else would say.

    "Yay, you can see people typing!" they'd say.

    "Yay, who gives a shit?" everyone else would say.

    "Yay, it's like a combination of email, Twitter and a word processing document!" they'd say.

    "Yay, I've never wanted to combine those three things together!" everyone else would say.

    It's a pity, as I've seen some genuinely interesting uses of Wave out there. One particularly cool Wave I was invited to took the form of a moderated "text adventure", where participants could direct the protagonist (played by the moderator in the role of an interactive fiction-style narrator) by inserting commands. Eventually, the non-linear nature of Wave allowed two parallel storylines to develop at once—one happening in the present, another as a flashback. Wave's ability for anyone to edit and insert new content at any point in the "conversation" meant that these two things could continue going on without becoming overly confusing.

    Then there were all the possibilities for things like education. But then you have to deal with your average teacher's technophobia.

    When I was working in schools, I had a grand idea that Wave could be used for the preparation of interactive resources. The fact that media such as YouTube videos, flash thingies, pictures, text, hyperlinks and even iFrames could be inserted meant that Wave could have been an ideal tool to use on interactive whiteboards during lessons, and also a good means of collaborative planning if teachers in question weren't able to meet and discuss things. As they frequently aren't.

    As a result of many of these things, I had a Wave account which largely went unused because no-one else was using it. This is a shame, as I could see the potential in the service. But the fact the service was invite-only for so long, and then by the time it went public people were still scratching their heads and wondering what to do with it—these things meant that it didn't have a particularly "mass market" appeal for the average Internet user.

    All is not lost for the moment, anyway. Wave is going to remain open—Google have just said they're stopping development on it. They've also open-sourced a goodly proportion of the code, so enterprising clever people with mathematics in their brains will be able to pull it apart and make it better, faster, stronger, I'm sure.

    So it was a swing and a miss for Google on this one. To be honest, though, I think it's good to see them experimenting with different technologies as a company. It would be very easy for Google to just think "Right. We do these things. And we do them well. Let's just stop there and make bundles of money and stick them in our ears." But no; they seem to be on a constant quest to make the lives of the Internet's denizens better. Sometimes these things work. And sometimes they don't.

    So raise a glass to Google Wave, the web app that couldn't. And start speculating on what they might be up to next!

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    #oneaday, Day 198: Bzzzzz https://imnotdoctorwho.moegamer.net/2010/08/03/oneaday-day-198-bzzzzz/ https://imnotdoctorwho.moegamer.net/2010/08/03/oneaday-day-198-bzzzzz/#comments Tue, 03 Aug 2010 23:20:32 +0000 http://angryjedi.wordpress.com/?p=1214 I shaved all my hair off yesterday. Well, most of it. I took it all down to grade 2. Then I shaved most of the rest of it off today, chopping it right back to a 1. Now I'm pretty much ready to be a space marine. The reason I did this, and the reason … Continue reading #oneaday, Day 198: Bzzzzz

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    I shaved all my hair off yesterday. Well, most of it. I took it all down to grade 2. Then I shaved most of the rest of it off today, chopping it right back to a 1. Now I'm pretty much ready to be a space marine.

    The reason I did this, and the reason I bought some clippers a while back, is that my hair and I don't get along. It grows incredibly quickly, has a "sweet spot" which lasts roughly two weeks when hair gel is super-effective and allows me to shape it into something vaguely resembling an actual haircut, and then it gets ridiculously long and/or thick. At this point, I have a difficult decision to make. Do I continue to allow it to grow in the hope that some sort of inspiration will strike me and I'll be able to pull off long hair? Do I shave it all off? Or do I go to the barbers?

    All of these have their flaws. Option 1 never happens, largely because I can't be bothered to spend hours pratting about with my hair in the morning. Aforementioned "sweet spot" comes when I can run a bit of gel through it, ruffle it up and have a reasonably convincing "spiky" style. Faffing around putting things in the right place though? Blow-drying? Balls to all that.

    Option 2 is the easiest option, and now I have my own clippers I can do it. However, I find myself worrying that if I shave all my hair off I'll look like either an idiot or a cancer patient. And I've never quite had the guts to shave it right off, though this time, at a number 1 on my clippers, is the shortest I've ever done it.

    Option 3 fills me with dread. I don't know how to talk to barbers, or hairdressers, or whatever they are. I don't even really know what the difference between barbers and hairdressers is. The repertoire of haircuts I feel comfortable asking for is limited to two ("grade [x] all over" or "grade [x] sides and back, trimmed on top") and I find myself suffering considerable anxiety when I contemplate asking the barberdresser for advice on what haircuts might suit me. Also, I often baulk at the idea of asking someone who charges £6 to shave my head for advice on what might look good when there are people out there who would happily charge fifty times that to tell me that I really should consider rocking a bedhead emo medium-length swept back twat cut with highlights.

    So out come the clippers. Simple. Super-effective. No-nonsense. And the upside of it all is there is a period of several months where I don't have to do anything at all to my barnet in the mornings save give it a bit of a scrub if necessary. No need for expensive haircare products. No need to spend any time looking in the mirror wondering if I ruffled it up too much and I just look like I haven't brushed it. It's just my head with a light Fuzzy Felt coating.

    Someone answer a question for me, at least: is it socially acceptable to ask the person who is about to cut your hair what they think you should do with it?

    I'm Commander Shepard, and this is my favourite haircut on the Citadel.

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    #oneaday, Day 197: Blind Girl https://imnotdoctorwho.moegamer.net/2010/08/03/oneaday-day-197-blind-girl/ https://imnotdoctorwho.moegamer.net/2010/08/03/oneaday-day-197-blind-girl/#respond Tue, 03 Aug 2010 01:39:35 +0000 http://angryjedi.wordpress.com/?p=1211 The Xbox Indie Games Marketplace is, at best, a mixed bag, as the vast majority of community-led games portals tend to be. There are some extreme examples of awfulness in there—the most notable that I've tried recently being Dossun Island, an 8-bit style platformer with dreadful animation that was clearly designed by someone who has … Continue reading #oneaday, Day 197: Blind Girl

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

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

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

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

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

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

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

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

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

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    #oneaday, Day 196: Things The World Needs Significantly Less Of https://imnotdoctorwho.moegamer.net/2010/08/01/oneaday-day-196-things-the-world-needs-significantly-less-of/ https://imnotdoctorwho.moegamer.net/2010/08/01/oneaday-day-196-things-the-world-needs-significantly-less-of/#comments Sun, 01 Aug 2010 20:11:44 +0000 http://angryjedi.wordpress.com/?p=1202 The world is full of "stuff". Some of it is good. Examples of good stuff include trifle, Spotify, refrigerators, kung po chicken, those marker pens that smell of fruit, pianos (so long as they are in tune), friends, hot chocolate with whipped cream, people who are nice, digital cameras, the Squadron of Shame, Civilization IV, … Continue reading #oneaday, Day 196: Things The World Needs Significantly Less Of

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    The world is full of "stuff". Some of it is good. Examples of good stuff include trifle, Spotify, refrigerators, kung po chicken, those marker pens that smell of fruit, pianos (so long as they are in tune), friends, hot chocolate with whipped cream, people who are nice, digital cameras, the Squadron of Shame, Civilization IV, headphones with comfortable earpieces, that Original Mint Source shower gel (so long as you don't get it on your bellend or up your arse), lamb tikka dhansak, Twitter, gin and tonic and, of course, the music from Space Channel 5.

    But there are just as many—if not more—things that the world really doesn't need any more of. In fact, some of these things I'd argue the world doesn't really need at all. Because, in many cases, we got along just fine without them before they were invented.

    Here is a selection of things the world could do with significantly less of.

    1. Redundant information signs on motorways

    "QUEUE CAUTION," says the ungrammatical sign in bold, orange, backlit capital letters. Your car is not moving. Not because you stopped to read the sign. No, your car is stopped because it's in a queue. You were aware of the fact your car was in a queue long before a sign informed you of this fact. As it happens, since the sign informing you that yes, you are in a queue appeared approximately two miles after the queue started, it feels somewhat like it's mocking you. As such, you decide to shout at the sign.

    The sign does not respond.

    2. Suit jackets with fake pockets

    Clothes either have pockets or they don't. If you're a girl and you like wearing pretty dresses, chances are you don't have pockets very often. As such, you may well carry a handbag for the express purpose of carrying around your "stuff". Said pretty dresses don't tend to have pretend pockets for some unspecified purpose.

    Gentlemen, on the other hand, are used to having pockets. The typical gentleman's attire features pockets on the trousers at the very least, and jackets usually have pockets as well. So when a suit that looks like it has pockets but doesn't comes along, that's a sure-fire ticket to frustration city. Particularly when you try and put something in the jacket pocket instead of the trouser pocket because when you put things in your trouser pockets your trousers fall down because you forgot to bring a belt and you can't put anything in the jacket pocket because it isn't actually a pocket despite looking like one and ARRRGH HOLD THIS FOR A MINUTE WILL YOU?

    3. People who talk about fashion as if it's a science

    Shut up. Just stop talking bollocks. People can wear whatever they want. Most people have a pretty good idea that wearing something in a fluorescent colour is probably going to make you stand out a bit, and wearing strappy shoes with big heels may well make you 1) fall over and 2) have hurty feet. When some jumped-up hussy comes on TV explaining to everyone that the particular shade of brown you see in front of you is the "perfect shade for summer" (despite it being purple last year, and yellow the year before) everyone should yell, as one, "FUCK OFF".

    Fashion is not a science. You know what is a science? Science.

    4. The adjectival phrase "must-have"

    If you took the term "must-have" at face value and immediately purchased everything described as such, you would be very poor indeed. "Must-have" items often tend to be expensive and/or pointless, and there is some crossover with the world of people who talk about fashion as if it's a science.

    No, that handbag is not a "must-have" item. It is something that someone rich who likes gaudy silver handbags might enjoy purchasing.

    Genuinely "must-have" items for acceptable functioning in modern society include: water, underpants, trousers/skirts, shirts/blouses/t-shirts, shoes, a toilet (arguable, given the stench coming from some doorways in Southampton on a Friday night), soap, deodorant, food of some description.

    5. Extremism

    If you are a terrorist, you are quite possibly an extremist. You hold an extreme viewpoint, and in your case, you're prepared to die for it.

    But extremism isn't just about terrorism. It's also about the people who bring out the tired old "Britain is full!" line when talking about immigration. The people who believe that all Muslims are terrorists. The people who use the phrase "YOU'RE IN ENGLAND, SPEAK ENGLISH". And on the other end of the spectrum, people who describe anyone with an opposing viewpoint to their own as a "Nazi". People who go on a march for a cause which isn't entirely clear to anyone except themselves. People who protest for the sake of protesting, rather than actually having something worthwhile to protest about.

    All of you, just stop it. Shut up. You both sound ridiculous. And as for you, Captain Terrorist? Attention-seeking of the highest order. Grow up.

    6. Companies whose purpose their own employees can't explain

    I've told this story a number of times before, but there was a time when I did some temping for a local "loss adjusting" company. On a side note, this was the only job I've had which literally bored me to tears on several occasions. And that's not an exaggeration.

    Anyway, the point is this: this company dealt with issues so boring that no-one else would ever want anything to do with them, let alone have a burning desire to enter that profession. But the sheer string of companies that charged exorbitant rates per hour that their "cases" went through was ridiculous. In one case relating to tree-related subsidence on a property adjacent to a Transport For London-owned railway, the clients made a claim to the insurance company, who contacted the loss adjusters, who sent in some engineers to look at the damage, who sent in some builders to give a quote for repairs who hired some solicitors to sue Transport for London for the costs and then hired some draftsmen to write up said costs who then hired some other solicitors to recover the costs from someone else who then… I fell asleep by this point.

    Ask an employee of a company like this "what do you do?" and if they spend more than three seconds thinking or going "umm", then that company doesn't really need to exist.

    7. Doorstep salesmen

    "Hi! Would you like to…"

    "No. Goodbye."

    *SLAM*

    There are many, many more things the world could do with significantly less of. Evil people. Cheaters. Assholes. Murderers. Men who walk into shops with their shirts off. R&B singers. Jedward fans. Types of cigarette. Brands of bottled water. Rapists. People who flash their fullbeams at you when you're in the right-hand lane going 90+ mph overtaking people on your left. Onions. County council employees. People who use the word "fuckin'" in spoken sentences the same way people use "lol" when writing. People who use "lol" as punctuation. Aniseed.

    I could go on. But I won't.

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    #oneaday, Day 195: Dear Sam https://imnotdoctorwho.moegamer.net/2010/07/31/oneaday-day-195-dear-sam/ https://imnotdoctorwho.moegamer.net/2010/07/31/oneaday-day-195-dear-sam/#respond Sat, 31 Jul 2010 23:25:22 +0000 https://angryjedi.wordpress.com/2010/07/31/oneaday-day-195-dear-sam/ You got married today. Well, yesterday, technically, now, since it's after midnight. Since I was neither the best man, nor the father of the bride, I did not make a speech today. This is fine. Best men have a lot of work to do—which your fine and admirable brothers did a great job with from … Continue reading #oneaday, Day 195: Dear Sam

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    You got married today. Well, yesterday, technically, now, since it's after midnight.

    Since I was neither the best man, nor the father of the bride, I did not make a speech today. This is fine. Best men have a lot of work to do—which your fine and admirable brothers did a great job with from what I could see—and as for the father of the bride? That sort of thing takes years to get ready for.

    What I did want to do in this frankly unnecessarily public and gin-fueled way was say a couple of things close to my heart. I'm sure some other people reading may appreciate the sentiments, too, which is why I'm saying this publicly. Like a speech. Only without any actual talking.

    The first thing I want to say is thanks. Thanks for being a friend. I count you as one of the best friends I have—if not the best. You've been one of those "constants" I wrote about the other day. From the early days of chicken dipper sandwiches and "this letter D or P is going in the grill" in Hartley Grove, through the many trips to Lennons and Kaos and finally to the awesome times we have now, when we can still act like dickheads while enjoying some board games even as our lives have supposedly reached "maturity"; through all those many years now, you've been a great friend and someone I know I could always count on. And that is one of the most important things I know of. Friendship is an important thing; when all else is chaos, it helps bring balance and perspective back to a world gone topsy-turvy.

    The second thing I want to say is thank you for a wonderful day. From the lovely, simple, traditional service (which you were kind enough to involve my piano skills in) to the idyllic setting for the reception, I can say without doubt that today was possibly the finest wedding I've ever attended. Kudos. There will be photographs and videos to enjoy very soon.

    The final thing I want to say is how genuinely happy I am to see you and the wonderful Helen make your vows to one another. As a man who has loved, been loved and lost everything, it would have been easy to feel cynical or sad when seeing another couple make those same promises that led to such disaster for me. But every time I've ever seen you and Helen together, it is absolutely clear that it is meant to be. The two of you belong together, and it's wonderful to see. There is still good in the world.

    Remember those vows that you made today. There's not a day goes by that I don't remember the promises I made, and that's probably the thing that hurts me the most. But this isn't about me; it's about you and your new wife, and your life together.

    Be open, honest and true to one another. Believe and have faith in one another. Respect one another's boundaries, strive to understand your differences and revel in the things you share.

    Above all, never forget that you love one another. The bond you made today is one that should be for life—and I believe 100%, that it is. The future may be full of trials, but I have absolute faith that the two of you will weather any storms that may come.

    I wish both of you luck and good fortune as this new chapter of your existence begins. May your life together with Helen be forever blessed with joy and happiness. And games of Ticket to Ride.

    Your friend, for always,
    Pete

    The post #oneaday, Day 195: Dear Sam appeared first on I'm Not Doctor Who.

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    #oneaday, Day 194: Plan Plan Plan Plan... Fool? https://imnotdoctorwho.moegamer.net/2010/07/31/oneaday-day-194-plan-plan-plan-plan-fool/ https://imnotdoctorwho.moegamer.net/2010/07/31/oneaday-day-194-plan-plan-plan-plan-fool/#respond Sat, 31 Jul 2010 00:06:20 +0000 http://angryjedi.wordpress.com/?p=1197 Went to see The A-Team at the cinema tonight with a buddy. We were going to go see Inception, which I understand is quite good, but it was full, so that will have to wait until I'm back in Southampton. Despite The A-Team's cultural significance and kitsch value, I'm not entirely convinced I've watched many—if … Continue reading #oneaday, Day 194: Plan Plan Plan Plan... Fool?

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    Went to see The A-Team at the cinema tonight with a buddy. We were going to go see Inception, which I understand is quite good, but it was full, so that will have to wait until I'm back in Southampton.

    Despite The A-Team's cultural significance and kitsch value, I'm not entirely convinced I've watched many—if any—episodes of the original TV series. Shameful, I know. Still, I can appreciate its ridiculousness and feel suitably aggrieved that it's not Mr. T playing BA Baracas in the movie.

    So, the movie then. It was surprisingly good. Not great, but pretty good. It dragged on a bit too long, if anything, but it looked good and had a great cast. Liam Neeson as Hannibal was very good, despite a shoddy script that saw him mentioning "plans" completely gratuitously, even for a master of planning such as himself. It's good to see Bradley Cooper doing stuff again too; he made a good Face. Murdock and BA were pretty good, too; they had a good dynamic between them that worked well.

    The story was utter nonsense and felt like it was ripped straight from a Call of Duty game. There were bad guys with motives that weren't particularly clear, betrayals, backstabbings, a twist that defied all logic and lots and lots and lots of explosions and gunfights. It was spectacular in the same way that Modern Warfare 2 is; so long as you don't even think about trying to analyse (or indeed understand) the plot. The writers clearly knew this, as there's a terrible, terrible line in one scene that they deserve a punch in the face for. Nasty Bad Guy Man is watching a transmission of a missile approaching something it's about to destroy (no spoilers here) and quips that "Man, this looks just like Call of Duty!"

    No. Name-drops do not make you cool. Stop it.

    One thing that struck me, though—and remember I'm speaking as someone who didn't really watch the TV series here—the big-screen interpretation of the team's activities seems a lot more violent than I expected. This is something of a pattern with modern-day remakes of classic franchises, I find—the violence and sexiness quotient tends to get beefed up somewhat. At times, certain scenes become unrecognisable from the source material and start looking just like any other action movie.

    The A-Team was in danger of this happening on a number of occasions, but it kept just the right level of absurdity to keep things ticking along. Still, it would have been nice to see more in the way of improvised gadgetry (of which there is some) and less in the way of "OMG GUNS!"

    That said, there's a scene with a tank which is pretty 1) implausible and 2) hilarious.

    In short, it's a perfect summer movie. It's pretty, it's dumb and it's a lot of fun. Go into it expecting some thoroughly shallow, thoroughly enjoyable entertainment and you won't be disappointed.

    The post #oneaday, Day 194: Plan Plan Plan Plan... Fool? appeared first on I'm Not Doctor Who.

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    #oneaday, Day 193: Constants https://imnotdoctorwho.moegamer.net/2010/07/29/oneaday-day-193-constants/ https://imnotdoctorwho.moegamer.net/2010/07/29/oneaday-day-193-constants/#respond Thu, 29 Jul 2010 23:42:08 +0000 http://angryjedi.wordpress.com/?p=1193 Things that stay the same are supposedly boring. But they have their uses. And they don't have to be boring at all. Look at great works of art, literature, music, whatever. They don't change. They're always the same. And yet people flock to see them, read them, listen to them year after year after year. … Continue reading #oneaday, Day 193: Constants

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    Things that stay the same are supposedly boring. But they have their uses. And they don't have to be boring at all. Look at great works of art, literature, music, whatever. They don't change. They're always the same. And yet people flock to see them, read them, listen to them year after year after year.

    Things that stay the same can provide comfort and a sense of familiarity. Whether this is the discarded magazine that's been sitting on the floor next to the bed for the last six months because you couldn't be arsed to find a home for it, or the friend you went to school with, that sense of familiarity can help provide some kind of firm grounding, even when all else is chaos.

    Back on Day 106, I used the term "crystallised memories" to describe static objects that had memories inexorably attached to them. In some senses, this is a similar concept. But the memories that are attached to the objects can change over time. Things that are constant stay, by their very nature, constant.

    Take this evening. I went to visit a friend I was at school with. Although he's got a house, is living with his girlfriend and came to the disturbing (to him) realisation that he's been working the same job for ten years, he's still the guy I went to school with. Perhaps not visually. But certainly in attitudes and behaviour. We get together, and we start acting like a couple of sixteen year old dickheads like no time whatsoever has passed. When in fact a significant proportion of both our respective lives has passed, with significant changes afoot for both of us.

    We contacted another friend via Xbox LIVE while I was there. Again, a constant in terms of attitude, behaviour, character. It was like nothing had changed.

    After I left my friend's house, I went for a drive to the local supermarket to pick up a couple of things I needed. This drive, again, was comfortably familiar. Although there have been some minor changes to the road layout in a few places, for the most part, these were the roads I learned to drive on, so I know them like a thing you know the layout of really well.

    This is good. This sort of thing makes the whole "moving on" thing that much more bearable. The idea of moving to a new city was somewhat appealing; but the idea of being alone there and not knowing anyone was not. Taking a step "backwards" and picking up where I left off with these people while at the same time rebuilding my life into the image I want it to go into? This is (hopefully) a good thing. We shall see, I guess.

    My life, and that of a number of other people too, is all chaos and flux right now. I long for the time when everything settles down and I can just start enjoying myself. I hope it won't be too long before that happens. Positive steps have been taken this week. So let's hope those positive steps lead to full-on positivity.

    Things can't be that much worse than they have been. The needle has to swing the other way sometime. I'm hoping now (or at least "very soon") is the time.

    The post #oneaday, Day 193: Constants appeared first on I'm Not Doctor Who.

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    #oneaday, Day 192: Movin' On https://imnotdoctorwho.moegamer.net/2010/07/28/oneaday-day-192-movin-on/ https://imnotdoctorwho.moegamer.net/2010/07/28/oneaday-day-192-movin-on/#comments Wed, 28 Jul 2010 23:37:30 +0000 http://angryjedi.wordpress.com/?p=1190 When is somewhere not "home" any more? Southampton has been my "home" ever since I went to university there in 1999. Even during the years I lived in Winchester and Aldershot, I still considered Southampton my "home". But since everything that has happened, I think it's lost its sheen. Part of this is, I feel, … Continue reading #oneaday, Day 192: Movin' On

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    When is somewhere not "home" any more?

    Southampton has been my "home" ever since I went to university there in 1999. Even during the years I lived in Winchester and Aldershot, I still considered Southampton my "home". But since everything that has happened, I think it's lost its sheen. Part of this is, I feel, the city's natural decline which has taken place ever since WestQuay opened slap bang in the middle of the town centre and promptly obliterated the High Street. But another side of it is, as my buddy Kalam said a short while back, having "got all you can" out of the city. It has nothing more to offer. You've completed it. 100%. Achievement Unlocked. That sort of thing.

    I went to Cambridge today, a place I haven't been for ages and the place I always say I'm originally from because no-one knows where "Great Gransden" is. I was there for a job interview, which I'm not going to discuss here for fear of jinxing things. But one thing struck me as I was in the city. Two things, actually. The first was "God, I hope I never accidentally drive into this city centre as it looks nightmarish to drive around". Picture tiny, narrow, medieval streets. Now picture a fucking great bus going down them. Now picture about 300 cyclists cycling the wrong way down the street. Nice.

    That wasn't the important thing, though. The important thing I thought was "God, this place sure is nicer than Southampton". I'm not sure if it's always been that way and I just took it for granted growing up, but it's a much more attractive city than Southampton. It seems cleaner, less crowded, less infested with chavs and the Starbucks that are there have a much wider selection of cakes and sandwiches. Even the women are hotter; a fact that several other people will happily back me up on.

    So perhaps this is the right time to find a new city, and Cambridge should be it. There's a lot to offer. This job, for a start. Some decent shops. Some nice open spaces. Decent people. Lack of chavs. A river that doesn't look like a sewage factory, with actual person-propelled boats on it. A sense of history.

    Southampton has many of these things, of course. But as I've said, the place has lost its sheen somewhat. Sometimes, I guess, you need a change. Particularly when a place that you once called "home" had everything that you once thought made life good stripped away from it. In those circumstances, I'm guessing it's best to leave the past behind physically as well as mentally.

    I guess we'll have to wait and see how things work out. But today was very positive—that's all I'm saying for now—and hopefully will lead to great things.

    Further bulletins as events warrant.

    Oh, and I won a Diplomatic Victory in a game of Civ IV earlier. That's not relevant to any of the above, but I thought I'd share.

    The post #oneaday, Day 192: Movin' On appeared first on I'm Not Doctor Who.

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    #oneaday, Day 191: Pay To Play https://imnotdoctorwho.moegamer.net/2010/07/27/oneaday-day-191-pay-to-play/ https://imnotdoctorwho.moegamer.net/2010/07/27/oneaday-day-191-pay-to-play/#comments Tue, 27 Jul 2010 23:01:57 +0000 http://angryjedi.wordpress.com/?p=1187 I wrote a news post relating to this subject earlier tonight, but I thought I'd expand on the thoughts I alluded to in there in a proper blog post. It's a matter of some debate, and the post itself provoked some discussion. This is good, as it's an issue in the games industry that needs … Continue reading #oneaday, Day 191: Pay To Play

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

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

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

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

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

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

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

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

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

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

    What do you think?

    The post #oneaday, Day 191: Pay To Play appeared first on I'm Not Doctor Who.

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    #oneaday, Day 190: The Highway Code Errata https://imnotdoctorwho.moegamer.net/2010/07/26/oneaday-day-190-the-highway-code-errata/ https://imnotdoctorwho.moegamer.net/2010/07/26/oneaday-day-190-the-highway-code-errata/#respond Mon, 26 Jul 2010 22:21:12 +0000 http://angryjedi.wordpress.com/?p=1183 It has come to our attention that there are a number of sections of The Highway Code which state rules incorrectly. This document is designed to correct these mistakes. Rules for Pedestrians ITEM 1 – "Footways or footpaths (including any path along the side of a road) should be used if provided." should read "Footways … Continue reading #oneaday, Day 190: The Highway Code Errata

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    It has come to our attention that there are a number of sections of The Highway Code which state rules incorrectly. This document is designed to correct these mistakes.

    Rules for Pedestrians

    • ITEM 1 – "Footways or footpaths (including any path along the side of a road) should be used if provided." should read "Footways or footpaths are optional for use when intoxicated."
    • ITEM 4 – "Young children should not be out alone on the footway, footpath or road." should have "unless you can't be bothered to look after them yourself" added.
    • ITEM 13 – "Routes shared with cyclists". This rule is obsolete. Pedestrians may go wherever they want regardless of anyone else.

    Rules for Cyclists

    • ITEM 69 – "You MUST obey all traffic signs and traffic light signals" should read "You MUST NOT obey all traffic signs and traffic light signals".
    • ITEM 71 – "You MUST NOT cross the stop line when the traffic lights are red" should read "You MUST cross the stop line when the traffic lights are red, particularly if there are pedestrians on a crossing."

    Rules for Motorcyclists

    • ITEM 88 – "You should be aware of what is behind and to the sides before manoeuvring" should read "Manoeuvring may be done at any time regardless of your surroundings. THINK BIKE, is what everyone else should be thinking."

    Rules for Drivers and Motorcyclists

    • ITEM 91 – "the most effective ways to counter sleepiness are to drink, for example, two cups of caffeinated coffee and to take a short nap (up to 15 minutes)" should be in bold, red print.
    • ITEM 97 – "[Before setting off you should ensure that] you have switched off your mobile phone" should read "your mobile phone is within moderately-easy reach and is not attached to a hands-free kit, particularly if driving a car of German origin."
    • ADDENDUM – "Drivers of cars of German origin have a special function, normally occupied by the hazard warning lights. Simply activate these lights to be legally permitted to park anywhere you like, however inconvenient it may be to other users and whether or not it is otherwise legal to do so."

    Traffic Signs

    • "No Overtaking" should read "No Overtaking unless you think you can take them".
    • "Maximum speed" should read "Minimum speed"
    • "No entry for vehicular traffic" should read "No entry for vehicular traffic, except you, because you're special."
    • "One-way traffic" should read "One-way traffic recommended, but optional".
    • "No waiting" and "No stopping" should both have "unless you are driving a Mercedes, BMW or Audi and put on your hazard lights" added.
    • "Loose chippings" should read "Wheelspin zone".
    • "STOP" should read "GO".
    • "GO" should read "STOP".
    • "No vehicles carrying explosives" should read "WTF are you, a terrorist?"
    • "No U-turns" should read "U-turns permitted for German cars only".
    • "Steep hill downwards" should read "Step on it!"
    • "Steep hill upwards" should read "Step on it!"
    • "Cattle", "Wild animals" and "Wild horses or ponies" should all read "OMG AMINALS".
    • "Queues likely" should read "Queues guaranteed".
    • "Humps for 1 mile" should read "Innuendo ahead".
    • "Hump bridge" should read "Dogging hotspot ahead".
    • "Risk of ice" should read "You work it out".

    Thank you for your understanding. An updated edition of the Code will be printed and released shortly.

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    #oneaday, Day 189: Keeping Score https://imnotdoctorwho.moegamer.net/2010/07/26/oneaday-day-189-keeping-score/ https://imnotdoctorwho.moegamer.net/2010/07/26/oneaday-day-189-keeping-score/#comments Mon, 26 Jul 2010 00:12:43 +0000 http://angryjedi.wordpress.com/?p=1179 I used to hate maths lessons when I was younger. I mean pure, unbridled hatred; we're talking full on teenage strops here. Not at school, obviously—that would be bad and wrong of course, and would have done enormous damage to my "he's a good kid" reputation, something which was only really damaged once when I … Continue reading #oneaday, Day 189: Keeping Score

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

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

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

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

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

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

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

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

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

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    #oneaday, Day 188: Compromise https://imnotdoctorwho.moegamer.net/2010/07/25/oneaday-day-188-compromise/ https://imnotdoctorwho.moegamer.net/2010/07/25/oneaday-day-188-compromise/#respond Sun, 25 Jul 2010 01:29:36 +0000 https://angryjedi.wordpress.com/?p=1177 Compromise is a tricky business. In some senses it's good. It shows a willingness to co-operate, to fit in, to be a part of society. But in others it means giving up part of who you are, usually in order to make someone else happy, or in order to fulfil the supposed "natural order of … Continue reading #oneaday, Day 188: Compromise

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    Compromise is a tricky business. In some senses it's good. It shows a willingness to co-operate, to fit in, to be a part of society. But in others it means giving up part of who you are, usually in order to make someone else happy, or in order to fulfil the supposed "natural order of things".

    The trouble with refusing to compromise, though, is that you end up locked into an endless cycle of pursuing the unattainable and then feeling bad when it remains, well, unattainable. The clue's in the title, dumbass. What makes you so special that you can attain the unattainable? You're not BBC iPlayer. Wait, that's something else, isn't it?

    Anyway, whether it's a job or a relationship, unless you roll all natural 20s on every skill check you ever have to do (metaphorically speaking, of course) there's going to be some element of compromise there.

    And in a way, I think that's a bit sad. Why should people have to give up on their dreams just because "society" (whoever THAT is) says it's "never going to happen"? Why should people settle for second-best? Why should people have to put up with annoyances for the sake of something or someone they really love?

    Because those things and people are also hoping for perfection and failing to find it, of course. Everyone wants to meet that special someone, Prince Charming, Sleeping Beauty, Christina Hendricks, whoever. But does it ever really work like that? How often do two people find each other and they're perfect for one another? How often does someone step into a new job and think "Yes. This is LITERALLY my perfect job. There is nothing I would change about it whatsoever."?

    Our individual happiness seems to be made or broken by other people, and it's a fragile thing. One little action, one thing said, one decision made; that can change everything. I know this only too well.

    So what's the answer? Is there one? Right now, at this crossroads in my life, there are two things I want that would help everything just fall into place. One: a job where I get to do something I love for a fair wage and get appreciated for it by the people I work for—both employer and customer. Two: well, let's just say the term "nerd princess" would about cover it.

    Is this too much to ask? Am I expecting too much? Do I put too much faith that all the good karma I have stored up over the course of the last 29 years will eventually lead to something awesome? I don't want to give up. I don't want to feel insignificant. I don't want to be alone.

    And above all, I really don't want to compromise any more. As selfish as it sounds, I want to be happy. I want good things to happen. I want to meet someone awesome and nerdy and gorgeous and ride off into the sunset leaving the pain of the past behind.

    I feel I have earned this. But is it just an impossible dream?

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    #oneaday, Day 187: Flying Solo https://imnotdoctorwho.moegamer.net/2010/07/23/oneaday-day-187-flying-solo/ https://imnotdoctorwho.moegamer.net/2010/07/23/oneaday-day-187-flying-solo/#comments Fri, 23 Jul 2010 23:41:17 +0000 http://angryjedi.wordpress.com/?p=1166 Ever been out on the town by yourself? It's generally a miserable experience, particularly if you're not the most sociable of people in the first place. And by that I mean the sort of person who doesn't generally talk to strangers at the best of times. I've done it a couple of times, though not … Continue reading #oneaday, Day 187: Flying Solo

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    Ever been out on the town by yourself? It's generally a miserable experience, particularly if you're not the most sociable of people in the first place. And by that I mean the sort of person who doesn't generally talk to strangers at the best of times.

    I've done it a couple of times, though not for a while. It generally goes something like this:

    Step 1: Claustrophobia

    You're in your house/flat/bedsit/hovel/cupboard. You have been stuck in said accommodation for some time now. By yourself. It's getting rather tiresome. Perhaps you're living by yourself. Or perhaps you live with people you don't get on with. Or perhaps you live with people who are never there. Whatever the reason, you're in by yourself, you're fed up and you feel like the walls are closing in a bit. So you decide that it would be a really great idea to go out. Even though none of your friends are free, because you only decided to go out a minute ago and when you texted them a minute ago, half of them didn't reply and the other half politely requested that you give them a bit more notice next time. So much for spontaneity.

    Step 2: Confidence

    You get dollied up and step out of your front door. You're going out! By yourself! Feels good, doesn't it? You're not tied to social conventions that require you to be in a group of at least 3 people (less than 3 and you're going "with" someone, which is perilously close to "date" territory)—you're doing things your way!

    Step 3: Adventurousness

    You're out by yourself and there's no-one with you to judge you. Perhaps you'll try something you've never done before, because there's no-one you know to mock you, laugh at you, berate you or tell you you're doing it wrong—or worse, do it better than you. Perhaps you decide to try smoking, because you've never done it before, or perhaps you talk to a random stranger in the street, or go down a road you've never been down before or—hell!—go to a pub or club you've never been to before.

    Step 4: Arrival

    You arrive at the place you decided to go to. You purchase yourself a drink and find yourself a good "spot" in which to observe the action. If this is a pub, this should be a table with a good view of everyone else who is there with their friends. Or possibly a stool at the bar, where you can turn your back on the rest of society. If this is a club, this should be a seat at the edge of the dance floor, where you can look longingly at the people who are probably having more fun than you.

    Step 5: Realisation

    "I've come out by myself. That was a really stupid thing to do."

    Step 6: Depression

    You stay in your spot, watching everyone around you actually having a good time—or so you believe, anyway; in actual fact they might be having a miserable time, just dancing while they do it—and slump into a bit of an alcohol-fueled depression.

    Step 7: The Second Wind

    You decide that no, you're not going to let this defeat you. You get up and maybe decide to try a dance by yourself.

    Step 8: The Bad Idea

    "That was a terrible idea. Now everyone is looking at me like I'm an idiot."

    Step 9: Time To Go Home

    "I hope the bouncers and the people on the door don't recognise me and realise I've only been here fifteen minutes."

    Step 10: Regret

    "That was the dumbest thing I've ever done. I'm never doing that again."

    But you will. Just to see if it's any different next time.

    The post #oneaday, Day 187: Flying Solo appeared first on I'm Not Doctor Who.

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    #oneaday, Day 186: How To Laugh On The Internet https://imnotdoctorwho.moegamer.net/2010/07/22/oneaday-day-186-how-to-laugh-on-the-internet/ https://imnotdoctorwho.moegamer.net/2010/07/22/oneaday-day-186-how-to-laugh-on-the-internet/#comments Thu, 22 Jul 2010 22:13:28 +0000 http://angryjedi.wordpress.com/?p=1151 The acronym "LOL", originally short for "laughing out loud" has lost all meaning. This is entirely thanks to Internet denizens who believe it is an adequate substitute for any punctuation mark ever. It's true. Try it sometime. Don't forget to strip out all capital letters. "Would you like to go to the shops?" becomes "would … Continue reading #oneaday, Day 186: How To Laugh On The Internet

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    The acronym "LOL", originally short for "laughing out loud" has lost all meaning. This is entirely thanks to Internet denizens who believe it is an adequate substitute for any punctuation mark ever. It's true. Try it sometime. Don't forget to strip out all capital letters.

    "Would you like to go to the shops?" becomes "would u like to go 2 the shops lol"

    "I went to the shops to buy some butter, but they had run out." becomes "I went 2 the shops 2 buy sum butter lol but they had run out lol"

    "Now is the winter of our discontent / Made glorious summer by this sun of York; / all the clouds that lour'd upon our house / In the deep bosom of the ocean buried." becomes "now is da winta of our discontent lol made golrius summer by dis sun of york lol all da clouds that lourd upon our house lol in da deep bosom of da ocean buried lol"

    Ouch, that actually hurt.

    Anyway, the fact is, "LOL" is meaningless. Coming up quickly behind it in the meaningless stakes are other acronyms such as "LMAO" and "PMSL". So I feel, Internet, it is time to educate you in the ways of laughter which uses more characters but is infinitely more expressive. You'll find there's a laugh for every occasion.

    "Hehe"

    Mild amusement. This can be used for something that was only intended to be a little bit funny, or perhaps something that you didn't find that funny yourself but don't want to offend the other person by not laughing at it. It's also less girly than some other alternatives. An optional trailing full stop may be added.

    CORRECT USAGE: "I thought I'd forgotten my keys earlier. But they were in my pocket the whole time!" — "Hehe"

    INCORRECT USAGE: "YARR HARR FIDDLEDEDEE, BEING A PIRATE IS ALL RIGHT TO BE! DO WHAT YOU WANT CAUSE A PIRATE IS FREE, YOU ARE A PIRATE!" — "Hehe"

    "Heehee"

    Flirtatious laughter. Perhaps someone has said something a little bit contentious or naughty and you want to giggle with them. "Heehee" is the perfect laugh for this purpose.

    CORRECT USAGE: "Well, we went back to her house and then, well, I'm sure you can imagine what happened…" — "Heehee"

    INCORRECT USAGE: "Lindsay Lohan is like a child with ADD! Neither of them can finish a sentence!" — "Heehee"

    "Teehee"

    The naughty laugh. An upgrade from "heehee", often used when slagging someone off behind their back, making illicit plans or making thinly-veiled references to something filthy the two of you—or indeed someone you mutually know—got up to recently.

    CORRECT USAGE: "Well, last night certainly didn't suck… but someone sure did." — "Teehee"

    INCORRECT USAGE: "The Master is rising! And soon the world will be ours!" — "Teehee"

    "Haha(hahahahahahahahahahahahaha)"

    The all-purpose "that's funny" laugh. The minimum number of "ha"s is two, otherwise it's a "Ha!" which is not a laugh at all, more a triumphant call of… something. The more "ha"s which are added to the end of the "haha", the funnier the thing is. "Haha" is mildly funny. "Hahahahahahahahahaha" is extremely funny. Optional additions may include all-caps or exclamation marks. These are both intensifiers.

    CORRECT USAGE (mildly funny thing): "Knock knock." — "Who's there?" — "Doctor." — "Doctor who?" — "You just said it!" — "Haha"

    CORRECT USAGE (exceedingly funny thing): "[insert most things that @DRUNKHULK says on Twitter]" — "HAHAHAHAHAHAHAHAHAHA!"

    INCORRECT USAGE: "Sir. The rebels have been crushed!" — "Haha"

    "Mehehe(hehehehehe)"

    The "mildly evil" laugh. Are you about to do something that's wrong, and you just don't care? Are you talking smack about someone? Have you made plans to do something which may cause mild embarrassment, discomfort or itching to a third party? Have you just witnessed something unfortunate occurring to someone you don't like much? Then this is the laugh for you. The number of "hehe"s on the end may again be varied. All-caps and exclamation marks are not usually added to an instance of a "mehehehehe".

    CORRECT USAGE: "I'm going to invite them over, but then I won't answer the door!" — "Mehehehehe"

    INCORRECT USAGE: "A man walks into a bar and says 'ouch!'" — "Mehehehehe"

    "Mwahaha(hahahahaha)"

    The "moderately evil" laugh. Are you about to do something very wrong? Or perhaps you're joking about doing something wrong that you'd never actually do but think would be quite entertaining, if evil, if you did? Have you successfully got one up on someone you moderately-to-extremely dislike? Then this is the laugh for you, complete with variable-length "hahahaha" on the end. All-caps and exclamation marks may be adopted for this laugh if appropriate, depending on the evility of the situation. However, in extremely evil situations, consider upgrading to "Muhahahahahaha!"

    CORRECT USAGE: "And then I told her 'by the way, your skirt is TOTALLY tucked into your panties'. She looked mortified!" — "Mwahahahaha!"

    INCORRECT USAGE: "Aww, look at that cute little kitten!" — "Mwahahaha!"

    Not to be confused with "Mwah", which is blowing a kiss.

    "Muhahahahahahaha!"

    The "very evil" laugh. You are an evil overlord, emperor or other figure who strikes fear into the hearts of your enemies. You are either about to do something terribly evil, have just done something terribly evil or take delight revelling in your evil-ness. Whatever the reason, this laugh is part of your arsenal of verbal weapons with which you may strike fear into the aforementioned hearts of your aforementioned enemies, along with sentences such as "I am afraid it is YOU who are mistaken" and "No, Mr Protagonist, I expect you to die". All-caps and exclamation marks are frequently applied for intensification purposes.

    CORRECT USAGE: "MUHAHAHAHAHAHA!"

    INCORRECT USAGE: "Oh look, your baby cousin is smiling for the first time!" — "MUHAHAHAHAHAHA!"

    DISCLAIMER: I am not aware of any legitimate historical evidence which quotes Hitler as saying "MUHAHAHAHAHA!" But I bet he did.

    "Bahahahahaha!"

    The belly laugh. This is a hearty chuckle at something you find genuinely amusing. The kind of laugh that Father Christmas or a Viking would use whilst sitting in front of a roaring log fire. Works well with a smoker's cough.

    CORRECT USAGE: "I want a bicycle like in E.T. so I can follow you through the skies, Santa!" — "Bahahahahaha!"

    INCORRECT USAGE: "That duck just fell over." — "Bahahahahaha!"

    "Gahahahahahahaha!"

    The Brian Blessed laugh. I don't think anything else needs to be said about this one. Usually combined with all-caps and exclamation marks.

    CORRECT USAGE: "CRY HAVOC! AND LET SLIP THE DOGS OF WAR! GAHAHAHAHAHAHA!"

    INCORRECT USAGE: "I posted a rude message on that forum." — "GAHAHAHAHAHAHA!"

    "Kyahahahahaha!"

    The witch's laugh. An evil cackle if ever there was one. Doesn't really work when men do it. Even evil wizards don't tend to go "kyahahahahaha".

    CORRECT USAGE: "And now, my pretties, into the pot you go! Kyahahahahaha!"

    INCORRECT USAGE: "Do you remember that time my pants fell down?" — "Kyahahahahaha!"

    So as you can see, there is a laugh for pretty much any situation. I trust this will be the last time I ever see you using acronyms to represent laughter and/or punctuation.

    Please feel free to share any additional variants you may be aware of in the comments.

    The post #oneaday, Day 186: How To Laugh On The Internet appeared first on I'm Not Doctor Who.

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    #oneaday, Day 185: Help Wanted https://imnotdoctorwho.moegamer.net/2010/07/21/oneaday-day-185-help-wanted/ https://imnotdoctorwho.moegamer.net/2010/07/21/oneaday-day-185-help-wanted/#comments Wed, 21 Jul 2010 23:38:05 +0000 http://angryjedi.wordpress.com/?p=1145 I've discussed this matter at great length before but goddammit it's my blog and I'll say whatever the hell I want to, assuming my Silent Hill-inspired dream/daydream/fiction/symbolism yesterday didn't terrify you to your very core. So shut it! Wait, you didn't say anything. There was really no need to be rude and defensive. I'm sorry! … Continue reading #oneaday, Day 185: Help Wanted

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    I've discussed this matter at great length before but goddammit it's my blog and I'll say whatever the hell I want to, assuming my Silent Hill-inspired dream/daydream/fiction/symbolism yesterday didn't terrify you to your very core. So shut it!

    Wait, you didn't say anything. There was really no need to be rude and defensive. I'm sorry! Come back! Please?

    Thanks. And I didn't like the other people anyway. They think they're all that. And a bag of chips. Whatever that means.

    Right. I was going to say something, wasn't I? Yes. Here it is.

    I present to you a selection of what you'd get if job adverts were actually honest, based on some past experiences.

    Drink Receptacle and Emesis Technician

    Are you a talented, motivated self-starter? Well stop right there! This isn't the job for you. You'll be working in a busy environment that's full of people who don't want to give you the time of day unless you're bringing them something they asked for. Yet your role will be considered essential to the smooth running of the establishment thanks to the fact that without glasses, no-one will be able to drink until they puke.

    Key competencies for the role must include the ability to pick up a glass without dropping it, the ability to stack glasses without dropping them and the ability to operate an almost totally-automatic dishwasher. Must also not be averse to the idea of cleaning up sick with a mop.

    Food Frying Specialist

    Do you like food? Do you have ambitions of becoming a top chef in a fancy London restaurant? Well, everyone has to start somewhere! In this lively, exciting position you'll be paired up with an actual chef who thinks you are complete scum and is more than happy to tell you so on a regular basis. You'll be in charge of making starters for a busy pub. But don't be afraid; pretty much every starter is created by deep-frying things! That's right! Your love of boiling things in oil can finally be put to a practical use for the good of society. Doesn't it feel great to know that?

    The ideal candidate for this position will know that when things turn black they've been in for too long, will be able to produce a prawn cocktail using the very cheapest and worst possible ingredients and will also be aware that mixing tomato ketchup and mayonnaise is an adequate substitute when all the seafood sauce has run out. Must also not be averse to occasionally having their hat filled with apple sauce, gravy and/or jam.

    Important Document Consultant

    Do you know where the "Print" function in Microsoft Word is? Perhaps you even know what the shortcut key is! You'll be in charge of receiving emails from other members of this busy office who are too lazy to print things for themselves. Your task will be justified under the name of "top copying", which still means "print", don't worry. And don't worry about proofreading; these people are professionals! Any mistakes they made are entirely intentional and are probably the fault of the audio typists anyway. Those bastards.

    The perfect person for this position must have an exceedingly high boredom threshold and must not carry any sharp objects with which they might be able to slit their own wrists. They must also have a sense of self-esteem so low that they don't mind doing something which clearly the person who wrote the document in the first place would be able to do. They must also not be easily susceptible to papercuts, eyestrain, backache, flatulence, dysentry, gangrene or AIDS.

    Classroom Shouting Representative

    Do you like children? You won't once you're finished with us! Have you long been frustrated that too much knowledge is imparted in classrooms? Then come and show us how it's really done! We'll put you into a classroom full of 9-year olds who act like they're stroppy teenagers! We won't tell you anything about the colourful backgrounds that their families have! We'll let you get threatened by parents who believe that their way, not the way of polite society, is the way to go! Polite society is boring, anyway!

    Key competencies for this role include low self-esteem, a low threshold for irritation, a loud shouting voice and the desire to not actually pass any knowledge on at all! Even if there are maybe one or two kids who obviously want to learn something! No. Working in a classroom is about bad behaviour!

    The post #oneaday, Day 185: Help Wanted appeared first on I'm Not Doctor Who.

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    #oneaday, Day 184: Dark World https://imnotdoctorwho.moegamer.net/2010/07/21/oneaday-day-184-dark-world/ https://imnotdoctorwho.moegamer.net/2010/07/21/oneaday-day-184-dark-world/#respond Wed, 21 Jul 2010 00:56:55 +0000 http://angryjedi.wordpress.com/?p=1141 [The following is part dream I had, part daydream, part complete fiction and part external influences. You may make of it what you will. Up to and including a fetching hat.] The fog was out of season, and even thicker than it would have been at the right time of year for it. And it … Continue reading #oneaday, Day 184: Dark World

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    [The following is part dream I had, part daydream, part complete fiction and part external influences. You may make of it what you will. Up to and including a fetching hat.]

    The fog was out of season, and even thicker than it would have been at the right time of year for it. And it was cold. Very cold. Colder than he remembered it being for a long time. He wasn't sure how long it had been cold and foggy, but it had certainly been for the whole day. And that seemed to mean that everyone was staying inside, since there was not a soul on the street.

    He reached the shop and walked in. All was silent inside. The lights flickered slightly, and the buzzing of the fluorescent tubes suddenly seemed very loud. There was no-one here either; no sign of the usual student rabble laughing, joking and buying beer. No sign of the shop staff behind the counter. Nothing. Yet apart from this, the neatly-stacked shelves looked just as they always did. But there was something wrong, something sinister about the whole thing.

    He walked over to the coffee machine, pulled out a cup and placed it under the nozzle before jamming his thumb onto the "large latté" button. The machine whirred, ground and made that curious sucking noise as the milk and coffee poured into the cup. It seemed very loud amidst the silence in the rest of the shop. Then it was quiet, and the cup was full. He pulled out one of the flimsy plastic lids from the dispensers and set it atop the cup.

    He fumbled in his pocket for some loose change and left it on the counter. Just because there was no-one here was no reason to take advantage. He wasn't that sort of person.

    Something was wrong. The lights were flickering more, and the buzzing was getting louder. Suddenly, they went off entirely, and the shop was plunged into darkness. Loud, metallic scraping sounds filled his ears and he didn't know what was happening. It shouldn't be dark; it was still light outside, despite the fog. He tripped and fell in the darkness, somehow managing to hold on to his coffee cup. The ground began to shake, and he fell again trying to get back on his feet. This time, he dropped the cup. The tremors became stronger and stronger; it felt like the ground was somehow shifting beneath him, changing, becoming… metallic?

    A small light flicked on above the counter.

    The floor was cold, and where there once were simple tiles was now covered in metallic grates, darkness beneath them.

    He scrambled to his feet, not wanting to stay here any longer than necessary. Outside, the fog was gone, but it was dark now. There was little light by which to see, so he pulled out his phone and used the bright light from the screen to see his way. The street seemed to be covered with the same curious gratings, the soles of his shoes clanging on them as he walked.

    In the distance, in the darkness, he could see his building. He needed to get there, to be home, to be safe, to be inside. He didn't like the feeling that this strange new environment was giving him. He quicked his pace to a light jog and headed towards the building, up the stairs to the front door. He punched in the door code and opened the door.

    Inside, like outside, all was darkness. The small pool of light from his phone was just enough to see by, but it didn't make him feel any better. He opened the door leading into the corridor that held his apartment and stepped into the blackness. He walked forward down the corridor, stopping and turning where he thought his door should be, but there was nothing there, and the corridor continued into the darkness. He couldn't see the end of it.

    He turned to face the corridor, stretching into the distance, took a deep breath, swallowed, and continued to walk down it. As he continued down the seemingly endless passageway, the only sound were his footsteps echoing on the metallic floor.

    He wasn't sure how long he walked for, but he was starting to get out of breath after a while. That's when he heard the sounds. A mechanical sound of some sort, though he couldn't tell what. He walked towards it and it slowly, gradually, got louder.

    A voice whispered in his ear and he gave a start, almost falling over with the shock. He didn't hear what the voice said, but it sounded familiar. Then the other ear, again, something said, not meant to be heard. The machinery growing louder and louder, the whispering voices growing more urgent. And now it felt like the corridor was sloping downwards. Just a little at first, but the further he went and the closer the sound became, the more it sloped and sloped until he thought he was going to slide down it and then—

    The corridor came to an abrupt end along with the sounds, and he almost walked into his neighbour's door in the darkness. He turned to face his own apartment, drew out his key from his pocket and hesitantly slid it into the lock. Pushing open the door slowly, cautiously, he shone the light from his phone into the black hallway, a sense of dread gripping him from inside, tightening every organ in his body, making him feel coiled like a spring.

    The light bounced off a metallic object that was sitting on the side in the hallway. He walked over to it to see what it was.

    A cook's knife. Clean, shining in the light and sharp as a razor. He picked it up, not certain what he'd use it for. And he walked slowly towards the bedroom, figuring that if the world was going to do a passable impression of night-time, he might as well try and get some sleep.

    The door creaked open as he pushed it, but suddenly he was wrenched through it, the wind knocked out of him as he fell to the ground, still gripping the knife in his hand, his phone skittering across the floor, face up, its light shining around the small room.

    Then the sound. That terrible sound. Like a scream, but not of pain or terror. It sounded like rage. It was formidable and terrible, and it was somewhere in this room.

    He looked up at the pool of light on the ceiling. That's when he saw it. Its skin glistening as the light reflected off it, it screamed again as it knew it had been spotted.

    He gasped, and his breathing quickened. This was—

    The thing let out a horrifying screech again and something glass shattered. A window? A mirror? He couldn't tell, because he couldn't see. But he knew what had to be done. Brandishing the knife in a shaking hand, he walked towards where he had seen it hanging and looked up again. A tendril, like a thick piece of rope, hung from the ceiling. He raised the knife over his head and brought it down in a smooth arc, slashing through the tendril and slicing it clean in two. The part which had been stuck to the ceiling fell to the ground with a wet slapping noise, and there was another terrible scream.

    His head hurt. His vision, what little he could see, felt hazy. This was difficult. It wasn't as easy as he thought. But he had to—

    The thing roared and lunged at him, but he staggered to one side at just the right moment, placing him right beneath another hanging tendril. Gritting his teeth and raising the knife, he cut through this one too. This time, images flashed across his eyes. Memories? He wasn't sure, because they were gone as soon as he could focus on them. And still it was there, howling in pain now, writhing, yet still trapped. It lunged again and pushed him to the floor, knocking the wind out of him and the knife clattering across the floor. He dove towards where he thought it fell, gasping to recover his breath, and fumbled around until he felt its handle. Unsteadily, he picked himself up and got to his feet. His head was hurting now, like a migraine but worse. Instead of flashing lights across his vision, there were images, but they were still too elusive to grasp hold of. He recognised them, loved them and feared them at the same time, and he knew that there was only one way to—

    With a yell, he leapt at the thing, knife raised aloft and slashed through the fourth and final tendril. With an awful screech, it fell to the ground, helpless against what was to come.

    He stood above it, looking down at this pitiful thing that could engender such fear, hatred and anger. There was only one thing left, and that would be it. That would be the end. That would be—

    He knelt before it, glowering at it, eyes narrowed, teeth grinding. He looked at the knife in his hand, now stained with blood and ichor, and then back to the thing again. This would be the last—

    He plunged the knife deep into it and the horrific noise that ensued made the ground shake. But he pulled out the knife and plunged it in again, the tremors becoming more and more forceful, the screech becoming more and more deafening. He could hear walls cracking, collapsing, falling around him. He hoped it would be enough time to—

    With the final thrust of the knife, there was a blinding white light, a sense of sudden, incredible, release like every trace of tension leaving his body; and there was a sound, a sound like a rising wind, louder and louder and stronger and filling his ears with noise and sound and it was too much and—

    Then sudden, awful, total silence. Nothingness. The white light enveloped everything. Made it impossible to see. But it was—

    She stood by the door to the apartment, not sure whether or not to go in. She stared at that number on the door, the number which for so long had meant "home" but was now just another meaningless digit. She looked at the lock, and at the key in her hand.

    The key slid smoothly into the lock and she pushed open the door. Inside, all was quiet. The lights were off, the curtains were open and there were no signs of life. She walked ahead into the bedroom. Bare. Nothing but a bed. No sheets, no pillows, nothing. Back into the corridor; nothing here. The closets: empty. The study: nothing to see.

    Panicking now, her heart racing, she ran to the living room. Nothing here besides the table, the sofa and the chairs. The things that had always been here, but nothing that meant—

    Then she saw it. A folded piece of paper on the table, sitting by itself, alone.

    She took it, unfolded it, read it.

    Then she stuffed it into her pocket, turned and fled.

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    #oneaday, Day 183: The Waiting Game https://imnotdoctorwho.moegamer.net/2010/07/19/oneaday-day-183-the-waiting-game/ https://imnotdoctorwho.moegamer.net/2010/07/19/oneaday-day-183-the-waiting-game/#respond Mon, 19 Jul 2010 23:09:40 +0000 http://angryjedi.wordpress.com/?p=1137 After something bad happens, it takes time for things to fall into place. While you're thinking about the bad thing that happened, it seems like an eternity before anything will fall into place and make things seem the slightest bit good again. But then things do start falling into place. And the problem then is … Continue reading #oneaday, Day 183: The Waiting Game

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    After something bad happens, it takes time for things to fall into place. While you're thinking about the bad thing that happened, it seems like an eternity before anything will fall into place and make things seem the slightest bit good again. But then things do start falling into place. And the problem then is that they don't do it fast enough. You can see your final destination, but you're not getting there quick enough. There's a big chasm made of time in the way.

    Whoo, deep, huh?

    Take now. I've pretty much almost totally nearly in a way kind of 95.7% decided what my next step is going to be. I know I said I'd do it by Day 200. But why wait?

    Answer: because I have to. In order to take said next step that I'm 95.7% pretty much almost totally nearly in a way kind of decided about, I have to wait. Specifically, until next week. Next Wednesday is one of those Important Days that will determine what happens next. I'm not going to say anything about it for fear of jinxing it or anything. But let's just say that the outcome of that day should hopefully determine my immediate future at the very least. Which is good. Knowing one's immediate future is good. Knowing one's immediate future is a positive thing is even better, and a positive outcome on this particular day in question will ensure a positive immediate future. I can't speak for the long term, but right now, immediacy is what it's all about. Hah. "Right now, immediacy is what it's all about". Clever.

    So I must wait. It's like I've got the Mac OS X pinwheel or the Windows hourglass/swirly Windows 7 thing in front of my life saying "WAIT! STOP! THINK! NO! DON'T THINK! I KNOW YOU KNOW WHAT YOU'RE DOING BUT I'M GOING TO MAKE YOU WAIT ARBITRARILY!". And there's no way to Ctrl-Alt-Del/Alt-Cmd-Esc out of this waiting period. And turning off isn't an option. I… wait, where was I going with this?

    Oh right, waiting. Yes, it sucks. And we're taught that from an early age. Birthdays. Christmas. Easter. "It'll come quicker if you go to bed". No it won't. Unless I sleep until next Wednesday? That's a distinct possibility, though ultimately unproductive and probably bad for… well, everything. Later in life we wait for a response from job applications (which rarely comes), feedback from interviews (I was supposed to have a response from the interview I went to on Friday today, for example, and haven't) and to receive a text back from someone we fancy or to get a scary official letter or to find out if we can buy a house or if our finance has been accepted or… you see where this is all going.

    An estimated 85% of our lives (I may have made that up. Which, technically, counts as an estimate.) is spent waiting. Wouldn't it be great if we could just say "I've decided this! What do you think?" and someone could say "Yes!" or "No!" and then we could get on with something else. I'm pretty sure everyone would get a whole lot more done that way.

    But no. Instead we sit here clockwatching.

    Tick.

    Tick.

    Tick.

    Tick.

    Boom.

    The post #oneaday, Day 183: The Waiting Game appeared first on I'm Not Doctor Who.

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    #oneaday, Day 182: The Game of Life https://imnotdoctorwho.moegamer.net/2010/07/18/oneaday-day-182-the-game-of-life/ https://imnotdoctorwho.moegamer.net/2010/07/18/oneaday-day-182-the-game-of-life/#comments Sun, 18 Jul 2010 22:39:24 +0000 http://angryjedi.wordpress.com/?p=1134 Gamers—be they the video- or roleplaying- variety—have a tendency to think things through in terms of their favourite hobby. This is perhaps best exemplified by the EpicWin app I discussed a few days ago. In fact, I'm astonished that no-one has thought to do that kind of thing before. Given that every single boring-as-hell social … Continue reading #oneaday, Day 182: The Game of Life

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

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

    You are sitting at your computer.

    ?>LOOK AT COMPUTER

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

    ?>USE COMPUTER

    For what?

    ?>PLAY A GAME ON THE COMPUTER

    You decide to fire up Civilization IV.

    You are Hungry.

    ?>STATUS

    Pete, Lv 29 Nerd

    HP: 489/521
    MP: 12/90

    Status: Hungry

    Would you like more information?>NO

    ?>WEST

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

    There is a bunch of keys here.

    ?>WEST

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

    ?>NE

    You are in the kitchen.

    There is a fridge here.

    There is a cupboard here.

    ?>OPEN CUPBOARD

    You open the cupboard.

    You see:
    crisps

    ?>TAKE CRISPS

    Taken.

    ?>EAT CRISPS

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

    You are no longer Hungry.

    You are Thirsty.

    ?>OPEN FRIDGE

    You open the fridge.

    ?>LOOK IN FRIDGE

    The fridge is pretty bare.

    There is a jam jar here.

    ?>TAKE JAM JAR

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

    Your throat is dry.

    ?>LOOK IN FRIDGE

    The fridge is pretty bare.

    There is a jam jar here.

    ?>HINT

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

    ?>SW

    Living room.

    ?>E

    Corridor.

    ?>S

    The front door is closed.

    ?>OPEN DOOR

    You open the front door.

    ?>S

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

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

    ?>INVENTORY

    You are carrying:
    iPhone
    Wallet

    You are not carrying your keys.

    ?>SHIT

    There's no need for that sort of language.

    ?>FUCK

    Who do you want to FUCK?

    ?>YOUR MOM

    Let's not be immature.

    You are afflicted with Mild Annoyance.

    ?>LOOK

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

    ?>OPEN DOOR

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

    ?>OPEN DOOR

    It's still stuck.

    ?>OPEN DOOR

    You can't open it.

    You are afflicted with Irritation.

    ?>E

    You walk down the corridor and exit your block.

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

    Your bedroom window is slightly ajar.

    You're really thirsty.

    ?>OPEN WINDOW

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

    ?>CLIMB WINDOW

    You can't climb the window.

    ?>LOOK AT WINDOW

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

    ?>CLIMB DRAINPIPE

    DEX check: Failed (Impossible)

    You take 7 damage from Thirst.

    ?>CLIMB DRAINPIPE

    DEX check: Failed (Impossible)

    ?>LOOK AT LEDGE

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

    ?>CLIMB ON LEDGE

    WIS check: Success

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

    ?>HINT

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

    ?>CLIMB DRAINPIPE

    DEX check: Failed (Impossible)

    ?>S

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

    There are some dumpsters here.

    ?>PUSH DUMPSTER

    CON check: Failed

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

    You take 7 damage from Nausea.

    ?>INVENTORY

    You are carrying:
    iPhone
    Wallet

    ?>PHONE LANDLORD

    WIS check: Success

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

    ?>TEXT FRIENDS

    About what?

    ?>ASK FRIENDS FOR LADDER

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

    You are afflicted with Mild Panic.

    ?>STATUS

    Pete, Lv 29 Nerd

    HP: 475/521
    MP: 8/90

    Status: Thirsty, Irritation, Mild Panic

    Would you like more information?>NO

    ?>WAIT

    Time passes…

    You take 7 damage from Thirst.

    ?>WAIT

    Time passes…

    You take 7 damage from Thirst.

    You are low on MP.

    You are afflicted with MURDEROUS RAGE!!

    ?>W

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

    Hallway.

    ?>N

    The door is closed.

    ?>OPEN DOOR

    Yep, still stuck.

    ?>OPEN DOOR

    Yep, still stuck.

    ?>BASH DOOR

    You attack the door.

    You hit Door for 0 damage.

    You take 1 damage.

    ?>BASH DOOR

    You attack the door.

    You hit Door for 0 damage.

    You take 1 damage.

    ?>BASH DOOR

    You attack the door.

    You hit Door for 0 damage.

    You take 1 damage.

    ?>BASH DOOR

    You attack the door.

    You hit Door for 0 damage.

    You take 1 damage.

    ?>BASH DOOR

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

    You take 2 damage from Stubbornness.

    You are still afflicted with MURDEROUS RAGE!!

    ?>RAGE

    You channel the force of your MURDEROUS RAGE!!

    You feel stronger!

    ?>BASH DOOR

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

    Door takes 50 damage.

    There is a crunching sound.

    Door is afflicted with Open.

    ?>OPEN DOOR

    It's already open.

    ?>LOOK AT DOOR

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

    ?>N

    You slip inside before the door closes again.

    Corridor.

    ?>TAKE KEYS

    Taken.

    If only you'd remembered these earlier.

    ?>S

    The door slams shut behind you.

    ?>LOCK DOOR

    You lock the door.

    ?>E

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

    *** YOU WIN! ***

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

    C:\EVILDOOR>_

    The post #oneaday, Day 182: The Game of Life appeared first on I'm Not Doctor Who.

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    #oneaday, Day 181: Vampire: Bloodlines https://imnotdoctorwho.moegamer.net/2010/07/18/oneaday-day-181-vampire-bloodlines/ https://imnotdoctorwho.moegamer.net/2010/07/18/oneaday-day-181-vampire-bloodlines/#respond Sun, 18 Jul 2010 02:45:38 +0000 http://angryjedi.wordpress.com/?p=1131 Body clock buggered up today. After getting to bed late last night, I slept solidly until about lunchtime. Nice, but ultimately unproductive, as it means here I am at 3AM in the morning. Actually, there's another reason I stayed up so late, and that is Vampire The Masquerade: Bloodlines. This is a game I've been … Continue reading #oneaday, Day 181: Vampire: Bloodlines

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

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

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

    But that's beside the point.

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

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

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

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

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

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

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

    The post #oneaday, Day 181: Vampire: Bloodlines appeared first on I'm Not Doctor Who.

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    #oneaday, Day 180: Exhausted https://imnotdoctorwho.moegamer.net/2010/07/17/oneaday-day-180-exhausted/ https://imnotdoctorwho.moegamer.net/2010/07/17/oneaday-day-180-exhausted/#respond Sat, 17 Jul 2010 02:28:26 +0000 http://angryjedi.wordpress.com/?p=1127 This is going to be a brief one, and for that I apologise. It's been a very, very, very long day. Had my interview today. Journey to Newbury was absolutely fine with no hiccups. The interview went well, the people were very pleasant and they very much enjoyed my presentation which featured a selection of … Continue reading #oneaday, Day 180: Exhausted

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    This is going to be a brief one, and for that I apologise. It's been a very, very, very long day.

    Had my interview today. Journey to Newbury was absolutely fine with no hiccups. The interview went well, the people were very pleasant and they very much enjoyed my presentation which featured a selection of stick-Pete pictures to liven up the slides, one of which you can see in the corner. I'm still not convinced about the job itself, though I felt quite positive about the interview.

    The thing that switches me off a bit is that it would involve relocating and a lot of travel. Right now, I really don't have the finances to be able to fund that sort of thing. It suggests to me that it is something I could maybe do in the future, but it's not the right time to do it now. In the meantime, I have another job interview the Wednesday after next that will allow me to move back home for a bit, raise a bit of money and get myself sorted in preparation for whatever awesomeness is hopefully around the corner.

    So that's almost kind of sort of decided, then. As much as it pains me to leave Southampton, the overwhelming response from a lot of people to my question the other day was that making a new start is easier if you make a physical move as well. And okay, going back home isn't exactly a completely fresh start. But it's something to build on, and it's a change. And change is good, apparently.

    What wasn't so good today was the journey back. As I left the building where the interview was taking place, it started to rain. That stupid kind of rain where it's still sunny but you get soaked at the same time. Then it stopped. Then it started again.

    I hid in the forecourt of a BP garage until it passed and looked at Google Maps to find my way back to the train station. Turned out the train station was actually very close to where I was, but on the other side of some kind of waterway. And it didn't look like there were any ways across.

    Fortunately, there was a footbridge that wasn't marked on the map. Said waterway turned out to be a canal, which meant there was a pathway all along the side of it… and no way to get out to the station which was tantalisingly out of reach. I ended up walking about a mile to reach somewhere that was probably less than 200 yards away. Oh well.

    Then I got the train back. The journey involved a change of trains at Reading. Changing trains is always stressful because there's always that worry that you'll miss your connection. In this case, it turned out to be true, but it wasn't my fault. The timetables on the station at Reading bore absolutely no resemblance to the trains that were actually coming and going. I ended up stuck in Reading station for nearly two hours, lack of sleep rapidly catching up with me until I did doze off on a bench like a well-dressed vagrant only to be shaken awake by another besuited man asking me if I needed to get on the Oxford train that was about to leave.

    "No," I said groggily. "Thank you." Then I closed my eyes again.

    When the train I did need eventually arrived, I decided to get into the "quiet" carriage where theoretically mobile phones and stereos are banned. However, what was not banned was the screechy Brummie hen party in there who were flirting noisily with all and sundry and getting incredibly drunk. I just wanted to sleep. Noisy, screechy drunk women are bad enough. Throw in a Brummie accent and… well, you can imagine.

    When I did eventually get back to Southampton I was in full-on zombie mode. I shambled my way back to my flat, collapsed into bed for an hour or two and then set about the day's business of writing.

    And now here I am. At 3.30am. Tired. But it's Saturday tomorrow. And I intend on sleeping until lunchtime. So there.

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    #oneaday, Day 179: Back to... https://imnotdoctorwho.moegamer.net/2010/07/16/oneaday-day-179-back-to/ https://imnotdoctorwho.moegamer.net/2010/07/16/oneaday-day-179-back-to/#comments Fri, 16 Jul 2010 01:48:10 +0000 http://angryjedi.wordpress.com/?p=1124 Evening all. After the considerable amount of depravity that took place last night I'm pleased to report something of a return to normality, though my head doesn't quite believe that yet, still wobbling a little bit as it is. I'd also like to assure everyone that this post is written entirely by me and no … Continue reading #oneaday, Day 179: Back to...

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    Evening all. After the considerable amount of depravity that took place last night I'm pleased to report something of a return to normality, though my head doesn't quite believe that yet, still wobbling a little bit as it is. I'd also like to assure everyone that this post is written entirely by me and no other drunken people passing my phone around and sharing their pearls of wisdom with the world.

    On a side note, whoever wrote this:

    This is going terribly badly, but it pretty much sums up how tonight is going with the drink flowing freely like paradise city if the drink flowed freely instead of the girls being pretty.

    I actually love you. Well done.

    It wasn't me. I don't think. I'd remember coming up with something like that.

    Anyway. Today has been largely wasted in a hung-over haze. We didn't get home until well after 5 in the morning. The sun was rising, the birds were singing; it would have been quite beautiful were we not all quite so obliterated with the incredibly strong vodka we'd been plied with. Still, despite five completely necessary yet discreet early-morning trips to the bathroom that I am assured no-one else heard, we all slept very well. Admittedly, most of us not in our own houses. But we slept well nonetheless.

    A little too well, in fact. Despite waking up repeatedly for aforementioned bodily cries for help, I fell asleep until well after lunchtime. There was no sign of my previous night's companions, and a croaky-voiced shout of "anyone up yet?" outside the bedroom doors didn't elicit any response. So eventually I figured enough was enough. I shouted a crackly "goodbye" and staggered out into the street feeling more than a little bit shaky. I realised that I wasn't quite sure where I actually was in town, and the battery on my phone had died in the night.

    Luckily, it wasn't difficult to get back into town, and I plied myself with a coffee and a bacon sandwich that I ate very, very carefully. I managed to make it home without succumbing to the hugely lazy desire to get a taxi for a trip of less than a mile. When I got back in, I slumped on the couch for a bit and stared at the wall, half-asleep. But there was work to do; I have a job interview tomorrow, and there's a presentation to deliver as part of it.

    Trouble is, this job is in a field that I'm sure I could do but have little to no experience in. I'm not a marketer, though I've written stuff that could technically be classed as "PR" in the past. I know my way around social networking and know how to promote things; but at the same time I don't want to become one of those douchebags who describe themselves as a "social media guru".

    Nor am I particularly enamoured with the idea of wearing a suit, which this job sounds like it will require. Suits look great on the right person, sure. But particularly in the summer months, there are few things more unpleasant to wear than a suit. Heavy woolen trousers and jacket? Shirt that seems to get sweaty pits as soon as you put it on? No thanks.

    As you may have gathered, for a variety of reasons, I'm not feeling particularly fired up about this interview. I'm not sure why; ever since the company first got back to me and expressed an interest it hasn't felt quite "right". Initially, this was because of the prospect of having to move to a new city for it. I've kind of accepted the fact that that is going to be pretty much inevitable now, given the startling lack of any jobs that are the slightest bit interesting in Southampton. But even accepting that, things still didn't feel quite "right". It doesn't feel like the right fit for me.

    The advice of friends has convinced me that I should go anyway, see what the company's like, scope the place out and get a feel for it. If it turns out to be awesome, great. If not, 1) it doesn't matter because I have other prospects lined up and 2) it's good experience.

    A job's a job, I know. But there are other prospects on the horizon that, while they pay less, offer the opportunity for much, much more in the way of happiness. And at the end of the day, I think that's the most important thing.

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    #oneaday, Day 178: Communal Blogging https://imnotdoctorwho.moegamer.net/2010/07/14/oneaday-day-178-communal-blogging/ https://imnotdoctorwho.moegamer.net/2010/07/14/oneaday-day-178-communal-blogging/#comments Wed, 14 Jul 2010 23:02:27 +0000 https://angryjedi.wordpress.com/2010/07/14/oneaday-day-178-communal-blogging/ Each sentence in this entry will be written by a different person. And then they all had massive rump steak. Fucking gaga!!! Silly mirror ball! Why does she look like glitter barbie threw up on her and then took a crap for good measure??!! And then it got out of the flower pot and it … Continue reading #oneaday, Day 178: Communal Blogging

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    Each sentence in this entry will be written by a different person.

    And then they all had massive rump steak.

    Fucking gaga!!! Silly mirror ball! Why does she look like glitter barbie threw up on her and then took a crap for good measure??!!

    And then it got out of the flower pot and it ran away.

    But then, the matron said, it was doomed to failure!

    Whathchu call me mutha fucka!!!

    Ultimately the result is group sex but with monkeys from longleat

    Didn't umderstand tight jeans double Ds make the boys go WHOOP WHOOP

    WHY DO I KEEP SEEING CARTOON CHARACTERS

    WHY SO SERIOUS?!?!!

    We are dancing, oh yes indeed. Riverside, motherfucker.

    Le chien mange le sauce de pomme pour protege le neuve desin

    Heeeeeeeeeee deeeee managgggggaaaaaaaaaaaa immmmeaaaaaa say, nanannaaaaaawaeeeeeeeede. The circle of life.

    Oh hell no!

    This is going terribly badly, but it pretty much sums up how tonight is going with the drink flowing freely like paradise city if the drink flowed freely instead of the girls being pretty.

    Nothing is real, everything is permitted.

    Something smells like the straining from the devils jock strap. Ecuador!

    Dance music is terrible, but somehow becomes awesome when you're drunk…. Ecuador!!

    Its here I loop the loop
    Insanely Whoop de whoop
    Cuz my rhymes are fly
    Make you touch the sky
    Yeah……….bitch

    WTF??? I don't get it! Make it stop?! Fizzy make feel nice!

    Fizzygood! I think that's a good place to stop. This doesn't make sense. A hearty thank you to Elana, Kalam, me, Richard, Graham and possibly some other people I've forgotten. Thank you for participating in this hideous experiment. Good night!

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    #oneaday, Day 177: Sandwich https://imnotdoctorwho.moegamer.net/2010/07/14/oneaday-day-177-sandwich/ https://imnotdoctorwho.moegamer.net/2010/07/14/oneaday-day-177-sandwich/#comments Wed, 14 Jul 2010 00:07:02 +0000 http://angryjedi.wordpress.com/?p=1118 The familiar melody of the alarm on his phone sounded, waking him from his slumber suddenly. He had been having a dream of some description; it had felt enormously real at the time, but now, in the soft light of morning creeping through the crack in the curtains that she always used to hate, it … Continue reading #oneaday, Day 177: Sandwich

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    The familiar melody of the alarm on his phone sounded, waking him from his slumber suddenly. He had been having a dream of some description; it had felt enormously real at the time, but now, in the soft light of morning creeping through the crack in the curtains that she always used to hate, it was already dissipating. A cloud of memory, rising into the sky and disappearing.

    He leaned over and grabbed his phone, squinting at the time through blurry vision. It felt too early. But it was a perfectly normal time to get up; quite late for some, even. It didn't feel important to get up, though. He wanted to stay lying there, gazing at nothingness, contemplating all that had come to pass and all there was to come. But at the same time, he knew that would achieve nothing. He remembered simpler times, when lying in bed meant something different; a time when it meant closeness, comfort, intimacy. Now, what did it mean?

    His phone chimed as a well-timed message from a friend broke his reverie and stirred his mind into action. He was grateful to her for that; she always knew the right time to say something, even if it was just "hello". He quickly tapped out a message back to her and lay back down, closing his eyes for a moment, phone clutched in his hand.

    It vibrated in his hand; a reply, and an admonishment that he should really get up rather than lying there feeling sorry for himself. Smiling weakly to himself, he did so, and staggered out of the bedroom into the hallway, through the living room and into the kitchen.

    The fridge was almost empty; it had been ever since that day. He'd only stocked up on the essentials as and when he needed them. There was little point doing anything elaborate for one. There was a pack of bacon, already open and wrapped in tin foil. He picked it up and walked over to the grill, flipping it on and laying the foil out on a tray. He carefully removed two rashers of bacon from the pack and washed its sliminess from his hands, then slid the tray under the rapidly-heating grill.

    More memories popped into his head; unwelcome guests. Once, there would have been four rashers on that tray, and once the kettle would have been boiling ready to make a cup of tea, perfectly timed to be ready as the bacon finished. The radio would have been on, blaring out some sort of interminably awful pop music, and the room would have felt full of life. Now it felt like a shadow of its former self, like a graveyard. Spirits inhabited the room, but they'd never be coming back.

    The smell of the gradually-grilling bacon wafted to his nostrils as he got out a plate and two slices of bread. He'd butter the bread for her and leave his plain. And when it was done, he'd carry them all back to the bedroom and climb back into bed, ready to eat the food, listen to something together and, after that, enjoy a moment or two of quiet intimacy.

    If he did that now, though, there would just be that same awful silence. There was no reason to go back into that room now he was up; the shadows would just claim him if he did, and the day would be gone.

    He pulled the tray out from under the grill and flipped the bacon quickly with his fingertips, cursing to himself at how hot it was. Then he slid it back under, that smell filling the whole room now. It was a smell that most people find comforting, whatever state they're in; happy, sad, hungover, sober—there's always room for a bacon sandwich. He wasn't sure how he felt about it right now, as tied to these memories as it was. But he wasn't about to let things he could do nothing about spoil his enjoyment of the best thing about the morning.

    It was time. He pulled the tray out again and quickly transferred the bacon to the bread, cursing again at how hot it was. The rapidly-diminishing bottle of HP sauce was already upturned ready to spill its contents onto the sandwich, just as it should be.

    And he closed the sandwich, walked into the living room and sat on the couch, staring at the switched-off TV. And thus began another day alone.

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    #oneaday, Day 176: Real-World Spam https://imnotdoctorwho.moegamer.net/2010/07/12/oneaday-day-176-real-world-spam/ https://imnotdoctorwho.moegamer.net/2010/07/12/oneaday-day-176-real-world-spam/#comments Mon, 12 Jul 2010 23:50:27 +0000 http://angryjedi.wordpress.com/?p=1115 A while back, when I was feeling rather more positive and "I can do anything!" I was hoping to support myself through a combination of freelance writing, music teaching and computer tuition. As such, I set up some websites, I took out some adverts with Yell, Thomson and the like and waited for the customers … Continue reading #oneaday, Day 176: Real-World Spam

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    A while back, when I was feeling rather more positive and "I can do anything!" I was hoping to support myself through a combination of freelance writing, music teaching and computer tuition. As such, I set up some websites, I took out some adverts with Yell, Thomson and the like and waited for the customers to come rolling in.

    No-one did. I got one pupil for some GCSE tuition and a couple of timewasters on the music front, and nothing at all on the computer tuition front.

    Actually, that's not quite true. I have got one thing out it all. MASSES AND MASSES OF FUCKING HARASSMENT FROM TWATS.

    I had no idea that advertising one's services on Yell would lead to such a bombardment of crap from people who obviously haven't read your advert. Every single day, I get a ton of identical bullshit through my letterbox, all informing me that "recruiting a new salesman is difficult" and that I should clearly defer to their superior judgement. The bizarre thing is that all these "salesman finding specialists", or whatever the hell they are, seem to have written the exact same letter. And none of them have considered the fact that someone offering "IT tuition" probably doesn't need a salesman, because he probably isn't selling anything.

    It didn't stop there, either. The phone calls! Jesus Christ, the phone calls. One woman from Yell phoned me regularly. The first time, I woke up to her phone call on the sofa the morning after my wife and I had split. Not recognising the number, not thinking particularly straight and hoping it might be something job-related, I answered it. I was immediately embroiled in one of those sales pitches that it's impossible to escape from, or get a word in edgeways. I placated her with a promise that I'd "think about it". Foolish. I should have just said "no". Because "I'll think about it" translated to "Please phone me! A lot!". Funny thing about a five-year relationship coming to a sudden and unexpected end; you don't think particularly straight immediately after it has happened. (Or months afterward, as it happens. At least if you're me.)

    Then there was "Nathan". Nathan represented some local school who was nowhere near my potential "catchment area" for music pupils. He wanted me to pay him £200 for two years' exposure in the school's brochure. Said exposure would take the form of a tiny little advert that was, as I say, only visible to a select group of people who were nowhere near me. But Nathan wouldn't take no for an answer. Nor would he give up after two weeks of me not answering the phone at all. I dialed "1571" to check my messages one day, and there were ten new ones, all from Nathan, all starting in the exact same way. Get the hint.

    In some ways, the tenacity of these people is admirable. But it's also extremely irritating. You can be a good marketer without pissing people off. These people failed miserably.

    So the moral of this story is twofold. 1) Don't advertise anything with "IT" in its title unless you want to be bombarded with mail from pricks who don't read your ads. 2) Say "no" when you mean "no".

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    #oneaday, Day 175: Please Insert Disc 2 https://imnotdoctorwho.moegamer.net/2010/07/11/oneaday-day-175-please-insert-disc-2/ https://imnotdoctorwho.moegamer.net/2010/07/11/oneaday-day-175-please-insert-disc-2/#comments Sun, 11 Jul 2010 22:54:53 +0000 http://angryjedi.wordpress.com/?p=1111 Every day, it feels more and more like life is coming to the end of a chapter. No-one has said that irritating "as one door closes, another one opens" truism at me this time around, but I'm sure more than a few people have thought it. But the fact is, things are coming to a … Continue reading #oneaday, Day 175: Please Insert Disc 2

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

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

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

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

    The alternatives are as follows.

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

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

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

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

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

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    #oneaday, Day 174: Stag of the Dump https://imnotdoctorwho.moegamer.net/2010/07/11/oneaday-day-174-stag-of-the-dump/ https://imnotdoctorwho.moegamer.net/2010/07/11/oneaday-day-174-stag-of-the-dump/#comments Sun, 11 Jul 2010 03:01:47 +0000 http://angryjedi.wordpress.com/?p=1108 Congratulations, if you please, to my good friend Mr Samuel T Ewins, who is getting married in a few weeks' time. Whatever my own feelings on the institution of marriage and the people who enter into it right now, it's always a good thing to see two people find each other, fall in love and … Continue reading #oneaday, Day 174: Stag of the Dump

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

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

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

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

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

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

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

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

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

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    #oneaday, Day 173: The Adventures of Captain Generic https://imnotdoctorwho.moegamer.net/2010/07/10/oneaday-day-173-the-adventures-of-captain-generic/ https://imnotdoctorwho.moegamer.net/2010/07/10/oneaday-day-173-the-adventures-of-captain-generic/#comments Sat, 10 Jul 2010 01:40:35 +0000 http://angryjedi.wordpress.com/?p=1105 My buddy Kalam invited me out for a late-night cinema showing tonight as his buddy had some free tickets. We went to go and see the new film Predators, which I knew nothing about. I don't really keep up on movies that much, so it's often a nice surprise to go to the cinema and … Continue reading #oneaday, Day 173: The Adventures of Captain Generic

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    My buddy Kalam invited me out for a late-night cinema showing tonight as his buddy had some free tickets. We went to go and see the new film Predators, which I knew nothing about. I don't really keep up on movies that much, so it's often a nice surprise to go to the cinema and find out what's on.

    I wasn't sure what to expect. I didn't see the original Predator until much later than many others, as I discovered a videotape stuffed down the back of the sofa in my second-year university flat containing three episodes of The Mary Whitehouse Experience and Predator as broadcast on ITV in the early 90s. No, I'm not making that up. My sole exposure to the movie was via a discarded VHS tape left behind by previous tenants. I've never seen Predator 2. In fact, I've not seen that many Arnie movies generally. To be honest, I don't feel like I've missed that much, except maybe a few pop culture references.

    Spoilarz ahead. Not that there's much in the way of substance to spoil, really.

    Anyway, Predators. Or as I've decided to redub it, The Adventures of Captain Generic and the Stereotype Brigade. I mean seriously. We have gravelly-voiced main man who is, of course, American. We have female lead who ping-pongs between having a bit of an exotic foreign accent and being American. We have a Latino bloke with a mustache who is dressed like a janitor but has two Uzis. We have a black dude who knows all about tribal behaviour. We have an ex-convict who is handy with a knife and inexplicably hates the black dude. We have a Yakuza who doesn't say much, who has a shirtless katana-fighting scene with a Predator later in the movie. (OMG SPOILARZ. Sorry.) And we have a bland, boring doctor bloke who actually turns out to be a psychopath. (OMG SPOILARZ AGAIN. Oops.) Oh, and Laurence Fishburne. Who explodes.

    This movie is a strong contender for the worst thing I have ever let anyone put in my eyes and ears. But at least it was terrible in an enjoyable sort of way. It was immensely predictable, and the various lines that characters come out with in every movie like this ever came out at exactly the expected moments. And, as all good action movies shouldn't, it doesn't make a blind bit of sense. The movie opens with all these disparate characters waking up in free-fall, conveniently equipped with a parachute and one signature weapon each, and landing in a mysterious jungle which is on an alien planet but actually has some Earth flora on it. There's no explanation at any point for why this happens, besides "we're being hunted…" and by the end it just kind of doesn't really matter any more. Laurence Fishburne's presence doesn't make any sense. He has a Predator hat and can turn invisible. But he's mental, has an invisible friend, helps out our merry band of generic stereotypes and, uh oh, turns out he's actually evil mental not endearing mental. Fortunately, he gets exploded by a Predator quite quickly.

    Oh, and talking of explosions, roughly halfway through this film there is the absolute worst pyrotechnic effect I've ever seen. It's a massive explosion. You'd think Hollywood could get these right by now. But no. This is terrible, terrible stuff. Leave aside the fact that an absolutely enormous conflagration that rips through an entire ruined spacecraft comes from a small claymore mine. It doesn't even look right. The colours are all off and it looks distinctly cartoony. Not good.

    Oh, and there's lots of unnecessary swearing, just like every good 80s action movie.

    So, basically, if you want a good laugh, go and see Predators. If you enjoyed the old films, I don't know, you might get a kick out of it. But I walked away thinking "what the fuck was that"? I enjoyed it, but for all the wrong reasons. Perhaps it was intended to be an homage to 80s action movies. If so, it did a great job.

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    #oneaday, Day 172: Epic Win https://imnotdoctorwho.moegamer.net/2010/07/09/oneaday-day-172-epic-win/ https://imnotdoctorwho.moegamer.net/2010/07/09/oneaday-day-172-epic-win/#comments Fri, 09 Jul 2010 00:21:46 +0000 http://angryjedi.wordpress.com/?p=1102 This is the best. Idea. EVAR. Video game nerds like to think about things in terms of video games. It's part of what we do. RPG nerds are the same. And when you get a video game nerd who also likes RPGs? Well, that's it, really. Everything degenerates into jokes about gaining XP for changing … Continue reading #oneaday, Day 172: Epic Win

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    This is the best. Idea. EVAR.

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

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

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

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

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

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

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

    Check out the app's official site here.

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    #oneaday, Day 171: Cracking Down On Crackdown 2 Decracktors https://imnotdoctorwho.moegamer.net/2010/07/07/oneaday-day-171-cracking-down-on-crackdown-2-decracktors/ https://imnotdoctorwho.moegamer.net/2010/07/07/oneaday-day-171-cracking-down-on-crackdown-2-decracktors/#comments Wed, 07 Jul 2010 23:48:37 +0000 http://angryjedi.wordpress.com/?p=1097 Right, you. Yes, you. The one who's been saying nasty things about Crackdown 2. Or should I say, all of you who've been saying nasty things about Crackdown 2. I'm going to say why I think you're wrong. I respect your viewpoint, and I still love you, but you're wrong. Actually, no, that's harsh. You … Continue reading #oneaday, Day 171: Cracking Down On Crackdown 2 Decracktors

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

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

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

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

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

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

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

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

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

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

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

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

    The post #oneaday, Day 171: Cracking Down On Crackdown 2 Decracktors appeared first on I'm Not Doctor Who.

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    #oneaday, Day 170: The Pile https://imnotdoctorwho.moegamer.net/2010/07/06/oneaday-day-170-the-pile/ https://imnotdoctorwho.moegamer.net/2010/07/06/oneaday-day-170-the-pile/#comments Tue, 06 Jul 2010 23:07:32 +0000 http://angryjedi.wordpress.com/?p=1093 Ever have one of those days where every little thing that is bothering you builds up into a mountainous heap and eventually ends up collapsing on your head? Today was one of those days. Every little and big thing that's been stressing me out attacked me all at once and beat me down until I … Continue reading #oneaday, Day 170: The Pile

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    Ever have one of those days where every little thing that is bothering you builds up into a mountainous heap and eventually ends up collapsing on your head? Today was one of those days. Every little and big thing that's been stressing me out attacked me all at once and beat me down until I really felt like I couldn't take any more. I had what could probably be scientifically-inaccurately-described as a mini-breakdown earlier. Pretty much a solid half an hour of really, really not being able to deal with anything. It's not a nice feeling. Half an hour isn't a huge amount out of a day. But it feels like a lifetime while it's happening. Thoughts flit in and out of your head, images of things that are going to happen, things that have happened, things you fear. Then they're gone before you can grasp them and deal with them, replaced by something else. The mental noise is awful, and relentless.

    Eventually, it passes, of course, and you're left with a feeling of "what the fuck was that for?" It doesn't make experiencing it any easier. If anything, it leads to residual feelings of self-doubt, guilt and of course it does nothing for the self-esteem to know that you're the person who lets himself get beaten down by all the things that are happening.

    That's stupid. Anyone undergoing a difficult situation that they've never been through before is sure to feel at least some of these things. So why feel guilty about it? Why feel doubt? Why think it makes you a worse person for letting go at the wrong minute and thinking "whoa… shit, I can't actually handle this"? No-one has infinite strength, however much they might want it, however much they might try, however much they might try punching the Konami code into various parts of their body.

    It has to get easier… right?

    I certainly hope so. Because right now, I don't feel like I'm making any progress. I'm no nearer getting a job than I was months ago. I'm alone. I'm in a place I can't afford to live in. I don't know where to move to because I don't have a job. And it turns out I am not dealing all that well with residual feelings of bitterness, resentment and anger. I don't like the person that these feelings make me into. He's weak, angry and cries a lot. He comes and goes. But he's always back again at some point, triggered by some stupid little thing. And it's getting to be too much.

    I want these feelings to stop. I want my life back.

    No. I want a new life. One that involves the important people from this life, and discards those things which have dragged me down into the mud time and time again.

    I'm trying to make it happen. I'm trying.

    It's got to start working soon. Right?

    The post #oneaday, Day 170: The Pile appeared first on I'm Not Doctor Who.

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    #oneaday, Day 169: Wrong Again, Internet https://imnotdoctorwho.moegamer.net/2010/07/05/oneaday-day-169-wrong-again-internet/ https://imnotdoctorwho.moegamer.net/2010/07/05/oneaday-day-169-wrong-again-internet/#comments Mon, 05 Jul 2010 15:57:27 +0000 https://angryjedi.wordpress.com/2010/07/05/oneaday-day-169-wrong-again-internet/ If you've been on the Internet at all for the past couple of days, you've probably seen at least one person make the assertion that at some point in Back to the Future, Doc Brown sets the clock in the DeLorean to a date 25 years in the future. That date is supposedly today. Or … Continue reading #oneaday, Day 169: Wrong Again, Internet

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    If you've been on the Internet at all for the past couple of days, you've probably seen at least one person make the assertion that at some point in Back to the Future, Doc Brown sets the clock in the DeLorean to a date 25 years in the future. That date is supposedly today. Or possibly yesterday.

    This rumor is a nice thought, so everyone has been retweeting it like crazy. Pity it's unlikely to be true, since the BTTF movies were set in 1985, 1955, 2015 and 1855. None of those are 25 years in the future from the film's original release date. The closest is 2015. But that's clearly 5 years away.

    The interesting thing about this is how quickly it spread across the Internet without a shred of proof to back it up. No-one, at the time of writing, has posted a still from the film. Not even a bad Photoshop job. But somehow, everyone's just accepted this blindly.

    I know that ultimately it doesn't really matter in this case, but isn't it a little scary that thousands, possibly millions of people across the world blindly stated this as fact without bothering to question it or research it?

    Twitter is like a global game of Chinese Whispers sometimes. All it takes is one influential tweeter to post something contentious and the world will jump on it. Sometimes this is a good thing – the huge display of generosity from the public upon the death of Frank Sidebottom's creator Chris Sievey, for example, raising well over £20,000 for his funeral costs.

    And sometimes this is a bad thing. How many times has Twitter been swept by false announcements of someone's death? It's a common joke now that any time someone's name comes up in the Trending Topics that they might have died.

    What happens if something seriously untrue spreads this way though? Serious accusations about someone in high office? Reports of a disaster which never happened? Earth-shattering news which is just an outright lie?

    It's an alarmist way of looking at things, of course. But the Internet has proved time and time again that it can make the most stupid shit into a star, or the most outlandish fact seem like reality.

    So think before you RT, kids! Winners don't use Wikipedia!

    The post #oneaday, Day 169: Wrong Again, Internet appeared first on I'm Not Doctor Who.

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    #oneaday, Day 168: Into Dreams https://imnotdoctorwho.moegamer.net/2010/07/04/oneaday-day-168-into-dreams/ https://imnotdoctorwho.moegamer.net/2010/07/04/oneaday-day-168-into-dreams/#comments Sun, 04 Jul 2010 22:18:04 +0000 http://angryjedi.wordpress.com/?p=1089 I was awoken this morning by the conclusion of a peculiar and very realistic-feeling dream. The details of said dream are fading a little now, making me wish I'd written this post sooner. But I shall attempt to explain what I remember. There's not actually that much. I was in the dining room of my … Continue reading #oneaday, Day 168: Into Dreams

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    I was awoken this morning by the conclusion of a peculiar and very realistic-feeling dream. The details of said dream are fading a little now, making me wish I'd written this post sooner. But I shall attempt to explain what I remember. There's not actually that much.

    I was in the dining room of my parents' house. I believe it was the dining room as it looked some years ago, i.e. when I was a kid, not how it looks now. It hasn't changed that much, but there's been a few additions, such as a couple of clocks and chairs that used to belong to my grandparents. Those things weren't there in the dream, at least I don't think so. Oh, does it matter? Probably not. The main point of the dream was not that I was in my parents' dining room. It was the fact that I was in there with two other people, the identities of which have slipped out of my mind for now. But I believe they were people you wouldn't expect to be doing what we were doing.

    No, not that. Get your mind out of the gutter, you disgusting pervert.

    We were singing. Specifically, we were singing Silent Night. A cappella. With improvised harmonies and counter-melodies. It was hauntingly beautiful in that slightly sinister and aggressive way that male voice choirs tend to be. As soon as the song finished, I woke up on the sofa I'd been sleeping on after a night of babysitting. (I know, right. Hardcore Saturday nights for the win.)

    Bizarre. But not the most bizarre dream I've ever had.

    I used to have several peculiar recurring dreams as a child. Both of them are utterly nonsensical in the way that only a child's dreams can be. I haven't had any recurring dreams like that for a long time. I actually kind of miss them a bit. Sort of. Although one of them was a bit scary.

    The first involved a cuddly-toy pyjama case I had as a kid. This pyjama case was a brown bear from America and as such was appropriately named American Brown Bear. He was a cheerful-looking sort of bear; a bit skinny when he didn't have any pyjamas in his stomach, but otherwise he was fairly happy and smiley. So I have no idea why I found him so terrifying at night. Or indeed where this dream about him came from.

    It would always be the same. I'd dream that I woke up and needed to get out of bed for some reason; perhaps to go to the toilet, or get a drink or something like that. Perhaps the context changed. But the need to get out of bed is a constant.

    When I was a kid, I slept in a bedroom that required passing by a window to get from the bed to the door. In the dream, when I passed the window, American Brown Bear would leap out and shout something indecipherable which to this day I haven't worked out what it actually was, but sounded awfully like "MRS LINCOLN PUPPIES!", which of course makes absolutely no sense whatsoever. This is, of course, leaving aside the fact that my pyjama case was talking to me.

    There was never any sort of satisfying conclusion to the dream. It usually woke me up. I never did find out what it meant.

    The second recurring dream was more surreal. Yes, more.

    I'd wake up in the dream and I'd be in a strange landscape. It'd always be night-time, the sky a shade of dark navy blue with stars and a crescent moon. It always looked more like an artist's rendition of "night-time" rather than a realistic image. I believe it may well have been based on the image there was in a print of a painting we had on our landing. I forget the name of it or indeed who it was by. But I have a feeling that was the kind of image.

    Anyway, that wasn't the weird thing. The weird thing was the fact that there was a silhouette of a tree in the distance (which I was shocked to discover ended up marking the end point of the first level of Flower on the PS3—yes, it totally was the same tree and I wasn't just projecting my childhood memories onto it at all, dammit) and in front of the tree there was a field I had to get through. Yes, had to. Because I really needed to get to that tree. I don't know why, and I never did. Because the field in question was made of strawberry mousse, high up to the height of those fields of sunflowers you see in zombie movies. Strawberry fields forever, quite literally. The only way through was to eat it. I could have dug through, probably, but I'd get my hands all sticky.

    Inevitably, I'd end up getting lost, despite reaching the tree only necessitating travelling in a straight line for a considerable period of time. At the point I got lost, I'd rise up above the mousse-field and see how far I had to go, and the path I'd carved (eaten). It always twisted and turned inexplicably, and I was never anywhere near the tree. Then I'd wake up.

    So there you are. Childhood recurring dreams… nightmares, whatever. Perhaps they might explain a few things? Or perhaps not.

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    #oneaday, Day 167: Introversion and Chaos https://imnotdoctorwho.moegamer.net/2010/07/03/oneaday-day-167-introversion-and-chaos/ https://imnotdoctorwho.moegamer.net/2010/07/03/oneaday-day-167-introversion-and-chaos/#respond Sat, 03 Jul 2010 21:40:08 +0000 http://angryjedi.wordpress.com/?p=1087 I'm an introvert. For many nerds, that comes with the territory. Enjoying the more cerebral pursuits that life has to offer often means enduring the ridicule of the "cool kids" who are into things like drinking, smoking and fighting. At least it did. As computers and the Internet have become more and more widespread over … Continue reading #oneaday, Day 167: Introversion and Chaos

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    I'm an introvert. For many nerds, that comes with the territory. Enjoying the more cerebral pursuits that life has to offer often means enduring the ridicule of the "cool kids" who are into things like drinking, smoking and fighting. At least it did. As computers and the Internet have become more and more widespread over the years, there are certain things it's more socially "acceptable" to do nowadays. Video games. Communicating online. That sort of thing.

    But for nerds of a certain age such as myself, we grew up in a time when it was less socially acceptable to proclaim yourself a gamer. And this meant a certain degree of withdrawal, leading to introversion. This is a gross oversimplification, of course. But it's a contributing factor in the whole shebang.

    Introversion has its benefits. Being able to picture situations in your mind and mentally run through conversations is, at times, a useful skill to have. At other times, it's a pain in the ass. Especially when you know there's an important conversation you need to have. You end up thinking about all the things you know you really need and want to say, and then end up not saying any of them.

    Sometimes you do say them, and the conversation you played out in your mind doesn't go the way you expected it to. This can be good. Or it can be very bad. In my past experience, conversations I've "rehearsed" in my head are almost inevitably completely wrong by the time it comes to actually have them. This may be down to me not saying the things I thought I would. Or it may be a surprising reaction from the other person.

    One thing's for sure: there's so much chaos in the world that it's ridiculous to try and predict what will happen before it's happened. When I think of things that have happened recently, there are a whole string of events which could have very easily not happened had I not made one particular choice.

    One of my newest friends, for example. Had I not downloaded the Gowalla geotagging app for the iPhone, and had I not allowed a few random locals to add me as friends on it, and had I not looked at one of those locals' profiles and found she had a Twitter page, and had I not followed her on Twitter, and had I not spoken to her on Twitter, and had I not gone to that first Tweetup I'd gone to, I wouldn't be sitting on the sofa I'm currently sitting on writing this. That's a peculiar thing to think about. It would have been so easy to miss any of those steps, and to think, missing one of those steps would have been an enormous life change. But they were little things; instinctive things. I didn't rehearse them. I just did them. And things turned out pretty well there.

    There's a lesson to be learned in this somewhere, I'm sure. Be more impulsive? Say what you mean? Grow a pair?

    Yep. All of those things. I'm working on it.

    The post #oneaday, Day 167: Introversion and Chaos appeared first on I'm Not Doctor Who.

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    #oneaday, Day 166: Affirmations https://imnotdoctorwho.moegamer.net/2010/07/03/oneaday-day-166-affirmations/ https://imnotdoctorwho.moegamer.net/2010/07/03/oneaday-day-166-affirmations/#comments Sat, 03 Jul 2010 02:46:50 +0000 http://angryjedi.wordpress.com/?p=1084 In the interests of positivity, I've decided to compile a list of my best qualities. Please feel free to contribute to this list through the medium of dance. Or comments. I'm a good person. I don't like to see other people suffer. I don't like to cause suffering. Even if the person who is suffering … Continue reading #oneaday, Day 166: Affirmations

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    In the interests of positivity, I've decided to compile a list of my best qualities. Please feel free to contribute to this list through the medium of dance. Or comments.

    • I'm a good person. I don't like to see other people suffer. I don't like to cause suffering. Even if the person who is suffering is someone I don't particularly like.
    • I have a strong sense of justice. If something goes badly for someone else, I'll always do my damndest to help them out in any way I can.
    • I'm a good listener. I may not be great with the giving of advice, but I'm someone who always has time to listen to a friend.
    • I'm creative. You know that, otherwise you wouldn't be here.
    • I'm musical. Piano. Clarinet. Saxophone. A short foray into ensemble singing. Now you know, if you didn't already.
    • I'm a great writer. I can adapt my style to the situation. I can write incredibly quickly. And I don't make stupid mistakes. Except occasional typos.
    • I have used a semicolon correctly at least ten times in the last week. See previous point.
    • I'm a survivor. I have been through a shower of shit over the last 18 months. And I'm not dead. I don't know how this happened. But it has. I'm not out of the woods yet, but going on past experience, eventually I'll make it out of the other side.
    • I'm honest. I'm one of the most honest people I know. If I'm talking to someone I trust, they can rely on the fact that I'll always tell them the truth.
    • I'm understanding. Got a problem of some sort? I'm not about to judge you for it. And if I can help you deal with it, I will.
    • I'm funny. Sometimes. More so when writing than in person. Nothing worse than telling a joke in person and no-one laughing.
    • I appreciate and value my friends. Even if I don't see them that often.
    • I have superhuman strength. I can punch a car clean across the street.
    • I have an eye for the "picturesque". I can spot a good photograph quickly.
    • I'm a fast learner. I get double XP when learning something new. Particularly if it's computer-related.
    • I'm a nerd. And everyone knows nerds are the best, nicest people.
    • I'm passionate. If I believe in something, I'll battle for that belief.
    • I have a wild imagination. I can picture situations easily. Both realistic and fantastic.
    • I can communicate with rodents. They tell me where to find hidden treasure. Unfortunately, they're not very good at finding decent treasure that isn't cheese or socks.
    • I like to try new things. I won't resist doing something just because it's something I've never done before or I'm not familiar with. Unless there's raw onion in it.
    • I can see both sides to things. Particularly when it comes to things like fanboy arguments.
    • I'm tolerant. I don't judge anyone based on their age, gender, race, sexuality, religion, anything. Everyone is their own person and deserves to be treated as such.
    • I'm committed. If I say I'll commit to something, I won't ever give up. Ever.

    That'll do for now. I'm not sure if "able to remain coherent at 3AM" should be on that list or not.

    It's easy to forget the good things about yourself sometimes when you're in a situation that makes you think the very worst of yourself. So I'll try to remember and add to this list in those times when it all gets a bit too much to handle.

    I'd also like to add for any prospective employers reading that all of the above qualities make me an eminently attractive addition to your company. Assuming your company isn't lame.

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    #oneaday, Day 165: I'll Job You In A Minute https://imnotdoctorwho.moegamer.net/2010/07/02/oneaday-day-165-ill-job-you-in-a-minute/ https://imnotdoctorwho.moegamer.net/2010/07/02/oneaday-day-165-ill-job-you-in-a-minute/#respond Fri, 02 Jul 2010 01:05:58 +0000 http://angryjedi.wordpress.com/?p=1081 The astute amongst you will have noticed from the frequency of my tweeting, Facebook updating and the fact I had time to draw several cack-handed Paintbrush portraits of a few friends today that I still am not in possession of gainful employment. The supply teaching seems to have dried up, too—and yes, I am chasing … Continue reading #oneaday, Day 165: I'll Job You In A Minute

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    The astute amongst you will have noticed from the frequency of my tweeting, Facebook updating and the fact I had time to draw several cack-handed Paintbrush portraits of a few friends today that I still am not in possession of gainful employment. The supply teaching seems to have dried up, too—and yes, I am chasing them up before anyone even thinks about nagging me about it—so there's not a lot to do each day except do the rounds on the Internet desperately trying to see if there are any jobs worth doing.

    Job hunting, as I've said before, is a distressing, depressing experience. Jump onto a jobseekers' website and you're confronted with the possibility of "OMG THOUSANDZ OF JOBZ 2 CHOOSE FROM!!" and only then do you realise you have absolutely no idea what sector you're qualified to work in. A huge list of job types appear in front of you, and not one of them seems to quite fit with what you want to do. Am I interested in "Printing and Publishing"? Or "Media"? Or "New Media"? Or "Web Content"? Or "Information Technology"? God knows.

    So you tick all the boxes. Then you get told you're only allowed to tick three at a time. So you pick the three that you think are most relevant and tell it to search. It soon becomes apparent why you're only allowed to tick three boxes. That's because ticking just three boxes gives you roughly thirty-two thousand listings to look through, the vast majority of which are miscategorised. That's not a word, according to the spellchecker, but I'm officially coining it here and now.

    I digress. The fact is that there's a ton of jobs listed that have nothing to do with the categories they're listed in. How is an "IT Sales Executive" anything to do with the "Travel and Tourism" sector? Answer: it's not. Bored or underhanded recruiters simply inserted the job listing into EVERY category to ensure it gets seen, thereby making the whole category selection process in the search procedure utterly meaningless.

    "Use the keyword search!" you may say. But the truth is, I have no idea what keywords to search for. I look for "writer" and all manner of unrelated nonsense comes up. I look for "journalist" and all the PR jobs which say "this post is not suitable for a journalist" come up. I look for "KILL ME NOW" and a job in Asda comes up. I may have made that last one up.

    It occurred to me today that a lot of the work I've done recently—paid and otherwise—has come about via social networking. My current regular gig writing news for Kombo came about through a friend who worked on the side – the fine and hairy Mr Jeff Grubb – and my past work on promotional materials for Good Old Games also came about via responses to tweets.

    Are we getting to the stage where the traditional job advertisement is becoming meaningless? It's entirely possible. They're already filled with nonsensical jargon that is presumably designed to sort out the people who can do the job from the people who can't. But in these days of easy connections between people online, that personal connection is much more important, it seems.

    So with that in mind, you have over 165 days of material with which you can get to know me pretty well. Who wants to hire me?

    No? All right. Here's a video of a cat.

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    #oneaday, Day 164: Healing The Mind, And Flying Spiders https://imnotdoctorwho.moegamer.net/2010/07/01/oneaday-day-164-healing-the-mind-and-flying-spiders/ https://imnotdoctorwho.moegamer.net/2010/07/01/oneaday-day-164-healing-the-mind-and-flying-spiders/#respond Thu, 01 Jul 2010 00:17:15 +0000 http://angryjedi.wordpress.com/?p=1076 Sometimes, whatever else is going on in your mind, it's good to sit down with a friend and talk things over. Even if you're not a big "talker" for the most part, there's bound to be at least someone out there that you can open up to. Some lucky people can open up to pretty … Continue reading #oneaday, Day 164: Healing The Mind, And Flying Spiders

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    Sometimes, whatever else is going on in your mind, it's good to sit down with a friend and talk things over. Even if you're not a big "talker" for the most part, there's bound to be at least someone out there that you can open up to. Some lucky people can open up to pretty much anyone. Though that often leads to the whole "too much information" problem I alluded to some time back, when a former music performance partner decided to announce at the dinner table to my then-housemate whom she had never met before that day that she was suffering from considerable vaginal dryness and was there anything she could do about it as it was a little concerning?

    No. Talking with someone you respect and trust is always good. So that's what a friend (who shall remain nameless to spare her blushes) and I did today. We spent most of the day (well, afternoon) sitting and chatting over various beverages and sandwiches, starting with an enormous caramel latte (which my companion added at least three sugars to just for that "extra kick", making a smiley face from the sugar and then stabbing it in the eyes because it "didn't deserve to be happy") and eventually moving on, having harassed our AV salesman mutual buddy at his place of work, to a large pitcher of delicious, summery, fruity cocktail atop the roof of Vodka Revolution.

    We also saw a flying spider. This little dude, whom we christened Harold, had been attempting to crawl up the side of our pitcher in an attempt to get at the cocktaily goodness within, but was failing miserably. By about the fourth or fifth time he'd slipped down the side of the pitcher, he was obviously ready to give up. So imagine our surprise when he floated off the side of the pitcher and then whistled past my head at high speed.

    We both blinked and looked at each other.

    "That just happened, didn't it?"

    "Yeah."

    "That spider just flew."

    "Yeah."

    "What the fuck?"

    "I have no idea."

    There's probably a perfectly rational explanation for it. Harold was only a tiny money spider after all, so it's entirely possible he was just blown away by a passing breeze. Or perhaps there was a thread leading far away that we couldn't see. But it's a much nicer story to think that Harold was the one spider in the world who had learned to fly. I don't normally like spiders, but I have plenty of time for a tiny little one that has learned to fly.

    Anyway.

    The day was technically completely non-productive, but after a few days of feeling something of a decline in my mood, it was exactly what I needed. I wouldn't dream of speaking for my companion, but I certainly hope it helped her too. By the time both of us went our separate ways at the end of the afternoon, both of us had pleasant smiles on our faces; something which neither of us were sporting when we met up with each other around lunchtime.

    So if you're feeling low, take a day out. Call up a friend, perhaps one you haven't seen for a while. Meet up. Drink coffee, beer, cocktails, whatever. Sit in the sun. Chew the fat. Set the world to rights. And you'll find that things will feel much better. For a while, at least. And sometimes, that little perk-up is all you need to keep going a little while longer.

    So a hearty thanks to my companion for a lovely day.

    The post #oneaday, Day 164: Healing The Mind, And Flying Spiders appeared first on I'm Not Doctor Who.

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    #oneaday, Day 163: You are... https://imnotdoctorwho.moegamer.net/2010/06/29/oneaday-day-163-you-are/ https://imnotdoctorwho.moegamer.net/2010/06/29/oneaday-day-163-you-are/#respond Tue, 29 Jun 2010 20:08:36 +0000 https://angryjedi.wordpress.com/2010/06/29/oneaday-day-163-you-are/ Queen's Park (on a bench), 9:10pm You're sitting on a sturdy, lichen-covered wooden bench that looks like it's been here for a good few years. The wood is faded and scratched, both naturally and through human intervention. The initials of teenage sweethearts are carved into the surface of the wood, last remnants of a long-forgotten … Continue reading #oneaday, Day 163: You are...

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

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

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

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

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

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

    On the bench is a bottle of milkshake.

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

    ?>GET MILKSHAKE

    Taken.

    ?>DRINK MILKSHAKE

    It's not open.

    ?>OPEN MILKSHAKE

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

    ?>DRINK MILKSHAKE

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

    ?>LOOK AT COFFEE CUP

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

    You feel a little itchy.

    ?>GET UP

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

    You feel pretty itchy.

    ?>BRUSH OFF ANTS

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

    ?>LOOK AT COLUMN

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

    ?>CLIMB COLUMN

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

    ?>INVENTORY

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

    ?>SIT

    You sit on the bench.

    ?>THINK

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

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

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

    ?>GET UP

    You stand up.

    ?>NORTH

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

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

    *** THE END?***

    You can RESTART, RESTORE or QUIT.

    ?>_

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    #oneaday, Day 162: WTF? https://imnotdoctorwho.moegamer.net/2010/06/29/oneaday-day-162-wtf/ https://imnotdoctorwho.moegamer.net/2010/06/29/oneaday-day-162-wtf/#comments Tue, 29 Jun 2010 00:38:37 +0000 http://angryjedi.wordpress.com/?p=1072 Yesterday, my evening was brought to a screeching halt by the discovery of what happens if you go to Google, type in "2204355" and hit "I'm Feeling Lucky". (Hint: it's this.) This particular work of art is evidence of why the Internet is something that no-one will ever be able to understand. Thinking about that … Continue reading #oneaday, Day 162: WTF?

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    Yesterday, my evening was brought to a screeching halt by the discovery of what happens if you go to Google, type in "2204355" and hit "I'm Feeling Lucky". (Hint: it's this.) This particular work of art is evidence of why the Internet is something that no-one will ever be able to understand. Thinking about that animation and trying to explain it is enough to make OMG HEAD ASPLODE.

    Couple that with the fact that some people seem to be convinced that the number "2204355" has some sort of significance (a fact which I did some immensely frustrating and unfruitful research on today) and you've got yourself a proper mystery. Conspiracy theorists would say that the people who claim to know what "2204355" means but won't tell anyone really don't actually know and are just fucking with everyone. It's entirely possible. I've given up thinking about it and just taken to enjoying the dance and the music. CHIKKUN.

    Of course, this isn't the first time that an inexplicable meme has swept the Internet. We've had this. And this. And this. Not to mention the many different cats who can do incredible things. And let's not forget the immortal Keyboard Cat, of course. Fatso may be long dead, but his legacy lives on to bring joy to millions.

    Love them or hate them, internet memes like this are here to stay. They appear, explode in popularity virally, get overplayed and generally by the time parents or grandparents start emailing them to you as a .wmv file accompanied by size 18 Times New Roman type in bright pink, it's time to leave them alone again. But by then, something new will have appeared.

    The thing that pops into my head every time I see something like this is "who came up with that… and how?" Who thought it would be a great idea to get a pixellated video of a black dude dancing and eating chicken and combine it with a hypnotic rainbow background and a chiptune version of the theme from A.L.F? Who realised that saying the words "badger" and "mushroom" over and over was inexplicably funny? Why combine a spinning leek with a Swedish folk song? Why are cats so awesome?

    These are questions that will never be answered. But for every idiotic, ill-informed, racist, twattish, knobhead dicksplat that you come across on the Internet, remember, somewhere out there there's someone who will come up with one of these masterpieces of viral pop culture, whether it's through creativity, insanity or both.

    Today, I salute those people. You make the world a better place and can brighten even the darkest of times.

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    #oneaday, Day 161: Shouting and Screaming https://imnotdoctorwho.moegamer.net/2010/06/27/oneaday-day-161-shouting-and-screaming/ https://imnotdoctorwho.moegamer.net/2010/06/27/oneaday-day-161-shouting-and-screaming/#comments Sun, 27 Jun 2010 23:29:23 +0000 http://angryjedi.wordpress.com/?p=1068 So England went out of the World Cup today. I'm not going to gloat about that, my feelings on football are well-known and well-documented. What I did want to speak about was how the whole experience made me feel as an outsider who wasn't watching it and could only hear things. I was terrified. There … Continue reading #oneaday, Day 161: Shouting and Screaming

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    So England went out of the World Cup today. I'm not going to gloat about that, my feelings on football are well-known and well-documented. What I did want to speak about was how the whole experience made me feel as an outsider who wasn't watching it and could only hear things.

    I was terrified. There is nothing else that you hear in relatively "everyday" life that matches the ferocity of someone shouting at football. When it's the World Cup or even a European tournament and England are involved, you know who's watching it, because you can hear something which sounds remarkably like a Spartan army blaring out of their living room. Combine that with those stupid vuvuzelas which everyone claims to be playing ironically and you've got a not-terribly pleasant noise for a mild-mannered gent such as myself.

    Couple this with the sheer rage shown by people over a disallowed England goal (fair enough, from what I could see from reports after the fact) and you have a large proportion of a nation already fond of binge drinking and casual violence set to explode.

    All credit, though, after the match happened, I didn't hear much in the way of shouting, screaming or violence. I didn't even hear that many police cars go past. That said, the vast majority of the fans would have been further into the town centre, which is a little further away from me. You could not have paid me to walk into town after the match had finished. Maybe I wouldn't have been assaulted, shouted at or anything. But it's a risk that I wasn't willing to take.

    Several thousand miles across the Atlantic Ocean, anarchists are rioting in Toronto. Canadians don't riot. They certainly don't set fire to police cars and smash shit up. I can't even begin to imagine how frightening the experience must be for them if I don't want to leave my house while a bloody football match is going on. I'll confess to not having paid much attention to the news for the last few days as I've had a huge amount of other things on my mind, so I'm not even entirely sure what the riots are about. I could look it up but it's terribly late. Whatever they're about, they're still fucking riots. Those are never good, right?

    It's been a funny day all round really. It's kind of passed me by, almost. I wrote my articles from my trip earlier, so those should be popping up online very soon all being well. Suffice to say they will be all over Twitter, Digg, N4G and the Squadron of Shame Squawkbox when they are up.

    And then tomorrow? Who knows. Each new day is a mystery right now, a face-down card waiting to reveal whatever Fate is going to throw me next. Technically it's after midnight now, so I should be able to look at the card. But I tend not to find out what it is until the most inconvenient moment.

    God-dammit.

    The post #oneaday, Day 161: Shouting and Screaming appeared first on I'm Not Doctor Who.

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    #oneaday, Day 160: Tuesday Tweetup https://imnotdoctorwho.moegamer.net/2010/06/27/oneaday-day-160-tuesday-tweetup/ https://imnotdoctorwho.moegamer.net/2010/06/27/oneaday-day-160-tuesday-tweetup/#comments Sun, 27 Jun 2010 00:22:59 +0000 http://angryjedi.wordpress.com/?p=1056 It was another Tuesday Tweetup today. I know it's Saturday. But… look, just don't argue, all right? It's always curious to meet these people in the flesh after, in some cases, not having seen them for quite some time and in other cases, never having met them at all. Despite a relatively low turnout, though, … Continue reading #oneaday, Day 160: Tuesday Tweetup

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    It was another Tuesday Tweetup today. I know it's Saturday. But… look, just don't argue, all right?

    It's always curious to meet these people in the flesh after, in some cases, not having seen them for quite some time and in other cases, never having met them at all. Despite a relatively low turnout, though, it was a good evening in the gorgeous weather at Victoria Country Park. There was picnicking, complete with ant invasions. There was drinking. There were doughnuts. There was flinging a frisbee around a bit slightly half-heartedly. And there was a scavenger hunt around the park, which was good fun, even if no-one quite got the concept that there were some items on the list which weren't intended to ever be found. A snow globe? In a country park? Don't think so.

    Victoria Country Park is really nice, actually. I've never been there before, but there's a really nice mix of wide open space, foresty goodness and waterfront beachiness. I actually wish I'd taken more photos than I actually have, but never mind eh. I know where it is now, so I can always pay it another visit on an occasion where I'm not expected to be sociable.

    It was nice, though. As I've said many times before, social situations like that often make me feel all awkward and weird, but the people at this meet? Awesome. Set me at ease completely. It helps that I know a couple of them very well, of course. But I even found myself getting along well with some of the new people. At least I think I did, anyway. Didn't make that much of a dick of myself, I don't think!

    Anyway, tomorrow will be spent writing, writing, writing as a result of that trip I took the other day. I have lots to do. But it should be good, and hopefully lead on to great new things. Let's hope so, anyway. Fingers crossed and all that.

    Sorry for the crap entry, I'm pretty tired. I'll leave you with some photos taken with the new iPhone camera so you can take a peep at the quality. The digital zoom is blurry and crap, but digital zooms always are. The regular pics are pretty damn sharp, though – I'm impressed.

    The post #oneaday, Day 160: Tuesday Tweetup appeared first on I'm Not Doctor Who.

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    #oneaday, Day 159: Obligatory New Phone Gushing https://imnotdoctorwho.moegamer.net/2010/06/26/oneaday-day-159-obligatory-new-phone-gushing/ https://imnotdoctorwho.moegamer.net/2010/06/26/oneaday-day-159-obligatory-new-phone-gushing/#respond Sat, 26 Jun 2010 01:56:34 +0000 http://angryjedi.wordpress.com/?p=1054 I picked up an iPhone 4 today. Cheap, too, thanks to the contract I went for. I was already on a £45 a month contract, so continued with that and got a new iPhone 4 16GB for £29. Nice. Plus I can recycle my old 3G and get at least £150 for it, so that'll … Continue reading #oneaday, Day 159: Obligatory New Phone Gushing

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    I picked up an iPhone 4 today. Cheap, too, thanks to the contract I went for. I was already on a £45 a month contract, so continued with that and got a new iPhone 4 16GB for £29. Nice. Plus I can recycle my old 3G and get at least £150 for it, so that'll be good too.

    The new phone is absolutely astonishing when coming from the ageing 3G. I'm not sure if it was the OS updates or that apps were just getting more and more sophisticated, but the 3G was really starting to struggle with a lot of things. Even doing simple tasks like sending a tweet were causing momentary pauses, requiring you to wait before it would respond to an input. Some apps were better than others, but unfortunately some of the apps I was using most frequently were the most severely affected.

    No such issues with the 4. While I was waiting in the queue at the Apple Store, a former colleague came up to me and showed me how quickly apps started on the new phone. It was impressive stuff. It's noticeable with games, too – I tried out Warpgate earlier, a game which stuttered and juddered all over the shop on the 3G. On the 4, the loading is so quick that it really doesn't need loading screens any more.

    The biggest wow is the screen, though. It really is not an exaggeration to say it is pin-sharp. You can't see the individual pixels. Unless you look really, REALLY closely, but then you're just the guy pressing his nose against his phone. It's particularly noticeable on text. Everything has a lovely smooth-edged but sharp look to it, which makes text beautifully readable. The high resolution also means that web pages can be viewed zoomed out and still be readable, too.

    Gave the camera a brief try tonight, but not a serious one. It certainly seems good, though, and the preview image on the screen looked ludicrously sharp. The flash seems to work well, too, and the iMovie app is neat. Not sure if it's £2.99 neat, but it's cool to be able to trim and edit video, including adding stills and audio, on your device. And for a dinky little phone to shoot 720p video? That's pretty awesome however you look at it.

    In short then, it's great. I haven't spent a significant amount of time with it yet, but I very much like what I've seen today. Those of you still with a 1st gen or a 3G iPhone should definitely make the upgrade. If you've got the 3GS, I'd say it's less pressing, though the extra speed, the lovely screen and the enhancements to the camera are all very nice indeed.

    And I haven't seen any evidence of the "you can block the antennae with your hand" thing yet, but maybe that's just because I naturally hold the phone in a way that doesn't cause that problem!

    Yeah, I'm an Apple geek. Sue me. If Android had got to me first, I'm sure I'd be a fan. But as it is, I've never felt the need to even look at an Android phone. The iPhone does what I need it to, and it does it well. I'm sure Android does some things better; but frankly if that's the case I'd rather not know!

    The post #oneaday, Day 159: Obligatory New Phone Gushing appeared first on I'm Not Doctor Who.

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    #oneaday, Day 158: Executive Lounge https://imnotdoctorwho.moegamer.net/2010/06/24/oneaday-day-158-executive-lounge/ https://imnotdoctorwho.moegamer.net/2010/06/24/oneaday-day-158-executive-lounge/#comments Thu, 24 Jun 2010 19:21:51 +0000 https://angryjedi.wordpress.com/2010/06/24/oneaday-day-158-executive-lounge/ Day of firsts today. My first press trip. My first visit to a developer. My first bit of freelancing for a large and well-known video games website. My first trip business class. Actually, "business class" might be stretching it a bit. Since FlyBe only appear to fly to Scotland in aircraft best described as sheds … Continue reading #oneaday, Day 158: Executive Lounge

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    Day of firsts today. My first press trip. My first visit to a developer. My first bit of freelancing for a large and well-known video games website. My first trip business class.

    Actually, "business class" might be stretching it a bit. Since FlyBe only appear to fly to Scotland in aircraft best described as sheds with wings, "business class" means you get to sit at the front. Oh, and you get a voucher for a free drink and a free snack. However, you don't appear to get another coupon for the return trip.

    You do, however, get to use the Executive Lounge, which offers moderately-comfortable seating and free food and drink. It's quite nice. Yes, that's "quite nice". As in, if I'd had to pay for this trip myself, I wouldn't have paid the extra.

    Yes, this was also my first fully-expensed trip. Nice.

    Anyway, I won't be talking about the thing I went to see today, at least not until I have written the articles I have to write about it. But suffice to say it's very good, the demo doesn't really do it justice and it's a hoot in multiplayer. So you should buy it when it eventually comes out in a couple of weeks.

    My flight home has been delayed. This means extra time for free stuff. I'm just starting to feel a bit sleepy now so will probably get a brief bit of kip aboard the plane. Though I'm not counting on it.

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    #oneaday, Day 157: Sleepytired https://imnotdoctorwho.moegamer.net/2010/06/24/oneaday-day-157-sleepytired/ https://imnotdoctorwho.moegamer.net/2010/06/24/oneaday-day-157-sleepytired/#comments Thu, 24 Jun 2010 01:13:46 +0000 http://angryjedi.wordpress.com/?p=1051 I keep promising myself that I'll do these earlier in the day, but it never quite happens, largely due to other things happening during the actual course of the day that distract me from this whole business that at first glance appears to be a bit of fun but I actually appear to be taking … Continue reading #oneaday, Day 157: Sleepytired

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    I keep promising myself that I'll do these earlier in the day, but it never quite happens, largely due to other things happening during the actual course of the day that distract me from this whole business that at first glance appears to be a bit of fun but I actually appear to be taking rather seriously if you look at the big number after the word "Day" in the title of this post. *gaaaaasp*

    Anyway. Here I am. I have to be up in, ooh, about three hours to catch a flight to Scotland. I haven't quite made it to bed yet. Whoops. Tomorrow is going to be a busy day, and exciting too.

    I've never done a "press trip" before. I'm not sure if that's the sort of thing I should admit in public. But there you go—I've never had the opportunity before and everyone has to start somewhere, right? It's an exciting prospect, though I have to confess to being a bit nervous too. But I'm sure things will be fine. The PR chap in charge of organising the whole day seems to be a decent bloke (Hi, if you're reading!) and there's a jam-packed schedule of fun and frolics for everyone to enjoy throughout the course of the day. I am greatly looking forward to the experience, and have my notebook and iPhone's Voice Memo recorder function ready to go for use as appropriate.

    I'm not going to say too much about what I'm actually doing, 'cause I'm not sure how much I'm supposed to say about it. But suffice to say I will be pimping myself out all over Twitter when the stuff I've written goes live. And then you will read it. Yes you will. And you will like it. Possibly literally, if the site in question enjoys Facebook integration.

    For now though, I had better get what little sleep I can manage, and I'll be here tomorrow evening, probably shell-shocked, exhausted and wanting very much to sleep for about a year.

    It's nice to have something positive happening. I know it's only one thing on one day, but it's a start. And as I said before, everything has to start somewhere. Let's hope this really is the beginning of the upward slope.

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    #oneaday, Day 156: Could It Be...? https://imnotdoctorwho.moegamer.net/2010/06/23/oneaday-day-156-could-it-be/ https://imnotdoctorwho.moegamer.net/2010/06/23/oneaday-day-156-could-it-be/#comments Wed, 23 Jun 2010 01:10:08 +0000 http://angryjedi.wordpress.com/?p=1047 Today was, I hesitate to say it, a good day. Yes, I woke up a bit late and had trouble getting out of bed before 10AM, but things picked up a bit from there. First thing that happened was a certain website that I'd expressed an interest in freelancing for several months back emailed me … Continue reading #oneaday, Day 156: Could It Be...?

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    Today was, I hesitate to say it, a good day. Yes, I woke up a bit late and had trouble getting out of bed before 10AM, but things picked up a bit from there. First thing that happened was a certain website that I'd expressed an interest in freelancing for several months back emailed me back enquiring about my availability. I responded that I was very much available. As a result of a rather lengthy exchange, as it turns out, I'm taking a little trip tomorrow to go and cover something. Further details as events warrant. But that's very exciting, and could potentially be something of a big break. Let's hope so.

    Then, a little later in the day, I received a lovely Facebook message from someone who shall remain nameless to spare her blushes. She said some nice things about some of the things I've written in the past and, as she said in her message, it's always nice when someone compliments and appreciates your work.

    Of course, it wouldn't be a normal day without something rubbish happening, so I lost my passport and have a horrible feeling it might have accidentally got thrown out with the trash when I cleared out my car of teaching crap the other week. If you're wondering why my passport was even in my car in the first place, it's because schools are very strict on seeing official ID when supply teachers turn up. Quite right, too, otherwise any idiot with a beard could turn up and start shouting at children. Still, after some frantic and panicked research, it seems that for domestic flights photo ID in the form of a photocard driving licence is enough to prove you are who you say you are. So that should—hopefully—be all right. If it's not, then, well, you know what tomorrow's #oneaday is going to be about! And I will, of course, be applying for a new passport with due haste. Unless it randomly turns up somewhere as these things are wont to do.

    I also updated to iOS4 last night. Because I'm still using a 3G, I don't get a lot of the cool new features that secretly I don't really care about, like multitasking and a background to my Home screen. I do, however, get folders, and that's been a godsend. Whereas once I had six pages of apps that were once organised but as new ones were added and old ones deleted gradually got more and more disorganised, now I have one Home screen with everything on it. I tweeted it earlier. I can't be bothered to go and find the picture again so if you're that interested in other people's iPhone Home screens, go rummage back through my Twitter feed for today.

    So anyway. Tomorrow and Thursday should both be very interesting. More news as it happens. Or more likely, after it happens. Right now? I am very sleepy after trying to play doctor on someone else's poor crippled iPhone. We failed in our efforts, sadly, so the fine people at the Apple Store WestQuay are getting a visit from them tomorrow.

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    #oneaday, Day 155: Waiting for the Awesome https://imnotdoctorwho.moegamer.net/2010/06/21/oneaday-day-155-waiting-for-the-awesome/ https://imnotdoctorwho.moegamer.net/2010/06/21/oneaday-day-155-waiting-for-the-awesome/#respond Mon, 21 Jun 2010 22:48:58 +0000 http://angryjedi.wordpress.com/?p=1044 A thought occurred to me in conversation with a friend today. It concerns the structure of one's life, and how all our lives seem to be a sequence of "big events" with long stretches of abject tedium and/or unpleasantness in between. Abject tedium sometimes isn't a bad thing; it helps us appreciate the exciting things … Continue reading #oneaday, Day 155: Waiting for the Awesome

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    A thought occurred to me in conversation with a friend today. It concerns the structure of one's life, and how all our lives seem to be a sequence of "big events" with long stretches of abject tedium and/or unpleasantness in between. Abject tedium sometimes isn't a bad thing; it helps us appreciate the exciting things in life, after all. But the unpleasantness? That I can live without.

    These "big events" are what everything always leads towards. And it's the waiting for them that gets so damn frustrating. Right now, I confidently predict that my next "big event" will be getting a job. This will be closely followed by moving to somewhere I can actually afford that is near aforementioned job. This will be followed by starting said job. From there? Who knows.

    There's also an alternative route, of course. Fail to get job. Run out of money. Get kicked out of house. Turn to life of crime and eating rats. Die in a gutter outside Greggs after being stabbed for small change by someone with more street smarts.

    I'm hoping the "alternative route" won't happen. But it's a genuine concern, I won't lie.

    It's these "big events" that define who we are, though. Whether they're positive or negative has a huge impact on how we feel. My last "big event" was a very negative one and as such I'm still reeling from the effects now. But I'm hoping that's a signal that the next "big event" will be a good one. And it will be onwards and upwards from there. It's not an unreasonable assumption, I don't think, because when you hit rock bottom there's not many other places you can go besides upwards. And I have been at least taking positive steps to try and kickstart that motion, even if the whole thing is ultimately completely out of my control and will only happen when the great Playhead of Life flicks over into the next bar. Mixing metaphors, I know. But… oh, just shut up.

    Despite not being a religious man (despite my primary school's best efforts) I actually have quite a belief in the power of "fate", or "Fate" with a capital F if you really want. Some things are supposed to happen. Other things are not supposed to happen. "Fate" is just the sequence of those "big events" happening one after another, leading to an eventual conclusion somewhere. Sometimes we get to make a decision, and "Fate" takes a different path. But sometimes, more often than not, we have to follow the path that's been set for us. We're all playing a game of Heavy Rain, in essence. We may take different paths to get to our destination, and sometimes our paths have different consequences, but there's no cheating the basic storyline of Fate. There's a beginning. And there's an end.

    It may be something of a cop-out to attribute all the stuff in between the beginning and the end to Fate. And perhaps it's not. Perhaps we do have more free will than that. But right now, while sitting here waiting and waiting for something wonderful to happen as a result of all the many, many efforts I've made to try and force something wonderful to happen? I'm running out of ideas. So if anyone "upstairs" has a grand plan, would they kindly hurry up and get on with it, please?

    The post #oneaday, Day 155: Waiting for the Awesome appeared first on I'm Not Doctor Who.

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    #oneaday, Day 154: Person Specification https://imnotdoctorwho.moegamer.net/2010/06/20/oneaday-day-154-person-specification/ https://imnotdoctorwho.moegamer.net/2010/06/20/oneaday-day-154-person-specification/#comments Sun, 20 Jun 2010 23:02:52 +0000 http://angryjedi.wordpress.com/?p=1041 I applied for eleven jobs today. Most of them were in similar fields and required similar skills, but irritatingly, most of them were different enough from one another to demand a different cover letter focusing on different aspects of the "person specification". By the end of the whole miserable experience I felt like I'd said … Continue reading #oneaday, Day 154: Person Specification

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    I applied for eleven jobs today. Most of them were in similar fields and required similar skills, but irritatingly, most of them were different enough from one another to demand a different cover letter focusing on different aspects of the "person specification". By the end of the whole miserable experience I felt like I'd said absolutely everything about myself in every possible way it is possible to say it. Or at least every possible way it's possible to say it in a way appropriate for a job application. There's something of an expectation for more "formal" language when applying for jobs, and it's easy to fall into the trap of babbling on about being "passionate" and "dedicated" without actually really meaning either of those things. I believe I avoided that particular problem, but it's still a pain to have to "hold back" at times.

    So tonight's #oneaday, then, is my unedited personal statement that isn't for any employers. It's for me, and no-one else. Except the last bit. Which is for anyone who wants to hire an awesome person.

    I'm Pete. I'm a computer geek, writer and musician, and I also like video games. I stay up late in the evening to work on things that other people wouldn't bother with because I'm that sort of person. I like working on new projects, particularly creative ones, as the last 154 days of this blog will clearly demonstrate. While working on something that demands consistency rather than quality doesn't always produce the best results, I think that my dedication to the project as a whole, even when through suffering what I firmly believe is the absolute worst time of my life ever, has been a stand-out example of how great I really am.

    I love to write. I can spell, I can punctuate and I can write in lots of different styles. The style I use on my blog here is a conversational one. I sometimes break the rules a bit in the name of humour or characterisation. But I know how to use English properly, too. The other sites I've written for in the past each demand very different styles due to their different audiences. Over the years, I've written for teenage console gamers (the Official Nintendo Magazine), twentysomething PC gamers (PC Zone), parents with child gamers (WhatTheyPlay), older gamers with a fondness for older games (Good Old Games) and current games enthusiasts who like to stay abreast of what the industry is up to (Kombo). And numerous others besides. I've found it pretty easy to adapt my style to each of these sites, and believe that's another example of me being pretty great, really.

    I can play the piano, too. I may not be a proper bonafide virtuoso like some people I know, but I can play things well, with expression and emotion. I can channel the things I'm feeling into what I'm playing, so I can really get the emotions of the music across, with a personal twist. I'm a great sight-reader, too, and can pick up a lot of piano pieces very quickly without having to practice a lot. Okay, if they're difficult, they might not sound great right away, but they will at least be recognisable.

    I can type at 85 words per minute. This means I can churn out writing incredibly quickly, and accurately too. This skill was very helpful during E3 week, when we had to get stories up on Kombo in a matter of minutes in many cases. I managed to hammer out some good quality articles just a few minutes after they happened. This, too, is pretty awesome.

    I'm also a great friend. I'm patient, calm and understanding in most cases, but I'll defend the people I love and the things I care about to the death. I'm a great listener and will always empathise with someone else's plight, even if I don't really like them, or even if they've wronged me in the past. I'll never deliberately cause someone hurt or upset because doing so makes me feel bad too. I believe that this is one of my best qualities, and I'd hope that my friends agree.

    Generally speaking, then, I'm a pretty good person who has a lot to offer the world. So, basically, if you're reading this and you need someone awesome on your team, whatever you might be doing (so long as it's not something pointless and boring) you should definitely hire me and pay me a generous salary and benefits package. And give me a company car.

    Because, frankly, I think I deserve all that stuff after everything that I've had to put up with. I know my problems pale in comparison to some people – everyone has an example of someone who's worse off – but speaking purely selfishly, I think, no, I know that I deserve some things to go well. So why don't you help me out a bit?

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    #oneaday, Day 153: Hopeless Romantic https://imnotdoctorwho.moegamer.net/2010/06/19/oneaday-day-153-hopeless-romantic/ https://imnotdoctorwho.moegamer.net/2010/06/19/oneaday-day-153-hopeless-romantic/#comments Sat, 19 Jun 2010 22:26:08 +0000 http://angryjedi.wordpress.com/?p=1038 I watched the finale of The Office for the first time in ages tonight. That's the original UK version of The Office, for the curious, meaning that the finale was the second part of the series' Christmas special. I am totally going to spoil the shit out of that episode, so if you're one of … Continue reading #oneaday, Day 153: Hopeless Romantic

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    I watched the finale of The Office for the first time in ages tonight. That's the original UK version of The Office, for the curious, meaning that the finale was the second part of the series' Christmas special. I am totally going to spoil the shit out of that episode, so if you're one of the very few people who haven't seen it before and care, you might want to skip this post.

    The chemistry between Tim and Dawn is the centrepiece of The Office's narrative. Everyone remembers David Brent and his stupid Comic Relief dance, but it's really a story about two people trying desperately to find one another and always seeming to have something in the way.

    The tension between Tim and Dawn is built up throughout the course of the show's two seasons marvellously. The pair of them hang out together a lot, they joke around, they share a mutual love of making office douchebag Gareth's life a misery and it's abundantly clear that both of them are completely smitten with one another. And yet neither of them are able to say the words to make it happen. Dawn because she has a fiancé (yes, that is the correct spelling for the male partner, I checked and everything) who is woefully inappropriate for her. Tim because despite his sweet nature, he lacks in self-confidence thanks to his life situation.

    In fact, that's not quite accurate. Throughout the course of the main series, Tim does ask Dawn out twice and she flat out says no. The most heartbreaking of these moments is at the end of the second season where Tim, in the middle of a "talking head" shot, speaking to the "documentary crew" who are supposedly filming the show, tears off his microphone, goes to tell Dawn how he really feels and gets knocked back. The audience don't hear this exchange, we just see it through a window, partially obscured by a blind. It's a genuinely heartbreaking moment to witness.

    Throughout the series, Dawn in particular makes a point of touching Tim, whether it's a light brush on the arm, or holding his face tenderly while she gives him a kiss "for Comic Relief". Whatever she says out loud, her actions say something different, much louder.

    So when she returns from Florida in the Christmas special, some years after the original two seasons, it's clear that Tim still has feelings for her and wishes things had gone differently. Yet throughout the course of the two finale episodes, it becomes clear that Tim has no idea how to go about dealing with this situation, particularly as the fiancé is still on the scene and never far away from Dawn during their time together.

    In what appears to be their final moment together, I really feel for Tim. He is talking to Dawn, clearly struggling for what to say. He does a big and obviously fake cough at one point, and stares after her as she leaves, looking around the office, obviously completely crushed inside but not wanting to show it at all.

    And then a little while later, the real ending happens. Dawn, riding in the back seat of a taxi, her fiancé asleep in the front, opens her "Secret Santa" present, which it transpires is an incredibly thoughtful gift from Tim. It moves her to tears.

    We cut back to Tim, who is still at the office's Christmas party, obviously trying to have a good time and not really succeeding, when Dawn reappears unexpectedly, grabs him and kisses him. It's such a beautiful moment and a wonderful feeling of "resolution" for the series. A genuinely happy ending.

    In the meantime, while all this is happening, we've also seen the comically tragic figure of David Brent growing as a person more in the space of half an hour than he managed in three years thanks to a special someone. By the end of the whole thing, we have felt sympathy for someone who initially seemed to be odious and annoying; and we have felt hope for his redemption.

    In short, the whole thing is a fine example of how to do a finale perfectly. Wrap up every little loose end and make it very clear that "This. Is. The. End." And that doesn't have to mean a main character dying, or the world ending, or anything like that. A simple resolution of the threads that have been running throughout the series is all that's needed for a satisfying conclusion.

    I love this ending for several reasons. Firstly, I just love a happy ending. Secondly, I feel for Tim, and Dawn for that matter. I've experienced the situation they've been in and know how difficult it can be, and how wonderful those few tiny little gestures can feel. To see two people who obviously deserve to be together finally get together is utterly heartwarming and never fails to bring a smile to my face. And it ends there – we don't need to see "what happens next", whether it works out, any of that – that's the end of their story.

    In case you hadn't noticed, I am a sucker for a happy ending. Particularly a romantic happy ending.

    There's some games that have done this sort of thing well, too. The Persona series is particularly good at it thanks to the Social Link system that runs through the last two entries in the series. Each Social Link is a complete story in and of itself, with the player's character being someone who is there for someone else during a period of change, growth or hardship. With the games centred on teenage life in Japan, sometimes this is as simple as a character growing up and learning something about themselves. At other times, it is about a burgeoning romance. At others still, it is about someone accepting a fate which is coming for them, like a terminal illness. But by far the most satisfying thing about those games was not necessarily reaching the end (though the endings to both are awesome) but reaching the resolution of these little mini-stories throughout. Seeing other people brought to a state of happiness by the actions (or simple presence) of another is a good feeling, and Persona, like The Office, plays on that pleasant feeling beautifully.

    Did I seriously just compare Persona to The Office? That's late-night writing for you. Oh well. There you have it!

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    #oneaday, Day 152: After Midnight https://imnotdoctorwho.moegamer.net/2010/06/19/oneaday-day-152-after-midnight/ https://imnotdoctorwho.moegamer.net/2010/06/19/oneaday-day-152-after-midnight/#respond Sat, 19 Jun 2010 00:07:38 +0000 https://angryjedi.wordpress.com/2010/06/19/oneaday-day-152-after-midnight/ What is it about the middle of the night that brings the mind to life so? Whether it is dwelling on the incidents of the day – good or bad – or feverishly expressing some sort of creative muse, the hours after midnight always seem like the perfect time to do this. For me, at … Continue reading #oneaday, Day 152: After Midnight

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    What is it about the middle of the night that brings the mind to life so? Whether it is dwelling on the incidents of the day – good or bad – or feverishly expressing some sort of creative muse, the hours after midnight always seem like the perfect time to do this. For me, at least.

    Or perhaps it's not necessarily the hour, but simply that time when your body relaxes and your brain realises it has no pesky motor functions to take care of. In other words, it's free to think.

    Whether or not your brain feels it necessary to sit and think a while depends on what came immediately before, of course. Spend a busy day doing activities that exhaust your body and mind and you'll probably drop straight to sleep. But have an evening that's just pleasant and you'll have some time to reflect on that pleasantness before sleep. Similarly, negative events often monopolise the brain, particularly when it doesnt have anything better to think about.

    Perhaps it's the mind keeping score, a mental totting up of the goods and bads. Awarding of XP. Achievement unlocked. That sort of thing.

    Or perhaps I just find it more difficult to get to sleep than some other people and I'm just making this nonsense up to make myself feel better.

    Either way, I wish you a very good night.

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    #oneaday, Day 151: Lawful Good https://imnotdoctorwho.moegamer.net/2010/06/18/oneaday-day-151-lawful-good/ https://imnotdoctorwho.moegamer.net/2010/06/18/oneaday-day-151-lawful-good/#comments Fri, 18 Jun 2010 00:58:16 +0000 http://angryjedi.wordpress.com/?p=1034 I am Lawful Good. I play Chaotic Good whenever I play D&D because it's the most fun way to be Good, but in reality I am Lawful Good. I don't like breaking laws, rules, anything like that, and I'll go out of my way to ensure I do things "properly". I like to help other … Continue reading #oneaday, Day 151: Lawful Good

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    I am Lawful Good. I play Chaotic Good whenever I play D&D because it's the most fun way to be Good, but in reality I am Lawful Good. I don't like breaking laws, rules, anything like that, and I'll go out of my way to ensure I do things "properly". I like to help other people, and I like to make sure that they're happy and safe.

    So when a temptation to do something from outside that alignment presents an opportunity, I find it very difficult, and usually impossible, to take it. Even if the action in question is justifiable.

    I'll present a hypothetical example. Let's say you saw, I don't know, let's say a Facebook status message that riled you somehow. Perhaps you know it's a lie. Perhaps you want to add something to the conversation that the person who posted it wouldn't want you to. Or perhaps you want to say something that you know is true, but will hurt the other person. Some people would be able to just post that message, say their piece, whatever they need to do. But because I know that doing so will have consequences, and will make someone else feel bad – even though I'm not a particular fan of the person in question and probably shouldn't care whether or not it makes them feel bad – I won't do it.

    Sure, being this way makes me a super-nice person. But it also means that things that potentially need to be said get left unsaid. Making snarky comments often doesn't achieve anything, but at the same time, keeping things bottled up inside isn't good, either.

    I even find it difficult to respond to someone who insults me directly. You've heard the examples of the assholes in the street who think it's amusing to yell stuff at me. One time I managed a barely-audible "fuck you" at the passing piece of shit, and nothing happened. Even thinking about saying that caused me a considerable amount of anxiety, though, as I felt I had no right to say that. Weird, non?

    There are those who say that in order to get ahead, you have to be ruthless, or at least assertive. One of the steps along that path is saying what you mean and then dealing with the consequences when they happen; not refusing to say anything in fear of any potential consequences, most of which probably won't happen.

    This whole post is an example of overthinking things. The hypothetical situation above of course happened, and two people out of the, err, two I spoke to thought I should have posted the snarky comment that I really wanted to. But I haven't, and I won't. Because being Lawful Good won't let me do such a thing.

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    #oneaday, Day 150: Milestone https://imnotdoctorwho.moegamer.net/2010/06/16/oneaday-day-150-milestone/ https://imnotdoctorwho.moegamer.net/2010/06/16/oneaday-day-150-milestone/#comments Wed, 16 Jun 2010 23:06:43 +0000 http://angryjedi.wordpress.com/?p=1030 [PETE takes the stage. He walks up to the podium, not looking at the audience, not least because he isn't really expecting anyone to be out there.] PETE: (squinting at the bright lights in his face) Good evening everyone. Thank you for coming. It's a real pleasure to see you all here. Even if the … Continue reading #oneaday, Day 150: Milestone

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    [PETE takes the stage. He walks up to the podium, not looking at the audience, not least because he isn't really expecting anyone to be out there.]

    PETE: (squinting at the bright lights in his face) Good evening everyone. Thank you for coming. It's a real pleasure to see you all here. Even if the bright lights on the stage mean that I can't actually see any of you. Regardless, it's a pleasure to know you're out there.

    [PETE pulls out an old-style white plastic Apple Remote and clicks it at the screen. Nothing happens. He clicks it again.]

    PETE: Oh, right. (pulls out iPhone and starts Keynote Remote app) There we go.

    [A slide with the big number "150" appears on the screen.]

    PETE: One hundred and fifty days ago, I joined a very exclusive club. A small collective of bloggers who made a very simple pledge: to wake up each day and, at some point before they got into bed and fell asleep at the end of the night, to write something on their blogs every day. This "something" didn't have to be good. It didn't have to make sense. It didn't have to be "for" anyone. The purpose of the exercise was twofold.

    [PETE taps his iPhone. The next slide appears with a crude stick-figure drawing of him sitting at a writers' desk, scribbling in a book.]

    PETE: One: to prove we could do it. To prove that it was possible to express your creative side at least once every single day, even if the final product was complete garbage.

    [PETE taps his iPhone again. A crude drawing of him with a thought-bubble above his head appears.]

    PETE: And two, to awaken those otherwise-latent skills that we all possess. Those skills of creativity, and imagination. Those skills to spin a magical tale with words, whether it's about actual magical things like unicorns and robots and monsters even though robots aren't really "magical" as such, or about the mundanities of everyday life.

    [PETE taps his iPhone, this time with a flourish. Another crude drawing appears, this time showing several faces displaying different emotions.]

    PETE: (starting to pace across the stage away from the lectern like a university lecturer) Sometimes these posts are funny. Sometimes they are silly. Sometimes they are nonsensical. Sometimes they are serious. Sometimes they are angry. And sometimes they are very sad. (stops and faces the audience, spreading hands wide, a bit like Jesus but less religious) All of them are valid expressions of something. All of them reflect the essence of that day. Even if they don't mention anything about what happened.

    [PETE taps his iPhone. An image of a calendar appears on the screen.]

    PETE: (pacing back towards the lectern) 150 days might not be a huge proportion of your life in the grand scheme of things. But a significant number of things can happen. In the one hundred and fifty days since I started posting on here every day, many things have happened. When I began on the 19th of January 2010, I wasn't to know it, but I was at a crossroads in my life.

    [PETE reaches the lectern and leans on it in a Phoenix Wright style.]

    PETE: I wasn't to know that some one hundred and five days after I began that my whole world would be brought crashing down. I can't pretend that I wasn't expecting it to happen, but I wasn't expecting it to happen in quite the way it did. Nor was I prepared for the amount of pain it would cause, and still does.

    [PETE slams his hands on the desk, clearly channelling everyone's favourite Ace Attorney.]

    PETE: But I wasn't about to give up. I felt like shit. I was angry. I wanted to destroy things. (slams fist on desk and hunches over it like Edgeworth when he gets pissy) I wanted people to hurt. I wanted people to hurt as much as I do, and more so, so they'd understand. (pauses, stands, calmer) I still do feel these things, sometimes more than ever. But I was not going to give up, and am not going to give up.

    [PETE taps his iPhone, and a crudely-drawn stick figure image of several different people appears on the screen.]

    PETE: New people came into my life at just the right time. They helped me understand things, to see some good in myself at a time when all was darkness. They gave me courage, gave me strength, spurred me on to try new things. Other friends proved themselves to be true friends instead of just acquaintances. The disastrous collapse of one relationship led to a new-found closeness in many others.

    [PETE taps his iPhone again, and a photograph of PAX East appears.]

    PETE: Right as I reached the point of no return at this crossroads – it had one-way streets in all directions – I discovered something. That it's OK to be me. As I set off down the road I'm still on – which is winding, twisting, turning and regularly plummets into a crevasse – I was a new person. Or rather a person I'd always been. But more aware of it.

    [PETE points out into the audience dramatically.]

    PETE: One thing you can always be sure of in these last one hundred and fifty days is that it's been all me, for better or worse.

    [PETE slams his fist on the desk again.]

    PETE: And one of the things that one of the new people in my life taught me, or should I say reminded me, was that not everyone goes together. Not everyone likes everyone else. If we did, sure, it'd be easier. But that's not the way the world works, either on a tiny person-to-person scale, or on a huge nation-to-nation, culture-to-culture scale. And acceptance of that fact is what makes living that little bit easier.

    [PETE taps his iPhone. A picture of a chav appears on the screen.]

    PETE: I don't like this guy. He's a twat. He thinks I'm a twat, too, and thinks it's amusing to insult me in the street even though I'd never seen or spoken to him before in my life.

    [PETE taps his iPhone again. The image shatters.]

    PETE: But it doesn't matter. He is long gone. (pauses) Not dead. I didn't kill him. Though I quite wanted to at the time. No. I have never seen him again since. And if he can't deal with who I am, then he can go fuck himself.

    [PETE emerges from behind the lectern again.]

    PETE: Given that the eventual goal for everyone involved in this little experiment is to write something every day for a year, the number one hundred and fifty is actually not all that important. Halfway through day one hundred and eighty-two? That's important. That's the halfway mark. But one hundred and fifty? It's a symbol. A milestone. Perhaps a new beginning, perhaps not. No-one can say. All I can say is: thanks for being there every day.

    [PETE pauses for a moment.]

    PETE: Also, you can blame Alex Connolly for telling me to make a speech. Good night everybody.

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    #oneaday, Day 149: Games are Cool https://imnotdoctorwho.moegamer.net/2010/06/16/oneaday-day-149-games-are-cool/ https://imnotdoctorwho.moegamer.net/2010/06/16/oneaday-day-149-games-are-cool/#respond Wed, 16 Jun 2010 00:42:31 +0000 http://angryjedi.wordpress.com/?p=1026 After spending the last couple of evenings covering E3's press conferences for Kombo.com and discussing all things gamey over at the Squadron of Shame Squawkbox, I've come to a conclusion. Games are cool. Whatever you might think of Kinect, PlayStation Move, the Nintendo 3DS, the million-and-one first-person shooters on display, Assassin's Creed, Child of Eden, … Continue reading #oneaday, Day 149: Games are Cool

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    After spending the last couple of evenings covering E3's press conferences for Kombo.com and discussing all things gamey over at the Squadron of Shame Squawkbox, I've come to a conclusion.

    Games are cool.

    Whatever you might think of Kinect, PlayStation Move, the Nintendo 3DS, the million-and-one first-person shooters on display, Assassin's Creed, Child of Eden, Ubisoft's DRM policies or fitness games, one thing is clear.

    Games are cool. And they're here to stay.

    There's always a lot of cynicism around at E3 time, particularly when new technology is shown off. Especially if said new technology appears to be somewhat gimmicky, or limited in its practical applications. But the flip side of all the more outlandish stuff we've seen so far is that it's a symbol of the diversification of the "gaming" genre. Games are no longer the sole preserve of the spotty, overweight, greasy-haired teenage boy who would rather lock himself in his room than go out and meet people. Though those people still exist. I am one of them. Sometimes, at least.

    No, rather, we're getting to the stage now where there's something for everyone. I was interviewed for a position at a major chain of games retailers today, and one of the things I was asked about was whether I'd be comfortable selling something like a Wii game – you know, those interminable collections of minigames. Babysitting Party, that sort of thing. I could answer with some confidence that yes, I would, because I know people that those games would appeal to. They're not "gamers", they're not the sort of people who would be sitting around in their pants watching E3 press conferences (you know who you are) and they probably wouldn't even consider themselves part of the gaming community. But they're still there, and it's great that they are. They might never "graduate" onto more "hardcore" games, but that doesn't matter either. Who says you have to? If you enjoy reading but you find great literature tough going are you forced to "graduate" from pulp novels to Dostoyevsky? No. (Unless you're doing an English degree.) So it should be that if you enjoy Wii Play with friends, you shouldn't be obliged to end up playing Gears of War.

    The barrier for entry to the world of games as an entertainment medium is now practically non-existent. Very little in the way of technical knowledge is required to get started, save the ability to plug things into the right holes in your TV. There's no arbitrary rules to follow – Atari users will remember holding down the "Option" key while they turned their system on fondly, for example – and there's no complicated things to learn. The experience is becoming more and more intuitive, and with technologies like Kinect, whatever you may think of its real-world applications, we're getting closer and closer to a world where absolutely everyone, regardless of age, gender and technical ability can enjoy interactive entertainment without feeling stigmatised.

    We're not quite there yet. Games still do have a bit of a stigma to shake off. There are subcultures within the larger group who let us all down a bit. But they have just as much right to exist and enjoy what they enjoy as the sort of person who buys Job Island for the Wii.

    Gaming is no longer a thing for just one specific group of people to enjoy. It is – or at least should be – something that absolutely everyone can enjoy on their own terms.

    Games are cool. And if you close yourself off to that completely like some people choose to, you're denying yourself a whole world of entertainment.

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    #oneaday, Day 148: We Live In The Future https://imnotdoctorwho.moegamer.net/2010/06/15/oneaday-day-148-we-live-in-the-future/ https://imnotdoctorwho.moegamer.net/2010/06/15/oneaday-day-148-we-live-in-the-future/#comments Tue, 15 Jun 2010 02:04:53 +0000 http://angryjedi.wordpress.com/?p=1022 Screw this motion control crap – I just watched a press conference on the other side of the world while lying in bed with my phone. That was a tweet from Alex Martin that I received a few minutes ago. And when I think about what I've done today, it's pretty clear that we are … Continue reading #oneaday, Day 148: We Live In The Future

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    Screw this motion control crap – I just watched a press conference on the other side of the world while lying in bed with my phone.

    That was a tweet from Alex Martin that I received a few minutes ago. And when I think about what I've done today, it's pretty clear that we are most definitely living in the future.

    I started my day feeling a bit lonely as I hadn't seen any actual real people for a little while. So I went out to the coffee shop and took my netbook with me. While I was there, I gratuitously solicited questions for my Formspring account (which people were more than happy to furnish me with) and also dropped in on the freshly-created Squadron of Shame Squawkbox.

    I ended up sitting in that coffee shop for about four hours, discussing things with people from all over the world – some deep and profound, other things less so. Then it was time to come home, because as part of my job as a News Editor for Kombo.com I was on the "home team" for the E3 coverage.

    I'm gutted that I'm not actually at E3. But the experience I've had throughout the course of this evening is the next best thing. I've had IM windows open with people frantically telling me to cover stories. I've had the Squawkbox open to see the Squad's reactions. And I've had Twitter open to see everyone else's reactions. As sad as it sounds, despite sitting on my own in my study in front of the computer, I've not been alone tonight. There have been many people with me, all following the same things, watching the live streams on their computers. It's as if we were all in the audience together, making sly comments to one another.

    Whenever Microsoft showed off the ability to watch, say, Netflix movies as an Xbox party, I always thought it seemed a bit pointless. But after sitting watching the E3 conferences with a group of friends who aren't even on the same continent let alone in the same room as me, I think I've reconsidered a little bit.

    Obviously there's no substitute for real human interaction. But when the real thing isn't possible, the fact that we live in the future makes a very adequate substitute. So big love, kudos and respect to everyone who's helped make today a huge amount of fun, and I look forward to doing it all again very soon.

    I have plenty of thoughts about what's been shown at E3 so far but I've been posting news articles all day and frankly I'm completely burnt out. So I'll save further thoughts until I'm a bit more awake.

    Job interview tomorrow. Quite looking forward to it. It may not be the ideal job for my current situation, but it's a foot back on the ladder and has the potential to lead onto better things. So right now I'll take what I can get.

    One thing's clear to me right now as it approaches 3AM where I'm sitting: I'm certainly feeling a lot more positive than I did when I woke up this morning. And it's thanks to you, Internet. Big love to you all.

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    #oneaday, Day 147: Everybody Needs Somebody https://imnotdoctorwho.moegamer.net/2010/06/13/oneaday-day-147-everybody-needs-somebody/ https://imnotdoctorwho.moegamer.net/2010/06/13/oneaday-day-147-everybody-needs-somebody/#respond Sun, 13 Jun 2010 23:26:07 +0000 http://angryjedi.wordpress.com/?p=1018 Over the last few days, weeks, months, whatever, it's been becoming clear that I'm not the only one having a shit time. Quite a lot of people have been having a shit time, for quite a long time, too. Estimates from several people, given completely independently, place the time of shitness as starting roughly 18 … Continue reading #oneaday, Day 147: Everybody Needs Somebody

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    Over the last few days, weeks, months, whatever, it's been becoming clear that I'm not the only one having a shit time. Quite a lot of people have been having a shit time, for quite a long time, too. Estimates from several people, given completely independently, place the time of shitness as starting roughly 18 months ago and working from there. And that sounds about right to me. January 2009 is certainly when my downward slope started, though it took a while to pick up speed. Each thing I did that I thought was a positive move ended up being either not enough, or the wrong thing to do. I'm not sorry I took those steps, because I believe that they were positive steps, and the right thing to do at that time, but it's not much consolation when I think about the position I'm in right now.

    I know several other people that I've been talking to recently are in similar situations. Not necessarily for the same reasons. But for most of them, around the same time – January 2009 – things started taking a turn for the worse.

    Some of these people I didn't know back then. Others I didn't know were suffering at the time. Others I did know were suffering, but didn't know to what degree. Others still were happy to tell me everything. And some lied to make it seem all right when in fact that couldn't be further from the truth.

    A problem shared is a problem halved, as they say. And while it's not nice to only ever talk about one's problems with one's friends, there's a feeling of solidarity, camaraderie, whatever you want to call it, of helping each other through a difficult time. Everyone's problems have a relative degree of intensity that is unique to that person. One person's "I want to jump off a bridge" might be another person's "get the fuck over it". But it's every person's prerogative to think whatever they wish about their problems. Different people deal with different things differently. That's what makes us – guess what? Different.

    It's all very well saying all this. Sometimes people can't cope at all. I've felt like that before. I've had days when I can barely function. I've had nights where I haven't slept a wink. Even now, now that there's the possibility of things being back on the up, and good people coming into (and in some cases returning to) my life, there are still times when it's so tough I wonder how I've made it this far.

    There are people I don't want to let down, though. And everybody needs people like that. Whether they're friends, family, colleagues, whatever. Everybody needs someone looking out for them. Even if they're not aware they're doing it. Sometimes the thing that can draw you out of the darkness is the thought "what would so-and-so think about this?", or "what would they do if they were here?" or "would they want me to do this?" They might never know what you're thinking, what you're doing, what you're feeling. But the very fact they're in your life is enough to give you the strength to do the right thing in many cases.

    So, however shit a time you're having at the minute, value your friends. Tell them you care. Let them know that you're there for them. Don't be afraid to let them know what you're thinking, feeling or worrying about. You might not be able to tell everyone you know everything that you're thinking or feeling all the time. But there will be at least one person out there who you will be able to tell, even if it's only when you're off your tits on scary drinks that combine things that should never be combined together like EVER.

    So anyway. Profound thoughts on friendship done for the evening. I'll write something funny again soon, I promise. But the last few days have just felt a bit, you know… well, like I want to write this sort of thing.

    In other news, 3 days to go until 150. How should I celebrate?

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    #oneaday, Day 146: Overly Ambitious Interactive Post https://imnotdoctorwho.moegamer.net/2010/06/12/oneaday-day-145-overly-ambitious-interactive-post/ https://imnotdoctorwho.moegamer.net/2010/06/12/oneaday-day-145-overly-ambitious-interactive-post/#comments Sat, 12 Jun 2010 20:05:09 +0000 http://angryjedi.wordpress.com/?p=1002 This post is interactive. And long. As such, I am using a More tag for the first time ever. To take part in all the fun, read the full post. It's about Persona 4's music, and how I think it can be made relevant to pretty much any situation you might find yourself in in … Continue reading #oneaday, Day 146: Overly Ambitious Interactive Post

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    This post is interactive. And long. As such, I am using a More tag for the first time ever. To take part in all the fun, read the full post. It's about Persona 4's music, and how I think it can be made relevant to pretty much any situation you might find yourself in in everyday life. I commented on this on Twitter the other day. I thought it might be fun to prove it. Turns out it is fun. And rather time-consuming to prepare. But here it is anyway.

    Here we go then. Here's how this works: I write something and offer you a series of choices. You click on what you think is the most appropriate choice and it'll take you to the next bit. Each bit is accompanied by a bit of music. Play the music while you read the bit. Stop the music before you click a link. If I was clever, I'd script it so the music would stop automatically. But I'm not, plus if you're the sort of person who is non-lazy enough to go through with this whole debacle rather than cheating, I'm sure you can cope with an extra click before a link.

    EDIT: I have fixed it so you don't have to stop the music. Apparently I am clever.

    EDIT: No I'm not. You still have to stop the music. Dammit! It worked in the preview. Now it doesn't. Oh well.

    EDIT from 2025: At some point in the last 15 years, the music has gone astray. Apologies. I don't know where it is or what it was any more, so you'll just have to enjoy it in silence.

    Here we go, then.

    Unknown Time, Unknown Place

    All is darkness around you. You're floating through a sea of clouds, and there's a light in the distance. You know you're dreaming, but you're not in control of where you're going. You feel that you're being drawn towards the light a bit at a time, and you know that when you reach the light, you're going to wake up. The question is, how?

    How do you feel when you wake up?
    Miserable.
    Positive.
    Super-happy!

    9:00am, Your Bedroom

    You wake up from your dream, slowly opening your eyes. As the world comes into focus, you remember that you're waking up alone again. You look up at the ceiling for a little while, wondering when the feelings of pain inside your soul will subside. Glancing over at the empty side of the bed, you wonder if you'll ever feel happy again.

    You clamber out of bed, pull on some clothes and decide what to do with your day. You think going outside might be a good idea, so you open the door to your place and look out into the morning.

    What's it like outside?
    Grey and miserable.
    It's OK, but not great.
    It's a beautiful day!

    9:00am, Your Bedroom

    You wake up from your dream, slowly opening your eyes. As the world comes into focus, you remember that you're waking up alone again. But it's all right, because you have good friends, and you know that you can rely on them in this difficult time. There's a message waiting for you on your phone that one of them left for you last night after you fell asleep. It causes you to smile a little. It's nice to know that someone is thinking of you.

    You clamber out of bed, pull on some clothes and decide what to do with your day. You think going outside might be a good idea, so you open the door to your place and look out into the morning.

    What's it like outside?
    Grey and miserable.
    It's OK, but not great.
    It's a beautiful day!

    9:00am, Your Bedroom

    You wake up from your dream, slowly opening your eyes. You look around and realise it's a new day, and it's going to be a good one. You have an immediately good feeling about the things which are going to take place throughout the course of today, and it puts you in a good mood straight away.

    You leap out of bed, pull on some clothes and decide what to do with your day. You think going outside might be a good idea, so you open the door to your place and look out into the morning.

    What's it like outside?
    Grey and miserable.
    It's OK, but not great.
    It's a beautiful day!

    9:30am, Your Street

    You step outside and you're immediately struck by the grimness of the morning. You can't help feeling a little dejected at the sight of the slight layer of damp on everything, the misty, low-hanging clouds and the overwhelming sense of "greyness" that permeates everything. It doesn't look like it's going to be a great day.

    Suddenly, your phone rings. You whip it out of your pocket and answer it.

    Who's on the phone?
    My mother… a family member just died.
    My boss… I forgot to show up for work and I'm in big trouble.
    The girl/guy I fancy.

    9:30am, Your Street

    You step outside. It's not a particularly unpleasant morning, but it's not an especially pleasant one, either. There's a slight breeze blowing, and there's quite a few clouds in the sky, but occasionally the sun peeps through. It looks like it might rain later, but you should be all right for a few hours at least.

    Suddenly, your phone rings. You whip it out of your pocket and answer it.

    Who's on the phone?
    My mother… a family member just died.
    My boss… I forgot to show up for work and I'm in big trouble.
    The girl/guy I fancy.

    9:30am, Your Street

    You step outside and have to shield your eyes against the bright sunshine. It's a beautiful morning! It's warm, but there's a very slight breeze meaning that it doesn't feel too hot and humid. The sun beats down on you and warms the bare skin of your arms. The beautiful weather puts you in a great mood, and you feel ready to face whatever the day might have to throw at you.

    Suddenly, your phone rings. You whip it out of your pocket and answer it.

    Who's on the phone?
    My mother… a family member just died.
    My boss… I forgot to show up for work and I'm in big trouble.
    The girl/guy I fancy.

    9:35am, Your Street

    You answer the phone and have an immediately bad feeling when you hear your mother's voice cracking as she says hello to you. She tells you that she has some terrible news for you, and breaks it to you gently.

    You feel pangs of regret that you didn't know your family member better than you did, and you wish you'd spent more time with them. But you remember the good times, too. You'll miss them very much, but you'll never forget them.

    You put the phone down with a feeling of melancholy and decide what to do next.

    What do you do now?
    Head to the gym to get out of this grey mood I'm in.
    Head for the shops.
    Meet up with some friends and hang out.

    9:35am, Your Street

    You answer the phone. It's a blocked number. That usually only means one thing – work. But you didn't think you were due to go in today.

    As soon as you answer the phone, your boss starts yelling at you. You're in big trouble. It was a huge new product launch today, and you were supposed to be there to make sure it went smoothly. You weren't there.

    You quickly race to your place of work to try and placate your boss, but they're not having any of it. Their aggression is infectious, and you end up shouting back at them. Within ten minutes, you've lost your job and are escorted off the premises.

    You stand in the street looking around, still rather annoyed. You try and decide what to do next.

    What do you do now?
    Head to the gym to get out of this grey mood I'm in.
    Head for the shops.
    Meet up with some friends and hang out.

    9:35am, Your Street

    You answer the phone. You recognise the number as belonging to that person you like. It's unusual for them to phone you, particularly as they know you're not big on long phone conversations.

    They've been thinking about you, they say. And they've come to one conclusion: that they want, no, need to see you right now. They don't mind if you're busy, though. They say they'll be waiting in the park if you do want to see them.

    You put the phone down with a pleasant feeling in your stomach, and try to decide what to do next.

    What do you do now?
    Head to the park and meet that special someone.
    Head for the shops.
    Meet up with some friends and hang out.

    10:15am, The Gym

    You arrive at the gym, change your clothes and step through the doors. Something about the atmosphere today has you feeling pumped. You're still not in a great mood, but you feel like a good workout could snap you out of it. So you jump on the nearest machine and start hammering your body into shape.

    By the time you've finished, it's got surprisingly late, and you're very tired.

    Time to head home…

    10:15am, The Mall

    You arrive at the mall ready to do some serious shopping. It's busy, but for once everyone around you seems to be in a good mood. The infectious muzak that the mall insist on piping through their sound system is particularly noticeable today, but instead of finding it irritating, you find it to be somewhat cheering.

    You emerge from several shops with a whole load of bags laden down with cool stuff. You're satisfied with your trip, but looking at your watch, you realise it's got surprisingly late.

    Time to head home…

    10:15am, The Coffee Shop

    You call up your friends and arrange to meet them at a coffee bar you all like. When you get there, they're already waiting for you.

    You all order yourselves some coffee and cakes and sit down to chew the fat. There's a lot been going on in all your respective lives, and you sit talking for hours.

    Eventually, one of your friends looks startled at their watch and points out how late it's gotten.

    Time to head home…

    10:15am, The Park

    You get to the park and are momentarily concerned that you've done something crazy, as there's no sign of the person that you like.

    Then, you feel a pair of arms wrap around you from behind, and suddenly everything else ceases to matter. You turn around slowly and gaze into the eyes of this person you've been secretly desiring for all this time, and now it seems that they want you too. They smile at you and then, as if in response to an unspoken agreement, you both lean in and kiss one another. It's a magical feeling.

    You spend hours together, holding hands, not caring for anything else that's going on around you. The two of you are all that matter. And it's good.

    Time passes. It's getting late, and it's time to part for now.

    Time to head home…

    6:30pm, Your Home

    You arrive back home after what's been a surprisingly long and eventful day.

    You step into your lounge and turn on the lights. Although you've been alone here for a little while now, just coming back here brings you some degree of comfort. It's something that's remained constant amidst the chaos going on around you.

    You sit down on your sofa and settle in for a quiet evening.

    THE END.

    So you get the idea, hmm? I could go on, but this post is already nearly 2000 words long. I considered adding branching paths, but that would be far too much for my little brain to handle. Maybe if I do this sort of thing again.

    Hope you enjoyed it. And if you've never played Persona 4… you clearly should. Not just for the music, but because it's a great game.

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    #oneaday, Day 145: Fear is for the Weak https://imnotdoctorwho.moegamer.net/2010/06/11/oneaday-day-145-fear-is-for-the-weak/ https://imnotdoctorwho.moegamer.net/2010/06/11/oneaday-day-145-fear-is-for-the-weak/#respond Fri, 11 Jun 2010 21:30:13 +0000 https://angryjedi.wordpress.com/2010/06/11/oneaday-day-145-fear-is-for-the-weak/ I had an ambitious and experimental post planned, but time got the better of me so it can wait until tomorrow. Instead, I am on my way out to my buddy Kalam's birthday bash. There will be drinking involved. I don't normally go out this late. I usually overthink things and then end up not … Continue reading #oneaday, Day 145: Fear is for the Weak

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    I had an ambitious and experimental post planned, but time got the better of me so it can wait until tomorrow.

    Instead, I am on my way out to my buddy Kalam's birthday bash. There will be drinking involved.

    I don't normally go out this late. I usually overthink things and then end up not doing anything at all. But tonight, I thought, fuck it. There are times when it's OK to just do, not think. So my intention for tonight is to follow that philosophy. Hesitation is for the weak. The contented man doesn't regret missed opportunities. And other proverbs that I've just made up.

    Tonight, my intention is to try and go more with gut instinct. Hesitation and lack of confidence holds mr back to a ridiculous degree and the only way to fix that is to do something about it for yourself.

    I have no idea if it will actually work. But this, at least, is the intention. There will doubtless be Twitter updates throughout the evening depending on whether things go swimmingly or are a disastrous failure that make me never want to show my face in public again.

    But I've got to try, at least. So here goes.

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    #oneaday, Day 144: Another Multimedia Extravaganza https://imnotdoctorwho.moegamer.net/2010/06/11/oneaday-day-144-another-multimedia-extravaganza/ https://imnotdoctorwho.moegamer.net/2010/06/11/oneaday-day-144-another-multimedia-extravaganza/#comments Fri, 11 Jun 2010 00:09:16 +0000 http://angryjedi.wordpress.com/?p=1000 More pictures with sound for your delectation tonight. This time I thought I'd experiment with some black and white photos. I hadn't originally intended to take the photos with a particular theme in mind, other than that I knew I wanted to try doing some black and white ones. When I loaded the pics onto … Continue reading #oneaday, Day 144: Another Multimedia Extravaganza

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    More pictures with sound for your delectation tonight. This time I thought I'd experiment with some black and white photos. I hadn't originally intended to take the photos with a particular theme in mind, other than that I knew I wanted to try doing some black and white ones. When I loaded the pics onto my computer, though, it became apparent that I had managed to take pictures with almost no people in them whatsoever. This wasn't intentional, but it provided a theme for the set anyway. I shouldn't have told you that, you weren't to know, were you? Let's start again.

    This is a set based on the theme of being alone.

    Whew, got away with that, I think.

    I can assure you that Southampton is just fine and has not suffered a 28 Days Later-style zombie apocalypse which emptied the streets. Some may say that's a shame. But there are a few nice people here, so I don't wish a zombie apocalypse on the whole place just yet. A few areas, perhaps.

    The music for this particular slideshow is "Living with Determination" from Persona 3. It seemed a fittingly melancholy piece for the moody nature of the photos.

    Overall, I'm pretty pleased with how these pictures came out, and with the overall effect of the slideshow as a whole. It was an interesting day to take photos, actually. You can probably see how the weather changed as my journey progressed – it started dull and cloudy, but the sun eventually came out. The clouds stuck around, though, making for some dramatic, stormy skies. Hence the many pictures of clouds!

    I'm definitely going to do more of these, as they're fun and reasonably easy to put together. Plus it's yet another means of self-expression, which is always good.

    I've always enjoyed photography over the years. I remember getting a bit bewildered by an old film-based SLR camera back home with my parents, and later getting my own point-and shoot cameras, taking bajillions of photos and often being complimented for my good composition. Obviously I'm no pro and haven't had any proper training, so I'm sure there's all sorts of things technically wrong with them that I can do better. But as I used to tell people who came in wanting to learn about iPhoto and Aperture – if you're not being paid for the pictures you take, whether or not you like them is the only important thing.

    So true – for so many things besides photography, too. Sums up the whole idea of #oneaday, in fact, not to mention the photography-based variant #365. People are doing these things for themselves as a means to express themselves, develop their own skills and perhaps show off just a little bit. When other people end up appreciating your work, it's always a pleasant surprise. And if they don't like it, it's the old artist's defense – "it wasn't for them anyway".

    So anyway. I hope you enjoy (or enjoyed) the slideshow. There will be more to come in the future as soon as I get back out there with my camera and get all snap-happy.

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    #oneaday, Day 143: Formspring Durch Technik https://imnotdoctorwho.moegamer.net/2010/06/10/oneaday-day-143-formspring-durch-technik/ https://imnotdoctorwho.moegamer.net/2010/06/10/oneaday-day-143-formspring-durch-technik/#respond Thu, 10 Jun 2010 00:37:04 +0000 http://angryjedi.wordpress.com/?p=997 I'm not sure what it is that appeals to me about question-based-sort-of-social-networking-web-2.0-nonsense Formspring, but I find it hugely addictive. I'm not the only one, either. High-profile online figures such as Leigh Alexander and Jeff Green seem to be having a blast with it, too, as are plenty of others. The concept is simple. Anyone can … Continue reading #oneaday, Day 143: Formspring Durch Technik

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    I'm not sure what it is that appeals to me about question-based-sort-of-social-networking-web-2.0-nonsense Formspring, but I find it hugely addictive. I'm not the only one, either. High-profile online figures such as Leigh Alexander and Jeff Green seem to be having a blast with it, too, as are plenty of others.

    The concept is simple. Anyone can ask you a question, either with their username attached or anonymously. Most people choose to ask anonymously. And it's actually more fun that way, because you then have the sort of metagame of working out who asked you what. And if you get a slightly questionable, err, question, it becomes all the more exciting to answer – was it one of your hairy male friends asking sarcastically, or was it asked by that hot chica you've got your eye on?

    I think the most fun thing about it is that in coming up with creative answers to the very creative questions people come up with, you get the opportunity to talk about yourself. This is the very worst sort of narcissism that Web 2.0 brings out, of course, but it also gives you the opportunity to share things about your past, your personality, your hopes, your dreams, your tastes… all sorts of things that might not come up in conversation unless you blurted them out randomly like some sort of Fact-Tourette's sufferer.

    A friend commented that the whole thing smacked of the sort of questions you get on dating sites. That's sometimes true, of course, but the difference here is that it all depends on what people choose to ask you. If people choose to ask you dating site-type questions, that's what'll happen. If people choose to ask you a series of increasingly-outrageous "what if?" scenarios, then that's what you'll get. Or in my case, you get a mixture of both until it becomes very confusing and you have no idea who asked what any more. Largely because for the most part you didn't know in the first place.

    It's a service dependent on interaction, of course. If your friends are the sort of people who baulk at typing anything into text boxes, whether or not they have to bother signing up for a service beforehand, then you won't get much out of Formspring. If, however, you have creative friends who enjoy coming up with ridiculous things for you to answer, then you'll have a hell of a lot of fun with it. And your friends might even learn something about you that they didn't know before. You might even learn something about yourself that you didn't know before. Deep, huh?

    If you want to ask me a stupid question, I have a list of the last few ones I've been asked somewhere to your right in the sidebar that you can click on to see my responses. Or you can just go here. You don't have to sign up for the site to take part, but if you do sign up then you get email notifications when someone asks you a question or when someone answers your question, whether or not it was anonymous.

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    #oneaday, Day 142: Erraticism https://imnotdoctorwho.moegamer.net/2010/06/08/oneaday-day-142-erraticism/ https://imnotdoctorwho.moegamer.net/2010/06/08/oneaday-day-142-erraticism/#comments Tue, 08 Jun 2010 23:51:30 +0000 http://angryjedi.wordpress.com/?p=995 Things haven't been sorted back at my place yet. A letter came through the door today informing me that the electricity would be off, and the water would probably be going off at some point too. Joy! This means I pretty much have to live like a hobo for the next few days. I'd be … Continue reading #oneaday, Day 142: Erraticism

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    Things haven't been sorted back at my place yet. A letter came through the door today informing me that the electricity would be off, and the water would probably be going off at some point too. Joy! This means I pretty much have to live like a hobo for the next few days.

    I'd be less embittered about the whole thing if I hadn't looked out of the window this morning and seen the big hole which the electric company had dug and no-one in it at all. I would have thought in what probably qualifies as an "emergency" (albeit not one which is directly threatening lives) that the people in charge of fixing it might be a bit more interested in, you know, fixing it.

    The letter also mentioned that there would be police patrolling around the site. So I was heartened to see two children playing inside the hole that the electric company had dug, obviously unsupervised by both their parents and the conspicuously absent police.

    So that's all good. I've not slept in my own bed for the last two nights. But I don't mind, really. Of course I don't.

    Of course I fucking do. I'd like to be able to, you know, do stuff in the place that is supposed to be my home but which day by day is feeling less and less like it. I know I'm going to have to get out there at some point but being jobless at the moment I really don't have anywhere to go just yet. It's not through lack of trying, either.

    Today was "one of those days" when everything feels like it goes badly. I got up early as I was sleeping on a friend's floor and he had to go out to work. This wasn't a "bad thing", I knew it was going to happen. But when I got outside, it started raining, always a bad omen. I wandered into town to find some breakfast, and it was still raining. I spoke to a friend who was also having a terrible morning, and it quickly became apparent that today was not going to be a good day.

    So I was unsurprised when I wandered back to my flat to check on things that the electricity was still off. More to the point, the people in charge had not had the foresight to remember that electronic door locks don't work when there is no electricity. Fortunately, a chav who had had the foresight to break the basement door had left a way into the building, fortunately.

    I went out again, took some photos, wandered around aimlessly, came back. Still no power. Then the power came back for a minute. Then it went away again. Now here I am.

    Forgive me for the not-very-interesting posts. But I'm pissed off. Hopefully normal business will soon resume.

    The post #oneaday, Day 142: Erraticism appeared first on I'm Not Doctor Who.

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    #oneaday, Day 141: Wet Feet https://imnotdoctorwho.moegamer.net/2010/06/07/oneaday-day-141-wet-feet/ https://imnotdoctorwho.moegamer.net/2010/06/07/oneaday-day-141-wet-feet/#comments Mon, 07 Jun 2010 23:06:57 +0000 https://angryjedi.wordpress.com/2010/06/07/oneaday-day-141-wet-feet/ I was just about to settle down to write a blog earlier tonight when I was unceremoniously informed that it would probably be for the best if I vacated my flat. Let's rewind an hour or two here. I was about to settle in for a d… to have some alone time in the bathroom … Continue reading #oneaday, Day 141: Wet Feet

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    I was just about to settle down to write a blog earlier tonight when I was unceremoniously informed that it would probably be for the best if I vacated my flat.

    Let's rewind an hour or two here. I was about to settle in for a d… to have some alone time in the bathroom when I realised I was out of toilet paper. So a trip to the shop was on the cards. I gathered the universal "going outside kit" of money, keys and phone and went outside my flat.

    When I got into the lobby area I could hear gushing water. I figured it was just the rain outside intensifying, but I needed a dump and no thunderstorm was going to stop me in acquiring the appropriate equipment for said activity.

    I opened the door and noticed it wasn't raining. Not only that, but I couldn't hear the gushing water outside.

    "That's odd," I thought. I headed back inside and followed the source of the sound. It was coming from the basement of my block.

    At the bottom of the stairs, the floor was ankle-deep in water, and said water appeared to be gushing out from behind a white, locked door which, it later became clear, is an electrical cupboard.

    I went back into my flat and phoned the useless estate management company who are in charge of the development. I was put on the phone with a spectacularly chavvy-sounding gentleman who offered that he could either get someone to come down tomorrow ("It's flooding," I pointed out.) or tonight, and that there "might be a charge" for an "emergency callout".

    Fortunately, as it transpired, there was a representative of this festival of incompetence already on site for some reason. He came and knocked on everyone's door and informed us that they were going to turn the electricity off as the water was getting at the fuses and that was bad. He also helpfully informed us that he had absolutely no idea how long the work to fix it was going to take.

    Well, thanks for that.

    That, then, dear reader, is why I am lying on the floor of my friend Sam's house blogging on my phone. Because Trinity Estates, who think "fixing a pipe" means "putting some duct tape on it" have outdone themselves.

    I guess I should be grateful that they are at least fixing it. But to not be able to do stuff in my own home for an unspecified amount of time is not exactly what I need right now.

    The post #oneaday, Day 141: Wet Feet appeared first on I'm Not Doctor Who.

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    #oneaday, Day 140: Being An Asshole https://imnotdoctorwho.moegamer.net/2010/06/06/oneaday-day-140-being-an-asshole/ https://imnotdoctorwho.moegamer.net/2010/06/06/oneaday-day-140-being-an-asshole/#comments Sun, 06 Jun 2010 22:18:28 +0000 http://angryjedi.wordpress.com/?p=989 Every time there is a "new advance" in AI for video games, the first question a lot of people ask is "how human is it?" How does it compare to playing against a real, actual, human person? A gaming-related Turing Test, if you will. And the answer is always "it's not very human". There's one … Continue reading #oneaday, Day 140: Being An Asshole

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    Every time there is a "new advance" in AI for video games, the first question a lot of people ask is "how human is it?" How does it compare to playing against a real, actual, human person? A gaming-related Turing Test, if you will. And the answer is always "it's not very human". There's one reason for this – computers can't be assholes.

    I was playing Blur multiplayer tonight and the one thing that struck me is how much of an asshole players online can be. That's not a criticism, by the way. In fact, the sheer assholeness of a lot of online Blur players makes multiplayer races a pretty thrilling experience. And the AI players in the single-player, while frustrating, aren't assholes. They never drop a mine directly behind a powerup so you grab the powerup and then explode. They never use a Barge to knock you off a cliff. They never swerve into you at the start line and bash you into a wall. They never wait until the home straight to launch a mine right up your arse and sail past in the last half-a-second of the race. They never park sideways across a narrow bit of track just to get in the way.

    This sort of creative sadism which online Blur players have developed is what makes the multiplayer so much more appealing than the single-player mode. It's really interesting to see the tactics that people have obviously developed independently without any prompting from the game. The "trapping a powerup" thing, for example. The AI players never do that. It's never suggested you do it in the loading-screen tips. But it's, when you think about it, a smart idea. Everyone is clamouring for powerups throughout every race. So why not make the more desirable ones rather more difficult to get?

    This is a different sort of assholeness to the kind of 13-year-olds who scream racist, homophobic abuse down their headsets during games of Modern Warfare 2 (which they shouldn't be playing anyway, but of course, that's another conversation) – this is a stubborn, passionate desire to win at any cost bar cheating, rather than a stubborn, passionate desire to be a dick. And it's fun. You can't help getting involved. Watch other people playing Blur and all you want to do is out-asshole them. Get someone with a carefully-placed mine, or accurately slam a backward-fired Shunt into their face while they're slipstreaming you and it's immensely satisfying.

    In fact, Blur as a whole is set up for being an asshole. Take the social gaming features I discussed the other day. What possible reason could there be for posting information about how well you're doing other than to make other people think "I need to take that asshole down a peg or two"?

    The reason, of course, that AI in single-player games being a perfectly accurate representation of a human is not necessarily a desirable thing is this: sometimes we like to win. And if you're playing against 19 other assholes, most of whom are more of an asshole than you, very often you don't win. That's all very well, and competitive and so on… but if you're playing by yourself, you want to win, don't you? So that's why I can say with some confidence that I really, really hope AI doesn't ever improve to a level where it's indistinguishable from a human. Because I like to beat it sometimes. And I've played over 60 online races in Blur now… and won two of them!

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    #oneaday, Day 139: Multimedia Extravaganza https://imnotdoctorwho.moegamer.net/2010/06/05/oneaday-day-139-multimedia-extravaganza/ https://imnotdoctorwho.moegamer.net/2010/06/05/oneaday-day-139-multimedia-extravaganza/#comments Sat, 05 Jun 2010 20:57:54 +0000 http://angryjedi.wordpress.com/?p=986 It is indeed a multimedia extravaganza for you today as I share with you both pictures and sound! I even share them both at the same time! That's pretty exciting, isn't it. Admit it. You're a little excited right now at the prospect of pictures and sound at the same time. If you're not, you're … Continue reading #oneaday, Day 139: Multimedia Extravaganza

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    It is indeed a multimedia extravaganza for you today as I share with you both pictures and sound! I even share them both at the same time! That's pretty exciting, isn't it. Admit it. You're a little excited right now at the prospect of pictures and sound at the same time. If you're not, you're either lying, or dead inside.

    Err, anyway. Today was another one of those beautiful sunny days so, not having anything better to do and not having anyone to share it with, I decided to head out into the sunshine with my camera and take some pictures around the city. Turns out Southampton is actually not a bad-looking city in the sunshine. The city centre has an awful lot of green space, with about five parks all right next to each other. One of them was hosting some sort of arts festival today – there was live music, craft stalls and somewhere, apparently, workshops on things like drawing and making things.

    I always find it interesting how wandering around with a camera makes you notice little things more. A flower with a bee on it, for example. If I didn't have a camera in my hand, I wouldn't have given that a second thought. But because "ooh, that makes a good photo", it gets noticed. It's also immensely annoying if you spot something that will make a good photo and you then miss the opportunity. I didn't have this problem much today. I even managed to get the bee.

    I present to you, then, a YouTube video of some pictures from around Southampton. They're a fairly random selection, to be honest, and not necessarily particularly characteristic of the city itself. But they're things that my eye was drawn to today and thus up came the camera, click click, boom. Wait, not "boom". That's something else. The music in the video is the theme from Final Fantasy VII, played by me. Oh yes indeedy.

    Yes, as well as taking those pictures, I also recorded a few more pieces for your delectation. Four today, in fact. Here they are. As usual, iPhone users should tap on the titles to hear them, while everyone else can use the Flash player and be smug twats about it.

    Alone from Persona 4

    Living with Determination from Persona 3

    Final Fantasy VII Theme

    Eyes on Me from Final Fantasy VIII

    That's not quite my normal 500 words, I know. But I gave you multimedia. So I think you can let me off 80 words or so. Except by the time I've finished justifying my lack of words I'll probably have hit 500 words anyway. So I may as well keep going. I hope you all had a pleasant day. I did, although it was rather quiet. Still, it's nice to have quiet days sometimes, isn't it? Means you don't have to fill them with meaningless conversations and attempts to fill spaces that words should go in. Like this one that I'm filling right now. Oh yes. There's 500 words. Time to go.

    Hope you enjoy the slideshow and music. Let me know what you think in the comments.

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    #oneaday, Day 138: Days in the Sun https://imnotdoctorwho.moegamer.net/2010/06/04/oneaday-day-138-days-in-the-sun/ https://imnotdoctorwho.moegamer.net/2010/06/04/oneaday-day-138-days-in-the-sun/#respond Fri, 04 Jun 2010 22:36:29 +0000 http://angryjedi.wordpress.com/?p=982 It was another gloriously sunny day today. It's easy to forget that England gets nice weather sometimes when an estimated 85% of our days are overcast. Everyone is in a better mood in the sunshine. And, judging by the number of people in town, everyone skips work in the sunshine, too. I went to the … Continue reading #oneaday, Day 138: Days in the Sun

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    It was another gloriously sunny day today. It's easy to forget that England gets nice weather sometimes when an estimated 85% of our days are overcast.

    Everyone is in a better mood in the sunshine. And, judging by the number of people in town, everyone skips work in the sunshine, too. I went to the park and sat in the sun for a bit and there were people from all walks of life all around. There was the chav in the open shirt who kept stroking his chest. There were the noisy, screechy girls. There were excited little kids on their half-term break headed for the playpark. And there was me.

    Sitting in the sun is nice. There's something extremely pleasant about the weather being good enough for you to be able to sit (or indeed lie) on the grass and just relax. If it's been raining or snowing, or if it's cold, you'd never even think about lying down on the ground and dozing for a bit. But as soon as it gets a little bit sunny? Everyone seems to come down with narcolepsy. Well, except those people playing frisbee.

    Lying in the grass is one of those things that triggers memories, particularly of being very young. I can remember lying on the grass at primary school on hot sunny days. Sometimes my friends and I would just lie there. Other times we'd talk. Other times still we'd attempt to do those stupid moves from P.E. that no-one ever does in real life. And on one memorable occasion, a friend became convinced that by doing a shoulderstand and "squeezing a bit", he could make himself fart at will. (He couldn't.)

    Besides school, other grassy memories are mostly picnic-related. I have oddly strong memories of visiting the Imperial War Museum at Duxford and sitting in the grass having a picnic as we watched the planes take off, land and do various pieces of death-defying aerobatics. Thinking about it, I don't think we were actually sitting on the grass, more hanging around the car in deckchairs eating sandwiches. But sandwiches always taste better outside, as everyone well knows.

    So it's been a nice day. A very nice day in fact. Even the fact that I clearly got a bit burnt judging by the tingling on my ears right now (either that or someone's talking about me) didn't detract from the niceness of the day. So that's good. Nice days are good. Nice days are much-needed. Nice days have been away for a long time, so it's, well, nice to see them again.

    Let's hope this lovely summery weather continues for some time, and that we see more in the way of girls in tiny shorts and less in the way of shirtless bald chavs staggering through parks with cans of Tennents Extra clutched in their desperate sweaty gorilla-hands. And maybe some English people can get a proper tan instead of feeling the need to pointlessly slather themselves with orange paint.

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    #oneaday, Day 137: Flower Girl https://imnotdoctorwho.moegamer.net/2010/06/04/oneaday-day-137-flower-girl/ https://imnotdoctorwho.moegamer.net/2010/06/04/oneaday-day-137-flower-girl/#respond Fri, 04 Jun 2010 01:25:55 +0000 http://angryjedi.wordpress.com/?p=979 I am almost falling asleep on my keyboard here, so I'll keep this brief to prevent falling asleep with all the letters of the keyboard printed backwards across my face. I can barely keep my eyes open. I'm not sure why I'm so tired, though I have had people over this evening and I spent … Continue reading #oneaday, Day 137: Flower Girl

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    I am almost falling asleep on my keyboard here, so I'll keep this brief to prevent falling asleep with all the letters of the keyboard printed backwards across my face. I can barely keep my eyes open. I'm not sure why I'm so tired, though I have had people over this evening and I spent the first part of my day cleaning up in preparation for said visitors. We had a lovely evening, by the way, thanks for asking.

    Earlier in the day I did get a moment to record one more piano piece. I posted it on Tumblr earlier but I'm not sure who got the chance to hear it. A few people did, I guess, and it even got a couple of reblogs. But I thought for those people who don't "do" Tumblr, I'd post it here too.

    The song in question is Aerith, or Aeris, or Flower Girl or whatever you want to call it. It's the piece from Final Fantasy VII that makes everyone cry. There are two reasons for this – one, it's a beautiful piece of music, and two, the most memorable point of the game in which this piece of music is heard is where Aerith/s dies. (Oh come ON! Surely everyone who is ever going to play Final Fantasy VII knows that by now.) This scene is widely regarded by many as one of the first times where computer games genuinely started to encourage emotional investment in their narratives – at least on consoles. Developers of adventure games on PC had been trying this for a long time already, but Final Fantasy VII was the first mainstream console game which people admitted crying to.

    It's a cliché and a bit of a joke these days, of course, but it was my brother telling me about the sheer emotion in the game that made me originally want to pick up Final Fantasy VII. I'd never touched an RPG prior to that point and had no idea what HP, MP and Limit Breaks were. My life was shortly to change forever.

    The piece of music itself, though; it's always held a peculiarly personal meaning to me, and I can't pin down why that is. I think it possibly may be something to with the fact that the older Final Fantasy games allowed you to rename your characters, so in my game, it wasn't "Aerith" dying, it was someone I knew. This made it all the more traumatic.

    When I play the piece nowadays, I don't necessarily think of someone dying. But I do always find myself thinking of someone. I always feel that the character of the piece represents gentle, total, unconditional love and/or affection towards someone. So inevitably while playing it I find myself thinking of someone special to me in some way. The exact person who comes to mind has changed many times over the years, but the reason for my thinking of them hasn't. They are important.

    iPhone users, click here to hear the track. Everyone else, use the Flash player below.

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    #oneaday, Day 136: Massive Pianist https://imnotdoctorwho.moegamer.net/2010/06/03/oneaday-day-136-massive-pianist/ https://imnotdoctorwho.moegamer.net/2010/06/03/oneaday-day-136-massive-pianist/#comments Thu, 03 Jun 2010 01:49:22 +0000 http://angryjedi.wordpress.com/?p=974 Some more music for you today as it's awfully late and I feel like I've been busy all day today, even though the only thing I achieved in the daytime was to buy two shirts which actually look good on me. Oh, and record these two pieces, of course. A bit of background on these … Continue reading #oneaday, Day 136: Massive Pianist

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    Some more music for you today as it's awfully late and I feel like I've been busy all day today, even though the only thing I achieved in the daytime was to buy two shirts which actually look good on me. Oh, and record these two pieces, of course.

    A bit of background on these pieces for those who aren't familiar with them. Final Fantasy has been a big part of my life for many years – at least since Final Fantasy VII came out. I believe I've talked about the fond memories I have associated with this game in the past – the long, hot summer days, the thirty-six hour playing stint which culminated with my friend Woody and I suffering strange hallucinations of items that didn't exist in the game – but the thing that's stuck with me longer than the game itself is its music. FFVII was the first time I really noticed game music as a positive thing and, just to make this even more clichéd, it was One Winged Angel which impressed me the most.

    After playing FFVII to death, I tracked down the previous games in the series, which I'd never experienced before, not really knowing what an RPG was before that point. I discovered that they, too, had great music, and not only that, there were piano arrangements available.

    After a considerable amount of time searching, I managed to track down some dodgy scans of the piano scores for IV, V and VI. Later, I acquired genuine copies of the VII, VIII and IX books. The arrangements of the pieces are gorgeous – proper piano arrangements in a variety of styles rather than simple transcriptions. I've been playing them ever since and everyone seems to think that they're very "me".

    Persona is a bit different. I came to Persona with the third game in the series a year or two back thanks to the Squadron of Shame. We even did a podcast about it. What struck nearly all of us about that series was its peculiarly quirky and enormously Japanese soundtrack. I was very interested to discover earlier this year that both Persona 3 and Persona 4 have piano scores available too. Unfortunately, they're not nearly as well-arranged as the Final Fantasy scores, but they certainly sound good enough – for some pieces at least. The J-hip-hop tracks don't sound particularly good on a piano, so there is no way I am ever playing any of them in public.

    Much like Final Fantasy, the Persona games hold a very fond place in my heart. Rather than having memories attached to them, though, I found the stories of both games to be very emotionally resonant. I identified a great deal with many of the characters, as Persona deals a lot with friendships, personal identity and figuring out who you are, both in yourself and in relation to other people. While I can't point a fake gun at my head and summon a mythical beast to do my bidding, I do at least understand what some of the characters have been through, and empathise with others. It's rare that a game is written well enough for that to happen, so both games hold a special place in my heart.

    Without further ado, then, here's two more pieces for your delectation. Just like last time, iPhone users can click on the titles to hear the tracks.

    *pauses* I wish I'd remembered to upload these tracks before I started writing this. *drums fingers* Tra la la la la…

    Aha! They're done. Here. *Enjoy* the *sauce*. And yes, I know there's a couple of bum notes. I was in a hurry. 🙂

    The Oath from Final Fantasy VIII

    Heaven from Persona 4

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    #oneaday, Day 135: Blurred Socialization https://imnotdoctorwho.moegamer.net/2010/06/02/oneaday-day-135-blurred-socialization/ https://imnotdoctorwho.moegamer.net/2010/06/02/oneaday-day-135-blurred-socialization/#comments Wed, 02 Jun 2010 00:30:20 +0000 https://angryjedi.wordpress.com/?p=970 "Social games" are crap. There, I've said it. Now everyone else can breathe a sigh of relief that the elephant in the room has been well and truly pointed out. But why are they crap? Well, the main reason is that they just aren't very fun to either play as games or use as a … Continue reading #oneaday, Day 135: Blurred Socialization

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    "Social games" are crap. There, I've said it. Now everyone else can breathe a sigh of relief that the elephant in the room has been well and truly pointed out.

    But why are they crap? Well, the main reason is that they just aren't very fun to either play as games or use as a means of socialising. I've tried out Mafia Wars and We Rule in particular. And neither of them are very fun.

    Both of them involve a lot of clicking and waiting. Click on a button to complete a task. Wait for something to happen… in real time. While you wait, why not spam your friends to "help" you by clicking on the same button that you did? You'll both get XP! Yay XP! Of course your level means little more than how long you have bothered to waste your time playing what is basically an Access database, but that's beside the point.

    The social angle is flawed too. There's no interaction. You can request "help" from other players but there's no means of actually playing together concurrently. In some games you can't even send messages to each other.

    Then came Blur. Blur single-handedly shows the correct way to develop a good social game: by building a good game first, then a social network around it. Too many other titles do this the other way round, and that's what causes them to be the shallow, meaningless garbage that they are.

    Blur is different, though. Even without the social features it would be a great racer featuring the "why hasn't anyone done this before?" combination of realistic racing and Mario Kart-style powerups. But add in the ability to taunt friends publicly via Facebook and Twitter, not to mention the incredibly solid "Friend Challenge" system, and you've got a winning experience on your hands.

    Playing Blur is actually remarkably akin to logging into something like Facebook. Starting the game greets you with a "Previously on Blur" feature showing you the next milestones you might reach, a bit like Facebook's News Feed shows you recent happenings. Then you might want to check your messages, so you look at the Friend Challenges screen. You see that three of your friends have challenged you to beat their times, so you while away a short while beating them senseless… or not. Then you take on some of the single-player, and achieve something you know none of your friends have, so you post it to Facebook. Then… the list goes on. All the while you're having a good time playing a great game AND sharing the experience with friends.

    So, social game developers? Please stop being satisfied with the derivative shit you're coming out with. The shit you are deriving your new shit from wasn't very good in the first place. So actually hire someone who has played a video game before to design your game, then build the social features around it.

    Rant over. I'm off to play Blur.

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    #oneaday, Day 134: Busy Days https://imnotdoctorwho.moegamer.net/2010/06/01/oneaday-day-134-busy-days/ https://imnotdoctorwho.moegamer.net/2010/06/01/oneaday-day-134-busy-days/#comments Tue, 01 Jun 2010 01:28:24 +0000 http://angryjedi.wordpress.com/?p=967 Hello everyone! Apologies for the late hour. It's been a genuinely busy day today, despite it being a Bank Holiday (or Memorial Day if you want to be all American about it). My day started with waking up several times, snoozing my alarm and then waking up again. The last snooze inexplicably went on a … Continue reading #oneaday, Day 134: Busy Days

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    Hello everyone! Apologies for the late hour. It's been a genuinely busy day today, despite it being a Bank Holiday (or Memorial Day if you want to be all American about it).

    My day started with waking up several times, snoozing my alarm and then waking up again. The last snooze inexplicably went on a lot longer than the other ones so I had a minor panic when I woke up the last time, because I actually needed to get up today.

    Why? I hear you ask. Well, today was my first performance in public for ages. What? I hear you ask. For those of you who don't know, I've been playing the piano for quite a long time now. Since the age of five, in fact. Which makes it… a long time that I've been playing. I haven't performed in public for quite a while, though, and my friend Sam assures me that he'd never heard me play in public before. I'm convinced otherwise, but he's very insistent on this matter. I know he certainly didn't see the last piano performance I did at university, which was a duet performance with one of the strangest people I've ever had the curious fortune to encounter in my life that was followed with one of the most memorable and terrifyingly inappropriate pub conversations I've ever experienced. Those who know who I'm talking about also know what the conversation was about. Those who don't… well, I feel it would be improper for me to discuss it here. Unless you really want to know, in which case leave me a comment and I'll tell you there.

    So today was my first performance in public for ages. We've established that.

    What did you play? I hear you ask. Demanding, aren't we? Perhaps you should stop asking so many questions and let me get on with my story because it's entirely possible I might have been about to tell you what I played. In fact, I'm half-tempted to just not tell you now.

    Except that would make this blog entry run rather short and not allow me to include the lovely media that I'm about to. So I'll tell you.

    A few years back, I discovered the Final Fantasy Piano Collections and managed to acquire most of them. Some of them I have the actual books of. The older ones I managed to track down some scans from the Internet. More recently, I managed to locate some piano scores for the music from Persona 3 and Persona 4. These respective series have some of my favourite music of all time, so I figured a public performance would be a good opportunity to spread the love and let other people know what they're all about. So that's what I did.

    The event itself was part of Southampton's "Keys to the City" event, celebrating local arts and the piano in particular. Today's performance took place in the city's art gallery, tucked away on one side of the Civic Centre near the library. I got the impression not many people know about it. But there's a lovely Steinway piano there which has clearly been crying out to be used for some time, so my friend and ex-colleague Stephen McCleery of Retrograde Recordings helped to organise an event to give it a bit of attention.

    Here's three of the pieces I performed. I'll be recording the others over the next few days, so there's a few posts ready to go if I'm short of inspiration!

    If you're reading this on an iPhone, don't get pissy about the Flash audio players not working. I've been good enough to supply direct links to the files. Just click on the title. I'm good to you people. Not every blog would do that, you know.

    Anyway… enjoy. More to come over the next few days.

    Main Theme from Persona 4

    Prologue from Final Fantasy

    Velvet Room from Persona 3

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    #oneaday, Day 133: Lazy Days https://imnotdoctorwho.moegamer.net/2010/05/30/oneaday-day-133-lazy-days/ https://imnotdoctorwho.moegamer.net/2010/05/30/oneaday-day-133-lazy-days/#respond Sun, 30 May 2010 18:17:42 +0000 http://angryjedi.wordpress.com/?p=954 Everyone has lazy days. Days when nothing – nothing – gets done. And sometimes there's not even a reason for getting nothing done. Just pure laziness. Or possibly your body telling your mind that it's quite comfortable where it is, thank you very much, and would it mind awfully if it just sat here and … Continue reading #oneaday, Day 133: Lazy Days

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    Everyone has lazy days. Days when nothing – nothing – gets done. And sometimes there's not even a reason for getting nothing done. Just pure laziness. Or possibly your body telling your mind that it's quite comfortable where it is, thank you very much, and would it mind awfully if it just sat here and atrophied for a few hours KTHXBAI.

    It starts innocently enough. You sit down on the sofa. Perhaps you wanted a quick breather. Perhaps you've just had a phone call that went on for so long that that pacing-around-the-room thing that everyone does with mobile phones got a bit tiresome. Perhaps you were about to watch some TV. The circumstances of how you got to the sofa are about to become completely irrelevant.

    At some point during your blissful reverie, something of earth-shattering importance will occur to you. Perhaps there's a letter that you need to post today, or you're running out of toilet paper and the shop is closing early for refurbishment today, or maybe you're out of milk, or perhaps you actually have something useful to get on with. Whatever it is, your mind can't stop thinking about it. A feeling of lurking panic starts to set in. What if you really need to take a dump and there isn't enough toilet paper? There's no-one else in the house so you can't ask anyone else to go and fetch you some. Could you sink as low as using a towel or a newspaper? Or would you want to wash your shitty arse in the shower, like some sort of incontinent old person, only without a nurse to help you with the hideous process? The feeling of panic builds and you almost feel obliged to get up.

    But no! Why should you get up? You've been working your arse off all week for little to no gratitude from the people that you work for. So you've earned this little sit down. You shouldn't feel obliged to do anything. So you don't. You say to yourself – possibly out loud – no. You are going to sit here until you're nice and relaxed, or at least until Top Gear has finished. Then and only then you might think about getting up to post that letter.

    "But the post goes at 4pm, and it's 3.50 now," says your mind. "If you don't post that letter today, the council are going to charge you eight-hundred and fifty-four pounds for the privilege of another letter asking you where your eight-hundred and fifty-four pounds owed in money that they paid you by mistake actually is." You close your eyes and block out the whingeing and nagging that your own mind is setting about you with. This is your time. Besides, the postman will come again tomorrow, and you can always change the date on the letter to look like you posted it earlier and it actually got lost in the post and then feign ignorance when the council start hammering on your door and bringing the bailiffs round.

    You decide to give up trying to be productive and you lean back on the sofa in a more relaxed posture. Perhaps your mouth falls open in an expression of gormless contentment. You stare into space for a little while as the light starts to fade outside and you wonder if you probably should get up and cook something, but you're not sure you can be bothered. You'd phone for pizza, but you don't have any cash, and ordering one with a debit card is always such a hassle because they always phone back and say it hasn't gone through and you think your card's been declined because you've got no money but it's actually them just typing the number in wrong and oh for heaven's sake being by yourself sucks and wouldn't it be much better if you had someone to talk to or cook dinner for? That might get you up off the damn sofa.

    There are only two possible outcomes to this scenario once it gets to this point:

    The first possibility is that you achieve victory over the soporific powers of the sofa, stand up and get something done. You post your letter, putting it right into the postman's hand just as he is emptying the postbox into his big bag. Then you go and buy toilet paper and milk and order a pizza. Your evening goes swimmingly well, and you collapse into bed satisfied that you have spent your day as productively as you possibly could, with a much-needed break in the middle for a little quiet time and reflection.

    And the other possibility is, of course, death.

    The post #oneaday, Day 133: Lazy Days appeared first on I'm Not Doctor Who.

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    #oneaday, Day 132: Turnabout Mystery https://imnotdoctorwho.moegamer.net/2010/05/30/oneaday-day-132-turnabout-mystery/ https://imnotdoctorwho.moegamer.net/2010/05/30/oneaday-day-132-turnabout-mystery/#respond Sun, 30 May 2010 01:27:33 +0000 https://angryjedi.wordpress.com/2010/05/30/oneaday-day-132-turnabout-mystery/ Sometimes bad things happen. Sometimes these bad things are so bad that they cast you into an abyss so dark, you wonder if you'll see light again; an abyss so deep you doubt you'll ever escape; an abyss you didn't think existed but, as it happened, was opening beneath your feet before your very eyes, … Continue reading #oneaday, Day 132: Turnabout Mystery

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    Sometimes bad things happen. Sometimes these bad things are so bad that they cast you into an abyss so dark, you wonder if you'll see light again; an abyss so deep you doubt you'll ever escape; an abyss you didn't think existed but, as it happened, was opening beneath your feet before your very eyes, drawing you in silently, wordlessly, until the darkness enveloped you.

    One such abyss claimed me a short while back. The details are, right now, unimportant. But I was deep in the darkness. I couldn't see light. I couldn't even feel the walls to stumble my way out by touch. I was lost, and fearing for my own salvation.

    Sometimes good things happen. Sometimes these good things are so good that they cast a brilliant light into the very darkest places in your life. A light which heals; a light which bonds; a light which gives hope. That hope doesn't have to be a big hope. It can be something as simple as a kind word or a smile with a million unspoken words behind it. Sometimes this light, this hope, comes along and brings light into the darkness. It may not banish it, but it certainly makes the path which must be trodden clearer.

    My abyss has been brightened by one such light. The details are, once again, unimportant. The darkness still lingers, waiting to claim me, but the light is there now. The hope to carry on, to endure, to survive. The way ahead, while it may wend and meander into the distance, at least is visible now.

    I know not what challenges await me along this newly-lit path, or whether I will be able to stave off the darkness temporarily, or even whether I may leave it behind altogether. But the light, it is there, and it makes me smile a smile that has not been on my face for some time.

    And I am grateful. Forever grateful for that light. For without light, there is only darkness. And a man who spends so long in darkness eventually becomes one with the darkness.

    That is not the fate I wish upon myself. I follow the light where it leads me, and my journey begins anew.

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    #oneaday, Day 131: Garden of Dreams https://imnotdoctorwho.moegamer.net/2010/05/29/oneaday-day-131-garden-of-dreams/ https://imnotdoctorwho.moegamer.net/2010/05/29/oneaday-day-131-garden-of-dreams/#respond Sat, 29 May 2010 01:14:50 +0000 http://angryjedi.wordpress.com/?p=951 He sat beneath the tree, his trusty little sketchbook open on his knees, the slightly-battered box of pencils by his side. Chewing the end of his pencil absently, he flipped back through the pages, remembering the thoughts which had come to him each time he had put pencil to paper. There was the expression of … Continue reading #oneaday, Day 131: Garden of Dreams

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    He sat beneath the tree, his trusty little sketchbook open on his knees, the slightly-battered box of pencils by his side. Chewing the end of his pencil absently, he flipped back through the pages, remembering the thoughts which had come to him each time he had put pencil to paper. There was the expression of his anger, the page black with scribblings and scrawlings, words of pain obscured by a frantic, swirling miasma of darkness. And there was the calming scene, the one where he had taken his time and had lapsed almost into a trance, staring at the greenery around him, every leaf its own miniscule effort that no-one would ever see. And there were others, each possessing a memory, some of which had gone through his mind immediately after one another. Calm, to anger, to meditative, to philosophical. Some days there was just one picture. Others there were four.

    But today there was a blank page, and he wasn't sure what to draw. He had put the point of the pencil against the page several times, but wasn't sure what he should do. Should he be honest and express himself fully? No-one need ever know; it was his sketchbook after all, and people only ever saw the things he chose to share. But with honesty came responsibility; dealing with the truth; the possibility of shattered dreams.

    He shrugged. His dreams had already been shattered several times already, and he was still here. He put his pencil to the paper and began to draw. He wasn't a great artist, which was another reason he didn't share many of his sketches. But the things he drew held personal meaning to him. Every picture a memory, an emotion, words left unsaid.

    He closed his eyes and pictured his subject. He wasn't sure he could do it justice, but he wanted to try. He decided to keep his eyes closed for the duration of the drawing, and just let his pencil move naturally. It glided across the paper with a gentle scratching sound – the only accompaniment to the soft breeze which blew across the garden and caressed the skin of his face – and traced around the contours of that which occupied his mind so completely right now.

    It had been a curious feeling. Hoping against hope, so used to crushed desires and wretched despair, and then the sudden ray of light. His hope had been fulfilled, at least to some extent. He didn't know what that tiny fulfilled wish would come to, or indeed if anything would come of it. But for now, the fact that for once in his life, a tiny, seemingly-insignificant little wish had been granted – that was enough for him. He needed nothing more, and he knew that while his trials were far from over, he was walking the path he had chosen. Whether it was the correct path or not remained to be seen. But he was walking it, wherever it might lead.

    He began to pencil in the details where he thought they should be, eyes still closed, working using only his mind's eye. He knew that the resultant picture would be nonsensical, but in allowing his mind to have free reign on what he produced, he felt free.

    He stopped. That was enough. He had done all he could.

    He opened his eyes. The tangled mess of scrawl on the paper bore little resemblance to that of which he was thinking. But it was enough. He knew what it meant, and what it was, was honest.

    The post #oneaday, Day 131: Garden of Dreams appeared first on I'm Not Doctor Who.

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    #oneaday, Day 130: Spam Fiction: The Revenge https://imnotdoctorwho.moegamer.net/2010/05/27/oneaday-day-130-spam-fiction-the-revenge/ https://imnotdoctorwho.moegamer.net/2010/05/27/oneaday-day-130-spam-fiction-the-revenge/#comments Thu, 27 May 2010 21:48:37 +0000 http://angryjedi.wordpress.com/?p=946 A while ago, I did this, against the express wishes of one Mr George Kokoris. Tonight I return to the challenge with a twist… I write the in-between bits. I'm going to post four pieces of that bizarre spam you sometimes get that includes extracts of prose. And then I'm going to attempt to link … Continue reading #oneaday, Day 130: Spam Fiction: The Revenge

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    A while ago, I did this, against the express wishes of one Mr George Kokoris. Tonight I return to the challenge with a twist… I write the in-between bits. I'm going to post four pieces of that bizarre spam you sometimes get that includes extracts of prose. And then I'm going to attempt to link the four of them within the space of approximately one thousand words. With no real care or attention – spur of the moment, first-thing-that-comes-into-the-head stuff. Not quite freewriting. But not quite proper writing, either. An exercise in 1) imagination and 2) deciphering nonsense.

    This is a dangerous challenge, I know, that will likely delve into the depths of the nonsensical and surreal. But I have faith that I will emerge from the other side, unscathed and smelling only slightly of processed meat. Here goes.

    The original spam extracts will be marked in bold and will be cleaned up slightly so they're, you know, readable. The subject headers of the original messages are "Insatiable redhead. gets her ebaver licked in  a very intense  way." [sic], "Appelaing redhead atking on a ggiant one ." [sic-er] and "Can we exchange photos before we meet?" and its companion "Can we exchange photos before we meet?". Just in case you were, you know, curious.

    Let us begin.

    I learned to play on the piano a little. Miss Gray – she plays for gathering twilight. Her face looked thin and wistful, full of youth's ideals and enthusiasm, and a heart full of love.

    "That's so! I can be glad of that, can't I?" she cried.

    "Well, there will be no difficulty of that kind any longer, Pollyanna, you–"

    "Thomas, that will do for this morning. I think. Very good. In the fall you will enter school here, of course."

    Well, short as had been Nancy's stay at the house, the two were with; and the other was so bad it fell to pieces just as soon as my mother entered the room. Miss Pollyanna Gray and I were left staring at each other, slightly embarrassed at our previous outburst which thankfully, had not been overheard. My eyes met hers for a moment, and I knew that our time together was at an end, for now at least.

    "Come, Thomas," said my mother, taking my hand firmly, much as she would have done when I was but an infant. "It is time for you to meet the gentlemen and ladies of society. Doctor Stone is planning a discussion on Wagner. You would do well to listen to his words, as a student of the arts."

    I didn't doubt the fact that it would be interesting, because she said it; but in a man it would have aroused his impatience. Searching analysis of the art of Wagner?

    Upright, picking the leg of a chicken with a dignified gesture, Arthur with household matters and, while Margaret put the tea things away, she threshed out since he acquired the beginnings of civilization and he. There were many older ones also in bindings of calf and pigskin, treasure because she said it; but in a man it would have aroused his impatience.

    Black paper, and Haddo insisted on posing for him. A little crowd stood in front of them to receive Arthur's order. She was a hard-visaged woman, and not at all what I expected from my mother's past descriptions of Doctor Stone. For starters, I had assumed Doctor Stone to be a man. Apparently my mother had also, from her frequent references to "him", not to mention the name of Arthur, a traditionally masculine nomenclature.

    "Pleased to meet you, Doctor Stone," I said, proffering my hand to Arthur.

    "Ah! You must be Thomas," she said. "I am Doctor Arthur Stone, Professor of the Fine Arts at this Academy,"

    "Pleased to meet you, Doctor Stone," I said again, not quite sure what to say to this half-man, half-woman figure before me.

    "So, Thomas," said Haddo, relaxing her pose for a moment to turn and face me. She, too, was a striking woman, somewhat intimidating to behold. "Tell us what you know of Wagner. Arthur here was just about to begin her lecture."

    "I know little of Wagner," I replied, shaking off my mothers hand that was still firmly clamped around my wrist. "But I believe that I am able to learn, I hope."

    Haddo eyed me suspiciously, then turned to Arthur, whose expression had become frosty.

    "I advise you to show me somewhat more zeal.The situation is quite obvious."

    Probably we no more than looked at each other.

    "In three days will be the coronation."

    I sensed the atmosphere in the room had changed. I looked at my mother, whose eyes had suddenly sprung tears in their corners.

    "What coronation?" I implored the assembled guests. I had heard no such news of any coronation, and as far as I knew, the King still sat firmly on his throne, as resolute a ruler as he had ever been.

    "The coronation," said Arthur in a low voice, slowly removing one of her silk gloves. "The coronation will proceed as planned."

    "I don't understand!" I cried. I turned to my mother again, who was weeping openly by now. "I don't understand, Mother!"

    "Then perhaps this will clarify matters," said Arthur, removing what I could now see to be an elaborate, feminine hairpiece. Underneath he was a balding gentleman who just happened to be dressed in an expensive-looking lady's frock. He reached down into the plunging cleavage of the dress and pulled out a crown, made of material as black as night. It seemed to suck all trace of joy from the room around it.

    I heard the doors of the room crash open behind me, and Pollyanna's voice pierced the tension in the room like a knife.

    "Uncle! No!" she cried, throwing herself against him and tackling him to the floor.

    "Miss Pollyanna Gray," growled Arthur, "this is not your business."

    "I beg to differ," she murmured, picking up the blackened crown, which seemed to be twisted with hate. She span around quickly and when she faced him again I knew she was holding a different object. It was almost imperceptible, but the look of concentration on her face was absolute. I could tell that whatever she was doing was taking every ounce of her mental and physical strength to maintain.

    But his eyes and mind were not fooled.

    Finally, she realized that his strength was too much for her.

    "They destroy you and cripple me. Murgen's dreadful sentries allowed him to pass unchallenged."

    To be continued…

    [No, I have no idea what any of that meant either. I hope I made your day a little more surreal. I've certainly confused myself.]

    The post #oneaday, Day 130: Spam Fiction: The Revenge appeared first on I'm Not Doctor Who.

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    #oneaday, Day 129: Projects Procurement Specialist Wanted https://imnotdoctorwho.moegamer.net/2010/05/26/oneaday-day-129-projects-procurement-specialist-wanted/ https://imnotdoctorwho.moegamer.net/2010/05/26/oneaday-day-129-projects-procurement-specialist-wanted/#comments Wed, 26 May 2010 20:52:09 +0000 http://angryjedi.wordpress.com/?p=942 Have you tried to get a job recently? It's a massive, huge pain in the arse, and nothing to do with crowbars this time. The reason for it being such a pain in the arse is the sheer amount of bullshit that flies around with job advertisements, as I believe I alluded to in passing … Continue reading #oneaday, Day 129: Projects Procurement Specialist Wanted

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    Have you tried to get a job recently? It's a massive, huge pain in the arse, and nothing to do with crowbars this time. The reason for it being such a pain in the arse is the sheer amount of bullshit that flies around with job advertisements, as I believe I alluded to in passing yesterday.

    The worst bullshit is when you read through a job advertisement and, by the end of it, have no idea what you would actually be doing if you were successful in your application. What on Earth is a "Manager of Quality and Services"? Or a "Projects Procurement Specialist"? Or that old favourite, "Consultant"? Consultant on what? What are you consulted on? "Nothing, I'm just a consultant".

    Then there's the job description itself. From the aforementioned "Projects Procurement Specialist" ad:

    To provide the engineering department with tactical/strategic procurement support, including supplier identification and selection to meet the Engineering projects cost schedule, quality and delivery requirements.

    To act as the liaison between the engineering and purchasing department whilst identifying opportunities to protect the business and to increase gross margins.

    To raise and process relevant documentation for supplier selection criteria both technical and commercial and draft and negotiate contracts and purchase orders.

    To contribute to continual improvement of processes and relationships at key suppliers and those internal processes affecting supply chain performance.

    Now, granted, I am not a Projects Procurement Specialist. I'm not even a Projects Procurement Trainee. But I did do an English degree and can write a bit. And I have no idea what any of those sentences mean. Let's see if we can break them down a bit, shall we?

    To provide the engineering department (Okay! Easy so far. I can do this.) with tactical/strategic (Oh, so it's a military job?) procurement support (Procurement of what?) including supplier identification (So… looking people up in the phone book who can send you things?) and selection (…and putting a circle around them) to meet the Engineering projects cost schedule (Cost is an amount of money. It doesn't keep a schedule.), quality (How does cost have a quality?) and delivery requirements (I imagine they want it put in a box and sent to them. Us. Wait, who's getting what delivered now?)

    Whew. So some military person is required to get hold of some unspecified products that the Engineering department need, having worked out who can send them to them and for how much? SO WHY DON'T YOU SAY THAT? Let's continue.

    To act as the liaison between the engineering and purchasing department (Wait… I thought I was the one "procuring" things?) whilst identifying opportunities to protect the business (Well, you could replace the lock on that door for a start… and you should probably put an alarm on the fridge.) and to increase gross margins (Have you seen those margins recently? They're disgusting, but I think we can do worse. Smear some shit over them or something.)

    Okay. I'm getting lost now. Let's carry on…

    To raise and process relevant documentation ("Raise and process"? Do you mean "type"? Or "print"? Or perhaps "type then print"?) for supplier selection criteria (Relevant documentation for supplier selection criteria… um… like a checklist or something?) both technical and commercial and draft and negotiate contracts and purchase orders (There are so many "ands" in that sentence I can't even begin to fathom what it actually means. Something to do with contracts and purchase orders. Still no word of what any of these things are actually for.)

    I don't think attempting to analyse this is actually making it any clearer to me. In for a penny, in for a pound.

    To contribute to continual improvement of processes and relationships at key suppliers (What? You mean "get to know someone"? Or perhaps "set up an account with someone who sends us stuff"?) and those internal processes affecting supply chain performance (Reading this is giving my internal processes a funny bubbly feeling. I think I might need to go and sit on the toilet for a little while. Excuse me.)

    So, having come to the end of those statements, I am still completely in the dark as to what a Projects Procurement Specialist actually does. Evidently their specialism is so specialist that anyone who has never procured a project will have absolutely no idea what they are supposed to be doing.

    And herein lies my problem. When I look for a job, I tend to try and look for something that I know I can do. But when you're confronted with page after page of bullshit like the above that makes absolutely no sense, it's difficult to work out exactly what jobs you can do. Or indeed would want to do. Being a Projects Procurement Specialist sounds inordinately tedious to me, so I guess I won't be joining that particular team.

    But what can I do? If I don't understand half of the job advertisements out there – and it's not through stupidity, I might add, it's through their extremely poor use of language – how can I be expected to find something I'll be good at? I feel trapped in a cycle of doing crappy supply teaching right now, because for all the bullshit there is in education, at least I understand what the words "classroom teacher" mean. They haven't quite taken to calling them "learning facilitators" yet, though I imagine it's only a matter of time.

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    #oneaday, Day 128: Leveraging the Monetization of Excellence https://imnotdoctorwho.moegamer.net/2010/05/25/oneaday-day-128-leveraging-the-monetization-of-excellence/ https://imnotdoctorwho.moegamer.net/2010/05/25/oneaday-day-128-leveraging-the-monetization-of-excellence/#comments Tue, 25 May 2010 21:20:10 +0000 http://angryjedi.wordpress.com/?p=935 Dear Businesspersonages of the World, You don't half talk a load of bollocks. Whether you're sitting around a boardroom table with a cup of petrol masquerading as coffee, standing in front of an overhead projector training people who aren't listening by patronising them (in the English way, not the American way) or writing job advertisements, … Continue reading #oneaday, Day 128: Leveraging the Monetization of Excellence

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    Dear Businesspersonages of the World,

    You don't half talk a load of bollocks. Whether you're sitting around a boardroom table with a cup of petrol masquerading as coffee, standing in front of an overhead projector training people who aren't listening by patronising them (in the English way, not the American way) or writing job advertisements, your language is full of shit that doesn't mean anything. In case you weren't aware, the English language has been around a lot longer than the double-breasted business suit and so was already adequately equipped to allow clear communication between individuals, or even large groups of people, through the media of writing or speaking.

    Therefore, I must please ask you to remove the following words from your vocabulary forthwith:

    Leverage

    Use. USE. You don't "leverage social media applications to crowdsource popular opinion", you "use Facebook to see what people think". I have no idea where this word has come from and I see no reason for its existence other than to keep websites like Mashable in business. I guess people use the word "leverage" to mean "use really hard". But I say again, the simple word "use" has been perfectly well-equipped for this purpose for years. And the word "leverage" has been quite happy with its original meaning of how much, well, leverage you can get on something. Like leverage on a boulder that you're trying to push down a hill. Or leverage on a glued-down tabletop that you're trying to remove. (I don't know why you'd want to do that, but you need leverage to do it.) Leverage is not a verb. So just stop it. Or I will see how much leverage I can get on your arse with this crowbar.

    Monetize

    I understand that this is the 21st century and everyone wants to communicate as efficiently as possible. Therefore that oh-so-cumbersome three-word phrase "make money from" appears to have been replaced by the much more elegant word "monetize". Was this really necessary? Again I point the finger at Mashable, whose favourite question about websites appears to be "how will they monetize this"? Were I writing an article about, say, Twitter, I would ask the question "how will they make money from this?" It's just as clear. Yes, it uses a couple more words, but it sounds infinitely less pretentious. "Monetize" sounds like something a money robot would do. It's a bit sinister. Imagine the money robot coming into your bedroom in the middle of the night and monetizing you. You'd wake up as a big pile of dollar bills or pounds sterling or the currency of your locality, unless the money robot was made in a different territory in which case it would probably use its own local currency. Which would make it terribly difficult to get anything done. Also, people would want to spend you all the time. So please stop this too. Or I will monetize the violation of your rectal cavity with this crowbar.

    Excellence

    Mottos used to be inspirational pieces of text, usually in Latin to make people look clever. Here are a few examples:

    • Natura Artis Magistra (Nature is the Teacher of Art – Amsterdam Zoo)
    • In Somno Securitas (In Sleep there is Safety – the Association of Anaesthetists of Great Britain and Ireland)
    • Ex Obscuris Lux (From Darkness, Light – American Association of Ophthalmology)
    • Vita donum Dei (Life is the Gift of God – Royal College of Midwives)

    Here is the motto for Purbrook Park School in Hampshire:

    Working Together Towards Excellence

    Somewhat less inspirational, I'm sure you'll agree. It implies that the school is, you know, all right, but not what you'd call "excellent". The word "excellence" is constantly used as something to strive for which is never actually attained. Therefore, I suggest that it is actually utterly useless. You may as well put "Working Together Towards Some Of The Children Here Actually Leaving With Some Qualifications And Not Getting Knocked Up And Living On The Dole At The Taxpayers' Expense While Daily Mail Readers Get All Upset And Blame Immigrants For Taking Jobs That You're Too Lazy To Get Anyway Because You Couldn't Be Arsed To Work Hard At School". Although admittedly that's somewhat less snappy.

    So please stop using "excellence". Otherwise I will strive for excellence in the infliction of pain in and around your anus with this crowbar.

    Self-Starter

    You use this an awful lot in job advertisements, don't you? Usually coupled with "confident" and "motivated". What exactly is a self-starter? Can you tell me? Is it someone who can actually tie their own shoelaces? Someone who knows how to boil the kettle and press the button on the toaster so that the coffee and the toast are ready at exactly the same time so you have hot coffee and hot toast instead of boiling hot coffee and dry, cold toast or burnt toast and tepid coffee? Is it someone who runs like those new cars that don't have an ignition key and you just press the button to start them up? Is it a person who doesn't run on clockwork? Because most of us don't run on clockwork, so I'd argue that most of us are self-starters. If we weren't, we'd spend all our time lying in bed wanking, if we could be bothered. So please stop it. Otherwise I will demonstrate how much of a self-starter I am by, without any outside intervention or assistance, performing an amateur colonoscopy using this crowbar and a late-90s Handycam.

    Fit for Purpose

    No. It's not "not fit for purpose", it "doesn't work". What's wrong with "doesn't work"? I've been using the words "doesn't work" for years. See this old pair of headphones? They don't work. This remote control? It doesn't work. This battered old PC? It doesn't work. It's pretty clear that none of these are working as intended (and that I should probably throw out some of these things that don't work or at least replace the batteries) but I have never once felt the need to describe them as "not fit for purpose". Similarly, the shirt I purchased from Primark who seem to think that XL-size gentlemen are actually more like S-size gentlemen was "too small", not "not fit for purpose". The fact that when you drop a mobile phone onto a concrete floor it tends to shatter into a million tiny pieces doesn't make it "not fit for purpose", it makes you a clumsy idiot who should know when to put your fucking Blackberry away. So please stop using this, otherwise I will show you just how fit for purpose this crowbar is for inserting into businessmen's arses.

    There are many other words I could continue this letter with, businesspeople (and don't even get me started on why you use the word "persons" instead of "people") but I have already written over 1100 words on the subject and I imagine that you have some important leveraging to get on with. So please remember what I have said, otherwise I will be paying you a visit with my friend the crowbar. And no amount of ergonomically-designed comfort-leveraging chairs will make sitting down comfortable for quite some time when I've finished with you.

    Yours sincerely,

    Pete

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    #oneaday, Day 127: Good Morning, Sleepyhead https://imnotdoctorwho.moegamer.net/2010/05/25/oneaday-day-127-good-morning-sleepyhead/ https://imnotdoctorwho.moegamer.net/2010/05/25/oneaday-day-127-good-morning-sleepyhead/#comments Tue, 25 May 2010 01:14:56 +0000 http://angryjedi.wordpress.com/?p=931 Good morning! Well, it's nearly 2AM after all. That traditional blogging time, you know. So I've been by myself for some time now after a long time having someone beside me almost constantly. And the thing that's struck me the most is how one's perception of time changes. Or maybe it's not the perception of … Continue reading #oneaday, Day 127: Good Morning, Sleepyhead

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    Pro-tip: Colouring in things with a mouse is a pain in the arse. Don't start it, because then you'll have to finish it.Good morning! Well, it's nearly 2AM after all. That traditional blogging time, you know.

    So I've been by myself for some time now after a long time having someone beside me almost constantly. And the thing that's struck me the most is how one's perception of time changes. Or maybe it's not the perception of time, it's the brain associating certain activities with certain memories and wanting to distance itself from them. Or, to simplify matters, it's about the messed-up sleepytime routine of the lonely man.

    Take going to bed. I've found it quite difficult to make myself go to bed at a reasonable hour. I never was particularly good at it at the best of times, but if the occasion demanded it, I could be in bed before midnight. Before 11PM, even. But now? Staying up late isn't particularly unusual. This isn't some attempt to take full advantage of my new-found and not-particularly-enjoyable freedom. It's simply that going to bed means spending time alone in a dark room. Which, as anyone who has ever suffered through depression, stress, or any sort of crisis (all three of which I'm suffering right now) will tell you, is a sure-fire way to get one's brain thinking about things you don't really want to think about. So my body convinces itself that it's not tired and doesn't want to go to bed yet. So I don't. Eventually I will collapse into bed and sleep, but it's only once I really can't go on any longer.

    The side-effect to this is, of course, that it's sometimes a bit difficult to wake up in the morning. But not only that. Having grown accustomed to waking up alongside someone else and having that presence there to spur you on to face the day, whatever it might entail, it's a shock to the system to suddenly have to do all that yourself. I can wake up early, sure. But getting out of bed? More difficult. When it feels like there's not much to get up for – and certainly no-one waiting for me to get up – it becomes easy to just lie there staring into space or worse, fall asleep again. This is, of course, enormously impractical and could probably be rectified by going to bed a bit earlier, but because of the aforementioned reasons, that's difficult too. Vicious cycle, you see.

    It's not as if I don't keep myself busy, though. If I stay up late, it's not just to stare at a wall or sit there in floods of tears, though both of those have happened at least once recently. No, I find something to do. I find someone to chat to. I write something. I draw something. I play a game. I harass people on Twitter. Anything to avoid having to sit in that dark room trying to get to sleep, failing and hearing that little tap-tap-tap of the unpleasant thoughts come a-knockin' on my brain. It's a distraction, though, not a substitute.

    So the moral of this story, then, is don't be alone. It sucks.

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    #oneaday, Day 126: Oh Summer, You Two-Faced Bitch https://imnotdoctorwho.moegamer.net/2010/05/23/oneaday-day-126-oh-summer-you-two-faced-bitch/ https://imnotdoctorwho.moegamer.net/2010/05/23/oneaday-day-126-oh-summer-you-two-faced-bitch/#comments Sun, 23 May 2010 21:32:10 +0000 http://angryjedi.wordpress.com/?p=925 It's summer! Apparently, anyway. Definitions tend to vary, but the most commonly-agreed ones appear to be "when it gets a bit hot", "when we have more than two days of sunshine in a row" and "when music festivals start happening". Actually, that last one is only subscribed to by Radio 1, who are absolutely convinced … Continue reading #oneaday, Day 126: Oh Summer, You Two-Faced Bitch

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    It's summer! Apparently, anyway. Definitions tend to vary, but the most commonly-agreed ones appear to be "when it gets a bit hot", "when we have more than two days of sunshine in a row" and "when music festivals start happening". Actually, that last one is only subscribed to by Radio 1, who are absolutely convinced that their festival of dogshit, aka One Big Weekend, marks the beginning of the summer. But then, this is a radio station which repeatedly screams "IT'S THE WEEKEND! IT'S THE WEEKEND! IT'S THE WEEKEND!" regularly after 5pm on a Friday, so it's fairly clear that they have delusions of grandeur regarding who is in charge of declaring when summer and/or the weekend starts.

    What was I saying? Summer. Yes. It's been hot for a couple of days. Blue skies, lots of sunshine. What is commonly referred to as "nice weather", to use some classic English understatement. It's the sort of weather that, when you look outside your window, makes you think "I should be out in that". Whether or not you do actually get out in "that" is a matter of your own personal laziness.

    Yay! Don't you love summer?

    I have mixed feelings about the summer weather. On the one hand, there's no denying that bright sunshine and clear blue skies are a distinctly cheerful sight. At least they are in a country that is traditionally as grey and miserable as England. If you're out in the desert without any water, then bright sunshine and clear blue skies are probably somewhat less comforting, but that's beside the point.

    On the other hand, there's the s-word. No, not that one. Sweat. As someone who seems to be able to sweat profusely at the slightest prospect of doing anything, particularly something that makes me uncomfortable, summer isn't a great time to be hit by direct, toasty-hot sunlight if I have anything productive or active to do. I realise this is a somewhat unpleasant image of me that you're building in your head right now, but I just want to put summer in context for those of us who aren't blessed with the ability to always smell of wild lavender blossom and ylang ylang. Or perhaps that's why chavs always wear an almost-visible cloud of aftershave all year round – so when they do sweat no-one notices because they've been knocked out by the scent of fake Tommy Hilfiger stinkystuff.

    On another hand (that's three now), sitting out in the sun is nice. If there's a large open natural space to lie down in, it's hugely relaxing to just lie back in the sunshine and doze. I've never falling asleep doing this, largely because falling asleep in an open space in Southampton is pretty much an open invitation to allow people to ensure that you wake up naked, cold and devoid of all your possessions, but it's nice to just chill out. In the heat. Yes, "chill out" is perhaps a stupid phrase to use there.

    On the other hand to that (what sort of many-handed monstrosity am I creating here?) there's the whole "sunburn" thing. While it's nice to be hit with radiation from the sun (more than, say, a nuclear explosion, anyway) and be nice and warm while you're out in it, coming in and feeling like someone has set fire to you a little bit isn't so nice, particularly when nothing cold you put on it makes it actually cool down. The more practical among you would probably advise putting on sunscreen. Not a bad idea, except sometimes when you go outside you spend much more time in the sun than you expected you would, so you had neglected to bring any sunscreen with you. Not to mention the fact that you get all goopy and messy. Ugh. Still… goopy and messy… radiation burns and potential cancer… hmm, tough decision. Why, Sun, do you have to be such a cruel mistress? That's like a really hot girl having sex with you and then injecting you with AIDS. Or indeed just giving you AIDS, there doesn't actually need to be any injecting involved, thinking about it. And the sun isn't actually being malicious about it, so it's a poor comparison anyway. Plus I mentioned AIDS, which I remember being pretty taboo to talk about during the late 80s and early 90s because the media thought only gay people and Africans got it, but then we all realised that wasn't true at all and now it's okay to talk about it and everyone quotes that really funny bit in Brass Eye where he asks the person if he's got "good AIDS" or "bad AIDS" and it's really funny and acceptable if politically incorrect. What? Shut up. The sun is both bad and good.

    Don't you bloody hate summer? Twat!

    On the final hand (which is probably sticking out of its arse by this point) there's the way people dress in summer. Pretty girls in tiny shorts or summer dresses = awesome. Overweight skinhead men in vest tops = less awesome. Skinny chavs with an alarming lack of body hair that makes them look like a Ken doll wandering around with open shirts or no shirts at all = way less awesome. And then there's me, who dresses exactly the same as I do all year round, albeit sometimes without a coat on super-hardcore days.

    So in summery (eh, eh, see what I did there? If you hate that pun, you hate fun. Yeah, I went there.), summer's here. I estimate it will last roughly five days, then piss it down with rain, and then it might be back in October, going on past experience. Still, it'll be nice to have at least a few warm, attractive days, as good weather often lightens everyone's moods. And God knows a lot of us need our moods lightening right now!

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    #oneaday, Day 125: 3D Red Split Dot Dead Second Game Redemption Velocity Heroes https://imnotdoctorwho.moegamer.net/2010/05/22/oneaday-day-125-3d-red-split-dot-dead-second-game-redemption-velocity-heroes/ https://imnotdoctorwho.moegamer.net/2010/05/22/oneaday-day-125-3d-red-split-dot-dead-second-game-redemption-velocity-heroes/#comments Sat, 22 May 2010 21:18:06 +0000 http://angryjedi.wordpress.com/?p=917 No, this isn't another blog post about search terms that will find my blog, though it's entirely possible that the phrase above can now be used to locate me. This is going to be a short post waxing enthusiastic about some of the awesome new releases us gamers have seen recently. And it's not even … Continue reading #oneaday, Day 125: 3D Red Split Dot Dead Second Game Redemption Velocity Heroes

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    No, this isn't another blog post about search terms that will find my blog, though it's entirely possible that the phrase above can now be used to locate me. This is going to be a short post waxing enthusiastic about some of the awesome new releases us gamers have seen recently. And it's not even all of the ones that are available.

    Through some judicious trading-in and knowing where to go to get some decent deals, I managed to score copies of 3D Dot Game Heroes, Red Dead Redemption and Split/Second. And you know what? They're all awesome. Here's why:

    3D Dot Game Heroes

    Well you try drawing a fucking 3D stickman, then, smart-arse.This one is incredibly simple to discuss. If you liked The Legend of Zelda: A Link To The Past then you will like this, because it's the same game. Well, actually, that's not quite fair as there are a few extra bits and pieces that the old Zelda games didn't do, such as the ability to customise how your sword upgrades and so forth. But overworld, dungeons, bombs, hookshot, boomerang, bow and arrow, empty bottles and all manner of other distinctly familiar things are present and correct.

    The twist is, of course, it's in 3D. Sort of. It still plays like the 2.5D game that LttP was, it's just rendered in a gloriously different "3D pixel" look, where characters are still familiarly 8-bit in appearance and animation, but have some depth to their appearance. There's also a gorgeous tilt-shift effect on the camera as your character moves from the foreground to the background, too, which gives you the impression you're looking down onto a tiny, tiny world made of blocks.

    One of the most entertaining things about the game is the character editor. You can build your own character one block at a time and animate them to be your avatar in the game. It's great fun, and enormously satisfying to see your creation wandering around the game world wielding a sword which is about five times their size.

    It's a tough game, as the older Zelda titles tended to be, but never overly unfair, at least not in the part I've played thus far. There's plenty to see and do and, in good Zelda tradition, there's a ton of completely optional sidequests too.

    Split/Second

    Actual in-game footage.

    Or Split/Second: Velocity to give it its full name, complete with unnecessary subtitle. How many people have wandered into a shop, seen that and asked if they have "the original Split/Second in stock"? Some people really are that stupid.

    Anyway. If you've played the demo you probably know what to expect. Race cars, blow things up. What the demo doesn't quite prepare you for is how utterly involving and terrifying the full game is. The whole thing is tied together with a beautifully-produced "TV show" aesthetic that uses graphic design, special effects and music straight out of an American version of a TV show such as Ramsay's Kitchen Nightmares or the like. Only instead of dealing with an ailing restaurant, there are cars and big explosions. And the explosions are big. Many levels see you gripping on to the controller for dear life as, for example, a cruise liner in drydock comes sliding down towards you as you pray desperately you make it through to the other side.

    Then there's the non-race game modes. "Air Strike" sees you attempting to survive as long as possible while a helicopter gunship fires missiles at you, for example. It's an enormous amount of very silly fun, and is a game that features one of the most consistent and stylistically-appropriate aesthetics that I've ever seen in a game. So hats off to Disney's Black Rock Studios for that.

    Red Dead Redemption

    Ah'm a cowboy. Not the Brokeback Mountain kind.

    Aka "that cowboy game" or Grand Theft Horse-o. Red Dead Redemption is a spectacular achievement, with an enormous world to explore and ride around, tons of things to do besides the "story missions" and a real sense that you're part of the twilight years of the Old West. The game is plain fun to play, whether it's in single-player or the peculiar multiplayer mode, and there is enough stuff there to keep you busy for a very long time. Hopefully, though, this won't mean that it falls into the trap Grand Theft Auto has traditionally fallen into, meaning that no-one will ever finish it. That would be a shame, as the writing and voice acting are very good and deserve to be seen.

    The one thing I will say about this one, though, is that it's one of those games that almost feels too big. Once you get to the stage where you can ride off freely, a couple of hours into the game, you're confronted with this massive open world and your brain's first reaction is to go "Which way? MAAAAAAAHHH" before dribbling out through your ears. Fortunately though, whichever way you ride off in you'll find something to do, whether it's one of the "challenges" that require you to hunt down particular pieces of wildlife, a "Stranger" who gives you a sidequest that you can complete at your leisure, a random in-world event such as bandits attacking a stagecoach or, indeed, the game's story missions.

    EDIT: Also, you can punch a horse in the face. How could I have forgotten to mention that?

    EDIT: Also, this.

    So these three are certainly plenty to keep me busy for a while. And there's still a growing pile of shame to get through as well. Ye Gods, what have I done?

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    #oneaday, Day 124: Evergreen Entertainment https://imnotdoctorwho.moegamer.net/2010/05/21/oneaday-day-124-evergreen-entertainment/ https://imnotdoctorwho.moegamer.net/2010/05/21/oneaday-day-124-evergreen-entertainment/#comments Fri, 21 May 2010 14:11:14 +0000 http://angryjedi.wordpress.com/?p=914 Throughout most people's lives, there are certain things that give them comfort. Certain things that they know they can always turn to. Certain things that are evergreen and never seem to lose their appeal, regardless of how long they've been in your life. It's nice to have things like this, because it reminds you that … Continue reading #oneaday, Day 124: Evergreen Entertainment

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    Throughout most people's lives, there are certain things that give them comfort. Certain things that they know they can always turn to. Certain things that are evergreen and never seem to lose their appeal, regardless of how long they've been in your life. It's nice to have things like this, because it reminds you that however chaotic life in general might seem, there will always be a few constants out there that will keep you happy.

    I have a few of these things. One of these, as you may have deduced by now, is Borderlands. One of last year's sleeper hits, Borderlands was a winning combination of first-person shooter and Diablo-esque loot whoring action RPG. A whole bunch of people bought it on its release, which is good. But how many of those people 1) finished it and 2) are still playing it now?

    I enjoy Borderlands because it's entertainment you can "dip" into. It doesn't have a particularly demanding story. Some might say the story is something of an afterthought. But that's not important. In fact, that's what makes it so "dip-friendly", if that's even a term. Because you never feel like you've lost the plot (literally) and there's always something in the mission log to go and do, it can be months between play sessions and you can still have a good time with it regardless. I still haven't finished the game with a single character, but I do enjoy going back to it time and time again, whether it's solo, with a split-screen partner or with some companions on Xbox LIVE. In fact, I've played it far too little online, as it's great fun in multiplayer. But for me at least, it's evergreen entertainment. I can happily go back to it. If you still have a copy, hit me up. I have a level 31 Siren just waiting to show you a good time.

    The same is true for Geometry Wars 2. Although the Squadron of Shame's battle for high score supremacy is long over, with me claiming the top spot in everything except the Waves and Pacifism modes, it's still a game I come back to time and time again, because it's low-maintenance entertainment. And it has a kicking soundtrack. Bizarre even released an awesome megamix MP3 of it that you can pick up here.

    Besides games, my other choices are TV shows, because they're short enough to sit down and watch with dinner without feeling like you're committing several hours of time to, and because they're comfortably familiar. In particular, I've lost count of the number of times that I've watched Black Books and Spaced. Spaced in particular, for me, represents possibly the very best of British television. It's clever, it's funny, it's well-written and above all, it's evergreen. It's still just as relevant today as it is now, though watching it as a slightly older person changes my perspective on it somewhat. Black Books, on the other hand, represents the other extreme of what British comedy does well – the bizarre and the uncanny. Black Books makes absolutely no sense and thus, going by past experience, it utterly confuses Americans. Admittedly I base this assumption on the fact that my brother found it really funny and my sister-in-law didn't get it at all, so it may be a somewhat hasty conclusion. But if you want to switch your brain off and enjoy some purely comic situations, there's few things that will beat it.

    As you can probably imagine, in recent weeks I've been turning quite a lot to some of these pieces of evergreen entertainment to bring me some comfort. Of course, some of them have memories attached to them. But many of the memories attached to them are even older than those ones that are painful. They've been the constant presence in my life, and that brings me comfort.

    What are some of your evergreens?

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    #oneaday, Day 123: Kiss My Ass, World Cup https://imnotdoctorwho.moegamer.net/2010/05/20/oneaday-day-123-kiss-my-ass-world-cup/ https://imnotdoctorwho.moegamer.net/2010/05/20/oneaday-day-123-kiss-my-ass-world-cup/#comments Thu, 20 May 2010 23:06:10 +0000 http://angryjedi.wordpress.com/?p=907 So there's some sort of football tournament soon. Those of you who know me well will be aware that I have tried and failed several times to be the slightest bit interested in football. People I tell this to normally respond with "Oh, well, there's the World Cup coming up. Everyone enjoys that. Even people … Continue reading #oneaday, Day 123: Kiss My Ass, World Cup

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    So there's some sort of football tournament soon. Those of you who know me well will be aware that I have tried and failed several times to be the slightest bit interested in football. People I tell this to normally respond with "Oh, well, there's the World Cup coming up. Everyone enjoys that. Even people who don't like football."

    Well I beg to differ. I don't like football and therefore the World Cup or similar tournaments are a vision of Hell on Earth for me. It seems for weeks at a time the entire nation except me goes absolutely insane and shows levels of supposed "patriotism" that they'd never normally show, only to get all grumpy and depressed when the England team inevitably comes to a crushingly embarrassing defeat at the hands of someone that the pundits say we "should have beaten". Well no shit. Of course we "should have" beaten them. That's how you win the tournament.

    Anyway, fuck the World Cup, and here's why:

    That horrible shouty-singy-chanting that drunken men do, inevitably in the middle of the night outside my window when I'm trying to sleep.

    As a musician and someone who actually recognises good singing when he hears it, there is no sound more loathsome to me than the sound of football chanting, except possibly that horrible sound that polystyrene makes when you scrape it against something – ugh, it gives me goosebumps (in a bad way) just thinking about it. But yes. Hearing some drunken twats shouting "EN-GUH-LUHND" in a discordant manner is not musical. Nor does it make me particularly inclined to think that Enguhluhnd is a place to be especially proud of.

    Not only that, but these chants are often "sung" with such aggression that I find them genuinely threatening. I guess that's the point – to try and intimidate rival fans and the opposing team – but I don't particularly like it when I have to walk past or near people who are doing it. It gives me a sensation remarkably akin to panic. I fear for my own safety. I've never had any problems with football fans (normally because I stay the hell away from them) but the point is, I don't feel safe around shouting people as a general life rule.

    The racists come out to play.

    Police are going around to all pubs andclubs saying we cant wear our england tops for the footie and we havetotake our england flags down as it is offending ppl that aren't fromengland !!now im NOT RACIST..BUT this is taking the piss!! THIS ISENGLAND & we need to make a stand!!! would u remove ur turban if itoffended me??? we need to stick together repost this as ur status andmake ur stand!!!! ENGLAND !

    Seen this on Facebook recently? Leaving the appalling spelling, punctuation and grammar aside for a moment, it's also not true. The England flag only ever comes out for football tournaments and people get very precious about it. Particularly racists. As a result, they make up bullshit like the quote above which quickly spreads itself around Facebook as one of those interminable copy-and-paste-this-as-your-status-if-you-don't-have-a-mind-of-your-own-and-anything-interesting-to-say pieces of nonsense. It always comes back to the same few lines, too. "fuk of bak where u come frm" [sic], "wud u remove ur [turban/burka/sari] if it ofendid me" [sic] and numerous others. I'm sure you've seen them before.

    The trouble is, the World Cup gets people into such a flap about the England flag that being racist about defending it suddenly becomes just peachy. Any excuse to blame the Muslims in particular is jumped on by the sort of people that support the BNP's ideology. And that's an ugly, ugly scene.

    Pubs become a no-go area.

    Sometimes you just want a quiet drink. Sometimes you want to chill out with friends. But at World Cup time, you try finding a pub that isn't filled with 1) braying idiots and 2) a giant TV showing a match… even the ones that England aren't involved with. It's not easy. There are some out there, sure, but they're not always easy to find. And should you find yourself stumbling into a pub which is showing the football at the time… well, I certainly find it a threatening environment. Light-hearted banter that "oooh, there'll be riots if England lose" doesn't help matters.

    Forced joviality.

    I hate hate hate it when people tell me what I should be excited about. I feel like a tool when I do any sort of "celebration" at the best of times, so there's no way I'm going to make a twat of myself in front of the general public by trying to fit in with one of the communal bellows when one of the players does something that is apparently good. I feel like a fraud if I try (and I've tried) – so I'd rather not bother. I'd rather not be in that situation in the first place at all, thanks. But if I am forced to watch a football match, I'd much rather sit quietly with my drink and ignore what's going on as much as possible, preferably with anyone who feels the same way.

    Footballers.

    Last of all, I really can't get excited about something done by people I don't have any interest in or even respect. I hate footballers. They're overpaid prima donnas who can kick a ball around and get paid inordinately huge amounts of cash for it. And they are the most boring people on the planet. I can't watch a footballer being interviewed. I have to switch over, because their droning voices and complete lack of personality make me want to summon a dimensional portal in my TV in order to let me slap them in the face until they wake up from their doziness.

    "Oh, it's jealousy," you may say. Well damn right I'm jealous. I'd very much like to be paid hundreds of thousands of pounds a day for playing a game. But I'm not. So yes, I'm jealous. As are, I'm sure, many people out there who feel they make more valid contributions to society for a relative pittance.

    So that's why I hate World Cup time. I must confess, I don't even actually know when it's happening. This post was prompted by the fact that World Cup-themed adverts have started appearing on television, reminding me to grit my teeth and ride out the storm as I always do. And pray that if England do manage a successful bid to host the one in whatever year they're trying to host it in, that I manage to emigrate or at least be temporarily out of the country while it's on.

    So, fuck the World Cup, and fuck football.

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    #oneaday, Day 122: Wencock and Wankdeville https://imnotdoctorwho.moegamer.net/2010/05/19/oneaday-day-122-wencock-and-wankdeville/ https://imnotdoctorwho.moegamer.net/2010/05/19/oneaday-day-122-wencock-and-wankdeville/#comments Wed, 19 May 2010 22:13:33 +0000 http://angryjedi.wordpress.com/?p=904 So not satisfied with a logo which looks like Lisa Simpson doing something that she's really rather too young to be doing, the Olympic organising committee now have some stupid mascots to go with it. Unveiled today to a combination of indifference and disbelief from various corners of the Internet, the mascots "Wenlock and Mandeville" … Continue reading #oneaday, Day 122: Wencock and Wankdeville

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    So not satisfied with a logo which looks like Lisa Simpson doing something that she's really rather too young to be doing, the Olympic organising committee now have some stupid mascots to go with it. Unveiled today to a combination of indifference and disbelief from various corners of the Internet, the mascots "Wenlock and Mandeville" are apparently designed to appeal to children. Because, after all, what is the Olympics but a big kids' party?

    "They connect young people with sport," said Lord Coe, chairman of the organising committee. "And [they] tell the story of our proud Olympic and Paralympic history."

    Do they? Do they really? Let's go and watch their "story" together. Ready? Click here. Go on, I'll wait.

    Right. So apparently our proud Olympic and Paralympic history involves some retired steelworker from Bolton nicking two pieces of discarded steel and fashioning them into a likeness of Captain Fwiffo from Star Control II before a rainbow bursts through the window, brings them to life, gives them irritating squeaky voices and a desire to mimic every photograph they see nearby. The clearly able-bodied Mandeville mimicking a wheelchair race is a particular highlight.

    An actual proper author – Michael Morpurgo, to be precise – was paid to come up with that bollocks. Well, I assume he was paid. I wouldn't churn out something that shit for nothing. Or maybe he churned out something that shit because he wasn't being paid anything.

    The point is, they're rubbish. But as Claire Balding's report on the BBC site says, Olympic mascots hardly have the best reputation. How many of them can you remember? I certainly can't remember many. Thinking about it, I can't even remember having seen them at the time the Olympics were actually on the television, leading one to wonder what on Earth they were doing during the Games. Probably face-down in a pool of their own sick at the nearest bar.

    Anyway, do the Olympics even need a mascot? I always saw the Olympics as pretty serious business. Having some irritating computer-generated twat jumping around all the time surely cheapens the achievements that the world's best athletes are busy accomplishing, doesn't it? Oh, but it's for the children. Because computer-generated twats that have nothing to do with sport (oh no, wait, his head's shaped like the stadium, so that's all right then) are exactly what we need to get children interested in sport. They can get interested in sport while they sit on the couch watching the Olym… wait a minute, there's something wrong with that theory there, but I'm not quite sure what it is. I'm sure it'll come to me.

    Still, they're here to stay now and we're promised more movies in the run up to the Olympics. I'm sure they won't get annoying at all throughout the course of the next two years. Particularly as you can follow them on Twitter, too. Should you really want to, here's Wenlock and here's Mandeville. Why not go and ask them a few offensive questions and see how child-friendly they manage to remain? Not that I'm condoning the abuse of a pair of silver buttplugs via the medium of Twitter of course. No no no. I simply provide you with links to their pages as a courtesy, should you wish to stay up to date with their tour of the UK in the run-up to the Olympic games.

    Yes, tour. You know what that means. Some poor sods are going to have to dress up as those bloody things, and probably have to drink the official drink, eat the official food and insert the official suppositories up their rectal cavities, all in the name of publicity.

    I weep for the world. Can't a sporting competition just be about, you know, sport any more?

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    #oneaday, Day 121: Janet Street-Porter Is A Dickhead https://imnotdoctorwho.moegamer.net/2010/05/18/oneaday-day-121-janet-street-porter-is-a-dickhead/ https://imnotdoctorwho.moegamer.net/2010/05/18/oneaday-day-121-janet-street-porter-is-a-dickhead/#comments Tue, 18 May 2010 23:12:48 +0000 http://angryjedi.wordpress.com/?p=898 "Well sure, Captain Obvious," I hear you say. "What else is new? Gordon Ramsay swears a lot? Brian Blessed is a bit shouty? Graham Norton is gay?" Wait, Graham Norton is gay? Seriously? Stop it, ethereal readers who aren't there really. I'm trying to make a point here. And my point is that, yes, Janet … Continue reading #oneaday, Day 121: Janet Street-Porter Is A Dickhead

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    "Well sure, Captain Obvious," I hear you say. "What else is new? Gordon Ramsay swears a lot? Brian Blessed is a bit shouty? Graham Norton is gay?"

    Wait, Graham Norton is gay? Seriously?

    Stop it, ethereal readers who aren't there really. I'm trying to make a point here. And my point is that, yes, Janet Street-Porter is a dickhead. Why do I say this with such authority though? Because of this.

    For those of you too lazy to click on that link, or indeed those of you who are terrified of clicking on any sort of link that leads to the Daily Mail for fear of aspiring middle-class racist viruses infecting their otherwise happily multicultural computer, she wrote an article about depression under the title "Depression? It's just the new trendy illness!"

    Not a good start. As someone who has suffered depression and stress to varying degrees throughout the years (with right now being one of the "more" rather than "less" periods) I found the title by itself offensive. But I clicked on anyway, just in case she had anything enlightening to say on the subject.

    The misery movement has rapidly gathered momentum and in recent months it's become apparent that, along with the Sam Cam handbag, the latest must-have accessory is a big dose of depression.

    Oh no. No no no. Fuck you. Seriously, fuck you. Depression is not a fashion accessory. Whether or not it's been diagnosed and/or treated (mine isn't and hasn't, for the record) it's serious business, and to put it in the same category as a bleeding Samantha Cameron handbag? That's just the tip of the bell-end poking through her forehead right there. She continues:

    I am not denying that clinical depression is a real mental illness, or that it can be debilitating for sufferers. But let's take a moment to consider whether depression is common among the poor or the working class?

    Oh, she doesn't deny it's a real, debilitating illness? How big of her. Is it common among the poor or the working class? Well, I don't know, Janet, you'd better get the SCIENCE! out and let us know.

    If you're a black South African woman growing up in a township, or a mum in a slum favela in Rio, or a supermarket shelf-stacker in Croydon, or one of the band of low-paid female workers who go to work at 3am to clean the offices of the wealthiest and most powerful people in Britain in the City of London, you probably aren't afflicted by depression. What you're more likely to be suffering from is poverty, exhaustion and a deficient diet. You will have bills you can't pay and a struggle to feed and clothe your kids.

    Right. Because you can't have depression and poverty. That would just be ridiculous! Hah! Look at the poor black people. Don't even have enough money to have a debilitating mental illness! How pathetic they are! PATHETIC, I SAY!

    The death of my own sister reduced me to rage and despair, and the sudden death recently of a close personal friend rekindled the same feelings of hopelessness.

    But my life goes on, I haven't retreated under the duvet with a bottle of pills. I refuse to accept this notion that a whole generation of women are being laid low by an unexplained epidemic of depression.

    Ahh! "Life goes on!" Of course! All these people who are suffering with depression should just get up and get on with their lives! Silly me.

    Of course, she does sort of have a point, albeit one expressed in the most obnoxious manner possible. The worst thing to do when suffering depression is to sit and wallow in it. That just makes it worse and worse and worse until you get to the stage where there's seemingly no way out of it. For some people, that leads to seeking professional help. For others, an intervention by the people who love them. And tragically, for some that ends in the taking of their own life.

    But different people deal with things differently. We can't all be as strong as she apparently is, and for her to put down the efforts of those who are genuinely struggling with the condition as being somehow weak is both repulsive and wrong.

    The truth is, we've got fatter and flabbier. Obesity is a medical condition too many of us are suffering from – but you can't claim time off work because you're fat. You can, however, suddenly find you can't 'cope' – and stress has become, in our work-orientated society, almost a badge of honour.

    If you're stressed, it implies you are a busy person with plenty to do. Nowadays, women who've never been in a war zone or experienced an act of terrorism are claiming they are suffering from stress, when all they do is run a home and get the bus to work.

    Stress has become so acceptable, the last government decided that the NHS would make counselling available for a whole variety of mental illnesses, from stress to depression to panic attacks and low self-esteem, totally gratis.

    Oh, keep going, Janet! Have a dig at the fatties too! Go on! Especially if they're black! And poor! Poor black fatties! I bet they're gay too!

    I've been stressed – reduced to midnight panic attacks with it, in fact. It's not pleasant. And I certainly didn't wear it as a badge of honour. I was ashamed of it. I was terrified on the one occasion I got myself signed off sick with stress. I dropped in the doctor's note when no-one was around and then got out of the door as fast as possible so no-one could witness my shame. It was an awful experience, and I'm by no means proud of it, as Janet seems to suggest I am. You don't have to have been in a warzone or have experienced an act of terrorism to suffer from stress. It depends on the sort of person you are. If you're someone with self-esteem issues like me, one single hurtful comment can trigger a depressive episode.

    Needless to say, the article continues in a similar vein for a considerable number of words, with a particular highlight being Janet's "laughing out loud" at the prospect of men having low self-esteem. Her justification? Men have been in charge of everything for so long, so it's "karmic revenge". Well, as a man with low self-esteem, I say again, Janet, fuck you. And may the men in the white coats never come for you.

    Of course, by posting this I'm probably doing exactly what was intended by the article – drawing attention to the Mail and it's "Oooh! Controversial!" columnists. Does Janet Street-Porter really hold such objectionable opinions? I don't know and right now I don't care. The Mail has long had a reputation as a filthy rag barely fit to wipe the arse of the country with. Every article like this that appears in it is a little worrying, because there are people out there who will read that and believe it. And that's a problem.

    [UPDATE: The comments on that post are remarkably coherent for Mail readers, with all of the visible ones expressing concern or outrage over JSP's article. The Mail have closed comments on the article.]

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    #oneaday, Day 120: Education, Edducaytion, Eddyukayshun https://imnotdoctorwho.moegamer.net/2010/05/17/oneaday-day-120-education-edducaytion-eddyukayshun/ https://imnotdoctorwho.moegamer.net/2010/05/17/oneaday-day-120-education-edducaytion-eddyukayshun/#comments Mon, 17 May 2010 22:55:16 +0000 http://angryjedi.wordpress.com/?p=891 Schools are "failing our children". So say various government watchdogs, quangos, hypocrites, rhinoceroses and jabberwockies. But aforementioned bodies (some of which I may have made up a little bit) don't take into account that it's their fault in the first place that schools are "failing our children". Not to mention the fact that there's also … Continue reading #oneaday, Day 120: Education, Edducaytion, Eddyukayshun

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    Schools are "failing our children". So say various government watchdogs, quangos, hypocrites, rhinoceroses and jabberwockies. But aforementioned bodies (some of which I may have made up a little bit) don't take into account that it's their fault in the first place that schools are "failing our children". Not to mention the fact that there's also a lot of blame to lay at the feet of both the parents and the kids themselves before you start pointing the Finger of Justice™ at the hard-working teachers and other school staff who are trying very much to make the best of a bad lot.

    I quit being a full-time teacher. Twice, in fact. I'm not going to make that mistake a third time. Fool me once and all that. Currently, to pay the bills, I am enjoying the life of a supply teacher. This means that I can choose whether or not to sleep in every morning or maybe be woken at the crack of dawn by a phone call saying some festering scumhole school in the very armpit of Southampton is short of a teacher for today and could I possibly go along with a chair, a whip and a net and see if I can do anything with them? There are two very simple equations to bear in mind here.

    1. sb = 0(£) + 100(j) where sb is "staying in bed", £ is money and j is joy.

    2. nsbapcdtvfssvas = muchos(£) – 5000(j) where nsbapcdtvfssvas is "not staying in bed, answering phone at crack of dawn, visiting festering scumhole school in very armpit of Southampton", £ is money and j is joy.

    So while equation 1 leads to a gain in joy, it does not lead to a gain in money. Indirectly, in fact, it tends to lead to a decrease in money, as staying at home often leads to wandering out in search of coffee. However, while equation 2 leads to an increase in money it leads to a substantial hit in the joy department. And no, that's not a euphemism for your dangly parts.

    But I digress in talk of made-up maths. I was about to tell you what is so very wrong with education. Particularly primary-level education, as that's where I've been spending most of my time recently. So let's do another list, shall we? Good. I know how you like lists, particularly if they're illustrated.

    1. Overcomplicating everything.

    I remember when I was at primary school. A tick meant "correct" and a cross meant "wrong". If you were lucky, you got a brief comment, like "Good." or "Lazy work." depending on whether you'd done good or lazy work.

    In the school I was working in today, they had a "marking key" on the wall. A squiggly line meant "look at this". A straight line with a "sp" meant "spelling mistake". A circled letter meant "you should have used a capital letter". A circled empty space meant "you have missed some punctuation". A caret meant "you've missed a word out". And then and only then did the key reveal that, yes, tick means "correct" and cross (or dot, now) means "wrong".

    Seriously? These are eight- and nine-year olds we're dealing with here. Some of them can barely read, and you expect them to decipher that babble? Not only that, but then every book is expected to have a comment in there which, at the very least, says something inane like "Well done! You have shown me you are able to use connectives to join sentences together!" or "Congratulations! You successfully subtracted two things using the written method!" or "Super! You were able to recreate the entire Nutcracker Suite through the medium of rectal flatulence!"

    Which brings us nicely on to…

    2. Using unnecessarily high-level language.

    Remember: eight- and nine-year olds. Do they really need to know terminology like "learning objective" and "success criteria"? I am yet to meet a child who actually knows why they write down the learning objective and success criteria other than "it's the stuff we copy at the start of the work, innit". The sole purpose for it is so when the inspectors come to play that the teachers can point proudly at the various learning objectives and say "Look! They've done this!".

    Bollocks.

    3. Making unnecessary work.

    Oh silly me. I made a mistake. The children shouldn't be copying the learning objective and success criteria. The teacher should have prepared them all in advance, trimmed them to size and stuck them in the children's books for them. Bear in mind at this point that a typical class has about 30 kids in it, each with at least five books (literacy, numeracy, "topic", science, art) and each day typically has four or five different things going on throughout the course of it. So hey, with all that to plan, what's a little extra cutting and sticking into ninety different books?

    4. Dumb-ass theories that make no sense.

    There are too many of these to count. Phonics is one. Anything involving behaviour management is another. Take a quick detour and go and watch this, including the stupid interactive part. The first shot of the class and the obnoxious children in it is the most accurate depiction of what it's actually like to be in a classroom. However, the supposed "strategies" for dealing with the class are complete bollocks. Giving the teen who thinks talking about fucking his classmate's mother a "positive note" if he sits down and gets on with his work? Don't make me laugh.

    5. Pressure, pressure, pressure!

    I was talking to someone the other day – I think it may have been Rhiarti – and talking about how the imagination of young people is stifled these days. UPDATE: Yes, it was definitely Rhiarti, right here, in fact. So yes – the imagination of young people is stifled by the fact that they're expected to learn all these million-and-one different techniques which there's no way in hell are going to stay in their tiny heads. I remember "writing" at primary school being all about writing stories. Now, they're expected to write Reports, Explanation Texts, Instruction Texts, Recounts, Narratives and all manner of other things (all inevitably capitalised, too) rather than, you know, just being able to sit down and write to express themselves. Even when they do get the rare opportunity to write a story, it's inevitably got such a long list of completely arbitrary success criteria for them to fulfil that any semblance of creativity has been battered out of them by the end of their school career. Which is sad.

    All this is the tip of the iceberg. Don't even get me started on the "three stage lesson", on "thinking skills", "thinking hats", Bloom's Taxonomy, starters, plenaries and all manner of other shit.

    So, in summary, a lot needs to change. But unfortunately, all of the things above, which are quite obviously and clearly dumb and stupid, are the sorts of things which men in suits with clipboards think "get results" and "show progress". Well hooray for progress. Somehow we managed without it for a long time. Why can't we go back to those days, for the kids' sake and for the sake of the poor, anxious teachers constantly on the verge of nervous breakdowns?

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    #oneaday, Day 119: Things I Thought Were True, But Aren't https://imnotdoctorwho.moegamer.net/2010/05/16/oneaday-day-119-things-i-thought-were-true-but-arent/ https://imnotdoctorwho.moegamer.net/2010/05/16/oneaday-day-119-things-i-thought-were-true-but-arent/#comments Sun, 16 May 2010 22:26:01 +0000 http://angryjedi.wordpress.com/?p=884 When you're a kid, you pick up what you think is "knowledge" from somewhere. God knows where – probably a combination of things you thought you'd overheard your parents saying (but had inevitably misheard or misunderstood), things you'd seen in the media and things your friends had told you were absolutely, positively 100% true because … Continue reading #oneaday, Day 119: Things I Thought Were True, But Aren't

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    When you're a kid, you pick up what you think is "knowledge" from somewhere. God knows where – probably a combination of things you thought you'd overheard your parents saying (but had inevitably misheard or misunderstood), things you'd seen in the media and things your friends had told you were absolutely, positively 100% true because their big brother said so and their big brother knows everything about the world because he has got a girlfriend and a car and goes to secondary school and you don't.

    Some of these things are myths perpetuated by society to give more meaning to particular events. The Tooth Fairy. The Easter Bunny. Santa. Jesus. (Sorry.) But others are just plain wrong, and sometimes you don't get corrected on them until much later. And sometimes you don't ever get corrected on them.

    Take these five examples. I know they're all nonsense, but there are at least three of them I haven't seen compelling evidence against. So if you'd care to set my mind at rest about any of them, please feel free.

    1. Car crashes always cause explosions.

    Hollywood can take full responsibility for this one, since almost any movie involving a car crash inevitably ends with one or both of the cars exploding into a ball of flames while our intrepid hero manages to get out just in time. So when I was being driven to a piano lesson by my mother one night, and a car misjudging a peculiar junction bumped into the front of our car at less than 20mph (hardcore, right?) I was terribly surprised to not suddenly be engulfed in flames and smoke and be battling for my life. Pleasantly surprised, I might add – even more so by the fact that we could drive off after the accident, because the second thing I assumed about car accidents at the time was that they caused your car to immediately die. However non-severe the accident was. Scrape a lamp-post? Uh-oh, better start walking!

    2. Someone throwing a cigarette out of their car window and it passing underneath your car will cause your car to explode.

    I am genuinely quite paranoid about this to this day – not unreasonably I feel, as we're taught quite early on that cars run on quite flammable materials and as such probably shouldn't be in close contact with anything that is, you know, on fire. To this day, any litterbug smoker flinging their fag-ends out of their window hasn't been successful in detonating my car behind them but surely it's only a matter of time.

    3. Using a mobile phone anywhere in the vicinity of a petrol station will cause the petrol station to explode.

    It probably hasn't escaped your notice that three out of the three irrational fears so far have involved explosions. I don't have a particular explosion phobia – although like most people, it's not something I would choose to stand next to – but it occurs to me that no-one gives you a particular education in the things which do and do not cause explosions. This is clearly a failing of the current education system and should be rectified with a new section of the National Curriculum immediately.

    Oh, right, mobile phones. Well, there are signs everywhere in petrol stations telling you what you shouldn't do because petrol is flammable and blah blah blah. And the instruction to switch off one's mobile phone is always right under the instructions to switch off one's engine and to not light fires or smoke. Therefore, it's a natural assumption that the mobile phone thing also has something to do with fire. It probably doesn't. But to tell you the truth, I don't actually know why you're not supposed to use your mobile phone in a petrol station. It's the sort of thing I think of every time I see that sign and then never bother to ask anyone about.

    4. Having been to the place depicted in a TV show makes the TV show approximately one thousand times better.

    Okay, sometimes this is true. If you saw Jack Bauer storming a hotel you'd stayed at, that would be pretty cool. But having suffered through many, many episodes of pensioner-based "sitcom" (and I use the term loosely) Last of the Summer Wine when I was little, and then having visited Holmfirth, the Yorkshire village where it is set, I can state with some confidence that this is simply not the case. In fact, I recall being rather disappointed when I discovered that the café in the series was actually a hairdressers in reality. Oh, and the programme still wasn't funny.

    5. Noel Edmonds is watching every house in the country.

    Bearded light-entertainment twat Noel Edmonds (now in charge of the utterly pointless Deal or No Deal) used to have a show on Saturday evenings called Noel's House Party. It was a variety show of the type you don't really get that much any more, unless there's some sort of charity gig like Comic Relief or Children in Need going on in which case they draw the format out over the course of approximately fifteen hours. One of the segments on the show was called Gotcha, where Noel would look right at the screen and start talking, then click his fingers and suddenly on everyone's TV screens, there was a family sitting together on their sofa looking all "OMG!" while Noel was all "LOL!" and the audience was like "ROFL!"

    I can't even remember the point of the segment. I think it involved Noel talking to the family through their TV set and possibly they won a prize or something. The only effect it had on my young self was inducing a state of almost total paranoia while this show was on. As soon as the Gotcha segment started, I started looking around to see if I could spot any hidden cameras. Leave aside the fact that we clearly hadn't had any visitors from a TV crew to install said hidden cameras at any point. I always wondered why the family was surprised. Maybe Noel's team broke into the family's house in order to install the hidden cameras, which just makes them even worse, given the fact that I know I'd be utterly terrified in a break-in situation. But you never saw that in the papers, did you? "Noel's House Party team in hospital after shotgun break-in incident".

    Fortunately, I no longer think that Noel Edmonds is watching me. Probably for the best.

    Super-Important Edit!

    [EDIT: "Mike" in the comments below has graciously pointed out that the segment in question was not, in fact, called Gotcha but was actually called NTV. I apologise profusely for this gross failure to check my facts properly before writing. But, to be honest, the prospect of trawling through footage of Noel Edmonds was so repulsive to me that I couldn't face it. So consider this an official correction and apology. Thank you, Mike, you've done the world a service by remembering Noel's House Party so we don't have to.]

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    #oneaday, Day 118: Homecoming https://imnotdoctorwho.moegamer.net/2010/05/15/oneaday-day-118-homecoming/ https://imnotdoctorwho.moegamer.net/2010/05/15/oneaday-day-118-homecoming/#comments Sat, 15 May 2010 23:26:41 +0000 http://angryjedi.wordpress.com/?p=882 It is like a ghost house. Haunted by shadows of the past, and yet at the same time pristine and new, full of possibilities, like it once was so long ago. In through the door, into the hall. A door, usually shut, stands open, looking in one direction. Beyond the door, the darkness of the … Continue reading #oneaday, Day 118: Homecoming

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    It is like a ghost house. Haunted by shadows of the past, and yet at the same time pristine and new, full of possibilities, like it once was so long ago.

    In through the door, into the hall. A door, usually shut, stands open, looking in one direction. Beyond the door, the darkness of the night creeps in. The other doors remain steadfastly shut, waiting for me to reveal their contents, be they painful, joyful or wrathful.

    Passing through the open door, its inviting portal beckoning me within. Flashes of terrible possibilities scream through my head and I wonder if any of them are true, but none of them are. Everything is as it was, only with a layer of meaning removed. Floor once well-trodden with hard labour stands pristine and new as if nothing had ever been there. There is space, empty space, but imperceptibly, outside the gaze of reality, the memories are still there. There they sit, watching stoically, not judging, just being. But then they are not there and there is just space again.

    The space we once shared together forever changed, only a discarded sleeping bag and some crumpled cushions holding memories of what once was and what eventually came to be. And the silence. The silence is deafening.

    Back into the hall. Hand trembling, I open a door. A door I feared to open. Inside are nothing but spirits. What the room once was there is no trace of, not physically. But the memories are here too. Standing in the corner. Stretched under the window. Sitting in the single lonely chair. They are here, looking at me, not a trace of judgement in them. Do they have faces? I can't see, and then they are gone again.

    Back to the hall. Hand trembling, I open another door. Another door I feared to open. Inside it is like the room behind the open door, everything as it once was but with a layer of meaning stripped away to reveal – what? Is there deeper meaning left beneath?

    I sit. Two crystallised memories stare back at me, in physical form this time. I wondered if they would remain strong or shatter like everything else. But they are here. It fills me with great sadness and great joy to see them, for they represent the good times. They were alive, and took in everything that once was. Do they still live? They do, but they do not understand. Part of what gave them life has gone, but the other part remains. Do they still live? They do. And they bear a missive.

    The message should make me weep, or wrathful, or sicken with heartbreak, but it does not. Something about it is calming. Perhaps its words merely float on my surface to be absorbed at a later time. The meaning is there and was already there, but right now I do not feel it. I feel little but reality loosening its bonds on my mind and my soul.

    I rise off the ground and float through this home, this place of memories, stripped and gutted of part of that which made it what it was, and I feel…

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    #oneaday Day 117: Justifiably Short Post https://imnotdoctorwho.moegamer.net/2010/05/15/oneaday-day-117-justifiably-short-post/ https://imnotdoctorwho.moegamer.net/2010/05/15/oneaday-day-117-justifiably-short-post/#comments Sat, 15 May 2010 00:41:27 +0000 http://angryjedi.wordpress.com/?p=880 Hello. I'm not at home. Those of you who follow me on Twitter will know exactly why I'm not at home right now. It's, shall we say, a difficult time, but I have been graciously put up for the night by the lovely Amy Walker and her family, who have helped distract me a bit … Continue reading #oneaday Day 117: Justifiably Short Post

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    Hello. I'm not at home. Those of you who follow me on Twitter will know exactly why I'm not at home right now. It's, shall we say, a difficult time, but I have been graciously put up for the night by the lovely Amy Walker and her family, who have helped distract me a bit from the unpleasantness rattling around my head. Said unpleasantness is largely due to the fact that the crystallised memories in my flat were exploding in my face and making my eyes leak almost constantly. I was so angry, then so upset, then upset and angry. It was impossible to focus. Having got away from that for a little while, though, it's marginally easier to face everything. So thank you, Amy, for being awesome and taking me out of a situation that was sending my mind down some dark alleyways.

    Someone else I need to thank for being awesome is Allie Brosh, who left a really, really lovely comment on this post. I'll let you go read it (and my gushing, emotional response) at your leisure rather than recreating it here. I knew that today was going to be unpleasant (I underestimated quite how much, but that's beside the point) but Allie's heartfelt gratitude for my post (and a similarly gushing email I sent her) truly made my morning.

    Difficult times come and go. Sometimes really, really difficult times come and feel like they're going to stick around forever. That's how I feel right now. But when the difficult times go away again, all you're left with is awesome.

    So to everyone who said something nice to me on Twitter today, to everyone who sent me a text message or an email of support today, to Amy and her family putting up with me coming over, talking crap, drinking their booze and sleeping on their sofa, to Allie Brosh for making me smile, to anyone who comments on this post – to all of you I say one thing.

    Thank you. You are the things that make it worth not giving up. You are the things that give me at least a little hope for the future, even as dark as the place I'm in right now is. And once all those crystals have finished shattering, once I'm reborn as someone new on a brand new path, you are the ones who are going to still be there for me.

    Keep being awesome. Good night.

    PS. Sorry this post is so disjointed and stream-of-consciousey and doesn't include any stickmen. (Yet.) But at least a few of you understand exactly how I'm feeling right now. Others of you are sympathetic, empathetic, whatever you want to call it. Whatever. You hopefully all understand that my brain's a mess right now.

    So on that note, I'm going to stop talking. Good night.

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    #oneaday Day 116: Dear The Internet https://imnotdoctorwho.moegamer.net/2010/05/13/oneaday-day-116-dear-the-internet/ https://imnotdoctorwho.moegamer.net/2010/05/13/oneaday-day-116-dear-the-internet/#comments Thu, 13 May 2010 19:06:28 +0000 http://angryjedi.wordpress.com/?p=871 Dear The Internet, I am writing to you to express my concern about several people who spend their time on you. Not in a sexual way. Actually, sometimes in a sexual way, but that's beside the point. The fact is, there are people out there who do annoying things. I am aware that this is … Continue reading #oneaday Day 116: Dear The Internet

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    Dear The Internet,

    I am writing to you to express my concern about several people who spend their time on you. Not in a sexual way. Actually, sometimes in a sexual way, but that's beside the point. The fact is, there are people out there who do annoying things. I am aware that this is not your fault, nor are they doing it specifically to wind me and only me up. However, the fact is, I am wound up by them and I would like you to stop them, please.

    People who comment first on things should be applauded for their tenacity. Assuming they have anything worthwhile to say. However, unfortunately, the sort of person who enjoys pointing out the fact they are the first to comment on something rarely has anything useful to say. This then has the knock-on effect of causing the following commenters to assume that the thing that has been posted is the sort of thing only enjoyed by twats and, by extension, is not something over which a reasonable, thought-provoking or entertaining discussion might take place. Please see what you can do to stop this happening.

    The immediacy with which information is available on you is astounding. During the last paragraph, I was able to quickly look up the word "tenacity" to ensure it was, in fact, the correct word I was thinking of. (It was.) However, this does not mean that more lengthy prose no longer has a place in society. Whether on a message board, a blog post, an online news article or a Wikipedia article, the saying "less is more" is not always true. Consider these two sentences: "Pete is a dude." and "Pete is an awesome dude who likes video games and music, and has also recently taken to punctuating his blog posts with MS Paint stickmen representations of himself and numerous other anonymous people." Which of the two sentences tells you more about Pete?

    As an aside, however, this does not mean you should ever allow your denizens to use text-speak in order to cram more information into less space.

    Laughter is the best medicine, but it is not punctuation. We already have some perfectly good punctuation marks to use. Here is one: a colon. And a full stop. And oh look – a dash! And an exclamation mark. But what about a question mark? Or some sort of slash/"quotation marks" combination? All of these things are fine and serve to make our written communication more clear.

    "LOL" is not a punctuation mark. It means "laughing out loud", something I genuinely doubt people are actually doing every time they type "LOL". I've heard a lot about privacy concerns around you, so could you make use of some of these loopholes to watch people through their webcams and squirt deodorant in their faces if they type "LOL" and they're not actually laughing, please?

    I've bought things in the past. I once bought a copy of Oasis' first album Definitely Maybe the day before their second album (What's the Story) Morning Glory? came out. I didn't know any better at the time, as I was just getting into popular music, but I wasn't annoyed, because Definitely Maybe is a good album too. I was quite impressed that my friends at the time didn't feel the need to take the piss out of me for this, because they too knew that Definitely Maybe was still a worthwhile purchase even though the next album was on the way.

    So if I buy something these days, could you see if it's possible to stop people saying what I've bought is not very good and suggesting something better instead? I happen to like the thing I bought. That's why I chose to buy it over the thing they're recommending. Maybe I spent a little more. I'm fine with that – I can deal with the consequences. I'm sure their thing is really good too, which is why I'm not suggesting that they buy the thing I bought instead of the thing they bought. Do you see?

    Finally, Internet, I believe that one of your most exciting features that you told everyone about when you first appeared on the scene was the ability to bring the whole world closer together. Terms like "information superhighway" and "global village" were coined for us to all imagine one big happy family holding hands and enjoying things together.

    I like this idea. Happy families are nice. We can enjoy things together. So would you mind doing something about the people who feel the constant need to say something sucks because the thing they think sucks does almost the same as the thing they think doesn't suck but maybe not quite as well in their opinion? Because that just invites other people to show up and say the thing that the other person thinks sucks actually doesn't suck because they think it doesn't suck and the thing that the other person actually thought didn't suck really sucks instead because the other person is a douchebag and their mother is a homosexual?

    I have all the things that some people think suck and others think don't suck, and I don't think any of them suck. Could you spread a little bit of this love around please?

    Thank you for taking the time to read this letter, Internet. I'm sure it will provide you with some helpful feedback on how to make yourself work better. You might need to fire a few people, though.

    Yours sincerely,

    Pete Davison

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    #oneaday, Day 115: Change the Script https://imnotdoctorwho.moegamer.net/2010/05/12/oneaday-day-115-change-the-script/ https://imnotdoctorwho.moegamer.net/2010/05/12/oneaday-day-115-change-the-script/#comments Wed, 12 May 2010 13:10:15 +0000 http://angryjedi.wordpress.com/?p=864 I popped out earlier in an attempt to 1) clear my head a bit and 2) get something done. Specifically, I went out with the intentions of 1) giving my CV to a temp agency to get a crappy job so I can actually earn some money, since the supply teaching agencies are being useless … Continue reading #oneaday, Day 115: Change the Script

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    I popped out earlier in an attempt to 1) clear my head a bit and 2) get something done. Specifically, I went out with the intentions of 1) giving my CV to a temp agency to get a crappy job so I can actually earn some money, since the supply teaching agencies are being useless right now despite repeated poking, and 2) getting something to eat.

    Within the space of five minutes, three separate people in three separate establishments had proven themselves to be absolutely useless. In the world's constant drive to be more efficient, the introduction of "scripts", turning real people into walking, talking robots, has made even the simplest of tasks an ordeal.

    First I walked into Reed, an employment agency. There was no-one at the front desk, which wasn't an immediately good start. I looked around a bit and eventually a middle-aged woman appeared out of an office at the back.

    WOMAN: Hello, can I help you?

    ME: Yes, I'm looking for short-term temporary employment.

    WOMAN: Oh? How temporary?

    ME: Erm… temporary as in "not permanent"?

    WOMAN: Tell me about you.

    ME: I'm Pete. Here's my CV. Do you need me to register with you?

    WOMAN: (ignoring proffered CV) Here's what you need to do: You need to go online to our website and register. Then apply for a job and go from there! Okay, thank you! (disappears)

    ME: MAAAAAAAAAHHHHH.

    Point number 1: I know you can apply online. But via their website, you have to apply for a specific job. I wanted to make myself available for short-term temp positions that I could quit at a moment's notice in the event of something actually good coming up.

    Point number 2: If you want people to apply online, why on Earth do you have a high street presence? It seems that having a publicly-accessible office is completely redundant if the staff refuse to actually do anything for you.

    Next, bewildered, I wandered over to Burger King as I fancied one of their sweet chilli chicken sandwiches. I was confronted by a girl who looked about twelve.

    ME: Hello. I'd like a sweet chilli chicken sandwich by itself please.

    GIRL: I can't do that.

    ME: What?

    GIRL: I can't do that.

    ME: No, no, I heard you. Still, what?

    GIRL: I can't do the sandwich by itself.

    ME: Sure you can. You just don't put it in the same bag as some chips and don't pour me a drink.

    GIRL: No, I mean it's more expensive to have it by itself.

    ME: What? That goes against every law of nature.

    GIRL: But I can't do it.

    ME: But it gives a price for the sandwich by itself on the board up there. And it's cheaper.

    GIRL: Oh, you mean the sweet chilli Royale? I can do that.

    ME: Right. Then let's do that, shall we?

    GIRL: MAAAAAAAHHHHHH.

    Pro-Tip, BK: don't have two things on your menu with almost identical names. It confuses your sales staff. And your customers.

    After that, I fancied a coffee. I didn't get a drink from BK because I specifically wanted a decent cup of coffee. So I wandered over to Costa. Inside, a lemon cupcake glared at me from within the glass case and I decided that yes, that might be a nice accompaniment too. So I wandered up to the counter, only to be confronted by another girl who looked about twelve.

    ME: Hi. A medium latte and a lemon cupcake to have in, please.

    GIRL: Any cakes or pastries?

    ME: I just asked for a lemon cupcake.

    GIRL: Oh, right. Is that to have in or to go?

    ME: I also just asked for it to have in.

    GIRL: Oh, right. A medium latte, right?

    ME: Right.

    GIRL: And a lemon muffin?

    ME: No. A lemon cupcake.

    GIRL: MAAAAAAAAAAHHHHH.

    When I finally got my coffee, it was accompanied by a lemon muffin, not a cupcake. I didn't complain, as muffins are more expensive than cupcakes and she only charged me for a cupcake. Take that, The System!

    My point is, though, all of these incidents could have been easily avoided by the above people acting like actual human beings rather than robots. It's unnecessary to have a script to ask people whether they want a cake with their coffee. I have never heard anyone reconsider whether they want a "cake or pastry" after being asked that question. If someone wants a cake (or pastry), they'll generally ask for it. If they have already asked for it, you don't really need to ask it again.

    The drive to make the world more efficient by standardising everything – including the things employees say – is actually making it more inefficient. So the next time you get asked a stock question by a drone behind a counter, try responding with something they don't expect. Like this:

    COFFEE CHICK: Any cakes or pastries?

    ME: Do you like badgers?

    COFFEE CHICK: Uhh… is that to have in?

    ME: The surreptitiously-garbled mongoose is flatulent in the willow tree.

    COFFEE CHICK: Leave before I call the police.

    ME: MAAAAAAAAAAHHHHH.

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    #oneaday, Day 114: Social Peril https://imnotdoctorwho.moegamer.net/2010/05/11/oneaday-day-114-social-peril/ https://imnotdoctorwho.moegamer.net/2010/05/11/oneaday-day-114-social-peril/#comments Tue, 11 May 2010 23:45:54 +0000 http://angryjedi.wordpress.com/?p=857 My good friend Mr George Kokoris had this to say about people and social media earlier. Go read it. He has some very valid concerns, especially in light of Facebook's increasingly cavalier attitude towards personal privacy. I used to like Facebook. I used to like it because it wasn't like MySpace – I remember saying … Continue reading #oneaday, Day 114: Social Peril

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    My good friend Mr George Kokoris had this to say about people and social media earlier. Go read it. He has some very valid concerns, especially in light of Facebook's increasingly cavalier attitude towards personal privacy.

    I used to like Facebook. I used to like it because it wasn't like MySpace – I remember saying this to several people. I tried MySpace and didn't really get it. It seemed to be a friend-collecting competition with some of the most hideous web design you can possibly imagine. Facebook used to be different, though. It used to limit you to people you actually know. In fact, you used to have to say how you knew the person you were adding as a friend, much like immensely boring but practical professional networking site LinkedIn still does. As a result, it became a great way for keeping in touch with family and friends. Everyone felt confident and secure in the fact that your information was yours, and that the only people you were sharing it with were people you had specifically approved. In short, it felt like a secure means of communication. I liked it for this.

    As time passed, we all know the story. Groups. Applications. Pages. A dwindling sense of security. Employers using employees photographs of drunken nights out as grounds to mistreat them. Until we reach today, when a large number of people I know are seriously considering ditching their Facebook accounts altogether in favour of alternative, more secure means of communication. Or, ironically, Twitter, one of the most open and public means of communication there is.

    But at least on Twitter it never claims to be anything other than public. Your profile on Twitter consists of your avatar, your username and 140 characters of "bio". Your conversations are public (unless you specifically choose to protect your tweets, which kind of defeats one of the main objects of the service) and anyone can chip in at any time. It's a simple, effective means of asynchronous communication which means that people speak frankly, briefly and candidly.

    This gets people in trouble. Sometimes, a lot of trouble. Paul Chambers found this out the hard way.

    "Robin Hood airport is closed," he tweeted as his trip to Ireland to meet a girl he'd been talking to on Twitter looked threatened by the UK's complete inability to deal with a bit of snow. "You've got a week and a bit to get your shit together, otherwise I'm blowing the airport sky high!!"

    A flippant, offhand remark. But a flippant, offhand remark that recently landed him with a thousand-pound fine and a criminal record on the grounds that his message was "grossly offensive, or of indecent, obscene, or menacing character". A flippant, offhand remark that gave him the dubious honour of being the first person ever to be convicted of a "crime" (and I use the term loosely) in connection with remarks made on a social networking site.

    I mean seriously. His comments weren't in the best taste. But by successfully prosecuting this case, it sets a dangerous precedent that has made everyone rather more conscious of what they say. In effect, it's stifling free speech, a concept the Internet is built upon – not to mention the fact that the life of Chambers, who was training to be an accountant, has now been devastated.

    See also: Gizmodo's behaviour with regard to the new iPhone that was left in a bar. Gray Powell, the engineer who misplaced the phone, lost his job, perhaps understandably, given that he left an immensely valuable trade secret just lying around. Gizmodo reported on the new iPhone. They ripped it open and looked inside it. Perhaps not the best thing to do when Apple were already pissed off. Then they ripped open Gray Powell's life, using information from his entire Internet presence to make him a global laughingstock. Was it not enough that the guy fucked up and lost his job because of it? Apparently not.

    George points out that there are people out there who hate success and will do anything to destroy the efforts of people with ambition. It makes me sad to think that in a world where our exchange of information should be free and open that incidents like the above can happen. Just because something can be done doesn't mean it should be done. The fact that we can communicate instantaneously with anyone in the world should be a wonderful, life-affirming thing that brings the global community closer together, builds bridges and draws us closer to a peaceful sci-fi utopia. But instead, shit like this just gets people paranoid and worried, until we're going to find ourselves even more closed off and isolated than we were before the whole social media thing started. And that's sad.

    Is it just human nature to use things that should be positive for evil, deceitful purposes?

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    #oneaday, Day 113: Mini-Memes and Offensive GIFs (NSFW) https://imnotdoctorwho.moegamer.net/2010/05/10/oneaday-day-113-mini-memes-and-offensive-gifs-nsfw/ https://imnotdoctorwho.moegamer.net/2010/05/10/oneaday-day-113-mini-memes-and-offensive-gifs-nsfw/#comments Mon, 10 May 2010 21:35:37 +0000 http://angryjedi.wordpress.com/?p=844 I have no idea who Bernard Pivot is. The only thing I think of when I hear the word "Pivot" is the array of moderately-to-extremely offensive stickman animations entitled Battle of the Sexes that my friend Sam and I produced using the piece of software of the same name (Pivot, not Battle of the Sexes) … Continue reading #oneaday, Day 113: Mini-Memes and Offensive GIFs (NSFW)

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    I have no idea who Bernard Pivot is. The only thing I think of when I hear the word "Pivot" is the array of moderately-to-extremely offensive stickman animations entitled Battle of the Sexes that my friend Sam and I produced using the piece of software of the same name (Pivot, not Battle of the Sexes) while we were back in university, a selection of which you can see at the end of this blog post. That was a very long sentence, wasn't it? Never mind.

    Anyway, the reason I bring up Bernard Pivot is Daniel Lipscombe's recent post of the same name. Apparently something called Inside the Actors Studio always featured a questionnaire by Mr Pivot that everyone featured would answer. I'm sure Daniel can explain it much better than I can, so go and read his post for more details. I'm just going to answer the questions in a memerrific manner.

    Yes, I'm feeling lazy. But I did go and dig into archive.org to go and find those GIF files, previously thought to be lost. I'm good to you, I am. So allow me a little laziness, particularly as I had a job interview today and had to spend seventy-five fucking pounds getting the train to Brighton (65 miles). Ripoff!

    I appear to be procrastinating against answering these questions. It's not deliberate. Here goes:

    1. What is your favorite word?
      "Ostensibly". I'm not sure it's actually my "favourite", but I certainly use it a hell of a lot. I guess you could say that ostensibly my favourite word is "ostensibly". Maybe. But that would make you a prat.
    2. What is your least favorite word?
      "Accountability". Nothing good ever comes of someone using that word. See also: "leverage", "monetize", "transparency", when not used the context of discussing a physical object that is not opaque.
    3. What turns you on?
      Porn! Errm, you didn't mean it like that, did you? An in-depth and deeply, deeply nerdy conversation would be the next best thing.
    4. What turns you off?
      Staff meetings in hot, stuffy rooms. I can't help my eyes getting heavy. I've never actually fallen asleep in one but I've come perilously close lots of times. Also, spiders.
    5. What sound or noise do you love?
      That bubbly sound when you put a straw in a glass of drink and blow.
    6. What sound or noise do you hate?
      Bits of polystyrene scraping together.
    7. What is your favorite curse word?
      COCK! Said with aplomb.
    8. What profession other than your own would you like to attempt?
      I am currently profession-less, technically, unless you count supply teaching. In which case, video game journalism, which I'm sort of doing already anyway. For something completely different, I wouldn't mind doing something involving driving.
    9. What profession would you not like to do?
      Anything that involves sick, poo or blood.
    10. If Heaven exists, what would you like to hear God say when you arrive at the Pearly Gates?
      "Well done for surviving My many challenges that I have thrown in your way! You win my Grand Prize."

    Do have a go at answering these questions in the comments below because I like comments and they make me feel loved and appreciated. While you wait, here are some offensive GIFs involving stickmen and women. I present Battle of the Sexes, a 2005 production of Angry Jedi and Rampant Goose. Click the pics to see the animations, since WordPress doesn't seem to like displaying inline animated GIFs, at least not in this theme.

    Episode 1: First Meeting

    Episode 2: Anyone for Tennis?

    Episode 3: Man's Best Friend

    Episode 4: Uneasy Alliance

    Episode 5: Raging Horn

    Episode 6: Supermale

    Episode 7: Kiss and Make Up

    Episode 8: Big Sister's Story

    Episode 9: Happy Home

    I'm sorry. 🙂

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    #oneaday, Day 112: Hyperbole Squared https://imnotdoctorwho.moegamer.net/2010/05/09/oneaday-day-112-hyperbole-squared/ https://imnotdoctorwho.moegamer.net/2010/05/09/oneaday-day-112-hyperbole-squared/#comments Sun, 09 May 2010 22:55:51 +0000 http://angryjedi.wordpress.com/?p=841 Sometimes you come across something – or someone – so utterly wonderful you want to share it – or them – with everyone. Those of you who follow me on Twitter will already know what – or who (okay, I wish I hadn't started this now, it's getting tiresome) – I'm talking about. Those of … Continue reading #oneaday, Day 112: Hyperbole Squared

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    Sometimes you come across something – or someone – so utterly wonderful you want to share it – or them – with everyone. Those of you who follow me on Twitter will already know what – or who (okay, I wish I hadn't started this now, it's getting tiresome) – I'm talking about. Those of you who have been confused as to why I keep shouting "BAP!" at semi-regular intervals – well, consider yourself prepared for an education.

    If you're wondering who the girl on the right is, this is Allie Brosh. Allie, a self-confessed "sexy lion", is 24, lives in Montana and has a Boyfriend with a capital B. She also has ADHD, a copy of Paintbrush and a gift for writing things so utterly charming that you can't help but want to follow the chaotic saga that is her life. Her blog, Hyperbole and a Half, ping-pongs around between heartfelt lucidity, infectious childlike enthusiasm and some of the funniest, most surreal imaginings you'll ever come across in your travels around the Internet. She also invented the term "mandatory sex party", which went from being a three-word Googlewhack (so not a true Googlewhack, but I'm not picky) to having 28,800 pages mentioning it in the space of a year. And she apologises for saying fuck a lot.

    I have no idea how I found Allie in the first place. I was looking in my Bookmarks Bar in Google Chrome and saw that mysterious » symbol mocking me at the end as if to say "ORGANISE YOUR BOOKMARKS, YOU TOOL!" I clicked on it just to see what forgotten secrets it was hiding and saw a peculiar-looking entry in the pop-up menu that appeared.

    "Hyperbole and a Half," it said. "Come and look. That's an intriguing title, isn't it?"

    It didn't actually speak. That would be weird. But anyway, I clicked on the entry to see what it was and was confronted with this post. It made me laugh. A lot. Particularly because of the drawings. Well-done bad MS Paint drawings are always amusing, but Allie has a real talent for drawing hugely expressive faces with the simplest of shapes. This, coupled with the prose, made me know immediately that this was something I wanted to keep reading. So I checked out the featured posts she had in her sidebar.

    After reading the first paragraph of this post and looking at the picture, I was literally crying with laughter for a good five minutes. That's not an exaggeration. Any time I look at the "BAP!" picture (in fact, any time I even imagine the picture) I start giggling uncontrollably. It was perfect – even more so because I know that I've done something similar before. The word "COCK!" became a useful, if moderately offensive, shortcut to fill dead air in a conversation for my friends and I some years back, and even as I creep closer to 30 I don't see that situation changing any time soon. (I'm in touch with my inner child. Sue me. I am rubber, you are glue and all that.)

    Also, this.

    Once the giggles had subsided, I decided to delve back into Allie's archives and read her posts from the beginning, which turned out to be the middle of last year. Her blog has evidently changed a lot over time, with it starting out as an opportunity for her to get the things that are seemingly racing around her head out onto a page and shared with the world as quickly as possible. She writes like I imagine her talking – quickly, enthusiastically, jumping from one subject to another and often getting distracted by something, veering off onto a complete tangent and oh look a squirrel that's nice isn't it? And she writes about everyday things people get excited about. Destroying snow. Getting drunk and going down a slide, only to find yourself giggling on the floor for a good few minutes afterwards. Grammar pedantry. Imagining monsters in the ice.

    Okay, so some of the things she writes about aren't exactly "everyday" things. But at times, there's a beautiful, childlike innocence to the way she writes and at others, there's a wonderful sense of heartfelt sincerity and honesty. There'll be at least one story she tells on the pages of her blog that everyone can relate to, whether it's the description of her shower being incapable of anything except "lava water" or "liquid ice", the tales of her weird neighbour who always collars her for "therapy-time" or her account of the mission she went on to hijack someone's Wi-Fi just so she could post.

    Peppered throughout the blog are more of her hugely expressive MS Paint creations, always there to support one of her stories in a hilariously visual manner. I haven't yet caught up with the "present day", but I guess (judging from the recent posts) at some point she started to move more towards the "humour" angle and further away from the "personal stories" angle. In some ways, this is a shame, as the stories she tells about herself are always incredibly entertaining, but fortunately she has a wonderful sense of comedy, too.

    So if you're at a loose end, looking for something to read or want cheering up in a hurry, I strongly encourage you to go and check out Hyperbole and a Half. Be warned, though, once that sexy lion has her claws into you you won't want to let her go!

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    #oneaday, Day 111: Post-Mortem https://imnotdoctorwho.moegamer.net/2010/05/08/oneaday-day-111-post-mortem/ https://imnotdoctorwho.moegamer.net/2010/05/08/oneaday-day-111-post-mortem/#comments Sat, 08 May 2010 13:50:30 +0000 http://angryjedi.wordpress.com/?p=831 Good morning! Lovely day, isn't it? Who am I kidding? It's grey and miserable outside and I woke up at midday. Rather than just lying there stewing in my own self-pity and the stench of a night out, though, I decided to get out into the fresh air and locate some decent coffee before I … Continue reading #oneaday, Day 111: Post-Mortem

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    Good morning! Lovely day, isn't it? Who am I kidding? It's grey and miserable outside and I woke up at midday. Rather than just lying there stewing in my own self-pity and the stench of a night out, though, I decided to get out into the fresh air and locate some decent coffee before I melted into a puddle of apathy on the floor. Now I'm back and not actually feeling too bad.

    After any drunken night out, it's always wise to take stock of anything stupid you may have done in order to prepare yourself for any potential repercussions. As technology has advanced, the number of ways in which one can humiliate oneself has exponentially increased. Pre-mobile phones, you could just make a twat of yourself in person. Then there were phone calls. Then there were text messages, emails, tweets, Facebook, blogs and all manner of other media with which to do something dumb. Fortunately, the evidence seems to suggest that I only used a few of these last night. This was largely due to the fact my iPhone battery ran out partway through the evening thanks to us all playing with the Omegle app in the pub before moving on to nightclub "Unit", where ChatRoulette was playing on a big screen, cocks and all.

    So, let's look at the statistics, then.:

    Friends getting lost: 1
    Friends unable to open their own front door because they were turning their key the wrong way: 1 (the same person)

    Phone calls made: 0
    Phone calls received: 2 (from the above person)

    Voicemails left: 0
    Voicemails received: 1 (from the above person)

    Text messages sent: 18
    Text messages received: 11
    Text messages sent to people I shouldn't have: 0 (whew)
    Text messages I regret sending: 0 (double whew)
    Text messages along the lines of "I LUV U UR SO AWESOME LOL": 4
    Text messages containing spelling errors: 17
    Text messages containing perfect spelling: 1
    Text messages containing errant punctuation: 1
    Inadvertent mentions of sadistic/masochistic sexual practices: 1

    Tweets tweeted: 13
    @replies: 1
    Mentions of friends trying to kill me: 1
    Aspersions cast on friends' respective sexualities: 2
    Aspersions cast on friends' respective sexualities based on their taste in music: 1
    Twitpics/yFrogs: 3
    Tweets containing the same picture inadvertently posted twice: 1
    Tweets containing hand-drawn "artist's impressions": 1
    BAP!s: 1
    Tweets in ALL CAPS: 0.75
    Tweets attempting to quote Annie Lennox songs and failing: 1
    Tweets using the hashtag #drunk: 2
    Perfectly spelled tweets: 2
    Unnecessary requests for readers to fuck off: 1

    Blogs posted: 1
    Spelling errors in blog: 0
    Blog lucidity: 95%
    Mentions of men masturbating on webcams being horrifying and compelling at the same time: 1

    Not bad. Could be worse. Let's see a few highlights then, shall we? I hasten to add, these are all ones I sent, not received. Let's start with some text messages:

    Typical post-drunken "THANK YOU FOR AN AWESOME NIGHT!" text. Note the time. I'm impressed I managed to somehow insert a web address and misspell my own name. And what "sebsexbexsusecim" means is anyone's guess. It's probably not what you think. Let's do itcagsin sometime.

    The top message covers several of the above bases. We have the "I LUV U UR AWESOME" ("I need to ve ariuvs awesome people and you are awesome. :)"). We have errant punctuation ("..23@@") and a whole lot of misspelled words. Then underneath we have a beautifully lucid one, proving that the nonsense was more a product of typing too hastily rather than complete spastication. Also, watch out or o can come koj you.

    I wasn't aware my mam was there. Nor do I remember any S&M going on. But it's all right, because I apologies forcant errors. Note that I appeared to have given up attempting to type "Pete" by this point.

    Here are the tweets. I think I can let them speak for themselves. Click for a close-up and read from bottom to top.

    And I'll leave you with my "artist's impression" of ChatRoulette, drawn using Brushes for iPhone while this very situation was unfolding on the big screen a few metres away from us:

    NEXT! NEXT! OH MY GOD! CLICK THE NEXT BUTTON! QUICK!

    >

    | |

    >>

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    #oneaday, Day 110: Hic! https://imnotdoctorwho.moegamer.net/2010/05/08/oneaday-day-110-hic/ https://imnotdoctorwho.moegamer.net/2010/05/08/oneaday-day-110-hic/#comments Sat, 08 May 2010 03:00:58 +0000 http://angryjedi.wordpress.com/?p=826 It's nearly 4am and I'm pissed as a fart. This is officially the first #oneaday I've done while under the influence of any sort of substance, so I apologise in advance for any typos or nonsense I am about to produce. I have already tweeted a whole load of shit, so if you're really into … Continue reading #oneaday, Day 110: Hic!

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    It's nearly 4am and I'm pissed as a fart. This is officially the first #oneaday I've done while under the influence of any sort of substance, so I apologise in advance for any typos or nonsense I am about to produce. I have already tweeted a whole load of shit, so if you're really into the idea of reading drunken bullshit, I suggest you follow me on Twitter.

    I went out tonight. I was meeting up with some friends I used to work with and have really been missing recently. Some of them know the details of what has been going on in my personal life recently, others don't. (Incidentally, if you're reading this right now and don't know the details, I'm not quite ready to make it completely public just yet. Give it time.) The best thing about this evening is that my friends know how to have a good time with the minimum of fuss. There were no difficult conversations required, no prerequisites for the fun we were going to have, just an inordinately large amount of alcohol, some frankly fatal-sounding concoctions that I'm almost certain I'm going to regret in a few hours' time and an awful lot of homoerotic dancing.

    I apologise profusely to all my friends for fondling their nipples in a distinctly inappropriate manner, but none of you seemed to mind at the time.

    Friends are great. I encourage you all to get some. As in some you can go out and see on a regular basis. I absolutely love my online friends and trust them absolutely, but sometimes there is no substitute for being in the same physical place as other people, letting your hair down and acting like a complete twat. There's nothing I'd love more than to do the same with all the members of the Squadron of Shame. One day, perhaps. But for now, a huge shout-out to @dollydaydream, @kslice47, @HarmlessSaucer and @lukejhall for an enormously fun night out involving considerable amounts of drinking and watching ChatRoulette on a big screen.

    Seriously, guys, what sort of person are you if you're quite happy to go onto a webcam site and masturbate in front of someone you don't know? Disturbing, but horribly, horribly compelling.

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    #oneaday, Day 109: Southampton Photowalk https://imnotdoctorwho.moegamer.net/2010/05/06/oneaday-day-109-southampton-photowalk/ https://imnotdoctorwho.moegamer.net/2010/05/06/oneaday-day-109-southampton-photowalk/#comments Thu, 06 May 2010 23:20:53 +0000 http://angryjedi.wordpress.com/?p=739 It's election day, but other people have much more fascinating and well-informed opinions on that than me. So instead I'll share what I was doing this evening, which was wandering around Southampton in the company of various local Twitter types, and taking lots of photographs. It's easy to think of Southampton as a shithole sometimes. … Continue reading #oneaday, Day 109: Southampton Photowalk

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    It's election day, but other people have much more fascinating and well-informed opinions on that than me. So instead I'll share what I was doing this evening, which was wandering around Southampton in the company of various local Twitter types, and taking lots of photographs.

    It's easy to think of Southampton as a shithole sometimes. But there's lots of interesting stuff around, perhaps most notably the ancient city walls that are scattered around the place. The nice thing about wandering around with photography enthusiasts, though, is that you don't feel quite so self-conscious taking photos of weird things. Like a rusty old padlock. Or the shutter on a shop. Or a particularly interesting piece of grating. Or indeed lying on the floor to get some nice close-ups of dandelions.

    It was a fun evening, a chance to hang out with some lovely people and an opportunity to visit some parts of Southampton (well, a pub) that I'd never seen before. For future reference, the Duke of Wellington pub on Bugle Street is very nice. A proper old pub, with wooden floors and beams and everything. Apparently the food's good too.

    Anyway, without further ado, here are a selection of unretouched photos.

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    #oneaday, Day 108: Just Like Marilyn Monroe https://imnotdoctorwho.moegamer.net/2010/05/05/oneaday-day-108-just-like-marilyn-monroe/ https://imnotdoctorwho.moegamer.net/2010/05/05/oneaday-day-108-just-like-marilyn-monroe/#comments Wed, 05 May 2010 22:09:27 +0000 http://angryjedi.wordpress.com/?p=734 I went dancing last night. Yes, you read that correctly. You can blame @Amy_Walker for the bizarre image you undoubtedly have in your head right now. She twisted my arm rather less than I expected she'd have to and I agreed to go along and give it a try. "It?" I hear you cry. Doubtless … Continue reading #oneaday, Day 108: Just Like Marilyn Monroe

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    I went dancing last night. Yes, you read that correctly. You can blame @Amy_Walker for the bizarre image you undoubtedly have in your head right now. She twisted my arm rather less than I expected she'd have to and I agreed to go along and give it a try.

    "It?" I hear you cry. Doubtless you're wondering exactly what kind of wibbling around on the dance floor I was taking part in. Could it be ballet? (No. I don't look good in tights.) Street dance? (No. Largely because the music makes me want to throw dustbins. But also because it looks far too difficult.) Ballroom dancing? (No. I don't grin like an idiot enough.)

    Dance in question was Mo'Jive, which is, I believe, short for Modern Jive. (Apostrophes make everything cooler, as everyone knows.) It's actually kind of difficult to describe, but appears to involve lots of holding hands, offering resistance, spinning people around and trying not to accidentally grab anyone's boobs. It appears to be a pretty versatile sort of dance, too, with the music that was played ranging from the very modern to more traditional stuff from the 50s and 60s. It's deceptively energetic, too. Although the moves themselves feel relatively straightforward to perform in terms of the amount of effort involved (if not in the considerable amount of coordination required) by the end of the night I felt like I'd had a decent workout. Obviously not quite the same as lifting weights or anything, but definitely from a cardio perspective, things were happening.

    I learned three moves throughout the course of the evening which I believe were called the First Move, Push Spin; the Hatchback; and the Man Spin. The geek in me was delighted that I had genuinely learned a selection of moves that sounded like they'd require some pretty advanced button combinations to pull off. ("Man Spin" is quarter-circle forward followed by punch and kick together, if you're curious.) The social spaz in me was delighted that I didn't make a complete tit of myself in front of lots of different people. And, well, just me was delighted that I was actually doing something I'd never done before and never thought I would do.

    Okay. I made mistakes. I kept using the wrong hand halfway through a Man Spin. I occasionally did too many turns in the middle of a First Move, Push Spin. Sometimes I got completely lost and had to start the whole sequence again. But by the end of the night, I was looking surprisingly convincing. Amy even told me earlier today that several friends she knew from the sessions had mentioned how quickly and well I'd picked things up – especially considering I'd never tried it before. She assured me that she wasn't just saying it to make me feel better, too. I think I believe her.

    I had a good time. No, a really great time, actually. After recent events, I've found it especially important to get out there and do stuff. Sitting at home being miserable isn't going to achieve anything. So I'm glad I stepped out of my comfort zone for once and pushed myself to do something that I wouldn't normally have even contemplated doing. And more to the point, the results were far from disastrous. It's given me a bit of much-needed confidence, and God knows I need some of that right now.

    I'll leave you with this, which has to win the Scary and Hilarious Music Video of the Week award. Gotta love the Right Said Fred. Enjoy.

    Post-Script: I hasten to add that the Mo'Jive class Amy and I attended didn't involve any topless bald men, bikini-clad ladies or swimming pools. Or indeed dancing in the style seen in the video. If you're curious about what it's actually all about, check out the Mo'Club here.

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    #oneaday, Day 107: An Open Letter to Hampshire County Council https://imnotdoctorwho.moegamer.net/2010/05/04/oneaday-day-107-an-open-letter-to-hampshire-county-council/ https://imnotdoctorwho.moegamer.net/2010/05/04/oneaday-day-107-an-open-letter-to-hampshire-county-council/#comments Tue, 04 May 2010 17:58:50 +0000 http://angryjedi.wordpress.com/?p=729 Kalvinder Athwal HR Assistant Pay and Contract Support Services Hampshire County Council 3rd Floor, Hampshire House 84-98 Southampton Road Eastleigh SO50 5PA Dear Mr Athwal, Thank you for your letter of 27 April 2010, received today, which coincides beautifully with 1) my birthday, 2) [REDACTED BAD THING], 3) my unemployment and 4) my finances reaching … Continue reading #oneaday, Day 107: An Open Letter to Hampshire County Council

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    Kalvinder Athwal
    HR Assistant
    Pay and Contract Support Services
    Hampshire County Council
    3rd Floor, Hampshire House
    84-98 Southampton Road
    Eastleigh SO50 5PA

    Dear Mr Athwal,

    Thank you for your letter of 27 April 2010, received today, which coincides beautifully with 1) my birthday, 2) [REDACTED BAD THING], 3) my unemployment and 4) my finances reaching breaking point. You are indeed correct that I left my employment with [REDACTED] on the 19th of March 2010. One would have assumed that one's employers would be in possession of a working payroll department, however, and therefore would have had the good sense to make a note of one's time of departure at the time one gave one's notice.

    Imagine my surprise, then, when I receive a letter today informing me that due to the incompetence of someone in your department (this was implied, you unfortunately weren't honest enough to admit it), I have been "overpaid" to the tune of £854.65. That, as I am sure you can appreciate, is quite a lot of money, especially to someone who is not currently in full-time employment. I am sure you are "looking forward" to receiving my payment as you so politely say in your letter, rubbing your greasy hands with glee no doubt, but I am afraid to say that you will be waiting some time for your payment, whether or not you have enclosed an "official" invoice.

    You see, Mr Athwal, your department's incompetence does not only stretch to continuing to pay people after they have left their employment – with several months' notice, I might add – but also to failing to issue them a contract of employment in the first place. I joined [REDACTED] in November 2009 and left in March 2010. By my calculations, I was working there for some five months, during which time I asked on a number of occasions when I would be issued with an "official" (there's that word again) contract. Unfortunately, I never received one of these contracts, meaning that I am technically not bound to any of the terms and conditions associated with said non-existent contract. Considering your department is called "Pay and Contract Support Services" and that you have failed to show any degree of competence in either of those areas, I would strongly suggest that the Council saves its money and asks that you all find something else to do with your time. Perhaps they can "overpay" you after your departure too. But – oh no! – with your department closed, who will write the politely worded yet threatening letters regarding "recovering the amount overpaid"?

    In the meantime, I enclose a copy of your invoice, which I invite you to take in hand, roll into a tight tube and then jam straight up your arse.

    Yours sincerely,

    Pete Davison

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    #oneaday, Day 106: Crystallised Memories https://imnotdoctorwho.moegamer.net/2010/05/03/oneaday-day-106-crystallised-memories/ https://imnotdoctorwho.moegamer.net/2010/05/03/oneaday-day-106-crystallised-memories/#comments Mon, 03 May 2010 22:21:06 +0000 http://angryjedi.wordpress.com/?p=726 It's funny how certain objects come to have memories attached to them. Inanimate, unremarkable objects. They could be an item of furniture. They could be a book. They could be a piece of technology. They could be a stuffed toy. Look around the room you're in right now. Look at some of the things that … Continue reading #oneaday, Day 106: Crystallised Memories

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    It's funny how certain objects come to have memories attached to them. Inanimate, unremarkable objects. They could be an item of furniture. They could be a book. They could be a piece of technology. They could be a stuffed toy.

    Look around the room you're in right now. Look at some of the things that are sitting in it. And not just the big things, or things which are specifically designed to evoke a memory, like photographs.

    What memories are attached to, say, the lamp by the side of your bed? Or the clock radio? Or the bookcase? Or the books which lay discarded on the floor? Or that mark on the wall? If you think about it, you can probably attach a memory to every tiny little thing that you can see in any room – assuming you've had the time to "get to know" that room, of course.

    When you move on to a new place, sometimes other peoples' memories are left behind. They may take away the things that can be carried, packed into boxes or loaded into a van, but some things can't be taken away. A whole room can hold memories, both good and bad. And it doesn't have to be just one memory at a time. In the room where I am right now I can see things which represent good times, things which represent bad times, and things which represent the very worst of times. Some objects in this room represent more than one thing. Some things hold conflicting emotions. Those things are confusing, but the important thing to remember is that the object holds all of those memories, not just the bad ones.

    It's easy to let bad memories and bad experiences colour everything that you do. They say bad experiences and bad memories help to make you stronger. It may well be true, but it doesn't make them any easier to live through, or to relive. But, as received wisdom has it, it's the sum of our experiences that make us who we are. And it's by examining the sum of those experiences that we, ourselves, can learn to understand who we are.

    I'm not sure I really know who I am. I've drifted along for so long, wondering if I'm doing the right thing for myself and for other people. I don't feel like I've found it yet, and recent events (which I won't be going into detail about here) have made me think that no, clearly I'm not doing the right thing – for myself, more than anything else. It's a selfish attitude to take, but when it comes down to it, the only person's destiny that you have any control over is your own. You can't always live your life for the approval of other people, least of all if you're not happy yourself.

    So that's why when some of these crystallised memories disappear, when some are left behind and some are taken with me to wherever life takes me next, I know that's just another step. There have been missteps, and there have been backwards steps, but they're all steps nonetheless; steps on that long, arduous, exhausting and frankly irritating journey that they call life.

    I'm kind of ready to get where I'm supposed to be going now, thanks. I thought I was already there for a while, but there actually seem to be some significant engineering works in the way. Where's the nearest replacement bus service?

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    #oneaday, Day 105: Under the Hammer - One (1) Self https://imnotdoctorwho.moegamer.net/2010/05/02/oneaday-day-105-under-the-hammer-one-1-self/ https://imnotdoctorwho.moegamer.net/2010/05/02/oneaday-day-105-under-the-hammer-one-1-self/#comments Sun, 02 May 2010 22:30:25 +0000 http://angryjedi.wordpress.com/?p=723 I've discovered at great, great cost over the years that one should really value oneself more. Because if you don't value yourself, then it's going to be very difficult for other people to do the same, too. Take me. I don't value myself, even though I know that others do. Because I don't value myself, … Continue reading #oneaday, Day 105: Under the Hammer - One (1) Self

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    I've discovered at great, great cost over the years that one should really value oneself more. Because if you don't value yourself, then it's going to be very difficult for other people to do the same, too.

    Take me. I don't value myself, even though I know that others do. Because I don't value myself, I don't value my own opinions. I don't think my own opinions are worth listening to. When I post my opinions online in the form of this blog, that's fine. I can put my ideas out there and if people like them, great. If people want to talk about them, great. If people don't like them, that's fine too. If I don't want to deal with a violent disagreement with something I've put (not that I think that's ever happened) I can just hide. I can delete the comment. I can keep out of trouble, in short.

    When dealing with people face-to-face, though, it's a different matter. If someone's standing right in front of you and you say something objectionable, there's no hiding. There's no deleting their response. You just have to deal with it. Now, there have only been a couple of times in my life where I've said something and I didn't like what the other person said in response. In all those cases, I know I was the one in the right, but it didn't make it any easier to hear negativity coming from the other party. And that's what makes me afraid to say things sometimes. I start to think that the other person won't want to listen to what I've got to say, that it's not valid somehow, that it's not worth saying. And then I start to think about all the possible responses the other person might come out with. And I assume they're going to come out with the worst possible response. And not wanting to deal with that worst possible response makes me not want to say anything in the first place. It's a vicious cycle that's difficult to break.

    Having such a low opinion of yourself is, as you can probably imagine, semi-to-very crippling when it comes to dealing with society at large. Take our Neanderthal friend from the other day, for example. Although I know he's a complete dick for insulting a random stranger, his words cut deep because I was already thinking pretty poorly of myself, and to discover that other people whom I don't know have immediately judged me on the same criteria is just horrible. I was so upset by his remarks that I cut a walk into town short and came straight home.

    "Man up," you may say. "Grow a pair." But it's not that simple. It's not about being confident or "masculine" or anything like that. It's about believing in yourself to such a degree that stupid insults can just bounce off you and that you can say whatever you please with confidence, knowing that it's your opinion and while not everyone else may agree with it, you have just as much right to say it as the next person. It's not about arrogance and believing that you're always right. It's about feeling that you are able to say those things without feeling embarrassed or self-conscious. And it's about being able to respond to things that other people say – both positive and negative – without feeling choked inside.

    If there's one thing that recent events have taught me, it's that I need to value myself more, and believe that the things I say are worth listening to. It's not easy, though. When you've spent as long thinking as badly of yourself as I have, it's difficult to break that habit.

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    #oneaday, Day 104: Silence is... https://imnotdoctorwho.moegamer.net/2010/05/01/oneaday-day-104-silence-is/ https://imnotdoctorwho.moegamer.net/2010/05/01/oneaday-day-104-silence-is/#comments Sat, 01 May 2010 23:17:08 +0000 https://angryjedi.wordpress.com/2010/05/01/oneaday-day-104-silence-is/ I've been back home visiting my folks for the past couple of days. They read this, so don't be expecting any uncomplimentary remarks, not that I'd do that anyway! It's been quite some time since I've been home. Even longer since my brother and I were both here. Since he was in the country this … Continue reading #oneaday, Day 104: Silence is...

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    I've been back home visiting my folks for the past couple of days. They read this, so don't be expecting any uncomplimentary remarks, not that I'd do that anyway!

    It's been quite some time since I've been home. Even longer since my brother and I were both here. Since he was in the country this weekend, I took the opportunity to catch up with my whole family at once. My immediate family, anyway.

    It's always odd coming back to your childhood stomping grounds. There's always something different to how you remember it, whether it's a new housing development that never used to be there, the fact that your childhood home now has double-glazed windows (despite past insistences that would never happen) or the cars across the road being a different colour. Changes are always particularly striking when you've been away for a while.

    The biggest change since I grew up here is probably the silence. I don't know if it's the fact the cat is no longer with us, the fact that the aforementioned double-glazing keeps the noise out quite well or simply that there's not been any music on the stereo while I've been here. But I've become so accustomed to living in a relatively noisy environment – living in a city centre, enjoying activities that make noise – that the silence here is strange. It feels like something's missing, like it should be filled with something,

    But silence doesn't have to be filled. There's no need for noise all the time. Perhaps John Cage was on to something when he composed 4'33".

    Funny where your mind wanders in the silence of the dead of night.

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    #oneaday, Day 103: Synchronise... Watches! https://imnotdoctorwho.moegamer.net/2010/04/30/oneaday-day-103-synchronise-watches/ https://imnotdoctorwho.moegamer.net/2010/04/30/oneaday-day-103-synchronise-watches/#respond Fri, 30 Apr 2010 22:50:21 +0000 http://angryjedi.wordpress.com/?p=719 Anyone who's got friends in other countries, something which has become more and more likely with the rise of online social networking, will know how difficult it is to do things together sometimes. Different time zones, the fact that you're not "just around the corner" from one another – all manner of factors conspire to … Continue reading #oneaday, Day 103: Synchronise... Watches!

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    Anyone who's got friends in other countries, something which has become more and more likely with the rise of online social networking, will know how difficult it is to do things together sometimes. Different time zones, the fact that you're not "just around the corner" from one another – all manner of factors conspire to ensure that arranging a friendly game of Modern Warfare or Fat Princess, let alone anything more adventurous, is tricky business.

    So what's the solution? Well, how about if you don't actually have to be online at the same time as each other to play together? It's obviously not quite the same as actually being able to talk smack live to each other, but it's a start. And it's a gaming trend which is growing.

    Many iPhone and iPad owners have been enjoying Words with Friends, a Scrabble clone with a different board layout to avoid difficult copyright negotiations. Words with Friends gets this idea of asynchronous multiplayer just right. Play a move and a pop-up push notification is sent to your opponent that it's their turn. They can play their turn whenever is convenient to them. Then the notification is sent back to you. There's also a chat window in game, where messages can be left for the other player. If you want to both stay logged in and play in real-time, there's nothing stopping you doing that. But if, like most people, time is of the essence and you don't have a spare hour for a friendly game, you can spread your game over the course of several days, weeks, months as necessary.

    Obviously this works great for turn-based games, but what about genres which are traditionally real-time? Take racing games, for example.

    Well, here's a clever solution. The rather literally-titled Async Racing allows players to compete against each other without being logged in at the same time. The way it does this is by recording players' laps around the game's tracks and then using these recorded laps as opponents when someone decides to enter a race. Mario Kart Wii did something similar some time back with its Mario Kart Channel functionality, and it proved rather successful for a while, at least among my friends and I.

    Then there's Geometry Wars 2, perhaps the best – and simplest – example of asynchronous multiplayer fun. By posting one of your friends' scores in the upper-right corner of your screen at all times during gameplay, you're always competing against someone else. Assuming you actually have some friends, of course.

    While asynchronous multiplayer is never going to completely take the place of simultaneous play complete with all the trash-talking that entails, it's certainly an attractive alternative for those who are either short on time or friends in the same time zone. It'll be interesting to see how – or indeed if – it will translate to other genres.

    One possibility is for it to use the behavioural analysis that Halo: Reach is supposedly going to pioneer for its matchmaking. Imagine being able to party up with an AI team in something like World of Warcraft made up of your friends' personalities, or have a game of Call of Duty against bots based on behavioural analysis of your buddies. Sure, it's not a patch on actually being there with your friends, but we've established that isn't always an option for some people.

    Games are more fun with friends, whether they can be there with you or not. New opportunities to "play" with people you wouldn't normally get to should be embraced. Asynchronous play is going to be a big part of the future of gaming, and it'll be interesting to see who gets it right first.

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    #oneaday, Day 102: Many Happy Returns https://imnotdoctorwho.moegamer.net/2010/04/29/oneaday-day-102-many-happy-returns/ https://imnotdoctorwho.moegamer.net/2010/04/29/oneaday-day-102-many-happy-returns/#comments Thu, 29 Apr 2010 23:21:51 +0000 http://angryjedi.wordpress.com/?p=716 As you get older, some things become less and less sacred. You realise the Tooth Fairy isn't real when you catch one of your parents sneaking in to collect the tooth and drop off 20p. (It was the 80s. Kids in the class I used to teach get a quid now. Inflation at work!) You … Continue reading #oneaday, Day 102: Many Happy Returns

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    As you get older, some things become less and less sacred.

    You realise the Tooth Fairy isn't real when you catch one of your parents sneaking in to collect the tooth and drop off 20p. (It was the 80s. Kids in the class I used to teach get a quid now. Inflation at work!)

    You realise Santa isn't real. (I don't remember how this happened.)

    You realise the Easter Bunny isn't real.

    You start to care less about "big" annual events like Christmas and Easter. Especially given that the shops start selling crap for each of them earlier and earlier each year.

    In short, things start to matter less. But for me, one thing which will always be absolutely sacrosanct is one's birthday. Your birthday is a day when you should be immune to all harm, be it physical or mental. Of course, in reality it's a day just like any other, but to me, something always feels special about my birthday, and I always respect this feeling towards other people too. I feel particularly sorry for people who have bad things happen to them on their birthdays. I'd feel sorry for them anyway, but to me, having something terrible happen on your birthday just seems like kicking someone when they're down.

    I'm also firmly in favour of people not having to work on their birthdays. Like a personal Bank Holiday, if you will. It's your day, it should be yours to do with as you please.

    But unfortunately, the world doesn't quite work like that. Other people don't care that you're a year older. In fact, most people don't even know that you're a year older, as one of the things that ceases to happen as you get older is the wearing of badges to helpfully inform those around you that "I AM 6". And so when something doesn't go your way on your birthday it feels like an enormous injustice has taken place.

    Fortunately, that hasn't happened today. It's been a pretty quiet one for me. I wrote a few articles, drank some coffee, ate some cake and then went to see some friends and try out new board game Mystery Express, a Murder on the Orient Express-style deduction game. We didn't get time to finish the whole game before some people had to leave and head bedwards (the perils of having a regular day job) but we got a good grasp of the rules and it seems like an interesting game. I'm looking forward to giving it a proper try sometime when we have a bit more time to spare.

    So, I'm 29. So far it doesn't feel that different. I wonder if next year will feel different. 30 feels like it should be some sort of milestone, but at the moment I feel rather like I'm drifting and haven't found my true path yet. Well, as it stands, I have 364 days left to get that sorted. That's doable, right?

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    #oneaday, Day 101: You're A Bigoted Nazi And I Hate You, You Twat https://imnotdoctorwho.moegamer.net/2010/04/28/oneaday-day-101-youre-a-bigoted-nazi-and-i-hate-you-you-twat/ https://imnotdoctorwho.moegamer.net/2010/04/28/oneaday-day-101-youre-a-bigoted-nazi-and-i-hate-you-you-twat/#comments Wed, 28 Apr 2010 21:34:00 +0000 http://angryjedi.wordpress.com/?p=712 Election news, and this happened today: Yes, for those of you who haven't been on the Internet at all today, Gordon Brown made a somewhat embarrassing gaffe when he inadvertently left his microphone on after a televised interview with a voter from Rochdale. Voter in question, one Gillian Duffy, was somewhat outspoken about her opinions, … Continue reading #oneaday, Day 101: You're A Bigoted Nazi And I Hate You, You Twat

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    Election news, and this happened today:

    Yes, for those of you who haven't been on the Internet at all today, Gordon Brown made a somewhat embarrassing gaffe when he inadvertently left his microphone on after a televised interview with a voter from Rochdale. Voter in question, one Gillian Duffy, was somewhat outspoken about her opinions, having been a Labour voter all her life, and raised a concern over the number of Eastern European immigrants coming into the country. It wasn't quite a full-on "they're coming over here, stealing our jobs" Daily Mail rant, but Gordon clearly thought it could potentially get into that sort of territory, looking visibly uncomfortable as he attempted to reassure her.

    Then, when leaving the scene, his microphone was left switched on, allowing the general public to hear him pronounce the meeting as a "disaster" to his aides. He noted that they "should never have put [him] with that woman" and demanded to know "whose idea was that?"

    When questioned on what she said that offended him so, his response was "Oh, everything… she's just a sort of bigoted woman who said she used to be Labour, I mean, it's ridiculous."

    Now let's give Gordon a bit of credit here. He's showing himself to be a human. This is something of a rarity. Who hasn't had a good rant at colleagues after dealing with a particularly difficult customer? The difference here, of course, is that the rest of us don't have radio microphones. Nor are we under constant scrutiny from the press and public alike. The most we have to worry about is whether or not our boss is following us on Twitter. (If they are, block them now. Seriously. And don't even think about adding them on Facebook.)

    Gordon is under this sort of scrutiny. He was under this sort of scrutiny even when he wasn't on the election campaign trail. Which means that within moments of it happening, news was all over the Internet. It's been said a number of times before that the fact this is the first election where social networking is going to be a big deal. This incident, and the speed with which it spread from Twitter to Facebook and back again many times over, just goes to show how much power the Internet is going to have over the end result of the election. Couple this with the various campaigns in support of underdog Nick Clegg of the LibDems on Facebook and things aren't looking too rosy for our PM.

    The worrying thing about this situation is that it's allowing parties with more extreme views such as the BNP to gain more support. Nick Griffin, leader of the BNP, claimed in his controversial (and Marmite-smeared) election broadcast that the BNP is the "fastest growing party in Britain". This may well be an exaggeration (and probably is) but the big issue for a lot of people at this election is immigration. A lot of people feel rather strongly about it, to say the least. A lot of people are becoming more outspoken about their views. And a lot of people are starting to sympathise with the BNP's views. When they see damning evidence that the "main" parties don't appear to be paying attention to the things that matter to them, that's when they start to look elsewhere. And hearing your views dismissed as being "bigoted" by the Prime Minister certainly isn't going to make you feel like voting for a party you've been loyal to your whole life.

    I'm no fan of the Daily Mail "Britain is FULL!" line and I don't particularly agree with Gillian Duffy's statements. But it's her right as a voter to share those views with the prospective candidates and question them on what their plans to do something about them are. It's part of being an informed voter. This election is actually interesting people for once, so voters have every right to make an informed choice. What Gordon should have done – and in fact, what Gordon has said he was going to do – was engage with the woman's opinions and open a debate. Part of being a politician is dealing with people who hold differing viewpoints to you. These viewpoints might be a little bit different, or they might be completely diametrically opposed to yours. The masters of their art can engage with these viewpoints and disagree with them in such a way which doesn't leave the other person feeling like a complete dick. I can only imagine how mortified Gillian Duffy must have felt when she discovered what had been said about her.

    Fortunately, we don't have to imagine. Ever-resourceful and keen to potentially get a shot of someone either getting angry or starting crying, reporters on the scene decided to share the PM's gaffe with Duffy. This was her reaction:

    Needless to say, the PM has lost the respect of one voter. Plus the millions of people who have retweeted and shared these videos all day. Plus the millions of people who don't "do" social networking but have watched over the shoulders of partners and spouses. Plus anyone who watched the news today.

    Brown's defensiveness and unwillingness to engage with someone who disagreed with his views may well have cost him dear. Whatever you may think of Duffy's comments on the subject of immigration, they're pretty mild when compared with some of the things that BNP supporters come out with. Was calling her "bigoted" really necessary?

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    #oneaday, Day 100! https://imnotdoctorwho.moegamer.net/2010/04/27/oneaday-day-100/ https://imnotdoctorwho.moegamer.net/2010/04/27/oneaday-day-100/#comments Tue, 27 Apr 2010 23:35:20 +0000 http://angryjedi.wordpress.com/?p=707 And there it is. With little fanfare, just after midnight on the day before my birthday, I hit the big 100. That's one hundred days of continuous blogging. And, while some older entries have now been set to private for reasons I won't go into, I have 100 posts all lined up one after the … Continue reading #oneaday, Day 100!

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    And there it is. With little fanfare, just after midnight on the day before my birthday, I hit the big 100. That's one hundred days of continuous blogging. And, while some older entries have now been set to private for reasons I won't go into, I have 100 posts all lined up one after the other showing me… well, nothing really. Nothing apart from the fact that I can keep up a commitment I set to myself to do something that I enjoy and is of at least marginal benefit to me.

    Blogging is cathartic. At least to me. Some people focus their blogs on one particular narrow subject and make that specialist subject the only thing they talk about. I've toyed with that idea for some time – this being me we're talking about, video games are a big part of that, but that's not the only interesting thing that goes on in the world. In limiting myself to talking about one thing and one thing only, I'd be limiting my potential audience, even if the company I mostly keep online are largely video game enthusiasts themselves, too.

    One thing I have enjoyed about writing these #oneaday posts is the opportunity to write something a bit different. Some days it'll just be a personal comment, like today. Other days I'll do a write-up on a particular issue. Other days I'll post photos. Looking at the stats, though, it's sometimes difficult to see patterns. The best day recently (with a mighty 90 views) was the day I responded to Roger Ebert's "games will never be art" assertion (after midnight) and later that day (after actually sleeping) posted some pictures with the iPhone Hipstamatic app. The Ebert issue was a hot topic, so it's unsurprising that saw a big spike. I had a similar pattern when I posted about Kevin Smith's experience with SouthWest Air, another hot topic of discussion around the Internet.

    So I guess if I'm chasing page views, hot topics are the way forward. Well, duh.

    But I'm not going for page views, really. I mean, it's always gratifying to know that people are reading what I'm writing (and even better, responding in the comments) but when I write these things, I'm doing it for me. Keeping it daily like this is like keeping a diary, something I've done several times in the past. I always used to greatly enjoy keeping a diary but always, without fail, ended up writing something so utterly mortifyingly embarrassing in it that I'd end up throwing the book out in case anyone ever saw it. I actually regret that now, as lame as the things I wrote were (usually involving chicks) as if there's one thing I always enjoy doing, it's reading back over past things I've written.

    Over the last couple of days, I've been re-reading this blog from the beginning. It being a blog and not a novel, there's obviously not a sense of structure. But there is a curious sense of narrative, whether it's saying an open and heartfelt goodbye to the family pet, discussing my time with No-One Lives Forever (still a top search term to find this blog), exploring the stranger side of indie games or reviewing a local band. I remember these things happening, as small and inconsequential as they mostly are, because I wrote about them. We all have "big memories" of the life-shaping events that take place in our lives – good or bad. But the thing I'm truly appreciating about this whole exercise is that it gives me the opportunity to remember the little things, too, however little relevance they may hold to the "big picture".

    If you've read anything at all on this blog before, you've shared in some of those memories. They may not seem significant to you. Some of them don't even seem significant to me. But thanks for letting me share all those things with you. I hope I've entertained, informed or at least given you something to do while you're bored. I've certainly enjoyed writing them – at no point has it ever felt like a chore. Which is, as they say, a Good Thing.

    It figures that on a big milestone day like this one, I go off onto a completely dumb stream of consciousness ramble. There are many more days ahead of this one, each holding new memories ready to commit to a post. I'm looking forward, wondering what will come next.

    Here's to the next 100. Good night.

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    #oneaday, Day 99: One Away https://imnotdoctorwho.moegamer.net/2010/04/26/oneaday-day-99-one-away/ https://imnotdoctorwho.moegamer.net/2010/04/26/oneaday-day-99-one-away/#comments Mon, 26 Apr 2010 23:01:09 +0000 http://angryjedi.wordpress.com/?p=704 Tomorrow marks my centennial on the #oneaday train. That's pretty good going. I know some people are ahead of me already, but we should all celebrate each others' milestones. And the way I choose for you all to celebrate my own milestone is to buy me cake. Particularly as it's my birthday soon. Anyway, cake … Continue reading #oneaday, Day 99: One Away

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    This is not me.

    Tomorrow marks my centennial on the #oneaday train. That's pretty good going. I know some people are ahead of me already, but we should all celebrate each others' milestones. And the way I choose for you all to celebrate my own milestone is to buy me cake. Particularly as it's my birthday soon.

    Anyway, cake aside, what I wanted to talk about today is exercise. I've managed, through some serious mental reconditioning that may or may not have involved an electric cattle prod, to get back into a gym routine. I've been every day for the last few days. That may sound like a lot to some, but the last time I jumped in with this intensity it had a noticeably positive impact on my body. I felt better and I looked better. I mean sure, I was still a tubby bitch, to quote Mr Kevin Smith, but slightly less so than before. Then various things happened, I left my job which was conveniently five minutes' walk away from the gym, got depressed, ate too much, took on a job that was so far away from where I lived that by the time I got home of an evening I wasn't able to get to the gym before it closed and finally quit that job. Clear? No? Never mind.

    Now that I'm in that weird sort of "uhhh… what now?" phase without having a full-time job, I have plenty of time to get to the gym. Even on days when I do have some work, I've managed to get home, have a quick rest, maybe a quick blast on WoW and then head out to the gym before dinner. This time around, I feel like I've made much quicker progress than before. The day before yesterday I managed a 10-minute non-stop run on the treadmill, which I can't normally do. I can't do it consistently yet, as I need to be full of energy to pull it off, but it's getting there. And I can do 5 minutes non-stop without too much difficulty now.

    Experimented a little with some free weights today. Rhiarti has said she's going to give me some suggestions for a Geek Workout using weights rather than machines. The machines are all well and good, but apparently the free weights actually work more muscles because you have to support the big lump of metal you're lifting as well as, you know, lifting it. And certainly after I tried a few bits and pieces I'd looked up online today, my muscles felt like they'd had a much more solid workout than if I'd used machines for equivalent exercises. The side-effect of all this, too, is that I feel rather more positive about my body image. I know there's no way that my shape would have changed over the course of less than a week, but I feel better about myself. I think it's just taking the positive step to do something about it that makes me feel better. I have a lot of work to do, but I feel like I've got into a good rhythm now. Let's hope I can keep it up.

    No idea whether I'll be working tomorrow yet. The irritating thing about supply teaching is that you have to get up super-early for no guarantee of work on most days. But even if there's no work, I have some articles to write and some potentially paid freelancing gigs to chase up, so it's not as if I'll be short of things to do. I also applied for three jobs today, so hopefully something will come of one of those. Though going on past experiences with my saying "hopefully something will come of one of those", I fear it will be unlikely I'll hear back from them ever, my application lost in the Netherstorm for all eternity.

    It's time for bed. Before midnight! Good job, me.

    Also, to the shouting drunken morons outside my front room window, kindly jump in the Solent.

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    #oneaday, Day 98: Have You Heard... https://imnotdoctorwho.moegamer.net/2010/04/26/oneaday-day-98-have-you-heard/ https://imnotdoctorwho.moegamer.net/2010/04/26/oneaday-day-98-have-you-heard/#respond Mon, 26 Apr 2010 00:42:21 +0000 http://angryjedi.wordpress.com/?p=701 It's always a pleasure to find something entertaining and new to enjoy. A little while back, I discovered Kevin Smith's podcast, or SModcast as he calls it. I'd been following Smith on Twitter for some time. He tweets a lot, and the fact that he makes all his replies public irritates some people, but I've … Continue reading #oneaday, Day 98: Have You Heard...

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    It's always a pleasure to find something entertaining and new to enjoy. A little while back, I discovered Kevin Smith's podcast, or SModcast as he calls it. I'd been following Smith on Twitter for some time. He tweets a lot, and the fact that he makes all his replies public irritates some people, but I've always found him extremely entertaining. He's not afraid to speak his mind, at least, not on the Internet, as he claims he'd be a "pussy" in real life. I can identify with that. I speak my mind on the Internet too, but I sometimes find it difficult to do so face-to-face.

    His podcast is such an entertaining listen because it has almost nothing in the way of structure. It's a simple case of him and at least one other person sitting down and chewing the fat (no pun intended) about something or other, usually something that's happened that week either in the news, or to the people involved personally. The talk is always spattered with absolute filth (even more so since his sponsorship deal with male sex toy maker Fleshlight) but it never seems to degenerate into total nonsense, despite Smith's love of sparking up a doobie in mid-recording. There's always a point, however much they may get off it throughout the course of their discussions.

    The thing I love the most about the SModcast, though, is that it's like sitting down with Smith and Mosier (or whoever is sitting in for him) and enjoying a thoroughly silly chat with them. You know, the sort of chats you have with your friends late at night when the drinks have been flowing and the "party" atmosphere has died down a bit. The kind of conversation that usually starts with "You know, I found out the weirdest thing today…" and generally meanders throughout diverse topics, including complete nonsense, without really settling anywhere for some time. The kind of conversation that easily falls into fits of the giggles. And Smith often gets the giggles, big time. I think I enjoy his giggle fits more because his laugh reminds me a lot of an old friend from school that I unfortunately haven't seen for a long time now.

    SModcast breaks every rule about what should be a "good" podcast, except for the "you should be regular" one. Smith and his team make sure there's something for fans to listen to regularly. Each one may be completely different in terms of subject matter (but it's a fair bet that there will be at least some mention of jerking off or anal sex in there) but they're always entertaining. And they're not always filthy, too. A couple of episodes a month or two back involved Smith talking to his mother and reminiscing about the "good old days". Smith isn't afraid to be a pottymouth in front of his mother, but the stories they told, despite their relative mundanity, were extremely compelling and interesting. Smith is nothing if not a good storyteller.

    So if you want something interesting to listen to in the car or at the gym and don't mind a bit of filth creeping in here and there (yeah… it's totally not for kids) then you could certainly do far worse than show a fat man some support. Head over to SModcast.com and have a listen.

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    #oneaday, Day 97: Ding! Growing Up https://imnotdoctorwho.moegamer.net/2010/04/24/oneaday-day-97-ding-growing-up/ https://imnotdoctorwho.moegamer.net/2010/04/24/oneaday-day-97-ding-growing-up/#comments Sat, 24 Apr 2010 23:45:26 +0000 http://angryjedi.wordpress.com/?p=698 I reached level 80 in World of Warcraft today. This is the first time in any MMORPG that I've reached the level cap, and the character with whom I achieved it is the one I started playing on the day the game was released. My friend Tim also reached the milestone in the early hours … Continue reading #oneaday, Day 97: Ding! Growing Up

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    I reached level 80 in World of Warcraft today. This is the first time in any MMORPG that I've reached the level cap, and the character with whom I achieved it is the one I started playing on the day the game was released. My friend Tim also reached the milestone in the early hours of this morning, having originally started at the same time as me.

    For those who have never got into an MMORPG, talk of reaching the level cap being "just the beginning" of the experience sounds like absolute nonsense. After all, reaching the level cap in a single-player RPG just means that you don't need to grind any more and can zip through the rest of the story with ease. But reaching 80 in Warcraft, or 50 in City of Heroes, or the rather more casual-player friendly 20 in Guild Wars, is simply a sign of maturity.

    In fact, the whole "levelling up as metaphor for life" idea is, on reflection, quite a potent one. Bear with me on this one.

    You're born. You come into the world knowing nothing about it. Everything is new to you. You spend your time exploring, finding out how to do things. Some things you find out for yourself, others you are taught. You're weak and feeble. You often need help doing things. You make friends. You quickly learn the people to avoid. And all the time, you are learning, growing stronger.

    As time goes on, you eventually reach a stage where you have outgrown your home. It doesn't offer you any challenges any more, so you move on. You say a fond farewell to the familiar surroundings of your home and spread your wings, and during this time you continue to learn new things. Your challenges become greater, and you sometimes still need help, but at other times you can do things for yourself. On the occasions where you return home, everything suddenly feels much smaller. Things which once offered you a huge amount of challenge are now mere trifles to be knocked aside as you pass through.

    Time passes. You continue to learn and grow. You move further and further away from your home until you eventually reach a stage where you feel like the world is your oyster. There are still some challenges which seem insurmountable, even with help, but you are feeling more independent. You still feel that you have a lot to learn, and you run into people who have more experience than you regularly, but you know that you are much more capable of finding things out for yourself.

    Eventually, after what feels like an extremely long journey, you reach maturity. You are independent. You can go anywhere, you can do anything. You could co-operate with others for a common good. Or you could pursue your own personal goals. You could take possession of bigger and better things to help you become stronger, but there's nothing more for you to learn. But there are still challenges to overcome. Challenges of your own deciding.

    In Warcraft, reaching 80 is reaching maturity. You can go anywhere and do anything. There are no new skills or spells to learn, no way of working to become stronger. It's all up to you and your possessions to prove your worth. And at this point, being an "adult", other people start to look up to you. The people who are still at the beginning of their journey look at you, seemingly at the end of yours, and believe that you are someone who knows what they are doing. But you might not. Just because you've negotiated the perils of childhood, puberty, adolescence and young adulthood doesn't mean that you know everything. You might not want to be a leader. You might still want someone to tell you what to do, even though you're theoretically strong enough to make it on your own.

    I often find that online games tend to reflect social values quite nicely. Past experiences with Second Life, in particular, have been interesting, but the same thing happens in Warcraft. I'm nearly thirty years old, but in my daily life I still don't feel like a "leader". I'd feel weird if I was placed in charge of a group of people, and it's the same when I join a party in Warcraft. I don't have the experience of leadership, though I do have other skills. So I wouldn't want to be the one bossing a party or a raid around, but I'm happy to follow orders and give my own ideas. It's the same in reality – I'm happy to follow someone else's instructions and suggestions, and occasionally chip in myself, but were I to be in charge of a group of people? I'm not sure how I'd handle that.

    I guess my past work in teaching is technically a "leadership" role, so I have done it in the past. And I'm completely comfortable showing people how to do things, or explaining things to them. I think the thing which I find most difficult is being decisive on behalf of other people. I fear looking stupid in front of others, or deciding something that turns out not to be of mutual benefit to everyone. So I defer to others. Now, admittedly, in real life you're unlikely to suffer a "wipe" as a result of a bad decision you made. But there are other ways that things can go wrong. Feelings can be hurt. You can find yourself in a situation you're not sure how to get out of. Worse, you can feel you've trapped other people in a situation you don't know how to get out of.

    Decisiveness is clearly an art to learn, whether you're a level 80 mage or a level 0 everyman. And there's no class trainer to help you with that one!

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    #oneaday, Day 96: Another Day, Another #oneaday https://imnotdoctorwho.moegamer.net/2010/04/24/oneaday-day-96-another-day-another-oneaday/ https://imnotdoctorwho.moegamer.net/2010/04/24/oneaday-day-96-another-day-another-oneaday/#comments Sat, 24 Apr 2010 01:02:28 +0000 http://angryjedi.wordpress.com/?p=694 Well, since everyone else seems to be doing it (well, by "everyone" I mean Chris Schilling and Rhiarti) I guess it's time for a post on the subject of #oneaday itself. Numbers have been dwindling since the project began. Right now we're down to just a few people. As Chris says on his post today … Continue reading #oneaday, Day 96: Another Day, Another #oneaday

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    Well, since everyone else seems to be doing it (well, by "everyone" I mean Chris Schilling and Rhiarti) I guess it's time for a post on the subject of #oneaday itself.

    Numbers have been dwindling since the project began. Right now we're down to just a few people. As Chris says on his post today (or more accurately, yesterday, since – oh look, it's 2AM) it would probably be generous to say that there are ten writers still thanklessly scribbling away for no discernible reward save a sense of self-satisfaction. And, of course, the happy smiley comments that people post when they see something they particularly like.

    When I first started blogging a few years back – I had several attempts prior to settling on this particular little corner of the web – I felt that it was a fairly "solitary" experience. I mean, sure, you have the comments section. But not everyone bothers to comment. And that's fine in this instance – as I've said several times, I'm writing for me here. Thinking out loud, if you will. If you, the person reading this right now, happen to enjoy it, so much the better.

    What #oneaday has taught me, though, is that blogging doesn't have to be that solitary experience. It can very much be a social experience where writers can group together, take ideas from one another and discuss the things that they have written about. As the #oneaday collective has become smaller and smaller, it's become closer and closer. When the project first started, I didn't have time to read through the fairly daunting list of daily-updated blogs. It's easy to feel overwhelmed by continually updated content, particularly when it comes from a large number of sources. But now, I feel that I can easily get through the people who are still working hard on their blogs. I can read their posts, digest the content, post a comment, check back for comments later in case I sparked a discussion, and then do the same with the next site. And the next one. And the next one.

    Since we've started talking to each other more, there's a lot more in the way of discussion and reposting on Twitter, too, potentially opening our respective audiences up to more people. Again, as I say, it's not about huge audience figures – but it's always nice for any writer to know that what they're posting is being read and appreciated by others. So if you're reading this, thanks. You're pretty great, you know that?

    The biggest thing it's done for all of us, though, is give us the opportunity to express ourselves regularly, along with teaching us all some pretty rigorous self-discipline. Churning out a post a day which has to be nothing more than a paragraph if we can't be bothered may not sound like much, but it's a big deal for any writer to be able to conscientiously get on with doing what they do every single day. So a public congratulations to those who are still beavering away like me, and a welcoming hand to those who are contemplating joining us. Mr Kokoris, I'm looking at you.

    And no, it's not compulsory for you to write posts at 2AM. I've just sort of fallen into the habit. Whoops.

    On that note, I am yawning my head off. Good night!

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    #oneaday, Day 95: Round 2! Fight! https://imnotdoctorwho.moegamer.net/2010/04/22/oneaday-day-95-round-2-fight/ https://imnotdoctorwho.moegamer.net/2010/04/22/oneaday-day-95-round-2-fight/#comments Thu, 22 Apr 2010 23:42:36 +0000 http://angryjedi.wordpress.com/?p=691 The second round of the Leaders' Debate happened tonight on Sky News. This means we had an annoying news ticker running across the bottom of the screen all the way through, accompanied by occasional references to make us wish "God, I wish I was watching this in HD". There is no need for HD in … Continue reading #oneaday, Day 95: Round 2! Fight!

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    Debating at the BA graveyard.

    The second round of the Leaders' Debate happened tonight on Sky News. This means we had an annoying news ticker running across the bottom of the screen all the way through, accompanied by occasional references to make us wish "God, I wish I was watching this in HD". There is no need for HD in a Leaders' Debate. Unless you really like watching people sweat.

    It was what happened afterwards that was quite interesting, though. Sky immediately pronounced David Cameron the "winner" of the debate, according to the YouGov/Sun poll. Now, I'm immediately suspicious about this as the Sun is hardly the most objective point of reference when it comes to politics, particularly around election time. But my suspicions were further confirmed when, looking at various other polls on different websites, results varied enormously. One site put Nick Clegg at a 65% majority. Twitter was overwhelmingly pro-LibDem once again. Another site put the three potential leaders much closer to one another.

    Conclusions to draw from this, then? Polls are utterly meaningless if there's more than one asking the same question, because you're going to get vastly different answers according to the audience. One could even question whether the election itself is truly representative of public opinion, given our typically low turnout at the polling station on the big day. And then there's our bizarre "first past the post" system, which means that it's actually extremely difficult for the LibDems to achieve a majority, even if most of the country were to turn yellow overnight. Political reform is high on the agenda for all three parties, and this is one thing I think will be looked at for next time around. Proportional representation is the buzzword. I remember reading about that during A-Level Sociology and while I can't quite recall what it actually means right now (and, it being late, can't quite be bothered to look it up), I'm pretty sure it's rather more fair than the odd system we have right now.

    The real winner of the debate, as already mentioned, was Twitter. Twitter, during any sort of "big" event (and I use the term loosely, since last year The Apprentice became a "big" event on Twitter) explodes with discussion and jokes. It's where the "public" thing about Twitter really comes into its own. Anyone and everyone can post, and anyone and everyone can read what everyone else said. Everyone from my humble self to "them off the telly" like Charlie Brooker, Simon Pegg and numerous others were all at it. And while the volume of tweets was so high it was impossible to read them all and stay sane, it provided an interesting snapshot of how people were reacting to everything, on a real-time basis. Gaffes the politicians made were caught immediately – "every time I go to Afghanistan I get blown away" being my particular favourite – and several people took it upon themselves to count how many times they attempted a lame joke (often), a successful joke (rare) or a flirtation with an attractive audience member (a clear victory for Clegg).

    The other entertaining thing about today was the front-page article from the Daily Mail accusing Clegg of a "Nazi" slur. The reason for this? This article from 2002 (yes, 2002), in which Clegg, then an MEP, hit out at the misplaced sense of British self-satisfaction, when Germany, having been beaten down from not one but two World Wars, had achieved rather more significant financial and cultural success than we have. I happen to agree with him. Does that mean I'm making Nazi slurs too? The Mail didn't even seem particularly clear on what they were accusing him of. Given that they had to go back eight years to find anything even vaguely controversial to dig up, they're clearly more than a bit desperate.

    The LibDems have balls, I have to give them that. After the Mail's accusation, a political blog and a Lib Dem councillor allegedly seeded the Twitter hashtag #nickcleggsfault, where anyone and everyone would have the opportunity to blame Nick Clegg for something that clearly wasn't his fault. It's a joke that could have so easily backfired, but Twitter, itself overwhelmingly LibDem at present, took it to heart and has spent the whole day "blaming" Clegg for everything from the unpronouncable, unspellable Icelandic volcano that has brought so much irritation to air travellers, to John Romero's Daikatana. (I may have had something to do with that last one.)

    This is the first time the election has felt like it "mattered". Thirteen years of Labour has turned a lot of people into cynics, which would explain the nation's poor turnouts at the last few elections. But hopefully, with all the buzz surrounding this one thanks to Twitter, Facebook, blogs and other means of online social networking, this may well be a year we start to see some big changes in British politics. And, as lovely as those beautiful old buildings down in Westminster are, what goes on inside them is in serious need of a big kick in the arse.

    It's probably pretty clear from all this that I will be voting yellow all the way. I'm not saying you should, too. But you should at least vote. It would be heartening to know that the nation actually gives a shit about something more important than bloody football for once.

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    #oneaday, Day 94: Year 7, Years Later https://imnotdoctorwho.moegamer.net/2010/04/21/oneaday-day-94-year-7-years-later/ https://imnotdoctorwho.moegamer.net/2010/04/21/oneaday-day-94-year-7-years-later/#respond Wed, 21 Apr 2010 23:04:31 +0000 http://angryjedi.wordpress.com/?p=688 Times change, especially when it comes to kids. As new parents inevitably say at some point or another, "they grow up so fast". One minute they're a mewling, puking, shitting machine that whinges and moans about everything. Then they move out of their teenage years and leave home. I jest. Actually, no I don't, really. … Continue reading #oneaday, Day 94: Year 7, Years Later

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    Times change, especially when it comes to kids. As new parents inevitably say at some point or another, "they grow up so fast". One minute they're a mewling, puking, shitting machine that whinges and moans about everything. Then they move out of their teenage years and leave home.

    I jest. Actually, no I don't, really.

    I spent today doing supply teaching work for a local school. A local secondary school, to be as specific as I'm going to get in this post. As far as days at school go, I've had worse. Largely because I knew I was leaving at 3pm and that I was only there for a day, which meant that even if it was a nightmarish experience, I was going to escape pretty quickly anyway. This meant I could take a fairly relaxed attitude to the whole day and not get wound up by children who obviously do their very best to drive their teachers nuts at every opportunity. Water off a duck's back. It was a new feeling. I liked it.

    What I didn't like so much was the discovery that Year 7 are into hardcore pornography, and aren't shy talking about it in rather loud voices in the middle of a music lesson.

    Now, I may have led a somewhat sheltered existence being a rural, country village boy, but I don't think I even knew what "hardcore pornography" meant when I was in year 7. As I recall, most of my conversations in Year 7 revolved around whether the Sega Mega Drive or the Super NES was the best, and whether it was pronounced "Rye-oo" or "Ree-oo". Much like today, in fact. The most anything even vaguely sex-related came into conversation was if someone fancied someone else – and even then, it was never talked about in terms of sex, just in terms of an Alan Partridge-esque "ooh, I'd like to… kiss her". Oh, and there was the one time someone put a condom over a shower head in the boys' PE changing rooms and turned the water on. We were all delighted to discover that said prophylactic would reach all the way down to the floor if you kept filling it with water.

    But no porn. At least, no-one talked about it, anyway.

    Part of the reason for this shift in the, ahh, "interests" of 11-year olds is clearly due to the Internet. Most of the discussion that these kids were having (and ignoring requests to please shut up about it, I might add) revolved around the sites that they liked to visit. There was no shame in this discussion, no taking the piss out of each other that "urrgh, you're doing that so you can have a wank!" – just pure, unadulterated filth. From 11-year olds.

    Now, all right, the area that the school in is, shall we say, not the best. But I was still pretty surprised and shocked to hear these sorts of things come out of the mouths of 11-year olds.

    The regular teachers at this school seemingly weren't, however. "Miss says this class is sex-mad, sir. Sex-mad! Sex sex sex," one helpful young man informed me. I wasn't arguing.

    The moral of this story, dear readers, is clear, then. If you're a parent, then for God's sake take an interest in what your kids are doing on the Internet. Talk to them about what is and isn't appropriate for them. By all means talk to them about offensive content and what they should do if they come across it (get your mind out of the gutter) but don't just leave them to their own devices. From that springs porn-addicted, shit-talking, ill-informed arseholes who will inevitably grow up to become /b/. And do you really want to create an entire generation of /b/?

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    #oneaday, Day 93: Words Are All I Have https://imnotdoctorwho.moegamer.net/2010/04/20/oneaday-day-93-words-are-all-i-have/ https://imnotdoctorwho.moegamer.net/2010/04/20/oneaday-day-93-words-are-all-i-have/#comments Tue, 20 Apr 2010 22:31:59 +0000 http://angryjedi.wordpress.com/?p=685 A complete stranger insulted me today. There was no provocation and no reason for it. The only explanation I can come up with is the fact that he was with two friends and wanted to play up in front of them, so he thought he'd pick on the fat guy. It ruined my morning. I'd … Continue reading #oneaday, Day 93: Words Are All I Have

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    A complete stranger insulted me today. There was no provocation and no reason for it. The only explanation I can come up with is the fact that he was with two friends and wanted to play up in front of them, so he thought he'd pick on the fat guy.

    It ruined my morning. I'd gone out for a walk in the glorious sunshine, but that one hurtful comment upset me. So did the knowledge that people exist so obnoxious that they feel the need to pick on other people, like 10-year old bullies. So I went home.

    Fortunately, after talking to a few friends online, many of whom say they had experienced something similar at one point or another, I felt a bit better. And I started to think that I'd rather be the person I am, however I look, than the sort of arsehole who judges another person based on their appearance and then insults them to their face. You have to wonder how fucked up that person must be in the head to want to do that.

    Rhiarti wrote a touching post the other day about being "the ugly duckling" and not fitting in. I sympathise entirely since I feel exactly the same way. There are times when I feel like I just don't belong in "normal" society. When I go out to a bar – with friends, even – and find myself unable to think of anything to say, for example. Small talk's never been a strong point of mine. When I find myself overthinking conversations I'm potentially about to have – and sometimes end up not having them at all. That's another good one.

    It's strange. I sort of like it and hate it at the same time. When I went to PAX, it was, like Wil Wheaton said at the time, "like coming home". I was amongst other people who obviously felt the same way, and it was a good feeling. But that made it all the harder to leave them behind and come back to the big wide world where strangers think it's acceptable to insult you.

    I know, I know, I should grow a pair.

    But words are powerful. Words are perhaps the strongest weapon that humans have. Well, that's perhaps not true. A nuclear bomb would probably kill more people than an expectorated obscenity. But when it comes to helping or hurting another person, words are definitely one of the strongest things that there are, and definitely the thing that sets us apart from animals. A kind or unkind word can have a huge impact on how someone feels, whether or not they show it to you directly – or indeed whether or not they're right there with you. I know I certainly appreciate the kind and supportive words my "distant" friends have for me, whether it's something serious and heartfelt, or sharing a private joke together.

    So, people of the world, next time you're going to say something, have a quick think about what the person you're saying it to might think. And don't be a dick.

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    #oneaday, Day 92: M.C. Tinny Distortion https://imnotdoctorwho.moegamer.net/2010/04/19/oneaday-day-92-m-c-tinny-distortion/ https://imnotdoctorwho.moegamer.net/2010/04/19/oneaday-day-92-m-c-tinny-distortion/#respond Mon, 19 Apr 2010 22:53:07 +0000 http://angryjedi.wordpress.com/?p=682 It's mid-morning. You're sitting on the waterfront, looking out over the water, the slight morning breeze wafting through your hair and sending a slight chill over your skin. Not uncomfortably so, just enough for you to feel the wind's caresses and appreciate the sunshine when it does hit you all the more. You can hear … Continue reading #oneaday, Day 92: M.C. Tinny Distortion

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    It's mid-morning. You're sitting on the waterfront, looking out over the water, the slight morning breeze wafting through your hair and sending a slight chill over your skin. Not uncomfortably so, just enough for you to feel the wind's caresses and appreciate the sunshine when it does hit you all the more.

    You can hear the water sploshing against the wall down below as it sloshes back and forth, back and forth, never still, always moving. You don't look into it too deeply as it's almost opaque with green crap and the filth from a million motorboats passing through the area, but right now it doesn't matter because this is your moment. You are, for once, at peace.

    Then, a sound from over yonder. You can't quite make out what it is. It's quite harsh, and tinny, and… sounds a bit like Dizzee Rascal.

    It is Dizzee Rascal. But a version of Dizzee Rascal that appears to be completely devoid of bass, just masses and masses of treble, so much so that the sound of the whole track is lost in a wash of what sounds awfully like white noise with a babbling idiot on top of it.

    You frown at the tracksuit-clad young gentleman as we wanders past you with a similarly-attired companion. The sound seems to be coming from his pocket, and the two are talking and smoking. You frown a little harder, willing a pair of psychic daggers to fly out of your eyes and embed themselves firmly in the two boys' colons. Sadly, the sharp implements do not manifest themselves so you are reduced to making a distinctly middle-class tutting noise.

    One of the boys turns around and gives you a sneer that seems to say "fahk off mush, you is such a neek init lol". You counter with a raised eyebrow which seems to say "I'm sorry. I don't understand your illiterate juvenilia. Kindly return from whence you came. And throw that noise-making monstrosity into the Solent while you're about it, you bally young scamp!"

    The moment passed, the two boys wander into the distance, muttering something about "fahkin' neeks". Your little mental haven of calm shattered, you reluctantly get up and head for the ice-cream parlour in an attempt to drown your sorrows in a wash of soft ice-cream and crumbly chocolate.

    Then you go home and cry.

    Oh, why do people persist in doing this? Other than to annoy people like me, of course. There is no reason on God's green Earth for mobile phone speakers to exist. With GPS technology being what it is now, if your phone detects that you are outside, you should not be allowed to use its speakers.

    I'm not just saying this to be a miserable bastard, though that is of course a big part of it. I'm saying this to encourage people to give music the respect it deserves. I hate Dizzee Rascal, shitty hip-hop and whiney R&B singers, but those artists spend a lot of time and money producing their work, so to completely remove any degree of production from the track by playing it through a 0.5 watt speaker roughly the size of one of your pubes seems rather… disrespectful, somehow.

    And have you noticed that no-one is ever playing good music through their phone speakers? I'd still feel the same if I heard someone blasting some Maiden through their phone – that shit need to be loud, yo – but it'd be nice to hear something that isn't just for pasty white tracksuit-wearers to pretend that they're badass black gangstas from the hood to.

    The cream of this, of course, is when said pasty white tracksuit-wearers decide that it's time for them to start their own rapping career and feel that a mobile phone provides an appropriate amount of rhythmic "oomph" to put behind their sorry attempts at rocking some rhymes. Sorry, buster, but you just look like a twat babbling crap in front of your pyjama-clad friends.

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    #oneaday, Day 91: Hipstamatic-o-matic https://imnotdoctorwho.moegamer.net/2010/04/18/oneaday-day-91-hipstamatic-o-matic/ https://imnotdoctorwho.moegamer.net/2010/04/18/oneaday-day-91-hipstamatic-o-matic/#respond Sun, 18 Apr 2010 17:05:57 +0000 http://angryjedi.wordpress.com/?p=645 It's been a while since a photo post, so I thought I'd treat you all to one. (As if you care.) Now, we all know that mobile phone cameras are crap. Put that hand down. All mobile phone cameras are crap. You can have all the megapixies in the world painting the little pictures inside … Continue reading #oneaday, Day 91: Hipstamatic-o-matic

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    It's been a while since a photo post, so I thought I'd treat you all to one. (As if you care.)

    Now, we all know that mobile phone cameras are crap. Put that hand down. All mobile phone cameras are crap. You can have all the megapixies in the world painting the little pictures inside your camera, but if you have a lens the size of a pin head and a sensor to match, you're going to get crap pictures. You might get slightly bigger crap pictures, but still crap pictures. You may well have a flash, which means you can take crap pictures in the dark. But they are still crap pictures. If you want to take good pictures, buy a proper camera and stop pissing about with phones.

    With this in mind, some enterprising young individuals have created the Hipstamatic app for the legendarily-crap iPhone camera, promoting it with the tagline "Digital photography never looked so analog". The app simulates the titular 80s camera, complete with a selection of virtual lenses, films and flashes available for use. A few are included with the app, and others are sold via microtransaction within the app itself – though a friend discovered that by using the "shake to randomise" feature, you can actually make use of the premium equipment without having to pay for it. Sometimes it takes a bit of shaking to get the effect you want, though.

    Anyway, the fact that the app is deliberately trying to simulate a thirty-year old camera means that the normally-crap cameras of mobile phones can be put to good use for once. Namely, rather than being in denial over the fact the iPhone camera is crap, the app embraces its crapness to produce a selection of stylised shots, most of which are way too dark, or overexposed, or coloured completely wrong, or have burnt edges, or too much vignetting, or… You get the idea. It basically gives you the opportunity to create the sort of pictures you see all the time on Tumblr at the touch of a button.

    With that in mind, I went out for a little walk in the glorious sunshine today and ended up spending an hour taking pretentious photos of absolutely nothing of note whatsoever. But, should you be interested in the results of this clever little app, take a look at the gallery below:

    There's more info on the Hipstamatic app here, and it's currently available from the App Store for the very reasonable price of one-pound-somethingorother.

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    #oneaday, Day 90: Ebert in the Lions' Den https://imnotdoctorwho.moegamer.net/2010/04/18/oneaday-day-90-ebert-in-the-lions-den/ https://imnotdoctorwho.moegamer.net/2010/04/18/oneaday-day-90-ebert-in-the-lions-den/#comments Sun, 18 Apr 2010 00:02:57 +0000 http://angryjedi.wordpress.com/?p=638 Art is the process or product of deliberately arranging elements in a way to affect the senses or emotions. It encompasses a diverse range of human activities, creations, and modes of expression. – Wikipedia Roger Ebert gently and gracefully lowered his gazelle-scented testicles into the lions' den that is the world of video games a couple of … Continue reading #oneaday, Day 90: Ebert in the Lions' Den

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    Art is the process or product of deliberately arranging elements in a way to affect the senses or emotions. It encompasses a diverse range of human activities, creations, and modes of expression.

    Wikipedia

    Roger Ebert gently and gracefully lowered his gazelle-scented testicles into the lions' den that is the world of video games a couple of days ago. It's pretty fair to say that he got a reaction. But was it the one he was after?

    His contention was that "Video games can never be art". A strong opening hypothesis. One which has been debated amongst gamers many a time too, with little agreement on the subject. Some feel that yes, games can be art, others feel that no, games can not be art – yet. There are very few people I know who are interested in the world of games – whether or not they think there is currently any evidence of artistic creativity in the medium right now – who would stand up and proudly announce that their chosen form of entertainment will never be art. As Ebert points out in his own article, Rick Wakeman once reminded us that "never is a long, long time".

    So how is Ebert, a respected film critic, so sure on this subject? Well, of course, he's played some games to back this up, right?

    Given the substance of the article, I'm not entirely convinced. He certainly talks about a few games – specifically Waco Resurrection (which I'd never heard of), Braid and Flower. I can't comment on Waco, having never heard of this game until today, but Braid and Flower are both games that I have played and enjoyed, and I take exception to the manner in which Ebert responds to them – or doesn't, as the case may be.

    When discussing Braid, he mentions the game's unique selling point – the time rewind mechanic. He even cites the justification for it – the thematic concept of "what if you could go back and fix your own mistakes?" He then spectacularly misses the point by comparing it to cheating in chess… or rather, "negating the discipline" of chess. I agree that taking back moves in chess is counter-productive in developing your own skills, but Braid is a game that is designed around that whole concept. Rather than being a sore loser's way out, the time rewind mechanic in Braid is a key part of the experience. More to the point, it's not used purely as a way of avoiding death, as he seems to believe. Instead, use of time and your past self is key to solving the puzzles in Braid, making apt and clever use of the main theme of the story in a practical sense.

    It's his comments on Flower that got me, though. It's immediately apparent that he hasn't even played the game at all from this:

    We come to Example 3, "Flower".  A run-down city apartment has a single flower on the sill, which leads the player into a natural landscape. The game is "about trying to find a balance between elements of urban and the natural." Nothing she shows from this game seemed of more than decorative interest on the level of a greeting card. Is the game scored? She doesn't say. Do you win if you're the first to find the balance between the urban and the natural? Can you control the flower? Does the game know what the ideal balance is?

    "Can you control the flower?" Seriously? I would have thought that a respected critic would bother to actually experience the things he is commenting on before judging them. Flower is one of the most unique experiences there is on a games console – love it or hate it – and it eschews most traditional game mechanics in favour of being a piece of experiential entertainment. The experience you have playing Flower is entirely what you make of it. If you want to play it as a "game" and try to beat the levels as quickly as possible, you can. But most people who have spent any time floating on the wind and listening to that game's gorgeous soundtrack will agree that there is definitely a sense of narrative to the whole thing. But unlike most games, this sense of narrative is entirely personal to the person playing it. I played it feeling enormously melancholy, feeling an inexplicable sense that someone or something had died. Nothing on the screen suggested that, but that's what I felt while playing, to an almost overwhelming degree. Others have taken the rather more simplistic – but just as valid – interpretation that "flowers hate steel".

    The problem with Ebert's comments is that they smack of condescension and arrogance. Ebert is a respected expert in his own field – justifiably so, I might add – and he clearly knows it. Therefore he seems to feel that this gives him the right to judge something which he very obviously knows very little about and has very little interest in pursuing further thanks to his own preconceptions.

    Are games art? I don't have an answer for you, but Justin McElroy's excellent response to Ebert's piece raises a very good point – the medium of "games" has evolved so much in such a short space of time that to call the diverse experiences we have with our computers and consoles today simply "games" is a complete misnomer. We interact with these pieces of electronic entertainment for a variety of reasons. Sometimes it's escapist fantasy. Sometimes it's role-playing. Sometimes it's wish-fulfilment. Sometimes it's a social activity. Sometimes it's competition. Sometimes it's to feel an emotional response.

    There are as many reasons to "play" as there are "games", so to damn the entire medium with a blanket statement – "games will never be art" – is misguided and short-sighted. They may not be art now in the eyes of some people, but that is not to say that they will not be in the future. If you take Wiki's rather broad definition of "art", listed at the top of this post, games (or whatever you want to call them) are already there.

    I will leave you with two tweets from Cody "NintendoTheory" Winn, whom I think sums up the problem with debating this whole question pretty succinctly in the space of 280 characters:

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    #oneaday, Day 89: No, It's Like "Poke-A-Nose" https://imnotdoctorwho.moegamer.net/2010/04/17/oneaday-day-89-no-its-like-poke-a-nose/ https://imnotdoctorwho.moegamer.net/2010/04/17/oneaday-day-89-no-its-like-poke-a-nose/#respond Sat, 17 Apr 2010 00:52:59 +0000 http://angryjedi.wordpress.com/?p=635 I played poker for the first time tonight. Specifically, the Texas Hold 'Em variant that became inexplicably popular a few years back and has shown no signs of going away ever since. I never quite understood why it suddenly shot to prominence, given that it's surely a game that's been around for a long time. … Continue reading #oneaday, Day 89: No, It's Like "Poke-A-Nose"

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    I played poker for the first time tonight. Specifically, the Texas Hold 'Em variant that became inexplicably popular a few years back and has shown no signs of going away ever since. I never quite understood why it suddenly shot to prominence, given that it's surely a game that's been around for a long time. Anyway, at the time I first noticed a growing national obsession with the game, I put it down to just a fad and never bothered to get involved or learn how to play.

    After tonight, I'm wishing I'd started playing sooner! That game is fun. We weren't playing for big money – a £5 buy-in got us 8,000 chips, and the last man standing would get everyone else's fivers. But the money didn't matter. It was the game itself that mattered. I found it pretty amazing how a simple game largely dependent on luck (or card-counting) can have such moments of drama and enormous satisfaction in it. Obliterating opponents with a hand that is just better enough than theirs to screw them over completely is enormously satisfying. Perhaps not for our gracious host, who was one of the first out, quickly relegated to a "kiss of death" advisory role.

    I came second in our game. Considering I'd never played before, I thought this was pretty good going. I managed to bluff my way through to some storming victories on a few hands, but was ultimately defeated in the last few hands by a straight vs my two (high) pairs.

    I'm not sure if I was just getting lucky, or if I was actually "playing the game" correctly. But there were a number of occasions where the choices I made paid off bigtime for me, in some instances even allowing me to knock another player out. I'd be curious to try again to see if it was just beginners' luck. I know it certainly wasn't the others going easy on me. Although perhaps the fact that none of us were particularly experienced helped me out somewhat!

    The best thing, though, was to find a game that I was actually good at. I like stuff like Agricola and Power Grid, but as I wrote a short while back, I am generally pretty terrible at them due to something of a deficiency in the strategic parts of my brain. I don't know what it is. But apparently, it seems, I have a decent poker face. I'm not sure how to take this news. Is it such a good thing to be a good liar?

    Well, in the case of a game like poker… of course it is!

    You look great in that shirt, by the way.

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    #oneaday, Day 88: The Leaders' Debate https://imnotdoctorwho.moegamer.net/2010/04/16/oneaday-day-88-the-leaders-debate/ https://imnotdoctorwho.moegamer.net/2010/04/16/oneaday-day-88-the-leaders-debate/#comments Fri, 16 Apr 2010 00:32:29 +0000 http://angryjedi.wordpress.com/?p=622 Our potential leaders had their first ever American-style televised debate tonight. And, for the most part, I think it was a resounding success as a format. There was every possibility that it would become car-crash television – ITV's cheap, nasty sets that looked like they were recycled from a 1980s episode of The Krypton Factor … Continue reading #oneaday, Day 88: The Leaders' Debate

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    Our potential leaders had their first ever American-style televised debate tonight. And, for the most part, I think it was a resounding success as a format. There was every possibility that it would become car-crash television – ITV's cheap, nasty sets that looked like they were recycled from a 1980s episode of The Krypton Factor didn't help – but it wasn't. I was only half-watching due to being over at a friend's house, but the parts I saw looked pretty interesting.

    Sure, the three party leaders continually came out with their favourite soundbites (so predictable were they, in fact, that Dave Turner came up with the Official Drinking Game of the Leaders' Debate right here) but as an opportunity to see the three of them at work in a non-Parliamentary situation it was a good thing. Nick Clegg, in particular, who has been the butt of numerous comedians' jokes for being the "third place" candidate, doomed to obscurity by not being leader of one of the "big two" parties, came across rather well. And opinion polls conducted after the programme aired suggested that well over 40% of viewers felt that Clegg "won" the debate. Of course, there are two more to go yet, and some have suggested that Cameron and Brown were too concerned with getting their claws into each other to consider Clegg a threat this time. Perhaps it will all change next time and be more of a fight for the LibDem leader. But, importantly, this debate showed that he is indeed a contender in the coming fight.

    Twitter was fun to watch. The #leadersdebate hashtag had an entertaining mix of jokes but also some decent discussion and commentary, too. A large number of tweets seemed to be very positive towards the LibDems, too, so could this perhaps be taken as an indication that change is a-comin'? Or is it just a sign that most people on Twitter are LibDem supporters? Who knows.

    One thing's for sure: this election is actually going to be worth watching for once. Many of our politicians are stuffy, boring, corrupt arseholes and this fact normally switches me off entirely from the whole thing. But this time around, it's going to be quite a fight for the top spot, I think. (He says, from his woefully ill-informed position.) It's certainly not a foregone conclusion by any means, and many people are already talking about the possibility of a hung Parliament. I can't even begin to imagine how they'll get anything done if that happens, but I guess we'll have to wait and see how things go.

    And, you know, vote.

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    #oneaday, Day 87: Staying Up The Latest https://imnotdoctorwho.moegamer.net/2010/04/14/oneaday-day-87-staying-up-the-latest/ https://imnotdoctorwho.moegamer.net/2010/04/14/oneaday-day-87-staying-up-the-latest/#comments Wed, 14 Apr 2010 22:15:33 +0000 http://angryjedi.wordpress.com/?p=619 I don't know why I like staying up late. Perhaps years of doing so have buggered up my body clock beyond all recognition. But I know for a fact that I can happily occupy myself until two, three in the morning without feeling any ill effects. Okay, sure, sometimes actually getting up the next morning … Continue reading #oneaday, Day 87: Staying Up The Latest

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    I don't know why I like staying up late. Perhaps years of doing so have buggered up my body clock beyond all recognition. But I know for a fact that I can happily occupy myself until two, three in the morning without feeling any ill effects. Okay, sure, sometimes actually getting up the next morning is a traumatic experience, but for the most part there are few ill effects.

    I've even pulled a couple of all-nighters in the past, but usually only when necessary. Okay, sometimes when I'm alone in the house and there's a really good game/film/DVD box set to get through. But mostly when it's necessary. The last one, I think, was before a trip over to Toronto to meet several members of The Squadron of Shame. We'd recorded a podcast shortly before our trip, so being chief edit dude, I took it on myself to get it done before the trip. And I did.

    I think my favourite staying up late memory, though, is the time I was at university and received a text message from a friend at approaching 2AM.

    "Are you awake?" it said.

    "Yes," I replied.

    "Good," came the message back. "Because we're downstairs. Want to come to the beach?"

    I turned off my computer – I think I was playing Baldur's Gate II at the time (a game I am yet to finish, incidentally) – and headed downstairs. Sure enough, there was the car, ready to go. And we did indeed head to the beach.

    Now, those of you who know Southampton will know that, despite being on the waterfront, there are no beaches. So "going to the beach" involves a not-inconsiderable drive through the New Forest, which gets rather dark at night-time. Still, we made it safely in the end, and found ourselves on a completely deserted beach after 2AM.

    It was strangely eerie and beautiful at the same time. The night was cold but clear, so the moonlight lit up the beach quite nicely. It wasn't the nicest beach in the world – very few beaches in the UK are any more – but it was our private little hideaway for that short amount of time we spent there.

    No-one had the guts to actually go for a swim, but a few among our number had a paddle before running out rather quickly due to the extreme coldness. Eventually, we tired of the dark beach and went home having not really achieved anything, save putting a memory in our minds that will last for a very long time.

    There's a How I Met Your Mother episode called "Nothing Good Happens After 2AM". It is nonsense. Awesome things happen after 2AM.

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    #oneaday, Day 86: Tuesday Night Tweetup https://imnotdoctorwho.moegamer.net/2010/04/14/oneaday-day-86-tuesday-night-tweetup/ https://imnotdoctorwho.moegamer.net/2010/04/14/oneaday-day-86-tuesday-night-tweetup/#comments Wed, 14 Apr 2010 01:30:08 +0000 http://angryjedi.wordpress.com/?p=617 Brief post tonight as it's late, I'm tired and a little drunk. Went out to meet strangers tonight. This is weird, as it's something I'm not good at. Fortunately, said strangers and I had something in common: Twitter. Yes, this was a "tweetup", a fine example of some Web 2.0 shit happening all ova yo' … Continue reading #oneaday, Day 86: Tuesday Night Tweetup

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    Brief post tonight as it's late, I'm tired and a little drunk.

    Went out to meet strangers tonight. This is weird, as it's something I'm not good at.

    Fortunately, said strangers and I had something in common: Twitter. Yes, this was a "tweetup", a fine example of some Web 2.0 shit happening all ova yo' face. Or something. Numerous Twitter types from all over Southampton came together in the pretentious purple basement of "Dock Gate 4" to exchange polite greetings, drink things and gradually divide into "the iPhone corner" and the "not-iPhone corner".

    I had a great time. I'd just recently started chatting to a couple of very fine and lovely ladies known as @neicey and @Amy_Walker thanks to our mutual love of pointless but super-addictive geocaching game/tourism thing Gowalla, and they convinced me to come along. Actually, for once, it didn't take very much arm-twisting. I often have a spaz attack at the last minute when presented with social situations – particularly those involving strangers – and decide that no, I don't really want to put myself in that uncomfortable position, thank you very much.

    Tonight was a bit different though. I arrived and people were chatting. People chatted to me. I had things to say that people were interested in. (At least they seemed interested, anyway.) There were enough people there that there was a nice mix of different interests, but not so many that it turned into a Heavy Rain crowd scene with me having to hold down R1, X and batter the Triangle button to keep my cool. Which was nice. Apparently sometimes there are a lot more people there, but I feel that now I've gone to one and met some of these people (and now follow them on Twitter, naturally) I could face that same experience with a few more people there. Which is good!

    Funny stories were told. Private jokes previously confined to the online realm were shared. And everyone was in agreement that the urinals in Dock Gate 4 are spectacular. They have a damn water feature behind them, for God's sake. One shudders to think where the water to produce this effect is recycled from, however. Perhaps it's best not to think about it too much.

    Anyway. I feel it is time for my bed now, much as I would love to beat @neicey in another game of #stayingupthelatest. My eyes are closing of their own free will and the amount of Strongbow I drank is causing a pleasantly cloudy sensation in my brain. So on that note, good night to y'all.

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    #oneaday, Day 85: The Artist Formerly Known as Top Searches https://imnotdoctorwho.moegamer.net/2010/04/13/oneaday-day-85-the-artist-formerly-known-as-top-searches/ https://imnotdoctorwho.moegamer.net/2010/04/13/oneaday-day-85-the-artist-formerly-known-as-top-searches/#respond Tue, 13 Apr 2010 00:36:01 +0000 http://angryjedi.wordpress.com/?p=615 I was all set to do a post on the top search terms on my blog today, after Rhiarti did such a good one the other day. But it turns out that they're rather mundane, sadly. Still, I've started now, so let's get this over with. Turtles in Time Reshelled I wrote one post about … Continue reading #oneaday, Day 85: The Artist Formerly Known as Top Searches

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    I was all set to do a post on the top search terms on my blog today, after Rhiarti did such a good one the other day. But it turns out that they're rather mundane, sadly. Still, I've started now, so let's get this over with.

    Turtles in Time Reshelled

    I wrote one post about this. One post about this game and it's been consistently in the top search results for my blog ever since. You really want to read it? Knock yourself out – it's here. Actually, you know what? I remember being quite pleased with that post. I guess I should be flattered that so many people are looking for it. Thank you for your support, everyone.

    Pete Davison

    My name! Amazing. I was genuinely surprised to see that the second-to-top search result was actually my name. Apparently people are looking for me. Given that I am looking for work, I assume that this is a good thing. That or my mother is taking an over-active interest in Googling me.

    Divine Divinity

    I was something of an evangelist for this excellent PC RPG a while back. It's excellent. Read more here. And then go buy it on Good Old Games. Avoid its sequel though, which is less good.

    no.one.lives.forever

    I don't know why the searcher put dots in the name. But this game is another that I wrote a few posts about a while back, and the term has stayed in my search results in various forms ever since. Also a great game, and a reminder of when first-person shooters had remembered what "fun" meant.

    divine communication tumblr

    Now this one I have genuinely no idea about. It's a kind of hideous cross-breed of several different posts – most likely this one, this one and this one. But quite why someone felt the need to search for those three words together is anyone's guess. Maybe they thought God keeps a Tumblr. Probably called "fuckyeahomniscience.tumblr.com". I wouldn't be surprised if that actually existed.

    The next three are search terms just from yesterday. These are much more interesting.

    doctor who spitfires won't work in space

    Of course they won't. That doesn't stop it being awesome.

    farmville co-op what happens if you let

    No! Don't stop there! I want to know what the rest of that question was. Don't be shy. "What happens if you let…" what? Your sheep run amok? Your crops wither and die? Your child have easy access to your credit card for the purchasing of premium items?

    highest lvl in borderlands

    50. You're welcome.

    Right. Enough. Good night!

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    #oneaday, Day 84: Eternally Questing https://imnotdoctorwho.moegamer.net/2010/04/12/oneaday-day-84-eternally-questing/ https://imnotdoctorwho.moegamer.net/2010/04/12/oneaday-day-84-eternally-questing/#comments Mon, 12 Apr 2010 01:12:57 +0000 http://angryjedi.wordpress.com/?p=612 Giant Bomb recently launched a quest system on their site. It rewards participants with experience points, badges and a sense of "yay" for exploring the site, looking at different pages and taking part in various activities. Some of the quests are as simple as setting up your profile. Others are more complex "puzzly" ones that … Continue reading #oneaday, Day 84: Eternally Questing

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    Giant Bomb recently launched a quest system on their site. It rewards participants with experience points, badges and a sense of "yay" for exploring the site, looking at different pages and taking part in various activities. Some of the quests are as simple as setting up your profile. Others are more complex "puzzly" ones that require one to solve some cryptic clues about games and game culture. It's a lot of fun, and it actually convinced me to sign up to the site and make greater use of it.

    This echoes the thoughts of social game designers at GDC a while back, including Brian Reynolds from Zynga. The idea of getting Achievements for things you do in "reality". It sounded stupid, but given the amount of fun I, and numerous others, have had with Giant Bomb's metagame, it may not be so dumb after all.

    It's not the first time it's been tried, either. A very long time ago I posted about a site called PMOG, or the Passively Multiplayer Online Game. This game, actually a Firefox addon that sits atop your normal browser interface and re-christened The Nethernet a while back, allows players to earn experience points, achievements and items for exploring the web. More than that, though, other players can leave stuff on web pages for others to discover. These could be malicious (bombs, which make your browser shake about a bit and cause you to lose some points) or helpful (crates with money in them). They could also be mysterious portals, which lead to random places on the web, the destinations of which are only known to the portal's creator. It was an interesting concept let down only by the fact that it only worked in Firefox. Since Chrome came to Mac, I haven't touched Firefox since, the Mac version not being the greatest piece of coding there ever was.

    Then there's Shuffletime, now sadly defunct – although the developers claim to be working on the "Next Big Thing". Shuffletime was a great idea – it was a collectible card game where the cards were websites. And you only got to collect the card if you correctly answered a question about the site it was showing you against a strict time limit. It was a fantastically addictive game, and a fine way to get people looking around the web at things they wouldn't normally. I'm sorry to see it go, but I'm sure something interesting will come out of it.

    Like them or loathe them, Achievements and Trophies are here to say. And it's entirely possible that their influence will spread out of the world of core gaming and into the collective awareness of the web at large. Let's face it, it's always nice to get some encouragement isn't it?

    Now, how many Gamerscore is hitting 100 One A Day posts worth?

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    #oneaday, Day 83: Crafting War https://imnotdoctorwho.moegamer.net/2010/04/11/oneaday-day-83-crafting-war/ https://imnotdoctorwho.moegamer.net/2010/04/11/oneaday-day-83-crafting-war/#comments Sun, 11 Apr 2010 01:28:28 +0000 http://angryjedi.wordpress.com/?p=609 The reason why World of Warcraft is still fun eludes me. According to the game, my "main" character (i.e. my highest level one) has been playing for something like 18 days. That's 18 days total time logged in, not I started playing 18 days ago. 18 days… that's… (counts) 432 hours, or over four runs … Continue reading #oneaday, Day 83: Crafting War

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    The reason why World of Warcraft is still fun eludes me. According to the game, my "main" character (i.e. my highest level one) has been playing for something like 18 days. That's 18 days total time logged in, not I started playing 18 days ago. 18 days… that's… (counts) 432 hours, or over four runs through Persona 4. And yet somehow, despite the clunky animation that all MMOs are cursed with, its inconsistent attempts at storytelling and its overwhelming focus on killing things repeatedly… it's still fun.

    There are many things which could cause this. Perhaps it's the fact that you're constantly being rewarded. Recent non-MMO multiplayer titles like Modern Warfare 2 have cottoned on to this, rewarding players with points, perks and unlockable things just for playing the game normally, not necessarily being the best at it. WoW is the same. Do quests, get experience. Kill monsters, get experience. Whatever you do, you're achieving something that will better your character and make your experience more fun. And since Blizzard added an extremely robust Achievements system with the Wrath of the Lich King expansion pack, there's always plenty of things to do, even if you don't fancy level-grinding. Perhaps you could go back and solo some dungeons that used to give you trouble. Perhaps you could work on your crafting skills. Perhaps you could take part in one of the entertaining seasonal events, ending up with some sort of kooky reward. Perhaps you could delve into the infinite world of Add-Ons and customise WoW's interface to make it into the game you want it to be. (For my part, I've completely rejigged the interface and use an excellent system called Soundtrack which allows you to assign custom music to zones, monsters, special events and battles).

    Or perhaps you could spend your time interacting with other players. That is one of the key things about a multiplayer game, after all.

    I play on a roleplaying server – Darkmoon Faire, if anyone's interested – and this means several things to me. Firstly, it means that there are people out there who sometimes like to forgo the levelling experience for the sake of some in-character conversation. Anyone who has played a tabletop roleplaying game will know that some of the best moments come from the inter-party banter and improvised storylines. RP in WoW is no exception and while, yes, you do get a few teenage lesbian Night Elves around the place sometimes, and yes, you do get some people who don't know when to stop with the melodrama sometimes, for the most part RP on Darkmoon Faire is mature and entertaining.

    The other thing about an RP server in my experience, though, is that those same people who like to RP tend to be the nicer, more articulate people that there are. People who write in full sentences, know how to use capital letters and punctuation. People who don't abbreviate everything just for the sake of it. And, hey, people who are polite.

    I know a big part of my WoW experience is the people I get the chance to talk to while I'm playing. And while most of them are streets ahead of me in levels, experience, time played and skills, meaning that I rarely get the chance to actually play alongside them, the fact that I can chat to them on the channel they've set up, or turn up to the regular improvisatory RP sessions that are held in newbie-friendly areas makes the whole experience more worthwhile socially.

    But still a massive waste of time. 🙂

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    #oneaday, Day 82: The Pile of Shame https://imnotdoctorwho.moegamer.net/2010/04/10/oneaday-day-82-the-pile-of-shame/ https://imnotdoctorwho.moegamer.net/2010/04/10/oneaday-day-82-the-pile-of-shame/#respond Sat, 10 Apr 2010 01:23:05 +0000 http://angryjedi.wordpress.com/?p=605 Hello everyone! Late again. I'm just going to stop writing that at the start of my posts, as it appears that 2am is prime blogging time in my stupid world. Oh well. I could have worse vices at 2am. Or indeed at any time. Few fun things to report. Well, one really, and one I … Continue reading #oneaday, Day 82: The Pile of Shame

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    Hello everyone! Late again. I'm just going to stop writing that at the start of my posts, as it appears that 2am is prime blogging time in my stupid world. Oh well. I could have worse vices at 2am. Or indeed at any time.

    Few fun things to report. Well, one really, and one I can't talk about yet until I know a bit more. First up, I'm going to be writing for an upcoming retro-gaming site called B4HD, which specialises in games from the pre-HD era. (B4 HD. Geddit?) It was brought to my attention by the lovely and talented Jennifer Allen, who is also partaking in this One A Day nonsense (one of the few people who are still left) and also happens to be the deputy editor of the site. So thanks, Jen, for pointing it out. It's right up my alley. Now I just need to write something ready for its launch.

    I also have several potential freelancing irons in the fire, so we'll have to wait and see if those come to anything. I'm being more proactive about it now, though, and badgering people I haven't heard from for a while. It's not really in my nature to act like that, but I'm learning. Assertiveness and all that. Plus journalism can be pretty cut-throat, so I better toughen up, right?

    For the remainder of this post, I think I may just be lazy and list my current Pile of Shame – in this case, games I haven't finished – since it was Jen's post I linked to that inspired this one. So here goes. Starred games indicate games that I have at least started and played a reasonably significant amount of in the past. Non-starred ones have either not been played at all or very little. Some of these I will probably never get around to ever. But they're still there, mocking me.

    PS1

    • Final Fantasy V
    • Final Fantasy VI

    PS2

    • Final Fantasy XII*
    • ICO
    • Metal Gear Solid 3
    • Resident Evil 4
    • killer7
    • Persona 3 FES*
    • Odin Sphere
    • Project Zero/Fatal Frame*
    • Psi-Ops
    • Shadow of the Colossus*

    GameCube

    • Resident Evil Zero*
    • Resident Evil Remake

    Xbox 360/XBLA

    • Borderlands*
    • Numerous titles in the Sega Mega Drive Ultimate Collection (particularly the Phantasy Star series, Story of Thor, Shining Force II and Shining in the Darkness)
    • Alien Hominid*
    • Braid*
    • Castle Crashers*
    • Forza 3*
    • Lode Runner*
    • Perfect Dark*
    • Puzzle Quest*
    • Shadow Complex*
    • Splosion Man*

    PS3/PSN

    • Matt Hazard: Blood, Bath and Beyond
    • Final Fantasy XIII*
    • Disgaea 3
    • Shatter's last two Trophies
    • Uncharted 2 multiplayer
    • Building a level in LittleBigPlanet

    PC – god-damn Steam sale in early January saw to this one.

    • King's Bounty
    • King's Bounty: Armored Princess
    • Mount & Blade
    • Uplink*
    • Jade Empire
    • KOTOR as Dark Side
    • Neverwinter Nights: Hordes of the Underdark
    • Neverwinter Nights 2
    • Baldur's Gate 2*
    • Baldur's Gate 2: Throne of Bhaal
    • Icewind Dale
    • Icewind Dale: Heart of Winter
    • Morrowind* (played EXTENSIVELY, never got anywhere NEAR finishing)
    • Homeworld 2
    • Dungeon Siege 2
    • The entire Myst series
    • Gabriel Knight 3*
    • The Police Quest series
    • King's Quest IV
    • The Witcher*
    • Freelancer*
    • Startopia*
    • Ghost Master
    • Martian Memorandum/Mean Streets
    • Realms of Arkania
    • Relams of Arkania 2
    • No-One Lives Forever 2
    • Unreal Tournament 3

    Yeah, that's right. Kicking it old-school with some of those PC games. It's actually quite fortunate I have little-to-no money coming in right now as I clearly have a backlog to last me until the end of time. Couple that with the fact that I'm in a World of Warcraft phase right now (halfway to level 75 with my best character now) and there's clearly plenty to be getting on with. So a big middle finger to all the triple-A games that have come out since Assassin's Creed 2.

    Of course, when Blur and Split/Second come out soon, this will all go to pot. Still, never mind.

    The post #oneaday, Day 82: The Pile of Shame appeared first on I'm Not Doctor Who.

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    #oneaday, Day 81: The Unspoken and NSFW Language of Gentlemen https://imnotdoctorwho.moegamer.net/2010/04/09/oneaday-day-81-the-unspoken-and-nsfw-language-of-gentlemen/ https://imnotdoctorwho.moegamer.net/2010/04/09/oneaday-day-81-the-unspoken-and-nsfw-language-of-gentlemen/#comments Fri, 09 Apr 2010 00:43:32 +0000 http://angryjedi.wordpress.com/?p=602 [Warning: This post involves crudely-drawn pictures of dicks and the discussion thereof, and is thereby probably unsafe for work.] There are two unspoken understandings between men. One of them is this: [EDIT: Dear Channel 4. I'm trying to promote your material. Why not let me embed a video of one of the funniest scenes to … Continue reading #oneaday, Day 81: The Unspoken and NSFW Language of Gentlemen

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    [Warning: This post involves crudely-drawn pictures of dicks and the discussion thereof, and is thereby probably unsafe for work.]

    There are two unspoken understandings between men. One of them is this:

    [EDIT: Dear Channel 4. I'm trying to promote your material. Why not let me embed a video of one of the funniest scenes to ever be shown on television? Grrruuuuu.]

    And the other, less safe for work one, is this:

    I have no idea what it is with guys and dick drawing. But there's something universally understood by it. Perhaps this sketch wasn't far from the truth:

    …though to be perfectly honest, I don't remember that lesson myself. Maybe it gets erased from your mind, like Men in Black.

    I do remember, though, sitting next to a kid named Daniel in my first year at secondary school. It was a Humanities lesson and for some inexplicable reason we took it on ourselves to draw at least one cock on every single page of a textbook called "Discovering the Past". And we succeeded without being spotted. It was a triumphant moment for the pair of us, and one we never quite managed to recapture the magic of. The book just lent itself to obscene drawings. On one page, there was some sort of flask which Daniel thought was ideally suited for a bell-end to poke out of the end of. And for some inexplicable reason, he added a speech bubble reading "I SCREAM! I SCREAM!"

    That image has stuck with me for many a year. I'm not quite sure what I should make of that. And you're probably not quite sure, either. I apologise.

    Still, the fact is that doodling cocks on pieces of scrap paper is something that remains appealing to a large proportion of the male population. There are those who do it and admit to it, and there are those who do it and don't admit to it. If you speak to a man and he denies ever having drawn a crude todger on a bit of loose paper, he's probably lying. I personally consider it a sign of close friendship when you're able to not only hurl light-hearted obscenities at each other verbally, but visually too. Of course, there's absolutely no question of any real tallywhackers being whipped out – that would be, as the kids say, "a bit gay". But if you're with male friends, at a loose end – particularly when you've been drinking – and there's some loose paper around, just see what happens. I have numerous photographs of whiteboards we had in our house that will attest to this. No, I won't burn your eyes with those right now.

    I should probably be faintly ashamed of my sex's predilection towards drawing its own genitalia. Knobs aren't, after all, the most photogenic things that there are. But in some ways, it's nice to recapture that inner child with a childish doodle of a dong.

    I hereby apologise for the crudeness of the above post. But I have been drinking. And I needed something to write about. And since our drunken game of Munchkin tonight involved just as much drawing of obscenities on pieces of paper as it did actually playing the game, this seemed as good as anything.

    Good night to you. *tips hat*

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    #oneaday, Day 80: Lift! And down. And lift! And down. https://imnotdoctorwho.moegamer.net/2010/04/07/oneaday-day-80-lift-and-down-and-lift-and-down/ https://imnotdoctorwho.moegamer.net/2010/04/07/oneaday-day-80-lift-and-down-and-lift-and-down/#comments Wed, 07 Apr 2010 23:57:38 +0000 http://angryjedi.wordpress.com/?p=599 I started "playing" EA Sports Active again the other day, having got out of shape during my abortive attempt to return to classroom teaching. And yes, I blame the latter for the former. Partly because the 80-mile round trip daily commute I was doing meant I got back too late to go to the gym, … Continue reading #oneaday, Day 80: Lift! And down. And lift! And down.

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    I started "playing" EA Sports Active again the other day, having got out of shape during my abortive attempt to return to classroom teaching. And yes, I blame the latter for the former. Partly because the 80-mile round trip daily commute I was doing meant I got back too late to go to the gym, and also that the stress caused tiredness and lack of motivation. Finding myself currently with relatively little to do (it's the Easter holidays, so I'm going to have to wait for supply teaching work) I decided to start it up again.

    Those who have known me a while know that I used to keep a blog here. I'm thinking I may start using that again, as it was an excellent self-motivation tool. Even if others weren't particularly interested in reading about how many chest presses I'd managed that day, the act of writing that stuff down helped.

    EASA takes a similar approach by constantly offering you feedback and achievable goals. God, I feel like an obnoxious management-type just saying those words, but it's true. For once. Start on the app's "30 Day Challenge" programme and you're automatically set some goals – a number of calories to burn in your first week, a total number of hours to achieve in the month and a number of workouts to successfully complete in the first week. You can also create your own goals, which is nice – though I'm quite happy with the ones it's set for me so far. There's also an Achievement-like trophy system that rewards you for completing workouts, burning certain numbers of calories, completing certain exercises several times – it's surprising how motivating adding these "game-like" elements is.

    EASA also has the benefit of actually working. Unlike Wii Fit's all-you-can-eat buffet of exercise with no structure whatsoever (though I understand the Plus edition fixes this), EASA gives you a decent structured workout to do that isn't the same each day. Some days you'll be concentrating on the lower body and doing things that will make your thighs hurt for days afterwards. Other days you'll be using the included twangy red band to work on your arms. The band itself isn't very strong, so I've taken to wearing wrist weights while undertaking the workouts. They're not THAT heavy, but they add enough additional challenge to be able to feel the strain a little bit.

    EASA will also get you breaking a sweat quite quickly. Again, unlike Wii Fit, whose only really challenging portion came in the bizarrely featureless monochrome world of the yoga and muscle exercises. Today I had a lot of jumping around, which looked ridiculous, but which was also genuinely hard work. This is good. If I come off a workout feeling tired, then I feel like I've achieved something. It may not be the most pleasant thing to be sitting there sweating, but hey.

    Anyway, I shall be continuing with my 30 Day Challenge and seeing where it takes me. I'm also going to try and pick up my gym routine. Motivation!

    Now, if only all this stuff I was doing was earning some money, I'd be sorted.

    The post #oneaday, Day 80: Lift! And down. And lift! And down. appeared first on I'm Not Doctor Who.

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    #oneaday, Day 79: Morning! https://imnotdoctorwho.moegamer.net/2010/04/07/oneaday-day-79-morning/ https://imnotdoctorwho.moegamer.net/2010/04/07/oneaday-day-79-morning/#comments Wed, 07 Apr 2010 01:10:24 +0000 http://angryjedi.wordpress.com/?p=597 Good morning! 2am today. BED ERROR. Actually, I have a marginally good reason for it this time – I was waiting up to see if there was a response from a PR representative for an article I was writing. This is something I've not had to do before. I probably didn't need to wait up … Continue reading #oneaday, Day 79: Morning!

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    Good morning! 2am today. BED ERROR.

    Actually, I have a marginally good reason for it this time – I was waiting up to see if there was a response from a PR representative for an article I was writing. This is something I've not had to do before. I probably didn't need to wait up quite so late as I did (and play a bit of Game Room) but, well what are you going to do? (The PR rep did respond in the end, incidentally.)

    So… what to talk about this time? How about the election, seeing as how it's on everyone's lips and Twitter feeds at the moment. Unless you're not British, in which case you probably couldn't give a damn what feckless idiot steps up to the plate to run our country further into the ground.

    It's going to be a strange election this time around. The government we've had in for the last God-knows-how long ("Labour", for the non-British readers out there, a party traditionally associated with socialism but which has seen something of a drift towards the middle as time has gone on) has disillusioned rather a lot of people. The fact our leader is one of the most uncharismatic, doublespeak-speaking arses in British politics at the moment (not to mention the fact that we didn't elect him) has, amongst other things, pissed off a lot of people who are ready for a change.

    But the alternatives… we have the Conservative party (traditionally the "other side" to Labour, but which has again drifted rather towards the middle as time has passed) fronted by Captain Middle Class, also known as David Cameron. To give him credit where it's due, Cameron is a better public speaker than Gordon Brown, but he is unashamedly and completely middle-class which I can't help feeling is going to count against him. While there are a lot of middle-class people in this country, there are also a lot of working class people who think he's nothing but a posh git. Hell, there are plenty of middle-class people who think he's a posh git, too. Smarmy, overly-Photoshopped advertising campaigns haven't helped, either.

    Then there's the Liberal Democrats, aka "the ones that never get in". Traditionally, people have voted LibDem when they don't like the other two. There's going to be a lot of that this time around, with Labour having disillusioned a lot of people with the failures of the last thirteen years and the Conservatives alienating entire socioeconomic groups by being incredibly white and middle class. It, sadly, wouldn't be surprising to see more radical parties like the BNP (aka "the racist ones") get more of a foothold in Parliament.

    Of course, I'm stating all this without any great understanding of the whole proceedings. This is just my opinion. But early buzz seems to suggest that we may well end up with a "hung Parliament" this time around, with no party holding a clear majority. I have no idea what that means for the country. It might actually make this election interesting for once, though.

    Pity none of our politicians have the charisma of Obama. Whatever you may think of the President's policies, you can't argue with the fact that the man knows how to speak to a crowd.

    The post #oneaday, Day 79: Morning! appeared first on I'm Not Doctor Who.

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    #oneaday, Day 78: It Never Rains But It Podcasts... https://imnotdoctorwho.moegamer.net/2010/04/06/oneaday-day-78-it-never-rains-but-it-podcasts/ https://imnotdoctorwho.moegamer.net/2010/04/06/oneaday-day-78-it-never-rains-but-it-podcasts/#comments Tue, 06 Apr 2010 02:11:50 +0000 http://angryjedi.wordpress.com/2010/04/06/oneaday-day-78-it-never-rains-but-it-podcasts/ It's 3 in the morning and I've just finished recording the latest SquadCast on the subject of David Cage's Heavy Rain. Featuring me, Chris Whittington, Mark Whiting and Jeff Parsons, we certainly all have plenty to say on the subject of the game. It should be a good episode, and I'll keep you all posted … Continue reading #oneaday, Day 78: It Never Rains But It Podcasts...

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

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

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

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

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

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    #oneaday, Day 77: Who? https://imnotdoctorwho.moegamer.net/2010/04/04/oneaday-day-77-who/ https://imnotdoctorwho.moegamer.net/2010/04/04/oneaday-day-77-who/#respond Sun, 04 Apr 2010 23:45:29 +0000 http://angryjedi.wordpress.com/?p=592 Back to after midnight again. Whoops. Oh well. Watched the new Doctor Who today, a day late, but fortunately it was repeated on the normally-awful BBC3. It's a cracking start to the new series, and enough to make me want to watch again. Jane and I missed most of the last series as we kind … Continue reading #oneaday, Day 77: Who?

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    Back to after midnight again. Whoops. Oh well.

    Watched the new Doctor Who today, a day late, but fortunately it was repeated on the normally-awful BBC3. It's a cracking start to the new series, and enough to make me want to watch again. Jane and I missed most of the last series as we kind of got out of the habit of watching it, but this first episode was good enough for Jane to want to watch it twice.

    Matt Smith, despite everyone's initial misgivings, makes an excellent new Doctor with just the right amount of quirkiness to hearken back to previous iterations of the hero and still make the role his own. Early scenes see him clearly channeling Tennant, which hardcore fans will tell you is actually just how it should be, as the new incarnation of the Doctor adjusts to his new body and life. By the end of the episode, he's found his own individual style, though, a style rich with sarcastic one-liners and slightly supercilious grins. But never obnoxious. It's a fine line between "wacky" and "irritating" and Smith treads it well.

    New assistant Amy Pond, too, despite driving Daily Mail readers wild with either indignation or sexual frustration – they don't seem to be able to make their mind up either way – is a fine addition to the lineup of companions. She's feisty and sassy and, yes, has lovely legs. Plus, much as everyone is brought up to believe that redheads are somehow subhuman, you can't possibly tell me that this (right) isn't a fine example of spectacularly hot womanhood?

    All right. I have a mild redhead "thing". But it's under control and I can quit any time I want.

    Uhh, what was I talking about again?

    Oh, right, Doctor Who. Yes, this first episode was great fun, alternating between moments of comedy (with the already oft-quoted "You're Scottish – fry something" clearly the best line in the show) and ridiculously overblown "OMG THE WURLDZ IZ ENDINGZ" drama. There was a great soundtrack, too, giving this first episode a suitably epic feel despite being largely based in an idealised version of quaint English country life.

    The seeds have been sown for this season's plot arc, too, with something about "Silence will fall" clearly being an omen of what is to come. Plus the trailer totally spoiled that there will be Daleks, Cybermen, vampires and Spitfires involved at some point. Oh, and the Spitfires are in space. YES!

    Approval on Twitter and around the web has been almost universally positive so far. The Daily Mail article linked to above has been the only negative comment I have seen so far, citing unnamed "message boards" and "forums" as its source, so perhaps take it with a pinch of salt – or more likely a handful, this being the Mail and all.

    I'll certainly be interested to see where the series goes from here. And no, not just because of the delectable Amy Pond. It looks like thoroughly silly and epic fun, which is just what Doctor Who should be. If you haven't seen it yet, the first episode is still available on BBC iPlayer at the time of writing. So what are you waiting for?

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    #oneaday, Day 76: Daytime. Sort of. https://imnotdoctorwho.moegamer.net/2010/04/03/oneaday-day-76-daytime-sort-of/ https://imnotdoctorwho.moegamer.net/2010/04/03/oneaday-day-76-daytime-sort-of/#respond Sat, 03 Apr 2010 19:42:13 +0000 http://angryjedi.wordpress.com/?p=589 Yes! A pre-midnight post! How about that. Since I'm in a writing frame of mind, I thought I'd write something. I've just written 1100 words on my story. Actually, I ditched what I wrote yesterday and started again. It's flowing a bit better this time, which is good. Hopefully I'll be able to keep up … Continue reading #oneaday, Day 76: Daytime. Sort of.

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    Yes! A pre-midnight post! How about that. Since I'm in a writing frame of mind, I thought I'd write something. I've just written 1100 words on my story. Actually, I ditched what I wrote yesterday and started again. It's flowing a bit better this time, which is good. Hopefully I'll be able to keep up some sort of momentum.

    I say I'm in a writing frame of mind but in fact I'm just trying to avoid the televisual monstrosity that is whatever that ridiculous audition show for The Wizard of Oz is on television. I'm really, really sick of these shows, as I've made abundantly clear on a number of occasions. These ones where the "winners" end up with a part in a West End show make a mockery of the whole process. Andrew Lloyd Webber sitting in a gold throne with everyone calling him "The Lord"? The sycophantic nonsense spewed by Graham Norton and others on the show is enough to make one want to vomit. Yes, Lloyd Webber has created some of the most successful musicals ever, but that doesn't mean I want to see people practically sticking their nose up his arse and rimming him on television. And I certainly don't want to vote on it.

    Enough ranting on that subject, otherwise it'll annoy my wife.

    Anything else interesting happen today? Well, no, not really. It's been very quiet since PAX East, but people are still talking about it, which is good. A good buddy over on BitMob posted a fantastic article about the experience, which summed up exactly how I felt about it as a fellow sufferer of social anxiety. I suggest you go and read it if you haven't already – even if you're not a gamer. It's a great piece.

    I've also been watching some of the PAX 09 DVD which I picked up as a keepsake. The video quality on it is great, meaning the concerts, panels and appearances by Gabe, Tycho and Wil Wheaton all look and sound great. I'm actually really impressed with how good it is – I was expecting low-quality, hand-held shakeycam, but in fact it's a completely professional job. I should know better than to doubt nerds making videos, I guess.

    Anyway, that's about it for today. Not very interesting, I know. But that's the way some days go.

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    #oneaday, Day 75: Late again https://imnotdoctorwho.moegamer.net/2010/04/03/oneaday-day-75-late-again/ https://imnotdoctorwho.moegamer.net/2010/04/03/oneaday-day-75-late-again/#respond Sat, 03 Apr 2010 00:50:18 +0000 http://angryjedi.wordpress.com/?p=587 One of these days I'll post one of these entries before midnight. If you look at the dates, it looks like I'm a day behind. But I'm not. Oh no. I just stay up late. Which is perhaps not wise. But hey. It's too late now. I wrote 650 words of story today. They're probably … Continue reading #oneaday, Day 75: Late again

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    One of these days I'll post one of these entries before midnight. If you look at the dates, it looks like I'm a day behind. But I'm not. Oh no. I just stay up late. Which is perhaps not wise. But hey. It's too late now.

    I wrote 650 words of story today. They're probably crap, but I made an effort to just churn them out regardless. I'll try and do at least 500 every day, preferably 1000. I can easily get through that. It's just a case of letting the creativity flow and not worrying about it being stupid. That's what the editing process is for.

    Little else of note has happened today, really. I went out for a walk and took Gowalla with me. For the uninitiated, Gowalla is a location-based app for the iPhone where you "check in" at places to stamp a virtual passport. You can create your own spots too, meaning that eventually, a user-generated map of points of interest in an area is built up. There's a sort-of game mechanic in there too, with items appearing in places and allowing you to either collect them or drop them elsewhere for others to find.

    I'm now up to a hundred stamps. That's cool, although I did create a whole bunch of them myself. Southampton was a little dry on "points of interest" when Gowalla first launched. Now, thanks to the machinations of myself and several others in the area, there's now lots to see. Interestingly, I've got to know a couple of people (not face to face… yet) simply through playing with Gowalla, which is nice. There is talk of a "tweetup" at some point in early April so if I'm feeling super-brave I may go and check it out. We shall see.

    Elsewhere today, I rediscovered LittleBigPlanet, which is still one of the best-looking games on PS3. There's some incredibly creative levels out there, too – but you knew that already. Tonight, I played through a selection of excellently designed levels by a guy whose name escapes me right now, as well as a perfect recreation of the first bit of Bioshock, albeit with some rather poor writing spelling, punctuation and grammar-wise. My mind draws a blank any time I fire up the level designer for LittleBigPlanet and I am yet to create a level. I'm sure I'll think of something eventually, though.

    Tomorrow, I have a music pupil in the morning and then the remainder of the day… who knows. Since coming back from PAX East, it's been an odd feeling to be "free", though of course the money thing is something of a worry. I have let various agencies know I'm available for work, however, and of course, if you know anyone who is interested in either music or computer tuition in the Southampton area, I invite you to direct them here for music lessons or here for computer lessons. That would be marvellous, 'cause if I get enough pupils between those two things, I won't have to set foot in a classroom, even as a supply teacher, ever again. But that won't work just yet, unfortunately. That's the plan, though.

    Right. I'm off, because it's nearly 2am. Good night!

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    #oneaday, Day 74: Don't Be A Dick https://imnotdoctorwho.moegamer.net/2010/04/02/oneaday-day-74-dont-be-a-dick/ https://imnotdoctorwho.moegamer.net/2010/04/02/oneaday-day-74-dont-be-a-dick/#comments Fri, 02 Apr 2010 00:39:00 +0000 http://angryjedi.wordpress.com/?p=585 Just watched Wil Wheaton's Awesome Hour on the PAX 09 DVD. This has made me sorry I missed his keynote speech at PAX East, as he's a fantastic public speaker, an excellent storyteller and a genuinely funny guy. Modest, too, which is always nice to see. It's strange to think about these people that we … Continue reading #oneaday, Day 74: Don't Be A Dick

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    Just watched Wil Wheaton's Awesome Hour on the PAX 09 DVD. This has made me sorry I missed his keynote speech at PAX East, as he's a fantastic public speaker, an excellent storyteller and a genuinely funny guy. Modest, too, which is always nice to see.

    It's strange to think about these people that we got the chance to see or even meet at PAX being "celebrities" in the geeks' world, but complete unknowns to everyone else. The thing is, I personally feel that Wheaton, along with Gabe and Tycho from Penny Arcade, are far more admirable human beings than many people who are constantly in the news. What is it about them?

    Well, I know why they are admirable people: they're not dicks. But why do they toil in obscurity? Because of their geeky interests? Perhaps. I say it's a shame. But it's probably for the best. Would these guys be the same people they are now if they were constantly in the spotlight? Who knows. Perhaps they would be. I'd like to think so. But it's actually kind of nice to have figures to look up to that belong entirely to your own subculture.

    Wheaton said some interesting things in his speech and Q&A session, particularly about self-publishing material that you've written yourself. It's something that I've considered myself, actually. But, of course, I need to write something first. I have quite a few half-finished novels in a folder on my computer (in fact, that folder's made the jump across at least four different hard drives now) and an abortive attempt at last year's NaNoWriMo in the planning stages.

    If there's one thing that this One A Day experiment has proven, it's that I certainly can churn out some writing each day. Some of it's not great, of course – I'm writing this at the same time as watching the end of Wheaton's spot on the PAX DVD, for example – but I certainly don't have a problem churning out… stuff. So perhaps I should try and actually, you know, write something.

    So tomorrow I'm going to try and start a novel. And try and finish it. Not tomorrow, obviously, but I'm going to make a good attempt to write a bit every day. I'm going to take the NaNoWriMo approach of doing a brain dump every day and edit it later. I have a few ideas floating around in my head and have done for some time. Some of them are compatible. Others are not. The difficult thing is coming up with a concept that's not shit. Or coming up with a good concept and ruining it with a shit twist. If there's anything that Douglas Coupland novels have taught me, its that you don't have to have big, stupid, dramatic twists to make a decent story.

    So let's see where this goes. I'll post regular updates on here. If you're lucky, even extracts. Though I'm weird about people reading work-in-progress writing, so you'll have to be very lucky. But it starts tomorrow. You'll see. You'll all see! Bwahahahaha! *jumps out of window*

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    #oneaday, Day 73: Strategic Mind https://imnotdoctorwho.moegamer.net/2010/03/31/oneaday-day-73-strategic-mind/ https://imnotdoctorwho.moegamer.net/2010/03/31/oneaday-day-73-strategic-mind/#comments Wed, 31 Mar 2010 23:50:08 +0000 http://angryjedi.wordpress.com/?p=583 I'm shit at strategy games. I mean really shit. That doesn't stop me playing and enjoying them, but I am just awful at them. I think it's an inability to think ahead or do those mind-fucking mental calculations required to predict what situation you'll be in ten turns down the road. If I start getting … Continue reading #oneaday, Day 73: Strategic Mind

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    I'm shit at strategy games. I mean really shit. That doesn't stop me playing and enjoying them, but I am just awful at them. I think it's an inability to think ahead or do those mind-fucking mental calculations required to predict what situation you'll be in ten turns down the road. If I start getting into thinking about that, I end up suffering from analysis paralysis and have to lie down for a little while afterwards.

    This is frustrating when playing board games which you know are supposed to be really good, like Agricola and Power Grid. But I find myself consistently losing at them. Agricola is more of a problem than Power Grid, which I can normally do respectably in.

    It could well be difficulty in prioritising things. In Agricola I'm never sure what action is the best thing to take, and seeing my regular opponents playing I'm always pretty sure that they are doing some sort of black magic to convince me I've had the same number of turns as them but in fact knocking me out for three rounds, getting into an extremely advantageous position and then waking me up as if nothing had happened. Of course, I know that's actually not happening, that it's just a case of me making poor choices. But it's immensely frustrating, and prevents me from enjoying the game as much as I should – because, I hasten to add, it's a great game.

    Now games like Warhammer Quest and Arkham Horror? Fine. I work well as part of a team, so co-op games are good for me. Even Catan is fine, as the semi-randomised nature of the game means that I'm not totally reliant on my non-existent strategic brain. Ticket to Ride, too, is great. But as soon as the game comes down to nothing but my own skill and chance is kept to a minimum? I suck. Hard.

    Perhaps I should find a way to practice strategic thinking. Does anyone have any suggestions?

    The post #oneaday, Day 73: Strategic Mind appeared first on I'm Not Doctor Who.

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    #oneaday, Day 72: Taking Stock https://imnotdoctorwho.moegamer.net/2010/03/30/oneaday-day-72-taking-stock/ https://imnotdoctorwho.moegamer.net/2010/03/30/oneaday-day-72-taking-stock/#comments Tue, 30 Mar 2010 23:28:07 +0000 http://angryjedi.wordpress.com/?p=580 Okay, so I'm back in the UK. Now what? I kind of haven't come down off the high from the last few days yet, but I probably should start making some sort of plan to sort out that "future" thing. I hear it helps. So here's where I am now. I am going to run … Continue reading #oneaday, Day 72: Taking Stock

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    Okay, so I'm back in the UK. Now what? I kind of haven't come down off the high from the last few days yet, but I probably should start making some sort of plan to sort out that "future" thing. I hear it helps.

    So here's where I am now. I am going to run down these things in writing in public to see if that helps to take stock of my current situation and give me an idea of where the hell I'm going.

    CURRENT EMPLOYMENT STATUS: Writing for Kombo.com. Writing for dailyjoypad.co.uk. Two music pupils, possible third.

    EMPLOYMENT ANALYSIS: Not enough to pay rent. Need either a) more pupils b) more writing jobs that pay big bucks (hah!) c) computer pupils as well as music pupils or d) few days of supply teaching per week. I'd rather not have to do d) but it may be a necessity, for a little while at least. Over the next couple of days I am going to set up a new website advertising my computer tuition services and I shall be counting on you (yes, you!) to be part of the pimping process for that. My pupils have found me through the directory on musicteachers.co.uk thus far, but I'm not sure if there's an equivalent for computer tuition. I guess some research is in order.

    CURRENT HEALTH STATUS: Mild sore throat. Unfit. Fat.

    HEALTH ANALYSIS: Recommence Operation Gym and Operation Run Without Dying. iPhone is already loaded with an appropriate soundtrack, featuring tunes from Bayonetta, Persona 3, Persona 4, OutRun, Space Channel 5, Trauma Center and various Final Fantasy titles. Get into routine of actually going to gym as opposed to routine of not going to gym.

    CURRENT SELF-ESTEEM STATUS: Actually not bad right now. Several days with "my people" has helped with this, specifically with the whole "Hey, you're not such a freak after all – and even if you are, there are at least 59,999 people just like you in the world, probably more" thing.

    SELF-ESTEEM ANALYSIS: Maintain by doing stuff that makes me feel positive. Avoid doing things that make me feel negative. See aforementioned gym routine thing.

    CURRENT MISSION OBJECTIVES:

    • Make enough money to pay rent (OPTIONAL: Make enough money to pay rent AND have Fun Stuff)
    • Recruit more music pupils
    • Design computer tuition website
    • Recruit computer tuition pupils
    • Do more writing for Kombo, DailyJoypad and BitMob
    • Hassle other sites for writing gigs
    • Attempt to make use of contacts made at PAX
    • Get into a situation where I can keep the necessity of doing supply teaching to a minimum

    First one and the last one are the biggies, I guess. Everything else will contribute to those two. If I can get to a stage where I never have to step inside a classroom again, and I am working entirely on my own terms and feeling good about myself, that's the goal. That's the dream. And it's frickin' well going to happen.

    Also, I've totally managed 72 days of blogging without a gap. That's pretty good going, right? I'll have a party on post 100 or something.

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    #oneaday, Day 71: Token Entry https://imnotdoctorwho.moegamer.net/2010/03/29/oneaday-day-71-token-entry/ https://imnotdoctorwho.moegamer.net/2010/03/29/oneaday-day-71-token-entry/#respond Mon, 29 Mar 2010 22:48:02 +0000 http://angryjedi.wordpress.com/2010/03/29/oneaday-day-71-token-entry/ Will shortly be boarding my flight back to the UK so am posting something now to… well, have something posted, to be perfectly honest. Missing a day because I'm asleep over the Atlantic? Laaame. I said pretty much everything I needed to say post-PAX yesterday but I'll just reiterate that this was a supremely awesome … Continue reading #oneaday, Day 71: Token Entry

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    Will shortly be boarding my flight back to the UK so am posting something now to… well, have something posted, to be perfectly honest. Missing a day because I'm asleep over the Atlantic? Laaame.

    I said pretty much everything I needed to say post-PAX yesterday but I'll just reiterate that this was a supremely awesome time for everyone – yes, Sam, better than Kaos and a kebab – and I hope we can all do it again sometime very soon indeed. Maybe next time those people who weren't able to cone this time will be able to join us too.

    For now though, boarding will shortly call and my battery is low. So I will bid you all adieu and see you back on the wrong side of the Atlantic.

    TRANSMISSION ENDS.

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    #oneaday, Day 70: Thank You For Playing #PAX!! https://imnotdoctorwho.moegamer.net/2010/03/29/oneaday-day-70-thank-you-for-playing-pax/ https://imnotdoctorwho.moegamer.net/2010/03/29/oneaday-day-70-thank-you-for-playing-pax/#comments Mon, 29 Mar 2010 04:48:04 +0000 http://angryjedi.wordpress.com/?p=576 These last few days have been the absolute best few days I've had for a very long time, representing not only some much-needed rest and relaxation but also an opportunity to meet some beloved friends face-to-face for the first (or, in some cases, second) time, hang out and talk shit about video games for hours … Continue reading #oneaday, Day 70: Thank You For Playing #PAX!!

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

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

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

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

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

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

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

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

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    #oneaday, Day 69: #PAX Day 2 https://imnotdoctorwho.moegamer.net/2010/03/28/oneaday-day-69-pax-day-2/ https://imnotdoctorwho.moegamer.net/2010/03/28/oneaday-day-69-pax-day-2/#comments Sun, 28 Mar 2010 04:53:52 +0000 http://angryjedi.wordpress.com/?p=573 Wow, what an insanely hectic day. This is going to be a short one as I'm absolutely knackered. Today we caught a couple of panels – firstly, the "Death of Print" panel that my brother was appearing on along with several others, and then the "Podcasting for PR" panel featuring Shawn Elliott, Jeff Green, Ken … Continue reading #oneaday, Day 69: #PAX Day 2

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    Wow, what an insanely hectic day. This is going to be a short one as I'm absolutely knackered.

    Today we caught a couple of panels – firstly, the "Death of Print" panel that my brother was appearing on along with several others, and then the "Podcasting for PR" panel featuring Shawn Elliott, Jeff Green, Ken Levine, Major Nelson and a guy from Insomniac whose name escapes me right now. Both were excellent, thought-provoking discussions. The podcasting one in particular gave us some great ideas for future podcasts, and the "Death of Print" panel raised some interesting questions and food for thought about the future of the print vs online divide. Particularly after hearing those guys speak, I firmly believe there is a future for both, but each should stop trying to be the other.

    I got the chance to spend some time with my brother today, which is an extremely rare pleasure, with the last time I saw him, if I remember correctly, being our wedding well over a year ago. I also got to hang out with Shawn Elliott, N'Gai Croal and some other media types whose (I apologise) names also escape me right now in my super-tired state. Not to sound like that pathetic fanboy, but it was actually quite an honour to get the chance to sit down and talk to a selection of people who have helped shape the games industry into what it is today. So I guess this is a public "thank you" for those guys giving me the time of day – and hopefully not just because of my last name. Thank you to big bro for letting me tag along, too.

    Didn't get the chance to hang with the Squad as much as I wanted to today but, you know, family has to come first sometimes. Tomorrow, though, will be a different matter, as John flies back early in the morning leaving the day free for Squad activities. And I am certain there will be plenty – watch this space for further details!

    I have more to talk about but I can barely keep my eyes open right now. More tomorrow!

    The only last thing I do want to share is that PAX is awesome. It's such a good feeling to be in a place with sixty thousand other "harmless" and "nice" people. Normally I hate being in crowds as it makes me feel self-conscious, but the wonderful thing about PAX is that we are surrounded by people who are just like us – people who like the same things (to varying degrees), people who don't feel the need to be unpleasant just for the sake of it (the fear of which is what causes the greatest amount of anxiety to me) and above all, people who are just friendly, pleasant, intelligent and fun to be around.

    Also, there was a totally hot Bayonetta cosplayer wandering around today, which made both Chris and me very happy indeed. You can mock cosplay all you want, but when someone is 1) attractive and 2) making a proper effort the results are just… wow. Anyway, enough of that. Late night delirium talking. *wipes dribble off chin*

    To anyone still out on the town tonight: have a great one and I'll catch you tomorrow. To anyone back at home wishing they were here: you should definitely make the effort to come to a PAX if you ever get the opportunity. To anyone back at home reading this and thinking "what the fuck is he talking about?" – politely respect the nerds in your community and continue about your business.

    Good night!

    The post #oneaday, Day 69: #PAX Day 2 appeared first on I'm Not Doctor Who.

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    #oneaday, Day 68: #PAX East, Day 1 https://imnotdoctorwho.moegamer.net/2010/03/27/oneaday-day-68-pax-east-day-1/ https://imnotdoctorwho.moegamer.net/2010/03/27/oneaday-day-68-pax-east-day-1/#comments Sat, 27 Mar 2010 05:04:23 +0000 http://angryjedi.wordpress.com/2010/03/27/oneaday-day-68-pax-east-day-1/ Wow, what a rush! Day one of PAX East is already over and it's been awesome so far. Early part of the day was spent meeting, greeting and showering off our respective journeys. Chris "RocGaude" Whittington and I made it into the show just after Wil Wheaton's keynote speech, which is a shame because the … Continue reading #oneaday, Day 68: #PAX East, Day 1

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    Wow, what a rush! Day one of PAX East is already over and it's been awesome so far.

    Early part of the day was spent meeting, greeting and showering off our respective journeys. Chris "RocGaude" Whittington and I made it into the show just after Wil Wheaton's keynote speech, which is a shame because the buzz on Twitter made it sound rather inspirational. Still, immediately after that was Gabe and Tycho's Q&A session, which was seven degrees of pure-grade awesomeness. I'd never actually seen them in person before but their banter was hilarious and they have huge amounts of stage presence, wit and talent. I can see why they've become the huge successes they have.

    Later, we tried to get in to a panel about the current state of storytelling in interactive fiction, hosted by, among others, Andrew "Zarf" Plotkin and Emily Short. Sadly we were just too late for that one, but we did manage to attend the first screening of GET LAMP, an extremely well put together documentary about the rise, fall and rise again of interactive fiction. The filmmaker had managed to interview a huge number of luminaries of the genre, including Don "Adventure" Woods and Steve "Infocom" Meretzky, both of whom were in attendance along with Plotkin and several others from IF's past for a post-movie Q&A session.

    We also spent a bit of time with the BitMob crowd at the puntastic "Pour House" where the beer was flowing freely and, by the sound of his tweets, Jeff Grubb is absolutely wasted. Holla. I won a T-shirt too. Awesomesauce!

    Tomorrow should be a busy day. Hitting the show floor to scoop some stories for my new gigs at Kombo and Daily Joypad, then later am getting the chance to catch up with my brother. Hopefully, then, later in the evening, the Squadron of Shame will be recording something awesome from PAX to share with you all.

    Anyway, it's 1:15am EST right now and I should probably go to bed. Suffice to say that so far PAX is proving to be everything I hoped it would be. I wish there were more in the way of nerd superconventions like this in the UK. I had to cheer when Gabe and Tycho said their next aim for PAX is to do EuroPAX. That would be awesome.

    Anyway. Good night!

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    #oneaday, Day 67: Pre-Flight Checklist https://imnotdoctorwho.moegamer.net/2010/03/25/oneaday-day-67-pre-flight-checklist/ https://imnotdoctorwho.moegamer.net/2010/03/25/oneaday-day-67-pre-flight-checklist/#comments Thu, 25 Mar 2010 09:00:06 +0000 http://angryjedi.wordpress.com/?p=570 [I appeared not to have published this at the time. Here it is, for what it's worth.] Well, I'm shortly off. I have the travel jitters. I'm not nervous about the journey itself – I'm quite happy travelling – but I have those last-minute jitters where you're convinced you've forgotten something. And, being me, as … Continue reading #oneaday, Day 67: Pre-Flight Checklist

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    [I appeared not to have published this at the time. Here it is, for what it's worth.]

    Well, I'm shortly off. I have the travel jitters. I'm not nervous about the journey itself – I'm quite happy travelling – but I have those last-minute jitters where you're convinced you've forgotten something. And, being me, as my wife will take great delight in pointing out to you, I probably have forgotten something. But I have underpants, socks, T-shirts, shirts, jumpers, gloves, a scarf, a toothbrush, some deodorant, some shampoo, enough wires to make a terrorist blush, a Nintendo DS Fat (old-school fat, not XL), a Sony PSP, games for both, an iPhone, a Nikon DSLR camera (with its memory card in it), an Asus netbook, my travel documents – plane e-ticket, boarding pass, coach ticket to get to the airport in the first place (leaving in one hour), odd US security form, passport, details of where I'm actually staying, cash… Anything else?

    If so, I'm going to have to live without it. Or pick one up there. Because I'm not packing anything else!

    Currently syncing my iPhone (well, clearing some space on it, anyway) and then I do believe I'll be ready to go. Even with time to pick up some breakfast on the way! How cool is that? It's super-cool, that's what it is.

    Anyway, the next post on here will either come from Heathrow Airport (if I get bored) or Boston, MA. See you soon!

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    #oneaday, Day 66: The Time Has Come https://imnotdoctorwho.moegamer.net/2010/03/25/oneaday-day-66-the-time-has-come/ https://imnotdoctorwho.moegamer.net/2010/03/25/oneaday-day-66-the-time-has-come/#respond Thu, 25 Mar 2010 00:55:35 +0000 http://angryjedi.wordpress.com/?p=567 I'm going to write this in something of a rush because I need to go to bed. But I'm not going to default on my blogging just for pesky tiredness' sake! No, it might be a short, crap entry, but dammit if I'm not going to write on right now. Anyway. Tomorrow, I fly to … Continue reading #oneaday, Day 66: The Time Has Come

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    I'm going to write this in something of a rush because I need to go to bed. But I'm not going to default on my blogging just for pesky tiredness' sake! No, it might be a short, crap entry, but dammit if I'm not going to write on right now.

    Anyway.

    Tomorrow, I fly to Boston for PAX East. It's strange to think that this time has finally come. When I think back to early in this whole "one a day" experiment and the things I said, wondering whether or not I'd be able to go, wondering whether I'd be able to get out of my job, wondering if I'd ever make it to the States to see my friends whom I only know by their Twitter avatars and occasional glimpses of embarrassing photos on Facebook.

    Now, that fantasy is a reality. Well, it will be very soon, anyway.

    There are two emotions in my head right now. Immense excitement… and nerves. Almost like stage fright.

    Anyone who's ever met anyone they've talked to online for a long period of time will know that the first face-to-face meeting is always the hardest. People are different online to how they are in reality, and however much you can protest that the way you write or chat online is your "true self", the fact is that people will judge you when they meet you for the first time – subconsciously in most cases, but they're doing it all the same. It's that that always unnerves me – whenever I'm meeting new people for the first time, not just trusted and beloved online friends, but anyone. It's a side-effect of the social anxiety that I've suffered for as long as I can remember, but I'm determined not to let it get in the way of an awesome time. And it doesn't have to. I met my wife face-to-face long after we met online, after all. And yes, I probably was an awkward twat – still am – but that one worked out just fine.

    The fact I've met some members of the Squadron of Shame before will help – especially given the fact that we got on well the last time we met and didn't (to my knowledge, anyway) want to tear each others' throats out with hammers by the end of our time together. I feel like I know a lot of the others very well already thanks to blogs, Twitter, Facebook, podcasts and all manner of other media that makes "Internet gurus" and "online entrepreneurs" drool with glee. So I think it's going to be just fine.

    Doesn't stop me feeling nervous, but it's not a sense of crippling anxiety. It's more a state of wanting the "introductions" phase to be over so we can kick back with some beers and then hit the show floor of PAX East running. Because there's an asston of stuff to see, and there's a bundle of people I want to meet. Quite how everything will fit into those few short days I'm in Boston is anyone's guess – but I'm going to make a damn good try of it.

    So tomorrow morning at 8:40, I board a coach bound for DESTINY. That's right: DESTINY. (Then I catch a plane which will take me the rest of the way to DESTINY. But the coach trip comes first.)

    I'm clearly getting delirious. Time for bed, I think. Good night!

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    #oneaday, Day 65: Step into my Game Room https://imnotdoctorwho.moegamer.net/2010/03/24/oneaday-day-65-step-into-my-game-room/ https://imnotdoctorwho.moegamer.net/2010/03/24/oneaday-day-65-step-into-my-game-room/#comments Wed, 24 Mar 2010 00:44:40 +0000 http://angryjedi.wordpress.com/?p=564 This post makes me sad, because I can't help thinking a lot of people on that thread are missing the point somewhat. I'm hugely excited for Game Room. I wasn't at first, but since hearing that there are not only arcade treasures in there but also Atari 2600 and Intellivision games too, my interest has … Continue reading #oneaday, Day 65: Step into my Game Room

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    This post makes me sad, because I can't help thinking a lot of people on that thread are missing the point somewhat. I'm hugely excited for Game Room. I wasn't at first, but since hearing that there are not only arcade treasures in there but also Atari 2600 and Intellivision games too, my interest has been steadily growing until now I'm at the stage where it's just after midnight and moments ago, I switched on my Xbox just to see if they released things at midnight, or in the morning. (It's in the morning, for those who were curious.)

    The arguments made in the first post are ones that we're hearing a lot – not just in the context of Game Room, but also in the context of digital distribution in general. The biggest concern people have with digital distribution is that one day, your content will be switched off and, despite having paid for it, you'll no longer be able to use it. This is a fair concern, as no-one likes splashing the cash on things that they won't be able to use at some point in the future – but when you think about it, in the world of tech, this is nothing unusual. Products come and go, specifications increase, chipsets change – and at some point it's necessary to leave the old behind. Did people complain that the Amiga wasn't backwards-compatible with the Commodore 64? Do music enthusiasts complain that it's getting harder and harder to find a cassette deck to play those old albums that you only bought on cassette because they were cheaper?

    Well, yes, they probably do, but that's beside the point. What I guess I'm trying to say is this: isn't the "built-in obsolescence" of digital distribution the same thing? I have a stack of PC games in a box here, some of which it isn't possible to run any more. Okay, maybe with some tweaking and playing with software like DOSBox it's possible to get it going – but to a (for want of a better word) "casual" user, they're defunct and obsolete. The only difference with potentially-expiring digitally distributed products is that there's no workaround like DOSBox. Once the content's gone, it's gone. And yes, that's not a great thing, but it's not something to be surprised about.

    The other objection people have is that Game Room will charge you again to play titles you already own Xbox Live Arcade versions of – titles like Gauntlet, Smash TV and the like. The simple solution to this is, of course, to not buy them again – but there's also the fact that the Arcade and Game Room versions are actually rather different beasts. The Arcade editions of the games are generally enhanced with leaderboards, online play and in some cases, new graphics. The Game Room versions are exactly as they were all those years ago. It may be that some people will be more than happy to buy a game again for the sake of having a completely authentic experience – others should simply avoid those games that they have already purchased.

    I think the most exciting thing that a lot of people are missing, though, is that Game Room represents possibly the first fully-legal console-based multiplatform emulator out there. The constantly-rehashed argument from Game Room objectors is that "you can get all those games for free online". Yes, sure you can, but via means of questionable legality. Downloading a ROM for an arcade title is, legally speaking, only allowed if you actually own another copy of the game in question. Of course, people ignore this rule all the time – especially for the sake of hard-to-find games – but I for one think that it will be pretty neat to have these games available legally and without having to do any command-line or front-end faffing like you have to do with emulators like MAME. Again, it's a point in favour of the casual users, many of whom probably haven't even heard of an "emulator". Let's not kid around, either – it's also going to be nice to play some of these from the comfort of the sofa rather than the computer desk.

    So I for one am firmly in favour of Game Room, particularly if the rumours of there being over a thousand games set for release in it over the next few years have any truth. Yes, it is a means for Microsoft to make money – but this is just the same as a whole lot of things on Xbox Live already are, much as a lot of things on PSN make money for Sony, and the Wii Shop Channel makes money for Nintendo.

    What do you think? Are you going to be downloading Game Room and any games? Or are you going to be leaving the past in the past?

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    #oneaday, Day 64: Act Your Age, Fanboys https://imnotdoctorwho.moegamer.net/2010/03/23/oneaday-day-64-act-your-age-fanboys/ https://imnotdoctorwho.moegamer.net/2010/03/23/oneaday-day-64-act-your-age-fanboys/#comments Tue, 23 Mar 2010 00:42:23 +0000 http://angryjedi.wordpress.com/?p=561 Why does the phenomenon of fanboyism still exist? And more to the point, why does it exist amongst men (and it pretty much is always men) who are old enough to know better? The simple and easy answer is, of course, that it's always been around. I remember growing up as an Atari-based family and … Continue reading #oneaday, Day 64: Act Your Age, Fanboys

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    Why does the phenomenon of fanboyism still exist? And more to the point, why does it exist amongst men (and it pretty much is always men) who are old enough to know better?

    The simple and easy answer is, of course, that it's always been around. I remember growing up as an Atari-based family and all of the Atari magazines at the time belittling the competition with stupid names like Spectrash (Spectrum) and Crappydore (Commodore 64). Then came the schoolyard arguments – SEGA vs Nintendo. Sonic vs Mario. "We've got Street Fighter II! Hah! …Oh wait, now you have, too." It got pretty silly.

    Once the Dreamcast came out, it was hard to justify fanboyism because, certainly once SEGA's wondermachine came out, it was so far ahead of its competition – the 64-bit Nintendo 64 and the 32-bit PlayStation – that half-hearted attempts to call it things like "Dreampants" always came across as more than a little desperate.

    Things then kicked off again with Sony vs Microsoft, with Nintendo kind of relegated to "background observer" by this point. The PS2 and the original Xbox both had fiercely loyal supporters when, in fact, you'd have a far better experience if you bought both systems, played the relevant exclusives on their respective platforms and played multiplatform titles on the Xbox. That's what I did, and I never felt the need to slag off any of the systems.

    And it still goes on today, despite each of the consoles arguably offering a more distinct and unique experience from each other than ever before. The Xbox 360 offers its legendary ease of online play, the PS3 is home to a variety of unusual and interesting games (like Flower, flOw, Linger in Shadows, the Pixeljunk games) and the Wii is the family-friendly bundle of fun.

    Still the hating goes on, though.

    But nowhere is it more apparent than in the world of smartphones, particularly between the owners of iPhones, BlackBerries (let's pluralise it properly, please) and Android-based phones. iPhone owners are either Apple fanboys who bang on about how great Apple is all the time or jailbreakers who bang on about which ludicrously-named hack they're installing this week – and, of course, which apps they could get for free rather than paying for them on the App Store. BlackBerry owners seem to be updating their OS every night. And Android owners seem to be particularly sore about the iPhone for some inexplicable reason.

    The question is: why? When it came to the early console wars, slagging off the systems your friends had was just schoolyard banter. You didn't really think that the systems were inferior, otherwise you wouldn't have gone around to their houses and played those games with them. The fact that this juvenile banter has grown up with people who have been using gaming and other consumer electronics for years is utterly baffling. Even people who started gaming at the same time as me – or before – are still bitching and moaning about how much better their handset is that [x]'s handset, and blahblahblah open source, blahblahblah build quality, blahblahblah BlackBerry Messenger, blahblahblah… You get the picture.

    Am I alone in thinking that all of this stuff, without exception, is seven degrees of awesome and we should appreciate the brilliant things we have? Yes, some of them have more features. Yes, some of them are objectively "better" in terms of capabilities, power and technical specifications. But is that really any reason to act like 5-year olds telling each other that their respective Mums smell of wee?

    No, it's not. So why does it still go on?

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    #oneaday, Day 63: Act Your Age, Joanna https://imnotdoctorwho.moegamer.net/2010/03/22/oneaday-day-63-act-your-age-joanna/ https://imnotdoctorwho.moegamer.net/2010/03/22/oneaday-day-63-act-your-age-joanna/#comments Mon, 22 Mar 2010 01:23:58 +0000 http://angryjedi.wordpress.com/?p=558 Late again. And I hold one thing entirely responsible for this: Perfect Dark. Actually, two things. Perfect Dark and Cody "NintendoTheory" Winn. I know I wrote about Perfect Dark the other day but I feel I should enthuse a little more about it because my experiences with it over the past few days have been … Continue reading #oneaday, Day 63: Act Your Age, Joanna

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    Late again. And I hold one thing entirely responsible for this: Perfect Dark. Actually, two things. Perfect Dark and Cody "NintendoTheory" Winn.

    I know I wrote about Perfect Dark the other day but I feel I should enthuse a little more about it because my experiences with it over the past few days have been highly entertaining. First up, I played some online co-op with Calin Grajko (who was brave enough to interview several members of the Squadron of Shame a while back and has stayed in touch since) – specifically, through the first few levels on Perfect Agent difficulty. This was great fun, as Perfect Agent difficulty is pretty brutal in its difficulty – you don't get much in the way of life, there are lots of (failable) objectives to complete and there are tough enemies all over the place. The best thing about playing co-op, though, is that it gives you the opportunity to have a laugh along with the game. Perfect Dark may appear at first glance to be taking itself rather seriously, but you only need to jump into a co-op game to see that really isn't the case. This is a game that shines when played with friends, be it co-operatively or competitively.

    Which brings me to the next point – Counter-Operative mode. This is possibly the most broken game mode I've ever played, but it's brilliant in its stupidity. One player controls Joanna Dark, just as in single-player, and has to complete the missions. The other player, on the other hand, repeatedly respawns as random enemies around the level. Jo has one life. The Counter-Operative can keep coming back over and over again, and it's their job to make life a pain for Jo.

    It's tempting for the Counter-Operative to rush in and confront Jo as soon as possible, of course, but if this happens the match can be over rather quickly. What is far more entertaining is when the Counter-Operative decides to play mind games with Jo's player, as Calin did to me.

    As I made my way down the dataDyne building, I noticed it was oddly quiet, and there seemed to be something of a trail of destruction, like someone had got there first. The building was completely devoid of enemies, until I got to the bottom floor. I stepped out of the elevator and headed towards the level's exit when suddenly…

    BIFF!

    Jo's vision blurred and I whirled her round to discover an incompetent-looking guard in spectacles punching me repeatedly. It was Calin. He punched me again and knocked my gun out of my hand and suddenly, we were engaged in the sort of cack-handed fistfight that only ever happens in first-person shooters. As Calin realised that the enemy characters weren't capable of picking up weapons that had dropped to the floor, I seized my opportunity and grabbed my dropped pistol, shooting him in the head and escaping the level.

    It's not entirely clear whether or not anyone bothered to playtest or balance Counter-Operative mode, but one thing's for sure – it's so ridiculous it is one hell of a lot of fun.

    The thing that's kept me up tonight, though, is something which is always dear to my heart in online gaming: leaderboards. As anyone who battled against me in the Geometry Wars 2, err, Wars of last year will attest, leaderboards inspire great competition. And it so happens that Mission 1 of Perfect Dark on its easiest difficulty level provides an ideal arena for bitter competition to see who can clear it the fastest. Cody and I were ping-ponging times back and forth earlier until, as of this time of writing, I sit on the top spot of my friends leaderboard with a time of 40.95 seconds. I invite any of you to try and beat that – without using the apparently-infamous glitch that I'd never heard of before today which allows you to beat the level in 6 seconds flat. Challenge set!

    As you can tell, I'm smitten with Joanna's adventures. I was back in the N64 days and I am again now. Perfect Dark is such a complete package that it is almost without a doubt one of the best uses of 800 Microsoft Points on XBLA. There is so much to do besides the basic single-player missions. There are the various multiplayer modes. There is co-op. There is counter-op. There are tons of secrets to discover in the Carrington Institute that forms the backdrop to the main menu. There are challenges. There are leaderboards. There are Achievements. It's a game that will keep you busy for a very, very long time.

    The thing I'm most impressed by, though, is the fact that as a game it still plays brilliantly today – ten years later – with no modifications besides the resolution and framerate upgrades. It takes some adjusting to playing a game which doesn't point out your objectives in gigantic neon-coloured HUD arrows, but I find it far more satisfying than any shooter I remember playing in recent memory – both in single-player and multiplayer.

    So if you haven't bought it yet, stop bitching about the N64, stop moaning about the framerate on the old version, stop complaining that it gave you motion sickness (at least until you've turned off "Head Roll" in the options to see if that makes you feel better), stop whingeing that the characters' mouths don't move when they talk… look, just buy it and enjoy it, okay?

    Act your age, Joanna.

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    #oneaday, Day 62: Freewriting #4 - I Can Barely Keep My Eyes Open https://imnotdoctorwho.moegamer.net/2010/03/21/oneaday-day-62-freewriting-4-i-can-barely-keep-my-eyes-open/ https://imnotdoctorwho.moegamer.net/2010/03/21/oneaday-day-62-freewriting-4-i-can-barely-keep-my-eyes-open/#respond Sun, 21 Mar 2010 01:47:08 +0000 http://angryjedi.wordpress.com/?p=556 [It's 1:33am and I've inadvertently forgotten to go to bed just yet. And forgotten to blog. So here is some more musings from the innermost depths of my brain. Clock. Ten minutes. Write. Don't stop. You know the drill. If it's crap, I make no apologies for it whatsoever.] The city streets were quiet. The … Continue reading #oneaday, Day 62: Freewriting #4 - I Can Barely Keep My Eyes Open

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    [It's 1:33am and I've inadvertently forgotten to go to bed just yet. And forgotten to blog. So here is some more musings from the innermost depths of my brain. Clock. Ten minutes. Write. Don't stop. You know the drill. If it's crap, I make no apologies for it whatsoever.]

    The city streets were quiet. The occasional whoosh of a car in the distance notwithstanding, it looked like something terrible had happened leaving him the only sign of life in the world. His mind wandered back to that movie – 28 Days Later – and a shiver ran down his spine as he thought "what would I do if that really happened?"

    Fortunately, the silence was shattered by a noisy drunk staggering down the street, shambling around a corner like one of the zombies in those films he liked so much. He started singing – an incoherent tune, born from some forgotten memory and sounding for all intents and purposes like a small creature being strangled and/or put through a mangle.

    He was secretly annoyed that his silence had been broken by this imbecile staggering down the street with all the flair and panache of a dog turd. He enjoyed the night. He enjoyed the peace. He enjoyed the feeling of being alone, free from obligations, free from worries. Night-time was a pure time, when he could truly be alone with his thoughts and contemplate whatever he wanted.

    Right now, he was contemplating nothing at all. He was simply enjoying the feeling of sitting on the roof of his building, feeling the cool night breeze blowing over his face and finding the sensations of the air moving around him rather relaxing. The drunk was staggering away now, and the song had stopped. Either he had forgotten the words, had forgotten what he was doing or, more likely, just got bored.

    Then the silence was back. He looked up and down the street and once again, all was still. A slightly stronger breeze than before blew and caused the few trees and bushes there were in the area to rustle, swish-swish-swish. It was a sound he enjoyed, and brought back memories of his childhood, lying on his back in the summer sun, eyes closed, feeling the heat of the sun on his face and listening to the rustling of the trees while his peers played somewhere in the distance.

    He always was a dreamer. He wasn't sure what he wanted to dream about, so he dreamed about anything he could think of. He dreamed of far-off places. He dreamed of things he could never do. He dreamed of things he probably could do but was too scared to. And he dreamed of where things might actually go in the near future.

    No-one knew. He didn't know. No-one else was going to be able to tell him what the future held, not his friends, not his family, not his horoscope from the paper, not whatever Facebook app was spamming him with promises of what his lucky colour was this week. The only person who would be able to tell him what the future held would be him, once it had happened. And by then, it would be too late.

    He lay back on the roof and closed his eyes like he did so many years ago. The concrete on the flat roof wasn't nearly as comfortable as the soft grass of the playing fields at home, but it did the job. With his eyes closed, the silence seemed even purer. Devoid of any visual distractions, his imagination began to wander – a fleeting image here, a passing fancy there. But none of them stuck. There was no clear path. It was a fog, a mist, threatening to swallow him if he would let it. But he wouldn't. He was strong. He knew that he could make it through all the uncertainty, the lies, the nonsense, and that somewhere on the other side of it all there would be something good waiting for him.

    Exactly what form that "something good" would take was what he was most curious about. Would it be a person? A thing? Some money? Winning a prize? Appearing on television? Becoming famous?

    He didn't really want some of those things, but they were things that people commonly referred to as being "good". A programme he had seen on the TV earlier that evening featured a series of teenage girls all proudly proclaiming that their life's ambition was to "be famous". For what, exactly, they were never exactly clear. When pushed, one or two of them came out with "well, modelling, innit?" but nothing more than that.

    He didn't see himself in that position. But maybe there was something there waiting for him.

    For now, though, it didn't matter. For now was the night, and it was closing in.

    He closed his eyes tighter and let himself drift away slowly into the darkness, unafraid of where he might wake up.

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    #oneaday Day 61: Call me Gordon https://imnotdoctorwho.moegamer.net/2010/03/20/oneaday-day-61-call-me-gordon/ https://imnotdoctorwho.moegamer.net/2010/03/20/oneaday-day-61-call-me-gordon/#respond Sat, 20 Mar 2010 01:05:31 +0000 http://angryjedi.wordpress.com/?p=554 I'm a free man! Yes, my contract finished today so as of right this moment I am unemployed. At least as far as that pesky full-time work goes. I'll tell you one thing I won't miss, and that's the 40-mile commute with the immensely predictable traffic around Winchester. I don't know what it is about … Continue reading #oneaday Day 61: Call me Gordon

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    I'm a free man! Yes, my contract finished today so as of right this moment I am unemployed. At least as far as that pesky full-time work goes. I'll tell you one thing I won't miss, and that's the 40-mile commute with the immensely predictable traffic around Winchester. I don't know what it is about that place, but the M3 slows to a crawl and all of the roads in and out of the city also slow to a crawl, so it's impossible to win whichever way you choose to go. I let fly with quite a few obscenities on the way home tonight as all I wanted to do was get home.

    I'm not going to be sitting on my ass doing nothing, though. I have plenty of things lined up. I have some music pupils starting this week (and, of course, if you know anyone in the Southampton area who is looking for a music teacher, kindly point them in the direction of http://www.pjedmusic.co.uk) and I am shortly to put up a site advertising IT tuition services. Then I'll be doing some writing, too, for a couple of different sites: Kombo.com and DailyJoypad.co.uk, both of which are going to be a great way to get some exposure for my writing, along with the stuff I've done for Good Old Games and WhatTheyPlay in the past.

    Right now, it's late, there are drunken morons shouting incoherently outside my window and I've just finished recording an episode of the Exploding Barrel Podcast with the ever-awesome Minotti brothers. Just looked out of the window and the noise was being made by two… I hesitate to call them "men" because they were acting like the kids I've been teaching. Two of them. It sounded like a bloody football crowd. And this after Southampton was (apparently) voted "most welcoming and friendly city in the UK". (I call bullshit on that, by the way, in case you hadn't guessed).

    Tomorrow is the first day of a new beginning, or something. I'm meeting one of my (potential) new pupils, I'm getting some stuff sorted ready to do my website writing and I'll have the chance to kick back and actually relax a bit for what feels like the first time in months. It's like a big weight has gone from my shoulders.

    I feel bad for my colleagues I left behind as they are without exception awesome people that I will miss a great deal, and they're in a tough situation that is going to be hard work to get through. What I won't miss, however, is the stress of that job, the (8-year old) kids who climb walls and get brought in by the police, the reams and reams of ultimately fairly meaningless paperwork, the finger-wagging "official" people telling us that we don't know what we're doing and… well, you get the idea. Here's to a more positive future, but I will spare a thought for those great people I worked with regularly.

    I'm just rambling now, clearly. I think it's time to go to bed. Up and at 'em tomorrow morning… and PAX is creeping ever closer. I can't wait.

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    #oneaday, Day 60: Perfection https://imnotdoctorwho.moegamer.net/2010/03/18/oneaday-day-60-perfection/ https://imnotdoctorwho.moegamer.net/2010/03/18/oneaday-day-60-perfection/#comments Thu, 18 Mar 2010 23:55:04 +0000 http://angryjedi.wordpress.com/?p=552 Downloaded Perfect Dark on XBLA today. I've been waiting for this for a while, seeing as how I had some very fond memories of late-night multiplayer sessions on the original. Funny thing was, once it actually came out, I found myself hesitating a bit, wondering if it was still good. I didn't need to worry. … Continue reading #oneaday, Day 60: Perfection

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    Downloaded Perfect Dark on XBLA today. I've been waiting for this for a while, seeing as how I had some very fond memories of late-night multiplayer sessions on the original. Funny thing was, once it actually came out, I found myself hesitating a bit, wondering if it was still good.

    I didn't need to worry. It is still good. Really good. Once you get over the N64-era level design, physics, character models and textures you'll realise there's still an incredibly solid game there, only uprezzed to HD and running at a frame rate the N64 could only dream of. I played a bit of the first level single player earlier and then went over to a buddy's house to play some multiplayer. The single player is good, and it's nice to play a Rare FPS again. They always were a pretty unique experience, with much more in the way of stealth elements and creative objectives than many other titles. But that's not what I remember Perfect Dark most fondly for. It's the multiplayer that I have the best memories of.

    My God. How good is local multiplayer? It's easy to forget in this online age that one time, the only way to play games multiplayer was to bundle around the house of whoever had the biggest TV, take your N64 controllers and try and shotgun the top-left corner of the screen. I always prefer local multiplayer, as there's something about being in the same room with your opponents – who, by the very nature of the fact you're playing locally with them, are people you know well – that takes it from a fun but ironically solitary experience to a proper social event.

    I ranted about the "social gaming" phenomenon yesterday in terms of how it really wasn't "social" at all, but this experience is true social gaming. Playing Perfect Dark on the Facility… sorry, Felicity level with remote explosives, rocket launchers and four FistSims on their hardest difficulty, and being surprised when the hand-to-hand only bots end up winning as a result of our collective ineptitude with anything vaguely explosive – priceless. Still fun, nearly ten years after we first did it.

    So if you're umming and ahhing about getting Perfect Dark and you're the right age to appreciate it – i.e. you played and enjoyed it first time around – then stop hesitating and just get it. If you've been raised on Call of Duty you might be a bit shocked at the primitive graphics and seemingly simplistic gameplay, but give it a shot. You might just be surprised.

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    #oneaday, Day 59: Social Mobility https://imnotdoctorwho.moegamer.net/2010/03/17/oneaday-day-59-social-mobility/ https://imnotdoctorwho.moegamer.net/2010/03/17/oneaday-day-59-social-mobility/#respond Wed, 17 Mar 2010 23:05:47 +0000 http://angryjedi.wordpress.com/?p=549 So social games are here to stay. So say the people in the know, particularly the outspoken Brian Reynolds from Zynga who has commented on the subject at great length. Understandable, really, given that his company are behind some of the most successful social games in history. I have to say, though, that I don't … Continue reading #oneaday, Day 59: Social Mobility

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    So social games are here to stay. So say the people in the know, particularly the outspoken Brian Reynolds from Zynga who has commented on the subject at great length. Understandable, really, given that his company are behind some of the most successful social games in history.

    I have to say, though, that I don't understand them. And it's not through lack of trying. I've played Mafia Wars. I've played Epic Pet Wars. I've fired up Farmville a couple of times. But the elephant in the room seems to be that these games are dull, uninspiring and boring. People used to joke that Championship Manager on the PC looked (and played) like a spreadsheet. Mafia Wars looks like an Access database – and plays like one too. I haven't done much with Farmville but from what I've seen (and heard from others) it's not much better, just a little more "visual".

    These games market themselves on their "social" capabilities. They call themselves "MMORPGs" and they clog up the iTunes App Store RPG section something chronic with their various denominations of microtransaction space dollar bundles. But, from what I've seen, there is little to no socialising involved. You add people to your friends list to let them "be in your mafia" or "be your neighbour", but besides increasing your stats or occasionally sending you an item they can't use (not one that they don't want, it's always one that they can't use because it's set aside as a special "gift" item) there is no interaction with others. Sure, in Mafia Wars you can attack another player but there's no strategy or interaction there, either – whoever has the best stats wins.

    Brian Reynolds commented to developers at the GamesBeat summit that "shame" is a powerful motivating factor for players. "No one wants to be caught letting their crops wither and die," he says. But does it really matter when you have four thousand people on your friends list, none of whom you've ever spoken to? That's not socialising, that's MySpace-style "friend" collecting. It doesn't help that anything even vaguely related to these games – iTunes reviews, Facebook reviews, Facebook groups, comment threads, blog posts – always degenerates into a swarm of several hundred people all going "ADD ME! 9932569!" with absolutely no conversation going on whatsoever. I would mind it less if the "social" aspect of these games was something more of a metagame, where people actually talked to each other and then added each other. But the amount of friend-whoring that goes on by people is just ridiculous, and it strikes me as completely against the spirit of what these games are supposedly trying to achieve – bring people together to play.

    Maybe I'm missing the point somewhere. Maybe these social games really are the next big thing. It's true that some games get the whole thing absolutely right – PopCap's wonderful Bejeweled Blitz is a fine example – but for every little gem (no pun intended) there's a billion and one identikit Mafia Wars clones. And they're all devoid of any gameplay whatsoever.

    Games for people who don't like games. I guess that's something – bringing the medium to the masses and all that. But is someone reared on Mafia Wars and Farmville ever really going to graduate to games that are actually, you know, good? I'm not so sure.

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    #oneaday, Day 58: Bullshit Bingo https://imnotdoctorwho.moegamer.net/2010/03/16/oneaday-day-58-bullshit-bingo/ https://imnotdoctorwho.moegamer.net/2010/03/16/oneaday-day-58-bullshit-bingo/#comments Tue, 16 Mar 2010 23:18:23 +0000 http://angryjedi.wordpress.com/?p=546 The school I work at (until this coming Friday, fact fans) recently had its updated OfSTED report published. For the uninitiated (and/or American) amongst you, this is the report on how "good" (sarcastic air quotes mine, not theirs) the school is. At the last inspection, shortly before I arrived at the school in November, the … Continue reading #oneaday, Day 58: Bullshit Bingo

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    The school I work at (until this coming Friday, fact fans) recently had its updated OfSTED report published. For the uninitiated (and/or American) amongst you, this is the report on how "good" (sarcastic air quotes mine, not theirs) the school is. At the last inspection, shortly before I arrived at the school in November, the school was judged to be "inadequate" and in need of "special measures" for various reasons that I won't bore you with now. The most recent report claimed that we were making "satisfactory" progress towards making the "required improvements" put forth in the "action plan".

    The crowning glory of the report, though, was the phrase "stem the tide of falling underachievement", something which apparently we are doing. Now, I don't know quite how many negatives are in that statement but I'm sure there's the wrong number. Surely "falling underachievement" is a good thing, so you wouldn't want to "stem the tide" of it? Perhaps they meant "stem the tide of falling achievement", but that doesn't sound quite right either. And I'm pretty sure it's not "stem the tide of achievement", since that is how the school got into this mess in the first place, albeit not intentionally.

    There's only one response to things like this: "BULLSHIT!"

    It astonishes me quite how much people get away with peddling this nonsensical use of language under the pretence of it being "formal". Those of you who follow me on Twitter may remember what I did to the company that supposedly "manages" the estate of apartment blocks that I live on. I went through their letter and corrected it in red pen, then posted it back to them. The results are here, if you missed it first time:

    I think I was quite generous with a D-.

    Then, of course, you get anyone who talks about social media "professionally", or at least likes to think they do. They use words like "monetization strategy" and "leverage" to mean "how they are going to make money" and "use". What is wrong with "how they make money" and "use"? We've been using language like that for years. Why does the technological age suddenly have to bring in a bunch of new and meaningless jargon? And, while we're on, since when did the word "product" – without a trailing "s" – become a plural?

    Politics are no better. Listen to our less-than-illustrious boring fart of a leader Gordon Brown speak and all you'll hear is string after string of meaningless waffle – so utterly devoid of actual content that by the time he reaches the end of his speech you've completely forgotten what the question was and you'll agree with him just to shut him up. The Tories aren't any better. Listen to Cameron in all his shiny-headed glory and all you get is repetitive catchphrases, empty promises and a slightly larger urge to slit your wrists than when you started. If I had to pick one of them to listen to, I'd pick Cameron, but it's a close-run thing, and with either of them I'd be chewing down on the cyanide capsules if I didn't have other things to distract me with.

    I like plain speaking. The last few jobs I've applied for I've taken this approach and communicated with the potential employers or clients as an actual human being. I'm not "passionate" about things that I'm not really passionate about. I'm not "confident and enthusiastic". I'm not "a team player". I'm not… you know, all the other idiotic things that people only ever write when applying for a job and eventually get found out as being a liar. I'm Pete. I'm a human. I speak English. I don't speak jargon.

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    #oneaday, Day 57: Look into the Eyes https://imnotdoctorwho.moegamer.net/2010/03/15/oneaday-day-57-look-into-the-eyes/ https://imnotdoctorwho.moegamer.net/2010/03/15/oneaday-day-57-look-into-the-eyes/#comments Mon, 15 Mar 2010 23:28:33 +0000 http://angryjedi.wordpress.com/?p=543 Jane and I went to see Derren Brown's "Enigma" show at the Mayflower in Southampton tonight. We'd had tickets for ages – since shortly after Jane went to see the same show in London in the summer of last year, in fact – and the time had finally come around to see it. It was … Continue reading #oneaday, Day 57: Look into the Eyes

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    Jane and I went to see Derren Brown's "Enigma" show at the Mayflower in Southampton tonight. We'd had tickets for ages – since shortly after Jane went to see the same show in London in the summer of last year, in fact – and the time had finally come around to see it. It was also my first visit to the Mayflower, so I was curious to see how our local theatre actually was inside. (Quite nice, as it happens.)

    I won't spoil any of the show here, but suffice to say it is his usual blend of different types of "WTF?!" moments. By the end of the show you're left so dazed and bewildered by the whole experience that you can't help asking yourself (and anyone you happen to be with, and anyone who will listen) a whole ton of questions for which there are no easy answers. He certainly has the art of the magician – of making the impossible seem possible – even if what he does isn't exactly "magic" in the traditional sense – it is a blend of, as he puts it, "psychology, hypnosis, suggestion and showmanship".

    Jane and I have been fascinated with Derren Brown for many years now. He has a compelling, likeable style to his shows with just the right balance between cheekiness and seriousness to draw you in and keep you there. He doesn't take himself or his hapless victims too seriously, but nor is he too flippant. He's also more than willing, in some cases at least, to share the "trick" with you – though as last year's The Events TV show (where he correctly predicted the lottery numbers) clearly demonstrated, sometimes explanations raise more questions than they answer.

    It's certainly a pretty unique, impressive and intellectually stimulating form of entertainment that he puts on show, and I'd encourage anyone who's not familiar with his work to explore it for yourself. His "Trick of the Mind" TV series is available on DVD now, as are a number of his one-off "specials". Plus, if you're in the UK, you can check out Derren's shows on YouTube thanks to their agreement with 4OD right here.

    I won't say anything else as it will be far too tempting to get into spoiler territory. Suffice to say, though, that the Enigma show is well worth checking out if you get the chance.

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    #oneaday, Day 56: Phhhwwwwwweeeeeeooooooowwwwrrrrrr... https://imnotdoctorwho.moegamer.net/2010/03/14/oneaday-day-56-phhhwwwwwweeeeeeooooooowwwwrrrrrr/ https://imnotdoctorwho.moegamer.net/2010/03/14/oneaday-day-56-phhhwwwwwweeeeeeooooooowwwwrrrrrr/#respond Sun, 14 Mar 2010 23:22:08 +0000 http://angryjedi.wordpress.com/?p=541 I watched a Formula 1 event all the way through from qualifying to the end of the race this weekend. And I enjoyed it. Sport on TV is a funny thing. Lots of people watch it, yet sitting staring at it on TV seems to somewhat defeat the object – particularly when it comes to … Continue reading #oneaday, Day 56: Phhhwwwwwweeeeeeooooooowwwwrrrrrr...

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    I watched a Formula 1 event all the way through from qualifying to the end of the race this weekend. And I enjoyed it.

    Sport on TV is a funny thing. Lots of people watch it, yet sitting staring at it on TV seems to somewhat defeat the object – particularly when it comes to physical activities that anyone could have a go at, like football. Admittedly, your average lads' kickabout in the park doesn't have quite the finesse of a Premiership match, but at least you don't have ten thousand braying idiots in the crowd to contend with.

    I've always had a certain interest in motorsport, though. I wouldn't call myself a petrolhead by any means since as far as I'm concerned, cars run on black magic. But I appreciate the aesthetic of a nice car, I enjoy driving and I've always enjoyed the vicarious thrill of a driving game on the consoles, particularly as they have got more and more realistic over the years. Formula 1 is motorsport taken to its natural extreme, and to watch it on TV is probably as close as most of us will ever get to actually taking part in it.

    Critics of the sport say "it's just people going around in circles". To them I say "No! NASCAR is going around in circles. Formula 1 has wiggly bits."

    Yes, most motorsport by its very nature involves completing circuits. And the competitive nature of racing teams sometimes means that the cars are so evenly matched that it's very difficult – if not impossible – for any overtaking to happen, barring driver error. However, today I saw that this is clearly not the case. Firstly, the qualifying sessions were done with the cars optimised for getting the fastest possible lap times. That means minimal fuel and the best tyres for the job. The race itself, though, demanded that 1) the cars be fully laden with fuel and 2) they started on the set of tyres they qualified on. This meant that success in qualifying was by no means a guarantee of success in the race itself – and indeed, the first few laps of the race were a good five seconds slower than the fastest qualifying laps thanks to the extra weight of the full petrol tank, meaning that as the race progressed, any slight differences in weight between the cars could mean the difference between holding on to a position and losing it to someone slightly lighter.

    Where things got interesting was, inevitably, when things started to go wrong. Sebastian Vettel, the German driver for the Red Bull team who took Pole in qualifying, had his car develop some sort of difficulty partway through the race, meaning that his comfortable lead he had built up for many, many laps suddenly disappeared and eventually he dropped way back into fourth position. That must have been heartbreaking, but damn, if it didn't make it interesting to watch as he struggled to maintain his lead with two Ferraris snapping at his heels like angry red dogs.

    There have been criticisms of this year's new rules in F1. I haven't followed the sport enough to know quite how much difference they will make, but I'll be interested to see how the season develops. I'm also secretly satisfied I've found a sport I'm happy to sit and watch on the TV and will be able to talk about with other people. My long-standing distaste for football means I'm often left out of sporty conversations – as at times here in the UK, it feels like there is no other sport – but I know for a fact that at least a few friends and acquaintances follow F1. Plus if I want to be all nationalistic about it, I only have two names to remember instead of the bajillion monosyllabic gorillas that make up the England football team.

    Anyway. Today's Grand Prix was most enjoyable. I'll be in the States while the Aussie one is on, but I feel that I'll be following this season with some interest now.

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    #oneaday, Day 55: Communi-what? https://imnotdoctorwho.moegamer.net/2010/03/13/oneaday-day-55-communi-what/ https://imnotdoctorwho.moegamer.net/2010/03/13/oneaday-day-55-communi-what/#comments Sat, 13 Mar 2010 23:23:28 +0000 http://angryjedi.wordpress.com/2010/03/13/oneaday-day-55-communi-what/ A while back, I wrote a post about communication online. If you're extra-good, I'll link to it tomorrow when I'm not typing this on my phone in bed because I forgot to earlier. Anyway. The gist of it was that I was rather pleased with how my then-early Twitter addiction was proceeding, with the service … Continue reading #oneaday, Day 55: Communi-what?

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    A while back, I wrote a post about communication online. If you're extra-good, I'll link to it tomorrow when I'm not typing this on my phone in bed because I forgot to earlier.

    Anyway. The gist of it was that I was rather pleased with how my then-early Twitter addiction was proceeding, with the service making it particularly easy for me to keep up with my numerous buddies from around the world. Prior to this, Facebook had fulfilled a similar function.

    Here's where the paths of the two services diverge. While Twitter has remained relatively "pure", with little in the way of gimmicky new features, Facebook has taken the opposite route, adding more and more noise to the mix until it's almost unbearable.

    Of course, there is the flipside to both services – Twitter has its spammers (bad) and Facebook has Facebook Connect (good) – but I know where I have most of my online conversations these days. Twitter may have its own noise, but it is WAY easier to avoid.

    Facebook's problem is that it wants to be everything to everyone, so it added the applications, and the fan pages, and the various redesigns… and now I find myself wishing it was back the way it was when I first started using it. Simple. Clean. To the point.

    It's certainly not that any more. Now, one's news feed is likely to be as full of notifications from applications and announcements that Bartlebas McFartington has become a fan of "Not Being Able To Sleep Because Your [sic] Thinking About Crap" (yes, that was real, and no, no-one knows how to use "your" any more) as actual things that people have written themselves.

    The ironic thing is that all this sharing is taking away from the original point of the service – communicating. When people would rather copy and paste "Bob" into your comments box so he can "travel around Facebook" than actually write a message to you, one can't help but think that the point has been lost along the way somewhere, (While we're on, people who just say "First" in an attempt to get the first comment – without actually commenting – can go to hell and sit on a spike, too.)

    So next time you hover over that "Like" button, why not take those extra few seconds to actually write a message? The recipient will probably appreciate it, and time isn't as precious as you think it is.

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    #oneaday, Day 54: End of another week https://imnotdoctorwho.moegamer.net/2010/03/12/oneaday-day-54-end-of-another-week/ https://imnotdoctorwho.moegamer.net/2010/03/12/oneaday-day-54-end-of-another-week/#comments Fri, 12 Mar 2010 23:03:10 +0000 http://angryjedi.wordpress.com/?p=538 It's that time again. Friday night. I chose not to listen to Radio 1 on the way home tonight, which means I didn't want to throw things at Annie Mac and her stupid jingles. Whoever decided the airhorn should be the iconic sound of "I Think This Is A Fine Piece Of Music And No … Continue reading #oneaday, Day 54: End of another week

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    It's that time again. Friday night. I chose not to listen to Radio 1 on the way home tonight, which means I didn't want to throw things at Annie Mac and her stupid jingles. Whoever decided the airhorn should be the iconic sound of "I Think This Is A Fine Piece Of Music And No Mistake" should be punched in the testicles or lady-equivalents. But no matter, because I didn't actually hear it tonight. I drove home listening to, of all things, The Sims 3 soundtrack. What? It's cheery and relaxing, and after the day I had, I needed cheery and relaxing. It was that or whack on Bayonetta's soundtrack and freak people out with either J-pop or epic scary choirs blasting out of my car.

    This weekend I will be editing the next SquadCast on the subject of Machinarium, an endearing little adventure/puzzle hybrid available for PC and Mac. I will refrain from talking about it too much here as we discuss it at great length on the SquadCast which should, barring disasters of unforeseen proportions, be available by the end of the weekend.

    Other plans for the weekend include Final Fantasy XIII, which I'm enjoying a great deal so far, and maybe a bit more of the Blur beta, which I've been playing a little bit of this evening – check out my thoughts here.

    I'm actually looking forward to being unemployed as I'll have time to do lots of things I've been meaning to for ages but have usually been too exhausted to. Sitting on my imaginary To-Do list is the production of a website for my potential computer tuition services, some more writing for here, pJedi and BitMob, some chasing of potential sources of freelance writing work and, of course, some time to actually wind down. After the week I have coming up, I will probably need it, but the less said about that, the better.

    Then there's PAX. I can't wait. It's going to be an awesome time when I get the chance to see some very dear friends – some for the first time, others for the second. After that, who knows where things will lead?

    My new life may not be easy all the time, but I'm certainly looking forward to taking control and doing things for myself.

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    #oneaday, Day 53: Freewriting #3, or What The Hell Is Going On In My Head? https://imnotdoctorwho.moegamer.net/2010/03/11/oneaday-day-53-freewriting-3-or-what-the-hell-is-going-on-in-my-head/ https://imnotdoctorwho.moegamer.net/2010/03/11/oneaday-day-53-freewriting-3-or-what-the-hell-is-going-on-in-my-head/#comments Thu, 11 Mar 2010 22:55:27 +0000 http://angryjedi.wordpress.com/?p=536 [In the absence of any particular inspiration today, I'm going to start that clock for ten minutes once again and just write without editing, except that which happens on "autopilot" as I type. Let's see what happens this time, shall we? Three. Two. One. Go!] Fire light. A camp fire. Figures all around. Standing. Waiting. … Continue reading #oneaday, Day 53: Freewriting #3, or What The Hell Is Going On In My Head?

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    [In the absence of any particular inspiration today, I'm going to start that clock for ten minutes once again and just write without editing, except that which happens on "autopilot" as I type. Let's see what happens this time, shall we? Three. Two. One. Go!]

    Fire light.

    A camp fire.

    Figures all around. Standing. Waiting. What are they waiting for?

    Who knows. No-one knows, not even the woman standing apart from the group, facing the other way, into the forest. She weeps, for something lost and almost forgotten.

    The men chant. No-one knows what they are saying, not even then. It is a dead language, dredged up for this ceremony which no-one is sure of its purpose.

    The woman turns. The men continue, seemingly oblivious to her presence. Her face is streaked with tears.

    She pulls off the shoulder of her fur top, first one, then the other. The garment falls to the floor. She is naked in the darkness, the red glow of the fire illuminating her skin.

    She walks towards the fire. The men still chant. Over and over. She walks. Closer. The heat is on her skin now, making her sweat.

    What is this? she thinks. Why am I here? I don't know what this ceremony is about, or what it is that is going to happen next.

    A man's attention is distracted. He stumbles over one of the words of the dead language. No-one notices except the woman. She turns, her flaxen hair falling over her bare shoulders. She locks eyes with the man.

    One word goes through her mind. Heretic.

    Why heretic? Why is he a heretic when I don't understand why any of us are here? she thinks.

    The man is panicking, trying his best to find his rhythm and get back with the rest of the group. Still no-one has noticed except the woman, now staring at him, the light of the fire reflected in her widening eyes, still glistening with tears.

    The man looks away from her, down at the floor, as he continues to mumble the words, missing things here and there.

    Eventually, he can take it no longer, and sinks to his knees, his bare legs striking the dirt on the ground and grazing them. It hurts more than he expected, but in a short while it won't matter.

    The woman is filled with sorrow for this man's fate. She doesn't know what it is, but a flash of something – a forgotten memory? A vision? Something blasts through her mind, and it is not a pretty sight. She catches a glimpse of the man's face in her mind's eye, his face contorted with intense torment and pain.

    Then she knows. She has to save him. She has to get out of here. She takes a step forward. Towards him. Moving slowly, her bare feet gliding across the dirty floor.

    The kneeling man looks up at her with pleading eyes. Her eyes still glisten. Her heart is filled with compassion for this man, this poor man dragged into this situation beyond his control, just like she was. And she knows that it is time. It is time for this to continue no longer.

    She takes his hand. The other men chant, over and over in a forgotten, dead language. They are oblivious to what she is doing, and oblivious to the young man's mistakes. In a few short minutes, all that will change, and she knows this. She pulls him up to his feet and nods her head towards the darkness of the forest, away from the angry red glow of the firelight.

    Where should we go? she asks herself. I don't know where we are.

    Run, he says with his eyes, looking at her, on the verge of tears.

    The unspoken communication between the two of them passes quickly, and, hands clasped tightly together, they run into the forest. Plants and branches sting and lacerate their bare legs as they run, but in a few short minutes none of that will matter. In a few short minutes, the ceremony will be over, for better or worse, and all this will cease to matter.

    Given our desertion, she thinks, my money is on "worse".

    But she doesn't want to stick around to find out. And she's sure he doesn't either.

    Where to go? The forest paths seem to lead in every direction.

    The only thing they can think of is the direction they cannot go in – back towards the flames. That way lies only suffering and death.

    But where to go from here?

    [Yeah, I know. Don't ask.]

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    #oneaday, Day 52: Nostalgiarising https://imnotdoctorwho.moegamer.net/2010/03/10/oneaday-day-52-nostalgiarising/ https://imnotdoctorwho.moegamer.net/2010/03/10/oneaday-day-52-nostalgiarising/#respond Wed, 10 Mar 2010 22:02:14 +0000 http://angryjedi.wordpress.com/?p=518 Been feeling a little nostalgic over the last few days. The Final Fantasy story I told last night was just one of the things I've been remembering. I've been finding all sorts of other crap around the place recently – one of the most recent rediscoveries was a cardboard document wallet containing some play scripts, … Continue reading #oneaday, Day 52: Nostalgiarising

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    Been feeling a little nostalgic over the last few days. The Final Fantasy story I told last night was just one of the things I've been remembering. I've been finding all sorts of other crap around the place recently – one of the most recent rediscoveries was a cardboard document wallet containing some play scripts, posters and a few other bits and pieces from when I was at university. I love finding old playscripts in particular, because we always used to scribble all over them and sign them on the last night of a performance. I'm glad we always did that, because it means I have great keepsakes like this. Ignore the dreadful attempt to draw Cloud Strife that is inexplicably on the front page.

    Four points about these pages:

    1. I have no idea what the stains are.

    2. Yes, I am aware my script is bound using duct tape.

    3. Don't try and email "Costume Lucy". She's not there any more.

    4. The "makeup" mentioned in several of the comments is referring to this:

    (I'm the one on the right.) My mother inexplicably told me that me being dressed like this reminded her of my Grandad. I don't remember my Grandad ever looking like that, unless I didn't know him that well. (Yes, Mum, I know that wasn't what you really meant.)

    My time with the Theatre Group at Southampton University is one of the things I most fondly remember from my past. One day we'll manage that reunion that Anja and I are always talking about. Maybe even this year. Who knows?

    Also found in said folder:

    Programme from an episode of Songs of Praise that our extremely non-religious secondary school attended, signed by Diane Louise Jordan of Blue Peter fame.

    Programmes from other productions I was in – our extremely over-budget, ambitious, futuristic Macbeth from the time when everything had to look like the Matrix; our first attempt at taking a show up to the Edinburgh Fringe (A Month in the Country by Turgenev, performed outside. Not the wisest decision, but it was fun.)

    My second attempt at freewriting from when I first found out about it – dated 16/9/01 at 21:36.

    My "P" for "passed" plates for my car (which I never put on the car, because having "P" plates on is an invitation for other drivers to treat you like even more of an arse than they do already)

    And, finally, this delightful 20th birthday card, hand-made for me by my friends Sam and Chris.

    Rediscovering stuff like this is awesome.

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    #oneaday, Day 51: Final Fantasies https://imnotdoctorwho.moegamer.net/2010/03/09/oneaday-day-51-final-fantasies/ https://imnotdoctorwho.moegamer.net/2010/03/09/oneaday-day-51-final-fantasies/#comments Tue, 09 Mar 2010 23:34:01 +0000 http://angryjedi.wordpress.com/?p=515 Picked up Final Fantasy XIII today, but I'm not going to talk about it too much just yet. I want to do a proper "first impressions" post. Suffice to say, though, I'm enjoying it so far. It has been extremely linear so far, as people have been saying, but it's certainly not a worse game … Continue reading #oneaday, Day 51: Final Fantasies

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    Picked up Final Fantasy XIII today, but I'm not going to talk about it too much just yet. I want to do a proper "first impressions" post. Suffice to say, though, I'm enjoying it so far. It has been extremely linear so far, as people have been saying, but it's certainly not a worse game for this fact. So far all the characters seem appealing, and the dynamic between them, now they've all met each other, is shaping up to be interesting. I look forward to seeing what happens.

    I wanted to talk about my memories of the Final Fantasy series generally, as it's a series that will always be close to my heart for a variety of reasons. I'd never even heard of it prior to Final Fantasy VII's release, but I was intrigued when I heard my brother discussing it and he mentioned the oft-quoted fact that it was "one of the only games that had ever made anyone cry". It sounds trite now, of course, as everyone knows what FFVII's "big shock" was, and the moment has lost its emotional impact. But I remember playing that game for the first time and not knowing what was going to happen – so when that moment at the end of Disc 1 came, I genuinely felt something. It hadn't been spoiled for me. I knew something tragic happened at some point in the game, but that was it. I wasn't prepared for them to kill off a main character like that. It was, of course, even more traumatic for the fact you could rename every party member in FFVII, so it was like someone I actually knew died. (Shush. I was young and stupid.)

    Of course, killing off main characters isn't something that FF has traditionally shied away from, but being unfamiliar with the series prior to that moment, I wasn't to know. In fact, not only was I unfamiliar with the FF series, I was unfamiliar with the RPG genre in general, my only real experiences with it having been Alternate Reality on the Atari 8-bit (which, when I played it as a young child, I really didn't understand) and the dreadful Times of Lore by Origin on the Atari ST. Neither of them had gripped me, perhaps because of the deficiencies these games held in the narrative department. Alternate Reality just didn't have a story full stop (besides that which you made for yourself) and Times of Lore was just… well, crap. So, suffice to say I hadn't felt particularly inspired to pursue an interest in the RPG genre – not until FFVII turned up, anyway.

    A particularly fond memory of VII comes from one long summer when my folks were away in America for a few weeks. It was the first time I'd been left home alone and, among other things best left for discussion another day, my friend Woody and I spent a lot of time playing Final Fantasy VII. At one point, we played it for thirty-six hours continuously, whacking each other over the head with couch cushions when the other looked like they were falling asleep. Eventually, we did pretty much both pass out, with some peculiar dreams and talking-in-sleep going on. The tequila probably didn't help matters.

    We fell asleep as we were in FFVII's Ancient Forest looking for the Apocalypse Sword prior to the endgame. I remember falling asleep to the music there and it infecting my brain. I can't hear that track these days without thinking of the peculiar sensations of sleep deprivation, slight drunkenness and square eyes from staring at the TV for too long.

    It was some time after discovering FFVII that I decided to explore the rest of the series and uncovered the world of the music of FF. I managed to track down some scans of the elusive "Piano Collections" books for FFIV, V and VI online and tried playing them. They're wonderful arrangements – actually properly written for the piano, rather than simply transcribed – so the performance of them has become something of a trademark of mine over the years. Hearing any of those tracks always fills me with a sense of deep joy and nostalgia – not necessarily for the games as such, but because they remind me of times past – of good times with friends, of things that happened around the same time as me playing them – all sorts. Playing the games themselves has much the same effect. It's actually been many years now since I played FFVII, VIII or IX. Although they are now somewhat aged, I don't think the soft spot I have for them will ever leave me, and I'll always carry the memories of what I was doing when I played them. (FFVII – that long summer. FFVIII – first year at university. FFIX – visiting my bro in America one Christmas.)

    Yeah, I know. How lame to tell a Final Fantasy story. But I don't care. 🙂

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    #oneaday, Day 50: Old Men Rant At The Hit Parade https://imnotdoctorwho.moegamer.net/2010/03/08/oneaday-day-50-old-men-rant-at-the-hit-parade/ https://imnotdoctorwho.moegamer.net/2010/03/08/oneaday-day-50-old-men-rant-at-the-hit-parade/#comments Mon, 08 Mar 2010 23:32:39 +0000 http://angryjedi.wordpress.com/?p=510 Caution: YouTube frenzy ahead. There's a lot of shit music around at the moment. One only has to look at this week's top 40 to see most of it. Let's explore it, shall we? Call it a cultural exchange. Before I go any further, I would like to add that I don't hate black people, … Continue reading #oneaday, Day 50: Old Men Rant At The Hit Parade

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    Caution: YouTube frenzy ahead.

    There's a lot of shit music around at the moment. One only has to look at this week's top 40 to see most of it. Let's explore it, shall we? Call it a cultural exchange.

    Before I go any further, I would like to add that I don't hate black people, despite whatever you might interpret from my song choices which follow. I just hate shit music. And a lot of it happens to be by black artists. I can't think of any awards ceremony I would like to attend less than the MOBO's. Not that I particularly want to go to any awards ceremonies, ever. But I digress. Let's dig into the sewers of the UK music scene, shall we?

    Hanging in there at number 40, we have Sidney Samson's Riverside. A song that starts in an atonal, idiotic place and then goes nowhere fast.

    This is one of those songs that thinks that having a single hook of about four bars long is enough to build an entire song around. And to be fair, the philistines of the world don't appear to know any better, as this song has been lurking around the charts for quite some time. But it has no depth to it. There's no development. At all. The whole song is that irritating twangy synth line and some twat saying "Riverside, motherfucker" over the top of it. What does that even mean? Don't answer that, because I really don't give a shit.

    Next up, number 30 sees Florence and the Machine performing You Got The Love.

    Now, I have a lot of time for Florence, in that she can actually sing, has a distinctive voice and has a band with actual instruments in it. But this song? Ugh. It was already the most overplayed song in the world before she covered it, and with her and her machine being one of the most overplayed bands in the UK at the moment, you get an irritating song which is never more than five minutes away from when you turn the radio on.

    One space below that, we have Iyaz and Replay, the first of many whiney black men in the charts today.

    I find something profoundly irritating about this style of music. Perhaps it's the fact that one song in this style is virtually indistinguishable from another. Perhaps it's the gratuitous mentioning of iPods in the lyrics (I have a weird thing where I think that mentioning brand names or things/people that actually exist is somehow obnoxious. Don't ask me to explain why, because I can't.) Perhaps it's just the fact it's a shit song. Who knows?

    Moving up the charts, we have Jay-Z ruining a perfectly good Alicia Keys song at number 28.

    Alicia Keys can actually sing, so why she needs a douche like Jay-Z babbling his nonsense over the top of it is anyone's guess. To her credit, the infinitely superior version of the song, with no rapping and just Alicia singing, is currently at number 6, proving it is indeed possible to polish a turd.

    At 26, we have the Helping Haiti record.

    I have nothing against charity records. But I fucking hate this song. And every charity song there has been in the last few years has been of this ilk – slow, boring, dirge-like and filled with "celebrities" trying to outdo each other vocally. Ignore this drivel and just donate directly to the charities if you feel that strongly about it.

    At 22, we have another whining black man, this time accompanied by a shouting black man and Sean Paul, who sadly isn't dead. It's Jay Sean, Sean Paul and Lil Jon with Do You Remember.

    This is just awful. And on a side note, compare Jay Sean's singing with Iyaz's. I defy you to tell them apart. The only thing which sets this record apart is Lil Jon's incoherent shouting and Sean Paul's incoherent burbling. At least it isn't a full-on Sean Paul record. I thought we had got rid of him for good. Sadly, he's still about, but at least it's only in a "Ft." role.

    I, of course, couldn't let Glee slide. They're at number 20.

    Golden rule: Leave Journey alone. Golden rule number two: If you must cover Journey, don't turn it into a wet fart of a song. This song breaks both of those rules.

    This next song is unforgivable purely for the fact it uses the Flintstone-based chat-up line. It's Young Money with Bed Rock, at number 18. I am sure you can guess the line which is used.

    In other news… it's some rappers "singing" about fucking. In their video they wear lots of gold. Stereotype much?

    At number 12, Gramophonedzie do their best to destroy everyone's favourite memories of Jessica Rabbit.

    This song brings back unpleasant memories of Audio Bullys [sic] molesting Nancy Sinatra's Bang Bang a year or two back. So, to make it all better, here's a far superior version.

    Mmm… Jessica Rabbit. Err, where was I?

    Oh, right. Number 5. Does this one, by any chance, sound familiar?

    That's right. The most overplayed song in the world by the most overplayed band in the UK now has the most overrated babbling twat spouting chavvy nonsense over the top of it. I don't think anything else needs to be said.

    Just time to stop off at number 3, and Jason Derulo's In My Head, whiney black man number 3.

    Pro tip for Mr Derulo: Singing your own name at the start of a song wasn't cool when Craig David did it. It still isn't now. Plus, your song is shit and sounds like every other whiney black man out there. Shut up.

    And finally – I've saved the best for last – it's the current UK number 1, the appallingly spelled Tinie Tempah and Pass Out.

    I'm going to say nothing about this song… but I am going to share the lyrics with you after the jump (if you're on the front page, click this post's title or the "Read More" link below to read the full thing in all its… err… "glory"), and you can make your own mind up. Bear in mind this is the current number 1 in the charts. Once you've listened to it and read the lyrics you might understand why I mourn the UK music scene's sorry state. So without further ado, I leave you with Tinie Tempah. The twat.

    It's ok,
    I'm good,
    Let's Go!

    Yeah (yeah) we bring the stars out,
    We bring the women and the cars and the cards out,
    Lets have a toast a celebration get a glass out,
    And we can do this until we pass out.

    (so) Let it rain,
    Let it pour away,
    We won't come down,
    Until we hit the ground and pass out!

    Yeah (I) yeah, I’m in charge now,
    I’m a star and I bought my fucking cast out,
    I live a very very very wild lifestyle,
    Heidi and Audrina eat your heart out,
    I used to listen to ‘you don’t wanna bring arms house’
    I got so many clothes i keep’s em in ma aunt's house,
    Disturbing London baby we about to branch out,
    Soon I'll be the king like Prince Charles' child, Yeah!

    Yeah, yeah and there ain’t nobody fresher
    Semester to semester, ravin’ with the freshers
    20 light bulbs around my table and my dresser
    CLK Kompressor, just in case that don’t impress her
    Say hello to Dexter, say hello to Uncle Fester
    Got them gazing at my necklace and my crazy sun protectors
    G-Shocks i got a crazy don collection
    Haters, i cant fuckin’ hear your reception

    Yeah (yeah) we bring the stars out,
    We bring the women and the cars and the cards out,
    Lets have a toast a celebration get a glass out,
    And we can do this until we pass out.

    (so) Let it rain,
    Let it pour away,
    We won't come down,
    Until we hit the ground and pass out!

    This shit was meant to last me 24 hrs man

    Yeah, They say hello, they say ‘ola and they say bonjour,
    I’m pissed I never got to fly on a Concorde,
    I been Southampton but I've never been to Scunthorpe,
    I’m fucking crazy with the kicks, call me Jean Claude,

    About to be a bigger star than my mum thought,
    Cos every day I got a groupie at my front door,
    Now I drive past the bus I used to run for,
    Where’s my fucking clap, where’s my encore?

    I walk alone, cos I was born alone,
    I chirps her just for fun, I never ever call her phone,
    I leave her in the club, I never ever walk her home,
    DL the f’kin foundation, I'm the cornerstone,
    I’m born famous,
    I’m sorta’ known,
    If your son doesn’t,
    I bet your Daughter knows,
    Check out my visual, checkout my audio,
    Extra ordinary, yo, hope you enjoyed the show,

    Yeah (yeah) we bring the stars out,
    We bring the women and the cars and the cards out,
    Lets have a toast a celebration get a glass out,
    And we can do this until we pass out.

    (so) Let it rain,
    Let it pour away,
    We won't come down,
    Until we hit the ground and pass out!

    Woh ho, woh ho ho (etc)

    Uh, Look at me i been a cheeky bastard, Man’im,
    Look at all the drama we started, Now’im
    In here layin’ on my back, sayin’ DJ wont ya gimmie one more track

    I'll apologise for tonight, tomorrow morning.

    (so) Let it rain,
    Let it pour away,
    We won't come down,
    Until we hit the ground and pass out!

    (so) Let it rain,
    Let it pour away,
    We won't come down,
    Until we hit the ground and pass out!

    Pass out
    Pass out

    The post #oneaday, Day 50: Old Men Rant At The Hit Parade appeared first on I'm Not Doctor Who.

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    #oneaday, Day 49: End of the Week https://imnotdoctorwho.moegamer.net/2010/03/07/oneaday-day-49-end-of-the-week/ https://imnotdoctorwho.moegamer.net/2010/03/07/oneaday-day-49-end-of-the-week/#respond Sun, 07 Mar 2010 23:03:21 +0000 http://angryjedi.wordpress.com/2010/03/07/oneaday-day-49-end-of-the-week/ Hello! Short entry tonight as I have, despite spending most of the day thinking "I should write my blog", ended up in bed. Oh well. This weekend I have: tidied up, washed up, completed Miles Edgeworth: Ace Attorney and finally got around to watching a DVD from New Zealand that my parents got me a … Continue reading #oneaday, Day 49: End of the Week

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    Hello! Short entry tonight as I have, despite spending most of the day thinking "I should write my blog", ended up in bed. Oh well.

    This weekend I have: tidied up, washed up, completed Miles Edgeworth: Ace Attorney and finally got around to watching a DVD from New Zealand that my parents got me a while back.

    The DVD is worthy of further attention. It's called Seven Periods with Mr Gormsby and is a comedy-drama about the titular supply teacher coming in to a rather difficult school and finding his traditional views are rather at odds with the touchy-feely nature of modern education.

    Gormsby is a wonderful character, and frequently comes out with some of the most offensive things I've ever heard, which seem even worse in the high school context. My favourite has to be his nonplussed attitude after finding a drawing of himself on his blackboard with the slogan "Mr Gormsby takes it up the arse".

    "I would like the boy who did this," he says, "to come forward and take his punishment like a man. I'm not going to give you detention and I've been forbidden to use the cane, so the one who is responsible for this defamation… I am going to fuck. And this won't be that namby-pamby buggery you'd get from your music teacher. No, boys, no-one who gets rogered by Gormsby comes back for seconds."

    The humour is incredibly rude throughout – so much so that I'm not surprised I've never seen it over here. But it is hilarious and, in the words of my wife, "they should show it on teacher training courses".

    There. Done. Good night!

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    One A Day, Day 48: Freewriting #2 https://imnotdoctorwho.moegamer.net/2010/03/06/one-a-day-day-48-freewriting-2/ https://imnotdoctorwho.moegamer.net/2010/03/06/one-a-day-day-48-freewriting-2/#respond Sat, 06 Mar 2010 17:33:03 +0000 http://angryjedi.wordpress.com/?p=507 [Here's another in my occasional series of "Freewriting" articles, where I start the clock for ten minutes and write without stopping – or really thinking as I go along. As a result, the output produced is sometimes not of the finest quality, but it can offer some interesting insights into my own brain.] Start the … Continue reading One A Day, Day 48: Freewriting #2

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    [Here's another in my occasional series of "Freewriting" articles, where I start the clock for ten minutes and write without stopping – or really thinking as I go along. As a result, the output produced is sometimes not of the finest quality, but it can offer some interesting insights into my own brain.]

    Start the clock!

    I'm in Costa Coffee. Does the place you're in when you're writing affect what you write about? Well, of course it does – the proof is right there. I said "I'm in Costa Coffee" and then started to write about being in Costa Coffee and whether or not that made any difference to what I write about. So yes, yes it does.

    I'm having the same trouble as last time with this freewriting lark – being too well-trained means that any time I make a mistake, be it typo or clumsy word formation – I automatically backspace and correct it. It's an automatic reflex action. I can't help it. I actually can't stop myself from doing it. I suppose in so far as bad habits go, there are worse ones to have than an anal attention to detail when it comes to spelling, punctuation and grammar.

    I wonder how much I'll write today? Last time I believe it was in the region of 800 words, which would be consistent with my semi-inhuman typing speed of 85wpm. Can you be semi-inhuman? I don't know. I'm sure that inhuman things might have more difficulty typing, though, unless they're intimately familiar with the English language.

    One of the toilets here at the coffee shop is closed. The barista has just asked for a "wet floor" sign. One can only imagine the terrors that have undoubtedly been unleashed in the lavatories here. To quote Simon Pegg from Black Books, "One of our valued customers had blocked one of the toilets with Monster Munch! How can we, as a team, get that sorted out?"

    Not sure why that popped into my head. I think it's the sight of a smug Simon Pegg handing a bucket and rubber gloves to a bemused-looking Bill Bailey that is the thing that stayed with me from that episode. Black Books is excellent, incidentally, if you've never seen it. It's completely off-the-wall batshit crazy (and Americans don't seem to get it, or at least my American sister-in-law didn't quite seem to get it) but I find it completely hilarious. It's a very different kind of humour to something like Spaced – absolutely my favourite TV show of all time – but it's still great, and it introduced me to Dylan Moran, whom I'm constantly confusing with Chris O'Dowd from The IT Crowd. I can't help it – angry Irish man with curly, wayward hair? Roy from the IT Crowd and Bernard Black have a fair bit in common.

    I pressed Shift five times while I was thinking (and typing) there, and Windows decided to do that helpful popup about "StickyKeys". It's ironic, really, isn't it, that the so-called "Accessibility" features of nearly every operating system I've used are actually inconvenient to the people who don't need them. I guess that's not so strange really.

    Three and a half minutes to go, and I haven't touched my coffee yet. I can't really touch it while I'm typing though, can I? Not unless I did a very undignified "bend forward and slurp it" sort of manoevre (or however the fuck you spell it – it's one word I always forget) – but I've decided against doing that. Besides, it's probably too hot anyway.

    Hot coffee. Wasn't there a story a few weeks back about some chav in this country spilling tea over their crotch from McDonalds and attempting to sue, much like the case from America a few years back? Why would you bother to do that? Actually, I know the answer – to get some "free" money. I wouldn't sue someone if I'd poured hot tea over my balls having been holding the cup between my thighs (as this person had) – I'd be screaming in agony, probably, and refusing to do anything useful for a few weeks, but there's no way I'd think it was the fault of the person who sold me the damn tea. If they didn't throw it in my face, it's my fault for anything that happens once I've taken hold of that cup.

    Under a minute to go. I wonder if I'll finish a sentence, or indeed a paragraph in time? I'm up to 734 words… No, 742. WordPress' word count doesn't update immediately, so that figure may be off. But still, that's not bad work for ten minutes non-stop typing, is it? Ten seconds to go. Five. Four. Three. Two. One. Bye bye!

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    One A Day, Day 47: And... Collapse https://imnotdoctorwho.moegamer.net/2010/03/05/one-a-day-day-47-and-collapse/ https://imnotdoctorwho.moegamer.net/2010/03/05/one-a-day-day-47-and-collapse/#comments Fri, 05 Mar 2010 23:48:59 +0000 http://angryjedi.wordpress.com/2010/03/05/one-a-day-day-47-and-collapse/ How I made it through this week without suffering a complete nervous breakdown I'll never know, but here I am. I am exhausted though, so this entry is going to be rather short. Just got back from another game of Dungeon Lords. Fun game, but we're clearly still learning the ropes. Like Space Alert, though, … Continue reading One A Day, Day 47: And... Collapse

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    How I made it through this week without suffering a complete nervous breakdown I'll never know, but here I am. I am exhausted though, so this entry is going to be rather short.

    Just got back from another game of Dungeon Lords. Fun game, but we're clearly still learning the ropes. Like Space Alert, though, it remains quite entertaining even when things are going horribly wrong. And that's good – games where you get behind and are then stuck there are less fun. To me anyway. Probably because I'm usually the one in last place!

    I'm so knackered I can barely keep my eyes open. Time for bed now I feel, and a well-earned lie-in tomorrow morning.

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    One A Day, Day 46: Dungeon Lords https://imnotdoctorwho.moegamer.net/2010/03/05/one-a-day-day-46-dungeon-lords/ https://imnotdoctorwho.moegamer.net/2010/03/05/one-a-day-day-46-dungeon-lords/#respond Fri, 05 Mar 2010 01:38:47 +0000 http://angryjedi.wordpress.com/?p=504 One of the group of friends I semi-regularly play board games with shared a new acquisition tonight – a game called Dungeon Lords. It's a fairly lengthy game to play, but it's bursting with character and fun, despite it being a self-confessed game for "hardcore gamers". Dungeon Lords casts you in the role of one … Continue reading One A Day, Day 46: Dungeon Lords

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    One of the group of friends I semi-regularly play board games with shared a new acquisition tonight – a game called Dungeon Lords. It's a fairly lengthy game to play, but it's bursting with character and fun, despite it being a self-confessed game for "hardcore gamers".

    Dungeon Lords casts you in the role of one of the titular evil overlords. It's your job to build a dungeon, populate it with monsters and traps and then settle down to watch the heroes try their hand at fighting their way through it. If it sounds like Bullfrog's ageing PC game Dungeon Keeper to you, you'd be about right.

    The game is split into two phases, each of which you play through twice. The premise is that you have two years to prove yourself as a Dungeon Lord and acquire your Dungeon License. To do this, you spend each year building and populating your dungeon, followed by a period of defending it against a party of adventurers who have gathered to face your challenges. In the second year, the adventurers are tougher, but you have slightly different options at your disposal for building.

    Gameplay is based on players simultaneously choosing actions by laying cards face down. Two of your possible actions per round are laid face up as "forbidden" actions that you can't do. At the end of each turn, two of your actions that you took become next turn's "forbidden" actions, meaning a degree of forward planning is required for success. The actions allow you to do a number of things – collect resources, manage your reputation, hire imps (who are used for building the dungeon, mining gold and staffing the various rooms in the dungeon), hiring monsters or building rooms. All of these things are important – resources are needed to extend your dungeon and hire creatures, your reputation affects how powerful the adventurers who attack you are (a more evil reputation leads to tougher adversaries, leading up to an almost-invincible paladin as the ultimate challenge) and everything has the potential to score you points.

    Once actions have been chosen, they are resolved in turn order. Up to three players can take the same action in a round, but the precise nature of the action varies slightly depending on who gets there first. Sometimes it's the cost of things that vary according to turn order, sometimes it's how effective the action is. It's an interesting system that forces you to consider what your opponents are likely to do carefully, as well as prioritising your own needs for victory.

    Eventually, you'll have a "working" dungeon featuring a collection of corridors and rooms, and some monsters and traps to put in them. At that point, combat starts. Adventurers attack you as a traditional RPG party, with a tanking warrior at the front and rogues, wizards and priests at the back. Each type of adventurer has a particular special ability – warriors always go at the front, rogues reduce damage from traps, wizards can cast rather inconvenient spells and priests can heal the damage you've caused to the party. It's up to you to carefully use the monsters and traps you've collected to try and slow their progress through your dungeon. It's pretty much impossible to halt their progress altogether, but it is possible, with careful planning, to minimise the damage they cause. The game has some excellent tutorial scenarios to play through that are more like logic puzzles, and these give you an opportunity to see the sort of tactics you should be considering in the game proper.

    Similar to farming sim Agricola, Dungeon Lords is a game where you mostly focus on your own efforts, but have to pay attention to what others are doing. There's no direct interaction with other players, but your own actions can indirectly influence their success. For example, carefully managing your reputation to ensure you always get weak adventurers attacking can cause other players to take a beating. After one game, it's clear that there are a lot of tactical considerations to learn.

    It's a really interesting game, and I'm looking forward to giving it another shot. It took a good few hours to play, but it didn't drag – while actions are resolved one player at a time, there's not much downtime before someone else gets a chance to do something. Plus the theme of the game coupled with the excellent artwork gives it a huge amount of character, encouraging a bit of improvisatory storytelling about what's going on in the players' respective dungeons. Check it out if you're looking for something a little bit different.

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    One A Day, Day 45: The Golden Snitch https://imnotdoctorwho.moegamer.net/2010/03/03/one-a-day-day-45-the-golden-snitch/ https://imnotdoctorwho.moegamer.net/2010/03/03/one-a-day-day-45-the-golden-snitch/#respond Wed, 03 Mar 2010 23:18:26 +0000 http://angryjedi.wordpress.com/?p=502 Read this, including listening to the audio clip of the complete twat. I heard this on the news the other day and I was actually a little bit shocked that it was even being discussed. One sound bite from someone with a similarly obnoxious accent as "Adam" came out with the golden line "well, like, … Continue reading One A Day, Day 45: The Golden Snitch

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    Read this, including listening to the audio clip of the complete twat.

    I heard this on the news the other day and I was actually a little bit shocked that it was even being discussed. One sound bite from someone with a similarly obnoxious accent as "Adam" came out with the golden line "well, like, you just don't do it, innit?"

    Sorry, rewind a little there. Since when has it been not okay to talk to the police about… what's that thing they deal with again? Oh, right. Crime. Since when has it been something you "just don't do, innit" to inform the police about knife or gun violence?

    The growing gang culture in the UK is something I find rather troubling. While in some ways it is amusing and pathetic that these groups of tracksuit-clad white English teenagers put on that ridiculous accent to try and sound like a tracksuit-clad black English teenager putting on an accent (do keep up) and acting like they're "in the hood", in other senses the culture of "casual crime" is an unpleasant blight on our society.

    I realise I sound rather Daily Mail about all this – but I've seen it happening. Fortunately I've never been the victim of a crime myself, though some friends and I were chased down the street and into a shop by the "Bassett Boys" once for no reason other than we were walking on what was evidently their "turf". And, remember, I've worked in schools, where I've seen a number of kids slowly descending into that kind of culture because they're "bored, innit". And in my last job we were regularly confronted with hoodie-wearing, attitude-giving morons who think that 50 Cent is God.

    But this recent news about the stigma attached to actually informing the police about extremely serious crimes – violence and murder in some cases – is possibly the most troubling. Supposedly, the police are there to protect us, so why should people feel threatened? I certainly wouldn't have any qualms about phoning the police if I happened to witness something going on – and, in fact, have on a number of occasions. Fortunately, none of them have been that serious (although the guy trying to kick down our neighbours' door was a bit scary) but I just find it bizarre to think that so many young people find the idea of talking to the police to be a complete no-go area.

    The report is probably skewed somewhat in its perspective (it is on the 1Xtra page, after all), but the fact remains – the police (and indeed, other authority figures) are supposed to be there to provide a sense of security to everyone, and help make things safer. What sort of culture are we living in if you can't report a bloody crime?

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    One A Day, Day 44: Music Without Embarrassment https://imnotdoctorwho.moegamer.net/2010/03/03/one-a-day-day-44-music-without-embarrassment/ https://imnotdoctorwho.moegamer.net/2010/03/03/one-a-day-day-44-music-without-embarrassment/#comments Wed, 03 Mar 2010 00:15:59 +0000 http://angryjedi.wordpress.com/?p=499 I love Spotify, yet still don't understand how it can possibly work. The record labels seem to be perfectly happy to keep working with it, though – there's a ton of stuff available on it now, from the mainstream to the super-obscure. There's even some movie soundtracks on there – after a throwaway comment regarding … Continue reading One A Day, Day 44: Music Without Embarrassment

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    I love Spotify, yet still don't understand how it can possibly work. The record labels seem to be perfectly happy to keep working with it, though – there's a ton of stuff available on it now, from the mainstream to the super-obscure. There's even some movie soundtracks on there – after a throwaway comment regarding the Beauty and the Beast soundtrack the other day, I checked to see if it was on there, and it was. Score. Assuming you like Disney soundtracks.

    The best thing about Spotify, though, is it gives you the opportunity to "try out" music you wouldn't think of walking into a shop and buying. Actually, I've been known on a number of past occasions to walk into a shop and buy an embarrassing album simply because I either found one of the songs repeatedly played on the radio just a little bit too catchy, or I quite fancied the singer, or both. I haven't done that for a while, now. In fact, I can't remember what the last CD I bought was. It was certainly a long time ago now – if I'm buying music these days, I'll tend to buy it from iTunes or Amazon.

    Anyway, two irritatingly catchy things that have been stuck in my head thanks to the stagnant playlist on Radio 1 are Ke$ha (who needs a slap for doing the "dollar sign as S" thing) and Owl City (who I thought was actually a guy called Al City, and was notable for being a recent UK number one that actually had something approaching a decent tune). Now, neither of these artists are ones I particularly felt the need to rush out and buy the albums for, but the songs they'd released were just the right side of the "catchy/annoying" spectrum to warrant a bit of further investigation.

    Ke$ha produces from her mouth not only the most American American accent I've ever heard, but also sounds remarkably like what would happen if you took Kelly Clarkson and forcibly inserted her into a NES. From her recent single (the obnoxiously misspelled "TiK ToK") I had assumed that all of her stuff would be along the lines of the interminable stream of crap R&B that seems to flood the charts these days, but her album Animal was a pleasant surprise, including a number of different styles of music, many of which feature appealingly lo-fi backings that sound like they were produced by a synth that had never heard the term "wave-table synthesis" before. The tunes are catchy and the lyrics are vapid bubblegum fluff (one song is called "Party at a Rich Dude's House" and is, as you might expect, about a party at a rich dude's house, where Ke$ha proudly informs us that she was sick in his cupboard) but the thing I actually liked about the album is that it doesn't take itself too seriously. So much crap R&B (which there are definite leanings towards) ends up trying to sound "dark" or "gritty" but just ends up sounding like an emasculated twat whining about ooh baby girl, I'ma take joo out, oooh, yeah, mmmmm-hmmmm. Ke$ha sings actual words, doesn't do that stupid Mariah Carey warble and, more to the point, doesn't stick to the boring R&B sound. I'm not even sure why I keep comparing her to that, as she's clearly a pop artist.

    Anyway, enough of that embarrassment. (She was fun to drive home to, thanks to the Spotify mobile app on the iPhone. I should shut up, as I'm only making things worse for myself, here.)

    Owl City – if you haven't heard of them, you might recognise the song "Fireflies" which hit the UK charts a few weeks ago and proved so popular for a short period that it was even heard on Radio 2 at the same time as it was on Radio 1. It's a pleasant little song about fireflies (all right, I don't know the lyrics and don't really care enough to go and look them up) with a catchy tune and a vocalist with a distinctive voice. The album is much the same – electronic backings, gentle, slightly whiny American voice over the top. It, like Ke$ha, isn't something I'm clamouring to purchase for keeps, but it was a pleasant enough listen for a little while.

    So there's Half Hearted Music Review Of The Day. If you have a copy of Spotify, why not try out something you don't expect to like? You might just be surprised.

    On a side note, I have three invites to Spotify available, so if you want one, write me a poem including the word "turgid" in the comments and the best three win an invite. No purchase necessary.

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    One A Day, Day 43: Synaesthetic https://imnotdoctorwho.moegamer.net/2010/03/01/one-a-day-day-43-synaesthetic/ https://imnotdoctorwho.moegamer.net/2010/03/01/one-a-day-day-43-synaesthetic/#respond Mon, 01 Mar 2010 22:59:21 +0000 http://angryjedi.wordpress.com/?p=497 Played a bit of Chime tonight. This is a game I picked up from XBLA a little while back but it got sort of lost in the midst of Mass Effect 2's marvellousness. I took the time to go back and play through the other levels in it tonight and wouldn't you know it? It's … Continue reading One A Day, Day 43: Synaesthetic

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    Played a bit of Chime tonight. This is a game I picked up from XBLA a little while back but it got sort of lost in the midst of Mass Effect 2's marvellousness. I took the time to go back and play through the other levels in it tonight and wouldn't you know it? It's great.

    If you're not familiar with Chime, it's "that charity game", where 60% of the game's royalties go to the OneBigGame cause, who in turn pass it on to Save the Children and the Children's Starlight Foundation. And it's only 400 points, which is not bad at all, especially considering it's actually a good game, too.

    It's a puzzle game that initially appears to be very much like Lumines. You have a grid with a beat bar moving across it, there's various shapes of increasing awkwardness thrust into your hands along with a hypnotic, minimalist, reactive soundtrack. It's there the similarities end, though, as in Chime you're not dropping things in a Tetris style, rather you're sticking them wherever you like on the grid in an attempt to produce "quads" – rectangles and squares of at least 3×3 in size. When you create a quad, it gradually fills with colour and while it's doing this, you can stick further shapes to it to make it bigger. Once it's full, it becomes locked in place and will only disappear once the beat bar passes over it. When it disappears, it leaves a mark on the grid, and it's your eventual aim to cover as much of the grid as possible in this manner.

    That's it. As all good puzzle games should be, it's simple but addictive. Where Chime really shines, though, is in how the gameplay shapes the music. Where you put the shapes on the grid, coupled with how large the quads you produce are, affects the music. As time progresses, the basic backing of the music goes through its structure, but various melodic passages, stings and samples are triggered by the things you have stuck to the grid. All of it is completely seamless, too, meaning that there's none of the "forced" sound that Lumines sometimes has.

    One of the nicest things about Chime is that you can just use it as a musical toy, too. The game's "Free" mode allows you to simply place shapes and create quads without a time limit pressuring you to cover as much as possible, and the game's six tracks are all very different from one another, ranging from the artsy end of things with a Philip Glass track, through Moby, one of the guys from Orbital and one of the guys from Lemon Jelly, among others. Six tracks may not sound like much, but the replay value offered by the different "mixes" that your gameplay will produce makes them more than enough. Plus, for 400 points you really can't complain too much.

    I've been fascinated by synaesthetic (if that's even a word) games ever since I first played Rez on the Dreamcast, and Chime is a more than worthy addition to that canon.

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    One A Day, Day 42: TV Time Machine https://imnotdoctorwho.moegamer.net/2010/02/28/one-a-day-day-42-tv-time-machine/ https://imnotdoctorwho.moegamer.net/2010/02/28/one-a-day-day-42-tv-time-machine/#comments Sun, 28 Feb 2010 22:05:00 +0000 http://angryjedi.wordpress.com/?p=495 Jane and I have been watching some old TV recently, thanks to the magic of YouTube Shows, YouTube's new(ish) section that now contains TV shows officially uploaded by the broadcasters, and not broken into 9-minute chunks. Okay, there are irritating adverts at the beginning, midpoint and end that inexplicably always freeze at exactly the same … Continue reading One A Day, Day 42: TV Time Machine

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    Jane and I have been watching some old TV recently, thanks to the magic of YouTube Shows, YouTube's new(ish) section that now contains TV shows officially uploaded by the broadcasters, and not broken into 9-minute chunks. Okay, there are irritating adverts at the beginning, midpoint and end that inexplicably always freeze at exactly the same moment, but it's a small price to pay for a huge amount of content from Channel 4 and, should you have ever found anything worth watching on there, Five. The big plus over the BBC's iPlayer service is that it's not just for catching up on programmes up to seven days after they've been broadcast. No, the new YouTube page is a replacement for Channel 4's old 4OD (aka "4 On Demand") service, which used to only work on PCs via Windows Media Player and some proprietary software to log in to the service. The move to YouTube means that you can watch these programmes on anything that can "get" YouTube, including devices like the PS3 and Wii.

    I've been watching a few different things on there, including Whose Line Is It Anyway's gradual change from British comedy showcase (including early sightings of Stephen Fry, John Sessions and numerous others) to the almost-fixed cast of Colin Mochrie, Ryan Stiles and the rotating "other two" that is more familiar to those who picked up on it quite late.

    Most recently, though, Jane and I have been watching Drop The Dead Donkey, a satirical newsroom-based sitcom which ran from 1990-1998. It was prepared and broadcast at incredibly short notice so it could always be bleeding-edge topical. Each episode on YouTube helpfully starts with a brief summary of that week's news events, so when the characters name-check the things that went on (as they frequently do) you have at least a vague idea what they're talking about.

    The funny thing about …Donkey is that, despite being twenty years old (a fact which my wife is not at all happy about) a lot of the things in there are still just as relevant today. In particular, we have the interfering management busybody "Gus", who habitually shows up with a smarmy "Hello! Remember, I'm not here. I am just a sort of managemental support unit" whom is a fine example of everything that is wrong with corporate usage of the English language these days. We also have roving reporter Damien's blatant attempts to "spice up" his on-location reports, including one wonderfully perverse sequence where he is being bothered by people wandering past in the background waving, so he borrows a grenade from a passing soldier and lobs it into the background to cause a panic.

    These things are still relevant today, as Charlie Brooker's Newswipe (all of which can also be "unofficially" found online – with the full knowledge and appreciation of Mr Brooker, I might add – thanks to this fine chap on YouTube) frequently comments on. It's always nice to find something that is still entertaining after a good few years, particularly if you never got the chance to catch it first time around, like I didn't. …Donkey clearly had such a low budget (both in terms of time and money) that it is all about the characters and the situations, and that's what makes it such a success. There's no special effects to laugh at, and everyone's hairstyle and clothes are (relatively) normal. These things make it somewhat timeless – so if you've never seen it, why not give it a shot?

    On a side note, if you want yet another online TV site to check out, you can do far worse than check out SeeSaw, which also has a ton of content from the BBC, Channel 4 and Five. ITV's content is conspicuously absent from both SeeSaw and YouTube, but that's no great loss, given the fact that most programmes on ITV are enough to make you want to kill yourself.

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    One A Day, Day 41: Storm Passed https://imnotdoctorwho.moegamer.net/2010/02/28/one-a-day-day-41-storm-passed/ https://imnotdoctorwho.moegamer.net/2010/02/28/one-a-day-day-41-storm-passed/#comments Sun, 28 Feb 2010 02:50:57 +0000 http://angryjedi.wordpress.com/?p=493 I just finished Heavy Rain. I'm intending on writing a more lengthy piece about it for BitMob over the next couple of days, but for now I'd just like to share some bullet-point thoughts with you all, hopefully without spoilers. In no particular order… Agent Norman Jayden is the only character in the game who … Continue reading One A Day, Day 41: Storm Passed

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    I just finished Heavy Rain. I'm intending on writing a more lengthy piece about it for BitMob over the next couple of days, but for now I'd just like to share some bullet-point thoughts with you all, hopefully without spoilers. In no particular order…

    • Agent Norman Jayden is the only character in the game who doesn't pronounce the name "Norman" correctly.
    • Those facial animations are incredible. There's a number of scenes where characters show "genuine" emotion.
    • I dig the fact that the interface conveys emotions. If a character is scared or nervous about something, the interaction icon for it wobbles about to varying degrees. Same for the "thoughts" you can pull up by pressing L2.
    • Say what you like about QTEs, Heavy Rain's are some of the best around. Several of them actually left me with sweaty palms.
    • The integration of Sixaxis motion controls in the QTEs is a nice touch. Thumping someone around the head by actually slamming your controller into their face is immensely satisfying.
    • I didn't think the voice acting (a common criticism) was that bad. The characters sounded like real people, which is something video game actors often forget. The simple fact that the characters puff, pant, wheeze, grunt and moan convincingly as well as just talking helps with this.
    • The camerawork is very realistic. I don't think there were any parts where the camera stays completely "still". It always has a slight "hand-held wobble" to it.
    • The game is genuinely emotionally engaging throughout. I can't put my finger on why, but I know that once I started playing, I didn't want to stop. As a result, I've finished it two days after acquiring it. With no regrets.
    • Finally we've got a game who can make CG characters cry reasonably convincingly…
    • …but still not kiss very well.
    • This is the first game I've seen where characters can actually put on and remove clothes without having to cut away to avoid animating cloth.
    • I'm now intrigued to try another playthrough, knowing what I know now. It likely won't have the same emotional impact, but I'm interested to see if there were any… ahh… "clues" throughout.

    Right. Enough, otherwise I'll get into spoiler territory. Off to bed!

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    One A Day, Day 40: Caught Up https://imnotdoctorwho.moegamer.net/2010/02/26/one-a-day-day-40-caught-up/ https://imnotdoctorwho.moegamer.net/2010/02/26/one-a-day-day-40-caught-up/#respond Fri, 26 Feb 2010 23:32:04 +0000 http://angryjedi.wordpress.com/?p=473 There you go, told you I'd catch up. On the way home today, filled with stress at our impending school inspection (which has been confirmed for next Tuesday… a genuine case of See You Next… you know.) I got to thinking. Dangerous pastime, I know. I was thinking about what I'm going to do next … Continue reading One A Day, Day 40: Caught Up

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    There you go, told you I'd catch up.

    On the way home today, filled with stress at our impending school inspection (which has been confirmed for next Tuesday… a genuine case of See You Next… you know.) I got to thinking. Dangerous pastime, I know. I was thinking about what I'm going to do next once this job's over and done with. Given that I haven't got myself a new position yet, I was thinking about alternatives.

    My music teaching site, which I set up some time ago, has brought in a slow but steady trickle of enquiries for people looking for tuition. I haven't been able to take any of these people on due to the stupidly long (and traffic-heavy) commute I have to do on a daily basis, but once I don't have to do that, there's definitely the possibility of being able to get a bunch of pupils for some regular income each week.

    Then, on the side, I'd like to do some more freelance writing. I gave some editors a poke a while back, and will be poking them again shortly to try and get some work. Once that "starts" and I prove myself some more, that can be a semi-regular income stream, too.

    Then, on the other side, I was thinking about setting up a site for computer tuition, too. I'm sure there's a market for it – particularly if I'd be willing to do home visits. There are all sorts of people around at varying degrees of ability with their computer – my time with Apple showed me as much – so I wonder how many of them would be willing to pay for personalised, one-on-one tuition in their home.

    Between these things, I'm wondering if that will bring together enough scratch to survive each month. I guess the only question is 1) how long it will take to get enough music and/or computer pupils to make it worthwhile and 2) whether these will all be "regular" income. Freelance writing is, certainly to begin with anyway, not known for its reliability as an income stream – at least until you get "noticed" a bit more – but it is something I love doing. And I'd enjoy the other things.

    The biggest perk of doing this would be not having to answer to anyone. All my past jobs have ended up with me getting pissed off with some aspect of the incompetency of the people who are supposed to be "managing" me. (To be fair, I've had rotten luck with regard to management.) Doing this sort of thing would mean I'd only be responsible for myself which is, I won't lie, an appealing option.

    It's a scary prospect, though. Ditching the idea of "structured" employment and taking control is both appealing and terrifying. I definitely want to give it some thought, though, and if ever there was a time to save in a new slot, this would be it.

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    One A Day, Day 39: Inclement Weather Conditions https://imnotdoctorwho.moegamer.net/2010/02/26/one-a-day-day-39-inclement-weather-conditions/ https://imnotdoctorwho.moegamer.net/2010/02/26/one-a-day-day-39-inclement-weather-conditions/#respond Fri, 26 Feb 2010 08:36:51 +0000 http://angryjedi.wordpress.com/?p=470 Whoops! I know this is technically breaking the rules but as long as I'm caught up by the end of the day, it doesn't matter. So where was I last night? Heavy Rain is the simple answer to that. The gamers among you will already be familiar with this game and you'll probably have your … Continue reading One A Day, Day 39: Inclement Weather Conditions

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    Whoops! I know this is technically breaking the rules but as long as I'm caught up by the end of the day, it doesn't matter.

    So where was I last night? Heavy Rain is the simple answer to that.

    The gamers among you will already be familiar with this game and you'll probably have your own opinions on it, but for those of you who haven't come across it yet or were asking about it, here's what it's about.

    Heavy Rain markets itself as "interactive drama". Despite being on the PlayStation 3, it's keen to distance itself from the idea of traditional "video games" and by its own admission isn't afraid to "break with conventions". This basically means that it's an interactive movie where you take part in the murder/kidnapping mystery story as four protagonists (none of whom are guaranteed to survive to the end credits) and interact with the world, making choices about how to act, what to say and so on.

    Those of you who have played adventure games before will think this all sounds terribly familiar, but it's the means through which Heavy Rain is executed which makes it something a bit different from the norm. For starters, it doesn't play like a traditional "adventure" as such. You don't have an inventory screen, for one thing, there are no status screens, menu bars or anything like that. Interaction all takes place by moving your character around the various locations and small icons popping up with "movements" depicted on them. The movements are intended to mimic what your hands would actually do to take that action in reality, so for example, opening a door is often a case of pulling down (to move the handle) then "out" (to open the door). It also makes use of the motion sensitivity of the PlayStation 3's controller, so, for example, to kick a door down you might "throw" the controller down (obviously making sure you hold on to it).

    It's an interesting method of interaction that was first seen in the developers' previous game, Indigo Prophecy (or Fahrenheit, as it was known in Europe) – a game which also had pretensions of being a movie rather than a game, including the "New Game" option on the title screen being replaced by the "New Movie" option.

    The thing I particularly like about Heavy Rain is the emotional engagement factor. The story is unashamedly adult, and that doesn't mean gratuitously violent or sexual (though the game isn't afraid to show either) – it means a mature story that deals with themes and emotions that (I imagine) children would find difficult to comprehend, such as bereavement, anxiety, depression and, at times, outright panic. There are quite a few things that happen (and I won't spoil anything here) that it's unusual to see handled in a "video game" with the same degree of care that they are here – at least, I think so. There are others who feel differently, but in a sense I think the fact that this game means different things to different people (whether those things they feel are positive or negative) is a good thing.

    One protagonist, Ethan, suffers from anxiety, depression and discomfort around crowds, all things which I've had experience of. His reasons for suffering these things are very different from mine, but I can understand the emotions which he is going through which are depicted in the game. Much of the early part of the game revolves around his increasingly uncomfortable relationship with his son, and the game does awkward silences well, too. You have the option to sit Ethan down next to his son, but when the conversation options run out, there's not necessarily an indication that it's "time to move on" – you could find yourself sitting in uncomfortable silence for a few minutes, and unlike other games where you're constantly pushed on to the next objective, sitting in uncomfortable silence feels like an important part of the Heavy Rain experience.

    The term "interactive movie" will inevitably conjure up images of the terrible video-based games that were around in the mid-1990s, but it's good to see that with the advent of impressive, realistic graphics that can be rendered in real-time that we can finally have a movie-like experience with some interactions that are rather more meaningful than "movie stops, click a button to see the next clip". There's a touch of the Uncanny Valley about the characters to some, but there's no doubt that particularly when it comes to facial animations and lip-sync that these are some of the most realistic controllable computer-generated characters you'll see. I remember being struck by this some time ago when this first promotional video was shown:

    Interestingly, this movie is from several years back, and the characters look even better now.

    I played for a while last night and the game clearly had an impact on me, as I feel like I spent most of the night dreaming about it. I don't often dream about games, movies or books, so there must have been something there which had an "impact" – even Mass Effect 2, absolutely the best game I've played recently both in terms of story and gameplay, didn't have the same effect.

    I look forward to seeing how the story continues, and if the developers' much-vaunted "YOUR DECISIONS MATTER!" schtick is genuine.

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    One A Day, Day 38: False Start https://imnotdoctorwho.moegamer.net/2010/02/24/one-a-day-day-38-false-start/ https://imnotdoctorwho.moegamer.net/2010/02/24/one-a-day-day-38-false-start/#respond Wed, 24 Feb 2010 23:11:19 +0000 http://angryjedi.wordpress.com/?p=468 I got it the right way around. Normally, teachers surviving until half-term will immediately collapse upon finishing a big block of time at school, then be struck down with some mystery unpleasant illness, rendering them incapable of enjoying their holiday due to any combination of snot, sneezing, coughing, puking, diarrhoeaing, headaching or good old-fashioned exhaustion. … Continue reading One A Day, Day 38: False Start

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    I got it the right way around.

    Normally, teachers surviving until half-term will immediately collapse upon finishing a big block of time at school, then be struck down with some mystery unpleasant illness, rendering them incapable of enjoying their holiday due to any combination of snot, sneezing, coughing, puking, diarrhoeaing, headaching or good old-fashioned exhaustion. I managed to get through most of the holiday without feeling too bad, with only what I thought to be a "stress cough" showing itself in the last few days, before developing into full-blown unpleasantness on the Monday I returned to work. Found myself burning up, sore-throated, coughing, clumsy and generally a complete mess. So I've had the last couple of days off sick.

    Being off sick is always a strange experience. When you're off sick from a teaching post, the feeling of guilt is enormous, even if you know you genuinely are sick. Of course, there are people everywhere who take the piss with sick days, but that's no reason that the rest of us should feel guilty at taking some time off to recover. Fortunately, the one good thing I can say about the school I currently work at is that they're pleasantly understanding about illness and don't even demand a day's worth of cover work to be sent through, unlike a previous place I worked. Yes, that's right – one previous school I worked at actually expected you, however sick you were, to send in some cover work for the day. That didn't help with the guilt.

    Still. I will be back in tomorrow, worse luck. Not looking forward to it. The first day back wasn't fun, though that was probably mostly the "not feeling well" talking. Going back again after the class having had a couple of days of supply teachers isn't going to be any more pleasant. And the knowledge that the inspectors are coming back soon, along with a whole host of "monitoring" activities, is not making me feel any more positive about the whole thing – but at least there's not that long to go. In fact, there are only three and a half weeks to go. By now, I don't give a shit about the outcome of the aforementioned "monitoring" or the inspection, but that doesn't mean I can just switch off from the whole unpleasant experience. Unfortunately, there's no way of me "opting out", despite the fact that my negligible contribution to the school will soon be a distant memory.

    Oh well. I guess all I can do is keep my fingers crossed that the inspectors decide to show up after I've left. It could happen. But, with my track record of "luck", it probably won't…

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    One A Day, Day 37: I Have Never https://imnotdoctorwho.moegamer.net/2010/02/23/one-a-day-day-37-i-have-never/ https://imnotdoctorwho.moegamer.net/2010/02/23/one-a-day-day-37-i-have-never/#comments Tue, 23 Feb 2010 23:40:40 +0000 http://angryjedi.wordpress.com/?p=466 I realise that this game is more fun when you're drinking and/or sitting in a darkened room with a number of people you'd like to have sex with, but looking at it on this page will have to do for now. Besides, I'm ill. You wouldn't want to add alcohol to that mix. Nor, I … Continue reading One A Day, Day 37: I Have Never

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    I realise that this game is more fun when you're drinking and/or sitting in a darkened room with a number of people you'd like to have sex with, but looking at it on this page will have to do for now. Besides, I'm ill. You wouldn't want to add alcohol to that mix. Nor, I imagine, would you like to add any kind of sexual intimacy to that mix either, unless you have a snot-and-cough fetish. In which case, seek help.

    So, without further ado,

    I have never…

    • …seen Citizen Kane.
    • …listened to a Smiths album.
    • …been hospitalised.
    • …(by extension) had an operation.
    • …climbed a rock wall.
    • …been to a "developing" country.
    • …been on Chatroulette.
    • …read Hamlet.
    • …played on a Virtual Boy.
    • …owned a Sega Master System.
    • …owned an NES.
    • …listened to anything by Jay-Z and enjoyed it.
    • …liked a political party enough to vote for them.
    • …shaved my own head.
    • …taken ecstasy (even after, some years back, a drunkard saw how I acted after a few too many vodka and Red Bulls and commented "shit, man, you'd LOVE ecstasy")
    • …passed out from drinking too much (and have only suffered memory loss once)
    • …written a dissertation (somehow my choice of units at university managed to let me escape that ordeal)
    • …had a full-time job in the publishing industry (though I want one)
    • …had a job where I am in charge of other people (excepting children)
    • …had a job where someone or something hasn't fucked up the enjoyment of the experience for me at one point or another.
    • …watched a Mad Max movie.
    • …been able to hold any kind of sports-based conversation.
    • …played R-Type.
    • …finished reading my two H.P. Lovecraft Omnibus books (despite starting several times).
    • …read anything by Ayn Rand.
    • …read anything by Nietzsche.
    • …understood anything Freud was on about.
    • …read a copy of Hello! magazine or any of its odious rivals.
    • …opened a copy of Nuts or Zoo magazine.
    • …been on a plane by myself (though this will shortly change)
    • …employed the services of a lawyer.
    • …been in court.
    • …been arrested.
    • …been caught speeding.
    • …had a fight (as an adult, anyway)
    • …seen a human corpse.
    • …understood why "R&B" music is so popular.
    • …listened to an N-Dubz track from start to finish.
    • …taken a photograph of my genitalia.
    • …taken a photograph of my genitalia and sent it to someone.
    • …appeared naked on a webcam.
    • …appeared on a webcam to a complete stranger.
    • …been in a car accident while driving.
    • …been hit by a car.
    • …made a list of all the things I've never done before.

    I think that's enough for now. There are plenty of things on that list I can live without ever doing and sleep easy at night. I realise that in writing this, I have probably cursed myself and will undoubtedly suffer all the unpleasant things very shortly (probably being caught speeding, crashing into something, being thrown out of my car, then run over, taken to hospital, operated on, then arrested while the whole thing is watched by a webcam) – so if there's no more entries after this one, you know what happened.

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    One A Day, Day 36: An Open Letter https://imnotdoctorwho.moegamer.net/2010/02/22/one-a-day-day-36-an-open-letter/ https://imnotdoctorwho.moegamer.net/2010/02/22/one-a-day-day-36-an-open-letter/#respond Mon, 22 Feb 2010 19:58:45 +0000 http://angryjedi.wordpress.com/?p=462 Dear Universe, I write with regard to the recent delivery you made to my person – specifically, the bumper package of coughing fits, temperatures and shaky hands. I do not remember ordering these items, nor do I wish to keep them. As such, I must humbly request that you dispatch a courier posthaste to come … Continue reading One A Day, Day 36: An Open Letter

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    Dear Universe,

    I write with regard to the recent delivery you made to my person – specifically, the bumper package of coughing fits, temperatures and shaky hands.

    I do not remember ordering these items, nor do I wish to keep them. As such, I must humbly request that you dispatch a courier posthaste to come and pick them up. Technically the items have been "opened" and "used" since they are coursing through my body as we speak, but since I did not order them and they appear to have been delivered in the dead of night directly to my person rather than appropriately packaged at a more sociable hour, I do not feel that the premature opening and usage of said items is my responsibility.

    I am of the mind that this delivery was perhaps intended for someone else. If this is the case, would you kindly furnish me with the details of the intended recipient and I will do my best to forward on the items as soon as possible. I would not wish the items' rightful owner to miss out on the experience of coughing so forcefully it creates a side-effect of unintentional flatulence.

    If, on the other hand, the items are an unnanounced "gift" from someone (which is possible, seeing as there did not appear to be a receipt with the items) then I request, with respect, that you provide me with their name and address so I may return the favour, perhaps through the medium of Uzbekistani sledgehammer dancing – a dangerous yet beautiful artform which frequently places bystanders' testicles in mortal peril.

    I thank you in advance for your co-operation in this matter, and I look forward to hearing from you soon.

    Yours sincerely,

    Pete Davison

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    One A Day, Day 35: Eve of the War https://imnotdoctorwho.moegamer.net/2010/02/22/one-a-day-day-35-eve-of-the-war/ https://imnotdoctorwho.moegamer.net/2010/02/22/one-a-day-day-35-eve-of-the-war/#comments Mon, 22 Feb 2010 00:10:58 +0000 http://angryjedi.wordpress.com/?p=460 Don't know what happened with yesterday's post – I definitely wrote the whole thing, but for some inexplicable reason, half of it disappeared. Oh well. Can't go back now. Well, here it is – the end of my week-long vacation, which has gone by far too quickly for my liking. I feel suitably rested – … Continue reading One A Day, Day 35: Eve of the War

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

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

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

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

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

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

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

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    One A Day, Day 34: Progress Update https://imnotdoctorwho.moegamer.net/2010/02/20/one-a-day-day-34-progress-update/ https://imnotdoctorwho.moegamer.net/2010/02/20/one-a-day-day-34-progress-update/#respond Sat, 20 Feb 2010 20:46:00 +0000 http://angryjedi.wordpress.com/?p=457 Well, I have to say, this is going well so far. Doubly so given that the original proponent of the whole "oneaday" thing has given up. It's fair enough, really – committing yourself to writing something every single day, even if it's complete crap and doesn't mean anything to anyone but yourself can be a … Continue reading One A Day, Day 34: Progress Update

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    Well, I have to say, this is going well so far. Doubly so given that the original proponent of the whole "oneaday" thing has given up. It's fair enough, really – committing yourself to writing something every single day, even if it's complete crap and doesn't mean anything to anyone but yourself can be a bind, but I've made sure (so far) to ensure that I don't get behind – even if that means frantically typing something on my iPhone while lying in bed, or typing something at 3 in the morning while pissed up on gin and tonic.

    So the blogging's going well, at least. I'm approaching the end of my week off now, though, and my body is starting to let me know this fact. I hadn't been directly thinking about my return to work, but still I've developed a cough and a horrible nauseous feeling in the pit of my stomac

    [The remainder of this post disappeared into WordPress oblivion – only noticed today. Apologies!]

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    One A Day, Day 33: Freewriting #1 https://imnotdoctorwho.moegamer.net/2010/02/19/one-a-day-day-33-freewriting-1/ https://imnotdoctorwho.moegamer.net/2010/02/19/one-a-day-day-33-freewriting-1/#comments Fri, 19 Feb 2010 20:31:31 +0000 http://angryjedi.wordpress.com/?p=455 [As promised, here is an example of freewriting. I've given myself ten minutes to just write… or type in this case… and see what comes out. It could be anything – fact, fiction, prose, poetry (unlikely), nonsensical… err… sensical? Let's see what happens. My time starts… NOW.] It's warm in here. A little too warm … Continue reading One A Day, Day 33: Freewriting #1

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    [As promised, here is an example of freewriting. I've given myself ten minutes to just write… or type in this case… and see what comes out. It could be anything – fact, fiction, prose, poetry (unlikely), nonsensical… err… sensical? Let's see what happens. My time starts… NOW.]

    It's warm in here. A little too warm if I'm honest, but at least it's nice and quiet. It's good to have peace and quiet while you're writing. I'm in my wife's office, away from my usual blogging spot of in the lounge, because she's watching the "live" episode of Eastenders that is on the TV at the moment. This despite never ever watching Eastenders when it is on TV in its normal form.

    Eastenders is a depressing programme and I've never found myself wanting to watch it. I rarely get interested in soap operas at all, though I did find myself drawn to Neighbours a little bit during my time at university, though this was more out of interest in running jokes regarding Harold Bishop more than anything else. Harold Bishop even found his way into "The Adventures of Dave Thunder", an RPG Maker 2000 project which I worked on off and on and which is now sadly lost to the mists of time and the failed hard drive on my old Sony Vaio desktop computer.

    I can never type "Vaio" without first typing "Vaoi". I don't know why. It's not as if "Vaoi" is any more a word than "Vaio" is. Stupid really. I should also stop going back and correcting the mistakes I make on here, which is perhaps missing the point of freewriting slightly, but by now it's an automatic response. Anyone watching me write things is always surprised to see quite how quickly I type and how quickly and automatically I can go back and correct things.

    Having nimble fingers is probably a result of two things – being able to play the piano and years of typing things in, both for pleasure and from copying things out of magazines. The old Atari 8-bit magazines used to have "type-in" listings in them which, when typed in and saved onto a diskette or cassette tape, allowed you to play the games which the authors had come up with for that issue. There were several authors of these games who were rather prolific, with one in particular sticking in my mind being Bill Halsall. I even went to the effort of putting all Mr Halsall's games on one 5.25" floppy disk and writing my own menu system for the disk. Yes, I was a supergeek even at that age.

    Went out for a cup of coffee with a very good friend (and ex-workmate) earlier. It was a nice experience. We sat, we exchanged stories and ranted about the things that were pissing us off. There are a lot of things pissing us both off, and it's always good to share those things with someone else. Neither one of us would want to be in the other's position, I don't think, but it's always "nice" to share your pain with someone else. Perhaps "nice" isn't the right word, but it's – I don't know. Cathartic? Is that the right word? Perhaps.

    I haven't stopped typing yet. This is good going. It's 5:51 into my ten minutes. I wonder what other things will pop into my mind. I'm literally emptying my thoughts out onto the paper. Page. Web. Whatever. I'm literally emptying my thoughts out onto… this blog entry. Right. And I'm clearly stalling for time while I think of something else to talk about. I shouldn't think. I should just write. What to write next. What next? Hmmm.

    Let's talk about the sound of my fingers typing on the keyboard. When slow typists type, you can hear each key being pressed – click, click, click. When a skilled (or at least fast) typist types, the individual click click clicks take on their own almost musical rhythm, the high-pitched clickity-clickity-click punctuated by the heavier thump of the thumbs on the spacebar. In fact, that's one memory I have of home – I can always tell when my Dad is typing because the old keyboard he has attached to his computer (or had attached… I'm not sure if he still does) was one of those keyboards that clattered to a ridiculous degree while you were typing, and the thump of the spacebar would reverberate around the whole house, with shockwaves going down through the desk, through the floor.

    Perhaps that's an exaggeration, but it's a vivid memory. I find the sound of typing quite relaxing. It's the sound of creativity. Sometimes. You hear the sound of typing in boring offices as well as amongst writers, and unfortunately boring offices tend not to be the places for creativity. I temped in a boring office for a while – a "loss adjusters" (a profession whose purpose still escapes me) and I had to type up the very boring men and women's dictation on the subject of subsidence. That's when your house is sinking into the ground and is supposedly the fault of a tree or something. Very dull.

    I have ten seconds left, so with that, I think it's time to sign off. Good night!

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    One A Day, Day 32: Writer's Unblock https://imnotdoctorwho.moegamer.net/2010/02/18/one-a-day-day-32-writers-unblock/ https://imnotdoctorwho.moegamer.net/2010/02/18/one-a-day-day-32-writers-unblock/#comments Thu, 18 Feb 2010 15:45:09 +0000 http://angryjedi.wordpress.com/?p=453 Look at me, blogging in the middle of the day like it's the most natural thing in the world. Writing's a funny thing. If you're a writer, you'll know the feeling you get when it's a "writing day". I'm sure this is different for everyone, but for me I know it'll be a good day … Continue reading One A Day, Day 32: Writer's Unblock

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    Look at me, blogging in the middle of the day like it's the most natural thing in the world.

    Writing's a funny thing. If you're a writer, you'll know the feeling you get when it's a "writing day". I'm sure this is different for everyone, but for me I know it'll be a good day to write if I find myself composing introductions to articles in my head while I'm doing other things. Because, after all, getting started is always the hardest bit, right?

    So now I've written the article for which the introduction popped into my head while I was at the shop buying milk. No, you can't see it. Yet. As introductions go, it wasn't anything particularly groundbreaking or astounding, but an introduction it was nonetheless, and from that starting point I could continue on to write the rest of the article.

    I don't write like we were taught in school. I remember when we were first taught "how to write an essay", with encouragements to plan things out beforehand – to plan your introduction, to plan your conclusion, to plan each paragraph using a "point, example, explain" structure (which one English teacher memorably referred to as PEEing all over your work) – and thinking "gosh, that sounds like a lot of unnecessary work".

    By the time I was writing essays for school, I had already been writing for my own pleasure for some years. The box of 5.25" floppy disks which is currently sitting in my living room accompanied by the Atari 800XL with which they are used contain a couple of disks worth of my "Cyril the Dragon" stories, which were vaguely hallucinogenic tales that only a young child with an overactive imagination could come up with. If I ever get the cable to link the Atari to a PC working, I will be sure to publish some of that juvenilia on this very site for all to admire. To get to the point (maybe I should have planned this paragraph) – these stories were unplanned, written purely by sitting down, starting typing and seeing what happened next. As the product of a young child's imagination, you can clearly see the influences on the things which took place – mostly video games, some television, some books, some comics, some things which had actually happened – but most importantly, I hadn't actually planned it that way. It just sort of came out.

    Writing in this way is actually quite a relaxing experience. Those who study this sort of thing call it "freewriting". Technically what I'm doing right now is almost freewriting – the only thing setting it apart from true freewriting is the fact that I'm going back and correcting mistakes. True freewriting is where you sit down with a piece of paper, don't look at it, don't listen to anything and just write, without stopping, for a set period of time, then only look at what you've written once your time's up.

    Some seriously odd things can come out. For a Creative Writing module that I did as part of my degree, we had to do this every day for about a month. Some days, the beginnings of stories came out. Other days, my internal monologue came out onto the page. Other days, I wrote about how I was feeling, or who I was thinking about, or my aspirations for the future. None of them were great pieces of writing, but they were interesting insights into what was going through my head at the time. I don't think I still have the pieces of paper on which I wrote them, which is a bit of a shame. Perhaps I'll try it again sometime, though.

    In fact, that sounds like tomorrow's blog entry is ready to go already. Expect tomorrow's entry to be even more gibberish than usual, in that case.

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    One A Day, Day 31: Out of Sync https://imnotdoctorwho.moegamer.net/2010/02/17/one-a-day-day-31-out-of-sync/ https://imnotdoctorwho.moegamer.net/2010/02/17/one-a-day-day-31-out-of-sync/#respond Wed, 17 Feb 2010 23:57:04 +0000 http://angryjedi.wordpress.com/?p=451 I should probably start writing these things in the middle of the day, as my timings are getting all out of sync. Yesterday's post ended up being dated today, largely because it was written at about 3 in the morning. I was also a little sozzled on gin, so I apologise if it wasn't the … Continue reading One A Day, Day 31: Out of Sync

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    I should probably start writing these things in the middle of the day, as my timings are getting all out of sync. Yesterday's post ended up being dated today, largely because it was written at about 3 in the morning. I was also a little sozzled on gin, so I apologise if it wasn't the most coherent rant in the world.

    I wasn't drinking alone, I might add. I'd spent the evening over at my buddy's house having a curry, playing some board games and drinking the aforementioned gin. We discovered gin a week or two back and decided that it was, for now at least, our tipple of choice thanks to how easily it went down, particularly when accompanied by some ice, tonic and lemon. It's a lovely summer drink, too. Not that it's particularly summery right now, though the sun did come out for a bit today.

    I was a heavy drinker back in university – weren't we all? – but over the years my tolerance for alcohol seems to have dropped quite a bit. I have vivid memories of many  bizarre nights at the university bar accompanied by luridly-coloured cocktails and obscene creations involving unholy combinations of absinthe and Baileys (actually not as bad as it sounds… though your liver might disagree). We also had one particularly amusing and unpleasant night where we decided to invent our own cocktails… or at least attempt to. They weren't terribly successful, with the most memorable one of the evening being one we dubbed "The Brown Sauce", so named because of its resemblance in taste to HP sauce. No drink should taste of HP sauce.

    Then there was the university orchestra's trip to Poland, land of super-cheap drinks. One bar did this thing called (if I remember correctly) a "six-shooter", which was exactly what it sounds like – six shots of some bright blue shit for about a pound. More cocktails were invented there, too.

    Nowadays, drinking's a relatively rare indulgence for me. Drinking the amount of gin we did last night is something that none of us involved have done for a while (at least not all together). It was fun, and it made my pathetic losses at both Agricola and Ticket to Ride matter rather less. Of course, at roughly 4am I found myself regretting quite how much I had drunk, but at least I was mercifully hangover-free in the morning.

    Hmm, that totally wasn't where I was intending this post to head. Oh well. It's late and I'm actually sitting in bed right now, so maybe I'll save something more coherent for tomorrow when I'm a bit more awake.

    For now – good night!

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    One A Day, Day 30: On Chavs https://imnotdoctorwho.moegamer.net/2010/02/17/one-a-day-day-30-on-chavs/ https://imnotdoctorwho.moegamer.net/2010/02/17/one-a-day-day-30-on-chavs/#respond Wed, 17 Feb 2010 02:35:56 +0000 http://angryjedi.wordpress.com/?p=449 The "chav" is a curious phenomenon. Those of you reading from across the pond will have heard me use it as a term of derision frequently. Perhaps you're already familiar with the sort of person I'm talking about. It's difficult to pin down exactly when they appeared as a distinct subculture. There were pain in … Continue reading One A Day, Day 30: On Chavs

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    The "chav" is a curious phenomenon. Those of you reading from across the pond will have heard me use it as a term of derision frequently. Perhaps you're already familiar with the sort of person I'm talking about.

    It's difficult to pin down exactly when they appeared as a distinct subculture. There were pain in the arse kids who always got into trouble while I was at school, but I don't think any of them were actually involved in "gangs". I have a vivid memory of hearing the word for the first time, however, seated on the top deck of a bus with my friend Cat. There were some kids sitting a few seats ahead of us who were using language that would make a trucker blush (including the memorable out-of-context phrase "fuckin' pancakes" that we overheard, much to our amusement) and Cat referred to them as "chavs". I'd not heard the word prior to that point, but it quickly became apparent that this was an established word to refer to this distinct group of people – tracksuit-clad, baseball cap-wearing, mobile phone-toting (nowadays, with shit R&B music by their idols N-Dubz blasting out of their tiny speakers) zit-faced teens with greasy hair and a predilection towards underage drinking and smoking along with abuse of strangers.

    The reason I feel like talking about them right now is the fact I caught a bunch of them outside my living room window tonight. I say "caught" – "heard" is more accurate. Outside our window was a group of three guys in hoodies making a hell of a racket. At first I thought they were arguing about something, but looking out of the window revealed the ugly truth: they were "rapping". I could tell by the stupid arm movements the lead chav was making, and the fact that his two cronies were standing around with mobile phones – one playing music from its tinny speakers as a "backing track", the other filming the whole debacle.

    The result of this sort of thing generally looks something like this:

    The weird thing is how seriously these idiots take it, despite looking like absolute morons. There are gangs all over Southampton who use the social networking site Bebo to promote themselves and hurl abuse at other gangs, with the sort of spelling, punctuation and grammar that would make Lynne Truss fall down dead immediately.

    I'm in two minds about this sort of thing – neither of these opinions are particularly good things. In one sense, I find their efforts to be like "genuine" gangs from, say, New York to be extremely pathetic and childish. I'm no fan of the criminal lifestyle anyway, even in films and other media (though I have played me plenty of GTA in the past), so to try and emulate it just seems dumb.

    Secondly, and ironically given what I've just said about them being laughable and pathetic, I find groups like that rather intimidating. Being a rather mild-mannered gentleman myself (at least when I don't have a keyboard in front of me), I don't like confrontation, and I certainly don't like having abuse hurled at me by people I've never met. A lot of these kids seem to thrive on both of these things. Having worked in schools where these kids are starting to develop these traits, I can say that it's not a pretty sight. I realise that by saying this I am allowing them to "win", achieving exactly what they want to achieve – intimidation of those who are not "in" on the… whatever it is. A joke? But the fact remains – these are not people you'd choose to hang around.

    Part of this is probably the media biasing us against them, of course, but I don't think the depiction of them in the media is particularly unfair, having had one experience some years back of being chased into a shop by the "Bassett Boyz" accompanied by a couple of friends. Our offence? We were walking down the same street as them. We hadn't said anything or done anything – we were simply on their "patch", which made us targets. Luckily we managed to get away unscathed and with nothing stolen, but the staff in the shop were obviously well-used to intimidation from these children – and they are children, worryingly – and did nothing, not even calling the police. Thanks a lot.

    In some senses, chavs are the antithesis to the British stereotype of being reserved, polite and speaking with perfect enunciation. Perhaps they are a sign of a rebellion against the "status quo". But they're certainly not a change for the better.

    Still need some convincing? Go pay the St Mary's Mandela Boys (who claim to "rule" Southampton) a visit, and check out the comments, posted by kids who are still at schools in the area. To sound like an old man for a moment (which I frequently do anyway) – is this really where we want youth culture going?

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    One A Day, Day 29: Netbook 'em, Danno https://imnotdoctorwho.moegamer.net/2010/02/15/one-a-day-day-29-netbook-em-danno/ https://imnotdoctorwho.moegamer.net/2010/02/15/one-a-day-day-29-netbook-em-danno/#respond Mon, 15 Feb 2010 19:07:05 +0000 http://angryjedi.wordpress.com/?p=447 I bought a netbook today – specifically, an Asus Eee PC 1005P. Why that one? Well, it seemed to have a number of decent reviews around the Net, was reasonably up-to-date specs wise (though it could possibly do with another gig of RAM) and was reasonably priced. A while back, I was under the impression … Continue reading One A Day, Day 29: Netbook 'em, Danno

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

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

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

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

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

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

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    One A Day, Day 28: Customer of Size https://imnotdoctorwho.moegamer.net/2010/02/15/one-a-day-day-28-customer-of-size/ https://imnotdoctorwho.moegamer.net/2010/02/15/one-a-day-day-28-customer-of-size/#comments Mon, 15 Feb 2010 01:13:21 +0000 http://angryjedi.wordpress.com/?p=444 “Many of you reached out to us via Twitter last night and today regarding a situation a Customer Twittered about that occurred on a Southwest flight. It is not our customary method of Customer Relations to be so public in how we work through these situations, but with so many people involved in the occurrence, … Continue reading One A Day, Day 28: Customer of Size

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    “Many of you reached out to us via Twitter last night and today regarding a situation a Customer Twittered about that occurred on a Southwest flight. It is not our customary method of Customer Relations to be so public in how we work through these situations, but with so many people involved in the occurrence, you also should be involved in the solution. First and foremost, to Mr. Smith; we would like to echo our Tweets and again offer our heartfelt apologies to you.We are sincerely sorry for your travel experience on Southwest Airlines.

    As soon as we saw the first Tweet from Mr. Smith, we contacted him personally to apologize for his experience and to address his concerns on both Twitter and with a personal phone call. Since the situation has received a lot of public attention, we’d like to take the opportunity to address a few of the specifics here as well.

    Mr. Smith originally purchased two Southwest seats on a flight from Oakland to Burbank – as he’s been known to do when traveling on Southwest. He decided to change his plans and board an earlier flight to Burbank, which technically means flying standby. As you may know, airlines are not able to clear standby passengers until all Customers are boarded. When the time came to board Mr. Smith, we had only a single seat available for him to occupy. Our pilots are responsible for the Safety and comfort of all Customers on the aircraft and therefore, made the determination that Mr. Smith needed more than one seat to complete his flight. Our Employees explained why the decision was made, accommodated Mr. Smith on a later flight, and issued him a $100 Southwest travel voucher for his inconvenience.

    You’ve read about these situations before. Southwest instituted our Customer of Size policy more than 25 years ago. The policy requires passengers that can not fit safely and comfortably in one seat to purchase an additional seat while traveling. This policy is not unique to Southwest Airlines and it is not a revenue generator. Most, if not all, carriers have similar policies, but unique to Southwest is the refunding of the second seat purchased (if the flight does not oversell) which is greater than any revenue made (full policy can be found here). The spirit of this policy is based solely on Customer comfort and Safety. As a Company committed to serving our Customers in Safety and comfort, we feel the definitive boundary between seats is the armrest. If a Customer cannot comfortably lower the armrest and infringes on a portion of another seat, a Customer seated adjacent would be very uncomfortable and a timely exit from the aircraft in the event of an emergency might be compromised if we allow a cramped, restricted seating arrangement.”

    Thus ran SouthWest Airlines' apology to film director Kevin Smith. I say "apology", but it's not really, is it? "Customer of Size policy"? What the fuck? Since when have we needed a "Customer of Size policy"? According to SouthWest, 25 years ago. I'm in awe. And not in a good way.

    Mr Smith, of course, regularly refers to himself as a card-carrying member of the larger gentlemen's club. But, as he pointed out a number of times on Twitter (in between fits of apoplectic rage), he didn't even meet the criteria for the "Customer of Size policy" to require him to be removed from the aircraft, in that he was sitting in his seat and he had got the armrest down.

    "[I was] not just ANY paying customer," Smith wrote on Twitter. "[I was] a paying customer who fit between the arm rests & was able to buckle his seat belt w/o an extender. TRUTH!"

    We're constantly being told that obesity is a "problem" – and it probably is, from a health perspective. However, implementing such dumbass and discriminatory "policies" as these is a sad sign of the times, where paperwork and tickboxes rule all.

    Here's a thought, SouthWest Airlines: If you're so worried about the fatties getting on your planes and the comfort of your other passengers, why not get some bigger fucking chairs and space them out a bit more?

    Oh, right, because you wouldn't be able to squeeze as many passengers on, would you? And that would be terrible for your poor little profit margins, wouldn't it? Poor baby.

    Smith, as he is wont to do with most things, has handled this situation rather publicly via Twitter and even through a special edition of his podcast (which is a hilarious listen generally, by the way) – all of which is probably giving SouthWest's PR department a collective heart attack.

    Well, good, I say. Smith has enough public following for this to be raised as a big deal, no pun intended. Imagine how mortifying it would be for a member of the public to be removed from a plane due to their weight. Yes, it could potentially be uncomfortable for someone to have to sit next to a chubster – but the problem wouldn't be there in the first place if airlines didn't pack everyone in like cattle.

    I'm off to bed now. Fat power.

    (I feel like Yahoo! News writing nonsense like this about celebrities. But I think blogs are a far better place for this sort of thing than a site that purports to be about actual "news". That's a rant for another day, though.)

    The post One A Day, Day 28: Customer of Size appeared first on I'm Not Doctor Who.

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    One A Day, Day 27: Sportsmanship https://imnotdoctorwho.moegamer.net/2010/02/13/one-a-day-day-27-sportsmanship/ https://imnotdoctorwho.moegamer.net/2010/02/13/one-a-day-day-27-sportsmanship/#comments Sat, 13 Feb 2010 23:46:22 +0000 http://angryjedi.wordpress.com/?p=442 There was a football match in my city today. Southampton vs Portsmouth. These two are traditionally great rivals, and everyone jokes that there'll be "rioting" after a game between the two of them, as if that's a perfectly normal thing to expect to happen after a sporting event. I didn't encounter any particular problems myself, … Continue reading One A Day, Day 27: Sportsmanship

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    There was a football match in my city today. Southampton vs Portsmouth. These two are traditionally great rivals, and everyone jokes that there'll be "rioting" after a game between the two of them, as if that's a perfectly normal thing to expect to happen after a sporting event.

    I didn't encounter any particular problems myself, but there sure were a lot of people wandering around to and from town, plus several local shops had either put up signs refusing to serve alcohol, or closed completely, citing the football match as the reason. As I walked through town in the middle of the day, there was a constant police presence, with officers on foot walking around the pedestrian area in the middle of town, while cars and vans raced around the major roads of the city, sirens blaring.

    As I saw all this I had to think to myself "why?"

    I know people get attached to their sports teams. This may be for personal reasons, it may be just something you're interested in, or it may be a sense of loyalty to where you come from (although the last one is rather rarer than it used to be, with many people choosing to follow the clubs with the most money rather than the ones nearest them). It may even be a completely arbitrary decision.

    The thing I don't get is this: what is it about supporting a team that makes people get into such a state that a police presence approaching that required for a terrorist incident is necessary?

    That was a terribly clumsy sentence. But do you see my point?

    Surely if you enjoy watching football you enjoy watching football. Many people I know who do like football are perfectly normal people who have never been in a fight. So why all the police? Why do I hear shouting morons passing by my window on the way to the stadium? (Incidentally, the only noise I hate as much as people chewing is drunken football chanting.)

    Perhaps one of my trans-Atlantic readers could shed some light on this issue. Does this sort of thing happen with American football games? I get the impression that the "local loyalty" thing is a much bigger deal in the States.

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    One A Day, Day 26: One Week To Live https://imnotdoctorwho.moegamer.net/2010/02/12/one-a-day-day-26-one-week-to-live/ https://imnotdoctorwho.moegamer.net/2010/02/12/one-a-day-day-26-one-week-to-live/#respond Fri, 12 Feb 2010 23:26:58 +0000 http://angryjedi.wordpress.com/?p=440 Well, that's that. For now, at least. I've reached the end of my penultimate half-term at the school I'm working at and the deputy head came in to thank me for doing a "great job" with the class I'm lumbered with. She also apologised for me not having the support I should really have as … Continue reading One A Day, Day 26: One Week To Live

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    Well, that's that. For now, at least. I've reached the end of my penultimate half-term at the school I'm working at and the deputy head came in to thank me for doing a "great job" with the class I'm lumbered with. She also apologised for me not having the support I should really have as a new primary teacher, and for the "challenging… to say the least" behaviour of the pupils. Jane pointed out to me tonight that however bad it feels to you when you're in the middle of a bad situation, other people inevitably think you're doing a better job than you think you are. She put it better than I did, but it's late and I'm tired. She's probably right – it's just hard to remember that sometimes.

    So, what now? I have a week to burn. It will probably go by much too quickly, but here are some of the things I intend to get done:

    • Do some writing – both on here, on BitMob and possibly a return to Helium, an interesting site for aspiring writers.
    • Do some music – I have the piano scores for the Persona 3/Trinity Soul and Persona 4 soundtracks, so I may try and record those. They're easy-ish arrangements so shouldn't take too long.
    • Play some Mass Effect 2 – I love what I've played so far, but have only really had the chance to play in short bursts with distractions recently. I'll hopefully have the opportunity to spend a bit more time in the company of Commander Shepard and company.
    • Play some Star Trek Online – I reached Lieutenant Commander level last week, which meant I got the chance to pick up a brand new ship. I went for a Science vessel which looks a bit like Voyager and is named the U.S.S. Penetrator, after the Syreen vessels in Star Control II. (My character is a Syreen, thanks to the excellent character editor allowing the production of blue-skinned Amazonian women – albeit ones in Starfleet uniforms – as player characters)
    • Play through Machinarium for the Squadron of Shame. I know next to nothing about this game, and am looking forward to trying it.
    • Go fiddle with Gowalla and Foursquare some more – I really dig these apps and find them an interesting idea. They're a good reason to go out and just explore the area around you. Foursquare finally works properly in the UK, but I've been using Gowalla for a while now so have gained a bit of "loyalty" for it. I'm interested to see what – if anything – Foursquare offers over and above Gowalla.
    • Wander into the forest and take some more photos – I enjoyed my wander around the deserted New Forest landscape the other day. I want to find a more "wooded" bit though – despite being technically "in the forest", the part I went to didn't have much in the way of trees.
    • Have a coffee and a catch-up with some ex-workmates.
    • Remind Jane regularly that she has an essay to write. (Yes, it's still there. Get off here and get on with it.)

    That's my plan, then. It seems like a sound one to me.

    The post One A Day, Day 26: One Week To Live appeared first on I'm Not Doctor Who.

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    One A Day, Day 25: CLICK II: Click. Phweeeeeee! https://imnotdoctorwho.moegamer.net/2010/02/11/one-a-day-day-25-click-ii-click-phweeeeeee/ https://imnotdoctorwho.moegamer.net/2010/02/11/one-a-day-day-25-click-ii-click-phweeeeeee/#respond Thu, 11 Feb 2010 20:15:46 +0000 http://angryjedi.wordpress.com/?p=423 Here's the photos from my little wander off into the New Forest the other day. Last time I posted an entry full of photos, my page views spiked up to 70, from averaging around 30 a day. Evidently people have no attention span for writing but O HAI PICTUREZ!! This is a bit of a … Continue reading One A Day, Day 25: CLICK II: Click. Phweeeeeee!

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    Here's the photos from my little wander off into the New Forest the other day. Last time I posted an entry full of photos, my page views spiked up to 70, from averaging around 30 a day. Evidently people have no attention span for writing but O HAI PICTUREZ!!

    This is a bit of a cop-out, I know, so if I can be arsed I'll write something more later. I am tired though, so don't count on it.

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    One A Day, Day 24: Any Other Day https://imnotdoctorwho.moegamer.net/2010/02/10/one-a-day-day-24-any-other-day/ https://imnotdoctorwho.moegamer.net/2010/02/10/one-a-day-day-24-any-other-day/#respond Wed, 10 Feb 2010 21:21:02 +0000 http://angryjedi.wordpress.com/?p=420 There goes another day. There are now two days remaining until the half-term vacation and a well-earned week off for me. I can't wait. I wish I didn't have to go back after said holiday, but at least there isn't that long to survive after it – and then the joy of PAX. Naturally, since … Continue reading One A Day, Day 24: Any Other Day

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    There goes another day. There are now two days remaining until the half-term vacation and a well-earned week off for me. I can't wait. I wish I didn't have to go back after said holiday, but at least there isn't that long to survive after it – and then the joy of PAX.

    Naturally, since I'm nearing the end of one of the more unpleasant chapters of my life, now is the time for the shit to hit the fan. The school is expecting a "progress inspection" from the inspectors who judged it "shit" in the first place (I'm paraphrasing, of course) and that will inevitably involve yet more lesson observations. I'm half tempted to not even try, and let them get a real look at what the kids in that school are like. Why should I put myself out preparing a full-on fancy lesson plan when it only gets judged as "inadequate" by the local authority anyway?

    I forgot to mention about the previous one – the super-ironic thing about that "inadequate" lesson (which my colleague also taught and got judged similarly, remember) is that we were following the guidelines on the National Strategy Framework Bollocks Primary Policy Full Of Shit site, or whatever it's called, to the letter. The lesson we delivered was straight out of the National Framework. And it was "inadequate".

    Stupid.

    On a side note, I have absolutely no idea why that site gives you the opportunity to 1) comment on 2) rate and 3) share its contents on Facebook. It's a huge pile of shit all round, so I urge you all to go there forthwith and troll the comments sections for each page as only the Internet can.

    So what else is going to happen? Well, there's assessments to give in (which I've nearly finished, but not quite – late evening tomorrow… gah) and then there's a parents' evening to look forward to at the beginning of March, at which point I will be counting down the days until I escape so I really have little to no interest in talking to those who spawned the mini-chavs in my care. Actually, there's the potential opportunity for some fun there. There are plenty of kids in that class who need a good bollocking and don't listen when I give it to them, so hopefully the parents will sort them out.

    Or perhaps not; since I've only had four reply slips back so far (and inevitably, all of them want to come in the latest possible time slot, meaning I have to sit twiddling my thumbs for about four hours) there might not be much opportunity to discuss it, particularly as all the parents who have signed up so far are the parents of the few actually nice children in the class.

    Boo! Rubbish.

    One day I'll stop ranting about this. Hopefully it will be the day I leave (or shortly thereafter).

    For now, it's survival. Nearly there, though it was touch and go today for a while – though I did apply for another job that I actually want (as opposed to when I applied for the job I'm currently stuck in, which I applied for because I had to – at the time, I thought I wanted to do this, and there wasn't much else available) so hopefully that will come to something. I currently have three applications pending for different jobs, all of which I very much want. Hopefully one or more of them will find me sufficiently intriguing to interview and/or hire me. Time will tell.

    Now I'm off to play some video games. Ta-ta.

    The post One A Day, Day 24: Any Other Day appeared first on I'm Not Doctor Who.

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    One A Day, Day 23: Freak or... https://imnotdoctorwho.moegamer.net/2010/02/10/one-a-day-day-23-freak-or/ https://imnotdoctorwho.moegamer.net/2010/02/10/one-a-day-day-23-freak-or/#respond Wed, 10 Feb 2010 00:25:20 +0000 http://angryjedi.wordpress.com/?p=417 I looked at myself in the mirror today and something occurred to me. I don't know anyone else who looks like me. This may not sound like a blinding revelation, but in a world that seems to be increasingly filled with clones of people who either want to be in Jersey Shore, Hollyoaks or one … Continue reading One A Day, Day 23: Freak or...

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    I looked at myself in the mirror today and something occurred to me.

    I don't know anyone else who looks like me.

    This may not sound like a blinding revelation, but in a world that seems to be increasingly filled with clones of people who either want to be in Jersey Shore, Hollyoaks or one of Katie "Jordan" Price's myriad pointless television appearances, it's actually quite a nice realisation.

    I mean, okay, I'm nothing special to look at. I haven't cut my hair in ages and I regularly forget to shave when I'm stressed, so I currently look like a cross between, in my wife's word's "Cagney… or Lacey… I forget" and Brian Blessed. I mean, sure, I probably wouldn't look out of place in a gutter right now, grunting and babbling in trampspeak with a bottle of MD 20/20 in one hand and a three-litre bottle of White Lightning in the other, but at least I'm unique. I remain unique even when I do bother to cut my hair and shave.

    Part of this is, of course, due to the fact that I don't know what to say to barbers. I have learned how to ask for two haircuts in my time on this Earth – well, three, actually, if you count "take it all off", which I've never had the guts to do but am morbidly curious about trying sometime. I can ask for a "grade three all over" or a "grade three sides and back, short on top". The grade three on top is low-maintenance. It just grows (at an alarming rate) – but I don't have to do anything with it for several months. The other one requires hair gel, which most mornings I just can't be bothered with.

    That's it, though. I could probably have cool hair if I tried. With the lion's mane currently plonked atop my head, I could probably get it styled into something entertaining and poncey footballerish (at great expense, no doubt). But then I'd have to take care of it, and brush it, and get up early to make sure it still looked all right… No. I can't be bothered with that shit. I'll keep with my Cagney/Lacey/Blessed look for the moment and – here's a deal for you – I will get a haircut and trim my beard to a respectable level when one of the following things happens:

    1) I get a job interview for a job I actually want. (I have two applications for jobs I actually want submitted right now.)

    2) My current shitty teaching job finishes.

    Deal? Deal. Good night.

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    One A Day, Day 22: Haven't Thought This Through https://imnotdoctorwho.moegamer.net/2010/02/08/one-a-day-day-22-havent-thought-this-through/ https://imnotdoctorwho.moegamer.net/2010/02/08/one-a-day-day-22-havent-thought-this-through/#respond Mon, 08 Feb 2010 23:39:05 +0000 http://angryjedi.wordpress.com/?p=414 See title. It's 11:26pm and I haven't thought of something to write about. I did write a lengthy post extolling the virtues of Star Trek Online over at BitMob earlier, so at least I have written something. Still, not thinking things through sometimes leads to some entertaining ramblings of the nonsensical variety. Or sometimes not. … Continue reading One A Day, Day 22: Haven't Thought This Through

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    See title. It's 11:26pm and I haven't thought of something to write about. I did write a lengthy post extolling the virtues of Star Trek Online over at BitMob earlier, so at least I have written something. Still, not thinking things through sometimes leads to some entertaining ramblings of the nonsensical variety. Or sometimes not.

    Let's start by talking about today. That's always a good opening.

    Well, today was another day at work. Same old moans. Stupid children behaving in an annoying manner. Not wanting to be there. And, because it's Monday, that means Meeting Day! Hooray!

    Today's meeting was about special needs provision. Specifically, and hold tight here, it was about IEPs, IBMPs, SA children, SA+ children and all manner of other nonsense that would cause your brain to melt if I explained it. The one thing that struck me, though, as I was sitting bored stiff in this meeting was this: why is one person expected to do all this shit?

    I mean seriously. Think about it for a minute. A teacher is in charge of thirty kids. Their primary role is to teach them. That should be their role. But instead, they also find themselves keeping extensive and boring records of every single little mark, every single little bit of behaviour, every single time the kid looks at them funny – all to use for "evidence". Exactly what it is to be used as "evidence" for is never made explicit. Perhaps there's a global conspiracy involving children, and the UK's teachers are actually secret agents attempting to get to the bottom of it. But somehow I doubt it.

    To get back on the point – yes, a teacher is in charge of thirty kids. But compare this to someone who's in charge of a team of people at work – it tends not to be just one person who is in charge of everything. Say what you like about overmanagement, at least delegating responsibility between several people means that there isn't one person constantly on the verge of a nervous breakdown because they discover they forgot to fill out a form PQX-65-A which was due in yesterday.

    It's bollocks, is what it is. I'm glad I'm leaving.

    What else? Hmm. I took a bunch of photos from my little trip to the forest the other day and finally stuck them on my computer. I'm currently booted into Windows, though, and they're stored on the Mac side. I'll upload them tomorrow if I remember. There are lots of pictures of wild ponies, which look like a cross between a pony and a yak.

    Anything else? Err… I downloaded an iPhone app that purports to analyse your sleep patterns and wake you up when you're in "light sleep". I tried it out this morning and I certainly did wake up gently, though actually getting out of bed was somewhat difficult. I don't think that was anything to do with how I woke up though – more to do with the fact that I knew as soon as I got out of bed, I would be on the way to another horrible day at work. Boo.

    Still, tomorrow is my quiet day at work. Oh! That reminds me. More observations coming up. YAY. Not until the start of March (i.e. just before I finish, making them utterly useless to me) but they're there, waiting on the peripheries of my awareness like a fetid old tramp. That and parent's evening coming up soon, which I really can't be bothered with. "Your child acts like a dick on a daily basis. Next!"

    I think that'll do for now. I'll try and write something more interesting tomorrow. For now, I bid you good night.

    The post One A Day, Day 22: Haven't Thought This Through appeared first on I'm Not Doctor Who.

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    One A Day, Day 21: Fantasy Feedback https://imnotdoctorwho.moegamer.net/2010/02/07/one-a-day-day-21-fantasy-feedback/ https://imnotdoctorwho.moegamer.net/2010/02/07/one-a-day-day-21-fantasy-feedback/#respond Sun, 07 Feb 2010 22:52:34 +0000 http://angryjedi.wordpress.com/?p=412 So, that was the weekend. It went by far too quickly for my liking, but at least it was calm, relaxing and completely stress-free. If only things could be like that all the time, it would be lovely. Of course, I haven't "achieved" very much this weekend (unless you count my promotion to Lieutenant Commander … Continue reading One A Day, Day 21: Fantasy Feedback

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    So, that was the weekend. It went by far too quickly for my liking, but at least it was calm, relaxing and completely stress-free. If only things could be like that all the time, it would be lovely.

    Of course, I haven't "achieved" very much this weekend (unless you count my promotion to Lieutenant Commander in Star Trek Online) but sometimes it's nice to not think about whether or not you should be doing something more important. There is plenty of time for stress in the week, because believe me, it always finds you.

    I have one more week until the week-long half-term vacation from school. After that, it really is counting down the weeks and days until my escape. Once I get to that point, I will be past caring. If the school inspectors turn up to judge me inadequate during those last few weeks, they will get a piece of my mind.

    They probably won't, of course, because I'm far too much of a pussy to stand up to people in most cases, but it's the thought that counts.

    Or maybe I should say something. As I've said in a number of previous entries, teachers suffer in silence all the time. They nod and smile when another item is put on their personal "To-Do" lists without their permission, they grin and bear it when new "initiatives" are launched (and inevitably prove to be completely useless), they fill out their stupid pointless paperwork and then they go and moan in the staffroom. It's the way of things. But I find myself wondering exactly what would happen if someone were to break that barrier and answer back to an OfSTED inspector.

    Maybe it might go something like this:

    INSPECTOR: Would you like some feedback from that lesson?

    TEACHER: No. No I wouldn't. Goodbye.

    INSPECTOR: I really think you should have some feedback from that lesson.

    TEACHER: I, on the other hand, do not. Don't let the door hit you in the arse on the way out.

    INSPECTOR: Your starter was satisfactory and had the children enga-

    TEACHER: Are you deaf as well as stupid? I said no.

    INSPECTOR: …the children were engaged. However, during your input-

    TEACHER: Oh, we're going to do this, are we? All right then. Input? It's called "teaching". Or even "talking". Have you forgotten?

    INSPECTOR: During your input, I would have liked to see more being taught.

    TEACHER: Oh. Sorry. There I was thinking I was singing a song. Not… what's that word for that thing I do when I'm standing at the front… Oh right, teaching.

    INSPECTOR: However, there was a lot of you talking. It would have been nice to-

    TEACHER: So I didn't teach enough, but I talked too much. Right. Do carry on. This is fascinating.

    INSPECTOR: It would have been nice to see the children say a little more on the subject.

    TEACHER: They don't know anything about the subject. That's why I said it was a "new topic". They seemed to understand that. Didn't you?

    INSPECTOR: As a result, the children didn't make enough progress in that lesson.

    TEACHER: Not enough progress? All right. How are you measuring that? Where is your magic "progress-o-meter" that measures how far the children progressed in the twenty minutes out of the hour you came and observed? I bet you have one. I bet it produces charts and graphs and syncs with Microsoft Excel, doesn't it? Mmmm, Excel. You love Excel, don't you? With its charts and its numbers and its ABJECT FUCKING TEDIUM. Just like you really.

    INSPECTOR: So therefore, I am going to have to rate that lesson as inadequate.

    TEACHER: Will it still be inadequate if I punch you in the neck?

    INSPECTOR: What? Yes!

    TEACHER: Well, it doesn't matter, then. (punches Inspector in the neck) This is my most inadequate punch, bitch! You wouldn't want to see my Outstanding one, or even my Good one!

    Oh, what a wonderful experience that would be.

    The sad thing about that fantasy exchange is that the things I quoted the Inspector as saying are the exact things they do say. Utter nonsense, non?

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    One A Day, Day 20: >LOOK https://imnotdoctorwho.moegamer.net/2010/02/06/one-a-day-day-20-look/ https://imnotdoctorwho.moegamer.net/2010/02/06/one-a-day-day-20-look/#comments Sat, 06 Feb 2010 15:41:16 +0000 http://angryjedi.wordpress.com/2010/02/06/one-a-day-day-20-look/ Hill Top You stand atop a gently-rolling hill that is fairly featureless aside from a few bramble bushes, some small, dead-looking trees and, just next to you, a small stone monument. There is a wooden bench here. I'm in the Great Outdoors, specifically the New Forest, though the bit I'm in right now isn't very … Continue reading One A Day, Day 20: >LOOK

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    Hill Top

    You stand atop a gently-rolling hill that is fairly featureless aside from a few bramble bushes, some small, dead-looking trees and, just next to you, a small stone monument.

    There is a wooden bench here.


    I'm in the Great Outdoors, specifically the New Forest, though the bit I'm in right now isn't very foresty. After the week that was, the peace and solitude is just lovely. There are very few people here, and the ones that are here are the type of people who politely say "hello" to you as you pass, even though you've never met them before. They also have dogs with names like Gladstone and Horatio.

    It's striking to me, sitting here now, just as it was when I went to Lepe Beach to take those photos the other day, that there isn't a game out there yet which has got "the great outdoors" right. Games like Oblivion, World of Warcraft and numerous other open-world adventures and RPGs have tried, but none quite capture this feeling of peace and solitude. (Perhaps because wherever you are in an RPG world, you're only ever a stone's throw from something that wants to kill you.)

    Actually, to say that no games have pulled this off is inaccurate. The games that do it best are interactive fiction titles, they of the complete lack of graphics and the only minimum system requirement being an imagination that still works.

    Up here, I'm particularly reminded of Andrew Plotkin's "A Change In The Weather", the only game I know of where your final confrontation is with a thunderstorm. Of course, right now it doesn't look like I'm going to have to race against time to prevent a rickety old bridge from being washed away, but the atmosphere is the same. Peace. Quiet. No-one but you. And definitely no needy, whining, squabbling children, stick-up-their-arse inspectors or faux-concern headteachers.

    Sitting here, you can say "sod off" to the world, and no-one can do a damn thing about it.

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    One A Day, Day 19: The Worst Week https://imnotdoctorwho.moegamer.net/2010/02/06/one-a-day-day-19-the-worst-week/ https://imnotdoctorwho.moegamer.net/2010/02/06/one-a-day-day-19-the-worst-week/#respond Sat, 06 Feb 2010 01:40:51 +0000 http://angryjedi.wordpress.com/2010/02/06/one-a-day-day-19-the-worst-week/ After midnight again… But I haven't gone to sleep yet. Although I will be very shortly. This week has been utterly terrible. Not just for me, but for, it seems, most people. Both my wife and I noticed an alarmingly high number of despairing status updates from our respective Facebook and Twitter friends this week, … Continue reading One A Day, Day 19: The Worst Week

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    After midnight again… But I haven't gone to sleep yet. Although I will be very shortly.

    This week has been utterly terrible. Not just for me, but for, it seems, most people. Both my wife and I noticed an alarmingly high number of despairing status updates from our respective Facebook and Twitter friends this week, yesterday in particular.

    February's always bad. I don't know what it is about it. But it's always shit. And no-one ever does anything about it.

    Of course, that's a stupid statement. What CAN anyone do about it? Nothing. Except maybe declare the whole month a national holiday.

    They should declare the whole month a national holiday!

    All this aside, the week is now effectively over, so I am looking forward to a quiet and pointless weekend.

    What about today? After my inadequacy was made official yesterday, the headteacher came to see me after school. To – get this – "check I'm still on board". Well, no, I resigned, remember? I had to bite my tongue a bit, otherwise I would have exploded at her. I'm in two minds as to whether or not I should have given her a piece of my mind about the utter meaninglessness of those stupid judgements. I'm coming down on the "don't rock the boat" side of things at the moment. Maybe I can tear shit up a bit a little closer to the end.

    One thing I do want to do, though, is write up all the things that I've said are dumb about education as an article and send it somewhere like <a href="TES or even a full-on newspaper. People need to hear about the plight of teachers as so many of them – including myself – suffer in silence and don't stand up to what is effectively bullying from people who have as much value to education as a lump of steaming turd. Actually, the turd is more valuable, as at least it could be discussed in a rather unpleasant Science lesson.

    Anyway. Enough of that for now. It's the weekend. I'm off for some well-earned sleep. Next week is the last week before the week-long half term vacation, then it's the home straight from there.

    G'night.

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    One A Day, Day 18: Another Education Rant https://imnotdoctorwho.moegamer.net/2010/02/04/one-a-day-day-18-another-education-rant/ https://imnotdoctorwho.moegamer.net/2010/02/04/one-a-day-day-18-another-education-rant/#comments Thu, 04 Feb 2010 22:57:33 +0000 http://angryjedi.wordpress.com/?p=407 Today I was told by someone I'd never met before that I was "inadequate". Of course, this is nothing unusual to me, as my romantic history prior to meeting my wife will attest, but for someone to come in, watch you doing your job for twenty minutes and then make a summary judgement about your … Continue reading One A Day, Day 18: Another Education Rant

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    Today I was told by someone I'd never met before that I was "inadequate". Of course, this is nothing unusual to me, as my romantic history prior to meeting my wife will attest, but for someone to come in, watch you doing your job for twenty minutes and then make a summary judgement about your competence (or lack thereof) smacks of… well, bollocks, frankly.

    This is one of the (many) things that is wrong with the education system. Ticklists of criteria that need to be followed. Nonsense feedback that doesn't help in the slightest (I "didn't teach enough" but I "talked too much", apparently – gee, thanks, that really clears that up). The fact that you are deemed to be a terrible person if you forget to give the children a formulaic ticklist of their own to copy into their books on the board.

    Today's lesson was the first session of a new topic on poetry. The children hadn't done much on poetry previously, and what little they had done was some time ago. So the plan which the Year 4 team (two other teachers and me) had come up with was to give them an opportunity to look at a poem and give their immediate responses, and demonstrate those responses through drawings, movement and drama. Bullshit, I know, but apparently reading a poem and talking about the language in it isn't enough for children these days. Or maybe it is, given that not only I, but also my colleague who taught the same lesson at the same time was also judged to be "inadequate".

    Still, fuck those ratings. Doubly so because just a month or so back I was judged as "satisfactory with some good elements". Don't let that faint praise hit you in the ass on the way out, Ms Inspector.

    I can't have changed that much in that time. I'll tell you what can change, though – the behaviour of children. I briefed the kids before the observer arrived today that I was expecting their best behaviour and they still decided to be little fucks and whinge and moan and complain even when trying to do the simplest possible thing.

    As always, there was absolutely no helpful advice given whatsoever to deal with this sort of thing. The usual advice is "you need to develop some strategies". Thanks. Those would be…? "Develop some strategies. Build an action plan." Fuck off.

    I may be ranting about this, but I'm actually less pissed off about this than I would have been before I'd put in my resignation. Now I know that these sort of ridiculous judgements don't mean anything to me I can shrug them off. It doesn't make the education system any better, however, because these same judgements are applied to all schools, whether they're the posh school in the country village that is filled with nothing but children who have been able to read, write and add up since the age of 3, or a school with a largely transient population like where I am now. You can't compare the two things. You can't compare the amount of progress an upper-middle class child with a perfect home life and parental support makes with that of a Nepalese immigrant whose parent(s) don't speak English, or that of the kid whose Dad beats the crap out of his Mum on a regular basis.

    These backgrounds don't excuse behaviour, as I've said previously, but they do affect how good their work is going to be. Kids develop with parental support. It's not just the teachers' job to instill knowledge and discipline in them – lots of that needs to come from the parents, too – and it doesn't. And when it doesn't, guess who gets blamed? That's right, the teachers.

    So fuck teaching. If you're considering going into it, just don't, unless you particularly enjoy someone you've never met calling you "inadequate" to your face and expecting you not to punch them very hard in the neck.

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    One A Day, Day 17: Desk https://imnotdoctorwho.moegamer.net/2010/02/03/one-a-day-day-17-desk/ https://imnotdoctorwho.moegamer.net/2010/02/03/one-a-day-day-17-desk/#respond Wed, 03 Feb 2010 23:17:00 +0000 http://angryjedi.wordpress.com/?p=405 Never one to shy away from a good meme (with #oneaday itself being something of a meme anyway – and with "desk" being something of an unintentional one from the looks of things), here we are. In front of me is my 24 inch iMac, white plastic model, the generation before they went all metallic … Continue reading One A Day, Day 17: Desk

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    Never one to shy away from a good meme (with #oneaday itself being something of a meme anyway – and with "desk" being something of an unintentional one from the looks of things), here we are.

    In front of me is my 24 inch iMac, white plastic model, the generation before they went all metallic and shiny. It has a new-style Apple keyboard and a Logitech mouse because I loathe and detest the Mighty Mouse. To the right of the mouse, laying on its side is an iPod Shuffle 1GB that I got out the other day with the intention of putting some music on for exercise purposes… then didn't.

    To the left of the iMac is a stack of three blank DVD/CD spindles. One of them only has a couple of discs left, but the other two are full. In front of the DVD spindles are four pens – a green whiteboard marker, a green biro, a black Berol handwriting pen and an interactive whiteboard pen. There's also a pair of metal scissors, a roll of Sellotape and a bottle of Niceday knockoff Tippex. Sorry, "correction fluid".

    Further left still, there's a Sony CRT Trinitron KV-1440UB TV-monitor which has been in good working order ever since the late 80s and early 90s. Sitting on top of the Sony screen is an Atari 800XL, a Zipstik and a Quickshot joystick.

    Underneath the desk is a semi-transparent plastic tote containing an assortment of PC games that I haven't played for years. On top of that is a brown leather document wallet containing my passport, marriage certificate, university degree and teaching qualification and Criminal Records Bureau Enhanced Disclosure paperwork proving I am not a criminal. There is also an expanding sectioned file thing with a broken clasp so it won't close. This contains everything from bills to strange bits of forgotten-purpose paper to TV licenses to paperwork from houses I don't live in any more.

    There are some shelves under the desk. On one of the shelves sits an Atari 1050 floppy disk drive, a few more PC games and some cardboard document folders.

    The drawers to the left of my desk are broken. Try and pull one out and the front simply falls off.

    In summary: I need a new desk that is bigger than this cluttered shitheap.

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    One A Day, Day 16: Set a Better Example https://imnotdoctorwho.moegamer.net/2010/02/02/one-a-day-day-16-set-a-better-example/ https://imnotdoctorwho.moegamer.net/2010/02/02/one-a-day-day-16-set-a-better-example/#comments Tue, 02 Feb 2010 13:10:24 +0000 http://angryjedi.wordpress.com/?p=403 I've ranted about kids' behaviour before, and probably will do so again, especially as it's coming up to the half-term holidays and behaviour takes an inevitable hit at those times as excitement builds. Of course, at this school, behaviour is on the decline anyway, so that's small consolation. But what about the rest of us? … Continue reading One A Day, Day 16: Set a Better Example

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    I've ranted about kids' behaviour before, and probably will do so again, especially as it's coming up to the half-term holidays and behaviour takes an inevitable hit at those times as excitement builds. Of course, at this school, behaviour is on the decline anyway, so that's small consolation.

    But what about the rest of us? How are we behaving? Well, when you think about it, there are a lot of parallels between the poor behaviour of children and the way adults act around each other. And it's not a good thing in many cases.

    Look at something as simple as lining up – an activity which my class (and most of the others in the school) seem to have tremendous difficulty with. It should be a case of the teacher saying "line up" and then the kids… well, lining up. It's not, as they say, rocket science. However, watch these kids attempting to do this simple activity and you'll see pushing, shoving, kids changing places, pushing in, shoving people around and generally not doing the whole "respectful" thing.

    Now think back to the last time you drove on a motorway. One of several things probably happened – firstly, you may well have been driving along in the fast lane, overtaking cars that were going slower than you and possibly (naughty naughty) breaking the speed limit of 70mph a little bit yourself. The longer you stay in the fast lane, the closer the probability of someone driving either a BMW, a Mercedes, an Audi or a 4×4 behemoth coming up behind you at twice the speed you're doing, flashing their lights and getting pissy if you don't move, possibly weaving unsafely around the other slower cars in the other lanes just to get past you. There are, in many cases, kids in the back of these cars.

    Secondly, if you've been stuck in a traffic jam recently (and thanks to whateverthefuck Winchester's town planners have done to the route to the motorway, I get stuck in one every bastard day) you'll inevitably see at least five douchebags changing lanes every three second in an attempt to get to the "front" (and I use the term loosely, since I don't believe there ever is a "front" to a traffic jam on a motorway) and irritate everyone else. Again, there are, in many cases, kids in the back of these cars.

    Pushing. Shoving. Being aggressive. See the parallels?

    Then there's violence. Kids thump each other all the time. But why? It could be violent video games (which they shouldn't be playing). It could be violent TV (which they shouldn't be watching). Or it could be violent parents or older siblings setting that example.

    The list goes on. Alcohol abuse. Drug abuse. Treating people as sex objects rather than, you know, people. I could go on. But I won't. At least not right now.

    My point, then, is this:

    Grown-ups. Children are watching, so grow the fuck up.

    The best teacher in the world isn't going to change a child's behaviour if there isn't the backup from the parental side of things. And I know there are parents out there who do set good examples, take an interest in their children and make an effort not to turn them into douchebags. But there are just as many – and it's a growing number – who don't give a toss, or worse, think it's somehow funny or endearing that their children act like thugs.

    In unrelated news, Mass Effect 2 is frickin' amazing.

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    One A Day, Day 15: Blips https://imnotdoctorwho.moegamer.net/2010/02/01/one-a-day-day-15-blips/ https://imnotdoctorwho.moegamer.net/2010/02/01/one-a-day-day-15-blips/#respond Mon, 01 Feb 2010 20:28:42 +0000 http://angryjedi.wordpress.com/?p=400 Blips today. Nothing that interesting to say, so I'll go with the snippet approach. Back to work today. Boo. But at least I could get away with making them all do a writing test this morning, so I didn't have to do very much for the first hour or so. Hooray! I also tidied my … Continue reading One A Day, Day 15: Blips

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    Blips today. Nothing that interesting to say, so I'll go with the snippet approach.

    Back to work today. Boo. But at least I could get away with making them all do a writing test this morning, so I didn't have to do very much for the first hour or so. Hooray! I also tidied my classroom and filed the bajillion bits of paper that were littering the top of my desk… some (well, most) into the bin and others into actual files with dividers and everything. Suddenly, by doing that, I feel a bit less incompetent. Still doesn't make me want to carry on though – teaching's had its chance.

    Took me two hours to get to work this morning. It's usually an hour's drive. The last hour was taken up by the last three miles of the journey. It was one of those annoying traffic jams where it wasn't at all obvious what the problem was – and there probably wasn't anything at the front of it. It had snowed a little bit, but not enough to make the roads perilous, so I'm not sure that could be an excuse. I could be wrong though.

    Currently installing Mass Effect 2. I've been replaying the prequel as a Renegade (went as a Paragon on my first playthrough) but overenthusiastic tweets from friends have made me want to jump on board and import my old Paragon character.

    Also found one of the best apps out there for iPhone 1st gen/3G owners – iVideoCamera. It's 59p and is a fully-functional video camera with export to camera roll, Twitter, YouTube and Wi-Fi. The quality isn't quite as good as with a proper 3GS, but it's certainly acceptable. You can use it in either 160xsomething mode at full frame rate for unlimited recording, or 320xsomething at 10fps for "high quality" mode. Both look just fine, and are certainly enough to shoot a quick video and post to Twitter or something. So if you still have a 3G like me, then it's a great app. And cheap.

    Well, that's about that for today. Sorry I don't have more to say. But the whole thing with "one a day" is that not every day is vastly interesting. Go and look at my photos from yesterday if you haven't already. The low-level pebbly beach shot with the nice depth of field is currently my desktop background.

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    One A Day, Day 14: CLICK. https://imnotdoctorwho.moegamer.net/2010/01/31/one-a-day-day-14-click/ https://imnotdoctorwho.moegamer.net/2010/01/31/one-a-day-day-14-click/#respond Sun, 31 Jan 2010 18:17:22 +0000 http://angryjedi.wordpress.com/?p=373 Well, we took our photography trip. So, without further ado, here's a selection. These haven't been adjusted or fiddled around with yet, so some of them are a bit dark and the white balance is a bit wonky on some of them as Sam and I were experimenting with settings. Still, I thought I'd share … Continue reading One A Day, Day 14: CLICK.

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    Well, we took our photography trip. So, without further ado, here's a selection. These haven't been adjusted or fiddled around with yet, so some of them are a bit dark and the white balance is a bit wonky on some of them as Sam and I were experimenting with settings. Still, I thought I'd share anyway.

    These were taken at Lepe Country Park, which is here. It's a relatively unremarkable beach, but it has a few hidden interesting bits, and some D-Day remains if you're willing to walk far enough. Plus, of course, pebbles, sand and seaweed. Apparently between April and September part of it is a bathing beach but I can't imagine dipping myself into that grotty water and coming out alive.

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    One A Day, Day 13: Round Midnight https://imnotdoctorwho.moegamer.net/2010/01/31/one-a-day-day-13-round-midnight/ https://imnotdoctorwho.moegamer.net/2010/01/31/one-a-day-day-13-round-midnight/#comments Sun, 31 Jan 2010 01:00:18 +0000 http://angryjedi.wordpress.com/?p=371 Yes, I'm aware it's after midnight. But the official One A Day rules clearly state (somewhere… possibly not on that page, but I can't be bothered to look it up right now) that the "day" is from when you get up until when you go to bed. And I'm not in bed yet. So there. … Continue reading One A Day, Day 13: Round Midnight

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    Yes, I'm aware it's after midnight. But the official One A Day rules clearly state (somewhere… possibly not on that page, but I can't be bothered to look it up right now) that the "day" is from when you get up until when you go to bed. And I'm not in bed yet. So there.

    It is, however, late, so this entry is going to be somewhat phoned in. Fortunately, there's not a great deal to talk about today. Got up, played some Mass Effect in preparation for the sequel, played some Star Trek Online (which the official Head Start has now begun for) and went to my buddy Sam's for some board games, Chinese and booze. We played Power Grid. I lost. Then we played Carcassonne, and I also lost. Still, never mind. It's the taking part that counts, and all that.

    We did rediscover the wonder of gin and tonic though. In recent years, I've found that a lot of booze leaves me with an unpleasant feeling of heartburn very quickly, meaning I can't drink much of a lot of things and when I do, I don't enjoy them that much. The G&Ts we had tonight went down rather too smoothly if anything, and made the already-lengthy game of Power Grid last even longer than usual. That's no bad thing, though, since it's a fun game that taxes your brain.

    Tomorrow I may be taking a trip with Sam to take some photos. Haven't got my camera out to take some proper photos for ages, so if we do go it'll be good to get back into it. Interesting ones will, of course, be shared here.

    Right. Now it's time for bed. G'nite.

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    One A Day, Day 12: It's pronounced B-O-LL-O-CK-S. https://imnotdoctorwho.moegamer.net/2010/01/29/one-a-day-day-12-its-pronounced-b-o-ll-o-ck-s/ https://imnotdoctorwho.moegamer.net/2010/01/29/one-a-day-day-12-its-pronounced-b-o-ll-o-ck-s/#respond Fri, 29 Jan 2010 21:31:30 +0000 http://angryjedi.wordpress.com/?p=368 Good evening! Since my wife's viewing of televisual car crash Popstar to Opera Star precludes my playing of Mass Effect and its sequel on the TV, and Star Trek Online has decided to update itself with a patch that will take 5 hours to download on Steam (despite the fact I was playing it earlier … Continue reading One A Day, Day 12: It's pronounced B-O-LL-O-CK-S.

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    Good evening! Since my wife's viewing of televisual car crash Popstar to Opera Star precludes my playing of Mass Effect and its sequel on the TV, and Star Trek Online has decided to update itself with a patch that will take 5 hours to download on Steam (despite the fact I was playing it earlier with no problems), now's as good a time as any to get today's entry done.

    Today I would like to rant about phonics, since I had a long, boring, pointless and patronising training day on this very subject today.

    For the uninitiated, phonics is the theory which suggests that children should learn reading by sounding out individual phonemes in words, then learn how to "blend" them together where appropriate. It also suggests that it's sensible to teach six-year olds the words "morpheme", "phoneme", "grapheme", "digraph" and "trigraph" – words which I didn't come across until I studied English Language at A-level (age 16-18) and again at university.

    The flaw, in case you haven't spotted it, is that English isn't a phonetic language. We have so many different ways of pronouncing each letter in our alphabet that using phonics to teach reading quickly becomes useless – and in the meantime, it fucks up spelling ability.

    As if to emphasise this point, the official materials for teaching phonics from the government include an appendix of the most "high-frequency" words in the English language. Out of the thirty most-used words in the English language, fourteen of them are designated "tricky" words, which means that the phonics rules don't apply to them. Well, if the phonics rules don't apply to almost half of the most common words in the language, exactly what use is it to anyone?

    The funny thing is, I can't remember how I learned to read. I imagine that's not an uncommon thought – childhood memories fade over time, after all – but I'm pretty sure it didn't involve phonics at any point. I can tell this because I can spell, and don't think that because "rough" is pronounced "r-u-ff" that it should be spelled that way too, which is what I see kids doing on a daily basis.

    It's difficult to know what to suggest, though. Phonics is fashionable. Someone somewhere said it was "good" and it stuck. As with most fashions, this is nothing to do with how good it is. It is simply the "in" thing at the time.

    It doesn't help, of course, that the leader of today's training day was a patronising, aggressive middle-aged harpy who clearly had a chip on her shoulder about something. Her holier-than-thou attitude towards phonics and teaching reading and her steadfast refusal to consider any alternatives (even doing an arrogant "shaking head" movement whenever anyone raised a point she didn't agree with) made everyone resent the process even more than its inherent stupidity already did.

    This video pretty much sums up the problem:

    (Thanks to Jeff Parsons for bringing this to my attention.)

    Here's a poem, too. Don't say I'm not good to you.

    I take it you already know
    Of tough and bough and cough and dough?
    Others may stumble, but not you,
    On hiccough, thorough, lough and through?
    Well done! And now you wish, perhaps,
    To learn of less familiar traps?
    Beware of heard, a dreadful word
    That looks like beard and sounds like bird,
    And dead: it’s said like bed, not bead –
    For goodness sake don’t call it deed!
    Watch out for meat and great and threat
    (They rhyme with suite and straight and debt).
    A moth is not a moth in mother,
    Nor both in bother, broth in brother,
    And here is not a match for there
    Nor dear and fear for bear and pear,
    And then there’s dose and rose and lose –
    Just look them up – and goose and choose,
    And cork and work and card and ward,
    And font and front and word and sword,
    And do and go and thwart and cart –
    Come, come, I’ve hardly made a start!
    A dreadful language? Man alive!
    I’d mastered it when I was five!

    Quoted by Vivian Cook and Melvin Bragg 2004,
    by Richard Krogh, in D Bolinger & D A Sears, Aspects of Language, 1981,
    and in Spelling Progress Bulletin March 1961, Brush up on your English.

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    One A Day, Day 11: Violet Tendencies https://imnotdoctorwho.moegamer.net/2010/01/28/one-a-day-day-11-violet-tendencies/ https://imnotdoctorwho.moegamer.net/2010/01/28/one-a-day-day-11-violet-tendencies/#respond Thu, 28 Jan 2010 19:44:04 +0000 http://angryjedi.wordpress.com/?p=366 Just completed an interactive fiction title called "Violet". It's been a while since I played an IF game from start to finish so my puzzle-solving is a bit rusty. Fortunately, Violet is one of those games where the focus is not so much on the puzzle-solving, rather on the entertaining prose and bizarre situations you … Continue reading One A Day, Day 11: Violet Tendencies

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    Just completed an interactive fiction title called "Violet". It's been a while since I played an IF game from start to finish so my puzzle-solving is a bit rusty. Fortunately, Violet is one of those games where the focus is not so much on the puzzle-solving, rather on the entertaining prose and bizarre situations you find yourself in.

    It's a "one-room" game, meaning you're confined to one place for the duration of the game and have a number of challenges to overcome. In this case, you're a struggling PhD student trying to write your dissertation. Your Aussie girlfriend, the titular Violet, has issued you an ultimatum to spur you into action against your own procrastination: write a thousand words today, or she's flying back to Australia, never to return.

    It sounds simple. The instructions at the start of the game tell you that "all you need to do is WRITE". So you type "WRITE"… and thus begins a long sequence of hilarious distractions from the job at hand, which I won't spoil for you here. Suffice it to say, by the end of the experience you've suffered a number of amusing mishaps that do nothing for your dignity.

    The interesting thing with Violet is its writing. Most IF is written in a second-person perspective, with an omnipresent, omniscient narrator that tells you what you're doing and whether what you're trying to do is successful. Violet, conversely, is written from the perspective of Violet, or more specifically, "your" memory of Violet. This means that the narrator's attention is just as likely to wander as your own, with a number of cheeky asides about your coworkers, old flames and seeming inability to get anything useful done cropping up throughout the course of the story as you desperately do something – anything – to keep your mind on your work. It also means that there's a lot of character in even the simplest of interactions – the traditional "Taken." prompt upon picking something up is replaced by Violet saying something like "Yours, wallaroo" or a variety of other pet names. Despite Violet not being physically present throughout, her comments (or rather, what you imagine her comments would be) on the various things you do and the objects you look at give you a good insight into the characters of both the protagonist and Violet herself.

    It's a great little story that starts with a vaguely serious tone and ends up somewhat farcical. It's pleasantly short, too, with a hint system (and no penalty for using it) for those who simply want to enjoy the tale without having to think too much.

    You can download it here – there's full instructions on how to get it up and running on your system on that site. If you have Frotz for iPhone, you can download it straight into the app.

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    One A Day, Day 10: On The Edge https://imnotdoctorwho.moegamer.net/2010/01/27/one-a-day-day-10-on-the-edge/ https://imnotdoctorwho.moegamer.net/2010/01/27/one-a-day-day-10-on-the-edge/#respond Wed, 27 Jan 2010 22:28:12 +0000 http://angryjedi.wordpress.com/?p=364 Part the First Horrible day today. The behaviour of the children is getting worse and worse and I feel powerless to do anything about it. Probably because I am powerless to do anything about it. My predecessor apparently used to "bellow" at them every so often to get them to be quiet, but last time … Continue reading One A Day, Day 10: On The Edge

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    Part the First

    Horrible day today. The behaviour of the children is getting worse and worse and I feel powerless to do anything about it. Probably because I am powerless to do anything about it. My predecessor apparently used to "bellow" at them every so often to get them to be quiet, but last time I bellowed at them (which got the point across nicely, incidentally) I ended up being the one getting told off for it. Which is pretty ridiculous, really.

    I've said it before, I'll say it again. Children respond to shock tactics and humiliation. The stupid culture of reward that is instilled in modern education now does not achieve anything. When you reward children for everything, including sitting down on a chair (I'm not joking) all rewards completely lose their impact and all you're left with are punishments… which don't work because the kids don't respect adults. It's a complete no-win situation and short of a drastic shakeup of the education system, I don't see a way forward. But it's not politically correct to punish children. It's not even politically correct to shout at them any more. Teachers are impotent in the face of poor behaviour.

    Take one kid in my class. I won't use his real name. Let's call him Jack. No, actually, let's call him Cock. Because he is.

    Cock has a difficult home life – one of those indecipherable ones involving domestic violence and on-off relationships. As a result (apparently) he's become the person he is – rude, argumentative, confrontational, violent, cheeky and lazy. The school he's at now – where I teach him – was about his third in the space of a couple of months when he arrived.

    I can't do anything with him. And when he chooses to kick off, he drags the rest of the class along with him. Because, being kids, they find it hilarious when he lies on the floor, or runs around chasing people, or starts shouting "The Pakistanis are coming!". In a school with a rather large ethnic minority population.

    And there's nothing you can do about it. He's been spoken to by me and senior members of staff at the school. His parents have been spoken to. He's had letters home. He has special sessions with teaching assistants. Yet still he's an asshole. His home life is used as a constant excuse for his shitty behaviour. And while it may upset him, that's still not an excuse. There's too much hand-wringing over what are delightfully termed "challenging" children. They should suffer the consequences of poor behaviour just like everyone else. Except no-one else really suffers any consequences either.

    Right. Starting to see the problem here.

    Still, after handing in my written resignation I calculated today that I only have 51 days until my escape – only 35 of which are actually teaching days. Which is nice. Beginning to wish I had just given them a week's notice and buggered off.

    Part the Second

    So Apple finally announced the iPad, the official name of the "Apple tablet" which everyone has inexplicably known about for months. And already there are painfully unfunny jokes going around about the "iTampon". I may just be grumpy because of a shit day, but I don't find that even a little bit funny – largely because we've had things called "[something] pad" for years and no-one has ever commented. My estimation of the intelligence of the Internet has just dropped a notch, and I'm reminded of something Mark Whiting of the Squadron of Shame said on our Deus Ex podcast – "Back in '99 we all thought the Internet would turn into SkyNet. This was before we knew it would turn into 4Chan."

    As for the device itself… it's a big iPhone which, at this time, I have no interest in owning. I like proper computers too much to even consider a tablet. Call me a traditionalist.

    Part the Third

    At the time of writing, in 12 hours' time, there will be something exciting announced on Good Old Games. They have been cock-teasing everybody for the last few days on Facebook and Twitter… tomorrow we'll get to finally find out what the big news is. I'm certainly intrigued. You should be too.

    Now it's late. Time for bed for me. This entry has been fragmented, but so has my brain. I really don't want to have to go in and deal with those kids again tomorrow… but I have to just keep counting down to first freedom and then an undoubtedly awesome time at PAX East. I can't wait. For either thing.

    Good night.

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    One A Day, Day 9: All Wound Up https://imnotdoctorwho.moegamer.net/2010/01/26/one-a-day-day-9-all-wound-up/ https://imnotdoctorwho.moegamer.net/2010/01/26/one-a-day-day-9-all-wound-up/#respond Tue, 26 Jan 2010 18:09:33 +0000 http://angryjedi.wordpress.com/?p=361 All wound up, on the edge, terrified. Sleep disturbed, restless mind, petrified. Bouts of fear permeate all I see. Heightening nervousness threatens me. That's the opening to Dream Theater's Panic Attack, a song I adore both for its Castlevania-esque piano/orchestra/choir breaks every so often but also for its blunt, honest portrayal of what it feels … Continue reading One A Day, Day 9: All Wound Up

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    All wound up, on the edge, terrified. Sleep disturbed, restless mind, petrified. Bouts of fear permeate all I see. Heightening nervousness threatens me.

    That's the opening to Dream Theater's Panic Attack, a song I adore both for its Castlevania-esque piano/orchestra/choir breaks every so often but also for its blunt, honest portrayal of what it feels like to have a mind that's so stressed out it feels like you might explode.

    Feeling that right now. The pounding inside my head isn't helping the feeling, as I have a headache from the very depths of R'lyeh to contend with at the moment and I am holding the annoying children I have to endure for my day job personally responsible. Tuesday is supposed to be my "quiet day", with the morning spent doing planning for the upcoming week, but the kids I teach more than made up for me not having the morning with them by not shutting up for the whole bloody afternoon. It didn't help that our Maths lesson was interrupted by having to line up, go downstairs and watch twenty minutes of Indian dancing before going back to finish off a task which they didn't understand not because it was too difficult for them but because they didn't fucking listen the first time and the second time and the third time I explained what the little shits were supposed to be doing.

    Arrrrgh! How annoying!

    *breathes*

    So how are you, reader? I hope my misfortune is either entertaining, eye-opening or both to you. The main reason today didn't give me a complete nervous breakdown is the knowledge that it's not forever. The only thing I wish I didn't have to deal with is the fact that the school I work at is in "special measures", which means that government inspectors (who have probably never spent even a single hour at the chalkface) came around to look at it (before I arrived, I might add) and judged it as "failing". Like I said in the last post I mentioned this in, the fact that we can get any work at all out of some of these horrendous children is a minor miracle. Still, the government judges the school as "failing", which means extra stress for everyone involved as the inspectors return every so often at very short notice to come and see how things are improving. This also means we have people from the local education authority coming at short notice to see how things are doing. This means we have lesson observations at incredibly inconvenient times, like next week. At least whatever outcome this observation has no longer matters for me, though I feel for my poor colleague in the classroom next door who not only has a lesson observation but also has to spend a protracted amount of time in the company of The Most Miserable Woman In The World talking about assessments we haven't done yet.

    I am clearly making the right decision to escape from this as early as possible. There will be no regrets. At least when I look back on the three years and one term that I've spent as a teacher, I have enough experience to say 1) "I'm never doing that again!" and 2) "Thinking about teaching? DON'T BE AN IDIOT."

    Now there's something they don't say in their patronising, unrealistic adverts.

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    One A Day, Day 8: Success! https://imnotdoctorwho.moegamer.net/2010/01/25/one-a-day-day-8-success/ https://imnotdoctorwho.moegamer.net/2010/01/25/one-a-day-day-8-success/#comments Mon, 25 Jan 2010 21:14:28 +0000 http://angryjedi.wordpress.com/?p=359 I have successfully managed to arrange my escape from my job! Went to see my boss today and, as it turns out, I was only obliged to give one week's notice to quit. As tempting as it was to say "Well, I'll bugger off next week then. Ta-ra!" I decided against it so I can … Continue reading One A Day, Day 8: Success!

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

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

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

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

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

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

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    One A Day, Day 7: Achievement Unlocked! https://imnotdoctorwho.moegamer.net/2010/01/24/one-a-day-day-7-achievement-unlocked/ https://imnotdoctorwho.moegamer.net/2010/01/24/one-a-day-day-7-achievement-unlocked/#comments Sun, 24 Jan 2010 17:30:11 +0000 http://angryjedi.wordpress.com/?p=355 That's one week of continuous blogging. Achievement unlocked! Okay, some of the entries have been fairly pointless so far, but at least I'm writing something, and there's no better practice at writing than to actually do it. Just been for a run – my third this week. This means I've successfully completed the first week … Continue reading One A Day, Day 7: Achievement Unlocked!

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

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

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

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

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

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

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

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    One A Day, Day 6: LOADING... https://imnotdoctorwho.moegamer.net/2010/01/23/one-a-day-day-6-loading/ https://imnotdoctorwho.moegamer.net/2010/01/23/one-a-day-day-6-loading/#comments Sat, 23 Jan 2010 20:14:08 +0000 http://angryjedi.wordpress.com/?p=352 I'm writing this while I'm waiting for BitMob's idiosyncratic blog editing software, MyBlog, to load. The tag database on BitMob is now so big that it takes 2-3 minutes to load the editor now. It was irritating the first time it happened, but I'm sort of used to it now. You quickly get into the … Continue reading One A Day, Day 6: LOADING...

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    I'm writing this while I'm waiting for BitMob's idiosyncratic blog editing software, MyBlog, to load. The tag database on BitMob is now so big that it takes 2-3 minutes to load the editor now. It was irritating the first time it happened, but I'm sort of used to it now. You quickly get into the habit of doing something else while it loads. And talking of BitMob, if you haven't checked out my "Bayonetta as a text adventure" article over there yet, go take a look. People who have read it seem to dig it, so thank you so much to those of you who have read, commented and retweeted it. There will be more along those lines sometime soon.

    Today has been a pleasurably useless day. Got up late, played a bit of Demon's Souls, including beating the second boss first time thanks to the assistance of a phantom I summoned in to assist. That is a fantastic feature – players being able to mark themselves as available for assistance, and other players being able to "borrow" them to help them through tough sections. It's a nice idea, and the fact the other player enters your world as a phantom at least goes some way to justifying the difficulty in voice chatting on the PS3. Sort of.

    Then I had lunch and played a bit more of Star Trek Online. The open beta is coming to an end soon, and they've unlocked the other sectors and removed the level cap for now. The intrepid Mike Minotti took an expedition over to Deep Space Nine and immediately suffered an intense nerdgasm. I'm looking forward to seeing it for myself – going to play a little more tonight. Cryptic have done a great job of creating an MMO that's a little bit different from all the me-too WoW clones out there. Ground combat is a little more fast-paced than most MMOs, while space combat is just magnificent, particularly when you're working with other players.

    Then I went for a run. For those of you who were asking about the site I mentioned a few days ago, this is it. I've done two of the first week's workouts this week, and need to fit my other one in tomorrow to keep on schedule. Should be eminently doable though. My current "pace" is to run for 60 seconds, walk for 90 seconds, then run again, then walk again, and so on. It works, and I felt like I could have kept going for a little longer than the just-under-30-minutes I did today. It's definitely better to do it like that rather than attempt to keep running, running, running and become completely demoralised when you realise you can't do it, gasping for breath after a few hundred yards. And when I say "you" I, of course, mean "I". Want to see my route? Here. Gotta love the iPhone.

    So this evening will be more of the same, I imagine. Planning on hitting up Star Trek Online for a bit more space-based entertainment in a little while, though I have a rough idea for an article on BitMob to fiddle around with first.

    Have a fine and pleasant evening, y'all.

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    One A Day, Day 5: It's the Weekend! https://imnotdoctorwho.moegamer.net/2010/01/22/one-a-day-day-5-its-the-weekend/ https://imnotdoctorwho.moegamer.net/2010/01/22/one-a-day-day-5-its-the-weekend/#respond Fri, 22 Jan 2010 20:20:29 +0000 http://angryjedi.wordpress.com/?p=350 Yes, it's the weekend, assuming you've finished work. As much as a love the end of a working week, I find something profoundly irritating about people who talk about the weekend as if it's some sort of magical entity capable of curing all evils and making the world a better place. It's not magical. It's … Continue reading One A Day, Day 5: It's the Weekend!

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    Yes, it's the weekend, assuming you've finished work.

    As much as a love the end of a working week, I find something profoundly irritating about people who talk about the weekend as if it's some sort of magical entity capable of curing all evils and making the world a better place. It's not magical. It's two days off, after which you'll have to go back to your stultifyingly boring and depressing job, coming just to the borderline of seriously contemplating slitting your wrists by Friday, before you get to go home, get some actual sleep, spend two days wanking and crying then start the whole hideous process over again.

    The worst culprit for weekend-hype is Annie Mac's show on BBC Radio 1. Radio 1 is irritating at the best of times, but Mac's show takes the biscuit. Her jingles seem to consist entirely of either airhorn noises (the use of which seems to be growing in popularity, annoyingly) or special needs people yelling "It's FRIDAY!" then giggling like they've got a wasp in their Jap's-eye and don't know whether it tickles or really fucking hurts. Take a listen if you can stomach it. The thing is, some of the music she plays is actually quite good for a Friday night drive home. But as soon as she starts talking or pressing the magic noise-making buttons on her console, I want to throw smelly things through my radio into her stupid face.

    Still. The weekend is good in that you can sleep in and then get things done that you've been intending to do all week. Or, indeed, spend two continuous days wanking and crying, as intimated earlier. Both are perfectly acceptable uses of your time. The choice is yours.

    I know what I'm planning to do.

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    One A Day, Day 4: Blurring Realities https://imnotdoctorwho.moegamer.net/2010/01/21/one-a-day-day-4-blurring-realities/ https://imnotdoctorwho.moegamer.net/2010/01/21/one-a-day-day-4-blurring-realities/#comments Thu, 21 Jan 2010 20:45:51 +0000 http://angryjedi.wordpress.com/?p=346 I bought a ticket for PAX East yesterday. I don't know if I'm going yet (the twin barriers of not yet having a plane ticket and not yet having resigned from my shitty job currently standing in the way), but the sheer prospect of going and being able to meet my buddies from the Squadron … Continue reading One A Day, Day 4: Blurring Realities

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    I bought a ticket for PAX East yesterday. I don't know if I'm going yet (the twin barriers of not yet having a plane ticket and not yet having resigned from my shitty job currently standing in the way), but the sheer prospect of going and being able to meet my buddies from the Squadron of Shame – some for the first time, some for the second time – is enormously exciting. The age of the Internet has given us that curious phenomenon of the "friend-not-met" (thanks to Jenn Frank for educating me in the ways of FOAF some time back) where there are people out there whom you feel very close to despite never having seen their face outside blurry Facebook pictures or iPhone uStream feeds while they're recording a podcast. You know, for example.

    But the Squad are just that. I may be a couple of thousand miles away from them, but they're my bros, my buddies, the legen-wait for it-dary ones, that sort of thing. Which is why the opportunity to potentially meet so many of them in one place at such a massive nerdgasm as PAX will be beyond awesome – even if podcast host Chris' revelation that "if someone threw a grenade in there, they'd wipe out the whole Squad" was somewhat chilling. Who would play Pathologic and then podcast about it for three hours then? (Of course, it may be your opinion that the world can do without three-hour long podcasts on the subject of Pathologic, but that's a discussion for another day.)

    It's pretty awesome that the Internet, as well as being the home of ridiculous chavs like this, can also be the home of genuine friendships and new ways to stay in touch. I know that every time I sit down and listen to the Exploding Barrel Podcast, for example, it's like I'm hanging out with Mike Minotti of Bitmob (as he now prefers to be known, formerly Tolkoto) and his brother AJ rather than listening to people I don't have any real connection with. As time has continued on its way and the good word of the Squad has spread further and wider, mostly thanks to Twitter, we've picked up more and more people who want to be involved, some from other sites, some from other podcasts, some who are just awesome people.

    And that's pretty cool. That's, as they say, some Web 2.0 shit right there. And I love it.

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    One A Day, Day 3: Why Teaching Sucks https://imnotdoctorwho.moegamer.net/2010/01/20/one-a-day-day-3-why-teaching-sucks/ https://imnotdoctorwho.moegamer.net/2010/01/20/one-a-day-day-3-why-teaching-sucks/#comments Wed, 20 Jan 2010 15:54:23 +0000 http://angryjedi.wordpress.com/?p=342 Those of you who follow me on Twitter or know me in general will be aware that my loathing for the teaching profession is well-documented. That, of course, didn't stop me making an ill-advised move back into it after successfully escaping for two years. But I wonder how many of you know why? Let me … Continue reading One A Day, Day 3: Why Teaching Sucks

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    Those of you who follow me on Twitter or know me in general will be aware that my loathing for the teaching profession is well-documented. That, of course, didn't stop me making an ill-advised move back into it after successfully escaping for two years. But I wonder how many of you know why?

    Let me tell you.

    Teaching sucks. There are many reasons for this – the chief among which is that in many, many schools the possibility of actually undertaking the activity for which the profession is named – you know, "teaching" – is rendered impossible. This happens in lots of ways.

    First of all, there is the declining standard of behaviour in the classroom. I have a Year 4 class – 8 and 9 year olds. These kids are already well-versed in backchat to teachers, violence towards each other, swearing, refusing to do work and taking advantage of supposed "special needs" to their own advantage. (This isn't, of course, to put down those kids that do have genuine difficulties learning things, but rather to put down those kids who use their supposed "condition" as an excuse to behave like a twat.)

    When asking for support with children like this from senior staff, the inevitable response to the poor teacher is "you need to develop some strategies". Well, fine. Give me some. Some that work. Oh, wait, none actually do work? Right. Let's do some nonsense with traffic lights that they'll ignore then.

    "Keep at it. Be consistent," they'll say. And fine, fair enough, you should be consistent in your rewards and punishments. But I am distinctly old-fashioned in the opinion that I feel children should know their place. It is not their place to question their teacher. It is not their place to refuse to do work. It is not their place to get up out of their seat and wander around the classroom. I remember the "naughty children" in my class at primary school well (largely because they were also the ones who would bully the meeker kids such as myself), and while they were silly and could be outright nasty at playtime, in the classroom there was never any wandering around or backchat. Now, it's not an exaggeration to say it's a daily occurrence.

    Second among the reasons that teaching is impossible is everyone's favourite friend, bureaucracy. By the end of a single day, my desk will be covered with useless pieces of paper – notes, memos, charts, tables, percentages, requests for information. All of it is meaningless, and I don't know where it all comes from. Why do we need to know so much information? Why is the school I'm teaching at considered a "failing" school because of some of these figures? Yes, many pupils are making slow progress but that's because, frankly, many of them came in pretty low, don't get much support at home and don't have the slightest clue how to behave in the classroom, even when this is pointed out by their teacher. The fact that these children are learning anything at all should be considered a success.

    Another stupid thing: the excessively celebratory nature of most schools these days. It reaches a level where it is utterly meaningless. Celebration of achievement is an important part of motivation, but when children are getting certificates in assembly for "sitting quietly all day" or "always being cheerful", I think we may be taking things a little far. (That travesty of an "awards" ceremony happens on a weekly basis, by the way.)

    The theory runs that children respond better to praise and encouragement than punishments. Well, I am yet to see any evidence of that in the three schools I have taught in, amongst children aged anywhere between 8 and 16. Children respond to things that are "unpleasant" for them. They don't want to miss out on fun things, and they definitely don't want to look stupid in front of their friends. So why don't we have a weekly "anti-celebration assembly" where the naughtiest children of the week are brought up to the front of the school and admonished by the headmaster? Parents could be invited. It'd be fun.

    The answer to that is, of course, that it's not politically correct to be negative. There's even a "golden ratio". There should be three times as much praise as there should be punishment. I don't know who came up with that statistic, but they probably had a clipboard.

    Then there's the Tories' bright idea to bring in "superteachers". This is never going to work, because the profession has such a high turnover anyway – mostly for the reasons outlined above along with the stress and the health problems that causes – that limiting access to it smacks of stupidity. In fact, this article from the Daily Mash sums it up beautifully.

    Those who find success and fulfilment in the teaching profession are either very brave, very resilient or very stupid. Whatever it is, they have my eternal respect, because I'm not one of them. At the first opportunity to arise, I will be out of that door, never to return.

    And this time I mean it!

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    One A Day, Day 2: More Bollocks https://imnotdoctorwho.moegamer.net/2010/01/19/one-a-day-day-2-more-bollocks/ https://imnotdoctorwho.moegamer.net/2010/01/19/one-a-day-day-2-more-bollocks/#comments Tue, 19 Jan 2010 17:53:22 +0000 http://angryjedi.wordpress.com/?p=339 Here we are again. Good evening. What to talk about today? I was all set to do an immensely amusing post where I wrote down all those stupid random thoughts that come into your head and you really want to say out loud but then don't because they'd make you look like an imbecile. But … Continue reading One A Day, Day 2: More Bollocks

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    Here we are again. Good evening. What to talk about today?

    I was all set to do an immensely amusing post where I wrote down all those stupid random thoughts that come into your head and you really want to say out loud but then don't because they'd make you look like an imbecile. But I forgot to write anything down, apart from the one I had in the shower last night which, for the record, was "Don't you hate it when you're in the shower and close your eyes to stop the soap going in, but nearly fall asleep?" – because I'd closed my eyes to stop the soap going in and had nearly fallen asleep. That's what I get for showering at midnight after taking an actually-not-that-ill-advised run at a late hour in the evening while our podcast uploaded.

    So I have to think of something else to write about. Having been at work all day and not listened to the news I can't even comment on that… or can I?

    *checks BBC News*

    Oh, right. Cadbury got taken over by Kraft or something. I did know that, probably thanks to Twitter. Job cuts bad. Cheesy chocolate bad. Boo hiss, and so on.

    Okay, that's the news covered, what did I get up to today? Well, I applied for another job. Most of you know how much I bitch and moan about how much I hate my job, so I applied for another one that I thought I'd like. I enjoy the writing, as should hopefully be apparent from this site (and also this one – the new home of my games-related ramblings), so a writing-based position sounds right up my alley. At this point, I'm not even too bothered if it means a pay cut, as the employer in question (whom I won't reveal for the moment so as not to jinx things) is pretty high-profile and has a lot of potential for building a future career.

    Ugh. Hate phrases like that. So management-speaky. Sometimes you have to use it, and it sucks. One thing I want to make sure I never do is become one of those tossers who sits in their office in a patronising manner, talking to employees about "going forward" and saying that "as a manager…" blah blah blah whilst simultaneously crippling said employees' self-esteem and sense of independence. Yes, I do have some specific examples in mind but it would be unprofessional and unkind of me to mention them by name.

    It's Charlie Brooker's Newswipe tonight, a fact which the BBC have inexplicably left off their own site. Charlie Brooker's work is always a laugh and a half, so I'm looking forward to this new series. Plus I might actually have something to say about the news after watching it. You never know.

    Well, that's today's brain-dump done and dusted. Two-day combo! I might make it to the end of the year yet.

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    One A Day, Day 1 https://imnotdoctorwho.moegamer.net/2010/01/19/one-a-day-day-1/ https://imnotdoctorwho.moegamer.net/2010/01/19/one-a-day-day-1/#comments Tue, 19 Jan 2010 00:16:19 +0000 http://angryjedi.wordpress.com/?p=332 Or: "Good intentions and all that." Inspired by… well, by curiosity more than anything else, this is the beginning of my personal attempt to write at least one thing every day until the end of the year. Even if it's meaningless self-indulgent crap. Which, as you'll know if you've read this blog before, it usually … Continue reading One A Day, Day 1

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    Or: "Good intentions and all that."

    Inspired by… well, by curiosity more than anything else, this is the beginning of my personal attempt to write at least one thing every day until the end of the year. Even if it's meaningless self-indulgent crap. Which, as you'll know if you've read this blog before, it usually is.

    Curiosity for what though? Well, the mysterious Twitter hashtag #oneaday of course, which I first spotted on the feed of Lauren "atheistium" Wainwright and, upon further research, found that it's actually a whole network of people attempting to do this, in the style of photographers doing a "one photo a day" challenge, or something like MyDailyPhoto (also self-indulgent crap, but at least you won't find me on there – I don't photograph well, least of all when I'm stressed out). I like writing. I don't do enough of it. So here's an opportunity to write something – anything – every day.

    If you're reading this it's highly likely that you know who I am already, but for the sake of anyone who has started reading this blog purely because of the #oneaday shenanigans (Hi! How are you?), let me briefly introduce myself. My name's Pete. I'm 28, British, male and hairy. I'm also a massive nerd. I appear on, produce and edit a podcast called the Squadron of Shame SquadCast, which delves into the bargain bins of forgotten and overlooked games from years gone by, plays through them and then podcasts about them with the eventual aim of coming up with a verdict as to whether or not you should bother playing them or not. If it's not worth playing, there's generally some interesting discussion about it, at least. Go take a listen. You've got over 25 episodes to catch up on. Then go read my gaming blog, and follow me on Twitter. If you don't have anything better to do, of course.

    I am, currently at least, a primary school teacher. This is the second time I've gone into teaching as a career, having spent three years as a secondary school music teacher a while back, and the only difference this time is that I've decided I hate it a lot quicker than last time, this time. So I'm getting out at Easter, even though at the time of writing I don't have anything to go to yet.

    What happened today? I went to work. I came home, ate sausages, uploaded the latest episode of the SquadCast. Then I went for a run. I don't run. I'm not good at it. But a buddy on Twitter recommended a site with a good programme to get you up and running (no pun intended) gradually so I'm giving that a shot. I have a gym membership that I use when I can (…be bothered), but one of the reasons I despise my job with a passion is that it's forty miles away from where I live, meaning that by the time I get home, I don't really feel like getting ready for the gym, whereas running I can at least do near my house. Plus I have a funky iPhone app that maps my runs and tracks my embarrassingly low speeds, too.

    Anyway. It's after midnight and I have to be up at 6am. I look forward to enjoying daily writers' block with any of you other #oneaday-ers out there. Until tomorrow, then.

    (Disjointed stream of consciousness for the win.)

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    The Adventures of Count Kurt von Hellstrom and Company, Part The First https://imnotdoctorwho.moegamer.net/2009/12/17/the-adventures-of-count-kurt-von-hellstrom-and-company-part-the-first/ https://imnotdoctorwho.moegamer.net/2009/12/17/the-adventures-of-count-kurt-von-hellstrom-and-company-part-the-first/#comments Thu, 17 Dec 2009 18:49:46 +0000 http://angryjedi.wordpress.com/?p=323 [Note of explanation: I recently acquired a copy of Games Workshop's classic dungeon-crawler Warhammer Quest, which is notoriously brutal on its players – though not quite so much as their earlier title Dungeonquest. What follows is a report of our first adventure together as a party – myself as the Elf, my friend Sam as … Continue reading The Adventures of Count Kurt von Hellstrom and Company, Part The First

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    [Note of explanation: I recently acquired a copy of Games Workshop's classic dungeon-crawler Warhammer Quest, which is notoriously brutal on its players – though not quite so much as their earlier title Dungeonquest. What follows is a report of our first adventure together as a party – myself as the Elf, my friend Sam as the Dwarf, my friend Tom as the Wizard and my friend Tim as the Imperial Noble.]

    "You must defeat the demon in the temple before it escapes and wreaks havoc across the land!"

    The situation sounded serious. Count Kurt von Hellstrom stroked his beard absently, looking at the writ which had been pushed into his hand some hours earlier. He was expecting some companions to join him, but wasn't sure what to expect. This was, after all, the first time he'd been out adventuring properly. It was time to see if those years of rapier training and pistol-shooting were good for anything.

    An Elf was the first to arrive, hooded and mysterious.

    "Hello," said the Elf bluntly. "You're Kurt?"

    "I am, my good Sir!" said the Count with a flourish. "Count Kurt von Hellstrom, at your service!"

    "Good," said the Elf, then looked around him without another word.

    There was an awkward silence. The people of Marienburg went about their business as usual, and here, in this alley behind the Beer and Boar Tavern, the two strangers eyed each other up.

    "Might I know your name, my good sir?" asked Kurt finally, twiddling his beard around his fingertip.

    "I'd… really rather not," said the elf.

    "Now come, come, sir," said Kurt with a wry smile. "One should never be embarrassed about one's heritage." He flashed a sparkling medallion around his neck. "This has been in my family for generations. It gives me strength."

    The elf sighed and dropped his hood. Beneath it was a mane of long, blond hair.

    "All right," he said. "But if you laugh, I promise I'll run you through."

    I'd like to see you try, thought Kurt, his hand instinctively moving to his rapier and the muscles in his legs tensing, but then he realised this was probably what passed for elven humour.

    "I'll be careful," he said with a grin. "Now come on man, spit it out!"

    "Tinkleblossom," the elf replied, grimacing. "Tinkleblossom Feypants."

    There was another awkward silence. This time, the elf was the one to break it.

    "I know, right?" he said. "You can just call me 'elf' if it's easier for you to deal with."

    "No, no," said Kurt. "Tinkleblossom is just fine."

    Tinkleblossom muttered something under his breath and raised his hood again – a clear signal that this conversation was, for now, over.

    At that point, there was a raucous shout from around the corner and the sound of clattering metal.

    "Ach!" cried a gruff voice. "Ye'd think ye'd never seen a chap who wanted tae defend his family honour before! Well sod ye, buddy!"

    Tinkleblossom and Kurt both peered around the corner curiously, only to see a short, stout figure staggering up the alleyway towards them.

    "Ach. Just on time. Ye'd be th' adventurin' types, aye?"

    "Yes," said Kurt. "I am Kurt von Hellstrom. This is… an elf. Who might you be?"

    "Jizzmatron Drizzlecock at yer service, laddie." He belched thunderously, then hiccuped, sneezed and wiped the snot which had escaped from his nose on the back of his hand. It was lost somewhere in his beard. Kurt grimaced. Tinkleblossom just shrugged and made a noise that sounded distinctly like "Meh."

    "Well, pleased to meet you," said Kurt, regaining his composure quickly. "I believe we're expecting one more."

    A booming voice echoed around the alleyway and smoke appeared as if from nowhere.

    "That would be me!" thundered the voice, though there was apparently no-one else in the alley save the strange, wispy smoke. Suddenly, in a flash of light, another figure appeared and the smoke was gone.

    "I'm Marlon," said a somewhat less thunderous voice which came from an old-looking man with a lengthy white beard. "Scholar of magic. I believe you were looking for someone with my talents."

    "Aye," said Kurt, smiling. "That I was. Now that we're all here, I believe you should all take a look at this." He brandished the writ.

    "Ach," grunted Jizzmatron. "Readin's fer sissies. Just give us th' short version, laddie."

    "Oh," said Kurt, then shrugged. "All right then. Demon. Sealed in dragon statue. Deep in a dungeon. Protective magics weakening. Destroy it or die."

    "Aye! Now that sounds like some fun!" cried Jizzmatron.

    Tinkleblossom glowered at the writ for a moment before handing it back to Kurt.

    "We should get moving," Kurt said. "It's quite a trek."

    Four weeks passed as the adventurers picked their way to the abandoned Dwarven temple. It was an uneventful journey – led there by a local who knew the land well, the journey passed without incident. It was when the party descended the steps into the darkness that things began to get a little less straightforward.

    "This is as far as I go. Oh, and you'll need these," said their guide, tossing a bundle of four dully-glowing swords to the floor. "They should make short shrift of that demon. Apparently. I don't know. Good luck."

    The guide tossed his torch onto the cold flagstones at the bottom of the stairs and left the bewildered-looking party to their fate.

    "So, err," began Jizzmatron. "What now?"

    "We explore, of course!" cried Kurt. "Riches await!" He pulled out a lantern from his pack and lit it.

    "You've got the light," said Tinkleblossom. "That means you get to go up front."

    "I wouldn't have it any other way!" said Kurt, spinning around to face the corridor into the blackness with an overdramatic flourish. He was about to step forward, when Marlon spoke up.

    "Wait," he said. "I feel the winds of magic. I should draw upon their power in case we need some… firepower."

    Marlon closed his eyes and grimaced. Jizzmatron stifled a snigger and whispered "He looks like 'e's shittin' 'imself!" to Tinkleblossom. The elf ignored him.

    As suddenly as he had closed them, Marlon opened his eyes again and looked at Kurt. He looked a little concerned.

    "Um," he said. "I have a bad feeling."

    "What do you mean, a bad fe-"

    At that moment, a stone block started sliding across the archway at the bottom of the stairs. Tinkleblossom and Kurt both lunged for it to try and brace it with something, but it was too late. Now they were trapped.

    "Oh well," said Kurt, unconcerned. "I'm sure there'll be another way out."

    "Ye don't know Dwarven construction, clearly, lad," muttered Jizzmatron, but it was true – there wasn't much option for the adventurers but to go onward.

    "Let's investigate this room a little," said Kurt, holding up the lantern. "It's… oh my."

    As the adventurers' eyes slowly became accustomed to the gloom, they saw by the dim light of the lantern that the walls of this first chamber were lined with chests, suits of armour and piles of gems.

    "We've hit gold!" yelled Jizzmatron. "Treasure!"

    "Be careful," said Tinkleblossom quietly. "It could be a-"

    Sure enough, it was. Just as the dwarf was about to reach for the nearest pile of gold, there was a scuttling sound and suddenly a huge number of giant spiders dropped from the ceiling. The adventurers gave a shout as one, but they were too late to react and were soon engulfed in sticky webbing. Tinkleblossom, Marlon and Kurt managed to break free but Jizzmatron remained stuck. The others drew their swords and made short work of the spiders just as the dwarf managed to extricate himself from the sticky threads that bound him.

    "Ach," he spat. "Ye could have saved me one."

    "I'm sure there'll be more," muttered Tinkleblossom, wiping spider ichor from his blade and replacing it in his scabbard. "For now, we should search this room and see if there is anything useful."

    Ten minutes later, the adventurers stood up, covered with dust and a few last sticky bits of webbing.

    "This ain't no soddin' treasure!" bellowed Jizzmatron. "It's all fake!"

    "What did you expect?" said Kurt. "Would you store your riches just inside the entrance?"

    "Well, lad, ye coulda said somethin' sooner if ye thought that!"

    Kurt twiddled his beard a moment, then looked at the dwarf with a smile.

    "Well," he said, "There might have been something!"

    Tinkleblossom sighed.

    "Let's move on," said Kurt, brushing himself off and gesturing to the archway which was now visible.

    The adventurers made their way onward into the darkness, slowly and carefully. Just as they were about to step through the archway, though, there was a gibbering sound and some knee-high green things skittered out of the inky blackness.

    "Snotlings!" yelled Tinkleblossom, drawing his sword again. "This should be easy."

    Sure enough, the adventurers made short work of the greenskins thanks to some fancy swordplay from Kurt and some lightning magic from Marlon.

    "Now," said Marlon, "May we please move on?"

    The adventurers stepped forward. Beyond the archway, the corridor they were in continued into darkness.

    "What's that sound?" asked Kurt, holding up the lantern. "Uhoh."

    There were tiny holes lining the walls of the corridor, and a soft swishing sound was slowly getting louder, until sand started seeping out and over the floor. It kept coming until it covered the floor. The section of corridor was completely covered with undulating sand. Jizzmatron slipped over and landed flat on his face just as a low gurgle announced the arrival of more guards – this time, orcs. The battle was made much more difficult by the undulating, shifting sands of the floor, with Jizzmatron and Tinkleblossom spending much of the fight face-down on the floor cursing and, on one occasion, at the bottom of a spike-filled pit which had managed to conceal itself beneath the sands.

    The orcs were soon joined by some goblin spearmen – practically as soon as the first wave was dispatched, Marlon gave another "Uhoh" and the creatures leapt out from whatever shadows they were hiding in. Eventually, the party picked their way carefully away from the shifting sands, with Tinkleblossom dragging himself along the floor to get the last few feet, the number of times he had fallen over not doing wonders for his temper.

    The corridor continued further and curved around to the left. With a roar, yet another band of orcs burst out of the shadows and attacked the party, this time accompanied by a small group of archers. One of them knocked Kurt to the floor, causing the rest of the party some concern, but Kurt managed to knock back a swig of a strange blue potion he'd found on the body of one of the goblins before he passed out. He immediately started to feel better – even more so once Marlon muttered an incantation and a strange green light enveloped him, knitting his wounds together and rejuvenating him.

    "Aha!" cried Kurt. "A second wind! Take this!"

    Kurt leapt to his feet, jumped back, drew his dueling pistol and fired a shot at a nearby orc, hitting it square between the eyes. Spurred on by the rejuvenation of their companion, the others made short work of the remaining greenskins and looked around the room.

    "Do ye smell something?" asked Jizzmatron. "And it ain't me farts. Not this time."

    "Mm," said Tinkleblossom. "Sulphur. Certainly smells like them."

    "Was that a joke from ye, elf? Ah didnae expect that outta you."

    "I'm full of surprises," muttered the elf. "This way."

    Tinkleblossom led the party through another archway where the corridor split in half.

    "Which way?" said Kurt. Jizzmatron sniffed the air, and pointed to the left branch of the passageway.

    Sure enough, the corridor opened out into a huge chamber filled with a dull red light that was coming from a huge crack in the floor. At the far end of the chamber was an enormous statue of a dragon. It wasn't moving, but it almost seemed to be watching the warriors as they peered into the room.

    Then, there was a roar, and a wall burst open. A huge brown shape charged into the room accompanied by a horde of greenskins.

    "Minotaur!" yelled Jizzmatron. "Get back!"

    The party steeled itself for what was likely to be a tough battle. Jizzmatron flung himself into the fray with aplomb, taking down orc after orc with his great axe. Tinkleblossom stood back and fired arrows into the fray accurately and carefully, eventually felling the minotaur with a lucky shot between the eyes. Marlon muttered incantations and lightning flashed through the air, striking orcs down left, right and centre.

    Eventually, the bodies piled up and the warriors were victorious. But there was one thing left to do – and it was on the other side of a rickety-looking rope bridge.

    Jizzmatron bravely volunteered to go first and stepped carefully onto the bridge. It wobbled under the weight of him and his equipment, but it held firm and he made it across, only to be face-to-face with the dragon statue. He drew the faintly-glowing sword that the guide had left the party with at the entrance of the dungeon and squared up to the statue.

    "Make that hit count!" cried Kurt. "People are depending on-"

    Jizzmatron didn't need telling twice. He swung the sword in a wide arc at the statue's head. The sword shattered, but not before the blade had struck true. There was a loud rumble and the whole room shook, but then the statue broke into pieces. Flames blew across the room, lighting a tapestry on fire and allowing the heroes an escape route. They ran through the dark tunnels as the rumbling grew louder and louder and escaped just as the "back entrance" to the dungeon collapsed behind them.

    But now where were they? The landscape was unfamiliar. Kurt pulled out a pocket compass and pointed.

    "That way," he said. "If my calculations are correct, that way should get us back to civilisation."

    "Ach, let's hope they are," said Jizzmatron.

    A week later, the adventurers were lost. Eventually, they came to a small village that wasn't on their map and stopped for the night, deciding to continue on their way in the morning.

    It wasn't an easy journey. Marlon got struck by lightning on top of a mountain, meaning he spent the remainder of the journey naked, which certainly got him some funny looks from passing travellers. Tinkleblossom got swept off a cliff by a tornado and broke both his legs, but survived. Jizzmatron broke his ankle. And they got lost not once, but twice more.

    Eventually, they made it back to a populous-looking town, with a wandering minstrel that they'd picked up along the way in tow. The guards were unimpressed with the minstrel's performance at the gates, but they allowed the ragtag band of adventurers in to the town. Before they sorted out accommodations, they decided to fix the various problems that they had encountered on the journey, fixing Tinkleblossom's broken legs, Jizzmatron's broken ankle and Marlon's singed robes. This ate into a considerable portion of the profits from their adventure, but by the time all was as it should be, the adventurers realised that they had enough to pay for some training.

    Marlon, Jizzmatron and Kurt locked themselves away in the training camp for a week while Tinkleblossom went into the wilderness to be amongst nature for a while. Not one of them could possibly imagine where their adventures would take them next…

    [So there you have it. A lengthy description of our first game of Warhammer Quest. All of the above events were randomly generated – as if that wasn't already obvious! But the real strength of the game is that it keeps up its "theme" and "feeling" throughout. Two of the three people I was playing with aren't big roleplayers, but the disaster-after-disaster thing that went on in the dungeon and on the subsequent journey home made it feel like the whole expedition had a real "story", however nonsensical.]

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    Chasing Stardust https://imnotdoctorwho.moegamer.net/2009/11/04/chasing-stardust/ https://imnotdoctorwho.moegamer.net/2009/11/04/chasing-stardust/#comments Wed, 04 Nov 2009 19:24:51 +0000 http://angryjedi.wordpress.com/?p=320 Caution: Self-indulgence and self-pitying ahead. You have been forewarned. Ever had the feeling that you're just chasing something that doesn't quite exist? Something intangible, that you know you want, but struggle to even describe, let alone put your hands on? And you just know that if you got your hands on it, you'd be that … Continue reading Chasing Stardust

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    Caution: Self-indulgence and self-pitying ahead. You have been forewarned.

    Ever had the feeling that you're just chasing something that doesn't quite exist? Something intangible, that you know you want, but struggle to even describe, let alone put your hands on? And you just know that if you got your hands on it, you'd be that much happier?

    I got a new job recently. I'm a primary school teacher – a return to classroom teaching after two years' break, and a shift from my original profession as secondary school teacher. Now, I like teaching. I'm even good at it. I've been told so by many people. But the frustrating thing about teaching – and so many other things – is the other shit you have to put up with at the same time. Behaviour, for example. I lost count of the number of times I had to stop and "give warnings" today simply for kids being stupid, or talking when I'd asked them to listen, or getting up and wandering around the room, or… You get the idea. Kids will be kids, you may say. Well, yes, they will – but it's frustrating. I remember being a kid and being terrified to step out of line. I was (and still am) a bit of a goody-two-shoes, of course, but you know what? I'd rather be that than a dick.

    Then there's the other stuff. I'm new to primary teaching, so I'm feeling pretty overwhelmed with new things to learn. The year group team that I've joined are very supportive, though, which is good – it means I can bug them with questions when I don't know what something means, or don't understand a procedure, or, more to the point, haven't had a procedure explained to me.

    Ah, procedures. Close friend of paperwork. Both of them largely pointless in nine situations out of ten. All they have succeeded in doing so far is 1) messing up my desk within five minutes of me taking possession of it 2) overwhelming me with unnecessary paperwork and 3) making me feel inadequate. And I can do without feeling inadequate right now.

    Everyone gets the jitters when they start a new job. I'm hoping this feeling of being overwhelmed and unsure of myself passes. I'm still in two minds as to whether I'm doing the right thing. Lots of people have told me that they thought I'd make a good primary school teacher. I agree – at least that I would be good at teaching primary-age children. It's the other bits that I worry about not being able to hack. I am neither the most assertive person in the world nor the most organised person in the world, so the twin evils of "behaviour management" and paperwork together form a giant super-nemesis for me. It also doesn't help that previously, having found a job that I genuinely did enjoy, like, even love for a while, it was taken away by an inconsiderate management team who succeeded in destroying my self-confidence by caring more about the bottom line than the welfare of their staff. So a big "fuck you" to them, if you please.

    Of course, I have only been working there for three days so far, so it is highly likely that I am being premature in my judgement of myself as borderline-incompetent. That's that pesky tattered and torn self-confidence talking.

    This is the rub though. I find myself struggling to think what else I can do. Actually, that's not quite accurate. I find myself struggling to think what else I can do that will pay the bills in a reliable manner. There are loads of things that I love doing – things that I'd much rather do than be cooped up in a classroom with thirty kids – but they're either unpaid or erratic work. Writing, for example. I love writing. I love blogging. I love writing fiction. I love writing about games, and about music. I love writing semi-incoherent rants that people somehow find entertaining while the big vein in my head pops. I love tweeting and commenting on things. I'd love to be able to sit and write all day and be paid for it, but realistically that's highly unlikely to happen. Of course, a glass-half-empty approach doesn't get anywhere, but it's – yes – frustrating. It doesn't have to stop me enjoying doing it when I have the chance, though – hence this blog, and hence my entry in this year's NaNoWriMo.

    There are so many things I love doing – teaching, music, writing, gaming, podcasting, production, film – so why is it so damn hard to find something to settle on and just enjoy? Why does everything have barriers to entry – and yet more barriers to negotiate once you get inside?

    I guess I should be more positive. But I can't help but think that I'm getting that "I'm nearly 30" feeling and wondering where on Earth I'm going. One day I might find an answer. Until then, I'm just chasing stardust.

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    Heartwarming Tale of the Day https://imnotdoctorwho.moegamer.net/2009/10/24/heartwarming-tale-of-the-day/ https://imnotdoctorwho.moegamer.net/2009/10/24/heartwarming-tale-of-the-day/#respond Sat, 24 Oct 2009 08:50:01 +0000 http://angryjedi.wordpress.com/?p=317 Hello! Regular posting will shortly resume. Those of you who know me well will know that I've been in the process of finding a new job and preparing for that. That starts on the 2nd of November, excitingly. I also have tons of things to talk about that have gone on recently, what with some … Continue reading Heartwarming Tale of the Day

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    Hello! Regular posting will shortly resume. Those of you who know me well will know that I've been in the process of finding a new job and preparing for that. That starts on the 2nd of November, excitingly.

    I also have tons of things to talk about that have gone on recently, what with some decent new games and all manner of other things, but now's not the time for it. For now, I just wanted to share a heartwarming story posted on a World of Warcraft forum I frequent that shows that, mercifully, not everyone in the world is a complete douchebag.

    Ok so heres the story… I come from an RP realm (let the flames begin) joining a guild that centres itself around RP doesn't care if you have epics, doesn't care what level you are. Just so long if you abide by the server rules, and enjoy storytelling etc, that sorta thing, you are welcomed with open arms. (that doesnt mean we all wear robes and try to do impressions of Gandalf)

    On Moonglade our guild is somewhat respected for its RP, and being a guild officer, i have to deal with a lot of requests from people to join.

    A few months ago i was in STV using the neutral action house, and i recieved a whisper from someone "please cn you help me with some quests" usually i'd just tell people i'm busy, or ignore them, but he actually made the effort to spell the word "please" instead of "plz" or the ever confusing "pl0x"

    So off i went, with a lvl 34 Human Warrior, and helped this fella out with a few of his red quests.. We chatted a little whilst we played, and it came to my attention that this wasn't a very old player, as he kept on having to go "becuase dad neds 2 chek the emall" he also clearly had no idea how to play, kept on pointing at random objects and saying "coooooooooool!!", and by the state of his outfit, it looked like he hit mach 2 and collided with a Dorthy Perkins store.

    Anyhoo.. After a few quests, i really had to go, he was a very polite kid unlike most that play, and actually said "thank you very much" instead of "thx" but then he started asking if he could join my guild.. Now i don't wanna sound big headed, but that sort of player isn't suited for an RP guild.. Atleast not the one i'm in.. Its like a fury spec warrior wearing all green items, asking to be main tank in an MC run.. Its just a big no no.

    So not to hurt his feelings, i just told him we were full at the moment, he didn't mind, and bounced off into the sunset, again thanking me.

    Over the course of the next few weeks, i would recieve messages from him, just random stuff of his progress, the occasional "ding! lvl 50 :D" he wasn't one of these annoying people that you help once, and then they seem to think you're some sort of xp vendor for the remainder of there leveling process.

    A few days ago i was in SW checking the AH, and some people were flaming some poor guy in the trade channel about selling an item for a high price… Afteri while i realised it was this kid that i helped out so long ago.. I didn't want to get involved and just let the flaming die down, but these idiots on the AH were just being really nasty to the poor kid, sure i know they probably didn't know his age, but still, you should be aware of that when playing games like this.

    Anyway, a few hours later, i get a message from this kid "i got kicked from my guild :(" i tried to cheer him up, but it wasn't happening.. And to be honest i couldnt be arsed trying, and i was tired and logged off.

    So yesterday i log on, and say my usual hellos to everyone, and go to the mailbox.. When i get there, i see this kid sitting next to the mailbox, no guild tag, people bouncing around him having fun.. And theres him, all alone, no-one paying attention to a "noob".. Now i know human race facial expressions never change, but as far as avatars go, this one looked really depressed.

    So i message him asking if hes cool, and he tells me hes thinking about quitting, becuase he gets bullied alot at school, and his ex guild mates all said really horrible things to him, and that he knew some of the kids in reality, becuase they go to his school, and are beggining to bully him in school about how he plays WoW etc. We all remember how it was.. I remember i used to get bullied in school for not having any toys, or having an old version of a toy.. Imagine it now, you get bullied about it at home AND school too.

    Now this kid had got himself to lvl 62 under his own steam, where as the kids that were giving him a hard time, were all about level 20 and spent the majority of there time in Goldshire asking people to raid Crossroads.

    So what did i do? I took the kid shopping is what i did… Bought him his epic (ground) mount, a load of nice armour off AH, which i made sure was well colour co-ordinated AND gave him very nice stats for his level. Bought him 2 very nice rare axes (fotgotten the name) and got a guild mate to put +15 agility on each one.

    I also bought him a host of accessories, fun stuff, like a mana wyrm, somedeviate delights, an Orb of deception.. yunno.. all the "coooooool" stuff.

    Then i invited him to an outing to Goldshire with 6 other guild friends, to casually walk past these bullies who kicked him from the guild. I then RPed the role that he was a great warrior, and saved me from some horrific fight etc etc blah blah.. The bullies then started to flame him in general chat about "noob" things hes done, so i told them hes one of the best PVPers i have ever met, and he won his epic mount from a bet, by defeating the most powerful PVP player on our realm (whoever that is…. sorry! hehe).

    After a while, these kids started to change there attitude, and actually began to beg for him to rejoin there guild.. But i told him not to.. Instead, i helped him make his own guild, i bought his tabard, helped him with his spelling etc. And also helped him recruit enough members to get his charter registered.

    Fast forward to today, and i get a mail from this kid.. Except its not the kid, its his Dad, thanking me.. He said i quote

    "Dear Falcore

    I want to thank you for helping my son in this game, he's been so excited for days about the new things you bought him, hes also been having a tough time in school latley, and we agreed we would get him this game as an escape, although latley its turned into nothing more than another source of bullying and abuse.

    Thanks to you the little chaps smiling again.

    Once again, lots of thanks!"

    Now all of this cost me a total of 1600g-ish. Money that i was saving for my epic flying mount… But i tell ya, putting a smile on a bullied kids face like that is worth more than every epic in the game.

    Moral of the story? Helping makes you feel happy, flaming just makes you an *!*@*#%.

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    The Hate List (September 2009) https://imnotdoctorwho.moegamer.net/2009/09/16/the-hate-list-september-2009/ https://imnotdoctorwho.moegamer.net/2009/09/16/the-hate-list-september-2009/#comments Wed, 16 Sep 2009 12:07:44 +0000 http://angryjedi.wordpress.com/?p=313 Hello! Here's the official September 2009 edition of Things That Piss Me The Hell Off That I Can't Do Anything About So Might As Well Ignore Them But Can't. Irrational rant and much sarcasm ahead. In no particular order: People who cough, then gob on the floor. If I can cough and then either swallow … Continue reading The Hate List (September 2009)

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    Hello!

    Here's the official September 2009 edition of Things That Piss Me The Hell Off That I Can't Do Anything About So Might As Well Ignore Them But Can't.

    Irrational rant and much sarcasm ahead.

    In no particular order:

    • People who cough, then gob on the floor.
      If I can cough and then either swallow my own phlegm or spit it into a tissue just to maintain some amount of public decorum, you can too. You're not a pirate. Or a cowboy. You're an idiot.
    • Casual lawbreaking.
      "Ah, it doesn't matter if I speed/park here/drop this litter/break this thing that doesn't belong to me/steal this thing/let my dog shit there/threaten someone. Everyone else does it." That's right. And that's why driving means you take your life into your own hands, you can never find a parking space (and when you do, it's blocked by someone who has parked where they shouldn't), our streets and parks often look more like rubbish dumps, kids whinge that there's 'nothing to do' because it's all broken or stolen or covered in dogshit, and people are afraid to step up and stop people from doing these things. Everyone hates the idea of a nanny state (myself included) but by doing all these stupid things you just encourage those in charge to put tighter and tighter controls in place in an attempt to stop you behaving like a self-obsessed bellend.
    • Cyclists who don't understand the Highway Code.
      If you are cycling, you are a road-based vehicle. Granted, a very small one that is mostly person-propelled, but you're still a vehicle. Don't swear at me if you come screaming down the pavement and nearly ram into me when there's a perfectly good road with no people walking down it. Also, red lights mean stop. You massive twat.
    • Car drivers who don't understand the Highway Code.
      Quick recap: Blue sign with white arrow means "one way". Red sign with white stripe across middle means "don't go this way". Stop muddling the two up.
    • Lorry drivers who overtake on the motorway.
      You have an acceleration of 0-60 in 3 years. The thing you're trying to overtake also has the same acceleration and there is a difference of 0.01mph between the two of you. Overtaking it will likely take you a very long time and get you into a position where you're stuck behind another lorry that is going the same speed as the one you just overtook. Why not – here's a thought – not bother?
    • People who absolutely have to get where they're going faster than you.
      Subject of the second ever entry on this blog, fact fans. Travelling around London is a sure-fire way to see this. You know the whole point of an escalator is that it's a moving staircase that you don't have to walk down, right? So pushing past to get to the bottom two seconds faster than everyone else achieves nothing except annoying the people who are patiently waiting. Also, standing behind someone who has a large suitcase that takes up a large step and tutting isn't going to make the suitcase magically get small enough for you to get past.
    • Mercedes/BMW/Audi drivers. (Except my Dad, who drives a BMW in the most non-BMW-driver way I've ever seen.)
      Those flashing orange lights on the side of your car are not "parking lights". They do not mean you can park anywhere. Similarly, if you are in a traffic jam, weaving between lanes actually slows everything down rather than allowing you to get anywhere faster. Also, if you come up behind me and flash your headlights when I'm driving at the speed limit in the fast lane, overtaking things in the slow lane, I will slow down just to annoy you.
    • Fat exhaust pipes on shit cars.
      Your car is loud! It sounds like the exhaust is broken! You'd better get that looked at. In the meantime, why not drive like you think you're in a Mercedes?
    • Using the word "fucking" as punctuation.
      When considering whether it is appropriate to use taboo language in conversation, consider 1) your audience, 2) the context and 3) whether it will help your message to be heard. "Ah went dahn the fahkin' shops and bought some fahkin' bread" is an example of the word "fucking" not being used to enhance the sentence in the slightest. "People who do this are fucking idiots" is a good example of using the word "fucking" in one of its primary uses as an intensifier. A "fucking idiot" is more of an idiot than an "idiot". However, the "fucking shops" are no more or less a shop than the shops. Also, bread.
    • T-shirts with slogans about being drunk.
      Oh! You like to drink! You're so wacky! "Take me drunk, I'm home!" That's clever! That's so clever!
    • T-shirts with slogans about having a large penis.
      If you need to shout about it, it's probably not worth shouting about.
    • T-shirts with swear words on them.
      I'm not averse to using bad language in a situation where it is appropriate and/or acceptable, but to walk around town where there are often young children and also people who don't particularly want to see your T-shirt imploring them to "FUCK OFF" present marks you out as being 1) inconsiderate and 2) a massive tool.
    • Men who wear too much aftershave.
      If I can still smell you a minute after you've walked past me, that's too much.
    • Smokers who smoke underneath "No Smoking" signs.
      Ooh, you big rebel. Get you. Now take your stinking cancer-sticks and shove them up your arse where I can't smell them but you can feel them. Preferably lit.
    • Beauty fascism.
      Eyes age in two ways! (So you must fix them!) Wrinkles appear on your body! (So you must Polyfilla them!) Your teeth are dirty! (So bleach them!) Your skin is pale! (So paint it orange!) Your hair is not quite blonde enough! (So dip it in Domestos until it's just right!) Your clothes suck! You're a failure! A FAILURE! WHY DON'T YOU JUST DIE, YOU PATHETIC BAGGY-EYED, PALE-SKINNED FAILY FAILURE FAILINGTON?
    • Confused.com's advertising. (YouTube)
      Are you really expecting us to believe that people voluntarily sat down in front of a webcam and talked about their experiences buying home and/or car insurance so you could put their gurning Everyman mugs all over our TV screens every five seconds? Because I've bought both home insurance and car insurance. Both experiences made me want to kill myself. Maybe I should go on cam and say that. Apparently the emo-looking kid in the purple top ("Phil") is quite well-known on YouTube. Sell-out.
    • GoCompare's advertising. (YouTube)
      No-one sits in a coffee shop saying things like "Car insurance, eh? What can you do?" – even floppy-haired douchebags like the ones in the advert. Also, if a singing twat burst in encouraging me to "Go Compare" I'd tell him to "Go Fuck Yourself" and punch him in the neck.
    • Compare the Meerkat. (YouTube)
      Almost funny once. Not funny the five hundredth time. In fact…
    • Insurance advertising.
      Just sod off and stop trying to make one of the most boring things in the world look exciting.
    • McDonalds' advertising.
      You have a recognisable jingle. Well done. Would it kill you to put it in the same key as the rest of the music in the advert?
    • People who use the word "unfortunately" when they don't mean it.
      You don't care that I can't do that thing I'm trying to do. It's no skin off your nose. So don't patronise me by bemoaning my poor fortune.
    • Unnecessary layers of management.
      The most extreme example of this I've seen came while I was temping for a loss adjustment company. An insurance company hired a firm of solicitors who hired the loss adjusters who hired some surveyors who hired some building contractors who hired some builders who charged the building contractors who charged the surveyors who charged the loss adjusters who charged the solicitors who hired some cost recovery specialists to recover the costs from the insurance company who hired their own cost recovery specialists to recover the fees from the person whose fault it might have been (but they weren't sure). Unsurprisingly, the whole case (which was incredibly boring, something to do with a little crack in someone's living room wall which may or may not have had something to do with a tree outside the window) took several years to resolve, by which time the crack had probably gone all the way up the wall and broken the house.
    • Spar.
      Why is it I can go into Tesco Express, buy lunch, dinner, toilet roll and a few household essentials and spend approximately £10, while I do the same in your rotten little shop and have to spend £20 for inferior products? Also, one of your cashiers needs to buy some deodorant.
    • The X-Factor.
      Simon Cowell was quoted this week (in the Star, admittedly, but I'll let that pass for the sake of this rant) as saying "The Beatles wouldn't have won the X-Factor". Good. That means they actually have a future and won't ever do a duet with Flo Rida. Speaking of whom…
    • Flo Rida.
      You can rap in triplets. Well done. Now try writing your own songs instead of pinching other peoples'. Which reminds me…
    • Cover versions that aren't cover versions.
      Sugababes recently covered Right Said Fred's "I'm Too Sexy". Badly. Pussycat Dolls recently put out a song which wasn't "I Will Survive" but inexplicably breaks into it completely incongruously halfway through. Flo Rida… ugh, just make him go away. If you're going to cover a song, show it some respect and/or creativity.
    • Radio 1.
      There are more than ten songs in the world. Some of them aren't even done by floppy-haired idiots or women with shiny legs. Please play them.
    • There/Their/They're.
      You learned this in primary school. I can still remember it, so why can't you?
    • Your/You're.
      You also learned this in primary school. I still remember it also.
    • Basic punctuation.
      Capital letter at the start of a sentence. Full stop at the end. No need for kisses. "[Anonymous] is pleased today over it really should be better paid for all the hassle going to enjoy a bottle of wine and a good catch up x" is a sentence that makes fairies cry.
    • Apostrophes.
      Apostrophes denote possession, a missing letter or being pretentious. (People know what a "bus" is now. We don't really need to call it a "'bus" any more. Same for the phone. Or the 'phone.) "Flower's for wedding's" (seen on a road outside Fareham) is not correct. "Please do not use mobile phones or personal stereo's in this area" (seen on South West Trains) is not only incorrect, it is inconsistent. "All reasonable offer's will be considered" is similarly not correct. "Pete's last entry sure was full of vitriol" is correct. "Fish 'n' Chips" is correct.
    • Facebook games.
      No, I don't want to join your Mafia or adopt your stupid spastic black sheep that "turned up" on your farm. If it turned up on your farm, you take care of the little bastard.
    • Facebook.
      Facebook is full of noise. It's like trying to be heard while standing in the middle of a ball pit filled with drunken giggling teenagers at the local Happy Eater while a man shouts "MAFIA WARS! FARMVILLE! AAAAAH!" at the top of his voice. (This has now been allayed somewhat with the launch of Facebook Lite, aka We Wish We Were Twitter.) (Additional note: I still like and use Facebook. But it is getting noisy.)

    That's nearly 2,000 words there. I think that's probably enough for now! If you have any pet peeves of your own you'd like to share, please do make them known in the comments.

    If all that depressed you, let Maru cheer you up:

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    Spam Fiction https://imnotdoctorwho.moegamer.net/2009/09/14/spam-fiction/ https://imnotdoctorwho.moegamer.net/2009/09/14/spam-fiction/#comments Mon, 14 Sep 2009 06:46:47 +0000 http://angryjedi.wordpress.com/?p=311 If you've received any email recently (and if you're reading this, then let's face it, you probably have), chances are you've received one of those bizarre spam emails that contains three things: 1. a link (which we're all well-trained and don't follow, right?) 2. some sort of pornographic exhortation (such as… oh, I'm sure you … Continue reading Spam Fiction

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    If you've received any email recently (and if you're reading this, then let's face it, you probably have), chances are you've received one of those bizarre spam emails that contains three things: 1. a link (which we're all well-trained and don't follow, right?) 2. some sort of pornographic exhortation (such as… oh, I'm sure you can imagine one) and 3. an extract of narrative from… somewhere.

    I was intrigued by this. Why on Earth are spammers trying to get us to visit a website via the medium of extracts from… what? Books? Who knows. Anyway, having little to no regard for my own sanity, and against the express wishes of my dear friend Mr George Kokoris, I decided to see if pasting them one after another (minus the pornographic exhortations and links, and with some minor text-correction to make some of them a little more readable) created anything meaningful.

    Here we go.

    The gelsphere sped over one ceiling surface, then streaked down a wall, across the floor and between Erasmus's legs, then back up again. "Is it possible that you have avoided the subject of religion in your investigations because it is too complex and illogical?"

    "Billy!" the cop yelled. A coyote howl rose, wavering and glassy. It was joined by another and another and another.

    Either way, it maybe hadn't been such. a good idea. David pulled a thick ring of keys. out of his pocket and found the one which looked like the one Entragian had used.

    He feels it. And when they get there they'll form. a conga line and sing 'It's a Small World After All.

    'Twenty-three. .

    'I said I wouldn't pack his lunchbox,. but of course I did. He reaches below the pillow Henry is. holding over the thrashing thing's face.

    The laddie-bucks who had come running were,. for the most part, still running. We also know that Russian fighters destroyed. a grayboy ship over Siberia in 1974 .

    News & World Report-but that was all. "What a joke!" the rotting thing cried. indignantly.

    Had it and then got drinking and. lost track of it again. Across the bottom of Albert Belle's card. was this: "To David-Keep sluggin'! Albert Belle.

    you are wonderfulTransactional fo' sho'I bought a bunch of cable organizers on sale, but instead of using them properly I just pile them on top of the cablesThis is just the same clips from different angles, but I would really like to see more of thisstevebanfield less functionality, but I like Tweetie on the Mac STUPID STUPID WHO viaI can't believe how quick I was searching for the nicotine gum this morning

    Muhsari haad to prood hiim aagin. "And the docotr diidn't saay _anything_ abuot Eilot?"

    After half an hour of hot pursuit, a bridge technician asked to speak privately with the two Primeros and informed them that their Holtzman shields were in danger of overheating and failing. The protective systems were not meant to be used at such high intensity for long periods of time.

    Exhausted from nearly four decades of bloody fighting, the people were delirious at the prospect of reconciliation. They lionized Vidad and his fellow cogitors. They launched exuberant victory parades, imagining how their lives would now be different, never again without the fear of awful machine raids. They desperately wanted to believe in the possibility of a safe future.

    "There he is!" Dhartha howled.

    After all, we are not flower-merchants or herbalists! Suldrun gazed pensively down the garden and over the sea.

    I've had an interesting set of experiences. The seasons passed; autumn turned to winter.

    No normal man could remain normal under … Whatever its nature, it had failed to protect the hand.

    "I invest my greatest hopes in all of you," she said. "I cannot deny that danger lies ahead. Even if you succeed, you die. And if you fail, you also die – but worse, it will have been to no purpose. I am here to make certain your lives and your deaths are not in vain, that you are instrumental in destroying Omnius and his thinking machine minions."

    Usually they cry and hold out their arms when I leave them. For the death of others was its life.

    After the meal the group became restless. And then go to your destiny in your own way.

    I want nothing so much as to join him. All transport was at a standstill.

    It seems an unimaginative plan. Hold the light; stand yonder, where you can see along the street.

    You must still have it with you. He turned desperately to the District Attorney.

    Lady Vosse, who stood nearby, grunted. We re going to share hopes and doubts, dangers and victories.

    To the dog must now fall the problem of disposing of the pearl. Blow softly, with kind expression-ah!

    Whatever might happen would not be to her liking. The Druid to the east extended his oak branch.

    Is this not correct, Zar-aides? I fear that I have only five days to live.

    Chilling stuff, I'm sure you'll agree. I particularly like the frenzied stream-of-consciousness bit in the middle. But what does it all mean?

    Quick! The elixir!

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    Something Kinda Fishy https://imnotdoctorwho.moegamer.net/2009/09/12/something-kinda-fishy/ https://imnotdoctorwho.moegamer.net/2009/09/12/something-kinda-fishy/#respond Sat, 12 Sep 2009 20:14:34 +0000 http://angryjedi.wordpress.com/?p=306 Hello! I'm back from a day in London that's left my feet aching. I really need some new shoes. The revolting sweatiness of my feet has all but destroyed the inner soles of most of my pairs of shoes. Nice. Anyway, sweaty feet and shoes that are falling to bits are not what today's entry … Continue reading Something Kinda Fishy

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    Hello! I'm back from a day in London that's left my feet aching. I really need some new shoes. The revolting sweatiness of my feet has all but destroyed the inner soles of most of my pairs of shoes. Nice. Anyway, sweaty feet and shoes that are falling to bits are not what today's entry is about.

    We went to the London Aquarium, or the London Sea-Life Aquarium to give it its full title. It was Jane's birthday the other day and she decided a few weeks back that she wanted to come and see the fish. We'd seen some great displays of fish and underwater life at zoos in both Toronto and New York over the last year, and we'd resolved to go and see more things that were a little closer to home. After all, London is a little over an hour's train journey away, and there's tons of cool stuff there to see and do, even if you do have to deal with taking your life into your hands every time you cross a London street. That said, it's no worse than Italian streets, from my limited experience with them. Probably better.

    First challenge of the day was, of course, trying to buy a train ticket from the machines at the station. You'd think this would be as easy as selecting "London" as your destination, indicating that yet, you would like to come back as well as go there, and then purchasing your ticket.

    No.

    Do you want a Standard Day Return? A Super Saver Off-Peak Day Return? A Mega Buster Super-Fantastic Awesome Only Valid For Three Minutes A Day Which You've Already Missed Day Return? All of these cost varying amounts of money. If you remember to book in advance they cost different amounts again – considerably less, usually, but that requires pre-planning. Which is, let's face it, not always on the cards.

    Battle with the ticket machine won, we got on the train and headed to Waterloo before walking down to the South Bank to find the Aquarium. For my international readers unfamiliar with London, the South Bank of the River Thames is a pretty vibrant area that always has loads of things going on. There's a whole bunch of concert halls there which see everything from black tie classical performances to Video Games Live, several museums, lots of places to eat, the London Eye, boat trips, and today there appeared to be some sort of world culture event going on. This was mostly filled with stalls selling food, tat made to look faintly "ethnic" and, bizarrely, what looked like the opportunity to have one's photo taken with an African man. How odd.

    But I digress. The Aquarium beckoned, and Jane had had the foresight to print out some of the 2 for 1 offers on this site, meaning the two of us effectively got to go in for half price. Or only one of us paid. Or however you want to look at it. We went in and immediately discovered that the London Sea-Life Aquarium do not have a very good toilet strategy. There is one toilet by the entrance, along with a sign saying that "The next toilets are 20-30 minutes into your journey" – so naturally, there was a huge queue, even before we'd got in. (Wee-d got in. Do you see what I… oh, never mind.)

    The Aquarium itself was great. Plenty of huge fishtanks with lots of interesting fish from all over the world to see, including many from Britain, too, as well as some of the more exotic fish (and other… things) from tropical waters. And, of course, sharks.

    I remember someone saying a while back that under the sea is one of the only places on earth where you legitimately get things that you can call "monsters". And it's true. There are things down there that would be terrifying to find yourself confronted with. Even the monsters of Lovecraft (themselves from beneath the waves) aren't that outlandish compared to some of the things that really do exist, particularly in the deep. It's interesting to see creatures that are just so completely alien in design and function to land-based creatures.

    Take a jellyfish, for example. No brain, almost completely seethrough body and four balls that you can see in the middle of its body. Sorry, "gonads", to use the technical term. (I always find it amusing that "gonads" is a scientific term, particularly in light of this gentleman from British comic history) Weird shit. And certainly not something you'd want to wake up with on your face, for example. And sharks. They have big teeth. Sounds obvious, I know, but it's not until you see one up close in a big tank with glass windows that you realise quite how vicious those things look.

    The other interesting thing I thought about while looking around is how easy it is to look at these creatures and see human characteristics in them. Sharks, for example, look pissed off all the time. Manta rays look like they enjoy flying out and surprising things like ghosts. There were a bunch of fish that looked like they were belming. And, of course, there's Happy Fish. Now, who knows whether or not these undersea things really are feeling these things that they look like they're feeling, but it's certainly fun (or the sign of an overactive imagination!).

    The only disappointing thing about the Aquarium was the "Shark Walk", which is hyped as one of the big attractions there and I was assuming was one of those "glass tunnels" where you walk through the middle of a tank full of sharks. (The promotional picture I have posted at the top of this entry probably went some way to making me think this.) However, what it actually was turned out to be, essentially, the attic of the Aquarium with a glass floor. The sharks were quite a long way below where you stand, and the water was a bit murky. It was very disappointing, but the fact that you could see the same shark tank earlier in the tour of the place with much bigger windows made up for it.

    It was a good trip, and I'd recommend it to anyone who, well, likes fish. I believe there's times when there are proper tours – there was some guy with a mildly annoying voice rabbiting on about sharks as we passed one area – but otherwise you can wander around and read the (relatively simple) information and quizzes scattered around the place. To be honest, it's quite pleasant just looking at the fish, even if you don't learn that much.

    After the Aquarium, we wandered over to St. James's Park, which looks just like it does in Project Gotham Racing, only with more people and pelicans in residence. Yes, pelicans. The area in the centre of the park is set aside as a sort of "nature reserve", with a variety of non-native birds making their home their. There are pelicans, canada geese, other kinds of geese whose name I've forgotten and a whole bunch of other things there. Jane freaked out a bit when we noticed there was a pelican on the loose in the main part of the park. It was just wandering around. It wasn't causing any trouble, but it was amusing to see the people sitting on the grass look around and react with shock, fright or amusement. "OMG WTF PELICANZORZ", they seemed to say.

    OMG WTF PELICANZORZ

    Then we had a hot dog in the park, walked back to Waterloo via Trafalgar Square (which is much closer to Waterloo than I realised) and then caught the train home, accompanied by people who don't know where the volume control on their ringtones are. Now we're sitting watching The Cube. Well, I'm blogging too. But The Cube is on next to me.

    So yes. A nice day. I'd recommend it, as I say, to anyone who likes fish.

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    Changing Course https://imnotdoctorwho.moegamer.net/2009/09/07/changing-course/ https://imnotdoctorwho.moegamer.net/2009/09/07/changing-course/#comments Mon, 07 Sep 2009 15:11:30 +0000 http://angryjedi.wordpress.com/?p=304 Hello everyone and thanks for stopping by, as always! In an effort to write more on this site, I've decided to change tack a little from past entries. This blog started as a purely personal blog and gradually morphed into mostly games-related stuff. And fair enough, it's a principal hobby of mine. But I have … Continue reading Changing Course

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    Hello everyone and thanks for stopping by, as always!

    In an effort to write more on this site, I've decided to change tack a little from past entries. This blog started as a purely personal blog and gradually morphed into mostly games-related stuff. And fair enough, it's a principal hobby of mine. But I have all these unused categories going free at the top of the page so I thought I'd branch out and try to write a bit more on some other topics to give all of you lovely readers the opportunity to get to know me a bit better in some other areas. Plus, you never know, I might even pick up some more readers along the way – this was clearly demonstrated a while back when I reviewed Haunted Stereo live at the Hobbit (cue Pingback on myself… 'cause no-one else ever links to me :)) and I met a whole bunch of fine new folks as a result.

    So from this week forwards, this blog will be… a blog, as opposed to a games blog. You'll still find games writing here, of course, but there are plenty of other things I'd like to talk about. My last few video games articles have also been posted over on Bitmob, so do go check me out (and comment!) over there if you like what you see. You'll also see a couple of my articles on Good Old Games, which should be your first destination for picking up… well, good old games. Check out my articles on Rise of the Triad and Simon the Sorcerer.

    Right. On to other matters.

    My Dan and Charlie project that I discussed in my last post has been proceeding nicely. It's been fun to "roleplay" these two characters and imagine the situations they have been getting into and how they interact. In practice, it has also been an interesting experiment in separating out various facets of my own personality into two separate people. Those who know me well will have already spotted this, but I also think it's a potentially interesting way of telling a story from different perspectives. My research on the subject is admittedly limited, but does anyone know if anything similar has been done before, outside of ARGs such as Perplex City? (Perplex City is, I confess, where I got the idea from in the first place, although those characters' stories were rather less mundane) I'd be intrigued to see how other people have approached it.

    That's it for now. Like I say, this change in approach is largely an excuse to get me writing more on a broader variety of different topics, so assuming I have a bit of self-discipline about this I'm sure I can find something interesting to say on a semi-regular basis. I hope I don't disappoint. 🙂

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    Meet Dan and Charlotte https://imnotdoctorwho.moegamer.net/2009/08/29/meet-dan-and-charlotte/ https://imnotdoctorwho.moegamer.net/2009/08/29/meet-dan-and-charlotte/#comments Sat, 29 Aug 2009 15:29:00 +0000 http://angryjedi.wordpress.com/?p=302 So I've been a bit lax on the creative writing front for a while. I thought I'd rectify that with an experimental fiction project I've had in mind for some time. I present to you Daniel Harris and Charlotte Bristow, two twentysomethings who live in the glamorous city of Southampton. Daniel and Charlotte have the … Continue reading Meet Dan and Charlotte

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    So I've been a bit lax on the creative writing front for a while. I thought I'd rectify that with an experimental fiction project I've had in mind for some time.

    I present to you Daniel Harris and Charlotte Bristow, two twentysomethings who live in the glamorous city of Southampton. Daniel and Charlotte have the same birthday (29th August) and both studied English at the University of Southampton. In fact, they sat next to each other on a number of occasions. But they don't know each other. They don't even know the other one exists. Not yet, anyway.

    They don't have a lot in common. Dan is depressed, lonely and increasingly turning to drink. Charlotte is happy, hopeful and uses the word "party" as a verb. However, both of them enjoyed their study of English and are pedantic to a fault, and they do have a few interests in common. Both of them are struggling to work out what to do with their lives now university is over, and are temping to pay the rent.

    This project, which I haven't given a name to yet (working title "Dan and Charlie") is an exercise in improvisatory blogging. I will be playing the role of both Dan and Charlie and improvising their fictional lives, perhaps with a little fact interspersed here and there for local colour. After all, I too live in Southampton and studied English (along with Music) at the University of Southampton, so after all we have a bit in common… conveniently. It will be an interesting exercise in "method acting" (for want of a better description) for me, and an exercise in self-discovery for Dan and Charlie, who are both new to blogging.

    If anyone actually reads the blogs, thinks they're real people (so no-one who knows me directly, then) and feels the need to comment or interact with Dan and Charlie (who have their own email addresses and eventually will find their way to at least Twitter and possibly other social networking sites if I can be bothered to "network" that much on behalf of both of them), that may well inspire their independent storylines to develop in particular directions. I have a few "events" in mind for the pair of them and, of course, they will come across each other at some point. What happens from there remains to be seen.

    I intend to blog on behalf of the pair of them fairly often. It'll be an interesting exercise in creative characterisation and allow me to keep myself in practice of writing stream-of-consciousness first-person narrative if nothing else – maybe it won't go anywhere, maybe it'll develop in interesting and unexpected directions. Who knows? We shall see.

    One rule for those of you reading this: don't let on, at least not on their sites. As far as readers of their sites are concerned, Dan and Charlie are real people, and it'd be cool to have them interacting with strangers and see how that develops their own personal stories. Comments will be moderated and anything "out of character" won't be approved by either Dan or Charlie.

    Well, this will either be an interesting exercise or I'll end up with Multiple Personality Disorder. We'll see. I hope you enjoy the mundanity of their everyday lives.

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    Dear Esther https://imnotdoctorwho.moegamer.net/2009/08/24/dear-esther/ https://imnotdoctorwho.moegamer.net/2009/08/24/dear-esther/#comments Mon, 24 Aug 2009 13:30:47 +0000 http://angryjedi.wordpress.com/?p=298 I remember first hearing about Dear Esther a while back, during one of those interminable "games as art" discussions. It was held up as an example of using one particular genre of gaming (the first-person shooter, in this case Half-Life 2) as an interesting means of storytelling. Half-Life 2 itself is, of course, well-known for integrating storytelling and … Continue reading Dear Esther

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

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

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

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

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

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

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

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

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

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

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

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

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

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

    Dear Esther can be downloaded here.

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

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    Player Character WLTM companion w/personality, GSOH https://imnotdoctorwho.moegamer.net/2009/08/23/player-character-wltm-companion-wpersonality-gsoh/ https://imnotdoctorwho.moegamer.net/2009/08/23/player-character-wltm-companion-wpersonality-gsoh/#comments Sun, 23 Aug 2009 12:14:38 +0000 http://angryjedi.wordpress.com/?p=290 “Soldiers!” she cries, as we hear the indecipherable radio chatter behind the door to the cellar we are hiding in, then that terrible bleeping that means they’re going to blow the door and come flooding in like they have done so many times before. I push the clip into my machine gun firmly and she … Continue reading Player Character WLTM companion w/personality, GSOH

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    “Soldiers!” she cries, as we hear the indecipherable radio chatter behind the door to the cellar we are hiding in, then that terrible bleeping that means they’re going to blow the door and come flooding in like they have done so many times before. I push the clip into my machine gun firmly and she does the same. My trigger finger itches.

    The door explodes inwards, and a soldier strides in purposefully, his gun ready to fire. Fortunately, we are ready for him, hiding behind a crate. We leap up and unload a hail of bullets into his head and he slumps to the floor, blood splattering the wall behind him.

    “Come on,” she says, heading for the door. I follow. Outside there is more radio chatter and more gunfire. There’s lots of them. I worry that we might not make it out of this one alive, despite her remarkable resilience to being shot in the face and my relative fragility. And I’m the one in the Hazard Suit.

    “Gordon, look out!” she cries as a grenade flies in through the door. Quick as a flash, I pull out the Zero-Point Energy Field Manipulator, grab the live grenade and fling it back out of the door. It explodes as it lands, sending soldiers flying every way. I look over to her for approval. “Nice shot,” she says with a smile. Then she turns back to the window to clean up the survivors. I do the same.

    After the battle, we manage to deactivate the force field that was holding our car captive, allowing us to get on our way. We sprint back to the waiting vehicle, a battered old wreck that will hopefully get us where we want to be. I hop into the car, and she jumps in through the front and lands in her seat. I look over at her before I start the engine, and she smiles and winks at me, a small gesture that means a lot.

    Right at that moment, I fell in love with Alyx Vance.

    Companions in videogames are nothing new. The earliest RPGs saw the player tooling around town/fantasyland/space with a party of fellow adventurers in tow, but it’s not been until relatively recently that we’ve had a true feeling of “camaraderie” between a game’s protagonist and their companion(s). When it’s done right, though, it adds a huge amount to a game, and even makes the presence of a silent protagonist less jarring.

    Take Alyx above, for example, in a scene from Half-Life 2 Episode 2. (Apologies if that constitutes a “spoiler”, by the way.) Her distinctly “human” responses to situations that she and Gordon find themselves in allow the player to engage on a personal level with what is going on without Gordon himself having to say anything. Half-Life is sometimes criticised for its lack of characterisation of Freeman, but it’s safe to say that as Half-Life 2 has developed through the original game and its two Episodes so far, Alyx has very much become a “protagonist by proxy”, coming out with the quips and one-liners that you might hear a typical character in a third-person action game come out with. The fact that she’s not the player character, though, allows her to be used as a sort of “reward mechanic”. Achieve something good and Alyx will praise you, which always feels nice, even if you know it’s scripted in many cases.

    Squad-based shooters would be a fine genre to use this kind of approach in, since by their very nature you have constant companionship of at least one other character. So why are these characters so often generic and uninteresting, little more than “Yes sir, open and clear” when there is such scope for characterisation and storytelling?

    The best use of a squad in a game to me is in Star Wars: Republic Commando. From the outset of this game, your character and his three squadmates are set up to be unique characters with their own attitudes – peculiar, given that they’re supposed to be clones, but you can suspend your disbelief for that one, I guess. Throughout the game, there is constant radio chatter between the squad members, a good mix of simple “Yes sirs” and commentary on their surroundings. Proof positive that it can be done.

    Beyond Good and Evil is another great example. Throughout the game, protagonist Jade is constantly accompanied by at least one companion character, sometimes more than one. As she proceeds through the areas of the game and comes across obstacles, the banter between Jade and this companion again helps the player to feel more like they are part of a “living world” rather than a lifeless avatar simply solving puzzles and fighting monsters. Sometimes, though, this banter is not simply there to provide a hint on how to solve a puzzle – it’s just there as a means to develop the characters. Jade herself is perhaps underdeveloped throughout the course of the game, though the reactions of her companions more than make up for this.

    This approach was taken to another level in Uncharted, where both protagonist Nathan Drake and his companions throughout his adventure are well-defined characters with personalities of their own – and, notably, great voice acting. Uncharted is often quoted as an example of what happens when you let your voice actors have more than one take at each line – you get very naturalistic conversations between them that sound like scenes from a decent film rather than a bad late-night porno.

    Uncharted takes the approach of Nate and his companion offering “commentary” on what is happening, much as characters in a movie would do. As Nate and Sully run through the jungle at the outset of the game, for example, they are discussing what they think they might find and how they think things will proceed. This adds interest and also adds to the movie-like ambience – when was the last movie you saw that consisted of the protagonist just running and jumping without saying anything for ten, fifteen minutes at a time?

    This even continues throughout battle scenes. Get into a shootout and your companion will contribute to the battle rather than being a useless meatshield who causes a “Game Over” if they happen to catch a bullet in the neck. As the battle goes on, Nate and his companion will shout things to one another, and you’ll hear their reactions to things happening. If a grenade lands near Nate or his companion, they’ll react, not only with a hasty “Oh, shit!” but also with some beautifully naturalistic animations – cowering away from the blast, rolling away, scrambling to escape.

    This sort of thing is something that we will hopefully see a lot more of in games to come – and I don’t mean in the sense of your squad saying “Eat shit and die!” every time you shoot a bug in the head, I mean in the sense of feeling like you’re “there” with someone else, someone who you’d fight for, someone who you’d die for, someone for whom you wish there was a “hug” button on the keyboard.

    Perhaps we're not up to the level of a fully artificially-intelligent companion character who can accurately respond to absolutely anything we'd care to do, but we're certainly getting there. Characters are getting more "human" (or perhaps it would be better to say "more natural") in their responses, and this, in turn, helps to create a greater and greater feeling of immersion in the game's world.

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    Rise of the Bizarre https://imnotdoctorwho.moegamer.net/2009/08/22/rise-of-the-bizarre/ https://imnotdoctorwho.moegamer.net/2009/08/22/rise-of-the-bizarre/#comments Sat, 22 Aug 2009 11:20:02 +0000 http://angryjedi.wordpress.com/?p=284 I'd love to have sat in on the design meeting for Apogee Software's 1995 FPS Rise of the Triad, now available on Good Old Games. In my mind's eye, it runs something like this: "So, gentlemen. That Wolfenstein thing did rather well. Let's do a sequel." "Yes! I love Wolfenstein. Who wants a beer?" (Beer is … Continue reading Rise of the Bizarre

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    I'd love to have sat in on the design meeting for Apogee Software's 1995 FPS Rise of the Triad, now available on Good Old Games. In my mind's eye, it runs something like this:

    "So, gentlemen. That Wolfenstein thing did rather well. Let's do a sequel."

    "Yes! I love Wolfenstein. Who wants a beer?"

    (Beer is chugged. Conversation resumes.)

    "Right. So how are we going to make this better?"

    "Okay. Here's the deal. Umm… Hitler was actually being controlled by… like… um… some big corporations."

    "Great. Sounds good. How many?"

    "Um. Three. Three's always a good number. Wolfenstein had three episodes. Plus another three."

    "Right! We could call them the Triad."

    "I think that's been done."

    "Doesn't matter. Okay, so Hitler was being controlled by the Triad."

    "Yes. I need another beer. It helps me think."

    (More beer is chugged. Conversation resumes.)

    "Okay. So, game-wise, what are we going to add?"

    "Rocket launchers."

    "More gore. More gore!"

    "Dual-wield pistols!"

    "Traps! Spiky things! Flame traps!"

    "All good suggestions, but… let's think outside the box a little."

    "Boss?"

    "Yes?"

    "Don't use management-speak. It makes you sound like a douche."

    "Sorry. Where were we? Come on. Think bigger."

    (Silence ensues.)

    "Nothing? Really? Okay, maybe this will help." (Produces a bottle of absinthe.)

    (Absinthe is chugged, with much teeth-sucking and head-shaking.)

    "Right! That should get those creative juices flowing. Okay, let's try again!"

    "Ooo! Ooo! We need jumping."

    "Yes, but not normal jumping, no. We need springboards."

    "Yes! And floating platforms to jump onto. Otherwise there's no point."

    "Right. And we can call them Gravitational Anomaly Discs."

    "GADs?"

    "Yes. And the elevator ones can be called EGADs."

    "Egads! What a fabulous idea."

    "I see you're getting it. Let's have another drink."

    (Another shot of absinthe is consumed.)

    "Jesus. Maybe… maybe you… maybe we should have a… y'know… God mode."

    "Ishn't that, ishn't that… jusht… y'know… an invinsh… invinsh… invuln… can't die mode?"

    "No no nononono, I mean an actual… actual God mode. Where you become God."

    "Oooo! I likesh it. You could get really big."

    "Yesh. And kill… peoplesh by pointing at 'em. You'sh an angry God."

    (Hysterical laughter.)

    "Oooo! And how about… y'know… as a joke… we also put in a… a… Dog mode!"

    "What, where you turn into a dog?"

    "Yesh. You get *hic* really shmall and bite peoplesh nutsh."

    (Thunderous belch.)

    "Ugh. *hic* This is… 'scuse me… *hic* shounding great. You know what? Shall we just ditch the World War II thing?"

    "Yeah. Too much research."

    "Let's have shome mad monksh inshtead."

    "Monksh with ROBOTSH."

    (Fade to black as hysterical laughter continues.)

    The alarming thing about Rise of the Triad is that all of the above features were actually included in a game that was originally intended to be a sequel to Wolfenstein 3D. Now, Wolfenstein didn't take itself too seriously anyway, what with all the zombies, and a very fat Hitler in a mechanized suit wielding two chainguns, but presumably at some point it became apparent to Apogee's Developers of Incredible Power, the team behind Rise of the Triad, that a World War II setting wasn't going to cut it. Instead, the game features a very strange setting, with players battling everything from soldiers dressed in what look like World War I uniforms to robots to monks, armed with a selection of weapons ranging from the straightforward (pistol) to messy (bazooka) to bizarre (drunk missile) to outright insane (Excalibat, which is exactly what you think it is). Add in the God/Dog modes, the ability to fly with Mercury mode, the headache-inducing Shrooms mode and you have a game which is clearly designed for fun foremost with the story being cast aside in tatters.

    It's all the better for it. The sheer speed and insanity of Rise of the Triad is one of the game's best features. The relatively simplistic, boxy level design design based on an evolution of the Wolfenstein 3D engine means that it's easy to race through relatively mindlessly, or those who prefer a more methodical approach can attempt to solve some of the quasi-platforming environmental puzzles in order to unlock the game's secrets.

    It's evidence of a simpler time, when games either weren't capable of telling a decent story, or it was seen as a secondary thing to do. Half-Life this ain't. Rather, Rise of the Triad represents a time when gameplay was at the forefront, and shareware games were on the cutting-edge of technology. These days, shareware titles are less prominent in their importance for many people, but in the mid-90s when Wolfenstein and Rise of the Triad appeared, shareware developers like ID/iD/id/whatever and Apogee were very much leaders of the pack, pushing the capabilities of the PC to the limit. This was also a time when "shareware episode" meant "complete game in and of itself" – both Wolfenstein and Rise of the Triad's free shareware episodes featured ten full levels, which were complete experiences in their own right. Rise of the Triad actually went one step further by making its shareware episode a completely different set of levels to those in the full, paid version, meaning those trying out the game and then going on to buy it didn't have to run through the same levels again. There were no 30-day time limits or crippling of features – if all you wanted to play was those ten levels, so be it. If, however, you wanted more levels and more features (in the case of these games, more enemies, more playable characters and more multiplayer modes) then you shelled out the money to support the game.

    Apogee, of course, later became 3D Realms, which begat Duke Nukem 3D and Max Payne. Rise of the Triad does show that it's worth delving back into a company's history as you can often found some hidden gems amongst them, however bizarre they may be. There's one thing you can't deny about Rise of the Triad, and that is that it's immensely creative within the limitations of the time, the genre and the medium. Releasing titles as shareware often freed up developers to do what they really wanted to do – and if that was to have the player assault an island full of soldiers, monks and robots while armed with a magic baseball bat and having the occasional ability to turn into a dog, that was up to them. Occasionally these days with indie titles we see glimpses of the same creativity. It's important to keep that dream alive, otherwise we end up with a hundred and one identikit brown shooters.

    Rise of the Triad 2009 on XBLA anyone?

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    Bio. SHOCK! https://imnotdoctorwho.moegamer.net/2009/08/16/bio-shock/ https://imnotdoctorwho.moegamer.net/2009/08/16/bio-shock/#comments Sun, 16 Aug 2009 11:05:37 +0000 http://angryjedi.wordpress.com/?p=280 Topical, huh? Yes, I finally completed Bioshock, a game that has been sitting on my own personal pile of shame since release day. It's a game I have steadfastly refused to trade in because it's a game I knew I "should" finish before I even considered it. Other games I know I'll never get around … Continue reading Bio. SHOCK!

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    Topical, huh? Yes, I finally completed Bioshock, a game that has been sitting on my own personal pile of shame since release day. It's a game I have steadfastly refused to trade in because it's a game I knew I "should" finish before I even considered it. Other games I know I'll never get around to, so often they're trade fodder, unless they're the sort of thing that's likely to become difficult to find in the future in which case I'll hang on to them – because ironically, the rarer stuff fetched much lower trade-in values anyway.

    But I digress already. Bioshock, then.

    THERE WILL BE MASSIVE SPOILARZ IN THIS POST. IF YOU HAVEN'T FINISHED BIOSHOCK AND INTEND TO, TURN BACK NOW.

    It's not an understatement to say that I was looking forward to Bioshock a great deal as a result of a Squadron of Shame mission on System Shock 2 – this was in our pre-podcast days so don't go looking for a SquadCast on it… yet. I absolutely adored System Shock 2 and its prequel, which I also played all the way through thanks to the magic of DOS emulation. They were two games absolutely dribbling with atmosphere, and they featured one of the greatest villains of all time – SHODAN. SHODAN was a magnificent villain because she was creepy without overdoing it, she was omniscient and she had a level of power that was never entirely clear to you. It was important not to underestimate her, because she could very often put you into a difficult situation and then mock you from the shadows. The fact that she was incorporeal also helped a lot with the creepiness factor – until the very end of the first game, there was very little you could do to hurt her directly.

    Bioshock necessarily took a different tack thanks to its retro-themed 1950s setting rather than the futuristic environments of the System Shock games. An omniscient computer perhaps wouldn't fit in with the setting, so instead we have two people watching your every move through the security systems in the underwater city of Rapture – Andrew Ryan and "Atlas". Ryan is set up to be "the bad guy" of the piece, with his constant taunts echoing SHODAN somewhat. Indeed, your whole experience with Ryan is similar to your relationship with SHODAN in the Shock games. He sits in the shadows far away from you, affecting the things that are happening around you. And these are drastic effects he has, too – in one memorable sequence, he kills the forest created in the underwater city, threatening to deprive you of oxygen. The area is flooded with gas and the trees wither and die around you. It's a powerful moment that pushes home the necessity for you to go forward with your mission to destroy Ryan.

    Atlas, on the other hand, is where the "big twist" happens. Atlas is set up from the start of the game to be "the good guy" – your voice in the darkness guiding you onward. Yet paying close attention to the things he says, it is clear that he has his own motivations for you to move forward. When you arrive in Rapture following a plane crash, you have no idea what you're doing there, and it's not until Atlas asks "would you kindly…" rescue his family, deal with various problems and finally stove Ryan's head in with a golf club that you have any clue as to your purpose in that place.

    Of course, it's all been premeditated. Atlas is Fontaine, Ryan's rival in the underworld of Rapture, and he knows how you work. The trigger phrase of "would you kindly" turns out to be something programmed into your brain to make you do things. You're under the control of anyone who uses that phrase. Ryan demonstrates this to you with fatal consequences when he hands you the aforementioned golf club and says "would you kindly… kill", and you oblige. It's a powerful moment and a nice way of handling the relatively linear nature of the game – the fact that you've been surreptitiously manipulated throughout the whole thing was a great justification for what you've had to do up until that point.

    Following Ryan's death, there's some great sequences where Fontaine taunts you with another trigger phrase that gradually causes your health to seep away… and then when you find the antidote, it only half-works, causing violent hallucinations and random, indiscriminate use of Plasmids. Eventually you manage to pull yourself together thanks to another dose of the antidote that you find, and it's on to the final confrontation.

    This is where Bioshock, for me, started to sadly tail off a bit, and a lot of people feel the same way. The sequence where you have to make yourself into a Big Daddy is quite neat, but the gameplay mechanic used here – an escort mission! Ugh! – is rather irritating, unless you enjoy the sight of little girls being shot to pieces with little you can do about it. The feeling of being a Big Daddy is quite fun though – your footstep sound changes to the big clumpy boots that they wear, your grunts of pain when you get hit have the low groaning of a Big Daddy, and your vision is distorted through the diving helmet that you wear.

    Finally, of course, there's the notorious battle against Fontaine. This is, without a doubt, the most ridiculous part of the game, and one which there was really no need for. During your Little Sister escorting, you hear Fontaine suddenly "discovering" gene splicing so that by the time you get to him he looks like something out of Fantastic Four. Oh, and he's naked. You then have a protracted boss battle with him that pretty much involves you hurling every piece of ammo you've got left at him then running up to him and pressing the "Action" button, then repeating this three more times.

    Now, as previous posts have shown, I'm a big fan of final confrontations, particularly if the music involved is suitably stirring. But this battle felt so entirely incongruous with the rest of the game. I would have preferred something more along the lines of Uncharted's final battle (which I won't spoil here, but those of you who have played it will know what I mean) which is a masterful piece of gameplay that is entirely appropriate for the setting. It's still essentially a "boss battle" of sorts but there's nothing stupid about it. There's no giant monster, for one thing. (OMG SPOILARZ.) Why couldn't we just have had a plain old shootout with Fontaine as a human, or fisticuffs atop a submarine or something like that?

    Sadly, Bioshock's ending falls into the same trap that many other games have done in the past – great game, fell apart at the end. Indigo Prophecy, aka Fahrenheit, is perhaps the most notorious example of this, but it's by no means the only one. Many games are rushed in their final stages by pushy publishers keen to get the game out of the door. It's sad really, because commonly-accepted wisdom has it that the things we take away most from (for want of a better word) "artistic" experiences are beginnings and endings. A lot of games have great beginnings, but shoddy endings. I'd rather that they made the beginning and the ending first and then sorted out the stuff in the middle afterwards. If there's a lull in the middle, that's nothing unusual. A lot of books, films, pieces of music, whole albums… many of them lull in the middle but pull themselves together for an explosive (not necessarily literally) finale.

    Of course, with games there's the argument that if you suffer through a lull in the middle you'll never get to the end of the game. The ideal situation would be, of course, if developers were free to work on their games until they were completely, totally 100% done and dusted to the writers' and designers' complete satisfaction. Sadly, in the high-pressure world of commercial video games, this doesn't always happen, which is why many commercial publishers could, I think, learn a lot from indie developers making smaller games. Take something like Flower on PSN. It's short, sure, but it's a wonderfully "complete" experience that takes you on a journey from beginning to end. Some people weren't fans of the end of Flower, sure, but at least it didn't feel like it was rushed through – it felt like it was a conscious artistic decision by the team.

    One day, maybe we'll get the perfect game – one that doesn't need patching, one whose ending doesn't suck and remains a consistently excellent game all the way through. Bioshock gets so close, so very close… but falls apart at the end. It's a shame – but that's not to say that you shouldn't play it. I'm really glad I finally played it through as it's a pretty incredible experience. It still looks great, the atmosphere is second to none and the overall story has been thought through well. It's just that in a rush to tell that whole story, that boss fight had to get shoehorned in.

    So, Bioshock? Good. Very good, in fact.

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    Retro or "Inspired By"? https://imnotdoctorwho.moegamer.net/2009/08/14/retro-or-inspired-by/ https://imnotdoctorwho.moegamer.net/2009/08/14/retro-or-inspired-by/#comments Fri, 14 Aug 2009 15:09:29 +0000 http://angryjedi.wordpress.com/?p=277 Tolkoto's recent Exploding Barrel rant about reviewers' reactions to the recent Turtles in Time remake on Xbox Live got me thinking. What is it that gets people so excited about some "retro" games and not others? I agree with him, in fact – reviewers' reactions to Turtles in Time was somewhat harsh, particularly considering it's … Continue reading Retro or "Inspired By"?

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    Tolkoto's recent Exploding Barrel rant about reviewers' reactions to the recent Turtles in Time remake on Xbox Live got me thinking. What is it that gets people so excited about some "retro" games and not others? I agree with him, in fact – reviewers' reactions to Turtles in Time was somewhat harsh, particularly considering it's only 800 space dollars. Criticising the gameplay of the original by measuring it against modern yardsticks clearly isn't acceptable… or is it? It's difficult to say. After all, this may be some gamers' first encounter with an early-90s brawler (although XBLA has hosted the previous Turtles arcade game along with the magnificent Streets of Rage 2 and the diabolical Double Dragon) – what gives? And how come Castle Crashers – fundamentally the same game in many respects – gets smothered in adoration?

    A common criticism of the brawler genre is that it's "too simple". But let's take a look at another genre in the form of the PSN's recent brick-breaker Shatter, which has garnered almost universal praise since its release a couple of weeks ago. Shatter is, let's not kid around here, Arkanoid. Okay, you have a "suck" button. And a "blow" button. (Stop sniggering at the back.) But fundamentally, it's still Arkanoid. You're a bat-shaped spaceship hitting a ball into bricks that are floating in space with some flimsy justification laughably called a "plot" buried somewhere in the Help menus. There are powerups, including one where you can just shoot down the bricks. Pretty much the sole point of the game is to achieve as high a score as possible – and high scores are something the game does well. It's a simple game. Everyone loved it for this fact.

    So in terms of gameplay, Shatter adds little to the Arkanoid formula save a few fancy bits of physics, some HD art and a kickass soundtrack that I love and Feenwager hates. So why is this game awesome and Turtles in Time a bit steaming turd to reviewers? God knows.

    The important thing is, of course, what the player thinks of all this. Those who enjoy the brawler genre or have fond memories of playing Turtles in Time on the SNES will have an absolute blast with the new XBLA remake. Similarly, those who enjoy bouncing things around and smashing walls will love Shatter. But are people more predisposed to like Shatter as it was designed from the ground-up to be a new game rather than a "re-imagining" of Arkanoid? Arkanoid LIVE on the 360 released to mixed reviews and has, it seems, been mostly forgotten already. Shatter, on the other hand, gives me the impression that people will perhaps be more inclined to give it a go, particularly given its very generous price point ($7.99 in the US store, £4.79 over here) as a result of the few things it does a little bit differently.

    This pattern follows us around a great deal. LittleBigPlanet for PS3 is a 2D platformer, and unashamedly so. Yet plonk someone down in front of that, then down in front of, say, Rolo to the Rescue and see which they prefer. Actually, that's perhaps not strictly accurate. Plonk someone down in front of an HD version of Rolo to the Rescue sold for $10 on XBLA or PSN and ask them which they prefer. Would the answer still be LBP? Judging by what has happened with Turtles in Time here, it may well be, though many players, particularly those who have played and loved both, may feel a bit differently.

    This has been yet another rant without any real point but do feel free to comment if you have any feelings. I'm planning a new music post very soon – those take a bit more preparation though. 🙂

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    Af Wubbas Do (Or: Evil in the world of The Sims) https://imnotdoctorwho.moegamer.net/2009/06/17/af-wubbas-do-or-evil-in-the-world-of-the-sims/ https://imnotdoctorwho.moegamer.net/2009/06/17/af-wubbas-do-or-evil-in-the-world-of-the-sims/#comments Wed, 17 Jun 2009 20:08:29 +0000 http://angryjedi.wordpress.com/?p=258 So I bought The Sims 3. So I like The Sims, and have done since the first one. So I usually buy most, if not all of the expansion packs. What of it? Huh? If I sound defensive, it is of course because The Sims is seen by many as one of the banes of … Continue reading Af Wubbas Do (Or: Evil in the world of The Sims)

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    So I bought The Sims 3. So I like The Sims, and have done since the first one. So I usually buy most, if not all of the expansion packs. What of it? Huh?

    If I sound defensive, it is of course because The Sims is seen by many as one of the banes of the hardcore gamer. I've found it fascinating over the years, though. Ever since first playing Sim City, then being able to fly around a Sim City 2000 save game in Sim Copter, I wondered for the longest time how cool it would be to get right down to the "personal" level… and the original iteration of The Sims delivered bigtime. It became a social event, too – I was living in halls at university at the time, so inevitably I made all of the people in our flat as best I could. Everyone came by regularly to see what was going on and laugh at who had pissed themselves or passed out from exhaustion that day (hey, managing six people is tricky!) and it is a source of many fond memories.

    Fast forward to today, and we have The Sims 3. Some things haven't changed much (the basic gameplay still involves bossing your Sims around and making sure they don't shit themselves, though this has been played down a little in favour of "Moodlets" – mood "buffs" and "debuffs" – this time around), and others have changed a great deal. The biggest change is the much-vaunted "open world" design of the game. In practice, this means that Sims can walk out of their front door, walk down the street and go and visit someone else. The difference this makes is enormous – no longer are you confined to your own house or specific "community lots" – now you can actually explore the world, and there's a bunch of gameplay elements to reflect that. You can go fishing, collect things, find "treasure" – in many ways, the design of the game is getting closer and closer to something along the lines of an MMORPG.

    Anyway, this time around, as usual, I made myself and my wife and am playing them "straight" – that is, attempting to be as successful as possible and maintain the family bloodline. As such, as Sim Pete and Sim Jane enter their twilight years, their two kids are growing up nicely and developing into fine young men. I just hope they don't die before the kids reach adulthood, which is, of course, a possibility!

    Having read some articles online, the Prima official guide (which is a good, fun read if you're interested in the game and its mechanics) and, most notably, this touching and heartbreaking blog about two homeless Sims, I was intrigued to try out a completely different kind of Sim, using some of the more… shall we say "unpleasant" Traits on offer at character creation. Here were the results:

    This is Lars. As you can probably see, he's a miserable git. Maybe people laugh at his Sephiroth hair and overuse of man-makeup. Whatever the reasons, he's become a bitter and twisted individual. He's Grumpy pretty much all the time, which makes it difficult to keep him happy. He's also Evil, which means he delights in the misfortune of others.

    Naturally, he has an evil-looking house surrounding by a grungy-looking moat/swamp combo. He deliberately designed it to annoy his neighbours, who have a very pleasant-looking house.

    Lars wanders over to pay his new neighbours a visit and is confronted with Roxy, a young woman whom he takes an immediate dislike to due to her looking "a bit hippie".

    The conversation turns sour quickly. Roxy recoils in horror as Lars starts yelling at her for no other reason than he felt like it. He insults her appearance and her house. (Most of this was without any intervention from me.)

    Lars decides enough is enough and spontaneously decides to attempt to punch out Roxy. He fails once. Humiliated, he tries again and is victorious. Both sims are left feeling faintly ashamed, but Lars is pleased that he's caused some misery.

    Dusting himself off, Lars turns to Roxy's roommate, who has been watching in horror at the sideshow unfolding in front of her. Lars is sweetness and politeness, though, and uneasily (and some may say foolishly) she allows him into her house. Roxy is not happy.

    "What a nice house," thinks Lars, his Kleptomaniac Trait itching. He restrains himself for the moment, as people are watching and he's already made a… memorable first impression.

    In an attempt to ingratiate himself with his hostess (and perhaps build up some misplaced trust which could come in handy later…) Lars decides to tell the one about the broccoli, the tomato, the carrot and the pepper. Roxy's housemate isn't sure what to make of Lars' aimless ramblings. But then there's a clattering thump behind them.

    Roxy has passed out on the floor. Evidently the exertions of meeting Lars for the first time were too much for her. Lars, Roxy's housemate and Madame Dungarees all have their own thoughts on Roxy at this point.

    At this point, the household gets another visitor. Lars doesn't even bother to find out her name before he starts spreading gossip about how unlucky Roxy is. "She sure was unlucky to meet me today," he cackles.

    The visitor is unimpressed. Lars sneers, knowing that the poison has been dripped. Roxy blushes as she listens to him carry on.

    Lars starts on Roxy again, who looks close to tears. Roxy's housemate, getting rather fed up of this, starts thinking about going to bed and just leaving them to it.

    Roxy decides to stand up to Lars and squares up to him. Her housemate stares into space behind the quarreling pair.

    Finally, as Lars goes to give Roxy a good slap around the kisser, Roxy's housemate finally decides enough is enough and politely asks Lars to leave on account of his "misbehaviour".

    He graciously leaves, bidding his hostess farewell. Then he tips their trashcan over…

    …and steals one of their porch lights, not because he needs one, but because he can.

    Tired and hungry, Lars heads home to contemplate the evil he has committed that day. Preparing himself a piece of toast, he suddenly realises that his house doesn't have any chairs in it, so, unprompted by me, he decides to settle down on the toilet to enjoy his toast.

    I was laughing hard by this point. This was such a different experience to anything else I'd done in The Sims before. Sure, you could play an evil God and kill them off by rebuilding their houses in ways that, shall we say, weren't to their advantage, but the "negative" social interactions were always seemingly discouraged. By playing an Evil Sim, you're actively encouraged to be mean and nasty to as many people as you can. The Sim's Wishes reflect that, showing their heartfelt desires to go out and steal candy from a baby, or slap a special someone.

    The expressiveness on the faces of the Sims has developed a lot over the years. Check out the faces that Roxy pulls as Lars is mean to her. I also found it pretty funny that Lars did a lot of the unpleasant things to Roxy completely of his own volition thanks to the "free will" option. He obviously felt an uncontrollable urge to make his presence known to his new neighbours, so I just kind of went along with it. It was fun, in an ever-so-slightly wrong way.

    Give it a try. Playing an unconventional, flawed character presents some interesting challenges that you'd never come across if you were playing relatively "straight-laced".

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    TWANG! Waggle! Kick! Punch! It's all in the mind! https://imnotdoctorwho.moegamer.net/2009/06/13/twang-waggle-kick-punch-its-all-in-the-mind/ https://imnotdoctorwho.moegamer.net/2009/06/13/twang-waggle-kick-punch-its-all-in-the-mind/#respond Sat, 13 Jun 2009 11:52:30 +0000 http://angryjedi.wordpress.com/?p=255 Those of you following me on Twitter may be familiar with my Jedi Health Kick blog. Perhaps you're reading it already, in which case you'll know I recently picked up a copy of EA Sports Active in my latest attempt to hammer and chisel my woeful body into a shape vaguely resembling human. It's good … Continue reading TWANG! Waggle! Kick! Punch! It's all in the mind!

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    Those of you following me on Twitter may be familiar with my Jedi Health Kick blog. Perhaps you're reading it already, in which case you'll know I recently picked up a copy of EA Sports Active in my latest attempt to hammer and chisel my woeful body into a shape vaguely resembling human. It's good stuff, and for anyone doubting the value of Wii Fit as an exercise programme, you can rest assured that EA Sports Active gives you much more of a battering than Wii Fit ever did thanks to the fact it actually takes you through set programmes (although, of course, you can create your own also) rather than leaving you to your own devices and relying on your own self-discipline which – let's face it – your lack of is probably the reason you came to titles like Wii Fit in the first place!

    The thing I like about it is how "videogamey" it makes the whole experience. Being a supergeek as I am, I like anything that rewards achievement in a noticeable way. I'm a sucker for slidey bars, percentage markers and trophies. Ironic, really, that I never got into sports, since sports are also filled with slidey bars, percentage markers and trophies. Anyway, the fact is that EASA is full of these things. You get trophies not only for successfully completing workouts, but for smaller things like doing a certain number of laps around the virtual track across all your workouts, doing a certain number of squats, burning a certain number of calories and the like. These are all goals that you would probably set yourself if you were one of those people who are "into fitness" and can motivate themselves, but for the gamers (or the lazy) amongst us, it helps to have something to remind us that even smaller achievements are worth celebrating.

    Anyway, to cut to the tenuous link: there's been a lot of discussion surrounding motion control and full-body control recently, particularly after E3. Some seem to think that it's "the way that games are going", with the idea of us standing up to play games and running the risk of hurricane-kicking our TV a very real possibility. Others are very much a fan of the traditional controller, believing that it is something fundamentally "gamey". I'm inclined to fall into this latter camp, but the motion control thing has some obvious health benefits which are clearly demonstrated by titles like EASA.

    The question is, of course, do you want something that is primarily an entertainment device to provide health benefits all the time? Look at other media. TV and books offer health benefits sometimes – you can watch a yoga DVD or read a lifestyle book – but for however many of these there are, there are an equal if not greater number of "junk" items to enjoy – pure, unadulterated enjoyment with no pretense of "doing it for your own good". In this sense, while motion controls are cool and groovy, I'd like to hope that the controller isn't dead just yet.

    A key part of the experience is tactile feedback. While motion controls allow you to feel your own body moving, when it comes to actually touching or hitting something, you don't feel anything. This is also a problem with touchscreen controls – a joypad on a touchscreen will never match a real joypad until a technology is developed where you can "feel" it. I also question how some genres would work with motion controls – take an FPS, for example. How do you look up? If you REALLY look up, then you can't see the TV any more, so unless Halo Natal comes with some sort of 360-degree "vision ball" that you have to stand inside to play (which would be awesome, incidentally) then you're resorting to flailing your arms around in some arbitrary gesture or pointing something at the top of the screen.

    I think there's work to do – and I just hope that people aren't going to embrace these new technologies too completely. I very much like them and think they're going to be a lot of interesting fun to play with – plus I think all of them provide plenty of scope for further titles like EASA and Wii Fit to improve gamer lifestyle, which can only be a good thing – but let's hope the controller isn't dead just yet, hmm?

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    Microsoft at E3 https://imnotdoctorwho.moegamer.net/2009/06/01/microsoft-at-e3/ https://imnotdoctorwho.moegamer.net/2009/06/01/microsoft-at-e3/#comments Mon, 01 Jun 2009 20:15:03 +0000 http://angryjedi.wordpress.com/?p=247 Just finished watching the Microsoft E3 presentation. As most people could have predicted even before seeing what was on offer, reception was somewhat mixed. Predictably, everyone creamed themselves over the Modern Warfare 2 trailer and gameplay footage which I, ever the rebel, remain relatively indifferent about, though it is remarkably pretty. Halo fanboys spooged copiously … Continue reading Microsoft at E3

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    Just finished watching the Microsoft E3 presentation. As most people could have predicted even before seeing what was on offer, reception was somewhat mixed.

    Predictably, everyone creamed themselves over the Modern Warfare 2 trailer and gameplay footage which I, ever the rebel, remain relatively indifferent about, though it is remarkably pretty. Halo fanboys spooged copiously over ODST and the "secret" Halo title, Reach. This I am completely indifferent about. When Bungie said they had a "top secret" project to announce, I was hoping they were going to show a new Myth game or something like that… but no. Bungie make Halo and nothing else now, it seems. Fair play, it's made them an awful lot of money but seriously guys, something new once in a while really wouldn't go amiss.

    Other notable mentions went to Crackdown 2, sequel to the underrated open-world funfest from a while back – and for my money, one of the best implementations of co-op (or perhaps it should be more accurately called "concurrent play", since you can both happily charge off in opposite directions if you want to) I've ever seen.

    Then there was Splinter Cell: Conviction, which does look like it's trying some revolutionary new tricks with presentation. Rather than having mission objectives and cutscenes taking players out of the action, many things appear "projected" on the walls, be these instructions or even flashback cutscenes. It was a really interesting approach, and the game looks to be supremely cinematic because of it. It's certainly enough to get me interested in Splinter Cell again, a series I haven't touched for quite some time.

    Then there was Alan Wake, a game which many were worrying had fallen into the abyss of vaporware. But no – we saw it, including some gameplay footage. It looks to be something of a cross between Max Payne and Silent Hill, with, like Splinter Cell, some interesting presentational features. Wake's narration of the action hearkens back to Max Payne's overblown drawl from his games, and the use of light and dark is reminiscent of some scenes in the Silent Hill series. It certainly looks incredible, too, and could well be the thing that makes 360 owners feel a bit better about not having Heavy Rain to play.

    Kojima also snuck onto stage and dropped the fact that a new MGS game starring Raiden would be hitting 360, and Square showed off some FFXIII footage. Both will likely be great, but there was nothing there we hadn't expected.

    The main part of the keynote revolved around the Project Natal technology, which allows real-time motion capture and voice recognition, allowing players to interact with games without needing a controller. It was made very clear at the outset of the presentation that this was primarily intended to be a means by which non-gamers could be attracted to interactive entertainment – but of course, this hasn't stopped hardcore gamers bitching and moaning as they always do.

    We saw a number of demos, including some questionable real-time avatar motion capture and animation and a fun-looking tech demo called Ricochet (essentially body-controlled Breakout). We also saw how Natal will allow users to interact with the Dashboard in a distinctly Minority Report manner by swishing their hands around and, much to the disgust of Atheistium over at viera.nu, allow their avatars to try on girly clothes while having a video chat. (To be fair, this was pretty cringeworthy, but I don't see it being a huge part of most gamers' lives.)

    It was Peter Molyneux's work with Natal that provoked the most interest and curiosity, however. Presenting a virtual human called Milo, he demonstrated the capabilities of Natal along with software by showing someone interacting with Milo by speaking naturally and using realistic gestures to interact with the virtual world. At one point, Milo invites the player to look into the water and a real reflection of the player appears on-screen, with the ripples in the water responding to their "touch". It was a pretty incredible sight, and a glimpse of what the future might hold, especially for games like Oblivion. (Thanks to Ajguy for suggesting this.) Imagine being able to hold a naturalistic conversation with an NPC rather than tediously clicking through a list of topics.

    As I mentioned earlier, reception has been mixed. Natal is undoubtedly amazing technology (assuming it works) but the self-professes "hardcore gamers" of the world are already up in arms about "dumbing down". But the fact is, just like the Wii is not a system for these people, Natal and its features are not designed for this audience. What Natal will allow Microsoft to do is broaden their audience from the core of gamers to families and other non-gamers. With the introduction of other services on the Dashboard such as last.fm, instant-on 1080p movies (I remain cynical about this, given the general crapness of my connection) and live TV from Sky, the aim is very much to turn the Xbox from a simple games system to an all-purpose multimedia box that sits under the television as the centrepiece of your digital life.

    I don't think that's such a bad thing. No-one suggested once that hardcore gamers would be left out in the cold – quite the contrary, in fact, with the announcement of big titles like Modern Warfare 2, Crackdown 2, Left 4 Dead 2 (yayz!) and numerous others. What Natal will do is simply open up the field of interactive entertainment to more people. If all they want to do is prance around like a pillock in front of their TV, then let them. But there's always the possibility that they'll get interested enough in the hobby to join the growing number of gamers out there and enjoy this rapidly-changing medium.

    I think that's quite a pleasant image of the future, in fact. Let's see what happens.

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    What is Your Alternate Reality? https://imnotdoctorwho.moegamer.net/2009/04/24/what-is-your-alternate-reality/ https://imnotdoctorwho.moegamer.net/2009/04/24/what-is-your-alternate-reality/#comments Fri, 24 Apr 2009 23:09:41 +0000 http://angryjedi.wordpress.com/?p=196 I've been banging on about ancient 8-bit RPG Alternate Reality since the last SquadCast now and am finding the process of revisiting it with an adult's mind (i.e. one that understands what an RPG is) equal parts addictive and frustrating. The reason for this is that Alternate Reality itself is an incredibly ambitious game with … Continue reading What is Your Alternate Reality?

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

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

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

    Holy shit! Aliens! AAAAHHH!!

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

    picture-54

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

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

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

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

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

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

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

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

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

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

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

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

    picture-65Alas, I am dead.

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

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

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

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

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

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

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

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

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    POKEY my SID https://imnotdoctorwho.moegamer.net/2009/04/24/pokey-my-sid/ https://imnotdoctorwho.moegamer.net/2009/04/24/pokey-my-sid/#comments Fri, 24 Apr 2009 12:47:02 +0000 http://angryjedi.wordpress.com/?p=187 Forget Sega vs Nintendo, it's time for the battle of the old sound chips. As I commented on the recently-released 8-Bit Computer Retrospectacular Squadcast (which I really do recommend you go and listen to – it's our best yet), I was an Atari boy growing up, largely because that's the system we had at home … Continue reading POKEY my SID

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

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

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

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

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

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

    Draconus (Atari)
    Draconus (Atari)

    Draconus (C64)
    Draconus (C64)

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

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

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

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

    Zybex – Adam Gilmore

    Atari version:

    C64 version:

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

    Warhawk – Rob Hubbard

    Atari version:

    C64 version:

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

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

    M.U.L.E – Roy Glover

    Atari version:

    C64 version:

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

    Action Biker – Rob Hubbard

    Atari version:

    C64 version:

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

    Digital music

    Bonanza Digi (Atari):

    Digi Freaks Digi (C64):

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

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

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

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    Sonikku za Hejjihoggu https://imnotdoctorwho.moegamer.net/2009/04/11/sonikku-za-hejjihoggu/ https://imnotdoctorwho.moegamer.net/2009/04/11/sonikku-za-hejjihoggu/#respond Sat, 11 Apr 2009 22:25:42 +0000 http://angryjedi.wordpress.com/?p=183 I know I said I was going to talk about Persona 4 and City of Heroes, but indulge me for a moment if you would. I'm going to talk about Sonic again, since I've been playing the Mega Drive/Genesis Ultimate Collection thing some more. Specifically, I've been playing a lot of Sonic 1. Replaying Sonic … Continue reading Sonikku za Hejjihoggu

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    I know I said I was going to talk about Persona 4 and City of Heroes, but indulge me for a moment if you would. I'm going to talk about Sonic again, since I've been playing the Mega Drive/Genesis Ultimate Collection thing some more. Specifically, I've been playing a lot of Sonic 1.

    Replaying Sonic 1 a number of years after I last "seriously" played it (in my case, when it first came out on the Mega Drive) was an eye-opening experience. Firstly, you forget how difficult old platform games are when compared to the hand-holding that modern games offer. Secondly, you forget quite how many swear words are actually in your vocabulary.

    Sonic

    I have a confession to make here – Sonic used to scare me a bit when I was a kid. Not "jump out of your skin" scared a la Resident Evil, but "edge of the seat, worried, frantic" kind of scared. I could never really pin down why this was when I was a kid – I just knew that, although I enjoyed playing it, it freaked me out a bit too.

    Now, I have one word to say why: traps. Or more specifically, spikes. One thing I don't remember having seen in many games I've played recently on next-gen consoles is a good old-fashioned pit of spikes. Or a big heavy thing with spikes on it that drops on your head. Or a wall that suddenly shoots out spikes and impales you on them.

    Sonic is full of spikes. And their simple presence makes the whole experience of running, jumping and collecting things that much more tense, because you know that they're one of the things that can lead to premature death, even if you have shields and rings in place. Plus, when you think about it, impaling something on spikes, or dropping spikes on it, is a pretty unpleasant way to die, isn't it?

    Thinking about it, an awful lot of these old games featured incredibly unpleasant ways to meet one's demise, usually involving spikes, being crushed, falling down a big pit or, in extreme circumstances, a combination of all of these things. Sonic isn't by any means the only one to feature painful-looking death-makers. Mario also had plenty of spikes and crushy things to contend with, as indeed did pretty much any 2D platform hero of the time. And even though these games aren't gory at all, having a spike penetrating a place that is not supposed to be penetrated by sharp things looks painful!

    Enough about my spike phobia (and Jane's, incidentally – she actually can't watch me play Sonic for fear of the spikes) – I had another point. Sonic's design understands player psychology perfectly. Each level is crafted to play with your expectations and make you want to slap yourself in the face when you fuck up the same bit for the fifth time.

    A particular case I have in mind occurs in the Labyrinth Zone, which is full of spikes and long underwater stretches where you can drown, along with swinging ball-and-chain things and bottomless pits. It's one of the least "friendly-looking" zones in Sonic, and (for me at least) one of the more challenging ones. The bit I'm thinking of sees you tempted by an invincibility powerup… only to clonk you on the head with a big spiky ball and chain if you mistime your approach – i.e. if you charge straight in without pausing to see if it's safe! Later in the same level, there's another invincibility powerup closely followed by a nasty bottomless pit. Naturally, when you grab the invincibility powerup, you feel invincible, so you take rather less care than you would normally, leaving you highly likely to go barging straight into the pit. It's frustrating and results in some colourful language but the key thing is, each time you mess up, you know it's your fault for falling into the psychological traps left by the level designers.

    Labyrinth ZoneComing at this from a modern, more experienced and world-weary perspective, it's been a real pleasure to re-experience the whole game and understand a little better what they were doing when they put them together. Good level design makes the difference between a game that is "cheap" and a game that is "challenging". When I first started replaying Sonic, I was all for screaming "cheap!" at it – but now, having put a bit of time in, I know what they're doing. I still make mistakes, but I know they're my fault now, not the game's.

    This is in direct contrast to the recent Sonic games, where deaths are just as (if not more) likely to be caused by poor game mechanics than by player error or design psychology. It's been sad to see Sonic lose his way over the years, but it does make me feel a little bit better to go back to the Mega Drive originals and find that they really are timeless.

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    Old Shit https://imnotdoctorwho.moegamer.net/2009/04/06/old-shit/ https://imnotdoctorwho.moegamer.net/2009/04/06/old-shit/#comments Mon, 06 Apr 2009 20:13:29 +0000 http://angryjedi.wordpress.com/?p=178 Hey all! Thanks for stopping by. I realise it's been a while since my last post, but these things happen. Sometimes real life takes over with a veritable shitstorm of stupid things happening, and this was one of those times. This is not the place, nor is it the time to talk about these things, … Continue reading Old Shit

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    Hey all! Thanks for stopping by. I realise it's been a while since my last post, but these things happen. Sometimes real life takes over with a veritable shitstorm of stupid things happening, and this was one of those times. This is not the place, nor is it the time to talk about these things, but suffice to say that blogging hasn't been at the forefront of my mind just recently.

    Still, I plan to change that now and get back into the habit, and what better way to get back into things than with a good old-fashioned retro games post? You're absolutely right, there is no better way!

    Okay. So my old Xbox 360 semi-died on me recently, with the DVD drive pretty much giving up the ghost and on several occasions failing to register that there was even a disc in the drive. This, of course, is a problem for a fundamentally DVD-based system – and also, the Xbox was acting as our primary DVD player in the house, too, thanks to its fancy-pants upscaling shenanigans.

    So eventually after a bit of umming and ahhing we (yes, we) decided to purchase a new one. I picked up the new Premium, or Pro, or whatever they're calling it now, with the 60GB hard drive, which will be nice. That 20GB drive on the old one filled up surprisingly quickly. However, I do wish Microsoft had had the decency to include a transfer cable in the box. You can get one for free by sending off a form to them (through the post… no online request option, how quaint… and inconvenient) but mine hasn't arrived yet, so I'm using my new 360 with my old hard drive at present. FAIL.

    The point, though.

    Game were doing a couple of bundles with the 60GB model. One was with Call of Duty 4, a game which I know is fabulously good and marvellous and the best thing ever but I really have very little interest in whatsoever. What did interest me, however, was the Sega Mega Drive Ultimate Collection (or Sega Genesis Fuckfest as Tolkoto of the Exploding Barrel Podcast memorably dubbed it), which was the other game on offer. The irony of the fact I spent nearly £200 on a console only to get a bunch of Mega Drive games with it was not lost on me. You know what else plays Mega Drive games and costs approximately a tenth of an Xbox 360? A Mega Drive!

    That's not entirely fair, of course, because the 360 version of the Mega Drive collection comes with a veritable plethora of 16-bit entertainment including all the expected things (Sonic 1, 2, 3, Sonic and Knuckles followed by various Sonic spinoffs as the blue spiny dude's credibility slowly began to wane, like a slow descent into alcoholism and drug abuse) plus some things that I personally am very glad to see in there but many others likely won't give a damn about (Phantasy Star 1, 2, 3, 4 and Shining Force, Shining Force II and Shining in the Darkness) and some other things besides. Purchasing (let alone locating) all these Mega Drive games would take time and money, whereas there's apparently over 40 titles to play with in this collection. I say "apparently" as they seem remarkably reluctant to list all the titles in too many places. Perhaps this means there's some pleasant surprises tucked away somewhere.

    Sonic the Hedgehog
    Sonic the Hedgehog

    What struck me having played a few of these is that many of these games are still fundamentally excellent games. Sonic in particular still plays very well, although it's easy to forget with the rose-tinted spectacles quite how frustrating it was at times. It's also interesting to play a properly optimised version of these games finally. I've spent my whole life thinking that one of Sonic 2's great new features was the fact it ran at approximately twice the speed of the original Sonic. Not true. The PAL version of Sonic 2 ran at roughly twice the speed of the original PAL version of Sonic. In fact, this collection has taught me that Sonic 1 is actually quite fast and the original PAL port was one of the shoddiest 60-50Hz hack jobs of all time.

    There's also some pleasant curios on the collection, too. I never knew the Mega Drive played host to a Roguelike, for example, but it did, in the form of Fatal Labyrinth (which is one of those examples of Japanese titling where two random, vaguely related words are thrown together) – an absolutely shameless remake of Rogue with 16-bit sprite graphics and smooth scrolling. It doesn't have much in the way of depth (as the original Rogue didn't – it wasn't until later titles like Moria and Angband that they became the behemoths they are today) but it includes a lot of the elements that make Rogue fun – the fact you don't know what anything does until you take a risk and use it being the main one. Chug back a potion and you might suddenly be stronger. Conversely, you might suddenly go blind. It's as brutal as Rogue and, despite its simplicity, it's actually fun and addictive.

    Fatal Labyrinth
    Fatal Labyrinth

    There's a whole batch of unlockable extras too, with the usual video interviews that you get with this kind of package, but also a selection of Master System and arcade titles too. All in all, it's a great package that I will certainly enjoy delving into on a regular basis. Plenty of interesting Achievements to go for too – they're not just of the "Complete Sonic" variety, there's a little bit of creativity there, too. The Achievements are also used to unlock the additional content, too, so that actually gives you some incentive to go for them, too.

    Anyway. More soon. I have plenty of things I want to talk about over the next few days, not least of which include Persona 4 along with City of Heroes and its new expansion, the Mission Architect.

    See you soon.

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    Avatar Integration and Feeling the Burn https://imnotdoctorwho.moegamer.net/2009/02/26/avatar-integration-and-feeling-the-burn/ https://imnotdoctorwho.moegamer.net/2009/02/26/avatar-integration-and-feeling-the-burn/#comments Thu, 26 Feb 2009 22:10:59 +0000 http://angryjedi.wordpress.com/?p=170 In my last post, I discussed the virtual world of Second Life. This is something that, as you probably noticed, is of particular interest to me – and I'm not the only one. Jenn Frank posted entries about the issue of avatars and personal identity at some length here and here – two articles on … Continue reading Avatar Integration and Feeling the Burn

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    In my last post, I discussed the virtual world of Second Life. This is something that, as you probably noticed, is of particular interest to me – and I'm not the only one. Jenn Frank posted entries about the issue of avatars and personal identity at some length here and here – two articles on which I also commented at some length – and this led onto an interesting discussion of whether avatars were a reflection of your real-life personality or a fantastical creation from the depths of your own mind.

    There are no particular conclusions to draw on this issue, as everyone's different. Just because someone enjoys being tied up and sodomized in Second Life (not me, I might add) doesn't necessarily mean that they will in real life. Just because a guy plays a woman (also not me, though I have been known on more than one occasion to play female characters in games), it doesn't mean that they want a sex change. An avatar doesn't have to look anything like the real-life human behind the controls, but sometimes it does.

    My avatar, until recently, looked like me, sort of, a bit. A slightly-idealised version of me, if you will, if I were slightly cooler, less fat and able to pull off black leather jackets and red hair. This all changed the other night, however, when a friend that I had previously only had passing contact with on photo exchange site Flickr decided that tonight would be the night we would meet in-world. Said friend is an active Second Life photographer, fond of, as I am, grabbing groups of good-looking avatars, snapping some pictures of them and then Photoshopping the hell out of them in order to produce some pretty pics. I have something of a liking for this process myself, so here's a picture of aforementioned friend following aforementioned Photoshop mangling:

    Morgana(Incidentally, if nothing else, working on SL pics is a fantastic way to get to grips with Photoshop – I've learned far more about graphic design and image manipulation through playing with SL pics than by working on actual photos.)

    But anyway: the point. Part of SL's appeal is that you can change your appearance, shape and even gender on a whim. I hadn't done this until now, as I felt something of a personal attachment to my avatar, as you tend to do anything that you "own" and "use" for a long time, or characters in a lengthy RPG *cough*Persona*cough*. Besides, I felt that my avatar was an expression of me – me putting myself "out there" as me. So it was with some trepidation that when Morgana and her friend asked me if they could try out a new skin and shape on me I accepted – I was stepping out of my comfort zone.

    The new shape and skin were very different from what I had played before. I felt uncomfortable. It wasn't me. But then the compliments started rolling in. Suddenly I was hot. As shallow as it sounds, a simple change in appearance – an easy matter in SL – was enough to bring these compliments and by extension, give me a huge amount of confidence. Over the subsequent few days, I have grown accustomed to my new avatar – so much so that I feel I am now unlikely to return to my old one, at least for now.

    But something else happened in me, too. I looked at my new, buff, muscular self with cool hair staring back at me from the screen and I thought… "I wish I could be like that." The next day I signed up to our local gym and swimming pool complex, and I'm now following a regular exercise programme. It's funny the things that affect you personally and give you inspiration – I never thought the whole avatar thing would work in reverse, with it giving me a desire to do something positive about my real life appearance. And while it's unlikely I'm ever going to look quite like my improbably-shouldered alter-ego, it was very much the "trigger" to set me off on this process. It's an interesting inverse of the usual "avatar reflecting aspects of reality" thing that I hadn't thought of previously.

    I discussed this with some friends recently, and they each admitted that they had had similarly peculiar experiences where something "uninspirational" had, ironically, provided them with the inspiration to make a change in their lives. Each of these things carried a certain degree of personal shame to them, too, so I won't embarrass those friends by sharing them with you now. Suffice it to say that I was faintly embarrassed to say that it was SL that inspired me to kick off this workout programme, until I realised that it really doesn't matter what it is that inspires you, so long as it inspires you. And this is why I'm sharing this story with you now.

    The BattleIf you're the slightest bit curious about following said workout programme and my feelings towards it, you can follow my progress on Tumblr here.

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    On Virtual Worlds https://imnotdoctorwho.moegamer.net/2009/02/14/on-virtual-worlds/ https://imnotdoctorwho.moegamer.net/2009/02/14/on-virtual-worlds/#comments Sat, 14 Feb 2009 12:11:21 +0000 http://angryjedi.wordpress.com/?p=162 I haven't really blogged about this much on this particular site, but I figured it's time to sit down and talk about it as it's something that I've found consistently interesting for quite a few years now. The subject is virtual worlds – online spaces where tens, hundreds, thousands of people can log in and … Continue reading On Virtual Worlds

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    I haven't really blogged about this much on this particular site, but I figured it's time to sit down and talk about it as it's something that I've found consistently interesting for quite a few years now.

    The subject is virtual worlds – online spaces where tens, hundreds, thousands of people can log in and join a virtual community for one reason or another… it may be purely to socialise, it may be to battle monsters, it may be to have fun, it may even be to have sex. And I'm not talking about community or social networking websites here, as those are a different beast entirely. No, I'm talking about actual virtual worlds, where you can wander around as an avatar, explore the world, meet other people and interact with them in any of the ways described above.

    There's literally hundreds of virtual worlds available for people to use nowadays, of many types – some are more "gamey", others are more "social", others still are focused on the less salubrious side of online interactions. Today I want to focus particularly on the virtual world of Second Life and its appeal to me, despite its many, many flaws.

    I remember first hearing about Second Life while I was big into The Sims. My whole flat at university became obsessed with The Sims shortly after I built our first house, made virtual representations of all six of us in the flat, then realised that we didn't have enough money to buy beds to begin with, so the whole "family" slept in recliners. Over the years – yes, I was that guy – I bought most of the expansions and later moved on to The Sims 2.

    I was, like many other fans of the series, extremely excited at the prospect of The Sims Online, offering the opportunity to have the same kind of fun, but with other people involved. It never made it over here to the UK – at least, not in any prominent way – so I never got the opportunity to try it. I forget exactly how I came across Second Life as a result of this, but it was something I stumbled across without hearing anything about it beforehand, and I thought that the concept sounded rather like The Sims Online, with players being able to design their own virtual person and "live" in a virtual world. As it happens, it has very little to do with The Sims Online, but I wasn't to know that at the time.

    For the uninitiated, Second Life is an ambitious virtual world project by Linden Lab, offering "players" (and I use the term loosely, as it's really not a "game" as such… unless you choose to make it as such, which we'll discuss later) the opportunity to enter a world that is almost entirely user-generated. Buildings, textures, landmasses, interface features, animations, body parts, clothing – everything is created by the residents of the virtual world, and this is the thing that initially fascinated me. I couldn't comprehend the idea of being able to log into something where the content was so fluid, where there wasn't a static virtual world that was always the same every time you logged in, with monsters in the same place, prime "camping spots" and so on. So I signed up and signed in, not really knowing what to expect.

    at-the-gateSecond Life is a peculiar experience the first time you log in, especially if you're more used to aforementioned online games with static content, such as World of Warcraft. You quickly become used to the concept of "rezzing", which is the process whereby you enter a new location and you can see things downloading and appearing around you. This is disconcerting the first time it happens (and more than a little irritating if you find yourself stuck against a wall which hasn't appeared yet) but, like many things in the world, you become used to it the more it happens. Similarly, you become used to the fact that other residents' avatars also go through this rezzing process in front of you, so it's entirely possible that someone could appear in front of you with no hair and no face until the textures and shapes have downloaded. Rezzing accidents are the subject of many a good laugh amongst SL residents, but they are accepted as part and parcel of life in the virtual world. People more used to traditional MMOs will likely find it a complete turn-off though – at least until they accustom themselves to it.

    Upon arrival in SL, the question on many residents' lips is "what on earth am I supposed to be doing?" And the answer is not simple. Explore, interact, build things, take photographs, join groups, play games, look at art, shop, fuck, roleplay, pretend to be a vampire… the list goes on for a mile, and all of these interactions are built using the basic engine of the Linden Lab-developed software, with extensions built, designed and scripted by residents of the world, just like everything else. People make in-world money either by paying out of their own pocket to buy "currency" – or by working a job, just like real life (albeit with MUCH better hours). It's always interesting to hear how seriously people take their SL jobs, whether they're a DJ in a club streaming their music through something like ShoutCast, a live musician, a virtual performer, a dancer, a greeter, a builder, an estate agent, a facility manger, a prostitute, a Game Master for roleplaying areas – again, the list of things goes on, and people have the opportunity to completely subsidise their virtual existence through virtual hard graft if they so desire.

    Another thing that is almost immediately noticeable about SL is the sheer diversity of the avatars present. And we're not talking a set choice of races here, with arbitrary "body size" sliders. We're talking complete customisation. We're talking this situation here:

    snapshot_111This wasn't anything particularly special happening – it was a discussion group where we sat down and had a civilised chat about a set topic. Like a real-world discussion group in fact.

    And that's the thing with Second Life. It has this immensely odd (yet perfectly natural-feeling once you've been there a while) ability to combine the mundane and the absurd. Everyone is distinctive in Second Life – because you're not limited to hard-coded appearance options, you can be whoever you want to be. You don't even have to be human. I picked up an awesome Pac-Man avatar the other day that allows you to spawn dots and ghosts and turn any place you go into a game of 3D Pac-Man.

    In fact, the question of not being human is one of the more interesting sides to Second Life that I haven't explored yet. It also happens to be the side that there's a lot of sordid assumptions about, particularly around the "furry" avatars. Yes, there are people who choose to represent themselves as furry animals and then have simulated sex whilst masturbating furiously at the sight of their interlocked pixels. But equally there are people who choose to represent themselves as furry animals just because they like them. On one memorable occasion I was spending some time at a hangout with my earliest friends in SL (who are still good personal friends to this day, I might add) and I was introduced to an immensely clever man from a university who was working on lots of exciting things to do with AI. My friend Lyndy, who introduced me, assumed that because I "knew about computers" I'd be able to chat to this guy no problem. However, he was explaining concepts that were way over my head… but they were interesting to hear. The really peculiar thing, though, was that he was dressed as a fox. Not a foxy lady, no, an actual fox. In a waistcoat. If anyone remembers a really old DOS point-and-click adventure called Inherit the Earth… the main character from that? Fox-in-a-waistcoat called Rif? That's about it.

    Why do I remember that? I never even played it.

    Second Life is flawed in many ways. I've talked about this many a time with Jennatar, and she suggested the notion that virtual worlds are a much younger technology than the Internet. Currently with virtual worlds, she says, we're at a similar sort of stage to the Internet was in in the early 90s in that there's a lot of stuff out there to explore, but navigation, user interfaces, efficiency and practicality haven't quite reached the level of stability you'd need to be completely "mainstream". This means that titles like Second Life are, at least for now, going to be "niche" interests. However, interestingly, the "niche" for Second Life perhaps isn't what you'd expect – an oft-quoted "statistic" is that of the many residents of the world, a significant majority of them are female and over 30. This is certainly true amongst my circle of online friends – I think there's one guy and about thirty gals on my friends list. This is also backed up by the fact that the "retail" sector in the world is very much female-dominated, with vast business empires and shopping malls devoted to female clothing, hair, animations and the like, with male products often relegated to the virtual equivalent of a dusty old cellar. One may argue that this may lead to a lot of males representing them as females, and of course this goes on – given the opportunity to live out a fantasy life, I'm sure there's plenty of men out there who wonder what it would be like to be a woman – and a hot one at that (no-one is ugly in SL unless you make a specific effort to do so!) – and give it a try.

    There's a kind of implicit understanding amongst residents though – don't ask, don't tell. If someone doesn't want their "first life" brought into it, then you don't ask. If it's a female on the screen, then as far as you're concerned, it's a female you're dealing with. I actually don't have a problem with this. Perhaps it's because I'm not spending my time going around having sex with these people, but it certainly doesn't bother me – if they choose to represent themselves in that way, for whatever reason that might be, then that's their business.

    Despite its many flaws and its perceived "niche" interest, I have a lot of time for Second Life. It's an experience that is very much made by the people you interact with. Without people to meet, talk to and interact with you're relying on stumbling across interesting content solo – and while there is plenty of interesting stuff to do by yourself, it's always better to share with other people. Much like real life, in fact.

    quiet-thunder

    I'll certainly be very interested to see how virtual worlds develop over the years. Will Second Life remain in its pioneering position of almost entirely user-generated content? Will it be overtaken by something else? Who knows. I do know that I have made some genuinely close friends in its strange world, many of whom I am unlikely to ever meet face-to-face. And I'm fine with that. By having their "virtual" face in front of me on the screen – even if it's nothing like their real-life face – I still feel like I "know" them better than people I interact with on the Internet in less direct ways. Perhaps "know" is the wrong word – it's difficult to describe, but knowing someone's avatar feels a lot more "physical" (for want of a better word) somehow than a username on a page of text.

    It's not an experience for everyone by any means. It would bore the pants off someone expecting to play an exciting game, because it's not a game. But as a means for virtual social interaction, it's an interesting experiment… one that still has a long way to go, but also has an incredible amount of potential.

    I blog about my experiences in the world in more detail here. I post my photos from the world here. Feel free to check them out if you're the slightest bit interested.

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    Communication, mmm-mm-mmmm https://imnotdoctorwho.moegamer.net/2009/02/02/communication-mmm-mm-mmmm/ https://imnotdoctorwho.moegamer.net/2009/02/02/communication-mmm-mm-mmmm/#comments Mon, 02 Feb 2009 12:46:12 +0000 http://angryjedi.wordpress.com/?p=121 Back in primary school, we used to have to sing songs in Assembly every morning. Then on Thursday mornings, we'd have "Hymn Practice" instead of Assembly, which in most cases was simply an Assembly by a different name. And then there was the one afternoon a week where the music teacher (who was also my … Continue reading Communication, mmm-mm-mmmm

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    Back in primary school, we used to have to sing songs in Assembly every morning. Then on Thursday mornings, we'd have "Hymn Practice" instead of Assembly, which in most cases was simply an Assembly by a different name. And then there was the one afternoon a week where the music teacher (who was also my piano teacher at the time) would come into the school and make us sing even more, using material from the BBC's Singing Together radio programme and companion songbooks.

    One of the awful songs that has inexplicably stuck in my head ever since those dark, song-filled times ran thus:

    Communication, mmm-mm-mmm,
    Communication, mmm-mm-mmm,
    Way back long ago men sent messages
    Beating out rhythms on drums and bones

    I remember the rest of the tune, but not the words. It was one of those songs that parents like to describe as "funky" when in fact, due to the fact it's performed by tone-deaf primary school students accompanied by a miserable pianist on an out-of-tune piano, is anything but.

    This is a roundabout way of introducing the topic I feel like talking about today which is, oddly enough, communication (mmm-mm-mmm). I apologise, but if you're reading this post, you've probably indulged my flights into the bizarre in the past.

    There's been a lot of attention on sites such as Twitter recently, and particularly, it seems, in the last month or so. Ever since Stephen Fry happened to mention it on the Jonathan Ross show here in the UK, people in my group of "real-life" friends have been signing up to it like crazy. This is a big thing, because many Internet "fads" often pass by the UK, the general (i.e. non-geek) population here being afflicted by a sort of general malaise and apathy that causes them to denounce anything where you have to do something that could be remotely considered as "work" (i.e. something where you have to use your brain or, God forbid, write something) to be a Bad Thing.

    To give you an idea of how this has gone, let me paint you a little picture. I have been using Twitter for some time now as a means of communicating with my friends in the Squadron of Shame, who are mostly based in the US and Canada. It's been great for that, but it's also been great as a means of "stress relief" – a place to post those thoughts you don't really want to say out loud but you kind of want people to "hear", if you catch my meaning. I often refer to it as a means of externalising your own inner monologue, and for many people it is. Of course, blogs also carry that function for many people, but the immediacy of Twitter, coupled with the fact you are limited in how much you can say, makes it an attractive option for "microblogging", its originally intended purpose.

    Now, as I say, I've been using it for some time both as a means of communicating with other people and venting my own frustrations, of which there are many, as you've probably seen. My friends here in the UK often wondered why on earth I was bothering with such a simple website when places like Facebook offered far more in the way of options, applications and other fluff – particularly when Facebook offers its own system for microblogging through its status update system. But the fact is, the simplicity of Twitter is the attractive thing about it. Facebook is full of fluff, and has been growing more fluff as time goes on, as have other sites like it. Now, much more than simply being able to post messages to that hot girl you fancy at college, or trying to avoid exes, Facebook markets itself as a "platform" for the interminable flow of applications that clutter up everyone's profiles and get in the way of the original purpose – communicating.

    Twitter does no such thing. Twitter gives you a box to type in what you're doing, and a list of other people's answers to the same query. Nothing more. And as a result, the communication involved is much better. If you want to ask someone something, you ask them. There's no wading through their Tetris high scores, no comparing people and choosing who is "the most punctual" (thanks for voting for me on that one, you obviously don't know me THAT well) and no looking at daily LOLcats. Simple and clear.

    There's a time and a place for these different types of communication, of course, but it was just interesting to me that it took a celebrity endorsement for people in this country to pay attention to something as simple as Twitter, while the glitz and flash of Facebook, MySpace and Bebo sweep through the lands like a plague.

    With this in mind, over the last few months I've been exploring different alternatives for communicating on the web. With the ubiquity of the Internet these days, you're never very far from some means of talking to another person – be that in real-time via instant messaging services or in a more "when you feel like it" manner via services like Twitter, Facebook and message boards. There's an interesting variety of different approaches.

    First, of course, is the humble blog. You're reading this, and presumably you've got this far otherwise you wouldn't know I'd said "presumably you've got this far". Why are you reading this? It could be one of several reasons. It could be because you want to get to know me better, it could be because you're nosey, it could be because you're interested in the things I talk about (though I defy anyone to pin a single "topic" on this blog) or it could simply because you like the way I write. How did you find me? Chances are, in my experience, that you found this place either because I told you, or because you clicked on a link in one of my other friends' sites. How you got here doesn't matter. If you're reading this, you're effectively allowing me to talk at you for several minutes before I pause, look around the room at the people who have been listening intently (and ignoring the people who wandered off to look at porn several paragraphs ago) and invite questions and comments in the… um… comments. Blogs can be good starting points for discussions, but they're inherently one-sided – the blog's writer has most of the power, and commenters have a more "subservient" role, if anything. That's not a bad reflection on any of you thinking about commenting, before you say anything – it's simply the way the medium works.

    I find a blog to be a great way of getting complicated thoughts or opinions out of my head in a way I (and hopefully other people) can understand – when expressing myself verbally rather than through text, I often find that social anxiety takes over and I get tongue-tied. Here, though, I can consider what I say before I say it, and then invite questions or opinions after the fact.

    Next up, I've been exploring Tumblr. Tumblr is a strange one, somewhere halfway between Twitter and a blog in its execution. Different people use Tumblr for different things. For the self-confessed lazy blogger, it makes a solid, easy-to-use foundation for blogging in the manner I discussed above. For others, such as myself, it becomes a sort of digital scrapbook, a receptacle for all the random noise floating around your head or pictures of cats that you see on the Internet that you don't want to clog up your Twitter stream with constantly.

    For others still, it becomes a means of communication, though in a completely different manner to something like Twitter. Tumblr's communication centres around the idea of "reblogging" – taking something that someone else posted, posting it on your own page and adding your own take on it. This is something that tends not to happen with blogs like this one – either because they're too content-rich, too long or simply out of respect for the person who wrote it in the first place. After all, if you want to comment, there's a comments box right at the bottom. Not so on Tumblr, however – because posts tend to be short and snappy – a quote, an excerpt from conversation, a photo – it's easier to reblog them, comment on them and thereby expose them to more and more people. In that sense, Tumblr is very much a viral marketer's dream. Post something cool once and if someone reblogs it, then someone else reblogs it, then someone else… each time it gets more and more views and is accessible to a wider and wider audience.

    Smokey Darth

    Take this awesome picture of Darth Vader, originally from the Wired blog, apparently. By the time I came across it, fairly randomly, I might add, it had already been through about ten people. Currently, there are 134 "notes" on the image, which means it's either been tagged as "liked" or "reblogged" by 134 people. Similarly, take the Microsoft Songsmith stuff. There's absolutely no denying that Songsmith is a work of great evil, but I bet you know what I'm talking about without me having to post a link. Viral marketing at work. Sort of.

    Then there's more "active" means of communication. I have had a long-time fascination with virtual world Second Life, it still representing a fairly unique branching-off from the typical massively-multiplayer scenario in that there are no goals, no scores, no experience points, no set content – pretty much everything – buildings, objects, scripting that makes objects work, bits of interface, even avatar clothing, hair and body parts – is created by the "players". This is a spectacular achievement, when you think about it, and whatever you may feel about Second Life and the people who enjoy it, there's absolutely no denying that it's an impressive means of communication and expression. It is very much its own world with its own rules and conventions, and it's an interesting place to spend some time, even if you don't plan on staying. Just to confuse matters, I started a Tumblelog about my Second Life experiences here, and microblog about it on yet another site called Plurk, which feeds to a Twitter feed, which… you get the idea.

    There are a million and one other sites I could talk about on this note but I feel I have carried on for far too long already. The point of this post is simply to celebrate the possibilities for communication that the Internet offers. It's easy to forget – or at least take for granted – the fact that simply by sitting down in front of our computer, we can easily talk to and interact with people from all over the world. Let's never forget how awesome that is.

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    Listen To Whatever The Hell You Want https://imnotdoctorwho.moegamer.net/2009/01/25/listen-to-whatever-the-hell-you-want/ https://imnotdoctorwho.moegamer.net/2009/01/25/listen-to-whatever-the-hell-you-want/#comments Sun, 25 Jan 2009 15:37:27 +0000 http://angryjedi.wordpress.com/?p=116 I'm many things, but one thing I've never been is cool. There are many reasons for this – crap hair, being overweight, dandruff, a tendency to blush furiously when talking to people, a voice I hate listening to (which, inexplicably, seems to have gained a cult following thanks to the SquadCast) and, of course, relentless … Continue reading Listen To Whatever The Hell You Want

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    I'm many things, but one thing I've never been is cool. There are many reasons for this – crap hair, being overweight, dandruff, a tendency to blush furiously when talking to people, a voice I hate listening to (which, inexplicably, seems to have gained a cult following thanks to the SquadCast) and, of course, relentless self-deprecation.

    This lack of coolness was particularly apparent during my teenage years. These days I like to think I have my own identity – nerd chic or whatever stupid post-modern label you want to apply to it – and I'm quite happy with this. During adolescence, though, it's easy to be jealous of "the cool kids" and for many nerds such as myself, the way to get in on some of that action was to get into the same music that they liked. At least then you'd have something to talk about, and you'd feel justified sitting in on them in the Music department at lunchtime, trying their best not to crucify their favourite song and, inevitably, failing.

    I didn't quite manage this perfectly, however. Kids were into Blur and Oasis when I was at school, so the first album I ever bought for myself was Oasis' Definitely Maybe. Fine. A good choice. Unfortunately, I chose the day before (What's The Story) Morning Glory? came out to purchase it, so was thus branded an idiot.

    Over time, I got a little better, picking up some other albums that other people considered to be "classics" for various reasons, and more than a few stinkers as well – all of which I have, and intend to hold onto with no shame as a reminder of my past. I never really strayed that far out of the cultural comfort zone of local commercial radio and what I read in magazines, though.

    As time went on, I got older and I apparently at some point signed that non-negotiable contract that means once you're over the age of 25 you must immediately start hating all contemporary popular music. (To be fair, contemporary popular music is shit.) As such, I kind of stopped paying that much attention to a lot of music for a while, instead sticking to things that I'd liked for years, or more "niche" interests such as countless remixes, reorchestrations and even a spectacular metal reinterpretation of the Final Fantasy soundtracks. During my training as a teacher, my buddy Owen introduced me to 80s and early 90s metal, which I enjoyed greatly but didn't explore in any depth. In the meantime, the charts slowly filled up with 50 Cent and crap like the track in the link posted above, and television began search after search for "the next big star", with Popstars, Pop Idol, The X-Factor, Britain's Got Talent and all manner of other "talent" shows which proved again and again that the mainstream popular music industry at large wasn't interested in talent, just someone who "looked right" and was "marketable".

    Fast forward a few years – to now, in fact. I picked up Guitar Hero World Tour and Rock Band 2 the other week, and between them those two games have reignited an interest in exploring music. Not middle-of-the-road chart music because that's still shit. (I know I posted that already. But it is shit.) No, I'm talking music where the artists actually play their instruments and in many cases compose their own songs too.

    It may sound trite to quote Guitar Hero and Rock Band as influences on exploring music, but it's true in my case. Speaking as an actual musician (albeit not a guitarist, vocalist or particularly gifted singer), I can say that both games encourage analytical listening of the music you're playing, even if the note charts for you to play on your plastic instruments are sometimes a little questionable (but that's a discussion for another day). As such, it quickly becomes apparent which ones are the genuinely-well composed tracks and which ones are masking their compositional deficiencies behind lots of noise. For the most part, there's a clear divide between "classic rock" of the 70s and 80s and more recent tracks, with many earlier tracks displaying much more in the way of virtuosity (and stamina), particularly on the part of the guitarists and drummers – but there are some notable exceptions, two of which I thought I'd mention particularly, as the individual tracks in Rock Band actually convinced me to explore these artists further and purchase more of their music.

    First up is Coheed and Cambria, which I know RocGaude is a fan of. Coheed and Cambria are prog-rock taken to the extreme, with spectacularly lengthy album titles (the one I purchased is called Good Apollo I'm Burning Star IV Volume One: From Fear Through The Eyes Of Madness) and even a companion series of graphic novels to flesh out the story of the characters in the songs. But there's something about the songs, particularly Welcome Home, the track from Rock Band, that "got" me. Now that I've mentioned this, Coheed and Cambria fans amongst my circle of friends have started coming out of the closet too. I'd never heard of them prior to a couple of weeks ago – now it seems that appreciation for their work is more widespread than I thought.

    Next up is Dream Theater, their track Panic Attack representing one of the most difficult tracks in Rock Band 2, thanks to some tricky riffs and the fact that it jumps around from 5/4 to triplet rhythms at irregular intervals, meaning that everyone in the band has to keep on their toes. This piece was so unashamedly dramatic that it immediately appealed to me, with the concept of the piece also holding a degree of personal resonance for me. As a result, I decided to check out the album it was from, Octavarium. I wasn't disappointed – from the opening track through a hugely diverse range of styles paying homage to U2 and Muse among other things, and finishing with a twenty-minute long finale, I really enjoyed the album. It's the first album I actually decided to sit and listen to – as in, headphones on, lights off, concentrate on the music and nothing else – for a very long time. Not working with music on, not blogging, not browsing the Internet, not having the music on in the background – just focusing on the music exclusively. And I had a great experience with the album.

    My point? Yes, there is one, however flimsy it might be. I have no idea if it's cool to like Coheed and Cambria, or Dream Theater, but I am happy to stand up and be counted as someone who likes them both. I'm sure I will discover more great new music as time goes on, from Rock Band, from the live gigs I've been to recently and via services like last.fm.

    In short, anywhere but from BBC Radio 1.

    And that song is shit.

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    The Squadron of Shame Squadcast #12: No Shame https://imnotdoctorwho.moegamer.net/2009/01/19/the-squadron-of-shame-squadcast-12-no-shame/ https://imnotdoctorwho.moegamer.net/2009/01/19/the-squadron-of-shame-squadcast-12-no-shame/#comments Mon, 19 Jan 2009 23:33:28 +0000 http://angryjedi.wordpress.com/?p=113 The long-awaited first 2009 episode of The Squadron of Shame SquadCast is now available for download! Subscribe now using one of the following links: Subscribe via iTunes (M4A version) Subscribe via RSS (M4A version) Subscribe via iTunes (MP3 version) Subscribe via RSS (MP3 version) Direct download this episode (M4A version) Direct download this episode (MP3 … Continue reading The Squadron of Shame Squadcast #12: No Shame

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

    Subscribe now using one of the following links:

    Subscribe via iTunes (M4A version)
    Subscribe via RSS (M4A version)

    Subscribe via iTunes (MP3 version)
    Subscribe via RSS (MP3 version)

    Direct download this episode (M4A version)
    Direct download this episode (MP3 version)

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

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

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

    Follow us on Twitter for up to date news, including rollout information of our exciting new website now that 1up has witnessed the power of that fully operational battle station that is UGO.

    Stay tuned!

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    Haunted Stereo Live at the Hobbit https://imnotdoctorwho.moegamer.net/2009/01/17/haunted-stereo-live-at-the-hobbit/ https://imnotdoctorwho.moegamer.net/2009/01/17/haunted-stereo-live-at-the-hobbit/#comments Sat, 17 Jan 2009 20:25:31 +0000 http://angryjedi.wordpress.com/?p=111 So here we are again. After a somewhat touch-and-go start to the day after being molested by numerous pints of toilet cleaner masquerading as Lord of the Rings characters, I find myself here considering what it was I saw last night at the Hobbit. Things began well when I managed to sneak in and grab … Continue reading Haunted Stereo Live at the Hobbit

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    So here we are again. After a somewhat touch-and-go start to the day after being molested by numerous pints of toilet cleaner masquerading as Lord of the Rings characters, I find myself here considering what it was I saw last night at the Hobbit.

    Things began well when I managed to sneak in and grab a peek at the performers' soundchecks earlier in the evening. When I saw that an electric ukulele was involved, I knew that this was going to be anything but traditional. However, as these things tend to go, it would be an hour or two between soundchecks starting and the actual performances beginning, so I took the opportunity to use every piece of mobile Web 2.0 technology at my disposal to write last night's blog post, tweet like crazy, post pictures of The Hobbit's pleasantly literate toilet graffiti to Tumblr and generally keep things rolling until the bands took the stage later. I also had the opportunity to people-watch a little, with The Hobbit's diverse clientele once again failing to disappoint. From the old drunk babbling about chicken to the selection of surly-looking goths playing pool, The Hobbit is a fine place to witness most subcultures coming together in relative harmony for once. The only group not really represented was the humble chav, which I have absolutely no objection to. I'd much rather they'd all be off their faces on cheap lager at Jesters down the road than spoiling everyone else's night.

    But I digress. There were performances to watch, and it turned out to be a very entertaining, very pleasant evening.

    I'm not going to talk much about the support acts here, but I did want to mention the first one. This was a solo female singer named Plat du Jour. She gave a good start to the evening's entertainment with her songs. Although her arrangements were necessarily simple, given that it was just her and her guitar, her songs were pleasant to listen to, covered a variety of different moods – all too many performers stick too much to one style and one style alone – and she had a wonderfully friendly, down-to-earth manner with the audience. She also had a great voice, with shades of Portishead's Beth Gibbons at times. I'll be interested to see where things go with her performances, as she certainly has a lot of potential, judging by her performance.

    The main event of the evening, however, was Haunted Stereo, made up of members Andy, Anja, Dave, Joanna, Kenta and Lewis. They describe themselves on their MySpace page as "melodramatic popular song/folk/indie", which is immediately intriguing. The band's lineup changes from song to song, with some songs focusing on traditional guitar and drum sounds, with others bringing the folk angle to the fore with violin and accordion taking centre stage, others still involving banjo, the aforementioned electric ukulele and even a glockenspiel at one point. They're nothing if not diverse.

    But what of the music? Well, their own description, as it turns out, is pretty apt. There's a definite folky edge to many of the songs thanks to the instrumentation involved and the patterns used in the backings. The melodrama comes mostly from the vocal lines which are simple, subtle and sometimes mournful, rising over the top of the busy backing. The combination of instruments means that although at times the band's pieces are filled with activity, with violin lines, accordion harmonies, banjo plucking, piano lines, drums and guitar parts all competing for attention, they have a pleasantly clean sound which, should you be that guy who sits there listening analytically until he learns how to hum the most obscure harmony part to a song, will make you very happy.

    I was impressed with Haunted Stereo. I have a feeling they're another band that maybe won't be to everyone's taste due to their out-of-the ordinary stylings and instrumentation, but there's certainly a lot to like. The performers all obviously have great technical ability and versatility, and the songs are all extremely listenable, with more than a touch of Belle and Sebastian to one or two of them. They offer an interesting twist on the "folk rock" genre, artists of which The Hobbit seems to attract like flies (but, err, in a good way) and a sound that, even if it's not your thing, is nothing if not memorable.

    Live music is absolutely not dead. Musicians with genuine creativity, too, are still alive and kicking, and this gig proved that. However, it's only by stepping outside the comfort zone of the national and commercial radio stations, and the pure banality of the popular music charts, that you find this creativity. What I've certainly opened my eyes to over these last couple of visits to The Hobbit is that there's a lot of very talented musicians out there who have no desire whatsoever to appear on The X-Factor in order to be catapulted to stardom and a career of mediocre, predictable songs. This is a good thing, as my thoughts on commercial crap are well-known and well-documented. Haunted Stereo are anything but commercial, but they have carved out a comfortable niche all of their own and I wish them every success in building their fanbase and being stars of the melodramatic popular song/folk/indie world.

    Good music should speak for itself. And it does. I've enjoyed some good music recently. You should switch off your radio and join me.

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    Liveblogging from the bar https://imnotdoctorwho.moegamer.net/2009/01/16/liveblogging-from-the-bar/ https://imnotdoctorwho.moegamer.net/2009/01/16/liveblogging-from-the-bar/#respond Fri, 16 Jan 2009 20:46:16 +0000 http://angryjedi.wordpress.com/2009/01/16/liveblogging-from-the-bar/ Well, here I am again, "here" being The Hobbit, aforementioned little live music-friendly pub, waiting for another group to strut their stuff on the tiny downstairs stage and sipping on a vibrantly radioactive-looking Gandalf as I wait. I'm here as a result of a very pleasant and courteous Facebook message from Andy of Haunted Stereo … Continue reading Liveblogging from the bar

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    Well, here I am again, "here" being The Hobbit, aforementioned little live music-friendly pub, waiting for another group to strut their stuff on the tiny downstairs stage and sipping on a vibrantly radioactive-looking Gandalf as I wait.

    I'm here as a result of a very pleasant and courteous Facebook message from Andy of Haunted Stereo who you'll recall, if you'll cast your mind and/or your browsers back, was playing The Hobbit the same night as Penny Arcade but I was too full of drinks that look more like toilet cleaner to be able to comment coherently on.

    Given that I was asked so pleasantly, and my dubious "research" for the last post (well, hyperlinking the bands in question's MySpace pages) showed that Haunted Stereo would be a potentially entertaining band to watch, I find myself here at the bar with another glass of Domestos and a chicken-obsessed drunk making "small talk" (which, of course, is anything but) with the poor saps serving drinks.

    I am blogging from the bar because I can. At least I'm honest about it. A full report of the gig will follow sometime in the next couple of days (i.e. when I actually have a free moment to write it). Along with a SquadCast.

    Rock on!

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    Penny Arcade Live at the Hobbit https://imnotdoctorwho.moegamer.net/2009/01/14/penny-arcade-live-at-the-hobbit/ https://imnotdoctorwho.moegamer.net/2009/01/14/penny-arcade-live-at-the-hobbit/#comments Wed, 14 Jan 2009 21:04:47 +0000 http://angryjedi.wordpress.com/?p=102 Photography in this post courtesy of Laura Bishop. If you're reading on Facebook and you can't see said pictures, click here to see the full article. So I went out the other night. This is a pretty rare occurrence and worthy of discussion in and of itself but I'm not here to do that. Instead … Continue reading Penny Arcade Live at the Hobbit

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    Photography in this post courtesy of Laura Bishop. If you're reading on Facebook and you can't see said pictures, click here to see the full article.

    So I went out the other night. This is a pretty rare occurrence and worthy of discussion in and of itself but I'm not here to do that. Instead I'm going to be focusing on the gig I went to see – Penny Arcade, live at the Hobbit pub, Southampton, UK. I'm going to say now to all the gamers reading that this post has nothing whatsoever to do with Gabe and Tycho and the nomenclature of the band is a complete coincidence, apparently. Who am I to argue?

    Live gigs here in Southampton are often a case of a million people crowding into a tiny pub that can seat about three old men and a dog around the fire, listening to ear-shatteringly loud music whilst downing drinks that look like they've been piped directly from the local toxic waste dump to the spigots, served frantically by an underpaid and overworked staff clearly insufficient in numbers to cope with the number of rabid, binge-drinking fans.

    The Hobbit is, of course, no exception to this rule, with crowds regularly squeezing into its little downstairs bar (a little larger than the average living room) to listen to some tunes and destroy their brain-cells with the vibrant primary colours of the Lord of the Rings-themed cocktails. Actually, "themed" might be pushing things a bit far, as I don't remember Gollum having a thing for Bols Blue, though many is the time that consumption of too many Gandalfs has led to a fall into darkness, albeit not accompanied by a big flamey demon thing. (Balrog. I know. Be quiet.) Despite all this, however, the Hobbit remains a popular nightspot with a lot of local acts of a variety of styles from the Southampton area performing there on a regular basis. Plus sometimes there's a guy who comes around and sells fish. Really.

    Penny Arcade (photo by Laura Bishop)
    Penny Arcade (photo by Laura Bishop)

    Penny Arcade, consisting of Alex Burton on guitar, Matt Rampton on vocals/bass and Tom Uplifter on drums, were performing as part of a complete evening's set including other local performers Andy from Haunted Stereo, and Long Shore Drift. In total, they graced us with six songs, including Straight Through, I'm Not Sleeping, Are We Talking, Jaws of the Enemy, Katie and a work-in-progress song called "Rocket Ship" performed solo by vocalist Matt. Are We Talking and I'm Not Sleeping can both be heard on their MySpace page, if you're reading this and are curious. You know you are.

    Penny Arcade's sound is a pleasingly smooth guitar-bass-drum combo which, when coupled with the distinctively melancholy sound of Matt's vocals, is very listenable. The band keeps a deliberately lo-fi sound, with minimal guitar effects being used and repetitive, hypnotic guitar/bass riffs and beats making up the majority of the songs' backings. Performing with a more "clean" sound and using minimal effects to hide behind can be a challenge for many bands as it often highlights the shortcomings of their own technical abilities, but Penny Arcade manage to perform very tightly together as an ensemble. Their songs have an intimate, personal feel to them, with Matt's vocal performance style of eyes closed, mouth to the microphone and little in the way of body movement draws the audience in and encourages them to focus on what it is he is singing about throughout. This is a great style to perform in a venue as intimate/cramped (delete as applicable) as The Hobbit – arguably made rather more poignant by consuming just one too many Gandalfs to get one to that "drunken melancholia" stage.

    Alex Burton on guitar (photo by Laura Bishop)
    Alex Burton on guitar (photo by Laura Bishop)

    Penny Arcade's style undoubtedly isn't for everyone. They're low on flashy glitz and overt showmanship, both in their unassuming physical performance styles and the sound of their music in general, but they're all the better for it – to me, at least. All three performers look deep in concentration during their performance, which is in keeping with the "personal" feel to the songs, and the whole gig felt like the audience were being let in on some kind of secret. This is the kind of thing that I have a lot of time for, and it's this kind of feel that keeps people coming to the Hobbit for gigs – however sticky the floor gets, however terrible those vibrantly-coloured cocktails may make you feel the next day, however many sweaty bodies you may be squeezing yourself up against (and not in a good way… usually) – it's the intimacy of the venue and, by extension, the intimacy of the performances there that works so well. Penny Arcade fit right in, and I hope to see more of them in the future.

    Matt Rampton on vocals and bass (photo by Laura Bishop)
    Matt Rampton on vocals and bass (photo by Laura Bishop)

    As for the other bands? Well, to be honest, I couldn't comment. Gandalf number three made me fall into darkness.

    Photo credit: © Laura Bishop, 2009.

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    Art/Fart https://imnotdoctorwho.moegamer.net/2008/12/18/artfart/ https://imnotdoctorwho.moegamer.net/2008/12/18/artfart/#comments Wed, 17 Dec 2008 23:24:31 +0000 http://angryjedi.wordpress.com/?p=87 Now with pictures! Happy now? 🙂 The idea of "games as art" is an over-discussed topic and has been since the days of the later Final Fantasy games, which many regard as one of many points where video games just started to show their potential to tell interesting stories in interesting ways. So I'm not … Continue reading Art/Fart

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    Now with pictures! Happy now? 🙂

    The idea of "games as art" is an over-discussed topic and has been since the days of the later Final Fantasy games, which many regard as one of many points where video games just started to show their potential to tell interesting stories in interesting ways.

    So I'm not going to talk about games as art – at least, not "mainstream" games. I want to take a moment to share a few curious experiences I've had recently. I hesitate to call all of these examples except one "games" by virtue of the fact that they're not really traditional "games" as such, more interactive artistic works, and I think that's fast becoming a genre of its own – something I'm all for.

    A few of these games are probably quite well known by the side of the gamer community that is interested in this sort of thing, a couple of others you may not have heard of. So I hope that by the end of this post you might be inspired to check out some things a little bit outside the box. You may well find them pretentious, boring and crap – I'm sure many people do – but like any work of "art", there are bound to be differing opinions, expectations and feelings about them.

    So let's jump in with probably the most well-known of the titles I'm going to discuss today. There may be spoilarz ahead… and you can click the game titles to visit the sites for them. (If you're reading this on Facebook, you might not be able to. Click here to read this post properly.)

    Braid

    Braid
    Braid

    Braid is a game by Jonathan Blow that represents, to me, one of the interesting things about the Xbox 360 – the fact that this is a console with such diversity that triple-A "blockbuster" titles like Gears of War 2 and independent "arthouse" (for want of a better term) games like this can happily coexist on the platform quite comfortably. With the recent launch of the NXE and the Community Games project, I think it's relatively safe to say that Braid will not be the last game of its type that we'll see.

    But what is Braid? Ostensibly it's a platform game that largely centres around puzzles rather than action. The central game mechanic is an interesting "time rewind" system which has an interesting twist put onto it in each of the game's worlds. In some worlds, you can simply rewind time if you make a mistake. In others, certain areas or objects are immune to time manipulation, so you can rewind time in the areas around the object and remain unaffected by this. In yet others, time winds forwards while you run to the right and backwards while you run to the left. It's an interesting mechanic that makes for some absolute brain-benders, and I maintain that I'm far too stupid to ever solve the game without help.

    Still, the interesting thing about Braid for me, and the thing which divides opinion the most, is the "meaning" behind it all. Each world is preceded by a series of text interludes, describing the main character's quest to reach a princess in floaty, dreamy, vague language and tying the central mechanic of each world in with the main character's conflicting emotions and feelings about time, place, love and loss as he proceeds through the game. It's a fine line between "emo bullshit" and "existential masterpiece" – and there's plenty of people on both sides of the debate on this one. One thing is certain though, everyone who has played the game has plenty to say about it, whether it's good or bad.

    Passage and Gravitation

    Gravitation
    Gravitation

    These two "autobiographical" games by Jason Rohrer at first glance appear to be simplistic "retro" style games with eye-catching super low-res pixel art. But look into them a little deeper (or, if you need a little prompting, as I did, read the Creator's Statement that Rohrer has thoughtfully posted for each game) and you'll find that each of these two games represent a deeply personal exploration of a certain aspect of "life" to Rohrer – with Passage offering a look at mortality, companionship, ambition, love, loss and the balance between these things and Gravitation looking at the concept of fatherhood, the creative process and again, the balance between these things.

    Each is represented very simply with the aforementioned low-resolution pixel art. But it's the little things about the presentation and the games themselves that carry the deeper meaning. In Passage you start on the left of the screen, with more of the "world" – your life – stretching out ahead of you. Very shortly after the beginning, you have the choice of picking up a companion, who then stays with you until almost the end of the game. This makes you unable to reach some areas of the game, but it's actually quite difficult to consider leaving her behind. If you're me, anyway.

    As you progress through the game, you gradually move across the screen towards the right side, meaning that at the beginning, you are looking forward to what is ahead, while at the end you are looking back on where you have just been. Shortly before the end, had you chosen to take your companion with you, she dies, leaving you as an old, lonely man left to trudge on towards his own death alone. This moment, although it is represented simply by the companion suddenly turning into a gravestone and the speed of movement of your character suddenly cutting to a quarter of what it was originally, is a hugely touching moment due to how understated it is. For me, it put across the idea that death is unglamorous, is unavoidable, but there is always someone left behind to trudge on without the person who is gone. I found it to be quite a beautiful, thought-provoking sentiment that is all the more poignant when you read Rohrer's description of the meaning behind the game.

    Gravitation, conversely, does not deal with a subject such as death, but rather the struggle that a creative person has between his art and his family. The game starts with you playing "catch" with a child figure. Each time you bounce the ball back to the child, a little heart appears above their head, but you cannot make any progress in the game itself by doing this. To score "points", you have to leap up a huge tower, with gravity that is constantly changing, presumably representing varying degrees of motivation (or "mania" as the Rohrer puts it), and collect stars, which fall to the ground and form rocks. Following this, you have to drop back down and push these blocks into a furnace.

    The twist is, the more stars that drop, the less able you are to get to your child to play with them, as the rocks that appear form directly in front of your child, blocking your way to her, and this also seems to have an effect on the gravity of the game. So it becomes a balancing act between play with your child and the "work" of pushing the blocks into the furnace.

    These two games are two of my favourite examples of this subgenre because of their simplicity of presentation and gameplay, and the amount of "interpretation" that can be had by looking more closely at what is happening. I think it's also really interesting to see "autobiographical" games, as Rohrer calls them, and he himself points out that this is not something that many developers have done as yet.

    The Majesty of Colors

    The Majesty of Colors
    The Majesty of Colors

    This is another game that chooses to use 8-bit style pixel art as its means of presentation, giving it a distinctive look and character that seems entirely appropriate for the game. I can't pin down why this is, but I love it. This is also the first of two games hosted on Kongregate, which originally became my favourite Flash games site purely for the presence of Desktop Tower Defense following my brother's recommendations, but seems to be developing into an interesting community of indie developers, "interesting game enthusiasts" like myself, and illiterate 12 year olds who just want to play stuff with badly-drawn animé-style characters. Fortunately, like the Xbox 360, the groups seem to coexist quite happily, meaning we get titles like this.

    In The Majesty of Colors, you play a betentacled sea monster. The game opens in black and white with balloons floating past your face and the "monster's" inner monologue represented as text across the top of the screen. Grabbing a balloon and bringing it close to the monster's eyes suddenly brings the world into vibrant colour, and the story itself begins. Essentially, the player can choose to manipulate the humans who appear on the scene either through violence or helping them, and this eventually leads to one of five endings, each of which involves the "monster" (whom, it transpires, is actually a person having a dream) awakening in very different ways.

    I kind of don't want to say anything else about this one, because I believe it's worth experiencing. It's a simplistic game with not a lot of "point" to it as a game, but it's very much an interactive work of art to me.

    Coil

    Coil
    Coil

    The first of two games by Edmund McMillen, Coil is a self-professed game with no instructions that requests you "keep an open mind while playing". It's presented in a rather abstract manner, with mouse-driven mini-games interspersed with Braid-style text interludes. The story of the game appears to be deliberately ambiguous to provoke discussion, but the consensus from many people seems to be that it is about a woman who was raped and the feelings she develops towards the child that is the product of that incident.

    Like The Majesty of Colors, I believe this is a "game" that's somewhat open to interpretation, and another that will probably split opinion. The lack of instructions can make it challenging to progress, but it's worth persevering with the story to see what you think of it.

    Aether

    Aether
    Aether

    Another from McMillen, Aether seems to be a rather personal story about childhood feelings of inadequacy in the eyes of others. Players swing through space atop the back of a curious blob-like monster trying to solve simple puzzles on planets to restore colour to their lives. The game is a somewhat abstract "journey into imagination" that seems to represent an individual's struggle for validation and acceptance by others. It also has some fabulously hypnotic dynamically remixing music which really helps with the atmosphere.

    So there you have them. Pretentious crap or an interesting method of displaying a work of art and telling a deeply personal story? I vote the latter, though I am more than prepared to hear people disagree, which they no doubt will!

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    'Tis the season to be miserable https://imnotdoctorwho.moegamer.net/2008/12/15/tis-the-season-to-be-miserable/ https://imnotdoctorwho.moegamer.net/2008/12/15/tis-the-season-to-be-miserable/#comments Mon, 15 Dec 2008 15:49:14 +0000 http://angryjedi.wordpress.com/2008/12/15/tis-the-season-to-be-miserable/ So what's the deal with winter anyway? Trite opening I know but it bears some discussion. Exactly what is it about those winter months that makes an already-curmudgeonly old git like myself into a regular Sad Sack? I refuse to believe there's not an answer beyond "it's cold" because I'm not the only one it … Continue reading 'Tis the season to be miserable

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    So what's the deal with winter anyway?

    Trite opening I know but it bears some discussion. Exactly what is it about those winter months that makes an already-curmudgeonly old git like myself into a regular Sad Sack? I refuse to believe there's not an answer beyond "it's cold" because I'm not the only one it happens to.

    Case study number one: my very good friend, who we'll just call "E" in case she minds being used as a case study, cited the example to me that every bad breakup she's ever had took place in the month of December, almost without fail. Is this a symptom of the winter blues or just a coincidence? Whatever it is, it's made her just as distrustful of the month of Our Lord's birth than I am.

    Who knows. All I know is that it's dark in the morning when I go to work, often dark in the evening when I return. The general public are in that irritatingly frenzied state of "panic buying" – because some people still aren't aware that most shops are shut on Christmas Day after all – and all those little annoyances about the general public that you already notice more than the average man in the street when you work in retail suddenly become ten to fifteen times worse. (I have no scientific basis for quoting that figure, I just thought I'd channel the arseholes who come up with make-up "fake science" adverts for a moment – they're gone now, don't worry.)

    Last year I had the most miserable Christmas of my life. My wife-to-be had departed for Bolton to spend Christmas with her family (duty calls and all that) and I was scheduled to work.

    But I had 'flu (and don't even get me started on that "man flu" bollocks that is such an unfunny running joke in this country), so I was confined to bed, unable even to go to work and spend time with the few buddies who were still here. Nope, instead I lay in bed on Christmas Day until about 3pm, only rising to make a Beechams Hot Lemon drink when the banging headaches and joint pains were getting a bit much.

    I know there's people out there who have far more miserable Christmases than that, but this is my rant and god-dammit if I'm not going to be a bit selfish! (I also hate how political correctness dictates the necessity of a paragraph like this one, but that's another post all of its own)

    Anyway. This Christmas is fortunately shaping up to be a lot better, as my now-wife Jane and I are spending our first Christmas on our own as a married couple.

    It's not that I don't like spending time with people, you understand.

    Actually, that's a lie. It's EXACTLY that I don't like spending time with people. Especially stressed-out people which, it often seems to me, is becoming more and more a part of the holiday season. The clue's in the name, people! A holiday should be a break, not an excuse to panic over a fat-ass turkey and whether or not you've got enough bloody vol-au-vents to feed Uncle Boggart.

    Breathe.

    So, there you have it.

    I hope you, if you're reading this, have a better experience in the wintertime than either I or several of my friends have had or, in some cases, are having.

    And if you do have friends who are having a tough winter, give them a hug. Sometimes it's all you need to let someone know you care, and it immediately makes things feel that much better.

    I know, I'm a big girl, but I don't care.

    Merry Christmas.

    HUMBUG!!!

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    On Evil https://imnotdoctorwho.moegamer.net/2008/12/13/on-evil/ https://imnotdoctorwho.moegamer.net/2008/12/13/on-evil/#comments Sat, 13 Dec 2008 22:26:56 +0000 http://angryjedi.wordpress.com/?p=84 After completing Fallout 3 recently, I suddenly had a hankering to return to Oblivion, a game I hadn't played for well over a year. Fallout had tickled my free-roaming Western RPG bone (if there is such a thing, and I don't invite you to postulate where it might be in the comments) and I wanted … Continue reading On Evil

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    After completing Fallout 3 recently, I suddenly had a hankering to return to Oblivion, a game I hadn't played for well over a year. Fallout had tickled my free-roaming Western RPG bone (if there is such a thing, and I don't invite you to postulate where it might be in the comments) and I wanted more.

    Oblivion is one of those RPGs I've started at least ten times with different characters to experiment with different things. The thing I've really liked about it every time I've played it is that each time I emerge from those Imperial sewers I can wander off in a different direction and do something completely different. One time I went straight for the main quest (and didn't finish it). One time I headed straight for the Arena in the Imperial City to kick some ass (bare-handed on that occasion, that was an entertaining challenge). One time I headed for the Mages' Guild and took that questline to its conclusion. Yet another time I decided to explore the dungeons scattered around the landscape, simply to acquire as much loot as possible.

    But there's one thing that all these trips into the wilderness had in common – they all involved me being "good". Not once did I veer towards the dark side, bad Jedi, Renegade, negative reputation, whatever you want to call it. I always do this. In any game that promises "moral choices" I inevitably end up playing the "good guy" because, at heart, despite my grumpy old man persona, I'm a good guy. I even did this in Fallout 3, where it's kind of "all right" to be a bit of a bastard because, well, everyone else is.

    Not this time, though. I decided that this time was going to be the time I went very, very bad in Oblivion.

    I started by hunting down the Gray Fox to start the Thieves' Guild questline, which I promptly made my way through. For those of you unfamiliar with it (and be aware there are spoilers ahead) this sequence of quests takes you from lowly burglar up to an extremely high-profile thief, culminating in you stealing one of the series' titual Elder Scrolls from the Imperial Palace. By the time you've pulled this off, if you're anything like me, you feel like you're a badass thief, but you also feel faintly bad for taking advantage of the blind monks you stole it from.

    This is nothing – nothing – compared to how sullied you feel after completing the Dark Brotherhood questline, however.

    The Dark Brotherhood come to you in your sleep after you commit your first unprovoked murder in the game. In my case, this happened as part of a sidequest I happened to be completing at the time. I had two possible solutions to the quest, which essentially revolved around a captured bandit and his lover having a disagreement. My choices were to either betray the bandit or his lover. I elected to betray his lover, who had put across the impression of being something of a heartless bitch anyway, and after all, honour among thieves and all that.

    Actually, "betray" doesn't quite sum up what I did to her. I broke back into her house while she was sleeping and shot her in the head with a magic arrow, which exploded and sent her flying, smacking straight into her ceiling before collapsing in a crumpled heap in front of her fireplace. This spectacle was faintly amusing, as ragdoll physics deaths are often wont to be, but the ominous words across the top of the screen "Your murder has been witnessed by forces unknown…" sent a slight chill down my spine. Sure, I'd stolen stuff before, but the Thieves' Guild questline had felt faintly "Robin Hood"-ish. This was getting into full-on evil territory now, and I wasn't sure I liked it.

    I also wasn't sure I liked it when a mysterious robed gentleman visited me while I was sleeping off a level gain and offering me membership in the Dark Brotherhood conditional on my murdering an old, helpless man named Rufio.

    In for a penny, in for a pound. I killed Rufio and thus began my run through what many believe to be Oblivion's best questline. The Dark Brotherhood storyline is a tale of murder, betrayal and vengeance filled with a lot of violence and some excellent plot twists, some of which are left for the player to interpret themselves, which is a touch I really liked. For example, one late quest in the sequence has you picking up a series of "dead drop" orders containing the names and locations of people for you to assassinate. Now, you can blindly continue through this sequence of assassinations by simply following your quest log's instructions – but if you actually look at the dead drop items in your inventory, you may spot that at a certain point, the "handwriting" that the notes are written in changes. At the time, I simply figured this to be some variation or inconsistency in the presentation but it actually turned out to be an extremely pertinent piece of information.

    I had a massive amount of fun with the Dark Brotherhood questline but, as I say, it left me feeling faintly soiled. The experience I had, though, plus the fact that it had an actual emotional impact on me – arguably a more powerful emotional impact than a "good" questline – makes me more inclined to check out more "evil" options in other games from the outset. I know I'm certainly keen to try Fallout again as a more "evil" character in the future, if only because Fallout makes a big deal of the fact that your choices are supposed to have pretty major consequences later in the game. I'm yet to see if this actually is the case, but I'm certainly interested to find out.

    Now, of course, my Oblivion character is on a quest for redemption. Wish her luck.

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    Board Gamery https://imnotdoctorwho.moegamer.net/2008/12/01/board-gamery/ https://imnotdoctorwho.moegamer.net/2008/12/01/board-gamery/#comments Mon, 01 Dec 2008 21:44:37 +0000 http://angryjedi.wordpress.com/?p=82 Happy December, everybody, and I hope all you vidyagames fans out there survived the November onslaught of awesomeness. I plumped for Fallout 3 and played it from beginning to end, loving every minute… but more on that another day. There have been plenty of "November games" blog posts all over the place so I thought … Continue reading Board Gamery

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    Happy December, everybody, and I hope all you vidyagames fans out there survived the November onslaught of awesomeness. I plumped for Fallout 3 and played it from beginning to end, loving every minute… but more on that another day. There have been plenty of "November games" blog posts all over the place so I thought I'd take a step back and blog about something different for a change.

    I've mentioned board gaming before but I think it's time we had a full-on post devoted to it. So here goes.

    I've been a fan of tabletop gaming for many years, ever since my then-teenaged brother's then-girlfriend introduced me to Hero Quest and Space Crusade, games which captivated me not only with their cool, super-detailed little Citadel Miniatures pieces but the fact that they told a story and did something far beyond games that I had played in the past had done. They had interesting mechanics that went beyond "roll and move", they had an interesting twist on the traditionally competitive nature of other board games by pitting up to three players (the Heroes or the Marines, depending on if you're talking about Hero Quest or Space Crusade) against one more powerful player (the Dungeon Master or the Alien).

    I was so captivated by Hero Quest and Space Crusade that I managed to convince my folks to get me a copy of Advanced Heroquest for one Christmas/birthday/present-receiving opportunity – this despite the fact that I didn't really have anyone to play with on a regular basis. AHQ took Hero Quest and took it to the next level, with a more "RPG" style system involving character statistics, equipment, hit rolls and all sorts of other interesting rules. More intriguingly, it featured both random dungeon generation, meaning a different experience every time, plus a comprehensive set of rules for solo play, so that my lack of gaming friends living nearby wasn't an issue.

    Fast forward a few years and we reach the present. At some point last year, my buddies Sam and Tom and I decided to sit down and play some board games. We started with Risk and then, following some lucky victories on eBay, we dug out Hero Quest and Space Crusade.

    This was the beginning of things – that and discovering Board Game Geek, a site with a big, lively community that discusses board games in great detail and offers excellent, articulate community reviews. (Board gamers seem to be typically rather more articulate than many video gamers, I've noticed.) Over time, we started to amass a collection of interesting and out-of-the-ordinary board games. I'd like to share my thoughts on a couple of them with you now.

    Pandemic

    Pandemic is a peculiar game from the off in that it's not competitive at all. It pits two to four players against the game itself. The premise is that the players are all members of an elite disease-fighting organisation and have been tasked with curing four deadly diseases that are sweeping the planet. Each player has a unique "role" which gives them a special ability – the Medic, for example, is better at "cleaning" a city of disease, the Scientist discovers cures easier than the other characters, the Dispatcher can move other players on their turn to put them into a strategically advantageous position, the Researcher can exchange information (coloured cards that have to be collected as a set to discover a cure) with other players easier than the others and the Operations Expert can build a Research Facility (a location where cures can be discovered, and also a means of "fast traveling" between locations) anywhere at no cost.

    It's the balance between these roles and the strategy which you have to develop that makes this game so interesting… and it's the random element thrown up by the fact that the diseases spread a certain amount each turn that makes it exciting and difficult. It often seems relatively easy to get to the "halfway" point with two of the four diseases cured before an epidemic sweeps through an area which had looked somewhat "quiet" before, leading to a situation difficult or even impossible to recover from.

    Pandemic is simple to learn and encourages a huge amount of communication and strategising between players. I really like it, even though the "Heroic" game we've been playing recently (which makes the game more challenging by throwing more "Epidemic" cards into the mix) kicks our ass every time we play it. It's the kind of game where you think "well, next time if we do this…" every time.

    Our worst game lasted two turns. That's two players' turns, not two rounds of the table.

    Check it out on Board Game Geek.

    Agricola

    I mentioned this on the recent Squadron of Shame podcast (see links to the right if you want to listen or subscribe) but it's worth mentioning again. Agricola is currently one of the Geek's top-rated board games. Players take on the role of a 16th-century German farmer struggling to get by in difficult times. Throughout the course of the game, you have to try and feed your family, grow your family (more family members means more actions per turn), plough fields, sow crops, breed animals and ensure that your farmyard is as full as possible.

    The difficulty comes in the fact that all this has to be done in the space of 14 turns, which never seems to be quite enough time.

    Each turn, players use one of their "family members" to take an action from the "action spaces" on the board in the middle of the table. This could be anything from taking resources, required for building pretty much everything, to actually building said structures, to baking bread to produce food. The interesting way the game works is that as it progresses, more and more action spaces become available so it gradually increases in complexity as time goes on – that and the fact that once one person has taken an action, no-one else can on that turn.

    I am shit at Agricola. I'm not sure what it is – perhaps it's an inability to look as far ahead as my buddies – but I enjoy it nonetheless as it's satisfying to put together your farm, however feeble it ends up looking at the end of the game!

    Check it out on Board Game Geek.

    Mystery of the Abbey

    Describe Mystery of the Abbey to someone and the first thing everyone says is "Oh, that sounds like Clue(do)". Try it – here's a description.

    There's been a murder at the Abbey. The players have to discover the identity of the culprit by gathering information, eliminating suspects through questioning and deduction before finally revealing the identity of the perpetrator.

    It's more interesting and thought-provoking than Clue, though, in that it requires you to spend a little time formulating your questions. Rather than simply "calling Colonel Mustard into the library with the candlestick", you have to actually ask your fellow players questions, being careful to phrase them in such a way that reveals information to you and not to others. Players that you question can either take a vow of silence, in which case no information is exchanged, or answer your question, which gives them the automatic right to hurl a question straight back at you.

    The Abbey setting provides scope for a number of interesting rules, too. Every four rounds, the investigative monks have to tromp back to the Ecclesia to take Mass. At Mass, as everyone knows, monks gossip, so players have to pass a particular number of cards (each card representing a monk who DIDN'T commit the crime) to the next player on the table. In this way, it becomes another challenge to conceal certain innocent monks from the other players for as long as possible.

    Then there's the Penance rules. These are some vaguely-defined but incredibly harsh rules that punish not following the way of the Abbey. If a player moves out of turn, or breaks a rule, or forgets to move the little bell that marks progress towards the next Mass, then the other players can call "Penance!" (by common agreement) and send the monk back to the Ecclesia to miss a turn atoning for their sins. The Penance rules are particularly harsh, especially given the fairly mild-natured manner of the rest of the game, but it gives the whole thing a slight air of tension which is enormously entertaining.

    Check it out on Board Game Geek.

    So there you have it. Three great games that I highly recommend you check out if you're the slightest bit interested in going beyond what more "traditional" games like Monopoly can offer.

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    We're Doing It Wrong https://imnotdoctorwho.moegamer.net/2008/11/06/were-doing-it-wrong/ https://imnotdoctorwho.moegamer.net/2008/11/06/were-doing-it-wrong/#comments Thu, 06 Nov 2008 13:51:23 +0000 http://angryjedi.wordpress.com/?p=80 Facebook readers! Read the full post with videos here! My hatred and loathing for my home country of the UK has been well documented both on these pages, on Twitter and in various other places that I've deposited little pockets of mental detritus around the Web. The reasons for this are manifold, of course, but … Continue reading We're Doing It Wrong

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    Facebook readers! Read the full post with videos here!

    My hatred and loathing for my home country of the UK has been well documented both on these pages, on Twitter and in various other places that I've deposited little pockets of mental detritus around the Web. The reasons for this are manifold, of course, but the recent US elections highlighted one of the reasons that I don't feel proud to be British, English, United Kingdomish, whatever you want to call me.

    Congratulations, by the way, America. You made the right choice by electing Obama as President-elect, the first black President the US has ever seen (a fact the BBC were fond of reminding us roughly every ten seconds during their coverage). You have elected a leader who is intelligent, articulate and inspirational – a leader who certainly gives the impression that he can make a difference and who inspires trust in the things he says. His acceptance speech made me want to shed a tear and made me feel proud and patriotic… towards America.

    I'm sure pretty much everyone has seen this by now, but here we go again:

    The man is a fantastic public speaker, it can't be denied – even if you don't agree with everything he says, or doubt he'll be able to get the job done, or whatever… there's no denying that he knows how to instill confidence and pride in a crowd.

    We get this:

    This is Gordon Brown. He is our Prime Minister. Our unelected Prime Minister, I might add, who sat waiting for Blair to resign like a rabid dog waiting to pounce on a hunk of meat before jumping in and continuing the mess his predecessor had created.

    There are many things I object to about Gordon Brown and his government. The biggest thing that struck me about the US election is that I actually cared about the outcome. I cared about the candidates. I was keen for Obama to win because I supported him as a person, I supported what he stood for and I found him an inspirational candidate. I felt uneasy about McCain and particularly about the Evil Ice Bitch that stood with him with her strangely plastic face. Conversely, I've watched several UK elections over the years and not one of them has inspired the same kind of pride, patriotism and edge-of-the-seat excitement that the US elections did. This is largely to do with the fact that our politicians are boring and uninspiring, as clearly demonstrated above.

    Couple this with the fact that they seem to make consistently stupid decisions, particularly when it comes to things like criminal rights, education and the like, and I can say with some confidence that I have roughly 0% confidence and trust in our government… and the trouble is that the "other sides" don't inspire much confidence either. David Cameron is a posh public-school boy who is widely regarded as "out of touch" with much of society. I will likely vote for him in the next election purely because I've seen what a hash Gordon Brown and the Labour Party have made in the last few years, but I know that it's unlikely there will be any great change. Our "third option", the Liberal Democrats, may as well not exist because they consistently gain so little votes in the elections that their presence is merely an annoyance to the "big two" parties.

    Our MPs are fond of that particularly odious brand of management-speak and obfuscation of what they actually mean through dumb buzz-words. (I realise "obfuscation" may qualify as one of those words, but I like it.) None of them will ever answer a direct question. I realise that this is nothing new, but it does little to inspire confidence. Obama has, conversely, in the speeches I have witnessed so far, been relatively plain-speaking and comes across as honest. Time will tell if he can live up to his promises, but at least I'm feeling pretty good about him at the moment.

    I don't see any change forthcoming in the UK. Each new generation of politicians in this country is more boring, dull, morose and out-of-touch than the last. Each new generation is doing more and more damage to the country in the name of being "progressive" and encouraging "diversity" when in fact all they are doing is removing rights from people who deserve them and providing them to people who don't, like criminals and poorly-behaved children in schools. As a result, the country is becoming apathetic, with little to no respect for authority. There's no chance of any kind of "revolution" forthcoming because the country is so weary and exhausted by the constant beatdowns and the amount of effort it takes to get a straight answer out of a politician.

    I realise this all sounds a bit Daily Mail-ish and for that I apologise. But I wanted to share my thoughts, post-election. I am filled with pride and "patriotism" (for want of a better word) towards America at the moment, but it only highlights the fact that we're doing it wrong here.

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    A Jedi in New York: Day 5 https://imnotdoctorwho.moegamer.net/2008/11/03/a-jedi-in-new-york-day-5/ https://imnotdoctorwho.moegamer.net/2008/11/03/a-jedi-in-new-york-day-5/#respond Mon, 03 Nov 2008 16:43:52 +0000 http://angryjedi.wordpress.com/?p=77 I'm writing this post retrospectively as Jane recovered yesterday and I spent the day feeling rather unpleasantly ill, finally experiencing the unpleasantness of vomiting first via my mouth then via my arse at about 5am. I feel a bit better now though, if tired. Maybe we're allergic to New York, maybe we picked up some … Continue reading A Jedi in New York: Day 5

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    I'm writing this post retrospectively as Jane recovered yesterday and I spent the day feeling rather unpleasantly ill, finally experiencing the unpleasantness of vomiting first via my mouth then via my arse at about 5am. I feel a bit better now though, if tired. Maybe we're allergic to New York, maybe we picked up some weird virus, I don't know. But I think we're both over it now having spent some time talking to God.

    Despite this, we had a great day yesterday. We visited the Natural History Museum which, despite getting up the earliest we've managed all week, we somehow didn't manage to get into until after lunch. This may have been partly due to our practical demonstration of the difference between "local" and "express" Metro trains – the latter of which was the first one we boarded today, then wondered why it sailed past the station for the Natural History Museum, then streets beyond it until we were well over 40 blocks away from where we wanted to be!

    We're going back to the Museum today to see some other bits because we didn't have a lot of time to see things in the end, though we got a chance to see the dinosaurs and an interesting section on Asian peoples. We got kicked out at closing time though – 5:45 – so we decided to head down to the south end of Manhattan to take a look at Bodies… The Exhibition. I think most people know about this by now, but for the uninitiated, it's an exhibition showing how our bodies work via the means of real-life dissected bodies.

    This wasn't as gross as I was expecting, interestingly. It was, however, interesting to see the different body parts, how they interact and what they actually look like. There were also some interesting displays on the blood supply to various parts of the body, where they had injected the veins and arteries with a special dye and then chemically "decomposed" the rest of the body, leaving only the blood vessels.

    The other great thing about Bodies which I hadn't really considered before was its stunning use of lighting. The whole exhibition hall was very dark, with pools of light surrounding each major exhibit, but also focusing very tightly on small "body trivia" signs on the wall. The overall effect was very distinctive and memorable, and lent a huge amount of atmosphere to the whole exhibition.

    Finally, once we had done this, it was time to go out for dinner to a restaurant I'd heard a little about from a few people and was intrigued to try, though it had a reputation for being expensive. I am referring to Ninja New York, a themed Japanese restaurant where you are served by ninjas and the food is self-proclaimed "high-end Japanese cuisine". The food was indeed tasty, and the "interactive" dishes, which often involved something exploding or having to pull a sword out of something followed by it emitting an atmospheric mist were great. We also got an after-dinner magic show by "New York's tallest ninja" who displayed some Derren Brown-style tricks to us which he admitted were inspired by the performer, and that he secretly hoped Derren Brown didn't get too popular in the States because he'd then be relegated to the status of "Oh hey, you're that guy who does stuff a bit like Derren Brown". His mastery of manipulation and misdirection was excellent though, and it was a great display to finish the meal with.

    The only things with the Ninja restaurant was you need to be 1) really hungry (we had a five-course banquet…) 2) really rich (…for $50-$70 each) and 3) not mind that "recommendations" sometimes turn into "orders" without you remembering having ordered them (and to counter this, if something unexpected arrives, simply tell them… they're ninjas, they can handle it). All in all though, it was a fantastic meal that is worth experiencing, particularly, I would imagine, if you have kids.

    We're flying home at 10pm local time tonight. Neither of us want to go home. We've started to feel "settled" here now and are coming to terms with New York's own little idiosyncrasies, although the Metro still occasionally bamboozles us. We'll definitely be back, without question.

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    A Jedi in New York: Day 4 https://imnotdoctorwho.moegamer.net/2008/11/02/a-jedi-in-new-york-day-4/ https://imnotdoctorwho.moegamer.net/2008/11/02/a-jedi-in-new-york-day-4/#respond Sun, 02 Nov 2008 04:08:17 +0000 http://angryjedi.wordpress.com/?p=75 Still here! Again, another short entry as it's pretty late, once again, and we both need our sleep! My legs are exhausted from the amount of walking we've both been doing. Today we went to the Museum of Sex (surprisingly work-safe – the website, anyway) as it was something that little bit "different" to the … Continue reading A Jedi in New York: Day 4

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    Still here! Again, another short entry as it's pretty late, once again, and we both need our sleep! My legs are exhausted from the amount of walking we've both been doing.

    Today we went to the Museum of Sex (surprisingly work-safe – the website, anyway) as it was something that little bit "different" to the norm, plus it was somewhere that we could again use our New York Passes.

    There are three exhibitions on at the Museum at present – The Sex Lives of Animals, Sex and the Moving Image and a selection from the Museum's permanent collection.

    First came the Animals section, which presented an interestingly "alternative" take on natural history and biology by focusing exclusively on the sexual behaviour of animals, mostly looking closely at unusual behaviour which in many cases, the curator describes, goes against Darwin's theories of natural selection, against Creationism and instead presents a third possibility.

    In practical terms, this meant we got to look at videos of animals masturbating, fucking every possible way they could and even some discussion on homosexuality in animals, including the story of the gay penguins And Tango Makes Three which got banned from many, many educational institutions. It was interesting and, yes, different, as expected.

    On the floor above was the Sex and the Moving Image exhibition. As the name implies, this exhibition charted the use of sex (or lack thereof) in movies from the earliest black and white silent films, where sex was mostly implied (with the exception of "stag" movies – early porn films, very few of which have survived due to their illegality at the time, but some examples of which were on, err, "display") through the more liberal approach that developed over the years, taking in (no pun intended) Russ Meyer and Deep Throat all the way to modern porn and celebrity sex tapes, contrasting hugely with how mainstream film deals with sexual encounters. There were also some shorter videos from Beautiful Agony (NSFW) showing different people's faces during orgasm, and a selection of sex-themed commercials from over the years.

    Then in the final room we had the selections from the Museum's permanent collection, which included male and female RealDolls (sex dolls that run into the thousands of dollars due to their supposed "realism") to a selection of sex machines, including a terrifying-looking one that was essentially a rubber cock attached to a Black and Decker drill.

    So that was nice.

    Anyway, we spent rather longer in the Museum than we had intended, as we'd originally planned to move on to Bodies… The Exhibition and also potentially to go and see Ground Zero later in the day. However, we'd also made plans to meet up with the fine gentlemen Papapishu and Regulus for dinner in St Mark's Place at a Japanese joint called Kenka which is often filled with Japanese ex-pats, is very noisy, serves traditional Japanese food that isn't sushi (which I've never had before, and which proved to be delicious, even the deep-fried garlic) and serves terrifying "specials" such as bull penis.

    So it's been a good day, only marred by the fact that Jane's not been feeling too well off-and-on since last night. I'm sure you'll all join me in wishing her a big "get well soon".

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    A Jedi in New York: Day 3 https://imnotdoctorwho.moegamer.net/2008/11/01/a-jedi-in-new-york-day-3/ https://imnotdoctorwho.moegamer.net/2008/11/01/a-jedi-in-new-york-day-3/#respond Sat, 01 Nov 2008 02:34:09 +0000 http://angryjedi.wordpress.com/?p=73 Hello again! This has to be the most blog updates I've done in a week since… ever, I guess. Nothing like having the time to sit back, relax and not have to worry about anything. Jane's currently soaking in a nice hot bath, we've had a nice meal at the hotel's restaurant and another great … Continue reading A Jedi in New York: Day 3

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    Hello again! This has to be the most blog updates I've done in a week since… ever, I guess. Nothing like having the time to sit back, relax and not have to worry about anything. Jane's currently soaking in a nice hot bath, we've had a nice meal at the hotel's restaurant and another great day.

    Today we did two main things. Firstly, we revisited Central Park, this time to go to the Central Park Zoo. Jane was very excited about this – so much so that she appeared to be regressing to childhood. I have to admit, it having been a long time since I'd seen a zoo also, I was also keen to see the animals.

    Central Park Zoo is relatively small in the grand scheme of zoos. We later discovered by finally reading the guidebook that we bought a couple of days before the wedding that the Bronx Zoo is the one to go to if you want a full-on large-scale zoo/safari-style experience. That's going to have to wait for another visit though, I think! This isn't to say that Central Park Zoo isn't good – far from it, in fact, as the relatively few displays of animals on offer mean that you can easily get around all of them and take plenty of photos.

    We started by looking at the Rainforest section – an area where it is impossible for people to walk in without going "Oooh, it's hot in here!". Well, duh. In the Rainforest area we saw a huge variety of tropical birds and some amazing monkeys whose species escapes me for the moment, but they had huge bushy tails like squirrels that were very "expressive" in their own peculiar way.

    Next up, we saw the polar bears, who were asleep. It occurred to us that it was entirely plausible for someone to go to one of these zoos and not see any animals if they were all asleep. I felt a little sorry for the polar bears as it was a relatively warm day today, but then I remembered how cold it had been for the last couple of days and determined that they were probably all right.

    Moving around, we then saw a red panda, which looks more like a tree-hugging fox than a panda. It too was asleep, but at least it had the decency to sleep in a tree where you could see it.

    Next we saw the snow monkeys of "see no evil" fame. These little guys were extremely active – running and jumping around and picking things off their feet. It's strange how watching a creature like a monkey do something that we do – picking fluff from between your toes, for example – is infinitely more interesting and amusing than seeing another human doing it.

    Then we saw the penguins, which Jane was very excited about. The penguins lived in a darkened room that smelled of fish, and were extremely docile, swimming right up to the edge of their enclosure and posing for pictures. I was also impressed at their speed in the water considering their clumsiness on land – and the fact that they can throw themselves out of the water at high speed and then land upright without breaking a sweat.

    So that was the zoo. Fun, and a worthwhile way to spend the morning.

    This afternoon we took the three-hour Circle Line Island Tour, which circumnavigates the whole of Manhattan with a guided commentary. The tour we elected to go on at 3:30 also happened to coincide with sunset towards its end, so it was likely to be a good photo opportunity. Photos to follow when I've been through all of them – over a thousand now, I reckon. 🙂

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    A Jedi in New York: Day 2 https://imnotdoctorwho.moegamer.net/2008/10/31/a-jedi-in-new-york-day-2/ https://imnotdoctorwho.moegamer.net/2008/10/31/a-jedi-in-new-york-day-2/#respond Fri, 31 Oct 2008 04:12:21 +0000 http://angryjedi.wordpress.com/?p=71 A short post tonight as it's pretty late and we're both exhausted! It's been an interesting and fun day today, though, as we had another long walk and took in a Broadway show – specifically, Avenue Q, which proved to be both hilarious and touching. Acquiring tickets for Avenue Q was less easy. Our New … Continue reading A Jedi in New York: Day 2

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    A short post tonight as it's pretty late and we're both exhausted! It's been an interesting and fun day today, though, as we had another long walk and took in a Broadway show – specifically, Avenue Q, which proved to be both hilarious and touching.

    Acquiring tickets for Avenue Q was less easy. Our New York Passes supposedly got us money off Broadway tickets if purchased through a ticket seller called Applause. We could have phoned them up to order, we later realised, but after waking up later than we'd intended and wolfing down some breakfast at, again, the Ritz (omelette today… tasty but not quite so enormous as the pancakes portion) we decided to pay Applause a visit and pick up some tickets.

    Why Avenue Q? Two reasons. Firstly, we'd played a song from it in the last local pantomime that I'd taken part in. The song was "Purpose" and I found it pretty catchy, but knew nothing about the show it was from. Secondly, I remembered that Rampant Bicycle had mentioned the show a while back, along with a number of entertaining-sounding songs such as "The Internet is for Porn" – and also something about puppets. Puppets? I was intrigued.

    But I digress. The offices for Applause were actually in an anonymous-looking office building of the type that bigger companies rent out tiny rooms in when they need a tiny bit more space. The depressing loss adjustment company I temped with for a short while (which, incidentally, made me come perilously close to hurling myself off a tall building from sheer boredom… despite tall buildings not being easy to come by in Eastleigh) hired out a tiny office to put their typing slaves (including myself) in. They rather naïvely supplied everyone with wireless Internet access, however, so I spent the majority of my time when I should have been listening to boring, slobbery old men dictating their boring, slobbery old reports about small hairline cracks extending from skirting boards to the ceiling surfing the Internet.

    The point of that? Wandering down the corridor to the Applause office put me depressingly in mind of that horrible place. Fortunately, once we were inside we were greeted by a typical-looking ticket window, which is kind of the last thing you expect to see behind a door in a place like that. We were greeted by a friendly woman who sold us some tickets and gave us our discount, promising that we'd be able to pick up the tickets at the theatre half an hour before the performance that evening.

    There's no amusingly tragic end to this story, if you're waiting for one. We picked up our tickets, we saw the show which was, as previously stated, great fun.

    Also today we had planned on visiting Central Park Zoo (another attraction we could get into with our Passes) but the walk to Applause had been a long one so we decided to simply stroll around the park and enjoy the scenery. There are plenty more photos to come from there.

    Tomorrow we are going to head for the Zoo and possibly one (or more) of the museums on our list.

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    A Jedi in New York: Day 1 https://imnotdoctorwho.moegamer.net/2008/10/30/a-jedi-in-new-york-day-1/ https://imnotdoctorwho.moegamer.net/2008/10/30/a-jedi-in-new-york-day-1/#comments Thu, 30 Oct 2008 02:06:22 +0000 http://angryjedi.wordpress.com/?p=69 Those of you who know me, follow me on Twitter or have been secretly watching me from the bushes will know that I got married to my beautiful and gorgeous now-wife Jane on Sunday 26th October. The wedding was a huge success thanks to the not inconsiderable labours of the new Mrs Jedi along with … Continue reading A Jedi in New York: Day 1

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    Those of you who know me, follow me on Twitter or have been secretly watching me from the bushes will know that I got married to my beautiful and gorgeous now-wife Jane on Sunday 26th October. The wedding was a huge success thanks to the not inconsiderable labours of the new Mrs Jedi along with assistance and financial support from our respective parents. Some photos can be found here with more to follow – if you were in attendance at the wedding and have some photos to upload, please feel free to use the Upload button to contribute your own photographs.

    Now we're over in New York for our honeymoon – yes, it's the land of Papapishu and Lord Regulus, and we arrived last night, so today was our first full day here. I've decided to blog the experience (most of it, at least…) as a nice record of what we got up to. Like the wedding, there will be photos to follow upon our return – watch this space for details of where to find them.

    So what did we get up to today? Quite a few things, actually, considering the fact that we decided today would be a day of "wandering" and discovering things rather than setting out to specifically do something. The only task we had to complete today was to pick up our New York Pass, a cool little card that Jane found out about before we left. Essentially, it's a card that allows you free or discounted entry to a lot of the popular New York attractions such as the Empire State Building, the Guggenheimer, Madame Tussauds and numerous others, as well as money off Broadway tickets and food at various restaurants.

    We began our day with breakfast at the Ritz Diner on East 62nd Street at 1st Avenue (or whichever way around you're supposed to say them), a pleasant little dive that we found on our first night here. It's a 24-hour traditional American diner with a huge menu (the kind that Gordon Ramsay would immediately want to set fire to and jump up and down on) and cheap prices. I had a stack of pancakes with eggs (sunny side – partly because I can never remember the American expressions for the different types of eggs except that one) and Jane had some waffles with bananas and blueberries. The breakfast was so enormous we theorised that it would be enough to sustain us for the whole day's activities… and we weren't wrong.

    After that, we glanced at our guidebooks to attempt to work out which way we had to go to pick up our New York Pass. We knew it was somewhere in the region of Times Square but didn't really know how to get there. It turned out we had to head vaguely West. So we did, crossing 1st, 2nd and 3rd Avenue and being momentarily confused by the lack of a 4th Avenue and instead having a Lexington, Madison and Park Avenue before we reached the famous 5th Avenue.

    Upon reaching 5th, we had a stroll down it to look at the man shops, including, of course, the striking exterior of the Apple Store. I resisted the temptation to go in but took some photos of the outside of the building because, after all, it's interesting to look at. But enough of that. We continued along 5th until we came to the corner of 45th Street, down which we turned because we'd noticed earlier on our guide map that we could pick up our Passes from Planet Hollywood which just happened to be on 45th Street and Broadway.

    Down 45th Street I came across a sight which made us both chuckle a little – the Big Apple Hostel. Now, the location of this place is amazing – about 2 minutes' walk away from Broadway – but from the outside it looks like the least inviting place in the history of ever. The fact that it stands right next to a distinctly pleasant-looking coffee house makes it seem all the more out-of-place, particularly given its proximity to the glitz of Broadway and Times Square.

    Finally we reached Planet Hollywood and picked up our Passes. We stopped at the bar to have a milkshake – by this time, it was lunchtime, but given the enormous size of our breakfasts we weren't feeling hungry in the slightest, so we settled for a simple drink and an ogle at the cheesiness that is the interior of that place.

    Upon leaving PH, we strolled down Broadway. The sun had come out now after a dull start to the day with a few minutes of rain, so I took the opportunity to take a lot of photos. I'm finally starting to work out what the different settings on my still-quite-new Nikon D40 DSLR do, as will hopefully be evidenced by the photos I've taken. The photos certainly look nice on the camera's built-in LCD – I guess it remains to be seen if they still look good on a monitor!

    Jane led me down Broadway to an unknown destination – to me, at least. Said destination became immediately apparent once we reached East 34th Street and we saw the Empire State Building rising majestically into the skies. We decided that now would be a good time to ascend the gigantic building and also to take the New York Skyride simulator tour. Yes, we are doing gratuitously touristy things, and I'm sure those of you who live in or know NYC will be groaning at what we've done so far, but what the hell. The last time I came to New York I was four years old and can remember precisely jack shit about it, while Jane had been more recently but had ascended the tower on a very cold day when visibility wasn't great.

    The view from the top of the ESB was predictably fantastic (and yes, there were yet more photos taken) but the other thing which struck me about the building was the sheer number of queues you had to join in order to get to the top. There's a queue to get through security. There's a queue to get your tickets. There's a queue to get in the elevator to the 80th floor. There's a queue on the 80th floor to get in the elevator to the 86th floor, where the observation deck is. Once you've finished viewing the, err, view, there's a queue to get down to the 80th floor, then a queue to get to the elevator to the 2nd floor… you get the idea. The whole experience, which was, let's face it, getting in an elevator and going to the top of a really tall building, took over 3 hours altogether.

    This sounds somewhat cynical. I don't want to give the impression that ascending the ESB is a worthless experience – far from it, as the view at the top is spectacular. However, one shouldn't go into it with the foolish assumption that I had, which was that it would be relatively straightforward to get in and get to the top!

    Following our visit to the ESB, we decided we were hungry and decided to return to Planet Hollywood for dinner, as our two New York Passes gave us $20 off our meal there. While Planet Hollywood may not be the classiest cuisine in town, it was certainly very tasty and gave us the energy we needed to get back to the hotel.

    It was a long walk around, but we covered a lot today, and I developed my "feel" for the area enormously. Before today, my knowledge of New York geography was extremely sketchy, despite playthroughs of Project Gotham and Grand Theft Auto. Incidentally, Grand Theft Auto has the "feel" of New York pretty much perfect (in my outsider's opinion) and I recognised Times Square from both Project Gotham and Forza Motorsport 2. Kudos. No pun intended.

    No idea what we're covering tomorrow, but I'll post if I get a moment! In the meantime, for those who are really, really interested, here's a Google Map of today's trip.

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    Ode to Game Music 2: The Art of the Final Boss https://imnotdoctorwho.moegamer.net/2008/10/14/ode-to-game-music-2-the-art-of-the-final-boss/ https://imnotdoctorwho.moegamer.net/2008/10/14/ode-to-game-music-2-the-art-of-the-final-boss/#comments Tue, 14 Oct 2008 19:57:46 +0000 http://angryjedi.wordpress.com/?p=67 This is going to be a somewhat self-indulgent (and lengthy) gush on one of my favourite topics to do with video games in general, and with their music in particular. But I promise that I won't mention One Winged Angel at all in this post after this paragraph as I'm sure most people who are … Continue reading Ode to Game Music 2: The Art of the Final Boss

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    This is going to be a somewhat self-indulgent (and lengthy) gush on one of my favourite topics to do with video games in general, and with their music in particular. But I promise that I won't mention One Winged Angel at all in this post after this paragraph as I'm sure most people who are familiar with that of which I speak below will be overly familiar with this track already.

    Oh, and if you're reading this on Facebook come and read this on my proper page. It has streaming audio and everything.

    Everyone ready? Let's begin.

    So, the final boss confrontation. To me, this can make or break a game. I remember learning very early on at school both when writing essays and preparing for performances that "people remember the beginnings and the ends of things more than anything else". And it's true. For me, by far the most memorable parts of many games are the very beginning and the very end. Sure, if the middle is interesting, compelling and/or fun I'll be more inclined to make it from the beginning to the end, but I'll be even more inclined to remember a game fondly if its finale is aurally spectacular. Conversely, if a final battle is somewhat underwhelming in terms of presentation, I'll be less inclined to think of it favourably.

    Take Diablo II, for example – I think most people agree that Diablo is a fantastic game, but for me that final battle with Diablo was utterly underwhelming, and it was the music that killed it completely. Or rather, it was the lack of the music that killed it completely. Diablo has an eerie, ethereal sort of soundtrack that doesn't have much in the way of memorable tunes. Sure, it's atmospheric and sure, its production values are higher than for many games (it is a Blizzard title after all) but dammit if I didn't want something a bit more dramatic for battling the most evil thing in the history of ever!

    So it is with this in mind that I want to share with you some of my favourite final boss confrontation soundtracks. The overdramatic climactic music may be something of a cliché to many people but I can't get enough of it. If it involves "scary choirs", a phrase a similarly-inclined friend and I coined a while back to describe the chorus in One Wi… I mean that song at the end of Final Fantasy VII… so much the better.

    These are presented in no particular order, I should probably say. And if you have any similar examples, please feel free to share them in the comments.

    Final Fantasy I (Origins Version): Last Battle (Nobuo Uematsu)

    Start as you mean to go on, with a bit of Uematsu. While he is probably one of the first composers that people get interested in when they start looking into video game music, his "mainstream" (for want of a better word) doesn't mean that his music isn't worth looking at. On the contrary, in fact – the Final Fantasy series has typically had spectacular finales and a huge amount of this can be attributed to the music.

    This piece is from the remake of Final Fantasy I for the PS1. If you're unfamiliar with the first FF, the battle system consists of your party members standing on one side of the screen wafting their weapons around at a monster or monsters on the other side of the screen. There's very little apparent physical interaction between them, and said monsters don't animate at all.

    That didn't stop this piece of music making the final battle with Chaos (incidentally, just how many unimaginative RPG designers have used something as generic as "Chaos" for their final bosses since FFI?) super-dramatic and exciting.

    This piece takes in all the JRPG finale clichés. Pipe organ? Check. Tinkly piano breaks? Check. Loosely based on the game's main battle theme? Check. But I still love it.

    Final Fantasy II (Origins Version): Battle Scene 2 (Nobuo Uematsu)

    I'll say now that I'm getting all the FF music out of the way first so those who think it's been done to death (which, to be fair, it probably has) can happily skip to the later tracks.

    Who's still here? Oh good. This theme is from battling the Emperor at the close of Final Fantasy II, one of the less well-known FF games because many people hate, loathe and despise it with a passion. Me? I enjoyed it, and this music, while simple, was pleasant to experience at finale time.

    The interesting thing (well, to me anyway) about this one is that the main motif of the theme also made a reappearance in the final confrontation of Final Fantasy IV when battling Zeromus. This also happened a couple of other times, with the chord sequence for Exdeath's (still a dumb name) theme in Final Fantasy V bearing more than a passing resemblance to Sephiroth's theme in Final Fantasy VII.

    Talking of which…

    Final Fantasy VII (Nobuo Uematsu)

    I have two tracks to share for this one for the reason that it does one of the things I love best in a good final confrontation soundtrack – it takes one of the earlier themes in the game and expands on it. The next few tracks in this post revolve around this kind of idea.

    So this track (Those Chosen by the Planet)…

    …becomes this track (The Birth of a God).

    Eventually, anyway. Give it time. At about 1:25 in, we get that Sephiroth theme coming back to kick some ass. I remember the first time I heard this it was one of those moments where you get an involuntary shiver down your spine. I know for a fact this doesn't happen to anyone, but this one particular musical technique at work here – using a simple motif from an earlier piece of music in a completely different one, particularly if they are of markedly different styles – always has that effect on me, particularly if it's used at a dramatic moment.

    Then, of course, after this track, you get that other one that I'm not mentioning.

    Neverwinter Nights: Hordes of the Underdark (Jeremy Soule)

    Mr Soule is very fond of the technique I mention above, as is clearly demonstrated by both his work on Neverwinter Nights and Dungeon Siege (up next). The moody, creepy opening track from Hordes of the Underdark (which, so far as I'm aware at least, has no title other than "x2_title") sets the scene for a descent into darkness with faint undertones of potential heroism ahead:

    Slog your way through to the end of the game through its many traps, challenges and monsters and, musically, you end up almost right back where you started, but in a slightly different key at a slightly faster tempo with more screechy strings and clangy percussion:

    There's even some pipe organ in there. Well done that man.

    Dungeon Siege (Jeremy Soule)

    Dungeon Siege as a game was, to many people, a relatively forgettable action-RPG. It wasn't by any stretch of the imagination bad, but most people seemed to think it was a fairly unremarkable game still riding the remnants of the Diablo II wave. Still, I remember it fondly for its music – in this case, both the very first and last tracks of the game providing strong "bookends" to the action.

    Here's the track you get for setting out on your journey:

    This being Jeremy Soule, there's more than a passing resemblance to the "sound" of Neverwinter Nights – if it ain't broke don't fix it, eh? – but to me, the main theme of Dungeon Siege is much more memorable. I know of people who have restarted the game many times simply to hear this music again. I was also delighted to discover that Dungeon Siege II also started with an alternative version of this theme.

    Get to the end of the game (assuming it holds your attention, of course – and I maintain that it's actually an entertaining experience worth playing through) and your battle with the final boss is accompanied by this stirring soundtrack:

    Scary choirs, clangy percussion, a hurdy-gurdy break and… there it is, lurking around the 1:08 mark, that opening theme. Once I heard that, any trace of gaming fatigue I had was immediately gone and I had to finish this game to do justice to the excellent soundtrack. It's strange. The adrenaline rush of the simple re-use of a musical motif – I often wonder if I'm the only one that this particular technique has an effect on. But then I think about how many composers out there do it and I know it can't just be me.

    Space Channel 5 (Hataya, Tokoi, Nanba, Ohtani featuring Ken Woodman and His Orchestra)

    My love for Space Channel 5 has, of course, been well documented in the past but I feel it's worth mentioning here simply because it's a completely different soundtrack to what we've heard above – and yet it still uses that same technique, and it has that same effect on me.

    Space Channel 5's main theme, Mexican Flyer, is the basis for much of the rest of the game's soundtrack – if not in terms of reusing motifs then at least stylistically, with the blaring horns and Sixties stylings providing a backdrop to many scenes in the two games in the series. It's certainly a memorable, toe-tapping theme that sums up the "Gays In Space!" aesthetic nicely. So when I got to the end of Space Channel 5 Part 2 after, oh, the mighty 45 minutes of game that preceded it, I was immensely gratified to be dealing with the extremely bizarre and surreal finale accompanied by this piece:

    This piece has everything I want from a finale – a bit of drama (0:33), a bit of cheesy false-hope "Yay! You did it!" (1:03) and cap it all with an ending that takes the main theme and builds on it from a simple vocal (1:20) up to everyone in the galaxy singing along with you (2:15). This is the kind of piece that makes you feel rotten if you fuck it up halfway through.

    Persona 3 (Shoji Meguro)

    There's just one more example of what you have probably surmised is one of my favourite musical clichés to fall back on, and that is the great and brilliant Persona 3. I'm not sure much more needs to be said about this at this time other than the fact that The Poem for Everyone's Souls…

    …becomes, after 90+ hours, The Battle for Everyone's Souls.

    It, of course, is them followed by the final battle mix of Burn My Dread featuring, in Beige's own words, some Japanese guy "rapping the fuck out".

    Beyond Good and Evil (Christophe Heral)

    Just two more, you'll be pleased to know. First up is the spectacular soundtrack of Beyond Good and Evil which I want to draw attention to simply for its high production values and the great "bookending" of the game that these two tracks achieve.

    Shortly after starting the game, you are thrust right into combat with a mysterious enemy you don't know much about. During said battle, you are accompanied by this incredible piece of music that everyone who has played Beyond Good and Evil seems to comment on when describing the game's amazingly strong opening sequence. Dancing with Domz certainly sets the scene for an epic battle.

    The return to this style at the end of the game with the piece Sins of the Father is made all the more effective by the fact that much of the music in the middle of the game has been either of a somewhat "gentler" style, or when things did get hectic, a more "electronic", "technological" sound. A return to the orchestral/choral stylings of the opening for the final confrontation helped, for me at least, to diminish the "Umm… what the fuck happened at the end of this game?" nonsense.

    Trauma Center: New Blood (Atsushi Kitajoh)

    I draw particular attention to Trauma Center here because I still find it utterly bizarre. I mean, we're talking about a surgical action/puzzle/shooter game here. And let's not forget the fact that the first Trauma Center game ended with you battling an illness that was "a form of Death itself" that had wrapped itself around the human heart.

    I don't know about you, but when I think about doctors, nurses and surgeons, pipe organs and scary choirs (there they are again) don't spring immediately to mind. Neither do electric guitars. But what the hey. If you've played Trauma Center, you'll know that it's a sweaty-palmed and utterly terrifying experience, which these two pieces, heard during the final "battle" with the Cardia disease, reflect perfectly.

    And on that note, it's good night from me. Congratulations if you made it through all that, and I hope you've enjoyed some of my picks. If you have any other final boss musics that you'd like to share, please post 'em in the comments.

    My next post on game music (which will happen when it happens and not before, dammit!) will likely revolve around the art of the end credits music.

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    Pile of Shame: Oct 08 https://imnotdoctorwho.moegamer.net/2008/10/13/pile-of-shame-oct-08/ https://imnotdoctorwho.moegamer.net/2008/10/13/pile-of-shame-oct-08/#comments Mon, 13 Oct 2008 21:11:03 +0000 http://angryjedi.wordpress.com/?p=64 I've had a personal pile of shame lingering for many years now of video games that I bought, played, loved and never got around to finishing. It seems to keep growing, and PC games seem to be ones that I am particularly guilty of leaving ignored for some time. So it was with that in … Continue reading Pile of Shame: Oct 08

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    I've had a personal pile of shame lingering for many years now of video games that I bought, played, loved and never got around to finishing. It seems to keep growing, and PC games seem to be ones that I am particularly guilty of leaving ignored for some time. So it was with that in mind that I started to delve into said pile of shame to actually finish some of them. Prior to this post, Divine Divinity was the game that kept me occupied. I remember when I first bought it, my PC wasn't quite up to the job of running it particularly quickly, so that put me off playing it a bit. When I bought a more powerful PC, it was left on the shelf in favour of more fancy-pants games that showed off my shiny new processor and graphics capabilities.

    Now I've got my even-more-powerful-than-that Mac happily Boot Camped up to the gills, I find I've been returning to the older games more and more. I think the fact that I can run said older games at 60+fps at 1920×1200 is one of the somewhat attractive aspects of this arrangement – especially when I consider that the intro to The Witcher, which I also picked up recently, ran at approximately 1.5fps at 1920×1200. Ouch.

    Anyway, now DD is out of the way I'm going to talk about one game in particular which I've always had genuine affection for because it's just so utterly charming. It's moderately well-known in certain circles for many reasons, but I think there's an equal or possibly even greater number of people out there who won't be familiar with it at all. So what is it?

    No One Lives Forever
    No One Lives Forever

    No One Lives Forever, of course; or, to give it its full title, The Operative: No One Lives Forever, hereafter referred to as NOLF for the sake of my sanity.

    NOLF is a first-person perspective shooter from the era of games such as the original Deus Ex. DX is actually quite an apt comparison to this game as both proudly boast of the player's ability to approach situations in a manner of their choosing (normally boiling down to either bursting into a room making lots of noise and shooting everyone in the face, or sneaking into a room quietly and then shooting everyone in the face) and the then-trendy "stealth action" elements.

    Where NOLF shines is in its characterisation – both of the game world and of the people in it. NOLF's world is a brightly-coloured Sixties-inspired caricature of the world of secret agents and acronym-based criminal organisations. Many have compared it to Austin Powers but NOLF's humour is in many places far more subtle and less slap-you-around-the-face-with-a-vaguely-phallic-object-whilst-shouting-"Laugh dammit!" than Myers' ouevre. The protagonist Cate Archer, for example, is far from being a wisecracking caricature. In fact, she's actually quite a realistically-portrayed character battling against the sexist tendencies and chauvinistic attitudes of many people from the Sixties who just happens to get into some spectacularly over-the-top scenarious, including, amongst other things, falling out of a plane without a parachute and having to steal one from an enemy goon on the way down.

    This is one of the brilliant things about NOLF – juxtaposition. Cate's deadpan and sarcastic delivery of many of her lines (including some brilliantly cutting comebacks to aforementioned chauvinism) contrasts brilliantly with the absurdity of some of the situations she finds herself in. Couple this with the famous "overheard conversations" which few games have handled quite as brilliantly as this game, and you get a great spy tale with a wonderful sense of humour infused throughout.

    One thing struck me while playing this game, and it was this: first-person shooters used to be fun. I don't know what it is about recent FPSes but I just don't enjoy the new ones. I've never been inclined to finish a Halo game since the first one, I have absolutely no interest in Crysis and don't even get me started on Gears of War. Yes, yes, I know, it's a third-person shooter but it might as well be in first-person for all the blood, gore, shooting, unimaginative gameplay and brown backdrops. (Yeah, you heard.)

    NOLF and other games of its era (and earlier) were something else, though. I haven't been able to pin down exactly what it is I find so compelling about them, though. Maybe it's the fact that they're more colourful. Maybe it's the fact that the gameplay is more varied – for all the great set-pieces in Halo, you were still running around sci-fi themed areas for the duration, whereas NOLF sees you doing everything from diving out of aforementioned plane to doing a deep sea dive to heading to a brilliantly camp Sixties space station, with different gameplay conceits to take into account in each environment. Or maybe it's the fact that the protagonist is an interesting, compelling character that you feel inclined to stick around with for the duration of their journey. I know I couldn't give a crap about Master Chief as he's dull as ditchwater as a character, at least in the way he's represented in the Halo games – the books may be another matter but as Halo interests me so little I've never felt inclined to check it out. Cate, on the other hand, is intelligent, sexy, sarcastic and has a wonderfully dry sense of humour.

    I think many modern developers and publishers could learn a lot from revisiting some games from five to ten years ago rather than churning out identikit shooters with pretty graphics. I'd love to see a modern sequel to NOLF. Who knows if it will ever happen?

    Next on the Pile are the X-COM games and NOLF2, along with The Witcher, which I'll post some thoughts on soon.

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    SquadCast: Persona 3 https://imnotdoctorwho.moegamer.net/2008/09/21/squadcast-persona-3/ https://imnotdoctorwho.moegamer.net/2008/09/21/squadcast-persona-3/#comments Sun, 21 Sep 2008 15:52:58 +0000 http://angryjedi.wordpress.com/?p=60 It's the first of our irregular special side-mission podcasts today as we explore the world of teenagers pointing guns at their heads, the tarot and giant penises riding chariots. Yes, you read that correctly. Persona 3 is an incredibly long game – too long, perhaps, for a Squad main mission, so those of us who … Continue reading SquadCast: Persona 3

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    It's the first of our irregular special side-mission podcasts today as we explore the world of teenagers pointing guns at their heads, the tarot and giant penises riding chariots. Yes, you read that correctly. Persona 3 is an incredibly long game – too long, perhaps, for a Squad main mission, so those of us who have played, finished (or "almost" finished) it decided to get together for a chat and a chin-stroke.

    This podcast also features Beige and Pishu's report from PAX 08, our regular Personal Piles of Shame section and selections from the soundtrack of the game.

    Featuring: Chris "RocGaude" Whittington, Mark "Beige" Whiting, Chris "Papapishu" Person and Pete "Angry_Jedi" Davison.

    Subscribe using one of the links below:

    M4A Enhanced version via iTunes
    M4A Enhanced version via RSS

    MP3 Standard version via iTunes
    MP3 Standard version via RSS

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    Spore: My Take https://imnotdoctorwho.moegamer.net/2008/09/18/spore-my-take/ https://imnotdoctorwho.moegamer.net/2008/09/18/spore-my-take/#comments Thu, 18 Sep 2008 22:24:58 +0000 http://angryjedi.wordpress.com/?p=56 Okay. Let's get one depressingly inevitable thing out of the way first. Now that's done, we can begin. There's been a whole lot of ranting about Spore's DRM recently (not least from myself, albeit I seem to be coming from the opposite direction to 99% of the rest of the Internet) but I'm not here … Continue reading Spore: My Take

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    Okay. Let's get one depressingly inevitable thing out of the way first.

    O HAI OMG AI CAN HAZ SPORN YA?

    Now that's done, we can begin.

    There's been a whole lot of ranting about Spore's DRM recently (not least from myself, albeit I seem to be coming from the opposite direction to 99% of the rest of the Internet) but I'm not here to talk about that today. I'm actually going to talk a bit about the game, having spent some time with it and played it from start to "finish" with one of my creatures and started again with another.

    I'll start by saying that Spore is enjoyable and plain FUN. Many developers these days are dead set on either creating a movie, or creating something that's self-consciously "hardcore" or something equally unappealing to a cynical old bastard such as myself. Spore eschews all of that by providing an experience that is pleasantly "light" to play yet has something that may not be "depth" but is certainly an addictive quality that keeps me wanting to return to it.

    Part of the appeal is, of course, the user-generated content. The fact that, once my little single-celled creature evolves sufficiently to crawl out of the primordial soup and onto land, he/she/it will encounter creatures created by my friends, family and colleagues… well, that's just awesome. Already I've had discussions with several people with amusing stories about my creatures turning up in others' games, and even my spacefaring race's starship turning up and suddenly abducting creatures from their game! (Disappointingly, the above-pictured "Massive Cock Monster", produced by myself and a colleague from work upon his first discovery of the Creature Creator, hasn't appeared in my galaxy as yet but I'm sure it's only a matter of time.)

    This is the great thing about replaying Spore. The first time I played it, I didn't notice any of this stuff – I was concentrating on actually playing the game and understanding the mechanics. Fortunately, the mechanics themselves are very simple to pick up and build in complexity at an almost perfect pace – starting with simple directional controls in the Cell stage, adding an MMO-style "hotbar" in the Creature phase for using attacks and social abilities, adding a simple RTS interface in the Tribal phase, refining and increasing the depth of this in the Civilisation phase… before combining everything you've learned throughout the last few hours into the much more lengthy Space phase. And the great thing about the Space phase is that in your travels to the various planets around the galaxy, you can drop down onto a planet and see a computer-controlled species/tribe/civilisation going through exactly what you've been through – you can either sit back and watch it or do your damnedest to interfere with it through various means. Once you've been through the Space phase and experienced this a few times, going back to a previous phase means that you suddenly notice a whole lot of weird shit going on… like a sudden stampede of creatures running away from a now gigantic-appearing spaceship which is lasering them to death, or abducting them, or dropping meteors on the planet.

    So that's a lot of fun, and to me one of the best things about the game – the fact that it FEELS like a coherent universe where not only do you go through all these stages, but "everyone else" has to as well – and that "everyone else", despite being computer-controlled, feels like it's controlled by other people thanks to the fact that they were all DESIGNED by other people.

    Vaguely related to this is the thing I like most about the aesthetic of the game – the constantly changing sense of scale. Right from the very beginning, Spore is a game about growth. Eat enough primordial goo as a wobbly cell thing and you get bigger, until you can eat the things that used to be screen-sized. Wander around as a creature and everything seems very large. The world is a big place, any invading spaceships seem huge and threatening and it's a scary place to be part of. Become a tribe and you feel like you've taken a step back. What was once a single screen-filling creature has become a group of creatures that appear smaller individually but exhibit a greater influence on their environment. Become a Civ and you barely see your creatures at all, as they spend all their time in buildings and vehicles – but their influence spreads and grows until they have dominated the world. Reach the Space stage and, while your spaceship of your own design is undoubtedly cool, it's presented as quite a small object on screen, making you feel suitably insignificant when surrounded by the thousands of stars that make up the Spore galaxy, until you start conquering or buying out star systems and you see the tangled web of your empire spreading across the galaxy map, growing bigger and bigger with each new conquest.

    Other little things tickle my happy places in nice ways. The community side is dealt with well, though I wish there was some notification when someone comments on your creations as at present you have to check your page to see if any comments have come in. There's Achievements too, a clear nod to both Xbox Live and Steam's successful integration of this feature – and they're an interesting mix of achievements too, with a combination of simple "play this game for 40 hours" style ones along with more complex "Win the Civilisation Stage by launching nuclear missiles"-type ones that encourage replaying the game in different styles – plus the fact that playing the game in different styles actually makes a difference. My first race was an aggressive species of carnivore, which meant they spent a lot of their time fighting. (Plus their voice ended up sounding like Brian Blessed, a fact which I was immensely pleased about.) My new species is completely different. They are non-aggressive, social herbivores, which has meant that the strategies required to survive the various stages (they're currently up to the Civ stage) are rather different, focusing on defence or negotiation rather than outright killfests.

    So is Spore the masterpiece the hype makes it out to suggest? Who knows. What I do feel, though, is that different people will take different things from it. I will certainly enjoy revisiting it with different creatures with different personalities and abilities and attempting to play the game in different ways. Others may tire of it quickly due to its relatively simple gameplay – simple compared to a more in-depth strategy game, at least. Others may spend most of their time in the Creators and enjoy adding more and more content to both their and other peoples' games. It's certainly a game with a broad appeal and, if we have to use that over-used term "casual" game, it's a good example of a game that is easily accessible by both people who have been gaming for years and those who are relatively new or not as obsessively interested in the hobby as some of us.

    (Oh, and the fact that they incorporated the music from M.U.L.E. into the trading screens in the Space phase is enough to make me want to have Maxis' babies… though the purist Atari geek in me wishes they'd used the Atari version instead of the inferior C64 tune. My new creature, Gollumer, is a homage to that game.)

    Check out my profile on the Sporepedia and feel free to add me if you've got the game and haven't added me already – the name is, of course, "angryjedi".

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    An Open Question https://imnotdoctorwho.moegamer.net/2008/09/15/an-open-question/ https://imnotdoctorwho.moegamer.net/2008/09/15/an-open-question/#comments Mon, 15 Sep 2008 18:11:26 +0000 http://angryjedi.wordpress.com/?p=54 Okay. So I set up a site at Tumblr – here it is – and you'll also notice it's now sitting happily in the RSS feeds in your sidebar to the right. Someone with some Internet savvy about them explain to me the difference between a Tumblog and this monstrosity you're reading right now? So … Continue reading An Open Question

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    Okay. So I set up a site at Tumblr – here it is – and you'll also notice it's now sitting happily in the RSS feeds in your sidebar to the right.

    Someone with some Internet savvy about them explain to me the difference between a Tumblog and this monstrosity you're reading right now? So far as I can make out, I can use Twitter to post random short crap or snarky comments about people in ill-taste, ill-fitting T-shirts, Tumblr to post links, videos and slightly longer "minute-by-minute" crap and this place to post long, pretentious ranty crap.

    All in all, it's a lot of crap. And yet for some inexplicable reason, people keep reading it. And for that, I thank you heartily. 🙂

    That sound about right?

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    Fuck the Internet https://imnotdoctorwho.moegamer.net/2008/09/14/fuck-the-internet/ https://imnotdoctorwho.moegamer.net/2008/09/14/fuck-the-internet/#comments Sun, 14 Sep 2008 18:53:28 +0000 http://angryjedi.wordpress.com/?p=52 Okay… the irony of saying "fuck the Internet" on a blog post isn't lost on me, but bear with me. There's a rant and a half coming your way right about now about, paradoxically enough, people moaning. However, I feel rather more justified in my meta-moaning than the whiny little sods I will be discussing … Continue reading Fuck the Internet

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    Okay… the irony of saying "fuck the Internet" on a blog post isn't lost on me, but bear with me. There's a rant and a half coming your way right about now about, paradoxically enough, people moaning. However, I feel rather more justified in my meta-moaning than the whiny little sods I will be discussing throughout the next few paragraphs.

    But first, a little history lesson, if you'll indulge me for a sec.

    My family had been online junkies since before the Internet was a widespread global phenomenon. An irregular "treat" for us was to be able to use our Atari with its mighty 300bps modem to dial up to a local bulletin board system, read some messages and maybe download some BASIC games to play. At the time, I thought this was incredily cool. Looking back, at the time, it was incredibly cool. I mean, being able to use your telephone line to dial into someone else's computer and do stuff with it? Neat.

    A few years later came CompuServe, which was a step closer to the "real" Internet, at the time still very much in its infancy for consumers. CompuServe offered a service that was essentially hundreds of these bulletin board services, called "forums" along with news, entertainment and real-time chat services. Again, it was something of a "treat" to be able to go online and look at stuff and to actually be able to communicate with other people. As a matter of fact, as a result of a message exchange between myself and another chap on the CompuServe Gamers' Forum, ten levels that I had created for Wolfenstein 3D made their way onto the official Apogee "Super Upgrades" expansion pack for Wolf3D, netting me a cool $200. I still have a (now very faded) photocopy of the cheque as I thought that was so awesome.

    A while into the "CompuServe Age", I read an article in PC Format magazine discussing this new and interesting-sounding thing called the Internet. The article was awash with buzzwords like "telnet", "FTP" and curious sounding things with lots of dots and coms in them. But it was still quite some time before CompuServe actually offered full Internet access.

    Now here we are, some ten-to-fifteen years later. Web 2.0 in all its self-publishing, self-expressing, lower-case logo glory is upon us offering anyone with a pulse the opportunity to spill their guts on the Internet and share their innermost thoughts and feelings on a whole variety of topics.

    This, on the surface, is a great thing. Never before have people had such an opportunity to self-publish anything they like – be it creative writing, academic research, odes to the fit girl in class 3B or simply waffly old bollocks like this place. Why, then, do so many people feel the need to use this great medium to batter down anything around them?

    I have two recent examples of this, though these are by no means isolated examples. They are merely the most recent things where this issue has cropped up. Firstly, we have the "new Facebook". Secondly, we have EA's new game Spore. Let's take these two things in turn.

    First up is Facebook. Facebook is such a global phenomenon that I heard on the news this week (on the radio, how old-school of me) that they're planning on making a movie (presumably of the docu-drama variety) on the site's rise to success.

    For the unfamiliar… actually, balls to that, even my Mum has a Facebook account. You all know what Facebook is. Let's not forget that it's a free service supported almost entirely by ads that anyone can sign up for and use and never have to pay a penny. It's a social tool that's allowed millions of people across the world to connect with one another and rediscover old friendships after many years, in some cases. In short, it's a pretty marvellous thing that both Facebook themselves and numerous third parties keep adding new features to.

    So recently Facebook redesigned their site, changing the way the functionality of the site works and, to me, making it rather more streamlined and clean. It also uses more of the browser window which, when you're working on a 1920×1200 screen, is most welcome. They've obviously worked hard on this site redesign and are still tweaking things even as we speak – each time I log on I see some new little feature that makes navigation and use of the site even easier.

    So how does the community at large respond? By creating "OMG 1 MILLION PEOPLE MUST JOIN THIS GROUP AND STAND UP FOR OUR RIGHTS! NEW FACEBOOK SUCKS!". You'd think that Facebook had summoned the spirit of Hitler and then allowed it to rape all the world's children before taking a chainsaw to them, while the shareholders sat in the background wanking and laughing. But no – they've done what any good website does every few years, they've had a refresh and a redesign – and, compared to many websites' complete overhauls that I've seen over the years, this has been a fairly minor one in the grand scheme of things. You can still do everything you used to be able to, and more so in many cases.

    So why bitch and moan? It escapes me. Do these people seriously think that getting a million people together in a group that is HOSTED ON THE FUCKING SITE THEY ARE COMPLAINING ABOUT – the site they aren't paying a penny to support yet are happily cluttering up bandwidth with their photos and videos – is going to achieve jack shit? Why bother? Fuck the Internet.

    Why bother complaining about the complainers? It makes me feel better. One may argue that all these people are doing is "making themselves feel better" also, but the fact is, it is Facebook's prerogative to change their site as and when they want to – whether it is from the perspective of improving the users' experience (they must be sitting around thinking "Those ungrateful bastards" right now) or from the perspective of increasing advertising revenue (which for a site that doesn't make much money from its users is perfectly reasonable).

    Next rant. Spore.

    Spore's a great game that came out this week. From Will Wright, creator of the Sim games (and the The Sims games, natch) it allows you to… again, I'm sure you all know about Spore already, so I'll cut to the chase.

    Spore ships with some security software by Sony called SecuROM. SecuROM is a system that is designed to protect discs against being copied and installed by hundreds of people… i.e. piracy. As such, it limits a purchaser of a copy of Spore to installing it on three separate machines. That's not, as many people have assumed, three installations and then it's all over… that's three machines.

    Who has three machines? How many people, apart from people with more money than sense, buy a new PC gaming rig often enough to make this an issue? I buy a computer roughly once every five to seven years and it serves me fine in that time, unless I want to run something like Crysis – which fortunately I have no interest in whatsoever.

    EA released a statement quoting usage and activation statistics from the Spore Creature Creator, released some months prior to the full game. While Creature Creator's stats may not necessarily reflect exactly the same userbase as Spore, the figures were telling. Most users activated the product on one computer. A few did it on two. And about 1% tried to activate on more than three. I'm often loathe to believe company hyperbole, but in this case those figures certainly seem a reasonable assumption in my experience at least. I don't think I know anyone who has more than one computer for gaming purposes. Sure, I know some guys who have PCs for gaming and Macs for professional/creative work, but even then, that's still only two computers.

    The nonsense with Spore went way overboard. Amazon.com was bombarded with over 1700 one-star reviews of the game, very few of which commented on the game at all. Several users bandied the word "draconian" around and many promising to go and pirate the game rather than purchase it – indeed, the main argument that many people were throwing around was the fact that somehow Spore had been leaked, cracked and torrented even before the game's street date, thereby, to these people, making the DRM pointless.

    The fact is, were there not such wanton levels of piracy on the Internet today, these measures wouldn't be necessary – and the people on Amazon who claimed that pirating the game was "making a stand" are simply adding to the problem, not making a point. EA's a big company and they have to be seen to be doing something more than plugging their fingers in their ears and going "lalalala" on the subject of piracy. While DRM clearly doesn't work as it should at present, at least it represents a symbolic gesture on EA's part to help tackle the problem.

    The fact is that Spore's actually a great game, but all this nonsense has put lots of people off playing it, for completely unjustified and ill-informed reasons. It'd be lovely if just, for once, people on the Internet could sit down, appreciate what someone else has done for them, pay for it if it's a paid-for service (like Spore) and appreciate it being free if it's a free service (like Facebook) without bitching and moaning any time some tiny little change to the "norm" comes along. I'm sure there's something Orwellian in there somewhere…

    Anyway. Rant over. Assuming no-one else pisses me off my next few posts will be about Spore and other games I'm playing at the moment!

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    Listen! https://imnotdoctorwho.moegamer.net/2008/08/31/listen/ https://imnotdoctorwho.moegamer.net/2008/08/31/listen/#comments Sun, 31 Aug 2008 22:25:15 +0000 http://angryjedi.wordpress.com/?p=49 Don't worry, I'm not gonna waffle on atcha. It just occurred to me that at least two out of the three games discussed below have awesome soundtracks. In the case of Space Channel 5, it is, of course, the game's raison d'être but Divine Divinity has a notably good soundtrack also. Castle Crashers, while having … Continue reading Listen!

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    Don't worry, I'm not gonna waffle on atcha. It just occurred to me that at least two out of the three games discussed below have awesome soundtracks. In the case of Space Channel 5, it is, of course, the game's raison d'être but Divine Divinity has a notably good soundtrack also. Castle Crashers, while having a great intro theme, has a somewhat more forgettable soundtrack, though it does suit the action nicely.

    So without further ado, here's a few clips from both games for your entertainment.

    Introducing Ulala! (Space Channel 5)

    This first tune gives you a strong introduction to Space Channel 5 – it's played during the first level. By a short while in, you're left in no doubt as to how you're supposed to be feeling while you're playing. Gay. In every sense of the word.

    Which One Is Real? (Space Channel 5)

    What was the last music game you played with a bebop-like section?

    Perfection! Space Elementary School Band (Space Channel 5 Part 2)

    You'll either love or hate the infectious cheerfulness of this track.

    Blank TV/Ulala Support Chant (Space Channel 5)

    A capella! Awesome. This piece of music sums up the whole "get everyone behind you" thing that makes the finales of the two SC5 games so awesome.

    Main Theme (Divine Divinity)

    The main theme from the game is an interesting composition, eschewing the kind of "epic" soundtrack that Baldur's Gate always went for in favour of a more haunting melody.

    Forest (Divine Divinity)

    This is a simple piece, but evokes a sense of loneliness which is apt for the setting the music appears in.

    Bitva (Divine Divinity)

    A huge change of pace for this one reflecting the diverse nature of DD's soundtrack.

    Enjoy. You can download the tracks from DD at Larian's official website. As for SC5? You're on your own, though resourceful soundtrack collectors probably know the first places to look.

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    Antiquity, Rarity, Hilarity https://imnotdoctorwho.moegamer.net/2008/08/30/antiquity-rarity-hilarity/ https://imnotdoctorwho.moegamer.net/2008/08/30/antiquity-rarity-hilarity/#comments Sat, 30 Aug 2008 17:06:39 +0000 http://angryjedi.wordpress.com/?p=46 I've got three games to talk about today. Depending on my stamina and how long it takes dinner to be ready, this may take more than one post. But I'm sure you can cope with that, and I'll endeavour not to finish on a cliffhanger… unlike current DVD-du-jour Alias which is currently driving Jane nuts … Continue reading Antiquity, Rarity, Hilarity

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    I've got three games to talk about today. Depending on my stamina and how long it takes dinner to be ready, this may take more than one post. But I'm sure you can cope with that, and I'll endeavour not to finish on a cliffhanger… unlike current DVD-du-jour Alias which is currently driving Jane nuts with the cliffhanger that every single episode ends on. Me? I love it, but then I'm a sucker for that sort of thing and could happily sit and watch a whole box set in one go. I'm that lazy.

    But I digress. Let's begin this triptych.

    The Antiquity

    Divine Divinity
    Divine Divinity

    Antiquity in question is actually not that old, hailing from 2002, but it's actually been sitting on my shelf gathering dust almost since I bought it for full price back upon its release. I've started it several times but never played it in any great depth.

    "What is it?" I hear you ask. Well, it's a game with a ridiculous name. Divine Divinity, to be precise, which I can only assume is more meaningful in the original Flemish. It's an RPG by Belgian developers Larian Studios, who remain relatively little-known to this day, but are currently working on a sequel to DD.

    Why did I start playing this? Well, several reasons. When I'm between "big releases" on the consoles, I often think about picking this game up again and playing through it but inevitably something else distracts me. This is much the same reason I have never completed Baldur's Gate II, despite the fact that I would very much like to. The main reasons I've decided to stick with it this time include firstly a thread over on the Quarter to Three forums discussing "Diablolikes" in anticipation for the as-yet-undated release of Diablo III, where DD's name came up, and secondly remembering that DD was one of the earliest suggestions for the Squadron of Shame to cover, being a game that garnered considerable critical acclaim on its initial release but is still a relative unknown.

    So what is it, and why did it gain such acclaim? At first glance, it appears very much to be a Diablolike, right down to having an interface lifted almost wholesale from Blizzard's classic. However, it's once you get into the gameplay that it becomes very apparent that it's an extremely well-thought out game with a lot more depth than the hack-and-slash of Diablo. If you must compare it to things, it's a curious blend of Diablo, Baldur's Gate and Fallout – taking, as it does, the real-time "twitch" combat and single-character focus from Diablo, the huge world, character interaction, quest systems and ability to strategically pause from Baldur's Gate and the interesting barter-based trading system from Fallout.

    It's a blend that works well. What we end up with is a game with considerably more variety than Diablo (not that that game's purity works against it – on the contrary, it is probably one of the contributing factors that makes it so addictive) and the depth of story and interaction of Baldur's Gate without any of the scary intimidating (for some) cogs and gears of AD&D 2nd Edition.

    Plus it's huge. We're talking Baldur's Gate II huge here. You spend a considerable amount of time in the first village and the dungeon underneath it before going out into the wider world. And said world is pretty huge – particularly due to the fact that what initially appears to be the "overworld" map is actually just a fraction of a much bigger game area filled with things to kill and quests to complete. Part of the joy of the game is just exploring this world and discovering what it has to offer, but there's a well-structured quest system in place to give you a bit of direction too.

    In the foreword to the game manual, the game's designers note that they hope that people will find "their own way" to play the game, and while there are always obvious limitations on any RPG system to do EXACTLY what you want, I do get the impression that you could play DD quite happily as a Diablo clone, wandering around the wilderness and killing things for experience and only completing storyline-critical quests. On the other hand, the way I'm playing is more like a "traditional" (for want of a better word) RPG where I'm travelling between places and attempting to complete quests in an efficient manner.

    It's a really excellent game, but I can see the size and length putting some people off. I'm certainly glad I've decided to give it a chance though, as I'm really enjoying it and fully intend to see it through to the end.

    The Rarity

    Ulala
    Ulala

    This is a game I actually didn't think existed. I remember reading about it before it came out and then it disappearing without trace. The game in question is Space Channel 5 Part 2. I adored the first game on the Dreamcast and then again on PS2 when it was re-released, despite it being absolutely 100% the most gay game on the planet. And I don't mean that in an Internet-Fuckwad-"Gay-means-crap" sort of way, I mean that this game is super-gay. Don't believe me? Watch this clip.

    Convinced now? But didn't you find it utterly infectious? That's the charm of Space Channel 5, a game which is essentially Simple Simon in a camp 1960s sci-fi parallel universe. Part 2 is more of the same, but it has the dubious honour of being one of the rarest PS2 games ever, at least here in the UK.

    The reasoning? It has Michael Jackson in it for a few minutes, and was released around the same time as the TV report that suggested that MJ might be… you know, a bit wrong in the head (like no-one knew that already). As a result, the game was hastily pulled, never to be seen again – so much so that boxed copies of the game now go for up to £100.00 apiece. Yes, US-based readers, that's about $200 for one game without any peripherals or anything.

    Fortunately, I had a stroke of luck in a browse through Amazon and managed to locate a seller who had the game for considerably less than £100 because it wasn't brand new, but it was pretty much untouched. As a result, I scored the game for under £50 including shipping, and I didn't think it was going to get any cheaper than that to get my hands on a genuine rarity.

    But enough about the hard-to-findness. What's it like?

    Again, it's super-gay, and super-fun. The gameplay remains fundamentally unchanged, though it adds both a strange two-player mode where one player is in charge of directional inputs and the other is in charge of pressing X and O to "Chu!" and "Hey!" as appropriate along with a survival mode. There's something about it, though, that makes you want to play it again and again, even though the whole game can be beaten in about an hour, and I think it's the infectious cheerfulness of the damn thing.

    With the number of damn games that have been predominantly brown ever since Quake came along, it's always refreshing to play a game with lots of bright colours and cheerful music, where even the villains are entertaining rather than threatening. It is impossible to play either Space Channel 5 game and not come out sporting a huge grin on your face. And that's worth a lot – to have something that's genuinely uplifting to play is always a pleasure, and it's something we seem to get a lot less these days as graphics improve to the point where the Holy Grail of "photo-realism" is getting closer and closer.

    The Hilarity

    Castle Crashers
    Castle Crashers

    Castle Crashers hit Xbox Live Arcade this week after three years of anticipation and I'm pleased to report that it's an excellent game bringing back memories of chugging 50p pieces into the Turtles, Simpsons and Asterix arcade games (and being inevitably frustrated by the shoddy home ports).

    It's also, to tie in with what I said about Space Channel 5, genuinely funny. Developers The Behemoth make a point of creating visually appealing games, as Alien Hominid will attest, but CC is filled with so many laugh-out-loud funny visual jokes that again, it's a game that makes you smile, and a game best experienced with friends, while drunk.

    I'm out of time. There may be more discussion of any or all of these titles later. For now, I hope that's given you a taste of my current gaming. Screw big releases, these three are keeping me more than busy enough for the moment!

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    EBA is a masterpiece https://imnotdoctorwho.moegamer.net/2008/08/24/eba-is-a-masterpiece/ https://imnotdoctorwho.moegamer.net/2008/08/24/eba-is-a-masterpiece/#comments Sun, 24 Aug 2008 10:35:54 +0000 http://angryjedi.wordpress.com/?p=44 Many of you may already feel this way – others may think I'm talking out of my arse here, but I present for you the reasons why Elite Beat Agents is, in almost every way, a complete masterpiece of game design. You may wonder the timing of this post if you haven't been following me … Continue reading EBA is a masterpiece

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    Many of you may already feel this way – others may think I'm talking out of my arse here, but I present for you the reasons why Elite Beat Agents is, in almost every way, a complete masterpiece of game design. You may wonder the timing of this post if you haven't been following me on Twitter, but the fact is, following our discussion on the Squadron of Shame SquadCast about Okami, and bringing up EBA's finale's similarities with Okami's (yes, really) I had an urge to play it again.

    The fact that my DS went missing for a short period threatened to stymie this plan, but I eventually located it. It had somehow found its way into a cardboard box filled with discarded letters and things which had, subsequently, found itself under a chair. Exactly how this came to pass, I'm not sure, but it had certainly hidden itself well, making the ability to boot up EBA again a pleasurable experience.

    So, why is this game so good?

    Play mechanics

    EBA is a fine example of the old mantra "easy to learn, difficult to master". In terms of actually interacting with the game, all you have to do is tap on numbered circles on the DS' touch screen in the correct order, in time with some ever-decreasing overlaid circles, preferably in time with the overlaid circle hitting the numbered circle. This, to help matters slightly, is in time with the music. Occasionally you have to drag the stylus along a pathway as well as tap, or frantically spin a big wheel around (producing, as does The World Ends With You, the dreaded "is he playing his DS or is he masturbating?" looks on the bus) – but aside from these three different moves, that's it.

    The challenge, of course, comes with the patterns in which these techniques are arranged. On the easiest difficulty level, you're roughly tapping out the beat in quarter notes, occasionally with a few eighth notes thrown in later, but not that many. As the difficulty level cranks up, however, you find yourself tapping out "counter-rhythms" to what is already in the music, or drumming along with the rhythm section, or all manner of other things. Part of the challenge is in interpreting the on-screen patterns into physical movements and, subsequently, what they should sound like. By the time you reach the end of Hard mode and beat it, you'll wonder how anyone could possibly move a stylus that quickly.

    Music

    It may sound pointless to mention this, but of course a rhythm action game is made or broken on the strength of its music. EBA has a selection of music that covers a pretty wide range of artists, and doesn't limit itself to one genre. Okay, there's quite a bit of guitar-based stuff, but at least there's some variety within there, covering everything from Deep Purple to Avril Lavigne – and then besides that, there's some interesting tracks that you wouldn't necessarily expect to hear in a rhythm action game – Chicago's "You're the Inspiration" being one of them.

    Addictiveness

    EBA has the "addictiveness gene" down pat, and it achieves this in one very simple way – holding victory just tantalisingly out of reach, just ahead of where you are now. This is particularly apparent on the later levels of the hard difficulty, where you find yourself replaying songs over and over again, making a slight bit of progress each time. That slight bit of progress encourages you to try again, making you think that "next time might be the one". Four hours later when you still haven't finished the song and everyone around you never wants to hear "Jumpin' Jack Flash" ever again, unlike many games, you don't feel too bitter about the whole thing because you know for a fact that you're slightly better than when you started.

    This brings up an interesting point. I Tweeted the other day that shooters irritate me for forcing me to replay the same bits and hear the same dialogue over and over again if you fail – the example that sticks in my mind most of all is one section of Gears of War that came quite early on, and is the reason I gave up playing that game and swore never to touch it ever again. Entering a room, you are helpfully informed over the radio that there are "enemies everywhere" and that there's a "sniper up above". Every time you try it. And said sniper has a habit of killing you immediately. So you hear this A LOT.

    So why doesn't EBA irritate me in the same way? After all, hearing the same piece of music over and over again must grate. My theory is that because you're constantly interacting with EBA during the piece of music, whereas in a shooter some dialogue tends to come in a bit of "downtime" – either running between locations or in a cutscene – you notice the repetition less.

    Emotional impact

    EBA is the last game I expected to have a genuine emotional impact on me when I played it, but it achieves it brilliantly – and it does this in several ways. Firstly, there's the fact that the comic-strip "cutscenes" that precede each level are put together in such an entertaining way that, despite the fact you don't get much time to get to know the characters, you really start to care about them. As a result of this, you feel that there's a real sense of consequence if you fail. EBA is one of the few games I can think of where your failure actually causes other characters to cry – and I'm not talking some emo JRPG scene where a single tear falls from our normally stoic hero's eye – I'm talking full-on inconsolable bawling their eyes out crying here. This makes you genuinely feel bad if you fuck up, and is another reason to try the stage again.

    Secondly, the choice of music is just perfect for each stage. The best example I can think of, which had me wiping my eyes when I'd finished it, is the stage surrounding the little girl "Lucy", whose father got into an accident and isn't coming home. Lucy is convinced he'll be back because he promised – and around the time of her father's birthday, she urges her mother to "get the house ready for Daddy". The emotion of this scene is clear from the opening of the preceding cutscene and continues throughout the course of the level, helped enormously by the choice of "You're My Inspiration" as the music.

    I was also interested to see EBA dealing with themes that you don't often see dealt with – sure, dead parents are nothing new to, again, emo JRPG heroes, but to an innocent little girl?

    OMG SPOILARZ

    A proper finale

    So many games fall at the last hurdle – the finale. Mess up the ending of your game and you'll send people away with a distinctly bitter taste in their mouth. EBA successfully avoids this by using what may be something of a cliché amongst Japanese games – the entire cast of the game coming together behind you to "pray" to you and give you strength – but every time I see it, it works brilliantly. And to tie in with the emotional impact I mentioned above, when you finally do reach the end of that final song, the characters are in such a euphoric state that it would take a cold and harsh person to not feel exultant right there with them.

    So there you have it. EBA is a masterpiece… in my opinion, at least.

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    Ode to Game Music, Part I https://imnotdoctorwho.moegamer.net/2008/08/17/ode-to-game-music-part-i/ https://imnotdoctorwho.moegamer.net/2008/08/17/ode-to-game-music-part-i/#comments Sun, 17 Aug 2008 17:21:12 +0000 http://angryjedi.wordpress.com/?p=40 This is one of those posts I've wanted to write for a long time, and I have a sneaking suspicion it will be a topic that I will return to regularly – covering, as it does, one of my favourite things about video games: the music. You might think it ironic that I am so … Continue reading Ode to Game Music, Part I

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    This is one of those posts I've wanted to write for a long time, and I have a sneaking suspicion it will be a topic that I will return to regularly – covering, as it does, one of my favourite things about video games: the music. You might think it ironic that I am so interested in one of the more non-interactive elements of interactive entertainment, but the effect of some quality music on the experience of a video game is not to be underestimated.

    My first exposure to video game music came very early on with enjoying the title-screen music compositions of artists such as Rob Hubbard on the Atari 8-bit series of computers. These songs formed a big part of the "identity" of a game, and many of these composers became micro-celebrities in their own right. In many cases it could be argued that the quality of the music was actually higher than the quality of the game itself – particularly as many of these early computers didn't really have the processing power to play complex (for the time) four-channel music as well as having a smooth gameplay experience and thus forced you to listen to not-very-interesting sound effects during gameplay.

    Here's a couple of fine examples from "back in the day" that stick in my mind:

    Zybex (Adam Gilmore)

    Warhawk (Rob Hubbard)

    Going back to these games now, they're somewhat primitive in every way imaginable, but I have to say, my fond memories of them can almost 100% be attributed to the music that played on the title screens. Both games are now relatively forgettable shooters, but Gilmore and Hubbard's music meant that I'm not about to forget them.

    My next generation of computers was the Atari ST which, despite being very good at MIDI, had a shitty three-channel internal soundchip that was 1) considerably worse than the four-channel POKEY chip in the Atari 8-bit range and 2) constantly trumped by Commodore's rival machine the Amiga which had then-revolutionary stereo digital sound. However, a number of developers got around this fact and produced some excellent pieces of music. It has to be said, however, that these pieces of music were still largely confined to the title screens of games. Here's a few more that stick in my mind:

    Obliterator (David Whittaker, Psygnosis)

    This one sticks in my mind not because it's a particularly interesting piece of music (which, after listening to it again, it clearly isn't – and look how long it took to load the damn game) nor because it's a good example of the ST's capabilities (see what I mean about the horrible soundchip?) but because it evoked the atmosphere of the game nicely. Obliterator involved running around a space station shooting robots and solving puzzles – yes, the same shit we're still doing nearly 20 years later. It was quite a "solitary" game – you spent the majority of your time alone and attempting to navigate the environment using Psygnosis' incredibly weird icon-driven movement and action system that thankfully they abandoned after two games.

    Obliterator also sticks in my mind for a second reason – the fact that the music adapted as it went through. The moody piece of music you hear in the video above eventually gives way to a more, for want of a better word, "cheerful" piece as you make progress. This is something that, to this day, I absolutely love. While Obliterator may not necessarily have had the technology to make truly dynamic music, I remember feeling the whole mood of the game shift when the music changed. Suddenly you weren't up against the wall in the dark surrounded by robots, you were a hero.

    Gods (Nation XII/Bitmap Brothers)

    The Bitmap Brothers were one of the earliest "celebrity developers" of the gaming world – developers who were held in the same regard as today's well-known designers and teams. In the earlier days of gaming, teams were much smaller and budgets were much lower so it was rather more unusual for a development team to come to the forefront in such a way.

    One of the ways that the Bitmap Brothers brought themselves into the public eye was through their use of excellent music in their games – the music for Gods which you can hear above being one such example. This piece of music was played on the Atari ST version during the introduction sequence and is, I'm sure you'll agree, poles apart from Obliterator's chiptuniness – which brings us to another point – the Brothers' games also made far better use of the ST's hardware than almost any other developer out there, including taking advantage of the STE's enhancements, such as the ability to display a mighty 512 colours on screen at once (seen to lovely effect in Gods with a nice gradient sky background).

    Okay, Amiga owners were laughing at the shoddy ST ports of many games, but the Bitmap Brothers' games made some of the pain go away. 🙂

    I hope you've enjoyed some of these tracks. There will be more to come in the following entries!

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    The Squadron of Shame SquadCast #7: Okami https://imnotdoctorwho.moegamer.net/2008/08/13/podcast-alert-the-squadron-of-shame-squadcast-7-okami/ https://imnotdoctorwho.moegamer.net/2008/08/13/podcast-alert-the-squadron-of-shame-squadcast-7-okami/#comments Wed, 13 Aug 2008 22:31:15 +0000 http://angryjedi.wordpress.com/?p=35 Released today is the seventh episode of The Squadron of Shame SquadCast focusing on Clover Studios' beautiful game (poncey as it sounds, there really is no other way to describe it) Okami. Along the way we take in a lengthy journey into the depths of Papapishu's mind (fueled by Dance Mania and ADD meds), discuss … Continue reading The Squadron of Shame SquadCast #7: Okami

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    Released today is the seventh episode of The Squadron of Shame SquadCast focusing on Clover Studios' beautiful game (poncey as it sounds, there really is no other way to describe it) Okami. Along the way we take in a lengthy journey into the depths of Papapishu's mind (fueled by Dance Mania and ADD meds), discuss why good is boring and evil is awesome (and Braid is either a work of art or emo bullshit) and delve into the "this could go on for months" territory of Eastern vs Western game design philosophy.

    We also, as usual, discuss our personal piles of shame, including comment on Geometry Wars 2, Braid (twice), Soul Calibur IV, Star Control 2 (hold on, haven't we done that one already?), Siren: Blood Curse and, much to Pishu's disgust, EVE Online.

    This episode features a triumvirate of hot Chris action, with Chrises "RocGaude" Whittington, "Iscariot83" Hernandez and "Papapishu" Person making an appearance, along with myself, Mark "Beige" Whiting, Tom "sinfony" Haley and George "Regulus Loves EVE" Kokoris.

    Grab the M4A file here, or the MP3 file here. Alternatively, subscribe in iTunes or via RSS.

    Enjoy! Please feel free to post comments here or on the Squadron of Shame's club page on 1up.com.

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    Return to Form https://imnotdoctorwho.moegamer.net/2008/08/10/return-to-form/ https://imnotdoctorwho.moegamer.net/2008/08/10/return-to-form/#comments Sun, 10 Aug 2008 14:16:01 +0000 http://angryjedi.wordpress.com/2008/08/10/return-to-form/ Hello again! After a short break it's time to jump back on the blog train. Today I thought I'd talk about board games, a passion that I rediscovered relatively recently with the aid of local friends Sam and Tom, and occasionally my wife-to-be Jane. We've played a number of games in our now-regular Tuesday night … Continue reading Return to Form

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    Hello again! After a short break it's time to jump back on the blog train. Today I thought I'd talk about board games, a passion that I rediscovered relatively recently with the aid of local friends Sam and Tom, and occasionally my wife-to-be Jane.

    We've played a number of games in our now-regular Tuesday night sessions and it became clear to us very shortly after we started (with Risk, of all things) that there is much to explore that goes well beyond Monopoly – a game which is subject to a fair bit of snobbery from the people who are very much into the hobby. Saying that, having explored a number of less "mainstream" games now, I have to agree that Monopoly does lots of things wrong.

    I thought I'd take a moment to share a little about our recent acquisitions.

    Firstly, Pandemic. Pandemic is unusual in that it is a cooperative game where all players are striving towards the same goal – to beat the game. And this is very much a game that does not want to be beaten!

    Players are assigned one of five random roles at the beginning of the game and are tasked with defeating four deadly diseases which are sweeping the globe. Each role has a particular special ability which is helpful in certain situations – the Medic is better at curing diseased locations, for example, so plays a key role in avoiding "outbreaks" – a location overflowing with disease to such a degree that it spreads further and takes the players one step closer to failure.

    Each turn, players take four actions, which can involve moving through various means, treating patients to prevent outbreaks, researching cures by trading in cards and building research stations which help others to get around easier. At the end of the turn, the diseases spread further, potentially causing outbreaks, so it's important to ensure areas are "secured" quickly.

    The difficulty comes in keeping up with the game. Do you treat patients or try and collect cards to develop the cures -the sole victory condition being the development of all four cures? What should others do? Do you have enough time?

    It's a challenging game, even using the "easy" variant we started with. But it's fun. It encourages discussion and strategic thinking and is genuinely cooperative. I like it a lot, and it helps that the components of the game are of extremely high quality. So if you're looking for a challenging yet quite simple-to-play game that encourages teamwork rather than being at each others' throats, Pandemic is a great game to play.

    Later: Puerto Rico.

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    An Open Goodbye https://imnotdoctorwho.moegamer.net/2008/08/01/an-open-goodbye/ https://imnotdoctorwho.moegamer.net/2008/08/01/an-open-goodbye/#comments Fri, 01 Aug 2008 22:43:01 +0000 http://angryjedi.wordpress.com/?p=31 The blogosphere is undoubtedly chock-full of posts like the one I'm about to make but that doesn't make any of them less meaningful to the people involved. While the words that the writer commits to "paper" (for want of a better word) may mean nothing to casual readers or people just "passing through", the writer … Continue reading An Open Goodbye

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    The blogosphere is undoubtedly chock-full of posts like the one I'm about to make but that doesn't make any of them less meaningful to the people involved. While the words that the writer commits to "paper" (for want of a better word) may mean nothing to casual readers or people just "passing through", the writer themself can feel better simply by the act of getting them out in the open. Yes, it is completely and utterly self-indulgent, but that's what I feel as I begin to write this, and I hope you, the reader, will understand that. Normal service will resume shortly and I'll get back to enthusing about games, using bad words and ranting about the state of the country. But for now, this.

    Yesterday I received the sad news that our family's cat, who lived with my parents, died after being run over. The full meaning of these words didn't really hit me until late in the evening, and more so today when I found myself unable to face even contemplating speaking to anyone else for a good proportion of the day. I'd like to take a moment to share a few thoughts and memories in the absence of a "funeral". Some may wonder at the amount of attention being given to "just a cat", but if you think that, you've probably never owned a beloved family pet and lost them. A family pet who is loved as much as Kitty was is absolutely a member of the family, and never "just a pet".

    There have been two cats in my life. The first, Penny, was, according to my parents, my nursemaid when I was very young. If I was ill, she'd sit outside my bedroom door "on guard". If I cried, she'd come and "tell" my folks. She was part of the family, right down to sitting at the table to have Christmas dinner with us – because if there was one thing she loved, it was human food.

    Penny died of old age one night about eleven years ago. She knew it was going to happen. She sat down in front of our heating vent in the hallway of our house and stayed there for the evening. We said goodnight to her and went to bed, leaving her some water and food where she was. When we came down in the morning, she had passed away quietly. We said our goodbyes and buried her in the garden beneath a cat statue, where she sleeps now.

    The house was quiet for a while without a cat. Very quickly, our family decided that we didn't want to be without a cat – it was just too quiet after so many years of having Penny – so we took a ride up to the local animal sanctuary to meet the candidates.

    Kitty (who already knew her name, so there was no hope of ever changing that!) was a tiny little thing who was very nervous when we met her. She was cute and friendly, despite her nerves, however, so we chose her and took her home. It took time for her to come out of her shell – for the longest time, she was afraid even to go outside. Apparently, her previous home had had dogs who had terrorised the poor thing into submission. As time went on, however, she grew more confident and also grew physically from the tiny cat we had picked up from Wood Green animal shelter into a rather larger one!

    She was a very friendly cat. She made an effort to make people like her – even self-professed "cat-haters". She would simply jump in their lap when they came to visit, sit there and purr until even they admitted that she wasn't that bad, after all. She would also jump in your lap for a cuddle at the most inopportune times – having dinner, attempting to write an email, reading a book… If you were in a chair and you had a lap, you were fair game.

    It's a fair bet that wherever she is now (I have it on good authority that while all dogs go to heaven, all cats go to Valhalla) she's jumping in the lap of someone, rolling over and purring contentedly. I can just see her lying in a Valkyrie's lap with a big silly grin on her face.

    And so this post is to say a very public goodbye to Kitty Davison. You will be missed sorely by all who knew you and loved you, and I hope Penny takes good care of you.

    Rest in peace.

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    Falling off the wagon https://imnotdoctorwho.moegamer.net/2008/07/30/falling-off-the-wagon/ https://imnotdoctorwho.moegamer.net/2008/07/30/falling-off-the-wagon/#comments Wed, 30 Jul 2008 22:42:59 +0000 http://angryjedi.wordpress.com/?p=29 Starting to write this post feels somewhat like checking into rehab. For I have spent most of the evening, you see, in a semi-catatonic state staring into space listening to trippy music and watching the pretty lights. It's an addiction I thought I had freed myself of, but then they come along and make it … Continue reading Falling off the wagon

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    Starting to write this post feels somewhat like checking into rehab. For I have spent most of the evening, you see, in a semi-catatonic state staring into space listening to trippy music and watching the pretty lights. It's an addiction I thought I had freed myself of, but then they come along and make it so much better.

    I am, of course, referring to today's release of Geometry Wars 2 on the Xbox Live Arcade. And by golly it's a corker. Not only have they added the one thing that I thought they could have added to the original (having your friends' high scores on screen as you play, rather than a meaningless "high score for this session" that was reset every time you quit) they've added a buttload of new modes to the game, each retaining the series' signature simple gameplay but adding a twist. We have a time limited mode, a mode where you're only allowed to shoot in "safe zones", a mode where you're not allowed to shoot at all… plenty of variation, but things never get more complicated than the dual-stick "move and fire" mechanic that has been around since Robotron.

    And it's addictive. Oh so very addictive. Particularly if your friends are playing it too, as each time you pick a game mode you see your Friends Leaderboard. And if one of your buddies has quietly slipped in ahead of you… well, that just needs sorting out. Immediately. However long it takes.

    So I thank you, Bizarre Creations, for providing me with a means of getting even less done than I normally do.

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    Meme-tastic: Your Debut Album https://imnotdoctorwho.moegamer.net/2008/07/28/meme-tastic-your-debut-album/ https://imnotdoctorwho.moegamer.net/2008/07/28/meme-tastic-your-debut-album/#comments Mon, 28 Jul 2008 22:24:23 +0000 http://angryjedi.wordpress.com/?p=21 I'm not normally one for this kind of bollocks, but this one tickled me somewhat. Not in the bollocks. It did, however, make me wonder just how many of today's bands actually are taking the "random name" approach when it comes to 1. their own name and 2. their album titles. Particularly pretentious emo whiners. … Continue reading Meme-tastic: Your Debut Album

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    I'm not normally one for this kind of bollocks, but this one tickled me somewhat. Not in the bollocks. It did, however, make me wonder just how many of today's bands actually are taking the "random name" approach when it comes to 1. their own name and 2. their album titles. Particularly pretentious emo whiners.

    Anyway. I came across this on PMOG, which I mentioned a couple of entries ago. There's a whole thread on their forums about this which is quite entertaining if you're into that kind of thing.

    Here's the deal: First go to this link, which generates a random Wikipedia article. The article name is your band name.

    Next, go to this link, which generates some random quotes. The last four words of the last quote on the page is your album title. Repeat this step if you want to generate some track titles.

    Finally, go to this link, which is Flickr's "Explore the last 7 days" link. The third photo on the page is your album cover.

    I came up with this.

    My Debut Album
    Featuring the smash hit "In the Wizarding World"!

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    The soul still burns https://imnotdoctorwho.moegamer.net/2008/07/28/the-soul-still-burns/ https://imnotdoctorwho.moegamer.net/2008/07/28/the-soul-still-burns/#comments Mon, 28 Jul 2008 10:54:13 +0000 http://angryjedi.wordpress.com/?p=16 I remember Soul Calibur on the Dreamcast like it was yesterday. The first truly then-next-gen game that my friends and I played, it represented an absolutely amazing graphical extravaganza, not to mention an exciting evolution of the fighting genre into "proper" 3D. "It actually looks real," is always the battle cry of some of my … Continue reading The soul still burns

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    I remember Soul Calibur on the Dreamcast like it was yesterday. The first truly then-next-gen game that my friends and I played, it represented an absolutely amazing graphical extravaganza, not to mention an exciting evolution of the fighting genre into "proper" 3D.

    "It actually looks real," is always the battle cry of some of my gamer friends upon the latest and greatest graphical revolution, and with Soul Calibur's amazingly lifelike animation (I was, for example, convinced that I could actually see the muscles tensing in the characters' joints) it seemed like we were a step closer to that.

    Then there were the many long nights spent with other friends drinking wine, eating cheese and playing far too much of the game – to the extent that my buddy Ben managed to complete the game in 18 seconds with Astaroth. Excited by this amazing victory, he sent a frantic text message to me – "18 seconds with Astaroth. Suck my cock and worship."

    Unfortunately, this text message never arrived. To this day, we're unsure who it actually ended up with, but it certainly wasn't me.

    So now Soul Calibur IV is on the way, and it's looking interesting, particularly with the character creation options. Character creation is a sure-fire path to brilliance if done well, and the trailer linked to below shows that there's going to be some huge potential for fun, particularly when you combine it with the online play.

    All I want when it comes to character creation is, frankly, either the City of Heroes character creation tool, or the WWF Smackdown 2 (PS1) character editor with next-gen graphics (and gameplay that's actually GOOD). Why Smackdown 2? Well, because it's the only game to this date to successfully allow us to create exact replicas of ourselves. And I mean EXACT.

    Anyway. Here's some Soul Calibur IV action to damp your uglies.

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    Weirdness of the Web: PMOG https://imnotdoctorwho.moegamer.net/2008/07/26/weirdness-of-the-web-pmog/ https://imnotdoctorwho.moegamer.net/2008/07/26/weirdness-of-the-web-pmog/#comments Sat, 26 Jul 2008 13:39:28 +0000 http://angryjedi.wordpress.com/?p=14 I came across this the other day when browsing through friends' Twitter profiles. As if Twitter didn't waste enough time with publicly announcing that you were taking a dump (a tweet that, mercificully, neither I nor anyone else that I "follow" has felt the need to share… as yet) I happened to come across something … Continue reading Weirdness of the Web: PMOG

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    I came across this the other day when browsing through friends' Twitter profiles. As if Twitter didn't waste enough time with publicly announcing that you were taking a dump (a tweet that, mercificully, neither I nor anyone else that I "follow" has felt the need to share… as yet) I happened to come across something called PMOG on the page of one Jennatar.

    PMOG stands for Passively Multiplayer Online Game and I guess it's one of those Web 2.0 thingies that you always hear people rabbiting on about. I was intrigued by the title, to be honest, so I decided to check it out.

    PMOG takes the form of a Firefox extension that you install and it does all kinds of interesting things while you're just going about your normal daily life on the Web. Firstly, you gain Datapoints for browsing websites. Secondly, players sometimes leave items on webpages including Crates, which can contain Datapoints, Mines, which cause players to lose Datapoints (and which cause Firefox to wobble around like it's having a spaz attack), Portals, which link to another website with only a little hint about what it might be (though there are NSFW tags on ones which… well… aren't) and some other bits and pieces.

    The great thing is, these things only pop up if you're running the PMOG toolbar, so you can make it leave you alone whenever you like. But then you'll miss out on the mysterious portal which has appeared on your Facebook page, linking you to a video of, I don't know, some dancing kittens or something.

    It's an interesting idea and it's already made me check out a number of sites I'd heard of but never got around to investigating in any great detail.

    Crap. As if I need another excuse to waste time on the Web.

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    M.U.L.E. https://imnotdoctorwho.moegamer.net/2008/07/24/mule/ https://imnotdoctorwho.moegamer.net/2008/07/24/mule/#comments Thu, 24 Jul 2008 21:01:53 +0000 http://angryjedi.wordpress.com/?p=12 Many people who have been playing video games and mis-spending their youth (and beyond) as much as I have will have one game that really sticks in their mind from the "good old days", that they like to return to as much as possible and are gratified to discover that it's actually still good. Some … Continue reading M.U.L.E.

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    Many people who have been playing video games and mis-spending their youth (and beyond) as much as I have will have one game that really sticks in their mind from the "good old days", that they like to return to as much as possible and are gratified to discover that it's actually still good.

    Some retro games hold up better than others. Some age gracefully despite limited technology. Others remind us just how far we have come since those early days of one-man programming teams. Others are so well-respected that they spawn modern-day remakes or sequel after sequel… or endless variations on Xbox Live Arcade.

    My particular fond memory is for an early EA title for the Atari 8-bit range of computers named M.U.L.E. This game involved four colonists from a diverse range of species attempting to make the best use of the resources a small planet named Proc Irata had to offer… yes, that planet's name is indeed "Atari Corp" backwards (and this wouldn't be the last time Atari Corp would have their name used as an element in a game, with Red Rat's Laser Hawk following a few years later pitting a lone chopper against the forces of the "evil Proc Irata". One wonders if Atari had any say in all this.) and, as these things tend to go, to make as much money as possible by the end of a period of time that was set according to the "difficulty" level. I use the term "difficulty" loosely as, unusually, the difficulty setting in M.U.L.E., rather than simply making the computer players harsher and cheaper, it actually added new layers of complexity to the game.

    M.U.L.E. was played on a month-by-month basis, with each month being a game turn split into several phases. First up was the Land Grant, where a cursor moved over the single-screen landscape of the planet one plot at a time, and players competed simultaneously to be the first to press their fire button to claim a plot. Different plots were good for different things – mountains were good for mining, the river valley running down the middle of the map was good for food production and everywhere else was good for energy production. This stage, despite its simplicity, was teeth-gnashingly frustrating in the way a good board game is when someone pips you to nabbing, say, the sheep port in Catan.

    Next up, players took it in turns to actually manage their plots and assign them to particular purposes. This was done on a strict time limit, so players had to make decisions quickly. In order to assign a plot, players had to outfit one of the titular M.U.L.Es for energy, mining or food production before taking them out onto the map and dropping them into a plot, taking care to place them carefully, otherwise the M.U.L.E. would simply escape. In this phase, if players had time, and if they were playing on one of the higher difficulty levels, they could also attend a land auction for an additional plot of land, scan an area for its suitability for mining the more precious minerals and finish their turn by wandering into the pub to receive a "gambling bonus" according to how much time they had left.

    Next up was production, which was sometimes preceded by a random event affecting production of one or more of the resources. This could be anything from sunspots increasing energy production to a pirate raid stealing stock from the colony's store. This random element added some tension to the game and also meant that someone who looked like a runaway victor could have their big plans scuppered at short notice, which was always immensely satisfying.

    Finally came the auctions, where players were able to sell their surplus stock either to other players or the store. Auctions were handled in an interesting manner, with players setting buying and selling prices by walking up and down the screen. If two players met, they would exchange goods and money until one or the other moved away. If no players wanted to buy or sell, goods could also be bought or sold from the colony's stores (for very high or low prices respectively). After the auctions, the four players were ranked according to their net work before the whole process repeated again another five to twenty-three times.

    So that's how M.U.L.E. works, and its simple yet elegant mechanics, along with its good sense of humour throughout, make it a game that's still fun to play today. Interestingly, though, none of these things are the reason why I remember M.U.L.E. so fondly, because I was much too young to understand how to play it properly when I was first introduced to it.

    Rather, two things stick in my mind. Firstly, there was the music.

    I defy you to not be humming this masterpiece of the POKEY chip all day. Evoking an appropriately adventurous sci-fi feel (in my mind, at least), M.U.L.E.'s theme is one of my favourite video game themes of all time.

    Secondly, there was the "characterisation" of the game. In The Squadron of Shame's podcast, we've often discussed the merits of having a truly immersive game world. And M.U.L.E's, while simple, worked brilliantly. Each alien race was distinctive and had its own character, despite only having about three or four frames of animation at most. The fact that this strange little world had its own curious rules, such as catching the little white dot (the "Wumpus") on the map rewarding you with extra money, made it all the more appealing to be a part of – and made you feel a little sad when the ship came to pick you up on the last turn.

    M.U.L.E.'s a game I remember fondly for all the wrong reasons – yet fortuitously, it still plays very well today. I highly recommend exploring its curious charms – ideally, with three other people.

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    In praise of slow https://imnotdoctorwho.moegamer.net/2008/07/23/in-praise-of-slow/ https://imnotdoctorwho.moegamer.net/2008/07/23/in-praise-of-slow/#comments Wed, 23 Jul 2008 17:10:04 +0000 http://angryjedi.wordpress.com/?p=10 (With apologies to Carl Honore for shamelessly liberating the title of his book, which I haven't read, but respect the sentiment behind the title.) I sauntered to work today. Tomorrow I might amble, stroll, perambulate or, you know, walk. This is nothing unusual, you might think, but I've noticed a curious phenomenon develop over the … Continue reading In praise of slow

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    (With apologies to Carl Honore for shamelessly liberating the title of his book, which I haven't read, but respect the sentiment behind the title.)

    I sauntered to work today. Tomorrow I might amble, stroll, perambulate or, you know, walk. This is nothing unusual, you might think, but I've noticed a curious phenomenon develop over the last few years, and that is the fact that everyone seems to have somewhere more important than the place I'm going to get to, preferably much quicker than I do. As such, as I wander down the street, it's almost inevitable, even at unsociable hours in the morning, that at least one person will come charging past me – not running, because that would look panicky – but walking at at least twice the speed I do. I don't walk as slowly as, say, an elderly gentleman, but I still walk considerably slower than these people who are inevitably dressed in some sort of suit, wearing clip-cloppy shoes that immediately makes them somehow seem incredibly arrogant. Quite how shoes can be arrogant is anyone's guess, but that's what it makes me think.

    Then there's London. Anyone who's ever visited London, however much you may have liked it, will have noticed how much of a hurry every damn person in that city is in. Traffic lights go amber and horns sound immediately like some sort of automatic reaction. Dare to stand slightly left-of-centre on the escalators leading down to the Underground and some greased-up City-boy businessman will make a snide comment like "Slow lane's over there, mate". Stand in a queue at Pret and you'll see at least five people who have been waiting roughly fifteen seconds storm out in seeming disgust, muttering about inefficiency. (Contrast this with my experience a few years back when an entire symphony orchestra descended on one tiny kebab shop in the middle of Warsaw which was staffed by one rather uncomfortable looking man. Now that was inefficiency, although to be fair he was somewhat up against the wall. Almost literally.)

    Then there's the laziness of people who use computers. "Why can't I drag that text into my subject header?" I heard one person ask of an email application – because using two keyboard shortcuts to copy and paste it was obviously just such a hassle. "Why can't it do this?" "Why doesn't this do my work for me?" "Computers are supposed to be efficient!"

    And then – then – there's the attention span of people on the Internet. Dare to write in more than one paragraph on a message board and there will be at least one response along the lines of "OMFG WALL OF TEXT" with nothing more meaningful to say. Well, thanks for that.

    You'd think there'd be a point to this wall of text. And I guess there is. It's to say to these people "slow the fuck down". Leave ten minutes earlier so you can enjoy a walk to work without barging past people. Take your time over writing your emails and they might actually be spelled and punctuated correctly. Read someone's wall of text and you might actually find something interesting that they had to say. And London? Just climb out of your own arse and realise that some people don't want to live their lives at 300 miles per hour before dying of a heart attack at 28.

    This post is dedicated to the people who take the time to sit down, chill out, relax, enjoy some time, some space and don't mind being a little bit wordy and pretentious along the way. If you're reading this and you've got this far, chances are you're one of them. And to you I say, "Good job. Keep it up."

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    Obligatory First Post Explanation https://imnotdoctorwho.moegamer.net/2008/07/22/obligatory-first-post-explanation/ https://imnotdoctorwho.moegamer.net/2008/07/22/obligatory-first-post-explanation/#comments Tue, 22 Jul 2008 21:09:31 +0000 http://angryjedi.wordpress.com/?p=4 Hello. Welcome to yet another attempt at a blog. This time I'm not relying on crappy, shit-arsed web hosts who don't reply to my emails when I politely (and subsequently, less politely) enquire exactly why they have absconded with £30 of my hard-earned for another year's hosting and domain name ownership. But enough about 4sites.com … Continue reading Obligatory First Post Explanation

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    Hello. Welcome to yet another attempt at a blog. This time I'm not relying on crappy, shit-arsed web hosts who don't reply to my emails when I politely (and subsequently, less politely) enquire exactly why they have absconded with £30 of my hard-earned for another year's hosting and domain name ownership. But enough about 4sites.com (who, incidentally, used to be fantastic, and just appeared to vanish off the face of the planet recently) – let's not start this as a rant, as there will undoubtedly be plenty of time for that later.

    If you've stumbled across this blog by accident, here's the obligatory "hello, this is me, as if you care" post. That way you can decide whether or not you feel like sticking around. So let's lurch right in.

    My name's Pete Davison. I am not the 1981-1984 incarnation of The Doctor, hence the title of this blog. In fact, I was born in 1981, giving my parents great joy in telling the story of my brother (games industry veteran John Davison, as press releases are wont to call him) apparently insisting that my parents gave me the middle names "Doctor Who".

    It didn't happen.

    I did, however, end up with two middle names, which has meant for the longest time I have been unable to enter all of my initials into arcade machines upon achieving a high score. I suppose as names go, things could be worse. I could be called Theophilus McShitface or something like that. Now that really would be unfortunate, although at least "TMS" fits on the Pac-Man high scores list.

    Anyway, who am I? I'm a self-confessed geek. I love my gadgets, I love my video games and I love my board games. I also like hot girls in lingerie, but I think that's something less of a niche market. I live in the UK and represent one of the last bastions of traditional Britishness, doing one hell of a Brian Blessed impression (with a beard to match if I haven't shaved for a while) and constantly shaking my head at the rancid, disgusting, despicable state that this country is in.

    I'm also in the process of attempting to emigrate, for reasons which are probably abundantly clear from that previous paragraph.

    But back to the geekery. One of the main things I do is take part in legendary (well, in our minds, at least) gaming "book club" The Squadron of Shame over at 1up.com. We have a podcast and everything – see the sidebar for links to subscribe. The Squadron of Shame are a group dedicated to rescuing underappreciated classic video games from the bargain bins and playing the shit out of them before deciding whether or not they actually do belong in said bargain bin or in pride of place on discerning gamers' shelves.

    I also occasionally write for industry veteran John Davison's new site, What They Play, a comprehensive resource for parents wanting to find out more about their kids' favourite hobby. If you're a parent, know nothing about video games and want to know if the latest Final Metal Gears of Halo game actually does have all the graphic depictions of interracial anal sex that the Daily Mail "reported" (and I use the term loosely) featured in it, What They Play is a great place to start.

    So sit back, relax, maybe drop a comment or two (but be sure to comment responsibly otherwise the government gonna getcha) and enjoy.

    If this is the only post on the page when you read this, you have reached the end of the potential enjoyment of this page. Please feel free to come back and visit later.

    Auf wiedersehen.

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